Scyleia (Altara Warrior Woman)

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Scyleia
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Joined: Fri May 12, 2017 10:03 am

Scyleia (Altara Warrior Woman)

Post by Scyleia »

Player Name: Ted
Google Handle: Roman Leaman
Character Name: Scyleia
Rank: Seasoned Experience: Advances Left:
Race: Altara Warrior Woman
Iconic Framework: M.A.R.S. Merc Soldier
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d10, Vigor d10
Charisma: +2 (-4 if identity is discovered); Pace: 10; Parry: 9; Toughness: 19 (10); Strain: 0
PPE: 20 ISP: 0

Skills:
  • Climbing d6 (2)
  • Fighting d10 (4)
  • Healing d6 (2)
  • Notice d6+2 (2)
  • Shooting d8 (2)
  • Stealth d6+6 (2)
  • ----Stealth (not in wilderness) d6+4
  • Streetwise d4 (1)
  • Survival d6+2 (2)
  • Throwing d4 (1)
  • Tracking d4+2 (1)
  • Telepathy d4 (1)

Hindrances
  • Blind (Major): She is completely without sight. Suffers a -6 to all physical tasks that require vision and -2 to most social tasks.
  • Deathwish (Minor): She will do everything in her power to evade being captured by the Splugorth Slavers or anyone from Atlantis for judgement. If she is not able to fight her way out of the situation and escape is not possible, she will do whatever she can to end her own life.
  • Wanted (Minor): Because she abandoned her slaver, she is wanted back by her Splugorth Slaver and others in Atlantis.
  • Enemy (Major): The Splugorth Slaver desperately wants to recapture her for torture and execution and is constantly hunting and interrogating victims to find her.
  • Instilled Ignorance (Major): Altara are taught only what they need to serve their masters, and extreme brainwashing is used to dampen their intellectual acumen. This leaves them woefully undereducated and naive about the world at large. They suffer a -2 to all Smarts rolls.
  • Illiterate (Minor): She is able to speak just fine but has no use for mathematics or the written word.

Edges
  • Attractive (Racial): She is considered very beautiful and gains +2 to Charisma
  • Alertness (Racial): Not much gets by her with her heightened senses. +2 on notice rolls to hear, and sense the world around her.
  • Counterattack (Advancement): Once per round, she receives one free Fighting attack against one adjacent foe who failed a Fighting attack against her. This attack is made at -2 and the counterattack must be a normal attack.
  • Block (MARS): Add +1 to parry
  • Combat Reflexes (MARS): She recovers quickly from shock and trauma. She adds +2 to her spirit roll when attempting to recover from being shaken.
  • Danger Sense (Hinderance): She can sense when something bad is about to happen. Anytime she’s about to be the victim of a surprise attack, ambush or other nasty surprise, she gets a notice roll at -2 just before the attack or event occurs. If successful, she knows something is about to happen and may take appropriate action against it. This means she is on hold for the first round of combat.
  • Fleet Footed (Advancement): Her pace is increased by +2 and she rolls a D10 when running
  • Rich (Advancement): Unless the hero is planning to remain in one location for a serious length of time, annual salary really isn’t part of the equation for her wealth. She’s managed to accumulate a bit of money, but more important, extra gear. She begins with 5,000 credits and gets two rolls on the Body Armor, Close Combat weapons, Cybernetics, or Ranged Combat Weapons tables. The hero may give up the two rolls to instead own one vehicle of her choice.
  • Woodsman (Advancement): She is more at home in the wilderness than in urban areas. She gains +2 to tracking, Survival, and Stealth rolls made in the Wilderness (not towns, ruins, or underground)
  • Brawler (HJ): Frequent fights with her bare hands have given this thug a powerful punch. When she hits a foe with a successful bare-handed Fighting roll, she adds +2 to her damage.
  • Brawny (F&G): Your bruiser is very large or perhaps just very fit. His bulk resists damage better than most and adds +1 th his toughness. In addition, the character can carry more than most proportional to his Strength. She can carry 8 times his Strength in pounds without penalty instead of the usual 5 times her strength.
  • Quick (F&G): Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
    CHaracters with both the level headed and Quick edges draw their additional card and take the best as usual. If that card is 5 or less, the Quick edge may be used to draw a replacement until it’s a Six or higher.
  • Nerves of Steel (F&G): Your hero has learned to fight on through the most intense pain. She may ignore 1 point of wound penalties.
  • Martial Artist (HJ): This character is highly trained in hand-to-hand fighting. She is never considered unarmed in combat and so is never subject to the Unarmed Defender rule (pg. 76). With a successful unarmed attack, she adds +d4 to her Strength roll (as if she were using a small weapon)
  • Arcane Background: Superpowers (Advancement): This is the Edge your character must purchase to have any sort of magical ability.

