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The term biotics refers to the ability for some life- forms to create mass effect fields using Element Zero nodules embedded in their body tissues.
These powers are accessed and augmented by using bio-amps. Biotic individuals use an array of powers that grant them an edge in combat. They can knock enemies over from a distance, lift them into the air, generate gravitational vortices to tear obstacles or enemies apart, create protective barriers, deliver powerful melee attacks, paralyze an opponent, and so on.
Only some classes allow a character to improve his Biotic powers by providing Biotic Specialization. These allow the character to gain specializations, gaining new ranks in Biotic powers, thus being able to use a specific Biotic power.
A character can also take the Extra Biotic Training feat to gain one extra rank in one Biotic power. The same feat may be chosen several times, each time improving the ranks in a Biotic power by 1 (provided the character meets the necessary prerequisites to gain such rank).
Alternatively, a character can take the Simple Biotic Training to gain access to a single Biotic power, which is a valuable feat for characters of classes that provide no Biotic powers but wish to use Biotics.
A character increases his ranks in a specific Biotic power by spending one biotic specialization to increase his rank by one step for that power. All characters are considered to start with 0 ranks in all Biotic powers. Until the Rank 1 in a Biotic power is gained, characters are not allowed to use that power. Once a rank is attained, the character can still choose to use a lesser rank of that power. He can also decide the lower the statistics of the power’s rank he is using (such as damage, area or effect, etc) but not cooldown or the biotic point cost of the rank he uses.
Biotic powers have prerequisites that have to be met in order to gain the 1st rank in a specific Biotic power. The prerequisites are present in each Biotic power description, below. To gain additional ranks, only skill prerequisites must be met, which increase by 2 for each additional rank beyond 1st.
Biotic powers possess a Biotic Cooldown. This cooldown represents the amount of time during which no Biotic use can use Biotic powers. Biotic Cooldown only kicks-in once the power is used, unless otherwise stated, or once certain conditions are met. It is in effect the given number of standard+move actions, with each full round action counting as two such.
Some Biotic powers also have “maintenance”. Maintenance removes biotic points from a character’s biotic points pool for as long as a power with maintenance is active. If during an encounter the character performs something to recover points, the points reserved to maintenance do not return. Only after those powers have been removed or dismissed are those points available to be recovered through such actions.
Some Biotic powers can be dismissed with 1 free action. These present a (D) in the target entry.
Some powers have the ability to ‘detonate’ other biotic. When that happens, the powers that were detonated stops taking effect. The following parts provide information about each power.
In the table balow is also a list and short description of each power.
The Adept’s, Vanguard’s, Sentinel’s and Mystic’s biotic points are equal to her (Charisma modifier+1) times class level (minimum of 1).
The Adept, being fully focused on biotics gets +1 additional botic point/Adept level.
At the start of each encounter, the biotic has a number of Biotic points as mentioned above. If those points are expended during an encounter, she can no longer use biotic powers for the remaining of the encounter’s duration. At the end of the encounter, she regains all lost biotic points.
By spending 2 actions, the biotic can recover Biotic points. See recover biotic points
The sentinel also recovers tech points with the same recovery action.
| Biotic Powers | Description | 1st rank Skill Requirement | Cooldown |
|---|---|---|---|
| Aegis Shield | Creates a focused barrier that absorbs some damage | Biotics 2 ranks | |
| Annihilation Field | Burn enemies nearby with pure biotic energy | Biotics 5 ranks physical science 1 rank, Life science 1 rank | |
| Barrier | Use biotics to provide DR or deal damage | Biotics 1 rank | |
| Biotic Charge | Use biotics to charge against a distant target instantly, dealing damage and sending him flying | Biotics 1 rank Vanguard, Krogan Battlemaster or Asari Huntress class | |
| Biotic Enhancement | Use biotics to increase physical abilities | Biotics 1 rank | |
| Biotic Kinesis | Use biotics to move objects around | Biotics 4 ranks. ability to use Pull, Physical sciences 1 rank | |
| Biotic Nova | Release a blast of biotic energy to damage nearby creatures and send them flying | Biotics 3 ranks, ability to use Throw | |
| 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 | |
| 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 | |
| Flare | Release a massive explosion of biotic energy in an area | Biotics 6 ranks, ability to use Warp | |
| Lash | Use biotics to lash a target and pull him nearby fast | Biotics 4 ranks, Physical sciences 2 ranks, ability to use Pull, Adept or Vanguard | |
| Levitate | Use biotics to gain the ability to levitate, thus reducing falling damage | Biotics 6 ranks, ability to use Pull, Physical sciences 3 ranks | |
| Pull | Raise target into the air and slowly pull him nearby | Biotics 4 ranks, Physical sciences 2 ranks | |
| Reave | Deal continuous damage and leave target in pain | Biotics 7 ranks, Medicine 2 ranks, Life science 2 ranks | |
| Shockwave | Release various blasts of biotic energy that affect all in a line | Biotics 7 ranks, ability to use Pull | |
| Singularity Trap | creatures in a singularity, preventing them from moving and even acting | Biotics 5 ranks, Physical sciences 2 ranks, Adept class, ability to use Pull | |
| Slam | Lift target in the air, then send him straight into the ground | Biotics 7 ranks, ability to use Pull and Throw, Physical sciences 3 ranks | |
| Smash | Use Project Phoenix whips to deal damage in an area, sending targets back and prone | Biotics 4 ranks, Physical sciences 2 ranks, Adept or Vanguard | |
| Stasis | Use biotics to lock the target in space, preventing him from acting but protecting him from damage | Biotics 5 ranks, Physical science 1 rank | |
| Throw | A blast of biotic energy sends the target flying | Biotics 1 rank | |
| Warp | A blast of biotic energy damages the target | Biotics 1 rank |
edit power descriptions
Generates a frontal biotic aegis barrier that blocks some projectiles and reduces the damage of other enemy attacks.
energies. The shield only works in a 180º angle, so the character must always indicate its facing.
The Aegis works by absorbing a certain amount of damage from each attack that hits the character. The remaining damage is then dealt to the character, to the appropriate layer of protection and applying DR as normal. Once the Aegis has absorbed a number of points of damage equal to its HP, it is removed.
The 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 it never loses its concentration. Maintaining it costs 1 biotic point every round. While the Aegis is maintained, the character cannot regain biotic points.
In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.
Note: Using this power usually occupies one hand in order to sustain it, meaning that when using this power the character is unable to perform tasks that require two hands and can only wield a melee weapon, a pistol or a sub-machinegun.
This power has the following statistics:
Changes:
Changes:
This power gains one of the following upgrades:
This power gains one of the following upgrades:
This power gains one of the following upgrades:
is lost).
Spin this fiery effect around you to burn nearby enemies.
Effect: Spin a blackened biotic fire around you to burn nearby enemies. When active, the field can be recast to blast a short-range area, requiring the character to activate this power once more (incurring its cost and cooldown).
In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.
This power cannot be detonated.
This power has the following statistics:
Changes:
Changes:
This power gains one of the following upgrades:
Damage:
Impact Radius:
This power gains one of the following upgrades:
Damage taken:
decrease DR any further).
Movement Speed:
This power gains one of the following upgrades:
Damage:
Drain:
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.
A visible mass-effect field surrounds you.
This power can be blasted with a free action (instead of just dismissed). This power’s blast deals damage to everyone (except the character) within a radius. In addition, characters affected are covered with biotic energy for 1d6 rounds. For this duration, they are considered as being under the effect of a biotic power that can be detonated. DR, damage and radius vary with rank.
