T20 - High Law and Low Justice - Rogues Galley

Trelelawiero, Male Aslan Mercenary Pilot

Trelelawiero
Male Aslan Mercenary Pilot/Sniper
Homeworld: Hryo
Height: 7’3”
Weight: 260 lbs
Fur: Brown, streaked with grey, “mane” is darker brown, almost reddish
Cr: 107.015

Terms 8
Age 46
XP:41,000
Level: 3rd Marine – 4th Mercenary – 2nd Traveller

Str 18 (+4) (+2 Race)
Dex 16 (+3)(-2 Race, +1 Level)
Con 14 (+2)
Int 12 (+1)
Wis 8 (-1) (-2 Race)
Cha 12 (+1) (+1 Level)
Edu 13 (+1) (+2 Muster Out)
Soc 10

BAB: +9
AC: 17 (AR 4) Flak Jacket, AC 21 (AR 6) CES, AC 20 (AR 3) TL 12 Vacc Suit
Melee: +13
Ranged: +12
Life Blood: 14
Stamina: 68
Init: +3
Fort: + 9
Reflex: +7
Will: +5
Move: 12m, 18 in combat

Marine Skills
Demolitions 6 (+9)
Pilot 12 (+15)
Gunnery 12 (+11)

Mercenary Skills
Intimidate 6 (+7)
T/Sensors 3 (+4)
Spot 3 (+2)

Traveller Skills
K/Gateway Domain Starports 2 (+3)

World Skills
Gambling 3 (+4)
T/Computer 0 (+1)

Feats
Vessel/Grav (world)
Vessel/Ship’s Boat (Marine bonus)
Vessel/Starship (Traveller bonus)
AP – Light (Marines)
AP – Medium (Marines)
AP – Vacc Suit (Marines)
WP – Marksman (Marines)
WP – Combat Rifleman (Marines)
WP – Swordsman (Marines)
WP – Ship’s Weapons (Marine bonus)
WF – Gauss Rifle (6th level)
WF- Cutlass (Marines)
Precise Shot (Merc bonus)
Rapid Shot (Merc bonus)
Point Blank Shot (3rd level)
Tolerance (1st level)
Zero/Low G Adaptation (Traveller bonus)
Zero-G Combat (9th level)

Weapons
Cutlass TL 3 Cr150 +14/+9 (1d8+4/18) 1250g
Blade TL 3 Cr50 +13/+8 (1d6+4/19) 350g
Dew Claw +14/+9 (1d6+4)
Auto Pistol TL 5 Cr200 Rng 45m +12/+7 (d10) 750g
3 magazines Cr30 750g
Autosnub Pistol TL8 Cr150 Rng 18m +12/+7 (d10) 250g
4 magazines Tranq Cr40 120g
4 magazines +8 AP Cr440 120g
Gauss Rifle w/ETS TL12 Cr4500 Rng 96m +13/+8 (2d12) 5300g
12 magazines Cr360 4800g
2 Smoke Hand grenades Cr20 2kg

Stored Reserve Ammo: 30 magazines Autopistol Cr900, 20 magazines Autosnub Tranq Cr200, 40 magazines Autosnub +8 AP Cr4400, 60 magazines Gauss Rifle Cr1800, 1cs. Smoke Grenades Cr200

Armor
Flak Jacket AR 4 Cr100 1kg
Or
Combat Environment Suit w/TL 12 Chameleon and Psi Shield AR 6 (AC +10) Cr6,500 3kg
Or
TL 12 Vacc Suit w/ TL 12 Chameleon and Psi Shield AR 3 (AC +6) CR13000 2kg

Equipment (carried as needed)
LR Communicator Cr 500 1.5 kg
Personal Communicator Cr250 .3 kg
Personal Medkit Cr 15,000 (loaded with Medical Slow) (always carried)
2 Supply Reloads Cr 1,000
20 doses Medical drug Cr 2000
20 doses Medical Slow Cr 2000
Combination Mask (always carried in case on belt) Cr150 1 kg
Hand Computer Cr1000 .5 kg
TL13 Binoculars Cr75 1kg
Electric Torch Cr 10 .5kg
Military Demolitions License Cr 500

Trelelawiero Hreayierlo, or Trel, as most humans of his acquaintance call him, grew up as a member of one of the many minor clans on Hryo. His clan was primarily involved in working and cultivating it’s small portion of land, and made the bulk of it’s living from serving in the private armies of one of the four larger clans. As he grew up, Trel had two passions, racing grav vehicles, and betting on those races. He also bet on mock duels, and eventually, by the time he was fourteen and ready to take up his life’s path, he’d even learned some human card games from spacers he’d met at the space port. During the course of those games, he began to come to at least a cursory understanding of the curious creatures that seemed to run so much of the universe.

