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Keehnelf
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PC Sheets

#1 Post by Keehnelf »

Information on the PCs will be included in this thread.

Here's a quick cheat-sheet to PCs and NPC Crew:

Dars Quade - Captain (Savari)
Olive Haro - First Officer (NPC)
Samantha Nelson - Pilot (hotshot)
Nate Neyland - Security Chief (gravball all-star, )
Carter Jacks - Chief Engineer (wheelchair-bound)
Eugene Suldanto - Navigator (on the run)
Loraine Zane - Passenger (something to prove)
Isaac Heinlein - Passenger (alien in his head)
September - Passenger (alien device in his bag)
Johan Gendrich - Passenger (excited about alien artifacts)
"Vinnie" - Passenger (criminal type)

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Keehnelf
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Re: PC Sheets

#2 Post by Keehnelf »

Player: Baron

Captain Dars Quade
Homeworld: Savari, Citizen of the Karthan Republic
Merchant Captain (Retired from Charter Trading Company, Seven Terms)
6', 185 lbs. Brown eyes, olive skin, short brown hair (greying) and short neat beard.
Speaks Karthan and Savari.

Str 6 Dex 9 End 11 Int 11 Edu 7 SS 5, 46 yrs old

Pilot 1
Steward 1
Medical 1
Jack-o-T 1
Streetwise 1
Bribery 3
Revolver 2
Dagger 2

Belongings:
Free Trader (Type) Lien held by Charter Trading Company
Revolver, Dagger
Cr 40,000

Keywords: Action, Mystery, Political. And by political I mean Espionage/Court Intrigue.

Homeworld: Savari are primarily found on the vassal world of Ancre II, which rests firmly under the military and economic bootheel of the Republic. It is the closest thing you can find in the subsector to a traditional colony under Republic rule, and the people resent the Republic greatly as a result. They have little might as a people, although a few entrepeneurial types have made fortunes or influence off-world. Savari are olive skinned with brown eyes, middle height to slightly taller than Republic standard, often accustomed to rough physical or menial work and with a proud cultural heritage that even two hundred years of occupation has been unable to tamp down. They have a long tradition of venerating self-reliance and as a result their familial and social groups tend to be very small. There is very little in inter-group competition amongst the Savari because their environment is already inhospitable, but acceptance into a Savari's inner circle or the gaining of their implicit trust is an honor that it is hard for a non-Savari to understand or appreciate. The Savari tend to be pessimistic, and their estimation of the abilities of others is always likely to fall far below that person's actual ability unless they are truly remarkable or a gifted actor.

Notes on Trade:
The Republic will routinely declare certain worlds off limits for importing or exporting of specific goods. Every time you hit dock you'll need to check the latest updates on those embargo lists. If you violate one, your ship will be subject to immediate repossession.

Background: Dars is a product of the oppressed world of Ancre II. He went through the state-controlled “education” system, which is more of an indoctrination system. His father and mother worked in the mines and the food vats, respectively. His older brothers were all in the resistance, and he watched them disappear (presumably killed) one by one. But Dars was smart; really, really smart, in spite of having no real education, and he thought there must be a better way than dying in a streetfight against soldiers. His parents recognized his gift and scrimped and saved. His father paid off the admissions officer and got Dars admitted to the Charter Trading Company, in their Merchants division. He's been gone for almost thirty years, made a real career for himself, and become a success. He went home to visit a few times, did what he could to make his parents' lives better, but they died young and now Dars is alone.

