Post by Ryori Holloway on Jun 27, 2014 12:07:39 GMT -7
Understanding the Point System
The point system is a method we have developed to help the players build uniquely skill characters. Our goal is to honor the many different skills, careers, and races of the Mass Effect games. This point system will ensure that no two characters are exactly alike. It will also help us regulate and discourage godmodding and power gaming. We have designed it to be an exceptionally simple and easy process. We've taken the time to give a brief description of each section for your benefit to help you with building your character.
WEAPONS:
Almost every character, regardless of career, has access to weaponry and the capability to use weapons. Even the average civilian can pick up a pistol and aim it with general accuracy. However, not everybody is strong enough or trained enough to carry heavy weapon loads, nor are they trained to use specialty weapons. Your race, career, and power tier work together to determine how many weapons you are capable of carrying at any given time. Please keep in mind: This system does not limit the number of weapons your character is allowed to own, simply the number s/he is allowed to feasibly carry. It is your job to determine at the beginning of a thread how many and which weapons, if any, you are carrying.
For instance, a Krogan soldier is going to be able to carry more weapons than an Asari Adept. This is because Krogan society and genetics allows the average Krogan to be more physically strong than an Asari, and as a soldier the Krogan has had more training and focus on the weaponry. However, this does not mean the Asari cannot use a number of weapons, and it is even possible that an Asari Adept at power tier four or five might be capable of carrying a weapon load comparable to a lower tier Krogan. As you gain more power, your available weapon load grows.
Weapon access is determined by rank. Everyone has access to the Common weapons. Adroits gain access to Uncommon weapons. Paradigms can use Rare weapons, and Paragon and Renegade characters can use Ultra-Rare weapons. You can use a weapon in a category beyond normal, though this doubles the cost of the weapon and you are limited to doing this for a single weapon until you get access to that weapon group.
WEAPONS:
COST:
Pistol - 1
Grenade - 1
Heavy Pistol - 2
SMG - 2
Special Weapon - 3
Assault rifle - 4
Shotgun - 5
Sniper rifle - 7
Heavy Weapon - 8*
*Soldier Only
RACIAL POINTS
Quarian, Salarian, Volus - 6
Asari, Drell, Human, Turian, Vorcha - 10
Batarian, Krogan, Geth, - 14
CAREER POINTS
Adept, Engineer - 0
Vanguard, Infiltrator, Sentinel - 1
Soldier - 2
TIER POINTS
Recruit - 0 / Common
Adroit - +1 / Uncommon
Paradigm - +1 / Rare
Paragon / Renegade - +1 / Ultra-Rare
Exemplar - +1
See this page for the weapon list. Soldiers can refer to this page for heavy weapons
SPECIAL WEAPON EXAMPLES
Hammer
OmniShield
OmniTool Crossbow
Sword
Wrist Whip
ARMOR:
The weight of armor available to you is determined by your chosen skill group. This information is drawn directly from the games. However, not all armors are made the same. Each armor in the game gives its wearer some kind of special benefit, even if there have not been any upgrades or modifications to the armor. Some are naturally designed to have stronger shielding, while some are designed to give more medical aid to the wearer. As long as the weight of the armor fits your career, you may choose any general armor type or brand available in the game. Please speak to a staff member before using a rare or unique armor from the games.
Armor Availability:
Light - Adept, Engineer, Sentinel
Medium - Infiltrator, Vanguard
Heavy - Soldier
UPGRADES:
The best way to customize your weapons and armor to suit the needs of your character is by the available upgrades. Upgrades are a great way to make your weapons and armor more powerful. Certain careers allow people to have access to more and better upgrades, as do certain races. For instance, humans are known in the mass effect world for having on of the most exceptionally competent military units in the universe. With a more consistant flow of funding and research, they have access to a lot more resources than other races do in this field. Other races that show cultural dispositions to soldier careers reap similar benefits. As such, being a member of one of these races would mean you are more likely to have access to resources that directly effect and customize your weapons and armor.
Similarly, if you have a career that focuses on fighting then you are more likely to have access to better equipment. A Salarian mercenary is still going to have more upgrade options than a Drell scientist because his career demands it, even if as a culture his race is more heavily involved in scientific technology.
