Estrella Ramos

Player: Spork

Position: Specialist Combatant/The Carrier

Demeanor: Impish and excitable, with a tendency to continue joking even - or especially - as a situation gets dire.

Nature: In addition to her youth, Estrella's still feeling the rush of freedom after being mostly in containment for an extended stay. The end result is a difficulty in taking things seriously, at least on her surface: below that, she's quite desperate to overperform at her job to ensure the Foundation doesn't have reason to send her back. While she's still, frankly, a bit of an asshole, she is rather reliable when it comes down to the line… but the state of all this makes her somewhat quick to return to fear.

Description: Estrella is a lanky woman who stands at 6' with short-cut, wavy black hair, green eyes, and skin a good deal paler than her brother's. She prefers jeans and a black t shirt (probably with a rock band on it) when not out on mission. She has long limbs, but uses them with a fluid, unnatural-looking grace and perfect awareness, very rarely bumping anything with a hand unless she intends to. The same uncanny quality has a tendency to apply to her movements and expressions, though she tries to make up for it with personal charisma.

Stats:

Health
  • Physical Health: 14
  • Mental Health: 11
  • Strength: 2
    • Athletics
    • Melee
    • Ranged (heavy)
  • Toughness: 1
    • Resilience
    • Determination
    • Antipsychic
  • Speed: 3
    • Acrobatics
    • Stealth
    • Ranged
  • Charm: 1
    • Persuasion
    • Bluff
    • Intimidation
  • Intelligence:
    • Perception
    • Insight
    • Logic
  • Education:
    • Science
    • Engineering
    • History
    • Survival
    • Medicine
Specialties
  • Something More: 4. Abducted by scientists from the Central Insurgency as a test subject, Estrella was infected with an experimental strain of an anomalous virus; though she managed to escape, she wasn't able to be cured, and was left with extraordinary abilities. Estrella, even when unarmed, can perform a melee attack as if with a light weapon by mutating her body. If it hits, this attack deals 1d2 damage and steals 2 points from the target's highest skill from the Strength, Toughness, and Speed categories for 1d4 rounds. If this would grant her a bonus to Melee, she also treats her hands as normal melee weapons that deal 3d2 damage for the duration of the increase, but she cannot effectively wield other weapons.
  • Flaw: Infected: Being afflicted by an anomalous virus isn't a picnic.
    • Ravenous Disease: To start off with, Estrella's body (and especially her immune system) are largely compromised by its effects, and as such she rolls twice on all Resilience rolls and takes the worse result. If she would absorb Resilience from a target, she instead loses this part of her flaw for the duration of the increase.
    • I Have Seen Where It Grows: Secondly, every time she uses her powers, she gains permanent and obvious physical mutations that cause her to, among the more obvious social implications, automatically fail any social rolls made against civilians (and most non-civilians), especially those not privy to the anomalous. These require a skilled doctor with access to lab equipment and knowledge of Estrella's disease and about an hour of work to reverse (this is not a cosmetic procedure, but a medical one, and thus can't be performed by any amateur plastic surgeon). These mutations will also occur if she does not inject a specially-made medicine once daily. Assuming they don't share its formula and the necessary equipment, it can only be produced by the Foundation at an equipped Site. Estrella can only reasonably carry seven syringes on her person.
    • Bitter End: Finally, if Estrella goes an extremely prolonged period without her medication (it's never happened, but Foundation scientists estimate roughly two months), she'll begin to become contagious. It's unknown what other effects the disease may have on her when unchecked.
  • Prey for the Wicked: 3. Estrella moves fast; if she can get inside an enemy’s guard, she knows how to place her shots where they’ll hurt the most. She receives +3 on her damage rolls when she hits a target with a light ranged weapon while within melee distance. When using this spec twice in a row, she takes a -1 penalty to Acrobatics rolls against the first attack that enemy makes before her next turn.
  • Tyrant: 1. Estrella’s swift movements mean she can disrupt a target on her way to the next, paving the way for her team to get more aggressive. When moving past an enemy no larger than about twice her size, she can make an Acrobatics roll at a +1 bonus opposed by their Athletics or Resilience roll. If she succeeds, they take the difference (minimum -1) as a penalty on their next attack roll.

