Appendix A: Pregenerated Characters


All of these are 100 point characters. One of them will be rescued, and one of them is actually a cover identity (implanted through psionics and deepteach) sent in to aid the rescue attempt. Several characters are appropriate choices for the rescuee; the referee should randomly choose from the following list:

Character

Rescuing Agency

Surret Embrey Exotics from Eden
Ezekiel Patisse His Old Business Partners
Lydia Mreke Crew of another Webb Family ship, the Fair Cricket
Andrea Toll Toll Family members
Charles Batanga COTWU Agents
Sika Vinh Nuoc Cargill-Baines Agents


The Mole

One character should be randomly selected as the mole. This character's apparent identity is a shell created through psionic intervention and advanced deepteach, a rather drastic step was necessary to ensure that their mission would not be uncovered by psionic screening. The mole will have a wounded right leg when the game begins; special equipment (a Master Passkey to the Holding Area Cells and the Auxiliary Access Corridor and a Ceramic Knife (imp thrust-1, cannot be thrown) is concealed within the mole's body, and the dressings are camouflage to hide it from security scans.

In addition to their stats as stated, the mole character possesses the following advantages, disadvantages, skills and equipment:

Advantages & Disadvantages

Split Personality (-15 points), Sense of Duty: Help [Character] Escape (-10 points), Fanaticism (-15 points), Combat Reflexes (15 points)

Skills

Electronics (Security Systems) at IQ+1 (4 points), Knife @ DX+2 (4 points), Piloting/TL8 (Orbital) @ DX (2 points)


Character Overview

Character

Description

Surret Embrey Vicious Eden Exotic
Ezekiel Patisse Corrupt Businessman
Jarvis McRanie Shifty Docker
Lydia Mreke Crew of another Webb Family ship, the Fair Cricket
Isaac Kerezosky Station Brawler
Andrea Toll Family Smuggler
Charles Batanga Union Organizer
Sika Vinh Nuoc Unbalanced Psionic


Surret Sidewinder-02-702 Embrey, the Vicious Eden Exotic (100 points); Age 21

ST 13 Move/Dodge 5 (6 with Running)/6
DX 13 PD/DR 0/0
IQ 10 Parry/Block 11 (brawl v. open-hand only); 9 (judo); 7 (knife)
HT 11 Swing/Thrust 1d+2/1d-1

Advantages

Sidewinder Exotic Package (see below; Venom, Teeth, Laziness, several skills; 30 points), Combat Reflexes (15 points)

Disadvantages

Enemy (Cargill-Baines Family; -20 points), Bad Temper (-10 points), Intolerance (Family Loyalists; -10 points)

Quirks

Defaced Cargill-Baines Indenture Tattoo on Right Buttock (-1 point), Fears Pressure Blowouts (-1 point), Licks Lips Nervously (-1 point), Likes Plants (-1 point), Likes to Wear Green (-1 point)

Skills

Brawling-15 (3 points), Driving (crawler)-13 (2 points), Fast Draw (knife)-14 (2 points), First Aid/TL8-12 (4 points), Free Fall-13 (2 points), Guns/TL8 (rifle)-15 (4 points), Judo-13 (4 points), Knife-14 (2 points), Mechanic/TL8 (crawler)-10 (2 points), Running-9 (0 points), Survival (jungle)-10 (0 points), Vacc Suit/TL8-10 (2 points),

Maneuvers

Close Combat (knife)-14 (1 point), Feint (knife)-16 (2 points)

Gear

Prison Jumper

Weapon

Skill

Dmg

Range

SS

Acc

0.5D

MAX

Shots

RCL

punch 15 cr 1d-1 C, 1            
bite 15 cut 1d-1 C            
kick 13 cr 1d+1 1            
grapple 13 special C, 1            
impromptu knife 14 imp 1d-1 C, 1            

Background

Surret grew up in a Cargill-Baines creche on Eden, and spent his early career working as a driver in the outback of Billingsley Island. He emigrated back to Fennen, hoping to find work planetside, but was refused entry clearance by the Fennen government. Frustrated by the strict nature of the Atlas moon system, he was arrested and convicted of carrying lethal weapons (his poisonous bite) after assaulting a citizen in a bar on Vincelle Station. He has been in the Barrenbright IRF holding area for almost two months.