Hooks:
Captain of This Ship
Knows Something He Shouldn't About the Regional Governor

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spanningtree
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Re: PC Sheets

#3 Post by spanningtree »

Player:Spanningtree

Name: Johan Gendrich
Marine Force Commander (retired)
Homeworld: <not sure yet>
Race: Human

Str: 8
Dex: 7 (1 point added from personal development)
End: 10
Int: 12 (2 points added from muster)
Edu: 8 (1 point added from muster)
SS: 4

Age: 34

Skills:
Cutlass - 1
Revolver - 1
Laser carbine - 1
Auto Rifle - 1
Vacc suit - 1
Electronic - 1
Admin - 1
Leader - 1
Tactics - 1

Belongings:
30000 credits
High passage
Low Passage
Cutlass

Hooks/Background:

Johan entered the marines at 18 hoping to amass enough credit to attend a lofty university after his first term. Being commissioned and promoted inside his first term kept him in the marines hoping for more. After several active engagements excersizing newly formed combat skills Johan was found to have latent skills in logistics, tactics and administrative management. He was promoted twice more until reaching the Force Commander rank. During his last term he was transferred to a temporary deep space garrison that was only recently scouted. He has no knowledge of it's location. His detachment's purpose was the protection of scientists conducting research on newly found alien artifacts that caused enough concern for marines to be riding shotgun. It was during this assignment that Johan came to know Dr. Grankoon, an imminent xeno-archeologist, over chess games during down time. This relationship spawned a deep interest in xeno studies for Johan and an understanding that there are things in the universe we truly do not understand. Unlike his unexpected mentor Johan does not share an open mind for the unknown, he fears the little knowledge that has been shared with him.
Last edited by spanningtree on Tue Sep 02, 2014 3:36 pm, edited 4 times in total.
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Re: PC Sheets

#4 Post by Keehnelf »

Player: GreyWolfVT

Name: Carter Jacks

Strength: 9
Dexterity: 6
Endurance: 4
Intelligence: 9
Education: 9
Social Standing: 8
Age: 30

Skills:
Pilot-1
Jack-of-all-Trades-1
Navigation-2
Computer-1

Belongings:
20,000 Cr

Hooks:
Chief Engineer

Story:
Survived three four year tours with the Scouts. Was injured in his third tour.
My last tour I was on a mapping mission into unknown territory and my ship encountered a large interstellar life-form (not a vessel) that proved hostile. It destroyed much of my ship, crippled my legs in the attack, and I was barely able to get myself into cryo-sleep and hit the drive to ship myself back into known space before it finished the job (I was the only survivor). Now, having been discharged from the Exploratory Service due to the trauma of the incident, I'm seeking out opportunities in the private sector to make my way back there and discover what that thing was and why it tried to kill everyone on board my ship.
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Re: PC Sheets

#5 Post by Keehnelf »

Player: Pulpatoon

Name: September

Strength 8
Dexterity 5
Endurance 8
Intelligence 8
Education 11
Social Standing 9

Draft: Scouts

Skills:
Jack of all Trades-1
Electronics-1

Age: 22

Smart, clumsy, and young.

Hooks:
This Really Amazing Item Belongs to Someone Else
Might Have Been Involved With Some Smuggling, Once

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Keehnelf
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Re: PC Sheets

#6 Post by Keehnelf »

Inactive
Player: ybn1197

Name:

Strength: 6
Dexterity: 4
Endurance: 5
Intelligence: 12
Education: 9
Social Standing: 10
Age: 38
Retired Navy Commander

Skills:
Pilot-1
Vacc Suit-1
Computer-2
Gunnery-1
Medical-1

Belongings:
Retirement pension of 4000 per year
Blade Dagger-1.
Travellers Aid
1x Low Passage
Cr 31,000

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atpollard
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Re: PC Sheets

#7 Post by atpollard »

Player: atpollard

Character Name: Vinnie ex-OTHER (14 terms)
aka. Dr. Vincent Masseria, PhD. (roll 8+ Admin check to learn)
aka. Vincent Masseria, Esq. (roll 8+ Admin check to learn)
aka. Vinnie the Suit (roll 8+ Streetwise check to learn)
aka. Vinnie the Shark (roll 10+ Streetwise check to learn)
aka. Vincenzo Masseria (roll 12+ Streetwise check to learn)
(note that skill checks are just a suggestion, consult Referee for any official word)

Physical Description:
Vincent is a well groomed elderly man in his sixties, of medium height (1.75m/5'9") and slight build (39kg/86lbs) with white hair and a generally 'fragile' appearance. He wears an elegant 3 piece charcoal suit with a matching flat cap and carries a simple walking stick. He is quick to smile and genuinely friendly, projecting a immediate sense that you have been friends for years.

