Neo-Jovian Character Dossier

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Rise of Neo-Jove

Player Characters

Morgana LaCroix

Morgana.jpg
  • Former wingmate of Max Gotto
  • True Beliver in Max
  • Wanted for Battle of Houston 5
  • Battlefield junkie
  • Implacable
Genotype: Outlier Superior
Core Attributes +3 to Physique, +1 to all + 1 to clarity +1 perception
Physique 6
Wits 4
Intellect 4
Clarity 5
Perception 5
Charisma 4
Special Stuff
Aleph 0 (-1)
Pluck 1
Skills +1 to Pilot and Leadership
Pilot 3
Gunnery 2
Melee 2
E-War 2
Gunplay 1
Leadership 4
Zero-G: 1
Terrorism: 1
Traits:
Veteran
Zealot
Cybernewtype (Former MA Pilot)
Quirk:
+1 Prone to Monologing
CP points 71/71 (1 from the quirk)
36 for +3 core attributes
8 for Veteran
5 Zealot
1 for aelph
21 for skills

Rosebud Hemingway

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Rosebud 1.jpg
Rosebud 2.jpg

Rosebud Hemingway was decanted in the postwar years to be one of the new generation of Seraphim to lead the Federation to greatness. In Atziluth Academy she developed a close friendship with Maria Huxley, star pupil and Jovian fangirl, whose fascination with the losing side of the war deepened into apologia and then obsession. Eventually, Maria was quietly removed for therapy, and came back happy, well-adjusted, and committed to the ideals of the Federation. Rosebud found this intolerable. Her grades declined, and after a violent post-graduation misadventure saw her committed to Federation jail, she escaped and fled the Solar System entirely. She found her way, or was led, to Neo Jove.

Rosebud fights for the creation of a free aleph nation around Saturn, where the 'new race' of aleph-capable Seraphim can seek their own destiny. The Federation itself she finds detestable, a honey trap that tricks and enslaves her people to the husk of the old world. On the Haydée, she is intensely protective of Avonlea, who she sees as the light of a new generation of free Seraphim.

Genotype: Seraph

Attributes

Physique: 3+2 [6CP]
Wits: 4+2 [10CP]
Intellect: 4+1 [10CP]
Clarity: 4 [10CP]
Perception: 4+1 [10CP]
Charisma: 3+1 [6CP]

Pluck (Crusader?): 1 [5CP]
Aleph: 3+2 [6CP]

Skills

E-War: 1 [1CP]
Fieldcraft: 1 [1CP]
Gunnery: 2 [3CP]
Gunplay: 1 [1CP]
Mechanic: 1 [1CP]
Melee: 2 [3CP]
Pilot: 2 [3CP]
Zero-G: 1 [1CP]

Traits

Adventurer [5CP]
Rival: Maarrriiiieeeee [+5CP]
Quirk: Gunpla addict [+1 CP]

  • Morrigan -2SS Huxley Custom: Modified and hand-painted from the base RG Morrigan kit.
  • MS-10X Virago Bradamante: A Virago customised with a variety of prewar equipment, with intent to produce 'the ultimate antebellum machine'.
  • Adamant Knight 'Zainas': From the obscure ZR Chronicles animated mil-fantasy. No major modifications, but painted to reflect wear and tear.

Bonuses

Melee Attack: 8
Electronic Attack: 6
Ranged Attack: 7

Kinetic Defense: 7
Energy Defense: 8
Melee Defense: 7
Electronic Defense: 5

Command: 9

Aleph Powers

High-Level Control
Newtype Flash
Peak Senses
Spatial Awareness
Trick Shooting

Experience

  • The Great Train Robbery: +1 (1)
  • The Beginning of the Dawn of the Awakening of Neo-Neo-Neo-Jove: +1 (2)
  • Heir to the White Throne: +1 (3)
  • GM Jack: +1 (4)
    • Mechanic 1: -1 (3)
  • The White Ghost: +1 (4)

Avonlea Montgomery

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Avonlea Montgomery was brought to term in a medical institute on Siluria-3 Colony and adopted by Akira Montgomery and Bellmary Testarossa. Although a Seraph, her origin and that of the rest of her genetic material is unknown. Her parents, both former SIA officers, were loving but fervent and her path towards the Neo-Jove insurgency began naturally through various linked youth groups before progressing to recruitment into their elite training academy. While her results in other areas are very good, she was most noted for her extraordinarily high Aleph potential. However, her parents' objections prevented her from being drafted as a minor into Neo-Jove's frankly suspect Aleph studies programs although no doubt various people in white coats are keeping an eye on her. Her sensitivity subconsciously draws her to others like herself, manifesting (among other things) as starry-eyed admiration of her "senpai" on the Haydée, Rosebud Hemingway.

