Survivor

Emilyene Shadye's page

83 posts. Alias of fnord72.


About Emilyene Shadye

Emilyene Shadye
8C9BC9

Appearance:
Emilyene is rather slight of build, with quick reflexes. Her jumpsuit has been modified and scavenged from two different uniforms. She's sewn on a few extra pockets and loops for tools and gadgets. She keeps her red hair trimmed short for when she needs to get into a vacc suit.

SKILLS:

Admin 0:
This skill covers bureaucracies and administration of all sorts,
including the navigation of bureaucratic obstacles or disasters. It
also covers tracking inventories, ship manifests and other records.
Avoiding close examination of papers: Education or Social Standing,
10–60 seconds, Average (+0).
Dealing with police harassment: Education or Social Standing,
10–60 minutes, Diffi cult (–2).

Athletics 0:
The character is a trained athlete and is physically fi t. The Athletics skill effectively augments a character’s physical characteristics: there is never an untrained penalty for not having the Athletics skill, you just use your Strength, Dexterity or Endurance DM as normal. Likewise, where a situation might call for a Strength, Dexterity or Endurance check you can always use the appropriate Athletics speciality to boost your roll.

Carouse 0:
Carousing is the art of socialising; of having fun, but also ensuring that other people have fun, of infectious good humour. It also covers social awareness and subterfuge in such situations.
Drinking someone under the table: Endurance, 1–6 hours, difficulty varies by liquor, Opposed.
Gathering rumours at a party: Social Standing, 1–6 hours, Average (+0).

Deception 1:
Deception allows a character to lie fluently, disguise himself, perform sleight of hand and fool onlookers. Most underhanded ways of cheating and lying fall under deception.
Convincing a guard to let you past without ID: Intelligence, 1–6 minutes, Very Difficult (–4).
Palming a credit chit: Dexterity, 1–6 seconds, Average (+0).
Disguising yourself as a wealthy noble to fool a client: Intelligence or Social Standing, 10–60 minutes, Diffi cult (–2).

Drive (Tracked) 0:
For tanks and other vehicles that move on tracks.
Manoeuvring (or smashing, depending on vehicle) through a forest: Dexterity, 1–6 minutes, Diffi cult (–2).
Driving a tank into a cargo bay: Dexterity, 10–60 seconds, Average (+0).

Electronics (Computers) 2:
Computers: Using and controlling computer systems, and similar electronics and electrics.
Accessing Publicly Available Data: Easy (4+) Electronics (computers) check (1D minutes, INT or EDU).
Activating a Computer Program on a Ship’s Computer: Routine (6+) Electronics (computers) check (1D x 10 seconds, INT or EDU).
Searching a Corporate Database for Evidence of Illegal Activity: Difficult (10+) Electronics (computers) check (1D hours, INT).
Hacking into a Secure Computer Network: Formidable (14+) Electronics (computers) check
(1D x 10 hours, INT). Hacking is aided by Intrusion programs and made more difficult by Security
programs. The Effect determines the amount of data retrieved; failure means the targeted system may be able to trace the hacking attempt.

Engineer (Life Support) 1:
The Engineer skill is used to operate and maintain spacecraft and advanced vehicles. This skill has several specialities. See also Spacecraft Operations, page 137. Engineer can be used to make repairs on damaged systems on spacecraft and advanced vehicles. For repairs on simpler machines, see Mechanic on page 56.
Life Support: Covers oxygen generators, heating and lighting and other necessary life support systems.
Safely reducing power to life support to prolong a ship’s battery life: Education, 1–6 minutes, Average (+0).

Engineer (Power) 1:
Power: Maintaining and operating a spacecraft’s power plant.
Overcharging a ship’s power plant to get extra output: Intelligence, 1–6 minutes, Difficult (–2).

Flyer (Grav) 0:
This covers air/rafts and other vehicles that use gravitic technology. Grav vehicles have theoretically perfect manoeuvrability and can hover, but skill checks may be
necessary when performing high-speed aerobatics.

Jack of all Trades 3:
The Jack of All Trades skill works differently to other skills. It reduces the unskilled penalty a character receives for not having the appropriate skill by one for every level of Jack of All Trades. For example, if a character does not have the Pilot skill, he suffers a –3 DM to all Pilot checks. If that character has Jack of All Trades 2, then that penalty is reduced by 2 to a –1 DM. With Jack of All Trades 3, a character can totally negate the penalty for being unskilled.
There is no benefit for having Jack of All Trades 0 or Jack of All Trades 4 or more.

Mechanic 2:
The Mechanic skill allows the character to maintain and repair most equipment – some advanced equipment and spacecraft components may require the Engineer skill (see page 54). Unlike the narrower but more useful Engineer or Science skills, Mechanic does not allow a character to build new devices or alter existing ones – it is purely for repairs and maintenance but covers nearly everything.
Repairing a damaged system in battle: Intelligence or Education, 1–6 minutes, Average (+0)

Medic 0:
The Medic skill covers emergency first aid and battlefield triage as well as diagnosis, treatment, surgery and long-term care. See Injury and Recovery, page 74.
First aid: Education, 1–6 minutes, Average (+0). The patient regains lost characteristic points equal to the Effect.
Treat poison or disease: Intelligence, 1–6 hours, Average (+0).
Long-term care: Education, 1–6 hours, Average (+0).

Melee (Unarmed Combat) 0:
The melee skill covers attacking in hand-to-hand combat. See the Combat chapter starting on page 60 for more details.
Unarmed Combat: Whether it is trained martial arts or street fighting learned the hard way, this is the skill for using your body as a weapon.

