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About Grace WrightStatistics:
Refresh: 4
Stress: 8 Paragon: 1 Renegade: 0 Skills: Guns +4, Endurance +4, Resolve +3, Rapport +3, Athletics +2, Fight +2, Alertness +2, Leadership +1, Academics +1, Artillery +1, Empathy +1, Stealth +1 Stunts:
THICK-SKINNED (Endurance) You just don’t feel pain and can take more punishment than a lesser being. You get one additional stress box. QUICK DRAW (Guns) You can bring your gun to hand so fast it’s as if by magic. You take no penalty for drawing a gun as a supplemental action; if someone is actively blocking such an action, treat that block as if its value is two steps lower. STAY ON TARGET (Guns) You’re a deliberate shooter. Taking slow and careful aim can be done as a maneuver, placing a temporary aspect on your target, such as IN MY SIGHTS. When performing an aiming maneuver against a target you may automatically do so (no roll required) if you’ve brought along a targeting scope or similar aiming device. This is in addition to whatever bonuses the scope itself provides. SMOOTH OVER (Rapport) You’re adept at stepping into a bad situation and dialing it down to something more reasonable. As long as you aren’t the direct reason someone’s upset, your attempts to calm him down using your Rapport receive a +2 bonus. UNFLAPPABLE (Resolve) You simply aren’t prone to fear. While Intimidation efforts against you might provoke other emotions, they rarely scare you; gain a +2 to your Resolve when defending against a purely fear-based Intimidation action. Powers:
MARKSMAN Marksman increases a character’s accuracy with weapons. When invoking an aspect to fire, the character receives a +2 to hit a target with any firearm and Damage: +1. DISRUPTOR AMMO When activated, the character’s weapon is empowered by an electrical field that causes additional damage to shields and barriers giving the weapon Damage: +1 against them. The ammo also deals Damage: +2 to synthetic enemies like the geth who have the ELECTROMAGNETIC VULNERABILITY aspect. Against organic targets, any attack roll that has two or more net (+) results places a STUNNED aspect on the target for an exchange. Disruptor ammo can also be a source power for tech explosions. Equipment:
modified M-96 Mattock assault rifle (Damage: 4 | Range: 2-5 | Penetration: 2 | Bulk: 1 | Qualities: CUSTOM MODIFIED aspect) M-3 Predator heavy pistol (Damage: 2 | Range: 0-3 | Penetration: 0 | Bulk: 0 | Qualities: WEAK VS. SHIELDS/BARRIERS aspect) integrated omni-blade (Damage: 2 | Range: 0 | Penetration: 0 | Bulk: 0 | Qualities: concealable) Aldrin Labs / Systems Alliance Defender III heavy armor (Armor: 3 | Shields: 6 | Bulk: 3 | Qualities: Alertness -3; power recharge +3; BATTLE-SCARRED aspect) Aspects:
High Concept: WHAT'S A PALADIN? A highly-trained former Special Forces operative and Reaper War veteran, Grace has put her skills to use helping defend the survivors as they rebuild. Invoke: Grace's skills, combined with a strong moral code, a positive attitude, and an iron will, make her highly effective at both combat and diplomacy. Compel: A strong desire to always do the right thing and make sure everyone is safe often leads her to ignore options that, while more ruthless, could also end up being more practical in the long run. Trouble: PEOPLE PLEASER After watching her comrades pushed past their breaking point far too many times to count during the war, the naturally empathetic Grace has a hard time letting interpersonal conflicts slide, instead doing everything she can to diffuse the situation. Invoke: Grace's charisma and empathy make her a natural leader, of the "team mom" variety, and a talented negotiator. Compel: She often expends a great deal of energy trying to please everyone and resolve conflicts, even if there are more pressing matters at hand. Background: LEARNED THE HARD WAY Early in her career as a Marine, having grown up on a steady diet of vids and adventure stories, Grace took risks at every opportunity, learning a lot about what not to do, but also gaining a lot of first-hand knowledge about how badly things can go wrong. Invoke: Grace's experiences give her considerable insight into tactics and combat readiness. Compel: Due to the nature of of her early experiences, she often errs on the side of caution. Adventure 1: WE'RE NOT LOST, PRIVATE, WE'RE ON ILLIUM Stranded on Illium after the initial Reaper assault, Grace learned the true nature of war and combat, fighting alongside the remaining members of the Peleliu crew and witnessing the death of many brave Marines, even as husks and cannibals by the score were destroyed by their rifle fire.
