Plots & PlacesPost your PCs and NPCs for others to reference and enjoy. This is also an alternate location for long-term campaign and plot development. These can be system neutral or relate to any game or system.
HMCS Hope (PL 6)
A massive vessel meant to transport everything a colony needs to set up civilization on a new world. To save on space and resources, the crew and passengers are frozen cryogenically and a limited-intelligence computer system guides the ship to its destination.
Code:
Type: Superheavy Size: Colossal (-8 size)
Subtype: Colony ship Tactical Speed: 3,500 ft. (7 sq.)
Defense: 7 Length: 1,500 feet
Flatfooted Defense: 5 Weight: 300,000 tons
Autopilot Defense: 7 Targeting System Bonus: +3
Hardness: 20 Crew: 400 (trained +4)
Hit Dice: 800d20 (16,000hp) Passenger Capacity: 1,500
Initiative Modifer: +4 Cargo Capacity: 75,000 tons
Pilot's Class Bonus: +3 Grapple Modifier: +16
Pilot's Dex Modifier: +2 Base Purchase DC: -
Gunner's Attack Bonus: +2 Restriction: Restricted (+2)
Attack:
4 fire-linked CHE missiles -3 ranged (12d12/19-20) and
battery of 5 heavy lasers -4 ranged (8d8/19-20) and
battery of 5 heavy lasers -9 ranged (8d8/19-20) or:
Battery of 5 heavy lasers +2 ranged (8d8/19-20) and
battery of 5 heavy lasers -3 ranged (8d8/19-20)
Attacks of Opportunity:
Point-defense system +3 ranged (5d12x10)
Engines: Ion engine (Outdated), thrusters
Armour: Polymeric
Defense Systems: Improved Autopilot system, improved damage control (6d10),
magnetic field, particle field, point-defense system, radiation shielding,
repair drones (PL7), self-destruct system
Sensors: Class III sensor array, targeting system
Communications: Radio transceiver, laser transceiver
Weapons:
2 batteries of 5 heavy lasers (range incr. 4,000 ft.)
4 fire-linked CHE missile launchers (20 missiles each)
Grappling Systems: Grapplers
__________________ Currently Reading: Starship Troopers RPG Currently Running:The Long Sleep | OOC | Mission Roster Currently Playing: d20 Future/Modern, Risus, Wushu
Starhawk (PL 6)
A prototype space superiority fighter (since humanity never fought in space). Four starhawks came with each colony-ship in case there was a problem that needed some agressive negotiation. The rest were fitted with nuclear missiles and sent to meet Apophis.
Code:
Type: Ultralight Size: Gargantuan (-4 size)
Subtype: Fighter Tactical Speed: 3,500 ft. (7 sq.)
Defense: 19 Length: 36 feet
Flatfooted Defense: 13 Weight: 39,000 lb
Autopilot Defense: 6 Targeting System Bonus: +2
Hardness: 20 Crew: 1 (ace +12)
Hit Dice: 8d20 (160hp) Passenger Capacity: 1
Initiative Modifer: +8 Cargo Capacity: 1,700 lb
Pilot's Class Bonus: +7 Grapple Modifier: +8
Pilot's Dex Modifier: +6 Base Purchase DC: -
Gunner's Attack Bonus: +8/+3 Restriction: Military (+3)
Attack:
Twin-linked rail cannons +6/+1 ranged (9d12)
Attacks of Opportunity:
None
Engines: Ion engine, thrusters
Armour: Polymeric
Defense Systems: Damage control system (1d10), sensor jammer
Sensors: Class III sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 2 fire-linked rail cannons (range incr. 3,000 ft.)
Grappling Systems: None
__________________ Currently Reading: Starship Troopers RPG Currently Running:The Long Sleep | OOC | Mission Roster Currently Playing: d20 Future/Modern, Risus, Wushu
Ground Control to Major Tom
Your circuit's dead, there's something wrong
Can you hear me, Major Tom?
Can you hear me, Major Tom?
