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Renegade loss (A Mass Effect Fan-Fic RP OOC)

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Renegade loss (A Mass Effect Fan-Fic RP OOC) Empty Renegade loss (A Mass Effect Fan-Fic RP OOC)

Post by ReiXAsuka Sat Aug 31, 2013 4:08 am

-Incoming transmission from alliance command, synching omni-tools.-

"This is alliance command troopers, your mission is to move in and secure a colony on the planet Raicor, we have lost contact with the colony fahl prime, you are to move in and secure the colony and the surrounding area from any and all enemy forces, known enemy forces in the system are the blood pack and Cerberus, however, reaper forces are rumoured to be in the area... Good luck squad Lima. Command over and out."

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Work as a team and survive, go alone and die. Here is the bio format:

Code:
name:
Age:
Race:
Gender: (if applicable.)
Class:
Code name/call sign:

Personality:

Rank:

Historic achievements:

History:

Rule 1. Hosts word is law
Rule 2. Don't try and be a one man army.
Rule 3. Have fun
Rule 4 . Limit of 3 characters.


Human Soldier: Humans, from the planet Earth, are the newest sentient species of notable size to enter the galactic stage and are the most rapidly expanding and developing. They independently discovered a Prothean data cache on Mars in 2148, and the mass relay networks shortly thereafter. Humans have a fairly robust physiology. Their internal makeup and reproductive processes are typical of most bipedal mammals, and their size and proportions give the appearance of being strong, fast and agile. In comparison to the Council races, humans are roughly physically on par with turians (as a human in or around peak physical condition can overwhelm a similarly fit turian, making them near equals in a hand-to-hand combat situation), and less agile than asari (whom they closely resemble), though fit human males are likely to be far stronger than the average asari. Humans would appear on average to be stronger than salarians but not as fast, due to the extremely elevated metabolisms of the latter. Like most organic races, humans are also capable of producing biotic individuals. All cases of biotics in humans are the result of pre-natal exposure to element zero, which carries a high risk of medical complications.

Humans can live to about 150 years, and recent medical advances have eradicated almost all known diseases that afflict them. However, as humans only emerged on the galactic stage within the last thirty years, it is highly likely that the introduction of new technology into their society will greatly increase their average lifespan. Humans reach physical maturity at approximately eighteen years of age, at which point they have usually finished their academic education and either directly enter the workforce or begin training for a profession.

It has been noted that humans are unusual in the galactic community because they have far greater genetic diversity compared to other species with more peaks and valleys. This makes human genetic material useful in biological experiments, as a control group.



Turian Soldier: Known for their militaristic and disciplined culture, the turians were the third race to join the Citadel Council. They gained their Council seat after defeating the hostile krogan for the Council during the Krogan Rebellions. The turians deployed a salarian-created biological weapon called the genophage, which virtually sterilised the krogan and sent them into a decline. The turians then filled the peacekeeping niche left by the once-cooperative krogan, and eventually gained a Council seat in recognition of their efforts.

Turians typically stand over six feet tall, have two long, proportionately thick fingers and an opposable thumb on each hand, each tipped with talons, and a set of mandibles around their mouths. The most distinguishing feature of turians is their metallic carapace, which contains trace amounts of thulium. The turians evolved this trait as a defense against the greater levels of solar radiation that penetrate their homeworld's weak magnetic field. Turian features are avian, making them resemble humanoid birds or raptors, however unlike most Earth avian creatures, turians are viviparous and give birth to live young.[1] In 2165, David Anderson claimed that turians reminded him of the evolutionary link between birds and dinosaurs. Turians are also recognisable by their voices, which have a distinctive flanging effect. Males and females do not differ greatly in physical appearance, but female turians lack the crest of horns found in the males of the race. The lifespan of a turian is comparable to that of a human.[2]

Since the Unification War, turians normally wear elaborate tattoos[3] marking their colony of origin, though it is not known which markings distinguish which colony. These markings are usually white — particularly on turians with darker carapaces — but can be of various colours. Garrus Vakarian's markings, for example, are dark blue. As a point of interest, the turian term "barefaced" refers to one who is beguiling or not to be trusted. It is also a slang term for politicians.

