(Rradzoka Gora) The Bindoner's Character Notes

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BackworldTraveller
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(Rradzoka Gora) The Bindoner's Character Notes

#1 Post by BackworldTraveller »

Character Basics
Genetics
Aekhu Vargr
Gender
Male
Homeworld
Talon, Deneb 2704.
C543976-A Hi, In, Po, (Souggvuez)8, Vargr 2
Birthday
296-1095
Age
42
Move per minor action
4 (But c.f. Characteristics)
Accurate as at
365-1137

Attributes
AttributeRolledAdjustedCurrentCurrent DM
STR
7
6
6
0
DEX
9
10
10
+1
END
10
9
9
+1
INT
11
11
11
+1
EDU
8
8
8
0
CHA
7
10
10
+1
SAN
4
9
9
+1
LCK
6
12
12
+2
PSI
N/A
N/A
N/A
-3

Skills
SkillDM
Admin
+1
Advocate
+1
Astrogation
+2
Athletics
0
Athletics(DEX)
+1
Carouse
0
Drive
0
Electronics
0
Electronics(Sensor Ops)
+1
Engineering
0
Engineering(Power)
+1
Engineering(Life Support)
+1
Gambling
+1
Gun Combat
0
Gun Combat(Energy)
+2
Gunnery
0
Gunnery(Turrets)
+1
Language(Aekhu)
+2
Leadership
+2
Mechanic
+1
Medic
+1
Melee
0
Melee(Blade)
+1
Pilot
0
Pilot(Smallcraft)
+1
Pilot(Spacecraft)
+3
Profession(Chef)
0
Stealth
0
Survival
+1
Vacc Suit
+1

Running Totals
Fatigue
0
Radiation Exposure (RADS)
1
Cumulative Cold Sleep (Days)
84
Ageing DM
-6
Total Skills
45
Skills Limit
57
Experience
0
Persuade
Skill Default
-3

Traits
TraitDM
Recon or Survival Roll needing Night Vision
-1
Recon or Survival Roll needing Smell
+1
Recon or Survival Roll needing Hearing
+1
Initiative
0

Characteristics
Characteristic
May move at double speed (Move=8) 4 (3+"END DM") times per combat:
+1 Fatigue if used in any turn
Teeth Melee Damage [1d6+1]
Claw Melee Damage [1d6]
Permanent, distinguished Fur-Pattern memorialising the act of saving your ship and crew.

Associations
Category
Associate
Network(Pack):+0SURMAKU Pack Member
Network(Family):+0IKHO AELLOE Pack Member.
Includes: -
Fu Gora (Mother)
Zoenkoe Gora (Twin Sister)
Denghez (Cousin)
Network(Naval):+0"Fosgzaerds Nallo"'s Crew
AllyFrom Navy Days
ContactDzektsavurzouk Llorsfung: UFA Customs Official
ColleagueDenghez
ColleagueYeelau

Monies
Asset
CR
Notes
Cash
100,000
I.O.U.
5,000
Against a Corsair Captain

Other
Blade: Made from the hull plate of saved vessel; Comes with garish sheathe
Weapon: Laser Carbine; Cleaning/Maintenance Kit; Carry/Presentation Case
Armour: Vacc Suit
UFA Citizenship Papers
ex. Commander of UFA Naval Vessel "Fosgzaerds Nallo"
ex-UFA Navy Kit Bag
Translator (Aekhu,Anglic)

Terms
TermYearsCareerEvent
1
1114-1117Navy/PilotSpecialist Assignment
2
1118-1121Navy/PilotProficient in Space
3
1122-1125Navy/PilotAdvanced Training
4
1126-1129Navy/PilotSave the Ship in a clash with the Droyne over Control of 495-524
5
1130-1133Corsair/ReaverTerritorial War over control of the Refugee Trade from Khouth Sector
6
1134-1137Corsair/PilotForced into hiding in Talon's safe areas.

Family Tree
Rradzoka Family Tree.jpg
Rradzoka Family Tree.jpg (19.51 KiB) Viewed 462 times

To Do
  • Character Complete.
  • Images and Equipment Lists to be posted below
Last edited by BackworldTraveller on Fri Nov 11, 2022 10:03 pm, edited 4 times in total.

