Oriana

Amaryst Geil's page

244 posts. Alias of therealthom.


Full Name

Amaryst Geil

Race

Init +2 Percept +1 SenseMotive -1 // F 2 R 2 W 1 //

Classes/Levels

KAC 15 EAC 13 // Stamina 0/14 HP 15 Resolve 4/4 Group Loot

Gender

Ace Pilot Lashunta Soldier//

Strength 16
Dexterity 14
Constitution 10
Intelligence 12
Wisdom 9
Charisma 12

About Amaryst Geil

Square-jawed, solid and blocky, at least for a Lashunta, Amaryst exudes an air of quiet competence.

Attacks
dice= Battleglove, Cestus, v KAC, ] 1d20+5 [/dice] ... dice= damage] 1d4+3 [/dice] S 0 0.1 analog
dice= Semi-Auto tactical Pistol v KAC, ] 1d20+5 [/dice] ... dice= damage] 1d6 [/dice] P, 30' analog 9 rounds
dice= Light Reaction Cannon v KAC, ] 1d20+4 [/dice] ... dice= damage] 1d10 [/dice] E, 90' penetrating 6 rounds

Languages Lashunta, and English

Skills
Acrobatics (D) 3 ; Athletics (S) 4 ; Bluff (Ch) 1 u ; Computers (I) 1 u ; Culture (I) 2 ; Diplomacy (Ch) 2 ; Disguise (CH) 1 u
Engineering (I) 5 ; Intimidate (Ch) 5 ; Life Science (I) 1 u ;
Medicine (I) 5 ; Mysticism (W) -1 u ; Perception (W) 1 u ;
Physical Science (I) 1 u ; Piloting (D) 10 ; Sense Motive (W) -1 u ; Sleight of Hand (D) 2 u ; Stealth (D) 0 ; Survival (W) -1 ; Profession (I,W,Ch) ?

Racial Abilities (Lashunta, Korasha)
Lashuntas gain the following spell-like abilities:
At will: daze, psychokinetic hand ; 1/day: detect thoughts

Lashuntas can mentally communicate with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple
creatures simultaneously is just as difficult as listening to multiple people speaking.

Lashuntas love to learn, and they receive a +2 racial bonus to any two skills of their choice.

DM Boon Special Ability
Bonus Feat: 'The Lap of Luxury' - Amaryst worked for years under the wealthy heir Eastern Roth. Traveling the galaxy together, they attended many expensive parties and met many people from the highest echelon of people. Because of this, as long as the group is in an area of at least relative civilization, Amaryst is assumed to know at least one minor acquaintance in the upper echelon of society. She can call on these people for minor favors, including a night's rest, an errand, an item delivered or directions given. Once per contact, she can call on them for a greater favor in the name of Eastern Roth. These favors can take the form of a useful item loan, a longer stay in their house, contacts with hard-to-reach people, or other similar things.

Theme Abilities (Ace Pilot)
1st: Reduce DC of Culture checks about ships, vehicles, and pilots by 5.

Feats
1. Mobility: +4 AC against movement induced AoO.

Class Abilities (Soldier, Guard style)
Armor Training (Ex) You reduce the armor check penalty of armor you wear by 1 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by your armor by 1.

CF2. Weapon Focus small arms

Equipment

Item Unit Cost Level Unit Bulk Qty Net Cost Net Bulk
Cermonial Plate Armor, Troop 110 0.1 1 250 0.1
Battleglove, Cestus 100 0.1 1 90 0.1
Semi-Auto Tactical Pistol 260 0.1 1 260 0.1
43 spare rounds 40 0.1 60 0
light reaction cannon 250 3 1 250 3
20 spare rounds 90 0.1

Personal Comm 7 0.1 1 7 0.1
Flashlight (A third level backup for a flashlight) 1 0.1 1 1 0.1
Engineering Toolkit 20 0.1 1 20 0.1
1 week field rations 1 1 1 1 1
Hygiene Kit 3 1 1 3 1
Professional Clothes 5 1 5 0
Mark 1 healing serum 100 0.1 2 200 0.2
Everyday Clothes 2x 5 0.1 bulk 2 10 0.2
Clothing, Professional 2x .1 bulk
Clothing, Formal 1x 1 bulk

Amaryst's Cash : 160 after Tau Ceti

Background:

Sorry if I haven't had time to consolidate her background before you get to this leinathan. It's strewn all through her answers to the questions.

I'd like to use this space to talk about the ship -- I realize the ship is a lot of wealth for a first level character. But that's why it's tied up in court, or otherwise immediately unobtainable. I'm thinking of it more as a plot hook or PC incentive to drive the character than an immediate resource for character use. In the course of the game, she may have to choose between the ship and her friends. And I realize that the ship won't be free; she may have to come up with money for legal fees, docking fees, etc.

In addition I am totally willing to give up the ship to get into the game. I'll assume that she lost the legal fight.