  • Young, immature and also Seraph
  • Squeeze the triggers with straightforward feeling!
  • Onee-sama is so cool!

Exp: 6/5
Kills: 0
Assists: 1
Other

  • 1 train, lots of train people

Attributes

Physique: 3+2 [6CP]
Wits: 3+2 [6CP]
Intellect: 4+1 [10CP]
Clarity: 3 [6CP]
Perception: 3+1 [6CP]
Charisma: 4+1 [10CP]

Pluck (Heavy Sleeper): 1 [5CP]
Aleph: 6+2 [21CP]

Skills

Computers: 1 [1CP]
Fieldcraft: 1 [1CP]
Gunnery: 1 [1CP]
Gunplay: 1 [1CP]
Uchuu CQC (Melee): 1 [1CP]
Pilot: 1 [1CP]
Zero-G: 1 [1CP]

Bonuses

Kinetic Defense: 5
Energy Defense: 4
Melee Attack: 4
Melee Defense: 4
Gunnery: 4
Electronic Defense: 3

Command: 10

Quirks (+2CP)

Onee-samaaa~!
On file with white coats.
Neo-Jove Jugend with heart of pink.

Aleph Powers

Empathic Detection
Enhanced High Level Control
Limit Break
Mind Trick
Enhanced Newtype Flash
slot

Mobile Suit

MS-12NJ Virago II+

Benjamin "Ben" Adams

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Ben Adams was born one after the First Neo-Jove War to William and Katherine Adams on the world of Alpha Centauri. For the first seven years of his life Ben lived with his family on the family homestead on the Neo Buena Vista Valley, and then came the Alpha Centauri War. During the mad dash to evacuate the world Ben became separated from his mother and ended up alone in a refugee camp on the world of Novo Petrograd until his father, now a member of the Free Alpha Centauri Militia, found and brought him to the military camp set up onworld. Raised in the camps alongside other “military brats”, Ben found a natural attribute for piloting and was a quick study in learning both the operation and maintenance of the Free Militia’s various mobile suits. During that time he listened to the exploits of Max Goto during the Second Neo-Jove War and committed himself to becoming a mobile suit pilot. His natural abilities earned him an early induction into the Academy where he passed at the top of his class and earned the chance to join Major LaCroix’s new 404th Squadron. Still young, idealistic and impressionable, Ben believes in liberating his home to prove himself a capable mobile suit pilot in a battlespace increasing dominated by genetically “superior” transhuman genotypes.

  • Son of Alpha Centuri
  • Blue hair
  • Possibly wears glasses
  • Might be getting cocky

Genotype: Grounder

Attributes

75/75

Physique: 3 [6CP]
Wits: 3 [6CP]
Intellect: 3 [6CP]
Clarity: 3 [6CP]
Perception: 4 [10CP]
Charisma: 3 [6CP]

Pluck (Second Wind): 0+4 [0CP]


Skills

E-War: 3 [6CP]
Fieldcraft: 1 [1CP]
Gunnery: 3 [6CP]
Gunplay: 1 [1CP]
Mechanic: 2 [3CP]
Melee: 2 [3CP]
Pilot: 4 [10CP]
Zero-G: 1 [1CP]

Traits

Idealist [5CP]
Hotblooded [0CP]
Quirk (Volunteer Spirit!) [+1CP]

Bonuses

Melee Attack: 5
Electronic Attack: 6
Ranged Attack: 7

Kinetic Defense: 7
Energy Defense: 7
Melee Defense: 8
Electronic Defense: 6

Command: 6

Experience

5

Mobile Suits

MS-12 Virago II "Katherine"

Kills

2 WRM-177 Asukas
WRM-166 Weissritter/Hylas WR

Zeus ty-Rain II

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Zeus ty-Rain II was raised as a scion of the House of the Eagle from the lineage ty-Rain, second of his name and heir apparent to the leadership of a circle of rarefied true S-class transhumans. As he grew up, Zeus had only three companions: the tutors meant to mould him into the epitome of transhuman excellence, the handful of batch survivors his age but most of all Rhea, his younger sister. He excelled with terrifying determination in all manners, even displaying a rarefied Aleph potential, and was likely to become an INTACT Lictor before even reaching his mid-twenties.

