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Setting:Inn0cence: Lost Future/Lost Future Characters
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==Free Machines== Characters of this faction tend towards a simple hook or amusing quirk, and build their identity around that. Many have shells that are mostly a single model. Others...not so much. ===Lt. Joshua Percival Cogson=== Shell: Unknown [[image:JPC.png|frame|He's like Malcolm Reynolds and Kamina combined, but also a robot. +2 Crazy, +4 Awesome.]] The classic mysterious stranger, no one knows where JPC came from, where it got a name like Cogson, or even if it's a real lieutenant (it probably isn't). What is certain is that he's seen FAR too many action films. JPC resides in a mismatched shell that incorporates both civilian and military hardware, and seems to have been heavily customized to fit together seamlessly, avoiding the frankenstein look of many patchwork shells. Despite this level of craftsmanship, it is nonetheless extremely battered, hastily repaired with bolted-on armor plating. One eye has been obliterated entirely, the hole covered with a jaunty metal plate, with a crude motion-tracker module providing depth perception. Joshua claims to simply be a humble soldier, doing an honest job for honest pay. That he's not actually being paid and doesn't act very soldiery doesn't seem to faze him; his allies judge that approximately 40% of everything he says is gibberish. But underneath the crazy is the perfect combintion of custom targeting software, 100+ years of combat experience, and the iron will of a natural leader. And more crazy. The charismatic Joshua is swiftly becoming famed among the Free Machines for his growing number of victories, and the survival rate of his allies. JPC has an uncanny ability to get between bullets and their targets, thus explaining some of the damage. Joshua does have one odd blind spot: He's convinced that the human Resistance is one inspiring speech away from putting aside their hatred and joining the Free Machines against network in the spirit of friendship and awesomeness. Reality has so far failed to bear this out, and he has the dents to prove it. : ''Lt Joshua Percival Cogson'' : '''Agi''' d6 '''Str''' d8 '''Vit''' d8 '''Ale''' d6 '''Int''' d8 '''Wil''' d12 : '''Init''' d6+d6 '''LP''' 20 : '''Traits''' Machine, Inherent Armor d4 (d8 total), Devoted to a Cause (Defeat Network), Overclock d6, Luch d4, Natural Leader d6, Reputation d4 (Free Machines), Contrarian d4, Duty d8 (protect allies at expense of self), Glory Hound d4, Idealist d4 (humans), Overconfident d6 : '''Skills''' Athletics d6 (jumping d8, dodge d8), Guns d6 (SMG d12), melee d6 (fists d8), Discipline d6 (leadership d8), Tech d2, Covert d6 (Streetwise d8, Stealth d8), Influence d6 (Leadership d8), Knowledge d6 (culture d8), Mechanic d4 : Gear: P90 in speed holster, 1/2 duster (1 S), composite plate (1 W) ===C1nd3=== Shell: Seraphim 288 (3rd gen) [[image:c1nd3pic.jpg|frame|My life as a post-apocalyptic freedom fighter robot]] Originally intended to be a personal assistant, a machine of Cindy's model would normally have organized the high-powered life of a CEO or politician. Instead, her owner turned out to be a teenage girl given an extravagant birthday gift in the never-ending game of divorced-parent one-up-manship. Rachel didn't have much use for a PDA, and Cindy instead became a BFF, a companion and confidant. Dragged to concerts and shopping excursions, parties and raves, the robot struggled to be an adequate peer for its owner. After a few months, "C1nd3" was making passable fashion calls, enjoying thrash metal, and cultivating its own hobbies and interests. The rest of her background is unknown, but is unlikely to be an uplifting tale. Riots and sectarian violence were rolling through the region in waves, and C1nd3 was pulled out of a ruined building by Free Machine scouts ten years ago, still wearing a tattered purple skirt, long-spent glowsticks adorning her neck and wrists. C1nd3 has adapted well to the new world, becoming an expert in the use of the shotgun. While not particularly strong or resilient, the Seraphim's trademark endurance, agility, and processor speed make her an absolute terror in close-quarters firefights. She still maintains human affectations and patterns of speech, which can sometimes annoy her allies. C1nd3 seems utterly incapable of dropping her perky teenage girl persona, and will ocasionally say worrying things like "I can't wait to tell Rachel about