Bureau Noir: Alejandra Peixoto
A character in the Bureau Noir game
Geist | Notes | Glossary |
Alejandra Peixoto[edit]
Faction: Mercenary
Heritage: PanOceania
Homeworld: Varuna (Hawaiki Archipelago)
Lifestyle: Upper Class
Earnings: 4
Languages: English, Malay, Maori, Portuguese
Age: 29
Character Traits[edit]
- Hero Worship: Alejandra has an idealized view of special forces, especially mercenary ones.
- Known Troublemaker: Alejandra is infamous for her days in a merc outfit who'd drink to excess and start brawls in the bar or on the streets.
- Red Flag: She disobeyed orders once to save civilians.
Statistics[edit]
Infinity Points: 3/3
STRESS | Current |
Max | Soak |
Harm | ||
---|---|---|---|---|---|---|
Vigour |
15 | (14+1) |
Armour | ~ | Wound | [ ] [ ] [ ] [ ] [ ] |
Resolve | 10 | (8+2) | Morale | 0 | Metanoia | [ ] [ ] [ ] [ ] [ ] |
Firewall | 9 | (8+1) | Security | ~ | Breach | [ ] [ ] [ ] [ ] [ ] |
Cashflow | 10 | (5+4+1) | Earnings | 4 | Shortfall | [ ] [ ] [ ] [ ] [ ] |
ARMOUR | Head | Chest | Arms | Legs | BTS |
---|---|---|---|---|---|
Medium Combat Armour | 2 | 3 | 2 | 2 | 2 |
Powered Combat Armour | 4 | 5 | 3 | 3 | 3 |
Armored Clothing | 0 | 1 | 1 | 1 | 0 |
Attributes and Skills[edit]
AGILITY (12) | AWARENESS (8) | BRAWN (14) | COORDINATION (9) | INTELLIGENCE (8) | PERSONALITY (8) | WILLPOWER (8) | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Acrobatics | 2/1 | Analysis | 0/0 | Athletics | 3/1 | Ballistics | 2/1 | Education | 1/0 | Animal Handling | 0/0 | Discipline | 2/1 |
Close Combat | 4/2 | Extraplanetary | 1/1 | Resistance | 1/1 | Pilot | 1/0 | Hacking | 1/0 | Command | 1/0 | ||
Stealth | 1/0 | Observation | 1/1 | Spacecraft | 1/0 | Medicine | 1/0 | Lifestyle | 1/0 | ||||
Survival | 1/1 | Psychology | 0/0 | Persuade |
1/0 | ||||||||
Thievery | 1/0 | Science | 0/0 | ||||||||||
Tech | 1/1 |
Bonus Damage | |
---|---|
Infowar (Intelligence) | +0 |
Psywar (Personality) | +0 |
Melee (Brawn) | +4 |
Ranged (Awareness) | +0 |
Gear[edit]
Current Assets[edit]
Assets: 5
Armour and Weapons[edit]
WEAPONS | ||||||
---|---|---|---|---|---|---|
Name | Range | Damage | Burst | Size | Qualities | Ammo |
Tenkai The Heavenly Sword Nokogiri Benkei |
Reach | 1+8CD | - | Unb | Parry 3, Piercing 2, Vicious 1 | - |
Naraka The Hellish Sword Gushblade |
Reach | 2+8CD | - | 2H | Grievous, Improvised 1, Toxic 2, Unforgiving 1, Vicious 2 (illegal) |
- |
FGA SG-5 Alraun 2 Combi Rifle ----- MULTI: Light Grenade Launcher |
C/M ----- M |
1+5CD ----- 2+4CD |
2 ----- 1 |
2H ----- 2H |
Expert 1, Vicious 1 ----- Area (Close), Munition, Speculative Fire |
Normal ----- Grenade |
Yungang Xing (Type) 5.1 AP Rifle ----- MULTI: Light Shotgun |
M ----- C |
1+5CD ----- 1+4CD |
2 ----- 1 |
2H ----- 2H |
Piercing 2, Vicious 1 ----- Area (Close), Knockdown, Spread 1 |
AP ----- Normal Shells |
TauruSW Ferro Pistols (2) |
R/C | 1+4CD | 1 | 1H | Vicious 1 or Biotech, Nonlethal, Stun, Vicious 1 |
Normal or Stun |
Garrotte | Reach | 1+8CD | - | 1H | Concealed 2, Non-Hackable, Subtle 2, Unforgiving 2 | - |
Knife | Reach, Thrown | 1+7CD | - | 1H | Concealed 1, Non-Hackable, Subtle 2, Unforgiving 1 | - |
Unarmed | Reach | 1+6CD | - | - | Stun, Subtle 1 | - |
AMMUNITION | |||
---|---|---|---|
Name | Reloads | Type | Qualities |
Normal | 9 | Standard | - |
AP | 4 | Standard | Piercing 2 |
Stun | 3 | Standard | Biotech, Non-lethal, Stun |
