Steal This Character: Ganthet, Turian Infiltrator

Ganthet grew up as a hunter in the jungles of the turian homeworld of Palavan. Like most young turians, when he came of age he spent a tour of duty in the turian military, then opted for a career in C-Sec – Citadel Security. His abilities and instincts have proven valuable when chasing down a lead, investigating a crime, or collaring a perp.

Unsurprisingly, Ganthet has become frustrated with the sheer amount of red tape he has to work through as a C-Sec officer, at times viewing Internal Affairs as the primary obstacle to his job. As a result, he has cultivated a number of contacts outside C-Sec who he finds useful when he needs to get things done quietly. Quarian engineers, local medical offices, and more recently the biotic known as “Alexander Bourne.” 

While he remains uncertain of Bourne’s true motivations, the man’s talents have proven helpful – as has his connections among the people on the Citadel. Ganthet might not completely trust the man, but his need to keep an eye on him is better served by letting him help with C-Sec business. What’s that old human saying? Keep your friends close, and your enemies closer?

Combat Notes

Ganthet uses stealth and aiming as much as possible. When he needs to move about the battlefield or between points of cover, he will invariably do so cloaked. His sniper rifle is his favorite weapon by far, and he often uses Aim and Power Attack together to pick out his targets weakest point for devastating effect. In social situations he leans heavily on intimidation (like many turians) rather than “wasting time” on social niceties.

In a team setting, he will usually try to use cloaking to catch the enemy from another angle, covering his allies when necessary with bursts of sub-machinegun fire and providing sniper support.

Ganthet is a PL 8 character for Mutants & Masterminds 3E. His character sheet is available for download here. For those of you who would rather just see the character, it is reproduced below for ease of viewing. Enjoy!

Ganthet, Turian Infiltrator – PL 8

Strength 2, Stamina 1, Agility 4, Dexterity 4, Fighting 8, Intellect 1, Awareness 2, Presence 0

Advantages

Benefit, Security Clearance: C-Sec, Close Attack 3, Daze (Intimidation), Defensive Roll, Equipment 6, Hide in Plain Sight, Improved Aim, Move-by Action, Power Attack, Precise Attack (Ranged, Cover), Takedown 2, Teamwork

Skills

Acrobatics 2 (+6), Athletics 4 (+6), Expertise: Law Enforcement 4 (+5), Expertise: Military 4 (+5), Insight 3 (+5), Intimidation 6 (+8/+6), Investigation 4 (+5), Perception 4 (+6), Persuasion 4 (+4), Ranged Combat: Guns 7 (+11), Sleight of Hand 1 (+5), Stealth 2 (+6), Technology 5 (+6), Vehicles 2 (+6)

Powers

Advanced Omnitool Programs (Removable)

Overload: Affliction 4 (technological, 1st degree: Vulnerable, 2nd degree: Defenseless, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 14; Affects Objects Only, Increased Range 2: perception; Check Required: DC 11 – Technology)

A.I. Hacking: Affliction 5 (Alternate; technological, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 15; Increased Range 2: perception; Limited: Synthetic Targets Only)

Omniblade: Strength-based Damage 3 (Alternate; hologram, piercing, slashing, DC 20)

Infiltration Armor (Removable)

Cloaking: Concealment 2 (technological, Sense – Sight; Passive)

Composite Defenses: Protection 6 (technological, +6 Toughness, Notes: Light armor suplimented by low level force fields.)

Infiltration Visor (Removable)

Visual Array: Senses 3 (Distance Sense, Extended: Choose Sense 1: x10, Tracking: Choose Sense 1: -1 speed rank, Advantages: Improved Aim, Precise Attack (Ranged, Cover); Feature: Personal Soundtrack)

Infiltrator Training (Advantages: Defensive Roll, Hide in Plain Sight, Power Attack, Takedown 2, Teamwork)

Medigel: Healing 2

Turian Traits

Claws: Strength-based Damage 1 (alien, slashing, DC 18)

Environmental Adaptation: Immunity 1 (Environmental Condition: Choose Condition)

Fearsome Visage: Enhanced Trait 2 (Traits: Intimidation +2 (+8), Advantages: Daze (Intimidation))

Universal Translator: Comprehend 2 (Languages – Understand All, Languages – You’re Understood)

Equipment

Medigel [Medigel: Healing 2], Omnitool (Audio Recorder, Cell Phone (Smartphone), Flashlight, Multi-tool), Restraints, Universal Translator [Universal Translator: Comprehend 2, Languages – Understand All, Languages – You’re Understood], Weapons (Custom Heavy Pistol, Flash Grenade, Locust Submachine Gun, Mantis Sniper Rifle)

Offense

Initiative +4

A.I. Hacking: Affliction 5 (DC Will 15)

Claws: Strength-based Damage 1, +11 (DC 18)

Custom Heavy Pistol, +11 (DC 19)

Flash Grenade, +4 (DC Dog/Fort 14)

Grab, +11 (DC Spec 12)

Locust Submachine Gun, +11 (DC 19)

Mantis Sniper Rifle, +11 (DC 20)

Omniblade: Strength-based Damage 3, +11 (DC 20)

Overload: Affliction 4 (DC Fort 14)

Throw, +4 (DC 17)

Unarmed, +11 (DC 17)

Complications

Dextro-amino acids: Like most life forms, Turians are carbon based. However, unlike most life forms, their proteins are based on dextro-amino acids. This makes them one of two species in the galaxy to have this trait, along with the Quarians. It also means that Turians cannot eat the same foods as most other species without suffering from severe digestive problems.

Honor: Turians have a unique sense of honor that drives them to act. They are also terrible liars. Ganthet, like most Turians, has a hard time answering a direct question with anything less than truth.

Motivation: Community: Like most Turians, Ganthet served in the Turian military for several years before moving on to his current pursuits. He still believes in doing the right thing for society as a whole, and works for a sense of belonging.

Motivation: Competition: Ganthet enjoys friendly competition with his peers, but occasionally takes unnessessary risks to come out on top.

