Concept: While the grizzled, war experinced veterans already line the battlefront for the N7 special ops, some of the elite have still been held back. the young, the inexperinced, the gifted, the reserved, all have been held back for reasons ranging from their own safty to the safety of those they guard. But now in desperation are being allowed in the N7 special ops to aid in the battle
In this pack are 6 new characters centered around this concept.
Engineer: Quarian Keeper
Infiltrator: The Drell Phantom
Vanguard: The Asari Siren
All of these will be added into the DLC eventually, one at a time they will be edited into the original post and updated. But for now, you all get to see the Salarian Trapper concept.
The Salarian trapper:

Concept: Salarian Biotics are exceptionally rare, and for this reason normally not ever sent into large scale conflicts or the front lines, but to STG so they can be trained as elites. However in this time of war the Salarians have decided they will allow these elite specialists to charge into battle along with other troops. These soldiers embody the salarian style of combat, favoring ambush and sabotage over direct conflict. and they excel at slowing down, detoriorating, sabotaging and stopping enemies.
Powers:
Submission feild: Deploy this bitoic mine that generates a mass densifying field to slow down enemies and cause their projectiles to weigh more, lowering their speed by the time they exit the field and in turn lowering damage. It can be detonated to cause an electrical effect that stuns enemies within the radius.
Rank 1: Speed decrease 40% damage debuff 10% radius 5 meters
Rank 2: decrease enemy speed by an addtional 10%
Rank 3: increase damage debuff by 5%
Rank 4: A. increase radius to 10 meters
B. increase speed and damage debuff by 10%
Rank 5: A. increase damage taken by enemies inside the field by 8%
B. weaken armor of those in the field by 30%
Rank 6: A. add a biotic effect to the explosion that makes all unarmored/unshielded targets float
B. add an addtional electrical effect to the field, dealing 50 damage per second to all those in it.
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Kinetic transfer: strike an enemy with this biotic field that reinforces your armor with adttional kinetic barriers from damage caused to an enemy, while also converting a portion of the barrier into energy to power your shields. Resulting in both damage reduction and regenerating you shields.
Rank 1: Damage reduction 5% shields restored per second 40 damage per second 20 duration 12 seconds
Rank 2: increase damage redution by 5%
Rank 3 increase shields restored per second by 20
Rank 4: A. increase duration by 8 seconds
B. incrase damage reduction by 5% and damage per second by 20
Rank 5: A.increase dmage done to target from all sources by 5% weaken armor by 10%
B. increase shields restored per second by 40 when used against shielded/barriered targets.
Rank 6: A. Increased shields restored per second by 40 increase damage reduction by 10%
B. if the target hit with the field dies your shields are restored by 300 and you gain 7% Damage redution for 5 seconds
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energy drain: changed so last extra armor effect is slightly weaker at 35% damage reduction
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The Gemini Experiment Krogan Soldier
Health: 900
Shields: 1100
Concept: The Gemini experiment began after the Krogan committed their resources to the war. Upon learning of a genetically altered so called "pure" Krogan, scientists were facsinated and set about working on genetically engineering more perfect Krogan soldier for combat. Thus, the Gemini experiments were born. Each Krogan is based off of the "Pure" Krogans DNA, and they have also been extensivley genetically altered to enhance their combat prowess. These cloned Krogan may not be as strong as the Pure Krogan (to create clones the scientists had to use normal krogan DNA in addtion to Grunt's), they are still a force to be feared. After all, they are literally a Krogan born to kill... Well, kill more than normal Krogan.
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Special Characteristics:
Heavy melee: With art like the drell punch/batarian punch, the Krogan rears back hist arm and strikes with razor sharp claws at the enemy
Regeneration: This genetically altered Krogan with regenrate from the most grevious of wounds, perhaps not as well as the battle hardened warlords. but enough to make sure they are always in peak condition after a fight
Regenerate 50 health per second
Rage: this krogan does not experince normal Rage mode (more details below).
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Powers:
Pureblood Rage: through Genetic engineering the process that gives Krogan such enoumus power commonly dubbed as merely " blood rage" has been perfected. This Krogan has the power to enter into a pseudo rage mode at will, providing him with skills and power that can turn the tide of a battle. However unlike normal Krogan it is not a "natural" process, and the soldier instead uses a special cocktail of chemicals stored within his battle suit to jump start the Rage process. Eventually these chemicals wear off and the Krogan must inject more. Only one may eb in use at a time. Stacks induced by killing things in rage will result in an intensfied rage art (as it start out rather weak).
Rank 1: amount of cocktails that can be carried 2, duration of rage mode 25 seconds, melee damage increase 35%, damage reduction 20%, regenertaion increased by 100 per second, each kill while in rage mode increases overall damage output by 5% and can stack up to 5 times (stacks last for duration of one rage pack)
Rank 2: increase amount of cocktails that can be carried by 1
Rank 3: increase melee damage bonus by 10%
Rank 4: A. increase damage reduction by 20%
B. increase duration by 10 seconds
Rank 5: A. increase melee damage bonus by 15%
B. cocktails now provide an instant 200 boost to health and 300 to shields.
Rank 6: A. Rage is now perfected as a hunters instinct, see enemies with thermal vision for 8 meters, increase melee damage boost by 30%
B. Rage is now perfected as a survival method, increase damage protection by 25%, stacks now provide an extra 20 health regen per second each
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Energy Bide: Special mass effect fields stored within your suit take kinetic energy from when you are shot or deal melee damage and convert it into thermal energy. Storing it for later us and allowing you to detonate it for massive damage based on how much energy is stored. detonating it will cause an area of effect explosion around you. The more energy you store the more your armor will glow
Rank 1: energy equal to 20% of melee damage dealt stored, and 5% of damage taken. Explosion cannot exceed 1800 damage
Rank 2: increase ratio to 30% of melee damage dealt
Rank 3: increase ratio to 12% of damage taken
Rank 4: A. add an incindeary effect that deals 20% damage over 3 seconds
B. Add an electrical effect that will stun enemies
Rank 5: A. Gain 8% damage resistance upon detonating the power for 5 seconds
B. Deal 10% more melee damage upon detonating the power for 5 seconds
Rank 6: A. 20% of damage dealt is converted into shield energy
B. while bidign energy gain 5% damage resistance, and convert 20% of melee damage done to shields/barriers into shields
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And would have conussive shot.
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Grissom Academy bombardier

