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Worlds in Peril the Leavening:Caliber
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==Story Points== == Codename: Caliber == '''Real Name:''' Ruger Harding '''Story:''' Ruger Harding was a mercenary for a “security consulting” firm called Foray International. He and the rest of his team, known as the Wild Bunch, were sent on a suicide mission to confront the aliens on their crash-landed vessel in Marrakesh. As they were being slaughtered by the strange alien technology, Ruger discovered he could mentally control the microscopic nanotech robots the aliens were using. Using them to create cybernetic enhancements and a really big gun, Ruger was barely able to escape the craft. Now, he’s trying to piece together everything that has happened and try to put his past behind him. '''Nemesis:''' Obviously there is Augustus Gold, the director of Foray Inc. He has direct links to former Vice President Herb Stabbenar, who still has a lot of political power and connections. Generally, Gold stays out of the day to day operations of Foray, Inc., leaving it to his second in command, Roth Payne, a former Special Forces commando who has plenty of alien tech support as well. '''Uniform:''' When expecting a fight, Caliber dresses the part of a mercenary: khaki cargo pants, olive t-shirt with extra pockets on the sleeves and front, and a tan colored, well-stocked weapon harness (also with lots of pockets!). ===Attributes and Bonds=== {| class="wikitable" |- | Maneuver | +1 |- | Investigate | -1 |- | Protect | +1 |- | Influence | 0 |- | Smash | +2 |} {| class="wikitable" |- ! Bonds ! 5 + team mates |- | City | 1 |- | Law Enforcement | 0 |- | Valerie Dahl (ex-girlfriend who was part of ill-fated security team, now known as superhuman codename:Exit) | 1 |- | Shelly Ferdinand (daughter who barely knows he exists) | 2 |- | The Cable Company (A bar where mercs hang out looking for work) | 1 |- | Phenom '''The Girl with the Monkey''' | 1 |- | White Veil '''Ghost Woman (with guns!)''' | 1 |} ===Powers: Alien Nanite Cybernetics=== Vulnerable to psychic feedback/takeover '''Simple (+1):''' *Stronger, faster and tougher than a normal human *Acquire a target and fire away with really big gun '''Difficult (+1):''' *Create a new firearm if given proper base materials (i.e. metal, potassium nitrate, sulfur, etc.) *Use nanites to heal own body '''Borderline:''' *Control nanites in other superhumans and alien warriors '''Possible:''' *Locate other nanites in use around the world '''Impossible:''' *Control any nanite mass more than double his own size ===Origin : The Accident=== Book opened when Ruger was attacked by an alien weapon meant to destroy him and found he could mentally control the nanites. '''Changes:''' *The accident changed me by...''allowing me to use the alien nanites to reconstruct my body.'' *The future effects on my body are still unknown but what could happen is...''I could be taken over by the nanites and turned into an alien warrior.'' *An enemy I made because of the accident is...''the aliens obviously, along with my previous employer, Foray International (which claims ownership to the nanites and the tech they represent).'' '''Looking for Answers:''' When you look for answers to the questions you have about that fateful day in order to learn more about what happened or your feelings about it, ask a question about it and roll+Investigate. On a 10+, the EIC will give you a clear and detailed answer to your question and you take +1 forward to acting on the information. On a 7-9, the EIC will answer your question but the information may be confusing, alarming or suggest a hard choice. ===Drive: Keep the Past At Bay=== '''Book available to open when:''' Elements of his past or backstory begin rearing their ugly head and disrupting his life for the worse. '''Unopened Book Moves''' ''But He Deserved It:'' Whenever another character is trying to talk or be civil with someone and he interrupts them with an attack, take +1 forward. Move available to open when: His love of violence and drive to fight makes an enemy of a friend. ''Checkered Past:'' When he encounters an enemy for the first time, he may detail the last time he saw them and the grudge between him. If he does, roll +Influence. On a 10+, choose one and say how he knows what he knows. On a 7-9, choose one, and the EIC chooses one for them as well. The EIC will ask him how they know what they know. *He remembers a weakness or Advantage they have. *He remembers the way or method they usually fight. *He remembers what they care about or their motivation. Move available to open when: Part of his everyday routine changes to looking for trouble, picking or fighting for fights. [[Worlds_in_Peril_the_Leavening|Return to Campaign Main Page]]
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