The Adept Class
The Adept is the Mass Effect universe’s answer to the Jedi class; it replaces the Jedi class in all respects. The Adept is the ultimate biotic, able to affect the physical world with the power of the mind. Adepts are durable and powerful manipulators of mass effect fields; they can use biotics to violently manipulate objects in the environment, including nearby enemy targets.
|Base Level||Attack Bonus||Class Features|
|1st||+0||Defense bonuses, starting feats, talent|
Class Skills (trained in 2 + Int modifier): Acrobatics, Endurance, Initiative, Knowledge (all skills, taken individually), Perception, Pilot, Use Biotics
Characteristics: An Adept’s strength flows from his ability to control the dark energy around him. This character often masters the ability to sense and direct the flow of the energy around him. Charisma and Wisdom are the most important abilities for an Adept, although the other abilities are nearly as important.
Background: All biotics are sensitive to mass effect fields, but each biotic must first be trained, then outfitted with a surgically implanted amplifier in the brain – usually at puberty – to use their talents to any useful degree. A biotic has to essentially develop conscious control of their nervous system, which is a long, slow process. Once trained, a biotic can generate and control dark energy to move objects, generate protective barriers or restrain enemies. This is done using a technique called ‘physical mnemonics’; the biotic uses a physical gesture to cause the right neurons and eezo nodules to fire and create the desired effect. Bio-amps are artificial devices used to increase a biotic’s talent in a particular discipline.
Examples of Adepts in the Mass Effect universe: Liara T’Soni, Samara, Subject Zero (Jack)
Game Rule Information
Abilities: An Adept should be gifted in all abilities, but Wisdom and Charisma are most important. Strength and Dexterity are also useful.
Hit Points: Adepts begin play at 1st level with a number of hit points equal to 30 + their Constitution modifier. At each level after 1st, Adepts gain 1d10 hit points + their Constitution modifier.
Tactical Points: Adepts gain a numbers of Tactical Points equal to 5 + one-half their character level (rounded down) at 1st level and every time they gain a new level in this class. Any Tactical Points left over from previous levels are lost.
All of the following are features of the Adept class.
Defense Bonuses: At 1st level, you gain a +1 class bonus to your Fortitude Defense, Reflex Defense, and Will Defense.
Starting Feats: At 1st level, you gain the following bonus feats: Biotic Implants, Weapon Proficiency (pistols), Weapon Proficiency (simple weapons).
Talents: At 1st level and every odd-numbered level thereafter (3rd, 5th, 7th, etc.), you select a talent from any of the following trees, as well as the Biotic talent trees. You may choose a talent from any of the talent trees available, but you must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.Operative Talent Tree
|You have learned to use your biotic powers subtly in order to become a covert operative; you have many jobs, including that of a negotiator, and while you may be less combat-oriented, you are no less deadly.|
|Biotic Cloak: As a swift action, you can surround yourself with an invisible bubble of biotic power that shields you and anything you’re carrying from electronic surveillance. The bubble also blocks all electronic sensors and communications. The biotic cloak lasts for as long as you concentrate (a standard action) or until the start of your next turn.|
|Adept Negotiator: As a standard action, you can weaken the resolve of an enemy with your words. The target must have an Intelligence of 3 or higher, and it must be able to see, hear, and understand you. Make a Persuasion check; if the result equals or exceeds the target’s Will Defense, it moves -1 step along the condition track. The target gets a +5 bonus to its Will Defense if it is higher level than you. If the target reaches the end of the track, it does not fall unconscious; instead, it cannot attack you or your allies for the remainder of the encounter unless you or one of your allies attacks it or one of its allies first.|
|Skilled Tactician: You can spend a full-round action advising an ally, thereby granting him a +5 bonus on his next skill check. If you spend a Tactical Point, the bonus increases to +10. The target must be able (and willing) to hear and understand your advice. You cannot advise yourself. This is a mind-affecting effect.|
|Biotic Intuition: You can use your Use Biotics check modifier instead of your Initiative modifier when making Initiative checks. You are considered trained in the Initiative skill for purposes of using this talent. If you are entitled to an Initiative check reroll, you may reroll your Use Biotics check instead (subject to the same circumstances and limitations).|
|You have used your biotic talents to follow in the footsteps of the Asari Justicars; perhaps you aspire to becoming one, or something like it. You use your talents to hunt down and punish criminals, the guilty, and other unpleasant individuals.|
|Clear Mind: you may reroll any opposed Use Biotics check made to avoid being detected by other biotics users. you must take the result of the second roll, even if it is worse.|
|Scourge of Evil: Against targets you have previously defined as evil or criminal (this must occur prior to any combat, and you must identify specific individuals, not general groups), you gain a bonus when using your biotic powers against them equal to your Charisma bonus (minimum +1).|
|Biotic Focus: As a full-round action, you may make a DC 15 Use Biotics check. If the check succeeds, you regain one spent Biotic power of your choice, regardless of cooldown.|
|Sense Evil: Adepts following the path of the Justicar become exceptionally talented at rooting out evil. You may reroll any Use Biotics check made to sense the presence and relative location of any target you are currently hunting; you may only have one such target at a time. you must take the results of the reroll, even if it is worse.|
|Much like the fabled Krogan Battlemasters, you have turned your biotics skills inwards, for use in glorious combat. Not for you the long-range weapons of the modern battlefield; you prefer to get up close and personal, and your biotics let you do just that.|
|Elusive Target: When fighting an opponent or multiple opponents in melee, other opponents attempting to target you with ranged attacks take a -5 penalty. This penalty is in addition to the normal -5 penalty for firing into melee (see the Saga Edition Core Rulebook, p.161), making the penalty to target you -10.|
|Resilience: You can spend a Tactical Point as a swift action to move +2 steps on the condition track (see the Saga Edition Core Rulebook, p.148).|
|Attune Armor: As a full-round action, you may spend a Tactical Point to attune a suit of armor to your biotic field, permanently increasing its armor bonus by +2. In addition, the maximum Dexterity bonus of the attuned armor permanently improves by +1. Only you can benefit from wearing the attuned armor; the benefits do not apply if someone else dons the armor.|
|Damage Reduction: You can spend a Force Point as a standard action to gain damage reduction 10 for 1 minute (see Saga Edition Core Rulebook, p. 158).|
Bonus Feats: At each even-numbered level (2nd, 4th, 6th, etc.), you gain a bonus feat. This feat must be selected from the following list, and you must meet any prerequisites for that feat.
Acrobatic Strike, Adrenaline Burst, Biotic Training, Cleave, Combat Reflexes, Dodge, Double Attack, Improved Charge, Improved Disarm, Martial Arts I, Martial Arts II, Martial Arts III, Melee Defense, Mobility, Quick Draw, Point Blank Shot, Power Attack, Powerful Charge, Precise Shot, Rapid Shot, Rapid Strike, Running Attack, Skill Focus, Skill Training, Triple Attack, Triple Crit, Weapon Finesse.
Credits: A 1st level Adept starts with 3d4×100 credits.