[sblock=Dr. Trace Martin-Davies]
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Dr. Trace Martin-Davies
NG Human Male, Age 35
6’ 0”, 190 lbs
Defense
AC 10
HP 6 (4 +2 con)
Offense
Speed: 30ft
Melee (Unarmed Strike) +1 ATK, 2 Bludgeoning
Statistics
Str 12 (+1) Save +1
Dex 10 (+0) Save +0
Con 14 (+2) Save +2
Int 14 (+2) Save +2
Wis 14 (+2) Save +2
Cha 12 (+1) Save +1
Personality
Traits:I’m used to helping out those who aren’t as smart as I am, and I patiently explain anything and everything to others. I’m willing to listen to every side of an argument before I make my own judgment.
Ideal: Nature. The natural beauty of life is the true legacy of the universe. Life always finds a way to win out.
Bond: My young cousin is the only other member of my family on this ship, and possibly the only one left alive anywhere. I will do whatever I have to do to protect him.
Flaw: I am easily distracted by the promise of new information – especially a new form of plant or animal life.
Proficiencies & Languages
Skill Proficiencies: Investigation, Nature, Medicine
Tool Proficiencies: Computers, Bio Lab Equipment
Languages: English, Latin
Racial Features: Human
- Ability Score Increase: +1 to Wisdom, +1 to Constitution
- Languages: Speak, read, and write English and Latin.
- Skill Proficiency: Medicine
- Feat: Healer
Background Features: Scientist (Biologist)
- Skill Proficiencies: Investigation, Nature
- Tool Proficiencies: Computers, Bio Lab Equipment
- Languages: None
- Feature: Researcher. When you attempt to learn or recall a piece of information, if you do not know that information, you often know where and from whom you can obtain it.
Feat: Healer
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
- When you use a first aid kit to stabilize a dying creature, that creature also regains 1 hit point
- As an action, you can spend one use of a first aid kit to tend to a creature and restore 1d6+4 hit points to it, plus additional hit points equal to the creatures maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.
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[sblock=Background]
Trace hugged the young man – still a boy, really, at 19 – standing in his quarters, then slipped a couple of ration bars into the his hand, watching as the boy quickly pocketed the treasures. “I’m afraid that’s all I could get this time, son. Better than nothing, though.” He stood back and stared into the boy’s brown eyes. “Sooner or later you’re going to have to turn yourself in. You can’t keep living in nooks and crannies and scrounging food. It’ll go worse for you if you get caught, you know.” He smiled. “And what do you think they’re going to do – put you off at the next stop? Likely they’ll keep you in Iso for a couple of days, and then put you to work. You know I’ll put in a good word for you. Like it or not, you’re part of this expedition now.” The boy simply shrugged, and Trace sighed. “You’re as stubborn as your Father, aren’t you? Carter, I’m worried about you. Just…be careful, okay? You’re the only family I have on this ship.” Giving in to the inevitable, Trace motioned the boy back, then opened his door and stuck his head out into the corridor. “Okay, looks clear.” The boy darted out into the corridor, quickly making his way to the nearest access panel. Trace watched after him until he was out of sight before slowly closing his door. He walked over to his bunk and sank down, putting his chin in his hand and staring at the wall.
When did everything get so complicated?
Trace had always been laid back. He took life as it came, went along with other peoples’ expectations of him, and generally didn’t make waves. He was born to wealthy parents who had their own ideas about how his life should go, and Trace was only too happy to let them guide his life. He did well in school, joined all the right clubs, attended all the right parties; his future seemed set.
His mother’s death in a terrorist attack and his father’s subsequent heart attack on the day of his graduation changed everything.
Suddenly set adrift in life, he floundered. Recognizing that he lacked direction, he eventually sought it out and joined the Army. Four long years spent as a combat medic turned his life around. Travelling to exotic locales and getting up close and personal with the wilds sparked a previously unknown interest in the natural world and an appreciation for all things living. He finally knew what he wanted to do with his life, and as soon as he was able he got out of the Army and went back to school, this time to study biology. He eventually earned his PhD and his own lab in a large corporation.
Over the years he developed a reputation as a solid, dependable – though not exceptional – researcher, and his willingness to patiently explain his work made him popular with management. So when his corporation got involved with the Ark project, his name was one of the first put forward to join what was effectively the Xenobiology team on Ark 17. With limited space available, versatility was an asset, and his experience as an army medic was enough to solidify his position. His lack of familial ties made his decision to go that much easier; he had been married for a brief time shortly after earning his PhD, but that only lasted a year with no children to show for it, and his only other living relatives were his cousin Ronnie Davies and Ronnie’s son Carter.
Trace never expected to see any of his family again, but life has a funny way of playing tricks on people. Shortly before departure, his cousin Ronnie was arrested for murder. Busy with the flurry of preparations for their long journey and unable to receive outside communications due to security concerns, Trace remained unaware of the increasingly frantic attempts by Ronnie’s son Carter to contact him for help. Desperate to do something, Carter took a chance and managed to sneak into the port complex, only to get lost in the confusion of corridors, equipment, supplies, and hundreds of people. Disguised as a loading tech, he managed to hide in a cargo shuttle, hoping that once the furor died down he would be able to slip out and find his cousin. But time was not on his side, and before he realized what was happening the shuttle launched with him on board. After a bruising ride, the shuttle finally docked with the Ark, and he was able to slip out undetected in the ensuing chaos of unloading.
Luck had placed Carter on Ark 17 - the same Ark Trace was assigned to - and he eventually located and managed to contact his older cousin. Carter was devastated when he realized he would never see his father again, and that because of his foolishness there would be no one to help him. Trace tried his best to console his cousin, but knew only time would heal that wound. He made a vow to himself to protect Carter, has been helping him with food, schematics, and pilfered supplies ever since.
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[sblock=Carter Davies (NPC)]
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Carter Davies
CG Human Male, Age 19
5’ 10”, 170 lbs
Defense
AC 13 (10 +3 dex)
HP 6 (4 +2 con)
Offense
Speed: 30ft
Melee (Unarmed Strike) +2 ATK, 3 Bludgeoning
Statistics
Str 14 (+2) Save +2
Dex 16 (+3) Save +3
Con 14 (+2) Save +2
Int 12 (+1) Save +1
Wis
9 (-1) Save -1
Cha 14 (+2) Save +2
Personality
Traits: I sleep with my back to a wall, with everything I own wrapped in a bundle in my arms. I hide scraps of food and trinkets away in my pockets.
Ideal: Independence. I am a free spirit - no one tells me what to do.
Bond: My father is in jail back on Earth for a crime he didn't commit - he might even be dead by now - and I'm stuck on this ship unable to help him. My older cousin is here too, and part of me blames him for not being there for my dad. But I love him - he might be the only family I have left - and I need his help to survive and stay hidden. And I think he needs me too.
Flaw: I will never fully trust anyone other than myself. I've been down that road, and only gotten hurt.
Proficiencies & Languages
Skill Proficiencies: Slight of Hand, Stealth
Tool Proficiencies: Disguise Kit (?), Lockpicks (or their electronic equivalent?)
Languages: English, ??
Racial Features: Human
- Ability Score Increase: +1 to each
- Languages: Speak, read, and write English and ??.
Background Features: Stowaway
- Skill Proficiencies: Sleight of Hand, Stealth
- Tool Proficiencies: Disguise Kit (?), Lockpicks (or their electronic equivalent?)
- Languages: None
- Feature: Ship Secrets. You know the corridors and access ways of the ship like the back of your hand, and can find passageways others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations on the ship twice as fast as your speed would normally allow.
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[sblock=Background]
Not yet finished
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