Showing posts with label Greyjackets. Show all posts
Showing posts with label Greyjackets. Show all posts

Monday, August 23, 2010

[Future Perfect] Gerry Dee Taylor

Gerry Dee Taylor is the little sister of "Big Bad" Billy Taylor, and Billy is the really the only "parental" figure Gerry Dee has ever known. Her earliest memory is of her parent's being murdered by Alliance Soldiers, of her total helplessness as she stood paralyzed, watching as they were gunned down and blown apart.

Gerry Dee grew up systematically excising any weaknesses in herself , fighting anyone and anything who got in her way. Her sister often had to move from job to job, location to location, because of Gerry Dee's troubles. When she was ten she brutally stabbed a food vendor and instead of having her sister bail her out, she ran away and disappeared. But she hadn't gone unnoticed...

A man by the name of Elijah Krane found her, took her under his wing, and even contacted sister Billy to gain her family's consent. Krane offered to teach Gerry how to be strong, to focus her rage and natural talents toward a new path -- that of an assassin. Though sister Billy was told only that he had agreed to educate her and keep her out of trouble, in truth Gerry Dee was learning how to find information, mark targets, and execute the flawless kill. She was a natural, and within a year had hunted down the Alliance Soldiers responsible for her parents deaths. Nearly four years she worked for Krane, paid to kill and guided in her training in stealth and the arts of murder, until Krane disappeared.

Unfortunately, there were a few issues Gerry Dee never quite got past -- chief among them was her reluctance to use a blaster, the weapon that killed her parent. Without Krane's guidance, Gerry Dee started getting sloppy, taking bad jobs, and making serious mistakes. One such job got her shot and taken captive on Matterhorn Station. If not for her sister Billy rescuing her, Gerry would have been executed.

For over two years now, she has been reunited with her sister, at first traveling the wildspaces of the Freespace. And more recently, working with the Greyjackets -- a job she really enjoys. It has returned to her a sense of focus she'd been lacking since her time with Elijah Krane. Gerry Dee is loyal to her family and closest friends, and has killed people many times to keep them safe. Unfortunately, the girl also suffers from nightmares when she sleeps, replaying over and over the death of her parents and fears for her sister's life. The nightmares have only grown more in intensity the more bioenhancements Gerry has attempted to integrate into her body.

Recently, Krane has made contact with her, but Gerry Dee is torn between her work with the Greyjackets and continuing her training with her Mentor.

Name
: Gerry Dee Taylor (WC)
Gender: Female
Occupation: Psychotic Teenaged Assassin
Genetic Package: Human
Cultural Package: Spacer
Rank: Seasoned [25XP]

Attributes:
Agility d10(+1), Smarts d6, Spirit d4, Strength d6, Vigor d6

Characteristics:
Biothreshold: 4(6!)
Charisma: 0/-4
Pace: 6'+1d6"
Parry: 7 (An additional +1 when actively Defensive)
Toughness: 8 (3 Armor)

Hindrances:
Bloodthirsty (M)
Night Terrors (M)
Loyal (M)

Edges:
Quick
First Strike
Martial Arts
Florentine
Frenzy
Combat Reflexes

Skills:
Fighting d10(+1), Gunnery d4(+1), Notice d6, Intimidate d4, Investigation d6, Knowledge (Harbinger Gate) d4, Languages (Imperial Standard (N), Gujar, Ranti), Stealth d10(+1), Streetwise d6, Throw d6(+1), Zero-G Manuever d8(+1)

Contacts:
(6) Elijah Krane (Teacher, Assassin): Availability +1, Capability d10/+4 (Master Assassin), Influence +1 (Hand of Sarkay)
(2) Absalom MacIntyre (Identity Broker): Availability +0, Capability d6/+2 (Forged Documents), Influence +0

Turning Points:
(1) Professional Mentor (Elijah Krane): Investigation d6; +2pt Contact
(2) Steady Work (Assassinations for Mr. Krane): +400Cr; +1 Reputation with Hand of Sarkay
(3) Traveler (Freespace); Picked up Ranti; +2 Contacts

Reputations:
Alliance -1
Hand of Sarkay +2
Icon Syndicate +1
Greyjackets +1

Biomodifications:
(2) Nano-Repair System
(3) MCS Treatment
(1) Lowlight Optical Treatment

