You've been struck by, a Space Criminal

Well, I think tentatively placing our origins as being from the Federation might be the best fit, given that they seem the most likely to be butthurt about razing a world 'to be sure'.

Any of the Major Powers would be somewhat upset about someone razing a world 'to be sure', even if for some of them the only reason would be because they weren't the one doing it. World in Concordat Space would work best there, just due to the unlikelihood of somehow ending up in Federation territory, being how far that is away from human space. The actual event works fantastically, an intellant virus (stolen from farscape, without the slightest shred of shame) is large enough a threat that razing a planet would arguably be warranted.

Awesome, I'll get started then.

Threw Exceptional Attribute into the Special options. Can't really give a cost on the Prototype Neural Implant without a more specific idea of what it would do. Very basic would be to increase logic and logic maximum both by one, which would cost a single point. That's honestly a little dull though :p
 
can we increase skill groups instead of individual skills for a discount?

I was going to include skill groups but honestly even people who've played shadowrun get confused at character creation when they have skill group points to throw around. So, no skill groups this time around, both to keep things a touch simpler and also so the character is a bit more personalised.

Humans start with edge 2/7, no?

They do ordinarily but I figured I'd throw an extra point in for freebies :p
 
I tend to play superdeckers when I can yes, and the build is tentatively in that direction, but I was more operating under the assumption that any really successful general would be very good at strategy, tactics and logistics, all of which necessitates being very smart; so it also plays out like that for roleplaying as much as crunch.

Incidentally, I'm fiddling with skill points now, and should have something more or less finalized up by the end of the day (I really needed to shake the rust off, and god, am I glad that we aren't messing about with skill groups, I always tear my hair out over them playing SR).
 
Maybe he means a head-implanted cyberdeck?
Sorta. I took the original proposed "Head computer" and then ran with the idea until I wound up with what amounts to a supercomputer piggybacking on her (much enhanced) nervous system. It can do the cyberdeck thing (or the local equivalent) very well completely wireless even on supposedly "isolated" systems, provides truly superb memory recall, an integrated retinal heads up display, is basically undetectable to scanners, hardened against emp or whatever the space-equivalent is, boosts maximum Logic by 2 (though no immediate bonuses, simply the potential for such), reflexes gets +1 to current score and +1 to cap, and it handles your email, day planner and provides witty commentary like only a subordinate, symbiotic AI grafted to your neural tissue can. And it can learn (to QM discretion).

On the downside, no other cybernetics that replace your nerves or brain can be taken. I was thinking it would likely cost the full 4 special points, and it is a Prototype for a reason, this shit was a complete accident and very few people know about it - the sort of thing that is beyond the bleeding edge of technology for whoever made it.

EDIT: Character sheet, More or less done
 
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boosts maximum Logic by 2
The maximum score with implants is x1.5 of original, so via implantation we theoretically can get up to 9 - they are already like 6/6[9]. If it's also works as "wired reflexes n" it gives us +n to Reflex and +n to IP (initiative passes). So the idea of cyberdeck+AI+wired reflexes 1+cognitive booster 0+Skilljack with capability to upgrade device ratings without making any physical changes to implants sounds awesome.

But if there's essence mechanic it might decrease our edge.

I like your skillset, but no points in explosives are fell slightly off.

[X] Plan Skewfiend/StillReflections
 
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The maximum score with implants is x1.5 of original, so via implantation we theoretically can get up to 9 - they are already like 6/6[9]. If it's also works as "wired reflexes n" it gives us +n to Reflex and +n to IP (initiative passes). So the idea of cyberdeck+AI+wired reflexes 1+cognitive booster 0+Skilljack with capability to upgrade device ratings without making any physical changes to implants sounds awesome.

But if there's essence mechanic it might decrease our edge.

I like your skillset, but no points in explosives are fell slightly off.

[X] Plan Skewfiend/StillReflections
There's magic? I was under the impression that this was tech only; not that it matters, I'd still make a combat decker. Bullet beats wizard.

And the lack of demo skill is explained by the fact that for all that she probably could have done the job well, Anna was never a space marine or a line grunt, she was commanding warships for most of her career.

Incidentally, I haven't touched the languages section, I'll fill it in when there's a consensus on whether we are going implants or hard way.

Sorry for choppy writing. On phone.

EDIT: Actually, @deadcrystal can you look over the prototype implant and either okay or veto it?
 
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Implants would fit in well with the fact that she already has implants for other things.

That said, I have no idea how much of a hit to our general capabilities we would be taking by doing it the hard way, so I'll leave that up to you to make that call.
 
