Biotic Talents are abilities that focus on your ability to generate gravity distortions and raising/lowering the mass of enemies and objects around you. As such, you add your Will attribute to attack rolls, damage rolls, and save difficulties incurred by using a Biotic Talent.
Biotic Talents can be used a number of times equal to your current Will attribute. If your available uses of biotic talents reaches 0, in an emergency you can use 1 more biotic talent in exchange for suffering from the Despair status effect.
If the target of a Biotic Talent is asked to perform a Body save, and they themselves also have Biotic Talents, they may choose to perform a Will save instead.
Rank 1 - As a Main Action, pick a target within 4m to surround with an anti-gravity field. the target must make a Body save, on a failure they become lightweight and float 1m above the ground, making them Lifted until the end of your next turn.
Rank 2 - Range increased to 6m.
Rank 3 - Lift height increased to 2m. Attack rolls against the target have advantage.
Rank 4 - Duration increased to 2 turns.
Rank 5 - You may now target 2 enemies simultaneously when using Pull.
Rank 6 - Range increased to 8m.
Rank 7 - Lift height increased to 3m. Pull is strong enough to prevent flight movement, targets are now Immobilised.
Rank 8 - Duration increased to 3 turns.
Rank 9 - You may now target 3 enemies simultaneously when using Pull.
Rank 10 - You may now choose to violently yank an enemy that fails their save towards you in a straight line, to within 1m of your location.
Rank 1 - As a Main Action, fire a biotic projectile into a single target within 4m. Ranged Talent Attack Roll. On a success, they are pushed back 1m, away from your token in a straight line. If the target collides with a solid object such as a wall or another creature, they both suffer 1d4 Combat damage.
Rank 2 - Range increased to 6m.
Rank 3 - Pushback increased to 2m.
Rank 4 - You may now choose which direction the target is pushed.
Rank 5 - On a success, the target is also knocked Prone.
Rank 6 - Range increased to 8m.
Rank 7 - Pushback increased to 3m.
Rank 8 - If the attack roll fails, you may now still push the target 1m in a direction of your choosing.
Rank 9 - If successfully used against an enemy that is already Lifted, the pushback increases to 10m and impact damage increased to 1d20.
Rank 10 - If 'Pull' is used successfully during this turn, Throw may be used as a bonus action.
Rank 1 - As a Main Action, unleash a series of rapid biotic fluctuations on a single target within 4m. Ranged Talent Attack Roll. Deals 1d4 Biotic Damage.
Rank 2 - Warp can now make two separate attack rolls per use. Can be used against multiple targets or stacked on single target.
Rank 3 - Range increased to 6m.
Rank 4 - Damage increased to 1d6.
Rank 5 - Warp now deals an extra damage die when targeting Armour or Barriers.
Rank 6 - Warp can now make three separate attack rolls per action.
Rank 7 - Range increased to 8m.
Rank 8 - Damage increased to 1d8.
Rank 9 - Each successful consecutive attack against the same target increases the number of damage dice by 1. (1d8, 2d8, 3d8)
Rank 10 - If a Warp attack depletes a target's Barriers to 0, gain 1 additional Warp attack roll against this target.
Rank 1 - As a Main Action, fire a line of gravity distortions up to 4m away, originating from your token. Any creatures occupying these spaces must make a Body save. On a failure they are pushed 1m to the left or right (User's choice). If the target collides with a solid object such as a wall or another creature, they both suffer 1d4 Combat damage.
Rank 2 - Length of Shockwave increased to 6m.
Rank 3 - On a failed save, creatures are now pushed up to 2m.
Rank 4 - Length of Shockwave increased to 8m.
Rank 5 - Instead of a single Shockwave, you may now choose to create multiple Shockwaves originating from your token, so long as the combined length of all Shockwaves does not exceed your current maximum. (For example, if your current Shockwave length is 8m, you could create one 8m Shockwave, or two 4m Shockwaves, or four 2m Shockwaves)
Rank 6 - Length of Shockwave increased to 10m.
Rank 7 - On a failed save, creatures are now pushed up to 3m.
Rank 8 - Length of Shockwave increased to 12m.
Rank 9 - On a failed save, creatures are now Lifted.
Rank 10 - If creating multiple Shockwaves, only the first needs to originate from your token, the others can originate from the end of each other, in any direction you choose, allowing you to 'draw' a path across the battlefield.
Rank 1 - As a Main Action, pick a creature within 4m to encase in a stasis field. The target must roll a Will save. On a failure, they are Incapacitated, however the stasis field also protects them from receiving any damage, effects, or movement. This lasts until the start of your next turn.
Rank 2 - Stasis lasts for 2 turns.
Rank 3 - Targets in stasis can now take half damage from incoming attacks. When the target takes damage, the stasis breaks early.
Rank 4 - Targets can now take up to 15 damage without breaking stasis.
Rank 5 - Stasis lasts for 3 turns.
