This shows you the differences between two versions of the page.
| Both sides previous revision Previous revision Next revision | Previous revision | ||
|
srb:biotic_specialization [2020/05/29 16:07] weby |
srb:biotic_specialization [2020/07/22 03:15] (current) weby |
||
|---|---|---|---|
| Line 51: | Line 51: | ||
| are present in each Biotic power description, | are present in each Biotic power description, | ||
| 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 | ||
| Line 106: | Line 106: | ||
| |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, Culture 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| | ||
| Line 116: | Line 115: | ||
| |Singularity Trap| creatures in a singularity, | |Singularity Trap| creatures in a singularity, | ||
| |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, | ||
| |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|Biotics 5 ranks, Physical science 1 rank| | ||
| |Throw| A blast of biotic energy sends the target flying | Biotics 1 rank| | |Throw| A blast of biotic energy sends the target flying | Biotics 1 rank| | ||
| Line 123: | Line 121: | ||
| ===== Power Descriptions ===== | ===== Power Descriptions ===== | ||
| - | |||
| - | FIXME edit power descriptions | ||
| - | |||
| ==== Aegis Shield ==== | ==== Aegis Shield ==== | ||
| Line 143: | Line 138: | ||
| applying DR as normal. Once the Aegis has absorbed a number | applying DR as normal. Once the Aegis has absorbed a number | ||
| of points of damage equal to its HP, it is removed. | of points of damage equal to its HP, it is removed. | ||
| - | |||
| - | The Aegis also blocks entirely some shots fired by weapons. If | ||
| - | the shot to be blocked was a critical hit, the shot isn’t blocked | ||
| - | but instead absorbed and the amount absorbed is doubled. | ||
| The character can choose to maintain the Aegis, provided | The character can choose to maintain the Aegis, provided | ||
| Line 165: | Line 156: | ||
| === Rank 1 === | === Rank 1 === | ||
| This power has the following statistics: | This power has the following statistics: | ||
| - | * Aegis absorbs | + | * Aegis absorbs |
| - | * Aegis has 20 HP + 2× Cha modifier. | + | * Aegis has 40 HP + 4×Cha |
| - | * Aegis blocks one in every 5 shots. | + | |
| * Cost: 2 biotic points to activate | * Cost: 2 biotic points to activate | ||
| === Rank 2 === | === Rank 2 === | ||
| Line 174: | Line 164: | ||
| === Rank 3 === | === Rank 3 === | ||
| Changes: | Changes: | ||
| - | * Aegis has 30 HP + 3× Cha modifier. | + | * Aegis has 60 HP + 6×Cha |
| === Rank 4 === | === Rank 4 === | ||
| This power gains one of the following upgrades: | This power gains one of the following upgrades: | ||
| * Durability: | * Durability: | ||
| - | * Increases aegis HP by 10 + Cha modifier | + | * Increases aegis HP by 20 + 4xCha modifier |
| * Increases cost by 1 biotic point. | * Increases cost by 1 biotic point. | ||
| * Recharge Speed: | * Recharge Speed: | ||
| Line 186: | Line 176: | ||
| * Durability: | * Durability: | ||
| - | * Increases aegis HP by 10 + Cha modifier | + | * Increases aegis HP by 20 + 2xCha modifier |
| * Increases cost by 1 biotic point. | * Increases cost by 1 biotic point. | ||
| * Reflection: | * Reflection: | ||
| - | | + | * Increases aegis absorption by 2. |
| - | | + | |
| * Increases cost by 1 biotic point. | * Increases cost by 1 biotic point. | ||
| === Rank 6 === | === Rank 6 === | ||
| This power gains one of the following upgrades: | This power gains one of the following upgrades: | ||
| * Shield Resurgence: | * 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 | + | * 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). |
| - | is lost). | + | |
| * Increases cost by 2 biotic points. | * Increases cost by 2 biotic points. | ||
| * Damage Aftermath: | * Damage Aftermath: | ||
| - | * After aegis is broken or dismissed, biotic energies charge your shots and melee attacks dealing +1 damage bonus per shot or melee attack | + | * 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. | * Increases cost by 2 biotic points. | ||
| Line 210: | Line 198: | ||
| * Duration 15 actions. | * Duration 15 actions. | ||
| * Cooldown: 3 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 | + | * 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). |
| - | power once more (incurring its cost and cooldown). | + | |
| In ranks 4, 5 and 6, choose one of two | In ranks 4, 5 and 6, choose one of two | ||
| Line 220: | Line 207: | ||
| ===Rank 1=== | ===Rank 1=== | ||
| This power has the following statistics: | This power has the following statistics: | ||
| - | * Enemies 2 squrares | + | * Enemies |
| * Field can be recast, with 1 action, to create a blast in a 3 square radius. Doing so removes the field. | * Field can be recast, with 1 action, to create a blast in a 3 square radius. Doing so removes the field. | ||
| - | * Blast Damage: | + | * Blast Damage: |
| * Cost: 2 biotic points to activate. | * Cost: 2 biotic points to activate. | ||
| Line 231: | Line 218: | ||
| ===Rank 3=== | ===Rank 3=== | ||
| Changes: | Changes: | ||
| - | * Enemies 2 squrares away from the character take 2d6 points of damage for each action they start in that area. | + | * 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. | * Field can be recast, with 1 action, to create a blast in a 3 square radius. Doing so removes the field. | ||
| - | * Blast Damage: | + | * Blast Damage: |
| * Cost: 3 biotic points to activate. | * Cost: 3 biotic points to activate. | ||
| Line 250: | Line 237: | ||
| Damage taken: | 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). |
| - | decrease DR any further). | + | |
| * Increase cost by 1 biotic point. | * Increase cost by 1 biotic point. | ||
| Movement Speed: | Movement Speed: | ||
| Line 265: | Line 251: | ||
| Drain: | Drain: | ||
| * Increase this power’s duration to 30 actions. | * 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 | + | * 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. |
| - | 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 | + | * Increase cost by 1 biotic point. |
| - | purpose of determining whether or not certain powers or abilities deal extra damage against them. | + | |
| - | | + | |
| ==== Barrier ==== | ==== Barrier ==== | ||
| Line 303: | Line 286: | ||
| ===Rank 1=== | ===Rank 1=== | ||
| This power has the following statistics: | This power has the following statistics: | ||
| - | * Damage Reduction of 1. | + | * Damage Reduction of 2. |
| - | * Blast Damage: | + | * Blast Damage: |
| * Blast Radius: 2 squares. | * Blast Radius: 2 squares. | ||
| * Cost: 1 biotic point to activate. | * Cost: 1 biotic point to activate. | ||
| Line 313: | Line 296: | ||
| ===Rank 3=== | ===Rank 3=== | ||
| Changes: | Changes: | ||
| - | * Blast Damage: | + | * Blast Damage: |
| * Blast Radius: 3 squares | * Blast Radius: 3 squares | ||
| * Cost: 2 biotic points to activate. | * Cost: 2 biotic points to activate. | ||
| Line 320: | Line 303: | ||
| Blast Effect: | Blast Effect: | ||
| - | * Increase damage to 2d6 + 2 per Wis modifier. | + | * Increase damage to 4d6 + 3x Wis modifier. |
| * Increase area of effect by 1 square. | * Increase area of effect by 1 square. | ||
| Improved Barrier Strength: | Improved Barrier Strength: | ||
| - | * Increase Barrier’s Damage Reduction by 1. | + | * Increase Barrier’s Damage Reduction by 2. |
| ===Rank 5=== | ===Rank 5=== | ||
| Line 330: | Line 312: | ||
| Shield Recharge: | Shield Recharge: | ||
| - | * Barrier’s mass effect fields slowly regenerate the character’s shields at the rate of 1 point per action. | + | * Barrier’s mass effect fields slowly regenerate the character’s shields at the rate of 2 points |
| Powered Blast: | Powered Blast: | ||
| * Characters affected by the Barrier’s blast are dazed for 1 action (their next available action). | * Characters affected by the Barrier’s blast are dazed for 1 action (their next available action). | ||
| Line 340: | Line 322: | ||
| * Increase cost by 1 biotic point. | * Increase cost by 1 biotic point. | ||
| Greater Barrier Strength: | Greater Barrier Strength: | ||
| - | * Increase Barrier’s Damage Reduction by 1. | + | * Increase Barrier’s Damage Reduction by 2. |
| * Increase cost by 1 biotic point. | * Increase cost by 1 biotic point. | ||
| ==== Biotic Charge ==== | ==== Biotic Charge ==== | ||
| Line 396: | Line 378: | ||
| This power has the following statistics: | This power has the following statistics: | ||
| * Range up to 12 squares | * Range up to 12 squares | ||
| - | * Damage dealt: | + | * Damage dealt: |
| * Flying Distance: 2 squares | * Flying Distance: 2 squares | ||
| - | * Restores a number of Shield HP equal to 3 × Wis modifier. | + | * Restores a number of Shield HP equal to 6 × Wis modifier. |
| * Cost: 2 biotic points to activate. | * Cost: 2 biotic points to activate. | ||
| ===Rank 2=== | ===Rank 2=== | ||
| Changes: | Changes: | ||
| - | * Damage dealt: | + | * Damage dealt: |
| * Cooldown is reduced to 2 actions. | * Cooldown is reduced to 2 actions. | ||
| - | * Restores a number of Shield HP equal to 5 × Wis modifier. | + | * Restores a number of Shield HP equal to 10 × Wis modifier. |
| ===Rank 3=== | ===Rank 3=== | ||
| Changes | Changes | ||
| * Range up to 14 squares | * Range up to 14 squares | ||
| - | * Damage dealt: | + | * Damage dealt: |
| * Flying Distance: 3 squares | * Flying Distance: 3 squares | ||
| - | * Restores a number of Shield HP equal to 7 × Wis modifier. | + | * Restores a number of Shield HP equal to 14 × Wis modifier. |
| * Cost: 3 biotic points to activate. | * Cost: 3 biotic points to activate. | ||
| ===Rank 4=== | ===Rank 4=== | ||
| Line 440: | Line 422: | ||
| *25% chance of this power’s cooldown not activating. | *25% chance of this power’s cooldown not activating. | ||
| * Increase cost by 1 biotic point. | * Increase cost by 1 biotic point. | ||
| - | Increased | + | Increased |
| - | | + | |
| - | | + | |
| | | ||
| Line 617: | Line 598: | ||
| ==== Biotic Nova ==== | ==== Biotic Nova ==== | ||
| - | FIXME edit rest. | ||
| A massive visible mass-effect field is released from you, | A massive visible mass-effect field is released from you, | ||