One night, after drinking a bit too much, and as the result of a bet with an equally inebriated human spacer, who was an ex-marine, Trel found himself leaving Hryo on his way to be an Imperial Marine.

The Imperial Marines were a revelation to the big Aslan. He was no longer the biggest, toughest being around. A five foot tall female combat instructor made that clear to him his second week in basic training. When he figured out that she was a female he was especially mortified. On the plus side, he was trained intensively in flying an assault boat, and in the fine art of manning shipboard weapons, though his lack of patience sometimes interfered with his gunnery.

After he was trained, he was assigned to a regiment supporting a naval task force on anti-smuggling operations. The next three years were a fairly monotonous round of ship inspections and patrols, though there were a couple of incidents that gave Trel his first taste of combat, and he loved it. He also was trained in disarming explosives, since some of the smugglers had taken to leaving care packages of plastic explosive to foil rival smuggling gangs trying to hijack their cargos. That warfare between smuggling groups was what had prompted the Imperial intervention in the first place.

His time with the Imperial Marines was fated to end, however, when the regiment he was assigned to was disbanded at the end of the operation. He was however, given a high passage warrant, which he took and put away for future need.

He was able to put the warrant away because Carlson’s Light Cuirassiers, a high end mercenary grav cavalry battalion, was recruiting at the base where the regiment was disbanded. Many of the ex-marines signed up, as did Trel. It seemed like an ideal way to keep searching the stars for land he could take as his own.

A month later, he found himself back on Hryo, helping the Cuirassiers recruit other Aslan to fill the ranks of a new assault infantry company the unit’s commanders were building. This activity bored the impatient Aslan to tears, and he spent most of his time improving his skills with a gauss rifle.

Still, he spent enough time helping the human recruiters negotiate the morass of dealing with Aslan males, and even fighting the occasional honor duel with diverse annoyed Aslan, that the Cuirassiers made him a corporal. At the end of the assignment, he had great hopes of getting back out on among the stars, and into a line slot.

Given Trel’s uninspiring luck, this was not to be. Instead, he spent another four years traveling from Aslan world to Aslan world, recruiting young males for the Cuirassiers, who were in the process of growing from a grav cavalry battalion to a combined arms regimental combat team.

Still, he put his full effort into the work, and was fairly successful at it. The number of Aslan who challenged recruiters over simple questions dropped significantly, and a steady flow of Aslan soldiers filled the ranks of the Cuirassiers. Finally the recruitment drive ended, as the mercenary regiment completed their expansion. Trel finally looked forward to getting back on the frontlines.

Of course, that’s not what happened. The Cuirassiers had a lot of Aslan soldiers to train. Soldiers who didn’t always take well to having humans bellowing orders at them, at least at first. Trel threw himself into his assignment, his size and strength, as well as his experience with tolerating humans, sometimes making the difference between an honor challenge, and an Aslan recruit following instructions. His actual assigned duties, however, were mostly on the firing range, where he worked as an instructor. For eight years he worked in the Cuirassier’s training company, small groups of recruits coming through, and being processed for line service. He was promoted to sergeant, and took change of the training company’s firing range, moving away from his focus on fellow Aslan,

However, he finally grew tired of his existence as a trainer of others to go and fight, and that dissatisfaction eventually became obvious. After a drunken, savage, and bloody brawl between Trel and a pair of his fellow mercenaries, one of them a nephew of Colonel Carlson herself, he was quietly allowed to depart the Cuirassiers, with a modest severance and another high passage in his scrip.

