Survivor

Alyson Reed's page

250 posts. Alias of MordredofFairy.


Classes/Levels

Stamina: 6/6 HP: 10/10 | Resolve 4/4 | KAC: 15 / EAC: 15 / CMD: 23 | Fort: +0, Ref: +6, Will: +2 (all +2 vs. Spells) | Init: +4, Perception: +4 |

About Alyson Reed

Alyson Viridia Hau Pepelu Viktualia Tesla Saillune-Reed
Envoy Level 1
Chaotic Good
Female Medium Human(Featherlight)
Ace Pilot

Init 4 = 4(dex)
Senses 4 Perception
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Party Role/Concept
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* Street Smarts(and Street Skills, rather than Academic ones)
* Charming
* Potential Face
* Several Support Abilities
* Good Pilot

Background:

See below, I filled the "30-Minute-Background" - I do have a pretty accurate idea, but I would reference both the Background and the Theme - and neither can be considered final at this point. If selected, as soon as those are decided on, I will write more of a proper story. We are playing in games together, I think you know that I can create hopefully interesting and flavorful characters based on the concepts I envision for them.
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Childhood
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Thirty-Minute-Background:

The Sixty-Minute Background

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

1) Adopted into a wealthy family with rigid religious rules.
2) Was trying to find a way to express herself as a teen, got into repeated conflict with parents.
3) One of the only 'accepted' outlets for her surplus energy was racing.
4) Turned her back on family and religion to make her own way in life - no longer considered a daughter by her adoptive parents.(she no longer has value for publicity and is clearly a failed investment overall)
5) Still has some values and ideals imprinted from her upbringing - she does not actively fight all of them, as long as there is no conflict with the personal freedom she desires.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1) (Character Goal): To make her own way in the galaxy. Not be held on a leash by anybody, and not living paycheck to paycheck. Be able to do what she wants and when she wants it, live free!
2) (Player Goal): If she gets the Calistrate background, then there is a sister in upper management mentioned - ideally, she could reconcile with part of her family at some point(unless the AP has other plans...even so, maybe there is another sister or brother she could make up with).
No game impact is expected, just some positive closure on that part of her history.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

1) (Character-Known secret): While she cherishes all things new, and is not overly cautious, there are a LOT of things she never tried yet. Among those: She is still a Virgin, and in general, physical contact of any sort scares her. She is confident about her looks and body, but any sort of touching(even for a medical examination) would cause her distress. Since she does not really talk about her upbringing, she does her best to hide this. Sometimes "pretends" to be a follower of her former faith when in more public areas, so that she can feel more at ease.
2) (Unknown secret): Her adoptive parents cut her off and turned their backs on her. But they are hoping that she might change her ways and repent, coming back on her knees and begging for forgiveness. To that end, they hired someone...(see step 4).
3) (Unknown secret): Is actually blood-related to one of her adoptive siblings. That was never disclosed to her, but if that sibling is older, they may remember something about their parents, or about what happened to make them orphans...(really, an open plot thing that you are welcome to use if you want.)

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

1) This seems difficult - if we start off as employs on a cargo hauler moving often, I don't think it makes much sense to randomly pick some harbor and add relevant people to it. Instead, I'll go with one person that is more meaningful:
Darius Diomedes - an experienced operative that was often employed for diverse services by Alysons adoptive parents. There is always underhanded business to be taken care of when you are playing in the upper echelons of society. This time, his task is to trail Alyson, or preempt her movement. He is supposed to make things hard for her, but without actually endangering her. The opposite is true, he's supposed to protect her in an emergency, but without revealing his identity. The overall goal is to keep Alyson safe, but make sure she 'fails' at being independent. He may bribe custom officials to take extra time processing shipment, or so they select her for extra screening. That sort of thing, just make things troublesome on every step.
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How that would play out is up to you, it basically gives you an NPC that can be used to harass us from off-screen, as well as a non-fiat means to avoid an accidental TPK. The idea is that overall, he is more of a 'penalty' with trouble he causes, but to balance that out, he's also a sort of insurance policy if we're in deep trouble.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1) ("Mannerism") Does an exercise set consisting of Yoga, Martial Arts Kata's and Zero-G movement training every day - it helps her focus and keep in shape.
2) ("Memory") Slipping into her sisters bed when she had a nightmare as a kid. One of the only times she enjoyed close physical contact.
3) ("Quirks") Used to Low-G/Zero-G and space, she feels intimidated by the open sky and higher gravity on earth-like worlds.

