The Magic of the Mass Effect World. Biotics
Biotics - the ability of certain life forms to create mass effect fields using dark energy nodes in their bodies. These abilities can be enhanced with bio-augmenters. Biotics can attack enemies from afar, lift them into the air, generate gravity wells that tear everything apart, and create protective barriers.
Dark Energy, Mass Effect and Biotics
Dark Energy - a rare material in the universe that can generate dark matter fields under the influence of electric current, which can increase or decrease the mass of objects within it. This phenomenon is known as the "mass effect". With positive voltage, mass increases, whereas with negative voltage, it decreases. The stronger the current, the greater the energy of the mass effect field.
This phenomenon has found applications in various fields. Mass-increasing fields allow biotics to create artificial gravity as well as protective barriers.
The mass effect is also used in industry: mass-decreasing fields are used for alloy production, while mass-increasing fields are used for durable building materials. However, the most successful application of the mass effect has been in space travel.
Surely there’s some dark energy here. Isn’t there?
Dark energy is formed when solid material is subjected to the energy released during a supernova explosion. Thus, this material can be found in asteroids. Mining them is quite dangerous, and few corporations can afford the expenses necessary for developing these deposits.
Humans discovered a refined sample of dark energy on Mars, which allowed them to unlock the mass effect and achieve interstellar travel.
General Information
All Asari are biotics from birth, but not all choose to develop their abilities. Biotics in other species are those who were exposed to dark energy dust (eezo) in the womb, causing the dark energy nodes to intertwine with the cells of their bodies. These nodes can generate mass effect fields by drawing energy from electrical impulses provided by the nervous system.
Exposure to dark energy does not always lead to the development of biotic abilities. In fact, eezo does not affect most exposed embryos. Others may develop brain tumors or other severe physical complications. In humans, only one in ten exposed children will develop biotic abilities that are strong enough for further training. In exceptional cases, humans exposed to dark energy in utero who do not manifest biotic abilities in childhood may develop them in young adulthood through additional exposure.
Once a person is identified as having a tendency towards biotic abilities, they must be immediately fitted with an implant, which is typically installed during puberty, to enhance their existing biotic talents. They then must learn to control their nervous system. This is a long and difficult trial for all biotics except Asari. Biotic therapy is usually used to assist in this process. After training, a biotic will be able to create and control dark energy to move objects, create protective barriers, and restrain enemies.
There are different types of biotics...
Biotic abilities are activated through a method known as "physical mnemonic," where a biotic uses some gesture to activate neurons in a specific sequence and send an electrical charge through their dark energy nodes to create the desired effect. A biotic can enhance their biotic abilities by installing upgrades to their implants, known as bio-augmenters.
Biotic abilities are classified into three main categories:
Telekinesis, using mass effect fields to lift or throw objects;
Kinetic fields, creating various fields for protection (typically in combat against enemy projectiles or enemies themselves);
Spatial distortion, creating powerful moving fields capable of tearing apart any objects that enter them.
Human Biotics. Or how to sustain a biotic?
No special effects needed.
Human biotics emerged following a series of space ship accidents in 2150 when dark energy was scattered over densely populated settlements, but their abilities were not recognized immediately. When the Alliance made contact with the Citadel and learned about the consequences of in utero exposure to eezo, the children had already grown up. The company Conatix Industries was founded to seek out those who had been exposed to dark energy and develop human implants. After establishing a connection between eezo and biotics, there were rumors that some human colonies were intentionally exposed to dark energy to create even more biotic children.
In 2160, Conatix created BAaT (Biotic Acclimation and Temperance Training) - a program at the Zero Jump station to train a new generation of biotics. Since the Alliance knew too little about this process, they secretly hired Turian mercenaries as instructors. However, when one of them, Commander Virnus, was killed during a scuffle with a student, the program was shut down. All records related to BAaT are still classified. The Alliance has excelled in the training of biotics in later programs. Human biotics are now monitored by a special Alliance research subcommittee (Alliance Parliamentary Subcommittee for Transhuman Studies).
Come into my arms!
Most modern biotics use L3 implants, which are not very powerful but safe to use. However, some older biotics are using L2 implants - like Kaiden Alenko - which provide abilities comparable to the power of Asari but have significant consequences. L2 implants are notorious for severe complications, including madness, psychological disorders, and excruciating pain. An L2 can be "upgraded" to L3, but this procedure is rarely performed as it carries a high risk of brain damage. Many L2 implant holders feel that the Alliance provides them with insufficient medical and financial support, and thus they crave compensation for their suffering. However, not all L2 implants are dangerous; among holders of that implant, some experience only mild discomfort, and the implant is quite stable. However, in extreme cases of physical and psychological stress, even a stable L2 implant could lead to similar health problems.
Human biotics often face prejudice and mistrust from ordinary people, primarily due to misconceptions about their abilities (some people mistakenly believe that biotics can read other people's thoughts or control minds). Some religious and ideological organizations also oppose the concept of biological enhancements. Some biotics are known to abuse their abilities: using them to cheat at roulette or pull chairs out from under sitting people.