Can you hear me, Major Tom?
Can you...
Lem Sobieski (CR 2) (1000 XP)
Male human Tough 1/Charismatic 1
Medium humanoid Occupation Military AP 6 Init +1; Senses Listen -1, Spot -1 Languages Polish, English
----------------------------------------------------------------- Defense 21, touch 12, flat-footed 20; +6 armor, +3 natural, +1 Dex, +1 Class hp 18 (2 HD) Fort +5, Ref +2, Will -1
----------------------------------------------------------------- Spd 25 ft. (30 ft. base) Ranged M16A2 +1 (2d8) or Melee cleaver +1 (1d6/19-20) or Melee unarmed (1d3+1) Combat Possesions 12 injector hypos of boost, 6 injector hypos of antitox, 6 injector hypos of neutrad Base Atk +0; Grp +1 Special Attacks coordinate, second wind
----------------------------------------------------------------- Abilities Str 12, Dex 12, Con 16, Int 10, Wis 8, Cha 15 Feats Light Armor ProficiencyB, Medium Armor Proficiency, Personal Firearms Proficiency, Simple Weapons ProficiencyB Skills Diplomacy +7, Intimidate +7, Knowledge (tactics) +5, Profession +3, Read/Write (English), Speak Language (English), Survival +2 Possessions M16A2 with 4 box magazines (120 rounds), cleaver; NATO Space Forces Tactical Armor (tactical vest base, environmental seal, integrated (separable) equipment: NATO Space Forces Tactical Helmet); injector unit, subcutaneous body armor (light); NATO Space Forces Tactical Helmet (display glasses base, satellite data link, heads-up display, motion sensor, unicom), illuminator; +0 wealth; 26.5 lbs. (light load) Allegiances HMCS Hope Defense Squad ("The Fighting Bacon"), HMCS Hope, NATO Reputation 1
----------------------------------------------------------------- Coordinate Lem has a knack for getting people to work together. When Lem can spend a full round directing his allies and he makes a Charisma check (DC 10), he provides up to one ally within 30 ft. a +1 bonus on attack rolls on skill checks. The bonus lasts for 2 rounds. Second Wind Lem can spend 1 action point to gain a second wind. When he does this, he gains 3 hit points up to his maximum hit points.
Advancement
L1->Tough 1 HP 13 (1d10+3) SP: 12 (3x4)
Occuptation: Military (Knowledge (tactics) and Survival; Light Armor Proficiency; +1 Wealth)
Intimidate +4, Knowledge (tactics) +4, Read/Write (English) +1, Speak Language (English) +1, Survival +2
Abilities: Str 12 (4pts) , Dex 12 (4pts), Con 16 (10pts), Int 10 (2pts), Wis 8 (0pts), Cha 15 (8pts)
Wealth: +5 (2d4 +1 Profession +1 Miltary) [Forgot profession in the IC link]
Feats: Medium Armor Proficiency, Personal Firearms Proficiency
Other: Second Wind
Background
People thought that as civilization progressed, life would get better. People would be more peaceable. Life would be grand.
As usual, they were wrong.
Lem was a ground pounder, plain and simple. He'd joined up with the expanded NATO forces post Iraq, and while he did not enjoy his job, he was good at it. His massive Slavic frame helped a bunch here, and his pessimistic Polish attitude kept him from getting in over his head. He was his contingent's luck charm, having taken more punishment any thought possible while keeping his fellow's morale up. After seeing action and taking bits of metal from about every continent you could think of, some of the higher-ups got the bright idea that Lem would make a decent leader, and put him in First Sergeant training.
Then the whole Apophis fiasco started.
Lem doesn't know how it happened, but he figured that some higher up decided that they needed some real military expertise on board the various star-boats "just-in-case." So, somehow, Lem was placed as part of the marine contingent on the HMCS Hope, in charge of a small troop of NCO's with a few CO's in charge of him. He did not like it, but not having any living family made the decision easy for the higher ups.
Just don't call him a Space Marine.
