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Hidden 9 yrs ago 8 yrs ago Post by The Nebulous
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To create a character and submit it for review, just give me the basics in any format you want. Name, age, race, brief bio, psychological profile, etc. I'm not one for the pre-formatted character sheets, so a general synopsis that doesn't look like a dossier put together by a junior FBI agent is fine by me.


Cast and Crew


Main Player Characters

Declan Calaway, played by The Nebulous
Zik, played by Howler
Abrax K'dom, played by Zorogami
Rosa Martinez, played by DirtyDingo
Errol Vahn, played by Gowi
Omus Vol, played by Culluket
Alexia Stone, played by Exile0fErini

Secondary Player Characters

Trishar Rayana, played by The Nebulous

NPCs and Supporting Characters

Ezra, Supporting Character (The Nebulous)
Hidden 9 yrs ago 8 yrs ago Post by The Nebulous
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Captain Declan Calaway



Captain Declan Calaway was the human leader of the Dashers pirate crew from 2187, immediately following the close of the Reaper War, to 2189, where he was captured by the Alliance navy in a sting operation that put his entire crew in danger. He was imprisoned for two years at an undisclosed Alliance facility in the Traverse before escaping aboard a commandeered F-61 Trident fighter in 2191. The details of his escape are, as of yet, unknown.

Calaway stands at 5'11" and weighs in at 189 pounds. He has a lean, but toned build and exercises often with a daily morning routine of calisthenics, resorting to jogging in place for respiratory and stamina exercise aboard a vessel with enough room. Only in his mid-30's (34, to be exact), Declan retains a youthful outlook on life, which lends to his desire for fast-paced and energetic experiences, be they sorties and missions, or choosing from a variety of nightlife activities. The man is also frequently sarcastic and possesses a clever, albeit friendly, sense of humor. Being inherently outgoing, he considers himself to be an easy person to make friends with.

Declan grew up as a spacer, someone born and raised in orbit or frequently on the move in the vastness of the cosmos. Most of his time was spent on space stations or on his father's merchant vessel. The Calaway family had specialized trading various cosmetic goods (the latest fashion trends in clothing, accessories, et cetera) up until the Reapers invaded the Milky Way. Declan and his father left their business and volunteered as resistance fighters on human colonies that were at risk. When the machines finally attacked one of the planets they had been stationed at, his father was killed in the fighting. Days later, when all hope seemed lost, a red light dominated the skies and the Reapers, with all of their indoctrinated puppets, collapsed or turned to ash. The war had ended... but Declan knew he could never return to a normal life as a merchant. The chaos of the war left him with an unquenchable desire for adrenaline, for fear, for that feeling of being on the edge of life and death. Declan needed the momentum that would push him to the brink.

Several months later, he met new friends that would go on to become the first members of the Dashers...
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Zik, Assault Team Leader




What, this little thing? Nothing serious. Nothing to be worried about. Human nervous impulse is only about 2 meters per second on a good day. You won't even feel it.


Zik is...well.

Zik.

Quite where he came from is anyone's guess--there are a few rumors floating around that he was part of the STG during the Reaper War, and certainly there are a few of his habits that smell awfully military, but when it comes right down to it no one is really sure. Happy though he is to tell stories, they never seem to quite match up. When asked about it directly one time, his only response was the widest grin anyone's ever seen from a Salarian and the his now-famous reply: "You actually believed all that?"

Tall for his species and a bit more muscled than most (not that you can really tell), Zik's most prominent features are the comparative darkness of his skin and the facial tattoos he has. The almost slate color of much of his skin gives way to a pale, bleached white of imitation bone in the stylized outline of a skull across his face, which is either morbid or funny depending on who you ask. Examination around the edges of the tattoo and across the scarred surface of it indicate that it wasn't done with what most would consider 'proper tools' or 'technique', but nobody's quite worked up the gumption to ask quite what that means.

Zik was one of the first of the "Dashers" and has always hated the name. Though neither claims to remember how, he and the soon-to-be-Captain Declan managed to find themselves shitfaced and staring at the speeder of a particular asshole asari who was looking to climb her way up the Blue Suns. Three days, six bodies, one hanar prostitute and a medically alarming amount of toxic substances later and they were in business. Zik has always had something of a sick sense of humor and a fixation on mortality--viciously depressed by the short lifespan of his species, he tends to have a 'Fuck it!' outlook of things that makes him right at home with the Dashers, where he serves as head of the Assault Team. He has a particular fascination for vintage human movies, including samurai films, spaghetti westerns, and Quinton Tarantino movies.

