Fausto (Launched into the Void)

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Fausto (Launched into the Void)

Postby Fausto » Thu Nov 21, 2013 6:31 am

Player Name: Adam
YIM Handle: adteeling

Character Name: Fausto
Race: Mutant Mongoose
O.C.C.: Psi-slinger
Alignment: Unprincipled
XP Level: 3
XP Points:4,301
Next Level @ XP:9,600
Sentiments/Non-Humans and Mutants: His people.
Sentiments/Moon: Don't like his people? Then nuts to you!
Sentiments/Freedom station: Admires many things about the Freebies, except their Corporation and their corrupt agenda.
Sentiments/Laika Station: Thinks Laika station may be paranoid and dangerous
Sentiments/Yero Station: Has relatives on Yuro station and some connections there.
Sentiments/Outcast Station: Is both genuinely concerned for the welfare of and frustrated by the inhabitants of Outcast station.
Sentiments/Independants: Admires the courage of the independent stations (He comes from one himself.)
Disposition: His fun-loving, playful ways can cause people to forget the ruthless fury he can and will unleash on his enemies. He is good natured and talkative but his musk odor's effect on others makes him self-conscious in social settings.

I.Q.: 10
M.E.: 28
M.A.: 17
P.S.: 16
P.P.: 26
P.E.: 15
P.B.: 12
Speed: 26

P.P.E.: 3
I.S.P.: 86 (+10)
H.P.: 27
Age: 23
Sex: Male
Size Level: 6
Height: 5'2"
Weight: 88 lbs
Description: A five-foot tall bipedal mongoose with a winning smile and a sweet, over-powering odor.

Racial Abilities
BIO-E=80 (+25 from Vestigial Disadvantages)
Size Levels Purchased: 3 (15 BIO-E)
Human Features
Hands: Full (5 BIO-E)
Biped: Full (10 BIO-E)
Speech: Full (10 BIO-E)
Looks: None
Mutant Animal Powers
Predatory Burst (15 BIO-E)
A sudden burst of speed in the first melee round of combat
+2 attacks in the first round, +1 in the second.
+2 on initiative in the first round
Can only be used at the beginning of combat.
Fausto must wait 2d6 minutes before using it again.

Advanced Smell (5 BIO-E)
Track by smell: 65% (+5%)
Recognize distinct odors/individuals: 66% (+2%)
Detect strong emotions: 66% (+2%)

Advanced Hearing (10 BIO-E)
Nightvision (5 BIO-E)
Range: 1000'
Righting Reflex (15 BIO-E)
A mongoose always lands on it feet.
+4 to roll with impact or fall (not punch)

Resistance to Venom* (5 BIO-E)
95% Resistance to Snake Venom, Poisoned Weapons, etc (basically any contact toxins)
Extra P.E: (10 BIO-E)
Fatigues at one third of the normal rate.

*Resistance to snake venom is on pg 78 of After the Bomb under the Badger entry. It is an ability the mongoose is famous for.

Vestigial Disadvantages
Vestigial Tail (-5 BIO-E)
An awkward 3' long bushy tail which basically has a mind of its own: knocks over things, lifts skirts, etc. -5% to prowl/hide
Reptile Brain: Predator (-10 BIO-E)
In times of extreme duress Fausto must roll vs. insanity or risk falling into a primal rage, attacking anyone he considers 'weaker' than him or the cause of his duress without consideration for consequences.
Musk Glands: Sweet smelling stench (-10 BIO-E)
Fausto reeks. Not necessarily an unpleasant smell: basically like a cheap rose based perfume. However being in a closed space for any amount of time with Fausto is like being waterboarded by said perfume. Extremely cloying and pungent. He can reduce the smell for 2d6 hours by taking a long bath.
Those who are capable of tracking by smell are +20% when tracking Fausto (only +10% if he's taken a bath)

Natural Abilities
Perception Bonus: +7
Charm/Impress: none
Invoke Trust/Intimidate: 45%
Max. Encumbrance: 27 lbs
Max. Carrying Weight: 160 lbs
Max. Lifting Weight: 480 lbs
Max. Jumping Ability: 14' length, 5'6" height
Horror Factor: 9 (reputation)

