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 Mass Effect Character Creation Info

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Alice Greene
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PostSubject: Mass Effect Character Creation Info   Tue Feb 02, 2010 10:22 am

Listed below is the appropriate information for creating your character for the RP.

Main Classes:


Adept
Adepts are biotic specialists, capable of disabling and killing enemies with raw biotic power. While they lack advanced combat training, they are the best at defeating enemies without firing a shot. They are outfitted with L5x implants that can spawn a micro-singularity, damaging enemies and pulling them into the air.

Soldier
Soldiers are high-level operatives outfitted with ocular synaptic processors that allow them to fire with heightened focus at their targets. They are the only class capable of wielding assault rifles, and are masters of all other forms of weaponry and ammunition types. Soldiers can use Adrenaline Rush, for a brief moment it slows down time around the player, giving a small window to line up the perfect headshot with the sniper rifle or other weapons.

Engineers
Engineers are tech specialists, the only class able to employ combat drones on the battlefield. They are the most effective class at blasting through defenses and disabling opponents. They can spawn combat drones to harass enemies or force them out of entrenched cover positions. Some of their weaknesses include dealing with some organic enemies and biotic powers.
Engineers can use the Combat Drones, the power spawns a tech drone that draws enemy fire and can electronically stun targets while damaging their shields. Only one drone can be active at a time. Specializing as a Mechanic increases the duration of the Engineer's powers, including the length of time their drone is deployed.

Vanguard
The Vanguard is a powerful combatant, able to combine the offensive powers of the Adept and the Soldier. They have access to various weapons and armor, as well as biotics.
Vanguards are the front line of the squad. Their biotic powers focus on combat potential - disabling the enemy, making their armor ineffective, and shielding themselves from harm so that they can get close enough to go to work.
Vanguards can use the Charge abillity, using biotics to augment speed and strength, to charges across the battlefield towards a target. This culminates in a powerful collision that sends enemies flying backward, inflicting massive damage. The collision negates the mass of an enemy, allowing for even the largest of enemies to be sent flying backwards.
This power also compensates for impeding obstacles, by allowing the Vanguard to 'phase' through solid objects en route to their target. It can also be used on enemies who have been levitated by other biotic talents, and can multiply physics damage to send them off into the distance. As the Vanguard further masters this ability, Charge will slow down time as the Vanguard heads towards the target, permitting additional damage.
Charge requires a target to function.

Sentinel
Sentinels are unique, bringing both biotic and tech abilities to the battlefield. While they lack the focus of Adepts and Engineers, they are versatile and can handle any situation. They are also equipped with an advanced ablative armor system to keep themselves safe. If overloaded, the system will stun all enemies within a short distance.
Engineers can use the Tech Armor ability, the power generates an energy armour suit that boosts the user's shields. When the armour is destroyed, it sends out a pulse of energy, knocking back and damaging nearby enemies within a certain radius.

Infiltrator
Infiltrators are tech and combat specialists with the unique ability to cloak themselves from visual and technological detection. They are deadly at any range with a wide variety of weapons, equipment and powers that can take down any enemy. They are equipped with cloaking systems that allow them to avoid detection for short periods of time, granting a tactical advantage over enemies.
Infiltrators can use the TActical Cloak ability, when activated it instantly renders the user invisible to all enemies, organic or synthetic. Additionally, Tactical Cloak grants a bonus to damage dealt by all weapons and powers. However it also halts health and shield regeneration, leaving the user vulnerable once the cloak wears off.


Last edited by Alice on Sun Feb 27, 2011 7:39 am; edited 2 times in total
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PostSubject: Re: Mass Effect Character Creation Info   Tue Feb 02, 2010 3:07 pm

Biotic Abilities


Barrier
Barrier spawns a mass effect field that soaks up huge amounts of damage.
It is functionally the same as Fortification and, being a biotic ability, is eligible for Biotic Upgrades, while Fortification is not.

Charge
Charge uses biotics to augment speed and strength, allowing the user to charge across the battlefield towards a target. This culminates in a powerful collision that sends enemies flying backward, inflicting massive damage. The collision negates the mass of most enemies.

Dominate
Dominate can brainwash an organic enemy, forcing him/her to attack his allies. It works the same as AI Hacking but on an organic target.

Pull
Pull generates a mass-raising field, which levitates enemies into the air. While aloft, enemies will slowly drift towards the biotic, allowing any allies to finish them off effortlessly. The biotic can also combine the Pull effect with a Throw or Charge -- similar to the Throw-Lift combination -- to send enemies flying higher into the air.
Pull does not inflict any damage upon foes, but acts to disable them, and set up further attacks, one such being a "Throw" attack that sends them flying and can kill them instanly.

Reave
The power employs mass effect fields to biotically attack the target's nervous or synthetic systems and disable any health regeneration. Restores health and gives a temporary health bonus when the power is used against organics. Reave also does double damage to armor and barriers.

