| Pat McKnight, Trinity Agent (biokinetic) Social
Appearance 2
Manipulation 2
Charisma 2
Mental
Perception 3
Intelligence 3
Wits 2
Physical
Strength 3
Dexterity 3
Stamina 4
Athletics 3
Martial Arts 2
Stealth 2
Savvy 1
Firearms 1
Intrusion 1
Awareness 2
Endurance 3
Resistance 3
Medicine 3
Etiquette 1
Pilot 1
Aptitudes
Transmogrify 3
Adaptation 2
Psychomorphing 3
Background
Cipher 4
Resources 3
Contact (GM's suggestion, otherwise Norca buddy)
Status 1 (Aeon freebie)
Pat McKnight (Wildchild)
The Norca that was originally Pat McKnight now goes by many different names and faces, Wildchild is the latest in a long string of codenames and has no real reason to last longer than any of the others.
Originally, a member of a traditional subculture on an extrasolar colony, Pat was selected as a possible latent and was allowed a psychic scholarship to Earth for testing, and perhaps even dunking. Not long after arriving on Earth, Pat learned his colony was under attack by unknown aliens. Too young (and now too valuable) to risk being allowed to return, Pat was denied transport back to the colony. All of this became moot with the disappearance of the teleporters and the isolation of all extrasolar colonies.
Previously tending towards the Ministry, Pat gave himself to the Legion for what he saw was the inevitable rescue mission. The mission was put on hold, the cold logic of the distance and scarce resistance did not penetrate the grief, loss and then betrayal felt by the maybe orphaned teen. At that point, Pat realized that no order would do what was necessary, what was right.
It was then the Norca contacted him, a order so secret even they didn't always know who they were. Their offer was quite simple, get the skills to open any door, be on any spaceship, it would just cost you everything else. Pat didn't know what they meant at first...
Several brutal years passed, longer for who Pat became. He was beginning to understand that being everyone might mean becoming no one. A mission revealed that the Trinity had a better chance of getting him home than the Norca.
For the second time, Pat left those he called family, vowing to return. He intended to face Norca justice, whatever that will be. After he saved his first family, he would return to his second.
Now...
The new bioships are delayed again and even the most talented shapeshifter can't become a starship. Pat is resigned to proving himself to Trinity in the meantime. He can't help but feel he is a B-class asset on a C-class team on a D-class mission. Still, despite himself, he doesn't want to abandon any more comrades.
First Impressions...
Pat is constantly drifting across what is humanly possible, sometimes even further than that. Reluctant to put the slightest constraints on his unique talent and only chance, Pat's form idly changes appearance, handedness and gender unless some concentration is used. The changes are generally slow enough that they are noticed over time rather than actually observed occurring. It does mean that Pat doesn't mingle amongst most people for more than an hour or so. When his obligation to both clans is done, he believes he will choose a final form and he thinks he can remember his original face.
Barring mission requirements, Pat uses very casual clothing that obscures the occasional figure 'flaw' and is not particularly memorable. His face and form tends to be that of a slender adolescent most people guess is male under the baggy oufit, if for no other reason the pronouns are more generic in application. A slight scots brouge and reddish hair were slightly more recurring than other features but over time they have begun to fade from prominence. Like most biokinetics, Pat doesn't carry much equipment, he considers himself the ultimate resource... (NOTE: I intend to edit this and make it more presentable, including a more Trinity-esque character sheet with dots and circles instead of numbers. I just wanted to get something up for my teammates to play off of). |