Mass Effect:- The Irreverent Open Recruitment!

Started by Malrunar, November 06, 2022, 07:07:18 PM

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Malrunar


The Irreverent Crew



The Milky-Way galaxy isn’t large enough to fit the ego of the Citadel council, even within all of council controlled space. And it certainly isn’t large enough to satisfy the lusts and bloodthirsty violence lashing out from the Terminus Systems. Between the bickering of politicians, the recent mitigation and introduction of the human race, and a sprinkling of space pirates for good measure… living a simple, unharassed life was a pipe-dream. Either you were at risk for being stolen away by Batarian slavers on the outer edges of space, or falling victim to some corrupt corporation spying on and controlling your every move, looking to increase their profits over people.

Life was hard anywhere you turned, and settling down in any one place required sacrifices. For some, those costs were just too expensive.

Heavily inspired by the TV show Firefly, the crew of a frigate ship The Irreverent will face political, moral and ethical problems that actively stand in their way. Their wants and needs may vary, but their goals are the same; find work, get paid, and keep flying under their own banner, ultimately controlling their own lives. It isn’t easy and most times it is quite dangerous, but these aren’t the types of people who cave under pressure.   [This game is now open for non-crew members, and will allow a more sandbox play style for those who do not wish to partake in the group combat or story.]





CHARACTER SHEETS CAN BE FOUND HERE.

Malrunar

#1
General Questions


When does this take place?
The year is 2171 CE, 11-years before the start of Mass Effect 1. Humans have been part of Citadel space for just over a decade (2157 CE) and the Batarians have only recently closed their Embassy on the Citadel, becoming a rogue state.

What about Shepard?
Your character will have no connection with Commander Shepard whatsoever. They cannot be exs, they couldn’t have gone through training together, and the same goes with any part of Normandy’s crew.

What about the Reapers?
They’re still hibernating in the deepest parts of dark-space. They will have no part inf the plot so your character will not need to know about them.

Ok… what about the Geth?
The Geth are something all travelers should be wary of. While it isn’t likely that they will cross paths by accident, the Geth are still considered the boogeymen of the universe at this point and will be treated as such.

How will combat work?
This will be a system-light game. I prefer creative freedom and fun over strict rules, but in group games it tends to be easy for some to get carried away. Combat will happen but there will be a controlled flow by the GM. Dice rolls will be taken in the discord server, stats will be created just as they would in any DnD game. We’ll be using 5E rules and the Mass Effect Homebrew system for those rules.

What species can be played?
Humans, Drell, Quarians, Asari, Turian, Batarians, Salarians, Krogan, Hanar, Elcor, and Volus,
No Geth. No AI’s. No Vorcha. No Yahgs. No Andromeda species. No Collectors or Protheans or Reaper-fused hybrids.

What about gear?
We’ll work out specifics of that after the character rolls have been filled, but to begin everyone gets the starting gear of their class found on the ME-5E website.

What about character connections?
Required! I want every character in this game to have a familiar connection with each other. You don’t have to be best of friends; you can even be adversaries, but ultimately it comes down to trust and dependability on every side.

Malrunar

#2

Lacus-Class Frigate.
Min crew: 4
Max crew: 10
Max Occupancy: 45

Cargo Capacity: 30 Tonnes

Weapons:-
Anti-Fighter Machine cannons
Disruptor Torpedos



The Lacus-Class Frigate is a transport frigate with a high cargo capacity and range. In recent years, savvy engineers have learned to install additional systems in the cargo space, making it highly modifiable.

This isn’t a military vessel, so more stylistic liberties and creature comforts were added to the design.










The Cockpit
   
Hydroponics
   
Communications
   
Med Bay
   
   
   
Navigation and control over the Irreverent. Pilots are assisted by VI programming uploaded with current software and updated drivers. It may lack the visual appeal of comfort, but the pilot's chair seems to be made of real, space cow leather!
   
Hydroponics and the Comms room share the same space in an attempt to increase visual appeal, resource development, as well as boost crew morale. Plants are native to the soils of Sur’Kesh, so it is warmer and more humid in these spaces compared to the decks below. Dextro-amino species are reminded not to eat the flowers.
   
Communications room, for all ingoing and outgoing transmissions and data.
   
It's encouraged not to get shot. But, if you do happen to come under fire or experience another type of medical emergency, the Irreverent is well equipped to handle most situations.
The ship may lack state of the art facilities, but they have an ace doctor who knows where things are supposed to go.








Sleeping Quarters
   
The Commons
   
Engineering
   
Cargo Bay
   
   
   
The benefit of traveling on a deconstructed civilian vessel is consideration of personal comforts. All crew members are granted personal spaces to sleep and enjoy their privacy. There are more than enough rooms for everyone.
   
The commons is where the crew eats their meals, and is well stocked with a blend of food-stuff for all races, including dextro-amino based life. Meals are carefully labeled and segregated to reduce the risk of anaphylactic shock. However, if you notice a sudden rash or closing of the airway, pleased visit the med-bay, located at the rear of this floor.
   
It's where the engineers like to hang out and tinker with things.
   
For storage of excess supplies, of optional equipment, and a hanger for vehicles that may be required for future use. But if you clear the floor in the hangar, there is plenty of space for anyone who wishes to spar, workout, or even play some games. Earth 'football' has been growing in popularity.

Malrunar

#3

The Roles that can be filled.




The Captain:- You are the final decision maker. When the team’s decisions are split, you give the final say and sometimes your vote counts as two. You are also the representative of the crew; so when it comes to making a deal on the next job, the ultimate satisfaction of the crew lies on you.   RUMMY

The Lieutenant:- Second in command, and usually team lead for when the crew has to split up.  Maybe you have a better grasp on how to handle the crew? Or maybe you just have a particular set of skills? Either way you're a valued leader who can be depended on.

The Doctor:- Combat isn’t your specialty, but taking care of the crew is. Come sickness to shrapnel, you take the health and safety of your people very seriously.   MALRUNAR

The Mechanic:- The ship isn’t a bucket of rust -but it’s on its way to being decommissioned. Life is hard out in space, and things wear down fast. It’s up to you to keep the ship in repair, even if it breaks down in the middle of nowhere.

The Pilot:- This position is more than a glorified taxi driver. It takes real skill to handle a spaceship, especially when you have to factor in the variety of planets, moons and atmospheres that exist out there. Plus, you know… evading space pirates and the occasional missile fire.   ROBHUMPH

The Tech expert:- Drive core. Radios and jamming, keeping omni-tools up to date, arming the ship with appropriate firewalls and anti-hacking measures. If it’s techy it's yours to tinker with.

Security:- Because space is dangerous, and sometimes you just need to have bodyguards at the ready. Ex-military or mercenary-for-hire that got tired of being whored out… you’ve settled in with the crew and made it your own home.  WHERESMYCOW, THEBOBMASTER, ARMPHID,   (Multiple positions available.)

Heavy Gunner:- Working the ships weapons, or rather, “anti-missile systems”. You carry the big booms and man the arsenal, keeping all the weapons and armor clean, repaired and at the ready for use. ISENGRAD

Passengers:- You might not have a critical role with the upkeep of the ship, but you’re still a valuable member of the crew. Perhaps you’re a retired justicar looking to lay low but wish to see the sights one more time? A scientist who just wants to get out of the lab and see what the universe was like living in it rather than peering through a microscope? You may not have as much pull as some of the others, but you contribute in other ways.



Malrunar

#4
Phew! Did you read through all of that? Good! For those interested in the game, please tell me the following!

- What Role(s) are you interested in?

- Would you prefer a more traditional style RP, or leaning more heavily into 5E systems?

- Tell us a little about your character concept! (Remember the character sheets will come later, for now lets get the spark notes.)

Kelindel

#5
Hiya!

1. I'd like to be Lieutenant

2. I prefer traditional RP for the most part, don't mind leaning into the 5E system, my main concern, from what I've experienced with a lot of systems like these is they place a stronger emphasis on combat than the rp aspects. That being said... I don't mind having a framework to work from and can see it working.

3. It would be a younger, a bit idealistic of a character, someone who grew up as a spacer, human most likely and looking to experience the wider universe and prove himself.

Rummy Tum Tum

Neat! I'm down for a Turian captain. A disgraced spectre who's lightened up a lot after having to rub shoulders with the types of people he used to brush past or look down on. He's one of them now, though he can easily find himself looking back at his old life with both envy and contempt.

I'd prefer more traditional style RP, maybe backed by the 5e homebrew in terms of abilities and equipment available, if that makes sense.

Tinkertoy

Gods damn it Mal...

Tentatively interested in the Mechanic or the Doctor. I need to have a good chew on this.

I only wanna be your self-inflicted wound.
It sees you, baby. The friction between me and you.
Show me what makes you human, I'll show you vulnerable.
You bend, you break, you surrender and melt like solid gold.

Malrunar


Hexed

so first thank you for showing Mass Effect 5e was a thing. :D

What's the difference between a mechanic and a tech expert? They'd be about the same skill wise wouldn't they?

Tinkertoy

Well shit...I guess count me in with a Sentinel human biotic mechanic...damn you.

I only wanna be your self-inflicted wound.
It sees you, baby. The friction between me and you.
Show me what makes you human, I'll show you vulnerable.
You bend, you break, you surrender and melt like solid gold.

Malrunar

Quote from: Hexed on November 06, 2022, 08:27:21 PM
so first thank you for showing Mass Effect 5e was a thing. :D

What's the difference between a mechanic and a tech expert? They'd be about the same skill wise wouldn't they?

Pretty much, but I wanted to separate things a little just to give options for people.

Mechanic: you know the bolts and scraps of the ship, all of the hardware that is involved.

Tech: You're going to specialize with the software, the computers and V.I.

Wheresmycow

I've already joined the discord but I might as well add my presence here as well.
Want to know more about me?
My Intro Thread
My ONs and OFFs

Bibliophilia

So...I'm currently torn between two options.  Yes, I know, what the fuck else is new.

Role: Tech Expert

RP Style: Traditional, but with some 5e for flavor or random chance stuff?  I like a mixture.

Concept:  This one would be a human, a former soldier with some fancy tech prosthetics and a sweet, helpful disposition - though there's some ugly shit in his past that comes up at times.


Numero Dos

Role: Passenger

Concept: An Asari concubine-cum-ambassador who has many 'friends' in high places.  You get one guess who her concept is drawn from.

Dionisian

#14
Down for a Quarian mechanic/techie.

'Former' Migrant Fleet Marine, capable of working miracles with scrap, Dakka'Xen vas (insert respectable fleet ship name) is now on assignment for the fleet Special Projects division, by way of official assignment. What this means in practice is a keen interest in technology acquisition from other species, both of the legal and... less legal variety, which he then ships home to the Fleet.

In practice this means he's mostly on his own, expected to effectively operate independently, with occasional jobs offered to the crew for 'special assignments,' which are sometimes just crap jobs no one in the fleet wants to do, or occasionally dangerous jobs the Admiralty board doesn't wish to risk Marines to accomplish. He also brings in some income either by salvaging derelict ships the crew runs across and getting a small profit from the Fleet, or getting rewards for reporting derelicts to the fleet the crew doesn't have time/resources to salvage. Under the table he has brokered some deals for Special Projects with the Mercs of Omega, when Special Projects has had need of a little more firepower to get thier hands on particularly juicy tech without bringing overmuch attention to the fleet.

His retirement plan is to bring the ship back to the fleet, when the rest of the crew eventually moves on to to a more functional ship; if at all possible I'd like to work that into whatever terms the crew operates under. In general terms, his hope of inheriting the ship when it goes 'derelict' makes him very dedicated to keeping it running despite it's aging systems. As a crew member, he would frequently take his pay/cut of any job as equity in the ship of we can work this out.

Personality wise, he's kind of on the gruff, salty side of middle age for a Quarian. He took the Special Projects assignment outside the fleet because he's not really much of a 'by the books' operator.

I generally lean more towards the RP side in terms of play.

Tinkertoy

Quote from: Bibliophilia on November 06, 2022, 09:14:31 PM

Concept:  This one would be a human, a former soldier with some fancy tech prosthetics and a sweet, helpful disposition - though there's some ugly shit in his past that comes up at times.


Soooooo....I am looking at this one with big puppy eyes given my character concept.

I only wanna be your self-inflicted wound.
It sees you, baby. The friction between me and you.
Show me what makes you human, I'll show you vulnerable.
You bend, you break, you surrender and melt like solid gold.

Dionisian

Also, my guy could be 'gunner' I guess. Being 'ex' Fleet Marine?

Malrunar

The tech/mechanic allure is strong this time around. 😂

Bibliophilia

My guy could also easily be shifted to security if need be.  He has all the training, after all.

Malrunar

And a Happy N7 day to all the Mass Effect fans out there! 😁

Andronica

#20
Keeping my eye on this! I can't resist such a wonderful a mashup. My preference leans towards a more traditional freeform style for combat but I don't mind the excitement a few dice rolls and stats can bring to story telling. I played DnD 5E a handful of times, though this was a while ago so I might need a small adjustment period.

I'm considering an ex-merc or ex-military security personnel (vanguard, of course) because reasons.

o/o | requests | eye candy | a/a
On hiatus for the next while. Much love to all my writing partners. <3

RobHumph

Jot me down for interested! Will think up something though I'm possibly leaning towards the pilot.

Malrunar

#22
Rules for building your character:

- The website we use is here:  https://www.n7.world/
          + It can be a little wonky to use, but the basics are great for what we need. When you're building your character, keep this in mind: I think in a game like this it's best that we'll use the mechanics for character generation, but then gloss over them in actual play. Basically the character sheet tells you what the characters are good and bad at, who's the best at each thing, what options they have to do special stuff in combat or otherwise. Don't get bogged down in special feats, or combinations of powers, or weapons or anything like that. This is a foundation, not the details.

- Characters will be using stats for Level 5, and you will be choosing Standard Array.

- I will allow racial attribute bonus changes.

- Do not worry about credits, or weapons. Pick your starting gear, the rest will be discussed before the game starts.

- You will have been a member of the crew for a minimum of 4 months.

- Any additional questions, please ask away!



[center][size=24pt]CHARACTER NAME[/size]
[size=18pt]- JOB POSITION -[/size]

[img width=250]https://i.imgur.com/8h52Uph.png[/img]

[center][table][tr][td][b]RACE[/b] - What are you   [b]CLASS/LEVEL[/b] - Class - Specialty / Lvl 5[b]   GENDER[/b] - Gender and pronouns[/td][/tr][tr][td]
[/td][/tr][/table][/center]

[table][tr]
[td] [/td][td][center][i]Score[/i][/center][/td][td][center][i]Mod.[/i][/center][/td][td][center][i]Save[/i][/center][/td][td]                [/td][td] [/td][td][center][i]Score[/i][/center][/td][td][center][i]Mod.[/i][/center][/td][td][center][i]Save[/i][/center][/td]
[/tr][tr]
[td][right][b]STRENGTH[/b][/right][/td] [td]---[/td] [td]---[/td] [td]---[/td][td]                [/td][td][right][b]INTELLIGENCE[/b][/right][/td] [td]---[/td] [td]---[/td]  [td]---[/td]
[/tr][tr]
[td][right][b]DEXTERITY[/b][/right][/td] [td]---[/td] [td]---[/td] [td]---[/td][td]                [/td][td][right][b]WISDOM[/b][/right][/td] [td]---[/td] [td]---[/td] [td]---[/td]
[/tr][tr]
[td][right][b]CONSTITUTION[/b][/right][/td] [td]---[/td] [td]---[/td] [td]---[/td][td]                [/td][td][right][b]CHARISMA[/b][/right][/td] [td]---[/td] [td]---[/td] [td]---[/td]
[/tr][/table]

[table][tr]
[td][right][b]ACROBATICS[/b] (Dex)[/right][/td][td]---[/td][td]                [/td][td][right][b]MEDICINE [/b](Wis)[/right][/td][td]---[/td]
[/tr][tr]
[td][right][b]VEHICLE HANDLING [/b](Wis)[/right][/td][td]---[/td][td]                [/td][td][right][b]SCIENCE[/b] (Int)[/right][/td][td]---[/td]
[/tr][tr]
[td][right][b]ELECTRONICS[/b] (Int)[/right][/td][td]---[/td][td]                [/td][td][right][b]PERCEPTION[/b] (Wis)[/right][/td][td]---[/td]
[/tr][tr]
[td][right][b]ATHLETICS[/b] (Str)[/right][/td][td]---[/td][td]                [/td][td][right][b]PERFORMANCE[/b] (Cha)[/right][/td][td]---[/td]
[/tr][tr]
[td][right][b]DECEPTION [/b](Cha)[/right][/td][td]---[/td][td]                [/td][td][right][b]PERSUASION[/b] (Cha)[/right][/td][td]---[/td]
[/tr][tr]
[td][right][b]HISTORY[/b] (Int)[/right][/td][td]---[/td][td]                [/td][td][right][b]ENGINEERING[/b] (Int)[/right][/td][td]---[/td]
[/tr][tr]
[td][right][b]INSIGHT[/b] (Wis)[/right][/td][td]---[/td][td]                [/td][td][right][b]SLEIGHT OF HAND [/b](Dex)[/right][/td][td]---[/td]
[/tr][tr]
[td][right][b]INTIMIDATION[/b] (Cha)[/right][/td][td]---[/td][td]                [/td][td][right][b]STEALTH[/b] (Dex)[/right][/td][td]---[/td]
[/tr][tr]
[td][right][b]INVESTIGATION[/b] (Int)[/right][/td][td]---[/td][td]                [/td][td][right][b]SURVIVAL [/b](Wis)[/right][/td][td]---[/td]
[/tr][/table][/center]

[center][b]POWERS[/b][table][tr]
[td][i][u]Lvl.[/u][/i][/td][td]     [/td][td][i][u]Name[/u][/i][/td][td]     [/td][td][i][u]Target[/u][/i][/td][td]     [/td][td][i][u]Range[/u][/i][/td][td]     [/td][td][i][u]Duration[/u][/i][/td][td]     [/td][td][i][u]Effect[/u][/i][/td]
[/tr][tr]
[td]{--}[/td][td]     [/td][td]NAME OF POWER[/td][td]     [/td][td]TARGET [/td][td]     [/td][td]RANGE[/td][td]     [/td][td]DURATION[/td][td]     [/td][td][spoiler=Effect]FILL IN THE DESCRIPTION OF THE EFFECTS HERE[/spoiler][/td]
[/tr][tr]
[td]{--}[/td][td]     [/td][td]NAME OF POWER[/td][td]     [/td][td]TARGET[/td][td]     [/td][td]RANGE[/td][td]     [/td][td]DURATION[/td][td]     [/td][td][spoiler=Effect]FILL IN THE DESCRIPTION OF THE EFFECTS HERE[/spoiler][/td]
[/tr][tr]
[td]{--}[/td][td]     [/td][td]NAME OF POWER[/td][td]     [/td][td]TARGET[/td][td]     [/td][td]RANGE[/td][td]     [/td][td]DURATION[/td][td]     [/td][td][spoiler=Effect]FILL IN THE DESCRIPTION OF THE EFFECTS HERE[/spoiler][/td]
[/tr][tr]
[td]{--}[/td][td]     [/td][td]NAME OF POWER[/td][td]     [/td][td]TARGET[/td][td]     [/td][td]RANGE[/td][td]     [/td][td]DURATION[/td][td]     [/td][td][spoiler=Effect]FILL IN THE DESCRIPTION OF THE EFFECTS HERE[/spoiler][/td]
[/tr][/table][/center]

[b]EQUIPMENT[/b]
[table][tr]
[td][i][u]Quantity[/u][/i][/td][td]     [/td][td][i][u]Name[/u][/i][/td][td]     [/td][td][i][u]Notes[/u][/i][/td]
[/tr][tr]
[td]- 1 -[/td][td]     [/td][td]PERSONAL ITEMS[/td][td]     [/td][td]DO NOT WORRY ABOUT WEAPONS YET. THE ITEMS LISTED HERE SHOULD BE PERSONAL ITEMS AND CLASS ITEMS ONLY.[/td]
[/tr][tr]
[td]- 1 -[/td][td]     [/td][td]PERSONAL ITEMS[/td][td]     [/td][td]DO NOT WORRY ABOUT WEAPONS YET. THE ITEMS LISTED HERE SHOULD BE PERSONAL ITEMS AND CLASS ITEMS ONLY.[/td]
[/tr][tr][td]
[/td][/tr][/table]

[b]APPEARANCE[/b]

Describe your character, and how others may perceive them.
 
[b]PERSONALITY[/b]

What are their key characteristics?

[b]FLAWS[/b]

No one is perfect. In fact, it is their flaws that make them so realistic.

[b]BACKSTORY[/b]

Tell us about your character’s history, and how they ended up as a crew member of the Irreverent.

[b]CREW ASSOCIATIONS[/b]

[u][i]We will fill out this section later! Everyone will have already been integrated as members of the crew for at least four months.[/i][/u]

[b]SEXUALITY[/b] How do they like it? What do they like?

[b]CREDITS[/b]
$

Malrunar

#23
Samantha Adams
- The Doctor -



RACE - Human   CLASS/LEVEL - Engineer - Doctor / Lvl 5   GENDER - Female   She/Her






Score
Mod.
Save
               
Score
Mod.
Save
STRENGTH
9- 1- 1               
INTELLIGENCE
12+ 1+ 3
DEXTERITY
14+ 2+ 2               
WISDOM
15+ 2+ 2
CONSTITUTION
13+ 1+ 4               
CHARISMA
16 + 3+ 3










ACROBATICS (Dex)
+ 5               
MEDICINE (Wis)
+ 8
VEHICLE HANDLING (Wis)
+ 2               
SCIENCE (Int)
+ 4
ELECTRONICS (Int)
+ 1               
PERCEPTION (Wis)
+ 5
ATHLETICS (Str)
+ 2               
PERFORMANCE (Cha)
+ 3
DECEPTION (Cha)
+ 3               
PERSUASION (Cha)
+ 6
HISTORY (Int)
+ 1               
ENGINEERING (Int)
+ 1
INSIGHT (Wis)
+ 2               
SLEIGHT OF HAND (Dex)
+ 2
INTIMIDATION (Cha)
+ 3               
STEALTH (Dex)
+ 2
INVESTIGATION (Int)
+ 3               
SURVIVAL (Wis)
+ 2

POWERS




Lvl.     Name     Target     Range     Duration     Effect
{2}     Nanite Cloud     Self     --     1 Round     
Effect
Deploy a cloud of fabricated nanites from your omni-tool that swarm and capture incoming energy from an attack, lessening its effect on you and storing it for your next attack. Until the end of your next turn, you gain resistance to the triggering damage type, including against the triggering attack.
The next time you hit with a melee attack or single-target, tech power, the target takes an extra 4d6 damage of the triggering damage type, and the power ends.
When you cast this power using a power slot of 2nd level or higher, the damage increases by 2d6 for each power slot about the 1st.
> Aegis. You may cast this power as a reaction when a creature within 2 meters of you takes acid, cold, fire, lightning, or thunder damage. Choose up to 3 creatures including yourself within 2 meters of you to gain resistance to the chosen damage type until the start of your next turn, including against the triggering attack.
{2}     First Aid     Creature     Touch     Instantaneous     
Effect
Inject a friendly, organic creature with nanobots that reduce pain and heal internal injuries. The creature gains hit points equal to 1d8 + your powercasting ability modifier.
At Higher Levels: When you cast this power using a power slot of 2nd level or higher, the healing increases by 2d8 for each slot level above 1st.
> Improved Healing. Increase the healing die type to d12
{1}     Unity     Creature(s) (Up to 6)     36m     Instantaneous     
Effect
Spawn a swarm of healing nanobots that heal allies. Up to six organic creatures of your choice that you can see within range regain hit points equal to 1d6 + your powercasting ability modifier.
At Higher Levels: When you cast this power using a power slot of 3rd level or higher, the healing increases by 2d6 for each slot level above 2nd.
> Shield restore. Creatures also gain 1d4 shield points. This increases by 1d4 for each power slot above the 2nd.
{2}     Overload     Creature or Object     48m     Instantaneous     
Effect
Unleash an electrostatic discharge at a creature or object within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 6 meters of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
A target becomes primed: lightning until the start of your next turn and must make a Dexterity saving throw. The target takes 3d6 lightning damage on a failed save, or half as much on a successful one.
At Higher Levels: When you cast this power using a power slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.