Upgrade points are spent on a 1-to-1 basis. So, a point for an armor upgrade is equivalent to exactly one armor upgrade (as opposed to the weapons section above, where certain weapons cost more points than others). At most, a character may have three upgrades on his or her armor, and ninteen upgrades to spread amongst their weapons. Each firearm may have a maximum of two upgrades, and a grenade may have one. Additionally, if you wish to have the same upgrade for multiple weapons, you must purchase that upgrade for each weapon. Thus, if you wish to have a combat sensor on your shotgun and assault rifle, you must purchase combat sensor twice. You cannot purchase it once and apply it to both weapons.
Lastly, some upgrades are considered to be better versions (or "upgrades", ha ha) to other upgrades. Because of this, we have the upgrades categorized into three different classes. You cannot have two different classes of the same manner of upgrade on your weapon or armor. For instance, you cannot have both Ablative Plating and Energized Plating on your armor because they are the same style of upgrade, one is simply a higher class than the other. You do not need to have owned the previous class upgrade in order to get the higher one. Your power tier determines the class of upgrades you have access to. For instance, when Rowen was an adroit he only had access to class 1 upgrades. When he became a paragon, he gained access to class 2 upgrades. Thus, he could purchase a medical interface upgrade for his armor -- even if he did not previously purchase the first aid interface.
Points by armor/weapons:
RACE POINTS
Standard - 0/0
Human, Krogran, Batarian, Drell, Geth or Vorcha - 1/1
CAREER POINTS
Engineer, Adept - 0/2
Infiltrator, Sentinel, Vanguard - 1/4
Soldier - 2/8
TIER POINTS
+2 weapon upgrades per tier
Recruit/Adroit - Access to Class 1 upgrades
Paradigm - Access to Class 2 upgrades
Paragon/Renegade/Exemplar - Access to Class 3 upgrades
Armor Upgrades:
Weapon Upgrades:
COMBAT:
Characters that specialize in combat have access to certain skills that boost those abilities. These skills are available only to those who take a career that either focuses fully on combat (soldier) or mixes a combat focus with either biotics or engineering (vanguard and infiltrator). Since there are fewer combat powers than any others in the games, and since combat focused characters already receive heavy benefits with the number of weapon points and weapon/armor upgrade points they receive, combat powers will be more difficult to get. Once you have picked a combat power, it cannot be retrained without admin permission and must be listed in your dossier. Each point earned for race, career, and tier equals one power to be chosen.
RACE POINTS
Standard - 0
Turian, Human, Batarian, Roppel, Geth, Vorcha, Krogan, Drell - 1
CAREER POINTS
Infiltrator, Vanguard - 1
Soldier - 2
TIER POINTS
Recruit - 0
Adroit - 0
Paradigm - 1
Renegade/Paragon - 0
Exemplar - 1
COMBAT POWERS:
Adrenaline Burst
Adrenaline Rush
Assassination
Ballistic Blades
Blade Armor
Bloodlust
Carnage
Concussive Shot
Devastator Mode
Fortification
Havoc Strike
Immunity
Marksman
Overkill
Proximity Mine
BIOTICS:
Rather than try to regulate biotic abilities according to career, a character with biotic abilities may choose to have any of the following biotic powers that were seen or used in the game, even if you weren't allowed to have access to that power in the game because of your in-game skill tree. Just like weapon and armor upgrades, biotic points are spent on a one to one basis. However, unlike weapon and armor upgrades, these cannot be traded in for different powers. Once you have chosen your powers they are LOCKED. You can always gain new biotic powers as you gain power, but you cannot forget or unlearn a power you already chose to train in. Because Asari are the only race that have a genetic predisposition to biotics, they are the only race that gains a benefit in this field. If your skill set does not include biotics, then you do not have access to these powers, even if you are Asari. Fully synthetic races, such as Geth, cannot use biotics.
RACIAL POINTS
Non-Asari, chipped - 1
Asari - 2
*Fully synthetic races cannot use biotics
CAREER POINTS
Soldier, Infiltrator, Engineer - N/A
Vanguard, Sentinel - 1
Adept - 2
TIER POINTS
Recruit - +1
Adroit - +1
Paradigm - +1
Paragon / Renegade - +1
Exemplar - +1
BIOTIC POWERS:
Annihilation Field
Barrier
Biotic Focus
Biotic Hammer*
Biotic Orbs
Biotic Slash*
Biotic Sphere
Charge
Dark Channel
Dominate
Flare
Nova
Pull
Reave
Shockwave
Singularity
Slam
Smash*
Stasis
Throw
Warp
Warp Ammo
*Special Weapon Required
ENGINEERING:
Engineering are technology minded skills. Similarly to biotics, rather than try to regulate these skills by career, all engineering skills are available to characters with engineering skills. You can gain more skills as you gain power, but you cannot unlearn or retrain your skills. Once they are chosen, they are locked. Points are spent on a one-to-one basis. Certain races have cultural aptitudes toward technology and engineering, such as Quarians and Turians. These races will experience benefits here, just as other races have in the previous skills. Unless your race is fully synthetic, you cannot take skills in engineering if your skill set does not include engineering. All fully synthetic races are allowed to choose one tech ability regardless of their career, in addition to their regular points for race and career.
