Character Name: Brian Sanders Homeworld/Colony: Europa, Rhadamanthus Colony Age: 40 Description: 5'6", skinny, somewhat nerdy looking Occupation: Scientist (Space) Term Breakdown:I fluffed a couple of edits on the lifepath thread, which has resulted in the 'modified die roll' warning in the post. All rolls are as originally rolled. Edits were due to typos in initial entry or in the descriptionsLink to lifepath post
Term 1: Attended University. Graduated and moved to Mars. Term 2: Became a scientist with AQX. Shot to fame on the back of a discovery and was promoted. Term 3: Continued in his career. Survived a major lab explosion with minimal effect. Term 4: Continued in his career. Gained promotion despite being severely injured in yet another lab explosion. Term 5: Continued in his career. Was moved to new and improved facilities following the disasters of the last two terms, but ultimately was publicly let go by his employer. Term 5.5: Inducted into the Wardens at the rank of Corporal. Took a half-term in initial training as a researcher for them, specialising in Xenobiology.
Character History:
Brian grew up a frail, sickly child, and his parents despaired that he'd never make much of himself. However, he managed to surprise everyone when, at the age of 18 he was accepted into University in Minos to study Space Science. Whilst never a great student, he managed to graduate with a good enough degree, and showing a rash of common-sense not previously exhibited, he took a job off-world with the Mega Corp. AQX - specifically, at one of their research stations on Mars.
Here, he worked until at age 38 he was told that his services were no longer required (at least, that's the story he tells people).
During his early career, he impressed significantly, making a landmark discovery on the nature of certain interactions between sub-planetary bodies in microgravity. This led to a book, and fame and fortune naturally followed outside of the usual scientific circles. This, however turned out to be somewhat of a one-off event.
It was during his studies, and his early career, when he discovered he had the talent for recall - never forgetting anything he took the time to read or study. Some attributed his early career success to this trait, rather than any innate intellectual ability. Still, his success was also to prove his downfall, as Brian became more and more convinced of his own abilities, his arrogance soon got the better of him and he became sloppy in his career, and disliked by his co-workers.
During his career, he was involved in two major lab incidents. Luckily, the first time he came away with only a few cuts and bruises and required only a few days stay in a medical facility. Some of his colleagues were't so lucky. The second incident, some years later however, got the better of him, and here he was severely injured in an explosion which left him weak and almost lost him an arm and half his face. Working for AQX however, did mean that he had access to the best medical facilities, and his employer were also good enough to front most - if not all - of his medical bills. This second accident though did mean he spent much of his time over this period in convalescence and therapy, although he did spend the time to lean to converse with his Asian physician in her own tongue, even if somewhat haltingly.
Returning to a new lab, filled with the very latest technology saw Brian work with renewed vigour at his work, but ultimately this was not enough for AQX to continue funding his research, so at the age of 38 he found he was quite publically released from his duties with his employers, and instead left to get on with life himself.
At least, that's the public story.
In reality, Brian is still working for AQX. And is still a space research scientist. What was never published into the public domain is that his big, breakthrough discovery was actually the spectral chemical analysis of the odd, interstellar body that had been dubbed as Fong's Star. Normally, this wouldn't have elicited much excitement, but the analysis showed readings that, according to Sanders and his team, should not have been possible.
Furthermore, other AQX research groups had performed routine analysis on ores mined from the outer planets and Kiuper Belt object and found some similarities.
Thus, it is now the case that Brian has been secretly placed on board the Argus freighter, with a view to seeing if he can actually make any sense of the readings that have been received, or whether someone within the corporation is actively performing some act of sabotage on behalf of an AQX rival.
He's really not cut out for this sort of thing, but AQX are the ones ultimately paying the bills.
~oOo~
After his all too brief (but exceedingly eventful) stint on the Argus it was revealed to Brian that despite his survival, it was not AQX that rescued him, and nor would he be returning to them. Instead, he found himself inducted into an organisation resembling some form of private army, known as 'The Wardens'. During his initial period, he found himself specialising in Xenobiology, which has resulted in him suffering from very acute nightmares. Sometimes, the horrors of what lies beyond our normal sphere of recognition really should be left unseen. Nonetheless, Brian finds himself in this organisation with a commission (Rank of Corporal no less!) and is determined to keep what lies beyond, firmly there.
Brian took a deep breath as he waited for the elevator doors to open, his palms sweating profusely, a nervous tic showing in the corner of his left eye.
****, I wonder what Gene could want? he thought as he stood there fretting, watching the digits on the display panel count upwards.
Finally, the car came to a halt and the doors opened with a barely audible fwhoossh as Brian was greeted with the sight of his supervisor Gene Bayley stepping around from behind his desk to meet him.
"Brian, come in, come in." he said. "Here, sit down. We need to discuss this discovery you've made, and figure out how we're going to spin this to the public."
"Don't look so nervous. This has to be done, and you'll be well compensated for it. We can't keep this out of the spotlight forever, but we also can't allow the true details of what you've found to make the public spotlight. What are your thoughts?" he looked at Brian expectantly.
"W-w-well, G-gene," stammered Brian, his nerves getting the better of him for a moment, "W-we could put it out that I-I've observed a new phenomenon on the i-interaction of s-sub-planetary bodies in microgravity. We can certainly play that to the public gallery as potentially heralding breakthroughs in our understanding of gravitic fields and possibly matter/anti-matter conversion. That'll certainly get headlines.", silently he thought *And it's much more believable than telling them that I saw a planetary body reverse direction*
"Hmm," mused Gene, "Yes, I think that'll work. Can you write up something along those lines? I know you've been conducting research in that area anyway, and we also have some other scientists work you can utilise also. I want a book. Something we can sell to the proles. Headlines, adulation, the works. That way, what you saw can hide in plain sight until we get some sort of handle on this. Are you good to do that?"
"Absolutely," responded Brian, now sensing that he had some leverage here at last, "However, it's on the one condition that this goes down as my discovery. Not my teams. Not AQX's. Mine. Do we have a deal?"
Gene extended his hand to seal the deal. "I think, Brian. We have an understanding."
Basics
Name: Brian Sanders Homeworld: Europa, Rhadamanthus Colony Species: Human Rad. Dose: 60
Madness: 1 Cracked; Brian now has an irrational fear of spiders...
Attributes:
STR 4 (-1) DEX 4 (-1) END 5 (-1) INT 9 (+1) EDU 14 (+2) SOC 4 (-1)
Skills
Skill
Rank
Admin
0
Advocate
2
Diplomat
0
Drive
0
Electronics
0
Engineer (General)
1
Gun Combat (General)
0
Gun Combat (Slug)
1
Investigate
0
Language (English)
3
Language (Chinese)
1
Medic
1
Profession (Scientist)
0
Science (General)
1
Science (Mathematics)
3
Science (Cosmology)
3
Science (Xenology)
1
Survival
0
Untrained
-3
Qualities:
Advantages Your character has a sense when a course of action or inaction is foolish. Whenever your character is about to participate in something that is foolhardy, your referee will make a secret Intelligence check – if successful, he will warn you about your potential mistake.Common Sense Your character commits things he sees and hears to memory, and it sticks. He has a nearly photographic recall, giving him a +4 DM to checks involving remembering things he has read or experienced firsthand.Eidetic Memory Your character has an intuitive sense of the passage of time, even when unconscious. He always knows what time it is, usually within about 10 minutes. However, this internal clock is set to his time, not necessary the clock time of the planet or colony he is visiting.Internal Clock Your character has an intuitive sense of direction and bearing. Once he establishes where he is, he remembers places he’s been and how to get between them. He never gets lost in cities or colonies he’s been to before. This also gives him a +4 DM to Astrogation checks.Internal Map Your character is the kind of person that fights to stay alive, even when others would pass on. At Hard to Kill/1, your character will stay alive and unconscious after reaching 0 in all his physical characteristics, but only until he has suffered an additional amount of damage equal to half his Endurance. At Hard to Kill/2, this buffer increases to equal his Endurance, and at Hard to Kill/3, this buffer increases to double his Endurance.Hard to Kill/2 Your character can take more punishment than others. Each level of Tough adds that many points to the amount of damage a character can take, to each of his physical characteristics. For example, a character with Tough/2 is treated as being able to take an extra two points of damage each to his Strength, Dexterity, and Endurance (6 extra damage total).Tough/2 Your character has amassed a fortune. Perhaps he understand finances and investment the way others don’t, perhaps his family is wealthy, or perhaps he just got lucky. At Wealthy/1, his starting wealth is increased 200%. At Wealthy/2, his starting wealth is increased 300%. At Wealthy/5, his starting wealth is increased 500%.Wealthy/2
Disadvantages Your character thinks he’s great, but others don’t necessarily agree. He suffers a -1 DM to all interpersonal skill checks involving Intelligence or Social Standing.Arrogant Your character has an old injury or condition that still interferes with his comfort or mobility. He may have migraines, joint pain, inflammatory digestive issues, or anything of that nature. At the beginning of each session, make an Endurance check; failure means he suffers a -1 DM to all checks for the first half of his day, as well as 75% movement. Some conditions may call for a re-check, at your referee’s discretion.Chronic Pain Your character suffers from nightmares, often brought on by the darkness that is once again coming into the world. Each morning, make an Endurance check; failure means he suffers a -1 DM to all checks for the first half of his day.Nightmares
Connections
(deceased) Karel Komarov: Karel fairly recently began correspondence with Brian to discuss their research and how Karel's mathematics is used in his microgravity research. (Bonus Skill: Science (Mathematics))
(deceased) Richard Mason: Richard wrote a fluff piece about Brian's breakthrough discovery in his first term after college. It was possibly this piece that helped boost Brian's popularity outside of the scientific community for this short while. [Bonus Skill: Science (Cosmology)]
Weapons
Name
TL
Range
Damage
WT
MAG
Traits
Unarmed
NA
Melee
1D+(STR DM)
NA
NA
HCC-90 'Anvil' Heavy Pistol (Universal Autopistol from CSC)
8
10
3D-3
1
10
-
AFL-4 Assault Rifle (Assault rifle from CSC)
7
200
3D
4
30
Auto 2
Armour
Name
TL
Rad
WT
Traits
-
-
-
-
-
Equipment (Encumbered if carried load >= STR+END+Athletics)
Item
WT
Item
WT
-
-
-
-
Total Load [ ]
Augments
TL
Effect
-
-
-
Assets
Cash: Cr176,250 Equipment:
Ship Shares (As the roll went off the end of the table, is this multiple shares?)
