Poderes Bioticos

Biotic Powers

 

New skill:

Use Biotics (cha)

Requires the Biotic Potential feat

Activate Biotic power (trained only): You make a Use Biotics check to use a Biotic power. This use of the skill requires no action.

Move Light Object (trained only): As per SWSE core rulebook (p.77).

Recharge barriers (trained only): As two swift actions, you can recharge your barriers equal to your Use Biotics check.

Special: You can't make Use Biotics checks unless you have the Biotic Potential feat. Use Biotics is a class skill for any character with the Biotic Potential feat.

You can take 10 on a Use Biotics check, but you can't take 20.

 

Biotic Potential (feat)

Your body has the potential to use biotics.

Prerequisite: Cannot be a droid

Benefit: You can make Use Biotics checks, and Use Biotics is considered a class skill for you. In addition, whenever you gain a new talent, you have the option of selecting a Biotic talent instead. You must meet the prerequisites of the Biotic talent to select it.

Normal: You can't make Use Biotics checks or select Biotic talents unless you have the Biotic Potential feat.

Special: If you pick this feat at level 1, you may choose Use Biotics as one of your class's trained skills.

 

Biotic Training (feat)

Prerequisites: Biotic Potential, trained in the Use Biotics skill.

Benefit: You add to your Biotic power suite a number of Biotic powers equal to 1 + your Wisdom modifier (minimum 1). You cannot add the same power more than once.

Special: you can take this feat more than once. Each time you take this feat, you add to your Biotic power suite a number of new Biotic powers equal to 1 + your Wisdom modifier.

If your Wisdom modifier permanently increases, you retroactively add any new Biotic powers you would have gained from the new score.

 

Extra Readied Power (feat)

Prerequisites: trained in the Use Biotics skill

Benefit: You may ready an additional biotic power from your powers known list. This does not count towards the powers you have on your omni-tool.

 

Readying powers

Biotic powers are readied into the biotic's omni-tool (see chapter 6, omni-tool). You cannot ready the same power twice. Readying powers takes 5 minutes of focusing energies and modifying the omni-tool's properties.

 

Using powers

Using a biotic power requires an action that does not provoke an attack of opportunity. You can use any power you have readied once, and it is then considered depleted until you recharge your powers. Recharging powers can be done in a variety of ways.

  • You can use two swift actions to recharge your powers (one at a time). You may not use biotic powers during the same turn you recharge your powers this way.
  • After combat you recharge all your powers automatically.
  • If you roll a natural 20 on a Use Biotics check to activate a biotic power, you regain all spent biotic powers at the end of your turn.
  • You can spend an Action Point as a reaction and immediately regain all spent biotic powers.
  • Some unique abilities and talents allow you to regain spent biotic powers in other ways.

 

A biotic character can have only a single active effect per power. If the character uses the same power again, the previous effect ends.

 

Biotic damage, shields and fast healing

Most biotic powers deal biotic damage. This damage type is a new type introduced in MESE. Biotic damage deals less damage to targets with active shields, but deals extra damage to targets with active barriers, and ignores the barrier's BS.

Many additional effects that biotic powers have do not work until the enemy's shields or barriers are broken. Shields and barriers cannot be restored automatically while affected by biotic powers, though they can be manually recharged.

A target affected by ongoing damage or a biotic effect cannot benefit from fast healing.

 

Keywords

Since there is no Dark Side in the Mass Effect, all [dark side] and [light side] keywords are removed from powers, and using the powers does not increase dark side points. Two new keywords are introduced in the conversion, [detonator] and [primer]. They are explained under Biotic Explosions below.

Powers marked with [mind-affecting] are only available to the Ardat Yakshi, bearers of a rare genetic mutation that appears in pureblood asari.

 

Biotic explosions

Some biotic powers can be used to set up or detonate powerful biotic explosions. Creating a biotic explosion requires two phases. First, a persistent effect, such as Pull or Warp's lingering effect, must be applied to an enemy. This sets up, or primes, the biotic explosion. While the effect is in duration, if the enemy is hit by a detonating power, the biotic explosion is detonated. Once detonated, the detonating biotic compares the result of his Use Biotics check of the power that he used to detonate the explosion to the Reflex defenses of the target and all adjacent enemies. The biotic explosion deals 1d6 biotic damage per 2 levels of the detonating character's heroic level, dealing half damage if the result misses.