Once the Barrier is removed, the character suffers from a blowback that imposes this power’s cooldown. If a Barrier is already in place, the character cannot create another.
In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.
This power can be detonated. If detonated, characters damaged by the detonation, other than the character that had the barrier, are also covered in biotic energy as indicated above.
This power has the following statistics:
Changes:
Changes:
This power gains one of the following upgrades:
Blast Effect:
Improved Barrier Strength:
This power gains one of the following upgrades:
Shield Recharge:
Powered Blast:
This power gains one of the following upgrades:
Lighter Barrier:
Greater Barrier Strength:
You charge against a target, in a blink of an eye, leaving only a faint visible trail of the mass-effect field you used to achieved such attack.
The affect target is allowed a Fortitude save to avoid being sent flying. Larger enemies are not sent flying but if they fail the save they are sent prone. Targets that still have their Shields and Plating up cannot be sent flying but still must make the same Fortitude save or are sent prone.
This power also increases survivability by restoring a portion of the character’s shields.
If a character has ranks in the Biotic Nova power he can choose to activate it immediately after using this power.
Using a Biotic Nova in such way requires only 1 free action and the only cooldown it applies is the cooldown of the Biotic Charge. Using Biotic Nova in such way always occurs after the Biotic Charge, so if the Biotic Nova removes the character’s Shield HP, it also removes the Shield HP provides by the Biotic Charge, adding them to the bonus damage of the Biotic Nova. If the rank 4 Power Recharge option of Biotic Nova is chosen, the cooldown applied by the combined use of Biotic Charge and Biotic Nova is also reduced by 1 action (minimum of 0 actions).
If the character also has the Barrier power, he can also choose to activate it at the same time he performs a Biotic Charge.
Activating the Barrier power this way requires 1 free action. It does, however, increase the Barrier’s biotic point cost to twice its normal value (so, for example, activating a rank 3 Barrier would cost 4 biotic points).
In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.
This power has the following statistics:
edit rest.
Rank 2: This power has the following statistics: • Range up to 60 ft. • Damage dealt: 3d6. • Flying Distance: 10 ft. • Cooldown is reduced to 2 actions. • Restores a number of Shield HP equal to 5 × Wis modifier. • Cost: 2 biotic points to activate. Rank 3: This power has the following statistics: • Range up to 70 ft. • Damage dealt: 4d6. • Flying Distance: 15 ft. • Cooldown is reduced to 2 actions. • Restores a number of Shield HP equal to 7 × Wis modifier. • Cost: 3 biotic points to activate. Rank 4: This power gains one of the following upgrades: Radius: • The character can affect two additional targets that are up to 10 ft away from the target of this ability. Improved Charge: • Increase flying distance by 5 ft. • Increase damage by 1d6. Rank 5: This power gains one of the following upgrades: Empowered Offense: • For the next 2 actions, the character’s shots are imbued with some biotic energy dealing +1 point of damage per shot and melee attacks deal +1d6 damage. • Increase cost by 1 biotic point. Greater Charge: • Increase flying distance by 5 ft. • Increase damage by 1d6. • Increase cost by 1 biotic point. Rank 6: This power gains one of the following upgrades: Quick Recharge: • 25% chance of this power’s cooldown not activating. • Increase cost by 1 biotic point. Increased Shelds: • Number of Shield HP restored now equals 10 × Wis modifier. • Activating the Barrier power costs only the normal Barrier cost. • Increase cost by 1 biotic point. Biotic Enhancement Use biotics to enhance your natural physical abilities. Prerequisite: Biotics 2 ranks Target: Self (D) Activation: 1 free action Cost: Varies Maintenance: Equals power cost. Effect: This power allows the character to manipulate mass effect fields to alter some of his or her body’s performance and slightly improve appearance. After the power is activated, the modifications remain in place until it is dismissed. This power surrounds the character with a mass effect field, similar to a Barrier but it is faint. A DC 15 Spot checks allows a one to notice the field surrounding the character, and the character can willingly lower the DC (it cannot increase it though). Note that some people may frown on doing business or simply talking to someone using this power. Once the Biotic Enhancement is dismissed or removed, the character suffers from a blowback that imposes this power’s cooldown. In ranks 4, 5 and 6, choose one of two different permanent effects at each rank. Cooldown: 5 actions after last Biotic Enhancement was dismissed or removed. Cost: For each point of modification, or for each 5 ft speed enhancement, this power costs 1 biotic point to activate and 1 to maintain. So if a character decides to alter his Strength score by 3, skill bonus by 2 points and Fortitude save by 2, the power would cost 7 biotic points to activate and would have a maintenance of 7 biotic points. Rank 1: This power allows the following changes: • Can increase Strength score by +1. • Can increase Fortitude save by +1. • Can increase Reflex save by +1. • Provides a bonus on Charisma-based skill checks. Bonus can only be of 1 point. Rank 2: This power allows the following changes: • Can increase Strength score by +1 or +2. • Can increase Fortitude save by +1. • Can increase Reflex save by +1. • Provides a bonus on Charisma-based skill checks. Bonus can only be of +1 or +2. • Character can increase his/her speed by +5 ft. Rank 3: This power allows the following changes: • Can increase Strength score by +1 or +2. • Can increase Dexterity score by +1. • Can increase Fortitude save by +1 or +2. • Can increase Reflex save by +1 or +2. • Provides a bonus on Charisma-based skill checks. Bonus can only be of +1, +2 or +3. • Character can increase his/her speed by +5 ft. Rank 4: This power gains one of the following upgrades: Invisible Field: • The mass effect field generated by this power is harder to notice. Increase the Spot DC to notice the field to 25. Smoothing Field: • Bonus on Charisma-based skill checks can be up to +5. • Character applies the same skill bonus on checks to escape grapple and on Dexterity-based checks with the exception of Hide. Rank 5: This power gains one of the following upgrades: Agility Synergy: • Can increase Dexterity score by +1 or +2. • Can increase his/her speed by +5 ft or +10 ft. • Can increase Reflex save +1, +2 or +3. Strength Synergy: • Can increase Strength score by +1, +2 or +3. • Can increase Fortitude save by +1, +2 or +3. • Jumps checks made without running start do not double the Jump DC. Rank 6: This power gains one of the following upgrades: Agility Power: • Can increase Dexterity score by +1 or +2 (+1, +2 or +3 if Agility Synergy was selected in Rank 5). • Can increase his/her speed by +5 ft or +10 ft (+5 ft, +10 ft or +15 ft if Agility Synergy was selected in Rank 5). • Can increase Reflex save +1, +2 or +3 (+1, +2, +3 or +4 if Agility Synergy was selected in Rank 5). Strength Power: • Can increase Strength score by +1, +2 or +3 (+1, +2, +3 or +4 if Strength Synergy was selected in Rank 5). • Can increase Fortitude save by +1, +2 or +3 (+1, +2, +3 or +4 if Strength Synergy was selected in Rank 5). • Melee attacks add 2× Strength modifer to damage instead of 1× Strength modifer. Doesn’t stack with features that already increase this multiplier. Biotic Kinesis Mass-effect fields surround the object allowing you to alter its mass and move it with a thought. Prerequisite: Biotics 6 ranks, ability to use Pull, Knowledge (physics) 2 ranks Target: One object (D) Activation: 1 action Range: Object must be up to 60 ft away Effect: By creating a mass effect field, Biotic Kinesis allows the character to alter the mass of an object, thus allowing the object to be moved or rotated, by the character, from a distance. This power is quite useful for creating defenses on the fly, as it allows the character to manipulate debris in the battlefield and turn them into barricades and even shelter. Once affected by this power, the object beings to float in place, a few feet above the ground waiting to be moved by the character. It can be moved with 1 action. The maximum weight of the object the character can affect, vary with rank. Note that concentration is required to move the object, so performing an action, other than moving the object, breaks this power making the object fall. Additionally, the object cannot be moved beyond the range of this ability. Should the distance between the