You've never seen someone quite as fast at the draw as Zik. Take it on faith--that's a good thing.
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Abrax K'dom; Assault Team Member




Abrax's existence is one of the consequences of Commander Shepards many heroic actions, especifically helping in making the Krogan race able to reproduce again. Being one of the thousands of Krogans born after the genocide, his understanding of the world is a lot different that what his ancestors were used to. Abrax grew up on Tuchanka, in a mostly peaceful environment, son to a hard-working couple of Krogans. His childhood was pretty normal, and soon it was clear Abrax was a strong and capable individual, which meant he was enlisted into the the military of the Lokust Clan. Being a soldier is to this day an honor for the once war-mongering species, although their military forces are concerned with keeping the public safe instead of conquering other planets as of late. His training was hard and painful, but it turned Abrax into a very disciplined soldier, proficient with assault rifles and shotguns. His twenties were spent guarding important buildings, nothing too interesting or exciting for the young Krogan, who dreamed of adventures in outer space and treasures while on the job.

It was fate that, at a local bar after one especially boring shift, brought Abrax and Commander Calaway together. The Krogan was sipping on his 4th or 5th Ryncol, when he started talking to the human next to him. After the duo challenged each other to an absurd amount of Ryncol shots, Calaway started spilling the beans on what he actually did for a living. Anxious to see what was out there in space, it didn't take much for Abrax to decide to leave his boring job behind to join the Commander's crew. The following years were marked by excitement beyond the Krogan's wildest dreams, until that faithful day were everything collapsed onto itself.

When their crew split up, their commander believed to be dead, Abrax didn't have many options. Returning to Tuchanka was suicide, he had left his job and family over night without any warning, and showing his face meant having to deal with all of that. The krogan ended up working for several mercenary groups, lending his strength and weapon expertise for a good price. However, he missed his friends, and longed for the adventures he used to share with them.

Abrax is pretty much what you would expect from a Krogan. He is loud and strong, loves to boast and being in the middle of a battle. He is very disciplined, and carries out any command he is given by his captain. When he is not smashing heads together, Abrax enjoys sharing a drink or two with his comrades, and loves to laugh and reminisce about all their adventures. He is also a loyal friend, but his stubborness and short fuse can lead to disputes quite easily. His ambitions are pretty straight-forward: Discover the galaxy, make some money while doing so, and not having to spend another dull day in his life.
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Rosa Martinez; Assault Team Member




Born in a Cerberus facility to parents whom were both field agents for the pro-human organization, Rosa spent the early years of her life being trained in the theoretical use of biotics, with the Illusive Man making plans to turn her into the pinnacle of Human biotics; Project Morrigan. This of course, much like many of his plans, did not start out, or end as well as well as he'd hoped. With Rosa being a more than difficult child, she would often misbehave and make a general nuisance of herself, which was a trait that persisted into adolescence during her extensive physical and mental training. At age thirteen, she was told the lie that she was born through a cloning procedure and was implanted with a highly experimental version of the old L2 implant, giving her the potential to output almost unmatched raw biotic power. Though the drawbacks were plentiful, in a way, the Illusive Man had gotten exactly what he wanted; A Human as capable as the Asari.

And so her training continued, with her growing more unruly by the day until eventually, she killed her instructor four years later whilst having a fit brought on by the L2 she had received. The replacement was given orders to be far more lenient in his punishments and far less rigorous in her training regimen so as to reduce overall stress and to prevent similar occurrences in the future. At age eighteen, she underwent a highly dangerous procedure to modify her genetic structure, splicing it with the newly discovered Minagen X3, a chemical known to be fatal to most sentient beings. However after years of studying the compound, Cerberus had found a way for them to engineer cells that would mimic a white blood cell, but on steroids; and attack the harmful cells. Thus theoretically resulting in Rosa being able to essentially send herself into biotic overdrive. Theoretically.

Instead, what occurred was a permanent boost to her raw power, and another fit. Though this time, midway through it she regained consciousness and began to use her new-found power against those she had attempted to rebel against for most of her life, warping reality itself as she tore the facility apart piece by piece in search of her 'creator'.

