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Old 11-09-2015, 07:11 AM
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Character Dossiers


Last edited by Hack; 12-02-2015 at 09:53 AM.
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Old 11-09-2015, 07:11 AM
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~ Under construction ~

-Charlie Simpson

left-aligned image
Age: 51
Gender: Male
Homeworld: Beaumonde
Occupations:
- Captain of “Charon’s Ferry”
- Ex-Independent Intelligence Officer

Overview:
Charlie Simpson. Wise-cracking soldier of fortune. Authority adverse rogue. Renegade intelligence operative. Smooth operator, cultured ladies’ man and an all-round big damn hero. Or at least he was some twenty something years and thirty odd pounds ago. Not that age has done too much to dull neither his wits nor his ego.

For a man that holds so many secrets, on the surface there seems to be very little mystery to your captain. Despite his appetite for travel and adventure, Charlie spent the first half of his life confined to his homeworld, Beaumonde. To those who remember their history, this heavily populated and industrialized rim world was at the heart of the Independent’s movement for the duration of the Unification War. Its extensive industries produced countless armaments, its grand orbital docks raised mighty warships and its proud citizens enlisted in the millions. Most importantly however, Beaumonde was the home to the Independent’s High Command, the nerve centre of the entire Independent war machine.

When the war inevitably came Charlie was quick to throw in his lot with Beaumonde. However donning the iconic Browncoat and jumping into the trenches wasn’t exactly a proper use of such an impressive man’s talents, at least not in Charlie’s humble opinion. Instead, he fought the secret war, the unseen battles. Sabotage, espionage, the supposedly glamorous spy game. As a Covert Intelligence Officer, his fellow Browncoats jokingly described him as the bravest coward they knew. Trading secrets instead of bullets. In the end though, Charlie’s efforts and along with the war for Independence were in vain. Such a profound loss was a sharp blow to Charlie’s once invincible ego. Who knows? Maybe he was an idealist, a true believer in the righteousness of his lost cause. Or perhaps he just cursed his poor judgement for throwing in the wrong lot. Now defeated, what was a man with countless shady contacts and covert skills supposed to do?

Alliance records are sketchy at best as to what exactly Charlie did after the war to occupy himself. Though if rumours are anything to go by, it was no less shady than what he was doing during his days as a covert agent. Even his current crew can at best only account for the past six years at most. For the most part he seems more docile than his glory days. Yet it is unlikely that Charlie Simpson is going to fade away just yet. The years have taken their toll, both physically and mentally, but the spark is still there.

-Abigail “Gail” Sanders (Player Character)

left-aligned image
Sheet: Link
Age: 26
Gender: Female
Occupations:
-First Mate

Appearance:
Abigail is a thin, good looking brunette with long hair. She has a soft face and usually sports a mix and match of various disheveled clothing articles. She is seldom seen not wearing her signature fingerless skeleton gloves. When she expects trouble, she wears her double shoulder holster and if trouble is really eminent she will also wear her Ballistic Mesh vest.

Personality:
Brave and Loyal, Abigail is a natural born leader. She might ruffle a few feathers, but she always manages to earn the respect of those she commands, because she is fair and would never ask them to do something she wouldn't do herself. However there is another side to her, sometimes, she can be too sure of herself, and due to growing up without a father she has developed a huge chip on her shoulder which makes her very susceptible to insults and sometimes prone to anger.

History:
Abigail was born on Beaumonde, to Eloise Sanders and an unknown father. Being only 8 when the Unification War started, she did most of her growing up during war time. As such, she learned to get by at a very early age. Helping her mother make ends meet with the war rationing, Abigail became an expert at stealing, foraging, bargaining and trading.

By the time the War ended, she was only 14 and not old enough to have had the chance to join with the Browncoats. The post war years were hard for the inhabitants of Beaumonde; the Alliance made the entire planet pay for being a hot bed of rebellion. Now a teenager, Abigail often questioned her mother about her father, wanting to know who the man was. All her mother had ever told her was that she had loved him passionately, but knew he was not ready to be a father when she fell pregnant and therefore had never told him he had a daughter. Frustrated, by the lack of answer, one night, when she was 18, Abigail harassed her mother with questions until the woman finally gave up a name; Charles Simpson. She went on to tell her daughter that she had lost track of him after he got involved in the War and wouldn’t know how to get in touch with him even if she wanted to.

Mad at her mother for having kept the truth from her for so long and at her father for having “abandoned” her, Abigail left Beaumonde to enroll in the Alliance Military Academy on Londinium. Military life agreed with cadet Sanders and she might have had a promising career in the Union of Allied Planets Navy, if she hadn't managed to get kicked out of the Academy a week before graduation for having punched an instructor in the face and broken his nose. In Abigail’s defense the man was a pervert and had tried to make a pass at her, but that side of the story didn't manage to sway the disciplinary comity, who still ruled she was to be expelled.

Now homeless and without a job, Abigail decided to put what the Navy had taught her to good use in the private sector. She served on different commercial ships for a time, making her way across the Verse until one day she heard of a captain by the name of Charlie Simpson who was looking to hire some new crew members. She went to meet the man in order to confront him with the fact that he was her father, but when she finally met him face to face, she choked up and almost lost the ability to speak. Thinking the young women had come to apply for a job Captain Simpson started interviewing her, and now feeling embarrassed for not being able to go thru with her plan Abigail acted as if she was really there for the job. Impressed with her resume, Charlie offered her a position on his ship and since she couldn't think of a reason to refuse, Abigail accepted. After working on Charon’s Ferry for a couple of months, Abigail managed to climb the ranks up to the position of First Mate, thanks to her natural skills, leadership and military background.