RACIAL POINTS:
Standard - 1
Geth, Turian, Salarian, Volus or Quarian - 2
*All fully synthetic races, regardless of career, get one additional tech power
CAREER POINTS:
Soldier, Vanguard, Adept - N/A
Sentinel, Infiltrator - 1
Engineer - 2
TIER POINTS:
Recruit - +1
Adroit - +1
Paradigm - +1
Paragon / Renegade - +1
Exemplar - +1
TECH POWERS:
AI Hacking
Armor Piercing Arrows*
Combat Drone
Concussive Arrows
Cryo Blast
Decoy
Defensive Drone
Defensive Matrix
Electronics
Electric Slash*
Electrical Hammer*
Energy Drain
Flamer
Incinerate
Neural Shock
Overload
Recon Mine
Sabotage
Sentry Yurret
Shield Boost
Snap Freeze
Stimulant Pack
Submission Net
Supply Pylon
Tactical Cloak
Tactical Scan
Tech Armor
*Special Weapon Required
SPECIAL NOTE: ELCOR
Elcor are notably different from other races in the galaxy due to their physique and genetic structure. Because they walk on all fours on most planets, it is not feasible for them to carry weapons, they do not have any armor to speak of, and it is not yet known if they have any aptitude toward biotics or engineering (though it is unlikely because they cannot even stand upright unless they are on worlds with exceptionally low gravity). However, Elcors are exceptionally difficult to take down because they are naturally tanks. Even an unarmored Elcor is able to withstand more firepower due to their thick hides, and are difficult to effect with many biotics and tech skills because of the weight of their body mass. As such, while every other race has predispositions toward certain skills, Elcor have a predisposition to resist many, if not most, of those skills.
The point system is a method we have developed to help the players build uniquely skill characters. Our goal is to honor the many different skills, careers, and races of the Mass Effect games. This point system will ensure that no two characters are exactly alike. It will also help us regulate and discourage godmodding and power gaming. We have designed it to be an exceptionally simple and easy process. We've taken the time to give a brief description of each section for your benefit to help you with building your character.
WEAPONS:
Almost every character, regardless of career, has access to weaponry and the capability to use weapons. Even the average civilian can pick up a pistol and aim it with general accuracy. However, not everybody is strong enough or trained enough to carry heavy weapon loads, nor are they trained to use specialty weapons. Your race, career, and power tier work together to determine how many weapons you are capable of carrying at any given time. Please keep in mind: This system does not limit the number of weapons your character is allowed to own, simply the number s/he is allowed to feasibly carry. It is your job to determine at the beginning of a thread how many and which weapons, if any, you are carrying.
For instance, a Krogan soldier is going to be able to carry more weapons than an Asari Adept. This is because Krogan society and genetics allows the average Krogan to be more physically strong than an Asari, and as a soldier the Krogan has had more training and focus on the weaponry. However, this does not mean the Asari cannot use a number of weapons, and it is even possible that an Asari Adept at power tier four or five might be capable of carrying a weapon load comparable to a lower tier Krogan. As you gain more power, your available weapon load grows.
Example
Recruit Krogan Sentinel: 15 points (14 for being heavy weight race and 1 for being a Sentinel)
Might carry: 1 shotgun, 1 assault rifle, 1 special weapon, 3 grenades (5 points for the shotgun, 4 for the assault rifle, 3 for the special weapon, in this case a Krogan warhammer,, one for each grenade, totaling 15 points)
An Exemplar Asari Adept also has 15 points (10 for being medium weight race, 0 for being a non-combatant, 5 for being Exemplar power tier) and thus could carry the same weapon load.
Recruit Krogan Sentinel: 15 points (14 for being heavy weight race and 1 for being a Sentinel)
Might carry: 1 shotgun, 1 assault rifle, 1 special weapon, 3 grenades (5 points for the shotgun, 4 for the assault rifle, 3 for the special weapon, in this case a Krogan warhammer,, one for each grenade, totaling 15 points)
An Exemplar Asari Adept also has 15 points (10 for being medium weight race, 0 for being a non-combatant, 5 for being Exemplar power tier) and thus could carry the same weapon load.
