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==Biotic Talents== Biotics are capable of controlling mass effect fields due to nodules of element zero in their bodies. This can grant them tremendous power, but requires the use of implants and biotic amps to fully exploit. Biotic use also comes at a cost β it puts a huge drain on the user's metabolism, increasing their energy intake needs by a ferocious amount and building up static charge in their bodies to sometimes dangerous levels. The different biotic talents are referred to as Disciplines. The four Disciplines are Distortion, Esoterics, Integration and Kinetics. Each point in a Discipline allows the character to pick a single power from the Discipline's list, granting the character the capability to use that power at will. These powers are picked when the dots are acquired and cannot be changed. ''Using Biotic Powers'': Using a biotic power usually involves rolling a dice pool of Resolve plus the character's dots in the relevant Discipline, with a variety of effects depending on the power in question. Using a power also requires that a cost be paid. This cost is in points of Bashing damage or Willpower, and possibly both. Points of Armour rating do not reduce the amount of damage taken from using biotic powers. Unless otherwise noted, using a biotic power is an instant action. Biotic powers that target characters or locations other than the biotic themselves require line of sight. Biotic powers require at least some freedom of movement to act, as biotic users are trained to use mudras to activate their implants and nervous systems in particular ways. Restraining a biotic is an effective way to prevent them from using their capabilities. ''Boosting Biotic Powers'': A biotic character can choose to boost a power, pushing themselves to the limit to empower themselves further. This increases the cost of the power, as noted in the boost's entry. ''Willpower Points and Biotic Powers'': Willpower points spent to activate or boost a biotic power do not count towards the one point of Willpower that a character can normally spend per turn to increase their dice pool or defences. A character could conceivably activate a biotic power that costs 1 point of Willpower, its boost that costs another point of Willpower and then spend their one point of Willpower per turn for a +3 bonus to the activation dice pool. ''Kinetics and Countering'': A biotic may choose to spend their turn's action countering the Kinetic abilities of another biotic within 25 yards. If they do so, they may take no other action but inflict a penalty on all Kinetic power rolls by the target equal to their own dots in the Kinetic discipline. ===Distortion=== Distortion is the Discipline of molecular agitation and the manipulation of mass to distort and warp. '''Haze''' This technique uses low-level distortion fields to create a shell of warped spacetime around an area, interfering with any sorts of senses or perception attempting to cross the shell's edge. To the outside world, the hazed air looks like warped, shimmering glass. Haze affects an area centred on the biotic with a radius of Resolve x 5 yards. Roll Resolve + Distortion, with the power's duration in rounds equal to the number of successes. Any attempts to perceive by any means (sight, hearing, radar etc) into the area covered by Haze suffer a penalty equal to the biotic's Resolve, and indeed need to make Perception or other appropriate rolls in the first place.<br> ''Cost'': 1B<br> ''Boost'': For 1 Willpower point, the effect can be placed within 50 yards instead of being centred on the biotic.<br> '''Reave''' This technique unleashes a powerful distortion field into the target's nervous or synthetic systems, causing a crippling overload. Reave affects a single target up to 200 yards away. Roll Resolve + Distortion against an opposed roll of the target's Stamina. Success results in the target suffering wound penalties as if they had their last three health points filled with damage, with a duration of the biotic's Resolve in rounds. The penalty isn't cumulative with any existing wound penalties the target is already suffering, and can be reduced as normal by effects such as Iron Stamina.<br> ''Cost'': 1B<br> ''Boost'': For 1 Willpower point, Reave nullifies any healing from any source during its duration, and it inflicts the -3 wound penalty in addition to any existing wound penalties, regardless of any Iron Stamina or other reductions.<br> '''Scramble''' Scramble unleashes a thrashing flux of mass effect fields around the biotic, warping and distorting gravity and space. Scramble affects an area centred on the biotic with a radius of Resolve x 3 yards. Roll Resolve + Distortion, with the power's duration in rounds equal to the number of successes. Everyone other than the biotic in the area of effect suffers a -2 penalty to their Speed, and to any attack rolls and Athletics-based rolls that they make.<br> ''Cost'': 1B<br> ''Boost'': For 1B, the -2 penalty to attack rolls also applies to any ranged attacks made against the biotic from outside Scramble's area.