Classes and Abilities (MAJOR UPDATE)
Triumvirate Roleplay :: Archived Servers :: Mass Effect: Legacy :: IC Section :: 2nd Marine Special Reconnaissance Company
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Classes and Abilities (MAJOR UPDATE)
To stick to tradtional Mass Effect structure, We've decided to allow people to assign themselves to a IC MOS but still allow themselves the full capabilities and customization options of the powers open to certain classes. For instance. You no longer are forced to only have omni-shields and blade armor as a CQC, And can chose a more appropriate power should it be available to your class or your race.
The amount of abilities you can select depends on your veterancy. New characters start out at only 1 ability.
If you would like to know how many abilities you can choose, contact an admin.
If an ability has a * , it means that this ability does not require a roll.
Abilities:
Stasis - Stasis causes an enemy to be temporarily locked in a mass effect field, freezing the target in place and making them unable to attack.
Warp - Warp works by creating rapidly shifting mass effect fields that shred a target apart, similar in function to the disruptor torpedoes used by starships.
Throw - Throw uses mass effect fields to hurl a target away from the user with damaging force.
Reave - Reave employs mass effect fields to biotically attack the target's nervous or synthetic systems and prevent healing.
Singularity - A biotic power that sucks multiple enemies within a radius to a single area, leaving them floating helplessly and vulnerable to attack.
Lash - Biotic whips generate from the wrist, causing massive damage upon impact of an enemy.
Shockwave - Unleash a forward facing ripple of biotic energy to knock unshielded opponents down and cause substantial damage.
Barrier(Adept Variant) - Create a biotic bubble around yourself and others in the vicinity to withstand attacks.
Abilities:
* Deploy Cover - Deploy a piece of hard cover that all troops can utilize.
Homing Grenade - Deploys a grenade that floats until it finds its target, swooping down and exploding on impact.
* Tripwire - Deploys a tripwire that stays in position until it is tripped by a moving target.
* Decoy - Deploys a decoy of the engineer, distracting enemies.
* Combat Drone - Deploys a drone capable of engaging enemies alongside you. (Allows you to attack twice in turns with no penalties. But can only attack one target unlike the sentry)
* Sentry Turret - Deploys a small, floating turret that is capable of laying down high rates of fire. (Allows you to attack twice in turns, Sentry allows you to attack three targets. But the sentry suffers a -10 to it's rolls. But not your own.)
AI Hacking - Hacks a synthetic, turning them friendly for a short amount of time.
* Decryption - Allows you to bypass SOME consoles and terminals or any other sort of interface that requires you to roll.
* Supply Pylon - Drops a supply pylon, which repairs shields and disperses ammo. This creates a defensive position that is difficult to break through unless the pylon is destroyed. A pylon can only be deployed once during an mission.
Energy Drain - Drains a target's shields or barriers, sending the power to the engineer's shields.
Cryo Blast - Fires a bolt of cryogenic energy to cause increased damage to a unshielded target.
Incinerate - Fires a bolt of combustion at a enemy to set them on fire. Causing damage over time.
Omni-bow - Replaces omni-blade with a bow that can fire concussive arrows or armor-piercing arrows.
* Soundwave - Directional attack that must be maintained via omni-tool. Emits high-frequency buzzes developed by the Raloi. Causes the target to stun if maintained for two-three turns. (Depending on the target)
Abilities:
* Tactical Cloak - Allows the user to activate a reflective cloak, Giving them limited invisibility. Can be used in combat to amplify your next roll.
Recon Mine - A deployable mine that can be outfitted to scan nearby enemies (Requires high rank), It must be detonated manually instead of automatically.
Snap Freeze - Activates dual coolant canisters that unleash a sub-zero spray of ice that freeze smaller enemies solid, Making them vulnerable to instant kills (Once per mission), If used on heavy targets then the target takes extra damage (Depending on the target.).
* Stability - When behind cover and standing still, You gain +25 roll bonus on your next shot. (You don't need to select this if you use a sniper as a Infiltrator.)
* Recon Drone - A deployable drone that can be used to scout the environment ahead and identity hostile and non-hostile targets alike. Used to set up a bonus roll of +20 against a single target if use before a engagement.
Overload - A shock of overcharged electricity that fries electronics and shields.
