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Mass Effect: Consequences

For every choice, a consequence...

Savage Worlds

Biotic Powers

Barrier
Rank: Seasoned
Power Points: 1 per section
Range: Smarts
Duration: 3 (1/round per section)
Barrier creates a solid, immobile wall of dark matter to protect the user against attack or to entrap an opponent. The barrier has a toughness of 10, and every point point spent creates a 1” wide section of wall. The exact placement of each section is defined by the caster, but each section must be connect to at least one other section after the first. When the power expires or a section is broken, it dissipates harmlessly.

Each section of the Barrier may be destroyed by an attack that exceeds its Toughness of 10. Hitting the wall is automatic with a Fighting attack (ranged attacks must roll to hit as usual), but raises on the attack roll do not grant bonus damage.

Gravity Well
Rank: Novice
Power Points: 2-4
Range: Smarts
Duration: Special
This power allows the user to create a powerful mass effect field to immobilize a target. The Biotic skill roll is opposed by the target’s Agility. Success indicates partial restraint so that the target suffers a -2 penalty to Pace and skills linked to Agility and Strength. A raise restrains the target fully. He cannot move or use any skills linked to Agility or Strength.

Each following round, a target of a Gravity Well power may make a Strength or Agility roll to break free of the mass effect field. For 2 Power Points, Gravity Well targets a single opponent. For 4 points it affects everyone in Medium Burst Template. The effects persist even if targets move out of the area of effect.

Lift
Rank: Seasoned
Power Points: 4
Range: Smarts
Duration: 3 (1/round)
Lift is a biotic power that is used to raise a target off their feet, dramatically limiting their combat effectiveness while the power persists. The weight a caster can Lift is equal to 10 lbs times his Spirit die type, or 50 lbs times his Spirit with a raise.

Targets of Lift may resist with an opposing Spirit roll. If the roll is greater than the caster’s skill total, the victim is unaffected. If the creature loses, however, it is lifted as usual and does not get another attempt to break free.

Occasionally a victim might manage to grab onto something solid to prevent itself from being lifted. When this happens, the victim may make an opposed Strength roll versus the user’s Biotics skill. If the victim is successful, he manages to grab onto whatever was available and suffers no ill effect that round.

Stasis
Rank: Novice
Power Points: 2
Range: 12/24/48
Duration: Special
Stasis uses a mass effect to create a blast of concussive force, shocking those within a Medium Burst Template. If the Biotic character scores a success, targets within the area of effect must make Vigor rolls or be Shaken. With a raise, victims must make Vigor rolls at -2

Singularity
Rank: Seasoned
Power Points: 8
Range: Smarts
Duration: 3 (1/round)
Singularity is a biotic power that is used to raise multiple targets off their feet, dramatically limiting their combat effectiveness while the power persists. The weight a caster can lift is equal to 20 lbs times his Spirit die type, or 100 lbs times his Spirit with a raise.

The area of effect for Singularity is a Medium Burst Template, and the caster assigns priority to the targets within the area until they cannot lift any more weight. Targets of Singularity may resist with an opposing Spirit roll. If the roll is greater than the caster’s skill total, the victim is unaffected. If the creature loses, however, it is lifted as usual and does not get another attempt to break free.

Occasionally a victim might manage to grab onto something solid to prevent itself from being lifted. When this happens, the victim may make an opposed Strength roll versus the user’s Biotics skill. If the victim is successful, he manages to grab onto whatever was available and suffers no ill effect that round.

Throw
Rank: Seasoned
Power Points: 3
Range: Smarts
Duration: Instant
By using a series of mass effect fields, a skilled biotic can Throw a target considerable distances, even bashing their victims into walls or throwing them from dangerous heights. The weight a caster can Throw is equal to 20 lbs times his Spirit die type, or 100 lbs times his Spirit with a raise.

A creature affected by this power can be moved up to the caster’s Smarts in inches per turn, in any direction. Dropped creatures suffer falling damage as usual.

Victims who are bashed into walls or other solid objects suffer the caster’s Spirit+2 as damage. If the caster is a Wild Card, they may add their Wild Die to this damage.

Warp
Rank: Novice
Power Points: 1-6
Range: 12/24/48
Duration: Instant
Warp is a standard attack power for most Biotics. The user creates an unstable mass effect field around the target that attempts to tear them apart. A victim of the Warp power suffers 2d6 damage.

The user may create up to 3 Warp effects by spending a like amount of Power Points. This must be decided before the power is cast. The Warp fields may be spread among targets as the user chooses. Creating additional Warp fields does not incur any attack penalties.

The user may also increase the damage do 3d6 by doubling the Power Point cost per Warp field. This may be combined with the additional fields, so creating 3 Warp fields of 3d6 damage costs 6 Power Points.

Warp Blast
Rank: Seasoned
Power Points: 2-6
Range: 24/48/96
Duration: Instant
Warp Blast is an area effect power that can put down many opponents at once. The user first picks where he wants to center the warp blast, then makes their Biotics roll. Normal ranged attack modifiers apply. The area of effect is a Medium Burst Template. If the roll is failed, the warp blast deviates as a launched projectile. Targets within the Warp Blast suffer 2d6 damage.

For double the Power Points, the blast does 3d6 damage or the size is increased to a Large Burst Template. For triple the points, it does both.

Warp Burst
Rank: Novice
Power Points: 2
Range: Cone Template
Duration: Instant
Warp Burst produces a large, fan-shaped mass effect that rips and tears at its targets. When cast, place the thin end of the Cone Template at the character’s front. Targets within the template may make Agility rolls versus the user’s Biotic skill roll to avoid the effect. Those who fail suffer 2d10 damage. This counts as a Heavy Weapon.