Sorta. I took the original proposed "Head computer" and then ran with the idea until I wound up with what amounts to a supercomputer piggybacking on her (much enhanced) nervous system. It can do the cyberdeck thing (or the local equivalent) very well completely wireless even on supposedly "isolated" systems, provides truly superb memory recall, an integrated retinal heads up display, is basically undetectable to scanners, hardened against emp or whatever the space-equivalent is, boosts maximum Logic by 2 (though no immediate bonuses, simply the potential for such), reflexes gets +1 to current score and +1 to cap, and it handles your email, day planner and provides witty commentary like only a subordinate, symbiotic AI grafted to your neural tissue can. And it can learn (to QM discretion).

Hrmn. Well first off, no cyberdecking as that's basically not a thing in universe. Hrmn.

Could have: +2 Log Cap, +1 Reflex, +1 Reflex Cap, Eidetic Memory. Would be picked up on a cranial scan, but not on a generalised scan, and would have EMP hardening. No AI, it's a personal booster not a neurochip. (Be grateful it's not a neurochip). It would be illegal technology in the Federation but they'd probably outlaw sneezing if they could so eh.

But if there's essence mechanic it might decrease our edge.

Essence not a thing, but augmentation technology is vanishingly rare as well, so not so much a big deal.
 
Hrmn. Well first off, no cyberdecking as that's basically not a thing in universe. Hrmn.

Could have: +2 Log Cap, +1 Reflex, +1 Reflex Cap, Eidetic Memory. Would be picked up on a cranial scan, but not on a generalised scan, and would have EMP hardening. No AI, it's a personal booster not a neurochip. (Be grateful it's not a neurochip). It would be illegal technology in the Federation but they'd probably outlaw sneezing if they could so eh.
Okay, cool. Can the retinal smartlink/HUD stay as well? Anyway, thanks for looking it over, I'll update the character sheet with that info in a second.
 
Hrmn. Well first off, no cyberdecking as that's basically not a thing in universe. Hrmn.
Essence not a thing, but augmentation technology is vanishingly rare as well, so not so much a big deal.

So no skillwires and no wired reflexes?

And the lack of demo skill is explained by the fact that for all that she probably could have done the job well, Anna was never a space marine or a line grunt, she was commanding warships for most of her career.

Uh-huh. And those
Combat
-Unarmed 2
-Melee Weapons 5 [spec: longswords]
-Small arms 4 [spec: heavy pistols]
-Automatics 7 [spec: assault rifles]
are just hobbies.
 
Hobbies and Basic, plus commanding a SpecWar frigate earlier in her career. You learn some things.
Fine, even though explosives are also covered in Basic. I have no idea why don't you want them - they are explosives.

The biggest problem with the character I have so far is the fact that while we start as a criminal in unclassified prison, we still effectively choose to play a white knight. I feel like it wasn't GM's intent - we were given a options from smuggler to genocidal mass-murderer. So I suggest a compromise. Nobody but our character saw the evidence of the brain parasites, at least nobody that survived. Why don't we leave it up to interpretation whether the parasites really existed, were a product of paranoid schizophrenia which Ann developed as a side effect of her new cranial implant or were just an excuse to watch the world burn. I think it would add an interesting flavor to the quest.
 
If anybody wanted to play a comedically psychopathic character, they could have chosen Carl.

BUT NO, YOU CHOSE TO WHITE KNIGHT A PLANET KILLER. YOU BROUGHT THIS ON YOURSELVES.
 
You know what? Fuck it, I only voted for Skewfiends plan out of laziness. I'm gonna do a build.

[X] Plan "Kill 'em all"

Personality:
[X] An utter sociopath, views others as valuable resources at best and obstacles to be removed at worst. Hides this under a veil of affability. Does not believe in free will, believes that all of her decisions were always inevitable.

History: You don't understand! I had to destroy that heavily populated world!
What exactly did you do?
[X] Born and raised in a small pacifistic naturalistic commune, she was to be wed and have many children. She felt empty inside, although she faked being happy, she never did feel happy. Her culture taught her that a persons destiny was what made her happy, and what made her happy, was when she murdered her husband to be. And so she went from there, her destiny in mind, she was going to kill everyone, everywhere. And there would be nothing in her way to stop her. Years later, she finally completed her first great slaughter, she ended an entire planet in a matter of hours, as a storm, an anomaly crossed the skies and killed everyone on the surface through horrendous physical mutations. There was nothing left but mutants that knew nothing but pain and attempted to kill everything in there way.

Linguistics: It's a big damned galaxy and there are a metric fuckton of species and languages, which can present an understandably large difficulty. How do you manage?

[X]The Hard Way: Just learn languages yourself. Karma costs for learning languages are halved, can gain languages up to rating 2 via exposure without cost. Start with an additional 15 karma for spending on language skills only.

Now, all that's left is skills and attributes. I will take suggestions.
 