| Line 649: | Line 629: | ||
| ===Rank 1=== | ===Rank 1=== | ||
| This power has the following statistics: | This power has the following statistics: | ||
| - | * Damage: | + | * Damage: |
| * Radius: 2 squares | * Radius: 2 squares | ||
| * Cost: 4 biotic points to activate. | * Cost: 4 biotic points to activate. | ||
| Line 657: | Line 637: | ||
| ===Rank 3=== | ===Rank 3=== | ||
| Changes: | Changes: | ||
| - | | + | |
| * Increase Throw flying distance by 1 square | * Increase Throw flying distance by 1 square | ||
| * Cost: 5 biotic points to activate. | * Cost: 5 biotic points to activate. | ||
| Line 664: | Line 644: | ||
| Powerful Nova: | Powerful Nova: | ||
| - | | + | |
| * Increase Throw flying distance by 1 squre | * Increase Throw flying distance by 1 squre | ||
| * Increase cost by 1 biotic point. | * Increase cost by 1 biotic point. | ||
| Line 682: | Line 662: | ||
| This power gains one of the following upgrades: | This power gains one of the following upgrades: | ||
| Pierce: | Pierce: | ||
| - | * Deal extra 5d6 damage against targets that have Barrier, Shields or Plating. | + | * Deal extra 7d6 damage against targets that have Barrier, Shields or Plating. |
| * Increase cost by 2 biotic points. | * Increase cost by 2 biotic points. | ||
| Sustain Shields: | Sustain Shields: | ||
| Line 788: | Line 768: | ||
| *Dome has a radius of 2 squares | *Dome has a radius of 2 squares | ||
| *Dome has a Defense of 10. | *Dome has a Defense of 10. | ||
| - | *Dome has a number of HP equal to Wis modifier × 15. | + | *Dome has a number of HP equal to Wis modifier × 30. |
| | | ||
| ===Rank 2=== | ===Rank 2=== | ||
| Changes: | Changes: | ||
| *Dome has a Defense of 12. | *Dome has a Defense of 12. | ||
| - | * Dome has a number of HP equal to Wis modifier × 20. | + | * Dome has a number of HP equal to Wis modifier × 40. |
| ===Rank 3=== | ===Rank 3=== | ||
| Changes: | Changes: | ||
| * Dome has a radius of 3 squares | * Dome has a radius of 3 squares | ||
| - | * Dome has a number of HP equal to Wis modifier × 25. | + | * Dome has a number of HP equal to Wis modifier × 50. |
| * Cost: 5 biotic points to activate. | * Cost: 5 biotic points to activate. | ||
| ===Rank 4=== | ===Rank 4=== | ||
| Line 815: | Line 795: | ||
| * Increase dome’s radius by 2 squares | * Increase dome’s radius by 2 squares | ||
| Improved Dome Strength: | Improved Dome Strength: | ||
| - | * Increase dome’s HP by Wis modifier × 5. | + | * Increase dome’s HP by Wis modifier × 10. |
| * Increase dome’s Defense by 2. | * Increase dome’s Defense by 2. | ||
| ===Rank 6=== | ===Rank 6=== | ||
| Line 821: | Line 801: | ||
| Greater Dome Strength: | Greater Dome Strength: | ||
| - | | + | |
| | | ||
| Dome Nova: | Dome Nova: | ||
| Line 851: | Line 831: | ||
| This power has the following statistics: | This power has the following statistics: | ||
| | | ||
| - | | + | |
| | | ||
| ===Rank 2=== | ===Rank 2=== | ||
| Changes: | Changes: | ||
| - | | + | |
| ===Rank 3=== | ===Rank 3=== | ||
| - | This power has the following statistics: | + | Changes: |
| - | | + | |
| ===Rank 4=== | ===Rank 4=== | ||
| This power has the following statistics: | This power has the following statistics: | ||
| - | * Character gains a bonus to melee damage roll equal to 1d6 per Charisma modifier | + | * Character gains a bonus to melee damage roll equal to 5x per Charisma modifier |
| ===Rank 5=== | ===Rank 5=== | ||
| This power gains one of the following upgrades: | This power gains one of the following upgrades: | ||
| Line 876: | Line 856: | ||
| * 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. | * 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: | Stronger Blast: | ||
| - | * Increase damage of Biotic Strike to 1d8 per Cha modifier. | + | * Increase damage of Biotic Strike to 6xCha modifier. |
| Line 886: | Line 866: | ||
| enemy. | enemy. | ||
| - | Prerequisite: | + | * Prerequisite: |
| - | 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 transfers to a second target if the first is killed. | ||
| + | |||
| Effect’s length depends on Dark Channel’s duration. Only | Effect’s length depends on Dark Channel’s duration. Only | ||
| one field may be active at a time. Targets under the effect | one field may be active at a time. Targets under the effect | ||
| of Dark Channel cannot be targeted by this ability. | of Dark Channel cannot be targeted by this ability. | ||
| + | |||
| In ranks 4, 5 and 6, choose one of two different | In ranks 4, 5 and 6, choose one of two different | ||
| permanent effects at each rank. | permanent effects at each rank. | ||
| + | |||
| The biotic user must succeed on a ranged touch attack | The biotic user must succeed on a ranged touch attack | ||
| to affect the target. | to affect the target. | ||
| - | Cooldown: 3 actions | + | |
| - | Save: Fortitude save negates. DC equals 10 + Biotic | + | === Rank 1 === |
| - | ranks divided by 2 + Wis modifier. | + | This power has the following statistics: |
| - | Note: This power is only available for campaigns set | + | |
| - | during or after the events of Mass Effect 3 (and only | + | |
| - | after Javik has been awakened by Commander | + | |
| - | Shepard’s team) | + | === Rank 2 === |
| - | Rank 1: This power has the following statistics: | + | Changes: |
| - | • Damage dealt equals | + | |
| - | • Duration: 5 actions starting from first use (not | + | === Rank 3 === |
| - | reset upon transfer to a new target). | + | Changes: |
| - | • Cost: 3 biotic points to activate. | + | |
| - | Rank 2: This power has the following statistics: | + | === Rank 4 === |
| - | • Damage dealt equals 1× Cha modifier per action. | + | This power gains one of the following upgrades: |
| - | • Duration: 5 actions starting from first use (not reset | + | |
| - | upon migration to a new target). | + | |
| - | • Cooldown is reduced to 2 actions. | + | |
| - | • Cost: 3 biotic points to activate. | + | |
| - | Rank 3: This power has the following statistics: | + | |
| - | • Damage dealt equals | + | |
| - | • Duration: 5 actions starting from first use (not reset | + | |
| - | upon migration to a new target). | + | |
| - | • Cooldown is reduced to 2 actions. | + | |
| - | • Cost: 3 biotic points to activate. | + | |
| - | Rank 4: This power gains one of the following upgrades: | + | |
| Increased Damage: | Increased Damage: | ||
| - | • Creatures affected by Dark Channel take additional | + | |
| - | damage per action equal to character’s Wisdom modifier. | + | |
| Increased Duration: | Increased Duration: | ||
| - | • Increase duration by 2 actions. | + | *Increase duration by 2 actions. |
| - | • Increase cost by 1 biotic point. | + | *Increase cost by 1 biotic point. |
| - | Rank 5: This power gains one of the following upgrades: | + | === Rank 5 === |
| + | This power gains one of the following upgrades: | ||
| Slow: | Slow: | ||
| - | • Creatures affected by Dark Channel may only move at half | + | |
| - | their speed. | + | * Increase cost by 1 biotic point. |
| - | • Increase cost by 1 biotic point. | + | |
| Recharge Speed: | Recharge Speed: | ||
| - | • Cooldown is reduced to 1 action. | + | |
| - | • Increase cost by 1 biotic point. | + | * Increase cost by 1 biotic point. |
| - | Rank 6: This power gains one of the following upgrades: | + | === Rank 6 === |
| + | This power gains one of the following upgrades: | ||
| Damage: | Damage: | ||
| - | • Damage dealt increases to 3× Cha modifier. | + | *Damage dealt increases to 4× Cha modifier. |
| - | • Increase cost by 1 biotic point. | + | *Increase cost by 1 biotic point. |
| Pierce: | Pierce: | ||
| - | • Damage dealt to Shield HP or targets under the effect of a Barrier | + | |
| - | equals | + | * Increase cost by 1 biotic point. |
| - | • Increase cost by 1 biotic point. | + | |
| - | Dominate | + | |
| - | Dominate allows a biotic to take control of the target’s mind and | + | ==== Flare ==== |
| - | make him change sides to aid the character. | + | |
| - | Prerequisite: | + | |
| - | Biotic class | + | |
| - | Target: One target | + | |
| - | Activation: 1 action | + | |
| - | Range: Target must be up to 60 ft away. | + | |
| - | Effect: Dominate allows a biotic to take control of the target’s | + | |
| - | mind and make him chance sides to aid the character. The affected | + | |
| - | character can save to avoid this mind-controlling attempt. If the | + | |
| - | save fails, the target becomes under control of the biotic and does | + | |
| - | whatever he or she commands. If no command is given, the target | + | |
| - | defends the biotic and attacks his or her enemies (even if they were | + | |
| - | once the target’s allies) to the best of his abilities. Issuing a new | + | |
| - | command requires a free action. | + | |
| - | The target affected by this power, however, will never perform | + | |
| - | suicide actions – such as being ordered to jump out of the air- | + | |
| - | lock into space – but certain course of actions that are potentially | + | |
| - | dangerous but not necessarily suicidal are accepted – such | + | |
| - | as suggesting the target to stay alone behind and engage the | + | |
| - | enemy while the biotic retreats. | + | |
| - | Targets that still have their Shields or Plating up cannot be | + | |
| - | controlled through this power. Instead, they are dazed for 1 | + | |
| - | action if they fail the Will save. With rank 4, they are instead | + | |
| - | stunned (stunned enemies drop their weapons). | + | |
| - | Only one target can be under the influence of Dominate at | + | |
| - | any given time. Once Dominate has passed or is removed, the | + | |
| - | character suffers from a blowback that imposes this power’s | + | |
| - | cooldown. | + | |
| - | To take more specializations beyond the first, the character | + | |
| - | needs to have at least one rank in Barrier. No ranged touch | + | |
| - | attack is required for this ability. | + | |
| - | In ranks 4, 5 and 6, choose one of two different permanent | + | |
| - | effects at each rank. | + | |
| - | This power cannot be detonated. | + | |
