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DarkisNotEvil

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  1. I don't expect the situation to change, so I'm leaving the game.
  2. My answer to this is a justification for PCs having specific restrictions on character creation: The characters are part of an organization. This solves a number of conceits out of the gate, and allows the DM to change the flavor to fit the needs of the campaign: Why do your characters trust each other (at least to keep each other alive)? They all took the same vows and are honor-bound to them. They're all part of the same clan, and depend on that clan for survival. All of them signed up for the society, and know what to expect of fellow members. How do your characters get all of their fancy equipment and training? They may have been given cool stuff by the organization. They may have been trained by the organization to fill a gap. They may have been hired because they had specialized skills. Why do your characters have restrictions on where they can and can't go/can or can't do? You have to follow the charter. You have to keep up appearances. If you don't do as you're told, you can get court-martialed or even executed depending on the gravity of the crime (and how important it was in context). Why do you get special permissions (e.g. license to kill)? It was opened up ahead of time by the organization. Super-hero organizations have to have certain legal free movement or they just don't function. You're acting as part of a revolution, so legality isn't important. What happens when a member of the cell dies? We mourn the loss of a comrade and find a new member of the organization to fill the gap. We clone the lost PC and get the revived ally back up to speed. The kind of organization the PCs join provides restrictions on who can join, a range of motivations local to the organization, and expectations as to how they'll act. Thieves' guilds act sneaky, mercenaries kill for profit, paladins protect the innocent (hopefully).
  3. Oh Captain, our captain! Personnel File Gabriella Hart RiPP: 🔴🔴🔴⚪⚪ Character Personality Founder and Captain of Luzelle, History One of those from Sol System's Belt, Appearance Gabrielle is a conventionally attractive human in appearance, Afro-Terran in origin. She has a deep complexion, dark brown irises, and curly hair brought into a braided bun for convenience. Hart is lean with an otherwise strong build due to practical experience in carrying boxes, running from clients, and handling attempted robberies. Her unconventional line of work and the stress-induced grey hairs in her scalp haven't worn down her comforting smile or the genuine kindness behind it. Due to the conventions of the hab she was raised on, she has a neat appearance adapted from several centuries back, following fashion trends from as far back as 1870 retro-fitted into the 2380s, and then re-imagined a third time in 2931. The frills and ruffles were re-stylized into arrays of layered color around edges provided from multiple kinds of fabric and elaborately weaved patterns. This distinct disconnect between solid-color military uniforms common to mercenaries and Hart's own choice of wear not only makes her more friendly-looking to clients, but also distinguishes her from other troops. Command Package: CaptainBonus Skill Ranks: +2 Economics, +2 Contracts, +2 History (Military), +2 to any 1 Combat skill (Scatterguns); also, you’re in charge! Rising from self-employment to the heading of her own mercenary company has thrown Gabriella out of several concentric frying pans into a fire. For the most part, she's come out unscathed. She's lost a lot of employees, not to mention a ship she personally outfitted with an AI, and managed to prove herself gracefully. Still, the current state of affairs means that she has to find a job, and soon- otherwise, her recently rechristened company might collapse at a time when she can ill afford it., financially or emotionally. Background Package: DriverBonus Skill Ranks: +2 Computers or Mechanic (Computer), +2 Ground Vehicles or Water Vehicles (Ground Vehicles), +2 Perception Gabrielle was a delivery driver in a very unusual position- serving criminals, serving spies, serving criminals who were serving spies. Riding solo at first and relying on a skeleton crew until she gathered the resources she needed to pay a proper crew, she needed to get the most she could out of the options she had- which eventually meant installing an AI into the Pilus Longboat that 'Starlight Shipping' was using to transport its goods. Growpramming the AI that would be 'Luz' herself, Gabrielle would watch her prized vessel and good friend bait out a ship-to-ship beam. Staring on in horror and safety from the hab she had just made her last delivery to, Hart would emerge richer as a captain but poorer as a person. As a result, she feels a motherly, perhaps sisterly, empathy and protection towards Will, who does not reciprocate in obvious ways. Sophont Type: Human (Homo sapiens)When your human character dies you may immediately take one final action (not a full turn — just a single action). This action cannot save your life, though it may very well save the lives of your friends and allies. If your character does not take this action immediately, then you forfeit it. Hart understands the stereotypical convention of a human leader and majority human group within a crew including non-humans, but accepts it as the cost of the company originating in Sol System with a predominantly human crew. Health and Defenses Health Maximum Current Defenses Reduction Defense Dodge Skills Skill Penalties None Combat Skills Rank Specialties Carbines Dodge Explosives Heavy Weapons Long Guns Melee Pistols Scatterguns Stationed Weapons Thrown Weapons Mental Skills Ranks Specialties Chemistry Computers Economics Engineering Experimental Sciences History Insight Mechanic