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- CHARACTER NOTES
- http://i.imgur.com/AJiQgtL.jpg
- Astrogation 1 Skill Package
- Athletics Dexterity 0
- Athletics Strength 0
- Broker 1
- Deception 0
- Drive Wheel 0
- Electronics Computers 2 Impressive Heist, Bonus: Djingo Connection
- Electronics Sensors 1 Skill Package
- Engineer Life Support 1 Bonus: Karina Connection
- Gun Combat Slug 4
- Heavy Weapons Man-Portable 0
- Medic 3
- Melee Combat Unarmed 1
- Persuade 2
- Pilot Small Craft 1 Skill Package
- Recon 1 Planetary Assault
- Science Archaeology 0
- Science Xenology 1
- Stealth 0
- Survival 0
- Tactics 1
- Vacc Suit 0
- Ex-Marines Lance Corporeal Honorably Discharged (performed well, but had drinking issues)
- TAS Membership Lifetime Guaranteed
- NAME:
- Sophia Viktoria Müller, but she absolutely will kill you if you call her by her first name. She goes by Vik.
- QUIRKS & NOTABLE PHYSICAL CHARACTERISTICS:
- Vik has several scars, and is missing three minor toes and the third segment of each of her pinkies. Everything she owns is a matte colour; no gloss or reflectivity. She hates potatoes. Nickname of "Mule" among the mercenary group she was previously a member of, due to stubbornness/her last name's phonetic similarity.
- ATTITUDE:
- In general, Vik is crass and bitter. She is restless and fidgety in the best of circumstances and prefers an active lifestyle. In addition, She hates the ruling Vilani ethnic class and is pro-Solomani Movement, as well as having strong Republican sympathies. When war broke out, she was more than willing to take up arms against the Zhodani, whom she hates even more than the Vilani. She also dreams of one day moving to the Solomani sector.
- FAMILY:
- Karina is Vik's twin, whom she hadn't seen in years until their father's funeral. They have an underlying resentment and animosity (at least, Vik does), born of her jealousy with Karina's relative success. Karina graduated with honours while Vik hardly put in the effort, Karina became an officer while Vik was just an NCO--the idea that this is pattern of her life is deeply ingrained in her. Vik's also deeply resentful of her parents, who she felt (and still feels) love Karina more than her. At the funeral, the two learned that to qualify for inheritance they have to produce grandchildren, which Karina is more than ready for but Vik is absolutely pissed about. Somehow, this segued into the scout service opportunity, something that Karina probably came across.
- HISTORY:
- Vik was born on Lunion, an industrialized Imperial world with a high military presence. In 971 she was accepted to a prestigious university to pursue a medical career, but skated her way through her classes and graduated with no honours whatsoever. Faced with limited career opportunities due to her less than stellar academic record (including multiple academic probations and disciplinary actions for misbehavior/drug use) and a rapidly waning interest in a sedentary life, she signed up for the marines right out of university, figuring it would be a good way to make some money and have some fun (975). For the first few years, it was exactly that, but then war broke out in 979 and Vik was sent as part of a planetary invasion on [world]. They said it would be two weeks until victory, and instead she and her squad spent the entire winter fending off hypothermia and getting sniped by Zhodani insurgents. Vik was a countersniper for a good portion of the winter. In the end, they were pulled out and the invasion was a complete failure. Most of her squad was a psychological mess afterwards, and Vik took to drinking heavily. Well, she'd done that before, but even heavier now. After another few years of backwater, low-key assignments, Vik was honourably discharged from the service due to her drinking problem, although she'd performed admirably in her job. She left as an NCO one rank above base enlisted.
- She then joined a mercenary crew in 985 as the war was winding down, and ran amok with them for several years. Eventually, the group came across a golden opportunity, a massive heist from some seriously rich folks. Some shadowy figure was putting it all together and bringing in a whole lot of groups to make it run smooth. Mercenaries, pirates, the whole deal. Unfortunately, the scheme was pyramidal in nature, and while the folks running the show made off with untold millions--or even billions--the groups further down the grapevine made a lot less. A number of people got shafted entirely, walked away with nothing, and a lot of people didn't walk away at all. They'll be rotting in jail until the day they die. It was during this effort that Vik met Django Duval. Django's group all got the book, but Django made it away by the skin of his teeth. Feeling bad for him, Vik invited him onto the scouting opportunity.
- Vik's been in jobs where she gets shot at for too many years. She decided that maybe it was time to quit while she was ahead, and at her father's funeral encountered this scout opportunity. Long, lonely trips out to nowhere worlds? Sounds safe.
- EQUIPMENT
- cr90540 in 'cash'
- Laptop TL10 0.5kg Computer/2. Is also comms transceiver.
- +Intrusion TL10 -- Bandwidth-1
- +Security TL10 -- Bandwidth-1
- +Translator TL10 -- Bandwidth-1
- W.E. Toolkit TL10 15kg Tools for the repair and maintenance of weapons up to TL12.
- Binoculars TL8 1kg Far sight, image capture, low-light vision.
- Hi-Fi Music System TL6 8kg Plays loud music when set up.
- Remembrance Holo TL9 -- Someone she used to know...
- Adhesive Bandages TL6 -- x5. DM-1 to First Aid duration checks.
- Medikit TL10 1kg Field medicine; +1 to First Aid checks
- Trauma Pack TL8 (2)2kg x2. Restore 1D END for 1D hours. Can revive the recently deceased.
- Adrenaliser TL10 -- x3 Stay awake for 36 hours, then crash hard.
- Rad-Away TL8 -- x2 -100 rads. 1/day, additional doses inflict 1D END damage.
- Hibernation TL10 -- x3 Slows metabolic rate ratio of 60:1 (1 perceived day = 2 real time months).
- Combat Drugs TL10 -- x1 DM+4 to init, +1reaction/round, damage -2 from each source. 20sec kick in, 10min duration.
- Nervous R.D. TL9 -- x3 DM+2 to any checks related to avoiding fear or shock for 2D x 3 hours.
- Emergency AntiRad TL10 -- x1 Reduces rads by 1D*10. Vomit for 1D minutes.
- Stims TL8 -- x6 Removes fatigue, deals 1++ damage for accumulative use.
- WEAPON NAME TL RANGE DAMAGE WEIGHT MAG TRAITS/NOTES
- Dagger TL1 -- 1D+2 1kg -- x3
- Stealth Dagger TL8 -- 1D+2 1kg -- Difficult
- Chaindrive Axe TL10 -- 4D 7kg -- AP 4, Gyrostabilizers (-Bulky)
- Assault Pistol TL6 10m 3D-3 1kg 15 x2 Auto 2
- Flechette Pistol TL9 10m 3D-2 1kg 20 Silent
- AC Rifle TL10 450m 3D 3kg 40 Auto 3, Scope
- Rocket Launcher TL9 250m 5D+6 8kg 2 Blast 6, Scope, Smart
- Personal Effects:
- Clothes (cargo pants, ratty rock band t-shirts, etc).
- Handkerchief sunglasses ankh necklace notebook a few books deck of cards some more things.
- cigarettes blunts adderal percocet codeine ketamine tabs of LSD,
- psilocybin DMT bottle of absinthe metal flask of whiskey.
- Luggage:
- Large black travel bag (has wheels, handle): all those fucking weapons
- Small grey travel bag (can sling over shoulder): Some personal effects, medikit (contains medicinal drugs as well), toolkit, audio system
- Backpack: Remainder of her personal effects, computer
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