Personnel Profiles: Explorers, Transients, Opportunists, Adventurers, and Ne'er-do-wells

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Personnel Profiles: Explorers, Transients, Opportunists, Adventurers, and Ne'er-do-wells

#1 Post by Pulpatoon »

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:: Surveyor Ident Records ::
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:: Please enter Personnel Profile data, below ::
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:: Data Update : Personnel Roster : Short Form ::
Last edited by Pulpatoon on Tue May 10, 2022 11:50 pm, edited 1 time in total.

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Re: Personnel Profiles: Explorers, Transients, Opportunists, Adventurers, and Ne'er-do-wells

#2 Post by Rex »

Kallina of Furie
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Re: Personnel Profiles: Explorers, Transients, Opportunists, Adventurers, and Ne'er-do-wells

#3 Post by shaidar »

Bertilastrix "Bertie" Wilberforce, human female

Descriptor: Educated

Skills:
1. Culture
2. Medicine
3. Science
4. Technology

Butler 'droid called "Jeeves" (created by her father)
Minor telepathy

Languages:
Languages: [_2d6c1]=(6)=6
Vereco
Pangal
1. English
2. Slovak
3. Yoruba
4. Vrusk - the dialect used by scientists
5. <empty>
6. <empty>

Jeeves Languages:
Jeeves Languages: [2d6c1]=6
Vereco,
Pangal
1. Interlink Standard
2. MPP
3. Vrk'tliktl
4. Lang
5. Dralasite
6. English


Gear:
trolley suitcase
Link

Chosen equipment:
Equipment count: [_2d6]=(4+1)=5
1. Skeinsuit
2. Stunner
3. Toolkit
4. Medpack
5. Environmental Protection Cloak

Lost items:
Lost item count: [1d6]=1

Lost item:
Lost item: [1d5]=2 = Stunner

Description:
Bertie is 24, 6' tall and slim build, with blue eyes and short white hair. The human world of Psi Prime is a highly advanced world of academics and intellectuals. Every aspect of the society is regulated, and breeding is done to improve intellectual capacity and even to try to develop latent psionic powers. Unfortunately every so often the breeding doesn't work and you end up with what is termed a "throwback" by the planet. Bertie is such a throwback, although intellectually advanced she couldn't fit into the regulated society and was way too curious about other places and races and wanted fun and adventure. She even hung out with the off-worlders near the spaceport. Eventually even her highly prized psionic gift could not protect her from the rules of the planet and she was warned she had to fit in or leave, so she decided to leave. While highly intelligent she is naive to the outside world.

Some pics:
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Last edited by shaidar on Wed May 18, 2022 7:23 pm, edited 2 times in total.

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Re: Personnel Profiles: Explorers, Transients, Opportunists, Adventurers, and Ne'er-do-wells

#4 Post by cybersavant »

Skur Vonn, from Alpha Kantoris on the frontier
Yazirian (male) with tawny fur; his mane slightly lighter in color

itinerant explorer, pilot/ tech for hire
currently at Starspiel as that's as far as his credits lasted


dextrous

combat proficiency (laser pistol), piloting, stealth, technology

darkvision, gliding

skeinsuit
laser pistol
sensorpack
air filter mask
rations
toolkit


equipment


languages ::
pangal
common yazirian
- kantorin
- english
- Vrk'tliktl
- dralasite
- interlink standard


Due to some remarkable mix-up, most of Skur Vonn's luggage did not make it to Port Verdigris. Upon entering the station, he heads over to the Spacelane Properties Department to initiate tracking of his stuff.


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Re: Personnel Profiles: Explorers, Transients, Opportunists, Adventurers, and Ne'er-do-wells

#5 Post by Lignacious »

Lignacious wrote: Thu Apr 28, 2022 2:07 pm Character

Chipsqueak or 'Chip', from The Mother. A mostly unexplored frontier world which is small, rocky and wet. Groundling, genderless (may use 'he' for convenience)

Groundlings are a sentient & telekinetic form of lichen and moss that bind stones together for structure. Their own language uses the rocks to shape ambient air currents and sound.


Grey small boulders and pebbles with mottled brown, green and orange lichen
Image

Background
The Groundlings go through a period of hibernation when The Mother's elliptical orbit takes it far from its star. During one such period, a Vrusk mining crew surveyed the planet and found it rich in minerals. Not knowing ( or not caring) that the rocks were sentient, they set about their business. In the process they excavated much of Chip's henge ( collective noun for a group of Groundlings).

In the years that followed, Chip set out to find the stones of its lost siblings to return them to The Mother so they can be properly laid to rest. It found a visiting explorer who gave Chip a lift off planet after Chip sang its sad tale to her, and has been hunting for that Vrusk crew when the story begins. Chip operates slowly (Groundlings are long-lived) and so has been somewhat distracted from this task with exploring the wider universe, but it remains on its mind.