Vehicle (Ground car)
Professional Gear (Telescope, portable lab kit, Portable Computer)
Description: Former Lance Sergeant O'Brien is mostly easily described as a hard woman, a true jarhead. It is, however, an air or attitude rather than the sum of her physical characteristics, the way that she carries herself. Her face is angular, freckled, sunburnt and scarred, with a nose somewhat crooked from having been broken a fair few times. Bushy brows are left untrimmed above eyes the colour of honey, sparks of orange light glimmering in the iris. Only behind her back would anybody describe her full lips as sensual, even if they probably have the potential to be. Untamable auburn locks don't do enough to soften the blow of her challenging glares, the toxic machismo that she habitually fronts - a marines thing regardless of gender.
She's not tall by any means, but probably more so than other women, and her shoulders don't have the ox-like width of the obsessive weightlifter's. Her strength and dexterity only becomes apparent in close quarters, when one realises that her muscles tense like steel wire underneath her uniform.
Be all that as it may, while one might assume her a brutish dullard her wits are actually sharper than the average serviceman's. Enough for some cynical humour anyway, but it becomes quickly clear that this is a woman aggressively disinterested in knowledge that can't be put towards immediate practical purposes. No science, no general history, no literature - let alone art for art's sake - at best military tactics. This makes her a poor conversationalist when dealing with the bookish types, though she's easy-going with other military or the more common people when she has to. As long as it stays relatively light, that is, because inevitably her tolerance for social interaction runs out, often leading to her becoming more brusque and stand-offish over time. Closer connections clearly don't come easy to this one, but on a ship one can't very much hide forever.
Homecolony: Troy (Ganymede/Jupiter)
Age: 34
Breakdown of Pre-Career and Career terms: I forgot about the 50 dice/post limit, so my first post went over and stopped rendering any and all dice. I had to copy them over to separate threads for the two characters I was making, which is why it all looks wonky and like I deleted rolls. You can see that all the rolls that are marked as deleted are simply in another post, results having stayed the same. Anyway, post for the character in question here.
Term Summary
Term 1 - Failed at Marine Academy due to a personal betrayal (by her unidentical twin sister, not intended as PC connection).
Term 2 - Entered the Marine Career in Ground Assault, proving capable at "up close" operations, because of which she was put into special scouting/recon training (Scout assignment open for a Player connection). Promoted to Lance Corporal (1)
Term 3 - An uneventful few years of service during which she honed her melee skills even further. Promoted to Corporal (2)
Term 4 - A further four years of Marine Service, which ends in an accident that leaves a few nasty scars (Accident open for Player connection). Putting her body on the line heroically earns her a promotion to Lance Sergeant (3).
Character History:
Marcella and her twin sister Aurora were born in the city of light, Troy, the place that never sleeps. Her parents were high enough up the ladder of corporate gambling grifters to afford the girls the odd bit of luxury and a suitable education, something that was summarily rejected by both of them, much to the dismay of the family. Aurora, however, still always managed to suck up enough odd knowledge by something akin to osmosis, whereas Marcella just could not be bothered with facts and stats at all. Early on it was clear that she would be an athlete or soldier, and the prospect of some level of status through such a career kept her on an even keel while Aurora got sucked into the glitzy world of the Casinos to waste most of her own time away.
It was clear that Marcella would be sent to a military academy - in fact, she was more than happy to - but since Aurora started to go so off the rails with drugs and low-level crime it was decided that the twin would share the same fate. Due to different aptitudes, Aurora did the entry exams for the Navy, while Marcella tried out for the Marines. One failed, the other passed. While Marcella blossomed in a spartan environment of testosterone and gun oil Aurora was drafted into Troy's police force - it did not take a week before she turned crooked within her meagre responsibilities. Four years later Aurora was still a rookie and Marcella was ready to graduate, her lack of academic prowess rendered almost irrelevant by her sheer determination to succeed. Marcella had not realised how much her sister had resented her all these years, but then again she was still a uniformed chum walking the same rough beat after four whole years. When Aurora and the family visited Marcella on the day of her final examinations Aurora slipped her a high dosed psycodelic. The examinations did not go well, to say the least, but her four years at the academy at least afforded Marcella an easy in to the UWC Marines, especially since she was gunning for one of the most demanding outfits in there too. But the shame cut deep, her rise feeling less than meteoric ever after, costing her a chance at a commission. It took her a few weeks to figure out who had betrayed her, and she never forgot it. Hostility between the twins became more overt.
Be that as it may, newly minted Marine O'Brien proved to be as good as her reputation, sans examination disaster. Before she knew it she was dropped into the most hostile environments in the outer solar system in preparation for future assault action. Her patience and tenacity got her fast-tracked into a special recon course that led her to strange places in the universe. [Space left for Connections - scout assignment to be detailed later] Coming out of this specialist training she was a shoe-in for her first promotion.
For a time that was the most exciting event in her career. She performed all her duties admirably the following years, seeing some action in domestic crises and the like, and another promotion came her way. It looked like she was in the Marines for good. A foolish idea really.
When you are young and strong you think it will just go on like this forever, even if deep down you know it can't. A brush with her true mortality brought about a great change in Marcella. She was deployed on a mission like many others against some local rebellious militia when her equipment malfunctioned on the descent, causing her to plummet and crash from orbit. Her team had assumed her dead for sure, so accomplished their mission before swinging around to "collect" her remains. Marcella had lived, but her body and spine had been broken.
Now, when you are a pro-athlete or elite soldier the doctors will pull out all the stops to make you whole again. Usually, somebody sits you down and asks you if you want to get back into action, which means doing all of those fast but dangerous things that will get you close to your peak in record time but with great stress to your mind and system. If you decline they still patch you up, but they take their time and ease you back into health, after which you will be discharged. Marcella thought she wanted to go on, and they put her through the grinder of modern medicine. At the end of it her body was whole but her mind was tattered, disconnected. She never fully believed in her bodily integrity again, even though she was technically as good as new. Something just gave. [Second player connection to be fit somewhere into this story - somebody that worked on the operation with her, somebody that she met while in hospital and rehab (though not her actual doctor, I wouldn't want to create a power imbalance like that)]
Lance Sergeant O'Brien had died on the descent that day. She put down the uniform for good.
This meant she needed another job, and while she was not fit for the army anymore it was clear that it would have to be something along similar lines. No more ground assault, but security on a ship she could do. There were a few places she tried to get her foot in the door, but the AQX Corporation was the first to actually hire her. That's how she ended up on the Argus, and as far as she could tell it would be a cushy job.
A note: I intended Aurora O'Brien, her twin sister, to be Marcellas rival, so I thought maybe she could have been also hired on the Argus. As is mentioned above, the woman failed to get into navy academy and then was a rookie cop for more than fifteen years before being fired after an accident involving negligence (she had been crooked before as well, so the force was just waiting for something like it). She lost a hand that day, but it was regrown. However, she gained some minor engineering experience when she basically became a drifting thief afterwards, briefly serving on a ship. So she might be on the custodial staff of the Argus, or a very low-level gearhead, if such personnel exists on board.
Roleplay Sample:
Marcella was back on Troy and her spine was stiff. Her last major operations were behind her, in fact, she had her last checkup just a day earlier and had been declared fit for duty. So she'd decided to visit the family and take in the lights before she gave the soldiering another go, but something inside her still felt weak. Doctors always tell you that you'll come out "as good as new", but they're lying. There's a tangible difference in the flesh when you've danced on the razorblade of death and were pulled back from the other side. Before you were immortal because you could not truly consider death a possibility, now you are mortal because you can't think of anything else. Other than death there was paralysis, of course, but to Marcella this was one and the same thing.
To combat this malady of the mind Marcella had been pouring back drinks in a Casino bar. The alcohol never affected her too much, and in truth, it was not giving her any pleasure either. Her bad back was facing the glitzy room behind her, ears pricked to try and listen in to the conversation of random customers. She didn't know it yet, but she was looking for a fight. She was just scanning for somebody unworthy to pick it with. It would be better than a certificate from the white coats, a way of feeling alive, and Marcella's body was craving it. When some drunk grabbed a waitresses ass she was off the barstool before she even knew what was happening.
Rage is a strange thing. As a soldier, you get trained to laser-focus it in on your objective, to still function even while the adrenaline drowned out the true self. Marcella's brain had clicked into that state, and the hapless sap with boundary issues had become her target. She pulled the man to his feet by his lapel and neck, staring down into beady eyes that may as well have been a pig's as far as she was concerned. Something smashed against the side of her head, probably a glass from the sound of shards clattering on the carpeted floor. The marine hadn't really thought this far, and so Marcella simply hurled the man she was clutching at away like a sack of garbage.
The whole thing hadn't been a good idea, and now there were faces all around her, adrenaline giving her tunnel vision. Most of them were bewildered, frightened, and somehow really close. Her victim was sprawling on the table, trying to crawl off the other side. To her left was the shocked waitress, to her right security was approaching. Without even thinking about it Marcella swept a hand over a nearby roulette table, turning chips into projectiles that only momentarily stopped the advance of the guards. Five steps and somebody had caught her arm in a lock. A jab and a knee in the right place meant the pressure was lifted momentarily, but not a second later they were really piling up on her again. As she was pulled to the ground they took quick pot-shots, punches hitting Marcella in the ribs, stomach and the back of the head, but even when three bulked up securities were kneeling on her she felt that her repaired spine held. As much abuse as was piled onto her, and rightfully so, this was not dropping out of orbit with a faulty jump kit. Not even close.
Marcella felt elated. She lost consciousness.
Naturally, she awoke in a holding cell the casino company maintained in the basement, knowing that after the physical abuse there would be some of the judicial kind as well. Either that or they had just waited to see if she'd awoke again at all before dumping her in the back, making her not their problem anymore. It was immaterial, her personal trial of fire had been successful. Her body was her own again after the stress test. Come to think of it she might still need some medical attention, even though Marcella felt like her wounds were largely superficial. Either way, she was the happiest she'd been since she closed her eyes on the rapidly approaching surface of a planet and later found out that she indeed still had a life to open them back up to again. Which made her wonder - was the military really worth risking it all for? Maybe she needed to look for a change in career. Those casino securities seemed to have had a cushy job, but then again she had some dignity left.
