Difference between revisions of "Karl"

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(Created page with "{{FFChar |Title=Karl |Image= |Gender=Male |Age=?? |Crew=Odd Job Doer |World= |Religion=N/A |}} ===History=== ====Childhood==== ====The War==== Michi reached eighteen not long...")
 
(The War)
 
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{{FFChar
 
{{FFChar
 
|Title=Karl
 
|Title=Karl
|Image=
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|Image=[[Image:Karl1.jpg|300px]]
 
|Gender=Male
 
|Gender=Male
 
|Age=??
 
|Age=??
 
|Crew=Odd Job Doer
 
|Crew=Odd Job Doer
|World=
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|World=Shadow
 
|Religion=N/A
 
|Religion=N/A
 
|}}
 
|}}
 
===History===
 
===History===
 
====Childhood====
 
====Childhood====
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WIP!
  
 
====The War====
 
====The War====
Michi reached eighteen not long after the war started. Recognizing an opportunity, they signed up. Their talent got them fast tracked through flight school and, before long, Michi was flying a fighter on the front lines. They were usually teamed up with a wingman by the name of Garfield, who taught them how to throw knives. Michi loved the flying part. Not so much the shooting. More than once, Michi was busted for insubordination after refusing to obey orders or stay in formation. They were pulling duty as a shuttle pilot when they recognized the personal Companion of a high ranking Alliance scientist as their childhood friend, Carina, and it was obvious she wasn't there willingly. Tired of the Alliance's mi tian ghon, Michi organized a rescue while shuttling the scientist, Carina, and his guard to a military facility located on an otherwise barren moon. The scientist and the guard ended up spaced. Michi and Carina dived behind enemy lines and joined the Browncoats.<br>
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WIP!
After defecting, Michi was made the pilot of a blockade runner named the Camel's Straw, using their skills and the ship's speed to deliver supplies to troops and civilians in need. The captain was named Marshall Tuck but everyone called him Sepia, on account of his loyalty to the Independents. They said if you cut old Sepia, he'd bleed brown he was so devoted to the cause. Michi served aboard the Pair of Threes for just over two years before the war ended. Because they weren't just an Independent but a deserter they ended up spending a few years behind bars. When they got out, it wasn't easy to find a job. No legitimate employer wanted to hire a pilot with a record.
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====After the War====
 
====After the War====
Luckily, not everyone hiring was a legitimate employer. Michi wandered from ship to ship, serving as pilot aboard this piece of junk or that. Truth be told, they didn't much like taking orders from other folk. Michi had their fill of that during the war. But, there wasn't much choice, until the day things finally went smooth. Sort of. Michi between ships and making ends meet by piloting shuttles again, out on the Rim. Just ferrying folks from planetside to the space station in orbit and back again. Nothing special. That is, until the feh wu ship they were flying suffered from engine failure. Michi survived the crash but the passenger they were ferrying didn't. On the other hand, the passenger's cargo did survive and it turned out to be a nice bundle of money, all in hard currency. Michi walked away from the crash with enough cash to put down a stake in their very own ship and a racing vehicle.
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With his unique set of skills and the universe recovering from a war, Karl found himself in high demand. And since he was a virtual ghost as far as government records went, and is still thanks to being picky about who he works for (he learned his lesson the first time)
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===Character Sheet===
 
===Character Sheet===
 
<div style="width:44%;margin:0px 0px 2em 2em; float:right;">
 
<div style="width:44%;margin:0px 0px 2em 2em; float:right;">
 
====Distinctions====
 
====Distinctions====
====Daredevil d8 (Things Don't Go Smooth p231)====
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=====Dead Eyed d8=====
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''You’re cool under fire and a keen shot.''<br/>
 
