Biotics
GM Note: |
I have reworked some of the key moves here, combining some into one move with options, etc. Current as of 28FEB2015 |
Biotics is the ability of some lifeforms to create mass effect fields using element zero nodules embedded in body tissues. These powers are accessed and augmented by using bio-amps. Biotic individuals can knock enemies over from a distance, lift them into the air, generate gravitational vortices to tear obstacles or enemies apart, or create protective barriers.
asari are naturally biotic from birth, though not all choose to develop their abilities. Biotics of other species are individuals who were exposed to dust-form element zero, or colloquially, "eezo", in utero and subsequently developed eezo nodules throughout their nervous systems. These nodules can generate mass effect fields when energized by electrical impulses from the brain.
Eezo exposure is by no means guaranteed to result in biotic ability. On the contrary, most fetuses that are exposed are not affected at all. Others will develop brain tumors or other horrific physical complications. In humans, only about one in ten eezo-exposed infants will develop biotic talents strong and stable enough to merit training, and these abilities are not always permanent. In extremely rare cases, humans who were exposed in utero but did not manifest biotic talents as children can develop them during young adulthood through additional exposure.
Prothean biotics - Once a person has been identified as having biotic ability, they may be outfitted with a surgically implanted amplifier, usually installed around the time of puberty, in order to make their talents strong enough to be useful. Some races have experimented with biotic drugs to stimulate power instead, such as red sand. They must then develop conscious control over their nervous system, which is a long, slow, difficult ordeal (except for the asari, who possess a degree of control naturally). Biofeedback therapy is commonly used to aid in this process. Once trained, a biotic can generate and control dark energy to move objects, generate protective barriers, or restrain enemies. Biotic abilities are activated using a technique called "physical mnemonics", in which the biotic uses a physical gesture to cause neurons to fire in a certain sequence, sending an electrical charge through their eezo nodules and creating the desired effect. A biotic may enhance certain aspects of his or her biotic abilities by installing implant upgrades called bio-amps.
Biotic abilities fall into three general categories: Telekinesis, the use of mass-lowering fields to lift or hurl objects; Kinetic Fields, mass-raising fields to immobilize objects (in combat, usually enemy projectiles or enemies themselves); and Spatial Distortion, the creation of shifting mass-effect fields which rip apart any objects caught within them
Biotic Weapons
Throw: You may use Throw as if it were a weapon that does (3 Harm ignores-cover impede forceful ineffective:barriers)
Throw uses mass effect fields to hurl targets away, damaging them if they hit an object. It can be precisely curved around objects and cover to hit its target. Throw is ineffective against enemies with barriers.
Shockwave: You may use Shockwave as if it were a weapon that does (3-harm close area implanted messy).
A Shockwave sends out a series of explosive biotic impacts in front of the user ignoring any obstacles. It can be unleashed along the ground to launch all enemies in its path into the air, or used against airborne targets.
When you inflict harm using Shockwave as a result of another move, choose 1:
- Add (s)-harm
- Hit one additional character of your choice
- You come under only incidental damage for one tick, even beyond 9:00
Warp: You may use Warp as if it were a weapon that does (3-harm close implanted). When you inflict harm using Warp as a result of another move, choose 1:
- +1harm
- Permanently destroy 1-armor
- +1forward to go aggro on anyone who can see the attack
- if a mass effect field is nearby, it detonates: (+3-harm area impede)
Non Weapon Biotic Moves
Barrier: When you go into battle and activate your biotic barrier, roll +Cool. On a 10+, gain +2-barrier. On a 7-9, +1-barrier. Advanced Barriers: on a 12+, gain +3-barriers.
At any time during the battle you may purge your barriers. When you do so, select one character per barrier rating within close range and inflict 1-harm to them. This ends the move for the rest of the battle. Not compatible with Fortification or Tech Armor.
Dominate: When you Dominate a biological NPC, roll +Will. On a 10+, hold 3, on a 7-9, hold 2. At any time, spend your hold 1 for 1 to:
- Make them fight on your behalf. If in battle, this lasts for 1 tick.
- Make them defend you. They take all harm from an attack meant for you.
- Make them die. They take 1 harm per hold spent (ap, ignore shields/barriers)
Flare: You can unleash an immense biotic flare (4-harm close far area anti-barrier disruptor implanted). Using this power inflicts s-harm to you for one tick of combat. If you use biotics again this combat, your acting under fire
Kinetic Defense: When you use a barrier to defend a secure position roll +Cool instead of +Hard.
Nova: When you purge your barriers using Nova, roll +Cool. No matter what, hit or miss, your biotic barrier is down.
On a 10+, you detonate your barrier and knock your enemies away from you with great force (+1-harm per barrier area forceful), your position is secure for the moment.
On a 7-9, as above but your position is untenable.
Reave: When you reach out with your biotics to attack a target's nervous system, roll +Hard. On a 10+, hold 3. On a 7-9, hold 2.
Use your hold one for one to;
- Inflict 1-harm (ap ignore shields/barriers)
- Heal 1-harm on yourself
- Permanently destroy 1-armor and 1-barrier
Singularity: When you create a mass effect field on or near your enemy, roll +Cool. On a 10+, hold 3. On a 7-9, hold 2. On a miss, you come under concentrated fire now. (If it’s before 9:00, now it’s 9:00). Advanced Singularity: On a 12+, 4 hold
Spend your hold, 1 for 1 to choose an option below.
- Pull: choose a GM character. You pull them towards you (decreasing the range by one step), out of cover and you create an opportunity that you may follow through on
- Lift: choose a GM character. You lift them into the air. While aloft, enemies slowly float helplessly upwards for one tick, you and your allies take +1 forward against them.
- Slam: choose a GM character. You lift them into the air and slam them back to the ground with great force. For every hold you spend (+1-harm forceful).
Stasis: When you trap another person in Stasis roll +Cool.
On a 10+, they’re frozen in place, disabled, and may not act or make moves. This lasts for 2-ticks of battle.
On a 7-9, they're still frozen but it only lasts 1 tick.
The effect ends if the target takes 2-harm from any source. Player characters may attempt to act under fire to break the effects of Stasis.
Warp Ammo: You charge a weapon’s ammo with biotic energy granting the anti-barrier tag. You can only have one Ammo move attached to a weapon at a time. Changing Ammo moves in mid-battle counts as acting under fire