To this day, she has not found the courage to tell Captain Simpson that she is his daughter.

-Becca Arita (Player Character)

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Sheet: Link
Age: 31
Gender: Female
Occupations:
- Pilot
- Navigator
- Transport Specialist
- Gambler

Appearance:
Becca is quite beautiful and charming. Being of half Jamaican, half Japanese descent, she has the mixed skin color to match that just happens to have blended rather nicely in the genetic soup that is Becca. She has a tattoo of a pair of dice above her left breast with a ribbon around that says something in Latin. If asked, she says she doesn't remember getting that Tattoo, but smiles if the situation permits reflection. She also has a Tattoo of the name Bahati across her abdomen, and this is a mystery to everyone - save possibly someone she has been close to for a while.
She wears the latest is flashy spacer wear, or so she believes, and has even fell victim to the latest trend of holo garments such as scarves, wraps, and bracelets.


Personality:
Becca is fun loving almost always, and at times seems to have icewater in her veins when flying "her" ship through dangerous or questionable maneuvers. She loves to gamble, but somehow mostly comes out on top or at the very least breaks even with those who've played any games with her. She thinks of the crew as her family (most of them probably), and loves the thrill of the chase, and job, and living without knowing what's around that next world, or job. She has dreams of getting a better, and better ship to fly, and a nice nest egg along the way for which she can delve into for all the shiny and pretty things out there to be had.
Her current view of the 'Verse is that the Alliance should just go ahead and fold or go all in since their stack at the table is low. It's high time people like her had a say in how to run things. Although, if pressed she has no idea on how to run things. She is quite good with the three throwing knives she is almost never without. One in each boot, and a third on her hip in plain sight. Additionally, she carries a pistol out in the open in a shoulder rig, and when on a job that requires her presence, she carries a sawed-off shotgun in a leg holster at her right hand's fingertips.
She keeps an odd assortment of trinkets, and especially loves the dancing 'hula' doll replicas from 'Earth-that-was.' She's a sucker for them.

History:
Becca came onto the crew early on when the first pilot, or first list of pilots turned up all has-beens, or those with little to no skills at the helm.
Her past is one of jumping from ship to ship for a bit after the war, chasing the money at first no matter who was paying. But, this didn't suit her after a while, and she has found a home here, and likes it.
Prior to this, few know of her past, though most - if not all - of her shipmates do. She lied about her age, and joined up on the side of the Independents when she was only 16. Her father had a small shuttle company for the Lux system. Born somewhere out in the black between Pelorum and Persephone, she actually did spend a lot of her time around the piloting station and bridge of many a vessel. Her father was overprotective and kept her in his lap and then close by on many journeys among the worlds that orbit the protostar Lux. Her father stayed out of the war as best he could, but was pressed and forced into service due to the many ships of his business. Not wanting to choose sides, he worked openly for both, that is until the Alliance accused him of being a traitor just for starters and seized his business and all his assets - throwing him in prison. Military prison wasn't kind to him, and he died within a few months of being detained. Becca's mother became a recluse, working in a simple shop on Persephone to feed herself and her only child. Withdrawn and quiet, Becca's mother didn't even protest when she signed up to fly for the Alliance. Lying about her age when the war was in its 3rd year, she became a pilot navigator on a variety of medium-sized ships. Given her knowledge of the system, she was sent on many an odd voyage. This was when she reached out to the Independents and became an agent of sorts for them. She passed information as often as she could, and even flew a few missions for them when her Alliance time off allowed. Never caught, she was glad she had resisted the urge to fully join the Browncoats since she would have been tried as a traitor and quite possible been killed in that post war purge.

Role:
Becca is more than just a pilot. With her aerial and astro jamming and communication countermeasure training and experience during the war, she can get into, and through most any sat net, port lock, and ship tracking systems out there in the black. Her knowledge of port procedures, and the transportation business as a whole are an asset for the crew to get into almost anywhere and get the information on any job out there. Her strengths are her natural skills as a pilot and her experience and skills at Astrogation.

Other:
She's had a close lover, maybe two in the past, but now prefers to remain single, which... plays right into her flirtatious nature when dealing with the bureaucracy that is the transportation business.

-Marilou Arlette Victorina (Player Character)

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Sheet: Link
Age: 24
Gender: Female
Ethnicity: Caucasian & Chinese
Occupations:
- Ex-Corporate Spook
- Wetwork Specialist

Background:
Greed is good, but so is investment. Marilou Arlette Victorina is the victim of both mottos. Before she was picked up by one of the Blue Sun's corporate talent acquisition agents for their new private espionage training program, Marilou spent her days rummaging through trash in the alleys of one of the Core World planets. Marilou managed to spend three of the five years required to graduate in the program and become a fully independent agent for the Blue Sun before going AWOL in the middle of a warm up mission as part of the program. Her conscience, even if it became murky, won in the end. Losing herself in the crowded streets of the red light and gambling district, she's pissed off all the wrong people with connections.