Concept
Lem is your grizzled space marine (no matter what he thinks) with a lot of practical military experience, some leadership training, and would probably go for the Field Officer PrC.
Appearance and Personality
Lem is a large man---6' 5" and near 250 lbs---with a grizzled beard hiding much of his round, Slavic face. He has piercing blue-grey eyes and very curly brown hair with a rudy complexion. He dresses in his military fatigues, and his large hamfists are not far from a weapon at any time. He constantly chomps on a very old cigar---he quit smoking a while ago, but the affectation remains.
Lem has a large, booming voice, and his is a straight shooter when he talks. He can bark orders with the best of them, and has a knack for inspiring the best out of people. When he wants, he can use his size and demeanor to scare the living daylights out of a green recruit if need-be.
Lem has had some initial cybernetic implants, but his natural talents are his best assets. Though trained with the new laser weapons, Lem is most comfortable with the old fashioned ballistic kind, and keeps an old assault riffle with him at all times.
__________________ stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)
Zé Antonio Costa (CR 2) (1000 XP)[/color]
Male human Smart 1/Fast 1
Medium humanoid Occupation Technician +3 wealth; research, knowledge (technology) and Craft (electronic) are permanent class skills. If already a class skill, +1 competence bonus AP 6 Init +2; Senses Listen +0, Spot +0 Languages Portuguese, Spanish, English, French
----------------------------------------------------------------- Defense 24, touch 15, flat-footed 19; evasion defense: +2 Dex, +3 Class, +8 natural (cybernetics), +1 equipment(survival suit) hp 18 (2 HD) lvlv 1: 8 (max+2con), lvl2: 10 (8+2con) Fort +2, Ref +3, Wil +1
----------------------------------------------------------------- Spd 30 ft. Ranged TBD or Melee unarmed 1d3 Base Atk +0; Grp +0 Special Attacks Trick
----------------------------------------------------------------- Abilities Str 10, Dex 14, Con 14, Int 16, Wis 10, Cha 10 Feats Personal firearms proficiency, Smart plus (research (craft(electronics) & trick), simple weapons proficiency Skills(Skill points: 48 S + 8F)
Computer Use: +6 S [4 ranks +2 int + synergy]
Craft (electronic): +9 *S [5 ranks +2 int + synergy +1 competence +1 savant]
Craft (mechanical): +7 SF [5 ranks +2 int + synergy]
Craft (structural): +6 S [4 ranks +2 int + synergy]
Craft (chemical): +6 S [4 ranks +2 int + synergy]
Decipher Script: +5 S [3 ranks +2 int + synergy]
Demolitions: +6 S [4 ranks +2 int + synergy]
Disable Device: +6, +26 w. intellipicks S [4 ranks +2 int + synergy]
Knowledge (technology): +8 *S [5 ranks +2 int + synergy +1 competence]
Knowledge (phys science): +6 S [4 ranks +2 int + synergy]
Repair: +8 S [4 ranks +2 int + 2 synergy]
Research: +9 *,S [5 ranks +2 int + 0 synergy when using a computer +1 competence +1 savant]
Profession: +5 F [5 ranks +0 wis] *permanent class skill from occupation
S: Smart hero skill
F: Fast hero skill
Possessions
Note: I assumed that compact= 1/2 weight, minituarized= 1/4 weight, except if item becomes diminutive, which I assumed weight= 0
information age gear: IA (-3 DC)
fusion age hear: FA
Also, I assumed that Zé had enough time to purchase all items, and tool 20 on all checks to purchase equipment
Finally, all equipment was purchased in the order shown
Initial wealth (level 1): 11 (+7 starting (see progression) +3 occupation +1 ranks in profession
Portable glow lamp, minituarized, self repairing [IA] (DC=4-3+3+6); hindden in belt (front)
Puritizer, minituarized [IA] (DC=9-3+3); hindden in belt (left side)
Soother pulse (DC=14-3) [IA] (diminutive); hindden in belt (right side)
laser tripwires, self repairing [IA] (5X) (DC=5-3+6) (diminutive); hindden in belt (back)
Explorer outfit, self repairing with small backpack[IA] (DC=6-3+6); worn Wt= 2lb
Duracable [IA] (DC=4-3); in backpack, wt=3lb
Grappler tags, minituarized, self repairing [IA] (5x) (DC=5-3+3); hidden in shoulder belt (front)
Nanobeacons (5x) [IA] (DC=8-3); hidden in shoulder belt (top)
Medkit, Fast-Use, minituarized [FA] (x3) (DC=7+3); in left belt pouch
Fusion torch, compact [FA] (DC=10+1) (1d10 damage when used as improvised weapon) wt=1.5 lb; in right belt pouch
Flash seal, minituarized [FA] (5X) (DC=8+3); hidden in shoulder belt (back)
Violet rations [FA] (box of 50) (DC=5); in backpack
Survival suit, with environmental seal [FA] DC=(16+4); concealable - worn under explorer's outfit wt= 3 lb lose 2 point of wealth Concealable, +1AC, +7max dex, –0check penaty, 30 ft./20 ft., 3 lb.
