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  #1  
Old May 9th, 2020, 10:37 AM
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The Crew

OOC: Post your current Traveller Character Description here.If you are looking for the area for character creation, go to the Conference Room and ask the Referee for a Creation Thread. This thread is for posting the current character sheet, current personal gear and personal wealth.

Since its very helpful to EVERYONE (the players and the Ref will want to see your details, etc. as we play), please link your CS (Character sheet) to your Forum Name. See the instructions below if you need help with this.

 


Combat Posts and the DASHBOARD

For all combat posts, please include the following stats block and action summary in a spoiler at the end of your post. You may wish to store this example in the Notes section of your character sheet.

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GM of: Dark*Matter: The Hoffmann Institute (2007 HOF) &
Traveller: The Third Imperium
New here? Try a New Player Solo Game for DnD, Pathfinder, 13th age, FATE, Traveller.

Last edited by savoylen; Apr 3rd, 2021 at 11:46 AM.
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Old May 12th, 2020, 12:17 AM
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Spirit of Hope





 




Spirit of Hope Float
Imperial Date Mode Notation Amount Total
1116.63 CREDIT Nezzara kCr. 10 kCr 10
1116.63 CREDIT Dominic kCr 10 kCr. 20
1116.63 CREDIT Idrick Cr 50 kCr 20.050
1116.63 CREDIT Allyne kCr 3.5 kCr 23.550
1116.63 CREDIT Trystienne kCr 35 58.550
1116.63 DEBIT Dilub Rou Station kCr 25.5 33.050
1116.63 DEBIT PM Hartest kCr 3 30.050
1116.64 DEBIT Damiler Motorworks kCr 13.5 kCr 16.550
1116.64 DEBIT Universal Export Ironworks kCr 5.625 kCr 10.925
1116.90 DEBIT Imperial Ship Mortgage Registry kCr 16.975 kCr. <kCr 6.05>
1116.90 DEBIT Shipyard Monkey Maintainers kCr 5.411 <kCr 11.461>
1116.92 CREDIT Kharzet Station Trade Board kCr 16.341 kCr 4.88
1116.92 CREDIT Rafe Trystienne Freight Bond kCr 35 kCr 39.880
1116.92 CREDIT Rafe Trystienne Trade Maintenance Float kCr 12 kCr 51.880
1116.92 CREDIT Allyne Bond kCr 23 kCr 74.880
1116.92 CREDIT Allyne Trade and Maintenance kCr 12 kCr 86.880
1116.92 CREDIT Nezzara Bond kCr 35 kCr 121.880
1116.92 CREDIT Nezzara Trade and maintenance kCr 15 kCr 176.880
1116.93 CREDIT Maximillian Malligigg Contract Payment kCr. 75 kCr 251.880
1116.93 CREDIT Maximillian Malligigg Advance Payment kCr 100 kCr 351.880
1116.96 CREDIT Maximillian Malligigg Payment Balance kCr 150 kCr 401.880
1116.105 DEBIT Rishinn High Port Mercantile kCr 8.4 kCr. 393.48
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__________________
GM of: Dark*Matter: The Hoffmann Institute (2007 HOF) &
Traveller: The Third Imperium
New here? Try a New Player Solo Game for DnD, Pathfinder, 13th age, FATE, Traveller.

Last edited by savoylen; Aug 2nd, 2020 at 03:38 PM.
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Old May 14th, 2020, 10:48 AM
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Dom - Lifepath End Official Character Sheet
Dominic Valojin (66A9B6-0)
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Name Dominic Valojin (Dom)
Homeworld Vajrin
Species Humaniti (Solomani)
Description Hazel Eyes, Dark Hair
Age 42
Rad. Dose 0

Physical Characteristics
Age 42
Strength 6 (+0)
Dexterity 6 (+0)
Endurance 10 (+1)
Intellect 9 (+1)
Education 11 (+1)
Social 6 (+0)
Psi 0

DMs  
0 (-3) 1-2 (-2) 3-5 (-1) 6-8 (+0) 9-11 (+1) 12-14 (+2) 15+ (+3)

Post Career BlockStudy Period
Training in Skill Week # of Study Periods Complete
Pilot: Spacecraft 3 8 0

MAX Skill Levels (INT+EDU) * 3 = 60


 


Notable PersonsAssociation
Colonel HarnetAlly (Marines Term 3)
Allyne DuchampPact to remain friends forever (University Term 1)
Nezzara ArroukSurvived a deadly mission together (Marines Term 3)

 


 


Weapons
Name TL Range Damage WT MAG Traits
Stunner 12 10m 3D 0.5 kg 100 Stun, Zero-G, DM+1 closer than 50mLaser Sight
Laser Rifle11400m5D+35 kg100Scope, DM+1 beyond 50mHolographic Sights, Zero-G
Static Blade12Melee3D+23 kgNAAP 6
Unarmed NA Melee 1D+(STR DM) NA NA

Armor
Name TL Rad WT Traits
Cloth 12 - 2 kg Protection +4
Flak Jacket 8 - 6 kg Protection +5

Character Notes
Equipment (Encumbered if carried load >= )STR+END+Athletics)
Item WT Item WT
Cloth2 kg (0.5 kg worn)Flak Jacket6 kg (1.5 kg worn)
Static Blade3 kgStunner 0.5 kg
Laser Rifle5 kgComputer/1 with TL 10 Translator/1Mobile Comm-
IR goggles includedLight Intensifier Goggles-  
Total Load [ 10.5 kg ]

Augments TL Effect
---

Finances kCr6.641
1 Ownership share in the Spirit of Hope

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Last edited by Mythrandil; Jan 5th, 2021 at 08:09 PM.
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Old May 15th, 2020, 06:44 AM
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Nezzara Arrouk (968A94-0)


Name Nezzara Arrouk, formerly Army Corporal & Merchant Marine Senior Crewman
Homeworld Raguegh (If we are sticking to the Spinward marches, otherwise this might be changed to something similar)
Species Humaniti, male
Description Bald, tan, bearded, prematurely greyed, husky and stout in body.
Age 38
Rad. Dose 0

Physical Characteristics
Age 38
Strength 9 (+1)
Dexterity 6 (+0)
Endurance 8 (+0)
Intellect 10 (+1)
Education 9 (+1)
Social 4 (-1)
Psi 0

DMs  
0 (-3) 1-2 (-2) 3-5 (-1) 6-8 (+0) 9-11 (+1) 12-14 (+2) 15+ (+3)

Post Career BlockStudy Period
Training in Skill Week # of Study Periods Complete
Gunner 3 8 0

MAX Skill Levels (INT+EDU) * 3 = 57


SkillsRank
Admin 1
Athletics 0
Broker 0
Deception 1
Drive 0
Electronics 0
Gun Combat (Slug) 1
Gun Combat (Energy) 1
Heavy Weapons 0
Mechanic 1
Medic 3
Melee 0
Persuade 1
Recon 1
Science 0
Streetwise 1
Vacc Suit 1

 



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)
Item WT Item WT
Medkit TL10 1Portable Computer and Comm (Computer 2) TL10 0,5
Medkit TL12 1 - -
Total Load [ ]

Augments TL Effect
Subdermal Armour 10 Armour +1

Finances, Assets
38.516‬‬ kcr.
46 Shares of the "Spirit of Hope"

 
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Last edited by Phettberg; Jul 16th, 2020 at 09:07 AM.
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  #5  
Old May 16th, 2020, 06:45 AM
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Allyne Duchamp (3559B5-0)


Name Allyne Duchamp
Homeworld Garda-Vilis
Species Human
Description Black hair, brown eyes, dark skin
Age 38
Rad. Dose 0

Physical Characteristics
Age 38
Strength 3
Dexterity 5
Endurance 5
Intellect 9
Education 11
Social 5
Psi 0

