Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round)
Trappings: You are surrounded by a strong biotic field that absorbs projectiles.
Success grants the recipient 2 points of Armor. A raise grants 4 points of Armor.
Rank: Veteran Power Points: 2 (Small Burst), (3 Medium Burst), 4 (Large Burst) Range: Smarts Duration: 3 (1 per section, per round)
Trappings:A bubble of crackling blue energy is forms in an area deflecting blows.
Success creates a bubble with a toughness of 8 or 10 with a raise. The bubble deflect all high velocity projectiles, bioic attacks, fire, blasts, etc. Beings can move in and out of the bubble freely (friendly and enemy). If players attempt to stick their gun barrels out of the bubble and shoot, they take a -4 to shooting attacks becasue the bubble vibrates a bit and vision is slightly obscured.
Rank: Veteran Power Points: 1/section Range: Smarts Duration: 3 (1 per section, per round)
Trappings: Your create a tangible wall of biotic energy.
Biotic Shield creates a solid, immobile wall to protect the user against attack or to entrap an opponent. The Biotic Shield has a Toughness of 10. Every Power Point spent creates a 1” wide section of wall. The wall is a thin transparent solid barrier. (If you’re using a gridded mat to play, draw the barrier between the squares directly along the grid-lines.) The exact placement of each section is defined by the caster, but each section must be connected to at least one other section after the first. When the power expires or a section is broken, it dissipates. Each section of the barrier may be destroyed by an attack that equals its Toughness of 10. Physical walls are treated exactly like inanimate objects; they are considered to have a Parry of 2 (ranged attacks work as normal), but raises on the attack roll do not grant bonus damage nor do damage dice Ace.
Rank: Novice Power Points: 1 Range: Touch Duration: 3 (1/round)
Trappings: Your muscles are aided by biotic force that increases your speed.
Charge allows the biotic to move faster than usual. With a success, the recipient’s basic Pace is doubled. With a raise, running becomes a free action, so he may ignore the usual –2 running penalty.
Rank: Veteran Power Points: 3 Range: Smarts Duration: 3 (1/round)
Dominate is an opposed roll of the character’s Biotic skill versus the target’s Spirit. The user must score a success and beat the target’s roll to gain complete control. The victim will attack friends and even commit suicide, though such acts allow though such acts allow the victim another opposed Spirit roll to break the spell.
Trappings: Singularity launches a dark energy sphere to create an intense mass effect field in the space-time continuum, creating a gravity well akin to a black hole. Unprotected enemies are drawn into the Singularity and held briefly helpless in orbit.
Targets within a medium burst template have their pace halved. They must pass a Spirit check or are lifted a few feet off the ground and held in place. With a raise, their armor is reduced by 2. Each round, a bound target will move 2 squares clockwise around the singularity and can attempt an additional spirit check to break free but their pace is still halved. Anyone in the burst at the start of their turn must pass a Spirit check or are held. While held in the singularity, targets take a -2 to all Agility and Strength based skill checks.
Rank: Veteran Power Points: 1-4 Range: 3-12 squares Duration: Instant
Trappings: Shockwave sends a blast of biotic energy out in a straight line in front of the user potentially knocking down victims in its path.
The path of the shockwave is 3 squares per power point spend. Each target within the shockwave must pass an agility roll or is moved one square to the left or right of the path (1d2) and is knocked prone. With a raise the agility rolls is at a -2 and upon failure are also shaken. Shockwave ignores intervenient obstacles (as it only affects living beings).
Rank: Novice Power Points: 4 Range: Smarts Duration: Instant
The target of the power is moved 3 squares or 6 squares with a raise in a direction of the Biotic's choice. Victims who are bashed into walls or other solid objects suffer the caster’s Spirit+1d8 as damage. Target is knocked prone. This power will only effect beings of a Krogan's size/weight or smaller. Alternatively, this power can also be used to "Slam" the target. In this case, the target is not moved, it just takes the damage (as it is lifted up and slammed down into the ground)
Rank: Novice Power Points: 2 Range: 12/24/48 Duration: Instant
Biotic must hit the target with a traditional ranged attack using their Biotic skill in place of Shooting. If successful, the target takes Smarts+1d6 damage. With a raise, the target takes Smarts+1d10 damage. If the target is incapacitated due to this attack, the Biotic regains 1 health level.
The target must pass a Spirit check or is held in place and cannot make any skill checks. The target may make a Spirit check each round to break the Stasis. With a raise, the Spirit check is at a -2. While in Stasis, the target is impervious to damage.