Adrenaline Rush

Adrenaline Rush
The character is filled with adrenaline, allowing him to be more accurate and quick

Effect: Provides a bonus to attack rolls and reflex saves at Rank 1 by using the omni-tool to increase the amount of adrenaline the user has in their system.

Requirements: BAB +3 at Rank 1. Each additional rank increases BAB requirement by 2 (Example, Rank 2 needs BAB +5).

Activation: 1 Free Action.

Target: Self

Notes: This power can be used a number of times per encounter equal to Constitution Mod + 1.

Rank 1

 * Provides a bonus on attack rolls equal to Wisdom Modifier (Min 1).
 * Provides a bonus on Reflex saves equal to Wisdom Modifier (Min 1).
 * Cooldown: 4 turns.
 * Duration: 1 turn

Rank 2

 * Cooldown: Reduced to 3 turns.

Rank 3

 * Cooldown: 3 turns
 * Duration: Increased to 2 turns.

Rank 4
Choose one of the following effects to add to the effects of Adrenaline Rush:

Hardening  Time Dilation 
 * While Adrenaline Rush is active, Gain DR 1 to armor and shields.
 * While Arenaline Rush is active, increase Critical Threat range by 1.

Rank 5
Choose one of the following effects to add to the effects of Adrenaline Rush:

 Duration   Burst 
 * Increase the duration of Adrenaline Rush by 1 turn.
 * Reduce the cooldown of either a Tech Power, Biotic Power, First-Aid, or Shield Boost by 1 turn. Cooldown of Arenaline Rush reduced by 1 turn. Normal Adrenaline Rush bonuses no longer apply. Can choose to use Burst or normal Adrenaline Rush when activating.

Rank 6
Choose one of the following effects to add to the effects of Adrenaline Rush:

 Ignore Pain   Greater Rush 
 * While active, DR increased by 1
 * Gain an extra action that must be used this turn. This action cannot be used to make an attack. Greater Rush effect lasts only 1 round. Adrenaline Rush's duration and bonuses has the normal duration.