Sheet:
Attributes:
STR 12 (+2)
DEX 10 (+1
END 11 (+1)
INT 9 (+1)
EDU 3 (-1)
SOC 5 (-1)
Qualities: Advantages: Your character doesn’t get sick easily and doesn’t typically stay sick as long as other people. He gains a +2 DM to resist the effects of disease or illness, and stays sick only half as long.Disease Resistant Your character is faster than he looks. He gets a +2 DM to Initiative checks, and can move up to 8 meters/9 yards in a Combat Round. He also gains a +2 DM on any check of the Athletics (co-ordination) skill that applies to physical speed.Fast Your character’s body processes foods, drugs, and poisons better than other people. He gains a +2 DM to resist the effects of poisons, toxins, or drugs.Gifted Metabolism Your character is the kind of person that fights to stay alive, even when others would pass on. At Hard to Kill/1, your character will stay alive and unconscious after reaching 0 in all his physical characteristics, but only until he has suffered an additional amount of damage equal to half his Endurance. At Hard to Kill/2, this buffer increases to equal his Endurance, and at Hard to Kill/3, this buffer increases to double his Endurance.Hard to Kill x3 Your character can take more punishment than others. Each level of Tough adds that many points to the amount of damage a character can take, to each of his physical characteristics. For example, a character with Tough/2 is treated as being able to take an extra two points of damage each to his Strength, Dexterity, and Endurance (6 extra damage total).Tough x3
Disadvantages: Your character has someone who feels he is in competition with your character for something, be it an object or objective, or accomplishment in a particular field. He will harass your character, and generally attempt to out-do or humiliate him. A Rival/1 has some measure of influence and/or skill, while a Rival/2 is moderately influential and/or skilled, and a Rival/3 is very influential and/or skilled.Rival 1 You character is the kind of person that wrestles with inner demons. He may suffer from tragic self-doubt or have psychological scars from some sort of abuse. In any event, what is normal for him may not be normal for other, well-adjusted people. Though being Tormented does not have an immediate effect on social interactions, it is difficult for such people to maintain long-lasting romantic relationships. Those who’ve known Tormented characters for any length of time will regard them as strange or damaged as welTormented Your character doesn’t take losing or being wronged very well. He doesn’t even have to have actually lost or been wronged, he only has to perceive he has. He suffers a -1 DM to all interpersonal skill checks involving Intelligence or Social Standing when dealing with the person upon which he wishes vengeance. Furthermore, he must make an Endurance check not to take action against the person, whether through verbal abuse, attempted humiliation, pranks, legal action, or even physical violence – each time he is confronted with them.Vengeful
Cash: Cr22.560
Equipment:
ACC-62 ‘Bandit’ Semi-Auto Pistol (Range 10, Gun Combat (Slug Pistol), 3d6-2 / 1d6, 1kg, 9 Mag (7 cost), Laser Sight)
AFL-16 Mach Assault Rifle (Range 300m, Gun Combat (Slug Rifle), 3d6, 2.25kg, 15Mag (10 cost), Auto 3)
Stun Baton (Melee (Bludgeon), 1d6+2/1d6 Stun, 0 Heft, 1.25kg, Stun)
Boarding Axe (Melee (blade), 2d6+6, 1 Heft, 2kg, -2 Armor) An armored metallic limb designed for combat. Noticeably oversized compared to a human arm, this augment grafts to the existing bone structure of the Traveller and is powered by small power cells, keeping the arm active for three hundred standard hours before needing to be recharged. The arm is considered to have STR 12, grants a +2 bonus to Armour, and can be fitted with any melee weapon at +10% more than the weapon’s standard cost.TL8 Combat Arm, fitted with the Boarding Axe (above)
Flak Jacket (+5 Prot, TL8, 6 kg)
Vacc Suit (+8 Prot, TL10, Rad 60, 10kg, Vacc suit 0)
Combat Gear (Breather Mask, Binoculars TL8, Environment Suit)
Mobile Comm, Wrist (TL 10, Multiple forms of data, Computer/1)
IR+Light intensifier goggles (TL9)
Vehicle (G/Bike)
Contact x1
Last edited by Phettberg; May 15th, 2022 at 01:34 PM.
Background Skills:
Athletics 0, Computers 0, Electronics 0, English 2
Dark Secret 2-Dirty Military Secrets. During his career, Mason has accumulated a huge fund of dirty intel on all sorts of people. With Margaret dead, he has the protection of her retired father, Senator Chan, but even he could not protect Colonel Mason from some of the dirt he has. The Army is pleased he is leaving Earth and travelling into space. For now.
Tormented:1 Colonel Mason still suffers from grief over the death of his wife, Margaret.
Ally:Ally, Senator Chan (from Mason's Terms)
Fearless: Mason has had many awful experiences in the military and seen even more via his combat engineering and intelligence days. It takes a lot to rattle him.
Term 1: The Earth Army Military Academy.
Andrew's education in Syracuse consists of public schools and he draws the attention of the Army Academy despite relatively low social status. He is an excellent lacrosse player and started for Army on defense all four years.
School is difficult for Mason, but he is a hard worker with excellent health. He responds well to the training with increased endurance and strength. Through his time on the lacrosse team, he is exposed to a number of Army leaders. After being elected Co-Captain for Army Lacrosse, he is tapped to join the officer training program as a support in communications and administration.
Military Academy, Army Basic Training:Vac Suit 0, Athletics 1, Gun Combat 0, Heavy Weapons 0, Recon 0, Melee 0 Graduated:Vac Suit 1, Gun Combat 1, Melee 1 Education +1 (9)
Andrew's first commission is on Earth, where he works in a relatively insignificant listening post. His social status is low and as a result he is not picked for more plumb assignments. Mason is placed under Captain Margaret Chan his commanding officer. The two strike up a friendship, training together with long runs and grueling backpacking in Vac Suits.
Over time Margaret expresses her feelings for Andrew, but he is a professional with few other prospects. Despite rumors, the two friends stay in a platonic relationship. When Mason is promoted at the end of his tour, many are not surprised that the "teacher's pet" has received special treatment. This angers Andrew, and he asks for a station that is more dangerous and away from Captain Chan. He is accommodated.
Term 2: Army Lieutenant Commissioned Officer:Lieutenant, Leadership 1 Survival:Success Personal Improvement:End+1 Event:Improved Relationship-->Girlfriend Promotion:Success-->Captain
Captain Mason begins his rise through Army ranks on his own steam. He is positioned in an important strategic base that requires combat engineering. He excels at communications, electronics, and combat engineering. By working with non-com officers with more battle skill, Captain Mason strengthens his tactical skills and leadership, gaining the loyalty of the non-coms and rank and file soldiers.
After his third stint, Mason is clearly career. He is assigned to run the entire base after his Colonel is promoted. Wyvern Base is considered one of the best run stations in the Earth Army Command.
Term 3: Army Captain Commissioned Officer:Captain Survival:Success Officer Training:Tactics 1 Event:Drill Sergeant, Leadership +1 (2) Promotion:Success-->Major, Tactics +1 (2)
Major Mason is asked to return to earth to develop new protocols for training combat engineers and covert listening posts. He hopes to capitalize on this for further promotion, but is stymied by Margaret Chan's suitor, Colonel Raphael Mendoza. The rival for Margaret's affections sees Andrew as the only real threat to his marriage of the politically connected Margaret.
Over time, Mason and Margaret become further and further involved, until he proclaims his love for her and they marry. Colonel Mendoza swears revenge on his rival, who he sees as gutter trash and unworthy of his great love Major Chan.
Term 4 Army Major Commissioned Officer:Major Survival:Success Personal Improvement:Dex +1 (6) Event:Ally 2, Enemy 2, Girlfriend is high ranking officer, enemy of rival suitor. Promotion:Fail
Aging Effects: None
There is no longer any issue with Mason and Chan. Andrew has made his achievements in communications and combat engineering throughout the Earth Army Corp. His wife has become much more successful in the political arena, having retired from military service to serve as a politician following in her father's footsteps.
Andrew has time to deepen his understanding of electronics and communications, following up at MIT with an honorary degree in Applied Electronics. He serves as the major conduit between technology and combat engineering for the Army.
Term 5: Army Major Commissioned Officer:Major Survival:Success Personal Improvement:Str +1 (10) Event:Advanced Training-->Electronics +2 (2), Edu +1 (10) Promotion:Success-->Major to Lieutenant Colonel
Aging Effects: None
Off world and defending against insurrectionists, Lieutenant Colonel Mason must use guerilla tactics while waiting for ground forces to retake a major listening post for the Earth Army Corps. Initially a consulting trip, Mason is faced with the loss of Tegamon Base and the valuable mining facility there.
Using his combat engineering and guerilla tactics, Lieutenant Colonel Mason loses half his ragtag crew, but dismantles a superior force ten to one. The delaying tactic allowed Earth Army Corp to keep the base at a much smaller cost. Key tech and a massive strategic resource was saved during this engagement.
After return from his heroic firefight, Andrew is promoted to Colonel.
Term 6: Commissioned Officer:Lieutenant Colonel Survival:Success Advanced Training:Electronics (3) Event:Firefight! Heavy Weapons 1 PromotionSuccess-->Colonel
Age:42--Honorable discharge.
Promoted to run the combat engineer and electronics support division of the Army, Colonel Mason eventually has his legacy secured. He is ready to pursue the political gamesmanship necessary to become a general in the Earth Army Corp. Then he receives devastating news: Margaret has been slain in a freak live fire accident involving her Vac Suit along with fifty other army trainees.
Colonel Mason is devastated and in short order the political allies and enemies descend upon Andrew. Though offered her seat in Congress, the lifetime soldier refused. Over the next few months he prepared for his retirement, and cashed in on the chips he had earned in the Army. The spendthrift Mason had a number of shares in a starship and equipment to restart. He just needed somewhere to go.
Benefits: +1 to all benefits rolls for rank. Term 1:4(5) 100,000 Credits Term 2:4 (5) 100,000 Credits Term 3: 5(6) Ship Share Term 4: 6(6) Ship Share Term 5: 3(4) Weapon (Assault Rifle) Term 6: 5(6)Ship Share
Mason watched the soldiers performing the changing of the guard at the Tomb of the Unknown Soldier. Some things endured, and this was one of them. The knowledge that you would be honored after a life of service to the military. Margaret had done that. Mason stared at the soldiers flinging their antique rifles in the air. A holographic image would have replaced these men at much lower costs, but you would not find a single soldier in the Earth Army Corps that would give this tradition away.
"The funeral was fitting." Mason didn't flinch when he felt the hand on his shoulder. He knew the voice so well- Medoza. General Medoza now. Unlike Andrew, Raphael Mendoza was connected. Despite everything he had achieved, Colonel Mason was not a household name. A result of being quiet and modest, and holding secrets of Army Intelligence, Andrew supposed. That hurt you when it came to promotions at the highest level in the Earth Army. The competition wasn't about competence any more.
"Yes. Thank you for coming, Raphael." He actually meant that. Though long a rival for Margaret's affections, and a political adversary, Raph was a good man and dedicated to Earth. The General Probably wished he was in the ground instead. Andrew felt the same. He would trade with her. She had so much more to do. She was on track to be a senator like her father.
"What will you do now?" General Raphael asked. He sounded like a concerned friend.
"Travel, Raph, travel. You won't have any mess from me. Don't worry."
