T20 - High Law and Low Justice - Rogues Galley

Maerdwyn

First Post
Everyone should post an up-to-date copy of their character here, plus whatever aspects of your background you'd like to be public. Private background info can be emailed to me :)

Thanks,
Ian
 
Last edited:

log in or register to remove this ad

Ktarlewaweikye Os Tehlayew Olui

Female Aslan Medic (Academic 5 / Traveller 5)
Age: 31
Height: 5'9"
Weight: 170#
Fur: Somewhat coarse; brown shading light to dark from her front torso around to her back torso
XP: 45,000
Cr: 41,375

Str: 11 (+0)
Dex: 14 (+2)
Con: 10 (+0)
Int: 15 (+2)
Wis: 12 (+1) [8th level ability increase]
Cha: 12 (+1)
Edu: 21 (+5)
Soc: 13 (+1)

Stamina: 34
Lifeblood: 10
AC: 16 (AR: 4)
BAB: +3 (+4 for dew claws)
Fort: +1
Ref: +8
Will: +6

Racial Stats
Speed: 12m, 18m in personal combat
Low-Light Vision
+1 attack with dew claws

Languages
Trokh (automatic), Standard Galanglic (automatic), Vuakedh (Int bonus), Irilitok (Int bonus); Luriani, Solomani, Virush, Vilani (skill points)

Academic Skills
+13 Decipher Script (9 ranks, +2 feat)
+14 Gather Information (13 ranks, +18 when searching for Medical through Connections (feat), +20 when searching for Medical (Research feat)
+14 K/Aslan Biology (9 ranks)
+19 K/Aslan Genetics (14 ranks)
+14 K/Chemistry (9 ranks)
+1 Listen (0 ranks)
+8 Navigation (3 ranks)
Read/Write Language (8 ranks)
+18 T/Computer (13 ranks)
+21 T/Medical (13 ranks)
+11 Use Alien Device (9 ranks, +2 feat)
+5 Bluff (2 ranks, +2 feat, +1 Cha)
+3 Innuendo (0 ranks, +2 feat, +1 Cha)

Traveller Skills
+4 Gunnery (4 ranks)
+6 Pilot (4 ranks)

World Skills (TL11)
+18 K/Interstellar Law (13 ranks)

Feats
Armor Proficiencies: Light & Medium (Traveller starting)
Combat Medic
Connections: Medical
Pseudo-Eidetic Memory (+2 K/ and Edu checks)
Research: Medical (Academic starting)
Advanced Knowledge: Aslan Genetics
Skill Focus: T/Medical (Academic starting)
Surgery
Vessel/Grav (World feat)
Weapon Proficiency: Marksman (Traveller starting)
Weapon Proficiency: Ship's Weaponry
Xeno-Medicine: Vargr
Skill Focus: Bluff [Traveller 4th level]
Xeno-Empathy [Traveller 5th level]
Fast Talk [9th level]

Gear
Electric Torch (Cr10): 0.5kg
Field Med Kit (Cr2500): -6 DC
First Aid Kit (Cr500): -4 DC
Hand Computer (Cr1000): 0.5kg
IR Goggles (Cr500): 0.25kg
Long Range Communicator (Cr500): 1.5kg
Medical Drug (Cr100): 3d6 Stamina, 1d4 Lifeblood
Radiation Counter (Cr250): 1kg
Portable Labs [on ship]
--TL10-12 (Cr3000) +Disposable cartridges Cr3@. Analyzes composition of sample at cellular level
--TL10-12 (Cr4000) +Disposable cartridges Cr3@. Analyzes composition of sample at molecular level

Armor
Flak jacket (Cr100): max dex +6, AR 4, penalty 0, 1kg

Weapons
Dagger (Cr10): 1d4 (19-20/x2), tiny piercing
Dew Claws: 1d6 (20/x2)
Snub Pistol (Cr150): RoF 1, range 18m, 1d10 (x2), small piercing, 250g, no recoil; ammo (Cr10): 6/15 tranq rounds, 30g

History: Not all of this is public knowledge, but Ktarlewaweikye would not mind anyone knowing any of it.

Ktarlewaweikye Os Tehlayew Olui grew up in a moderately rigid hierarchical society. Hryo was not as bad as some more "backwards" planets, but women were expected not to fight, and men were expected not to think. She came from a fairly well-to-do family, and her childhood was happy and she lacked for nothing except the pet afeahyalhtow she always wanted. She went directly into undergraduate studies after high school and matriculated with honors and a degree in biology. She applied to graduate school, but only did so half-heartedly, and when she was not accepted, only her parents were disappointed. She was glad, because it meant she had an excuse to ship out with her cousin, Eteasteah, and see some of the universe she'd read so much about. The two chartered a small space-faring vessel, the Eaia, and spent a year running messages and packages and dodging pirates. There were no real pirates, though their ship almost got impounded when they ran afoul in an asteriod belt that, although not on any of their maps (admittedly not the most recent versions), was claimed by a Nells mining company. Ktarlewaweikye mostly cowered off-screen in fear of what might happen, and what dishonor that might cause, while Eteasteah negotiated with the Humans. Eteasteah argued semantics and galactic law until the Humans were too bored to continue, and while she never showed any of that knowledge or ability ever again, Ktarlewaweikye could never shake the suspicion that her cousin was much more than she seemed. After that first year, Eteasteah decided to settle with a suspicious-looking ruffian and left Ktarlewaweikye on her own. It wasn't hard, however, for a bright young woman to find berth on a ship, particularly since she had learned some useful skills in the two-man Eaia (which she sold for quite a tidy sum, even after splitting the money with Eteasteah) and she worked the next three years in relative anonymity, seeing much of the universe but none of her home planet.

