Difference between revisions of "SRW Characters"

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'''Attributes'''<br>
 
'''Attributes'''<br>
Pilot: **** (6 points)<br>
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Pilot: ***** (6 points) (4xp)<br>
 
Mecha: ** <br>
 
Mecha: ** <br>
 
Newtype: X (two points spent)<br>
 
Newtype: X (two points spent)<br>
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Dark Secret: (3)<br>
 
Dark Secret: (3)<br>
 
Rival: (2)<br>
 
Rival: (2)<br>
 
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XP bank 4/4 spent <br>
  
 
Mecha: 13 point<br>
 
Mecha: 13 point<br>

Revision as of 17:44, 30 May 2009

Characters for FBH Robot Wars

Note: Hey guys, can people please stop taking expermental units right away? Thanks a bunch- FBH

Virgil Corvid

Concept: DNA Amalgam of Pilots

Player: Bossmuff

Bio: 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 liaison to the brass; brash scrapper Diarmid 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 pilots' 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 Diarmid'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 Academy, 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 counter-terrorism 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 minutiae 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…

Statistics:
Pilot: 2
Aleph: 5

Physical: 3
Command: 2
Rank: 2
Charisma: 1
Conspiracy: 2
Special Skills: 1 (Computer Systems)

Advantages:
Cybernewtype (2)
Special Patronage (1)
License Holder (1)

Drawbacks:
Rival (Classified) (2)
Dark Secret (Classified) (1)

Aleph Powers: Spatial Awareness, Newtype Flash, Peak Senses, Empathic Detection, High-Level Control, Telepathy

Mech: Medea (Modified)

Rank: 2 (10 points + 3 Special Patronage)
Melee: 4
Firepower: 3
Defences: 2
Speed: 2
Special: 1 (Aleph matrix), 1 (Electrified Tow-line)

Note: Aleph 4 rating and Classified Drawbacks with GM approval.

XP Log: 1 Aleph (Empathic Detection, Telepathy), 1 Special Skills (Computer Systems)

Theeka Abigale vos Karelo

Theeka1c.png

Concept: Ermine Princess

Player: Ralson

Overview: Theeka is a young radical parahuman resembling a female humanoid mustelid five and a half feet tall, with white hair and white fur everywhere but black at the tip of her tail, and in a domino-like mask around her eyes. She comes from a background of wealth and privilege, with a haughty mindset and a short temper. Her impressive natural talent is held back by a severe lack of patience and work ethic. Her lithe frame contains far more horsepower than it appears to.

Background:Theeka a secondary heir of one of house Auram, one of the twelve ruling families of Glakurant, a habitat of nine million beings orbiting Earth in geosynchronous orbit over the Atlantic ocean. The twelve families are descendants of a program to produce self-sustaining extreme transhumans eight decades ago, headed by the now legendary Alexis Engo. Glakurant had long been a radicalist enclave, and a center of research and biotechnology, and few other locales could have supported such an expensive endeavor without the support of a major government. The result was an impressive success on a limited scope. What was billed as a production line for A-class bioroids instead founded a small but, incredibly, self-sustaining population of S-class parahumans. Six small populations of animal-like creatures were cultivated before the program ran out of funds. As the creatures matured, they rewarded their investments, purchasing their freedom at exorbitant prices reflecting the program costs. Now free, the talented transhumans climbed the perilous social and economic ladder of Glakurant, and for the last half a century, they've served as its nobility.

Fears of out-of-control AI proved at least partially unfounded. The Engo parahumans can reproduce, but breeding S-class offspring is quite difficult, even with their resources. In theory, they should be cooperating to put themselves to work expanding into a true population capable of challenging the whole social order of Sol. In practice, the twelve families bicker and feud, and young heirs of good stock, like Theeka, are allowed to abandon the orbital enclave to risk their lives in everything from exploration to military service.

For a time, Theeka fancied herself a rebel from the circuitous politics of her wealthy home. The 'rigors' of being an S-class parahuman in the Sol military dissuaded her from this notion in half a month, and she remains in the military out of stubbornness and a hope that she will be able to prove her talents to her parents and those who fancy themselves her superiors. She is talented, to be certain, with incredible agility, dexterity, and reflexes. She has the potential to become a fearsome pilot, with hard work and dedication, which she simply does not have.