Weapon access is determined by rank. Everyone has access to the Common weapons. Adroits gain access to Uncommon weapons. Paradigms can use Rare weapons, and Paragon and Renegade characters can use Ultra-Rare weapons. You can use a weapon in a category beyond normal, though this doubles the cost of the weapon and you are limited to doing this for a single weapon until you get access to that weapon group.
Example
A Recruit Human Soldier can use an M-8 Avenger at normal cost (4). If they wanted, they could use an M-15 Vindicator at double cost (8), and could only use the Vindicator. They could not use an M-5 Phalanx at double cost (2) with the Vindicator, despite being possible for their point loadout. They could only use the M-3 Predator or other Common weapons.
A Recruit Human Soldier can use an M-8 Avenger at normal cost (4). If they wanted, they could use an M-15 Vindicator at double cost (8), and could only use the Vindicator. They could not use an M-5 Phalanx at double cost (2) with the Vindicator, despite being possible for their point loadout. They could only use the M-3 Predator or other Common weapons.
WEAPONS:
COST:
Pistol - 1
Grenade - 1
Heavy Pistol - 2
SMG - 2
Special Weapon - 3
Assault rifle - 4
Shotgun - 5
Sniper rifle - 7
Heavy Weapon - 8*
*Soldier Only
RACIAL POINTS
Quarian, Salarian, Volus - 6
Asari, Drell, Human, Turian, Vorcha - 10
Batarian, Krogan, Geth, - 14
CAREER POINTS
Adept, Engineer - 0
Vanguard, Infiltrator, Sentinel - 1
Soldier - 2
TIER POINTS
Recruit - 0 / Common
Adroit - +1 / Uncommon
Paradigm - +1 / Rare
Paragon / Renegade - +1 / Ultra-Rare
Exemplar - +1
See this page for the weapon list. Soldiers can refer to this page for heavy weapons
SPECIAL WEAPON EXAMPLES
Hammer
OmniShield
OmniTool Crossbow
Sword
Wrist Whip
ARMOR:
The weight of armor available to you is determined by your chosen skill group. This information is drawn directly from the games. However, not all armors are made the same. Each armor in the game gives its wearer some kind of special benefit, even if there have not been any upgrades or modifications to the armor. Some are naturally designed to have stronger shielding, while some are designed to give more medical aid to the wearer. As long as the weight of the armor fits your career, you may choose any general armor type or brand available in the game. Please speak to a staff member before using a rare or unique armor from the games.
Armor Availability:
Light - Adept, Engineer, Sentinel
Medium - Infiltrator, Vanguard
Heavy - Soldier
UPGRADES:
The best way to customize your weapons and armor to suit the needs of your character is by the available upgrades. Upgrades are a great way to make your weapons and armor more powerful. Certain careers allow people to have access to more and better upgrades, as do certain races. For instance, humans are known in the mass effect world for having on of the most exceptionally competent military units in the universe. With a more consistant flow of funding and research, they have access to a lot more resources than other races do in this field. Other races that show cultural dispositions to soldier careers reap similar benefits. As such, being a member of one of these races would mean you are more likely to have access to resources that directly effect and customize your weapons and armor.
Similarly, if you have a career that focuses on fighting then you are more likely to have access to better equipment. A Salarian mercenary is still going to have more upgrade options than a Drell scientist because his career demands it, even if as a culture his race is more heavily involved in scientific technology.
Upgrade points are spent on a 1-to-1 basis. So, a point for an armor upgrade is equivalent to exactly one armor upgrade (as opposed to the weapons section above, where certain weapons cost more points than others). At most, a character may have three upgrades on his or her armor, and ninteen upgrades to spread amongst their weapons. Each firearm may have a maximum of two upgrades, and a grenade may have one. Additionally, if you wish to have the same upgrade for multiple weapons, you must purchase that upgrade for each weapon. Thus, if you wish to have a combat sensor on your shotgun and assault rifle, you must purchase combat sensor twice. You cannot purchase it once and apply it to both weapons.
