For a long time Humanity continued doing the things it did best... Consuming, breeding, and generally ignoring the consequences of their actions. We did great things, we launched terraforming probes, we made leaps in medicine, architecture, and in all things beautiful. Still in the end all the beauty in the world cannot free us from the consequences of our actions. Prices were paid, blood was spilled, and reality came knocking. A slow war broke out, and like the fire that followed in it's wake, it consumed an already starving world. For 50 years world war III burned on, blood and death fueling the most beautiful and magnificent cities the world had seen. The war began to reach a pitch that began to bring people away from their simulated beauty, the war began to destroy what it had fueled. The shining cities began to burn.
In the last decade of the war we were saved by what the greatest scholars have called our greatest evil, our greatest taint, and our greatest weakness. Our ignorance saved us from death even as it damned us. The nations with the power to continue fighting realized that they couldn't end what they had begun, we desired to kill each other too much for that. The tools that our leaders had used to domesticate us would be the ones that we killed ourselves with, we were dogs choking themselves on their own collars. It is in the year 2174 A.D that the Technocracy known as the Church of the Virgin World came to power. The Church of the Virgin World had some of the most brilliant men the world had ever seen, and together they did something extraordinary. They disabled the weapons of nations with a single blow, using a system of satellites that were part of the civilian entertainment network. The technology made to keep secrets out of the hands of the enemy was used to create a peace, for the master stroke of the plan was that the Church of the Virgin World had an army of its own.
They did not burn, they did not kill, they did not plunder. They did something far worse, they patted us on the head and told us to go back to our rooms. They enslaved us with the chains of our own devising, our cities could not be maintained without the knowledge to do so, and most of those had that knowledge were employed by the Technocracy. We became servants to the technology that we created to make our lives better, or rather we became servants to those that still mastered the technology. For a while it seemed that the Technocracy would fall, resources were scarce and things simply could not go on as they were, but the Church of the virgin world had one last ace in the hole. The terraforming attempts made before the war had paid off, and thousands upon thousands were sent to colonies on mars, on the moons of Jupiter, almost everywhere in Sol had a little nook that could support life, even only with great difficulty. It took years, but Earth began to swell to her former glory, augmented by the resources from the colony worlds. The Church of the Virgin World used the colonies as a dumping ground for people that didn't fit into their regime. The protesters, the unwanted, the different, anyone the Technocracy didn't feel like dealing with got a letter congratulating them on getting to be part of a terraforming team.
In 2236 A.D the Church of the Virgin World Presented its third miracle. A quantum gateway, linked to a point roughly ten-thousand miles outside of Epsilon Eridani. They have yet to reveal the source of this miracle, and they have the only ships to navigate the gateway and survive. It was the perfect dumping ground, unless the Technocracy wanted to let a message through, the message would not get though. Terraforming was already underway on one of the more hospitable planets and it was only a matter of time before the first cruiser laden with bright eyed colonists went in, and they were given first class treatment by the Technocracy. The footage was paraded endlessly and more volunteers were called for, people daring to settle an entirely new solar system practically came running. The Technocracy used this to its advantage and slipped a few "additional" ships in, contents unknown.
In 2270 A.D as colonization began to peter out the Technocracy began a more, aggressive approach to colonization candidates. They decreed that earth, the world where life developed and thus the "Virgin World", should house such beauty and purity as to put the universe to shame. It sounded nice, and the Technocracy pitched as a way for the less gifted to have a real chance in life. What it meant was that anyone with a Deviation that the Technocracy did not approve of was subject to induction without choice into the Eridani colonization program. It was used as a tool for blackmail, maintaining political stability, and of course making sure that no one else knew a thing about the systems that supported their lives. The Technocracy gained nigh absolute power on earth, making sure that those who still had power not in their hands were too meek to use it. The omnipresent threat of being found victim of a Deviation kept everyone else in line, the Deviations are listed most everywhere and people are encouraged to report anyone they know that has one.
Deviation 1-3, External Deviations: Malformation, discoloration, etc.
Deviation 4-7, Mental Deviations: Stupidity or being a little to smart for comfort.