Medicine Research Xenobiology Physical Skills Rank Specialties Air Vehicles Athletics Endurance Ground Vehicles Larceny Perception Space Vehicles Stealth Water Vehicles Social Skills Ranks Specialties Contracts Deceive Empathy Inspire Intimidate Negotiate Perform Willpower Weapons*Not yet equipped at full strength. Name Damage Ammo Type Reload Rules & Qualities Wimanu-Arrow Model A De-Motivators Endurance DC 15 or incapacitated; PEA 1d6(-3 pierce/+2 punch) De-Motivators; PEA 1 Legal; NotesDelivery; Variable Ammunition; in pierce mode this weapon has Breacher. BFF Molly Polly “knife” 1d6 N/A Legal Armors*Not yet equipped at full strength. Name Defense DR Hull Rules & Qualities Specialized Weapons and Explosives*Not yet equipped at full strength. Name Use Mechanism Uses Effects Personal Gear*Not yet equipped at full strength. Name Use Mechanism Uses FireteamEmphasis Fire. Team Qualities 1 2 3 Team Totals Name#Number of times survived Ablative Meat Travis Himare (Human) Volcana Draven (Human) Danyel Kjelland (Ursumari) Role Infantry Infantry Officer in Training Physical +1 +1 +1 Mental +0 Social +1 +1 Combat +1 +1 +1 +3 Damage More Weapons*Not yet equipped at full strength. Name Damage Ammo Type Reload Rules & Qualities More Specialized Weapons and Explosives*Not yet equipped at full strength. Name Use Mechanism Uses Effects Other Gear*Not yet equipped at full strength. Name Use Mechanism Uses
  4. Company Profile Luzelle Vital Statistics AI Rating 4 Resources 7 Supplies 0 Reputation 4 (Unproven) Summary Captain Gabriella Hart worked her way from a common driver to a common shipping company owner. Unfortunately, entering the shipping game as an independent contractor set the ever-bright and passionate Hart on a collision with legal issues. Customers demanded illegal goods, or refused to pay once their legitimate goods were delivered. Carving out a niche for herself by gathering a group of slowly trusted down-on-their-luck vagabonds, outlaws, and other ne'er-do-wells, she's carved out a path of starlight- Luzelle. Significant Crew INCOMPLETE Ship Identity Name Model AI Rating/Min. Will-o-Wisp Fox & Young Ghostfox Courier 4/4 Base Cost Passenger Capacity Ship Class R7 70 X4 AI: "Will" Will is a stereotypically cold AI, only concerned with accomplishing his tasks. He can play pretend, but chooses not to. Unless he's playing 4X games in his free cycles. He appears as a group of three flame-blue spheres that circle. They can move in a vague display of semi-emotion, much like a pixie, but are otherwise featureless. Combat Statistics Hull Points Maximum Current DR Weapons Weapon Damage Defenses Against Weapon Defense Non-Combat Systems Incomplete
  5. Originally wanted to do just one char sheet, but I can't stop at just one for Planet Mercenary! Personnel File Finlay Sladek RiPP: 🔴🔴🔴⚪⚪ "Character"With as many qualifications as we could possibly give it. Personality The head chef's personality would be more accurately described as a collection of vices that happen to synergize well. His greed serves the common coffer, his wrath serves his fire team, his gluttony serves the whole crew. Having a history as a career criminal, he's the first to voice the expedient-but-immoral solution- the more violent, the better. Still, just like the munitions he carries, he's still until he needs to be explosive. Always neat and organized, he has a disarming charm and the appearance of an eager subordinate, exploiting the juxtaposition of mercenary and culinary specialist. Finlay speaks well, and formally, when in non-hostile situations. Compliments and stories about his allies pour from his mouth, along with skillfully prepared provisions suited to what he believes suits the setting and those served. All of these are functions he employs strategically to get what he wants without issue. Despite his apparent courtesy, let it never be thought that he actually cares for anyone as more than an extension of his own desires. Behind his calm and charming exterior, Finlay sometimes slips into unsettling lines of thought or hints of pure ruthlessness. Thankfully, his morbid jokes and unusual observations tend to read as chucklesome rather than crass, with his darker quips being considered either standard for his field of work or a method of adapting to life or death situations. Once given authorization, he keeps his smile on in the wake of professional brutality, glorying in his demolition work and cheering on his fireteam's violence. Sladek has an odd personal sense of honor and something approaching ethics, in that he doesn't like to be seen as weak or cowardly, even when his job is hands-off. His fireteam is his to command and as a result his to avenge. He's loath to give the crew's personnel more than they require for a mission, but at the same time insists grunts are paid on time even if it comes at the cost of officers. "I mean, they literally die for us- worst comes to worst we can just loot their corpses." He claims his middle name is "Audacity", but his fire team just calls him 'Cook'. History Obviously, he comes from Venus. Rather than being orphaned by one of the flurry of unnatural disasters on the planet generated by the swarms of rampant biotech and mechanized mining-terraforming, Finlay would watch his parents die at the hands of gangsters who took advantage of the latest disaster to loot whatever they could before the Rapid Response and Reclamation Department managed to keep the most recent apocalypse reined in. Not four years later, Finlay, alone in the world, would stand with a pistol in front of his parents' killer- and ask for a job. The pistol was holstered, and he needed the money. Working as both a janitor and a line chef had suddenly become unfeasible after his two different employers realized he was not only lying about his age, but doing both jobs at the same time. They had found out only after Finlay figured out how to cook up a grenade