Note: For the examples of spacecraft design posted on this blog, I mostly use 2ed. Mongoose Traveller rules, but some examples using 1ed. rules will persist until they can be upgraded.

Look at the side column for variant rules I use in my campaign.

Sunday, May 31, 2009

Nose Art for the Ataraxis II



This picture represents the name of the company, "Boadicea Merchant Company", appropriately to be programed into the Ship's hull coloring, and physically painted onto the hull of the M.S. Ataraxis II.

Wednesday, May 13, 2009

mTraveller MRB ship design for M.S. Ataraxis

Serenity class freighter (TL12)

Firefly Mark V.1, by license at Irwin-deWitte Aerospace Manufacturing, Inc.

Hull: 500dt, (code 5), Streamlined close structure, Self-sealing, Hull-10/Structure-10, {40.2Mcr.}
Armour: Crystaliron Metal, 4 Points {25dt, 6.4Mcr.}

Jump Drive: Type H, Jump 3 {45dt, 40Mcr.}

Maneuver Drive: Type K, Thrust 4 {19dt, 40Mcr.}

Power Plant: Type K {25dt, 80Mcr.}

Bridge: {20dt, 2.5Mcr.}

Computer: Model/4, Rating 20 {5Mcr.}

Electronics: Basic Civilian, -2DM, {1dt, 0.05Mcr.} (Note: 1dt add’l sp. near bridge set aside/upgrades to Basic Military, {2dt, 1Mcr.})
Weapons: (Five Hard points) {5dt, --Mcr.}; Fire Control Space {4dt, --Mcr.}

Fuel: 36dt for 604.8 hours duration + 150dt for one Jump-3

Cargo: 90dt; Other Options: Sickbay {16dt, 1Mcr.}; 9 Staterooms (5 crew/4 high passage): {36dt, 4.5Mcr.};
1ea. Air/raft (mule) and cradle {5dt, 0.6Mcr.}; 2ea. 10dt Launches in surface docking niches {20dt, 10.84Mcr.}
Fuel Scoops: Yes; Fuel purification: None {2dt space, --Mcr.}

Totals: {500dt, 231.09Mcr.}

The M.S. Ataraxis:


As above except for the following:
1. A fuel purification plant (40dt/day) {2dt, +0.1Mcr.}
2. A collapsible fuel bladder for use of 50dt of cargo space for additional fuel load (1 jump-1). {-2dt, +0.05Mcr.}
3. Basic Military Sensors are installed {+1Mcr.}.
4. Two triple turrets installed with three Pulse Laser-10 (Accurate/Long Range, DM-1/Range=Med.) each, & one triple turret with three missile launchers. {+11.25Mcr.} Fire Control Computer & Workstation (Model/7fib) & Software for both computer systems {{2dt, +61.3Mcr.}}
5. Missile load: 44 (30+14) Smart Missiles, 24 (6+18) Nuclear Missiles {+0.2Mcr.}
6. Luxuries: {3.6dt, +0.36Mcr.}
7. Clamp System for two 50dt Modular Cutters (Includes installation of two airlocks and the clamps and assorted hardware): {12dt, +3Mcr.}, Performance drops to Jump-2 (using 120dt fuel) when carrying one or two Cutters. Cutter #1 supplied by University sponsoring Prof. MacDougal (Customized model); cutter #2 w/fuel module purchased by BMC.
Cargo reduced to 72.4dt.
M.S. Ataraxis Totals: {308.35Mcr.} (Total does not include cost of Cutters.)


M.S. Ataraxis Cargo Manifest


Reserve for Mail Contract: {leased out during current charter}
Reserve for Company Business: {0.4dt}
Reserve for MacDougal/Chang baggage: {4dt}
Reserve for Stores & Parts: {12dt, 0.120Mcr.}
Reserve for Engineering Shop Module installed (Power drawn from Mule): {6dt}

Shipping Capacity: {50.0dt}

Ship's Computer Software Package:

Maneuver/0
Library/0
Jump Control/3
Intellect
Auto-Repair/1
Cost 6.3Mcr.

Fire Control/4*
Evade/2*
Cost 10Mcr.

*Used on Fire Control Computer.


Crew: Captain (cabin#1), Pilot (cabin#3), Co-Pilot/Navigator (cabin#2), Ship's Doctor (cabin#4), 2ea. Engineers (cabins#3,5), 2ea. Passenger Service (cabin#6), 3ea. Gunners/Security (cabins#4 & Portside 10dt Launch), Two High Pass. or 4ea. Middle Pass. [Currently Sir Dr. MacDougal in Cabin #7 & Lady Chang in Cabin #8, w/the Mentat and Security person in the Starboard 10dt Launch] (cabins#7,8), and 1-2 Middle Pass. (cabin #9--Currently converted to hydroponic room).
Sickbay capacity = 2ea. surgery + 2ea. recovery lounge.

Tuesday, May 12, 2009

Firefly Mk. 7.1 Courier/Escort

Firefly Mark VII.1, by license at Irwin-deWitte Aerospace Manufacturing, Inc.
Manufactured at Olympus Mons Vista Shipyards, Mars Terra/Sol.

This design is now available for customers wanting the latest technology in Small Navy vessels. This model is also available in other configurations for such duties as troop transport, escort, general patrol, customs enforcement, & piracy suppression. This model is configured for deep penetration attacks and salvage. This vessel (with the new drop tanks) can Jump 4 parsecs, quickly make a sensor sweep and jump back out while easily fending off any fighter screens. If tactically necessary, the vessel can stay on station for 4 hours with full shields at 4 G's acceleration.

Hull: Advanced (TL15) 500dt, (code 5), Streamlined close structure, Self-sealing, Hull-14/Structure-14, {60.3Mcr.}
Reflec Coating (3AP vs Laser Fire) {50Mcr.}
Radiation Shielding (Prot 6 vs Rad.) {125Mcr.}
Armor: Bonded Superdense Metal, 6 AP {25dt, 64Mcr.}
Shields: Level 4

Jump Drive (TL15): Advanced Type K, Jump 4 {41.25dt, 200Mcr.}
Fast Cycle Option {+20Mcr.}
Power Plant (TL15): Advanced Type K {23.25dt, 160Mcr.} with new fuel efficiency mods^
Maneuver Drive (TL15): Adv. Gravitic Type K, Thrust 4 {14.25dt, 80Mcr.}
Engine Pod x2 (TL15): Dual Reaction Drive System Advanced Type K, Thrust +4, {14.25dt, 80Mcr.} These engines integrate a TL15 hydrogen fusion reactor and HePlaR reaction chamber thrusters using gravitational compression* which generate their own power, and when used in most atmospheres require no fuel. They use 50dt fuel per hour at 4G thrust (1hr of full additional thrust per J-number of fuel used.) Combined, all maneuver drives can deliver a whopping 8Gs thrust.
Total Engineering {93dt, 540Mcr.}
*IMTU, an engineer passing a “Difficult” level task/skill check may as an emergency move, double the thrust of these drives at the same fuel consumption rate and engine size.