* Soundwave - Directional attack that must be maintained via omni-tool. Emits high-frequency buzzes developed by the Raloi. Causes the target to stun if maintained for two-three turns. (Depending on the target)
* Stimulant Package - Restore your shields to maximum power and negate a attack. You can carry one charge per mission.
* Decoy - Deploys a decoy of the infiltrator, distracting enemies.
Abilities:
* Tech Armor - Deploys tech armor around the Sentinel, granting immunity to attacks as long as they roll above the enemy's roll. This ability must be used before damage is taken. It is the only negating attack ability that can be reactivated for multiple engagements.
Shockwave - Sends a biotic shockwave, toppling enemies to the ground as it hits them.
Warp - Warp works by creating rapidly shifting mass effect fields that shred a target apart, similar in function to the disruptor torpedoes used by starships.
Incinerate - Fires a bolt of combustion at a enemy to set them on fire. Causing damage over time.
Snap Freeze - Activates dual coolant canisters that unleash a sub-zero spray of ice that freeze smaller enemies solid, Making them vulnerable to instant kills (Once per mission), If used on heavy targets then the target takes extra damage (Depending on the target.).
Lash - Biotic whips generate from the wrist, causing massive damage upon impact of an enemy.
* Omnishield - Deploys a powerful omnishield, blocking oncoming fire to the sentinel. Can be mobile or stationary. In it's mobile mode, the sentinel can fire a SMALL-ARMS weapon.
* Soundwave - Directional attack that must be maintained via omni-tool. Emits high-frequency buzzes developed by the Raloi. Causes the target to stun if maintained for two-three turns. (Depending on the target)
Abilities:
* Adrenaline Rush - You enter a state of heighten senses and numb out minor pain in the heat of battle. Twice per MISSION you can negate a attack against you.
Concussive - The soldier's weapon fires a single high-powered round that damages a target and can stun it for a few seconds. Can be combined with incinerate for a fiery explosion.
Grenade - Tosses a grenade capable of causing high damage to armor and non-armored targets.
* Fortification - Boosts shields by 50%. Must be deployed before taking damage.
* Omnishield - Deploys a powerful omnishield, blocking oncoming fire to the soldier. Can be mobile or stationary. In it's mobile mode, the soldier can fire a weapon.
Carnage - Fires a vicious round that rips targets apart upon impact.
* AP Ammo - Boosts damage against armored targets for three turns.
Flamer - Fires a flamethrower like weapon out from the omnitool, causing massive damage to unarmored targets.
Multi Frag Grenade - Fires a cluster grenade that explodes several times over, causing large amounts of damage.
Disruptor Ammo - Boosts damage to shields and synthetics for three turns.
Incendiary Grenade - Fires a grenade that explodes into fiery shrapnel on detonation.
Crush - Utilizes a temporary program in the omni-tool to deliver a attack similar to a batarian gauntlet punch with the downside of having no added momentum. Can used once per engagement.
* Soundwave - Directional attack that must be maintained via omni-tool. Emits high-frequency buzzes developed by the Raloi. Causes the target to stun if maintained for two-three turns. (Depending on the target)
-
CORPSMEN IS THE ONLY MOS THAT HAS SPECIAL ABILITIES
Corpsmen fall under the soldier category
Tactical Scan - Identifies a single weakness in a targeted enemy. If the corpsman targets the weakness in the next move, a +25 roll bonus is granted.
* Disperse - Disperses medigel to all members in combat, removing one strike. Can only be used once in an engagement.
* Adrenaline Injection - Applies to the corpsman and the nearest two players (or a player the Corpsman chooses if they wish not to apply it to themselves) giving an evasive bonus of +15 on the next defensive roll. Can be used only TWICE in one mission.
* Guardian Save - When the life of a soldier is threaten. You may activate this ability instantly to negate this one attack. But you will take the hit for the person at a reduced amount of damage. Usable once per mission.
Abilities:
Biotic Charge - Sends the biotic into a high-speed charge, slamming into the front of the enemy with high power.
Pull - Rips a target towards the biotic at a high velocity, causing massive damage to armor in the process.
* Barrier(Vanguard Variant) - Surround yourself with a super-charged biotic field to boost your barriers. Allowing you to withstand one attack per mission.
Stasis - Stasis causes an enemy to be temporarily locked in a mass effect field, freezing the target in place and making them unable to attack.
Warp - Warp works by creating rapidly shifting mass effect fields that shred a target apart, similar in function to the disruptor torpedoes used by starships.