Finally, the wanderlust left her, and she decided to muster out when the crew reached a fairly hospitable multi-racial world. The floridly-named Last Hope Before the Fall was a jump or two away from many major routes, and therefore was diverse, but not as open as a capitol planet or trade center. She settled on the new world. She applied and was accepted to a prominent medical school, where she spent a year learning the basics of xeno-biology. Right before her second term exams, word reached her that her father was deathly ill. Upset and confused, she barely passed the exams and returned home on the first veseel she found, buying double-occupancy Middle Passage. Her cabin-mate was a surprisingly sympathetic Vargr, and though they didn't have much time together, he made an impression upon Ktarlewaweikye.

Once she got home, she realized there was no way she could finish her studies at Hope University, and cancelled her enrollment. Her father passed away the next week. The mourning took the requisite 6 days, and then the family moved on as best it could. Ktarlewaweikye, angry with herself for not being home the last several years, vowed not to leave and, when a family friend invited Ktarlewaweikye to join the biology program at her university, accepted. She graduated with a master's in biology, and immediately continued toward her doctorate. Two years later, she was finished. Her research led her to find an innovative solution to a previously-stymying genetic breakdown, and her thesis ("Homeopathic Medicine in the Space Age: Solving the Genetic Puzzles") granted her honors.

Having spent an exhausting four years living and studying at home, Ktarlewaweikye decided to pursue her studies, but elsewhere. She booked Working Passage to Daramm, and filled in as the medic on a small Aslan courier. The trip was uneventful, with only the occasional space sickness or ship bug to treat. She graduated from the xeno-biology program at Daramm University with honors. Her doctoral dissertation was entitled "Samshkarkh: Vargr Medicine and Its Effects on Aslan Technique," for though Humans are populous, her inbred cultural distate made her choose not to study them. In addition, her (probably faulty) memory of the conversations she had with the Vargr on the Middle Passage ship caused her to look favorably upon the whole race.

Ktarlewaweikye is not strongly prejudiced, but she often wonders why the Humans (and the Vargr, for that matter, though the Humans are less civilized) allow their women to fight and their men to practice medicine. She now holds two medical doctorates and is qualified to treat both Aslan and Vargr.

The decision to enter the lottery was made on a whim. Ktarlewaweikye had not really expected to win, even with her abilities, and expected to spend a few more rotations on this planet before leaving as a medic on an Aslan (or Vargr) ship, and ultimately settling down on an Aslan world and teaching medicine at the prominent university. Therefore, her interest in the trip is slight, and she has been spending the past few weeks reading up on the latest medical news and corresponding with her family. Her mother and brothers and sister are all well, pursuing their lives on Hryo. There are rumors that her oldest brother is planning on leaving the planet, to ship out on a merchant vessel. The decision has caused ripples in the family hierarchy, as he's made it clear he had no interest in maintaining the estate when their mother passed away. Her sister, the next eldest, has announced her willingness to take the reins, but no one expects her to do well, for her lack of business acumen is renowned. Eteasteah, the cousin, did indeed marry the ne'er-do-well, and they are leading a relatively quiet life on some unnamed planet (unnamed by Eteasteah, that is), raising their infant and, Ktarlewaweikye is sure, plotting their next big disaster.
 
Last edited:

Hryo

Hryo C-986836-11
Zone: G

Starport Code: C
Size: 9
Atmosphere: 8
Hydrographics: 6
Population: 9
Government: 3
Law Level: 6
Tech Level: 11

Hryo is an entirely Aslan planet located just outside the Gateway Domain. The few visitors who are not Aslan generally leave as soon as their business is complete, and there are no attractions for off-planet tourists. The thick atmosphere and slightly above-average gravity make it physically, as well as socially, uncomfortable for some visitors. The population as a whole doesn't mind aliens, it just doesn't see the point in encouraging them. In fact, a few of the large universities have multiple programs dedicated to the study of aliens. Most of the courses are, however, taught by Aslan, which has caused some to be concerned with the quality of the information (some have been known to say "misinformation") that is passed down.

The world is approximately 60% liquid water, with two large land masses and one slightly smaller one. All of the land masses are populated and have starports. Due to the high population, people live all across the globe, though naturally the more equatorial places are more highly inhabited. The world government, dominated by four ruling families, ensures the equality of all people, and the tech level is equal everywhere. That same government severly restricts what kinds of weaponry the populace can personally own, ostensibly to protect its citizens. No one is really that suspicious of the government because in over a thousand years, the government has not changed hands or done anything suspicious with its power. Not overtly, anyway. There are rumors, like there are anywhere, but none have been confirmed, and the average citizen leads a happy, healthy, un-intruded-upon life.
 

Saanath


Saanath; Human; Male; Merchant 8.
Height: 6'. Weight: 165lbs. Age: 27. XP: 33,000.

Str: 15 (+2)
Dex: 16 (+3)
Con: 13 (+1)
Int: 16 (+3) Level 8 increase here.
Wis: 16 (+3)
Cha: 10 (+0)
Edu: 12 (+1) High School, Level 4 increase here.
Soc: 10 (+0)

Languages: Galanglic, Trokh (Aslan), Luriani.