character and the object increase beyond 60 ft, this power is removed immediately. The speed of which the object can be moved depends on the object’s size: for Colossal objects, it requires 5 actions to move the object 5 ft; Gargantuan objects require 4 actions to move 5 ft; Huge objects require 3 actions to move 5 ft; Large objects require 2 actions to move 5 ft; Medium objects require 1 action to move 5 ft; Small objects require 1 action to move up to 10 ft; Smaller objects require 1 action to move up to 15 ft. This power cannot be used on objects being held by a character. In ranks 5 and 6, choose one of two different permanent effects at each rank. Special: Two or more characters with this power can combine their efforts to move heavier objects. If two or more characters use this power at the same object, they add together the maximum weight that each character can lift and move through the use of Biotic Kinesis. Both must still pay the normal cost of their power. The speed the object can be moved is equal to the lowest Biotic Kinesis speed found between the characters involved. If one or more characters break this effort, and the remaining characters cannot support the object’s weight, then the power is removed for all characters and the object falls. Cooldown: 4 actions after the power is dismissed or removed. Rank 1: This power has the following statistics: • Can affect objects weighting up to 50 lbs per Wis modifier. • Cost: 1 biotic point to activate plus 1 additional point for each action the object is under this power’s influence. Rank 2: This power has the following statistics: • Can affect objects weighting up to 100 lbs per Wis modifier. • Cost: 1 biotic point to activate plus 1 additional point for each action the object is under this power’s influence. Rank 3: This power has the following statistics: • Can affect objects weighting up to 150 lbs per Wis modifier. • Cost: 1 biotic point to activate plus 1 additional point for each action the object is under this power’s influence. Rank 4: This power has the following statistics: • Can affect objects weighting up to 200 lbs per Wis modifier. • Cost: 1 biotic point to activate plus 1 additional point for each action the object is under this power’s influence. Rank 5: This power gains one of the following upgrades: Object Throw: • Characters with the ability to use Throw can apply that power’s effect to the object and direct it to any direction they wish. Objects under this power are considered as lose objects for the purpose of determining if they can be thrown or not. Improved Kinesis: • Increase maximum weight by 50 lb per Wis modifier. Rank 6: This power gains one of the following upgrades: Movement Synergy: • The character can now move at 1/2 speed while using this power. • Increase cost by 1 biotic point. This also increases the cost to maintain this power by 1. Faster Kinesis: • Double the speed the character is able to move the object: Colossal objects require 3 actions to move the object 5 ft; Gargantuan objects require 2 actions to move 5 ft; Huge objects require 2 actions to move 5 ft; Large objects require 1 action to move 5 ft; Medium objects require 1 action to move 10 ft; Small objects require 1 action to move up to 20 ft; Smaller objects require 1 action to move up to 30 ft. • Increase cost by 1 biotic point. Biotic Nova A massive visible mass-effect field is released from you, throwing away nearby enemies. Prerequisite: Biotics 5 ranks, ability to use Throw Target: Characters in area Activation: 1 action Effect: Biotic Nova allows a character to release a powerful mass effect field that affects all around the character – friend and foe alike – damaging them and pushing them back When a character is caught by it, it is subjected to the character’s current Throw biotic power with the exception that the character is unable to choose the direction in which those affected fly: they will always fly in directions away from the character. Damage from a Biotic Nova detonates any biotic power affecting the target. The target suffers an additional 1d6 points of damage per Biotic Nova rank (this extra damage is also carried to the following layers of protection). This power has one major setback: using it automatically removes any Shield HP the character still has and also removes, without detonating, the Barrier power (if the character has one active). However, this power gains a bonus damage equal to +1 for every 10 Shield HP expended this way. In ranks 4, 5 and 6, choose one of two different permanent effects at each rank. Save: Reflex save allows one to avoid the Throw effect of the blast. DC equals 10 + Biotic ranks divided by 2 + Cha mod. Rank 1: This power has the following statistics: • Damage: 3d6 + 1 × Wis modifier. • Radius: 10 ft. • Cost: 4 biotic points to activate. Rank 2: This power has the following statistics: • Damage: 3d6 + 1 × Wis modifier. • Radius: 15 ft. • Cost: 4 biotic points to activate. Rank 3: This power has the following statistics: • Damage: 4d6 + 1 × Wis modifier. • Radius: 15 ft. • Increase Throw flying distance by 5 feet. • Cost: 5 biotic points to activate. Rank 4: This power gains one of the following upgrades: Powerful Nova: • Increase damage to 5d6 + 2 × Wis modifier. • Increase Throw flying distance by 5 feet. • Increase cost by 1 biotic point. Improved Radius: • Increase radius by 10 ft. • Increase cost by 1 biotic point. Rank 5: This power gains one of the following upgrades: Power Recharge: • After using this power, for the next 3 rounds your biotic powers have their Cooldown reduced by 1 action (minimum of 0 actions). Half Blast: • Gain the option of using Biotic Nova two times in a row, by altering this power so it only consumes half of existing Shield HP, still removes Barrier while dealing but deals only half normal damage with each use (bonus damage from Shield HP expended is added after the power damage is reduced to 1/2, but remember that only 1/2 Shield HP is lost with this upgrade). Rank 6: This power gains one of the following upgrades: Pierce: • Deal extra 5d6 damage against targets that have Barrier, Shields or Plating. • Increase cost by 2 biotic points. Sustain Shields: • Whenever you use this power, roll a d%. If the result is 25 or less, no Shields HP are removed with this usage but damage considers that Shield HP were spent normally. • Increase cost by 2 biotic points. Biotic Shield Dome You conjure a massive biotic barrier that looks like a dome, which covers you and the nearby area Prerequisite: Biotics 7 ranks, ability to use Barrier Target: Area (D) Activation: 1 action Effect: This power creates a large dome that covers and protects a circular area, centered on the character. This area is protected by the Biotic Shield Dome from any attacks from the outside, until it is destroyed, but it does not prevent creatures from entering the area and attacking those protected from within. Only creatures 2 or more sizes lower than the character are unable to enter the dome. While this power is active, the character is unable to perform any action other than move. Movement speed, however, is reduced to 1/2. The dome doesn’t merely soak damage coming from the outside, it is also capable of a deflecting some projectiles. Any attacks made from inside are not blocked by the dome so characters inside it can attack those outside while being protected. In addition, the dome regenerates itself a number of points per action equal to the character’s Wisdom modifier. The character can choose the radius of the dome but up to the maximum radius allowed by it. Maintaining this power is exhausting. After one minute of maintaining the power active, the character must perform a Fort save DC 15 every minute. For each additional minute, after the first, the DC increases by 1. Failing makes the character fatigued. Once fatigued, the character must make new Fort saves DC 15, + 1 for each additional minute fatigued, or becomes exhausted. If the character becomes exhausted, the power is automatically dismissed. While this power is active, the character cannot perform any other action than talking or moving. Performing other actions will immediately dismiss this power. At the character’s choice, the dome can also block attacks or powers made from the inside. The character could use this to prevent an explosion from affecting creatures beyond a certain area, or imprisoning enemies within for a certain time. The character can also choose to create a dome around another character. This option requires the character to suffer the same penalties as if he was creating a normal dome, and the created shield has the normal statistics. However it protects only one single character and the area that character occupies. With this option the biotic user is not protected by the dome itself but can use