The Blue Sun being a sinking ship was just a fruitful coincidence for Marilou. As the Blue Sun were too busy with bailing themselves out to actively search for Marilou, she took advantage of the situation and disappeared. She put her skills out to the highest bidder in the meantime, taking on contracts and bounties to earn a living. Without a guild or company to sanction her however, it was only a matter of time before someone wanted the triggerman - her in this case, dead and not whoever employed her.

So she disappeared once again, ending up in Charon's Ferry as hired gun this time. She works under the condition of no questions asked about her background.

Description:
Marilou is a lithe, short woman. Part of her experience as a spook has ingrained in her the need to always wear skin tight and unrestrictive clothing. She keeps her hair at least shoulder-length or shorter at all times, and ties her hair up when she's in a mission.

Because of her encounters with the mob and Blue Sun agents, she's developed a streak of mild paranoia and distrust when it comes to meeting people in-person. To that end, she'll often use cyberspace to communicate or pay an unsuspecting person to speak for her or pass along written messages. Never go without a proxy is her motto. She'll often be holed up in her quarters, never venturing out unless it's a job or for some deep physiological need. A true shut-in, she'll ask people to bring food and the like for her (she pays for it).

She'll let members of the Charon's Ferry in her room - and by extension, her bubble - but only those she trusts or figures to be harmless.

She'll take jobs on the side, if the price is right and her conscience doesn't scream at her. Her preferred distance and style is long-range, free to pick people off in the comfort of her bubble. That being said though, she is never afraid to get up close if the situation calls for it.

Motivation:
Drift with the crew, kill for cash, update my plan B list. Repeat.

Misc:
She has cybernetic enhancements applied throughout her body. She loves to eat just about anything, but has a particular fondness towards curry beef brisket. She works out and cleans her weapons and equipment when she's in her room, but sometimes she just... spaces out, for an hours at a time, just staring at the wall or ceiling.

Contacts:
The VOC: The VOC is not so much a person as it is a black market on the web, dealing anything and everything from contraband, slaves, weaponry, hit contracts and more through secured connections and anonymous identities. Nobody knows what the acronym really stands for, but access to the site is not well-known. It's from here that Marilou takes on jobs.
Sigismund Von Halstrom: An associate and former friend from her training days. Now he's trying to cash out on her contract.

-Chao Salamoa (Player Character)

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Sheet: Link
Age: 62
Gender: Male
Occupations:
- Doctor

Appearance:
Chao is a very slim man, one might even say skeletal, and with not much height to speak of he totals about 80 pounds. He likes to wrap himself in multiple layers of clothing, partially for warmth and also faint embarrassment of his off putting frame. Usually he wears some kind of long baggy pants, a loose brown sports jacket, and a scarf around his neck to top it off. He also keeps a cap of some sort over his balding head most of the time, at least when he leaves the ship. He never shaves but because of the way his hair grows this only leads to small patches of white fuzz here and there on his face. His eyes are gray and glazed, often found staring into space.

Personality:
Chao is a bitter, tired man. He thinks people are far to idealistic, always throwing around glittering generalities and stupid sentiments to excuse their idiotic actions. The war he believes was a prime example of this; people causing permanent damage to the universes order, getting tens or millions of people killed in a suicidal fight for what? Indepence, freedom, some vague sense of honor? Pretty words that people assigned ridiculous amounts of value. And look where it left everyone! Now the independents have nothing and the whole verse is on the brink of collapse! The government is balancing on one leg and the last thing anyone needs is for it to be pushed. Things are hard but resistance and bloodshed won't make them better. He's certain of it.

His decisions are pragmatic and reasonable, some have called him a coward, heartless, and much worse. He doesn't care, to those who know him he doesn't seem to care about anything. He seems to have no goals, beyond getting through his work days and retiring to his cabin where he can drink himself to a stupor. He must have some desire to help people though. He offers his services on every planet they land, often for next to nothing. Occasionally for literately nothing. Still it makes pretty good money overall, it must judging from the well stocked lab and the high quality booze he can afford.

History:
Chao was born on the wrong side of the right planet. That is, he was born on a core world, but not in the best neighborhood. His dad and mom worked side by side as dock workers in the space port; twelve to fourteen hours of strenuous labor a day, plenty of hearing damage, and crap pay. Still, they rarely went hungry, and they scrounged enough savings for the occasional luxury item. It wasn't a horrible life, there were some people on the rim who would call them all downright lucky. His parents were certainly content with their station, but they had bigger dreams for their child.

His mother knew very soon he was a genius, after all how many two year old's can speak in clear, complete sentences? With her homeschooling Chao was able to read by the age of five, and he eagerly devoured any book offered to him. Eventually his parents bought him one of those fancy, electronic encyclopedias; used, but still by far the most expensive thing they'd ever own. So he spent his childhood sitting on his bed staring at the screen with its endless pools of knowledge. He became a shut in, but this was actually encouraged by his parents, who didn't want their child wandering around a less then safe area unsupervised. He read about everything, but what really caught his eye was the medical info.

Even he had heard about it when the only free clinic in traveling distance had shut down, leaving his half of the city with no medical care. He thought maybe this was his destiny, to become the doctor who would take care of this small piece of the verse. Formal schooling he tried to achieve for a while, he filled out scholarships and even wrote personal letters to hospitals all over the planet. But this toiling bore no fruit for the young boy. Besides he didn't need schooling, he was confident in his ability, at the very least he could treat minor injuries and ailments. He had to be better then nothing, so why not just go for it?

