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When it comes down to it, Clint may seem surly to outsiders, but he's the sort of ape who looks after his friends. You don't get anywhere in this life without them. Are you one of Clint's friends? A co-worker? A client? Another indenture...Primate or otherwise...Who hacked themselves free of the chains that brought them to Mars? Free Mars types, pro-Uplift Rights, anti-Indenture...Almost anything works. The only thing Clint tends to steer clear of is people who burn other people for their livelihood...Not thieves, mind you, folks should know not to leave their doors unlocked...But egosnatchers, slavers, indenture-brokers, pimps...Those who make their living off the suffering of others will have a somewhat harder time being in Clint's trust. Doesn't mean he can't work with them...You don't stay alive as long as he has in Noctis by having unrealistic standards and sometimes you gotta do what you gotta do, but he's less likely to trust such folk or stick his neck out for them and he will absolutely not cooperate with a slaver if he can avoid it.  
 
When it comes down to it, Clint may seem surly to outsiders, but he's the sort of ape who looks after his friends. You don't get anywhere in this life without them. Are you one of Clint's friends? A co-worker? A client? Another indenture...Primate or otherwise...Who hacked themselves free of the chains that brought them to Mars? Free Mars types, pro-Uplift Rights, anti-Indenture...Almost anything works. The only thing Clint tends to steer clear of is people who burn other people for their livelihood...Not thieves, mind you, folks should know not to leave their doors unlocked...But egosnatchers, slavers, indenture-brokers, pimps...Those who make their living off the suffering of others will have a somewhat harder time being in Clint's trust. Doesn't mean he can't work with them...You don't stay alive as long as he has in Noctis by having unrealistic standards and sometimes you gotta do what you gotta do, but he's less likely to trust such folk or stick his neck out for them and he will absolutely not cooperate with a slaver if he can avoid it.  
  
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Player: Re-Laborat
 
Background: Uplift
 
Faction: Barsoomian
 
Morph: Neo-Hominid (Gorilla)
 
Gender: Male
 
Actual Age: 34
 
Current Moxie: 3
 
Rez Points: 0
 
Motivations:
 
+Uplift Rights
 
+Martian Liberation
 
+Hedonism
 
 
COG COO INT REF SAV SOM WIL
 
Base  20 20 15 10 15 15 15
 
Morph 5      5      15
 
Total 25 20 20 10 15 30 15
 
 
Stats TT LUC IR WT DUR DR MOX INIT SPD DB
 
      6  30 60 10  50 75  3    6  1  3
 
 
Armor: 10/12 (or 11/14 when Crash Suit activated. Assumes helmet is worn, -3/3 if not)
 
 
Reputation: @-rep 70, G-rep 60
 
 
Ego Traits: Allies (Lvl 1), Addiction (Tobacco)(Lvl 2)
 
Morph Traits: Tough (Lvl 2), Planned Obsolescence, Unfit (Lvl 1)
 
 
Implants: Enhanced Respiration, Muscle Augmentation, Temperature Tolerance, Anti-Glare, Electrical Sense, Medichines, Wrist-Mounted Tools
 
 
Gear: Covert Ops Tool, Fibereye, (2x) Liquid Termite, (4x) Scrapper's Gel, Slip, Tools (kit: Groundcraft, Electronics, Industrial, Robotics), Disassembly Tools, Anonymous Account, Backup Insurance (mod), Encryption, Standard Muse, (2x) Nanobandage, (2x) Repair Spray, Breather, Breather Bladder, Survival Cold Weather Gear, Mars Buggy (van-type), Helmet (full), Second Skin, Smart Skin, Crash Suit, Flex-Cutter, Vibroblade, Heavy Pistol (w/Smartlink, Safety System), (50x) Hollow-Point Pistol Rounds, (50x) RAP Pistol Rounds
 
 
Common Aptitude Tests:
 
Brute Strength: 90 Catch Thrown Object: 50
 
Composure/Resolve: 45 Escape Artist: 50
 
Idea (COG): 75 Idea (INT): 60
 
Memorize/Remember: 75 vs. Social: 45
 
Integration: 90 Close Combat Fray: 44
 
Continuity: 45 Ranged Combat Fray: 22
 
Alienation: 60 vs. PSI: 30
 
Resist Intimidation: 45 Resist Persuasion: 45
 
 
Combat Tests:
 
Skill DV AP
 
Unarmed (Fists) 66 1d10+3 0
 
Unarmed (Claws) 66 1d10+4 -1
 
Flex-Cutter 66 1d10+6 -1
 
Vibroblade 66 2d10+3 -2
 
Hvy Pistol (HP) 54 3d10+4 -2
 
Hvy Pistol (RAP) 54 2d10+3 -10
 
 
Skills:
 
