Biotics

Biotics is the ability of some lifeforms to create mass effect fields using element zero nodules embedded in body tissues. 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.   All Aasari are naturally biotic from birth, though not all choose to develop their abilities. Biotics of other species are individuals who were exposed to dust-form element zero, or colloquially, "eezo", in utero and subsequently developed eezo nodules throughout their nervous systems. These nodules can generate mass effect fields when energized by electrical impulses from the brain.   Eezo exposure is by no means guaranteed to result in biotic ability. On the contrary, most fetuses that are exposed are not affected at all. Others will develop brain tumors or other horrific physical complications. In humans, only about one in ten eezo-exposed infants will develop biotic talents strong and stable enough to merit training, and these abilities are not always permanent. In extremely rare cases, humans who were exposed in utero but did not manifest biotic talents as children can develop them during young adulthood through additional exposure.   Once identified as having biotic ability, a person might be outfitted with a surgically implanted amplifier around the age of puberty. This amplifier is designed to make their talents strong enough to be useful, and some races have experimented with biotic drugs, such as red sand, to stimulate power instead. Once the implant is installed, its user must then develop conscious control over their nervous system, which is a long, slow, difficult ordeal (except for the asari, who naturally possess a degree of voluntary control). Biofeedback therapy is often used to assist the progression of this process, and once they fulfil their training, a biotic can control their emission of dark energy to generate mass effect fields that move objects, generate protective barriers, or restrain enemies. Biotic abilities are activated using a technique called "physical mnemonics", in which the biotic uses a physical gesture to cause neurons to fire in a certain sequence, sending an electrical charge through their eezo nodules and creating the desired effect.   Most Biotic abilities fall into three general categories: Telekinesis, the use of mass-lowering fields to lift or hurl objects; Kinetic Fields, mass-raising fields to immobilize objects (in combat, usually enemy projectiles or enemies themselves and Spatial Distortion, the creation of shifting mass-effect fields which rip apart any objects caught within them.  

Human Biotics

After a series of starship accidents in the 2150s that dispersed element zero over populated areas, the first human biotics were born, though their abilities were not recognized right away. By the time these children were teenagers, the Alliance had made contact with the Citadel and learned of the effects of in-utero eezo exposure. A company called Conatix Industries was founded to track down exposed individuals and develop implants for humans. There are rumours that, after the link between eezo and biotics was discovered, some human colonies were deliberately exposed to dust-form element zero to create more biotic children.   In 2160, Conatix established the BAaT (Biotic Acclimation and Temperance Training) program on Jump Zero to train its first generation of biotics. Since humans knew very little about this process, it covertly hired turian mercenaries as instructors, but when one of these instructors, Commander Vyrnnus, was killed in an altercation with a student, BAaT was shut down. Records pertaining to the program still remain classified. The Office of Naval Intelligence has had considerably greater success with later training projects. Most modern human biotics use the Alliance's L3 implant, which are not particularly powerful but are safe to use. However, some older biotics are stuck with L2 implants, which allow abilities to spike higher with abilities reportedly comparable to an asari's—but at a significant cost. L2 implants are notorious for causing severe medical complications such as insanity, mental disability, and crippling pain. It is possible to "upgrade" from an L2 to an L3 implant, but the procedure is rarely performed because it carries a very high risk of brain damage. Many L2s feel the United Nations Space Command has not provided them with sufficient medical or financial support and want reparations for their suffering. In some cases, extreme physical or psychological stress can cause even normally stable L2s to experience similar health problems.   Human biotics face widespread prejudice and distrust from the rest of their species, mostly due to misconceptions about their abilities (some people wrongly believe that they can read or control minds). Certain religious and ideological organizations are also opposed to the concept of biotic modification. Some biotics have been known to abuse their abilities - using them to cheat at roulette, for example, or to pull people's chairs out from beneath them. There have been a few reports of individuals like these being attacked by frightened mobs, and sometimes even killed. Some unstable human biotics have turned their back on the galactic community for their own reasons. Many L2s, frustrated by extreme abuse endured during their training, chronic and severe health problems caused by their implants, social ostracism, and political indifference, have become alienated from the Alliance and human society in general. This has motivated some radical human biotics to band together and take militant action. Others are drawn to prominent figures who champion their cause or join communes, some of which have devolved into cults. A few of the most extreme fanatics believe biotics are the "evolution of humanity" and that their talents make them innately superior to other humans.   The UNSC welcomes biotics with open arms and provides them with massive enlistment incentives. They are now frequently found in the front lines of many ground-based combat units. Because of the massive physical effort required to biologically generate dark energy, biotic soldiers are assigned a large daily calorie ration (4,500 kilocalories per day, compared with the standard soldier's allotment of 3,000) and provided with energy drinks to help them maintain their blood sugar and electrolyte levels. The electrical fields in their bodies mean they are also prone to small static discharges when they touch metal.  