<br> '''Singularity''' Singularity uses distortion to punch a gravity well into the fabric of spacetime, dragging anyone nearby towards its centre. Choose a point within 100 yards; this is where the singularity appears, affecting an area Resolve x 5 yards in radius. Roll Resolve + Distortion, with the power's duration in rounds equal to the number of successes. Anyone in the area of effect must succeed in a Strength + Athletics check in order to move in any direction other than directly towards the singularity, with successes equal to the number of yards they can move in a direction they wish. On the biotic's turn every round, everyone in the area of effect gets pulled 5 yards towards the singularity.<br> ''Cost'': 1 Willpower point<br> ''Boost'': For 1B, increase the number of yards the singularity pulls each round by the biotic's Resolve.<br> '''Warp''' Warp creates rapidly shifting mass effect fields that tear a target apart. Warp is used as a ranged attack by the biotic, with a short range of 100 yards and no medium or long range. This power uses Resolve + Distortion as its attack pool and is affected by other situational modifiers, such as cover, just as a normal ranged attack. If Warp hits, it has a Damage rating equal to the biotic's Resolve, with added damage from successes as normal. If the target is already under the effect of another biotic power, Warp causes a biotic explosion. This increases its' Damage rating by 1 against the target, and inflicts a 3L explosion centred on the target with a radius equal to the biotic's Resolve in yards. The pre-existing biotic power immediately ends if it is a Distortion or Kinetic power.<br> ''Cost'': 1 Willpower point<br> ''Boost'': For 1B, Warp grants all attacks against the target Armour Piercing 1 for a number of rounds equal to Resolve.<br> ===Esoterics=== Esoterics is a new and rare discipline of biotics. The powers that are classified under Esoterics come from a variety of scientific and research sources, pushing at the boundaries of what is understood about the biotic condition and exploring new (and often unsafe) concepts. These powers are not in general use and some are essentially secret, or only available through extremely dubious channels. Unlike the other three biotic disciplines, users of Esoterics must undergo special training and implants to gain an Esoteric power, as standard biotic amps and implants do not have the advanced or experimental systems needed. '''Annihilation Field''' Annihilation Field shrouds the biotic in a highly dangerous cloak of agitated space-time that seethes with contained energies; this technique has been pioneered by human researchers. Annihilation Field allows the biotic to make an additional attack against ''all'' other characters within 10 yards at the beginning of the biotic's turn. This attack uses only the biotic's Resolve as its dice pool but ignores Defence, and has a Damage rating of 3 with the AP1 and Inferno traits. Annihilation Field will also tend to corrode, ignite or otherwise wreck the nearby environment, and makes stealth impossible. Annihilation Field lasts a scene, or until the biotic chooses to end it.<br> ''Cost'': 1 Willpower point<br> ''Boost'': For 1B, Annihilation Field also gains the Cryo trait on its attacks. Yes, this does give it both the Cryo and Inferno traits at the same time!<br> '''Gateway''' The incredibly rare Gateway technique turns the biotic themselves into a miniature mass relay, allowing them to reduce the mass of others and shunt them at incredible speeds along tunnels of warped space-time. As far as anyone can tell, the technique was developed in secretive Salarian labs based on best-guess analyses of the inner workings of the relays. Gateway affects the biotic using the power, rendering them immobile and unable to physically act while the technique is active β they also pulse with emissions of blue-white light and sound as the barely-controlled mass effect fields roil around them. Roll Resolve β this is the number of rounds that the Gateway is maintained for. Anyone touching the biotic may be immediately moved to any point that the biotic can perceive, up to a distance of Resolve x 100 yards away; they may not pass through solid barriers of any kind through this power.<br> ''Cost'': 3B and 2 Willpower points.<br> ''Boost'': For an additional 4B and 2 Willpower points, the range may be increased to Resolve x 10 miles. The biotic may attempt to target a rough location beyond their perception, but need to succeed at a Resolve roll to place the target character within a 1-mile radius of the desired destination; failure results in being placed within a 10-mile radius instead.<br> '''Mindscram''' Mindscram finely hones the same methods used by Reave to assault the cerebral nervous system of the target; it is rumoured to have been developed from studying a rare Asari mutation. Mindscram affects a single target up to 5 yards away. Roll Resolve against an opposed roll of the target's Stamina. Success results in the target being stunned for a number of rounds equal to successes.<br> ''Cost'': 1 Willpower point<br> ''Boost'': For 1B, the biotic may choose not to stun the target, instead inflicting a -3 dice penalty on all mental and social dice pools made to oppose the biotic for a number of rounds equal to successes.