Attributes
Str 3 (7 initial -4 aging)
Dex 6 (8 initial -2 aging)
End 3
Int 12 (9 initial +3 muster out)
Edu 15 (11 initial +4 muster out)
Soc 10
Age 74 (apparent age 65)

SKILLS:
Streetwise-4
Bribery-3
Computer-3
Gambling-2
Forgery-2
Jack-o-T-1
(Pistol-0)

Special notes:
20,000 credit per month drug habit (Anagathics)

EQUIPMENT:
222,000 credits
Suit, custom tailored (500 credits = $2000)
Hand Computer [with leather wrapped titanium housing that includes a secret compartment to hold the Body Pistol and detached Silencer. The case functions as a small gun safe with with a biometric lock. The Body Pistol is stored loaded and ready to use, but the silencer must be installed on the threaded barrel to function. The ceramic body pistol and silencer are difficult to detect with normal security scanners.]

HOOKS:
Just an Inconspicuous Passenger
Knows A Lot About Smuggling for Someone Who Never Smuggled

WORLD: Cygnus Major (TL 14)
The university-world Vincent had his post on. A very small world with the perfect atmosphere and environment for rarefied intellectual pursuits. It is supplied by the second marginally-habitable but high-fertility agricultural world in the same system, Cygnus Minor. The Cygnus system is one of the major hubs of the outer ring of the Republic. Major is a Charter World primarily as a conduit through which the Republic can exploit its intellectual output and siphon off the surplus output of Minor for huge profits.

Story:
Vincenzo Masseria (Growing Up)
The Masseria family arrived in space as part of the labor guilds accompanying the first wave of commercial colonization and has been involved in interstellar trade for as long as interstellar trade has existed. A decade after scout ships made contact with another interstellar civilization, members of 'The Family' were coordinating regular trade runs to take advantage of the huge initial technology transfers. Today, "The Family" is the 5th largest organized crime network in the civilized region, specializing in quasi-legal trade and labor guilds in multiple key systems of various political allegiance.

Vincenzo was born into a criminal family. No matter how wealthy or powerful either the family or one of its members becomes, the taint of the family name creates a Social glass ceiling above which they can never rise. No member of the family has ever risen to the rank of nobility (Soc 11+) or, so it seems, ever will. Vinnie was a bright but sickly child who received all of the advantages of his family wealth and was extensively home schooled, earning a Bachelor in Arts degree by age 18. He is unsympathetic towards persons of noble rank and contemptuous of individuals he feels are unworthy of their noble titles.

Background chrome from Judges Guild:
Personal Characteristic: Excellent Eyesight
Personal Habit: Reliable
Family Structure: Vincent was raised in a multi-generational household with his paternal great-grandfather, his grandfather and grandmother, his father and mother, his married uncle and his uncle's wife, an unmarried aunt and nine brothers/sisters/cousins (4 older and 5 younger).
Personal Environmental Background: Old Rich and no debts.
Society/Culture Background: Territorial aggressive that emphasizes logic.
Parental Occupation: Entertainment Industry, Authors (Controlling the printed media outlets and issuing press releases to spin news important to 'The Family')
Reason for Adventuring: Family Tradition