Deviation 7-10, Mental Deviations (Complex): Everything from OCD to Schizophrenia.
Deviation 11-14, Social Deviations: Alcoholics and druggies.
Deviation 15-18, Social Deviations (Violent): Rapists and thugs.
Deviation 19-21, Religious Deviation: Everyone who is not us, 19 is private practice, 21 is public with a following.
Deviation 22, Unspecified Deviation
Primary dice rolls in Deviation-22 are done on a twenty-two sided die, while a six sided die determines skill and attribute bonuses (see stats and skills). The lower you roll, the worse the effect. Bonuses can mitigate bad rolls, and they can turn good rolls into great ones, but it's important note that a 1 is always a 1. No matter how skilled or in how good a position you are, a 1 is always a catastrophic failure.
Example: Use the ship's external speakers to talk to the colonists. Attempt to get them to give me clearance to land.
1: You mix up the command sequence for activating the external speakers with the authorization code to launch a full spread emergency missile barrage. You fail to notice this until the colony bursts into light, your hopes of peaceful negotiations exploding in a cloud of burning ash.
2-3: You mix up the command sequence for activating the external speakers with the authorization code to arm and fire missiles. You catch it in time to realize what's happening, but the missiles are already armed and preparing to fire. You have about three seconds before diplomatic relations take a serious blow.
4-6: You turn on the external speakers and hail the colonists. Unfortunately you forgot to compensate for internal feedback. Your voice comes through in screeches and squeals, exuding all the diplomatic confidence of a handful of angry glass frogs being rubbed vigorously against a blackboard.
6-8: You get the speakers working and hail the colonists. You make your case in increasing superlatives, ladling on adjectives and emotional twangs, and turning what should have been a relatively straightforward request into the sonnet of a gratefully forgotten poet. Your clearance is denied.
9-11: You turn on the speakers and make your address. It isn't the best diplomatic speech every given, but it isn't bad either. No response comes back from the colonists, and you realize that they're deliberating on what to do. If you could give them just a little nudge, bribe or threat, that might be enough...
12-14: You turn on the speakers and read from your prepared statement. It isn't bad, it's a little wooden, but it's far from a political disaster. After a long, long moment, the colonists grant you limited landing clearance.
15-17: The speakers power on and you make your move. You speak well, and, despite speaking through several tons of steel and circuits, you sound genuine. There's a pause where you can tell the colonists are deliberating, but they eventually send clearance.
18-19: You make a few tweaks to the speakers as you power them up, just a minor shifts here and there, but the result is impressive. You speak with skill and authority, and the modification amplify that noticeably. The colonists grant you clearance.
20-21: You flick the speakers on and prepare to make your address, but something tells you to diverge from you prepared speech. You go with it. You speak, letting it flow naturally. You tell them a lot, not more than you should, but more than you intended. There is a slight pause when you finish, but landing clearance is granted, and you're informed that the colony leaders want to meet with you immediately.
22: You flick the speakers on and prepare to make your address, but something tells you to diverge from you prepared speech. You go with it. You speak, letting it flow naturally. You tell them a lot, more than you should have, more than you ever intended. You talk about your cause, your beliefs, and what you're willing to do to achieve them. You tell them everything. The result is astonishing. You're given clearance to land, but you can barely hear it over the clamor of people trying to establish some form of communications with your ship. A surprising number seem to be rabid about wanting to join you immediately, which is going to be difficult considering you don't have much in the way of quarters on the ship, or real need of colonists whose major skills include mining, mass food production, and animal husbandry.
The Tehnocrats (Aka, The Church of the Virgin World): The controllers, puppet-masters, and managers of the planets. The fact that they control technology is what makes them powerful, without their support entire worlds can go dark. Without their knowledge the gateway to Epsilon Eridani would be unable to be opened. Powerful friends, a pity their regime chafes.
The Unchained: The common name for the freedom fighters that have banded together to form a coordinated resistance to the Technocracy. They try and stay low, but actions on earth are difficult to keep secret. The unchained work together to try and find enough knowledge to take a modicum of control from the Technocrats, their aims are murky and probably far from noble but they'll help most of whatever hurts the Technocrats.
