Attributes | ||||||
ST | 10 | [0] | HP | 15/15 | [10] | |
---|---|---|---|---|---|---|
DX | 17 | [80] | Will | 14 | [0] | |
IQ | 14 | [80] | Per | 15 | [5] | |
HT | 14 | [20] | FP | 16/16 | [6] |
Basic Lift: 29 lbs Basic Speed: 8.25 [0], Basic Move: 8 [0] Damage: Thrust 1d-2, Swing 1d Defenses: Dodge 12-, Parry (Force Sword) 12- Languages [6]: Daevonic (Native), Galactic English (Native) Reactions: +2/+4 from Appearance, -1 from Social Stigma (Alien Upbringing).
Condtional: +3 from Hot Pilot from other pilots, +2 from Sense of Duty (Ship's Crew) when in dangerous situations if this trait is known, +2 from Overconfidence from young or naive individuals, +1 from Compulsive Carousing when from like-minded extroverts, -1 from Compulsive Carousing when from sober-minded citizens (up to -4), -2 from Overconfidence from experienced NPC's.
< Sabine Notes? | Sabine Page | Sabine Equipment? >
Skills | |||
Skill/TL (Specialty) | Level | Rel. Lvl | Cost |
---|---|---|---|
Area Knowledge (Core Worlds) | 14- | IQ+0 | [1] |
Armoury/11 (Small Arms) | 13- | IQ-1 | [1] |
Artillery/11 (Guided Missiles) | 15- | IQ+1 | [4] |
Battlesuit/11 | 18- | DX+1 | [4] |
Beam Weapons/11 (Pistol) | 18- | DX+1 | [2] |
Beam Weapons/11 (Rifles) | 17- | DX+0 | [1] |
Body Sense | 17- | HT+3 | [4] |
Includes: +3 from 3D Spatial Sense | |||
Carousing | 15- | HT+1 | [2] |
Cartography/11 | 13- | IQ-1 | [1] |
Computer Operation/11 | 14- | IQ+0 | [1] |
Dancing | 16- | DX-1 | [1] |
Diplomacy | 13- | IQ-1 | [2] |
Electronics Operation (Comm) | 14- | IQ+0 | [2] |
Electronics Operation (EW) | 14- | IQ+0 | [2] |
Electronics Operation (Sensors) | 15- | IQ+1 | [4] |
Erotic Art (Human) | 20- | DX+3 | [2] |
Includes: +3 from Flexibility | |||
Fast-Draw (Force Sword) | 18- | DX+1 | [1] |
Includes: +1 from Combat Reflexes | |||
Fast-Draw (Pistol) | 18- | DX+1 | [1] |
Includes: +1 from Combat Reflexes | |||
First Aid/11 (Human) | 14- | IQ+0 | [1] |
Force Sword | 17- | DX+0 | [2] |
Free Fall | 18- | DX+1 | [1] |
Includes: +2 from 3D Spatial Sense ] | |||
Gambling | 13- | IQ-1 | [1] |
Gunner/11 (Beams) | 20- | DX+3 | [1] |
Includes: +3 from Hot Pilot | |||
Gunner/11 (Cannon) | 20- | DX+3 | [1] |
Includes: +3 from Hot Pilot | |||
Gunner/11 (Rockets) | 20- | DX+3 | [1] |
Includes: +3 from Hot Pilot | |||
Holdout | 15- | IQ+1 | [4] |
Karate | 17- | DX+0 | [4] |
Leadership | 13- | IQ-1 | [1] |
Mechanic/11 (High Performance Spacecraft) | 13- | IQ-1 | [1] |
Meditation | 14- | Will+0 | [4] |
Mind Block | 14- | Will+0 | [2] |
Navigation/11 (Space) | 20- | IQ+6 | [4] |
Includes: +2 from 3D Spatial Sense, +3 from Hot Pilot | |||
Observation | 18- | Per+3 | [1] |
Includes: +4 from Acute Vision | |||
Piloting/11 (Aerospace) | 20- | DX+3 | [1] |
Includes: +1 from 3D Spatial Sense, +3 from Hot Pilot | |||
Piloting/11 (Helicopter) | 20- | DX+3 | [1] |
Includes: +1 from 3D Spatial Sense, +3 from Hot Pilot | |||
Piloting/11 (High Performance Spacecraft) | 22- | DX+5 | [4] |
Includes: +1 from 3D Spatial Sense, +3 from Hot Pilot | |||
Piloting/11 (Low Performance Spacecraft) | 20- | DX+3 | [0] |
Includes: +1 from 3D Spatial Sense, +3 from Hot Pilot | |||
Public Speaking | 13- | IQ-1 | [1] |
Savoir-Faire (Military) | 15- | IQ+1 | [2] |
Sex Appeal (Human) | 18- | HT+4 | [2] |
Includes: +4 from Appearance | |||
Shiphandling/11 (Spaceship) | 15- | IQ+1 | [6] |
Sleight of Hand | 16- | DX-1 | [2] |
Soldier/11 | 13- | IQ-1 | [1] |
Spacer/11 | 14- | IQ+0 | [1] |
Streetwise | 13- | IQ-1 | [1] |
Swimming | 15- | HT+1 | [2] |
Tactics | 14- | IQ+0 | [4] |
Teaching | 13- | IQ-1 | [4] |
Vacc Suit/11 | 16- | DX-1 | [0] |
Zero-Gravity Acrobatics | 19- | DX+2 | [4] |
Includes: +2 from 3D Spatial Sense |
Template: Apollo III
