CHARACTER CREATION DATA (v.1.3)
When creating your character, the info and tables below show the hard data necessary for the character. However, there are a few other questions I would like to see covered when you make a character.
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Name:
Homeworld:
Species:
MOS:
Skills:
Pre-nomination personal history:
Pre-nomination military background:
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Background Information:
1. What is this character's history?
2. How did they get involved in the military (or... facsimile thereof)? Where is this character's family?
3. What are some major events that happened in your character after this?
4. What was the event (or what were the events) that led to your character getting noticed by your superiors, and nominated for the short list of Spectre candidates?
5. What non-combat hobbies, interests, or degrees does your character have?
With those out of the way, the rest is pretty much game mechanics. I've kept things relatively simple, while still trying to allow for growth.
Species:
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Human: The most varied of all the Council races, the Reaper devastation of Earth has left many of them bitter, though a great many more have felt even more determined to have some influence on the galactic stage. They have the second-largest navy in the galaxy following the Reaper War (second only to the turians, and together they comprise nearly all of the available Council naval fleet), and as such now have stronger influence than before. Humans can have any MOS.
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Asari: The original species who found the Citadel this time, they are a long-lived species (nearly a thousand years or more, in some cases), all of which are naturally biotic. They tend to hold themselves aloof from most other species, more due to their much shorter lifespans compared to an average asari than anything else. The only restriction asari face is that none are pure soldiers or engineers, though any other MOS is available.
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Turian: The species closest in temperament to humans, they have a navy just barely more impressive than the human navy, and along with the humans, form the core of the Bastion Security naval forces. They are a predatory and direct species, though with known biotics numbering few. Turians can have any MOS.
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Krogan: A species as long-lived as the asari, krogan are nearly diametrically opposite in terms of lifestyle and temperment, being resilient and savage, where the asari are more delicate and refined. Most of the krogan homeworld Tuchanka is still rubble and ruins, despite the extraordinarily impressive inroads being made by clan Urdnot. Though there aren't very many tech-oriented krogan, they can have any MOS.
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Salarian: The least long-lived of any species in Council space, salarians seldom live longer than thirty or forty years. Nonetheless, they are an extraordinarily hyperactive and fast-paced species, getting as much done in their thirty or forty years as others might over generations. Salarian biotics are rare enough to be almost a myth, but can have any MOS other than Adept.
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Quarian: The tinkerer species responsible for the genesis of the Geth, the quarians are no longer homeworld-less nomads, having resettled on Rannoch after making peace, and eventually cordial relations with the Geth. Most quarians spend a few years working on Bastion as their Pilgrimage now, and now that they have a homeworld and a Council representative, are improving relations with other species based on their still-legendary tech skills. Quarian biotics are extraordinarily rare, and due to their dependence on environmental suits due to their immune systems, do not often become soldiers either.
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Hanar: A species that most resembles airborne bioluminscent jellyfish from Earth's oceans, the hanar mostly keep to themselves, when not trying to "enlighten" the other races of the true identity of the Enkindlers (which, to the hanar, are responsible for seeding this galaxy with life). Most hanar do not venture off their homeworld much, and if they do, it is only in very rare cases where they take on a direct martial role, usually preferring to leave such things to drell intermediaries. Hanar, due to their natures, are not able to function well as pure soldiers or as pure engineers, but may have any other MOS.
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Drell: After the hanar rescued their species from dying out on their original homeworld, the drell were brought to live on the hanar homeworld. However, the drell population has stayed relatively stable over the centuries, numbering in at barely over four million galaxy-wide. As such, they do not have enough numbers to warrant a Council representative, though are still found most places in the galaxy, typically doing the bidding of their hanar employers. Drell are most often trained as assassins if found off-world, though drell techs and biotics are not unheard of. Drell may have any MOS.
