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2025 Character Creation Challenge - 31 Characters in 31 days [BACKWATER]

atpollard

Super Moderator
Peer of the Realm
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January 1:
[Let's give it a try. NPCs for/from my game.]


Bureaucrat Clerk
(Sir) Bartholomew Tobit (Age 26)
Bartholemew Tobit.jpg
Below average (2-5) STR, END; Average (6-8) DEX, INT; Above average (9-C) EDU, SOC.
Skills: Admin-3, Computer-1, Streetwise (Liaison)-1
Service History: Automatic Enlistment accepted. Commissioned during first term of service as Clerk. Voluntarily reenlisted for second term. [started Tobit Employment, LLC in third term.]

Bartholomew ("Bart" to his friends) was born into a wealthy and influential family. With the death of his father, he was raised by his Mother. Although young Bartholomew dreamed of being a thespian, and was involved in several school plays, his Mother - the strong-willed Matriarch of the Tobit family - insisted that young Bartholomew follow a more pragmatic profession. Yielding to family pressure, he accepted his fate and joined the Civil Service Bureaucracy that controlled the Planetary Government. Status and family connections carried him through his first term as a rising star.

Bartholomew spent his second term working in a small local office of the Department of Labor, Bureau of Employment where he assisted "citizens" in obtaining positions to insure the quota of 100% employment was met and "Every Citizen was contributing their fair share" as the Government required.
Bart's opinion of the work: "That office sucks away your soul like a ghoul draining your life essence. I think government bureaucracy runs on the souls drained from its workers." Working under a petty tyrant, Bartholomew saw the writing on the wall as the end of his second term approached and his mean-spirited supervisor had no intention of renewing his contract.

Inspired to take a chance by a group of grounded spacers, "Bart" Tobit resigned his safe position and started his own agency [Tobit Employment, LLC] where he employs his skills and connections acting as an agent/broker/middle-man for off-worlders attempting to negotiate the Byzantine Civil-Service Bureaucracy of his homeworld and/or its Machiavellian Corporations. He serves as a PATRON with a variety of Job Offers, acting as a broker for a percentage of the contracted fees.
 
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January 2:

(Barbarian)
Juliette Lavoie (Age 20)
Juliette.jpg
Below average (2-5) none; Average (6-8) DEX, END, SOC; Above average (9-C) STR, INT, EDU.
Skills: Blade-3, Bow-2, Streetwise-1, Hunting-0
Equipment: a pneumatic, repeating crossbow (2D6; 3 round burst; 30 round magazine)

History:
Juliette was born into a family of anti-Government survivalists. The "New Dawn" was a Survivalist Community/Movement [Think AMISH Post-Apocalypse Preppers meets "SURVIVORS/NAKED AND AFRAID"] They lived off the grid, in the deep jungle, and if they could not grow/kill/make it, then they did not need it.

SOMETHING HAPPENED [nobody on the planet knows what - or is willing to say] and the 'New Dawn Movement' formed a Militia and began attacking Transportation Convoys. The Government assumed that people living at TL 0-3 would be easily dealt with by the LEO and a small National Guard force, until the Government Forces were completely decimated by Pneumatic Crossbows firing 3 round bursts by a militia using Guerilla tactics that would make a Recon Scout proud. Juliette was raised in this community and "Barbarians" [characters from lower TLs] begin careers at age 14, so she was 16 years old (her second/third year of Term 1) when the War broke out and recruited into a guerilla raiding party.

The Marines were sent in [a Marine Raiding Company equipped at TL 10-11 backed by a larger Army unit equipped at TL 9-10] to destroy the New Dawn Movement. The Community of about 100 fanatical men woman and children refused to surrender and inflicted a 2:1 kill ratio against the Marine raiders and closer to a 5:1 ratio against the Army units before being carpet bombed by COACC and overrun by ground forces. Almost none were captured, choosing to die fighting (including IED suicide attacks). Juliette’s family was wiped out by Government forces, but Juliette survived the massacre of the New Dawn Militia/Community and escaped (wounded) into the jungle.

Four years have passed since the “New Dawn Massacre” and 20-year-old Juliette is “homesteading” in a new, remote wilderness (far from her original community) and in the middle of Barbarian Term 2.

HUNTING RULES:
STEP 1
: Detect: (each hour) 2d6, 10+ detect “track / spoor / habitat”

roll 2d6 for TYPE:​
Die
Animal
Weight
Hits
Armor
Wounds & Weapons
Action
2​
6 Hijacker​
25 kg​
7/3​
none​
claws​
A5 F3 S1​
3​
5 Hunter​
400 kg​
18/15​
none​
+2D claws+1, teeth+1​
A1 F4 S1​
4​
7 Carrion​
800 kg​
23/10​
none​
+3D thrasher​
A8 F3 S1​
5​
1 Hunter​
200 kg​
11/11​
none​
+1D claws, teeth​
A4 F7 S1​
6​
1 Intermittent​
100 kg​
11/7​
none​
hooves​
A4 F7 S1​
7​
1 Pouncer​
50 kg​
12/7​
none​
as broadsword​
A0 F0 S1​
8​
1 Intermittent​
25 kg​
14/7​
none​
horns​
A6 F6 S1​
9​
1 Trapper​
200 kg​
17/7​
none​
+1D claws+1, teeth+1​
A0 F4 S1​
10+​
special (including searching for a specific species)​

STEP 2: Stalk: (each 15 min) roll 1d6, roll higher than speed to follow;
roll 2d6, if roll is equal to TYPE, then find it.
STEP 3: Conquest: (standard combat rules) kill / photograph / contact
ALTERNATE: Ambush: (per hour) wait in blind, 2d6, roll 12+ equals ambush prey [roll TYPE and go to combat rules]

STORY:
Chester: “So what now? …

Juliette responded. “Now this.” She snatched Chester's ACR and tossed it to Hol “Carry this.“ She grabbed her Crossbow and pulled Chester to his feet “You come with me and WE talk.” Juliette dragged Chester towards her ‘home’ and Hol followed.

For a moment, Chester feared he was being dragged into the woods to be executed, but Hol’s reaction suggested that THIS was something else and his mission and curiosity suggested that he would learn more by following along than trying to fight to escape. Juliette led them into the woods to a tunnel entrance down into a well-concealed mound. A standard Infantry GRID SEARCH would only have had a 50/50 chance to spot it unless they were scanning for underground bunkers.

Inside, the bunker was deep - deep enough to survive surface bombardment except for a direct hit by Starship grade weapons. The walls were lined with uncut fieldstone and braced with heavy timbers. The ceiling was domed slightly and covered in cement plaster. Crude ceramic jars, some as large as ten gallons and covered in woven hemp, lined one wall in a storage area. There was a wood-burning ceramic stove with an electric outlet built into the side and a battery slow-charging from the outlet. [It was the only item in the room that seemed to require electricity]. The two chairs were folding camp stools with legs carved from branches and seats made of animal hides. Juliette racked her Crossbow on wall pegs apparently designed for that purpose. The one-room space had a “place for everything and everything in its place” feel to it.