The Colonists: Voluntary colonists are a mixed bunch, some practically worship the Technocrats while others decided to become colonists because they want to get out of the Technocrats direct control. The average colonists are tough, rough, and used to doing what it takes to survive.
The Exiles: Those ripped from their homes by the Technocrats are in many ways more diverse than the Colonists. Some would gladly lick the boots of a Technocrat clean for a chance to be sent home, most, however, are much more likely to put a bullet through head of the Technocrat fool enough to visit an Exile colony.
The General Public: Most Grunt workers, low level technocrats, the majority of the population of the earth, and advanced colonists fall in here. The Church of the Virgin World keeps things in line nicely, and they just have to put in a good days work for what they need, citizens will often feel compelled by duty to defend the Technocrats. It's your religion, and it's your government, any good citizen would defend that... right?
Independents: Freedom Fighters that haven't been inducted into the unchained, criminals, private security forces, etc. These are the men and women who've rejected both the ideals of the Unchained and the Technocracy, they may align themselves temporarily or curry favors, but they owe their loyalty to neither side. Ranging from anarchist rebels without a cause, to crime barons with their own miniature empires, the Independents span the moral compass from every point.
The Father (The Immortals): An unknown variable in the Eridani conflict, the Father is as enigmatic as he is inhuman. His motivations are unknown, but his methods are ruthless, efficient, and deadly. The Motherless sons number both among his first creations, and his first enemies.
The Motherless Sons (The Conclave): ?
Name: Black Hack
Background: Black Hacks are people who've tried to find out a little bit more about the machines that keep them alive, without the technocrats blessing. They are generally gifted mechanics and while their actions are illegal, they are often well liked by the surrounding area. Their work with existing systems leaves them feeling a little helpless when they don't have a "canvass" of sorts to work with.
Affiliation: -1 Technocrats, +1 General
Skill Bonus: +1 Int, +1 to all repair checks, -1 to crafting checks.
Name: Courtesan
Background: Okay, if we aren't being politically correct, you're a rent-a-buddy. It's an odd job but it's one of the few professions left that's still always private. Your job is to make people feel at ease, at your most basic level you are an untrained psychiatrist. The Unchained often use you as a messenger thanks to your ready alibi.
Affiliation: +1 to the Unchained
Skill Bonus: +1 Empathetics, +1 to all Speech checks
Name: Grunt Maintenance
Background: You carry big heavy things, you set them down. People with more brains than you do stuff with them, you eat lunch. Repeat as necessary. All you really know about machines is that you aren't supposed to touch any of it.
Affiliation: +1 to Colonists
Skill Bonus: +1 Str, -1 Will, +1 one to anything requiring sheer brawn.
Name: Red Maintenance
Background: You pissed somebody off, maybe you looked at them wrong, or asked a question about what you were doing, whatever the reason you get the worst maintenance jobs. You're used to mildly toxic environments, low light conditions, and taking bruises, whatever the job needs.
Affiliation: -1 Managers, +1 Grunt workers
Skill Bonus: -1 Char, +1 End, +1 to Endurance saves
Name: Sympathetic Scanner
Background: You're a low level member of the Technocracy, you make a living making sure everyone else keeps their heads down and their hands in their own business. Of course, members of the resistance know that you hate your job and will overlook the odd thing or two. Still even though the freedom fighters like you the general public is still scared of you.
Affiliation: -1 General, +1 the Unchained
Skill Bonus: +1 Will, Gets a +1 modifier and an additional roll on any chance to detect a lie.
Name: Fabricator
Background: You're a curious soul, not a good trait in these times. Luckily you are a cautious soul as well, and have managed to keep your head down. You like to make things you can see and feel, computers leave you staring blankly while your little machines totter across the floor.
Affiliation: -1 General, +1 the Unchained
Skill Bonus: +1 dex, +1 to mechanical checks, -1 to all software checks.