Base Numbers
Base Speed: 9 meters
Base Attack: 4/+7 (+3 Dex)
Base FortSv: 4/+5 (+1 Con)
Base ReflexSv: 2/+5 (+3 Dex)
Base WillSv: 4/+7 (+3 Wis)
Stamina: ??
Lifeblood: 13

Skills and Feats

Skill: Rank/+TotalBonus (Modifiers)
Appraise: 08/+11 (+3 Int)
Bluff: 11/+11 (+0 Cha)
Broker: 11/+16 (+3 Int, +2 Barter)
Gamble: 08/+13 (+3 Int, +2 Bluff Syn)
Gather Info: 08/+12 (+0 Cha, +4 Bluff/Carousing Syn)
K/Interstella Law 08/+11 (+3 Int)
Liaison: 09/+11 (+0 Cha, +2 Bluff Syn)
Pilot: 11/+15 (+3 Dex)
P/ComputerTech: 04/+07 (+1 Edu, +2 T/Comp Syn)
T/Astronavigation 05/+06 (+1 Edu)
T/Communications: 08/+09 (+1 Edu, poss: +2 Hacker)
T/Computer: 08/+09 (+1 Edu, poss: +2 Hacker)
T/Sensors: 03/+04 (+1 Edu)
Trader: 11/+16 (+3 Wis, +2 Barter)

Feats: ArmourP (Light); ArmourP (VacSuit); Barter; Brawling; Carousing; Hacker; Improved Unarmed Strike; Market Analyst; Martial Training, Vessel (Grav); Vessel (Ships Boat); Vessel (Starship); WeaponP (Marksman).

Combat

Equipment

Automatic Pistol, Vacc Suit, Combination Mask (cr150, 1kg); Hand Computer "Oyster"*** (cr2000, .5kg); WristWatch "Traveller"* (cr250, n/a); ColdLight Lantern (cr20, .25kg); Personal Datalink** (cr100, n/a); Cr 18530.

* Includes multiple time, AtmospherePressure, AtmosphereMix
and Gravity indicators.
** Includes GPS indicator.
*** High end model (+100% cost)

Appearance

When travelling, Saanath wears the equivalent of a dark suit, open necked shirt and black laceups. He found it useful to maintain a reasonably presentable, business like appearance as he never knew when he would be "doing business". His attire is smart but on the conservative side, as fashions tend to change world to world. What's hip on one can be ghastly on another. If he is carrying any gear, it would bein a leather bag slung across his body. He never really got into the backpack thing.

The rest of his wardrobe consists of fairly ordinary lightweight boots, cargo pants, T shirts, sweaters and a couple of coats. If there is any stylistic theme to it all, it would be his preference for greys and browns.

His Story

Ask him and this is what he will tell you. Is it true? *shrugs*

Saanath was born the third child of four in an ordinary middle class family. What isn't so ordianary about them is that 3 of the 4 ended up offworld. His eldest sister, the second child, joined the Navy. His younger brother, the last child, has just accepted a position with an intersteller argri-corp as a researcher. Maths/science seemed to come easily to all of them. Meanwhile, his big brother works, as he has since leaving university, for a domestic agricultural machinery manufacturer. The last Saanath heard he was a sales engineer and father of 3.

As a kid, Saanath was faily wild. He ran with the lions, which is how the local people described those who hung out with the male children from the small Aslan community in his city. He drank, smoked and got into trouble. But what really chilled the relationship with his parents was joining the Merchants straight out of High School.

Merchant life.

Planetside. Not what Saanath had hoped for. 4 years of shuttling cargo and passengers, managing manifests and keeping tabs on in ships in-system. It did, however give him an insight into the mechanics of running a merchant enterprise. He proved to be a remarkably quick learner with a natural ability to read the market. The rather careless attitude towards security of many of Companies didn't hurt any, either. Bored out of his mind, Saanath was considering quitting at the end of his term when he was given training to upgrade his ShipsBoat familiarity to Starships. Offworld!

When the company offered Route, he almost quit on the spot. It was however, a offworld assignment, so he took it. Fortunately. Also on the same Duty Assignment was a 5 term veteren who had been busted down to 02-Crewman again for insubordination. It was a much more productive year. Saanath's new companion introduced Saanath to the free wheeling and often seemy life of the spaceports. And like most crewmen, Saanath's companion also ran a small "Locker Merchant" enterprise, trading in goods utilising some of their personal space allocation.

Saanath again learnt quickly, becoming remarkably adept at it. Within the first year he was in a position to Broker small bulk deals, but to do so he need to use some of the unallocated cargo space on the trader. Most Companies allow it. There were usually two options: a percentage of the profits or a fixed price. Saanath's Chief Purchasing Officer (CPO) insisted on a fixed price, despite the fact that in use of the space represented little in the way of a cost increase to the ship. Six months later, realising that Saanath had a knack trading, the CPO tried to insist on a percentage agreement. Saanath refused, explaining that he would wait until the new CPO arrived. The CPO, his performance record less than impressive, backed down.

Over the next two years, they accrued a fairly substancial amount of money buying and selling on the various planets on the route. An amount that he learnt to add to at the gaming tables. However, their success, despite the fact that it helped him keep his job, earned them the displeasure of the CPO who was making significantly less return on the company investments.

Near the end of his term, Saanath's partner was dishonourably discharged. Saanath was enraged. Although he couldn't prove any direct connection with the CPO, he was convinced that the CPO had had a hand in the matter. So he handed over his share of the earnings to his friend and, at the end of his term, promptly retired.

His last act before walking away was to pass on his Low Passage benefit to the Chief Purchasing Officer's rather striking daughter who had dreams of being discovered on Neuvo Los Angeles.

