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Mass Effect Character Bio-amps

From Episode D6: Star Wars D6 Wiki
Revision as of 13:01, 13 March 2017 by imported>Thedemonapostle

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

Bio-amp Definitions
Cost: Bio-amp cost
Biotic Power Bonus: This value added to the roll(s) to use the power.
Cooldown Bonus: The value subtracted from the power's cooldown.
Duration Bonus: This value is added to the power's duration.
Availability: The specific rarity of the bio-amp.


  • Aldrin Labs Solaris Amp
Cost: 10,000 credits
Biotic Power Bonus: +0D+1
Cooldown Bonus: none
Duration Bonus: none
Availability: 2; F


  • Armali Council Prodigy
Cost: 20,000 credits
Biotic Power Bonus: none
Cooldown Bonus: none
Duration Bonus: 1/2 round
Availability: 2; F


  • Armax Arsenal Gemini
Cost: 20,000 credits
Biotic Power Bonus: none
Cooldown Bonus: 1/2 round
Duration Bonus: none
Availability: 2; F


  • Kassa Fabrication Polaris
Cost: 75,000 credits
Biotic Power Bonus: +0D+1
Cooldown Bonus: 1/2 round
Duration Bonus: 1/2 round
Availability: 3; F


  • Serrice Council Savant
Cost: 320,000 credits
Biotic Power Bonus: +1D+1
Cooldown Bonus: 1/2 round
Duration Bonus: 1/2 round
Availability: 4: R


  • Sirta Foundation's Unity Amp
Cost: 20,000 credits
Biotic Power Bonus: none
Cooldown Bonus: 1/4 round
Duration Bonus: 1/4 round
Availability: 2; F


  • Spectre Gear HMBA Basic line of Bio-amps
Cost: 75,000 credits
Biotic Power Bonus: +0D+2
Cooldown Bonus: 1/2 round
Duration Bonus: 1/4 round
Availability: 3; F


  • Spectre Gear HMBA Advanced line of Bio-amps
Cost: 82,500 credits
Biotic Power Bonus: +0D+2
Cooldown Bonus: 1/2 round
Duration Bonus: 1/3 round
Availability: 3; F


  • Spectre Gear HMBA Master line of Bio-amps
Cost: 90,000 credits
Biotic Power Bonus: +0D+2
Cooldown Bonus: 1/2 round
Duration Bonus: 1/2 round
Availability: 3; F

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