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The Bindoner
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Joined: Mon Feb 18, 2019 8:29 pm

Re: (Rradzoka Gora) The Bindoner's Character Notes

#2 Post by The Bindoner »

VARGR COMBAT VACC SUIT
The threat of attack from corsairs is almost as high as the
dangers of vacuum and hostile environments, making this
combat variant vacc suit a popular choice for many Vargr.
Combat suits are standard issue for all divisions of the navy,
having the same properties as normal vacc suits but offering
greater protection in combat.
Armour Type / Protection / TL / Rad / Kg / Cost / Required Skill
Vargr Combat / +12 / 10 / 80 / 25/ Cr22000/ Vacc Suit 1

with smart fabric, 50km Radio, Geiger Counter and IR vision enhancement.

Audio Filter: Usually fitted into helmets, the filter also
comes as a pair of earpieces. These devices filter all
incoming audio to prevent very loud and high frequency
sounds from damaging or disorienting the wearer. A
Traveller wearing an audio filter gains DM+4 to their
END check against sonic-based attacks.
Audio Filter TL8 — Cr50


Blade Enhancements: Small blades or spikes mounted
into armour are popular with corsair raiders, usually
mounted to bracers or shoulder guards but can be
fitted anywhere the wearer requires. These weapons
can be used with the Melee (infighting) skill and deal
2D damage

Retractable Blades: These function just like standard
blade enhancements but a concealed controller allows
the wearer to extend and retract the blades as required.

Retractable Blades 8 1 Cr150

Coolant Rig (TL 8): When wearing heavy armour in a hot environment
it can become diffi cult for the wearer. This web of tubing fi lled with a
chemical coolant makes a hot day on a volcanic planet or desert stroll
into something far more comfortable and tolerable. (Cr. 100, 2 kg).


Environment Reader (TL 8): Those who spend long hours in
their environmentally sealed armour or vacc suit can tire quickly
breathing scrubbed, recycled air. This external, colour-changing
sensor is adhered somewhere the wearer can see it and it shows
in brilliant hue what the status of the atmosphere is around them.
Green for oxygen contents, blue for methane, red for radiation and
black for any one of the many airborne toxins the reader is built to
pick up. (Cr. 100).


Magnetic Grapples (TL 8): Magnetic plates in the boots of armour
allow the user to walk, albeit carefully, on a starship hull without
artificial gravity.


Extended Life Support (TL 10): This upgrade can be added to any
armour providing life support (vacc suit, combat armour, powered
armour or battle dress). By adding high-pressure oxygen tanks and
recycling systems the suit can support the user for 18 hours. Cr.
10,000.

Medikit (TL 10): An internal medical scanner and drug injector, the
medikit can be installed in combat armour, battle dress or a vacc
suit. It automatically applies first aid if the wearer is reduced to
Endurance 0. Treat the medikit as having a skill of Medical 3. It can
also administer Fast Drug on command, or if life support systems
are failing. CR. 5,000.

Smart Fabric (TL 10): Smart Fabric resists stains and dirt, cleaning
itself automatically. Smart armour sloughs off dirt, dust and mud
automatically unless the feature is suspended for the purposes of
camouflage. Cr. 1,000.


Personalised Image (TL 2): Using a great deal of hardened enamels
and pigments, any suit of armour can be artistically altered to refl ect
something individual about the wearer, part of a group he belongs
to, or any other such reason. Whatever the reasoning and pattern
behind colouring the armour, the wearer gains a +1 DM bonus on all
Social Standing (or Charisma in the case of Vargr) Skill Tests where
their reputation could be a factor. (Cr. 10).


Vacc Suit Emergency Kit (TL 8): A belt-carried pack, the emergency
kit is designed to allow a vacc suit user to save himself or someone
else in the event of an accident and to increase the chances of a
search finding him. Yanking a lanyard will release a tethered balloon
reflector. This is somewhat similar to a rescue ball but filled at very
low pressure. It infl ates into a 3m-diameter radar reflector which
is tethered to the user’s belt. It vastly increases the user’s radar
cross-section and makes a search more likely to fi nd him. The kit
itself contains a radio beacon/repeater, a handheld strobe beacon,
tethering cord, suit patches, spray sealant for multiple small holes,
a 30-minute replacement air bottle and two hand-held gas thruster
units. The latter are designed to allow the stranded spacefarer a
last-ditch attempt to reach safety. The kit also contains a metallic
reflectorised blanket increasing radar detectability and reduces
absorbed radiation in the event the spacefarer is caught outside in a
solar flare, decreasing exposure by 100 rads. Cr. 500.