<br> '''Overdrive''' Overdrive amplifies biotic energies to far greater heights than normal, at the cost of a terrible toll on the user. The Batarian government denies claims that Overdrive was developed in their laboratories at a terrible cost in lives of biotic test subjects, but the bulky, ugly implants that the technique requires are most commonly seen sprouting down the spines of Batarian security operatives. Overdrive may be used as a reflexive action, usually immediately before using another biotic technique. Roll Resolve and note down the number of successes rolled. The next biotic power used by the character will benefit from a number of automatic successes on any activation roll equal to the Overdrive successes rolled, in addition to the activation roll's usual results. Additionally, the character's Resolve is increased by the number of Overdrive successes for the purpose of calculating any Resolve-based parameters of the power such as area of effect, duration and the like. If a character knocks themselves unconscious or kills themselves with Overdrive's cost, or they fail to use another biotic power within 2 rounds, the Overdrive benefit is lost.<br> ''Cost'': 1 level of Aggravated damage, plus 1B per success rolled on Overdrive.<br> ''Boost'': For twice the cost of both Aggravated and Bashing damage, the biotic may also make the biotic power affected by Overdrive benefit from the 8-again rule on its activation roll.<br> '''Rift''' Rift saturates an area with minute levels of constant mass effect manipulation, interfering with mass effect fields created by other biotics. This esoteric technique was first reported as being deployed by certain Turian cabals on the field of battle. Rift affects an area centred on the biotic with a radius of Resolve x 5 yards. Roll Resolve; the Rift lasts for a number of rounds equal to successes. Any attempts by a biotic to use a biotic power in this area, or to affect a target within the area from outside it with a biotic power, suffer a -3 penalty to any dice pool involved. This includes the biotic using Rift.<br> ''Cost'': 1B<br> ''Boost'': For 1B, the biotic may extend the radius of Rift to Resolve x 25 yards and add 2 to the number of rounds that it lasts.<br> ===Integration=== Integration is the biotic discipline of molecular integration, using mass effect fields to strengthen and control the fabric of spacetime around the user. '''Barrier''' Barrier protects the biotic with mass effect fields in the same way as technological kinetic barrier generators. Barrier provides the biotic with a number of biotic Shield levels equal to Resolve. These shield levels do not stack with any existing Shield levels, but will overwrite them if existing Shield levels are lower than the biotic's Resolve. Roll Resolve + Integration, with the biotic gaining a +1 bonus to resist attempts to knock them down or move them around for each success on the dice roll, as long as Barrier is in effect. Barrier lasts one scene, or until the Shield levels are lost.<br> ''Cost'': 1B<br> ''Boost'': For 1 Willpower point, Barrier can be activated as a Reflexive action.<br> '''Charge''' Charge encases the biotic in a mass effect field and launches them forwards at high velocity, akin to the technique employed by mass relays. Charge allows the biotic to move up to their Speed x Resolve in yards in a straight line at near-instantaneous speed. This power doesn't allow them to pass through solid obstacles but they may go straight over gaps of up to their Speed in yards without any need for jumping checks. Roll Resolve + Integration, with each success increasing the biotic's Defence by 1; this effect lasts 1 round. The biotic may still make a melee or ranged attack after using Charge.<br> ''Cost'': 1 Willpower point<br> ''Boost'': For 1 Willpower point, the biotic does not need to Charge in a straight line and may make any number of turns along the way, they may also cover a gap of twice their Speed in yards.<br> '''Smite''' Smite uses mass effect fields to empower the biotic's unarmed strikes with immense force. Smite is a reflexive action used to augment an unarmed attack. It increases the Damage rating of the unarmed attack by an amount equal to the biotic's Resolve, and the biotic may choose to make the damage Lethal rather than Bashing.<br> ''Cost'': 1B<br> ''Boost'': For 1 Willpower point, Smite augments all unarmed attacks the biotic makes for one additional round.<br> '''Stasis''' Stasis simply locks the target into place with integrated mass effect fields that prevent them from moving. Choose a target within 50 yards. The target must make a Strength check, with a penalty imposed of up to the biotic's Resolve at the biotic's choice. If the target achieves no successes, they are locked in place for 1 round and are completely unable to act in any way. However, they gain additional Armour equal to the penalty that the biotic applied to their strength check, affecting all attacks whether against Shield levels or health levels, and which is cumulative with existing Armour. ''For example, a biotic with Resolve 5 chooses to apply a -3 penalty to a target's Strength check. Since the target only has Strength 3, this reduces them to a chance die. They fail, and are locked in place for 1 round. During this round, they benefit from an additional 3 points of Armour against all attacks.'' ''Cost'': 1 Willpower point.<br> ''Boost'': For 1 Willpower point, the target gains no Armour from Stasis.