Offworlders - Corridian Sector: Difference between revisions

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== NPCs ==
== Organizations and VIPs ==


* Person 1
* Person 1

Revision as of 05:36, 15 March 2026

Offworlders: Corridian Sector


In-character thread

Out-of-character thread

This is the campaign wiki for Offworlders: Corridian Sector. Together you own a small starship operating in the Corridian Sector of space. You are little fish in a big pond. To survive, you're going to have to take on dangerous jobs and use your wits, skills, and maybe your weapons to survive. You'll have to rely on each other as you find yourselves in surprising and risky situations.

Characters

Gori

Strength: -1 Agility: +1 Intelligence: 0 Willpower: +2
Health: 12/12 Credits: ₡3 Supply: 3/3 XP: 0

Class: Outlaw

Skills: Manipulation, Survival

Abilities:

  • Ghost: If you hold still in a hiding spot, no one will find you until you reveal yourself.
  • Smuggle: If you put any object somewhere it could reasonably be hidden, (a handheld object on your person, or a larger object on a ship, etc.) no one will be able to find it.

Gear:

  • Poisoned blade (light weapon, 1d6 damage, easily hidden)
  • Pistol (light weapon, 1d6 damage, easily hidden)
  • Light Camouflage armor (1 armor)

Wants to escape and deal with the mob. Brought rare minerals and asked to join the crew.

Gori (they/them) is a little thief who often passes as a child to both law enforcement and marks. It's fairly easy to do since they stand under 1.3 meters (4', 3") tall and are smooth shaven. Gori wears a thin armor that can shift to camouflage against the background colors at will but normally looks like a slim dark gray baggy shirt hanging over a nearly emaciated frame. Gori is no longer a child but malnutrition and losing the genetic lottery have given them a stunted that will never reach parity with most adults.

The Eleveate mob on the ground at Cycle Ring 3 regularly employed Gori in the past decade for a variety of jobs. Unfortunately for Gori the Eleveate used a variety of leverage to ensure that Gori's only option was to do whatever dirty work was thrown their way. Gori groomed contacts by making favorable deals with anyone from outside Cycle Ring 3 and eventually settled on the crew of the Window Blind with a gift some stolen jewelry from the Eleveate as severance pay. Gori still has a number of contacts with other ships and is very skilled at negotiation and capable of hiding anything from law enforcement.


Kira Vale

Strength: -1 Agility: +2 Intelligence: +1 Willpower: 0
Health: 13/13 Credits: ₡3 Supply: 3/3 XP: 1

Class: Psychic

Skills: Pilot, Sneak

Abilities:

  • Jump: Once per scene, you may tele-port instantly to a near­by location that you can see.
  • Telekinesis: You can easily move small objects with your mind. You can attempt to move larger objects, or move things very precisely, but it is difficult. The GM will tell you how.

Gear:

  • Autopistol (light weapon, 1d6 damage, easily hidden)
  • Folding carbine (medium weapon, 1d6+1 damage)
  • Light armor (1-armor)

Wants to prevent the Merchant House (who trained her as a "knife") from catching up with her. Saw the crew in trouble and joined as a way to make amends for her past.

Role vibe: Pilot / infiltrator / former covert operative Kira Vale (she/her) is a 29-year-old human woman of mixed old-Earth ancestry, small-framed and lithe, with short spiked hair she dyes a different color whenever she gets the chance. The color changes often enough that anyone trying to track her by description gets annoyed. She favors a worn pilot's vest with too many pockets, patched and repatched over time, practical enough to look ordinary and distinctive enough that crewmates always know which bunk is hers. A thin scar circles one wrist where she cut out an old House tracker herself rather than let anyone else touch it. She keeps a signet ring on a chain around her neck—an old noble crest she doesn't display openly and almost never explains. If pressed, she calls it a reminder. Whether it was a gift, a promise, or a mistake depends on who's asking and how much she trusts them.

Kira was trained by a Merchant House as one of its deniable "knives," a covert operative used for quiet removals, retrievals, and other forms of discreet problem-solving that never appeared on official ledgers. Her psychic talents were shaped into practical tools rather than spectacle: short-range jumps for insertion and escape, telekinesis for silent manipulation, precise sabotage, and operating in places where hands or tools would get her killed. She also learned to fly because the House valued operatives who could manage their own extraction, and because shipping lanes, customs stations, and private docks were the House's true battlefield. The mission that ended her service was officially called a failure. Unofficially, the House tried to retire her before she could ask the wrong questions or become a liability. She survived. Another Knife was sent to finish the job, and Kira has never fully believed that pursuit ended.

