Mass Effect: From the Ashes
Biotics is the ability of some lifeforms to create mass effect fields using element zero nodules embedded in body tissues. These powers are accessed and augmented by using biotic-amps. Biotic individuals can knock enemies over from a distance, lift them into the air, generate gravitational vortices to tear obstacles or enemies apart, or create protective barriers.
Biotics requires a High Concept that demonstrates the character’s special ability. For example: Powerful Asari Justicar or Upstart Human Vanguard.
Each Tech Talent, Biotic Power or Combat Mastery Ability requires the character to spend a Refresh to gain access to the base ability. Each one can be improved by spending Advances on Improvements. Each Refresh spent will buy two Advance Points that can be spent on any combination of Improvements.
All Tech Talents, Biotic Powers and Combat Mastery Abilities have a Recharge number which determines how often it can be used. Armor and Weapons add their Bulk to the Recharge number and some Biotic Amps can reduce it and that sum is the amount of rounds it takes until the character can use a Tech Talent, Biotic Power or Combat Mastery ability again. So if a character with a combined Bulk of +3 attacked a charging Krogan with Warp (Recharge: 2) they would not be able to use any of their Tech or Biotic abilities for 5 rounds. Obviously it is important for characters who use a lot of Tech or Biotics to keep the Bulk of their Weapons and Armor to a minimum.
If a target is being effected by a persistent Biotic Power (Pull, Reave, Singularity or Warp) and is struck with another but different Biotic attack (Biotic Charge, Reave, Shockwave, Throw or Warp) then a Biotic Explosion is triggered. This explosion immediately ends all persistent effects on the target from the initial biotic power as well as the new one but does Weapon 2 stress to all characters in the same zone as the target.
Note that at their base level most powers will not allow a character to activate their own biotic explosions because all persistent effects end at the beginning of the biotic’s turn. However, a biotic can push themselves and in a pinch trigger an explosion for a FATE point.