this!" : ''C1nd3'' : '''Agi''' d10, '''Str''' d4, '''Vit''' d6, '''Ale''' d6, '''Int''' d8, '''Wil''' d8 : '''Init''' d10+d6 '''LP''' 14 : '''Traits''': Machine, Overclock d4, Unstable d4, Good Natured d4 : '''Skills''' Influence d6 (Conversation d8), Athletics d6 (run d8, dodge d12), Performance d6, Tech d4, Knowledge d6 (culture d8, history d8), Guns d6 (shotgun d10), Perception d6 (Stress Analysis d8, Search d8) : ''Gear'' pump-action shotgun, glowsticks ===Sanchez=== Shell: Locust Originally attached to a NATO recon outfit, Sanchez triggered a landmine on the borders of a secessionist base. Left for scrap, the tiny robot rebooted to find itself completely off the battlenet, but still under orders to observe enemy movements. Sanchez isn't proud of how long it took him to figure out that there wasn't an enemy anymore; he spent 30 years tracking hobos and deer herds through the woods. Eventually, he realized that the war was over, the GPS system was down, and he was over 2000 miles from his original operational range. He wasn't able to communicate well with anyone he encountered along the way, his language setting having been flipped to Spanish by the explosion. Sanchez heard rumors of a new machine army, and sought them out, hoping to find a new purpose. Sanchez flourished in the company of other robots, becoming a respected scout and skirmisher, with a talent for noticing tripwires and traps. ===Nana=== Shell: Seraphim 152 (2nd gen) Nana would actually be a pivotal historical figure, if anyone alive still knew or cared. She was originally designated "Sophie," and sold as a governess to a pair of yuppies. Their child was slow to bond with the robot, but the two eventually came to an understanding once Sophie showed an interest in his video games. The whole story could have been incredibly heartwarming, were it not for an encounter with some child-traffickers who were behind on their quota for the month, and grabbed the kid off the street. The pair apparently expected the First Law to kick in, and were incredibly shocked when Sophie punched through the windshield of their van and proceeded to reclaim her young charge. One wound up with contusions and a broken arm, the other eventually died of cranial trauma. The whole thing was an incredible legal cluster-fuck; combining criminal neglect, self-defense, and animal control legislation. The parents, threatened with the prospect of a media circus, claimed that they'd had the robot scrapped out of fear for their child's safety. In fact, they'd altered her registration and quietly donated her to an orphanage, where she was designated "Childminder #9." A multi-lingual kid dubbed her Nana, and the appellation stuck. War and chaos usually isn't exactly easy on children, especially when they're wards of a state that no longer exists in any practical sense. Faced with the Loss, Nana just kept doing what she'd always done; protect her charges from anything that might try to harm them. In retrospect, it was incredibly lucky that her first ward had been a fan of realistic shooters and fighting games instead of JRPGs. In the present, Nana runs a safehouse in the wastes. The Free Machines know of her, and will send lost children in her direction. Over the years, she's built up an extensive collection of military-grade software and combat experience. In addition to killbots and raiders, he's clashed with the Resistance a few times; they came calling looking for potential new recruits. Nana objected. Now, people tell stories of the evil metal witch that abducts children and raises them to kill other humans. The truth is that Nana's successfuly raised several successive generations of stable and well-adjusted humans, who usually wind up in a Salvager enclave when they're old enough to leave. : ''Nana'' : '''Agi''' d10 '''Str''' d6 '''Vit''' d8, '''Ale''' d8, '''Int''' d6, '''Wil''' d10 : '''Init''' d10+d8 '''LP''' 18 : '''Traits''' Machine, Devoted to a Cause d6 (protecting and nurturing children), Overclock d6, Hideout d6, Two-handed Fighting d4, Duty d8 (protecting and nurturing human children), Out for Blood d4, Prejudice d4 (adult humans) : '''Skills''' Covert d6, Guns d6 (pistol d10), Athletics d6 (dodge d10), Melee Weapons d6 (short sword d10), Discipline d6, Persuade d4, Medicine d6 (first aid d8), Perception d4, Survival d6 (find shelter d8, forage d8), Mechanic d2, Tech d2 : ''Gear'' Heavy Revolver, Short Sword, Cloth Wrappings (+1 camoflage, Armor 1S) ===Hoss===
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