| - | Cooldown: 3 actions after last Dominate has passed, was | + | |
| - | removed or was attempted but failed. | + | |
| - | Save: Will save negates. DC equals 10 + Biotic ranks | + | |
| - | divided by 2 + Cha modifier. | + | |
| - | Rank 1: This power has the following statistics: | + | |
| - | • Target becomes mind controlled for 1 action (the first | + | |
| - | action of his next turn). | + | |
| - | • Cost: 10 biotic points to activate. | + | |
| - | Rank 2: This power has the following statistics: | + | |
| - | • Target becomes mind controlled for 2 actions. | + | |
| - | • A rank 1 Barrier is also applied to that target for that | + | |
| - | duration (or until it is detonated). | + | |
| - | • Cost: 12 biotic points to activate. | + | |
| - | Rank 3: This power has the following statistics: | + | |
| - | • Target becomes mind controlled for 3 actions. | + | |
| - | A rank 1 Barrier is also applied to that target for | + | |
| - | that duration (or until it is detonated). | + | |
| - | • Cost: 12 biotic points to activate. | + | |
| - | Rank 4: This power gains one of the following | + | |
| - | upgrades: | + | |
| - | Lingering Dominate: | + | |
| - | • Increase duration of Dominate by 1 action. | + | |
| - | • Increase cost by 2 biotic points. | + | |
| - | Subtle Control: | + | |
| - | • If the target succeeds on the save, he must make a | + | |
| - | new one with a bonus on the save equal to the target’s | + | |
| - | Charisma modifier, or be under the effect of Dominate. | + | |
| - | • Increase cost by 2 biotic points. | + | |
| - | Rank 5: This power gains one of the following upgrades: | + | |
| - | Improved Duration: | + | |
| - | • Increase duration of Dominate by 1 action. | + | |
| - | • Increase cost by 2 biotic points. | + | |
| - | Group Dominate: | + | |
| - | • Can target one additional creature up to 20 feet away | + | |
| - | from the target. | + | |
| - | • Increase cost by 2 biotic points. | + | |
| - | Rank 6: This power gains one of the following upgrades: | + | |
| - | Nightmare: | + | |
| - | • The target’s mind is filled with nightmares, effectively | + | |
| - | becoming shaken for 1 minute. | + | |
| - | • Increase cost by 2 biotic points. | + | |
| - | Indoctrination: | + | |
| - | • Increase duration of Dominate by 1 action. | + | |
| - | • Can force target to perform suicidal action (like jumping | + | |
| - | off a cliff) but target is allowed a new save, with the target’s | + | |
| - | Charisma modifier as a bonus on the save, to avoid the action | + | |
| - | (succeeding on this save does not break the Dominate but | + | |
| - | negates the suicidal action) | + | |
| - | • Increase cost by 2 biotic points. | + | |
| - | Flare | + | |
| Focus and expend all biotic energy to unleash a huge flare that throws | Focus and expend all biotic energy to unleash a huge flare that throws | ||
| enemies within its range, causing massive damage. | enemies within its range, causing massive damage. | ||
| - | Prerequisite: | + | |
| - | Target: All characters in the area | + | * Prerequisite: |
| - | 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 | + | * Cooldown: 10 actions |
| - | massive damage with no chance to negate or save for half damage. | + | * 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 | 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 | next layer of protection (so, for example, is this power deals 90 points | ||
| Line 1049: | Line 945: | ||
| HP but also takes 40 points of damage to his normal HP). However, it | HP but also takes 40 points of damage to his normal HP). However, it | ||
| quickly drains a character’s biotic points. | quickly drains a character’s biotic points. | ||
| + | |||
| In ranks 4, 5 and 6, choose one of two different permanent effects at | In ranks 4, 5 and 6, choose one of two different permanent effects at | ||
| each rank. | each rank. | ||
| - | Cooldown: 10 actions | + | |
| - | Save: Fortitude save to avoid being sent flying. DC equals 10 + Biotic | + | === Rank 1 === |
| - | ranks divided by 2 + Cha modifier. | + | This power has the following statistics: |
| - | Rank 1: This power has the following statistics: | + | * Affects an area with 4 square |
| - | • Affects an area with 20 ft radius | + | * Deals damage |
| - | • Deals damage | + | * Cost: Must spend at least 30 biotic points. Can spend more biotic points to increase power’s effectiveness. |
| - | rounded down (so spending 50 biotic points deals 25 points of | + | |
| - | damage). | + | === Rank 2 === |
| - | • Cost: Must spend at least 30 biotic points. Can spend more | + | Changes: |
| - | biotic points to increase power’s effectiveness. | + | *Cooldown reduced to 8 actions. |
| - | Rank 2: This power has the following statistics: | + | *Cost: Must spend at least 32 biotic points. Can spend more biotic points to increase power’s effectiveness. |
| - | • Affects an area with 20 ft radius | + | === Rank 3 === |
| - | • Deals damage 0.5 points of damage per biotic point spent, | + | Changes: |
| - | rounded down (so spending 50 biotic points deals 25 points | + | *Deals damage |
| - | of damage). | + | * Cost: Must spend at least 34 biotic points. Can spend more biotic points to increase power’s effectiveness. |
| - | • Cooldown reduced to 8 actions. | + | === Rank 4 === |
| - | • Cost: Must spend at least 32 biotic points. Can spend more | + | Upon attaining this rank, this power gains one of the following upgrades: |
| - | biotic points to increase power’s effectiveness. | + | |
| - | Rank 3: This power has the following statistics: | + | |
| - | • Affects an area with 20 ft radius | + | |
| - | • Deals damage | + | |
| - | spent, rounded down (so spending 50 biotic points deals | + | |
| - | 37 points of damage). | + | |
| - | • Cooldown reduced to 8 actions. | + | |
| - | • 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: | Damage & Force: | ||
| - | • Increase damage by 0.25 points of damage per biotic | + | |
| - | point spent. | + | * Increase flying distance by 1 square. |
| - | • Increase flying distance by 5 ft. | + | * Increase minimum biotic point cost by 2. |
| - | • Increase minimum biotic point cost by 2. | + | |
| Radius: | Radius: | ||
| - | • Increase area radius by 10 ft. | + | *Increase area radius by 2 squares |
| - | • Increase minimum biotic point cost by 2. | + | *Increase minimum biotic point cost by 2. |
| - | Rank 5: This power gains one of the following | + | === Rank 5 === |
| - | upgrades: | + | This power gains one of the following upgrades: |
| Recharge Speed: | Recharge Speed: | ||
| - | • Cooldown reduced by 2 actions. | + | |
| - | Increase minimum biotic point cost by 2. | + | * Increase minimum biotic point cost by 2. |
| Detonate: | Detonate: | ||
| - | • This power can be used to detonate Biotic powers, | + | |
| - | dealing an additional | + | * Increase minimum biotic point cost by 2. |
| - | rank of Flare (this extra damage is also carried to the | + | === Rank 6 === |
| - | following layers of protection). | + | This power gains one of the following upgrades: |
| - | • Increase minimum biotic point cost by 2. | + | |
| - | Rank 6: This power gains one of the following | + | |
| - | upgrades: | + | |
| Radius: | Radius: | ||
| - | • Increase area radius by 10 ft. | + | |
| - | • Increase minimum biotic point cost by 2. | + | * Increase minimum biotic point cost by 2. |
| Improved Damage: | Improved Damage: | ||
| - | • Increase damage dealt to targets with Shield HP, | + | |
| - | Barrier Shields or under the influence of the Barrier | + | * Increase minimum biotic point cost by 2. |
| - | power by 0.25 points of damage per biotic point spent. | + | |
| - | • Increase minimum biotic point cost by 2. | + | ==== Lash ==== |
| - | Lash | + | |
| Latch this biotic field onto enemies to jerk them towards you, | Latch this biotic field onto enemies to jerk them towards you, | ||
| doing massive damage in the process. | doing massive damage in the process. | ||
| - | Prerequisite: | + | |
| - | ability to use Pull, Human Adept or Vanguard | + | * Prerequisite: |
| - | 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 | + | * Cooldown: 3 actions |
| - | along the way. The target can save to resist the movement | + | * 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. |
| - | effect. While flying, the character is surrounded by a mass effect | + | |
| + | |||
| + | While flying, the character is surrounded by a mass effect | ||
| field that negates mass and prevents him from taking any action | field that negates mass and prevents him from taking any action | ||
| except using Barrier or Levitate. Creatures affected by this power | except using Barrier or Levitate. Creatures affected by this power | ||
| Line 1127: | Line 1014: | ||
| damage as appropriate but not suffering from the probability of | damage as appropriate but not suffering from the probability of | ||
| damaging his body. The target is also sent prone. | damaging his body. The target is also sent prone. | ||
| + | |||
| Targets that still have their Shields or Plating up cannot be affected | Targets that still have their Shields or Plating up cannot be affected | ||
| by this power. Instead, their Shields (or Plating if Shields are gone) | by this power. Instead, their Shields (or Plating if Shields are gone) | ||
| suffer 1d6 damage per rank of this power. The biotic user must | suffer 1d6 damage per rank of this power. The biotic user must | ||
| succeed on a ranged touch attack to affect the target. | succeed on a ranged touch attack to affect the target. | ||
| - | 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 | In ranks 4, 5 and 6, choose one of two different permanent effects at | ||
| each rank. | each rank. | ||
| + | |||
| This power can be detonated only if Detonate is selected at Rank 4. | This power can be detonated only if Detonate is selected at Rank 4. | ||
| - | Cooldown: 3 actions | + | |
| - | Save: Reflex save negates being thrown. DC equals 10 + Biotic ranks | + | === Rank 1 === |
| - | divided by 2 + Wis modifier. | + | This power has the following statistics: |
| - | Note: This power is only available in campaigns set during or after the | + | |
