Biotic Powers

Biotic Powers

Much like Force powers in Star Wars, Biotic powers can only be used by those with the appropriate training. Adepts begin with this training, while other classes may acquire it through use of feats.

Barrier
Time: One Move action.
Target: You
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)
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. If the result of the check equals or exceeds the target’s Fortitude defense, 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.
Cooldown: Once this talent has been used, it cannot be used again for 5 rounds.
Singularity
Time: Standard Action
Target: One point within 12 squares with a line of sight
Make a Use Biotics check. All opponents within a 3 square radius must make a Strength check; if the Use Biotics result beats the Strength check, the opponent 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
Time: Standard Action
Target: One object or living being
Range: 8 squares
Make a Use Biotics check. 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 fo 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. If the result of the check equals or exceeds the target’s Fortitude Defense, the target is knocked back 1 square and suffers 2d6 damage, adding an extra 1d6 damage for every 5 points your check exceeds the target’s defense.
Cooldown: Once this talent has been used, it cannot be used again for 4 rounds.
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. If the result of the check equals or exceeds the target’s Reflex Defense, the target loses DR 1, to a minimum of 0, for 1d4 rounds.
Cooldown: Once this power has been used, it cannot be used again for 5 rounds.
Mass Manipulation
Treat as the Force Disarm power (Saga Edition Core Rulebook, p.97)
Rebuke
Treat as the Rebuke power (Saga Edition Core Rulebook, p.100), except that it only works against other Biotic powers.
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, and check it against the Fortitude Defense of your targets. 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.
Cooldown: Once this power has been used, it cannot be used again for 5 rounds.
When you use this power, you can advance one point down the conditions track to cause an additional 2d6 points a damage to targets in the area.
Charge
Using your biotics to temporarily augment speed and strength, you charge across the battlefield towards a target and knock him back with the power of your charge.
Time: Swift action while charging
Target: 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 addition 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 addition 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 addition to any charging bonuses. If you hit, you inflict an additional 4d6 damage, push the targte back 4 squares, and knock him prone.
Cooldown: Once this power has been used, it cannot be used again for 4 rounds.
Dominate
You use your biotic power to take control, temporarily, of another living being.
Time: Standard Action
Target: One Intelligence 3 or higher creature in line of sight and within 12 squares of you
Make a Use Biotics check. If you equal or exceed the target’s Will Defense, you gain control of the target temporarily. You can cause it to attack, run, defend, or other such actions, though you cannot force the target 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 your Use Biotics check exceeded its Will Defense.
1-5: You control the target for 2 rounds.
6-10: You control the target for 4 rounds.
11-15: You control the target for 6 rounds.
Cooldown: After using this power, you cannot use it again for 6 rounds.
Special: If you move 1 step down the condition track, you can extend your control for 2 rounds.
Reave
You have learned how to drain the vital essence or life force from a foe and into yourself.
Time: Standard Action
Target: One target within 6 squares and line of sight.
Make a Use Biotics check. If your check exceeds the Fortitude Defense of the target, the target is affected by Reave; how much you exceeded the target’s Fortitude Defense determines the damage.
1-5: The target loses hit points equal to your character level; you regain a like amount.
6-10: The target loses hit points equal to twice your character level; you regain a like amount.
11-15: The target loses hit points equal to three times your character level; you regain a like amount.
Cooldown: After using this power, you cannot use it again for 5 rounds.
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
Target: An area 3 squares by 3 squares.
Make a Use Biotics check, and compare it to the Fortitude Defense scores of any targets that fall within the are of the power. If your check equals or exceeds the Fortitude Defenses of the target(s), the target sustains damage and other effects as determined by the results of your Use Biotics check.
DC 15: The target takes 1d6 points 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 points 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 points 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.
The target adds a size modifier to its Fortitude Defense: Colossal, +50; Gargantuan, +20; Huge, +10; Large, +5; Medium and small, +0
Cooldown: After using this power, you may not use it again for 5 rounds.

Biotic Powers

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