Juliette invited Chester to “Sit down before you fall down.” as she gestured to the stool. Chester obliged, but the walk and time had done him a great deal of good. He was feeling strong and alert again, but that was information he felt no need to share.

Juliette waved her arms around the room and addressed Chester directly “This is it. This is the ‘New Dawn Movement’ your government is so determined to wipe out. We … which is just me now that you successfully killed everyone else except me … have nothing that we did not grow, kill or make ourselves … myself. It is a LIFE and a PHILOSOPHY of living deliberately and striving for complete Self-Reliance without the distraction and dependence on Technology. I hear that the typical City Worker labors 40 hours per week or more to meet their basic needs. This life requires between 8 and 12 hours per week of labor to meet minimum basic needs.

Juliette walked over to her crossbow and ran her fingers along it, caressing the hand-carved wooden stock. “The Government sent you to kill me and destroy this to STOP the ‘New Dawn’ at all costs. You are prepared to DIE to kill me and stop this. I am prepared to kill you, and as many more as they send, in my fight to preserve THIS way of life.” Juliette smiled a wry smile. “It would appear that we are at an impasse, would it not? However, appearances can be deceiving. I have been here before. I know how this dance ends. So … MARINE …” Juliette took the Crossbow down from the peg and readied it to fire, unloading and reloading it. Then she took the ACR from Hol and briefly removed and reseated the clip, drew the bolt, set the selector to ‘burst’ and released the safety. Picking up her Crossbow “... If you REALLY want to destroy this and kill me. This is it: Hol, please hand the Marine his weapon. We will kill each other and the New Dawn ends … right here and right now. Without a lot of other innocent Marines and Friends needing to die with us. So MARINE, the choice is yours … are you ready to leave your wife to raise your children alone to destroy all this!” Juliette smiled as she pointed the weapon around the room.

Juliette then aimed the Crossbow directly at Chester and waited for Hol to hand him his ACR. “You called this meeting. You wanted to find me. So, which will it be, MARINE. Do we shoot and die, or do we set the weapons down and declare this war over? Make the choice for both of us.

Hol handed Chester his ACR and stepped back from the Line of Fire.
 
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January 3

(Herbalist)

‘Mother’ Niki (of the White Clan) (Age 68)
Mother Niki.jpg
Below average (2-5) none; Average (6-8) STR, DEX, END,EDU; Above average (9-C) INT, SOC.
Skills: Admin-2, Medic-2, Survival (herbalism)-2, Electronics-1, Streetwise-1

Mother Niki is the village ‘HERBALIST’ for a small, remote and relatively isolated rural community. Most of her arcane knowledge falls outside the traditional “skills” as she specializes in the effects of alien plants (and drugs manufactured from them) on human physiology.

DRUGS & HERBS
  • BOOST: [Cr 400; TL 9] Increases STR and END by +1 each per injection that lasts for 30 minutes.
  • BIOFOAM: [Cr 10; TL 8] A temporary wound treatment that provides +2d6 HP per injection that lasts for 1 hour. At the end of the hour, the temporary HPs are subtracted and the damage is restored (which may instantly kill the person).
  • Blackroot: [Cr 150/dose] This lichen grows on large rocks and boulders found above timberline (the elevation at which trees do not have enough oxygen to grow). When chewed on, it causes the user to have a pleasant, tingling sensation of the lips, tongue, and gums. As well, it can give the user a sense of mental sharpness and alertness. If swallowed, it causes nausea and vomiting if the user fails an END check. If used for 1d6 hours continuously, the user must make an END check. If failed, they experience nausea, but if passed they gain +1 INT for the next 6 hours. Not inherently addictive, though if used for 2D6 days in a row, the user will feel extremely groggy if they do not use it every morning.
  • Code Blue [psi]: [Cr 100/dose] The nickname for “BRKW-7QL4”, a drug that is both a powerful neurotransmitter booster and a deadly toxin. Immediately upon injection (and every 10 minutes thereafter), the character suffers damage to STR, DEX, and END (1d6: 1-3 = 1 point, 4-5=2 points, 6=3 points) until the drug is neutralized. Each 10 minutes of use, the character gains 1 point of PSR and each Psi-Talent functions at +1 level. [for untrained Psions, roll 12+ on 2d6 to activate a talent with +1 for each Code Blue Psi Boost … ie. roll 2d6+1 at start, 2d6+2 after 10 minutes, etc.] The Character must roll HIGHER than their PSR on 2d6 to quit due to the euphoric effect of the drug. Antidote = Cr 30/dose.
  • Panacea: [Cr 50; TL 6] A general collection of drugs used to treat wounds and diseases found in MEDICAL KITS. This contains enough “panacea” for 100 Medic-0 skill checks or 10 Medic-1 skill checks or 1 Medic-2 skill check.
  • Patch [psi]: [Cr 300/dose] A small packet containing a pinch of herbs (like chewing tobacco). The powder swishes and clings instantly forming crystals, then breaks at the slightest touch only to reform into new crystals. Patch dissolves under the tongue and expands all of the senses. For a “Telepath”, it boosts your effective level by 1 and grants the ability to communicate with plants and animals. Lasts 1d6+1 hours. Upon coming down, it leaves the user feeling physically exhausted [-1 STR, -1 DEX, -1 END] until sleep. At next 8-hour sleep (roll 2d6 for END/2 or less), pass= wake normal; fail = even more tired [-2 STR, -2 DEX, -2 END] until next 8-hour sleep (then wake normal).
  • Pipeweed: [Cost Cr 20 for 5 minutes worth of weed.] Dried and smoked in a pipe, it makes the mind both sharper and duller at the same time; making it easy to retain facts [+2 EDU] but hard to concentrate on abstract reasoning [-2 INT] while smoking it. The effects persist for 2D6 hours after the user stops smoking.
 
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January 3

A Mother Niki STORY:

Well that’s easy. Mother Niki is almost always tending the garden in her apartment.” Christophe pointed to one of the balconies. Mick could see a plethora of potted and hanging plants forming a wall of green. “... but unless it's a medical emergency, I suggest you not disturb her until after 1100. She can be a bit cranky first thing in the morning.

The teasing was all good natured and Christophe was happy to introduce you to Mother Niki. Along the way, Christophe shared how lucky the community was to have someone of her medical skill in such a small and remote settlement. “More than a few hunters owe their life to her.” he commented as you bounded up the stone steps to a wooden balcony that formed a sort of walkway-street above the paved street lined with shops. You walked past several glass-walled residences, some closed for privacy and some with their curved doors slid open to allow the inside and outdoors to seamlessly blend together. The walkway contained sitting areas and plants in containers accenting various spots …

Then you reached a jungle of green arranged on tiers of hanging baskets that formed an arbor over the walkway. Stepping inside, it was moister and full of an almost infinite number of strange scents all fighting for dominance. Mick realized that most of the plantings he had passed had been ornamental or flowers, but most of these appeared to be garden herbs grown for scent over appearance. Christophe knocked on an ornately carved wooden door inset with transparent glass panels (unlike the translucent glass of the other homes) and then entered.