Motion sensor, minituarized, with satellite datalink[FA] (DC=15+3+1); hidden in front of belt lose 2 point of wealth
This is 1 kit (in backpack):
Mechanical tool kit, basic, compact, multiple use [IA] (DC=13-3+1) wt=11lb. lose 1 point of wealth
Electrical Tool Kit, basic, Minituarized [IA] (DC=14-3+3) wt= lose 1 point of wealth
- Up to this point, Zé has Wealth: 5 (11 starting -2 for minituarized tools -2 for motion sensor -2 for survival suit
At level 2, he gets +3 wealth, and now has wealth: +8 (wealth check of 15, DC=5, succeed check by more than 10 points)
Injector Unit [FA] (DC=15) lose 2 point of wealth
Antitox DC=6
Neutrad DC=6
Sporekill DC=6
Have 5 of each as spares
Intellipicks, compact (DC=13+1); Strapped around right thigh wt=0.5lb lose 1 point of wealth Intellipicks have an effective Disable Device modifier of +20 (this skill can only be used to open conventional locks)
Subcutaneous Body Armor, heavy [FA] (DC=25)
Spoiler:
----lose 2d6+1=6+1points of wealth for Armor
Wealth: 0 (Ze basically spent all his wealth before going on the HMCS Hope)
Wealth: +0; 21.5 lbs carried lbs.
Allegiances HMCS Hope Reputation 1 1 smart lvl 1
----------------------------------------------------------------- Special abilities Trick: target must have an Intelligence score of 3+, within 30 ft, be able to hear and understand the hero. Hero spends a full-round action and makes an Intelligence check (DC 15), adding Smart level as a bonus. If the Intelligence check succeeds, the target makes a Will saving throw (DC 10 + Smart hero’s class level + Smart hero’s Int bonus) or target becomes dazed for 1 round
Savant: bonus equal to smart hero level to craft(electronics) and Research
Advancement
L1->Smart 1 HP 8 (1d6+2) SP: 48 (12x4)
Occuptation: +3 wealth; research, knowledge (technology) and Craft (electronic) are permanent class skills. If already a class skill, +1 competence bonus
Skills: Computer Use +4, Craft (electronic) +4, Craft (mechanical) +4, Craft (structural) +4, Craft (chemical) +4, Decipher Script +3, Demolitions + 4, Disable Device +4, Knowledge (technology) +4, Knowledge (phys science) +4, Repair +4, Research +4, Profession: +1,
Wealth: +7 base +3 profession(technician) +1 (ranks in profession lvl 1)
Feats: Simple weapons proficiency, Smart plus, renown
talent: Savant [Craft (electronics)], Trick (from smart plus feat), Savant [research] (from smart plus feat)
Zé-Antonio Costa is a 27 year old aerospace engineer from Brazil. He did his undergrad in Mech. Eng at the University of San Paolo, and PhD at MIT. His research focused on the control of matter-antimater reactions, applicable to propulsion, as well as the less cutting edge field of ionic propulsion. After graduating at the young age of 22, he worked for Embraer in Brazil for 3 years. He quickly made a name for himself and at 26, had his choice of top research jobs at UTC, Lockheed-Martin and Bombardier Aerospace.
