Elements Equipment Perks Equipment Heroics

Biotic Training

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The Biotic Element is used to describe effects driven by chemical reactions. Radiation, Decay, Poison, Corrosion, and Adhesive products are often linked to a source of Biotic energies. In addition, the Biotic Element can be encountered as an Environmental Hazard such as a pool of toxic sludge, vat of acid, or radioactive cloud. Investing in a Biotic Training will enhance a Character’s Biotic Heroic Action Effects and Damage Resistance against Biotic Damage from any source at every Odd Rank and their Attack and Damage Rolls with Weapons that deal Biotic Damage and Armor Penetration on Even Ranks. At Rank Five(5) and Ten(10), the Character’s Base Scale with any Weapon increases by plus One(+1), permanently increasing their Weapon Damage with all Weapons.

Biotic Heroics

Antivenom

Prerequisite: Biotic (Rank 1)

AP Cost: 5

Action Type: Rapid Action/Reaction

Range: Self

You can instantly cure yourself of the Poison Injury as a Rapid Action or a Reaction to being Poisoned.

Natural Affinities

Prerequisite: Biotic (Rank 1)

AP Cost: 5

Action Type: Interaction

As a part of an Interaction, you can apply your Biotic Heroic Modifier to any single Apothicine or Nature Ability Check. 

Sense Poison

Prerequisite: Biotic (Rank 1)

AP Cost: 5

Action Type: Exploration

Effect Duration: Minutes

As a part of Exploring, you can use your Passive Nature Ability in place of your Passive Perception. As a result, you become aware of all Sources of Biotic Damage within your Line of Sight for the Effect Duration, including poisoned Objects, toxic Creatures, and Environmental Hazards. 

Chemical Resilience

Prerequisite: Biotic (Rank 2)

AP Cost: 10

Action Type: Reaction

Range: Self

As a Reaction to suffering Biotic Damage, you can cut any Biotic Damage received in Half(½) before applying any Damage Resistances.

Dissolve Lock

Prerequisite: Biotic (Rank 2)

AP Cost: 10

Action Type: Interaction

As a part of an Interaction, you can apply your Biotic Heroic Modifier to an Engineering Ability Check made to Disable a Mechanical Device by producing a powerful corrosive acid to eat away at critical mechanisms, opening any potential locks while inflicting the Broken Condition to the Device, if successful. 

Glue Drop

Prerequisite: Biotic (Rank 2)

AP Cost: 10

Action Type: Rapid Action

Effect Duration: Minutes

As a Rapid Action, you can attempt a Force Impact to manifest a Micro-sized ball of pure viscous adhesive that sticks to anything but you. You can use the Glue Drop as a projectile for a Thrown Weapon Attack, inflicting no Damage but causing the ball to stick to your Target and anything else that makes contact with the ball, potentially imposing the Entangled or Immobilized Condition. Alternatively, you can attempt to place a Glue Drop on an Adjacent Target as a contested Maneuver. A Glue Drop can be destroyed instantly with Biotic or Pyrotic Damage or removed by an Athletics Ability Check against your Force Impact, but otherwise will persist for the Effect Duration, after which it dissolves into nothingness.

Acid Spit

Prerequisite: Biotic (Rank 3)

AP Cost: 15

Action Type: Standard Action

Range: Four(4) Paces

Effect Duration: Rounds

As a Standard Action, you can regurgitate a glob of vile, toxic sludge and spit it as a projectile at a Target within Four(4) Paces, inflicting 1D6 Biotic Damage for every Two(2) Points of your Grit Attribute and striking your Target with the Blinded Injury for the Effect Duration. The Target can attempt a Physical Save against your Physical Impact to cut any Damage in Half(½) and Negate the Injury.

Envenom

Prerequisite: Biotic (Rank 3)

AP Cost: 15

Action Type: Rapid Action

Range: Self

As a Rapid Action, you secrete or douse your Weapon in a fast-acting Poison. Your next Melee Weapon Attack this Turn will inflict Stacks of the Poison Injury equal to Half(½) of your Skill Attribute. The Target can attempt a Physical Save against your Attack Roll to Negate the Injury. Envenom fades if your Attack misses or fails to Attack a Target by the end of your Turn.