Mechanics

Charismatic
Extraordinary Abilities:
- Keen Hearing (a la tremorsense)
- Minor Telekinesis (a little excess of the ability that binds chip together used for fine manipulation)
Skills:
- Performance (Groundlings are finely attuned to sound and vibration, and even among his people Chip was considered gifted)
- Pursuasion
- Stealth (Chip is a pile of rocks and can hold very still)
- Medicine (The moss and lichen that make up Chip's body turn out to have beneficial effects on more organic beings, and Chip has begun to learn to use the equivalent of his 'dead skin cells' to heal others)

Languages:
PanGal and Groundling + Free slots

Equipment:
Items- [2d6]=6
- Toolkit (Medical)
- PolyVox (standard)
- HoloRecorder
- Environment Cloak
- Stun Baton
- Rations

- Carryall
- Link

Lost Items- [1d6]=2
- Environment Cloak [1d6]=4
- HoloRecorder [1d6]=3

Chip lost his Holorecorder and Environment cloak due to a misunderstanding. He had been exploring a planet and found some native sentients, and needed very little excuse to attempt to perform his favorite aria. Unfortunately the particular high note Chip hit caused all the natives to become extremely nauseous and he got out of dodge very quickly, leaving his cloak and recorder behind. The cloak is a small loss, but the recorder had some of his favorite compositions and he misses it. He's low on funds (the whole idea of 'credits' is still a bit novel) and is signing on with whomever will take him/tolerate his singing.

Links to other characters

Shaidar - Bertie and Jeeves smuggled Chip aboard the Goodnight Irene to help him get out of his jam with the sound-sensitive natives. Unfortunately, he was found out and has been fined and earning his oxygen by performing basic maintenance on the starcruiser. The Goodnight Irene is ending Chip's contract at Port Verdigris, and Chip has been asking about looking for work, which is how he has met some of the others...

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Re: Personnel Profiles: Explorers, Transients, Opportunists, Adventurers, and Ne'er-do-wells

#6 Post by seanfsmith »

ID. Drago Bisque
PRN any, all
TRT aware
SKL insight, intimidation, persuasion, survival
POW keen mind, natural bolt (tongue {blud.})
EQP link, skeinsuit 1A, monofilament garotte, adhesive grenades X4, polyvox (5L), rope in a can X2, low mu grease
LNG Pangal, English, Slovak, Yoruba, Skink, <open>

Drago Bisque is short for a skink at only four foot ten and a half. Xer homeworld of Gyoeb is a patchwork of arid desert and jungle thanks to poorly implemented terraforming storms. He realised there was soon to be a coup of their local council and fled offworld while most were sleeping.
Running Halls of Geryon Playing Drago Bisque
NAZl SLAGS GET lN THE BlN

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Re: Personnel Profiles: Explorers, Transients, Opportunists, Adventurers, and Ne'er-do-wells

#7 Post by Ythgar »

Goran, Human male, age 22

Description: A six foot human with a barrel chest, he wears an old style skeinsuit – clearly no longer of any protective value – and uses the various holes and rips in it to secure more gear. Partially remaining on the skeinsuit is what could be a military police insignia.
Goran served almost four years in a planetary army where his natural insight resulted in his placement with the military police. Rather than investigate much, however, he honed his deception skills there, until an uncharacteristic unlucky break resulted in circumstances best dealt with by a swift exit. He has a penchant for mechanical things. Since childhood he has wrestled, grappled, pursued various martial arts, boxed, and played water polo.

Descriptor: Dextrous

Skills: 1. Deception --- 2. Handskill --- 3. Insight --- 4. Combat Proficiency (unarmed, grappling)

Extraordinary Abilities: Lucky (may reroll 2 on 2d6) --- Relentless

Languages Pangal, Slovak, Vereco

Equipment: Backpack, Link, Medpack, Tooklit, Sensorpack, Adaptive Polyvox, Disguise Kit
- Guard Uniform (worn)
- Linkpass from Guard
- Half bag of spicy seeds
Autopistol, Bowie Knife, Stun Grenades
Lock Compick
Last edited by Ythgar on Sun Aug 28, 2022 10:25 pm, edited 1 time in total.

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Re: Personnel Profiles: Explorers, Transients, Opportunists, Adventurers, and Ne'er-do-wells

#8 Post by cybersavant »

cybersavant wrote: Sun May 01, 2022 10:41 pm Skur Vonn, from Alpha Kantoris on the frontier


combat proficiency (laser pistol), piloting, stealth, technology

darkvision, gliding

skeinsuit
laser pistol
sensorpack
air filter mask
rations
toolkit


gaming since 1980
cybersavant.proboards.com
- = - = - = - = - = - = - = - = - = - = - = - = -
Andreas Larson; Law of the Gun <Boot Hill 3e>
Nah Olos; Earthquakes in the Jotens <AD&D 1e>
Rorexsth; Wayfarers <Doctor Who>

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