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<blockquote data-quote="the_myth" data-source="post: 3293416" data-attributes="member: 20081"><p><strong>Mara Du’enn- Betazoid Trader</strong></p><p></p><p>Name: <span style="font-size: 15px">Mara Du’enn</span></p><p>Species: Betazoid</p><p>Occupation: Scavenger turned Trader/Merchant</p><p>Allegiances: Herself, her crewmates, her friends, her business associates (in that order)</p><p></p><p>Mara never got along well in Betazoid society. In a culture that thrives on truthfulness and open exchange, Mara was secretive and manipulative. She learned at an early age how to hide her thoughts from her telepathic kin through sheer force of will, which made her something of an oddity among her own kind. </p><p></p><p>When she was old enough, Mara hitched a ride off Betazed on a Denobulan freighter. Hoping to find greener pastures, the freighter actually dropped her off on some Gods-forbidden rock. Developing a knack for salvaging sellable materials from junk, Mara made the best of it until she convinced another freighter captain to take her back to civilization. Since then, it’s been one jaunt after another as she’s charmed, flirted, traded, and conned man after man across the Alpha Quadrant. Mara’s acquired quite a talent at getting merchandise, information, and just about anything else she needs (or wants) from the men she encounters. It’s been quite an interesting life…but of course that had to change.</p><p></p><p>How the Hell Mara just ended up on the same ship as her ex-lover is beyond insane. They met ten years ago when he was stationed on a Starbase. Mara was working with a Ferengi merchant who needed access to some Starfleet intel, and she was hired to find a way to access it. The Captain was just a Lieutenant Commander at the time, and he turned out to be quite an easy mark. Mara felt a little bad using him, but he was a rather good lay. Poor sap seemed totally oblivious that he was just her plaything for the month they spent together. </p><p></p><p>That the chump is the Captain of the ship that just rescued her after the transport she was on had a reactor leak just proves the universe is out to get her. Of course, she always did think he was kind of hot. And he *is* Captain of the Wanderer now. And the ship does seem to be doing some interesting stuff. Since she’s been told they can’t drop her off at a Starbase any time soon, maybe Mara will stick around for awhile and see what develops.</p><p></p><p>Charismatic 3/ Negotiator 3/ Swindler 2 CR 8 (or 9)</p><p></p><p>Scavenger: Perm Class Skills (Decipher Script, Disable Device, Repair); WB+2</p><p></p><p>Medium Humanoid (5’6”, 120 lbs.); Age: 33; Eyes: Brown; Hair: Long Blond; Build: Slim; S 8, D 14, C 10, I 14, W 14, CH 18; HD: 5d6 + 3d8; HP: 39; Initiative: +2; Speed: 10 meters/ 30’; Defense: 15 (+3 Classes; +2 DEX); BAB: +4 (-1 STR or +2 DEX); FORT: +4; REF: +5 (+7 w/DEX); WILL: +7 (+11 w/+2 WIS;+2 Iron Will); Reputation: +3; Action Points: 63</p><p></p><p>Charismatic Hero Talents: Charm (Males), Favor*, Captivate*, Fast-Talk</p><p></p><p>Feats: Simple Weapons, Iron Will, Alertness +2 Listen; +2 Spot), Charismatic Plus (Favor*, Captivate*), Trustworthy (+2 Diplomacy; +2 Gather Information)</p><p></p><p>Negotiator Abilities: Conceal Motive ( +3 oppose Sense Motive), React First (free readied action before initiative if negotiating), Bonus Feat (Trustworthy)</p><p></p><p>Swindler Abilities: Cheat Fate (reroll 1x/day), Thousand Faces (Disguise in d4 minutes)</p><p></p><p>Skills (no modifiers applied):</p><p>Bluff +7; Diplomacy +10; Decipher Script +3; Disable Device +7; Disguise +5; Escape Artist +1; Forgery +3; Gamble +6; Gather Information +8; Knowledge (Behavioral Sciences) +2; Knowledge (Business) +1; Knowledge (Streetwise) +3; Perform (Sing) +1; Profession (Trader) +4; Repair +5; Research +1; Sense Motive +11; Sleight of Hand +2; Tumble +1</p><p></p><p>Betazoid Features: [nod to Raven Crowking for suggesting along these lines]</p><p>Racial Feat: Betazoid Telepathy </p><p>Racial Feat: +3 Sense Motive (like Skill Focus) </p><p>Drawback: Pacifistic (-2 attack penalty)</p><p></p><p>Betazoid Telepathy [Racial Feat]: Through their natural telepathic senses, Betazoids can detect sentient minds at a distance. At a range of 1 mile, a Betazoid can sense the presence of sentient life. The nature of this sentient life can be discerned with an appropriate Knowledge check. </p><p></p><p>More precise information can be acquired from a sentient mind through the use of Sense Motive Rolls. On a DC 10 roll, a Betazoid can sense the emotional state of a targeted creature, and on a DC 15, the target creature’s surface thoughts can be discerned. On a DC 20, the Betazoid can discern a secret piece of information hidden in the sentient mind. </p><p></p><p>This telepathic sense is usually limited to within line of sight, but if a Betazoid can pinpoint a target creature’s position up to one mile away, that mind can still read. Betazoid Telepathy cannot normally be opposed [GMs may allow characters with Iron Will or Telepathy to be allowed a Will roll to resist].</p></blockquote><p></p>
[QUOTE="the_myth, post: 3293416, member: 20081"] [b]Mara Du’enn- Betazoid Trader[/b] Name: [SIZE=4]Mara Du’enn[/SIZE] Species: Betazoid Occupation: Scavenger turned Trader/Merchant Allegiances: Herself, her crewmates, her friends, her business associates (in that order) Mara never got along well in Betazoid society. In a culture that thrives on truthfulness and open exchange, Mara was secretive and manipulative. She learned at an early age how to hide her thoughts from her telepathic kin through sheer force of will, which made her something of an oddity among her own kind. When she was old enough, Mara hitched a ride off Betazed on a Denobulan freighter. Hoping to find greener pastures, the freighter actually dropped her off on some Gods-forbidden rock. Developing a knack for salvaging sellable materials from junk, Mara made the best of it until she convinced another freighter captain to take her back to civilization. Since then, it’s been one jaunt after another as she’s charmed, flirted, traded, and conned man after man across the Alpha Quadrant. Mara’s acquired quite a talent at getting merchandise, information, and just about anything else she needs (or wants) from the men she encounters. It’s been quite an interesting life…but of course that had to change. How the Hell Mara just ended up on the same ship as her ex-lover is beyond insane. They met ten years ago when he was stationed on a Starbase. Mara was working with a Ferengi merchant who needed access to some Starfleet intel, and she was hired to find a way to access it. The Captain was just a Lieutenant Commander at the time, and he turned out to be quite an easy mark. Mara felt a little bad using him, but he was a rather good lay. Poor sap seemed totally oblivious that he was just her plaything for the month they spent together. That the chump is the Captain of the ship that just rescued her after the transport she was on had a reactor leak just proves the universe is out to get her. Of course, she always did think he was kind of hot. And he *is* Captain of the Wanderer now. And the ship does seem to be doing some interesting stuff. Since she’s been told they can’t drop her off at a Starbase any time soon, maybe Mara will stick around for awhile and see what develops. Charismatic 3/ Negotiator 3/ Swindler 2 CR 8 (or 9) Scavenger: Perm Class Skills (Decipher Script, Disable Device, Repair); WB+2 Medium Humanoid (5’6”, 120 lbs.); Age: 33; Eyes: Brown; Hair: Long Blond; Build: Slim; S 8, D 14, C 10, I 14, W 14, CH 18; HD: 5d6 + 3d8; HP: 39; Initiative: +2; Speed: 10 meters/ 30’; Defense: 15 (+3 Classes; +2 DEX); BAB: +4 (-1 STR or +2 DEX); FORT: +4; REF: +5 (+7 w/DEX); WILL: +7 (+11 w/+2 WIS;+2 Iron Will); Reputation: +3; Action Points: 63 Charismatic Hero Talents: Charm (Males), Favor*, Captivate*, Fast-Talk Feats: Simple Weapons, Iron Will, Alertness +2 Listen; +2 Spot), Charismatic Plus (Favor*, Captivate*), Trustworthy (+2 Diplomacy; +2 Gather Information) Negotiator Abilities: Conceal Motive ( +3 oppose Sense Motive), React First (free readied action before initiative if negotiating), Bonus Feat (Trustworthy) Swindler Abilities: Cheat Fate (reroll 1x/day), Thousand Faces (Disguise in d4 minutes) Skills (no modifiers applied): Bluff +7; Diplomacy +10; Decipher Script +3; Disable Device +7; Disguise +5; Escape Artist +1; Forgery +3; Gamble +6; Gather Information +8; Knowledge (Behavioral Sciences) +2; Knowledge (Business) +1; Knowledge (Streetwise) +3; Perform (Sing) +1; Profession (Trader) +4; Repair +5; Research +1; Sense Motive +11; Sleight of Hand +2; Tumble +1 Betazoid Features: [nod to Raven Crowking for suggesting along these lines] Racial Feat: Betazoid Telepathy Racial Feat: +3 Sense Motive (like Skill Focus) Drawback: Pacifistic (-2 attack penalty) Betazoid Telepathy [Racial Feat]: Through their natural telepathic senses, Betazoids can detect sentient minds at a distance. At a range of 1 mile, a Betazoid can sense the presence of sentient life. The nature of this sentient life can be discerned with an appropriate Knowledge check. More precise information can be acquired from a sentient mind through the use of Sense Motive Rolls. On a DC 10 roll, a Betazoid can sense the emotional state of a targeted creature, and on a DC 15, the target creature’s surface thoughts can be discerned. On a DC 20, the Betazoid can discern a secret piece of information hidden in the sentient mind. This telepathic sense is usually limited to within line of sight, but if a Betazoid can pinpoint a target creature’s position up to one mile away, that mind can still read. Betazoid Telepathy cannot normally be opposed [GMs may allow characters with Iron Will or Telepathy to be allowed a Will roll to resist]. [/QUOTE]
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