BS Player Character records

This is where the player characters will be documented

Danyon Fenn (Shing)

Danyon Fenn

Basic Information

Race:
Human
Gender:
Male
Age:
21years
Handedness:
Right
Height:
6'
Weight:
185lbs

Ability Scores

STR/STA:
50/50
DEX/RS:
65/65
INT/LOG:
50/50
PER/LDR:
55/55
Initiative Modifier:
+7
Punching Score:
+3
Ranged Weapons:
33%
Melee Weapons:
32%

Movement

Walking: 10 m/turn
Running: 30 m/turn
Hourly: 5 kph

Racial Abilities

none

Skills

Primary Skill Area:
Military

Background

Danyon joined the Clarion Royal Guard at 18 years of age as his father did and so on and so forth. He spent 2 years being as good a soldier as he could, but grew rather unimpressed with the lack of 'action'. The older soldiers would talk of old glory days and for the most part, they were talking over a hundred years in the past, so who's glory was it?

When the chance came to go on a year long exchange with the UPF, he leapt at it. In that year he trained and took part in numerous infiltrations, attacks on pirate bases, and boarding actions. Finally he had the chance to see what a soldier's life could be.

On returning to Clarion, Danyon tried to change the training system to be more interesting and "realistic", while some did get into his ideas, most just went back to the stories. Completely disillusioned with the Royal Guard, he applied for and was given a transfer to the Royal Marines.

At his heart Danyon is loyal to Clarion and the King, but he can display inappropriate attitudes towards the Royal Guard. He has been heard to call them "Holographic Soldiers", they look nice, but they can't really do anything.

Equipment

"Fenn's Equipment Pack"
Chronograph/Communicator
Coveralls (off duty dress)
2 x First Aid Pak
ID Card
Pocket Tool
Survival Rations (5 days of food, water and water puri-tabs)
Rope (30m)
Gas Mask

Weapons
Gyrojet Rifle
5 x Jet Clips

Laser Pistol
2 x Powerpacks

Stun Stick
1 x Powerpack

2 x Doze Grenade
2 x Tangler Grenade
2 x Solvaway

Suit/Screen
Skeinsuit

Cr: 448

Gret Korg (Doc Fishbone)

Gret Korg

Basic Information

Race:
Yazirian
Gender:
Male
Age:
25years
Handedness:
Right
Height:
5'9"
Weight:
130#

Ability Scores

STR/STA:
40/40
DEX/RS:
70/70
INT/LOG:
75/75
PER/LDR:
55/55
Initiative Modifier:
+7
Punching Score:
+2
Ranged Weapons:
35%
Melee Weapons:
35%

Movement

Walking: 10 m/turn
Running: 30 m/turn
Hourly: 4 kph

Racial Abilities

Battle Rage:5%.
Night Vision: But -15 to all actions in full light.
Gliding: Can glide 1m forward for each 1m dropped.

Skills

Primary Skill Area:
Military

Background

Growing up on Drammune Gret never fit in with his human and Vrusk neighbors. Prone to fits of anger he was expelled from school many times. When his father and mother died in a tragic hover car accident,he lost the only people he was ever really comfortable with and the only link he had on Drammune to his Yazarian heiratage. Gret found a new family in the "Black Wings" hoverbike "club" (of course they refer to themselves as "Hover Biking enthusiasts"). With in this type of society he found outlets for his rage and a sense of belonging. This too was short lived as the club was broken after a incident with Star Law rangers. Fast feet, gliding and the annonimity of youth kept him from prison like most of his fellow riders. Stealing the bike he rides now a Streel Corp "Tomar Iron Horse" he went on the run for a year. Running was the only option he could see until his need for family sent him looking to the military. Gret has always wanted to be the good guy but temper and circumstances have never been his alies.

