Waved dark hair worn moderately long. Piercing dark eyes surrounded by laugh lines and an expressive mouth semi-permanently set in a smile or smirk.
Age
42
Rad. Dose
0
Physical Characteristics
Age
42
Strength
6
Dexterity
6
Endurance
6
Intellect
9
Education
6
Social
11
Psi
0
DMs
0 (-3)
1-2 (-2)
3-5 (-1)
6-8 (+0)
9-11 (+1)
12-14 (+2)
15+ (+3)
Study Period
Training in Skill
Week #
of
Study Periods Complete
Vacc Suit-0
3
8
0
MAX Skill Levels (INT+EDU) * 3 = 45
Skills
Rank
Art
0
Athletics
1 (dex)
Broker
1
Blade
1(&+1 augment)
Carouse
2
Deception
2
Diplomacy
1
Drive
0
Gun Combat
1(slug)
Investigate
0
Persuade
3
Recon
2
Steward
0
Streetwise
2
Melee(unarmed)
0
Character Background
Rafe, aka Tryste, led a blessed and decadent childhood. The only child of a reknowned Diva of stage and screen, his paternal parentage was the stuff of tabloids. This did not concern him as he was pampered and spoiled in luxurious accomodations until the sudden and suspicious death of his mother left him reeling, and on the streets. He survived those streets through a mix of cunning, quick feet, and questionable ethics. To young Rafe, a sailor is a sailor. Whether the hulls were made for water or vacuum, the crews want the same things. And those things make them easy game for a street savvy kid with an eye for the finer things.
His chance came soon enough. Rafe, under the stage name "Tryste" put together a lounge room act with jokes, anecdotes, some adequate crooning and a little dance number or two. With the help of some ladies in revealing attire he became a hit. Right up until one of his ladies got caught up with a corrupt offical and some scandalous activities. Tryste went to the papers when every other resource failed to help his lady friend. The headlines blazed with all of the things that sell papers. Out of the chaos, he earned a drinking buddy from one of the very men who had been on the diplomatic detail when Mara disappeared. Idrick and Rafe discussed the case when it became apparent that this particular Army grunt wasn't denying everything. Between them, they got some unofficial pressure on the diplomats and their military counterparts to produce the girl. And then it all became a "hoax" at best. At worst, Rafe was accused of everything from extortion to libel and slander. Finally a contact with some of the local ruffians showed up to advise young Trystienne that he might be better off on about any planet other than this one.
Rather than accept his unofficial banishment, Mr. Trystienne went underground and contacted an appropriate "Alphabet Agency" to volunteer as a foil against his new political enemy. After initial training, he set up his own network of eyes and ears to help collect information on his quarry. The work of this cell earned Rafe a promotion to field agent where he could continue to work against political and philosophical enemies of his new "Tribe" the Agency.
Continuing as a Field agent, Rafe uncovered corruption and chicanery at the highest echelons of his government, perhaps even within his intelligence Agency itself. In typical manner, rather than deny his information, the guilty individuals counter-attacked. A well presented case kept him from facing criminal charges, they even kept his benefits. Nothing could salvage his career though. The true surprise came, when he was whimsically Knighted for his service despite any lingering rumors or accusations.
Life as a wandering dilletante was everything Sir Trystienne would have hoped. Fine dining, good company, the occasional need to talk his way out of a situation, and just a touch of self-defensive training provided by security experts. The highlight was reconnecting with his old "Showgirl" Mara, now a star herself. Along with professional growth had come mutual understanding and respect. Perhaps she was the final step in his path of carousing and self-indulgence?
Nobility has it's perks. Despite hedonistic over-indulgence, Sir Trystienne hired good personal trainers to keep him in shape. They barely managed to ward off the effects of his fondness for wine, food, late nights, and rampant debauchery. The only mar on an idyliic four years were the dolts that tried to get him to join some secret cabal with negarious goals. Having been on the sharp end of that stick himself, Rage refused. Now he's glad the security detail taught him about those guns.
The next few years brought aches to his joints. He could still dance, but gymnastics seemed ill-advised. Despite his best intentions, "Sir" Trystiene became involved in politics. Another retired celebrity with opposing views immediately started a media campagin against him. As long as it doesn't affect the flow of wine, entertainment and coin, Rafe is unlikely to be fazed. The battle of words did however sharpen his wit and ability to sway public opinion. Or perhaps that was helped by the lavish parties he hosted.
Weapons
Name
TL
Range
Damage
WT
MAG
Traits
Cost
Blade
TL2
Melee
2d
2
NA
NA
100cr
Rapier
TL3
Melee
2d
2
NA
+1 Parry
200cr
Dagger x2
TL1
Melee
1s+2
1
NA
NA
20cr
Snub Pistol
TL8
5m
3d-3
-
6
Zero-G
150cr
Revolver
TL5
10m
3d-3
1kg
6
150cr +10cr mag
Stunner
TL8
5m
2d
.5kg
100
Stun, Zero-G
500cr
Antique Shotgun double barrel
TL7
25m
4d-4
5kg
2
-1DM Gun(slug)
150cr
Antique Riflex3
TL3+
25m-200m
3d-3
6kg
1-5 (x5)
Antique
500cr
Laser Carbine
TL9
140m
4d
4kg
50 (x2)
Zero-g
4500cr
Riflex2
TL5
250m
3d
4kg
5 (x10)
500cr
Shotgunx2
50m
4d
4kg
6 (x5)
Bulky
450cr
Unarmed
NA
Melee
1D+(STR DM)
NA
NA
Armor
Name
Protection
TL
Rad
WT
Traits
cost
Cloth
+8
TL10
-
5
Magnetic Grapples {100cr included in total}, Eye Protection
600cr
Connections
Army Corporal Idrick Reinner. Part of a detail that accidentally saw their superior officers engaged in a cover-up along with planetary officials over the mistreatment of a local Showgirl. Reinner might have been corncob-rough with few refined character traits, but loyalty and fairplay were part of those traits. He helped Tryste get his entertainment industry assistant released instead of finding her conveniently dead.
A party, some charities, a lovely redhead on one arm and a blonde on the other. Rafe remembered the occasion but only one harried scientist stood out. He had a funny enough name, Nezzara. It seemed only decent to help the fellow relax. Some wine, dice, a pair of auburn haired sisters, whisper a word here. Make a suggestion there. Voila. A much more relaxed and entertained scientist who will find his research fully endowed when he awakes in the morning.
Character Notes
One enemy- political figure from scandal o
2 contacts in Intelligence network.
Combat Implant
Enemy=head of a secret cabal of criminals, or dissidents, or rebels, or maybe smugglers? They were boring and Rafe didn't really pay attention to their proposal.
Equipment (Encumbered if carried load >= )STR+END+Athletics)
Item
TL
Mass
Features
Cost
Mobile Comm
TL10
-
Audio, Visual, Computer-0
150cr
Breather Mask
TL8
-
Filter and respirator combined
150cr
Portable Computer
TL10
.5kg
Comp-2 Broker-1 Intell-1
1600cr
Total Load [ 16.5kg ]
Augments
TL
Effect
Skill Augment-Blades
TL12
Blades-1
Wafer Jack
TL12
Expert Steward-1,Admin-1, translator-1, Security-1 15Kcr including slow drug and programs.
-
-
-
Finances
36,991 cr.
26 Owner Shares in Marava class Trader Spirit of Hope
High Population planet in Regina subsector of the Spinward Marches. TL-7 Amber due to political affiliation and spores in atmosphere.
PlanetName Loc. UPP Code B Notes Z PBG Al LRX *
Ruie 1809 C776977-7 Hi In A 701 Na h Traveller Wiki
This Imperial Patent of Nobility bestows the Title and Holdings of Sir Trystienne of on the personage of Rafe Trystienne, of New Paris.
I, Rafe Trystienne, do hereby bond and swear that I will upload the laws and will of His Grace the Archduke of Sol.
I accept the Title and Duty bestowed upon me, and commit my life to one of Service to the People and Leaders of our Glorious Imperium.
House Trystienne
__________________
Cattle die.Kindred Die.
All men are mortal.But the good name lasts forever.
Last edited by ogamodyna; Sep 18th, 2020 at 10:13 AM.
Never had enough time to study or prepare properly despite being smart enough. Resentment building.
Dice *
Enlist in Army Career End+5:
2d6+1sch5
(4, 5)+1
✔
Total = 10
Qualified for Entry into the Army
Select Career
Infantry
Dice *
Infantry Skills:
1d6
1
Gun Combat
Gain Army Service Skills level 0
Vaac Suit, Athletics, Gun Combat, Recon, Melee, Heavy Weapons
Haha followed your format and made the same mistake!
Dice *
Check for survival Str6+:
2d6+1
(1, 2)+1
Total = 4
Failure
Dice *
Mishap:
1d6
4
Idrick discovered that his commanding officer is engaged in some illegal activity. He cooperates with military police– the official whitewash gets him discharged anyway but you may keep your Benefit roll from this term of service. Resentment builds. Frustrated with the corruption of the military and people.
Idrick once again dug too deep and found corruption in the top brass. They try to ruin his career!
Dice *
Advocate 8+:
2d6+1sch8
(1, 6)+1
✔
Total = 8
Manages to clear his name a little but ultimately leaves the force. Keep Benefit roll for this term.
Ageing
Dice *
Ageing:
2d6-5
(5, 3)-5
Total = 3
No effects from aging. He's a horse.