EQUIPMENT




Quantity     Name     Notes
- 1 -     Medical Kit     A bio-scanner, medical foam, quick-hardening cast tape, a scalpel with 10 blades, a bone saw, and a pouch that can carry up to 4 medi-gel.
- 1 -     Enhanced Medigel     You may administer this medi-gel to yourself or a willing creature within 2 meters to regain 4d4 + 4 hit points. Administering the medi-gel takes an action.


APPEARANCE

Samantha is on the shorter side or short, and while she might be considered small she is stronger than she looks. This doesn't mean that she is in any way, shape or form capable of going head to head with a krogan, however. The doctor has the endurance of an athlete and can easily withstand the stress of long hours and exhaustion, and has been known to grapple unruly patients who don't listen to her direction or react poorly in her clinic. Sam has an easy smile and holds herself with the confident poise of a woman comfortable in her own skin -but there remains a haunted shadow in her eyes that she spends all of her time ignoring and working fervently to avoid.
 
PERSONALITY

Brave | Confident | Altruistic | Stubborn | Empathetic | Irreverent | Kind | Open Minded

FLAWS

Workaholic | Isolationist | Stubborn

Samantha would put herself in harm's way without hesitation to keep others safe, and can be more reactionary than rational if someone's health is on the line.

BACKSTORY

Medicine is in her blood; it comes from her father’s side of the family which is enriched with a long line of doctors and scientists who look to solve some of the more complex questions rising within humanity. Her family is known for their contributions in resolving crises such as pandemics triggered in densely populated areas, eezo poisoning from exposure, and even the strange biotic phenomenon this sometimes afflicts. While her uncles and aunts went into the study of biotics, Samantha’s father was interested in the more traditional form of medicine. "I don't have the patience to sit and ask questions," He often said. "I need to keep my hands busy." Samantha could relate.

James, her father, was also her biggest hero. The man joined the Alliance Navy in which he served as a doctor with honors. Yet before he was able to open his own practice and settle into his twilight years, the First Contact war broke out upon the alien discovery, changing everything for humanity.

Samantha’s father was part of the Second Fleet who swept into Turian occupied Shanxi -their home- and evicted them from the human colony. He was also one of the six hundred and twenty-three human lives lost in the three-month conflict. Samantha and her mother watched from the ground as his ship was shot down, and once more Samantha was forced to endure a change that rocked the foundations of all she knew.

Several months spent as a POW to a strange and-then-terrifying alien race saw the death of her childhood at a young age. The death of Samantha’s father destroyed her mother, who took to heavy drinking and wasted away with grief even when the fighting continue on their colony world. This left the young woman all alone, but Samantha looked to honor her family by dedicating herself to medicine and learning about the new alien species. Her paper on emergency medicine used at the battle of Shanxi regarding turian biology and its variance to humans earned her a full scholarship to fund further research and cover the costs of her continued studies. And it was her contributions to the Sirta Foundation’s development of Medi-Gel adaptation to xeno-physiology that put Sam on the Citadel’s radar, as well as Alliance brass.

She was contacted by the Alliance military shortly after her paper was published, and while Sam refused their initial offer to join their ranks, she didn’t turn down the opportunity to further her studies by working at one of their space stations as a contractor. This was a mistake that drove her into isolation- tired of war, politics and constantly being used, the doctor took matters into her own hands, much to the frustration and angst to many in her past.

CREW ASSOCIATIONS


SEXUALITY

Pansexual/Experimental/Demisexual

Samantha likes to have a good time, but she needs an emotional connection just as much as she needs to respect that individual. Her sexual experiences aren't varied or wild, but she's curious enough and open minded to try almost anything at least once.

Reach out for specifics/kinks on this character.

Wheresmycow

#24
Jorgal Drack
"If you're hungry, I'll feed you.  If you've got trouble, I'll listen to you.  And if you're trouble, I'll shoot you."


RACE - Krogan   CLASS/LEVEL - Infiltrator / Lvl 1, Vanguard - Shock Trooper / Lvl 4   GENDER - Male (He/Him)






Score
Mod.
Save
               
Score
Mod.
Save
STRENGTH
18+4+4               
INTELLIGENCE
10+0+3
DEXTERITY
12+1+4               
WISDOM
13+1+1
CONSTITUTION
16+3+3               
CHARISMA
-8-1-1










ACROBATICS (Dex)
+1               
ATHLETICS (Str)
+7
DECEPTION (Cha)
-1               
ELECTRONICS (Int)
+0
ENGINEERING (Int)
+0               
HISTORY (Int)
+0
INSIGHT (Wis)
+4               
INTIMIDATION (Cha)
-1
INVESTIGATION (Int)
+0               
MEDICINE (Wis)
+1
PERCEPTION (Wis)
+4               
PERFORMANCE (Cha)
-1
PERSUASION (Cha)
-1               
SCIENCE (Int)
+0
SLEIGHT OF HAND (Dex)
+1               
STEALTH (Dex)
+7
SURVIVAL (Wis)
+7               
VEHICLE HANDLING (Wis)
+1

POWERS




Lvl.     Name     Target     Range     Duration     Effect
{Cantrip}     Charge     One Enemy      24m     Insant     
Effect
Choose a creature or object within range and use the target's mass to pull yourself to its location with incredible force (this movement does not provoke opportunity attacks). The target must make a Dexterity saving throw. On a failed save the target takes 1d10 force damage and becomes prone. Charge ignores half cover.

The damage increases by 1d10 when you reach the 5th level (2d10), 11th level (3d10) and 17th level (4d10).

Advanced Option - Barrier Regen
After you cast Charge, if you have an active barrier, regain 2 barrier ticks and reset the duration of your barrier to 1 minute.
{Cantrip}     Fortification     Self     Self     1 round     
Effect
Reinforce your armor using protective Foucault currents. Gain +5 AC until the start of your next turn, including against the triggering attack.

You must finish a short or long rest before you can use this ability again.

Advanced Option - Lasting Fortification
Fortification lasts an additional turn.
{Cantrip}     Stimulant Pack     Self     Self     1 minute     
Effect
Inject yourself with a stimulant pack. For the next minute, whenever you make an attack roll or saving throw, you can roll a d4 and add the number rolled to the attack roll or saving throw.

You must finish a long rest before you can use this feature again.

Advanced Options - High Tolerance
You can use stimulant pack twice per long rest.
{1st}     Biotic Slash     Self     Self     1 minute (Concentration)     
Effect
The next time you hit a creature with a melee weapon attack during the power's duration, increase the density of the weapon dealing an extra 2d8 force damage to the target. This damage detonates primed targets.

At Higher Levels: When you cast this power using a power slot of 2nd level or higher, the extra damage dealt by the attack increases by 2d8 for each slot above the 1st.

Advanced Option - Improved Damage
Increase the damage die to 2d12

EQUIPMENT



Quantity     Name     Notes
- 1 -     Locket     Although it looks rather plain, the locket and chain are rather durable.  Inside is a picture of his two Asari daughters.
- 1 -     Flask     A large and sturdy flask that contains Ryncol.  It's hard to say if the flask or the alcohol is deadlier.


APPEARANCE

Drack's a big burly Krogan, standing over seven feet tall and weighing more than two hundred and fifty kilos.  His solid and almost entirely fused together plates are an indicator of his age, and the multitude of small scars all over his face and body indicates the sheer amount of combat he's been in and survived in that time.  Standing at rest, he looks like he's for a fight and has a perpetual mean look in his eyes that puts most people off when first meeting him.  Despite looking big, mean and dumb, Drack carries himself with a professional air, and not with the sort of bravado that younger, more glory hungry Krogans tend to have.

PERSONALITY

Aggressive | Belligerent | Blunt | Boisterous | Nurturing | Patient | Pragmatic | Resolute | Studious

FLAWS

Drack isn't just a Krogan, but KROGAN.  His willingness to follow orders and respect for authority is questionable at best and has a casual attitude towards violence.  With over seven centuries of experience under his belt, he can be a little condescending towards anyone younger or less inexperienced than him, which is almost everyone he meets.  He also holds a grudge against the Salarians for making the genophage, the Turians for using it and the council for rewarding the turians for using it.  Since the appearance of Humans on the galactic stage, he's interested in probing their strengths and weaknesses, which might lead to some friction.

BACKSTORY

According to Drack, he was born several centuries too late to participate in the Krogan Rebellion wars.  Not that he would have made a difference in the end, he admits, but because he missed out on some of the best fighting to ever be had.  Post-genophage, he was one of the lucky ones to survive birth, surrounded by his stillbirth siblings.  Drack was a fighter, he was born a fighter, and in a galaxy that was now rigged against his species, he was going to fight.

Life before he left Tuchanka was filled with training and fighting against his peers.  While he had the biotic abilities necessary to make his way as a Krogan battlemaster, he found an unusual calling serving as a scout instead.  It took a long time to learn the art of stealth, and even longer to become proficient at it, but grinding away paid off in the end.  When it was time for him to leave his homeworld and experience the galaxy, it was with considerable skills beneath his belt.

Life after Tuchanka was still filled with training, but this time the fighting was against under all sorts of banners and against all sorts of species.  Like many Krogans, he became a mercenary, and after seven hundred years of combat experience, he has fought almost everywhere, for and against everyone.  While he enjoyed taking contracts that pit him against Salarians and Turians the most, he was not above working alongside them.  Their money was as good as anyone else's after all, and what better way to learn how to kill them better than to fight beside them for a time.  The lull between conflicts was not spent idle, instead he studied and visited various uninhabited planets, learned how to survive there, and killed any interesting wildlife.

More recently, his first encounter with Humans was made in his preferred manner: fighting.  He participated in one battle and only managed to kill a handful of them before the battle was over and he had to retreat with the rest of the Turian forces.  Drack was eager to resume the fighting when the Turians were about to mobilize a larger force, but unfortunately the council stepped in and ended the conflict.  Missing out on another big war, the Krogan took to smaller jobs for the time being, until he found himself on a little tugboat called The Irreverent.

CREW ASSOCIATIONS


SEXUALITY Heterosexual

Drack is aggressive and dominating, encounters with him can be rough.  But he'll also tuck his lover in and cuddle them afterwards, and make a good breakfast in the morning.

Specific kinks and so on can be discussed.
Want to know more about me?
My Intro Thread
My ONs and OFFs

Andronica

If security personnel may be getting full, I can swap my gal over to the Gunner spot? Her backstory will depend a bit on the role, same with her connections, so let me know what would be a better fit

o/o | requests | eye candy | a/a
On hiatus for the next while. Much love to all my writing partners. <3

Malrunar

There is still room for security. That's an easy fill-in. I'm planning no more than 4 though just so we have more variety. 😁

Bibliophilia

#27
Malcom "MT" Thomas
- Software Tech Specialist -



RACE - Human   CLASS/LEVEL - Engineer - Drone Jockey / Lvl 5   GENDER - Cis Male | He/Him






Score
Mod.
Save
               
Score
Mod.
Save
STRENGTH -
15+2+2               
INTELLIGENCE -
17+3+6
DEXTERITY -
14+2+2               
WISDOM -
12+1+1
CONSTITUTION -
13+1+4               
CHARISMA -
9-1-1










ACROBATICS (Dex) -
+2               
MEDICINE (Wis) -
+1
VEHICLE HANDLING (Wis) -
+2               
SCIENCE (Int) -
+6
ELECTRONICS (Int) -
+9               
PERCEPTION (Wis) -
+4
ATHLETICS (Str) -
+5               
PERFORMANCE (Cha) -
-1
DECEPTION (Cha) -
-1               
PERSUASION (Cha) -
-1
HISTORY (Int) -
+3               
ENGINEERING (Int) -
+6
INSIGHT (Wis) -
+1               
SLEIGHT OF HAND (Dex) -
+2
INTIMIDATION (Cha) -
-1               
STEALTH (Dex) -
+2
INVESTIGATION (Int) -
+3               
SURVIVAL (Wis) -
+1

POWERS



Lvl.     Name     Target     Range     Duration     Effect
{2}     Cryo Blast     AoE     48m     Instantaneous     
Effect
Fire a mass of supercooled, subatomic particles that explode in a 2-meter-radius sphere centered on a point within range. Each creature within the sphere has its movement reduced by 4 meters until the start of your next turn and must make a Strength saving throw. On a failed saved, a creature becomes frozen until the start of your next turn. A target with shield points has advantage on this saving throw.

If the blast strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 15 centimeters over an area 12 meters. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your power save DC to break free.

At Higher Levels: When you cast this power using a power slot of 2nd level or higher, the radius of the blast increases by 2 meters for each slot level above 1st.
{2}     Ice Lance     Creature     48m     Instantaneous     
Effect
Transform Cryo Blast into a deadly lance. Make a ranged power attack dealing 1d8 cold and 2d4 piercing damage. It deals an additional 1d8 and 2d4 for each slot level above the 1st.
{1}     Bip - Sabotage     Ranged Weapon     36m     1 hour     
Effect
Target a ranged weapon you can see within range and sabotage its internal systems. The next attack made with the target weapon has disadvantage.

Casting sabotage does not break tactical cloak, and creatures are unaware of the casting of this power.

If the weapon is integrated into a synthetic creature, such as an atlas mech's mass accelerator cannon or a drone's particle rifle, this power has no effect unless the creature fails an Intelligence saving throw against your powercasting DC. Whether or not the synthetic creature succeeds on this saving throw, it becomes aware that it has been targeted by a power.

EQUIPMENT



Quantity     Name     Notes
- 1 -     Bippity Bot - Companion Drone     Bip, for short, is the combat companion drone that MT built from scratch.  This little guy has a playful, feline-like personality and is not above knocking tools or other items off of counters in order to garner the attention he desires.  He also has been known to hide and pop out at people on the ship to try and coax them into a quick game of fetch or hide-and-seek.
- 1 -     Box o' Junk     This is the large container that holds all the bits and bobs that MT uses to indulge his tinkering hobby.  There are random lengths of wire, tech components so old that they might be considered relics, and various other scraps and detritus he's gathered in his lifetime.


APPEARANCE

MT is a 6'2", 243lb human man with a well-muscled, strong physique and a classically handsome face.  His olve skin, almond-shaped black eyes, and short-cropped, glossy black hair are all inherited traits from his Chinese mother.  The shock of white hair over his brow, scar across the bridge of his nose, and bio-mechanical right arm are inherited from his former military career, though.  Those scars are hardly the only ones he has, though, and beneath his clothing, his chiseled frame is riddled with others - some from the final fight he was in, and others from ones that came before.

PERSONALITY

Affable | Eager-to-Please | Intelligent | Thoughtful | Generous | Bookish | Quiet | Honest | Romantic

FLAWS

Survivor's Guilt - Malcolm blames himself for not being strong enough, or clever enough, or quick enough to save the people that died in Mindoir, and that's indicative of how he feels about most situations.  If things go wrong and he can blame himself for it, chances are he will.  He puts a lot of pressure on himself and, even when part of him knows that he's being unfair, he can't help but believe it's his duty to protect those around him.

People-Pleaser - Malcolm will run himself ragged to make others happy, ignoring his own needs in favor of those of others and pushing himself to his limits if it means going the extra mile to get something done.  He's been known to stay up for several days in order to finish a repair on a device assigned to him or forget to eat because he was too busy debugging code.  This extends into his personal life as well as his professional life, which means he's had more than a few toxic relationships in which his partner bled him dry before discarding him.

Chronic Back Pain - Due to the injuries he suffered on Mindoir, Malcolm suffers from intermittent, but severe, back pain that can be so intense that it renders him immobile without strong painkillers.  He usually suffers in silence, due to flaws 1 & 2, but sometimes it is so powerful that he has to seek medical intervention in order to allow him to function.  He tries to avoid dependency on medication, and most of the time rest and massage, combined with heat, can help to ease the spasms, but that would mean letting someone else take care of him for a change...so he usually just takes the pills.

BACKSTORY

Malcolm had a fairly privileged childhood, with relatively well-off, understanding parents involved in engineering and technology, specifically devoted to space exploration and colonization.  His mother was a Chinese mechanical engineer with a specialty in robotics who met his American father at an underground robot battle where her bot, Dà Túshā, defeated his bot, Robbie Rotten.  His father was a brilliant mathematician and computer engineer with a focus on coding AI, so together they ended up being the ideal team to work together on projects for the space program.

Malcolm was their first child, and it was clear early on that he had inherited his parents' brilliance and love of science.  However, his first love, much to his mother's dismay, was the military.  Despite being a gentle boy with a quiet, calm nature and a love of books, he was charmed by the idea of fighting for others and protecting those who couldn't protect themselves.  It not only showed in his love of the military but in his willingness to stand up for other students when they were being bullied by their peers.  So, when he was 18 years old, he enlisted in the Alliance, despite protests from his parents and younger sister.

Malcolm loved being a soldier, and he took to his training like a duck to bread, learning everything he could in the hopes of proving valuable in the brave new world that had formed since the First Contact War.  He applied his genius to his role in the Alliance, but never accepted the many offers that came his way to be placed in less hands-on positions within the Alliance ranks.  While he had no less respect for the Alliance engineers and technicians, he preferred to be on the front lines where he could see first hand how he was making a difference.  This, of course, drove his mother crazy.  She had hoped that once he was in the Alliance, he would be given a position where he would be relatively safe from harm.

Then, about seven years into his career, the batarians attacked the farming colony on Mindoir and Malcolm was part of the Alliance front sent to save the colonists.  The battle was brutal and in the end, they failed in their mission, but Malcolm was saved the hell of watching the suffering of the civilians due to having been gravely wounded in the initial battle.  He managed to hang on until they could get him back to Alliance care, and in the end, he survived with many scars, a cool new streak of white in his hair, and an arm and eye that his own mother and father had helped design.  For the sake of his mother, he took the offer of an honorable medical discharge and pivoted his focus from fighting to science.

He served on a couple of other ships for a brief time each, adjusting to life outside of the military, but for one reason or another, he found himself needing to move on.  He's been working aboard The Irreverent for a few months now, though, and feels that he has finally found a crew with which he could settle in for the long haul.  No pun intended.

CREW ASSOCIATIONS

We will fill out this section later! Everyone will have already been integrated as members of the crew for at least four months.

SEXUALITY - Pansexual

Malcolm is a puppy, eager to please and a total whore for affection and attention.  He hasn't had a lot of experience when it comes to sex and relationships, since his life up to this point has been pretty focused on one thing.  However, once he starts exploring that part of himself, he will prove very open-minded and adventurous. pretty much willing to try anything once.  Even if he might not personally find something arousing - which will be a fairly short list - as long as it's not a hard Off and his partner is into it, he will love it, too.  He's a switch who adores pet play as a good boy when in his submissive role, or will once he's introduced to the idea.  When in a more dominant role, he is a service top who takes great satisfaction in the pleasure of his partner. 

Andronica

#28
Dezthia Essex
- Security -



RACE - Human CLASS/LEVEL - Vanguard - Battle Master / Lvl 5   GENDER - Cis-fem | she/her






Score
Mod.
Save
               
Score
Mod.
Save
STRENGTH
17+3+6               
INTELLIGENCE
1100
DEXTERITY
14+2+2               
WISDOM
16+3+6
CONSTITUTION
13+1+1               
CHARISMA
9-1-1










ACROBATICS (Dex)
2               
MEDICINE (Wis)
3
VEHICLE HANDLING (Wis)
3               
SCIENCE (Int)
0
ELECTRONICS (Int)
0               
PERCEPTION (Wis)
6
ATHLETICS (Str)
6               
PERFORMANCE (Cha)
-1
DECEPTION (Cha)
-1               
PERSUASION (Cha)
-1
HISTORY (Int)
0               
ENGINEERING (Int)
0
INSIGHT (Wis)
6               
SLEIGHT OF HAND (Dex)
2
INTIMIDATION (Cha)
4               
STEALTH (Dex)
5
INVESTIGATION (Int)
0               
SURVIVAL (Wis)
3

POWERS




Lvl.     Name     Target     Range     Duration     Effect
{cantrip}     Slam     1-2 enemies     36m     Instant     
Effect
Target a lifted creature or object and slam it to the ground dealing 2d8 bludgeoning damage and knocking it prone. The target is no longer lifted.

The number of targets increases by 1 when you reach 5th level (2), 11th level (3) and 17th level (4).

Advancement Options - Reaction

When a creature or object you can see becomes lifted, you may cast Slam on it as a reaction.
{cantrip}     Siege Pulse     AOE     Self (4m)     Instant     
Effect
Spend 5 shield points as you overload your shield capacitors causing a loud, kinetic wave to erupt in a 4-meter-radius sphere centered on you. Each creature within the sphere becomes deafened and must make a Constitution saving throw (DC 8 + proficiency bonus). On a failed save, a creature takes 2d8 psychic damage and is stunned until the end of your next turn. On a successful save, a creature takes half as much damage. Synthetic creatures have advantage on this saving throw.

The first time you use siege pulse, your armor suffers no adverse effect. If you use this power again before you finish a short rest, roll a d20. On a 5 or lower you shields overload. You lose all shield points, take 2d12 lightning damage, and cannot gain shield points unless you repair your armor. Each time you use this feature again before finishing a short rest, you suffer a -5 penalty to the roll.

This feature's psychic damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), 17th level (5d8).

Advancement OptionsLingering Pulse

Each creature that takes psychic damage from siege pulse has disadvantage on its melee or ranged attack rolls until the start of your next turn.
{cantrip}     Ballistic Blades     One enemy     12m     ---     
Effect
Fire a salvo of blades at a target creature or object you can see within range. Make a ranged weapon attack, you add your proficiency bonus to this roll. On a hit, the target takes 2d12 piercing damage.

You must spend a short or long rest reloading the armguard before you can this ability again.

This feature's damage increases by 2d12 when you reach 5th level (4d12), 11th level (6d12), 17th level (8d12)

Advancement Options - Bleeding Blades

On a hit, the target takes an additional 3d12 damage at the start of its next turn due to blood loss. This damage bypasses shields.
{2}     Backlash     Self     Self     1 minute     
Effect
Generate a frontal biotic aegis barrier with 15 hit points. If a creature you can see hits you with an attack while the aegis is active, including the triggering attack, split the damage equally between yourself and the aegis. If the attack is a ranged weapon attack from a non-heavy weapon, the portion of the damage that would be dealt to you is dealt to the attacking creature instead.

If the damage is an odd number, you may choose where the extra 1 damage is dealt.

If damage that would be dealt to the aegis is greater than its remaining hit points, deal any remaining damage to yourself.

When the aegis drops to 0 hit points the power ends.

At Higher Levels: When you cast this power using a power slot of 3rd level or higher, the aegis's hit points increase by 10 for each slot level above the 2nd.

