Post by Deleted on Jul 23, 2012 5:57:00 GMT
Mordin Solus
Basic Information
Age: Somewhere in the ballpark of mid-thirties.
Gender: Male
Sexuality: Asexual
Rank:Wanderer
Canon/OC: Canon
Canon World/Face Claim: Mass Effect 2
Cbox Name: The Mighty Tog
Other Characters: If this is your first character, please leave this blank.
Powers And Abilities
Strengths:
Natural Racial Benefits -- As a Salarian, Mordin has several 'benefits' from his race over standard humans. Strictly going by his race, Mordin has an extremely high metabolism, contributing to his fidgety nature, and rapid thinking rate, and this also accelerates all of hsi body's natural processes, including healing from injuries (not at a superhuman rate, mind you, just far more efficient), and enables him to function on roughly one hour of sleep a day. This high metabolism also makes Mordin see things 'faster' than most others do, lending to slight enhanced reflexes in a dangerous situation, and generally, Mordin -- and all Salarians -- move quicker than most other races.
Genius Intelligence -- Still in the vein of being a Salarian, Mordin is a phenomenal genius. He has published many books on many subjects, and performed in several different multi-species productions for cultural exploration, showcasing his lovely singing voice. Mordin is extremely above-average for even a Salarian in terms of intelligence, making him well above any known human measure of intelligence, or so it is said. His intelligence ranges into such levels that, when performing experiments, he often knows the results ahead of time, and only completes the experiments to 'check his work'.
Memory -- Mordin, like all Salarians, has a photographic memory, and almost never forgets a fact. This ranges into being able to recall all of his scientific ventures in perfect clarity, as well as remembering obscure facts even years later which would enable him to perfectly duplicate an experiment and create the same outcome.
Flexibility -- Like all Salarians, Mordin has far more cartilage in his skeleton than most othe races. This sacrifices strict physical durability offered by a more rigid, durable skeleton, at the extent of making Mordin somewhat lighter and more flexible. The flexibility of his skeleton also allos for greater resistance to blut, smashing attacks than usual. He will still feel them, and they will still cause pain, but any actual damage will be harder to come by.
Incineration Blast -- Mordin fires a superheated round of plasma from his omni tool. The round travels at an extremely high rate of speed, making avoiding it diffucult, but not impossible. Upon impact, it will explode in a shower of intense flames, covering roughly a three mater radius. The flames are intense, and will likely ignite flammable materials in their blast radius, but only last for a brief moment. Additionally, a direct impact of the round will cancel any inherent regenerative qualities the target may have for roughly two posts. A cooldown of three posts is required before use again.
Deep Cryo Blast -- Mordin fires a blast of subatomic particles which have been supercooled from his omni tool. Upon impact, they will release an extremely potent burst of cold for roughly one meter around the point of impact, capable of smap-freezing targets in its range for roughly two posts, though strong targets can shatter the ice and escape sooner. A cooldown of three posts is required before use again.
Heavy Neural Shock -- From his omni tool, Mordin will 'hack' an opponent's mind and deliver a potent shock to their nervous system. The result is instant paralysis for a full post, if he can succesfully pull the maneuver off. A lingering effect is that any affected by the shock will suffer heavy trauma to their balance and coordination for several hours at best. A cooldown of eight posts is required before use again.
First-Aid/Medical Work -- On several occasions, Mordin has used his medical expertise to heal others in the field, usually on the spot, at least enough to keep them going. While such work is limited, it is usually sufficient to keep his allies from dying of injuries in most cases. With proper equipment available, Mordin is quite a skilled doctor, and could handle most medical or surgical procedures quit efficiently.
Toxins -- While Mordin can use his medical work for the aid of his allies, he can also do the inverse. With enough time to analyze an opponent, Mordin can come up with an efficient poison or toxin to incapacitate them in a non-lethal way if he should so choose. This is usually administered as an airborne agent from his omni tool, or sometimes injected directly through physical contact. The latter method is more risky, but takes effect much quicker. The effects of the toxins can range from sluggishness, to temporary blindness, or even complete paralysis or mental incapacitation. All effects are temporary, based solely on the dosage and any given subjects resistance to such poisons.
