Difference between revisions of "SRW 2.0 Characters"

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Disadvantages:<br>
 
Disadvantages:<br>
 
Code of Honor(+5 CP)<br>
 
Code of Honor(+5 CP)<br>
Rival 2: 6<br>
+
Rival: 2 (+6 CP)<br>

Revision as of 11:51, 18 July 2009

Character bios under the new system go here.

Virgil Corvid

Concept: DNA Amalgam of Pilots
Player: Bossmuff

Total Points: 100

Race: S-type: Seraph (+2 Physical, Aleph; +1 Education, Smarts, Charisma, and INTACT Rank)

Career: INTACT Censor (+5 Aleph Power Points, +1 INTACT Rank)


Stats:
Pilot - 5 (15)
Aleph - 8 (2+6, 21)
Physical - 5 (2+3, 6)
Smarts - 6 (1+5, 15)
Education - 6 (1+5, 15)
Charisma - 3 (1+2, 3)


Specialties:
Smarts: Multi-tasking – 1 (1)
Education: Computer Systems - 1 (1)
Education: Alien Technology - 1 (1)
Rank: INTACT - 4 (2+2, 3)
Command: Mecha Squadron - 3 (6)
Conspiracy: Seraphim Program - 2 (3)
Conspiracy: Data Networks - 2 (3)
Tuneup: Engineer - 3 (6)


Extras:
Cybernewtype (4)
License Holder (4)
Dark Secret (+3)
Rival (+6)


Aleph Powers: 23 (18+5)
Newtype Flash (Free)
High-level Control (Free)
Peak Senses (1)
Spatial Awareness (2)
Empathic Detection (1)
Telepathy (3)
Electrokinesis (8)
Body Control (3)
Telepathic Scan (4)
Free Points: 1


Dryad

Mech: Dryad

Rank: (14 points + 3 Special Patronage)
Melee: 4
Firepower: 3
Defense: 3
Speed: 4
Special: 1 (Aleph Matrix), 1 (Electrified Tow-line), 1 (Aleph Bits)

Character Description:

The Virgo Wing made its name in the System Wars, like most famous examples of that era, by dying. Before their fatal emergence, they were an elite squad of combat suits, specializing in brutal, heavy-hitting tactics. They were mostly known for their teamwork – both their impressive coordination in battle, and their extreme personal dysfunctions outside of it. Conflicts ranging from petty rivalries, political differences, and romantic competition over the team’s single female member (who, complicatedly enough, eventually became squad leader) were thought to translate into deadly tactics, killer instincts, and the occasional act of merciless violence.

The wing consisted of Valerie Haven, the only female member and its eventual leader, a dutiful and charismatic soldier; The educated and reasonable Henry Kay, a sound tactician and the team’s liason to the brass; brash scrapper Diarmud Wilson, a hotshot with a strong affection for Valerie; pilot and mechanic Leroy Spears, Valerie’s on-and-off boyfriend; and the troubled Nathan Short, who specialized in hard-hitting close-combat.

Their act of fame, however, came from their final mission, where they were sent to prevent a devastating doomsday strike by League officer Lucille Vachelli, the pilot responsible for the war’s first colony drop. The resulting conflict – later referred to as the Wells Conflict - ended with the narrow aversion of utter destruction, but also in the mutual destruction of both Vachelli and the entire Virgo Wing. Only Haven and Spears survived, but both were severely injured in both mind and body. Valerie never recovered from the accident, and slipped into a permanent coma after three months in a mental health facility, after which she was euthanized. Leroy, not wishing to be near his damaged lover, took retirement to Earth’s Great Britain due to permanent injuries; he was found dead not six months after Valerie, stabbed in his home by a League sympathizer.

And that is where the pilot’s stories ended, with little fanfare. Their names were recorded on the Geneva Icon of Peace, the war monument in the capital; a statue was build in Diarmud’s hometown of Copenhagen in his unit’s honour; a thesis or two were written by International Relations graduates for their doctorates. But Virgo Wing had another act to play out, behind the curtain.

After the Wells conflict, the pilots’ remains were collected by the Sol-Fed military, and transferred to a group of scientists who had been monitoring the group’s missions. Their funerals were closed casket, with the official line being that there were no remains found. Valerie’s remains were turned over to them as well, and with Spears looking to live a long if sedentary life, was quietly assassinated with evidence planted to implicate League agents. His remains were finally brought to a remote facility, where the scientist had gathered all of the remains and implants left of the Wing – and their recorded brain-scans, kept from early on when they were selected for the project.

