< Uziel | The Crew | Adrian Cholin >

Fehman Carter (just call him "Carter")

Attributes
ST11[10]HP11/11[0]
DX13[40]Will15[0]
IQ15[80]Per17[10]
HT12[10]FP15/15[9]
 Basic Lift: 24 lbs
 Basic Speed: 7 [15], Basic Move: 8 [5]
 Damage: Thrust 1d-1, Swing 1d+1
 Defenses: Dodge 10-, Parry (Force Sword) 11-

 Languages [6]: Langdyne (Native), Daevonic (Accented), Galactic English (Broken)
 Reactions: +1/+1 from Appearance, +3 from Status^, +2 from Charisma, -2 from Social Stigma (Minority Group).

Conditional: +1 from Fashion Sense when you've planned your attire for a social situation (can be given to others); +2 from Sense of Duty (the Captain) or (Garden) in appropriate circumstances or situations; +1 from Merchant when buying or selling; +2 from members of your own minority; -1 from Reputation (recognized on 10-).

^ Bonus from Status is the "average" result; actual bonus varies depending on relative status!

< Carter Notes? | Carter Page | Carter Equipment >

Skills
Skill/TL (Specialty)LevelRel. LvlCost
Administration14-IQ-1[1]
Area Knowledge (Pan-Orion)17-IQ+2[4]
Beam Weapons (Pistol)13-DX+0[1]
Body Sense12-HT+0[4]
Brawling14-DX+1[2]
Carousing13-HT+1[2]
Computer Programming/1115-IQ+0[4]
Detect Lies16-Per-1[2]
Diplomacy14-IQ-1[2]
Conditional: +2 from Charisma when making Influence rolls  
Electronics Operation/11 (Comm)16-IQ+1[4]
Engineer/11 (Microtechnology)19-IQ+4[20]
Engineer/11 (Nanotechnology)18-IQ+3[12]
Erotic Art (AI)16-IQ+1[1]
Includes: +2 from Computer Programming and Mathematics (Applied)  
Fast-Draw (Pistol)13-DX+0[1]
Fast-Talk16-IQ+1[4]
Conditional: +2 from Charisma when making Influence rolls  
Force Sword15-DX+2[8]
+ Back Strike 15- Skill+0 [3]
+ Counterattack 14- Skill-1 [5]
Free Fall14-DX+1[4]
Games (Na'tahk)16-IQ+1[2]
Hazardous Materials/11 (Nanotech)15-IQ+0[2]
History (Androdyne)13-IQ-2[1]
Intelligence Analysis/1114-IQ-1[2]
Leadership16-IQ+1[1]
Mathematics (Applied)15-IQ+0[2]
Mechanic/11 (Micromachines)17-IQ+2[6]
Mechanic/11 (Nanomachines)16-IQ+1[3]
Merchant15-IQ+0[2]
Conditional: -2 from Compulsive Spending when you bargain or haggle  
Navigation/11 (Air)15-IQ+0[2]
Navigation/11 (Space)14-IQ-1[1]
Observation17-Per+0[2]
Philosophy (Androdyne)13-IQ-2[1]
Piloting/11 (Aerospace)13-DX+0[2]
Piloting/11 (High Performance Spacecraft)12-DX-1[1]
Piloting/11 (Vertol)14-DX+1[4]
Savoir-Faire (High Society)15-IQ+0[1]
Conditional: +2 from Charisma when making Influence rolls  
Savoir-Faire (Mafia)15-IQ+0[1]
Conditional: +2 from Charisma when making Influence rolls  
Savoir-Faire (Spacer)15-IQ+0[1]
Conditional: +2 from Charisma when making Influence rolls  
Shadowing16-IQ+1[4]
Conditional: -1 from Overweight when you are trying to follow  
Shiphandling/11 (Spaceship)16-IQ+1[8]
Smuggling18-IQ+3[12]
Spacer/1115-IQ+0[1]
Streetwise17-IQ+2[8]
Conditional: +2 from Charisma when making Influence rolls  
Teaching15-IQ+0[2]
Throwing14-DX+1[4]
Zero Gravity Acrobatics11-DX-2[1]

Template

 Template: Alpha

Like many of the people from the Androdyne, where you were born, you are an Alpha Upgrade. Your parents were Alpha's, your Grandparents were Alpha's, and so on. The advantage of being an Alpha are many; you're guaranteed a long-healthy life, are attractive, don't have to worry about lurking insanity or other genetic defects and are even a bit more limber than you might otherwise be. While not as outrageous a genetic upgrade as some, you find nothing not to like about your genetics. [60]