When she recalls the story, she speaks of the calm that she felt the first time she intentionally killed a man. She speaks of the numbness and feeling of helplessness she had, even though she was not out of control for even a moment. Her search turned up no grand creator as she had hoped, but the weak and helpless geneticist whom had conducted these experiments on her. It didn't take long for her to force the truth of her origin from his lips, him 'spilling the beans' almost in an instant in a pathetic attempt to save his own life. He was not met with mercy though, with Rosa slamming him into a nearby computer desk and shattering his spine. There, she used the knowledge she had gained to gain entry to the facility's extranet connection and activated the facility's distress beacon in order to alert nearby Cerberus forces of an attack. They arrived on the scene within the hour, and by posing in one of the guards' assault armour, Rosa was able to board the ship with no resistance and become a stowaway hidden in plain sight.

Fortunately for her, the vessel was then sent on a recruitment mission in the Terminus Systems. There, she made her escape and vanished into the underworld of Omega.

Fast-forward two years and you find a changed woman. One making her living producing knock-off paintings of classical artwork in incredible detail, keeping herself to herself and staying as far under the radar as she possibly can, paying various information brokers off both in an attempt to keep herself hidden, and to find her parents. The ones responsible for allowing her to endure what she did. She continued this life until one day, the Reapers attacked the Galaxy. Then, everything changed. Cerberus started openly flying around the galaxy with not a care, and when the Adjutant outbreak occurred, Oleg Petrovsky and his forces landed on Omega, and took it over. Not much is known about how she survived the incident, only that she emerged as a member of an Eclipse Commando unit, which was part of the band of mercenaries pledged to aid Commander Shepard in the assault on Earth.

She fought side by side with her squad-mates on the ground against Reaper forces, and was fortunate enough to earn the outspoken praise of Admiral Anderson in rallying the Alliance soldiers stationed in Brixton to push towards the conduit and aid Hammer Team in their assault. Eventually though, she put such strain on herself by overusing her powers that she passed out, waking up with her face covered in blood and her body buried in rubble to the sight of what could only be described as a monumental red ball of energy leaking from the crucible, causing the gargantuan Reapers in the sky and on the ground to simply keel over and become inactive, some crushing entire portions of London as they fell. After the war, she used the massive paycheck given to her by the Alliance for her individual valour to wander from system to system, trying to find inspiration for her first original art piece.

It was during this time that she met Captain Declan Calaway. On her travels, what she'd often do in order to save credits and avoid the loneliness that enveloped her after losing the only friends she'd ever known during the battle of Earth, was pay her way aboard vessels transporting goods from system to system. On one particular occasion, the vessel was raided by the Dashers. Taken completely by surprise and comparatively unarmed, the Dashers cut their way through the defenders in minutes, until they encountered Rosa. She put up such a fight that the pirates began to retreat, though in pursuing them Rosa met her match, a Krogan charging straight through one of the bulkheads and knocking her clean out of consciousness. When she awoke, she found herself aboard the Dashers' ship, where Declan and a Salarian named Zik offered her a position on their assault team. Seeing a potential opportunity to fit in with a group once more, Rosa obliged.

Although many see her as cold externally, upon getting to know her even the slightest bit makes them realise just why that is. Rosa is naive about how the galaxy works and ignorant to the good in people, a trait she gained from a life of fighting, though her lack of real maturity and addictive personality takes her standing from an unlikeable outcast, to a loyal friend within but a few sentences.
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Errol Vahn; Infiltrator/Marksman




“The galaxy isn’t like the wild west, it is the wild west.”


Born to an interstellar businessman by the name of Miles Vahn, Errol was born & raised far from the human home-world of Earth and instead upon one of the vast colonial frontiers that began during this time. Errol’s father was an aggressive businessman who founded ErdeCo after liquidizing his properties on Earth as he believed that the only way to get in edgewise on companies like ExoGeni was to “put all of your cards on the table”. Laughed at by his former partners, Miles Vahn found himself desperate to make an impact on the galactic market that was colonial frontiers. As such Errol was born into a cosmic environment that was as underdeveloped as it was underpopulated. Growing up under the shadow of his father’s obsession to succeed in the galactic market was stressful as Errol found duties were being demanded of him straining the relationship with his parents even more. The immediate threat of hostile aliens, feral wildlife, social unrest, and criminal activity poised trouble to the growing community that ErdeCo had strived to create and one that they not only wanted to succeed—but needed to succeed. This behavior in Errol’s father would only continue to push his relationship with his wife further away at an exponential rate.

