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Insomnius

Commander Sonali Vasusena

Jul 13th, 2015 (edited)
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  1. Name: Sonali Vasusena
  2. Rank: Commander (Alliance Navy), Spectre (Citadel Council)
  3. Species: Human
  4. Sex: Female
  5. DOB: 01/17/2157
  6. Blood Type: AB+
  7.  
  8. Physical Characteristics:
  9. -Height: 1.75 m
  10. -Weight: 92.1 kgs
  11. -Eyes: Black, almond shaped
  12. -Hair: Black, shoulder-length
  13. -Skin Tone: Dark Olive
  14. -Body Type: Gymnast's Build
  15. -Distinguishing Features: Tattoo of Hindu "ॐ" on Left Bicep
  16. -Denomination: Hindu (Non-Practicing)
  17. -Languages: English, Hindi
  18. -Note: The Universal Translator program included in all Omni-Tools OS's can handle most languages used throughout the Galaxy.
  19.  
  20. Fate Points: 3
  21. Paragon Points: 3
  22. Renegade Points: 0
  23. _______________________
  24. History:
  25.  
  26. You were born in Jin, the Capital city of Shanxi, 2 days before the Turians invaded. Your mother was injured in the fighting and you were exposed to Element Zero when a Frigate exploded over the city. Eventually, the Turians were ousted and peace returned to the colony. However, your mother developed complications from her injuries and died when you were five years old. This resulted in your father trying to drink away his sorrows and taking his anger and grief out on you. Eventually, his lifestyle caught up to him and you found him dead on the morning of your 17th birthday.
  27.  
  28. You initially sought to enlist in the Navy in an attempt to get away from your past life but found that it would be a while before they could ship you out. So you settled for the branch that would get you out quickest: The Marines. It was one of the best decisions you ever made. The Alliance broke you down and built you back up stronger than before and you found yourself excelling, especially in the Combat and Tech fields, despite your Biotic Potential. You were initially assigned to the 103rd Marine Division and saw action against pirates and slavers on various colony worlds.
  29.  
  30. Shortly afterwards, the Interplanetary Combatives Academy invited you to Vila Militar to participate in the N Program. You rose through the ranks quickly, becoming an N6 just in time to participate in the Skyllian Blitz. As part of Spec Ops Team Delta, you assaulted and sabotaged the Pirate Flagship, earning your N7 designation in the process. You continued to serve with Delta Squad, while taking Leadership and Public Relations courses on the side. Diligent studying combined with a natural knack for reading and understanding people gave you very impressive social skills. Eventually, you were promoted to Lieutenant Commander and placed in command of Spec Ops Team Epsilon.
  31. _______________________
  32. Attributes: (Rated from -3 to 3 with 0 being Human Average)
  33.  
  34. -Physique (PHYS): 4
  35. -- Measure of One's General Physical Fitness
  36.  
  37. -Coordination (CRD): 3
  38. -- Measure of One's General Control Over Body and Reflexes
  39.  
  40. -Intelligence (INT): 1
  41. -- Measure of One's Mental Acuity
  42.  
  43. -Perception (PER): 2
  44. -- Measure of One's General Awareness
  45.  
  46. -Charisma (CHA): 2
  47. -- Measure of One's Natural Social Ability
  48.  
  49. -Willpower (WIL): 1
  50. -- Measure of Control Over One's Psyche
  51. _______________________
  52. Skill Ranks:
  53. +6:
  54. -Deception (CHA): +6 | Ability to lie and deceive.
  55. -Diplomacy (CHA): +6 | Ability to persuade and influence.
  56. -Intimidate (CHA): +6 | Ability to threaten and scare.
  57.  
  58. +4:
  59. -Awareness (PER): +4 | Situational awareness and ability to notice details.
  60. -Tech Combat (INT): +4 | Ability to use Tech modules in combat situations.
  61. -Computers (INT): +4 | Ability to program, hack, and utilize software systems.
  62. -Mechanics (INT): +4 | Ability to build, analyze, and utilize physical mechanical systems.
  63. -Melee Combat (PHYS/CRD)
  64. -[Omni-Weapons]: +4 | Melee Weapons flash-forged by Omni-Tools.
  65. -[Short Blades]: +4 | Shorter cutting weapons such as combat knives.
