Mass Effect: Postscript

For those of you who don’t know I have been very unwell for the last few weeks (depression issues). Re-playing Mass Effect 1 & 2 has been a very welcome distraction, something to occupy my brain and stop it turning on itself.

That’s what the best kinds of fiction can do when you need it to, get you out of your own head into somewhere/somewhen else. Mass Effect has consistently hit the right notes for me in humour, in Science Fictional thinking and falling into a sweet spot somewhere just on the harder side of Space Opera.

Yes, there’s a controversy over the ending but that is, in part, why I set about doing an RPG conversion of it. To help me make my own endings. To get to better grips with the universe and to prove to myself a little, after what amounted to a near-breakdown, that I still had the chops to hack a little system adaptation and writing again with less pressure than actually getting back to work.

The conversion I have done works with the Heavy Gear 2nd Edition version of Silhouette, but most versions will work fine.

You can buy and download HG2 HERE and it’s only a hair over $10 US. Bargain for a scalable, gritty system.

HERE‘s a quick link to the Mass Effect tagged entries in this blog.

I also keep an in-character play diary of my Mass Effect (and other) games over on G+, HERE.

I haven’t played ME3 yet, but when I do – and have completed it – I intend to share my personal interpretation/version of the endings (the closure that’s missing) and my ideas on ‘what happens next’.

Obviously there’s a lot of gaps in the game material I’ve presented here, but then there’s a lot of gaps in the game too. That’s just room for you to be creative.

If you want a more Computer Game feel to the way the shields work, I’d double the regeneration and the total value, but I wanted them to, basically, be ‘one safe hit’ and nothing more.

Mass Effect Part Twenty: Odds & Ends

Normandy SR-1
The SSV Normandy SR-1 was a Systems Alliance starship developed in cooperation with the Turian Hierarchy. She was the first prototype of a ‘deep scout’ frigate and lends her name to the class. She had state of the art stealth technology, an outsized Mass Effect core and considerable range, though she lacked punch. She was eventually destroyed in a clash with The Collectors.

Concept: Stealth Frigate
TAC Scale
Size: 42
Crew: 30 (Commander, Flight Lieutenant, Navigator, Medical Officer, Chief Engineer, Staff Lieutenant, 2 Bridge Crew, 5 CIC officers, 8 Technicians, 4 Marines, 3 Engineers, Requisitions officer).
Movement: Flight/Space/FTL
Manouevre: -4
Armour: 80/160/240
Shields: 80
Weapons:
GARDIAN point defence laser system – Penalise incoming missile attacks by -2
Spinal Mount Mass Cannon – ACC +0, Dam x35, ROF 0.
Javelin Dual Disruptor Torpedoes – ACC -1 Dam x20, ROF 5
Fire Control +2
Sensors +3
Comms +2
Airlift Bay
Autopilot
Cargo/Vehicle Bay
Military Crew Accomodation x 30
Escape Pods
Cryosleep Pods
ECM +1
ECCM +3
Sick Bay 2
Vacuum Rated
Atmospheric re-entry capable
Radiation Protection
Life Support
Low Profile
Searchlight
Stealth 4
Difficult to Modify

Normandy SR-2
The Normandy SR-2 is a secretly built starship using stolen plans on the Normandy SR-1. It is twice the mass and packed with even more cutting edge technology than the original. It is also more luxurious and comfortable than the original with no concessions to military budgeting.

Concept: Stealth Frigate
TAC Scale
Size: 53
Crew: 30 (Commander, Flight Lieutenant, Navigator, Medical Officer, Chief Engineer, Staff Lieutenant, 2 Bridge Crew, 5 CIC officers, 8 Technicians, 4 Marines, 3 Engineers, Requisitions officer) – With room for extra.
Movement: Flight/Space/FTL
Manouevre: -4
Armour: 125/250/325
Ablative Armour: 20 (Lose one point per ten points of damage dealt)
Shields: 160
Weapons:
GARDIAN point defence laser system – Penalise incoming missile attacks by -2
Spinal Mount Mass Cannon – ACC +0, Dam x35, ROF 0.
Javelin Dual Disruptor Torpedoes – ACC -1 Dam x20, ROF 5
Thanix Cannon Acc -1, Dam x40, ROF -1, Ignores shields/barriers
Fire Control +3
Sensors +4
Comms +3
EDI Artificial Intelligence
Probe Launcher +5 Notice/Geology (60 probes)
Increased Range
Mineral/Geological Scanner
Airlift Bay
Autopilot
Cargo/Vehicle Bay
Luxury Crew Accomodation x 30
Escape Pods
Cryosleep Pods
ECM +2
ECCM +4
Sick Bay 3
Vacuum Rated
Atmospheric re-entry capable
Radiation Protection
Life Support
Low Profile
Searchlight
Stealth 2
Difficult to Modify