Languages

Turian

Defense

Dodge 4, Parry 8, Fortitude 7, Toughness 8/7, Will 4

Power Points

Abilities 44 + Powers 31 + Advantages 11 + Skills 26 (52 ranks) + Defenses 8 = 120

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2011 Green Ronin Publishing, LLC. All rights reserved.

For more articles on Mass Effect RPG, go here.

Steal this Mass Effect Character: Jared Sanderson, Human Spectre

Concept

Genetically altered super-soldier.

Background

One of a very small number of human Spectres (Special Tactics and Reconnaissance) commissioned by the counsel in the wake of Shepard’s ascent to that role, Jared Sanderson is a born soldier. Former Aliance military, Sanderson does the will of the Council quietly and efficiently. As one of only a few human Spectres, Sanderson has come to accept comparisons between himself and the near-legend Shepard as inevitable, and simply strides to ensure that they are as favorable to himself as they can be. All the human Spectres know that they will have a great deal of trouble escaping Shepard’s shadow.

Sanderson has undergone extensive genetic alterations in order to overcome humanity’s natural limitations and to make himself the best soldier he can be.

Download

Jared Sanderson is a Power Level 8 character for Mutants and Masterminds 3E. You can download his character sheet by clicking the link below.

Hero Lab – Jared Sanderson, Soldier, Spectre

For those who would rather just see what the character looks like, I’ve included his statblock below. Enjoy!

Jared Sanderson, Soldier, Spectre.

Abilities

Strength 4, Stamina 4, Agility 4, Dexterity 2, Fighting 6, Intellect 1, Awareness 2, Presence 0

Advantages

Agile Feint, All-out Attack, Benefit, Ambidexterity, Benefit, Cipher, Benefit, Security Clearance: Spectre, Chokehold, Close Attack, Daze (Intimidation), Defensive Attack, Equipment 8, Improved Critical: Omniblade, Improvised Weapon, Independent Aim, Instant Up, Leadership, Prone Fighting, Quick Draw, Ranged Attack, Ultimate Effort: Toughness Saves

Skills

Acrobatics 4 (+8), Athletics 6 (+10), Deception 2 (+2), Expertise: Military 4 (+5), Insight 4 (+6), Intimidation 6 (+8/+6), Investigation 5 (+6), Perception 4 (+6), Persuasion 9 (+9), Ranged Combat: Guns 4 (+10/+6), Technology 2 (+3), Vehicles 2 (+4)

Powers

Advanced Omnitool Programs (Removable)

Omniblade: Strength-based Damage 3 (DC 22)

Genetically Altered Physiology

Heavy Bone Weave: Enhanced Stamina 1 (+1 STA; Permanent)

Heavy Muscle Weave: Enhanced Strength 1 (+1 STR; Permanent)

Heavy Armor (Removable)

Composite Shielding: Protection 6 (+6 Toughness)

Medigel: Healing 2

Spectre Training (Advantages: Benefit, Cipher, Benefit, Security Clearance: Spectre)

Advanced Martial Arts: Enhanced Trait 8 (Advantages: Agile Feint, All-out Attack, Chokehold, Close Attack, Improved Critical, Improvised Weapon, Instant Up, Prone Fighting)

Advanced Weapons Training: Enhanced Trait 5 (Traits: Ranged Combat +4 (+10), Advantages: Benefit, Ambidexterity, Independent Aim, Quick Draw)

Ammo Types: Feature 1 (Notes: You may choose any of the following descriptors for your bullets: fire, cold, electricity. These are in addition to ballistic and are entirely optional.)

Renegade: Enhanced Trait 1 (Traits: Intimidation +2 (+8))

Translation Circuit: Comprehend 2 (Languages – Understand All, Languages – You’re Understood)

Equipment

Backup Pistol (Heavy Pistol), Medigel [Medigel: Healing 2], Omnitool (Cell Phone (Smartphone), Flashlight, GPS Receiver, Multi-tool), Universal Translator [Translation Circuit: Comprehend 2, Languages – Understand All, Languages – You’re Understood], Weapons (Custom Assault Rifle, Custom Heavy Pistol, Custom Sniper Rifle, Grenades)

Offense

Initiative +4

Backup Pistol, +11 (DC 19)

Custom Assault Rifle, +11 (DC 20)

Custom Heavy Pistol, +11 (DC 19)

Custom Sniper Rifle, +11 (DC 20)

Grab, +7 (DC Spec 14)

Grenades, +3 (DC Dog 15)

Omniblade: Strength-based Damage 3, +7 (DC 22)

Throw, +3 (DC 19)

Unarmed, +7 (DC 19)

Complications

Motivation: Patriotism: Jared Sanderson believes in the Council, but he’s always been an Aliance Soldier. It’s in his blood.

Responsibility: To the Citadel Council, to Earth, and to Humanity.

Rivalry: Shepard. Little is known about the first human Spectre, other than what they accomplished, but Sanderson sometimes feels trapped in Shepard’s shadow as a result. He is determined that if there is to be any comparison between them, it will always be favorable.

Secret: Sanderson has been approached by a pro-human splinter group called Cerberus, an avowed enemy of the Citadel Council, but one that claims knowledge of the missing Spectre, Shepard. So far he has spurned their offers, but time will tell…

Xenophobic: Jared prefers the company of humans, though he is polite enough to other species. He despises Batarians.

Languages

English

Defense

Dodge 6, Parry 6, Fortitude 9, Toughness 10, Will 6

Power Points

Abilities 42 + Powers 28 + Advantages 13 + Skills 26 (52 ranks) + Defenses 11 = 120

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2011 Green Ronin Publishing, LLC. All rights reserved.

 For more articles on Mass Effect RPG, go here.

Steal this Mass Effect RPG Character: Alexander Bourne, Human Adept

So just what is an Adept, anyway?

For those of you who haven’t played Mass Effect, there are two answers to that question.

The short answer: Adepts are space wizards, and one of six classes in the game.

The long answer: Adepts are individuals with Biotic potential who have spent most of their lives learning and practicing how to create and control mass effect fields using a combination of implants, conscious nerve control, and pockets of Element Zero in their bodies. In humans, this requires exposure to Element Zero in the womb, and the results are inconsistent at best – more often than not, either nothing happens or horrible debilitating diseases do.