Age 18-25: Vincenzo Masseria (Associate)
Vincenzo leaves home to attend a University for a more formal education as an Associate (one affiliated with 'The Family' but not an active member). College classes turn out to be less interesting than the college party scene, and Vincenzo becomes friends with some freshmen who get cheated at a rigged card game. Acting on the advice from Enrico Masseria (his older brother and a Soldier in the Family), Vincenzo puts together a small group of college students who pool their skills to beat the house by hacking the rigged video card games. It all seems like easy money and a never ending party, until the owners of the rigged game figure out where their money is going to and why. A close call, a couple of dead bodies, a night in jail, and a rescue from big brother follow - reminding Vincenzo that this is a game where they play for keeps. Vincenzo takes college more seriously after that, learns to respect the power of computers and friends, and realizes the profits to be gained by combining the two. He manages to graduate with a B.S. in Pre-law (Streetwise-1, +1 Edu), proficiency in Gambling and Computer, and 10,000 credits in cash.

Vincenzo Masseria 7839CA (age 26) Other-2 terms
Computer-1, Gambling-1, Streetwise-1
10,000 credits


Age 26-41: Vinnie 'the Shark' (Soldier)
Having proved himself useful to the Family, and incapable of keeping out of trouble, Vincenzo is accepted into the organization as a Soldato (soldier) and christened with the handle 'Vinnie the Shark'. The name is something of a joke because Vinnie fancies himself a gambler (one type of 'Shark'), while his gambling skills make him more of a 'minnow'. His position as a soldier in the Family, would make him another type of 'shark', but his weak health make him anything but physically intimidating. Vinnie is aware of the subtle dig, but sets out to remind everyone that what really defines a shark is that it is always moving forward and it eats anything that gets in its path. Time will tell who gets the last laugh and who is the real shark.

Vinnie begins using his skills to run small criminal operations. After a few close calls early in his career, he begins carrying a gun but finds that some well placed cash (Bribery-1) will solve most problems without the need to resort to violence. Vinnie begins swimming with bigger fish, but a careless moment results in an arrest. While his family connections keep him safe during his two year visit to 'criminal college' (prison) and Vinnie learns Forgery from his cell mate, the whole experience teaches him to think before he acts (+1 Int). With his new 'street credits', 34 year old Don Vincenzo is promoted to Capo (lieutenant) with ten soldiers of his own, and returns to business as usual (add Bribery-1) until a small war erupts and Vinnie gets shot (-1 Str) before he can escape using a low passage voucher (which he eventually sells for 1,000 credits). The whole experience leaves Vinnie with a 4 year prison sentence and something of a celebrity status in the organization. Unable to manage his outside enterprises, Vinnie grows his operation behind bars with plenty of free time to pursue a practical knowledge of jailhouse law (Stretwise-1, +1 Edu). He collects a series of debts and favors that prove beneficial to the Family and eventually draw the attention of the Sotto Capo (Second Boss).

Vinnie 'the Shark' 683ADA (age 42) Other-6 terms
Bribery-2, Streetwise-2, Computer-1, Forgery-1, Gambling-1
11,000 credits
Body Pistol with silencer


Age 42-53: Vinnie 'the Suit' (Advisor)
On his release from prison, Vincenzo is requested to distance himself from the day-to-day operations of the Family business and to function as a special Consigliore (Advisor). So Vincent Masseria enrolls in a graduate program at a major University and divides his time between extensive travel as a troubleshooter for the family business and taking University courses (JoT-1). A brief hospitalization leaves some permanent damage (-1 Dex), but Vincent trades in a High Passage vacation voucher for 10,000 credits and an opportunity to show that he is still a player. With his health continuing to fail (-1 Str), Vinnie is forced into semi-retirement at age 50 and shifts his energy from field work to academia, earning a Masters Degree in Criminal Law (+1 Int, Forgery-1). Now in his fifties, 'Professor M' joins the University adjunct faculty, goes to work at a law firm, continues to get older (-1 Dex), passes the Bar Exam (add Streetwise-1) and earns a 100,000 credit bonus. In an effort to overcome his criminal record and cultivate a sense of professionalism, Vincent starts to wear 500 credit suits. He never forgets his roots and his now infrequent services to the Family earn him the new underworld handle of 'Vinnie the Suit'.