Gear:

Standard Loadout

  • Malvarrosa 84, light, armour-piercing, improved, carried in right hand or on sling
    • Red dot sight
    • Attached flashlight
    • Suppressor
    • Sling
    • Spare 36-round 5.4 Malvarrosa magazines
    • Poison rounds: hollowpoints filled with fast-acting toxins
  • Beretta 93R, light, worn in holster on right hip
    • Spare 15-round 9mm magazines
  • Colt Python, normal, worn in holster on left thigh
    • Synthetic grip
    • Spare .357 magnum rounds in shell rack on front left of belt
  • Gerber Mk II, light, worn on the back of the waist
  • Randall No. 18, light, worn on left hip
    • Hilt wrapped in torn thin cloth
  • Gerber Mk I, light, hidden in left boot
  • PASGT kevlar vest
  • Black bandana
  • Smoke grenades x3
  • Flares x5
  • Glowsticks x5
  • Rope (50 feet)
  • Flexicuffs
  • Zippo lighter
  • Camouflage face paint, colours fitting the mission area
  • Seven syringes of E-6890 treatment

Infiltration Loadout

  • Malvarrosa 84, light, armour-piercing, improved, disassembled in briefcase
    • Suppressor
    • Spare 18-round 5.4 Malvarrosa magazines
    • Poison rounds: hollowpoints filled with fast-acting toxins
  • Beretta 93R, light, hidden in belt at the right hip
    • Suppressor
    • Spare 15-round 9mm magazines
  • Colt Python, normal, hidden in briefcase
    • Synthetic grip
    • Spare .357 magnum rounds on shell rack in right boot
  • Randall No. 18, light, hidden in belt at the left hip
    • Hilt wrapped in torn thin cloth
  • Gerber Mk I, light, hidden in left boot
  • Flexicuffs
  • Zippo lighter
  • Black bandana, kept in a pocket
  • Seven syringes of E-6890 treatment

Full Combat/Long Deployment Loadout

  • Valmet M76, normal, carried in hands or on back with sling
    • Night vision scope at 4x magnification
    • Angled ironsights
    • Attached flashlight
    • Suppressor
    • Sling
    • Spare 30-round 5.56 NATO magazines
  • Malvarrosa 84, light, armour-piercing, improved, carried in hands or at waist with sling
    • Red dot sight
    • Attached flashlight
    • Suppressor
    • Sling
    • Spare 60-round 5.4 Malvarrosa magazines
    • Poison rounds: hollowpoints filled with fast-acting toxins
  • Beretta 93R, light, worn in holster on right hip
    • Spare 20-round 9mm magazines
  • Colt Python, normal, worn in holster on left thigh
    • Synthetic grip
    • Spare .357 magnum rounds in shell rack on front left of belt
  • Gerber Mk II, light, worn on the back of the waist
  • Randall No. 18, light, worn on left hip
    • Hilt wrapped in torn thin cloth
  • Gerber Mk I, light, hidden in left boot
  • PASGT kevlar vest
  • Black bandana
  • Bandolier holding magazines
  • Backpack
  • Swiss army knife
  • Gas mask
  • Night vision goggles
  • Compass
  • Smoke grenades x3
  • Flares x5
  • Glowsticks x5
  • Canteen
  • Rope (50 feet)
  • Malvarrosa 84 compensator
  • Flexicuffs
  • Zippo lighter
  • DPM camo and face paint, colours fitting the mission area
  • Seven syringes of E-6890 treatment

Possessions:

Photo of her grandparents
Photo of her angry mother in the middle of a rant at whoever's holding the camera, complete with both Garcia and their brother in the background looking rather awkward
Ruger Blackhawk, chambered in .30 carbine
Large chip of concrete, complete with the same paint used in most containment chambers
A various hoard of prepackaged snack foods which disappear at alarming rates when unobserved for extended periods
A very, very, very large amount of candles
Electric guitar and amplifier
Portable stereo
A cool rock

Personal History:

Within the first year of her life, Estrella's adoptive family had difficulties. Her father was lost overseas before she could think, let alone talk. After that, she followed in her nearest brother's footsteps and paid little attention to her education. Instead, she elected to spend more time with her family, even if her poor performance in school caused her mother some grief. Still, it had its moments; she was steeped in tradition before long. She took great pride in the culture her family had grown from, and loved the many little touches. She loved the cooking, the festivals, the people that were attracted to either. And so, just as she was told, when she left out food for the dead on Dia de Muertos, she never, ever looked behind her… until the day she heard a noise, and did.

