This is an old revision of the document!
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 skill ranks 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 | |
| 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:
Changes:
Changes
This power gains one of the following upgrades:
Radius:
Improved Charge:
This power gains one of the following upgrades:
Empowered Offense:
Greater Charge:
This power gains one of the following upgrades:
Quick Recharge:
Increased Shelds:
Use biotics to enhance your natural physical abilities.
A DC 15 perception checks allows a one to notice the field surrounding the character, and the character can willingly lower the DC (it cannot increase it though).
Note that some people may frown on doing business or simply talking to someone using this power.
Once the Biotic Enhancement is dismissed or removed, the character suffers from a blowback that imposes this power’s cooldown.
In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.
This power allows the following changes:
This power allows the following changes:
This power allows the following changes:
This power gains one of the following upgrades:
Invisible Field:
Smoothing Field:
This power gains one of the following upgrades:
Agility Synergy:
Strength Synergy:
This power gains one of the following upgrades:
Agility Power:
Strength Power:
Mass-effect fields surround the object allowing you to alter its mass and move it with a thought.
This power is quite useful for creating defenses on the fly, as it allows the character to manipulate debris in the battlefield and turn them into barricades and even shelter. Once affected by this power, the object beings to float in place, a few feet above the ground waiting to be moved by the character. It can be moved with 1 action. The maximum weight of the object the character can affect, vary with rank.
Note that concentration is required to move the object, so performing an action, other than moving the object, breaks this power making the object fall.
Additionally, the object cannot be moved beyond the range of this ability. Should the distance between the character and the object increase beyond 12 squares, this power is removed immediately.
The speed of which the object can be moved depends on the object’s size: for Colossal objects, it requires 5 actions to move the object 1 square; Gargantuan objects require 4 actions to move 1 square; Huge objects require 3 actions to move 1 square; Large objects require 2 actions to move 1 square; Medium objects require 1 action to move 1 square; Small objects require 1 action to move up to 2 squares; Smaller objects require 1 action to move up to 3 squares.
This power cannot be used on objects being held by a character.
In ranks 5 and 6, choose one of two different permanent effects at each rank.
Special: Two or more characters with this power can combine their efforts to move heavier objects. If two or more characters use this power at the same object, they add together the maximum weight that each character can lift and move through the use of Biotic Kinesis. Both must still pay the normal cost of their power. The speed the object can be moved is equal to the lowest Biotic Kinesis speed found between the characters involved. If one or more characters break this effort, and the remaining characters cannot support the object’s weight, then the power is removed for all characters and the object falls.
This power has the following statistics:
Changes:
Changes:
Changes:
This power gains one of the following upgrades:
Object Throw:
determining if they can be thrown or not. Improved Kinesis:
This power gains one of the following upgrades:
Movement Synergy:
power.
Faster Kinesis:
edit rest.
A massive visible mass-effect field is released from you, throwing away nearby enemies.
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.
This power has the following statistics:
Changes:
Changes:
This power gains one of thefollowing upgrades:
Powerful Nova:
Improved Radius:
This power gains one of the following upgrades:
Power Recharge:
Half Blast:
This power gains one of the following upgrades: Pierce:
Sustain Shields:
You conjure a massive biotic barrier that looks like a dome, which covers you and the nearby area
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.
This power has the following statistics:
Changes:
Changes:
This power gains one of the following upgrades:
Solid Dome:
Lighter Dome:
This power gains one of the following upgrades:
Improved Radius:
Improved Dome Strength:
This power gains one of the following upgrades:
Greater Dome Strength:
Dome Nova:
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.
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.
This power has the following statistics:
Changes:
This power has the following statistics:
This power has the following statistics:
This power gains one of the following upgrades:
Blast Effect:
Throwing Strike:
This power gains one of the following upgrades:
Accurate Strike:
Stronger Blast:
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.
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.
This power has the following statistics:
Changes:
Changes:
This power gains one of the following upgrades:
Increased Damage:
Increased Duration:
This power gains one of the following upgrades:
Slow:
Recharge Speed:
This power gains one of the following upgrades:
Damage:
Pierce:
Focus and expend all biotic energy to unleash a huge flare that throws enemies within its range, causing massive 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.
This power has the following statistics:
Changes:
Changes:
Upon attaining this rank, this power gains one of the following upgrades:
Damage & Force:
Radius:
This power gains one of the following upgrades:
Recharge Speed:
Detonate:
This power gains one of the following upgrades:
Radius:
Improved Damage:
Latch this biotic field onto enemies to jerk them towards you, doing massive damage in the process.
While flying, the character is surrounded by a mass effect field that negates mass and prevents him from taking any action except using Barrier or Levitate. Creatures affected by this power are considered to have no Dexterity bonus to Defense while the power lasts. When the effects pass, the target falls, taking falling damage as appropriate but not suffering from the probability of damaging his body. The target is also sent prone.
Targets that still have their Shields or Plating up cannot be affected by this power. Instead, their Shields (or Plating if Shields are gone) suffer 1d6 damage per rank of this power. The biotic user must succeed on a ranged touch attack to affect the target.
