Trinity : Darkness Revealed

Mal Malenkirk

First Post
For the players in the Trinity campaign.

Post your PCs and background here. Keep the background tight and focused on points you'd want to come up during the campaign.

Post a longer version right after the short one if you feel like it.
 

log in or register to remove this ad

stonegod

Spawn of Khyber/LEB Judge
Ghost
Origin: Outsider
Nature: Survivor
Allegiance: Legion

Strength ●●●

Dexterity (Fast) ●●●●
Firearms ●●
Martial Arts ●●●
Melee ●●●
Stealth ●●

Stamina (Tenacious) ●●●●
Endurance ●●●
Resistance ●●●

Perception ●●
Awareness ●●

Intelligence ●●
Survival ●●

Wits (Level-headed) ●●●●

Appearance
Intimidate ●●●

Manipulation ●●

Charisma ●●●

Willpower ●●●●● ●●
Psi ●●●●● ●
Initiative ●●●●● ●●●

Modes (Aptitude: Psychokenesis)
Pyrokenesis ●●●●

Backgrounds
Citizenship ● (FSA, Australia)
Contacts ● (Major: Upper level Legionnaire that recruited him; Minor are various ex-Legionaires or similar military)
Status ●● (Legion)
Resources ●●●● (Wealth from his mercenary exploits)

Merits
High Pain Tolerance (3pts)

Flaws
Disfigured (3pts)
Creepy (2pts)

Bonus Points
Str (5)
2 Psi (10)
Mode (4)
2 Willpower (4)

Appearance and Personality
Ghost has a very remarkable appearance in that is stays with you. He is unusually tall, but not big, with a wiry strength and lighting fast reflexes. But what jumps out as anyone seeing him is the shocking paleness of his skin and scar patterns indicating he must of been burnt or hurt severely in the past. Just being near Ghost gives a sense of wrongness which is not helped by his tendency to appear and disappear when you least expect it. VKs suspect this is partly due to Taint from his youth near the Waste.

Ghost does not seem to have much of a personality. He hardly speaks, and when he does, its direct and to the point in his thick drawl. Ghost thinks long but acts quickly, and is very deliberate in all his actions. Ghost's tolerance for pain is quite high, and he almost never complains.

He is, however, unquestionably a pyromanic.

Background
Ghost grew up in ravaged rural FSA and would likely have remained there if not for the the intervention of the Legionaries. The Second was hired to put down some insurrectionists that were threatening some Orgotek interest in the area. One small squad was surprised by the young boy's appearance when he single-handedly set fire to their encampment before being apprehended via fortuitous use of TK. The sergeant of the squad was in turns annoyed, amused, and impressed, and could sense something in the potential of the sneaky freak. Thus began Ghosts' training.

Due to Ghost's unusual appearance and special talents, he was assigned to the Second for mercenary duties. The boy, now a young man, thrived, doing quite well for himself financially. His superiors now lend him out to any job that needs Ghost's "special touch" or if they have no one else better for the job.

Possessions
Claws
Fighting Gloves
Fiberweave (0/1, 0)
Minicomp with basic AI

Equipment Wishlist
So, lightish armor (bioweave would be nice, but way out of range most likely; probably reinforced clothing and a field suit), claws and fighting gloves for melee (neither of which apply when doing a martial arts strike, correct? Can they both be worn at once [finger holes]), and some suggestion for a firearm (enhancer gauntlet? Something else).
 
Last edited:

Velmont

First Post
Code:
[COLOR="Yellow"][B]Name:[/B][/COLOR] Kerry Joseph 		[COLOR="yellow"][B]Origin:[/B][/COLOR] Researcher		
[COLOR="yellow"][B]Aptitude:[/B][/COLOR] Electrokinetics	[COLOR="yellow"][B]Allegiance:[/B][/COLOR] Trinity (Triton Division)

[COLOR="yellow"][B]Strength[/B][/COLOR] 00		[COLOR="yellow"][B]Perception[/B][/COLOR] 00		[COLOR="yellow"][B]Appearance[/B][/COLOR] 00
			Awareness 0		Style 0