Beyond the door was a paneled room with shelves and a desk along one wall, a comfortable sitting area in the center, and an exam table along the opposite wall. It looked like a strange combination of a living room, a doctor’s office and an alchemist’s laboratory from a fairy tale. Alongside the books on the shelves, there were unidentifiable plants in sealed jars and small racks of opaque “perfume bottles” of unknown liquids and powders. A small bell rang as you entered through the door and a distant voice shouted “I’ll be right there, just have a seat.”

Mother Niki entered bearing a tray with a pot of steaming water and several cups which she set on a central table before settling into a comfortable chair. She was an older woman - Mick guessed in her late 60’s - with fair skin and gray hair braided and coiled up. There was a small scar on her face and runic tattoos covering her forearms from the wrist and disappearing at the elbow beneath her vividly-colored comfortable clothing.

Mother Niki, this is Mick of the House of Hogan. He desperately needs your help. Mick has been having trouble resting and I fear the man is completely incapable of relaxing and enjoying life. I fear he will be dead by 40 if he doesn’t learn to have fun … or find a wife.” Christophe paused briefly “Perhaps you have a sleeping draught … or a Love potion … that could save poor Mick from an early grave.

Mick, this is Mother Nicki. She’ll fix whatever’s wrong with you. There, introductions are made.” Christophe rose to quickly leave.

A smile briefly crossed the face of Mother Niki “Do not think you have escaped, Christophe of the House of Tostain of the Black Clan … I will be speaking with your Aunt and she will be speaking with you.” Niki turned her attention to Mick “So Mick of the House of Hogan, would you like a cup of herbal tea? I find it both calming and stimulates the mind.” Niki poured hot water into a cup, some dried herbs into a small perforated sphere and dipped the sphere into the water to create a pale-colored tea. She took a sip and offered a cup to Mick.

Mick Hogan took the cup gratefully and cautiously sipped. He held it in both hands and softly blew over the cup to help it cool just a little.

He’s right y’know. I do work too much. Need to learn to take it easy…just a little bit. But, I don’t really think ya could help me there! As for that second thing…a wife? Maybe one day. Have to find the right one. Ain’t seen her yet, I think.” Mick looked contemplative.

I’m not so certain ya can help, but I thought I’d ask anyway. Y’see, I was speaking with someone the other day, and he said something that causes me to pause. He said I should speak with Sophia about it and your name was mentioned. Y’see, I’ve been wondering about an event that took place many years ago. One I just can’t seem to let lie in my memories …

… I was hunting on the South Polar Ice. Got ambushed once by an Ice Leopard, got the scars on my chest to prove it. Thought I was a goner…gonna get drug off and eaten by that cat. Something happened I just can’t explain. Something felt like it welled up inside me, more felt than heard … a strange humming. I looked him in the eye and … seemed we had a connection for a few seconds … like I could 'touch' his feelings. After a while, he just turned tail and scampered off up the snowy mountain.

Somethin’ strange happened that day. Haven’t been able to shake it. Not haunting me, but I keep reliving it. I don’t talk about it much. But I told it to someone while swapping hunting lies. That’s when he mentioned you and Sofia. Said I should see one a ya.

Ah Hell, this was a mistake. I’m sorry for bothering you. I’ll just be leaving now.

Mother Niki listened. God but that woman had a good poker face. Fortunately, Mick was good at reading poker faces. While Mick was never much on games of chance, Mick had lots of experience playing for much higher stakes … like standing at a counter while some petty bureaucrat held your future in the paperwork he held so indifferently. Mick had mastered the true art of Administration, reading the person to know when to push and when to ease up. Mother Niki was anything but ‘indifferent’.

Mick took a gamble as he stood and turned towards the door. His heart pounded with every step as the door got closer. Mick knew that Mother Nicki was on the fence about something … he thought this was the play … as he started to wonder if he had chosen the wrong move …

Wait” said Mother Niki rising from her chair.

Mick hid the quick smile and turned to face her … all attention. She walked over to a shelf, moved a jar to clear the path for a safe with a biometric lock and removed some small object. Then she returned to Mick.

Sophia may or may not be able to help you. She may or may not be willing to help you. Such matters are beyond me and I do not involve myself in them directly.” whispered Mother Niki softly “However this is my gift to you.” She placed a small packet containing a pinch of herbs in your hand. The powder swished and clung instantly forming crystals, then broke at the slightest touch only to reform into new crystals. “This is called ‘PATCH’. Place it under your tongue and it will dissolve. It is dangerous and you only have one dose, so use it only in an emergency. However, from what you described, in a life and death situation, it should …” Her voice trailed off as she searched for the correct word IMPROVE the situation for YOU.

Mick glanced down at the tiny packet of ever-changing crystals in the palm of his hand … PATCH.
 
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January 4

(ex-Army)
Olivia (Age 24)
Olivia.jpg
Below average (2-5) STR, SOC; Average (6-8) DEX, INT, EDU; Above average (9-C) END.
Skills: Rifle-2, Gambling-1, Mechanical-1, SMG-1
History: Olivia served in the planetary Army, was field commissioned as a Lieutenant, received a Combat Service Ribbon and a Purple Heart and was denied reenlistment because of her PTSD. Three years later, Olivia is one of those veterans that never fully reintegrated into normal society and continues to live along the fringes of civilization.

Olivia can be encountered living in a tent in any wooded clearing near a small community or just outside a city. She survives by hunting small game, raising a garden, repairing damaged salvaged and scavenged parts and items for resale, and dealing in illegal small arms.

STORY:
Joe followed the sound of animals into a partially wooded lot at the edge of town and spotted a fenced clearing with a Horned Grazer about 30 kg in size. Upon closer examination, the pen contained several other animals … each member of this menagerie a single individual of a different species. Not much of a ‘Farmer’, but even he knew that was not how breeding livestock works.

Near the pen was a Pressure Tent. From the pattern and the vast number of patches, you suspect OLD Military Surplus and ballistic cloth. The campsite surrounding the Tent was in ‘Military Regulation’ order from the stones surrounding the fire pit, to the alignment of the folding chairs, to the way the wood was stacked. Opposite the Tent from the Animals was a substantial garden. Not the sort one does for a hobby, but a garden one feeds themself from.

Olivia … short blonde hair, green eyes and a burn scar on the side of her face that disappeared down the collar of her military issue coverall … emerged from the tent holding a partially disassembled diesel injection assembly in one hand and needle-nose pliers in the other. The blade, half-way between a knife and a machete, hung from her belt and did not escape your notice.

She invited Joe to "Take a load off". Sitting in front of the Tent, he learned her name was Olivia, she only went by one name, and 'Olivia' was actually her last name. The two of you grew more comfortable talking 'shop' over common interests and Olivia shared that she enlisted in the Army straight out of school and served as an Infantry Officer. She hated Ursoids - giant, hairy warrior aliens from the worlds that she fought against - was wounded in combat and given the boot by the Army. She picked up some skill fixing things in REHAB and doesn’t really feel comfortable in cities or crowds. She is just ‘squatting’ here while she figures things out … she has been here for three years.