✔ Gain 1 Plot Point when you roll a d4 instead of a d8.<br/>
 
✔ Gain 1 Plot Point when you roll a d4 instead of a d8.<br/>
O ''Geronimo'': Gain 1 PP when you respond to danger by leaping in front without hesitation.<br/>
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O ''Quick Draw'': The first time you set the stakes in a firefight, spend 1 PP to double '''Shoot'''. If your opponent raises the stakes, step back Shoot for the rest of the scene.<br/>
O ''Hold Tight'': When you hurtle into ill-advised action, replace your '''Drive''' or '''Move''' with a d4. If your roll is successful, gain a Big Damn Hero Die equal to the skill's normal rating.<br/>
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''Take Aim'': Step back '''Move''' until the end of the scene to create an '''In My Crosshairs''' d8 Asset.<br/>
''Highlighted Skills'': '''Drive''', '''Move''', '''Throw'''
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Highlighted Skills: '''Move''', '''Notice''', '''Shoot'''
  
====Ship's Captain d8 (Firefly p197)====
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=====Mysterious Past  d8=====
✔ Gain 1 Plot Point when you roll a d4 instead of a d8.<br/>
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''You weren’t born to the life you’re livin’ now.''<br>
''Protect the Crew'': When a Crewmember in the same scene as you acquires a Complication, spend 1 PP to take it away and step it back.<br/>
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✔ Gain 1 Plot Point when you roll a d4 instead of a d8.<br>
O ''Lead the Crew'': When one of your crew directly follows one of your orders, spend 1 PP and give that Crewmember an Asset equal to your '''Influence''' die rating.<br/>
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O ''Cortex Specter'': Whenever anyone uses an information-based Asset against you, spend 1 PP to turn it into a '''No Data Found''' Complication of the same die rating.<br>
''Highlighted Skills'': '''Fly''', '''Focus''', '''Influence'''
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O ''Ghosts of Yesterday'': Create a d8 Complication relating to your history to step up your '''Fight''', '''Know''', or '''Sneak''' for a scene. This Complication cannot be stepped back by spending PPs to activate Opportunities.<br>
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''Highlighted Skills'': '''Fight''', '''Know''', '''Sneak'''
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=====Reader d8=====
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''You know things you shouldn’t. Some call you a witch. They’re just scared of what you represent.''<br>
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✔ Gain 1 Plot Point when you roll a d4 instead of a d8.<br>
 +
✔ ''Secrets, Secrets'': When you are in the presence of someone who is trying to keep a secret, spend 1 PP to discover the secret with a '''Mental''' + '''Know''' Action. If your Action fails, create or step up a '''Paranoid''' Complication.<br>
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O ''Psychic Flashes'': Once per scene, spend 1 PP to create a d8 Complication on a Gamemaster character by blurting out a secret or negative fate.<br>
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''Highlighted Skills'': '''Focus''', '''Influence''', '''Notice'''
  
====Ship's Pilot d8 (Firefly p197)====
 
✔ Gain 1 Plot Point when you roll a d4 instead of a d8.<br/>
 
✔ ''Born Behind the Wheel'': Spend 1 PP to step up or double your ship's '''Engines''' Attribute for your next roll.<br/>
 
O ''I've Never Tried That Before'': If you replace your '''Fly''' or '''Operate''' Skill with a d4 for your next roll, gain a Big Damn Hero Die equal to that Skill's normal die rating if your roll is successful.<br/>
 
''Highlighted Skills'': '''Fly''', '''Notice''', '''Operate'''
 
 
====Signature Assets====
 
====Signature Assets====
* '''Mahha-go''' d8: Michi's custom racing hoverbike.
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*'''Guns, Guns, Guns:''' D8
* '''Throwing Knives''' d6: Quick draw, wrist-mounted knives perfectly balanced for throwing.
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*'''Tarot Card Deck:''' D8
 
</div>
 
</div>
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====Attributes====
 
====Attributes====
*'''Mental''' d8
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*'''Mental''' D10
*'''Physical''' d10
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*'''Physical''' D8
*'''Social''' d6
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*'''Social''' D6
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====Skills====
 