Throw - Throw uses mass effect fields to hurl a target away from the user with damaging force.
Reave - Reave employs mass effect fields to biotically attack the target's nervous or synthetic systems and prevent healing.
Singularity - A biotic power that sucks multiple enemies within a radius to a single area, leaving them floating helplessly and vulnerable to attack.
Lash - Biotic whips generate from the wrist, causing massive damage upon impact of an enemy.
Shockwave - Unleash a forward facing ripple of biotic energy to knock unshielded opponents down and cause substantial damage.
Nova - Sacrifice half of your barriers to creating a large explosion of biotic force at your feet. Sending enemies around you to the ground.
These abilities can only be used by certain races.
MORE TO BE ADDED LATER ON, DIDN'T HAVE TIME ATM.
ADEPT
Dark Channel(Collector/Asari only) - Plagues an opponent with a persistent, damaging biotic field. It deteriorates armor, barriers, shields, and eventually, health.
Annihilation Field(Asari/Human) - Deploys a fiery biotic ability, surrounding an enemy until detonated. Once detonated, several explosions are activated on the target.
ENGINEER
Submission Net(Batarian) - Fires a tech net, tangling the target up and disabling them from moving until the net is broken.
* Shield Boost(Volus) - Utilizes a small shield generator incorporated in a Volus' pressure suit to dispense a quick burst of regeneration to ally shields. Grants allies and self 15+ defensive roll
INFILTRATOR
Shadow Strike(Raloi) - The user cloaks and uses their enhanced mobility to dart forward and slash at a target with their cloaked glaives. Successfully rolling a strike allows for one attack to count as two. Can only be used once a engagement.
SENTINEL
Dark Channel(Collector/Asari only) - Plagues an opponent with a persistent, damaging biotic field. It deteriorates armor, barriers, shields, and eventually, health.
Submission Net(Batarian) - Fires a tech net, tangling the target up and disabling them from moving until the net is broken.
* Blade Armor(Batarian) - Deploys omni-armor that deploys spikes and blades out of the tech armor. Any hostiles who engage in melee or touch the specialist are cut deeply, inflicting massive damage.
Warlord Hammer(Krogan) - Utilizes small pods attached to a Warlord's hammer to deliver biotic slams or incendiary explosions from a hammer strike. Can combo with other attacks based on power used.
Havoc Strike(Turian) - Utilizes a turian designed Havoc Harness Propulsion Pack (Should they have them icly) to bolt towards a target much like a biotic charge. Does not restore shields but grants a instant +20 roll bonus to your attack during ONE engagement.
* Shield Boost(Volus) - Utilizes a small shield generator incorporated in a Volus' pressure suit to dispense a quick burst of regeneration to ally shields. Grants allies and self 15+ defensive roll
SOLDIER
Ballistic Blades(Batarian) - Fires high powered, omniblade like objects out of the omnitool. It fires these in a compact grouping, causing massive damage.
* Blade Armor(Batarian) - Deploys omni-armor that deploys spikes and blades out of the tech armor. Any hostiles who engage in melee or touch the specialist are cut deeply, inflicting massive damage.
Hawk Shoulder Mounted Missile(Human) - Attaches a small shoulder cannon to the soldier's armor, can be made to track a hostile and hone in.
Warlord Hammer(Krogan) - Utilizes small pods attached to a Warlord's hammer to deliver biotic slams or incendiary explosions from a hammer strike. Can combo with other attacks based on power used.
Havoc Strike(Turian) - Utilizes a turian designed Havoc Harness Propulsion Pack (Should they have them icly) to bolt towards a target much like a biotic charge. Does not restore shields but grants a instant +20 roll bonus to your attack during ONE engagement.
VANGUARD
Annihilation Field(Asari/Human) - Deploys a fiery biotic ability, surrounding an enemy until detonated. Once detonated, several explosions are activated on the target.
Dark Channel(Collector/Asari only) - Plagues an opponent with a persistent, damaging biotic field. It deteriorates armor, barriers, shields, and eventually, health.
Poison Strike(Turian) - Makes use of the Cabal's talon gauntlets to poison enemies in their path by swiftly charging forward. Does not restore barriers.
The amount of abilities you can select depends on your veterancy. New characters start out at only 1 ability.
If you would like to know how many abilities you can choose, contact an admin.
If an ability has a * , it means that this ability does not require a roll.
Abilities:
Stasis - Stasis causes an enemy to be temporarily locked in a mass effect field, freezing the target in place and making them unable to attack.
Warp - Warp works by creating rapidly shifting mass effect fields that shred a target apart, similar in function to the disruptor torpedoes used by starships.
Throw - Throw uses mass effect fields to hurl a target away from the user with damaging force.
Reave - Reave employs mass effect fields to biotically attack the target's nervous or synthetic systems and prevent healing.
Singularity - A biotic power that sucks multiple enemies within a radius to a single area, leaving them floating helplessly and vulnerable to attack.
Lash - Biotic whips generate from the wrist, causing massive damage upon impact of an enemy.
Shockwave - Unleash a forward facing ripple of biotic energy to knock unshielded opponents down and cause substantial damage.
Barrier(Adept Variant) - Create a biotic bubble around yourself and others in the vicinity to withstand attacks.
Abilities:
* Deploy Cover - Deploy a piece of hard cover that all troops can utilize.
Homing Grenade - Deploys a grenade that floats until it finds its target, swooping down and exploding on impact.
* Tripwire - Deploys a tripwire that stays in position until it is tripped by a moving target.
* Decoy - Deploys a decoy of the engineer, distracting enemies.
* Combat Drone - Deploys a drone capable of engaging enemies alongside you. (Allows you to attack twice in turns with no penalties. But can only attack one target unlike the sentry)
* Sentry Turret - Deploys a small, floating turret that is capable of laying down high rates of fire. (Allows you to attack twice in turns, Sentry allows you to attack three targets. But the sentry suffers a -10 to it's rolls. But not your own.)
AI Hacking - Hacks a synthetic, turning them friendly for a short amount of time.
* Decryption - Allows you to bypass SOME consoles and terminals or any other sort of interface that requires you to roll.
* Supply Pylon - Drops a supply pylon, which repairs shields and disperses ammo. This creates a defensive position that is difficult to break through unless the pylon is destroyed. A pylon can only be deployed once during an mission.
Energy Drain - Drains a target's shields or barriers, sending the power to the engineer's shields.
Cryo Blast - Fires a bolt of cryogenic energy to cause increased damage to a unshielded target.
Incinerate - Fires a bolt of combustion at a enemy to set them on fire. Causing damage over time.
Omni-bow - Replaces omni-blade with a bow that can fire concussive arrows or armor-piercing arrows.
* Soundwave - Directional attack that must be maintained via omni-tool. Emits high-frequency buzzes developed by the Raloi. Causes the target to stun if maintained for two-three turns. (Depending on the target)
Abilities:
* Tactical Cloak - Allows the user to activate a reflective cloak, Giving them limited invisibility. Can be used in combat to amplify your next roll.
Recon Mine - A deployable mine that can be outfitted to scan nearby enemies (Requires high rank), It must be detonated manually instead of automatically.
Snap Freeze - Activates dual coolant canisters that unleash a sub-zero spray of ice that freeze smaller enemies solid, Making them vulnerable to instant kills (Once per mission), If used on heavy targets then the target takes extra damage (Depending on the target.).
* Stability - When behind cover and standing still, You gain +25 roll bonus on your next shot. (You don't need to select this if you use a sniper as a Infiltrator.)
* Recon Drone - A deployable drone that can be used to scout the environment ahead and identity hostile and non-hostile targets alike. Used to set up a bonus roll of +20 against a single target if use before a engagement.
Overload - A shock of overcharged electricity that fries electronics and shields.
* Soundwave - Directional attack that must be maintained via omni-tool. Emits high-frequency buzzes developed by the Raloi. Causes the target to stun if maintained for two-three turns. (Depending on the target)
* Stimulant Package - Restore your shields to maximum power and negate a attack. You can carry one charge per mission.
* Decoy - Deploys a decoy of the infiltrator, distracting enemies.
Abilities:
* Tech Armor - Deploys tech armor around the Sentinel, granting immunity to attacks as long as they roll above the enemy's roll. This ability must be used before damage is taken. It is the only negating attack ability that can be reactivated for multiple engagements.
Shockwave - Sends a biotic shockwave, toppling enemies to the ground as it hits them.
Warp - Warp works by creating rapidly shifting mass effect fields that shred a target apart, similar in function to the disruptor torpedoes used by starships.
Incinerate - Fires a bolt of combustion at a enemy to set them on fire. Causing damage over time.