In the present, Kira works as a pilot and covert hand-for-hire, taking jobs that keep her moving and keep her out of any one port long enough for old ghosts to catch up. She is hyper-competent in a crisis—fast, precise, and eerily calm when things are going wrong—but can spend an absurd amount of time staring at a food menu, changing shirts, or deciding where to sit in a room. Under stress she becomes decisive; in peace, she seems almost allergic to choice. She watches exits, notices patterns, and uses telekinesis for small tasks without thinking about it, the way other people tap a foot or crack their knuckles. She is not eager to kill anymore, but she still carries herself like someone trained to end a conversation before it becomes a fight.


Sark

Strength: -1 Agility: +1 Intelligence: +2 Willpower: 0
Health: 12/12 Credits: ₡10 Supply: 3/3 XP: 0

Class: Geek

Skills: Culture, Science, Tech

Abilities:

  • Hijack: You can attempt to remotely take over any electronic machine or computer that you can see. Roll the dice with Intelligence to do it.
  • Polymath: Get a third skill

Gear:

  • Modified plasma torch (light weapon, 1d6 damage, easily hidden)

Wants to make money for himself and for his family. Was rescued by Valerine from a shakedown.

Sark (he/him) is a 5'5", heavyset Borska of cheerful demeanor but limited social acumen. He wears comfortable, functional clothing over his olive green fur, and can usually be found neck deep in the nearest control panel of the Window Blind's (working title) systems, repairing or tweaking performance. While underqualified, he DOES serve as the ship's engineer, but typically calls in help from the rest of the crew when he gets in a bit over his head.

Sark bought the ship and tried running it solo... meeting Valerine meant a set of hands on the guns, or someone to hold the conn while he whacked the engines with a wrench. He's just glad she accepted. Enter Gori and Sark can fiddle more and captain less. And finally a pilot when Kira joined.


Valerine Canua

Strength: 0 Agility: +2 Intelligence: +1 Willpower: -1
Health: 14/14 Credits: ₡3 Supply: 3/3 XP: 1

Class: Warrior

Skills: Athletics, Tech

Abilities:

  • Dead Eye: You deal +2 damage with ranged weapons.
  • Drone Controller: You have a small flying drone that you can control remotely and perceive through. If it is destroyed or lost, you can make a new one with a few days of downtime.

Gear:

  • Drone: Chirpy
  • Pistol (light weapon, 1d6 damage, easily hidden)
  • Railgun (heavy weapon, 1d6+2 damage, -1 to run, jump, climb and also attracts attention)
  • Light armor (1-armor)

Wants to avoid the military group she used to work for. Rescued Sark from a shakedown.

Valerine (she/her) is a 5'9 tall woman who does not seem to visibly or audibly emote, although those who've been around her the longest have likely noted that there are signs to her emotional state, they are simply very small and muted. Has short, apparently natural pink hair, purple eyes and an athletic build and will wear pretty much anything without complaint although if given a choice will dress simply and practically. While clearly former military, Valerine will not be drawn into any conversation about which military, what she did there, or how she came to leave it. Technically and physically skilled.


The Window Blind

Drive Fuel: 4/4 Hull: 15/15 Armor: 0 Weapon: 1d6 damage

Upgrades:

  • Advanced Drive: For each interstellar trip, you can choose either to take half the time or use half the amount of fuel. Round up.
  • Massive Cargo Hold: Large enough to transport smaller vehicles or a huge amount of goods.

It's grubby and looks like it's barely being held together. Are those wires exposed to the vacuum of space? Is that scar on the port side from blaster fire? This ship has seen some shit in its days.

Campaign Information

Contracts

Current

  • Job: Deliver Clancy Dean and her cargo to Jassonia Station. Client: Clancy Dean. Pay: 16 credits, half up front and rest upon delivery. 4 credit bonus to get them there in 48 hours.
  • Job: Deliver large containers of perishables (fruit, grains, other food supplies) to researchers at Jassonia Station. Client: Jassonia Station. Pay: 12 credits upon delivery.

Completed

  • None yet

Organizations and VIPs

  • Person 1
  • Person 2

Locations

  • Location 1
  • Location 2