Bounty Hunter Blues:Robin

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Robin "Red Astrea" Luca, the Mystic[edit]

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Heritage: Wanderer (When bothering to be polite, people call her folk 'Wanderers' or 'Travelers' . Usually they just call them vagrants or trash, or get me creative with words like 'flotsam'. They move seasonally from planet to planet, taking on temporary work too unpleasant to attract local labor but not lucrative enough to justify buying Urbot labor. They tend to pick up new members on every world, so Robin's cultural heritage is a broad mashup, including xeno influence.)

Background: Labor (She's picked up field-scraps, swept out workhouses, and picked landfills like most of her people, which is part of why she was so obsessed with getting away. To escape that life into the more glamorous world of mystics and heroes that the media made her believe, she devoured all the BS self-help eBooks she could find about unlocking Way powers and she eventually managed to start seeing things. Until she hooked up with the crew, she mostly used the skills as a cold-read fortune teller as the next stepping stone to her ambitions. She wants to find a teacher - maybe from the vigilance, maybe elsewhere - to learn to be a badass. )

Abilities[edit]

  • The Way: You can spend a gambit instead of paying any stress cost.
  • Visions: Spend 1 stress to remotely view a distant place or person tied to you in some intimate way. Spend 1 stress for each extra feature: it lasts for a minute rather than a moment—your target can also see and hear you—you may see something only familiar to you, not intimate.

Skills[edit]

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  • (I) Study: 1

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  • (P) Skulk: 1
  • (P) Scramble: 1

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  • (R) Attune: 2
  • (R) Consort: 1
  • (R) Sway: 1

Transients[edit]

Stress 0/9 Trauma 0/4
Armour [ ] Heavy [ ] Special [ ]
Cred 0/4 Stash 0
HARM
3 Need Help
2 -1D
1 Distracted Less Effect
RECOVERY Get treatment in downtime to fill your healing clock > 0/6

Load: Light (2/3)

  • Outdated Religious Outfit
  • Memento of Your Travels
  • Precursor Artifact
  • Communicator
  • The Open Eye
    • Effect: Enhances Visions power to let her use the familiarity of someone she can see to determine what she can remote view rather than her own.
    • Cost: You have to be at peace and calm to use it.
    • Glitch: When you use it, you take part of the person you see into you--a memory, a desire, a dream, a personality trait. (Can be resisted with Resolve.)
    • The Open Eye is a purple gem, with so many facets as to seem almost smooth, set in a tiara against her forehead. The setting is simple but gaudy (and not part of the artifact), so it just looks like mere costumery to most observers. These artifacts pretty rare and usually in the hands of ranking cult spooks; finding one picking through a landfill like she did was the sort of weird coincidence that makes you believe you have a destiny.

Weird Friends![edit]

Lexx (▲)
Lexx is a mem that Robin grew up with on the Pheasant, with big idealistic ambitions of her own. She got into the Cobalt Syndicate after a particularly seedy gig and is rising in the ranks, and they keep in touch. Lexx's own idealism is being rapidly tempered by experience; Robin is the main confidante she rants to and the first contact she'd look to for outside help.

Hicks (▼)
A huckster to the bone, this 'mystic goods supplier' is just as likely to sell you expired synth-caf as a rare elixir as move black-market crystals sourced from definitely not Nightspeakers. He's convinced she's as much of a fraud as him, and has threatened to smear her rep if she exposes him. Robin mostly condescends to use his stuff for costumery but there's the occasional expensive, seemingly-legit (and probably hot) item that she really wishes she could afford... And might be convinced to take a job for, against her better judgement.

Vices[edit]

Weird
Red's main drive is to follow her Way potential, so she collects any scraps of Way-associated knowledge and items with the voracity of an obsessive fangirl and can spend hours poring over any of it to try and get clues or a strong feeling. Stars forbid someone actually offers her lessons...

Advancement (4/8)[edit]

  • Prowess XP: 1/6
  • Resolve XP: 1/6

Mark XP:

  • Every time a desperate action is rolled, mark XP in that action's attribute.

At the end of a session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.

  • You addressed a tough challenge with wisdom or the Way.
  • You expressed your beliefs, drives, heritage, or background.
  • You struggled with issues from your vice or traumas during the session.

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