Vinnie 'the Suit' 563BDA (age 54) Other-9 terms
Streetwise-3, Bribery-2, Forgery-2, Computer-1, Gambling-1, JoT-1
121,000 credits
Body Pistol with silencer


Age 54-61: Professor Vincent 'Vinnie the Suit' Masseria, Esq. (Sabbatical)
With his health failing and conventional medicine exhausted (-2 Str), Vincent takes a sabbatical to travel and explore alternative treatments. Networking wherever he can and raising money however he must (Gambling-1, Low Passage), he sneaks across borders and consults researchers (+1 Edu, Bribery-1). He finally gets a good lead on a University conducting research into Anagathics (anti-aging drugs) and having promising results.

Vinnie 'the Suit' 363BEA (age 62) Other-11 terms
Bribery-3, Streetwise-3, Forgery-2, Gambling-2, Computer-1, JoT-1
122,000 credits
Body Pistol with silencer


Age 54-61: Professor Vincent (Vinnie the Suit) Masseria, Esq.
Vincent transfers to the Research University as a both a student taking advanced science courses (Computer-1, +1 Int) and a teacher of Criminal Law. Applying both what he knows and who he knows, Vincent manages to secure research funding, get his name on clinical trials, and strike up a personal friendship with several researchers. Vincent has gained access to Anagathics, ending his aging rolls and giving him a 20,000 credit per month drug dependence to support. Professor M thrives in the University and actually begins to co-author papers published in the areas of Criminal Law (Streetwise-1, +1 Edu), Criminal Economics and Cyber-crime (Computer-2, +1 Int). Vincent is even granted a PhD in Law and receives a 100,000 credit grant for his published work. All good things must come to an end, and Vincent's past, his scams and his Anagathics habit all come to light in a press report that inflames radical groups, embarrasses the university and exposes corruption in the highest levels of planetary government ... there were a lot of fingers in that particular pie.

With a little help from the Family, Vincent escapes being lynched by a mob, shot by a 'right to die' fanatic, and arrested by an Organized Crime Task Force. He is instead deposited safely in the Starport of a TL 14 world, in another sector, and invited to make a fresh start anywhere but back home. Vincent smiles to himself, 74 is still young and I have read that the frontier is full of opportunities. He walks up to a cafe at the starport, finds a comfortable seat, and flags down a waitress. "Miss, could you be a dear and bring me a cup of tea and a sandwich. Thank you ... and please, call me Vinnie, everyone does." Then Vinnie opens his hand-comp and alternates between watching people walk through the starport and scrolling through the commodities market news feed. Vincent smiles "Infinite possibilities, indeed."

Vinnie 'the Suit' 363CFA (age 74) Other-14 terms
Streetwise-4, Bribery-3, Computer-3, Forgery-2, Gambling-2, JoT-1
222,000 credits
Body Pistol with silencer
Last edited by atpollard on Fri Oct 03, 2014 1:09 pm, edited 19 times in total.
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Nuke66
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Re: PC Sheets

#8 Post by Nuke66 »

Name: Samantha Nelson

Attributes: modifier
STR=7 : +0
DEX=10 : +1 (+2 for Muster) = 12 : +2
END=2 : -2
INT=7 : +0 (+1 for Muster) = 8 : +0
EDU=11 : +1 (+1 Skill) = 12 : +2
SS=9 : +1 (+3, 2 for Muster, 1 for skill) = 12 : +2

Navy, Flight specialist: Rank 2, Retired

Skills:
Pilot 3
Vacc Suit, Mechanic, Recon 1
Medic, Zero G, Gunner, Gun Combat, Engineer, Astrogation 0

50,000 CR
Contact

Hooks:
Pilot

Samantha spent 4 terms in the Navy, but was passed over for commission twice. She feels it was a combination of the glass ceiling and the fact she is a great pilot. It was more her poor endurance that held her back.