Description:
Alyson is a willowy female human - slightly below 6 feet tall and weighing in at only 120 lbs - courtesy of her birth and upbringing in space. She has a lithe body with slender arms and legs and no breasts to speak of. Her ginger hair is kept relatively short(not quite shoulder-length) so that it does not present a danger(by blocking vision or getting caught in something) when she is racing. Other than that and eyelashes, her body is devoid of any hair - a dominant genetic modification dating back 2 or 3 generations. Her green eyes are lively with a spark of playful mischief to them, looking for opportunities.

Courtesy of Ash's Guide to RPG Personality & Background.

Primary Motivator - Liberation
Secondary Motivator - Discovery/Adventure
Emotional Disposition - Curious
Moodiness - Labile
Outlook - Optimistic(upbeat)
Integrity - Unscrupulous(manipulative)
Impulsiveness - Spontaneous(Capricious)
Boldness - Cautious(vigilant)
Agreeableness - Agreeable (adaptable)
Interactivity - Engaging(Talkative)
Conformity - Heterodox(Rebellious)

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Defense
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EAC 15 =10+4(Dex)+1(Armor)+0(Shield)+0(Deflection),
KAC 15 =10+4(Dex)+1(Armor)+0(Shield)+0(Deflection), ACP = 0
AC vs. Maneuver = 23
Stamina 6 =6(Class)
HP 10 =4(Human)+6(Class)
Fort 0 , Ref 6 , Will 2
(+2 on Saves versus Spells/SLA)

4 Resolve Points = 1(Half Level)+3(Cha)
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Offense
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Speed 30 ft
MELEE
RANGED Semi-Auto Pistol +4 1d6P 9 Round Magazine
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Statistics
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Str 9, Dex 18, Con 10, Int 10, Wis 10, Cha 16
Base Atk +0;

Languages: Common

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Special Abilities
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=====Feats=====
Level 1: Spellbane
Level 1(Human Bonus Feat): Shield Proficiency
Level 3: Mobility
Level 3(Weapon Specialization): Basic Melee, Grenades, Small Arms
Level 5: Shot on the Run
Level 7: Fleet
Level 9: Nimble Moves
Level 11: Jet Dash
Level 13: Far Shot
Level 15: Parting Shot
Level 17: Improved Initiative
Level 19: Ambuscade

=====Racial Qualities=====

• Bonus Feat: Humans select one extra Feat at 1st Level.
• Skilled: Humans gain an additional skill rank at each level.

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Class Abilities
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=====Envoy Improvisation=====
Level 1: Get Em
Level 2: Clever Feint
Level 4: Clever Attack
Level 6(Starwright): Starmetal Application
Level 8: Clever Improvisations
Level 10: Improved Get Em
Level 12: Don't Quit
Level 14: Hidden Agenda
Level 16: Look Alive
Level 18: Spell Gem Understanding
Level 20: Phalanx Fighting

DC = 10+0(Half Level)+3(Cha)

=====Skill Expertise=====
Expertise: Add Expertise Die to roll as insight bonus if resolve remaining.
Level 1(Automatic): Sense Motive, 1d6
Level 1(Pick): Diplomacy
Level 5: Bluff, 1d6+1
Level 9: Computers, 1d6+2
Level 13: Medicine, 1d8+2
Level 17: Culture, 1d8+3
Level 20: 1d8+4 or 2d8 - one Improvisation without resolve Cost.

