Lt. Mav Oroshi
As already mentioned, most of the Seshai people present in what is now the Crimson Imperium are philosophically opposed to it, and have either chosen to take up arms against it or treat it as a natural disaster against which they are sheltering in place. But that ignores a small percentage of them who have chosen to serve, either because of personal ambition, sincere belief in the principles of the Imperium, or the notion that they can better improve matters from within the system than from outside it. The latter possibility is exceedingly hubristic, of course, but the Seshai have never been short of those who have an overly high opinion of their talents.
Lieutenant Mav Oroshi is one such Seshai, one of the first to rise to the post of Lieutenant in the Imperium Navy. This is not quite as awesome an accomplishment as it might seem. Creating the post of Lieutenant was one of the reforms introduced by the Crimson King when he overhauled the structure of the Navy following his rise to power. Before that, should the Captain of a Naval vessel be incapacitated or otherwise removed from duty, the most senior Commander aboard would take their post, where now the designated Lieutenant will do so. While this makes for a somewhat smoother chain of command, it seems likely that the large fees demanded to take the exams for the position, almost as much as those to take the exams for Captaincy, were the motivation behind the change.
At the start of his career in the Navy, Lt. Oroshi vacillated between a sincere belief in the Imperium -- or at least the idea that it was better than any hypothetical state that might exist in its place -- and an optimistic confidence that he could make a positive change in the way that it operated, at least in any small corner of it where he might be assigned. The last decade* has done a number on both ideas, but he has managed to avoid slipping into total self-interest and careerism. He has sometimes considered reaching out to contacts in the Insurgency in order to act as a double agent, but fear of the consequences of failure has kept him from doing so.
One of the sources of that fear is his genuine respect for the talents of his current superior, one Rylan Kester, Captain of Heavy Destroyer 3L1T3. Kester is practically his antithesis, being entirely devoted to his own advancement (and amusement) but Oroshi knows that he has one of the sharpest minds he has ever encountered, and combines a talent for strategy with a keen political understanding. If Lt. Oroshi were to betray the Imperium, Kester
would discover it, eventually, and the possibility that Oroshi would
not die as a consequence is truly terrifying -- because it would mean that he was being used to feed false information to the Insurgency.
Another source is the current assignment of their vessel, essentially ferrying the so-called Scarlet Knights on their debut assignment, a visit to a weird planet in the Unclaimed Regions. As the second-in-command of the vessel, Oroshi has had a number of encounters with these special agents of the Crimson King, and each of them has made him
extremely concerned about the direction of the Imperium. The best of them is a dangerous opportunist and the worst a literal monster. But all of them are potential threats pointed at him, as well.
For now, he has chosen to focus his efforts on learning about this planet "Earth" that they will reach in a few months. Bizarre sounding place, but potentially interesting all the same ...
Lt. Mav Oroshi -- PL 7
Abilities:
STR 2 |
STA 3 |
AGL 3 |
DEX 4 |
FGT 4 |
INT 5 |
AWE 3 |
PRE 3
Powers:
Boosted Reflexes: Enhanced Advantages 4 (Evasion, Improved Initiative 2, Uncanny Dodge); Enhanced Defenses 4 (Dodge 2, Parry 2) - 8 points
Communications Implant: Enhanced Skills 1 (Technology 3), Limited to Security; Radio Communication 3, Subtle; Senses 2 (acute radio) - 15 points
Eyemods: Enhanced Advantage 1 (Improved Aim); Senses 3 (analytical visual, infravision, ultravision) - 4 point
Advantages:
Assessment, Defensive Attack, Equipment 6,
Evasion, Improved Aim, Improved Critical 2 (blaster rifle),
Improved Initiative 2, Power Attack, Precise Attack (Ranged/Cover), Seize Initiative, Set-up, Teamwork,
Uncanny Dodge.
Equipment:
Protective Uniform (Protection 4, Subtle), Blaster Rifle (Ranged Damage 8, Accurate), and 8 points as needed.
Skills:
Athletics 5 (+7), Deception 8 (+11), Expertise: Galactic 6 (+11), Expertise: Military 7 (+12), Insight 9 (+12), Intimidation 6 (+9), Perception 6 (+9), Technology 3 (+11/+8), Treatment 2 (+7), Vehicles 6 (+10).
Offense:
Initiative +11
Unarmed +4 (Close Damage 2)
Blaster Rifle +6 (Ranged Damage 8, Crit 18-20)
Defense:
Dodge 7/5, Parry 6/4, Fortitude 5, Toughness 7/3, Will 9
Totals:
Abilities 54 + Powers 27 + Advantages 15 + Skills 29 + Defenses 10 = 135 points
Offensive PL: 7
Defensive PL: 7
Resistance PL: 7
Skill PL: 7
Complications:
Duty--Motivation. Blind Without 'Em (becomes visually Unaware if Eyemods are nullified.)
Obviously Alien.