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Gareth Hanrahan's scenario Treacherous Waters is a wonderful blood opera, but the files don't include the statistics for the pregenerated characters. Here are my versions of them.
Note that:
- these are slightly underpowered Exceptional characters: they have the skill packages of Exceptional characters, but the attributes of Everyday characters;
- Superscripts on skill ratings show the number of dice to roll for that skill (I can't keep track of aptitudes when I'm running the game);
- Only exceptional equipment is listed here: common-or-garden equipment, including guns and armour, is available on the station.
- Cmdr Alan Baum
- Packages: Origin: GEO; Backgrounds: GEO, University; Professional: Expert Espionage (Analyst), Specialist Military.
Primary Attributes: Build -1, Fitness 0, Agility 0, Dexterity 0, Awareness +1 (Chemical 0, Hearing +1, Intuition +2, Touch 0, Vision +2), Intellect +2, Presence -1, Will 0.
Secondary Attributes: Endurance +1, Reflexes 0, Strength 0, Toughness 0.
Skills: Bureaucracy 5; Aquatics 5, Throwing 4; Armed Combat 2, Unarmed Combat 4; Leadership 22, Logistics 22, Strategy 42, Tactics 22; Persuasion 53, Writing 43; Culture (Earth) 52, Culture (GEO) 92, Culture (Incorporate) 62, Culture (Military) 32; Handguns 4, Longarms 3; History 2, Politics 6; First Aid 2; Heavy Weapons 2; Hiding 22, Shadowing 22, Sneaking 22; Bribery 22, Disguise 22, Fast Talk 42, Forgery 12, Lockpicking 22; Computers 63, Demolitions 13, Electronics 63, Remote Operations 43.
Mods and equipment: Diver genmod, neural jack, heavy vest, combat helmet.
- Dr Faith Tourmanlene
- Packages: Origin: Earth Orbit; Backgrounds: GEO, University; Professional: Expert Science, Novice Admin, Novice Survival.
Primary Attributes: Build -2, Fitness -1, Agility -2, Dexterity 0, Awareness 0 (Chemical 0, Hearing -1, Intuition -1, Touch +1, Vision +1), Intellect +3, Presence +1, Will +1.
Secondary Attributes: Endurance 0, Reflexes -1, Strength -1, Toughness -1.
Skills: Bureaucracy 62, Economics 12, Law 12, Management 12; Aquatics 1, Freefall 1, Throwing 2; Leadership 1, Logistics 1; Negotiation 43, Oration 13, Persuasion 43, Writing 33; Culture (Earth) 52, Culture (GEO) 42, Culture (Incorporate) 32, Culture (Native) 22; Longarms 2; History 2, Politics 3; Biochemistry 73, Botany 73, Genetics 53, Zoology 63; First Aid 1; Astronomy 32, Chemistry 32, Geology 32, Meterology 42, Physics 32; Hiding 1, Sneaking 2; Fast Talk 2; Fishing 2, Foraging 2, Mountaineering 2, Navigation 1, Orienteering 2; Computers 72, Damage Control 12, Electronics 12, Mechanics 12, Remote Operations 32; Piloting 2.
Mods and equipment: Neural jack, anti-poison, salt tolerance, multiglands.
- Dr Tsung-Li
- Packages: Origin: Freezone&emdash;Wasteland; Backgrounds: Incorporate, University; Professional: Expert Science, Novice Espoinage, Novice Technical.
Primary Attributes: Build -2, Fitness 0, Agility -1, Dexterity 0, Awareness 0 (Chemical -1, Hearing 0, Intuition +1, Touch +1, Vision -1), Intellect +2, Presence -1, Will +1.
Secondary Attributes: Endurance 0, Reflexes 0, Strength -1, Toughness 0.
Skills: Bureaucracy 5, Economics 1, Law 1; Unarmed Combat 1; Persuasion 42, Writing 42; Culture (Earth) 5, Culture (Incorporate) 3, Culture (Military) 2; Handguns 1, Longarms 1; History 1, Politics 2; Biochemistry 32, Botany 32, Genetics 32, Zoology 32; First Aid 1; Astronomy 53, Chemistry 53, Geology 53, Meterology 73, Physics 73; Hiding 1, Shadowing 1, Sneaking 1; Bribery 1, Disguise 1, Fast Talk 4, Lockpicking 3; Foraging 1, Navigation 3, Orienteering 1, Tracking 1; Computers 83, Damage Contol 23, Electronics 33, Mechanics 33, Remote Operations 63; Driving 2, Piloting 2.
Mods and equipment: Uplink neural jack, implanted computer, audio/visual bug suite.