As Olivia became more comfortable with Joe, she invited him into her home and out of the tainted atmosphere. Standing for a moment in the outer vestibule, you noted the chair and sink in the space more open (transparent) that served double duty as an airlock between the contaminated 'outside' and the filtered 'inside'. You removed filters after a moment and proceed into the inner chamber. "Watch yer head." she cautioned as Joe ducked into the tent. He obliged and noted the Tactical Shotgun mounted over the door for quick access. The tent contained a bed, a small cooking stove, an air filtration unit, one large vertical storage locker and multiple storage crates. Everything seemed to be perfectly in place and ready for inspection. She invited Joe to take the chair as she retrieved two glasses from the crate next to it. As the crate was open, Joe observed no fewer than 5 handguns attached to the inside of the lid and multiple boxes of ammo inside the chest. A bottle was recovered from the back of the tall locker - which housed multiple rifles … one large enough in caliber that Joe was not sure it still qualified as a rifle [20mm Light Assault Gun (LAG)]. Joe also caught a glimpse of her old service uniform … Olivia was Lieutenant Olivia and had ribbons on her dress uniform. Unfortunately, the details of 'Army Salad' were lost on an old Merchant Spacer, but he knew that each meant SOMETHING and none meant nothing.

If Joe has any desire to pursue it, he can obtain a handgun and/or ammo from Olivia. She has spares, contacts and earns money on the black market buying, selling and repairing them:
  • 13 mm Revolver [2.1 kg, Cr 320, 5 shot, 25 cm barrel / 42 cm LOA, 4D6 damage at 30 meter Short Range (6+ to hit), 60 meter Medium Range (8+ to hit), 90 meter Long Range (10+ to hit)]
  • 13 mm Compact Auto Pistol [1.4 kg, Cr 280, 6 round magazine, 25 cm barrel / 35 cm LOA, 4D6 damage at 30 meter Short Range (6+ to hit), 60 meter Medium Range (8+ to hit), 90 meter Long Range (10+ to hit)] … comes with 1 extra magazine.
  • 9 mm Backup Auto Pistol [0.8 kg, Cr 160, 7 round magazine, 15 cm barrel / 23 cm LOA, 2D6+1 damage at 15 meter Short Range (6+ to hit), 30 meter Medium Range (8+ to hit), 45 meter Long Range (10+ to hit)] … comes with 1 extra magazine.
  • 9 mm Derringer [0.7 kg, Cr 35, 2 shot, 15 cm barrel / 20 cm LOA, 2D6+1 damage at 15 meter Short Range (6+ to hit), 30 meter Medium Range (8+ to hit), 45 meter Long Range (10+ to hit)]
  • A box of 20 rounds of 9 mm ammo costs Cr 12 and weighs 0.3 kg.
  • A box of 20 rounds of 13 mm ammo costs Cr 36 and weighs 0.9 kg.
 
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(January 5)

(Rogue)
Gabriel Cote (Age 39)
Gabriel Cote.jpg
Below average (2-5) SOC; Average (6-8) STR, END, INT; Above average (9-C) DEX, EDU.
Skills: Gun Cbt (Pistol)-4, Blade-2, Streetwise-2, Bribery-1, Vehicle (Grav/Air)-1, Demolition-0, Forgery-0, Liaison-0.
Benefits: Match-Grade Auto Pistol

Service History:
Gabriel was raised as a ward of the State from his earliest memories, with a juvenile petty criminal record that began pre-teen and included multiple short-term incarcerations. He learned quickly that the secret of ‘early release’ was education … boards were always more impressed if you could present them with a Certificate indicating that you had completed some training program or other and ‘made good use’ of this opportunity to turn your life around. Gabriel had lots of opportunities to collect Certificates since there were few real opportunities to turn your life around in the crushing poverty that defined his outside world. With his streetwise pedigree and experience, Gabriel aged out of the ‘system’ and was welcomed into Organized Crime with open arms [Enlistment roll 11+3=14].

Everyone starts at the bottom and Gabriel was no exception. His first years with the Organization saw fairly simple tasks that revealed a natural talent with both the Blade and Pistol. This moved him into trickier operations where he was forced to LIAISON with other criminal specialists and get involved in operations involving FORGERY.

By his mid-twenties, Gabriel experienced a major shift in his career. A reputation for violence and a preference to work alone (really an innate ‘Lone Wolf’ mentality that bristled at taking orders from someone else) shifted Gabriel to work that was more ‘one-man’ and more violent. PISTOLS and BRIBERY and escaping wounded, but with the assignment successfully completed became the trademark of his work. The sort of specialty that was always in high demand. In his thirties, Gabriel’s toolbox expanded to include EXPLOSIVES to eliminate targets and stolen GRAV VEHICLES to escape capture.

His fifth term with the Organization marked a dramatic turning point for Gabriel. With age and his injuries finally starting to slow him down, he became more involved in the business end of things (STREETWISE-2) at the same time that an internal power struggle was developing for control of the Organization. Old allies suddenly became enemies and old skills suddenly found new targets. When the dust settled, Gabriel had no place in the Organization and simply moved on.

Post career, Gabriel found a new line of work. He travels with a custom ‘match-grade’ Auto Pistol that he has practiced with to the point of being a deadly assassin. Gabriel accepts contracts to locate individuals, provoke an argument, and kill them while defending himself. A modern day ‘Gunslinger’.
 
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January 6

(Merchant)
Maxime “Max” Simard (Age 34)
Maxime “Max” Simard.jpg
Below average (2-5) DEX, END; Average (6-8) STR, INT, EDU, SOC; Above average (9-C) none.
Skills: Auto Pistol-1, Electronics-1, Gunnery-1, Medical-1, Navigation-1, Steward-1

Service History:
Max was so excited when he was accepted into the Merchant Service, it was a hard won victory. He had taken the entrance exam three times, barely passed and his family called in every favor they could to get him accepted. When he was commissioned as a Fourth Officer during his first cruise, Max thought he had a future as a STEWARD in the Purser’s Department and was excited to be cross-trained as a GUNNER. He didn’t mind that the ship seemed to have more than its share of dangerous routes or onboard accidents and accepted the several near-death encounters as “just the way things were”. He was disappointed that the promotion that they constantly promised never materialized, but they guaranteed him that with his signing on for another cruise, he was sure to be promoted!

His second cruise was nowhere near as dangerous for Max as the first. As a medic, Max only had to run in after the crisis to treat the new batch of victims for the “meat grinder”. As the low man in the Medical Department, Max gained equal proficiency in patching the wounded as a MEDIC and defending them from boarders with a PISTOL. Contrary to the promises he received, only Doctors get promotions in the Medical Department, so Max was never even seriously considered.

It was only a written guarantee of a promotion [to Third Officer] and a transfer to the Deck Department to be posted on the Bridge that convinced Max to agree to a third cruise with the ship. Max learned NAVIGATION and ELECTRONICS, taking his turn at watch on the bridge of the Merchant Ship, but he discovered that the Bridge was not a safe location. A blast to the Bridge killed the captain and Max only narrowly escaped because of all his cross-training in Gunnery on how to survive a hit. With an officer down, there was talk among the crew about opportunities for advancement … so Max decided to sign on for another cruise.