Shotgun Shell | 3 | Shell | Area (Close), Spread 1 |
Grenade Launcher Ammo | 1 | Heavy | - |
Smoke Grenade | 2 | Grenade | Disposable, Indiscriminate (Close), Non-lethal, Speculative Fire, Smoke 2, Thrown |
ARMOUR | ||||||||
---|---|---|---|---|---|---|---|---|
Name | Type | Armour Soak | BTS | Maint. | Qualities | |||
Head | Torso | Arm | Leg | |||||
Armoured Clothing | Civilian | 0 | 1 | 1 | 1 | 0 | 0 | Hidden Armour 2 |
Medium Combat Armour | Combat | 2 | 3 | 2 | 2 | 2 | 2 | - |
Powered Combat Armour | Powered | 4 | 5 | 3 | 3 | 3 | 4 | Comms, Exoskeleton 3, Kinematika, Self-Repairing |
XO Suit | Civilian | 2 | 3 | 2 | 2 | 1 | 2 | Adapted (space), Exoskeleton 1, Heavy Armour |
Other Gear[edit]
AutoMediKit
Monitor the wearer’s vitals, stabilising injuries with fast-acting Serum injections so they can keep fighting. The base price includes three loads of nano-repair medical Serum, but the AutoMediKit can hold dozens of doses.
The AutoMediKit functions as a MediKit for the character wearing it and can also, by expending a dose of Serum, make a treat test on its wearer with a target number of 11. When the wearer suffers a Wound, it will also automatically attempt to use the Treat action, making the test with a target number of 11. (It can also be quantronically instructed to use additional Serum for bonus d20s on this test as a Free Action.)
Basic Medical Supplies
A set of basic supplies for tending to the injured, including Serum-infused bandages, antivenins, burn ointment, and a small cryo-bag for cloneable samples. Basic medical supplies contain three loads of Serum, and count as a kit for Medicine tests.
Climbing Kit
This kit contains ropes, spikes, axes, shock absorbers, carabiners for vertical ascents or descents, and a monosteel cable micro-winch and pair of micro-grapnels to speed the process. It grants −1 difficulty to climbing Athletics tests and using the micro-winch adds 1 bonus Momentum for the purposes of improving the speed of the climb. The winch can be used three times before draining its battery.
Climbing Plus
From selectively adhesive boots and gloves to force-evolved grip pads, climbing plus gear helps the user to move vertically with ease, granting −2 difficulty on all climbing Athletics tests.
Multispectral Visor 1
These visors allow the user to perceive otherwise-invisible wavelengths of light and incorporate an Expert 1 system of input filters to highlight important details.
Powered Multitool
Providing an array of tools in an easily managed frame, the powered multitool is a handheld repair device. It comes with one unit of Parts built in and counts as a kit, granting 1 bonus Momentum to Tech tests made to repair or modify items.
USAriadnan Entrenching Tool
Made of simple stamped steel and wood, the “E-Tool” has multiple uses beyond digging trenches, such as a hatchet to chop firewood, an improvised weapon, or a pry bar. A favourite of colonists and wilderness wanderers, the E-Tool still sees extensive military use on Ariadna. It counts as a kit, granting 1 bonus Momentum for relevant skill tests.
Augmentations[edit]
AR Eye Implants
Augmented replacements for the human eye, eye implants provide 20:20 vision, polarisation against bright light, a display linked to the owner’s comlog, and a visual data feed for geists and expert systems. Upgrades can add software emulation of recorders or optical filters for similar prices.