Special Abilities:
  • Bad Reputation: Altara Warrior Women are infamous as the servants of Splugorth Slavers worldwide. The average person hates and fears them; Altara suffer a -4 charisma penalty with most folks who discover who and what they are.
  • Blind: Although blind, it is only a minor drawback for the Altara as they have a natural radar ability extending out 1,200 feet (200”) which compensates for the penalties. They still cannot read, see colors, or otherwise detect purly visible information.
  • Storm-Fouled Sense: In strong inclement weather, or conditions where the environment is greatly disturbed (sand storms, fires with lots of smoke), the Altara suffer a -2 penalty to notice, fighting, shooting, and throwing.
  • Arcane Background (Super Powers): Arcane Skill: Special (None) Starting Power Points: 20 Starting Powers: 1
Powers
PPE: 20
  • Telepathy
    • 2 PPE
    • Range: 1 mile
    • Duration: 3 (1/rd)
    • -4 to roll if target is out of sight (and they must still be known to the telepath)
    • Willing target: Simple success needed; Unwilling target: Opposed with Spirit
    • Only voluntary communication from target
Last edited by Scyleia on Tue May 16, 2017 11:20 am, edited 6 times in total.
Character Summary
Scyleia Altaran Warrior Woman
Active effects: None
Parry: 9
Toughness: 19 (10)
Notable Edges: Danger Sense, Alertness, Combat Reflexes, Counterattack, Brawler, Martial Artist, Nerves of Steel, Woodsman
Skills: Climbing d6, Fighting d10, Healing d6, Notice d6+2, Shooting d8, Stealth d6+4(+6 in wilderness), Streetwise d4, Survival d6+2, Throwing d4, Tracking d4+2, Telepathy d4
Powers: Telepathy
Wounds: 0/4 | Fatigue: 0/2 | Action Cards: 0; | PPE: 20/20 | Bennies:

Currently playing in: 7th Set: Joker's Jokers
Actual Play | General Forums
"I want to live. I want to experience the Universe. And I want to eat pie."
- - Urgo
User avatar
Scyleia
Posts: 35
Joined: Fri May 12, 2017 10:03 am

Gear

Post by Scyleia »

Gear
Triax T43 Combat Armor
  • The Explorer is Triax’s all-purpose suit of body armor composed of Kevlar and plate composite. Heavily padded, it is designed for quick and easy attachment of a jet pack or other utility backpacks directly to the armor. Sold on the mass market, the Explorer is popular with many folk living in the wilderness of North America. Explorer body armor provides:
  • +6 armor
  • +1 toughness
  • Full Environmental Protection
  • Strength Minimum of D8 (20lbs)
  • 45,000 credits
Bio-Magic Amulet
  • +4 armor (stacks with Body Armor, but not the armor Power)
  • Provides no protection against Spulgorth magic or bio-weapons
  • Internal charge lasts for 24 hours of continuous use, then requires 2 hour charge on a Ley Line or by a Techno-Wizard
    • When fully charged, time spent on a Ley Line does not count towards the 24 hour limit
Mental Incapacitator
  • Range: 12/24/48, MBT
  • Targets roll Vigor Check to avoid being Shaken
  • -2 if the attacker scored a raise
NG-E4 Plasma Ejector Rifle
  • 3d10
  • 24/48/96
  • ROF: 1
  • AP: -
  • Shots: 120
  • Mega Damage
  • Min Str. D10
Shadow Cloak
  • An arcane cloak that allows the wearer to gather shadows around herself either to use for hiding or to create fear and distraction among enemies. The cloak grants +2 to Stealth and the fear and invisibility powers. It costs 1 Power Point to charge for one hour. (1 lb, 300,000 credits)
  • +2 Stealth
  • +2 Fear
  • +2 Invisibility

Credits: 0
Character Summary
Scyleia Altaran Warrior Woman
Active effects: None
Parry: 9
Toughness: 19 (10)
Notable Edges: Danger Sense, Alertness, Combat Reflexes, Counterattack, Brawler, Martial Artist, Nerves of Steel, Woodsman
Skills: Climbing d6, Fighting d10, Healing d6, Notice d6+2, Shooting d8, Stealth d6+4(+6 in wilderness), Streetwise d4, Survival d6+2, Throwing d4, Tracking d4+2, Telepathy d4
Powers: Telepathy
Wounds: 0/4 | Fatigue: 0/2 | Action Cards: 0; | PPE: 20/20 | Bennies:

Currently playing in: 7th Set: Joker's Jokers
Actual Play | General Forums
"I want to live. I want to experience the Universe. And I want to eat pie."
- - Urgo
User avatar
Scyleia
Posts: 35
Joined: Fri May 12, 2017 10:03 am

Background

Post by Scyleia »

Scyleia’s Background:
  1. Physical Description
    1. Height: 6’
    2. Weight 160 lbs
    3. Hair color: Closer to the roots, her hair starts as a deep grayish purple and transitions to a pale, foggy lavender closer to the ends.
    4. Skin color: Fair skin tone
  2. Mannerisms
    1. What does she do in situations?
      1. She has been trained to not reveal emotions or any signs of pain or discomfort, however, when questioned deeply about her cover story, she pauses while she processes how she should answer, searching for the correct words that will give her the best advantages. She will also refuse to speak of her past, keeping her true identity hidden is her primary objective.
      2. She is still socially awkward, even with her training. She was trained to infiltrate, not be sociable. This poses problems for her because she is attractive and people tend to hit on her when she’s in social environments. This makes her very uncomfortable and she tends to ask them lines of questions that will lead to her obtaining tactical information. In public places she chooses to stick to the sides or the corner booth/chair and observe, head down. When in conversation, she never raises her head high enough to make 'eye contact' from beneath her hood or behind her tinted goggles, which she is never without.
      3. If she comes into physical contact with others that is not expected (bushing against them, etc.) she jumps slightly as if startled.
      4. She trusts no one, and this makes it hard for her to speak about her desires, ambitions, fears and emotions.
  3. World View
    1. There are slaves and there are masters… or so she thought. Freedom and living a life outside of slavery is a new concept to her. Pleasure for her does not exist. Everything she does, she does because it is necessary. Only recently has she discovered that food can be pleasing to eat, not just sustenance. People can sit and consume something called alcohol and tell stories that have no meaning other than to be funny… Jokes they are called. To laugh, Scyleia has not done this as she doesn’t see the benefit. But those around her that do laugh, carry a much nicer energy than those who do not.
    2. She believes that for her to truly find her freedom, she must see Grolak and his other warriors destroyed. In addition to that the Eylor must witness what appears to be her own demise to satisfy the Splugorth Masters so she will not be hunted.
      She has also come to believe that those of Atlantis are evil and those that they would enslave need an advocate. She has come to the decision that she will be that advocate whenever possible.
    3. At times, being around people, especially in the towns and villages they stop in, is too much for Scyleia to handle and she escapes to the comfort of the wilderness where there is quiet and less confusing energies.
  4. Pain Points
    1. What does the character refuse to engage in?
      1. Scyleia will not engage in most social, jovial activities such as dancing, games (unless it’s a game of combat prowess and she is ordered by a superior to do so) singing, etc.
    2. What does the character intervene in?
      1. If she witnesses or hears of slavers actively enslaving others, she will take immediate action and intervene to stop the slavers and see the slaves freed.
  5. Fears & Phobias
    1. The thing that keeps Scyleia up at night is the possibility of being discovered for her true self and finding her way back to the Splugorth Slavers for punishment.
    2. She truly fears the torture and interrogation devices that her Splugorth Slavers have used on her
-----------------------------------
  1. Where was she born:
Scyleia was not cloned in a facility as most Altara are, but to a dying ‘Mother’ that was very well liked and respected by her Splugorth Slaver master. Her mother was severely wounded in battle for her Slaver Master and was able to make her way to a secluded area in some woods to “birth” Scyleia. She was born with the genetic memories as all Altara are, but something occurred during the cloning and the memory transference. Some of Scyleia’s ‘mothers’ personal memories transferred as well. Scyleia was born with the memories of atrocities that she never committed. Burned into her memory were hundreds of individuals emotions filled with fear and contempt.
  • Being cloned with more than just the core genetic memories most Altarian clones have, she is forced to deal with the psychological issues and benefits that come with it.
  1. Who were her parents?
    1. Scyleia was born from her dying mother outside the normal cloning process.
    2. Scyleia’s mother was gravely wounded in a battle and retreated to a dark, wooded area to clone herself.
    3. She strived to be the best Warrior Woman to her slaver master and achieved a place of honor on the Splugorth Slavers barge.
    4. Scyleia’s mother did not survive her wounds and died shortly after the cloning process was completed.
    5. Scyleia was found by the other warrior women from the Slavers barge and taken back to Atlantis for her training as a warrior for the Splugorth Slavers.
    6. She was born with the racial knowledge of her mother and the same skills.
  2. What was Scyleia doing before the game starts?
    1. Utilizing her genetic memories of a very well respected servant, she quickly gained the station of scout for Grolak, her Splugorth Slaver.
    2. The scouting assignment came with advanced training for socialization and gathering information that the standard Barge Slave doesn’t receive. It also permits Scyleia to wear common armor, grow her hair out and act more independently as to blend in with the others that she is around.
    3. Scouting missions typically lasted several days and this gave Scyleia much time to consider her situation and contemplate her options for escape.
