New Edges
Tactical Specialties and Military Specializations are also considered edges, but they are covered in detail elsewhere.
Background: Biotics
Associated Skill: Biotics
Starting Power Points: 10
Starting Powers: 2
The term biotics refers to powers that are accessed and augmented by using bio-amps, or users thereof. The effects are produced through biological manipulation of dark energy. The various realizations range from the ability to raise shields that are impervious to enemy fire but still allow the player to fire through them, to creating small gravitational vortexes that cause objects to fly at enemies, to raising enemies helplessly into the air or simply knocking them over.
Biotic abilities arise from a creature with small pockets of element zero throughout their nervous system. The natural electrical nervous impulses create mass effect fields from these pockets, creating the effects seen as biotic abilities.
Exposure to element zero in the womb can sometimes lead to biotic abilities arising (such as in the case of the first human biotics), but often leads to conditions such as cancer. Biotic abilities are of varying rarity in many species. Some, like the asari, are naturally biotic, while others, like humanity, were exposed through artificial means.
Biotic Powers that deal damage ignore a character’s Armor Rating, but not a Shield Rating.
- Backlash: When a Biotic rolls a 1 on their Biotics die (regardless of their Wild Die), he is automatically Shaken. This can not cause a wound.
Trademark Armor
Requirements: Novice
The character possesses a unique suit of armor of a weight class of their choice—Light, Medium, or Heavy. Typically this is a family heirloom or something similar. The statistics of the armor will be determined by the GM, but functions normally in all ways unless noted otherwise.
Improved Trademark Armor
Requirements: Veteran, Trademark Armor
The character has learned how to fix, repair, rebalance, or otherwise improve their Trademark Armor. The armor gains 2 points that may be applied to Armor rating or Shield rating as the character wishes (IE, a character could decide to increase their Armor rating by two, or their Armor and Shield rating by 1 each).
Master Trademark Armor
Requirements: Heroic, Improved Trademark Armor
The character has unlocked the full potential of their Trademark Armor. The armor gains another 2 points that may be applied to Armor rating or Shield rating as the character wishes. The suit of armor also gains the ability to support a second Armor Modification, though it cannot support two of the same modification (IE, a character could choose to apply Armor Rating and a Shield Battery, but not two Shield Batteries).
