Agent Noah

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  • Agent Noah. Ex Pirate, who after being arrested was turned by Naval intelligence, then becoming a field agent used to help track down pirates in the sector and bring them to justice.
  • Homeworld: Mirriam/0333 Five Sisters.
  • Pre-Hi-Pop, Pre-Industrial. The Tyrant of Mirriam is heavily opposed to the industrialization of the planet and is supported by the vast majority of the Regional Despots and Council of Overseers. The local taint is complex sulphur based compound released by native seaweed…natives can breathe the air readily, but it still tastes /smells sulphurated. Industrialization was perceived as an Imperial initiative and led to massive student/youth protests around the turn of the century.
  • One of these protests was refusal to sit Imperial exams or volunteer for Imperial Services. Noah was one of tens of thousands who sought ‘independent’ careers.


  • He'll come from one of the sub sectors, a dirty industrial planet.
  • 36 years old.

Attributes[edit]

  • Str 6
  • dex 9 +1
  • end 8
  • int 12 +2
  • edu 7
  • soc 11 +1


Skills[edit]

  • Streetwise 2
  • Survival 0
  • Trade 0
  • Deception 4
  • Recon 0
  • Athletics (Endurance) 1
  • Gun combat (Energy Assault) 2
  • Stealth 1
  • Melee (Blade) 1
  • Gunner (Turrets)1
  • Pilot (Spacecraft) 1
  • Investigate 3
  • Flyer (Grav) 1
  • Vac Suit 1
  • Electronics(Comms & Computers) 1
  • Zero g 1

Career History[edit]

Rogue/ Pirate 2 terms Rank 1 Henchman Agent/ Intelligence services 3 terms Rank 3 Field Agent

Event History[edit]

  • Rogue event: You spend months in the dangerous underworld. Gain a skill
  • Agent event: Given advance training in your specialist field. Increase 1 skill by 1 level
  • Agent event: You receive specialist training in flyers
  • Agent event: Given advance training in your specialist field. Increase 1 skill by 1 level

Mishap History[edit]

  • Rogue Mishap:Arrested. Lose a benefit to cover cost of lawyer or your bail.

Benefits[edit]

  • Armour TL 12 improved boarding vac suit with integrated blade.
  • Dex+1
  • Ship share
  • Social +2
  • 15,000cd
  • 75,000cd


  • A [6] Business, with an asset value of [12!], +1 for Soc, means 10MCr].

Return is 75 000 cr a month. You have 1 month’s assets currently. A roll on the cargo tables, using Mirriam as your base world, brings 2,4. – Advanced Weapons. I’ll resurrect an old Arms Company from a friends game-you are now granted ownership of Tempest Arms Group (TAG), a personal defence specialist manufacturer on Mirriam, with sales branches on Emape and Karin. Specialising in personal weapons and defences of the TL10-TL12 range, this is not a military provider, but supplies the civilian market – everything from colonists to corporate security/noble retinues.

  • Considering you’re an adventuring group, I’d allow a month’s return in goods as well. Please note a 10% increase in price over book base to allow for small manufacturing runs and quality.

Equip[edit]

  • Protec Suit (TL 8): 350cd + Reflec suit (Tl10) 1,500
  • Tempest Arms Group Light Laser Weapon Package (Tl10):5000cd