Advancement OptionsCounterstrike

If you cast Backlash as a reaction against a melee attack, gain an attack of opportunity against the attacking creature.

EQUIPMENT



Quantity     Name     Notes
- 1 -     PERSONAL ITEMS     DO NOT WORRY ABOUT WEAPONS YET. THE ITEMS LISTED HERE SHOULD BE PERSONAL ITEMS AND CLASS ITEMS ONLY.
- 1 -     PERSONAL ITEMS     DO NOT WORRY ABOUT WEAPONS YET. THE ITEMS LISTED HERE SHOULD BE PERSONAL ITEMS AND CLASS ITEMS ONLY.


APPEARANCE

A hungry upbringing turned criminal did a lot to hone her body into a fighting machine. She cuts a fearsome 5'8 silhouette of lean muscle with ample curves. Her body is marked by several silvery scars indicative of her reckless youth - often learning lessons the hard way, sometimes just for the hell of it. While working on Omega, Dez's sandy blonde hair was cut short for practicality, but leaving that life behind helped her (literally) let her hair down. Now she grows it long despite it often ending up in a bun or pony tail.

After years of wearing armor, Dezthia usually feels naked without some piece of heavy equipment or clothing on her person. She tends to wear armor made of thin interlocking ablative ceramic which is helpful to not impede movement during her often front 'n center attack style.

PERSONALITY

Dedicated | Strong Willed | Protective | Tactical | Judgmental | Self-reliant

FLAWS

Shit, where to begin? Dezthia leans more street smart than book savvy - unless that book happens to be gilded and nets a small fortune on the black market. Perhaps more self assured than she ought to be. Plans can be made then changed, or flat out ignored. She's a minted wild child who has a hard time trusting authority figures and playing nice with others. Of course, some of these jaded opinions have changed since joining the crew of the Irreverent, but overall, she's got some rough edges to hone.

BACKSTORY

Wayne's little sister. That was what she always felt like - an extension of him. The siblings grew up on the nefarious station Omega where the core liked for its millions of unfortunates to say and not thrive. Along with their single mother, they played out the dangerous day-to-day hustle. Young Wayne stepped up to be the primary figure of authority and protection in their small family by running small time gigs for local crime lords to make ends meet. Dezthia always looked up to Wayne like a hero. The combination of naivety and adoration prevented her from realizing how contemptuous Wayne was of his younger sibling. She wanted to be just like him. So it was an understatement to say Dez had a chip on her shoulder when he vanished.

After the Batarian raid led to the death of her mother, Dez had no choice but to strike out on her own in the unforgiving streets when she was barely a teenager. As (mis)fortune had it, Wayne's reputation preceded him allowing Dezthia to make much needed headway though the lower echelons of organized crime syndicates. She bounced around a handful of jobs 'til she was nabbed by a trafficking ring, although that didn't last long for the lanky spitfire. Their vessel was besieged a few weeks after her kidnapping by a group known ominously as The Panoptes, an umbrella fleet of rogue ships led by one Captain Tarek Hild who famously defected from the Alliance. The supposed abandonment of her brother lead to Dez's acceptance of the gross mistreatment and conditioning by Tarek, under which she was moulded into a reliably strong, proficient mercenary.

Dezthia made a killer living and took part in more boardings in the following decades than she could count. She accrued a handful of useful contacts through the Panoptes network as well which she put toward trying to silence - or support - the nagging voice in the back of her mind that said Wayne was out there, somewhere, waiting to be found. Although it was foolish to not expect criminals to do what they do best. A sudden mutiny against Captain Hild on the deck erupted into a flashbang-to-the-brainpan battle royale. Miraculously, Dezthia was among the handful of bloodied survivors largely out of spite than luck.

The remnants of the Panoptes crew were divided and went their own way sans Captain's Hild's yoke. In need of work and a place to hunker down to put out feelers for her brother, Dezthia set off to various shady ports for prospects. Six months ago, she managed to claim a spot on the Irreverent's security team working a watered down version of what she knew best in her previous life.

CREW ASSOCIATIONS

We will fill out this section later! Everyone will have already been integrated as members of the crew for at least four months.

SEXUALITY Pansexual, domme leaning. Dez is sharp tongued, playful and a bit coarse. She has no qualms with flings but very secretly craves a deeper emotional attachment. Dezthia isn't an easy one to get to know, however, should someone slip under her heavy guard they would probably be surprised by the tenderness she's capable of (in doses, of course).

o/o | requests | eye candy | a/a
On hiatus for the next while. Much love to all my writing partners. <3

Praxis

Hey Mal, do you have a Security or Weapon Systems character yet?


Otherwise...happy to go with a passenger sort.

Bibliophilia

#30
Elia D'Nali
- Passenger -



RACE - Asari (Maiden)   CLASS/LEVEL - Adept - Blackstar / Lvl 5   GENDER - Non-Binary | She/Her






Score
Mod.
Save
               
Score
Mod.
Save
STRENGTH -
8-1-1               
INTELLIGENCE -
14+2+2
DEXTERITY -
15+2+2               
WISDOM -
13+1+4
CONSTITUTION -
1000               
CHARISMA -
17+3+6










ACROBATICS (Dex) -
+2               
MEDICINE (Wis) -
+1
VEHICLE HANDLING (Wis) -
+2               
SCIENCE (Int) -
+2
ELECTRONICS (Int) -
+2               
PERCEPTION (Wis) -
+1
ATHLETICS (Str) -
-1               
PERFORMANCE (Cha) -
+6
DECEPTION (Cha) -
+6               
PERSUASION (Cha) -
+6
HISTORY (Int) -
+2               
ENGINEERING (Int) -
+2
INSIGHT (Wis) -
+4               
SLEIGHT OF HAND (Dex) -
+2
INTIMIDATION (Cha) -
+3               
STEALTH (Dex) -
+2
INVESTIGATION (Int) -
+2               
SURVIVAL (Wis) -
+1

POWERS



Lvl.     Name     Target     Range     Duration     Effect
{C}     Slow Fall     Self/Creature     12m     Concentration/1 min     
Effect
When you or a creature within 12 meters of you falls, choose up to five falling creatures within range. Create a negative mass effect field around each creature, slowing the rate of descent to 24 meters per round. If the creature lands before the power ends, it takes no Falling damage and can land on its feet, and the power ends for that creature.
{C}     Barrier Detonation     Self     4m Sphere     1 round     
Effect
Expend all of your remaining barrier ticks to create a negative mass effect field in a 2-meter-radius sphere originating from you. Each Medium or smaller creature or object within the sphere must succeed on Strength saving throw or becomes lifted until the end of your next turn. If you expend at least 4 barrier ticks, Large targets must make the saving throw. Creatures with at least 1 shield point have advantage on this saving throw.
{1}     Alter Center Mass     Creatures (3)     36m     Concentration/1 min     
Effect
Up to three creatures of your choice that you can see within range must make Constitution saving throws as you generate minor mass effect fields that alter their center mass. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

EQUIPMENT



Quantity     Name     Notes
- 1 -     V'son     Somewhat similar in appearance and design to the electric violin, this Asari instrument is nevertheless quite different.  Rather than physical strings, the music is played on slender beams of light that produce a beautiful, rich sound not quite like any other instrument.  Rather than being played with a bow, the faintest movement of the musician's fingers against the 'strings' alters the pitch, resonance, and volume, allowing for a far wider range of sounds than less advanced instruments can achieve on their own.
- 1 -     Everything but the Kitchen Sink     Elia travels with a mind-boggling amount of clothing, shoes, accessories, and jewelry - not to mention the various luxury items and work-related 'equipment' she needs.  None of these things is particularly handy in a combat or emergency situation - unless one needs something with which to immobilize or restrain someone - but they serve their purpose in keeping her clients happy and herself looking, smelling, and feeling stunning.


APPEARANCE

Elia is still very young for an Asari, barely more than a hundred and twenty years old - still deep in her maidenhood with the characteristic zest for adventure, travel, and the exploration of other races and cultures.  Her skin is a flawless shade of vibrant lavender with brilliant green eyes that carry both the joie de vivre of youth and the wisdom of maturity in their perceptive depths.  She is undeniably beautiful, and her 5'6" form is composed of alluring curves that she enhances with revealing - and often tactilely tempting - garments, but it's not her outward appearance that draws others to her.  She exudes more than just the natural grace of her species, but a calming aura that makes one feel at peace in her presence, safe to lay their burdens down for a time and allow her touch to ease their suffering.  Her voice is a throaty caress, whether raised in song or merely in everyday conversation, its low, husky tone seems to pluck at just the right nerves - depending on the reaction she is seeking.

PERSONALITY

Confident | Empathetic | Charismatic | Witty | Accomplished | Head-strong | Soothing | Fearless

FLAWS

Stubborn - Elia doesn't often make mistakes, so when she does it can be very difficult for her to admit to them.  For all her seeming serenity, when someone truly pushes her buttons and gets her riled, it is nearly impossible to get her to back down or confront wrongdoing on her own part.

Pureblood - Unbeknownst (so far) to nearly everyone in Citadel space, Elia's parents were both Asari.  Her mother was partnered with a Salarian at the time but ended up falling into a passionate, reckless affair with his research assistant.  Though their fling didn't last long, it was wild and intense, leading Elia's mother to do more than a few very stupid things - not least of which was procreate with the younger Asari.  She has always publically maintained that the Quarian, who passed not long after the birth of what he believed to be his child, was her father.  The secret is there, though, and if anyone had enough reason to go digging they could find it and potentially cause Elia all kinds of trouble.

Enemies in High Places - Ask anyone and they'll tell you that it's impossible to have friends in high places and not have almost an equal number of enemies, especially when you make your friends the way Elia does.  She sees people at their most vulnerable, has heard secrets that others might not want to get out, and wields an impressive amount of influence over powerful people from all over Citadel space and in a hundred different fields from mining to entertainment.  This can make her a target.

BACKSTORY

Elia's mother is a naval captain with a long and storied history of command, making her one of the most respected members of the Citadel fleet.  Commander Cha'na raised her daughter, Elia, in the Citadel and saw to it that she received a comprehensive education - though she was often away from home herself due to her important work.  Elia, therefore, was mainly raised by her Hanar 'nanny', who served not only as her primary caregiver but her tutor.  When she reached puberty and entered her Maidenhood, she took a job dancing in one of the Citadel clubs for a time, though it wasn't long before she was approached with a proposition to serve as a paid companion for one of her regular customers - a young woman who was the daughter of a member of the Citadel government.  The girl's father was a mid-level political ambassador, but the opportunity opened up a whole new world for Elia.

Word of mouth regarding her skills not only as a lover but as a companion saw Elia receiving more and more requests for her services, which lead to her quitting her job as a dancer to devote herself full-time to her new position as an escort.  Her mother proved quite proud of her daughter's ingenuity and the network of friends, acquaintances, and clients that she began to build over time - ingratiating herself to influential persons throughout the Citadel.  However, Elia  - like most maidens of her race - began to feel restless and decided to travel, purchasing herself passage on a ship departing the Citadel for the first place that sounded good.  Since then, she has traveled all over Citadel space, working her charm on members of every species within it and spreading her network of influence as she goes.

Elia became a passenger aboard the Irreverent by chance, simply because she liked the name.  She has been with the ship for only a short time, especially by her standards, but she is content for the moment to travel where the Irreverent takes her and provide the captain with whatever assistance she can - usually involving exerting her considerable influence, working her wiles or putting in a good word if she hears from any of her many friends about a job they could do.

CREW ASSOCIATIONS

We will fill out this section later! Everyone will have already been integrated as members of the crew for at least four months.

SEXUALITY - Pansexual

Elia is equipped to be pretty much anything her partner desires, with only a handful of hard limits.  Due to her work, which she loves, and her own highly sexual and exploratory nature, she can easily slip into any role that her companion - or companions - need or desire of her.  And relish every moment.  She's trained in a variety of skills that lend themselves to vanilla sex, highly kinky scenarios, and everything in between.

(Note:  My personal take on Asari anatomy is a default state of intersex with both sets of primary and secondary sexual characteristics present.  However, any combination of the traits may be altered or selected at will to the pleasure of herself and her partner or partners.)

Malrunar

Quote from: Praxis on November 08, 2022, 11:57:33 PM
Hey Mal, do you have a Security or Weapon Systems character yet?


Otherwise...happy to go with a passenger sort.

As of right now we have two confirmed security officers (a Krogan and human) and one maybe quarian. But the "heavy gunner" role is open, as is our weapon systems on the ship and a few others!

We're a very human heavy crew so far, I would love to see more variety. 😁

Rummy Tum Tum

#32
JURUN CAMNIAN
- The Captain -



RACE - Turian   CLASS/LEVEL - Infiltrator - Sniper / Lvl 5   GENDER - Cis Male | He/him






Score
Mod.
Save
               
Score
Mod.
Save
STRENGTH
12+1+1               
INTELLIGENCE
14+2+5
DEXTERITY
18+4+7               
WISDOM
8-1-1
CONSTITUTION
10+0+0               
CHARISMA
14+2+2










ACROBATICS (Dex)
+4               
MEDICINE (Wis)
-1
VEHICLE HANDLING (Wis)
+4               
SCIENCE (Int)
+2
ELECTRONICS (Int)
+2               
PERCEPTION (Wis)
+5
ATHLETICS (Str)
+1               
PERFORMANCE (Cha)
+2
DECEPTION (Cha)
+5               
PERSUASION (Cha)
+5
HISTORY (Int)
+2               
ENGINEERING (Int)
+2
INSIGHT (Wis)
-1               
SLEIGHT OF HAND (Dex)
+4
INTIMIDATION (Cha)
+5               
STEALTH (Dex)
+10
INVESTIGATION (Int)
+5               
SURVIVAL (Wis)
-1

POWERS




Lvl.     Name     Target     Range     Duration     Effect
{C}     Beehive     Cone      Self/15ft     Instant     
Effect
Draw and fire your antipersonnel cannon, colloquially called "the beehive". It ejects superheated shrapnel in a 15-foot cone, originating from you. Each creature caught in the blast must make Dexterity saving throw. The DC of this saving throw is 8 + your proficiency bonus + your Dexterity modifier. On a failed save, a creature takes 3d6 piercing damage or half as much damage on a successful one.

You must spend a short or long rest reconfiguring the cannon to use it again.
{1}     Guidance (Multi-Tap)     1-3 Willing Creatures     90ft     10 mins     
Effect
Tap into the VI of a willing creature. Once within the next 10 minutes, the target can roll a d6 and add the number rolled to one ability check, saving throw, or attack roll of its choice. It can roll the die before or after making the roll.
{1}     Decoy     Empty Space     30ft     1 min     
Effect
Summon a holographic copy of yourself at a location within range. Until the power ends, the decoy moves with you and mimics your actions. You can use your action to dismiss the decoy. Each time a creature targets you with an attack during the power's duration, it must first make a Wisdom (Perception) check. On a failure, a creature attacks the decoy. On a success, the creature ignores the decoy, attacks you, and no longer needs to pass the Wisdom check to target you.
{1}     Overload     1 Creature/3 AoE within 15ft     120ft     Instant     
Effect
Unleash an electrostatic discharge at a creature or object within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 15 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

A target becomes primed: lightning until the start of your next turn and must make a Dexterity saving throw. The target takes 3d6 lightning damage on a failed save, or half as much on a successful one.

EQUIPMENT



Quantity     Name     Notes
- 1 -     PERSONAL ITEMS     DO NOT WORRY ABOUT WEAPONS YET. THE ITEMS LISTED HERE SHOULD BE PERSONAL ITEMS AND CLASS ITEMS ONLY.
- 1 -     PERSONAL ITEMS     DO NOT WORRY ABOUT WEAPONS YET. THE ITEMS LISTED HERE SHOULD BE PERSONAL ITEMS AND CLASS ITEMS ONLY.


APPEARANCE

Jurun is tall even for a turian, standing at 6'6 with a body built of lean muscle. His facial tattoos are notably elaborate, the diamond shape and sweeping strokes lining it marking him as a descendant of one of the turians who served above the THV Ravuna--the first turian ship to travel through a mass effect relay. Jurun's fashion is rather flight-jacket heavy and would hold more of a rugged sense if he weren't obsessed with his clothing being free of creases.

PERSONALITY

Confident | Cool-headed | Curious | Courteous | Compassionate | Callous

Jurun spent his life a cold, calculating hard-ass. He has softened somewhat over the years, having been forced to rub shoulders with people he once saw as unworthy of his time. He put the Spirit of his crew above all else, seeking redemption and purpose in seeing his people thrive. However, he has always had a knack for fulfilling his purpose at the cost of others, and it is no different now. He will do horrible things to keep his people alive and fed.

FLAWS

Executioner's Guilt - With all the death he's doled out, knowing fully well that he could have preserved lives without jeopardizing his missions, Jurun now finds himself grappling with regret. It often takes the form of haunting dreams but he has had the occasional panic attack and audiovisual hallucination. He has managed to hide his episodes thus far.

Cold-blooded - Jurun can, and will, commit atrocious acts for the sake of his people. It was this infamous trait that made it so easy for Allura to set him up and destroy his former life. It was also what earned him the lofty heights he once perched upon. He is unsure of how to change his ways and equally unsure of whether that change would be better or worse for the Irreverant's Spirit.

BACKSTORY

Jurun was born a descendant of Gatus Camnian, the first captain to take his crew through a mass effect relay. It was a family honor his family couldn't stop themselves from boasting about, though it grew stale without other great accomplishments to back it up. He, like his cousins, was pushed to distinguish himself--to act above the basic moral good of serving the state first. And although the pressure rankled him, he did as ordered, pushing aside personal qualms in order to bolster his family's Spirit.

His first position of note was working with the hastatim, an infamous executioner squad that tamped down the rebellious Spirit of a colony by going door-to-door and shooting any who refused to be escorted to "safety camps." It was the start of a ruthless career that built its way up to Spectre level in 2160 after he extracted a key ambassador from a coup at Sitea station. At the cost of everyone else.

His career from then on is redacted to this day. Suffice it to say he took--and sacrificed--many lives in service of the council, but always to save more important lives. His mission in life was to keep stability in the galaxy. That, and his family's honor, was worth any cost. Unfortunately, a time came when his highest priorities found themselves pitted against each other.

A group of his cousins had fallen in with the wrong crowd, then took that crowd over, becoming a band of merciless space pirates who took pleasure in capturing and torturing diplomats and traders of importance. Another Spectre, an asari named Allura Don, was ordered to track them down and eliminate them. She and Jurun loathed each other, and Jurun expected this was her cruel attempt at getting under his skin. Foolishly, he followed to negotiate an arrest. What could have been a quick elimination or a peaceful negotiation became a messy mix, resulting in his cousins' deaths and several hostages, including the Primarch of the Minos Wasteland colonization cluster.

Allura found a way to pin Jurun as a traitor attempting to help his family ransom for wealth. With her connections on the council backing her, it was not long before Jurun was sentenced to a lifetime of hard labor under the state with the possibility of parole. In the Council's eyes, allowing the turian Hierarchy to punish him was a lenient compromise given his past service. It was not. In one fell swoop, his family's name, and its Spirit, were shamed. His years of service were worth nothing but the backbreaking work he was primed to spend the rest of his days engaging in. He toiled and scraped alongside criminals and, after two years, he came to befriend a number of them.

Then came whispers of escape...

CREW ASSOCIATIONS

We will fill out this section later! Everyone will have already been integrated as members of the crew for at least four months.

SEXUALITY Heteroflexible

Jurun is flexible in certain aspects, enjoying both domination and, occasionally, an amount of submission. He is ever the top, and ever eager to pay a partner's body the worship it deserves.

Malrunar

We currently have two more profiles in progress

A human mechanic

A Batarian pilot.


Malrunar

... also, idiot me didn't add job position on those profiles. I'll edit that later so we can have them there in the final CS that will be posted in is thread.

Malrunar

At this time, I'd like to close off humans as a playable species so we can have more diversity. 😁 (Excluding the profiles already in the making that had reached out to me.)

Hexed


Malrunar


Rummy Tum Tum

Ooh, a quarian!

P.S: I love the entire vibe and attitude of the pic on the right.

xPeachyPuff

Hello c:
So...I'm not sure how I feel about a system game...but I am an avid player of D&D 5e and I do absolutely adore Mass Effect...That being said, I'm thinking up a idea to maybe give it a go, if you'll have me! I was also thinking a Quarian, if that would be okay (I don't want to step on anyone's toes c:). I'm also coming off a little break, just so you guys know if I'm a little slow lol.
Here is the image I'm thinking of using.

Rummy Tum Tum


Malrunar

Your most welcome, peach! And quarians are as well!

Malrunar

With the growing interest we have an update!

Please continue to build characters with stats. But please note that they will not really be necessary until group plot events that include battle. (In short, don't let them stress you out. You won't be restricted by play. This will only help me run the game for specific situations and make this easier for me to balance.)

xPeachyPuff

Quote from: Rummy Tum Tum on November 09, 2022, 08:31:37 PM
Ayy Peach! ;D

Hey!! :D Oooo, Rummy, I love me a Turian!

Quote from: Malrunar on November 09, 2022, 08:32:47 PM
Your most welcome, peach! And quarians are as well!

Thank you so much! :D I'll do my best to come up with something!

Bibliophilia



Bibliophilia

I'm great!  I hope all is well with you, too!

Thank you!  I am looking forward to getting to write with you again.  Quarians are always so fun.

Rummy Tum Tum


xPeachyPuff

Okay, so I've done the bare bones for right now. Just want to make sure I have all the stats and powers right. Let me know what you think so far and if it looks up to snuff. This is obviously a heavy WIP lol

Big WIP. Cute WIP
Leela'Veth nar Vecta
- Stowaway Turned Comms Assistant -


Additional Image

Note: I took some creative freedom with her organic appearance. I hope this is okay c:


RACE - Quarian   CLASS/LEVEL - Sentinel - Guardian / Lvl 5   GENDER - Female (She/Her)






Score
Mod.
Save
               
Score
Mod.
Save
STRENGTH
8-1-1               
INTELLIGENCE
16+3+3
DEXTERITY
13+1+1               
WISDOM
10+0+0
CONSTITUTION
14+2+5*               
CHARISMA
16+3+5*










ACROBATICS (Dex)
+1               
MEDICINE (Wis)
+3*
VEHICLE HANDLING (Wis)
+1               
SCIENCE (Int)
+3
ELECTRONICS (Int)
+3               
PERCEPTION (Wis)
+0
ATHLETICS (Str)
-1               
PERFORMANCE (Cha)
+3
DECEPTION (Cha)
+3               
PERSUASION (Cha)
+9**
HISTORY (Int)
+3               
ENGINEERING (Int)
+9**
INSIGHT (Wis)
+0               
SLEIGHT OF HAND (Dex)
+1
INTIMIDATION (Cha)
+3               
STEALTH (Dex)
+1
INVESTIGATION (Int)
+3               
SURVIVAL (Wis)
+0

POWERS




Lvl.     Name     Target     Range     Duration     Effect
{C}     Lift     Object     48m     10 Minutes (Concentration)    
Effect
You can manipulate light objects with a series of mass effect fields. When you cast this cantrip, you can try to move an object that weighs up to 9 kilograms. If the object isn't being worn or carried, you automatically move it up to 12 meters in any direction, but not beyond the range of this power.

If the object is worn or carried by a creature, you must make an ability check with your powercasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 12 meters in any direction but not beyond the range of this power.
{C}     Catapult     Object/Creature     16m (36m Line)     Instant    
Effect
Choose one Tiny object that is not being worn or carried within range. The object is thrown in a straight line up to 36 meters in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface.

