Mass Effect Biotic Talents
Biotic Talents are accessed by characters using implants that enhance natural abilities to manipulate dark energy. These abilities include hurling enemies around with the mind, raising shields that are resistant to enemy fire but still allow the player to fire through them, and creating small singularities that cause destructible parts of the environment to fly at enemies. Biotic Specialists manipulate the world around them through the use of dark energies and can have devastating effects on people, furniture and in truly powerful cases even vehicles and starships. Most Biotic Specialists eschew learning more mundane skills like Combat Talents and usually rely heavily on their abilities in combat situations rather than modern weapons. All characters that become Biotic start off with a natural ability to manipulate dark energy. These un-enhanced abilities are rather weak and it takes implants in the body to attune the person and allow them to effect a greater amount of dark energy to create barriers, hurl objects and freeze enemies. These implants are called Biotic Amps. There are many Biotic Amps in a person, that work together to focus the dark energy being manipulated to a more powerful force. Usually placed under the skin near the brain or nerve centers, Biotic Amps become a part of the character. Biotic Amps are not perfect, the early works of humans turned out amps that could cause tumors, schizophrenia and eventually death. Modern amps are far more stable but no Biotic Specialist forgets that amps can be a danger to their minds and bodies.
Aside from Asari and Drell all other races must have a Biotic Amp installed to use Biotic Talents.
To acquire 1D or more in Biotics during character creation, one must spend 1D or 2D worth of their attribute dice on the Biotic attribute. This in turn will get the character 1D or 2D in their Biotics attribute respectively.
To increase a Biotic Attribute it costs the character 2 times the D before the attribute plus any pips after the D.
Talents may be increased independently of their Biotic Attribute (ie. a character can have Biotics 3D but 2D+2 Barrier).
A character with Biotic Attribute starts the Game with one Talent per 1D in Biotics. The new Talent starts at 0D+1.
New Biotic talents cost 5 character points. The new Talent starts at 0D+1.
If the Talent has yet to be improved the character spends Character Points equal to 1 times the D plus any pips after the D.
All races have a beginning maximum of 2D in Biotics Attribute except the Asari which may start with 3D.
Most Talents are opposed rolls. This means you roll your dice in a Biotic Attribute and a particular Talent versus the targets defense roll. Each Talent tells which other skill is a defense roll against it. Some Powers have difficulty rolls based on what you want to do. Some Talents add their die code to other skills or yours or another characters defense rolls. Look at each Talent for the rules on using and defending against them.
- Barrier
- Biotic Charge
- Crush
- Dark Channel
- Dominate
- Lift
- Nova
- Protect
- Pull
- Reave
- Resistance
- Shield
- Shockblast
- Shockwave
- Singularity
- Slam
- Sphere (Wall)
- Stasis
- Throw
- Warp
- Warp Ammo
Source:
- Mass Effect: The Unofficial Role Playing Game 2.35 (pages 45-49)
- thedemonapostle