Max quickly discovered that his fourth cruise was a mistake. Dubbed the “cruise from hell” by the crew, the ship was never fully repaired, but merely patched to minimal operational standards, transferred to a holding company to limit liability, registered on a world with no inspection standards, and then sent out on routes that called for an “expendable” ship. There were no promotions for anyone. The crew that wasn’t killed in action, was poisoned by radiation from poorly maintained systems and inadequate hull shielding. Max was among those that became ill and suffered permanent loss of Strength, Dexterity and Endurance. The company was ultimately fined and Max received both a Cr 50,000 settlement and a notice of discharge.

The ship was patched (again), renamed, sold to another holding company and pressed back into service with a new crew. More fresh meat for the meat grinder.


PATRON ENCOUNTER:

The group is aboard an old LINER that has recently been refitted and is bound from the Starport towards the 100 diameter jump limit. Shortly after departure, you are approached by a pale passenger who introduces himself as “Maxime Simard”. He requests your assistance with a small problem. Max then proceeds to tell you about his service and explains that THIS is the ship that he served on. Max also informs you that he is terminally ill and has decided to destroy this ship to teach the line a lesson and prevent it from killing any more Spacers. He then makes you an offer that you really cannot refuse:

If you help him Hijack this ship, then you, the crew and the passengers can evacuate and Max will pilot the ship into one of the small Moons orbiting this world, destroying the ship. If you do not assist him, or attempt to stop him, then the ship will explode with everyone aboard. “One way or another, this ship will reach neither the Jump Point nor will it return to the Starport. The only question is whether the passengers and crew escape or are its last victims. ... That depends on you.

[REF NOTE: a possible complication is that the ship is transporting a 5 man MERCENARY squad whose military equipment is in a container in the Cargo Hold … they may object to a hijacking or be available to help.]
 
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January 7

(Businesswoman)
Mia Bouchard (Age 30)
Mia Bouchard.jpg
Below average (2-5) INT; Average (6-8) STR, DEX, END, EDU; Above average (9-C) SOC.
Skills: Bribery-2, Gambling-2, Mechanical-2

Service History:
Mia was never one to plan, preferring to trust in luck … both the luck that naturally came her way, and the luck she created for herself. Thus, while it was a foregone conclusion that she would join the family business [manufacturing parts on Government Contracts] when she came of age … Mia never colored completely within the lines.

Early in her career, Mia discovered that the secret of sales was WHO you knew rather than WHAT you knew as she set sales records through well placed BRIBES made while entertaining clients at quiet GAMBLING centers. It was all legitimate on paper … and even Tax Deductible as a Business Expense! While her more conservative peers did not approve, it was hard to argue with success.

The Board [her Grandfather] stepped in for her second term and required Mia to actually “Learn the Business” [MECHANICAL-2] before returning to sales in her third term.

With her new found insight into technology, Mia returned to her passion [GAMBLING] armed with new tricks to beat the house and eager to resume her successful lifestyle of GAMBLING and BRIBERY to win lucrative Government contracts. Success bred excess, which led to carelessness. The end result was a public scandal that ended Political careers, launched embarrassing investigations and hurt the Corporate reputation. A scapegoat was needed and Mia had become the public face of the scandal … so she was left to take the fall and terminated from the Family Business [although they shielded her from criminal prosecution to prevent a deeper investigation].

Having served her 1000 hours of “Court Ordered Community Service” and demonstrated she was reformed, Mia had a plan to get back in the game:


PATRON ENCOUNTER:

Mia arranged to bribe a local Government Official to appoint her to a Government position that involves parts procurement. She is going to deliver a small box (about 0.03 cubic meters = 1 cubic foot) containing paper files. This data will provide political leverage over the opposition in the coming election.

Mia is looking to hire YOU (the Party) to escort her and the box to the exchange. Your job is two-fold.
FIRST, you are there to provide security (just in case), although this should be a low risk operation since there is no money involved, just information.
SECOND, Mia needs to appear to have a larger and more organized operation than she actually does … to provide credibility … so you are window dressing to appear to be her “Organization”.

She is offering Cr 1000 per person for 1 day of work [Cr 1500 if you can provide weapons and armor to look tougher].

[REF NOTE: Local thieves have learned about the exchange and gotten their wires crossed … they believe the bribe is VALUABLE or even CASH and plan to raid the exchange to steal the Bribe.]
 
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January 8
(Army Officer)

Major Adrian Grenier (Age 29)
Major Adrian Grenier.jpg
Below average (2-5) INT; Average (6-8) DEX, END, EDU, SOC; Above average (9-C) STR.
Skills: Gambling-2, Rifle-2, SMG-2, Blade-0, Electronics-0, Tactics-0

Service History:
Adrian was neither excited nor reluctant when he arrived to begin his mandatory Term of service in the Planetary Army. It was something that all male citizens did (women had the option to select other branches of mandatory service). To his surprise, Adrian had a knack for army life and was selected in Basic Training to attend OCS and even earned a promotion, finishing his mandatory service as a Captain and an expert with a SMG. OCS and Garrison were easy duty, so he opted for a second term and was promoted to Major.

Army life was both good and bad for Major Grenier. The combination of a GAMBLING addiction and control of the Quartermaster Corps was a dangerous combination. Nothing was ever proven, but by his third term, people had started to notice irregularities in inventory and the promotions had stopped coming. With an “up or out” policy, Adrian knew this was his last term with the Army … unfortunately, his savings would not come close to covering his gambling debts. Fortunately, the Major had a plan to break even …


PATRON ENCOUNTER:

The group is approached by an Army Officer with a problem and an opportunity. He explains that he owes money to some people that it is unhealthy to owe money to. Fortunately, he is the officer in charge of the local Armory. He proposes a joint venture with the group to “liberate” some HEAP ammunition and deliver it to people eager to purchase it. He will arrange everything at the Armory, and the group just needs to arrive with a transport, load the cargo, and deliver it and the Major to the waiting buyer.

[REF NOTE: a complication during the loading, the group is discovered by a random guard on patrol … the Major will attempt to bribe him.]

If successful, the group leaves the Armory with 2D6 tonnes of AMMUNITION worth Cr 30,000 per ton [base value]. Roll on the “Sale Value” table to determine the sale price to the waiting buyer. The group keeps 30% of the sale price as their “cut”.
 
January 9
(Army Trooper)

Corporal Renee “Ren” Beaulieu (Age 20)
Corporal Renee Beaulieu.jpg
Below average (2-5) none; Average (6-8) STR, INT, SOC; Above average (9-C) DEX, END, EDU.
Skills: Electronics-1, Rifle-1, Recon-0

Service History:

Ren joined the Army for the training. She had no intention of making it a career, she just wanted to learn enough TECH skills to get a good job and pay for more education. Her nimble fingers and S.T.E.M. background made her an ideal candidate for the Electronics MOS and soon Cpl Beaulieu was working on State-of-the-Art ECCM and Coding Equipment. Ren was in heaven, it was everything she could have wanted.