[ BACK TO TOP | BACK TO OVERVIEW ]


Ezekiel Patisse, the Corrupt Businessman (100 points); Age 47

ST 9 Move/Dodge 5 (6 with Running)/6
DX 15 PD/DR 0/0
IQ 12 Parry/Block 11 (brawl v. open-hand only); 9 (judo); 7 (knife)
HT 10 Swing/Thrust 1d+2/1d-1

Advantages

Absolute Direction (5 points), +2 Charisma (10 points), Wealth (wealthy; 20 points), +2 Status (10 points)

Disadvantages

Greedy (-15 points), -3 Reputation (economic parasite; -15 points)

Quirks

Considers His Relatives "Stuffy" (-1 point), Dislikes Planet-Dwellers (-1 point), Always Buys the Best (-1 point), Afraid of Failure (-1 point), Tries to Buy Friends (-1 point)

Skills

Administration-13 (4 points), Area Knowledge (Atlas Moon System)-12 (1 point), Area Knowledge (Standard Orbital Design)-12 (1 point), Carousing-9 (1 point), Computer Programming/TL8-10 (1 point), Computer Use/TL8-13 (2 points), Fast Talk-13 (4 points), Free Fall-14 (1 point), Karate-15 (4 points), Savoir-Faire-12 (1 point)

Gear

Prison Jumper, Expensive Accessories (watch, ascot, etc.), Palmtop Computer (complexity 3), Money Card bearing 15,000 marks.

Weapon

Skill

Dmg

Range

SS

Acc

0.5D

MAX

Shots

RCL

punch 15 cr 1d-1 C, 1          
kick 13 cr 1d+1 1          

Background

Patisse is one of the less-luminous members of a prominent Crew family from the Gagarin orbital stations. He is a weedy sort with a quick voice who recently held a prominent position as Senior Supply Planner for the Gagarin Industrial Procurement Cooperative Bureau. He abused his position for years, ensuring that a group of his old school chums received lucrative GIPCB contracts. In gratitude, they kicked back substantial sums to his own pocket. His trial for Diversion of Critical Resources was very public, ensuring that his face is known throughout the Atlas moon system. He has been at the Barrenbright IRF holding facility for almost two months, and is convinced that his business partners haven't given up on him.

Playing Thoughts

Patisse is far from the strongest convict currently in Holding Area 4, but he is the most well-known. All of the other characters will have heard of him even before he arrived. His big advantage is his knowledge of Atlas moon system station design: more than all the other characters, he knows his way around Lyselle Orbital.


[ BACK TO TOP | BACK TO OVERVIEW ]


Jarvis McCranie, the Shifty Docker (100 points); Age 30

ST 11 Move/Dodge 5/5
DX 11 PD/DR 0/0
IQ 14 Parry/Block 8 (boxing; only v. punches & impaling)
HT 11 Swing/Thrust 1d+1/1d-1

Advantages

+3 Alertness (15 points), Patron (Angus Serroc, Family smuggler; 10 points),

Disadvantages

Secret (works for Family smugglers; -10 points), Compulsive Gambler (-10 points)

Quirks

Carries "Lucky" Coin (-1 point), Doesn't Trust Companies (-1 point), Doesn't Trust Unions (-1 point), Edgy Around Plants (-1 point), Speaks In Docker Slang (-1 point)

Skills

Boxing (P/A)-12 (4 points), Camouflage (M/A)-14 (2 points), Cargo Handling (M/A)-14 (2 points), Electronics Ops/TL8 (security systems) (M/A)-13 (1 point), Electronics Ops/TL8 (ship systems) (M/A)-14 (2 points), Free Fall (P/A)-12 (4 points), Guns/TL8 (needler) (P/E)-11 (1 point), Holdout (M/A)-13 (1 point), Merchant (M/A)-14 (2 points), Vacc Suit/TL8 (M/A)-13 (1 point)