After being detonated, the priming effect the detonated target had, whether tech or biotic, ends. If the explosion was created by an area of effect power, the power ends completely. If the target has more than one effect active, the newest priming effect is detonated and ends.

Powers that can be used to detonate are marked with a [detonator] keyword. Powers that can be used to prime explosions are marked with a [primer] keyword. A character must have the talents Biotic Primer and Biotic Detonator to prime and detonate biotic explosions. A character without the Self Reliant Detonation talent cannot detonate his own biotic explosions, and will require someone else to assist him. Biotic powers can detonate tech explosions with the Synergy Detonator talent, but tech modules can never detonate biotic explosions.

Certain powers can be upgraded with talents to become sources or detonators. When that happens, the power in question gains the [detonator] or [primer] keyword for that power.

 

List of biotic powers:

 

Annihilation Field [primer] [detonator]

You create an unstable mass effect field around yourself, ripping foes apart who venture too close.

Time: Standard action. Target: 1-square radius emanating from you.

Make a Use Biotics check. Each enemy who starts their turn or moves within 1 square of you takes 3d6 biotic damage. The duration of the effect is based on your Use Biotics result.

DC 20: Lasts 3 rounds.

DC 25: Lasts 4 rounds.

DC 30: Lasts 5 rounds.

Enemies who have taken damage from Annihilation Field are primed for biotic explosions for 1 round.

Special: You can spend an Action point to increase the radius of Annihilation Field's damaging effect by 1 square.

While Annihilation Field is active, you do not take any damage from biotic explosions you have primed.

You can detonate Annihilation Field as a standard action that deals 4d8 damage to all enemies within 2 squares of you. This ends the effect and can detonate biotic explosions.

 

Barrier

You create a powerful barrier, shielding you from incoming attacks and recharging your barriers.

Time: Swift action. Target: You.

Make a Use Biotics check. Use the result to recharge your barriers immediately.

Special: You can spend an Action point to activate Barrier as a Reaction.

 

Biotic Charge [detonator]

You accelerate your body with mass effect fields and slam yourself into an enemy.

Time: Move action. Target: One enemy within 20 squares and in line of sight.

Make a Use Biotics check. You move in a straight line to the target, slamming into them with great force. You deal damage to the target based on your Use Biotics check.

DC 15: 2d6 biotic damage

DC 20: 4d6 biotic damage

DC 25: 6d6 biotic damage.

Using Biotic Charge recharges your barriers for half the amount of your Use Biotics result.

Special: You can spend an Action point to deal damage to one additional enemy adjacent to the target.

 

Biotic Dash [detonator]

You accelerate your body, moving through enemies while attacking them.

Time: Standard action. Target: An unoccupied square within 6 squares and line of sight.

Make a Use Biotics check. You vanish from your original position and move in a straight line to the target square without provoking attacks of opportunity. You can move through squares occupied by enemies. You may make a single melee attack against each enemy whose square you moved through. You gain a bonus to your melee attack based on your Use Biotics result.

DC 15: +1 biotic bonus to attack rolls and +1d6 biotic damage.

DC 20: +1 biotic bonus to attack rolls and +2d6 biotic damage.

DC 25: +2 biotic bonus to attack rolls and +3d6 biotic damage.

DC 30: +2 biotic bonus to attack rolls and +4d6 biotic damage.

Special: You can spend an action point not to expend the use of Biotic Dash.

 

Biotic Focus

You focus your biotic energy into your body, increasing your strength and speed.

Time: Swift action Target: You

Make a Use Biotics check. You gain an amount of damage reduction and movement speed based on your Use Biotics result.

DC 15: speed +2, +1d6 melee damage.

DC 20: speed +3, +1d6 melee damage.

DC 25: speed +4, +2d6 melee damage.

DC 30: speed +5, +2d6 melee damage.

The effects last for 3 rounds.

Special: You can spend an Action point to gain DR 10/- for the duration of the effect.

 

Biotic Orbs

You create a set of mass effect orbs that orbit around you.

Time: Two swift actions. Target: You

Make a Use Biotics check. You create a number of biotic orbs that revolve around you based on your Use Biotics result.

DC 15: 1 orb.

DC 20: 2 orbs.

DC 25: 3 orbs.

DC 30: 4 orbs.

For every orb, you gain +1 biotic bonus to your Fortitude and Will defenses. The orbs last for 5 rounds. If you use Biotic Orbs while you still have active orbs, the old orbs are lost.