It didn't take him long to find a 'certain individual' who was happy to grant him a loan. Believe it or not, this isn't where everything went south for him. He hadn't finished buying his supplies when two muscly men told him Peznov wanted to see him. Chao didn't recognize the name, but the men were very...insistent. So he was led to an upscale nightclub, past a metal door, and into a dim lounge with a fat man named Pesnov. These men were descendants of what had been called the mafia on the earth that was, an organization that was now extremely far reaching, with presence on just about every planet in the core.

Peznov told the young man, in slightly kinder words, he was being a stupid ****. That it didn't matter if he did nothing but good, he would be thrown in jail for performing medicine without a license. Then, the fat man made a proposition. Chao would be bought everything he would need, have an amazing medical operation put together for him, and even get his very own manager. It was literately an offer he couldn't refuse. Despite the quasi-slavery Chao believed Peznov to be a good man. At the very least he clearly cared about the people in his territory. The young doctor was allowed and encouraged to serve everyone, whether they could pay or not. A generous thing from the man who had to pay for all those shots and antibiotics. Sure the people with the deepest pockets got to cut in line, and there was plenty of price gouging on people who could afford it; but things were good. The medlab was well hidden in a small ship on the dock, able to make a quick get away if anyone caught wind of his illegal practice. The work was tiring, but everyday he went to sleep with a deep sense of satisfaction.

He spent almost 35 years this way before his life was yanked away.

When Peznov went into cardiac arrest Chao wasn't able to save him, and the whole town came under control of his young cousin, Firo. The first thing Chao's new boss asked was how his dear cousin had died. Chao wasn't 10 words into his 'I'm so sorry' speech when he was cut off. Firo ordered his two goons to "take the yellow ****** outside and kick the piss out of him." Reality of the situation sunk in hard right then. Things only got worse from there, for Chao and the neighborhood. It wasn't six months before the doctor made his escape.

It was easy really, Firo didn't have to brains to bug his clinic, or guard him while he worked. So while stitching up a certain enterprising young man he let slip a few things. Namely how many valuables were stashed on the ship, how fast it was, how easy it'd be to steal if one were to come at around four pm when the guards were good and drunk but the next shift was an hour away. The young man got the message.

As soon as they reached another planet Chao ditched the ship, to his pleasant surprise the thief and his buddies even split the loot with him. It was then that he started hitching rides with random spaceships. It was also around then he started hitting the bottle. It was just after the war, there plenty of people flying around on the fringes, most of them were actually willing to pay him to ride along. For a while he jumped ships every couple trips, Firo wasn't one to forgive, and he knew he would be pursued. After a few years though he calmed down, and he's been with Charon's Ferry ever since.

-Tailia "Vix" Vixen (Player Character)

Sheet: Link
Age: 27
Gender: Female
Occupations:
- Rigger (Spider)

Appearance:
Five foot four, blonde female, in a black suit with gloves. Last seen with known criminal elements. Presumed dangerous. If detected, proceed with caution.

Personality:
Vix is a sly one who likes to keep her cards close to her chest, commonly defaulting to a flat uninterested tone to do so.
  • She is always calm, no matter the situation. She never raises her voice or lets her emotions control her. [Steady Calm]
  • She loves sarcasm, even if directed at her.
  • She's loyal to her friends, not to ideals. Everyone else can take a long walk out of an airlock without a suit for all she cares. [Loyal]
  • There is nothing she likes more then a good Mystery [Nosy]
  • Wherever we want to go, we go. That's what a ship is, you know. It's not just a engine, a hull and thrusters; that's what a ship needs. Not what a ship is. Really is, is freedom. She'll fight for that freedom. [Jealous Freedom]
  • When in doubt, make things explode.
  • She'd rather kill someone in their sleep then fight fair
  • Something important was stolen from her she intends to steal it back

History:
Vix was sort of born into a life of crime, her parents were originally smugglers turned blockade runners for the independents. But their ship was captured by the alliance 3 years into the war. She was separated from her parents and dragged off to an alliance orbital boarding school for troubled youngsters. Where she got a much better education then her parents could have supplied. Though she commonly used that education to cause mischief and attempt to escape the facility. This earned her a lot of Isolation time, something she grew to hate as sometimes she was left for so long that she thought they had forgotten about her. Eventually she became too old for policy to keep her there and the war had ended. She along with several other wartime kid POW's were dumped on a colony in the outer rim. A out of sight out of mind solution.

The Governor of the colony thought he could keep his subjects in check by keeping them primitive, making Vix view this new place as a prison without walls. When she wasn't being forced to dig in the dirt with the other colonists she spent her time sabotaging and stealing parts and bits of tech to build the things she needed to get into the governors compound and aboard one of the monthly supply ships. However her plan didn't come off as she had planned. Some new folks turned up in town, it was obvious -everyone in the colony knew everyone in the colony- though the governors guards wouldn't notice. They had likely found a way through the planets sensor grid and landed out in the wastes somewhere. Vix approached them and offering them a trade, She'd get them in and out of the compound in exchange for a lift off world.