    4. A few days before a planned slaving raid, Scyleia was scouting a small village for her master. But this village was different somehow. There were more than just the normal human and D-Bee farmers that were expected. There were people here who had much more confidence about them. There wasn’t the fear present that she was used to when visiting these small communities.
      As she entered the perimeter of the village, she was approached by a human with an aire of confidence that she had never experienced before out in the wilderness. He represented a larger group that was passing through the area and stopped at the town from a place called Castle Refuge.
      Using her cover story that she was part of a group of explorers looking for old Pre-Rifts relics and got separated from her group, she was granted entry to the town. Over the next few days she learned that the Tomorrow Legion, as they called themselves, were a very formidable force indeed, and may be the answer to her deeply suppressed prayers. Albeit the current force stationed here wasn’t large enough to defeat Grolak and the warriors on his barge, she may be able to escape with them.
      On several occasions, members of the Tomorrow Legion approached her to obtain more information about her group, and some of the things she’d experienced. During one of these conversations with the Commander of the small group, a soldier interrupted, stating that their scouts had discovered a monstrous creature on a floating platform surrounded by floating eyes and some women. The description matched those of a Splugorth Slaver barge.
      The energies at the village turned to anger and excitement, with the villagers hiding in fear. This was Scyleia’s que to return to her master and report her learnings.
      But she did not. The kindness and compassion that these people had shown her, though she was a complete stranger, moved her in a way that she did not expect.
      It gave her hope. Hope was something she dare not mention, let alone think about, for if Grolak were to discover any hope at all about her deepest wishes, she would be tortured in ways that would kill most lesser beings.
      Scyleia instead sought out the group’s commander and warned of the coming danger of the Splugorth, careful not to reveal her true identity. Instead she told him of a village that she and her group “came across” a few weeks ago that was being attacked by this creature and his warriors. Pulling the details from her memory and relaying them from a 3rd person perspective, she convinced the commander to abandon the notion that the Splugorth Slaver could be defeated by a group he was currently with. Instead, they opted to relocate the villagers and return to their quest, giving the slaver a wide berth.
      For warning the commander, he offered her a position with the group until such time she was reunited with her lost companions, but with an open door invitation for a longer term position.
      Knowing full well that her interrogation would reveal her betrayal to Grolak, she accepted the position and took a roll as a secondary scout for the group. During their travels, she had proven herself capable time and again, warning them of many dangers that were hidden to them and much of their technology. She became an invaluable asset to the team because of this. Although, since joining the team, she became distant and unsocial, spending much of her time in the woods away from the main group, not returning for days sometimes and then to just to give reports of dangers in the area.
      The commander associated this behavior with her grieving the assumed loss of her original companions as no signs were found.
      One day, as she was dealing with her internal struggles of whether to kill the group she was travelling with and present them as a gift to her masters or to stay the course she had before her, she was interrupted by the presence of two heading in her direction. She followed the couple for several days, staying in the shadows and keeping enough distance as to not be detected. She deemed she could dispatch the two easily enough with suffering minor to no damage to herself, but she was intrigued by them. It seemed that they were friends, but with a relationship that made Scyleia curious. There was more of a mutual respect for one another and a deeper bond that goes beyond friendship with these two than what she had experienced in the past.
      What intrigued her further was that they seemed to be travelling from village to village, assisting those in need… One, the male, more hesitant to do so, but eventually giving in to his companions, shall we say, wishes.
      When the two started getting too close to the group she was travelling with, she made her way back and reported her findings on these two, what seemed to be, do-gooders traveling around helping others.
      The commander, having come to trust her assessments and accuracy of her findings, thought it may be good to meet these two travelers and introduce themselves, and perhaps travel together if they were heading the same direction.
      Before the introduction took place, Scyleia slipped back into the shadows of the woods and was gone again.
  3. What were her goals?
    1. Her primary goal is to escape the Splugorth Slaver and live free from the atrocities that she is forced to perform.
    2. She wishes to see her former master slain.
    3. She wants to stage her own death to the staff of Eylor so that all in Atlantis can witness her demise and stop hunting her.
Character Summary
Scyleia Altaran Warrior Woman
Active effects: None
Parry: 9
Toughness: 19 (10)
Notable Edges: Danger Sense, Alertness, Combat Reflexes, Counterattack, Brawler, Martial Artist, Nerves of Steel, Woodsman
Skills: Climbing d6, Fighting d10, Healing d6, Notice d6+2, Shooting d8, Stealth d6+4(+6 in wilderness), Streetwise d4, Survival d6+2, Throwing d4, Tracking d4+2, Telepathy d4
Powers: Telepathy
Wounds: 0/4 | Fatigue: 0/2 | Action Cards: 0; | PPE: 20/20 | Bennies:

Currently playing in: 7th Set: Joker's Jokers
Actual Play | General Forums
"I want to live. I want to experience the Universe. And I want to eat pie."
- - Urgo
User avatar
Scyleia
Posts: 35
Joined: Fri May 12, 2017 10:03 am

Re: Scyleia, Altara Warrior Woman

Post by Scyleia »

Advances
  • Initial Advances: (From Hindrances):
    • Smarts Stat boost
    • Arcane Background: Superpowers
  • Free Edge (Human): N/A
  • Racial:
    • Attractive
    • Alertness
  • MARS:
    • Combat Reflexes
    • Block
  • Fortune & Glory:
    • Quick
    • Nerves of Steel
    • Brawny
    • Agility stat boost
    • Strength stat boost
    • Vigor stat boost
  • Cybernetic Modifications: N/A
  • Novice 1 Advance: Rich
  • Novice 2 Advance: Woodsman
  • Novice 3 Advance: Fleet Footed
  • Seasoned 1 Advance: Counterattack
  • Seasoned 2 Advance: Danger Sense
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Iconic Framework
  • MARS Mercenary Soldier
  • Begin with +5 skill points
  • Begin with any two Combat Edges, ignoring Rank Requirements
  • Select any two weapons of choice from Close Combat and/or Ranged Weapons - Personal. If one of the choices is grenades, take an assortment of eight of any type.
  • Begin with any one Body Armor, an NG-S2 Survival Pack and 3d6x1,000 credits.

Hero’s Journey
  • Narrative Hook:
    • 1d20 = 6
  • Body Armor
    • 1d20 = 15
    • Specialized paint and camou age pa erns grant your hero +2 to Stealth checks in urban se ings. If the suit also has woodland pa erns, your hero can switch between the two as an action.
  • Enchanted Items & Mystica Gadgets
    • 1d20 = 4
    • Going covert is much easier with a Shadow Cloak on
  • Training
    • 1d20 = 5
    • Whether via formal training in a dedicated school, learning at the hands of a master, or just surviving a dangerous world, your hero’s picked up some serious fighting skills. He’s got the Martial Artist Edge (or Improved Martial Artist, if he already had the former), as well as the Brawler Edge.

MARS Fortune & Glory
Fortune and Glory
  • 1d12 = 4
    • Agile and Dexterous: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.
  • 1d12 = 8
    • Vigorous and Tough: You hero adds one die type to Vigor and begins with the Nerves of Steel Edge.
  • 1d12 = 7
    • Strong and Powerful: Your hero adds one die type to Strength and begins with the Brawny Edge.
Background:
  • Narrative Hook
    • 6
    • Alistair Dunscon's “True Federation.” In the wake of the fall of Tolkeen, Alistair Dunscon’s psychotic madness is only exceeded by his obsession with forcing all of those who practice magic to fall under his rule in the Magic Zone. To this end, he’s dispatched terrible forces to strike against Coalition troops and raid the ruins of Tolkeen for ancient artifacts, magic weaponry, and anything else that can be salvaged. He’s also engaged in a dual campaign of social negotiations (coupled with intense political pressure) and outright terror campaigns against recalcitrant smaller factions. Your hero may have su ered at the hands of Dunscon’s agents or forces in one of these operations, or he might have served with Federation forces until he determined he was working for a diabolically evil madman.
Character Summary
Scyleia Altaran Warrior Woman
Active effects: None
Parry: 9
Toughness: 19 (10)
Notable Edges: Danger Sense, Alertness, Combat Reflexes, Counterattack, Brawler, Martial Artist, Nerves of Steel, Woodsman
Skills: Climbing d6, Fighting d10, Healing d6, Notice d6+2, Shooting d8, Stealth d6+4(+6 in wilderness), Streetwise d4, Survival d6+2, Throwing d4, Tracking d4+2, Telepathy d4
Powers: Telepathy
Wounds: 0/4 | Fatigue: 0/2 | Action Cards: 0; | PPE: 20/20 | Bennies:

Currently playing in: 7th Set: Joker's Jokers
Actual Play | General Forums
"I want to live. I want to experience the Universe. And I want to eat pie."
- - Urgo
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