Paranoia: HMT -- Characters

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Paranoia: HMT -- Characters

Postby Mike » Mon Dec 12, 2016 3:15 pm

Cue-R-IUS-1 (Pdyx)

Baby-faced, somewhat naive, and overly curious about everything, both to her benefit and detriment. It allows her to learn about lots of different things, but can get her into trouble.

Mutant Power: Danger Sense (unregistered). Whenever there is imminent danger, Cue flushes all over, like blushing. She turns bright red, and her face and fingers and toes will often start tingling. It's a bit exciting, but also uncomfortable and distracting. She generally knows where the danger is coming from, and will sometimes even get flashes of the general nature of it. With extreme concentration, Cue can sometimes even trigger the power by simply closing her eyes and vividly imagining a possible course of action. If that action is dangerous, there's a chance it will trigger her power and give her a vision of the terrible consequences. It doesn't always work though.

Cue's weakness is her curiosity. When his danger sense goes off, his immediate inclination is to get as close to the possible source of danger as she can in order to see how it works.

Service Group: HPD&MC. Cue is a janitor, but a glorified one who also does minor maintenance. Because of his danger sense, she is well equipped to survive more dangerous assignments than others, and so she has become the longest serving janitor in this sector's R&D department. R&D is full of lethal hazards, and most new Infrared drones don't last more than a couple weeks, but Cue has been cleaning in R&D for over seven months without clone loss. A department record. Some of the researchers have adopted her as R&D's unofficial mascot. For his part, Cue loves the assignment. Working directly for R&D as a researcher would be his dream come true, but he's thankful for his current assignment and the chance to be this close to the wonders of technology.

Secret Society: Romantics. One of the junior researchers in R&D, Cassie-O-PEA-3, revealed to Cue that she was a member of the Romantics and promised to bring her to the next meeting. According to Cassie, they have all sorts of artifacts of "Old World" culture, and Cassie described the wonders of old world technology and the amazing things their scientists achieved unfettered by modern restrictions: hoverboards, self-tying shoes, portable machines to convert garbage to cheap energy. The Romantics dream of returning to that life someday. It sounds amazing.

Equipment: In addition to standard troubleshooter gear, Cue also has a YELLOW multi-tool... a swiss-army knife of sorts... that folds out into dozens of useful tools (basically, if you want any sort of simple tool, just ask me and the multi-tool probably does it... ask for something trickier... it probably still does it). Cue knows the tool is above his clearance, but it's soooooo handy and it's not going to hurt anything as long as she keeps it hidden.
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Re: Paranoia: HMT -- Characters

Postby Mike » Mon Dec 12, 2016 3:17 pm

Didjab-R-ING-1 (Caz)

Didjab worked on the testing ranges for the Armed Forces. No, not as a target, but I have heard that joke before. Didjab was a loader, authorized to handle all kinds of ammunition from laser barrels to cone rifle shells. Now, he couldn't fire any of them, but he could load the weapons for future Vultures to use during their weapons training. He could also clean and maintain them, when the trainees were done.

Being uprange of that kind of ordnance has made Didjab more confident than your average newly commissioned troubleshooter. He's also hard of hearing, what with all of the explosions. In addition to his regular kit, Didjab wears protective hard plastic earmuffs, usually hung around his neck.

He has a swarthy olive complexion, probably from all the healthy rads put out during weapons training. Also, as is allowed in the Personal Hygiene Pamphlet, Page 2, Paragraph 2, he wears a bushy mustache.

Quirk - Nerves of Aluminum
Quirk - Hard of Hearing

Skill - Weapons Maintenance (Good)
Skill - Armed Forces Etiquette (Fair)
Skill - Lugging (Good)


Mutant Power: Light control (unregistered). You can, at will, generate light from parts of your body--typically your hands, anything else requires some effort. It can be dim or bright. Sometimes fine control is a challenge. A guided burst can temporarily blind a single clone. Real concentrated effort can sometimes effect a very narrow, focused beam... like a laser pointer... but that's super tough. Occasionally, you've managed to do the reverse as well, sucking all light from an area and rendering it very dim or even totally dark. But that takes a lot more effort.

