Karsus Kargan: Difference between revisions

From Sphere
Jump to navigation Jump to search
Kerrus (talk | contribs)
Kerrus (talk | contribs)
 
(34 intermediate revisions by the same user not shown)
Line 6: Line 6:
Convention: New World Order<br>
Convention: New World Order<br>
Languages: Russian (Native), English<br>
Languages: Russian (Native), English<br>
Nature: Inquisitive
Demeanor: Bravo


=Status Panel=


Concept: MIB from the 50s, involved in a lot of darker than black ops, mindwiped a bunch of times. Immunity: explosions, matter/forces/prime mage.
Arete: 4<br>
Willpower: 8/8<br>
Experience: 4/11<br>
Initiative: +8<br>
Primal Energy: 4/3<br>
Paradox: 3<br>
Soak: d7 aggravated<br>
Soak: d7 lethal<br>
Soak: d10 bashing<br>
Dex+Athletics: d11<br>
Per+Awareness: d8<br>
Dex+Firearms: d9, no increased difficulty for called shots<br>


RD Data - Nephandi: 4 (Lots of experience fighting Pentex' predecessor, was scouted by the nephandi a bunch of times. Repeatedly blew them up and was eventually scrubbed to prevent them from getting access to the datatracks. Retired, lived a fairly average life and did some freelancing and keeping up on things before getting reactivated by the EC.
:'''Healthy -0'''
 
::Bruised -0
=Major Events=
:::Hurt -1
 
::::Injured -1
1939 - Karsus Kargan is born to Mirabella and Kelric Kargan.
:::::Wounded -2
 
::::::Mauled -2
1955 - Karsus joins the Men in Black as a junior agent at age 16. Fighting aliens and bureaucracy, he's quickly assigned a prestigious mentor and expected to go great places.
:::::::Crippled -5
 
::::::::Incapacitated
1958* - Case BABEL Delta - a group of energy parasites takes over a branch office of the MIB. Karsus, his mentor, and a platoon of US Rangers attempt to retake the facility. During the mission, Karsus has his first encounter with the Nephandi, and learns something of their views on themselves when he (briefly) interrogates an 'alien' sealed in some sort of containment grid (Summoned demon trapped by a technosi hermetic working for the MIB). Karsus is mindwiped of the entire incident (and on rather frivolous grounds too), although later recovers these memories- leading to an increased paranoia as to the level of infiltration by these 'nephandi'.
 
1960 - Karsus' mentor is promoted off the field, and Karsus is left to find an apprentice. After a string of unsuccessful partnerships, Karsus eventually goes solo.
 
1961 - Karsus has his second encounter with the energy parasites, and his first with a willing host- a major (Arete 6) reality deviant. He manages to barely escape with his own life, but suffers major bodily harm in the resultant explosion. He's in traction for six months.
 
1963 - Karsus leads a platoon of special service MIB agents against an energy parasite infestation in Manhattan
 
1964 - Karsus uncovers a history of corruption in the MIB hierarchy stretching back as far as four years- specifically to the very date his mentor was promoted off the field.
 
1965* - Karsus is exposed to major evidence of agency corruption while on a darker than black operation, but is unable to retain those details due to mandatory memory scrubbing at the end of the mission.
 
1966 - Karsus and a small team of void engineers stop a maniacal alien intelligence known only as Dalek from using an extradimensional energy storm to mass-shift every living human out of Manhattan and replace them with alien duplicates.
 
1967 - Karsus discovers that his mentor, Agent Jared Johnson, has been subverted by the energy parasites. The two face off over the matter, and a binary explosive is detonated. Karsus barely manages to overload his deflector watch and ride out the detonation. His mentor is not so lucky, and is immediately carbonized.
 
1968 - 1971* Karsus vows to track down the full extent of alien (Nephandi) infiltration, and serves prominent roles fighting the incursions over the next three years. The majority of these incidents are scrubbed from his memory for various reasons, including the prevention of a major mental breakdown. Karsus is given a temporary leave of absence at an MIB 'farm' in order to recondition him for field work.
 
