Melsany Ward

Nobody puts baby in a corner.


Melsany Ward

Cool: +0
Hard: +1
Hot: +1
Sharp: +3
Will: +1

Humans grant +2 instead of +1 whenever you Aid Another.
Primary Stat: Sharp +2

Species Move – In the Thick of Things:
At the beginning of the session, roll +Will. On a 10+, hold 2. On a 7-9, hold 1. At any time, either you or the GM can spend your hold to have you show up in any scene, with the proper tools and knowledge. On a miss, the GM holds 1, and can spend it to have you already be there, but somehow pinned, caught or trapped.

Class Move – Tactical Cloak:
When you use your tactical cloak in battle, roll +Sharp. On a 10+, hold 3. On a 7-9, hold 2. On your turn, you can spend your hold 1 for 1 to:

  • Create an opportunity but you haven’t yet seized it or followed through on it. The GM will tell you what it is.
  • Take +1forward.
  • Secure an objective by stealth
  • Attack from surprise. This option uses up all remaining hold. Do +1harm per spent hold.

Armor-Piercing Ammo:
Harm from the weapon adds the (ap) quality. You can only have one Ammo move attached to a weapon at a time. Changing Ammo moves in mid-battle counts as acting under fire.

When you go into battle roll +Sharp. On a 10+, hold 3. On a 7-9, hold 1. During battle you may spend your hold, 1 for 1, to re-roll any single die on any move.

When you sabotage a piece of technology being wielded against you in battle, Roll +Sharp. On a hit, it breaks and is non-functional for the rest of the battle. On a 10+, it does 1-harm to the wielder.

When you Sabotage a synthetic NPC in battle, roll +Sharp. On a 10+, hold 3, on a 7-9, hold 2. At any time, spend your hold 1 for 1 to:

  • Make them fight on your behalf. If in battle, this lasts for 1 tick.
  • Make them defend you. They take all harm from an attack meant for you.
  • Make them die. They take 1 harm per hold spent (ap, ignore shields/barriers)

You are skilled with your hands and can fix, repair, or build pretty much anything. You have a dedicated workspace for larger projects, and an ability to repair things on the fly.

Workspace: high-tech gadgets, machining tools, an enigmatic alien relic*

When you go into your workspace and dedicate yourself to making a thing, or to getting to the bottom of something technological, decide what you’re doing and tell the GM. The GM will tell you “sure, no problem, but…” and then 1 to 4 of the following:

  • It’s going to take (time)
  • First you’ll have to get/build/fix/figure out (something)
  • You’re going to need (someone) to help
  • It’s going to cost you a ton of credits
  • The best you’ll be able to do is a crap version, weak and unreliable
  • It’s going to mean exposing yourself and colleagues to serious danger
  • You’re going to have to add (something) to your workspace first
  • It’s going to take numerous tries
  • You’re going to have to take (something) apart to do it.

The GM might connect them all with “and,” or might throw in a merciful “or.” Once you’ve accomplished the necessaries, you can go ahead and accomplish the thing itself.

Field Repair: When you try to keep a piece of tech from falling apart, roll+Sharp. On a 10+, the machine can ignore 3 of the harm it has thus far taken. On a 7-9, the machine can ignore 2 of the harm it has taken. On a miss, you may well have made things worse… Note that this does not permanently repair the machine (that requires the workspace above), but does permit it to perhaps survive long enough to get the job done.

You get 2-juggling. Whenever there’s a stretch of downtime in play or between sessions, choose a number of gigs to work (up to your juggling) and roll +Cool. On a 10+, Profit al around. On a 7-9, you get profit from 1, and disaster from any others. On a miss, disasters upon disasters.

Paying gigs

  • Technical work (2-resources / shut out)
  • Counter-espionage (2-resources / infiltrated)
  • Murder for hire (3-resources / embattled)

Obligation gig

  • Protecting someone (nothing bad happens to her / she’s gone)

Good in the clinch:
When you act under fire, roll +Sharp instead of +Cool.

Special Move:
Whenever you perform a morally questionable act primarily out of a desire for social or personal acceptance, mark experience.

Starting Equipment:

  • M-92 Mantis sniper rifle (3-harm far hi-tech)
  • M-5 Phalanx Heavy Pistol (2-harm close loud)
  • Light Combat Armor with shield generator(1-armor, 2-shields)
  • Chameleon Omni-tool

Melsany Ward is what happens when a skilled contract killer gets really, really lonely. A somewhat awkward party animal who thinks of herself as a social dynamo despite evidence to the contrary, Melsany has notable struggles making connections with people, a fact that vexes her profoundly. She might find it easier if she could hold a conversation without drifting inevitably to the most morbid and unsettling memories in her rather long history.

Like most contract killers, Melsany has a code, or at least likes to think she does. She never harms children (unless they really have it coming), she doesn’t take contracts from (known) slave-traders, and she’s been known to fulfill contracts against known slave-traders pro-bono. Money rarely sways her to deviate from her code, but Melsany has a deep-seated need to be accepted, and more importantly, liked. Savvy purchasers have, at times, taken advantage of that vulnerability to convince her to do things she otherwise wouldn’t…

…which is why Melsany has so many regrets, really. So very many regrets.

Melsany Ward

Mass Effect - Apocalypse ardhanari