Snap Freeze - Activates dual coolant canisters that unleash a sub-zero spray of ice that freeze smaller enemies solid, Making them vulnerable to instant kills (Once per mission), If used on heavy targets then the target takes extra damage (Depending on the target.).
Lash - Biotic whips generate from the wrist, causing massive damage upon impact of an enemy.
* Omnishield - Deploys a powerful omnishield, blocking oncoming fire to the sentinel. Can be mobile or stationary. In it's mobile mode, the sentinel can fire a SMALL-ARMS weapon.
* Soundwave - Directional attack that must be maintained via omni-tool. Emits high-frequency buzzes developed by the Raloi. Causes the target to stun if maintained for two-three turns. (Depending on the target)
Abilities:
* Adrenaline Rush - You enter a state of heighten senses and numb out minor pain in the heat of battle. Twice per MISSION you can negate a attack against you.
Concussive - The soldier's weapon fires a single high-powered round that damages a target and can stun it for a few seconds. Can be combined with incinerate for a fiery explosion.
Grenade - Tosses a grenade capable of causing high damage to armor and non-armored targets.
* Fortification - Boosts shields by 50%. Must be deployed before taking damage.
* Omnishield - Deploys a powerful omnishield, blocking oncoming fire to the soldier. Can be mobile or stationary. In it's mobile mode, the soldier can fire a weapon.
Carnage - Fires a vicious round that rips targets apart upon impact.
* AP Ammo - Boosts damage against armored targets for three turns.
Flamer - Fires a flamethrower like weapon out from the omnitool, causing massive damage to unarmored targets.
Multi Frag Grenade - Fires a cluster grenade that explodes several times over, causing large amounts of damage.
Disruptor Ammo - Boosts damage to shields and synthetics for three turns.
Incendiary Grenade - Fires a grenade that explodes into fiery shrapnel on detonation.
Crush - Utilizes a temporary program in the omni-tool to deliver a attack similar to a batarian gauntlet punch with the downside of having no added momentum. Can used once per engagement.
* Soundwave - Directional attack that must be maintained via omni-tool. Emits high-frequency buzzes developed by the Raloi. Causes the target to stun if maintained for two-three turns. (Depending on the target)
-
CORPSMEN IS THE ONLY MOS THAT HAS SPECIAL ABILITIES
Corpsmen fall under the soldier category
Tactical Scan - Identifies a single weakness in a targeted enemy. If the corpsman targets the weakness in the next move, a +25 roll bonus is granted.
* Disperse - Disperses medigel to all members in combat, removing one strike. Can only be used once in an engagement.
* Adrenaline Injection - Applies to the corpsman and the nearest two players (or a player the Corpsman chooses if they wish not to apply it to themselves) giving an evasive bonus of +15 on the next defensive roll. Can be used only TWICE in one mission.
* Guardian Save - When the life of a soldier is threaten. You may activate this ability instantly to negate this one attack. But you will take the hit for the person at a reduced amount of damage. Usable once per mission.
Abilities:
Biotic Charge - Sends the biotic into a high-speed charge, slamming into the front of the enemy with high power.
Pull - Rips a target towards the biotic at a high velocity, causing massive damage to armor in the process.
* Barrier(Vanguard Variant) - Surround yourself with a super-charged biotic field to boost your barriers. Allowing you to withstand one attack per mission.
Stasis - Stasis causes an enemy to be temporarily locked in a mass effect field, freezing the target in place and making them unable to attack.
Warp - Warp works by creating rapidly shifting mass effect fields that shred a target apart, similar in function to the disruptor torpedoes used by starships.
Throw - Throw uses mass effect fields to hurl a target away from the user with damaging force.
Reave - Reave employs mass effect fields to biotically attack the target's nervous or synthetic systems and prevent healing.
Singularity - A biotic power that sucks multiple enemies within a radius to a single area, leaving them floating helplessly and vulnerable to attack.
Lash - Biotic whips generate from the wrist, causing massive damage upon impact of an enemy.
Shockwave - Unleash a forward facing ripple of biotic energy to knock unshielded opponents down and cause substantial damage.
Nova - Sacrifice half of your barriers to creating a large explosion of biotic force at your feet. Sending enemies around you to the ground.
RACE ABILITIES
These abilities can only be used by certain races.
MORE TO BE ADDED LATER ON, DIDN'T HAVE TIME ATM.
