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  #1  
Old Nov 26th, 2020, 05:10 PM
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Likely Suspects

Here's where you can post character sheets. I have 'pirated' this code from Inem, used in his Pirate Fate Game, because I absolutely love a well formatted table! I tweaked it a bit to fit Bulldogs as well. The code is behind the spoiler, and an example sheet is included below.

Ask in OOC if you have any questions.


 


Example:
Alex Ivanovich / Marisuvian
FATE POINTS: 3 REFRESH: 3
ASPECTS
High Concept/Aptitude: He used to be part of the Bratva gang, disassembling stolen ships and other shop tasksEx-Bratva Chop-Shop Grease Monkey
Trouble/D Class: Won't tell a lie, not even half truths. He also has no filterBrutally and Unapologetically Honest
Background:He's a history buff, well tuned to several cultures and histories, which sometimes helps him understand things but also makes him pretty quirkyVersed in the Eclectic
Background:He's travelled a lot of space, and been almost anywhere. So there's connections and complications pretty much anywhere as wellI Know This Neighborhood
Captain:Because he's so honest, the Captain subconsciously avoids him. It's nice for staying off the radar, but not when you need to know what's going on or it's paydayCaptain? Captain Who?
Berth:He has a huge crush on Z, which is one of the few things that actually shuts him up. In fact, in damn near shuts him down when she's paying attentionZ Makes Me Tongue-Tied
Berth:R00-TR, the ship's robot, seems to despise organics. He's probably going to be the death of each of us.R00-TR Will Kill Us All
Species Abilities
Use Athletics instead of Resolve when testing against fatigueMarathon Training [-1]
Gm can compel once per session - Insatiable when it comes to material possessions and acquisition of statusPsychological Weakness [+1]
When using storytelling in a conversation, gain +2 on Rapport maneuversNarrative Communication [-1]
SKILLS
Superb (+5)
Great (+4) Engineering
Good (+3) Resolve Shoot  
Fair (+2) Haggle Systems Physique  
Average (+1) Athletics Pilot Empathy Contacts
STUNTS
Can freely declare that any Contact from a Contacts roll is also a Marisuvian. Furthermore, gain +1 to any social rolls when interacting with another MarisuvianThere's a Familiar Face
Can perform makeshift repairs or construction without the proper tools, and gains +2 to Engineering when doing so.Jury-Rigger
When you bluntly apply your mind to a problem over time, you gain +2 to resolve for doing soCeaseless and Tireless
MINOR STRESS
[ ] [ ] Angry
[ ] [ ] Winded
MAJOR STRESS
[ ] [ ] Stunned
CRITICAL STRESS
[ ] [ ] Broken
Debt
1[x] 2[x] 3[x] 4[x] 5[x] 6[x] 7[x] 8[x] 9[x] 10[ ]
GENERAL CONSEQUENCES
(Armor-mild)
(mild)
(moderate)
(severe)
ARMOR (If Applicable)
[ ] Antiquated "Second Skin" Vac Suit and Harness - Mild Consequence
SHIELD (If Applicable)
[ ] [ ] [ ] [ ]

INVENTORY
Armor/Shield
Item
Light Armor with Enviro-Suit Upgrade*Antiquated "Second Skin" Vac Suit
 
 
 
 
Weapons
ItemTier
Standard Class D Pistol Light
 
 
 
 
Tools
Item
Marked as property of the Bratva gang, but useable as portable toolkit. Aspect Upgrade. +1 Engineering upgrade*Bratva Stamped Portable Repair Kit
 
 
 
 
Flavor/Other Items
Item
Deluxe Sized Hip Flask
 
 
 
 

Notes:
  • Keep your "Captain" and "Berth" Aspects open for now, at least until we establish our Captain. Then you can create that and attach to two other PCs.
  • If your skill corresponding to a stress track (see the following), or a Species Ability that affects your stress track/consequences, you will need to add additional boxes to account for that. Physique of +2 or better gets an addition stress box for Winded. Resolve of +2 or better gets an additional stress box for Angry. Resolve or Physique score of +4 or higher (either) gets an additional stress box for Stunned.
  • If you have Armor, add a line in the Consequence area for the appropriate amount (your armor pick will tell you which). If you do NOT have armor, or do NOT have shields, strike that heading out (but don't remove it).
  • Items purchased with Gear Points may have Aspects (purchased Armor and Weapons have Aspects, Shields or Tools only do if you purchase that upgrade). Mark them with an Asterisk (*) if they're an Aspect. Use [TT=X]X[/TT] tag to note upgrades. Any other items you want to mention that are either flavor or attached to a high skill (but didn't come from Gear Points -- so maybe a light weapon, or basic tool, etc.) should just be listed normally.

