Mass Effect:- The Irreverent Open Recruitment!

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

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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. 
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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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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