Jack Callaghan

Player: War_

Position: Engineering Forensics Specialist

Demeanor: Tense, while somehow being a little out-of-touch with reality; spacey. Seems to be constantly occupied with his own thoughts. Very matter-of-fact with his responses, if you can get through to him, and by effect comes off as a very blunt individual. Generally has the aura of a man who is not casually nor professionally interested in bearing some semblance to a functioning (semi) human being; unless in a state of alarm he tends to be slow to respond, as if all the fuck inside his brain has created the human equivalent of data backlog.

Nature: Troubled, but with an inbuilt determination to be anything but, or at least even deny it; though this fact seems overshadowed entirely by the fact that existentialism, and the concept of his own mortality, is a frequent occupier of his rather cluttered headspace. Aside from that…depressing fact, he’s also a self-described ‘drowning man grasping at straws’, referring to his apparent inability to ignore the tiniest of details when he sees them — details no-one exactly asked for, and details only someone as paranoid as himself would have the vigilance to notice or see use in. While he can barely remember what his birthday is any more, he can tell you the percentage of his being made up of artificial components — 67.3%, and yes, the .3% is important.

Description: At a glance, he’s just another man; pale-skinned, mousy-haired and light-eyed, with a tall and lithe frame and an abnormally proud way of carrying himself for someone so mentally wired. On closer inspection, it’s possible to see what resembles scarring across his skin — however the marks are too clean to be scars, and are in fact seams where his real skin and synthetic skin meet.
Underneath this, should you be (un)fortunate enough to witness, are cybernetic components of massive complexity: forming everything from bones and synthetic muscle tissue, to the machine equivalent of nerves, the majority of Callaghan’s body is as synthetic as his memorised statistic claims — almost 70% machine, with only his brain and a number of other essential organs being original. And strangely enough that doesn’t include the lungs.
He generally dresses in light grey cargo pants and a plain white longsleeve shirt, and wears steel-toe-capped boots in a similar style to combat boots. Sometimes, the grey cargo pants may be exchanged for coveralls, and the longsleeve shirt for a t-shirt.


Characters have 15 points to spend. It costs one point to buy a rank in a stat, or to be trained in a skill. Trained skills are indicated with bold.

  • Physical Health: 15
  • Mental Health: 12
  • Strength: 2
    • Athletics
    • Melee
    • Ranged (heavy)
  • Toughness: 2
    • Resilience
    • Determination
    • Antipsychic
  • Speed: 2
    • Acrobatics
    • Stealth
    • Ranged
  • Charm: 0
    • Persuasion
    • Bluff
    • Intimidation
  • Intelligence: 1
    • Perception
    • Insight
    • Logic
  • Education: 2
    • Science
    • Engineering
    • History
    • Survival
    • Medicine

You have eight points to distribute among as many or as few specialty skills as you see fit (but at least three is almost always warranted). Remember to explain what each specialty entails.

  • I’m Not Crazy, You’re Crazy: 3. Callaghan has an incredible eye for detail, though whether it’s born from training or his own paranoia is unknown; a keen observer, combined with the unmistakable intuition of an engineer, his ability to problem-solve in the face of tech issues is unmatched. +3 [EDU:ENG] when investigating for engineering faults such as those found in vehicles and basic communications systems such as radios, cameras, and similar. Note that this is only used to determine issues with the observed construct; a separate engineering roll must be made for attempts to repair it.
  • Machine Accuracy: 2. Machines don’t flinch. Machines don’t tremble. Callaghan has the benefit of improved accuracy thanks to his cybernetics, specifically a means of self-stabilisation and locking that was integrated into the construction of his arms. +2 [SPD:RNG] when allowed sufficient time to line up a shot. Callaghan must not be directly engaged in combat in order to have sufficient time to do this, nor can he be actively on the move; once engaged, the spec cannot be used, and may only be used again once disengaged (as dictated by GM fiat).
  • No.: 3. Callaghan has seen some shit, and survived some shit. Buried deep in there somewhere is some serious grit in the face of terror and violence, and what would normally make most afraid he’d simply just stare blankly at. +3 [TGH:APSY] when facing psychic illusions that are intended to be gory, violent or otherwise traumatic for the afflicted.


What your character brings with them on a normal day when out adventuring.


Things your character has at home or their base of operations.

Personal History:

The big points of what your character's life has been like from birth to the time the game starts.


PERSID: #74271-27-2

— Agent Callaghan's ID

  • English



  • Nanopatches: Reverse-engineered from some nenotech lifted off Promethean Industries back in the ‘70s. These 2” square patches can corrode through most non-anomalous woods, plastics, and metals given enough time, self-destructing and rendering themselves inert after eating through a surface. Safeguards prevent them from going hog-wild on living organic matter, though you might be able to leave a nasty acid burn with one in a pinch. 3/run.


Contact Purpose



Missions | Equip Points: 0

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