The best career for a biotic
On the other hand, the Alliance army welcomes biotics with open arms and provides them with strong incentives to enlist. They are now often found on the front lines. Due to the significant physical exertion required to generate biotic dark energy, a biotic soldier is allotted a large daily caloric intake (4500 calories per day, compared to the standard soldier's 3000), as well as energy drinks to maintain blood sugar and electrolyte levels. The presence of electrical fields in their bodies also means they are prone to small static electricity discharges when they touch metal.
Biotics and the Alliance
BAaT Program
Biotic Acclimation and Temperance Training or BAaT was developed in 2160 to train potential human biotics. Children exposed to dark energy and showing biotic abilities were sent for training to the Gagarin Station (Zero Jump) by Conatix, with the support of the Systems Alliance.
Most of the children sent to Zero Jump were already teenagers. Seeking isolation, authorities made concerted efforts to separate the teenagers from their families, convincing parents that biotics, and thus their children, were dangerous. Aboard the space station, in an unknown environment with no contact with home, the teenagers grew up in a tight-knit circle of friends who worked, studied, and lived together.
They should have taken Asari, Asari!
The official function of BAaT was the "assessment of biotic abilities." But the main issue with BAaT was that at the time, humans knew too little about biotics, and therefore had no idea how to train the teenagers to use their abilities.
Eventually, Conatix grew frustrated with the slow progress of BAaT and began to seek specialists to hasten the process. To avoid showcasing Earth's weaknesses, the company did not seek assistance from the Citadel but opted to employ mercenaries. In 2166, Conatix hired several Turian biotics, the most notable of whom was Commander Virnus.
Unfortunately, Virnus turned out to be a poor teacher. Although he helped accelerate progress in BAaT, he was cruel to the students and stimulated learning through hunger and thirst. Some BAaT students broke under his regimen, while others died in accidents during training or stress. Finally, when Virnus intentionally injured a girl named Raina, one of the students broke his neck in a fight. Partly due to diplomatic issues with the Turians, the BAaT program was shut down in 2169, and the records were classified to conceal the Alliance's mistake.
Ascension Program
The "Ascension" Project is an updated program for training human biotics. It focuses on children who were victims of three dark energy-related "accidents" in 2170 across four Alliance colonies. Although they occurred under strange circumstances, the connection between them has not been proven. On Yandoa, one hundred thirty-seven children were born with biotic potential. All of them were directed to the "Ascension" project. It was established around 2176, based on the John Grissom Academy, a medium-sized space station in orbit around the human colony of Elysium in the Sklylian Verge.
Humanity deserves human conditions!
Unlike BAaT, the project is not an exclusive military endeavor and accepts civilian support. It also welcomes visits and suggestions from family members, which BAaT shunned.
The project has three main goals:
- developing and testing new L4 implants;
- working with biotics to maximize their abilities;
- helping biotics adapt to society.
This last goal holds significant importance in the program. Students undergo philosophical and moral discussions regarding the responsibilities that come with biotic use. However, it has been deemed necessary to equip staff with special weapons to reprimand any student who abuses their abilities or threatens others. Fortunately, it has only been used once throughout the project’s existence.
Biotics and Cerberus
Naturally, Cerberus could not overlook the possibilities that biotics present. They had their own programs for investigating biotic potential.
One of them is known from Jack's accounts. Cerberus conducted experiments in the Telton labs on Pragia. The essence was to develop and enhance the biotic potential of humans. While the Alliance, at least in documents, cared about the subjects, for Cerberus, children were merely raw materials that could be replaced if something went wrong. Overall, this was a typical "Cerberus" operation: generously funded, highly scientific, and morally indifferent. Cruel experiments on human beings are part of the package. Cerberus went to great lengths to achieve results. Compared to them, the methods of Turian mercenaries seem like child’s play.
Biotics do not always bring happiness
The main subject of the experiment was Jack. All successful bio-augmenters were tested on her, having first been trialed on other children whose potential was not so high. They were treated like laboratory rats. Numerous children perished as a result of the experiments, "for the good of humanity," so that scientists could confirm the effectiveness of the procedures for test subject Zero. If the procedure killed children, it was not applied to Jack.
This project was doomed. Jack broke free; the children revolted. After Subject Zero’s escape, the station was abandoned, and the project was frozen.
Biotic Abilities
Mass Effect
Barrier - Adept (S), Asari Scientist (S), Guardian (S), Krogan Warleader (S), Vanguard (U)
Lift - Adept (U), Asari Scientist (U), Guardian (U), Vanguard (U)
Singularity - Adept (U), Asari Scientist (U)
Stasis - Adept (U), Asari Scientist (U), Guardian (U), Krogan Warleader (U)
Throw - Adept (S), Asari Scientist (S), Guardian (S), Vanguard (S), Krogan Warleader (U)
Warp - Adept (S), Asari Scientist (S), Vanguard (S), Krogan Warleader (S)
Die, Die My Darling!