from a pseudo-burger and local anti-microassembler solvents, immediately qualifying him as the explosives technician for the gang. There was an opening, as the last demolitions expert had recently made an opening in a wall, himself, and three other former members. For at least two years, none of the crew were wise to the origin of their new ally, who happened to be pretty good at cooking, in that he knew that food could be cooked instead of pulled out of a bag. When one of them finally realized that he was the orphan kid that had escaped all those years ago, they immediately expected he would try and kill them. Instead, Sadek shrugged off their concern. When the leader of the gang, still suspicious, demanded Finlay give a good reason for why he could be trusted when he didn't even care about his family, the response came thus: "They weren't going to let me play with explosives at my age, so really, I should be thanking you." This was considered the worst answer he could have possibly given, and he was run out on a rail. Joining a series of other gangs and becoming quite adept with both cooking and wiring, Sladek ended up on a cruise ship via forged identity and exceptional actual cooking skills. Unfortunately for the cruise ship's crew, their new sous chef wouldn't tolerate the perfectionistic head chef forever. After one final argument over lobster bisque, he had had enough. The resulting 'Champ du Pagne Riot' actually took up a full three seconds of Hypernet News Network runtime, an impressive feat even if it was a bait to draw attention to incoming ads. It also landed him in a facility studying psychological reform that he escaped after duping the poor psychiatrist assigned to him into giving him enough material to blow open not only his cell, but several others, burying her and the guards that would have restrained him in rubble. Luzstellae happened to be breaking out one of their wrongly-imprisoned associates, their captain Gabriella Hart, and took on Sladek without looking their gift horse in the mouth. They might have seen the sharp teeth had they done so, but by the time he showed his true colors, he had also bonded enough with the team that they were relatively certain he wouldn't betray and kill them all. Captain Hart gave the following summation for their rationalization. "By this point, he's fed the crew about six months worth of meals. If he wanted to kill us, he could have laced every single one of us with explosives or poison. I don't feel sick. Still, I'll assign someone to keep an eye on the explosives locker and the pantry." Appearance Sladek is on the deeper shade of purple, with a strong red element mixed into the shade. In accordance to expectations for his species' physiology, and combined with his own discretionary taste for food, Finlay is on the slimmer side with defined musculature, though perhaps a little heavier than his frame would prefer he be. While verbally charming and physically fit, he has a plain face, which helps him blend in and stay in the background, where he prefers to be. "I try not to draw targeted fire. It does wonders for my lifespan." When cooking, Sladek continues to use the appropriate amount of hygenic wear, though he does tend to prefer exposed arms or even a bare chest when he can get away with it on leave or between jobs. He does this (especially while exercising) to signal his suitability as a mate, soak up light, and see who he can catch staring. It's not as essential to him to go on display all the time, as he's still exposed to the 'taste' of a variety of lights, from sunlight to the infrared of cooking to the glorious chemistry-rending, composite-shattering brightness of beam rifles and bombs. Command Package: QuartermasterBonus Skill Ranks: +2 Chemistry, +2 Dodge, +2 Explosives, +2 to any 1 Combat skill (Pistols) Specializing in HEATHigh Explosives Acquired Tactically, the quartermaster would be closer to a mad bomber than a mercenary requisition specialist if he didn't have a head for numbers. Specifically, numbers that count down and numbers appended with the phrase 'megaton yield'. Despite his unstable appearance and clearly hazardous lifestyle, Sladek has an unusual calmness and focus that wouldn't be expected of either his current or past occupations. Due to his lackluster access to a competent doctor early in life (most 'docs' prescribed aspirin and a change of clothes), Sladek had to settle for being competent at managing and stocking his own supplies. He keeps his pantry and his compounds separate, each individual chemical held in an organized fashion so that they can't mix together until he exploits their bond energy himself. He's also had to carry a sidearm in order to protect himself long enough to set his charges- that and to ward off any curious parties as to whether he had something in his other pocket or was simply happy. Background Package: Street CriminalBonus Skill Ranks: +2 Deceive, +2 Dodge, +2 Explosives or Melee (Explosives) One might think that growing up in a disadvantaged environment would teach Finlay about how precious and transient life was, how to live to the fullest, and how justice is best served by providing all individuals the resources they need to not only live, but thrive. Unfortunately, learning about how transient life was inspired a long and unfortunate career of making as many lives as transient as possible, causing damage to the fullest extent, and allowing himself to thrive by acquiring the resources his gang's victims no longer required to live. Eventually, the law caught up with his gang- but, unfortunately for everyone else, not up with him. Having looted his former allies' accounts and destroyed his old records, Sladek took on one of the lives his gang ended: "That guy wasn't using it anyway." Sophont Type: Purp (Homo sapiens purpureum)Bonus Skill Ranks: +1 Athletics, +1 Endurance Skill Check Penalties: None Special Rules: None Calling Sladek a sophont is more of a courtesy than an assessment. Since purps derive nourishment from full-spectrum light, Finlay leans on his biology to excuse his explosive personality. He claims that he's addicted to the wavelengths of life particular to detonation, a notion that was disproven when he was indulged in such a way by a poor psychiatrist attempting to cure him. In the wake of his collecting enough 'medicine' to escape, he stepped over the doctor he had wounded both physically and emotionally. When she begged him for an explanation, he simply shrugged and kept wading through the wreckage. "I just like blowing stuff up." Health and Defenses Health Maximum Current Defenses Reduction Defense Dodge Skills Skill Penalties None Combat Skills Rank Specialties Carbines Dodge 9+2 Quartermaster, +2 Street Criminal, +5 Universal Bonus Explosives 9+2 Quartermaster, +2 Street Criminal, +5 Character Creation Building, Placing Heavy Weapons Long Guns Melee Pistols 2+2 Quartermaster Scatterguns Stationed Weapons Thrown Weapons 4 Mental Skills Ranks Specialties Chemistry 6+2 Quartermaster, 4 Character Creation Computers Economics Engineering Experimental Sciences 3 History Insight Mechanic Medicine 1 Research Xenobiology 1 Physical Skills Rank Specialties Air Vehicles Athletics 1+1 Purp Endurance 1+1 Purp Ground Vehicles Larceny 4 Perception 1 Taste Space Vehicles Stealth Water Vehicles Social Skills Ranks Specialties Contracts Deceive 5+2 Street Criminal, +3 Character Creation Empathy*Yeah, right. 4 Inspire 4 Intimidate Negotiate Perform Willpower Weapons*Not yet equipped at full strength. Name Damage Ammo Type Reload Rules & Qualities Wimanu-Arrow Model A De-Motivators Endurance DC 15 or incapacitated; PEA 1d6(-3 pierce/+2 punch) De-Motivators; PEA 1 Legal; NotesDelivery; Variable Ammunition; in pierce mode this weapon has Breacher. BFF Molly Polly “knife” 1d6 N/A Legal Armors*Not yet equipped at full strength. Name Defense DR Hull Rules & Qualities Specialized Weapons and Explosives*Not yet equipped at full strength. Name Use Mechanism Uses Effects Personal Gear*Not yet equipped at full strength. Name Use Mechanism Uses FireteamEmphasis Fire. Team Qualities 1 2 3 Team Totals Name#Number of times survived Ablative Meat Slake Helsbrecht (Ob'enn) Valjon Bodard (Human) Oblin Jabberrok (Oth/Unioc) Role Heavy Weapon Gunner Infantry Diplomat Physical +1 +1 Mental +1 +1 Social +1 +1 Combat +1 +1 +2 Damage +1d6 +1d6 More Weapons*Not yet equipped at full strength. Name Damage Ammo Type Reload Rules & Qualities More Specialized Weapons and Explosives*Not yet equipped at full strength. Name Use Mechanism Uses Effects Other Gear*Not yet equipped at full strength. Name Use Mechanism Uses
  6. Bai Yijun of Li Ban "If this is the way to live... Why do things seem out of place?" Fabula Points: 3 Experience Points: 0 ATTRIBUTES STATUS EFFECTS COMBAT Dexterity: d8 [ ] Slow [ ] Enraged HP: 45 45 MP: 50 50 Insight: d10 [ ] Dazed Crisis: 27 Initiative: -2 Might: d8 [ ] Weak [ ] Poisoned Defense: 9 Magic Defense: 12 Willpower: d6 [ ] Shaken Resist: None // Immune: None // Absorb: None TRAITS Identity: Healer consumed by moral anxiety. Origin: Li Ban Theme: Doubt BONDS 1: Blood Moon【3】: AdmirationAs ruthless as it is, the Blood Code has served many prosperous and powerful mages, who credit it for their success., LoyaltyAll of his life, Bai was held separately from his biological parents and trained to be ruthless- inertia keeps him loyal., HatredBai can't help but find the Red Code repulsive for reasons he can't properly describe. 4: 2: 5: 3: 6: INVENTORY Main Hand: TomeA holy book prepared for study- scrawled notes and panicked phrases dot pages the healer wishes that no one else would read. ~【INS + INS】//【HR + 6】physical 2-Handed Arcane melee (Tome) Off-Hand: (2-handed weapon equipped.) Armor: Sage Robe ~ DEX die +1 // INS die +2 // Initiative -2 Accessory: -- IP: 6 6 Zenit: 200+Initial Savings Bonus Nothing SKILLS Spiritist Level: 3 +5 MP // Rituals in the Ritualism discipline Spiritist Magic【2】 Each time you acquire this Skill, learn one Spiritist spell. Offensive (ϟ) Spiritist spells use【INS + WLP】for the Magic Check. Heal ~ MP: 10 x T // Up to three creatures // Instantaneous You invigorate your companions, soothing their pain and healing their fatigue. Each target recovers 40 Hit Points. This amount increases to 50 Hit Points if you are level 20 or higher, or to 60 Hit Points if you are level 40 or higher. Lux (ϟ) ~ MP: 10 x T // Up to three creatures // Instantaneous You focus your inner energy into a barrage of blinding soul rays. Each target hit by this spell suffers 【HR + 15】light damage. Opportunity: Each target hit by this spell suffers dazed. Ritual Spiritism You may perform Rituals whose effects fall within the Spiritism discipline. Spiritism Rituals use 【INS + WLP】 for the Magic Check. Loremaster Level: 1 +5 MP Flash of Insight【1】 When you roll a 13 or higher on a Check performed to investigate a creature, item or location — this includes using the Study action during a conflict — you may ask the Game Master up to 【SL】 questions concerning the subject of your investigation. You may ask these questions immediately or save them for later; whenever you ask one of these questions, the Game Master will answer truthfully and you will describe your character's deductive process. This Skill may only be used once on the same creature, item or location. Arcanist Level: 1 +5 MP Bind and Summon You may bind Arcana to your soul and summon them later. The Game Master will tell you the details of each binding process when you first encounter the Arcanum in question. You may use an action and spend 40 Mind Points to summon an Arcanum you have bound: the details of this process are explained on the next page. If you take this Skill at character creation, you begin play with one Arcanum of your choice already bound to you, chosen from the list