Cann'Shamos vas Maaraka

Daredevil Quarian Smuggler

Description:

ASPECTS:

HIGH CONCEPT: DAREDEVIL QUARIAN SMUGGLER

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TROUBLE: A PRICE ON MY HEAD

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TECHNOLOGY IS THE GREAT EQUALIZER

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ACE PILOT

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ASPECT

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SKILLS: 25

  • SUPERB (+5): .
  • GREAT (+4): Pilot
  • GOOD (+3): Artillery, Systems
  • FAIR (+2): Alertness, Athletics, Engineer, Guns, Resolve
  • AVERAGE (+1): Academics, Burglar, Deceive, Endurance, Investigation

STUNTS & ABILITIES

QUARIAN (0 REFRESH )

  • QUARIAN TECH TRAINING (-2)
    All Quarians receive intensive technical training as youths so they are able to do their part to maintain the fleet. This provides a +1 bonus to both Engineering and Systems at character creation.
  • QUARIAN IMMUNE SYSTEM (+2)
    Quarians live aboard sterile starships and thus have developed virtually no natural immune system. Without a protective suit or sterile environment, a Quarian is subject to disease. The first time the Quarian is exposed, and once every hour of exposure thereafter, make an Endurance Check with a Target Number set by the GM based on the local environment. A sterile lab might have a difficulty of 0 while the sewers of Omega might be at 5. If the check fails the Quarian takes 1 point of stress per level rolled below this difficulty. This damage occurs each 12 hour period the disease remains untreated. As fever and illness take hold this will force the Quarian to take Consequences as normal and will eventually lead to death. To treat this requires a Medicine Check with a difficulty equal to the amount of Stress taken by the patient per 12 hour period.
  • HEIGHTENED REFLEXES (-1)
    When moving as part of another activity, Quarians may move one additional zone without taking the –1 penalty for a supplemental action.
  • DAMN, THIEVING QUARIANS (+1)
    The Quarians have not been accepted with open arms into the greater Citadel society. Many still remember the Geth uprisings and look at the Quarians with ill-trust because of it. Worse, their nomadic and unattached lifestyles have given rise to rumors of trickery and a tendency towards theft. The character suffers a –1 penalty when making social interaction rolls with those who have not yet had enough experience with her species to discard their prejudice.

STUNTS (-1 REFRESH)

  • DAREDEVIL
    You can squeeze a vehicle through places where it has no business fitting. Normally, you’d have to spend a fate point to declare that the vehicle has enough clearance space to fit through. You never need to spend a fate point—if it could fit, it does. What’s more, if you do spend a fate point, you can fit the vehicle into places it absolutely should not be able to go. This stunt also helps when landing vehicles in improbably tight quarters.

TECH MASTERY

DECOY (-1 REFRESH)

RECHARGE: 3

In combat this power allows the character to defend against attacks using their Systems skill while the Decoy is active. To initiate the Decoy the character must spend an action and making a Systems check. The shifts generated by the Systems roll determine how many Exchanges the Decoy is in effect. If they realize that there may be a decoy opponents can spend an action to make an Investigate or Systems check versus the Shifts generated to ignore the decoy and attack the actual target as usual.

Out of combat the Decoy will last for a scene. Systems checks can be used in place of Deceit under the right circumstances although the fact that the hologram is essentially rooted in place may shatter any illusions.

SABOTAGE (-1 REFRESH) (-1 ADVANCE)

DAMAGE: N/A RANGE: 0-3 PENETRATION: N/A

NOTES: Block against Guns.
RECHARGE: 2

Sabotage uses the System skill vs. the target’s Athletics as a block to prevent an individual from using a hand weapon for a turn. If a character has a Tech Talent they can oppose the attack with their own Systems skill.

  • HACK SYNTHETIC
    A synthetic is forced to fight on the Tech’s side for a number of rounds equal to the shifts generated in an opposed Systems skill check. This can also affect all drones as well as some vehicles like Atlas’s or a Mako. Starships and aircraft are usually hardened against such attacks and Sabotage’s limited range makes it difficult to use on them in any case.

DEFENSE MATRIX (-1 REFRESH)

RECHARGE: 3
NOTES: +1 Armor. Recharge increased by 3. Purge Allows Systems to recharge shields.

Reinforce armor with protective foucault currents. Purge the currents to restore shields.


ADVANCEMENTS (-2 REFRESH)

Gain 2 ADVANCEMENTS per Refresh spent.

ELECTRIFIED OMNI-BLADE (-1 ADVANCE)

DAMAGE: 2 RANGE: 0 PENETRATION: 0
NOTES: Has an Electrified Aspect that can be invoked or compelled normally. It is especially effective against synthetics like the Geth but has less effect against fully grounded or insulated targets.
RECHARGE: N/A

Make a powerful attack with Fists that does Damage: 2. Because it takes a moment to power up and manifest the omni-blade the attack roll is made at -1.


WELL EQUIPPED (-2 ADVANCES)

Start the game with 1 additional point of equipment per Advance spent.

REFRESH 07

REFRESH SPENT: -6
REFRESH TOTAL: 1

WEAPONS & ARMOR

(6 Resource Points)


ARC PISTOL

DAMAGE: 1 (3 Charged) RANGE: 0-3 PENETRATION: 1 BULK: 0

UPGRADES: LIGHTWEIGHT MATERIALS.
NOTES: Charged: Add 2 Damage but it takes time to charge the weapon up which is simulated by Awkward Reload when used.

COST: 3

An innovation of the Quarian Admiral Daro’Xen, the Arc Pistol is a scaled-down Arc Projector that only requires thermal clips, to solve its power problems. The Arc Pistol uses a nonvisible laser to ionize the air and create a path for a high-ampere electric shock. For a more damaging blast, it can be charged up.


QUARIAN LIGHT KINETIC SHIELD GENERATOR

Defense Bonus: +1 Consequence: Mild
Upgrades: Enviro-Suit.
Total Cost: 3

NOTES:

STRESS

Physical: OOOO
Mental: OOOO

CONSEQUENCES

Mild:
Moderate:
Severe:
Extreme:

Bio:

BACKGROUND

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RISING CONFLICT

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THE STORY

STORY TITLE:
GUEST STARRING:

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GUEST STAR

STORY TITLE:
STARRING:

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GUEST STAR REDUX

STORY TITLE:
STARRING:

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Cann'Shamos vas Maaraka

Mass Effect: From the Ashes HumAnnoyd