Biotic Powers

Disable Droid: Homebrew power, treat it exactly like Force stun, but it only effects droids, or Synthetics for Mass Effect. This would be a Tech ability.

Farseeing: As far as I know, there is no Mass Effect equivalent. This power can be removed.

Force Disarm: This might be passable as a Biotic since it relates to mass manipulation.

Force Grip: This can be renamed lift and its a Biotic power. With no chance of gaining DSP's reducing the damage to 1d8 will make more sense. Note move object could also be used for lift, I will let you decide.

Force Lightning: No Mass Effect equivalent.

Force Slam: This should be combined with Force Thrust, allowing two differend modes of use. Rename this throw and its a Biotic power.

Force Stun: Rename this warp, it is a Biotic power.

Force Thrust: Combine with Force slam as above.

Mind Trick: No Mass Effect equivalent.

Move Object: Rename this lift, it is a Biotic power. See Force grip for more information.

Negate Energy: While it does not function exactly like barrier, I think it fills the role well. Rename this barrier, it is a Biotic power.

Rebuke: No Mass Effect equivalent, but I don't see a reason not to include it. Do not rename, it is a Biotic power and only works against other Biotic powers, not Tech abilities.

Surge: No real mass effect equivalent, I'd leave it out.

Vital Transfer: No real mass effect equivalent, I'd leave it out.


Stasis
Time: Standard Action
Target: One object or Character
Range: 8 Squares
Make a Use Biotics check. The target makes a Will defense check. If you beat the will defense check then the target is unable to move depending on the amount you beat him by.
1 to 5: Target is unable to make ANY actions or receive any damage for 1d4 rounds
6 to 10: Target is unable to make ANY actions or receive any damage for 1d4+2 rounds
11 to 15: Target is unable to make ANY actions or receive any damage for 1d4+4 rounds
Special:
May opt to move 1 point down the condition track to increase the time period by 1d4 rounds, against targets of a higher or equal level a -5 penalty is applied to the Use Biotics check

Singularity:
Time: Standard Action
Target: One point within 12 squares with a line of sight
Make a use Biotics check. All Opponents within a 4.5m(3 square) radius must make a strength check, if the use biotics result beats the strength check the opponent will be sucked to the center of the field within 1 round and then proceed to move randomly about the field for the remaining time. While moving opponents may not take any action of any type, however they will take damage normally
Special:
Singularity lasts for 1d4 rounds, Moving one point down the condition track will enable the time of duration to last an additional 1d4 rounds

Barrier
Time: One Move action
Target: You
Make a use biotics check, barrier grants an effect based on the score below
DC10: Gain an additional SR5 (This takes damage first and is lost as soon as 5 damage is sustained. Does not count when determining shield stats of armour)
DC15: Gain an additional SR10 (This takes damage first and is lost as soon as 10 damage is sustained. Does not count when determining shield stats of armour)
DC20: Gain an additional SR15 (This takes damage first and is lost as soon as 15 damage is sustained. Does not count when determining shield stats of armour)
DC25:Gain an additional SR20 (This takes damage first and is lost as soon as 20 damage is sustained. Does not count when determining shield stats of armour)
Special: Barrier lasts untill the SR value gained takes damage equal to that value or for 1d6 rounds

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