Character History:
Grace Wright was born in 2160 in York, North Yorkshire, England, the only child of university professors Jarvis and Eleanor Wright. Growing up, she read constantly, and always wondered what adventures were waiting for her out among the stars. On her 18th birthday, she enlisted in the Systems Alliance Marines, qualifying for ICT training and graduating as a corporal, designation N5, in 2180.
After graduation, Cpl. Wright was assigned to the 7th Marine Division (Frontier), under Echo Company, 1st Battalion, 3rd Regiment. With the outbreak of the Eden Prime War in 2183, most of the frontier divisions were reassigned to patrol duty in the Outer Traverse, watching for Geth incursions, but the 7th Marines were posted the carrier SSV Mont Blanc in the Tasale system, keeping an eye on the important shipping lanes between Amaterasu, Illium, and the Terminus Systems. However, the Mont Blanc never saw combat, and Grace spent most of the duration of the war either on parade drill or reading in her bunk. The close of the Eden Prime War in 2184 saw another reassignment, this time to the frigate SSV Peleliu as part of a Marine Special Forces squad tasked with combating raider activity on the edges of the Inner Traverse. Over the next several years, Grace saw a few minor skirmishes with pirates, serving as a fireteam leader and designated marksman on boarding parties. Though the fast pace of combat excited her, she longed for the sort of epic space adventures she had read about as a child. Everything changed in 2186, when the Reapers surged into the Bahak and Sol systems. The SSV Peleliu was recalled back to base as part of the force charged with defending Alliance trade routes, heading off the Reaper advance into the resource-rich Crescent and Eagle nebulae. Unfortunately, the Peleliu was docked on Illium when the Reapers attacked, and in the ensuing battle, the ship was damaged beyond repair and over two-thirds of the frigate's complement of marines were killed. Seeing the Reaper ground forces up close changed Grace's view of combat, and as the battle for Illium turned into a slow, difficult slog, she came to realize that all the stories she'd read of dashing heroes and heroines triumphing over alien adversaries and insurmountable odds bore little resemblance to reality. A year of street-by-street fighting turned Grace Wright from a tough N-School graduate into a true soldier and a deadly marksman. By the time the Reaper forces were finally destroyed by the Crucible's detonation, Cpl. Wright had racked up over six hundred confirmed kills, as well as having taken a face full of shrapnel from an exploding tank while defending a convoy of civilians. The Reaper war left Grace tired, battered, and disillusioned with violence, but had also filled her with a desire to do some good in what was left of the galaxy, and to try and protect those who aren't able to protect themselves. Resigning from the Alliance military, Grace began helping to direct rebuilding efforts on Illium, using her military training to organize a small civilian militia in order to defend against opportunists and criminals drawn to the chaos left in the Reapers' wake. Eight years after the end of the Reaper War, Illium has been largely rebuilt, but has ceased to be the trading hub of days past, and has become something of a lawless backwater. Grace has not returned to Earth since the end of the war, instead focusing her efforts on traveling the borders of the Inner Traverse, lending a helping hand in the still-ongoing rebuilding efforts in the colonies, and aiding in the defense of civilian populations from the ever-increasing numbers of marauding pirates and resource-hungry paramilitary groups. Appearance & Personality:
Grace Wright is a plain-looking woman in her mid-30s, tall, and with the lean, muscular frame of a hardened soldier. Her prematurely graying hair is kept short in a military crew cut, and much of the right side of her face and neck is pitted with shrapnel scars. Grace's Alliance-issue spec-ops armor is always kept clean and in good working order despite its numerous battle scars, and she is rarely seen without her heavily-modified M-96 Mattock marksman rifle by her side.
Age 34 Height 1.83 m Weight 67 kg (without armor)
Despite her battle-scarred exterior, Grace tries to keep a calm demeanor and a positive attitude in all situations, preferring to lead by example and embrace the better angels of her nature rather than give in to despair or frustration. Her speech is calm and deliberate, and, unlike many Earth-born humans, she makes no effort to disguise her native accent. Grace tries not to discuss her exploits in the defense and reclamation of Illium, and, when questioned further, attempts to wave them away with a smile and a change of subject. Associated character tropes:
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