Advantages

 Charisma 2

You have a natural ability to impress and lead others! This isn't related to looks, manners or intelligence - anyone can have that - this is something independent of all that, something insubstantial that you've just always had. This gives you a +2 to all reaction rolls made by sapient beings with whom you actively interact, and +2 to Influence rolls. You also receive a +2 to the Fortune-Telling, Leadership, Panhandling, and Public Speaking skills. [10]

 Contact Group (Smugglers)

In your youth, you were a pretty good smuggler and very well connected. A number of the more successful smugglers out there now served on your crew at one time or another, or were on the crew of Captains you were familiar with. And, of course, there's always just old friends who never retired! The end result is that you know a lot of miscellaneous criminals throughout this entire sector of space and can get information from them, and the occasional nonhazardous and inexpensive bit of assistance. These contacts have Effective Skill 18, in any Criminal-type skill, and are usually reliable (they only lie on a critical failure, and on a failure will ask you to get back to them in a few days). You are able to track down a Contact on a roll of 9-. [30]

 Cyberware: Hive Implant

You have an implanted Swarmbot Hive, which allows a single swarm measuring one square yard to shelter inside of you and recharge its batteries. Larger swarms can use you as a mobile recharging station, as well, but this will require some finesse as the swarms maneuver in and out of the access points. In addition, at some point you'll probably have to replace the power cell that powers the Hive (a C-cell). [2]

 Cyberware: Wireless Neural Interface

You have a wireless neural interface radio with a one-mile range. This allows you to directly interface with computers and other devices that aren't brainlocked, within a one mile range, or indirectly influence systems even more distant in populated areas outfitted with neural relays. This allows full sensory immersion and/or broadcasting, just as any other Neural Interface. If it becomes important, you operate this system with an IQ roll; others trying to intercept your transmissions are required to win a Quick Contest of their IQ (Cyberpsi's, other Cyborgs or Robots) or Electronics Operation (people using Equipment). If they lose the contest they only get garbage. You can also use this system as a radio communicator, to broadcast or receive, subject to its range limitations. [17]

 Fashion Sense

You've always had a sense of flair. You can create a fashion statement out of even cheap and nondescript materials, and can give yourself or anyone else a +1 to reaction rolls in social situations if you have the opportunity to plan your (or someone elses') attire in advance. [5]

 Fearlessness 2

You're old and grew up in a very nasty part of space; it's hard to really get to you. You have a +2 to your Will whenever you have to make a Fright Check or resist an Intimidation skill or a psionic power that causes fear. You also subtract -2 from all Intimidation rolls made against you. [4]

 Status 3

Ever since you settled down from your youthful indiscretions, and made good for yourself, you've managed to actually made yourself a bit of a name in society. The work you've done with regard to Swarmbots has actually been very helpful with regard to your social standing and you tend to associate with "Gardeners" of similar Hard Technology persuasions without actually tying yourself down to any of the factions. Yuo are a social equal to the Captain, and need about 3,600 credits each month to live according to your Status. [10]

 Wealth (Wealthy)

You were only "Comfortable" when you retired from your previous lifestyle of high adventure, but several long years growing fat and healthy in Garden have been good for your disposition and the lucrative work you and your family have been doing with the governments terraforming project, and your own consulting with the industrial section, have compiled your wealth considerably. None the less, you're looking forward to returning to a life of adventure with ole' Kirke. [20]

 Power Talent: Biokinesis 2

You're fairly skilled in the psionic art of manipulating the living body, though to date your skills are mostly unexpressed -- or at least underdeveloped. You gain a +2 to all Biokinesis skills and can learn new Biokinesis abilities in play. [10]

 Perk: Better Swarmbots

You've produced the designs for many of your own swarmbots, and either had the Garden Nanofacs make them for you or run them off yourself. While not particularly revolutionary, they're innovative and efficient in interesting ways, and you prefer to make your own swarms whenever you can. [1]

 Perk: Weapon Bond (Force Sword)

You own a weapon that is uniquely suited to you. While not better for anyone else, when you use it, you gain a +1 to effective skill, not as a matter of mystical attunement but simply physical balance, fit to your hand, and the like. If the weapon is lost or destroyed, this bond is gone forever (or at least until you find another weapon just as good). [1]

Disadvantages

 Code of Honor (Guild Ethics)