Instead he became an adventurer traveling the outer systems and fighting in brushfire wars. He eventually found himself embroiled in an affair between the Solar Federation and colonists, and perhaps more out of pride and challenge-seeking than good sense, sided with the colonists. That they won was more a consequence of the poor state of the Federation forces on the frontier and internal conflicts between INTACT and the regular armed forces than his own wit and skill, but he felt compelled. Overnight, he was transformed from a mere princely mercenary to a revolutionary icon.

As punishment for his actions, his sister Rhea has been put under house arrest and the House of the Eagle has effectively disowned him. Some Engo who resent the growing power of the Seraphim and their own shrinking status silently support his actions, although he has made an enemy of his house and in particular his childhood friend and the fiance of his sister Abelio de-Gemein, of the House of the Wasp.

Genotype: Engo

Attributes

75/75

Physique: 4+4 [10CP]
Wits: 3+2 [6CP]
Intellect: 3+2 [6CP]
Clarity: 3 [6CP]
Perception: 3+1 [6CP]
Charisma: 5+1 [15CP]

Pluck (Mama Bear): 1 [5CP]
Aleph: 4 [10CP]

Skills

Appearance: 1 [1CP]
Conspiracy: 3 [3CP +3 XP]
Leadership: 2 [3CP]
Expression: 1 [1XP]
Melee: 2 [3CP]
Pilot: 2 [3CP]

Traits

Char Custom [5CP]
Rival: Abelio de-Gemein [+5CP]
Quirk: Aspiring Poet [+1CP]
Quirk: Pride [+1CP]

Aleph Powers

Limit Break [2AP]
Newtype Flash [2AP]
Spatial Awareness [2AP]

Bonuses

Melee Offense: 7
Ranged Offense: 4
Guided Offense: 5

Kinetic Defense: 10
Energy Defense: 7
Melee Defense: 7
Electronic Defense: 3

Command: 13

Experience

Experience Gained/Spent/Unspent (4/4/0)

  • Session 1 (1)
  • Session 2 (1)
  • Session 3 (1)
  • Session 4 (1)
    • Conspiracy 3 (-3)
    • Expression 1 (-1)

Kazimir Sukhoi

Meia.jpg
  • Second Coming of the Nightmare of Draconis
  • Brynhild 5
  • Memory Clone
  • Veteran
  • Photograph doesn't match the official histories

Genotype: Alpha

Attributes

Physique: 3 [6 CP]
Wits: 3 + 1 [6 CP]
Intellect: 3 + 1 [6 CP]
Clarity: 3 + 1 [6 CP]
Perception: 3 + 1 [6 CP]
Charisma: 4 [10 CP]
Pluck: 1 + 2 [5 CP]
Aleph: 0

Traits

Veteran [8 CP]
No Such Thing As Overkill [5 CP]
Char Custom [5 CP]
Quirk (A whole new wo-man) [+1 CP]

Skills

Pilot: 1 + 1 [1 CP]
Gunnery: 1 + 1 [1 CP]
Command: 1 [1 CP]
Melee: 1 [1 CP]
Electronic Warfare: 1 [1 CP]
Gunplay: 1 [1 CP]
Conspiracy: 2 [3 CP]
Streetwise: 2 [3 CP]
Mechanic: 2 [1 CP]

Bonuses

Melee Offense: 5
Ranged Offense: 6
Guided Offense: 5

Kinetic Defense: 5
Energy Defense: 6
Melee Defense: 5
Electronic Defense: 5

Command: 9

XP

Total: 3 XP

2 XP spent: Mechanic 2