Kinetic Barrier/Shield -- Mordin has a personal energy shield around himself. Generated constantly, it will take the full damage of any attacks brought to bear against Mordin until it is broken, at which point it will let off a brief discharge of kinetic energy. The barrier is only effective against physical, kinetic attacks. Magical, or mental attacks, or anything that does not have kinetic energy, will be wholly uneffected by Mordin's shield. Mordin has made personal modifications to his shield to increase its strength, and it is roughly 125% of the usual strength of a personal energy shield, but it still has its limits.
Weaknesses:
Physically Fragile -- While Mordin can take a blunt hit decently well, he's still quite fragile. Salarians aren't built for intense combat, and Mordin could only sustain a few hits before being seriously injured or crippled.
Limited Shields -- While Mordin has improved his shields with his genius, they still have limits. When his shields are breached, it taeks several second without damage for them to begin regenerating again. During this time...Mordin is just as vulnerable as anyone else.
Unskilled Combatant -- While Mordin may have trained and been a member of the Salarian Special Tasks Group, he's by no means an expert combatant. He's a good shot with his SMG and Heavy Pistol, but get in close, in melee range, and he becomes much less of a threat.
Tech Powers -- While Mordin's Omni Tool grants him a few interesting powers and abilities, there is a drawback: if he is caught in the blast radius of any of his powers, he will be affected himself, causing him to usually hesitate when using them at close range.
Weapons And Equipment:
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Mordin's primary weapon is arguably his Omni Tool. Omni-tools are multipurpose diagnostic and manufacturing tools used for a variety of battlefield tasks, such as hacking, decryption, or repair. When equipped, an omni-tool appears over a person's left hand and forearm as an orange hologram. An omni-tool can be reconfigured to appear over the right hand for a left-handed user, but this appears to be rare, as only Jacob Taylor and Garrus Vakarian have been seen having done so.
Omni-tools are handheld devices that combine a computer microframe, sensor analysis pack, and minifacturing fabricator. Versatile and reliable, an omni-tool can be used to analyze and adjust the functionality of most standard equipment, including weapons and armor, from a distance.
The fabrication module can rapidly assemble small three-dimensional objects from common, reusable industrial plastics, ceramics, and light alloys. This allows for field repairs and modifications to most standard items, as well as the reuse of salvaged equipment and applying medicine from stimulants to medi-gel.
SMG -- Mordin's SMG of choice is the M-12 Locust. A high-accuracy, Low-recoil SMG with a decent punch behind it, it's a versatile weapon, capable of performing adequately agaisnt opponents with any manner of protection, but with a relatively low magazine size.
Heavy Pistol -- Mordin's weapon of choice for a Heavy Pistol is the M-3 Predator. While it lacks punch compared to some other pistol types, it has a larger magazine size and more readily available thermal clips, making it a better weapon in the scientist's eyes. It suffers from a high recoil which is detrimental to accuracy, but it is still lesser than other available Heavy Pistols.
Personal Information
Personality:
Mordin Solus is a salarian geneticist, professor, and a former operative of the Special Tasks Group, where he performed reconnaissance and participated in the modification of the genophage. In 2185, he was recruited by Commander Shepard to assist in a high-risk mission against the Collectors. Mordin has a moral character best described as consequentialistic, believing the ends justify the means, though he dislikes taking life without good cause. His actions are often guided by an impersonal logic, refusing to let his conscience, personal, and emotional connections cloud his judgment of what he believes is truly best in the big picture. Though he is affable, quick-talking and friendly, Mordin bears physical scars of his time in the STG and is still handling the consequences of his past.
History:
Born sometime in the 2150s, Mordin Solus is an expert geneticist, doctor, scientist and a former member of the salarian Special Tasks Group. His last mission in the STG before retiring involved the study of the krogan genophage.
