Astrea
Astrea
Astrea is a former 'ideal mercenary' produced by one of many isolated colonies claiming allegiance to the Ultimates faction, who left her home and signed a less than advantageous deal with an unscrupulous mercenary company. After she refused to renegotiate her contract at the end of her 10 years of service, she her memories from her time with the agency were completely excised. As a consequence, she psychologically reverted to a somewhat childish and immature mindset, but retained her fearsome combat abilities and high-spec custom Morph.
Her current personality is rather idealistic and strong-willed, preferring to face problems head on and show the enemy her conviction instead of pursuing things from a shady angle. She is honest to a fault and unfailingly noble, and her recovery by Firewall has made her especially loyal to the organization.
Plot Points:
- Lucrative mercenary contracts are pouring in from the mesh, from people she's never met. Should we take them?
- Defending someone from a mugger has revealed a key figure in her past. Who is this mysterious person?
- Other copies of Astrea show up, many of them less gentle or honorable, with the goal of taking her out. Who is the original?
- A mission requires an infiltrator to pose as a French maid. Guess who has to fill in...
- Beach episode! While the Reaper is cheating at volleyball, one of the biomorphs is drowning! Guess who has an oxygen reserve...
Character
Name: Astrea
Background: Isolate
Faction: Ultimate
Morph: Steel
Gender Identity: Female
Actual Age: Late 20s?
Current Moxie:
Rez Points: 9
Motivations:
- + Serving Firewall
- + Hunting TITANs
- + Hunting Exhumans
Damage and Stress
Damage: 0
Wounds: 0
Stress: 0
Trauma: 0
Armour (Energy/Kinetic): 35/28
@-Rep: 80
C-Rep: 0
E-Rep: 0
F-Rep: 10
G-Rep: 0
I-Rep: 40
R-Rep: 5
Stats
MOX: 3
TT: 8
LUC: 40
IR: 80
WT: 13
DUR: 65
DR: 130
INIT: 100
SPD: 2(1)
DB: 6
Aptitudes
Total (Base/Morph)
COG: 10/15
COO: 20/25
INT: 15/15
REF: 20/35
SAV: 15/15
SOM: 10/40
WIL: 20/20
Skills
- COG (Default 15)
- Academics: Astronomy 50 [45]
- Academics: Physics 50 [45]
- Hardware: Robotics (Steel Morphs) 65 [60] (75 [70])
- Infosec 60 [55]
- Interest: Spaceship Models 55 [50]
- Interfacing 55 [45]
- Profession: Culinary (French Cuisine) 55 [50] (65 [60])
- Profession: Squad Tactics 50 [50]
- COO (Default 25)
- Infiltration 65 [60]
- Kinetic Weapons 85 [80]
- INT (Default 15)
- Art: Dance 50 [50]
- Language: Japanese 85 [85]
- Language: French 55 [55]
- Language: English 55 [55]
- Perception 50 [50]
- REF (Default 35)
- Fray 95 [80]
- SAV (Default 15)
- Intimidation 70 [70]
- Kinesics 60 [60]
- Persuation 70 [70]
- Networking: Autonomists 45 [45]
- SOM (Default 40)
- Flight 90 [60]
- WIL (Default 20)
Traits
- Ambidextrous (Level 1)
- Modified Behavior (Encouraged, Hunt Exhumans)
- Neural Damage (Synaesthesia, Sound as Colors)
- Real World Naivete (Reverted to childlike mentality, despite combat abilities.)
- Edited Memories (Erasure of all memories from 10 year contract as mercenary.)
- Black Mark (Level 1, Hypercorps; Project Ozma hates your guts.)
Gear
- Credits: 12800
- Smart Clothing
- Smart Material Teddy Bear (Is it a panda?!)
- Ushanka (Currently worn by Panda)
- Plush Headcrab, Singed (Oh no! I wish we could have kept it.)
