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Cassandra Erzsebeta Arturo

Game, setting, & player:
Full name & aliases:
Cassandra Erzsebeta Arturo; Tassanderra Erezbeta.
Real and apparent age:
22 (born February 21st, 1998). Appears to be in young adulthood.
Height, weight, & build:
6′2″, 170 pounds. Athletic curvy build.
Colouration & features:
Warm aristocratic features; long curly black hair, deep blue (almost violet) eyes, and fair skin.

Quick Reference

Point Tracking

Cur. Max.
Hit Points 12 12
Radiation Points 12 12
Fatigue Points 12 12
Long-Term Fatigue 12 12
Stability Points 12 12
Long-Term Stability 12 12
Quintessence Points 20 20
Long-Term Quintessence 20 20
Education! Points 6 6
Everyman! Points 6 6
Explorer! Points 6 6
Mastermind! Points 6 6
Modern Pistol! Points 6 6
Psychologist! Points 6 6
Teamwork! Points 6 6
Vale Tudo! Points 6 6
Impulse Points 5 5
Unspent Experience [0]

Reaction Modifiers

Source Mod. Affected Group
Appearance +6 Anyone attracted.
-2 Anyone resentful.
+2 Everyone else.
Charisma +2 Everyone.
Voice +2 Everyone.


Load Move
None (0) 0-30 6.00
Light (1) 30-60 4.80
Medium (2) 60-90 3.60
Heavy (3) 90-150 2.40
Extra (4) 150-300 1.20

Damage Resistance

Source DR Locations Notes
Basic Armor 12/3* Torso, thighs, shoulders, upper arms. Higher vs cut, imp, pi; Not worn with other armor.
Tactical Armor 30/8* Skull, body, limbs, extremities. Higher vs cut, imp, pi.
Tactical Helmet 12 Skull, lower face.
Tactical Visor 21 Eyes, upper face. Semi-ablative.

Unarmed Attacks

Attack Defensive Normal Committed All-Out Furious
Punching: thr-1, Reach C; Vale Tudo!-12, Parry 10
Normal 1d-3 cr 1d-1 cr 1d cr 1d+1 cr 1d+2 cr
Loaded 1d-2 cr 1d cr 1d+1 cr 1d+2 cr 1d+3 cr
Kicking: thr, Reach C,1; Vale Tudo!-12, Parry 10
Normal 1d-2 cr 1d cr 1d+1 cr 1d+2 cr 1d+3 cr
Shod 1d-1 cr 1d+1 cr 1d+2 cr 1d+3 cr 1d+4 cr
Grappling: thr, Reach C, Vale Tudo!-12, Parry 10
Normal 1d-2 cp 1d cp 1d+1 cp 1d+2 cp 1d+3 cp

Muscle-Powered Weapons

Attack Defensive Normal Committed All-Out Furious
Tactical folding knife: sw-1(2), thr+1(2); Rc C,1/C; Vale Tudo!-12, Parry 10
Thrust 1d-1(2) imp 1d+1(2) imp 1d+2(2) imp 1d+3(2) imp 1d+4(2) imp
Swing 1d-1(2) cut 1d+1(2) cut 1d+2(2) cut 1d+3(2) cut 1d+4(2) cut

Ranged Weapons

Attack Damage Range Notes
Standard 6mmCL: 4d-1 pi; Acc 3; Rng 250/2500; RoF 3; Sht 24+1(3); ST 9; Blk -2; Rcl 2; Modern Pistol!-12
6mmCL EFMJ Match 4d-1(0.5) pi+ 250/2500 Acc 4; Will not overpenetrate targets with DR.

Character Sheet

Attributes & Secondary Characteristics

ST 12 [20]; DX 12 [40]; HT 12 [20]; IQ 12 [30]; PE 12 [10]; WL 12 [10]; QN 20 [100].
HP 12 [0]; RP 12 [0]; FP 12 [0]; LFP 12 [0]; SP 12 [0]; LSP 12 [0]; QP 20 [0]; LQP 20 [0].
Basic Speed 6.00 [0]; Basic Move 6 [0]; Water Move 1 [0].
SM+0 (1 hex); Basic Lift 30; Damage Thr 1d, Sw 1d+2.
Dodge 10; Parry 10 (DX); Block None.