Shortly after leaving the mercenary unit, he found himself at loose ends, but that didn’t last long. He answered an ad for a pilot needed for a frontier colony starport. He ended up working as a shuttle pilot for the downport, moving cargo down from the tiny highport, and spending his spare time exploring, looking at possible tracts of land. He also found time to get certified on starships. It was a reasonably comfortable existence, until Vargr raiders attacked the colony in force. Given the colony’s distance from any Imperial bases, and the fact that no ship escaped to give warning of the initial attack, it was several weeks till a naval task force arrived to drive the raiders away. Trel was in his element, making full use of his skills with the colony’s small militia force, until finally, a few days before the Naval force arrived, he found himself facing a squad of Vargr in a village, with a group of untrained farmers, and a couple of constables, and a wrecked cutter. The Vargr went into a mass grave, Trel went to the hospital, with three bullets in his chest and arm.

The incident apparently reached some high ranking ears, because upon leaving the hospital, Trel was approached by a Luriani to undertake a mission. The mission was guarding a emissary involved in negotiating a delicate agreement with a local government within the Domain. The amount offered him for undertaking the mission caught Trel’s full attention, it was enough money to buy considerable land. The emissary herself also caught Trel’s attention, as she was a Aslan female of honorable lineage and admirable qualities, both physical and personal. The mission itself was only moderately eventful, Trel only bloodied dewclaw on one would-be assassin. At the end of the mission, the female, Woleireiyeo, agreed to be his mate.

He joined her in service to the Luriani house she served, the Melwan, a house subordinate to and allied with the Nells family. Trel quickly realized that service to this house was not for him. His mate also grew tired of the way the Luriani treated their minority associates, and finally, the two of them decided to seek some other way of making a living, with an eye eventually toward returning to that frontier colony, and the open land to be had there. That decision somehow led them to the current situation.
 
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Character: Gwydion Letharan
Class: Barb/Acad/Scout/Merc/Traveller
Level (11) 4/1/3/1/2
Race: Vilani
Homeworld: ire
Gender: Male
Date of Birth: unknown
Homeworld Location: ?
Homeword UWP: ?
Actual Age: 40
Apparent Age: 32
Height: 185 cm
Mass: 92 kg
Hair: Red
Eyes: Green
Handedness: Left
Rank: (barb) Hunter (merc) Sec Lt

Abilities:
STR 17 +3
DEX 16 +3 (15 +1)
CON 14 +2 (13 +1)
INT 20 +5 (16 +2 +2 (prior hist))
EDU 16 +3 (11-3 (homew) 12 bach 14 master + 2 prior hist)
WIS 14 +2
CHA 12 +1
SOC 9 -1

Saving Throws:
Fort: +9 = 7+2
Ref: +9 = 6+3
Will: +10 = 8+2

Init: +3

Speed: 9m

BAB +8
Attack Rolls:
Melee: +11/+6
Range: +11/+6

Weapons:
Masterwork Broadsword +12/+7 2d6+4 (19-20 x2)
Masterwork Blade +12/+7 1d6+3 (19-20 x2) r 1.5
Gauss Rifle with Electronic Telescopic sights
+11/+6 or +9/+9/+4 2d12 RoF 1/4/10 Range 192 Ammo 40
Snub Pisto
+11/+6 or +9/+9/+4 1d10(x2) ROF 1 Range 18 ammo 15

Armor : 4 (Flack Jacket)
AC 17 (10+3+4)

Stamina : 84
Lifeblood : 14

Skills:
Animal Empathy 5 = 2+0+3
Climb 4 = 1+0+3
Driving 12 = 9+0+3
Handle Animal 3 = 2+0+1
Hide 12 = 7+2+3
Intuit Direction 5 = 3+0+2
K/Xenobiology 11 = 6+2+3
Listen 7 = 5+0+2
Move Silently 12 = 8+2+2
Navigation 10 = 7+0+3
Pilot 14 = 9+0+5
P/Hunting 8 = 6+0+2
Ride 5 = 2+0+3
Spot 10 = 8+0+2
Survival 10 = 8+0+2
Swim 5 = 2+0+3
T/Communications 6 = 3+0+3
T/Computer 6 = 3+0+3
T/Electronics 12 = 9+0+3
T/Mechanical 12 = 9+0+3
T/Medical 5 = 2+0+3
T/Sensors 6 = 3+0+3
Tumble 5 = 2+0+3

Equipment Carried:
Clothing :
Sturdy boots, woolen kilt, Broad leather belt with a few pouches, cotton shirt, Leather-covered flack jacket with scout insignia.
Weapons:
Broadsword in scabbard over right shoulder, Long knife at left hip, Snub pistol at right hip.
Other:
Small portacomp/communicator, Small foldable tool/knife/screwdriver/cutter, one loader with extra ammo.