ADEPT
Dark Channel(Collector/Asari only) - Plagues an opponent with a persistent, damaging biotic field. It deteriorates armor, barriers, shields, and eventually, health.
Annihilation Field(Asari/Human) - Deploys a fiery biotic ability, surrounding an enemy until detonated. Once detonated, several explosions are activated on the target.
ENGINEER
Submission Net(Batarian) - Fires a tech net, tangling the target up and disabling them from moving until the net is broken.
* Shield Boost(Volus) - Utilizes a small shield generator incorporated in a Volus' pressure suit to dispense a quick burst of regeneration to ally shields. Grants allies and self 15+ defensive roll
INFILTRATOR
Shadow Strike(Raloi) - The user cloaks and uses their enhanced mobility to dart forward and slash at a target with their cloaked glaives. Successfully rolling a strike allows for one attack to count as two. Can only be used once a engagement.
SENTINEL
Dark Channel(Collector/Asari only) - Plagues an opponent with a persistent, damaging biotic field. It deteriorates armor, barriers, shields, and eventually, health.
Submission Net(Batarian) - Fires a tech net, tangling the target up and disabling them from moving until the net is broken.
* Blade Armor(Batarian) - Deploys omni-armor that deploys spikes and blades out of the tech armor. Any hostiles who engage in melee or touch the specialist are cut deeply, inflicting massive damage.
Warlord Hammer(Krogan) - Utilizes small pods attached to a Warlord's hammer to deliver biotic slams or incendiary explosions from a hammer strike. Can combo with other attacks based on power used.
Havoc Strike(Turian) - Utilizes a turian designed Havoc Harness Propulsion Pack (Should they have them icly) to bolt towards a target much like a biotic charge. Does not restore shields but grants a instant +20 roll bonus to your attack during ONE engagement.
* Shield Boost(Volus) - Utilizes a small shield generator incorporated in a Volus' pressure suit to dispense a quick burst of regeneration to ally shields. Grants allies and self 15+ defensive roll
SOLDIER
Ballistic Blades(Batarian) - Fires high powered, omniblade like objects out of the omnitool. It fires these in a compact grouping, causing massive damage.
* Blade Armor(Batarian) - Deploys omni-armor that deploys spikes and blades out of the tech armor. Any hostiles who engage in melee or touch the specialist are cut deeply, inflicting massive damage.
Hawk Shoulder Mounted Missile(Human) - Attaches a small shoulder cannon to the soldier's armor, can be made to track a hostile and hone in.
Warlord Hammer(Krogan) - Utilizes small pods attached to a Warlord's hammer to deliver biotic slams or incendiary explosions from a hammer strike. Can combo with other attacks based on power used.
Havoc Strike(Turian) - Utilizes a turian designed Havoc Harness Propulsion Pack (Should they have them icly) to bolt towards a target much like a biotic charge. Does not restore shields but grants a instant +20 roll bonus to your attack during ONE engagement.
VANGUARD
Annihilation Field(Asari/Human) - Deploys a fiery biotic ability, surrounding an enemy until detonated. Once detonated, several explosions are activated on the target.
Dark Channel(Collector/Asari only) - Plagues an opponent with a persistent, damaging biotic field. It deteriorates armor, barriers, shields, and eventually, health.
Poison Strike(Turian) - Makes use of the Cabal's talon gauntlets to poison enemies in their path by swiftly charging forward. Does not restore barriers.
Last edited by Kravis on Sun Feb 24, 2019 11:33 pm; edited 14 times in total
Re: Classes and Abilities (MAJOR UPDATE)
MAJOR update to classes and abilities. Update your shit IMMEDIATELY when able. If you have questions then get in touch with me or lapis.
Re: Classes and Abilities (MAJOR UPDATE)
That also means update your dossiers with what abilities you have selected.
Re: Classes and Abilities (MAJOR UPDATE)
Added Stims for Infiltrators, Rush for soldiers, Turian race powers added.
Re: Classes and Abilities (MAJOR UPDATE)
Major update to corpsmen abilities, Added volus racial ability.
Re: Classes and Abilities (MAJOR UPDATE)
Fix Tech Armor and added Guardian Save to corpsmen, Removed Fortification.
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Triumvirate Roleplay :: Archived Servers :: Mass Effect: Legacy :: IC Section :: 2nd Marine Special Reconnaissance Company
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