Equipment

Stoakley "razor blade" sunglasses
Vibroknife
Laser Pistol
4 SEU Packs
Standard Equipment Pack
Hover Bike (custom paint, and "Ape Hangers")

Johann Schmidt (jaguar451)

Actual record stored here" http://starfrontiers.us/node/1933

Johann Schmidt

Basic Information

Race:
Human
Gender:
Male
Age:
21years
Handedness:
Right
Height:
1.8
Weight:
83

Ability Scores

STR/STA:
45/45
DEX/RS:
55/55
INT/LOG:
65/65
PER/LDR:
35/35
Initiative Modifier:
+6
Punching Score:
+3
Ranged Weapons:
28%
Melee Weapons:
27%

Movement

Walking: 10 m/turn
Running: 30 m/turn
Hourly: 5 kph

Racial Abilities

none

Skills

Primary Skill Area:
Biosocial

Background

A former EMT dirtside, got into a bit of trouble, and, well, always did want to see the 'verse....

(For basic game, so no skills. Standard Equipment pack + 2,000cr. Slightly expanded equipment list in game being played.)

Equipment

Albedo Suit
Laser Pistol
Stunstick
Laser Powerpack (x10)
Automatic Pistol
Bulletclip (x8)

Doze Grenade (x2)
Tangler Grenade (x2)

Standard Equipment Pack
(chronocom, coveralls, ID, first aid pack w 1 stimdose & 1 staydose, pocket tool, survival rations)
Extra First Aid Pack (x2)
Gas Mask
Solvaway (x2)
Rations (5 days)
Water (5 days)

210 Credits

Slade Lockjaw (w00t)

Slade Lockjaw

Basic Information

Race:
Human
Gender:
Male
Age:
35years
Handedness:
Right
Height:
85
Weight:
1.4

Ability Scores

STR/STA:
48/48
DEX/RS:
65/65
INT/LOG:
50/50
PER/LDR:
40/40
Initiative Modifier:
+7
Punching Score:
+3
Ranged Weapons:
33%
Melee Weapons:
32%

Movement

Walking: 10 m/turn
Running: 30 m/turn
Hourly: 5 kph

Racial Abilities

none

Skills

Primary Skill Area:
Military

Background

"My name? Slade, but you can call me Mr. Lockjaw. My speciality is boarding ships and kick'in your John Brown's all over the space."

Slade is tough. Able to hurtle news papers and pencils with incredible speed and accuracy he was once was know on a Dral home-world as "The Pin Cushion".

Don't mess with Slade or he'll mess you up.
That's why Slade was hired. Big Bad and Get the Job Done Type.

Equipment

Weapons:
  • Stunstick: 3d10 or stun
    48 to hit
  • Auto Pistol: 6d10, 1 shot per turn or burst
    65 to hit
    5/15/30/60/150
  • Laser Rifle: 6d10, 1 shot per turn
    65 to hit
    10/40/100/200/400
  • Doze Grenade x3
    65 to hit
  • Tangler Gernade x3
    65 to hit
Ammunition:
  • Three powerpacks (each holds 20SEU)
  • Four bulletclips
Defenses:
  • Skeinsuit, Military: absorbs 1/2 damage from ballistic/inertia attacks.
  • Anti-shock Implant (defense against electrical stun/shock effects)
  • Albedo Screen w/ power beltpack
Miscellaneous:
  • Gas Mask
  • 2 Solvaway (for tangler threads)
  • Standard Equipment Pack:
    • Chronocom
    • Coveralls or uniform with many pouches/pockets
    • First Aid Pack with bandages, antiseptic, etc.
    • ID Card
    • Pocket Flashlight
    • Pocket Tool
    • Staydose
    • Stimdose
    • Sungoggles
    • Survival Rations (5 days)
    • Water Pack (5 days)
XP:
Part One: Inspection Duty
Mission 1: Kidnappers!
Mission 2: S.O.S.
- Slade received 3XP for his services on which he spent on STR/STA and was promoted to Corporal
Mission 3: The Sting
-
Waiting for XP from SS, 1000Cr
CREDS:
Mission 1: Kidnappers! - 1283
Mission 2: S.O.S. - 3000
Mission 3: The Sting - 0
TOTAL : 2958

EVENTS UNTIL NOW

Refer to: Mission 1: Kidnappers! Game Summary 11/15 (a document page from the Online Star Frontiers Games project).
Refer to: Mission 2: S.O.S. (game summary 11/29) (a document page from the Online Star Frontiers Games project).
Refer to: Mission Three: the Sting (a document page from the Online Star Frontiers Games project).




