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srb:biotic_specialization [2020/04/26 12:19]
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srb:biotic_specialization [2020/07/22 03:15] (current)
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 ====== Biotics ====== ====== Biotics ======
 +{{:srb:femalebiotic.jpg?600|}}
 +
 The term biotics refers to the ability for some life- The term biotics refers to the ability for some life-
 forms to create mass effect fields using Element forms to create mass effect fields using Element
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 are present in each Biotic power description, below. To gain are present in each Biotic power description, below. To gain
 additional ranks, only skill prerequisites must be met, which additional ranks, only skill prerequisites must be met, which
-increase by 2 for each additional rank beyond 1st.+increase by skill ranks 2 for each additional rank beyond 1st.
  
 Biotic powers possess a Biotic Cooldown. This cooldown Biotic powers possess a Biotic Cooldown. This cooldown
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 The sentinel also recovers tech points with the same recovery action. The sentinel also recovers tech points with the same recovery action.
  
-===== Biotic points table =====+===== Biotic powers table =====
  
 ^Biotic Powers^ Description^ 1st rank Skill Requirement^Cooldown^ ^Biotic Powers^ Description^ 1st rank Skill Requirement^Cooldown^
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 |Biotic Shield Dome| Create a dome of energy that blocks incomind damage| Biotics 5 ranks ability to use Barrier|  |Biotic Shield Dome| Create a dome of energy that blocks incomind damage| Biotics 5 ranks ability to use Barrier| 
 |Biotic Strike| Use biotics to improve melee attacks |Biotics 1 rank| |Biotic Strike| Use biotics to improve melee attacks |Biotics 1 rank|
-|Dominate| Use biotics to take control over a creature’s mind| Biotics 7 ranks, Life sciences 4 ranks, Asari Pure Biotic class| +|Dark Channel| Biotic energy deals continued damage to target, can jump to another target afterwards |Biotics 8 ranks, Culture 5 ranks|
-|Dark Channel| Biotic energy deals continued damage to target, can jump to another target afterwards |Biotics 8 ranks, history 5 ranks|+
 |Flare| Release a massive explosion of biotic energy in an area |Biotics 6 ranks, ability to use Warp| |Flare| Release a massive explosion of biotic energy in an area |Biotics 6 ranks, ability to use Warp|
 |Lash| Use biotics to lash a target and pull him nearby fast |Biotics 4 ranks, Physical sciences 2 ranks, ability to use Pull, Adept or Vanguard| |Lash| Use biotics to lash a target and pull him nearby fast |Biotics 4 ranks, Physical sciences 2 ranks, ability to use Pull, Adept or Vanguard|
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 |Singularity Trap| creatures in a singularity, preventing them from moving and even acting| Biotics 5 ranks,  Physical sciences 2 ranks, Adept class, ability to use Pull| |Singularity Trap| creatures in a singularity, preventing them from moving and even acting| Biotics 5 ranks,  Physical sciences 2 ranks, Adept class, ability to use Pull|
 |Slam| Lift target in the air, then send him straight into the ground| Biotics 7 ranks, ability to use Pull and Throw, Physical sciences 3 ranks| |Slam| Lift target in the air, then send him straight into the ground| Biotics 7 ranks, ability to use Pull and Throw, Physical sciences 3 ranks|
-|Smash|Use Project Phoenix whips to deal damage in an area, sending targets back and prone |Biotics 4 ranks,  Physical sciences 2 ranks, Adept or Vanguard| +|Stasis| Use biotics to lock the target in space, preventing him from acting but protecting him from damage|Biotics 5 ranks, Physical science 1 rank| 
-|Stasis| Use biotics to lock the target in space, preventing him from acting but protecting him from damage| +|Throw| A blast of biotic energy sends the target flying | Biotics rank|
-Biotics 5 ranks, Physical science 1 rank| +
-|Throw| A blast of biotic energy sends the target flying Biotics| 1 ranks|+
 |Warp| A blast of biotic energy damages the target| Biotics 1 rank| |Warp| A blast of biotic energy damages the target| Biotics 1 rank|
  
-FIXME add power descriptions+ 
 +===== Power Descriptions ===== 
 + 
 +==== Aegis Shield ==== 
 +Generates a frontal biotic aegis barrier that blocks some projectiles and 
 +reduces the damage of other enemy attacks. 
 +   * Prerequisite: Biotics 2 ranks 
 +   * Target: Self (D) 
 +   * Activation: 1 action 
 +   * Duration 15 actions. 
 +   * Cooldown: 3 actions 
 +   * Effect: This power creates a shield of biotic energy that helps reduce the impact of enemy attacks and even block some. The character must keep one hand occupied with focusing the shield’s 
 +energies. The shield only works in a 180º angle, so the character must always indicate its facing. 
 + 
 +The Aegis works by absorbing a certain amount of damage from 
 +each attack that hits the character. The remaining damage is then 
 +dealt to the character, to the appropriate layer of protection and 
 +applying DR as normal. Once the Aegis has absorbed a number 
 +of points of damage equal to its HP, it is removed. 
 + 
 +The character can choose to maintain the Aegis, provided 
 +it never loses its concentration. Maintaining it costs 1 biotic 
 +point every round. While the Aegis is maintained, the 
 +character cannot regain biotic points. 
 + 
 +In ranks 4, 5 and 6, choose one of two different permanent 
 +effects at each rank. 
 + 
 + 
 +Note: Using this power usually occupies one hand in 
 +order to sustain it, meaning that when using this power 
 +the character is unable to perform tasks that require two 
 +hands and can only wield a melee weapon, a pistol or a 
 +sub-machinegun. 
 + 
 +=== Rank 1 === 
 +This power has the following statistics: 
 +    * Aegis absorbs 2 points of damage + Cha modifier, from each attack and source. 
 +    * Aegis has 40 HP + 4×Cha modifier. 
 +    * Cost: 2 biotic points to activate 
 +=== Rank 2 === 
 +Changes: 
 +    * Cooldown is reduced to 2 actions 
 +=== Rank 3 === 
 +Changes: 
 +    * Aegis has 60 HP + 6×Cha modifier. 
 +=== Rank 4 === 
 + This power gains one of the following upgrades: 
 +    * Durability: 
 +       * Increases aegis HP by 20 + 4xCha modifier 
 +       * Increases cost by 1 biotic point. 
 +    * Recharge Speed: 
 +        * Reduce cooldown to 1 action. 
 +=== Rank 5 === 
 +This power gains one of the following upgrades: 
 + 
 +    * Durability: 
 +      * Increases aegis HP by 20 + 2xCha modifier 
 +      * Increases cost by 1 biotic point. 
 +    * Reflection: 
 +      * Increases aegis absorption by 2. 
 +      * Increases cost by 1 biotic point. 
 +=== Rank 6 === 
 +This power gains one of the following upgrades: 
 +    * Shield Resurgence: 
 +      * After aegis is broken or dismissed, half of the damage it absorbed is used to restore the character’s Shield HP (if this exceeds the maximum, the excess is lost). 
 +      * Increases cost by 2 biotic points. 
 +    * Damage Aftermath: 
 +      *  After aegis is broken or dismissed, biotic energies charge your shots and melee attacks dealing +2 damage bonus per shot or melee attack for every 15 points of damage absorbed by the aegis, and charges your biotic powers increasing the damage dealt by 1/3 the amount of damage absorbed by the aegis (rounded down). This bonus lasts only for 1 action. The cooldown of Aegis is applied only after this bonus disappears. 
 +      * Increases cost by 2 biotic points. 
 + 
 +==== Annihilation Field ==== 
 +Spin this fiery effect around you to burn nearby enemies. 
 + 
 +    * Prerequisite: Biotics 5 ranks physical science 1 rank, Life science 1 rank 
 +    * Target: Self (D) 
 +    * Activation: 1 action 
 +    * Duration 15 actions. 
 +    * Cooldown: 3 actions 
 +    * Effect: Spin a blackened biotic fire around you to burn nearby enemies. When active, the field can be recast to blast a short-range area, requiring the character to activate this power once more (incurring its cost and cooldown). 
 + 
 +In ranks 4, 5 and 6, choose one of two 
 +different permanent effects at each rank. 
 + 
 +This power cannot be detonated. 
 + 
 +===Rank 1=== 
 +This power has the following statistics: 
 +   * Enemies 1-2 squares away from the character take 2d6 points of damage for each action they start in that area. 
 +   * Field can be recast, with 1 action, to create a blast in a 3 square radius. Doing so removes the field. 
 +      * Blast Damage: 5d6 to all creatures in blast area (no save) 
 +   * Cost: 2 biotic points to activate. 
 + 
 +===Rank 2=== 
 +Changes: 
 +   * Cooldown is reduced to 2 actions. 
 + 
 +===Rank 3=== 
 +Changes: 
 +   * Enemies 2 squrares away from the character take 3d6 points of damage for each action they start in that area. 
 +   * Field can be recast, with 1 action, to create a blast in a 3 square radius. Doing so removes the field. 
 +      * Blast Damage: 6d6 to all creatures in blast area (no save) 
 +   * Cost: 3 biotic points to activate. 
 + 
 +===Rank 4=== 
 + This power gains one of the following upgrades: 
 + 
 +Damage: 
 +   * Increase field damage to targets within 2 squares of character by 1d6 
 +   * Increase blast damage by 1d6 
 +   * Increase cost by 1 biotic point. 
 +Impact Radius: 
 +   *Increase radius of blast effect by 1 square. 
 + 
 +===Rank 5=== 
 +This power gains one of the following upgrades: 
 + 
 +Damage taken: 
 +   * Targets that are damaged by the field have their entire DR reduced by 1d8 until the beginning of their next round (taking damage multiple times does not decrease DR any further). 
 +   * Increase cost by 1 biotic point. 
 +Movement Speed: 
 +   * The character’s speed is increased by 1 square while this power is active 
 +   * Increase cost by 1 biotic point. 
 +===Rank 6=== 
 +This power gains one of the following upgrades: 
 + 
 +Damage: 
 +   * Increase field damage to targets within 2 squares of character by 1d6 
 +   * Increase blast damage by 1d6 
 +   * Increase cost by 1 biotic point. 
