Mask

Awyr Taranau's page

32 posts. Alias of Lieutenant Paladine.


Full Name

SPECTRE Awyr Taranau

Race

Asari

Classes/Levels

Scout 1/Soldier 6/Biotic Adept 1 (HP: 51/51 DR: 4 SR: 51/51 SS: 4 | F: 22 R:23 (FF 20) W:25 | Init +12 Perc +14)

Gender

Monogendered (Female)

Size

Medium

Age

314

Special Abilities

Evasion, Biotic Primer, Biotic Detonator, Self-Reliant Detonator

Occupation

Current: SPECTRE, Former: Baker, Manager, Day Care Assistant, Bartender, Commando, Professional Gamer, Celtic Folk Singer

Strength 10
Dexterity 16
Constitution 10
Intelligence 12
Wisdom 16
Charisma 20

About Awyr Taranau

Defences:

Defenses:
Fort: 22 = 10 + 8 Level + 0 Con + 2 Class + 2 Equipment
Reflex: 23 = 10 + 8 Level + 3 Dex + 2 Class
Will: 25 = 10 + 8 Level + 3 Wis + 4 Class

Health: 51 (18+[6*5]+3)
Barrier Rating: 51
Barrier Strength: 4
Damage Reduction: 4

Recharging shields: Shields and barriers recharge automatically on the beginning of the character's turn a number of points equal to the character's heroic level if no damage has been taken on the previous round.
Shields can also be recharged manually by using two swift actions and a Use Computer check. Barriers are recharged by using two swift actions and a Use Biotics check. The result of the check is the amount of shields recharged.

Skills:

Initiative 12 = 5 Trained + 3 Dex + 4 Level
Mechanics 10 = 5 Trained + 1 Int + 4 Level
Perception 14 = 5 Trained + 3 Wis + 4 Level + 2 Equipment
Stealth 17 = 5 Trained + 3 Dex + 4 Level + 5 Equipment
Use Biotics 21 = 5 Trained + 5 Cha + 5 Skill Focus + 4 Level + 2 Omnitool Equipment Bonus
Use Computer 10 = 5 Trained + 1 Int + 4 Level

Activate Biotic power (trained only): You make a Use Biotics check to use a Biotic power. This use of the skill requires no action.
Move Light Object (trained only): As per SWSE core rulebook (p.77).
Recharge barriers (trained only): As two swift actions, you can recharge your barriers equal to your Use Biotics check.
Special: You can't make Use Biotics checks unless you have the Biotic Potential feat. Use Biotics is a class skill for any character with the Biotic Potential feat.
You can take 10 on a Use Biotics check, but you can't take 20.

Feats and Talents:

Feats:
Biotic Potential
1 Biotic Training (4)
2 Light Armour Proficiency (Soldier Multiclass)
3 Biotic Training (4), Skill Focus (Use Biotics)
5 Weapon Proficiency: Heavy
6 Exotic Firearms Proficiency

Talents:
1 Evasion Half damage if an area attack hits, none if it misses.
2 Biotic Detonator
4 Biotic Primer
6 Penetrating Attack (Rifles)
8 Self-Reliant Detonator

Omnitool Power Suite (Full):

Readying powers
Biotic powers are readied into the biotic's omni-tool (see chapter 6, omni-tool). You cannot ready the same power twice. Readying powers takes 5 minutes of focusing energies and modifying the omni-tool's properties.

Using powers
Using a biotic power requires an action that does not provoke an attack of opportunity. You can use any power you have readied once, and it is then considered depleted until you recharge your powers. Recharging powers can be done in a variety of ways.
You can use two swift actions to recharge your powers. You may not use biotic powers during the same turn you recharge your powers this way.
After combat you recharge all your powers automatically.
If you roll a natural 20 on a Use Biotics check to activate a biotic power, you regain all spent biotic powers at the end of your turn.
You can spend an Action Point as a reaction and immediately regain all spent biotic powers.
Some unique abilities and talents allow you to regain spent biotic powers in other ways.

A biotic character can have only a single active effect per power. If the character uses the same power again, the previous effect ends.

Armor-piercing rounds [ammo]
Time: Move action Target: You Recharge: 1 round
Effect: Your weapon attacks ignore up to 10 points of DR or AR.

Barrier
You create a powerful barrier, shielding you from incoming attacks and recharging your barriers.
Time: Swift action. Target: You.
Make a Use Biotics check. Use the result to recharge your barriers immediately.
Special: You can spend an Action point to activate Barrier as a Reaction.