Advance New Term +4 to age
38
Checkpoint reached
Adding to background (Will stop here and cash out / Benefits: 4 for terms 2 for rank 3 total 6)
Character Background
War of some kind was a daily part of life. Since the earliest days the people of the planet were divided. Four main factions rose up. Three of them were even in terms of power and ability while one acted more like a terrorist cell attacking all randomly to destabilize the others. The planet was rich in resources and a beautiful small oasis ready to be claimed.
From a young age the boys were trained to fight. The constant warfare kept population levels low. Most were taught how to use some kind of flying apparatus since the low gravity made air warfare one of the dominant forms of combat.
Idrick had dreams of leaving the world and one day returning with his own army to stabilize his home world so no more would have their lives cut short like his sister and her husband to be.
At eighteen Idrick signed up for the military academy. He was smart and physically talented enough to excel. Turbulent times kept him from his studies and he also believes his low social standing kept from gaining admission. Undeterred he enlisted in the Army as an infantry man. Everything was going well until he found out that his superior Lieutenant Ungmier was illegally trafficking drugs and weapons. The Lieutenant gave him an opportunity to join the ring but wanting to do the right thing Idrick refused and reported them. He was caught up in the political whitewash and was discharged even after having done nothing wrong. Idrick questions what to do with the rest of his life.
Perhaps one good thing came from his involvement in the scandal that got him booted from the Army and that was he seemed to gain a new ally. The entertainer was the only one who had taken up the fight with him. The Lieutenant gave Idrick the chance to denounce the actor and his accusations. Of course he would be punished in some way but it would have been minimal. He could continue his career but would be involved in their ring the Lieutenant saw potential in Idrick. The lure of more money was enticing but Idrick held to his principles. When the dust cleared he appeared to have come out of it much better then the performer. This suggested this whole thing went a lot higher then the Lieutenant. Two men wronged by the same group can forge strong bonds.
Idrick's sense of justice did not fail him. He was determined to still do some good in the universe and maybe a career in law enforcement would allow him to unravel the corruption in the military somehow. At the very least he could help the locals under their jurisdiction. Idrick enrolled and was accepted it seemed at first with some reluctance as he just barely made it in according to his superior. Over the next four years he worked tirelessly. He made two good contacts over that span of time while working on different assignments. His work ethic and results did not go unnoticed and he was promoted to Corporal. Perhaps there is still some justice and good in the universe yet..
Idrick continued his work receiving another promotion for his dedication. During a celebration party he met the first real love of his life Kyrina Telia She was the first person to work her way through his rough exterior. She was an entertainer an actress her name Kyrina Telia. They met when she happened to be at the same location when the department was holding a grand celebration. The two contrasts hit it off immediately. He also met Allyne Duchamp who was a friend Kyrina who she did not see much. Idrick tried to avoid everyone at the party to no avail including Allyne. He and Allyne got along well enough she talked a lot about electronics which made his head spin but it made him realize that if was going to investigate the new piece of information he received then he would have to learn be more discrete. A direction that would lead to another dark turn in his life.
As time passed once again Idrick's pursuit of justice made him dig too far. A small thread he tugged on led right back to the upper brass of his department. Unable to let it go he kept pulling until they finally struck back. They tried to frame him as a criminal and boot him from his job. With the help of Kyrina and his the legal skills he picked up he was able to force somewhat of a stalemate. He agreed to leave without any disgrace and the matter would be dropped.
Weapons
Name
TL
Range
Damage
WT
MAG
Traits
Unarmed
NA
Melee
1D+1
NA
NA
Advanced Combat Rifle
10
450m
3d
3kg
40
Auto 3,scope
Auto pistol
6
10m
3d-3
1
15
Dagger
1
Melee
1d+2
1kg
NA
Armor
Name
TL
Rad
WT
Traits
Cloth +8
10
0
5kg
Character Notes
Ready to Start His Adventure outside the influence of the Solar Rim.
Equipment (Encumbered if carried load >= )11+11+1=23)
He was reasonably smart, but found that there were about fifty thousand other kids that might have been just as smart trying to gain entry to University every year. Thinking that things like degrees might not be for somebody like him he tries to join the army to get his medical education there, should they put him in such a job.
The people were dirty and rude - just like back home. The army actually taught him how to put a person back together. So far so good.
Dice *
Army Survival End 5+:
2d6sh5
2, 6
✔
Total = 8
Success - roll normal event.
Dice *
Army Event:
2d6
6, 4
Total = 10
10 You are assigned to a peacekeeping role. Gain one of Admin 1, Investigate 1, Deception 1 or Recon 1. Picked Admin 1
While he was not sure about staying here longer his first gig was a relatively cosy one, just taking care of upper brass on a very familiar high profile station. Here he learned even better to work the natural bureaucracy that develops in such places.
Dice *
Trying for commission Soc 8+:
2d6-1sh8
(4, 3)-1
✘
Total = 6
commission not gained
Dice *
Advancement roll Edu 7+:
2d6+1sh7
(6, 3)+1
✔
Total = 10
Advanced to Rank 1 (Lance Corporal)
Gain Rank 1 (Lance Corporal) bonus skill
Recon 1
Upon receiving instant promotion following a relatively safe and easy deployment he decided to return for another tour, postponing his plans of becoming a doctor on some out of the way planet
Start New Term +4 Age
22
Checkpoint reached
Sheet updated - Bio expanded
Events Second Loop
Notes
Continuing Army Career
No entry roll needed
Dice *
Roll for skill table personal development:
1d6
5
Gain Medic
It wasn't all furuncles and taking blood in the army. During his second tour he got involved in more complicated medical procedures on the battlefield and off.
Dice *
Army Survival End 5+:
2d6sh5
5, 1
✔
Total = 6
Survived - Roll normal event
Dice *
Army Event:
2d6
6, 4
Total = 10
You are assigned to a peacekeeping role. Gain one of Admin 1, Investigate 1, Deception 1 or Recon 1. Picked Deception 1.
While the brass still pretended to not like his brash and abbrasive station-scum demeanour they still kept him around HQs a lot, however deploying him on a different planet in an equally cushy position.
Dice *
Army Advancement Edu 7+:
2d6+1sh7
(2, 4)+1
✔
Total = 7
Advanced to Rank 2 (Corporal)
When he was promoted a second time, now serving as a Corporal for HQ medical, he started to genuinely enjoy the army. This would become a turning point, given that if he doubled down now maybe his dreams of his own medical practice later would vanish entirely. He was doing medicine here, wasn't he?
Start term new Age +4
26
Connection made between Nezzra and Allyne (Jon)
Gain Medic
Allyne was part of a diplomatic envoy to the rebellious factions present on the planet that Nezzra was peacekeeping. They handled a tense prisoner exchange, with Nezzra taking care of the wounded and Allyne keeping an eye on the rebels. They hit it off afterwards
Checkpoint reached - WAITING FOR CONNECTION
Sheet updated - bio expanded
Events Third Loop
Notes
Continuing Army Career
No entry roll needed
Dice *
Skill Roll on table service skills:
1d6
3
Gain Gun Combat
Dice *
Army Survival End 5+:
2d6sh5
1, 1
✘
Total = 2
Survival failed -> roll for mishap
Dice *
Army Mishap Roll:
1d6
6
Injury -> roll on the Injury table
After eight years doing a comfortable job Nezzra is finally deployed into an active combat zone. Having learned so much about battlefield medicine proved to be a double edged sword in that way.
Dice *
Injury:
1d6
1
Nearly killed - reduce one physical att by 1d6 and the others by 2
Dice *
Dexterity reduction:
1d6
5
Dex reduced by 5, end and str reduced by 2
Not being used to the perils of frontline combat as much as some of his fellow soldiers he is caught in mortar fire and heavily wounded
Dice *
Roll to cover medical bills to recover from injuries +2 for rank:
2d6+2
(1, 6)+2
Total = 9
The army fronts 100% of the medical bills (which would have been 45k)
Nezzra is dismissed from the army career (probably honorably, given the mishap did not indicate a huge personal failure), his medical bills having been covered and his health restored
Three benefit-rolls upon leaving his career (2 for the first two terms, 1 for being rank 2)
Dice *
Benefit 1:
1d6
1
Combat Implant (Subdermal Armour +1)
Dice *
Benefit 2:
1d6
5
Armour (Vacc-Suit TL 10)
Dice *
Cash:
1d6
4
10000-1000 for the Armour
Connection made with Lance Corporal Dominic Valojin
Gained Skill Vacc Suit 1
Met Dom on a joint mission between Army/Marines led by Marine Colonel Harnet, who overruled his army counterpart and took the troop ship through a nebula. There events unknown to Nezzara caused the ship to crash and flood with poisonous gas. He tried to transport injured troops but was caught in a subsequent explosion, which was the cause of his injury.
Start term new Age +4
30
Events Fourth Loop
Notes
Attempting to gain entry into the Scholar career
Dice *
Entry Scholar Int 6+,-1 from previous career:
2d6
4, 1
Total = 5
Failed to gain entry
Nezzara wanted to become part of a research project that he had heard through an old military friend. He was passed on for somebody with a university degree.
Dice *
Draft:
1d6
4
Drafted as a Merchant Marine
Knowing that he always had a home in the military somewhere he let himself be drafted, ending up on an imperial trader.
Gain extra Service Skill Broker 0
Dice *
Skill Roll Personal Development:
1d6
1
+1 STR
Dice *
Survival Roll Edu 5+:
2d6+1sh5
(3, 2)+1
✔
Total = 6
Survived the Term
Dice *
Career Event:
2d6
4, 6
Total = 10
Gain DM+1 to any one Benefit roll.
On the trader he found himself to be well liked, maybe even a little more so than in the army. The crewmembers and even the NCOs seemed to be from similar backgrounds to himself, and his medical abilities were in high demand too. He was set to be a more wealthy man when mustering out, and also a slightly more fit one too, given that he was doing more manual labour around the ship.
Dice *
Advancement Roll INT 7+:
2d6+1sh7
(2, 5)+1
✔
Total = 8
Promoted to Rank 1 (Senior Crewman), Mechanic 1 gained
His tour of duty was very succesful, earning him a promotion. However it was not the kind of work that he wanted to do for a long time, which is why he decided to try again to enter a scientific profession.
Mustering out
2 Benefits (1 for the amount of terms, 1 for being rank 1)
Dice *
Benefit Roll:
1d6
4
Gun (Shotgun)
Dice *
Cash Roll +1 from event:
1d6+1
(5)+1
Total = 6
40000
Dice *
Aging roll -4 terms:
2d6-4
(1, 5)-4
Total = 2
No ill effects from aging
Start term new Age +4
34
Checkpoint reached
Sheet and Bio updated
Events Fifth Loop
Notes
Attempting to gain entry into the Scholar career part deux
Dice *
Entry Scholar Int 6+,-2 from previous careers:
2d6-1
(4, 5)-1
Total = 8
Gained Entry
Pick Assignment
Picked Scientist
When Nezzara had been younger he had dreamed of becoming some laid back rural doctor. Now that he was older he was less fussy and just followed the opportunity, so when it was possible to join a research station as a lab tech he took it. He figured he could brush up on the science fundamentals there - the kind he never got due to his unconventional education.
Gain extra Service Skill Science 0
Dice *
Skill Roll Personal Development:
1d6
1
Int +1
Dice *
Survival Roll Edu 4+:
2d6+1sh4
(1, 3)+1
✔
Total = 5
Survived! Go for career event.
Dice *
Career Event:
2d6
4, 6
Total = 10
You become entangled in a bureaucratic or legal morass that distracts you from your work. Gain one of Admin 1, Advocate 1, Persuade 1 or Diplomat 1. Picked Persuade 1.
Working at the research lab was educational, but he found that there was as much bureaucratic nonsense as the army sometimes had. While here he had to talk his way out of these situation when in the army one couldn't, however he would have preferred to be able to concentrate on his work alone.
Dice *
Advancement INT 8+:
2d6+1sh8
(1, 1)+1
✘
Total = 3
I had to check - terrible roll, but not actually equal or less to the number of terms spent in the career. However I only gave my guy one shot to be promoted and snag science 1, now it is time to muster out.
There was just something off about working there. Even after years it was made very clear to him that he was as far away from being promoted as possible, not how he imagined science work at all. He hadn't joined this gig to do gruntwork, so Nezzara decided it was time to pack it all up for good.
Mustering out
One Benefit from one term, no bonus due to rank
Dice *
Benefit Roll:
1d6
6
Lab Ship
Before Nezzara knew what it was he really wanted to do with his retirement from academia he had been pushed into a bad deal buying an out of date lab ship from the research station. It was only 25% paid off, and he couldn't even fly it, but for the time being it was his. He could always sell it later on.
Dice *
Number of old ship traits:
1d6
4
Dice *
Trait1:
2d6
3, 5
Total = 8
Double maintenance cost
Dice *
Trait2:
2d6
6, 4
Total = 10
Damaged thrusters: DM-1 to all Pilot checks
Dice *
Trait3:
2d6
1, 3
Total = 4
Library computer contains erroneous information.
Dice *
Trait4:
2d6
6, 4
Total = 10
Damaged thrusters: DM-1 to all Pilot checks
On top of all that the ship was also the worst...
Dice *
Ageing table:
2d6-5
(6, 5)-5
Total = 6
No ageing effects
Start term new Age +4
38
Connection made with Rafe Trystienne
He helped Nezzara out when the bureaucracy was taking away from his research time by sweet-talking certain functionaries.
Character Background
Nezz was raised in a mesh of tincans floating about cold space, which was called Raguegh, not that it mattered. He was part of the unwashed masses, the cogs in the machine, born to a family of little significance and means. It was a crowded space, helplessly overfilled in fact, but also a very technologically advanced one. While technology did not necessarily mean comfort or warmth, especially when it was solely aimed at industrial means, it did mean some sort of opportunity if one had a good head on their shoulders. And Nezzara was smart enough, strong enough, learned enough. The resources were there for him to utilise, and he had learned quickly he did not want to become one of those base thugs that just tried to become the big bad fish in the middle of the other sardines squeezes into the worldlets. In the beginning his plan wasn't even to get out, per se, but just to get somewhere it was less crowded. That this could be an actual planet with atmosphere only occured to him at a very late stage. Be that as it may, even though he saw the steel and blinking lights all around him he realised that in truth he might be a people person. Biology just interested him, and wasn't it the most advanced machine there was? Well, probably not, but he still dreamt of becoming a doctor. Might be he could wing University, or if not that then some sort of military medical gig.
Soon after his 18th birthday he enrolled in the local University entry exams. He was reasonably smart, but found that there were about fifty thousand other kids that might have been just as smart trying to gain entry to University every year. Thinking that things like degrees might not be for somebody like him he tried to join the army to get his medical education there, should they put him in such a job. Not only did he succeed, but he was also immediately enrolled in medic duties. Considering he army actually taught him how to put a person back together this was all great so far. The people were dirty and rude - just like back home. It was uncertain why, but he also got a relatively cosy deployment working at HQ lasering furuncles of off top brass or just generally learning how to survive around army mandarins. It was like the bureaucracy back home, just on steroids. But he felt that the people were put off by his low-class demeanour, and not gaining commission was a little bit of a blow. However he received a regular promotion, which promted him to postpone his plans of becoming a doctor on some out of the way planet for another tour of duty. Nezz just hoped it would be as comfortable again as this one had been.
His second tour of duty started out as more of the same, with Nezzara being attached to the HQ medical of a batallion doing a peacekeeping mission in some laid back rural place. he started to think maybe the top brass was just pretending not to like his brash and abbrasive station-scum demeanour with the way that they still kept him around in a somewhat cushy position. However it wasn't all furuncles and taking blood in the army. During his second tour he got involved in more complicated medical procedures on the battlefield and off, since even though he wasn't doing any of the fighting where he was there were still some other people that did. By the end of it he felt like University couldn't have taught him about applied medicine better than what he got here. When he was promoted a second time, now serving as a Corporal for HQ medical, he started to genuinely enjoy the army. There was going to be more responsibility involved, and he might have a genuine shot at trying his hand at real leadership. This would become a turning point, given that if he doubled down now maybe his dreams of his own medical practice later would vanish entirely. He was doing medicine here after all, wasn't he? ; This stage in life also marked when Nezzra met Allyne Duchamp, when the woman was part of a diplomatic mission to the planet he was peacekeeping on. She helped negotiate a very tense and important exchange of prisoners and wounded, to which Nezzra tended after the handover. The two hit it off afterwards.
It was his third tour when things started to go south. The situation got a little more intense in his part of the sector, and he was eventually pulled from his relatively safe position to be redeployed near a hot combat zone. Nezzara was involved in some frontline duty, for a change shooting at people as well as patching fellow soldiers up. For a year or so this was a stressful deployment, but he pushed through it. He was looking forward to more promotions and continuing his career in the army. However it didn't turn out that way. He was due to be shifted around to some other battlefield yet again, and with few troop carriers his batallion was pushed on the same ship that was already full of army men. The usual headbutting started between army and marines, and it wasn't Nezzaras commander that got his way. For some reason unknown to himself one Marine Colonel Harnet took the troop ship through a nebula. There events unknown to Nezzara caused the ship to crash and flood with poisonous gas. He tried to transport injured troops but was caught in a subsequent explosion. He nearly died, waking up in a medbay heavily sedated some time later. The army was grateful enough to cover all his medical expenses, and eventually his body recovered fully. They even put some fancy plating underneath his skin, so that was something. There was however a confidence lost in the procedures of the military, because of the general mess and the fact that he was honourably discharged when he thought he actually deserved a medal. It was time to take that civilian job now after all.
After having fully recovered Nezzara wanted to give academia a shot. There was the opportunity to become part of a research project that he had heard through an old military friend due to him bein a reasonably accomplished medical professional. However he was ultimately passed on for somebody with a university degree and more experience in scientific research. He had to reconsider what to with himsef yet again, but knowing that he always had a home in the military somewhere he let himself be drafted. This led to him being deployed as a merchant marine on an imperial trader. Now again at the bottom of the totem-pole he worked a lot of manual jobs, but he found himself to be well liked, maybe even a little more so than in the army. The crewmembers and even the NCOs seemed to be from similar backgrounds to himself, and eventually his medical abilities got to be in high demand too. He was set to be a more wealthy man when mustering out, and also a slightly more fit one too, given the physically strenuous work around the ship. His tour of duty was very succesful all throughout, earning him a promotion and a fair amount of wealth. However, it was not the kind of work that he wanted to do for a long time, which is why he decided to try again to enter a scientific profession.
When Nezzara had been younger he had dreamed of becoming some laid back rural doctor. Now that he was older he was less fussy and just followed the opportunities, so when it was possible to join a research station as a measly lab-tech he took it. He figured he could brush up on the science fundamentals there - the kind he never got due to his unconventional education, which he partially accomplished. Working at the research lab was educational, but he found that there was as much bureaucratic nonsense as the army sometimes had. While here he had to talk his way out of these situation when in the army one couldn't, however he would have preferred to be able to concentrate on his work alone. During one of the many functions and seminars that he attended during this time he met Rafe Trystienne, a newly knighted noble sweet-talking some of the functionaries that were in the way of scientific progress and therefore a major pain in Nezzaras behind. It eased the problems somewhat, but there was just something off about working at the station. Even after years it was made very clear to him that he was as far away from being promoted as can be, which was not how he imagined science work at all. He hadn't joined this gig to do gruntwork forever, so eventually Nezzara decided it was time to pack it all up for good. He would have loved to make a clear cut, yet shortly before Nezzara realised that this wasn't really for him he had been pushed into a bad deal buying an out of date lab ship from the research station's surplus. It was only 25% paid off, and he couldn't even fly it, but for the time being it was his. He could always sell it later on. At least it was a way to be able to go wherever he wanted now, if only he could afford the exorbitant maintenance AND the mortgage at the same time. He'd have to find a way to make some money quick, or in two months tops he would be pennyless...