one hand to keep this special dome and another to attack with any one- handed weapon (it cannot, however, use other powers while maintaining this smaller dome). In addition, if the protected character moves, the biotic user can move as well to maintain the protection (provided he can move to a square adjacent to the protected character in his round, otherwise the power is dismissed). The biotic user cannot use this option on himself. Alternatively, the character can choose to create a wall made of the same power as the dome. The wall has the same statistics as a normal dome. The area of the wall cannot exceed the dome’s radius multiplied by 3. Maintaining this wall requires full concentration and so the character cannot move or perform other actions. In ranks 4, 5 and 6, choose one of two different permanent effects at each rank. Note: This dome is still considered a biotic power so everything that deal extra damage to Biotic powers also deal extra damage to the dome. It can also be detonated by other biotic powers but doing so doesn’t remove the Biotic Dome, it simply deals more damage to it. The character can choose to spend more biotic points to multiply the area of the dome by an amount equal to the number of extra biotic points spent, or the dome’s Shield HP by multiplied by an amount equal to 1/4 the points spent this way. Another biotic character touching the one activating the Biotic Shield Dome can spend those points as well. Those points must be paid in every round the dome is maintained. However, increasing the dome this way has a cost: if the dome is destroyed, the characters involved are left Fatigued and cannot recover biotic points while the condition remains. Cooldown: 6 actions after power has been dismissed or destroyed. Maintenance: Equals power cost. Rank 1: This power has the following statistics: • Dome has a radius of 10 ft. • Dome has a Defense of 10. • Dome has a number of HP equal to Wis modifier × 15. • Cost: 4 biotic points to activate. Rank 2: This power has the following statistics: • Dome has a radius of 10 ft. • Dome has a Defense of 12. • Dome has a number of HP equal to Wis modifier × 20. • Cost: 4 biotic points to activate. Rank 3: This power has the following statistics: • Dome has a radius of 15 ft. • Dome has a Defense of 12. • Dome has a number of HP equal to Wis modifier × 25. • Cost: 5 biotic points to activate. Rank 4: This power gains one of the following upgrades: Solid Dome: • The dome now prevents anyone from getting inside it or from leaving it. Creatures 2 or more sizes Larger than the character can still enter the dome. • Increase dome’s Defense by 2. • Increase cost by 1 biotic point. Lighter Dome: • Using a Biotic Dome no longer reduces the character’s speed to 1/2. • Increase cost by 1 biotic point. Rank 5: This power gains one of the following upgrades: Improved Radius: • Increase dome’s radius by 10 ft. Improved Dome Strength: • Increase dome’s HP by Wis modifier × 5. • Increase dome’s Defense by 2. Rank 6: This power gains one of the following upgrades: Greater Dome Strength: • Increase dome’s HP by Wis modifier × 10. • Increase cost by 1 biotic point. Dome Nova: • If the character has the Biotic Nova power, he can have that power take effect at the same time he dismisses the dome. Doing so requires no action, the Biotic Nova is activated with the action that dismisses the Biotic Dome. However, using this ability increases the dismiss time of the Barrier from 1 free action to 1 action. This ability causes the Biotic Nova to take effect as if it was centered on the dome itself (so a Rank 3 Biotic Nova being used this way would have its affected 15 ft radius area start where the dome ends). To use this ability the character must pay twice the normal Biotic Nova cost. This ability cannot be used with a Half Blast Nova. The range of the Biotic Nova, when used this way, is increased by 10 feet. • Increase cost by 1 biotic point. Biotic Strike Infuse a part of your body with a visible mass-effect field, such as elbows, fists, feet, knees or head, to deliver a powerful melee attack. Prerequisite: Biotics 2 ranks Target: One target Activation: 1 free action Effect: Biotic Strike is the most common power a biotic can learn. It allows one to fight in melee combat with extreme efficiency, even if he or she isn’t trained in such combat. This power generates a mass effect field around a point of the character’s body (his choice) which then explodes when that point collides against another creature or object. It effectively allows the character’s fists to become so deadly that in the hands of someone well trained it can even take down heavy mechs. This power must be activated right before a melee attack is made. It can only be used with unarmed melee attacks In ranks 5 and 6, choose one of two different permanent effects at each rank. Cooldown: 1 action Rank 1: This power has the following statistics: • Character gains a bonus to melee attack roll equal to Wis modifier. • Character gains a bonus to melee damage roll equal to Cha modifier. • Cost: 1 biotic point to activate. Rank 2: This power has the following statistics: • Character gains a bonus to melee attack roll equal to Wis modifier. • Character gains a bonus to melee damage roll equal to 1d4 +1 per Cha modifier (example: a Charisma score of 16 provides 1d4+3 bonus to damage). • Cost: 1 biotic point to activate. Rank 3: This power has the following statistics: • Character gains a bonus to melee attack roll equal to Wis modifier. • Character gains a bonus to melee damage roll equal to 1d4 per Charisma modifier (ex: Cha 16 provides +3d4) • Cost: 1 biotic point to activate. Rank 4: This power has the following statistics: • Character gains a bonus to melee attack roll equal to Wis modifier. • Character gains a bonus to melee damage roll equal to 1d6 per Charisma modifier (ex: Cha 16 provides +3d6) • Cost: 1 biotic point to activate. Rank 5: This power gains one of the following upgrades: Blast Effect: • On a successful melee attack, while using this power, enemies up to 10 ft away from the target also take the extra damage granted by this power. • Increase cost by 1 biotic point. Throwing Strike: • If the character has the ability to use Throw, he can immediately use it, with no action but paying the double of Throw cost, after a successful melee attack with a Biotic Strike. The target of the Throw must be the target hit by the melee attack and the character does not need to succeed on a range touch attack. The target can still save against the Throw effect. • Increase cost by 1 biotic point. Rank 6: This power gains one of the following upgrades: Accurate Strike: • When using this power, the character can roll a Biotics skill check instead of a normal attack roll to determine if the character hits the target. Stronger Blast: • Increase damage of Biotic Strike to 1d8 per Cha modifier. Dark Channel This ancient Prothean power hits a targeted enemy with a powerful biotic field that does constant damage for an extended period. If the enemy is killed the power will hop to a nearby enemy. Prerequisite: Biotics 10 ranks, Knowledge (history) 5 ranks Target: One target; Special (see below) Activation: 1 action Range: Target must be up to 60 ft away Effect: Plague an opponent with a persistent, damaging biotic field. Effects vary with rank. Effect transfers to a second target if the first is killed. Effect’s length depends on Dark Channel’s duration. Only one field may be active at a time. Targets under the effect of Dark Channel cannot be targeted by this ability. In ranks 4, 5 and 6, choose one of two different permanent effects at each rank. The biotic user must succeed on a ranged touch attack to affect the target. Cooldown: 3 actions Save: Fortitude save negates. DC equals 10 + Biotic ranks divided by 2 + Wis modifier. 