Bridge (TL12): {20dt, 2.5Mcr.}
Computer: Model/7fib, Rating 35 {45Mcr.}
Software: Maneuver/0, Library, Jump Control/4(R20), Fire Control/5(R25), Evade/1(R10), Auto-Repair/1(R5), Intellect(R10) {11.4Mcr.}
Electronics: Advanced Military, DM +1, {3dt, 2Mcr.}

Weapons (TL15): {5dt, 36Mcr.}
1dt HP1 Triple Pulse Laser-10 Turret (Accurate DM-1, Long Range—PL range = Med.) {4Mcr.}
1+5dt HP2 Particle Accelerator Barbette-11 (Accurate DM+1, VH Yield—dmg. 3s min.) {16Mcr.} [Damage=4d6+Radiation Crew Hit]
1+5dt HP3 Particle Accelerator Barbette-11 (Accurate DM+1, VH Yield—dmg. 3s min.) {16Mcr.} [Damage=4d6+Radiation Crew Hit]
1dt HP4 none
1dt HP5 none

Fuel: 201dt: 1dt for 638.4 hours duration^ + (200)dt for one Jump-4
Streamlined Drop Tank {+200dt, 0.44Mcr.} Allows 1 Jump-3, 1 Jump-2, 1 hour Reaction Mass, & Rem. Dur.=350h if not dropped, or if dropped allows 2 Jump-4, Rem. Dur.=350h, or Jump & then reaction mass for reaction drives.

Cargo: 50dt; Plantier Area Effect Shield Generator (Level-4 |Hits 2/3, 1/2, 1/3, 1/4|)-10dt {35Mcr.}; Stores (5dt). {65dt}

Other Options: Sickbay {16dt, 1Mcr.}; 9 Staterooms (5 crew/4 high passage) {36dt, 4.5Mcr.} plus two additional at HP 2 & 3; Clamping system and fuel feeds for drop tanks or other external carried craft {10+2dt, 5Mcr.}; Particle Barbettes are installed at HP’s 2 & 3. In each location, the barbette is installed with an extra stateroom & 1dt personal space (sometimes used to smuggle small items) in place of the 10dt launch normally installed at that location on Mark Vs and earlier models {4dtx2, 0.5x2Mcr.}.

Total Other: {84dt, 12.1Mcr.}

Fuel Scoops: Yes; Fuel purification: 80dt fuel per day {4dt space, 0.2Mcr.}

Totals: {500dt, 1,012.29Mcr.}


Crew: Captain (cabin#1), Pilot (cabin#3), Co-Pilot/Navigator (cabin#2), Ship's Doctor (cabin#4), 2ea. Engineers (cabins#3,5), 2ea. Passenger Service (cabin#6), 3ea. Gunners/Security (cabins#4 & Portside Cabin), 4ea. Marines [one fire team] (cabins#7,8), and Hydroponic Room Food=18 (cabin #9), 2ea. Screens Operators (Starboard Cabin).
Sickbay capacity = 2ea. surgery + 2ea. recovery lounge.


^Per "Signs & Portents, Issue #76"

Monday, May 11, 2009

Firefly Mk 7.2 Light Missile Corvette

Firefly Mk. 7.2 Light Missile Corvette
Firefly Mark VII.2, by license at Irwin-deWitte Aerospace Manufacturing, Inc.
Manufactured at Olympus Mons Vista Shipyards, Mars Terra/Sol.

This design is now available for customers wanting the latest technology in Small Navy vessels. This model is configured for deep penetration attacks to be followed by Mk.7.1 squadrons to haul away cargo. This vessel (with the new drop tanks) can Jump 4 parsecs, deliver 10 rounds of missiles to the enemy while fending off any fighter screens and then immediately jump out. If tactically necessary, the vessel can stay on station for 4 hours with full shields at 4 G's acceleration.

Hull: Advanced (TL15) 500dt, (code 5), Streamlined close structure, Self-sealing, Hull-14/Structure-14, {60.3Mcr.}
Radiation Shielding (Prot 6 vs Rad.) {125Mcr.}
Armor: Bonded Superdense Metal, 6 AP {25dt, 64Mcr.}
Shields: Level 4

Jump Drive (TL15): Advanced Type K, Jump 4 {41.25dt, 200Mcr.}
Fast Cycle Option {+20Mcr.}
Power Plant (TL15): Advanced Type K {23.25dt, 160Mcr.} with new fuel efficiency mods^
Maneuver Drive (TL15): Adv. Gravitic Type K, Thrust 4 {14.25dt, 80Mcr.}
Engine Pod x2 (TL15): Dual Reaction Drive System Advanced Type K, Thrust +4, {14.25dt, 80Mcr.} These engines integrate a TL15 hydrogen fusion reactor and HePlaR reaction chamber thrusters using gravitational compression* which generate their own power, and when used in most atmospheres require no fuel. They use 50dt fuel per hour at 4G thrust (1hr of full additional thrust per J-number of fuel used.) Combined, all maneuver drives can deliver a whopping 8Gs thrust.
Total Engineering {93dt, 540Mcr.}
*IMTU, an engineer passing a “Difficult” level task/skill check may as an emergency move, double the thrust of these drives at the same fuel consumption rate and engine size.

Bridge (TL12): {20dt, 2.5Mcr.}
Computer: Model/7fib, Rating 35 {45Mcr.}
Software: Maneuver/0, Library, Jump Control/4(R20), Fire Control/5(R25), Evade/1(R10), Auto-Repair/1(R5), Intellect(R10) {11.4Mcr.}
Electronics: Advanced Military, DM +1, {3dt, 2Mcr.}

Weapons (TL15): {5dt, 36Mcr.}
1dt HP1 Triple Pulse Laser-10 Turret (Accurate DM-1, Long Range—PL range = Med.) {4Mcr.}
1+5dt HP2 Particle Accelerator Barbette-11 (Accurate DM+1, VH Yield—dmg. 3s min.) {16Mcr.} [Damage=4d6+Radiation Crew Hit]
1+5dt HP3 Particle Accelerator Barbette-11 (Accurate DM+1, VH Yield—dmg. 3s min.) {16Mcr.} [Damage=4d6+Radiation Crew Hit]
1dt HP4 >
30dt Missile Bay-12 (12 flights of missiles) + 20dt Magazine (240 missiles)
in cargo area of ship takes up HP #'s 4 & 5. {24Mcr. + 0.570Mcr. per typical load}
1dt HP5 >

Fuel: 201dt: 1dt for 638.4 hours duration^ + (200)dt for one Jump-4
Streamlined Drop Tank {+200dt, 0.44Mcr.} Allows 1 Jump-3, 1 Jump-2, 1 hour Reaction Mass, & Rem. Dur.=350h if not dropped, or if dropped allows 2 Jump-4, Rem. Dur.=350h, or Jump & then reaction mass for reaction drives.