The Apollo series was one of the Core World's most ambitious projects, and AP-III-JNS ("Sabine") was one of their crowning achievements. She took up from her training almost as soon as she was decanted and quickly proved herself a relentless soldier. While the doctors examined her DNA her trainers pushed her all the harder. By the time she was three, she'd proven herself among the best of the Apollos, and was even trusted in the non-secured sections of the Military Base with a few friends. Troublemaking! Then, all of a sudden, the doctors left and took most of their equipment with them. When the Officer in Charge of the program showed, all the Apollo's were told is that the program was being shut down and they were being discharged. Not long after the discharge, Apollo's started to disappear. Someone was finishing them off one by one. When official inquiry got basically no responce, it was decided to run for it and scatter. It wasn't hard to get off system, scattering to the four winds. You took a route from Core III to Market and eventually to Garden, where you've been piloting some intersystem craft for a while, looking for a better job. [125]
Ambidexterity
You have full use of both hands,with no penalties for using the "off" hand. This doesn't allow extra actions in combat in and of itself. [5]
Appearance (Beautiful) Biomod: Telescopic Vision
After a long string of successful performances, the Doctors gave you a Proteus Nanovirus to further boost your vision. This gives you the Telescopic Vision I advantage, allowing you to ignore -1 in Range Penalties (-2 with an Aim Maneuver), and functioning as a telescopic sight allowing up to +1 Accuracy per level with ranged attacks provided you take an Aim manuever for seconds equal to the bonus. While you find this modification useful, there was little talk of adding this trait to your genetic strain, as it was ruled of marginal use in space combat -- your primary intended function. [5]
Courtesy Rank (Military) 4 Contact: Old Military Friends
Some old friends you maintain in the Core World's military. They have an effective Intelligence Analysis skill of 15-, can be contacted without much trouble (9-) if you find yourself in the general neighborhood of the Core Worlds (-30%). On a failure of his skill roll, your Contact doesn't know and can't find out. On a critical failure he lies and on a natural 18 he'll tell the authorities what you've been asking. [7]
Cybernetic: Implant Biomonitor
This implant monitors your vital signs: pulse, heartbeat, blood pressure, respiration, brainwaves, blood sugar, and alcohol levels as well as the overall condition of your cybernetics. It includes a small wrist display and can connect to a neural interface or computer implant. It gives a +2 bonus to any First Aid, Diagnosis or Physician roll on the character, as long as the medic is able to see the display (such as by jacking into its port). Halve the bonus if the character has to describe the results to the medic. [1]
Fit
You receive +1 to all HT rolls, though this does not improve your HT attribute or HT-based skills. You recover FP at twice the normal rate. [5]
Lifting ST 2
You have an effective ST of 12 for the purposes of calculating your Basic Lift and tracking Encumbrance. [6]
Talent: Hot Pilot 3
You're a natural the cockpit. You receive your bonus on Gunner (any), Navigation (Air or Space), and Piloting (all types). Other pilots react to you at +3, and you learn the above skills 30% faster than those without this Talent. [15]
Perk: Deep Sleeper
You can fall asleep in all but the worst conditions and sleep through most disturbances. You never suffer any penalties for poor quality of sleep. Despite your propensity to sleep, you still automatically awaken if need, due to your Combat Reflexes. [1]
Perk: Yay, Food Paste!