His rival stood behind Colonel Mason, just for a moment, his hands paused to give a quick grasp of support. Then he stopped and his hands held near Mason's head like he would strangle him. Mendoza stopped and looked away.
"Good. Good. You should leave. I promise we won't bother you if you stay quiet."
"I will. I will. Goodbye, Raphael."
"Goodbye, Andrew."
Richard Mason - Richard Mason is an incredible parasitic turd that most journalists are throughout time. Get in the damn ring. Theodore Roosevelt talked about "The Man in the Arena," and I doubt Dick has even seen an arena. What a scum bag.[Enemy Gained]
Karel Kamarov - We met at conference one year. He played Go, I played Go. We were the final two out of twenty for a tournament. He whooped my ass. We laughed and had some scotch. He's a great man. Inspirational, really. My career took off from our collaborations. B][Tactics +1][/B]
Keeva - What might have been an awful stay on Triton instead was a fantastic experience as I honed my swordplay with Keeva. I taught her some earth based styles for when she was in heavier gravity, she taught me a lot about zero-g swordplay. A wonderful time in my life. We continue to trade fencing technique and became friends over the years. [Cutlass +1]
Character Name: Richard Mason (Rich, Dick, Mr. Mason) Homeworld: Earth, United States Age: 38
Description: Richard Mason — don’t call him Dick — is a critically acclaimed journalist aboard the Argus. Officially, he’s contracted to chronicle the lives and exploits of the crew through a corporate, PR-adjacent blog at the behest of AQX. However, it’s not exactly a secret that he’s been writing a sidepiece (or two, or three) in the hopes that one of them will be worthy of an award (or two, or three) back home. Something of a last-minute addition, the Kuiper-Oberon run marks his first assignment with the Argus and her crew.
Richard is a social butterfly. He’s a good talker, an even better listener, and has a certain magnetism that can make even the most stubborn or tight-lipped of conversationalists want to share a little more than they might have intended. Being a congenial, agreeable sort, Mr. Mason finds it easy to slip in and out of circles both professional and… not-so-professional. He goes the extra mile to try and make sure others around him are comfortable or having a good time; this is the type of journalist — nay, person — who is exceedingly difficult to find in this day and age: someone of high moral character, with scruples, and whose general outlook is both easy-going and optimistic. Or at least that’s how he presents himself…
Tall, handsome, sharply-dressed, and with wavy blonde hair, Rich cuts a mean figure for a man whose day-to-day usually involves idle carousing and half-hearted snooping. Always in casual attire, he cultivates an exceptionally down-to-earth, guy-next-door type of vibe; the kind people have a hard time saying ‘No’ to; the kind that gets invited to parties or meetings, despite not knowing anyone on a first-name basis or being highly underqualified for the discussion at hand.
And, yes, before you ask: those glasses are for aesthetic purposes only.
Breakdown of Pre-Career and Career Terms: Completed rolls linked here.
Term 1: Entered into University. Specialized in Journalism. Partied a lot. And Graduated.
Term 2: Entered into Entertainer (Journalist) career. Got a little in over his head and did some digging on someone he ought not, resulting in a fabricated claim of criminality. Escaped a prison sentence through successful litigation. Promoted to Rank 1.
Term 3: Continued in Entertainer (Journalist) career. Got retribution for the false claim of criminality by exposing a political leader as corrupt. Gained an enemy, but also some valuable know-how. Promoted to Rank 2.
Term 4: Continued in Entertainer (Journalist) career. Successful exposé on corrupt politician leads to meeting several contacts. Promoted to Rank 3.
Term 5: Voluntarily left Entertainer (Journalist) career. Mustered out, suffering from the early, early stages of arthritis but no medical debt.
Characteristics:
STR: 6
DEX: 7
END: 4
INT: 12
EDU: 12
SOC: 12
Skills:
Advocate 1
Art (Writing) 4
Carouse 3
Computer 0
Deception 1
Diplomat 1
Drive 1
Electronics (Comms) 1
Electronics (General) 1
Investigate 2
Language (English) 2
Persuade 1
Profession 0
Steward 1
Streetwise 0
Survival 0
Qualities:
Acute Senses (Hearing)
Eidetic Memory
Empath
Internal Map
Sexy
Dark Secret 2
Fanatic 2
Enemy 1
Assets:
Contacts: 2
Allies: 1 (Highly Influential)
Enemies: 1
Wealth: Cr10,000
Gear: Digital Camera, Recorder / Microphone, Personal Computer, Phone
Ship Shares: 2
Character History:
Richard Mason’s journalistic career was a hot-button affair from the very beginning. In his first couple of years out of college, having been hired to a ratty tabloid that was notorious for publishing celebrity gossip and dating advice, Rich wasn’t content catering to dim-witted consumers or gossip hounds and, instead, made a big wave on the national scene when he dug into the financial affairs of senator who had been laundering millions through several off-shore accounts. Unfortunately, money and powerful connections often supersede justice, and the senator buried the lead through several years’ worth of judicial bureaucracy. To make matter worse, Richard narrowly avoided jail time by beating trumped-up charges pertaining to the illegal acquisition of government tax records.
Several years later, a moment of serendipity afforded Rich the opportunity for retribution. A contact made in the senate provided the freelancer an official avenue to requisition documents trapped behind red tape. This gave Richard more than enough dirt, and legal leeway, to strike back against the senator through the publication of a tell-all exposé that would later lead to an official judicial inquiry.
From there, Richard’s career skyrocketed. Now something of a celebrity in the journalistic world, and a best-selling author at that, all manner of people and publications wanted to claim him as their trophy. Some of them exceptionally influential. Yet, one doesn’t make an omelet without breaking a few eggs; indeed, because of his success battling government corruption, political enemies now lurked behind every corner, and all of them wondered whether or not they were next on his list to be exposed, and all of them were eager to work behind the scenes to make sure that goody two-shoes reporter didn't stick his nose in any more of their business.
Thus, conveniently, a once-in-a-lifetime opportunity was offered to (forced upon) Mr. Mason: a new, corporate gig off-world that saw him chronicling the lives of everyday heroes abord a Pert-Class Freighter bound for Oberon, a moon orbiting Uranus.
Truth is: Rich is just being shuffled around by politicians and bureaucrats with corporate connections. He stirred up the pot too much back home, now he’s getting shipped off to Timbuktu in what is, essentially, a middle finger from the establishment.
"I don't care if Jesus Christ himself paid for your kid's surgery, Tom!"
Richard was heated, practically screaming into a ceullar phone while pacing back and forth in front the curtainless window of his 22nd floor office.
"You're a publisher. You publish the damn book. That's your job. Your one job, period. Not to get up on a high horse about feelings just because the guy threw some money at you once upon a time. It was hush money! Don't you get that!?"
If the phone was a person, it was getting a very, very stern talking to; indeed, Rich had a finger pointed in its proverbial face mid-tirade.
"Simmons is through when this book hits the shelves, you hear me? Done. Finito. Through. Are you getting this? Are you getting the picture!? The very sound of his name is gonna taste like poison in peoples' mouths by this time tomorrow, guaranteed. So, you can either get on board or I'll make sure that every pissant blogger or two-bit newsrag from here to the other side of the planet knows that you're the only reason they can't get their hands on the story in print. Capiche!? Clear enough for you, buddy!?"
A meek voice on the other end of the phone wanted desperately to interject. "Look, Richard, you can't expect me to just —"
However, this was a very one-sided conversation. There was to be no objection of any kind, not if the exploding journalist had anything to say about it — and he did.
"I can and I do, Tom. Just get it done!" He then threw the phone against the wall, concluding the conversation.
A knock at the door broke the deafening silence that followed.
"Mr. Mason, is everything okay in there?" It was Lucy, his secretary, who had very obviously been glued to the wall throughout the whole ordeal. She had a bad habit of eavesdropping, but man could she make a mean cup of coffee. "I think I heard shouting."
"It's fine, everything's fine," Richard replied, taking a moment to polish his glasses and recompose. "Just a chat with Tom, nothing serious." Upon opening the door, Lucy nearly spilled over from having been hunched up against the surface with a hand cupped over her ear. "I could use a cup of coffee, Luc." Those glasses were returned high up on the bridge of his nose where they belonged. "If you don't mind."
"Right away, Mr. Mason."
"Oh — Luc?"
"Yes, Mr. Mason?"
"Try and have a little discretion next time, will you?"
Colonel Andrew Mason - Richard wrote his tell-all expose about the Colonel's father-in-law, Senator Simmons, and this has likely led to a small bit of animosity or resentment between them. The entire endeavor was chronicled in the journalist's latest book "Money, Power, Lies: The Senate's Backroom" (conveniently available in both digital and print formats!) [Enemy Gained]
Dr. Genevieve Vee - After an interview was conducted about the less-than-ethical practices of the IU, Rich landed on the frontpage of several popular news columns and blogs. The scoop helped shed light on several common, shady trends in the industry that had flown under the radar in the past. Naturally, the source of these leaks — Dr. Vee — requested to remain anonymous. Follow-up inquiries with the organization were ignored. [Skill Earned: Streetwise]
Brian Sanders - Rich wrote a fluff piece about Brian's breakthrough discovery. Both men early on in their career, Rich used the event as a means to hone his craft whilst, coincidentally, also having a hand in helping to launch Brain into his short-lived status as a celebrity amongst the scientific crowd. [Skill Earned: Carouse]
Karel Kamarov - A headline article was written about Professor Kamarov's outlandish body of research, both before, during, and after his departure from the university circuit. All articles but the last carried a critically skeptical point of view, seeming to paint Kamarov as some sort of quack. However, Rich's concluding story, sometime around the professor's entry into the private sector, was a complete one-eighty, praising his genius.
Alistar Crane (NPC) - Rich just so happens to be on a first name basis with the CEO of OMNN (On the Minute News Network), an agency whose quasi-hymnal opening and closing bumps are recognized even by the far-flung colonists on the outer rim. Having met at a bougie gala that was more a publicity stunt than it was a formal, networking affair, Mr. Crane took an interest in the journalist's career and has been debating on whether or not to bring him into the industry fold proper for little over a year now. [Highly Influential Ally]
Character Name: Genevieve Nicknames: Viv, Dr. V Homeworld: Oceanus, Enceladus, Saturn Age: 46
Description: Dr. Genevieve Vee (obviously a fake name) is the physician aboard the Argus. As a specialist in AEML (Aeronautical and Extrahelionautical Medicine and Life Support) with spotless flight, practice, and legal records, she's almost too ideal of a crew member. Genevieve is a recent addition to the Argus; the Kuiper-Oberon run is her first assignment with the crew, though she'd say she's been an employee of AQX Corporation for an indeterminately long period of time (doubtful).