Implants

All human biotics seeking to wield their abilities on a usable level are fitted with an electronic brain implant during puberty. Once the implant is installed, it can only be replaced or altered through extremely dangerous brain surgery, so most individuals keep the same implant their entire lives. Dr. Ellen Ryder is responsible for creating the first human biotic implants. Biotics are classed according to their implant model and the strength of their ability:  
  • L1 - These biotics can manipulate small objects, but their abilities are not strong enough to be offensively viable.
  • L2 - The L2 implants were first implemented in 2167. The results vary wildly - some L2s are hardly stronger than an L1, others are strong but unstable, while a few are powerful and stable enough for combat, though they usually suffer some discomfort from their implants. L2s are all around the same age.
  • L3 - In 2170, the L3 implant was developed. L3 biotics are consistently stable with moderate ability; while their upper limit is less than an L2, L3s are safe from dangerous side effects. Because of the implementation date, most L3s are 25 or younger. Some are older, having been implanted later in life.
  • L3-R - Short for 'L3-retrofit', this is an L1 or L2 who has undergone extremely dangerous brain surgery to replace their implant with a newer model.
  • L4 - A new implant used on the children in the Ascension Project; these implants use biotic amplifiers with built-in VI interfaces to enable external monitoring and enhance the user's abilities. L4 implants give a 10-15% increase in power over L3s in 90% of subjects with no currently known side effects.
  • L5 -

Biotic Strength

Biotics are powered by the Psionic Strength (PSI) characteristic. This characteristic cannot be rolled during Traveller creation without the referee’s permission and even then it is quite rare. To determine a Traveller’s PSI, roll 2D and subtract the number of terms served by the Traveller in all careers thus far (PSI diminishes over time unless actively used). For example, a 38 year old Traveller (five terms served) would roll 2D–5 to determine their PSI. A Traveller with PSI 0 has no potential for biotic talents.   Using a psionic power costs a number of PSI points, temporarily reducing the Traveller’s total. As the characteristic DM for all psionic skill checks is determined by the Travellers’ current PSI total, it gets harder and harder to use powers as the Traveller’s PSI declines.  

Recovering PSI

Expended PSI points are recovered at the rate of one point per hour.  

Institute Testing

A Traveller who wishes to develop Psionic abilities requires training. In settings where psionics are uncommon or illegal, the Traveller must find a teacher, normally an underground Psionics Institute. Finding such an instructor can be an adventure in itself. Most teachers will charge at least Cr5000 to test the Traveller’s abilities. Testing takes two weeks. The first step is testing a Traveller’s PSI, which is determined as described before (2D minus the number of terms served). If the Traveller has any PSI remaining, they can be trained. Training requires four months of work and costs Cr100000. As part of training, the Traveller may attempt to learn any of the common psionic talents by making a PSI check. They may attempt the talents in any order but suffer DM–1 per check attempted. If a Traveller learns a talent, they gain it at skill level 0.  

Psionic Talents

There are two psionic talents, Telekinesis and Telepathy each of which is controlled by a different skill. Within each talent are several powers, all of which may be used by a Traveller trained in the talent. To activate a power, the Traveller must make a skill check using the appropriate skill (Telepathy or Telekinesis), adding their PSI DM, along with any other appropriate DMs. They must also spend the listed number of PSI points if they succeed or one point if they fail. If this cost brings them below zero PSI, then any excess points are applied as damage. A Traveller with no PSI points cannot attempt to activate a power. Most powers can be used at a distance and have a Reach characteristic. This is the distance, using the Psionic Range table, at which the power can normally be used. However, a strong psion can increase the range at which they use powers with greater mental effort. The Reach of a power can be increased by one Range Band if twice the PSI Cost is paid and increased by two Range Bands if the PSI Cost is multiplied by four.  

Psionic Range

Range BandDistance to Target
Personal Less than one meter
Close 1 - 5 meters
Short 6 - 10 meters
Medium 11 - 50 meters
Long 51 - 250 meters
Very Long 251 - 500 meters
Distant 501 m - 5 km
Very Distant 6 km - 500 km
Continental 501 - 5,000 km
Planetary 5,001 to 50,000

Telekinesis

Telekinesis is the ability to change the mass of objects through the manipulation of mass effect fields. This allows the biotic to maniulate objects at a distance, create shields, and even allow themselves to fly.   Telekinesis: This basic form of the talent allows the Traveller to move objects at range. The Effect of the check determines the duration of the telekinesis in combat rounds. The number of PSI points spent determines the mass that can be moved. Check: Average (8+) Telekinesis Check (1D seconds, PSI) Reach: Short PSI Cost: 1 per 10kg   Flight: By applying telekinesis to their own body, the Traveller can fly, or at least levitate over short distances. The Traveller can fly for a number of rounds equal to the Effect of the check at a speed of 15 metres per round. Check: Difficult (10+) Telekinesis Check (1D seconds, PSI) PSI Cost: 5   Telekinetic Punch: Telekinesis can be used as a direct attack, smashing the foe with a blast of telekinetic force. The damage inflicted is equal to the Effect. Protection from any armour is applied as normal. Check: Average (8+) Telekinesis Check (1D seconds, PSI) PSI Cost: 1   Microkinesis: This more challenging form of telekinesis allows for fine manipulation of very small or even microscopic objects. A telekinetic can use this power to pick locks, perform microsurgery, sabotage a computer system and so forth. Check: Difficult (10+) Telekinesis Check (1D x 10 seconds, PSI) Reach: Close PSI Cost: 3   Shield: Biotics can create a repelling mass effect field that deflects attacks and adds Protection equal to the number of PSI points expended. Check: Difficult (10+) Telekinesis Check (1D seconds, PSI) PSI Cost: 1 point per point of Armor   Singularity:     