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 1: This power has the following statistics: • Damage dealt equals 1× Cha modifier per action. • Duration: 5 actions starting from first use (not reset upon transfer to a new target). • Cost: 3 biotic points to activate. Rank 2: This power has the following statistics: • Damage dealt equals 1× Cha modifier per action. • 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 2× Cha modifier peraction. • 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: • Creatures affected by Dark Channel take additional damage per action equal to character’s Wisdom modifier. Increased Duration: • Increase duration by 2 actions. • Increase cost by 1 biotic point. Rank 5: This power gains one of the following upgrades: Slow: • Creatures affected by Dark Channel may only move at half their speed. • Increase cost by 1 biotic point. Recharge Speed: • Cooldown is reduced to 1 action. • Increase cost by 1 biotic point. Rank 6: This power gains one of the following upgrades: Damage: • Damage dealt increases to 3× Cha modifier. • Increase cost by 1 biotic point. Pierce: • Damage dealt to Shield HP or targets under the effect of a Barrier equals 4× Cha modifier. • Increase cost by 1 biotic point. Dominate Dominate allows a biotic to take control of the target’s mind and make him change sides to aid the character. Prerequisite: Biotics 9 ranks, Knowledge (biology) 4 ranks, Asari Pure 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 enemies within its range, causing massive damage. Prerequisite: Biotics 8 ranks, ability to use Warp Target: All characters in the area Range: Area must be up to 60 ft away Activation: 1 action Effect: Flare creates a massive biotic explosion that sends targets flying 10 ft in away from the explosion. Characters that are sent flying fall prone. Flare is an extremely powerful Biotic power since it deals massive damage with no chance to negate or save for half damage. In addition, damage dealt by this power continues to be dealt to the next layer of protection (so, for example, is this power deals 90 points of damage to a creature in the area that has 20 Shield HP, 30 Plating HP and 50 normal HP, the creature not only loses its Shield HP and Plating HP but also takes 40 points of damage to his normal HP). However, it quickly drains a character’s biotic points. In ranks 4, 5 and 6, choose one of two different permanent effects at each rank. Cooldown: 10 actions Save: Fortitude save to avoid being sent flying. DC equals 10 + Biotic ranks divided by 2 + Cha modifier. Rank 1: This power has the following statistics: • Affects an area with 20 ft radius • Deals damage 0.5 points of damage per biotic point spent, rounded down (so spending 50 biotic points deals 25 points of damage). • Cost: Must spend at least 30 biotic points. Can spend more biotic points to increase power’s effectiveness. Rank 2: This power has the following statistics: • Affects an area with 20 ft radius • Deals damage 0.5 points of damage per biotic point spent, rounded down (so spending 50 biotic points deals 25 points of damage). • Cooldown reduced to 8 actions. • Cost: Must spend at least 32 biotic points. Can spend more biotic points to increase power’s effectiveness. Rank 3: This power has the following statistics: • Affects an area with 20 ft radius • Deals damage 0.75 points of damage per biotic point 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: • Increase damage by 0.25 points of damage per biotic point spent. • Increase flying distance by 5 ft. • Increase minimum biotic point cost by 2. Radius: • Increase area radius by 10 ft. • Increase minimum biotic point cost by 2. Rank 5: This power gains one of the following upgrades: Recharge Speed: • Cooldown reduced by 2 actions. Increase minimum biotic point cost by 2. Detonate: • This power can be used to detonate Biotic powers, dealing an additional 1d6 points of damage per rank of Flare (this extra damage is also carried to the following layers of protection). • Increase minimum biotic point cost by 2. Rank 6: This power gains one of the following upgrades: Radius: • Increase area radius by 10 ft. • Increase minimum biotic point cost by 2. Improved Damage: • Increase damage dealt to targets with Shield HP, Barrier Shields or under the influence of the Barrier power by 0.25 points of damage per biotic point spent. • Increase minimum biotic point cost by 2. Lash Latch this biotic field onto enemies to jerk them towards you, doing massive damage in the process. Prerequisite: Biotics 6 ranks, Knowledge (physics) 2 ranks, ability to use Pull, Human Adept or Vanguard only Target: One target Activation: 1 action Range: Target must be up to 60 ft away. Duration Until the target’s next action. Effect: Lash damages the target and then yanks them toward you, dealing damage when they are dropped or hit an object along the way. The target can save to resist the movement effect. While flying, the character is surrounded by a mass effect field that negates mass and prevents him from taking any action except using Barrier or Levitate. Creatures affected by this power are considered to have no Dexterity bonus to Defense while the power lasts. When the effects pass, the target falls, taking falling damage as appropriate but not suffering from the probability of damaging his body. The target is also sent prone. Targets that still have their Shields or Plating up cannot be affected by this power. Instead, their Shields (or Plating if Shields are gone) suffer 1d6 damage per rank of this power. The biotic user must succeed on a ranged touch attack to affect the target. For each size larger than Medium, a creature gain a +4 bonus to saves against this power. For each size smaller it gains a -4 penalty to saves against this power. In ranks 4, 5 and 6, choose one of two different permanent effects at each rank. 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 divided by 2 + Wis modifier. 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 agents part of the Phoenix program. Rank 1: This power has the following statistics: • Target takes 1d6 damage for each two ranks of this power before being thrown. • Target is thrown 40 ft toward the character, taking an additional 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 there those affected are flying and have their Dexterity bonus to Defense denied. At the end of this duration they fall prone. For every 5 points the attack exceeds the target’s Defense, the target remains airborn for one additional action (to a maximum of 3 actions). Please note that objects and creatures in the path of the flying target halt the movement and both the target and the object/creature take damage for each 10 ft thrown towards the character. • Cost: 3 biotic points to activate. Rank 2: This power has the following statistics: • Target takes 1d6 damage for each two ranks of this power 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/creature take damage for each 10 ft thrown 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 for each two ranks of this 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/creature take damage for each 10 ft 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 from being thrown towards the target is increased by +1d6 due to the increased velocity. • Increase cost by 1 biotic point. Detonate: • This power leaves a biotic field on the target, for a number of rounds equal to Lash rank. This field counts as a biotic power for purposes of detonation. • Increase cost by 1 biotic point. Rank 5: This power gains one of the following upgrades: Recharge Speed: • Cooldown is reduced to 1 action. • Increase cost by 1 biotic point. Damage Over Time: • For each round for the next 2 rounds the target takes half of the damage taken when this power is initially used (not including the damage from being thrown several feet) • Increase cost by 1 biotic point. Rank 6: This power gains one of the following upgrades: Fast Recharge: • Each time this power is used roll 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. • Increase cost by 2 biotic points. Shield Penetration: • Targets with Shield HP or a Barrier can still be lifted up by this power, but at reduced strength. For those targets, the pre-throw damage dice is reduced to d4 and the number of actions spend flying are reduced by 1 (minimum of 1) • Increase cost by 1 biotic point. Levitate Mass-effect fields surround you and allow you to levitate. Prerequisite: Biotics 8 ranks, ability to use Pull, Knowledge (physics) 3 ranks Target: Self Activation: 1 free action Effect: By creating a mass effect field, Levitate allows the character to reduce his or her body mass, thus reducing greatly the effects of gravity. When affected by this power, the character can literally levitate through the air and land gently on the ground. This power is extremely useful if the character is the target of a Pull and wishes to land safely. Since this power functions by altering the speed with which a character falls and negating any effects from landing, it is also useful for characters falling from buildings, provides the building isn’t a towering structure more than a mile long. In ranks 4, 5 and 6, choose one of two different permanent effects at each rank. Special: This power can be activated during another creature’s turn. Doing so, however, removes the possibility of using the free action in the next turn of the character. The character can choose to use this power a few actions before touching the ground, however the sudden change in falling momentum would prevent lethal damage from being dealt but it would transform that same amount of damage into non-lethal damage. So if a character falls 100 ft but uses Levitate only in the last 20 ft, he still takes 15d6 points of non-lethal damage, but