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Rauven

Por'Ui Velk'han Shovah Amelia

Jan 30th, 2020
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  1. Basic Info:
  2. Name: Por'Ui Velk'han Shovah Amelia
  3. Sept: Velk'han (originally), Ba'Y'Skether (Currently)
  4. Caste: Steam Caste (Water-Fire Caste Hybrid)
  5. Role: Diplomat/Trader/Psyker (Unawakened)
  6. Gender: Female
  7. Race: Gue'Vesa (Human)
  8. Age: 23
  9. Race: Gue'Vesa (Human)
  10. Blood Type: AB+
  11.  
  12. Appearance:
  13.  
  14. Weight: 138 Lbs
  15. Height: 4'11 ft
  16. Hair: Chestnut Brown
  17. Complexion: Creamy, Smooth
  18. Build: Curvy and Perky
  19. Defining Features:
  20.  
  21.  
  22. General look: https://cdn.discordapp.com/attachments/634214804550057994/671792843546689546/dfec1b678a9ce6e9d380b1619155f537.png
  23.  
  24.  
  25. Psyche
  26.  
  27. Personality: Calm, Serene, Kind, Calculating, Cunning, Secretly a Sadist.
  28.  
  29. Personal Life Motto: If you can't Bludgeon the Greater Good into the Unenlightened, perhaps you can sway them to it with Goods and Services. There's always an Alternative path in all Matters.
  30.  
  31. Likes: Spreading the Greater Good, Seeing her fellow Humans uplifted from their Selfish ways and helping one another, Cutting a Strong Deal, Convincing the Unenlightened to her way of thinking.
  32.  
  33. Dislikes: Humans too blinded by the Imperium Doctrine to see the Benefits of the Greater Good, Alien races that Refuse the Peaceful offering of the Greater Good
  34.  
  35. Interesting tidbits:
  36.  
  37. Birth Sign: The Scales of Justice
  38.  
  39. Birthday: 0754004.M43
  40.  
  41. Additional Details:
  42.  
  43. Backstory:
  44.  
  45. Amelia has come from a long line of Gue'vesa Psykers that had long forgone their Mental powers for the Complex art of Diplomacy. Though they kept their Mental training to keep the Dangers of Corruption at bay they let themselves get lost in the Blissful life of the Greater Good and serving honorably as Gue'vesan Ambassadors for the Water Casre. Amelia grew up on the Fringes of the Empire in the Velk'han Sept but the Hardy Gue'vesa Loyalists of the Velk'han were frequently recruited for various Missions and incursions in the Expansion of the Tau Empire. Though she came from Velk'han Sept Amelia spent most of her life preparing for her first real diplomatic mission to the Imperium.
  46.  
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  48.  
  49.  
  50. Psyker Abilities:
  51.  
  52. Warp: Warp spawns a mass effect field that damages enemy targets and stops health regeneration. It deals double damage to barriers and armor and will detonate any Psyker powers affecting the target.
  53.  
  54. Stats:
  55.  
  56. Range: Line of Sight
  57. Recharge Speed: 8 sec
  58. Damage: 250
  59. Duration: 10 sec
  60.  
  61. Throw: Throw uses mass effect fields to hurl targets away, damaging them if they hit an object. It can now be precisely curved around objects and cover to hit its target.
  62.  
  63. Stats:
  64.  
  65. Range: Line of Sight
  66. Recharge Speed: 4 sec
  67. Force: 600 N
  68.  
  69. Singularity: Singularity launches a dark energy sphere to create an intense mass effect field. The field creates a warp in the space around it, creating a gravity well akin to a black hole. Enemies are drawn into the Singularity and held briefly helpless in orbit while protected enemies are held in place. The singularity will drain any shields, armor, or Psyker barriers of enemies over time. Any enemy wandering into the gravity well of a singularity after it has been created will also be pulled into orbit.
  70.  
  71.  
  72. Stats:
  73.  
  74. Range: Line of Sight
  75. Recharge Speed: 4.50 sec
  76. Duration: 4 sec
  77. Radius: 1.5 m
  78.  
  79. Shock-wave: Blasts enemies with a line of Psyker infused Energy explosions that proceeds through walls and other solid objects.
  80.  
  81. Stats:
  82.  
  83. Range: 10 m
  84. Recharge: 8 sec
  85. Damage: 200
  86. Force: 600 N
  87. Radius: 2 m
  88.  
  89. Notes: When used, the power sends out a series of explosive Psyker impacts in front of the sSer ignoring any obstacles. It can be unleashed along the ground to launch all enemies in its path into the air, or used against airborne targets.
  90.  
  91. It is worth noting that when Shock-wave hits a shielded target it will be stunned for a brief moment, losing a bit of shield depending on the User's Psyker power, but won't be thrown into the air. This can be useful in stopping advancing enemies and allowing the User to focus fire on this target with squadmates.
  92.  
  93. Pull: Pull generates a mass-lowering field, which levitates enemies into the air. While aloft, enemies will slowly drift towards the player, allowing any allies or the player to finish them off effortlessly
  94.  
  95. Stats:
  96.  
  97. Range: Line of Sight
  98. Recharge Speed: 4 sec
  99. Duration: 4.40 sec
  100.  
  101. Notes: Enemies hit by Pull will float towards user, stopping if they hit any obstacle. Pull will not inflict collision damage on enemies, they just hang in the air behind the obstacle. Be wary of a pulled enemy landing behind The User.
  102.  
  103. The target will be drawn in the direction Pull struck them, this allows The User to Pull enemies sideways or vertically if it is properly aimed around or over cover. If an enemy is crouching behind a barricade and The User aims Pull so it arcs over the barricade and hits the target from above, then the enemy will be pulled almost straight up, rather than directly towards the User.
  104.  
  105.  
  106. Wargear (Personal):
  107.  
  108. x1 Pulse Carbine: (A T'au Pulse Weapon that utilizes pulsed induction fields to propel lethal micro-bursts of plasma over long ranges. A Pulse Carbine is a shorter and more lightweight version of the Tau Pulse Rifle, and has a damage output greater than the standard weapons of every other intelligent race the Tau have yet encountered. )
  109.  
  110. x1 Pulse Pistol: (A pistol-sized Pulse Weapon, it is only used by certain Tau personnel as a basic defense and hold-out weapon for use in desperate situations.)
  111.  
  112. x1 Wyrdvane Stave ( An advanced, psychically-attuned close combat weapons that are only effective in the hands of a psyker. Force Weapons effectively act as deadly, psychic extensions or amplifiers of the wielder's own Empyrean-spawned powers. They are designed to allow a psyker to channel deadly Warp energies into their victim, acting as a conduit between the wielder's mind and the flesh of his target)
  113.  
  114. Wargear (XV 13-2, Bishop-Class Suit):
  115. AI Designation: Titania
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