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- Health: 10
- CIN:9923347
- Maynard "Kitty" Coone
- Prowess: 5 [Splicer +1] [Hard Labor +1] :7
- Reflexes: 7 [Splicer +1] [Orderly +1]: 8
- Wit: 9 [-1 Splicer] :8
- Willpower: 6
- Social: 4
- Intimidation: 3
- Insanity: 3
- Guilt: 4
- Despair: 0
- 900: BP
- Free Tait:
- BORN LEADER
- Whether you held rank before the purging of the
- military, led an urban gang or crime syndicate, or were
- a politician, groups of people are drawn to you for
- leadership. Not only useful in prison, but a necessity if
- you want to run the show…
- Prerequisites: Social 5.
- Benefit: As long as you approach encounters with other
- prisoners with the intent to communicate rationally
- instead of fighting, opponents will not generally
- attack you (though some still might, at the Warden‘s
- discretion). In addition, other prisoners – while they
- may at first distrust you – will usually grow to like you
- if you spend time in their company. Player character
- convicts are free to form their own opinions of you,
- however.
- Penalty: None
- Bought Traits:
- Stool Pigeon -100
- Medical Knowledge -100
- Orderly -100
- Corpse Handler -100
- Improvisation -200
- Scrounger -100
- Hard Labor -200
- STOOL PIGEON
- Long ago you agreed to “sell out” to the custodians,
- serving as their “eyes and ears” among the human
- population. Your clandestine reports to your robot
- controllers have earned you extra allotments of
- luxuries, at the cost of making some powerful enemies.
- Prerequisites: None.
- Benefit: You begin play with extra Smokes in the
- amount of 100 x your Sociability attribute. In addition,
- custodians will not attack you unless you provoke them
- (refusing custodian orders is considered “provocation”).
- Penalty: You are considered to have a major enemy
- (of at least Senior Standing) in one of the major gangs
- on the ship, who will go out of her way to destroy you
- through exposure or murder.
- MEDICAL KNOWLEDGE -100
- Maybe you gained a know-how of medicine as a
- legitimate trade before your political views got you in
- trouble. Or learned of pharmaceuticals as a low life
- street dealer. Then again, you might have been a mad
- doctor who murdered his patients and ate them. Either
- way, you are one of the rare men onboard who has any
- knowledge of how to treat wounds.
- Prerequisites: Wits 3.
- Benefit: Once per day per patient you can make a
- Wits check to increase their Health by 1d6. This only
- applies to Health lost by physical injury (i.e. weapons),
- however, and not from poison or other sources. In
- addition, whenever you use a first aid pack to treat
- someone, you heal an additional +1 Health.
- Penalty: None.
- SPLICER -100
- A variety of experiments in human augmentation flourished before and
- after the enstatement of the New Regime. 'Splicers' as they came to
- be called make use of genetic modifications loaded into a variety of
- mutagenic substances allowing for controlled mutations. This process
- was used to create super soldiers but also became popular among various
- counter culture groups. A crackdown by the new regime saw many people
- whose only crime was vanity sent to prison and later to Gehenna.
- Prerequisites: None
- Benefit: Add +1 to two stats. You may gain one feature per purchase of this trait
- at the GM's discretion. This may include enabling your unarmed attacks to do lethal
- damage, night vision, sex appeal etc.
- Penalty: -1 to a mental stat of your choice. 3 insanity per purchase of this trait.
- Visible Mutation and the prejudice that accompanies such.
- Claws, unarmed attacks may now do lethal damage.
- ORDERLY -100
- You‘re still a prisoner, but either past medical skill
- or your impressive size convinced the custodians to
- employ you as an “orderly“, helping them deal with sick
- and insane inmates.
- Prerequisites: None.
- Benefit: +1 Intimidate or Reflexes (player‘s choice).
- Penalty: None.
- CORPSE-HANDLER -100
- Some convicts who, having broken the rules one too
- many times, are punished by being selected to handle
- the bodies of dead inmates, removing their corpses
- for disposal and cleaning up any residual mess. Other
- inmates may develop this trait simply as a result of
- seeing too much death and bloodshed.
- Prerequisites: None.
- Benefit: Because you routinely handle dead bodies,
- you never risk accumulating Despair from encounters
- with corpses (dead bodies, zombies, scenes of slaughter,
- etc.).
- Penalty: None.
- SCROUNGER -100
- You have always been the go-to man in your particular
- prison block, having an uncanny knack at getting the
- things other prisoners want. Typical high-demand items
- include canned meat, home-brewed liquor, or heirloom
- cigars, but you are equally resourceful when it comes
- to finding components for jury-rigged weapons and
- contraband devices.
- Prerequisites: Wits 3, Social 3, Convict, Lifer, or Old
- Timer.
- Benefit: You begin play with extra smokes in the
- amount of 50 x your Sociability attribute. In addition,
- between every adventure your scrounging activities are
- considered to net you D100 additional smokes. Finally,
- add +1 to the number of components you recover when
- salvaging (see Salvage).
- Penalty: None.
- IMPROVISATION -200
- Possessing a rare combination of ingenuity and
- cunning, you exhibit a knack at being able to fashion
- functional improvised weapons from the innocuous
- materials permitted in the cell block.
- Prerequisites: Wits 3, Convict, Lifer, or Old Timer.
- Benefit: You can build actual functioning items using
- the Salvage rules (see Salvage). You are limited to
- items of Rudimentary and Basic complexity.
- Penalty: None.
- HARD LABOR -200
- Everyone on the Gehenna has had to endure time on a
- work detail, but you’ve spent more time than most in
- grueling, agonizing physical labor. The payoff: you’re
- tougher for it.
- Prerequisites: None.
- Benefit: +1 Prowess.
- Penalty: None.
- Goal:
- Escape
- Items
- Juve Uniform
- 1 suit of riot armor
- Magnetic Band
- Hygiene Kit
- Boots
- Work Pass Emulator (200 Smokes)
- Long Laser Projector
- 6 Hydrogen Fuel Cells
- EMP Pulsar
- 1 Flash Light (strapped to helmet)
- 1 Pistol Laser projector
- 6 Hydrogen fuel cells
- 1 stun pike
- 1 milspec knife
- 1 stungun
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