Last edited by kdtompos; Nov 29th, 2020 at 11:18 PM.
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Old Nov 30th, 2020, 10:25 PM
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Character Sheet
Shōri Ha-kata / Hikari
FATE POINTS: 3 (5) REFRESH: 3
ASPECTS
High Concept/Aptitude: Invoke: "Witness my warlike, worldly-wise ways!" / Compel: "I see my reputation precedes me..."Business and/or Pleasure: Hightailed Hikari for Hire
Trouble/D Class: Invoke: "I see my reputation precedes me!" / Compel: "Tell me I can't do it. One. More. Time."Everybody Wants to Rule the Multiverse
Background:Invoke: "Sometimes, battles are won by sheating one's sword." / Compel: "Emotion is weakness, and weakness is the enemy."I Wanna Know What Love Is
Background:Invoke: "One must be willing to pillage, for power and prestige..." / Compel: "What is a person, without his principles?"To Forge A New Path, One Must Burn A Few Bridges
Captain:XX
Berth:Invoke: Shōri sees The Abbot's sordid but accomplished past as something to strive towards as well, and seeks to up his game whenever the utility bot is involved. / Compel: Shori's laser-focus on The Abbot's opinion of him makes him overlook... other things.The Bunny Must Save Face Before the Bot
Berth:XX
Species Abilities
Swordplay is a revered skill to the Hikari - a physical expression of their warlike culture. Once per conflict on a successful melee hit, spend a fate point to add three shifts to the hit. This stacks with any other damage increasing stunts for Weapons and counts as the same scale.Strike to the Heart (-1)
Though the Hikari Imperium has long faded away, its brutal legacy lives on. The character suffers a –1 penalty when making social interaction rolls with characters of a species other than her own. In addition, a Hikari may use Intimidation no matter what the power imbalance in the situation is.Menacing Legacy (+0)
Hikari have sensitive ears that pick up even the faintest sound. Their ears are lined with tiny hairs that are sensitive to faint changes in air pressure. Any scene aspect that restricts vision or other senses must directly block this additional sense or the aspect can be ignored.Timpanic Senses (-1)
XX
SKILLS
Superb (+5)
Great (+4) Fight
Good (+3) Athletics Physique  
Fair (+2) Command Rapport Stealth  
Average (+1) Contacts Empathy Haggle Survival
STUNTS
When you succeed with style on a Fight attack and choose to reduce the result by one to gain a boost, you gain a full situation aspect with a free invocation instead.Heavy Hitter
+2 to overcome actions with Athletics if you are in a chase across rooftops or a similarly precarious environment.Hardcore Parkour
Debt
1[x] 2[x] 3[x] 4[x] 5[x] 6[x] 7[x] 8[x] 9[x] 10[ ]
GENERAL CONSEQUENCES
(mild)
(moderate)
(severe)
MINOR STRESS
[ ] Angry
[ ] [ ] Winded
MAJOR STRESS
[ ] [ ] Stunned
CRITICAL STRESS
[ ] [ ] Broken
ARMOR (If Applicable)
[ ]
SHIELD (If Applicable)
[ ] [ ] [ ] [ ]
INVENTORY
Armor/Shield
Item
Shōri's scabbard activates an energy shield when needed.Light Shield
 
 
 
 
Weapons
ItemTier
slightly curved, totally deadly.Tritanium Monoblade Heavy
 
 
 
 
Tools
Item
XX
 
 
 
 
Flavor/Other Items
Item
Environmental Protection only; decorated with flowers and hikari in various "states"Kimono Vac-Suit
basically a Babel fish and communicator?Ear Worm
 
 
 

