Smaar Janderfut

Kenneth deLacie's page

41 posts. Alias of Daniel Stewart.


Race

Primary Skills:
Computers 4, Deception 3, Stealth 3, Streetwise 3, Gun Combat (Slug Pistol) 3, Investigate 2, Persuasion 2, Gun Combat (Slug Rifles) 1, Mechanic-1, Survival-1

Classes/Levels

Secondary Skills:
Remote Sensors 0, Sensors 0, Comms 0, Vacc Suit 0, Athletics 0, Gunnery 0

Gender

UPP 7B8865

About Kenneth deLacie

UPP 7B8865
(DEX +1, SOC/Charisma -1)

Primary Skills: Computers 4, Deception 3, Stealth 3, Streetwise 3, Gun Combat (Slug Pistol) 3, Investigate 2, Persuasion 2, Gun Combat (Slug Rifles) 1, Mechanic-1, Survival-1

0 - level skills:
Remote Sensors 0, Sensors 0, Comms 0, Vacc Suit 0, Athletics 0, Gunnery 0

PSI-7
Talents: Telepathy, Clairvoyance.

Equipment:
Hand Computer/3 (Software: Agent 1, Intellect 1, Database (Encyclopedia), Security 2, Translator 1, Intrusion 1, Intelligent Interface 1, Expert x2), Bug Audio/Visual/Data (x3), Radio Transciever, Comm Unit, Commdot (x10), Holoprojector, Medikit(x2), Binoculars , IR/UV Goggles, Armored Stealth Body Glove, Compact Comm Suite, Holographic Decoy, Intrusion Kit (TL 13), 100m Dissolving Rope, Sensor Goggles Autocam, Magnetic Intrusion Gear, Pocket Scrambler, Chameleon Uniform, Data-Corer, Gauss Pistol, Cloth Armor (TL-10), Personal Field Kit, Personal Survival Kit, Trauma Pack (TL-10)
5 Ship Shares
12,540cr

Kenneth's events are:

(21-24 years ago): Selected for specialized training.

(17-20 years ago): You pick up a new contact (Agent-Maxwell Thorn, code name Blackbird).

(13-16 years ago): You are tested for Psionics training.

(9-12 years ago): You are offered the opportunity to smuggle illegal items onto a planet.

(5-8 years ago): Selected for specialized training.

(1-4 years ago): You do things that you are not proud of, and will never speak of.

Character Generation:

Step 1: Characteristics
Roll 1: 2d6 ⇒ (6, 3) = 9
Roll 2: 2d6 ⇒ (5, 3) = 8
Roll 3: 2d6 ⇒ (4, 2) = 6
Roll 4: 2d6 ⇒ (1, 4) = 5
Roll 5: 2d6 ⇒ (3, 4) = 7
Roll 6: 2d6 ⇒ (6, 3) = 9
Roll 7: 2d6 ⇒ (3, 2) = 5
Placing the dice:
Strength: 9 (+1)
Dexterity: 9 (+1)
Endurance: 8 (0)
Intelligence: 7 (0)
Education: 6 (0)
Social Standing: 5 (-1)

Step 2 Homeworld
Home: Pixie, a low population, desert/vacuum world with A-class starport
Background Skills: 3 + 0 Edu DM
Survival 0
Vacc Suit 0
Comms 0

Step 3: Career
Service Career: Scouts, Exploration Branch
Basic Training Skills:
Athletics
Deception
Gun Combat
Investigate
Remote Ops
Sensors

Step 4: Mishaps, yea or nay
Nay

Step 5: Terms of Active Service
Roll 1: 1d6 ⇒ 4
Roll 2: 1d6 ⇒ 6
Roll 3: 1d6 ⇒ 1
4+6/2 plus 1 equals 6 Total Terms of Active Service

Step 6: Event Rolls
Roll 1: (15) Selected for specialised training. Gain one level of Stealth.
Roll 2: (64) You pick up a new contact. Roll 1d6 ⇒ 2: 1-3: Agent.
Roll 3: (65) Something odd has occurred. Roll 1d6 ⇒ 1: You are tested for Psionics training. You may test your Psionic Strength Potential and, if strong enough, take the Psionist career next term.
Roll 4: (41) You are offered the opportunity to smuggle illegal items onto a planet. If you accept, roll Deception or Persuade 8+ 2d6 ⇒ (6, 4) = 10 to gain Streetwise and an extra benefit roll.
Roll 5: (15) Selected for specialised training. Gain one level of Computer.
Roll 6: (16) You do things that you are not proud of, and will never speak of. Either gain Stealth.