Shockwave
When used, the power sends out a series of explosive biotic impacts in front of the user. It can be unleashed along the ground to launch all enemies in its path into the air, or used against airborne targets.

Singularity
The power launches a dark energy sphere to create an intense mass effect field; enemies are drawn into the Singularity and held briefly helpless.

Slam
The power lifts a target and slams them to the ground, inflicting damage.

Stasis
Causes an enemy to be temporarily locked in a mass effect field, freezing the target in place and making them unable to attack. Enemies in Stasis also become impervious to damage.

Lift
Using Lift will cause enemies to float helplessly in the air, making them more vulnerable to attack. Momentum is also conserved; for example, using Lift on a charging enemy will cause them to go flying over your head, possibly into a wall or off a cliff. It can also bring enemies out from behind cover to give a clear shot.

Throw
The power uses mass effect fields to hurl targets away, damaging them if they hit an object. It can now be precisely curved around objects and cover to hit its target.

Warp
The power spawns a mass effect field that damages enemy targets and stops health regeneration. It also detonates any biotic powers affecting the target, such as Pull or Singularity, causing further damage. It is effective against armor and biotic barriers.


Last edited by Alice on Sun Feb 27, 2011 8:00 am; edited 4 times in total
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PostSubject: Re: Mass Effect Character Creation Info   Tue Feb 02, 2010 3:25 pm

Tech Abilities


AI Hacking
It temporarily takes control of synthetic enemies, turning them against their allies.

Combat Drone
The power spawns a tech drone that draws enemy fire and can electronically stun targets while damaging their shields. Only one drone can be active at a time.
Engineer only.

Cryo Blast
When activated, the user's omni-tool fires a mass of super-cooled subatomic particles capable of snap-freezing targets within a certain radius. If the target's health is low enough when frozen, it is possible to shatter it through the use of weapons or other damage dealing abilities. Frozen enemies are more susceptible to damage.

Energy Drain
The power drains enemies' kinetic barrier power to boost your shields.
Quarian only.

Incinerate
It is a high-explosive plasma round fired from the user's Omni-tool that inflicts damage over time to all nearby enemies and permanently stops their health regeneration. It is very effective against armor.

Neural Shock
Neural Shock paralyzes organic enemies for a brief amount of time.
Salarian only.

Overload
It works by using an omni-tool to modify and deploy a mine that will damage an enemy's shields.

Tactical Cloak
When activated it instantly renders the user invisible to all enemies, organic or synthetic. Additionally, Tactical Cloak grants a bonus to damage dealt by all weapons and powers. However it also halts health and shield regeneration, leaving the user vulnerable once the cloak wears off.
Infiltrator only.

Tech-Armor
The power generates an energy armour suit that boosts the user's shields. When the armour is destroyed, it sends out a pulse of energy, knocking back and damaging nearby enemies within a certain radius.
Sentinel-Class only.


Last edited by Alice on Sun Feb 27, 2011 8:07 am; edited 5 times in total
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PostSubject: Re: Mass Effect Character Creation Info   Tue Feb 02, 2010 3:30 pm

Combat Abilities
*All are soldier only unless noted otherwise.*

Adrenaline Rush
For a brief moment it slows down time around the player, giving a small window to line up the perfect headshot with the sniper rifle or other weapons.

Concussive Shot
When activated, the player's weapon fires a single high-powered round that damages a target and can stun it for a few seconds.

Fortification
Fortification reinforces armor with a non-Newtonian fluid that hardens when struck, providing a brief, huge bonus.
Krogan only.

Inferno Grenade
It launches a volatile grenade that explodes on impact, sending fragments flying in all directions that causes extra damage. This fire damage is effective against armor.


Last edited by Alice on Sun Feb 27, 2011 8:08 am; edited 3 times in total
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PostSubject: Re: Mass Effect Character Creation Info   Tue Feb 02, 2010 3:35 pm

Ammo types

Cryo Ammo
When activated, a clip of the ammo of the player's weapon is empowered and has a chance of freezing enemies for a short time, preventing them from moving. Frozen enemies are more susceptible to damage and can even be shattered for an instant kill.

Disruptor Ammo
When activated, the player's weapon is empowered and causes additional damage to shields and synthetic enemies, and has a chance of temporarily disabling synthetic enemies and overheating enemy weapons.

Incendiary Ammo
When activated, a clip of ammo in the player's weapon is empowered causing fire damage to targets which burns them over time. This stops health regeneration in targets, and can cause unshielded enemies to panic. Synthetic enemies are resistant to fire damage.
The anti-regeneration quality is a quite helpful against charging Krogan.

Warp Ammo
Warp Ammo is effective against barriers and health, and does increased damage against enemies who are being affected by biotic powers. Biotic based characters only.

Armor-Piercing Ammo
This ammo does extra damage against armor and enemies with no defenses. Soldier based characters.

Shredder Ammo
This ammo tears through soft targets, inflicting more damage to unshielded organic enemies.
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