He opted for the latter, and moved to Montreal in 2023, and quickly got his Canadian Citizenship. In 2025, he was transferred to Ottawa to participate in a top-secret project in partnership with the Canadian government. He's mainly responsible for the HMS Hope's novel (at the time) propulsion system (and is very proud of it!).
Ze is a friendly guy, unless you dare to make a derogatory comment on his designs and gadgets. He's relatively skinny, with dark hair and light brown skin (it's pretty clear that he's from south america). He speaks Portuguese, Spanish, English and french.
He never married, but has started befriending a few comely single women aboard the ship.
He's an expert in now antiquated technology, some of his research was revolutionary at the time, and likely were the base for many current advances.
Last edited by Steve Gorak; 31st July 2007 at 07:16 PM..
Reason: updated equipment weights and locations
Victor was always something of an adventurous soul. Growing up on a large ranch in Montana, the boy would often disappear for days, wondering the countryside and exploring things that were new to him. He learned many skills during his boyhood, though; shooting, riding, and other things that he would find useful later in his life.
Although Victor attended four years of college at “Ole Miss”, he retained little of what he learned there. College was more of a social activity for Victor, who spent most of his time drinking, chasing girls and playing sports (his athletic talent landed him a spot as starting receiver for the Rebels). Despite this, he still graduated with a Bachelor’s of Science Communications.
After graduation, Victor applied to become an FBI agent. Accepted into the academy, Victor easily passed all of the rigorous physical and mental testing. After graduating from the academy, Victor became a field agent, and shortly therafter was put into a new program offering cybernetic augmentation.
Unfortunately, the Apophis Crisis changed occured shortly after Victor's first major cybernetic augmentation. He has no idea why he was chosen to be evacuated on the HMCS Hope, but the opportunity to explore space was beyond anything the young man could have hoped. He accepted the invitation, and
At 6’2” tall and a lean 190 lbs, Victor is athletic and tone, being in overall excellent shape. He is a handsome man with stylish blonde hair, a good smile and deep green eyes. He takes pride in his appearance, and is a stickler about hygiene and working out. Victor is usually clean-shaven and well-groomed. He is 25 years of age.
Fast 1/Charismatic 1
Occupation: Adventurer
Str 12 +1 (4 points)
Dex 14 +2 (6 points)
Con 14 +2 (6 points)
Int 14 +2 (6 points)
Wis 08 -1 (0 points)
Cha 14 +2 (6 points)
Hit Points: 18
MDT: 14
Defense: 23 (10 base + 3 class + 2 dexterity + 8 armor)
Saves
--Fort +3 (1 base + 2 con)
--Ref +3 (1 base + 2 dex)
--Wil +0 (1 base -1 wis)
Speed: 30ft
Feats:
1b Personal Firearm Proficiency (occ)
1 Starship Operation (Ultralight)
1 Vehicle Expert
2b Point Blank Shot
Current Wealth: +3
Possessions
- Some old clothes
Background:
Ash joined the air force for two overriding reasons. One was a love of flying and aircraft...the other was an urgent need to escape her home environment, which had always been bad and taken a turn for the worse. She attacked school and most especially the ROTC program in school with the vigor of someone who is clawing her way out of a corner. She studied the military, airplanes, and aviation in general...knowing that with no connections, she had only her performance in extracurricular activities and entrance examinations to get her the coveted officer status needed to train as a pilot. Her natural skills and sheer stubbornness got her top of her class, and high placements in the exams...she had her wish.
Ash's initial goal was to serve a term or two...depending on how the first one went...and then muster out for a career as a civilian pilot. It seemed like the ideal job. Travel all over, see different places but never settle down... It was good, as dreams went, but reality stepped in with a mighty big wakeup call named, 'Apophis.'