[COLOR="yellow"][B]Dexterity [/B][/COLOR]000		[COLOR="yellow"][B]Intelligence[/B][/COLOR] 00000	[COLOR="yellow"][B]Manipulation[/B][/COLOR] 00
Athletics 00		Academics 0		Xenorelations 0
Firearms 00		Computer 000
Melee 0			Science 000
Stealth 0		Xenology 0 
Intrusion 00		Noetics 0000 (Bioware)

[COLOR="yellow"][B]Stamina[/B][/COLOR] 000		[COLOR="yellow"][B]Wits[/B][/COLOR] 0000		[COLOR="yellow"][B]Charisma[/B][/COLOR] 00
						Etiquette 0

[COLOR="yellow"][B]Background [/B][/COLOR]
Device 00
Contacts (Science and Quin related) 00
Trinity 00 
Ressource 00

Electromanipulation 000
Technokinesis 00

Willpower 00000
Psi 00000

Powers Description
Electrokinesis

Misc.

Range: Technokinesis powers normally have a range of touch unless you use the transmit power (rank 3).

Shock: You may shock your friends if trying to do a helpful power on them.

Visibe Effect: Ongoing EK effects aren't the most subtle; flickers of light, small electriuc arc etc. betray the power. High score in Photokinesis can counteract hide this.

Basic Technique : Static Burst. For free you can give a nasty static shock at will. No harm but is rather distracting.

Also: Energy Awareness. You can sense enery pattern around you.

Electromanipulation

Rank 1: Holistic Effect. You can study a living creature (that includes bioware) nervous system as a whole and modestly affect it. Waking up someone instantly (as if he had taken five red bull) or slowing down reactions are examples of this.

Rank 2: Bioelectrical awareness. Honestly, not the best differentiated rank in the book. You can be more specific in your study and fine tune your action on the nervous system. You could use it to gain success on dodge test against one man (you read his reactions) for example or diagnose neurological disorder. Another improvement is that you can see residual trace of creatures who have left or recently died. You can't match psychometry but it can be helpful.

Rank 3: Personal Enhancement. You can affect and improve your own system. (modestly) increased reflexes, raising your intelligence, shielding yourself against electrical effect etc.

Technokinesis

Rank 1: Modify. Very basic stuff: Turn the machine on or off, (blindly) erase data etc.

Rank 2: Tap. You can read the raw data contained in the device and make holistic evaluations and modifications. At that level you can do the whol hacker schtick.

Background
Kerry et Rich Jospeh are twins. Born from Peter Jospeh and Maria Bishop, two rich owner in the Cap, in South Africa. They have been raise din the sceurity of the family's mansion, with private teachers. They ahd during a long time only themsleves as friends, being isolated from the outside society.

There first true contact with the outside world is when they enter the High Schools. They where both sent to Boston, where an uncle was living. They enter Notre-Dame. At the end of there high school, for the first time of there life, they split, taking each there own road.

Kerry enter the MIT and starts his study in Physics while Rich enter Havard in Technology and Operation Management. They both fare well in there studies, but being split apart most of the days, the twins starts to devellop an individuality of there own.

Kerry finish his bachelor degree and decide to continue with a mastery. The first contact with the Quins just happened and with a lot of motivation, Kerry decide to make his mastery on this alien race and there technology. The establishment of the ambassy the next year help him greatly. During that time, Rich decide to continue his study in Marketing.

In 2011, Orgotek contact the twins. They were interested to have Kerry in there R&D department and Rich in there marketing department. They both accept. But it is a few month later they discover the true meaning of this offer. Orgotek had evaluated the potential of both twins to become Psions. When they have been offered to enter the Prometheus chamber, they took a few days of thinking. For the first time of there life, the twins diagree in there opinion. They had a quarrel. Kerry decide to accept and became an Electrokinetic, but Rich decide to go back to the Cap.