Gut Cleanser

Prerequisite: Biotic (Rank 3)

AP Cost: 15

Action Type: Interaction

As a part of an Interaction, you can attempt an Apothicine Ability Check to instantly cure yourself or an Adjacent Target of an ingested Poison, Drug, or other Intoxicant. 

Entangling Web

Prerequisite: Biotic (Rank 4)

AP Cost: 20

Action Type: Standard Action

Range: Three(3) Paces(Cone)

Effect Duration: Rounds

As a Standard Action, you can attempt a Force Impact to spray a stream of adhesive webbing in a Cone up to Three(3) Paces in Range that creates Sticky Difficult Terrain that persists for the Effect Duration. Any Creatures that move within the Affected Area are required to attempt an Acrobatics Ability Check against your Force Impact or suffer the Entangled Condition for as long as the Difficult Terrain persists.

Magick Medicine

Prerequisite: Biotic (Rank 4)

AP Cost: 20

Action Type: Standard Action

Range: Adjacent

As a Standard Action, you can convert the harmful toxins in an Adjacent Target’s body into a potent regenerative, removing all Stacks of the Poison Injury from your Target and granting equal Stacks of the Regeneration Enhancement for the remaining Poison Duration.

Rust

Prerequisite: Biotic (Rank 4)

AP Cost: 20

Action Type: Standard Action

Range: Adjacent

Effect Duration: Until Repaired

As a Standard Action, you can inflict the Corroded Condition on an Adjacent Target’s Weapon or Armor. The Target can attempt a Physical Save against your Force Impact to Negate the Condition. A Corroded Weapon suffers the Broken Condition if its Attack Roll fails to exceed your Force Impact. Corroded Armor suffers the Broken Condition if it fails to protect its wearer from an Attack Roll.

Acid Spray

Prerequisite: Biotic (Rank 5)

AP Cost: 25

Action Type: Standard Action

Range: Three(3) Pace(Cone)

As a Standard Action, you can spray a heavy mist of searing acids in a Cone up to Three(3) Paces in Range, inflicting 1D8 Biotic Damage for every Point of your Focus Attribute to all Targets within the Affected Area. Additionally, affected Targets can attempt a Physical Save against your Force Impact to cut any Damage in Half(½). 

Biotic Body

Prerequisite: Biotic (Rank 5)

AP Cost: 25

Action Type: Reaction

As a Reaction to suffering Biotic Damage, you can Negate a single Source of a Biotic Damage against you this Turn. 

Secret Entrance

Prerequisite: Biotic (Rank 5)

AP Cost: 25

Action Type: Full Action

Range: Adjacent

As a Full Action, you can manifest a wide spray of corrosive acids that will cleanly eat through an Adjacent shallow solid surface, potentially creating a new passage or pathway. However, some walls may prove resistant to corrosion or too thick to dissolve.

Adhesion Reflex

Prerequisite: Biotic (Rank 6)

AP Cost: 30

Action Type: Reaction

Range: Adjacent

As a Reaction to suffering Hit Point Damage as the Result of a Melee Weapon Attack, you can attempt a Physical Save against the Attack Roll. If successful, your blood thickens into a powerful adhesive, trapping your Attacker’s Weapon and Disarming them.

Permeability

Prerequisite: Biotic (Rank 6)

AP Cost: 30

Action Type: Full Action

Range: Self

Effect Duration: Minutes

As a Full Action, you can alter your body chemistry to seamlessly assimilate with any material or surface, allowing you to freely walk through walls, doors, and other solid objects at will for the Effect Duration. You are immune to all Physical Damage for the Effect Duration. At the time of activation, your entire inventory, including any Weapons or Armor, phases through your body and drops to the floor, leaving you unable to Act or Interact with any Physical Entity in any way outside of your movement. 