Ashley was one of the pilots who had actually been trained to fly the new "Starhawk" space-capable fighters. Since all such fighters were either assigned to a colony ship, or to attempt to shatter the incoming asteroid, it was basically luck of the draw. Ash was assigned to the HCMS Hope. The days before hibernation were unexpectedly hard for her, as even though she'd struggled to sever her ties to past and family; the prospect of leaving them to be destroyed was one that haunted her.
Light load:43 lb. or less
Medium load:44-86 lb.
Heavy load:87-130 lb.
Lift over head:130 lb.
Lift off ground:260 lb
Push or drag:650 lb.
Military (starting occupation)
Navigate
Pilot
Feats:
Athletic
Simple Weapon Proficiency [free]
Gearhead
Personal Firearms Proficiency
Mutations:
Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Balance Dex* 4 = +2 +2
Bluff Cha 0 = +0
Climb Str* 3 = +1 +2 [athletic]
Computer Use Int 9 = +3 +4 +2 [gearhead]
Concentration Con 1 = +1
Craft (Electronic) Int 5 = +3 +2
Craft (Mechanical) Int 6 = +3 +3
Craft (Structural) Int 3 = +3
Craft (Visual Art) Int 3 = +3
Craft (Writing) Int 3 = +3
Diplomacy Cha 0 = +0
Disable Device Int 8 = +3 +5
Disguise Cha 0 = +0
Drive Dex* 4 = +2 +2
Escape Artist Dex* 2 = +2
Forgery Int 3 = +3
Gamble Wis 0 = +0
Gather Information Cha 0 = +0
Hide Dex* 2 = +2
Intimidate Cha 0 = +0
Investigate Cha 5 = +0 +2
Jump Str* 3 = +1 +2 [speed 35]
Knowledge (earth & life sciences) Int 6 = +3 +3
Knowledge (history) Int 4 = +3 +1
Knowledge (physical sciences) Int 7 = +3 +4
Knowledge (tactics) Int 5 = +3 +2
Knowledge (technology) Int 7 = +3 +4
Listen Wis 0 = +0
Move Silently Dex* 2 = +2
Navigate Int 9 = +3 +5 +1 [Military]
Perform (Act) Cha 0 = +0
Perform (Dance) Cha 0 = +0
Perform (Keyboards) Cha 0 = +0
Perform (Percussion) Cha 0 = +0
Perform (Sing) Cha 0 = +0
Perform (Standup) Cha 0 = +0
Perform (String Inst.) Cha 0 = +0
Perform (Wind Inst.) Cha 0 = +0
Pilot Dex* 8 = +2 +5 +1 [Military]
Profession Wis 2 = +0 +2
Repair Int 11 = +3 +5 +2 [gearhead] +1 [savant]
Research Int 3 = +3
Ride Dex 2 = +2
Search Int 6 = +3 +3
Sense Motive Wis 0 = +0
Spot Wis 0 = +0
Survival Wis 0 = +0
Swim Str** 4 = +1 +1 +2 [athletic]
Treat Injury Wis 0 = +0
* = check penalty for wearing armor
Human
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Class HP rolled
Level 1: Smart Hero 6
Level 2: Fast Hero 1
John Reaves's Equipment:
Wealth bonus +6
Microcomputer with several mass storage devices containing films, music, and pictures and history of earth. (basically everything he could get his hands on).
John Reaves's Languages:
English, French (Quebequois), danish and italian.
John Reaves's Allegiance(s):
Military
More about John Reaves:
Lt John Reaves of the Canadian spaceforce. He grew up at the westcoast of canada, and allways had a knack for ships and sailing. He was canadian champion open-sea sailing, first in the Optimist class, later moving on to laser-class and teaming up with his old mate in the 420. He went to OTC (Officers training Course) at the naval base in Vancouver, continuing his sailing career succesfully at the olympics in Flanders in 2020 with a silver medal. It was during his officer training that he fell in love with the 'big' sea, space. He worked hard, studying mechanics, electronics, and navigation and managed to enroll in the SpaceProgram. He worked on the HMDCS Hope as navigator and computer technician, and was one of the first to be reawakened by the computer.