Telepathy

Telepathy is a talent that allows the biotic to project their mental awareness through the manipulation of electro-magnetic fields.   Sense: The basic power to sense things at some point in the distance. A Traveller will become aware of the most rudimentary characteristics of a location when applying this ability. For example, the referee will give a basic description, without detail: ‘a room, containing four dogs’ or ‘an open plain with a tree and no animals or men present’. The clairvoyant Traveller must state the range at which they are applying the power and will generally sense the most interesting or important feature at that range. The Effect of the check determines the level of accuracy and clarity. Check: Routine (6+) Telepathy Check (1D x 10 seconds, PSI) Reach: Very Distant PSI Cost: 1   Mind Link: This power is used by telepaths to communicate with one another – it is far easier to create a long lasting telepathic link to another telepath than to a mundane. Both telepaths must use this power for it to work but once this is done, they may communicate silently with one another for a number of minutes equal to the combined Effects of their Telepathy checks. Check: Easy (4+) Telepathy Check (1D seconds, PSI) Reach: Distant PSI Cost: 1   Tactical Awareness: With this power, the Traveller can perceive dangers and foes around them using their clairvoyant abilities. This enhanced spatial perception allows them to ignore the effects of darkness, smoke, fog or other environmental effects that impede vision. They may also detect hidden foes within range. The Effect of the check determines the number of combat rounds the awareness lasts. Check: Average (8+) Telepathy Check (1D seconds, PSI) Reach: Long PSI Cost: 2   Telempathy: The communication of emotions and basic feelings is accomplished by telempathy. This ability serves well in the handling of animals and beasts of burden but may also be applied as a psychological weapon against sophonts. Sending of emotions such as love, hate, fear and others may influence other beings (although not necessarily in the manner desired). The Effect of the Telepathy check is used to judge the strength of the emotion projected. Telempathy also allows the emotions and feelings of others to be read by a Traveller. Other telepaths will always recognise when someone is using telempathy to bend their emotions but others will not. The change in mood may be dramatic and inexplicable but most will simply ascribe it to the mercurial nature of sophont emotions. Check: Routine (6+) Telepathy Check (1D x 10 seconds, PSI) Reach: Long PSI Cost: 1   Read Surface Thoughts: The most commonly known feature of telepathy is the ability to read the thoughts of other individuals. Only active and current thoughts are read by this ability, with the subject (if themselves not a telepath) unaware of the activity. Individuals with telepathic ability cannot be read due to the presence of their natural shields, unless they willingly lower their shielding. The Effect of the check determines the clarity of the telepath’s perceptions. Check: Average (8+) Telepathy Check (1D x 10 seconds, PSI) Reach: Long PSI Cost: 2   Send Thoughts: Complementary to the ability to read surface thoughts is the power to send thoughts to others. Such individuals need not be telepathic themselves to receive such thoughts. Telepathic individuals are normally open to such transmissions but may close their shields against them if they become bothersome or threatening. Check: Difficult (10+) Telepathy Check (1D x 10 seconds, PSI) Reach: Distant PSI Cost: 2   Suggestion: The telepath implants a thought, idea or command into the mind of another, who interprets it as their own. Unless the suggestion is plainly harmful the subject will follow the command or enact upon the idea. If the Effect of the Telepathy check is 6 or more, even suicidal suggestions will be followed. Check: Very Difficult (12+) Telepathy Check (1D minutes, PSI) Reach: Close PSI Cost: 3   Probe: The application of great psionic strength will enable a telepath to delve deep into the mind of a subject and to then read their innermost thoughts. Questioning can be used in the procedure to force the subject to divulge specific information. The telepath can easily determine deliberate untruths told (thought) by the subject. Probe cannot be used against a shielded mind. Again, the Effect of the check determines the clarity of the telepath’s perceptions. Check: Very Difficult (12+) Telepath Check (1D minutes, PSI) Reach: Close PSI Cost: 4   Assault: an unshielded mind, the result is automatic unconsciousness and possible death. Against a shielded mind, an instant duel ensues. An unshielded mind, when assaulted telepathically, is rendered unconscious immediately and causes Effect x 3 damage. When a shielded mind is assaulted, the two telepaths make opposed Telepathy checks. If the attacker wins, the victim suffers damage. Check: Formidable (14+) Telepathy Check (1D seconds, PSI) Reach: Short PSI Cost: 8   Telepathic Shield: All telepathically enabled Travellers learn how to create a mental shield, which protects the mind against unwanted telepathic interference. Such a shield is automatically in force at all times and requires no PSI expenditure to maintain but can be lowered to allow telepathic contact or use of telepathic powers.

Comments

Please Login in order to comment!