Feats & Special Abilities:
AP (Light)
AP (VacSuit)
AP (medium)
WP (Marksman)
WP (Combat Rifleman)
WP (Swordsman)
WP (Archer)
Research
Skill Focus (Knowledge)
Brawling
Dodge
Pseudo-Eidetic memory
Far Shot,Point Blank Shot, Precise Shot, Sniper, Rapid Shot.
Stealthy
Vessel : Ground, Ship's Boat, Grav, Aircraft, Watercraft

Other Possessions:
Host Env Suit (AR 5, Max Dex +2, ACP -3, 40 kg, Speed 6, AC 17)
Spare clothes, Scout overall, Gauss rifle with scope (electronic, termographic, telescopic), spare ammo.
Survival & hunting gear.
Young T'tlain named tommy :(smal cat-like reptiloid adept at chasing vermin,fairly intelligent)
(Small animal, Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 7, Lifeblood 6, Init +3, Speed 12m, AC 15 (+1 size, +3 dex, +1 nat) 2 Claw +5 1d3+1, Bite +0 1d4+1, Fort +4, Ref +5, Will +1,, Balance +10, Clim +5, Hide +17, Listen +4, Move silently +9, Spot +4, Weapone finesse (bite, claw),Scent, Low-Light Vision Tricks : fetch, stay, guard, follow smell, open door, Go To Cabin! (enters and closes airtight survival case))
Small airtight survival case for tommy with a life system of 24 hrs.

Credits:?

Experience:55,000
Languages:
Gaellic
Vilani
Galenglic
Iritok
Aslani


Outlook:
You see a tall, muscled man of Vilani stock. His long black hair starts to show a hint of gray and is tied behind his back in a small braid. The right side of his face and neck is tattood in a swirling pattern and his ear is pierced in several places, sporting silver jewelry with the same design.
He wears sturdy boots, a skirt made out of coloured and woven wool, and a shirt of white cotton. A belt made out of dark leather encircles his waist. Besides two synthetick pouches hangs a sturdy snub-pistol and a hand made long knife, in a scabbard market with the same pattern as the tattoes. Ovet this he wears a leather flack jacket wich proudly shows a few Imperial Scout buttons and an emblem of a mercenary group. The hilt of a broadsword sticks out over his shoulder.
A cat-like reptiloid creature the size of a lynx sits at his feet and examines you with the same inerest as you have shown his master.

Background:
Gwydion grew up on a low-tech world, as second son of a clanleader (think scottish highlands). He was trained as a hunter and partook in the traditional sports of cattle-stealing, chasing after women, hunting and fighting.
When he was sixteen years old a scout-ship crashlanded on the planet, in the forests near his clanlands. The wounded scout was brought to the castle and recovered from his injuries. He befriended the young warrior, and told him many tales of the "civilised world".
It was he who accompagnied the scout back to the woods to see what was left of the ship.
He watched in fascination as the scout got the power back online, and then the communication system, and the computer.
It was almost a year before rescue came. The yong warrior accompagnied the scout into space, getting a scholarship from the scouts to study.
He even finished his bachelor degree in Xenobiology. At university he at first tried to blend in with the other students, but soon realised they had little in common. From then on he never again lost touch with the heritage of his people, not caring that he stood out and didn't quite fit in. Afte rgraduation he joined the scout service in repayment of his scholarship, and was happy to come home again.
In those twelve years he served mainly as part of a border scouting team, specialising in on-planet scouting and survival. He has seen more class E starports and low-tech civilisations than he cares to remember. He has learned to ride, drive, fly, sail, salvage and repair everything that moves on, over and under land, from horses to grav-sleds, from air balloons to combustion engine airplanes. He is currently studying spaceshipflight and need a few more flighthours before he can get his official diploma.
He left scout service after his last mission on wich his old friend got killed by the natives. The scouts got caught in an ambush by a military force on a balkanised world. They were mistaken for enemy forces. He asked to be placed on non-active duty and joined a mercenary team headed for the conflict. Four years later, with fighting still going on on the planet, he decided that enough blood was shed to avenge his friend, and left.
He has been travelling the starts since then, joining one crew after another, sometimes as mechanic, sometimes as gound security, hunter on expeditions, whatever is within his capabilities.
 