Name: Freedom Fighter
Background: Okay, you aren't really the most important member of your organization. At all. Most of the time your Freedom fighting involves drinking alcohol with your buddies, and throwing objects at empty bottles down in maintenance. Still, you are loyal to your ideals and the Unchained only need to call and you'll answer.
Affiliation: -2 Technocrats, +2 the Unchained
Skill Bonus: +1 Kinetics, +1 Dex (Quick, Hide the beer!).
Name: Dealer
Background: You're a wetworks man behind a lot of the stuff that the technocrats don't like. You supply fabricators with gadgets, tell people how to contact a hack when they need one, and tell Sympathetic scanners where they need to take heat off the grid. You're a good person, but your work is dark and occasionally brutal, you protect your connections and sometimes it's either you or them. People tend to shy away from that.
Affiliation: -1 Technocrats, -1 General, +2 the Unchained
Skill Bonus: +4 to first strikes, +1 to lying checks, -1 Char
Name: (First and Last)
Appearance:
Gender:
Profession(See Spoiler Above):
Skills (See Spoiler Below):
Character Bio:
Stats,
Strength (Str):
Dexterity (Dex):
Endurance (End):
Charisma (Char):
Intelligence (Int):
Willpower: (Will):
There are three derived stats in D22, health, stamina, and energy threshold. Health determines how long it takes you to die, stamina determines you ability to perform intense physical actions and/or use psionics, energy threshold determines how much you can spend on any one psionic attack. You start with (40+7*END+3*WIL) max health, (40+5*END+5*WIL) max stamina, and (as long as you're psionic) an energy threshold of 15+3*Control. Regeneration for stamina is quick; you'll regain stamina equal to twice your stamina skill every turn. Natural health regeneration is slow, but psionic characters can regenerate health equal to 1/3rd of their endurance every turn as long as they are at max stamina. The GM will worry about these, you don't have to have them on your sheet.
You get 26 Points to spend on your stats, for every 3 points in a stat you gain a 1 in 6 chance to get a +1 performing a related ability. So if you had an 9 Str and punched someone and rolled a 4 you would have a 1/2 chance of making it a 5 instead. Where as with 18 Str you would get an automatic +1.
Strength: Increases you base power.
Dexterity: Hand eye coordination, sleight of hand, etc
Endurance: How well you shrug off damage.
Charisma: How convincing you are.
Intelligence: How well you brain, as well as your intuition.
Willpower: Detecting lies, resisting empathetics, as well as determining your psionic ability.
You get 7 points to spend on skills at the beginning. For every point in a skill you get a 1/6th chance to get +1 to affiliated rolls.
If you play as an Unchained character, a Technocrat renegade, or any form of character that could have been oriented prior to entering the game, you get an additional 4 points to spend exclusively on psionics. (See GM for details on this one if you're confused.)
Utility,
Talking: Talking is your basic front line diplomacy skill, used to get through general conversations without lying. Can be thought of as a more active version of Charisma. (Charisma)
Diplomacy: Sometimes the best defense is a good talk. Not often, but sometimes. The Diplomacy skill does just what it says on the tin, it increases your chances of successfully being diplomatic. (Charisma)
Gather Information: Gather information is something like talking, except that it also covers intimidation and interrogation. (Charisma)
Detect Lie: Detect lie is self explanatory, increasing your chance of seeing through another person's verbal deception. (Charisma)
Lying: Also self-explanatory, determines how well you can weave a verbal deception. (Charisma)
Observation: Observation determines your ability to see, search, and remember what you've seen. (Intelligence)
Medicine: Medicine is your collective knowledge of aid based skills, first aid, surgery, even restorative psychology. (Intelligence)
Intuition Intuition determines both how strong and how accurate your gut reactions are. (Willpower)
Mechanics Your ability to perform physical repairs on machinery, as well as your understanding of engineering concepts, is reflected in your Mechanics skills. (Intelligence)
Systems Manipulation Systems manipulation reflects your ability work with programs, VR, and most all software and software interfaces. (Intelligence)
Combat,
Mobility: How fast you can cover great distance or perform macroscopic feats of dexterity. (Dexterity)
Brawling: Brawling governs your damage in melee combat and the efficacy of your holds and grapples. (Strength)