Originally, Mordin's team was merely studying population growths to see if the genophage was still effective and designing possible pre-emptive strategies should the krogan regain their numbers. The study soon changed when the STG team discovered the krogan were naturally overcoming the genophage. The only option the team could agree upon was to design and implement a new genophage that, as Mordin maintains, would limit reproduction to a viable level for the krogan to survive; otherwise, a war could result that would likely end in the complete genocide of the krogan. Not everything went as planned, though; one botched mission to disperse the modified genophage in an area of Tuchanka resulted in injuries to his face and right cranial horn. Despite the hardship, Mordin would remember those days fondly, devoting his time to endless scientific research and discovery with people he respected and admired. But by the time the mission was complete, the team had gone their separate ways. Mordin himself, despite defending his decision as the only option, found the ethics of the project disturbing and even turned to religion to find some peace. The differing, sometimes contradictory, nature of religion led him to have a crisis of faith and left his worries unresolved.
After this experience, Mordin devoted his time to building a clinic on Omega, finding it easier to just heal people. He found himself unnaturally suited to life there, as he pulled strings in the STG to have some military grade mechs defend his clinic. Generally, he found it simpler to deal with problems himself, easily killing any Blue Suns or vorcha attempting to intimidate him. His reputation soon grew and the Blue Suns learned to stay away from him. Even Aria T'Loak would grow to like him for his casual ruthlessness. He only returned to Tuchanka to do follow-up work, ensuring the genophage was effective. Though others could have done it for him, Mordin felt he should see the damage he inflicted, finding it cowardly to simply walk away.
Shepard first meets the fast-talking salarian on Omega, where he is working on a cure for a bioengineered plague affecting the station, which Mordin identifies is of Collector origin. The plague has wiped out much of the Blue Suns forces, who maintained order in the district, allowing the resident vorcha, who themselves work distributing the plague for the Collectors, to make a push against them. After the vorcha deactivate environmental systems for the district in which they are located, Mordin gives Shepard a cure for the plague as well as a weapon taken off of a dead Blue Suns mercenary as a "bonus, in good faith" and tasks the commander with reactivating the power to the environmental systems. He also requests that Shepard find Daniel Abrams, one of his assistants who entered vorcha territory searching for plague victims but hasn't returned.
Once aboard the Normandy Mordin runs the tech labs, overseeing research projects to improve weapons, armor and abilities using resources collected during the mission. He spends a lot of time investigating Collector biology as part of the mission, but can also take time to demonstrate his excellent singing voice. If Shepard is pursuing a relationship, Mordin will give medical or personal advice, or—if Shepard has no romantic interests aboard the Normandy but frequently speaks to Mordin—tease Shepard by asking if the Commander is attracted to him. Mordin will then decline entering into a relationship, and if Shepard accepts this refusal, Mordin will state "If wanted to try human, would try you." (regardless of Shepard's gender).
Sample Post
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To say that Mordin was shocked upon finding himself in a location that was distinclty NOT the last location he could recall being in would be an understatement. To say he was displeased at being in such a location would be incorrect. To say that he was feeling distinctly curious would, however, be entirely correct. He was at odds with being in an unknown location, of course.
As a person, he was deeply converned and quite irked about being here.
As a scientist, and furthermore a salarian scientist, however, he was all too curious about this new location.
"New location. Unmapped, unknown. Not showing up in databases. Hmm. Possibilities for sudden transporation many, possibly infinite. Weeding out ideas and solutions which are implausible will take time. Interesting work, though. Chance to further knowledge of location in process. Should get to work."
"But first must find safe place to do work. Strange city not safe place. No. Hmm." In thought, Mordin brought one hand up to rub at his lower jaw in thought -- salarians didn't have a defined chin to speak of -- and almost immediately arrived at a conclusion. Or...he talked himself to one. "Current predicament suggests exploration, assessment of possible dangers; threats to well-being. Yes. Exploration and assessment come first."
"First insights suggest human habitation to undefined degree; indicative of human world or colony. Though....perhaps simple exploration. Hmm. Too many variables, not enough data. Pointless to ponder with only fraction of information. Should proceed to civilization. Saw one nearby. Best to be safe and take caution in advance." As he spoke, Mordin drew his submachine gun from its holster at his back, and brought it up into a neutral position.
"Now. Proceeding to directive." And at a slow trot, the salarian was off toward the city he had spied upon first waking up.