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[[Uncharted_Worlds:The_Beating_of_a_Thousand_Wings| To Main page]]
 
[[Uncharted_Worlds:The_Beating_of_a_Thousand_Wings| To Main page]]
 
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{| style="color: #78ae8f  ; border: solid 5px #808080; float: right; margin: 0 0 7px 7px; width: 300px"
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=== Vital Statistics ===
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:'''Name:''' Callister
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:'''Archetype:'''  
{| style="margin: 10px auto"
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:Colonist, Clandestine, Explorer
|[[File:Callister_pic.jpg|250px]]
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:Wiry, Weasely, Sleek
|-
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|}
 
|-
 
|style="padding: 7px"|'''Name:''' Callister  
 
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|style="padding: 7px"|'''Archetype:''' Covert Operative
 
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|style="padding: 7px"|'''Professions:''' Clandestine Explorer
 
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|style="padding: 7px"|'''Background:'''  Colonist
 
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|style="padding: 7px"|'''Player:'''
 
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|style="padding: 7px"|'''Appearance:''' Wiry, Ferrety, Sleek  
 
|}
 
 
=== Stats ===
 
=== Stats ===
 
:'''Mettle:''' +2
 
:'''Mettle:''' +2
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:'''Armor:''' +2
 
:'''Armor:''' +2
  
:'''Advancement Trigger:''' (Clandestine) An intentional “accident” happens.
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:'''Advancement Trigger:''' Make a leap of faith.
 
 
:'''Experience Points:''' 0.
 
  
 
=== Skills ===
 
=== Skills ===
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*''On a 10+'' - The target of your tampering is doomed to fail, just as you planned.
 
*''On a 10+'' - The target of your tampering is doomed to fail, just as you planned.
 
*''On a 7-9'' - The target of your tampering is doomed to fail spectacularly, horrifically or comically, at the GM’s discretion.
 
*''On a 7-9'' - The target of your tampering is doomed to fail spectacularly, horrifically or comically, at the GM’s discretion.
 
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:'''Survivalist:''' After experiencing a wilderness first-hand, tell the GM one strange, unusual or interesting fact about an aspect of that wilderness (animals, plants, weather, terrain, hazards, etc). You gain 3 Data Points about that wilderness.
'''Assassination''': Secretly bring about someone’s death. Any successful (10+) Move that results in someone’s death also leaves no evidence that you committed the act.
 
 
 
 
 
'''Assassination:''' Any successful (10+) Move that results in someone’s death also leaves no evidence that you committed the act.
 
 
 
:'''Boldly Go:''' When leading an expedition into the unknown, Roll+Mettle. On a 10+, choose 1. On a 7-9, the GM will choose 1.
 
You encounter
 
*''something potentially profitable
 
*''something currently useful
 
*''something uniquely awesome
 
:'''Reconnaissance:''' When you make an Assessment of any aspect of a wilderness (animals, plants, weather, terrain, hazards, etc), you gain 3 Data Points about that subject on a 10+, and 1 Data Point about that subject on a 7-9.
 
:'''Recklessness:''' When you make a needlessly risky Move where the odds are a million to one, roll 1d6 instead of making a normal Roll. On a 4, 5 or 6, the Move is a fantastically lucky success. On a 1, 2 or 3, the Move is a spectacularly awful failure with harsh consequences.
 
  
 
=== Debt ===
 
=== Debt ===
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=== Assets ===
 
=== Assets ===
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:'''Hazard Gear''' - Life Support. Vacuum sealed, space worthy
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*''Carapace'' +2 Armor, Clumsy
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*''Jump Jets'' Long jumps, slow descent, zero-g control
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*''Career Kit'' (Explorer: Heavy backpack. Climbing tools, grappling line, deployable tent, heat/light sticks, water filter, etc.)
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*''Sensors''
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:'''Stealth Gear''' - Inconspicuous, stealthy clothing
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 Meshweave. +1 Armor, looks like clothes
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 Adaptive camo. Changes color, blends into terrain
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 Sensor void. Does not show up to scanners
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 Career Kit (Clandestine: Somber. Remote camera, handcuffs, electronic/mechanical locks, chloroform, etc.)
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 Sensors
  
*''Body Armor'' (Class 1 Uniform, +2 Armor, Armored) with add-on (Class 3, Stealth, Visor and a silent but more limited form of Jump Jet)
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:'''Ranged Weapon''' (Class 2 Laser Rifle (Two handed ranged weapon, Optimal Ranges: Close, Far), Laser (+Melt, +Cut), Conspicuous, Stabilized (No recoil, can be used in micro-gravity environments)), Silenced (+Silent), Long Barrel (Ranged: Distant)
 
 
*''Career Kit'' (Explorer: Wilderness kit. Climbing tools, grappling line, deployable tent, heat/light sticks, water filter, etc.)
 
 
 
 
 
:'''Ranged Weapon''' (Class 2 Laser Rifle - DiGamma Sunburner 200KW (Two handed ranged weapon, Optimal Ranges: Close, Far), Laser (+Melt, +Cut), Conspicuous, Stabilized (No recoil, can be used in micro-gravity environments)), Silenced (+Silent), Long Barrel (Ranged: Distant)
 
*''Shotgun (Class 0, Two-handed, Close/Far)
 
  
 
=== Workspaces ===
 
=== Workspaces ===
:'''Explorer:''' Survey: Planetary scanners (weather, geological activity, etc). Probe launcher, topography holo-projector, motor-pool.
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:'''Clandestine:''' Private Comms: Private room with a secure communication array on an encoded channel
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:'''Explorer:''' Probe Station: Capable of launching small telemetry probes and receiving their readings.
  
 
=== Data Points ===
 
=== Data Points ===
  
 
=== Injuries/Debilities/Scars ===
 
=== Injuries/Debilities/Scars ===
 
None
 
  
 
=== Background ===
 
=== Background ===
Callister grew up on a frontier colony world, and distinguished himself early on by his resourcefulness and his curiosity, ferreting out new resource caches and habitable zones out on the fringes of civilization. He picked up the explorer bug, hiking out into uncharted territory and leading expeditions into the wilderness. Those talents brought him to the attention of the Invisible Hand, who decided he could be used to explore - or destabilize - other people's frontier worlds. Callister jumped at the chance to go places in secret, and took their offer. With a few more years behind him, he's come to realize that it was a devil's bargain, but he hasn't yet worked out how to get out of the IH's clutches. Meantime, they do keep feeding him fascinating missions and top-class gear; he just doesn't want to be around when they finally decide to burn him.
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Abigail was born to a wealthy family aboard the Merchant Dreadnaught "Done Deal" (Class 4 Spaceship), the show piece luxury liner/cargo vessel of the Traders Guild of Oros Sector, itself a member in high standing of the Invisible Hand. Her parents were on the board of TGoOS and her childhood was one of elitism and privilege. Stephen J. Tessler and Yvonne Fontainbleau, her parents, were explorers and occasionally daredevils. Abigail remembers being planetside at various locations and only seeing weird, potentially dangerous flora and fauna. Yvonne did not think young Abigail should worry about business dealings and made sure she finished top of her class in "finishing school", where Abigail learned all sorts of etiquette and how to greet people in various courts of known space. But Abigail always wanted to please her father. Stephen taught her how to maximize profits on a trading ship, knowing the secret jump points that can make certain runs faster than normal.
  
Oh, and now he's attached to Miri. And has grown an extra dimension.
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When she got older she wanted to see the real galaxy. She is well aware that her life has been unusual in a good and she wants to know what it's like outside of the Done Deal. She is in for a shock.

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