Contacts:
Shaojie 'Chilong' Zhang: Zhang is a member of the Jade Dragon Tong and an old friend of Vix's parents. He's the sort of person who prefers to make friends then enemies but will really only look out for his oldest friends. As such they have an uncle and niece type relationship. If she gets into a tight spot he'll get her out if it doesn't cost him too much and understands she won't join the tong due to her aversion to Wet work, Kidnappings etcparticular jobs. He freely keeps her updated on events in the underworld and will notify her if there is a job needed doing that's right up her ally. Or because she owes him for getting her out of a tight spot.

'Fox': Fox is a finder of things. You name it, she can find it for you, for a price. And the opposite is true, you need something lost, she can find it a new home where it's not your problem anymore. Basically she's a fence though looking at her most people wouldn't realize this was so. She's a small person with auburn hair who easily passes for a child. Usually this is what she pretends to be with her body guards masquerading as her parents. She is barely stays in the same place and is difficult to track down, it's better to make an appointment so she'll wait for you or come to you. Vix used to play with her as a child when Fox was using Vix's parents smuggling services, Vix kind of thinks of her as a sister.
-Stonemason "Mason" McCabe (Player Character)

Sheet: Link
Age: 23
Gender: Male
Occupations:
- Muscle
- Mercenary
- Merry Man

Appearance:
Mason is a mountain of a young man, standing 6'9" and weight 386 lbs., shockingly mostly of muscle. He has short somewhat curly brown hair and hazel-green eyes. Mason often also sports a short curly beard of the same color as the rest of his hair, though he has been known to be clean shaven for special occasions. Mason, somehow doesn't have any visible scars, tattoos, or birthmarks of note despite having been bludgeoned, shot, and stabbed more times than his admittedly not-so-great memory can recall. In general, Mason dresses in fairly hum-drum attire, such as work jeans and light shirts (or somewhat frequently, no shirts at all), which are surprisingly clean for a hard laborer and occasional mercenary. Despite his size, Mason doesn't have a particularly imposing or unsettling posture when moving about, and is actually surprisingly nimble on his feet.

Personality: Mason McCabe is a simple man, in fact, some would say he's only flying due north of being a simpleton. Such people haven't been known to say much else afterwards, but still. All kidding aside, Mason isn't actually as dumb as most people think. While not the brightest star in the heavens to be sure, the man can read and write, which is more than many mudders can say. In terms of disposition, despite his menacing size, Mason is quite honestly a big ole' teddy bear with boisterous laugh and a smile that is only usually absent when he is too tired or too hot from heavy labors to keep it up. Even when tussling with folks who clearly mean him no good, Mason isn't known to lose his temper all that often. While not particularly religious, Mason has an almost devote kind of morality and earnestly tries to the right thing, even though it is sadly also all too often the stupid thing. Utterly guileless, Mason is both bad at telling (usually involuntarily laughing or smirking when he tries) and recognizing lies, particularly when pretty faces are involved. Though he doesn't like to talk about it, the poor oaf has been fake engaged/married to no fewer than six different con women... and one of them wasn't even so much an actual con woman, as just a random bar fly seizing upon an opportunity.

History:
Mason McCabe is a young manual laborer and occasional mercenary originally hailing from Persephone. He is the eldest of four bastard children, three boys and one girl, of local bar owner who has set up shop near the Eavesdown Docks. Each of Mason’s sibling share only their mother in common and none of them have any real knowledge of their fathers.

Too young to have actively participated in the Unification War, Mason has little knowledge or memory of what life was like back then, though he grew up hearing tall-tales of how his mother made a name for herself aiding smugglers and blockade runners for the Browncoats. Much to his mother's chagrin, these stories are largely responsible for Mason's own adventurous and occasionally outright reckless spirit.

An exceptionally large and athletic (if not terribly bright) child, Mason, mostly through the efforts of his mother, nonetheless received a basic formal education via the Cortex. However, when you are bigger and taller than most of the adult men wandering around the docks, let alone the other children, before hitting even puberty, life tends to pull you directions other than book learning. Though not quite as much so as his youngest brother, as a young man, Mason often found himself getting into trouble and butting heads with the Alliance authorities. Usually these altercations accord when Mason tried to play the big damned hero like the stories about Browncoat blockade runners he mom told or when another local kid tricked him into doing something he shouldn't. This pattern didn't change much as he grew older.

Now a full-grown (over-grown) man, Mason spends most of his time away from Persephone, going wherever work takes him. He's mostly worked as manual labor on various transport ships and even the occasional Alliance cruiser when the XO was skimming credits on cheaper labor. However, he's also served as hired muscle and a paid mercenary for various crews and gangs, though this is rarely his first choice. Despite being naturally gifted a crushing skulls together, Mason isn't a violent kind of guy and is often too much of a goodie-two-shoes to last long with more cut-throat types of crews. Nonetheless, with his brother Reese missing and his sister Dee's education prospects hanging upon him sending more credits home, Mason has accepted that his most recent gig at the Whitestone mines just isn't going to be enough.

Associations (Family):
Jeanette “Genie” McCabe: A tavern-girl-turned-bar-owner born and raised on Persephone, Jeanette McCabe is rumored to have lead a colorful life in her youth with stories and tall-tales of her exploits filling the minds of more than a few of her older, drunker patrons. Having never married, raised four kids alone, and somehow worked her way up the legit and shady food chains, at least some of these stories are presumed to be true. Jeanette is her own woman, through and through, and despite each having different fathers, her children all share the same surname - that being the one she was born with herself. Today, Genie continues to own and operate a bar just south of the Eavesdown Docks called the Brass Lamp, while trying to keep her offspring out of trouble.