Reaper
TAC Scale
Size: 125
Crew: 0
Movement: Flight/Space/FTL/Walk
Manouevre: -6
Armour: 375/750/1125
Shields: 1000
Weapons:
6 x Reaper Cannon Acc 0, Dam x50, ROF 0, Ignores shields/barriers
Spinal Cannon Acc -1, Dam x100, ROF -2, Ignores shields/barriers
Fire Control +2
Sensors +5
Comms +5
Appropriate skills/Stats counted at 3/2

Destroyer
TAC Scale
Size: 55
Crew: 0
Movement: Flight/Space/FTL/Walk
Manouevre: -4
Armour: 165/330/495
Shields: 400
Weapons:
Hades Canon Acc 0, Dam x40, ROF 0, Ignores shields/barriers.
Fire Control +2
Sensors +4
Comms +4
Appropriate skills/stats counted at 3/2

Geth Armature
TAC Scale
Size: 7
Crew: 0
Movement: Walker
Manouevre: -1
Armour: 18/36/54
Shields: 40
Weapons:
Twin Mass Accelerator MG: Acc +1, Dam x14, ROF +3
Siege Cannon: Acc 0, Dam x20 ROF -2
Fire Control +3
Sensors +2
Appropriate skills/stats counted at 2/2

Geth Collossus
TAC Scale
Size: 9
Crew 0
Movement: Walker
Manoeuvre: -1
Armour: 24/48/72
Shields: 80
Weapons:
Twin Mass Accelerator MG: Acc +1, Dam x14, ROF +3
Siege Cannon: Acc 0, Dam x20 ROF -2
Fire Control +3
Sensors +2
Appropriate skills/stats counted at 2/2

Praetorian
TAC Scale
Size: 6
Crew: 0
Movement: Hover
Manoeuvre: -2
Armour: 18/36/54
Barrier: 80
Weapons: Twin Particle Beam ACC +1, Damage x4 ROF 3
Death Choir 10m radius centred on Praetorian, Threshold 6 to escape, Damage x8, ROF -4
Appropriate skills/stats counted at 3/2

M-44 Hammerhead
TAC Scale
Size: 7
Crew: 3
Movement: Hover
Manoeuvre: -1
Armour: 14/28/42
Shield: 40
Weapons: Guided Missile Launcher – ACC +1, Dam x15, ROF 0
Jump jets
Navigation
Geological Scanner
Fire Control +2
Sensors +2
Commms -1, Satellite Uplink
Advanced Neural Net (SI) spend one turn in prep to gain +1 to one action the following turn.
Airlift Ready
Jump Jets
ECCM 1
Hostile Environment Protection – All

Thresher Maws
RPG Scale
AGI 1, APP 0, BLD 13, CRE -4, FIT 10, INF -5, KNO -5 PER 2, PSY 0 WIL 3
STR 11, HEA 4, STA 110 (115/170/280), UD 30, System Shock 9
H2H 3, Notice 3, Tunnel 3
Bite: x50 damage
Acid Spit: x60 damage – ignores shields.

Varren
Varren – or ‘fish dogs’, are omnivorous, adaptive, fast breeding pack predators that are a plague on many worlds despite their value as fighting animals, food and even pets. Even in a world of shields and armour, the Varren can still be dangerous.

AGI 1, APP 0, BLD 1, CRE -4, FIT 1, INF -4, KNO -5, PER 1, PSY 0, WIL 1
STR 1, HEA 1, STA 35 (22/40/75) UD 8, System Shock 6
Hand to hand 3
Bite UD+8 (x16)

Loki

Loki mechs are a cheap, stupid but modular and programmable series of droids, most commonly used as cheap cannon fodder by mercenary groups and paranoid – but money-wise, Volus.

