Brian William

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Brian William

Aliases: #REDIRECT [[Brian William]]


[[Brian William]] :: [[Brian]] :: [[Pegasorn]]

High Concept: Charming psychopathic BLAED SVP rapidly accumulating power by any means.
Trouble: I accumulate enemies the way whores collect STIs, but one shot is usually enough to take care of it.
  • Who me?: A trail of death and destruction precedes me but none of it points to me.
  • F1 Body: My body has been substantially augmented bionically and genetically, making me astonishingly capable - and desperately fragile.
  • Pegasorn: My talents as a hacker and metamancer are attributed to my avatar, Pegasorn.
Fate Points
Refresh: 1 Current Total 1
Careful Clever Flashy Forceful Quick Sneaky
+5 +5 0 +1 +3 +5
Sophant Characteristics
  • Augments are people who have altered themselves significantly from baseline for their species, or the specific alterations they have made to their bodies and minds. The most common augments are mechanical/cybernetic, neural, genetic, or chemical. Augments begin with 24R for approaches and abilities, 4R of normal Refresh, and 4L for their Unstable Augment limitation (28R/4L). They can take up to 44R/20L. This kind of min/max character is likely to be very fragile.
  • Unstable Augment: Every time you alter your aspects, abilities, or resilience, there is a chance that the change gets messed up. This is a 4 point limitation (uncommon, damaging) so the DC is /roll 4f +4. The player rolls against this using the approach of their choice. A failed roll adds the aspect, Unstable to one of the character's augments - not necessarily the new or changed one.
  • Ranged Self-Destruct: Once per session I can use my IRL and IVR talents to subtly arrange a rival or foe to self-destruct, based on my suprisingly thorough insight into their weaknesses and vulnerabilities.
  • Deus Ex Machina: Once per session my years of obsessive planning and preparing show their worth, allowing me to neatly evade an obviously fatal situation. From my enemy's point of view this is clearly some bullshit cheat code for reality.
Magic: Spells and Powers
Augmentation: Genetic and Cybernetic
  • Enhanced Vision: +1 to Cleverly create an advantage over a target by seeing subtle body language queues and using this awareness to predict their intentions and read their emotions
  • Enhanced Hearing: +1 to Cleverly create an advantage over a target by hearing subtle vocal and bodily sounds (heartbeat, breathing, digestion) and using this awareness to predict their intentions and read their emotions
  • A/V/H Implanted AR Interface: +2 to Sneaky actions in VR and AR gestalts. This bonus applies to Attack, Defend, Overcome, and Create an Aspect rolls. The nerves going from eyes, ears, and spine into the brain are wrapped in induction coils that allow for a full sensory overlay except smell (and tastes are muted). These interfaces are shielded against ambient interference, but can be disrupted or hacked. This is a complex and expensive procedure with significant costs. (Cost 4R)
  • Consequences of Elecrical Shock: Modified nerves are easily disrupted by electricity. Any electrical stress (e.g., Taser, live wire) causes a 2 point Consequence. (Gain 4R)
  • '''Partial Paralysis:''': A limb, ½ your torso, or your head is simultaneously numb, painful, and paralyzed.;
Damage Resistance and Healing
  • Healing Factor +1: A Healing Factor grants the ability to regenerate one type of stress rapidly and completely. Each point of HF costs 4R and erases a point of stress every combat turn. If you have HF+1MS you regenerate 1MS per turn. HF+1PS regenerates 1PS per turn. Consequences may be healed at 1 shift per 15 minutes, if the consequence is related to the stress the HF can recover. (Cost 1R)
  • UV Radiation +2: Modified skin cells burn like an albino. Take 2 point of stress / minute in direct sunlight. (Gain 2R)
  • X-ray Radiation +1: Internal cells break down in an x-ray machine. Take 2 points of stress / image. (Gain 2R)
  • What The Boss Wants Happens: Over 500 workers - from Boeing, contractors, and in other organizations - are too afraid to cross me and too greedy to turn me down. Sneaky: +6. Many Hands: +4. Refresh: 2.
  • Compartmentalized: It can be terribly hard to know who works for Pegasorn, and who needs to disapperate.
  • Split Brain: Staying coordinated can be challenging.
  • Diffuse: We all work on other teams, and perhaps in other MNCs. Collective action is hard to muster.
  • Vicious Ambition: You don't get to be part of the Pegasorn Group without a rather casual attitude toward suffering and death - as long as it happens to the enemy.
  • Millionaire: Ready access to enough money that buying a car to throw away is no issue. Ready cash in the μB100000/B0.1 range. You have enough money to buy your way out of many of life's issues. In many cases you don't need to make a purchase: your wealth works for you to open helpful doors and seal damaging portals. In other cases a 'donation' or strategic purchase can grease the wheels. (Cost 4R)
  • Bacta Tank: In my panic/safe room there is a medical healing tank filled with ...fluids. I must spend at least 4h in the tank after 12h outside the tank, or my whole system starts to decay. For each minute I'm out past curfew I take 2 points of stress. (My HF still works, but we get into Consequence territory quite fast.) One past-curfew minute takes one hour in the tank to deal with. Leaving the tank before (4h + n CurfewMinutes) is the same as being out after curfew. (Gain 8R)
  • Weaponized Toxoplasma Gondii: +4 to infect a target with a brain parasite that makes the person careless, thrill seeking, and deeply satisfied with life. Damage is not done as stress, but as Approach Drain, at a rate of 1 point per day. Starts with Careful. When/if that approach reaches -2, reduce Sneaky, then Clever, then Quick, Forceful, and finally Flashy.
Stress: Mental Max 3 Stress: Physical Max 3
1 2 3 1 2 3
Consequences (Max 6)




Personal Events

Date Description
Date Description
2034-02-28 2300LT The Returning Heroes Syd and Dex refused to leave the Warren with the others. Their deep infiltration into the social network of the Warren had them very cofident that they cuold dive deep into the details of the enemy operations while maintaining an airtight cover. Over the next ten hours they came to r
2034-02-28 0900LT Storming the Castle After the questioning is done, the characters end up talking about Brian - and heading to his place. He's the main suspect.

Dex guessed there would be another tunnel.

A Redshirt dies in the tunnels and basement.

Dale contacted Brian IVR. He seemed surprised to learn they were in his home. “I’m tr
2034-02-27 0800LT Called in for questioning Author’s Note: These narratives are mostly character development, not finished narratives for the books.

Brian William

“Good morning, Mr. Willam,” Dale said. The faceplate on his armour was fully transparent to the well dressed man sitting across from him in the interrogation
2034-02-26 1200LT Momentous Meetings At Umbra At noon the Duchess and Ms. Smith had a secret meeting with unknown guests delivered directly from the port to Umbra's secret entrance. They met in the Vault. Dale was the interior guard. Although he did not hear any of the discussion, he was quite familiar with King Henry and [[Princess Vic
2034-02-22 1700UTC A delivery is arranged Background: Phil Bertrand is a Genetek SVP, on his way to Luna Alpha for a vacation. That's what the records show, anyway. He had a bit of hand luggage that was to make it's way to Brian William's control without undue scrutiny. They hired Syd to make it happen. After a bit of ne

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