Rank 6 - Targets in stasis now take full damage from incoming attacks.
Rank 7 - Targets can now take up to 30 damage without breaking stasis.
Rank 8 - Stasis lasts for 4 turns.
Rank 9 - Targets in stasis now take double damage from incoming attacks.
Rank 10 - Targets can now take limitless damage without breaking stasis.
Rank 1 - As a Main Action, pick a creature within 4m to try and twist their mind to your desires. The target must roll a Will save. On a failure, they lose motivation and suffer disadvantage on attack rolls against you and your allies. This lasts until the start of your next turn.
Outside of combat, this talent can be used to grant advantage on persuasive/charismatic actions. However, if the target succeeds their Will save, they are aware of what you are trying and may become upset.
Rank 2 - Range increased to 6m.
Rank 3 - Duration increased to 2 turns.
Rank 4 - On a failed save, the target now cannot distinguish allies from enemies and will attack the nearest visible creature.
Rank 5 - Range increased to 8m.
Rank 6 - Duration increased to 3 turns.
Rank 7 - On a failed save, the target is allied to you and will only attack creatures that are hostile to you.
Rank 8 - A dominated target receives Barrier Points equivalent to 5x your Will attribute. These disappear when Dominate ends.
Rank 9 - A dominated target feels no pain, if they are dropped to 0HP they may make an attack action before falling unconscious.
Rank 10 - When choosing a target, they must make 3 consecutive Will saves, stop as soon as there is a failure. On 1 success, they are allied to you for 1 minute. On 2 consecutive successes, they are allied to you for 1 hour. On 3 consecutive successes, they are allied to you for 1 day. During this time they will obey any commands you give them, however extreme requests such as murder or suicide may result in an additional Will save (as per GM's discretion), a failure means a loss of control over the target.
Rank 1 - As a Main Action, launch an unstable Biotic sphere to a space within 6m where it begins to accumulate energy. At the start of your next turn, it then detonates, dealing 1d12 Biotic damage to all creatures within 1m.
Rank 2 - Range increased to 8m.
Rank 3 - Blast radius increased to 2m.
Rank 4 - Damage increased to 2d12.
Rank 5 - Whilst the Flare is accumulating energy, any creatures within its blast radius have their movement speed halved.
Rank 6 - Range increased to 10m.
Rank 7 - Blast radius increased to 3m.
Rank 8 - Damage increased to 3d12.
Rank 9 - At the start of your next turn, if the Flare is due to detonate, you may spend a Bonus Action to delay the detonation for an additional turn. For each turn the detonation is delayed, add an additional 1d12 to the potential damage.
Rank 10 - For each turn the detonation is delayed, add an additional 1m to the potential blast radius.
Rank 1 - As a Main Action, pick a target within 4m to surround with a gravity-intensifying field. the target must make a Body save, on a failure their movement speed is halved and they take 1d4 Biotic Damage. Effects last until the start of your next turn.
Rank 2 - Range increased to 6m.
Rank 3 - Duration increased to 2 turns.
Rank 4 - On a failed save, targets are now also Prone, and take 1d8 Biotic Damage per turn.
Rank 5 - Range increased to 8m.
Rank 6 - Duration increased to 3 turns.
Rank 7 - On a failed save, targets are now Immobilised and take 1d12 Biotic Damage per turn.
Rank 8 - Range increased to 10m.
Rank 9 - If successfully used against an enemy that is currently Lifted, they lose the Lifted status but receive double Slam damage for this turn.
Rank 10 - If 'Pull' is used successfully during this turn, Slam may be used as a Bonus Action.
Rank 1 - You have learned to imbue your weapons with small biotic bursts. Lasts until your next long rest (Once activated, it can be toggled on and off at no additional talent cost). Whilst active, deal an additional 1 Biotic damage on ranged weapon attacks.
Rank 2 - Biotic damage bonus on ranged weapon attacks increased to 2.
Rank 3 - On a successful attack against Barriers, any other Barriers within 1m of the target also take 3 Biotic damage.
Rank 4 - Biotic damage bonus on ranged weapon attacks increased to 3.
Rank 5 - If your ranged weapon attack fully depletes an opponent's Barriers, their Barriers will detonate, dealing 1d4 Biotic damage to all creatures within 1m of the target.
Rank 6 - Biotic damage bonus on ranged weapon attacks increased to 4.
Rank 7 - On a successful weapon attack roll against a target with no Barriers, they suffer disadvantage on saves against your Biotic Talents, and your Biotic Talent attack rolls gain advantage against them. This effect lasts until the end of combat, or if the target restores their Barriers.
Rank 8 - Biotic damage bonus on ranged weapon attacks increased to 5.
Rank 9 - On a successful weapon attack roll against a target with no Barriers, they must make a save of their choosing. If their save roll is lower than your attack roll, they are Lifted and pushed 2m in a direction of your choosing.
Rank 10 - Biotic damage bonus on ranged weapon attacks increased to 6.