Fire control: How well you can hold a gun on target, for both burst and full auto, is governed by fire control. (Strength)
Marksman: Marksman determines the effectiveness of your aimed strikes with any ranged weapon or object. (Dexterity)
Stamina: How efficiently you use, and how quickly you regain stamina. (Endurance)
Soaking: Damage reduction for the purposes of fall damage, environmental damage, and some melee attacks is governed by soak. Cripple resistance is also based off soaking. (Endurance)
Dodging: Dodging, stunningly, reflects how well you can avoid attacks. Primarily used for melee, but can be used to dodge ranged attacks with a high enough p.empathetics or p.kinetics. (Dexterity)
Fighting: Fighting shows how well you've mastered the art of fighting, whether through specific discipline or hard won street knowledge. Grants resistance to holds, trips, grapples, and most other special melee moves. (Intelligence)
Melee: Your ability to hit accurate in combat is defined by your melee skill, also governed is the chance to hit for most special melee maneuvers. (Dexterity)
Reflex: Timing, and, naturally, reflexes, are shown in the reflex skill. At the start of each combat round you get a bonus to your initiative equal to three times you reflex score. (Dexterity)
Finesse: Finesse determines your fine motor control and the general precision of your movements. Governs your chance to confirm a critical. (Willpower)
Psionic,
Active Kinetics: Active Kinetics skill governs the field of willfully effecting molecular movement without direct physical contact. Kinetics can pick locks, light fires, shear flesh, distort light, and manipulate any form of physical object remotely. (Willpower)
Passive Kinetics: Passive Kinetics is much like Active Kinetics, except that the uses of it are instinctive, automatic, and somewhat unreliable. Passive kinetics can slow or block incoming weapons fire, sense unseen changes in the physical environment, amplify strength, or even allow the user to attempt to dodge bullets. (Willpower)
Active Empathetics: Unlike Kinetics, Empathetics governs the willful manipulation of electrical fields and signals. Empaths can dive into computers, manipulate mental states and perceptions, disrupt energy fields and electrical equipment, and can attempt to completely dominate and enslave another's conscious mind. (Willpower)
Passive Empathetics: Like Passive Kinetics, Passive Empathetics is the instinctive twin to Active Empathetics. Passive Empathetics subtly influences how other perceive you, allows the brain to send signals to the body without being effected by neural lag, and grants a limited form of precognition by sensing electrochemical impulses in an opponents body before their muscles react. (Willpower)
Control: Control determines both how much energy you can handle at once, and how well you can cope with pushing your limits. Also determines how much stamina you reclaim after using psionic abilities. Essential for dealing with large amounts of energy without taking health damage. (Willpower)
The Psionics list once stood here, now I offer you this more detailed (and more up to date) version, housed on our wiki.Current players:
1.
Name: Dominique Wakeman
Appearance: A lean woman of average proportions. She's about twenty-four. Her hair is elbow-length and kept in a low ponytail, and her eyes are brown. One of them is usually bruised. Her skin is average in tone. She has a fair amount of scar tissue across her body.
Gender: Female
Profession: Grunt Maintenance
Skills: Stamina 4, Soaking 2, Melee 1, Passive Kinetics 3, active Kinetics 6, Active empathetics 3, Passive Empathetics 4, Control 2
Character Bio: Is earmarked as a Deviation for both Abnormal Strength and Violent Behavior, but is otherwise unremarkable. She does her job, and does it well.
StatsStrength (Str): 9
Dexterity (Dex): 3
Endurance (End): 10
Charisma (Char): 1
Intelligence (Int): 3
Willpower: (Will): 6
Affiliations: +1 the Unchained, +1 Colonists
Special: +1 to brawn checks
Perks,
Valkyrie: "Now awful it is to be without,/as blood-red rack races overhead;/is the welkin gory with warriors' blood/as we valkyries war-songs chanted.Effect: When performing healing rolls you gain a bonus equal to one tenth of their missing health to the sum of your healing your healing roll, in addition patients immediately lose the Mortally wounded effect while you are actively treating them (They will of course still die if they take damage, they just won't die at the end of a turn), however you also gain a -3 penalty when attacking enemy healers or patients.
