Harpram Gavers

Dartel Tarkin's page

36 posts. Alias of The Wyrm Ouroboros.


Full Name

Dartel Tarkin

Race

MECH 3D+2:: KK-216 5D+2 | PER 3D:: | STR 2D+2:: Brawl 3D | TECH 2D+2:: First Aid 3D, KK-216 Repair 4D |

Classes/Levels

Blast Vest +1D Phy, +1 Nrg | BlasTech DL-6H:: 5D, 25r, 3-10/30/120 | Work Knife +2, Diff 5 || Move 10

Gender

Male Human Smuggler | DEX 3D+1:: Blaster Pistol 5D+1, Dodge 4D+1 | KNO 2D+1:: Languages, Systems, Streetwise, Tactics 3D, Species 3D+1 |

About Dartel Tarkin

Dartel Tarkin (yes, those Tarkins)
Human Male
Smuggler
29 SY, 1.77m, 79.2 kg

A solidly-built generalist, while Dartel Tarkin possesses the characteristic face of the family with its narrowness and high cheekbones, the family tendency towards hollowness is somewhat softened by Dartel's love of good food -- when he can get it. He has (fortunately or unfortunately) fallen into a life of dubious morality, but he is -- seems -- certain to take life as it comes and wrangle the most out of it that he can.

Attributes and Skills:
DEXTERITY: 3D+1
Blaster -- 4D+1
-- Blaster Pistol -- 5D+1
Dodge -- 4D+1
. . . Brawling Parry, Pick Pocket, Running
. . . Archaic Guns, Blaster Artillery, Bow, Bowcaster, Grenade, Lightsaber, Melee Combat, Melee Parry, Missile Weapons, Thrown Weapons, Vehicle Blasters

KNOWLEDGE: 2D+2
Alien Species -- 3D+1
Languages -- 3D
Planetary Systems -- 3D
Streetwise -- 3D
Tactics -- 3D
. . . Bureaucracy, Intimidation, Law Enforcement, Survival, Value
. . . Business, Cultures, {A} Law, Scholar, {A} Science, Willpower

MECHANICAL: 3D+2
Space Transports -- 4D+2
-- KK-216 -- 5D+2
. . . (7D+1 w/ ship's maneuverability -- avg 25)
. . . Astrogation, Communications, Sensors, Starship Gunnery, Starship Shields
. . . Archaic Starship Piloting, Beast Riding, Capital Ship Gunnery, Capital Ship Piloting, Capital Ship Shields, Ground Vehicle Operation, Hover Vehicle Operation, Jet Pack Operation, Powersuit Operation, Repulsorlift Operation, Rocket Pack Operation, Starfighter Piloting, Swoop Operation, Walker Operation

PERCEPTION: 3D
. . . Bargain, Command, Con, Hide, Investigation, Persuasion, Search, Sneak
. . . Forgery, Gambling

STRENGTH: 2D+2
Brawling -- 3D
. . . Lifting, Stamina
. . . Climbing/Jumping, Swimming

TECHNICAL: 2D+2
First Aid -- 3D
Space Transports Repair -- 3D
-- KK-216 Repair -- 4D
. . . Blaster Repair, Computer Programming/Repair, Demolitions, Security, Starship Weapon Repair
. . . Armor Repair, Capital Ship Repair, Capital Ship Weapons Repair, Droid Programming, Droid Repair, Ground Vehicle Repair, Hover Vehicle Repair, {A} Medicine, Repulsorlift Repair, Starfighter Repair, Walker Repair

Typically In/Carrying:
Blast Vest
Work Clothes
Tool Harness
Work Knife, STR + 2 (3D+2), Difficulty 5
BlasTech DL-6H heavy blaster pistol (5D, 3-10/30/120, 25r)
Standard blaster power pack (#2)
comlink, datapad

Money: 165cr
RP Note: 47,000 credits owed to a crime boss (but see 'The Truth' below).

Gear (In Ship):

Power Scanner, Fusion Cutter, Plasma Welder, Tool Harness
Vehicle Tool Kit, Computer Tool Kit

Business Clothes

Standard blaster power pack (#2)
Medpac (#2)
Breath mask

Move: 10
Force Points: 1
Dark Side Points:
Character Points: ??

Wound Status:
(Stunned, Wounded, Wounded 2, Incapacitated, Mortally Wounded)
--------------------

The 'Kanga Tor':

(Numbers/notations in parentheses are for unmodified KK-216 Transports.)

