Mass Effect Talents: Difference between revisions
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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 Tabletop RPG you have a variety of unique talents. Talents fall into three categories: Biotic, Combat and Tech.<br /> | ||
Biotic Talents with which one can manipulate dark energy to lift objects and immobilize enemies or create force fields.<br /> | '''Biotic Talents''' with which one can manipulate dark energy to lift objects and immobilize enemies or create force fields.<br /> | ||
Combat Talents used mostly by soldiers utilizing weapons or armor combined with their training.<br /> | '''Combat Talents''' used mostly by soldiers utilizing weapons or armor combined with their training.<br /> | ||
Tech Talents that are activated and controlled with an omni-tool and technical attribute, which mainly utilize technology.<br /> | '''Tech Talents''' that are activated and controlled with an omni-tool and technical attribute, which mainly utilize technology.<br /> | ||
All talent categories have their strong and weak sides:<br /> | All talent categories have their strong and weak sides:<br /> | ||
Biotic adept doesn’t need any equipment but has to constantly meditate and advance his talents to make them more effective.<br /> | Biotic adept doesn’t need any equipment but has to constantly meditate and advance his talents to make them more effective.<br /> | ||
The soldier relies on weapons and armor which limit him when he is unarmed.<br /> | The soldier relies on weapons and armor which limit him when he is unarmed.<br /> | ||
The engineer who without his omni-tool can’t activate his talents is also heavily dependent on technology.<br /><br /> | The engineer who without his omni-tool can’t activate his talents is also heavily dependent on technology.<br /><br /> | ||
At character creation you can choose Talents based on these factors:<br /> | '''At character creation you can choose Talents based on these factors''':<br /> | ||
Biotic Talents: 1 Power per "D" in Biotic Attribute and you have to meet the prerequisites.<br /> | '''Biotic Talents''': 1 Power per "D" in Biotic Attribute and you have to meet the prerequisites.<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). | '''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).<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 /> | '''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 /> | ||
During game play it costs 5 character points to learn a new talent.<br /> | '''During game play it costs 5 character points to learn a new talent.'''<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 /> | '''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 /> | ||
You can advance only Biotic Talents, Tech and Combat Talents are skill based!<br /> | '''You can advance only Biotic Talents, Tech and Combat Talents are skill based!'''<br /><br /> | ||
In most talents there are difficulties that you have to roll against:<br /> | In most talents there are difficulties that you have to roll against:<br /> | ||
Very Easy 6+<br /> | Very Easy 6+<br /> | ||
Revision as of 16:49, 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