Harrow Reading

Tania Teg's page

956 posts. Alias of Dreaming Warforged.


About Tania Teg

Tania Teg

Level: 1
Origin: The Belt
Background: Trade
Social Class: Middle class
Profession: Pilot
Drive: Achiever, though her demeanour is closer to that of a caregiver
Goals:
-Find a job without the help of her parents
-Get her own command
-Get her own ship
-Open a new trade route beyond The Belt
-Write a book on Belter culture
Conditions: None

Combat
Speed: 13
Defense: 13
Toughness: 2
Armor: 0
Penalty:
Armour Type: None

Weapons:
None
Preferred Stunts

Skills (12 point-buy)
Accuracy: 1
Communication: 2
Constitution: 2
Dexterity (Free-fall, Piloting): 3
Fighting: 0
Intelligence (Engineering, Technology): 3
Perception: 0
Strength: 0
Willpower: 1

Relationships:
Fortune: 15
Experience: 0
Income: 4
Equipment:

Talents and Specializations

Improvisation: Whatever the situation is, you’re sure you can handle it.
Novice: You adapt to the situation. You can make an ability test that requires a specific focus, even if you don’t have that focus. You don’t gain the focus bonus to your roll and don’t generate SP on such rolls, but in investigations you are always considered to have a tangential focus (see Investigation Focuses in Chapter 5).

Pilot: Any vehicle under your control becomes like an extension
of yourself.
Novice: You are quick to get things going. Starting up a vehicle is a free action for you, and you can perform Dexterity (Driving or Piloting) tests as a minor action.

Inspire: Your words and presence motivate others to action. The benefits of Inspire do not stack, if you happen to have multiple characters on the same side who have it, other than their ability to continue inspiring their side after one or more of them has been taken out.
Novice: You inspire your friends and allies. If you are conscious and they are within sight of you, your allies gain a +1 bonus to all Willpower-related tests.

Description

Age: 20
Height: 5'9"
Weight: 100 lbs

Personality Profile

Primary Motivator: Discovery
Secondary Motivator: Beneficence
Emotional Disposition: Curious
Moodiness: Even-tempered
Outlook: Optimistic
Integrity: Unscrupulous
Impulsiveness: Methodical
Boldness: Intrepid
Agreeableness: Agreeable
Interactivity: Engaging
Conformity: Heterodox
Sense of Humour: Prankster
Favorite Topics of Conversation: Travel tales, Fiction novels, Technological advances, Human nature, Philosophy, Engineering, Machine repairs, Cigars.
Quirks, Habits, and Oddities: Smoking cigars or chewing them when flying, Dating women and men alike, Reading a book, Daydreaming about the purpose of humanity.
Hobbies and Enjoyments: Cards, Fancy cigars, Flirting, Philosophical treaties, Observing normal life unfold, Pointing out the beauty inn the mundane, Discussing the purpose of humanity.
Favourite Quotes: "Are we not, all of us, in the same big ship?" "People deserve the challenge. It's what makes them humans." "This ship, it is a strand that binds humankind. This trip, it is the breath that sustains it."

Short Description

An unlit cigar hangs from the corner of her mischievous smile and her dark hair is drawn is a complex set of braids that pleasantly frame her cheek bones and let her her emerald eyes and mixed heritage peak through. Tania often wears a crimson hat to keep her hair in check under low gravity and black cover-alls over white t-shirts.

Tania looks like trouble, but her pull is irresistible. She is the flame, and you, the moth. Tania is a ship-whisperer, but, at heart, she is a true poet, striving to understand the human condition and express what makes us human.

Brief History

Sheltered life is rarely a thing in The Belt, yet this is the best way Tania Teg, born Tanalia Telegalis, can express her upbringing on Ceres. Her father Nathos and her mother Delenia took turn to raise her while developing a small profitable shipping company offering personalized services to the wealthiest Belters and moving goods across the Belt.

Tania learned the ropes of piloting from her mother and learned to speak to ships' engines thanks to her father, but as her parents recently sold their small company to a bigger conglomerate to retire comfortable, Tania finds herself without many day-to-day financial worries, but also without a job and without purpose. Resolved to make the most of this, she is now resolved to find a job on a trading ship and realize her dream of flying across the great expanse beyond the Belt, establishing new trade routes with the Outers.

Conditions Summary:

BLINDED: The character cannot see and automatically fails ability tests reliant on sight, such as Perception (Seeing).
DEAFENED: The character cannot hear and automatically fails ability tests reliant on hearing, such as Perception (Hearing).
DYING: The character loses 1 point of Constitution score each round on the start of the character’s turn. When the character’s Constitution score reaches –3, the character dies. Successful first aid applied to a Dying character stabilizes their condition, making them Helpless, Unconscious, and Wounded instead. They must recover from these conditions normally.
EXHAUSTED: The character’s Speed is halved and they cannot take the Charge or Run actions. An Exhausted character who receives an additional Fatigued or Exhausted condition becomes Helpless.
FATIGUED: The character cannot take the Charge or Run actions. A Fatigued character who receives an additional Fatigued condition becomes Exhausted.
FREE-FALLING: A free-falling character is effectively weightless in a microgravity or free-fall envi- ronment. The character can only move with access to hand-holds or a surface to push off from or some type of thrust (such as from a thruster pack) and, once moving, continues to move with the same speed and trajectory unless acted upon to stop of change their movement.
HELPLESS: The character cannot take any actions.
HINDERED: The character’s Speed is halved (round down) and they cannot take the Charge or
Run actions.
INJURED: The character has a –1 penalty to all tests and is Fatigued, unable to take the Charge
or Run actions. An Injured character who receives an additional Injured condition becomes
Wounded.
PRONE: The character cannot take the Charge or Run actions, as they can only move by crawling,
and standing up from Prone requires a Move action using half the character’s Speed. Melee
attacks have a +1 bonus against Prone characters, while ranged attacks have a –1 penalty. RESTRAINED: The character’s Speed becomes 0 and they effectively cannot move. A Restrained condition may prevent a character from taking certain other actions as well, defined by the
nature of the restraint.
UNCONSCIOUS: The character is unaware of their surroundings or the passage of time. The
character falls Prone and is Helpless, unable to take any actions.
WOUNDED: The character has a –2 penalty to all tests and is exhausted, their Speed halved and
unable to take the Charge or Run actions. A Wounded character who receives an additional Injured or Wounded condition becomes Dying.