 +Drain: 
 +   * Increase this power’s duration to 30 actions. 
 +   * For each point of damage dealt to a creature with the field (but not the blast), the character’s Shield HP regenerate 1 point (if they are at maximum, they gain nothing). This, however, turns the character’s shield into Barrier Shields, meaning they count as both normal Shield HP as well as Biotic powers for the purpose of determining whether or not certain powers or abilities deal extra damage against them. 
 +   * Increase cost by 1 biotic point. 
 + 
 +==== Barrier ==== 
 + 
 + 
 +A visible mass-effect field surrounds you. 
 +     * Prerequisite: Biotics 1 rank 
 +     * Target: Self (D) 
 +     * Activation: 1 action 
 +     * Maintenance: Equals power cost. 
 +     * Cooldown: 3 actions after Barrier is removed or destroyed 
 +     * Effect: Barrier spawns a mass effect field that soaks up damage. This barrier provides the character with damage reduction against each shot. Because this field covers the character and his/her shields, so its damage reduction always applies even when the character has Shields or Plating. The mass effect field created has a major setback: it slows the character’s movement speed by 2 squares. 
 + 
 +This power can be blasted with a free action (instead of just 
 +dismissed). This power’s blast deals damage to everyone 
 +(except the character) within a radius. In addition, characters 
 +affected are covered with biotic energy for 1d6 rounds. For this 
 +duration, they are considered as being under the effect of a 
 +biotic power that can be detonated. DR, damage and radius vary 
 +with rank. 
 + 
 +Once the Barrier is removed, the character suffers from a blowback 
 +that imposes this power’s cooldown. If a Barrier is already in place, 
 +the character cannot create another. 
 + 
 +In ranks 4, 5 and 6, choose one of two different permanent effects 
 +at each rank. 
 + 
 +This power can be detonated. If detonated, characters damaged by 
 +the detonation, other than the character that had the barrier, are 
 +also covered in biotic energy as indicated above. 
 + 
 +===Rank 1=== 
 +This power has the following statistics: 
 +   * Damage Reduction of 2. 
 +   * Blast Damage: 2d6 + 2x Wis modifier. 
 +   * Blast Radius: 2 squares. 
 +   * Cost: 1 biotic point to activate. 
 +===Rank 2=== 
 +Changes: 
 +  * Blast Damage: 1d8 + 1 per Wis modifier. 
 + 
 +===Rank 3=== 
 +Changes: 
 +   * Blast Damage: 3d6 + 2x Wis modifier. 
 +   * Blast Radius: 3 squares 
 +   * Cost: 2 biotic points to activate. 
 +===Rank 4=== 
 +This power gains one of the following upgrades: 
 + 
 +Blast Effect: 
 +   * Increase damage to 4d6 + 3x Wis modifier. 
 +   * Increase area of effect by 1 square. 
 +Improved Barrier Strength: 
 +   * Increase Barrier’s Damage Reduction by 2. 
 + 
 +===Rank 5=== 
 +This power gains one of the following upgrades: 
 + 
 +Shield Recharge: 
 +    * Barrier’s mass effect fields slowly regenerate the character’s shields at the rate of 2 points per action. 
 +Powered Blast: 
 +    * Characters affected by the Barrier’s blast are dazed for 1 action (their next available action). 
 +===Rank 6=== 
 +This power gains one of the following upgrades: 
 + 
 +Lighter Barrier: 
 +   * Reduce Barrier’s speed penalty to 1 square 
 +   * Increase cost by 1 biotic point. 
 +Greater Barrier Strength: 
 +   * Increase Barrier’s Damage Reduction by 2. 
 +   * Increase cost by 1 biotic point. 
 +==== Biotic Charge ==== 
 + 
 + 
 + 
 +You charge against a target, in a blink of an eye, leaving 
 +only a faint visible trail of the mass-effect field you used to 
 +achieved such attack. 
 + 
 +   * Prerequisite: Biotics 2 ranks, Vanguard 
 +   * Target: One target 
 +   * Activation: 1 action 
 +   * Effect: The character uses biotics to augment speed and strength, and charges across the battlefield towards a target (range to target varies with specialization). This culminates in a powerful collision that deals damage (varies with specialization) and sends the target enemy flying backward.  
 +   * Cooldown: 3 actions 
 +   * Save: Fort save to avoid being sent flying. DC equals 10 + Biotic ranks divided by 2 + Cha mod. -5 DC for each size larger and +5 DC for each size smaller. 
 + 
 +The affect target is allowed a Fortitude save to avoid 
 +being sent flying. Larger enemies are not sent flying 
 +but if they fail the save they are sent prone. Targets 
 +that still have their Shields and Plating up cannot be 
 +sent flying but still must make the same Fortitude save 
 +or are sent prone. 
 + 
 +This power also increases survivability by restoring a 
 +portion of the character’s shields. 
 + 
 +If a character has ranks in the Biotic Nova power he can 
 +choose to activate it immediately after using this power. 
 + 
 +Using a Biotic Nova in such way requires only 1 free action 
 +and the only cooldown it applies is the cooldown of the 
 +Biotic Charge. Using Biotic Nova in such way always occurs 
 +after the Biotic Charge, so if the Biotic Nova removes 
 +the character’s Shield HP, it also removes the Shield HP 
 +provides by the Biotic Charge, adding them to the bonus 
 +damage of the Biotic Nova. If the rank 4 Power Recharge 
 +option of Biotic Nova is chosen, the cooldown applied by 
 +the combined use of Biotic Charge and Biotic Nova is also 
 +reduced by 1 action (minimum of 0 actions). 
 + 
 +If the character also has the Barrier power, he can also choose 
 +to activate it at the same time he performs a Biotic Charge. 
 + 
 +Activating the Barrier power this way requires 1 free action. It 
 +does, however, increase the Barrier’s biotic point cost to twice 
 +its normal value (so, for example, activating a rank 3 Barrier 
 +would cost 4 biotic points). 
 + 
 +In ranks 4, 5 and 6, choose one of two different permanent 
 +effects at each rank. 
 + 
 + 
 +===Rank 1=== 
 + This power has the following statistics: 
 +   * Range up to 12 squares 
 +   * Damage dealt: 3d6. 
 +   * Flying Distance: 2 squares 
 +   * Restores a number of Shield HP equal to 6 × Wis modifier. 
 +   * Cost: 2 biotic points to activate. 
 +===Rank 2=== 
 +Changes: 
 +   * Damage dealt: 4d6. 
 +   * Cooldown is reduced to 2 actions. 
 +   * Restores a number of Shield HP equal to 10 × Wis modifier. 
 + 
 +===Rank 3=== 
 +Changes 
 +   * Range up to 14 squares 
 +   * Damage dealt: 6d6. 
 +   * Flying Distance: 3 squares 
 +   * Restores a number of Shield HP equal to 14 × Wis modifier. 
 +   * Cost: 3 biotic points to activate. 
 +===Rank 4=== 
 + This power gains one of the following upgrades: 
 + 
 +Radius: 
 +   * The character can affect two additional targets that are up to 2 squares away from the target of this ability. 
 +Improved Charge: 
 +   * Increase flying distance by 1 square 
 +   * Increase damage by 1d6. 
 + 
 +===Rank 5=== 
 +This power gains one of the following upgrades: 
 + 
 +Empowered Offense: 
 +   * For the next 2 actions, the character’s shots are imbued with some biotic energy dealing +1 point of damage per shot and melee attacks deal +1d6 damage. 
 +   * Increase cost by 1 biotic point. 
 +Greater Charge: 
 +   * Increase flying distance by 1 square 
 +   * Increase damage by 1d6. 
 +   * Increase cost by 1 biotic point. 
 + 
 + 
 +===Rank 6=== 
 + This power gains one of the following upgrades: 
 + 
 +Quick Recharge: 
 +   *25% chance of this power’s cooldown not activating. 
 +   * Increase cost by 1 biotic point. 
 +Increased Shields: 
 +   *Number of Shield HP restored now equals 20 × Wis modifier. 
 +   *Increase cost by 1 biotic point. 
 + 
 +==== Biotic Enhancement ==== 
 + 
 +Use biotics to enhance your natural physical abilities. 
 +   * Prerequisite: Biotics 2 ranks 
 +   * Target: Self (D) 
 +   * Activation: 1 free action 
 +   * Cost: Varies 
 +   * Maintenance: Equals power cost. 
 +   * Effect: This power allows the character to manipulate mass effect fields to alter some of his or her body’s performance and slightly improve appearance. After the power is activated, the modifications remain in place until it is dismissed. This power surrounds the character with a mass effect field, similar to a Barrier but it is faint.  
 +   * Cooldown: 5 actions after last Biotic Enhancement was dismissed or removed.   
 +   * Cost: For each point of modification, or for each 1 square speed enhancement, this power costs 1 biotic point to activate and 1 to maintain. So if a character decides to alter his Strength score by 3, skill bonus by 2 points and Fortitude save by 2, the power would cost 7 biotic points to activate and would have a maintenance of 7 biotic points. 
 + 
 + 
 +A DC 15 perception checks allows a one to notice the field 
 +surrounding the character, and the character can 
 +willingly lower the DC (it cannot increase it though). 
 + 
 +Note that some people may frown on doing business 
 +or simply talking to someone using this power. 
 + 
 +Once the Biotic Enhancement is dismissed or removed, 
 +the character suffers from a blowback that imposes this 
 +power’s cooldown. 
 + 
 +In ranks 4, 5 and 6, choose one of two different 
 +permanent effects at each rank. 
 + 
 + 
 +===Rank 1=== 
 +This power allows the following changes: 
 +   *Can increase Strength score by +1. 
 +   *Can increase Fortitude save by +1. 
 +   *Can increase Reflex save by +1. 
 +   *Provides a bonus on Charisma-based skill checks. Bonus can only be of 1 point. 
 +===Rank 2===  
 +This power allows the following changes: 
 +   *Can increase Strength score by +1 or +2. 
 +   *Can increase Fortitude save by +1. 