If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the creature and stops moving. When the object strikes something, the object and what it strikes each take 3d10 bludgeoning damage.
{1}     Guidance     Ally     36m     10 Minutes    
Effect
Tap into the VI of a willing creature. Once within the next 10 minutes, the target can roll a d6 and add the number rolled to one ability check, saving throw, or attack roll of its choice. It can roll the die before or after making the roll.

You may only have guidance active on a single target.
{1}     Energy Drain     A Creature     60m     Instant    
Effect
Cycle your omni-tool, sapping electromagnetic energy from a creature you can see within range. Make a ranged power attack against the target. On a hit, the target takes 3d6 lightning damage, and you regain shield points equal to half the amount of lightning damage dealt.

EQUIPMENT



Quantity     Name     Notes
- 1 -     PERSONAL ITEMS     DO NOT WORRY ABOUT WEAPONS YET. THE ITEMS LISTED HERE SHOULD BE PERSONAL ITEMS AND CLASS ITEMS ONLY.
- 1 -     PERSONAL ITEMS     DO NOT WORRY ABOUT WEAPONS YET. THE ITEMS LISTED HERE SHOULD BE PERSONAL ITEMS AND CLASS ITEMS ONLY.


APPEARANCE

Describe your character, and how others may perceive them.

PERSONALITY

What are their key characteristics?

FLAWS

No one is perfect. In fact, it is their flaws that make them so realistic.

BACKSTORY

Tell us about your character’s history, and how they ended up as a crew member of the Irreverent.

CREW ASSOCIATIONS

We will fill out this section later! Everyone will have already been integrated as members of the crew for at least four months.

SEXUALITY How do they like it? What do they like?

Malrunar


Tinkertoy

#50
Avast me hearties! Behold my sweeeeeeet baby angel damage monkey!!

Tauryn ‘Dodge’ Kai
- The Mechanic -



RACE - Human   CLASS/LEVEL - Sentinel - Guardian/ Lvl 5   GENDER - Cis Female | She/Her/Hers






Score
Mod.
Save
               
Score
Mod.
Save
STRENGTH
14+2+2               
INTELLIGENCE
16+3+3 
DEXTERITY
14+2+2           
WISDOM
000 
CONSTITUTION
16+3+6               
CHARISMA
9-1+2 











ACROBATICS (Dex)
+2               
MEDICINE (Wis)
0
VEHICLE HANDLING (Wis)
0               
SCIENCE (Int)
+3
ELECTRONICS (Int)
+6               
PERCEPTION (Wis)
0
ATHLETICS (Str)
+8               
PERFORMANCE (Cha)
-1
DECEPTION (Cha)
-1               
PERSUASION (Cha)
-1
HISTORY (Int)
+3               
ENGINEERING (Int)
+9
INSIGHT (Wis)
+3               
SLEIGHT OF HAND (Dex)
+2
INTIMIDATION (Cha)
-1               
STEALTH (Dex)
+2
INVESTIGATION (Int)
+3               
SURVIVAL (Wis)
+3


POWERS














Lvl.     Name     Target     Range     Duration     Effect
{class}     Tech Armour     Self     Self     1 minute     
Effect
You've bolstered your armour with a powerful, defence-oriented AI. As a bonus action or as a reaction to taking damage, activate your Tech Armour. When activated, tech armour creates a new kinetic barrier with additional hit points equal to the sum of your sentinel level and powercasting modifier, multiplied by 2. When you have tech armour hit points and take damage, the tech armour hit points are lost first, and any leftover damage carries over to your shields and/or normal hit points. Tech armour lasts 1 minute or until it has 0 hit points remaining. While tech armour is active, you can use your action to overload it. Each creature within 4 metres must make a Constitution saving throw. On a failed save, a creature takes force damage equal to the remaining hit points of your tech armour, or half as much on a successful one. You can use Tech Armor twice between long rests.
{class}     Barrier     Self     Self     1 minute     
Effect
As an action or bonus action, you create a biotic barrier around you that reduces incoming damage and fuels certain biotic abilities. You gain barrier ticks equal to the Barrier Ticks column shown on your class progression table. Your total barrier ticks cannot exceed the amount listed in the Barrier Ticks column of your class progression table, and any barrier ticks gained in excess of this number are lost. Whenever you would take damage while Barrier is active, remove 1 barrier tick and reduce the damage by 1d8. Then, apply any remaining damage to other hit pools like tech armour, shields, temporary hit points, or hit points. Barrier lasts 1 minute. It ends early if you are knocked unconscious or have no barrier ticks remaining. You can also end Barrier at any time as a free action. When Barrier ends, you lose any remaining barrier ticks. Once you have used Barrier the maximum number of times for your combined Sentinel levels, you must finish a short rest before you can use it again. You may use barrier 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.
{class}     Extra Attack     Creature     Various     Once Per Round     
Effect
At 5th level, you’ve mastered harmonising your weapon attacks and powers. You can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, you can cast a biotic cantrip in place of one of those attacks.
{s/class}     Omni-Shield     Self or Creature     Self/2 metres     Instantaneous     
Effect
Starting at 3rd level, you've mastered the omni-shield. As a bonus action, create a large kinetic shield out of your omni-tool. You can end Omni-shield at any point as a free action. While Omni-Shield is deployed you cannot use another omni-* melee weapon. Instead, gain the following:
  • +1 AC.
  • If a creature within 2 metres of you is attacked, you may use your reaction to impose disadvantage on that attack.
  • You can make a melee weapon attack with your omni-shield. You are proficient with this attack and add your powercasting modifier to the attack and damage rolls. On a hit, it deals 1d12 bludgeoning damage and you may shove the creature 2 meters.
{CAN}     Biotic Punch     Creature or Object     Touch     Instantaneous     
Effect
Increase the mass of your fist and strike at a target. Make a melee power attack on a target creature or object within range. On a hit, deal 1d8 bludgeoning damage. If you have an active barrier, regain 2 barrier ticks and reset the duration of your barrier to 1 minute. This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), 17th level (4d8)
{CAN}     Slam     Creature or Object     36m     Instantaneous     
Effect
Target a lifted creature or object and slam it to the ground dealing 2d8 bludgeoning damage and knocking it prone. The target is no longer lifted.
The number of targets increases by 1 when you reach 5th level (2), 11th level (3) and 17th level (4).
{CAN}     Throw     Creature or Object     48m     Instantaneous     
Effect
Make a ranged power attack on a target you can see within range. On a hit, the target takes 1d8 force damage. If the target is Medium or smaller, it is pushed backward 12 meters. This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), 17th level (4d8).
{1}     Biotic Slash     Creature     Self     1 minute     
Effect
The next time you hit a creature with a melee weapon attack during the power's duration, increase the density of the weapon dealing an extra 2d8 force damage to the target. This damage detonates primed targets. At Higher Levels: When you cast this power using a power slot of 2nd level or higher, the extra damage dealt by the attack increases by 2d8 for each slot above the 1st.
{1}     Energy Drain     Creature     60m     Instantaneous     
Effect
Cycle your omni-tool, sapping electromagnetic energy from a creature you can see within range. Make a ranged power attack against the target. On a hit, the target takes 3d6 lightning damage, and you regain shield points equal to half the amount of lightning damage dealt. At Higher Levels: When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
{1}     Overload     Creature or Object     48m     Instantaneous     
Effect
Unleash an electrostatic discharge at a creature or object within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 6 meters of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target becomes primed: lightning until the start of your next turn and must make a Dexterity saving throw. The target takes 3d6 lightning damage on a failed save, or half as much on a successful one. At Higher Levels: When you cast this power using a power slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.
{2}     Backlash     Self/Creature     Self     1 minute     
Effect
Generate a frontal biotic aegis barrier with 15 hit points. If a creature you can see hits you with an attack while the aegis is active, including the triggering attack, split the damage equally between yourself and the aegis. If the attack is a ranged weapon attack from a non-heavy weapon, the portion of the damage that would be dealt to you is dealt to the attacking creature instead. If the damage is an odd number, you may choose where the extra 1 damage is dealt. If damage that would be dealt to the aegis is greater than its remaining hit points, deal any remaining damage to yourself. When the aegis drops to 0 hit points the power ends. At Higher Levels: When you cast this power using a power slot of 3rd level or higher, the aegis's hit points increase by 10 for each slot level above the 2nd.
{2}     Lash     Creature     24m     1 minute     
Effect
Make a ranged power attack on a target you can see within range. On a hit, the target takes 4d8 force damage and becomes grappled. While grappled the creature is primed: force. To escape the grapple, the creature must succeed on a contested Strength (Athletics) check against your Constitution. This power also ends if the creature is hit with a detonating attack or if you move more than 24 meters away from the target. At Higher Levels: When you cast this power using a power slot of 3rd or higher, the damage increases by 2d8 for each slot level above the 2nd.
{2}     Warp     Organic Creature     48m     Instantaneous     
Effect
Make a ranged power attack on an organic creature you can see within range. On a hit, you generate a rapidly shifting mass effect field inside the target dealing 3d10 necrotic damage. In addition, the target is primed: necrotic until the end of your next turn. This damage bypasses shields. At Higher Levels: When you cast this power using a power slot of 3rd level or higher, the damage increases by 2d10 for each slot level above the 2nd.

EQUIPMENT








Quantity     Name     Notes
- 1 -     Dodge’s Toolsbox     A variety of hand tools, wires, scraps of metal, batteries, microcircuit boards, adhesives, paint, and a pouch that can hold up to 10 omni-gel canisters.
- 2 -     Omni-Gel     A technological material that is created by breaking down unwanted items, such as weapons and upgrades. Omni-gel is described as a substance made from reusable industrial plastics, ceramics, and light alloys kept in a semi-molten state. This semi-molten state allows application of the omni-gel onto electronics to aid in decryption and repair.
- 1 -     Space Hamster     Sir Widget Wigglebutt the Third Esquire, Gentleman Rodent of Deep Space and The Good Ship Irreverent is no ordinary Space Hamster, he happens to be the most handsome and blindingly clever Space Hamster that every found their way into space…at least, that’s what Dodge like to tell him at great length.
- 1 -     Worn Down Bone Shard     A small piece of human bone, worn smooth and shiny, is all that remains of Dodge’s right arm. A grisly talisman and reminder of where she came from, that serves as something of a worry stone in times of concentration and stress. Always found in one of several pockets.
- 1 -     Trace_Signal_Jammer.exe     While this program is Activated, the user is hidden from long-range sensors. You cannot be targeted by any tracking device that functions by receiving a tracking device's signal, and targeting lasers cannot pinpoint your precise location, giving you advantage on any saving throws against Heavy Weapons that require Targeting to fire.
- 1 -     Batarian Talon Gauntlets     A set of spiked, clawed gauntlets that give the appearance of their wearer possessing demonic hands. Add 1 point of Slashing damage to all melee damage rolls. Advantage on Intimidation skill checks.



APPEARANCE

If you were to ask Dodge, herself, what she looked like, she would think about it for a good handful of seconds, give a half shrug with a sunny giggle and say “Li’l, kinda funny looking and like she’s wearing an older sib’s clothing…oh! And the whole, you know, arm…thing.” She would be halfway right in her estimation, the plucky mechanic is very much on the little side at a very respectable 5”1’ and all of her work attire does seem to have been made for someone much bigger than her. The oversizedness of her overalls is always combated with large turn-ups at the end of her extremities, taking the pants portion up to a suitable flood level above the ankles and to the elbow in the arms. The style in which she wears her coveralls shows a lack of self-consciousness for the prosthetic that has replaced her right arm, from the shoulder and the tattoo marking her as a test subject on her inner left forearm. The prosthetic is an ongoing passion project, not just to upgrade it’s functionality but to also make it the most, danged pretty thing you could ever see. When on board The Irreverent, accursed footwear is forgone in favour of ‘grounding’ barefoot with the ship. The Omega export is easy to spot out of the crew, with her bubblegum pink hair and large, emotive eyes that sparkle in verdant shades of exquisitely cut peridot. Her choice of clothing hides a petite form that has lean, packed muscle with just a hint of feminine softness in her hips, belly and thighs. It’s unusual to see her without her signature sunny smile and mischievous glint in the spring hues of her eyes, her only other default seems to be deep concentration with her brows pulled down and the tip of her tongue poking from the corner of her lips.


PERSONALITY

Adaptable | Clever | Creative | Eternally Sunny | Idiosyncratic | Inquisitive | Optimistic | Resilient | Self-Minimising | Sweet


FLAWS

Curse of the L2 | The L2 biotic implant is notorious for causing severe medical complications such as insanity, mental disability, and crippling pain. Dodge’s implant is a black market, highly modified, highly illegal L2 that was supercharged in an attempt to create the perfect, controllable,  biotic murder machine. Though the implant allows her abilities to spike higher, making them comparable to an Asari's, it comes at an astronomical cost. The mechanic’s quirky personality and peccadillos are attributed to the implant as are the severe and crippling migraines she suffers. These can be triggered by extreme physical or psychological stress but there have been occurrences where the usual stimuli have been absent. The biotic is currently saving every credit she earns to upgrade to the newer L3 model, she’s made peace with the possibility of the procedure resulting in brain damage or death. She’s made a living will with very precise instructions on how she and her affairs should be dealt with if the upgrade is unsuccessful.

Everything's Perfectly All Right Now. We're Fine. We're All Fine Here Now, Thank You. | Though the rosy haired Sentinel is genuinely optimistic and full of the joys of spring, she still hides all of her challenges behind the sunniest of smiles. Everything that she has lived through and is still working through is diminutized with an unholy trinity of misguided notions: other folks have it far worse, it could be so much worse, and nobody wants to hear about that. Dodge is way more concerned about those around her and their happiness over her own. Often forcing herself through pain and unsteady mental health to make sure her crewmates are blissfully unaware of her ordeals whilst providing them with a source of support and quirky joy.

Haunted By Trauma | No one would come through the other side of the little mechanic’s history unscathed and Dodge certainly carries the scars of her past. PTSD manifests for her in the form of brutal night terrors, depersonalisation, derealisation, intrusive thoughts, bouts of reckless behaviour and severe imposter syndrome. The Sentinel has been working closely with Dr.Adams since gaining employment on the ship, trying a variety of coping strategies and meds with varying success.

Machines Are Just…Easier | Dodge would love to be a people person. Her effervescent personality and unrelenting smile should be a boon in achieving as much but internally, there is a sense of disconnect from other living beings. Part insecurity, part inferiority complex and topped off with a healthy dose of good old rejection sensitivity, the mechanic feels far more affinity with the machines she works on. This is not something of a choice but more her nature. Efforts are made with her crew but she is most often left feeling like she oversteps boundaries and pleasantries and well….is just plain weird.


BACKSTORY

Tauryn Kai was the product of a one night fumble in a grimy alleyway in the bowels of Omega. On discovering her pregnancy, her mother sought out a termination but was convinced to carry to full term with the offer of a chunk of credits for the newborn. She was bought with the intention of being yet another bloody cog in the machine of endless underground gang warfare but when she started showing hints of biotic abilities at a very young age, she was viewed as an astute investment. The child changed hands for an prodigious price and a cache of weapons, and given the identity marker of ‘Echo 626’, to be the latest inductee to a shadowy corporation’s program to develop a lucrative line of covert assassins. Training was excruciating with a strict regime of biotic attunement, company indoctrination, endless combat simulations and isolation. Echo 626 was quick to rise in the ranks, never having been exposed to the loving care of a parent, an instinct for survival took over the need for everything else. In the dark hours when spectres of a family she never had haunted her, a passion for tinkering was discovered. Small mechanical items were secreted away to be disassembled in curiosity to see how they worked. Small devices were regularly put back together with home brewed upgrades that lended an increased efficiency and performance. The connection to machinery was discovered and encouraged by the corporation, adding courses in engineering and electronics to an already packed schedule brought less sleep but, for the first time in her short life, an element of joy. The fitting of an experimentally modded L2 biotic implant completely disrupted the young trainee’s entire existence. The massive spike in her amplified biotic power set her on a fast track for graduation but the more control she gained over her abilities the less she wanted to use them for the corporation’s nefarious means. Fate was sealed in the final assessment to determine her service level and thus the price her skills could command. For the first time in all her years of training she made direct, prolonged eye contact with her opponent. She didn’t see a foe, an adversary or something that was simply in her way of success, there in front of her was someone just like her. A kid, terrified of losing and willing to destroy everything just to continue surviving. The revelation unravelled Echo 626 and the challenge was thrown in her complete defiance to participate. Viewed as an attack dog that refused to attack, her worth plummeted and the kill command was given to her opponent…who was just scared and dedicated enough to comply. The resulting takedown was barbarically brutal, and Echo 626, the corporation’s former rising star, was eliminated.

She should have died, her small body sustained heinous injuries, her right arm was little more than tattered sinew and splintered bone. Life signs were so faint they didn’t register and awakening in agony, discarded on the crime drenched streets of Omega wasn’t what the talented biotic ever imagined her future held. In a glittering moment of pure deus ex machina, her barely cognisant and broken form was found by a disgraced doctor, making her living working for the Blue Suns. Healing from her sustained injuries was a gruelling ordeal, loss was not just felt for the missing limb but for the only identity she had ever known. The good doctor was the first person to show her kindness and the power of an indomitable spirit. Slowly, recovery uncovered a sweet young woman who could find the silver lining in every stormcloud. The verve that kept her alive through training was directed towards rebuilding herself from the ground up, her passion for working with machinery led directly to developing her prosthesis under her saviour’s careful tutelage in anatomy. Recognising a talent in her ward, the doctor utilised a lifetime of collecting contacts to find an old friend running a shipping company in need of an apprentice mechanic. With the stars aligning in her favour, the final gift she was given before starting her new life was a name, Tauryn Kai, in memory of the doctor’s mother. Life out in space, deep in the belly of the ship with the thrum of the drives and the soft pings of running diagnostics proved to be the environment the mechanic needed to thrive. Working with others was fascinating and terrifying at the same time but friends were made and her uncanny knack of dodging bad luck and her fast reflexes earned her the nickname ‘Dodge’. A handful of years were spent running freight across the galaxies but it was the owner’s retirement and subsequent selling off of the company that found her at home in a new vessel, The Irreverent.


CREW ASSOCIATIONS

We will fill out this section later! Everyone will have already been integrated as members of the crew for at least four months.


SEXUALITY Omnisexual | Switch | Romantic

Life hasn’t presented Dodge with an abundance to explore intimate,  interpersonal relationships of any kind. Being a very sensual, tactile person, physical touch is something she greatly enjoys and would actively seek out with others if she knew it was a mutual interest. Always willing for new sensations and that blessed hit of dopamine, she’s as content to sit back and let someone else take the reins as she is to battle for control to get exactly what she wants. Kisses, cuddles and tender aftercare in the afterglow will always win the day.

CREDITS
$56.5K

I only wanna be your self-inflicted wound.
It sees you, baby. The friction between me and you.
Show me what makes you human, I'll show you vulnerable.
You bend, you break, you surrender and melt like solid gold.

Malrunar

Humans: 5
Turians: 1
Batarians: 1
Krogan: 1
Asari: 1
Quarian: 2 (?)
Drell: 0
Salarians: 0

xPeachyPuff

Ooooooo Tinker, she's so cute! Are you okay with me also playing a Guardian Sentinel? Again, I don't want to overlap and step on people's toes c:

RobHumph

#53
And here's the first draft of the new Jarv!



Jarv Valak
- The Pilot -



RACE - Batarian   Class/Level - Engineer - Mastermind / Lvl 5   GENDER - Male, He/Him






Score
Mod.
Save
               
Score
Mod.
Save
STRENGTH
15+2+2               
INTELLIGENCE
16+3+6
DEXTERITY
13+1+1               
WISDOM
14+2+2
CONSTITUTION
11-+0+3               
CHARISMA
10-+0-+0










ACROBATICS (Dex)
+2               
MEDICINE (Wis)
+3
VEHICLE HANDLING (Wis)
+4               
SCIENCE (Int)
+4
ELECTRONICS (Int)
+6               
PERCEPTION (Wis)
+5
ATHLETICS (Str)
+5               
PERFORMANCE (Cha)
+1
DECEPTION (Cha)
+1               
PERSUASION (Cha)
+1
HISTORY (Int)
+4               
ENGINEERING (Int)
+6
INSIGHT (Wis)
+5               
SLEIGHT OF HAND (Dex)
+2
INTIMIDATION (Cha)
+1               
STEALTH (Dex)
+2
INVESTIGATION (Int)
+4               
SURVIVAL (Wis)
+3

POWERS


Lvl.     Name     Target     Range     Duration     Effect
{--}     Overload     1-3 targets within range      48m     Instant     
Effect
Unleash an electrostatic discharge at a creature or object within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 6 meters of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

A target becomes primed: lightning until the start of your next turn and must make a Dexterity saving throw. The target takes 3d6 lightning damage on a failed save, or half as much on a successful one.
{--}     Overload 2nd Level     1-3 targets within range     48m     Instant     
Effect
Unleash an electrostatic discharge at a creature or object within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 6 meters of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

A target becomes primed: lightning until the start of your next turn and must make a Dexterity saving throw. The target takes 3d6 lightning damage on a failed save, or half as much on a successful one.

EQUIPMENT



Quantity     Name     Notes
- 1 -     Antique sabre     One of the odder items Jarv has picked up over the years. This human-made sabre hails from somewhere in the 19th century of Earth's history and was a gift from his former employer upon his official retirement. Where his old captain got this Jarv has no idea, and he doesn't particularly want to know. Feeling that he might as well know how to use it, Jarv has taken to practising with the weapon and can use it surprisingly well.
- 1 -     Various useful gubbins     Bits and bobs that Jarv has picked up throughout his career in the relay network. Most of it is useful, some of it isn't, but all of its seen a fair bit of wear and tear. Especially the clothing, of which his hooded jacket is more patches than the original garment. His sole 'presentable' set of clothing is a slightly faded merchantman uniform.


APPEARANCE

For a Batarian Jarv is rather plain. Since he isn't what the galaxy tends to assume most batarians are, that is mercs or pirates or slavers or some other form of lowlife, he lacks the usual edge that his kind tends to possess. Instead, he looks and acts for all the world like just another spacer, his clothes are well-worn and have clearly been repaired often, his hands are usually a little greasy from working with machinery and controls all day, and his expression is typically one of resigned boredom. Even among a crowd of non-batarians, Jarv can have a habit of fading into the background, not that he complains one bit about that.

PERSONALITY

Cynical | Stubborn | Reserved | Sardonic | Defensive | Realistic

FLAWS

Stubborn | Outspoken | Short-tempered

Jarv Valak is a man who when he sets his mind to something rarely has second thoughts. No matter how often this gets him into trouble, he either doesn't care to or is incapable of changing. The fact that he doesn't have much of a filter really doesn't do him many favours.

BACKSTORY

A native of the batarian homeworld of Kar'Shan, Jarv Valak belonged to a family in the bottom third of free batarian society. The labourers, the hauliers, the factory workers and other menial jobs that were too technical to entrust to a slave. In particular, Jarv's family primarily operated as lower-level workers in a Hegemony Military factory. Such a life was not what Jarv wanted, so he pushed himself in what passed for the education system in the Hegemony, achieving good scores in most academic subjects. Sadly, however, Jarv failed the entrance exam when he attempted to join the prestigious (for the Hegemony at any rate) military academy on Kar'Shan. Dejected, Jarv couldn't stand the idea of returning to the family trade of factory work, so instead sought out a career on a merchant vessel.