Standing in Pioneer Park watching the shuttles and small starships lift of from the spaceport, Saanath, as he tries to work out his next step, finds himself wondering if he is interested in being a merchant any more. He has already made what many would consider a small fortune, then given it away. But if not a merchant, what else? He might have even considered the Navy had he not told his elder sister that it was for those who were too lazy to decide for themselves what to wear each day.

So what now? It has to be the Mercantile Council on Dukh, Saanath decides. If there is anywhere ideally suited to finding out whether he still wants to be a Merchant Prince, its there. If he doesn't its a better place than many to find a new start. Securing a working passage as far as Daramm at least shouldn't be a problem. And after that?

Prior History Summary
PHT1: (Planetside) 4000XP
Survives, No Promotion, XP or Cash Bonus.
PHT2: (Routine) 7000XP
Survives, XP Bonus (3000XP), No Promotion or Cash Bonus.
Mustering Out:
Cash - (+1 for retiring): Cr20,000.
Material - Low Passage.

Adventuring History Summary.
First XP award: 65000. Levelled up to 8th level (33,000XP) at the conclusion of the campaign.

Homeword

Kansas (temp name) B-64735-11 Argricultural.

It's primary industries have and probably always will be the ship repair yards that cluster around the smaller planetary bodies near Kansas, and grains. Kansas's climate is hot and fairly dry, with water covering only 47% of the planets surface. However, a fortunate geography and some basic terraforming ensure resonably reliable precipitation.

The presence of the repair yards have made Kansas a slightly more cosmopolitan place than it could have been. But basically, it is an ordinary, slightly run-down planet populated by ordinary people doing ordinary things. It has its share of civic leaders consistantly dreaming up new campaigns so convince people that it is a "a great place to be" or "visit", its rich and its poor, its lawabiding and lawless, its generous and venal. Most things and most races can be found there, somewhere, mostly in the half dozen spaceport cities that can be found around the equator.

 
Last edited:

You ain't seen nothin' like the mighty Quinn.

Force Commander J.C. Quinn, Imperial Marines (retired)
Human (Mixed), Marine 6 / Traveller 6

Str: 16 (+3)
Dex: 14 (+2)
Con: 18 (+4)
Int: 14 (+2)
Wis: 12 (+1)
Cha: 11 (+0)
Edu: 12 (+1)
Soc: 5 (-3)


BAB: +12 (9 + Martial Training)
Melee: +15/+10/+5
Ranged: +14/+9/+4

Combat:
Unarmed: +17/+12/+7 (1d4+3 x2) (Brawling + Imp Unarm + Weap Focus)

Saves:
Fort: +7 base + 4 CON = +11
Refl: +5 base + 2 DEX = +7
Will: +6 base + 1 WIS = +7

Stamina: 120
Lifeblood: 18

Credits: 11,650

XP: 66,000

Languages: Galanglic (r/w), Irilitok (r/w), Trokh (r/w)

Skills:
Driving (4) 6
Gather Information (6) 7
Gunnery (10) 12
Intimidate (8) 11
K/Interstellar Law (5) 6
Leadership (12) 14
Pilot (4) 5
P/Administrator (7) 8
P/Cook (1) 2
Ride (0) 3
Sense Motive (12) 13
Spot (10) 11
Survival (6) 7
T/Medical (2) 3

Feats:
AP Light, Medium, Vacc Suit
Brawling
Connections (Military)
Improved Unarmed Strike
Point Blank Shot
Rapid Shot
Tactics
Vessels/Grav
Vessels/Wheeled (HW)
Weapon Focus (Brawling)
Weapon Focus (Cutlass)
WP Marksman, Combat Rifleman, Lasers, Swordsman, Ship's Weapons
Zero G Combat

Equipment:
???

Description:

5'8", 215lbs, 42 yo, White, Male, Human, Hair: Blonde (short), Eyes: Blue (steely).

If you'd never heard the expression "barrel-chested", you'd have no choice but to invent it on seeing Quinn for the first time. If he were a dog, he'd be a pit bull, and in fact, there's a good resemblance there that only gets stronger as he ages. His scarred knuckles and Marine Corps tattoos might give you the impression that he had a personality to match - and, in truth, you wouldn't be far off.

Details: Quinn has a large Marine Corps tattoo on the inside of his left forearm, and another tattoo of the face of a woman whose name he can't remember ("It was a long time ago, kid. Now shut up.") on his right sholder. He is missing the terminal digit from each of the last two fingers on his left hand. They were bitten off in a bar fight and never recovered ("Little **** swallowed 'em. I shoulda killed him just for that.") He has a wide variety of other scars too numerous to mention.

History:

The men of Phlume have hard hands. The women too: broad across the palm, with fingers like rolls of quarters. Forearms tend toward the large, and backs are generally strong. The endless plains can be unforgiving, and the people who work them have been shaped by the landscape's ungenerous nature.

Phlume is the kind of world where people whoop when they're happy and holler when they're mad, and do each in about equal proportions. It's the kind of world where the weather blows up fast and angry, and where there's not much to do indoors but drink and dance and fight. It's the kind of world where when the calves reach slaughter weight, the schools declare a holiday, lest, being empty, they look like fools. Phlume is the kind of world where children grow up strong and straight, and in the full knowledge that they are as far from the bright center of things as it is possible to be.

Quinn's father had always assumed that his oldest would stick around and take over the ranch, but he would be sorely disappointed. For as long as Quinn could remember, he had wanted nothing so much as to get offworld, and away from the stench of manure. He was a decent student, and a good athelete. He had the opportunity to go a good university and play [game], but he couldn't stand the idea of four more years on Phlume. Unable to flee, he stayed and worked the ranch trying to save for a ticket off-world. But it soon became clear that it would never happen - he had no talent for economy. Trapped in the life he swore he'd never settle for, Quinn's wild streak got wilder, and soon a fight that ended in gunplay nearly landed him in prison. And so his father dragged him down to the recruitment station and watched as his oldest son enlisted in the Imperial Marine Corps. Quinn got his wish. And he never saw Phlume again.