Over the course of years, the Scientists used the DNA, scans, augments, and even whole limbs in an intensive and unprecedented reconstructive process. Using cutting-edge technology and other samples collected from a wide range of pre-selected subjects, they generated something new – a single, sentient entity, composed of the genetic material of over a dozen individuals, and data from Virgo Wing’s brain-scans and cranial implants coupled with various combat algorithms. The subject – dubbed ‘Virgil’ as an ironic joke – was completed five years after the death of the last Virgo Wing pilot, awakening to sentience in a cold laboratory surrounded by his creators.

Given the last name ‘Corvid’, after the late director who authorized the project, Virgil was put through an intensive education and development regimen, to evaluate his mental and physical potential. Tests were promising – he showed complete human intelligence, capable physique, and standard empathy. Even more remarkably, tests showed an unusually high Aleph capacity, resulting in abnormal predictive and perceptive ability. However, they also noticed several troubling personality traits: bouts of emotional intensity, unusual speech quirks, and a troubling ability to forcibly override his own instincts and emotions for no apparent reason. A few of his handlers noted a possible echo of the Wing’s internal conflicts and tendencies for brutality, but this was deemed within limits.

Virgil completed his final training normally, at the Mars War Acadamy, where he graduated with distinction as a Suit pilot. His heavy genetic augmentation and cybernetic implants placed him in the S-Class category, and a cover story of him being the son of a wealthy starship magnate placed him out of suspicion to most. His early missions showed promise, and he was quickly commissioned to the counterterrorism unit INTACT.

Virgil appears to be a Caucasian man in his late twenties, with thin chestnut-brown hair, and dark blue eyes. He also has what appears to be a form of chimerism – while his face is largely unblemished, his skin is a slightly lighter shade along his upper right jawline, running down his neck. His torso is a barely-visible cross-stitch of several subtle shades of skin. Like the condition, different parts of his body have different DNA – but rather than two fraternal patterns, Virgil consists of several, altered by modification to prevent organ conflict. He has one visible implant by his right eye, which resembles a small, metallic knob protruding from the skin just above it. He is a small-boned, wiry-looking man, with a long, smooth face extended by a slightly receded hairline – he further accents this by combing his hair back, making him look slightly unsettling. His long fingers and six-foot-five height further add to this. He has a precise, gentle voice, that raises to a firm clarity.

Virgil is aware of his nature, and can’t really see how it would be a problem. He is fascinated by humans and the kinship he has with them – he considers himself one of them in most senses, noting only a difference in ‘the configuration of the mind’. An educated man, he nonetheless revels in his eccentricities – commenting blithely on various minutae that catch is interest. He is profoundly curious, to an almost oblivious degree at times. In combat, he tends to develop strange fixations on opponents, and favours a quick, unrelenting brutality.

As a member of a secret project, Virgil has a wealth of insider knowledge regarding certain clandestine channels within the government – most notably the ones used to create him. His rank is partially obtained through his founders’ influence, and it’s unclear on just what he knows. His strange mannerisms tend to obfuscate him, and his motivations…

Y.G. Ash

Colonel Y.G. Ash of the Tartarus Defense Force, League of Outer Stars

A man in his mid-30s, Colonel Y.G. Ash hails from the Tartarus colony around Beta Coma Berenices, a League of Outer Stars world. INTACT currently has little information about him, though intelligence reports note he is rumored to be something of a loose cannon, but one known for accomplishing his mission.

Player: Shrike

Grounder Human (+1 Physical)
League Battlemanagement Director (+2 Command: AI Mecha, +3 Rank: League)

Character Points: 100

Stats

Pilot - 4 (10)
Aleph - 0 (0)
Physical - 3 (2+1, 3)
Smarts - 4 (10)
Education - 4 (10)
Charisma - 4 (10)

Specialties

Physical: Big Guy - 1 (1)
Rank: League - 7 (4+3, 10)
Command: AI Mecha - 6 (4+2, 10)
Command: Warship Command - 4 (10)
Command: General - 4 (10)
Conspiracy: League Intelligence - 3 (6)
Conspiracy: Nuclear Weapons - 2 (3)

Extras

License Holder - 4
Fan Favorite - 6
Adventurous - +3

Aleph Powers

None

TS Requiem for Aldebaran

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The TS Requiem for Aldebaran, a Seyfert-series FOV

The Requiem for Aldebaran is a standard League Seyfert series Forward Operations Vessel, and having entered service five years ago she has made a number of deterrant patrols throughout the border worlds. Primarily a frame carrier, she has ample hangar space for Raptors, though the pair of turreted beam cannons give her some intrinsic anti-ship firepower. Local defense against enemy frames is by multi-missile packs and concealed laser emitters.