Genevieve is always willing to lend a listening ear to any crew member, so much so that it's disarmingly receptive, and often the crew member just continues to talk to fill the silence. She is the epitome of "professional"... almost unsettlingly so. She's neat. Rational. Unflappable. Ever-dispassionate and utterly dedicated to the work. Never joining in on any of the usual boredom-inspired raucousness of deep space haulers and miners. Just a calm voice and the most meager, pleasant of smiles, no matter how much that pleasantness might jar with the situation at hand.
Plain, voluminous brown hair that curls naturally. Average height. Average frame. A healthy posture that belies a lifetime of following standard-grav ergonomic recommendations. Even when deployed, she keeps dressed in business attire that, despite not having any AQX branding, is almost menacingly taupe, and always comes with sewn-in shoulder pads.
The ship doctor does have a few apparent quirks, though. When she came onboard, several small bonsai trees also appeared throughout the ship, to which she can be found tending during her free time (when she's not brushing up on company protocol). She likes Philip Glass. She speaks fondly of the crowded tourist colonies on Saturn's moons. She misses the fried rice from street vendors during her time planetside. And she skips over titles and last names when introducing herself, preferring only to be called: "Genevieve."
Breakdown of Pre-Career and Career Terms: Completed rolls linked here and here.
Term 1: Entered into University. Specialized in Medicine and Engineering (Life Support). Bested a former tutor in medicine. Graduated with honors.
Term 2: Entered into Scholar (Physician) career. Suffered lab explosion and nearly killed, but mostly recovered due to immediate medical care. Promoted to Rank 1.
Term 3: Continued in Scholar (Physician) career. Notable successes in academia, gaining contacts. Promoted to Rank 2.
Term 4: Continued in Scholar (Physician) career. Struggled with the bureaucracy of attaining grants and public funding. Promoted to Rank 3.
Term 5: Continued in Scholar (Physician) career. Discovered a naturally enhanced sense of hearing. Did not get a promotion.
Term 6: Continued in Scholar (Physician) career. Discovered talent for performance and aversion to horror. Did not get a promotion. Retired involuntarily.
Term 7: Entered into Agent (Corporate) career. Close friend perished. Promoted to Rank 1. Left the career voluntarily. Suffered Ageing Crisis, nearly perishing and going into medical debt. Mustered Out...
Characteristics:
STR: 1
DEX: 5
END: 4
INT: 12
EDU: 11
SOC: 6
Skills:
Admin 1
Art (Perform) 1
Deception 2
Diplomat 1
Drive 0
Electronics 0
Engineering (Life Support) 2
Investigate 0
Language (English) 2
Language (Chinese) 1
Mechanics 1
Medic 4
Persuasion 0
Science 0
Science (Psychology) 1
Qualities:
Acute Senses (Hearing)
Disease Resistant
Dream Void
Empathy
Fearless (effectively null with Coward Disadvantage)
Gifted Metabolism
Hard to Kill 3
Rapid Recovery
Toughness 2
Coward (effectively null with Fearless Advantage)
Dark Secret 1
Enemy 1
Fanatical 1 (neatness, outside of emergencies)
Persistent Injury 1 (elbows: heavy lifting, heavy pushing, heavy pulling, striking)
Assets:
Contacts: 2 (includes Richard Mason and Marcella O'Brien)
Allies: 3 (includes Dr. Karel Karamov)
Rivals: 1
Enemies: 1
Wealth: Cr75,000
Debt: Cr60,000
Pension: Cr10,000 annually
Gear: Portable Medikit (kept in luggage/quarters)
Expected Purchases: (totaling 2,400)
Portable Computer (kept on person)
ACC-44 Holdout (kept in luggage/quarters)
Mobile Patient Monitoring Systems, 1 (kept in luggage/quarters)
Portable Medikit Refill, 2 (kept in luggage/quarters)
Fast Drug, 2 (kept in luggage/quarters)
Panaceas, 2 (kept in luggage/quarters)
Bug, Audio Only, 1 (kept in luggage/quarters)
Radio Transceiver, TL9 500 km (kept in luggage/quarters)
Character History:
Unbeknownst to the Argus crew (or so she believed), Dr. Genevieve Vee was actually Dr. Vivian Wendel, a specialist in rare diseases who'd spent most of her life planetside, now fleeing the threat of eternal medical debt and a souring relationship with her corporate employers.
Vivian was recruited into a prestigious clinic early on: Relish Clinic, a series of facilities for only the most obscure of conditions, and subsequently, attracted only the most sought-after medical professionals. Dr. Wendel was right at home. Indeed, it seemed her career was unstoppable; not even a Term 2 Scholar Career Event: An explosion in the lab causes you injury. Recovered DEX and END with immediate treatment but not STR. (OOC: my first time making Traveler characters and I wasn't sure how impactful the debt would be to recover each of the physical characteristic decreases.) Gained Disadvantage: Persistent Injury (striking, pushing, pulling, lifting).
Shattered elbows when bracing against an impact during the explosion, never making a full recovery. Suffered Traumatic Brain Injury resulting in physical damage to motor nerves, causing intermittent muscle weakness. Adapted without significant impact to professional and day to day functionality, though recovery was unexpected.tragic lab accident that claimed several lives (and millions of credits' worth of assets) was an obstacle. She made a near-total recovery with the state-of-the-art facility's treatments and became a de facto poster child for Relish Clinic employment: saving patients and being saved as a patient herself.
The nature of the business took its toll on her, and for all the success and fulfillment, Vivian Gained Advantages: Dream Void due to stress and constant compartmentalization. Gained Advantage: Empathy from working with vulnerable patients.witnessed much suffering throughout her tenure. This was how she first developed such a guarded reservation under the guise of professionalism.
Her Terms 2, 3, and 4 promotions within the Scholar Career. Term 3 Scholar Career Event: Your successes in academia have gained you many colleagues.career there was long and successful enough that getting involved in the fallout of a corporate takeover was unavoidable. Continued refusals to participate in anything less-than-ethical resulted in Term 4 Scholar Career Event: You’re drawn into the bureaucratic nightmare of public funding research grants.corporate-sponsored sabotage against the funding of her work. And so, Dr. Wendel left clinical practice altogether, though by no choice of her own. She ultimately accepted an appointment as an expert consultant to various Unified World Council subcommittees on issues pertaining to healthcare... and its funding. In reality, however, she'd become a corporate agent for Interstellar Unlimited (IU), who'd bought her appointment and sent her to courier information and sway legislation in their favor. Dr. Vivian Wendel saw the changing landscape of her profession and believed this was the best way to help her patients, albeit from afar. At least, that's what she told herself.
She wasn't alone throughout these times. A former colleague-turned-lover, Dr. Morgan, had become similarly embroiled in corporate politics and also took up covert employment with Interstellar Unlimited. He told Vivian that his handler mentioned a once-in-a-lifetime, vitally important job that was coming up soon, but didn't elaborate on details. Frustrated with the dishonest world of industrial espionage, he said he was going to a rival corporation to try and sell news of this mysterious job for enough credits to buy both of them a life far away from there. A life where they could help sick people in peace.
Dr. Morgan Term 7 Agent Career Event: A very close friend or lover dies tragically, claimed by the unknown.perished in an accident the following week. Vivian correctly suspected foul play but the threat of imminent danger had shaken her. After an argument with her own corporate handler, Vivian was offered the same, vitally important assignment. The loss of Dr. Morgan was too much, however, and she sent her handler away, neither accepting, nor declining, nor even hearing the details of the job. Her handler managed to leave falsified papers and a transport ticket for her all the same.
Now alone, unemployed, unemployable, saddled with Term 7 Ageing Crisis.
Lesions discovered on motor nerves, expected to be a long-term continuation of the muscle weakness resulting from the Traumatic Brain Injury of Term 2 Scholar Career Event: An explosion in the lab causes you injury.growing medical debt, and facing physical danger from competing corporate and political factions, Dr. Wendel ended up going on the very trip that her former employers had asked of her: to serve as a ship's physician and AEML expert for an AQX Corporation hauler. But she'd barely spent any time in space. And she hadn't worked with life support systems since studying them in university. She didn't know what was so important about this particular ship or why it needed a doctor. She didn't even know what Interstellar Unlimited wanted or any of the details of the job itself. But IU had risked the well being of her most vulnerable patients. They'd upended her career. And they were involved in the death of one of the few people she'd ever trusted.
Dr. Vivian Wendel needed to know what could possibly be worth all this.
Roleplaying Sample:
Last conversation with Evelyn Green, Regional Vice President of Intellectual Property at Interstellar Unlimited.
One day after the unexpected passing of Dr. Paul Morgan.
"Wow. I've never seen your place before. It's... immaculate. Exactly what I expected, I guess. You should really think about getting some plants in here. Maybe some bonsais or something. You'd probably enjoy those." Evelyn Green was leaning against a wall on the far side of the room, being her usual familiar self. A thinly veiled attempt at manufacturing a sense of trust that wasn't there. Vivian didn't know if she was relieved or outraged that her corporate handler had shown up so soon after the accident.
Only she knew it wasn't an accident. "Paul... Did you have anything to do with...?"
"Relax, Viv," Green set in. Vivian was used to assessing people, and though it was usually through readouts of their biometrics, she was no stranger to assessing a person's nonverbal cues. There was an unexpected quiver in Green's voice. Was that surprise? Or... fear? "Interstellar Unlimited didn't have anything to do with Dr. Morgan's... accident. Really, Vivian. Don't be paranoid. We've invested too much in both of you to... to simply let go of such valuable assets." Green was at least being choosy with her words. Somehow it didn't make anything better. A lifetime of difficult decisions, difficult conversations, and facing others' unfair circumstances had left the middle-aged doctor with a particularly flat demeanor, especially during crises. But this was personal. And it showed in the tiniest of cracks in her facade, though it may as well have been a dam breaking: Vivian's right eyelid twitched.
Green must have caught it too since she'd stopped talking.
Vivian turned to stare out her wide apartment window overlooking the colony. Or IU's apartment window, at any rate. She'd spent countless hours here, watching the lives of others go by. But today it didn't bring her any solace.
After a while, Green spoke up again. "Paul told you about the Argus job, didn't he? It's okay. I know he did. The job is yours, if you want it. I pulled a lot of strings to have it offered to you and you alone, you know. But I can't just tell you to do this. I need you to accept this one. And I know you're good for it, since..." Vivian saw in the window reflection that the younger VP was lightly tapping on the elbows of her pinstripe suit.
A reference to Vivian's own elbows. To the many recent treatments she'd been getting to take care of an injury from her youth, only recently acting up in her middle-age. Green's elbow-tap was a reference to the physician's growing medical debt; Vivian was wholly dependent on IU to pay her bills.