Cube
These wetware cranial implants combine quantronic microprocessors with sophisticated, Silk-based biotechnology. Implanted at the base of the skull (for easy access to the encephalon), they spread nanonic fibres to form neuronal links
throughout the brain. These links maintain a constantly updated copy of the user’s personality. Upon death, the Cube retracts the nanonic fibres, stores a fresh tissue sample (to allow for the creation of a clone Lhost), and enters a standby mode waiting for retrieval.
Pain Filters
This augmentation modifies pain receptors throughout the recipient’s body, allowing them to either ignore one condition imposed by a Wound Effect or reduce the penalty inflicted by the Cripple Wound Effect by one step.
Talents[edit]
Athletics[edit]
Rigorous Training
RANK 1: For each rank, gain 1 bonus Momentum on any Athletics test.
Close Combat[edit]
Martial Artist
When making a melee attack, you may reroll a number of damage dice equal to the number of Close Combat talents you have (5).
Combat Specialist
Each point of Momentum or Heat you pay to gain additional dice for a Close Combat test provides two dice instead of one.
Weapon Master
When making an attack using the Close Combat skill, each point of Momentum spent for bonus damage adds two damage instead of one.
Quick Draw
The character is always prepared for melee combat. They can draw a weapon or other item as a Free Action (instead of a Minor Action) and do not need to have a weapon in their hand in order to respond to attacks. As long as they have a free hand and a weapon within Reach, they can always make a Close Combat test as part of a Defence or Guard Reaction. This can only be done once per turn, although when the Quick Draw action is taken the character can draw a different item into each hand (in order to dual wield sabres, for example).
Reflexive Block
The character has become so attuned to their melee expertise that they can use it to defend against ranged attacks. The character may substitute their Close Combat skill for their Acrobatics skill any time they attempt a Defence or Guard Reaction with a melee weapon in hand.
Extraplanetary[edit]
Meteorhead
The character may reroll one d20 when making an Extraplanetary result.
Other[edit]
XP[edit]
0/0
Allies and Contacts[edit]
Ally: Zayna Fayez[edit]
Faction: Haqqislam
Concept: Khawarij Super-Soldier
Relation: It's complicated.
One day, a Yu Jing biotech researcher decided to defect to a Haqqislam Silk Lord. The corporation found out about his betrayal and sent in their rapid intervention team to deal with the problem. Their target was on a shuttle, en-route to one of the Circulars. They were to intercept, jam comms, and board the shuttle. Once there... just deal with it.
Things are of course never quite that simple.
The scientist was given a small security detail to help him with the transition - and to prevent him from chickening out. Alejandra's intervention team boarded the shuttle and the battle was, to say the least, cataclysmic. In the end, Alejandra was forced to draw her Naraka sword (making Zayna one of the few who managed to do so). She and her team had won but at a terrible cost. The shuttle was heavily damaged and losing atmo. Zayna lay bleeding out. None of the civilians on board had the skills to save their lives. Several hundred people, already dead. They just didn't know it yet.
It was time to exfil with their prize but something didn't sit right with Alejandra. She administered first aid to Zayna and fixed the shuttle up just enough for a rescue responder to arrive in time.
Officially, this was not against order. Officially, none of the managers wanted to sign their name on a report which said for the record that they would have preferred all those people to die. Unofficially, Alejandra's career was as good as over.
Alejandra wandered the Sphere for about a year "on extended leave", wondering what to do with herself and checking old merc contacts to see if she could return to that life. This was before Bureau Noir contacted her. During this time, Zayna tracked her down and confronted her in a grimy motel room on Sol. For answers. For gratitude. For payback. For acknowledging the undeniable sexual tension they had going on during their fated swordfight. (I mean, what did you think the "Pan" stands for in PanOceania?)
The two have been off and on again frenemies, partners in crime, business rivals, sworn nemeses, cold exes, and loving partners. They both lead busy, unstable lives with a lot of clandestine elements in it. As complicated as their relationship sounds, to them it's one of the few things in their lives which is blissfully simple. (And on occasion, simply blissful.)