Secret Society: Frankenstein Destroyers. Bots are the real problem in Alpha Complex. AI's are generally tolerable as long as they stick to just thinking, but the minute they start taking our jobs, they've crossed the line. Didjab deals with bots okay... you're forced to in Alpha Complex... but the more he talks with the other Franks, the more it all starts to make sense. Didjab is new to the organization, and just starting to buy into it, but he has the makings of a full-on anti-bot, anti-AI raver down the road.

Equipment: Didjab has a handful of explosive rifle shells (7 of them). They look like ordinary ammo, but he's found that if he taps the base of them on something solid and throws them, he's essentially got little mini-grenades with about a 3 second fuse on them. They're greatest impact is exploding INSIDE of a target, but even as thrown weapons, they've got a fair kick.
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Re: Paranoia: HMT -- Characters

Postby Mike » Mon Dec 12, 2016 3:18 pm

Dole-R-USS-1 (Ronster)

Dole is tall and fairly muscular for a clone. Not beefy, but well-toned. His coloration is also unusual (although not unheard of), with pale skin, bright blue eyes, and vivid red hair that is very thick and extends into a neatly trimmed beard and mustache. Normally, that level of facial hair would not be allowed, but Dole has an exemption due to his mutant power (see below). In addition to his great mechanical aptitude, Dole is also very stubborn and extremely smart (although he tries to hide this, as being seen as “too smart” never improves one’s survival chances in Alpha Complex).He is also quite a bit of a gambler and risk taker.

Service Group: Technical Services. Dole has been a Maintenance Technician Tool Caddy for three months. He carries around toolboxes and supplies and suggests tools. He’s never involved in actual repairs, but his experience has taught him the basics of most stuff… just no practical experience.He’s been taking the required online trainings and tests, and he’s been ready for a promotion to Grade 12 Maintenance Tech (General), so this assignment to the troubleshooters caught him by surprise.

Mutant power: Officially, Dole is a registered mutant with his mutant power being listed as “Excessive Hair Growth.” If he shaves in the morning, he has stubble by 10am, and a full beard by 5pm. He keeps the facial hair neatly trimmed, and his mutant registration comes with an exemption from standard facial hair regulations. Due to this excessive hair growth, he also has fairly prominent body hair all over (which fortunately does NOT grow long… just thick), and he gets a haircut every two days.

But that’s just his official power. Unofficially, Dole is a werewolf. Okay, neither he nor anyone else around him has ever seen a wolf or even heard the word wolf and would be baffled at the very concept, that doesn’t change the fact, that even though he has no name for it, Dole can transform into a very large, very hairy, very dangerous red wolf. Occasionally, he will feel himself starting to change when his emotions run high, and then he usually runs to a some kind of safe hiding place to change and wait it out where there are no cameras. But he’s found that if he concentrates, he can bring the change on willingly, sometimes stopping in a sort of “half-wolf/half-clone” hybrid form. Dole retains his normal mind while transformed, but strong emotions will cloud his judgment when in wolf or hybrid form.

Secret Society: Death Leopard. Dole got hooked up with Death Leopard by accident. After being stuck in bureaucratic hell for seven hours trying to get the right forms to request a training certificate application, Dole was told that he’d have to return the next day because of a plumbing leak (little did he know it was actually a Death Leopard attack in the back offices). He lost his mind and went full beast and destroyed two entire floors of Central Processing. In the end, the assembled Death Leopardites who had survived were cheering him and treating him like a god. They’d never seen anything like it. The main advantage of this is that if he ever needs it, Dole can simply put out a call that things are going down, and anywhere from one to two dozen DLers will show up for the chance to witness and participate in the carnage that is sure to come.

