Bio-amps
Biotics manipulate mass effect fields using dozens of element zero nodules within their nervous system that react to electric stimuli from the brain. Bio-amps allow biotics to synchronize the nodules so they can form fields large and strong enough for practical use. Amplifiers can improve a specific discipline or talent.
An implant is a surgically-embedded interface port into which amps are "plugged in". They are also known as "wetware" because of their cybernetic nature. In humans, the implant is usually placed at the base of the skull for convenient access, though the user must be careful to keep it free of contaminants.
Implant ports can fit a variety of amps, and there is a growing market for modifications and add-ons. The finest quality implants and amps are manufactured by asari artisans, but the Systems Alliance's L3 implants, first deployed in 2170 CE, represent a significant step forward for human bio-amp manufacturers. By 2186 CE, enhanced L3 variants as well as more advanced L4 and L5 models have been developed, but are experimental and not widely used.
Bio-amps
Each level of a Bio-amp includes the abilities of the lower model, taking the higher of the available bonuses or penalties, they do not "stack."
Cost Each level of an Amp costs 1 resource, as well as half the cost of the one below it (rounded up). A Bio-amp VI cost 9 resource (6 for its current level, + 1/2 the level below).
Cooldown When you make a biotics move without waiting enough time between, you're acting under fire. Roll +cooldown The 7-9 outcome will always be take (s) harm (GM says how much).
Initial character selections
If your class offers you a bio-amp, it's the lowest one. One before any listed here.
Solaris Amp - Aldin Labs
Solaris amps are manufactured on Luna, by humans for humans. Their motto of cheap and reliable equipment has pushed them into the military contract realm. Aldin Labs provides 90 percent of all human bio-amps used today.
- Solaris I cooldown: +1 cooldown
- Solaris II cooldown: +2 cooldown
Prodigy - Armali Council
The Prodigy line of bio-amps is asari designed and built for proper heat management. Users experience an increase of 10-30 percent in efficiency. Biotics using telekinetic abilities typically provide more lift and acceleration than those focussed in other areas.
- Prodigy VI Throw Enhancement: +1 harm to throw
- Prodigy VII Throw Enhancemwnt: +2 harm to throw, +1 cooldown.
Gemini - Aramax Arsenal
Polaris - Kassa Fabrication
The Polaris line is Kassa Fabrication's first foray into the bio-amp market. A human owned company, Kassa rapidly produced the Polaris for combat operations. The result was an inexpensive combat module. The downside? Inefficient heat management. Polaris users have a much harder time dissipating the heat generated by their bionics useage.
- Polaris IV Warp Enhancement: Destroy 2 armor, -1 cooldown.
- Polaris V Warp Enhancement: +1 harm when detonating a singularity, -2 cooldown.
Savant - Serrice Council
The asari consortium, Serrice Council, makes the galaxy's most powerful bio-amp. Incredibly rare and powerful, the Savant pushes the envelope on what an organic body can manage. Their price, of course, reflects their rarity.
- Savant VI Nova Enhancement: multiply Hold expended by 2, cooldown -1
- Savant VII Nova Enhancement: multiply Hold expended by 3 cooldown 0
- Savant VIII Shockwave Enhancemwnt: add area tag, cooldown +1
- Savant IX Shockwave Enhancement: add +1 harm, cooldown +2
Unity amp - Sirta Foundation