Ever since you came into your Biokinetic ability, you've hewed closely to the codes upheld by the Healers Guild. At first this was simply to avoid the Guild causing you any trouble or deciding that you were a "Rogue Psi", but you've since come to appreciate the organizations outlook on things. The fact that you're a middling talent at best doesn't bother you, or the Guild, at all. They expect all members to live up to their standard. [-15]

 Code of Honor (Spacer)

You've always upheld the basic "Code of the Spacer", since the days of your adventurous youth. [-5]

 Compulsive Spending

You were fairly poor as a child, and now that you've come into wealth you often have trouble resisting the urge to buy whatever items catch your interest. Particularly when it comes to interesting new forms of micro- or nanotechnology! Whenever you find an item you're interested in and you have more than twice the cost of the item on hand, make a Self-Control (12-) roll. This raises your Cost of Living by 20% (already factored in above), and gives you a -2 penalty to Merchant skill when hagging. [-5]

 Dependent (Your Wife)

You've been married for 20 years now. You were somewhat surprised when, about 13 years ago, she told you she wanted to go through a childhood dream and upload her mind into a computer database and become a Mind Emulation. The two of you talked everything through and arranged everything; a few months later your wifes upload was successful and her body had been converted into a Bioshell. Over the years she's gotten more and more used to being a computer -- she happily supported your desire to go with Kirke, so long as you took a xox of her with you. She happily resides in your main computer back on ship, or wherever else she wants to copy herself. She's built on 300 points, and is also an Ally, who appears on a 15-. [-3]

 Dependent (Captain Esmebrythe)

The Captain has been a good friend of yours since you first settled in Garden, and someone you've always been able to tell your (exaggerated) stories of youthful adventure. When he won a trading vessel in a card game and asked you to serve as his First Mate, you decided why the hell not, after all your oldest Son had taken over the Company and your partner preferred to spend most of her time roaming the planetary network since getting herself uploaded. With her blessing you made an xox of her, took your First Sword out of storage and decided which swarms you'd want to bring with you. As for the Captain, well, hopefully he won't be as bad at this as you think. He's built on 200 points, is also an Ally, and appears on a 15-. [-9]

 Dependent (Your Daughter)

Your daughter, Jasmine Carter, has always wanted to travel the Galaxy and have some adventures like her father. When you announced to the children that you were leaving to serve as First Officer aboard the Cherry Blossom with "Aunt Esme", Jasmine wanted to go with you, and she kept at it until you let her go. She didn't want to serve as crew, so you're paying her passage for now even though the Captain offered to let her travel with you for free. You're teaching her Force Swordsmanship (you've forgotten so much from your youth, so its been a refresher for you too!!!) and the proper use of a Laser Pistol. She's built on 100 points and appears on a 12-. [-30]

 Duty (First Officer)

You're the First Officer of the Cherry Blossom, an intensive and sometimes dangerous job that requires your attention more than anyone else except the Captain. You're busy with "Ship's Business" on a roll of 15-, and might occasionally be expected to deal with dangerous or life-threatening situations! [-15]

 Enemy (Rival Smuggler)

Melissan Fenrai was a poor girl from an old dirtball that fared badly during the war, beautiful and with a good head on her shoulders, able to turn her knowledge of engines (and flirting with the Captain) into a gig as an Engineer. You were friends and on-again off-again lovers, long ago, but after a messy breakup (caused by your now wife) you each went your own ways. You hear she's now Captain of the "Jim Crow", the ship you both served on. [-5]

 Impulsiveness

You've been retired for a while now; you want action! Whenever you're alone, act first and think later. In a group with friends who want to stop and discuss things, put in your two cents quickly if at all and then get out there and do something! Make a self-control (15-) roll whenever it would be wise to wait and ponder; you can mostly control this tendency. But if you fail the roll you have to act! [-5]

 Laziness

You didn't used to be, but you've been retired for a while. Retired and well-off, with many children to get to do stuff for you. You're somewhat averse to actually doing stuff, mostly by long dint of inaction. You must avoid work, especially hard work, whenever possible. [-10]

 Overweight

You've put on some weight since retiring. You never really worried about it until you tried to get your Vacc Suit to fit again. It doesn't bug you too much, though, it'll come off and you're really not too badly overweight. In the meantime, get a -1 to Disguise, or to Shadowing if you are trying to follow someone. However, your extra fat gives you a +1 to Swimming rolls and a +1 to ST rolls when you resist knockback. [-1]