This means that on some level, any human with biotic potential has a history rooted in tragedy. Most of them appeared after a series of terrorist attacks were executed on Element Zero reactors throughout a number of human colony worlds. About 1 in 10 of the children born afterward showed useful biotic potential, but that ignores the ones who died early – or the lucky few who were unaffected.

Element Zero creates its strange mass effects when stimulated by electric current, hence the intense training required to master biotics. All biotics are very disciplined (in their way), and tend to require a massive amount of calories compared to their peers. Most of them end up in the military for at least some stretch of time, because the military is one of the few organizations that can afford to pay for their training.

As a side effect of using their powers, biotics burn through a lot of calories – the Alliance military provides all of their biotics with a special energy drink to consume after battles, and rations their daily calorie intake about 1000 calories higher than more traditional soldiers.

Alexander Bourne

Alexander Bourne is a deliberately crafted mystery. A charming and powerful biotic, Bourne has set about befriending the locals on the Citadel and claims to be considering a career C-Sec (Citadel Security). Little is known about who he was back in the Terminus systems or what he did before his arrival, and he prefers it that way. As far as most computer systems are concerned, Alexander Bourne simply doesn’t exist – beyond the legal necessities of identification, of course.

He’s trying to avoid mercenary work for the moment while he works through the C-Sec application process, but there’s no telling how long he’ll be able to keep it up. Sadly, half a lifetime in the Terminus systems doesn’t lend itself well to legitimate work.

He is charming, though his strange mechanical eyes are unnerving for some. His confidence is obvious, as is his competence. He will befriend anyone who will talk to him – human, quarian, turian, asari, salarian – but spends most of his time with “the downtrodden,” many of whom have come to look to him as a protector of sorts. And whether by his biotic powers or his twin M-6 Carnifex Hand Cannons, they are well protected indeed.

Tactics

Bourne fights using either his Biotic powers or – if a more subtle approach is needed – his twin pistols. He tends to avoid using his flight ability in battle, because doing so would require him to lower his defenses. If confronted by large numbers of foes with little chance of collateral damage, Alexander will use Shockwave to buy himself some breathing room. Against single targets where subtlety is not an issue, he prefers to use warp fields or batter his enemy with pieces of the environment (Damaging Move Object). He will not hesitate to take advantage of the terrain to drop enemies off cliffs or down shafts, either.

In a team setting, Bourne will act to protect his teammates as much as possible, shielding them with large barriers if necessary. He sometimes is a bit of a showboat, however, and enjoys showing off with his powers or his gunplay.

Alexander Bourne is a Power Level 8 character for Mutants and Masterminds 3E, built using the standard 15 points per power level. He was created using Hero Lab. You can download the character sheet below.

Hero Lab – Alexander Bourne, Human Adept

For those of you who would rather just see the stats, the statblock is below. Enjoy!

Alexander Bourne, Human Adept – PL 8

Abilities

Strength 2, Stamina 1, Agility 4, Dexterity 2, Fighting 5, Intellect 2, Awareness 2, Presence 2

Advantages

Benefit, Ambidexterity, Benefit, Cipher 2, Equipment 5, Extraordinary Effort, Independent Aim, Inspire, Power Attack, Quick Draw, Ranged Attack 5

Skills

Acrobatics 1 (+5), Athletics 2 (+4), Deception 2 (+4), Expertise: Criminal 2 (+4), Insight 6 (+8), Perception 3 (+5), Persuasion 5 (+7), Ranged Combat: Biotics 2 (+4), Ranged Combat: Guns 5 (+7), Technology 1 (+3), Vehicles 1 (+3)

Powers

Active Biotics

Large Scale Barriers: Create 8 (biotic, Volume: 250 cft., DC 18; Selective; Concentration, Diminished Range)

Mass Effects: Move Object 6 (biotic, 3200 lbs., DC 22; Damaging, Improvised Weapon; Diminished Range, Notes: Pull, Throw, Warp, Crush, Slam, Etc.)

Reave

Blast: Blast 4 (Linked; biotic, DC 19)

Block Regen: Nullify 4 (Linked; Counters: Regeneration, DC 14)

Healing: Healing 4 (Linked; Limited: Personal Range)

Shockwave

Damage: Cone Area Damage 5 (Linked; biotic, DC 20; Cone Area: 60 feet cone)

Move Object: Cone Area Move Object 6 (Linked; biotic, 3200 lbs., Advantages: Improved Trip; Cone Area: 60 feet cone; Limited Direction: Away., Reduced Range: close)

Gunplay (Advantages: Benefit, Ambidexterity, Independent Aim, Quick Draw)

Optical Upgrades: Senses 1 (Analytical: Vision)

Passive Biotics

Levitation: Flight 2 ([0 active, 8/8 PP, 2/r], biotic, Speed: 8 miles/hour, 120 feet/round)

Personal Barrier: Force Field 8 ([8 active, 8/8 PP, 1/r], biotic, +8 Toughness)

Translation Circuit: Comprehend 2 (Languages – Understand All, Languages – You’re Understood)

Equipment

M-6 Carnifex Hand Cannon (Heavy Pistol), M-6 Carnifex Hand Cannon (Heavy Pistol), Omnitool (Audio Recorder, Cell Phone (Smartphone), Flashlight, Multi-tool), Universal Translator [Translation Circuit: Comprehend 2, Languages – Understand All, Languages – You’re Understood]

Offense

Initiative +4

Blast: Blast 4, +9 (DC 19)

Block Regen: Nullify 4, +9 (DC Will 14)

Damage: Cone Area Damage 5 (DC 20)

Grab, +5 (DC Spec 12)

M-6 Carnifex Hand Cannon, +12 (DC 19)

M-6 Carnifex Hand Cannon, +12 (DC 19)

Mass Effects: Move Object 6, +9 (DC 22)

Move Object: Cone Area Move Object 6 (DC 16)

Throw, +7 (DC 17)

Unarmed, +5 (DC 17)

Complications

Enemy: The Blue Suns: Alexander ran afoul of the mercenary group called the Blue Suns awhile back, and developed a bit of a taste for giving the organization a hard time.