Until THAT DAY. She will never forget it. In retrospect, it should have felt different … There is just something WRONG about a day that changes everything starting out like any other day. Ren was repairing a malfunctioning Decryption module. When she got it working, all the data stuck in the buffer flooded into her Army Issue Handcomp. The instant she saw what was on those files, she knew that she should not be seeing that … HELL, the Army should not be DOING that!

She immediately reported the Security Breach and turned her Handcomp over to the Security Officer in charge. Then came two hours of questioning about what she saw. She did what any Corporal would do when interrogated by a group of Military Intelligence Officers … she lied through her teeth and minimized what she saw. “I barely glanced at it. I saw the heading and panicked. Then I reported it and turned over the Computer.”

Ren couldn’t sleep that night, and that saved her life. When the Black Ops team landed, Ren was already dressed and running. When the grenade exploded through her window, she was already crashing through the perimeter fence in a stolen Truck. Three days later, Ren is using all her “Urban Combat” cross-training to evade detection as she constantly moves and hides in the city that was once her home - desperately avoiding security cameras and police patrols. If they find her, the Army will kill her … because of what she accidentally saw.


PATRON ENCOUNTER:

Renee “Ren” Beaulieu is an enigma. Haggard and filthy, but young and fit. Her clothes are dirty and ill-fitting civilian, layered over military pants tucked into paratrooper boots. “Please, can you help me?” her eyes seem to beg, identifying you as Strangers. “They are trying to kill me.

Ren explains that she saw something that she shouldn’t and was forced to desert from the Army. If the police locate her, they will turn her over to the Army and they will finish the job of killing her to hide their secret. She begs you to help smuggle her out of the city. If she can just get past the checkpoints, she has a chance of survival.
 
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January 10 [meh, posted a little early]

(Navy Pilot)

Charlotte “Charlie” Cloutier (Age 22) [694-289]
Charlotte Cloutier.jpg
Below average (2-5) END, INT; Average (6-8) STR, EDU; Above average (9-C) DEX, SOC.
Skills: Computer-1, Navigation-1, Pilot-1

Service History:

Charlotte always had to struggle. She was born premature, leaving her with chronic respiratory problems and constantly sick as a child. As far back as she could remember, she was being scolded for ‘daydreaming’. When she started school, some people called her stupid and others accused her of being lazy, but her parents knew this was something different … she wasn’t like other people. Having the means and determination, her parents arranged for Charlotte to receive the testing, training and tutoring that she needed. Charlotte discovered that she COULD learn, but that she would always struggle to concentrate and have to work harder than everyone else. So Charlotte did work harder and mastered even Advanced Education courses.

Long hours stuck indoors in bed left little time for sports or running. However, Charlotte discovered early on that she was good at Video Games. In the zone, she could just see and react with blinding speed and natural instinct. That was where she first discovered her love of flying … at least “virtual flying”.

Her family was supportive but skeptical when Charlotte Cloutier applied to the Navy. Her Asthma and “Inattentive ADHD” nearly disqualified her, but her reflexes and determination caught their attention and her performance on the flight simulator sealed her admission. During Flight School, she was assigned the call sign ‘Charlie’ (which stuck with her) and her propensity to ‘zone out’ indicated that she would never be a combat pilot. However, that same bizarre “absolute focus on a single task with repeated flawless precision” made her a valuable Search and Rescue Pilot. ‘Charlie’ proved a valuable asset to the ejected pilot who was retrieved from battle and the Marine Unit that needed Extraction under Fire.

She completed her term of service and followed her parents advice to take her skills to the Private Sector. The call sign stayed with her, and now ‘Charlie’ can be found flying for Emergency Services delivering Firefighters to/from Wildfires or Rescue Personnel to disasters and evacuating critically wounded to Hospitals.

PATRON ENCOUNTER:

Charlotte “Charlie” Cloutier operates a Grav Light Transport moving individuals from point A to point B no matter the conditions. Her PILOT-1 allows her to operate the craft in normal flight or NOE mode. NAVIGATION-1 allows Charlie to plot an optimal time or plan a route to avoid obstacles. COMPUTER-1 allows her to take advantage of instrument flying to navigate either NOE or in zero visibility.

Depending on when you meet her, ‘Charlie’ may seem shy, "in her own world" and "spacey," not interested, or easily distracted. She often has trouble paying attention, especially to long explanations that do not get right to the point.

Specific traits related to her 'Inattentive ADHD' [INT 2] include:
  • Trouble paying attention (easily sidetracked)
  • Avoiding long mental tasks
  • Trouble staying on task
  • Being disorganized and forgetful
  • Not appearing to listen when directly spoken to
  • Not paying close attention to details
  • Losing things often
  • Making careless mistakes
  • Struggling to follow through with instructions
However, as long as Charlie has a clear goal, is focused on the task, and has a Pilot/Co-Pilot to occasionally refocus her on the task, she and her craft can go anywhere and do anything.

GRAV LIGHT TRANSPORT (TL 11) Cr 93,000; 6700 kg GVWR. An eight-seat personal Grav transport with seats, Electronic Controls and onboard Autopilot for two (2) 100 kg Pilots, seats for six (6) 100 kg Passengers and a cargo area with a 2000 kg capacity. The vehicle is designed for operation below 3000 meters altitude, has a Top Speed of 600 kph, a Flying Cruise speed of 450 kph (10,800 km range), and a Nap Of Earth (NOE) speed of 150 kph (3600 km range). The Fuel Cell consumes 5203 Liters of Liquid Hydrogen Fuel (Cr 182 to refuel) in 24 hours.
 
January 11
(Security)

Jacob Caron (Age 35)
Jacob Caron.jpg
Below average (2-5) DEX, INT; Average (6-8) STR, EDU, SOC; Above average (9-C) END.
Skills: Blade-2, Electronics-2, Gambling-2, SMG-2

Service History:

Jacob served two terms of active duty as a combat Marine where he learned his military craft, as well as Combat Service ribbons and a Purple Heart. Not really officer material, he served his time as a grunt (including wartime mandatory reenlistment) and bid the service ‘farewell’ in his mid-twenties to work Security for a Mercenary Company.

The ‘Security’ work tended towards VIP protection, which suited Jacob just fine. He liked wearing Cloth Armor tailored into a suit and his skill with a snub SMG proved useful on those rare moments when real force was needed.

By his mid-thirties, Jacob was getting too old for partying all night with the latest socialite that needed protecting at the latest night spot. The clients had changed and seemed more willing to risk HIS life in the pursuit of their out-of-control misbehavior. So it was by mutual agreement that Jacob moved on after term 4.

PATRON ENCOUNTER:

Jacob now works as more of a ‘Troubleshooter’ for businessmen. Someone to provide an extra pair of eyes when an important client cannot be in two places at once. Someone that will make sure things get done as they are supposed to.

The group might encounter Jacob strolling into someplace with a letter of authorization from the owner granting him unrestricted access and the authority to enter and inspect any part of the location - to identify and deal with trouble before it starts.

