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Futuristic Mass Effect:Zenith - Roster

Shannon Trevor

One Thousand Club
Character Sheet

Name:

Age:

Gender:


Physical Description:

Equipment:

Skills:

Personality:

History:

Writing Sample:
(If not already submitted)


Skills and Abilities:

As we intend to use dice for combat portions of the story, each character will be individually rated in the following attributes:

Pistols:

SMGs:

Assault Rifles:

SAWs/LMGs:

Marksman’s Rifles:

Sniper Rifles:

Shotguns:

Grenades:

Rocket/Missile Launchers:

Melee:

Stealth:

Tech:

Biotics:


The ratings go from Untrained<Basic<Average<Skilled<Expert<Master


The bonuses to rolls matching each attribute are: -1, +1, +2, +3, +4, +6

Each player will be required to justify any master-ranked skills, as this is an extremely rare level of skill--think Asari Justicars, Turian Blackwatch, Human N7s, Salarian STG, SPECTREs, etc. It is not possible to have gained this amount of skill without extensive training and first-hand experience, both. The highest you can have from even the most intensive training regimen is Expert, without first-hand experience.

Master-ranked skills are significantly above expert.


Suppressing Fire; -2 to attack with LMGs, -1 with ARs and SMGs, no effect with smaller-calibre or slow-firing(e.g. Sniper Rifles) weapons. Can be countered by disrupting the unit with an attack, stun, or distraction, or after three actions have been taken. Group suppression expires in two.

Flashbang Grenade; -3 to attack to all units who fail to make at least 14 on an unweighted d20 roll--warned units get a +6 to the roll

Smoke Grenades; +3 to defence for all units on the field.

Thermal Vision; counters smoke grenades, but makes flashbangs automatically affect anyone with them on.

Flanking; +4 to attack from flanking units against flanked units, only.

Cover; +2 to defence.

Concealment; +1 to defence.

High Ground; Ignores enemy cover and/or concealment.

Surprise; +4 to attack

Low-light Concealment; +1 to defence.

Night Vision; Counters Low-light Concealment, but makes flashbands automatically affect anyone with them on.

Tactical Scan; +2 to attack for three rounds.

Biotic Focus; +3 to Melee Attack and Melee Defense for two rounds. One round hard cooldown (cannot be used again for that time), two further round soft cooldown (take a Major Wound if used again in that time).

(Group) Biotic Barrier; +3 to defence for all units within. Lasts six actions(three rounds) or until the creator is incapacitated or killed. Survives three attacks.

(Solo) Biotic Barrier; +6 to defence for one unit. Lasts four actions(two rounds). Survives two attacks.

Prone; +2 to attack and defence for a single round.

Kneeling; +1 to attack and defence for a single round.



Most NPCs and Players


1-5 Miss

6-7 Hit on shields or armour; no wound(five hits to a player or NPC’s armour or shields in the same firefight will result in both systems failing and the person in question receiving a ‘minor wound’)

8-10 Minor wound(three minor injuries to a single player or NPC without serious medical attention in-between will constitute one ‘major wound’)

11-14 Seriously wounded--Major Wound(-2 for the first, -1 for every additional major wound after, barring extenuating circumstances--five major injuries without being treated in a proper medical facility will result in a KO)

15-16 Wounded enough to be unable to move, but can still fire and fight (Grave Wound--receiving any additional wounds in this state before being medically treated will render the victim unconscious)

17-18 Knocked Unconscious

19-20 Killed (If a player, receives a permanent debilitating injury, anywhere from a permanent loss of hearing in a single ear/a missing digit on one hand or foot to a missing limb, collapsed lung, or permanent blindness. The same can occur if a player puts themselves or is put into a no-win-scenario or willingly ‘sacrifices’ themselves in combat. Alternatively, particularly brutal captors in a POW situation may do this deliberately--this is what I mean by my N6 rating. Note that it’s extremely rare in my experience to ever get a roll high enough to be a threat like this unless facing a dauntingly experienced opponent such as a boss, or the enemy rolls a nat20)



Boss Fight Infantry

1-5 Miss

6-10 Hit on shields or armour; no wound

11-15 Minor Wound

16-17 Major Wound

18-19 Grave Wound

20 Knocked Unconscious
 
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Name: John Haverson

Age: 46

Gender: Male​



Physical Description:
Tall, rugged and deeply tanned, John would be a PR Officer's dream for the next recruitment campaign. The former Colonel stands at 6'3 and weights in at approximately 220lbs. Despite being in his mid-forties John still maintains a muscular physique and is in better shape than most men half his age. The progress of time cannot be completely ignored however; grey hair is clear on his temples and laughter lines tug at the corner of each eye and furrow his brow. Neither feature could be considered a blemish but add to a distinguished handsomeness.​

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Equipment:
A Carnifex pistol and M8 Avenger assault rifle.
A stainless steel Rolex Daytona

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Personality:
John is cool and relaxed in his dealings and rarely gets flustered. When dealing with a problem he will take an analytic approach but has been known to dive straight into certain situations if the only danger presented is to himself. Socially he can be considered a bit of a ‘charmer’ and is as comfortable in a bar full of rowdy Marines as he is at the latest Embassy function. Although given the choice he would choose the bar every time.

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History:
Growing up an only child in Seattle, John was accomplished pupil and star athlete. After graduating college, John took a divergent step and enrolled in the Alliance’s Officer Candidate School. An idealist of sorts, John had always been inspired by the tales of the Alliance military, fighting for humanity in the farthest reaches of the Galaxy. He enlisted with the intention of serving a short stretch and then moving on with skills gained from his time with the military and his degree. He volunteered and was accepted for Officer training with the Marines, despite vocal protests from his Father who had felt a position serving as an Officer on an Alliance ship would be safer than being stuck in the dirt with a squad of 'grunts'.

He was assigned to the notoriously tough 103rd Marine Division as a 2nd Lieutenant and proved to be a capable young Officer, rising steadily through the ranks, displaying a mature competency, willingness to learn and good leadership abilities. He saw combat battling Batarian pirates and Mercenary groups in the Skyillian Verge and was awarded the Bronze Star for saving his squad from an ambush by a group of pirates who had recently attacked a human colony on Terra Nova.

As his rise through the ranks continued, so did his responsibilities. He transferred from his position in the Marines onto the SSV Ain Jalut with the rank of Lieutenant Commander before a call went out from ONI, the Alliance's Intelligence Service, looking to recruit promising Officers into their Division. John applied and was able to successfully navigate the exhaustive round of competency tests, exams and practical and theoretical exercises. From here, little biographical info is available other than his promotion to the rank of Colonel four years ago.

With twenty five years served and a military that was not the one he had grew up in, John decided to hand in his papers and enjoy retirement. To the surprise of no one that knew him, retirement for John lasted three months before he was seeking something other than a sedate life on the Citadel. He was about to take up employment with Sirus Defense Solutions, a private security consultancy, before he received a mysterious message about leading an expedition on the hunt for a long rumoured Prothean station.

Dismissing the message as nothing more than a scam, John ignored it. He could not however ignore the sizeable amount of credits that were deposited in his account. A 'down payment' to secure his services.

With a ship already provided and several dozen dossiers of potential candidates to mull over, John is finally ready to meet his team and lead them to what could be the biggest discovery since the ruins on Mars.


Skills:

Pistols: +2
SMGs: +1
Assault Rifles: +6
SAWs/LMGs: +3
Marksman’s Rifles: +4
Sniper Rifles: +1
Shotguns: +1
Grenades: +2
Rocket/Missile Launchers: +1
Unarmed: +2
Stealth: -1
Tech: +1
Biotics: -1​
 
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Name: Xavier Polaris

Age: 28

Gender: Male

Physical Description:
Standing at 5’8 and at 150 lbs, Xavier is a fit and lean man. Due to his line of work (which involves a lot of running from enemies and dodging bullets), he maintains an athletic physique. Xavier keeps his brunette hair short and messy, as he finds it too much work to keep in check. He has a black tribal tattoo of a dragon’s head on his right shoulder, though it is usually covered up by his clothing and armor.

With Armor:
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Just imagine the cloak to be black rather than brown as the picture depicts.

W/O Armor:
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Equipment:

  • Black Widow
  • M-22 Eviscerator
  • M-11 Suppresor
  • Cloaking Hood
Skills:
  • Expert Sniper
  • Adept Hacker
  • Infiltration
Skill Points:
Pistols: +3
SMGs: +2
Assault Rifles: -1
SAWs/LMGs: +1
Marksman’s Rifles: +3
Sniper Rifles: +6
Shotguns: +4
Grenades: +1
Rocket/Missile Launchers: -1
Melee: +2
Stealth: +6
Tech: +4
Biotics: -1

Abilities:
  • Overload
  • Incinerate
  • Snap Freeze
  • Shadow Strike
  • Sabotage
  • Tactical Cloak
Personality:
Xavier is a fun guy to hang around, no matter the situation. On break, on a mission, even during life-death situations, Xavier won’t treat the situation too seriously. If sarcasm was a weapon, Xavier has been a master since he could talk. A witty and sharp tongue, he likes the occasional debate and argument. He is charismatic and has a devil-may-care attitude, not to mention he can be somewhat immature. Do not let this detract from his ability, as he is always dedicated to whatever mission he is on, and will always do his best to get the job done.

History:
Living in Omega is never easy. Xavier was screwed from the start living on that hellhole of a station. Filled with gang wars, drunk aliens, dirty alleyways, and the One Rule, he was forced to adapt quickly.

A large part of his survival at a young age was in due part to his adoptive father—a Turian named Krix Jun. It is unknown to both what happened to Xavier’s real parents, but they didn’t investigate the matter much; surviving was more important. Krix was once part of the Blue Suns for years, but he never enjoyed being part of them. He left once he could, and does not try to contact them at all. Seeing himself in the young boy, he took him in. Due to his Turian heritage, being a militarian species, he taught Xavier many tactics and how to use various different weapons. Krix was an expert sniper back when he was part of the Turian 43rd Marine Division, so he gave Xavier extensive knowledge on how to use one and how to create strategies revolving around it.

The duo practiced an improvised version of infiltration tactics, utilizing the streets of Omega. Xavier constantly sought trouble so he could practice getting out of it as fast as he could. Stealing, assaulting, insulting, he did everything short of murder to get people to chase him. Over time, he slowly began to lose them more easily. Even when forced into a fight, he did a hit-and-run tactic to take groups out, and helped himself to whatever spoils he could gather. These experiences helped him sneak into places without attracting attention, humorously calling himself a “human shadow.” These events also helped him learn how to become a better thief, and how to snatch or do things without anyone being the wiser. Krix also helped him learn how to hack. Practicing on Blue Sun’s YMIR, FENRIS, and LOKI Mechs, Xavier became an adept hacker.

With these skills in hand, Xavier decided to use them to his advantage. Taking jobs whenever he could, he earned as much as he can to continue their livelihood. Steal that supply box? You got it. Sabotage this mech? If the price is right. Gather secrets from the Blue Suns? Hell yeah! All of this was done so he and Krix could get a shuttle to get off Omega. He did almost everything—except assassinations. He did not feel as if that would rid the evil that plagued Omega, and cold blooded murder wasn’t his thing. There were plenty of people like that already.

Years passed, and he eventually earned enough for the both of them to get off that backwater station. However, before they could depart, Blue Suns barged into their home. They wanted to reenlist Krix and recruit Xavier into their ranks. Both refused, and more mercenaries flooded into their home. Stealing almost everything they had, they no longer could get off the station with all their money gone.

Angry and craving for revenge, they began to plan. In a week, they snuck into one of the Blue Suns’ base and placed explosives. Nothing too powerful, but enough to destroy the room containing valuable weapons and resources. That was all they had planned and both began to leave, but Xavier noticed a shuttle that began to dock. Or as he saw it—their ticket out of Omega. Bypassing security and sneaking through guards, the duo entered the ship and took off as fast as they could. Of course, they activated the detonators before they left, laughing all the way.

This has not endeared them to the gang, and both do their best to avoid them. After they left, they drifted from system to system, trying to find a new home. Xavier did not fall behind on his practice, taking jobs to hone his skills. They eventually settled on Invictus in the Caestus system. However, due to it being primarily Turian, Xavier felt out of place. Combine that with his free lancer life style, Xavier chose to leave. Krix stayed, but the two kept in touch.

Xavier continued taking many jobs over the years, and began to make a name for himself. One day, he received an invitation from some Alliance guy named Haverson. He learned the details about the mission: a fabled Prothean station, waiting to be discovered. After pondering about it for a bit, Xavier decided why the hell not? He made plans to travel to the Citadel, ready to take the job.

Writing Sample: sent in PM
 
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Name: Bastor Herc

Age: 823

Gender: Male

Physical Description: 7'4", 287 kilos, tan hide with amber eyes. Herc's face has several scars, most notable is the crescent scar that barely misses is right eye and several smaller scars peppering the underside of his jaw. Like most Krogan, Herc looks like a walking tank, wearing thick armor that is colored to match the environment he will be doing battle in.

Equipment:
  • Graal Spike Thrower
  • Striker Assault Rifle
  • Carnifex Hand Cannon
  • Krogan Hammer
Skills:
  • Krogan Battlemaster
  • Biotic
    • Biotic Hammer
    • Charge
    • Lash
    • Shockwave
    • Singularity
    • Warp
  • Training and experience in Hunting, Tracking, and Guerilla Warfare
Personality:

Herc speaks like a war-weary soldier, but it's obvious he still loves the thrill of the fight. When in battle, Herc enjoys a "battle high," laughing as he charges into danger. Outside of combat, Herc is always on the lookout for ways to start a fight, but also knows that brute force isn't the best option every time. Compared to most other Krogan, Herc has slightly more empathy and loyalty, and is more likely to take a bribe then shoot the person who bribed him than go against who hired him first.

History:

"There are only two things scarier than a Krogan charging in a blood rage. A Biotic Krogan charging in a blood rage, and a Krogan you didn't know was there charging in a blood rage. I'm both."

Herc was born after the Krogan Rebellions and grew up on Tuchanka. There he picked up an affinity to hunting, becoming a skilled tracker and renowned Big Game Hunter. This only lasted for about a century before Herc ran out of things to hunt and started working as a mercenary.

As a mercenary, Herc fought in several minor skirmishes in the next several centuries. In one war between pirates, he learned how to fight with limited resources. On a planet of feuding warlords, he practiced fighting while out manned and out gunned. Back on Tuchanka, he helped Clan Bastor eliminate a rival clan. In this battle, he earned the title of Battle Master after killing another Battle Master, taking the dead Krogan's war hammer, and single handedly eliminating the reinforcements.

After the victory, Battle Master Herc fell off the radar. For the next century or so, there were sighting of him on several planets, but nobody knew exactly who he worked for or what he was doing. However, after every sighting, bodies were found, many with broken bones. Herc's handwork, no doubt about it.

Recently, Herc has been back in the mercenary business, looking for a well paying job that is worth the Krogan's reputation. And after hearing of a job to the far reaches of the known galaxy, Herc made it known he was interested.

Writing Sample: handled separately.

Pistols: +1
SMGs: -1
Assault Rifles: +1
SAWs/LMGs: +3
Marksman’s Rifles: -1
Sniper Rifles: -1
Shotguns: +4
Grenades: +2
Rocket/Missile Launchers: +4
Melee: +6
Stealth: +3
Tech: -1
Biotics: +6
 
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Name: Nadine 'Di' Garcia
Age: 26
Gender: Female

Physical Description: At only 5'6, Nadine doesn't exactly have a look to strike fear, but having spent years training and keeping in shape, she isn't somebody to underestimate in a hand to hand combat. Even so, her relatively small frame and graceful features has proved useful in her career. Although she often comes off as somewhat messy, she takes great care in ensuring that her hair stays (relatively) short for combat.
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Equipment: Stilletto Pistols, M-5 Phalanx
Skills: Piloting, Maintenance/Repairs, hand to hand combat.
Abilities: Overload, Ai hacking, Combat Drone
Skills:
Pistols: +4
SMGs: -1
Assault Rifles: +2
SAWs/LMGs: -1
Marksman’s Rifles: -1
Sniper Rifles: +1
Shotguns: +2
Grenades: +1
Rocket/Missile Launchers: -1
Melee: +4
Stealth: +3
Tech: +6
Biotics: -1
Personality: Thrill Seeker. Two words that could sum up both Nadine’s personality and her passion. Always eager to learn and expand her knowledge, but confident enough in her own abilities to rarely hesitate in taking risks when flying. Even after she joined the Alliance Navy, she had the reckless ability of a thrill seeker. Something she began to hone down as she realised peoples lives were resting in her hands. Even so, she still kept her immature streak about her. Always full of a wide smile and a warm comment. Nadine being always quick to form attachments to her crewmates and ship, seeing the strength in unity.

History: Growing up on Benning, surrounded by the maintenance sheds and docking bays, it’s no wonder that Nadine strayed from her father’s lineage of farmers and agriculturalists to follow in her late mothers footsteps.

What had started out as a childhood obsession, merely watching her mother work as she repaired frigates and cruisers, soon became a love she carried into childhood. At age 12 even earning her first ship. A beat-up fighter destined for a scrap heap. She spent the following year fixing it up and practicing what little skill she had, bothering her mother and local pilots into teaching her to fly and fix up the wrecks stationed in their bays.

Even if she had spent most of time either fixing up her new ship or helping out with her family's farm work, it didn't stop Di from 'training' with the other kids in her colony, often this only meant as controlled a fight as young kids could manage, or creating obstacle courses from the various scrap heaps. It was from this she found her love of gambling, at her young age often trading credits or tat treasured among children.

By the time she was old enough to enlist in the Alliance Navy, Nadine had been working as an engineer in the maintenance sheds, and had wasted no time in leaving behind her large family in favour of strangers, cramped bunks, and a disappointment in her own ability as she quickly learned that it wasn't enough to keep her at the top of her class.

Determined not to leave a disgrace, she kept at it. Every second of her time practically spent flying or researching. Slowly climbing her way to the top of her class. And once she did, she felt ready to take on the galaxy. Ready to prove herself to anyone that dare ask.

As she began to rise up through her years and ranks, she became more and more aware of the lives resting on her risky manoeuvres, the friends she could lose by simply trying to show off. She began to rely more on her instinct and skills given to her by the Alliance, her confidence growing in her abilities, more so than before where it came off a shrug rather than a thought.

The year she turned 23 she left the Alliance, no longer sure it was even challenging her anymore. Despite being sad to leave behind the friends and crew she had made, she eventually found herself selling her skills as a pilot on Omega, taking dangerous jobs that promised the thrill that she’d turned down in the alliance.

That was until she received the invitation to search for a supposed Prothean Station, something she’d accepted in a heartbeat. As shady as it sounded, so had every other deal she’d considered.
 
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Character Sheet:

Name: Nyis Veli'An

Age:
182

Gender:
Asari

Physical Description: Standing around 5'6", Nyis is lithe, graceful and possessed of a lovely purple shade of skin. Her eyes are the pale green of her Turian father and she shares his direct manner, his confident stride and strong presence. Her voice is surprisingly strong, able to call out across a noisy engine room or a chaotic medical bay, and she has the distinct, crisp accent of the Turian colony world of Taetrus.

Equipment:
Gylis 9k Revolver: A Turian pistol mostly used for self-defense, featuring single-shot fire with a rotating cylindrical heat sink that spins between shots to vent excess temperature.
Castini Kinetic Barrier: A military grade personal shield, projected from bracers worn around both wrists.
Field Kit: Includes field surgical equipment as well as a supply of Medi-Gel.​

Skills:

Expert Medical Doctor: Nyis has experience treating dozens of races but enjoys particular familiarity with Turian physiology. Can restore health in battle via medi-gel.
Capable Xenologist: What amounts to an amateur hobby for an Asari can accumulate into surprising expertise with a century of 'dabbling'. Nyis is familiar with archaeological methods for ruins, basic Prothean language exposure and knows a little about a lot of history over a wide swath of the galaxy.
Adequate Soldier: Trained in basic self-defense by the Turian Hierarchy's military, Nyis can handle an assault rifle as well as pistol and is a fair but unexceptional shot with either.
Asari Biotic: Considered an Adept, with the Bastion Specialization.​

Personality:
Nyis has spent several lifetimes as a Turian doctor and at least one full lifetime as a navy doctor. As a result, she's developed a brisk, efficient bedside manner in which patients are assessed, diagnosed and treated with emphasis on accuracy over compassion. Nyis likes people but a century and a half around Turians has left her tending to be somewhat formal and professional in all her dealings with others. She's not especially fond of other Asari, mostly owing to childhood resentment over her perception of their indifference to her father's people. She is fascinated by new experiences and new races, though, and humans are a novelty.

History:
Nyis was born on the Turian colony world of Taetrus, in the Mactare system. Her mother was an Asari Commando who'd fallen for a handsome Turian commander in a joint Council operation. She grew up in the capital city of Vallum, surrounded by the hard working, prosperous meritocratic society of Turians. Her mother strove to draw Nyis into Asari culture, maintained by the few Asari who'd also taken Turian spouses and were raising their children on the colony world. While Nyis learned the Asari language and came to understand the culture, her friends were all Turian as were her teachers, playmates, store owners and the like. The careful Asari detachment, cultivated from living among people with a tenth of their lifespan, just seemed to be haughty arrogance to Nyis and she grew resentful of the easy way the other Asari assumed she'd follow in their steps.

Her father was elderly but still alive when Nyis was mature enough to be of real service to the Turian colony. She lacked the durability of her friends and peers but she had an affinity for learning, memorization and excellent physical coordination. She spent a few years learning the basics of ship maintenance before a work accident and her quick thinking led Nyis to consider a career in medicine instead. The young Asari mastered Turian physiology and was a fully qualified medical doctor while still an adolescent. She worked at a local hospital to gain experience but mostly to keep close to her frail father until, after a very good long life, he passed away at last.

Shortly thereafter, Nyis' mother elected to leave Taetrus and the two fought bitterly when Nyis refused to follow. Instead, the young Asari stubbornly clung to her life on the colony world for another half century...until not only her friends but their children had passed away. Grieved at last at outliving those she loved, Nyis signed up for the Turian Navy, joining the 22nd Flotilla in its peacekeeping mission over the Artemis Tau Cluster.

Coming up on nearly a century and a half of service to the Turian Hierarchy, faced with the aging and retirement of all the officers she'd befriended in her decades of navy service, Nyis retired out as well. She took her pension and immigrated to somewhere entirely new; the Citadel. A month of exploration, shopping and parties quickly paled into boredom for a former navy doctor. And when the offer came to join up with an expedition in search of a lost Prothean station...well, who could resist?

Weapon Skills:

Pistols:Expert +4
SMGs: Basic +1
Assault Rifles: Average +2
SAWs/LMGs: Untrained -1
Marksman’s Rifles: Average +2
Sniper Rifles: Untrained -1
Shotguns: Basic +1
Grenades: Basic +1
Rocket/Missile Launchers: Untrained -1
Melee: Expert +4
Stealth: Average +2
Tech: Expert +4
Biotics: Master +6​

Biotics:
Barrier: Surrounds the user with a high-gravity mass effect field essentially strengthening the player's shields for a certain period of time (or until the extra points are taken off by damage, whichever comes first). Barriers do not protect against physical damage like melee attacks, debris or environmental hazards.
Improved Barrier:
Recharge Time: 12.00 seconds
Duration: 180.00 seconds
Barrier Strength: +75.00% of maximum shields​
Flare: Focus and expend all biotic energy to unleash a huge flare that throws enemies within its range, causing massive damage. +50% to force, damage and impact radius of combo detonations, +75% damage to shields and barriers.
Recharge Speed: 24 sec
Damage: 600
Force: 300 N
Radius: 6 m​
Lift/Pull: Pull Field : Affects all nearby targets, suspending entire groups in the air.
Recharge Time: 3.00 seconds
Duration: 9.00 seconds
Impact Radius: 3.00 meters​
Neural Shock: Paralyzes organic enemies for a brief amount of time. Targets will first stand up straight for one or two seconds and then fall over. Targets take double weapon damage after falling over until they start to get up.
Neural Shockwave
Her Omni-tool's shock capacitors are greatly increased, allowing a wide area of effect to hit multiple targets.
Recharge Time: 3.00 seconds
Duration: 9.00 seconds
Impact Radius: 3.00 meters​
Slam: Heavy Slam: The power lifts a target and slams them to the ground, inflicting damage. Slam can be detonated by Warp if it lands during the lift duration.
Recharge Time: 3.00 seconds
Lift Duration: 1.50 seconds
Slam Force: 800.00 newtons​
Stasis: Stasis will temporarily immobilize an enemy on the battlefield, but they will be immune to any damage while under its effects. Once Stasis wears off, the enemy will fall to the ground briefly, where they will receive bonus damage (x3-x4) until they get up, at which point only normal damage is received. Targets will build up immunity to Stasis if it is used repeatedly on them in a short period. Deep Stasis: Greatly increases the strength of Stasis, allowing targets to be immobilized for a longer duration. Due to Bastion upgrade, can target huge enemies and still inflict damage through Stasis.
Recharge Time: 6.00 seconds
Duration: 12.00 seconds​
Throw: Uses mass effect fields to hurl a target away from the user with damaging force. When Throw is used in conjunction with Lift, the Lifted target (being above the surrounding environment) can be more easily cast out over a drop or, when used in low gravity environments, launched into open space for an instant kill. Likewise, using throw simultaneously by multiple squad members on a single target compounds the effect, blasting them an often fatal distance. It can be precisely curved around objects and cover to hit its target.
Throw Field: Your mastery of biotic throws allows you to hurl multiple targets into the air simultaneously.
Recharge Time: 3.00 seconds
Force: 900.00 newtons
Impact Radius: 3.00 meters​
Warp Ammo: Effective against biotic barriers, armor and health. The damage bonus is doubled against enemies who are being affected by biotic powers. Warp Ammo does no bonus damage versus shields. Includes the Squad Bonus, Headshots and Damage upgrades. Inflicts double damage against barriers.
Health Damage Bonus: 32.50%
Armor Damage Bonus: 32.50%
Barrier Damage: 65%
Armor Weakening: -25%
Lifted Target Damage: 75%​
 
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Clive van Stiver
Old, cranky, ex-Navy starship engineer

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Name: Clive Gerald van Stiver
Age: 110
Gender: Human Male

Physical Description
Clive van Stiver has long since retired from a long service as a Navy engineer, and has quite a collection of burns, wounds and gouges. Each has a story behind them, although some crew of that have served with van Stiver have warped them beyond reasonable belief. His largest scar is absolutely his left leg, missing from the mid-thigh down. The story of how he lost it varies wildly. He constantly wears a permanent scowl, maintaining it through everything from fighting to drinking. Rumour has it that it’s so permanent, he even scowls in his sleep.

Like almost every NCO (non-commissioned officer, i.e. a ‘grunt’) in the military, van Stiver spends most of his spare hours in a gym. Although his age has certainly slowed him down, he still maintains a stocky, powerful figure. The fact that he is a few inches shorter than most everyone he’s met (except the occasional Volus) has only served to fuel his need to be stronger.

Unfortunately, age has had other effects that cannot be controlled. Van Stiver’s eyesight is considerably worse than what it used to be, and medical readjustment can only repair up to a point. Of course, many crew members have discovered to their dismay that his other senses remain as intact as they’ve always been.

Equipment
  • Cyborg left leg in which he keeps his concealed flask. Contains a personal alcohol mix that could feasibly also be used as a paint remover.
  • M-22 Eviscerator Shotgun (3 shots, pump action). The Lieberschaft 2180 shotgun, or "Eviscerator," is of human civilian design and has a unique ammunition generator. Where most modern firearms slice chips or pellets from an ammunition block, the M-22 shaves off serrated metal wedges designed to fly aerodynamically. This dramatically improves its armor-piercing capabilities, and its tight grouping ensures lethality at longer ranges than standard shotguns. This design violates several intergalactic weapons treaties, so the M-22 is not distributed to militaries. (copied from M-22 Eviscerator)

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  • N7 Eagle Pistol (18 shots, full and semi auto) A redesign of the successful Phalanx handgun, the Eagle is a compact pistol boasting both semi- and full-auto rates of fire. The Eagle is named after the outdated Desert Eagle, an ancient classic boasting a romantic reputation that stems from 21st-century Human action movies.

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  • Environmental shield: Provides a small amount of protection against gunfire, but is mostly used for survival in harsh environmental conditions, even including limited usage in the vacuum of space.

  • Modified older (but more versatile) model of omni-tool
    • Made up of a computer microframe, sensor analysis pack, and minifacturing fabricator.
    • Occasionally has issues with integration to newer or non-human technology. Slightly slower than more recent models. Van Stiver keeps it due to its greater range of customisation and capabilities.
Skills
  • Starship engineering
  • Brawling
  • Drinking
  • Insulting
  • Abilities
    • Tech armour
      • Explodes when depleted; electrical shock.
      • Modified to appear in the shape of a Krogan.
    • Overload (Disable shields of an opponent)
    • Disable (Disable enemy's weapon)
    • Hex shield
    • Shield boost
    • Combat drone/sentry turret
    • Incinerate (fireball)
    • Damping (disable opponent's absolute to use skills)
    • Cryo blast
Skill stats
Pistols: +3
SMGs: +1
Assault Rifles: -1
SAWs/LMGs: -1
Marksman’s Rifles: -1
Sniper Rifles: -1
Shotguns: +4
Grenades: +2
Rocket/Missile Launchers: -1
Melee: +3
Stealth: +1
Tech: +6
Biotics: -1

Personality
WIP

History

WIP
 
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Basic Information


Name: Erinya T’Mari

Race: Asari

Age: 191


Gender and Orientation


Gender: Monogendered

Sexual Orientation: Pansexual

Romantic Orientation: Panromantic


Physical Appearance


Skin Tone: Light Blue

Eye Color: Purple with a slight red tint

Hair/Plate/Crest Color: Light Blue

Height: 5’ 7”

Weight: 145lb

Build: Lean and lithe, obviously the result of an exercise regimen that favors speed and grace over strength.


Other Information


Education: Full Thessian Standardized Education

Training: Huntress Training

Partial Commando Training


Personality


Blunt and outspoken, Erinya is not what comes to mind when a person imagines a stealth expert. She is verbose and brusque, acting quite rude to most people. However, she’s also very perceptive, noticing details others may miss. Erinya is a very practical person, owing in part to her Krogan father.


She is very proud of her capabilities, and becomes irritated if anyone insults her hacking ability.


Combat




Armament



Armor:


Heavily Modified Commando Armor


Weapons:


Acolyte Pistol (Modified for internal heat sink)

M-96 Mattock (Modified for internal heat sink)

M-27 Scimitar (Modified for internal heat sink)

Black-Coated Titanium Combat Knife (x2)

Smoke Grenade

Flashbang Grenade

Powers: Reave

Biotic Shift


Tactical Cloak

Tactical Scan

Energy Drain

Sabotage

Decoy

Combat Proficiencies


[small]Untrained<Basic<Average<Skilled<Expert<Master[/small]


Pistols: Skilled

SMGs: Average

Assault Rifles: Expert

SAWs/LMGs: Untrained

Marksman’s Rifles: Expert

Sniper Rifles: Basic

Shotguns: Expert

Grenades: Average

Rocket/Missile Launchers: Untrained

Miscellaneous Heavy Weapons: Untrained

Melee: Expert

Stealth: Master

Tech: Master

Biotics: Skilled


Biography: Born in 1993 to an Asari Commando and a Krogan Mercenary who’d grown tired of battle on Thessia, Erinya was a problematic child. She was the younger child, and her sister was always far better at the social niceties that their parents preferred, and Erinya was jealous of Aeenye. However, Karn, their father, loved computers, and taught them both how to use them - and Erinya was far better at such things. In turn, Aeenye was jealous of Erinya’s connection with their father. Aeenye never passed up an opportunity to show up Erinya, trying to gain Erena and Karn’s favor. This treatment ended up angering Erinya, and the rivalry became two-sided.


The rivalry lasted several decades until Aeenye reached adulthood, and went into politics. Erinya, on the other hand, decided to become a Huntress. She went through training, and was selected for Commando training.


Halfway through Commando training, there was an incident, and Erinya was dishonorably discharged. Too ashamed to go home, she began roaming around Citadel Space for several decades, doing a variety of jobs, before moving on to the Terminus Systems in 2144. She became a mercenary, selling out her skills to the highest bidder - though she never joined Eclipse, despite Sisterhood members she worked alongside offering her a position there, not liking their willingness to kill random civilians - for a few decades.


During this time, she reconnected with her family, though they remained distant from each other. She was on a cargo ship as security on Elysium during the Skyllian Blitz, fighting alongside Alliance forces out of necessity.


In 2178, she got word of a terrorist attack, which had claimed her parents’ lives. She went home to Thessia to comfort Aeenye, and spent two years there before she struck out again.


She was offered a mission to take a cargo ship, but something felt off about it and she declined. Sure enough, the two mercenaries she knew who’d taken the job had died a week later. She began to suspect something was amiss, and these suspicions were proven correct when Saren attacked Eden Prime.


Erinya was on the Citadel when Sovereign attacked it, and fought alongside C-Sec, desperately trying to defend civilians. With no other military or C-Sec Special Response operatives around, she was working mostly with street cops who might have fought some muggers at some point. Thankfully, she was able to hold out, saving the lives of many people. However, she was severely wounded in the process. She spent three months in a hospital, and then another three recovering. She decided to take further time off from mercenary work, but became interested when she heard of a mission to hunt for a Prothean Station.


She decided to offer her services, doubting there was really anything there but deciding it was worth the paycheck.
 
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Character Sheet

Name: Ellen Navarre

Age: 36

Gender: Female

Physical Description: Standing at 6’2” and being built sturdy, Ellen strikes fear into the heart of those who do not know her. She bears several scars from the numerous wounds she has suffered in the line of duty, which add to the deadly serious feeling she gives off to those who know nothing of her. She is quite muscular, as she had to be to pass N7 training. Her gray eyes give off the impression that she has seen things that she wishes she could forget about.

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spoiler]


Equipment: N7 Valkyrie, M6 Carnifex, Eviscerator

Skills:
-Ex-N7 Operative (Passive)
-Adrenaline Rush
-Fortification
-Incendiary Ammo
-Frag Grenade

Untrained<Basic<Average<Skilled<Expert<Master

Pistols: Expert
SMGs: Average
Assault Rifles: Master
SAWs/LMGs: Average
Marksman’s Rifles: Skilled
Sniper Rifles: Average
Shotguns: Master
Grenades: Average
Rocket/Missile Launchers: Basic
Melee: Skilled
Stealth: Expert
Tech: Basic
Biotics: Untrained (Not a biotic)

Trained to be an expert in combat, with some stealth capabilities. Tends to prefer the combat approach if she is not outmatched, as she prefers not to run the risk of being spotted and surrounded.

Personality: At first glance, Ellen is the prime example of a stoic soldier, following orders and getting things done without a hint of emotion or doubt. However, looking past the layer of professionalism, one can find a woman who cares deeply about those she serves with, wanting to keep them alive if it is within her power. Some of the soldiers who have served under her have called her the squad’s “mama bear”, as she is always looking out for them no matter what the cost.

History: Ellen Navarre was born on the Citadel, to a Russian veteran named Viktor Navarre and an Israeli proofreader named Adva Navarre. She lived a comfortable, cushy life on the Citadel, but it was not a perfect existence.

Despite the quality of life around her, she had issues with her parents, especially her mother. Her father tended to be out doing most of the work in an office job where he worked long hours, but that was the worst Ellen could say about him. She didn’t like how often he was away, but he would spend time with her whenever he could, so she didn’t complain. It was obvious he cared in the way he could. Her mother, however, was a different story.

Her mother began to regret the decision to have Ellen at all when Ellen turned out not to be a genius in school. She’d had a set plan of her child being smart and getting a good job, so when reality deviated, she reacted badly. She took her frustration out on Ellen, constantly berating her daughter for almost any choice. Didn’t study as long as I told you to? This is the reason you’re such a failure. Such was commonplace between Ellen and her mother. It all took place while her father was away. When her father was home, her mother acted as if nothing was wrong.

However, things changed when Viktor was making enough money to actually spend time with his family more consistently. As he was around more and more, Adva had less and less opportunity to unleash her frustration, instead having to bottle it up. Eventually, her frustration led to her physically abusing Ellen, striking her daughter in such moments. This went on for a month or so before Viktor figured it out. However, rather than immediately intervene, he played the long game. At one point, he managed to secretly record Adva in the act of backhanding Ellen, hard. That was when he filed for divorce.

The divorce process was rather decisive, given that Viktor had video evidence of Adva’s misdeeds. He was able to win full custody of Ellen, as well as a restraining order against Adva, most importantly. After the divorce, Ellen lived in relative peace with her father, happy to be rid of her mother for good, and grateful to him for making it so.

After those two years, she had made a decision; she wanted to follow in her father’s footsteps, wanted to serve the Alliance. Her father, while worried for her well being, was proud of her decision. He let her go and enlist without so much as an argument.

Ellen turned out to be a very highly skilled operator, leading her team to victory several times. On one such mission, her team had fortified positions, but was surrounded. Their commanding officer had been killed, and Ellen was next in the chain of command. Many of the soldiers now under her command were a hair away from wanting to surrender, but Ellen motivated them to keep fighting and set up defenses. Thanks to that, they were able to hold against the onslaught, even if some casualties were suffered.

After this, she became a part of the Alliance’s special forces. Just as she had before, she continued to climb the ranks, from N1 all the way to N6, right up to the moment she was considered for N7 training.

She accepted the training, but it was a brutal process. Even with her iron will, she felt the temptation to give up and wash out like so many of her comrades had. After all, she wouldn’t lose any respect. Many would applaud her for even trying to become an N7. But it wasn’t people’s approval she was after, and her will never broke. She made it through the training, even if she was practically half-dead by the end of it. And once it was done, she had earned her N7 status.

Her first mission as an N7 was against a small mercenary group from the Terminus Systems called the Gunners. They had captured several Alliance officers, including John Haverson, and were planning to sell them to slavers in the Terminus. However, Ellen’s team struck quickly and decisively, rescuing all the captured personnel, and disabling the AA guns to allow their shuttle to land for evac. In the process of taking down the AA, John was knocked out. Once they were safely away, Ellen joked about him sleeping on the job. It was the beginning of a partnership that would last clear to this day.

They went on several more missions against the Gunners, mainly investigating how the Gunners got ahold of military grade gear despite their small size as an organization. On several occasions, Ellen had to pull John out of the fire, a fact which Ellen will almost certainly never let the Colonel live down. Unfortunately, they also had a hard time finding where the gear was sourced from.

It was only after John had retired that the elusive answer to that question was discovered. On a mission to a colony on the edge of the Attican Traverse, Ellen was sent with a team as backup for a covert operator, one that was to be part of a handoff between the Gunners and their supplier.

To their surprise, the supplier was the son of an Alliance Major. While the operative was able to get the evidence, the Gunners discovered that they were compromised, and attempted to eliminate Ellen and her team. There were very many close calls and missed evacs, and two of the mission’s personnel, Sergeant Kasantzev and Corporal Schulz, were killed. However, Ellen managed to make it out with the deep cover operative, returning the evidence to the Alliance. For her efforts, she earned a discharge when it was discovered she had implicated an officer’s son.

That was two months prior to being contacted by John again, with the offer of a hunt for treasure. Ellen, despite not having any real need for more credits, agreed because she desperately wanted the chance to work with her old friend once more. Despite not being one of the dossiers for that mission, she insisted with John that she be allowed to come. She had been especially pleased to hear that John had gotten her aboard, even made her presence a mandatory thing. Glad to see his care for her hadn’t faded one bit, she happily came aboard the Zenith.

Writing Sample: To be handled separately.
 
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Name:
Tara Rosalie Rheid

Age: 23

Gender: Female

Sexual Orientation:
Heterosexual

Romantic Orientation:
Heteroromantic

Physical Description:

5'5", 123lbs. Fair-skinned with no significant or immediately noticeable scars. Typically shoulder-length brown hair, dyed blonde. Brown eyes, which she calls bland, but which boyfriends insist are attractive. Wears civilian wear, usually conservatively cut in public, though she has more provocative attire for special occasions. Clearly treats her body well--she's not overweight or even what could be called 'stocky', but she's not skinny, either. Her demeanour is usually professional when working, but she can be very bubbly and fun-loving when socialising. She has only one tattoo, of an exquisitely detailed maple leaf in the small of her back.

Equipment:

Weapons: M-5 Phalanx; Alliance-style Pistol
Note: She almost never carries a weapon, being a scientist and all, but trains in her spare time with pistols.

Armour: Q/C-1 Qiang; Basic Ballistic Vest--Only used in dire situations and hazard areas. She hates both it and the weapon,
being a scientist.

Other: High-quality scientific omni-tool, and a research drone she's nicknamed 'JONI', equipped with an advanced VI that helps her with all her work. A gift from a friend.
Strengths:
  • Brilliant mind for history and archaeology.​
  • Highly analytical, but able to approach a solution creatively, as well.​
  • Friendly, personable, and approachable, but professional when needed to be.​
  • Field experience in her chosen profession, albeit only full-time for a year.​
  • Kind, compassionate, and willing to see the best in people.​

Weaknesses:
  • Somewhat poor degree of knowledge outside her chosen fields, especially non-intellectual pursuits.​
  • Doesn't believe in a 'no-win-scenario'--can be immensely stubborn when solving a problem, to the extent that several psychiatrists have cautioned her against the approach. She has dropped each one as soon as they made the suggestion.​
  • Easily hurt due to her outgoing nature--insults and barbs sting more than they might on most people, especially if they ring true or reinforce her own doubts.​
  • Mostly intellectual knowledge at this point, needs more time to develop an array of experiences.​
  • Easily gives in to self-doubt and recriminations. Believes herself less capable than she is, and tries to prove herself wrong.​

Quirks:
  • Despite being entirely sane, her early lack of friends has somewhat warped her social growth and leads her to come across as eccentric.​
  • Absolutely passionate about history, and is fond of reading watching, and even writing historical fiction, both for fun and to dissect it.​
  • Biligual in both English and Québécoise French​
  • Speaks with a faint Québécoise accent which becomes more pronounced when emotional.​
Personality:

Tara is absolutely devoted to her work, and, until she entered High School to the exclusion of all else, even social relationships. While this was excellent for putting her on a fast-track through her education, it meant that her social skills were somewhat stunted. She is not socially awkward, nor mentally troubled, but she can sometimes be unsettling to people unfamiliar with her, often too forthcoming with things she shouldn't be, as just one example. She also sets her goals far too high, and gives into self-doubt too readily, going through periods where she failed to meet a ludicrously high goal or didn't break some barrier, and feels as if she failed entirely. Then someone or something usually kicks her in the pants and she sets a new goal.

Despite her emphasis on intellectual pursuits over social ones she can be genuinely enjoyable to be around for those who are either like-minded, willing to ignore her eccentricities, or both. Her approach to life is quite simple; live every moment to the fullest. We're only here a short while, so do what you can to make your mark on humanity in that time. Her chosen method to sorting the madness is learning, but she empathises with anyone else who's just trying to make a dent in this big, crazy galaxy.

History:

Born in Quebec, Canada, United North American States, on January 9th, 2161, into a family of intellectuals and with high expectations placed on her from a young age, Tara threw herself entirely behind the pursuit of knowledge, to such an extent that she was labelled the 'weird' kid in her neighbourhood and avoided, even if she had been interested in friendships. This didn't change until she entered High School, at which point another student took the time to push past her devotion and crack through to the genuinely good person beneath, and convinced her that she could do both without compromising either. They hit it off even further, and the student was her first boyfriend, and her first lover. She graduated with stellar grades and practically before she'd taken her graduation cap and gown off, Tara took her diploma and letter of (glowing) recommendation in hand, and applied to a dozen different colleges.

It seemed like it took an eternity to reply, but she received her first pick of Cambridge University due to her astonishingly high grades and rapid educational track--having 'skipped' several grade levels in primary and secondary school. She went immediately for a Master's Degree in North American Historical Studies and Culture, with an emphasis on Canadian and American History. She finished the degree in two years and, after a three-month vacation, during which she went along on a small Prothean Dig as an observer, began work on her PhD, which she finished in just over four years, despite the dark spectre of the Skyllian Blitz and other problems in the Traverse nagging at the back of her mind, her mind drifting to concern for her family; her Father and Older Brother were both soldiers and while it worried her, she refused to let that worry drag her down.

In 2179 she received word that her father had been Killed in Action, which grieved her deeply, even though they'd never really been close. She threw herself even further into her studies, writing her dissertation in December of 2182 on Asari ancient history, especially that of the Asari Cybean Republic and Lawgiver Traditions, helped by friends made as well as Archaeological data. She passed, receiving her doctorate in Xenoarchaeology and an offer to teach at the college, which she accepted, gratefully, the work something else to do, a goal to work toward.

In the past year she has spent the spring and fall terms at the college, teaching, and spending the rest of the year doing as much practical field work as she can manage to cram in, with digs ranging from Prothean to Asari to Turian and even Krogan. She has also consulted on several Human digs, and has been able to provide valuable insight, but something fascinates her innately about unearthing Alien cultures--usually alongside those same Aliens, sometimes even their descendants.

She keeps in constant touch with her family, and especially her younger siblings, both of whom are still in school. She regularly visits as many of her family as she can as often as her work allows, and makes a point of maintaining an active social life, including a romantic one, though no one she's dated has really clicked with her to the point where she stuck with them longer than a few months.


Pistols: Average
SMGs: Untrained
Assault Rifles: Untrained
SAWs/LMGs: Untrained
Marksman’s Rifles: Untrained
Sniper Rifles: Untrained
Shotguns: Untrained
Grenades: Untrained
Rocket/Missile Launchers: Untrained
Melee: Basic
Stealth: Good
Tech: Expert
Biotics: Untrained(not a Biotic)​
 
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