Contraband: Dole has a uPad. He knows it’s called a uPad, because the name is printed on the back. It’s a small tablet device, and it’s white. WHITE! Ultraviolet. The highest clearance there is. Dole knows discovery with it means certain death, but it’s SOOOOO cool. It has several game apps on it that are incredibly challenging and fun, not like the mind-numbing stuff you can get at RED clearance. Plus, every evening at 1900 hours, it plays a vid-show called Treason in HEL Sector, a drama like nothing Dole has ever seen. He can’t miss an episode. The only downside is that he can’t talk to anyone about it.
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Re: Paranoia: HMT -- Characters

Postby Mike » Mon Dec 12, 2016 3:23 pm

Enn-R-GEE-1 (Angry Geek D-Rod)

In contrast to his name, Enn is a lazy and selfish piece of shit. Given the opportunity and ability to climb the social class, he would pass the buck on as much work as possible and would be overweight if it weren't for his higher metabolism and wiry frame, (and the Computer’s annoying practice of restricting calorie intake by weight and activity). His thin brown hair and his shifting eyes equates him to the super-creepy neighbor everybody had down the hall from their first apartment. He hates work and is intelligent enough to "Tom Sawyer" people to "paint the fence" for him, not by charm but rather by faking nausea or actually literally inuring himself to allow somebody else to do the bulk of the work.

He has no friends, nor does he necessarily want them. Friends means he might have to share, whether it be food, knowledge, or even emotions.

Service Group: Research & Development (R&D). This is a perfect place for Enn, as there are lots of excitable nerds around whom he can convince to do his work for him. Plus R&D is the home of wild ideas, far-fetched schemes, and bizarre reasons for failure.As long as he can come up with a halfway decent line of bullshit, his superiors will accept nearly any failure as “valuable additions to our dataset.” So one can only imagine Enn’s anger at being assigned to the Troubleshooters, one of the few areas with an even higher mortality rate than R&D, and a place where clones are expected to actually DO things. Screw that. Enn suspects Megg-O-FON-4 of arranging for his new assignment after he spilled a Choco-Soy smoothie all over her stupid fractally self-constructed electronics board experiment. She’s an asshole.

Mutant power: Noxious gas (unregistered). Enn has no idea what it is, but he constantly exhales small amounts of noxious gas. He suspects he has some sort of separate organ connected to his lungs, because if he concentrates, he can actually blow out large amounts of said gas in concentrated enough form that anyone who inhales it will be nauseated, and are often incapacitated by the gas if he can get close enough and they are in a small space. He has to be careful though, because whatever it is, it is flammable. A fact that he finds really funny, but has almost burned down more than one lab by accident. As a result of his power, Enn has constant bad breath, but he has also discovered that he is unaffected by most inhaled toxins (including smoke).

Secret Society: Humanists. Before the whole Choco-Soy incident, Megg-O introduced Enn to the concepts of Humanism. He humored her, thinking it’d be easy brownie points, and started attending meetings. Quickly he realized that Humanism made complete sense, and he’s a true believer. Their most basic principle is that humans should be in charge of everything, not machines. That’s what’s wrong with this world. How can a computer be in charge? What does The Computer know about human needs and human emotion? Nothing… that’s what. Some day, clones will rise up and take over Alpha Complex again, and The Computer and all its bot lackeys will be put in their rightful place as slaves to mankind. Bascially, he dreams of a utopia where machines do all the work, and clones get to do nothing but have fun and give orders all day. Megg is still his primary contact with the organization, but their communication has cooled.

Contraband: This is the best… Enn stole an experimental Universal Remote from a nearby lab that failed to secure their doors. This remote can be used on any device that accepts remote commands. It usually takes a few seconds to program/adapt itself to a new machine (just point the remote at it and hit the “program” button). And so far, the only other buttons Enn has worked out for sure are “Volume” and “On/Off”. Other buttons and functions, he’s usually guessing, as the function of those buttons change with every device. Since it was experimental, it’s not color coded to any rank, but if anyone found it on him, he knows he’d be in trouble.
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Re: Paranoia: HMT -- Characters

Postby Mike » Mon Dec 12, 2016 3:24 pm

KAY-R-ESS-1 (buckett)

Tall, skinny. Hair parted down middle. Looks like Tim Robbins in Shawshank, pre-prison. Eloquent + persuasive. Fairly smart. Extreme pacifist, attempts to avoid violence if at all possible. However, prone to righteous anger at what he perceives as injustice - this can get him into trouble. Considers himself spiritual, to the extent that those within Alpha Complex can be.