This turned out to be a good idea. Despite some rough beginnings when Jarv made a poor life decision in listening to the sworn words of a speculator and losing what little wealth he had at the time, he did well in his life as a merchant crewman. He did not spend all of it in one vessel or under one employer. Instead, he moved from crew to crew, taking higher positions each time until eventually, he ended up as the first officer on a larger freight operation. This was no lone ship but a small fleet that plied the relay network for cheap goods to import back to Citadel Space. As first officer, Jarv commanded one of the ships himself and did so for a number of years. Eventually, though he felt it was time to strike out on his own and, after purchasing the ship he commanded with his saved-up income, left the fleet to try his own luck as an independent merchant captain.

Then the luck ran out. One bad trade after another, several minor accidents in quick succession. He blew through his money and ended up having to take investments from elsewhere to fix the damn thing. Now he doesn't even own the largest share of his own ship. Ah well. Least he's not under the Hegemony's thumb anymore.

CREW ASSOCIATIONS

We will fill out this section later! Everyone will have already been integrated as members of the crew for at least four months.

SEXUALITY Demisexual with preference for the ladies. Enjoys being the person on top and a healthy dose of domination.

Malrunar


RobHumph

He's a bit different but still a snarky ass!

Armphid

I'm very tempted to have another RP with all you talented people.  I only played the first ME and Andromeda but I liked them both and admired the depth of the lore and world building.  I may have to noodle.  I also know a lot of the positions are full, so no worries if there's not many slots left. 
[tr][td]
My ONs/OFFs and Other Info

One-on-One Ideas/Interests

Group Ideas/Interests[/td][td]     [/td]
[td][/td]
[/tr][/table]

Malrunar


Hexed

okay. WIP for now. I have no clue how you all manage to spit out such fleshed out characters so fast.
Spoiler: Click to Show/Hide

Rali'Cime Nar Rayya
- Heavy Gunner -



RACE - Quarian   CLASS/LEVEL - Engineer -  / Lvl 1, - Soldier -Havoc / Lvl 4    GENDER - Female (She/Her)






Score
Mod.
Save
               
Score
Mod.
Save
STRENGTH
13+1+1               
INTELLIGENCE
13+1+4
DEXTERITY
16+3+3               
WISDOM
1000
CONSTITUTION
15+2+5               
CHARISMA
8-1-1










ACROBATICS (Dex)
+6               
MEDICINE (Wis)
0
VEHICLE HANDLING (Wis)
+6               
SCIENCE (Int)
+1
ELECTRONICS (Int)
+1               
PERCEPTION (Wis)
0
ATHLETICS (Str)
+4               
PERFORMANCE (Cha)
-1
DECEPTION (Cha)
-1               
PERSUASION (Cha)
-1
HISTORY (Int)
+1               
ENGINEERING (Int)
+4
INSIGHT (Wis)
0               
SLEIGHT OF HAND (Dex)
+3
INTIMIDATION (Cha)
-1               
STEALTH (Dex)
+3
INVESTIGATION (Int)
+4               
SURVIVAL (Wis)
+3

POWERS





Lvl.     Name     Target     Range     Duration     Effect
{0}     Concussive Shot     Self     --     Instant     
Effect
Whenever you make a ranged weapon attack, you can expend a concussive shot charge to load a specialized thermal clip into the weapon. When you do so, the ranged attack gains advantage. If the attack is successful, it deals an additional 1d8 bludgeoning damage and medium-sized or smaller creatures must pass a Strength saving throw (DC 8 + proficiency bonus + DEX modifier [14]) or become prone.

You have 3 charges of Concussive Shot. You regain all of your charges when you finish a short rest.

The damage increases by 1d8 and charges increase by 1 when you reach the 5th level (2d8 and 4 charges)
{0}     Fortification     Self     --     1 round     
Effect
Reinforce your armor using protective Foucault currents. Gain +5 AC until the start of your next turn, including against the triggering attack.

You must finish a short or long rest before you can use this ability again.
{0}     Hawk Missile Launcher     Target     60m     Instant     
Effect
Activate your personal shoulder cannon: The Hawk Missile Launcher. This attack automatically hits a target within range dealing 3d6 thunder damage.

You can use the Hawk Missile Launcher once per short rest.

This feature's damage increases by 3d6 when you reach 5th level (6d6
{0}     Hex Shield     Self     2m     Instant     
Effect
Toss a portable shield generator onto the ground in front of you. It generates 2-meter tall and wide, hexagon-shaped shield with 5 AC and 50 shield points.

As long as the Hex Shield has shield points, it provides full cover to creatures behind it.

Hex shield regains all shield points when you finish a long rest.
{1}     Salvo     Creature     60m     Instant     
Effect
Create three glowing darts of plasma. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 radiant damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.

> Exploding Salvo. Each dart deals an additional 1d4 thunder damage.


EQUIPMENT



Quantity     Name     Notes
- 1 -     PERSONAL ITEMS     DO NOT WORRY ABOUT WEAPONS YET. THE ITEMS LISTED HERE SHOULD BE PERSONAL ITEMS AND CLASS ITEMS ONLY.
- 1 -     PERSONAL ITEMS     DO NOT WORRY ABOUT WEAPONS YET. THE ITEMS LISTED HERE SHOULD BE PERSONAL ITEMS AND CLASS ITEMS ONLY.


APPEARANCE

Describe your character, and how others may perceive them.

PERSONALITY

What are their key characteristics?

FLAWS

No one is perfect. In fact, it is their flaws that make them so realistic.

BACKSTORY

Tell us about your character’s history, and how they ended up as a crew member of the Irreverent.

CREW ASSOCIATIONS

We will fill out this section later! Everyone will have already been integrated as members of the crew for at least four months.

SEXUALITY How do they like it? What do they like?


Armphid

To be fair, I'll take a while, probably.  Even if I can come up with a good concept.  Right now the only one that I have is to play a burned out human Vanguard who became a passenger on the ship just to get away and go...somewhere.  Not sure why he'd still be on the ship.  I have a loose thought for an Asari who would be sort of a wide eyed ingenue out to see the galaxy and meet (among other things) members of other species but I don't know if that has any bite either.
[tr][td]
My ONs/OFFs and Other Info

One-on-One Ideas/Interests

Group Ideas/Interests[/td][td]     [/td]
[td][/td]
[/tr][/table]

xPeachyPuff

Here's another sneak peak of what I have going on. I changed some stats around and I pretty much have her backstory figure out in bullet points, I just need to write it up nicely c:
Again, TinkerToy, let me know if you'd rather not have another guardian! (Though they do seem to be going different directions in terms of abilities.) I don't want to overstep your beautiful character!

WIP

Leela'Veth nar Vecta
Nickname: 'Red' or 'Little Red'
- Stowaway Turned Comms/Adminitrative Assistant -


Additional Image

Note: I took some creative freedom with her organic appearance. I hope this is okay c:


RACE - Quarian   CLASS/LEVEL - Sentinel - Guardian / Lvl 5   GENDER - Female (She/Her)






Score
Mod.
Save
               
Score
Mod.
Save
STRENGTH
12+1+1               
INTELLIGENCE
17+3+3
DEXTERITY
14+2+2               
WISDOM
8-1-1
CONSTITUTION
12+1+4*               
CHARISMA
14+2+5*










ACROBATICS (Dex)
+2               
MEDICINE (Wis)
-1
VEHICLE HANDLING (Wis)
+2               
SCIENCE (Int)
+6*
ELECTRONICS (Int)
+3               
PERCEPTION (Wis)
-1
ATHLETICS (Str)
+1               
PERFORMANCE (Cha)
+2
DECEPTION (Cha)
+2               
PERSUASION (Cha)
+5*
HISTORY (Int)
+3               
ENGINEERING (Int)
+9**
INSIGHT (Wis)
-1               
SLEIGHT OF HAND (Dex)
+8**
INTIMIDATION (Cha)
+2               
STEALTH (Dex)
+5*
INVESTIGATION (Int)
+3               
SURVIVAL (Wis)
-1

POWERS






Lvl.     Name     Target     Range     Duration     Effect
{C}     Lift     Object     48m     10 Minutes (Concentration)     
Effect
You can manipulate light objects with a series of mass effect fields. When you cast this cantrip, you can try to move an object that weighs up to 9 kilograms. If the object isn't being worn or carried, you automatically move it up to 12 meters in any direction, but not beyond the range of this power.

If the object is worn or carried by a creature, you must make an ability check with your powercasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 12 meters in any direction but not beyond the range of this power.
{C}     Catapult     Object/Creature     16m (36m Line)     Instant     
Effect
Choose one Tiny object that is not being worn or carried within range. The object is thrown in a straight line up to 36 meters in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface.

If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the creature and stops moving. When the object strikes something, the object and what it strikes each take 3d10 bludgeoning damage.
{1}     Guidance     Ally     36m     10 Minutes     
Effect
Tap into the VI of a willing creature. Once within the next 10 minutes, the target can roll a d6 and add the number rolled to one ability check, saving throw, or attack roll of its choice. It can roll the die before or after making the roll.

You may only have guidance active on a single target.
{1}     Energy Drain     A Creature     60m     Instant     
Effect
Cycle your omni-tool, sapping electromagnetic energy from a creature you can see within range. Make a ranged power attack against the target. On a hit, the target takes 3d6 lightning damage, and you regain shield points equal to half the amount of lightning damage dealt.
{2}     Stasis     A Creature     36m     1 Minute (Concentration)     
Effect
Lock a target in a high-gravity mass effect field. Choose a creature you can see within range. The creature must make a Strength saving throw. On a failed save, the creature is paralyzed, primed: force, and has resistance to all damage for the duration of the power. At the end of each of its turns, the target can make another Strength saving throw. On a success, the power ends. A detonating attack immediately ends the power.

EQUIPMENT



Quantity     Name     Notes
- 1 -     Hanar Plush     A worn, somewhat dirty plush of the alien race Hanar; it tentacles are one short, thought the hole has been sutured in a patchwork fashion. 'Zim', as he has been dubbed, has been with Leela for many years since her childhood, and actually birthed her kleptomania. It has very sentimental value for her.
- 1 -     Red Cape     Part of her everyday garb, this red material has extra sentimental value, being the blanket she was often swaddled in as a baby. When her pilgrimage took her to Omega, she was often referred to as 'Little Red Riding Hood' by some of the humans there; apparently relating to a children's story they told back on Earth.


APPEARANCE

Standing at 5'3", Leela's Quarian form is lithe but toned, with an obvious increase in mass around her hips, buttocks and thighs giving her pear-like proportions. Her charcoal suit is skin-tight, revealing the feminine curves of her body with the red hooded cape always draped over both her shoulders and the helmet of her suit. The visor of said helmet is a pale orange colour, the bright glow of her organic, lilac eyes beneath barely visible through it. On her enviro-suit there are pieces of well taken care of armour and some tubing through the back of her neck, as well as a build in holster for a pistol around her left thigh, despite her being hesitant to use it. As with all Quarians, she is equipped with 3 digits on both her hands and feet, and is often naturally balancing on the balls of her feet.

Enviro-suits have become well known in the galaxy as a protective suit for the Quarian's extremely weak immune systems, but that they have also been integrated into their culture as well. Its extremely rare that they are ever seen without them, however beneath the visor is a different visage entirely. Her organic skin is a pale purple, her eyes a captivating lilac that seem to always be glowing, lighting up her soft features while her hair is long and midnight blue, reaching the bottom of her shoulder blades in loose, voluminous waves when untied from her usual bun concealed within her suit.

PERSONALITY

Honest | Blunt | Romantic | Academic | Impatient | Empathetic | Curious | Easily Overwhelmed | Over Thinker | Easily Confused | Socially Inept | Compassionate | Self-Conscious | Approval Seeking

FLAWS

Kleptomaniac: Since childhood, Leela has often gotten in trouble with her developed kleptomania. Despite her attempts at keeping this under control, she sometimes can't help but take things she doesn't necessarily need. These items tend to be shiny trinkets, bits of scrap or ruined tech, and soft toys or plushies.

Blunt/Word-Vomit: While Leela is good at communication in a semi-professional sense (its easy to change things when you can read through your correspondence and think about your words), she can be blunt to the point of offending, though always completely unintentionally. This only gets worse the more stressed she is, and she can stress fairly easily.

Germaphobe: To an extent. Due to the Quarian's struggle with their immune systems and the risk they expose themselves to if out of the enviro-suits, Leela can be somewhat of a germaphobe and will refuse to go into obviously dirty places. This was only heighted thanks to her time in the Omega slums.

BACKSTORY



CREW ASSOCIATIONS

We will fill out this section later! Everyone will have already been integrated as members of the crew for at least four months.

SEXUALITY Demisexual (Male preference)
It is most important for Leela to create strong bonds in order for her to explore romance and her sexuality. Due to her suit, her fear of illness and death, and her uncertainness of herself, she had yet to explore anything beyond developing crushes from afar.

Tinkertoy

Quote from: xPeachyPuff on November 11, 2022, 01:33:43 AM
Here's another sneak peak of what I have going on. I changed some stats around and I pretty much have her backstory figure out in bullet points, I just need to write it up nicely c:
Again, TinkerToy, let me know if you'd rather not have another guardian! (Though they do seem to be going different directions in terms of abilities.) I don't want to overstep your beautiful character!

Hey Peachy, sorry it took me a while to make contact. It took me awhile to chew over the whole double Guardian Sentinel thing and I'm still feeling very inconclusive about it.

Our two characters are taking very different approaches to the class/subclass but there is also a very wide intersection in their little Venn diagram. I wanted to have a skim through the other classes and subclasses to see if I could come up with some fun alternatives but we also already have one of every flavour of Engineer and Biotic Quarians are exceedingly rare (for a whole host of reasons from them being ship dwelling folks to their highly effective environment suits putting the chances of exposure to Element Zero dust in the negligible to impossible levels) so, her taking Adept would be...highly unusual. Buuuuuut, Infiltrator has two subclasses that might speak to a gal that chose her pilgrimage destination as Omega! Both Saboteur and Shadow would be great career progressions for someone who was waist deep in the criminal's haven, Omega. Infiltrator will give you Electronics for her legitimate job but it also throws some Sleight of Hand and Stealth for her klepto ways!

BUT saying all that, if you are really married to her class and subclass for both her background and for in game RP, the main solution I can think of is that they're on different "away teams", since I know our illustrious and fearless leader, Mal, wants to keep our combat scenes smaller. I chose the Guardian Sentinel for Dodge for a couple of reasons. First and foremost, she's a biotic mechanic and that is a marriage of the Adept and Engineer classes. Secondly, though she's a little damage monkey, she's a reckless little thing that is all about keeping an eye out for her new family of the crew of The Irreverent, and Omni-shield (at creation) and the Tech Aura (at level seven) would allow that compulsion.

Sorry for the waffling on, like I said, it took me a while to figure out how I felt and I wanted to be as fair and transparent as possible. Hope to see your gal and you on the boards soon!

Cheers!!

I only wanna be your self-inflicted wound.
It sees you, baby. The friction between me and you.
Show me what makes you human, I'll show you vulnerable.
You bend, you break, you surrender and melt like solid gold.

xPeachyPuff

Quote from: Tinkertoy on November 11, 2022, 03:37:15 AM
Hey Peachy, sorry it took me a while to make contact. It took me awhile to chew over the whole double Guardian Sentinel thing and I'm still feeling very inconclusive about it.

Our two characters are taking very different approaches to the class/subclass but there is also a very wide intersection in their little Venn diagram. I wanted to have a skim through the other classes and subclasses to see if I could come up with some fun alternatives but we also already have one of every flavour of Engineer and Biotic Quarians are exceedingly rare (for a whole host of reasons from them being ship dwelling folks to their highly effective environment suits putting the chances of exposure to Element Zero dust in the negligible to impossible levels) so, her taking Adept would be...highly unusual. Buuuuuut, Infiltrator has two subclasses that might speak to a gal that chose her pilgrimage destination as Omega! Both Saboteur and Shadow would be great career progressions for someone who was waist deep in the criminal's haven, Omega. Infiltrator will give you Electronics for her legitimate job but it also throws some Sleight of Hand and Stealth for her klepto ways!

BUT saying all that, if you are really married to her class and subclass for both her background and for in game RP, the main solution I can think of is that they're on different "away teams", since I know our illustrious and fearless leader, Mal, wants to keep our combat scenes smaller. I chose the Guardian Sentinel for Dodge for a couple of reasons. First and foremost, she's a biotic mechanic and that is a marriage of the Adept and Engineer classes. Secondly, though she's a little damage monkey, she's a reckless little thing that is all about keeping an eye out for her new family of the crew of The Irreverent, and Omni-shield (at creation) and the Tech Aura (at level seven) would allow that compulsion.

Sorry for the waffling on, like I said, it took me a while to figure out how I felt and I wanted to be as fair and transparent as possible. Hope to see your gal and you on the boards soon!

Cheers!!

Hello lovely c: Thank you for your input! It really means a lot! What you said makes total sense and I completely get where you're coming from. I was torn between Sentinel and Infiltrator, to be fair, since we had a bunch of Engineer types. I mainly picked Sentinel for varieties sake, since I didn't see anyone put in a character with that class yet, and because its my go-to class every time I play Mass Effect 😂 I'm a one trick Sentinel pony, haha! But I'm happy to change up my class! It makes more sense for what I'm going for after looking into it again. Thanks again for your input! <3

xPeachyPuff

And with that being done and dusted, I think I have a complete character sheet! I hope everything looks in order! I decided to go a bit of a utility, hacking, stealthy girly c:






Leela'Veth nar Vecta
Nickname: 'Red' or 'Little Red'
- Stowaway Turned Comms/Adminitrative Assistant -


Additional Image

Note: I took some creative freedom with her organic appearance. I hope this is okay c:


RACE - Quarian   CLASS/LEVEL - Infiltrator - Saboteur / Lvl 5   GENDER - Female (She/Her)






Score
Mod.
Save
               
Score
Mod.
Save
STRENGTH
12+1+1               
INTELLIGENCE
16+3+6*
DEXTERITY
16+3+6*               
WISDOM
8-1-1
CONSTITUTION
12+1+1               
CHARISMA
14+1+1










ACROBATICS (Dex)
+3               
MEDICINE (Wis)
-1
VEHICLE HANDLING (Wis)
+3               
SCIENCE (Int)
+6*
ELECTRONICS (Int)
+9**               
PERCEPTION (Wis)
-1
ATHLETICS (Str)
+1               
PERFORMANCE (Cha)
+1
DECEPTION (Cha)
+1               
PERSUASION (Cha)
+1
HISTORY (Int)
+3               
ENGINEERING (Int)
+3
INSIGHT (Wis)
-1               
SLEIGHT OF HAND (Dex)
+9**
INTIMIDATION (Cha)
+1               
STEALTH (Dex)
+6*
INVESTIGATION (Int)
+3               
SURVIVAL (Wis)
+2*

POWERS








Lvl.     Name     Target     Range     Duration     Effect
{C}     Trophy System     Explosive Projectile     48m     Instant     
Effect
Your omni-tool's trophy system detects incoming explosives that fires a small ordinance charge to preemptively detonate hostile explosives. As a reaction to an explosive projectile (grenade or rocket from a heavy weapon) that you can see within 6 meters of you, you may preemptively detonate it. If the blast would cause you to make a Dexterity saving throw, you have advantage on the save.

You may use this ability once per long rest.
{C}     Stimulant Pack     Self     Self     1 Minute     
Effect
Inject yourself with a stimulant pack. For the next minute, whenever you make an attack roll or saving throw, you can roll a d4 and add the number rolled to the attack roll or saving throw.

You must finish a long rest before you can use this feature again.
{1}     Guidance     Ally     36m     10 Minutes     
Effect
Tap into the VI of a willing creature. Once within the next 10 minutes, the target can roll a d6 and add the number rolled to one ability check, saving throw, or attack roll of its choice. It can roll the die before or after making the roll.

{1}     Shocking Grasp     Creature     2m     Instant     
Effect
Send an electric shock from your omni-tool to a creature you try to touch. Make a melee power attack against the target. You have advantage on the attack roll if the target is wearing armor. On a hit, the target becomes primed: lightning until the end of your next turn and takes 1d6 lightning damage. Then the target must succeed on a Constitution saving throw or become stunned until the end of your next turn. A target with at least 1 shield point has advantage on this saving throw.
{1}     Sabotage     Ranged Weapon     36m     1 Hour     
Effect
Target a ranged weapon you can see within range and sabotage its internal systems. The next attack made with the target weapon has disadvantage.

Casting sabotage does not break tactical cloak, and creatures are unaware of the casting of this power.

If the weapon is integrated into a synthetic creature, such as an atlas mech's mass accelerator cannon or a drone's particle rifle, this power has no effect unless the creature fails an Intelligence saving throw against your powercasting DC. Whether or not the synthetic creature succeeds on this saving throw, it becomes aware that it has been targeted by a power.
{3}     AI Hacking     Synthetic Creature     36m     1 Minute     
Effect
Target a synthetic creature within 36 meters. It must succeed on an Intelligence saving throw or it becomes Hacked (it is considered charmed and can't use powers or abilities). If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

On its turn, the hacked creature attacks the closest creature hostile to the power caster, making a ranged weapon attack or melee attack if it does not have a weapon. If there are no hostile creatures within range, the hacked creature uses its turn to dash towards the closest hostile creature.

Each time the hacked creature takes damage, it makes a new Intelligence saving throw against the power. If the saving throw succeeds, the power ends.

EQUIPMENT



Quantity     Name     Notes
- 1 -     Hanar Plush     A worn, somewhat dirty plush of the alien race Hanar; it tentacles are one short, thought the hole has been sutured in a patchwork fashion. 'Zim', as he has been dubbed, has been with Leela for many years since her childhood, and actually birthed her kleptomania. It has very sentimental value for her.
- 1 -     Red Cape     Part of her everyday garb, this red material has extra sentimental value, being the blanket she was often swaddled in as a baby. When her pilgrimage took her to Omega, she was often referred to as 'Little Red Riding Hood' by some of the humans there; apparently relating to a children's story they told back on Earth.


APPEARANCE

Standing at 5'3", Leela's Quarian form is lithe but toned, with an obvious increase in mass around her hips, buttocks and thighs giving her pear-like proportions. Her charcoal suit is skin-tight, revealing the feminine curves of her body with the red hooded cape always draped over both her shoulders and the helmet of her suit. The visor of said helmet is a pale orange colour, the bright glow of her organic, lilac eyes beneath barely visible through it. On her enviro-suit there are pieces of well taken care of armour and some tubing through the back of her neck, as well as a build in holster for a pistol around her left thigh, despite her being hesitant to use it. As with all Quarians, she is equipped with 3 digits on both her hands and feet, and is often naturally balancing on the balls of her feet.

Enviro-suits have become well known in the galaxy as a protective suit for the Quarian's extremely weak immune systems, but that they have also been integrated into their culture as well. Its extremely rare that they are ever seen without them, however beneath the visor is a different visage entirely. Her organic skin is a pale purple with deeper purple markings along it that seem to radiate some glow similarly, thought not as vibrantly as her eyes. They're a captivating lilac that seem to always be glowing, lighting up her soft features while her hair is long and midnight blue, reaching the bottom of her shoulder blades in loose, voluminous waves when untied from her usual slicked-back bun concealed within her suit.

PERSONALITY

Honest | Romantic | Tech Savvy | Academic | Impatient | Empathetic | Curious | Easily Overwhelmed | Over Thinker | Socially Inept | Compassionate | Uncertain | Approval Seeking

FLAWS

Kleptomaniac: Since childhood, Leela has often gotten in trouble with her developed kleptomania. Despite her attempts at keeping this under control, she sometimes can't help but take things she doesn't necessarily need. These items tend to be shiny trinkets, bits of scrap or ruined tech, and soft toys or plushies.

