Summary
The Pathfinder is an explorer who has been set the task of making planets habitable after moving to the Andromeda galaxy.
Powers and Stats
Tier: 9-B to 9-A with firearms | At least 9-A with physical strikes, 8-B with biotic enhancement | 8-B with explosives | Possibly High 7-C with tech/biotic attacks | 8-A with heavy weaponry | Varies from 9-B to High 7-C with APEX Squads | At least 6-B, possibly High 6-B with Remnant Ships.
Key: Mass Accelerator Weaponry | Melee | High Explosives Rounds/Grenades | Biotics/Tech Abilities | Heavy Weaponry | APEX squads | Remnant Ships
Name: Scott/Sara Ryder
Origin: Mass Effect
Gender: Male/Female
Age: Over 634 years old (Due to being frozen in Cryogenic stasis for 634 years, though physically 20-30 years old)
Classification: Human Soldier/Engineer/Biotic, Pathfinder, Explorer
Powers and Abilities: Superhuman Physical Characteristics, Electricity Manipulation (With Overload), Fire Manipulation (With Flamethower and Incinerate), Summoning (Can summon an assault turret and Remnant VI), Ice Manipulation (With Cryo Beam), Energy Manipulation (With Turbo Charge and Marksman's Focus) , Energy Blasts (With Biotic Explosion, Shockwave, Nova and Lance), Energy/Shield Absorption (With Energy Drain), Invisibility (With Tactical Cloak), Teleportation (With Biotic Blink), Can boost friendly targets biotics, tech, or general strength as well as self stats, Gravity Manipulation (With Singularity), Mass Manipulation (Can increase/decrease/fluctuate the mass of an object via Mass Effect fields generated by his/her biotics), Limited Intangibility(When performing biotic attacks), Can boost up to higher surfaces and hover, Explosion Manipulation (With Flak Cannon), Regeneration (Mid-Low), Weapon Mastery, expert hand to hand combatant, Can heal wounds with Medi-Gel, Telekinesis (can move objects with his/her mind through mass lowering fields or root them in place with mass increasing fields via biotics), Expert hacking (Has an AI implanted in his/her mind that can expertly hack things), Enhanced Senses (With HUD and A.I, Remnant VI and Deployable Turret can still target invisible targets, can track movements of people from the past using enviromental data, can detect people's state to see if they're bluffing etc.), Scanner (Can also detect invisible enemies using the scanner), Limited resistance to extreme hot/cold temperatures as well as Radiation and energy, Power Nullification (With various abilities, can also infect targets with machines that weakens multiple targets), Forcefields (With Kinetic Barriers, Barrier, Tech Armor and Backlash; Has kinetic barriers that deflect projectiles. Can also enhance shields with biotics and tech armor, can also deploy artificial barriers for cover), Preparation (Has access to 6 APEX squads which are highly trained soldiers who have lots of experience in fighting combatants), Adaptation (Can switch between profiles thanks to the integrated A.I), Stealth Mastery, Attack Reflection (With the "backlash" biotic ability), Resurrection (SAM can restart Ryder's heart by controlling his/her body ), Various attacks can home in on targets, Regeneration Negation (Up to high, as warp prevents regeneration on a molecular level), Matter Manipulation (Warp rips the opponent apart on a molecular level)
Attack Potency: Wall level+ with assault rifles, SMGs, and light pistols (Slugs fired by mass accelerator weaponry can reduce large chunks of rock wall to rubble in a couple dozen rounds as demonstrated by the YMIR mech during the assignment N7: Mining the Canyon) to Small Building level with sniper rifles, shotguns, and heavy pistols | At least Small Building level with regular melee (Scaling to Commander Shepard), City Block level with biotically amplified punches | City Block level+ with High Explosives Rounds/Grenades | Possibly Large Town level with biotics/tech abilities (Both subsets of powers are roughly comparable. Biotics are shown to be powerful enough to completely halt the movements of the Human-Reaper via Stasis. Also, a fodder Asari Soldier was more than capable of erecting a biotic barrier able to withstand multiple high explosives from a Gun Ship on Thessia [Said high explosives should at least be comparable to the mass accelerator cannon of the Mako or High Explosive Rounds from the first game (Said weaponry is capable of incinerating human-sized objects at the edge of their detonation radius)]), Biotics can tank missiles capable of causing catastrophic damage to a Kett ship with energy up to a possible maximum of this calculation as biotic energy can be used for both offensive and defensive purposes (Note gives explanation). | At least Multi-City Block level+ with heaviest weaponry (The M-920 Cain can destroy a Hades Cannon in 1 shot [which should be more durable than the Human-Reaper) | Varies from at least Wall level to Large Town level with APEX Squads (Squads share various abilities to which Ryder has, also has access to a ATV that is capable of such damage with its cannon) | At least Country level possibly Large Country level+ via summoning Remnant ships
Speed: Possibly Massively Hypersonic (Should be comparable to James Vega) Remnant VI attacks should be at least Speed of Light (Remnant VI uses a laser as its primary weapon, some weapons (like the PAW) are based on Remnant technology), Relativistic attack speed with Mass Accelerator weaponry.