She is currently under the command of Colonel Y.G. Ash and has been deployed on a special mission to track down the INTACT star cruisers Calais. INTACT intelligence gives a high probability rating to the Requiem having been armed with several nuclear warheads as special ordnance.

Hydra Battlefield Control Frame

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The prototype Hydra Type-D mobile armor

The Hydra is the latest word in League battlespace control and dominance, or will be once the design is finalized. A three-man mobile armor, it is equipped with a deadly array of semi-autonomous attack drones and a scattering defense shield. However, its primary role is to support League automated frames in combat, to which end it has a sophisticated mainframe and communication suite to augment their onboard tactical calculation and network systems.

As the Hydra is still in the development stages, not all of its systems are operating at full capacity, or even fitted.

Points: 16 (-5 for Mobile Armor, +1 from Rank)

Melee: 0
Firepower: S4 (heavy beam cannons)
Defences: 4
Speed: 3
Special: S5 (Drone bins x2, Raptor control system, scattering overshield)

'Integrated' Raptor Automated Frame

INTACT intelligence sketch of the 'Integrated' Raptor

Recent INTACT operations in the border worlds have demonstrated the inferiority of the standard Raptor against the new generation of mobile suits being deployed by the Federation. To that end, a number of upgrade programs have been instituted. One of these had produced the 'Integrated' Raptor automated frame, a direct upgrade of the Type-2 production model. Three of these have been assigned to the Requiem for testing.

Points: 11 (+1 from Rank)

Melee: 2
Firepower: 2
Defences: 2
Speed: 3
Special: 2 (Integrated Neurocircuit AI, Cloaking System)




Ray Foulke

Pilot: 9 (7+2) 28
Smarts: 6 (5+1) 15
Physical 6 (3+3) 6
Education 6 (5+1) 15
Charisma 6 (5+1) 15
Aelph 0 (1+1-2) 1
Command: 4 (3+1)(Mecha Squadrons) 6
Conspiracy: 3 (spymaster) 6
Conspiracy: 3 (Infiltration) 6
Tuneup: Crack Pilot 1



License Holder 4
Type Master: Gundam 3
Type Master: Aelph Pilot 3
Type Master: Mooks 3
Type Master: Mobile Dolls 3


Bonus:
Veteran +1 Pilot, Plus 1 Command
Intact Lictor: +1 Pilot, +1 Charisma and +1 INTACT Rank.
S-Type Transhuman: 3 bonus to Physical and a +1 to Smarts, Charisma, Education and Aleph.
Disads
10 Dark Secret
6 Rival

Bio and Descriptor: Sunglasses

Susannah Raskanos

Player: Ent
Type: Seraph type Superior Transhuman
Career: INTACT Lictor
Rank: Lieutanant

Pilot: 6( 5+1, 15 CP)
Aleph: 5(3+2, 6 CP)
Physical: 7( 5+2, 15 CP)
Smarts: 5(4+1, 10 CP)
Education: 5(4+1, 10 CP)
Charisma: 8 (6+1+1, 21 CP)
Rank: 4(3+1, 6 CP)

Specialties:
Command - Mecha: 3(6 CP)
Command - General: 2(3 CP)
Pilot – Mecha Melee: 2( 3 CP)
Pilot – ECM & Sensors: 2(3 cp)
Conspiracy - Seraphim: 3(6 CP)
Smarts – Chess: 1

Aleph Powers:
Spatial Awareness: 2
Telepathy: 3
Empathic Manipulation: 4
Empathic Detection: 1

Tuneup:
Crack Pilot x 3(6 CP)

Advantages:

Disadvantages:
Code of Honor(+5 CP)
Rival: 2 (+6 CP)