Brandywine “Dee” McCabe: Brandywine McCabe is the youngest child of the McCabe clan, just recently having celebrated her sweet sixteenth. Much like her brother Reese, she is quite smart, having received significant schooling over the Cortex. She has aspirations of becoming a surgeon one day, but the problems caused by Reese’s Academy expulsion have made it much more difficult for her mother to find a charitable sponsor, though they have had some interest from a lesser-known school on Osiris. Much nicer to look at and listen to then her siblings, when not studying Dee works as a waitress and pianist/singer in her mother’s bar.

Congress "Reese" McCabe: Congress McCabe is the oldest of Mason's half-brothers, only a couple of years younger than the eldest child. Arguably the brainiac of the family, though Dee is quickly giving him a run for his money in that department, Reese was able to obtain a charitable sponsor and admission into a prestigious tech academy in the inner planets. However, not long ago Reese was expelled due to allegations of cheating and industrial espionage regarding a apprenticeship he engaged in. Mason isn't sure of his disgraced brother's current whereabouts.

Kirkpatrick “Trick” McCabe: Kirkpatrick McCabe is Mason’s youngest half-brother, younger by several years. Born fleet of foot and fast of hand, but slow as a tortoise in the brains department (debatably even more so than Mason in terms of common sense), Kirkpatrick got it in his head at a very young age that his father was secretly some big shot criminal ne’er-do-well and that this somehow made him a baddie-by-blood. Trick has been a problem child since the good and fluffy lord saw fit to grant him speech and mobility. Now a grown man, Trick breaks his mother’s heart on daily basis running around with the worst crowds Persephone (and more and more frequently... beyond) has to offer. On the bright side he does at least stop by for an occasional brunch at the bar with her, to let her know he hasn’t gotten his fool head blown off.
-Irwin 'Raven' R. Hightower (Player Character)

Sheet: Link
Age: 28
Gender: Male
Occupations:
- Mechanic

Appearance:
At just over 2 m tall the 85kg on his frame makes him lean but not gaunt. Striking blue eyes look out from a face of chiselled planes. The eyes are what catches most folks attention after his height - they burn with intensity. Whatever he's doing, Raven is present in the moment, not thinking about tomorrow nor last week. His focus burns away pretense and evasion.

Personality:
Raven is tenacious in pursuing that which he sets his mind to. Creating a plan and following through on it is one of the foremost of his many talents. His upbringing taught him the value of a credit and never to trust what someone tells you over what their actions are.

History:
Raven was raised on the world of Kerry, Georgia, the middle son of a newly single father. His father tried but money was always scarce. Raven and his brothers pretty much had to fend for themselves from a young age. He was always the one with the plans, working the angles, seeing what others didn't or couldn't. Hidden connections and clues.

Growing up near the docks, ships always held a fascination for Raven, they were where money came from. Learning mechanics from his Da was a ticket to getting offworld and as an escape from the grinding poverty of his home. In the closing months of the Unification Wars, at age 16, he stowed away aboard a ship and lived to see the other side of the voyage. That was the start of his voyages, and although he didn't realize it, he made an impression on the man who was to become Captain Charlie. His wits and bravado in talking his way out of a short trip out the airlock, convincing the Captain of the ship that he'd be a worthy mechanic's apprentice then following through on it. Raven has since forgotten the passengers on that trip, but he'll always remember the captain and crew of the Bully Pulpit.He's worked his way through most of the crew positions, doing a bit of everything.

Last edited by Hack; 07-10-2016 at 10:28 AM.
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Old 12-03-2015, 04:09 AM
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-Governor Loredo Florence

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Gender: Male
Age: 42
Homeworld: Regina
Occupations:
- Governor of Whitestone Valley
- Former Browncoat Sergeant (Infantry)

Overview:
Most governors and mayors on Regina are descended from pompous faux nobles and pseudo aristocrats, though not all of them. Regardless of his fine expensive suits and lofty title of Governor of Whitestone Valley, it doesn’t take a savvy man to tell that Loredo Florence hasn’t always lived a life of luxury. A scarred face and cauliflower ears are the hallmarks of a man that has seen a fight or two. Lordeo came to prominence about a decade ago when the former Browncoat Sergeant drove out the Corone Mining Consortium out from Whitestone, much to the initial delight of the local residents. He has been described as man with countless vices, however there is no questioning that this gruff veteran is a staunch Independent through and though. The fact that he has been able to keep both the Alliance and the corporations out of the region is the reason why the locals tolerate his unsavory nature. That and the fact that he rules his domain with an iron fist and is not above using violence to snuff out dissent.

Known Facts:
Military Rank: Served as a Browncoat Sergeant in the Independent Army.
• He has clearly managed to make an enemy of someone as there is a sizable 100,000 credit bounty on the man's head.
-Mr. Clarke

left-aligned image
Gender: Male
Age: 33
Homeworld: Regina
Occupations:
- Governor's Assistant

Overview:
Mr. Clark is one of Governor Loredo's lackeys and, by looks of it, either part of the local aristocracy or a well off merchant.

Known Facts:
Blueblood: Judging by his pompous attire and demeanour, Mr. Clarke clearly appears to be a member of the local elite.
Scrawny: This weaselly gentleman doesn’t look like a fighter.

