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Mass Effect Character Bio-amps

From Episode D6: Star Wars D6 Wiki

Biotics manipulate mass effect fields using dozens of element zero nodules within their nervous system that react to electric stimuli from the brain. Bio-amps allow biotics to synchronize the nodules so they can form fields large and strong enough for practical use. Amplifiers can improve a specific discipline or talent.

An implant is a surgically-embedded interface port into which amps are "plugged in". They are also known as "wetware" because of their cybernetic nature. In humans, the implant is usually placed at the base of the skull for convenient access, though the user must be careful to keep it free of contaminants.

Implant ports can fit a variety of amps, and there is a growing market for modifications and add-ons. The finest quality implants and amps are manufactured by asari artisans, but the Systems Alliance's L3 implants, first deployed in 2170 CE, represent a significant step forward for human bio-amp manufacturers. By 2186 CE, enhanced L3 variants as well as more advanced L4 and L5 models have been developed, but are experimental and not widely used.

Bio-amps

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Bio-amp Definitions

  • Cost: Bio-amp cost
  • Availability: The specific rarity of the bio-amp.
  • Cooldown Bonus: The value subtracted from the power's cooldown.
  • Duration Bonus: This value is added to the power's duration.
  • Biotic Power Bonus: This value added to the roll(s) to use the power.
Name Cost Availability Cooldown Bonus Duration Bonus Biotic Power Bonus
Aldrin Labs Solaris Amp 10,000 2; F N/A N/A +1 pip
Armali Council Prodigy 20,000 2; F N/A 1/2 round N/A
Armax Arsenal Gemini 20,000 2; F 1/2 round N/A N/A
Sirta Foundation's Unity Amp 20,000 2; F 1/4 round 1/4 round N/A
Kassa Fabrication Polaris 75,000 3; F 1/2 round 1/2 round +1 pip
Spectre Gear Basic HMBA 75,000 3; F 1/2 round 1/4 round +2 pips
Spectre Gear Advanced HMBA 82,500 3; F 1/2 round 1/3 round +2 pips
Spectre Gear Master HMBA 90,000 3; F 1/2 round 1/2 round +2 pips
Serrice Council Savant 320,000 4; R 1/2 round 1/2 round +1D+1

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