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SALINDRE

Salindre is a novice in the Draconite order and has been tasked with acquiring the artifact to advance
in the hierarchy of the faction. Being a novice, she is calm and careful. She doesn't have access to the
Draconites' arsenal yet and plans her moves accordingly. She dresses in a tight kameez under a
black, hooded caftan.
CHARACTERISTICS: Smart, keeps a low profile, trusts no one.
STRENGTH 3, AGILITY 4, WITS 4, EMPATHY 4, HIT POINTS: 7, MIND POINTS: 8, REPUTATION: 4
SKILLS: Manipulation 3, Melee Combat 3, Dexterity 4, Ranged Combat 4, Infiltration 4, Observation 3
TALENTS: Point Blank
ARMOR: 4
WEAPONS: Dura knife (Weapon Damage 2, CRIT 1), Accelerator pistol (Weapon Damage 2, CRIT 1,
Long Range, Silent)
GEAR: Chameleon suit (the caftan)

SYNDICATE GANG MEMBER


Tattooed, garishly dressed and armed with small but deadly weapons, the gang members are
determined and unwavering.
CHARACTERISTICS: Spitting and shouting, won't give up easily.
STRENGTH 3, AGILITY 3, WITS 2, EMPATHY 2, HIT POINTS: 6 , MIND POINTS: 4, REPUTATION: 2
SKILLS: Melee Combat 3, Dexterity 2, Ranged Combat 2, Infiltration 2
ARMOR: 4
WEAPONS: Dura knife (Weapon Damage 2, CRIT 1), Vulcan pistol (Weapon Damage 2, CRIT 2, Short
Range)

CORIOLIS GUARD CAPTAIN


The typical guard captain is authoritarian. They are used to guards and civilians obeying their orders.
APPEARANCE: Wearing guard uniform and helmet.
CHARACTERISTICS: Authoritarian. Shouts orders constantly.
STRENGTH 3, AGILITY 3, WITS 3, EMPATHY 3, HIT POINTS: 6, MIND POINTS: 6, REPUTATION: 4
SKILLS: Command 3, Melee Combat 3, Observation 2, Ranged Combat 3,
ARMOR: Light armor 4
WEAPONS: Vulcan pistol (Weapon Damage 2, CRIT 2, Short Range), Stun gun (Weapon Damage 2,
CRIT stun, Short Range), Shock stick (Weapon Damage 1, CRIT stun, Close Range)
GEAR: Personal communicator, tag for accepting bribes

THE CORIOLIS GUARD


The typical station guard knows when to take a bribe and look the other way. They are used to
people obeying their orders, and they themselves follow the commands of their squad captains and
other higher-ranking officers without question.
APPEARANCE: Wearing guard uniform and helmet.
CHARACTERISTICS: Wary toward civilians. Open to bribes
STRENGTH 2, AGILITY 2, WITS 2, EMPATHY 2, HIT POINTS: 4, MIND POINTS: 4, REPUTATION: 2
SKILLS: Melee Combat 2, Observation 2, Ranged Combat 2
ARMOR: Light armor 4
WEAPONS: Vulcan pistol (Weapon Damage 2, CRIT 2, Short Range), Stun gun (Weapon Damage 2,
CRIT stun, Short Range), Shock stick (Weapon Damage 1, CRIT stun, Close Range)
GEAR: Personal communicator, tag for accepting bribes
SMUGGLERS
These are standard smugglers groups looking for discreet spots and routes away from the
authorities.
APPEARANCE: Scruffy, in worn coveralls or djellabas.
CHARACTERISTICS: Tough people leading tough lives. Suspicious toward strangers and prefer to
keep one hand on the gun.
STRENGTH 3, AGILITY 3, WITS 2, EMPATHY 2, HIT POINTS: 6, MIND POINTS: 4, REPUTATION: 3
SKILLS: Manipulation 2, Ranged Combat 3, Dexterity 2, Melee Combat 2, Infiltration 2
ARMOR: 0
WEAPONS: Vulcan carbine (Weapon Damage 3, CRIT 2, Short Range, Auto) or Grape rifle Vulcan
pistol (Weapon Damage 2, CRIT 2, Short Range), Dura knife (Weapon Damage 2, CRIT 1)
GEAR: Icon pendant, tag with (D6)00 birr

ZEALOUS ICON BELIEVER


These are zealous Icon believers that hunt heretics with mystical powers.
APPEARANCE: Regular clothing.
CHARACTERISTICS: No nonsense religious fanatics.
STRENGTH 2, AGILITY 2, WITS 3, EMPATHY 2, HIT POINTS: 4, MIND POINTS: 5, REPUTATION: 5
SKILLS: Manipulation 3, Observation 2, Culture 2, Melee Combat 2
ARMOR: -
WEAPONS: Shock stick (Weapon Damage 1, CRIT stun, Close Range)
GEAR: Icon pendant, tag with (D6)00 birr

SKAVARA (+1)
While originally from Amedo, traders brought these snarl ing, badger-like semi-intelligences first to
Algol, and later to Coriolis, where they have multiplied in the shadows of the Cellar.
The skavara keep out of sight and live off what they can find, which usually means garbage and
leftovers if they live close to a human settlement. Skavara usually live in leaderless packs or alone.
Sometimes they gather around a strong leader for a short time and then disband, and possibly
reform the group. The skavara are guarded and vigilant creatures, but also curious and fast learners.
Like the glitter thrush, they collect all sorts of colorful and shiny knick-knacks. City dwelling skavara
often adorn their fur or simple clothing with copper wires, fiber-optic cables or pieces of shiny
plastic. They only wear clothes – capes or gallabeyas mostly – in colder climates such as on Algol or
in the Cellar on Coriolis, otherwise preferring just their own fur for warmth. Humans have
unsuccessfully tried to train skavara.
Their semi-intelligence makes them able to learn human languages, but their throats and mouths are
bad at mimicking the sounds. They can usually bark or yap only a few hundred words, but can
communicate much more clearly through sounds or body language.
STRENGTH 2, AGILITY 3, WITS 3, EMPATHY 2, HIT POINTS: 5, MIND POINTS: 5, MOVEMENT: 14
SKILLS: Melee Combat 1, Manipulation 1, Infiltration 3, Observation 3
ARMOR: -
WEAPONS: Claws (Weapon Damage 1, CRIT 3)
 STENCH: The skavara have scent glands on their necks, used for marking territories. A scared or
cornered skavara can activate these glands in an emergency, letting off a pungent odor that
affects mucous membranes and eyes. Enemies within Close Range get a -2 modifier to all actions
until they get away from the stench. They also have to test FORCE, suffering 2 points of stress if
they fail.
 SNIFF: Skavara can use their sense of smell to test MANIPULATION and determine if someone is
hostile or lying. They also get a +2 to OBSERVATION if there are scent trails to follow.

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