Post by Erebus Kenobi on Oct 9, 2016 22:04:07 GMT -6
Mass Effect Tech Powers
These abilities can only be utilized by Mass Effect races and some may require the use of an Omni-Tool. Should you have questions on the progression of these powers do not hesitate to ask an administrator for assistance.
Base Tech Abilities
Characters must posses at least level one intelligence in attributes to utilize these powers listed below. Reference the Character Control & Attribute listing.
Omni tool:
[/ul]
[/div]
Damping:
[/ul]
[/div]
Decryption:
[/ul]
[/div]
Electronics:
[/ul]
[/div]
First Aid:
[/ul]
[/ul]
[/div]
Hacking:
[/ul]
[/div]
Medicine:
[/ul]
[/ul]
[/div]
Overload:
Note: This power travels in a straight line from the user to the target, hitting instantly.
[/ul]
[/div]
Advanced Tech Abilites
The following powers will require level two within the intelligence attribute.
Omni-Hammer:
[/ul]
[/div]
AI Hacking:
[/ul]
[/div]
Sabotage:
Prerequisite: Requires AI Hacking to be obtained.
[/ul]
Cloak:
[/ul]
Cryo Blast:
Note: As with all projectile powers, the power does not launch an actual projectile when used by a squadmate. Instead, it impacts instantly.
[/ul]
Neural Shock:
[/ul]
Shield Boost:
[/ul]
Tech Armor:
[/ul]
Decoy:
In single-player Decoy is one of EDI's unique powers and can be unlocked as a bonus power for Commander Shepard.
[/ul]
Electric Slash:
Highly effective against shields/barriers.
Considered a power attack.
Receives damage bonuses from power upgrades.
[/ul]
Electric Hammer:
[/ul]
[/ul]
Flamer:
Highly effective against armor.
[/ul]
Homing Grenade:
[/ul]
Recon Mine:
[/ul]
[/ul]
Professional Tech Abilities
These will require at least level three intelligence and extensive training.
Omni-Blade:
[/ul]
Tactical Cloak:
[/ul]
Tactical Scan:
[/ul]
Energy Drain:
[/ul]
Incinerate:
[/ul]
Defense Matrix:
Slows power use by 60%.
[/ul]
Combat Drone:
In addition to attacking enemies, drones also act as a distraction for certain enemies, especially Husks.
[/ul]
[/ul]
Defense Drone:
[/ul]
Stimulant Pack:
[/ul]
Elite Tech Abilities
Abilities will require at least level four intelligence to use or even be trained.
Submission Net:
Entangle opponents in an electrified net, dealing massive damage to armored targets and incapacitating unarmored targets as they break free. Targets build up resistance to the grappling effects of the net.
Repair Matrix:
Reinforce armor with metal-repelling Foucault currents to increase movement speed, decrease damage taken, and to regenerate shields for a short duration. When activated, the fallen caster instantly gets back on their feet. This can only occur once, and a limited number of charges can be carried for this power.
Arc Grenade:
tun and electrocute your enemies with an EMP-packed grenade. Effective against shields and barriers.
Armor Piercing Arrows:
Load 3 armor-piercing charges into your omni-bow to increase damage and the number of arrows fired simultaneously. When you run out of these armor-piercing charges, you will fire normal arrows again.
Highly effective against armor.
Consumes a grenade.
Concussive Arrows:
Load concussive charges into your omni-bow to increase impact force, to knock down unarmored enemies, and to increase the number of arrows fired simultaneously. When you run out of concussive charges, you will fire normal arrows again.
Highly effective against barriers.
Consumes a grenade.
Supply Pylon:
Deploy an immobile pylon that supplies ammo and grenades. A built-in tech generator also increases maximum shields for nearby allies.
Only one pylon can be active at a time.
Ammo and grenades expire after 17.5 seconds.[/div]