 
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Last edited by ElderOblex; Dec 13th, 2021 at 10:08 PM.
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Old Dec 1st, 2020, 01:27 AM
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Roki (Lucky) / Zephron
FATE POINTS: 2 REFRESH: 3
ASPECTS
High Concept/Aptitude: Expert of all the science that uses drugs to soothe the savage beast.I can't find my rolling papers under all these damn diplomas!
Trouble/D Class: Apex predator with an insatiable curiosity and hunger.This curious bird-brain is top of the food chain.
Background:The thrill is in the hunt.Stalking prey is therapy for Theropods.
Background:The least you could do is wash your appendages.I've seen my world destroyed by a virus.
Captain:
Berth:(Gerald Cranks)Science and engineering go together like alcohol & bad decisions.
Berth:TBDTBD
Species Abilities
The ferocity of an 'unarmed' Zephron is legendary. Zephrons are armed with teeth and claws that are the equivalent of light weapons.Natural Weapons (-1)
The Zephrons are unparalleled at finding nearby prey. When the target of a tracking attempt is within 5 miles, you may reduce the difficulty to track the target by two shifts.Psychic Tracking (-1)
Zephrons have the ability to change the colors and patterns of their skin to blend in with their surroundings. They gain a +2 to all hiding-related Stealth checks.Chameleon (-1)
This species is particularly susceptible to disease, as witnessed by the devastation the Ghost Virus caused on their planet. Members of the species suffer a –2 penalty when attempting to resist the effects of diseases.Disease Vulnerability (+1)
When moving as part of another activity, a member of this species may move one additional zone for free in a conflict.Extra Speed (-1)
Zephrons can leap prodigious distances. Members of this species gain a +2 bonus to overcome obstacles with Athletics while jumping.Leap (-1)
Zephrons are hard-wired predators, and have a tendency to view others as prey. The GM can compel this attribute as if it were an aspect once per session. If the player wishes to avoid this compel, she must spend two fate points to refuse.Psychological Weakness (+1)

SKILLS
Superb (+5)
Great (+4) Science
Good (+3) (+2 hide-related)Stealth Fight  
Fair (+2) Larceny Physique Survival  
Average (+1) Provoke Shoot Systems Rapport
STUNTS
You can use modern drugs to get someone going in combat. Once per session, inject someone with your special cocktails to make a Science overcome roll against a difficulty of Good (+4). If you succeed, you give them two free fate points, usable only during this conflict. If you succeed with style, you give them an additional boost. If you tie, you give them one free fate point. If you fail, they take 2-stress hit. Once the encounter ends, if they spent any of the free fate points you gave them, the character takes teh consequence 'Exhausted' in their lowest available consequence slot.Booster
Once per session, when you spend a fate point to make a declaration based on your knowledge of absurd science, you can create an aspect with two free invokes on it related to your declaration.Weird Science
MINOR STRESS
[ ] Angry
[ ] [ ] Winded
MAJOR STRESS
[ ] [ ] Stunned
CRITICAL STRESS
[ ] [ ] Broken
SHIELD
[ ] [ ]
Debt
1[x] 2[x] 3[x] 4[x] 5[x] 6[x] 7[x] 8[x] 9[x] 10[ ]
INVENTORY
Armor/Shield
Item
energy shield looks like a puka neckless.Light Shield
 
 
 
 
Weapons
ItemTier
Natural weapons. Tail is probably bundled in there too.Teeth and Claws Light
 
 
 
 
Tools
Item
(a tricorder) A portable sensor-computer-recorder-analyzer-reference tool. Used for environmental scanning, data analysis, physical analysis, and recording data and light reading. "Tricerabox™ (Aspect: "Apex Zephron technology." Compel: hard to find parts. Invoke: Yes, it has that function somewhere.*)
 
 
 
 
Flavor/Other Items
Item
A blown glass bong with a broken base that has been "repaired" by gluing a Nobel prize for a new base.Galactic Nobel Prize Bong
 
 
 
