Artemisia T’Caria

Justicar without a society

Description:

Cool 0
Hard +1
Hot +1
Sharp 0
Will +2

XP – 2
Advances – 4

__ +1 Cool (max +3)
__ +1 Hard (max +3)
__ +1 Hot (max +3)
__ +1 Sharp (max +3)
__ +1 Will (max +3)
__ +1 Species Move
X +1 Class Move
__ +1 Class Move
X +1 Personal Move
X +1 Personal Move
X +1 Move from any list
Must have 5 advances from choices above before selecting those below

__ +1 to any Stat (max +3)
__ retire your character to safety and create a new character
__ create a second character to play, so now you’re playing two
__ remove a debility
__ choose 3 basic moves and advance them
__ choose 3 basic moves and advance them
__ invent your own move, subject to GM approval, or +1 Move from any list

Special – Dominate:
When you Dominate a biological NPC, roll +Will. On a 10+, hold 3, on a 7-9, hold 2. At any time, spend your hold 1 for 1 to:

  • Make them fight on your behalf. If in battle, this lasts for 1 tick.
  • Make them defend you. They take all harm from an attack meant for you.
  • Make them die. They take 1 harm per hold spent (ap, ignore shields/barriers)

Species – Natural Biotic: Choose one move from the Adept class list:

Shockwave:
You may use Shockwave as if it were a weapon (3-harm close implanted messy). When you successfully attack using Shockwave choose 1:

  • Add 2-shock
  • Hit one additional character in the vicinity of the initial target
  • You come under only incidental damage for one tick, even beyond 9:00

Class (Adept) – Barrier:
When you go into battle equipped with a biotic amp implant, you strengthen your biotic barrier. Roll +Will. On a 10+, gain +2-barrier, on a 7-9, +1-barrier. This bonus lasts the entire battle, and refreshing your barrier will include the bonus. At any time during the battle you may purge your barrier’s biotic energy. When you do so, select one character within close range per level of barrier you choose to purge and inflict an amount of shock to them equal to the number of levels of barrier purged. Since barriers and shields are incompatible, this move may not be used with Fortification or Tech Armor.

Personal – Force of Will:
You can roll +Will to get the effects of going aggro, without going aggro. Your victim has to be able to see you, but you don’t have to interact. If your victim forces your hand, your uncanny presence counts as a weapon doing (2-shock close loud-optional).

Will to Succeed:
When you act under fire roll +Will instead of roll +Cool

Demophobia:
When facing a gang or mob, gain +1ongoing for every size-category larger the gang is than you on any move to fight or escape the gang.

Psychotic Biotic
When you seize by force using another Adept move as a weapon, roll +Will instead of +Hard

Reputation
When you meet someone important (your call), roll Hot. On a hit, they’ve heard of you, and you say what they’ve heard; the GM will have them respond accordingly. On a 10, you take +1forward for dealing with them as well. On a miss, they’ve heard of you, but the GM will decide what they’ve heard.

Hx:
Daro Tas – 3
Lily Asada – 3
Atma T’Kala – 1
Quinn – 0
Wyatt Carson – 1
Siala Jonis – 2
Drala – -1
Jarek Bal’iban – 0
Nova Noir – 1
Kragg – 0

Gear:
*’The Justicar’ – 3-Harm ‘Law Gun’ (Close, Loud, Hi-Tech, Disruptor)
*Acolyte Heavy Pistol 2-harm (Close, Loud)

  • Light Armor (1-armor)
  • Omni-Tool
  • 1-resources
  • A ship – What she was sent out on her Justicar mission with. Nothing fancy, officially at least, but hey, she’s got it where it counts. …. In that she has an engine and weapons system and y’know, is a ship.
  • Armor for the ship!
  • A monomolecular sword.
  • A reputation on Omega
Bio:

There was a point in her life where Artemisia was given a choice: prison or monastery. She chose the monastery since she thought she could /leave/ a monastery. It seems that her thinking there was incorrect as she was, essentially, given the same term as she would have received in the jail. There was much more freedom at the monastery than there would have been in jail, which was a benefit. Also, in jail she wouldn’t have been given a chance to make the choice to become a Justicar. The idea of entering into a program that had such a high fatality rate seemed like the /best/ time ever.

Artemisia had no idea that the first decade would be so boring.

Luckily, the second decade and what came after made up for it.

When the Reapers came, most of the monastery went to the defense of Thessia. It says something about her and her past that Artemisia, however, went to Omega.

Artemisia T’Caria

Mass Effect - Rebirth Lithera