Gear

Prison Jumper, Lucky Coin

Weapon

Skill

Dmg

Range

SS

Acc

0.5D

MAX

Shots

RCL

punch 12 cr 1d-1 C, 1            
kick 11 cr 1d+1 1            

Background

McCranie was a dock supervisor on Kerr Station when he developed a bit of a gambling habit. He swiftly found that his wages were not sufficient to cover his losses, so he made a deal with some "friends" of his from off-station. He used his influence to get some cargos through customs without normal inspections or tracking. This lasted for several years, but his losses mounted even faster than his friends' payments. Desperate to find another source of income, he started making more little deals with less caution. Unfortunately, late last year he made a deal with a man who turned out to be a Kerr Station Public Security agent. He was arrested, charged, and convicted of Quarantine Bypass soon after.

Play Thoughts

McCranie is a sharp-eyed guy who's gotten way out of his depth. He knows a lot about how station docks work, and should exploit this knowledge every chance he can get. He also spent some time in the Kerr Station Self-Defense Force, and knows how to use needler weapons, if he can find any.


[ BACK TO TOP | BACK TO OVERVIEW ]


Lydia Mreke, the Deep-Range FTL Pilot (100 points); Age 25

ST 10 Move/Dodge 5/5
DX 13 PD/DR 0/1
IQ 13 Parry/Block 8 (karate or tonfa); 6 (stunstick)
HT 10 Swing/Thrust 1d+1/1d-1

Advantages

High Pain Threshold (10 points), Ambidexterity (10 points), Toughness (DR 1, 10 points)

Disadvantages

Overconfidence (-10), Impulsiveness (-10 points), Vow: Discover a Third Habitable World (-5 points)

Quirks

Watches the Stars for Hours (-1 point), Wears a Red Neckerchief (-1 point), Looks Down on Insystem Authorities (-1 point), Prefers Exotics to Normals (-1 point), Denies Knowing Anything About Smugglers (-1 point)

Skills

Area Knowledge (Tafferden system) (M/E)-14 (2 points), Astrogation (M/H)-13 (4 points), Computer Ops/TL8 (M/E)-13 (1 point), Electronics Ops/TL8 (Communications) (M/A)-13 (2 points), Electronics Ops/TL8 (Sensors) (M/A)-13 (2 points), Electronics Ops/TL8 (Ship Systems) (M/A)-12 (1 point), Fast-Draw (Tonfa) (P/E)-13 (1 point), Free Fall (P/A)-12 (1 point), Karate (P/H)-13 (4 points), Piloting/TL8 (Aerospace) (P/A)-13 (2 points), Piloting/TL8 (Jumpship) (M/H)-12 (4 points), Piloting/TL8 (Orbital) (P/A)-14 (4 points), Shortsword (P/A)-13 (2 points), Tonfa (P/H)-13 (4 points), Vacc Suit/TL8 (M/A)-12 (1 point)

Maneuvers

Dual-Weapon Attack (Tonfa) (Hard)-10, Feint (Karate) (Hard)-16

Gear

Prison Jumper, Red Neckerchief. Two Tonfas and Cash Card (800 Marks) locked in Property Room.

Weapon

Skill

Dmg

Range

SS

Acc

0.5D

MAX

Shots

RCL

punch 13 cr 1d-2 C, 1            
kick 11 cr 1d 1            
tonfa 13 cr 1d+1 1            
tonfa (dual) 10 cr 1d+1 1            

Background

Lydia Mreke was born outsystem, and has spent most of her life on ships flying deep-range missions on the borders of colonized space. She hasn't spent a lot of time in the Fennen system. Almost two hundred Standard Days ago, she was Head Pilot on Gallwae Star, a Webb Family ship inbound to Fennen. The Gallwae Star had been prospecting in the Arkalight system for almost two years, but was forced to return to Fennen after a severe engine failure. She brought the ship insystem successfully, but was arrested by Chona Station Public Security at the docks for failing to follow proper Deceleration Zone Regulations (DZR's). She is convinced that her Family will arrange some way to rescue her.

Play Thoughts

Mreke is very much out of her element. Born and bred on deep-range ships, she has little use for the stagnant, stable society of the Atlas moon system. She understands the need for rules and control, but she doesn't understand why the system-dwellers need so many of them.

