Adventurer

Keira Tarrix's page

14 posts. Alias of Tara Ravenheart.


Full Name

Keirra Tarrix

Classes/Levels

Frontier World Outcast Desperado

Gender

female

Size

5'2"

Age

late 20's

Languages

low gothic, high gothic

About Keira Tarrix

Stat Block:

Homeworld Frontier World
Background Outcast
Role Desperado

ATTRIBUTES
WS: 28
BS: 50
Str: 30
Tou: 33
Agi: 50
Int: 40
Per: 40
Wil: 35
Fel: 41
Inf: 30

Wounds: 12/12
Fate: 4/4
Insanity: -
Corruption: -

SKILLS, KNOWN
- Acrobatics XX
- Awareness XX
- Charm XX
- Common Lore XX (underworld)
- Common Lore XX ()
- Deceive XX
- Dodge (+10) XX
- Linguistics (low gothic, high gothic)
- Operate XX (spec)
- Scrutiny XX
- Security XX
- Sleight of Hand XX
- Stealth (+10) XX
- Tech-Use XX

SKILLS, UNKNOWN
- Athletics XX
- Command XX
- Commerce XX
- Forbidden Lore XX (spec)
- Inquiry XX
- Interrogation XX
- Intimidate XX
- Logic XX
- Medicae XX
- Navigate XX
- Parry XX
- Psyniscience XX (spec)
- Scholastic Lore XX
- Survival XX
- Trade* XX

TALENTS
Weapon Proficiency (Las, SP)
Jaded
Quick Draw
Two-Weapon Wielder (ballistic)
Ambidexterity
Marksman
Hip Shooting
Mighty Shot

TRAITS & BONUSES
Homeworld: +20 tech use modify, +10 tech use repair
Background: +2 to toughness when determining fatigue
Role: once per round, after performing a move action, may perform a single standard attack with a pistol as a free action.

WEAPONS
autopistol
laspistol
stub revolver

ARMOUR

GEAR

Appearance:

The hooded figure entering the door is short and sleight of build, standing just over a meter and a half tall. The ash gray hooded long coat and hefty rucksack over their shoulder are both worn and patched in a myriad of ways. Deft hands sling the pack to the ground then reach up to pull the hood back, revealing a surprisingly hard face for one so small of frame. No doubt still youthful, the pale alabaster skin of her angular features is juxtaposed against a mess of scarlet-auburn hair bound up in a myriad of braids with jewelry intertwined. Irridescent green eyes and vibrant white teeth suggest a heritage far above the ganger she appears to be.

Discarding her patched and ragged coat over the back of a chair, she continues across the room, her strange nature more evident than ever. A high collared sleeveless black silk blouse, covered by a threadbare burgundy utility vest adorned with tools and ammunition. Her arms and neck show elaborate tattooed patterns. Loose, gray fatigue pants hang off her athletic hips, with tight laced leather boots. No less than three pistols hang in holsters on her person, and the shape of a bulkier firearm can be seen through her bag.

Personality:

Keira walks a fine line between your elegant, educated, aristocratic upbringing of her youth and the harsh, violent, apathetic alternate reality she found herself in when it all fell apart. She can hobnob with the elite, or curse like a grav-roc miner, and can swiftly change between roles. And though she can appreciate the finer things in life, her many hard years have taught her that survival is more important than comforts. Given the betrayal of her family, she is slow to trust, but once a bond is formed, it will last for life.

Backstory:

Raised the third daughter of a longstanding noble family in the eastern fringe of the (insert) Sector, Keira was born to a life of luxury and privilege in Kandar Minor. Early in her youth, her father was assigned to manage the family mining business on a newly established colony on Gultrad-3, causing the family to relocate. Though a massively valuable asset, Gultrad had few of the amenities of their previous life. As such, the family brought the finest tutors to help educate their daughters. Keira took well to her studies, excelling in academic, interpersonal, and athletic pursuits. She also developed a bit of talent with mechanical devices, useful around her father's business.

Despite her proper upbringing, there was always something a little different about Keira. A wild streak that her parents couldn't understand or contain. Luckily her outlets for this were harmless enough, like sneaking off into the mines and gambling with the work crews, or getting the security troops to teach her to shoot. Hoping to rein in their daughter, at 13 years old Kiera's parents sent her back to Kandar Minor where she could live with family while being raised in more formal high society. And it worked, for the most part.

Returning to Gultrad after five years offworld for her studies, Keira knew something was off within moments of disembarking from the shuttle. Despite sending communications well in advance, no escort was present at the landing station to bring her to her family's estate. And the condition of the station was best described at derelict - her family had always taken great pride in the colony they helped build. Before her thoughts could take her any further, she was set upon by a troop of gangers, who beat her unconscious.

She awoke battered and broken on a cold stone floor, yet as she opened her eyes, the space looked familiar. She was in an antechamber within her family's household, with three other young women, similarly bruised, scared, and chained to a bar in the wall. Through the ensuing abuse and torment she suffered in the coming days, she learned that a labor gang had risen up and taken the colony, slaughtering both her family and the enforcers that had worked to keep order. They now ruled the colony, still filling mineral orders and collecting the rewards due to her family.

After being subjected to the debased whims of the gangers for what felt like ages, Keira was dragged before their leader, Brus Tarrix. He mockingly recounted their "glorious revolution", how they cast down their oppressors, her family, took their seat of power, and continued doing business with her extended kin to this day. She was to be his trophy bride, and in a barbaric ceremony marked with blood, she was wed to the disgusting butcher. Keira was a broken girl, alone and weak, and gave in to her fate.

...Until Brus let his guard down. Time was unclear to Keira, between the constant abuse and cruelty, and the drugs he pumped into her, but eventually he treated her less like a shackled dog. In brief moments, she began to squirrel away anything she could get her hands on - a knife, some food, a stack of creds. But the best moment came after a gang rave, where she managed to avoid any intoxicants and secure a battered pistol from a drunken ganger.

Character Build:

STATISTICS:
Weapon Skill 28
Ballistic Skill 50
Strength 32
Toughness 33
Agility 48
Intelligence 39
Perception 41
Willpower 35
Fellowship 41
Influence 30

Wounds 11/11
Fate 4/4

HOMEWORLD: Frontier
Characteristic Mod: BS+, PER+, FEL-
Aptitude: ballistic skill
Bonus: +20 tech use modify, +10 tech use repair

BACKGROUND: Outcast
Skills: common lore (underworld), deceive, dodge, sleight of hand, stealth
Talents: weapon training (las, solid proj), jaded (bonus)
Aptitude: fieldcraft, tech (social)
Bonus: +2 to toughness when determining fatigue

ROLE: Desperado
Aptitudes: agility, intelligence (ballistic skill), defense, fellowship, finesse, general; perception (bonus)
Talent: quick draw
Bonus: once per round, after performing a move action, may perform a single standard attack with a pistol as a free action.

EXPERIENCE: 2500
Agility +5 100
Ballistic Skill +5 100
Intelligence +5 100
------
Acrobatics 0
Common Lore (underworld) 0
Deceive 0
Dodge +10 200
Stealth +10 200
Charm 0
Scrutiny 0
Common Lore (??) 0
Linguistics (high gothic) 0
Awareness 100
Sleight of Hand 100
Operate (surface) 100
Security 100
Tech Use 100
------
WT (las, SP) (bkgrnd) 0
Jaded (bckgrnd) 0
Quick Draw (role) 0
Marksman 200
Two-Weapon Wielder (BS) 300
Ambidextrous 200
Hip Shooting 300
Mighty Shot 400