Advantages, Disadvantages, & Features

Social Background

TL 9 [0].
Rank: Colonial Rank 2 [10].
Status: 21)2) ($​3,000 monthly cost of living) [5].
Wealth: Wealthy ($​150,000 starting wealth, $​18,000 expected monthly pay) [20].
Cultural Familiarities: Western [0].
Languages: English (Native) [0]; Omnilingual (Earth only; Native) [40]; Loroideseir (Native) [0].


  • Accelerated Learning 2 [40]
  • Appearance (Very Beautiful) [16]
  • Charisma 2 [10]
  • Combat Reflexes [15]
  • Common Sense (Conscious, +50%) [15]
  • Language Talent [10]
  • Very Fit [15]
  • Very Grounded [15]
  • Very Rapid Healing [15]
  • Very Resilient Soul [15]
  • Voice [10]
  • Wildcard Quintessence 20 [600]


  • Catnapper [1]
  • Deep Sleeper [1]
  • Patience of Job [1]
  • Presence [1]
  • Soft-Spoken [1]
  • Weapon Adaptation (Main-Gauche to Vale Tudo!) [1]
  • Weapon Adaptation (Shortsword to Vale Tudo!) [1]


  • Code of Honor (Olympic Creed3)) [-10]
  • Extreme Fanaticism (Olympian) [-15]
  • Honesty (Olympian; Self-Control 12) [-10]
  • Selfless (Self-Control 12) [-5]
  • Sense of Duty (Comrades and Companions) [-10]


  • Bold [-1]
  • Civilian [-1]
  • Confident [-1]
  • Responsible [-1]
  • Responsive [-1]


  • :?:

Skills & Techniques

Skills Dif. Rel. Pts. Lev.
Education! WC AT+4 [72] 16 4)
Everyman! WC AT+4 [72] 16 5)
Explorer! WC AT+4 [72] 16 6)
Mastermind! WC AT+4 [72] 16 7)
Modern Pistol! WC AT+4 [72] 16 8)
Psychic! WC AT-3 [3] 17 9)
Psychologist! WC AT+4 [72] 16 10)
Teamwork! WC AT+4 [72] 16 11)
Vale Tudo! WC AT+4 [72] 16 12)