As a swift action, you can launch an orb at your enemy. Treat it as a ranged attack that deals 2d12 biotic damage with an increment of 6 squares per range category, and is modified by your Wisdom instead of Dexterity. The orb dissipates after the attack.

Special: You can spend an Action point to increase the amount of orbs by 1.

 

Biotic Protector

You deploy a massive biotic barrier to shield you and your allies.

Time: Full-round action Target: A 3×3 square centered on you.

Make a Use Biotics check. You create a spherical barrier around you, blocking all projectiles entering it. The barrier has a Barrier Rating of one and a half times your Use Biotics result (so a result of 20 would yield a 30 BR shield), and a Barrier Strength of one-half your heroic level. Any projectile entering or going through the area of effect deals its damage first to the barrier.

You can sustain the power by using a full-round action during your turn. When you do so, you replenish the power's barrier to its original value.

Special: You can spend an action point to deal 4d6 biotic damage to all enemies within the area of effect when you first use Biotic Protector. Multiple instances of Biotic Protector in the same area do not stack.

 

Biotic Slash [telekinetic] [detonator]

You charge your biotics into a sword-like form, slashing enemies in a wide swath.

Time: Standard action Target: A 3-square cone.

Make a Use Biotics check. Make one roll and compare the result to the targets' Reflex defense. If the attack hits, the targets takes 6d8 biotic damage and half on a miss. Biotic Slash ignores partial and total cover.

Special: You can spend an action point to move each target -1 step down the condition track on a hit.

 

Biotic Sphere

You create a mass effect sphere to protect the area.

Time: Full round action. Target: 3×3 square.

Make a Use Biotics check. You create a stationary mass effect sphere around your area, covering a 3×3 square (centered around your location). The sphere grants a damage reduction of 10/- to everyone in the area, and lasts for an amount of rounds based on the result of the Use Biotics check. You cannot have more than one sphere at a time.

DC 15: Lasts 2 rounds.

DC 20: Lasts 3 rounds.

DC 25: Lasts 4 rounds.

DC 30: Lasts 5 rounds.

Special: You can spend an Action point to increase the DR by 5 or the duration of the sphere by 3 rounds. Multiple instances of Biotic Sphere over the same area do not stack.

 

Dark Channel [primer]

You create a persistent biotic cloud that moves around, damaging enemies.

Time: Full round action. Target: One creature within 8 squares.

Make a Use Biotics check. You create a persistent cloud of biotic energy that rips enemies apart. The enemy targetted with the power during the end of your turn take 3d6 biotic damage. The cloud's duration is based on your Use Biotics result.

DC 20: 4 rounds

DC 25: 6 rounds

DC 30: 8 rounds

If the enemy dies while Dark Channel is active, the power's effect moves to the closest nearby enemy within 5 squares. If there are no enemies in range, the effect ends.

Special: You can spend an Action point to increase the damage of Dark Channel to 4d6 per round. If Dark Channel is detonated in a Biotic Explosion and the target dies, the effect moves to the next enemy normally instead of ending.

 

Dark Sphere [primer] [detonator]

You create a slow-moving sphere of dark energy that tears anything it touches apart.

Time: One standard and move action Target: Every enemy in a moving 2×2 square

Make a Use Biotics check. You create a 2×2 square sphere adjacent to you and move the square 2 squares in one direction. Compare your Use Biotics result with the Reflex defense of targets within the sphere. If the attack hits, the target takes 4d8 biotic damage, and half on a miss. At the start of your next turn, move the sphere an additional 2 squares in the same direction and compare the original check to the defenses of any new targets. A target may be damaged more than once by Dark Sphere, but only once per round. During the beginning of your third round, the sphere disappears.

At any point of the sphere's movement, you can detonate it as a swift action, dealing 6d6 damage to all targets in a 3×3 square originating from one square of the sphere. If you do so, you cannot use another biotic ability in the same round.

Special: You can spend an Action point to increase the size of both the sphere and the detonation by 1.

The sphere's detonation effect can detonate biotic explosions. The there's continuous effect primes biotic explosions.

 

Dominate [mind-affecting]

You attack the mind of an enemy, forcing them to do your bidding.

Time: Full round action. Target: One organic enemy within 6 squares and in line of sight.

Make a Use Biotics check. If the check exceeds the target's Will defense, the target turns friendly for 1 round. The target will obey your commands without hesitation, and in combat will defend you and your allies with its life. After the effect ends, the target will realize it has been controlled. For every 5 points by which you exceed the target's Will defense, extend the power's duration by 1 round.