Weapons
Name
TL
Range
Damage
WT
MAG
Traits
Unarmed
NA
Melee
1D+1
NA
NA
Club
NA
Melee
2D+1
3
NA
Shotgun
4
50m
4D
4
6
Bulky: A Bulky weapon has a powerful recoil or is simply extremely heavy – this makes it difficult to use effectively in combat by someone of a weak physical stature. A Traveller using a Bulky weapon must have STR 9 or higher to use it without penalty. Otherwise, all attack rolls will have a negative DM equal to the difference between their STR DM and +1.Bulky
Rifle
5
250m
3D
5
5
Stunner
10
5m
2D+3
0,5
100
These weapons are designed to deal non-lethal damage, incapacitating a living target rather than killing it. Damage is only deducted from END, taking into account any armour. If the target’s END is reduced to 0, the target will be incapacitated and unable to perform any actions for a number of rounds by which the damage exceeded his END. Damage received from Stun weapons is completely healed by one hour of rest.Stun, This weapon has little or no recoil, allowing it to be used in low or zero gravity situations without requiring an Athletics (dexterity) check.Zero-G
Armor
Name
TL
Rad
WT
Traits
Vacc-Suit +8
10
145
10
Required skill Vacc Suit 0
Cloth +8
10
-
5
Character Notes
None right now.
Equipment (Encumbered if carried load >= )STR+END+Athletics)
Was accepted into the university with flying colors.
Fetu's advantages; her native intelligence, her access to tutors and information from offworld, and her drive to learn, resulted in exemplary test scores. She eagerly threw herself into her studies, learning more about how to find her way on worlds, and between worlds.
Astrogation 1, Navigation 0, +1 EDU
Dice *
Event:
2d6
5, 6
Total = 11
War!
Dice *
Event:
2d6
1, 3
Total = 4
Error...for some reason it rolled this again.
Dice *
Avoid Draft:
2d6+1
(1, 5)+1
Total = 7
Was drafted! Age 22
Dice *
Draft Branch:
1d6
5
Drafted into the Marines (Support)
Marines career, term 1
Dice *
Skill Training (Support):
1d6
2
Gains Athletics 0, Vacc Suit 0, Tactics 0, Heavy Weapons 0, Gun Combat 0 and Stealth 0 from BT; Mechanic at 1
Dice *
Survival:
2d6+1
(1, 6)+1
Total = 8
Survives! Gains Gun Combat 1
Dice *
Advancement:
2d6+1
(4, 1)+1
Total = 6
Not promoted!
Dice *
Event:
2d6
6, 1
Total = 7
Life event
Dice *
Life Event:
2d6
4, 4
Total = 8
Betrayed! Gain Rival or Enemy.
Marines career, term 2
Dice *
Gain Commission:
2d6
4, 2
Total = 6
Does not gain commission vs SOC 8+ (-1 for 2nd term)
Dice *
Skill Training (Support):
1d6
1
Gains Electronics 1
Dice *
Survival:
2d6+1
(6, 6)+1
Total = 13
Super duper survived
Dice *
Advancement:
2d6+1
(3, 1)+1
Total = 5
Still no promotion!
Dice *
Event:
2d6
2, 5
Total = 7
Life Event
Dice *
Life Event:
2d6
4, 6
Total = 10
Good Fortune! Gains +2 on one Benefit roll
Dice *
Mustering Out Benefit 1:
1d6
1
2000 credits
Dice *
Mustering Out Benefit 2:
1d6+2
(3)+2
Total = 5
TAS Membership
Character Background
Aonani was for some time virtually ignored by the Imperium at large, having few colonists...mostly of Solomani descent at that...and very little considered interesting or worthwhile. That all changed though when the unusual chemical properties of the massive fungal colonies that blanket most of the sparse land area of the world were discovered by a team of researchers. Though the planet lacks the infrastructure to exploit this resource, the promise of future riches have lured an opportunistic Imperial noble there, in hopes of reversing recent declines in his fortunes.
Early on the Abelards ran afoul of several of Aonani's many hazards. The constant smog of 'belcher' spores hangs thick in the atmosphere, buoyed by the storms and the high atmospheric pressure along with the low gravity of the planet. The baron's first wife fell victim to a severe allergic reaction to the spores, dying before the needed medicines could arrive by courier. The eldest son of the family died while trying to 'prove himself' to the relatively primitive natives in an airborne race astride domesticated flying mounts. This tragedy, perversely, helped to ease another persistent problem though; the intense native distrust of having a local ruler...particularly a non-native one. Though the majority of the planet's 3400 souls grudgingly went along with it, a large number began lobbying for the creation of a local democratic rule. When that went nowhere, a small fringe group broke off and adopted guerrilla tactics of asymmetrical warfare to try to force the Baron to the negotiating table. However, when his son died trying to honor the native ways, the attention of a respected native family was earned.
Baron Ross Abelard, after discussions, took a new wife...with the understanding and promise that she would be involved in setting policy and that her counsel would be listened to. By her he had Fetuilelagi (feh-TOO-ee-leh-LAH-gi) as his first-born daughter. She has lived a sort of 'split' life, educated by Meilani in the culture and traditions of the Aonani people, and by the Baron and tutors in the lore and custom of the Imperium. Despite there being three half-siblings older than her, she has felt a certain burden in trying to bridge that gap...and those half-siblings resent her presence among them, most of them seeing her as an interloper no better than her mother.
Even so, Fetu has taken an intense interest in the stars beyond her little world and longs to see more of the galaxy. One day she knows she will return to stay and fulfill the difficult role of peacemaker on Aonani, perhaps one day even ruling it, if succession ever falls to her. Before then though, she hopes to see the wonders of the cosmos, and all its people.
After being accepted to an off-world university in the Imperium, Fetu's classes went quite well at first. Her tutoring at home had prepared her well, and her early coursework was aimed at navigating both jumpspace and realspace, in preparation for a career as a starship pilot...perhaps even in the ISS! Alas, this was not to be. Long-simmering rivalries between two nearby worlds broke into warfare, and Fetu was drafted into the Imperial Marines.
She served in a support role aboard a supply cutter, helping to maintain and repair materials, and sometimes even starships that were brought into port. Near the end of her first term however, her flotilla was intercepted by enemy forces and many ships were boarded. Despite serving with distinction and helping to fend the intruders off, her commanding officer passed her over for promotion. This may be because she discovered encrypted communications that she went over his head to notify command in her ship's logs... Fetu believed it implied the ambush had been conducted with inside help.
Her next term she applied for a transfer, still within the Support branch, and got it. In this case her ship was the closest available responder to a distress call. Though their ship was not a front line combat vessel, her crew responded to the call. They took a pirate by surprise as they were boarding a luxury yacht, and Fetu was on the team that joined the fight to liberate the hostages and eliminate the pirates. In the process she personally intervened at great risk to herself to save the life of a VIP on the yacht. Despite this action she was not recommended for promotion, and some digging revealed her old commander was behind it, pulling strings to keep her down.
Even so, not everything was gloomy. The wealthy traveler she'd rescued bequeathed an incredibly generous gift upon her; a membership in the exclusive Traveller's Aid Society. Having such a boon emboldened Fetu to leave the military...where it was becoming painfully clear advancement wasn't possible...and strike out on her own into the wide galaxy. It had been a much bumpier ride than she'd imagined it would be, but finally she was fulfilling the dream that had led her to leave Aonani in the first place!
Weapons
Name
TL
Range
Damage
WT
MAG
Traits
Unarmed
NA
Melee
1
NA
NA
Armor
Name
TL
Rad
WT
Traits
-
-
-
-
-
Character Notes
Equipment (Encumbered if carried load >= )STR+END+Athletics)
- Carric is pretty typical for a male of his species standing 6'2" in height with a strong muscular build from his years of physical training. His facial features closely resemble those of a lion with green eyes and a semi long mane.
Age
38
Rad. Dose
0
Physical Characteristics
Age
38
Strength
11
Dexterity
6
Endurance
10
Intellect
7
Education
8
Social
4
Psi
0
Racial Traits
Desc
Dewclaw
All Aslan have a dewclaw which can be extended to make for a vicious close combat weapon. The dewclaw uses the Melee (natural) skill and does 1D+2 damage.
Heightened Senses
Aslan have better night vision, hearing and sense of smell than humans. All Aslan receive DM+1 to any Recon and Survival checks they have to make.
DMs
0 (-3)
1-2 (-2)
3-5 (-1)
6-8 (+0)
9-11 (+1)
12-14 (+2)
15+ (+3)
Study Period
Training in Skill
Week #
of
Study Periods Complete
??
3
8
0
MAX Skill Levels (INT+EDU) * 3 = 45
Skills
Rank
Source
Admin
1
Advocate
0
Athletics
0
Deception
1
Electronics (Computer)
1
Flyer
0
Gun Combat (Energy)
1
Gun Combat (Slug)
1
Heavy Weapons
0
Investigate
1
Leadership
1
Melee (Blade)
1
Melee (Unarmed)
1
Persuade
0
Stealth
1
Streetwise
0
Tactics
0
Vacc Suit
0
Events
Event
UPP Starting 989774-0
Pre-Education Skills (3) Selected
Failed to gain entry to Marine Academy
Gained Entry to Marines
Choosing Ground Assault
Aslan +2 STR -2 DEX
****
Go for Marines
Recon
Survived Marines
Event: Trapped behind enemy lines - gain Stealth 1
Advanced to Rank 2
****
Gun Combat (laser)
Event: A mission goes wrong... +2 to Advancement, Gain an Enemy
Advance to Rank 3, gain Leadership 1
Bonus skill, END +1
Did not gain commission
****
New skill, RECON
Survived term
Event: You assigned a black ops mission +2 adv.
Adv to Rank 4 sergeant
New skill: Gun (laser)
commission GAINED - Lieutenant 1
****
New skill ADMIN
DID NOT SURVIVE
Mishap: injury table STR -3
MUSTER OUT Benefit: EDU +1
MUSTER OUT Benefit: TAS Membership
MUSTER OUT Benefit: Armor
MUSTER OUT CASH: 2000 cr.
*****
Qualified Agent Intel
Gain Flyer 0
Survived Term 1
Event: Complete a mission +1 to BENEFIT roll
Advancement: Yes
Adv, edu: Gain Advocate
Rank 1 Agent Gain Deception 1
****
Agent Term 2, Gain Electronics
EVENT: You go undercover... Thief Table: Gain Electronics
Advanced: Rank 2 (Field Agent) Gain Investigate 1
Gain Persuade
****
MUSTER OUT
BENEFIT: Sci Equi
BENEFIT: COMBAT IMPLANT
CASH: Cr. 25,000
****
+3 STR 15000 (Paid my marines)
Character Background
Carric had a pretty typical childhood on his homeworld, his father had been in the Marines so of course growing up idolizing his father he too wanted to join. When he completed his schooling he tried to attend the academy but was denied. Discouraged but determined he went the enlisted route the same as his father had done. His father having exited the Marines as a Corporal. Carric wanted to make his father proud and did everything he could to advance.
His years of hard work paid off attaining the rank of Sergeant and then being commissioned as a Lieutenant. Unfortunately prior to his commissioning his father passed away back home. Carric was disheartened his father did not live to see his accomplishment but he was still proud and knew his father would have been as well. Carric was on quite a few classified missions with the Marines his final one a push to take out a group of terrorists. As his team went in they were ambushed, someone having tipped the enemy off. His squad was surrounded and it was a miracle they made it out alive, while exfilling Carric took a slug in the back as they were being evacuated. Fortunately they were able to take him along still.
Upon arriving in the rear he was rushed into surgery and fortunately they were able to repair the serious damage that had been done. It took some time but eventually he made a full recovery. It also meant though that he was not longer able to continue on in the Marines. No longer an active Marine he needed to find a way to use his talents from his service, and decided to go into the Intelligence field. His prior skills serving him well leading to his being promoted twice up to the Rank of Field Agent.
Carric worked as primarily an infiltration and information gathering agent, during his time with Intelligence, completing a large number of successful missions, before at last deciding to retire and see what was next in life for him. He was still single having never took the time for romance of any real sort. Still not that old even after retiring he was eager to see what waited for him going forward. Carric had a very interesting career up to this point in his life, between his military service and intelligence operations.
Contacts
Desc if Known
- Enemy
From Events
Weapons
Name
TL
Range
Damage
WT
MAG
Traits
Unarmed
NA
Melee
1D+(STR DM)
NA
NA
Blades
2
Range
2D
2
NA
NA
Autopistol
6
10M
3D-3
1
15
NA
Assault Rifle
7
200M
3D
4
30
Auto 2
Armor
Name
TL
Rad
WT
Traits
Cloth
10
0
5 kg
+8 Protection
Character Notes
150 Credits Remaining, PLus 25,000 credits
Equipment (Encumbered if carried load >= )STR+END+Athletics)
Childhood and Young Adulthood-grew up in Neblethorn on Ruie. The Maritz family was among the first to land on Ruie in 78 during the second colonization wave, and the current family retains the strongly anti-Imperium and xenophobic attitudes of their forebears shared by most of the leadership of Neblethorn. Disowned for her desire to explore the nations of the Canaday Union, eventually leave Ruie, and join the larger galactic society along with her pro-Imperium views, Mara struck out on her own after hearing rumors that her father had been unfaithful to her mother and had sired a half-sibling with a famous Diva. She confronted her father about her supposed half-brother but he refused to discuss the matter with her at all. She made plans to find him and was disowned by her family when her plan was discovered. She left home and eventually found and joined Tryste’s show. Things were going well, and Mara was preparing to reveal her family bond with Rafe until the scandal with the corrupt official.
Service-Mara, feeling betrayed and abandoned when Rafe was unable to shield her from the scandal involving the corrupt official, tried to escape by enlisting in Merchant service but failed. Caught up in the court proceedings and pressured by officials, she agreed to enlist in navy to avoid prosecution, and she was to be assigned to the entertainment/propaganda division of recruitment as an actress because of her background in Tryste’s show. The military leadership of the Imperium Navy was trying to improve recruiting prospects in the Regina area, especially Ruie, through a propaganda campaign designed to improve public perception.
1st Tour- Mara when through a personal improvement plan to improve her coordination (+1 Dexterity) and learned to operate large guns (Gunnery) in preparation for her first role, that of a new recruit going through basic training and then advanced training to operate large ships guns. The film follows her through her training and first assignment, where she is instrumental in winning a large space battle. The production was a modest success.
2nd Tour- Learned to operate a vacuum suit (Vacc Suit) and how to accurately target and call for long range gun fire (Forward Observer) in preparation for second role. The second film follows Mara's character from the first film as she learns new skills in preparation for her second assignment as a forward observer and then as she is again instrumental in a victory, holding her forward position against seemingly insurmountable odds, even having to patch her Vacc Suit while simultaneously successfully calling for fire on the enemy position. This production was more successful than its predecessor and Mara began to have a small fan base.
3rd Tour- Learned to operate small landing craft (Ship’s Boat) and to repair energy weapons and other small devices (Electronics) in preparation for third role. Her third role has Mara assigned to a small, self-sufficient combat unit specializing in planetary operations. Mara plays a support role, repairing energy weapons and other small electronic devices. Although she was central to the plot of the production, it was not as successful as the prior two, with criticisms centering around the reduced action of her role. Owing to small returns that made the production a failure and the cost of the advanced electronics training, Mara was forced to reenlist for a fourth tour and fourth role.
4th Tour- Mara learned to use a dagger (Blade Combat: Dagger) and a carbine rifle (Gun Combat: Carbine) in preparation for her fourth role. Mara's character had received a commission at the end of her last production. She receives a promotion at the start of this production, and becomes the XO for the unit from her last production. She has specialized in the use of somewhat antiquated weapons and is forced to become a leader after the CO was killed in combat. She leads her unit to a decisive victory. Film became a surprise hit and Mara a surprise star, albeit one with a checkered past. Mara decided to leave the service and mustered out.
Post-service-Mara reconnected with Rafe after mustering out, and after he had explained what had happened to him and how he was driven off the planet, she was able to finally let go of her resentment. He laughed when she asked him if her father was also his father. I think not. I have found far more credence in other rumored sires than your father. That particular rumor was started by one of your father's friends who wished to drive a wedge between your father and your mother. Satisfied with that answer, she joined him on the Spirit of Hope
Weapons
Name
TL
Range
Damage
WT
MAG
Traits
Unarmed
NA
Melee
1D+(STR DM)
NA
NA
Dagger
1
Melee
2D+(STR DM)
250
NA
Carbine
5
Very Long
3D+(DEX DM)
3000
10
Armor
Name
TL
Rad
WT
Traits
Cloth Suit
8
-
7000
-
Mesh*
7
-
2000
-
Vacc Suit
8
-
10,000
-
Character Notes
Tends to wear cloth and mesh armor together unless wearing a vacc suit, in which case she only wears mesh under it. This behavior is a holdover from her character/role during her naval service. The character began wearing the two armors together after getting slashed through her cloth armor during a planet-side fight with an animal. She also wears twin daggers on her waist and her carbine slung across her back.
Equipment (Encumbered if carried load >= )STR+END+Athletics)
Item (owned)
WT
Item (worn)
WT
Vacc Suit
10,000
Cloth Suit
7000
Mesh*
2000
Mesh*
2000*
Cloth Suit
7000
Carbine
3000
10 Ammo Clips
1250
Dagger* (2)
500*
Dagger* (2)
500*
4 Ammo Clips
500
Electronics Tool Kit
5000
Carbine
3000
Laser Pistol
1000
Total Load [10.5kg]
Augments
TL
Effect
-
-
-
Finances
48,150cr.
PHYSICAL STATISTICS
Str 7/7 Dex 7/7 End 5/5 Int 8/8 Edu 7/7 Soc 5/5 Psi 0/0
DMs: 0-3, 1-2: -2, 3-5: -1, 6-8: +0, 9-11: +1, 12-14: +2, 15+: +3
Senses: normal Rad. Dose: -
Non-Combat:
Initiative Result : Current Armor: Combat:
Free Actions:
Minor Actions:
Significant Actions:
Reactions:
Orla is 2.2 Meters tall and weighs 202 kilos. She has solid colored light brown fur over her whole body, no discolorations except for the hair, or mane, atop her head which is a darker brown.
