Daro Tas

Senator of Elkos Combine


Cool: 0
Hard: 0
Hot: +2
Sharp: +3
Will: -1

Harm Countdown: 0:00
Shock Countdown: 0:00
Experience: X O O O O


Mercantile Culture:
Your culture is built on trade, negotiation, and credit. Spend 1 fewer Resources on all purchases to a minimum of 1-Resources. Also, you gain +1 to the throw money at it peripheral move, and +1 to roll on the Wealth Personal Move (should you have it).


You are skilled with your hands and can fix, repair, or build pretty much anything. You have a dedicated workspace for larger projects, and an ability to repair things on the fly.

Workspace: a garage, a junkyard of raw materials, machining tools.

When you go into your workspace and dedicate yourself to making a thing, or to getting to the bottom of something technological, decide what you’re doing and tell the GM. The GM will tell you “sure, no problem, but…” and then 1 to 4 of the following:

  • It’s going to take hours/days/weeks/months of work
  • First you’ll have to get/build/fix/figure out (something)
  • You’re going to need (someone) to help you with it
  • It’s going to cost you a ton of credits
  • The best you’ll be able to do is a crap version, weak and unreliable
  • It’s going to mean exposing yourself and colleagues to serious danger
  • You’re going to have to add (something) to your workspace first
  • It’s going to take several/dozens/hundreds of tries
  • You’re going to have to take (something) apart to do it.

The GM might connect them all with “and,” or might throw in a merciful “or.” Once you’ve accomplished the necessaries, you can go ahead and accomplish the thing itself.

Field Repair: When you try to keep a piece of tech from falling apart roll +Sharp. On a 10+, the machine can ignore 2 of the harm it has thus far taken. On a 7-9, the machine can ignore 1 of the harm it has taken. On a miss, you may well have made things worse… Note that this does not permanently repair the machine (that requires the workspace above), but does permit it to perhaps survive long enough to get the job done.

All My Vices Are Devices:
At the beginning of game, roll +Sharp. On a 10+, hold 3. On a 7-9, hold 1. You can spend your hold 1 for 1, at any time, to have a piece of tech useful to whatever situation you find yourself in – either on-hand, or somewhere you can get at it without too much trouble. This won’t get you weapons, but it might get you just about anything else man-portable and high-tech.

When you seek to subvert a computer system that doesn’t belong to you or bypass electronic security measures, roll +Sharp. On a 10+, all 3. On a 7-9, choose 2. On a miss, choose 1 anyway.

  • You get into the system or past the security
  • You don’t alert anyone to your intrusion
  • You don’t permanently damage something important


Contact Network: [Space Truckers & Pilots]
You have developed an extensive network of allies and contacts who can provide help or resources in a pinch. When you take this move, choose one:

  • Your contacts respect your allure or forceful personality. Roll +Hot when contacting them.

At the beginning of the session, or as soon thereafter as you are in a position to do so, you may contact your network and roll the appropriate stat. On a 10+, hold 3. On a 7-9, hold 1. You may spend your hold anytime during that session, 1 for 1, to:

  • Get something done: find one or more contacts to accomplish an off-screen task
  • Lean on someone: convince a character as if you’d rolled a 10+ on seduce or manipulate
  • Gather intel: learn something about a subject as if you’d rolled a 10+ on consult training
  • Analyze intel: gain access to the insight peripheral move for one course of action
  • Borrow Resources: gain temporary access to an item, piece of equipment, or service

On a miss, your network needs a favor in return. Lose access to this move until you satisfy them.

Wealth: [Elkoss Combine]
You have developed extensive investments and agents whose job it is to keep you in credits. At the beginning of the session, roll the appropriate stat (see below) to see how your fortune is faring. On a 10+, you have surplus on hand for your needs. On a 7-9, you have surplus, but choose one want. On a miss, your investments are in want. The GM will choose one or more. The precise values of your surplus and want are determined by creating your investments below.

  • You’ve invested in academics, science, or technology. Roll +Sharp at the beginning of the session, surplus: 1-Resources, want: distracted
  • Your people have access to rare or specialized technology. Surplus: +1Resources, want: idle
  • You’re a minor shareholder in another, larger organization. Surplus: +1Resources, want: obligation
  • Your investments are always working for you, or deeply concealed. Want: unreliable

For advancement, you may cross off any unused advance to instead choose 2 new benefits, or take 1 new benefit and remove 1 weakness.

Medical Miracle-worker
You are a master of all things biological, medical, and cybernetic. You may work on people or other biological specimens as if you were a Mechanic.

Laboratory: a med bay, growth vats of raw materials, top-notch cybernetic implant supply.

You may go into your laboratory using the same rules as an Engineer going into their workspace.

Trauma Care: When you hold a bleeding companion together in the field roll +Sharp. On a 10+, the person or other biological system can ignore 2 of the harm it has thus far taken. On a 7-9, they can ignore 1 of the harm they have taken. On a miss, you may well have made things worse… Note that this does not permanently repair the damage (that requires real medical care), but it will stave off death or debility temporarily.


Software Savant:
You instinctively understand the internal logic of most software programs, interactive interfaces, VIs, and AIs. You can read a person on any computer system (interpreting the move’s results liberally as appropriate) and can add the following options to the list:

  • What is the system’s true function/purpose
  • Who does the system regard as an “authorized user”


Whenever you have “just the thing” that another PC needs, or you invest significant time or resources in their success, mark XP.


  • Heavy Pistol (2-Harm Close Loud)
  • Omni-Tool
  • Light Armor (Pressure suit and breather, 1-Armor Hi-Tech)

Resources: 1

Four additional items of your choice:

  • Personal Shield Generator (2-Shields)
  • +1 Resources – Extra money/favors/goodwill
  • Hydrospanner
  • Ship Part: Upgraded Mass Accelerator Cannon (3-harm far)
  • Famous on Lorek


Cyeria Station
Atma T’Kala: 3
Artemisia T’Caria: 1
Quinn Sheehan: 3
Lily Asada: 3
Sira’Taal nar Omega: 1
Ganar Kur: 1

Talaria Station
Siala Jonis: 1
Nova Noir: 1
Jarek Bal’iban: 1
Darla: 1
Krag: 0

Daro Tas is now just a simple mechanic, repairing shuttles and land vehicles that limp into his garage. When business is slow he fills his time reading and listening to chatter on the scanners. Chatter about nothing of importance, most times. More often then not, it’s just a lot of rude jokes told by pilots. Sometimes, you could hear things like what items the ships were hauling and where they are going. Now you hear pilots wondering where to go with the cargo they have since the Mass Relays are no longer working. “They better find a place before the pirates get to them.” say Daro Tas, to no one in particular.

Years past, Daro Tas made things for Elkoss Combine. Many items, based on his designs and patents, are still in use today. Those patents keep him in credits. Credits help fund…his other interest, while he stays in the Omega Nebula. It’s looking like he might need to start building those type of things again. The Omega Nebula isn’t the type of place to be without certain technological advances. Not one bit.

Daro Tas

Mass Effect - Rebirth saynoir