DMs  
0 (-3) 1-2 (-2) 3-5 (-1) 6-8 (+0) 9-11 (+1) 12-14 (+2) 15+ (+3)

Post Career BlockStudy Period
Training in Skill Week # of Study Periods Complete
J-Drive 3 8 0

MAX Skill Levels (INT+EDU) * 3 = 60

Current total 17

SkillsRank
Astrogation 1
Electronics - computers1
Electronics - comms 1
Electronics - sensors 1
Mechanic2
Drive0
Engineering - M-Drive 2
Engineering - J-Drive 1
Engineering - Power 1
Pilot - space craft 1
Vacc Suit 0
Athletics 0
Gunner 0
Gun combat 0
Recon 1
Melee (blade) 1
Navigation 1
Persuade 1
Streetwise 1
Medic 1

 



Character Background
Allyne had always been a busy child. Not brilliant, not gifted, but determined and busy. She was the third of Geoffrey and Milly Duchamp’s four children. Milly was a supervisor in the electronics assembly business situated five miles out of town and Geoffrey an mechanic in the automobile garage that served their suburb. It was a comfortable, if unspectacular upbringing.
Allyne would have been confined to the planet-bound life that was common in her extended family, earning a living by serving the local Garda-Vilis industry, had it not been for her incessant curiosity to understand what made things tick. This was noticed at an early age by the teachers of her modest, unambitious, school. They encouraged here by giving her free rein of the labs and design shop on the campus and watched as the curious little girl blossomed into an overall-wearing grease-smeared young lady ready to take her first steps into adulthood and responsibility.
Her continent on Garda-Vilis had been pacified some twenty years earlier after civil unrest that had been running on a low-boil for three generations. As part of the settlement, all her citizens were to serve a four year service in military or commercial endeavours before embarking on a career of their own. The only way to delay that, and take control of your life’s direction was to get acceptance in one of the local universities or military schools based off-planet
Allyne, while educationally competent, was no A student. Nevertheless, she had her heart set on deepening her education. Her application had gone in, with her cause pled elegantly by herself and supported by the recommendations of her teachers. So, it was one early summer’s morning her heart leapt as a letter dropped through her door – a letter that bore the university’s insignia …
… She was in! The young woman screamed with relief and joy, running from father to mother, brother to sister, waving the letter and jumping for joy. The proudest of families escorted their daughter in the grandest car the George had borrowed from the garage to the spaceport some four hours drive from their sleepy city. They waived the naïve undergraduate through security were she was swallowed by the crowds of youngster, thrilling with excitement at the path that was laid before them.
Allyne’s good nature, enthusiasm and emerging talent helped her blend in with the sons and daughters of families of the sort that she had only seen in movies … and here she was – one of them. In her second year, she shared lodgings with a group of like-minded engineers and between them they dreamed of flying the great capital ships of the fleet, commanding ranks of technicians skilled in cutting edge techniques in the most advanced of technology. Between them they would shape the future of space flight. They pledged to share their insights and opportunities and build careers that would lead them away from this backwater to the most glamorous sectors of the galaxy or into the teeth of pivotal battles for the sake of the empire. It was at this time that she met Lance Dieter the intelligent, glamorous young socialite who was destined for high things in the Navy. She waved him off at the end of her second year and dreamed of when she too would be wearing that officer cadet’s uniform.
So, when Allyne qualified with honours there was not surprise. She was one of the most talented in the class – partly because she was bright, but mostly because she worked so hard. There was only one thing for her to do now. Put her name down for officer training in the Naval corps. She would serve her national service as the first stepping-stone to her magnificent career.
But Allyne was soon the find that she could not shake her upbringing that readily. The recruiting captain who interviewed her at officer selection was from the capital – close enough to know what Allyne’s hometown met. He made it clear before he asked a question that he did not consider her officer material, so it was not surprise to the young graduate to receive the “with regret …” letter that encouraged her to consider the enlisted route. So as her classmates turned left into the officer candidate staterooms, Allyne turned right to bunk with her fellow enlisted men.
But the young lady was not set back for long. On the Warspite, an aging battleship of the fleet, She threw herself into the basic training, learning the essentials of life in the navy. It wasn’t long before her handiness was recognised and she promoted as Able Spacehand in the machine shop, where she was soon sought out as the magician who could fix just about everything.
As she matured into the hard-working, level-headed Spacehand, she found herself being called upon as part as off-ship missions. Her talent for improvisation meant she’d saved many an otherwise abortive mission by jury-rigging vital kit. It was just a mission where she met Nezz. The army doctor was accompanying the team retrieving prisoners from one of the anonymous conflicts that were sparking across the region. Allyne had been sent down to evaluate the environment and to identify if any booby-traps or bombs had been set to welcome the peacekeepers.
She found none, but she did find the young doctor cursing the kit that had been damaged in transit. The prisoners had been badly injured and the doctor wanted to induce a coma during transport, but his ventilator had been cracked and there were no replacements vital components. It was a simple task for Allyne. The two of them shared a companionable beer as they admired their respective abilities to repair man and machine and bonded over their shared struggle for recognition and respect from the military class.