Blunt/Word-Vomit: While Leela is good at communication in a semi-professional sense (its easy to change things when you can read through your correspondence and think about your words), she can be blunt to the point of offending, though always completely unintentionally. This only gets worse the more stressed she is, and she can stress fairly easily.

Germaphobe: To an extent. Due to the Quarian's struggle with their immune systems and the risk they expose themselves to if out of the enviro-suits, Leela can be somewhat of a germaphobe and will refuse to go into obviously dirty places. This was only heighted thanks to her time in the Omega slums.

BACKSTORY

Life in the Flotilla was all she had known, though just as all Quarian's, she had grown up hearing tales of their home planet, their life before, and their mistake of the Geth. Geth were the scary stories they were told as children. Geth were the nightmares the previous generations had created and inflicted on the galaxy's reality. Even into her adulthood, Geth still scared Leela'Veth. Her birth ship, the Vecta, had been a part of the Migrant Fleet since its creation and her family was one of the many clan living upon the vessel. The Vecta housed a few higher up military personal, of which both her parents were heavily involved with; her mother Seefa'Veth vas Vecta was in the Engineering department, making and ensuring the functionality of weapons for the military, while her father Keenah'Koris vas Vecta was Captain of his own unit, fighting on the front lines be it battles of war or accompanying government missions. Due to their dedication and passion for their extremely important roles, Leela's childhood was rather lonely and she was forced into isolation quite a lot. It scared her to make new friends with the other children; she often didn't know how to act and couldn't control her mouth; even if she had the best of intentions things always ended up messy. All she really wanted was some attention from her mother and father. This neglect in part birthed her kleptomania. She would often take things that didn't belong to her, be it from other children or people, from stores or just anything she could get her hands on; she was compelled to take whatever caught her eye. Even through the negative interactions she received from doing so, she couldn't help but continue to collect things. Any attention, even negative, would fuel her need to be seen.

As soon as she was of age, Leela took her pilgrimage; a right of adulthood that every Quarian was destined to go through; to develop some independence, gain some life experience, and also bring back something of 'worth' to the Migrant Fleet. Despite her parents desire for her to follow in their footsteps - she had long ago deemed that the military life was not for her - the young Quarian found herself boarding a small vessel set for the infamous Terminus Systems space station Omega. Even within the Flotilla, there were stories of its chaotic, somewhat lawless nature. Her parents were completely against it, of course, but it was her journey to decide and embark upon. Leela'Veth wanted to prove something, even if she didn't quite know what that something was yet. Unfortunately, Omega was as it tended to be described; chaotic, dangerous, merciless. Almost immediately, Leela was lured into a back alley of the slums and mugged for the small amount of credits she'd brought with her by a group of Vorcha flying the Blood Pack colours; a group which she would later learn were mercenaries who often had shady dealings. Within a day, she was forced to scavenge for survival without a person aboard Omega to lend her a helping hand. If nobody would help her, well then, she would just have to help herself. And so she did.

Leela made no effort to contact her parents, fearing that they would be disappointed or worse, embarrassed by her failure. Leela picked herself up, dusted herself off, and went right to the first Blood Pack folks she saw and...politely asked for her things back. When she was laughed off, she went to the next group she saw. Then the next. And the next. You get where this is going. Leela would purposefully interject on their actions throughout Omega that eventually she made a name amongst them; she was an annoyance that needed to be taken care of. She also began stealing, sometimes with the intention of selling and other times to add to her collection that she had nowhere to put, and while she'd gotten fairly good at it, she did inevitably get caught. All good things must come to a split? No, that wasn't the correct saying... What ended up being her downfall was that she had made the mistake of doing a deal within the private property of The Afterlife, a notorious club owned by the woman who ran all of Omega: the Asari Aria T'loak. Pissing off the wrong people was something Leela struggled to learn it seemed. Being chased from the premise by security, leaving a wanted bounty in her wake and a pissed off mercenary group wanting her dead, she ended up in one of the stations dry docks and before she could figure out her next step (lets be honest, she was far too overwhelmed for that), she snuck onto a ship preparing for take-off. This ship she would later learn to be 'The Irreverent'.

That was...four months ago? How time flies.

Leela stayed hauled up for an hour or two, enough time to get into hyperspace and safely away from Omega, but...now she was a stowaway on an unknown vessel with an unknown crew of unknown people. She very quickly revealed herself to said crew, and was begrudgingly held aboard, until eventually warming their hearts and becoming a fully fledged member of The Irreverent! That's how it went, right? Right.

CREW ASSOCIATIONS

We will fill out this section later! Everyone will have already been integrated as members of the crew for at least four months.

SEXUALITY Demisexual - Male preference
It is most important for Leela to create strong bonds in order for her to explore romance and her sexuality. Due to her suit, her fear of illness and death, and her uncertainness of herself, she had yet to explore anything beyond developing crushes from afar. (For my personal O/O's which will most likely be similar to Leela's, please head over to my O/O's)

Armphid

#64
So I have come up with three concepts and I'm not sure what would be the best fit or has good story potential.  I'd appreciate feedback and thoughts if any of you would be willing to provide it.  The last one would also need Rummy's buy in. 

Josmees "Jos" M'kyasus - Asari Adept (Commando) - Josmees was always a powerful biotic but also a problematic Asari.  Some blamed her father being a Krogan but truth to tell, she just always had issues.  These issues resulted in her getting into trouble many times throughout her young life and ending up falling in with an unsavory crowd.  However, she was good with her powers and with weapons and got a quick reputation as a dependable enforcer.  She was recently assisted the crew of the Irrevernt when a deal went south with the gang boss she was working with, taking the crew's side and helping them to escape the situation unharmed.  She then asked to be considered to join the crew, having plenty of talents to bring to their jobs.  She may be on the crew or perhaps is in a sort of "probationary" period. 

All of that is a lie.  Her whole history is a fabrication.  Josmess Averix is an Asari Commando in good standing and has been received order from her superiors to infiltrate the Irreverent and to keep an eye on the Captain and report on his activities.  A former Spectre just kicking around isn't something that the Citadel is exactly that comfortable with, after all.  That said, she's started to make some real connections among the crew and fears that she may be becoming emotionally compromised.  A Maiden, she has yet to bond with another to bear a child...but she's feeling an urge to do so over the last six months and more so since joining the Irreverent.  But that would be entirely inappropriate. 
[tr][td]
My ONs/OFFs and Other Info

One-on-One Ideas/Interests

Group Ideas/Interests[/td][td]     [/td]
[td][/td]
[/tr][/table]

Malrunar

#65
I will leave Rummy to leave his thoughts, but I do want to point out that I closed off humans as an option since we have so many; with the exception of one application still in the works from an earlier request.

https://elliquiy.com/forums/index.php?topic=346778.msg16334811#msg16334811

Armphid

#66
Whoops!  I missed that completely.  Sorry about that, Mal! 

That does make it easier then, I guess.

I have since spoken to Rummy about it and will go ahead and post my character soon.
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One-on-One Ideas/Interests

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Rummy Tum Tum


thebobmaster

I am extremely interested in joining in this. Mass Effect? Yes. Firefly? Also very yes. That said, I'm torn between a couple of concepts, depending on what is more needed. On the one hand, we seem to have a dearth of salarians, so I am considering making a salarian gal to be a passenger on the ship. She'd only be slightly more unbalanced than your average scientist, willing to experiment with chemical combinations to find ways to help the crew.

On the other hand, some security might be nice in the form of a turian lady who is fairly friendly to the crew, and fairly not friendly to those who would threaten them. She definitely has a past, as anyone who has seen her with her outfit off can attest to, but tends to deflect any questions about "how she got those scars". At least, the first time she deflects. Further questioning will have her be a little more direct in her refusal to answer. The number of times she's had to pay off multiple bar tabs in the form of damages can attest to how strictly she maintains her privacy on that particular matter.
Nothing is true. Everything is permitted.

RP Ideas:New and Approved!

Malrunar

Quote from: thebobmaster on November 12, 2022, 02:21:01 AM
I am extremely interested in joining in this. Mass Effect? Yes. Firefly? Also very yes. That said, I'm torn between a couple of concepts, depending on what is more needed. On the one hand, we seem to have a dearth of salarians, so I am considering making a salarian gal to be a passenger on the ship. She'd only be slightly more unbalanced than your average scientist, willing to experiment with chemical combinations to find ways to help the crew.

On the other hand, some security might be nice in the form of a turian lady who is fairly friendly to the crew, and fairly not friendly to those who would threaten them. She definitely has a past, as anyone who has seen her with her outfit off can attest to, but tends to deflect any questions about "how she got those scars". At least, the first time she deflects. Further questioning will have her be a little more direct in her refusal to answer. The number of times she's had to pay off multiple bar tabs in the form of damages can attest to how strictly she maintains her privacy on that particular matter.

Hey Bob, welcome back! Would this be the same chemist as the last time?

thebobmaster

A fairly similar chemist, but not one with as much battle acumen. She'd be much more comfortable in a lab than in a fight. She also wouldn't mix up nearly as many explosives. Intentionally.
Nothing is true. Everything is permitted.

RP Ideas:New and Approved!

Malrunar

lol fantastic. Either one would be a great option. Combat isn't required so she can easily sit out those events. (And, less people in combat makes it easier for me to control!) Looking forward to seeing your character!

Malrunar

Current Roles filled:-

Samantha Adams, Human. (The Doctor.)
Dezthia Essex, Human. (Security.)
Malcom Thomas, Human. (Engineer - Software expert.)
Tauryn Kai, Human. (The Mechanic.)
Jarv Valak, Batarian. (The Pilot.)
Elia D'Nali, Asari. (Passenger & Consort.)
Jurun Camnian, Turian. (The Captain.)
Jorgal Drack, Krogan. (The Krogan.)
Leela'Veth nar Vecta, Quarian. (The Comms expert.)

Remember to note: No more human characters are being accepted.
We are combat ready- I won't turn down soldiers but we certainly have a capable crew.
You must make connections with everyone in the crew. These are the people you will fight or die beside -every member has been on the ship for at LEAST four months.
The ship is owned by three people with equal shares. Samantha, Jarv and Jurun.

thebobmaster

Teliri Mahren
Security



RACE Turian  CLASS/LEVEL Soldier / Lvl 5   GENDERFemale, she/her






Score
Mod.
Save
               
Score
Mod.
Save
STRENGTH
16+3+6               
INTELLIGENCE
1000
DEXTERITY
14+2+5               
WISDOM
14+2+2
CONSTITUTION
9-1-1               
CHARISMA
12+1+1










ACROBATICS (Dex)
+2               
MEDICINE (Wis)
+2
VEHICLE HANDLING (Wis)
+2               
SCIENCE (Int)
0
ELECTRONICS (Int)
0               
PERCEPTION (Wis)
+2
ATHLETICS (Str)
+3               
PERFORMANCE (Cha)
+1
DECEPTION (Cha)
+1               
PERSUASION (Cha)
+1
HISTORY (Int)
0               
ENGINEERING (Int)
0
INSIGHT (Wis)
+2               
SLEIGHT OF HAND (Dex)
+2
INTIMIDATION (Cha)
+1               
STEALTH (Dex)
+2
INVESTIGATION (Int)
0               
SURVIVAL (Wis)
+2

POWERS




Lvl.     Name     Target     Range     Duration     Effect
{0}     Hex Shield     Self     Self     1 minute     
Effect
Toss a portable shield generator onto the ground in front of you. It generates 2-meter tall and wide, hexagon-shaped shield with 5 AC and 50 shield points.

As long as the Hex Shield has shield points, it provides full cover to creatures behind it.

Hex shield regains all shield points when you finish a long rest.
{0}     Fortification     Self     Self     1 round     
Effect
Reinforce your armor using protective Foucault currents. Gain +5 AC until the start of your next turn, including against the triggering attack.

You must finish a short or long rest before you can use this ability again.
{0}     Nightshade Blade     Creature     12 meters     Instant     
Effect
Your omni-tool is equipped with three microscopic, poison-tipped blades that are able to pierce through shields and armor. Make a ranged weapon attack on a creature you can see within range, expending one blade. You add your proficiency bonus to this roll. On a hit, the target takes 1d12 poison damage and must succeed on a Constitution saving throw (DC 8 + proficiency bonus) or becomes poisoned until it finishes a short rest. All damage caused by nightshade blades bypasses shields.

You must be within melee range and use an action to recover a blade, at which point you can reapply your poison and reload it into your omni-tool during a short rest. If you fail to recover your blades, you can create 3 new ones for 1 hour of work during a long rest.

This feature's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), 17th level (4d12).
{0}     Blade Armor     Self     Self     1 minute     
Effect
As a bonus action or as a reaction to taking damage, you reinforce your armor with razor-sharp blades that damage nearby enemies. Until the power ends, you AC increases by 2 but you are unable to Dodge and have disadvantage on Dexterity saving throws. You can use a bonus action to deactivate blade armor.

While blade armor is active, it is considered a melee weapon that deals 1d6 piercing damage. If a creature is grappled by you, you have advantage on attack rolls made with blade armor against the grappled creature.

You have advantage on your Strength (Athletics) to grapple and deal 1d6 piercing damage when you grapple the target. A creature that is grappled by you while blade armor is active takes 1d6 piercing damage each time it attempts to escape from the grapple.

You must finish a long rest before you can use this ability again.

Blade armor's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), 17th level (4d6).


EQUIPMENT



Quantity     Name     Notes
- 1 -     Flask     This is her flask. She keeps drinks in here. Enough said.
- 1 -     Kukri     She doesn't actually use this in combat, as it's far too dull to be a blade. It's more of a family heirloom.


APPEARANCE

Teliri is tall, even by turian standards, standing around 6'8", with a lean build that disguises a surprising musculature when she has her armor on. That armor is hand-crafted by Teliri herself, and is mostly dark grey, with dark blue highlights running up her sides and across her chest. She has a white face, with dark purple facial markings and dark green eyes. Underneath her armor, she has several scars across her chest, and the source of the rasp in her voice is obvious, with a scar across her throat. These scars are apparently a sore subject for her, as she will deflect questions about them initially, and pressing her on the matter will lead to more pointed attempts to shut down the conversation, up to and including violence.

PERSONALITY

Telari is generally cordial to anyone when she first meets them, but she can be slow to actually trust anyone. She won't show contempt or shut herself off from people until they actually earn such a reaction, but she is definitely cautious around new people until she, or someone she does trust, properly vets them. If they do make it through her vetting process, she is much more relaxed around them, and quite friendly on most subjects, including after-business pleasures. In fact, it's rumored she's had more lovers than friends, and that rumor is not one she's exactly gone out of her way to disprove. However, one way to find a friendly conversation turn cold is asking her about her past. She'll deflect questions at first, but when pressed...let's just say that she's run up more on bar tabs than just liquor costs.

FLAWS

Teliri's biggest flaw is her obsession with hiding her past. While the captain of The Irreverent knows about her past, she is almost desperate to prevent anyone else from finding out about it, leading to several poor decision making processes if she feels someone is getting too close to learning about her past or she senses someone is trying to find out about her past. This has led to many bar fights when she is asked one too many times about her scars, or what she did before coming to that bar or planet. This need to hide her past extends to herself, to a degree, leading her to drink fairly regularly. She'll never be drunk enough to affect her ability to function as a member of the crew, but it's still rare to find her completely sober.

BACKSTORY
To almost anyone outside of the captain, doctor, and pilot of the Irreverent, her background is a mystery. To them, she might as well have emerged from her mother's womb as a security officer and wandered onto the ship, ready for duty. The truth is far less simple, of course.

Born on Noveria, Teliri was never that comfortable with the Hierarchy way of life. It was structured, which was nice to a degree, but so rigidly so she felt trapped a fair bit of time. She was good at shooting, excellent at hand-to-hand combat, but her true strength lay in her investigative skills. She was good at reading people. Damn good, in fact, and she never tried to hide that fact. This led her to take a role outside of the standard military and instead become a private detective when the opportunity arose. With all the corporations on Noveria, she knew that that would be a place that she could hone her skills. Corporations had bigger closets to hide skeletons in, and bigger accounts they could draw from to encourage one to expose the skeletons of another.

Teliri never thought that she could misread someone, never mind make the nearly fatal mistake of underestimating a threat. That is exactly what happened 3 years before she joined the crew of the Irreverent, however. The volus wasn't the threat, of course. The assassin he hired, however, with money she didn't realize he had, and connections to groups she didn't know about? That was an entirely different story. Even she isn't completely sure how the assassin managed to ambush her completely off-guard in her own apartment, but she does know how the fight ended. Talons slashing across her chest and a near-drowning, followed by what should have been the coup de grace of a throat slit, when all she managed to do was break a couple of ribs led the assassin to be the victor. Only a silent alarm and quick response from her employer saved her life, and it was still months before she was recovered enough to work again. But not on Noveria. She couldn't even look at the planet on a star map without shuddering.

Instead, she wandered from planet to planet, bar to bar. She still plied her trade for 2 years, but she went from the respectable sort of private detective, one that could have fit right at home in C-Sec should she feel the need to join another structured group to...well, the more disreputable sort of PI, the one that you find in dark alleys with bright datapads sold at the right price. That was until she met the captain of The Irreverent. Her skills at reading people had not dulled over time, and this turian was the first time she felt she could trust someone completely after wandering around for so long. He needed security? He had it. After all, just because she spent time at a desk looking at seedy pictures didn't mean she wasn't the one taking those seedy pictures, and being the one taking those seedy pictures meant she had to keep her skills sharp.


CREW ASSOCIATIONS

We will fill out this section later! Everyone will have already been integrated as members of the crew for at least four months.

SEXUALITY Teliri is pansexual. She is attracted to personalities, not genders, and if she clicks with someone, that's all that matters for her. In the bedroom, she is generally up for more than might be expected, and is happy to experiment with bondage or even worse, as long as it doesn't leave a mess. That said, she also has nothing against casual, just fun times for both parties.

CREDITS
$


Nothing is true. Everything is permitted.

RP Ideas:New and Approved!

Malrunar


Armphid

Should we still post characters or are things closed?  Just so I know.  Excited either way!
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My ONs/OFFs and Other Info

One-on-One Ideas/Interests

Group Ideas/Interests[/td][td]     [/td]
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Malrunar


Armphid

Josmees (Averix) M'kyasus
- Security -



RACE - Asari   CLASS/LEVEL - Adept - Commando / Lvl 5   GENDER - Asari (tends feminine), she/her






Score
Mod.
Save
               
Score
Mod.
Save
STRENGTH
10+0+0               
INTELLIGENCE
8-1-1
DEXTERITY
16+3+3               
WISDOM
16+3+6
CONSTITUTION
12+1+1               
CHARISMA
13+1+4










ACROBATICS (Dex)
+6               
MEDICINE (Wis)
+3
VEHICLE HANDLING (Wis)
+3               
SCIENCE (Int)
-1
ELECTRONICS (Int)
-1               
PERCEPTION (Wis)
+3
ATHLETICS (Str)
+0               
PERFORMANCE (Cha)
+1
DECEPTION (Cha)
+4               
PERSUASION (Cha)
+1
HISTORY (Int)
-1               
ENGINEERING (Int)
-1
INSIGHT (Wis)
+6               
SLEIGHT OF HAND (Dex)
+3
INTIMIDATION (Cha)
+1               
STEALTH (Dex)
+6
INVESTIGATION (Int)
-1               
SURVIVAL (Wis)
+6

POWERS







Lvl.     Name     Target     Range     Duration     Effect
{C}     Slow Fall      Self+5 creatures      12m     1 min (C)     
Effect
When you or a creature within 12 meters of you falls, choose up to five falling creatures within range. Create a negative mass effect field around each creature, slowing the rate of descent to 24 meters per round. If the creature lands before the power ends, it takes no Falling damage and can land on its feet, and the power ends for that creature.
{C}     Dark Channel     1 creature     48m     1min (C)     
Effect
Make a ranged power attack on a creature you can see within range. On a hit, you plague the target with a persistent, damaging biotic field. The creature is primed: necrotic and takes 2d10 necrotic damage and 2d10 necrotic damage at the start of your turn while you maintain the power. If the creature dies, dark channel transfers to the nearest hostile creature within 12 meters of the target.  Primes Necrotic.
{C}     Throw     1 creature     48m     Instant     
Effect
Make a ranged power attack on a target you can see within range. On a hit, the target takes 2d12 force damage. If the target is Medium or smaller, it is pushed backward 12 meters. Detonates.
{1}     Catapult     1 Tiny object     16m (36m)     Instant     
Effect
Choose one Tiny object that is not being worn or carried within range. The object is thrown in a straight line up to 36 meters in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface.

If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the creature and stops moving. When the object strikes something, the object and what it strikes each take 3d10 bludgeoning damage.

You may target objects being carried. If the creature carrying the object is unwilling, it must succeed on a STR saving throw, or the target is object by this power./spoiler]
{1}     Gravity Field     Creatures in area     36m (6m)     1 min (C)     
Effect
You create a field of unstable gravity in a 6-meter cube starting from a point within range. For the duration, this space becomes difficult terrain.

A creature in the area when you cast the power must succeed on a Strength saving throw or be restrained until the power ends. A creature restrained by this power can use its action to make a Strength check against your power save DC. On a success, it frees itself. Primes Force.

When the power ends, the gravity field dissipates.
{1}     Lance     1 Creature     60m     Instant     
Effect
Release a lance of energy at a creature within range. Make a ranged power attack against the target. On a hit, the target takes 3d8 force damage and 2d4 lightning damage. Detonates.
{2}     Fly     Self     NA     10min (c)     
Effect
Create a negative mass effect field around yourself allowing you to move freely through the air. During the duration of this power, you gain a flying speed of 36 meters. When the power ends if you are still aloft, you fall to the ground. You may cast fly as a bonus action.

EQUIPMENT



Quantity     Name     Notes
- 1 -     Compact Mirror     An antique with sentimental value given to her by her grandmother; actually an encrypted communication device used to receive orders from the Citadel and transmit her reports.
- 1 -     Titanium Bracelet     Contains a small piece of carapace from her Turian father; a keepsake of him after his death in the First Contact War


APPEARANCE

Jos is not quite young but still a Maiden at the age of 169 years old.  Her skin is a rich blue that is smooth and silken to the touch, her injuries from the past healing without scars thanks to advanced medicine.  She has markings tattooed on her face in a dark red and she's very pretty but has a case of resting bitch face.  Her face is also marred by her nose clearly having been broken in the past, it's shape something she is very self conscious about.  She stands at 1.73m (5'8") tall and her body is toned and sleek.  She has generous curves and she often dresses to show them off a bit, particularly her bust.  She is rarely without at least one weapon and doesn't make a secret of carrying them.  Her 'look' largely consists of tight trousers, boots, a snug fitting low cut shirt or bra style top and a short jacket over it. 

PERSONALITY

Jos is rougher than most people expect Asari to be, though she can be plenty graceful and elegant.  She just doesn't want to be, that's all.  Most assholes just don't deserve it.  Or she doesn't feel like it.  Truth be told, she feels like she just can't measure up to most other Asari with how beautiful and graceful they are so she plays like she doesn't give a damn.  She acts confident in situations and has a tendency to tease and snark at people, though she can also be very caring and nurturing to those that trigger her motherly instincts.  That's what most people see and get, confidence and sass. 