 
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Last edited by Still_Pond; Jan 27th, 2021 at 01:24 PM.
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Old Dec 1st, 2020, 08:03 AM
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"The Abbot" / Reliable Industrial Machines model: U-P-48807
FATE POINTS: 2 REFRESH: 2
ASPECTS
High Concept/Aptitude: Invoke: "You're a beauty. What've you got under the hood?" / Compel: "We can't shoot it, it's a classic!!!!"Utilitybot with Ship-envy
Trouble/D Class: Invoke: "Actually, I think this leg might be an improvement on the standard issue!" / Compel "In hindsight, I don't think this leg is graded for cargo loading."Discontinued, Refurbished, and "Good Enough" Parts
Background:Invoke: "Actually, the high-class around here would probably prefer to dine at Botheby's." / Compel: "These newer models are all just shiny chassis and no class!"Used to be Luxury
Background:Invoke: "Actually, I think I might know a guy who can get us in." / Compel: "Say, wasn't you one 'em Collective bots wan'ed for that big heist a while back?"Sordid and Storied Past
Captain:XX
Berth:Invoke: The fighter-by-way-of-predator fighting style of Roki pairs well with The Abbot's gladiatorial teamwork experience when fighting side-by-side. Compel: BONK! Given their differences of origin, communication is key to avoid... mishaps...You Go High, I Go Low (Roki)
Berth:XX
Species Abilities
A robot’s mind is not fixed. They can be reprogrammed to perform other tasks. If an engineer spends a few days working on the robot, the engineer can completely rearrange the robot’s skill configuration with an overcome obstacle roll using Engineering against a Good (+3) difficulty, including completely removing a skill or adding new ones. A success with style means that the reprogramming effort takes much less time. The only restriction is that the robot must retain the same number of skill points. The robot can perform this task on itself but must spend a Fate Point to do so.Reprogrammable (-2)
Robots don’t sleep. If they have sufficient fuel or a recharge, they can continue working indefinitely, not counting wear and tear. Robots must spend some downtime defragmenting their systems, reinitializing their code, and recharging their batteries, but a robot can be considered alert at all times. Additionally, any task that would normally take a few days or longer takes only a day or two if the robot decides to devote itself to it full time.Never Sleep (0)
Robots don’t need to breathe. This means that they’re able to function in any atmosphere, even liquid ones, and are also unaffected by a complete lack of atmosphere.Don’t Breathe (-1)
Robots can operate easily in temperatures down to freezing and heat well above a biological comfort level. Extreme cold or extreme heat can still damage a robot’s parts by freezing its fluids or melting insulation or internal plastic, though. A robot can survive a vacuum indefinitely, although sudden decompression may cause damage. A robot cannot be affected by diseases or poisons that infect biological beings. A robot may ignore any environmental aspect that the GM decides would not affect a robot.Machine Resistance (–3)
With regular maintenance, a robot is effectively immortal. Robots are not affected by the ravages of age during play and could have been around for hundreds of years. Additionally, even a robot that dies might be rebuilt and revived given the right parts are recovered.Immortal (-1)
Robots are particularly vulnerable to electro-magnetic attacks. Electro-magnetic attacks against a robot are treated as if they were weapons of one higher tier than they actually are. For example, a medium electro-magnetic attack is treated as a heavy electro-magnetic attack.Electro-Magnetic Vulnerability (+1)
Robots cannot heal damage and must be repaired through Engineering. None of a robot’s consequences or conditions will recover without outside assistance. A robot’s conditions are different from an organic character’s. Instead of Winded, a robot has the condition Overheating. Instead of Stunned, a robot has the condition Rerouting. A robot can be jury-rig repaired using Engineering against a difficulty level equal to the consequence or condition being healed. Mild consequences and minor conditions have a difficulty level of +2 to repair and require overcoming an obstacle with Engineering; moderate consequences and maor conditions have a difficulty level of +4 to repair with Engineering; severe consequences and critical conditions have a difficulty level of +6 to repair with Engineering. A robot can also buy repair parts and services using its credits. A robot can mark one box of credits to buy materials to heal mild consequences and minor conditions. A robot can mark two boxes of credits to buy materials to heal moderate consequences and major conditions. A robot can mark three boxes of credits to buy materials to heal severe consequences and critical conditions. These prices can be negotiated with the Haggle skill as normal.No Natural Healing (+4)
Robots are treated like slaves or furniture in most parts of the galaxy. They aren’t considered to have free will, so most beings don’t care if they’re rude to a robot, and plenty of places have outright paranoia towards robots. Whenever you first interact with a new community (planet, space station, colony ship), roll one Fate die. On a (+), the community is friendly and welcoming to robots. On a (blank), the community is Suspicious of the Machines. On a (1), the community is filled with Anti-Robot Prejudice.We Don’t Serve Your Kind (+1)
Robots are often fitted with extra limbs to help them to do their jobs. Once per conflict, a robot with extra limbs can take two actions in a single round.Extra Limbs (-1 Optional)
SKILLS
Superb (+5)
Great (+4) Physique
Good (+3) Engineering Systems  
Fair (+2) Contacts Resolve Shoot  
Average (+1) Athletics Fight Larceny Pilot
STUNTS
You are incredibly tough, impossibly so. Once per conflict, you can defend from a physical attack with Physique so long as you rely on your sheer body strength to endure the blow.MADE OF STEEL
You know how to disrupt enemy sensors and jam weapon lock-on attempts. You gain +2 to defend against ship-to-ship attacks using Systems.MASTER JAMMER
GENERAL CONSEQUENCES
(mild)/armor
(mild)
(moderate)/armor
(moderate)
(severe)
MINOR STRESS
[ ] [ ] Angry
[ ] [ ] Winded
MAJOR STRESS
[ ] [ ] [ ] Stunned
CRITICAL STRESS
[ ] [ ] Broken
Debt
1[x] 2[x] 3[x] 4[x] 5[x] 6[x] 7[x] 8[x] 9[x] 10[ ]
INVENTORY
Armor/Shield
Item
[ ] Medium Armor, Aspect: I am a shieldIntegrated Armor
 