Special: You can spend an Action point to increase the duration of Dominate by 3 rounds.

 

Flare

You expend all your energy to unleash a huge flare that explodes with biotic power.

Time: Full-round action Target: 2×2 square within 12 squares and in line of sight.

Make a Use Biotics check. Make one roll and compare the result to the targets' Reflex defense. If the attack hits, the target takes 8d8 biotic damage and moves -1 step down the condition track. You move -1 step down the condition track; this cannot be prevented by any means.

Special: You can spend an action point to move the targets an additional -1 step down the condition track.

 

Lash [detonator] [primer] [telekinetic]

You create a mass effect whip, catching an enemy and pulling them towards you.

Time: Standard action. Target: One enemy within 12 squares and in line of sight.

Make a Use Biotics check. If the check exceeds the target's Reflex defense, the target takes 5d6 biotic damage. The target also makes a Strength check. If you win, the target is pulled 3 squares towards you plus an additional square for every 5 points by which you exceed the target's check and is knocked prone. If you pull the target into a larger object, the target takes 1d6 kinetic damage.

The target adds its size modifier to its Fortitude defense: Colossal, +20; Gargantuan, +15; Huge, +10; Large, +5; Medium, +0; Small, -5; Tiny, -10; Diminutive, -15; Fine, -20.

Special: Shielded targets cannot be pulled. You can spend an Action point to deal an additional 2d6 damage during the start of the target's next turn. This sets up a Biotic Explosion between that lasts until the beginning of the target's next turn.

 

Nova [detonator]

You unleash the energy of your barrier into the ground, creating a massive shockwave.

Time: Move action. Target: All adjacent enemies.

Make a Use Biotics check. Compare the Reflex defenses of the enemies adjacent to you. If the check exceeds their Reflex, they take 2d6 biotic damage and move 1 step down the condition track. If the check is lower, they take half damage. In addition, Nova deals bonus damage to all targets based on your barrier or shield rating. Using Nova depletes your barrier or shield completely.

To calculate the bonus damage, Nova deals Xd6 bonus damage, where X is the amount of shields you currently have divided by 10 and rounded down. So 0-9 shields give no bonus damage, 10-19 give 1d6 bonus damage, 20-29 give 2d6, etc.

Special: You can spend an Action point to deal an additional 4d6 damage and move the targets an additional step down the condition track.

 

Pull [primer] [telekinetic]

You create a mass-lowering field around an enemy, making them levitate in the air.

Time: Standard action. Target: One enemy in 12 squares and in line of sight.

Make a Use Biotics check. Compare the result to both the target's Reflex and Fortitude defenses. If the attack hits the target is pulled into the air and considered flat-footed, any may make only a single swift action during their turn. The target is lifted 10 feet into the air and remains there for 2 rounds, after which the target falls to the ground, taking falling damage as appropriate.

The target adds its size modifier to its Fortitude defense: Colossal, +20; Gargantuan, +15; Huge, +10; Large, +5; Medium, +0; Small, -5; Tiny, -10; Diminutive, -15; Fine, -20.

Special: Shielded enemies cannot be pulled. You can spend an Action point to either reduce the target's size modifier by 5.

 

Reave [detonator] [primer]

You create a mass effect field surrounding an enemy to attack their nervous systems.

As Corruption (TFU, p.86), except as noted:

The power deals biotic damage. The target does not receive its size modifier as bonus to its Fortitude defense.

In addition, the caster gains DR 10 for the duration of the power.

 

Shockwave [detonator] [telekinetic]

You send out a rippling wave in front of you to send your enemies flying.

Time: Standard action. Target: 6 square line.

Make a Use Biotics check. Compare the check to the Reflex defenses of every opponent in the area of effect. If the attack hits, the enemies take 6d6 biotic damage. If not, they take half damage.

Special: Shielded enemies treat the damage taken as normal when determining threshold damage. You can spend an Action point to extend the line of effect by 4 squares.

 

Singularity [primer]

You rip a warp in the space-time continuum, creating a gravity well akin to a black hole.

Time: Full-round action. Target: One 3×3 area.

Make a Use Biotics check. Compare the result to the Fortitude defenses of all enemies inside the area. If the attack hits, the target is affected by Pull for the duration of the Singularity. The Singularity lasts for 3 rounds and can hold only a certain amount of enemies at a time, based on the result of the Use Biotics check.