Turians exhibit the characteristics of predators rather than those of prey species (compare to krogan biology). Their forward-facing alert eyes give the impression that they possess outstanding eyesight and their teeth and jaws mimic the structures possessed by apex predators such as crocodiles or ancient, carnivorous dinosaurs. Needless to say, their talons on both their feet and hands seem capable of ripping flesh. As such, their diet is primarily meat-based. Their slender bodies also seem to suggest that they are also capable of moving at high speeds.

The turian homeworld, Palaven, has a metal-poor core, generating a weak magnetic field and allowing more solar radiation into the atmosphere. To deal with this, most forms of life on Palaven evolved some form of metallic "exoskeleton" to protect themselves. Their reflective plate-like skin makes turians less susceptible to long-term, low-level radiation exposure, but they do not possess any sort of "natural armor". A turian's thick skin does not stop projectiles and directed energy bolts. Turian blood has a dark blue colouration, possibly from the presence of hemocyanin rather than hemoglobin, which would fit with the biology of a metallic exoskeleton.

Although life on Palaven is carbon-based and oxygen-breathing, it is built on dextro-amino acids. This places the turians in a distinct minority on the galactic stage; the quarians are the only other sapient dextro-protein race. The food of humans, asari, or salarians (who evolved in levo-amino acid-based biospheres), will at best pass through turian systems without providing any nutrition. At worst, it will trigger an allergic reaction that can be fatal if not immediately treated. The turian mechanic Lilihierax on Noveria uses the idiom, "if you can polish enough gizzard". This suggests that the turians have a digestive system similar to birds and reptiles on Earth, some of whom swallow stones to help break down harder foods in the stomach.

Salarian Soldier: The second species to join the Citadel, the salarians are warm-blooded amphibians native to the planet Sur'Kesh. Salarians possess a hyperactive metabolism; they think fast, talk fast, and move fast. To salarians, other species seem sluggish and dull-witted, especially the elcor. Unfortunately, their metabolic speed leaves them with a relatively short lifespan; salarians over the age of 40 are a rarity.

Salarians are known for their observational capability and non-linear thinking. This manifests as an aptitude for research and espionage. They are constantly experimenting and inventing, and it is generally accepted that they always know more than they are letting on.

The salarians are a bipedal race of amphibians, with tall, elongated bodies well-suited for their high metabolism, and skeletons composed of more cartilage than those of other races such as humans. Salarian heads are long and thin, and have a pair of horns protruding from the top of their skulls. Skin varies in color, from bright reds and greens to the more common shades of blue or grey. Their blood is a greenish color. Salarian eyes are large and oval and have thin membranes in place of eyelids. The pupils are a wide slit, oriented horizontally, and the irises can be dark green, purple, red, blue, or brown. Salarians blink upwards, rather than downwards as humans do.

Salarians are noted for their high-speed metabolism, which allows them to function on just one hour of sleep a day. Their minds and bodies work faster than most sapient races, making them seem restless or hyperactive. The drawback of this active metabolism is a short lifespan of around 40 human years.

The salarians are amphibian haplo-diploid egg-layers; unfertilized eggs produce males and fertilized eggs produce females. Once a year, a salarian female will lay a clutch of dozens of eggs. Social rules prevent all but a fraction from being fertilized. As a result, 90% of the species is male.

Salarians have photographic memories and rarely forget a fact. They also possess a form of psychological "imprinting", tending to defer to those they knew in their youth. Salarian hatching is a solemn ritual in which the clan Dalatrass (matriarch) isolates herself with the eggs. The young salarians psychologically imprint on her and tend to defer to her wishes. During the hatching of daughters, the Dalatrasses of the mother and father’s clans are present at the imprinting. This ensures the offspring have equal loyalty to both, ensuring the desired dynastic and political unity.

Salarian sex drive and reproduction differ from that of humans, with Mordin Solus claiming that it is not hormone-based. Reproduction is more of a necessity and salarians do not seem to desire sex for pleasure. They are, however, attracted to the asari, and one salarian notes that "even humans find the Consort irresistible."


Asari Commando: The asari, native to the planet Thessia, are often considered the most powerful and respected sentient species in the galaxy, and are known for their elegance, diplomacy, and biotic aptitude. This is partly due to the fact that the asari were among the earliest races to achieve interstellar flight after the Protheans, and the first to discover and settle the Citadel.