Cargo: 0dt; Missile Bay (30dt); Magazine (240 missiles/20dt);
Plantier Area Effect Shield Generator (Level-4 |Hits 2/3, 1/2, 1/3, 1/4|)-10dt {35Mcr.}; Stores (5dt). {65dt}

Other Options: Sickbay {16dt, 1Mcr.}; 9 Staterooms (5 crew/4 high passage) {36dt, 4.5Mcr.} plus two additional at HP 2 & 3; Clamping system and fuel feeds for drop tanks or other external carried craft {10+2dt, 5Mcr.}; Particle Barbettes are installed at HP’s 2 & 3. In each location, the barbette is installed with an extra stateroom & 1dt personal space (sometimes used to smuggle small items) in place of the 10dt launch normally installed at that location on Mark Vs and earlier models {4dtx2, 0.5x2Mcr.}.

Total Other: {84dt, 12.1Mcr.}

Fuel Scoops: Yes; Fuel purification: 80dt fuel per day {4dt space, 0.2Mcr.}

Totals: {500dt, 986.86Mcr.}


Crew: Captain (cabin#1), Pilot (cabin#3), Co-Pilot/Navigator (cabin#2), Ship's Doctor (cabin#4), 2ea. Engineers (cabins#3,5), 2ea. Passenger Service (cabin#6), 3ea. Gunners/Security (cabins#4 & Portside Cabin), Two High Pass. or 4ea. Middle Pass. [typically one 4 person fire team of marines] (cabins#7,8), 2ea. Screens Operators (cabin #9), and 2ea. Missile Bay Gunners (Starboard Cabin).
Sickbay capacity = 2ea. surgery + 2ea. recovery lounge.


^Per "Signs & Portents, Issue #76"

Sunday, May 10, 2009

Firefly Mk 8.0 Armored Freighter

Firefly Mark VIII.0, by license at Irwin-deWitte Aerospace Manufacturing, Inc.
Manufactured at Olympus Mons Vista Shipyards, Mars Terra/Sol.

This design is now available for customers wanting the latest technology in Small Navy vessels. This model is also available in other configurations for such duties as troop transport, escort, general patrol, customs enforcement, & piracy suppression. This model is configured for medium range shipping and military support missions. If tactically necessary, the vessel can stay on station for 4 hours with full shields at 4 G's acceleration.

Hull: Advanced (TL15) 500dt, (code 5), Streamlined close structure, Self-sealing, Hull-14/Structure-14, {60.3Mcr.}
Surface: na
Radiation Shielding (Prot 6 vs Rad.) {125Mcr.}
Armor: Bonded Superdense Metal, 6 AP {25dt, 64Mcr.}
Shields: Level 4

Jump Drive (TL15): Advanced Type H (TL14), Jump 3 {40.5dt, 100Mcr.; 0.75dt space}
Fast Cycle Option {none}
Power Plant (TL15): Advanced Type K {23.25dt, 160Mcr.} with new fuel efficiency mods^
Maneuver Drive (TL15): Adv. Gravitic Type K, Thrust 4 {14.25dt, 80Mcr.}
Engine Pod x2 (TL15): Dual Reaction Drive System Advanced Type K, Thrust +4, {14.25dt, 80Mcr.} These engines integrate a TL15 hydrogen fusion reactor and HePlaR reaction chamber thrusters using gravitational compression* which generate their own power, and when used in most atmospheres require no fuel. They use 50dt fuel per hour at 4G thrust (1hr of full additional thrust per J-number of fuel used.) Combined, all maneuver drives can deliver a whopping 8Gs thrust.
Total Engineering {93dt, 420Mcr.}
*IMTU, an engineer passing a “Difficult” level task/skill check may as an emergency move, double the thrust of these drives at the same fuel consumption rate and engine size.

Bridge (TL12): {20dt, 2.5Mcr.}
Computer: Model/7fib, Rating 35 {45Mcr.}
Software: Maneuver/0, Library, Jump Control/4(R20), Fire Control/5(R25), Evade/1(R10), Auto-Repair/1(R5), Intellect(R10) {11.4Mcr.}
Electronics: Advanced Military, DM +1, {3dt, 2Mcr.}

Weapons (TL15): {5dt, 36Mcr.}
1dt HP1 Triple Pulse Laser-10 Turret (Accurate DM-1, Long Range—PL range = Med.) {4Mcr.}
1+5dt HP2 Particle Accelerator Barbette-11 (Accurate DM+1, VH Yield—dmg. 3s min.) {16Mcr.} [Damage=4d6+Radiation Crew Hit]
1+5dt HP3 Particle Accelerator Barbette-11 (Accurate DM+1, VH Yield—dmg. 3s min.) {16Mcr.} [Damage=4d6+Radiation Crew Hit]
1dt HP4 none
1dt HP5 none

Fuel: 151dt: 1dt for 638.4 hours duration^ + (150)dt for one Jump-3
Streamlined Drop Tank {+200dt, 0.44Mcr.} Allows 1 Jump-3, 1 Jump-2, & Rem. Dur.=350h if not dropped, or if dropped allows 2 Jump-3, Rem. Dur.=350h, or Jump & then reaction mass for reaction drives.

Cargo: 100dt; Plantier Area Effect Shield Generator (TL15) (Level-4 |Hits 2/3, 1/2, 1/3, 1/4|)-10dt {35Mcr.}; Stores (5dt). {115dt}

Other Options: Sickbay {16dt, 1Mcr.}; 9 Staterooms (5 crew/4 high passage) {36dt, 4.5Mcr.} plus two additional at HP 2 & 3; Clamping system and fuel feeds for drop tanks or other external carried craft {10+2dt, 5Mcr.}; Particle Barbettes are installed at HP’s 2 & 3. In each location, the barbette is installed with an extra stateroom & 1dt personal space (sometimes used to smuggle small items) in place of the 10dt launch normally installed at that location on Mark Vs and earlier models {4dtx2, 0.5x2Mcr.}.

