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OOC: Squidge


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Character Name: Squidge
Rank: Seasoned Experience: 20 Advances Left: 0
Race: Human
Iconic Framework: MARS Personal Concept
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d4, Vigor d6
Charisma: +4; Pace: 6; Parry: 4; Toughness: 7 (+10 armor) ; ISP: 30
Skills:
Psionics 1d12 (4)
Notice 1d10 (2)
Persuasion 1d8 (3)
Shooting 1d6 (2)
Fighting 1d4 (1)
Driving 1d4 (1)
Streetwise 1d8 (3)
Knowledge: Computers 1d10 (2)
Knowledge: Electronics 1d6 (2)

Hindrances
    Overconfident (Major): "Yep, I can do this."
    Delusional (Minor): "If I were in charge, I could get everyone to get along."
    Wanted (Minor): A fugitive from a Coalition State.

Edges
Human: Arcane Background (Psionics)
Hindrance: Major Psionic
Hindrance: Master Psionic
MARS: Rapid Recharge
MARS: Improved Rapid Recharge
F&J: Charismatic
F&J: I Know A Guy
10xp: Attractive
15xp: Extra Power: Mind Reading
20xp: Telemechanics

Powers:
    Slumber
    Greater Slumber

    Mind Reading
    Mind Walk

    Telepathy
    Exalted Telepathy

    Illusion
    Deadly Illusion

Gear
300 cred
Lightning Rod (TW), 2d8 elec dmg, gives access to Armor power vs fire/lasers/electricity/plasma only
Wilk's 237 Laser Pistol; 2d6+1 laser dmg, AP4, rng 15/30/60, 16 rnds e-clip
Wilk's 447 Laser Rifle; 3d6 laser dmg, AP2, rng 40/80/160, 20 rnds long e-clip
Vibrosword; Str+1d10 MD, AP 4
Coalition Deadboy armor, +2 toughness +10 armor
-* +1 Pace
-* +3 armor

NG-S2 Survival Pack
    2 person tent, +20% water supplies
    Sleeping bag
    Flashlight w/knife; solar
    Inertial compass (+2 to Survival to navigate)
    Short range (5 mile) radio
    First aid kit (+1 to healing; 3 uses)
    Hunting/Fishing kit (+1 to Survival to forage)
    Three ‘saw wires’
    Fire starter
    Survival Knife, hatchet, wooden cross
    4 signal flares
    Climbing kit w/30 rope
    Soap and washcloth
    Canteen
    2 weeks rations

===
Iconic Framework (MARS - Personal Concept)
Roll 3 times on Fortune and Glory Table
Roll 3 times on Hero's Journey
Gain an additional Fortune and Glory Roll
Gain +5 skill points
Choose any two Edges, ignoring any prerequisites other than other Edges
Use any IF's starting gear (Crazy)

Fortune and Glory
A Mighty Weapon (Lightning Rod)
Strong Armor (Med CS deadboy +2 toughness, +7 armor, full environment; 2 mods from HJ Body Armor table)
Smart and Learned (+1d Smarts, 3 smarts skills at 1d6)
Charismatic (gain Charismatic and I Know A Guy)

Hero’s Journey
    Narrative Hook
    Roll result 14
    Description: Formerly associated with a Coalition State; fugitive now of course.

    Psionics
    Roll result 6
    Gain +10 ISP

   Psionics
    Roll result 17
    Description: Gain a powerful personal presence, giving +2 to Intimidate and Persuasion, and the Fear power if you possess it.

    Psionics
    Roll result 11
    Description: Chose one power (Illusion). When your Psionics roll activating this power is successful, treat the success as if it was a raise.

Advances
Human: Arcane Background (Psionics)
Hindrance: Major Psionic
Hindrance: Master Psionic
MARS: Rapid Recharge
MARS: Improved Rapid Recharge
F&J: Charismatic
F&J: I Know A Guy
5 xp: +1d Smarts
10xp: Attractive
15xp: Extra Power: Mind Reading
20xp: Telemechanics

Background
Squidge was born in Chi-Town, a loyal citizen of the Coalition. Her psionic potential was spotted early on, and her parents dutifully registered her. This meant she had legal status, but it was the status of a secondhand citizen. Even her parents came under additional scrutiny, for having given birth to a potentially dangerous mutant.

By the time she was about finished with her vocational training, she was also about done with her situation. She was of a relatively gentle disposition, but there was only one way for a psychic to gain an easier life in the Coalition States...and that was to join the Psi-Battalion of the military. At first it wasn't even THAT bad. Sure she was still looked on with some fear and loathing by normal soldiers but that was nothing new, and here there were others like her. The psi-hounds were friendly and a joy to work with. Their psi-stalker handlers were...scarier. There were other psychic operatives as well, and here...alone of all places...she was encouraged to develop her abilities for the good of humankind.

It wasn't until later that she learned what that really meant.

Her telepathic abilities made her ideally suited for interrogations. However, in probing minds for secrets, she couldn't help but notice how many of these 'threats to humanity' were nothing of the sort. Their bodies sometimes looked different, but their minds were hauntingly similar. Most of them didn't want anything to do with the Coalition, or humanity, let alone to destroy them.

And then the war started.

The campaign and siege against Tolkeen showed Squidge just how bad war was. Not just because of the bloodshed and death and horror, but because of what it made otherwise good people do, and feel. It was a factory of monsters, and too many of them were just as human as she was. Squidge decided...she couldn't stop the war, but that didn't mean she had to fight in it.

Squidge made unlikely allies with one of the psi-stalkers in her unit...a feral that had been captured young, but who still remembered living free, named Phere. With Phere's stealth and ferocity, and her own psionic gifts, they managed to break into a Coalition armory and grab a few choice pieces before making good an escape. Phere came with her, the two having bonded over their time in service together along with their shared experience in getting away.

Once away from the Coalition, she adopted a nickname in place of her given name and looked for a good place to lay low with Phere until the Coalition forgot about them.

A little place called Prince's Landing.

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