Health 500
Barrier 600
Concept: After Grissom academy was evacuated, key teams were mainly sent out to either provide barrier support or biotic artillery. However some had other plans, whether they broke off from their main teams because they wanted revenge against the reapers, to prove themselves, to test their abilities, anything. These specially trained Adepts asked the Alliance for a chance to prove themselves. The Alliance could hardly refuse such an offer, being able to train these students in military training in addtion to the training the received at Grissom (which had already elevated their biotic abilities to immense heights) would make these young but gifted people incredibly powerful soldiers.
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Powers:
Lift Pulse: create a lift effect centered on your body. Then expel the massive bitoic blast outward, lifting those unlucky enough to be caught within the blast helplessly in the air. This power will not lift enemies with shields, lifted targets are primed for a biotic explosion
Rank 1: Radius 4M maximum lifted targets 3 lift duration 5 seconds recharge speed 9 seconds
Rank 2: increase radius by 1M
Rank 3: decrease recharge speed by 2 seconds
Rank 4: A. increase maximum amount of lifted targets by 1
B. increase lift duration by 5 seconds
Rank 5: A. increase radius and damage of biotic explosions by 60%
B. cause all lifted targets to be slammed on the ground for 300 damage when the effect of the power ends
Rank 6: A. Lift field now can lift targets with shields/barriers
B. envelop yourself in a biotic barrier with leftover energy, reducing damage taken by 15% for 5 seconds after using the power
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Gravity well: spawn a powerful and highly unstable singularity. Immensly slowing all those caught in it's radius as it quickly grows unstable. When the instability reaches it's peak levels the singularity implodes upon itself, tearing apart all those caught within the blast with a vicous explosion. The area in which the explosion will occur is a deep red, while the area of just the slow effect will appear normal blue
Rank 1: radius of slow effect 8M, radius of explosion 6M, penalty to enemy movement speed 40%, damage of explosion 800, arming time until explosion 5 seconds, recharge speed 15 seconds
Rank 2: increase radius of both the explosion and slow effect by 2M
Rand 3: increase damage of explosion by 100
Rank 4: A. decrease arming time of explosion by 2.5 seconds
B. enemies within the singularity suffer 100 damage per seconds
Rank 5: A. increase explosion damage by 200
B. increase slow effect by 30%
Rank 6: A. enemies hit by explosion take 15% more damage for 10 seconds
B. increase armor damage by 50%
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Reave
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Modifié par TheAshenPhoenix, 26 avril 2013 - 12:40 .





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