- Tools (kit)
- Backup Insurance (mod)
- Programs
- AR Illusions
- Facial/Image Recognition
- Firewall
- Tactical Networks
- Standard Muse
- Synthmorph Combat Armor (Light) (w/ Fireproofing, Lotus Coating, Offensive Armor, Refractive Glazing, Thermal Damping)
- (19/12)
- Body Armor (Heavy)
- (13/13)
- Helmet (Full)
- (3/3)
- Guardian Nanoswarm Hive
- (2x) HR Pistol (w/ Extended Magazine, Gyromount, Smartlink)
- 95 (DV 2d10 +4; AP -12; SA,BF,FA; 15/52/90/120; 60 Rounds)
- (400x) Armor Piercing Rail Pistol Rounds
- (1x) French Railgun Machinegun (w/ Smartlink)
- 95 (DV 2d10 + 8 ; AP -7; SA,BF,FA; 150/600/1,500/3,000; 75 Rounds)
- (150x) Rail MG Rounds
- (400x) AP Rail MG Rounds (DV -2, AP +5)
- (1x) Heavily Modified Railgun (w/ Smartlink (Still Encrypted), Flash Suppressor)
- RMG Mode: 85 (DV 2d10 + 8 ; AP -7; BF,FA; 150/600/1,500/3,000; 50 Rounds)
- RMSR Mode: 85 (DV 2d10 + 10 ; AP -12; SA; 270/600/1,650/3,450; 50 Rounds)
- Overcharge Mode: 85 (DV 2d10 + 15 ; AP -12; SA; 150/600/1,650/3,450; 50 Rounds)
- (150x) Rail MG Rounds
- (400x) AP Rail MG Rounds (DV -2, AP +5)
ID Notes:
Backup Notes:
Morph
Type: Steel
Visible Gender: Female
Visible Age: 17
Description: A relatively normal-looking girl in her late teens with blonde hair and blue eyes wearing a pair of cybernetic 'headphones'. Her arms and legs are clearly cybernetic, but have a rather elegant Art Deco look and are composed of brassy-looking alloys. Her fingertips end in steel tips and have slightly hollow recesses at their ends, while her legs appear to be almost entirely tubular, without much of a 'foot' sticking out from their ends. Her torso is generally covered in a smart fabric bodysuit that emulates the appearance of a retro-classic school uniform, and dons additional clothes over when outside of combat.
Aptitude Max: 30
Speed Mod: 2(1)
Movement Rate: 8/36 (Walker), 16/56 (Ionic) and 12/56 (Thrust Vector)
Durability: 65
Wound Threshold: 13
Morph Bonus
- COG: 5
- COO: 5
- INT: 0
- REF: 15
- SAV: 0
- SOM: 30
- WIL: 0
Traits
- Striking Looks (Level 2)
- Tough (Level 2)
- Social Stigma (Clanking Masses, Negated by Mask)
- Uncanny Valley (Negated by Mask)
Implants et al
- Basic Mesh Inserts, Cortical Stack, Cyberbrain
- Enhanced Hearing, Enhanced Vision (+20 Perception)
- Chameleon Skin
- Muscle Augmentation (+5 SOM)
- Neurachem (L1)
- Anti-Glare (No glare penalty. Sunglasses that pop out through the 'ear pods'.)
- Access Jacks
- Mnemonic Augmentation (Memories can be made into XP.)
- Hardened Skeleton (+5 DUR, +5 SOM)
- Oxygen Reserve (May 'give' air through mouth.)
- Reflex Booster (+1 SPD)
- Medichines (Heals 1d10 Damage and 1 Wound per hour.)
- Nanotats (Face and body; Blue lines appear during Neurachem L1, and ear pods glow orange.)
- Scent Alteration (Smell relatively nice.)
- Ionic, Thrust Vector, Walker (Thrusters in legs and shoulders; Shoulder units retract.)
- Hidden Compartment, Shape Adjusting (Wrist guns firing through fingers. All ammunition is stored in... places.)
- (4x) Cyberlimb+ (+5 SOM, Max 10)
- Pneumatic Limbs (+20 Freerunning, +1d10 Unarmed DV,)
- Structural Enhancement (WT +2, DUR +10)
- Synthetic Mask (Head and torso only.)
- (2x) Weapon Mount (Concealed; Forearms.)
- Lidar, Radar
Muse
Name: Justice
Personality: Merciless but understanding. Thinks gambling is stupid.
COG: 10
COO: 10
INT: 10
INT: 10
REF: 10
SAV: 10
SOM: 10
WIL: 10
TT: 4
LUC: 20
IR: 40
Skills & Notes
- Academics: Psychology 60
- Hardware: Electronics 30
- Infosec 30
- Interfacing 40
- Programming 20
- Perception 30
- Research 30
- Profession: Accounting 60
- Profession: Security Ops 40
- Profession: Smuggling Tricks 40
- Profession: Squad Tactics 40