Biotic Powers

Barrier
Create a shield around the user by using Biotics.

  • Time: One Move action.
  • Target: Personal
  • Make a Use Biotics check; Barrier grants an effect based on the score below:
    DC 10: Gain an additional SR 5 (This takes damage first and is lost as soon as 5 damage is sustained. Does not count when determining shield stats of armor)
    DC 15: Gain an additional SR 10 (This takes damage first and is lost as soon as 10 damage is sustained. Does not count when determining shield stats of armor)
    DC 20: Gain an additional SR 15 (This takes damage first and is lost as soon as 15 damage is sustained. Does not count when determining shield stats of armor)
    DC 25: Gain an additional SR 20 (This takes damage first and is lost as soon as 20 damage is sustained. Does not count when determining shield stats of armor)
  • Spend Tactical Point:
  • Special:

Charge
Using your biotics to temporarily augment speed and strength, you charge across the battefield towards a target and knock him back with the power of your charge.

  • Time: Swith action while charging
  • Targets: One target you can reach in a charge action
  • Make a Use Biotics check: The result of the check will determine the effect on your target, if any.
    DC 15: You gain a +2 attack bonus on the charge, in adition to any charging bonuses. If you hit, you inflict an additional 2d6 damage, push the target back 2 squares and knock him prone.
    DC 20: You gain a +3 attack bonus on the charge, in adition to any charging bonuses. If you hit, you inflict an additional 3d6 damage, push the target back 3 squares and knock him prone.
    DC 25: You gain a +4 attack bonus on the charge, in adition to any charging bonuses. If you hit, you inflict an additional 4d6 damage, push the target back 4 squares and knock him prone.
  • Tactical Point Use:
  • Special:

Dominate
You use your biotic power to take control, temporarily, of another living being.

  • Time: Standard Action
  • Targets: One Intelligence 3 or higher creature in line of sight and within 12 squares of you
  • Make a Use Biotics check vs Will Defense: If the attack hits, you gain control of the target temporarily. You can cause it to attack, run, defend, or other such actions, though you cannot force the taarget to injure itself. When the target breaks free, you will become his favored target. The following table determines how long the target is controlled by how much the check exceeded its Will Defense.
    0-5 : 2 rounds
    6-10 : 4 rounds
    11-15: 6 rounds
  • Tactical Point Use:
  • Special: If you move 1 step down the condition track, you can extend your control for 2 rounds

Lift
By altering a target’s mass, you can cause it to float helplessly.

  • Time: Standard action
  • Target: One target within 6 squares and line of sight
  • Make a Use Biotics check vs Fortitude Check: If the attack hits, the target is lifted off the ground, helpless, for 1d4 rounds. Momentum is conserved in a Lift, so the target will continue moving in the direction and speed they were before the Lift was applied. In addition, the target is unable to make and Move actions to travel in any direction or stop its motion. All targets affected by Lift take a -5 penalty on all ranged attack rolls. When the Lift effect has ceased, the target falls to the ground, suffering 1d4 damage.
  • Spend Tactical Point:
  • Special:

Mass Manipulation
Disarm opponent by manipulating the mass of an object and moving it.

  • Time: Standard Action
  • Targets: One creature within 6 squares and within line of sight.
  • Make a Use Biotics check as an attack: If the attack hit, you may choose to let the item drop to the ground in the target’s fighting space or have the item fly into your hand.
  • Tactical Point Use:
  • Special: Feats that improve disarm attacks do not apply to this ability.

Nova

  • Time: Standard Action
  • Targets: All adjacent targets
  • Make a Use Biotics check vs Fortitude Defense: If the attack hits, the target suffer an amount of damage based by how much the check exceed the target’s defense.
    DC 15 : 1d6
    DC 20 : 2d6
    DC 25 : 3d6
  • Tactical Point Use:
  • Special:

Reave
You have learned how to drain the vital essence or life force from a foe and into yourself.

  • Time: Standard Action
  • Targets: One target within 6 squares and line of sight
  • Make a Use Biotics check vs Fortitude Defense: If the attack hits, the target is affected by Reave, the amount by which the check exceeded the target’s Fortitude Defense determines the damage.
    0-5 : The target loses hit points equal to your character level; you regain the same amount.
    6-10 : The target loses hit points equal to twice your character level; you regain the same amount.
    11-15: The target loses hit points equal to thrice your character level; you regain the same amount.
  • Tactical Point Use:
  • Special:

Rebuke
By manipulating the gravitational field around the user, attack can be repelled.