Six fingers
Funny Voice. Fausto speaks with a cartoonish voice. Think an extra campy Antonio Banderas with a lisp. -1 to effective P.B. (or alternatively minuses to impress and intimidate (-20 or -15) but a bonuses to charm and trust (+10?) rolls. Note - all orbital mongooses are afflicted with this mutation (different voices of course)

Special Abilities
Energy Expulsion
Range: 35' (+5' per level)
1d6 SDC = 1 ISP
3d6 SDC = 2 ISP
6d6 SDC = 3 ISP
1d4 MD = 6 ISP

Psychic Weapons
Charge up to fifteen bullets with psychic energy for 10 ISP
Each round does 1d6 MD, remain charged indefinitely when carried by Fausto
Telekinetically make any weapon he is linked to fly into his hands 13' (+1' per level)

Energy Conversion
Transforms MD energy beam damage into SDC.
Only blasts doing less than 30 MD can be converted to SDC
Blasts over 30 MD do half damage

Quick-Draw Initiative: Psionically Linked Handguns
(reduce bonus by half for any non-linked handgun)
+1 initiative for every point 18 and above=+8 (+4)

WP Sharpshooting: Psionically Linked Handguns
(Bonuses and abilities don't apply to other handguns)
Additional +2 to strike on "Aimed" shots
Additional +3 to strike on "Called' shots
Possesses all six Sharpshooting abilities (New West p.51)

Paired Weapons: Handguns
Fausto can use two handguns at once to fire upon the same target or two different targets

Master Psionic
Deaden Senses
Impervious to Cold
Sixth Sense
Mind Block
Mind Bolt

O.C.C. Skills
Language: English--96%
Language: Spanish--96%
Find Contraband--53% (+4%)
Basic Electronics--65% (+5%)
Pilot: Jet Pack--64% (+4%)
Interrogation--55% (+5%)
Streetwise--42% (+5%)
Palming--30% (+5%)
Prowl--45% (+5%)
Recognize Weapon Quality--60% (+5%)
W.P. Revolvers
W.P. Automatic Pistols
W.P. Energy Pistols
W.P. Sword
Combat: Zero/Micro Gravity*
Movement: Zero/Micro Gravity*
*Granted as a native of Constance City whose regular micro-gravity environment is punctuated with regular gravity "training" to reduce muscle atrophy and such.
HTH: Expert

O.C.C. Related Skills
Intelligence--44% (+4%)
Detect Ambush--45% (+5%)
  • Sense of balance--59% (+3%)
  • Work parallel bars & rings--69% (+3%)
  • Back Flip--76% (+2%)
  • Climb--25%
  • Climb Rope/Rappel--66% (+2%)

Combat: Gravity*
*Constance City gravity training program

Secondary Skills
EVA--45% (+5%)
Radio: Basic--60% (+5%)
Athletics (1st level)
Vacuum Survival(1st level)

Combat Data
HTH Type: Expert
Number of Attacks: 7/6/5 (+1 when using linked handguns)
Initiative Bonus:+2
Additional Initiative Bonuses: +8 if using linked handguns +4 if using other handguns +2 on the first round (if predatory burst is used.)
Strike Bonus:+8
Parry Bonus:+12
Dodge Bonus:+12
HTH Damage Bonus:+1
Bonus to Roll w/Punch:+4
Bonus to Roll w/Fall or Impact: +8
Bonus to Pull a Punch:+5
Bonus to Disarm:+4

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. name--List totaled bonuses from W.P. only
W.P. Sword: +2 to strike, +1 to parry
W.P. Revolver: +1 to strike
W.P. Automatic Pistol: +1 to strike
W.P. Energy Pistol:+2 to strike

Saving Throw Bonuses
Magic (varies): +2
Lethal Poison (14+): +2
Non-Lethal Poison (16+):+2
Insanity (12+):+11
Psionics (10):+7
Possession: +2
Horror Factor: +2
Last edited by Guest on Sat Dec 07, 2013 3:17 pm, edited 7 times in total.