on the next pages. Other than that, you may only obtain new Arcana through exploration and story progression. ARCANUM OF THE GRIMOIRE ~ Domains: knowledge, revelations, understanding Merge: You are able to read, write, speak and understand all languages. You treat your Insight as if it were one die size higher (up to a maximum of d12) Dismiss: Oracle. You ask the Game Master a single question. The Game Master must answer truthfully, describing the vision shown to you by the Grimoire. Once used, this dismiss effect will not be available until the next dawn. Furthermore, the same question may never be asked more than once. The Game Master has final say on which questions are too similar to be asked again. QUIRK: FETTERED HEART For many years you have obeyed the precepts of a certain person or authority; you built your entire existence upon them. Now, however, you begin to see those rules in a darker light, and your heart falters. When did you first doubt them? You may acquire this Quirk only if your character’s Theme is Doubt, and your Theme cannot be changed in any way as long as you have this Quirk. When you acquire this Quirk, create a Bond towards the Non-Player Character or institution that shaped your life up to now. This Bond begins with three emotions of your choice, and cannot be lost or erased in any way as long as you have this Quirk (you can still reassign its emotions during Resting scenes). Additionally, create three commandments that are crucial to that NPC or institution: each commandment must be something you must always do or something you must never do. The first time you break a commandment during each scene, you immediately suffer the shaken and weak status effects and lose half your current Hit Points and Mind Points (rounded down), but also gain 2 Fabula Points. If you break a commandment during a Resting scene, you will suffer the penalties after the recovery granted by that Rest. If you break multiple commandments during the same scene, the penalties and Fabula Points only apply to the first violation. After breaking your commandments 6 times, ignore any further violation unless it happens in the presence of a Villain who follows or embodies your commandments. If you’re ever unsure whether a situation fits the criteria of this Quirk, it is you who always have final say. Be as honest and sincere as you can. Upon your 7th violation, you lose this Quirk and change your Theme to one of the following: Belonging, Guilt, Justice or Vengeance. Then, you immediately gain a Heroic Skill among those available for your Classes (you may even choose a Heroic Skill whose requirements you do not satisfy, unless they include a Skill you don’t have). Finally, you recover all HP and MP and recover from all status effects. From now on, the strength of your Bonds is always treated as being 1 point higher (for instance, a Bond with three emotions will have a strength of 4). The Blood Moon Code: Always prioritize your life over the lives of others. Never pass up an opportunity to gain knowledge or power. Never show your weakness. Born in the shadow of the Opal Throne, the Blood Moon Code was an amoral, paranoid worldview developed by greedy mages within Li Ban to consolidate and hoard more power and knowledge for themselves in the midst of intrigue and conspiracy. While officially and possibly sincerely disdained by the majority of the leadership, officially disdaining the Blood Moon Code is exactly the kind of activity an adherent would apply to. Its inherent selfishness had led to breakout successes, but for the most part, it's a self-consuming and selfish perspective obsessed with obtaining godlike knowledge and power while ignoring those not useful to the participant. Discarding friends, spouses, and children when they have outlived their usefulness is considered a viable tactic for advancement, which is why Bai was inducted into the method- either orphaned or abandoned before he could remember, he was turned into another tool. Even the act of healing itself was treated as a form of ruthless resource use, to be meted out for profit. Spared by another Li Ban mage after a conflict involving a gang of flunkies he had been hired to serve as the healer for, the first thing that Bai could think of was that his opponent was a fool for sparing an enemy. But upon reconsideration, he himself couldn't quite understand why continuing to live for himself alone was causing him so much distress. Consumed by a desperate need to know more, he buried himself in books and eventually came across an Arcana. The Grimoire, who had come across many mages obsessing over knowledge and control, was initially intending to smite him until the frustration with this way of life bubbled to the top of Bai's mind. The Arcana thus took pity on him and has been silently guiding him to challenge his beliefs, showing him Li Ban who live in harmony with others and eventually pulling him beyond the isle of magic. Preferred Group Type: Brought Together By Fate, Seekers, Revolutionaries Your story has just begun. 🪶
  7. Daredevil The Man Without Fear Matt Murdock [Secret] {8XP|4PP} "Aren't you worried about the lega-" Daredevil reconsiders what he's about to say as he sighs. "I suppose we're not exactly operating as legal authorities." He moves to speak to Yelena, ungagging her and allowing her to be more comfortable within the bounds of her restraints. "What can you tell us about Sauron, or why he happens to be here? SHIELD wouldn't normally be out this far unless you had some good information." Create Asset: Why SHIELD? Affiliation: Team D6 [3] Distinction: Blind Justice D8 [5] Power Set- Hypersenses: Superhuman Senses D10 [5] Specialty: Psyche Expert 1D8 [4] Pool: 1d6+2d8+1d10 Total: 10 = Blind Justice [5] + Senses [5] Effect: D8 (Psyche Expert) Opportunities: 0 Daredevil attempts to approach this with an even temper and without prejudice against the captive.