Dark Sphere [primer] [detonator]
You create a slow-moving sphere of dark energy that tears anything it touches apart.
Time: One standard and move action Target: Every enemy in a moving 2x2 square
Make a Use Biotics check. You create a 2x2 square sphere adjacent to you and move the square 2 squares in one direction. Compare your Use Biotics result with the Reflex defense of targets within the sphere. If the attack hits, the target takes 4d8 biotic damage, and half on a miss. At the start of your next turn, move the sphere an additional 2 squares in the same direction and compare the original check to the defenses of any new targets. A target may be damaged more than once by Dark Sphere, but only once per round. During the beginning of your third round, the sphere disappears.
At any point of the sphere's movement, you can detonate it as a swift action, dealing 6d6 damage to all targets in a 3x3 square originating from one square of the sphere. If you do so, you cannot use another biotic ability in the same round.
Special: You can spend an Action point to increase the size of both the sphere and the detonation by 1.
The sphere's detonation effect can detonate biotic explosions. The sphere's continuous effect primes biotic explosions.

Warp [detonator] [primer]
You create a rapidly shifting mass effect field to tear your opponent apart.
Time: Standard action. Target: One enemy in 12 squares and in line of sight.
Make a Use Biotics check. If the result of the check is higher than the target's Reflex defense, the target takes 6d6 biotic damage, and its DR is reduced based on the result of the check until the end of the user's next turn.
DC 15: DR is reduced by 5.
DC 25: DR is reduced by 10.
DC 35: DR is reduced by 15.
Special: Shielded enemies do not have their DR reduced. You can spend an Action point to increase the initial damage by 2d6 and move the target 1 step down the condition track.

Biotic Slash [telekinetic] [detonator]
You charge your biotics into a sword-like form, slashing enemies in a wide swath.
Time: Standard action Target: A 3-square cone.
Make a Use Biotics check. Make one roll and compare the result to the targets' Reflex defense. If the attack hits, the targets takes 6d8 biotic damage and half on a miss. Biotic Slash ignores partial and total cover.
Special: You can spend an action point to move each target -1 step down the condition track on a hit.

Surge
You use your Biotics to jump great heights and distances, as well as move quickly.
Time: Swift action. Target: You.
Make a Use Biotcs check. The result of the check determines the effect, if any:
DC 10: You gain a +10 on Jump (Errata: Acrobatics) tests and your speed increases by 2 squares until the start of your next turn.
DC 15: As DC 10 except: +20 bonus and a speed increase of 4 squares.
DC 20: As DC 10 except: +30 bonus and a speed increase of 6 squares.
Special: You can spend an action point to increase the power's Biotics bonus on Jump tests by 10 and increase your speed by an additional 2 squares.

Lash [detonator] [primer] [telekinetic]
You create a mass effect whip, catching an enemy and pulling them towards you.
Time: Standard action. Target: One enemy within 12 squares and in line of sight.
Make a Use Biotics check. If the check exceeds the target's Reflex defense, the target takes 5d6 biotic damage. The target also makes a Strength check. If you win, the target is pulled 3 squares towards you plus an additional square for every 5 points by which you exceed the target's check and is knocked prone. If you pull the target into a larger object, the target takes 1d6 kinetic damage.
The target adds its size modifier to its Fortitude defense: Colossal, +20; Gargantuan, +15; Huge, +10; Large, +5; Medium, +0; Small, -5; Tiny, -10; Diminutive, -15; Fine, -20.
Special: Shielded targets cannot be pulled. You can spend an Action point to deal an additional 2d6 damage during the start of the target's next turn. This sets up a Biotic Explosion between that lasts until the beginning of the target's next turn.

Singularity [primer]
You rip a warp in the space-time continuum, creating a gravity well akin to a black hole.
Time: Full-round action. Target: One 3x3 area.
Make a Use Biotics check. Compare the result to the Fortitude defenses of all enemies inside the area. If the attack hits, the target is affected by Pull for the duration of the Singularity. The Singularity lasts for 3 rounds and can hold only a certain amount of enemies at a time, based on the result of the Use Biotics check.
DC 20: 1 targets.
DC 25: 2 targets.
DC 30: 3 targets.
If a target dies while being affected by Singularity, another target may be affected. Use the original result to determine the effect.
The target adds its size modifier to its Fortitude defense: Colossal, +20; Gargantuan, +15; Huge, +10; Large, +5; Medium, +0; Small, -5; Tiny, -10; Diminutive, -15; Fine, -20.
Special: Shielded enemies cannot be pulled. You can spend an Action point to increase the size of the area to 4x4 squares.

