Name: Sarym 'Sam' Lliandri
Age: Between 21 - 25 Earth years
Race: Human (longer lifespan and durability due to tech. enhancements)
Homeworld: Raised in Leos'Arran - underwater Human colony on Kahje
Gender: Male
Hair colour/style: Mouse-brown / Unkempt
Religion: Spiritual despite tech., belief in individual souls; not a 'preacher', does not discuss beliefs frequently
Sexual orientation: Heterosexual
Family: Jonas Lliandri (father - illusive), Rynna Lliandri (mother - illusive), Adari Lliandri (brother)
Accent: British (well-spoken, but not overly-posh, and says 'bath' and 'grass', not 'barth' and 'grarse')
Moral orientation: Paragon
class: Techie (literally 'Ingenious Child')
Weapons: Heavy pistols, Submachine guns,
maybe trainable in Assault rifles
Clothing: 3/4-sleeve jacket, blue-grey; undershirt, brown; slim-fitting trousers, deep blue; 'retro' sneakers, green
Character history: Genetically-engineers before birth by his parents (a geneticist and sociologist working with the Hanar government to help cure Drell genetic disorders) Sarym was designed to be the ultimate technological genius; his name itself means 'ingenious child' in an ancient Hanar dialect. As an infant, his father performed a procedure on him which involved injecting a compound containing an extremely rare, semi-organic metal named 'Follium' into Sarym's veins, which ultimately meant that a 'watered-down' form of this element began to grow naturally around his circulatory structure - a procedure which was not painful and does not hinder the flow of blood around his body, but did have various side effects, though nothing more severe than short-term vomiting and headaches. Follium's naturally-occuring iridescent quality means that the structure of veins on his left side visibly glows a faint cool blue. His father developed an earpiece which, when worn, projects a slight magnetic current through the Follium, causing it to glow bronze, and allowing Sarym to interface directly with almost all forms of technology - whether that be terminals, computers, the Extranet, and even some basic ships and AI's. As a result of this outwardly-visible feature, he was often shunned by his peers, and thus spent much time alone, often playing video games and conferring with the Extranet as a means of honing his interfacing skills. Sarym has little memory of his childhood, and those few things that he does remember are hazy - he remembers his brother, Adari, and the faces of his parents, but barely anything else, possibly as a side-effect to the Follium-injection procedure, possibly as a result of trauma. He becomes a close friend of Jeff 'Joker' Moreau after the latter is knocked unconscious and Sarym must make use of his abilities to override EDI's lack of control over the Normandy SR-2 and fly them to safety. Never one to panic in tight situations and always remaining cool, Sarym is an extremely calm, collected, and likable individual (
there's potential for a love interest between him and a female NPC here, maybe?). His ethics aren't quite as 'do-or-die' as the rest of the team, and he often lets out exclamations of guilt or remorse ("Oops!", "Sorry!" and "Oh, bollocks...", for example) when taking down an enemy, even non-human ones, since the belief system passed down onto him from his parents encourages the concept that everything, organic, non-organic, and even innanimate, has a soul of its own.
Sarym can be found working freelance as a hacker, who's primary clients are paranoid Volus businessmen and smugglers who are concerned their shady dealings may be uncovered. Sarym is hired by many in the knowledge that his interfacing skills are some of the best in the galaxy, and his ability to bypass firewalls and reroute a virus' path in mere seconds is unmatched. He is first encountered on The Citadel, but then flees to Illium for fear that Shepard's squad might be onto him, when in fact they are simply interested in speaking to him as a means of enlisting his help aboard the Normandy. This shady, secretive attitude that he has adopted as a means of making money (which he has managed very successfully over the course of a year or so) is bordering on illegal, and is thus against Sarym's moral code; he admits his guilt at "Helping two-faced, filthy businessmen make their way at others' expense" stating "I just had to do it. How else does one survive but by any means necessary..? If it were up to me, I'd be furthering my father's research on Kahje, y'know, continuing his legacy. That's what they wanted from me, what I was built for."
His loyalty mission (
were they not to be scrapped in future instalments) would involve heading to the now-abandoned Leos'Arran colony on Kahje to infiltrate his father's underwater research facility. Upon arrival, the squad find that the facility has been overrun by an elite team of pirates and hackers, lead by Sarym's older brother, Adari (meaning 'firstborn' in the same dialect Sarym's name comes from), whom he only has vague memories of. Adari explains that Jonas, the boys' father, performed a similar procedure on him to the Follium-injection performed on Sarym, though this version of the operation was much more experimental, and resulted in numerous side-effects, including intermittent migranes and memory loss. Adari admits to becoming confused as a result of the experiment and, at the age of ten (while Sarym was only four) he attacked his parents, using crude control over Follium-insulated electricity to leave his father paralysed from the waist down and in need of a wheelchair. This clearly comes as a shock since Sarym remembers barely anything about his parents aside from their faces, and after a lengthy discussion with his brother, the team can either kill Adari and his hackers, or convince him to allow Sarym to take Jonas' research data for analysis, but leave the infiltrators be. This may have dire consequences in later chapters of the game, as Adari's pirate group are notorious around the galaxy, particularly on Kahje. Back on the Normandy, following the mission, Sarym expresses his sadness at having never known his brother, but that leaving him be (or indeed killing him) was the right thing to do to exact vengeance for the sake of his parents.
Abilities: Overload - damages shields and cybernetic enemies within a small radius
Neural Shock - damages organic enemies, particularly effective against biotic and tech. enemies
Tech barrier - bolsters shields and protects from enemy weapon damage for a short time
Techie (
passive) - higher levels reduce Sarym's tech. cool-down time and increase damage, as well as his health
Unique skills: Surge - Sarym projects an extremely high-energy bronze-coloured particle beam from his left hand which ignores shields, burning directly through to an enemy's health. Can be upgraded to deal higher damage and last longer. More effective against non-human enemies and those wearing armour.
Assimilate - Sarym goes into a meditative state, transferring a portion of his consciousness into a nearby cybernetic enemy. For a short duration he then has direct control over that enemy, allowing him to turn on foes and dispatch them from a distance. Once he loses control over said enemy, it instantly self-destructs, causing immense area-of-effect damage. Upgrades can result in a longer duration of control, or higher damage and blast-radius from self-destruct.
Sabotage - Using a high-frequency burst of sound emitted from his fingertips through a powerful surge of electricity generated by his earpiece, Sarym dislodges the slug-cartridges in enemy's weapons, causing all within a small area to jam and preventing them from firing, giving the party valuable seconds to close in and attack. Upgrades can increase the duration of the sabotage, or can add a sonorous damage bonus.
Party bonuses: Doubles decryption time while hacking systems
-5% party's tech skill cooldown
+5% party's tech skill damage
Crikey, that was fun.
Modifié par bear_faced, 29 mars 2010 - 03:20 .