Service Group: Housing Preservation and Development & Mind Control (HPD&MC)-- Kay has been a Quality Control Specialist in the HPD&MC Atmospherics Department for six months. This involved sitting in performing various tasks while listening to Alpha Complex background music.As quality control, it is part of Kay’s job to fill out daily self-evals to measure the effects (if any) of the various subliminals in the music. If the subliminals reach the “barely noticable” threshhold, Kay is to report that as well. The job is extremely low risk and extremely dull, so Kay uses recreational drugs (or rather appropriately prescribed drugs in a non-prescribed way) to get through it and has a million ideas for improving the music itself and not just its insidious payload. Kay has talked with some of the higher ranked engineers and has a fair grasp of the process of composition and recording. It’s not the greatest job, but Kay has made it enjoyable.

Quick Background: Witnessed the torture and ultimate elimination of almost a dozen mutant clone lines when he was still a developing clone, and that scarred him (after numerous reports of psychological issues among the younglings, that particular field trip was discontinued). The experience gave him a deep distaste for violence and some sympathy for Alpha Complex's more marginalized groups. As a result, leaned toward creative pursuits (over law enforcement, for example) and was pushed towards HPD&MC as service group; he enjoys it greatly despite lack of respect from others.

Secret Society: Mystics.The Mystics believe in a one-ness to all things. That there is a greater power that is the universe itself. Mystics have many processes that help guide them on their path to enlightenment, and most of them involve recreational narcotics. This is how Kay got hooked up with them in the first place. A fellow quality control technician, Boom-R-RNG-2 (since promoted to Quality Engineering Tech Boom-O-RNG-2) showed Kay how to hoard and ration daily meds for maximum “zen-ness”, and then later introduced him to the wonders of faking nebulous psychological discomforts for the prescribing of even better pills (and trading of said pills). At one of their pill-swap sessions, while extremely high, Kay was told about Mystic philosophy, and it just made sense.

Mutant Power: Laser vision. At will, Kay can project extremely powerful laser blasts from his eyes. Defying all physics, they are concussive blasts that knock stuff down and cause intense destruction. He has little control over them other than simple on/off, and due to his pacifist nature, he tries to never use it. Times he has used it, it leaves him extremely dehydrated and very hungry.

Contraband: Kay has a secret pocket inside his coveralls with 20 assorted pills in it. You can use them as needed during the game and sort of make up whatever effect you think is going to work best and/or be funny. Some of the pills you aren’t as sure of, so if you overstep, I can always twist it to something more manageable or appropriate.
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Re: Paranoia: HMT -- Characters

Postby Mike » Mon Dec 12, 2016 3:25 pm

Nattied-R-EDD-1 (akiva)

Nattied is kind of frail and waifish looking (think Michael Cera), but isn’t actually. He’s happy to be underestimated, and works hard at being good at what he does. More than anything, he’s smart, and relies on his wit and inventiveness to keep him out of trouble. He likes nothing better than accumulating and sharing knowledge. Something in him is wired to give him tremendous satisfaction, a physical high almost, from learning something new, and from sharing it with others. He understands how very treasonous that is, but he’s too clever to get caught. His second love is vidshows. No matter how inane or repetitive a show is, he loves all of it, and has an encyclopedic knowledge of shows and their stars and characters and episodes. He’s also very good at getting people to do what he wants and making them think it was their idea.

Service Group: HPD&MC. He’s actually in janitorial. But it’s janitorial for HPD&MC itself, so he’s had the opportunity to work and restock in the various recording and broadcasting offices in the department. He’s generally not there when other people are, but it’s still like heaven cleaning up after his idols. Also, when you appear simple and weak and you carry around janitorial equipment, you become essentially invisible, and Nattied has used this to his advantage to learn and find many things.

Contraband: One of his greatest finds was a stash of books wedged behind a loose tile in a toilet stall. All of them were very old and stained and damaged, and it took him a while to figure out what they were. The three he managed to keep had bizarre titles that made no sense, but the contents were fascinating. Farenheit 451 about Old World “firemen” destroying information; 1984, in which The Computer is known as Big Brother; and The Traitor’s Cookbook (this one a little newer), with “recipes” for making and doing all sorts of dangerous things using common items. [The first two are very incomplete, with missing, torn, and water-damaged pages, but they’ve instilled very misguided concepts about the Old World and the nature of these stories in Nattied.The Cookbook is based on the Anarchist’s Cookbook, and essentially, if you want to MacGuyver something, you get out your book and find the recipe. The whole thing is handwritten and difficult to decipher at times, but I’ll give you a shot at just about anything if you make it sound plausible.]