Kerry continue to study the aliens race, and with the apparition of the chromatics, it is not the lack of field of study that was lacking. During that time, Rich was contacted by the Upeo Wa Macho. He accepte there offer and become a Teleporter.

In 2014, it has been now two years that Rich and Kerry didn't talk to each other. During a family reunion at the Cap, the reunite themselves. The feud was forgotten and they become like to finger of an hand, just like old time. But that was short, a month later, all Teleporter was gone and Paris was destroyed.

A year later, Trinity contact him. They wanted his expertise with the Quins technology. They spoke with him about the project Leviathan. Kerry accepted, but at one condition, that he would be part of any mission that would be related to the search of the teleporter. Once agreed, Kerry left orgotek and joined Trinity. The first three years, he worked on the Leviathan project alone, but during the last two years, he was given a black ops agent training, now the Levithan project was well advanced. Now the project is about to finish, he would have more time to spend on some other kind of work. And Kerry hope to find back one day the missing teleporters.
 
Last edited:

Ithuriel

First Post
In progress...

Code:
[FONT=Arial]Name: [/FONT][FONT=Arial][COLOR=Plum]Suria Singh[/COLOR][/FONT][FONT=Arial]                Origin: [/FONT][FONT=Arial]Journalist  [/FONT][FONT=Arial]       Aptitude: Telepathy 
Series: Darkness Revealed    Nature: Explorer         Allegiance: Trinity
                                                                             (Triton Division)


[B][COLOR=YellowGreen]Strength[/COLOR] [/B]O              [COLOR=YellowGreen][B]Perception[/B][/COLOR] OOO          [COLOR=YellowGreen][B]Appearance[/B][/COLOR] OOO

-Brawl                     -[COLOR=Plum]Awareness[/COLOR]  OO            -Intimidation OO
-Might                     -[COLOR=Plum]Investigation[/COLOR] OOO         -Style O

[COLOR=YellowGreen][B]Dexterity[/B][/COLOR] OOO           [COLOR=YellowGreen][B]Intelligence[/B][/COLOR] OO       [COLOR=YellowGreen] [B]Manipulation[/B][/COLOR] OOOO [/FONT][FONT=Arial][SIZE=1](Authoritative)[/SIZE][/FONT][FONT=Arial]

-Athletics                     -[/FONT][FONT=Arial][COLOR=Plum]Academics[/COLOR][/FONT][FONT=Arial] O            -Command O
-Drive                          -Bureaucracy              -Interrogation 
-Firearms OO              -Engineering               -Subterfuge OOO
-Legerdemain              -[/FONT][FONT=Arial][COLOR=Plum]Intrusion[/COLOR][/FONT][FONT=Arial] OO          
-Martial Arts                -[/FONT][FONT=Arial][COLOR=Plum]Linguistics[/COLOR][/FONT][FONT=Arial] O [SIZE=1](English, Chinese)[/SIZE]
-Melee                        -Medicine
-Pilot                          -Science  
-Stealth                      -Survival
                                 -[/FONT][FONT=Arial][COLOR=Plum]Computer[/COLOR][/FONT][FONT=Arial] O

[COLOR=YellowGreen][B]Stamina[/B][/COLOR] OO              [B][COLOR=YellowGreen]Wits[/COLOR] [/B]OOO             [COLOR=YellowGreen][B]Charisma[/B][/COLOR] OOO
            
-Endurance                -Arts                      -Etiquette O
-Resistance               -Meditation             -Perform 
                                -Rapport OOO        -Savvy O
                                  [/FONT][FONT=Arial][SIZE=1](Discern Truth)[/SIZE][/FONT][FONT=Arial] 

[SIZE=3][COLOR=YellowGreen][B]Willpower[/B][/COLOR][/SIZE]: OOOOX                            [/FONT][FONT=Arial][SIZE=3][COLOR=YellowGreen][B]Psi[/B][/COLOR][/SIZE]: OOOXX[/FONT]
[FONT=Arial] 
[B][SIZE=3][COLOR=YellowGreen]Health[/COLOR]
[/SIZE][/B][SIZE=3][SIZE=2]Bruised           -0  [  ][/SIZE][/SIZE][B][SIZE=3]
[/SIZE][/B] Hurt                -1  [  ] 
Injured             -1  [  ] 
Wounded         -2  [  ]
Maimed           -3  [  ]
Crippled           -4  [  ]
Incapacitated        [  ]
Dead                    [  ]

[SIZE=3][COLOR=YellowGreen][B]Aptitude[/B][/COLOR][/SIZE]: Telepathy

Benefits:

-Manipulating a crowd with Empathy 4 or 5 may effect a radius 10 times greater than the Area chart indicates.