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From:

http://www.enworld.org/showpost.php?p=1157163&postcount=282

RULE 0 Alert!


The T20 book has a ton of feats that give +2 to multiple skills, such as Alertness (+2 to Spot and Listen Checks). It also has a bunch of skills that give only +2 to a single check, such as Carousing (+2 to Gather Information in only certain social settings)

RULE 0: Any feat providing a bonus to only 1 skill grants +3 to that skill, not +2. If the feat is applicable under only certain conditions (such as Carousing), the bonus is +4. Skill focus applies to one skill at +3. Feats that impact more than one skill are unchanged (such as Alertness).
 

Tuan Nguyen, Professional Itinerant and Dogsbody General

Tuan Nguyen, Professional Itinerant
Human (Solomani), Male, Age 38

Rogue 3 / Army 2 / Traveller 5

Str: 13 (+1)
Dex: 14 (+2)
Con: 14 (+2)
Int: 18 (+4)
Wis: 14 (+2)
Cha: 16 (+3)
Edu: 14 (+2)
Soc: 10 (+0)


BAB: +7 (5 + Martial Training)
Melee: +8 / +3
Ranged: +9 / +4

Combat:
Unarmed: +8 / +3 (1d4+1 x2) (Brawling)
Dagger: +8 / +3 (1d4+1/19)
Telescoping Stealth Baton: +8 / +3 (1d6+1)
Snub Pistol: +9 / +4 (1d10) (+11 / +6 at close range) (Range: 21m)
Combat Shotgun: +9 / +4 (3d6/2d6/1d6) (+11 / +6 at close range) (Range: 3m)


Saves:
Fort: +2 base + 2 CON = +4
Refl: +9 base + 2 DEX = +11
Will: +4 base + 1 WIS = +5

Stamina: 57
Lifeblood: 14

Credits: 29,720

XP: 38,000

Languages: Galanglic (r/w), Vilani (r/w), Irilitok (r/w), Vuakedh (r/w), Trokh, Solomani, Sopat, Luriani, Basic Sylean, Ursa

Skills:
Bluff (10) 13
Bribery (12) 16
Driving (6) 8
Entertain (5) 8
Gamble (10) 14
Gather Information (12) 15
Gunnery (12) 14
Hide (11) 14
Listen (5) 7
Move Silently (5) 7
Pilot (6) 10
Speak Language (6)
Spot (9) 11
Survival (9) 11
T/Communications (1) 3
T/Computer (1) 3
T/Robotics (1) 3


Feats:
AP/Light, Medium, Vacc Suit
Brawling
Connections (Traveller)
Dumb Luck
Jack of All Trades
Martial Training
Obscure Knowledge
PMOS/Spot
PMOS/Survival
Spot Trouble
Vessel/Starcraft
Vessel/Grav
Well Connected
WP/Marksman, Combat Rifleman, Swordsman, Ship's Weapons

Equipment Carried:
Threadbare coveralls (surplus orbital fatigues from the SDF of some pitstop of a world in the Diaspora Sector), heavy leather workboots (extremely worn), canvas belt, leather jacket (weatherstained), StealthStik, dice, playing cards, mouth harp, hipflask full of rotgut

Weapons:
EnviroCombat Combat Snub (18mm Snub Autopistol w/ laser dot pointer + holster & webbing + 2 full 20 round mags & 10 loose rounds)
SGS Gatekeeper (Combat Shotgun w/ laser dot pointer + sling + 3 full 4 round mags & 28 loose rounds)
Close Quarter Survival 10 (Utility Frontier Knife [as dagger])
Karlstein Melee StealthStik (Telescoping Stealth Baton w/ Stealth Factor 5)

Other Equipment:
Tailored Vacc Suit (AR 2, Max Dex +2, ACP -0, - kg, Speed 9, AC 18), Personal Communicator, Cold Weather Clothing, Combination Mask, Extra Coveralls (much like the ones he's wearing), Duffel


Description:

5'6", 115lbs, 38 yo, Male, Human, Hair: Black (greying and shaggy), Eyes: Brown (watchful).

