Class Moves | Biotics | Combat |

Tech Moves





Omni-tools are multipurpose diagnostic and manufacturing tools as well as computers used for a variety of civilian and battlefield tasks, such as hacking, decryption, or repair. Higher-end omni-tools are equipped by Engineers, Sentinels, and Infiltrators to make use of their tech talents and powers. When activated, an omni-tool can appear over either of a person's forearms and/or hands, and occasionally both, as an orange hologram.

Tech Weapon Moves


Cryo Blast: You may use Cryo Blast as if it were a weapon that does (s+2-harm close implanted messy). On a 10+ with a harm-inflicting move, even if harm is entirely negated by shields or armor, the target is “frozen” and open for follow-through.

Incinerate: You may use Incinerate as if it were a weapon that does (2-harm close implanted burn). On a hit with a harm-inflicting move, even if harm is entirely negated by shields or armor, the target is “burning” and permanently loses 2-armor. They may also panic.

Neural Shock: You may use Neural Shock as if it were a weapon that does (s+2-harm close implanted). On a 10+ or a 7-9 with a harm-inflicting move, even if harm is entirely negated by shields or armor, anyone attacking the target takes +1 ongoing for the rest of the battle.



Tech Utility Moves


Combat Engineer: When you defend a secure position, roll +Sharp instead of +Hard.

Decoy: When you create a holographic Decoy of yourself in battle, roll +Sharp. On a 10+, hold 2. On a 7-9, hold 1. At any time you may spend your hold 1 for 1 to completely negate all harm inflicted by an enemy attack as they attack your decoy instead. Area attacks might not be negated by this move as the GM and the fiction dictate.

Energy Drain: When you target an enemy in battle who is either shielded or synthetic with Energy Drain roll+Sharp. On a 10+, choose two. on a 7-9, choose 1,

Geth Shield Boost: Gain +1shield

Overload: When you Overload a character’s personal shields in battle, roll +Sharp. On a 10+, the shields are destroyed, and may not be refreshed that battle. The target also loses 1-armor permanently. On a 7-9,  the shields are just overloaded and can't be refreshed for the rest of that battle. A 10+ on Overload may also, at GM discretion, destroy holographic drones or fry electronic equipment.

Sabotage: When you Sabotage a piece of technology being wielded against you in battle, Roll +Sharp. On a 10+, It breaks, does 1-harm to the wielder and is non-functional for the rest of the battle. On a 7-9, it's just broken and out of commission.

When you Sabotage a synthetic NPC in battle, roll +Sharp. On a 10+, hold 3, on a 7-9, hold 2. At any time, spend your hold 1 for 1 to:

Sentry Turret: When you place a Sentry Turret in battle you automatically make that position a secure one and get +1 to defend a secure position. Furthermore, you can defend that position even if you yourself leave it. If you choose to “Redirect an attack from a person or thing in your position to yourself” you may redirect it to the turret instead, destroying the turret and ending this move.