Mass Effect - Apocalypse
When you defend a secure position, roll
+Sharp instead of
You may use Cryo Blast as if it were a weapon that does (s+2-harm close implanted messy). On a hit with a harm-inflicting move, even if harm is entirely negated by shields or armor, the target is “frozen” and open for follow-through.
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.
When you target an enemy in battle who is either shielded or synthetic with Energy Drain roll
+Sharp. On a hit, you drain 2-shield (if a shielded enemy) or inflict 2-harm (if an unshielded synthetic enemy). On a 10+, you refresh your own shields by 2 (but no higher than your shield rating).
Geth Shield Boost:
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.
You may use Neural Shock as if it were a weapon that does (s+2-harm close implanted). On a hit with a harm-inflicting move, even if harm is entirely negated by shields or armor, anyone attacking the target takes
+1ongoing for the rest of the battle.
When you Overload a character’s personal shields in battle, roll
+Sharp. On a hit, the shields are destroyed, and may not be refreshed that battle. On a 10+, the target also permanently loses 1-armor. A hit on Overload may also, at GM discretion, destroy holographic drones or fry electronic equipment.
When you Sabotage a piece of technology being wielded against you in battle, Roll
+Sharp. On a hit, it breaks and is non-functional for the rest of the battle. On a 10+, it does 1-harm to the wielder.
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:
- Make them fight on your behalf. If in battle, this lasts for 1 tick.
- Make them defend you. They take all harm from an attack meant for you.
- Make them die. They take 1 harm per hold spent (ap, ignore shields/barriers)
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.