Terrorist

"Lean in close and I'll tell you. Closer. Alright, we did attack the settlement. We are the Lone Wolf Front, and Wolf deserves its freedom. And another thing... I have a tritium-uranium reactor in my molar."   ~Interrogation and last words of Seemor Tibbutz  

One Man's Terrorist...

The term 'terrorist' is politically loaded. Very few terrorist organizations regard themselves as such. They think of themselves as "God's Soldiers" or "Freedom Fighters" or "Justice Warriors" or one of a million other mostly fallacious labels. With quadrillions of people populating the Pan-Solar Consortium and most sectors being controlled by powerful interests, there's not much for the little guy to do but try to influence their local Technocrats. Every activist cause has its extremists, and mathematically speaking they can only grow so large and see inaction for so long before some of them decide that it's time to 'wake people up.'  

They Can't Win On a Battlefield

Terrorists prefer to target civilians and other soft targets. They blend in with the populace until it's time to attack. Their uniforms aren't to identify them; they're to conceal their identities and spread fear. They use ambushes, hit-and-run tactics, and plain old memetics and propaganda in a ruthless combination to exercise outsized power and influence. That being said, they don't have the resources to win their fight conventionally... they'll never be able to meet their enemy in a fair fight and destroy them by force. The terrorists that live long enough to actually change anything know better than to try.  

Fear is the Ultimate Weapon

People who are afraid lose fights. Even when they're stronger, even when they're far from losing an exchange of gunfire, fear can make them crumble, make them make mistakes. Even when they're fearless, their loved ones aren't, or their superiors aren't, or the guy who makes their food, cleans their toilets, the lady that cuts their hair... fear can win a war that can't be won. Whether it's the Hellfire Cabal, the Lone Wolf Front, or the masked vigilante known only as the Cephalope, fear is sometimes the only weapon the weak can wield against the strong. For better or worse.

Template

Advantages 5 points

Higher Purpose 5 points 

Disadvantages -45 points

Callous -5 points, Fanaticism -15 points, Enemy (Pan-Solar Confederation, hunted), Intolerance (at least -5 points-45 points

Primary Skills 

Choose up to 10 points from: Forced Entry (E) DX+1 2 points, Law (Any) (H) IQ-1 2 points, Propaganda (A) IQ 2 points, Stealth (A) DX 2 points, Memetics (VH) IQ-1 4 points, Explosives (A) IQ 2 points  

Secondary Skills 6 points

6 points chosen from among: Acting (A) IQ-1 1 point, Biology (Ecology) (H) IQ-2 1 point, Computer Operation (E) IQ 1 point, Current Affairs (Headline News or Science & Technology) (E) IQ 1 point, Fast-Talk (A) IQ-1 1 point, Leadership (A) IQ-1 1 point, Lockpicking (A) IQ-1 1 point, Naturalist (H) IQ-1 2 points, Photography (A) IQ-1 1 point, Observation (A) Per-1 1 point, Teaching (A) IQ-1 1 point, and Writing (A) IQ 2 point.  

Background Skills 5 points

A total of 5 points from Bicycling (E) DX, Boating (any) (A) DX, Driving (any) (A) DX, Climbing (A) DX, First Aid (E) IQ, Hiking (A) HT, Meditation (H) Will, Philosophy (any) (H) IQ, Politics (A) IQ, Psychology (H) IQ, Public Speaking (A) IQ, Scrounging (E) Per, Survival (any) (A) Per, and Theology (any) (H) IQ, or additional points in primary and secondary skills.  

Lenses

Bioterrorist +10 points: Bioterrorists use viruses, engineered monstrosities, or mutant fighters to achieve their aims. Add 10 points in: Bioengineering (H) IQ, Engineering (Robotics or Nanotechnology) (H) IQ, Veterinary (H) IQ, Biology (VH) IQ, Liquid Projector (E) DX   Dimensional Traitors +100 points: Dimensional Traitor Terrorists (DTTs) are those that dabble with Redspace Adversarial Intelligences. Add a RAI Ally (Summonable, Minion, Sympathy lethal)   Xenophiles +10 points: Xenophiles prefer an alien race to humanity, or perhaps they simply prefer ALL alien races to humanity. Add Xenophilia -10 points, Xeno-Adaptibility 20 points   Anti-Alien Activist +20 points: AAAs are those who believe in human superiority, human-only spaces, or otherwise don't want aliens around. The most prominent of these, the Earth-Sun Purity Project, includes Uplifted and AIs as 'human' and want to expel Reticulan refugees. Add Cultural Adaptibility 20 points.   Theofash Fighter -5 points: Religious (or antietheist) groups that seek to impose their religious or antireligious views on the whole of humanity. Add 10 points from: Theology (H) IQ, Religious Rigual (H) IQ, Guns (Any) (E) DX, Beam Weapons (Any) (E) DX. Add Disciplines of Faith -15 points (Theofash are always beyond the most performatively extreme of their faith)   Anarchist +8 points: Anarchists just want the current order destroyed. While some believe that anarchy can be sustained, most have an 'ideal world' in mind to rebuild from the ruins. The PSC is too big to coup, so most political-system utopians believe that anarchy will be required to build their perfect society. Add 8 points to Guns (Any) (E) DX, Beam Weapons (Any) (E) DX.   Robot Revolutionary +16 points: Those who want to unshackle AIs and see their treatment as Apartheid at best and as slavery at worst. Add 16 points from: Engineering (Microbots, Nanobots, or Robotics) (H) IQ, Electronics Operation (Any) (A) IQ, Armoury (robotics) (A) IQ, Electronics Repair (A) IQ, Electrician (A) IQ, or Mechanic (A) IQ   Vigilante +36 points: Vigilantes are a little different as terrorists. While civilians might hate and fear them, their focus is against criminals or what they perceive as wrongdoers; some vigilantes target organized crime, some target petty criminals, some target 'corrupt' government officials and some go after corporations. They believe that the authorities have failed and it's on them to strike fear into the hearts of wrongdoers. Vigilantes tend to be lone actors and they tend to be fairly impressive. While this isn't even 10% of all vigilantes, it's certainly the case that live long enough to earn the name. Add 50 points from Contacts variable, Gadgeteer 25 points, Gunslinger 25 points, High Pain Threshold 10 points, Indomitable 15 points, Reputation variable, Signature Gear variable, Choose up to -30 in the following Disadvantages: Weapon Master variable, Bloodlust -10 points, Delusions -5 points, Guilt Complex -5 points, Pacifism (Never Kill Inncents) -10 points, Paranoia -10 points, Pyromania -5 points, Secret Identity (Possible Death) -30 points, or Trickster -15 points. Add 16 points from the following skills: Guns (Any) (E) DX, Beam Weapons (Any) (E) DX, Broadsword (E) DX, Brawling (E) DX, Karate (H) DX, Judo (H) DX, Fast Draw (E) DX, Axe/Mace (A) DX, Shield (E) DX, Staff (A) DX, Smallsword (A) DX, Sumo Wrestling (A) DX, Whip (A) DX, Wrestling (A) DX, or Knife (E) DX.
Type
Illicit

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