Reave [detonator] [primer]
You create a mass effect field surrounding an enemy to attack their nervous systems.
Time: Standard action. Target: One enemy within 12 squares and in line of sight.
Use Biotics vs. Fortitude
DC 15: The target takes 2d6 biotic damage, and half that amount again at the start of its turn. If your Use Biotics check equals or exceeds the target’s Fortitude Defence, the target takes half damage again in the following round.
DC 20: 3d6
DC 25: 4d6
DC 30: 5d6
Special: You can spend an action point when you successfully damage a target by using this power to have all creatures adjacent take half this damage if the Use Biotics check also exceeds their Fortitude Defence. These secondary targets do not take additional damage the following round.
In addition, the caster gains DR 10 for the duration of the power.

Omnitool Power Suite (Active):

Armor-piercing rounds [ammo]
Time: Move action Target: You Recharge: 1 round
Effect: Your weapon attacks ignore up to 10 points of DR or AR.

Dark Sphere [primer] [detonator]
You create a slow-moving sphere of dark energy that tears anything it touches apart.
Time: One standard and move action Target: Every enemy in a moving 2x2 square
Make a Use Biotics check. You create a 2x2 square sphere adjacent to you and move the square 2 squares in one direction. Compare your Use Biotics result with the Reflex defense of targets within the sphere. If the attack hits, the target takes 4d8 biotic damage, and half on a miss. At the start of your next turn, move the sphere an additional 2 squares in the same direction and compare the original check to the defenses of any new targets. A target may be damaged more than once by Dark Sphere, but only once per round. During the beginning of your third round, the sphere disappears.
At any point of the sphere's movement, you can detonate it as a swift action, dealing 6d6 damage to all targets in a 3x3 square originating from one square of the sphere. If you do so, you cannot use another biotic ability in the same round.
Special: You can spend an Action point to increase the size of both the sphere and the detonation by 1.
The sphere's detonation effect can detonate biotic explosions. The sphere's continuous effect primes biotic explosions.

Warp [detonator] [primer]
You create a rapidly shifting mass effect field to tear your opponent apart.
Time: Standard action. Target: One enemy in 12 squares and in line of sight.
Make a Use Biotics check. If the result of the check is higher than the target's Reflex defense, the target takes 6d6 biotic damage, and its DR is reduced based on the result of the check until the end of the user's next turn.
DC 15: DR is reduced by 5.
DC 25: DR is reduced by 10.
DC 35: DR is reduced by 15.
Special: Shielded enemies do not have their DR reduced. You can spend an Action point to increase the initial damage by 2d6 and move the target 1 step down the condition track.

Lash [detonator] [primer] [telekinetic]
You create a mass effect whip, catching an enemy and pulling them towards you.
Time: Standard action. Target: One enemy within 12 squares and in line of sight.
Make a Use Biotics check. If the check exceeds the target's Reflex defense, the target takes 5d6 biotic damage. The target also makes a Strength check. If you win, the target is pulled 3 squares towards you plus an additional square for every 5 points by which you exceed the target's check and is knocked prone. If you pull the target into a larger object, the target takes 1d6 kinetic damage.
The target adds its size modifier to its Fortitude defense: Colossal, +20; Gargantuan, +15; Huge, +10; Large, +5; Medium, +0; Small, -5; Tiny, -10; Diminutive, -15; Fine, -20.
Special: Shielded targets cannot be pulled. You can spend an Action point to deal an additional 2d6 damage during the start of the target's next turn. This sets up a Biotic Explosion between that lasts until the beginning of the target's next turn.

Biotic Slash [telekinetic] [detonator]
You charge your biotics into a sword-like form, slashing enemies in a wide swath.
Time: Standard action Target: A 3-square cone.
Make a Use Biotics check. Make one roll and compare the result to the targets' Reflex defense. If the attack hits, the targets takes 6d8 biotic damage and half on a miss. Biotic Slash ignores partial and total cover.
Special: You can spend an action point to move each target -1 step down the condition track on a hit.

Racials:

Racials:
Asari
The asari, native to the planet Thessia, are often considered the most powerful and respected sentient species in the known galaxy. This is partly due to the fact the asari were the first race after the protheans to achieve interstellar flight, and to discover and inhabit the Citadel.
A mono-gender race – distinctly feminine in appearance – the asari are known for their elegance, diplomacy, and biotic talent. Their millennia-long lifespan and unique physiology – allowing them to reproduce with a partner of any gender or species – give them a conservative but convivial attitude toward other races. The asari were instrumental in proposing and founding the Citadel Council, and have been at the heart of galactic society ever since.
Asari share the following species traits:

Ability modifiers: +2 wisdom, +2 charisma, -2 strength. Asari are graceful and wise, but their bodies are weaker than most races.

