Kilroy - Character Thread.   Posted by Character Thread.Group: 0
Kraven Kor
 GM, 769 posts
Tue 24 Feb 2015
at 00:05
Re: Kilroy - Character Thread
Kilroy:
How corrupt is the OAU? It could just as easily be the OAU that did all the things the Republic did there, or we could move Brindlebrook.  I'm fine with whichever works for the narrative.


As corrupt as any other monolithic government; ie. about as corrupt as the US or EU.  This is a universe modeled after our own; very few true "good guys" so far as government and corporations go.

So that is definitely a possibility.

If you do want the TSR as your bad guys, which is very much a preference for me, I'd move Brindlebrook to Rana (which I need to update due to other map changes), Gateway, or Stellar One.  All three are along the "spinward" border of the TSR.  Only Rana is an independent system, which is actually likely to change as I had to expand TSR up into a few systems beyond it.

This message was last edited by the GM at 00:05, Tue 24 Feb 2015.

Kilroy
 player, 17 posts
Tue 24 Feb 2015
at 00:20
Re: Kilroy - Character Thread
Gateway sounds ideal based on name only.  Would I need to update anything else?
Kraven Kor
 GM, 770 posts
Tue 24 Feb 2015
at 00:40
Re: Kilroy - Character Thread
Kilroy:
Gateway sounds ideal based on name only.  Would I need to update anything else?


The exact description of the Gateway system doesn't match your write-up (as you used Freeport as your basis), but that is a minor detail.
Kilroy
 player, 18 posts
Tue 24 Feb 2015
at 00:51
Re: Kilroy - Character Thread
Should I rewrite?
Kraven Kor
 GM, 771 posts
Tue 24 Feb 2015
at 01:57
Re: Kilroy - Character Thread
In reply to Kilroy (msg # 37):

Re-write it for Brindlebrook being in Gateway and either update or remove the references pulled from the Freeport description; I'm not overly concerned with minor details as much as the overall story and where you are from.
Kilroy
 player, 19 posts
Tue 24 Feb 2015
at 02:17
Re: Kilroy - Character Thread
They said that at one time the Brindlebrook in Gateway was the brightest star in the system.  It was big and it was near three deep space asteroid belts that had a wide variety of very rare minerals, plus more than enough to keep the station growing for as long as it could go.  And for thirty five years, it was a veritable boom town.

Then it became a nightmare.

Kilroy's family traced its roots all the way back to Terra.  They had been among the first out of the well.  They had always been engineers and miners, moving the the edge of space.  For six generations, the Conneticuts were spacers par excellence, living the dream.  And then they came to Brindlebrook.  Ascot Conniticut was Kilroy's father and he worked there for 20 years before marrying Rose.  It was a lovely childhood, and then they came up with a new drive that made Brindlebrook more of a dinosaur.  And so slowly, it became nothing but a great big empty shell.

More and more people moved away, until there were only seven families left.  They had a pretty good life.  The drones repaired themselves and they kept building the station as they mined the asteroids.  The station grew large and was repaired and the family's kept it going.  From time to time a corporation rented the place out when they wanted some place out of the way and quiet to do research or store things.  The families didn't ask questions.   They had a fantastic life style, and while they might have been behind as far as technology was concerned, but compared to most they lived in paradise.

But like every paradise, it needed a serpent.

The ship was supposed to be a pirate vessel but the fact of the matter was, they were more a tin can full of losers.  To start with, the crew of the Terence Plate was lazy.  The maintenance was never done on the ship, they all took short cuts, and backstabbed each other as much as possible.  If there was any shimmering romance left in the spirit of piracy from the days on the old oceans, it was most definitely not to be found on the Terence.

They seemed harmless at first.  They offered to pay for repairs to their ship with some new tech and some interesting new medical supplies.  But a few of them did unseemly things to the daughters of the families.  The crew pretended to be outraged and deep spaced their errant crew members.  But that wasn't the worst of it.  Turned out that the REASON the Terrence was so lazy was a custom drug called Civil.  It made cybernetic enhancement easy.  That's what it had been developed for, and it was a wonder at that, but when one took it consistently, you could get some really...nice...augmentations including total immersion in reality or an augmented auto personality based on your own.