A's for Q's:

1. What's your characters economic situation, and the economic situation of their family?
Amaryst is simultaneously rich and poor. She's sitting on a starship given to her by a client. The client, Eastern Roth, was still a young man, but died of an incurable disease. His very wealthy family didn't like the bequest and has tied the matter up in court. Amaryst is trying to make ends meet while the legal process gets resolved. So she is still working as a bodyguard. I imagine it's pretty tough for Lashuntas on earth right now.
2. What does your character look like? Describe their fashion sense, their hair, their eyes and skin. Is there a reason they dress or act the way they do? How do they carry themselves when they don’t think anyone is looking?
Amaryst dresses for the job. Usually this means tough, comfortable clothing, often in layered shades of white, grey, and black, but she enjoys the opportunity to dress up. When she's alone, she sometimes dresses in the light filmy fabrics native to her people and dances.

For their part, Maldor and Em see a square-jawed, red-haired, so red it must be died, Lashunta woman. She's solid and blocky, at least for a Lashunta, who arm more generally pictured as the taller slimmer, Damaya form of the species.
She's wearing a loose dark grey pullover over a cream turtleneck and light grey trousers. A stuffed back pack lies at her feet.

3. Where was your character born? A Space Station? Old Earth? An offworld colony? The Moon? If they aren't from Old Earth (which is most likely if they are an alien) why did they move to Old Earth? Feel free to do some invention here. There's a whole galaxy out there, and a whole range of places to be from.
4. How did your character become whatever class they are or learn the skills they have?
5. What does your character do for a living? How did they get into doing that?
Amaryst is from the Lashunta home world of Castrovel. Her parents were lower middle class, ambitious, social climbers who pushed their children to make contacts and ingratiate themselves with the higher classes. Amaryst was a disappointment. She preferred to hang out with the neighborhood toughs. She got into drugs, then trouble . Fortunately, a judge saw something redeemable in Amaryst. He presented her with a stark choice, jail time or work. He used a favor to get her a job with a local bail bondsman, watching customers who might choose to flee rather than present themselves at court. Occasionally she had to help track one down and return him. One of her co-workers had a cousin who ran a bodyguard service, and they made the jump to his company. She worked her way up the ladder, moving from company to company until she landed the job guarding Captain Eastern Roth.
Roth came from an Old Earth patrician family. Roth retired from the military at a young age and lived off his family's trust fund. He bought a small ship and traveled the galaxy. When he hired Amaryst, he told her that he'd recently had a brush with kidnappers and that his family was worried about him traveling alone. From her point of view the job was ideal. As his bodyguard she had access to a lifestyle that would have otherwise been closed to her. The ship may have been small but it was luxurious. The food was unbelievably good. The parties were glamorous.
They flew, and she adored flying, and they drifted among or around the glitterati, and life was good. Even her parents approved of her when she got her youngest brother a job with Roth's family coporate interests on Castrovel.
So, she didn't think much about it, if Roth often visited planets or stations that weren't part of the normal socialite vacation scene. Or if they occasionally met Roth's old friends in seedy taverns. Or if she occasionally had to drop off packages for him in odd places.

6. What is their personality like? On the job, Amaryst is quiet, restrained even, unless there's a need to be loud. Outside work, Amaryst is boisterous. She likes dancing of all sorts, and music with a beat. She's curious, and smarter than she appears when the subject interests her. She has something of a mania for fast powerful vehicles. This mania drives her engineering interests.

7. If your character is religious, explain why and how. If not, there may be a reason for that as well.
Religion is not something Amaryst really thought about until recently. Then she met some Mormon missionaries. What they said sounded implausibly fantastic, but also appealing on some level. Since then she's been researching religions.

8. Explain what your character’s alignment means to them. Something like “Jessica is lawful good because she wants to stamp out evil and eradicate it. She would sacrifice herself to attain her goals.”
Amaryst is weakly chaotic good. She's never formulated a philosophy that guides her actions, so she has no explicit guiding tenets. She assumes freedom for all sentient creatures to be the norm, and expects freedom for herself. She'd rather hand a begger a few credits than kick him in the teeth. That said, a bargain made is a fact. She'll go to great lengths to keep her end.

9. How does your character feel about technology? About trans-humanism? About other races? Some people will always be conservatives, but some embrace technological advance wholeheartedly.
Amaryst thinks technology is a good thing. Sometimes it's just badly used.
People are people. You won't change behavior with technology. You'll just give good or bad behavior more scope unless you force them to conform to a set of rules somehow.

Amaryst hasn't really thought about it, but she knows she doesn't want anyone forcing their will on her. She expects freedom within the customary mores of society. Any attempt to technologically enfore behavior would look a lot like slavery to her, and thus be repugnant.

Connections:

Korvan Vosh -- Amaryst and Korvan met while working as part of a team providing security for a new family compound for the Galanises, of Galanis Maritime Bio-farming and Mining. Several hundred acres in the Thousand Lakes of Minnesota. Amaryst was working on physical security; Korvan was hack-proofing the electronic systems. She was also pulling guard and patrol duty around the construction site.