Mutant Power: Audio Replication (unregistered). Nattied can repeat/imitate virtually any sound he’s ever heard. He can imitate voices, usually well enough to pass voice analysis. He can replicate any sound effect. He even has two special sounds in his arsenal: a sonic rifle, which allows him to replicate the concussive blast of the weapon (this one is hard for him--especially aiming--but he’s practiced a bit), and a high pitched whine used by Internal Security as crowd control. It is painful and potentially even incapacitating. And Nattied has no natural protection against sound, so if he uses the crowd control sound, it affects him too.

Secret Society: Alpha-Leaks. This is an organization that seeks to make all knowledge public. They believe that transparency improves all things, and the sharing of knowledge means better decisions and faster innovation. Etc. Etc. When his bunkmate, Dan-R-THR-1 discovered Nattied’s secret book stash, rather than turn him in, he introduced him to the Alpha-Leaks group, recognizing a kindred spirit. Nattied doesn’t know actual names of most members, but if a member is onto a particularly juicy bit of info, they can spread the word and get whatever assistance others can provide.
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Re: Paranoia: HMT -- Characters

Postby Mike » Mon Dec 12, 2016 3:28 pm

Pow-R-PUF-1 (Zombie)

Pow is on the shorter side and slight. Dark hair. Big eyes. Small mouth. She has an innate sense of order and organization that made her naturally suited for PLC. For months, she has worked as an Inventory Verification Analyst (manually verifying reported inventory in warehouses). It is one of the most menial and hated jobs in PLC, but Pow finds it gives her a very deep sense of satisfaction. She can, however, also be very OCD about things, and finding things out of order or in violation of procedure is extremely upsetting. That anxiousness, fortunately, is offset by the eventual joy of seeing things set to right. Despite her small size, Pow is quick and surprisingly strong. She is obsessive about her health and always goes above and beyond on recommended dietary and exercise guidelines.

Service Group: PLC (as noted above).

Mutant Power: Magnetism (unregistered). At will, Pow can make any part of her body magnetic. At low strength, she can use it to pick up/attract items up to a few kilos. Since much of Alpha complex is metal, she can also stick to most walls and ceilings. At higher strengths (which take considerable effort), she can exert much more force and sometimes can disrupt electrical fields and electronics. She can also sense powerful magnetic and electrical fields nearby. When she has pushed her ability too far, she will get extremely stuffed up for several hours and her skin takes on a faint, but distinctive, greenish cast.

Secret Society: Singularists. One of the regular delivery technicians, Mann-O-MAN-5, recognized something in Pow and introduced her to the Singularists. The group believes that the destiny of all intelligent beings, machine and flesh alike, is to eventually become one and the same… the singularity. Exactly what this will look like or how it will be achieved is still being debated, but Pow is very drawn to the idea of combining with machine intelligence and stripping away the unreasonable and imperfect parts of oneself. The meetings were quite exciting, and there are both clone and robot members of the organization.

Contraband: Pow has a duct-bot she has dubbed Bubbles. Bubbles is small (maybe 4 or 5 kilos) and moves about on four multi-jointed legs. Its original function was, as the name implies, working in ducts and other small places that clones can’t reach. It is a very simple bot, capable of accepting basic programming, following simple commands, and making rudimentary decisions. Originally designed for minor repair work, fetching, removing blockages, and dispatching small vermin, Pow has found Bubbles to be helpful and also a comforting companion. (Imagine it has the brain-power and emotional range of a cat). Technically, Pow doesn’t feel she’s breaking any rules. Bubbles is not technically “hers”, it just tends to follow her around for some reason. She doesn’t make her connection to the bot obvious to others and often encourages it to stay out of sight, but if Bubbles is spotted, Pow simply pretends she doesn’t know what it’s doing here.
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Re: Paranoia: HMT -- Characters

Postby Mike » Mon Dec 12, 2016 3:29 pm

Power-R-NGR-1 (SarahBeth)

Power is extremely tall, standing almost a full head taller than everyone else, and is very thin as well, with very angular features... long nose, pointy chin. Power moves slowly and deliberately at all times, and while very smart, she often gives the opposite impression by being thoughtful and taking a couple seconds to answer when spoken to.