A mono-gender race, the asari are distinctly feminine in appearance and possess maternal instincts. Their unique physiology, expressed in a millennia-long lifespan and the ability to reproduce with a partner of any gender or species, gives them a conservative yet convivial attitude toward other races. Favoring compromise and cooperation over conflict, the asari were instrumental in proposing and founding the Citadel Council and have been at the heart of galactic society ever since.

A typical asari individual has a blue to purple complexion; the gas giant Sharblu was named after a famous asari soprano with a distinctive skin tone that resembled the planet's atmosphere. Some asari can also have a teal complexion, but this seems to be a rarity. Some asari, such as Matriarch Lidanya, Matriarch Benezia, Liara T'Soni, and Tela Vasir have facial markings, which are unique color patterns that vary for every asari. Some of these facial markings are associated with eyebrows by humans, but the asari do not think of the markings as such themselves. In the place of head hair, asari possess semi-flexible, cartilage based scalp crests that grow into shape. These structures are rigid, and do not "flop around" as some believe. Asari also have a robust cellular regenerative system; while they do not heal faster than other species, they are known to reach over 1000 years of age. Asari blood is purple.

However asari gender is defined, they are innately different from humans, for asari can mate and successfully reproduce with any other gender or species. Although they have one gender, they are not asexual. An asari provides two copies of her own genes to her offspring, which is always an asari, regardless of the species or sex of the "father", and in the case that the offspring is of two asari, the father is the one who does not give birth. The second set of genes is altered in a unique process called melding, also known as the joining.
Normandy Liara EmbracingEternity

During melding, an asari consciously attunes her nervous system to her partner's, sending and receiving electrical impulses directly through the skin. A common phrase used before melding is "embrace eternity," presumably to help focus the partner's mind. Effectively, the asari and her partner briefly become one unified nervous system. This unique means of reproduction is the reason asari are all talented biotics. Their evolved ability to consciously control nerve impulses is very similar to biotic training. The partner can be another asari, or an alien of any gender. However, since the asari began encountering other sentient species, non-asari mates have become preferred for the diversity they provide. This reproductive process can lead to some confusion among non-asari, who might expect offspring with "mixed" genes. However, the offspring is always 100% asari as no DNA is taken from the partner, but is rather used as a "map" to randomize the genes of the offspring.



Krogan Soldier: The krogan are a species of large reptilian bipeds native to the planet Tuchanka, a world known for its harsh environments, scarce resources, and overabundance of vicious predators. The krogan managed to not only survive on their unforgiving homeworld, but actually thrived in the extreme conditions. Unfortunately, as krogan society became more technologically advanced, so did their weaponry.

Four thousand years ago, at the dawn of the krogan nuclear age, battles to claim the small pockets of territory capable of sustaining life escalated into full scale global war. Weapons of mass destruction were unleashed, transforming Tuchanka into a radioactive wasteland. The krogan were reduced to primitive warring clans struggling to survive a nuclear winter of their own creation, a state that continued until they were discovered by the salarians two thousand years later.

With the help of the salarians, the krogan were "uplifted" into galactic society, and lent their numbers and military prowess to bring an end to the Rachni Wars (see below). Ironically, after the rachni were eradicated, the rapidly-expanding krogan became a threat to the galaxy in turn, starting the Krogan Rebellions and forcing the turians to unleash the genophage. This genetic "infection" dramatically reduced fertility in krogan females, causing a severe drop in births secondary to prenatal and postnatal death and, ultimately, population, eliminating the krogan numerical advantage.

Due to the brutality of their surroundings, natural selection has played a significant role in the evolution of the krogan. Unlike most sentient species, krogan eyes are wide-set - on Earth, this is common among prey animals, and in this case it gives the krogan 240-degree vision, giving them greater visual acuity and awareness of approaching predators. Krogan eyes have narrow pupils. Their irises may be red, green, amber, or blue in color. Prior to the genophage, krogan could reproduce and mature at an astonishing rate. Females are known to produce clutches of up to 1,000 fertilized eggs over the course of a year.