Shows violent tendencies, possible colonization candidate if she becomes a threat to her management. May switch Wakemen to Red maintenence team for a few shifts to see if that will take her edge of.
2.
Name: James Evan
Appearance: A young guy, twenty-two, with golden-brown hair, pale skin, and mostly brown eyes with a little gray at the core of the iris.
Gender: Male
Profession: Sympathetic Scanner
Skills: Detect Lie 2 (Needed to pass by on his job) Melee 3 (He studies fighting), passive kinetics 5, Finesse 2, Brawl 1
Character Bio: Raised anti-Technocrat, although he disguised it as he entered college. Because he disguised it, he was hired early on by the Technocrats, he absolutely, absolutely HATES his job, and considers the Technocracy corrupt.
He privately worships a branch of the couple-hundred year old Episcopalian branch of Protestant Christianity. Naturally, this makes him a Deviation 19.
Stats:Str: 18. He had to be strong in his poor childhood, and he's only got more fit since then.
Dexterity: 0. Unfortunately, he's horribly, horribly clumsy.
Endurance: 3. He's pretty tough.
Charisma: 3. He's a nice guy and pretty charismatic.
Intelligence: 3. He is about averagely smart, just a little above.
Will: 9. He was fairly strong-willed before he got his hated job. His job made him even more so.
Perks,
Shadow: You got exposed to an experimental unchained piece of bio-tech used in interrogations, you survived but it had a lingering effect on your subconscious. Your subconscious is self-aware now, a second and more primal version of yourself.
Effect: Even without psionic training the shadow can block an incoming empathetic attack on a roll 4 or better. The shadow however will also increase your aggression and can occasionally warp your actions unless you can make a will save.
Harrowed: You endured torture, repeated, nasty, brutal, and thoroughly unconventional at the hands of the Technocracy. You lived, and what does not kill you makes your stronger. No dumb punk with a gun and an ego has a chance of staring you down now.
Effect: +2 to will saves against intimidation, +1 to intimidating people. You can't stand, or take part in, any form of torture however.
3.
Name: Tyrin Laveros
Appearance: A man in his youth, about nineteen years of age. His skin is a dark tone, complementing his hair and eyes. He sports a thin physique and an angled face, his nose is broken. He wears a blue wristband.
Gender: Male
Profession: Dealer
Skills: Detect Lie(3) ; Diplomacy (2) ; Intuition (1) ; Medicine (2) ; Passive Empathetics (4); Reflex(1)
Character Bio: Tyrin was born and raised knowing much about Society thanks to his family and friends, this society was organized, utilitarian and overall sound. It was a shame that it was led by much darker powers, as he discovered when 'accidentally' passing the "Employees only" line in one major corporation due to his intuition and curiosity. Luckily, being young, his excuses were valid and he was sent home with a red wristband, marking his misdemeanor. He painted it blue and decided to help out the victims of this 'Society', now knowing the truth that lay behind the mask.
Stats:Strength (Str): 3
Dexterity (Dex): 5
Endurance (End): 3
Charisma (Char): 4 (5-1)
Intelligence (Int): 6
Willpower: (Will): 6
4.
Name: Anna Witheld
Appearance: Anna stands at a standard 5 foot, 8 inches, has short, dark red hair and lightly tanned skin. She has a light smile, that seems to say that she always seems to know how to put you at ease, and has a smooth way of moving and talking when the need comes. Dresses up very well no matter the occasion, for some odd reason, even in military gear she looks nice enough.
Gender: Female
Profession: Courtesan
Skills: Talking 2, Diplomacy 1, Stamina 4, Marksman 1, Reflex 1, Active Empathetics 2, Passive Empathetics 1, Control 1
Character Bio: Anna is an agent for the unchained, using her people skills to get important people in the technocrat's administration system to talk about their problems at work, with other people, their orders, etc and then relaying this information to the unchained. She's been in this line of work for about 3 years now, and has been moderately successful in getting information and hasn't been caught once (which means that she's very successful overall considering who she's spying on). She joined the unchained when her family was taken away and split apart by the technocrats for various deviations, and she was luckily spared from the system as she was staying over at a friend's at the time, and had to live on the streets for awhile until she was recruited by the unchained. She generally has a calm and soothing manner, typical of one in her line of work, but can get quite passionate when she's riled up.