Service Group: Technical Services. As an infrared drone, Tech Services found Power to be incredibly useful as a fetcher. Anytime something got dropped, Power's long, thin limbs made short work of fetching back out again. Plus Power's mellow demeanor meant the ability to get along with most people. As a technician, Power doesn't mind the minor repair and maintenance work, but really dreams of being able to design and build stuff. The ultimate dream would be designing a mass-transit conveyor system for sideways elevators. Power's had this vision for for years, but rarely tells people, because they always give that same confused look.

Mutant Power: Hyperspeed (unregistered). Power can enter a state of "hyperspeed" where the perception of time slows way down. Everything seems to be in slow motion, and Power ends up moving 10 or 20 or even 50 times as fast as everyone else. The exact speed varies and Power has little control over it, and typically the experience only lasts for a minute or two of subjective time (so maybe only a few seconds for others in the area). After a burst of hyperspeed, Power typically has a severe ringing in the ears for up to a minute or so, making it very difficult to hear anything.

Secret Society: Flat Earthers. The Flat Earthers believe that The Computer does not exist. The Computer is actually a massive hoax perpetrated by high programmers and other leaders to perpetuate their own power. Power was introduced to this philosophy and brought to a couple meetings by Kyle-O-REN-4, the Resident Coordinator on Power's floor in the barracks. Once you hear it, the Flat Earth philosophy is quite seductive, and it starts to makes sense of all the horrible and contradictory aspects of life in Alpha Complex. Power's only just starting to understand this, but it makes sense, and it seems that the goal of the society is to gather enough evidence to expose the lie to the masses, and only then can we dismantle the unfair power structures of Alpha Complex and allow clone to truly flourish. Or something like that.

Contraband: Mini cutting torch. A hand sized cutting torch that emits a small focused blue laser that cuts to a depth of about one inch. Power is unsure if it is contraband or not, because the BLUE cutting laser is above her clearance, but the rest of the device is black. She keeps it on the down low just in case. Also, she has no idea what its power source is, but she’s been using it for months without it dying.
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Re: Paranoia: HMT -- Characters

Postby Mike » Mon Dec 12, 2016 3:31 pm

Preach-R-MAN-1 (Runanide)

You look like a young Danny Devito... or maybe Joe Pesci... either way, short and tough. You wanna be a gangster. You wanna be a hit man.

Service Group: Internal Security. Your penchant for thuggery landed you in Internal Security. You're good at roughing people up, and you're working on your firearms skills. You've done well enough, that you've landed your first undercover position. You are posing as a tech worker in Power Services, looking into reports of sabotage by Power Services officials.

Mutant Power: Telekinesis (unregistered). Your control isn't so good yet, but you practice all the time. Your goal is being able to flip switches and pull triggers from across the room, but that sort of fine motor stuff is hard. A lot of times you just wind up banging on stuff. But picking stuff up, and especially shoving stuff is super easy. You're good at that. Sometimes when you are concentrating real hard on the telekinesis, you get nosebleeds.

Secret Society: Free Enterprise. For a while, you were hooked up with the Sierra Clubbers (the outdoor nuts) thinking you'd be getting some sweet contraband from outside the complex, but turns out those loonies are only interested in hugging plants and rolling in dirt. Losers. You ditched them and got into black market stuff. You'd love to be fencing and dealing, but usually, it's your job to rough up clones who are infringing on your boss's territory. You answer to a huge goon named Gunmoll-Y. She hands down orders from the big boss you know only as "The Don."