Total Other: {84dt, 12.1Mcr.}

Fuel Scoops: Yes; Fuel purification: 80dt fuel per day {4dt space, 0.2Mcr.}

Totals: {500dt, 813.5Mcr.}


Crew: Captain (cabin#1), Pilot (cabin#3), Co-Pilot/Navigator (cabin#2), Ship's Doctor (cabin#4), 2ea. Engineers (cabins#3,5), 2ea. Passenger Service (cabin#6), 3ea. Gunners/Security (cabins#4 & Portside Cabin), 4ea. Marines [one fire team]or medical staff(cabins#7,8), and Hydroponic Room Food=18 (cabin #9), 2ea. Screens Operators (Starboard Cabin).
Sickbay capacity = 2ea. surgery + 2ea. recovery lounge.

Saturday, April 4, 2009

What happened to flight heavy 29 to Melbourne?

He dreamed that someone had jumped him in a dark alley and had shoved a plastic bag over his head...

The silken suddenness of death's complete mastery shook StuWiFoo out of a coma-like sleep where the paralyzing terror of frightened dreams gave way to brutal reality. The dark of the aircraft passenger seating was only punctuated briefly by weak red LED flashes reflected from the shiny plastic of limply floating oxygen masks. Everything was floating. Suddenly the dark was shattered by an active flashlight wielded by a surviving flight attendant, the suddenness of the bright light like lightning flashing through a midsummer's night. The blueish-white beam played across the interior of the cabin, skipping quickly over the obviously dead passengers to briefly light upon the handful still alive. The beam of light flickered over to the sealed, twisted, cockpit door with a small rent in the frame where swirled a small funnel of dust and paper as the air bled into nothing.

"I think our air is goink." Spoke one surviving passenger with a Russian accent. "The oxygen masks are dead," gasped a woman. And now Stu could hear the hiss of escaping air. Already two other survivors were hastening like first time swimmers to float their way over to the leak and stuff something into the hiss. The illumination in the cabin wavered as another survivor jostled the passenger holding the flashlight. Eternity passed in ice-age seconds. Finally, the screamingly long twenty seconds that it took to seal the leak were over and everyone took a deep breath wishing the air were thicker. One more passenger, an Egyptian by appearance, spoke with an Arabic accent, "What do we do now?" The other passengers sighed, as if acknowledging the question, but no one replied.

Sometimes in your journey through life, you encounter circumstances that make you realize that you are thoroughly, ineffably, screwed. In the shock and confusion of returning consciousness among the passengers still alive on Flight 29, it occurred to these passengers rather quickly that they were in this screwed state. As some among the small crowd began to mutter prayers to themselves, the dark sense of doom was suddenly suspended.

The sound of a strange violent dull clunk as of machinery suddenly becoming one with the hull of the aircraft radiated in the thin air from about where the mid-section emergency door was located. A rhythmic tapping on the door denoting intelligence began and then repeated.

As Stu began to realize that the tapping sounded like Morse code, he found his thoughts interrupted by the excited voice of another passenger, a young woman who was obliviously translating the letters being spelled out and muttering, "O-f-f-n-e-t" "What does it mean?"
Remembering conversations with a brother at the Language School, it immediately came to Stu's mind--"Is it German?"--then out loud, "it's Ö-f-f-n-e-t which is German for 'open'."

"But the air," wailed a passenger. Before anyone could object, Stu pushed through and began the procedure for opening the door. The door opened to better air and flashlight beams poking into the dark cabin. "Guten Tag," began a man dressed in a uniform reminiscent of a passenger ship's officer, "Ihr komst", and then looking at Stu and a number of other passengers, in broken English, "You come--all!"

Friday, April 3, 2009

Narrative: relating to StuWiFoo

Stu had just drifted off into a fitful sleep on the tedious flight from San Francisco to Melbourne. His last thoughts reflected a positive meme; "Christmas will be enjoyable down under and I get (after a recovery sleep) three whole days to hack the networks before I report to the payroll of my latest job; it's been a glorious run..."

The atomic clock registered the adequate quanta decay and December 21, 2012AD, came in a nanosecond; suddenly 'last summer', 'straight into the heartland', thought became unbound.

Flight "heavy-two-niner" of Quantas skipped across the surface of probability...

The nearest control radar noted the absence of signal where flight 29 used to be...

}

Thursday, April 2, 2009

Background for Stu Wi Foo part 2: Temporal Theory

In 1957, Dr. Hugh Everett III came up with the Many Worlds Interpretation of quantum mechanics, as a way to resolve the paradoxes of the Privileged Observer and such thought experiments as Schrödinger's Cat. The Privileged Observer (according to the rival Copenhagen Interpretation) is the observer who causes the quantum wave function to "collapse" into particles with location and speed and other characteristics while under observation. Schrödinger's Cat is inside a box with a vial of deadly poison that will break when a given atom decays and releases an alpha particle, killing the cat. Since quantum-mechanically, the atom might or might not release a particle at the instant of decay, the cat is famously half-alive and half-dead in the Copenhagen Interpretation--until the Privileged Observer opens the box and "collapses" the cat into either the alive or dead state.

According to Everett's interpretation, every quantum "choice" creates two worlds, two timelines. In one, the observer sees a live cat. In the other, the observer sees a dead cat. There is no Privileged Observer, because both outcomes occurred--just not in the same universe. Every single decision, every single atomic flow or switch, creates another worldline. Initially, the Many Worlds Interpretation held that information (and therefore energy, and therefore, matter) could never pass between worlds. However, string theory in the 1960's, and strange experimental results showing seemingly instantaneous "dipole communication" in the next decades, made it seem theoretically possible.

Van Zandt's discoveries did not actually solve the question. Although he discovered many worlds, they weren't of the infinite "one photon displaced" variety the orthodox Many Worlds Interpretation predicts. Instead, they were like "knots" in the superstring--places where the potential fog of alternatives "collapses" into actual worlds. Further, these "knots" are bunched up into different "energy levels" that Van Zandt dubbed the quantum levels, or quanta.

Thus, parachronics actually managed to combine Everett's theory with an empirical Privileged Observer--the parachronic traveler. And that, with minor mathematical fillips, is where the theory remains even now, with nobody satisfied, and with some radical theorists proposing that a kind of Observer Effect holds for parallel worlds, or that the expectations of the traveler have some effect on his destination.

***

Precisely how the infinite worlds vary and interrelate remains a tangle. Most of the fundamental physical constants remain the same, but some differ wildly while somehow not reducing the universe to quantum fog. It's difficult to make valid crosstime theories work, in large part because physical laws don't seem to hold constant across the continuum. Not only are there worlds where magic works, or where the luminiferous ether exists, there are innumerable subtle variations down to the level of individual electrons. Other changes don't seem to make any real sense, or exist in isolation when they should affect the entire system of physical constants. For example, there are two worlds in which the speed of light is measurably greater by some half of a percent, and one in which it is less by almost a full percent.