only after the Levitate’s effects are resolved. Note that while using this power, the character can still be affected by wind conditions and is considered as being flying for any purpose. The target’s Dexterity bonus to Defense is also negated. Cooldown: 2 actions after effects have passed Rank 1: This power has the following statistics: • Character falls at a rate of 10 ft per action and takes no damage upon landing. • Character can move up to 5 ft away in an available horizontal direction. • Lasts for 2 actions. • Cost: 6 biotic points to activate. Rank 2: This power has the following statistics: • Character falls at a rate of 15 ft per action and takes no damage upon landing. • Character can move up to 5 ft away in an available horizontal direction. • Lasts for 3 actions. • Cost: 7 biotic points to activate. Rank 3: This power has the following statistics: • 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. • Lasts for 4 actions. • Cost: 8 biotic points to activate. Rank 4: This power has the following statistics: • Character falls at a rate of 25 ft per action and takes no damage upon landing. • Character can move up to 5 ft away in an available horizontal direction. • Lasts for 4 actions. • Cost: 9 biotic points to activate. Rank 5: This power gains one of the following upgrades: Improved Levivate: • Increase the rate of falling by 5 ft per action. • Increase distance a character can move, horizontally, by 5 ft. • Increase cost by 1 biotic point. Glide: • Increase distance a character can move, horizontally, by 15 ft. • Increase cost by 1 biotic point. Rank 6: This power gains one of the following upgrades: Comet: • The character can alter the Levitate effects to allow him to fall at normal falling speed but take no damage. Upon falling, the character immediately explodes this power dealing 1d8 per Charisma modifier points of damage to everyone within 10 ft, dazing them for 1 action. If, instead, he falls on top of 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: • The character can alter the Levitate effects to allow him to fall at normal falling speed but take no damage. Upon falling, the character immediately uses any Biotic Nova power the character possesses, without requiring an action to do so. The cost of the Biotic Nova is doubled, however. Note that this power can only be used if the character reaches the surface while this power is in effect. • Increase cost by 2 biotic points. Pull Mass-effect fields surround the target and make him levitate towards you. Prerequisite: Biotics 6 ranks, Knowledge (physics) 2 ranks 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 the ground. At the same time, he also slowly drifts towards the biotic. The target can save to resist this effect. While flying, the character is surrounded by a mass effect field that negates mass and prevents him from taking any action except using Barrier or Levitate. Creatures affected by this power are considered to have no Dexterity bonus to Defense while the power lasts. Effects vary with rank. When effects pass, the target falls, taking falling damage as appropriate but not suffering from the probability of damaging his body. The target is also sent prone. Targets with Shield HP or Plating HP cannot be affected by this power and neither can targets already under the effect of Pull. However, those targets are still surrounded by a mas effect field that can be detonated once (field lasts as long as the Pull would normally last). 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 effects at each rank. Cooldown: 3 actions Save: Fortitude save negates. DC equals 10 + Biotic ranks divided by 2 + Wis modifier. Rank 1: This power has the following statistics: • Target is thrown 10 ft into the air • Target moves 5 ft closer to the character for each action it remains under the effect of Pull. • Target remains in the air remains in the air for 2 actions. • Cost: 2 biotic points to activate. Rank 2: This power has the following statistics: • Target is thrown 15 ft into the air • Target moves 5 ft closer to the character for each action it remains under the effect of Pull. • Target remains in the air for 2 actions. • Cost: 2 biotic points to activate. Rank 3: This power has the following statistics: • Target is thrown 15 ft into the air • Target moves 5 ft closer to the character for each action it 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: • Increase duration of Pull by 1 action. • Increase cost by 1 biotic point. Radius: • All creatures adjacent to the target are also affected by the Pull unless they succeed on the save. • Increase cost by 1 biotic point. Rank 5: This power gains one of the following upgrades: Lift Damage: • Creatures affected by Pull take damage per action equal to 1/2 character’s Wisdom score (rounded down), directly to their Plating HP, if any, or normal HP if the character has no Plating. Expose: • Creatures affected by Pull have their DR reduced by 1 while under the efects of this power. Rank 6: This power gains one of the following upgrades: Double Pull: • With the same use of Pull, the character can target one additional creature within range. He must still make a range touch attack against that creature and the creature can still save to avoid this power. • Increase cost by 2 biotic points. Faster Recharge: • Cooldown is reduced to 1 action. • Increase cost by 1 biotic point. Reave Attack the target’s nervous system with biotic power. Prerequisite: Biotics 9 ranks, Medicine 4 ranks, Knowledge (biology) 4 ranks Target: One target Activation: 1 action Range: Target must be up to 60 ft away. Effect: Reave employs mass effect fields to biotically attack the target’s nervous or synthetic systems and prevent healing. While this power lasts, the target is unable to recover any form of HP, either through regeneration, Shield Boost, first aid, etc. Reave has a disabling effect when used to leech health from most sapient organics, who will double over momentarily before being forced to a standing position as the leech effect continues. This can be used to set up victims for the killing shot as they are helpless and largely immobile. Targets are allowed a save to resist the pain, thus being able to act normally while under the affect of this power, but the save does not prevent the damage. If the target still has his Shields or Plating up, Reave does not affect him but instead it affects his Shields or Plating, dealing twice its damage to them. The character must succeed on a ranged touch attack to affect the target. This power can be used to detonate Biotic powers that can be detonated. The detonation area is 5 ft for each two ranks and all creatures within that area take 1d6 per Reave rank. In ranks 4, 5 and 6, choose one of two different permanent effects at each rank. Cooldown: 4 actions Save: Fortitude save to avoid being helpless in pain. DC equals 10 + Biotic ranks divided by 2 + Wis modifier. Note: Damage is dealt for each action the power is active, regardless of Fortitude save result. Rank 1: This power has the following statistics: • Damage dealt equals 3× Cha modifier. • The target remains in pain and helpless for 2 actions. • Cost: 3 biotic points to activate. Rank 2: This power has the following statistics: • Damage dealt equals 3× Cha modifier. • The target remains in pain and helpless for 2 actions. • Cooldown reduced to 3 actions. • Cost: 3 biotic points to activate. Rank 3: This power has the following statistics: • Damage dealt equals 3× Cha modifier. • 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: • Increase duration of Reave by 1 action. • Increase cost by 1 biotic point. Radius: • All creatures within 10 ft of the target are also affected by the Reave. • Increase cost by 1 biotic point. Rank 5: This power gains one of the following upgrades: Damage: • Damage increased by 1× Cha modifier. Recharge Speed: • Cooldown Reduced to 2 actions. Rank 6: This power gains one of the following upgrades: Shields and Plating: • This power deals three times its damage to Shields and Plating, instead of just twice normal damage. • Increase cost by 1 biotic point. Damage and Duration: • Damage increased by 1× Cha modifier. • Increase duration of Reave by 1 action. • Increase cost by 1 biotic point. Shockwave Blast the way in front of you with mass-effect fields. Prerequisite: Biotics 9 ranks, ability to use Pull Target: All characters in line Activation: 1 action Effect: Shockwave sends out a series of explosive biotic impacts in front of the user ignoring any obstacles (except walls which take damage from this power but prevent it from going any further). It can be unleashed along the ground to launch all enemies in its path into the air, or used against airborne targets. The explosions will affect anyone within the line but characters can save to avoid