Age
40
Rad. Dose
0
Physical Characteristics
Rank
Modifier
Age
40
-
Strength
6
0
Dexterity
6
0
Endurance
6
0
Intellect
12
+2
Education
14
+2
Social
11
+1
Psi
0
-
DMs
0 (-3)
1-2 (-2)
3-5 (-1)
6-8 (+0)
9-11 (+1)
12-14 (+2)
15+ (+3)
Skills
Rank
Admin
1
Advocate
0
Art/Visual Media
1
Broker
0
Carouse
0
Diplomat
0
Drive
0
Electronics
0
Electronics/Computers
1
Electronics/Remote Ops
1
Gun Combat/Energy
1
Gun Combat/slug
1
Investigate
3
Language
0
Medic
0
Melee (Dewclaw)
0 (1d+1)
Navigation
0
Persuade
1
Science/Archeology
1
Science/Astronomy
1
Science/Economics
2
Science/Physics
1
Science/History
1
Streetwise
0
Vacc Suit
1
Rival:
Dr. Oliver Stroud - She has cross paths with him twice; once at the University while she was earning her first degree, and then secondly when he stole her research.
Enemy 1
Sadie Harris - Sadie is a Free Trader who lost out on a deal, losing her whole credit account and getting a black mark on her reputation for supposedly not asking where an ancient artifact came from when she bought it. Orla witnessed the transaction and brought the law down on her.
Enemy 2
Ael-ghaez - Ael is a thief who stole an ancient artifact from a dig Orla was working on. Given its age and possible tie in to the "ancients", it is considered priceless. This didn't stop the thief from finding a trader who found a buyer. The trader was one Sadie Harris, and she had to purchase it with her own credits. Both of them were brought up on charges and had their accounts crashed. They both blade Orla and seek vengeance, though how deadly that vengeance is, Orla doesn't know.
Connection
Description
Jack
Gun Combat 1 - Being of the same species/race, Jack and Orla hit it off the first time they met. Despite the fact that she was an Educated Scholar and Field Researcher, they found they enjoyed each other's company. Jack was along on some expeditions Orla was sent on by the Navy when she worked out of the command structure he was under. Noting she didn't have much in the way of any skills to protect herself, other than her dewclaw, Jack taught her the basics with guns.
Ad
Vacc Suit 1 - She cross paths a few times with Ad during her many stints traveling from world to world. He once noted that during a drill she put on a vacc suit improperly - bad actually. He corrected her and showed her the ins and outs of not only wearing one, but how to move about in one in zero g a bit without hurting herself.
Enokfuer
Gun Combat/Energy 1 -
Events
Event
Desc
Starting UPP
795B9A-0
Enter Arts & Science University
Orla entered the university and quickly realized that her love of art and wanting to not only always have it in her life, but to be able to broker and trade Art. This meant she had to learn the ins and outs of record keeping and navigating businesses and bureaucracies, so she dove into these mundane studies quickly to get them over with. She also took up studies on trade and markets so she'd be able to navigate her chosen life path more abundantly. EDU + 1, Admin 0, Science (Economics) 1
Dice Life Event: Good Fortune
She finished her Doctorate. Gain DM+2 to any one Benefit roll.
Graduation
Increase Admin to "1." Increase Science/Economics to "2." Increase EDU +2.
Aged
During her fun and exciting years at the University, she found they were a blur, and celebrated her 20th birthday a month before she graduated.
Pre-Career Event
A newly arrived tutor in her final year at the University rubs her the wrong way and she works hard to overturn their conclusions. She fails, but never forgets that just because someone has power, it doesn't mean they are the right person for the job.
Graduation
She increased her skill set at the University and soon graduated. She applied for a job as a Field Researcher, so wanting to go out and see art in nature, different art forms of different cultures, especially those from past and ancient cultures.
Start Career as Scholar/Field Researcher
Orla was excited to start her career with the University as a Field Researcher. She got to go to other worlds, being paid to do so, and see new places and discover new historical and ancient cultural sites.
Survived 1st Term in Career (Basic Training)
(Gain all Service Skills at 0)
Career Event
Investigate 1Orla is assigned to work on a secret project for the Navy. They were looking at some ancient recently discovered sites that are rumored to have references to rare metals used for Spaceships/travel. She learned a lot about investigating locations and artifacts at that time.
Advanced in Career
Gain Science/History 1 - It was during this stint that she picked up a lot of information by way of having to read and study the History of several locations, both for the University, and the Navy (which was a secret project few know about)
Aged 4 more years to 24 while advancing in her Career
Gaining experience in both life and her career, the years seemed to fly by.
Start 2nd Term in Career
Picked up Advocate Skill - She had a stint after working with the Navy in that she couldn't share some of her research and findings. Her knowledge and skill in working with bureaucracies and corporations didn't help her in this matter, so she had to learn a lot about what was legal and what wasn't while circumventing these obstacles.
Career Mishap
A rival researcher blackens your name or steals your research. Gain a Rival but you do not have to leave this career. - It was during this time back with the University that she ran across her old Tutor and found he had changed and could be quite helpful. She was wrong. Stole what discoveries she had gained under the secret project, and those that weren't sensitive and classified, he made them his own - knowing she was sworn to secrecy on them and could not fight him. He even tried to damage her reputation by saying she had visited these same sights and was just too inept to discover what he did.
Aged 4 more years to 28 while working in career but not advancing
It was during this time that the years didn't seem to fly by and she very much felt the day she turned the age of 30.
Entered 3rd Term in Career
Due to Field work, she learns how to Navigate over land/terrain once she showed her superiors that she was quite capable and could get results out in the field. It was during this time that she did a lot of hiking over rough terrain to get to hard to locate sites, and she learned how to Navigate across the land quite well.
Career Event
You work for an eccentric but brilliant mentor, who becomes an Ally. Science +1
Survived and Advanced in Career, moving up to Rank 2
Picked up decent knowledge of Computers and simple phrases in a variety of languages - While compiling her research and findings, she had to get more on computers and became well versed in using them. She also began to be able to speak some conversational, or traveling phrases and words in many languages.
Aged 4 more years to age 32
Turning 32, she was looking to now leave the University and try her hand as an independent researcher and investigator. Instead, she stayed in due to an event she couldn't resist.
Start 4th Term in Career
Orla has ground a bit tougher and more in shape due to trekking out in the wilds of worlds while doing Field work - END +1
Career Event
She was picked out by the Navy to participate in a Secret project once more. Although the outside world thought that the cover work she did for a Naval secret Project the first time was a bust, the Navy knew better and asked her back. It helped that she didn't speak a word of what had happened and for a bit she let her professional career take a hit instead of giving up secrets. It was while doing this Field work, that Orla expanded her understanding of places and sites such that she incorporated Drones and remote sensing devices to get different views and angles. Gain Electronics 1 - Remote Ops
Advance to Career Rank 3
The work with the Navy on the Secret project further honed her skills in Investigation 1 (already chosen)
Advance Skill
Gain Investigation +1
Age + 4
When the project ended, she celebrated her 36th birthday aboard a starship headed back to the University think tank where she was employed.
Start Term 5, Skill roll
She finally had some time to sculpt and draw a bit, something she hadn't taken the personal time to do in years. As such her skills increase with appreciation and participation in the Arts.
Surviving Term 5/Event Roll
She is called upon to perform research that goes against her conscience. She begrudgingly accepts, and goes to work using her knowledge of Ancient sites and ruins to try and determine when in the past cosmic events occurred and what ancient Tech was used in these events and furthermore if there is tech available to do it again. She gains skills in Science/Astronomy, Science/Physics, gained extra Benefit Roll, and D3 Enemies.
Advance successful, Gain Skill
She improves even more on her Investigation skills during her late 30s.
Leaving her Career/Mustering out
Orla has her 40th birthday as she goes out on her own.
Orla, as most call her, hails from the world of Aight in the Khavle subsector of the Diaspora Sector under the control of the Third Imperium. She’s the second generation of a relatively newly created Pride called the Kassakh, in the Khirfektar Clan. The Clan is relatively new as well, and is expanding out into worlds in the pursuit of land, of course.
Added Service Skills from Scholar Skills list
She kept the crude cloth screen up and in place so her cousin Ya’fisk couldn’t see what she was doing. She was in tune to what she was doing, she was finishing painting a sculpture she had just created and had fired in a kiln this morning. It was of a sort of bat native to this world, or at least it was since someone brought it here long ago.
She hissed as her mother stepped in behind the screen and tugged at her ear and lighted her chin to check out her wounds obtained from the night before. She struggled to keep her eyes on her painting as she was almost finished.
“Hold still”, her mother said, glancing at her friend waiting rather impatiently on the other side of the cloth screen. “It’s a good thing you didn’t extend your claws all the way Ya’fisk, of these slashes might have left a scar on my beautiful daughter’s face.” The scratches were across her nose and on the back of one ear. Orlapah had gotten her own scratches in during their scuffle and finally ended it with her teeth bared against her cousin’s throat. They’d had to be pulled apart, and quickly made up as Aslan almost always do.
Ya’fisk just smiled as Aslan do and nodded to her Aunt.
Orlapah was finally finished and went around to move the screen, revealing her work. “There”, she said. “It’s my gift to you, my friend, cousin, and Pride Mate, Ya’fisk. It looks like the bat we were fighting over that got away because we were fighting. I painted it like I remember the night looked when we rolled in the tall grass. Whenever you look at it, think of how much I care for you, and that if that bat had turned on us, I’d have fought with you, not against you. No ill feelings Ya’sisk.”
Her mother smiled and touched her daughter on the shoulder. Orla then said, “So, chasing bats again tonight?” Her mother made a hiss of her own and rolled her eyes in a fashion picked up from being around Humanti too long.