Stats:Strength (Str): 3
Dexterity (Dex): 3
Endurance (End): 5
Charisma (Char): 6
Intelligence (Int): 3
Willpower: (Will): 9
5.
Name: Ashley Fey
Appearance: Ashley's current body is tall, quite ironical as her last name means little, but with what fey had come to be known the last name is appropriate, the body is slim but compact, her hair is neck length and a striking violet colour. Further increasing her strange appearance, her eyes are two different colours, the left green, and the right crimson. Her skin however is not unusual, just pale and freckly.
Gender: Female
Profession: Fabricator
Skills: Mechanics: 4, Marksman: 2, Lying: 1
Character Bio: Ashley was always curious about the workings of machines and even created a few herself, including a gas propelled nail-gun, capable of propelling the 15 cm long nails at 500km/hour, leaving the muzzle at 3 shots per second, and she practiced with it a few hours every day, fearing the day that some-one would tip off the technocracy to her construction efforts. Eventually, she is not sure whether it was pot luck, or that the technocracy eventually caught up with her, but she was captured and used as an AI, when the voice finally freed her, she decided that she would fight for her own freedom, especially the freedom to create.
Stats:Strength (Str): 3
Dexterity (Dex): 7
Endurance (End): 6
Charisma (Char): 4
Intelligence (Int): 3
Willpower: (Will): 3
6.
Name: Toomas Amk
Appearance: a short, spindly, pale, almost malnourished-looking fellow, he sports an unevenly shaved head and face (hasn't even spared the eyebrows), and his most notable facial features are a set of droopy brown eyes and an aquiline nose. He appears to be covered in scars of many shapes and sizes (some of them even seem to form patterns), though these are mostly only visible when he is not fully clothed. His behavior is largely nervous and fidgety, and he is most certainly a highly conspicuous and suspicious-looking person.
Gender: Male
Profession: Fabricator
Skills:Soaking: 1
Mechanics: 2
Intuition: 2
Medicine: 2
Restructuring: 2
Growth: 3
Character Bio: when you look at Toomas, you get the impression that he is most likely up to something. This impression is mostly correct. Toomas' primary hobby just so happens to be what he terms "deconstruction and study", which essentially means he finds things - unattended, solitary things - reappropriates them, then deconstructs and studies them. He wonders about the past of a great many things, their evolution and history, their composition and character, and he most often extends his curiosity to both objects and people, frequently to an obsessive degree. As a result, he has few acquaintances, let alone friends, and an increasing tendency to rile up Technocracy operatives.
StatsStrength (Str): 0
Dexterity (Dex): 3
Endurance (End): 9
Charisma (Char): 0
Intelligence (Int): 9
Willpower: (Will): 5
ALR Broadbeam
Design Notes: The Modified broadbeam fires a horizontally expanding laser pulse, an effective close range weapon but the expansion of the 'blade' causes minimal cohesion at ranges in excess of 30'. Taric thinks that with a few components it might be possible to have the beam reach a lethal cohesion some distance after it is fired, allowing for lethal power at much greater distance. The integration of some simple electronics will allow for the Broadbeam to adjust the focal point to whatever target it is focused on, letting it strike out at extreme range.
Items Needed: Prisms, laser rangefinder, micro-servos, scrap metal, and a Modified Broadbeam.
Reactive Shield Armor
Design Notes: Standard shield armor is powerful, expensive, and difficult to maintain. It is also some of the best protection available to personnel against energy weapons. Taric made some last minute modifications to a suit and found a way to not only upgrade the field but also cause it to reflect the kinetic energy of a physical impact back to its source.
Items Needed: Heavy Capacitors, soldering station, superconductive wiring and Shield Armor
*My first RTD, so go easy on me.
One does apologize for the walls of text that attack from the spoilers.