1) Includes +1 to Status from Rank.
2) Includes +1 to Status from Wealth.
3) Always consider the wider consequences of your decisions, on yourself, those around you, and on the systems of society and the natural world. A leader should be stern but fair, lead by example, and look out for their fellows; a follower should look out for their fellows and take care of their responsibilities. Every Olympian should be willing to struggle and sacrifice for the integrity of their cause and their people; resist and oppose monstrous causes; lead and follow with consideration; avoid destructive incentives and destabilizing worthwhile equilibria; treat a constructive opponent with respect (a destructive opponent deserves removal); and take pride in the cause's symbols.
4) Use in place of Professional Skill (Student), Public Speaking, Research, Teaching, and Writing. May also be used in place of Autohypnosis, Computer Operation, Dreaming, Linguistics, Observation, or Savoir-Faire when assisting with studying, and Artist, Brainwashing, Gesture, Poetry, or Propaganda when assisting with teaching.
Wildcard Benefits: Ignore penalties for Cultural Familiarity and for Geographical and Temporal Scope when studying.
Full Bonus: The full bonus can negate default penalties for any skill with an attribute default, to a minimum penalty of -1 for Easy skills, -2 for Average, -3 for Hard, or -4 for Very Hard; that is, this cannot be as good as actually spending a character point to learn the skill.
Half Bonus: Gain the benefits of Accelerated Learning at a level equal to your half bonus.
5) Use in place of Computer Operation, Cooking, First Aid, and Housekeeping; Hiking, Climbing, and Stealth; Observation, Search, and Scrounging. Make an IQ-based roll against Area Knowledge, Current Affairs, Savoir-Faire, or Streetwise, or a DX-based roll against Driving or Piloting for common personal transports, for any region and culture the character has spent at least (6 - full bonus) months in (minimum one week). Finally, this covers any specialisation of a “background” or “hobby” skill (including Artist, Dancing, Hobby Skill, Musical Instrument, Professional Skill, and Singing) that the character has at least (6 - full bonus) months (minimum one) of familiarity with.
Wildcard Benefits: This is an especially broad skill that can cover many different actions, however mundane; if it is a familiar task that “anyone should be able to do,” the GM should be generous in allowing it.
6) You know all there is to know about uncovering the ancient past, and surviving while doing so. This skill completely replaces the following skills: Anthropology, Archaeology, Cartography, Geography, Heraldry, History, Linguistics, Naturalist, Navigation, Paleontology, and Sociology. It can stand in for Occultism, Philosophy, and Theology when answering questions about what a particular civilization believes. When communicating with primitive cultures, it also functions as Gesture and can be used for the following Influence skills: Diplomacy, Fast-Talk, Intimidation (with a WL-based roll), Savoir-Faire, and Sex Appeal (with a HT-based roll). It can stand in for either Literature or Research for any roll related to ancient peoples, civilizations, etc. Finally, make a PE-based roll to use any of the following skills in a wilderness or unexplored area: Camouflage, Meteorology, Observation, Survival, Tracking, and Traps.
Wildcard Benefits: Ignore penalties due to lack of Cultural Familiarity of primitive peoples or familiarities or tech level penalties for using equipment covered by this skill.
Full Bonus: Add the full bonus to resist natural hardships; when determining the critical failure range for disarming traps, solving puzzles, etc. – though 18 is always a critical failure – or to distance and area class (both p. B176) on any skill to which these apply.
Half Bonus: Add the half bonus to active defense rolls to avoid ancient booby-traps, or against weapons with a TL less than half the campaign TL (round up).
7) This skill stands in for Administration, Diplomacy, Finance, Intelligence Analysis, Leadership, Politics, Propaganda, Public Speaking, Savoir-Faire, Strategy, Tactics, and most aspects of Teaching. It counts as Body Language and Gesture to “read” and signal those you lead; Detect Lies if your underlings try to deceive you; First Aid to bandage them; and Psychology to understand them. Finally, you can use this as a complementary or directive skill when coordinating allies.
Wildcard Benefits: Ignore Cultural Familiarity penalties for anyone under your leadership or who is considered your ally. Furthermore, if there is a limit on the number of levels of Foresight for the campaign, you add 1/3 your full bonus (round to the nearest whole number) to this limit.
Full Bonus: Add the full bonus for others to hear and understand you. When leading a group, add your full bonus to your followers' Fright Checks, rolls to resist supernatural mind control or persuasion, self-control rolls to disadvantages that inhibit working well as a group or taking orders, morale checks, etc. Add your full bonus to spot impostors for anyone you've led before. Add your full bonus to reaction or Influence rolls against anyone you've led or who watches you work.
Half Bonus: Add the half bonus - 1 when you use this skill as a complementary or directive skill. Add the half bonus for assistance rolls.