Medium size: As medium creature, asari have no special bonuses or penalties due to their size.

Speed: Asari base speed is 6 squares.

Bonus feat: All asari are biotic by nature, and gain the Biotic Potential feat as a bonus feat.

Council prominence: Due to the reputation of asari in the galaxy many individuals more willing to go along with their ideas. An asari may use their highest mental ability score as a modifier for Persuasion rolls.

Mixed heritage: Due to their parents often being from different races, an asari may take feats that have a requirement of either asari or the other parent's race. The race of the other parent must be determined at character creation and cannot be changed.

Equipment:

M-98 Widow with Thermal Scope:
+9, Large, Single Shot, 9d6+4 (-5 vs Shields and Barriers), 3 Clip, Kinetic, Heavy, 7kg, Military/Rare, Accurate, Piercing (Standard Action Reload)

Ranges in squares (meters) (Unscoped): Point Blank 0-10 (0-15), Close 11-30 (16-45), Medium 31-60 (46-90), Long 61-100 (91-150)
Ranges in squares (meters) (Scoped): Point Blank 0-30 (0-45), Close 31-60 (46-90), Medium 61-100 (91-150), Long 101-200 (151-300)
Bonuses/Penalties: Point Blank -2, Close 0, Medium 0, Long -5, Super-long -10 per 100 squares/150 meters.

Single shot weapons deal +1 damage per dice to armored targets, but -1 damage per dice to targets with active shields or barriers.
Accurate/Inaccurate weapons work as in SWSE. In addition, accurate sniper rifles do not take a penalty when firing at medium ranges, and take only -5 when firing at long ranges.
Piercing weapons can pierce cover, penetrating defenses and making armor all but useless. Piercing weapons automatically ignore up to 5 DR of the target and bypassing 5 DR and the hitpoints of any cover in front of the target. If a piercing weapon kills the target, it deals any leftover damage to any target or object directly behind the original target.

Thermal scope: As per enhanced scope, but ignores total concealment and allows shooting through total cover (though the bullet must still penetrate the cover).

M-9 Tempest With Stability Dampener:
Medium, Automatic, 4d6+4, 50 Clip, Kinetic, 2.5kg, Restricted, Inaccurate, Rapid-fire (Move Action Reload)

Ranges in squares (meters): Point Blank 0-5 (0-7.5), Close 6-10 (9-15), Medium 11-20 (16-30), Long 21-30 (31-60)

Bonuses/Penalties: Point Blank 0, Close -2, Medium -5, Long -10

Automatic weapons deal +1 damage per dice to shields and barriers and partially ignore Shield Gate, but deal -1 damage per dice to armored targets.
Rapid-fire weapons fire very fast and as such have increased recoil, but also put more bullets into the air.
Weapons capable of fully automatic fire suffer only a -2 penalty to attack when autofiring (or using the Burst feat) at point blank range and no penalty when the weapon is braced before firing at that range, but have an additional -2 penalty to attack when firing at medium range or longer. However, successful attacks with autofire (or Burst) deal 1 additional damage per damage dice but use double the ammunition when firing.
Inaccurate: Cannot fire at Long Range

Stability damper: When using the autofire, burst fire, double attack or triple attack actions, reduce the attack penalties by 2 (to a minimum of 1). When using rapid shot, decrease the penalty by 1 (to a minimum of 0). (Available for assault rifles and submachine guns).

Light Powered Armour:
+4 DR, +2 Fort Defence, +3 Max Dex (Not that it matters in this system), 12kg, Military
(Shadowskin +5 Stealth, Helmet Package)

Total Weight: 21.5kg
Wealth: 700 Credits

Backstory:

Born on Palaven to Aeryn Taranau and Ignatian Victus, Awyr Taranau (Welsh for “Sky Thunder” according to Google) has had many jobs during her 314 years of life. She has always been a restless soul, and has worked at a Turian Day Care on Magna, been a bartender on Palaven, managed a bakery on Illium, and has had a successful career in the Commando Corps for many decades. (Also of note was her team’s unprecedented 5-year streak of winning the Galactic Call of the SPECTRE Tournament).

Awyr has the strangest sort of luck, and managed to capture a Bataria-made Pirate Dreadnaught singlehandedly. This brought even more attention to her admittedly formidable record, and set her on the track to becoming a SPECTRE.

However, it has been noted that Awyr cannot pilot or drive anything, and allowing her to do so invites gross collateral damage. Awyr inevitably will use any vehicle she pilots as a battering ram, much to the detriment of anything in her path.