Editing TNE:GreatExpedition
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Age 29 | Age 29 | ||
− | + | Str 5 Agil 7 Con. 6 Int. 8 Edu. C Cha 8 Soc. B | |
− | + | Skills: | |
Act/Bluff 2 Admin/Legal 1 Astrogation 8 Bargaining 2 Bribery 1 Carousing 1 Commo 1 Computer 2 Environment Suit 2 Ground Vehicles 0 Gunnery (energy weapons) 3 History 2 Interrogation 1 Intrusion 1 Map 1 Marketing 4 Navigation 1 | Act/Bluff 2 Admin/Legal 1 Astrogation 8 Bargaining 2 Bribery 1 Carousing 1 Commo 1 Computer 2 Environment Suit 2 Ground Vehicles 0 Gunnery (energy weapons) 3 History 2 Interrogation 1 Intrusion 1 Map 1 Marketing 4 Navigation 1 | ||
Physics 1 Pilot Grav/Interface 2 Slug Pistols 1 Sensors 4 Starship Architecture 1 Streetwise 2 Survey 2 Willpower 0 Zero-G 2 | Physics 1 Pilot Grav/Interface 2 Slug Pistols 1 Sensors 4 Starship Architecture 1 Streetwise 2 Survey 2 Willpower 0 Zero-G 2 | ||
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31,000 credits | 31,000 credits | ||
+10 Ship DMs for Trader | +10 Ship DMs for Trader | ||
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Homeworld C-000342A | Homeworld C-000342A | ||
Haven is “Living History” space colony cylinder, 10KM long, operating with solar mirrors and spin gravity instead of fusion and gravitics. Haven orbited the rockball world closer to the sun than the main of the system, (a high tech boneyard in the Wilds). The first clue there was an emergency was when all the high tech emergency equipment blew out thanks to Virus. There was dead silence from the mainworld. They were all alone in the night. Haven was able to sustain its population of tourists-turned-refugees and became a trading hub for Free Traders... the rustic but still functioning class C spaceport facilities helped a great deal. | Haven is “Living History” space colony cylinder, 10KM long, operating with solar mirrors and spin gravity instead of fusion and gravitics. Haven orbited the rockball world closer to the sun than the main of the system, (a high tech boneyard in the Wilds). The first clue there was an emergency was when all the high tech emergency equipment blew out thanks to Virus. There was dead silence from the mainworld. They were all alone in the night. Haven was able to sustain its population of tourists-turned-refugees and became a trading hub for Free Traders... the rustic but still functioning class C spaceport facilities helped a great deal. | ||
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With a low, dense population, Haven was able to govern mainly by direct democracy, with a "Colonial Administrator" who acted as the voice in carrying out the people's decisions. Emily was the daughter of the person who served for the last 20 years in that capacity, Martin Tomlinson. | With a low, dense population, Haven was able to govern mainly by direct democracy, with a "Colonial Administrator" who acted as the voice in carrying out the people's decisions. Emily was the daughter of the person who served for the last 20 years in that capacity, Martin Tomlinson. | ||
− | When Emily was in her late teens, the Guild started aggressively trying to bring Haven under its influence. It was too good for them to pass up. After laying down a great deal of money and goods among the populace, Martin suffered an accident, opening an airlock after a gun he was cleaning went off. Emily was due for an accident of her own, but was taken off-colony by a sympathetic Free Trader crew, that of the Empress Marava. With nowhere else to go and a probably Guild bounty on her head, she signed on as a crewmember. Her wits, charm and education served her well and she rapidly rose up through the officer hierarchy, working out profitable courses and profitable deals (and every deal a free trader made was one cargo the Guild wouldn't get). A lifetime staring up at the stars gave her a knack for navigation | + | When Emily was in her late teens, the Guild started aggressively trying to bring Haven under its influence. It was too good for them to pass up. After laying down a great deal of money and goods among the populace, Martin suffered an accident, opening an airlock after a gun he was cleaning went off. Emily was due for an accident of her own, but was taken off-colony by a sympathetic Free Trader crew, that of the Empress Marava. With nowhere else to go and a probably Guild bounty on her head, she signed on as a crewmember. Her wits, charm and education served her well and she rapidly rose up through the officer hierarchy, working out profitable courses and profitable deals (and every deal a free trader made was one cargo the Guild wouldn't get). A lifetime staring up at the stars gave her a knack for navigation. |
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− | + | Hearing rumors about the Dawn League, she managed to get the Empress exploring trade in that direction. There was some unpleasantness... moving artifact cargo across the border was a new experience, with a lot more regulations than in the Wilds. (Did someone have her ship move the cargo? Help her get out of trouble? Sell her on the League?) | |
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− | + | (More to come about how she got into the Academy) | |
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=== Luger? - Marek, mysterious Engineer with a hidden past. === | === Luger? - Marek, mysterious Engineer with a hidden past. === |