In Earth 0, the speed of light is actually decreasing by a very small amount constantly.

The only universal difference is that the second is nanofractionally slower on all known inhabited world-lines except four: Homeline, Centrum, Shikaku-Mon, and Imperium 0 (unknown to the first three).

Wednesday, April 1, 2009

Background for Stu Wi Foo part 1

Like a virus mining its way into the nucleus of a cell, the substance D came to the sprawling small town. The statistical uptick in robberies and theft was the visible noise of dying brain cells and the creeping death of dreams. The teenager stood outside the small over-priced grocery store and felt the heft of the shotgun under his long coat. A crazed chuckle slipped from the boy’s throat, safety off…
“Stupid fuck,” interjected the words from behind the disaster about to enter the store. As his crazed chuckle died in his throat, the boy felt the weight of the universe come crashing across the back of his head. At the end of the darkness in a closing tunnel stared the face of a mirror…
The ocean of pain rippled through an opened mind as consciousness stirred. Stu Arrhenius tried to move and slowly realized through semi-wakefulness that he was restrained. Peeling his eyes open just in time to the approach of a tall figure and feeling the shock of a sliver of a needle shoved into the flesh of his arm, he jerked awake. “What the hell,…”
“This medication is to initiate the cleansing of your body’s systems and to insulate you from temporal shock,” interrupted a voice. Before his eyes could focus on the individual speaking, the drug began to take effect. Suddenly speechless, Stu melted into the recliner and he no longer felt the restraints keeping him into the chair. “Don’t worry, you won’t pass out this time, I want you to watch the television in the corner. I just saved you from a life of misery—take a look…”
Stu’s eyes focused on a television screen and his thoughts began to clear. That voice sounded so familiar. On the screen rolled scenes from someone’s life. “Look, what the hell do you want with me?” Stu whispered.
“Just look at the screen, this is what your life was about to become”—on the screen showed a prison, years of dangerous living, and bad choice after bad choice. It suddenly occurred to Stu that he was the person on the video. “I had to intervene; you pissed away so much potential.”
“In about twenty minutes, you will become drowsy, fall asleep, and when you awake, you are going to follow the instructions in the brief-case that I am leaving you.”
When Stu awoke, he was alone, unrestrained and resting on a bed in a hotel room. On a recliner facing the bed, sat a brief-case. Stu, jumped up, popped open the brief-case and came to a complete stop. His jaw slackened as he saw stack after stack of hundred dollar bills. On the top of the stacks of money was a manila folder with twenty or thirty pages of type written instructions, documents, and receipts.



Briefing by Infinity Patrol on Temporal Crimes Suspect
StuWiFoo Al’Arrhenius grew up in dysfunctional family in a miserable backwoods town in the United States of America on Homeline variant Earth 0. At the age of sixteen at the moment of a fateful decision, he was kidnapped and released and given money and information that led him to move to a large coastal city in North America. Unknown to him, the intervention was performed by his future self in violation of at least fourteen laws and regulations concerning temporal interference with the timeline. The subject disappeared until records show an enlistment in the US Army in Signal Intelligence. After twenty years service, he retired from the military and went to work for a number of Security Companies before disappearing. Last known whereabouts are San Francisco Bay Area, but records indicate some flights to Hong Kong and Melbourne before his disappearance. The disappearance is somewhat unremarkable as it occurred on December 21st 2012 at the time of the disappearance of several thousand people worldwide. We have no reason to suspect Centrum involvement, but we can’t be sure until he is apprehended for questioning. All agents are reminded to consider the subject and the others on the Dec. 21st top 100 list as persons of interest. Report all sightings to control if apprehension is not possible.

Monday, March 30, 2009

Egron G'Vargh, Captain, Owner "M.S. Boadicea", deceased.



Recently deceased. Clone being grown.

Name: Egron G'Vargh
Race: Vargr, male
Appearance:
Ht.5’10”, Wt.180lbs, Age=38, Typical Vargr but in better shape and more responsible. Brown & black fur w/some patches of grey.

Attributes [100]
ST 9 (ST includes -1 from 'Attribute Modifiers')
DX 13 [40] (DX includes +1 from 'Attribute Modifiers')
IQ 13 [60]
HT 10

HP 9
Will 13
Per 14 (Perception includes +1 from 'Attribute Modifiers')
FP 9 (Fatigue Points includes -1 from 'Attribute Modifiers')

Basic Lift 16
Damage 1d-2/1d-1

Basic Speed 5.75
Basic Move 5

Ground Move 5/10
Water Move 1

Social Background
TL: 10 [0]
Cultural Familiarities: Human (Alien Culture) [2]; Vargr (Native) [0].
Languages: Chinglish (Accented) [4]; Vargr (Native/) [16].

Advantages [145]
Acute Taste and Smell (3) [6*]
Acute Vision (1) [2*]
Attribute Modifiers [12*]
Claws (Blunt Claws) [3*]
Combat Reflexes [15]
Damage Resistance (1) (Tough Skin) [3*]
Enhanced Move (Ground) (1) (Fatigues every 5 seconds) [19*]
Independent Income (3) [3]
Merchant Rank (Imperial) (3) [15]
Merchant Rank (Terran) (3) [15]
Status (Imperial) (2) [10]
Teeth (Sharp Teeth) [1*]
Temperature Tolerance (1) [1*]
Very Fit [15]
Wealth (Imperial) (Filthy Rich) [50]
* = item is owned by another, point value is included in the other item.

Perks [0]
Fur [1*]
* = item is owned by another, point value is included in the other item.

Disadvantages [-35]
Cannot Kick [-5*]
Chummy [-5*]
Code of Honor (Merchant's) (-1) [-5]
Code of Honor (Professional) [-5]
Curious (12 or less) [-5*]
Easy to Read [-10*]
Reputation (Chaotic, Easy Swayed) (-1) (Always; Everyone) [-5*]
Sense of Duty (Crew) (Small Group) [-5]
Social Stigma (Non-Human, looks like werewolf.) [-10]
Xenophilia (12 or less) [-10]
* = item is owned by another, point value is included in the other item.

Quirks [-3]
Dislikes Communicating Face-to-face Unless Vargr [-1]
Dislikes Thieves or dishonorable businessmen [-1]
Heavily influenced by Pack Reputation [-1*]
mutters "Its my house, you don't like you get the frack out!" [-1]
Proud [-1*]
* = item is owned by another, point value is included in the other item.