Their large shoulder humps store fluids and nutrients, enabling them to survive extended periods without food or water. A bigger shoulder hump is seen as a sign of high status, showing how successful an individual krogan is at hunting. Their thick hides are virtually impervious to cuts, scrapes or contusions, and they are highly resistant to environmental hazards, including toxins, radiation, and extreme heat and cold. Consequently their diets can include food and drink which would prove very dangerous to other species—a fact reflected in the krogan liquor of choice, ryncol, which is said to "hit aliens like ground glass". Younger krogan have yellow or green markings on their hides. These markings darken to brown or tan over time, showing their age.

Krogan typically stand over 7 feet and weigh roughly one ton in armor. Biotic individuals are rare, though those who do possess the talent typically have strong abilities. The most amazing physiological feature of krogan biology is the multiple instances of major organs. These secondary (and where applicable, tertiary) systems are capable of serving as back-ups in the event of damage to the primary biological structures. They have, for example, two hearts, four lungs, and four testicles. This reflects in their slang, where they often speak about a "quad" where a human would use the words "balls" or "pair". Krogan also have a secondary nervous system using a neuroconductive fluid, meaning they are almost impossible to paralyze. Krogan bleed a yellow or orange fluid when shot, which may be this fluid or actual blood.

Having redundant systems makes krogan difficult to kill or incapacitate in normal combat scenarios. Sheer physical hardiness means an individual krogan can expect to live for centuries. Krogan can live for well over a thousand years, as evidenced by Warlord Okeer, a veteran of the Krogan Rebellions who died (of decidedly unnatural causes) well over a thousand years after the Rebellions ended.


Quarian Soldier: The quarians are a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence. Since their homeworld Rannoch was conquered, the quarians live aboard the Migrant Fleet, a huge collection of starships that travel as a single fleet.

Approximately three hundred years before the events of Mass Effect, the quarians created the geth, a species of rudimentary artificial intelligences, to serve as an efficient source of manual labor. However, when the geth gradually became sentient, the quarians became terrified of possible consequences and tried to destroy their creations. The geth won the resulting war and forced their creators into exile. Now the quarians wander the galaxy in a flotilla of salvaged ships, secondhand vessels, and recycled technology.

Quarians are generally shorter and of slighter build than humans. Quarians have an endoskeleton, lips, teeth, and two eyes with eyelids and tear ducts; they also have three thick fingers on both hands which include a thumb, an index finger, and a long finger, similar to the middle fingers for humans, as well as three toes on each foot. Quarian facial structure and hair actually makes them the most similar to humans in physical appearance. Their lower legs are bowed backwards significantly, compared to asari or humans. Aside from hands and legs, their general body shape and sexual dimorphism is similar to humans. Their ears or ear analogues differ in a noticeable fashion from those of humans, with references made to "what [passes] for the quarian version of an ear". Also like humans, quarian blood is red.

The most distinguishing feature of quarian biology is their weak immune system, compounded by centuries of living in sterile environments. As a result, all quarians by necessity dress in highly sophisticated enviro-suits, to protect them from disease or infection if they are injured. Their suits can be compartmentalized in the event of a tear or similar breach to prevent the spread of contaminants (similar to a ship sealing off bulkheads in the event of a hull breach). Along with their suits quarians also have extensive cybernetic augmentations integrated into their bodies. A quarian's lifespan is roughly equal to a human's, but is prone to be less if infection breaks into the suit.

Quarian immune systems have always been relatively weak, as pathogenic microbes were comparatively rare in their homeworld's biosphere. Furthermore, what few viruses and other microbes were native to their homeworld were often at least partly beneficial to them, giving them a symbiotic relationship with their environment. After living aboard the Migrant Fleet for generations, the quarians' immune systems have atrophied further still due to the years in the sterile environment of the Migrant Fleet. As such, quarians are given various vaccinations and immunizations to help ward off disease. However, they prefer the safety of their suits even in clean environments and are reluctant to remove them without a good reason.

A quarian who wishes to remove their suit must take antibiotics, immuno-boosters, herbal supplements, or the like in order to do so safely, and even then there are inherent risks. As a result, physical acts of affection are difficult for quarians, even for the purposes of reproduction. Ships in the Migrant Fleet often contain "clean rooms" where quarians can give birth or undergo medical procedures in relative safety, though there are always risks. The most intimate thing quarians can do is link their suit environments. However, doing so guarantees a quarian will get sick, although they will usually adapt over time.