Motivation: Acceptance: Alexander Bourne has considered joining up with C-Sec on several occasions, if he thought they would consider his application.

Power Loss: Biotic Powers: Must be able to gesture.

Relationship: Bourne has a number of “associates,” back on Omega who one might go so far as to call friends, but has made a few real friends on the Citadel, including the C-Sec officer called Ganthet. Most of the “duct rats,” and “downtrodden,” can be counted among his friends as well.

Secret: Alexander used to work for the Shadow Broker.

Languages

English

Defense

Dodge 7, Parry 6, Fortitude 4, Toughness 9, Will 9

Power Points

Abilities 40 + Powers 36 + Advantages 15 + Skills 15 (30 ranks) + Defenses 14 = 120
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2011 Green Ronin Publishing, LLC. All rights reserved.

For more articles on Mass Effect RPG, go here.

Steal This Character: Alara’Zen vas Citadel nar Neema

Concept

Quarian engineer.

A bit about the quarians

Quarians are a race of interstellar nomads, long since driven from their home planet by a race of Artificial Intelligence known as the geth, originally created by the quarians as a servant race. The quarians attempted to destroy the Geth when they became fearful of their creation’s growing intelligence, and the geth responded naturally to preserve their existence. Since that time the galaxy at large has become fearful of the geth threat after an army of the A.I. units acted in support of the rogue turian Spectre known as Saren Arterius.

For more information, click any of the above links or play through Mass Effect.

Alara’Zen

Alara’Zen vas Citadel nar Neema (crew of the Citadel, child of the Neema) is one of the small population of quarians who consider the Citadel their permanent home. When asked, she tells people that she’s on an “extended pilgrimage.” She left the Migrant Fleet voluntarily and does her best to look out for other quarians who visit the Citadel on their pilgrimage, trying to ensure that they don’t have the same difficulties she did.

Unfortunately, C-Sec policy is to treat quarians as a nuisance. They often suffer from unfair treatment and are threatened with charges of vagrancy or falsly accused of theft. Without representation on the Citadel Council, this situation is likely to continue.

Luckily, though, not everyone feels that way. Alara’Zen has met Alexander Bourne on several occasions, usually after he injured himself looking out for one of the “duct rats,” and helps him out with equipment or medigel on occasion.

She keeps her combat drone (nicknamed, “G’enni”) active most of the time, using it to help her with the repairs she does at her junk shop, and has been known to speak to it on occasion. Alara has toyed with the idea of installing a V.I. in the drone’s program so it could speak back, but something has thus far stayed her hand.

Alara’Zen vas Citadel nar Neema is a power level 8 character for Mutants and Masterminds 3E. Her character sheet was created using Hero Lab.

Hero Lab – Alara’Zen vas Citadel nar Neema.

For those of you who would rather just see the character, her statblock is below. Enjoy!

Alara’Zen vas Citadel nar Neema – PL 8

 

Abilities

Strength 0, Stamina 0, Agility 2, Dexterity 2, Fighting 2, Intellect 3, Awareness 1, Presence 0

Advantages

Benefit, Cipher, Eidetic Memory, Equipment 6, Favored Foe: Synthetics, Improvised Tools, Inventor, Leadership, Ranged Attack 4, Second Chance: Technology Checks, Skill Mastery: Technology, Teamwork, Well-informed

Skills

Acrobatics 4 (+6), Athletics 2 (+2), Expertise: Artificial Inteligence 1 (+6/+4), Insight 6 (+7), Investigation 1 (+4), Perception 6 (+7), Persuasion 4 (+4), Ranged Combat: Guns 4 (+6), Sleight of Hand 2 (+4), Technology 7 (+12/+10), Treatment 1 (+4), Vehicles 2 (+4)
Powers

Advanced Omnitool Programs (Removable)

Combat Drone: Burst Area Summon 4 (hologram, light, technological; Active, Burst Area: 30 feet radius sphere)

Heavy Overload: Affliction 5 (1st degree: Dazed, 2nd degree: Defenseless, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Affects Objects Only, Increased Range 2: perception)

Advanced A.I. Hacking: Affliction 7 (Alternate; 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 17; Increased Range 2: perception; Limited: Synthetic Targets Only)

Incinerate: Burst Area Blast 4 (Alternate; fire, technological, DC 19; Burst Area: 30 feet radius sphere)

Containment Suit: Immunity 7 (Disease, Environmental Condition: Vacuum, Environmental Condition: Radiation, Environmental Condition: Cold, Poison, Suffocation (All))

Helmet (Notes: This WOULD be removable, but Quarian complications suggest that this would be a very bad idea.)

Heads up display: Senses 4 (Analytical: Sight, Danger Sense: Radio, Direction Sense, Radio)

Medigel: Healing 2

Quarian Affinities

Low-light vision: Senses 1 (Low-light Vision)

Technologist: Enhanced Trait 3 (Traits: Technology +2 (+12), Expertise +2 (+6), Advantages: Second Chance: Technology Checks; Permanent)

Shield Generator (Removable)

Force Field: Force Field 6 (technological, +6 Toughness)

Translation Circuit: Comprehend 2 (Languages – Understand All, Languages – You’re Understood)

Equipment

Containment Suit [Containment Suit: Immunity 7, Disease, Environmental Condition: Vacuum, Environmental Condition: Radiation, Environmental Condition: Cold, Poison, Suffocation (All)], Medigel [Medigel: Healing 2], Omnitool (Audio Recorder, Cell Phone (Smartphone), Flashlight, Multi-tool), Universal Translator [Translation Circuit: Comprehend 2, Languages – Understand All, Languages – You’re Understood], Weapons (Combat Knife, M-5 Phalanx Heavy Pistol)

Offense

Initiative +2

Advanced A.I. Hacking: Affliction 7 (DC Will 17)

Combat Knife, +2 (DC 16)

Grab, +2 (DC Spec 10)

Heavy Overload: Affliction 5 (DC Fort 15)

Incinerate: Burst Area Blast 4 (DC 19)

M-5 Phalanx Heavy Pistol, +12 (DC 19)

Throw, +6 (DC 15)

Unarmed, +2 (DC 15)

Complications

Dextro-amino race: Like the Turians, Quarians cannot eat the same foods as most species. They can, however, eat turian cuisine.

Disability: Quarian Immune System: Quarians wear their containment suits for a good reason; nearly ANY foreign substance or germ causes an alergic reaction, with symptoms like fever or nausia or worse, depending on the severity. Under the wrong circumstances, a containment breach can be fatal.

Hatred: Like many Quarians, Alara feels a strong hate and fear of the Geth, the synthetic race of artificial inteligence that drove the Quarians from their home world.

Prejudice: Quarians and their traditions (like Pilgrimage) are often misunderstood by the galaxy at large, and they are sometimes treated as vagrants or worse.

Languages

Quarian
Defense

Dodge 10, Parry 7, Fortitude 3, Toughness 6, Will 7

Power Points

Abilities 20 + Powers 39 + Advantages 19 + Skills 20 (40 ranks) + Defenses 22 = 120
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2011 Green Ronin Publishing, LLC. All rights reserved.

For more articles on Mass Effect RPG, go here.

Vampire Theme (for your character)

I, like many people I’ve spoken to, were disappointed with the new vampire option presented in Heroes of Shadow. It’s not in fault to the mechanics. They feature excellent flavor and a fun balancing act of healing with limited healing surges. It’s not the fact that we already had vampire-esque options in the form of feats. I certainly don’t have a problem with such a dark character being played played by a PC (see the Werewolf theme in Kobold Quarterly #19).So what’s the issue? They made it a class. That means no vampire rogues, no vampire wizards, nor vampire blackguards, assassins or most anything else. So many opportunities gone. It’s not like we don’t have options to make this happen in other ways either. I set about coming up with a way to fix this issue, and decided the Theme was likely the best mechanic for the task. That means no vampire merchants, students or nobles, but themes are secondary traits (even farther removed from secondary really), and it seemed the lesser sacrifice.

The next step was to determine the new mechanics, but the issue here is, I like the mechanics! My desire with the following is to present the Vampire class options as a theme format. There are more choices than a regular theme to help customize your vampire the way that suits your character best, but in the end, I don’t think this should create any serious balance issues. This theme references material found in Heroes of Shadow.

Vampire Theme

Level 1 Starting Feature

You are undead. You gain the traits associated with the undead keyword. You do not age.

You do not add your constitution modifier to your total number of healing surges. Your total number of healing surges is reduced by 2 (to a maximum of 2).

You can take either the dark beckoning power or the taste of life power in place of an At-Will power granted by your class.

You gain the blood drinker power.

Level 5 Feature

You gain the blood is life and enduring soul class feature.

Level 10 Feature

You gain the night crawler ability.

Optional Powers

Each of the remaining heroic vampire utility powers are available in place of your class utility powers for those levels.

Special Restrictions

A player character my not take the vampire class or hybrid vampire class and the vampire theme. You may take multi-class feats, and are considered to have the Vampirism feat (Dragon 400), if needed to meet the prerequisite for these feats (This will allow you to take Vampire Encounter and Daily Powers). For the purpose of meeting prerequisites you are considered to have the Vampire class.

It may seem lazy, but I see no reason why we should re-write what’s not broken, and I like the mechanics (it’s worth repeating). This limits your vampiric advancement to the first ten levels of play. Numbers seem to indicate that this is plenty for many groups. Some of us, however, might want a little more bite. It occurred to me that if my goal is the ability to combine my vampire with a class, what I might need is just a hybrid class. Most of the essentials classes haven’t been updated for the hybrid rules yet but we have a few to give us an example. That’s when I discovered there was a hybrid vampire option in Dragon 400. Go ahead take a look. It’s pretty good. . .

What? This is free content. Did you expect me to not point out the already available options? Have fun with the theme. Find the vampire that suits your game!

John Armor, “Old School Tough Guy” – an Interface Zero + Strands of FATE character

John Armor, “Old School Tough Guy,” is a character for the fantastic cyberpunk game of Interface Zero, made up using the awesome Strands of FATE system.

Sigma Six, an “off the books” corporate black ops team, was recently dismissed when its parent company was bought out. This suited John Armor just fine, because now he was free to pursue the missions that interested him, and decline those that didn’t – at least, that’s what he tells himself.

John Armor, “Old School Tough Guy,” is a character for the fantastic cyberpunk game of Interface Zero, made up using the awesome Strands of FATE system.

Defining Aspect: Old School Tough Guy

John “Crowbar” Armor grew up living the hard life.  In his early years, he was a knockaround guy and an enforcer.  Eventually taking a deal to avoid prison, he chose to enlist and serve in the North American Water Wars.  Being a first-generation Human 2.0 meant that he had all the physical traits the military was looking for in a soldier, and then some.  Fortunately for him, his dead-end attitude was reshaped through the rigors of two back-to-back tours.

After his duty was over, he tried to go back to the criminal life, but just couldn’t.  Those years in the war taught him discipline, respect, and loyalty, so he opted for a simple, legitimate security guard position instead.

Because of his physical presence, skills, and new-found loyalty to the company, he was soon recruited to the division’s elite security detail.  And from there he was finally recruited to the company’s secret black ops team (Sigma Six).  After many years on the team (and at the nice age of 55), his company was bought out, forcing the company to cut ties with the team.

In all of his years, regardless of what he was doing, he always preferred to take care of problems with the simplest of solutions, because those were the ones that usually worked.  He wasn’t much of a negotiator, opting instead to let his size and strength be his words.  Forceful and direct was the way to go, because that simply got the job done.

He’s always had the attitude that you should say what you mean, say it with dignity and respect, and remain loyal to friends and family.  He doesn’t like to play games, he doesn’t like to beat around the bush, and he doesn’t waste his time worrying about the little things.

