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Gunnery Sergeant Desiring Peace
Pronouns: They/Them
Background / Bio
Desiring Peace is from a military lineage, and was set to enter Galactic Co-operative Peacekeepers from a relatively young age, following in the footsteps of their broodsire. They are dedicated to their service, and to the avoidance of violence wherever possible - but their philosophy definitely leans heavily on the 'prepare for war' element of the old adage.
They took up a position on the Firebrand long before it entered the Keter system, and have been living on board for quite a long time, advancing to a senior NCO position, and intentionally rising no further, since they like their level of responsibility and ability to stay active in their current stage.
They are not huge for a Chirrid, and usually seen dressed in a relatively traditionalist manner, with a long sleeveless coat in the Peacekeeper colours, a range of webbing, belts, and bandoliers containing supplies and weaponry, and a hardwearing unitard underneath, with their arms and legs free of clothing and usually painted in long-wearing paint in PK colours with their service symbols and rank insignia painted on their shoulders.
Their legs from mid-thigh down are surrounded by a mechnanical exoskeleton, which is glued onto and screwed directly into their carapace.
Stats
- Species: Chirrid
- Class: Commando
- XP: 6
- Background: Cybernetics - Cybernetic Knee Replacements
- * Hits: 16
Abilities
Rank 1: Tactical Recovery
Commandos keep themselves in the fight by maintaining rechargeable energy sources which allow them to unleash powerful abilities, then make a tactical withdrawal to resupply and recover their resources before charging back into the fight. Commandos have a base 14 hits. Commandos can spend hits to power their abilities. With 30s of uninterrupted roleplay, Commandos may recover all of their hits.
Rank 1: Determination
Twice per Mission, through sheer force of will, a Commando may immediately HEAL FULL themselves. If they choose, they can do this in response to being reduced to 0 hits.
Ranged Weapon Prowess
Cost: 2 Hits Select a Weapon Type, you may use its ability when using that weapon Two Handed - when you next successfully charge your weapon charge it for 3 shots instead of 1. You may pick this Ability multiple times for different weapon types.
Scatter Shot
Cost: 2 Hits Call YOU LOT: PEW.
Grenadier
Gain a single Grenade per encounter.
Covering Fire
Cost: 2 Hit Call YOU: PEW immediately against someone attempting to attack an ally.
Triage
Cost: 2X Hits Call HEAL: X to a target within reach.
Ranged Weapon Finesse
Cost: 2 Hits Two Handed - gain 1 use of YOU: PUSH against a target within 5m.
Cybernetics
You gain a Minor and a Major effect from this at the penalty of taking a BREAK on the relevant part of your body whenever you suffer from DRAIN.
Minor Enhancement
You may utilise your Minor Enhancement once per Encounter. Cybernetic Knee Replacements - call PING to STRIKEDOWN.
Major Enhancement
Once per Mission you may utilise your major enhancement. Cybernetic Knee Replacements - you launch into the air! Call WARP as you fly through the air, reposition, and crash land calling MASS STRIKEDOWN.
Factions
- Firebrand - 3 Clout
- Aces High - 3 Clout
- 45 chips from Aces' casinos.
Missions
29 Janury 2022: High Time - 1XP,3 clout with Aces High
9 April 2022: co-GMed, 2XP