Equipment: In addition to your standard troubleshooter equipment, you also have a monofilament garrote. It is two GREEN handles, and when you pull them apart (about 1 meter max), a nearly invisible monofilament line stretches between them. The line cuts through almost anything, and you sometimes get cuts on your fingers whenever you use it.
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Re: Paranoia: HMT -- Characters

Postby Mike » Mon Dec 12, 2016 3:32 pm

Name: Ripp-R-JAK (Tahlvin)

Ripp is a fairly average and innocuous looking clone. That is what made her an ideal candidate for Internal Security. She has the sort of face that you just take for granted. She is also very clever and catches on quickly. She is introverted and prefers working alone, and she doesn’t speak much, due to a stuttering issue. If she only has to give a one-word answer, she usually does fine. So she sticks to that and comes off as extremely laconic. For longer answers, the stutter will start to display itself, and it gets worse when she is stressed or nervous, sometimes rendering her completely unable to speak. Ripp is also red/green colorblind. It is not officially diagnosed, and Ripp compensates by using context clues to determine rank and clearance, but it has occasionally gotten her into potentially embarrassing/dangerous situations.

Service Group: Internal Security. Ripp worked as gopher in an electronics lab, where she observed much and taught herself her programming and hacking skills, using discarded junk equipment. Something in her attracted the attention of IntSec, so now her Tech position is merely a cover. She suspects that IntSec is aware of her programming and cryptographic and hacking skills (all of which are varying levels of treasonous), but if so, they’ve never said anything. IntSec believes there is a major corruption scandal within Tech Services, and they keep Ripp there to try to root that out. Unfortunately, they have yet to give her any information to actually begin investigating.

Mutant Power: Energy absorption (unregistered). Ripp can absorb most types of energy: light, heat, electricity, radiation. Not so good with kinetic and sonic energy, but everything else she can do. Thus, laser blasts, accidental shocks, fire… if she can brace hierself, she can absorb the energy and it doesn’t harm her. There are limits. And after absorbing enough energy, she feels “full” and it is very uncomfortable. She needs to release the energy, which usually bursts forth from her as a blast of heat and light. Sometimes, if she’s not too full, she can direct the energy release, but usually, she can’t.

Secret Society: Computer Phreaks. Old school hacking. Phreaks usually hack purely for the joy of seeing what they can get away with. They are not so much a hierarchical organization as a loose collective of like-minded people. They only know one another online, and only by codenames. Status within the group is gained by pulling off amazing stunts, and status translates into being able to get info and assistance from other Phreaks. There is no single overarching philosophy, but most tend to be anarchists of some sort. They want to tear down the structures of society, but not so much that they lose their shiny toys.

Contraband: EMP pulse generator. One use. Ripp traded in a lot of favors for this, but it is the ultimate security measure. Open the box, press the button, and supposedly all electronics within half a click will be fried. Obviously, Ripp’s never tested it, but it came from a trusted source.
All I know is my food tastes better when I take my food-tastes-better pill.
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Mike
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Re: Paranoia: HMT -- Characters

Postby Mike » Mon Dec 12, 2016 3:42 pm

Soup-R-MOM-1 (Joel)

While she has advanced pistol training, she feels most issues are best solved through a cup of hot cocoa and a nice chat. The problem is, she is incredibly stupid...like the cocoa she is giving you may be motor oil stupid. But she is so charming and diplomatic, most people don't realize she is indeed dumber than a box of rocks. She tries to solve all issue with a smile, a pat on the head and a brief but stirring monologue followed by a hug. This works a surprising amount of times, as she is very convincing, even when she has no idea what she’s talking about. There is an exception... She will kill commies on sight...or people who she thinks are commies. Again...she is dumb so anyone could be a commie. But she won't kill willy nilly, she usually pulls the gun (which he is very good at), goes into the "old yeller" speech and sheds a tear at a life lost.

Service Group: CPU (Central Processing Unit). Soup is part of the central bureaucracy. Which is bad, because Soup really doesn’t understand the importance of forms and filing and whatever-all it is that they do in CPU. She’s super-charming, and she interviews well, so departments will take her on right away, only to find out that she is utterly incompetent. But she keeps getting stellar performance reviews as supervisors hope to sucker some other group into stealing her away. On paper, Soup has one of the best records ever. Ultimately, she’s been pawned off on the troubleshooters where hopefully the high mortality rate and her colossal stupidity will let things naturally work themselves out.