[quick edit]

Tichat-ka (CleanCutRogue)

Full Record stored here: http://starfrontiers.us/node/1946

Tichat-ka

Basic Information

Race:
Vrusk
Gender:
Male
Age:
52years
Handedness:
N/A
Height:
1.5m x 1.5m
Weight:
83kg

Ability Scores

STR/STA:
45/45
DEX/RS:
65/65
INT/LOG:
45/45
PER/LDR:
50/50
Initiative Modifier:
+7
Punching Score:
+3
Ranged Weapons:
33%
Melee Weapons:
32%

Movement

Walking: 15 m/turn
Running: 35 m/turn
Hourly: 6 kph

Racial Abilities

Comprehension:15%.
Ambidextrous: Can use either hand equally well.

Skills

Primary Skill Area:
Technological

Background

Tichat-ka is one strange bug. 

He only wears black, and thinks he's jinxed if he doesn't.  He is riddled with the need to organize everything around him.  Despite all this, he's not a control freak.  If not allowed to clean or organize, he doesn't demand it he simply acts mousy and uncomfortable in the disorganization.

Tichat-ka is quite fond of adventure.  To him, seeking out the unknown and understanding it is a form of organizing the universe - something he thinks is quite necessary.

Few people understand how Tichat-ka thinks, but few can argue with the results he produces.  He's an excellent troubleshooter who seeks out new uses for skills that others wouldn't find uses for.  He seems to understand things even when they are impossible to grasp.  But when faced with something that is very simple, he tilts his head and clicks his mandibles in consternation - searching for the hidden complexity that he KNOWS is there.  Eventually he finds it, or else it bothers him all day.

Born on a starship, Tichat-ka isn't sure who his father is.  Could be any number of folks.  But everyone treated him like a son anyway.  He was babied a bit too long, and still looks for the comfort of a maternal figure when he's upset.  He wears his heart on his sleeve.

Tichat-ka has a number of other strange compulsive needs - but they are impossible to list here.  Observing his unusual activities typically clues someone in to the fact that he's a little off.  But he's crazy in a way that yields insightful truths and unfathomable theories.  He's crazy in a way that people sometimes need to be in order to turn abysmal defeat into surprising victory.

Some folks say it's all an act - to make people take pause and reconsider his actions.  Some say it's us who apply the theories and results to his odd behavior and are fooled into seeing his insanity as genius.  Whatever the case, it's best not to try to change his ways... just make sure your bet is with whatever side includes this odd being.

Tichat-ka is one strange bug. 

Equipment

NOTE: This character was made in accordance with rules provided for the online game found here.

Weapons:
  • Stunstick: 3d10 or stun, SEU remaining: 20
  • Two Gyrojet Pistols: 4d10+5 per hit, 1 shot per turn, ammo: 10

Ammunition:
  • Two spare powerpacks (each holds 20SEU)
  • Two spare jetclips (10 shots each)

Defenses:
  • Skeinsuit: absorbs 1/2 damage from ballistic/inertia attacks.  Hits: 20
  • Anti-shock Implant (defense against electrical stun/shock effects)

Miscellaneous:

  • Survival Rations: days remaining: 10
  • Water Pack: days remaining: 10
  • Gas Mask
  • 2 Solvaway (for tangler threads)
  • Standard Equipment Pack:
    • Chronocom
    • Coveralls or uniform with many pouches/pockets
    • Doze Grenade
    • First Aid Pack with bandages, antiseptic, etc.
    • ID Card
    • Pocket Flashlight
    • Pocket Tool
    • Staydose
    • Stimdose
    • Sungoggles
    • Survival Rations (5 days)

110 Credits