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Elcor: A large, resilient species whose homeworld's gravity is twice that of Earth's, the hanar are slow-moving, slow-acting, but nearly implacable once they move. Because of how slow thinking and acting the elcor are compared to most other Council species, most elcor do not get involved in more martial occupations. When they do, they often tend toward tech-oriented roles, as biotics are almost unknown among the elcor. (Not recommended for PC's)
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Volus: A species noticeably shorter on average than most other sapient species in Council space, they are a methane-based people who, like the quarians, must wear full environmental suits when not on their homeworld. Unlike the quarians, who might sicken and die if exposed to open air due to all the bacteria and viruses, volus will explode through rapid atmospheric decompression if their suits are ruptured. Though relatively few volus decide to enter into martial occupations, when they do, they may have any MOS - however, volus biotics are extremely rare. (Not recommended for PC's)
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Geth: A relatively young species of less than four centuries, the geth are a collective AI intelligence. They consider the geth processes themselves as "software," and their physical bodies to be "hardware" - somewhat akin to how humans view themselves and aircars; one is simply a vehicle for the other. They communicate amongst one another using FTL radios constantly, if there is an FTL relay nearby. For relatively simple tasks, as few as one to ten geth processes download themselves into a platform. For more complex tasks, such as dealing with any other sapient species in Council space, the geth consider eight hundred processes to be an absolute bare minimum. There are no geth biotics, which makes communication with the rachni problematic. When a platform and corresponding processes volunteer for military work, they are very much at home as Soldiers, Infiltrators, or Engineers. (Not recommended for PC's)
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Rachni: After Commander Shepard released the rachni queen on Noveria, and her flight into uncharted territory to raise her people once more, the rachni were not often heard of for the next two years, until the Reapers began to arrive in the galaxy en masse. It was then that rachni lightships were seen in the skies once again, making some of the older asari and krogan very uneasy, and the rest of the species not much less so. However, it was quickly seen that the rachni were quite willing to cooperate and coordinate with the varying Council fleets, and even appeared eager to do so, the tension eased somewhat. With the nod of Commander Shepard, the rachni began to get involved with galactic politics, even gaining the honor of a rachni queen being named as the Council Representative for their people. Rachni have no talent with the tech the rest of the galaxy uses, beyond rudimentary usage. Worse yet, the rachni's body structure is not friendly toward their use of guns, and while a rachni brood warrior can learn to use a pistol, it won't be with any degree of amazing accuracy. On the other hand, the rachni are all biotic, and all warriors are considered Adepts - in fact, they have to use a form of biotics simply to speak with any non-rachni, not having mouths capable of creating speech as most Council species understand it. Even better, all of them have an innate biotic sense of sapient minds, allowing them to detect people with great accuracy to a distance of a few kilometers, and share this information with their compatriots. However, the geth cannot hear the "mindsong" of the rachni, which can make coordination problematic. (Not recommended for PC's)
MOS (Military Occupational Specialty):
All non-rachni characters begin play with the Armor (Basic), and the Pistol skills, as rachni cannot use armor or use guns very well. Rachni begin play with Armor (Exoskeleton), and an extra biotic skill instead. A Vanguard or Infiltrator character may substitute a skill gained automatically from their MOS with another, if the substituting skill is also allowed by their MOS (e.g. a Vanguard may substitute the Shotgun skill for the Sniper Rifle skill).
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Soldier: Focused on pure combat. Soldiers begin with Shotgun, Sniper Rifle, Assault Rifle, Heavy Weapons, and Armor (Combat) skills, and may choose two more from either the Soldier or General skill trees.
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Adept: Focused on nothing but biotic power. Adepts begin with the Submachine Gun (rachni characters get the Mindvision skill instead), Warp and Throw skills, and are able to select four more from the General and Biotic skill trees.
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Engineer: Specialized in all things tech. Engineers begin with the Submachine Gun, Electronics and Decryption skills, and are able to select four more from the General and Tech skill trees.
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Infiltrator: A combination of tech and soldier skills. Infiltrators begin with a specialized version of the Armor (Combat) skill, which for them is Armor (Tactical), allowing use of the tactical cloak. They also get the Electronics skill, and the Sniper Rifle skill. They may also choose two other abilities from the General, Tech, or Soldier skill trees.
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Sentinel: A balanced mix of tech and biotic skills. Sentinels begin with the Submachine Gun skill, and a specialized version of the Armor (Combat) skill, which for them is Armor (Tech) - allowing a third layer of protection in addition to shields and armor. They also get the Electronics and the Barrier skills, and are able to select two more abilities from the General, Tech, or Biotic skill trees.
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Vanguard: A combination of biotic and soldier skills. Vanguards begin with the Shotgun skill and the Armor (Combat) skill, and a specialized version of Charge that allows them to not only cover distances rapidly, but can stun an organic enemy when struck, and knock most enemies flying as well. They are able to select two more skills from the General, Soldier, or Biotic skill trees.
Skills (General):
Each skill listed in any category shows the out-of-combat skill name first, followed by it's use in combat in parentheses. The skills listed in the General category are either weapon skills, or some form of defense.
Assault Rifle - allows use of the assault rifle
Pistol - allows use of the pistol
Submachine Gun - allows use of the submachine gun
Shotgun - allows use of the shotgun
Sniper Rifle - allows use of the sniper rifle
Close-Quarters Combat - teaches unarmed and melee defense and offense
Armor (Basic) - allows use of light armor and/or reinforced clothing
Armor (Combat) - allows use of full medium environmental hardsuit armor
Medicine (Neural Shock) - is a skill doctors and surgeons develop while exercising their skills during combat conditions (with Neural Shock being an excellent way to immobilize targets at range)
Stealth (Sneak Attack) - allows a character to prevent themselves from being discovered - whether it be with old-fashioned ghillie suits and camoflauge clothes and paint, or with stealth generators (and each way, or both, allows one to Sneak Attack an enemy at close range)
Skills (Soldier):
Soldier skills, though few, each add an intimidating bonus to an already impressive skillset.
Assault Training (Adrenaline Rush) - gives passive bonuses to accuracy and damage per shot with guns (as well as Adrenaline Rush, which effectively gives a Soldier hyper-reactions for a few seconds)
Fitness (Immunity) - gives passive increases how well one can use one's armor, as well as one's overall resilience to damage (Immunity provides a concentrated and very active version of this in combat)
Armor (Advanced - Soldier only) - allows fluid use of heavy environmental armor hardsuits in combat
Heavy Weapons - allows use of heavy weapons
Skills (Tech):
Tech skills all involve interacting with computers, VI's, AI's, doors, electronic locks, and everything related.
