My group noticed that Defense Matrix isn't here, and we figured that it was for the same reasons a few other powers are not here (such as replacing a weapon or other power, being cheep ectra). But since it was just such a useful power to have in ME3 as GM I was asked to stat it up anyways. It's actually pretty fair, and balanced to allow for occasional shield restoration without making it something that can be used at will to be invincible.



Defense Matrix

Create a protective armor around yourself.

Prerequisite: Electronics 3 ranks, proficiency with medium armor.

Target: Self (D)

Activation: 1 action

Effect: This power surrounds the character with a white-like solid barrier, created by reinforcing the armor using protective Foucault currents. This power provides a certain amount of damage reduction to the character, at the cost of increasing the cooldown of any power used while this lasts and reducing character’s speed.

The character can purge the current (thus dismissing this power), to restore a portion of the character’s shields. This power can be used a number of times per encounter equal to the character’s Intelligence modifier (minimum of 1).

When ranks 4, 5 and 6 are attained, the character must choose one of two different effects for each rank.

Cooldown: 5 actions

Save: None



Rank 1: This power has the following statistics:

- Character’s armor base Shield HP is increased by 20%.

- Character’s shields gain DR 1 that applies only while the character has Shields. It stacks with other forms of DR the character might have to his/her shields.

- Cooldown of other powers is increased by 2 actions. This includes the following abilities as well: First Aid and Shield Boost.

- Purging restores 2 x Intelligence Modifier.

- Character is slowed by 10 feet.

- Cost: 2 tech points to activate.



Rank 2: This power has the following statistics:

- Character’s armor shields are increased by 20%.

- Character’s shields gain DR 1 that applies only while the character has Shields. It stacks with other forms of DR the character might have to his/her shields.

- Cooldown of other powers is increased by 2 actions. This includes the following abilities as well: First Aid and Shield Boost.

- Purging restores 3 x Intelligence Modifier.

- Character is slowed by 10 feet.

- Reduce cooldown of this power to 4 actions.

- Cost: 2 tech points to activate.



Rank 3: This power has the following statistics:

- Character’s armor shields are increased by 20%.

- Character’s shields gain DR 1 that applies only while the character has Shields. It stacks with other forms of DR the character might have to his/her shields.

- Cooldown of other powers is increased by 2 actions. This includes the following abilities as well: First Aid and Shield Boost.

- Purging restores 4 x Intelligence Modifier.

- Character is slowed by 10 feet.

- Reduce cooldown of this power to 3 actions.

- Cost: 3 tech points to activate.



Rank 4: This power gains one of the following upgrades:

Rotating Frequencies:

- Shield DR increases by 1.

Durability:

- Bonus to character’s armor base Shield HP is increased by 10%.

- Increase cost by 1 tech point.



Rank 5: This power gains one of the following upgrades:

Improved Durability:

- Bonus to character’s armor base Shield HP is increased by 10%.

Auxiliary Capacitors:

- Purging now causes the shields to regenerate an additional amount equal to this power’s bonus DR for a number of rounds equal to 1/2 the character’s Intelligence Modifier (Minimum 1).



Rank 6: This power gains one of the following upgrades:

Power Recharge:

- The cooldown increase of other powers is reduced by 1 action.

- Increase cost by 1 tech point.

Stronger Hologram:

- Increase DR provided by this power by 1.

- Increase cost by 1 tech point.