Packages [0]
Starship Commander (Traveller: Interstellar Wars) [0]
Vargr [16]

Skills [53]
Administration IQ/A - IQ+0 15 [2]
Brawling DX/E - DX+0 13 [1]
Carousing HT/E - HT+0 10 [1]
Electronics Operation/TL10 (Communications) IQ/A - IQ+0 15 [2]
Electronics Operation/TL10 (Sensors) IQ/A - IQ+0 15 [2]
Engineer/TL10 (Starships) IQ/H - IQ-2 13 [1]
Fast-Draw (Pistol) DX/E - DX+2 15 [2]
includes: +1 from 'Combat Reflexes'
Finance IQ/H - IQ-1 14 [2]
Free Fall DX/A - DX+0 13 [2]
Freight Handling/TL10 IQ/A - IQ-1 14 [1]
Guns/TL10 (Pistol) DX/E - DX+2 15 [4]
Law (Interstellar Trade) IQ/H - IQ-2 13 [1]
Leadership IQ/A - IQ+0 15 [2]
Market Analysis IQ/H - IQ+0 15 [4]
Mathematics/TL10 (Applied) IQ/H - IQ-2 13 [1]
Navigation/TL10 (Hyperspace) IQ/A - IQ-1 14 [1]
Navigation/TL10 (Space) IQ/A - IQ+0 15 [2]
Piloting/TL10 (High-Performance Spacecraft) DX/A - DX+0 13 [2]
Savoir-Faire (Merchant) IQ/E - IQ+1 16 [2]
Shiphandling/TL10 (Starship) IQ/H - IQ+1 16 [8]
Spacer/TL10 IQ/E - IQ+2 17 [4]
Strategy (Space) IQ/H - IQ-1 14 [2]
Tactics IQ/H - IQ-1 14 [2]
Vacc Suit/TL10 DX/A - DX+0 13 [2]

Stats [140] Ads [145] Disads [-35] Quirks [-3] Skills [53] = Total [300]


Hand Weapons
When armed, Egron usually carries/wears two Auto Snub Pistols (Gyroc 10mm automatic) from the ship's locker.
Ranged Weapons

Armor & Possessions
Ballistic cloth armored jumpsuit or armored vacc suit (spacesuit).

Wealth:

29,200,000cr invested at N% giving income of 1,500,000cr per month

Notes:
Egron shares ownership of a 200dt Free Trader Starship, the M.S. Boadicea, with Anya Starseeker-Jetson

Friday, March 20, 2009

Jack Donosev, Ex-KGB (Earth 0), Merchant Gunner



Name: Jack Donosev
Race: Human, male
Appearance:
Ht.6’, Wt.170lbs, Light-brown hair, Brown Eyes, light tan skin, age 40.
Attributes [127]
ST 10
DX 14 [80]
IQ 12 [40]
HT 10

HP 11 [2]
Will 12
Per 13 [5]
FP 10

Basic Lift 20
Damage 1d-2/1d

Basic Speed 6
Basic Move 6

Ground Move 6
Water Move 1

Social Background
TL: 10 [0]
Cultural Familiarities: Terran (Native) [0].
Languages: Chinglish or Galanglic (Broken) [2]; English (Accented) [4]; Russian (Native) [0].

Advantages [36]
Combat Reflexes [15]
Danger Sense [15]

Disadvantages [-70]
Addiction (Alcohol) (Cheap) (Incapacitating; Legal) [-10]
Code of Honor (Professional--fellow spies) [-5]
Compulsive Gambling (12 or less) [-5]
Greed (12 or less) [-15]
No Sense of Humor [-10]
Sense of Duty (Small Group) [-5]
Status (Terran) (-1) [-5]
Wealth (Struggling) [-10]
Workaholic [-5]

Quirks [-3]
Alcohol Intolerance (Cheap drunk) [-1]
Personality Change (Extroverted when drunk) [-1]
Staid [-1]

Packages [0]
Investigator (Basic Set) [0]

Skills [35]
Camouflage IQ/E - IQ+0 12 [1]
Carousing HT/E - HT+0 10 [1]
Climbing DX/A - DX-1 13 [1]
Explosives/TL10 (Demolition) IQ/A - IQ+0 12 [2]
Gunner/TL10 (Beams) DX/E - DX+2 16 [4]
Gunner/TL10 (Missiles) DX/E - DX+0 14 [1]
Gunner/TL10 (Sandcasters) DX/E - DX+0 14 [1]
Guns/TL10 (Pistol, Gyroc) DX/E - DX+1 15 [1]
Guns/TL10 (Rifle) DX/E - DX+2 16 [4]
Guns/TL10 (Shotgun) DX/E - DX+1 15 [1]
Guns/TL10 (Submachine Gun) DX/E - DX+1 15 [1]
Karate DX/H - DX-2 12 [1]
Kicking (Karate) Tech/H - def+0 10 [0]
Knee Strike (Karate) Tech/A - def+0 11 [0]
Knife DX/E - DX+1 15 [2]
Lockpicking/TL10 IQ/A - IQ-1 11 [1]
Poisons/TL10 IQ/H - IQ-2 10 [1]
Rapier DX/A - DX+1 15 [4]
Shadowing IQ/A - IQ+0 12 [2]
Soldier/TL10 IQ/A - IQ+0 12 [2]
Stealth DX/A - DX+1 15 [4]
Streetwise IQ/A - IQ+0 12 [2]
Traps/TL10 IQ/A - IQ+0 12 [2]
Vacc Suit/TL10 DX/A - DX-1 13 [1]

Stats [127] Ads [36] Disads [-70] Quirks [-3] Skills [35] = Total [125]

Hand Weapons
On board ship, uses snub pistol (Gyroc 10mm revolver), otherwise uses Steyr Tactical Machine Pistol 9x19mm.
Ranged Weapons
On Earth 0, Ak47 rifle; now uses Gauss Rifle.
Armor & Possessions
Usually uses Ballistic Cloth Armor jump suit.
Standard footlocker with four changes of casual dress clothing, one extra ballistic cloth armor jump suit, and stealth uniform clothing items; owns very fine quality TL10 Gauss rifle, Steyr Machine Pistol, and case of Gauss ammunition and a case of 9x19mm (1000rds) ammo.; set of custom lockpicking tools.

Tuesday, March 17, 2009

Josef "Kam" Ktismet, Martial Artist, Environmental/Medical Technician

{picture not yet available}

Name: Josef "Kam" Ktismet (née Melvin Walbert of Glisten/Spinward Marches)
Race: Human

Appearance: Male, 5'10"ht., 165lbs.wt., Apparent age ~34, 180 lbs, bald, skin 90% covered in tattoos, brown eyes, brown hair.

