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
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Mutants & Masterminds, Third Edition is ©2010-2011 Green Ronin Publishing, LLC. All rights reserved.
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Guess what I got myself for Christmas?
Mass Effect
Thanks Jonathan for inspiring me!
Sounds like a win to me! 😀
Hi Jonathan,
Love your series. I’m looking forward to seeing more cool stuff. I’ve been playing around with a mass effect campaign for M+M 3e as well (still in very early planning stages), and I was curious to see how you’d approached ammo powers.
I see with this character, you’ve made it more of a cosmetic effect, but how would you go about making them more mechanically useful?
I thought about making it a device, since they can only be used through a weapon, and would be nullified by taking the weapon away, but that doesn’t account for being able to use the powers with more than one weapon.
I thought about making it an array of powers, separate from weapon, with blast linked with something else, like affliction, but again that doesn’t account for different weapons.
Is there some way to link use of a power with a basic attack?
I’m starting to think the device idea is probably best, just pick a preferred weapon, and emulate the weapon stats with blast + extras like multi-attack, and link them to an array of other powers.
What are your thoughts? Am I over thinking this?
I’d go with Device, possibly an array of them. Or rather, Removable Powers.
I’m now of the mind that it’s easier to just make the guns themselves devices, easily removable, as it balances the use of guns with Biotics better. Add a variable descriptor, or just use afflictions for some exotic ammo types, and you’re good.
Armor piercing is probably the easiest (but most expensive), since it’s just a partial or full Penetrating extra. 🙂
Cool. That’s pretty much what I was thinking. Just statted this up in Hero Lab. What do you think? What would you change? I figured you could add alternative devices to this (for +1PP each) if I wanted different weapons to have this.
http://i.imgur.com/u1tRM.jpg
Only one suggestion: the power rank probably doesn’t need to be quite so high. A blast of 8 is more in heavy weapon territory, and you’re unlikely to encounter anything with impervious toughness that would need it to be penetrating. 😉 I’d aim for about 5 for a Shotgun, Assault Rifle, or Sniper (6 if it’s a Widow or a Claymore or the like), 3-4 for pistols or SMGs.
I’d also suggest not making the blast FULLY penetrating, as a reduced rank would closer approximate how armor works in the game. 😉
Apart from that: looks good, and obviously feel free to ignore my advice in favor of whatever works best for your group. ^_^
Ah, thanks. I guess I was thinking like a player and just maxing everything out. Impressive how affordable it was to do, too.
I haven’t run any PL8 games either, so I’m not certain re: balance. I guess it’ll take a bit of trial and error, titrating more difficult enemies in as the players and I get used to it.
Thanks again 🙂
After a lot of thought, I’ve decided that PL 10 might be a better spot for a Mass Effect game anyway. It basically boils down to personal preference and how much benefit you think they ought to get from their fancy armor. If you’re more used to balancing PL 10 anyway, that would definitely make it a better choice.
I’ve been working on some of the NPCs/Squadmates from the actual games at PL 10, 150 point builds. It’s been slow going because I keep getting sidetracked by school and whatnot, but I’ll be posting them here eventually.