Gear:
Armored Space Suit with Stealth System (+3 Armor, +4 Stealth)
(2) Polycarbon Glass "Duellists Blades" (1d6+1d4+1 AP2, Parry +1)
(2) Polycarbon Glass Knives (1d6+1d4+1 AP2)
(1) Microfilament Whip (Reach 1, 2d6 AP4, -1 Parry, No Str Modifiers)
Armored Clothing (+2 Armor)
Defensive Barrier (MkII)
Stun Grenades
Flash Grenades
Fake ID Papers

Saturday, August 07, 2010

[Future Perfect] Billy Taylor

Big Bad Billy Taylor's family was killed by Alliance soldiers during a dispute in the Freespace. She was left alone to raise her toddler sister, Gerry Dee, who was never quite right after the event.

Billy is an exceptional pilot, and for a very long time bounced her way along the freelance Rusher circuit. During that time, she met the most unlikely of lovers -- a young Alliance fleet ensign named Wallace Williams. "Willy" as she called him was her long distance flame for most of her freelance years... Until her sister got into some trouble on Matterhorn Station. Wallace, now a Lieutenant, informed Billy of what was going on... And with that information, Billy Taylor launched a rescue operation by using her extensive contacts in the Coalition to enlist the aid of some Greyjacket insurgents up for a good fight.

Wallace and Billy never saw eye-to-eye on how she sprung her sister, and though they occasionally talk, they have not been together since. Furthermore, due to those events and general suspicion of her involvement, many of her Alliance contacts and employers simply pulled away. She was left with little money, few job prospects in "civilized" space, and a sister who was getting into more and more trouble. To fill the void in her life, Billy has taken to over-eating and lashing out at the Alliance government whenever possible.

Lacking any other prospect, she's made her connections with the Greyjackets into a full time gig. Now, she's among their top pilots.


Name: "Big Bad" Billy Taylor
Gender: Female
Occupation: Greyjacket Pilot
Genetic Package: Human
Cultual Package: Spacer
Rank: Seasoned [25XP]

Attributes:
Agility d8(+1), Smarts d6, Spirit d8, Strength d8, Vigor d6

Characteristics:
Biothreshold: 6 (5)
Charisma: 0
Pace: 6'+1d6"
Parry:
Toughness: 6

Hindrances:
Loyal (m)
Obese (m)
Vow (M; To Protect Her Sister At All Costs)

Edges:
Quick, Ace

Skills:
Fighting d8, Gunnery d8, Knowledge (Blackwatch Station) d4, Knowledge (Nexus Gate) d4, Languages (Imperial Standard [N], Ranti), Notice d6, Piloting d10, Repair d6, Shooting d6, Stealth d8, Taunt d8, Zero-G Maneuver d4,

Contacts:
  • (6) Captain Wallace Williams (Captain of the A.S.S. Master, Emissary-Class Frigate): Availability +2, Capability d8/+3 (Starship Captain), Influence +1 (Alliance Military)
  • (3) Kyle Draven (Information Broker): Availability +0, Capability d8/+3 (Information Broker), Influence +0
  • (3) Steven “Tooly” Jazz (Mechanic): Availabilty +0, Capability d8/+3, Influence +0
Turning Points:
  1. Networking! +2 Contacts; +1 Reputation with Large Group
  2. Meaningful Relationship: An Alliance Officer with whom things were doomed to fail; 2 Pt Contact
  3. Sporadic Work: Her bad blood in the Alliance made it difficult for her to find any steady employment.
Reputations:
-1 Alliance
+1 Aurora Confederation
+1 Icon Syndicate
+1 Gryff, Freespace Warlord

Biomodifications:
  • Iplugs [AV2]
  • MCS Bioenhancement (+1 to Agility Rolls) [AV3]
Gear:
  • Reinforced Armored Jacket with Armored Inserts
  • Tactical Helmet with HUD (Motion Sensor/Target Display/Thermographics/Flash Suppression)
  • Imperial Armories Type VII Autopistol: 2d6+2 AP2, 12/24/48, RoF 3, Shots 30, Str Min d6, Con J

Tuesday, July 20, 2010

[Future Perfect] Punter Eisenbrau

Punter grew up in the mining camps of Arcturus Heavy Industries. Throughout his youth, he and his father moved constantly, going from one mining outfit to the next, from Rakhan Secundus in the Coalition and as far out as the Coronian Asteroid Mines in Regency space. He helped out where he could, first hauling debris and equipment for the adults, and eventually, with preparing and setting explosive charges for breaking less cooperative environments. While Punter loved the travel, he saw how life in the labor camps had destroyed his family. Eventually, he said goodbye to his father and hitched a ride on a freighter.

