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A PC in the Star Trek Adventures game [https://wiki.rpg.net/index.php/Star_Trek_Hyperion Star Trek Hyperion] == Summary == '''Bio:''' Betelgeusian <br> '''Environment:''' Starship or Starbase<br> '''Upbringing:''' Agricultural/Rural (accepted) <br> '''Rank:''' Lieutenant<br> '''Assignment:''' Flight Controller<br> '''Role Benefit:''' When you attempt an engineering task related to flight or propulsion, you may use your Conn rating instead of Engineering. When you succeed at a Conn task to pilot a starship, you generate 1 bonus Momentum to be used on that task (bonus Momentum may not be saved).<br> '''Traits:''' Betelgeusian, Ex-Pirate == Stats == '''Stress:''' 11 / 11<br> '''Determination:''' 1 / 3<br> '''Reputation:''' 3 / 5<br> '''Phaser Type-1 Attack:''' 3 (''Stun/Deadly, Charge, Hidden 1'')<br> '''Unarmed Strike:''' 3 (''Stun'')<br> == Attributes & Disciplines == {|class="wikitable" ! '''Attribute''' ! '''Discipline''' |- |Control 11 |Command 4 |- |Daring 8 |Conn 4 |- |Fitness 11 |Security 3 |- |Insight 9 |Engineering 3 |- |Presence 9 |Science 1 |- |Reason 8 |Medicine 1 |} == Talents & Abilities== '''Cautious: Conn:''' Whenever you attempt a Task with Conn, and you buy one or more d20s by spending Momentum, you may re-roll a single d20.<br> '''Close-Knit Crew:''' When a scene begins, if there are fewer points of Momentum in the group pool than there are characters in the scene who have this talent, immediately add 1 Momentum to the group pool.<br> '''Defensive Training (Ranged):''' Ranged Attacks against you increase in Difficulty by 1.<br> '''Testing a Theory:''' When attempting a Task using Engineering or Science, the first bonus d20 you purchase is free, so long as you succeeded at a previous task covering the same scientific or technological field earlier in the same adventure. If you created a trait that represents a hypothesis about an unknown phenomenon, you may also re-roll one d20 on tasks related to that hypothesis.<br> '''Species Ability - Strength of the Elders:''' Betelgeusians are descended from predators who us d speed and ferocity to overwhelm their prey. In modern times a Betelgeusian can enter a mental state where they strike their opponent viciously in order to defeat them quickly. A Betelgeusian may use Fitness + Security rather than Daring + Security to make melee attacks. In addition, they inflict +1 Stress with any successful melee attack. (''Note: this is already included in your unarmed strike profile.'')<br> == Focuses == Astrophysics<br> Criminal Organizations<br> Energy Weapons<br> Sensor Calibration<br> Starship Expert (Luna Class)<br> System Maintenance<br> ==Pastimes== Hobby: agriculture<br> == Values == The mission comes first<br> Simplicity is the ultimate sophistication<br> Everybody deserves a second chance<br> Strength in unity<br> == Appearance == A Little bit bear shaped in body at around 2 meters tall in height with deep-set brown-eyes, Ornithoid-features like claws (Betelgeusians evolved from an Eagle-like species) with no body hair. its body was a dark-blueish color. Jukrop has two mouths, one for eating and the other for speaking and nostrils located behind her ears. He likes to wear wigs as she thinks it looks nice on itself. She wears a Starfleet Operations-Yellow Uniform ==Relationship== x == Background == Jukrop early life was on an agricultural space-station's hydroponics, owned by her parents, who traded the produce to the people who entered and went the station. She learned how to handle the simple but sophisticated machine which Jukrop quite liked. Though not everything was rosy, the station was an hot-zone of Federation-Cardassian skirmishes, sometimes it wasn't that pleasant of an experience, and it only had gotten worse after the station went from Fed. Territory to Neutral land. The Station at the time of that was in decrepit-state, falling apart at the seams, almost seemingly abandoned. It wasn't its first choice, but he ended up joining a small pirate group of the ship. Not a big one to begin with, but better than the ever luring possibility of getting swarmed by the Cardassians. The job wasn't fun, what will all the backstabbing. It sure wasn't anything like agricultural work. Jukrop had to learn a lot as a pirate, being mentored by the senior-pilot of this small pirate ship prone to losing crew to a variety of problems, including them plotting on each other. Jukrop, well she would try to focus more on the job of this pirate vessel, maintaining and growing a poker-face while she did her job as a pilot and muscle for the typical job of an heist. This pirate crew would get wind of a Federation ship, docked at a starbase, bringing both civilian personnel who transported valuable items, vast vast amounts of valuable items to the Daystrom institute on Earth. The crew had a bold plan: their stealthy ship would wait nearby and Jukrop would splice onto a transporter beam. Basically Mid-transport Jukrop would swap with the intended target, then it would impersonate a senior scientist, take the item for "study", and beam out before anybody knows what's going on. Jukrop didn't like this plan, as the pirate crew had a not so great transporters, but she didn't voice the complain for fear of possible punishment. What happened next was that during the heist was... everything went wrong, Jukrop had spliced into the wrong beam signal, swapping with a low-maintenance worker and had no chance to ever get close to the prize. To make matters worse, the Federation ship set off ahead of schedule, preventing your return. Jukrop was stuck on that ship (and some poor fella was now stuck on your crew's brig) The Worst part of this? Jukrop learned to kind of like living aboard a Federation vessel. It's clean, the people, are nice, Jukrop never felt at risk of getting stabbed in the back in his sleep. Yeah... Jukrop got really used to this! And so Jukrop did. Once on Earth, she came clean to the Captain, who had a surprisingly good sense of humor about it, and so Jukrop Joined up.
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