Step 7: Advancement Rolls (EDU 8+)
Roll 1: 2d6 ⇒ (2, 4) = 6 No
Roll 2: 2d6 ⇒ (4, 4) = 8 Yes (+1 DEX)
Roll 3: 2d6 ⇒ (6, 5) = 11 Yes
Roll 4: 2d6 ⇒ (5, 1) = 6 No
Roll 5: 2d6 ⇒ (5, 3) = 8 Yes (Investigate)
Roll 6: 2d6 ⇒ (6, 2) = 8 Yes (Deception)

Ken has a total Rank of 4, Special Executive.
Ken has a total of 6+4=10 Skill Rolls.
Ken has a total of 7 Benefit Rolls.

Step 8: Skill and Training Rolls
Roll 1: 1d6 ⇒ 3 Gun Combat
Roll 2: 1d6 ⇒ 3 Deception
Roll 3: 1d6 ⇒ 5 Persuasion
Roll 4: 1d6 ⇒ 4 Investigate
Roll 5: 1d6 ⇒ 2 Deception
Roll 6: 1d6 ⇒ 2 Computer
Roll 7: 1d6 ⇒ 5 Computer
Roll 8: 1d6 ⇒ 6 Streetwise
Roll 9: 1d6 ⇒ 5 Persuasion
Roll 10:1d6 ⇒ 6 Streetwise

Step 9: Aging
Aging Roll:
2d6 - 6 ⇒ (5, 5) - 6 = 4 No Effect
2d6 - 6 ⇒ (4, 1) - 6 = -1 -1 END. -1 STR
2d6 - 6 ⇒ (3, 6) - 6 = 3 No Effect

Step 10: Benefits Rolls
6 Terms +1 Event +3 Rank
Roll 1: 1d6 ⇒ (5) Secret
Roll 2: 1d6 ⇒ (1) Gun Combat
Roll 3: 1d6 ⇒ (3) +1 INT
Roll 4: 1d6 ⇒ (6) TAS
Roll 5: 1d6 ⇒ (2) 5000cr
Roll 6: 1d6 ⇒ (6) 1d6 ⇒ 5 Ship Shares
Roll 7: 1d6 ⇒ (1) Gun Combat
Roll 8: 1d6 ⇒ (4) 20,000cr
Roll 9: 1d6 ⇒ (1) Gun Combat
Roll 10:1d6 ⇒ (2) Gun

Connection Skills: +1 Computers, +1 Stealth
Ship Skills: +1 Survival, +1 Mechanic

secret-please do not read unless told otherwise-:

Secret: Over the past three months, elements within the Darrian Navy have been recruiting ships and crews for two separate mercenary task forces. Both task forces have been stationed outside of Darrian controlled space and fly non-Darrian colors at all times.

The first, Operations Group Quintanilla, is stationed at the zenith approach point of Dekalb, Querion Subsector, (Spinward Marches 0618) and maintains between five to seven vessels in rotation.

The other taskforce, Operations Group Major Friend, is currently in orbit over Zeta 2, Vilis Subsector, (Spinward Marches 0919). This group maintains five to ten vessels in a less organized rotation.

While at first glance these moves would suggest an intention to invade or raid the worlds within the Darrian reach of the Sword Worlds Confederation, encrypted comms traffic indicates instead the two units are sending probe vessels out across the Querion and Vilis subsectors. The exact nature, composition, and purpose of each of the two groups remains unknown at this time.

There is an abbreviated report which would suggest one of the groups engaged in combat operations against an unknown entity shortly after the two groups were created. They have remained on high alert ever since. Operational security for both groups is classified Emergency Condition Alpha Two.