The Marines were good for Quinn. They channeled his aggression, and fostered his taste for responsibility. He proved to be an excellent Marine, if a bit wild when on leave. After a few years working internal security, he was reassinged to Qaarz, in the Ley sector, as part of a Task Force designed to quell the growing Vargr resistance there. He did his job, and did it well enough to be granted a commission, but he found himself secretly empathyzing with the Vargr. Thoroughly dominated and belittled by their Luriani overlords, the impoverished Vargr turned to violence out of desperation. It was a situation Quinn recognized well enough.

It was here, on Qaarz, that he was first driven to display his embarassingly wide heroic streak. Out of ammo, Quinn ran through the crossfire of a pitched battle to guide a small group of Vargr and Luriani children out of harm's way. He was given the Medal for Conspicuous Gallantry, and earned the respect of the Vargr resistance as well as of his own superiors.

He would spend nearly 20 years of his life with the Marines. During that time he would prove himself to be a competent administrator as well as a hard charger. In return, the Marines would decorate him repeatedly, and finally elevate him to the rank of Force Commander before he decided it was time for him to move on. When he was a young and angry man, the structure of a military life had been exactly what Quinn had needed to thrive. But as he entered middle age, he found it beginning to chafe, and as his third marriage entered its inevitable tailspin, he realized it was time for him to do something else with his life. It was time for him to let his hair grow a bit, and maybe shave a little less often than twice a day. It was time for him to report to no one but himself. And so he resigned his commission, signed the divorce papers, and booked passage on the first tramp freighter off world.

It's now four years later, and Quinn's found that the life agrees with him. He's as free as he wants to be. The skills he gained in the Marines are much in demand and he is never without work. Except for now. But the fact that the bank repossesed the aptly named "Occassional Cash" was hardly his fault. Neither was the fact that her captain had proven to be miserable speculative trader. But now, on Darumm, out of work and with the end of his savings in sight, he enters the lottery and hopes for the best. Surely someone on Dukh will see the value of his experience and give him the leg up he needs to begin the next phase of his life. In any case, he sure as hell isn't going back to Phlume.


Homeworld: Phlume 1611 C887624-8 - NI Ag G 610 Im G5 V M8 D
 
Last edited:

Zaedhrarrg
Male Vargr (Academic 1/Scout 1/Traveller 5)
Age: 34
XP: 24,000
Cr: 33,110

Str: 12 (+1)
Dex: 20 (+5) [+1 added for 4th level]
Con: 13 (+1)
Int: 18 (+4) [+2 Mustering out]
Wis: 10 (+0)
Cha: 15 (+2)
Edu: 13 (+1) [+2 Mustering out]
Soc: 13 (+1)

Prestige: 8


BAB +2
Fort: +0 (Base) +1 CON = +1
Refl: +5 (Base) +5 DEX = +10
Will: +5 (Base) +0 WIS = +5

Stamina: 45
Lifeblood: 13

Speed: 12m
Low-Light Vision
+1 attack with Claw (1d4+1)
+1 attack with Bite (1d6+4)
+2 Listen
+2 Search
+1 Spot

Languages:
Arrghoun, Irilitok, Galanglic, Solomani, Oynprith

Skills:
Gather Information 5 (+7)
Gunnery 10 (+10)
Knowledge (Ancients) 10 (+14)
Knowledge (Jump Space) 10 (+11)
Liason [CC] 1 (+3)
Linguist [CC] 5 (+9)
Pilot 10 (+15)
T/Engineering 4 (+5)
T/Astrogation 10 (+11)
T/Communications 3 (+4) [3x Homeworld skill]
T/Computer 1 (+2)
T/Medical 1 (+2)
T/Sensors 10 (+11)
Use Alien Device 10 (+10)


Feats:
Armor Proficiency (Light, Medium) [Class Traveller]
Weapon Proficiency (Marksman) [Class Traveller]
Vessel (Starships) [1st Traveller]
Weapon Proficiency (Ship's weapons) [2nd Traveller]
Obscure Knowledge [5th Traveller]

Research (Ancients) [Class Academic]
Skill Focus (Knowledge: Ancients) [Class Academic]
Pseudo-Eidetic Memory [1st Academic]

Armor Proficiency (Vac Suit) [Class Scout]
ZeroG/LowG Adaption [1st Scout]

Linguist [1st lvl]
Connections (Scouts) [3rd lvl]
Ship Tactics [6th lvl]

Vessel (Grav) [Homeworld]


Equipment:

Flak Jacket 2kg
> Reflec
Tailored Vac Suit 0kg

Long Range Communicator 1,5 kg
Short Range Communicator 0,3

First Aid Kit (TL 13) 1kg
Medscanner 1kg
Atmosphere Tester 1kg
Combination Mask 1kg
Survival Kit 23kg

Hand Computer 0,8kg
> Personal Communicator

Inertial Locator 1,5kg

Instant Print Camera (w/ Flash Attachment) 0,5kg

Wrist Watch 0kg
> Magnetic Compass
> Geiger Counter
> Pocket Magnet (1kg)

Forged Papers (Forgery +12) 0kg

Map of all Ancients sites in Gateway and Crucis Margin subsectors

Map of Ancients site on ...