- Lt Feyd Al-Umarj
- Packages: Origin: Mars; Backgrounds: GEO, Colonial; Professional: Expert Military (Marine), Specialist Survival.
Primary Attributes: Build +1, Fitness +2, Agility +2, Dexterity +1, Awareness 0 (Chemical 0, Hearing +1, Intuition -1, Touch 0, Vision 0 [+2 in low light]), Intellect -2, Presence 0, Will -1.
Secondary Attributes: Endurance +1, Reflexes +2, Strength +1, Toughness +1.
Skills: Bureaucracy 2; Aquatics 72, Parachuting 22, Throwing 42; Armed Combat 63, Unarmed Combat 53; Leadership 3, Strategy 3, Tactics 3; Culture (Cetacean) 1, Culture (Colonial) 3, Culture (GEO) 4, Culture (Incorporate) 1, Culture (Military) 5, Culture (Native) 1, Culture (Spacer) 3; Handguns 63, Longarms 73; History 1, Politics 1; First Aid 5; Heavy Weapons 5; Meterology 2; Hiding 32, Sneaking 52; Fishing 3, Foraging 3, Mountaineering 3, Navigation 3, Orienteering 4, Tracking 3; Computers 2, Damage Control 1, Demolitions 1, Electronics 2, Mechanics 1, Remote Operations 3; Driving 32, Piloting 22, Sailing 32.
Mods and equipment: Diver genmod, accelerated neurons, infrared sensors, subdermal plates, adrenal shunt, salt tolerance, heavy vest, combat helmet.
- Dr Vlad Olyah
- Packages: Origin: GEO; Backgrounds: GEO, University; Professional: Specialist Science, Novice Admin, Novice Survival, Novice Arts & Entertainment.
Primary Attributes: Build -1, Fitness +1, Agility 0, Dexterity 0, Awareness 0 (Chemical -1, Hearing +1, Intuition 0, Touch +1, Vision -1), Intellect +1, Presence +1, Will 0.
Secondary Attributes: Endurance +1, Reflexes 0, Strength 0, Toughness 0.
Skills: Bureaucracy 52, Economics 12, Law 12; Aquatics 4; Leadership 1, Logistics 1; Interspec 33, Negotiation 43, Oration 13, Persuasion 33, Writing 53; Culture (Earth) 72, Culture (GEO) 72, Culture (Incorporate) 22, Culture (Native) 42; Acting 5, Dance 3, Music 6; Longarms 1; History 2, Politics 4; Biochemistry 43, Botany 53, Genetics 43, Zoology 53; First Aid 1; Astronomy 22, Chemistry 22, Geology 22, Meterology 32, Physics 22; Hiding 1, Sneaking 2; Fast Talk 2; Fishing 2, Foraging 2, Mountaineering 2, Navigation 1, Orienteering 2, Tracking 2; Computers 72, Mechanics 12, Remote Operations 22.
Mods and equipment: Diver genmod, perfect pitch, multiglands.
- Martha Grosse
- Packages: Origin: Urban; Backgrounds: Incorporate, Independent; Professional: Expert Espionage (Operative), Novice Entertainment, Novice Survival.
Primary Attributes: Build -1, Fitness +2, Agility +3, Dexterity +2, Awareness 0 (Chemical -1, Hearing +1, Intuition 0, Touch -1, Vision +1), Intellect -1, Presence -2, Will 0.
Secondary Attributes: Endurance +2, Reflexes +2, Strength 0, Toughness 0.
Skills: Bureaucracy 3, Economics 3, Management 1; Aquatics 5; Unarmed Combat 32; Negotiation 62, Persuasion 62; Culture (Earth) 6, Culture (GEO) 2, Culture (Incorporate) 6, Culture (Street) 2; Acting 5, Dance 3, Photography 3; Handguns 3, Longarms 3; Politics 2; Botany 1, Zoology 1; First Aid 2; Meterology 1; Hiding 53, Shadowing 33, Sneaking 33; Bribery 33, Disguise 23, Fast Talk 53, Lockpicking 33; Fishing 2, Foraging 2, Mountaineering 2, Navigation 1, Orienteering 2, Tracking 2; Computers 72, Demolitions 32, Electronics 32, Remote Operations 32; Driving 42, Piloting 32.
Mods and equipment: Diver genmod, implanted sensory recorder, accelerated neurons, neural jack.
- Native Ecoterrorists
- Reflexes 0, Agility 0, Dexterity 0, Toughness +1, Fitness +1, Will +1, Armour 4.
SMG 32, DR 6/9.
Assault Rifle 52, DR 11.
Grenade 52, DR 8.
Knife 33, DR 2.
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