Science (Chemistry) 1:
There are four separate Science skills – Physical Sciences, Life Sciences, Social Sciences and Space Sciences. Each science skill has a number of specialisations. Science skills cover not just knowledge but also practical application of that knowledge where such practical application is possible.
Chemistry: The study of matter at the atomic, molecular, and macromolecular levels

Steward 0:
The Steward skill allows the character to serve and care for nobles and high-class passengers. It covers everything from proper address and behaviour to cooking and tailoring, as well as basic management skills. Each level, including level 0, of Steward skill allows a character to care for two high passage passengers or five middle passage passengers. See Passengers, page 160.
Cooking a fine meal: Education, 1–6 hours, Average (+0).
Calming down an angry Duke who has just been told that you won’t be jumping to his destination on time: Social Standing, 1–6 minutes, Diffi cult (–2).

Streetwise 0:
A character with the Streetwise skill understands the urban environment and the power structures in society. On his homeworld and in related systems, he knows criminal contacts and fixers. On other worlds, he can quickly intuit power structures and can fi t into local underworlds.
Finding a dealer in illegal materials or technologies: Intelligence, 10–60 hours, Average (+0).
Evading a police search: Intelligence, 10–60 minutes, Diffi cult (–2).

Trade 1:
A character with a Trade skill is trained in producing some useful goods or services. There are many different Trade specialities, but each one works the same way – the character can make a Trade check to earn money on a planet that supports that profession. The amount of money raised is 100 Credits the Effect of the check per month. Unlike other skills with specialties, levels in the Trade skill do not grant the ability to use other specialties at skill level 0. Each specialty must be learned individually. Someone with a Trade skill of 0 has a general grasp of working for a living but little experience beyond the most menial jobs.
Example Trades include:
• Biologicals: Engineering and managing artificial organisms.
• Civil Engineering: Designing structures and buildings.
• Space Construction: Building orbital habitats and megastructures.
• Hydroponics: Growing crops in hostile environments.
• Polymers: Designing and using polymers.
On some worlds other skills, such as Animals or Computers, may be used to earn a living in the same manner as Trade skills.

Vacc Suit 0:
The Vacc Suit skill allows a character to wear and operate spacesuits and environmental suits. A character will rarely need to make Vacc Suit skill checks – merely possessing the skill is enough. If the character does not have the requisite Vacc Suit skill for the suit he is wearing, he suffers a –2 DM to all skill checks made while wearing a suit for each missing level.

Equipment:

Vacc Suit (TL 12): The vacc suit or space suit is the spacer’s best friend, providing life support and protection when in space. Early vacc suits are unwieldy and uncomfortable, but they quickly shrink as technology advances. A vacc suit provides a breathable atmosphere and protection from the extremes of temperature, low pressure and radiation typically found in a hard vacuum, for six hours. At TL 14, ‘tailored’ vacc suits feel like ordinary clothing with a flexible hood
and face mask. Protection 6, Mass 12kg
Hand Computer (TL 12): A hand computer is a portable computer system with considerable processing power. It is more powerful than a computer terminal, and can be used without access to a network. A hand computer costs twice as much as a normal computer of the same TL but can he held in one hand and operated with the other. Computer/3, Mass .5kg
Software:
Agent 1 Agent programs have a Computer skill equal to their rating, and can carry out tasks assigned to them with a modicum of intelligence. For example, an agent program might be commanded to hack into an enemy computer system and steal a particular data fi le. They are effectively specialised combinations of Computer Expert and Intellect programs.
Database A database is a large store of information on a topic that can be searched with a
Computer check or using an Agent.
Expert 2 (Electronics: Computers) Expert programs mimic skills. A character using an expert system may make a skill check as if he had the skill at the program’s rating –1. Only Intelligence and Education-based checks can be attempted. If the character already has the skill at a higher level then an Expert program grants a +1 DM instead.
Electromagnetic Probe (TL 10): This handy device detects the electromagnetic emissions of technological devices, and can be used as a diagnostic tool when examining equipment (+1 DM to work out what’s wrong with it) or when searching for hidden bugs or devices. Cr 1,000. The Sensors or Investigation skills can be used to sweep a room for bugs.
Toolkit:
Electronics (Computers) Technical skills require specialist tools of various kinds. These kits contain diagnostic sensors, hand tools, computer analysis programs and spare parts. All kits cost Cr. 1,000 and weigh 12 kg.
Engineer (Life Support): Required for performing repairs and installing new equipment.
Engineer (Power): Required for performing repairs and installing new equipment.

Personal Basics:
Spanner Wrench, Leatherman, pocket knife, roll of duct tape, superglue, paperclips and safety pins, vacuum pen, assorted odds and ends typical of an engineer/mechanic.
Homemade external frame backpack.

Shotgun 4d6, Recoil 2, Mass 4kg, Magazine 6, spare rounds 18.

Background:

Dad is a database admin in charge of record maintenance and mom is an engineer.

Her mom frequently tells her that she was born with a datapad in one hand and a spanner wrench in the other. With a keen intellect and a strong mechanical sense, Emilyene absorbed information at a prodigious rate. She's followed in her mom's footsteps and works as a general troubleshooter when she isn't working with the environmental systems.

Growing up on Thoth didn't allow for having much of a childhood. She learned early on from listening to her parents that the base was struggling. As such, she often stays up late reading through tech manuals and old data files looking for innovative ways to keep the base running.