John Harkness, Jr started his life in a working class community in an industrial sector of Alliance space. A bright and personable child, he seemed otherwise average in all respects. However, certain... oddities... began to manifest more and more frequently as he got older. To his Father's amusement and profit, Junior (as his parents called him) had a knack for picking numbers in dice, in cards, and on the wheel. Indeed, he came out well ahead of the probability curve, enough so that his parents reckoned correctly that their child was special.
Unable to afford the costly trip into the Alliance Core for official government psychic aptitude testing, John's parents instead opted to have their son tested at a regional testing center, unconnected to the PsiCops or the Alliance government. John fought his parent tooth and claw about not wanted to go to this facility, but a firm backhand from his father silenced him. That was the last time he spoke with his family.
No one is really certain how highly John scored, however, it must have been quite impressive. Almost three days had past before local authorities found the bodies of John and Lillian Harkness sitting where they had been shot in the waiting room. There was no sign of their son. All files and records had been erased, and the facilities proprieters not only disappeared, but seemed to have never officially existed at all.
Young John, however, suspected that something was amiss. He got that tight, tugging feeling on his insides that he always felt when something bad was about to happed. When his first round of testing was complete, and the examiner stepped out of the room, John took his chance to slip out the door and sneak down a side corridor. He pretended not to hear the shots, a short sequence of humming pulses indicative of blaster fire, and leapt out through the garbage chute. By the time he'd made his way home, John saw that a trio of strangers were outside, watching the apartment complex. One of them turned and saw him, calling to the others, and tried to chase John down... but this was a familiar place. John ducked off the regular roads and made for the star port. In a little time, he found himself sneaking aboard a short-run freighter. Now John is on the run, unsure of who to trust, and struggling to survive. He's stolen what he needs from the crew of the lightly manned freighter, and has no idea even where he's going.
[This character was built using the rules in the Savage Worlds Test Drive v6 Document to demonstrate how a playable character can be made to have both a playable concept and be a bennie generating machine. This character gains 3 bennies per session more than the average Wild Card player character from his combination of Edges and Hindrances. ]
John Harkness, Jr (WC), Kid on the Run (Latent Psychic)
Race: Human
Gender: Male
Rank: Novice (0 Exp)
Attributes:
Agility d6, Smarts d6, Spirit d6, Strength d4, Vigor d4
Skills:
Fighting d4, Gambling d4, Notice d6, Persuasion d6, Stealth d6, Survival d4, Throwing d4
Derived Stats:
Pace: 6+1d6
Charisma: 0
Parry: 4
Toughness: 5 (Base 4, Clothing 1)
Edges:
Luck, Great Luck, Danger Sense
Hindrances:
Young (M), Wanted - PsiCops and other, less reputable interests in the psychic community (m; To capture/locate/recruit/indoctrinate), Cautious (m)
Gear:
Synthetic BioPolymer Clothing (Armor 1), Knife (1d4), Water Jug
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