But Green's style was more carrot than stick, so she didn't let the threat hang in the air for long: "You'd get to go far away, Viv. Away from all of this mess. And when you come back, I think I can convince IU to let you go back into practice again, if you want. Your choice of projects. Your own team. Your own clinic, maybe. We can make it happen."
Vivian Wendel turned to face her corporate handler, studied the look on her face, then went to the table where a bundle of papers had been left. "A false ID?" So far, her work for IU was largely just briefing them on UWC activity. For the most part, she'd just been doing the normal work of someone in her position. But pretending to be someone else...? "You know my image has been included with my publications. And you're the one who gave me a publicly-appointed role with the UWC. It wouldn't be a difficult search to find out who I really am."
"The Unified World Council barely follows Unified World Council subcommittee minutes. No one is paying attention to that. Trust me. And no one in deep space is reading pathology journals. They may not even be reading at all..."
Humor. IU must be serious about this job. The doctor flipped further through the documents. "Dr. Genevieve Vee? Genevieve-y?"
"What?"
"It's conspicuous. As conspicuous as - " Vivian stopped herself from finishing the sentence. As conspicuous as the name, 'Evelyn Green.'
But the suit read between the lines well enough. "Viv! I knew you had a personality somewhere in there. Your cover is that you’re a physician knowledgeable in AEML who’s looking to get away from a growing medical debt, that no matter how close she comes to paying off, just seems to keep piling up...” Perhaps the most shallow of covers they could’ve come up with. Their strategists had essentially written Vivian herself. The self-satisfied grin across Green’s face suggested it’d been intentional, with another veiled threat about the bleak future of her financial independence. ”Don't worry about the name. It just has to be enough to get by on paper. Besides, that far out in the middle of nowhere, everyone is running from something. If a brain like you didn't have some degree of forged papers, then it would be conspicuous."
"Why don't you go then? What's out there?"
"Are you saying you'll accept it?"
Pushing her to take a job the day after Paul's death was ugly, even for them, but after thinking about it for a moment, Vivian decided it was more unexpected than unsurprising. Paul was right about them.
Her response to the suit was direct and eloquent, at least in its delivery. Dr. Vivian Wendel made it clear, in so many words, that she would no longer be taking orders from IU suits of questionable ethics. Green held up her open palms to indicate she was unarmed and not an enemy, then promptly left the apartment without another word.
What could be worth all this...? Trying to establish peripheral cover before making an internal transfer, for some other access to AQX medical records? Surely IU would have had someone more available and more experienced for such a long game plan. Why did IU want one of their doctors aboard an AQX ship right now...?
She looked down to see that Green had left the falsified IDs and transfer orders. Intentionally, no doubt. The suit must have expected this. Must have known what Vivian would do, even after abruptly terminating her career with Interstellar Unlimited.
The transport ticket was for that very same evening. She didn't know what she would do even if she did find answers, but there was nothing left for her here. Dr. Vivian Wendel scooped up the falsified documents and grabbed only a single metal briefcase on her way out - a field medic’s kit kept for UWC demonstrations - before leaving her apartment for the last time. Walking briskly, she was too busy leafing through the papers with a single hand to notice that she’d left the door open behind her. "Genevieve. And... the Kuiper Belt? Don't they mine things there?"
Contact 1 of 2: Richard Mason (PC Connection; Skill Gained: Deception): Connected during Genevieve’s Term 4 (struggles with public funding) and Richard’s Term 2 (over his head digging into someone he ought not to). Richard interviewed Genevieve under the condition of anonymity, wherein she detailed unethical and illegal practices of megacorp Interstellar Unlimited. She hoped that bad press would prevent them from hindering her public funding, but instead they would later put her to work as a corporate agent. Gained a level in Deception from the Connection (increasing from 1 to 2).
Contact 2 of 2: Marcella O'Brien (PC Connection; no skill gain): When Interstellar Unlimited took over the Relish Clinic network, Genevieve/Vivian refused to participate in her new employer's unethical activities. But she also refued to resign. Before Genevieve/Vivian gave in and took up work as a corporate agent, she saw a series of short-term assignments and transfers. One of which was to a contract medical experts to UWC-funded military branches. Though IU had dubious intents for the contracts, Genevieve/Vivian worked in earnest with Scout doctors in a variety of non-combat functions. One of which included participating in intake and routine medical assessments, where she met Marcella O'Brien. Genevieve/Vivian had encountered countless gruff soldiers with conceptions of invincibility and deeply-buried vulnerabilities and desires. But Marcella stood out. Not because her medical file had been flagged with criminal connections (sister and officer Aurora) nor because it'd been flagged for historical drug use. It was because during the check-up, Marcella didn't show any of the typical signs of the drug use she'd once been flagged for (Aurora's attempted sabotage on Marcella). This was exactly the sort of scenario that IU would want their doctors to leverage. As Genevieve/Vivian was still resisting IU's unethical practices, and despite the pair's differences in personality, Genevieve/Vivian documented that Marcella was fit, as well as that there was no evidence of the historical flags for drug use. Genevieve/Vivian did note - internally and not in any file - Marcella's likelihood to omit information during self-reporting, and wondered if it was intentional or not.
Ally 1 of 3: Dr. Karel Komarov (PC Connection; Skill Gained: Engineering (Life Support)): Connected during Genevieve’s Term 3 (successes in academia) and Karel’s Term 1 (academy). Genevieve (then Dr. Wendel) published works on developing medical technologies, including implants, augmentation, and the still-developing field of cybernetics, sharing information with Karel during his studies. Stayed in contact over the years, monitoring his career from afar and sharing similar frustrations with reliance on public funding. Gained a level in Engineering (Life Support) from the Connection (increasing from 1 to 2).
Ally 2 of 3: Dr. Peta Alberts (NPC): A biologist, researcher, and long-time colleague of Genevieve/Vivian. Dr. Alberts worked within the Relish Clinic network alongside Dr. Wendel and two two are listed on numerous publications together. When Interstellar Unlimited took over Relish Clinic and their dubious intents became clear, Dr. Alberts resigned and sought employment elsewhere. From afar, she was a source of friendship and much guidance to Genevieve/Vivian, and a constant reminder that IU's culture needn't be taken as normal. Dr. Alberts also knew Dr. Paul Morgan before his untimely demise, a fellow colleague at Relish Clinic and Genevieve/Vivian's on-again-off-again romantic interest.
Ally 3 of 3: Evelyn Green (NPC): Vice President of Intellectual Property at Interstellar Unlimited, and Genevieve/Vivian's corporate handler during her time as a corporate agent. Evelyn is gregarious, overly familiar, and like all of IU's VPs, she's ruthless and cunning. Evelyn fed directives and recived information to Genevieve/Vivian during her public appointment as an expert consultant to the UWC. Later, it would be Evelyn who manufactured the circumstances under which Genevieve/Vivian took the Kuiper-Oberon job. Their relationship certainly isn't always friendly; to have Evelyn as an ally means you're useful. It also means constantly subjected to manipulation and danger. But the two have relied on one another and survived... so far. Evelyn in a colleague of Wolfgang Fox (Enemy NPC) and the two share a cordial relationship, despite the competition with one another.
Rival 1 of 1: Eugene Franks (NPC): Biochemist who researchs and tests dangerous samples for a private firm. Long-time rival of Genevieve/Vivian. Eugene tutored her when she was in academy, though she quickly surpassed him. She made a name for herself early on, but hit attempts to establish hierarchy and academic authority as a tutor only lead him to embarassment. He's blamed Genevieve/Vivian ever since. Any opportunity he has to participate in research counter to her own, he happily jumps on. However, his findings are often theorhetical at best, and only peripherally tangent to Genevieve's/Vivian's own work - the competition is largely in Eugene's head.
Enemy 1 of 1: Wolfgang Fox (NPC): Vice President of Intellectual Property at Interstellar Unlimited (one of many). One of IU's corporate handlers (though not to Genevieve/Vivian) and both a colleage and rival of Evelyn Green. Wolfgang is stone-faced and perpetually unamused. The corporate agents assigned to him are often competing for success against Evelyn's agents, despite working towards the same ends. When Genevieve/Vivian refused to participate in IU's dubious projects at Relish Clinic, it was Wolfgang who was responsible for much of the sabotage against her work. He'd hoped to either drive her into recruitment or into resignation, and though he was ultimately successful in the former, it was Evelyn who managed to recruit her. He eagerly looks for any further opportunity to sabotage Genevieve/Vivian from afar.
Name:Genevieve | Age: 46 | Homeworld: Saturn | UPP: 154CB6 Rads: 0 | Madness: 0 | Protection: 0 (4 with Protec Suit) STR: 1/1 | DEX: 5/5 | END: 4/4 | INT: 12/12 | EDU: 11/11 | SOC: 6/6 Skills: Admin 1 | Art (Perform) 1 | Deception 2 | Diplomat 1 | Drive 0 | Electronics 0 | Electronics (Life Support) 2 | Investigate 0 | Language (English) 2 | Language (Chinese) 1 | Mechanics 1 | Medic 4 | Persuasion 0 | Science 0 | Science (Psychology) 1 Advantages:+2 DM for checks relying on hearing.Acute Senses (Hearing) | +2 DM to resist effects of disease and illness. Sickness duration halved.Disease Resistant | Neither dreams nor nightmares. Not influenced by forces during sleep.Dream Void | +2 DM to interpersonal skill checks based on Intellect or Social Standing. as well as to detect lies or deception.Empath | +4 DM to Horror checks. Immune to everyday fears, such as those related to stress or anxiety.
Effectively null with the Coward disadvantage.Fearless | +2 DM to resist effects of poisons, toxins, drugs.Gifted Metabolism | Remain alive and unconscious after reaching 0 in all physical attributes until suffering additional 4 damage.Hard to Kill 3 | Heals physical wounds twice as fast.Rapid Recovery | Can take an additional two points of damage to each of Strength, Dexterity, and Endurance.Toughness 2 Disadvantages:Easily frightened. -4 DM to Horror checks.