Jacob might conduct quiet surveillance of other security forces and tour the patrols and checkpoints offering praise for things done well and suggestions for improvement … a watchdog over the watchdogs.
 
January 12
(Bureaucrat - Hotel Manager)

Gabriel Landry (Age 43)
Gabriel Landry.jpg
Below average (2-5) STR, DEX, END; Average (6-8) SOC; Above average (9-C) INT, EDU.
Skills: Admin-4, Steward-2, Streetwise/Liaison-2, Blade Cbt-1, Computer-1, Jack-o-T-1, Vehicle (Air/Grav)-1

Service History:

A short runt of a man with slightly rodent-like features, Gabriel enjoyed a very brief period of success as a child actor that introduced him to the connections that would carry him through the rest of his adult life. While Gabriel quickly fell from the limelight of stardom, he could always be found within the orbit of celebrities and entertainers. His sharp mind and encyclopedic knowledge allowed him to leverage his connections and not merely gain a foothold in a 5-star Hotel, but to begin a spectacular rise through the bureaucratic ranks of Hotel management. In his first term alone, Gabriel worked both harder and smarter to quickly become a “Clerk” (breaking into management) and then secured a promotion to “Supervisor”. At the same time, he mastered Hotel Administation (Admin-3) and volunteered to transport the VIPs in the Hotel Grav Car (affording an opportunity to know and be known by important people).

In his twenties, Supervisor Gabriel developed a reputation as a bit of a concierge ‘fixer’ [JoT & Streetwise/Liaison] that could handle problems quietly and discreetly. The gratitude of important guests was rewarded with a promotion to “Assistant Manager”. Gabriel added some Computer competency to his resume and stepped up to “Manager”.

His thirties were spent maintaining his declining health through “FENCING” (Blade Cbt-1) while negotiating the Corporate jungle and mastering all aspects of the Complex that he hoped to command one day. He learned how Pursers did not merely meet the guests needs, but learned to anticipate them (Steward-2) as he climbed through “Executive” to the position of “Director”, gaining an MBA along the way (Admin-4).

When a crisis threatened the reputation (and financial future) of the Hotel, Gabriel had some hard decisions to make. He had invested 20 years of his life in this Hotel. He could use his Golden Parachute and retire … never needing to work again. However, this was HIS hotel and these were HIS people, so Gabriel “the fixer” called in some of his favors and giants of the Entertainment Industry offered support more valuable than money, their ENDORSEMENT of the Hotel as THE place to stay.

Now in his forties, the owners have all but handed Gabriel the keys to the Hotel. Everyone knows that Gabriel is in charge because Gabriel saved the hotel. With his expanded role, comes experiences dealing with a greater cross-section of people [Streetwise/Liaison-2] and the ability to protect his Hotel and its guests from a greater variety of directions.

PATRON ENCOUNTER:

Gabriel Landry is a small, mousy man with the eyes of a hawk. Having seen all sorts of rowdy Entertainers start parties or get into mischief that gets out of control, he is constantly vigilant for his Hotel and its guests. Gabriel has decided that the GROUP is potential trouble and will quietly shadow your every activity on the Hotel Grounds.

If the GROUP needs transportation, then the Hotel will be happy to provide a private transport to take you anywhere you need to go. Gabriel will drive himself - slow and safe - delivering you anywhere in town. He will offer polite conversation and will be genuinely helpful in any activity you might wish to engage in. He does not judge, he merely declines to participate in illegal activities and cannot allow anything on the Hotel Property that might create bad publicity.
 
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January 13
(Scientist)

Florence Thibault (Age 22)
Florence Thibault.jpg
Below average (2-5) END, SOC; Average (6-8) STR, DEX, EDU; Above average (9-C) INT.
Skills: Computer-1, Medical-1, Survival-1

Service History:

The tale of Florence Thibault is still whispered in the University halls as a cautionary tale to undergraduate (and graduate) students. She was admitted as a promising young student to the COMPUTER Science program and was immediately drawn towards the Research and Theoretical end of the spectrum. Her professors were surprised when she soon “double majored” in COMPUTER and MEDICINE, with most expecting her to gravitate towards something like Cybernetics. As her term progressed, a shocking pattern emerged in her published Research. Her work was flawless, but her conclusions were both academically heretical and bordered on criminally prohibited.

For her final “senior thesis”, Florence published her defining work, the ultimate summation of four years of research: ‘A Treatise on Computer-Brain Interfaces and the Link Between Human Psionics and Achieving True Artificial Sentience’. Her data was ignored. Her research was crushed. Her career and reputation (personal and professional) were destroyed. Both the Government and University employed a ‘scorched earth’ policy to ensure that not only would every trace of her work be forgotten, but no researcher would ever dare pursue such a line of investigation again.

Unable to complete her degree, banned from the University, and as unemployable in the private sector as any convicted felon (in spite of the fact she had DONE nothing wrong), Florence fled the cities to live in a small community called ‘The COLONY’ that had a reputation as a haven for artists and radical thinkers. She learned to survive in a semi-wilderness setting and her work survived on the Dark Web, where it attracted the interest of a small cabal working on a unique problem that would welcome an “out of the box” thinker like Florence.

[NOTE: Florence is an NPC in my PbP game working on a secret project with an enigmatic retired Doctor (Eleanor ‘Ellie’ Morin: MEDIC-4) and a retired Government Hacker (Mark Jensen: COMP-4) … one of the mysteries for the players to unravel.]


A STORY:

Florence Thibault was an enigmatic young researcher living in the Colony that arrived at the Clinic with minor injuries she was reluctant to describe how she obtained. At first, Doctor Nyota feared possible abuse, but a long chat with Florence (including sharing some information on Nyota’s past personal struggles) eventually coaxed a bit of the truth. The injuries were from an experiment gone wrong. An online search revealed that Miss Thibault was a disgraced Research Assistant with old published papers in the area of Computer-Brain interfaces. While not really your area of expertise, some of her theory papers suggested a link between advanced AI and Psionics. Such ideas are what cost her both her reputation and any “respectable position” in Academia. The person you treated seemed equal parts “Computer Technician”, “Neurological Researcher” and “Wilderness Survivalist”. You would have thought nothing of the encounter, except she was transported back to the clinic several days later to be treated again. The Brulantfort Security personnel delivered her to the clinic (handcuffed) and simply released her to the Clinic for treatment claiming she “had an accident”. Florence refused to discuss how she sustained her injuries. Doctor Nyota knew a beating when she saw one … someone had used force to interrogate Florence.
 
January 14
Smuggler (Alcohol & Drugs)

Charles Demers (Age 35)
Charles Demers.jpg
Below average (2-5) END, EDU, SOC; Average (6-8) STR, DEX; Above average (9-C) INT.
Skills: Medical-2, Streetwise-2, Blade-1, Electronics-1, Mechanical-1, Vacc Suit-1

Service History:

Born the ‘naer-do-well son of a ‘naer-do-well [SOC 2], Charles never had anything that he didn’t have to fight or steal to get. Unfortunately, there was always somebody bigger, so Charles had to learn to fight smarter. School was not the same for him as other students; while they learned the “Three R’s”, Charles learned Blade and Streetwise.