Lifting Strength: At least Class 5, likely Class 10 (Comparable to Commander Shepard.), at least Class 10 or higher with biotics (Should be comparable if not superior to this asari soldier.)
Striking Strength: At least Small Building level (Physically capable of smashing large metal crates [though noted as being "fragile", that's kind of relative when discussing metal packaging] and going hand to hand with the Shadow Broker), City Block level with biotic enhancement.
Durability: At least Small Building level without kinetic barriers (Scaling to Commander Shepard), City Block level with kinetic barriers (Scaling from Commander Shepard), Possibly Large Town level with biotic barriers (Comparable to high-end biotics who can tank missiles which are capable of dealing catastrophic damage to a Kett cruiser in this calculation)
Stamina: Superhuman
Range: Standard Melee Range, Hundreds of metres with weapons and some tech/biotic attacks
Standard Equipment: Assault Rifles, Sniper Rifles, Pistols, Shotguns, Weapon Mods, Weapon and Armor enhancements, Melee Weapons, Omni Tool, Integrated A.I implant, Jump-Jet, Nomad exploration vehicle, Tempest Spacecraft.
Intelligence: Genius. Has expert experience in various fields of combat as well as an integrated A.I implant.
Weaknesses: Kinetic barriers are activated based on the speed of an attack. A melee attack is not fast enough to set it off. In addition, the shielding afforded by kinetic barriers does not protect against extremes of temperature, toxins, or radiation.
Notable Attacks/Techniques:
- Soldier: "Soldiers are pure combat specialists. No one is tougher or more effective at taking down enemies with gunfire. This profile optimizes Ryder's mind and body for superior mastery of her armor and weapons. Marksmen Focus gives increased damage per kill over a certain amount of time.
- Engineer: Engineers are experts in both offensive and defensive tech powers. This profile reconfigures Ryder's implant, enabling him/her to maintain constant control of a small combat drone which assists and protects him/her in battle. Combat Drone improves recharge rate of all tech powers and self destructs with an EMP if enemies get too close.
- Adept: Adepts are biotic specialists, capable of disabling and killing enemies with powerful mass effect fields. This profile reconfigures Ryder's biotic implant, enabling him/her to defeat her opponents without a single shot. Biotic Echoes chain combo effects to nearby targets. Biotic Jump & Evades can be used in addition of the jump-jet.
- Sentinel: Sentinels are unique combatants, bringing a mix of tech and biotic abilities to the battlefield. This profile creates a direct link between Ryder's implant and his/her armor's built-in computer systems, granting him/her additional protection via flash-forged shielding. Tech Armor can absorb massive amounts of damage once shields are bypassed.
- Vanguard: Vanguards have an aggressive combat style, preferring to close in on enemies and deal heavy damage at short range. This profile reconfigures Ryder's implant and physiology in subtle ways, allowing him/her to absorb energy from enemies on impact and shunt that energy into reinforcing his/her shields. Siphoning Strike allows all melee attacks to regain shields. Biotic Jump & Evades can be used in addition of the jump-jet.
- Infiltrator: Infiltrators are tech and combat specialists who typically focus on precise hits and avoidance. This profile enhances Ryder's mental an visual acuity, allowing him/her to keep track of his/her enemies throughout a chaotic battle. Battlefield Awareness- Observe enemies through walls when using a scope. Cloak Evades- While evading, a brief cloaking device activates.
- Explorer: The Explorer is a jack-of-all-trades with abilities ranging from combat and tech to biotics. This profile reconfigures Ryder's mind and body to be as versatile as possible, permitting him/her to switch rapidly between firing weapons, deploying technology, and wielding biotic powers. Biotic Blink- Evades allow her/him to quickly traverse a short distance, even seemingly passing through solid matter.
Note: The attack potency of biotic/tech abilites has a possible maximum of High 7-C. This is because the calculation uses total destruction of the ship, but the actual scenario was catastrophic damage which later led to total destruction (The ship was hit by its own missiles but it was still intact, though with very heavy damage. This led to its total destruction seconds later). Therefore, the actual energy of the missiles that were tanked is lower.
Others
Notable Victories:
Notable Losses:
Inconclusive Matches: