Bounty Hunter > Assassin or Mercenary (for obvious reasons, at least to me)
Elite Trooper > Spectre (explain in a sec)
Sith Apprentice > Krogan Battlemaster
Jedi Knight > Asari Commando
Replace Sith Apprentices' Sith Talent Tree with a different talent tree... maybe add something to expand upon Krogan's Heritage, add force secrets.
Keep Asari Commando about the Same as Jedi Knight, (I like the lightsaber forms tree change to melee forms if applicable, but change lightsaber combat to Force Secrets...
Geth buy all abilities and level dependent things as upgrades.
Spectre
This represents an individual who has received advanced combat training. More than a mere soldier, the Spectre is highly trained and capable of taking on any number of combat related missions, such as guarding an important location, assaulting an enemy base, or participating in a stealthy insertion into enemy territory. She's a crack shot and, though trained in the use of armor, can easily operate without it if the situation warrants. When the fighting gets particularly brutal, the Spectre can dispatch foes hand to hand as easily as she does with a pistol.
Sounds like textbook Spectre right? Well it's word for word description of Elite Troopers in the Saga Edition book (except exchange Spectre with Elite Trooper)
Need to make a tech specialist class, Geth won't need one, they have to buy all abilities so they don't get a class at all,most other races don't seem to have much noteworthy about them (at least not enough to deem them a class), Turian Agent class?
classes needed:
Infiltrator - Tech long ranged combat (snipers)
Adept - pure biotic class
Tech Spec - duh
Vanguard - probably relegate this to regular soldier/biotic or the two racial biotic/combats.
Sentinel - class Tech/Biotic Specialist
I want to add all the abilities from the games but I can't for the life of me see how some would work... for instance incinerate and cryo blast... where do the flames come from and what causes the opponent to freeze?
Input about these Tech abilities:
Damping - A tech proximity mine releases white noise to disrupt a biotics' concentration and disrupt omni-tool functions. Time: Standard action. Target: One creature within 12 squares. Make a Use Tech check. The target makes a Will defense check. If you beat the will defense check then the target is distracted for a period dependent on the amount you beat him by. 1 to 5: Raise DC of target's Use Biotics/Tech abilities by +5 for 1d4 rounds 6 to 10: Raise DC of target's Use Biotics/Tech abilities by +10 for 1d4+2 rounds 11 to 15: Raise DC of target's Use Biotics/Tech abilities by +15 for 1d4+4 rounds
Unity - Vital Surge except Ranged within 8 squares and uses up a medi-gel packet on the target's person. This power activates the suit's medi-gel resevoir to heal the target. (does not harm the user as Vital Surge).
Energy Drain - Drain target's shield to boost your own. Time: Standard action. Target: One target within 6 squares or within line of sight. Make a Use Tech check. The result determines the effect, if any: DC 15: The target's shield takes 1 point of damage for 1d4 rounds, and you gain 1 point in shield as long as this power is in effect. Effects are not cumulative. DC 20: As DC 15, except it last 1d4+2 rounds. DC 25: As DC 15, except it lasts 1d4+4 rounds. Special: You may spend a Tactical point to increase the damage to 2.
Nueral Shock - Hack into a suit's med-gel resevoir to dump a massive amount of unregulated medi-gel into target's system rendering the target unconcious. (either actually knock them out or make it just like force stun.)
I just looked at the weapons in Star Wars Saga and they're abyssmal... at least compared to what I'm going to need... well back to work
Working on Armor and weapons and trying to make tech and biotic powers better... and more realistic than I snap my fingers and someone catches fire.
Modifié par Izaeus, 08 février 2011 - 10:18 .





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