8) The distillation of practical pistol combat by police and military forces worldwide. Practitioners exclusively use a natural two-handed “isosceles” stance at any range, with at least a wobbly “flash sight” aim. Shots are usually fired at the center of mass or at the “thoracic triangle” for reliable targeting and rapid wounding. Use in place of Guns (Pistol) or Fast-Draw (Ammo or Pistol). Make an IQ-based roll for Armoury (Small Arms), Connoisseur (Guns), Holdout, or Tactics regarding pistols. Use it at full skill for Fast-Firing, Immediate Action, Precision Aiming, or Quick-Shot, or at +3 to skill for Close-Quarters Battle or Retain Weapon, and halve all penalties for targeted attacks to the skull, face, and any sub-location of the torso (e.g., vitals or pelvis). Also include all the effects of the Cool Under Fire, Cross-Trained, and Grip Mastery perks.
9) You are an intuitive master of all psionic arts you encounter. This skill replaces all psionic power skills. I'll add more to this when we're not in the middle of gaming. :P
10) You are a true expert of the mind — both your own and others. This skill replaces Autohypnosis, Body Language, Brainwashing, Criminology, Detect Lies, Dreaming, Fortune-Telling, Hypnotism, Interrogation, Meditation, Mind Block, Propaganda, Psychology, and Sociology when dealing with yourself or a familiar society. Use it for Diagnosis, Observation, or Research when studying people and their behaviour, or for any Influence skill when attempting to analyse and/or treat someone.
Wildcard Benefits: This skill includes the benefits of Empathy — but not the skill bonuses — and you do not require that trait. Ignore any penalties you might have for Low Empathy or Callous when diagnosing a subject; ignore physiology modifiers.
Full Bonus: Add your full bonus to all rolls to resist madness or mental manipulation; to the reactions of people you've treated; to patients' rolls to combat mental illness. Apply your full bonus as a penalty to negate any bonus granted to unwilling or unaware subjects, or as a bonus to negate any penalty from the same.
Half Bonus: Subtract the half bonus from the total character point cost for “Buying Off” Disadvantages for a patient who has been in your care for 6 - full bonus months, minimum of one month. Add or subtract (your choice) 1 + half bonus to the next self-control roll for one specific disadvantage by making a skill roll and spending one minute interacting with someone in your care (or that you otherwise know well).
11) This skill only helps when working with allies. It counts as Body Language and Gesture to “read” and signal allies; First Aid to bandage them; and Climbing, Hiking, Stealth, or any other mundane skill in a scenario where the whole team must roll and you lack another applicable wildcard. In situations where you need to work with a group, you always count as if you “know the skill.” For complementary skills, an IQ-based roll enables you to “do something useful” and then make a complementary skill roll to provide a modifier to someone else's master skill. You can transfer the benefits of an Aim, Deceptive Attack, Evaluate, or Feint to any teammate you can both see or hear and who can both see or hear you. If you are within reach, or possess a ranged weapon that can reach the target, you can sacrifice a parry or block to defend a teammate. You could, for example, take an All-Out Defense (Double), while an ally takes an All-Out Attack (Double) and defend your ally even though he cannot normally get an active defense roll against attacks.
Wildcard Benefits: Ignore the -2 to attack enemies in close combat with teammates and ignore the penalties of missing. This works for any team as long as you've practiced with them for 6 - full bonus months; treat a 0 or less as one week instead. Those using Coordinated Attacks suffer only -1 per fighter after the first.
Full Bonus: Add the full bonus to rolls to resist Brainwashing, Interrogation, and supernatural mind control in any situation where failure would lead to betrayal of your comrades. Multiply the bonus by 5% (round up) when combining Basic Lift. Add the full bonus to your ST when combining ST for a ST roll or to cause damage. When using complementary skill rolls to assist someone, add your full bonus (if better than any other bonus you can provide). Add the full bonus to your rolls to spot impostors or supernaturally controlled members of your team.
Half Bonus: Add the half bonus to your Basic Speed for determining your order in the initiative when performing team-based actions (which always use the Basic Speed of the slowest team member).
12) The product of intensive mixed martial arts research by Excalibur, Vale Tudo (lit. “anything goes”) is a swift and brutal fighting style; competitive practitioners fight to win, as quickly as possible, and not to demonstrate artistry and grace. Practitioners use their entire body as a weapon and fight equally well from nearly any posture. As a wildcard skill, Vale Tudo! covers the skills Karate, Judo, and Wrestling. Use it at full skill for the Back Kick, Choke, Choke Hold, Counterattack, Elbow or Knee Strike, Exotic Hand Strike, Hammer Fist, Head Butt, Kicking, Scissor Hold, Stamp Kick, and Uppercut techniques, as well as any non-standard Parries such as Escaping Parry and Grabbing Parry. It also eliminates all attack and defense penalties for Ground Fighting or Low Fighting and any grappling with the legs. Finally, it can be used for Breakfall, Disarming, Evade, Feint, and Joint Lock at +3. Some practitioners adapt knife and stick attacks to the style; treat these as Weapon Adaptation (Main-Gauche or Smallsword).



