Biotic Amps

MEFtA_PgHeader_Biotics.png

NOTE: These rules are from the Fate Mass Effect game modified slightly to conform to the differences in this set of rules.

Species that have been exposed to eezo (element zero) can develop biotic abilities. These abilities, however, are not controllable without the use of a bio-amp. Surgically installed into the user, the bio-amp implant provides the ability to harness the eezo for a variety of effects when combined with extensive training. This training allows the biotic to utilize the implant to manipulate the mass effect fields that their bodies generate in coordination with mnemonic actions to yield a number of effects. If no Resources Points are spent on the bio-amp then a character starts with the industry standard Basic L3 Amp.

BASIC L3 AMP

Range Bonus: +0 Recharge Modifier: +0 Duration Bonus: +0 Biotics: +0

Qualities: None.

Cost: 0

The current and most prevalent type of bio-amp currently installed, it is sold by various manufacturers in several models. The L3 amp has none of the side-effects of the original L2 designs while having roughly of the same capabilities. Any non-asari character with biotic mastery and an appropriate high concept is presumed to be outfitted with a L3 amp at no charge.

IMPROVEMENTS

Asari, as natural biotics, can never use a bio-amp, although they are adept at assisting in the designing of bio-amps due to their long standing familiarity with biotics. A character equipped with a bio-amp may potentially receive a bonus or penalty when using biotic powers, as shown by a number of mechanical adjustments. These improvements are + or – 1 Resource Point per bonus or penalty selected. Below is a list of Improvements are available:

Range:

A bio-amp can modify the range that powers can be used, either reducing them in order to gain other benefits or by further extending the biotic’s reach.

Recharge:

Modify the recharge rating for all powers. This can be a negative (beneficial) or positive (penalty) value. Lowering a power’s recharge can never be less than zero.

Duration:

A modifier to the duration of a power used with this type of bio-amp. For instant effect powers this has no effect. For all other powers the duration can be extended or shortened, turning the power into, essentially, an instant effect power if reduced to zero. Biotic powers that achieve a duration via an aspect at creation are modified by this type of bio-amp.

Biotics:

A properly synced bio-amp can provide a bonus when making Biotics checks. Each +1 bonus to the Biotic Skill Roll costs a Resource Point.

Aspect:

The bio-amp has some special feature or design that makes it unique, giving it an aspect. This aspect can be invoked and compelled just like any other.

Specialized:

The bio-amp is tailored in such a way that it provides an improvement when powers are used against a specific circumstance or targets. The bio-amp may also be specialized in such a way to provide a bonus when using a single power. The bonus for being specialized is +2 to a power’s roll when used in said situation.

Cost:

The cost to obtain the implant and have it installed in Resource Points. Bio-amps can never be sold (removed) nor upgraded without GM’s approval, even then only with great risk of death…or worse.

AMPS

SOLARIS AMP

Range Bonus: +0 Recharge Modifier: -1 Duration Bonus: +0 Biotics: +1

Qualities: None.
Cost: 2

By today’s standards, a low-end model, but still met with great success by its manufacturer, Aldrin Labs. The Solaris amp was the first amp of its kind to not only allow a biotic to harness their potential and control it, but also in some cases enhance the biotic fields generated. This made the Solaris Amp at its introduction the most widely sought after bio-amp and hefty premiums were paid for the privilege.

PRODIGY AMP

Range Bonus: -1 Recharge Modifier: -2 Duration Bonus: +2 Biotics: +0

Qualities: None.
Cost: 3

Interestingly, the Prodigy amp is a product of the Armali Council, an asari-owned manufacturer. While asari themselves cannot use bio-amps, their familiarity with biotics provides them with a unique understanding of how to harness mass effect fields. The Prodigy allows the biotic to use their powers not only more frequently but also with longer effect at a very reasonable cost. The Armali Council provides only a token of R&D to their bio-amp division, instead contracting with other manufactures their consultation.

GEMINI AMP

Range Bonus: +1 Recharge Modifier: +0 Duration Bonus: +0 Biotics: +0

Qualities: Specialized: Devastating vs Shields.
Cost: 2

A human design, the Gemini amp is difficult to secure outside of human contacts or a tight affiliation with its manufacturer, Kassa Fabrication. The Gemini line is favored by the human biotic brigades because of its increased range and because it enhances the biotic’s mass effect fields to penetrate shielding quite easily. When using a Gemini amp against a shielded target, do an additional +2 damage. Designed for combat, the Gemini delivers.

POLARIS AMP

Range Bonus: +0 Recharge Modifier: -1 Duration Bonus: +2 Biotics: +1

Qualities: None.
Cost: 4

Without a doubt the Polaris amp is the amp of choice currently. Armax Arsenal, a turian-controlled company, does not make the amp widely available outside of turian space. However, anything can be bought with the right contacts. The tyrian cabal members who have used the Polaris praise its—albeit minor—biotic enhancement effect as well as extended effects. The amp is difficult to use, however, and tends to slow down the wearer’s reaction time slightly.

SAVANT AMP

Range Bonus: -1 Recharge Modifier: -2 Duration Bonus: +2 Biotics: +2

Qualities: None.
Cost: 7

There is nothing to say beyond that the Savant amp is the best amp on the market, hands down. The waiting list to receive one from Serrice Council is lengthy. Unsurprisingly the Savant amp is of asari design; just about every bio-amp advancement was worked into this unit. Not only does the biotic hit harder and faster but their powers have longer effects. The cost of this increased power limits the Savant’s range slightly, however.

UNITY AMP

Range Bonus: +2 Recharge Modifier: +2 Duration Bonus: +1 Biotics: +1

Qualities: Aspect: CUTTING EDGE.
Cost: 7

Brand new, the Unity amp nearly did not make it to market. It’s manufacturer, Sirta Foundation, has flirted with bankruptcy, requiring the Unity amp to be released earlier that preferred. Even so, the amp is getting good reviews, although its unfamiliarity gives it both good and bad qualities. A solid new entry, much is expected of its sequel.

HMBA BASIC AMP

Range Bonus: +1 Recharge Modifier: +0 Duration Bonus: +1 Biotics: +1

Qualities: None.
Cost: 3

Available only to specific individuals and regulated by the Alliance, this is the amp most frequently employed by those within C-Sec who possess biotic abilities. On the whole, it is a solid amp with no downsides and a good reliability rating thus far.

HMBA ADVANCED AMP

Range Bonus: +1 Recharge Modifier: +0 Duration Bonus: +1 Biotics: +2

Qualities: None.
Cost: 4

Another regulated amp, the advanced model is more refined, providing the biotic with better mastery over their powers. This amp is typically reserved for high ranking officers in the military or through special requisition.

HMBA MASTER AMP

Range Bonus: +0 Recharge Modifier: -1 Duration Bonus: +1 Biotics: +2

Qualities: Aspect: CUSTOM MADE.
Cost: 5

Very few of these amps are in existence, primarily reserved for Spectres and other high-ranking officials. Like the other restricted amps, this model is well-rounded in its usage. The neural connectors on this model are so cutting edge that the amp must be custom made for each individual. This allows the biotic to further call upon the amp’s power to bolster their own or, in some rare cases, cause issues with feedback.

Main Page

Biotic Amps

Mass Effect: From the Ashes HumAnnoyd