After getting disbanded from the company, he sold his pad and moved into a street-level, run-down garage.  There, he lives a modest life working on his bike, and occasionally donates money to help out the locals.  He quickly gained a reputation in his neighborhood for this, but it’s more likely you’ve heard a different story…

“Let me tell you why you shouldn’t fuck with that old dude down at the garage.  A few months ago some punks stole his bike and then sold it.  After tracking the thieves down, he broke into their place, beat the shit out of two of them with a crowbar, and left the third cowering in the bathroom.  So, he goes into the bathroom, takes a shit, and then leaves – and he never said a word.  The dude’s bike was back at his garage the next day.  THAT’s old-school.”

Racial Aspect: Genetically Enhanced

Being 55 years old, John is a first generation Human 2.0.  Because of that, he doesn’t look a day past 40.  With his parents’ access to resources, he received the best genetic treatments money could buy.

Racial Specialty Aspect: Attractive

The genetically enhanced get all the perks.  That’s just the way it is, so stop bitching about your bad luck.

Character Aspect (Ambition): Someday I’ll do some good

Growing up in the criminal life, then fighting on the wrong side of the war, and then operating as a Sigma Six Black Ops team member, John Armor hasn’t really made the world a better place.  In fact, he’s done just the opposite.  He’s vowed that he will one day atone for his sins; the problem is that he just doesn’t exactly know how to yet.

Character Aspect (Background): Veteran of the Water War

Life as a soldier really whipped John into shape (mentally), and fixed his attitude problem.  It’s also responsible for most of his skills as a street ronin.  Ranged combat, hand-to-hand combat, power armor combat, first aid, demolitions, survival, mechanics, and so on, he learned while in the military.  Even though he knows now that he was on the wrong side of the war, he still looks back at that time period as his turning point in life.

Character Aspect (Conviction): Loyal to the last

As an only child, and one who lost his parents at an early age, John felt it was crucial that family and friends were the most important things in life.  He felt that way towards his criminal pals, his war buddies, and his Sigma Six team members.  “If you don’t have friends and family, you don’t have anything” is a motto of his.  This is something that he’s known for.

Character Aspect (Disadvantage): These old bones

At 55 years of age (and years of combat abuse), father time is starting to catch up with John.  He’s still buff as hell and ready to throw down with anyone, but he’s starting to notice that he has less pep in his step.

Specialty Aspect (Exceptional Skill): Experience matters

John aint some young punk just off the street; he’s been around the block and knows a thing or two.  Listen to him, because it’ll save your life.

Specialty Aspect (Foe): The shadows are full of friends and enemies

With his sordid, lengthy past, John has racked up a surprisingly large number of friends and enemies (perhaps even people you would think couldn’t be).

Specialty Aspect (Foe, swapped in for Gear): Estranged son

Somewhere along the way John fathered a son.  Not always there as a father figure, John and his son don’t exactly have the “Leave it to Beaver” relationship.  In fact, some might say they’ve become rivals.  Does John hate it that he doesn’t have a good relationship with his son?  Yes.  Will he try to fix this problem?  Someday.

Specialty Aspect (Help): Doc Op

Back in the war, John became fast enemies with a fellow soldier.  Their hate for each other was reckless, and bordered on insanity, if not stupidity.  Now that both are no longer in the military, they get along like old buddies – the best of old buddies.  On the street, “Doc Op” has patched up John more than once, and has even tended to some of the old members of Sigma Six. He can often be seen drinking a beer in John’s garage, just hanging out like one of the guys.

Specialty Aspect (Inferior Skill): Why isn’t this working?

Even though John has been around for a while, he doesn’t know everything, especially when it comes to high tech stuff.  “Why isn’t this working?  It’s supposed to work, damn it.”  Specifically, he has a bit of trouble when dealing with high tech gadgets and computers.  Sure, everything nowadays is computer-related, and that just pisses him off.

Charmed Hero

The following is a theme for Dungeons and Dragons, 4th edition. Presented as part of the ‘A Night in Lonesome October’ Blog Carnival.

Some people are born great, some achieve greatness, and some are just surrounded by abyssal horrors! Fantasy is filled with examples of heroes who aren’t smarter, faster or stronger than everyone else, they’re just in the wrong place at the wrong time. Yet somehow these hapless regulars wind up on top!

These characters may be the main protagonist, such as the hobbits in the Lord of the Rings, or they may be plucky side characters, like Xander in Buffy the Vampire Slayer. One way or another, they not only survive the fight, but they manage to contribute significantly to the final victory, while fighting alongside epic hunters and powerful wizards.

Charmed Heroes rarely begin adventuring careers by choice. More often than not, adventure springs right up around them. In the popular anime Inuyasha, the heroine Kagome, is attacked and pulled into another world, seemingly randomly, but we learn she is the embodiment of a sacred jewel, making her the target of many enemies. Another possibility is that monsters have invaded the heroes’ hometown, and for some reason no else seems to notice. Perhaps, a group of established heroes are venturing into the local woods, and the charmed hero is persuaded at knife point to come along as their guide.

No matter your reason for adventuring, you soon pick up other useful skills (your base class), and may even eventually gain a bit of courage and self confidence. Even when you’re battling against epic foes, there’s always that bit of luck or fate that shines through.

Charmed Hero Starting Feature

The charmed hero always seems to be have just a little bit of extra skill just when it seems that failure is inevitable. Whether it’s fate or just a surge of willpower, when all hope is bleak, the charmed hero gets the job done when it’s the most critical.

Burst of Hope Charmed Hero Utility 1

Encounter

No Action Personal

Trigger: You make an attack roll, a saving throw, a skill check, or an ability check and dislike the result.

Effect: You add 1d4 + 1 to the triggering roll. At 11th level you add 1d4 + 2. At 21st level you add 1d4 + 4.

Charmed Hero Level 5 Feature

With all the crazy stuff happening in your life, you find yourself constantly running just out of reach of the next villainous threat. You gain a +1 power bonus to all defenses vs. opportunity attacks. This bonus increases to +3 vs. opportunity attacks made by aberrations or undead.

