Theron Iskios Race: Human (Genetically Engineered [-2 Refresh])
Gender: Male
Description: Theron has a tall, gangly build, standing just a centimeter short of 2 meters, and weighing about 85 kilos of wiry muscle. His skin is tan, with a coppery tone that suggests North American Native ancestry, something reinforced by his raven-black hair, worn long and braided to the middle of his back, so dark that the braid almost appears blue. His face is hawkish, with high, sharp cheekbones, a pointed nose, and a crooked smile that isn't quite reflected in his amber eyes.
Point Form Background:
- Theron is a genetically enhanced human, created by people trying to make a better human by mixing in Solarian and Asari DNA -- trying to increase speed of thought, intelligence, biotic ability and lifespan;
- Spent the first 14 years of his life in an academae -- communal living with the other experiments
- The test facility was, of course, largely funded by Cerberus -- and so, his education included their propaganda about how humans were better than the other races
- Theron's aptitude tests were good, showing high performance especially in hand-eye-coordiation and biotic potential
- Started his "specialized" training at 14
- At 16, the facility was attacked by the Batarain -- confirming Theron's views of aliens. Most of the others, those following a more academic path, were killed before Cerberus security showed up and saved them
- At least, that's the official story that Theron heard. He never actually saw the Batarain.
- Theron went with Cerberus then, and his training intensified -- they implanted his Biotic Amp and taught him to be a Shadow Operative
- At 19, he began to work as a Shadow and Assassin for Cerberus -- killing 13 targets in his first year
- Was sent to work out of Omega -- a good place to trade information, and for an Assassin to vanish
- At 22, he was sent to Earth and given a list of military targets -- part of a contingency plan to get Shepard out of custody
- Was on Earth when the Reapers came, and - per his training - grabbed his blade to go defend humans
- Did relatively well, cutting his way through Husks to help others get to safety
- On Day 11, Theron was pinned by large numbers of Husks -- thought he was going to die, but was saved by the arrival of a small Krogan Warband -- mercenaries led by Vorux
- Realizing there was strength in numbers, Theron stuck with Vorux and his crew
- The Krogan took the kid with the quick blade under his wing - the way only a grizzled veteran could (which included slapping him upside the head a time or two) == this started putting cracks in Theron's world view
- That world view was shattered completely when they were leading a group of survivors to safety and Alliance Military realized who he was and wanted to arrest him -- and Vorux's Wargroup stood up for him, drawing guns on the Alliance (long enough to talk out a settlement where Theron stayed in their custody until a proper bounty would be paid)
- In the massive battles near the end, Theron was injured -- gravely
- He woke, in a hospital -- and not under arrest -- nearly two years later. The Krogan had refused to let them pull the plug, and had argued that his actions during the battle should be worth a pardon -- "If Shepard can work for Cerberus..."
Aspects =========== High Concept: BIOTIC ASSASSIN TRYING ON A WHITE HAT
Invoke: Driven to take actions and help others to atone for his past.
Compel: (See Invoke) - The drive to help others cuts both ways.
Trouble: SHADOW DOESN'T WASH OFF THAT EASILY
Theron spent the 3 years before the Reaper War and Siege of Earth as a shadow operative and assassin for Cerberus -- doing wrong things for what he, at the time, thought were the right reasons.
Invoke: Useful to portray one's self as an assassin (or Cerberus agent) to get information/respect/resources.
Compel: Past affiliation to Cerberus and what he did for them can come back to haunt him.
Background: HYBRID VIGOR
Theron's a genetically engineered human, with elements of Asari and Solarian DNA - which was supposed to make him quicker of thought and body, as well as enhance his biotics and ability to recover, and slow his ageing.
Invoke: Sometimes, the DNA cocktail does what it was supposed to.
Compel: May register as something other than human (likely Asari or Solarian) via a bioscan.