-Bernard "Bennie" Harrison (Deceased)

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Gender: Male
Age: 39
Homeworld: Regina
Occupations:
- Farmer
- Former Browncoat Private (Infantry)

Overview:
Bennie, as he is known by with the crew, is a simple quiet man. He doesn't talk much about his past, the war or anything else for that matter. Instead he leads a solitary life as a frontier farmer with his mother-in-law and daughter. Bennie is one of the crew's few completely above board sources of business. He had contacted Horace about two weeks ago to deliver an order of essential farming equipment and machinery from Beaumonde to his homestead on Regina.

Known Facts:
Military Rank: Served as a radioman in the Independent Army.
• Once mentioned to Horace that he was originally from Beaumonde and moved to Regina after the war.
• He's more of an associate of the crew than a friend, and it has been about three years since they last did a delivery job for him.
Tough as Nails: When the infamous Gracetown bandits paid his homestead a visit, it appeared he went down fighting. Apparently, he dropped two of the raiders in the living room and probably even threw a third out the second floor window, though a body couldn't be found.
-Mrs. Gunderson

left-aligned image
Gender: Female
Age: Old...
Homeworld: Regina
Occupations:
- Retired Farmer

Overview:
There's not much that the crew of Charon's Ferry knows about Bennie's gruff mother-in-law, other that the fact that she doesn't seem too keen on vistors. Jay briefly met the gruff woman whilst investigating her son-in-law's death a week earlier.

Known Facts:
• None
-Margret Elizabeth Harrison

left-aligned image
Gender: Female
Age: ~20
Homeworld: Regina
Occupations:
- Farmer

Overview:
There's little that the crew of Charon's Ferry knows about Bennie's only daughter. Jay meet the girl whilst investigating her father's death a week earlier.

Known Facts:
Allure: There's no denying that Margret is an attractive young woman.
-Regina Local Police

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Overview:
When a Rim world town is too big for a local sheriff and couple of deputies yet not important enough for a permanent federal garrison it generally falls upon a local police force to maintain law and order. Regina is no exception to this and in countless towns across planet the Regina’s local police forces are all there is. When the Unification War ended the Alliance made sure that one of the first things that it did was disband nearly every official Rim world militia. After all these men and women formed the core body of what eventually became the Browncoat Army. However, after the war many of them ended up just joining the aforementioned local police forces as a way of protection their communities from passing pirates and bandits. These days most of Regina’s local police forces are well equipped with old handed down Alliance tech from war, as the military and Federal officers get the newer gear. They pack considerably more heat then their core world counter parts, however that is to be expected considering the wider range of threats on the 'verse's wild frontier. As there are many isolated settlements on Regina, many stations can expect little outsider oversight. This has led to nepotism, incompetence or even corruption in some cases, however it would be wrong to bunch every officer or station with just a few bad apples.
-Chief Theodor P. Skinner

Gender: Male
Age: 46
Homeworld: Regina
Occupations:
- Chief of the Whitestone Local Police

Known Facts:
Wears a Badge: He is a member of the Whitestone Local Police for what it’s worth.
Easy Mark: Whitestone's Police Chief doesn't appear to be particularly bright. Either he is either a mastermind hiding behind the 'verse's greatest façade or more likely just a complete fool promoted beyond his means.
Superstitious: Unlike Loredo, Chief Skinner believes the infamous local Witch of Gracetown to be an actual person and he is willing to pay good money for someone to put her down.
-Officer Harold

Gender: Male
Age: 42
Homeworld: Regina
Occupations:
- Former Browncoat Corporal (Combat Engineer)
- Whitestone Local Police

Known Facts:
Wears a Badge: He is a member of the Whitestone Local Police for what it’s worth.
Military Rank: Served in the Independent Army, as a Combat Engineer (Sapper) judging by his style of jacket. According to Loredo he was a “Du-Khang survivor”. The Battle of Du-Khang was a protracted siege between the Union of Allied Planets and Independent Planets a year before the end of the Unification War. Whilst it was not the bloodiest battle of the war, both sides did suffer tremendous casualties due to the harsh winter and the urban environment. (GM’s Note: This was the battle seen in the "Firefly" episode "The Message". Sergeant Malcolm Reynolds, Corporal Zoë Alleyne and their friend Tracey were all participates in this urban siege.)
Memorable: Harold’s eyepatch, bushy red beard, brown jacket and that fact that he displayed some level of tactical competence made him the stand out member of Whitestone officers seen so far by the crew.
Jay: In his hunt for the Gracetown bandits' bounty, Jay has quickly come to realise that the only person that has actually had any success so far against the raiders is Harold and his men. And "his men" doesn't refer the Whitestone Police Force either, but instead a small posse of old school sheriffs from other neighboring hillfolk towns. These sheriffs know the local wilderness better than anyone and can think like their Gracetown kin, which makes tracking them all the more easier. So far Harold and his men have brought back the bodies of seven bandits.
-The "Puma Gunner"

left-aligned image
Gender: Female
Age: 22
Homeworld: Regina
Occupations:
- Whitestone Local Police

