Lyssa T’vres

Lyssa T’vres
Origin: Asari Sentinel
Class: Intruder 2/Soldier 1
Type: Medium Organic (30ft speed, reach 1)

Str 12 (+1) 4
Dex 16 (+3) 14
Con 14 (+2) 4
Int 15 (+2) 6
Wis 12 (+1) 4
Cha 12 (+1) 4

VP: 8 + 1d8 + 1d12 + 6
WP: 14
Initiative: +4 = 1 + 3
Defense: 16 = 10 + 3 + 3
DR:    6 / 11 + 5 (1d6+2 when discharged)

BAB +2
Melee Attacks
+3 Omni-Blade 1d6+2; 1/19; AP(4); FIN, SUR
Ranged Attacks
+5 M-4 Shuriken 1d12+1; 2/20; 24M10; 30ft; T/1h; DEP, NFM(B)

Fortitude 3 = 1 + 2
Reflex 6 = 3 + 3
Will 3 = 2 + 1

Acrobatics* 5 + 3 = 8
Athletics* 5 + 1 = 6
Blend* 3 + 1 = 4
Bluff* 3 + 1 = 4
Drive 3 + 3 = 6
Electronics*     4 + 2 = 6
Mechanics* 4 + 2 = 6
Notice 3 + 1 = 4
Resolve* 2 + 1 = 3
Science 2 + 2 = 4
Search 2 + 2 = 4
Security* 6 + 2 = 8

Sleight of


2 + 3 = 5
Sneak* 6 + 3 = 9
Streetwise* 2 + 1 = 3
Survival* 2 + 1 = 3
Tactics 2 + 1 = 3

* Class skill for Infiltrator OR Soldier.

Exotic Heritage:  Volus: Your Intelligence increases by 1, and activating any error that you roll requires 1 additional action die.
Specialist Ammunition:  Incendiary ammo: This ammo inflicts fire damage. However, the Reflex save prompted by the damage has its DC increased by 5.
Marksmanship Basics
Benefit: Each time you take an Aim action, you may also Brace as a free action. Further, you may take a Brace action even when no obvious surface is available to brace against. Finally, you suffer only a –1 penalty with Reflex saves while braced instead of the standard –4.

Class Abilities
Core Ability

Dexterous: You excel at activities requiring nimble fingers and precise eye-
hoof coordination. Each time you spend 1 action die to boost a Dexterity-based skill check, you roll and add the results of 2 dice (e.g. a Level 1 Intruder’s bonus of 1d4 becomes 2d4).

Class Abilities
Gear Prep:

You always seem to have the best tools for the job at
hoof. At Level 1, you may choose 1 mission gear pick as if the mission’s Caliber were 1 higher. If the mission is Caliber V, you instead gain a number of additional upgrades up to your starting action dice that may be applied to any of your mission gear picks.

Evasion I: You can escape many sources of immediate harm.  At Level 2, whenever you aren’t  flat-footed and may make a Reflex save to reduce the damage suffered from an attack or event (such as an explosion or successful grenade attack), you instead suffer no damage with a successful save.
Fight On: At Levels 1, 3, 5, 7, 9 11, 13, 15, 17, and 19, you gain 2 additional weapon proficiencies or 1 additional Basic, Melee, Ranged or Unarmed Combat feat.

Activation Time: 1 full action
Distance: Short range
Area: 5 ft. sphere
Duration: 1 round (+1 for Bio-amp)
Effect: You create an intense mass effect field that draws in your enemies. This power targets a square instead of a specific character. Characters within the area are paralyzed, and each round are moved 5 ft. toward the center square. If they cannot be placed in the center square then they move to the next nearest one.
Tech Armor
Activation Time: 1 full action
Distance: Personal (see effect)
Duration: Permanent (dismissible)

Effect: Your omni-tool generates energy armor that deflects attacks. You gain 5 additional points of damage reduction, which are lost as soon as they reduce the damage that you suffer from an attack.  When the last point of damage reduction is lost, this power is cancelled, and
everypony within a 5 ft. sphere suffers 1d6+2 lethal damage.

Special: Only characters with the Sentinel Specialty may posses this power without first receiving the GM’s permission. Additionally while you have active tech armor, the effects of biotic and tech powers other than singularity are ignored, and the remaining damage reduction of your tech armor is instead reduced by 1d6 points. Attacks that deal electrical damage have double effect against tech armor.
Activation Time: 1 full action
Distance: Short range
Duration: Instant
Effect: You shove the target backwards with bone jarring force. The target is moved 10 ft. directly away from you and becomes  sprawled. If the target meets an obstruction before they finish moving, then they and the obstruction both suffer 1d6 lethal damage for every 5 ft. of movement that they were prevented from taking. Additionally, if the obstruction is another character then they also become sprawled.  Alternatively, you may use this power to throw an object with a weight of up to 50 + (50 × the number of Biotics feats that you possess) lbs., moving the object in the same way as an affected character.

Melding: You may communicate with any sentient organic character with which you can make skin-to-skin contact.
Natural Biotic: You gain a biotic power of your choice at Career Levels 1, 4, 8, 12, 16 and 20, and you do not require a bio-amp to use biotics.
Natural Elegance: Your Appearance bonus increases by +1.

Edged, Exotic Hurled, Explosives, SMGs

Game Theory, Light Vehicles, Interstellar Shipping

Lifestyle 1
Possessions 5 1/III, 2/II, 3/I
Cash 1
IV    N7 Armor
    Breather Helmet (+1 DR, Sealed)
    Capacitor Chestplate (Shields regenerate 1/round)
    Kestrel Shoulder Pads (+1 Damage, +1 Shields)

Hoof Ammo Pack (Free Reload action, Starting AD/Session)

    Life Support Webbing (DR +1)
C    Grapple line
C    Space tape (like duct tape)
F    Grade I biotic amp
II    Grade II omni-tool w/ Security Kit
II    Charge, Breaching
I    Crossbow mod
I    M-4 Shuriken
I    Torch

Asari, Volus, Turian

Lyssa T’vres

Daughter of a trio of eccentric, even by the standards of Ilium, Lyssa grew up with her mothers and many sisters. At the insistence of her mothers she studied dancing, her biotic powers, and small arms.  Early in her maidenhood she found herself growing more and more interested in technological systems.  Virtual reality and VIs occupied her for a while, but she longer for better opponents.  Eventually she moved on to security systems.  These proved to be much more interesting and challenging.  

She, and three of her sisters, formed a repossession corporation that specialized in recovering hovercars, then expanded to small shuttles.  After several years of repossession success, the sisters began to accept contracts to retrieve stolen vehicles.  It was one of these retrieval jobs that went badly wrong and found the three surviving sisters "exiled" from Ilium, with letters of introduction in sealed pouches on their armor, they boarded a volus trade ship enroute to a godfather and have not yet returned to Ilium.  

Three ships and two months later, the sisters were on the ship of Lyssa’s father the S/V Patavig Trader.  After nearly a decade of sailing with the volus, Lyssa was tired of the merchant sailor life.  When the ship visited Omega, she bid her shipmates and sisters farewell and moved into the store room behind restaurant of her godfather’s son.