Aging out more than graduating, Charles landed a job with a Merchant company, but his SOC and EDU made him unfit for dealing with the public. That worked out just fine for him. Charles trained as a MEDIC for the crew and used his skill and connections to supply recreational drugs to the Crew during long voyages. By his twenties, he was cross-trained as a MECHANIC (also away from the passengers) but access to the Engine Room created opportunities for an enterprising crew member in the “small package” trade (smuggling). More cross-training landed him with a smattering of ELECTRONICS (which only helped him avoid detection) and by his late twenties he was a ‘trusted’ MEDIC with complete control of the Alcohol and Drugs flowing to the crew and passengers (including kick-backs on ship stores from Portside vendors).

By his thirties, Charles had outgrown just one ship and moved to Portside where better STREETWISE connections and some ARMOR allowed him to start running with some bigger fish.

PATRON ENCOUNTER:

Charles Demers knows his place in the world. He has no delusions of grandeur. He is a MIDDLE MAN and very good at his job. Charles moves goods undetected from point A to point B following the primal laws of supply and demand. People have needs and he fulfills those needs. Nothing ‘dirty’ that would bring more trouble than profit … just harmless crimes. Performance enhancing drugs to give Mercs an edge. Untaxed booze to put more cash in everyone’s pocket. Drugs for entertainment.

1-3: Charles contacts the group with an offer. He has a box that needs to be delivered to the next town and will pay Cr 1000 for its delivery. Inside the box are banned Religious books. There is only a 50% chance that you will be stopped at the checkpoint out of the city and inspected. If stopped, it may be necessary to bribe the guard up to Cr 100 to let the cargo pass. He would go himself, but he needs to receive a shipment in the city and cannot be in two places at once.

4-6: The group stumbles across Charles in the middle of a simple deal gone wrong. There is a large crate and a case of credits (both on the ground). There is a small truck and a large car parked at opposite ends of a public square. There are two groups shooting at each other and bystanders running for cover. Several bystanders appear to have been wounded. Charles is shouting “You think you can double-cross me and just take the money? I’ll see you in hell first!
 
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January 15
(Mercenary - Heavy Gunner)

Lance Corporal Zoe Beaulieu (Age 28)
Zoe Beaulieu.jpg
Below average (2-5) STR; Average (6-8) END, EDU; Above average (9-C) DEX, INT, SOC.
Skills: Vehicle (Grav)-3, Heavy Weapon-2, SMG-1, Computer-0, Electronics-0, Gun Cbt-0, Medic-0, Recon-0

Service History:

Zoe signed up for mandatory “Service” like any other citizen, but bucked the trend of women opting for safer enlistments and chose ARMY as her branch and ARMORED CAVALRY as her assignment. Following Basic Training, she was selected to become a DRIVER and learned to operate the Grav APCs that delivered units to the battlefield and offered Fire Support. While Zoe was willing and eager to serve, the ARMY chose to keep her safe by assigning her to “Special Assignments” for her entire first term of service. First they sent her for Advanced Driver training. Then she was Cross-Trained with Infantry to learn Recon (to better anticipate troop needs). Then she was cross trained in Support as a Medic to assist in evacuating wounded. After she had nothing more to learn, her term of service was up and she was “thanked for her service” and encouraged to register with a Reserve unit.

Having no intention of staying safe while people she knew and cared about returned to REAL FIGHTING for a second term of service, Zoe took her resume and certifications and was quickly hired by a Mercenary Company contracted to provide private support to the Military. Zoe was quickly trained in Heavy Weapons so she could shoot back at people shooting at her. She saw combat for the first time supporting a series of Raids on enemy emplacements and earned an MCG for her actions. While recovering, she was trained in some new ELECTRONICS the vehicles had been upgraded with and Lance Corporal Beaulieu returned to her familiar role as the Driver/Gunner of the APC leading the charge to deliver her Commandos to their designated targets and extracting them under fire. Her actions in combat earned Zoe a second MCG.

PATRON ENCOUNTER:

Zoe has been out of the MERCENARY unit for two years. The shine of “glory in battle” and “fighting for your government” has worn off. Now Zoe just travels around as a Driver/Gun for hire looking to pay her bills. She has her own Grav APC with a VRF Gauss Gun mounted on the top that is available to hire as a secure Armored Car or Military Transport for any group both needing it and willing to pay. Zoe has her Mercenary paperwork and typically takes 100% above board contracts, but is willing to go into grey areas for enough money.

Zoe appears to operate her Armored Transport in a reckless and foolhardy manner that always gets the JOB done, but often damages the vehicle in the process, however the reality is that her exceptional IQ [INT C] allows her to instinctively calculate spatial data faster than normal people realize. She is currently low on funds (but not broke) and looking for work that allows her to bring her HEAVY WEAPON along.
 
January 16
(Mechanic)

Jade Gange (Age 30)
Jade Gange.jpg
Below average (2-5) STR; Average (6-8) DEX, END, SOC; Above average (9-C) INT, EDU.
Skills: Mechanical-3, Engineering-2, Vacc Suit-1, Computer-0, Gun Cbt-0, JoT-0, Navigation-0, Pilot-0, Streetwise-0

Service History:

Jade worked her way up through the SCOUT service the hard way, starting out in the FIELD with an assignment to the SURVEY office and four years of boring, routine assignments. Some brief training in MECHANICAL at Specialist School and some VACC SUIT practice with EVAs on communication satellites were the high point of her first term. Still, Jade was not one to give up easily and her second term proved worth the wait. What began with Special Missions and exposure to things she never imagined, ended in a transfer to the TECHNICAL office with the rank of E-2 (Apprentice). Term three was marked by alternating routine Technical work that exposed her to new skills and sharpened old ones, with field missions that demanded more technical expertise than the average Field Agent (more a Jack of all trades) possessed. Along the way came a slow, steady crawl up the promotion ladder to her present rank of E-5 (Assistant Team Leader).

PATRON ENCOUNTER:

When you meet Jade, she has completed a mission and the Scout Ship is on its way to its next mission. Unfortunately, that leaves Jade stranded on the current world until another Scout Ship heading in the correct direction happens to arrive.

Jade was aware that could take a very long time and she was expected to show initiative to get back on her own. She has decided that YOUR GROUP will provide her with working passage to another major port (one with a Navy or Scout Base where she can get transportation). Slightly desperate, she is perfectly willing to harass the group unmercifully until you agree to take her with you.

Fortunately for the group, Jade is a Technician skilled at repairs [Mechanical-3, Engineering-2] that is always looking for an opportunity to tinker around in a Ship’s Engine Room.

[I need to focus on other things, so this will be my last NPC for the challenge. The flu took a lot of the wind out of my sails.]
 
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@atpollard, sorry to hear you got sick. I hope all is better in your house.

I will miss your daily post, I loved how you were doing them. But I do understand how real life often has plans that overrule our hobby fun. (y)
 
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