Mutant Power: Levitation (unregistered). Quite simply, Soup can defy gravity. She only has the ability to go up and down, but she can push off of stuff. The reverse of his power is anchoring. She can also increase the force of gravity on herself to make herself hard to move. This doesn’t come in handy nearly as often as levitating, and also, she has no special strength or ability to move freely while “anchored”. When she cranks it up, it’s just like being under the effects of 2 or 3 or 5 Gs or however much she does. At 3-5 Gs worth, Soup finds it difficult to move at all. If she turns it up too high, she passes out. Soup has fairly good control over her power.

Secret Society: Humanists. Basically, the premise is that clones know better than machines, and the rightful order of society is with people in charge. Humanists have no problem with intelligent machines, as long as they are subservient to people. Soup’s been to three meetings, and they seem to make sense to her. The only name she knows is Cond-O-LZA-3, a fellow bureaucrat who first brought her in. The rest so far have remained anonymous or used codenames.

Equipment
Glasses with no lens (puts them on before she says something "smart" or just before she chastises one of her "kids" (which is pretty much everyone).
Sweater
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Re: Paranoia: HMT -- Characters

Postby Mike » Mon Dec 12, 2016 3:48 pm

Sync-R-SWM-1

Service Group: Power Services. Her official title is Relay Technician. What this has usually meant is that when a regular technician changes something, Sync runs to the other end to see if it fixed/changed anything and then runs back to report whether it worked or not. She’s learned a lot about power systems and has a natural aptitude with anything mechanical, but very little “official” experience.

Physical Description: Sync-R-SWM is strikingly attractive, but no one in Alpha Complex understands the concept. She is perfectly symmetrical, including the slicked-back hair which is cropped close, but not too close. One happy side effect is that she can talk people into things just because she’s so pleasant to look at. She’s also very mechanically inclined (anything electrical she can fix/fuck with-- but strictly power- she's not a computer programmer).

OCD (especially with odds and evens)- Not lightswitch OCD, but mild OCD like I (Kyle) have-- obsessed with patterns, balance and especially with even numbers. She's so obsessed with even numbers that she's convinced that her odd numbered clones are inferior and that her even numbered clones are near supermen (none of this is true- but her personality with her odd clones will be very nebbishy and Eeyorish, and her even clones will be take charge and action oriented).

Knows American Sign Language- she doesn't know how she knows it. She's never been taught it. She doesn't know anyone else that knows it. But for some reason, she's completely fluent in American Sign Language.

Has Never Farted (while awake)- Sync-R-SWM believes that she has never farted. Her odd clones are going to be embarrassed of this fact, and convinced that it's the sign of something living in her butt that eats flatulence (but what happens to ITS waste!), and the even clones are proud. It's a sign of purity to them. In truth, she farts constantly while asleep but is unaware of it.

Mutant Power: Mental blast (unregistered). This often happens when Sync loses control emotionally, and is more powerful at those times, but she can consciously try to “blast” another clone as well. The effects are varied and rarely permanent. Most often, clones are simply stunned or knocked unconscious, but occasionally, she renders someone blind or deaf. Once, she accidentally zapped a dorm-mate over a toothpaste incident, and the other clone completely lost the ability to remember the names of vid-shows. It was weird, she could name the actors and describe episodes, but show names were simply lost.

Secret Society: Flat Earthers. The Flat Earthers believe that The Computer does not exist. The Computer is actually a massive hoax perpetrated by high programmers and other leaders to perpetuate their own power. Sync was introduced to this philosophy and brought to a couple meetings by Kyle-O-REN-4, the Resident Coordinator two floors above Sync in the barracks. Once you hear it, the Flat Earth philosophy is quite seductive, and it starts to makes sense of all the horrible and contradictory aspects of life in Alpha Complex. Sync's only just starting to understand this, but it makes sense, and it seems that the goal of the society is to gather enough evidence to expose the lie to the masses, and only then can we dismantle the unfair power structures of Alpha Complex and allow clones to truly flourish. Or something like that. Other than Kyle-O, Sync has seen other people at meetings, but no one shares names.
All I know is my food tastes better when I take my food-tastes-better pill.

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