Attributes [199]
ST 13 [30]
DX 14 [80]
IQ 13 [60]
HT 11 [10]

HP 15 [4]
Will 13
Per 13
FP 11

Basic Lift 34
Damage 1d/2d-1

Basic Speed 7 [15]
Basic Move 7

Ground Move 7
Water Move 1

Social Background
TL: 10 [0]
Cultural Familiarities:
Languages: Galanglic or Chinglish (Native) [0]; Gurvin (Federation Trade Tongue, see p. T:ARIII 29) (Broken) [2]; Gvegh (Vargr Trade Tongue, see p. T:ARI 86) (Accented/None) [2]; Trokh (Aslan high tongue) (Accented) [4]; Trokh fiyalr (Aslan trade tongue) (Native) [6].

Advantages [64]
Combat Reflexes [15]
Common Sense [10]
Eidetic Memory [5]
G-Experience (10) [10]
High Manual Dexterity (2) [10]

Disadvantages [-80]
Code of Honor (Professional) [-5]
Delusion (MiB are after him.) (Minor) [-5]
Discipline of Faith (a semi-mystical Aslan hybrid) [-5]
Obsession (Do something great and good for the history books) (Long-Term Goal) (12 or less) [-10]
Pacifism (Cannot Harm Innocents) [-10]
Phobia (Weightlessness) (12 or less) [-5]
Secret (Witnessed the after effects of a covered-up massacre) (Imprisonment or Exile) [-20]
Sense of Duty (Friends) (Small Group) [-5]
Trademark (Takes holos and leaves them in public places on each planet) (Simple) [-5]
Xenophilia (12 or less) [-10]

Quirks [-5]
Distinctive Feature (Body 90% covered by tattoos) [-1]
Free Sick [-1]
Keeps his Head Shaved [-1]
Wears a backpack [-1]
Wears light, unencumbering clothes [-1]

Skills [72]
Artist (Body Art (Tattooing)) IQ/H - IQ+2 15 [12]
Cloak DX/A - DX+0 14 [2]
Connoisseur (Visual Arts (Tattoos)) IQ/A - IQ+0 13 [1]
Diagnosis/TL10 (Human) IQ/H - IQ-1 12 [2]
Disarming (Karate) Tech/H - def+0 16 [0]
Elbow Strike (Karate) Tech/A - def+0 14 [0]
Electronics Operation/TL10 (Medical) IQ/A - IQ-1 12 [1]
Electronics Repair/TL10 (Medical) IQ/A - IQ-1 12 [1]
First Aid/TL10 (Human) IQ/E - IQ+0 13 [1]
Guns/TL10 (Pistol) DX/E - DX+0 14 [1]
Hazardous Materials/TL10 (Biological) IQ/A - IQ-1 12 [1]
Jeweler/TL10 IQ/H - IQ+1 14 [8]
Judo DX/H - DX-2 12 [1]
Judo Art DX/H - DX-2 12 [1]
Judo Sport DX/H - DX-2 12 [1]
Jump Kick (Karate) Tech/H - def+0 12 [0]
Karate DX/H - DX+2 16 [12]
Karate Art DX/H - DX+0 14 [2]
Karate Sport DX/H - DX+0 14 [2]
Kicking (Karate) Tech/H - def+1 15 [2]
Knee Strike (Karate) Tech/A - def+0 15 [0]
Leadership IQ/A - IQ-1 12 [1]
Mechanic/TL10 (Environmental Systems) IQ/A - IQ+0 13 [2]
Mechanic/TL10 (Fusion Power Plant) IQ/A - IQ+0 13 [2]
Mechanic/TL10 (Jump Drive) IQ/A - IQ+0 13 [2]
Mechanic/TL10 (Maneuver Drive) IQ/A - IQ+0 13 [2]
Physiology/TL10 (Human) IQ/H - IQ-2 11 [1]
Piloting/TL10 (Contragravity) DX/A - DX-1 13 [1]
Savoir-Faire (Aslan) IQ/E - IQ+0 13 [1]
Savoir-Faire (Dojo) IQ/E - IQ+0 13 [1]
Savoir-Faire (Imperial) IQ/E - IQ+0 13 [1]
Spacer/TL10 IQ/E - IQ+0 13 [1]
Streetwise IQ/A - IQ-1 12 [1]
Sweeping Kick (Karate) Tech/H - def+0 13 [0]
Swimming HT/E - HT+1 12 [2]
Teaching IQ/A - IQ+0 13 [2]
Writing IQ/A - IQ-1 12 [1]

Stats [199] Ads [64] Disads [-80] Quirks [-5] Skills [72] = Total [250]

Hand Weapons

Ranged Weapons

Armor & Possessions



Reference document for this character

Monday, March 16, 2009

Queequeg, Ex-barbarian, Missile Gunner/Shipboard security




Name: Queequeg
Race: Human

Appearance: Male, 6'2"ht., 275lbs.wt., Handsome, muscular, brown skinned, covered with check tatoos & designs, brown eyes, shaved head (w/black topknot).

Attributes [204]
ST 15 [50]
DX 15 [100]
IQ 10
HT 14 [40]

HP 17 [4]
Will 10
Per 12 [10]
FP 14

Basic Lift 45
Damage 1d+1/2d+1

Speed 7.25
Move 7

Ground Move 7
Water Move 1

Social Background
TL: 10 [0]
Cultural Familiarities: Earth (Native) [0]; Primitive Cultures [1].
Languages: Galanglic or Chinglish (Broken/None) [1]; Hawaiian (Accented/None) [2]; Pidgin English (Accented/None) [2]; Samoan (Native) [0]; Tahitian (Accented/None) [2].

Advantages [53]
Absolute Direction [5]
Appearance (Attractive) [4]
Combat Reflexes [15]
Hard to Kill (2) [4]
Temperature Tolerance (2) [2]
Very Fit [15]

Disadvantages [-80]
Impulsiveness (12 or less) [-10]
Low TL (-7) [-35]
Selfless (12 or less) [-5]
Social Stigma (Barbarian) [-10]
Truthfulness (12 or less) [-5]
Vow (Yearly Fast) (Minor) [-5]
Wealth (Struggling) [-10]

Quirks [-5]
Eats with harpoon [-1]
Shaved all over except for topknot on head. [-1]
Shaves with Harpoon [-1]
Tattoos all over his skin. [-1]
Wears as little clothing as possible during jump space. [-1]

