Massive spoilers herein. If you have not beaten Mass Effect 3, either do so, watch an LP, or leave. Or be spoiled, I guess. Spoilers also for Mass Effect 2 and all DLC.
Still here? Okay.
The Reaper War has ended, with the destruction of the Reapers (and only them). With the destruction of their main base, along with most of their forces, Cerberus appears to be shattered, though it is possible some troops survived. Commander Shepard and her crew are now enjoying a very long leave, and the Normandy is once again in drydock being repaired from damage undertaken on Earth. The geth and quarians are reconciled, and the genophage has been cured.
Naturally, everything is not hunky-dory. Much was destroyed during the war, and many systems are having trouble keeping order and rebuilding. That’s where you come in. You’ve been chosen to be part of the Reconstruction Task Force, to keep the galaxy’s frayed seams from ripping apart.
We’ll be using the
Marvel Heroic RPG system, since it gives plenty of room for roleplaying and minimizes bookkeeping while being much faster to set up than Dresden Files, and also more adaptable to Mass Effect. I would prefer to do this as real-time game sessions, but I understand that people live in different timezones and have various working hours, so PbP may be the only option.
Helpful sources:
Basic approach to combining Mass Effect and MHRPG,
Suggested implementations of racial abilities,
Writeups of several prominent weapons,
Character sheets for the ME1 crew.
I will not be using the relationships from P. K. Sullivan’s system, and I don’t see myself replacing Affiliation with Paragon/Renegade either. Other than that, these should help you make a character. Generally, you should have one or two powersets for direct combat maneuvers, like Incinerate and Warp, and another for racial and personal strengths, like armor, military training, agility, et cetera.
Acceptable races: human, asari, turian, salarian, quarian, volus, hanar, elcor, batarian, geth, krogan, vorcha.
All characters should have a backstory, including name, race, what they did before and during the Reaper War, and why they’re joining the task force.
@delmain,
@jdarksun,
@Houn, and
@”Albino Bunny” are in, if they so desire. I’m willing to take up to five players total.
*Semi-brief explanation of MHRPG:
In short: each character has three Distinctions (special qualities that are sometimes a hindrance and sometimes helpful), such as Liara being a former archaeologist and current Shadow Broker, Garrus' history in C-Sec and Omega, Jack's relationship to Cerberus, Kasumi's kleptomania, etc. These qualities define the character as being different from other people, but aren't used directly in combat.
Each character also has one to three powersets: usually two to three related abilities that go beyond what normal people can do, such as Garrus' skill with sniper and assault rifles, Kasumi's Shadow Strike, Kaidan's biotic and tech powers (such as Reave), and Grunt's durability. These are for combat and other tests of the characters' abilities -- anything on a cooldown in the game fits here, as well as general abilities like the military training Ashley and James received, Thane's eidetic memory, and Liara's ability to meld.
Characters also have skills, and here the translation is more general: instead of relating to specific things the characters can do or attributes of their personality/life, characters are either decent at something, very good, or exceptional. Garrus would be exceptional at Combat, Leadership, and Criminal activities, the last due to his experience on the other side, whereas Kasumi would be exceptional at Covert, Tech, and Acrobatics. Lest you worry, characters need not be specialized in Combat to be handy in a fight; dealing damage directly is good, but setting up to help someone else do even more works just as well.
Last, we have milestones, which represent character arcs and personal development, split into three different stages, with a choice at the last stage. For example, Liara might have gotten 1 XP for meeting Shepard after Vasir bombed the building, 3 XP for beginning the assault on the Shadow Broker's ship, and 10 XP for either setting the whole operation to self-destruct or stepping in as the new Shadow Broker. You want two sets of these, with the first step of each being fairly easy (and probably achievable several times before the last is possible), the second being more difficult (and less common), and the third reflecting a major change in the character's life, beliefs, or attitude. You may wish to choose one of the milestones relevant to this campaign.
Recovery Corps Bulwark
1 XP: Embark on a mission for the Recovery Corps.
3 XP: Take stress or incapacitate two opponents during a mission.
10 XP: Join the Corps permanently, or decide to leave after your six months are up.
Krogan Survivor
1 XP: Rejoice in the end of the genophage with at least one witness (i.e. not in private).
3 XP: Discuss either the original deployment or the cure with a turian or salarian without coming to blows.
10 XP: Mate with a krogan female to create more future warriors, or decide to continue working to prove the cure was right.
Quarian Ambassador
1 XP: Talk about Rannoch with someone else.
3 XP: Form a strong personal or professional relationship with a member of a Council race (human, asari, turian, or salarian).
10 XP: Put yourself at considerable personal risk to help a non-quarian, or leave your team and return to the Fleet.
Naturally, only the first can be taken by anyone.
I am
here from 10 AM EST to 12 PM if you need help or want to talk.
Characters:
jdarksun:
Urdnot Earp, krogan battlemaster
Delmain:
Torak, elcor vanguard
Houn:
Morhe Izzik, salarian infiltrator
Albino Bunny:
Lea'Foris nar Doray, quarian engineer
Capfalcon:
Alner'Haran vas Tonbay, quarian soldier
LockedOnTarget:
Stacy "Spitfire" Sellinger, human biotic
Posts
For Arc pistol by the way is:
Arc Pistol: d6
SFX: charged shot, boost the effect die's size by one. This shot fails if any ones are rolled in the dice pool.
Working?
EDIT:
Pfft, just saw the Quarian Ambassador plot arc.
Definitely not aimed at Lea'Foris, not at all
Most of the sheet does work, though I'd combine the drone into the Omni-tool powerset and add a Migrant Fleet training powerset for intelligence and such so you can roll with two powers.
And how would I combine the drone into the Omni tool set.
Also these were the specific things I was planning to add as 'racials' from that site:
Environmental Resistance d8
SFX: Environment Suit. Step up or double Environmental Resistance (1PP for both), then shutdown. Recover on an Opportunity.
Limit: Spacerat. Step up Social stress to gain 1 PP.
Limit: Suit Puncture: Shut down Environmental Resistance when you take physical trauma until you recover from that trauma.
Though I'm not sure where they'd go, under a power just labeled 'Quarian' I suppose?
Migrant Fleet Upbringing:
d8 Enhanced Intelligence, d8 Environmental Resistance, d6 Contortion
SFX Duck and Cover! On reaction rolls to physical stress attacks, add Contortion to the dice pool.
SFX: Environment Suit. Step up or double Environmental Resistance (1PP for both), then shutdown. Recover on an Opportunity.
Limit: Spacerat. Step up Social stress to gain 1 PP.
Limit: Suit Puncture: Shut down Environmental Resistance when you take physical trauma until you recover from that trauma.
Limit: Smarty-Pants. d8 Enhanced Intelligence may be used as d4 when appropriate for 1 pp.
Does that look good?
We have anything character wise than Houn's dibs on the Salarian Engineer?
Though I have to say, between the geek, the two space Gypsies and the species PHYSICALLY INCAPABLE OF ADDING TONE TO THEIR VOICE.
We have the most socially awkward party ever. The most.
Affiliations:
Solo: d10
Buddy: d8
Team: d6
Distinctions:
- Tactical Thinker
- Married to the Job
- Covert Operative
Power Sets:
Arms and Ammunition
Traits: Black Widow Sniper Rifle d10, M-11 Suppressor Pistol d6, OmniBlade d8
SFX: Incindiary Ammo. Add a d6 Burning Complication to enemy on successful hit.
SFX: Cryo Ammo. Add a d6 Chilled Complication to enemy on successful hit.
SFX: Disrupter Ammo. Add a d6 Stunned Complication to enemy on successful hit.
Limit: Thermal Clips. <Not sure how this will work, though>
Limit: Gear. <Again, not sure on how this works.>
Tactical Cloak
Traits: Invisibility d10
SFX: ...
Limit: Gear. <...>
Specialties:
Weapons Expert (Subset of Combat)
Covert Master
Crime Expert
Tech Expert
Vehicle Expert
Milestones:
?
Basic Concepts:
- STG Operative
- Sniper, Covert
- Resourceful, works to control situation as much as possible, but can easily adapt.
- Military career, no attachments, "Married to the job"
- Slight problems with authority, tends to work best when handed an objective and set free.
Affiliations: Solo d8, Buddy d6, Team d10
Distinctions: Turian Comrade, No Rest for the Wanderers, Quarian Soldier
Quarian
Enhanced Intellect d8, Enhanced Senses d6, Environmental Resistance d8
SFX: Environment Suit. Step up or double Environmental Resistance (1PP for both), then shutdown. Recover on an Opportunity.
Limit: Spacerat. Step up Social stress to gain 1 PP.
Limit: Suit Puncture: Shut down Environmental Resistance when you take physical trauma until you recover from that trauma.
Combat Tech
Arc Grenade d8, Incinerate d6, Enhanced Durability d10, Enhanced Strength d8
SFX Area Attack.
SFX Tactical Scan. Each other ally may step up their smallest die or gain a d6 for any offensive actions they take until your next turn.
SFX: Adrenaline Rush. Add a die from the Doom Pool to your attack action, then step up the die and return it to the doom pool. 1PP
Limit: Exhausted. Shut down any Soldier power to gain 1 PP. Recover on Opportunity.
Phaeston Assault Rifle
Burst Fire d8
SFX: Tactics. Step up effect die and gain a d6 when creating complications like Covering Fire and Suppression.
SFX: Marksman. Step up power for two rounds. Cancles need to Reload and shuts down Combat Tech. 1PP
Limit: Reload. May be used for three turns before d12 Needs to Reload complication.
Specialties: Tech Expert (d8), Psyche Expert (d8), Combat Master (d10), Medical Expert (d8), Cosmic Expert (d8)
Quarian Loner
1XP: Talk about Rannoch with someone else.
3XP: Form a strong personal or professional relationship with another Quarian.
10XP: Fight to protect the Quarians or allow them to be hurt for the greater good.
Adrenaline Junkie
1XP: Spoil for a fight.
3XP: Draw your weapon when a situation is clearly deteriorating.
10XP: Keep your cool to help a civilian or teammate under fire, or abandon them to pursue a fleeing enemy
*Spent most of his pilgrimage with Turians
*Caught a ride back home on a Turian Cruiser when Reaper War broke out.
*Served as engineer and trooper in Reaper War with the Turians
*After the war, returned to Rannoch.
*Rebuilding the planet was painfully slow.
*Joined the Task Force to do something constructive with his love for a good fight.
Twitch Stream
Black Bag Ops
1 XP when you first use your Covert Specialty in a scene and succeed.
3 XP when you convince a team member to make a painful or difficult choice.
10 XP when you either sacrifice a team member in a critical moment or sacrifice yourself for them.
Twitch Stream
Affiliations:
Solo: d10
Buddy: d6
Team: d8
Distinctions:
- Man with the Plan
- Married to the Job
- Like I Was Never Here
Power Sets:
Black Widow Sniper Rifle
Traits: Sniper Rifle Shot d10
SFX: Incindiary Ammo. Add a d6 Burning Complication to enemy on successful hit.
SFX: Cryo Ammo. Add a d6 Chilled Complication to enemy on successful hit.
SFX: Disrupter Ammo. Add a d6 Stunned Complication to enemy on successful hit.
SFX: Unload: Add 2d8 to the dice pool and in return add a 'reloading' complication
Limit: Reload. Gun may be used for 3 turns before d12 Needs to Reload complication.
Limit: Gear. Shutdown Power Set and gain 1 PP. Take an action vs. doom pool to recover.
M-11 Suppressor Pistol
Traits: M-11 Suppressor Pistol d6
SFX: Incindiary Ammo. Add a d6 Burning Complication to enemy on successful hit.
SFX: Cryo Ammo. Add a d6 Chilled Complication to enemy on successful hit.
SFX: Disrupter Ammo. Add a d6 Stunned Complication to enemy on successful hit.
SFX: Unload: Add 2d8 to the dice pool and in return add a 'reloading' complication
Limit: Reload. Gun may be used for 6 turns before d12 Needs to Reload complication.
Limit: Gear. Shutdown Power Set and gain 1 PP. Take an action vs. doom pool to recover.
Tactical Cloak
Traits: Invisibility d10
SFX: Boosted Shot. Requires Active Tactical Cloak. Add 1d6 to a Sniper Rifle or 1d4 to Pistol, then shut down Tactical Cloak.
Limit: Powered Device. Tactical Cloak's Invisibility Trait can only run for two consecutive turns, then shut down Tactical Cloak.
Limit: Recharge. After Tactical Cloak is shut down, it requires an action against the doom pool or one round for the omni-tool to activate it again.
STG Operative
Enhanced Intellect d10, Enhanced Reflexes d6, Military Discipline d6
SFX: "I can break these codes!" Step up or double Enhanced Intellect (1PP for both), then shutdown. Recover on an Opportunity.
SFX: "Hold the Line!" When using Military Discipline in your dice pool, redirect physical or mental stress to emotional stress.
Limit: Limited Lifespan. Step up physical stress to gain 1 PP.
Specialties:
Combat Expert
Covert Master
Crime Expert
Tech Expert
Vehicle Expert
Milestones:
Black Bag Ops
1 XP: when you first use your Covert Specialty in a scene and succeed.
3 XP: when you convince a team member to make a painful or difficult choice.
10 XP: when you either sacrifice a team member in a critical moment or sacrifice yourself for them.
Recovery Corps Bulwark
1 XP: Embark on a mission for the Recovery Corps.
3 XP: Take stress or incapacitate two opponents during a mission.
10 XP: Join the Corps permanently, or decide to leave after your six months are up.
Pretty happy with where it's at now, unless anyone has any further ideas on the mechanicals here, I'm going to move into naming and backstory.
I'm only going to do it if the party is going to be kinda funny. If we're aiming for a more serious group, I don't want to play one. Too many real world problems with rolling elcor.
And remember the elcor sidequest in 3. "Not enough."
Acrobatic: Expert - Samara, Master - Kasumi
Business: Expert - Miranda, Master - TIM
Combat: Expert - Cerberus crew, Master - Virtually every squadmate
Cosmic: Expert - Garrus, Master - Samara
Covert: Expert - Garrus, Master - Kasumi
Crime: Expert - Jack, Master - Garrus
Medical: Expert - Miranda, Master - Mordin
Menace: Expert - Ashley, Master - Wrex
Biotic: Expert - Kaidan, Master - Jack
Psych: Expert - Kasumi, Master - Shepard
Science: Expert - Chakwas, Master - Tali
Tech: Expert - Garrus, Master - Legion
Vehicle: Expert - Cortez, Master - Joker
Hope that helps!
What would you think of a biotic character who specialized in using their powers for movement-related stuff? Basically a natural acrobat who uses biotic powers to enhance her own agility/speed and move things around the battlefield to use for cover/distractions/evasion/weapons and so on. Maybe ditch warp-style powers in favor of something like how Samara can kinda sorta fly a little bit. Basically I'm thinking someone who mostly uses biotics for pushing and pulling...wether it's herself, enemies, or objects.
Specialty-wise we'd have someone with crime and business due to her experience and connections.
Jaeto Volanon Chuuts Recitat Morhe Izzik
Affiliations
Solo: d10
Buddy: d6
Team: d8
Distinctions
Man with the Plan
Married to the Job
Like I Was Never Here
Power Sets
Black Widow Sniper Rifle
Traits: Sniper Rifle Shot d10
SFX: Incindiary Ammo. Add a d6 Burning Complication to enemy on successful hit.
SFX: Cryo Ammo. Add a d6 Chilled Complication to enemy on successful hit.
SFX: Disrupter Ammo. Add a d6 Stunned Complication to enemy on successful hit.
SFX: Unload: Add 2d8 to the dice pool and in return add a 'reloading' complication
Limit: Reload. Gun may be used for 3 turns before d12 Needs to Reload complication.
Limit: Gear. Shutdown Power Set and gain 1 PP. Take an action vs. doom pool to recover.
M-11 Suppressor Pistol
Traits: M-11 Suppressor Pistol d6
SFX: Incindiary Ammo. Add a d6 Burning Complication to enemy on successful hit.
SFX: Cryo Ammo. Add a d6 Chilled Complication to enemy on successful hit.
SFX: Disrupter Ammo. Add a d6 Stunned Complication to enemy on successful hit.
SFX: Headshot. On roll, one maxed die may be re-rolled and the new value added to it's previous result.
SFX: Unload: Add 2d8 to the dice pool and in return add a 'reloading' complication
Limit: Reload. Gun may be used for 6 turns before d12 Needs to Reload complication.
Limit: Gear. Shutdown Power Set and gain 1 PP. Take an action vs. doom pool to recover.
Tactical Cloak
Traits: Invisibility d10
SFX: Boosted Shot. Requires Active Tactical Cloak. Add 1d6 to a Sniper Rifle or 1d4 to Pistol, then shut down Tactical Cloak.
Limit: Powered Device. Tactical Cloak's Invisibility Trait can only run for two consecutive turns, then shut down Tactical Cloak.
Limit: Recharge. After Tactical Cloak is shut down, it requires an action against the doom pool or one round for the omni-tool to activate it again.
STG Operative
Enhanced Intellect d10, Enhanced Reflexes d6, Military Discipline d6, Hyperactive Metabolism d10
SFX: "I can break these codes!" Step up or double Enhanced Intellect (1PP for both), then shutdown. Recover on an Opportunity.
SFX: "Hold the Line!" When using Military Discipline in your dice pool, redirect physical or mental stress to emotional stress.
Limit: Limited Lifespan. Step up physical stress to gain 1 PP.
Specialties
Combat Expert
Covert Master
Crime Expert
Tech Expert
Vehicle Expert
Milestones
Black Bag Ops
1 XP: when you first use your Covert Specialty in a scene and succeed.
3 XP: when you convince a team member to make a painful or difficult choice.
10 XP: when you either sacrifice a team member in a critical moment or sacrifice yourself for them.
Recovery Corps Bulwark
1 XP: Embark on a mission for the Recovery Corps.
3 XP: Take stress or incapacitate two opponents during a mission.
10 XP: Join the Corps permanently, or decide to leave after your six months are up.
History
Morhe Izzik was always better at taking things apart than putting them together; as he seemed to lack his species' common drive for invention, it was little suprise when he enlisted. With a calculating demeanor, deadly aim, and knack for decrypting cyphers, he was quickly assigned to the 4th Infiltration Regiment STG where he completed three tours of duty in seperate campaigns aimed at weakening Batarian influences in the Terminus Systems. Afterwards, he was transfered to [REDACTED], an STG division tasked with [REDACTED], largely working solo ops, mostly involving sabotage, espionage, and [REDACTED].
While it seems clear to many that Izzik's career goal is to eventually attain Spectre status, he was declined in two seperate nominations.
Personality
Morhe Izzik psychological profile describes him as "the very model of STG"; resourceful, efficient, and committed to finishing the job. Izzik tends to be solitary and stoic, and does not easily open up to others. Izzik tends to work best alone, as his initiative and improvisation are given room to flourish in this environment. In team situations, he tends to take a solo role, such as support, reconnaisance, or covering fire. He notably performs underwhelmingly in pairings; the concept strikes him as "inefficient" and "artificially constraining".
Prepared, pragmatic, and patriotic, these are the "Principle Ps" that guide him in the field, and at all times, he seeks to use whatever resources are available to him to engineer the situation into whatever outcome is most beneficial to Salarian interests.
Like most STG agents, years of physical, mental and emotional stress have caused him to develop various quirks and coping mechanisms; while not a religious man, he has adopted the technical forms of Drell meditation, which he tends to practice at the beginning and end of each mission (time permitting). He is also well-read in the subject of Hanar poetry, and is an avid academic collector of classical print pornography of various races; most notably Turrian.
Abilities and Resources
As a Active member of STG in good standing, he would normally be empowered to make moderate value requisitions of transportation and equipment to the ends of completing missions, but due to recent galactic events, resources are in short supply. During his years of working in [REDACTED], he managed to make a fair number of contacts throughout the criminal underworld, where he is known by a fair number of aliases.
It's weird.
I always pick a human in D&D, but in SciFi games I never pick a human.
It may have something to do that Humans in D&D have always been pretty kickass.
Twitch Stream
Name: Stacy "Spitfire" Sellinger
Affiliations: Solo d10, Buddy d8, Team d6
Distinctions: Adventurous, Relentlessly Positive, Infamous Criminal
Power Set - Master Thief:
d6 Pistol, d8 Enhanced Reflexes, d6 Cybernetic Senses(Goggles), d8 Enhanced Stamina, d6 Basic Omnitool
SFX: Showoff. Step up or Double a Master Thief power for one action. If that action fails, add a die to the doom pool equal to the normal rating of that power die.
SFX: Good Under Pressure. In a dice pool containing a Master Thief power, you may replace two dice of equal size with one die +1 step larger.
Limit: Whoops! When an action with a dice pool containing a Master Thief power and a Crime, Covert, or Tech specialty fails, you may gain 1pp and add your effect die to the doom pool.
Limit: Gear. Shut down Pistol, Cybernetic Senses, or Basic Omnitool to gain 1pp. Activate an opportunity or take an action against the doom pool to recover.
Limit: Exhausted. Shut down Enhanced Reflexes or Enhanced Stamina to gain 1pp. Activate an opportunity or take an action against the doom pool to recover.
Power Set - Biotic Adept:
d8 Biotic Control, d8 Biotic Mobility, d6 Biotic Barrier, d6 Psychic Defense
SFX: Fun With Biotics. When using Biotic Control or Biotic Mobility to create an asset or a complication, step up the effect die by one.
Limit: Conscious Activation. If stressed out, asleep, or unconscious, shut down Biotic Adept. Recover Power Set when stress is recovered or you awake. If Mental Trauma is taken, shut down Biotic Adept until trauma is recovered.
Limit: Exhausted. Shut down a Biotic Adept power to gain 1pp. Activate an opportunity or take an action against the doom pool to recover.
Specialties: Acrobatic Master d10, Biotic Expert d8, Business Expert d8, Covert Expert d8, Crime Master d10, Tech Expert d8
Milestones:
Caged Bird
1xp: When you seriously consider doing something illegal while on duty.
3xp: When you give up the chance to make a break for it to help someone else.
10xp: When you take the opportunity to abandon your team, or resolve to commit yourself to a new military life
Adrenaline Junkie
1xp: When you use your Showoff SFX for the first time in a scene.
3xp: When you put yourself in serious danger for the sheer thrill of it.
10xp: When you perform a death-defying stunt that saves the day, or ends up causing an unintentional disaster.
History: For the past year, a brash, loud, foolishly brave young woman has been a thorn in the collective backsides of Earth's authorities. Given the nickname "Spitfire" for her astonishing energy and devil-may-care attitude, she became an international sensation, snatching valuable trinkets and artifacts everywhere she went. But the truth is, Stacy Sellinger wasn't an evil person. She wasn't doing it out of malice or greed. She just was having way too much fun. She saw the whole thing as a personal challenge to overcome. A mere game. She only stole from those who could afford to lose, and never kept more profit than she needed to get by. Becoming something of an infamous legend, with a growing extranet fanbase, "Spitfire" was quickly becoming something of an underground icon.
But all good things come to an end. Stacy took one too many risks, and eventually, she slipped up. She was captured, and imprisoned. Her impressive laundry list was more than enough to put her away for a long, long time...and her status as a quasi-celeb wasn't enough to buy her any mercy.
Then the Reapers invaded, and everything changed.
When the invasion hit Earth, the transport carrying Stacy to her new home was hit. In the panic and the chaos, she had her chance to get away.
But she couldn't do it.
Her jailer lay trapped underneath a pile of rubble, reaper forces closing in. As much as she wanted her freedom, she just couldn't bring herself to abandon a good man to his death. So she lept into the fray and, with her impressive skills and biotic powers, saved his life. She had lost her chance, and was recaptured.
But the commanding officer that day saw something in her. He saw something more than just another crook. He saw someone with the talent and compassion to make a difference. So he arranged a deal for her: a full pardon or her crimes, in return for her service. Stacy Sellinger had gone from one of the World's Most Wanted, to an enforcer of the law. And in the aftermath of the invasion, the human race can use as many people with her kind of talents as they can get.
Personality: Stacy is a wild, untamed woman in love with the rush. She rarely thinks of the consequences of her actions, only living in the now. She has a tendency to always see the best side of things, preferring to stay positive in the face of danger. To her everything is just a challenge to overcome, she's not the type to say "I can't do this".
She thinks very little of law and order, but believes in right and wrong. Her sense of morality is just a little skewed compared to the average person. She's not one to steal from those that need everything they have, and she's not one to turn her back on someone in need.
Stacy isn't thrilled with her current situation. She can't help but see law enforcement as oppressors out to ruin her fun. That being said, she made a promise to serve and is having a lot of trouble abandoning her post.
Abilities and Resources: Stacy has trained herself to peak physical condition. She's incredibly agile, her speed and endurance matched by few. She's also a fairly talented biotic. She mainly uses her powers as a means of enhancing her own physical abilities, or using the battlefield to her advantage. In combat, she prefers to get up close and personal, putting herself at risk to close in on the enemy. Ideally, she would rather bypass a fight altogether. She carries an assortment of tools with her to aid in her work, including a standard-issue omnitool and a pair of goggles with various sensory and information applications. She's also been issued a pistol, but she doesn't care for using it.
During her career as a criminal she's learned to adapt well to her situation and is good at thinking on the fly. She's also amassed her fair share of underground contacts and knowledge.
Hm. I'm thinking of including armor in Combat Tech, so I'll be a bit beefier in combat and to go with the whole soldier thing.
I'm thinking of ranking it D8 – Enhanced Strength/D8 – Enhanced Stamina
Twitch Stream
Figured I'd make sure because if it really is three sets I might split up my physical abilities and my gear.
A racial power set
A weapon power set (or two if you're a combat class)
A power set related to either tech, biotics or some of the fancier combat powers.
From what I've gathered. I suppose it probably works out because it's unlikely you'll be using every power in the dice pool.
Speaking of, fear my ridiculously bloated Omni-Tool Power set (technically I could add the Engineers standard issue Electrical omni-blade:3):
Affiliations: Solo D10, Buddy D8, Team D6
Distinctions:
Gearhead
Daughter of the Fleet
Tech Junkie
Power Sets:
Quarian
Enhanced Intellect d8, Enhanced Senses d6, Environmental Resistance d8
SFX: Environment Suit. Step up or double Environmental Resistance (1PP for both), then shutdown. Recover on an Opportunity.
Limit: Spacerat. Step up Social stress to gain 1 PP.
Limit: Suit Puncture: Shut down Environmental Resistance when you take physical trauma until you recover from that trauma.
Combat Omni-Tool Mastery
d10 Cryo Blast, d10 Sabotage, d10 Overload Combat Drone d-*
SFX: Cryo Explosion. When a target is Chilled, that effect may be detonated by an appropriate power to inflict d10 physical stress, and either add a d8 Chilled Complication to surrounding enemies, step up that complication to d10 Frozen if already present, or increase d10 Frozen to d12 Block Of Ice. If the target is Frozen, all but the last option are available with the die increased one step.
SFX: Sabotage: When a target is successfully effected by Sabotage take no stress but are instead affected by either a disarmed or hacked complication
SFX: Tech Burst. When a target is Stunned, that effect may be detonated by an appropriate power to inflict d10 physical stress, and either add a d8 Stunned Complication to surrounding enemies or inflict d8 physical stress.
SFX: Area Attack. Add a d6 for each additional opponent, and keep an effect die for each.
SFX: Burst. Step up an Omni-Tool power, drop the highest die, and use 3 dice for your total.
Limit: Cooldown. After using two attacks, you may shut down Omni-Tool Mastery for 1 pp. Purchase an opportunity to reactivate. (Am I reading this wrong? Shouldn't it be that the Omni Tool shuts down after 2 attacks then you may purchase a reactivation?)
*Combat Drone
d10 Stun, d10 Mobile
SFX: Combat Advantage. When attacking a target close to you, the Drone gains a d6 and may double the lower of the total dice.
SFX: Defensive Redirect. When close to you, the Drone may interpose itself in front of you and absorb an attack; if the blow lands, it increases the effect die.
Limit: Detonate. Shut down Combat Drone and inflict d10 stress or complication on surrounding enemies, or gain 1 pp.
Limit: AI. The Combat Drone is vulnerable to being hacked and turned against you.
Limit: Activation. The Combat Drone must be set up to be used, taking 1 turn or 1 pp.
Arc Pistol: d6
SFX: Charged shot, may step up the effect dies size on this roll. However if any ones are rolled in the dice pool the action automatically fails.
Limit: heat sink limitation: After 3 rounds shooting disable the Arc pistol and gain a d12 reloading complication
Skills:
Tech 10, Science 8 and Vehicle 10
Arcs:
Pilgrimage
1 XP: Obtain information on something worth bringing back to the fleet.
3 XP: Leave your team to check it out, or persuade them to accompany you.
10 XP: Return to the fleet with an offering to complete your pilgrimage, or permanently join a non-quarian crew.
Quarian Ambassador
1 XP: Talk about Rannoch with someone else.
3 XP: Form a strong personal or professional relationship with a member of a Council race (human, asari, turian, or salarian).
10 XP: Put yourself at considerable personal risk to help a non-quarian, or leave your team and return to the Fleet.
history: Born and raised as the daughter to the Captain of the Doray, one of the small warships of the fleet Lea'Foris has never not known military life. From a young age she was already assisting in the repairs and maintenance of the Doray's weapons. Her family impressed upon her their stern disliking of the Geth and the Council races.
At the time a Quarian would usually leave on pilgrimage Lea'Foris was stopped by the start of the Rannoch Crisis. The Doray itself taking part in several space dog fights along with multiple successful roles as Close Air Support for Quarian ground troopers, all with Lea'Foris as a pivotal engineer in the ships triumphs, often times working for hours alone repairing hull breeches while combat trained Quarians manned the guns.
Respected aboard her ship but not yet among the fleet Lea'Foris was sent out to aid in a Recovery Squad as both pilot and engineer for her Pilgrimage both as a political gesture of support from the Quarians but also as the method most likely to ensure she got to see the galaxy considering the chaos large amounts of it were in.
Personality: Lea'Foris is almost wholly defined by her love of gadgets and learning new things. In spite of her distrust of non Quarians she still very much wants to interact and learn from them, even if it's doubtful she would trust them fully. Most of the time she remains in her own bunk aboard the ship, happily browsing what's left of the tech market and news productions to while away her time.
Dig the characters so far. Izzik is going to hate Spitfire.
Up to you and Carrot of course, it just kind of jumped out at me. Really like the data file overall! Especially Hold The Line.
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