The spirit's takeover was immediate, and spread to the rest of her family in their home like a virus. Even while they heard trucks pulling up outside as armed men surrounded the building, for hours, they gorged themselves sick on every last scrap and crumb in their pantry. She remembers it clearly. Even though she wants so very, very much to forget the look of shock on Garcia's face, the pounding of her feet as they chased him through the halls, the feeling of her teeth sinking into his skin, the metallic taste, his pleas for mercy. Then, after his escape, the coarse straps against her skin, the holy water on her forehead that burned like a blazing fire, the feeling of a soul - was it her own? was she dying? - rent apart and ripped from her body like an infected splinter. And just like that, it was over. So it seemed.

The incident drew attention along the vectors the Foundation couldn't control. The Central Insurgency had an agent that took interest in MTF agents dispatched to an apartment building in Georgia, who left behind a seemingly normal family down one member. Once Foundation attention to the area had died down, they took the easiest one - the young girl who was always sneaking outside alone to go to parties - and began their experiments. Before long, they'd realised they'd caught an ordinary human girl… and decided she could still be of use. Rather than dispose of her, they made the regrettable mistake of injecting her with an anomaly they'd been meaning to make use of - a virus, its nature unknown. Safe behind thick acrylic glass, the scientists watched as the disease took hold.

Even with their securities in place, they didn't stand a chance. This easy target, the lone young girl, would've been formidable before the virus after lessons given to her by her Vietnam veteran brother, but afterwards she was a force of nature unleashed into an unprepared laboratory. She left a string of bodies in that facility the Unusual Incidents Unit would later have some trouble explaining, and with the last intact vestiges of a cloudy mind realised the only person she could call about this was her brother. Unfortunately, regardless of his wishes, the Foundation took her into containment.

She begged to be let loose, lashed out at the objects in her room, but finally settled on reluctant cooperation. After some time, she managed to convince them - she'll never stop feeling like she has a debt to Garcia for the training he gave her when she was younger - that she could be much more useful outside her chamber than in. It took two and a half years in that confining cell before they agreed to outside training, and another year still of constant exercise and practice and education and much, much more before she stepped outside her facility for the very first time since her arrival.

Finally. Freedom.

Miscellaneous:

Birthday is September 8th!
Can speak Spanish!

Loot

Improved Weaponry: Befitting their role as the decommissioning squad, Psi-7 operatives may be provided with advanced weapons and combat training that gives them just a little bit of edge over other agents. The agents gets one Light or Normal melee weapon or one Light, Normal, or Heavy ranged weapon that uses different damage dice than a regular weapon of that type. 2d2 for Light weapons, 2d3 for Normal, and 2d5 for Heavy.

Malvarrosa 84: An experimental closed-bolt armour-piercing submachine gun partially designed by Estrella. Light ranged weapon; effects of armour-piercing ammunition is up to GM discretion. For those who care, features a 32-inch total length with a folding collapsible stock making up a third of that, a magazine well inside the grip, select fire between fully automatic, semiautomatic, and 3-round burst, and Picatinny rails on top, sides, and bottom. Built-in tritium sights are flip-up and lock in place. Uses 5.4 Malvarrosa, a modified 5.56 NATO round; shorter, but fired at similar velocity. Magazine options include 60-round casket magazines, 36-round box magazines, and 18-round box magazines. Estrella uses hers with no stock attached, a red dot sight, a flashlight, and either a suppressor or a compensator.

Poison/Bleed Weaponry: If a character is hit with one of these weapons and has not received medical attention, they take 1d4-1 damage at the start of their first turn after being hit.

Contacts

Connections your character has made that they can call on.

Training

Additional training your character has acquired.

Missions | Equip Points: 3.25

Run Name Points Given/Loot Gained Date
The Hideous Cost 1.25 EP 10/5/18
Respite 1 EP 1/25/19
Something Familiar 2 EP 2/2/19
Crafting: Malvarrosa 84 -2 EP 2/3/19
Poison/Bleep Weaponry -2 EP 2/3/19
Seasonal Shifts 2 EP 2/8/19
Operation: Neptune Down 1 EP 2/9/19
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