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Mass Effect: Tech Talent: Tech Armor: Difference between revisions

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Created page with "'''Tech Armor'''<br /> '''Time Taken''': action<br /> '''Range''': personal<br /> '''Area of Effect''': 5 meters<br /> '''Prerequisites''': Armor Repair +9<br /> By constant r..."
 
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'''Range''': personal<br />
'''Range''': personal<br />
'''Area of Effect''': 5 meters<br />
'''Area of Effect''': 5 meters<br />
'''Prerequisites''': Armor Repair +9<br />
'''Prerequisites''': Armor Repair 5D<br />
By constant repairing of armors and their kinetic barriers a tech specialist can squeeze more juice from their own kinetic barriers. Sometimes far beyond what they normally could do, helping to absorb more damage. Make a Difficult (16-20) roll against your Technical attribute and Armor Repair skill. If successful add the same amount of points as your skill in Armor Repair to your kinetic barriers. Additionally should Tech Armor collapse, a burst of kinetic energy that stuns all within the area of effect for one round is depleted. This talent may be kept up but you suffer -3 to all non-Tech Armor rolls.<br />
By constant repairing of armors and their kinetic barriers a tech specialist can squeeze more juice from their own kinetic barriers. Sometimes far beyond what they normally could do, helping to absorb more damage. Make a Difficult (16-20) roll against your Armor Repair skill. If successful add the same amount of points as your skill in Armor Repair to your kinetic barriers. Additionally should Tech Armor collapse, a burst of kinetic energy that stuns all within the area of effect for one round is depleted. This talent may be kept up but you suffer -1D to all non-Tech Armor rolls.<br />
'''Note''': Cool-down begins when the character lets Tech Armor drop.
'''Note''': Cool-down begins when the character lets Tech Armor drop.

Latest revision as of 13:20, 22 February 2017

Tech Armor
Time Taken: action
Range: personal
Area of Effect: 5 meters
Prerequisites: Armor Repair 5D
By constant repairing of armors and their kinetic barriers a tech specialist can squeeze more juice from their own kinetic barriers. Sometimes far beyond what they normally could do, helping to absorb more damage. Make a Difficult (16-20) roll against your Armor Repair skill. If successful add the same amount of points as your skill in Armor Repair to your kinetic barriers. Additionally should Tech Armor collapse, a burst of kinetic energy that stuns all within the area of effect for one round is depleted. This talent may be kept up but you suffer -1D to all non-Tech Armor rolls.
Note: Cool-down begins when the character lets Tech Armor drop.