You love the taste of Food Paste. You're okay with Survival Packs too, but Food Paste... Mmm! No matter what kind of food they try to feed you on ship, you're generally pretty content if not downright happy. This can provide a +1 to Survival rolls in certain situations, and you can usually save some money buy getting your food paste in bulk. [1]
Charitable
You are acute aware of others emotions and feel compelled to help those around you - even legitimate enemies. Make a Self Control (15-) roll in any situation where you could render aid or are specifically asked to help, but should resist the urge. If you fail, you must offer assistance, even if that means violating orders or walking into a potential trap. [-7]
Code of Honor (Soldiers)
You uphold an informal code, common among soldiers. It deals with being tough but fair, looking out for buddies, being willing to fight and die for your unit, obeying the rules of war, treating honorable enemies with respect, and so on. This is self-enforced, but informs most areas of life. [-10]
Compulsive Carousing
You cannot resist the urge to Party! Well, at least not without a Self-Control (12-) roll first. You have to seek out a social gathering and lounge around at least once a day; feasting, drinking, singing, and joking for at least an hour! You'll crash if not invited, and attempt to liven things up if there's nothing at all happening. You'll spend money, try mind-altering substances, never refuse a social drink, and don't get picky about romantic partners. You get +1 reaction from like-minded extroverts, and -1 or worse from sober-minded citizens. Most XO's will react at -4 or so to this kind of behavior on a warship! [-5]
Dependent ("Jock")
"Jock" is a fellow member of the project, and one of the Apollo I's. Unlike the III's and IV's, the I's and II's didn't quite have a genetic makeup that's strictly viabl and they're prone to all sorts of upsetting defects which make them not-useful as pilots. In the case of I's like Jock, more or less ANYTHING is hard. You've taken him with you thus far, to Garden, and have gotten him a job on the Cherry Blossom handling cargo and taking care of passengers' belongings. He's built on 100 points, and appears in a story quite often (12-), though you don't quite consider him family -- he's just a military buddy whose in bad shape. He goes by Jock. [-20]
Duty (Pilot)
You are the Pilot of the Cherry Blossom's, under Captain Kirke Esmebrythe, and thus a member of her crew. You are quite often "on duty" (12-). [-10]
Enemy (Killer)
Ever since your discharge, someone has been stalking your strain. A number of you were killed, and the sporadic communication you've been able to manage since then suggests that the killer is still on the trail of you and your fellow Apollo's. While information is rather barren, it seems to be one person, which is somewhat frightening. Apollo's are, after all, genetically engineered super-soldiers ('cept for the Strain I's). So who do hey send to kill you? [-12]
Enemy (Watchers)
Someone out there is keeping an eye on you. You aren't sure who it is or what they want; it's probably your government, maybe? Regardless, this and the killer are probably all tied up in the reason that the Apollo Program was shut down and you'll probably have to find out what's going on at some point. Other than that they show a great amount of capability and ability to track you, and must be a fairly large organization, you don't know much about your Watcher. [-9]
Sense of Duty (Ship's Crew)
You're genetically engineered to develop close family bonds with people you work with regularly, such as the crew of a ship you're assigned to. This takes some time to form, and can shift if you're put on a new ship, but both take a bit of time. And, of course, the Apollo has to be willing to form the new commitment. You can't just kidnap them and expect them to form a Crew-Bond with you. Once formed, this bond is intensely devout however: you won't betray or abandon your crew in any circumstance, and you always help a crew-member in need. [-5]
Social Stigma (Strange Upbringing)
As an Apollo, you're a quickly maturing and short-lived subrace of humanity. You grow to full adulthood in under four years, benefit from strange ingrown "instincts" built into your genetic code and are on many matters while growing in your creche. Your formal education begins within a few months, once you're weaned off dreamteachers and ready to begin actual study, and you're usually qualified for a pilot's license by the time your 2. All together, this strange upbringing makes it a bit hard to interact with others; take a -1 reaction penalty whenever this comes into play. [-5]
Xenophilia
You are instinctively fascinated and attracted by strangers and aliens, no matter how dangerous or frightening they appear to be. Make a Self-Control (12-) roll whenever you meet someone or something like this. If you fail, you assume that this person is interested in interacting with you socially. As partial compensation, you get a +2 bonus to Fright Checks when meeting strange creatures. Of course the downside is that you'll probably end up buying them a drink and/or losing 1d6 SAN. [-10]
Quirk: Dislikes Prudes
You don't get along well with people who have a stick up their butt. Unless its for purposes of recreation, of course. [-1]
Quirk: Dreamer
You have a -1 on any long task, because you tend to spend time thinking of better ways to do it, rather than working. [-1]
Quirk: Imaginative
You are a font of ideas, and are more than willing to share them with others! They may or may not be good ideas, of course... [-1]
Quirk: Likes Sex
'Nuff said. [-1]