 +   *Can increase Reflex save by +1. 
 +   *Provides a bonus on Charisma-based skill checks. Bonus can only be of +1 or +2. 
 +   *Character can increase his/her speed by +1 square 
 +===Rank 3===  
 +This power allows the following changes: 
 +   *Can increase Strength score by +1 or +2. 
 +   *Can increase Dexterity score by +1. 
 +   *Can increase Fortitude save by +1 or +2. 
 +   *Can increase Reflex save by +1 or +2. 
 +   * Provides a bonus on Charisma-based skill checks. Bonus can only be of +1, +2 or +3. 
 +   *Character can increase his/her speed by +1 square 
 +===Rank 4=== 
 +This power gains one of the following upgrades: 
 + 
 +Invisible Field: 
 +   *The mass effect field generated by this power is harder to notice. Increase the Spot DC to notice the field to 25. 
 +Smoothing Field: 
 +   *Bonus on Charisma-based skill checks can be up to +5. 
 +   *Character applies the same skill bonus on checks to escape grapple. 
 +===Rank 5=== 
 +This power gains one of the following upgrades: 
 + 
 +Agility Synergy: 
 +   *Can increase Dexterity score by +1 or +2. 
 +   *Can increase his/her speed by +1 square or +2 squares 
 +   * Can increase Reflex save +1, +2 or +3. 
 +Strength Synergy: 
 +   *Can increase Strength score by +1, +2 or +3. 
 +   *Can increase Fortitude save by +1, +2 or +3. 
 +   *Jumps checks made without running start do not double the Jump DC. 
 + 
 + 
 +===Rank 6===  
 +This power gains one of the following upgrades: 
 + 
 +Agility Power: 
 +   *Can increase Dexterity score by +1 or +2 (+1, +2 or +3 if Agility Synergy was selected in Rank 5). 
 +   * Can increase his/her speed by +1 square or +2 squares(+1 square or +2 squares or +3 squares ft if Agility Synergy was selected in Rank 5). 
 +   *Can increase Reflex save +1, +2 or +3 (+1, +2, +3 or +4 if Agility Synergy was selected in Rank 5). 
 +Strength Power: 
 +   * Can increase Strength score by +1, +2 or +3 (+1, +2, +3 or +4 if Strength Synergy was selected in Rank 5). 
 +   * Can increase Fortitude save by +1, +2 or +3 (+1, +2, +3 or +4 if Strength Synergy was selected in Rank 5). 
 +   * Melee attacks add 2× Strength modifier to damage instead of 1× Strength modifer. Doesn’t stack with features that already increase this multiplier. 
 + 
 +==== Biotic Kinesis ==== 
 + 
 +Mass-effect fields surround the object allowing you to alter 
 +its mass and move it with a thought. 
 + 
 +   * Prerequisite: Biotics 4 ranks. ability to use Pull, Physical sciences 1 rank 
 +   *Target: One object (D) 
 +   * Activation: 1 action 
 +   * Range: Object must be maximum of 12 squares away 
 +   * Effect: By creating a mass effect field, Biotic Kinesis allows the character to alter the mass of an object, thus allowing the object to be moved or rotated, by the character, from a distance. 
 +   * Cooldown: 4 actions after the power is dismissed or removed. 
 + 
 +This power is quite useful for creating defenses on 
 +the fly, as it allows the character to manipulate debris 
 +in the battlefield and turn them into barricades 
 +and even shelter. Once affected by this power, the 
 +object beings to float in place, a few feet above the 
 +ground waiting to be moved by the character. It can 
 +be moved with 1 action. The maximum weight of 
 +the object the character can affect, vary with rank. 
 + 
 +Note that concentration is required to move the 
 +object, so performing an action, other than moving 
 +the object, breaks this power making the object fall. 
 + 
 +Additionally, the object cannot be moved beyond the 
 +range of this ability. Should the distance between the 
 +character and the object increase beyond 12 squares, this 
 +power is removed immediately. 
 + 
 +The speed of which the object can be moved 
 +depends on the object’s size: for Colossal objects, it 
 +requires 5 actions to move the object 1 square; Gargantuan 
 +objects require 4 actions to move 1 square; Huge objects 
 +require 3 actions to move 1 square; Large objects require 2 
 +actions to move 1 square; Medium objects require 1 action to 
 +move 1 square; Small objects require 1 action to move up to 
 +2 squares; Smaller objects require 1 action to move up to 3 squares. 
 + 
 +This power cannot be used on objects being held by a character. 
 + 
 +In ranks 5 and 6, choose one of two different permanent 
 +effects at each rank. 
 + 
 +Special: Two or more characters with this power can 
 +combine their efforts to move heavier objects. If two or 
 +more characters use this power at the same object, they 
 +add together the maximum weight that each character can 
 +lift and move through the use of Biotic Kinesis. Both must still 
 +pay the normal cost of their power. The speed the object can 
 +be moved is equal to the lowest Biotic Kinesis speed found 
 +between the characters involved. If one or more characters 
 +break this effort, and the remaining characters cannot support 
 +the object’s weight, then the power is removed for all characters 
 +and the object falls. 
 + 
 +===Rank 1===  
 +This power has the following statistics: 
 +   *Can affect objects weighting up to 50 lbs per Wis modifier. 
 +   * Cost: 1 biotic point to activate plus 1 additional point for each action the object is under this power’s influence. 
 +===Rank 2:=== 
 +Changes: 
 +   *Can affect objects weighting up to 100 lbs per Wis modifier. 
 + 
 +===Rank 3=== 
 +Changes: 
 +   * Can affect objects weighting up to 150 lbs per Wis modifier. 
 +===Rank 4=== 
 +Changes: 
 +   *Can affect objects weighting up to 200 lbs per Wis modifier. 
 +===Rank 5=== 
 +This power gains one of the following upgrades: 
 + 
 +Object Throw: 
 +   *Characters with the ability to use Throw can apply that power’s effect to the object and direct it to any direction they wish. Objects under this power are considered as lose objects for the purpose of 
 +determining if they can be thrown or not.  
 +Improved Kinesis: 
 +   * Increase maximum weight by 50 lb per Wis modifier.  
 +===Rank 6===  
 +This power gains one of the following upgrades: 
 + 
 +Movement Synergy: 
 +   *The character can now move at 1/2 speed while using this 
 +power. 
 +   *Increase cost by 1 biotic point. This also increases the cost to maintain this power by 1. 
 +Faster Kinesis: 
 +   * Double the speed the character is able to move the object. 
 +   * Increase cost by 1 biotic point. 
 + 
 +==== Biotic Nova ==== 
 + 
 +A massive visible mass-effect field is released from you, 
 +throwing away nearby enemies. 
 + 
 +   * Prerequisite: Biotics 3 ranks, ability to use Throw 
 +   * Target: Characters in area 
 +   * Activation: 1 action 
 +   * Effect: Biotic Nova allows a character to release a powerful mass effect field that affects all around the character – friend and foe alike – damaging them and pushing them back When a character is caught by it, it is subjected to the character’s current Throw biotic power with the exception that the character is unable to choose the direction in which those affected fly: they will always fly in directions away from the character. 
 + 
 +Damage from a Biotic Nova detonates any biotic power 
 +affecting the target. The target suffers an additional 
 +1d6 points of damage per Biotic Nova rank (this extra 
 +damage is also carried to the following layers of 
 +protection). 
 + 
 +This power has one major setback: using it 
 +automatically removes any Shield HP the character 
 +still has and also removes, without detonating, 
 +the Barrier power (if the character has one active). 
 +However, this power gains a bonus damage equal 
 +to +1 for every 10 Shield HP expended this way. 
 + 
 +In ranks 4, 5 and 6, choose one of two different 
 +permanent effects at each rank. 
 + 
 +Save: Reflex save allows one to avoid the Throw 
 +effect of the blast. DC equals 10 + Biotic ranks divided 
 +by 2 + Cha mod. 
 + 
 +===Rank 1===  
 +This power has the following statistics: 
 +   * Damage: 5d6 + 2 × Wis modifier. 
 +   * Radius: 2 squares 
 +   * Cost: 4 biotic points to activate. 
 +===Rank 2=== 
 +Changes: 
 +   * Radius: 3 squares 
 +===Rank 3=== 
 +Changes: 
 +   *Damage: 6d6 + 2 × Wis modifier. 
 +   * Increase Throw flying distance by 1 square 
 +   * Cost: 5 biotic points to activate. 
 +===Rank 4=== 
 +This power gains one of thefollowing upgrades: 
 + 
 +Powerful Nova: 
 +   *Increase damage to 7d6 + 3 × Wis modifier. 
 +   * Increase Throw flying distance by 1 squre 
 +   * Increase cost by 1 biotic point. 
 +Improved Radius: 
 +   *Increase radius by 2 squrares 
 +   *Increase cost by 1 biotic point. 
 +===Rank 5=== 
 +This power gains one of the following upgrades: 
 + 
 +Power Recharge: 
 +   *After using this power, for the next 3 rounds your biotic powers have their Cooldown reduced by 1 action (minimum of 0 actions). 
 + 
 +Half Blast: 
 +  *Gain the option of using Biotic Nova two times in a row, by altering this power so it only consumes half of existing Shield HP, still removes Barrier while dealing but deals only half normal damage with each use (bonus damage from Shield HP expended is added after the power damage is reduced to 1/2, but remember that only 1/2 Shield HP is lost with this upgrade). 
 + 
 +===Rank 6=== 
 +This power gains one of the following upgrades: 
 +Pierce: 
 +   * Deal extra 7d6 damage against targets that have Barrier, Shields or Plating. 
 +   * Increase cost by 2 biotic points. 
 +Sustain Shields: 
 +   * Whenever you use this power, there is 25% chance that no Shields HP are removed with this usage but damage considers that Shield HP were spent normally. 
 +   * Increase cost by 2 biotic points. 
 + 
 +==== Biotic Shield Dome ==== 
 + 
 +You conjure a massive biotic barrier that 
 +looks like a dome, which covers you and the 
 +nearby area 
 + 
 +   * Prerequisite: Biotics 5 ranks, ability to use Barrier  
 +   * Target: Area (D) 
 +   * Activation: 1 action 
 +   * Cooldown: 6 actions after power has been dismissed or destroyed. 