Academics: Engineering 66
 
Academics: Terraforming 60
 
Blades 66
 
Climbing 33
 
Clubs 55
 
Deception 22
 
Demolitions 33
 
Fray 44
 
Freefall 33
 
Freerunning 55
 
Hardware: Groundcraft 44
 
Hardware: Electronics 44
 
Hardware: Industrial 66
 
Hardware: Robotics 55
 
Hardware: Aerospace 33
 
Infosec 33
 
Interest: Uplift Agendas 55
 
Interest: Martian Politics 44
 
Interfacing: 33
 
Intimidation: 44
 
Kinesics: 33
 
Kinetic Weapons: 44
 
Language: English 90
 
Language: Hindi 66
 
Language: Cantonese 40
 
Networking: Autonomists 40
 
Networking: Criminals 44
 
Perception: 33
 
Persuasion: 33
 
Pilot: Groundcraft 33
 
Profession: Appraisal 55
 
Profession: Asteroid Prospecting 33
 
Profession: Eco-Prospecting 33
 
Profession: Mining 44
 
Profession: Salvage Ops 66
 
Profession: Security Systems 55
 
Profession: Smuggling Tricks 44
 
Programming: 33
 
Scrounging: 66
 
Unarmed Combat: 66
 
 
Muse: Jane
 
Academics: Psychology 60
 
Profession: Accounting 60
 
Profession: Security Ops 40
 
Profession: Police Procedures 40
 
Profession: Con Schemes 40
 
 
Implant Details
 
Enhanced Respiration: (EP p. 305) Morph can breathe in 0.2 to 5 atmospheres and can hold breath for up to 30 minutes.
 
Muscle Augmentation: (EP p. 305) +5 SOM
 
Temperature Tolerance: (EP p. 305) Comfortable in -30 to +60 temperature
 
Anti-Glare: (EP p. 306) Eliminates visual penaties for glare
 
Electrical Sense: (EP p. 306) Range 5m, detect all etectronics, and +10 to any test involving analyzing, repaing or modifying electrical equipment
 
Medichines: (EP p. 308) Morph ignores 1 wound, if it suffers 5 wounds it is placed in medical stasis and distress signals are send out. It allows synthmorphs to heal.
 
Wrist-Mounted Tools: (EP p. 309) Mentally controlled tools, gives a +20 modifier to skill tests, can also be used as claws.
 
 
Gear Details
 
Covert Ops Tool: (EP p. 315) Defeats mecanical or electronic locks in 1 Action Turn. Drills small holes ((Dur+Armor)÷10) secs. Cuts 1m hole ((Dur+Armor)÷10 mins.
 
Fibereye: (EP p. 316) Flexible length of fiberoptic cable with a camera can be worked through small spaces for clandestine peeping.
 
Liquid Thermite: (EP p. 323) Gel from thermite burns at 2500C. Inflicts 3d10+5DV per Action Turn. Activated by an electric charge.
 
Scrapper's Gel: (EP p. 323) Potent acid that inflicts 1d10+5DV per Action Turn to anything it touches. Activated by an electric charge.
 
Slip: (EP p. 323) Nearly frictionless liquid. Applied to surfaces it requires anyone walking to make COO Test or fall, SOM test to hold, -30 to grapple.
 
Tools (kit): (EP p. 326) Man portable kit. Specific to 1 Hardware: field skill.
 
Disassembly Tools: (EP p. 330) Used for salvage and demolitions, includes both heavy energy tools like plasma torches and smart hand tools like wrenches.
 
Anonymous Account: (EP p. 330) (See also p.252) An encrypted anonymous communications channel for messaging and credit transfer, virtually impossible to track.
 
Backup Insurance (mod): (EP p. 330) Periodic Ego backup possible stack retrieval and reinstantiation into a basic morph in the event of death. For high risk individuals.
 
Encryption: (EP p. 331)
 
Standard Muse: (EP p. 332) Digital personalities designed to assist a character in everyday life and work.
 
Nanobandage: (EP p. 333) Self sterilizing medical system treats all injury from poison to trauma. Severe injuries may req. physical first aid. (See also p.208)
 
Repair Spray: (EP p. 333) Repairs 1d10DV/2hrs. Repairs 1 wound/day. Cannot repair object with more than 3 wounds, assists in repair, +30 to all repair rolls
 
Breather: (SW p. 167) Backpack unit can supply breathable oxygen indefinitely when supplied with 1kg of water and 2 hrs of sunlight /day.
 
Breather Bladder: (SW p. 167) An accessory to Breather unit stores waste methane to be used to fuel machinery.
 
Survival Cold Weather gear: (SW p. 167) Cold weather suit w/ face mask and goggles protects from cold temperatures to -100C, allows full maneuverability, partially pressurized.
 
Mars Buggy: (EP p. 344) A 4 wheel vehicle with large balloon tires can travel 110kph on roads, 90kph on open terrain, 40kph on jagged rocky terrain.
 
 
 
Notes:
 
Clint's Mars Buggy is a van-type vehicle but the back seats have been removed to be replaced with a set of four large tool-chests (welded into place). And a mattress that has seen better days. And from the smell of it, better nights. He also has a couple of portable toolboxes that he'll fill with what he thinks he needs from the main boxes. His pistol and ammunition are usually in the bottom of one of these toolboxes, unless he's feeling like things are about to get nasty. Most of the time he doesn't wear his helmet, and most of the time it's in more of a smart-plastic hardhat mode rather than a full-facial coverage mode. His vibroblade usually is stuffed into one of the pockets of his coveralls, and his flex-cutter is usually wrapped around his waist, slid between two layers of leather to mimic a belt.
 
 
[[Category:Eclipse_Phase]] [[Category:Redout]]
 
[[Category:Eclipse_Phase]] [[Category:Redout]]

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