Mass effect biotics to alternity rules

[FONT=&quot]Biotics have the power to biologically manipulate Dark Energy through focusing electrical impulses of the brain to "element zero' nodules in the nervous system. This is no easy feat. Biotics must undergo intense training,in order to learn how to manipulate this dark energy. Furthermore cybernetic implants called bioamps are required to amplify the output of the brain, and synchronize the charging of the millions of element zero nodes in the nervous system. The electrochemical signals generated by most organisms is not sufficient to energize all the nodules of element zero. IN alternity Biotics use the power set of psionics.[/FONT]
[FONT=&quot]Biotics differ from psionicists in very subtle ways. It is rare to have a being that can manipulate both dark energy and psychic energy. A psionicist draws power from the Will to manipulate energy, while the biotic draws power from the body (Con) to manipulate Dark Energy or Dark Matter. Beings that are capable of manipulating both, are as yet undiscovered, though it is theoretically possible they exist.[/FONT]
[FONT=&quot]Because of the intense training necessary, and the required cybernetic implant, biotic abilities cannot be selected for a wild talent. Any of the playable races that exhibit a so called wild talent would most likely have been discovered and trained as an adept or a diplomat with biotic abilities. Some individuals that are capable of manipulating dark energy never receive training and so they never unlock the potential to manipulate dark energy. These individuals would be able to sense mass effect fields, but would never be able to interact with them.[/FONT]
[FONT=&quot]Species[/FONT][FONT=&quot]:[/FONT][FONT=&quot] Any species has the potential to manifest biotic abilities. There has never been a report of Vorcha that are capable of manifesting biotic abilities.[/FONT]
[FONT=&quot]Adepts[/FONT][FONT=&quot]: [/FONT]
[FONT=&quot]Adepts are gifted with great powers of biotics. In order to qualify to be a biotic a character must have a Constitution score of 11, a Will score of 9, and an Intelligence score of 9. Adepts get the following benefits:[/FONT]
Ø [FONT=&quot]Action check score increase[/FONT][FONT=&quot]: An adepts action check score is increased by one point.[/FONT]
Ø [FONT=&quot]Biotics Broad Skill[/FONT][FONT=&quot]: The adept receives use of the Biotics broad skill, and the associated specialty skills. The base for the biotic broad skill is +d0, and the base for the specialty skills are -d4.[/FONT]

[FONT=&quot]Note that diplomats may use the Adept as their secondary class.[/FONT]

[FONT=&quot]Resisting Biotic Abilities[/FONT][FONT=&quot]:[/FONT]
[FONT=&quot]Biotic abilities aimed at other characters can be resisted. That characters Constitution resistance modifier is figured into the biotic's skill check. Furthermore if the target is skilled with Resolve-physical resolve he can add those additional modifiers as well.[/FONT]
[FONT=&quot]The Skill:[/FONT]
[FONT=&quot]Biotics is a broad skill which indicates a being is allowed to use biotics through the use of an implant. Specialty skills provide knowledge in specific focused aspects of biotics. Biotics is essentially another Psionic Broadskill so all the rules of using mental abilities, extended duration, and energy recovery apply except for the differences notated below.[/FONT]
[FONT=&quot]Biotic Energy[/FONT][FONT=&quot]: [/FONT]
[FONT=&quot]Biotic energy follows the same simple formula as Psionic Energy:[/FONT]
Ø [FONT=&quot]Each Adept starts with biotic energy equal to their Constitution Score[/FONT]
Ø [FONT=&quot]Each Diplomat starts with biotic energy equal to half their constitution score[/FONT]
Ø [FONT=&quot]Asari add half of their Constitution to the biotic energy amount (1.5 x Con for Adept, 1 x Con for diplomat)[/FONT]
[FONT=&quot]Biotic Skill Description[/FONT][FONT=&quot]: [/FONT]
[FONT=&quot]Skill Name[/FONT]
[FONT=&quot]Cost[/FONT]
[FONT=&quot]Biotics[/FONT]

[FONT=&quot]7[/FONT]
[FONT=&quot]Barrier[/FONT]
[FONT=&quot]2[/FONT]
[FONT=&quot]Mass Kinesis[/FONT]
[FONT=&quot]3[/FONT]
[FONT=&quot]Shockwave[/FONT]
[FONT=&quot]5[/FONT]

[FONT=&quot]Stasis[/FONT]

[FONT=&quot]6[/FONT]

[FONT=&quot]Warp[/FONT]
[FONT=&quot]6[/FONT]

[FONT=&quot]Biotics[/FONT]
[FONT=&quot]This skill cannot be used untrained[/FONT]
[FONT=&quot]This skill allows a character fitted with a bio-amp to manipulate dark energy. With just the broad skill a character can attempt to use any of the associated specialty skills except those that cannot be used untrained. The difficulty of this is reflected in the increased energy cost and the higher base situation die for use of the broad skill.[/FONT]