DC 20: 1 targets.

DC 25: 2 targets.

DC 30: 3 targets.

If a target dies while being affected by Singularity, another target may be affected. Use the original result to determine the effect.

The target adds its size modifier to its Fortitude defense: Colossal, +20; Gargantuan, +15; Huge, +10; Large, +5; Medium, +0; Small, -5; Tiny, -10; Diminutive, -15; Fine, -20.

Special: Shielded enemies cannot be pulled. You can spend an Action point to increase the size of the area to 4×4 squares.

 

Slam [detonator] [telekinetic]

You throw an enemy into the air, then slam them down with great force.

Time: Standard action. Target: One enemy in 12 squares and in line of sight.

Make a Use Biotics check. If the result is higher than the Fortitude defense of the target, the target flies directly upwards into the air before being slammed down into the ground and knocked prone. The target takes 6d6 kinetic damage and moves 1 step down the condition track. The target does not take any additional falling damage.

The target adds its size modifier to its Fortitude defense: Colossal, +20; Gargantuan, +15; Huge, +10; Large, +5; Medium, +0; Small, -5; Tiny, -10; Diminutive, -15; Fine, -20.

Special: Shielded enemies do not move down the condition track unles the damage from the ability breaks the shield. You can spend an Action point to increase the damage by 2d6 and move the target an additional step down the condition track.

 

Smash [detonator] [telekinetic]

As Force Slam (Core. P.97), except as noted:

The power deals biotic damage.

 

Stasis [telekinetic]

You create a solid mass effect field around an opponent, halting their movements.

Time: Standard action. Target: One enemy within 6 squares and in line of sight.

Make a Use Biotics check. If the result is higher than the target's Will defense, the target is temporarily considered helpless. The target is aware of its surroundings, but can take only purely mental actions. The target also gains a DR of 15 for the duration of the Stasis. The duration is determined by the caster's Use Biotics check.

DC 15: Lasts 1 rounds.

DC 20: Lasts 2 rounds.

DC 25: Lasts 3 rounds.

DC 30: Lasts 4 rounds.

The target adds its size modifier to its Will defense: Colossal, +25; Gargantuan, +20; Huge, +15; Large, +10; Medium, +0; Small, -5; Tiny, -10; Diminutive, -15; Fine, -20.

Special: You can spend an Action point to extend the Stasis's effect to an additional target adjacent to the target.

 

Throw [detonator] [telekinetic]

As Force Thrust (Core, P 98), except as noted:

The power deals kinetic damage.

Special: Shielded enemies cannot be thrown.

 

Warp [detonator] [primer]

You create a rapidly shifting mass effect field to tear your opponent apart.

Time: Standard action. Target: One enemy in 12 squares and in line of sight.

Make a Use Biotics check. If the result of the check is higher than the target's Reflex defense, the target takes 6d6 biotic damage, and its DR is reduced based on the result of the check until the end of the user's next turn.

DC 15: DR is reduced by 5.

DC 25: DR is reduced by 10.

DC 35: DR is reduced by 15.

Special: Shielded enemies do not have their DR reduced. You can spend an Action point to increase the initial damage by 2d6 and move the target 1 step down the condition track.

 

 

Conversion

Some Force powers in the SWSE books can be used as is, though many need certain adjustments. Most powers deal biotic damage, though some deal kinetic. Other powers do not fit as biotic powers and have to be removed from the conversion or made into tech abilities. Below is a list of powers that are suited for the Mass Effect universe, as well as recharge times, detonators and source listings, among other things.

For the sake of clarity, Smash, Reave and Throw are repeated here. The force powers used as a base for these abilities were similar enough in SWSE to be used with only slight modifications.

Developer note: Biotic Explosions: As a general rule of thumb, powers that create persistent offensive effects work as sources, and single target instantaneous powers that are offensive work as detonating powers. This is for clarity if there are powers that have been overlooked. Consult your GM before jumping to conclusions.