A young Errol would spend time at his uncle’s home on the colony— a general agriculture procurement, Alen Vahn, lived much simpler with the only threat being the rare fauna that would get out of hand. Enjoying his uncle’s stories of Earth was entrancing for Errol and he would begin to almost live at the farm during these years. During this time his uncle would teach him how to fire a rifle and to impress his relative he would adamantly strive to be better; for every day he stayed at the farm he shot targets and mended the farm to help his uncle. However, Alen Vahn grew sick and passed on from cancer-related struggles by the time Errol was eleven. A year later, ErdeCo had expanded their operations into a local habitat of violent and fast creatures which resulted in an entire team of laborers to lose their lives due to ErdeCo’s carelessness. The family members of these laborers began to riot while other residents threatened to leave if ErdeCo didn’t get its operations in check. This threat against his livelihood caused Miles Vahn to “protect his investment” and hired a PMC group as “quality control”; this PMC group was in actuality the Blue Suns. This would begin the “dark times” of the colony as the Blue Suns received benefits plus their rate of service and the group began testing how much they were allowed to do without consequences. But Errol’s father only cared about the critical and financial success of his investments and took no shame into admitting it. Stuck out on their own, the citizens were practically stuck in a corporate dictatorship and Errol’s mother snapped. Errol never saw the colony again as he was taken away from its madness to find himself on another planetary hell: Korlus.

Korlus was not much for improvement and the alien-centric world that bustled with crime as well as poverty led Errol to have a much harsher childhood than he would have had if he stayed with his father. But like his mother, he sort of saw the benefit of freedom; any freedom, over what they had back on the colony. As humanity was new to the galaxy, the population on Korlus had so few of them making it an uphill battle to survive as his mother struggled to find work and make ends meet. Errol himself at this time fell in with a bunch of other human youths who found themselves on Korlus in poverty and among racism and thus a sort of gang was created amongst them. It wasn’t long thereafter that Errol and his friends got caught up into something stupid— an alien named Ardot Fek.

Running with Ardot Fek, a self-proclaimed “supplier” of goods led Errol into a life of organized crime. Fek saw cheap manpower in the youths as well as a useful utility in their knack to steal things. At first they weren’t asked to do much outside of pocket a few things or spot competitors (and law enforcement), but eventually as they became more useful (and older) they ended up “graduating” to carrying firearms as Fek’s underpriced guards. Errol found himself killing for the first time no more than a month after he was given a firearm—he was shaken by the experience, but Fek talked him down from his repulsions and convinced him it was only adrenaline that he felt and not any false moral consequences. Soon enough, Errol was making enough credits on the side to help keep himself and his mother afloat despite Fek underpaying him and the other youths. However, as nothing lasts forever and Fek ended up ditching the youths on Korlus after a bounty hunter had been reported to be on his trail from his previous years leaving Errol with a few credits and a different sense of himself. The gang that remained were scattered; some of Errol’s friends fell into drugs or ended up dead and the few that remained grew distant. Errol was seventeen.

With a few credits to his name and no huge skill-pool, Errol found himself at a disadvantage on Korlus and despite his desire to leave the planet he really didn’t have the means or a plan if he even did. However, that’s when luck spun in his favor as a newly established mercenary group by the name of Graymane decided to scout out potential individuals on Korlus as at this point Korlus’ growing human minority became something known. Graymane sported a “humans first” ideal much like the krogan-oriented Blood Pack dealt rarely with anybody but Vorcha and upon recruitment Errol went up to bat and looked around at the other potential recruits and challenged them with a bet, he could shoot better and further than every last one of them; and with his experience of shooting distance at his uncle’s farm and spotting for Fek proved him for the most-part right and the recruiter was somewhat impressed.

Following this Errol operated, learned, and garnered the thing he wanted so badly back when Fek left him on Korlus— a reputation, while small (the PMC company was also quite unknown) brought enough recognition. Often times on jobs he would operate as a scout or sniper as he kept an eye on situations before they turned sour. This is where Errol would learn fundamental combat skills outside of street scenarios, but much like Fek the Graymane PMC group didn’t stick around long enough; after four years the company got accused of criminal activity and began to go under investigation which perceived to have the bulk of its membership scatter and their founder, Robert Torviski went on the run from the authorities leaving Errol on Omega trying to pick his feet back up. But at least this time he had something of a reputation for being a “good shot for a human” as a Turian mercenary once commented.