AGI -1, APP 0, BLD 0, CRE -4, FIT 1, INF -4, KNO -5, PER 1, PSY 0, WIL 1
STR 1, HEA 1, UD 4, AD 4, STA 13/25/50 (23/35/60), System Shock 5
Shields 20
Programmed with three skills at 1.
Usually armed with a pistol, with a damage of 15, ACC of 0.

Ymir

Ymir Mechs are much larger than the Loki, a couple of tons of dumb, brute, intimidating force. Not as powerful as their appearance and profile would make them seem they are, nonetheless, a force to be reckoned with.

AGI -2, APP +0, BLD +9, CRE -4, FIT +5, INF -4, KNO -4, PER +0, PSY -4, WIL -4
STR +7 HEA +0, STA 35/70/140 (95/130/200), UD 20, AD 20, System Shock 5
Shields 120
Skills: Three skills at 1.
Rocket Launcher: ACC 0, DAM x140, ROF -1.
Twin Mass Guns: ACC -, Dam x30, ROF 4.

Kodiak Shuttle

TAC Scale
Size: 8
Crew: 2
Space/Flight
Manoeuvre: 0
Armour: 16/32/48
Shield: 120
Fire Control: 0
Sensors: 0
Comms: -1
Hazardous Environment Protection: All
Life Support

Kowloon Class Merchant Vessel

TAC Scale
Size: 35
Crew: 3 (minimum)
Space Travel/FTL
Manoeuvre: -6
Armour: 35/70/105
Shield: 40
When armed Kowloon are armed with either twin Mass cannon or a Javelin missile pod. Mass cannon ACC 0, x14 damage, ROF +3. JavelinL ACC -1, DAM x20, ROF +1.
Fire Control: -1
Sensors: -1
Comms: -3
Hazardous Environment: Space
Cargo Bay
Military Accomodation x10
Life Support

Athabasca Class Merchant Vessel

TAC Scale
Size: 45
Crew: 3 (minimum)
Space Travel/FTL
Manoeuvre: -7
Armour: 45/90/135
Shield: 60
Weapons: When fitted, as per Kowloon.
Fire Control: -1
Sensors: -1
Comms: -3
Hazardous Environment: Space
Cargo Bay
Military Accommodation x20
Medical Bay
Life Support

Atlas Mech Suit

TAC Scale
Size 7
Crew: 1
Walker
Manoeuvre: -3
Armour: 21/42/63
Shields: 50
Mass Cannon: ACC +0, Damage x8, ROF 0
Rocket Launcher: ACC +0, Dam x15, ROF -3
Claw: ACC +0, Damage x9, ROF 0.
Fire Control: +0
Sensors: -1
Comms: -1 (Satellite Uplink)
Life Support, Space rated.
Weak Point (Engine, Cockpit, -5 armour)
 

Mass Effect Part Nineteen: Collectors

Collectors
Once the Protheans, the Collectors – however many of them are out there – are now the pawns of The Reapers, controlled and dominated by them, rewritten, indoctrinated, implanted and controlled as a monitoring system on the development of life in the Galaxy.

Collector Drone
AGI 1, APP 0, BLD 1, CRE 1, FIT 1, INF 0, KNO 1, PER 2, PSY -1, WIL -1
STR 2, HEA 0, STA 30 (25/40/70), UD 7, System Shock 6
Combat Sense 1, Small Arms 2, Hand to Hand 1
Armed with Assault Rifles
Collector’s can fly over short distances via Mass Effect and rudimentary wings.
Collector Drones have a Mass Effect Barrier with a strength of 40 that regenerates like a shield.

Collector Assassin
AGI 1, APP 0, BLD 1, CRE 1, FIT 1, INF 0, KNO 1, PER 2, PSY -1, WIL -1
STR 2, HEA 0, STA 30 (25/40/70), UD 7, System Shock 6
Combat Sense 1, Small Arms 2, Hand to Hand 1, Gunnery 3
Armed with Particle Beams ACC +1, Damage x40 ROF 2
Collector’s can fly over short distances via Mass Effect and rudimentary wings.
Collector Assassins have a Mass Effect Barrier with a strength of 40 that regenerates like a shield.