 +   * Maintenance: Equals power cost. 
 +   * Effect: This power creates a large dome that covers and protects a circular area, centered on the character. This area is protected by the Biotic Shield Dome from any attacks from the outside, until it is destroyed, but it does not prevent creatures from entering the area and attacking those protected from within. Only creatures 2 or more sizes lower than the character are unable to enter the dome. 
 + 
 +While this power is active, the character is 
 +unable to perform any action other than move. Movement speed, however, is reduced to 1/2. 
 + 
 +The dome doesn’t merely soak damage coming 
 +from the outside, it is also capable of a deflecting 
 +some projectiles. Any attacks made from inside 
 +are not blocked by the dome so characters 
 +inside it can attack those outside while being 
 +protected. In addition, the dome regenerates itself 
 +a number of points per action equal to the character’s 
 +Wisdom modifier. 
 + 
 +The character can choose the radius of the dome but up to 
 +the maximum radius allowed by it. 
 + 
 +Maintaining this power is exhausting. After one minute 
 +of maintaining the power active, the character must 
 +perform a Fort save DC 15 every minute. For each 
 +additional minute, after the first, the DC increases by 1. 
 +Failing makes the character fatigued. Once fatigued, the 
 +character must make new Fort saves DC 15, + 1 for each 
 +additional minute fatigued, or becomes exhausted. 
 + 
 +If the character becomes exhausted, the power is 
 +automatically dismissed. 
 + 
 +While this power is active, the character cannot 
 +perform any other action than talking or moving. 
 +Performing other actions will immediately dismiss 
 +this power. 
 + 
 +At the character’s choice, the dome can also block 
 +attacks or powers made from the inside. The 
 +character could use this to prevent an explosion 
 +from affecting creatures beyond a certain area, or 
 +imprisoning enemies within for a certain time. 
 + 
 +The character can also choose to create a dome 
 +around another character. This option requires the 
 +character to suffer the same penalties as if he was 
 +creating a normal dome, and the created shield has 
 +the normal statistics. However it protects only one 
 +single character and the area that character occupies. 
 +With this option the biotic user is not protected by 
 +the dome itself but can use one hand to keep this 
 +special dome and another to attack with any one- 
 +handed weapon (it cannot, however, use other powers 
 +while maintaining this smaller dome).  
 + 
 +In addition, if the 
 +protected character moves, the biotic user can move as 
 +well to maintain the protection (provided he can move 
 +to a square adjacent to the protected character in his 
 +round, otherwise the power is dismissed). The biotic user 
 +cannot use this option on himself. 
 + 
 +Alternatively, the character can choose to create a wall 
 +made of the same power as the dome. The wall has 
 +the same statistics as a normal dome. The area of the 
 +wall cannot exceed the dome’s radius multiplied by 3. 
 +Maintaining this wall requires full concentration and so the 
 +character cannot move or perform other actions. 
 + 
 +In ranks 4, 5 and 6, choose one of two different permanent 
 +effects at each rank. 
 + 
 +Note: This dome is still considered a biotic power so 
 +everything that deal extra damage to Biotic powers also deal 
 +extra damage to the dome. It can also be detonated by other 
 +biotic powers but doing so doesn’t remove the Biotic Dome, it 
 +simply deals more damage to it. 
 + 
 +The character can choose to spend more biotic points to 
 +multiply the area of the dome by an amount equal to the 
 +number of extra biotic points spent, or the dome’s Shield HP 
 +by multiplied by an amount equal to 1/4 the points spent this 
 +way. Another biotic character touching the one activating the 
 +Biotic Shield Dome can spend those points as well. Those points 
 +must be paid in every round the dome is maintained. However, 
 +increasing the dome this way has a cost: if the dome is destroyed, 
 +the characters involved are left Fatigued and cannot recover 
 +biotic points while the condition remains. 
 + 
 +===Rank 1=== 
 +This power has the following statistics: 
 +   *Dome has a radius of 2 squares 
 +   *Dome has a Defense of 10. 
 +   *Dome has a number of HP equal to Wis modifier × 30. 
 +   *Cost: 4 biotic points to activate. 
 +===Rank 2=== 
 +Changes: 
 +   *Dome has a Defense of 12. 
 +   * Dome has a number of HP equal to Wis modifier × 40. 
 +===Rank 3=== 
 +Changes: 
 +   * Dome has a radius of 3 squares 
 +   * Dome has a number of HP equal to Wis modifier × 50. 
 +   * Cost: 5 biotic points to activate. 
 +===Rank 4=== 
 +This power gains one of the following upgrades: 
 + 
 +Solid Dome: 
 +   *The dome now prevents anyone from getting inside it or from leaving it. Creatures 2 or more sizes Larger than the character can still enter the dome. 
 +   *Increase dome’s Defense by 2. 
 +   * Increase cost by 1 biotic point. 
 +Lighter Dome: 
 +   *Using a Biotic Dome no longer reduces the character’s speed to 1/2. 
 +   *Increase cost by 1 biotic point. 
 +===Rank 5=== 
 +This power gains one of the following upgrades: 
 + 
 +Improved Radius: 
 +   * Increase dome’s radius by 2 squares 
 +Improved Dome Strength: 
 +   * Increase dome’s HP by Wis modifier × 10. 
 +   * Increase dome’s Defense by 2. 
 +===Rank 6=== 
 +This power gains one of the following upgrades: 
 + 
 +Greater Dome Strength: 
 +   *Increase dome’s HP by Wis modifier × 20. 
 +   *Increase cost by 1 biotic point. 
 +Dome Nova: 
 +   * If the character has the Biotic Nova power, he can have that power take effect at the same time he dismisses the dome. Doing so requires no action, the Biotic Nova is activated with the action that dismisses the Biotic Dome. However, using this ability increases the dismiss time of the Barrier from 1 free action to 1 action. 
 +   * This ability causes the Biotic Nova to take effect as if it was centered on the dome itself (so a Rank 3 Biotic Nova being used this way would have its affected 3 square radius area start where the dome ends). 
 +   * To use this ability the character must pay twice the normal Biotic Nova cost. This ability cannot be used with a Half Blast Nova. 
 +   * The range of the Biotic Nova, when used this way, is increased by 2 squares 
 +   * Increase cost by 1 biotic point. 
 + 
 +==== Biotic Strike ==== 
 + 
 +Infuse a part of your body with a visible mass-effect 
 +field, such as elbows, fists, feet, knees or head, to 
 +deliver a powerful melee attack. 
 + 
 +   * Prerequisite: Biotics 2 ranks 
 +   * Target: One target 
 +   * Activation: 1 free action 
 +   * Cooldown: 1 action 
 +   * Effect: Biotic Strike is the most common power a biotic can learn. It allows one to fight in melee combat with extreme efficiency, even if he or she isn’t trained in such combat. This power generates a mass effect field around a point of the character’s body (his choice) which then explodes when that point collides against another creature or object. It effectively allows the character’s fists to become so deadly that in the hands of someone well trained it can even take down heavy mechs. 
 + 
 +This power must be activated right before a melee attack 
 +is made. It can only be used with unarmed melee attacks 
 + 
 +In ranks 5 and 6, choose one of two different permanent 
 +effects at each rank. 
 + 
 +===Rank 1=== 
 + This power has the following statistics: 
 +   *Character gains a bonus to melee attack roll equal to Wis modifier. 
 +   *Character gains a bonus to melee damage roll equal to 2xCha modifier. 
 +   *Cost: 1 biotic point to activate. 
 +===Rank 2=== 
 +Changes: 
 +   *Character gains a bonus to melee damage roll equal to 3xCha modifier. 
 +===Rank 3=== 
 +Changes: 
 +   *Character gains a bonus to melee damage roll equal to 4x Charisma modifier 
 +===Rank 4=== 
 +This power has the following statistics: 
 +   * Character gains a bonus to melee damage roll equal to 5x per Charisma modifier 
 +===Rank 5=== 
 +This power gains one of the following upgrades: 
 + 
 +Blast Effect: 
 +    *On a successful melee attack, while using this power, enemies up to 2 squares away from the target also take the extra damage granted by this power. 
 +Throwing Strike: 
 +   * If the character has the ability to use Throw, he can immediately use it, with no action but paying the double of Throw cost, after a successful melee attack with a Biotic Strike. The target of the Throw must be the target hit by the melee attack and the character does not need to succeed on a range touch attack. The target can still save against the Throw effect. 
 +   * Increase cost by 1 biotic point. 
 +===Rank 6=== 
 +This power gains one of the following upgrades: 
 + 
 +Accurate Strike: 
 +   * When using this power, the character can roll a Biotics skill check instead of a normal attack roll to determine if the character hits the target.  
 +Stronger Blast: 
 +   * Increase damage of Biotic Strike to 6xCha modifier.  
 + 
 + 
 +==== Dark Channel ==== 
 + 
 +This ancient Prothean power hits a targeted enemy with a 
 +powerful biotic field that does constant damage for an extended 
 +period. If the enemy is killed the power will hop to a nearby 
 +enemy. 
 + 
 +    * Prerequisite: Biotics 8 ranks, Culture 5 ranks 
 +    * Target: One target; Special (see below) 
 +    * Activation: 1 action 
 +    * Range: Target must be up to 60 ft away 
 +    * Effect: Plague an opponent with a persistent, damaging biotic field. Effects vary with rank. 
 +    * Cooldown: 3 actions 
 +    * Save: Fortitude save negates. DC equals 10 + Biotic ranks divided by 2 + Wis modifier. 
 + 
 + 
 +Effect transfers to a second target if the first is killed. 
 + 
 +Effect’s length depends on Dark Channel’s duration. Only 
 +one field may be active at a time. Targets under the effect 
 +of Dark Channel cannot be targeted by this ability. 
 + 
 +In ranks 4, 5 and 6, choose one of two different 
 +permanent effects at each rank. 
 + 
 +The biotic user must succeed on a ranged touch attack 
 +to affect the target. 