  66. -[Clubs]: +4 | Impact weapons such as batons and rifle butts.
  67. -Ranged Combat (CRD)
  68. -[Pistols]: +4 |
  69. -[Shotguns]: +4 |
  70. -[Assault Rifles]: +4 |
  71. -Unarmed Combat (PHYS/CRD): +4 | Skill at fighting without Weapons.
  72.  
  73. +3:
  74.  
  75. -Insight (PER): +3 | Ability to read and analyze other sentients. [ Affected by Social Sense and Sixth Sense ]
  76. -Knowledge (INT):
  77. -[General]: +3 | Current events and the Galaxy at large.
  78. -[Science]: +3 | Subjects like Physics, Biology, Chemistry, etc.
  79. -[Tactics]: +3 | Information related to combat situations
  80. -Stealth (CRD): +3 | Ability to move silently and remain hidden.
  81. -Survival (INT): +3 | Ability to survive in hostile environments.
  82.  
  83. +2:
  84. -Biotics (WIL): +2 | Ability to utilize Biotic Powers.
  85. -First Aid (INT): +2 | Ability to treat battlefield injuries.
  86. -Knowledge (INT):
  87. -[History]: +2 | Events that occurred in the past
  88. -[Politics]: +2 | Information related to governments and political happenings.
  89. -Ranged Weapons (CRD): Skill with using
  90. -[SMGs]: +2 |
  91. -[Sniper Rifles]: +2 |
  92. +1:
  93. -Pilot (CRD):
  94. -[Ground]: +1 | Land-based vehicles such as the M-35 Mako.
  95. -[Air/Space]: +1 | Flying vehicles such as the UT-47 Kodiak
  96.  
  97. ________________________
  98. Traits:
  99.  
  100. >Social Sense: Your particular circumstances growing up grant you the ability to sense moods and read body language incredibly well. Plus +4 to Social Perception checks against Humans and +2 for most other species.
  101.  
  102. >Sixth Sense: Your particular circumstances growing up grant you flashes of instinctual knowledge and gut feelings. [Can Make Perception Tests to "feel out" people, places, situations and other things | Grants Weak Danger Sense | Additional plot-related effects]
  103. -Weak Danger Sense: You can, on occasion, sense if you're in immediate physical danger. [QM will roll off screen.]
  104.  
  105. >L3 Biotic: Your Biotic Implant is the L3 Variant which has no Bonuses or Maluses.
  106.  
  107. >Project Durga:
  108. -Artificial Muscle Enhancement: Increases physical fitness and muscular control.
  109. -[+1 Physique and Coordination]
  110. -Cardiac Boosters: Prevents Fatigue from Strenuous Physical Activity
  111. -Ceramic Bone Reinforcement: Increases physical sturdiness and threshold for suffering Medium and Critical Injuries.
  112. -[+1 Physique]
  113. -Digestive Expansion: Grants Increased Resistance to Poisons and Toxins and Allows Processing of Additional Foods.
  114. -Electrolyte Regulation Glands: Prevents Implant and Augmentation Rejection by regulating internal homeostasis.
  115. -[Secretions possess a slight citrus scent.]
  116. -Liver and Kidney Replacement: Grants increased Resistance to Poisons and Toxins
  117. -Sensory Enhancement: Grants Low-Light Vision, and improves visual quality as well as improving all other senses marginally.
  118. -[+1 Perception]
  119. -Symbiote Colonies: Microorganisms spread throughout the body rapidly repair any injuries.
  120. -[Healing Factor 1: Light Injuries will heal in combat. Moderate and Critical Injuries will have reduced recovery time.]
  121.  
  122. >Intrinsic Biotics: Your particular Eezo Structure is conducive to Powers and Techniques that focus on your body alone. +2 to Personal Range Biotics Tests.
  123. _______________________
  124. Capital:
  125. >Savings: 43,300 cr.
  126. >Checking: 46,686 cr.
  127.  
  128. Investments:
  129. >Expat's Portfolio: 25000 cr.
  130.  
  131. Property:
  132. >Loft Apartment in Rio de Janeiro
  133.  
  134. Inventory:
  135. >AT-09 “Logic Arrest” [5 Mod Slots, Efficient but Slow, Greatly Improves Module Power but can lag, increasing Module Recharge Time]
  136. _______________________
  137.  