<br> '''Wall''' Wall uses similar mass effect fields to Barrier and Stasis to forge a layer of integrated mass effect fields across an area. The Wall power creates a wall of biotic force that is up to Resolve x 2 yards wide and high. The centre point of the wall's line must be within 5 yards of the biotic when created. Roll Resolve + Integration; the Wall has a number of Shield levels equal to 5 + successes rolled. The Wall can serve as cover and an obstacle, preventing any movement through it. Attackers may choose to attack the Wall directly; it has Armour equal to the Biotic's Resolve. The Wall remains present as long as the biotic is within 5 yards of it. If he moves away, creates a new Wall, or the Wall's Shield levels are lost, it immediately ceases to exist.<br> ''Cost'': 1B<br> ''Boost'': For 1 Willpower, the biotic may make a Wall that will exist even after moving 5 yards away from it, or he may turn it into a shell of up to Resolve x 2 yards radius centred on himself.<br> ===Kinetics=== Kinetics is the biotic discipline of directly applying force through mass effect fields. '''Glide''' The Glide technique involves applying kinetic mass effect fields to the biotic themselves, allowing them to defy the forces of gravity through fine biotic control. Roll Resolve + Kinetics, with Glide lasting for a number of rounds equal to successes rolled. While Glide is in effect, the biotic can reduce the distance they fall each round to any speed including zero, and they suffer no falling damage when making contact with the ground. If they continue to have some downward velocity, they may also move sideways in any direction up to their Resolve in yards per round.<br> ''Cost'': 1B<br> ''Boost'': For 1 Willpower point, the biotic can move in any direction at all for up to their Resolve in yards per round, without any requirement to continue moving down. This allows the biotic to 'fly' upwards if they wish.<br> '''Lift''' The Lift technique uses mass effect fields to pull the target up into the air. Choose a target within 100 yards, and roll Resolve + Kinetics with a penalty equal to the number of remaining Shield levels the target has. The target is lifted a number of yards equal to successes rolled, lasting for the biotic's Resolve in rounds. A gentle drift can be applied to the target as they are lifted if desired, so they will move 1 yard per round in a particular direction. The Lifted target is not incapacitated and may continue to try and act by firing, trying to grab hold of something, and so forth. Lifting larger, heavier targets is more difficult. For each full 5 points of Size above Size 5, the Resolve + Kinetics roll suffers an additional β2 penalty, so lifting a small car (Size 10) would inflict a -2 penalty on the roll.<br> ''Cost'': 1B<br> ''Boost'': For 1 Willpower point, the biotic can add an area of effect to Lift of Resolve in yards, resulting in multiple Resolve + Kinetics rolls made if several targets are caught.<br> '''Slam''' Slam uses fine control over a rapid flux in mass effect fields to exert huge force on a target, picking them up and slamming them down again. Choose a target within 30 yards, and roll Resolve + Kinetics as an attack with a penalty equal to the number of remaining Shield levels the target has. Slam is not affected by other conditional modifiers such as cover. If Slam hits, it has a Damage rating equal to the biotic's Resolve, with added damage from successes as normal. The target is also knocked prone.<br> ''Cost'': 1 Willpower point<br> ''Boost'': For 1 Willpower point, the biotic can add an area of effect to Slam of Resolve in yards, resulting in multiple Resolve + Kinetics rolls made if several targets are caught.<br> '''Shockwave''' The Shockwave technique unleashes a powerful mass effect field that pulses out in a crashing wave, knocking targets from their feet. Choose which direction the Shockwave emits, resulting in an area of effect starting at the biotic that is 5 yards wide and 5 x Resolve yards long. Make a Resolve + Kinetics roll once; each target in the area must oppose this with their own Strength roll. If they lose, they are knocked prone.<br> ''Cost'': 1 Willpower point.<br> ''Boost'': For 1B, all targets automatically fail their Strength check.<br> '''Throw''' Throw exerts a strong mass effect field to catapult the target in a particular direction. Choose a target within 100 yards, and roll Resolve + Kinetics as an attack with a penalty equal to the number of remaining Shield levels the target has. The target is hurled in a chosen direction for a distance of up to successes x 5 yards, and suffering Bashing damage in successes if they hit something. The target must make a Dexterity + Athletics roll with a penalty equal to the biotic's Resolve, or be knocked down. This power can also be used to pick up objects and hurl them at people, inflicting Bashing damage equal to successes if the Throw can reach the target with the object. This has the benefit of most thrown objects not possessing Shield levels. Lifting larger, heavier targets is more difficult. For each full 5 points of Size above Size 5, the Resolve + Kinetics roll suffers an additional β2 penalty, so lifting a small car (Size 10) would inflict a -2 penalty on the roll. However, for every full 5 points of Size above Size 5, the Damage inflicted by a thrown object increases by 2.<br> ''Cost'': 1B<br> ''Boost'': For 1 Willpower point, the biotic can add an area of effect to Throw of Resolve in yards, resulting in multiple Resolve + Kinetics rolls made if several targets are caught.<br>
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