He worked for his passage from one backwater to the next, mixing with all sorts of folks. His open, candid nature at first made him seem like an easy mark to members of the merchant clans, but in short order his willingness to work hard and earnest desire to learn all about their own travels won them over. He worked alongside clanners and freespacers alike, loving the travel and seeing what the universe really had to offer. Punter helped out where he could and saw first hand how many Faction governments oppress the merchant clans, especially the Regency and the Alliance, who despite their on again off again wars never seemed to miss an opportunity to chase down scavengers, and especially those from the clans, for no reason at all. He built a small scavenging vessel from an old shuttlecraft and rode along with the caravan fleets of junk scavs and pirates.

In time, Punter returned to more civilized regions. In his travels he'd earned membership in a trade guild of Freighthaulers -- making it easier to book passage anywhere. To his surprise, he was offered a job at Nexus Gate Station running a repair shop for their ships. Things worked out well for him, though many of his clanner friends took advantage of his candid nature, and snagged information about non-guild (generally Alliance-owned) freighters passing through the area. Punter caught on pretty quickly, but since the guild didn't care about non-members, he was happy to jab at the Alliance with the proverbial stick.

The urge to move on eventually overtook Punter once more. When he found a ragtag bunch of miscreants who needed some emergency repairs to their custom ship, he left with them. Now, three years later, Punter Eisenbrau is still flying through the void on that same ship.

Name: Punter Eisenbrau

Gender: Male
Occupation: Engineer/Demolitions Expert
Genetic Package: Human
Cultual Package: Labor
Rank: Seasoned [25XP]

Attributes:
Agility d6, Smarts d8, Spirit d6, Strength d10, Vigor d8

Characteristics:
Biothreshold: 6 (3)
Charisma: 0
Pace: 6'+1d6"
Parry: 5 (4)
Toughness: 11 (4)

Hindrances:
  • Curious (M)
  • Quirk (m; Wanderlust)
  • Lyin' Eyes (m)
Edges:
Brawny, McGuyver

Skills:
Drive d6, Fighting d6, Gunnery d6, Knowledge (Demolitions) d8, Knowledge (Engineering) d6, Knowledge (Mining) d4, Language (Imperial Standard; Native), Language (Ranti), Notice d8, Pilot d6, Repair d10, Survival d6, Throw d6

Contacts:
  • (4) Peri Skyforger (Clan Scavenger): Availability +0; Capability d8/+3 (Scavenger); Influence +1 (Pirate Clans)
  • (5) Sixty-One Tommy Oroshi "61to" (Kokoran Hacker): Availablity +1; Capability d8/+3 (Hacker), Influence +1 (Dome 61)
  • (4) Esteban Ruiz (Mining Camp Foreman): Availability +0; Capability d8/+3 (Mining Gear); Influence +1 (Arcturus Heavy Industries)
  • (1) "Stanker" (Blue Diamond Clan): Availability +0; Capability d4/+1 (Information); Influence +0
Turning Points:
  1. Traveler: Extensive travel among the various backwaters lead to some friendships made with people among the Merchant Clans. Learned Ranti, Gained +2 COntacts.
  2. Meeting All Kinds of People: Continued traveling among the Merchant Clans, jumping ship to ship and marveling at their adaptability. Gained +4 Contacts and a +1 Reputation among the Pirate Clans.
  3. Steady Work: Returned to Planet Dust and got a job with a Freight Hauler's Trade Guild running their repair shop on Nexus Gate. Finally left because he wanted to resume traveling. Left on good terms (+1 Reputation with Trade Guild), with some savings (350cr), and reputation for adaptability and quick thinking.
Reputations:
  • Alliance (-1)
  • Merchant (Pirate) Clans (+2)
  • Freighthaulers Union (Trade Guild) (+1)
Biomodifications:
  • Lowlight Vision Treatment (AV1)
  • Digestive Dietary Enzymes (AV2)
Gear:
  • Toolkit
  • Demolitions Kit
  • Small Scavenger Tug (See Below)
  • (12) Assorted Grenades
  • Heavy 2H Wrench (Treat as Maul; Damage 1d10+1d8, AP2 versus Hard (Rigid) Armor, -1 Parry, 2H)
  • Heavy Armored Jacket with Inserts (Armor 4)
---