Back on the Warspite, once again Allyne’s hard work and diligence paid off. The Lieutenant Lance Dieter, who was by now taking his stint heading engineering, took her under his wing again. He diverted her away from fixing every broken this-and-that that was sent down to their shop towards more advanced studies. Cloistered away into the officer’s dining rooms, she was initiated into the higher mathematics that allowed ships to navigate the galaxy.
And when it came to the next round of applications for commissions, he pushed her into applying again and coached her in her applications. No one, but Allyne, was surprised when the ensign’s band was delivered to her dorm. The enlisted men partied hard to see one of their raised up to the officer class. She gathered her belongings and took the trip bow-wards to the stateroom she was to share with a freshly enlisted officer trainee.
So, when the Warspite was assigned duty in the hot war, she was assigned to lead the engineering team responsible for damage repair to the ship’s engines. The heat of battle is a great teacher. They had taken a torpedo to the aft of the ship, which had torn a whole in its skin and rendered the jump drive inactive. The fleeing aggressors would have made it to safety behind the rebel lines were it not for Allyne’s team’s prompt action. They were able to rig a by-pass that took the dead cells out of the series that fuelled each jump, giving just enough juice to close with their quarry and neutralise it.
Commander Lance Dieter who saluted her and her team as he left the Waspite for the last time to pursue the next stage of his glittering career. Allyne meanwhile was left with a long layover while the ship was refitted. The enforced rest was made easier by the coincidence of meeting Kyrina Telia, the electronics undergraduate who has been part of her gang at university. Allyne had lost touch with her when Kyrina decided not to follow a career in the services, so it was a surprise to find her fried as a minor celebrity, entertaining the gathered sailors and marines in an officers bar. The two of them hung out for a month and it was the most pure fun Allyne had had since leaving university. Then, one party, Kyrina fell badly for a young police offices, Idrick Reinner. The two of them were in that first-love haze, unable to spend a minute apart – but Kyrina felt sorry for her friend and occasionally invited her to be an awkward gooseberry on their dates, or even worse to fix up a double date with one of her doubtful friends. But Idrick did not seem to mind. In fact he was fascinated by Allyne’s electronics insights and facility with computers. He asked for her help on some of the details of a case he was working on.
So, when the day came to launch the refitted Warspite, Allyne stood anxiously, waiting to see who would take command of the engineering team. She rolled her eyes as a boy eight years her junior stepped in, the fresh lieutenant’s pips still gleaming on his uniform. Lieutenant Henriech Colstein caught the look and things went downhill from there. Whether the man was insulted by Allyne’s initial reaction or was intimidated by her competence, the Lieutenant saw to it that her career would go no further. He gave her tasks well below her competence and station and saw to it that every mistake and problem that happened around her was blamed on her – both in front of the Warspite’s new captain and on her records.
As the current tour completed, Lieutenant Colstein’s promotion application was denied. He was in a foul mood and looking for someone to blame. With half a flask of whiskey in his belly, he berated Allyne, stabbing his finger at her official record. He made it clear that if she did not resign from the service now, then he would see to it that she received the final demerit that would see her lose benefits on mustering out and cut her adrift in the galaxy.
The engineer had no choice. She took her benefits at looked for a job – any job – that would get her away from the backwater they had ended up in. And she was lucky. At that time, Carolyn Dracard the aging captain of the Spirit of Hope was at the bar. The captain recognised a talented ship hand when she saw it, and ships like the Spirit of Hope always needed a good engineer on board to keep them operating well.
This new life for Allyne was a shot of vitality. She was thrown out of the regimented naval life and into the life of the freebooting trader. Carolyn nurtured her introduction into the world of real people … how to find your way around the sketchiest of space ports, while avoiding trouble. How to talk your way out of parasitic bandits, seeking to tax your profits away, and how to live with a ship without being navy-perfect all the time.
Allyne was taken with this life – the freedom and self-expression it allowed her. But just as she was blossoming into a second youth, the arthritis she had inherited from her mother begun to bite. He hands and knees began to swell, and movement was painful. There were drugs that could slow the effect, but just that, slow it. With each bout of the disease she found herself less and less physically able. Her mind was still sharp as a tack, and her knowledge of how to make just about anything work was admirable, but she was weaker and slower. Noticeably so.
Captain Dracard had been talking about it for over a year now, so it was no surprise when it actually happened. The Captain was retiring, taking her profits and settled down. But what was surprising was when she handed Allyne the codes and deeds to the Spirit of Hope. Sure, it came with a large mortgage outstanding, but it was a ship. A ship! Allyne had a ship of her own, with a belly big enough to earn a living, and the whole of the galaxy ahead of her. What would she do now?

