Meenni



Attributes

Dexterity: 2D
A measure of how physically articulate your character is, including his eye-hand coordination and agility.

Knowledge: 3D
Measure of your character’s overall intelligence, "common sense" and academic knowledge.

Mechanical: 3D
Your character’s prowess at operating mechanical equipment like vehicles, shields, starships, and sensors.

Perception: 2D
Your character’s awareness of himself and things around him, including the ability to interact with others.

Strength: 2D
Measure of your character’s physical power and ability to resist damage.

Technical: 5D
Your character’s ability to manipulate, repair, and modify technology.



Skills

Dexterity: (2+3) (6)
Acrobatics +0
Dodge +3
Ranged (SMGs) +3
Vehicle Weapons +0
Zero G Training +0

Knowledge: (3+3) (7)
Alien Species +0
Cultures +0
First Aid +6
Medicine (A) +1
Planetary systems Scholar +0
Willpower +0

Mechanical: (3+3) (0)
Communications +0
Mech Operation +0
Rover Operation +0
Sensors +0
SkyCar Operation +0
Starship Piloting +3*

Perception: (2+3) (0)
Hide +0
Investigation +0
Persuasion +0
Search +0
Sneak +0

Strength: (2+3) (0)
Brawling +0
Climbing / Jumping +0
Melee +0
Omni-Blade +0
Shield +0

Technical: (5+3+2) (8)
Armor Repair +2
Biotic Amp Repair +0

Capital ship Mechanics +0
Starship Mechanics +2
Electronic Devices +0
Decryption +2
Demolitions +4
Modding +2
Synthetics +2
Weapons Repair +2



Derived Stats

Move: 10
Ranged Defense Value: 9
Melee Defense Value: 6
Brawling Defense Value: 6
Vehicle Defense Value: 9
Starship Defense Value: 12 / Capital 9
Damage Resistance: 2+3
Brawling/Melee Damage: 1
Initiative: 8
Hit Points: 26 / 26
Credits: -2690 credits; had 750.



Talents

-None-



Equipment

Envirosuit.
Facemask.
Year's supply of filters.
Punisher Batarian State Arms; MS 0, 20m, 3D+2
Explorer Devlon Industries Armour; Light, DR 3, KB 3, MS 0
Data Pad.
Medi-Gel; heals 6.
Aldin Labs Bluewire Tool Series Omni-Tool



Alignment and Medals
Paragon: 2
Renegade: 2



Unique Characteristics

Technical Aptitude: During character creation, for every 1 skill point spent in a Technical skill gains 2 instead. (maximum of +6)

Technical Scholars: During character creation, quarians may take 2 more Technical skills than other races.

Technical Society: Quarians can use Technical Talents without an Omni-Tool, but incur a -6 penalty (other races cannot use Technical Talents without an Omni-Tool).

Spacers*: All quarians were born aboard the Migrant Fleet thus all of their race are familiar with flying spaceship, all quarians have a base of 3 in skill of Starship Piloting.

Rig Masters: Quarians incur a -3 to all Technical repair skills instead of the -6 when not using an Omni-Tool.

Facemask & Envirosuit: Quarians have virtually no natural immune system. Without a protective suit or sterile environment, a Quarian is subject to disease. The first time the quarian is exposed, and once every hour thereafter, make an attack roll (3d+3) against the character's Stamina. If the attack succeeds, the character takes 2d6 points of damage and moves. This attack occurs again each day the disease remains untreated. Treating the disease requires a successful moderate Medicine roll. A basic replacement suit costs 2,000 credits (500 on a quarian vessel), and a year's supply of filters costs 200 credits (50 on a quarian vessel). Quarian characters begin play with these items at no cost.

Geth Hatred: Any quarian character that goes out of their way to destroy or capture a geth should be given 1 character point (at GM decision). Geth and Quarians can’t be in the same party.

Pilgrimage: Quarians cannot return to the Migrant Fleet until they have obtained something of value, typically an artifact, equipment or even some piece of knowledge.



Background

The day of her departing the migrant fleet was exciting for her; her gifts were minimal for being from a family that was far lower on social standing than most, which was fine. She wasn't expecting anything glamorious. Her favourite gift was the head and neck cowel she was given by her oldest relative, giving her a style of confidence. She was given one of the pissiest shuttles that ever did exist. It really was anyone's guess if it would survive even a one way trip to a planet.

So, good news is she survived and began her pilgrimage. The bad news is, she crashed the shuttle in to someone's property. Someone just happened to be a mercenary organisation who didn't take too kindly. Thankfully, she earnt some good merit from those people for treating many of their wounded - most of which she caused. Turned out their sawbones got shot up recently, so she'd been helping them ever since.

Despite her exotic appearance and short stature, she commands an aura of authority and knowledge around her, taking this indentured service as a means of learning and improving her skills. Until something better comes along.


* Like many Quarian females, her suit comes with tools for masturbation.
* Can't eat human food, but can eat Turian food.
* Vegan; won't eat meat that Turians can eat.
* Her suit will simulate feeling, so touching her suit is basically touching her for all intents and purposes; however while that might be true, it's just not the same.
* Suit is very durable to stabbing, toxins and acids.


Personality: Quarians are creative and inquisitive, but tend to be defensive as they are well aware of how other species view them. Physical Description: Quarians are generally shorter and of slighter build than humans. Quarian hands consist of a thumb and only two fingers, while their feet have only two large, prominent toes. They dress in a scavenged assortment of materials, hiding their faces behind visors, goggles, or breathing masks. Some believe the quarians are cybernetic, a blend of machine and biology that can survive for a time in the cold vacuum of space. Others believe the quarians are simply so used to living on their substandard, makeshift ships that they never remove their survival suits.


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Joi - Main