bluegargantua: (Default)
bluegargantua ([personal profile] bluegargantua) wrote2009-12-02 11:57 am
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Diaspora -- Oriata

Hi,

Another Diaspora character for my con game. This one seems the weakest of the bunch. OK, I haven't actually made up the other characters yet, but I have clear ideas for their role in the game. This guy...kinda generic. So if you have ideas to punch up this guy, let me know.


Oriata

Growing up: You were born into Paradise. The Concordia system is one massive gas ring with dense floating jungles and slowly turning sky wheels. You're almost more comfortable in zero-G than you are under gravity. Childhood was largely an unsupervised adventure. There was nothing you liked more than getting together with a few friends and taking your little kite-ship out into the vast blue to see what there was to discover. You had a couple of narrow scrapes, but you always managed to get back home without needing too many excuses. Your folks probably saw right through you, but you never gave them a reason to inquire further and they never took it up.

Aspects:

  • Self-Reliant
  • Polite Fictions


Starting Out: Like a lot of young Concordians, you thought that maybe you could earn your way onto one of the Apex starships as a crew. You did a lot of work on various airships and migrated out to the edges of the habitable zone to get up to speed on the culture and technology of the wider universe. You were a quick study but there aren't many positions and millions of qualified applicants so you never made it onto a ship. You did manage to land a job working for one of the numerous in-system ships that ply between the gas-ring and the slipknot stations which is a pretty high achievement in and of itself. Still, you longed for something more.

Aspects:

  • Ship Monkey
  • Quick Study


Crisis: You were working for a can-hauler that ran between the cloud and the Nadir Slipknot. You were making a pick-up from an Eigen merchant who'd just jumped in when an Apex police cutter came in for a look. That spooked the Captain of your ship who tore off for the cloud. Unfortunately, you were doing an EVA to help with the cargo transfer and in the can-hauler's hasty exit, you got caught up between a couple of cargo pods. The Eigen ship pulled you in and the ship's doctor, a Darmini, patched you back up -- you even got some cybernetic enhancements. The police cutter didn't find any contraband, but did fine your former captain for reckless piloting. The Eigen captain offered you a job and you happily took it.

Aspects:


  • Always a Silver Lining
  • Safety First


Sidetracked: You worked for this new Captain for awhile and it was pretty exciting. The Captain likes to take a few chancy cargoes every now and again, but when he got approached by some other shady characters to help in some scheme to sell bad reaction mass to the Concordian stations, they turned them down. The Captain didn't think it was right, but couldn't get involved trying to stop it, as an Eigen they'd automatically be suspect and the Captain preferred to keep a low profile. So you went out to help stop it. You tried to talk to the Warden of station security, but he was in deep with the profiteers and things got pretty dicey for a bit. Luckily, one of the security guards was less corrupt and saved you, but killed his Warden in the process. You had to go to Bellweather to present the evidence that would exonerate them. Standing in the Judgment Hall delivering your testimony was terrifying, but at least it got your friend off the hook.

Aspects:

  • Been in Some Tight Spots
  • Do the Right Thing


On your own: With that taken care of, you came back to the Captain and you've been pretty happy ever since then. The Captain has some grandiose schemes but if they don't always pan out, they manage to keep the ship running and that means you can keep sailing between the stars. It also means that you've had every conceivable odd-job imaginable. You started out as a simple cargo monkey, but when the Captain's been short of crew, you've had to fill in the gaps. Until your Bellweather friend and this Apex scientist came along, you were also the only person who could deal with Confederation culture and tech (and the Confederation has to dumb down a lot of stuff for Concordians to use). You've also had to pick up Eigen tech and deal with the Darmini as well. It's an interesting life.

Aspects:

  • Jack-of-All-Trades
  • Always Has Something Useful


Skills:


Level 5: Profession: First Mate
Level 4: Micro-G, Agility
Level 3: Brawler, EVA, Culture
Level 2: Alertness, Repair, Engineering, Gunnery (space)
Level 1: Resolve, Charm, Aircraft, Stealth, Stamina

Stunts:

"Look for the next handhold" -- allies get a +1 bonus on Micro-G rolls.
"Stay tethered together" -- allies get EVA at level 3 when you lead them.
"Cybernetic EVA" -- cybernetic enhancements means that you are always assumed to have/wear a pressure suit. You get no armor bonus for this, but can survive for an hour or two in space.


Tracks:

Health: O O O O
Composure: O O O O
Wealth: O O O



later
Tom

[identity profile] spiritseeker.livejournal.com 2009-12-02 09:49 pm (UTC)(link)
On the subject of punching up, this character seems to have an awful lot of "almost but not quite" in his background. Let him succeed or fail on his own and you'll have a more interesting spacer.