Difference between revisions of "Callister"

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(Favor)
(Assets)
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=== 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))
+
:'''Hazard Gear''' - Life Support. Vacuum sealed, space worthy
:'''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))
+
 Carapace. +2 Armor, Clumsy
:'''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))
+
 Jump Jets. Long jumps, slow descent, zero-g control
:'''Nightwear''' - Attire (Class 0 Simple)
+
 Career Kit (Explorer: Heavy backpack. Climbing tools, grappling line, deployable tent, heat/light sticks, water filter, etc.)
 +
 Sensors
 +
:'''Stealth Gear''' - Inconspicuous, stealthy clothing
 +
 Meshweave. +1 Armor, looks like clothes
 +
 Adaptive camo. Changes color, blends into terrain
 +
 Sensor void. Does not show up to scanners
 +
 Career Kit (Clandestine: Somber. Remote camera, handcuffs, electronic/mechanical locks, chloroform, etc.)
 +
 Sensors
 +
 
 +
:'''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)
  
 
=== Workspaces ===
 
=== Workspaces ===

Revision as of 04:21, 3 April 2021

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Vital Statistics

Name: Callister
Archetype:
Colonist, Clandestine, Explorer
Wiry, Weasely, Sleek

Stats

Mettle: +2
Physique: +0
Influence: +1
Expertise: +2
Interface: -1
Armor: +2
Advancement Trigger: Make a leap of faith.

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.
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.

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

Hazard Gear - Life Support. Vacuum sealed, space worthy

 Carapace. +2 Armor, Clumsy  Jump Jets. Long jumps, slow descent, zero-g control  Career Kit (Explorer: Heavy backpack. Climbing tools, grappling line, deployable tent, heat/light sticks, water filter, etc.)  Sensors

Stealth Gear - Inconspicuous, stealthy clothing

 Meshweave. +1 Armor, looks like clothes  Adaptive camo. Changes color, blends into terrain  Sensor void. Does not show up to scanners  Career Kit (Clandestine: Somber. Remote camera, handcuffs, electronic/mechanical locks, chloroform, etc.)  Sensors

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)

Workspaces

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

Injuries/Debilities/Scars

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.

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.