Stats:
Pilot: 3
Aleph: 2 (starting power: Spatial Awareness)

Physical: 3+2
Command: X
Rank: 1
Charisma: 3+1
Conspiracy: X
Special Skills: 2 (violin)

Advantages:
Skill Specialist: Melee (1)

Disadvantages:
Berserker (1)
Rival (House Myrael) (1)

Vehicle: Kamaitachi
Melee: 3
Firepower: 1
Defenses: 3
Speed: 5
Special: 2 (Aleph Matrix, Super Capacitor)

Deckard Maxwell

Concept: Cigar-smoking war veteran

Player: Singh

Overview: TBC


Stats 16 Points + 4 (from Veteran)
Pilot: 4
Mecha: 2
Aleph: 1 -1 (from Veteran) = 0
Physical: 4
Command: 2
Rank: 1
Charisma: 3 +1 (free bonus) = 4
Conspiracy: 3
Special Skills (Mechanic): 1

Advantages:
Combat Speciality: Anti-capital ship combat
Veteran: 0
Special Patronage: 1
License Holder: 1

Disadvantages:
Dark Secret: 2 (wanted for murder)

Mech:
Prototype Model XSC-154 – Experimental heavy anti-capital ship mecha.
http://img529.imageshack.us/my.php?image=hunchbackpi1.gif

10 MCP + 3 (from Special Patronage)
Melee: 2
Firepower: 4
Weapons Loadout:
1x Beam Megacannon
2x Railgun Autocannons (shoulder mounted)
1x Beam Cannon (chest/stomach mounted)
2x Power Claws
Defenses: 4
Speed: 2
Special: 1 (Anti-Cap ship Megacannon)

Adam Maryam

Player: Peel

Overview: Adam Maryam first saw action in the early days of the System War. He was a kind young man of the newest generation of transhumans, any many of his peers thought his temperament was rather unsuitable for a soldier. They were right, and by the end of the war, when he had killed hundreds of people as ‘untouchable’ Commander Maryam, the kind young man had become a callous killer.

Maryam is arrogantly assured in his genetic superiority over baselines, and regards equalitarian or liberal sentiments as needless and perhaps even dangerous relics of a former time. He also has little patience for notions of self-determination. Society should be controlled centrally by those most qualified to do so (i.e., the Solar Federation and people like him). His political convictions are kept mostly to himself however, save for a number private contacts with like-minded individuals that have been of mutual benefit over the decades and will perhaps one day bring about positive change in the world.

From baselines, he expects deference and if at all possible absence. Of his fellow transhumans, he expects nothing less than living up to the potential their modifications have granted them. Of fellow members of the military, he expects professionalism at all times.

Maryam is a handsome, bald and clean shaven man of Ethiopian stock.

Stats 16 Points + 4 (from Veteran)
Pilot: 4 (6)
Mecha: 2 (0)
Aleph: 0 (2) (from Veteran) = 0
Physical: 4 (2)
Command: 3
Rank: 3
Charisma: 2 (1)
Conspiracy: 4
Special (History): 1

Advantages:
Veteran: 0
Special Patronage: 1

Disadvantages:
Intolerant (uppity baselines): +1

'Vehicle: Medea Custom (+1 melee, +2 speed, +1 anti-bit mines)

XP: +2 from introduction arc, conspiracy +1 +2 from White Rose Kingdom arc, conspiracy +1

Ray Foulke

Player: Silence

A man with blond hair with sunglasses, and that wears a nice suit and tie. Currently assigned to the INTACT group as a civilian liaison from some of the forces working within the Federation government. There are rumors going around that he's spy from rebels to secret policeman sent to purge the unit. Whatever, you can't trust a person who wears dark sunglasses in a spaceship.

Attributes
Pilot: ***** (6 points) (4xp)
Mecha: **
Newtype: X (two points spent)
Physical: ****
Command: **
Rank: X
Charisma: ****
Conspiracy: ****
Special Skills: X

Advantages:
Veteran (0):
License Holder (1)
Patronage: (1)
Type Master: Aleph Pilots(1)
Type Master: Mobile Dolls(1)
Type Master: Mass Produced Suits(1)
Type Master: Gundams (1)

Disadvantages:
Dark Secret: (3)
Rival: (2)
XP bank 4/4 spent

Mecha: 13 point
MX-2 Levantine
http://srwog.velv.net/mecha_images/shurouga.png
Rank 2: 13 points
Melee: 5
Firepower: 2
Defenses: 3
Speed: 3

A one off test prototyped developed by the Solar Federation military during the War, it was determined that the unit was of limited use and was promptly forgotten amidst all the other abaddoned projects. The unique suit has been given to Foulke by his masters.