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[X] Plan "Kill 'em all"
So basically a toxic shaman, but without magic? Has some potential, but so far seems slightly one-dimensional. You might want to make it more interesting.
Suggested qualities:
Positive: Analytical Mind, Blandness, First Impression.
Negative: Addiction: Murder, Bad Reputation.
Priority skills: Melee (Knifes), Rifles, Demolitions, Social group, Biotech (Space Anomalies), Chemistry (Poisons).
 
Or possibly a lack of concern for other people's safety. Like with the blowing up a planet to stop a parasite option, there could have been another way to handle that effectively, but it would have meant more work on their part than just blowing the place up. Worked out fine for them. Until the arrest.
 
Episode 0: Poison Seeps In Gently
Your first memory is of sitting on a hill overlooking soft green fields. A slight breeze stirred the grass oh so softly, and the sun filtered through the leaves of the tree above you. Your family were by you, warm at your back and the world was calm.

Looking back you can't capture the way that felt, your impressions feel like a shallow pretence. It was a good day. It makes for a sad memory.

----------

When you were young, you learnt early on about the way things were 'supposed to be'. Your family had status, a name, a position in society. You were 'supposed' to do right by it. Attend the right parties, say the right things, excel in the right fields. None of it was quite stated directly, at least at first, a raised eyebrow, a glance that lingered a second too long. Your family had a way of lending them as much weight as a hammerblow. Your heart burned and your teeth turned to fangs behind your lips. The first time they saw you, blood on your knuckles, bruised lip, their foreheads furrowed in tell-tale disappointment. Somehow, adrenaline singing in your blood, it lacked the usual sting. You grinned and their disappointment felt like dust before you. By the end of the week you'd started sword lessons and every frown on their brow was a little glory.

----------

You relish every moment of basic training. They shout and scream and beat you down, make every attempt they can to make you miserable. You're flying high at the sheer atavistic physicality of it all. You throw yourself into every exercise, feel your muscles burn and scream and it's all you can do to not laugh out loud. It isn't in you to hesitate any longer, it isn't in you to doubt. You see people crippled by their doubt all around you. They're afraid of making the wrong moves, of screwing it up, of the negative outcomes. Making no choice at all is far more damaging than making the wrong choice, most of the time. You aren't afraid to commit, to go all in. It's why you're getting recognised, making a name for yourself.

----------

The doctors had been reluctant to give you a clean bill of health after the aftermath of your last mission. They had concerns, they didn't understand the tech now grafted to your brain and CNS. You wondered what it would feel like to snap their necks right where they stood. Your CO had taken one look at the mission report, at the corpse of the dead scientist, orbital imagery of his wrecked laboratory, at your improved reaction times. He'd spoken to your subordinates, all alive thanks to your efforts. He ordered an exemption, effective immediately, and started briefing you for the next mission. You had your captaincy a mere year later.

----------

Your battlegroup filtered into the shuttles, weary, but successful. The enemy forces had expected a response to their actions, had known one would be coming months before they ever took the colony. They'd prepared, they'd been clever and cunning and resourceful. They hadn't been prepared for you. They hadn't been prepared for the water system to back up and flood the streets with waste. Hadn't expected the disease that struck, half their forces bedridden and dying from disease in less than a week. They'd expected a conventional campaign, you hadn't felt inclined to give them one.

----------

Humanity has learnt that space is not unoccupied, that on near all sides ancient dominions hold sway over vast regions of space. They've known this for over a century now. But when the construction of a fast-response fleet to defend all human territory finally reached completion, it needed an Admiral in charge. Your name was at the top of the list. It wasn't the first time you'd been recalled to Earth itself to be decorated. It was however, the last.

----------

An intellant virus is a threat that simply cannot be tolerated. You've had dozens of reports of the rumours of one. Rumours that lead here, an alien planet within Concordat influence, though not their space. A full-fleet is a power to be reckoned with. But, on the other hand. Can a power really be said to exist, if it is not used? There are battleships that have not once fired their primary armanent. What exactly, is the point of that? Well, let it not be said you have ever been one to waste the power you have been granted. You lay out your orders, you emphasise the scope of the threat, your subordinates have no need to know of its' uncertainty. You turn on the vid-links to watch your fire ravage the world underneath you.

----------

And now here you are. In a blackout cell, in a ship located you have no idea where. You suppose they couldn't just execute you, not when that would leave no-one to stand for blame the Concordat were sure to assign. Could hardly hand you over either, that'd be a tacit concession of power. Who knows what they'll do with you. You won't apologise for taking action where others would have hesitated. You did what you decided to do.