In other words, you could lock yourself away in your head and have an AI echo of yourself wander you around in zombie like fashion going through the motions back in reality.  And the families fell for it.  All but the Conneticuts.  One by one they fell, and without the minimum number of folks to maintain the station, and as smart as Kilroy and Ascot and Penny were, they simply couldn't do it all themselves.  Drones and AI weren't enough...at least not at the tech level they had.  And so the station began to fall apart.

The problem was that they had made contractual arrangements with the local corporations.  Before the Terence had come, they had been more prosperous than ever before.  One of them had even drawn up plans for a corporate arcology, and they had the capital to do it in five years time.   None of them cared about it on the Civility.

And so the Republic came and took the station.  They didn't want to.  There were not enough ships and too many places to terrorize, but the fact of the matter was, the station did become handy as a station that no one in the Navy wanted to be assigned to.  The most inept and inefficient were sent there as a dumping ground, and even though all the Civility users were shot, the Conneticuts were left alone.  No one bothered to process them or even care.

And because of bureaucratic protocol, they even paid the Conneticuts for the maintenance and rent.  Now, if someone had figured out that they could skim that off the top, they completely would have, but remember that this was the scum of the Republic, rather than the most efficient at bribery and corruption.  But they were also brutes, and like to torment those who were weaker than themselves.  And since they weren't Republic citizens, that made the Conneticuts fair game.

It started with his mother.  We don't need the gritty details, but it's the Republic, right?  Then his father.  Bits and pieces of lives were taken and finally they started on Kilroy.  That was when the Conneticuts had it.  They took a disused shuttle, and headed out, and set the self destruct on the station (the one only the Families knew about) and ….all their problems were gone.

They wandered around the fringes of the Republic for a few years, but the damage done to the Conneticuts was starting to take its toll.  Too many bad memories, too many dark moments.  Finally, it was too much and Kilroy came home to find them both on Civility.  Kilroy was devastated.

After he overcame his shock, he tried to forcibly purge the drug from his parents.  That didn't work very well.  They tried to get him to take Civility.  Kilroy was having none of it.  They had made a small fortune selling parts and mildly banned tech, but had always stayed under the radar.  Kilroy decided that he wasn't smart enough to cure them, but maybe if he could be a bit smarter, he might know what to do.  He finally gave in and tried some Civility, but not for augmented reality or a hardwired pleasure chip.

He began to work to increase his intelligence, reprogramming the auto doc more and more each time, using techniques and technologies that were illegal on most worlds, pushing boundaries that most doctors would consider insane.  He got very very very lucky, and after that, he got very very very good.  And by the time he was done, he realized that he was simply not going to be able to cure them.  Not without destroying as much of their personality as remained.  He could remove the chip of course, but he couldn't force them off without extensive personality reconditioning that would be absolutely unacceptable to Kilroy.

And so, with great remorse, he deposited his parents in a private facility, ensuring that enough money was sent to pay for their care.  He had invented the equivalent of 'nicotine gum' for Civility, but since the Republic had no interest in curing anyone, just killing or imprisoning them, it was generally only available at the clinic.

For a while he traveled from world to world, solving difficult freelance technical problems.  As an amusing historical joke, he signed them “Kilroy was here.”  But since these works were in fact absolute works of genius, and he wasn't a Republic citizen, they didn't know who “Kilroy” was, but he began to gain a reputation among the technologically literate as something of a legend, not the most pointed of any specific field, but cross linked in so many that he could bring that genius to bear in creative and novel ways to undo difficulties that troubled others.

But as his own reputation grew, so did the reputation of the clinic where his parents were found.  The Republic didn't like the idea of a 'mild' civility clinic....and bombed it from orbit.  But not before they had obtained the chemical formula for Moderate Civility for any of the elite who might get addicted.  When they saw the elegance of the formula, that was when they truly determined that they wanted Kilroy working for them.  And so they began to look.

Now Kilroy moves from world to world, solving problems, occasionally offering substantial discounts for worthy causes, and he has a particular dislike for the Republic but isn't foolish enough to directly confront them, he just likes to poke them in the eye sometimes.  But he knows they are looking for him, and sooner or later they will catch up unless he wants to retire in the middle of nowhere.
Kraven Kor
 GM, 773 posts
Tue 24 Feb 2015
at 02:24
Re: Kilroy - Character Thread
Perfect, works for me.

Going to noodle on how to get you tossed into things; may be a solo prologue, might just have you as one of the "nameless NPC's" they have picked up.