 
 
 
 
 
 
Weapons
Item
[ ] Medium Tier, Aspect: "Covering Fire!"Auto-Blaz Carbine
 
 
 
 
 
 
 
Tools
Item
Alt.Usage:Systems->PilotPiloting Interface Bypass
 
 
 
 
 
 
 
Other Items
Item
 
 
 
 
 
 
 
 

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Last edited by orcbane; Dec 7th, 2020 at 08:25 AM.
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Old Dec 1st, 2020, 02:48 PM
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-Gerald Cranks
-Marisuvian
-Junker/Scrapper/Salvager
An over the hill drunk that never made it out of the last dead end job he fell into after a long line of dead end jobs.

Aspects:
Main Concept/Aptitude: Over-the-hill, out-of-luck, Third-chance, junker/salvager.
Invoke: He's persistant and stubborn. Not afraid of hard work or getting dirty, and great at making things work with shoe-strings and bubblegum. He knows junk, he knows hardship, he's comfortable at the bottom.
Compel: The "over-the-hill" and "out-of-luck" parts are easy compels to bring on aches, injuries, or rough patches of luck when you need things to go right. Life just doesn't work that way for him. Never has.
Trouble/Class D: Cigars and alcohol. The only good things in life....unless he gets carried away. He turned to alcohol and cigars because they were readily available and within his budget.
Invoke: These are his motivation and method of relaxing/numbing the pain. When he doesn't over-indulge, he excels at things that might suffer from panic/stress.
Compel: Over-indulgence tends to make him sloppy and any 'repairs' he attempts suffer for it. Mechanically or socially sloppy, tends to get in other people's way trying to do his best but flounders.
Background/Heritage: Sink or Swim:
Invoke: He's good in a fight, tough, able to endure hardship, independent, etc. Invoke it for bonuses when the chips are down, he's being abused, or working on his own.
Compel: I might compel it to have him refuse help, preferring independence. Maybe he takes the rough and tumble path when words would've worked better, because that's all he knows. "What was that? Say it again to my face."
Background/Heritage Angry Ex-wife: He was married to a fellow engineer, both of them prodigies but what started as admiration for one another became a rivalry compounding other issues.
Invoke: He lost love once and won't suffer it again. He isn't a sucker for a pretty face or nice words, Isn't easily lured in by women or made to act out because of feminine wiles.
Compel: There's an angry rival somewhere out there that works for the 'Corporation' that could easily sabotage Gerald. Gerald tends to steer clear of Corporation presence.
Captain: Throw a tarp over it: Gerald tries to live up to the captain's delusions of far better employees so whenever he is working on something that's held together with duct tape and shoelaces and the captain enters the scene, he throws a taro over it or hurriedly hides his project.
Invoke: Because his projects might need to be hidden, he has built in fail-safes, redundancies or backup plans for when they go wrong.
Compel: Sometimes, things can't be easily jostled no matter how well-built they are. Some projects suffer from being hidden at a moment's notice, causing them to become unstable or dangerous when used.

Skill Pyramid:
Engineering (+4): He knows how to tear things apart
Haggle (+3): He knows what he's got and how much it sells for.
Physique (+3) If it ain't junk, he turns it into junk, Organic or not.
Survival (+2): Every try finding an Extrapolated Fusion Quadrinator in a stack of Half-cocked Kaliper-pumps?
Resolve (+2): He's been around a while and seen some stuff.
Fight (+2): When you grow up on your own in a rough part of the city, Ya learn how to fight back.
Athletics (+1): He climbs around old junk all day.
Pilot (+1): I've seen the controls and I know what they do.
Shoot (+1): Ya point the barrel at the target and pull the trigger, It's not that hard, right?
Systems (+1) He knows the inner workings a little bit.