  138. Gear:
  139. --Armor: N7 Onyx [Medium, Reliable and Badass | Bonus to Health and Armor]
  140. -- [Barrier: 150%]
  141. -- [Armor Integrity: 50/50]
  142. -- [Mod Slot 1: Barrier Battery]
  143. -- [Mod Slot 2: Barrier Battery]
  144. --Omni-Tool: HKS-01 “Decker” [New and Untested]
  145. -- Omni-Weapon: Curved Blade, good for Slashing and Stabbing
  146. -- Omni-Gel: [200/500 Units]
  147. -- Modules (6/6): [Scan, Cloak, Drone, Fortification, Overload]
  148. --Biotic Amp: SF-3 “Unity” [Inflexible but Safe, Prevents Critical Failures of Biotic Powers]
  149.  
  150. Weapons:
  151. -- M-15 Vindicator Battle Rifle [ 3 Round Bursts | Base 24 Round Magazine (36 with Capacitor) | Uses Ejectable Heatsinks | Mods (3/3): Phasic Ammo, Heavy Barrel, Heat Capacitor | Scope: Red-Dot Sight]
  152. -- M-45 Savage Shotgun [ Uses both Ejectable Heatsinks and an Internal Heatsink | Base 8 Round Magazine with Ejectable Heatsink, 16 with Internal | Mods (2/2): Bayonet, Incendiary Ammo]
  153. -- M-2B Cobra Magnum [ Base 32 Round Magazine | Uses Internal Heatsink | Mods (2/2): Stunner, Heat Capacitor]
  154. _______________________
  155. Biotic Powers:
  156.  
  157. >Barrier: Instead of Shields, Biotics rely on their innate powers to generate a protective Mass Effect Field around themselves. They can manually refresh their Barrier if they wish instead of waiting for it to recharge. [1 Turn to Recharge When Overwhelmed, but can be strengthened or recharged quickly when depleted with a Biotics Check]
  158.  
  159. >Disruption: Allows Interference with other Mass Effect Fields, eroding or possibly negating them. [No Recharge, requires Biotic Checks to function]
  160.  
  161. >Pull: Lifts and Suspends Targets in a Mass Effect field that simulates Zero Gravity. Weak against Shields and Barriers. [3 Turn Recharge]
  162.  
  163. >Telekinesis: Manipulation of Objects through the use of Mass Effect Fields. [No Recharge, but requires continuous Biotic Checks to prevent Feedback]
  164.  
  165. >Throw: Uses a Mass Effect field to exert force directly onto Targets, launching them upwards and outwards. Weak Against Shields and Barriers. [3 Turn Recharge]
  166. ________________________
  167. Biotic Techniques:
  168.  
  169. >Focus: Focus your Biotic energy into your somatic muscle structure to increase your overall physical abilities. [Boost to Physique and Coordination for several Turns depending on the Roll]
  170. _______________________
  171. Tech Modules: [Slots 6/6]
  172.  
  173. >Scan: Reveals information on selected target such as power readouts, shield strength, and other useful data. Can also paint the target on the users HUD and the HUDs of those within the user's Tactical Network. [No Recharge Time]
  174.  
  175. >Cloak: Creates a holographic screen around the user that mimics the surroundings while spoofing most electronic detectors. [Lasts Until Dismissed or Disrupted, 5 Turn Recharge Time between uses]
  176.  
  177. >Drone: Deploys a small autonomous hovering drone that comes equipped a short range fusion cutter that can be used for offensive and utility purposes. Possess a simple VI that can follow commands from a preset list or directly from the user. [Lasts Until Dismissed or Destroyed, 5 Turn Recharge Time between Uses]
  178.  
  179. >Fortification: Reinforces Armor with Non-Newtonian Fluids to provide extra protection. [Lasts Until Dismissed or Overwhelmed, Consumes 200 Omni-Gel, 4 Turn Recharge between Uses]
  180.  
  181. >Overload: Fabricates and Fires a small EMP grenade capable of shorting out Weapons, Shields and Armor. [Consumes 20 Omni-Gel, 2 Turn Recharge Time]
  182.  
  183. >Carnage: Your Omni-Tool flash forges and fires an unstable plasma blast that explodes with great force, doing a large amount of thermal damage. [Consumes 100 Omni-gel, 3 Turn Recharge]
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