| - | events of Mass Effect 3. In campaigns set during the events of Mass | + | |
| - | Effect 3, this power is only available for Cerberus or Ex-Cerberus | + | * Cost: 3 biotic points to activate. |
| - | agents part of the Phoenix program. | + | |
| - | Rank 1: This power has the following statistics: | + | Target remains in the air for 1 action (his first action of his next turn). This flight duration is |
| - | • Target takes 1d6 damage for each two ranks of this power before | + | |
| - | being thrown. | + | |
| - | • Target is thrown | + | |
| - | 1d6 for each 10 ft moved this way. 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 | only until the end of the character’s turn meaning that until | ||
| there those affected are flying and have their Dexterity bonus to | there those affected are flying and have their Dexterity bonus to | ||
| Line 1159: | Line 1041: | ||
| the object/ | the object/ | ||
| the character. | the character. | ||
| - | • Cost: 3 biotic points to activate. | + | |
| - | Rank 2: This power has the following statistics: | + | === Rank 2 === |
| - | • Target takes 1d6 damage for each two ranks of this power | + | Changes: |
| - | before being thrown. | + | * Cooldown is reduced to 2 actions. |
| - | • Target is thrown 40 ft toward you, taking an additional 1d6 | + | === Rank 3 === |
| - | damage per obstacle they would hit along the way. Target | + | Changes: |
| - | remains in the air for 1 action (his first action of his next turn). | + | * Target takes +1d6 more damage before being thrown. |
| - | This flight duration is only until the end of the character’s | + | * Cost: 4 biotic points to activate. |
| - | turn meaning that until there those affected are flying and | + | === Rank 4 === |
| - | have their Dexterity bonus to Defense denied. At the end of | + | This power gains one of the following upgrades: |
| - | 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/ | + | |
| - | towards the character. | + | |
| - | • Cooldown is reduced to 2 actions. | + | |
| - | • Cost: 3 biotic points to activate. | + | |
| - | Rank 3: This power has the following statistics: | + | |
| - | • Target takes 1d6 damage | + | |
| - | power +1d6 before being thrown. | + | |
| - | • Target is thrown 40 ft toward you, taking an | + | |
| - | additional 1d6 damage per obstacle they would hit | + | |
| - | along the way. 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/ | + | |
| - | thrown towards the character. | + | |
| - | • Cooldown is reduced to 2 actions. | + | |
| - | • Cost: 4 biotic points to activate. | + | |
| - | Rank 4: This power gains one of the following upgrades: | + | |
| Damage: | Damage: | ||
| - | • Damage from being thrown towards the target is increased | + | |
| - | by +1d6 due to the increased velocity. | + | * Increase cost by 1 biotic point. |
| - | • Increase cost by 1 biotic point. | + | |
| Detonate: | Detonate: | ||
| - | • This power leaves a biotic field on the target, for a number of | + | *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. |
| - | rounds equal to Lash rank. This field counts as a biotic power for | + | * Increase cost by 1 biotic point. |
| - | purposes of detonation. | + | === Rank 5 === |
| - | • Increase cost by 1 biotic point. | + | This power gains one of the following upgrades: |
| - | Rank 5: This power gains one of the following upgrades: | + | |
| Recharge Speed: | Recharge Speed: | ||
| - | • Cooldown is reduced to 1 action. | + | |
| - | • Increase cost by 1 biotic point. | + | * Increase cost by 1 biotic point. |
| Damage Over Time: | 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 | + | * Increase cost by 1 biotic point. |
| - | damage from being thrown several feet) | + | === Rank 6 === |
| - | • Increase cost by 1 biotic point. | + | This power gains one of the following upgrades: |
| - | Rank 6: This power gains one of the following upgrades: | + | |
| Fast Recharge: | Fast Recharge: | ||
| - | • Each time this power is used roll 1d100. If the result is 35 or | + | |
| - | less, 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. |
| - | • Targets sent flying are still considered under the affects of | + | * Increase cost by 2 biotic points. |
| - | this power for 2 additional rounds after this power’s effects | + | |
| - | end. | + | |
| - | • Increase cost by 2 biotic points. | + | |
| Shield Penetration: | 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 | + | * Increase cost by 1 biotic point. |
| - | pre-throw damage dice is reduced to d4 and the number | + | |
| - | of actions spend flying are reduced by 1 (minimum of 1) | + | ==== Levitate |
| - | • Increase cost by 1 biotic point. | + | |
| - | Levitate | + | |
| Mass-effect fields surround you and allow you to levitate. | Mass-effect fields surround you and allow you to levitate. | ||
| - | Prerequisite: | + | |
| - | Knowledge (physics) | + | * Prerequisite: |
| - | 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 | + | * Cooldown: 2 actions after effects have passed |
| - | reducing greatly the effects of gravity. When affected | + | |
| - | by this power, the character can literally levitate | + | This power is extremely useful if the character is the |
| - | through the air and land gently on the ground. | + | |
| - | power is extremely useful if the character is the | + | |
| target of a Pull and wishes to land safely. Since this | target of a Pull and wishes to land safely. Since this | ||
| power functions by altering the speed with which | power functions by altering the speed with which | ||
| Line 1248: | Line 1095: | ||
| buildings, provides the building isn’t a towering | buildings, provides the building isn’t a towering | ||
| structure more than a mile long. | structure more than a mile long. | ||
| + | |||
| In ranks 4, 5 and 6, choose one of two different | In ranks 4, 5 and 6, choose one of two different | ||
| permanent effects at each rank. | permanent effects at each rank. | ||
| + | |||
| Special: This power can be activated during another | Special: This power can be activated during another | ||
| creature’s turn. Doing so, however, removes the | creature’s turn. Doing so, however, removes the | ||
| possibility of using the free action in the next turn of | possibility of using the free action in the next turn of | ||
| the character. | the character. | ||
| + | |||
| The character can choose to use this power a few | The character can choose to use this power a few | ||
| - | actions before touching the ground, however the | + | actions before touching the ground, however the power would then not stop all the damage. |
| - | sudden change in falling momentum | + | |
| - | lethal | + | Each square |
| - | that same amount | + | |
| - | So if a character falls 100 ft but uses Levitate only in the | + | So if a character falls 50 squares |
| - | last 20 ft, he still takes 15d6 points of non-lethal damage, | + | last 10 squares, he still takes damage for falling 30 squares(50-2*10) |
| but only after the Levitate’s effects are resolved. | but only after the Levitate’s effects are resolved. | ||
| + | |||
| Note that while using this power, the character can still | Note that while using this power, the character can still | ||
| be affected by wind conditions and is considered as being | be affected by wind conditions and is considered as being | ||
| flying for any purpose. The target’s Dexterity bonus to | flying for any purpose. The target’s Dexterity bonus to | ||
| Defense is also negated. | Defense is also negated. | ||
| - | Cooldown: 2 actions after effects have passed | + | |
| - | Rank 1: This power has the following statistics: | + | 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. |
| - | • Character falls at a rate of 10 ft per action and takes no | + | |
| - | damage upon landing. | + | === Rank 1 === |
| - | • Character can move up to 5 ft away in an available | + | This power has the following statistics: |
| - | horizontal direction. | + | * Character falls at a rate of 2 squares |
| - | • Lasts for 2 actions. | + | * Character can move up to 1 square |
| - | • Cost: 6 biotic points to activate. | + | * Lasts for 2 actions. |
| - | Rank 2: This power has the following statistics: | + | * Cost: 6 biotic points to activate. |
| - | • Character falls at a rate of 15 ft per action and takes no | + | === Rank 2 === |
| - | damage upon landing. | + | Changes: |
| - | • Character can move up to 5 ft away in an available horizontal | + | * Character falls at a rate of 3 squares |
| - | direction. | + | * Lasts for 3 actions. |
| - | • Lasts for 3 actions. | + | * Cost: 7 biotic points to activate. |
| - | • Cost: 7 biotic points to activate. | + | === Rank 3 === |
| - | Rank 3: This power has the following statistics: | + | Changes |
| - | • Character falls at a rate of 20 ft per action and takes no damage | + | |
| - | upon landing. | + | |
| - | • Character can move up to 5 ft away in an available horizontal | + | |
| - | direction. | + | === Rank 4 === |
| - | • Lasts for 4 actions. | + | Changes: |
| - | • Cost: 8 biotic points to activate. | + | *Character falls at a rate of 5 squares |
| - | Rank 4: This power has the following statistics: | + | *Cost: 9 biotic points to activate. |
| - | • Character falls at a rate of 25 ft per action and takes no damage | + | |
| - | upon landing. | + | === Rank 5 === |
| - | • Character can move up to 5 ft away in an available horizontal | + | This power gains one of the following upgrades: |
| - | direction. | + | |
| - | • Lasts for 4 actions. | + | |
| - | • Cost: 9 biotic points to activate. | + | |
| - | Rank 5: This power gains one of the following upgrades: | + | |
| Improved Levivate: | Improved Levivate: | ||
| - | • Increase the rate of falling by 5 ft per action. | + | *Increase the rate of falling by 1 square |
| - | • Increase distance a character can move, horizontally, | + | *Increase distance a character can move, horizontally, |
| - | • Increase cost by 1 biotic point. | + | *Increase cost by 1 biotic point. |
| Glide: | Glide: | ||
| - | • Increase distance a character can move, horizontally, | + | *Increase distance a character can move, horizontally, |
