Special Abilities:
Biomage Channeling X/Y: BioWarp mages can use their own MP to boost the power output of a vehicle equipped with BioWarp controls. The amount of their own MP that they can channel into a vehicle each round is equal to X, and Y is the maximum amount of ship MP this provides. BioWarp Mages are limited in how much MP they can provide by the BioWarp controls, as they are listed with a number that reflects the maximum amount of MP they can channel in a single turn, though a BioWarp mage can spend their extra initiative turns to use this ability again, so long as they spend no more than X of their own MP in a single round. For every 1 MP channeled, the ship's reactor gains 10 MP.
BioWarp Punch +X: Though they lack the finesse needed to cast actual magical spells, BioWarp mages can still do something with their leftover magical energy. A number of times per encounter no higher than the character's defense, they may spend up to 5 MP times X before making an attack with a Punchy weapon that uses the Fist base damage or a kick. For every 5 MP spent on this attack, if it hits, they deal 1 additional die of Personality damage. These dice are added, so spending 15 MP on this ability would deal an additional 3+dPer damage. All of the punch's damage is considered magical in nature, but it is non-elemental.
Overchannel +X: A Biowarp mage may consider any vehicle with biowarp controls to have +X to its biowarp controls rating.
Magic Resist X: Biowarp Mages subtract X from all damage dealt by magic spells or any source powered by mahoutech.
+X Vehicle Fire Action: A BioWarp Mage gains +X actions when piloting a vehicle that may go toward Fire actions.
+X Vehicle Move Action: A BioWarp Mage gains +X actions when piloting a vehicle that may go toward Move actions.