Despite his unimposing stature and rather homely face, there is something about Tuan Nguyen that catches the eye. Short and wiry, he has an inexplicable fondess for badly worn overalls of indeterminate origin, so faded and threadbare that it is difficult for the casual observer even to guess their original color. His hair is perpetually unruly, his boots are a disgrace, and his figernails are bitten down to the nubs. But beneath the unkempt exterior, behind the placid brown eyes, something stirs.

Homeworld: Inthra, Old Expanses (0607) C422AD9-9 A Hi In Na Po 524 Im

Though the narrow thaw-band which girds equatorial Inthra is administratively divided into seperately governed polities, it is, in every meaningful way, a single, undivided city circumscribing the entire globe, broken up only by the world's few heavily polluted minor seas and those areas too mountainous to develop. With a mean population density rivaling that of NYC in the late 20C, most of the urban expanse is a slum, 500 miles wide and streatching over 13,500 miles, dotted with fume-belching factories and the glittering enclaves of the ultrarich. The heavily polluted atmosphere is both bitterly cold and highly caustic, tending to somewhat discomfit the lungs of newcomers. The planetary government is a repressive theocracy which preaches that one can achieve transendance only through hard work and suffering, of which there is an overabundance. While the theocrats and industrialists live in palatial apartments in the bejewelled highrises of the city cores, carefully insulated from the squalor which surrounds them and ferried from enclave to enclave in their armored grav limosines, the poor suffer in abject misery, dying from eminently preventable diseases, killing one another over what scraps they have, and struggling simply to stay warm and alive. Planetwide, there is a perpetual low-grade insurrection, which occassionally threatens to break out into open civil war. The scope of that unrest, however, is vastly exaggerated by the world government in order to justify their huge military expenditures. The fact is, most of the populace is too beaten down to care.

History:
Tuan's father died when he was very young, killed in one of the industrial accidents that are a daily part of life for the working poor of the Giang Sector of Inthra. His mother struggled to make ends meet alone, but with six children to feed it wasn't long before she had no choice but to send her eldest out to work in the very factories which had robbed them of their father. Tuan was forteen years old, and tempermentally ill-suited to factory work. He was fired for flagrant insubordiation on his third day, but fortunately his rather public act of defiance so impressed his fellow coworkers that one of them passed his name to several members of the Truong crime family.

Suddenly things got a little better for the Nguyens. Tuan began his illicit career running errands of various sorts for made members. After proving himself to be reliable and resourceful, he graduated to look-out for a bookmaking operation. Over the next few years he spent as much time watching the bookies as watching for the provincial cops, and he learned the ins and outs of the business. His family had enough to eat a decent place to live, and Tuan had a future laid out for him with the family. Two weeks before his eighteenth birthday, however, the good times came to an end as the storefront shop which was the bookmakers' front was bombed by a rival organization looking to expand their territory. Tuan was only slightly injured in the blast which killed his employers, but was picked up by the provincial police as he wandered nearby, dazed and bloody. It soon became clear that he was more than simply a witness and he was held over for trial.

Justice on Inthra is a rather haphazard affair, and though he was charged with no particular crime, Tuan was given a choice between signing on at one of the polar mining facilities or enlisting in the theocracy's army. Thinking it would be easier to go AWOL than to sneak away from an arctic installation, Tuan chose the latter, but it was made clear to him almost immediately that deserting would have dire consequences for his family. With no choice but to stay, he made for a rather diffident soldier, at best. And as the resistance heated up, and skirmishes became more frequent, Tuan and his fellows were more interested in staying alive than crushing a rebellion of half-starved kids. They played their parts as much as was necessary to keep from being disciplined, but no more. And as the end of his four-year enlistment approached, Tuan began laying plans for getting offworld.