| - | • Increase cost by 1 biotic point. | + | *Increase cost by 1 biotic point. |
| - | Rank 6: This power gains one of the following upgrades: | + | |
| + | === Rank 6 === | ||
| + | This power gains one of the following upgrades: | ||
| Comet: | Comet: | ||
| - | • The character can alter the Levitate effects to allow him to | + | |
| - | fall at normal falling speed but take no damage. Upon falling, | + | * Note that this power can only be used if the character reaches the surface while this power is in effect. |
| - | the character immediately explodes this power dealing 1d8 | + | * Increase cost by 2 biotic points. |
| - | per Charisma modifier points of damage to everyone within | + | |
| - | 10 ft, dazing them for 1 action. If, instead, he falls on top of a | + | |
| - | creature, 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: | Comet Nova: | ||
| - | • The character can alter the Levitate effects to allow him | + | |
| - | to fall at normal falling speed but take no damage. Upon | + | * Note that this power can only be used if the character reaches the surface while this power is in effect. |
| - | falling, the character immediately uses any Biotic Nova | + | * Increase cost by 2 biotic points. |
| - | power the character possesses, without requiring an action | + | |
| - | to do so. The cost of the Biotic Nova is doubled, however. | + | ==== Pull ==== |
| - | 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 | Mass-effect fields surround the target and make him levitate | ||
| towards you. | towards you. | ||
| - | Prerequisite: | + | |
| - | ranks | + | * Prerequisite: |
| - | Target: One target | + | |
| - | Activation: 1 action | + | |
| - | Range: Target must be up to 60 ft away | + | |
| - | Effect: Pull sends a target flying upwards and then | + | |
| - | levitates there for a few seconds before dropping on | + | * Cooldown: 3 actions |
| - | the ground. At the same time, he also slowly drifts | + | * 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. |
| - | towards the biotic. The target can save to resist this | + | |
| + | 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 | effect. While flying, the character is surrounded by | ||
| a mass effect field that negates mass and prevents | a mass effect field that negates mass and prevents | ||
| Line 1342: | Line 1185: | ||
| considered to have no Dexterity bonus to Defense | considered to have no Dexterity bonus to Defense | ||
| while the power lasts. | while the power lasts. | ||
| + | |||
| Effects vary with rank. When effects pass, the target | Effects vary with rank. When effects pass, the target | ||
| falls, taking falling damage as appropriate but not | falls, taking falling damage as appropriate but not | ||
| suffering from the probability of damaging his body. | suffering from the probability of damaging his body. | ||
| The target is also sent prone. | The target is also sent prone. | ||
| + | |||
| Targets with Shield HP or Plating HP cannot be | Targets with Shield HP or Plating HP cannot be | ||
| affected by this power and neither can targets already | affected by this power and neither can targets already | ||
| Line 1351: | Line 1196: | ||
| surrounded by a mas effect field that can be detonated | surrounded by a mas effect field that can be detonated | ||
| once (field lasts as long as the Pull would normally last). | once (field lasts as long as the Pull would normally last). | ||
| - | 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. | + | |
| In ranks 4, 5 and 6, choose one of two different permanent | In ranks 4, 5 and 6, choose one of two different permanent | ||
| effects at each rank. | effects at each rank. | ||
| - | Cooldown: 3 actions | + | |
| - | Save: Fortitude save negates. DC equals 10 + Biotic ranks | + | === Rank 1 === |
| - | divided by 2 + Wis modifier. | + | This power has the following statistics: |
| - | Rank 1: This power has the following statistics: | + | * Target is thrown |
| - | • Target is thrown | + | * Target moves 1 square |
| - | • Target moves 5 ft closer to the character for each action it | + | * Target remains in the air for 2 actions. |
| - | remains under the effect of Pull. | + | * Cost: 2 biotic points to activate. |
| - | • Target | + | === Rank 2 === |
| - | • Cost: 2 biotic points to activate. | + | Changes: |
| - | Rank 2: This power has the following statistics: | + | * Target is thrown |
| - | • Target is thrown | + | |
| - | • Target moves 5 ft closer to the character for each action it | + | === Rank 3 === |
| - | remains under the effect of Pull. | + | Changes: |
| - | • Target remains in the air for 2 actions. | + | * Target remains in the air for 3 actions |
| - | • Cost: 2 biotic points to activate. | + | * Cooldown is reduced to 2 actions. |
| - | Rank 3: This power has the following statistics: | + | * Cost: 3 biotic points to activate. |
| - | • Target is thrown 15 ft into the air | + | === Rank 4 === |
| - | • Target moves 5 ft closer to the character for each action it | + | This power gains one of the following upgrades: |
| - | remains under the effect of Pull. | + | |
| - | • 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: | Duration: | ||
| - | • Increase duration of Pull by 1 action. | + | |
| - | • Increase cost by 1 biotic point. | + | * Increase cost by 1 biotic point. |
| Radius: | 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. |
| - | • Increase cost by 1 biotic point. | + | === Rank 5 === |
| - | Rank 5: This power gains one of the following upgrades: | + | This power gains one of the following upgrades: |
| Lift Damage: | 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: | 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: | + | |
| + | === Rank 6 === | ||
| + | This power gains one of the following upgrades: | ||
| Double Pull: | Double Pull: | ||
| - | • With the same use of Pull, the character can target one | + | * 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. |
| - | additional creature within range. He must still make a range | + | * Nite that eventual radius only affects the area around the first target. |
| - | touch attack against that creature and the creature can still save | + | * Increase cost by 2 biotic points. |
| - | to avoid this power. | + | |
| - | • Increase cost by 2 biotic points. | + | |
| Faster Recharge: | Faster Recharge: | ||
| - | • Cooldown is reduced to 1 action. | + | |
| - | • Increase cost by 1 biotic point. | + | * Increase cost by 1 biotic point. |
| - | Reave | + | |
| + | |||
| + | ==== Reave ==== | ||
| Attack the target’s nervous system with biotic power. | Attack the target’s nervous system with biotic power. | ||
| - | Prerequisite: | + | |
| - | (biology) 4 ranks | + | |
| - | Target: One target | + | * Prerequisite: |
| - | 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 | + | * Cooldown: 4 actions |
| - | recover | + | * Save: Fortitude save to avoid being helpless in pain. DC equals 10 + Biotic ranks divided by 2 + Wis modifier. |
| - | Shield Boost, first aid, etc. | + | * 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 | Reave has a disabling effect when used to leech health | ||
| from most sapient organics, who will double over | from most sapient organics, who will double over | ||
| Line 1427: | Line 1268: | ||
| the affect of this power, but the save does not prevent | the affect of this power, but the save does not prevent | ||
| the damage. | the damage. | ||
| + | |||
| If the target still has his Shields or Plating up, Reave | If the target still has his Shields or Plating up, Reave | ||
| does not affect him but instead it affects his Shields | does not affect him but instead it affects his Shields | ||
| - | or Plating, dealing twice its damage to them. | + | or Plating, dealing twice its damage to them and does not cause the pain. |
| The character must succeed on a ranged touch | The character must succeed on a ranged touch | ||
| attack to affect the target. This power can be used | attack to affect the target. This power can be used | ||
| to detonate Biotic powers that can be detonated. | to detonate Biotic powers that can be detonated. | ||
| - | The detonation area is 5 ft for each two ranks and all | + | |
| + | The detonation area is 1 square | ||
| creatures within that area take 1d6 per Reave rank. | creatures within that area take 1d6 per Reave rank. | ||
| + | |||
| In ranks 4, 5 and 6, choose one of two different | In ranks 4, 5 and 6, choose one of two different | ||
| permanent effects at each rank. | permanent effects at each rank. | ||
| - | Cooldown: 4 actions | + | |
| - | Save: Fortitude save to avoid being helpless in pain. | + | === Rank 1 === |
| - | DC equals 10 + Biotic ranks divided by 2 + Wis modifier. | + | This power has the following statistics: |
| - | Note: Damage is dealt for each action the power is | + | * Damage dealt equals |
| - | active, regardless of Fortitude save result. | + | * The target remains in pain and helpless for 2 actions. |
| - | Rank 1: This power has the following statistics: | + | * Cost: 3 biotic points to activate. |
| - | • Damage dealt equals | + | === Rank 2 === |
| - | • The target remains in pain and helpless for 2 actions. | + | Changes: |
| - | • Cost: 3 biotic points to activate. | + | *Cooldown reduced to 3 actions. |
| - | Rank 2: This power has the following statistics: | + | |
| - | • Damage dealt equals 3× Cha modifier. | + | === Rank 3 === |
| - | • The target remains in pain and helpless for 2 actions. | + | Changes: |
| - | • Cooldown reduced to 3 actions. | + | *The target remains in pain and helpless for 3 actions |
| - | • Cost: 3 biotic points to activate. | + | * Cost: 4 biotic points to activate. |
| - | Rank 3: This power has the following statistics: | + | === Rank 4 === |
| - | • Damage dealt equals 3× Cha modifier. | + | This power gains one of the following upgrades: |
| - | • The target remains in pain and helpless for 3 actions | + | |
| - | • Cooldown reduced to 3 actions. | + | |
| - | • Cost: 4 biotic points to activate. | + | |
| - | Rank 4: This power gains one of the following upgrades: | + | |
| Duration: | Duration: | ||
| - | • Increase duration of Reave by 1 action. | + | |
| - | • Increase cost by 1 biotic point. | + | * Increase cost by 1 biotic point. |
| Radius: | Radius: | ||
| - | • All creatures within | + | |
| - | Reave. | + | * Increase cost by 1 biotic point. |
| - | • Increase cost by 1 biotic point. | + | === Rank 5 === |
| - | Rank 5: This power gains one of the following upgrades: | + | This power gains one of the following upgrades: |
| Damage: | Damage: | ||
| - | • Damage increased by 1× Cha modifier. | + | |
| Recharge Speed: | Recharge Speed: | ||
| - | • Cooldown Reduced to 2 actions. | + | |
| - | Rank 6: This power gains one of the following upgrades: | + | |
| + | === Rank 6 === | ||
| + | This power gains one of the following upgrades: | ||
| Shields and Plating: | 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. |
| - | • Increase cost by 1 biotic point. | + | |
| Damage and Duration: | Damage and Duration: | ||
| - | • Damage increased by 1× Cha modifier. | + | |
| - | • Increase duration of Reave by 1 action. | + | * Increase duration of Reave by 1 action. |
| - | • Increase cost by 1 biotic point. | + | * Increase cost by 1 biotic point. |
| - | Shockwave | + | |
| + | ==== Shockwave | ||
| Blast the way in front of you with mass-effect fields. | Blast the way in front of you with mass-effect fields. | ||
| - | Prerequisite: | + | |
| - | Target: All characters in line | + | |
| - | Activation: 1 action | + | * Target: All characters in line |
| - | Effect: Shockwave sends out a series of explosive biotic impacts in | + | * Activation: 1 action |
| - | front of the user ignoring any obstacles (except walls which take | + | * 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). |
| - | 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 | It can be unleashed along the ground to launch all enemies in its | ||
| path into the air, or used against airborne targets. | path into the air, or used against airborne targets. | ||
| + | |||
| The explosions will affect anyone within the line but characters | The explosions will affect anyone within the line but characters | ||
| can save to avoid them. The range of the explosion cascade, as | can save to avoid them. The range of the explosion cascade, as | ||
| Line 1499: | Line 1349: | ||
| targets are not sent flying. Creatures that are already flying are | targets are not sent flying. Creatures that are already flying are | ||
| not sent flying. | not sent flying. | ||
| + | |||
| If this power hits targets with Shield or Plating, those targets | If this power hits targets with Shield or Plating, those targets | ||
| won’t be sent flying and the damage is done to either the | won’t be sent flying and the damage is done to either the | ||
| Shields or the Plating. | Shields or the Plating. | ||
| + | |||
| In ranks 4, 5 and 6, choose one of two different permanent | In ranks 4, 5 and 6, choose one of two different permanent | ||
| effects at each rank. | effects at each rank. | ||
| + | |||
| This power can be used to detonate Biotic powers that | This power can be used to detonate Biotic powers that | ||
| - | can be detonated. The detonation area is 5 ft for each | + | can be detonated. The detonation area is square |
| two ranks and all creatures within that area take 1d6 per | two ranks and all creatures within that area take 1d6 per | ||
| Shockwave rank. | Shockwave rank. | ||
| - | Cooldown: 4 actions | + | |
| - | Save: Reflex save negates the flying but not the damage. | + | === Rank 1 === |
| - | DC equals 10 + Biotic ranks divided by 2 + Cha modifier. | + | This power has the following statistics: |
| - | Rank 1: This power has the following statistics: | + | * Explosion cascade has a range of 6 squares |
| - | • Explosion cascade has a range of 30 ft and affects all | + | * Everyone in the line takes 6d6 points of damage. |
| - | in that line. | + | * Affected creatures fly 1 square |
| - | • Everyone in the line takes 3d8 points of damage. | + | * Cost: 6 biotic points to activate. |
| - | • Affected creatures fly 5 ft into the air. | + | === Rank 2 === |
| - | • Cost: 6 biotic points to activate. | + | Changes: |
| - | Rank 2: This power has the following statistics: | + | * Explosion cascade has a range of 8 squares |
| - | • Explosion cascade has a range of 40 ft and affects | + | * Cooldown reduced to 3 actions. |
| - | all in that line. | + | === Rank 3 === |
| - | Everyone in the line takes 3d8 points of damage. | + | Changes: |
| - | • Affected creatures fly 5 ft into the air. | + | *Everyone in the line takes 8d6 points of damage. |
| - | • Cooldown reduced to 3 actions. | + | * Affected creatures fly 2 squares |
| - | • Cost: 6 biotic points to activate. | + | === Rank 4 === |
| - | Rank 3: This power has the following statistics: | + | This power gains one of the following upgrades: |
| - | • Explosion cascade has a range of 40 ft and affects | + | |
| - | all in that line. | + | |
| - | • Everyone in the line takes 4d8 points of damage. | + | |
| - | • Affected creatures fly 10 ft into the air. | + | |
| - | • Cost: 6 biotic points to activate. | + | |
| - | Rank 4: This power gains one of the following | + | |
| - | upgrades: | + | |
| Empowered Explosions: | Empowered Explosions: | ||
| - | • Increase damage by 1d8. | + | *Increase damage by 2d6. |
| - | • Affected targets are sent flying | + | * Affected targets are sent flying |
| Extended Explosions: | Extended Explosions: | ||
| - | • When determining the line of effect of the shockwaves, | + | |
| - | use an additional parallel line, no more than 5 ft away | + | * Increase range of explosion cascade by 2 squares |
| - | from the first, to determine the area the cascade affects. | + | === Rank 5 === |
| - | • Increase range of explosion cascade by 10 ft. | + | This power gains one of the following upgrades: |
| - | Rank 5: This power gains one of the following upgrades: | + | |
| Detonate: | Detonate: | ||
| - | • When detonating Biotic powers through the use of a | + | |
| - | Shockwave, increase damage dealt by 3d6. | + | |
| Reach: | Reach: | ||
| - | • Increase range of explosion cascade by 20 ft. | + | |
| - | Rank 6: This power gains one of the following upgrades: | + | === Rank 6 === |
| + | This power gains one of the following upgrades: | ||
| Recharge Speed: | Recharge Speed: | ||
| - | • Reduce cooldown to 2 actions. | + | *Reduce cooldown to 2 actions. |
| - | • Increase cost by 1 biotic point. | + | * Increase cost by 1 biotic point. |
| Lifting Shockwave: | 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 | + | * Increase cost by 1 biotic point. |
| - | turn. | + | |
| - | • Increase cost by 1 biotic point. | + | ==== Singularity |
| - | Singularity | + | |
| Use mass-effect fields to create a singularity effect in a given point. | Use mass-effect fields to create a singularity effect in a given point. | ||
| - | Prerequisite: | + | |
| - | Asari Pure Biotic | + | |
| - | Target: All characters in area | + | * Target: All characters in area |
| - | Activation: 1 action | + | * Activation: 1 action |
| - | Range: A grid intersection up to 60 ft away. | + | * Range: A grid intersection up to 12 squares |
| - | Effect: This power launches a dark energy sphere to create an intense | + | * 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. |
| - | mass effect field. The field creates a warp in the space-time continuum, | + | * Cooldown: 4 actions after last Singularity ended. |
| - | creating a gravity well akin to a black hole. Creatures not protected by | + | * 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. |
| - | Shields or Plating are drawn into the Singularity and lifted up in the air | + | |
| - | in orbit while protected enemies are held in place. | + | |
| Any character wandering into the gravity well of a Singularity after it | Any character wandering into the gravity well of a Singularity after it | ||
| has been created will be also be pulled into orbit. | has been created will be also be pulled into orbit. | ||
| + | |||
| Characters without Shield HP or Plating HP that are in the area | Characters without Shield HP or Plating HP that are in the area | ||
| affected by Singularity can make a Reflex save to avoid being lifted | affected by Singularity can make a Reflex save to avoid being lifted | ||
| Line 1578: | Line 1427: | ||
| move from their current position. Characters that are lifted up are | move from their current position. Characters that are lifted up are | ||
| helpless and cannot act. | helpless and cannot act. | ||
| + | |||
| By the end of their hold duration, creatures affected are softly sent | By the end of their hold duration, creatures affected are softly sent | ||
| to the ground taking no damage from the fall. They, however, | to the ground taking no damage from the fall. They, however, | ||
| are sent prone and their new location is randomly determined | are sent prone and their new location is randomly determined | ||
| among the squares the Singularity occupied. | among the squares the Singularity occupied. | ||
| + | |||
| For each size larger than Medium, a creature gain a +4 bonus | 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 | to saves against this power. For each size smaller it gains a -4 | ||
| penalty to saves against this power. | penalty to saves against this power. | ||
| + | |||
| This power can be detonated. Using a biotic power that | This power can be detonated. Using a biotic power that | ||
| detonates other biotic powers on a target affected by the | detonates other biotic powers on a target affected by the | ||
| Line 1590: | Line 1442: | ||
| take the detonation damage (if the detonation has an area, | take the detonation damage (if the detonation has an area, | ||
| instead it affects the Singularity’s area) | instead it affects the Singularity’s area) | ||
| + | |||
| In ranks 4, 5 and 6, choose one of two different permanent | In ranks 4, 5 and 6, choose one of two different permanent | ||
| effects at each rank. | effects at each rank. | ||
| - | Cooldown: 4 actions after last Singularity ended. | + | |
