Editing Callister

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:'''Armor:''' +2
 
:'''Armor:''' +2
  
:'''Advancement Trigger:''' (Clandestine) An intentional “accident” happens.
+
:'''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.
 
+
:'''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.
 
:'''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.
  
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=== Assets ===
 
=== Assets ===
  
*''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)
+
*''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)
  
 
*''Career Kit'' (Explorer: Wilderness kit. Climbing tools, grappling line, deployable tent, heat/light sticks, water filter, etc.)
 
*''Career Kit'' (Explorer: Wilderness kit. Climbing tools, grappling line, deployable tent, heat/light sticks, water filter, etc.)
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=== Workspaces ===
 
=== Workspaces ===
:'''Explorer:''' Survey: Planetary scanners (weather, geological activity, etc). Probe launcher, topography holo-projector, motor-pool.
+
:'''Clandestine:''' Private Comms: Private room with a secure communication array on an encoded channel
 +
:'''Explorer:''' Probe Station: Capable of launching small telemetry probes and receiving their readings.
  
 
=== Data Points ===
 
=== Data Points ===
 +
1 DP on Revern
 +
 +
1 DP on Stealth
 +
 +
1 DP on planetary environment
  
 
=== Injuries/Debilities/Scars ===
 
=== Injuries/Debilities/Scars ===
  
None
+
Major wound (lacerated leg)
  
 
=== 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.
 
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.
 
Oh, and now he's attached to Miri. And has grown an extra dimension.
 

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