Mass Effect: Destination Zero
Thalia Danek

Description

Bio

LIFE STORY IDEAS
====

Born on Thessia in 1943.
Biotic/commando training on Thessia from 2043 – 2083. Stayed slightly longer than average, gained several promotions. Befriended a fellow officer during her time in the service.

Recruited by the Serrice Council (source of Phantom armor and bio-amp) to work in their corporate espionage division. Was based out of the Serrice Republic on Thessia from 2083 – 2163, although was often sent to other locations for specific missions and assignments. Thalia’s choice to enter the private sector drew the ire of her contact in the military, now making them a rival. During her time in the corporate world, Thalia acquired her own network of contacts, including a Serrice Council executive and an asari diplomat.

During one mission in the year 2123, things got a little hot and she was nearly caught infiltrating a rival corp. This lead to an embarassing situation for Serrice when she was accused of being a spy by the Armali Council. Afterwards, Thalia was re-assigned to a war torn planet tasked with protecting Serrice’s business interests in the troubled region. During her time there, she met a charming Krogan who was fighting in the war and they would occasionally meet up for drinks.

In 2163, Serrice sent her undercover into an asari colony with valuble resources that they wished to acquire. She was tasked with undermining the locals efforts to not be re-located. This was not what Thalia had signed on for so she decided she’d had enough and instead sided with the colony, aiding their matriarch in defending their colony. The colony was saved and the matriarch was very greatful.

Thalia wandered the galaxy for many years after that, exploring beyond asari space and seeing for herself what other opportunities were out there. At one point she came across a fascinating human doctor who offered to improve her biotics and a few other skills with his own brand of bio-implants. It was a highly successful operation with great results!

PERSONALITY IDEAS
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Salarian father. Never really knew him, but thinks that might be why she’s impatient/quick compared to other Asari. Very ambitious, has no interest in just sitting around not being involved in the galaxy around her. Bit of a thrill seeker but still a professional. Admires humans, salarians and anyone who doesn’t simply wait for something to happen but instead chooses to make it happen. Kind of a huge nerd about Asari history and culture, really likes to talk about it. Very enthusuasic about life in general. Loves food!!! Always eating / drinking. Hates the taste of those biotic energy bars.

GEAR / MONEY
=====

M-6 Carnifex (pistol) damage: 3d6+3 recoil: 1 weight: 1kg mag: 6 mod slots: 1 = silencer

Serrice Council Phantom Armor armor: 5 sheilds: 4 weight: 5kg mod slots: 2 = none yet

Armali Council Prodigy Amp Reduces the cost of biotic powers by 1 point (minimum 0)

Ammo Incendiary Damage rolls of 1 may be rerolled.
Suppressor -4 DM to detect shots fired by this weapon.

5 energy bars
flashlight

6000 credits

-2500 ammo
-2500 mod
- 100 bars (5*20)
- 15 light
=
885

CHAR GEN
=====
10, 10, 7, 10, 8, 12, 9

+1 Dex, +1 Soc, -1 Str, -1 End

STR 7 -1 = 6 / 0
DEX 10 +2 = 12 / +2
END 10 +2 = 12 / +2
INT 10 +2 = 12 / +2
EDU 9 = 9 / +1
SOC 8 +1 = 9 / +1
BIO 12 +3 = 15 / +3

Zero G 1 from Connection with Aaron
Barriers 1 from Connection with Matt

Term 1 Biotics
Adept:
warp 0
levitate 0
singularity 0
lift 0
throw 0
(Bio +1)

Adept table: Singularity 1
Survived
Event: You achieve a new level of discipline in your powers. You are automatically promoted. grants any +1 ability — took Warp 1
Promoted! rolled on adept table for each promotion = +1 Warp and + 1 Throw

Term 2
Adept table: Throw 2
Survived
Event: Promoted! Took Singularity for the promotion benefit of +1 for any ability and rolled on adept table gaining + 1 throw
Failed promotion roll

Mustering out
2x combat implants (bio +1 each)
1 contact (military officer)
1 Armor

Term 3
Corporate Agent
Gun Combat (slug pistols) 0
Personal Dev: + 1 INT
Survived
Event: Life event: Loss contact + gained Rival = military officer
Promotion: Failed

Term 4
Corp Agent
PD: +1 END
survived
event: You establish a network of contacts. Gain 1d3 Contacts. Gained 2 contacts = asari diplomat and serrice executive.
Promotion: Failed

Term 5
Corp Agent
PD: Gun Combat (SP) 1
Survived
Event: Crime: The character commits a crime, is accused of a crime, or is the victim of a crime. Lose one Benefit roll or reduce your Social Standing by 1. Reduced SOC -1
Promotion succeeded: rolled on PD +1 END / gained Deception 1

Term 6
Corp Agent
PD: + 1 END
survived
Event: Undercover Agent event failed roll: rolled on mishap table for citizen:
Mishap: Your business is investigated by the planetary authorities (or your colony suffers interference from interests off world). Co-operate, and the business or colony is shut down, but you gain a +2 DM to

the Qualification check for your next career as a reward for your aid. Refuse, and gain an Ally
Chose Ally – Matriarch of colony
Promotion: Nope!

Benefits
+1 INT
+ 1 Combat Implant (dex)
Bio Amp
1 gun
+ 1 SOC

Term 7
Wanderer
Stealth 0
Wanderer table: deception +1
Survived!
Event! You are offered a chance to take part in a risky but rewarding adventure. If you accept, roll 1d6:
On a 1–2, you are injured – roll on the Injury table.
On 3–4, you survive, but gain nothing.
On a 5–6, you succeed. Gain +4 to one Benefit roll
Nope! Do not want.
Promoted! Gained Streetwise 1, rolled on wanderer table for Stealth +1

Benefits
6000 credits