That Spring, in the Giang Sector, it became clear that the rebels were somehow being supplied from offword. The resistance stiffened, now heavily armed, and a leader arose from among the disperate groups: a charismatic former member of the Truong family. The Theocracy responded to these developments with an increasing sense of panic, and after an emergency meeting of the Grand High Council for State Security, with an orbital bombardment of the entire sector. Millions died, consumed in a nuclear fire. Among them, were Tuan's mother and all but one of his brothers.

Ten days later Tuan was in jumpspace, with his brother in tow, the Truong-financed blockade runner made suddenly richer by the small fortune for which his unlikely passengers could not properly account. But he was not the type to ask questions.

Two years after their escape, while working the big freighters in the major shipping lanes of the Old Expanses, Tuan and his brother had a falling out and split up. Tuan hasn't seen or heard from him since, and has spent the intervening years wandering the extents of charted space with no particular ambition and no direction in mind. He has not had a fixed address for over twenty five years and would not have it any other way. His fellow wayfarers are his brother and sisters, and he owes and is owed favors from one end of the Imperium to the other. He's picked up a little bit about a lot of things, he can do some of this and some of that, but mostly he just greases the wheels. He smooths things along and makes them a little bit easier. He likes for things to be easy. He figures he's earned it.
 
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TAS form 11

Crew/Passanger Manifest

Date: 216/911

Ship name: Vykris


Captain the Honorable Ruzz'koff
Captain
Gergigi

Ms Trelene Scrautigue
Chief Engineer
Daramm

Gwydion Letharan
1st Officer
Ire

Mr Saanath
Purser
Kansas

Doctor Ktarlewaweikye Os Tehlayew Olui
Medical Officer
Hyro

Tuan Nguyen
2nd Officer
Inthra
 

If you really care about terms of shipping I can post the gory details, otherwise it is just colour.
Containers are 10 foot square and are 40, 30, 20 or 10 feet long - sized A to D.

1000 square feet is 2 dtons.
 

Attachments


Passanger List:

Administrators Party (Dukh to Annapabar)

Ashur Gudeli
Melissah Gsyrgyn
Jake Carling

Dukh-Shirgegge: Now Disembarked:
Miguel Antonescu (Deceased)
Malico Sharisgara
Curtis Foster
Elisabeth Black
Maxine Zdrac
Govindra Ishaga
Eleanor Carnot


Embarking at Shirgegge, disembarking at Bleue Mer:
Toled Omslaw (Vet)
Elizabeth Shaw (Animal Handler)
Both Pharmacorp employees
 
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Deck Plan & Stuff:

Those are GURPS stats BTW, when I have a day or two to kill I'll translate into T20

That day has arrived:

Vykris, ne Taran's Wanderer

Class: Scout Merchant, Type SM
Tech Level: 9 w10 & 12 components
Size: Medium, 400dt
Streamlining: Partial
Jump Range: 1 x J3
Acceleration: 2G
Fuel: 120 tons
Duration: 4 weeks*
Crew: 1 Pilot, 1 Astrogator, 2 Engineers (Really 1.37), 1 Medic (1 steward - depending on Payload)
Staterooms: 8
Small Cabins: 0
Bunks: 0
Couches: 0
Low Berths: 2
Cargo Space: 91 tons
Atmospheric Speeds:
Max 3500 kph, Cruise 2625 kph, NOE 875 kph


EP Output: 16 ( 2 extra)
Agility: .5 (ie: 0)
Initative: 0
AC: 10
Repulsors: None
Nuclear Dampers: 0
Meson Screens: 0
Black Globes: 0
AR: 0
SI: 145
Main Computer: Model 3 (300CPU)
Sensor Range: Medium (3)
Comms Range: Close (2)
Cost: 216,392,000 (NEW)

Triple Turret:
3 x Missile Racks
Triple Turret:
3 x Pulse Lasers
Triple Turret:
3 x Sandcasters
Triple Turret
2 x Beam Lasers
1 x Mining Laser

Other Equipment:
Engineering Shop
3 missile Magazines (60 missiles)
1 Sandcaster Magazine (20 shots)
Gig.
TL 12 Fuel Processor
Fuel Scoops
Lab
Sickbay