  • Time: Reaction
  • Targets: One Biotic power directed at you
  • Make a Use Biotics check vs Opposing Check: If the result equals or exceeds the check result of the power directed at you, you harmlessly redirect it and suffer no ill effects. If your result exceeds the check result of the power directed at you by 5 or more, you may choose to turn the Biotic power against its creator who suffers the effect.
  • Tactical Point Use:
  • Special: If you successfully reflect a Biotic power back at its originator, the originator may attempt to rebuke the power as well.

Shockwave
You send out a series of explosive biotic impacts in front of you, launching ground-based enemies into the air or battering airborne targets

  • Time: Standard Action
  • Targets: An area 3 squares by 3 squares
  • Make a Use Biotics check vs Fortitude Defense: If the attack hits, the target(s) sustains damage and other effect determined by the results of your Use Biotics check.
    DC 15: The target takes 1d6 point of damage this round; if he was on the ground he is knocked prone, if the target was airborne, it is immobilized until the beginning of your next turn.
    DC 20: The target takes 2d6 point of damage this round; if he was on the ground he is knocked prone, if the target was airborne, it is immobilized until the beginning of your next turn.
    DC 25: The target takes 3d6 point of damage this round; if he was on the ground he is knocked prone, if the target was airborne, it is immobilized until the beginning of your next turn.
  • Tactical Point Use:
  • Special: The target adds a size modifier to its Fortitude Defense: Colossal +50; Gargantuan +20; Huge +10; Large +5

Slam
You lift up and then slam down one or more creatures.

  • Time: Standard Action
  • Targets: All targets within a 6-square cone and within line of sight.
  • Make a Use Biotics check vs Fortitude Defense: If the result equals or exceeds a target’s Fortitude Defense, it takes 4d6 points of damage and is knocked prone. If the result is less than a target’s Fortitude Defense, it takes half damage and is not knocked prone. This is an area effect.
  • Tactical Point Use:
  • Special:

Singularity
Create a zone on gravitational effect that pulls in everyone leaving them floating and helpless.

  • Time: Standard Action
  • Target: One point within 12 squares with a line of sight
  • Make a Use Biotics check vs Strength Check: All targets within a 3 square radius who fail the Strength check will be sucked to the center of the field within 1 round and then proceed to move randomly about the field for the remaining time. While moving, opponents may not take any action of any type; however, they still take damage normally.
  • Special: Singularity normally lasts 1d4 rounds; moving one point down the condition track will enable the user to extend duration of the effect for an additional 1d4 rounds.

Stasis
Hold a target in place in a stasis field.

  • Time: Standard Action
  • Target: One object or living being within 8 squares.
  • Make a Use Biotics check vs Will Defense: The target makes a Will Defense check. If your Use Biotics check exceeds the opposing Will Defense check, then the target is unable to move depending on the amount you beat him by.
1-5: Target is unable to take ANY actions or receive any damage for 1d4 rounds.

6-10: Target is unable to take ANY action or receive any damage for 1d4+2 rounds.

11-15: Target is unable to take ANY actions or receive any damage for 1d4+4 rounds.

  • Special: User may opt to move 1 point down the condition track to increase the duration of the Stasis by 1d4 rounds; against targets of equal or higher level, a -5 penalty is applied to the Use Biotics check.

Throw
Using biotics, you can exert a powerful force on an object or creature.

  • Time: Standard Action
  • *Target : One target within 6 squares and line of sight
  • Make a Use Biotics check vs Fortitude Defense: If the attack hits, the target is knocked back 1 square and suffers 2d6 damage, adding 1d6 damage for every 5 points your check exceeds the target’s defense.
  • Tactical Point Use:
  • Special:

Warp
By altering the mass of a target’s armor, you can cause it to mitigate less damage.

  • Time: Standard Action
  • Target: One target within 6 squares and line of sight
  • Make a Use Biotics check vs Reflex Defense: If the attack hits, the target loses DR 1, to a minimum of 0, for 1d4 rounds.
  • Make a Use Biotics check vs Reflex Defense: If the result equals or exceeds the the targets Reflex Defense, the target is enveloped by distorting mass effect fields. The target’s damage reduction is reduced by half your heroic level rounded down until the end the next round. In addition, the target is damaged based on the result of your Biotics check.
    20:2d6
    25:4d6
    30:6d6
    35:8d6
  • Tactical Point Use:
  • Special:

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Biotic Powers

Mass Effect Saga : Legacy Darkxenocide