Lastly, some upgrades are considered to be better versions (or "upgrades", ha ha) to other upgrades. Because of this, we have the upgrades categorized into three different classes. You cannot have two different classes of the same manner of upgrade on your weapon or armor. For instance, you cannot have both Ablative Plating and Energized Plating on your armor because they are the same style of upgrade, one is simply a higher class than the other. You do not need to have owned the previous class upgrade in order to get the higher one. Your power tier determines the class of upgrades you have access to. For instance, when Rowen was an adroit he only had access to class 1 upgrades. When he became a paragon, he gained access to class 2 upgrades. Thus, he could purchase a medical interface upgrade for his armor -- even if he did not previously purchase the first aid interface.
Example
Paradigm Vorcha Infiltrator: 2 armor upgrades, 11 weapon upgrades, and access to class 2 upgrades (1 upgrade of each type for being Vorcha, 1 armor and 4 weapon upgrades for being a light combatant, and 6 weapon upgrades with class 2 access for being Paradigm power tier)
Paradigm Vorcha Infiltrator: 2 armor upgrades, 11 weapon upgrades, and access to class 2 upgrades (1 upgrade of each type for being Vorcha, 1 armor and 4 weapon upgrades for being a light combatant, and 6 weapon upgrades with class 2 access for being Paradigm power tier)
Points by armor/weapons:
RACE POINTS
Standard - 0/0
Human, Krogran, Batarian, Drell, Geth or Vorcha - 1/1
CAREER POINTS
Engineer, Adept - 0/2
Infiltrator, Sentinel, Vanguard - 1/4
Soldier - 2/8
TIER POINTS
+2 weapon upgrades per tier
Recruit/Adroit - Access to Class 1 upgrades
Paradigm - Access to Class 2 upgrades
Paragon/Renegade/Exemplar - Access to Class 3 upgrades
Armor Upgrades:
Class 1 | Class 2 | Class 3 |
Stimulant Pack | | |
Armor Plating | Ablative Plating | Energized Plating |
Hardened Weave | | |
First Aid Interface | Medical Interface | Medical Exoskeleton |
| Kinetic Buffer | Kinetic Exoskeleton |
Motorized Joints | Exoskeleton | Combat Exoskeleton |
Shock Absorbers | | |
Shield Battery | Shield modulater | Shield Interface |
Shield Regenerator | Energized Weave | |
Toxic Seal | | |
Bio Seal | Chem Seal | Nuclear Seal |
Pollution Hazard | Waste Hazard | Temperature Hazard |
Weapon Upgrades:
Class 1 | Class 2 | Class 3 |
Combat Sensor | Combat Scanner | Combat Optics |
Improved Sighting | ||
Heat Sink | ||
High Caliber Barrel | Rail Extension | Scram Rail |
Recoil Dampener | Kinetic Stabilizer | Kinetic Coil |
Hyper Rail Light | Hyper Rail Medium | Hyper Rail Heavy |
COMBAT:
Characters that specialize in combat have access to certain skills that boost those abilities. These skills are available only to those who take a career that either focuses fully on combat (soldier) or mixes a combat focus with either biotics or engineering (vanguard and infiltrator). Since there are fewer combat powers than any others in the games, and since combat focused characters already receive heavy benefits with the number of weapon points and weapon/armor upgrade points they receive, combat powers will be more difficult to get. Once you have picked a combat power, it cannot be retrained without admin permission and must be listed in your dossier. Each point earned for race, career, and tier equals one power to be chosen.
RACE POINTS
Standard - 0
Turian, Human, Batarian, Roppel, Geth, Vorcha, Krogan, Drell - 1
CAREER POINTS
Infiltrator, Vanguard - 1
Soldier - 2
TIER POINTS
Recruit - 0
Adroit - 0
Paradigm - 1
Renegade/Paragon - 0
Exemplar - 1
COMBAT POWERS:
Adrenaline Burst
Adrenaline Rush
Assassination
Ballistic Blades
Blade Armor
Bloodlust
Carnage
Concussive Shot
Devastator Mode
Fortification
Havoc Strike
Immunity
Marksman
Overkill
Proximity Mine
BIOTICS:
Rather than try to regulate biotic abilities according to career, a character with biotic abilities may choose to have any of the following biotic powers that were seen or used in the game, even if you weren't allowed to have access to that power in the game because of your in-game skill tree. Just like weapon and armor upgrades, biotic points are spent on a one to one basis. However, unlike weapon and armor upgrades, these cannot be traded in for different powers. Once you have chosen your powers they are LOCKED. You can always gain new biotic powers as you gain power, but you cannot forget or unlearn a power you already chose to train in. Because Asari are the only race that have a genetic predisposition to biotics, they are the only race that gains a benefit in this field. If your skill set does not include biotics, then you do not have access to these powers, even if you are Asari. Fully synthetic races, such as Geth, cannot use biotics.
