Rogue Detective

Brief Physical Description:

Basement is an Anasi, and as such often changes his appearance. His preferred form is about 6-7 feet tall with a mostly humanoid shape and greenish iridescence to his skin. He has seven arms - six as per normal with an Anasi, and one simple mechanical limb on his right shoulder. Often prefers long coats and simple pants.


Physical S Mental P Social T
Strength 2 Intelligence 3 Presence 1
Dexterity 3+1 Wits 3 Manipulation 2
Stamina 2 Resolve 2 Composure 3


Physical Skills S Mental Skills P Social Skills T
Athletics 2+2 Academics 0 Animal Ken 0
Brawl 0 Astronavigation 2 Empathy 0
Firearm 2 Computers 3 Expression 0
Larceny 3 Crafts 0 Intimidation 0
Pilot 1 Engineering 0 Leadership 0
Stealth 2+1+2 Investigation 4 Persuasion 3
Survival 0 Medicine 0 Streetwise 2
Weaponry 0 Science 2 Subterfuge 2+2


  • Pry Up the Floorboards: Basement could be generously described as a hands on investigator. This has carried over to his criminal life; he is extremely thorough when searching for loot or whatnot, and can quickly and efficiently ransack any medium sized structure alone. He's not afraid to get his hands dirty or apply a bit of elbow grease in any situation, and can be… enthusiastic when on the hunt for something hidden.
  • Shadow Shadow: Basement has always been talented in finding dark or out of the way crooks and spots that he can easily hide in, as well as move very quietly for his size. As an urban Anasi, he's also quite skilled at being inconspicuous and unremarkable if the situation calls for it. And as an added bonus? It's fun.
  • Wander Spider: Basement adapted extremely quickly to a nomadic lifestyle, able to get a good sleep and find a comfortable shelter pretty much anywhere. He's gotten pretty good at climbing and managing clutch shifts to help him move over difficult 'terrain'.


Danger Sense 2: This merit represents your character’s heightened perception of things around him/her, granting a +2 bonus to one Perception or Sense Motive roll to detect the danger that lurks in the shadows.

Hidden Life 2: +2 to Stealth and Subterfuge. Your character has mastered the art of anonymity. They have little to know presence on the SubNet and are very good at being unrecognizable. Their bank accounts are well protected and they leave very little evidence of their presence. This merit can be taken away or reduced in rank by GMs if the character does things that detract from their anonymous nature.

Fleet of Foot 2: +2 to Athletics. Basement has lithe, powerful limbs that let him move much faster than those around him. +2 to Athletics based normal and initiative rolls.


Seventh Arm: +1 to Dexterity. Basement has a seventh, mechanical arm, installed above his right shoulder. It's extremely simple and surprisingly well articulated, with three simple digits (two on top, one on bottom) in a kind of pincer shape. It's capable of collapsing into a kind of shoulder pad to stay out of the way.


  • Lock Killer: Basement tends to forget or ignore the concept of personal property. He's not a thief - he doesn't steal shit unless he needs to - he's just curious. Or bored.
  • Sensitivity to Electromagnetic Attacks: The function of augmentations are disrupted when exposed to a sudden burst of electro-magnetic energy. Augments shut down for 1d4-1 (with the lowest result being 1) minutes as a result of EM interference.


Equipment Type Level Bonuses Other
Bertrand Industries E222 Laser SMG Weapon 1 +1 to Atks N/A
  • Clothes on his back.

Personal History

Basement was a low level private investigator for 8 years on Earth II, with a variety of clientele. His work was mostly stakeout stuff, gathering information on cheating spouses and whatnot, which still exist in the far future. Over the last ten months or so, he started getting a consistent string of calls from an anonymous client, requesting the re-acquisition of certain items and materials from certain private residences and businesses, with extremely handsome pay.

He was told that he was retrieving stolen property that belonged to his client, but eventually found (by reading through a file he had stolen, even though he had been instructed not to) that he had unwittingly been a pawn for a mob-run business, stealing trade secrets from rival companies. He decided to cash out and leave Earth II as soon as possible.

At the beginning of his career, Basement wanted to stay on the side of the law, to make an honest living by catching dishonest people in lies. But those few months showed him that he didn't actually care if Mr George was cheating on his wife with Elzn Cth[two clicks]alk[throaty snorting sound]laol. He liked the hunt - it was like being a treasure hunter, but for the mob.

After receiving his last paycheck and fucking off, he decided to go travel. Who knows? Maybe he would need to find a lost cat, maybe he would need to pull a heist. Only one way to find out.


Theme Songs
Ready to Start - Arcade Fire
Private Eye - Alkaline Trio
Junesong Provision - Coheed and Cambria

XP Earned

XP earned from character creation and RPing.

Date Amount Source Total
9/12/2013 35 Creation 35
9/12/2013 -5 Augment (Arm) 30
9/13/2013 -12 Merits (6 pts) 18
9/13/2013 - 18 +3 PER, +2 Gun, +1 Ath 0

Current XP:

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