Contacts
Idrick Reinner PC
(Kyrina Telia – Idrick’s partner)
Nezz Arrouk PC (doctor)
Dominic Valojin PC (university friend)
Captain Lance Dieter (ally)
Lieutenant Henriech Colstein (rival)


Weapons
Name TL Range Damage WT MAG Traits
Unarmed NA Melee 1D+(STR DM) NA NA
Blade 2 Melee 2D 2 NA -
Stunstick 8 Melee 2D 1 NA Stun

Armor
Name TL Rad WT Traits
Cloth 10 - 6 +8 protection

Character Notes
Equipment (Encumbered if carried load >= )STR+END+Athletics)
Item WT Item WT
Mobile comm---
Electronics - computers toolkit---
Electronics - comms toolkit---
Engineering - sensors toolkit---
Mechincal toolkit---
Total Load [ ]

Augments TL Effect
---

Finances2,066 cr.
Stuff:
Blade
TAS membership
Mobile comm TL 13, Computer/1
24 shares in Far Trader Spirit of Hope
(Mortgage outstanding TBC)

 
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Last edited by Jon; Sep 4th, 2020 at 12:11 PM.
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  #6  
Old Feb 23rd, 2021, 05:49 PM
Candide3693's Avatar
Candide3693 Candide3693 is offline
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Mara Raditz

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Mara Raditz 775875-0


Name Mara Raditz
Homeworld -
Species Humani
Description (Describe look and special markings, etc. here.)
Age 34
Rad. Dose 0

Physical Characteristics  
Strength 7
Dexterity 7
Endurance 5
Intellect 8
Education 7
Social 5
Psi 0

SkillsRank
Blade Combat Dagger 1
Electronic 1
Forward Observer 1
Gun Combat Carbine 1
Gunnery 1
Ship's Boat 1
Vacc Suit 1

 



Character Background
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.

 
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Last edited by Candide3693; Feb 25th, 2021 at 08:17 PM.
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