Collector Guardian
AGI 1, APP 0, BLD 1, CRE 1, FIT 1, INF 0, KNO 1, PER 2, PSY -1, WIL -1
STR 2, HEA 0, STA 30 (30/45/75), UD 8, System Shock 6
Combat Sense 2, Small Arms 3, Hand to Hand 2.
Armed with Assault Rifles that have the Warp Ammo effect on them.
Collector’s can fly over short distances via Mass Effect and rudimentary wings.
Collector Guardians have a Mass Effect Barrier with a strength of 80 that regenerates like a shield.

Harbinger
The local Collector ‘General’ can assume direct control of any other collector. This infuses it with biotic energy and activates its implants, ‘supercharging’ it for up to an hour before it dies.
The effect of this ‘supercharge’. is as follows
+1 Str and UD, +1 HEA, +1 to all skills. Increase each health level by 10. Increase barrier by 40.

Mass Effect Part Eighteen: Rachni

All but extinct the Rachni are almost a complete mystery. Little trouble was taken to understand them, and no quarter given during the Rachni wars. The queen is at the centre of a hive mind, held together by singing. They are capable of ship-building and FTL travel and despite other limitatons are a fierce and implacable foe when roused.

Rachni Workers
AGI 2, APP 0, BLD -4, CRE 0, FIT 1, INF -4, KNO 0, PER 0, PSY -1, WIL -1
STR -1, HEA 0, STA 5 (8/10/15), UD 1 (Bite x6), System Shock 5
H2H 1, Any relevant tech/building skills 3
Rachni workers can explode as a suicide attack (or when killed) as a 5m radius, Intensity 6 toxic explosion.

Rachni Soldiers
AGI 1, APP 0, BLD 1, CRE 0, FIT 2, INF -4, KNO 0, PER 1, PSY -1, WIL -1
STR 1, HEA 0, STA 35 (32/50/85), UD 8 (Claw x18), System Shock 5
H2H 3, Small Arms 2, Combat Sense 2, Notice 2, Tactics 2, Dodge 2
Rachni Soldiers can spit acid, which bypasses shields and does x25 damage.

Rachni Brood Warriors
AGI 1, APP 0, BLD 2, CRE 1, FIT 3, INF -3, KNO 1, PER 1, PSY 0, WIL 0
STR 2, HEA 1, STA 45 (42/65/110), UD 11 (Claw x26), System Shock 6.
Biotic Strength 3
H2H 4, Small Arms 3, Combat Sense 3, Notice 3, Tactics 3, Dodge 3
Warp 3, Stasis 3, Barrier 3
Brood Warriors can spit acid which bypasses shields and does x30 damage.

Rachni Queen
AGI 0, APP 0, BLD 9, CRE 3, FIT 3, INF 3, KNO 3, PER 1, PSY 3, WIL 3
STR 6, HEA 3, STA 85 (102/145/230), UD 21 (Claws x41)62.43*50
The Queen can spit acid which bypasses shields and does x50 damage.
The Queen is considered to have all skills at 3 and all Biotic skills at 3. Her Biotic Strength is considered to be 8.

Mass Effect Part Seventeen: Husks

Standard husks, of whatever race, modify to have five armour, +1 AGL, -4 APP, -4 CRE, +1 FIT, -4 INF, -4 KNO, -1 PER.
An average human husk, then would have:
AGL 1, APP -4, BLD 0, CRE -4, FIT 1, INF -4, KNO -4, PER -1, PSY 0, WILL 0
STR 0, HEA 0, STA 25 (18/30/55), UD 5, AD 3, System Shock 5
Athletics 2, Hand to Hand 2 (no other skills)
Husks can also emit a 5m radius, intensity 8 electrical burst that does double damage to shields. This also goes off when they die.

Abomination Husks are identical, but release an intensity 9 fire explosion instead.

