Tech Powers

ENGINEER SPHERE

Tech Mine I
Sphere: Engineer
Rank: 2
Cost: 1
Duration: Instantaneous
Benefit: Can expand the area of a grenade by 1 square and or add +1 die of damage. A grenade is need to use this ability.

Combat Drone
Sphere: Engineer
Rank: 6
Cost: 3
Duration: Instantaneous
Benefit: You learn how to build a combat drone. The drone has a Base attack equal to yours and no Dex bonus. Ac of 15 (+5 nat) a Shield Rating of 5 and 15 HP.

Tech Mine II
Sphere: Engineer
Rank: 7
Cost: 2
Duration: Instantaneous
Benefit: Can make grenades explode in a cone shape.

Supreme Tech Mine
Sphere: Engineer
Rank: 10
Cost: 5
Duration: Instantaneous
Benefit: The burst of the grenade you use is reduced to 5 ft but adds +5 die of damage.

SYNTHETIC SPHERE

Tech Stun
Sphere: Synthetic
Rank: 2
Cost: 2
Duration: 1d6 rounds
Benefit: By hacking the synthetic being you cause it to malfunction temporarily and shut down for a short period. All A.I. and MECH bots get a Will save of (10+ INT Mod + half your ranks in the Synthetic sphere).

Re-program Mechanics
Sphere: Synthetic
Rank: 5
Cost: 5
Duration: character level in rounds
Benefit: The synthetic being believes that you are its ally and will try to stop anyone who tries to hurt you. It may still consider your friends enemies depending on how advanced its programming is. A.I. MECH bots get a Will save of (10+ INT Mod + half your ranks in the Synthetic sphere).

Group Electromagnatic Rounds
Sphere: Synthetic
Rank: 8
Cost: 3
Duration: character level in rounds
Benefit: All round shot from standard fire arms within 10ft of you do an extra 1d6 electric damage to Synthetics.

TECH ARMOR SPHERE

Armor
Sphere: Tech Armor
Rank: See Benefits
Cost: 4
Duration: character level in rounds
Rank Cost Shield Bonus
2 5
7 10
11 15
15 20
Benefit: This power boosts the benefits of your armor for a short power. To use this your armor must of some kind of Shield generator.

Explosive Armor
Sphere: Tech Armor
Rank: 10
Cost: 0
Duration: character level in rounds
Benefit: If your SR ever hits zero while using the Armor ability then the energy built up in it, then releases in a concussive blast. Knocking back and prone anyone in 20ft. Everyone in that range gets a Ref save DC (10+ Int + Half ranks in Tech Armor)

TECH WARRIOR SPHERE

Gun Expert
Sphere: Tech Warrior
Rank: 2
Cost: 2
Action: Swift
Duration: 3 seconds
Benefit: The Tech user modifies his Fire arm in a way that will improve his chances of hitting his target but only temporally. This ability gives Him +2 to his next attack roll.

Electromagnetic Rounds
Sphere: Tech Warrior
Rank: 5
Cost: 2
Action: Standard
Duration: 1 min/ lvl
Benefit: Using a modded chip he created the tech, adds 1d6 electric damage to the firearm he is using.

?
Sphere: Tech Warrior
Rank: 5
Cost: 2
Action: Swift
Duration: Character level in rounds
Benefit: The Tech user modifies his Fire arm in a way that will improve his chances of hitting his target but only temporally. This ability gives Him +2 to his next attack roll.

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