Stunts/Abilities:
Stunts:
-Use Engineering instead of Physique when tearing through junk or salvage, because for you it's more about knowing where to break through than sheer force.Junk It!

-Use Physique instead of Systems when dealing with old or outdated computer systems. Just give it a little bump.Kick it!

Abilities:
-You know how to conserve your energy when undergoing lengthy athletic activity. You may use Athletics instead of Endurance when making tests against fatigue; in most other cases, you may complement any Endurance rolls with your Athletics.Marathon training (-1)

-Marisuvians are insatiable when it comes to material possessions and acquisition of status. The GM can compel this attribute as if it were an aspect once per session. If the player wishes to avoid this compel, she must spend two fate points to refuse.Psychological Weakness (+1)

-When a Marisuvian has the chance to use storytelling in a conversation, they gain a +2 to place a Rapport maneuver.Narrative Communication (-1)

Gear:
-Old but reliableTrusty wrench - named Lucille or Lucy for short.

Finishing Touches: 2 Refresh remaining?

 


 


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Last edited by kdtompos; Dec 10th, 2020 at 04:10 PM.
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Old Dec 6th, 2020, 02:26 PM
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Captain Cassandra Graef


Rich Kid Fresh Outta Arthropod Academy
Top of the class, along with all 276 of her siblings. Unusually strong competitive instincts and siblicide often ensure that only a handful of a brood this size survive into adulthood, but when you're incredibly rich parents buy off the academy, you all get participation-diplomas and captaincy of whatever available ship you choose. She has all the perks of someone who scraped and clawed their way to the top, without any of the confidence, experience, or grit that typically accompanies it. She has a lot to prove.
Invoke: She does still have some deep contacts and rich-kid resources that could be called upon, and an academy education opens doors, even if it wasn't fully earned. She knows the protocol, has the bars on her uniform, and enough of that optimistic naivety of youth to give it a shot.
Compel: The degree is joke though, and most know it. The reality she knows is a privileged one within the bubble of academia and wealth. She's also a large Arthropod in a galaxy of roughly 80% humanoids... so finding decent chairs and clothing that fits are a b****.
Untested, Unproven, and Unaware
Even the credentials she has aren't really earned, so she has no idea what she's doing. She's optimistic and naive, but has never actually done any of this type of work, never cut her teeth on true competition or hardship, and never had to critically think through the process. In fact, she actually CHOSE this assignment, because the concept of "Class D" has no meaning to her.
She saw a dossier that included a nobel laureate, a top-of-the line utility droid, an Hikari bodyguard of renown, and a mechanic with an unbelievable amount of experience, and thanked the suns for her incredible luck. Their ship, the TBD didn't even have any specs, which clearly meant that it was some manner of top-secret, experimental tech.
Invoke: They say ignorance is bliss, which is one of the few ways this could work out in her favor. If you don't know how bad things really are, you may panic less. She's also a relative nobody, which has its perks if you want to ignored or underestimated. The crew is also likely to get away with a lot of things she would normally disapprove of, if their clever, since she's so clueless of reality.
Compel: Far more options here. She has no true skills, no actual experience, no grit, no patience, and no idea what's really going on or expected of her. She makes ignorant blunders, but does so with the authority of one who was given incredible power. With great power comes something, something, something. I'm sure it's one of her pristine textbooks.
Delusions of Grandeur
This is the management style. She thinks this crew and position must be top of the line, and expects it to uphold that illusion. She will tolerate nothing less than prestige, high-efficiency, and impeccable performance. If you've been treated your whole life like a precious snowflake, then you expect the whole galaxy to conform to the weight of your incredible singularity. She is the best. This crew is the best. Everyone you encounter will undoubtedly acknowledge the same.
Invoke: She can probably make a good first impression, or talk a big talk since she actually believes this garbage. Maybe she'll help spring for higher quality gear, or lux lodging?
Compel: You'll be expected to look good, likely without the resources for that to be very likely to pull off. She'll turn her nose up at, well... ALL of the jobs that are considered Class D; and shady or undignified activity will need to remain covert even within the confines of your ship. And when you do finally undertake something, there will be no such thing as "good enough," which might as well be the true motto of Class D. You're happy just to survive or call it day - adequate is a high enough bar on its own.

Last edited by kdtompos; Dec 6th, 2020 at 10:21 PM.
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