Mreke can be fairly vicious in a fight, especially if she manages to fetch her tonfas from the Property Room. She can also use a stunstick with her Shortsword skill. She is also a good pilot, able to fly atmospheric ("aerospace"), near-orbital and interstellar ships. Finally, her Electronics Ops skills can be used to disrupt appropriate parts of station systems, given the right tools and the appropriate system access.


[ BACK TO TOP | BACK TO OVERVIEW ]


Isaac Kerezosky, the Station Brawler (100 points); Age 32

ST 14 Move/Dodge 6/6
DX 12 PD/DR 0/2
IQ 9 Parry/Block 9 (boxing; v. openhand & thrusts); 8 (brawl); 6 (club)
HT 12 Swing/Thrust 2d/1d

Advantages

Toughness (DR 2, 25 points)

Disadvantages

Alcoholism (-15 points), Bully (-10 points)

Quirks

Licks His Lips Before Starting a Fight (-1 point), Likes Imported Beers (-1 point), Trusts the Word of Crew Family Members (-1 point), Tears the Sleeves off his Jumpers (-1 point), Loud and Obnoxious (-1 point)

Skills

Boxing (P/A)-14 (8 points), Brawling (P/E)-12 (1 point), Broadsword (P/A)-12 (2 points), Carousing (P/A)-12 (2 points), Electronics Ops/TL8 (Security Systems) (M/A)-13 (8 points), First Aid (M/E)-11 (4 points), Free Fall (P/A)-12 (2 points), Vacc Suit/TL8 (M/A)-8 (1 point)

Maneuvers

Jab (Average)-14 (2 points)

Gear

Prison Jumper with no sleeves. Medpak (TL8, heals 1d wounds @ +1 First Aid) and Cash Card (500 Marks) locked in Property Room.

Weapon

Skill

Dmg

Range

SS

Acc

0.5D

MAX

Shots

RCL

punch 14 cr 1d C, 1            
kick 10 cr 1d+1 1            
jab 14 cr 1d-1 1            
club 12 cr 2d+1 1            

Background

Ivan Kerezosky is a brawler. Never a truly productive citizen of Lyselle Orbital, he has drifted from one correctional facility to another, a trail of beatings and brawls in his wake. He finally landed in the Barrenbright IRF after a particularly vicious fight that left three others under Medical. He hasn't been in the holding facility for long, but is already losing hope. He doesn't normally think much about his future, but right now he doesn't see much for himself except years of brainwashed labor.

Play Thoughts

Kerezosky is both physically powerful and well-trained. He can beat most people senseless in a fair fight. His jab maneuver can be used twice in one attack, or can be combined with a feint in the same attack. Surprisingly, he is also not bad at first aid, a leftover of a previous attempt to rehabilitate him.


[ BACK TO TOP | BACK TO OVERVIEW ]


Andrea Toll, the Family Smuggler (100 points); Age 36

ST 11 Move/Dodge 5/5
DX 12 PD/DR 0/0
IQ 13 Parry/Block 8 (karate); 6 (stunwand)
HT 11 Swing/Thrust 1d+1/1d-1

Advantages

+2 Status (Toll Family member; 10 points), Night Vision (10 points), +2 Strong Will (16 points)

Disadvantages

Code of Honor: Protect the Toll Family (-10 points), Skinny (-5 points), Phobia: Sadurtha (-10 points), Duty: Toll Family (-10 points)

Quirks

Thinks Altas System-dwellers are Stodgy (-1 point), Likes to Hang Around Pilots (-1 point), Haughty (-1 point), Looks Down on Exotics (-1 point), Wears Leather Boots (-1 point)

Skills

Bard (M/A)-13 (2 points), Detect Lies (M/H)-13 (4 points), Diplomacy (M/H)-14 (6 points), Guns/TL8 (Rifle) (P/E)-12 (1 points), Guns/TL8 (Pistol) (P/E)-12 (1 point), Guns/TL8 (Needler) (P/E)-12 (1 point), Karate (P/H)-13 (8 points), Merchant (M/A)-12 (1 point), Piloting/TL8 (Aerospace) (P/A)-11 (1 point), Savoir-Faire (M/E)-14 (2 points), Shadowing (M/A)-13 (2 points), Shortsword (P/A)-12 (2 points), Stealth (P/A)-12 (2 points), Survival (Jungle) (M/A)-12 (1 point), Throwing (P/H)-12 (4 points)