Known Facts:
Wears a Badge: She is a member of the Whitestone Local Police for what it’s worth.
Chip on the Shoulder: She seemed like kind of a bitch…
Mason: Having worked in Whitestone as miner for the past couple of months, Mason has seen this particular officer before. This nasty piece of work is Jeyne Holt, a vicious hard case with habit riling up the local Tongs and causing trouble. The White Lotus don't like her since she shot two of their goons, an incident which just added to her trigger happy reputation. Mason, like most of the other local miners, frequents the same bar after hours as Officer Holt. Bizarrely she has become an abhorrent admirer of the big guy, so far having eyed but not yet approached him.
-Shepard Moses Israel (Formerly, Edward Jones)

right-aligned image
Gender: Male
Age: 53
Homeworld: The Black
Occupations:
- Former Pirate
- Shepard
- Arms Dealer

Known Facts:
Tough as Nails: Most folk don't survive a rifle round in the brain, however the low life pirate Edward Jones did.
Religiosity: Moses is a self-proclaimed Shepard and a big fan of the Old Testament.
Leaky Brainpan: Ever since Moses took a bullet to the head courtesy of the Alliance, he is absolutely convinced that God himself is talking to him. Most are baptised with water, however this unorthodox holy man claims to have been baptised by lead. Although most dismiss his eccentric ramblings, no one can deny that he isn’t worth listening to now and then out of morbid curiosity.
Prejudice: "Woe unto heretics, heathens and blasphemers." Moses has been known to do the Lord's work striking down sinners, butchering pirates, bandits, Tongs and the like with callous indifference. Rumour has it that the reason that he travels the 'verse town to town is to hunt down his old pirate crew.
Jay and Mason: Having been in town for a bit both Jay and Mason know that this Shepard runs guns on the side, and not just old hunting rifles and shotguns for local farmers. The holy man stocks everything from grenades to armour piecing rounds and everything in between. Moses is completely open about this and often has a variety bible verses to justify his bizarre side venture. The local police don’t seem too concerned though, hell some are probably buying from him.

Last edited by Hack; 01-09-2016 at 11:55 AM.
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Old 01-03-2016, 06:28 AM
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The Gracetown Raiders


Overview:
So far Loredo had dealt with his adversaries with surprising ease, however the biggest threat to his dominion has come from an unexpected place. When a small town of backwards mountain folk mysteriously took up banditry they single handily managed to throw the entire region into disarray. The "Gracetown raiders" as they came to be known wreaked havoc by destroying vital train shipments of medicine and pillaging the local farmers that feed the region. What was once thorn in his side now looks to threaten the Governor’s legitimacy unless it can be resolved.

Known Facts:
Jay: The Gracetown raiders were originally estimated to be around a couple of dozen strong. However attrition from fighting the police and locals over the past two months has probably halved that number. Their looting is limited to smaller targets, however that doesn't stop them from harassing larger targets for sake of it.
Jay: Because these bandits are native mountain folk they have an excellent understanding of the local terrain. They tend to use this to their advantage, launching deadly ambushes before disappearing back into the wilderness without a trace. Marksmen draped in foliage have been known to take up concealed positions in trees in order to take shots at supply trains and police patrols.
Jay: The raiders' equipment seems rather low tech for the most part. The bandits' primarily use most shotguns and semi-automatic rifles. They have also been known to use knives with frightening efficiency when acting stealthily. They aren't known to wear any sort of armour. Instead their attire consists of pragmatic frontiersman's clothes. For some bizarre reason, the raiders paint their hands blue. Some locals have gossiped that this, like the animal pelts they wear, is part of a superstitious ritual or cultist practice for their "witch" patron. The real reason however remains a mystery.
Jay: A rather obvious question the crew finds asking themselves is why doesn't anyone just go to Gracetown itself to wipe out these bandits out, they are certainly outgunned and out-manned by the local police. Well it turns out the inhabitants of Whitestone did just exactly that, about a month before Charon's Ferry landing in Regina. The local police accompanied by small vigilante mob led an ill fated assault on Gracetown, which ended in complete failure. The large force, which consisted of around sixty men, trucks and a even a Puma was obviously spotted by the bandits a mile away. The abandoned town ended up becoming a death trap. In the firefight that ensued, four officers and nine vigilantes were killed with dozens more wounded. In the aftermath it appeared that Gracetown bandits didn't lose a soul before slipping away into the night. This crushing defeat is seldom talked about by the embarrassed locals of Whitestone, though it cemented their hatred of the Gracetown raiders. The Governor in particular wants to keep the affair hushed, least he looks weak and unable to control his own backyard.
-The Witch of Gracetown

left-aligned image
Gender: Female
Age: Unknown
Homeworld: Regina
Occupations:
- Folklore witch

Overview:
There has always been old urban legends in Whitestone surrounding a witch that resides in one of the nearby mountain folk villages. However since the Gracetown raiders came to prominence, many residents have begun to tie the two together. Spread primarily by an overzealous Shepard and an impressionable panicky population, there have been rumours that there are supernatural forces driving these bandits. Most residents dismiss the claims as being little more than a campfire tale to scare children, yet regurgitate the several versions of spooky story for novelty's sake.

Known Facts:
• So little is known about the Witch of Gracetown that it is questionable whether it is even based off an actual person or entirely a work of fiction. The 'verse is full of mighty strange things but the crew definitely hasn't ever seen a "witch" before.

Last edited by Hack; 01-09-2016 at 11:58 AM.
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Old 01-09-2016, 10:42 AM
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Last edited by Hack; 06-06-2016 at 10:18 AM.
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