Example
Paragon Human Sentinel: Knows 6 biotic powers (1 for being a chipped human, 1 for being a light biotic, and 4 for being Paragon power tier)
Adroit Asari Soldier: Knows 0 biotic powers, despite being Asari, because their profession does not have access to biotic powers.
Paragon Human Sentinel: Knows 6 biotic powers (1 for being a chipped human, 1 for being a light biotic, and 4 for being Paragon power tier)
Adroit Asari Soldier: Knows 0 biotic powers, despite being Asari, because their profession does not have access to biotic powers.
RACIAL POINTS
Non-Asari, chipped - 1
Asari - 2
*Fully synthetic races cannot use biotics
CAREER POINTS
Soldier, Infiltrator, Engineer - N/A
Vanguard, Sentinel - 1
Adept - 2
TIER POINTS
Recruit - +1
Adroit - +1
Paradigm - +1
Paragon / Renegade - +1
Exemplar - +1
BIOTIC POWERS:
Annihilation Field
Barrier
Biotic Focus
Biotic Hammer*
Biotic Orbs
Biotic Slash*
Biotic Sphere
Charge
Dark Channel
Dominate
Flare
Nova
Pull
Reave
Shockwave
Singularity
Slam
Smash*
Stasis
Throw
Warp
Warp Ammo
*Special Weapon Required
ENGINEERING:
Engineering are technology minded skills. Similarly to biotics, rather than try to regulate these skills by career, all engineering skills are available to characters with engineering skills. You can gain more skills as you gain power, but you cannot unlearn or retrain your skills. Once they are chosen, they are locked. Points are spent on a one-to-one basis. Certain races have cultural aptitudes toward technology and engineering, such as Quarians and Turians. These races will experience benefits here, just as other races have in the previous skills. Unless your race is fully synthetic, you cannot take skills in engineering if your skill set does not include engineering. All fully synthetic races are allowed to choose one tech ability regardless of their career, in addition to their regular points for race and career.
Example
Adroit Quarian Engineer: Knows 6 engineering skills (2 for being Quarian, 2 for being a heavy engineer, and 2 for being Adroit power tier)
Renegade Turian Vanguard: Knows 0 engineering skills, despite being Turian, because Vanguard does not have access to engineering skills.
Adroit Quarian Engineer: Knows 6 engineering skills (2 for being Quarian, 2 for being a heavy engineer, and 2 for being Adroit power tier)
Renegade Turian Vanguard: Knows 0 engineering skills, despite being Turian, because Vanguard does not have access to engineering skills.
RACIAL POINTS:
Standard - 1
Geth, Turian, Salarian, Volus or Quarian - 2
*All fully synthetic races, regardless of career, get one additional tech power
CAREER POINTS:
Soldier, Vanguard, Adept - N/A
Sentinel, Infiltrator - 1
Engineer - 2
TIER POINTS:
Recruit - +1
Adroit - +1
Paradigm - +1
Paragon / Renegade - +1
Exemplar - +1
TECH POWERS:
AI Hacking
Armor Piercing Arrows*
Combat Drone
Concussive Arrows
Cryo Blast
Decoy
Defensive Drone
Defensive Matrix
Electronics
Electric Slash*
Electrical Hammer*
Energy Drain
Flamer
Incinerate
Neural Shock
Overload
Recon Mine
Sabotage
Sentry Yurret
Shield Boost
Snap Freeze
Stimulant Pack
Submission Net
Supply Pylon
Tactical Cloak
Tactical Scan
Tech Armor
*Special Weapon Required
SPECIAL NOTE: ELCOR
Elcor are notably different from other races in the galaxy due to their physique and genetic structure. Because they walk on all fours on most planets, it is not feasible for them to carry weapons, they do not have any armor to speak of, and it is not yet known if they have any aptitude toward biotics or engineering (though it is unlikely because they cannot even stand upright unless they are on worlds with exceptionally low gravity). However, Elcors are exceptionally difficult to take down because they are naturally tanks. Even an unarmored Elcor is able to withstand more firepower due to their thick hides, and are difficult to effect with many biotics and tech skills because of the weight of their body mass. As such, while every other race has predispositions toward certain skills, Elcor have a predisposition to resist many, if not most, of those skills.