Everyday Carry Location Cost Weight Description & Notes
Transponder implants Implants $200 neg. Short-range radio transponders in bio-neutral microcapsules embedded in the base of each middle finger.
Paracord bracelet Wrist $5 0.2 lb. A black (dyed and anodised) “survival” bracelet woven of advanced Excalibur paracord (rated for 500 pounds) on an alloy shackle (rated for two tons). Carries ten yards of cord in a broad band on her left wrist.
Excalibur Standard, 6mmCL Holster $1,850 1.1 lbs. 4d-1 pi; Acc 3; Range 250/2500; Wt 1.5/0.4; RoF 3; Shots 24+1(3); ST 9; Bulk -2; Rcl 2; LC 3; Fine (Accurate, Reliable), +1 Fast-Draw (Ammo), Weapon Bond. A highly-customised Excalibur Standard sidearm, with precision components, custom target grips, crisp trigger pull, fluted barrel and slide, and a bevelled magazine well. It has a programmable camouflage surface matching the uniform. It is holstered on the right thigh, concealed in civilian loadout or openly in tactical carry.
Standard magazine Loaded $52 0.05 lb. A high-quality transparent plastic magazine for the Standard, holding 24 rounds.
Ammunition, 6mmCL EFMJ Match, ×25 Loaded $16 0.325 lb. 4d-1(0.5) pi+; Acc 4; CPS 0.625. Will not overpenetrate targets with DR. Ballistically matched to Elizabeth's personal weapons. Loaded in magazine with one in the chamber.
Standard magazines, ×2 Holster or LBE $104 0.1 lb. A pair of high-quality transparent plastic magazines for the Standard, holding 24 rounds each. They are carried concealed in the left thigh pouch in civilian loadout, or on the LBE in tactical carry.
Ammunition, 6mmCL EFMJ Match, ×48 Magazines $30 0.62 lb. 4d-1(0.5) pi+; Acc 4; CPS 0.625. Will not overpenetrate targets with DR. Ballistically matched to Elizabeth's personal weapons.
Civilian Loadout Location Cost Weight Description & Notes
Excalibur Basic Armour Worn $2,800 4.2 lbs. DR 12/3* torso, thighs, shoulders, upper arms. Don 4. A skintight skin-tone-matched singlet of light and supple arachnoweave fabric, designed to be easily concealable under normal clothing. The fabric is moisture-wicking and breathable but waterproof and flame-resistant, comfortable to wear in any conditions for extended periods. Circuitry embedded in the weave provides biomedical sensors and a homing beacon (10 mi. range); and embedded microcapsules release a cocktail of medical chemicals on contact with blood, automatically staunching wounds and treating shock (automatically rolls for bandaging after 20 seconds, and treating shock after 10 minutes, with First Aid-12, no special result on a critical success, and only restoring 1d HP). T/100 hr.
Clothing Worn $600 2 lbs. A low cut business blouse and pencil skirt with black heels and thigh high stockings, finished off with a pair of dainty reading glasses.
Garter holster Worn $1,000 0.7 lb. A padded and custom-tailored concealable garter (thigh) holster with matching double magazine pouch. It has a gecko-adhesive retention mechanism controlled by smart electronics, secure-linked to the holstered weapon. It is functionally impossible to remove a holstered weapon without authorisation, and gives -1 to Fast-Draw (Pistol) and +3 to Holdout; fitted precisely to the Excalibur Standard pistol.
Tactical earbuds Worn $50 neg. These low-profile scan-fitted smart earplugs are made of skin-tone-matched plastic for maximum concealability, and include active sound amplification and cancellation systems (Acute Hearing 2 and Protected Hearing) and smart electronics for secure links to other devices. The integral batteries in each last for 3,000 hours.
Tactical smartglasses Worn $630 0.25 lb. This eyewear is made from smartglass and memory alloys with smartfoam padding. They provide Protected Vision and DR 10 to the eyes, Night Vision 9 and Near-Infrared Vision with 1–4× electro-optical magnification, and a include a pebble computer (Complexity 3) controlled by a neural input headset and supplementary gesture interface. The integral power cell lasts indefinitely in adequate light (-1 or better) thanks to the smartglass lenses, and up to 24 hours in total darkness.
Tactical smartphone Hip Pocket $1,400 0.75 lb. This smartphone is small, ruggedised, and powerful, integrating a light-duty pocket computer (Complexity 4) with a smartglass datapad interface, a compact but long-range (10 mi.) small radio with secure encryption, radio intercept and direction finding, and universal cellular access; and an inertial compass with GPS receiver. S(F)/90 hr.
Tactical Carry Location Cost Weight Description & Notes
Chemical flares, ×4 LBE $4 1 lb. Fiercely bright chemical cold lights the size of a golf ball. Provides Illumination +5 for an hour, reducing by one step for each hour afterwards. One white, one infrared, one tinted red, and one tinted green.
Electronic cuffs LBE $60 0.25 lb. A pair of rigid padded handcuffs with smart electronics and a homing beacon. ST 20, DR 10, and -6 to Escape. T(F)/3 mo.
Excalibur Disruptor Mini LBE $800 1.2 lbs. HT-3 aff.; Acc 3; Range 25/75; Wt 1.4/2XS; RoF 5; Shots 40,000(3); ST 5; Bulk -1; Rcl 1; LC 3.
XS battery, fine-quality, ×2 Loaded $80 0.2 lb. Shots 120,000(3). Two Excalibur AA batteries for the Disruptor Mini.