For a year thereafter Errol attempted a “normal” life as he felt he was a little tired of running and being shot at between the odd jobs he took, Fek, and his time with Graymane. However uneasiness took over him as he attempted to sort out something a little more legitimate on Eden Prime, which was a planet that made him a little nostalgic for the days of the past. Thinking that he needed to be at war with something and on the move he decided to work in the occupation he was used to and returned to the "game". Eventually he fell in with a certain group.
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Omus Vol; Quartermaster




"Just according to vuulnoghd..."
(translator addendum: vuulnoghd means 'plan')


Omus was the Dasher's "quartermaster;" which is a polite way of saying he was a gun runner and profiteer who decided hawking (and, conveniently, growing) his inventory out of a pirate ship was good business. He is the perfect picture of Volus vice: A greedy, scheming, self-important opportunist whose loyalty can't be earned -- merely rented. When the Alliance ambush hit and the evacuation order was given, he was the first to abandon ship. In fact, he was abandoning ship before the crew was told to get away. ...You know, come to think of it, nobody's even sure where he was when that whole thing started.

Despite his self-centered avarice, his seething contempt for the frivolous nature of the "Dash-clan" and his reluctance to get personally involved in anything resembling 'heavy lifting', Vol brought a lot to the table. In addition to supplying a respectable panoply of arms and equipment, he had a knack for tinkering, frequently working to create new and improved shield, tool and weapon modifications, which he was only too happy to make available to his companions at very little additional cost. If he ever does get involved in a firefight, then what he lacks in mobility and speed is made up for in cutting-edge weaponry and disgustingly overpowered personal defences he hasn't bothered to share with anyone else.

In the time since the crew broke up, things have gone better for Vol than they have for even the most fortunate of the others. In fact, he's now a minor crime lord on Omega, openly peddling high-powered weapons to every side and slowly expanding his territory. It hasn't been difficult. As one might expect amongst the seedier, more volatile levels of the station, he's had no shortage of customers.

Omus harbors a special grudge against Zik, who has an inborn talent for foiling his schemes. Even today, wheezing, pressure-suited cries of "ZIIIIIIIIIIIK!" can be heard drifting up through the ventilation shafts of Omega's lower levels. That said: his credits are as good as anyone else's. Even the best vendettas have to take a back seat to good business, after all.
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Alexia "Dragon" Stone; Ship Engineer/Sentinel




Early on in her development as a fetus a ship carrying element zero crashed not far from her family's farm in Central Ohio, United States. The Systems Alliance and the company responsible cleaned up the crash site and gave reparations to the affected farmers for the damaged and/or destroyed crops. Several months later Alexia was born healthy and seemingly normal. Alexia had a normal but hectic childhood growing up with 7 other brother and sisters. Her love of technology both old and modern became very clear when she started being able to help out her father with maintaining the farm equipment.

Her biotic potential was discovered during a routine checkup shortly after her eighth birthday. A month later after much talk between her and her parents, though mostly her parents, an officer from the Systems Alliance came to take her to Grissom Academy for the Ascension Project. Alexia's parents and siblings gave her a rowdy send off, ending with her dad telling her to write weekly, before the SA officer arrived.

Alexia was fitted with an L3 amp and put into classes at Grisom Academy. She learned to control her biotics while also learning more about technology. She passed all of her classes but was mostly average for the students at Grisom Academy academically. Alexia excelled when using technology and slightly above average with biotics. However shortly before she graduated the Citadel was attacked by Sovereign, Saren and the Geth. She graduated at 18 and went home for a visit before leaving to join the Systems Alliance. During her stay her father gave her an old M-3 Predator that doesn't use thermal clips and she has since added a few upgrades to make it better in combat.

During her time as an Alliance Marine she served mostly on a few garrisons on Human colonies but has also served aboard a couple cruisers and frigates. Her service was mostly uneventful raising her to the rank of Staff Lieutenant. Alexia was back home on Earth visiting her family when the Reapers hit. She and her family survived the initial attack thanks to being away from the major population centers. She and her family fled eventually meeting up with a surviving SA marine division. Alexia got ready to fight as her family was evacuated to a mostly civilian group. Alexia was good at setting up ambushes for Reaper patrols and helped take out several keeping her fellow marines and sometimes even civilians alive. She participated in the Battle of Vancouver in a mostly support role as a diversion to draw at least some of the reaper forces away from the main battle.