Scions have the following statistics
AGL 0, APP -4, BLD 3, CRE -4, FIT 2, INF -4, KNO -4, PER -1, PSY 0, WILL 0
STR 2, HEA 1, STA 45 (28/50/95), UD 10, AD 8, System Shock 6
Athletics 2, Hand to Hand 2, Gunnery 2 (no other skills)
Their weapon attacks as a Biotic shockwave power with a Biotic Strength of 8

Banshees are statted as normal Husks, modified by Asari statistic modifiers, they have a Biotic Strength of 3. Their claws do AD+5 damage. They have the Charge power. They have the Shockwave power. They can hurl tracking, synthetic darts that do AD+5 damage at range with a +1 to hit. They also have the Barrier Power. Their skill level in all these powers is considered to be 2.

Brutes are made by taking a normal Husk and modifying it by Krogan or Turian stat modifiers. They have an inherent 20 armour instead of 5 and their razor arm does AD+20 damage.

Cannibals are made by taking a normal Husk and modifying it by Batarian statistic modifiers. They have an inherent 15 natural armour and a gun-arm which does x40 damage. Cannibals can devour/absorb a non-synthetic corpse to instantly heal a light wound.

Marauders are made by taking a normal Husk and modifying it with Turian statistic modifiers. They have an inherent 10 natural armour and 20 points of shields. They carry assault rifles and gain the Small Arms skill at 2.

Ravagers are created by taking a Rachni soldier and modifying it with the Husk stat modifiers. They have twin gun on a head mount that do x25 damage with a ROF of 1. When destroyed they unleash 1d6 swarmers.

Swarmers are created by taking Rachni workers and modifying them with Husk stat modifiers. They explode when killed and otherwise bite.

Mass Effect Part Sixteen: Tech Powers

It takes a whole turn of effort to prepare a Tech attack and then it is unleashed on the following turn.

AI Hacking (Electronic Warfare): The tech makes an Electronic Warfare roll against a target of 4 modified by the target’s WIL. EG: A WIL of -1 means a target threshold of 3. If they fail they are under control for a number of turns equal to the character’s Electronic Warfare skill level and also gain a shield boost equal to the EW skill level x10.

Cryo Blast (Mechanics): The character makes a Mechanics roll against a Threshold of 5 to configure their omni-tool and then sprays a gust of cryogenic particles (as a Mechanics/AGI attack roll). This freezes the target for a number of turns equal to the threshold gained.

Combat Drone (Electronics): The character spawns a floating drone out of forcefields and particles. This floats independently and has stats of zero. It attacks with a close-combat zap with a damage of 5 that does double damage against shields. It lasts for a number of turns equal to their Electronics skill total. It has 10/20/40 stamina and zero shields. It has a skill of 1 for zapping but can also lend aid in technical tasks, providing a +1 bonus to the user while it is operating.

Incinerate (Mechanics): The character prepares a field bubble of plasma with their omni-tool and then unleashes it as a small-arms attack. It does damage as per a fire with an intensity of their Mechanics skill +3. A mechanics/AGI roll must be made to hit.

Overload (Electronic Warfare): The character targets a synthetic or a shield system and hacks into it, to cause it damage. They roll EW against the target’s EW  do damage to shields or synthetics equal to their threshold x10. They need not have line of sight to do so.

Tactical Cloak (Electronic Warfare): The Omni Tool creates a field around the user rendering them invisible, adding their EW level to their Stealth skill for a number of turns equal to their EW skill level multiplied by two. They can even hide in plain sight.

Tech Armour (Electronics): The Omni Tool supplements the person’s shield with additional power and visible ‘bracing’. The extra shield lasts until destroyed and has a value equal to the creator’s electronics level x20. When destroy it explodes with a 5m radius doing electrical damage with an intensity equal to their Electronics level +3

Ammo Powers (Smallarms): Characters can use their omni-tool to single-load a shot as though they had specialist ammo.

Mass Effect Part Fifteen: Equipment

Ammo capacity is essentially infinite, the limiting factor is down to heat cells which absorb and dissipate a limited amount of heat.

An average, standard weapon has damage equal to double the lower value. Absolute, top of the range, expensive, unequalled weapons have the top value.

The more damage, generally the less accurate, the lower rate of fire and the lesser amount of shots before overheating, and vice versa.

