Treacherous Waters characters

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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:

  1. These are slightly underpowered Exceptional characters: they have the skill packages of Exceptional characters, but the attributes of Everyday characters;
  2. 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);
  3. 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) 5², Culture (Incorporate) 3², Culture (Military) 2²; 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.