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<u>'''Talents'''</u><br />
In Mass Effect D6 Tabletop RPG you have a variety of unique talents. Talents fall into three categories: Biotic, Combat and Tech.<br />
In Mass Effect D6 player have a variety of unique and entertaining abilities to have their characters peruse in their adventures. These powers fall into three categories:<br />
Biotic Talents with which one can manipulate dark energy to lift objects and immobilize enemies or create force fields.<br />
<u>[[Mass Effect Biotic Talents|'''Biotic Talents''']]</u><br />
Combat Talents used mostly by soldiers utilizing weapons or armor combined with their training.<br />
Characters that can manipulate dark energies to lift objects, immobilize enemies or create barriers around themselves and allies use Biotic Talents.<br />
Tech Talents that are activated and controlled with an omni-tool and technical attribute, which mainly utilize technology.<br />
<u>[[Mass Effect Combat Powers|'''Combat Powers''']]</u><br />
All talent categories have their strong and weak sides:<br />
Characters that use weapons (both ranged and melee) to ruthless effectiveness to blast multiple opponents apart with a shotgun, spin in place and cleave enemies in half with a massive Battle Cleaver or take an enemy down with one well placed shot with a sniper rifle use Combat Talents.<br />
Biotic adept doesn’t need any equipment but has to constantly meditate and advance his talents to make them more effective.<br />
<u>[[Mass Effect Tech Talents|'''Tech Talents''']]</u><br />
The soldier relies on weapons and armor which limit him when he is unarmed.<br />
Characters whose omnitools and knowledge of modern computers and weapons can disable a geth from a distance, destroy a shotgun or lock an enemy Biotics skills use Tech Talents.<br />
The engineer who without his omni-tool can’t activate his talents is also heavily dependent on technology.<br /><br />
<u>'''Balance'''</u><br />
At character creation you can choose Talents based on these factors:<br />
Balance between the powers makes it so a particular specialist is strong versus one of the other specialists and weak versus the the final (Combat is strong vs Tech and weak vs Biotics; Biotics are strong vs Combat and weak vs Tech; and Tech is strong vs Biotics but weak vs Combat). See the [[Mass Effect Wheel of Death|Wheel of Death]] for a more thorough explanation on the idea of balance between the powers.<br />
Biotic Talents: 1 Power per "D" in Biotic Attribute and you have to meet the prerequisites.<br />
<u>'''Talent Types'''</u><br />
Combat Talents: choose any Power you have the prerequisites (if a Character has ranged: shotguns +18 and ranged: pistols +18 they can choose the Combat Talents Carnage and Marksman).
Each set of Talents is broken into two types: Offensive and Defensive. Generally speaking Offensive Powers are used against enemies or objects and Defensive Powers are used on the character and his allies.<br />
Tech Talents: similar to Combat Talents, Tech Talents are chosen based on whether you meet the requirements to take a Talent (a character with any 3 Tech skills at +9 and ranged weapons repair +9 may choose the Tech Talents Electronics and Sabotage)<br /><br />
<u>'''Strengths/Weaknesses'''</u><br />
During game play it costs 5 character points to learn a new talent.<br />
Each Talent set also has its strengths and weaknesses.<br />
Unless stated otherwise, all the talents have a 2 round "cool-down". The talents may not be used again for 2 rounds whether you succeed at those using them or not.<br />
Usually the weakness of Combat Talents are their reliance on modern technology, you can't use Carnage if you don't have a shotgun. But multiple weapons allow for multiple Talents.<br />
You can advance only Biotic Talents, Tech and Combat Talents are skill based!<br />
Tech on the other hand are strong against synthetics and enemies that rely on one type of combat style. Non-synthetics and characters that have multiple weapons or combat styles prove the weakness of this Talent set. You can't use AI Hack against a krogan nor can you instantly destroy all weapons a soldier might be carrying.<br />
In most talents there are difficulties that you have to roll against:<br />
Biotics have many uses but a weakness against other enemies that can block their Biotic Talents. A Biotic can throw enemy soldiers around a battle field making retaliation difficult. But if a Tech blocks your Biotic skills you can't repel enemies or create barriers.<br />
Very Easy 6+<br />
<u>'''Buying Skills'''</u><br />
Easy 10+<br />
At character creation you can choose Powers based on these factors: Biotic Talents: 1 Power per "D" in a Biotic skill (IE a character that starts with Telekinesis 1D and Kinetic Fields 2D can choose 3 Biotic Talents); Combat Talents: choose any Power you have the prerequisites (IE if a Character has ranged: shotguns 6D and ranged: pistols 6D they can choose the Combat Talents Carnage and Marksman); Tech Talents: similar to Combat Talents, Tech Talents are chosen based on whether you meet the requirements to take a Talent (IE a character with any 3 Tech skills at 5D and ranged weapons repair 5D may choose the Tech Talents Electronics and Sabotage)<br />
Moderate 16+<br />
During gameplay it costs 5 Character Points to learn a new Talent.<br />
Difficult 20+<br />
<u>'''Cooldown'''</u><br />
Very Difficult 26+<br />
Unless stated otherwise, all the Talents have a 2 round "cooldown" (they cannot be used again for 2 rounds whether you succeed at your rolls or not).
Heroic 30+<br /><br />
[[Mass Effect Biotic Talents|'''Biotic Talents''']]<br />
[[Mass Effect Combat Talents|'''Combat Talents''']]<br />
[[Mass Effect Tech Talents|'''Tech Talents''']]<br />
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Revision as of 14:50, 30 January 2017

In Mass Effect D6 Tabletop RPG you have a variety of unique talents. Talents fall into three categories: Biotic, Combat and Tech.
Biotic Talents with which one can manipulate dark energy to lift objects and immobilize enemies or create force fields.
Combat Talents used mostly by soldiers utilizing weapons or armor combined with their training.
Tech Talents that are activated and controlled with an omni-tool and technical attribute, which mainly utilize technology.
All talent categories have their strong and weak sides:
Biotic adept doesn’t need any equipment but has to constantly meditate and advance his talents to make them more effective.
The soldier relies on weapons and armor which limit him when he is unarmed.
The engineer who without his omni-tool can’t activate his talents is also heavily dependent on technology.

At character creation you can choose Talents based on these factors:
Biotic Talents: 1 Power per "D" in Biotic Attribute and you have to meet the prerequisites.
Combat Talents: choose any Power you have the prerequisites (if a Character has ranged: shotguns +18 and ranged: pistols +18 they can choose the Combat Talents Carnage and Marksman). Tech Talents: similar to Combat Talents, Tech Talents are chosen based on whether you meet the requirements to take a Talent (a character with any 3 Tech skills at +9 and ranged weapons repair +9 may choose the Tech Talents Electronics and Sabotage)

During game play it costs 5 character points to learn a new talent.
Unless stated otherwise, all the talents have a 2 round "cool-down". The talents may not be used again for 2 rounds whether you succeed at those using them or not.
You can advance only Biotic Talents, Tech and Combat Talents are skill based!
In most talents there are difficulties that you have to roll against:
Very Easy 6+
Easy 10+
Moderate 16+
Difficult 20+
Very Difficult 26+
Heroic 30+

Biotic Talents
Combat Talents
Tech Talents