 + 
 +=== Rank 1 === 
 +This power has the following statistics: 
 +    * Damage dealt equals 2× Cha modifier per action. 
 +    * Duration: 5 actions starting from first use (not reset upon transfer to a new target). 
 +    * Cost: 3 biotic points to activate. 
 +=== Rank 2 === 
 +Changes: 
 +    * Cooldown is reduced to 2 actions. 
 +=== Rank 3 === 
 +Changes: 
 +    *  Damage dealt equals 3× Cha modifier peraction. 
 +=== Rank 4 === 
 +This power gains one of the following upgrades: 
 + 
 +Increased Damage: 
 +   * Creatures affected by Dark Channel take additional damage per action equal to 2x character’s Wisdom modifier. 
 +Increased Duration: 
 +   *Increase duration by 2 actions. 
 +   *Increase cost by 1 biotic point. 
 +=== Rank 5 === 
 +This power gains one of the following upgrades: 
 + 
 +Slow: 
 +   * Creatures affected by Dark Channel may only move at half their speed. 
 +   * Increase cost by 1 biotic point. 
 +Recharge Speed: 
 +   * Cooldown is reduced to 1 action. 
 +   * Increase cost by 1 biotic point. 
 +=== Rank 6 === 
 +This power gains one of the following upgrades: 
 + 
 +Damage: 
 +   *Damage dealt increases to 4× Cha modifier. 
 +   *Increase cost by 1 biotic point. 
 +Pierce: 
 +   * Damage dealt to Shield HP or targets under the effect of a Barrier equals 6× Cha modifier. 
 +   * Increase cost by 1 biotic point. 
 + 
 + 
 +==== Flare ==== 
 +Focus and expend all biotic energy to unleash a huge flare that throws 
 +enemies within its range, causing massive damage. 
 + 
 +    * Prerequisite: Biotics 6 ranks, ability to use Warp 
 +    * Target: All characters in the area 
 +    * Range: Area must be up to 60 ft away 
 +    * Activation: 1 action 
 +    * Effect: Flare creates a massive biotic explosion that sends targets flying 10 ft in away from the explosion. Characters that are sent flying fall prone. Flare is an extremely powerful Biotic power since it deals massive damage with no chance to negate or save for half damage. 
 +    * Cooldown: 10 actions 
 +    * Save: Fortitude save to avoid being sent flying. DC equals 10 + Biotic ranks divided by 2 + Cha modifier. 
 + 
 + 
 +In addition, damage dealt by this power continues to be dealt to the 
 +next layer of protection (so, for example, is this power deals 90 points 
 +of damage to a creature in the area that has 20 Shield HP, 30 Plating HP 
 +and 50 normal HP, the creature not only loses its Shield HP and Plating 
 +HP but also takes 40 points of damage to his normal HP). However, it 
 +quickly drains a character’s biotic points. 
 + 
 +In ranks 4, 5 and 6, choose one of two different permanent effects at 
 +each rank. 
 + 
 +=== Rank 1 === 
 +This power has the following statistics: 
 +   * Affects an area with 4 square radius 
 +   * Deals damage 1 point of damage per biotic point spent 
 +   * Cost: Must spend at least 30 biotic points. Can spend more biotic points to increase power’s effectiveness. 
 + 
 +=== Rank 2 === 
 +Changes: 
 +   *Cooldown reduced to 8 actions. 
 +   *Cost: Must spend at least 32 biotic points. Can spend more biotic points to increase power’s effectiveness. 
 +=== Rank 3 === 
 +Changes: 
 +   *Deals damage 1.5 points of damage per biotic point spent, rounded down 
 +   * Cost: Must spend at least 34 biotic points. Can spend more biotic points to increase power’s effectiveness. 
 +=== Rank 4 === 
 +Upon attaining this rank, this power gains one of the following upgrades: 
 + 
 +Damage & Force: 
 +   * Increase damage by 0.5 points of damage per biotic point spent. 
 +   * Increase flying distance by 1 square. 
 +   * Increase minimum biotic point cost by 2. 
 +Radius: 
 +   *Increase area radius by 2 squares 
 +   *Increase minimum biotic point cost by 2. 
 +=== Rank 5 === 
 + This power gains one of the following upgrades: 
 + 
 +Recharge Speed: 
 +   * Cooldown reduced by 2 actions. 
 +   * Increase minimum biotic point cost by 2. 
 +Detonate: 
 +   * This power can be used to detonate Biotic powers, dealing an additional 1d8 points of damage per rank of Flare (this extra damage is also carried to the following layers of protection). 
 +   * Increase minimum biotic point cost by 2. 
 +=== Rank 6 === 
 + This power gains one of the following upgrades: 
 + 
 +Radius: 
 +   * Increase area radius by 2 squares 
 +   * Increase minimum biotic point cost by 2. 
 +Improved Damage: 
 +   * Increase damage dealt to targets with Shield HP, Barrier Shields or under the influence of the Barrier power by 0.5 points of damage per biotic point spent. 
 +   * Increase minimum biotic point cost by 2. 
 + 
 +==== Lash ==== 
 + 
 +Latch this biotic field onto enemies to jerk them towards you, 
 +doing massive damage in the process. 
 + 
 +    * Prerequisite: Biotics 4 ranks, Physical sciences 2 ranks, ability to use Pull, Adept or Vanguard 
 +    * Target: One target 
 +    * Activation: 1 action 
 +    * Range: Target must be up to 60 ft away. 
 +    * Duration Until the target’s next action. 
 +    * Effect: Lash damages the target and then yanks them toward you, dealing damage when they are dropped or hit an object along the way. The target can save to resist the movement effect.  
 +    * Cooldown: 3 actions 
 +    * Save: Reflex save negates being thrown. DC equals 10 + Biotic ranks divided by 2 + Wis modifier. For each size larger than Medium, a creature gain a +4 bonus to saves against this power. For each size smaller it gains a -4 penalty to saves against this power. 
 + 
 +  
 +While flying, the character is surrounded by a mass effect 
 +field that negates mass and prevents him from taking any action 
 +except using Barrier or Levitate. Creatures affected by this power 
 +are considered to have no Dexterity bonus to Defense while the 
 +power lasts. When the effects pass, the target falls, taking falling 
 +damage as appropriate but not suffering from the probability of 
 +damaging his body. The target is also sent prone. 
 + 
 +Targets that still have their Shields or Plating up cannot be affected 
 +by this power. Instead, their Shields (or Plating if Shields are gone) 
 +suffer 1d6 damage per rank of this power. The biotic user must 
 +succeed on a ranged touch attack to affect the target. 
 + 
 +In ranks 4, 5 and 6, choose one of two different permanent effects at 
 +each rank. 
 + 
 +This power can be detonated only if Detonate is selected at Rank 4. 
 + 
 +=== Rank 1 === 
 +This power has the following statistics: 
 +    * Target takes 1d6 damage for rank of this power before being thrown. 
 +    * Target is thrown 8 squares toward the character, taking an additional 1d6 for each 2 squres moved this way.  
 +    * Cost: 3 biotic points to activate. 
 + 
 +Target remains in the air for 1 action (his first action of his next turn). This flight duration is 
 +only until the end of the character’s turn meaning that until 
 +there those affected are flying and have their Dexterity bonus to 
 +Defense denied. At the end of this duration they fall prone. For 
 +every 5 points the attack exceeds the target’s Defense, the target 
 +remains airborn for one additional action (to a maximum of 3 
 +actions). Please note that objects and creatures in the path of 
 +the flying target halt the movement and both the target and 
 +the object/creature take damage for each 10 ft thrown towards 
 +the character. 
 + 
 +=== Rank 2 === 
 +Changes: 
 +   * Cooldown is reduced to 2 actions. 
 +=== Rank 3 === 
 +Changes: 
 +   * Target takes +1d6 more damage before being thrown. 
 +   * Cost: 4 biotic points to activate. 
 +=== Rank 4 === 
 + This power gains one of the following upgrades: 
 + 
 +Damage: 
 +   * Damage from being thrown towards the target is increased by +1d6 due to the increased velocity. 
 +   * Increase cost by 1 biotic point. 
 +Detonate: 
 +   *This power leaves a biotic field on the target, for a number of rounds equal to Lash rank. This field counts as a biotic power for purposes of detonation. 
 +   * Increase cost by 1 biotic point. 
 +=== Rank 5 === 
 +This power gains one of the following upgrades: 
 + 
 +Recharge Speed: 
 +   * Cooldown is reduced to 1 action. 
 +   * Increase cost by 1 biotic point. 
 +Damage Over Time: 
 +   * For each round for the next 2 rounds the target takes half of the damage taken when this power is initially used (not including the damage from being thrown several feet) 
 +   * Increase cost by 1 biotic point. 
 +=== Rank 6 === 
 +This power gains one of the following upgrades: 
 + 
 +Fast Recharge: 
 +   * Each time this power is used roll 1d6. If the result is 1 or 2, the power does not impose a cooldown period. 
 +   * Targets sent flying are still considered under the affects of this power for 2 additional rounds after this power’s effects end. 
 +   * Increase cost by 2 biotic points. 
 +Shield Penetration: 
 +   * Targets with Shield HP or a Barrier can still be lifted up by this power, but at reduced strength. For those targets, the pre-throw damage dice is reduced to d4 and the number of actions spend flying are reduced by 1 (minimum of 1) 
 +   * Increase cost by 1 biotic point. 
 + 
 +==== Levitate ==== 
 + 
 +Mass-effect fields surround you and allow you to levitate. 
 + 
 +    * Prerequisite: Biotics 6 ranks, ability to use Pull, Physical sciences 3 ranks 
 +    * Target: Self 
 +    * Activation: 1 free action 
 +    * Effect: By creating a mass effect field, Levitate allows the character to reduce his or her body mass, thus reducing greatly the effects of gravity. When affected by this power, the character can literally levitate through the air and land gently on the ground.  
