Mass Effect - Savage Worlds
Omni-Tools
Omni-Tools: 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
Omni-tools translate all known languages for the wearer, allowing for intergalactic communication and trade with minimal effort. They can all use the following programs as well: Flashlight, Scanner, Repairing items, Dispensing medi-gel, Programming and hacking, Camera, Video, audio and holographic communication. Tech skill activation bonus/penalty applies to all tech combat skills, first aid, hacking, repairing, investigation and any other tech skills.
Additional programs (mostly omni blades) can be downloaded if you have program slots.
Omni-Tool | Manufacturer | Cost | Program Slots | Tech Skill Activation Bonus/penalty | Tech Cooldown Bonus/penalty | Shield Units Bonus | Shield Strength Bonus |
---|---|---|---|---|---|---|---|
Blue Wire Tool | Aldrin Labs | 100 | 0 | -2 | +1 | 0 | 0 |
Chameleon Tool | Sirta Foundation | 400 | 1 | -1 | +1 | 0 | 0 |
Cipher Tool | Elkoss Combine | 750 | 2 | 0 | +1 | 0 | 0 |
Polaris | Kassa Fabrication | 1000 | 2 | 0 | 0 | 0 | 0 |
HMOT Master Omni-Tool | Spectre Gear | 1425 | 3 | 0 | 0 | 0 | +1 |
Nexus | Armali Council | 2650 | 4 | 0 | -1 | 0 | 0 |
Logic Arrest Tool | Ariake Technologies | 6950 | 5 | 0 | 0 | +1 | +1 |
Savant | Ariake Technologies | 14250 | 6 | +1 | -1 | +1 | +1 |
Omni-Blade: You can extract an omni-blade as part of a melee attack. You may also leave the omni-blade out if desired, but if it needs to be withdrawn next round you suffer from a multi-action penalty, unless you have the omni-blade quickdraw program. Omni-blades can be skinned differently, like batarians use fists with sharp items all over them. Omni-blades may only have one upgrade power (cryo, incinderary, Disruptor) activated at a time.
Program | Cost | Number of program slots used | Notes |
---|---|---|---|
Omni-blade rank 1 | 50 | 1 | Deals strength damage |
Omni-blade rank 2 | 100 | 2 | Deals strength+1d4 damage |
Omni-blade rank 3 | 400 | 2 | Deals strength+1d4+2 damage |
Omni-blade quickdraw | 1000 | 1 | You can instantaneously extend/withdraw your omni blade. You are considered always armed. This functions with other Omni weapons as well. |
Omni-shield rank 1 | 50 | 1 | Functions as small shield |
Omni-shield rank 2 | 100 | 1 | functions as a medium shield |
Omni-shield rank 3 | 400 | 2 | functions as a large shield |
AP rank 1 | 150 | 1 | AP 1 |
AP rank 2 | 400 | 1 | AP 2 |
Reach rank 1 | 250 | 2 | Reach +1, cannot be added to shields |
Reach rank 2 | 600 | 3 | Reach +2, cannot be added to shields |
Parry | 150 | 1 | Parry +1 |
Incendiary Upgrade 1 | 400 | 1 | Changes damage to fire and becomes a heavy weapon. |
Incendiary Upgrade 2 | 1400 | 2 | All of incinderary upgrade 1 and an attack against an unshielded opponent forces a vigor roll. If the vigor roll is failed the target catches fire for 2d4 damage. Charactets that are on fire cannot regenerate their shields or their health. Attacks against an unshielded opponent gain a +1 to damage. |
Incendiary Upgrade 3 | 4200 | 3 | Same as rank 2 except fire damage increases to 2d6 and the bonus to damage is now +4. |
Cryo Upgrade 1 | 400 | 1 | An attack against an unshielded opponent forces a vigor roll. If the vigor roll is failed the target is chilled for one round and moves at half speed. The attack deals cold damage instead of its regular damage. |
Cryo Upgrade 2 | 1400 | 2 | All of cryo upgrade 1 and attacks made with the blade have an AP of 1. For each raise on the attack the vigor check is made at a -1 |
Cryo Upgrade 3 | 4200 | 3 | All of Cryo Upgrade 2 but If the vigor roll is failed the target is frozen for one round and cannot move. AP increases to 2. |
Disruptor Upgrade 1 | 400 | 1 |
Damping
Program | Cost | Number of program slots used | Notes |
---|---|---|---|
Damping | - | 1 | Make a smarts roll to trigger. Target and all creatures adjacent must make a spirit roll. If you get a raise on smarts they make it at a -2. If the fail the save their C/D increases by 1. |
Improved Damping |
Program | Cost | Number of program slots used | Notes |
---|---|---|---|
Tech Damage Rank 1 | 400 | 1 | Damage with tech skills +1 |
Tech Damage Rank 2 | 1400 | 2 | Damage with tech skills +2 |
Tech Damage Rank 3 | 4200 | 2 | Damage with tech skills +3 |
Tech Duration Booster | 1500 | 2 | Duration of all tech skills increases by 1. |
Cooldown Reducer | 800 | 1 | you may reduce your C/D by 1 once per mission per use. This is a free action and may be used an unlimited number of times in a round. |
Hack Module | 400 | 1 | Gain a +1 on all hacking rolls |
Bypass Module | 1450 | 1 | Gain a +2 on all hacking rolls |
Omni-gel Capacity Rank 1 | 250 | 1 | +1 Omni-gel capacity |
Omni-gel Capacity Rank 2 | 750 | 1 | +2 Omni-gel capacity |
Omni-gel Capacity Rank 3 | 1650 | 1 | +3 Omni-gel capacity |
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