bluegargantua (
bluegargantua) wrote2009-11-25 03:07 pm
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Entry tags:
Diaspora -- Sartak/Yaba
Hi,
The next character I statted up...
Sartak/Yaba
Growing up: You were born in Bellweather as a member of the Double Tens, the most powerful and respected gang in Compound Thunderhorse and all of Bellweather. Of course, being born to the Double Tens doesn't mean you actually get to be a full member, you have to earn your way in. You ran through the compound in your junior gang while your Youth Warden taught you the skills you'd need to survive. Eventually the time came to prove yourself -- you were ambushed by a member of the Diamond Swords but managed to kill your opponent. Your survival got you membership and an immediate promotion to Corporal.
Aspects:
Starting Out: It didn't take long before you were serving with gangs aboard ships. It was pretty easy work for the most part. Apex ships had little to fear from Eigen vessels, so there wasn't much action. You got bored and signed on with a group doing security for one of the Slipknot stations in Concordia. It was still boring, mostly dealing with rowdy drunks although one bar fight turned ugly and you got a nasty-looking scar along your ribs. The fool who put it there got enough scars from you that the funeral was closed-casket.
Aspects:
Crisis: The Warden in charge of your group seemed to be an OK guy. Then you discovered he was taking bribes from Eigen merchants to look the other way while they supplied low-grade reaction mass to the station. Aside from posing a threat to safe shipping, it was a rank betrayal of the Warden's duties. The Warden caught you snooping and got the drop on you, but you turned the tables and killed him. Killing your Warden is a Capital Offense in Bellweather and you were shipped home to face judgment. It didn't look good but then a brave Concordian entered the Judgment Hall with testimony and evidence that exonerated you. You escaped serious punishment, but there was a cloud over you.
Aspects:
Sidetracked: After that, you mostly did freelance jobs working security for airships cruising Concordia. Then one day your ship was chartered by some Apex egghead to go deep into Concordia. The ship was attacked by some pirates sporting Eigen-made rifles. It was a tough fight, but you manged to escape with the scientist. The two of you spent a couple of weeks on the run, but you eluded your pursuers and reached safety.
Aspects:
On your own: Oddly enough, you now find yourself working security for an Eigen merchant. Not what you expected, but people you're obliged to have joined up and you feel honor-bound to accompany them. The Captain seems determined to throw a wrench into EIgen's grinding machine for his own personal profits. You expect no better of an Eigen, but perhaps he can be the tool for a little payback. In the meantime you continue to train and you've also made an effort to train the other crew-members to help them be better prepared for a fight. The Captain likes shady dealings and that often means trouble. You want to be sure the crew is ready to act together when things get tough.
Aspects:
Skills:
Level 5: Close Combat
Level 4: Stamina, Brawler
Level 3: Intimidate, Survival, Slug Thrower
Level 2: Agility, Alertness, Micro-G, Tactics
Level 1: Culture, Energy Weapons, Resolve, EVA, Vehicle
Stunts:
Military Grade -- Slug Throwers
Military Grade -- Brawling
Resilient -- 4 Consequences instead of 3, the 4th is another minor.
Tracks:
Health: O O O O O
Composure: O O O O
Wealth: O O O
later
Tom
The next character I statted up...
Sartak/Yaba
Growing up: You were born in Bellweather as a member of the Double Tens, the most powerful and respected gang in Compound Thunderhorse and all of Bellweather. Of course, being born to the Double Tens doesn't mean you actually get to be a full member, you have to earn your way in. You ran through the compound in your junior gang while your Youth Warden taught you the skills you'd need to survive. Eventually the time came to prove yourself -- you were ambushed by a member of the Diamond Swords but managed to kill your opponent. Your survival got you membership and an immediate promotion to Corporal.
Aspects:
- "I didn't start it, but I'll finish it."
- "I'll shatter the Diamond Swords."
Starting Out: It didn't take long before you were serving with gangs aboard ships. It was pretty easy work for the most part. Apex ships had little to fear from Eigen vessels, so there wasn't much action. You got bored and signed on with a group doing security for one of the Slipknot stations in Concordia. It was still boring, mostly dealing with rowdy drunks although one bar fight turned ugly and you got a nasty-looking scar along your ribs. The fool who put it there got enough scars from you that the funeral was closed-casket.
Aspects:
- "Let's all settle down before someone gets hurt."
- "I want to be where the action's at."
Crisis: The Warden in charge of your group seemed to be an OK guy. Then you discovered he was taking bribes from Eigen merchants to look the other way while they supplied low-grade reaction mass to the station. Aside from posing a threat to safe shipping, it was a rank betrayal of the Warden's duties. The Warden caught you snooping and got the drop on you, but you turned the tables and killed him. Killing your Warden is a Capital Offense in Bellweather and you were shipped home to face judgment. It didn't look good but then a brave Concordian entered the Judgment Hall with testimony and evidence that exonerated you. You escaped serious punishment, but there was a cloud over you.
Aspects:
- "They mostly know me as a Warden-killer."
- "I owe Oriata my life."
Sidetracked: After that, you mostly did freelance jobs working security for airships cruising Concordia. Then one day your ship was chartered by some Apex egghead to go deep into Concordia. The ship was attacked by some pirates sporting Eigen-made rifles. It was a tough fight, but you manged to escape with the scientist. The two of you spent a couple of weeks on the run, but you eluded your pursuers and reached safety.
Aspects:
- "Don't you dare quit on me!"
- "The Eigen are without honor."
On your own: Oddly enough, you now find yourself working security for an Eigen merchant. Not what you expected, but people you're obliged to have joined up and you feel honor-bound to accompany them. The Captain seems determined to throw a wrench into EIgen's grinding machine for his own personal profits. You expect no better of an Eigen, but perhaps he can be the tool for a little payback. In the meantime you continue to train and you've also made an effort to train the other crew-members to help them be better prepared for a fight. The Captain likes shady dealings and that often means trouble. You want to be sure the crew is ready to act together when things get tough.
Aspects:
- "The Honorable path is never easy."
- "Listen up, maggots!"
Skills:
Level 5: Close Combat
Level 4: Stamina, Brawler
Level 3: Intimidate, Survival, Slug Thrower
Level 2: Agility, Alertness, Micro-G, Tactics
Level 1: Culture, Energy Weapons, Resolve, EVA, Vehicle
Stunts:
Military Grade -- Slug Throwers
Military Grade -- Brawling
Resilient -- 4 Consequences instead of 3, the 4th is another minor.
Tracks:
Health: O O O O O
Composure: O O O O
Wealth: O O O
later
Tom