She couldn't help she was born with a congenital heart defect and only one lung, but she has been an over achiever every since, pushing herself into skills more suited to her physique.
Last edited by Nuke66 on Wed Sep 03, 2014 2:22 am, edited 1 time in total.

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GreyWolfVT
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Re: PC Sheets

#9 Post by GreyWolfVT »

Carter Jacks
Story:
Survived three four year tours with the Scouts. Was injured in his third tour.
My last tour I was on a mapping mission into unknown territory and my ship encountered a large interstellar life-form (not a vessel) that proved hostile. It destroyed much of my ship, crippled my legs in the attack, and I was barely able to get myself into cryo-sleep and hit the drive to ship myself back into known space before it finished the job (I was the only survivor). Now, having been discharged from the Exploratory Service due to the trauma of the incident, I'm seeking out opportunities in the private sector to make my way back there and discover what that thing was and why it tried to kill everyone on board my ship.
Image
Last edited by GreyWolfVT on Tue Sep 02, 2014 5:14 pm, edited 1 time in total.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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DadsAngry
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Re: PC Sheets

#10 Post by DadsAngry »

Player: DadsAngry

Name: Eugene Suldanto
Human
Former Scout
Homeworld: Marenau
Height: 5' 11" 160lbs.
Eyes: Blue
Age: 26

Strength: 4
Dexterity: 8
Endurance: 4
Intelligence: 7
Education: 11
Social Standing: 7


Former Scout

Skills:
Pilot-1
Navigation-1
Engineering-1
Winged Craft-1
Gunnery-1

Belongings:
Dagger

Hooks:
1. Has A Burdensome Debt to Some Unsavory People
2. Fated for An Ugly End

Background:

Call me Eugene. Living the life of an explorer, that is the life for me, or so I thought. Eight years in the service and do you think I would have seen wonders beyond my imagination, no. For eight year I've been stuck on a small relay station monitoring the communications of other scouts and their wondrous finds. Sure I seen the vids of new and unexplored worlds but that's not the same. I wanted to see them for myself. If I knew I was going to spend my time behind some computer terminal being some electronic mail man, I wouldn't have never joined the service. Eight years what a waste. What do I have to show for it. Huh? Sure they trained me to fly a ship and yes I could navigate my way around if I had to, but why teach me these skill and not let me use it. That's why when I final got a chance to leave I did. I was going to show them what I could do. There was only one problem that was stopping me, money.

Ships cost money. Lots of money. Where was I going to get that kind of cash? My family doesn't want anything to do with me. My father is still mad at me for leaving the colony and not stay on to help him with the agriculture work. Even if I was on good terms with my family they don't have that kind of credits. I first tried the usually route and tried to secure a loan from a finical institution. But nobody wanted to take a chance on a young kid, not for that much money. My dream of exploring was over. No ship, no adventure. That was until I met Coy Sims.

Coy had the answers to all my dreams. He said he could take care of me and that he would gladly loan me the money to buy my own ship. He even knew a fella with a ship just right for me. Things were finally looking up for once. At first I was skeptical. I asked him what's the catch? He said that he has a very important cargo that needed to go to a system not far from here and then after that and just a few more trips and the ship would be paid for and it would be mine. When I ask what the cargo was, his reply was always "aren't those stars beautiful? Wouldn't you like to get out there and see more of it kid?" Sure at the time I wasn't really thinking about what I was getting myself into. I guess that kind of thing happens a lot to me. I'm always leaping before I look. Well what ever the cargo was I really didn't care because I was going to own my own ship to explore the stars. I could go where I wanted to and no one could tell me different.