Re: Fausto (WIP)

Postby Fausto » Mon Dec 02, 2013 11:04 am

Last edited by Guest on Sat Dec 07, 2013 4:58 pm, edited 16 times in total.

Re: Fausto (WIP)

Postby Fausto » Mon Dec 02, 2013 11:16 am


1) The Orbital Mongoose
An Argentine-Spanish company called Reneva is responsible for bringing the mongoose to space. Reneva specialized in creating mutants for use by other companies. They were contracted by major corporations to provide them with labor, test subjects or whatever their needs were. The mongoose lineage was in very limited production and the Orbital mongoose population numbers less than sixty. Originally meant for Search and Rescue operations all mutant mongooses (in orbit) are born as Master Psychics of some kind or other. There are two large clans, one on Freedom Station and one on Yuro Station and a third group that Fausto comes from, that is too loose-knit to be called a clan, that is split between Outcast station and Constance City.

2) Young Fausto the Station Rat
Fausto grew up on ConGom station with other super mutants and his family all five of whom were master psychics of some type or another. His father, Gusto, had been a bit of a rogue (and a psi-slinger as well) on Outcast station before bringing his family to Constance City for a better life. He currently ran a semi-legitimate (but generally tolerated) import/export business. He taught young Fausto many of his old (and new) tricks.

3) Recruited to Defend the Station
As a young mutant Fausto was recruited into the CCCDF where he was further trained in skills that would enhance his natural abilities. He was selected for specialist duty, working as a bodyguard for dignitaries and accompanying other specialists on secret missions. Fausto was a part of the initial spearhead operation during the storming of Newton station where he gained some renowned amongst the Defense Force. The higher-ups took notice and when his family's background came to light, Fausto was pegged for a role in Constace City's attempt to influence the politics/power struggle of Outcast Station.

4) The Black Op
Fausto was told little of his mission. At first all he did was reconnect with relatives and cousins and live life on Outcast Station. Sure it was a hardscrabble life but he and his relatives were all high-powered psychics so they did alright. Unfortunately for Fausto his mission was not meant to be a family reunion. He was being led along by his handler towards a mission of murder.
Hibbler Cobb was a powerful schemer on Outcast Station and he led the contingent which believed that raiding Constance City to the point of destruction was their god given right. Fausto was manipulated by his more clever handler, a long-time intelligence operative known only as 'Scarcrow', who was four steps ahead of everybody, into heading straight into conflict with Mr. Cobb. Eventually the confrontation happened and Fausto was victorious, unfortunately not only Hibbler but Mrs. Cobb an their 5 children also perished that day. It was actually Hibbler's actions that caused the deaths but when Fausto learned of how he had been manipulated by his own people, and had put the lives of his relatives at risk he felt betrayed. In the aftermath of the event Cobb's lieutenants put the hurt on the Outcast mongoose population. Fausto put the blame for the whole thing squarely on the CCCDF. To make matters worse Fausto's father Gusto had died while he was away.
NOTE: The accident involved a hull puncture that sucked the Cobs out into space. Hibbler Cobb's mutant powers enable him to survive such things. Though no one, definitely not Fausto knows that yet

5) Exile
After Gusto's funeral Fausto left Constance City furious with the CCC. Fausto is in self-imposed exile refusing to return to the people he feels betrayed him, he wanders the orbital spaceways looking for work as a gunman, bodyguard or even (if the target is a big enough asshole) an assassin. This isn't to say he won't return to visit his mother, but when he does he will try to remain under the radar.

(Not in any particular order)
1) Connect with the far-flung orbital mongoose clans to create some sort of transnational network/community. This is his father's dream and Fausto's probably not smart enough to figure out yet exactly what all that would entail but he will pursue it stubbornly until he does.
2) Find the mysterious operative "Scarcrow". All he knows is the name and some addresses on Outcast station where they used to meet. Scarcrow used to where a full suit with opaque helmet so Fausto has no idea who he/she is or what they look like. (Orbs, have fun :wink: )
3) Help his Outcast relatives find a better life. Could be by moving them to Constance City but he obviously isn't that stoked on them right now.

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