-Targets may resist powers [U][I]of which they are aware[/I][/U] with Willpower as described under the Control Result.

-You must buy on the Precision chart to measure a power's reach, then separately buy up a Result 
parameter to indicate success. 

-To use powers at a distance telepaths are primarily limited by their familiarity to the target.  Substitute 
the Precision chart for Range.  If you can clearly see a target, you don't need to 
use the Precision chart.  If the subject is nearby but not in direct line-of-sight, you 
need to connect with Mind Scan first.

[B]Basic Techinque - Mind Scan:  
[/B]You can store a number of "psychic signatures" equal to your Psi score (more if you invest Psi).  
When you call on a stored imprint it boosts the Precision
 result by the number of dots in your highest Mode.
[B]Empathy[/B] O
-Sense Emotion - add to Rapport or pull info from a subject's mind
-Exacerbate - Pick an existing emotion and strengthen it.  Impart a max of +2 difficulty.
-Emotional Equilibrium - Deaden immediate emotions in yourself or others

[B]Mindshare[/B] OO
-The Babel Effect - Various communication effects, verbal, & non-verbal
-Mind Speak - purely mental communication.  If a target resists they take +1 difficulty on other actions 
while they resist
-Espionage - Sift through someone's mind for desired data

[B]Psychbending[/B] OOO
-Willfinder - sense if a target is currently affected by telepathy.  Also lessen telepathy botches.
-Willcontrol - Compel a subject to obey a mentally transmitted command until the duration expires
-Mind Shield - Protect yourself and perhaps others from Telepathy effects.


[SIZE=3][COLOR=YellowGreen][B]Backgrounds[/B][/COLOR][/SIZE]:
Allies O
Citizenship O (Australian, Chinese)
Contacts OO (Cori Heisler)
Resources OOO (Trinity Salary)
Status O (Trinity)

[COLOR=YellowGreen][B]Merits[/B][/COLOR]
Enchanting Voice - +2 dice on vocal attempts to charm, seduce, or impress

[COLOR=YellowGreen][B]Flaws[/B][/COLOR]
Curiosity - WP roll to resist nosing around[/FONT] when presented with a chance to learn a secret.  
Difficulty based on potential significance of the secret.

Gear

Steinhardt P-CC minicomp
-Fail-safe: 5
-Ceramic Polymer shell [3/3, 0]
-Locator beacon
-Mass 1.5
-50 blocs (17 for FIOS + 8 for Agent + 10 add on Apps = 35 used, 15 free)
-Standard minicomp details: In-set holo projector (50 x 25 x 25 cm image), faux stereo speakers, silent vibrate-mode alarm, in-set microphone, camera, and disk reader, 3 SIO ports with 1 m extendable optical cables, retractable roll-out screen, ports for 3 hardware add-ons.

Alpha Chris Agent
-Performance: 4
-Applications: Administration 2, Business 1, Design 1, Geography 3, Intent 5, Linguistics 5, Mathematics 3, Quick Search 4, Research 2,
-Languages: English, Chinese, Portugeuse, Arabic, Swahili, Russian

Programs added on: Quick Search 2, Intent 2, Linguistics 2, Research 2, Geography 2 (already figured in above)

-Boots (expensive) - stylish soft low boots with a heel, (metallic silver faux-leather)
-Jump suit - designer, form fitting (dark gray with two silver stripes running up the leg and arms)
-Jacket - asian cut (dark muted purple)