them. The range of the explosion cascade, as well as the radius they affect and flying distance, depend on rank. Targets sent flying do so momentarily, falling prone in same space they occupied and taking damage from falling as normal (but do not suffer from probability of damaging body parts). This flight duration is only until the end of the character’s turn meaning that until there those affected are flying and have their Dexterity bonus to Defense denied. Large or bigger targets are not sent flying. Creatures that are already flying are not sent flying. If this power hits targets with Shield or Plating, those targets won’t be sent flying and the damage is done to either the Shields or the Plating. In ranks 4, 5 and 6, choose one of two different permanent effects at each rank. This power can be used to detonate Biotic powers that can be detonated. The detonation area is 5 ft for each two ranks and all creatures within that area take 1d6 per Shockwave rank. Cooldown: 4 actions Save: Reflex save negates the flying but not the damage. DC equals 10 + Biotic ranks divided by 2 + Cha modifier. Rank 1: This power has the following statistics: • Explosion cascade has a range of 30 ft and affects all in that line. • Everyone in the line takes 3d8 points of damage. • Affected creatures fly 5 ft into the air. • Cost: 6 biotic points to activate. Rank 2: This power has the following statistics: • Explosion cascade has a range of 40 ft and affects all in that line. Everyone in the line takes 3d8 points of damage. • Affected creatures fly 5 ft into the air. • Cooldown reduced to 3 actions. • Cost: 6 biotic points to activate. Rank 3: This power has the following statistics: • 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: • Increase damage by 1d8. • Affected targets are sent flying 15 ft into the air. Extended Explosions: • When determining the line of effect of the shockwaves, use an additional parallel line, no more than 5 ft away from the first, to determine the area the cascade affects. • Increase range of explosion cascade by 10 ft. Rank 5: This power gains one of the following upgrades: Detonate: • When detonating Biotic powers through the use of a Shockwave, increase damage dealt by 3d6. Reach: • Increase range of explosion cascade by 20 ft. Rank 6: This power gains one of the following upgrades: Recharge Speed: • Reduce cooldown to 2 actions. • Increase cost by 1 biotic point. Lifting Shockwave: • Targets remain in the air until the beginning of their next turn, instead of falling immediately after the end of the character’s turn. • Increase cost by 1 biotic point. Singularity Use mass-effect fields to create a singularity effect in a given point. Prerequisite: Biotics 7 ranks, Knowledge (physics) 4 ranks, Adept or Asari Pure Biotic class, ability to use Pull Target: All characters in area Activation: 1 action Range: A grid intersection up to 60 ft away. Effect: This power launches a dark energy sphere to create an intense mass effect field. The field creates a warp in the space-time continuum, creating a gravity well akin to a black hole. Creatures not protected by Shields or Plating are drawn into the Singularity and lifted up in the air in orbit while protected enemies are held in place. Any character wandering into the gravity well of a Singularity after it has been created will be also be pulled into orbit. Characters without Shield HP or Plating HP that are in the area affected by Singularity can make a Reflex save to avoid being lifted up in the air by this power. Each round they remain within the area, they must make a new save. A successful will prevent them from being lifted up but they won’t be be able to move from their current position. Those with Shield HP or Plating HP caught in this power’s area must make a Fortitude save each round or they are unable to move from their current position. Characters that are lifted up are helpless and cannot act. By the end of their hold duration, creatures affected are softly sent to the ground taking no damage from the fall. They, however, are sent prone and their new location is randomly determined among the squares the Singularity occupied. For each size larger than Medium, a creature gain a +4 bonus to saves against this power. For each size smaller it gains a -4 penalty to saves against this power. This power can be detonated. Using a biotic power that detonates other biotic powers on a target affected by the Singularity detonates the entire power and all affected by it take the detonation damage (if the detonation has an area, instead it affects the Singularity’s area) In ranks 4, 5 and 6, choose one of two different permanent effects at each rank. Cooldown: 4 actions after last Singularity ended. Save: Reflex save avoid being caught by this power; Fortitude save to be able to move after being caught by it. DC equals 10 + Biotic ranks divided by 2 + Wis modifier. Rank 1: This power has the following statistics: • Radius of 5 ft. • Lasts for 2 actions. • Affected creatures fly 5 ft into the air. • Cost: 4 biotic points to activate. Rank 2: This power has the following statistics: • Radius of 5 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 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: • Increase this power’s duration by 1 action. • Increase cost by 1 biotic point. Radius: • Increase radius by 5 ft. • Affected creatures fly an additional 5 ft into the air. • Increase cost by 1 biotic point. Rank 5: This power gains one of the following upgrades: Lift Damage: • Creatures affected by Singularity take damage per action equal to 1/2 character’s Wisdom score (rounded down), directly to their Plating HP, if any, or normal HP if the character has no Plating • Increase cost by 1 biotic point. Recharge: • Reduce cooldown by 1 action. • Increase cost by 1 biotic point. Rank 6: This power gains one of the following upgrades: Expand: • Increase radius by 5 ft. • Affected creatures fly an additional 5 ft into the air. • Increase cost by 1 biotic point. Blast: • If Singularity is not detonated, once this power’s duration ends it causes a blast that deals 6d6 points of damage to all affected by it and others within 20 ft of its point of origin. • Increase cost by 1 biotic point. Slam Lift the target in the air, using mass-effect fields, only to send him with a great force against the ground, a second later. Prerequisite: Biotics 9 ranks, ability to use Pull and Throw, Knowledge (physics) 5 ranks Target: One target Activation: 1 action Range: Target must be up to 60 ft away Effect: Slam lifts a target and slams them to the ground, inflicting damage. It is basically a combination of the two powers it requires as prerequisite, with the benefit it only requires one action to perform. Another benefit is the fact that Slam propels the target upwards with the same speed as it does downwards so if the target is sent flying but hits a ceiling, it takes the damage dealt by this power when it hits the ceiling and once more when it hits the ground (in addition to the falling damage, but it does not suffer from the probability of damaging the body). The target remains in the same square it occupied by is sent prone. The target falls prone on the ground and is dazed for 1 action. The target can save to negate this power’s effects. This power’s effects vary with specialization. The character must succeed on a ranged touch attack to affect the target. Targets that still have their Shields or Plating up cannot be affected by this power. For each size larger than Medium, a creature gain a +4 bonus to saves against this power. For each size smaller it gains a -4 penalty to saves against this power. In ranks 4, 5 and 6, choose one of two different permanent effects at each rank. Cooldown: 4 actions Save: Fortitude save negates. DC equals 10 + Biotic ranks divided by 2 + Cha modifier. Rank 1: This power has the following statistics: • The target is sent flying 5 ft into the air (so no falling damage applies). • Target takes 3d6 points of damage from this power’s slam. • Cost: 3 biotic points to activate. Rank 2: This power has the following statistics: • The target is sent flying 5 ft into the air (so no falling damage applies). • Target takes 3d6 points of damage from this power’s slam. • Cooldown reduced to 3 actions. • Cost: 3 biotic points to activate. Rank 3: This power has the following statistics: • The target is sent flying 10 ft into the air. • 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: • Increase slam’s damage by 1d6. Radius: • Creatures adjacent to the target are also affected, and they can save to avoid this power. Rank 5: This power gains one of the following upgrades: Improved Force: • Target is sent an additional 5 ft into the air. • Increase cost by 1 biotic point. Recharge: • Reduce cooldown by 1 action. • Increase