Karsus Kargan: Difference between revisions

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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)
 
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.
 
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.
 
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.
 
2012 - 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 young man (no older than 35) wearing an impeccable suit and using a selection of MIB weaponry not seen since the sixties. Introducing himself as Karsus Kargan


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


Line 54: 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 62: 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>
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'''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>
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'''Spheres'''
'''Spheres'''


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


'''Backgrounds: 8'''


Genius: 2<br>
Resources: 1<br>
Secret Weapons: 6<br>
NWO Bonus - Device 3 - Mind Wiping Pen (Neuralizer)<br>


'''Backgrounds: 14'''


'''Merits: '''
Genius: 3<br>
-4 dots (Mind Wiping Pen, multiple target version)<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: '''<br>
Confidence (-2 points)<br>
Confidence (-2 points)<br>
Crack Driver (-1 point)<br>
Crack Shot (-2 points)<br>
Iron Will  (-3 points)<br>
Iron Will  (-3 points)<br>
Resistance - Explosions (-3 points)<br>
Stormwarden (-4 points)<br>
 




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-2 (+2 wp)<br>
-2 (+2 wp)<br>
-7 (Forces 3 to 4)<br>
-7 (Forces 3 to 4)<br>
-3 (Resistance 3 explosions)<br>
-3 (Iron Will)<br>
-3 (Iron Will)<br>
-2 (Confidence<br>
-2 (Confidence<br>
-1 (Crack Driver)<br>
-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