 

 

Powers that do not exist in the Mass Effect universe:

Core rulebook

Battle Strike, Dark Rage, Farseeing, Force Lightning, Sever Force, Stun, Vital Transfer

Clone Wars Campaign Guide

Cloak, Malacia, Phase, Shatterpoint, Technometry

Jedi Academy Training Manual

Blind, Convection, Crucitorn, Cryokinesis, Drain Energy, Force Light, Force Track, Hatred, Inspire, Intercept, Plant Surge

Knights of the Old Republic Campaign Guide

Energy Resistance, Force Scream, Kinetic Combat, Ionize, Valor

Legacy Era Campaign Guide

Combustion, Dark Transfer, Enlighten, Force Shield, Prescience

The Force Unleashed Campaign Guide

Force Shield, Force Storm, Kinetic Combat

 

Force power to biotic power conversion

 

Core rulebook

Disarm (prev. Force Disarm) [telekinetic]

Special: Shielded enemies cannot be disarmed

 

Grip (prev. Force Grip) [primer] [telekinetic]

The power deals kinetic damage.

Special: Shielded enemies cannot be gripped.

 

Smash (prev. Force Slam) [detonator] [telekinetic]

The power deals biotic damage.

 

Mind Trick [mind-affecting]

No change.

 

Negate (prev. Negate Energy) [telekinesis]

The power can be used against all types of physical attacks. The power cannot be used against biotic or tech powers.

 

Rebuke

No changes.

 

Surge [telekinetic]

No changes.

 

Move Object [telekinetic]

The power attacks the target's Fortitude defense instead of Will, and deals kinetic damage.

Special: Shielded targets can be moved.

 

Throw (prev. Force Thrust) [detonator] [telekinetic]

The power deals kinetic damage.

Special: Shielded enemies cannot be thrown.

 

Clone Wars Campaign Guide

Levitate [telekinetic]

No changes.

 

Morichro [mind-effecting]

Special: Shielded targets can be targeted by Morichro.

 

Jedi Academy Training Manual

Biotic Storm (prev. Force Storm)

The power deals biotic damage and creates an unstable mass effect field (instead of acid rain).

 

Fold Space [telekinetic]

Target: You

The power does not allow the teleportation of other objects, only the caster. The distance is determined normally, but the sizes are ignored.

 

Inertia [telekinetic]

No changes.

 

Memory Walk [mind-affecting]

The power deals untyped damage.

 

Mind Shard [mind-affecting]

The power deals untyped damage.

 

Thought Bomb [mind-affecting]

The power deals untyped damage.

 

Knights of the Old Republic Campaign Guide

Fear [mind-affecting]

No changes.

 

Resist Biotics (prev. Resist Force)

No changes.

 

Slow [primer] [telekinetic]

No changes.

 

Whirlwind (prev. Force Whirlwind) [primer] [telekinetic]

No changes.

 

Wound [mind-affecting]

The power deals untyped damage.

 

Legacy Era Campaign Guide

Detonate [detonator] [telekinetic]

The power deals kinetic damage.

Special: Detonate can only detonate Biotic Explosions if the unattended object targeted is affected by a priming Biotic Power.

 

Obscure [mind-affecting]

No changes.

 

Pulse (prev. Lightning Burst)

The power deals biotic damage.

 

Stagger [detonator] [telekinetic]

The power deals kinetic damage.

 

The Force Unleashed Campaign Guide

Blast (prev. Force Blast) [detonator] [telekinetic]

The power deals kinetic damage.

 

Reave (prev. Corruption) [detonator] [primer]

You create a mass effect field surrounding an enemy to attack their nervous systems.

The power deals biotic damage. The target does not receive its size modifier as bonus to its Fortitude defense.

In addition, the caster gains DR 10 for the duration of the power.

 

Repulse [telekinetic]

No changes.

 

Developer notes: Biotics and recharge times

While Force powers in Star Wars Saga Edition are usable only once per encounter, I decided to try out a recharge mechanic for biotic powers. Biotics gain less powers and only a few readied ones, but have a recharge mechanic that allows them to use powers throughout an encounter.

 

 

Biotic Talents

Most Force talents in the Star Wars Saga Edition rulebooks translate into the Mass Effect universe very easily. However, some talents require editing to fit the different universe.

 

As a general rule, the Sense, Dark Side, Light Side, Guardian Spirit talent trees are unavailable in Mass Effect Saga Edition. Furthermore, any effects that could be considered mind-affecting now belong to a special Ardat Yakshi talent tree, which is only available to the Ardat Yakshi. Consult your GM before picking talents that you believe might fit from the list of generally unavailable trees, as there is no full list of all available or unavailable talents (yet).

 

New Biotic Talents:

Power mastery: Choose a single biotic power. Once per encounter, you may recharge that power as a swift action.