Excalibur Tactical Armour Worn $23,000 18 lbs. DR 30/8* skull, body, limbs, extremities; Don 21; +4 Hiking, +2 Climbing, +2 Stealth; +3 Camouflage in urban terrain; +1 to dodge active sensors; negates -2 in Stealth penalties for encumbrance. A suit of emergency response armour for urban paramilitary or commando units. It is fashioned of cutting-edge arachnoweave spider-silk fabric in an armour-optimised weave and cut, with smart-matter elements woven into and coating it; it is fire-retardant, chemical-resistant, and moisture-wicking, and adjusts to comfortably fit the wearer. The outfit consists of a collared jumpsuit with additional skullcap, gloves, and boots. The surface of the armour provides limited programmable camouflage (optimised for urban terrains, with daytime, nighttime, twilight, and indoor patterns; plus a retro-reflective “safety” pattern and plain “uniform” pattern), electronic support measures (can detect radar, t-ray, and laser emissions at twice their active range), and solar power (provides indefinite power for suit systems in +0 or better illumination). The interior of the suit bears biomedical sensors and a trauma maintenance system (automatically bandages wounds in 20 seconds after penetrating injury, and treats shock 10 minutes after penetrating injury, both with First Aid-12). The boots include high-quality gripboot soles, the gloves have gecko surfacing for surer grip, and the exterior is studded with load-bearing equipment and pockets for trauma plates. All parts of the suit seal together for maximum protection; with a compatible helmet, it provides climate control (-120°F to 120°F), radiation protection (PF 2), and pressure support (10 atm.). 2T/100 hr. (but see note in text).
Excalibur Tactical Helmet Worn $5,500 5.5 lbs. DR 12 skull, lower face; DR 21 eyes, upper face (semi-ablative). A sealed ballistic helmet of carbon-fibre-reinforced titanium metal-matrix composite with a visor of laminated sapphire smartglass. A triple-redundant laser/light/camera module is mounted on the left temple (3D imaging, 64× magnification, Night Vision 9, and Tunnel Vision; +4 brightness tunable flashlight; 500 yd. laser dazzler range; 5 mi. laser rangefinder range; 50 mi. laser comm range). The visor includes comprehensive auto-adjusting vision protection and hyperspectral/thermal imaging with minor magnification and a broad field of view, and provides full HUD output and neural input (4× magnification, Protected Vision, Realistic Hyperspectral Vision, Thermal Infrared Vision). Binocular parabolic sound directors on the sides of the helmet provide simultaneous hearing protection and enhancement and automatic sound analysis and near miss indication with connected software (Protected Hearing, Discriminatory Hearing, Parabolic Hearing 3; Subsonic Hearing; Ultrahearing; provides +4 to Vision rolls to locate attackers, detecting sounds with Vision/Hearing-18) and a sonar divecomm (3 mi. range). Built into the chin and cheeks is air processing hardware including a respirator (to extract oxygen from thin or depleted atmospheres), air filters (protecting against 99.997% of particulate, VOCs, and gasses), and a 10-minute emergency oxygen supply, all controlled by a dedicated chemsniffer and pressure sensors for automatic activation in unbreathable atmospheres (+10 to resistance rolls to avoid sudden exposure to hazards). Finally, the helmet also includes a small intercept radio (10 mi. range) and IR transceiver (500 yd. range) with secure encryption, and inertial tracker with GPS and atomic chronometer (+3 Navigation) for maximum field flexibility. S/72 hr.
Expandable baton LBE $120 1 lb. sw cr, thr cr; Reach 1; Parry 0; Wt 2; ST 6; Nanomaterials, Very Fine. A very high quality spring-loaded expanding baton of light nanocomposite.
First aid kit LBE $100 2 lbs. Contains a can of bandage spray (bandage minor wounds in 10 seconds), smart bandages (bandage major wounds in 20 seconds), and disposable hypos with emergency medications (to treat pain, anaphylaxis and allergies, nerve toxicity, heart attack, and sedation). Good for six minor treatments and four major treatments of each type. Gives +2 (quality) to bandaging and +1 (quality) to other First Aid rolls.
Flashbangs, ×4 LBE $640 1 lb. HT-5 aff. (10 yd.); Wt 0.25; Fuse 2S; Bulk -1; Cost 160; LC 3. A set of golf-ball-sized smart-fused stun grenades.
Gecko tape, 15 yd. roll LBE $13 0.25 lb. A fifteen-yard ‘flat pack’ roll of double-sided high-quality gecko tape.
Gun maintenance kit Packed $400 2 lbs. A pouch containing tools for Armoury (Small Arms). Gives -2 (quality) to most tasks or +2 (quality) to basic maintenance for any firearm.
Multitool LBE $80 0.5 lb. A emergency multi-tool optimised for one-handed use. Includes spring-action pliers and wire cutters, two fine stainless steel blades (one serrated), a fine saw, a strap cutter, a can and bottle opener, an oxygen tank wrench, and several sizes of screwdriver.
Notepad LBE $20 0.1 lb. A 50-page memo pad with waterproof paper.
Pen LBE $25 neg. A capped ballpoint pen of heavy alloy, capable of writing in nearly any conditions and durable enough to use as an improvised weapon or spike.
Strobe marker LBE $35 0.25 lb. A palm-sized domed light with a gecko adhesive back, visible up to 2.5 miles away. Can be tuned to burn steadily or strobe any pattern, in any colour or combination of colours, or in infrared. T(F)/3 days.
Tactical computer Inside Pocket $5,080 0.7 lb. A rugged light-duty miniature eight-core pocket computer (Complexity 4) with smart electronics. The size of a deck of cards, it has no external display, nor any physical interface beyond basic power and status indicators, biometric input, and self-sealing power and cable jacks, though it can be attached to any standard I/O devices. 2XS(F)/60 hr. It is sealed into an inside pocket of the armour with a cable jack for secure link to the suit and helmet.
Tactical folding knife LBE $210 0.25 lb. sw-1(2) cut, thr+1(2) imp; Reach C,1/C; Parry -1; Wt 0.5; ST 5; Superfine, Nanomaterials.
Tactical holster Worn $150 0.5 lb. A drop-leg holster with gecko-adhesive retention mechanisms controlled by smart electronics, arranged for easy access and smooth drawing from any position. It is functionally impossible to remove a holstered weapon without authorisation, and gives +2 to Fast-Draw (Pistol) and -2 to Holdout.

