Difference between revisions of "Callister"

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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]]
 
__NOTOC__
 
__NOTOC__
=== Vital Statistics ===
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{| style="color: #78ae8f  ; border: solid 5px #808080; float: right; margin: 0 0 7px 7px; width: 300px"
:'''Name:''' Callister
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|-
:'''Archetype:'''  
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|
:Colonist, Clandestine, Explorer
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{| style="margin: 10px auto"
:Wiry, Weasely, Sleek
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|[[File:Callister_pic.jpg|250px]]
 
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|-
 +
|}
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|-
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|style="padding: 7px"|'''Name:''' Callister  
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|-
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|style="padding: 7px"|'''Archetype:''' Covert Operative
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|-
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|style="padding: 7px"|'''Professions:''' Clandestine Explorer
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|-
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|style="padding: 7px"|'''Background:'''  Colonist
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|-
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|style="padding: 7px"|'''Player:'''
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|-
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|style="padding: 7px"|'''Appearance:''' Wiry, Ferrety, Sleek  
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|}
 
=== Stats ===
 
=== Stats ===
 
:'''Mettle:''' +2
 
:'''Mettle:''' +2
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:'''Armor:''' +2
 
:'''Armor:''' +2
  
:'''Advancement Trigger:''' Make a leap of faith.
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:'''Advancement Trigger:''' (Clandestine) An intentional “accident” happens.
 +
 
 +
:'''Experience Points:''' 0.
  
 
=== Skills ===
 
=== Skills ===
:'''Decorum:''' You are well versed in the rules of etiquette, civility and propriety. You can carry yourself with grace in formal affairs, but are ill-at-ease in casual settings. You gain +1 to your Influence stat, to a maximum of +2.
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:'''Resourceful:''' You’re good at making do with limited resources, and getting the most out of what you have, making you a bit of a hoarder. You gain +1 to your Expertise stat, to a maximum of +2.
:'''Navigation:''' When you plan a long voyage, choose 1. The voyage will be:
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:'''Stealth:''' Whenever you can move around freely and are unobserved, you can choose to vanish without a trace. While missing, you may show up in the midst of events, as long as you can explain how you got there.
*''Fast'' - You know a shortcut.
+
:'''Sabotage:''' When you tamper with something (information, machinery, social situations, tactical plans, etc), describe how you go about it and Roll+[Stat].
*''Safe'' - Choose a faction to avoid.
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*''On a 10+'' - The target of your tampering is doomed to fail, just as you planned.
*''Pleasant'' - +2 to Cramped Quarters.
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*''On a 7-9'' - The target of your tampering is doomed to fail spectacularly, horrifically or comically, at the GM’s discretion.
*''Profitable'' - If you deliver the passengers who are asking for passage.
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:'''Outfit:''' Own a unique Class 3 Attire. If your attire is ever lost or damaged, you can abandon it and spend an extended period of time claiming new attire as your Outfit, adding an extra upgrade to it.
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'''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 ===
:To the Invisible Hand, for prototyping her snazzy outfit, made of an experimental cloth that is resistant to many forms of damage.
+
:To the Invisible Hand, for picking him out of the ruck of frontier rats, and giving him special training and advantages.
 
:To the Invisible Hand
 
:To the Invisible Hand
 
:To the Invisible Hand
 
:To the Invisible Hand
  
 
=== Favor ===
 
=== Favor ===
:Her cousin Arthur Pennington has a high ranking position in the Invisible Hand and he owes you a favor for covering for him at a recent event where he got drunk. He would lose favor in the IH if it was found out.
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:The Invisible Hand overreached on your last job, and left you exposed as their asset, in a little-known but very volatile frontier outpost. They owe you backup or some intervention - not least because you've now got as much on them as anyone else has on you.
  
 
=== Assets ===
 
=== Assets ===
:'''Sleek Bodysuit''' - Attire (Class 3 Formal, +2 Armor, meshweave (+1 Armor that looks like normal fabric), shielded (+1 Armor provided by thin, invisible energy shield projected by the suit), tough (Protects from elements, hard to damage, easy to repair))
+
 
:'''Flyer''' - (Class 1 Shuttle (A flying vehicle for up to six people that can hover and take off vertically), Agile (Quick, maneuverable, able to perform stunts))
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*''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)
:'''Ranged Weapon''' (Class 2 Pistol (One handed ranged weapon, Optimal Ranges: Adjacent, Close), Concealed (Inconspicuous, easily hidden, doesn't show on scanners), Stabilized (No recoil, can be used in micro-gravity environments))
+
 
:'''Nightwear''' - Attire (Class 0 Simple)
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*''Career Kit'' (Explorer: Wilderness kit. Climbing tools, grappling line, deployable tent, heat/light sticks, water filter, etc.)
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 +
 
 +
:'''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 ===
:'''Clandestine:''' Private Comms: Private room with a secure communication array on an encoded channel
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:'''Explorer:''' Survey: Planetary scanners (weather, geological activity, etc). Probe launcher, topography holo-projector, motor-pool.
:'''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 ===
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.
+
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.
 
 
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.
 
 
 
=== Facton proposal ===
 
The Invisible Hand - An Elite, Mercantile Alliance. An alliance of corporations, trade merchant guilds, and other mercantile concerns. They only admit into the alliance elite, established, posh members. The existence of the alliance is semi-secret (except in places where the "member" is a government focus on trade) in most places.
 

Revision as of 18:00, 4 March 2022

To Main page

Callister pic.jpg
Name: Callister
Archetype: Covert Operative
Professions: Clandestine Explorer
Background: Colonist
Player:
Appearance: Wiry, Ferrety, Sleek

Stats

Mettle: +2
Physique: +0
Influence: +1
Expertise: +2
Interface: -1
Armor: +2
Advancement Trigger: (Clandestine) An intentional “accident” happens.
Experience Points: 0.

Skills

Resourceful: You’re good at making do with limited resources, and getting the most out of what you have, making you a bit of a hoarder. You gain +1 to your Expertise stat, to a maximum of +2.
Stealth: Whenever you can move around freely and are unobserved, you can choose to vanish without a trace. While missing, you may show up in the midst of events, as long as you can explain how you got there.
Sabotage: When you tamper with something (information, machinery, social situations, tactical plans, etc), describe how you go about it and Roll+[Stat].
  • 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.

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

To the Invisible Hand, for picking him out of the ruck of frontier rats, and giving him special training and advantages.
To the Invisible Hand
To the Invisible Hand

Favor

The Invisible Hand overreached on your last job, and left you exposed as their asset, in a little-known but very volatile frontier outpost. They owe you backup or some intervention - not least because you've now got as much on them as anyone else has on you.

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)
  • 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

Explorer: Survey: Planetary scanners (weather, geological activity, etc). Probe launcher, topography holo-projector, motor-pool.

Data Points

Injuries/Debilities/Scars

None

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.