Susannah Raskanos

Player: Ent
Concept: Calm, cool, prodigy-ish pilot who is not an ace. Also, MIC links and Black hair.
Rank: Lieutanant
Age: 22

Overview:
The latest scion of a well regarded military family, Susannah is part of the latest generation of up and coming aces, a bridge between the veterans of past military actions and the inexperienced crop of new pilots who have as of yet little flying experience outside of simulators and training sessions and fewer kills . Calm and confident in combat, elegant and well mannered outside of it, and on the cusp of no doubt a meteoric rise to fame, Susannah is quickly making a name for her herself, and has won the minds and hearts of more than a few of her colleagues. Although still quite young, she has a decent number of kills on her belt already, and given her rapidly blossoming abilities, is no doubt set to accrue many more even in these relatively peaceful times.

However, not all is well with Susannah. From an early age she has been in contact with certain people, shadowy figures that she has increasingly recognized are no doubt highly ranked figures within the military and political establishment, particularly those in the payroll of certain powerful defense contractors. Ever since she has joined INTACT, ever since she has begun earning recognition for her talents, ever since she has of come of age she has been running what is essentially espionage duties for them, breaking into sensative areas, recording information, giving it to who knows where for processing. In that service to her shadowy masters, Susannah has been suspecting that more than a few details are being kept away from her for a while now, and she has come into enough tidbits of information about her very own birth that is cause for alarm, with implications that her patrons can potentially revolutionize the current social structure that places transhumans in Susannah's class as a powerful but small elite at the very top of the Federation's hierarchy. Thus Susannah is now walking a fine line between service and resistance to these hidden and no doubt influential figures, and it is something that she can only hope she can get out of in one piece.

Abilities:
Pilot: 3(-6)
Aleph: 1(-2)->2
Physical: 4(-2)
Conspiracy: 2(-2)
Rank: 2(-2)
Charisma: 4(-3)
Command: 2(-2)
Special Skill:
Chess: 1(-1)

Advantages:
Special Patronage(-1)

Disadvantages:
Code of Honor(Good Behavior)
Dark Secret 2
Rival 2

Aleph Feats:
Spatial Awareness

Mecha: Not-so-stock Odysseus:
Melee: 3
Firepower: 2
Defences: 3
Speed: 2
Special: 3 (Scarlet Curtain ECM field)

Enrique Santiago

Player: OmegaPaladin

Enrique was born to a family of low-grade humans in a former SIA state. Baselines, but quite dedicated and skilled, they could have risen in the ranks of society but for the Exam. The local civil service treated his family like trash. It wasn't that they actually had a horrible life, but that they could hardly even open a business or take any kind of leadership role. Transhumans continually treated them as a lower class of person. It wasn't until Enrique took the Exam, and scored very high, that he gained respect. He joined the military, hoping such an institution would be better. It was not, though he refused to be corrupted. He led a skilled squad of normals to victory over pirates, and his promotions came quickly. He does not desire to eliminate transhumans (evil as well as hypocritical) or hate transhumans if they treat normals like people, but he also cannot tolerate bigotry.

Aside from his driven nature, he is a likable pilot who looks out for his friends. He appears to be a Filipino man in his mid twenties. He wears glasses, though only for reasons of style, and wears his black hair long.


Pilot - 3 (6)
Machine - 2 (free)
Aleph - 0
Physical - 2 (free)
Command - 4
Rank - 2
Charisma - 4
Conspiracy - 1
Advantages
License Holder - 1
Special Patron - 1
He has his own connections
Disadvantages
Dark Secret - -1
Intolerant - -1
Arrogant Transhumans infuriate him. He has demerits on his record for fights over this issue, and he once challenged a superior officer to a duel after she started complaining about a baseline standing in her way.

XP - 2 points

Mecha

Hector 008L (10+3) Image w/o missile backpack
The Hector began as a famous black project during the System Wars. The SIA poured their resources into creating a specialized commander suit. The unit was superb in combat, but it was quickly rejected by SIA commanders. The superhuman aces of what would become the Sol-Fed seized on the unique appearance of the suit, and made it their first target. Commanders wishing for a higher life expectancy stuck with the command variant of the Morrigan mass-produced suit. After the war, the suit was utilized by the Sol-Fed to some extent under the designation "Hector" The 008L variant was produced fairly recently, and features improved sensors, a customized rifle, and hardpoints for a backpack missile system.

Melee 2
Plasma Bayonet
Firepower 4
PRIAM HV Rail Rifle, Submunition Missile System, Plasma Array Missile
Speed 3
Standard booster system
Defenses 3
Standard plating, passive ECM jammer network
Special 1
Extremely advanced sensor system