| - | Save: Reflex save avoid being caught by this power; | + | === Rank 1 === |
| - | Fortitude save to be able to move after being caught by it. | + | This power has the following statistics: |
| - | DC equals 10 + Biotic ranks divided by 2 + Wis modifier. | + | * Radius of 1 square. |
| - | Rank 1: This power has the following statistics: | + | * Lasts for 2 actions. |
| - | • Radius of 5 ft. | + | * Affected creatures fly 1 square |
| - | • Lasts for 2 actions. | + | * Cost: 4 biotic points to activate. |
| - | • Affected creatures fly 5 ft into the air. | + | === Rank 2 === |
| - | • Cost: 4 biotic points to activate. | + | Changes: |
| - | Rank 2: This power has the following statistics: | + | * Cooldown reduced to 3 actions. |
| - | • Radius of 5 ft. | + | === Rank 3 === |
| - | • Lasts for 2 actions. | + | Changes: |
| - | • Affected creatures fly 5 ft into the air. | + | * Radius of 2 squares |
| - | • Cooldown reduced to 3 actions. | + | === Rank 4 === |
| - | • Cost: 4 biotic points to activate. | + | This power gains one of the following upgrades: |
| - | Rank 3: This power has the following statistics: | + | |
| - | • Radius of 10 ft. | + | |
| - | • Lasts for 2 actions. | + | |
| - | • Affected creatures fly 5 ft into the air. | + | |
| - | Cooldown reduced to 3 actions. | + | |
| - | • Cost: 4 biotic points to activate. | + | |
| - | Rank 4: This power gains one of the following | + | |
| - | upgrades: | + | |
| Duration: | Duration: | ||
| - | • Increase this power’s duration by 1 action. | + | *Increase this power’s duration by 1 action. |
| - | • Increase cost by 1 biotic point. | + | * Increase cost by 1 biotic point. |
| Radius: | Radius: | ||
| - | • Increase radius by 5 ft. | + | |
| - | • Affected creatures fly an additional | + | * Affected creatures fly an additional |
| - | • Increase cost by 1 biotic point. | + | * Increase cost by 1 biotic point. |
| - | Rank 5: This power gains one of the following upgrades: | + | === Rank 5 === |
| + | This power gains one of the following upgrades: | ||
| Lift Damage: | Lift Damage: | ||
| - | • Creatures affected by Singularity take damage per | + | |
| - | action equal to 1/2 character’s Wisdom score (rounded | + | * Increase cost by 1 biotic point. |
| - | down), directly to their Plating HP, if any, or normal HP if | + | |
| - | the character has no Plating | + | |
| - | • Increase cost by 1 biotic point. | + | |
| Recharge: | Recharge: | ||
| - | • Reduce cooldown by 1 action. | + | |
| - | • Increase cost by 1 biotic point. | + | * Increase cost by 1 biotic point. |
| - | Rank 6: This power gains one of the following upgrades: | + | Rank 6: |
| + | This power gains one of the following upgrades: | ||
| Expand: | Expand: | ||
| - | • Increase radius by 5 ft. | + | * Increase radius by 1 square. |
| - | • Affected creatures fly an additional | + | |
| - | • Increase cost by 1 biotic point. | + | |
| Blast: | Blast: | ||
| - | • If Singularity is not detonated, once this power’s duration | + | * 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 |
| - | ends it causes a blast that deals 6d6 points of damage to all | + | |
| - | affected by it and others within | + | ==== Slam ==== |
| - | • Increase cost by 1 biotic point. | + | |
| - | Slam | + | |
| Lift the target in the air, using mass-effect fields, only to send him | Lift the target in the air, using mass-effect fields, only to send him | ||
| with a great force against the ground, a second later. | with a great force against the ground, a second later. | ||
| - | Prerequisite: | + | |
| - | Knowledge (physics) 5 ranks | + | |
| - | Target: One target | + | * Target: One target |
| - | Activation: 1 action | + | * Activation: 1 action |
| - | Range: Target must be up to 60 ft away | + | * Range: Target must be within 12 squares |
| - | Effect: Slam lifts a target and slams them to the ground, inflicting | + | * 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, |
| - | damage. It is basically a combination of the two powers it requires as | + | * Cooldown: 4 actions |
| - | prerequisite, | + | * 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 | 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 | the same speed as it does downwards so if the target is sent flying | ||
| Line 1660: | Line 1507: | ||
| the body). The target remains in the same square it occupied by is sent | 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. | prone. The target falls prone on the ground and is dazed for 1 action. | ||
| + | |||
| The target can save to negate this power’s effects. | The target can save to negate this power’s effects. | ||
| + | |||
| This power’s effects vary with specialization. | This power’s effects vary with specialization. | ||
| + | |||
| The character must succeed on a ranged touch attack to affect the | The character must succeed on a ranged touch attack to affect the | ||
| target. Targets that still have their Shields or Plating up cannot be | target. Targets that still have their Shields or Plating up cannot be | ||
| affected by this power. | affected by this power. | ||
| + | |||
| For each size larger than Medium, a creature gain a +4 bonus to | 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 | saves against this power. For each size smaller it gains a -4 penalty | ||
| to saves against this power. | to saves against this power. | ||
| + | |||
| In ranks 4, 5 and 6, choose one of two different permanent effects | In ranks 4, 5 and 6, choose one of two different permanent effects | ||
| at each rank. | at each rank. | ||
| - | Cooldown: 4 actions | + | |
| - | Save: Fortitude save negates. DC equals 10 + Biotic ranks divided | + | |
| - | by 2 + Cha modifier. | + | === Rank 1 === |
| - | Rank 1: This power has the following statistics: | + | This power has the following statistics: |
| - | • The target is sent flying | + | * The target is sent flying |
| - | applies). | + | * Target takes 5d6 points of damage from this power’s slam. |
| - | • Target takes 3d6 points of damage from this power’s slam. | + | * Cost: 3 biotic points to activate. |
| - | • Cost: 3 biotic points to activate. | + | === Rank 2 === |
| - | Rank 2: This power has the following statistics: | + | Changes |
| - | • The target is sent flying 5 ft into the air (so no falling | + | * Cooldown reduced to 3 actions. |
| - | damage applies). | + | === Rank 3 === |
| - | • Target takes 3d6 points of damage from this power’s slam. | + | This power has the following statistics: |
| - | • Cooldown reduced to 3 actions. | + | * The target is sent flying |
| - | • Cost: 3 biotic points to activate. | + | * Cost: 4 biotic points to activate. |
| - | Rank 3: This power has the following statistics: | + | === Rank 4 === |
| - | • The target is sent flying | + | This power gains one of the following upgrades: |
| - | • Target takes 3d6 points of damage from this power’s | + | |
| - | slam. | + | |
| - | • Cooldown reduced to 3 actions. | + | |
| - | • Cost: 4 biotic points to activate. | + | |
| - | Rank 4: This power gains one of the following upgrades: | + | |
| Force: | Force: | ||
| - | • Increase slam’s damage by 1d6. | + | *Increase slam’s damage by 2d6. |
| Radius: | Radius: | ||
| - | • Creatures adjacent to the target are also affected, | + | * Creatures adjacent to the target are also affected, and they can save to avoid this power. |
| - | and they can save to avoid this power. | + | |
| - | Rank 5: This power gains one of the following | + | === Rank 5 === |
| - | upgrades: | + | This power gains one of the following upgrades: |
| Improved Force: | Improved Force: | ||
| - | • Target is sent an additional | + | |
| - | • Increase cost by 1 biotic point. | + | * Increase cost by 1 biotic point. |
| Recharge: | Recharge: | ||
| - | • Reduce cooldown by 1 action. | + | * Reduce cooldown by 1 action. |
| - | • Increase cost by 1 biotic point. | + | |
| - | Rank 6: This power gains one of the following | + | === Rank 6 === |
| - | upgrades: | + | This power gains one of the following upgrades: |
| Incapacitate: | Incapacitate: | ||
| - | • Affected targets are dazed for 2 actions instead of | + | * Affected targets are dazed for 2 actions instead of 1. |
| - | 1. | + | |
| - | • Increase cost by 1 biotic point. | + | |
| Double Slam: | Double Slam: | ||
| - | • With the same use of Slam, the character can target | + | * 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 |
| - | one additional creature within range. He must still | + | |
| - | make a range touch attack against that creature and | + | ==== Stasis |
| - | the creature can still save to avoid this power. | + | |
| - | • Increase cost by 2 biotic points. | + | |
| - | Smash | + | |
| - | Drive the lash into the ground to cause area-of-effect damage | + | |
| - | and devastating direct damage. | + | |
| - | Prerequisite: | + | |
| - | Human Adept or Vanguard only | + | |
| - | Target: Three 5ft squares in a line directly in front of you. | + | |
| - | Activation: 1 action | + | |
| - | Range: Melee (15ft; requires Phoenix Lash, see Equipment) | + | |
| - | Duration Instantaneous. Special (see below) | + | |
| - | Effect: Smash uses the biotic-electrical whips proprietary to | + | |
| - | Project Phoenix to deliver a massive jolt of energy that both | + | |
| - | damages and knockback. Effects vary with rank. The target | + | |
| - | also sent prone. If something prevents the target from being | + | |
| - | moved by this power, the target takes 1d6 damage and halts | + | |
| - | the movement. | + | |
| - | In ranks 4, 5 and 6, choose one of two different permanent | + | |
| - | effects at each rank. | + | |
| - | The biotic user must succeed on a melee touch attack to affect | + | |
| - | the target. | + | |
| - | This power can be detonated within 6 actions only if Biotic Combo | + | |
| - | is selected at Rank 4. | + | |
| - | This power may be detonated within 6 actions by Tech powers if | + | |
| - | Electrical Damage is selected at rank 4. This is due to the power’s | + | |
| - | dependence upon special Cerberus technology. | + | |
| - | Cooldown: 4 actions | + | |