In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.
This power can be detonated only if Detonate is selected at Rank 4.
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 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.
Changes:
Changes:
This power gains one of the following upgrades:
Damage:
Detonate:
This power gains one of the following upgrades:
Recharge Speed:
Damage Over Time:
This power gains one of the following upgrades:
Fast Recharge:
Shield Penetration:
Mass-effect fields surround you and allow you to levitate.
This power is extremely useful if the character is the target of a Pull and wishes to land safely. Since this power functions by altering the speed with which a character falls and negating any effects from landing, it is also useful for characters falling from buildings, provides the building isn’t a towering structure more than a mile long.
In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.
Special: This power can be activated during another creature’s turn. Doing so, however, removes the possibility of using the free action in the next turn of the character.
The character can choose to use this power a few actions before touching the ground, however the power would then not stop all the damage.
Each square of height above the ground only maximally negates one additional square of falling damage.
So if a character falls 50 squares but uses Levitate only in the last 10 squares, he still takes damage for falling 30 squares(50-2*10) but only after the Levitate’s effects are resolved.
Note that while using this power, the character can still be affected by wind conditions and is considered as being flying for any purpose. The target’s Dexterity bonus to Defense is also negated.
Note that in a long fall the character trigger this power multiple times to slow down if he has enough biotic points to do so.
This power has the following statistics:
Changes:
Changes
Changes:
This power gains one of the following upgrades:
Improved Levivate:
Glide:
This power gains one of the following upgrades: Comet:
Comet Nova:
Mass-effect fields surround the target and make him levitate towards you.
The character must succeed on a ranged touch attack to affect the target.
The target can save to resist this effect. While flying, the character is surrounded by a mass effect field that negates mass and prevents him from taking any action except using Barrier or Levitate. Creatures affected by this power are considered to have no Dexterity bonus to Defense while the power lasts.
Effects vary with rank. When effects pass, the target falls, taking falling damage as appropriate but not suffering from the probability of damaging his body. The target is also sent prone.
Targets with Shield HP or Plating HP cannot be affected by this power and neither can targets already under the effect of Pull. However, those targets are still surrounded by a mas effect field that can be detonated once (field lasts as long as the Pull would normally last).
In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.
This power has the following statistics:
Changes:
Changes:
This power gains one of the following upgrades:
Duration:
Radius:
This power gains one of the following upgrades:
Lift Damage:
Expose:
This power gains one of the following upgrades:
Double Pull:
Faster Recharge:
Attack the target’s nervous system with biotic power.
Reave has a disabling effect when used to leech health from most sapient organics, who will double over momentarily before being forced to a standing position as the leech effect continues. This can be used to set up victims for the killing shot as they are helpless and largely immobile. Targets are allowed a save to resist the pain, thus being able to act normally while under the affect of this power, but the save does not prevent the damage.
If the target still has his Shields or Plating up, Reave does not affect him but instead it affects his Shields or Plating, dealing twice its damage to them and does not cause the pain.
The character must succeed on a ranged touch attack to affect the target. This power can be used to detonate Biotic powers that can be detonated.
The detonation area is 1 square for each two ranks and all creatures within that area take 1d6 per Reave rank.
In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.
This power has the following statistics:
Changes:
Changes:
This power gains one of the following upgrades:
Duration:
Radius:
This power gains one of the following upgrades:
Damage:
Recharge Speed:
This power gains one of the following upgrades:
Shields and Plating:
Damage and Duration:
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.
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.
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.
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.
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.
Launch a mass-effect blast that propels 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.
Targets that still have their Shields or Plating up cannot be thrown. Instead, if they fail the save, they are pushed back 5 ft, re-setting any Special Actions (i.e. Camping, Full Defense, Aiming) or any features that may carry from previous rounds, but do not fall prone.
Any creature or object hit by this power is surrounded by a mass effect field that lasts a number of actions equal to this power’s rank. During those actions, the field may be detonated once.
The character must succeed on a ranged touch attack to affect the target. By taking a -5 penalty on the range touch attack, the character can arc this power and have the target sent flying in another direction. The character can choose the new direction to which the target will fly. Please note that using this power in such a way can never bring the target closer to the character, the new direction must always send the target away or at least keep the same distance between them.
This power may be used on objects that weight up to 100 lbs per Wis modifier.
In ranks 5 and 6, choose one of two different permanent effects at each rank.
This power has the following statistics:
Changes:
Changes:
Changes:
damage.
This power gains one of the following upgrades:
Radius:
Empowered Throw:
This power gains one of the following upgrades:
Double Throw:
Greater Throw:
Launch a mass-effect blast that damages the target.
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.
This power has the following statistics:
Changes:
Changes:
This power gains one of the following upgrades:
Damage:
Detonate Synergy:
This power gains one of the following upgrades:
Improved Damage:
Expose:
This power gains one of the following upgrades:
Pierce:
Recharge Speed: