Joséphine Sargant

Repentant Cyborg

Description:

ASPECTS:

HIGH CONCEPT: REPENTANT CYBORG COMMANDO

  • Invoke:
  • Compel:

TROUBLE: EX-CERBERUS

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  • Compel:

KILLER INSTINCT

  • Invoke:
  • Compel:

ASPECT

  • Invoke:
  • Compel:

ASPECT

  • Invoke:
  • Compel:

SKILLS: 26

  • SUPERB (+5): Athletics
  • GREAT (+4): Fists, Guns
  • GOOD (+3): Alertness, Stealth
  • FAIR (+2): Burglary, Weapons
  • AVERAGE (+1): Endurance, Resolve, Systems

ABILITIES

HUMANITY (-1 REFRESH)

  • UPSTART SPECIES (+1)
    Many races resent the fact that humanity gained a seat on the council so soon after first contact. The batarians in particular clashed with human interests in the Verge, blaming them for depriving them of valuable resources. Because of this humans suffer a penalty of -1 in social conflicts.
  • GENETICALLY ENGINEERED (-2)
    While genetic engineering has been a long-practiced area of science amongst humanity for many centuries, it had fallen into disservice, primarily with the realization that humanity was not alone in the universe and “perfection” within that context was not possible. Minor tweaks to the genome have already eliminated most genetically-passed conditions and allow parents to tailor their child’s eye or hair color prior to birth. However, some still practice genetic engineering at an invasive level: expanding mental and physical capabilities, neural responses, and even the addition of biotic controls. A character with this stunt receives a floating +1 bonus to a skill roll usable once per session as well as a permanent +1 skill point of their choosing which may exceed the campaign’s maximum skill cap for power level.

CYBERNETICS (-3 REFRESH)

  • CYBEROPTICS (–1)
    Optics have eye structures that are better than average at seeing in dark conditions. They can ignore darkness aspects, except for aspects coming from the complete absence of light (such as Pitch Black).
  • ELECTROMAGNETIC VULNERABILITY (+1)
    Cyborgs are particularly vulnerable to electro-magnetic attacks. When hit with an electro-magnetic attack of any kind, the attack gains Damage: 2.
  • MUSCLE AND BONE LACE (–1)
    Tough fibers and synthetic bone reinforce the character’s organic tissues. Gain a +1 to all Might rolls. Including whenever using Might in conjunction with grappling.
  • NANOSURGEONS (-0)
    No wound is permanent for the cyborg. Even extreme consequences will heal given enough time—usually a couple of years, but sometimes as fast as a few months. The Cyborg is also extremely long lived.
  • SUBDERMAL ARMOR (-1)
    The cyborg may take an additional mild physical consequence at a cost of –1.
  • WIRED REFLEXES (-1)
    Gain a +2 to Alertness for determining initiative.

STUNTS (-1 REFRESH)

  • ACROBAT (ATHLETICS)
    You’re able to perform any number of impressive acrobatic feats. Gain a +2 to Athletics rolls for complex maneuvers while simultaneously balancing or hanging from something.

ADVANCEMENTS: (-1 REFRESH)

Gain 2 ADVANCEMENTS per Refresh spent.

WELL EQUIPPED (-2 ADVANCEMENTS)

  • Start the game with an additional 1 point of equipment per Advancement spent.

REFRESH 07

REFRESH SPENT: -6
REFRESH TOTAL: 1

WEAPONS & ARMOR

(6 Resource Points)


N7 HURRICANE

DAMAGE: 2 RANGE: 0-5 PENETRATION: -1 BULK: 1 COST: 4

NOTES: Autofire x2.


NO ARMOR

Armor: 0 Mass: 0 Bulk: 0

LIGHT KINETIC SHIELD

DEFENSE BONUS: +1 CONSEQUENCE: Mild
UPGRADES:
TOTAL COST: 2

Notes:

STRESS

Physical: OOOO
Mental: OOOO

CONSEQUENCES

Mild:
Mild (physical):
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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Joséphine Sargant

Mass Effect: From the Ashes HumAnnoyd