Light Scavenger Tug (Modified Gremlin Shuttle)

Manufacture: StarJourney Transportation, Modified
Size: Small
Power: 14
Acc: 180 Top: 1200 Handling: +1
FTL: Gate Beacon
Crew: 1 Hull: 16 (4) [Armor 4]

Ship Systems:
  • Basic Computer with Autopilot, Library (General Knowledge), Pattern Recognition
  • Starship
  • Atmospheric
  • Gate Beacon
  • Cargo Hold (1 Space)
Weapons:
  • Tractor Beam (Small; 2 Spaces)

[Future Perfect] Rico Salazar

Over the next few posts, I will be presenting several characters who form a cell of Greyjacket insurgents in the world of Future Perfect. Each character will be presented as a playable build using the normal experience point system (as opposed to my custom XP system) and general rules expansions from the Future Perfect setting. These additions include rules for Contacts, Cultural Templates, the Turning Points Background Generation system, and the rules for Reputations. In some cases, additional rules for Bioaugmentations and variant Gene Templates are used as well.

In total, there will be five characters, a fairly standard size for a Greyjacket Cell, who form the cell known as "Rascal's Reavers". Along with the characters, I'll be posting the design for their customized starship.
  • Captain/Social Expert - Rosco "Rascal" Marinn
  • Firearms Expert - Rico Salazar
  • Melee Expert - Gerry Dee Taylor
  • Ace Pilot - Billy "Badgirl" Taylor
  • Engineer/Demolitions - Punter Eisenbrau
  • Ship - The Jagged Thorn (Custom Ogre-class Freightrunner)
So you'll probably want to go back and skim my previous post so you'll know a little bit about the Greyjackets as an organization.
---


First up is Rico Salazar, a firearm's expert who grew up on the streets. His resourcefulness and tenacity earned Rico some odd jobs with the Icon Syndicate before he "got out" by joining the Coalition Defense Forces. He served a tour as a field medic and mustered out with honor and a solid understanding of how bad things really were for the Coalition government. He understood some of the hard choices his government had to make in the hope of securing its own future... and he saw clearly how it was the Alliance's machinations that had lead his people to their current, sorry state of affairs. Not wanting to remain with CDF and be stuck on duty on some rickety space station, Rico wanted to do something that mattered.

Traveling into Alliance space, he disappeared among some of the local Scavengers. For over a year he waged a private battle with the security forces of Matterhorn station, doing whatever he could to tie up gate travel. The Alliance is most easily wounded by striking its purse strings, and Rico hoped that enough travelers would find the Gateway at Matterhorn to be inconvenient enough to warrant other arrangements -- possibly through Coalition controlled Gateways. Rico's efforts did not go unnoticed. Even as he ultimately found himself captured and awaiting trial, the Greyjacket's made him an offer. Rico signed on, and with their help, he disappeared... But he still remembers to send Matterhorn's Security Chief a birthday card every year.


Name: Rico Salazar
Gender: Male
Occupation: Greyjacket Gunman
Genetic Package: Human
Cultual Package: Criminal
Rank: Seasoned [25XP]

Attributes:
Agility d8, Smarts d6, Spirit d8, Strength d8 (d6), Vigor d8

Characteristics:
Biothreshold: 6 (6)
Charisma: 0
Pace: 6'+1d6"
Parry: 6
Toughness: 10 (4)

Hindrances:
Loyal (M), Wanted (M; For some fairly serious crimes against the Alliance)

Edges:
Quick, Quickdraw

Skills:
Climbing d6, Driving d6, Fighting d8, Gunnery d6, Knowledge (Home Region) d4, Medical d8, Notice d6, Persuasion d6, Shooting d10, Stealth d8, Survival d6

Contacts:

  • (7) Sgt Lars Henderson, Coalition Defense Forces (Retired): Availability +2; Capability d8/+3 (Field Medic, Veteran Soldier); Influence +1 (Coalition Defense Forces).
  • (1) Joey Bitters, Scavenger Kid: Availability +0; Capability d4/+1 (Scrounging); Influence +0
Turning Points:
  • (1) Freelancing: Worked for the Icon Syndicate assisting in the "transport" of people, whether they liked it or not. Performed his job excellently, completing his assignments within specified parameters. Gains +1 Reputation [Icon Syndicate].
  • (2) Professional Mentor: Sgt Lars Henderson (Retired), Field Medic; Learned quite a bit about battlefield medicine and wound care under his tutelege. Gains mentor as a contact (starts at 1d6/+2 Capability).
  • (3) Made an Enemy: An authority figure, after causing them to lose face publicly. Enemy will attack if given the opportunity. Enemy is the Chief of Security at Matterhorn Station in the Alliance.
Reputations:
  • Alliance -1
  • Icon Syndicate +2
  • Greyjackets +2
Biomodifications:
  • Biopolymer Muscle Enhancement
  • Iplugs
  • Targeting System
Gear:
  • Reinforced Armored Jacket with Armored Inserts (Armor +4)
  • Tactical Helmet with HUD (Motion Sensor/Target Display/Thermographics/Flash Suppression)
  • Imperial Armories Modular Assault Weapon (MAW; Shared Ammo Source):
  • - Assault Blaster: 3d6 AP2, +1 Acc, 30/60/120, RoF 5, Shots 100
    - Flamer: 2d10 Fire, Cone, No Range, RoF 1, Shots 25 (4 Energy per use)
    - Energy Grenade: 2d8, +1 Acc, MBT, 20/40/80, RoF 1, Shots 25 (4 Energy per use)
  • Ragnarok Arms "Bolt" Heavy Plasma Pistol: 3d8+3 AP2, 15/30/60, RoF1, 15 Shots, STR Min d8
  • (4) Light Power Cells

Monday, July 19, 2010

[Future Perfect] The Greyjackets

THE GREYJACKETS

Approximately 40 years ago, the last Summit of Known Powers was held. Intended to serve as a means of fostering tolerant co-existence among the major players in faction space, the Summit was a playground for idealists, politicians, and scoundrel's alike. A young but influential Alliance, the enigmatic Kokorans, a Regency strained by civil unrest, A Coalition beginning to crumble, a Collective perhaps even stranger than the Kokorans, and the known universes largest Commercial Powers acting as one political entity all met and attempted to resolve their grievances and plan for a peaceful tomorrow. Unfortunately, every prize earned by one party takes something away from another. And it was the Coalition that lost the most during the summit; with little aid from a Regency attempting to reinvent itself as distinct from its Imperial past, the Alliance stifled all of the Coalition's outcry over how the UIC was split apart. The Summit met and ended, and everyone went their separate ways.

However, unhappy with provisions made at the Summit of Known Powers, angry individuals hailing from the Coalition and the Freespace took up arms against the Alliance. They felt the Alliance had long been sabotaging the Coalition's sociopolitical efforts as well as buying/empowering regional Warlords in the Wilds of the Freespace to use as leverage against the interests of Planet Dust. Coming mostly from the poor slums and labor camps, these people came to be called Greyjackets because of the drab, grey jackets they would tend to wear.

After a few years of Greyjacket militia's posturing, threatening, and protesting the Alliance began to grow weary of them. Beleaguered by increased hostilities from the Regency over Colonial Expansion in the Frontier, the Alliance government had enough. They placed a standing bounty out on the Greyjackets, declaring them terrorists allied with the Regency Government. Pushed into a corner, the Greyjackets respond by blowing up several key government targets on Core Beta. They state the difference between their prior actions and current ones should have been evident. But if they are to be treated as terrorists, then let them be what the Alliance has made them.

Since then, the Greyjackets have recruited heavily from among the Alliance’s own growing population of dispossessed, including ex-military men and even a few rogue mind-cops. An admixture of Coalition, Freespace, and Alliance personnel, they have succeeded where the Summit had failed - in reunifying a sundered people back under a shared vision. Indeed, they are something of folk heroes among the Dusters and the backwaters of Coalition space, said to be fighting to restore the grandeur of a reunified UIC.

Greyjackets act in small cells of four or five people and are semi-autonomous. Greyjacket leadership is secretive, mobile, and seems to excel at misdirection. For example, even one of the few known Greyjacket leaders, Ajax Stone, insists upon using only the rank of Sergeant despite commanding at least a small fleet of Greyjacket vessels. Their efforts run the gamut from promoting civil disobedience, to the promulgation of dissident literature and anti-Alliance information, to blatant piracy (against the Alliance and its allies), murder, and quick-strike attacks against civilian population centers. If nothing else, Greyjackets consider themselves to be at war with the Alliance.