Biotic Powers

BIotic Power Index.

Biotic powers are divided into three categories depending on what skill is used to use them.

1. Kinetic Fields
2. Spatial Distortion
3. Telekinesis

Biotic powers are described with the following characteristics.
Characteristics
1. Category
2. Type
3. Range
4. Threshold
5. Duration
6. Drain Value. DV

Power listing.

1. Kinetic Fields

Barrier (Kinetic Fields)

- The biotic creates a kinetic field to boost or replace existing shields.
Bonus to shields 15% of original shield rating times force.
If the shields are reduced to zero while using this power, it is dispelled.







Type Range Damage Duration Drain
P self none sustained (F/2)- 1

Barrier-mass (Kinetic Fields)

Biotic creates a shell surrounding themselves and teammates. It counts as a Barrier in SR4 terms with only a -2 visibility modifier to incoming fire. It’s barrier rating is equal to Force rating.
The default bubble has a diameter of the character’s Biotic attribute rating.







Type Range Damage Duration Drain
P self none sustained (F/2)+ 1

2. Spatial Distortion

Reave (Spatial Distortion) restricted power-NPCs only
A very rare application of biotic power, the user can somehow damage a foe and heal themselves at the same time. Boxes of health are first taken from Stun and then Physical.







Type Range Damage Duration Drain
P self P special (F/2)+ 2

**special : duration is limited to a number of rounds equal to successes in casting test or if a barrier with a rating greater than 4 (such as a wall ) comes between target and biotic .
Does damage boxes equal to force each turn and heals the same amount to biotic.

Stasis (spatial distortion)

Subject is paralyzed in a energy field effectively removing them the battle. Incoming attacks can and will disrupt the field allowing the subject to return to normal.
Target cannot move while sustained. If target takes damage greater than force X 2 then it is disrupted and the target is free to move again.
+1 threshold to increase damage capacity to force X 3







Type Range Damage Duration Drain
P LOS none sustained (F/2)+ 2

Warp Spatial Disruption

subject is bombarded with rapidly fluctuating mass effect fields loosening their molecular bonds and making them very vulnerable to damage. It can also interfere with shields. Initial damage is light but painful, the lasting effect is a vulnerability to outside sources of damage. Treat affected subject as -25% armor for a number of rounds equal to net successes.
Initial damage zero. Biotic can make a more powerful blast if they choose.
+1 threshold if biotic adds a Force = DV damage code to the blast, +1 drain.
+2 threshold for a Force X 2 Damage value. Also increase drain by +2







Type Range Damage Duration Drain
P LOS Special Instant (F/2)

3. Telekinesis

Biotic Punch (telekinesis) Special.
A biotic who finds themselves surrounded can unleash a potent kinetic biotic strike at close range. It takes a simple action to “ready” and is unleashed with a successful unarmed strike.







Type Range Damage Duration Drain
P T S I (F/2)-2

Charge (Telekinesis) NEEDS REVISION

allows a biotic to surge forward at an incredible speed unimpeded by minor obstacles(but not barriers). It can also stun the target of a charge as the mass field dissipates.
The distance charged is equal to 5m x Force. This distance does not count against a character’s normal maximum movement in their turn.
If charging into melee, double attackers charge bonus and double defenders charge penalty .
Target must make Body+Willpower test vrs attackers biotic + Force to resist being stunned.







Type Range Damage Duration Drain
P F x 5 meters S Instant (F/2)+ 2

Lift (Telekinesis)

Biotic lifts target into the air like a ragdoll. User can choose to simply drop them somewhere, toss them at something (ranged combat test) or keep on lifting until they are high enough that the fall will kill them. Can move target force X successes in meters per turn.
Some users use a lower force/low threshold version to deliver hand grenades.
Threshold 1 per 200kg of target
Target can resist with opposed test Strength vrs Force X 2







Type Range Damage Duration Drain
P LOS none Sustained (F/2)+ 1

Lift mass (Telekinesis)

Threshold 1 per 200kg effect (ie: if biotic wishes to create a threshold 1 lift, then any target over 200kg wandering through will be unaffected. A threshold 2 Lift Mass will affect anyone in target area 1 to 399kg)
Targets can be moved a number of meters equal to net HITs times their Biotic attribute.
IE: a biotic 6 could lift a target 12 meters up with 2 successes
Targets can resist with opposed test Strength vrs biotic force X 2







Type Range Damage Duration Drain
P LOS none sustained (F/2)+ 3

Singularity (telekinesis) – See Lift Mass

Slam (Telekinesis)

A variation of lift that creates a mass effect field to lift a target and bring them down again with terrible force. It doubles the falling damage and treats it as Physical instead of stun.
Threshold 1 per 200kg of target
Target can resist with opposed test Strength vrs force x 2







Type Range Damage Duration Drain
P LOS See text Sustained (F/2)+ 3

Throw -see lift

Biotic Powers

Mass Effect (Shadowrun 4th ed) PrimeApe PrimeApe