If the latter, we'll need to sort out which ship you were on - The Pytheas (where Mir and the former "techie" were, so unlikely the best option), Luke's old ship (and thus you spent some time in captivity with Luke on the TSR ship until he busted you all out), or on the Mercy II (which got blowed up real good, meaning you are currently floating in a life pod.)

I'm thinking the last option is the easiest, but might end up taking a bit for them to find you.  The quickest to get you playing is to do a solo prologue, which will then take some time to merge you in.
Kilroy
 player, 20 posts
Tue 24 Feb 2015
at 02:48
Re: Kilroy - Character Thread
I prefer the prolog.  I don't mind taking time to merge in but can go as slow or as quick as you like.
Kraven Kor
 GM, 774 posts
Tue 24 Feb 2015
at 02:57
Re: Kilroy - Character Thread
In reply to Kilroy (msg # 41):

Then I'm going to be starting you off in Obsidia B; the party is in Obsidia A (binary system) and they'll end up meeting you.

I'll get something going by this weekend at the latest.  Short version is that an all-out war is getting ready to start in Obsidia B with the TSR somehow having snuck in three battlegroups without using the JumpGates.

Give me just a bit of fodder on "what you are doing in Obsidia B."  Probably some freelance job for the OAU-friendly faction there.
Kilroy
 player, 21 posts
Tue 24 Feb 2015
at 03:02
Re: Kilroy - Character Thread
Going in the rebellion theme, maybe a souped up deflection shield for an important installation there that I'm trying to get up and ready faster than normal now that our friends have surprised everyone?
Kraven Kor
 GM, 775 posts
Tue 24 Feb 2015
at 03:13
Re: Kilroy - Character Thread
In reply to Kilroy (msg # 43):

OK.  So you were on one of the Waystations (the stations that protect / service the jumpgates) working on whatever tech project and have now been kind of drafted into helping with defenses.

Will get a prologue going and we can take it from there.

Might be a month-ish before the rest of the party is to where I can merge you in.  Might also take some more "railroading" but I'll do my best :D
Kilroy
 player, 22 posts
Tue 24 Feb 2015
at 22:34
Re: Kilroy - Character Thread
Hey do what makes the story good :D
GM
 GM, 786 posts
Thu 26 Feb 2015
at 04:34
Re: Kilroy - Character Thread
You should see a "The Gates are Down" thread; let me know if not.
Kilroy
 player, 23 posts
Thu 26 Feb 2015
at 16:17
Re: Kilroy - Character Thread
I did indeed.  :D Thanks.
Kilroy
 Kilroy, 137 posts
Fri 28 Aug 2015
at 16:35
Re: Kilroy - Character Thread
Kaiser Tamasi - Criminal Mastermind that took them forever to catch, knows everyone dislikes the TSR but demands amnesty for his aid against them on the planet below.

[5] Basic 8.  Contact has Contacts.  Contact has extremely useful skills.

Bongles - A cybernetic enforcer that Kilroy has done some of his best work on.  Likes to work as a clown at kid's parties to prove he is still human.  Ridiculously strong, fast and lethal.

[6] Basic 11. Useful skills [2], Good Relationship [2]

Immaculate Betty - Con artist and general ne'er  do well who has pulled some amazing grifts on the rich but has no love  for the TSR and wants to free her sister.

[3] Basic 8. Useful Skills [1] Contact has Contacts [1]

Paul Jones - Forger and Black Market expert. He knows a guy who knows a guy who knows  a  guy. Has a roledex a mile long of dirt on many many people...deemed too dangerous to release to the general public.

[7] Basic 11 [2] - Contact Has Contacts [1], Useful Skills [2], Contact has Access to Major Institutions [1], Contact has useful skills and resources [1]

21 used, the rest reserved for the OSC and copilot.
GM
 GM, 1151 posts
Fri 28 Aug 2015
at 18:03
Re: Kilroy - Character Thread
And who / which are with you on the planet now, having come in the pod, and / or which / who are already on planet to make contact with?
Kilroy
 Kilroy, 197 posts
Fri 6 Nov 2015
at 21:57
Re: Kilroy - Character Thread
In reply to GM (msg # 395):

Kilroy didn't like the TSR.

Upon hearing WHY they are running away with Artificial Wombs....Kilroy positively HATES them.