Like turians, the quarians are a dextro-protein species of reverse chirality from humans and asari. The food of levo-protein races such as humans or asari is at best inedible and at worst poisonous, most likely triggering a dangerous allergic reaction. Quarians who want to taste something (other than the refined edible paste issued to all who leave on their Pilgrimage) can eat specially purified turian cuisine, though the typical quarian diet is vegan, as livestock were found to possess an inefficient resource-to-calorie ratio when stored on the Migrant Fleet.

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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.

Engineer: Engineers are tech specialists, the only class able to employ combat drones on the battlefield. Engineers are the most effective class at blasting through enemy defenses and disabling opponents. Engineers can spawn combat drones to harass enemies or force them out of entrenched cover positions.

Infiltrator: Infiltrators are tech and combat specialists with the unique ability to cloak themselves from visual and technological detection. Deadly at any range, Infiltrators are equipped with a wide variety of weapons, equipment and powers that can take down any enemy.

Sentinel: Sentinels are unique, bringing both tech and biotic abilities to the battlefield. While they lack the focus of adepts and engineers, they are versatile and can handle any situation. Sentinels are equipped with the most advanced ablation armor system to keep themselves safe. If overloaded, the system will stun all enemies within a short distance. This advanced shield causes the sentinel to be like a "Juggernaut" so to speak, making it less necessary to take cover, and rushing your enemies much more productive.

Soldier: Soldiers are pure combat specialists. No one is tougher or more effective at taking down enemies with gunfire. Soldiers have the most thorough weapons training and can use all special ammo types. High-level operatives are outfitted with ocular synaptic processors that allow them to focus on targets with lethal accuracy.

Vanguard: Vanguards are feared for their high-risk high-reward combat style, closing quickly on enemies and destroying them at close range with weapons and biotic abilities. They are outfitted with L5n implants, enabling them to perform a biotic charge that strikes the opponent with incredible force while bringing the Vanguard in close for close-range combat.

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Powers:

Renegade loss (A Mass Effect Fan-Fic RP OOC) 250px-Adept-Guide

Warp: The power spawns a mass effect field that damages enemy targets and stops health regeneration. It deals double damage to barriers and armor and will detonate any biotic powers affecting the target, such as Pull or Singularity. The detonated target takes double damage from Warp, and all targets within the Detonation Radius receive full damage, regardless of any protection they might have. If they are also being affected by a biotic power, then they also take double damage.

Throw: Throw 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.

Singularity: The power launches a dark energy sphere to create an intense mass effect field. The field creates a warp in the space around it, creating a gravity well akin to a black hole. Enemies are drawn into the Singularity and held briefly helpless in orbit while protected enemies are held in place. The singularity will drain any shields, armor, or biotic barriers of enemies over time. Unlike singularity in Mass Effect, any enemy wandering into the gravity well of a singularity after it has been created will also be pulled into orbit.

Pull: Pull is a biotic power that generates a mass-lowering field, which levitates enemies into the air. While aloft, enemies will slowly drift towards the biotic, allowing any allies to finish them off effortlessly.

Shockwave: 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. This can be useful in stopping advancing enemies and allowing you to focus fire on this target with your team.

Renegade loss (A Mass Effect Fan-Fic RP OOC) 250px-Engineer-Guide

Overload: It shuts down an enemy's shields, rendering them vulnerable to attack. Overload is typically used to take down shields or synthetics, doing twice as much damage to shields as it does to synthetics, but will also cause any unshielded enemies using flamethrowers to explode.

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. Against armor, the damage this ability deals is 2.4 times the usual amount. Like Overload, this power causes unprotected enemies equipped with flamethrowers to explode.

Combat Drone: The power spawns a tech drone that draws enemy fire and can electronically stun targets while damaging their shields. Only one drone per character 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.

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.

AI Hacking: AI Hacking also generates a temporary shield around the hacked target. Note that this power, like many status effect powers, will only work on enemies that have had their defenses (e.g., shields, armor) stripped away.


