Mass Effect:- The Irreverent Open Recruitment!

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

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Fiadh

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

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. 

Fiadh

#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).

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