Maneuvers

Hit Location (Karate) (Hard)-13 (+3) (4 points), Spin Kick (Average)-12 (2 points)

Gear

Prison Jumper. Leather boots. Stunwand, Fiber Jacket (PD 1, DR 3 on arms & torso; 3£) and Money Card (900 Marks) locked in Property Room.

Weapon

Skill

Dmg

Range

SS

Acc

0.5D

MAX

Shots

RCL

punch 13 cr 1d-1 C, 1            
kick 11 cr 1d+1 1            
spin kick 12 cr 1d+1 1            
stunwand 12 cr 1d+1 & stun 1            

Background

Andrea Toll is a wildcard for the Toll Family. She spent her early career running interface craft down onto Fennen's southern continent on smuggling runs. She made it through almost thirty runs until a "misunderstanding" between her Family's negotiators and the Trapper Caste who met them resulted in a bloodbath that Toll only barely escaped.

After that, she told her superiors that she wanted a different assignment. They placed her on Vincelle Station as a go-between, in charge of routing illegal cargos through station security. Forty days ago, she was taken in for violation of customs regulations and bustled off to the Barrenbright IRF. She knows how corrupt the officials on Vincelle Station are, and suspects that her arrest and conviction were engineered by competitors of the Toll Family. She is certain that the Toll Family will CLEAR everything up for her before it's too late.

Play Thoughts

Toll is a good fighter, and an acceptable fighter. Unfortunately, her best combat skills are in weapons that are almost unknown except on Fennen (firearms). She also has good social skills, reasonable stealth, and the ability to pilot interface craft. Her spin kick maneuver allows her to feint and attack in the same action, and her hit location maneuver gives her a +3 modifier to counteract location penalties.


[ BACK TO TOP | BACK TO OVERVIEW ]


Charles Batanga, Union Organizer (100 points); Age 52

ST 11 Move/Dodge 6/6
DX 13 PD/DR 0/1
IQ 14 Parry/Block 10 (brawl; openhand only); 7 (knife)
HT 11 Swing/Thrust 1d+1/1d-1

Advantages

Toughness (DR1; 10 points), Voice (10 points)

Disadvantages

Sense of Duty: The Common Worker (-10 points), Delusion: Believes in Union Power (-15 points), Enemy: Atlas Public Security (-20 points)

Quirks

Believes Public Security is Everywhere (-1 point), Thinks of Kerr Station as Home (-1 point), Talks About Old Earth Labor Movements (-1 point), Prefers>

in (-1 point), Keeps A Ceramic Knife in his Back Pocket (-1 point)

Skills

Bard (M/A)-15 (4 points), Brawling (P/E)-15 (4 points), Demolition/TL8 (M/A)-14 (2 points), Diplomacy (M/H)-14 (4 points), Fast-Draw (Knife) (P/E)-13 (1 point), Forgery/TL8 (M/H)-13 (2 points), Free Fall (P/A)-13 (2 points), Knife (P/E)-15 (4 points), Knife Throwing (P/E)-14 (2 points), Leadership (M/A)-14 (2 points), Lockpicking/TL8 (M/A)-14 (2 points), Politics (M/A)-14 (2 points), Shadowing (M/A)-14 (2 points), Stealth (P/A)-13 (2 points), Vacc Suit/TL8 (M/A)-13 (1 point),

Maneuvers

Feint (Knife) (Hard)-17 (1 point)

Gear

Prison Jumper. Ceramic knife, Security Descrambler (TL8 lockpick; +1 to skill; concealed as palmtop) and Money Card (400 Marks) locked in Property Room.