Alexia earned a Purple Heart and Arcturus Ribbon from her service on earth during the Reaper War. Although she survived the war she did not do so unscathed. One ambush earned her a nasty scar that trails from just above her left brow, down the side of her face and down her neck before ending at the base of her neck. After the Reaper's were destroyed by the valiant sacrifice of Commander Shepard, Alexia mustered out of the Systems Alliance Millitary and spent some time on earth with her family before beginning a career as a merc.

That was five years ago though. For her first year of Merc work she bounced between worth while ports which typically ended up being either Omega or Illium. She'd had some saved up money but over time that drained between jobs, mainly going towards her heightened dietary needs. At one particular stop on Omega she was approached by a man with a name strait out of a Fitzgerald novel. Yeah she's read some pretty old books, nothing like a good classic on real paper. Calaway offered her a position as an engineer on his ship and a support on the ground team. Alexia always did enjoy working with machines and in fact her skill with them was part of what got her free trips around the Terminus systems. While she never got terribly open with any of the Dashers crew she wasn't a recluse and enjoyed the times of revelry and such.

After two years with the Dashers she'd gotten used to the life of a merc and pirate, knowing that life wasn't as idealic as she might have at one point thought. Though she did do the right thing whenever possible and urged the captain and crew to do the same whenever possible even if she didn't have much effect. After the Dashers disbanded she went back to her previous occupation of bouncing between countless different merc jobs, her savings again dwindling even though she had made quite a bit from working with the Dashers and usually managed to make a pretty good sum for every job she did. When Calaway returned from his time in jail Alexia was in the middle of a mechanic job for Aria and was unable to rejoin her old crew until she finished.
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Trishar “Trish” Rayana; Executive Officer




Trish is a former asari commando and a veteran from the frontlines of the Reaper War on Thessia. Her years as a masterful tactician in the art of war show themselves in her role as the Dashers’ XO. A close friend of Declan Callaway’s since their first meeting at a ravaged Citadel following the war’s close, she has always been the calm and collected counter-weight to the captain’s more… rash decision-making habits. In fact, she had originally advised against forming a pirate crew when Declan met Zik, but she eventually found herself dragged into the mess nonetheless. Declan picked the missions, Zik called the shots on combat operations, and Trish did her best to keep things from falling apart.

Before her time with the Dashers, during her years as an elite soldier of the asari military, Trish’s skills came to light as her unit’s central pillar to almost any operation. Her mastery of technical armaments and equipment, combined with the naturally powerful biotics expected of her occupation, allowed her the ability to keep her comrades alive and in the fight, while also clearing the field of nuisances by using tactical diversions whenever possible. By modern military classification standards, she was her unit’s sentinel.

One hundred years before the Reaper War, Trish, among two others from her unit, was recommended for the Special Tactics and Reconnaissance (Spectre) program. During the observation phase of the aptitude assessment, where Spectre candidates are partnered with an accomplished Spectre for an actual assignment, it was noted by her partner that her keen eye for the totality of any situation never wavers under pressure. She’s able to recognize when something isn’t right, even from the slightest clues. It goes without saying that the Spectre accompanying her returned with complimentary praise for the Council, which influenced them to grant her the commission. However… for reasons unknown, Trish turned down the opportunity. She remained an elite soldier of her people’s military up until the end of the war.

Personality-wise, Rayana is socially detached from most of the crew. She’s not cold, so to speak; but, rather, professional with her relationships. With two hundred years of rigid military posturing ingrained in her, certain mannerisms are hard to let go of. Besides, there’s a good reason why those in her position ought to put space between those they work with. Becoming too friendly with people stuck in a cramped vessel for months-on-end can lead to disastrous consequences when situations arise. Nevertheless, she is probably one of the most approachable individuals among the Dashers. As long as she’s shown respect, Trishar Rayana will back you up to the bitter end.
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Ezra; Helmsman




Born into the batarian slave trade, Ezra was quickly separated from his mother, as if she were only meant to produce more labor and nothing else. Under the harshest conditions of sleep-deprivation, physical and mental exhaustion, malnourishment, and painful abuse at the hands of his masters, the boy had hardly been able to develop a sense of self. Though he remembered the names of each master that had owned him, he never had a name of his own. Only a tracking number and insulting nicknames usually bestowed to living property (Kon'fadah being one of them, which is roughly comparable to “little bitch” post-translation).