Effectively null with the Fearless advantage.Coward | At risk of being ridiculed or ostracized (continued involvement with Interstellar Unlimited after discovering unethical practices).Dark Secret 1 | Enemy 1 | Willing to risk social consequences for fantacism (keeping things clean and tidy).Fanatical 1 | -1 DM to checks involving force to/from arms or elbows.Persistent Injury 1 Encumbrance: 1/5 | Equipment, On-Hand: Portable Computer TL9 | In luggage/quarters:
Portable Medikit
Portable Medikit Refill, 2
Mobile Patient Monitoring Systems, 1
Fast Drug, 2
Panaceas, 2
Radio Transceiver, TL9 500 km
Bug, Audio Only, 1
ACC-44 Holdout
Equipment, Stowed Wealth: Cr12,600 | Pension: Cr10,000/yr | Contacts:Richard Mason: Richard interviewed Genevieve under the condition of anonymity, wherein she detailed unethical and illegal practices of megacorp Interstellar Unlimited. She hoped that bad press would prevent them from hindering her public funding, but instead they would later put her to work as a corporate agent. Gained a level in Deception from the Connection (increasing from 1 to 2).2 | Allies:Dr. Karel Kamarov: Genevieve (then Dr. Wendel) published works on developing medical technologies, including implants, augmentation, and the still-developing field of cybernetics, sharing information with Karel during his studies. Stayed in contact over the years, monitoring his career from afar and sharing similar frustrations with reliance on public funding. Gained a level in Engineering (Life Support) from the Connection (increasing from 1 to 2).3 | Rivals: 1 | Enemies: 1
__________________ Pronouns: he/him | Posting Status: condition green | Games:Beobachterin the Ragman | Madame Darling | Co-GM of Age of Desolation: Gallaht cottontailwind's PC: "So there's this thing called a collective bargaining unit..." GM: "No unionizing the kobolds!"
Last edited by cottontailwind; Jun 5th, 2021 at 11:50 AM.
Reason: added profile picture with color correction
Introducing, the "Runner" formerly known as N'SANE!!!
Name: Sane Gerson
Description: 5'10", 151 lbs
Homeworld/colony/station: Venus - Diamond Head
Age: 36
Stat
Score
Mod
Str
6
+0
Dex
12
+2
End
8
+0
Int
8
+0
Edu
5
-1
Soc
6
+0
Skill
Rank
Specialty
Art
0
Athletics
0
Carouse
0
Deception
1
Drive
0
Electronics
1
Comms
Explosives
1
Gun combat
2
Slug, +3
Investigate
1
Mechanic
0
Melee
1
Blades
Navigate
0
Persuade
0
Recon
2
Stealth
0
Steward
0
Streetwise
1
Survival
0
Vacc Suit
0
Advantages
ADV
Rank
Description
Acute sense (Sight)
1
+2 DM check on rolls relating to sight
Accurate Sense (Hearing)
1
+2 DM on rolls relating to hearing
Ambidextrous
1
Use either hand or arm the same, function normally if one hand or arm wounded
Fearless
3
+4 vs. Horror Checks
Fast
2
+2 DM to Initiative checks, and can move up to 8 meters/9 yards in a Combat Round. +2 DM on any check of the Athletics (co-ordination) skill that applies to physical speed.
Tough
2
+ 2 to STR, END, and DEX for purposes of taking damage
Disadvantages
DISADV
Rank
Description
Depressed
1
-1 to all interpersonal checks involving INT of SOC.
Fanatic
2
Will risk danger to win at any marksman or "survival" competition
Benefit
10K CR
11,250 CR
Sane grew up on Venus to hard working parents who actually changed jobs quite often due to all the different corporations operating in this colony. Her parents were brokers, or "go-betweens" if you will, and it was something that she didn't take to from any age.
She tried, picking up some basic mechanics, steward, Drive, persuasion, and even deception skills, but she was quite bored most of the time. Not seeing a whole lot of other prospects, save being a miner, in her early teen years she was floundering. Had security in Diamond Head not been so "thick", she would have been up to a lot of no good and quickly.
By sheer chance, she stumbled across an impromptu game of something like 'lasertag' and found she was a natural shot with a handheld gun. She became so good in fact, a local who had been competing in a very popular professional sport called "Gun Runner" happened to be visiting a family member who's teenager was competing in a local game of lasertag. Recognizing the raw ability in Sane, he got her into a local amateur competition in which she won hands down.
The season starts out all over the known 'Verse and in every place that can have a ground to run and hide on in atmosphere, and occasionally without, and even rarer still without gravity. At first it takes place in arenas in mock environments and is a form of paintball on steroids. As the season progresses, the "games" pop up without notice in urban areas and risk trouble from law enforcement quite often. But, the games are so popular it rarely happens. The finale, or the 'Verse Championship' is played in a large city or colony and the only rules are, stay "alive" until there's only one standing. As a rookie, N'Sane made it to the top ten two years running. In her third year, she was in the top four. In her forth year, she won the Championship.
Being a Professional 'Gun Runner' Athlete, she had a "field sense" that couldn't be taught - being able in a moment to make fast decisions as the ever changing field of play changed. She entered the sport of 'Gun Running' as a rookie when she was just eighteen years old.
Over the next four years, "N'Sane" - her game tag name - grew in popularity. She found she had Accurate Sense (Sight)keen eyesight and learned to use it to react and take things in on the fly. She also became Fanatic, Rank 2,something of an adrenaline junkie when it came to winning, especially when it came to marksmenship and quite often put herself in dangerous situations to win.
This led to her having a Fearless AdvantageFearless nature that would often be the very thing that gave her that extra bit in competitions to win.
By this time, she had posters and images of her out there along with competition advertisements and even some product endorsements. It was amazing what some lip blush, some lip filler shots, and an extreme make over can do to a young woman's image.
In her fifth through seventh years in the Professional sport, she became gained Fast AdvantageFaster still, and as she became a consummate professional athlete. But, her fearless nature caught up with her.
8 years in the sport, she was running along a four inch cable over a "fly-ash" concrete factory in the Verse Championship, when her luck ran out. One of her competitors got a lucky head shot on her as she made a dash to cover, and it knocked her off the cable to fall a hundred feet into a powder basin below. Normally, such a fall into this "fly ash" would be soft, but her head struck an auger, and even with a helmet on she was hurt badly.
She was in a medically induced coma for over 6 months with a concussion and possible severe brain injuries. She -2 to STR, and -3 to INTlost some natural strength due to the atrophy of her muscles, and had some memory loss as well. Once she was recovered, she lost her desire to be a celebrity after the constant requests for interviews and being followed by journalist and those who wanted to video her. This, combined with her injury and recovery -2 SOC due to injurymade her less of a social person for the rest of her life.
This ended the career of the infamous "N'Sane at twenty -six years of age."
She did Gain Contact benefitgain a forever friend and somehow managed to get away with 10k in benefit10k of earnings when it was all over.
Not having a whole lot of skills to fall back on, and not wanting to be in any job where she'd be recognized, she quickly found herself a Rogue, and began working for and with Pirates. She turned her skills with those "special stunning laser guns" into Gain Gun Combat 1real skill at gun play when raiding for real as she pointed guns in people's faces.
She liked the work, especially since Pirating was all about raiding, looting, and thieving, and not killing. Sure, she shot a person or two, but was skilled enough that she'd only wounded people and not killed anyone over the four years doing this.
Her past fame caught up with her as during one raid she let her N'Sane catch phrase of "Mister/Lady, are you lost" that she used before taking down a target, and in this case, she has used it as an answer to someone when asked why they were doing this.
A Detective remembered this from 5 years earlier and tracked her down when she was spending her "ill gotten gains" at a popular, though rowdy, casino, and hotel. She said he couldn't prove anything, and after a few shots and being showed some vids of her in action professionally and as a boarding pirate, he told her to run away and never be seen again or he'd put her away for life.
She pulled a gun on him after that meeting and said she was quitting the life of crime, but if she saw him again, she'd kill him.
She'd Mishap roll = Enemymade an enemy for life.
Still, she swashbuckling life did keep her on her toes physically and her agility aged very will, much like she was.
She was thirty and looking for another line of work.
Still sitting on her Championship nest egg, she was at the last few credits of her pirate gains a month later and was drinking her favorite apple flavored ale and watching an ad on a vid screen for security work, thinking she'd have to take it even though it'd probably kill her from sheer boredom, when she was recognized in the bar. "Hey, aren't you -" "No that ain't me, you're drunk and missing your mom."
The bartender insisted and said, "No, it's you. You went by the name... In... something. What was - OH! N'SANE! That's it"
Calmly, without looking away from the screen, and after another sip of her ale she said, "Definitely not me, she died in that fall. Or at least part of her did." "No, it's you alright. I saw you in that 'Where Are They Now' segment they do on the National Informer show some 5 or 6 years back. You were still in Physical Rehab learning how to walk and talk or some sh*t." "Close. I was walking and talking just fine. I was having to relearn how to take a sh*t. And I'll do that on the bar before I leave if you don't leave me alone."
He then yelled out, "Hey everyone! We got a celebrity here with us! It's the one and only N'Sane!"
Still not taking her eyes off the screen, she said, "Well, now I'm thinking I'm going to put a hole in your ass so you'll have two that you can sh*t out of if you don't shup the Frak up."
He held his hands up, having likely Some parts of it were kind of like Professional Wrestling in pregame interviewsheard her say as much over her 8 years of fame, but he didn't stop smiling, and saying her drink was on the house.
Several people came by and took pics with her and a few shook her hand or clasped her on the back.
As she contemplated where to go to next to hide out in case any of these pics hit social media streams, a man wearing a veteran's camp and a vest with several campaign, battle, and unit patches on it came by.
She tried to wave him off and he said, "No, I'm not a fan. I just want to say that I'd have loved to have served with you and put all those skills to work in the Army. You'd have done a lot of people a lot of good."
She had an epiphany, and went straight to the Army recruiter station nearby. She lucked out as the cutoff age was thirty-four. She signed up as a private and her skills landed her a military occupational specialty job as a Fire team member on a Gunship. She was something of a scout, but more like a Air Calvary ground pounder, and she loved it.
She just thought she knew how to do Recon, and Recon 1 or Skill Improvement and move to Recon 2 for Advancement skill rollher skill on such a thing doubled under the military's tutelage. She saw some combat, some might say more than her fair share, but she would not. SheEvent roll = Depressed Disadvantage incurred some PTSD from it that would be with her for the rest of her life. This did little to improve her disposition in social interactions that had been already affected from her injury in the professional sport of 'Gun Running.'
She Gained Ally (2) for first Muster out roll and another Ally (2) on second muster out rollgained some real veteran "buddies" for life during her four years of service and was quickly promoted to Lance Corporal.
She was about to reenlist at the ripe age of 34, when she was recruited by the Wardens. They put her in the role of 'Investigator', and here the professionals Gun combat increases to skill level 2honed her skills with guns even more, recognizing her natural skill with them. They also got her in shape again, even better than the military and this Tough Advantage 2 added.toughened her up.
Their "hands on" and "on the job" training Event, Gain Investigate 1improved her skills in the role of Investigator over the next two years. She also rolled over her military time to get a Benefit - Cash of 11250bonus in pay, though not in rank.
