Character Type: Cook/Smuggler
Life Points: 35
Drama Points: 11
Description: 45 years old, 1.71m, 91kg
XP (left/total): 2/20
Attributes
Strength 2 Intelligence 5
Dexterity 2 Perception 4
Constitution 2 Willpower 4
Skills
Acrobatics 0 Knowledge 0
Art 0 Languages 0
Computer 0 Medical 0
Crime 0 Mr. Fix-It 2
Drive 0 Notice 4
Getting Personal 0 Old Style 0
Gun Play 0 Science 0
Influence 5
Wild Card (Cook) 2 Wild Card (Barter) 3
Background
His name is Yin, but they call him Yin-Yang. This is because people believe he is not just one person, but two. The complimentary forces of his opposite personalities.
On one side the friendly, but quiet cook and on the other side the grumpy and obsessed smuggler. This has helped him escape from his adversaries in the past, as they follow one in hope to capture both.
Accepted by his captain because of his efficiency for 'cargo transport', but mostly for his cooking.
Only his cooking can keep his obession with creating the perfect hiding place at bay. You can find him skulking around the ship searching for new perfect spots to create secret compartments. This causes him to almost never show up at meetings, though he gets most information of what is going on when the rest of the crew have their dinner.
Qualities
Smuggler (3-point)
Whether it’s guns, people, or parts, you’re the person that folks like for transporting it across restricted space. Not only do you know who has goods to sell, you also know who’s the most likely to purchase those goods. Your knowledge may be planetor system-based, depending on the scope of your campaign. Work with your Director to narrow down your field of employment.
Holographic Projector (3-point)
Getting a surprise visit? This holographic projector can save your hide when in a hurry. It changes an almost perfect hiding place into a perfect hiding place. At least as long as eyes are only used for inspection.
Hiding Places (7-point)
You have secret places to store cargo. For seven points, you can store two units of cargo.
Acute Vision (2-point)
An Acute Vision provides a +3 bonus to any Perception-related roll that relies on vision.
Contacts: Nikita (5-point)
You know the routine—make a phone call to the right people and you get information, special supplies, some cash, or even the proper make-over regimen. This Quality gives your character those phone numbers. The more helpful the contact is, the higher the Quality’s point value. For any and all Contacts, the Director determines whether or not the Contact is available at any given time. Generally, the more time your character has to reach or get word to her Contact, the more likely the Contact will come through. A Contact that only provides hints, rumors, or gossip costs one point. If the Contact usually provides reliable information and helps the character out in small ways (offering a ride, letting the character spend the night over, or getting a background check on somebody), this Quality sets you back two points. Actual allies who help the character in any way they can run three to five points, depending on the Contact’s resources (the full weight of the Watchers Council, for example, would cost five points—note that most Watchers don’t get that much support in the field).
Hard to Kill (3-point)
Characters with this Quality are extremely tough, and can withstand an amazing amount of damage before going down. Even after they are severely wounded, medical attention has a good chance of reviving them, scarred but alive. This Quality is bought in levels. Level five is the highest possible for human beings; Each level of Hard to Kill adds three Life Points to your character’s Pool. Additionally, each level provides a +1 bonus to Survival Tests.
Kitchen (1-point)
A good cook needs a quality kitchen.
Drawbacks
Humorless (1-point)
She without the funny, lacking the ability to laugh at life, and taking everything with the utmost seriousness. Other people’s attempts at humor leave her cold or annoy her. Most people find this facet of her personality to be unattractive or bothersome. Clowns and practical jokers most likely select the Humorless as their favorite target.
Obsession: Hiding places are never perfect (2-point)
A particular person or task dominates your character’s life, to the exclusion of most other things. To pursue her Obsession, she will go to almost any length (as limited by her morality). She may neglect other duties, both personal and professional, to pursue that which fascinates her. The “obsessee” may be a person (who may or may not be aware of your character’s feelings, but who almost certainly would be upset about their intensity) or a task (like getting revenge on somebody, or performing some important or notorious feat).
Non-Combatant (2-point)
You don’t like getting into fights. Maybe you are scared, or maybe you just don’t like to hurt folks. For two points, you just cannot throw the first punch. You will not fight anyone who hasn’t directly attempted to attack you. Hit by a grenade or other area effect doesn’t count as a reason to fight, unless they throw it at you specifically.
Adversery: ??? (3-point)
Your character has pissed someone off. And not pissed off in a “I’m not speaking to you” way—more like a “I’m going to kill you bad” or “I’m going to make your life a living hell” kind of way. The more powerful the Adversary is, the higher the value of this Drawback. Directors should determine if an Adversary is appropriate to the game in question. If the Adversary is unlikely to appear frequently, the Director can reduce the point value or disallow it altogether. Individuals are valued at one to three points as Adversaries, depending on their resources and abilities. A normal person grants one point; a new vampire two points; a Green Beret or a veteran vampire three points. An organization may be worth three to five or more points, depending on its power. A gang of thugs garners two points, the police department of a city three to four points (depending on its size and competence), and a national agency like the CIA five points or more. You should have a good reason why your character has earned the enmity of the Adversary. Your Director can then weave this enemy into the Season in any way she sees fit. Alternatively, you can select the Drawback and leave it to your Director to decide who the Adversary is. Killing the Adversary is not usually enough to eliminate the Drawback—your Director will see to it that another Adversary of similar value rears its ugly head shortly afterwards. That’s the way it works in the show, after all.
Hunted (Level 2)
Bad people want you. Maybe you are a criminal, or perhaps a runaway indentured worker. It could also be that bad people want a quiet word with you. The higher the Drawback the more time and effort they will expend, or the more powerful they are, or both.