-L-K Defender 9mm, Acc +0, 4d10 L, Range: 50, Multi-shot, Semi-Auto Burst, Two Weapon, ROF: 2, Clip: 18, Conc: J, Mass: 0.5
-Extra 9mm Clip
-Orgotek Electric Eel Taser Pistol, Acc +0, 6d10 B, Range: 25, Two Weapon, ROF: 1, Clip: 30, Conc: J, Mass: 2, Unformatted
-Taser when used as a Tonfa, Damage: Str + 4d10 B, Disarm, Parry, Weapon Stike, Two Weapon

-Fiberweave lined jumpsuit [0/1, 0] Mass 0.5

-Glup pack
-Cure Alls (Bottle of 100)
-Pack of Ant-Pads
-Flashlight
 
Last edited:

kookalouris

First Post
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).
 

hafrogman

Adventurer
Carlos Ribera

36512d1220547116-trinity-darkness-revealed-recruiting-carlos.jpg


[Sblock=Background]For as long as Carlos has been alive, home has just been another part of the FSA, but his grandparents still always called it Mexico. But not the urban sprawl of Mexico City, or the resort beaches, or anywhere else of any consequence. Just a rural farming community, tucked away in a quiet valley, far from the world. The government doesn't bother much with it, as long as they pay their taxes and grow the food that feeds the masses. And the farmers show just as much interest in anything outside the valley. The rest of the world is full of trouble. Why go seek it out?

But for Carlos, there was always something missing. He always wanted to go see the other places that he heard or read about. But there never seemed to be time, there was always work to get done. When he could, he'd hike off into the hills to see whatever he could, but it still wasn't enough.

When they came and found him, he was thrilled. The talk of hidden power and a chance to work for humanity excited something deep in his soul. And it was with joy in his heart that he bid his farewells and left the planet behind altogether. With the ISRA he learned much, and for a while, everything was new. But there was still more to see and more to do. The troubles of the world are something to fight, not something to hide from on a lump of space rock.

When he had learned enough, he moved on once again. Trinity welcomed him, and his enthusiasm. Here he had found a place that gave him the freedom to see the world, and the power to help where he could. He was home.[/sblock]
 

Attachments

  • Carlos.pdf
    30.5 KB · Views: 122

Mal Malenkirk

First Post
Name: Rochelle McKendrick
Nature: Architect
Gender: Female
Allegience: Clinic Network
Age: 23

Attributes:
Strength **
Dexterity **
Stamina **
Enhancements:

Charisma ***
Manipulation **
Appearance ***
Enhancements:

Intelligence ****
Perception **
Wits ****
Enhancements:

Skills:
Athletics *
Drive *
Endurance *
Awareness **
Investigation ** (Forensic Medicine)
Academics ***
Bureaucracy **
Medicine ***
Science ***
Meditation **
Rapport **
Perform *

Willpower: ***** *
Psi: ***** *
Initiative: 6
Walk: 5m Run: 14m Sprint: 26m

Exp: 0

Psionics
Aptitude: Vitakinesis
Mode Iatrosis ***
- Mending
- Antitoxin
- Metamitosis

Mode Algesis **
- Inflame
- Contusion

Backgrounds:
Resources ***
Status * (Order)
Citizenship * (Luna)
Devices **

Bonus Points 21
Specialties +1 1
Willpower +1 2
Psi + 2 10
Aptitude Mode +2 8
 

Mal Malenkirk

First Post
Hafrogman's Clairsentient

Strenght 2

Dexterity 3
stealth 3
firearms 1

Stamina 2

Perception 4
investigation 2
awareness 3

Intelligence 3
Academics 1
linguistic 1
bureaucracy 1

Witts 3
meditation 2

Appearance 3
style 2

Manipulation 2
interrogation 2
subterfuge 1

Charisma 3
etiquette 2
Savvy 2

Willpower 6

Initiative 7

Background

ressource 2
contacts 3
Status 2 (trinity)
device 1

Psi 5

Modes

Telesthesia 3
Psychonavigation 2
 

Remove ads

Top