  8. I'll be perfectly honest, I'm not sure how to proceed myself. The battle is over, as you said, so I don't know what else needs to be contributed to the scene.
  9. Offense wins ties with reference to Civil War OM50 Daredevil The Man Without Fear Matt Murdock [Secret] {8XP|4PP} Daredevil sees an opportunity to keep Lykos down for good and takes it, attempting to keep him grounded with a throw of the line. Advance Complication : Grapple Affiliation: Team D6 Distinction: Man Without Fear D8 Power Set- Billy Clubs: Weapon D6 SFX (Grapple):SFX: Grapple. Add d6 and step up effect die +1 when inflicting a complication on a target. +1d6, Effect Die +1 [4] Power Set- Hypersenses: Superhuman Senses D10 [3] SFX (Focus):SFX: Focus. In a pool including a Hypersenses die, replace two dice of equal steps with one die of +1 step. Team D6 + Weapon D6 -> D8 + Man Without Fear D8 -> D10 [9] Specialty: Acrobatic Master 1D10 [5] Complication: Grappled D10 [6] Stress: Physical D8 [7] Pool: 1d6+1d8+4d10 Total: 16 = Focus [9] + Physical Stress [7] Effect: Grapple D10 (Senses +1 Shift) Opportunities: 0 Lykos was reeling from the injury and definitely wouldn't be able to take another hit.
  10. I was going to wait until I knew whether Garo was good to go from a story perspective before creating his character sheet- the way you phrased it indicated we could wait until we knew whether we were accepted or not: I want to make sure the concept is solid before hammering down the mechanics.
  11. I wanted to leave the officer ambiguous because it gives you more flexibility and also because Garo doesn't actually know himself. There are a lot of high ranks in the Imperial military, so I couldn't give you a specific individual as a candidate, because most likely this would be some Lieutenant or at highest a Rear Admiral. The two main options I see for the backstabber are: An ambitious up-and-comer from the Outer Rim who saw an opportunity to rise beyond his low status A true believer in the New Order who didn't understand why Baize cared so much Baize is not intended to be a saintly figure, either- I imagine he came from a bit of a spoiled background and had a bit of self-righteousness which was smoothed out by age. Being the know-it-all fixated on rules doesn't get you many friends. In D&D terms, he was LN with Evil leanings initially, drawn closer to Good as time went on. The 'supporting cast' can shrink as much as you like. His family has been deliberately sidelined because that would be too many balls up in the air. I actually spun up most of the Separatist Cell from thin air, mostly because just making up a cell with two people is a bit of a stretch, but also because if there are a sufficient amount of cell members, the leader is justified in sending Garo away because they can spare people. His entire group could be destroyed/shattered at your discretion- it wouldn't be the first time he's had to pick up and run. I can also carve large parts of this narrative out if there's something another player needs to pull away, but basically I made the Separatist Cell a grab bag of 'pick your favorite minor character idea'.
  12. * Garo Biographical Information Current Residence Outer Rim (Varies) Homeworld Coachelle Prime Descriptive Information Species Lepi (Lepus carnivorus brevis) Gender Male Height 1.51m Age/Age category 18/Young adult Hair color Blue steel (fur) Eye color Amber Chronological and political information Affiliation Separatist Remnant (Current) Previous Imperial Security Bureau/ISB (Compelled, under cover as "Fiver") Backstory Garo's official age was ten and actual age was six when he was pressed into becoming a political laborer for the Empire. The Lepi, his parents, and his four siblings were dragged onto a freighter and moved to Geonosis after the Empire performed a 'pacification' campaign on Coachelle Prime. He and his family began resolving themselves for a lifetime of servitude when the group was freed by an unusual savior- a recently minted Imperial Security Bureau officer. One of the commanding officers in the transporting ship attempted to sell the rabbit-like aliens into slavery to line his own pockets. When Junior Lieutenant Baize reported his Captain's undisclosed source of income and the price negotiations to prove it, he was transferred from Surveillance to Investigations and his superior was executedThe reason why he was executed was that he knew too much about the Death Star in progress to be left alive if he betrayed the Empire in this way.. High on success and seeing that the small family was stranded far from home, Baize made an unusual request- contract the Lepi as agents of espionage. Moved around the Outer Rim as his family sought ways to get along in the world, Garo would see the Empire restore order... and crush its foes with terrifying ruthlessness. More than once, the people he reported ended up being cut down by Stormtrooper fire- or rarely, even a squadron of Purge Troopers. Despite his employment in monitoring Imperial political prisoners, Baize abhorred chattel slavery or undue cruelty to prisoners, viewing the political labor system as an expression of justice and a superior alternative to imprisonment. The Lepi was in no position to disagree. Slavers caught with their victims were shipped off to labor on the Death Star's construction- excellent fodder for public relations, if one could wade through the irony. Despite posing for the cameras as an example of Imperial benevolence, Garo knew the ISB too well to trust them. Still, it was under Lieutenant Baize's crusade to find and catch slavers that the Lepi learned to observe, study, move within crowds, collect information, talk quickly, and run even faster. Employed from the age he could reason and knowing nothing else, Garo earned for his family through janitor work, food service, and package delivery while keeping an eye out for any activity that could indicate illicit trafficking. By the time he was sixteen, he was long past Lepi puberty and a seasoned operator. His quiet