Renegade loss (A Mass Effect Fan-Fic RP OOC) 250px-Infiltrator-Guide

Disruptor Ammo: When activated, the user's weapon is empowered by an electric field that causes additional damage to shields. The ammo also deals increased damage to synthetic enemies and adds a chance to temporarily disable them. In addition, the ammo has a chance to overheat enemy weapons thereby disabling them.

Cryo Ammo: When activated, the user's weapon is empowered and has a chance of freezing enemies without any special defenses for a short time, preventing them from moving. Frozen enemies are more susceptible to damage and can even be shattered for an instant kill. It is also worth noting that husks are instantly killed once frozen.

Tactical Cloak: When activated, it instantly renders the Infiltrator invisible to all enemies and grants a damage bonus to all weapons. However it also halts health and shield regeneration, leaving the Infiltrator vulnerable once the cloak wears off.

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. Against armor, the damage this ability deals is 2.4 times the usual amount. Like Overload, this power causes unprotected enemies equipped with flamethrowers to explode.

AI Hacking: AI Hacking also generates a temporary shield around the hacked target. Note that this power, like many status effect powers, will only work on enemies that have had their defenses (e.g., shields, armor) stripped away.

Renegade loss (A Mass Effect Fan-Fic RP OOC) 250px-Sentinel-Guide

Throw: Throw 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: It deals double damage to barriers and armor and will detonate any biotic powers affecting the target, such as Pull or Singularity. The detonated target takes double damage from Warp, and all targets within the Detonation Radius receive full damage, regardless of any protection they might have. If they are also being affected by a biotic power, then they also take double damage.

Tech Armor: The power generates an energy armor suit that boosts the user's shields. When the armor is destroyed, it sends out a pulse of energy, damaging nearby enemies and knocking down unprotected targets while staggering most protected targets.

Overload: The power generates an energy armor suit that boosts the user's shields. When the armor is destroyed, it sends out a pulse of energy, damaging nearby enemies and knocking down unprotected targets while staggering most protected targets.

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.

Renegade loss (A Mass Effect Fan-Fic RP OOC) 250px-Soldier-Guide

Adrenaline Rush: For a brief moment it slows down time around the user, giving a small window to line up the perfect head-shot with the sniper rifle or other weapons, as well as increasing the damage dealt, including melee damage.

Concussive shot: When activated, the user's weapon fires a single high-powered round that damages a target and can stun it for a few seconds. Against biotic barriers, the effectiveness of Concussive Shot is 3.5 times that of the normal effect.

Disruptor Ammo: When activated, user's weapon is empowered by an electric field that causes additional damage to shields. The ammo also deals increased damage to synthetic enemies and adds a chance to temporarily disable them. In addition, the ammo has a chance to overheat enemy weapons thereby disabling them.

Incendiary Ammo: When activated, the user's weapon causes fire damage to enemies, burning through armor and setting them on fire. This stops health regeneration, and can cause unprotected organic enemies to panic. Synthetic enemies are resistant to fire damage. The anti-regeneration quality is quite helpful against charging krogan.

Cryo Ammo: When activated, the user's weapon is empowered and has a chance of freezing enemies without any special defenses for a short time, preventing them from moving. Frozen enemies are more susceptible to damage and can even be shattered for an instant kill. It is also worth noting that husks are instantly killed once frozen.

Renegade loss (A Mass Effect Fan-Fic RP OOC) 250px-Vanguard-Guide

Incendiary Ammo: When activated, the user's weapon causes fire damage to enemies, burning through armor and setting them on fire. This stops health regeneration, and can cause unprotected organic enemies to panic. Synthetic enemies are resistant to fire damage. The anti-regeneration quality is quite helpful against charging krogan.

Cryo Ammo: When activated, the user's weapon is empowered and has a chance of freezing enemies without any special defenses for a short time, preventing them from moving. Frozen enemies are more susceptible to damage and can even be shattered for an instant kill. It is also worth noting that husks are instantly killed once frozen.

Charge: The Vanguard uses biotics to augment speed and strength, and charges across the battlefield towards a target. This culminates in a powerful collision that sends unprotected 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.

Shockwave: When used, the 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. This can be useful in stopping advancing enemies and allowing you to focus fire on this target with your team.

Pull: Pull to generate a mass-lowering 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.