1972 - Karsus Kargan is a man who knows too much. Widespread corruption and subversion by energy parasites has the man assigned to increasingly frivolous assignments.
 
1972 - Karsus Kargan is dead - or so command believes. An F-86 fighter aircraft leaving an air show at Sacramento Executive Airport fails to become airborne and crashes into a Farrell's Ice Cream Parlor, killing 12 children and 11 adults, among them Karsus and his wife.
 
1972* - The crash is actually the cover by the desperate few remaining MIB agents with any integrity, who put Karsus on ice, box him up, and ship him out of site. His tangental participation in this plan is scrubbed from his memory.
 
2011 - The Syndicate's Execution Committee is ambushed by a corrupted faction of the Progenitors operating in the Caymans. They are aided by the appearance of a man apparently in his mid forties wearing an impeccable suit and using a selection of MIB weaponry not seen since the sixties.
 
Present - Karsus Kargan now works for the Syndicate's Execution Committee, bringing his unique expertise and experiences to the table. However the specter of his many 'darker than black' missions- missions for which he has no memory- continue to haunt him.


=Attributes=
=Attributes=
Line 51: Line 38:


Strength: 2<br>
Strength: 2<br>
Dexterity: 4<br>
Dexterity: 4 (Precise)<br>
Stamina: 3<br>
Stamina: 3<br>


Line 62: Line 49:
Mental: 8
Mental: 8


Perception: 4<br>
Perception: 4 (Discerning)<br>
Intelligence: 3<br>
Intelligence: 3<br>
Wits: 4<br>
Wits: 4 (Quick Thinker)<br>


=Abilities=
=Abilities=
Line 70: Line 57:
'''Skills 7'''
'''Skills 7'''


Demolitions: 4<br>
Demolitions: 3<br>
Gunsmithing: 2<br>
Security: 2<br>
Security: 1<br>
EXM - Firearms 4 (Range)<br>
EXM - Firearms 3<br>
EXM - Drive 4 (Stunt Driving)<br>
EXM - Drive 3<br>
EXM - Melee 2<br>
EXM - Melee 2<br>
EXM - Technology 1<br>
EXM - Technology 1<br>
Line 80: Line 66:
'''Talents 9'''
'''Talents 9'''


Awareness: 4<br>
Awareness: 4 ('auras')<br>
Intimidation: 1<br>
Intimidation: 3<br>
Dodge: 2<br>
Subterfuge: 1<br>
Subterfuge: 1<br>
EXM - Alertness 3<br>
EXM - Alertness 3<br>
EXM - Athletics 3<br>
EXM - Athletics 3<br>
EXM - Brawl 1<br>
EXM - Brawl 1<br>
EXM - Dodge 3<br>
EXM - Dodge 4 (Sidestep)<br>


'''Knowledges 5'''
'''Knowledges 5'''


RD Data - Nephandi: 4<br>
RD Data - Nephandi: 3<br>
Subdimensions: 1<br>
Subdimensions: 2<br>
EXM - Linguistics 1 (English)<br>
EXM - Linguistics 1 (English)<br>
EXM - Medicine 1<br>
EXM - Medicine 1<br>
Line 106: Line 91:


DSci: 3<br>
DSci: 3<br>
Forces: 4<br>
Forces: 3<br>
Prime: 3<br>
Prime: 3<br>






'''Backgrounds: 8'''
'''Backgrounds: 14'''


Genius: 2<br>
Genius: 3<br>
Secret Weapons: 5<br>
-4 dots (Mind Wiping Pen, multiple target version)<br>
NWO Bonus - Device 3 - Mind Wiping Pen (Neuralizer)<br>
-3 dots (Styx Armor)<br>
Adds +4 soak dice, lets the user soak agg damage. <br>
-2 dots (Cool Shoes)<br>
Cool shoes add 4 dice to dex+athletics dice pools and allow the user to walk up walls and jump twice the usual distance, run twice as fast, walk on the ceiling, and walk on water. <br>
-2 dots (Mjolnir IV) <br>
-4 dots (Carte Blanche, BoS 151)<br>
-1 dot (Alley Shades)<br>
life 1/corr 1 sensory effect. <br>
-3 dots (Ultra Silencer, GttTech, page 221)<br>




'''Merits: '''


'''Merits: '''<br>
Confidence (-2 points)<br>
Confidence (-2 points)<br>
Crack Driver (-1 point)<br>
Crack Driver (-1 point)<br>
Crack Shot (-2 points)<br>
Iron Will  (-3 points)<br>
Iron Will  (-3 points)<br>
Stormwarden (-3 points)<br>
Stormwarden (-4 points)<br>
 




Line 138: Line 133:
-2 (Confidence<br>
-2 (Confidence<br>
-1 (Crack Driver)<br>
-1 (Crack Driver)<br>
-3 (Stormwarden)
-2 (Crack Shot)<br>
+2 (Amnesia)<br>
+2 (Amnesia)<br>
+2 (Echoes)<br>
+2 (Echoes)<br>
'''XP Expenditures'''
Willpower to 8: 7 xp

Latest revision as of 01:04, 14 July 2012

Syndicate: Execution Committee

Name: Karsus Kargan
Nationality: Russian
Player: Kerrus
Convention: New World Order
Languages: Russian (Native), English
Nature: Inquisitive Demeanor: Bravo

Status Panel

Arete: 4
Willpower: 8/8
Experience: 4/11
Initiative: +8
Primal Energy: 4/3
Paradox: 3
Soak: d7 aggravated
Soak: d7 lethal
Soak: d10 bashing
Dex+Athletics: d11
Per+Awareness: d8
Dex+Firearms: d9, no increased difficulty for called shots

Healthy -0
Bruised -0
Hurt -1
Injured -1
Wounded -2
Mauled -2
Crippled -5
Incapacitated

Attributes

Physical: 6

Strength: 2
Dexterity: 4 (Precise)
Stamina: 3

Social: 4

Appearance: 2
Manipulation: 3
Charisma: 2

Mental: 8

Perception: 4 (Discerning)
Intelligence: 3
Wits: 4 (Quick Thinker)

Abilities

Skills 7

Demolitions: 3
Security: 2
EXM - Firearms 4 (Range)
EXM - Drive 4 (Stunt Driving)
EXM - Melee 2
EXM - Technology 1

Talents 9

Awareness: 4 ('auras')
Intimidation: 3
Subterfuge: 1
EXM - Alertness 3
EXM - Athletics 3
EXM - Brawl 1
EXM - Dodge 4 (Sidestep)

Knowledges 5

RD Data - Nephandi: 3
Subdimensions: 2
EXM - Linguistics 1 (English)
EXM - Medicine 1
EXM - Tactics 3

Ability Package: Ex-Marine

Other

Willpower: 7

Spheres

DSci: 3
Forces: 3
Prime: 3


Backgrounds: 14

Genius: 3
-4 dots (Mind Wiping Pen, multiple target version)
-3 dots (Styx Armor)
Adds +4 soak dice, lets the user soak agg damage.
-2 dots (Cool Shoes)
Cool shoes add 4 dice to dex+athletics dice pools and allow the user to walk up walls and jump twice the usual distance, run twice as fast, walk on the ceiling, and walk on water.
-2 dots (Mjolnir IV)
-4 dots (Carte Blanche, BoS 151)
-1 dot (Alley Shades)
life 1/corr 1 sensory effect.
-3 dots (Ultra Silencer, GttTech, page 221)


Merits:
Confidence (-2 points)
Crack Driver (-1 point)
Crack Shot (-2 points)
Iron Will (-3 points)
Stormwarden (-4 points)


Flaws:

Amnesia (+2 points)
Echoes - 60s classic MIB (+2 points)

18 bp:

-2 (+2 wp)
-7 (Forces 3 to 4)
-3 (Iron Will)
-2 (Confidence
-1 (Crack Driver)
-2 (Crack Shot)
+2 (Amnesia)
+2 (Echoes)



XP Expenditures

Willpower to 8: 7 xp