Despite a lack of any formal education or skill training, Ezra was actually a fairly sharp lad. He had a level of patience and resilience that far surpassed his fellow slaves. The boy taught himself to read and write early on. This was, of course, limited to the batarian languages and dialects; but he managed to use this to his advantage when he was being routinely traded at an auction. His picked out the potentially least worst of the buyers and made his knowledge of how to read and write blatantly known by speaking out of turn. This earned him a brutal retaliation of several lashes to his back, but the batarian that would actually go on to buy him grabbed the whip on the down-swing to stop the punishment. He then introduced himself to the child as Farith Cres'baros.

Farith would end up being Ezra’s final master in his thus far miserable existence, and at least he was a far easier master to serve under compared to the previous dozen others. During their short time together, Farith made considerable use of Ezra’s ability to read, write, and communicate effectively with other batarians during trade deals and negotiations as a translator and someone that could also put a unique spin on whatever Farith was selling. This had the amusing effect of greatly pissing off Farith’s competition, as they saw having a slave as both a spokesperson for a company and a personal translator--and a human at that--as being incomprehensibly disgraceful and preposterous. Furthering Ezra’s talents at being a translator, Farith taught the boy how to mostly read, write, and speak the galactic trade languages to get across complex points and hold conversation. This eventually evolved into a more sturdy multi-linguality.

Ezra’s relationship with Farith was… complicated. Some moments, he was the batarian’s favorite of the other slaves; and at other times, he was receiving the blunted end of a beating club. Whenever the boy made the occasional and near-fatal error of thinking Farith was a friend, he was always severely disappointed and suffered greatly for it. There were also a few darker moments that haunt him still. However, despite the rotten hand he had been dealt in life, Ezra strived to remain ever optimistic.

Fate finally graced him with surreal relief when the Reaper War affected Omega. Cerberus’ short lived occupation of the station had completely halted all business, especially the trading of slaves. Farith ordered Ezra and his other slaves fight with guns in the streets as the overwhelming Cerberus forces and their nightmarish Adjutants decimated Omega’s mercenary forces. It was the first time that Ezra had held a gun, let alone killed others. He was a horrible shot, of course, and could only end up downing a few of the soldiers that had been caught off guard by others; but those moments would add to the many thoughts that keep him awake at night to this day.

A specially held amount of xenophobia toward batarians saw to it that Farith received a mass accelerated round to the cranium from one of Cerberus’ armored goon squads. Fearing for his own life and caught up in the confusion just as much as the next person on Omega, Ezra ran for his life and hid among the masses of citizens that had been cooped up in their districts behind the Cerberus-deployed containment fields.

A few days after Aria T’Loak aggressively took back the station from the invaders, she took notice of Ezra attempting to steal provisions from one of Afterlife’s storage rooms. He was immediately suspended in the air and trapped in an endless orbit around a biotic singularity. Oddly, however, the young human refused to beg for his life. This had caught Aria off guard and Omega’s ruler found herself taking a liking to him. Ezra was the name she had given him, finding that a tracking number no longer suited the boy.

Aria quickly learned that Ezra’s appearance was quite deceiving, masking the horrible tale of a survivor of both slavery and war. Unaccustomed to not answering to anyone, the boy shadowed Aria wherever she went, despite her protests. At one point, she threatened to throw him onto the streets… and she eventually did. Yet, Ezra always found a way to come back. Finally, at her wit’s end with the boy, T’Loak agreed to let him work for her; but that he would be granted simple jobs that wouldn’t endanger his life. This was seen by some in her inner circle to be out of character for her. Of course, Aria’s estimation of how dangerous something is, is… well… unique, to say the least. Ezra was put in charge of transporting valuables and goods to and from Aria’s warehouses on Omega. This was done at first by using small single-man vessels that could easily navigate the station’s expressways. After he proved to be a fast learner, Aria approved his role in larger shipment operations, upgrading his new skill to encompass freight transport vessels and small mercenary frigates around the Sahrabarik system and, eventually, the rest of the Omega nebula.

Blood tests place Ezra’s biological age at approximately fifteen years old.
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