 +    * Cooldown: 2 actions after effects have passed 
 + 
 +This power is extremely useful if the character is the 
 +target of a Pull and wishes to land safely. Since this 
 +power functions by altering the speed with which 
 +a character falls and negating any effects from 
 +landing, it is also useful for characters falling from 
 +buildings, provides the building isn’t a towering 
 +structure more than a mile long. 
 + 
 +In ranks 4, 5 and 6, choose one of two different 
 +permanent effects at each rank. 
 + 
 +Special: This power can be activated during another 
 +creature’s turn. Doing so, however, removes the 
 +possibility of using the free action in the next turn of 
 +the character. 
 + 
 +The character can choose to use this power a few 
 +actions before touching the ground, however the power would then not stop all the damage. 
 + 
 +Each square of height above the ground only maximally negates one additional square of falling damage. 
 + 
 +So if a character falls 50 squares but uses Levitate only in the 
 +last 10 squares, he still takes damage for falling 30 squares(50-2*10) 
 +but only after the Levitate’s effects are resolved. 
 + 
 +Note that while using this power, the character can still 
 +be affected by wind conditions and is considered as being 
 +flying for any purpose. The target’s Dexterity bonus to 
 +Defense is also negated. 
 + 
 +Note that in a long fall the character trigger this power multiple times to slow down if he has enough biotic points to do so. 
 + 
 +=== Rank 1 === 
 +This power has the following statistics: 
 +   * Character falls at a rate of 2 squares per action and takes no damage upon landing. 
 +   * Character can move up to 1 square away in an available horizontal direction. 
 +   * Lasts for 2 actions. 
 +   * Cost: 6 biotic points to activate. 
 +=== Rank 2 === 
 +Changes: 
 +   * Character falls at a rate of 3 squares per action and takes no damage upon landing. 
 +   * Lasts for 3 actions. 
 +   * Cost: 7 biotic points to activate. 
 +=== Rank 3 === 
 +Changes 
 +    * Character falls at a rate of 4 squares per action and takes no damage upon landing. 
 +    * Lasts for 4 actions. 
 +    * Cost: 8 biotic points to activate. 
 +=== Rank 4 === 
 +Changes: 
 +    *Character falls at a rate of 5 squares per action and takes no damage upon landing. 
 +    *Cost: 9 biotic points to activate. 
 + 
 +=== Rank 5 === 
 +This power gains one of the following upgrades: 
 + 
 +Improved Levivate: 
 +   *Increase the rate of falling by 1 square per action. 
 +   *Increase distance a character can move, horizontally, by 1 square 
 +   *Increase cost by 1 biotic point. 
 +Glide: 
 +   *Increase distance a character can move, horizontally, by 3 squares 
 +   *Increase cost by 1 biotic point. 
 + 
 +=== Rank 6 === 
 +This power gains one of the following upgrades: 
 +Comet: 
 +   * The character can alter the Levitate effects to allow him to fall at normal falling speed but take no damage. Upon falling, the character immediately explodes this power dealing 1d8 per Charisma modifier points of damage to everyone within 10 ft, dazing them for 1 action. If, instead, he falls on top of acreature, that creature takes 3d8 per Charisma modifier points of damage (only that creature) and it is stunned. 
 +   * Note that this power can only be used if the character reaches the surface while this power is in effect. 
 +   * Increase cost by 2 biotic points. 
 +Comet Nova: 
 +   * The character can alter the Levitate effects to allow him to fall at normal falling speed but take no damage. Upon falling, the character immediately uses any Biotic Nova power the character possesses, without requiring an action to do so. The cost of the Biotic Nova is doubled, however. 
 +   * Note that this power can only be used if the character reaches the surface while this power is in effect. 
 +   * Increase cost by 2 biotic points. 
 + 
 +==== Pull ==== 
 + 
 +Mass-effect fields surround the target and make him levitate 
 +towards you. 
 + 
 +    * Prerequisite: Biotics 4 ranks, Physical sciences 2 ranks 
 +    * Target: One target 
 +    * Activation: 1 action 
 +    * Range: Target must be within 12 squares 
 +    * Effect: Pull sends a target flying upwards and then levitates there for a few seconds before dropping on the ground. At the same time, he also slowly drifts towards the biotic.  
 +    * Cooldown: 3 actions 
 +    * Save: Fortitude save negates. DC equals 10 + Biotic ranks divided by 2 + Wis modifier. For each size larger than Medium, a creature gain a +4 bonus to saves against this power. For each size smaller it gains a -4 penalty to saves against this power. 
 + 
 +The character must succeed on a ranged touch attack to affect the target. 
 + 
 + The target can save to resist this 
 +effect. While flying, the character is surrounded by 
 +a mass effect field that negates mass and prevents 
 +him from taking any action except using Barrier 
 +or Levitate. Creatures affected by this power are 
 +considered to have no Dexterity bonus to Defense 
 +while the power lasts. 
 + 
 +Effects vary with rank. When effects pass, the target 
 +falls, taking falling damage as appropriate but not 
 +suffering from the probability of damaging his body. 
 +The target is also sent prone. 
 + 
 +Targets with Shield HP or Plating HP cannot be 
 +affected by this power and neither can targets already 
 +under the effect of Pull. However, those targets are still 
 +surrounded by a mas effect field that can be detonated 
 +once (field lasts as long as the Pull would normally last). 
 + 
 +In ranks 4, 5 and 6, choose one of two different permanent 
 +effects at each rank. 
 + 
 +=== Rank 1 === 
 + This power has the following statistics: 
 +   * Target is thrown 2 squares into the air 
 +   * Target moves 1 square closer to the character for each action it remains under the effect of Pull. 
 +   * Target remains in the air for 2 actions. 
 +   * Cost: 2 biotic points to activate. 
 +=== Rank 2 === 
 +Changes: 
 +   * Target is thrown 3 squares into the air 
 + 
 +=== Rank 3 === 
 +Changes: 
 +   * Target remains in the air for 3 actions 
 +   * Cooldown is reduced to 2 actions. 
 +   * Cost: 3 biotic points to activate. 
 +=== Rank 4 === 
 + This power gains one of the following upgrades: 
 + 
 +Duration: 
 +   * Increase duration of Pull by 1 action. 
 +   * Increase cost by 1 biotic point. 
 +Radius: 
 +   * All creatures adjacent to the target are also affected by the Pull unless they succeed on the save. 
 +   * Increase cost by 1 biotic point. 
 +=== Rank 5 === 
 + This power gains one of the following upgrades: 
 + 
 +Lift Damage: 
 +   * Creatures affected by Pull take damage per action equal to 1/2 character’s Wisdom score (rounded down), directly to their Plating HP, if any, or normal HP if the character has no Plating. 
 +Expose: 
 +   * Creatures affected by Pull have their DR reduced by 1 while under the efects of this power. 
 + 
 + 
 +=== Rank 6 === 
 + This power gains one of the following upgrades: 
 + 
 +Double Pull: 
 +  * With the same use of Pull, the character can target one additional creature within range. He must still make a range touch attack against that creature and the creature can still save to avoid this power.  
 +  * Nite that eventual radius only affects the area around the first target. 
 +  * Increase cost by 2 biotic points. 
 +Faster Recharge: 
 +   * Cooldown is reduced to 1 action. 
 +   * Increase cost by 1 biotic point. 
 + 
 + 
 +==== Reave ==== 
 + 
 +Attack the target’s nervous system with biotic power. 
 + 
 + 
 +    * Prerequisite: Biotics 7 ranks, Medicine 2 ranks, Life science 2 ranks 
 +    * Target: One target 
 +    * Activation: 1 action 
 +    * Range: Target must be up to 60 ft away. 
 +    * Effect: Reave employs mass effect fields to biotically attack the target’s nervous or synthetic systems and prevent healing. While this power lasts, the target is unable torecover any form of HP, either through regeneration, Shield Boost, first aid, etc. 
 +    * Cooldown: 4 actions 
 +    * Save: Fortitude save to avoid being helpless in pain. DC equals 10 + Biotic ranks divided by 2 + Wis modifier.  
 +    * Note: Damage is dealt for each action the power is active, regardless of Fortitude save result. 
 + 
 +Reave has a disabling effect when used to leech health 
 +from most sapient organics, who will double over 
 +momentarily before being forced to a standing position 
 +as the leech effect continues. This can be used to set 
 +up victims for the killing shot as they are helpless and 
 +largely immobile. Targets are allowed a save to resist 
 +the pain, thus being able to act normally while under 
 +the affect of this power, but the save does not prevent 
 +the damage. 
 + 
 +If the target still has his Shields or Plating up, Reave 
 +does not affect him but instead it affects his Shields 
 +or Plating, dealing twice its damage to them and does not cause the pain. 
 + 
 +The character must succeed on a ranged touch 
 +attack to affect the target. This power can be used 
 +to detonate Biotic powers that can be detonated. 
 + 
 +The detonation area is 1 square for each two ranks and all 
 +creatures within that area take 1d6 per Reave rank. 
 + 
 +In ranks 4, 5 and 6, choose one of two different 
 +permanent effects at each rank. 
 + 
 +=== Rank 1 === 
 +This power has the following statistics: 
 +   * Damage dealt equals 5× Cha modifier. 
 +   * The target remains in pain and helpless for 2 actions. 
 +   * Cost: 3 biotic points to activate. 
 +=== Rank 2 === 
 +Changes: 
 +   *Cooldown reduced to 3 actions. 
 + 
 +=== Rank 3 === 
 +Changes: 
 +   *The target remains in pain and helpless for 3 actions 
 +   * Cost: 4 biotic points to activate. 
 +=== Rank 4 === 
 + This power gains one of the following upgrades: 
 + 
 +Duration: 
 +   * Increase duration of Reave by 1 action. 
 +   * Increase cost by 1 biotic point. 
 +Radius: 
 +   * All creatures within 2 squares of the target are also affected by the Reave. 
 +   * Increase cost by 1 biotic point. 
 +=== Rank 5 === 
 +This power gains one of the following upgrades: 
 + 
 +Damage: 
 +   * Damage increased by 1× Cha modifier. 
 +Recharge Speed: 
 +   * Cooldown Reduced to 2 actions. 