====Skills====
*'''Craft''' d4
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*'''Craft''' D4
*<span style="color:#ff0000">'''Drive''' d10 / ''Mahha-go''</span>
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*'''Drive''' D4
*'''Fight''' d4
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*<span style="color:#ff0000">'''Fight'''</span> D8
*'''Fix''' d6
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*'''Fix''' D4
*<span style="color:#ff0000">'''Fly''' d12</span>
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*'''Fly''' D4
*<span style="color:#ff0000">'''Focus''' d6</span>
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*<span style="color:#ff0000">'''Focus'''</span> D8
*<span style="color:#ff0000">'''Influence''' d6</span>
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*<span style="color:#ff0000">'''Influence'''</span> D6
*'''Know''' d4
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*<span style="color:#ff0000">'''Know'''</span> D10
*'''Labor''' d4
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*'''Labor''' D4
*<span style="color:#ff0000">'''Move''' d8</span>
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*<span style="color:#ff0000">'''Move'''</span> D8
*<span style="color:#ff0000">'''Notice''' d6</span>
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*<span style="color:#ff0000">'''Notice'''</span> D10
*<span style="color:#ff0000">'''Operate''' d8</span>
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*'''Operate''' D4
*'''Perform''' d4
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*'''Perform''' D4
*'''Shoot''' d4
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*<span style="color:#ff0000">'''Shoot'''</span> D10 / Rifle
*'''Sneak''' d4
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*<span style="color:#ff0000">'''Sneak'''</span> D8
*'''Survive''' d4
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*'''Survive''' D4
*<span style="color:#ff0000">'''Throw''' d8 / ''Throwing Knives''</span>
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*'''Throw''' D4
*'''Treat''' d4
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*'''Treat''' D4
*'''Trick''' d4
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*'''Trick''' D4
 
{{SerenNav}}
 
{{SerenNav}}

Latest revision as of 02:11, 25 January 2017

Karl
Karl1.jpg
Gender Male
Age ??
Crew Posting Odd Job Doer
Homeworld Shadow
Religion N/A

History

Childhood

WIP!

The War

WIP!

After the War

With his unique set of skills and the universe recovering from a war, Karl found himself in high demand. And since he was a virtual ghost as far as government records went, and is still thanks to being picky about who he works for (he learned his lesson the first time)

Character Sheet

Distinctions

Dead Eyed d8

You’re cool under fire and a keen shot.
✔ Gain 1 Plot Point when you roll a d4 instead of a d8.
O Quick Draw: The first time you set the stakes in a firefight, spend 1 PP to double Shoot. If your opponent raises the stakes, step back Shoot for the rest of the scene.
Take Aim: Step back Move until the end of the scene to create an In My Crosshairs d8 Asset.
Highlighted Skills: Move, Notice, Shoot

Mysterious Past d8

You weren’t born to the life you’re livin’ now.
✔ Gain 1 Plot Point when you roll a d4 instead of a d8.
O Cortex Specter: Whenever anyone uses an information-based Asset against you, spend 1 PP to turn it into a No Data Found Complication of the same die rating.
O Ghosts of Yesterday: Create a d8 Complication relating to your history to step up your Fight, Know, or Sneak for a scene. This Complication cannot be stepped back by spending PPs to activate Opportunities.
Highlighted Skills: Fight, Know, Sneak

Reader d8

You know things you shouldn’t. Some call you a witch. They’re just scared of what you represent.
✔ Gain 1 Plot Point when you roll a d4 instead of a d8.
Secrets, Secrets: When you are in the presence of someone who is trying to keep a secret, spend 1 PP to discover the secret with a Mental + Know Action. If your Action fails, create or step up a Paranoid Complication.
O Psychic Flashes: Once per scene, spend 1 PP to create a d8 Complication on a Gamemaster character by blurting out a secret or negative fate.
Highlighted Skills: Focus, Influence, Notice

Signature Assets

  • Guns, Guns, Guns: D8
  • Tarot Card Deck: D8

Attributes

  • Mental D10
  • Physical D8
  • Social D6

Skills

  • Craft D4
  • Drive D4
  • Fight D8
  • Fix D4
  • Fly D4
  • Focus D8
  • Influence D6
  • Know D10
  • Labor D4
  • Move D8
  • Notice D10
  • Operate D4
  • Perform D4
  • Shoot D10 / Rifle
  • Sneak D8
  • Survive D4
  • Throw D4
  • Treat D4
  • Trick D4
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