=====Expertise Talent=====
Level 3: Analyst
Level 7: Well Informed
Level 11: Slick Customer
Level 15: Fast Hack
Level 19: Convincing Liar

=====Skills=====
8(class)+1(Skilled)

Class Skills

8 Acrobatics(ACP) = 1(ranks)+4(Dex)+3(class)
-1 Athletics(ACP) = (ranks)-1(Str)+3(class)
7 Bluff = 1(ranks)+3(Cha)+3(class)
- Computers = (ranks)+1(Int)+3(class)
5 Culture = 1(ranks)+1(Int)+3(class)
7 Diplomacy = 1(ranks)+3(Cha)+3(class)
3 Disguise = (ranks)+3(Cha)+3(class)
- Engineering = (ranks)+1(Int)+3(class)
3 Intimidate = (ranks)+3(Cha)+3(class)
- Medicine = (ranks)+0(Int)+3(class)
4 Perception = 1(ranks)+0(Wis)+3(class)
9 Piloting = 1(ranks)+4(Dex)+3(class)+1(Theme)
- Profession() = (ranks)+3(Cha)+3(class)
4 Sense Motive = 1(ranks)+0(Wis)+3(class)
8 Sleight of Hand(ACP) = 1(ranks)+4(Dex)+3(class)
8 Stealth(ACP) = 1(ranks)+4(Dex)+3(class)

Other Skills
- Life Science = (ranks)+1(Int)
- Mysticism = (ranks)+0(Wis)
- Physical Science = (ranks)+1(Int)
0 Survival = (ranks)+0(Wis)

=====Gear=====

On Hephaistos

=====Theme (Ace Pilot) =====
You are most comfortable at the controls of a vehicle, whether it’s a starship racing through the inky void of space or a ground vehicle zooming between trees, around boulders, and across dusty badlands. You might be a member of an elite military force, the recipient of intense courses of training. Alternatively, you might be a total amateur with innate skills that make you a much-admired hotshot.

Level 1: Theme Knowledge: You are obsessed with starships and vehicles, and have committed to memory almost every related tidbit of knowledge you’ve ever come across. Reduce the DC of Culture checks to recall knowledge about starship and vehicle models and parts as well as famous hotshot pilots by 5. Piloting is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to your Piloting checks.
+1 Dex

Level 6: Lone Wolf: You know at least a little bit about handling every role on a starship, and you can sub in for certain tasks in a pinch. Whenever you need to attempt a skill check either during starship combat or to directly repair or otherwise maintain your starship, you can treat half your ranks in Piloting as your ranks in the appropriate skill for the check, if that would be better (since you effectively have ranks in the related skill, you are considered trained in the skill for the purposes of this check).
Level 12: Need For Speed : Speeding in a vehicle gives you a heady rush, and you can easily handle operating vehicles at high velocities that might send lesser pilots spinning out of control. Reduce any penalties to Piloting checks you make when on a vehicle by 1. When you take the double maneuver action during a vehicle chase (see page 283), reduce the penalty for each action by 1. Whenever a Piloting check has a penalty for failing by 5 or more, you take that penalty only if you fail by 10 or more.
Level 18: Master Pilot: Your piloting accomplishments invigorate you, giving you renewed purpose and zeal. Up to twice per day, when you defeat a significant enemy in starship combat as a pilot or succeed in a vehicle chase (meaning that you’ve either escaped a pursuer or caught or defeated your opponent), you recover 1 Resolve Point..

=====Attributes=====:

STR 9=10(Buy)-2(Race)+1(Point Buy)
DEX 18=10(Buy)+4(Race)+1(Theme)+3(Point Buy)
CON 10=10(Buy)
INT 10=10(Buy)
WIS 10=10(Buy)
CHA 16=10(Buy)+6(Point Buy)

Ability Increase 5: +1 Dex(19), +2 Con(12), +2 Int(12), +2 Cha(18)
Ability Increase 10: +1 Dex(20), +2 Con(14), +2 Int(14), +2 Cha(19)
Ability Increase 15: +1 Dex(21), +2 Con(16), +2 Int(16), +1 Cha(20)
Ability Increase 20: +1 Dex(22), +2 Con(18), +2 Int(18), +2 Wis(12)