Alien Dagger 0,25kg

MW Rifle(LA) 4kg 15+1 shots
2x Snub Revolvers (w/ Laser Pointer) 2x 0,25kg 6 shots [personalized, silver-plated, engravings + gold inlay, mother-of-pearl handles]


Description:


Background:

It's an old saying among the stars that some people have to grow up far too early and some never really do so, staying children forever. If you want an example for the second sort, you have to look no further than Zaedhrarrg.

One could say that Zaedhrarrg's fate had been sealed the very day he began his life. Born on Tireen II, a world built the Ancients so long ago, Zaedhrarrg was doomed to never get truly away from them. From his earliest years on his interest for anything even remotely connected to this mysterious race bordered on obsession. He was quickly labeled as "Different", a term which doesn't carry any positive connotations in his native tongue of Arrghoun. In his youth Zaedhrarrg began to explore the planet, always hoping to discover any trace of the Ancients. He didn't.

Instead he found something different: The last remnants of a small community of Droyne hiding away from the Vargr, or at least that is what he told those of his clan willing to listen to his outrageous stories. Most of them scoffed at the very notion because the use of scanners and forays by other Vargr never turned up a single shred of evidence to support Zaedhrarrg’s wild claims. The question how he then had managed to teach himself to speak Oynprith remains unanswered.

Upon his coming to age Zaedhrarrg was summoned before the circle of Elders who were to decide upon his future. Given his potential for charismatic leadership and proven ability as a pilot, they favored to enlist him in the planetary navy so that he could one day take command of one the clan’s space vessels in order to protect the planet. Zaedhrarrg’s responses shattered those hopes (his introduction of itching powder into the ventilation system of the council chambers also didn’t help much) and branded him a “Loner”, free to pursue his own destiny, though outside of any pack structures. He was immensely pleased with this development.

Zaedhrarrg further confirmed his clan’s low opinion of him when he chose to join the Imperial Interstellar Scout Service. Few Vargr ever bothered to enlist in the Scout Corps because of the solitary nature of many of its missions which did not appeal in the slightest to the rather gregarious Vargr and the resulting very rare opportunities to gain prestige. Zaedhrarrg, however, had no objections to these circumstances and enjoyed his work within the Corps.

His first assignments were a lot of routine missions, mostly courier duty under the watchful eyes of a Scout veteran every newbie got as a supervisor. Most of his spare time was spent on visiting Ancients sites wherever he happened to be at the moment and further, and for the first formal, research into their past. With the start of the Third Frontier War, Zaedhrarrg’s missions, by now a full-blown Scout, changed quite a bit. Technically still on courier duty he now brought critical components to hapless worlds caught in the war. Whether scientific expertise (in human form), mechanical parts for water plants or much-needed organic food ingredients, Zaedhrarrg utilized his superior piloting expertise coupled with amazing reflexes to break both through Imperial and Zhodani lines and blockades. There was just one thing that left Zaedhrarrg a little bit suspicious, if looks back upon those days: The longer the war went on, the more he had to deliver his cargo to military officials. While he certainly understood the need for martial law in such stormy times, it left a sour taste.

Nothing lasts forever, though, and even a war has to stop sometime. With the Third Frontier War slowing down into a crawl, Zaedhrarrg used his overdue leave to visit his clan on Tireen II. Whatever happened there is still a mystery to everyone who knows him, but when Zaedhrarrg returned, or as some say fled, prematurely to active duty, he had somehow acquired a haunted look and the habit of looking over his shoulder almost constantly, as if he expected someone to pop out of nowhere.

In the following years he accepted more and more dangerous assignments which led him to the fringes of the Imperium and beyond, culminating in an undercover mission in the Solomani confederation prior to the outbreak of the Rim War. After this, suddenly and out of the blue, Zaedhrarrg quit the IISS, citing complete disregard of his gathered intelligence as the reason. The first year of hostilities seemed to validate this point-of-view, as the Imperial Navy got beaten again and again; something that caused him to crack many a grim smile.

Truly free of all obligations for the first time in many years, Zaedhrarrg took to wandering, always in search of the Ancients. The Merchant Council on Dukh should provide the perfect opportunity to exchange findings and rumours with other “Ancients-scholars”.

Homeworld:

Tireen II B484673 – B Agricultural, Rich

The Tireen system, in the Knaeleng sector (Vargr Extents), is the place of one of the most impressive engineering works left by the Ancients. Five planets were brought to equidistant orbital points around the star to form the only known multiworld rosette in charted space. The planets were also transformed to offer identical environments, presumably similar to that of the homeworld of the Ancients.
The system was first charted by the Vargr in -2,530, who found at least one of the worlds still inhabited by Droyne. These Droyne have since died out.
The system is currently disputed over by two middle-sized Vargr interstellar empires, the Alliance of Tju and the Koenotz Empire. Regional governors from the empire of Varroerth have also expressed an interest in settling the system in recent years. When the Alliance managed to set up a settlement on Tireen II, the Empire followed suit with their own colonists. In true Vargr fashion, they did not choose another of the Tireen worlds, but the same planet as their rivals. Since then both factions have grown far beyond their original numbers, bringing the planet’s population up to (estimated) 3,200,000 Vargr.
Another development was the continued and steadily increasing cooperation between the two factions in light of the adverse conditions they faced on Tireen. They even managed to put their differences aside long enough to build the new spaceport as a symbol of the newly-found unity. However, such a state of harmony runs contrary to many customs of the Vargr and new cracks appear all too often, threatening to tear the fledgling community apart.
 