Armor: Protec suit - +4, cost 500 | Combat armor - +10, cost 2100, mass 8 Combat Gear: Binoculars TL8, use in dark, capture images, cost 500 | IR Goggles TL6, cost 500 | Suppressor for Bandit Pist01, cost 250 | Underslung grenade launcher for AFL-16 cost 1000
Connection - Tan Kennedy: She crossed paths with Tan Kennedy during her four years as a Rogue/free lance Pirate. Given they are both from Venus, it was no surprise that they welcomed some familiarity in their life during this time. Tan kept her secret - that she was trying to keep a low profile after her near decade of being a famous Professional Athlete, and he also noticed she needed something to help protect herself other than a gun. He taught her how to fight, and she improved on it using a blade as she didn't ever like to be without some kind of weapon. It was no surprise that they had a physical relationship for a while that went along with their friendship. Neither spoke up to "label" whatever it was between them, and Sane severed all contact with Tan once the law enforcement officer threatened her and she ran into the Army. She hadn't seen him since they met up again as Wardens. She's been keeping it professional up until now. Gain Comms 1
Connection - Amblin Tycho: Sane was pulled in to a group operating on a team and ship ran by Amblin rather by chance after a bar fight/encounter, or by chance that she was recognized. She was put on a "breaching" team for her gun play and recon skills, and quickly developed the skills to setup and deal with Explosives herself. She had thought she was a bit crazy and something of a thrill seeker until she met Amblin. She had mad respect for him, and got the feeling it went the other way as well. Her "fearless" nature often got tagged as suicidal, but Amblin saw it for what it was - someone who knows the concept of loyalty and that getting the job done speaks volumes over words. Gain Explosives 1
Contact: WIP
Ally # 1: Is moderately influential and/or skilled
Ally # 2: Is moderately influential and/or skilled
Use either hand or arm the same, function normally if one hand or arm wounded
Fearless
3
+4 vs. Horror Checks
Fast
2
+2 DM to Initiative checks, and can move up to 8 meters/9 yards in a Combat Round. +2 DM on any check of the Athletics (co-ordination) skill that applies to physical speed.
Tough
2
+ 2 to STR, END, and DEX for purposes of taking damage
Disadvantages:
DISADV
Rank
Description
Depressed
1
-1 to all interpersonal checks involving INT of SOC.
Fanatic
2
Will risk danger to win at any marksman or "survival" competition
Binoculars TL8, use in dark, capture images, cost 500
IR Goggles TL6, cost 500
Suppressor for Bandit Pistol, cost 250
Underslung grenade launcher for AFL-16 cost 1000 Total Credits:16,650
__________________ 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 Drachenspirit; May 16th, 2022 at 11:15 AM.
Reason: spell cheek
Character Name: Vince ‘Tan’ Kennedy – known as Tan Kennedy or TK Homeworld: Venus Age: 36
Description:
TK looks like he’s been around the blocks once too many. Brought up in a poor neighbourhood on Venus, the bad air control resulted in skin stripped too many times by the trace acid he lived with until he got off-world. This has resulted in the scarred and stiff skin that earned him his nickname – Tan (like leather, not sun). TK has made it his business to disappear into the working men and women of the solar system. Average height, average build and dressed for manual work and low-rent play. Hiding in plain sight is his stock-in-trade.
Term One:
Failed to get into university and was rejected by Explorers
Instead was recruited by AGENCY to work as informant in smuggling ring based from Venus
During one smuggling run, the dropship was brutally attacked by a group of fanatics, intent on the organic gas exotics they were smuggling. They managed to trap that attackers, but not before his handler had been dragged into Venus’s acidic atmosphere and killed. The cultists managed to escape custody.
Term Two:
Something about the fanatics attack gave away Tan as undercover agent … smuggler gangs exacted rapid revenge by leaking Venus atmosphere into father’s vacc suit. This blinded his father in one eye.
The agency saw that Tan was exposed and discharged them. His family was put on protection programme and off planet at the gas giant moons.
Term Three:
Tan could not bear the life of protection in the Callistan hydroponic farms, so fell in with local brigands who’d hijack supply ships and resell scarce materials on the black market
In so doing they became the go-to person for overriding the increasing security and cracking door systems to access ships in transit
Term Four:
Settled well in to the Callistan gang, rising up the ranks.
But Wardens made an offer he could not refuse, to CHARACTER cashed in 20% of their shares in the gang, claiming they were getting to old for this ****
Term Five:
So began life as Warden, investigating things Wardens investigate.
However uncovered the wrong things about a wrong person. Wardens recognised his bravery – they protected him (Ally/2), but his card was marked (Enemy/3).
Character History:
Connections
Name
Tan Kennedy
Homeworld
Venus
Age
36
Species
Human
Rad. Dose
0
Stat
Value
Mod
STR
6
-
DEX
10
+1
END
9
+1
INT
10
+1
EDU
4
-1
SOC
3
-1
Madness
0
Skill
Rank
Computers
1
Athletics
1
Deception
1
Drive
0
Flyer
0
Gun combat
2
Gunner
2
Investigate
0
Medicine
1
Melee
1
Persuade
1
Recon
0
Sensors
1
Stealth
1
Streetwise
1
Survival
0
Vacc suit
1
Qualities:
Advantages Your character is faster than he looks. He gets a +2 DM to Initiative checks, and can move up to 8 meters/9 yards in a Combat Round. He also gains a +2 DM on any check of the Athletics (co-ordination) skill that applies to physical speed. Fast (2) Your character has developed a relationship with someone who will go out of his way to help. The relationship with this ally goes both ways, however – he may occasionally also ask for help. Your character should be careful not to abuse this relationship, because allies will stop being so if not treated properly. Ally/2 is moderately influential and/or skilled. Ally (2) Your character has an intuitive sense of what other people are feeling. He gains a +2 DM for interpersonal skill checks based on Intellect or Social Standing, as well as to detect lies or deception. Empathy Your character can take more punishment than others. Each level of Tough adds that many points to the amount of damage a character can take, to each of his physical characteristics. For example, a character with Tough/2 is treated as being able to take an extra two points of damage each to his Strength, Dexterity, and Endurance (6 extra damage total). Tough (2)
Advantages Your character has angered someone and they are out to get him. This person will go out of their way to cause your character problems and at least wishes to ruin, if not outright physically harm, him. An Enemy/3 is very influential and/or skilled. Enemy (3) Your character is not financially solvent. Something has happened to ruin his financial standing, whether it be malfeasance, personal flaw, or addiction. At Poor/2, his starting wealth is reduced to 50% of normal. Ally (2) Your character has done something and now the law wants to have a word. At Wanted/2, he has committed a non-violent felony, which has brought on a warrant and mild alert for his arrest. Wanted (2) Madness Sane
Weapons
Name
TL
Range
Damage
WT
MAG
Traits
Unarmed
NA
Melee
1D+(-)
NA
NA
xx
x
x
x
-
x
xx
Armor
Name
TL
Rad
WT
Traits
xx
x
-
x
xx
Equipment (Encumbered if carried load >= )STR+END+Athletics = 15
Item
WT
Item
WT
xx
x
xx
-
Total Load [x ]
Augments
TL
Effect
-
-
-
Assets
Scientifc equipment
Ally
Vehicle
Finances
10,000 cr.
PHYSICAL STATISTICS
Str 6/6 Dex 10/10 End 9/9 Int 10/10 Edu 4/4 Soc 3/3
DMs: 0: -3, 1-2: -2, 3-5: -1, 6-8: +0, 9-11: +1, 12-14: +2, 15+: +3
Madness: Sane Senses: normal Rad. Dose: -
Non-Combat:
Initiative Result : Current Armor: xx Combat:
Free Actions:
Minor Actions:
Significant Actions:
Reactions:
Term 1: Rogue, Pirate
The son of dirt poor asteroid miners, Amblin is left on Titan where the public school system gives him a chance at a better life. He makes good grades and stays out of trouble, but fails admission to the Naval Academy due to a bad attitude and growing arrogant behavior.
Tycho begins falling in with a bad crowd which leads to drinking, carousing, and eventually meeting up with Titan pirate recruiters. The Blue Rose Pirates finds a role for his sharp mind in astrogation, though Amblin yearns to be a fighter pilot.
Basic Training:Athletics 0, Deception 0, Gun Combat 0, Recon 0, Stealth 0, Streetwise 0 Skills:Astrogation 1, Pilot 1 Status:Survived/Advanced/Henchman Life Event:Good Fortune, +2 on a Benefit Roll
Amblin's hand speed and skills are Dex 12, Fast Advantageunmatched. He learns the basics of astrogation, but in a desperate battle he has to pilot a fighter craft and does so with great distinction. This saves the life of the great pirate Mingus and results in a great boon when Amblin finally leaves the pirate service.
The Titan Navy cracks down on the crew after a bit too much success. Amblin and his cohort have to flee Titan for a time to the Belt. There is slim pickings, but the youth pirate learns how to escape from the enemy by deceit. His small craft skills lead to his promotion to corporal.
Amblin is promoted to squad leader (corporal) due to his knack for survival and fighter pilot tactics.
RankHenchman, Pilot Pirate Skill:Vac Suit 1 Event:On the Run! Deception 1 Status:Survived/Advanced/Corporal
Thorn Squadron is destroyed except for Amblin Tycho when they raid a shipment of classified containers with high security vaults. The rest of the crew notes horrible dreams the night before the mission, though Amblin has no such nightmares. Tycho's associates begin to thin in the Blue Rose after a series of horrors leading to the death of his crewmates. Amblin remains a favorite of the Pirate Lord, however. Survival:Success Personal Advancement:Endurance +1 Event:Mobile Vaults, Gunner 1 Status:Survived/Corporal
Amblin's success at high profile missions has led to wealth beyond the average pirate. He scores a series of legal deals in combination with a mineral rich asteroid rights won at at the poker table. With the proceeds, Amblin earns 12 ship shares and a small fortune of credits. He considers leaving the pirate life, but is contacted by the Wardens looking to recruit the occult resistant pirate of the Blue Rose.
Amblin flies solo exclusively during this portion of his career, finding a great gift for navigation throughout the solar system. Personal Improvement:Astrogation 2 Event:Daring Heist, +3 Benefits Roll Promotion:Survived/Corporal
Amblin meets TK while on Warden Mission at Venus. The two strike up a friendship, and for the first time in many years he starts working with a crew again. He is still insufferably arrogant, though his success backs up his bravado. Amblin works as an Detective Sergeant for the Wardens, investigating incidents throughout the solar system along with his teammates.
Term 5:Warden RankAgent Skill:Investigation 1 Event:Relationship, Ally (Warden Captain). Status:Survival/Promoted/Detective Sergeant
Aging Effects: None
Benefits: Term 1:(9) 11 Ship Shares Term 2:(5) 50,000 credits x 300%=150,000Cr Term 3:(5) 50,000 credits x300%= 150,000Cr Term 4: (1) Ship Share Term 5: Concealed Cloth Armor +5 Protection
TK-fellow warden trainee. Friends after meeting on the Venus mission.