Kilroy first does what Thurman requires.  What the mission requires.  He obtains the comm logs and wipes the AV.

But it isn't....quite...enough.  He leaves behind a mixture of children's programming of the most insipid kind, the kind of children's song that sticks in your head...and mixes it with some of the worst torture porn imaginable.  He implies that the wombs came to life and that the spirits of the children came and killed the marines....viciously.  Horrifically.

Physically are just 'dead' but their souls?

Humanity has advanced a lot since leaving Earth but they are still just as superstitious as ever.  They still believe in magic...in ghosts...

Kilroy wants what anyone sees here reviewing these recordings to remember them for a long time....he wants it passed from soldier to soldier secretly so they know that there are things out there that their leaders are not telling them...

Things that the Tech Priests are holding them accountable for....



07:21, Today: Kilroy rolled 6 using 3d6 with rolls of 1,4,1.  Propoganda - Replace It With Something Horrible - Marine 5 - T17.
07:20, Today: Kilroy rolled 12 using 3d6 with rolls of 4,6,2.  Propoganda - Replace It With Something Horrible - Marine 4 - T17.
07:20, Today: Kilroy rolled 13 using 3d6 with rolls of 6,6,1.  Propoganda - Replace It With Something Horrible - Marine 3 - T17.
07:20, Today: Kilroy rolled 6 using 3d6 with rolls of 2,3,1.  Propoganda - Replace It With Something Horrible - Marine 2 - T17.
07:20, Today: Kilroy rolled 13 using 3d6 with rolls of 6,1,6.  Propoganda - Replace It With Something Horrible - Marine 1 - T17.
07:20, Today: Kilroy rolled 11 using 3d6 with rolls of 6,2,3.  Memetics - Replace It With Something Horrible - Marine 5 - T17.
07:20, Today: Kilroy rolled 10 using 3d6 with rolls of 4,1,5.  Memetics - Replace It With Something Horrible - Marine 4 - T17.
07:19, Today: Kilroy rolled 9 using 3d6 with rolls of 2,5,2.  Memetics - Replace It With Something Horrible - Marine 3 - T17.
07:19, Today: Kilroy rolled 13 using 3d6 with rolls of 6,5,2.  Memetics - Replace It With Something Horrible - Marine 2 - T17.
07:19, Today: Kilroy rolled 14 using 3d6 with rolls of 6,6,2.  Memetics - Replace It With Something Horrible - Marine 1 - T17.
07:19, Today: Kilroy rolled 8 using 3d6 with rolls of 2,4,2.  System Operations - Wipe the AV Recorder - Marine 5 - T20.
07:18, Today: Kilroy rolled 12 using 3d6 with rolls of 2,6,4.  System Operations - Wipe the AV Recorder - Marine 5 - T20.
07:18, Today: Kilroy rolled 13 using 3d6 with rolls of 2,5,6.  System Operations - Wipe the AV Recorder - Marine 4 - T20.
07:18, Today: Kilroy rolled 10 using 3d6 with rolls of 4,2,4.  System Operations - Wipe the AV Recorder - Marine 3 - T20.
07:18, Today: Kilroy rolled 13 using 3d6 with rolls of 2,6,5.  System Operations - Wipe the AV Recorder - Marine 2 - T20.
07:17, Today: Kilroy rolled 14 using 3d6 with rolls of 3,6,5.  System Operations - Wipe The AV Recorder - Marine 1 - T20.
07:16, Today: Kilroy rolled 11 using 3d6 with rolls of 5,3,3.  System Operations - Get Comm Logs - Marine 5 - T20.
07:16, Today: Kilroy rolled 9 using 3d6 with rolls of 1,2,6.  System Operations - Get Comm Logs - Marine 4 - T20.
07:16, Today: Kilroy rolled 11 using 3d6 with rolls of 4,2,5.  System Operations - Get Comm Logs - Marine 3 - T20.
07:16, Today: Kilroy rolled 15 using 3d6 with rolls of 4,5,6.  System Operations - Get Comm Logs - Marine 2 - T20.
07:16, Today: Kilroy rolled 9 using 3d6 with rolls of 1,5,3.  System Operations - Get Comm Logs - Marine 1 - T20.
07:15, Today: Kilroy rolled 13 using 3d6 with rolls of 3,6,4.  Computer Programming Marine 5 - T17.
07:15, Today: Kilroy rolled 12 using 3d6 with rolls of 3,5,4.  Computer Programming Marine 4 - T17.
07:15, Today: Kilroy rolled 9 using 3d6 with rolls of 2,1,6.  Computer Programming Marine 3 - T17.
07:15, Today: Kilroy rolled 9 using 3d6 with rolls of 3,5,1.  Computer Programming Marine 2 - T17.
07:14, Today: Kilroy rolled 5 using 3d6 with rolls of 2,1,2.  Computer Programming Marine 1 - T17.
07:12, Today: Kilroy rolled 6 using 1d6 with rolls of 6.  Final Presence Die.
GM
 GM, 1401 posts
Wed 20 Jan 2016
at 21:52
Re: Kilroy - Character Thread
We never did sort out complications for Kilroy.