demeanor and servile attitude made him look more like a prop than a person to those who weren't paying attention. Slowly moving from system to system in the process of providing for his family and collecting for his employer gave him a wide variety of experiences and exposure. Eventually, it also gave him hope. Despite the xenophobic propaganda that dominated the ISB, Garo's motivation to protect his family and interest in the field itself led Baize to mentor him with an increasingly familial relationship. Being at least twice his recruit's age, the human was effectively an uncle to him, and had no family of his own. His usual cover was as a proprietor or owner of whatever contracting company the Lepi family worked for, giving them a reason to be in contact and for him to grant their salary or orders. With an officer's salary, discretionary funds, and the deflated prices of the Outer Rim, he was able to provide emergency funds to Garo's family and sometimes treat the Lepi to tickets for performances or local attractions. At first, these were only used for information drops or meet-ups, but soon they would enjoy views like Tatooine's binary sunset on rented speeder bikes alongside fellow employees who knew nothing about the true nature of their company. Garo eventually began to thaw towards the undercover Imperial as he saw that the gifts he was given were slowly being given with more sincerity and his advice with more concern. Increasingly going to Baize for advice that he didn't feel comfortable asking his parents about, Garo received that support and a kind of education through the Imperial's access to a wide datapad library. In return, the drift from the original military duties Baize had been charged with began to become obvious. When Garo defended himself against a belligerent human customer, Baize supported his charge both in at the food truck with his fists and again in court as justified in his reaction, in direct opposition to 's narrative. When the trial ended, it was clear that the Lieutenant had become his cover story. The transcript of this case, unfortunately, was the final factor that led to an investigation. Out of the blue, Garo was notified that he and his family would serve as witnesses in Baize's treason trial. He didn't even wait for the date to be announced before fleeing, using the reserve funds the Lieutenant had stashed away to buy his family a new life before breaking in the opposite direction he sent them. As the member who most answered to the ISB, his plan was to draw out the Empire's focus, and reduce interest in his family. To do that, he would need to trust that they were able to make their own way. Unable to contact them without giving away their position, he would need to have faith that his efforts were not in vain. Moving from spaceport to spaceport as a migrant doing the odd jobs he always had, he relied on the deliberately lax identification systems in the Outer Rim that smugglers and other criminals employed to underpay employees. Those efforts appeared to pay dividends when he became aware of a Near-Human male stalking him across the Outer Rim- one equipped as a bounty hunter might be. Those initial fears were put to rest when his own observation skills indicated the man was only looking for him opportunistically- whenever they happened to be nearby to each other. Eventually judging that the wanted to talk, he stopped into a local cantina and waited, pistol drawn under the table and pointed to where the man might sit. Rather than another Imperial, this was Cen Rach, a holdout from the Confederacy of Independent Systems. He was an outlaw, political author, and agitator who gave firebrand speeches and public demonstrations. Hailed as the ideological successor to Count Dooku of Serenno, his manifesto The Economics of Justice was contraband under Imperial law. It was also one of the books that Baize possessed, as he was in communication with the author- a fact that got him killed. Reaching out to Garo as both a favor to the late Baize and as an opportunity to recruit a skilled spy, he brought Garo into his cell of Separatists. Mostly from the Outer Rim, the remaining holdouts were shattered, separate, and undersupplied. Their tendency towards independent action and hesitation to cede to authority served to reduce as well as bolster their ranks, with ill discipline and few experts. Knowing that due to their limited scope, they would need the cooperation of Core Worlds in order to overturn the Empire, he tasked Garo with what the Lepi did best- blend in, pay attention, and overturn oppression wherever it was found. Any rebel group, no matter how small, needed to coordinate and share information, so that they could gather enough momentum to foment a proper Rebellion. What Kind of Character do You Want to Play? Personality Garo has a bit of a 'streetwise urchin' dynamic going on, even though he is functionally an independent adult. In contrast to the stereotype of streetwise as meaning somewhat disheveled, he's focused, diligent, and persistent. He's got a deep well of patience and a seen-it-all attitude from doing everything from delivering pizza to drug lords to being threatened at vibrablade point. He is not, however, particularly idealistic. He fights for idealistic causes, he serves idealists, he wants to do good things, but he is practical, and will lie, cut corners or cheat if he thinks he can get away with it- he's found he has to. If he has to suck up to an Imperial to get what he needs to do done, he'll do it. He won't be proud of it, but if he decides he gets more value out of caving than putting up a united front, he will. The contrast between his plush exterior and his professional interior might be worth a couple of yuks to a gadfly. An intense anger or goofy moment might be suitable- breaking the shell and trying to get across that he isn't just a droid wearing a fur coat. Abilities Strong legs are a literal natural strength of Lepi, so he's intended to be fast, strong, and agile, with an equally agile mind. Physically, he's unassuming but stronger than he looks. His skills are mostly general skills, but he has good perception, good composure, an eye for details, and a good memory. Nothing particularly outstanding when it comes to traditional combat, but he can hold his own if need be. He's clever, eloquent but not especially educated, and streetwise, with an appropriately razor wit. Mechanically Speaking Cool, Brains, and Coordination are going to be his focus abilities (3+). He's probably going to get a wiggle die in Sense and the audio equivalent of Darkvision, but might not get the direct focus on Sense he might otherwise. Bluff, Investigation, Lie, and Run are required skills for him. No Force powers, but considered picking up Normal Damage Unarmed to make him reliable at all times. Relationships Cen Rach (Contact, current employer): Evereni near-human agitator, whose skills with logistics and economic planning allow him to keep his branch of the long-hollowed-out Separatist cause on life support. A genuine idealist who has no idea about Dooku's true nature- he would assume anything that paints the late Duke in a bad light was Republic propaganda. Seeks to expand the rebel cause to overturn the Empire. Wrote a book about how the Core Worlds enforced an inherently exploitative economic system for their own gain. A skilled sharpshooter in addition to a great orator, generally able to back up his ego, which is of awesome size. Senior Lieutenant Baize (Deceased, former employer): A human ISB Investigations officer who was executed for treason (functionally for fraternization/corruption). Garo has some mixed feelings about the Imperial, but saw him as a near-parental figure due to his investment in the Lepi's life. If nothing else, he saved Garo's family. Family (Out of reach, blood relation): A mother and father, and four siblings from which he got the name Fiver. Somewhere in the Outer Rim, though his association with them is strained due to his anti-Imperial action making them targets if he contacts them. Tyr (Contact, fellow employee): Force-Sensitive human male slicer, former Republic military, fled to the Outer Rim to escape the rise of the Empire after reading Cen's The Economics of Justice. Tyr is his nickname, not his proper name. Slyssk (Contact, fellow employee): Female Trandoshan hunter, who likes to play on Garo's prey atavistic instinct to wind him up despite the Lepi currently being omnivorous. Ecklani Laga (Contact, fellow employee): Human female sniper of middle-to-old-age who claims she's Tyr's grandmother and knew Dooku personally. Those two facts seem to be connected, but she refuses to elaborate further. Ryewen (Contact, fellow employee): Male Genosian engineer, who is absolutely paranoid about being found out and refuses to leave the Separatist base on anything less than mortal peril due to how threatened his species is outside of their enslavement on the development of the Death Star. Not any more empathetic than average, either. Outer Rim Delivery/Cleaning/Food Service (ambiguous support, former coworkers): Garo could possibly call on or be recognized by food delivery or cleaning services. Goals Overturn the Empire: Collect enough support to form a proper rebellion- or die trying. Bring Slavers to Justice: Almost enslaved himself and an expert in catching them, Garo has no interest in the perpetration of the atrocity. Revenge for Baize: If nothing else, Baize saved his life, and the Imperial who threw him under the bus must be an awful person... right? Find His Family: Make sure it's safe to return before meeting back up with his siblings. Tyr claims they're alive ("Trust me bro"), but Garo is not so sure. Tone and Goals In terms of my goals, I'm mostly just here to enjoy a unique take on the Star Wars setting, and hone my writing chops in the process. If he's not accepted, I figure this is a decent template for future characters and good writing practice. An ideal tone for Garo is intermittent focus on the more grounded aspects of the galaxy, and how these dramatic events affect the lives of real people. Instead of being the larger-than-life hero, he's more like R2-D2: Someone who watches, and listens, and participates, and is definitely important, but not the Chosen One. Given the opportunity, one of the important aspects I wanted to touch on is how the Separatist movement served as a basis for dissatisfaction with the Republic- Garo has not received a positive image of the Republic from either the Empire, who wants to push narratives justifying its replacement, or the Outer Rim, which is where a lot of the dissidents originally came from. Completing his incomplete picture of the galaxy will be useful. Notes for the DM According to his species' development, he is a biological adult at 18 and has been since age 10Seriously!, but his somewhat fluffy appearance gives him an artificial youthfulness. I had originally slated him to be 201cm, as the average official height for male Lepi runs at about 1.9m, but I figured that might grind gears with any Wookies or other traditional 'big guys'. As a result and because the current best-known Lepi is Lop (absolutely tiny, but no notes I can find on her explicit height- I rated her as about 138cm/4'6"), I based his height on hers, using a Japanese male height with -2.8 Standard Deviation to scale him. I can retool him to be a big fluffy spy if need be, say, if we need muscle. This little guy went through four or five revisions, including one version where he was connected to Tao due to seeing other Lepi on the planet in Visions, and another where a Sith clone adopted him as a brother, and one of the themes was about Garo's trauma-suppressed emotions versus the Sith's unleashed set, and how they helped each other develop as people.
  13. Hold on, I thought we had until the 31st? Well, I guess I'll toss my hat in ASAP and hope for the best. I had to do a couple of rewrites to get a character I thought was right.
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