Thrust Pack (TL 9): A basic manoeuvring system that can be
incorporated into a vacc suit backpack, the thrust pack allows
four hours of moderate manoeuvring or about 15 minutes of near continuous
thrust. The unit includes a simple inertial autopilot and
stabilizer/spin-correction computer but a Zero-G skill check is still
needed to use a thrust pack accurately. Thrust packs (of all kinds)
can only be used in microgravity. Cr. 2,000.




Thrust Pistol (TL 7): A handheld reaction jet using compressed gas,
a thrust pistol allows independent manoeuvre during EVA (Extra-
Vehicular Activity, or “Spacewalk”) operations. The pistol’s internal
reserves allow for an hour of moderate manoeuvring or three
minutes of continuous thrust. Cr. 1,000.


GAUNTLET LASER
Effectively a laser pistol mounted to the back of a shielded
gauntlet, this weapon is powered by a backpack-carried energy
source fed to it by a cable usually tethered around the arm.
Although very similar to a laser pistol, the gauntlet allows the
Traveller to retain an open hand while still armed with a potent
weapon.
Weapon TL Range Damage Kg Cost Magazine Power Pack Cost Traits
Gauntlet Laser 10 20 3D 4 Cr2500 100 Cr1100 Zero-G

Gauntlet Laser TL10 Range/20 3D 4kg Cr2500 100rnds Cr1100


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>




Chest Guard (Dhinourraksa): The traditional chest guard
is favoured by those who need to move fast or engage
in complex tasks – it is popular with pilots and vehicle
crewmembers. It takes the form of an upper-torso and
shoulder guard, sometimes with a loose fringe covering
part of the abdomen.

Cloaks: Some torso protection (typically shoulder
guards but sometimes other items) incorporate a
cloak that is usually a waist-length decorative item.
However, a floor-length detachable cloak of fireproof
material can be added instead. This will absorb 20
points of fire or energy damage if the wearer wraps it
around themselves. After 20 points are taken the cloak
disintegrates and must be replaced.

Base Garment:
Light Armoured Jacket +2 AV, TL7, 2kg, 100Cr
Fireproof (+4 v fire/energy) 100Cr

Dhinourraksa +3 AV, TL8, 3kg, 125Cr
Fireproof Cape: +20 Ablat v fire/energy, TL8, 1kg, 250Cr
Bracers (Negdhazuk) +1 AV, TL7, 1.5kg, 50Cr
Fighting Boots (Ogzkua) +1 AV, TL6, 1.5kg, 100Cr

Audio Filter: Usually fitted into helmets, the filter also
comes as a pair of earpieces. These devices filter all
incoming audio to prevent very loud and high frequency
sounds from damaging or disorienting the wearer. A
Traveller wearing an audio filter gains DM+4 to their
END check against sonic-based attacks.
Audio Filter TL8 — Cr50

>>>>>>>>>>>>>>>>>>>>>>>>.


A Dagger made from the hull material of the saved ship by the grateful crew. Comes with a garishly enamelled sheath.


LASER CARBINE
Laser carbines are shorter and lighter than laser rifles, and
have a correspondingly shorter range.
Weapon TL Range Damage Kg Cost Magazine Power Pack Cost Traits
Laser Carbine 9 150 4D 4 Cr2500 50 Cr1000 Zero-G


Folding Stock (TL 6): Carbines, rifl es and shotguns can be equipped
with folding stocks instead of the usual fi xed one. This makes
possible to shorten the overall length of the weapon by 300mm.
This reduces any negative DM at close or personal range by one
point (when the stock is folded) but increases any negative DM due
to range by 2 points. Cr. 100, 0.5 kg.

Toughened Sights (Details vary) Rugged versions of these sights are
available at one Tech Level higher and at 1.5 x the cost. These sights
are extremely tough; they can be used to hit someone over the head
as an improvised weapon and will remain accurate afterwards.


Laser Sight TL10, Cr200

Holographic Sights (TL 10): Holographic sights project an image
of the aim point for the user and automatically compensate for
wind, gravity and similar conditions. They are not useful in a close-
range point-and-shoot situation but give the benefi ts of electronic
telescopic sights plus a +1 DM to hit rolls for shots made at Medium
range. Cr. 2,000, 0.5 kg.



Cutlass 2 Melee 3D 4 Cr200


SONIC PISTOL
The sonic pistol emits focussed, directed sound waves at its
targets. Although extremely painful, the effects are ultimately
non-lethal and the sonic pistol has found its way into the
arsenal of law enforcement on some worlds.