[FONT=&quot]Barrier[/FONT]
[FONT=&quot]Extended Duration[/FONT]
[FONT=&quot]When using this skill a character generates a high gravity mass effect field. This field is effective at deflecting high impact and energy weapons. The barrier is often used to enhance armor already worn. The magnitude of the protection is dependent upon the Biotics check result. [/FONT]
[FONT=&quot]Check result[/FONT]
[FONT=&quot]O[/FONT]
[FONT=&quot]G[/FONT]

[FONT=&quot]A[/FONT]


[FONT=&quot]Rank 1[/FONT]

[FONT=&quot]HI 0+2[/FONT]
[FONT=&quot]HI 0+3[/FONT]
[FONT=&quot]HI 0+4[/FONT]

[FONT=&quot]Rank 9[/FONT]
[FONT=&quot]HI 0+3[/FONT]
[FONT=&quot]HI 0+4[/FONT]
[FONT=&quot]HI 0+5[/FONT]

[FONT=&quot]Rank 12[/FONT]

[FONT=&quot]HI 0+4/En 0+2[/FONT]
[FONT=&quot]HI 0+5/ En 0+3[/FONT]
[FONT=&quot]HI 0+6/En 0+4[/FONT]


[FONT=&quot]At rank 9 the barrier increases in strength as indicated by the table above. At rank 12 the barrier strengthens but also includes energy weapons as one of its protections.[/FONT]
[FONT=&quot]Mass Kinesis[/FONT]
[FONT=&quot]Extended Duration[/FONT]
[FONT=&quot]This skill allows the character to move objects using mass effect fields controlled through their bioamp. A character can lift objects that weigh a number of Kg equal to her Constitution score X10, or can push or pull objects that weigh her Constitution score X20 in Kg. How high or fast an object can be moved depends on the skill check result illustrated in the following table:[/FONT]
[FONT=&quot]Success[/FONT]
[FONT=&quot]Lift (m)[/FONT]
[FONT=&quot]Push (m/ph)[/FONT]
[FONT=&quot]Ordinary[/FONT]
[FONT=&quot]3[/FONT]
[FONT=&quot]5[/FONT]
[FONT=&quot]Good[/FONT]
[FONT=&quot]6[/FONT]
[FONT=&quot]10[/FONT]
[FONT=&quot]Amazing[/FONT]
[FONT=&quot]12[/FONT]
[FONT=&quot]20[/FONT]



[FONT=&quot]Mass kinesis can also damage targets. Initially the damage is d4+2s/d4+1w/d4+2w. This damage increases to d4w/d4+2w/d6w at rank 6, and d4+1w/d6w/d4m at rank 10. [/FONT]
[FONT=&quot]The beginning biotic can only affect one creature, but this increases to a 4m radius effect at Rank 3, 5m at rank 6, and 6m at rank 12.[/FONT]

[FONT=&quot]Shockwave[/FONT]
[FONT=&quot]This skill can't be used untrained[/FONT]
[FONT=&quot]This skill allows the character to launch a series of biotic impacts in front of her. The shockwave has devastating effects, and is known to shatter both objects and sentients. The damage caused by the shockwave is HI/G damage with magnitude of d6w/d6+2w/d6m. At rank 9 this damage increases to d8w/d8+2w/d6+2m, and at rank 12 the damage increases further to d8+2w/2d6w/2d4m.[/FONT]

[FONT=&quot]Stasis[/FONT]
[FONT=&quot]Extended Duration[/FONT]
[FONT=&quot]This skill can't be used untrained[/FONT]
[FONT=&quot]A character with this skill is able to imprison an enemy in a mass effect field. The mass effect field also acts as a barrier for the target, protecting them from damage. The target of this skill is paralyzed for 2 action rounds. Once the stasis field is used, the biotic cannot lower the field for the initial 2 rounds. If the adept chooses to extend the duration of this skill, they may drop the field at any time provided the initial 2 rounds have expired.[/FONT]
[FONT=&quot]The protection the mass effect field of the stasis provides to the target is LI d12/HI d12/En d12.[/FONT]
[FONT=&quot]Warp[/FONT]
[FONT=&quot]Extended Duration[/FONT]
[FONT=&quot]This Skill can't be used untrained[/FONT]
[FONT=&quot]This skill allows the adept to warp time and space around a target. This has a dual effect, as it causes serious damage as well as eliminating all forms of armor protection on the target. If a target is under the effect of warp, they cannot use armor to dampen any damage. In addition the bending of time and space can cause objects to shatter.[/FONT]
[FONT=&quot]When a character first acquires this skill he is able to cause damage of d4+2w/d6+2w/d8+2w. This increases to d8+2w/d4m/d4+2m at rank 9.[/FONT]
[FONT=&quot]If the target of this skill is so unfortunate as to have a biotically generated mass effect field around them, an intense detonation occurs causing the target to receive double damage, and all others in a 6m radius to take damage normal for this skill. The detonation effect will only occur to the primary target. Any other characters with a mass effect field within the radius take damage but they will not detonate. Warps generated by biotics are not strong enough to effect an individual in stasis. Likely this is due to the concentration of the mass effect field around the static individual. [/FONT]
 

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Ok folks! Any input would be greatly appreciated. I made it a subset of alternity psionics.

Not all mass effect powers are included because they would not translate well. If I left a power out and you have an idea for it, feel free to let me know.
 

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