Adventure I: OUR CHIEF WEAPON IS SURPRISE
Theron was trained to be an assassin, and so, learned to carefully strike from ambush... something that was reinforced during the Siege of Earth, when he would ambush small groups of Husks to save humans.. and when he was almost killed when throwing himself directly into an open combat in the final battle.
Invoke: Prefers careful planning to strike his a target.
Compel: Doesn't like to take the obvious approach or act too openly.
Adventure II: A RUTHLESS EFFICIENCY
Between his time as an assassin, and then reinforced fighting with the Krogan, Theron's approach to his goals is... efficient... and he's quick to go around -- or through -- any obstacles as needed.
Invoke: Single-minded focus means he won't give up, and doesn't let obstacles stop him.
Compel: Won't easily back down from a mission, once started; willing to take risks to accomplish his goals.
Adventure III: LOYALTY IS BOUGHT IN BLOOD
Theron was lied to by Cerberus his entire life -- and then the Alliance wanted to arrest him, literally stopping him from helping in the fight during the Siege of Earth -- it was the Krogan who he'd been fighting with that refused to turn him over -- and then ensured that he got medical treatment -- and a pardon -- while he slept. As a result, Theron has no faith in any organization - Cerberus, Alliance, whomever -- but feels loyalty to individuals (and small groups) who have proven themselves worthy of his trust.
Invoke: Will fight to the death to protect his friends and allies.
Compel: Distrusts all large organizations -- corporations, the Alliance, etc -- such that he'll be looking for the "real" truth and/or ulterior motives; Still linked to Vorrux and his warband following the Siege.
Skills ======== - Superb (5): Fight
- Great (4): Biotics, Security
- Good (3): Stealth, Resolve
- Fair (2): Guns, Endurance
- Average (1): Alertness, Contacts, Deceit
Stunts(2 free stunts, -2 refresh for additional stunts) =========== - Stunt #1: Barrier
Barrier reinforces the biotic with a powerful field. The field can be detonated to damage nearby targets. It reduces all forms of damage taken as shields do. Drained before kinetic shields. {Range: Self; Duration: 2; Recharge: 3[2]}
- Stunt #2: Charge
Biotic races across (through) the battlefield to strike a target; if stress exceeds endurance, target is knocked prone. +2 damage v. shields/barriers {Range: 2; Weapon 2 attack - phases through obstacles to get there; Recharge: 3[2]}
- Stunt #3: Dark Channel
Dark Channel plagues an opponent with a persistent, damaging biotic field. -- A Weapon: 1 with damage equal to the number of shifts achieved. On each subsequent exchange target automatically takes 1 point of stress damage—armor, shields, and barriers provide no protection to this attack. Should the target be disabled, it jumps to the next closest target within 2 zones; make a new attack roll as normal as a free action. {Range: 2; Duration: Scene; Recharge: 3[2]}
- Stunt #4: Stasis
Stasis stops an enemy in its tracks with a powerful mass effect field. Stasis causes an enemy to be temporarily locked in a mass effect field, freezing the target in place and making them unable to attack. {Range: 3; Block: Fair (2+ difficulty); Duration: 1 exchange per shift; Recharge: 3[2]}
Skill Stunts(2 free skill stunts, -1 refresh for additional) ============== Skill Stunt #1: Security (Cat Burglar)
-- You’re an expert second-story man. Use Security instead of Athletics to make difficult climbs or acrobatic feats in order to break in to someplace.
Skill Stunt #2: Security (Tripwire Sensibilities)
-- You’ve run into enough traps that you’ve developed an instinct for avoiding them. You may roll Security instead of Alertness or Investigation to uncover or otherwise avoid stumbling onto a trap.
Skill Stunt #3: Stealth (In Plain Sight)
-- You suffer no environment-based difficulty increases when using Stealth. Even when you’re out in the open and wouldn’t normally be able to justify using Stealth, you may. Also, once you’re hidden, even people actively searching for you don’t get a +2 to their Alertness or Investigation rolls. This ability only functions as long as you don’t move or do anything other than hide. The moment you do something else, you break cover and are immediately visible.