Truthfully, that's pretty much how she is beyond her disguise as well, save that Commando Josmees Averix doesn't say a lot of the things she thinks the way that Jos M'kyasus does.  Jos is very protective of those she comes to care for but she also tends to put them on a pedestal and can be devastated when they don't like up to the mental image she's built up of them.  She's not good with numbers and what Earth people would call "book learning" and is frustrated by it but also fascinated by those that are intelligent and well-educated.  The same goes for those that are good with technology.

FLAWS

Idealizer - When Jos cares for someone, she focuses on their positive traits and tends to idealize them.  If/when people disappoint her, she takes it poorly and even personally, which can lead to trouble.

Don't call me stupid!  - Jos knows that she's not the brightest star in the galaxy.  She tries hard and works with what she has but it remains a sore spot.  Insults to her intelligence cut right through her discipline and will get a response, a threatening one if not a violent one.

Attitude - Jos' blend of sass and confidence can rub people the wrong way, especially those that expect or want the more stereotypical serene and sensual Asari.  When faced with this kind of situation, she tends to double down rather than try to soften her attitude and approach, which can create or exacerbate problems. 

Percussive Maintenance - If gear or tech she's using starts acting up, once she's tried the basic steps to fix it, she's likely to give it a good smack.  This rarely helps matters.  If she gets frustrated enough, she might even break it entirely, punching, kicking, stabbing, or even shooting the offending device.  Which is very cathartic but helps even less. 

BACKSTORY

Jos grew up on Lusia but was never a good fit for Asari society.  She was too rough, too unrefined, and ended up in trouble often even before reaching adulthood.  However, she was also a powerful biotic so some attempts were made to redeem her.  She left home, or was thrown out, after the used said biotics to throw a teacher that had insulted her out of a 10th floor window.  Someone with her looks and skills was never going to want for work, though, and she soon ended up taking jobs with various gangs over the years.  Most recently, she'd started working for an outfit on a world near the Terminus Systems that was run by an Elcor and had taken to specializing in kidnapping and ransom on top of the usual extortion and theft.  The gang kept her from dealing with the ransom and return part of the jobs until they felt she'd proved herself.  It was then that she encountered the crew of the Irreverent when they were doing a standard cargo delivery; a few of the crew caught the eyes of the snatchers and got grabbed.  More of the crew got grabbed when they went to rescue their comrades, learning that the outfit never actually returned anyone they ransomed.  They kept the money and sold them to Batarian slavers anyway.  Slavery was too far, even for a crook like Jos, so she turned on the gang and sprang the Irreverent crew and helped them in taking the gang down.  Afterward, she asked the crew to let her join. 

Everything prior to Jos showing up on that podunk planet and joining the Elcor's mob is untrue.  A false history and a false identity.  Josmees Averix grew up on Thessia and dreamed of becoming an Asari Commando like her mother.  She had the power, she had the physical ability, but she was too rough and, well, a bit dim.  Despite this, she trained and worked and did well enough in the Asari military and was eventually loaned out to the Citadel.  It was here that she was assigned to infiltrate the gang with the express purpose of making sure they clashed with the Irreverent's crew and were taken apart so that she could get on board the ship and keep an eye on the Captain.  The Citadel wasn't exactly comfortable with a former Spectre out there doing who knew what.  Jos' job is simple, befriend him and the crew, see what they do, inform the Citadel and await further instructions.  Unknown to even Jos is the fact that the Citadel don't expect her to be able to keep her cover.  Her superiors are sure that Jurun will figure it out and then...then they'll see how far he's fallen and if they need to do something about him.

CREW ASSOCIATIONS

We will fill out this section later! Everyone will have already been integrated as members of the crew for at least four months.

SEXUALITY Pansexual and polyamorous.  She's shyer in the bedroom than anyone would expect and though she's a Switch, she tends to the submissive.  When she does take the lead, she's more of a tender and gentle domme than her normal hard attitude might lead people to expect.  She's open to experimentation and willing to try just about anything twice. 

As far as Asari go physically, I'm taking the same position as Biblio did and am stealing her comments directly.  Thanks, Biblio!
(Note:  My personal take on Asari anatomy is a default state of intersex with both sets of primary and secondary sexual characteristics present.  However, any combination of the traits may be altered or selected at will to the pleasure of herself and her partner or partners.)
[tr][td]
My ONs/OFFs and Other Info

One-on-One Ideas/Interests

Group Ideas/Interests[/td][td]     [/td]
[td][/td]
[/tr][/table]

Malrunar


queenkam234


Wheresmycow

Yes, feel free to send me an application, as I'm a Co-GM on this.  Just fill out the character sheet and PM it to me.  If you have any questions, feel free to ask.
Want to know more about me?
My Intro Thread
My ONs and OFFs

Chi

I'm very interested as I've been hooked on ME since this past Christmas!  Why did it take me so long to join the 'Mass'es? (see what I did there?)  No idea, but glad I did!

I like the idea of a Human Experiment, she might not have to be crew, possibly a passenger on the run after escaping her 'creators'?

I'll need help with a CS as I've never played E5 anything lol!

I do have the rp part of her pretty well as she's basically a knockoff of a character from a story that died last year on me.
~~~ Language is my canvas, and words are my palette. Wanna finger paint?  ~~~

Wheresmycow

Quote from: Chi on April 29, 2023, 08:16:18 AM
I'm very interested as I've been hooked on ME since this past Christmas!  Why did it take me so long to join the 'Mass'es? (see what I did there?)  No idea, but glad I did!

I like the idea of a Human Experiment, she might not have to be crew, possibly a passenger on the run after escaping her 'creators'?

I'll need help with a CS as I've never played E5 anything lol!

I do have the rp part of her pretty well as she's basically a knockoff of a character from a story that died last year on me.
Welcome!

Don't sweat the CS too much.  I'll be glad to help you out, but the character sheet is more for establishing a general framework for the character and highlight what they're good at rather than playing out D&D in ME.

Human experiment sounds fine to me.
Want to know more about me?
My Intro Thread
My ONs and OFFs

Chi

I did one in the site thingy, but no idea how to make it readable other than to grind it out into the sheet lol
~~~ Language is my canvas, and words are my palette. Wanna finger paint?  ~~~

Wheresmycow

Yea, you'll need to translate it over to the CS Mal made.
Want to know more about me?
My Intro Thread
My ONs and OFFs

Chi

time consuming, unless I can find something that will recognize json files lol
~~~ Language is my canvas, and words are my palette. Wanna finger paint?  ~~~

greypsychman

Are you still taking characters?

Here is my character concept:

What Role(s) are you interested in? Security

- Would you prefer a more traditional style RP, or leaning more heavily into 5E systems? I prefer more traditional style RP. I am not too familiar with 5E.

- Tell us a little about your character concept! (Remember the character sheets will come later, for now lets get the spark notes.)

Kraig Anderson
Human Male

Kraig was born on the Beckenstein Colony.  His parents were middle class and due to his middle class status, neither he nor his parents could afford higher education. So, Kraig enlisted with the hope of getting more education after his tour of duty was over.  While in basic training, his superiors noticed his abilites and made sure Kraig was sent to Officer Candidate School (OCS) immediately upon completing his 3 months of basic training.

In basic training, Kraig was trained on and became proficient with assault rifles and pistols. In Officer training, he learned the skills of military tactics and strategy. When he completed his Officer Training, Kraig qualified and went to Flight Training School. He specialized in piloting the A-61 Mantis Gunship. His initial assignment was to a Mantis Flight assigned to the Dreadnought SSV Mt. Fuji. He served well as a junior officer (2nd Lieutenant or naval rank of Ensign) and due to his ability to think on his feet and develop unorthodox tactics and maneuvers, he earned an assignment to the Marine 103rd Division (a Special Operations Division). When Kraig received that assignment, he was promoted to the rank of 1st Lieutenant or naval rank of Lieutenant JG (Junior Grade).

Kraig served in an Aerial Support Brigade in the 103rd Marine Division.  The A-61 Mantis he was assigned was a “Slick” or basic transport vehicle with only a heavy machine gun for defense. That was to save weight for transporting troops. In the Aerial Support Brigade, there were also Mantis Gunships that had the machine gun and rocket mounts but he rarely flew those. His courage and daring was displayed at Mindoir colony in 2170. He flew his Mantis into dangerous situations to pick up or drop off marines. This earned him the respect of the troops and some jealousy from other pilots. On one mission, Kraig went into a landing zone that was under such heavy fire, his commander refused to even take his Mantis into the landing zone. Kraig not only made one trip in, but instead, two trips! On the first trip in, Kraig was wounded in the right shoulder. Even with his wound, Kraig went in again and was wounded in the abdomen on his second trip in to pick up marines.

Kraig was discharged because of his reckless behavior and is now a mercenary/ security specialist.


Chi

#87
Okay, well here goes!

Krytann ‘Tannie’ Lister
- Formerly a stowaway but now the ship's Armorer -



RACE - Human   CLASS/LEVEL - Experiment(lvl 3) - Infiltrator(lvl 2)   GENDER - Female   She/Her






Score

Mod.

Save
               
Score

Mod.

Save
STRENGTH
15+2+2               
INTELLIGENCE
13+1+4
DEXTERITY
16+3+6               
WISDOM
8-1+2
CONSTITUTION
10---+3               
CHARISMA
12+1+1










ACROBATICS
+9               
MEDICINE
-1
VEHICLE HANDLING
+3               
SCIENCE
+4
ELECTRONICS
+1               
PERCEPTION
+2
ATHLETICS
+8               
PERFORMANCE
+1
DECEPTION
+1               
PERSUASION
+1
HISTORY
+1               
ENGINEERING
+1
INSIGHT
-1               
SLEIGHT OF HAND
+3
INTIMIDATION
+1               
STEALTH
+9
INVESTIGATION
+1               
SURVIVAL
+5

No clue for this stuff!

POWERS




Lvl.     Name     Target     Range     Duration     Effect
{1}     Overload     1+3      48m     Instant    
Effect
Unleash an electrostatic discharge at a creature or object within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 6 meters of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

A target becomes primed: lightning until the start of your next turn and must make a Dexterity saving throw. The target takes 3d6 lightning damage on a failed save, or half as much on a successful one.
{--}     NAME OF POWER     TARGET     RANGE     DURATION    
Effect
FILL IN THE DESCRIPTION OF THE EFFECTS HERE
{--}     NAME OF POWER     TARGET     RANGE     DURATION    
Effect
FILL IN THE DESCRIPTION OF THE EFFECTS HERE
{--}     NAME OF POWER     TARGET     RANGE     DURATION    
Effect
FILL IN THE DESCRIPTION OF THE EFFECTS HERE
EQUIPMENT



Quantity     Name     Notes
- 1 -     Chemist’s Kit     She makes her own drugs.
- 1 -     Black metallic choker with the number 37 engraved on the clasp     A remnant of her past life, it’s a constant reminder to her of what she'd gone through and survived.


APPEARANCE

Rather on the short side for a human (152cm), Tannie is slender, and still proportional for her height, looking to weigh about 55 kilos.  Don’t let that fool you though, in fact, her mass is actually around 75 kg due to having extremely dense muscle and bone structure.  She doesn’t look like a gym-rat though, she’s sleek like a swimmer.  Her short hair is dark red with dyed purple highlights, and her emerald green eyes sometimes get a haunted, thousand-yard-stare to them when she loses herself in her past.  She’s got fair skin, lightly tanned, and if one looks closely, they could see hundreds if not thousands of tiny white lines all over her body.  These are surgical scars left behind despite mono-molecular scalpels being used to create incisions for her implants, and well… Other things that were done. 

PERSONALITY

Depending upon her mental state, Tannie can seem very serious or dour at times, but also have a manic, child-like sense of wonder despite her past, seeing the galaxy as an endlessly intriguing place of adventure and discovery.  Now that she’s not in fear of being shock-baton’ed constantly, Tannie is a sassy, sarcastic young woman who has a sense of humor that is as dry and caustic as a desert planet with a fluorine atmosphere.  Not much scares her now, how could it, she’s already been through hell and back too many times to count.  If she does get scared, you should be scared too, trust me!

FLAWS

Drug Addict - Because of all the medical procedures, physical and mental abuse that she’s had to endure for most of her life, Krytann suffers from migraines, phantom nerve pain and PTSD. 

Moody and Manic - She seems to genuinely vibrate with barely suppressed nervous energy.  Rarely does Tannie ever experience true calm, both physically and mentally, and she’s not even sure how it would affect her if it actually happened! 

Attitude - Don’t ever, ever mock or dismiss her because of her diminutive size or youth.  That’s a quick trip down the Smackdown Expressway!

Difficulty with Dictatorial (in her mind) Authority - Yeah, don't go there if you're gonna be an overbearing ass about it, it's another run down the Smackdown Expressway!  Be reasonable for fuck’s sake!



BACKSTORY

Tannie never knew her parents, or if she even had parents.  Well, yeah, she had to have them, or she wouldn’t even be here, right?  Though, for all she knows, she could even be a clone or something!  Much of her early childhood has been blocked by her subconscious, though she does occasionally get flashes of what it was like back then.  Even worse, she’s got full recall of what she had to endure for almost a decade before she made her escape from that hellacious place and the people who made her who she was against her will.

For most of the last ten years or so that she can remember of her time as a lab rat she’d been poked and prodded, made to endure torturous physical and mental indoctrination, all accompanied by that goddamned fucking shock baton!  Get thrown in hand-to-hand training… BZZAP!  Give a wrong answer to a question in economics?  BZZAP!  Let one stupid round miss the bullseye in target practice?  BZZA-BZZAA--BZZZZAAAPPPP!!!

Murder. Kill. Destroy… Murder. Kill. Destroy… Murder. Kill. Destroy…

Those words still bounced around in her head sometimes.  Tannie knew she’d been turned inside out, twisted, altered, modified, transformed, adjusted, reshaped, and cooked into a living, breathing personification of violence, mayhem and destruction.  She’d never had any contact with other children during her whole life in that lab, only the dozen or so people (aside from the guards) who were there to teach her or beat her relentlessly with that fucking baton!  They were, for the most part, either blithely indifferent to her, or gleefully brutal toward her. 

Really, only the psychologist was even remotely kind to her, wearing a mask of friendship and concern for the child whom she’d been evaluating and testing throughout her entire life.  Holding her in the palm of her hand like a bug, just ready to squish her into non-existence if she showed any signs of aberrant behavior (like blasting holes through ‘volunteers’ with a heavy auto-pistol, beating them to death, or knifing them wasn’t aberrant at all?).

Tannie had developed an emotional attachment to the woman, despite knowing that she was there to hold the final say on her continued ability to suck oxygen.  The day she’d decided to leave her own personal hell two years ago, Dr. Cartwright was the first to die at her hands and the young girl smiling down at her with unshed tears, throwing back the words that the woman had said to her for years; “It’s for the best.  I hope you understand why this had to be done.  Everything is going to be alright…”

MURDER… KILL… DESTROY!!!

The young teen had gone through the compound like a rabid, half-starved varren that day, the body count had been impressive to say the least.  Not unsurprisingly, every one of her trainers and instructors were killed in rather gory, painful manners, and any guards who came across her were gunned down cleanly and efficiently by the weapons of their fallen compatriots before them.

Now, two years later, she’s still running, worried that someone will come looking for her some day.  No one has, though, and if they tried they’d find out that the little death machine that they’d built was far more capable than they’d planned on.  Though in hindsight, she was pretty sure that if they were coming after her they’d have a hard time finding her if they just said, “Hey, I’m looking for Test Subject 37, have you seen her around?”

Yeah, that’d been her name for the first sixteen years of her pathetic life, Test Subject 37 or just 37.  Maybe the other thirty-six were all failures, maybe they came before her, or had been with her somehow but never seen.  Who knew?  Regardless, she had to give herself a name, and she came up with the name of Krytann Lister as an amalgam of the names of two characters from an old 20th century British TV show.  Pretty much no one got that reference, but she didn’t care, she just wanted to be something other than the monster that was hiding just under the surface.  She could never totally excise her past from her life, it was a part of her, who she was, but she could change what her future could be.  Use what she knew, and what she was learning, to make a better life for herself than the one that had been planned for her.

CREW ASSOCIATIONS



SEXUALITY She’s pretty sure she’s straight, though there have been times when her ovaries just ached when she saw a beautiful actress or model.  Tannie has experimented some, and to use some old vernacular, made it to third base a few times.  Once with a human and a quarian at the same time!  Is she submissive?  Possibly.  Years of conditioning have left her conflicted over something like that, and she has tended to be rather demanding while also allowing things her partners have suggested or tried in the past.

(Reach out for discussion of specific kinks once we get the balling rolling LMAO!)

CREDITS
$






~~~ Language is my canvas, and words are my palette. Wanna finger paint?  ~~~

Wheresmycow

Quote from: greypsychman on April 29, 2023, 05:58:58 PM
Are you still taking characters?

Here is my character concept:

What Role(s) are you interested in? Security

- Would you prefer a more traditional style RP, or leaning more heavily into 5E systems? I prefer more traditional style RP. I am not too familiar with 5E.

- Tell us a little about your character concept! (Remember the character sheets will come later, for now lets get the spark notes.)

Kraig Anderson
Human Male

Kraig was born on the Beckenstein Colony.  His parents were middle class and due to his middle class status, neither he nor his parents could afford higher education. So, Kraig enlisted with the hope of getting more education after his tour of duty was over.  While in basic training, his superiors noticed his abilites and made sure Kraig was sent to Officer Candidate School (OCS) immediately upon completing his 3 months of basic training.

In basic training, Kraig was trained on and became proficient with assault rifles and pistols. In Officer training, he learned the skills of military tactics and strategy. When he completed his Officer Training, Kraig qualified and went to Flight Training School. He specialized in piloting the A-61 Mantis Gunship. His initial assignment was to a Mantis Flight assigned to the Dreadnought SSV Mt. Fuji. He served well as a junior officer (2nd Lieutenant or naval rank of Ensign) and due to his ability to think on his feet and develop unorthodox tactics and maneuvers, he earned an assignment to the Marine 103rd Division (a Special Operations Division). When Kraig received that assignment, he was promoted to the rank of 1st Lieutenant or naval rank of Lieutenant JG (Junior Grade).

Kraig served in an Aerial Support Brigade in the 103rd Marine Division.  The A-61 Mantis he was assigned was a “Slick” or basic transport vehicle with only a heavy machine gun for defense. That was to save weight for transporting troops. In the Aerial Support Brigade, there were also Mantis Gunships that had the machine gun and rocket mounts but he rarely flew those. His courage and daring was displayed at Mindoir colony in 2170. He flew his Mantis into dangerous situations to pick up or drop off marines. This earned him the respect of the troops and some jealousy from other pilots. On one mission, Kraig went into a landing zone that was under such heavy fire, his commander refused to even take his Mantis into the landing zone. Kraig not only made one trip in, but instead, two trips! On the first trip in, Kraig was wounded in the right shoulder. Even with his wound, Kraig went in again and was wounded in the abdomen on his second trip in to pick up marines.

Kraig was discharged because of his reckless behavior and is now a mercenary/ security specialist.

So, describe to me Kraig's personality and quirks.  What motivated him to be a mercenary/security specialist in particular and join up on a ship of ne'er do wells rather than joining say a private security firm or something like that?
Want to know more about me?
My Intro Thread
My ONs and OFFs

greypsychman

Kraig places honor, duty, and protecting those unable to protect themselves as the highlights of his code of conduct. However, acting with honor and sense of duty don't always align with following orders. Some of his best qualities are his intelligence (especially his memory), his loyalty to friends (he will be there when they call), and his happy go lucky friendly attitude. Probably his worst quality is his self-doubt (always feeling he could have done something better). Kraig loves a good “hearty” meal and having more than his share of a good ale to drink. He enjoys athletic activities, especially team sports, reading military history, and also reading about myths and legends in his spare time.

One quirk he has, is when he answers a question he usually starts by saying, "Don't you know". Another quirk Kraig has is that he is a fidgeter. He has difficulty sitting still.

Kraig is avoiding private security or paramilitary organizations because their hierarchy and command structure is too much like the military. He doesn't feel inclined to follow orders he feels are dishonorable. Also he feels more duty toward his comrades than the military hierarchy.

Wheresmycow

Looks good so far.  Draft up a character sheet, the link in the original post leads to the character sheet code and another link to help you make a character.  Once the draft is up, I'll give it a go over.
Want to know more about me?
My Intro Thread
My ONs and OFFs

greypsychman

#91
 
Kraig Anderson
- Security -



RACE - Human  CLASS/LEVEL - Soldier - Weapon Master / Lvl 5   GENDER - Male  He/Him/His






Score
Mod.
Save
               
Score
Mod.
Save
STRENGTH
15+2+5   
INTELLIGENCE
13+1+1
DEXTERITY
16+3+6 
WISDOM
9-1-1
CONSTITUTION
14+2+2 
CHARISMA
13+1+1










ACROBATICS (Dex)
+6               
MEDICINE (Wis)
-1
VEHICLE HANDLING (Wis)
+6       
SCIENCE (Int)
+1
ELECTRONICS (Int)
+1               
PERCEPTION (Wis)
+2
ATHLETICS (Str)
+5               
PERFORMANCE (Cha)
+1
DECEPTION (Cha)
+1               
PERSUASION (Cha)
+1
HISTORY (Int)
+4               
ENGINEERING (Int)
+1
INSIGHT (Wis)
-1               
SLEIGHT OF HAND (Dex)
+3
INTIMIDATION (Cha)
+1               
STEALTH (Dex)
+6
INVESTIGATION (Int)
+1               
SURVIVAL (Wis)
+5

POWERS




Lvl.     Name     Target     12m     Duration     Damage
{--}     Ballistic Blades     TARGET      12m     DURATIONDamage
Effect
Fire a salvo of blades at a target creature or object you can see within range. Make a ranged weapon attack, you add your proficiency bonus to this roll. On a hit, the target takes 2d12 piercing damage. You must spend a short or long rest reloading the armguard before you can this ability again. This feature's damage increases by 2d12 when you reach 5th level (4d12), 11th level (6d12), 17th level (8d12)
{--}     Concussion Shot     TARGET     Self     Instant Damage, Buff
Effect
Whenever you make a ranged weapon attack, you can expend a concussive shot charge to load a specialized thermal clip into the weapon. When you do so, the ranged attack gains advantage. If the attack is successful, it deals an additional 1d8 bludgeoning damage and medium-sized or smaller creatures must pass a Strength saving throw (DC 8 + proficiency bonus + DEX modifier) or become prone. You have 3 charges of Concussive Shot. You regain all of your charges when you finish a short rest. The damage increases by 1d8 and charges increase by 1 when you reach the 5th level (2d8 and 4 charges), 11th level (3d8 and 5 charges) and 17th level (4d8 and 6 charges).]
{--}     Stimulant Pack     TARGET     Self     1 minuteBuff 
Effect
Inject yourself with a stimulant pack. For the next minute, whenever you make an attack roll or saving throw, you can roll a d4 and add the number rolled to the attack roll or saving throw. You must finish a long rest before you can use this feature again.]
{--}     NAME OF POWER     TARGET     RANGE     DURATION     
Effect
FILL IN THE DESCRIPTION OF THE EFFECTS HERE

EQUIPMENT



Quantity     Name     Notes
- 1 -     PERSONAL ITEMS     DO NOT WORRY ABOUT WEAPONS YET. THE ITEMS LISTED HERE SHOULD BE PERSONAL ITEMS AND CLASS ITEMS ONLY.
- 1 -     PERSONAL ITEMS     DO NOT WORRY ABOUT WEAPONS YET. THE ITEMS LISTED HERE SHOULD BE PERSONAL ITEMS AND CLASS ITEMS ONLY.


