Shyn Fotis

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A PC for Mass_Effect:_The_Orpheus_Initiative

Shyn Fotis[edit]

Concept: Socially Awkward Drell Assassin
Virtue: Fortitude (He puts mission priorities above all else, ignoring personal gain and/or suffering, etc.)
Vice: Pride (Professional pride - doesn't like when someone questions his competence, may ignore advice from people he doesn't respect enough, even if they have a point, etc.)
Archetype: Vanguard

Background[edit]

At a very young age Shyn has bean granted a great honor of fulfilling the Compact by becoming a student - and much later, a master - of the arts of assassination for an ancient and noble hanar house. The head of that house happened to be the hanar ambassador on Citadel. And so, when the Turian Councillor's intiative has been proposed, Shyn was chosen to represent the hanar interests - and remind other species that they aren't just silly glowing jellyfish.

Despite his official title, Shyn's usual jobs covered mostly all kinds of espionage, both regular and industrial. His assassination talents were only called for on a very specific occasions requiring than "set some guy with a sniper rifle on a nearby roof". Due to his expertise in stealth, close quarters combat and sabotage, he can be the party's forward scout - utilizing various atypical routes to get behind enemy lines to gather intel on enemy positions, provide distractions, wreck general havock and take out heavily fortified enemies that could be hard to tackle in a more direct assault. In a pinch he can also double as a long range support, but he does this reluctantly, knowing his at best "good" at it, and in his oppinion being merely "good" is not good enough.

Personality-wise, Shyn is always calm, professional and polite. In social situations he can even be unnervingly polite and humble, up to and including adopting the hanar manner of refering to himself as "this one". In tactical situations however, he tends to use short, sharp, definite and firm sentences, only accepting arguments by people he acknowledges as experts in given field. In short, when he starts using "I", he means buisness.

Character Sheet[edit]

Attributes[edit]

Mental
Intelligence 1
Wits 4
Resolve 4
Physical
Strength 4
Dexterity 4
Stamina 4
Social
Presence 1
Manipulation 2
Composure 3

Skills[edit]

Mental
Interfacing 1
Investigation 1
Physical
Assault 5 (Unarmed)
Athletics 4
Covert 4 (Sleight of Hand)
Firearms 4 (Pistols)
Stealth 5 (Sneaking)
Social
Contacts 1
Subterfuge 4

Merits[edit]

Adaptation (Arid)
Direction Sence
Fast Reflexes 1
Fleet of Foot 3
Iron Stamina 3
Quick Draw

Talents[edit]

Passive – Synergy: A Vanguard's use of mass effect fields in synergy with their body grants them a +2 bonus to Speed, Initiative and to the Damage rating of unarmed melee attacks.
Active – Shrug It Off: Once per session, a Vanguard may ignore all damage to their health points from one attack that would otherwise damage them – any damage to Shield points is taken as normal.

Biotic Talents[edit]

Distortion 1
Scramble: Scramble unleashes a thrashing flux of mass effect fields around the biotic, warping and distorting gravity and space.
Integration 2
Barrier: Barrier protects the biotic with mass effect fields in the same way as technological kinetic barrier generators.
Smite: Smite uses mass effect fields to empower the biotic's unarmed strikes with immense force.

Combat Training[edit]

Assault Training 2
Ambush: The character is an expert at close, covert work. When attacking an opponent who is not aware of the character, they add a +2 bonus to the Damage rating of their attack. Perception rolls made to hear the character attacking suffer a -2 penalty.
Close Quarters Combatant: The character possesses advanced close combat training. They ignore penalties to their Defence caused by multiple melee attackers, may choose to deal Lethal damage with their unarmed attacks, and benefit from the 9-again rule when making unarmed strikes.
Guardian Training 2
Second Skin: The character has the training and experience to treat armour like a second skin, entirely comfortable with its power servos and weight distribution. The character benefits from a +1 to their Defence and Speed while wearing armour.

Stats[edit]

Size: 5
Defense: 5
Health: 9
Initiative: 10
Speed: 19
Willpower: 7

Gear[edit]

Recon Armor (Armour 2, Shields 3, no Cumbersome penalty) w/ Tactical Cloak and Enhanced Arm Servos (Increases the wearer's melee damage by 1.)
Biotic Technique Amp - Scramble (+2 equipment bonus to all dice pools for the use of that specific power only.)
Intrusion Omni-Tool (Library Size 4) (+2 equipment bonus to all attempts to hack or to use Interfacing Process programs.)
Heavy Pistol (1L 20/40/80, Clip 10, ROF S, 9-again, AP1)
Battle Rifle (2L 200/400/800, Clip 30, ROF S, 9-again, AP1)
2 smoke grenades (Blast 5, Smoke)
1 inferno grenades (1L, Blast 5, Inferno)
2 spare pistol clips
2 spare rifle clip