The day came, my first voyage on my own ship. The ship was smaller than Coy made it out to be but I would soon be mine and that's all that mattered. A couple of associates of Coy's loaded the cargo on to the ship, a small crate. I looked at Coy and said that's it? He looked at me and gave me the same old reply. Then he took me a side and that's when reality set in on what I had gotten myself into. Coy brought me to a desolate part of the station. Three men were waiting near an airlock in a quiet corridor. Two very large men and a normal size man in-between them sweating profusely. Coy didn't introduce me but instead said "watch kid and learn." Coy started to lay into the sweaty man, calling him a thief, lair, and a deadbeat. Over and over Coy would repeat "were's my money? huh?" The sweaty man would reply "please give me more time. I can get it." After a minute or two Coy gave one of the large men a nod and him and I walked back to the hanger. I asked him what was that all about? He reply "I just had to say goodbye to an old friend." He then turned to me and looked me straight in the eye with the most intimidating look and said "deliver the cargo and come straight back. I'd hate to have to say goodbye to you so soon." I felt sick, like I was going to throw up right there. I couldn't back out now even though I wanted to. I told myself it's just a few trips and I would be on my way in my own ship.

As I was about to take off for my journey Coy's voice came over the headset. "If you think about running I'll find you. Bring me the credits back and the ship in tact and we won't have a problem, understand." "Yes, sir understood sir." The course Coy had me follow was very odd. It had me going way out of my way to avoid law enforcement and military patrols. I successfully made it to my destination and was on my way back when trouble hit, Space pirates. I did my best to get away but my ship was out matched. They boarded the ship and seized it and it's belongings. I told them that they were going to be in trouble and that they didn't know what they were doing. I told them that this was Coy Sims ship. That caused them to pause. The head pirate must have known Coy because he got a big grin on his face and then started laughing. He said that he was not the one that should be worried but I should be worried. I wasn't sure what he meant by that until they shoved me into a small pod and shot me out into space. While in the pod it dawned on me. It was a set-up all along. The pirates worked for Sims. It was all a ploy to make me owe Coy. How stupid I was, how naive.

It wasn't long before the local authorizes picked me up they brought me back to the station. Coy was their to meet me of course and he laid out the law. I was to work for him until my debt were paid plus interest or else. I have to get out of here and far away before, well, before you know.
Last edited by DadsAngry on Thu Sep 11, 2014 9:18 pm, edited 3 times in total.

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Amalric
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Re: PC Sheets

#11 Post by Amalric »

Nate Neyland

UPP A896F7


ex-Army Major (enlisted), age 34, 4 terms

Leader-2, Rifle-2, Sword-2, Electronic-1, Mechanical-1, SMG-1, Tactics-1

Low Psg, Cr 20000

*Mustered Out: Low Psg, Cr20000, +1 INT, +4 EDU
*Lost 1pt from STR, DEX and END through ageing

------------------------

Name: Nate Neyland (Nathan J. Neyland III)
Service/Rank: Army, Major
Homeworld: Efate/Regina
Height: 6'2" Weight: 225 lbs
Eyes: Brown Hair: Black, shaved close
Skin: Black
Apparent Age: Mid - 30's


An only child from a broken home, it became apparent early in his life that if Nate Neyland was going to make anything of himself, he was going to do it on the gravball field. For one thing he was no great shakes in the classroom, and for another he was much bigger and faster than his contemporaries. And his skills in that regard paid off in spades. Nate was a star player, and as such he caught the eye of some important people who paved his way from one prestige school to the next. However, one particular patron, Mr Andriese, influenced Nate more than any other, and when the time came he had no doubts about where he would take his talents next - to the Army.

The Army College gravball team would enjoy a success not seen in decades with Nate as its focus. He was ushered straight into OCS as part of his scholarship, and by the time of his graduation Nate was a full Captain, as well as gravball legend. But his gravball career was now over, and the army had other plans for him. He was to be a coach/instructor for all sports, and a recruitment figurehead, and he would be sent to the best staff colleges and taught the best courses the army had to offer - an education of which the young Nate Neyland could never have begun to imagine.