Assault rifle
Damage: 11-33
ROF 1-3
ACC -1 to +1
Overheat 15-100

Sniper Rifle
Damage: 20-80
ROF – 0-1
ACC -1 to +2
Overheat 1-15

Shotguns
Damage: 14-54
ROF -1 to 1
ACC -1 to 0
Overheat 1-8

Submachineguns
Damage: 5-20
ROF 1-2
ACC -1 to 0
Overheat 20-50

Pistols
Damage: 7-30
ROF 0
ACC -1 to +1
Overheat 6-12

Heavy Weapons
Rocket Launcher
Damage: 25-100
ROF: -1 to 0
ACC: -1 to 0
Radius: 5

Grenade Launcher
Damage: Double normal grenade damage and radius.
ROF -1 to 1
ACC -1 to 0

Weapon Upgrades
Weapons can usually house one, or two weapon upgrade slots. An additional slot increases the cost of the weapon, one is standard.

Combat Sensor +1 to +3 bonus to Notice skill, combat only.
Combat Optics +1 to Accuracy
Cooling Upgrade +10/20/30% shots before overheat.
Barrel Upgrade Reduce ROF by 1 and increase damage +2
Rail Extension Increase Damage by +10, reduce shots before overheat by 10%
Weapon Stabiliser +1 Accuracy.
Magazine Upgrade +50% shots.
Piercing: Reduce armour value by 5 on target for working damage, but not below base stamina.
Barrel Extension: +15% damage/
Blade Attachment: x7 base damage.
Concentration modifier: First turn spent aiming counts as two turns.
Omni Tools
Omni Tools come in 10 grades. Those 10 points can be customised to the user’s preferences. Each grade providing one point.
2 points – +5 shields.
2 points – Omni Blade 8 damage base, +1 per extra point spent.
1 point – +1 to a skill, Omni Tools can provide bonuses (Max +3) to the following skills. Bureaucracy, Business, Communications, Computer, Cooking, Craft, Demolition, Electronic Warfare, Electronics, First Aid, Law Mechanics, Medicine, Navigation, Security, Tactics, Tinker.

Ammo
Anti-Organic Rounds: +2 damage Vs Organics
Shredder Rounds: +4 damage Vs Organics
Anti-Armour Rounds: +2 damage Vs Synthetics
Tungsten Rounds: +4 damage Vs Synthetics
Incendiery: After the initial hit the target takes another turn’s worth of fire damage intensity 6
Inferno Rounds: After the initial hit the target takes another turn’s worth of fire damage intensity 8
Cryo-Rounds: Target hit most past a STR check, threshold 4 or be frozen in place one turn.
Snowblind Rounds: Target takes a -1 penalty to all actions for the following turn.
Hi-Ex Rounds: Weapon gains radius 5.
High Impact Ammo: +2 damage.
Sledgehammer Rounds: Reduce overheat by 20%, increase damage by +5
Shield Penetrators: x2 damage Vs shields, -3 damage.
Proton Rounds: Ignore shields, -2 damage.
Toxic Ammo: Intensity 4 poison damage on following turn.

Armours
Light Armour: Protection 10-40, Shields 20-40
Medium Armour: Protecton 15-60, shields 20-60
Heavy Armour: Protection 20-80, shields 20-80
Battle Suit: Protection 30-120, shields 20-120

Armours come with one upgrade slot as standard, some have additional slots – at additional cost.

Upgrades
Stim Pack: Initiative +1
Damage Protection: +5% Armour
Ablative Coating: Acts the same as shields and has value equal to the armour’s normal protection.
Medical Interface: +1 First Aid skill.
Medical Exoskeleton: Auto-dispenses medigel and counts as hospitalisation.
Kinetic Buffer: +10% shields.
Motorised Joints: +1 armed and unarmed damage.
Shield Battery: +10 shields.
Shield Regenerator: Regenerate +1 shields per round.

Medi-Gel
An application of Medi-Gel instantly heals a light wound but takes a round to apply.

Mass Effect Part Fourteen: Biotics

Biotics are natural telekinetic and other abilities that form through the interaction of Element Zero and the electrochemical nervous system of sentient beings. Without an amp the effects are tiny (take -5 away from their Biotic Strength) but with an amp they are raised to useful levels.