Last edited:


Tomas Makea
Human (Mixed), Navy 3 / Belter 3

Str:12(+1) Dex:14*(+2) Con:13(+1) Int:14(+2) Wis:15(+2) Cha:12(+1)
Edu: 17 (+3) Soc: 12 (+1)


BAB: +2 M+3 R+4 UBab +3 Dam1d4 (Brawling)
Fort:: +2 Base +1 Con = +3
Refl.: +2 Base +2 Dex = +4
Will: +6 Base +2 Wis = +8

Stamina: 35 (7+ 23 (roll 5, 3, 5, 5, 5 =)+5). Lifeblood: 13

Credits: 5200 XP: 18000

Languages: Galanglic, Vargr

Skills:73 (Total/Rank)

T/Engineering 11/8
T/Mechanical 11/8)
T/Electronics 11/8
T/Computer 3/0 (World rank 0)
T/Gravitics 9/6
T/Astrogation 8/5
T/Communications 4/1

Bluff 7/6
Demolitions 9/7
Gunnery (Ships Weapons) 9/7
K/Geology 4/1
Pilot 10/8
Survival 7/4
Appraise 5/3
P/Prospecting 3/1

Feats:
Starting Feats. : AP (Light, VacSuit); WP(Marksman, Laser); ZeroG/LowG Adaptation
Bonus Feats: Gearhead, Miracle Wkr, Jury Rig, Vessel (Starship), Vessel (Grav), WP(Ships Weapons), Brawling, Improved Zero-G Adaption, Ship Tactics or Damage Control (pending)

Equipment: 10,000 Cr
TAS membership (Traveller's Aid Society)
Backpack, Laser Pistol (and beltpack), Snub Pistol (and 10 rounds), Electronic Toolset, Mechanical Tool Set, Combo: Hand Computer + Personal Comunicator, Combination Mask, Metal Detector, Light Intensifier Googles.

Home World: Tech 10 Industrial


Appearance
Broad shoulders, tall and healthy Tomas is a fine man, who has benefited from a good hard working lifestyle in the Navy and as a Belt Miner. He has a mop of curly black hair with some grey creeping in around the sides, his eye are brown and his complexion tanned. His clothes are plain and functional for the most part, and he is rarely seen without his trusty hobnailed boots.


Age 31
Term1
12 yrs ago Tomas Makea was aged 19, he was a bored youth who had mostly stayed out of trouble (except for a couple of fights and petty crimes). Finally he joined the Imperial Navy his aptitude for mechanics earning him a place in the Engineering Branch were he excelled soon earning a reputation of being able to push any mechanical or electronic system way past its specs. Only problem was he also got a reputation for ‘amping’ things so much that they meltdown in a blaze of glory.

Age 21 and Tomas is sent out on a Heavy Cruiser fighting pirates enclaves out amongst the Spinward Marches on the fringes of the Empire. It was a real learning curve actually facing the reality of combat, especially when he earns a promotion to Space Hand.and become part of the ‘external crew’ assigned to work on the outside hull of the ship. Zero-G, and Pirate raids soon had Tomas becoming slightly more focussed and serious about life than he had been before. (6000xp, Rank=E2. 4 Years.)

It was also during this time on the fringes of the Empire that Tomas become intrigued, perhaps even enamored with Belters and the rough, simple life they lead. Okay it may have been romanticised but he was only 23 and the Belters he meet were the kind of hardworking, hardplaying types that make the job look easier than it really is. During the increasing quiet times between pirate strikes (the Navy was having a successful run so far) the again promoted Ensign Makea started heading out with the Belter Crews, taking more of an interest in the artifacts to be salvaged than the actual task of nickle extraction. His own talent for amping up the machines was something that every Belter could appreciate too and he was soon consider one of the crew. That all came to an end quickly when the Pirates made a last ditch raid on the Navy Installation and the Belter town that had formed around it

The Surprise is complete, with many afterwards suspecting treachery was involved, the fighting is hard a furious and many fall. The Base and Belter town is evacuated leaving Tomas amidst a small strike force to make a last ditch effort to use every resource available to ensure that the evacuation is a success and the Pirates stopped.
Taking a strikeship up with a load of high explosives the few survivors of the raid stop the Pirates in a most spectacular fashion – Tomas still wont discuss exactly what they did to blow the ship at just the right time and place. Many of the crew are never found but by some miracle Tomas and three others survive and are recovered three days later. It is two months before he recovers from his coma (8000XP, Rank O1,10000Cr and +1 Int.)

Weighing up the options Tomas declined the invitation to go back into Naval duty and instead joined up with the some of his old Belter Crew, where he has been working for the past 4 years, salvaging space junk, collecting interesting rock samples and amping machines

But the life on the fringes is getting hard too and so taking his leave Tomas decided to head home to see his father but before that happens…
 
Last edited:

Ruzz'koff

54852-69321-45-CB

Vargr Noble (Male)
Navy 5/Merc1/Noble 4/Merchant 1

Age: 33
180cm
56kg
Fur: Dusky grey
XP: 37.500

STR 6 (-2)
DEX 14 (+2)
CON 8 (-1) *
INT 16 (+3) @
WIS 8 (-1) *
CHA 12 (+1)
EDU 14 (+2)
SOC 17 (+3)

* Stat advancement
@ Mustering Out

Prestige 8
Speed 12m

Initative +6

Stamina: 34
Lifeblood: 8
AC: ????
BAB: 7/2
+1 with Claws/Bite

F 4
R 4
W 9

Languages:
R/W: Irilitok, Ganglic, K'Kree, Vilani, Gurvin


Skills:

Appraise 4 / 7
Bluff 5 / 6
Bribery 1 / 2
Broker 3 / 8
Driving 3 / 5
Foward Observer 0 / 3
G/Information 4 / 5
Gunnery 5 / 4
Intimidate 2 / 5
K/HomeWorld 0 / 3
Leader 13 / 18
Liason 14 / 19
Listen - / 1
Navigation 0 / 3
Pilot 5 / 8
P/Admin 0 / -1 (+1 when passing customs or filling out paperwork)
Recruiting 11 / 15 * 17 For actual recruitment
Ride 1 / 3
Search -/ 5
Sense Motive 5 / 4
Spot -/ 0
Survival 0 / -1
T/Astrogation8 / 10
T/Communications8 / 10
T/Computer 0/ 2
T/Engineering 8/ 10
T/Sensors 8/ 10
Trader 0 / 1

Feats:

AP/ Light, Medium, Vacc Suit
WP/ Swordsman, Marksman, Laser, Combat Rifleman, Ships Weapons
V/ Wheeled, Grav, Ships Boat, Starships
EW Specialist
Ships Tactics
Improved Initiative
Naval Architect I
Natural Born Leader
Trust Fund 3400cr/month
Martial Training
Barter
Narrow Escape

Equipment:


Breakdown:


Homeworld Skills/Feats:
Driving 1 =>V/Wheeled
K/HomeWorld 0
Ride 1
T/Computer 0
V/Grav =>Pilot 0

Merc: 4
Leader 4

Navy: 4x8 + 4x8 = 64
Driving 1=>3
Gunnery 5
Recruiting 11
P/Admin 0
Survival 0
T/Engineering 8
T/Astrogation 8
T/Communications 8
T/Sensors 8
Foward Observer 0
Pilot 0=>5
Navigation0

Noble: 2 x 8 = 16
Appraise 4
G/Information 4
Intimidate 2
Bribery 1
Sense Motive 4
Leader 4=>8

Feats:

Class:
AP - Light, Medium, Vacc Suit
WP - Swordsman, Marksman, Laser, Combat Rifleman

From Homeworld:
V/ Wheeled
V/ Grav

Navy:
EW Specialist
Ships Tactics
V/Ships Boat

Mercenary:
Improved Initiative

Level:
Naval Architect
V/Starships
WP/Ships Weapons

Noble:
Natural Born Leader
Trust Fund 3400cr/month

From Level up:
Noble +1

Stamina +5
F+1
R+1

Feat:
Martial Training (+2 BAB)

Skills:
Bluff 5
Sense Motive 1 =>5
Liason 3

From level up 10:

Noble 4

BAB+1
W+1
Stamina +4

Skills: 9
Leader +5
Liason +4

From Level Up 11:

Merchant 1

F+1
W+1
Stamina +1

Barter
Narrow Escape
Skills: 10
Liason 7
Broker 3

Prestige also went up by 1
 
Last edited:

Character: Trelene Scrautigue
Class: Navy/Prof/Trav/Acad
Level: 2/7/1/2
Race: Luriani
Homeworld: Daramm
Gender: Female
Date of Birth: 194-945
Homeworld Location: ?
Homeword UWP: ?
Actual Age: 45
Apparent Age: 45
Height: 175 cm
Mass: 55 kg
Hair: Brown
Eyes: Blue
Handedness: Left
Rank: [Navy] Spacehand (ret)
Title: [Makhidkarum] Vice President (ret)

Abilities:
STR 11 (12 - 1 Age)
DEX 13 (17 - 3 Injury - 1 Age)
CON 11 (10 + 2 Race - 1 Age)
INT 18 (17 + 1 Retirement)
EDU 24 (18 + 3 Level + 3 Retirement)
WIS 10 (12 - 2 Race)
CHA 10 (10)
SOC 14 (14)

Saving Throws:
Fort: +2
Ref: +6
Will: +11

Init: +3
Speed: 9m

Attack Rolls:
Melee: +2
Range: +3

Weapons:
Laser Pistol (1.2 kg)
Power Packs (5) (2.5 kg)

Skills:
Decipher Script +7 (1)
Driving +14 (13)
K/Interstellar Law +20 (13)
Navigation +14 (7)
Swim +17 (13)
T/Astrogation +20 (13)
T/Communications +20 (13)
T/Computer +20 (13)
T/Electronics +20 (13)
T/Engineering +32 (22)
T/Sensors +20 (13)
Use Alien Device +20 (15)

Feats & Special Abilities:
AP (Light) [navy start]
AP (Medium) [scout start]
AP (VacSuit) [navy start]
WP (Marksman) [navy start]
WP (Laser) [navy start]
Skill Focus (K/Interstellar Law) [academic start]
Professional Specialty (T/Engineering) [professional start]
Damage Control [navy 1st bonus]
Naval Architect [navy 2nd bonus]
Miracle Worker [professional 1st bonus]
Research [professional 2nd bonus]
Skill Focus (T/Engineering) [professional 4th bonus]
EW Specialist [professional 5th bonus]
Gearhead [professional 7th bonus]
Improved ZeroG/LowG Adaptation [traveler 1st bonus]
Advanced Knowledge (T/Engineering) [academic 1st bonus]
Xeno-Empathy [academic 2nd bonus]
Vessel/Submarine [world]
Hacker [1st level]
Jury Rig [3rd level]
Override Ship Security [6th level]
ZeroG/LowG Adaptation [9th level]
Skill Focus (Use Alien Device) [12th level]

Other Possessions:
None

Credits: 100,250

Languages: Galanglic, Luriani, Trokh, Vilani, Solomani
 
Last edited by a moderator:

Remove ads

Top