Craft: Modified KondoKraftwerk KK-216 Transport
. . . Reskinned CEC YT-2400 Transport
Type: Light freighter
Scale: Starfighter
Length: 24 meters
Skill: Space transports:: KK-216
Crew: 2, skeleton: 1/+10
Passengers: (4) 6
Cargo Capacity: (150, 3 x 50) 92 metric tons, 2 x 46T w/ environmental converters
. . . Smuggling Capacity: 5T Scanner Resistant
Consumables: 2 months
Cost: (100,000 (new), 25,000 (used)) 188,000 (new), 47,000 (used)
Hyperdrive Multiplier: (x2) x1
Hyperdrive Backup: (x12) x10
Nav Computer: Yes
Maneuverability: (2D) 1D+2
Space: (5) 6
Atmosphere:(280; 800 kmh) 330; 950 kmh
Hull: (4D) 5D
Shields: (1D) 2D
Sensors:
. . Passive: 25/1D
. . Scan: 50/2D
. . Search: 75/2D+2
. . Focus: 2/3D
Weapons: (None)
. . Heavy Double Laser Cannon
. . . . . Fire Arc: Turret
. . . . . Skill: Starship gunnery:: laser cannon
. . . . . Fire Control: 1D+2
. . . . . Space Range: 1-3/12/25
. . . . . Atmosphere Range: 100-300/1.2/2.5 km
. . . . . Damage: 5D

Capsule: When KondoKraftwerk started reviewing their new designs, the 'classic saucer' caught the eye of the top executives, and work began. With feedback by numerous traders on previous designs, the KK-216 was engineered -- some say 'overengineered' -- for the necessities of getting in and out through pirate-infested fringe zones quickly and safely. With good maneuverability, a heavier hull, improved sensors, and plenty of power (and room!) to spare for any upgrades the ship's captain felt necessary, the KK-216 has been a boon to many a trader, possessing a much clearer field of vision for the cockpit crew as well as an extremely convenient forward-opening cargo access.

Ship's History: In the several decades since it came out of KondoKraftwerk's yards, the 'Kanga Tor' has undergone many modifications. The original central cargo hold has been lost in order to accomodate a dorsal turret carrying a double heavy laser cannon, with room for a ventral weapon in the future. The hyperdrive has been improved, while space for two extra passengers (and a greater amount of leisure and work room) expanded the craft's attractiveness to people needing to get somewhere ... discreetly. Shields have been upgraded, and the hull has been reinforced (albeit at a ding to the ship's maneuverability), and environmental converters to enable the transfer of live cargo of many different types.

Most important to the previous owner and his patron, five tons worth of scanner-resistant* smuggling room chewed up twenty-five tons of cargo space -- which, for a baseline KK-216, virtually vanishes in the space -- in two one-ton compartments in each of the cargo bays, as well as three one-ton compartments in the former central cargo bay. A score of different compartments of similar concealability have been built throughout the ship, each between 5 and 20kg and adding another 0.2 tons worth of space, though they are rarely used for 'primary' smuggling.

It was at this point that the 'Kanga Tor' fell into Dartel Tarkin's hands, the result of a bet on a race, a linguistic misunderstanding, a firefight between Dartel and a certain third party invested in the other fellow's prospects, and a fast getaway that left behind a couple of corpses. Since then, the 'invested third party' has informed Dartel that the debt was carried by the ship, not by the owner -- and that he now owes a rather large chunk of change. Since he's had it, the only thing Dartel has done to the ship is improve its sub-light engines -- because being a snail has never been a good idea -- but he has some ideas on further improvements ...

Small Smuggling Compartments: There are twenty small scanner-resistant compartments scattered throughout the ship, as follows:

20 kg :: Captain's cabin, first mate's cabin
15 kg :: Medical (unfound), wall of Cargo A, wall of cargo B (unfound), armory (unfound), armory
10 kg :: Medical (unfound), engineering space (between drives), gun turret, landing ramp
5 kg :: Medical, refresher (unfound), back of captain's chair, passenger cabin x6 (one each)

Dartel is not aware of several of these compartments.

* - Scanner-resistant compartments: Requires a Very Difficult Perception/search roll to locate with the naked eye; does not show up on scanners at all.

The KK-216 uses the deck plan (slightly downsized, without the weapons on the sides and with the central cargo space bay converted to turret-pit and lounge when not in use for cargo shifting) of the Nova-Drive 3-Z Light Freighter from the 'Stock Ships' book.

Future Plans

Spoiler:
Improve hyperdrive to 1/2; acquire and replace the baseline SoroSuub Boav Ion Drive (Space 4) with a military-grade drive (Space 8+), then improve that sucker. A heavy double laser cannon or twin heavy ion cannon turret; 2x proton torpedo launchers (fore); light blaster cannon for anti-personnel ground use.

The Truth ... ?:

Having read the story so far, and since the 'memory overlay' is being applied to him I'm presuming that Dartel is part of the team (or part of a similar team), my brain has been going ... 'so okay, that's all well and good, but ... who is Dartel really??

What my brain has since roughly thrown out are a few ideas that mostly hang together ...

* - Dartel has had some Brawling combat training; ideally this would lead into martial arts (if we're using the 'D6 Martial Arts Revised' book).

