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 Biotics and Biotic Implants

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Korrin Nightvale
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Denied#1PostSubject: Biotics and Biotic Implants   Biotics and Biotic Implants EmptyThu Jan 26, 2017 6:28 pm

Biotics
Biotics is the ability of rare individuals to manipulate dark energy and create energy fields using electrical impulses from the brain. Intense training and surgically implanted cybernetic implants are necessary for most races across the galaxy to be able to produce energy fields strong enough for practical use. The relativeĀ strength of the Biotics varies greatly between races and individuals and the Asari are the only species in the galaxy who do not require exposure to Eezo, or the use of amplifiers to be able to use biotics as all Asari are born with natural biotics in the first place.

There are three branches of Biotic abilities. Telekinesis uses lower frequencies of energy fields to levitate or impel objects. Higher frequency energy fields are used to block or pin objects. Distortion uses rapidly changing energy fields to shred objects.

Most organic races are capable of developing biotic abilities, though there are risks involved. Biotics are the result of in-utero exposure to Eezo (Element Zero). This usually causes fatal cancers in the victim, but in rare cases, it coalesces into nodules within the fetus's developing nervous system resulting in the potential to use biotics.

Biotic Implants

All 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. 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 because the L1s were implanted after puberty.



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.

Biotic Abilities
Barrier - A Biotic Barrier is self-explanatory. The Biotic creates and maintains an energy shield around themselves or a certain area of their choice. Barriers are not indestructible however and will eventually cease to exist after a certain amount of time as prolonged use drains the user's stamina over time, or if the wielder (and in turn, their shield) is struck by too much energy or force, such as the explosion of a rocket or grenade.

Charge - Biotic Charge is the ability for the user to suddenly travel small distances instantaneously, almost like teleportation. Biotic Charge can be used as an offensive ability as striking a target when moving at such speeds will do some serious damage, or it can be used to dodge and flee within different situations. The downside to this ability is that the traveling range for someone using a Biotic Charge is 25 meters, and, like all biotic abilities, Charge takes a considerable amount of stamina to use.

Pull - A Biotic Pull is a very short term ability and allows the user to target an enemy and yank them off the ground, leaving them temporarily floating in the air, almost completely helpless. Pull lasts 30 seconds before the victim falls back to the ground as the energy field and, like all abilities, drains some of the user's stamina.

Shockwave - When used, this power sends out a series of explosive biotic impacts in front of the user ignoring any obstacles. It can be unleashed along the ground to launch all enemies in its path into the air, or used against airborne targets. It is worth noting that when Shockwave hits a shielded target it will be stunned for a brief moment, losing a bit of shield depending on your skill's impact force, but won't be thrown into the air.

Throw - A Biotic throw is the ability to send a ball of pure biotic energy hurtling towards a target, striking with enough force to send many Humanoid opponents flying. The larger a target is, the less effective this ability becomes and while it can be used many times in a short period of time due to the low amounts of stamina used in the ability, Throw is generally slightly weaker in power than other biotic abilities.


Last edited by Sam'anar on Fri Feb 24, 2017 5:34 pm; edited 3 times in total (Reason for editing : Had chance to get home and finish typing up the submission)
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Daniel Almis
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Denied#2PostSubject: Re: Biotics and Biotic Implants   Biotics and Biotic Implants EmptyThu Jan 26, 2017 7:24 pm

This is a Work in Progress
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Daniel Almis
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Denied#3PostSubject: Re: Biotics and Biotic Implants   Biotics and Biotic Implants EmptyFri Jan 27, 2017 5:43 pm

Approved > Official Lore
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Daniel Almis
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Daniel Almis

The Prisoner

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Biotics and Biotic Implants C1E9Nc0 Starforger's End
Biotics and Biotic Implants DQtpig0 Archaeologist
Biotics and Biotic Implants K2DLTa9 Scholar

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Denied#4PostSubject: Re: Biotics and Biotic Implants   Biotics and Biotic Implants EmptyFri Feb 24, 2017 5:34 pm

Grandfather denied via rule 4:


Sam'anar wrote:
"Do not plagiarise anyone else's work. Playbys and Inspiration are allowed."
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Denied#5PostSubject: Re: Biotics and Biotic Implants   Biotics and Biotic Implants Empty

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