Farjumpers
The Farjumpers are a small tribe of Jacked Up chimpanzees, who have banded together and left BASS space recently after coming into possession of an Aragon Class scout vessel. They salvaged the vessel with thier Airhart vessel, and put in the paperwork, but due to a clerical oversight, the Aragon Class Scout vessel went unclaimed for a year, and the ownership of it transferred over the chimpanzees.
They immediately sold thier nearly junk-heap Airhart vessel (The FTL engines were damaged beyond repair, the environmental system was glitchy at best, and two of the five computer lobes in the computer system were shot) to but supplies, and began scouting with the vessel.
After two nearly disasterous stringruns, the group settled for running existing strings for several years, then hopped a string and ran for it. Two hours of stringrunning took them on a looping trip from Galvos IX to Alpha Centauri, a distance of over 100 LY's. Selling this data allowed them to upgrade thier astrogation software as well as buy an AI Jump Hardpoint so that they could carry AI's onboard safely. Gunther also brokered a deal with the TNC to allow the ship to be refit at Naval shipyards and the crew to be able to use Naval facilities in exchange for thier string-data.
This enabled them to get exploration contracts with the DASS and take along passengers from the DASS who were interested in where they were exploring.
The Farjumpers are often found on the fringe world or disputed zones, and after exploring the effects of the supernova hyperwave on stringspace, they were last spotted at the Grahizy Naval Station in the DASS.
Gunther Camber
Fast Hero 4/Dedicated Hero 2 CR 6; Medium-size humanoid (Jacked Up Chimpanzee); HD 4d8+8 plus 2d6+4; HP 37; Mas 14; Init +4; Spd 20 ft, Climb 20 ft; Defense 21, touch 21, flatfooted 17 (+0 size, +4 Dex, +7 class); BAB +4; Grap +5; Atk +5 melee (1d6+1, weapon), or +8 ranged (1d6+0, weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Farjumpers; SV Fort +5, Ref +6, Will +3; AP 3; Rep +2; Str 12, Dex 18, Con 14, Int 15, Wis 11, Cha 10.
Occupation: Astronaut Trainee (Navigate, Pilot)
Skills: Balance +10, Climb + 14, Craft (mechanical) +10, Drive +11, Escape Artist +6, Hide +6, Jump +11, Knowledge (Earth and Life Sciences) +8, Knowledge (History) +4, Knowledge (Streetwise) +8, Listen +2, Navigate +11, Pilot +20 (+24 in stringspace), Spot +2, Survival +6, Tumble +8
Feats: Alertness, Starship Dodge, Chaotic Mind, Starship Operations (Light), Starship Operations (Ultralight), Zero-G Training
Talents (Fast Hero): Increased Speed, Improved Increased Speed
Talents (Dedicated Hero): Skill Emphasis (Pilot)
Mutations: String resonance, Cybernetic Dependency
Gunther is a crack pilot with a "knack" for stringspace. While a rare genetic malady that was not detected at birth makes it difficult for him to concentrate, a cybernetic implant keeps him focused when piloting the Aragon Class Scout.
Gunther is a short chimpanzee, with black fur, a laser barcode across the back of his neck (his former TCMC registration code), and he wears a needler loaded with sleeper needles in a copy of a Spanish Pistol rig.
Gunther prefer's historical V-sims to relax, and is an avid collector of
Pre-Obelisk chimpanzee flat-vids.
Typical Crew Member
Smart Hero 3/Techie 3 CR 6; Medium-size humanoid; HD 3d6+12 plus 3d6+12; HP 46; Mas 18; Init +3; Spd 30 ft; Defense 16, touch 16, flatfooted 13 (+0 size, +3 Dex, +3 class); BAB +2; Grap +4; Atk +4 melee (1d6+2, weapon), or +5 ranged (1d6+0, weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Farjumpers; SV Fort +6, Ref +5, Will +6; AP 3; Rep +2; Str 15, Dex 16, Con 18, Int 17, Wis 13, Cha 14.
Occupation: Technician (Craft [electronic], Craft [mechanical], Repair)
Skills: Computer Use +17, Craft (chemical) +9, Craft (electronic) +14, Craft (mechanical) +14, Craft (structural) +9, Demolitions +9, Disable Device +12, Investigate +5, Knowledge (Earth and Life Sciences) +6, Knowledge (Physical Sciences) +12, Knowledge (Popular Culture) +6, Knowledge (Tactics) +9, Knowledge (Technology) +12, Repair +17, Research +9, Sense Motive +3, Spot +4
Feats: Attentive, Builder (Craft [electronic], Craft [mechanical]), Gearhead, Personal Firearms Proficiency, Spaceship Fixed Weaponry
Talents (Smart Hero): Savant (Repair), Savant (Computer Use)
Talents (Techie): Jury-rig +2, Extreme Machine
Possessions: Wealth +8
The typical crew member is responsible for maintenance and manning various battle stations. The
Cornelius is thier home, responsibility, and lives.
The
Cornelius also has a small force of 6 former TCMC Boarding Specialists, all of whom are gorilla's from the clone worlds, of the
Attar genetic line, all with over 40 years of experience beneath thier belts.
Typical Gorilla Marine aboard the Cornelius
Tough Hero 5/Strong Hero 3/Soldier 3/Dreadnought 6 CR 17; Medium-size humanoid (Jacked Up Gorilla); HD 5d10+10 plus 3d8+6 plus 3d10+6 plus 6d12+12; HP 132; Mas 17; Init +1; Spd 20 ft; Defense 20, touch 20, flatfooted 19 (+0 size, +1 Dex, +9 class); BAB +12; Grap +17; Atk +17 melee (1d6+5, weapon), or +13 ranged (1d6+0, weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL TCMC, TCN, Farjumpers; SV Fort +14, Ref +7, Will +8; AP 8; Rep +3; Str 20, Dex 13, Con 14, Int 11, Wis 14, Cha 13.
Occupation: Military (Demolitions, Knowledge [Tactics])
Skills: Balance +4, Climb +12, Demolitions +15, Intimidate +11, Jump +12, Knowledge (Tactics) +12, Listen +4, Spot +13, Survival +14, Tumble +4
Feats: Advanced Firearms Proficiency, Alertness, Armor Proficiency (Heavy Primate Armor), Armor Proficiency (TCMC Boarding Armor), Armor Proficiency (TCMC Infantry Armor), Brawl, Burst Fire, Combat Martial Arts, Exotic Firearms Proficiency (TCMC Heavy Weaponry), Far Shot, High Ready, Improved Damage Threshold, Personal Firearms Proficiency, Reactive Shooter
Talents (Tough Hero): Remain Conscious, Sonic/Concussion Resistance, Second Wind
Talents (Strong Hero): Extreme Effort, Improved Extreme Effort
Talents (Soldier): Weapon Focus (MAW), Weapon Specialization (MAW)
Talents (Dreadnought): Fearless (Dreadnought), Stability, Unhindered, Ability Surge 1/day, Steamroller, Master Defender +2, Knockdown, Ability Surge 2/day
Possessions: Wealth +6