* - Dartel went to the Imperial Naval Academy, but between his family influence and doing too well in his mid-craft (e.g. space transports) piloting tests, wound up being selected to shuttle VIPs around dangerous areas and perhaps, if he was lucky, fly stormtrooper landing craft into hot zones.

* - The idea of Dartel's owing a crime boss money is not precisely accurate. While the acquisition of the Tor did happen more-or-less as laid out above, the individuals involved were not criminals, but rich folk. Dartel does own the Tor, and has for four years -- three more than what's said above. However, due to how he's used it, both Dartel and the Tor have several bounties on them, ranging from five to fifteen thousand credits; the sum total needed to pay off the crime syndicates, corporate headquarters/executives, and planetary/system governments (or governors) amounts to the 47,000 stated above.

* - At least one family member of the wealthy person Dartel killed after the title transfer cannot be bought off; this is going to result in bounty hunters seeking Dartel for the 'living only' capture-and-transport bounty on his head. This individual might be the very person he'd bet and raced against (and he'd killed the person who'd come to stop the transfer), or might be the parent/sibling/child/cousin/etc. of that individual.
. . . . Getting the situation resolved will undoubtedly require confronting the primary architect in some manner -- whether that means meeting them for a formal duel, standing before a judge or arbiter to decide the penalty to be paid (not necessarily in credits) or turning them and their house into a crater is for the GM to decide. Who knows, perhaps all the family wants is an item (family heirloom, key to the beach house, whatever) to be found inside one of the compartments Dartel has yet to discover.

* - As a result of the post-bet misadventure, however, Dartel keeps his blaster set to 'stun'. His compatriots will know things have really gotten serious when his forefinger pushes the selector out of that setting.

* - The Tor's previous (wealthy) owners did most of the legal modifications. The ship was used as personal transport for the owner, their close friends and lackeys, and the riding beasts they raced, which were transported in the other two holds. The improved hyperdrive, the extra passenger space, the environmental converters all originated from this. They also sourced the smuggling compartments in all the cabins as well as the 5-kg-sized one in medical.

* - Dartel's departure from the Imperial Navy was directly due to his acquisition of the Kanga Tor; wealthy families have political influence, and the events of the bet and aftermath convinced Lt. Cmdr Tarkin that there would be Serious Issues if he stuck around; he literally 'jumped ship', abandoning his post and taking the Tor out to the Colonies. There he made contact with the (Alliance?), and once in a less dangerous location, Dartel offered his skills and the ship under his command as a special operations platform -- if they upgraded a few things.
. . . A number of successful operations later, payment via upgrades for the Tor's use has resulted in the ship sporting a reinforced hull, improved shields, and weaponry sufficient to fight its way through local blockades (mostly non-Imperial) and give local pirates pause -- though a second turret would certainly be useful. The five large smuggling compartments were added to improve the chance to sneak operational / advisory teams and/or highly-illegal materiel (such as heavy weapons) into (and sometimes out of) high-value areas ripe for rebellion, and have seen use several times.

* - Dartel (and crew) have improved the sublight engines themselves, but Dartel at least has been angling to persuade the Alliance to put a x1/2 hyperdrive and a hot (Space: 10) or nova-hot (Space: 12) sublight engine into the Kanga Tor in order to help it blow past virtually any standard capital ships used to enforce blockades. With that kind of sublight speed -- especially if the Alliance ponies up for the better drive -- the Tor could outrun even starfighters, giving the team time to insert their cargo before needing to dust off.

* - Officially, Dartel is not (or at least was not) a captain; the Imperial Navy reserves that title for the commanders of more significant craft, such as capital ships. For shuttles, cargo transports, and light combat craft, the shipmasters are typically lieutenants, lieutenant commanders, or commanders. Through his own skill and family influence by the Tarkins (perhaps including his distant uncle the Moff/Grand Moff), by the time Dartel left (due to not wanting to be a glorified taxi driver for high-value targets -- and, after the problems with the acquisition of the Kanga Tor, the likelihood that he'd likely wind up as the commander of a prisoner transport or something) the Imperial Navy at age 25 he'd made Lieutenant Commander. This may (or may not) be his official rank in the Rebellion; who knows, maybe he's been promoted.

Header Info:

Race: MECH 3D+2:: KK-216 5D+2 | PER 3D:: | STR 2D+2:: Brawl 3D | TECH 2D+2:: First Aid 3D, KK-216 Repair 4D |

Class: Blast Vest +1D Phy, +1 Nrg | BlasTech DL-6H:: 5D, 25r, 3-10/30/120 | Work Knife +2, Diff 5 || Move 10

Gender: Male Human Smuggler | DEX 3D+1:: Blaster Pistol 5D+1, Dodge 4D+1 | KNO 2D+1:: Languages, Systems, Streetwise, Tactics 3D, Species 3D+1 |