sunderedcycle

Kitty

Nov 21st, 2016
259
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 6.02 KB | None | 0 0
  1. Health: 10
  2. CIN:9923347
  3. Maynard "Kitty" Coone
  4. Prowess: 5 [Splicer +1] [Hard Labor +1] :7
  5. Reflexes: 7 [Splicer +1] [Orderly +1]: 8
  6. Wit: 9 [-1 Splicer] :8
  7. Willpower: 6
  8. Social: 4
  9. Intimidation: 3
  10.  
  11. Insanity: 3
  12. Guilt: 4
  13. Despair: 0
  14.  
  15.  
  16. 900: BP
  17.  
  18. Free Tait:
  19.  
  20. BORN LEADER
  21. Whether you held rank before the purging of the
  22. military, led an urban gang or crime syndicate, or were
  23. a politician, groups of people are drawn to you for
  24. leadership. Not only useful in prison, but a necessity if
  25. you want to run the show…
  26. Prerequisites: Social 5.
  27. Benefit: As long as you approach encounters with other
  28. prisoners with the intent to communicate rationally
  29. instead of fighting, opponents will not generally
  30. attack you (though some still might, at the Warden‘s
  31. discretion). In addition, other prisoners – while they
  32. may at first distrust you – will usually grow to like you
  33. if you spend time in their company. Player character
  34. convicts are free to form their own opinions of you,
  35. however.
  36. Penalty: None
  37.  
  38. Bought Traits:
  39. Stool Pigeon -100
  40. Medical Knowledge -100
  41. Orderly -100
  42. Corpse Handler -100
  43. Improvisation -200
  44. Scrounger -100
  45. Hard Labor -200
  46.  
  47. STOOL PIGEON
  48. Long ago you agreed to “sell out” to the custodians,
  49. serving as their “eyes and ears” among the human
  50. population. Your clandestine reports to your robot
  51. controllers have earned you extra allotments of
  52. luxuries, at the cost of making some powerful enemies.
  53. Prerequisites: None.
  54. Benefit: You begin play with extra Smokes in the
  55. amount of 100 x your Sociability attribute. In addition,
  56. custodians will not attack you unless you provoke them
  57. (refusing custodian orders is considered “provocation”).
  58. Penalty: You are considered to have a major enemy
  59. (of at least Senior Standing) in one of the major gangs
  60. on the ship, who will go out of her way to destroy you
  61. through exposure or murder.
  62.  
  63. MEDICAL KNOWLEDGE -100
  64. Maybe you gained a know-how of medicine as a
  65. legitimate trade before your political views got you in
  66. trouble. Or learned of pharmaceuticals as a low life
  67. street dealer. Then again, you might have been a mad
  68. doctor who murdered his patients and ate them. Either
  69. way, you are one of the rare men onboard who has any
  70. knowledge of how to treat wounds.
  71. Prerequisites: Wits 3.
  72. Benefit: Once per day per patient you can make a
  73. Wits check to increase their Health by 1d6. This only
  74. applies to Health lost by physical injury (i.e. weapons),
  75. however, and not from poison or other sources. In
  76. addition, whenever you use a first aid pack to treat
  77. someone, you heal an additional +1 Health.
  78. Penalty: None.
  79.  
  80. SPLICER -100
  81. A variety of experiments in human augmentation flourished before and
  82. after the enstatement of the New Regime. 'Splicers' as they came to
  83. be called make use of genetic modifications loaded into a variety of
  84. mutagenic substances allowing for controlled mutations. This process
  85. was used to create super soldiers but also became popular among various
  86. counter culture groups. A crackdown by the new regime saw many people
  87. whose only crime was vanity sent to prison and later to Gehenna.
  88. Prerequisites: None
  89. Benefit: Add +1 to two stats. You may gain one feature per purchase of this trait
  90. at the GM's discretion. This may include enabling your unarmed attacks to do lethal
  91. damage, night vision, sex appeal etc.
  92. Penalty: -1 to a mental stat of your choice. 3 insanity per purchase of this trait.
  93. Visible Mutation and the prejudice that accompanies such.
  94. Claws, unarmed attacks may now do lethal damage.
  95.  
  96. ORDERLY -100
  97. You‘re still a prisoner, but either past medical skill
  98. or your impressive size convinced the custodians to
  99. employ you as an “orderly“, helping them deal with sick
  100. and insane inmates.
  101. Prerequisites: None.
  102. Benefit: +1 Intimidate or Reflexes (player‘s choice).
  103. Penalty: None.
  104.  
  105. CORPSE-HANDLER -100
  106. Some convicts who, having broken the rules one too
  107. many times, are punished by being selected to handle
  108. the bodies of dead inmates, removing their corpses
  109. for disposal and cleaning up any residual mess. Other
  110. inmates may develop this trait simply as a result of
  111. seeing too much death and bloodshed.
  112. Prerequisites: None.
  113. Benefit: Because you routinely handle dead bodies,
  114. you never risk accumulating Despair from encounters
  115. with corpses (dead bodies, zombies, scenes of slaughter,
  116. etc.).
  117. Penalty: None.
  118.  
  119. SCROUNGER -100
  120. You have always been the go-to man in your particular
  121. prison block, having an uncanny knack at getting the
  122. things other prisoners want. Typical high-demand items
  123. include canned meat, home-brewed liquor, or heirloom
  124. cigars, but you are equally resourceful when it comes
  125. to finding components for jury-rigged weapons and
  126. contraband devices.
  127. Prerequisites: Wits 3, Social 3, Convict, Lifer, or Old
  128. Timer.
  129. Benefit: You begin play with extra smokes in the
  130. amount of 50 x your Sociability attribute. In addition,
  131. between every adventure your scrounging activities are
  132. considered to net you D100 additional smokes. Finally,
  133. add +1 to the number of components you recover when
  134. salvaging (see Salvage).
  135. Penalty: None.
  136.  
  137. IMPROVISATION -200
  138. Possessing a rare combination of ingenuity and
  139. cunning, you exhibit a knack at being able to fashion
  140. functional improvised weapons from the innocuous
  141. materials permitted in the cell block.
  142. Prerequisites: Wits 3, Convict, Lifer, or Old Timer.
  143. Benefit: You can build actual functioning items using
  144. the Salvage rules (see Salvage). You are limited to
  145. items of Rudimentary and Basic complexity.
  146. Penalty: None.
  147.  
  148. HARD LABOR -200
  149. Everyone on the Gehenna has had to endure time on a
  150. work detail, but you’ve spent more time than most in
  151. grueling, agonizing physical labor. The payoff: you’re
  152. tougher for it.
  153. Prerequisites: None.
  154. Benefit: +1 Prowess.
  155. Penalty: None.
  156.  
  157. Goal:
  158. Escape
  159.  
  160. Items
  161. Juve Uniform
  162. 1 suit of riot armor
  163. Magnetic Band
  164. Hygiene Kit
  165. Boots
  166. Work Pass Emulator (200 Smokes)
  167. Long Laser Projector
  168. 6 Hydrogen Fuel Cells
  169. EMP Pulsar
  170. 1 Flash Light (strapped to helmet)
  171. 1 Pistol Laser projector
  172. 6 Hydrogen fuel cells
  173. 1 stun pike
  174. 1 milspec knife
  175. 1 stungun
Advertisement
Add Comment
Please, Sign In to add comment