----------

You've been changed from ship to ship a dozen times, but now you think you've finally reached your destination, wherever that might be. Your hood and restraints are removed, leaving you thrust into a heavily built but sparse chamber. The door seals behind you, the only decoration in the room being a screen inset into one wall. Recording depth, or something like it, of all things. The room hums around you, a slight shudder the tell-tale sense of movement. An odd, heavy sensation. You feel stretched out, too big and too small all at once. The meter ticks down, more slowly as it goes. It stops when it reaches Horizon Depth. So does everything else.

((Hope I sufficiently matched what you were going for here. On the Skewfiend/Stillreflections plan here, you need to decide definitively on which translation method you're using here, but you've got a bit more time to adjust the build before we start.))
 
I really like how you worked with given description of our character. She reminds me a little bit Fedmahn Kassad from "Hyperion", except more sociopathic.
 
((Hope I sufficiently matched what you were going for here. On the Skewfiend/Stillreflections plan here, you need to decide definitively on which translation method you're using here, but you've got a bit more time to adjust the build before we start.))
Let's go with Reflections' plan, as he actually knows what he is doing.
 
Episode 1: Escape the Maw, Part 1
"I still don't think we should be doing this. It's not worth the risk."

"Need I remind you how low we are for supplies? To say nothing about nav-data, repairs, or help?"

"I know that. That's why I don't think we should be doing this, have you seen this place? It's not exactly at the top of my list of places I'd call friendly-looking, I really don't think we should be taking the risk, when out supplies are so low."

"Look, I understand the urge, I do! We're in a bad spot, and it seems to make sense to try and hold onto what we have, that we should only try things like this when we're in a better position. But all that would lead us to is us drifting dead in space. Trying to play it safe, as odd as it may seem, is the exact opposite of what we should do."

"...I suppose. Still feels wrong, and this place gives me the creeps, and all the sensors were going all over the place. As long as we're quick I guess. What's that thing in our cargo bay want this time?"

"She gave me a list. Last set of stuff before she finishes that project of hers, or so she claims anyway, it's not like we have any way of telling. As long as she actually delivers on what she promised. Anyway the others should handle that stuff, place as well-equipped as this is bound to have replacement parts. We're after information, don't want to get caught out by something that'll completely frell us. Okay, here we go, this is promising."

"Jeez that's heavily encrypted. Can you make anything out from it?"

"Not a damned thing. Not from the data anyway, the controls on the other hand...uh, storage I think. Rated for biomaterial, heavy security, internally facing. Cell I think, and an occupied one, can't tell the status properly."

"Don't."

"Don't what? I didn't say anything!"

"I could see it in your face, you were thinking about opening it up."

"Okay, I was. We're short-handed and you know it. Can't run the ship properly like this, I really don't think we can afford to ignore any potential source of help."

"Ugh. Fine. But I want you to know that if it's some horrific abomination that's been sealed here for the sake of all sentient life I'll let it eat you."

"Duly noted. Bringing the cell to us, I think. Yeah okay, here we go. Should just be a minute. Still don't have a clue why the system is so complicated for just a cell. This whole place is far more complicated than it should be."

----------

And starts again. You're going back up, if the depth meter is to be believed. What, they forget to check you over or something?

A minute later the heavy door unseals and swings open to reveal what are definitely not guards, unless they have a very lax uniform policy.

One of them is Nemitean, you think. You've only ever seen pictures of them. The other's Coboldt, a Hierarchy species. They look tense, as much as you can judge alien body reactions. They're also armed.

What should you do?

[]Write-in

----------

They arrived in a ship, they absolutely legally own, why do you ask? What was it?

[] Federation Basic Survey Vessel (Class 2 Spaceship, Improved Sensors, Special - Probe Drone)
[] Courier Vessel - Nemitean (Class 2 Spaceship, Improved Power, Special - Jaunt Drive)
[] Trade Vessel - Concordat (Class 2 Spaceship, Improved Shields, Special - Reactive Shielding)
[] Hierarchy Deliverance Vessel (Class 2 Spaceship, Improves Weapons, Special - Target Beacon Ammunition)
[] Imperium Sloop (Class 2 Spaceship, Improved Hull, Special - Grav-Lock Armoured Plating)

((Last chance to make character sheet adjustments))
 
@deadcrystal
1) How long has it been since our incarceration?
2) Do we know if this place has any other inmates?

[X] Assume a casual posture, unthreatening and unthreatened.
-[X] Observe that they don't appear to be guards, and ask what their business is freeing political prisoners.
--[X] If asked, introduce yourself as Annie.

[X] Courier Vessel

So I figure that Annie is likely to consider her incarceration to be more of a political measure than a punitive one, convinced as she is that she did nothing wrong.

Casting ourselves as a political prisoner should go a long way towards putting them at ease. Political prisoners are probably the least threatening thing you can believably find in high-security containment.

If we also put on a show about having at least a modicum of concern for the consequences of our release, that should also help us appear nonthreatening.
 
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