Thanks to his Danish ancestry he's a tall, blond fellow, clean shaven with short-cropped hair. He has piercing green eyes and is content to let the others do the talking. He is precise and strict, favoring tight discipline and frowns on the gung-ho mentality of the armed forces. He doesn't like to boast or brag, and spends most of his evenings studying and working out at the gym.
__________________ *Doghead* "You're an idiot, Dr Z."
Dr. Andrew Gordon (CR 2) (1000 XP)
Male Human Smart 1/Tough 1
Medium Humanoid
Occupation Doctor
AP 6
Init +0; Senses Listen +0, Spot +0
Languages English, French, Scots Gaelic
-----------------------------------------------------------------
Defense 11, touch 11, flat-footed 11; +0 Dex, +1 Class
hp 14 (2 HD)
Fort +3, Ref +0, Will +1
-----------------------------------------------------------------
Spd 30 ft.
Ranged -- or
Melee Unarmed +1 (1d3+1)
Base Atk +0; Grp +1
Special Qualities Cold Resistance, Savant (Earth and Life Sciences)
-----------------------------------------------------------------
Abilities Str 13, Dex 10, Con 14, Int 16, Wis 11, Cha 10
Feats Endurance, Simple Weapons ProficiencyB, Ultra Immune System
Skills Computer Use +7, Concentration +5, Craft (Chemical) +5, Craft (Electrical) +4, Craft (Pharmaceutical) +7, Knowledge (Behavioural Sciences) +4, Knowledge (Civics) +5, Knowledge (Current Events) +4, Knowledge (Earth and Life Sciences) +9*, Knowledge (History) +4, Knowledge (Physical Sciences) +6, Knowledge (Popular Culture) +4, Knowledge (Technology) +6, Knowledge (Theology and Philosophy) +5, Navigate +4, Profession +4, Read/Write Language (French), Repair +4, Research +7, Search +5, Speak Language (French), Speak Language (Scots Gaelic), Survival +2, Treat Injury +5*
Possessions Display Glasses w/Satellite Datalink, Explorers Outfit, Portable Glow Lamp, Antitox Chemical x2, Neutrad Chemical x2, Sporekill Chemical x2, Advanced Medkit, Universal Communicator, Pharmacist Kit, Card Computer; +6 Wealth; 13 lbs.
Allegiances HMCS Hope, Canada
Reputation 1
-----------------------------------------------------------------
Cold Resistance Andrew ignores an amount of cold damage equal to his Constitution modifier.
Savant Andrew gets to add a bonus equal to his Smart level when making checks with the Knowledge (Earth and Life Sciences) skill.
Dr. Andrew Gordon was an up-and-coming medical researcher who had studied at both the University of Waterloo and the University of Toronto in Southwestern Ontario, Canada. His main area of study was on how organisms adapted in extreme cold and space, though he was not limited to that. He spent a good deal of time in the communities in the northern territories, and was even privileged enough at one point to visit the soldiers in Alert.
It was while he was up here, in the islands, that Andrew first saw the Northern Lights, and not once but many times. He had always been fascinated by space, but it wasn't until he had come here that he really began to seriously wonder what other phenomena like this there were in other parts of the galaxy, and if there was something out there that would hold the answers to all of his questions about the nature of life, not limited by the perspective of Earth.
__________________ -Kaodi
Good name in man and woman, dear my lord,
Is the immediate jewel of their souls.
Who steals my purse steals trash; 'tis something, nothing;
'Twas mine, 'tis his, and has been slave to thousands;
But he that filches from me my good name
Robs me of that which not enriches him
And makes me poor indeed.
-Iago, Shakespeare's Othello, Act III. Scene III. Lines 180-186.