Charmed Hero Level 10 Feature

Sometimes when things seem their worst, that’s when the greatest opportunities arise. Whenever you roll a natural 1, your action fails as normal. Your next attack roll, saving throw, skill check, or ability check gains a +2 power bonus.

Optional Powers

Burst of Speed Charmed Hero Utility 2

Sometimes you just have to get across the room in an impossible amount of time.

Encounter

Minor Action Personal

Effect: You gain a +2 power bonus to speed until the end of your next turn.

Tougher Than I Look Charmed Hero Utility 6

When you’re surrounded by mages flinging balls of acid and barbarians hefting giant war axes, it’s easy for enemies to forget just how tough you can be.

Daily

Minor Action Personal

Effect: You gain resist 3 to all damage until the end of your next turn. At 21th level this increased to resist 6.

Sudden Revival Charmed Hero Utility 10

Just when it looked like you were out of the fight for good, you stand and do what’s needed.

Daily

Free Action Personal

Trigger: You start your turn dazed, dominated or stunned (save ends).

Effect: You make a save vs. that effect with a +2 power bonus.

Klaus Eagle, Priest of Sigmar – steal this background

Klaus Eagle is a proud warrior priest, devout and unrelenting. He charges fiercely into combat with every intention of smiting the enemy, or die trying. He’s young, eager to prove his worth (perhaps a little too eager), and has a very black and white view of the world. As a warrior priest of Sigmar, he favors the great hammer, heavy armor, his prayer book, and the polished skull of his first fallen enemy – not much else is needed. With these prominent affectations, his commanding demeanor, and the amount of maintenance and cleaning that he gives to his equipment, his presence never goes unnoticed. When he travels into a town or village, soldiers and guardsmen readily welcome his blessings, and commoners sleep better knowing a Sigmarite is in the area.

His official title is that of Initiate of Sigmar, though he proudly announces himself as a priest (this is to be accepted by most). It’s unusual for such a young and inexperienced Initiate to be assigned duties away from the temple, but a prominent Witch Hunter (Kade) must see something in him of value. To Klaus, it’s clearly his strength, devotion, and talent that Kade has witnessed, but to others it must be something different. Klaus sees becoming an Initiate as a giant step in restoring his family’s honor, and the fact that he has been pulled for a special assignment makes him feel that Sigmar himself is blessing him.

Where is he from?

  • Two day’s ride south of Altdorf is Bischofsheim, a small community of 200 residents that sits quietly near Frederheim (an even smaller community). It’s located where the road from Altdorf splits for Delbertz and Middenheim.

What is his family like?

  • The Eagle Clan has been feuding with the Krueger family for five generations. Both families, though not especially prominent, have ties throughout Altdorf and its surrounding communities. About a century ago, both families entered into a business deal together involving trade distribution, only to see it all crumble to pieces. Blame was handed out generously, and the two families have been feuding ever since.
  • Henry Eagle (Klaus’s father) spent much of his adult life trying his hand at a variety of high-risk ventures, usually ending in failure. Not until he was in his 40’s did he finally strike gold (silver, actually). After buying a coal mine, he soon realized it also produced silver. This was a huge slap in the face of the Krueger clan, and Henry became very popular among his relatives. However, this endeavor backfired, as the mine produced much less silver than expected. Of course, the Krueger clan had a field day with this as the Eagle family felt nothing but shame and embarrassment. To add injury to insult, working the mine has caused Henry to fall gravely ill. Now, due to his affliction of Black-lung, he is usually bedridden, occasionally tended to by his young wife, Eliza. More often than not, however, he is tended to by Helga (the loyal family housemaid).
  • Eliza Eagle is a woman of less than 30 years, though has married a man in his 60’s. For ten years she has assumed the right side of the family estate, sitting next to Henry. With Klaus finally out of the house, she is no longer burdened with assuming the role of the “motherly” stepmother. Now she has more time to manipulate her oldest stepson (Ephraim).
  • Ephraim Eagle, the eldest of three brothers, has assumed the head of household, as his ailing father can no longer run the family mine. As the eldest brother, he never really had any words of encouragement for Klaus, and in truth, showed only disappointment toward him. Ephraim is now the man of the house, and the one most in charge of the mine, but Eliza has a definite hand in his decisions.
  • Matthias Eagle, the middle brother, joined the military and fought in several battles (mostly against greenskins). Stronger and better looking than Klaus, he always felt the need to one-up his younger brother. When he came home briefly to visit the family (and show off his new rank of lieutenant), he aggressively pursued the beautiful Anna Von Tera, the young woman Klaus was just beginning to court. They wed quickly, and Matthias soon after took his bride to his new station in Altdorf. There, he has risen to the rank of captain, and Klaus isn’t sure what his brother’s new duties really are.
  • Belle de Bach. As young adults, Klaus and Belle finally overcame their childish pranks, forming a close sibling bond. As the only daughter in the family, she has been wed to Owen de Bach. Klaus and his brother-in-law, Owen, get along well, and he hopes to one day visit Grunberg so that he may spend time with the family he knows and trusts.

What did he do before he started working for a Witch Hunter?

  • Throughout his childhood and path into adulthood, Klaus could never settle on one “thing” that he wanted to be. Also, it didn’t help that his two older brothers were either always in the limelight (taking over the family business, or marrying the pretty lady and promoting through the military). So for his teenage years he simply worked in the mine with the other laborers. Ephraim was not about to put him in charge of other workers, because, “You simply haven’t the mind for it.” His life finally changed when a lone Priest of Sigmar entered the Bischofsheim grounds in pursuit of a very large beastman. With all his might and glory, the Sigmarite struck down the abomination, and was revered by the villagers for weeks. Klaus finally knew what he was going to do with his life, and how he was to restore honor to his family’s name…

How religious is he?

  • Klaus is as religious as the next Reiklander, but differs in that he understands and respects the relationship between man and the gods better than most commoners.

Who are his friends and enemies?

  • He gets along very well with his sister and brother-in-law, and is commonly at odds with his brothers. To say that he’s gotten into a few scuffles with members of the Krueger family would be an understatement.

Who does he love/hate?

