31 Days Character Creation Challenge Day 14: Orbital Blues

 The 14th is upon us, and I have made a character for the lovely scifi game Orbital Blues!


PJ Cazadora was born on Yermo Theta, a no-account rare-mineral mining planet in the Biltmore-Tsend system. PJ wanted to leave, since she had the options of mining or the service industries built around it. PJ wasn't work-averse as such, she just wanted to do something that wasn't the same for the rest of her life.
At first she didn't get any farther than Fueling Satellite 11. She had to sign a deeply unfair and lopsided contract with Biltmore Energy. Still, she got to see off-world ships and, even more importantly, off-world people. 
Nine month into her contract, the place was robbed. Captain Ginny Molech needed her ship, the repurposed Authority gunboat Thoroughly Modern Millie, repaired, and she was short on funds. 
"Sorry, sweetness" Ginny said, "This is a stick-up", and pulled her gun. When Millie was, well, shipshape again, PJ found herself asking to be taken along. She has often wondered if that was a moment of inspiration or stupidity. PJ knows that she is a dreamer, and often makes decisions based on gossamer hopes rather than caution. She thinks of Captain Ginny as a wolf. Most of the time she is a stern and wise leader, like Akeela in that book pJ read as a kid. When things go wrong though, the captain is a throat-ripping beast. 
Life on an outlaw ship is rough, but rarely boring. Of course PJ is a contract-breaker now, and that is bread and butter to a different class of bastards, corporate bounty hunters. 


PJ Cazadora

Concept: Fueling station escapee

MUSCLE: +1
GRIT: 0
SAVVY: +2

Heart: 9

Gambit

GREASE-MONKEY
You can utilize your knowledge and abilities to complete engineering tasks others find impossible. When you use Exertion to reroll a die while tinkering, engineering or performing mechanical sabotage, you may reroll up to two dice per Heart spent, instead of one.

Trouble
ON THE RUN
You crossed someone you shouldn’t have, and fled like a dog.
1.Who are you running from, and why?
2. Are you guilty of what they accuse you
of doing?
3.Why didn’t you stand up to them?
4.Who helped you escape?
5.Who did you leave behind?
Whenever you answer one of these questions during play, gain 1 Blues.
Gain 1 Blues when:
‣ You evade a problem instead of fighting it.
‣ You see your pursuers when they are not there.
‣ You abandon someone to escape.

Equipment
Pistol, Deringer (Personal—Concealable)
Wallet Photograph of her family

Their ship is THOROUGHLY MODERN MILLIE (or just Millie)


MOBILITY: +1

BODY: +2

SYSTEMS: 0

Former purpose: Authority Vessel

Origin: Stolen—watch your back!

Ship Chassis: Intimidating, a former war vessel.

Ship Weapon: Multi-Cannon (Military—Heavy)

Additional Features: Excellent reputation from former use. It's been repainted, but hasn't changed beyond recognition. 


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