Chameleon Vapors

Prerequisite: Biotic (Rank 7)

AP Cost: 35

Action Type: Exploration

As a part of Exploring, you manifest a cloud of concealing vapors. Then, you and your nearby Comrades can apply your Biotic Heroic Modifier to a single Stealth Ability Check to Hide.

Secretive Application

Prerequisite: Biotic (Rank 7)

AP Cost: 35

Action Type: Ritual(One Hour)

As a Ritual at an Apothical Lab during a Rest Period, you can spend One(1) Hour willfully ingesting a harmful substance, such as an Apothic’s Toxin, a Drug, or selected Compound Heroic Action. Rather than suffer the effects, your body stores the poison until you are ready to release it through toxic secretions from your skin. As a single use, you can secretly dose a Target with your chosen intoxicant on skin-to-skin contact as an Automatic Success. You will suffer the effects if you fail to release your intoxicant before your next Rest Period.

Acid Nova

Prerequisite: Biotic (Rank 8)

AP Cost: 40

Action Type: Full Action

Range: Half(½) Focus Attribute(Radius)

Effect Duration: Rounds

As a Full Action, unleash a bubbling burst of toxic vapors that envelope all Targets within a Radius equal to Half(½) of your Focus Attribute, inflicting 1D10 Biotic Damage and a Stack of the Poison Injury for every Point of your Focus Attribute. Affected Targets can attempt a Physical Save against your Force Impact to cut any Damage in Half(½) and Negate the Injury.

Psychaskin

Prerequisite: Biotic (Rank 8)

AP Cost: 40

Action Type: Standard Action

Range: Adjacent

Effect Duration: Minutes

As a Standard Action, you can manifest a powerful hallucinogenic in your sweat and bodily fluids that you can transfer to an Adjacent Target to induce the Pacify and Delusional Miscognitions for the Effect Duration. Then, the Target can attempt a Physical Save against your Force Impact to Negate the Miscognition.

Contagion

Prerequisite: Biotic (Rank 9)

AP Cost: 45

Action Type: Full Action

Range: Focus Attribute(Radius)

Effect Duration: Rounds

As a Full Action, you can agitate the poison within any Creatures within a Radius equal to your Focus Attribute. Any Poisoned Creatures within the Affected Area have the Effect Duration of their Poison reset to the Effect Duration of Contagion. Any Creatures that are Adjacent to a Poisoned Creature suffer equal Stacks of the Poison Injury. Affected Targets can attempt a Physical Save against your Force Impact to Negate the Injury.

Noxious Fumes

Prerequisite: Biotic (Rank 9)

AP Cost: 45

Action Type: Full Action

Range: Half(½) Focus Attribute(Radius)

As a Full Action, your body begins to emit a horrid stench that inflicts the Nauseated Injury on all Targets within a Radius equal to Half(½) of your Focus Attribute, centered on yourself. Affected Targets can attempt a Physical Save against your Force Impact to Negate the Injury. As a Standard Action, you can maintain an active Noxious Fumes for an additional Turn, increasing the Effect Duration on Creatures that have already failed their Physical Save and requiring Creatures that have not yet was unable to attempt another Physical Save against a new Force Impact.

Lethal Dose

Prerequisite: Biotic (Rank 10)

AP Cost: 50

Action Type: Full Action

As a Full Action, you can make skin-to-skin contact with an Adjacent Poisoned Creature to concentrate their toxins on their vital organs, inflicting an iteration of their current Poison Damage as Maximum Damage, in addition to your Biotic Heroic Modifier. The Damage of Lethal Dose is unavoidable and bypasses all forms of Damage Resistance.

Primordial

Prerequisite: Biotic (Rank 10)

AP Cost: 50

Action Type: Ritual(Four Hour)

As a Ritual at an Apothical Lab during a Rest Period, you can spend Four(4) Hours concocting a vat of Primordial Ooze. Then, for the Duration of the Ritual, you can place a dead Organic Creature within the Vat to regenerate lost tissue and repair bodily deterioration. After the end of the Ritual, you will physically restore the dead Creature’s body to its natural state, suitable for resurrection or other experimentation.