  • His sister’s new family is the one he wishes he could have grown up in.

What is his prized possession?

  • Though he doesn’t have any emotional attachments to any items, he certainly takes care of his gear so that his position in the cult of Sigmar can be readily seen. He believes that a priest who stands out in his duties will achieve greatness, and possibly one day sit in Sigmar’s court (a path this bold will no doubt also bring respect to the Eagle family name as well).

Who is he loyal to?

  • With a very black and white view of the world, he is unquestioningly loyal to Sigmar, and the many priests in the cult. This will most certainly blind him in other areas, and hopefully he can find the grey area once he gains some real-world experience.

Azazael, Tiefling Seeker (steal this background)

By Dixon Trimline
– Azazael bides his time until he can enact his vengeance on she who betrayed him, the Lady of Torture. hoorah!

In the stinking bogs of Minauros, Lilith, the Lady of Torture, ruled her Rotted Hall in Jangling Hiter, the City of Chains, where she plied her talents on any who dared defy her lord Sagirsa. Naturally, she worked against the archdevil herself, offering reports of Sagirsa’s plots and deceptions to Mammon, the overlord of the Third Hell.

It was into this world, echoing with the shrieks of Lilith’s victims, that Azazael was born, the offspring of a succubus and a dominated paladin, another of the Lady’s countless subjects and slaves. When he was not administering–or receiving–Lilith’s tortures, Azazael stalked through the foul swamps of Minauros, hunting the Unspeakables there, first with blade and later with bow. As he grew, he learned that he could gather the twisted magicks of the place, breathing them into his barbed arrows, making them burst and making them burn.

With the right threat in the right ear, he turned his coven of slaves against their Master Torturer, slaying the chained devil and forging his bow Holocaust out of the creature’s spine. Upon hearing of this, Lilith did not punish the half-devil, as all–including Azazael–had expected, but was delighted, and laid claim to him, placing him among her consorts. He thrived in this role, menacing and manipulating all others until assuming First Consort, Lilith’s most trusted bodyguard.

Azazael served in this way for almost fifty years, putting down any rebellions in the Rotted Hall, killing assassins with swarms of flesh-eating flies or tearing them apart with clouds of razored thorns, all of this pouring out of his greatbow like in a tide of dark energies. It wasn’t long before the other consorts grew weary of Azazael’s successes, or for Lilith to grow concerned about his abilities. Working with her Second Consort, Xaphan, Lilith captured Azazael, wrapping him in Sagirsa’s unbreakable chains and shattering Holocaust, and then dragging him to Avernus, the surface of Baator, where he would burn alive for all eternity.

This is where Bel, Avernus’ pit fiend ruler, found him, and seeing a potential ally, granted Azazael access to the Lake of Despond, where the half-devil could ride the searing winds up through the funnel storm cloud and out into the Astral Sea. From there, he rode with Githyanki pirates, helping them battle a tentacled abomination with a borrowed bow, and discovered he could still harness the energies from Minauros with his shots. Grateful for his assistance and respectful of his powers, the Gith took him through a color veil into the material world, where Azazael plots his return to the Rotted Hall and his vengeance on the Lady of Torture who betrayed him.

Image by Claudio Pozas

Devon Surtova, Vampiric Nobleman – Steal this Background

By Jonathan Baldwin
– The struggle by the damned to retain his humanity may be a neverending, lifelong battle…

Devon Alexander Hildebrand Surtova (just Devon to his friends, of course) was a member of the nobility, one of the younger sons of his house, and as such had no real chance of political power in his own land of Brevoy.

Not that he’d take it, simply offered it out of mere respect for his name. His ties to Surtova were the sort of resource that he didn’t put much stock in.

Early on, his strong independent spirit asserted itself, along with an overwhelming desire to prove himself on his own merits. After a brief attempt by the family to teach him spell-craft, he joined the military using a false name (his third name, actually: Hildebrand) and pushed himself harder than anyone expected. It wasn’t until reaching the rank of captain that he revealed the nature of his deception, feeling that he’d genuine earned it. Remarkably enough, he wasn’t thrown out of the service for it. Instead, his promotion was confirmed under his real name.

He was a skilled leader of men on the battlefield, instinctual and fast, leading from the front with tactics that always kept the enemy guessing. He had a knack for distracting the foe and exploiting their weak points; whether it was a family trait or not, it served him well. They put him in charge of a small elite unit, and they handled themselves admirably, completing missions that no one else would take.

He was respected, he had friends, he had a position, he even had the respect of his family — until…

…that fateful night.

Five of his close friends (the better part of his team) were returning with him from a party. All of them had had a bit too much to drink, the night was young, there was laughter and song… Until the vampire came. It attacked without warning, and though Devon fought well (even stabbing the assailant with what ought to have been a fatal blow) he was struck down, suffering a vicious bite, losing a lot of blood to the creature before his friends realized what was happening.

Only one of them survived the ensuing fight, and brought Devon to his family home. The change was inevitable.  Though he retained his own will and mind, he was obviously changed by the experience. The creature had taken his humanity, destroyed his friends, and as if to add insult to injury, it had broken his sword off at the hilt and stolen away with the blade.

Though his control of the vampire nature was exceptional, he now saw himself as a danger. And while his family would not kill him, they encouraged him not-so-gently to leave. They could not risk having him nearby, and the potential damage to their reputation was even worse (in their minds).

So he took to the call for adventurers who would go and deal with a bandit problem, in search of a place where he would be accepted for his skills and merits, and where his new-found condition might not matter so very much. He took with him only the clothes on his back (sturdy garments that would block the sun) and the hilt to his broken sword. He no longer needed it for fighting, but it helps keep him grounded against the beast… The little magic he once knew is long gone, and he has abandoned any attempt at his once prized swordsmanship – he fights better barehanded, now, and it’s better if he accepts it. If anyone asks about the hilt, he tells them, simply, “I am the blade, now.”

To his shock and pleasure, the adventurers he travels with have accepted him, fangs and all. They even respect his leadership ability. Devon now dares hope that with their help he might create a place where this kind of acceptance is the rule and not the exception.