It gave her an opportunity evaluate ingress routes. These needed monitoring systems. She met Korvan when she brought a laundry list of new sensor locations, one day. Soon they were making a game of brainstorming security vulnerabilities and possible solutions over drinks.

Since then, they've kept in touch and meet occasionally for drinks and conversation.

Jin -- Jin was Amaryst's first offworld bodyguard client, and her first client as a new employee of the Deltex Premium Security Agency. Jin had come to Castrovel to consult with a major bio-tech firm. Shortly after he arrived, the firm informed him that a competitor was considering 'aggressive and unconventional' means of business competition and recommended that he take precautions by hiring Deltex. (The owner of Deltex was related to Jin's contact.) As part of Deltex's premium service, Amaryst's duties included being a valet and personal assistant in addition to physically protecting Jin.

Jin was satisfied enough with Amaryst's work that he took her offworld when he left. It was on the starliner that they developed a real friendship. Amaryst had wrangled a tour of the ship's engine spaces, and was describing it excitedly, when Jin mentioned that they must be using the new Gamma-J drives and dove into the underlying theory of the engine. They spent many hours talking about powerplants, engines and drives. Jin would talk about the theory and concepts, and Amaryst would struggle to keep up and understand.

After a time off-world, Jin no longer needed security, but the two have kept in touch. When Amaryst became stranded on earth, she thought Jin and his family's connections might be able to help her regain her ship. Although they've met several times over the months, each time she finds herself unwilling to actually ask him for help.

Zenvisk -- Amaryst met Zenvisk casually through Jin. She had almost screwed herself up to ask Jin for a loan when Zenvisk arrived. He and Jin immediately started a conversation about gaming, that left her out and she was a little put out about it. She starting chipping in funny little mental comments on game realism. Jin has talked to each about the other, so they have some idea of each other's strengths and weaknesses. If they had a problem that the other could solve, they'd be comfortable going to the friend of a friend. And the relationship could build from there.

And perhaps Zenvisk will take me up on the racing angle, I proposed.

Cross -- I'll propose this to Cross. Amaryst has seen him race. She hasn't actually met him, but she is totally impressed with his driving and his rep.

Stats Calcs:

Abilities : S 10+2+0+4 D 10 base + 0 race + 1 theme + 3 points ; Con 10+0+0+0 ; I 10+2+0+0 ; W 10 -2+0+1+0 ; Ch 10 +2+0+0

Saves: F 3 = 3 class + 0 ability ; R 2 = 0+2 ; W 2 = 3 + -1
Init: 2 = 2 dex

KAC 3+2 dex ; EAC 1+2 dex ; HP 14.5 = 10.5 class + 4 race ; Stamina 14 = 14 class + 0 Con ; Resolve 4 = 1 class + 3 Str

Ceremonial Plate Armor, Troop EAC 1 KAC 3 Max Dex 2 ACP -3 Speed -10 Upgrade SLot 3 Bulk 3

Attacks: Melee 5 = 2 BAB + 3 Str + 0 Misc Mod ; Ranged 4 = 2 BAB + 2 Dex + 0 Misc Mod ; Thrown 5 = 2 BAB + 3 Str + 0 Misc Mod

Feats: See above

Skills: _____Total = Rank+Ability+Class+Other
Acrobatics __ 3 = 1 +2 Dex + 3 Class - 3 ACP
Athletics ___ 4 = 1 +3 Str + 3 Class - 3 ACP
Bluff _______ 1 = 0 + 1 Cha
Computers ___ 1 = 0 + 1 Int
Culture _____ 2 = 1 + 1 Int
Diplomacy ___ 2 = 1 + 1 Cha +0
Disguise ___ 1 = 0 + 1 Cha
Engineering 5 = 1 + 1 Int + 3 Class
Intimidate __ 5 = 1 + 1 Cha + 3 Class
Life Science _ 1 = 0 + 1 Int +0
Medicine ____ 5 = 1 + 1 Int + 3 Class
Mysticism ___ -1 = 0 - 1 Wis
Perception __ 1 = 0 - 1 Wis +2 Race
Physical Science 1 = 0 + 1 Int
Piloting ____ 10 = 2 +2 Dex + 3 Class +2 Race + 1 Theme
Sense Motive -1 = 0 - 1 Wis
Sleight of Hand -1 = 0 +2 Dex - 3 ACP
Stealth ____ 0 = 1 +2 Dex - 3 ACP
Survival ___ -1 = 0 - 1 Wis + 3 Class

Profession (I,W,Ch)

Ship, stats:
Leinathan's first draft. Weapon was later changed to flack cannon in post 102.

Campaign Notes:

Rollo also carried a semi-auto pistol (22 rounds), an autotarget rifle (61 rounds) and 6 tier 2 frag grenades.

UFIA -- Earth intelligence agency making the mutant psychics.

Amaryst's ship, description