Biotic Moves

When you go into battle, you strengthen your biotic barrier. Roll +Cool. On a 10+, gain +2-barrier, on a 7-9, +1-barrier. This bonus lasts the entire battle, and refreshing your barrier will include the bonus. At any time during the battle you may purge the excess biotic energy. When you do so, select one character within close range per level of bonus barrier and inflict s-harm to them. This ends the move for the rest of the battle. Not compatible with Fortification or Tech Armor.

When you Dominate a biological NPC, roll +Will. On a 10+, hold 3, on a 7-9, hold 2. At any time, spend your hold 1 for 1 to:

  • Make them fight on your behalf. If in battle, this lasts for 1 tick.
  • Make them defend you. They take all harm from an attack meant for you.
  • Make them die. They take 1 harm per hold spent (ap, ignore shields/barriers)

You can unleash an immense biotic flare (4-harm close/far area anti-barrier disruptor implanted). Using this power inflicts s-harm to you for one tick of combat.

Kinetic Barrier:
When you defend a secure position roll +Cool instead of +Hard

When you purge your barrier using Nova, roll +Cool. On a hit, you detonate in an area centered on you (s-harm +1harm per intact barrier rating, area). On a 10+, your position is secure for the moment. On a 7-9, your position is untenable. Extra barrier segments from the Barrier move count for extra Nova damage. No matter what, hit or miss, your biotic barrier is down.

When you use Pull, roll +Cool. On a hit, choose a GM character. You pull them into the air and out of cover. You create an opportunity and may follow through to full effect. On a 10+, you take +1forward.

When you reach out with your biotics to Reave a character, roll +Hard. On a 10+, all 3. On a 7-9, choose 2:

  • Inflict 1-harm (ap ignore shields/barriers)
  • Heal 1-harm on yourself
  • Permanently destroy 1-armor and 1-barrier

You may use Shockwave as if it were a weapon that does (3-harm close implanted messy). When you inflict harm using Shockwave as a result of another move, choose 1:

  • Add (s)-harm
  • Hit one additional character of your choice
  • You come under only incidental damage for one tick, even beyond 9:00

When you trap another person in Stasis roll +Cool. On a hit, they’re frozen in place, disabled, and may not act or make moves. On a 10+, this lasts for 2-ticks of battle. On a 7-9, 1-tick. The effect ends if the target takes 2-harm from any source. Player characters may attempt to act under fire to break the effects of Stasis.

When you augment your attacks with Throw and seize by force in battle, add the following options to that move’s list:

  • You dominate their position
  • You make your position tenable or your course secure

You may use Warp as if it were a weapon that does (3-harm close implanted). When you inflict harm using Warp as a result of another move, choose 1:

  • +1harm
  • Permanently destroy 1-armor
  • +1forward to go aggro on anyone who can see the attack

Warp Ammo:
You charge a weapon’s ammo with biotic energy granting the anti-barrier tag. You can only have one Ammo move attached to a weapon at a time. Changing Ammo moves in mid-battle counts as acting under fire.

Biotic Moves

Mass Effect - Apocalypse ardhanari