Biotic Strength
Biotic powers are empowered with Biotic Strength which is calculated by adding together PSY and WIL and dividing by 2 rounding down.

Biotic Cooldown
This is the number of turns between uses of Biotic Power it takes you to recover enough mental strength. Determine cooldown by adding FIT and WIL, dividing by 2 and taking the result away from 5 – the minimum is one meaning that, at most, you can only use a biotic power every other turn.

Biotic Implants
Biotic Implants enhance and control a Biotic’s abilities, providing them with certain advantages.

  • L1s are implanted after puberty. The implant increases their Biotic Strength by +1 to a maximum of 2.
  • L2s are unpredictable. They increase Biotic Strength by +2 with no limit, but the implanted lose -1 FIT due to the side effects, headaches and pain that they cause.
  • L3 implants grant +1 Biotic Strength with no side effects.
  • L4 implants are tied with a VI program to regulate and smooth out spikes of power. They provide a +3 Biotic strength bonus with no side effects.
  • L5 implants are top of the line, current, modern systems. They provide a +2 Biotic Strength bonus without the need for a moderating VI.

Bio-Amps
Amps are tools through which Biotic powers are moderated, controlled and fine tuned. They come in ten grades, from basic to elite status and are highly expensive and specialist pieces of kit.

Biotic Amps are tuned to the individual user and their grade determines a pool of points which can be tailored and tuned to the individual user. The grade of the Amp provides 1-10 points which can be spent to:

  • Increase Biotic Strength: 2 for 1.
  • Decrease Cooldown: 2 for 1.
  • Provide a bonus to a particular Biotic skill: 1/1 (Max +5).

Biotic Abilities are skills and are bought with skill points, rolls are made on skill level and Biotic Strength. The following skills are available:

  • Barrier – Throws up a shield, just like a force-shield, with protection equal to your Biotic Strength x 20. It does not regenerate and must, rather be ‘re-cast’.
  • Charge – You can ‘instantly’ move a number of metres equal to double your Biotic Strength, in addition to your normal move. If you choose to barge into someone determines unarmed damage/armed damage by adding your Biotic Strength as well.
  • Dominate – You can mentally take control and puppet another sentient being for a number of turns equal to your biotic strength. Roll your dominate skill against a threshold of 3+WIL to try and take control. A controlled individual gains a Barrier of a strength equal to 10x your Biotic strength.
  • Pull – Cannot be resisted but the target’s BLD+3 is the threshold for success. If successful they are hurled into the air to float for a number of turns equal to your Biotic Strength.
  • Reave – A direct neurological attack using mass effect fields this does damage with a Biotic Strength x3 multiplier and does double damage to barriers and shields.
  • Shockwave – Shockwave creates a series of Mass Effect ‘explosions’ in a path in front of you for Biotic Strength x3 metres, two metre wide. Anyone caught in the effect takes a Biotic Strength intensity attack and must roll against a Threshold of your Biotic Strength or be knocked off their feet.
  • Singularity – Singularity attempts to drag everyone within Biotic Strength metres towards it, clumping them together. They can resist by rolling Strength against a Threshold equal to Biotic Strength.
  • Slam – Slam lifts, then smashes a target into the ground. It can be resisted with a STR roll against a threshold of Biotic Strength. It does damage equal to triple Biotic Strength in intensity.
  • Stasis – Stasis attacks, resisted by STR against a Threshold of Biotic Strength, freeze a target in place but also renders them immune to damage. The stasis lasts a number of turns equal to Biotic Strength.
  • Throw – Throw launches enemies backwards or into objects. Roll Throw skill against a threshold of BLD+3 to hurl back Biotic Strength x2 metres. If they hit anything on the way they take a Biotic Strength intensity attack.
  • Warp – Warp does basic Biotic damage on a successful hit but also distorts spacetime, weakening the effectiveness of an enemy’s armour, reducing it equal to Biotic Strength for a number of turns equal to Biotic Strength.
  • Warp Ammo – The biotic can enhance their weapons with a biotic warp field. Increase the damage of the weapon against barriers and armour, but not shields, by their Biotic Strength. The ‘enchantment’ lasts for a single turn.