Software Suite

Program C. Cost Notes
IFF controller 3 $500 Interrogates IFF units and augments fire-control to prevent friendly fire without spoiling good shots. Gives +2 to Situational Awareness and lowers the maximum skill for Hitting the Wrong Target to 6 for all targets designated as friendly.
Silhouette 4 $1,000 An augmented memory target identification system loaded with databases to identify targets of military or police interest, including weapons, armour, vehicles, and logos with a 1-second query; can also query servers (1d seconds) for targets not in its databases.
TacNet 4 $5,000 Maintains battlefield awareness, tracking and sharing team positions, firing arcs, blind spots, command relationships, recognised items and targets of interest, and filtering all data for relevance. +1 (quality) to Tactics, +4 to Situational Awareness.
Target Tracking 4 $500 Intelligently paints, evaluates, and tracks up to ten thousand threats; allows manual target painting as a free action; and automatically queries object databases to identify threats; +8 to Situational Awareness (not cumulative with TacNet).
Targeting 4 $1,000 Automatic target profiling, ballistic modelling, dodge prediction, environmental compensation, etc. for +2 Guns and Gunner with any linked smartgun.
Translation Software 4 $2,500 Fluent translation software for English to Japanese, Chinese, Korean, Arabic, and French.
Visual Enhancement 4 $500 Performs image stabilisation, glare reduction, subtle edge highlighting, colour balancing, contrast enhancement, and other post-processing to provide +1 to Vision rolls, negate TL8 and below camouflage, and half the bonus for known TL9 camouflage.

Background & Notes

Personality Chart

Motivators Sexuality
Temperament Libido
Sense of Humour Promiscuity
Core Traits Orientation
Outlook Directness
Integrity Tolerance
Impulsiveness Receptivity
Boldness Style
Flexibility Religion & Spirituality
Affinity Adherence
Comportment Tolerance
Interactivity Expression
Disclosure Conversion
Conformity Attitude
Topics of conversation
Habits and quirks
Hobbies and enjoyments

Character Questionnaire

The Basics

What is your full name?
Where and when were you born?
Who are/were your parents? (Know their names, occupations, personalities, etc.)
Do you have any siblings? What are/were they like?
Where do you live now, and with whom? Describe the place and the people.
What is your occupation?
To which social class do you belong?
Describe yourself, physically, including any distinguishing marks or features.
Do you have any allergies, diseases, or other physical weaknesses?
Are you right- or left-handed?
What words and/or phrases do you use very frequently?
What do you have in your pockets?
Do you have any quirks, strange mannerisms, annoying habits, or other defining characteristics?

