Sam Gregory

Basics: Sam Gregory

  • Player: Magnolia
  • Nature: Caring
  • Demeanor: Helpful
  • Concept: Lunarian Colonist
  • Faction: House Native
  • Age: 26
  • Sex: F
  • Willpower: 5
  • Physical Health: 7
  • Mental Health: 7
  • XP Saved: 0
  • XP Total: 8

Attributes:

Physical 3rd Mental 1st Social 2nd
Strength 1 Perception 2 Charisma 4
Dexterity 2 Intelligence 5 Manipulation 2
Stamina 3 Wits 3 Appearance 2

Abilities:

Talents 3rd Skills 1st Knowledges 2nd
Alertness Animal Ken Computer 3
Athletics 2 Crafts 51 Enigma 2
Brawl Technology 4 Investigation 1
Dodge 1 Etiquette 2 Law
Empathy 3 Firearms Linguistics
Expression 3 Melee Medicine 2
Intimidation Performance Occult 2
Leadership 2 Repair 4 Politics 1
Streetwise Stealth SCPs
Subterfuge Survival 3 Science 3

Perks:

Approachable: 1 Point. Sam is easily liked. She has a -1 difficulty to getting people to open up.

Acute Sense: 1 point. Sam's sense of smell is working overboard. she is at -2 difficulty to rolls invoking the olfactory sense. Note that have an acute sense of smell also makes her more susceptible to attacks that focus on smell.

Good night Vision: 2 Points. Sam was always at home in low light areas. She ignores any penalties due to darkness.

Common Sense: 1 Point. The DM can step in and make mention that something is a horrible idea. It might not always work, but for things it should work for, like following instructions given before, it can be useful.

Hooks:

Weak Bones: 3 points, When subjected to blunt force trauma, Sam is likely to break bones.

Trusting: 1 Point. She just really likes people, and has a hard time thinking poorly of them. She is at +1 difficulty in telling when someone is lying or attempting to deceive her in some way.

Pacifist: 5 points. She absolutely despises fighting. She must make a willpower roll difficulty 8 in order to take a violent action of any kind, or be overcome by her conscience.

Powers:

Description:

Sam stands at 185 cm tall but weighing a diminutive (for her height) 62 kg, with pale skin and long brown hair worn in a single braid. Tends to wear functional clothing that breathes easy and doesn't restrict movement, regularly seen in shorts and shirt or light jacket.

Background:

Sam is from a universe in which human civilization on Earth was catastrophically destroyed. Her people are unsure exactly how, but some believe it was the product of experimental orbital weaponry. The Earth was destroyed but civilization was not dead. Humanity had branched out and established self-sustaining mining colonies on the Lunar poles. When Earth fell there was confusion, but civilization pulled through. Sam is a descendant of those colonists, and her civilization had since grown into a city-state.

Sam was trained from a young age to participate in a Mission to rebuild civilization on Earth. Trained primarily in in-situ engineering and materials processing, she was the one who would operate, maintain, and construct the machines that would allow them to create a new world from scratch.

Being born and raised on the Moon, Sam suffers from decreased strength and greatly diminished bone density. After arriving on Earth her strength improved from what it had been, having been barely able to stand up beforehand, but her bones still lack strength and as such, she is prone to breaking them from falls and blunt force trauma.

The recolonization effort had been going well. Aeroponic farming was in full effect, solar arrays had been established, a village had been constructed, robotic drones worked in mines harvesting minerals for concrete and metals, and the future looked bright. Encounters with what remained of humanity rarely went badly, as would-be raiders were easily convinced to join their society at the promise of an easier life.

But one day after repairing a mining robot, she got lost in the tunnels, next thing she knew she had found herself at a large door, and inside was a bar, with a red-headed man asking her if she wanted anything.

Total Freebie Points: 21 + 9 Hooks = 30

How I Spent My Freebie Points:

21 to begin
+9 Hooks = 30
-5 Perks = 25
-4 Willpower = 21
-20 Abilities = 1
-1 Specialty = 0
+2 XP = 2
+1 XP = 3
+1 XP = 4
+1 XP = 5
-3 performance = 2
-2 athletics = 0
+3 removing performance2 = 0 (+3)
+1 XP = 1 (+3)
+1 XP = 2 (+3)
Crayon drawing completed = 5
-3 enigma = 2
+1 XP = 3
-3 occult = 0

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