This talent can be taken multiple times, and can either be used to increase the amount of times you can recharge a power, or choose another power to recharge as a swift action.

Biotic primer: You can prime Biotic Explosions.

Biotic detonator: You can detonate Biotic Explosions.

Self reliant detonator: You can detonate Biotic Explosions you set up yourself.

Prerequisites: Biotic primer, Biotic detonator

Synergy detonator: You can detonate tech explosions with biotic powers.

Prerequisites: Biotic detonator

 

Biotic Techniques & Secrets

Biotic tecniques and secrets are both directly convertable from all Star Wars Sage Edition rulebooks, assuming the powers they affect still exist.

 

<u>Biotic Techniques:</u>

 

Area Lash

When you use the Lash power, you can change the time it takes to activate it to a full-round action and spend an Action point to target all creatures in a 3×3-square within range.

 

Detonating Orbs

Your orb attacks with the Biotic Orbs power can detonate biotic explosions, though the explosion deals 2d6 less damage than normal.

 

Double Dash

When you use the Biotic Dash power, you can change the time it takes to activate it to a full-round action and spend an action point to use it a second time as a free action after the first one is resolved.

 

Double Pull

When you use the Pull power, you can choose to target two separate targets within 6 squares of each other with a -5 penalty to your Use Biotics result.

 

Draining Field

When you use the Annihilation Field power, all damage the power deals to shields and barriers recharges your shields or barriers by half that amount.

 

Enlarged Slash

When you use the Biotic Slash power, you can change the time it takes to activate it to a full-round action. If you do so, increase the size of the power's effect by 1.

 

Explosive Flare

When you use the Flare power, you can spend an Action point to deal explosive and biotic damage, and you increase the size of the effect by 1 square.

 

Impeding Channel

when you use the Dark Channel power, the target enemy is also slowed, reducing its movement speed by 2 squares (up to a minimum of 1).

 

Improved Stasis

When you use the Stasis power, the target enemy does not gain temporary DR for the duration of the effect.

 

Incapacitating Slam

When you use the Slam power, if the target moves down the condition track it is unable to take actions during the next round and is considered flat-footed for that round.

 

Lifting Shockwave

When you use the Shockwave power, unshielded targets damaged by the power are affected by the Pull power for one round if your Use Biotics result exceeds their Fortitude defense. The target adds its size modifier to its Fortitude defense: Colossal, +20; Gargantuan, +15; Huge, +10; Large, +5; Medium, +0; Small, -5; Tiny, -10; Diminutive, -15; Fine, -20.

 

Lingering Protector

When you use the Biotic Protector power, all allies within the barrier gain its Barrier Strength for 2 rounds after the effect ends, whether they move away from the barrier or because the barrier ends. This Barrier Strength stacks with shields and other barriers.

 

Nova Conservation

When you use the Nova power, you may choose to use only half your current barriers to fuel the attack. However, doing so halves the bonus damage dealt.

 

Nova Recharge

Once per encounter when you use the Nova power, you may recharge a single depleted Biotic power as a free action.

 

Piercing Warp

When you use the Warp power, it deals normal damage to shielded enemies, and 50% more damage to target's with barriers. This bonus damage does not carry through to the target's hit points.

 

Reactionary Dark Sphere

When you use the Dark Sphere power, you can detonate the sphere as a reaction. If you do so, you must use an Action point when detonating the power.

 

Rejuvenating Focus

When you use the Biotic Focus power, you can change the time it takes to activate the power to a move action. If you do so, you replenish 10 shields or barriers at the beginning of your turn for the duration of the effect.

 

Replenishing Charge

When you use the Biotic Charge power, you recharge your barriers for the full amount of your Use Biotics result instead of half.

 

Singularity Detonation

When a Singularity effect you have created ends, it explodes in a burst of biotic energy, dealing 4d6 damage to each enemy in the area, dealing half damage if the original Use Biotics result is less than the target's Reflex defense. This effect does not stack with a Biotic Explosion, and happens only if the Singularity ends on its own.

 

Vitalizing Reave

When you use the Reave power, you can spend an Action point to regain hit points for half the damage you deal with Reave. This healing comes from each opponent damaged and each turn it deals damage.

 

Warping Sphere

When you use the Biotic Sphere power, enemies which start their turn inside or enter your Biotic Sphere take 2d6 biotic damage. The Biotic Sphere can be used to prime Biotic Explosions.

 

 

Poderes Bioticos

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