Mass Effect 2
Barrier - Cerberus Operative (L), Player (AT)
Charge - Vanguard (S)
Dominate - Ardat-Yakshi (L), Player (AT)
Pull - Adept (U), Vanguard (U), Cerberus Operative (S), Subject Zero (U), Asari Justicar (U), Ardat-Yakshi (U)
Devastation - Asari Justicar (L), Player (AT)
Shockwave - Adept (U), Vanguard (U), Subject Zero (S)
Singularity - Adept (S), Asari Scientist (U)
Blast - Cerberus Officer (L), Player (AT)
Stasis - Asari Scientist (L), Player (AT)
Throw - Adept (U), Guardian (S), Asari Justicar (S), Ardat-Yakshi (S), Drell Assassin (S)
Warp - Adept (S), Guardian (U), Asari Scientist (U), Cerberus Officer (U), Drell Assassin (U)
Warping Ammo - Subject Zero (L), Player (AT)
Mass Effect 3
...in progress
Note: (S) = Starting, (U) = Unlockable, (L) = For Loyalty, (AT) = Advanced Training
Implants
All biotics seeking to master their abilities at a respectable level are fitted with electronic implants during puberty. After implant installation, it can be replaced or modified through a highly dangerous brain operation, so most people maintain the same implant throughout their lives.
One L5x implant, please. No? Then wrap up an L4.
Biotics are classified based on their implant model and their inherent abilities.
L1 - These biotics can manipulate small objects, but their abilities are not robust enough to be viable, as L1s were implanted after puberty.
L2 - First introduced in 2167. The results are very varied - some L2s are not much stronger than L1s, others are strong but unstable, driving their bearers insane, while some possess immense strength and stability in combat, causing only mild discomfort such as headaches.
L3 - Developed in 2170. Characterized by stability and moderate abilities. The upper limit of capabilities is lower than that of L2, but their bearers are protected from dangerous side effects. Due to later developments, L3 holders are typically individuals aged 25 and younger.
Biotics control mass effect fields using dozens of nerve nodes saturated with dark energy that respond to the brain's electrical signals.
Bio-Augmenters
Augmenters allow biotics to coordinate the function of these nodes to create more powerful fields that can be practically applied. Augmenters can enhance specific skills and abilities.
The implant represents a surgically implanted interface port, to which augmenters are connected. In humans, this port is typically located at the base of the skull for easy access. The port is recommended to be protected from infection.
The port is compatible with many types of augmenters, and currently, the market for enhancements and additions is growing. The best quality implants and augmenters are produced by Asari. However, L3 implants produced by the Alliance, which began production in 2170, mark a significant step forward in this area.
(c) Codex
L3-R - short for "L3-modified", these are individuals who underwent a highly dangerous operation to replace their old implant with L3.
L3-X - Implants inserted into unsuitable candidates.
L4 - New implants being tested on children in the Ascension project. These implants used biotic augmenters with built-in VI interfaces to monitor the subjects' bodies. L4 implants provide a 10-15% increase in strength compared to L3 in 90% of subjects, with currently unknown side effects.
L5x - In Mass Effect 2, adepts are equipped with L5x implants.
L5n - In Mass Effect 2, vanguards are equipped with L5n implants.
Other Races and Biotics
- All Asari are natural biotics, but not all choose to develop their abilities. However, those who choose the road of biotics are distinguished by monstrous skills. They require no implants to effectively utilize biotic abilities, nor do they need to undergo special training to gain conscious control of their nerve endings; their reproductive physiology provides them this capability from birth. Biotic abilities are essential for those wishing to become military personnel. The strongest group of biotics is Asari commandos.
Blue, blue, blue... better not play with you
Among the Salarians, biotics are rare and highly valued. The Salarian army never sends them to the frontlines but uses them for reconnaissance.
Among Turians, biotics are rare and usually no stronger than humans with L3 implants. Turian infantry regards them with suspicion, so they are typically assigned to a special unit known as the "Cabal", used for carrying out key tasks.
Few Krogan biotics possess great strength and often train to become Krogan warleaders, like Scarr or Rex. Before the genophage, Krogan biotics entering the military quickly rose through the ranks. Other soldiers feared them and trembled before them, prompting superiors to understand that biotics would make excellent officers and thus encourage them in every way possible. Krogan had developed a surgical procedure that could grant biotic abilities, but due to high mortality rates, it was discontinued after the rise of the genophage.
Quarian biotic? A rare bird
According to Tali, among Quarians, biotics are very rare. Presumably, this is due to life aboard the Migrant Fleet. Dark energy is an extremely rare resource, so perhaps it is too valuable to waste on fostering the biotic potential of Quarians. Additionally, because Quarians live aboard, any engine accident related to the release of dark energy would be fatal for the crew.
All Collectors have a hidden biotic potential that activates when the main Collector takes control of their mind and body, turning them into powerful and dangerous adversaries.
The Rachni also have some biotic abilities.
God of biotics
In the "Shadow Broker" DLC, it is shown that Batarians also possess some biotic potential.
Drell Thane is a biotic. But how typical this is for Drells is unknown.
In Mass Effect 2, news mentions the emergence of the first Hanar Spectre, who is also a biotic.
To date, there have been no mentions of biotic abilities among Elcor, Raloi, Volus, Vorcha, and Yahg.
Author’s text + translation