Sonic Pistol TL9 Range: 5 2D 1Kg Cr800 10rounds Power pack: Cr150 Burst 2, Sonic (-2), Stun, Zero-G



SNUB PISTOL
These lightweight, low-recoil weapons were designed for use
aboard spacecraft and in zero gravity.
Weapon TL Range Damage Kg Cost Magazine Magazine Cost Traits
Snub Pistol 8 5 3D-3 - Cr150 6 Cr10 Zero-G

+5 magazines (2x Tranq)



2x SONIC GRENADE
Although much weaker than the rifle or equivalent stun
grenades, the sonic grenade casts its effects over a much
wider area, making it perfect to disrupt rioting crowds or entire


Sonic Grenade TL9 Range: 20 2D 0.5Kg Cr50 Burst 12, Sonic (–0), Stun


2 each of:

SMOKE
Smoke grenades creates a thick cloud that disrupts vision. This imposes DM-2 to all attacks
on targets within the cloud. IR vision completely bypasses this cloud of smoke. Smoke clouds
dissipate after 1D x 3 rounds, though heavy winds and rain can drastically reduce this time.
Weapon TL Range Damage Kg Cost Traits
Smoke 6 20 - 0.5 Cr15 Blast 9
STUN
Stun grenades release a powerful pulse of energy, usually in the form or light and/or sound that
incapacitates targets rather than killing them.
Weapon TL Range Damage Kg Cost Traits
Stun 7 20 3D 0.5 Cr30 Blast 9, Stun


AEROSOL
Aerosol grenades create a fine mist that diffuses any lasers that are fired into or through it, but the
mist does not block normal vision. Any laser attack tracing a line of sight into or through the mist has
its damage reduced by -10. Laser communications are completely blocked by the mist. Aerosol clouds
dissipate after 1D x 3 rounds, though heavy winds and rain can drastically reduce this time.
Weapon TL Range Damage Kg Cost Traits
Aerosol 9 20 - 0.5 Cr15 Blast 9


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>


Cold Light Lantern TL6 0.25kg Cr20

Electronic Binoculars TL8 1kg Cr750

Light Intensifier / Infrared Goggles
TL9 Cr1250


Comm: TL10 Multiple forms of data, Computer/1 Cr500



Wrist Watch TL10 (Computer 1) Cr200 – upgrade to Cr1000


First Aid Kit – Cr125

Medikit TL10, 1kg, Cr1500


3x Anti-rad TL8 – Cr1000

2x Radiation Emergency Applicator TL10 – Cr250

4x Panaceas TL8 – Cr200

6x Stims TL8 – Cr50

3x Nervous Response Dampeners (TL 9): This ‘battlefi eld vitamin’ is
a mild anti-anxiety drug, helping combatants cope with some of
the horrors they are subjected to in war. Taken a few hours before
battle, the dampeners last for a day or so, granting the user a +1 DM
bonus to any tests related to avoid fear or shock for 2d6 x 3 hours.
Cr. 100 per dose.

Trauma Pack (TL 8): The trauma pack is one of the most useful
devices carried by battlefield medics. It is a small satchel of
chemicals and drugs used to pump life back in a wounded body.
Unsubtle and deadly in multiple doses, the chemicals can make
a soldier ignore wounds for a few hours – hopefully enough time
to get him to a proper medical facility. The use of a trauma pack
requires a Medic throw 8+ but will give a wounded character back
a temporary 1d6 Endurance. This Endurance can be used to bring
a technically ‘dead’ character back from 0 or less Endurance (so
long as the new total is above 0), so long as they suffered their
last wound within 30 seconds. This regained Endurance lasts for
1d6 hours – at which point it vanishes, potentially killing them. A
character can only benefi t from one administration of a trauma pack
per day. Higher technological versions of the trauma pack are not
any more efficient, merely lighter.
TL 10: Weight: 1 kg; Cr. 1,500.

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Environment Suit TL8 1 Cr500

Filter Mask TL7 - Cr100
Breather Mask TL10 - Cr2000


Respirator TL10 – Cr2000


Tent TL7 kg Cr2000

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>




Atmosphere Tester (TL 7): A hand-held device that monitors air
breathability and quality. A simple readout indicates pressure
(“Thin”, “Dense” and so on) and whether the air is within breathable
parameters. An audible alarm and fl ashing warning indicates
unbreathable or toxic gas mixes but the unit does not indicate what
the hazard composition is. Cr. 150.




Scrambler Unit (TL 8): A small comms-scrambler and encryption unit
that can be used with a personal comm or other communications
devices. Cr. 200.

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Total: Cr40,850

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