However, even someone as slow on the uptake as Nate eventually came to realise that the army was not just for teaching. Wasn't there a purpose? Didn't these guys fight? What a joke he felt himself to be - an army officer who in three full terms had never even seen a battlefield. Well, if he had to prove himself again, and he had spent his entire life doing just that, then he would take the ultimate test - real warfare. And so Nate Neyland, former gravball star, begged and pleaded and gave his superiors no option but to send him to active duty just as a border war broke out. Four years duty in various war zones with the 1101st Jump Troop opened his eyes to the real world outside staff colleges. A world of pain. But Nate Neyland, former gravball star and career staff college officer, knew how to survive. And he knew tactics. And most importantly, he knew how to lead - his men followed his every order implicitly. Finally he felt like an army officer, and he mustered out with his head held high.

Nate is a big man, all ripped muscle, though he has lost a step or two since his heyday as age catches up with him.

Hooks:-
*Security chief
*Had a Romantic Entanglement With Someone Who Wants Him Dead
Last edited by Amalric on Mon Sep 08, 2014 2:31 pm, edited 2 times in total.

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Keehnelf
Rider of Rohan
Rider of Rohan
Posts: 9163
Joined: Mon Aug 04, 2014 6:41 pm

Re: PC Sheets

#12 Post by Keehnelf »

Player: max_vale

Name: Loraine Zane ("El Zee")

Two-term Navy draftee, enlisted security personnel

Strength: 7
Dexterity: 11
Endurance: 7
Intelligence: 8
Education: 5
Social Standing: 7
Age: 26

Skills:
Vacuum Suit-1
Cudgel Combat-1

Belongings:
Cr 50,000
Traveler's Aid Society Membership

Hooks:

User avatar
Grognardsw
Rider of Rohan
Rider of Rohan
Posts: 12254
Joined: Wed Jun 26, 2013 12:30 pm
Location: ImagiNation

Re: PC Sheets

#13 Post by Grognardsw »

Name: Isaac C. Heinlein (Ike)
Image
Occupation: Explorer-for-hire
Past Service: Scout, three terms, mustered out
Homeworld: Trantor
Height: 6'3" Weight: 225 lbs
Eyes: Brown Hair: Brown
Age: 30

Stats
Strength: 7
Dexterity: 2
Endurance: 12
Intelligence: 3
Education: 5
Social Standing: 6

Skills:
Pilot-1
Mechanical-1
Electronics-1
Vehicle-1
J-o-T-1

Belongings
Automatic pistol 
50,000 credits

Keywords: exploration, science, mystery.

Sub-plot: Science

Hook: Not Using Real Identity, And If You Knew You'd Be Really Surprised

Second Hook: Being Chased by a Bounty Hunter

Story Behind the Hook: Isaac's brain is co-habitated by an alien conscious. It can exert influence and provide extra-terrestial intelligence in times of great need (or whatever the GM would like.) During his second term of service, while scouting strange alien ruins of a dead planet (later designated HPL6966-Yuggoth), Ike came upon a chamber of jar-enclosed brains. He mind was invaded, but not conquered. The alien intelligence resides in a symbiosis of sentience, an integration of id, a paradox of psyche. Only later did the Scout Service realize something was amiss with Isaac Heinlein. He started revealing unusual insights and revelations of science and biology which, when pressed on how, he could not explain. The Service at first thought he was plagarizing or spying to achieve such information, but surveillance over time showed this was not the case. Neural research was done and the alien brainwaves were detected. The alien intelligence could not be isolated or controlled. The Service could not risk this unpredictable and unknown alien intelligence inside the Scouts, so Ike was mustered out. Ike learned that the government had more devious plans for him. The alien intelligence enabled him to plot an escape, identity change, and occupation. Ike is privately concerned what the ultimate purpose of his alien mind inhabitor is. He would like to excise the alien consciousness, but does not know how. He does not trust the government to do it, if they even can. Ike occasionally thinks about returning to Yuggoth to seek more answers.

Images
Planet HPL6966-Yuggoth
Image

A mind invaded... 
Image

Under the influence...
Image

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