| - | Save: Fortitude save negates movement effect and knockdown. DC | + | |
| - | equals 10 + Biotic ranks divided by 2 + Wis modifier. | + | |
| - | Rank 1: This power has the following statistics: | + | |
| - | • Targets in area take melee damage from the Phoenix Lash as part | + | |
| - | of this power. | + | |
| - | • Target is pushed 10 ft outside of the area of effect and rendered | + | |
| - | prone (pushed to the sides). | + | |
| - | • Cost: 3 biotic points to activate. | + | |
| - | Rank 2: This power has the following statistics: | + | |
| - | • Targets in area take melee damage from the Phoenix Lash as part | + | |
| - | of this power. | + | |
| - | • Target is pushed 10 ft outside of the area of effect and rendered | + | |
| - | prone (pushed to the sides). | + | |
| - | • Cooldown is reduced to 3 actions. | + | |
| - | • Cost: 3 biotic points to activate. | + | |
| - | Rank 3: This power has the following statistics: | + | |
| - | • Targets in area take melee damage +1d6 from the Phoenix Lash | + | |
| - | as part of this power. | + | |
| - | • Target is pushed 15 ft outside of the area of effect and rendered | + | |
| - | prone (pushed to the sides). | + | |
| - | • Cooldown is reduced to 3 actions. | + | |
| - | • Cost: 4 biotic points to activate. | + | |
| - | Rank 4: This power gains one of the following upgrades: | + | |
| - | Biotic Combo: | + | |
| - | • This power may now be detonated, with Biotic powers, | + | |
| - | within the next 6 actions. | + | |
| - | • Target takes +1d6 additional melee damage. | + | |
| - | • Increase cost by 1 biotic point. | + | |
| - | Electrical Damage: | + | |
| - | • This power may now be detonated, with Tech powers (any | + | |
| - | tech power that does damage to Shield HP can be used to | + | |
| - | detonate this power,) within the next 6 actions. Detonation | + | |
| - | damage equals 4d6 and affects all in a 15-ft radius. | + | |
| - | • Your next melee attack, against the target, deals +2d6 | + | |
| - | damage. This attack must be made within 2 actions or the | + | |
| - | benefits of this power are lost. | + | |
| - | • Increase cost by 1 biotic point. | + | |
| - | Rank 5: This power gains one of the following upgrades: | + | |
| - | Force & Damage: | + | |
| - | • Target takes +1d6 additional melee damage. | + | |
| - | • Target is pushed an additional 5 ft out of the area of | + | |
| - | effect. | + | |
| - | Recharge Speed: | + | |
| - | • Cooldown is reduced to 2 actions. | + | |
| - | Rank 6: This power gains one of the following | + | |
| - | upgrades: | + | |
| - | Armor Damage: | + | |
| - | • This power does an additional +3d6 damage if | + | |
| - | target has Shield HP or Plating HP. | + | |
| - | • Increase cost by 2 biotic points. | + | |
| - | Impact Radius: | + | |
| - | • The area of effect becomes a 15 ft cone, | + | |
| - | affecting all targets within. | + | |
| - | • Increase cost by 2 biotic point. | + | |
| - | Stasis | + | |
| Conjure a mass-effect field that prevent your opponent | Conjure a mass-effect field that prevent your opponent | ||
| from moving or performing any action. | from moving or performing any action. | ||
| - | Prerequisite: | + | |
| - | ranks | + | * Target: One target |
| - | Target: One target | + | * Activation: 1 action |
| - | Activation: 1 action | + | * Range: Target must be up to 60 ft away |
| - | 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. |
| - | Effect: Stasis causes an enemy to be temporarily locked | + | * Cooldown: 4 actions |
| - | in a mass effect field, freezing the target in place and | + | |
| - | making them unable to attack. | + | |
| While in Stasis they cannot be moved so Biotic powers | While in Stasis they cannot be moved so Biotic powers | ||
| that force the target to move do not work. This power | that force the target to move do not work. This power | ||
| cannot be used on creatures bigger than Large. | cannot be used on creatures bigger than Large. | ||
| + | |||
| The character must succeed on a ranged touch attack to | The character must succeed on a ranged touch attack to | ||
| affect the target. Stasis can be used on target except those | affect the target. Stasis can be used on target except those | ||
| - | with the Armored quality | + | with the Armored quality. |
| The Stasis is immediately broken if the target takes an | The Stasis is immediately broken if the target takes an | ||
| amount of damage equal to 10× Wis modifier. However, | amount of damage equal to 10× Wis modifier. However, | ||
| Line 1817: | Line 1584: | ||
| by +3, as the mass effect field that locks it in place is solid and | by +3, as the mass effect field that locks it in place is solid and | ||
| can absorb damage. | can absorb damage. | ||
| + | |||
| This power can be detonated only if Detonate is selected at | This power can be detonated only if Detonate is selected at | ||
| Rank 5. | Rank 5. | ||
| + | |||
| In ranks 4, 5 and 6, choose one of two different permanent | In ranks 4, 5 and 6, choose one of two different permanent | ||
| effects at each rank. | effects at each rank. | ||
| - | Cooldown: 4 actions | + | |
| - | Rank 1: This power has the following statistics: | + | |
| - | • Target remains in Stasis for 3 actions. | + | === Rank 1 === |
| - | • Cost: 3 biotic points to activate. | + | This power has the following statistics: |
| - | Rank 2: This power has the following statistics: | + | *Target remains in Stasis for 3 actions. |
| - | • Target remains in Stasis for 3 actions. | + | * Cost: 3 biotic points to activate. |
| - | • Cooldown reduced to 3 actions. | + | === Rank 2 === |
| - | • Cost: 3 biotic points to activate. | + | Changes: |
| - | Rank 3: This power has the following statistics: | + | * Cooldown reduced to 3 actions. |
| - | • Target remains in Stasis for 4 actions. | + | |
| - | • Cooldown reduced to 3 actions. | + | === Rank 3 === |
| - | • Cost: 4 biotic points to activate. | + | Changes: |
| - | Rank 4: This power gains one of the following upgrades: | + | * Target remains in Stasis for 4 actions. |
| + | * Cost: 4 biotic points to activate. | ||
| + | === Rank 4 === | ||
| + | This power gains one of the following upgrades: | ||
| Duration: | Duration: | ||
| - | • Increase Stasis duration by 1 action. | + | |
| Stasis Strength: | Stasis Strength: | ||
| - | • Increase the amount of damage the target can take, before the Stasis | + | * Increase the amount of damage the target can take, before the Stasis breaks, by +5× character’s Wis modifier. |
| - | breaks, by +5× character’s Wis modifier. | + | === Rank 5 === |
| - | Rank 5: This power gains one of the following upgrades: | + | This power gains one of the following upgrades: |
| Weaker Mass Effect field: | Weaker Mass Effect field: | ||
| - | • Reduce DR granted by Stasis by 1 point. | + | * Reduce DR granted by Stasis by 1 point. |
| - | • Increase cost by 1 biotic point. | + | |
| Detonate: | Detonate: | ||
| - | • Stasis can now be detonated. | + | * Stasis can now be detonated. |
| - | • Increase cost by 1 biotic point. | + | |
| - | Rank 6: This power gains one of the following upgrades: | + | |
| + | === Rank 6 === | ||
| + | This power gains one of the following upgrades: | ||
| Bubble: | Bubble: | ||
| - | • Instead of affecting a single target, Stasis now affects a 10 ft | + | |
| - | radius area. Any creature within the area, or that walk into the | + | * Increase cost by 2 biotic points. |
| - | 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, | + | |
| - | detonated (the character must have chosen detonate at rank | + | |
| - | 5), all creatures affected by this power take detonation damage | + | |
| - | and the detonation has no additional radius. | + | |
| - | • Increase cost by 2 biotic points. | + | |
| Recharge Speed: | Recharge Speed: | ||
| - | • Reduce power cooldown by 1 action. | + | |
| - | • Increase cost by 1 biotic points. | + | * Increase cost by 1 biotic points. |
| ==== Throw ==== | ==== Throw ==== | ||
| Line 1906: | Line 1676: | ||
| === Rank 1 === | === Rank 1 === | ||
| This power has the following statistics: | This power has the following statistics: | ||
| - | * Target sent flying | + | * Target sent flying |
| - | * If target collides with an object or a creature, both take 2d6 damage. | + | * If target collides with an object or a creature, both take 3d6 damage. |
| * Cost: 1 biotic point to activate. | * Cost: 1 biotic point to activate. | ||
| === Rank 2 === | === Rank 2 === | ||
| Line 1918: | Line 1688: | ||
| === Rank 4 === | === Rank 4 === | ||
| Changes: | Changes: | ||
| - | | + | |
| - | *If target collides with an object or a creature, both take 3d6 | + | *If target collides with an object or a creature, both take 5d6 |
| damage. | damage. | ||
| * Increases save DC by additional +1 | * Increases save DC by additional +1 | ||
| Line 1927: | Line 1697: | ||
| Radius: | Radius: | ||
| - | * Affects all creatures within a 10 ft of the target. They are sent flying in the same direction as the target. | + | * Affects all creatures within a 2 squares |
| * Increase cost by 1 biotic point. | * Increase cost by 1 biotic point. | ||
| Empowered Throw: | Empowered Throw: | ||
| Line 1940: | Line 1710: | ||
| | | ||
| Greater Throw: | Greater Throw: | ||
| - | * Target is sent flying an additional | + | * Target is sent flying an additional |
| Line 1961: | Line 1731: | ||
| === Rank 1 === | === Rank 1 === | ||
| This power has the following statistics: | This power has the following statistics: | ||
| - | | + | |
| | | ||
| | | ||
| Line 1970: | Line 1740: | ||
| === Rank 3 === | === Rank 3 === | ||
| Changes: | Changes: | ||
| - | | + | |
| === Rank 4 === | === Rank 4 === | ||
| This power gains one of the following upgrades: | This power gains one of the following upgrades: | ||
| Line 1983: | Line 1753: | ||
| Improved Damage: | Improved Damage: | ||
| - | *Increase damage by 2d8. | + | *Increase damage by 3d8. |
| *Increase cost by 1 biotic point. | *Increase cost by 1 biotic point. | ||
| Expose: | Expose: | ||
| Line 1992: | Line 1762: | ||
| Pierce: | Pierce: | ||
| - | | + | |
| Recharge Speed: | Recharge Speed: | ||
| | | ||