Growing Up

How would you describe your childhood in general?
What is your earliest memory?
How much schooling have you had?
Did you enjoy school?
Where did you learn most of your skills and other abilities?
While growing up, did you have any role models? If so, describe them.
While growing up, how did you get along with the other members of your family?
As a child, what did you want to be when you grew up?
As a child, what were your favorite activities?
As a child, what kinds of personality traits did you display?
As a child, were you popular? Who were your friends, and what were they like?
When and with whom was your first kiss?
Are you a virgin? If not, when and with whom did you lose your virginity?
If you are a supernatural being, tell the story of how you became what you are or first learned of your own abilities. If you are just a normal human, describe any influences in your past that led you to do the things you do today.

Past Influences

What do you consider the most important event of your life so far?
Who has had the most influence on you?
What do you consider your greatest achievement?
What is your greatest regret?
What is the most evil thing you have ever done?
Do you have a criminal record of any kind?
When was the time you were the most frightened?
What is the most embarrassing thing ever to happen to you?
If you could change one thing from your past, what would it be, and why?
What is your best memory?
What is your worst memory?

Beliefs And Opinions

Are you basically optimistic or pessimistic?
What is your greatest fear?
What are your religious views?
What are your political views?
What are your views on sex?
Are you able to kill? Under what circumstances do you find killing to be acceptable or unacceptable?
In your opinion, what is the most evil thing any human being could do?
Do you believe in the existence of soul mates and/or true love?
What do you believe makes a successful life?
How honest are you about your thoughts and feelings (i.e., do you hide your true self from others, and in what way)?
Do you have any biases or prejudices?
Is there anything you absolutely refuse to do under any circumstances? Why do you refuse to do it?
Who or what, if anything, would you die (or otherwise go to extremes) for?

Relationships With Others

In general, how do you treat others (politely, rudely, by keeping them at a distance, etc.)? Does your treatment of them change depending on how well you know them, and if so, how?
Who is the most important person in your life, and why?
Who is the person you respect the most, and why?
Who are your friends? Do you have a best friend? Describe these people.
Do you have a spouse or significant other? If so, describe this person.
Have you ever been in love? If so, describe what happened.
What do you look for in a potential lover?
How close are you to your family?
Have you started your own family? If so, describe them. If not, do you want to? Why or why not?
Who would you turn to if you were in desperate need of help?
Do you trust anyone to protect you? Who, and why?
If you died or went missing, who would miss you?
Who is the person you despise the most, and why?
Do you tend to argue with people, or avoid conflict?
Do you tend to take on leadership roles in social situations?
Do you like interacting with large groups of people? Why or why not?
Do you care what others think of you?

Likes And Dislikes

What is/are your favorite hobbies and pastimes?
What is your most treasured possession?
What is your favorite color?
What is your favorite food?
What, if anything, do you like to read?
What is your idea of good entertainment (consider music, movies, art, etc.)?
Do you smoke, drink, or use drugs? If so, why? Do you want to quit?
How do you spend a typical Saturday night?
What makes you laugh?
What, if anything, shocks or offends you?
What would you do if you had insomnia and had to find something to do to amuse yourself?
How do you deal with stress?
Are you spontaneous, or do you always need to have a plan?
What are your pet peeves?

Self Images & Etc.

Describe the routine of a normal day for you. How do you feel when this routine is disrupted?
What is your greatest strength as a person?
What is your greatest weakness?
If you could change one thing about yourself, what would it be?
Are you generally introverted or extroverted?
Are you generally organized or messy?
Name three things you consider yourself to be very good at, and three things you consider yourself to be very bad at.
Do you like yourself?
What are your reasons for being an adventurer (or doing the strange and heroic things that RPG characters do)? Are your real reasons for doing this different than the ones you tell people in public? (If so, detail both sets of reasons…)
What goal do you most want to accomplish in your lifetime?
Where do you see yourself in 5 years?
If you could choose, how would you want to die?
If you knew you were going to die in 24 hours, name three things you would do in the time you had left.
What is the one thing for which you would most like to be remembered after your death?
What three words best describe your personality?
What three words would others probably use to describe you?
arcadianphoenix/characters/cassandra_arturo.txt · Last modified: 2019/03/30 04:50 by arcadianphoenix