 Pacifism (Reluctant Killer)

You haven't touched your Force Sword in the last 15 years, and had to buy a new Laser Pistol. Even in your Youth, you always avoided combat, and have never actually killed someone despite some of the stories you've told the Captain, your Children, and god knows how many others. You're not really prepared for it either. If staring someone in the face and attacking someone with a deadly weapon, you're at -4 to hit and cannot Aim. If you cannot see the person's face you're only at -2 unless in close combat. You have no penalty to attack a vehicle, or opponents that you don't think of as people such as alien monsters or what not. If you kill a recognizable person it has a bad effect on you. You don't have a problem with allies killing people, either, and may even supply the equipment to do so. You just can't handle it yourself. [-5]

 Reputation (Small Group, 10-)

As a former smuggler, largely made good and never seriously indicted, you get a small bit of guff from the minions of law and order. This comes down to a regular -1 reaction penalty from police, customs, etc., when you're recognized on a roll of 10-. [-1]

 Sense of Duty (Garden)

You've lived on Garden for 15 years, and effectively lived there even longer prior to retiring. The ole' Tree has helped you raise numerous kids, given you a loving wife that admittedly is now running on your personal computer, and basically been there for you whenever you need it. You want to be there for it, and its people, as well. You won't ever betray or abandon your home, and will do whatever is in your power to help in such circumstances. Whenever this trait is known, and the situation is dangerous, others react to you at +2. [-10]

 Sense of Duty (The Captain)

You and the Captain have been good friends for a very long time, even beyond simply good friends. You'd lay down your life for him (or her, as the case may be). You'd never let him down, betray him and aren't just willing but eager to help him however he might need it. [-2]

 Social Stigma (Minority Group)

You are touched by the Legacy of the Androdyne, far from the places where people such as yourself are common. Most will react to you at -2, as most still consider "Androdyne" to be a dangerous subhuman group that has thankfully been dealt with, but you have a +2 reaction from fellow members of your minority. [-10]

 Unfit

You're 15 years out of shape. This gives you a -1 to all HT rolls to remain conscious, avoid death, resist disease or poison, etc. It doesn't reduce the attribute or effect any HT-based skills, though, but it does cause you to lose FP at twice the normal rate. This has been more embarrassing than anything else, even the weight... [-5]

 Quirk: Careful

You are naturally cautious, always on the lookout for danger. You dedicate extra time and money to preparations before venturing into a dangerous situation. [-1]

 Quirk: Likes Swarmbots

You have something of an obsession with nano- and cyber-swarms. Swarmbots are just awesome! You love to watch them, own them, repair them, tinker with them, design them. Everything about swarms captivates you. [-1]

 Quirk: Nosy

You're always poking your nose into corners and everyone else's business (which is likely to result in the occasional reaction penalty.) [-1]

 Quirk: Proud

Individual success, wealth and social standing concerns you greatly. [-1]

 Quirk: Responsive

You are able to imagine the feelings and motivations of others -- and all other things being equal, you are inclined to help them. [-1]

Biokinesis

 Aura Reading III

With concentration and effort, you can perceive the basic life force that permeates all human beings. It takes you about 10 minutes to read someone's aura, after which you can make a skill roll at -1 for every yard between you and the subject. Close contact gives a bonus; a willing subject will usually allow contact sufficient for a +3 to the roll. A successful roll reveals the subject's aura, showing how many HP or FP your subject has, the presence of any diseases or infections and vague information about his emotional state. A second follow-up roll requiring one second reveals more detail: the names of specific diseases, primarily, and any subtle long-term problems that the subject might possess, or information about his genetic make-up. [13]

 Cure I

You're one of the people who gives the Guild for the Rational Assessment of Psi their nickname: a Healer. You can heal others with a second of concentration, direct contact (skin to skin) and a roll against your Cure skill. This is at a -2 penalty if the subject is unconscious, -1 to -15 to cure a disease, and a cumulative -3 penalty for every successful use on the same subject within 24 hours. Healing is very exhausting work; a failure on the skill roll costs you 1d FP, and successful invocations require fatigue as well. Healing injuries requires 1 FP for every 2 HP's healed, while curing a disease costs FP equal to twice the absolute value of the penalty required. [18]

Psionic Skills
includes talent bonuses
Aura Reading15-IQ+0[1]
Cure16-IQ+1[2]
+ Self-Healing 16- Skill+0 [6]