Weapon

Skill

Dmg

Range

SS

Acc

0.5D

MAX

Shots

RCL

punch 15 cr 1d-2 C, 1          
kick 13 cr 1d 1            
knife 15 imp 1d-2 C, 1            
thrown knife 14 imp 1d-2 11 0 5 10    

Background

Charles Batanga is a dangerous radical. He has been an organizer for the Confederated Orbital Technical Workers' Union (COTWU) for years, and legitimately believes in the power of organized labor. Unfortunately, unionization doesn't have a good history in the Atlas moon system, especially after the Steering Committee methodically smashed the Labor Syndicate 60 years ago. Batanga is the veteran of many vicious government crackdowns, and his organizational techniques have developed to reflect that. He doesn't do much collective bargaining, but he is an effective saboteur.

Unfortunately, Batanga's luck ran out last year. Agents for the Steering Committee tracked him down in Choral City on Gagarin. He was shipped off to Barrenbright IRF after a quiet trial.

Play Thoughts

Batanga says he's a labor organizer, but he's more of a saboteur. He's bad with a knife, and worse with a pair of wirecutters. He talks a lot about the injustices large companies and economic collectives visit upon their workers, and he can prove it all if anyone is willing to listen. He has a lethal feint, and can use it to weaken the defenses of strong opponents.


[ BACK TO TOP | BACK TO OVERVIEW ]


Sika Vinh Nuoc, the Unbalanced Psionic (100 points); Age 23

ST 9/12 Move/Dodge 5/5
DX 12 PD/DR 0/0
IQ 14 Parry/Block 8 (judo); 6 (stunwand)
HT 9 Swing/Thrust 1d-1/1d-2

Advantages

Unusual Background: Psionic (20 points), +3 Acute Hearing (6 points), Telepathy Power 4 (20 points), Healing Power 4 (12 points), +3 Extra Fatigue (9 points)

Disadvantages

Paranoia (-15 points), Addiction: cy'apopa (-20 points)

Quirks

Veins Show Green (-1 point), Hears Things (-1 point), Never Blinks (-1 point), Edgy Around Authority Figures (-1 point), Dresses Like Sadurtha (-1 point)

Skills

Computer Ops/TL8 (M/E)-14 (1 point), Driving (Crawler) (P/A)-12 (2 points), First Aid/TL8 (M/E)-16 (4 points), Guns/TL8 (Rifle) (P/E)-12 (1 point), Interrogation (M/A)-14 (2 points), Judo (P/H)-12 (4 points), Shortsword (P/A)-12 (2 points), Survival (Forest) (M/A)-13 (1 point),

Psionic Skills

Healing (M/H)-14 (4 points), Mental Blow (M/H)-13 (2 points), Psi Sense (M/H)-12 (1 point), Telereceive (M/H)-13 (2 points), Telesend (M/H)-13 (2 points),

Gear

Prison Jumper. Sadurtha-style ghaht (leather upper-body wrap). Three strings of beads, tied in sadurtha style. Money Card (1000 Marks) locked in Property Room. Knows ten doses of cy'apopa are in the Security Lockup (read a guard's mind).

Weapon

Skill

Dmg

Range

SS

Acc

0.5D

MAX

Shots

RCL

punch 12 cr 1d-4 C, 1            
kick 10 cr 1d-2 1            
stunwand 12 cr 1d-1 & stun 1            

Background

Sika Vinh Nuoc volunteered for the Lagash Prefecture's Induced Psychic Program when he was twenty, hoping to gain insight into the sadurtha mind by becoming addicted to their psychoactive drugs. The treatments gave him the telepathic powers he had hoped for, but also made him hypersensitive to the presence of others. He is still fascinated by the sadurtha, and dresses like one as much as possible.

He was arrested on Lyselle Orbital during a commercial visit for a Fennen company. He tried to purchase a new supply of the sadurtha mind drug cy'apopa, which is illegal on Lyselle. Of everyone in the Holding Area, he is least fearful of re-education, as he is confident in his ability to resist the deepteach.

Play Thoughts

Nuoc has an effective telepathic range of about two meters. Within that range, he can read minds, transmit thoughts, and stun people. Physically, he is fairly feeble and is unlikely to do well in a fight unless he can find weapons.


[ BACK TO TOP | BACK TO OVERVIEW ] ÿ