 + 
 +=== Rank 6 === 
 +This power gains one of the following upgrades: 
 + 
 +Shields and Plating: 
 +   * This power deals three times its damage to Shields and Plating, instead of just twice normal damage. 
 +   * Increase cost by 1 biotic point. 
 +Damage and Duration: 
 +   * Damage increased by 1× Cha modifier. 
 +   * Increase duration of Reave by 1 action. 
 +   * Increase cost by 1 biotic point. 
 + 
 +==== Shockwave ==== 
 + 
 +Blast the way in front of you with mass-effect fields. 
 + 
 +   * Prerequisite: Biotics 7 ranks, ability to use Pull 
 +   * Target: All characters in line 
 +   * Activation: 1 action 
 +   * Effect: Shockwave sends out a series of explosive biotic impacts in front of the user ignoring any obstacles (except walls which take damage from this power but prevent it from going any further). 
 +   * Cooldown: 4 actions 
 +   * Save: Reflex save negates the flying but not the damage. DC equals 10 + Biotic ranks divided by 2 + Cha modifier. 
 + 
 +It can be unleashed along the ground to launch all enemies in its 
 +path into the air, or used against airborne targets. 
 + 
 +The explosions will affect anyone within the line but characters 
 +can save to avoid them. The range of the explosion cascade, as 
 +well as the radius they affect and flying distance, depend on 
 +rank. Targets sent flying do so momentarily, falling prone in 
 +same space they occupied and taking damage from falling as 
 +normal (but do not suffer from probability of damaging body 
 +parts). This flight duration is only until the end of the character’s 
 +turn meaning that until there those affected are flying and 
 +have their Dexterity bonus to Defense denied. Large or bigger 
 +targets are not sent flying. Creatures that are already flying are 
 +not sent flying. 
 + 
 +If this power hits targets with Shield or Plating, those targets 
 +won’t be sent flying and the damage is done to either the 
 +Shields or the Plating. 
 + 
 +In ranks 4, 5 and 6, choose one of two different permanent 
 +effects at each rank. 
 + 
 +This power can be used to detonate Biotic powers that 
 +can be detonated. The detonation area is square for each 
 +two ranks and all creatures within that area take 1d6 per 
 +Shockwave rank. 
 + 
 +=== Rank 1 === 
 +This power has the following statistics: 
 +   * Explosion cascade has a range of 6 squares and affects all in that line. 
 +   * Everyone in the line takes 6d6 points of damage. 
 +   * Affected creatures fly 1 square into the air. 
 +   * Cost: 6 biotic points to activate. 
 +=== Rank 2 === 
 +Changes: 
 +   * Explosion cascade has a range of 8 squares and affects all in that line.  
 +   * Cooldown reduced to 3 actions. 
 +=== Rank 3 === 
 +Changes: 
 +   *Everyone in the line takes 8d6 points of damage. 
 +   * Affected creatures fly 2 squares into the air. 
 +=== Rank 4 === 
 +This power gains one of the following upgrades: 
 + 
 +Empowered Explosions: 
 +   *Increase damage by 2d6. 
 +   * Affected targets are sent flying 3 squares into the air. 
 + 
 +Extended Explosions: 
 +   * When determining the line of effect of the shockwaves, you can, if you want to use an additional parallel line, no more than 1 square away from the first, to determine the area the cascade affects. 
 +   * Increase range of explosion cascade by 2 squares 
 +=== Rank 5 === 
 +This power gains one of the following upgrades: 
 + 
 +Detonate: 
 +   * When detonating Biotic powers through the use of a Shockwave, increase damage dealt by 4d6. 
 +Reach: 
 +   * Increase range of explosion cascade by 4 squares. 
 +=== Rank 6 === 
 +This power gains one of the following upgrades: 
 + 
 +Recharge Speed: 
 +   *Reduce cooldown to 2 actions. 
 +   * Increase cost by 1 biotic point. 
 +Lifting Shockwave: 
 +   * Targets remain in the air until the beginning of their next turn, instead of falling immediately after the end of the character’s turn. 
 +   * Increase cost by 1 biotic point. 
 + 
 +==== Singularity ==== 
 +Use mass-effect fields to create a singularity effect in a given point. 
 + 
 +   * Prerequisite: Biotics 5 ranks,  Physical sciences 2 ranks, Adept class, ability to use Pull 
 +   * Target: All characters in area 
 +   * Activation: 1 action 
 +   * Range: A grid intersection up to 12 squares away 
 +   * Effect: This power launches a dark energy sphere to create an intense mass effect field. The field creates a warp in the space-time continuum, creating a gravity well akin to a black hole. Creatures not protected by Shields or Plating are drawn into the Singularity and lifted up in the air in orbit while protected enemies are held in place. 
 +   * Cooldown: 4 actions after last Singularity ended. 
 +   * Save: Reflex save avoid being caught by this power; Fortitude save to be able to move after being caught by it. DC equals 10 + Biotic ranks divided by 2 + Wis modifier. 
 + 
 + 
 +Any character wandering into the gravity well of a Singularity after it 
 +has been created will be also be pulled into orbit. 
 + 
 +Characters without Shield HP or Plating HP that are in the area 
 +affected by Singularity can make a Reflex save to avoid being lifted 
 +up in the air by this power. Each round they remain within the area, 
 +they must make a new save. A successful will prevent them from 
 +being lifted up but they won’t be be able to move from their current 
 +position. Those with Shield HP or Plating HP caught in this power’s 
 +area must make a Fortitude save each round or they are unable to 
 +move from their current position. Characters that are lifted up are 
 +helpless and cannot act. 
 + 
 +By the end of their hold duration, creatures affected are softly sent 
 +to the ground taking no damage from the fall. They, however, 
 +are sent prone and their new location is randomly determined 
 +among the squares the Singularity occupied. 
 + 
 +For each size larger than Medium, a creature gain a +4 bonus 
 +to saves against this power. For each size smaller it gains a -4 
 +penalty to saves against this power. 
 + 
 +This power can be detonated. Using a biotic power that 
 +detonates other biotic powers on a target affected by the 
 +Singularity detonates the entire power and all affected by it 
 +take the detonation damage (if the detonation has an area, 
 +instead it affects the Singularity’s area) 
 + 
 +In ranks 4, 5 and 6, choose one of two different permanent 
 +effects at each rank. 
 + 
 +=== Rank 1 === 
 + This power has the following statistics: 
 +   * Radius of 1 square. 
 +   * Lasts for 2 actions. 
 +   * Affected creatures fly 1 square into the air. 
 +   * Cost: 4 biotic points to activate. 
 +=== Rank 2 === 
 +Changes: 
 +   * Cooldown reduced to 3 actions. 
 +=== Rank 3 === 
 +Changes: 
 +   * Radius of 2 squares 
 +=== Rank 4 === 
 +This power gains one of the following upgrades: 
 + 
 +Duration: 
 +   *Increase this power’s duration by 1 action. 
 +   * Increase cost by 1 biotic point. 
 +Radius: 
 +   * Increase radius by 1 square. 
 +   * Affected creatures fly an additional 1 square into the air. 
 +   * Increase cost by 1 biotic point. 
 +=== Rank 5 === 
 +This power gains one of the following upgrades: 
 + 
 +Lift Damage: 
 +   * Creatures affected by Singularity take damage per action equal to character’s Wisdom score, directly to their Plating HP, if any, or normal HP if the character has no Plating 
 +   * Increase cost by 1 biotic point.  
 +Recharge: 
 +   * Reduce cooldown by 1 action. 
 +   * Increase cost by 1 biotic point. 
 +Rank 6:  
 +This power gains one of the following upgrades:  
 + 
 +Expand: 
 +  * Increase radius by 1 square. 
 +  * Affected creatures fly an additional 1 square into the air. 
 +  * Increase cost by 1 biotic point. 
 +Blast: 
 +  * If Singularity is not detonated, once this power’s duration ends it causes a blast that deals 9d6 points of damage to all affected by it and others within 4 squares of its point of origin. 
 +  * Increase cost by 1 biotic point. 
 +==== Slam ==== 
 +Lift the target in the air, using mass-effect fields, only to send him 
 +with a great force against the ground, a second later. 
 + 
 +   * Prerequisite:  Biotics 7 ranks, ability to use Pull and Throw, Physical sciences 3 ranks 
 +   * Target: One target 
 +   * Activation: 1 action 
 +   * Range: Target must be within 12 squares 
 +   * Effect: Slam lifts a target and slams them to the ground, inflicting damage. It is basically a combination of the two powers it requires as prerequisite, with the benefit it only requires one action to perform. 
 +   * Cooldown: 4 actions 
 +   * Save: Fortitude save negates. DC equals 10 + Biotic ranks divided by 2 + Cha modifier. 
 + 
 + 
 +Another benefit is the fact that Slam propels the target upwards with 
 +the same speed as it does downwards so if the target is sent flying 
 +but hits a ceiling, it takes the damage dealt by this power when it hits 
 +the ceiling and once more when it hits the ground (in addition to the 
 +falling damage, but it does not suffer from the probability of damaging 
 +the body). The target remains in the same square it occupied by is sent 
 +prone. The target falls prone on the ground and is dazed for 1 action. 
 + 
 +The target can save to negate this power’s effects. 
 + 
 +This power’s effects vary with specialization. 
 + 
 +The character must succeed on a ranged touch attack to affect the 
 +target. Targets that still have their Shields or Plating up cannot be 
 +affected by this power. 
 + 
 +For each size larger than Medium, a creature gain a +4 bonus to 
 +saves against this power. For each size smaller it gains a -4 penalty 
 +to saves against this power. 
 + 
 +In ranks 4, 5 and 6, choose one of two different permanent effects 
 +at each rank. 
 + 
 + 
 +=== Rank 1 === 
 +This power has the following statistics: 
 +   * The target is sent flying 1 square into the air (so no falling damage applies). 
 +   * Target takes 5d6 points of damage from this power’s slam. 
 +   * Cost: 3 biotic points to activate. 
 +=== Rank 2 === 
 +Changes 
 +   * Cooldown reduced to 3 actions. 
 +=== Rank 3 === 
 +This power has the following statistics: 
 +   * The target is sent flying 2 squares into the air. 