Decryption (Sabotage) - allows one to decipher codes (with Sabotage preventing a target's use of guns and other equipment for a short time)
Electronics (Overload) - is the broad How Things Work skill (with Overload being a crude but very effective off switch for machines, and good for damaging a target's shields)
Hacking (AI/VI Hacking - Engineer only) - allows use of computer techniques and tricks most certainly not taught during class (and doing so during combat conditions especially so, allowing the user to temporarily have control over a synthetic target for a short time)
Triangulation (Damping) - a skill normally possessed by sensor operators and the like (with Damping used to constrict a target's use of tech or biotic skills for a time, reducing their rate of use and effectiveness)
Robotics (Combat Drone) - for exploring the use of cybernetics and full robotics as a career (and having your own intelligent Combat Drone to scout areas for you, stun enemies, or remotely hack electronics is a nice bonus)
Pyrotechnics (Incinerate) - for those who hang out with the Ammo Experts and get to use their leftovers to make any holiday memorable and bright (and a great way to create a hole in someone's armor with Incinerate once their shields are down)
Cryogenics (Cryo Blast) - for those who either really hate summertime or who've worked on air conditioning units for a paycheck (Cryo Blast allows one to literally freeze a target in their tracks for a short time)
Power Hacking (Energy Drain) - a skill normally possessed by those who haven't paid the energy company to keep their lights on for years (and Energy Drain allows this to be done under combat conditions to targets, draining their shields and reinforcing your own)
Skills (Biotic):
Biotic skills are all offshoots of the study the various species have indulged in over the years. In essence, the biotic talent means that one can create and manipulate mass effect energies with their mind, allowing for various effects, and various ways of viewing the world as a result of their abilities developing in that specific way. Note that all biotics experience the emotional state, physical state, and even surface thoughts of others at all times (usually through visual cues in humans, salarians, turians, hanar, drell, asari, krogan, and rachni, through smell with volus biotics, and through touch with quarian ones) though most shut most of it out to prevent themselves from being overwhelmed. It also means that they are all capable of direct mind-to-mind communication within close range for non-biotics, or within line of sight for other biotics, though doing so is considered usually considered very rude without an invitation (though rachni have little choice in the matter, they do certainly keep to themselves most of the time).
Barrier - the biotic art of resisting damage (with Barrier being a physical representation of this, able to supplement shields with another layer of protection)
Pull - the study of how to nullify the effects of gravity has on a target (and Pull being a way to do this to a target, and make them rise helplessly into the air)
Warp - the art of shaping mass effect fields (with Warp creating a small singularity, able to twist and tear at an unshielded target to cause direct damage and damage over time, or to violently detonate any active biotic effects on the target)
Singularity (Adept only) - the finer art of shaping mass effect fields (granting the ability to create a singularity large enough to keep several enemies in place, whether they want to be or not)
Throw - one of the first fields studied regarding biotic effects (and Throw essentially giving a crude, though strong, kinetic shove to a target, able to at least knock them down)
Stasis - the art of temporarily affecting the perception of time (and being able to place a target in Stasis for a short time)
Charge - the finer study of Inertia (granting the use of Charge, which is effectively a Throw used on the self - note that despite the name, only the Vanguard's particular style of this skill actually generates inertia; the "normal" version of the skill is simply a way to biotically "sprint" short distances)
Slam - the fine art of weaving different threads of gravity together using one's biotics (and allowing you to abruptly yank a target off their feet and several meters into the air, only to equally abruptly throw the target downward at near supersonic speeds)
Shockwave - the art of localized areas of increased gravity (with a rapid, rippling wave of them being sent in a direction, knocking most enemies off their feet and stunning organic targets)
Reave - a field of study focusing gravity's more subtle effects (allowing one to cause direct damage to shields, or damage over time to an unshielded target that will also stun organic targets for a short time)
Skills (Special):
"Special" skills are skills that a character can only gain through special circumstances, or that don't quite fit into any of the other categories.
Mindvision (rachni only) - able to "see" all sentient organic life and their intent for a one kilometer radius, and able to share this view with other organic sapients if the rachni chooses to. Geth are excluded from both uses, as they are not organic.
Armor (Tech) - adding a third layer of protection to armor and shields/barriers, when the Tech Armor is downed, it "explodes", temporarily stunning all enemies within a 5 meter radius.
Armor (Tactical) - An addition to medium environmental armor design, the Tactical Cloak bends light around the wearer to give a measure of protection from discovery while sniping, though the effect is less useful the closer one is to the target.
Rend - a biotic abilty whose genesis is lost to time, it modifies how a Warp works by keeping it in place, by flattening the affected area to a nearly two-dimensional plane. It functions as a sword in close combat, causing normal damage to shields, barriers, and armor, but will not detonate biotic effects on the target.