Mass Effect: Benediction
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Biotic Powers

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Biotic Powers Empty Biotic Powers

Post  Admin Thu Apr 14, 2011 12:10 am

Lift: Wraps a target in a zero-mass field, and nudges them upwards, causing them to drift up. Unless the biotic concentrates on the lifting, the effect ends after one full turn. The target can still move, but has a mass of zero and reacts as such to outside stimuli. Shields and barriers mitigate or block the Lift effect, and heavier or armored targets increase the degree of difficulty. Takes two turns to cool down.

Pull: Pull is a lift effect with more control exerted over it. Where a prolonged pull effect would behave like normal telekenesis, a general Pull maneuver is a lift with a second, stronger nudge towards the user, generally causing the target to tumble as they float. Shields and barriers mitigate or block the Pull effect, and heavier or armored targets increase the degree of difficulty. Like a Lift, a Pull lasts a full round and takes two turns to cool down.

Throw: A throw field is an instantaneous attack that slams a target with a large force to knock them off their feet and throw them a fair distance. Objects with weak structural integrity can be broken or smashed. Shields and barriers mitigate or block the Throw effect, and heavier or armored targets increase the degree of difficulty.Throw requires two turns to cool down.

Warp: A common biotic attack; a warp field is a basketball sized orb of numerous gravitic fields all acting against eachother, creating a shearing effect on a molecular level. Kinetic barriers react to warp fields and detonate them before they actually hit the target. Density effects how deeply a warp field can penetrate, so armor also mitigates the effects of a warp, though is itself damaged by it. Biotic barriers react violently to warp fields and can sometimes be outright destroyed by one. Warp takes two turns to cool down.

Shockwave: Shockwave creates a line of explosive throw fields along the ground designed to launch a target or group of targets skyward. Kinetic barriers dissipate shockwave effects like they do most other biotic abilities, as do biotic barriers. Armored or large targets are thrown like any other, but the added weight reduces the effect. Shockwave takes three turns to cool down.

Charge: With a direct line of sight to the target, the Vanguard can propel themselves at incredible speeds at the target through use of a mass effect field. Upon impact, the field bursts, stunning the target and knocking them back with a sharp concussive hit. Biotic charge needs two turns to cool down.

Stasis: Locks a single target in stasis for two turns. During these two turns, the target can do absolutely nothing. A side effect is that the stasis field locks out external stimuli, protecting the target as well. Stasis takes three turns to cool down.

Slam: A combination of telekenetic effects, this takes a single target, hoists it into the air, then slams it back down, hard. Shield and barrier restrictions still apply, as do weight consideration on armored or large targets. Slam needs three turns to cool down.

Singularity: Singularity fields entrap nearby enemies in a strong gravitational field that extends 3-5 meters from the center. Entrapped enemies are helpless for two turns and take damage from the gravitic forces at work. Singularity three turns to cool down. Due to the high degree of difficulty, only Adepts and Sentinels have the focus to learn singularity practically.

Reave: Attacks the nervous system of a target, causing a brief moment of great pain and causing a sudden rush in fatigue, as if draining the mental energies from the target and giving some vitality back to the user, resetting any pending cool down times. Reave is a very difficult attack and only Adepts can use it. Reave takes four turns to cool down.

Dominate: Targets the target's nervous system like Reave, but attacks in a much more subtle way, leaving the target strongly susceptible (roll pending) to suggestion from the user. The hypnotic state lasts for three rounds and takes four turns to cool down. Like Reave, Dominate is incredibly difficult and is only usable by the Adept class.

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