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Weapons:


Adept:

Heavy Pistol: Heavy pistols are a class of semi-automatic weapons, which have a fairly low rate of fire and limited ammunition, but do relatively high damage per shot. They are an invaluable backup weapon, effective against armor and highly accurate at mid-long ranges.

Sub-Machine gun: Submachine Guns (SMGs) are a class of rapid firing weapons, including both fully automatic and burst fire weapons. They generally have low accuracy and damage per shot, offset by their thermal clip size and rate of fire. They are best suited for close-mid range combat. SMGs possess a bonus to damage against shields and biotic barriers, but are weak against armor.

Engineer:

Heavy Pistol: Heavy pistols are a class of semi-automatic weapons, which have a fairly low rate of fire and limited ammunition, but do relatively high damage per shot. They are an invaluable backup weapon, effective against armor and highly accurate at mid-long ranges.

Submachine Guns (SMGs) in Mass Effect 2 are a class of rapid firing weapons, including both fully automatic and burst fire weapons. They generally have low accuracy and damage per shot, offset by their thermal clip size and rate of fire. They are best suited for close-mid range combat. SMGs possess a bonus to damage against shields and biotic barriers, but are weak against armor.

Infiltrator:

Sniper Rifle: Sniper rifles are powerful, long-ranged weapons with built in scopes. None of the sniper rifles possess any sort of short-range damage bonuses.


Submachine Guns (SMGs) are a class of rapid firing weapons, including both fully automatic and burst fire weapons. They generally have low accuracy and damage per shot, offset by their thermal clip size and rate of fire. They are best suited for close-mid range combat. SMGs possess a bonus to damage against shields and biotic barriers, but are weak against armor.

Heavy Pistol: Heavy pistols are a class of semi-automatic weapons, which have a fairly low rate of fire and limited ammunition, but do relatively high damage per shot. They are an invaluable backup weapon, effective against armor and highly accurate at mid-long ranges.

Sentinel:

Submachine Guns (SMGs) are a class of rapid firing weapons, including both fully automatic and burst fire weapons. They generally have low accuracy and damage per shot, offset by their thermal clip size and rate of fire. They are best suited for close-mid range combat. SMGs possess a bonus to damage against shields and biotic barriers, but are weak against armor.

Heavy Pistol: Heavy pistols are a class of semi-automatic weapons, which have a fairly low rate of fire and limited ammunition, but do relatively high damage per shot. They are an invaluable backup weapon, effective against armor and highly accurate at mid-long ranges.

Soldier:

Assault Rifles: Assault rifles are a class of rapid firing ranged weapons, which also encompasses battle rifles, marksman rifles and light machine guns. All assault rifles benefit from the short-range damage bonus.

Submachine Guns (SMGs) are a class of rapid firing weapons, including both fully automatic and burst fire weapons. They generally have low accuracy and damage per shot, offset by their thermal clip size and rate of fire. They are best suited for close-mid range combat. SMGs possess a bonus to damage against shields and biotic barriers, but are weak against armor.

Heavy Pistol: Heavy pistols are a class of semi-automatic weapons, which have a fairly low rate of fire and limited ammunition, but do relatively high damage per shot. They are an invaluable backup weapon, effective against armor and highly accurate at mid-long ranges.

Sniper Rifle: Sniper rifles are powerful, long-ranged weapons with built in scopes. None of the sniper rifles possess any sort of short-range damage bonuses.

Shotguns are powerful close range weapons. All shotguns fire eight projectiles per shot and benefit from a short range bonus of 100% at point-blank.

Vanguard:

Shotguns are powerful close range weapons. All shotguns fire eight projectiles per shot and benefit from a short range bonus of 100% at point-blank.

Submachine Guns (SMGs) are a class of rapid firing weapons, including both fully automatic and burst fire weapons. They generally have low accuracy and damage per shot, offset by their thermal clip size and rate of fire. They are best suited for close-mid range combat. SMGs possess a bonus to damage against shields and biotic barriers, but are weak against armor.

Heavy Pistol: Heavy pistols are a class of semi-automatic weapons, which have a fairly low rate of fire and limited ammunition, but do relatively high damage per shot. They are an invaluable backup weapon, effective against armor and highly accurate at mid-long ranges.
ReiXAsuka
ReiXAsuka
The Resident Succubus
The Resident Succubus

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Join date : 2013-08-18

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