 +   * Cost: 4 biotic points to activate. 
 +=== Rank 4 === 
 +This power gains one of the following upgrades: 
 + 
 +Force: 
 +   *Increase slam’s damage by 2d6. 
 +Radius: 
 +  * Creatures adjacent to the target are also affected, and they can save to avoid this power. 
 + 
 +=== Rank 5 === 
 +This power gains one of the following upgrades: 
 + 
 +Improved Force: 
 +   * Target is sent an additional 1 square into the air. 
 +   * Increase cost by 1 biotic point. 
 +Recharge: 
 +  * Reduce cooldown by 1 action. 
 +  * Increase cost by 1 biotic point. 
 +=== Rank 6 === 
 +This power gains one of the following upgrades: 
 +Incapacitate: 
 +  * Affected targets are dazed for 2 actions instead of 1. 
 +  * Increase cost by 1 biotic point. 
 +Double Slam: 
 +  * With the same use of Slam, the character can target one additional creature within range. He must still make a range touch attack against that creature and the creature can still save to avoid this power. The second target will have no secodary targets. 
 +  * Increase cost by 2 biotic points. 
 +==== Stasis ==== 
 +Conjure a mass-effect field that prevent your opponent 
 +from moving or performing any action. 
 +   * Prerequisite: Biotics 5 ranks, Physical science 1 rank 
 +   * Target: One target 
 +   * Activation: 1 action 
 +   * Range: Target must be up to 60 ft away 
 +   * Effect: Stasis causes an enemy to be temporarily locked in a mass effect field, freezing the target in place and making them unable to attack. 
 +   * Cooldown: 4 actions 
 + 
 +While in Stasis they cannot be moved so Biotic powers 
 +that force the target to move do not work. This power 
 +cannot be used on creatures bigger than Large. 
 + 
 +The character must succeed on a ranged touch attack to 
 +affect the target. Stasis can be used on target except those 
 +with the Armored quality. 
 + 
 +The Stasis is immediately broken if the target takes an 
 +amount of damage equal to 10× Wis modifier. However, 
 +when affected by Stasis, the target has all its DRs increased 
 +by +3, as the mass effect field that locks it in place is solid and 
 +can absorb damage. 
 + 
 +This power can be detonated only if Detonate is selected at 
 +Rank 5. 
 + 
 +In ranks 4, 5 and 6, choose one of two different permanent 
 +effects at each rank. 
 + 
 + 
 +=== Rank 1 === 
 +This power has the following statistics: 
 +   *Target remains in Stasis for 3 actions. 
 +   * Cost: 3 biotic points to activate. 
 +=== Rank 2 === 
 +Changes: 
 +   * Cooldown reduced to 3 actions. 
 +  
 +=== Rank 3 === 
 +Changes: 
 +   * Target remains in Stasis for 4 actions. 
 +   * Cost: 4 biotic points to activate. 
 +=== Rank 4 === 
 +This power gains one of the following upgrades: 
 + 
 +Duration: 
 +   * Increase Stasis duration by 1 action. 
 +Stasis Strength: 
 +  * Increase the amount of damage the target can take, before the Stasis breaks, by +5× character’s Wis modifier. 
 +=== Rank 5 === 
 +This power gains one of the following upgrades: 
 + 
 +Weaker Mass Effect field: 
 +  * Reduce DR granted by Stasis by 1 point. 
 +  * Increase cost by 1 biotic point. 
 +Detonate: 
 +  * Stasis can now be detonated. 
 +  * Increase cost by 1 biotic point. 
 + 
 +=== Rank 6 === 
 + This power gains one of the following upgrades: 
 + 
 +Bubble: 
 +   * Instead of affecting a single target, Stasis now affects a 2 square radius area. Any creature within the area, or that walk into the area, become under the effect of Stasis. A range touch attack is still needed to affect the target area. The point of origin must always be on a solid surface. Like Singularity, if this power is detonated (the character must have chosen detonate at rank5), all creatures affected by this power take detonation damage and the detonation has no additional radius. 
 +   * Increase cost by 2 biotic points. 
 +Recharge Speed: 
 +   * Reduce power cooldown by 1 action. 
 +   * Increase cost by 1 biotic points. 
 + 
 +==== Throw ==== 
 + 
 +Launch a mass-effect blast that propels the target. 
 +   * Prerequisite: Biotics 1 rank 
 +   * Target: One target 
 +   * Activation: 1 action 
 +   *Range: Target must be within 12 squares 
 +   *Cooldown: 2 actions 
 +   *Save: Fortitude save negates. DC equals 10 + Biotic ranks divided by 2 + Cha modifier. 
 +   *Effect: Throw uses mass effect fields to reduce the targets’ mass then hurl them away, damaging them if they hit an object. The target can save to avoid being thrown. Thrown distance and damage taken varies with specialization. A target that is sent flying also ends up prone. 
 + 
 +For each size larger than Medium, a creature gain a +4 
 +bonus to saves against this power. For each size smaller 
 +it gains a -4 penalty to saves against this power. 
 + 
 +Targets that still have their Shields or Plating up cannot 
 +be thrown. Instead, if they fail the save, they are pushed 
 +back 5 ft, re-setting any Special Actions (i.e. Camping, 
 +Full Defense, Aiming) or any features that may carry 
 +from previous rounds, but do not fall prone. 
 + 
 +Any creature or object hit by this power is surrounded 
 +by a mass effect field that lasts a number of actions 
 +equal to this power’s rank. During those actions, 
 +the field may be detonated once. 
 + 
 +The character must succeed on a ranged touch 
 +attack to affect the target. By taking a -5 penalty on 
 +the range touch attack, the character can arc this 
 +power and have the target sent flying in another 
 +direction. The character can choose the new direction 
 +to which the target will fly. Please note that using this 
 +power in such a way can never bring the target closer 
 +to the character, the new direction must always send 
 +the target away or at least keep the same distance 
 +between them. 
 + 
 +This power may be used on objects that weight up to 
 +100 lbs per Wis modifier. 
 + 
 +In ranks 5 and 6, choose one of two different permanent 
 +effects at each rank. 
 + 
 +=== Rank 1 === 
 +This power has the following statistics: 
 +   * Target sent flying 2 squares 
 +   * If target collides with an object or a creature, both take 3d6 damage. 
 +   * Cost: 1 biotic point to activate. 
 +=== Rank 2 === 
 +Changes: 
 +   *Target sent flying 15 ft away. 
 +=== Rank 3 === 
 +Changes: 
 +   *Increases save DC by +1 
 +   * Cooldown reduced to 1 action. 
 +=== Rank 4 === 
 +Changes: 
 +   *Target sent flying 4 squares away. 
 +   *If target collides with an object or a creature, both take 5d6 
 +damage. 
 +   * Increases save DC by additional +1 
 +   *Cost: 2 biotics point to activate. 
 +=== Rank 5 === 
 +This power gains one of the following upgrades: 
 + 
 +Radius: 
 +   * Affects all creatures within a 2 squares of the target. They are sent flying in the same direction as the target. 
 +   * Increase cost by 1 biotic point. 
 +Empowered Throw: 
 +   * Increase collision damage by 1d6. 
 +   * Increases save DC by +2 
 +   *Increase cost by 2 biotic point. 
 +=== Rank 6 === 
 +This power gains one of the following upgrades: 
 + 
 +Double Throw: 
 +   * With the same use of Throw, the character can target one additional creature within range. He must still make a range touch attack against that creature and the creature can still save to avoid this power. 
 +    Increase cost by 1 biotic point. 
 +Greater Throw: 
 +   * Target is sent flying an additional 2 squares 
 + 
 + 
 +==== Warp ==== 
 +Launch a mass-effect blast that damages the target. 
 + 
 +   * Prerequisite: Biotics 3 ranks 
 +   * Target: One target 
 +   * Activation: 1 action 
 +   * Range: Target must be up to 60 ft away 
 +   * Cooldown: 3 actions 
 +   * Effect: Warp spawns a mass effect field that damages enemy targets. It deals double damage to Plating and will detonate Biotic powers affecting the target, such as Biotic Enhancement, Pull or Singularity. The detonated target takes double damage from Warp, and all targets within the detonation radius receive normal damage. If they are also being affected by a biotic power, then they also take double damage. 
 + 
 +The character must succeed on a ranged touch attack to 
 +affect the target. Warp can be used to damage breakable 
 +objects. 
 + 
 +In ranks 4, 5 and 6, choose one of two different permanent 
 +effects at each rank. 
 +=== Rank 1 === 
 +This power has the following statistics: 
 +   *Deals damage equal to 3d8 + Cha modifier. 
 +   *Detonation Radius: 5 ft. 
 +   *Cost: 3 biotic points to activate. 
 +=== Rank 2 === 
 +Changes: 
 +   *Cooldown reduced to 2 actions. 
 + 
 +=== Rank 3 === 
 +Changes: 
 +   *Deals damage equal to 5d8 + Cha modifier. 
 +=== Rank 4 === 
 +This power gains one of the following upgrades: 
 + 
 +Damage: 
 +   * Increase damage by 1d8. 
 +Detonate Synergy: 
 +  *Characters within the detonation radius receive double damage instead of normal damage. 
 +  *Increase detonation radius by 5 ft. 
 +=== Rank 5 === 
 + This power gains one of the following upgrades: 
 + 
 +Improved Damage: 
 +  *Increase damage by 3d8. 
 +  *Increase cost by 1 biotic point. 
 +Expose: 
 +  * Characters affected by Warp are subjected to a residual mass effect field that last a number of rounds equal to your Charisma modifier. While it lasts, the targets suffer 2 additional damage per shot and/or power that affects them. 
 +  *Increase cost by 1 biotic point. 
 +=== Rank 6 === 
 +This power gains one of the following upgrades: 
 + 
 +Pierce: 
 +   *Increase damage done to Plating by 3d8. 
 +Recharge Speed: 
 +   *Reduce power cooldown by 1 action. 
 + 
srb/biotic_specialization.1587928774.txt.gz · Last modified: 2020/04/26 12:19 by weby