Orla is one or many females out gaining knowledge, establishing connections, and increasing wealth if possible, and in that order of importance. Once she feels she’s got enough of these to help her Pride, she’ll return and start seeking a mate. She’s young, energetic, and quite the inquisitive explorer so she’s in no hurry to return to her Pride just yet, or in the foreseeable future.
She has a knack for trading and an eye for fine art, among other useful skills to a crew out to improve their means.
Weapons
Name
TL
Range
Damage
WT
MAG
Traits
Unarmed
NA
Melee
1D+(STR DM)
NA
NA
Dewclaw
NA
Melee
1D+3(STR DM)
NA
NA
AutoPistol
6
10m
13D-3
1
NA
Armor
Name
TL
Rad
WT
Traits
Mesh
-
-
2
-
Cloth
-
-
5
-
Character Notes
Equipment (Encumbered if carried load >= )STR+END+Athletics)
Item
WT
Item
WT
Mesh Armor
2
Cloth Armor
5
Portable Computer w/ Intelligent Interface
.5
Breather Mask
-
Filter Mask
-
Auto Pistol w/ Laser Sight
16
Total Load Out of Combat [ 18.5 ]
Total Load In Combat [ 21.5 ]
Finances
98,150 Cr.
Muster Out Benefits Rolled
Two Ship Shares, Improved Education (+2), Improved INT ( +1), Cr75,000 in yearly Pension, and 100000 additional Credits.
Senses: +1 DM to any Recon and Survival Checks. Rad. Dose: -
Non-Combat:
Initiative Result : Current Armor: Mesh Combat: Cloth +8 (w/ Eye Protection and Mag Grapples on Boots
Free Actions:
Minor Actions:
Significant Actions:
Reactions:
__________________ Posting Status: Decent | OFFLINE 2 WEEKS!!! - I am offline for work, travel, and vacation from 10/7 through 10/19. May have Web access 10/15-10/17 but will be limited.
Last edited by savoylen; Feb 26th, 2022 at 09:10 PM.
Given special assignment. Add +1 to 1 Army benefit roll.
Aged 4 years
Age now 30
Continued in Army
Melee 1
Advanced to Corporal
no rank skill rolled hvy military tactics
Event: Life Event
Death of father.
Aged 4 years
Age now 34. Aging roll showed no signs of deterioration.
Moved to Psion career
Gained Awareness 0 as basic training.
Skill gained
Telepathy 1
Advanced in rank to Psi-Soldier
Gained Gun Combat (Energy) 1 rolled awareness
Event
Came into inheritance (Benefit +2)
Aged 4 years
new age 38.
Stayed in Psion
Gained Dex +1
Event
Gained a mentor, ally +4 to next advance.
Aged 4 years
New age 42; Str -1.
Mustering out: +1 Int, 2xTAS, 30K credits
Skills Table
Gunner 1, Deception 1
Final UPP
7AAAC7-B
Character Background
Ad (the name by which he tends to go by, his full name being quite cumbersome), comes from an insular and isolated belter community in the Rakurram system, by the name of Asdur (Haven in Vilani). The asteroid contains a hidden community of psions, and their teaching academy, through which all members of the community are tested and then, if they show enough promise, pass through as part of their education; the best graduates are encouraged to stay and help rear the next generation; those who fail, however, are encouraged to leave rather than stay and have "inferior" children who do not show enough potential. The testing is conducted on a student's 18th birthday in a quiet ritual, surrounded by the elders of the community and the aspirant's parents and close family.
The community itself has been on the asteroid for centuries, and was originally formed by a small group of Vilani traditionalists with a strong streak of psionic potential within them. It's a partly religious community, which some might describe as cult-like, though given the treatment often handed out to psions in the empire, the need for secrecy and security is perhaps understandable. Each of the community's members is given a traditional Vilani name at birth that expresses the hopes of the parents concerning their offspring and their path in life. It is not uncommon for those who fail the testing that their names are (at least informally) changed to represent that failure. Admegulasha Burun Zaagdiira Uushrakhur Argushii, whose full name in the old Vilani language can be translated as "Repository Temple of Substantial Potential Hidden Truths," is about to take his testing at the age of 18.
Having successfully tested, and admitted to the colony's psionic institution as a full student, Ad commenced his education, attaining knowledge in the science behind his strange powers, learning important lessons in keeping his head down around strangers, and working part-time as a belter as most of the community does in order to pay for his studies. As a result of his four years in the institute, Ad found that his strengths lay in his Telekinetic ability, and to a lesser extent, his telepathic abilities. Graduating in the middle range of his cohort, Ad pondered his next move. His parents, wishing him to stay in the community and settle down with one of his childhood friends (who, disturbingly, Ad found was also one of his cousins) lavished him with gifts, including an heirloom from his fiance's parents. Unfortunately, the gifts didn't last long - a fellow student at the institute, jealous over his impending nuptials due to *his* love of Ad's cousin - and disturbingly *also* a cousin to the poor woman - contrived to steal the psionic heirloom gifted to him. Outraged at Ad's seeming unconcern for the precious artifact, Ad's uncle and aunt swore that he would never marry their daughter. Ad's cousin Durak was thus free to pursue his romantic entanglement in Ad's place. Ad wasn't too bothered by the loss of a potential wife (he wasn't that keen on the woman in the first place, and had too much wanderlust to want to settle down immediately), though he did feel the loss of the artifact. Feeling stigmatised because others in the community thought him careless after the loss of the heirloom, and shuddering at the array of further cousins being lined up for him, Ad has decided to leave Asdur and seek his fortune elsewhere. After all, belters are needed wherever there are minerals to haul, and the whole universe is now his to discover!
Ad found himself on a nearby world as a Marine training exercise was taking place. Watching the exercises, he felt that he could easily do that - it certainly seemed easy enough. Joining up, he feigned surprise when he was recommended to the officer class, but his pride had already told him he was more than capable of leading others. Sadly, that pride definitely came before a fall; on his first non-training mission, Ad led his troops into an ambush, and as a result, got stuck behind enemy lines with a few of his men. Several of them died, and it was only by evading the enemy troops that he managed to get back to the on-planet HQ, thanks in part to the actions of a young Aslan naval rating, Jack, and his crew who whisked them out of harm's way. Realising that it was his own failed leadership that led to the error, he offered to resign his commission on arrival; given that deaths had ensued due to his carelessness, it was accepted, and Ad found himself once more entering the space lanes to find himself, this time more sobered and guilt-stricken.
After meditating on his failure, Ad decided to get back on the horse. While the Marines were now out as an option, he still felt that his place was fighting, and so he joined the planetary army, keeping his head down so that he wasn't picked as officer material this time. It felt quite strange after his belter days and his stint in the star marines to be on the ground, on planet, and he soon picked up some useful skills with wheeled and tracked vehicles. In addition, he was much more wary this time, looking out for ambushes like the one that had cost him his marine command, and concentrating on his marksmanship with a variety of weaponry. While he still had no intention of any officer training, he was called on for a special assignment due to his burgeoning skills - and in which secretly his psychic abilities helped him - gaining a bonus for doing so. The ad-hoc mission group also included an Aslan scientist, Orla, whose knowledge and application of said lore helped immensely in the success of the mission. Realising at last that his potential lay in melding his psionic and combat skills, he decided that his stint in the army would be as short as his time in the marines, and decided that he would concentrate on his psionic abilities next. As he left the army, he received bad news - his father, one of the elders of the psionic community, had died. Ad packed his gear and decided to head home to rejoin the psionic community and take his father's place as an elder, and hopefully boost his own psionic skills. On his way back home, he travelled for a while with a retiring sergeant in the army, who taught him the rudiments of the use of explosives, especially breaching charges, and spent time with a Vargr fixer on the sergeant's homeworld.
Arriving back to Asdur, Ad took to his new role with mixed feelings. He found his existing psionic skills increasing in strength, and nurtured a new power too, but he felt a little lost now he was back home. Having seen more of the universe, the small asteroid community seemed even more claustrophobic and limiting than it had before. Having witnessed other belief systems and philosophies too, the cult at the centre of the community held less sway over him, despite his newfound position as an elder, and despite having inherited his father's belongings and properties. Ad would often blow off steam in the community's small training centre where he'd practice his weapons kills, most noticeably his energy pistol marksmanship. Still, he was a man of some influence in the community now, and that meant something. Unfortunately, it made him an even more desirable item for the many cousins, second cousins, and others who were looking to breed with him to ensure that perfection would eventually be attained amongst the community and its future generations. That still had no attraction for Ad. Despite his comfortable position in the community, the stars still beckoned.
Struggling with this question of whether to stay or whether the lure of the stars would pull him away, As ended up talking with one of the *real* elders of the community, who, after several long conversations, suggested that Ad's destiny might be away from the community. After more months of soul-searching, Ad found that he couldn't fault the old man's logic, and so, more reluctantly than before but still firm in his decision, Ad decided to leave the community, saying his goodbyes and heading out to the starport to see what new life beckoned to him.
Weapons
Name
TL
Range
Damage
WT
MAG
Traits
Unarmed
NA
Melee
1D
NA
NA
Stunstick
8
Melee
2D
1
NA
Stun
Static Axe
12
Melee
4D+2
5
NA
AP 8, Smasher
Riot Shield
6
Melee
1D
4
NA
Gauss Rifle
12
600
4D
4
80
AP 5, Auto 3, Scope
Hand Flamer
10
5
3D
2
5
Blast 2, Fire
Laser Pistol
11
30
3D+3
2
100
Zero-G
Armor
Name
TL
Rad
WT
Traits
Lightweight Poly Carapace +12
11
-
2
-
Character Notes
Ready to Start His Adventure outside the influence of the Solar Rim.
Equipment (Encumbered if carried load >= )STR+END+Athletics)
Item
WT
Item
WT
-
-
-
-
Total Load [ 20 ]
Total Load manageable [17]
Doesn't usually carry all weapons - on board ship, laser pistol, stunstick only.
Augments
TL
Effect
-
-
-
Finances
5,775 cr.
PHYSICAL STATISTICS
Str 7/7 Dex 10/10 End 10/10 Int 10/10 Edu 12/12 Soc 7/7 Psi 11/11
Gain Streetwise, Carousing, Computers, Electronics
1st Term - Entertainer
Gain Art, Carouse, deception, Drive, Persuade, Steward; Survived
Life Event
Gain an Ally
Advancement
Failed; Entertainer Rank 0
2nd Term- Intelligence
Gain Streetwise; Survived
Life Event
Advanced Training Gain Streetwise 1
Advancement
Success; Agent- Gain Deception 1 and Recon
Survival
Failed, Investigation gone wrong
Muster Out
Scientific Equipment and Combat Implant
3rd Term- Wanderer
Dex +1
Life Event
Relationship ends badly: Enemy
Advancement
Rank 1 Streetwise 3, Stealth
Muster Out
EDU +1, $4,000
Character Background
Growing up on an overcrowded world teeming with needy life, Boranga learned early on that the squeaky wheel got the grease. In order to survive, in order to thrive, you had to stand out from the homogenous crowd. Born to service industry parents, Boranga raised himself with an insatiable appetite for dabbling with electronics, his gadgets his only friends. Becoming hooked on self-help books, Boranga believed that in order to have success in life you had to visualize it and then take appropriate actions. He changed his name to Mansa, an ancient term he heard meant King. At the same time he learned about a desert called the Sahara desert. Sahara was the word for desert... so desert desert. With that in mind Mansa took the last name King... or King King. It was a good start to actualizing his dreams.
Mansa's self actualization exercises begin to pay off as does the long hours practicing his public speaking in front of his bathroom mirror. He is hired as a late night infomercial host hawking dubious products to the gullible masses. His style and delivery are memorable and he meets an up and coming journalist who covers the entertainment beat. They hit it off. His sense of humor and wit vibe well with her hard nose grit and morality. Clarity Belle is now an ally.
Mansa's late night gig was too much of a good thing. The late hours required chemical stimulation... which led to dependency and then a fall into addiction. He became erratic, missed work... and was eventually fired. His severance pay amounted to nothing, all of it owed to dealers and thugs. Mansa King is now unemployed... and trying to hide the truth from Clarity Belle.
Mansa gets caught in a drug bust and to avoid prosecution he agrees to become a wired informant for the law. He is expected to be dead in days, yet somehow... he survives... and thrives. His performance skills reach new levels and he becomes a trusted asset. He is officially hired and becomes a trained undercover agent.
Of course Mansa gets himself involved in an investigation that hits too close to home for the powers that be. Mansa uncovers high level corruption between the drug lords and law enforcement. Knowing that he will be forced to take the fall, Mansa runs, dropping off the grid as he struggles to stay out of prison. As he leaves, King helps himself to some technical gear that he believes he is owed.
Things get worse for Mansa. It is either disappear or end up in prison where he knows he will be killed. The icing on the cake is that Cecil Rhodes, the captain of his ex-unit, ends up marrying Clarity Belle. Mansa spends the next few years as a wanderer hoping that they will somehow forget he exists.
Weapons
Name
TL
Range
Damage
WT
MAG
Traits
Unarmed
NA
Melee
1D+(STR DM)
NA
NA
Blade
2
Melee
2D
2
NA
NA
Gauss Pistol
12
20M
3D
1
40
AP 3, Auto 2
Shotgun
4
50M
4D
4
6
Bulky
Armor
Name
TL
Rad
WT
Traits
Flak Jacket +5
8
-
6
-
Character Notes
-
Equipment (Encumbered if carried load >= )STR+END+Athletics)
Item
WT
Item
WT
Light Intensifier Goggles
1
-
-
Breather Mask
-
-
-
Binoculars TL 8
1
-
-
Total Load [2]
Augments
TL
Effect
Next Gen Wafer Jack
13
Capacity Bandwidth/10
Neural Comm Audio and visual, Computer/0
12
access the capabilities of a neural comm by thought alone
Additional Augments
TL
Effect
Black Ops Chip with Mindscape enabled NI Jack
16
Access to Mindscape, Shadow Form 1
BIACS - Biological-Initiated Avatar Control System
13
Remote Ops (Sensors) 1 to control Cyborg based Avatar
Initiative Result : Current Armor: Combat:
Free Actions:
Minor Actions:
Significant Actions:
Reactions:
__________________ Extinction is the rule. Survival is the exception. I have taken The Oath of Sangus Most people are not just comfortable in their ignorance, but hostile to anyone who points it out.
Last edited by savoylen; May 21st, 2024 at 11:06 PM.
Her Royal Highness Princess Eneri Tauribi, 5th of her Name
Homeworld
Vland
Species
Humani (Vlandi)
Description
5' 11", average build, pale ivory skin tone, long brown hair usually tied up in ponytail or bun, brown eyes. Usually wearing a few pieces of jewelry, nothing gaudy.
Eneri is the eldest child, with a younger brother and sister. She grew up in a privileged environment, spending much of her youth riding horses
As she was maturing, her parents expected her to socialize, especially with other noble families. She learned to talk, debate, and carouse, including learning to do so in other dialects.
Loves to pilot a vehicle; drive, fly, pilot, you name it. Got her license to drive and fly; 'borrowed' the family jet a few times to get away but left a lovely 'thank you' letter to her parents.
Followed in the family tradition of going to Military Academy. Choose Navy so she could learn to pilot spacecraft. Got in and did well, graduating with Honours, but a few thought she had 'help' from the Family.
Noticed that she could read people's aura's, didn't think much of it. Tried to read an aura of someone at school and accidently used Psi attack on them. They got hurt, didn't die, event got swept under the rug but they never forgave Eneri for what she did.
Parent's were becoming afraid of Eneri and wanted her out of the house ASAP. Sent her straight to the Adair family on Sol, where their Archduke put Eneri in touch with the Imperium Administrators Corps to further her Psi training.
Her official Psi training went well; Eneri learned the basics and then some of all the 'major' disciplines and started her training with Telepathy so that she might peer into the minds of those she might need to infiltrate one day.
The Corps thought Eneri was a valuable asset and promoted her to Initiate, charging her with teaching and doing research into the Psiontific Method (that's a pun!) in order to help the Corps with the training and recruitment.
She was loving what she was doing and was genuinely happy. She got 'promoted', more like given new tasks without the pay raise, and started teaching full-time with research done on the side into Psionics and Royal Bloodlines.
While studying, she increased her studied of Awareness, which she figured would help her in her research. It turned out to be a great success and she turned out to be a natural at it, using her skills to trace some Noble bloodlines for their Families.
While at a conference, accidently got caught using Psionics by a 'mundane'. It was quickly 'explained' and 'swept under the rug' but she was given a strong verbal lashing and formal reprimand, along with the threat of prison if the events was repeated.
Was promoted to a position of full-time Researcher and Professor. Due to her research, she spent a lot of time working on grant proposals, as well as proposals and presentations to the Corp's leadership. It was dry but necessary.
Given the chance to study under other professors, as well as leading experts in other fields that came by the Corps. She worked with them but was too busy in her own work, didn't advance any of their theories within her research.
Learned advanced Psi techniques to the point where she was the match for most at the Corps. Decided she was done with research and teaching after more ending grant proposals to fund her research. Might as well do it on her own at this point.
Headed out to Oberon-Tribon, where the Corps had a small hidden-away enclave of 'like-minded' people who were doing 'research', some possibly shady but most that just needed privacy and space, for the Corps away from any prying eyes.
As a sort of parting gift, her Parents gifted Eneri a TAS membership so she could go wherever she liked. Eneri took the TAS and, once at Oberon-Tribon, got herself a small apartment and started to work on her Psi talents in a quiet environment.
Weapons
Name
TL
Range
Damage
WT
MAG
Traits
Unarmed
NA
Melee
1D+(STR DM)
NA
NA
Armor
Name
TL
Rad
WT
Traits
-
-
-
-
-
Character Notes
TAS Membership
Equipment (Encumbered if carried load >= )STR+END+Athletics)
Item
WT
Item
WT
-
-
-
-
Total Load [ ]
Augments
TL
Effect
-
-
-
Additional Augments
TL
Effect
Black Ops Chip with Mindscape enabled NI Jack
16
Access to Mindscape, Shadow Form 1
BIACS - Biological-Initiated Avatar Control System
13
Remote Ops (Sensors) 1 to control Cyborg based Avatar
Finances
4,000 cr.
This Imperial Patent of Nobility bestows the Title and Holdings of Princess Eneri Tauribi of on the personage of Royal Highness Princess Eneri Tauribi 5th of her Name, of the Dominion of Vland.
I, Eneri Tauribi, do hereby bond and swear that I will upload the laws and will of His Grace the Archduke of Vland.
I accept the Title and Duty bestowed upon me, and commit my life to one of Service to the People and Leaders of our Glorious Imperium.
Initiative Result : Current Armor: Combat:
Free Actions:
Minor Actions:
Significant Actions:
Reactions:
__________________
She likes nice cars, invincible trends
She bites the heads off her mutual friends
We dine at the table, she sits at the end
She likes big words and playing pretend (Deadsy, She Likes Big Words)
Last edited by savoylen; Apr 30th, 2023 at 10:11 AM.