cost by 1 biotic point. Rank 6: This power gains one of the following upgrades: Incapacitate: • Affected targets are dazed for 2 actions instead of 1. • Increase cost by 1 biotic point. Double Slam: • With the same use of Slam, the character can target one additional creature within range. He must still make a range touch attack against that creature and the creature can still save to avoid this power. • Increase cost by 2 biotic points. Smash Drive the lash into the ground to cause area-of-effect damage and devastating direct damage. Prerequisite: Biotics 6 ranks, Knowledge (physics) 2 ranks, 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 is 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 from moving or performing any action. Prerequisite: Biotics 7 ranks, Knowledge (physics) 3 ranks Target: One target Activation: 1 action Range: Target must be up to 60 ft away Effect: Stasis causes an enemy to be temporarily locked in a mass effect field, freezing the target in place and making them unable to attack. While in Stasis they cannot be moved so Biotic powers that force the target to move do not work. This power cannot be used on creatures bigger than Large. The character must succeed on a ranged touch attack to affect the target. Stasis can be used on target except those with the Armored quality (see Chapter 9). The Stasis is immediately broken if the target takes an amount of damage equal to 10× Wis modifier. However, when affected by Stasis, the target has all its DRs increased by +3, as the mass effect field that locks it in place is solid and can absorb damage. This power can be detonated only if Detonate is selected at Rank 5. In ranks 4, 5 and 6, choose one of two different permanent effects at each rank. Cooldown: 4 actions Rank 1: This power has the following statistics: • Target remains in Stasis for 3 actions. • Cost: 3 biotic points to activate. Rank 2: This power has the following statistics: • Target remains in Stasis for 3 actions. • Cooldown reduced to 3 actions. • Cost: 3 biotic points to activate. Rank 3: This power has the following statistics: • Target remains in Stasis for 4 actions. • Cooldown reduced to 3 actions. • Cost: 4 biotic points to activate. Rank 4: This power gains one of the following upgrades: Duration: • Increase Stasis duration by 1 action. Stasis Strength: • Increase the amount of damage the target can take, before the Stasis breaks, by +5× character’s Wis modifier. Rank 5: This power gains one of the following upgrades: Weaker Mass Effect field: • Reduce DR granted by Stasis by 1 point. • Increase cost by 1 biotic point. Detonate: • Stasis can now be detonated. • Increase cost by 1 biotic point. Rank 6: This power gains one of the following upgrades: Bubble: • Instead of affecting a single target, Stasis now affects a 10 ft radius area. Any creature within the area, or that walk into the area, become under the effect of Stasis. A range touch attack is still needed to affect the target area. The point of origin must always be on a solid surface. Like Singularity, if this power is detonated (the character must have chosen detonate at 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: • Reduce power cooldown by 1 action. • Increase cost by 1 biotic points. Throw Launch a mass-effect blast that propels the target. Prerequisite: Biotics 3 ranks Target: One target Activation: 1 action Range: Target must be up to 60 ft away Effect: Throw uses mass effect fields to reduce the targets’ mass then hurl them away, damaging them if they hit an object. The target can save to avoid being thrown. Thrown distance and damage taken varies with specialization. A target that is sent flying also ends up prone. For each size larger than Medium, a creature gain a +4 bonus to saves against this power. For each size smaller it gains a -4 penalty to saves against this power. Targets that still have their Shields or Plating up cannot be thrown. Instead, if they fail the save, they are pushed back 5 ft, re-setting any Special Actions (i.e. Camping, Full Defense, Aiming) or any features that may carry from previous rounds (like the increased RoF from the Geth Plasma SMG), but do not fall prone. Any creature or object hit by this power is surrounded by a mass effect field that lasts a number of actions equal to this power’s rank. During those actions, the field may be detonated once. The character must succeed on a ranged touch attack to affect the target. By taking a -5 penalty on the range touch attack, the character can arc this power and have the target sent flying in another direction. The character can choose the new direction to which the target will fly. Please note that using this power in such a way can never bring the target closer to the character, the new direction must always send the target away or at least keep the same distance between them. This power may be used on objects that weight up to 100 lbs per Wis modifier. In ranks 5 and 6, choose one of two different permanent effects at each rank. Cooldown: 2 actions Save: Fortitude save negates. DC equals 10 + Biotic ranks divided by 2 + Cha modifier. Rank 1: This power has the following statistics: • Target sent flying 10 ft away. • If target collides with an object or a creature, both take 2d6 damage. • Cost: 1 biotic point to activate. Rank 2: This power has the following statistics: • Target sent flying 15 ft away. • If target collides with an object or a creature, both take 2d6 damage. • Cost: 1 biotic point to activate. Rank 3: This power has the following statistics: • Target sent flying 15 ft away. • If target collides with an object or a creature, both take 2d6 damage. • Increases save DC by +1 • Cooldown reduced to 1 action. • Cost: 1 biotic point to activate. Rank 4: This power has the following statistics: • Target sent flying 20 ft away. • If target collides with an object or a creature, both take 3d6 damage. • Increases save DC by +2 • Cooldown reduced to 1 action. • Cost: 2 biotics point to activate. Rank 5: This power gains one of the following upgrades: Radius: • Affects all creatures within a 10 ft of the target. They are sent flying in the same direction as the target. • Increase cost by 1 biotic point. Empowered Throw: • Increase collision damage by 1d6. • Increases save DC by +2 • Increase cost by 2 biotic point. Rank 6: This power gains one of the following upgrades: Double Throw: • With the same use of Throw, the character can target one additional creature within range. He must still make a range touch attack against that creature and the creature can still save to avoid this power. • Increase cost by 1 biotic point. Greater Throw: • Target is sent flying an additional 10 ft. Warp Launch a mass-effect blast that damages the target. Prerequisite: Biotics 3 ranks Target: One target Activation: 1 action Range: Target must be up to 60 ft away Effect: Warp spawns a mass effect field that damages enemy targets. It deals double damage to Plating and will detonate Biotic powers affecting the target, such as Biotic Enhancement, Pull or Singularity. The detonated target takes double damage from Warp, and all targets within the detonation radius receive normal damage. If they are also being affected by a biotic power, then they also take double damage. The character must succeed on a ranged touch attack to affect the target. Warp can be used to damage breakable objects. In ranks 4, 5 and 6, choose one of two different permanent effects at each rank. Cooldown: 3 actions Rank 1: This power has the following statistics: • Deals damage equal to 2d8 + Cha modifier. • Detonation Radius: 5 ft. • Cost: 3 biotic points to activate. Rank 2: This power has the following statistics: • Deals damage equal to 2d8 + Cha modifier. • Detonation Radius: 5 ft. • Cooldown reduced to 2 actions. • Cost: 3 biotic points to activate. Rank 3: This power has the following statistics: • Deals damage equal to 3d8 + Cha modifier. Detonation Radius: 5 ft. • Cooldown reduced to 2 actions. • Cost: 3 biotic points to activate. Rank 4: This power gains one of the following upgrades: Damage: • Increase damage by 1d8. Detonate Synergy: • Characters within the detonation radius receive double damage instead of normal damage. • Increase detonation radius by 5 ft. Rank 5: This power gains one of the following upgrades: Improved Damage: • Increase damage by 2d8. • Increase cost by 1 biotic point. Expose: • Characters affected by Warp are subjected to a residual mass effect field that last a number of rounds equal to your Charisma modifier. While it lasts, the targets suffer 2 additional damage per shot and/or power that affects them. • Increase cost by 1 biotic point. Rank 6: This power gains one of the following upgrades: Pierce: • Increase damage done to Plating by 2d8. Recharge Speed: • Reduce power cooldown by 1 action.