Gig
Cone w/Airframe Hull
Acceleration: 4G
Small Craft Couch: 10
Cargo: 5.1
Computer: Model 1 bis
Sensors: (1)
Comms: (1)


Design Specs:


* Note that I am not playing that Fusion Reactors need 1 ton of fuel a week…
 

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Finances:

http://www.enworld.org/forums/showpost.php?p=2632868&postcount=338

Also:

http://www.enworld.org/showpost.php?p=2617733&postcount=74

After a good deal of discussion the groups settles on purchasing Taran's Wanderer from the Highport of Dukh, ICC.* By pooling their resources into a limited partnership** (including the vast majority of Ruzz'koff's saved turst fund dispersements (and a MCr1.00 silent investment made by Zaedhrarrg before he returns home), the group is able to put together a ten percent down payment on the ship. Even with a very favorable interest rate obtained as a result of the Scout Service's endorsement, the annual payment is daunting: MCr3.20 once a year for forty years. Despite your ability to show that at least the first two years payements are covered by the remaining portion of the salvage settlement owed you by Malikot Enterprises, Mr. Tukera expresses concerns about the payment several times over the course of drawing up the purchase contract.


Figure that after the government picking up some of your expenses the past few months, but without having been able to work, and having just put a huge chunk of change (including accumulated money from Ruzz'koff's trust and Trelene's pension) down on the ship, you are about money-neutral from the beginning of play. For ease, we'll say the folowing:

Ktarle: 50,000
Saanath: 20,000
Ruzz'koff: 60,000
Trelene: 100,000
Gwydion: 50,000

Stuff:

Medical equipment:
First Aid Kit:
--TL 8-12. Cr250. +2 to First Aid checks.
--TL 13-15. Cr500. +4 to First Aid checks.
Field Medkit:
--TL 5-7. Cr1000. +2 to medical checks
--TL 8-12. Cr1250. +4 to medical checks
--TL 13-15. Cr2500. +6 to medical checks
Personal Medkit:
(this is a personalized and automatic medkit that injects you with needed drugs as it monitors your vitals)
--TL 12. Cr15000, plus Cr500 for basic drugs
Autodoc:
--TL 13. MCr1.0, plus Cr100,000 for supplies
Low Berth:
--Cr50,000
High Powered Microscope
--Cr100,000
Portable Lab
--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

Medscanner:
--TL 12. CR10500. Diagnoses as Dr of skill equal to tech level.

Surgical table and equipment.
--TL 9. CR20000.

Pharamceuticals, per dose:
--Antitoxin, Cr250
--Combat Drug (+4 Strength, +5 Lifeblood), Cr750
--Fast Drug (slows metabolism), Cr2000
--Fast Drug Antidote, Cr900
--Medical Slow Drug (speeds healing, stops bleeding), Cr100
--Slow Drug (equivalent of Haste), Cr5000


Currently in the medlab
1 Medical scanner
1 Medical Scanner computer
1 TL12 Field Medical Kit
1 Exam table
1 Basic Microscope
10 doses medical slow drug
2 doses Antitoxin


Food:
If you cook for yourselves (and for your passengers), You will need to spend Cr4500 to get 1.5 Tons of food, which will feed 8 people for 25 weeks.

If you buy prepackaged rations, you will pay Cr25200 for .75T of food which will feed 8 people for 25 weeks


Armaments: Standard cost(cost on Dukh):
Vac Suits
--AR4/+0 Max Dex/-5 Armor check: Cr 9000 (9100)
--AR2/+6 Max Dex/-0 Armor Check: Cr9000 (12000)
--AR2/+4 Max Dex/-2 Armor Check: Cr7000 (9200)

Guns:
Weapons of TL 9 or below are normal price.
Laser pistol: Cr1000 (Cr2200) plus Cr100/25 rounds (Cr220/25 rounds)
Laser Rifle: Cr3500(Cr4000) plus Cr300/100 rounds (Cr500/100 rounds)
Military grade weapons are currently unavailable on Dukh


>>>Anyone willing to mess around with this is more than welcome
 
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Here's the Accounts:

I need to run the figures for your run to Shirgegge to see how close you come to breaking even by the rules in the book. I will guess nowhere close, in which case I will know by what factor I need to increase your freight and passenger rates by to keep things interesting.
 

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