APPEARANCE

Kraig is a relatively tall human (6' 1" or 185 cm), with a muscular, athletic build (220 lbs or 100 kg). He has blue eyes that are bright and reflect his friendly attitude. Kraig has medium length light brown hair and a beard. Since,hHe specializes in pistols and usually carries 2 pistols in shoulder holsters that can easily be concealed under his flight jacket. He often wears his old military fatigues (minus insignia, rank, and other patches) or his old flight suit.

PERSONALITY

Kraig places honor, duty, and protecting those unable to protect themselves as the highlights of his code of conduct. However, acting with honor and a sense of duty don't always align with following orders. Some of his best qualities are his intelligence (especially his memory), his loyalty to friends (he will be there when they call), and his happy go lucky friendly attitude. Kraig loves a good “hearty” meal and having more than his share of a good ale to drink. He enjoys athletic activities, especially team sports, reading military history, and also reading about myths and legends in his spare time.

One quirk he has, is when he answers a question he usually starts by saying, "Don't you know". Another quirk Kraig has is that he is a fidgeter. He has difficulty sitting still.

FLAWS

Probably his worst quality is his self-doubt (always feeling he could have done something better).
While Kraig is book smart, he is not people or street smart. This makes him naive and gullible (not very wise).

BACKSTORY

Kraig was born on the Beckenstein Colony.  His parents were middle class and due to his middle class status, neither he nor his parents could afford higher education. So, Kraig enlisted with the hope of getting more education after his tour of duty was over.  While in basic training, his superiors noticed his abilities and made sure Kraig was sent to Officer Candidate School (OCS) immediately upon completing his 3 months of basic training.

In basic training, Kraig was trained on and became proficient with assault rifles and pistols. In Officer training, he learned the skills of military tactics and strategy. When he completed his Officer Training, Kraig qualified and went to Flight Training School. He specialized in piloting the A-61 Mantis Gunship. His initial assignment was to a Mantis Flight assigned to the Dreadnought SSV Mt. Fuji. He served well as a junior officer (2nd Lieutenant or naval rank of Ensign) and due to his ability to think on his feet and develop unorthodox tactics and maneuvers, he earned an assignment to the Marine 103rd Division (a Special Operations Division). When Kraig received that assignment, he was promoted to the rank of 1st Lieutenant or naval rank of Lieutenant JG (Junior Grade).

Kraig served in an Aerial Support Brigade in the 103rd Marine Division.  The A-61 Mantis he was assigned was a “Slick” or basic transport vehicle with only a heavy machine gun for defense. That was to save weight for transporting troops. In the Aerial Support Brigade, there were also Mantis Gunships that had the machine gun and rocket mounts but he rarely flew those. His courage and daring was displayed at Mindoir colony in 2170. He flew his Mantis into dangerous situations to pick up or drop off marines. This earned him the respect of the troops and some jealousy from other pilots. On one mission, Kraig went into a landing zone that was under such heavy fire, his commander refused to even take his Mantis into the landing zone. Kraig not only made one trip in, but instead, two trips! On the first trip in, Kraig was wounded in the right shoulder. Even with his wound, Kraig went in again and was wounded in the abdomen on his second trip in to pick up marines.
Kraig is avoiding private security or paramilitary organizations because their hierarchy and command structure is too much like the military. He doesn't feel inclined to follow orders he feels are dishonorable. Also he feels more duty toward his comrades than the military hierarchy.

Kraig was discharged because of his reckless behavior and is now a mercenary/ security specialist.

CREW ASSOCIATIONS

We will fill out this section later! Everyone will have already been integrated as members of the crew for at least four months.

SEXUALITY He is heterosexual and he likes to perform oral sex on his partner. His favorite sexual position is the woman on top so he can have access to her breasts with his hands and mouth.

CREDITS
$

Isengrad

- What Role(s) are you interested in?
Heavy gunner
- Would you prefer a more traditional style RP, or leaning more heavily into 5E systems?
I love both actually, I love the nitty gritty of rules and always excited to explore aspects of system games(especially ones working off the 5e framework) to see how they tick and what sort of nunaces they can bring. Still, its TTRPG, interactions between the characters and the world fuel the story, and whole sessions of at table play could just be talking and roleplaying.
- Tell us a little about your character concept! (Remember the character sheets will come later, for now lets get the spark notes.)
Build wise, Turian of the Enginiering Corp, Havoc Soldier, Scrapper background. Born on Palavan, Like most Turians he entered service at the age of 15. He was assigned to the engineering corps he went through basic training before taking up as part of his regiments logistic operation and repair. It suited him for the most part, he was 6 years into service when the Relay 314 incident occurred. As it heated up he found himself apart of the Shanxi occupation.  Following the ousting of the Turian fleet from Shanxi and the settling of the conflict by the council he served out the remainder of his years of service stations on Menae. The Relay 314 incident had left a bad taste in his mouth for life within the Hierarchy and he left to see the galaxy on his terms, eventually finding his way to the Terminus systems and Omega. There he made a living as a scrapper for one of the local merchants, removing the valuable materials and fixing up what he could and getting a fair cut for himself. At least until he felt the need to travel once more and eventually joined up with the crew of The Irreverent.

original artwork by karabiner

Wheresmycow

Quote from: Isengrad on May 03, 2023, 11:34:01 AM
- What Role(s) are you interested in?
Heavy gunner
- Would you prefer a more traditional style RP, or leaning more heavily into 5E systems?
I love both actually, I love the nitty gritty of rules and always excited to explore aspects of system games(especially ones working off the 5e framework) to see how they tick and what sort of nunaces they can bring. Still, its TTRPG, interactions between the characters and the world fuel the story, and whole sessions of at table play could just be talking and roleplaying.
- Tell us a little about your character concept! (Remember the character sheets will come later, for now lets get the spark notes.)
Build wise, Turian of the Enginiering Corp, Havoc Soldier, Scrapper background. Born on Palavan, Like most Turians he entered service at the age of 15. He was assigned to the engineering corps he went through basic training before taking up as part of his regiments logistic operation and repair. It suited him for the most part, he was 6 years into service when the Relay 314 incident occurred. As it heated up he found himself apart of the Shanxi occupation.  Following the ousting of the Turian fleet from Shanxi and the settling of the conflict by the council he served out the remainder of his years of service stations on Menae. The Relay 314 incident had left a bad taste in his mouth for life within the Hierarchy and he left to see the galaxy on his terms, eventually finding his way to the Terminus systems and Omega. There he made a living as a scrapper for one of the local merchants, removing the valuable materials and fixing up what he could and getting a fair cut for himself. At least until he felt the need to travel once more and eventually joined up with the crew of The Irreverent.
Given that the crew have just arrived on Omega in the RP, you can decide if you want to already have been part of the crew or if you want to start fresh on joining up.  Looks good, draft up a character sheet and you can post it here for me to take a look at it.
Want to know more about me?
My Intro Thread
My ONs and OFFs

Chi

Out of curiosity, where's the actual game thread?
~~~ Language is my canvas, and words are my palette. Wanna finger paint?  ~~~

Wheresmycow

We've got the links to the thread in the discord.
Want to know more about me?
My Intro Thread
My ONs and OFFs

Wheresmycow

I'm going to close out recruitment for the time being.  Everyone I've already talked with is still good to join, but I won't be accepting new applications.
Want to know more about me?
My Intro Thread
My ONs and OFFs

Chi

I don't have the discord. Or totally missed it somewhere in the thread lol.

Is that where we're playing?
~~~ Language is my canvas, and words are my palette. Wanna finger paint?  ~~~

Chi

Duh nevermind. It was in my DMS from you lol
~~~ Language is my canvas, and words are my palette. Wanna finger paint?  ~~~

Isengrad

I am getting my sheet typed up now and fleshing out the backstory a bit, it will be posted before the end of the day.

original artwork by karabiner

Isengrad

#100
Arvus Ignarian
- Heavy Gunner -



RACE - Engineering corps Turian   CLASS/LEVEL - Solider - Havoc / Lvl 5   GENDER - Male(He/him)






Score
Mod.
Save
               
Score
Mod.
Save
STRENGTH
16+3+6               
INTELLIGENCE
13+1+1
DEXTERITY
16+3+6               
WISDOM
8-1-1
CONSTITUTION
14+2+2               
CHARISMA
10+0+0










ACROBATICS (Dex)
+3               
MEDICINE (Wis)
-1
VEHICLE HANDLING (Wis)
+3               
SCIENCE (Int)
+1
ELECTRONICS (Int)
+1               
PERCEPTION (Wis)
+2
ATHLETICS (Str)
+6               
PERFORMANCE (Cha)
+0
DECEPTION (Cha)
+0               
PERSUASION (Cha)
+0
HISTORY (Int)
+4               
ENGINEERING (Int)
+7
INSIGHT (Wis)
-1               
SLEIGHT OF HAND (Dex)
+3
INTIMIDATION (Cha)
+0               
STEALTH (Dex)
+3(d)
INVESTIGATION (Int)
+4               
SURVIVAL (Wis)
+2

POWERS




Lvl.     Name     Target     Range     Duration     Effect
{--}     Flak Cannon     Location      12M(4m burst)     instant     
Effect
FAs an Attack action, you load and fire krogan-designed shells that burst into shrapnel upon impact. Choose a target location within range. Each creature in a 4-meter-radius sphere centered on the point of impact of the shell must make a Dexterity saving throw (DC 8 + proficiency bonus + DEX modifier). A target takes 2d6 piercing damage on a failed save, or half as much damage on a successful one.

You have 3 charges of Flak Cannon. You regain all of your charges on a long rest.

This feature's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), 17th level (8d6)
{--}     Fortification(Adv)     Self     Personal     2 rnds     
Effect
Reinforce your armor using protective Foucault currents. Gain +5 AC until the start of your next turn, including against the triggering attack.

You must finish a short or long rest before you can use this ability again.

Lasting Fortification. Fortification lasts an additional turn.
{--}     Hawk Missle Launcher     One target     60m     Instant     
Effect
Activate your personal shoulder cannon: The Hawk Missile Launcher. This attack automatically hits a target within range dealing 3d6 thunder damage.

You can use the Hawk Missile Launcher once per short rest.

This feature's damage increases by 3d6 when you reach 5th level (6d6), 11th level (9d6), 17th level (12d6).
{--}     NAME OF POWER     TARGET     RANGE     DURATION     
Effect
FILL IN THE DESCRIPTION OF THE EFFECTS HERE

EQUIPMENT



Quantity     Name     Notes
- 1 -     PERSONAL ITEMS     DO NOT WORRY ABOUT WEAPONS YET. THE ITEMS LISTED HERE SHOULD BE PERSONAL ITEMS AND CLASS ITEMS ONLY.
- 1 -     PERSONAL ITEMS     DO NOT WORRY ABOUT WEAPONS YET. THE ITEMS LISTED HERE SHOULD BE PERSONAL ITEMS AND CLASS ITEMS ONLY.


APPEARANCE

Arvus stands at about 6'3" in height depending on who you ask. As a Turian his head and body lack any hair, instead covered in a thick blue grey carapace to protect him from the harsh solar radiation of his home planet. His eyes are a dark orange set within his black sclera and remain focused and Alert. With a build that looks like he could stop a charging krogan he weighs about 141lbs.

PERSONALITY

Arvus tends to be a bit Jovial, not big on lies or deceit he tends to speak rather plainly to people, the truth being far easier to use than anything else. A gentle giant he is quick with a joke or a pat on the back(or butt). He has a habit of naming his belongings, figuring out their personalities and such, especially when it comes to weapons. While not a genius Arvus took naturally to engineering and weapon maintenance, and his military service quickly cemented in him that "The Direct approach" was more often than not the correct one. He always seems to be one fo the first through the breach(mostly because he made it) and the last out to give his companions time to escape.

FLAWS

So, tight quarters and lacking a modicum of social graces led to a distinct lack of the notion of Personal space. Arvus has a tendency to get way to close, to get touchy a little to much and generally crowd people with his large frame. Which is sometimes a little scary since he always seems to have a grenade on him somewhere.

BACKSTORY

Born on Palavan, Like most Turians he entered service at the age of 15. Showing an aptitude for mechanical engineering he was assigned to the engineering corps and after he went through basic training joined his regiments logistic operation and repair unit. It suited him for the most part, there he learned a few more things about engineering and took quite well to the repair and maintenance of weapons. He was 6 years into service when the Relay 314 incident occurred, in fact his unit was part of the Shanxi occupation.  Following the ousting of the Turian fleet from Shanxi and the settling of the conflict by the council, he served out the remainder of his years of service stationed on Menae.

Following the end of his 15 years of service Arvus decided to leave Palavan, the whole Relay 314 incident and how it was handled from the get go leaving a bad taste in his mouth for life within the Hierarchy. His wandering eventually led him out to the terminus systems, and the space station Omega. It did not take long for him to find work as a scrapper and guard for a local merchant, as well as running a few low level jobs for Aria. He learned quickly how well his skill with handheld weaponry translated to shipboard weapon systems and took to the quickly.

Eventually life went the way it always did on Omega, his boss got involved with the wrong people and ran a foul of some hired mercenaries who beat the living shit out of him. So, looking for a new job he took up with the Crew of the The Irreverent, brining with him what personal belongings he had.

CREW ASSOCIATIONS

We will fill out this section later! Everyone will have already been integrated as members of the crew for at least four months.

SEXUALITY Bisexual, he tends to enjoy shorter partners and leveraging his large size to his advantage with them (standing fuck, pile driver) that and light bondage with what he can find around him(he is skilled at getting the most use out of things.)

CREDITS
$

original artwork by karabiner

Malrunar

Fantastic job, Isengrad! Arvus is approved! I'll be sending you a PM soon with more information.

Re Z L

#102
Following discussions with Wheresmycow:




JEARA D’LANI
- HOT SHOT (LIGHT WEAPONS SPECIALIST?) -



RACE - Asari   CLASS/LEVEL - Infiltrator - Pistolero / Lvl 5   GENDER – Female | She/Her






Score
Mod.
Save
               
Score
Mod.
Save
STRENGTH
12+1 +1                
INTELLIGENCE
14 +2 +5
DEXTERITY
16 +3 +6                
WISDOM
14 +2 +2
CONSTITUTION
10+0+0               
CHARISMA
10+0+0










ACROBATICS* (Dex)
+6                
MEDICINE (Wis)
+2
VEHICLE HANDLING (Wis)
+2                
SCIENCE (Int)
+2
ELECTRONICS (Int)
+2                
PERCEPTION** (Wis)
+8
ATHLETICS (Str)
+1                
PERFORMANCE (Cha)
+0
DECEPTION (Cha)
+0               
PERSUASION (Cha)
+0
HISTORY (Int)
+2                
ENGINEERING* (Int)
+5
INSIGHT (Wis)
+2                
SLEIGHT OF HAND* (Dex)
+6
INTIMIDATION (Cha)
+0               
STEALTH** (Dex)
+9
INVESTIGATION (Int)
+2                
SURVIVAL* (Wis)
+5

POWERS







Lvl.     Name     Target     Range     Duration     Effect
{R}      BIOTIC JUMP     SELF      ---     INSTANT     
Effect
Your powercasting ability determines how far you can jump.

Long Jump. When you make a long jump, you cover a number of meters up to your powercasting ability score. If jumping over an obstacle, subtract 2 meters of distance per 4 meters of the obstacle's height.

High Jump. When you make a high jump, you leap into the air a number of meters equal to 2 + your powercasting modifier.
{R}     SLOW FALL      UP TO 5 FALLING CREATURES     12     1 MINUTE ©     
Effect
When you or a creature within 12 meters of you falls, choose up to five falling creatures within range. Create a negative mass effect field around each creature, slowing the rate of descent to 24 meters per round. If the creature lands before the power ends, it takes no Falling damage and can land on its feet, and the power ends for that creature.
{R}      PULL      MEDIUM OR SMALLER CREATURE OR OBJECT     36     1 ROUND ©     
Effect
Make a ranged power attack on a Medium or smaller creature or object within range. On a hit, you create a mass effect field around the target and it becomes lifted 2 meters in the air until the end of your next turn. While you maintain this power, as a bonus action, you can move the target up to 4 meters in any direction. If you move the target further than 36 meters away from you, the power ends and the target falls to the ground.
{0}     TACTICAL SCAN     ONE CREATURE     36     1 MINUTE     
Effect
Spend your action scanning a creature you can see, studying its movement and revealing weaknesses. Make a Wisdom (Insight) check, contested by the target's Charisma (Deception) check. On a success, you have advantage on attack rolls against the target and you score a critical hit on a roll of 19 or 20.

This benefit lasts 1 minute or until you successfully use this feature against a different target.
{1}     DAMPING     ONE CREATURE     36     INSTANT     
Effect
Target a creature you can see within range and cause interference with their biotic implant and omni-tool, reducing their ability to use them effectively. The creature must make a saving throw using its powercasting ability or it suffers a penalty to its next biotic or tech power. If the next power it casts requires an attack roll, it has disadvantage on the attack. If the next power forces one or more creatures to make a saving throw, those creatures have advantage on the saving throw.
{1}     INCINERATE     ONE CREATURE OR OBJECT     48     INSTANT     
Effect
Hurl a high-explosive, plasma round at a creature or object within range. Make a ranged power attack against the target. On a hit, the target is primed: fire until the end of your next turn and takes 2d10 fire damage. A flammable object hit by this power ignites if it isn't being worn or carried.
{1}     OVERLOAD     ONE CREATURE OR OBJECT     48     INSTANT     
Effect
Unleash an electrostatic discharge at a creature or object within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 6 meters of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

A target becomes primed: lightning until the start of your next turn and must make a Dexterity saving throw. The target takes 3d6 lightning damage on a failed save, or half as much on a successful one.

EQUIPMENT










Quantity     Name     Notes
- 1 -     OMNI-BLADE      Drawing the Omni-Blade is a free action. Having this weapon equipped does not require a weapon slot. It deals 1d8 slashing damage.
- 1 -     STOCK LIGHT ARMOR      A cheap and simple set of light armor.
- 1 -     TINKER’S TOOLS      Tinker's tools include a variety of hand tools, wires, scraps of metal, batteries, microcircuit boards, adhesives, paint, and a pouch that can hold up to 10 omni-gel canisters.
- 1 -     THIEVE’S TOOLS      A cordless screwdriver, a set of common security panel slicers, a 61-centimeter long endoscope, a spray can of liquid nitrogen, and a pair of pliers with wire-cutter insets.
- 1 -     PLAYING CARDS     Vintage set of old-style earth playing cards. Also has a set of old poker chips.
- 1 -     SHOWDOWN_HOLO.EXE     A crudely constructed program that utilizes holo projectors to generate highly pixelated and distorted tumbleweeds that blow through the area. A toggle is also included to play old spaghetti western tunes.
- 1 -     VEE-SEE-AR     A modified device that allows viewing of carefully preserved VEE-AICH-ESS video storage devices.
- 1 -     OLD WEST MEMORABELIA     Jeara has amassed a small assortment of various western-themed memorabilia. Her collection includes a number of old VEE-AICH-ESS devices that have movies from old earth on them as well as some graphic books, an old Colt revolver, and an old Winchester rifle.
- 1 -      MARINE DOG-TAGS     The dog tags of Systems Alliance military member Alyssa Simpkins.


APPEARANCE

Dark blue skin; a slender, athletic frame; and standing just over six feet tall, Jeara isn’t always what most people initially imagine when they think of an Asari. Her outfits are modern but with some anachronisms, most probably wouldn’t immediately notice unless they picked up on the special quick-draw holster she favors on her right thigh, or the duster jacket she sometimes wears, or her style of boots. Another atypical addition for the Asari is the small collection of tools she usually carries.

PERSONALITY

Carefree | Quick-Witted | Adventurous | Heart-of-Gold | Curious | Grit

FLAWS

Idealist | Chaotic | Impulsive | Sensitive

Jeara lives in a world where she tries to assume the best of people. This can lead to her getting taken advantage of sometimes, but she has moved past worrying about that. Her impulsive and chaotic nature can sometimes get the better of her as well, she doesn’t tend to plan things out very well nor is she a very tactical thinker. Finally, she can be quite emotional about things sometimes, eschewing logic in some cases to follow her heart.

BACKSTORY

Jeara’s Maiden years were filled with exploration and adventure. Born from the awkward union of an Asari and a Quarian it was no surprise that she eventually began to show more interest in the technological than the biotic. To her she had all the time in the world to master that part of her skills so for now she was excited to explore technologies. She quickly became a scrapper, getting into places and finding things that she probably wasn’t always supposed to. She would find old pieces of technology and make some minor repairs to them, sometimes keeping them and sometimes selling them to other collectors.

She was steadily beginning to lose her interest in it as the decades went by, yearning for a new adventure. She had become too familiar with the junk of other known alien species and wanted something new. Then, like an answer to her desire, the Humans made first contact with the Turians and later became known to the Council. The early years were turbulent and against her better judgment she went to explore as soon as she was able. She has a few immediate run-ins with the Human authorities, but manages to keep from causing any problems for herself. She manages to finally make a friend in Alyssa Simpkins, a member of the Systems Alliance military. This helped to give her some access to places she wouldn’t normally be allowed and began a short romantic involvement.

With better access Jeara began to explore some of the old history and culture of earth and became fascinated with the “Old West” movies and stories. She saw the parallels between that period of time and what much of the galaxy was like now, especially with Humans trying to spread out into new territories. Alyssa thought it was funny, but helped indulge her interest. They had a short relationship that was brought tragically short when Alyssa was killed in 2170 CE during the fight with Batarians at Mindoir. Despite their relationship she wasn’t allowed to attend the memorial service so she grieved in solitude before moving on.

She has continued her scrapper work but now also seeks out adventure and collects a variety of old west memorabilia. Her travels takes her near and far wherever her whimsy leads.

CREW ASSOCIATIONS

We will fill out this section later! Everyone will have already been integrated as members of the crew for at least four months.

SEXUALITY Pansexual preferring romantic partnership over one-time flings.

CREDITS
$

(Note:  I adhere to Bibliophilia’s head-canon for Asari anatomy as a default state of intersex with both sets of primary and secondary sexual characteristics present.  However, any combination of the traits may be altered or selected at will to the pleasure of herself and her partner or partners.)
A&A

Malrunar

It's almost perfect. The only issue is that your character's backstory doesn't quite fit with the setting's timeline. Humans have only been discovered for the last 13ish years. This takes place pre-Mass Effect 1.

Re Z L

Quote from: Malrunar on May 05, 2023, 10:04:55 PM
It's almost perfect. The only issue is that your character's backstory doesn't quite fit with the setting's timeline. Humans have only been discovered for the last 13ish years. This takes place pre-Mass Effect 1.

So close to perfection!

Shouldn't be hard to make a few changes
A&A

Malrunar

Thankfully! Perhaps their asari parent has recently matched with a human which has sparked the curiosity over the past decade?


Malrunar

Wonderful! She is approved. I'll be sending you a message soon with more information.

Malrunar

Recruitment is now extending to allow non-crew members to join the game. We welcome anyone who is looking to explore a more sandbox play-style, and will be opening up different planets and ports. For consistency, please continue to use the provided character sheets.

Illium is our next stop, so if Omega isn't your scene, then perhaps the glitz and glam of the Asari world is more fitting for you. ;D

Malrunar


Malrunar

We've got the good kind of crazy; and tentacles! We would welcome more to join the cast and crew!