Need to have that done by the time the party is together; start thinking / posting on your 50 points of complications.  Thanks!

Everyone has the one Hunted, but that need not even be on your sheet, it is assumed.  So 50 points of complications and "Hunted by TSR" can't be part of that.
Kilroy
 Kilroy, 220 posts
Wed 20 Jan 2016
at 23:27
Re: Kilroy - Character Thread
In reply to GM (msg # 51):

Well CRAP! How many points do I have now to buy that off with?
GM
 GM, 1406 posts
Thu 21 Jan 2016
at 01:45
Re: Kilroy - Character Thread
Uh, not really a big deal and not really "buy off" any more.

You just need 50 points of complications; psychological limitations, quirks, etc.

Given your RP; I recommend maybe a "One Track Mind" type limitation, or maybe Technophile, or Curiosity.  The traits of your character that tend to get him into more trouble than most, basically.
Kilroy
 Kilroy, 228 posts
Fri 22 Jan 2016
at 01:39
Re: Kilroy - Character Thread
I'm already getting some really good ideas.  My 5th edition book is in boxes and we're unpacking this weekend so I will set it aside and get to it Sat.  I will try to focus on drawbacks that wouldn't likely have come up yet.
GM
 GM, 1416 posts
Fri 22 Jan 2016
at 01:42
Re: Kilroy - Character Thread
Sure, but I'm happy with you pulling from stuff that has been done; either way.

Thanks!
Kilroy
 Kilroy, 234 posts
Sun 24 Jan 2016
at 02:03
Re: Kilroy - Character Thread
http://masterlistsofcomplications.wikia.com/wiki/Geek
-10

Unconciously Snobbish -10 - Uncommon but Strong
http://masterlistsofcomplicati...ia.com/wiki/Snobbish

Not all the time, but for some people, though he intends no foul, he rubs them the wrong way and does not immediately realize it.  This tends to be for a specific subset of people over a prolonged period of time.  Diplomacy can overcome it but it takes work.

Technophile -10
Kilroy not only loves technology but he believes that it can solve most problems in the universe if people would only give it a chance.

Prejudiced - Terrans -5 Moderate Common
He just doesnt like Terrans period.  And it will take a lot of work for someone born in the TSR to get on his good side unless very obviously a victim and they are opposed to the regine.

Hatred - TSR - -10 Kilroy isn't merely hunted by the TSR, but its personal for him.  He wants to HURT them, and while pretty easy going in most circumstances, he just isn't going to exhibit much mercy on a willing servant.  Given their brainwashing techniques etc, he is perfectly willing to spend time to confirm that but if he knows with relative certainty that they are...he will go out of his way to harm them.

Subtle Prankster - 5 points Kilroy loves to mess with the heads of his enemies and to a lesser extent his friends, but viciously with the former and only harmlessly with the latter.
GM
 GM, 1432 posts
Sun 24 Jan 2016
at 02:33
Re: Kilroy - Character Thread
Maybe combine the Hatred / Prejudiced into a single one at higher-ish level (15 points)

But, not a huge deal; works either way.
Kilroy
 Kilroy, 236 posts
Sun 24 Jan 2016
at 02:36
Re: Kilroy - Character Thread
I make the subtle distinction because Kilroy HATES the TSR wheras is just passively disgusted at Terrans.  He knows Terrans are oppressed as well, but he views their passivity as part of the reason the TSR gets away with what it does and until CLEARLY other (ie Gwen) or Criminal or the like, he isn't as inclined to help them and Kilroy helps everyone.

Whereas he'll go lightyears to make life difficult for the TSR.