Bureau Noir: Alejandra Peixoto

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A character in the Bureau Noir game

Geist Notes Glossary

Alejandra Peixoto

Faction: Mercenary
Heritage: PanOceania
Homeworld: Varuna (Hawaiki Archipelago)

Lifestyle: Upper Class
Earnings: 4

Languages: English, Malay, Maori, Portuguese
Age: 29

Character Traits

  • 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

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

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

Current Assets

Assets: 5

Armour and Weapons

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

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

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

Athletics

Rigorous Training
RANK 1: For each rank, gain 1 bonus Momentum on any Athletics test.

Close Combat

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 his melee expertise that he 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

Meteorhead
The character may reroll one d20 when making an Extraplanetary result.

XP

0/0