Marcia Lorata

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A PC for Mass_Effect:_The_Orpheus_Initiative

Marcia Lorata

Concept: Rugged Turian Sentinel
Virtue: Fortitude
Vice: Lust (for life / adrenaline junkie)
Archetype: Sentinel

Background

Raised in a frontier colony on the inhospitable world Invictus, Marcia learned self-sufficiency and patience. That was also where she had her first experiences as a tech expert. With equipment quickly decaying due to difficult surface conditions, it was a matter of survival to become efficient at improvisation.

She was recruited into a cabal earlier than usual due to her biotic talent surfacing young. Her team members became a substitute family, as life on Invictus was an increasingly more distant memory. Together, the Alegia cabal have carried out missions on the outskirts of Citadel space, including extraction, asset recovery, removal of aggressive factors and civilan rescue. They specialised in working in difficult conditions.

Marcia accepted the transfer to a new team quietly. While the papers spoke highly of her dedication to the Hierarchy goals, highly honed biotic skills, a talent for improvisation and excellent team work - whoever signed them possibly forgot that cabals tend to be tightly knit groups that rarely disband. Despite her stoic appearance, Marcia misses her team mates and wonders whether the transfer was a promotion or a demotion.

She is generally patient and goal-oriented, enduring adversities stoically and with good cheer. She does have problems interacting with civilians (especially non-Turian) due to spending a long time in a small military group. She can also get oblivious to needs of others as she has simply come to expect everyone else to be also patient, durable and well prepared.

Quotes

"This duck tape will hold until the rescue comes. Yes, I tested this in jungle conditions. No worries, these cables have good resistance; they won't burn. What do you mean, 'not a permanent solution'?"

"I know it's not mapped; this is the right road though. We're under cover and we'll miss the possible ambush, maybe even shave off some travelling time if we're lucky. Yeah, I know the ground is swampy. But it could be worse. There could be local fauna. We're good."

Character Sheet

Attributes

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

Skills

Mental Physical Social
Engineering 4 (Improvisation) Assault 4 (Turian krav maga equivalent) Empathy 2
Investigation 1 Athletics 3 (Durable) Persuasion 1
Medicine 2 Firearms 4 (Assault Rifles) Contacts 1
Piloting 2
Stealth 2
Survival 4 (Difficult conditions

Merits

Allies (Alegia cabal) - 2
Danger Sense 2 - +2 on Wits+Composure to resist ambush
Direction Sense
Fast Reflexes 2 - +2 to initiative
Natural Immunity - +2 to resist infections, sickness and disease
Radiation Resistance - +4 to Stamina against radiation]
Status (Hierarchy military) - 3

Talents

Passive - Bulwark: A Sentinel treats their Shield levels as benefiting from 1 point of Armour. This does not have any of the normal penalties associated with Armour.
Active - Vigilance: Once per session, a Sentinel may choose to automatically achieve an exceptional success on a Perception check (including checks made via a vehicle's sensors), or on any skill check using a Tech Programme to scan.

Biotic

Discipline: Distortion 3
Singularity: Singularity uses distortion to punch a gravity well into the fabric of spacetime, dragging anyone nearby towards its centre.
Choose a point within 100 yards; this is where the singularity appears, affecting an area Resolve x 5 yards in radius. Roll Resolve + Distortion, with the power's duration in rounds equal to the number of successes. Anyone in the area of effect must succeed in a Strength + Athletics check in order to move in any direction other than directly towards the singularity, with successes equal to the number of yards they can move in a direction they wish. On the biotic's turn every round, everyone in the area of effect gets pulled 5 yards towards the singularity.
Cost: 1 Willpower point
Boost: For 1B, increase the number of yards the singularity pulls each round by the biotic's Resolve.

Warp: Warp creates rapidly shifting mass effect fields that tear a target apart.
Warp is used as a ranged attack by the biotic, with a short range of 100 yards and no medium or long range. This power uses Resolve + Distortion as its attack pool and is affected by other situational modifiers, such as cover, just as a normal ranged attack. If Warp hits, it has a Damage rating equal to the biotic's Resolve, with added damage from successes as normal.
If the target is already under the effect of another biotic power, Warp causes a biotic explosion. This increases its' Damage rating by 1 against the target, and inflicts a 3L explosion centred on the target with a radius equal to the biotic's Resolve in yards. The pre-existing biotic power immediately ends if it is a Distortion or Kinetic power.
Cost: 1 Willpower point
Boost: For 1B, Warp grants all attacks against the target Armour Piercing 1 for a number of rounds equal to Resolve.

Haze: This technique uses low-level distortion fields to create a shell of warped spacetime around an area, interfering with any sorts of senses or perception attempting to cross the shell's edge. To the outside world, the hazed air looks like warped, shimmering glass.
Haze affects an area centred on the biotic with a radius of Resolve x 5 yards. Roll Resolve + Distortion, with the power's duration in rounds equal to the number of successes. Any attempts to perceive by any means (sight, hearing, radar etc) into the area covered by Haze suffer a penalty equal to the biotic's Resolve, and indeed need to make Perception or other appropriate rolls in the first place.
Cost: 1B
Boost: For 1 Willpower point, the effect can be placed within 50 yards instead of being centred on the biotic.

Tech

Engineering Process 3
TBD

Stats

Size: 5
Defense: 3
Health: 9
Initiative: 8
Speed: 11
Willpower: 7

Gear

TBD