T ALI’ZORA HTali'Zorah vas Normandy is a quarian, a race of technologically gifted nomadic aliens that were driven from their homeworld. Because a quarian’s immune system can’t handle the bacteria outside their original planet, Tali is forced to wear a full body environmental suit at all times. Prior to the Great Collide, the quarian species lived aboard the Migrant Fleet, also known as the Flotilla--a massive collection of roughly fifty thousand starships, some of which have been around for centuries. When a quarian reaches adulthood, they embark on a pilgrimage--leaving the ship they were born on to find a new crew, and to be accepted aboard a ship as a permanent resident. Tali’s pilgrimage put her aboard the ship of a human being named Commander Shepard--and together with the rest of their crew, they became heroes of the known universe. With the Great Collide, Tali’zorah is without a ship, without a crew, and without Shepard. She seeks answers, and her place in the new world… or at minimum, a crew position on a new ship.CHECKSRoll 3d10and take the highest result for checks involving general electronics or mechanical knowledge.Roll 2d10 and take the highest result on attack checks made with a pistol, shotgun, or your tech abilities, checks to hack or repair electronics (including locks and security systems), repair vehicles and other machines, checks that involve first aid, checks to pilot, repair, navigate or help run a ship, and checks of general intellect.Roll 1d10 for anything else.XPWhenever you accomplish something great with very limited resources, gain 1 XP.When you’re able to use your technical and engineering brilliance to improve life for a group of people, gain 3 XP.When you find a ship or other travelling vessel that you can call home, gain 5 XP.YOU BEGIN WITHQuarian Envirosuit: You wear a Quarian Envirosuit, a completely sealed suit meant to protect you from contaminants and outside bacteria (which could be incredibly dangerous or even fatal to you). The suit uses a Virtual Intelligence to monitor your health and its own integrity, and has a microfabricator to automatically seal breaches and repair damaged surfaces. It has built in decontamination equipment and an intake port in the helmet, allowing you to eat or drink with limited restriction. You are immune to any diseases, poisons, pheromones, or other abilities/status effects inflicted by airborne means; toxic vapors and the like are repelled by your suit. Statuses inflicted via direct damage still affect you. Your suit includes an Omni-Tool, a wrist-mounted computer and multipurpose diagnostic device. It can act as a scanner, a camera, a holographic projector, and can work as a communications device--linking up to cell phone networks and the like to interact with them.LEVEL UP CHOICESCombat Drone: You are in possession of a Combat Drone, a glowing, hovering, spherical device that can attack on your behalf (affectionately nicknamed Chatika vas Paus). Your Combat Drone works on standard follower rules, rolling 2d10 on all attack checks and defense checks, and attacking with Electric based energy blasts. You can perceive through your Combat Drone, and unlike most followers, it does not share your HP; when it takes damage, it immediately explodes in a burst of electrical energy, getting a free (and final) attack check against any enemies within 25 feet of it. Shut this ability down after the drone is destroyed.Damping Device: You carry devices not unlike proximity mines, which go off when a hostile target approaches them. You can prime and throw these directly at someone, or stick them to the floor, wall, or ceiling, as a main action. When they go off, anyone within 25 feet of them are inflicted with both System Shock and Silence,though these mines do no actual damage. These devices originally affected biotics and synthetics in your universe, specifically, but the Great Collide has altered the physics behind them to encompass all advanced technology and magic. When you use one of these devices, roll 1d10; on a 1-5, shut this ability down.Defense Drone: You have a Defense Drone, a glowing device that hovers relatively close and revolves around your head. When someone takes hostile action against you, the Defense Drone will blast them with an electrical surge. When you fully defend against a melee attack check, you may immediately counter-attack without using your turn, dealing Electric based damage.Kinetic Barrier: You possess a Kinetic Barrier, a personal mass effect field projected from a small emitter. It can repel small, physical objects at high velocities, but not energy attacks or slower velocity objects (to prevent the field from, say, knocking your chair away when you try to sit). When an enemy makes a ranged attack against you with “hard” ammunition--such as a bullet or an arrow--you may choose to negate the damage, even if you’ve already rolled a defense check. After you use this ability, roll 1d10; on a 1-5, shut this ability down. You may only take the following ability after you’ve taken this one:Energy Drain:You are able to drain kinetic energy from a target at a distance, and use it to replenish your shield. When you attack with Energy Drain, gain a +2 bonus against foes weak to Electricity. If you roll a 6 or higher on the attack check, shut Energy Drain down but restore Kinetic Barrier if it’s been shut off.Quarian Machinist: You are a technical genius, incredibly skilled in all things digital and mechanical. You may automatically succeed on a check involving machines, including checks to repair or hack. After you use this ability, roll 1d10; on a 1-5, shut it down.Reegar Carbine: You carry an advanced shotgun, which uses a short-ranged invisible laser to ionize the air before firing a sustained electrical current. It hits hard but burns through ammo quickly, and can only hit from about 20 to 25 feet away. It does +2 against targets weak to Electricity, deals mild stun, tears through energy shields, and electrifies armor--as a result, enemies you hit with the Reegar Carbine are inflicted with Armor Breakstatus. If you roll a 6 or more on an attack check with this weapon, shut this ability down.Sabotage: You can cause technology to be spontaneously compromised. If you roll a 10 on any attack check, you may automatically inflict Charm on the target if they are an automata (temporarily preventing them from identifying you as an enemy), or System Shock if they are any other type of enemy.