Skills [78]
Axe/Mace (Tomahawk) DX/A - DX+1 16 [4]
Brawling DX/E - DX+1 16 [2]
Crossbow DX/E - DX+1 16 [2]
Freight Handling/TL10 IQ/A - IQ+0 10 [2]
Gunner/TL10 (Missiles) DX/E - DX+2 17 [4]
Guns/TL10 (Shotgun) DX/E - DX+1 16 [2]
Judo DX/H - DX+0 15 [4]
Kicking (Brawling) Tech/H - def+0 14 [0]
Knife DX/E - DX+1 16 [2]
Knife Throwing P/E - DX+1 16 [2]
Meteorology/TL3 (Earthlike) IQ/A - IQ+1 11 [4]
Navigation/TL3 (Sea) IQ/A - IQ+4 14 [4]
includes: +3 from 'Absolute Direction'
Piloting/TL10 (RCV) DX/A - DX-1 14 [1]
Seamanship/TL3 IQ/E - IQ+2 12 [4]
Sex Appeal HT/A - HT+0 14 [1]
includes: +1 from 'Appearance'
Shortsword DX/A - DX+1 16 [4]
Spear DX/A - DX+2 17 [8]
Spear Throwing P/E - DX+3 18 [8]
Survival (Salt-Water Sea) IQ/A - IQ+1 11 [4]
Swimming HT/E - HT+3 17 [8]
Thrown Weapon (Harpoon) DX/E - DX+3 18 [8]

Stats [204] Ads [53] Disads [-80] Quirks [-5] Skills [78] = Total [250]

Hand Weapons

Ranged Weapons

Armor & Possessions

Wednesday, March 4, 2009

Dr. Zawi Halass, Archaeologist (Earth 0)



Name: Zawi Halass, PhD Anthropology
Race: Human, male
Appearance:
Ht. 5’9”, Wt.160lbs, Olive Skin, Grey Hair, brown eyes, Age 53.
Attributes [120]
ST 10
DX 10
IQ 16 [120]
HT 10

HP 10
Will 16
Per 16
FP 10

Basic Lift 20
Damage 1d-2/1d

Speed 5
Move 5

Ground Move 5
Water Move 1

Social Background
TL: 10 [0]
Cultural Familiarities: Terran (Native) [0].
Languages: Akkadian (Accented) [2]; Ancient Egyptian (Native) [4]; Ancient Greek (Accented) [2]; Ancient Hebrew (Accented) [2]; Arabic (Native) [0]; Babylonian (Accented) [2]; Chinglish or Galanglic (Accented) [2]; Egyptian (Native) [4]; English (Native) [4]; Hindi (Accented) [2]; Hittite (Accented) [2].

Advantages [48]
Claim to Hospitality (Universities) (2) [2]
Language Talent [10]
Photographic Memory [10]

Disadvantages [-75]
Age (years over 50) (-3) [-9]
Code of Honor (Professional) [-5]
Curious (12 or less) [-5]
Delusion (Ancient Civilizations were visited by aliens) (Minor) [-5]
Obsession (Long-Term Goal) (12 or less) [-10]
Overweight [-1]
Pacifism (Total Nonviolence) [-30]
Xenophilia (12 or less) [-10]

Packages [0]
Scientist (Traveller: Interstellar Wars) [0]

Skills [57]
Anthropology (Human) IQ/H - IQ+0 16 [4]
Archaeology IQ/H - IQ+0 16 [4]
Artist (Calligraphy) IQ/H - IQ-1 15 [0]
Artist (Drawing) IQ/H - IQ+1 17 [8]
Artist (Painting) IQ/H - IQ-1 15 [0]
Biochemistry/TL10 M/VH - IQ-3 13 [1]
Biology/TL10 (Earthlike) IQ/VH - IQ-3 13 [1]
Chemistry/TL10 IQ/H - IQ-2 14 [1]
Computer Operation/TL10 IQ/E - IQ+1 17 [2]
Diplomacy IQ/H - IQ-2 14 [1]
Electronics Operation/TL10 (Scientific) IQ/A - IQ+0 16 [2]
Electronics Operation/TL10 (Sensors) IQ/A - IQ-1 15 [1]
Expert Skill (Egyptology) IQ/H - IQ-2 14 [1]
Forensics/TL10 IQ/H - IQ-2 14 [1]
Geography/TL10 (Earthlike) IQ/H - IQ-2 14 [1]
Geology/TL10 (Earthlike) IQ/H - IQ-2 14 [1]
History (Ancient Civilizations of Earth) IQ/H - IQ-2 14 [1]
Leadership IQ/A - IQ-1 15 [1]
Philosophy (Ancient Greek) IQ/H - IQ-2 14 [1]
Photography/TL10 IQ/A - IQ-1 15 [1]
Public Speaking IQ/A - IQ+1 17 [4]
Research/TL10 IQ/A - IQ+2 18 [8]
Savoir-Faire (Academia) IQ/E - IQ+0 16 [1]
Savoir-Faire (High Society) IQ/E - IQ+0 16 [1]
Speed-Reading IQ/A - IQ-1 15 [1]
Teaching IQ/A - IQ+1 17 [4]
Writing IQ/A - IQ+1 17 [4]
Xenobiology (Earthlike) M/A - IQ-1 15 [1]

Stats [120] Ads [48] Disads [-75] Quirks [0] Skills [57] = Total [150]

Hand Weapons
Not armed.
Ranged Weapons
Not armed.
Armor & Possessions
Ballistic cloth armor jump suit.
Footlocker with: four casual changes of clothing; two suit, shirt & tie sets; set of archaeologist's tools; personal computer (laptop) with library of holodisc databases on ancient cultures, languages, literature, etc.

Tuesday, March 3, 2009

Dr. Xavier Fauchelevent, Parachronic Scientist (Homeline, Earth 0)



Name: Dr. Xavier Fauchelevent
Race: Human, male
Appearance:
Ht. 6’0”, Wt.180lbs, Brown hair, brown eyes, fair skin, younger appearance than age.
Attributes [137]
ST 10
DX 12 [40]
IQ 14 [80]
HT 11 [10]

HP 11 [2]
Will 14
Per 15 [5]
FP 11

Basic Lift 20
Damage 1d-2/1d

Speed 5.75
Move 5

Ground Move 5
Water Move 1

Social Background
TL: 10 [0]
Cultural Familiarities: Earth 0 [1]; Homeline (Native) [0]; Imperium 0 [1].
Languages: Ancient Greek (Accented) [2]; Centrum English (Native/None) [2]; Earth 0 German (Native/None) [2]; English (Native) [4]; French (Native) [4]; Galanglic or Chinglish (Native) [4]; Homeline English (Native) [0]; Latin (Accented) [2]; Reich-5 German (Native) [4].

Advantages [75]
Absolute Direction [5]
Appearance (Attractive) [4]
Chronolocation [5]
Fit [5]
Language Talent [10]
Mathematical Ability (1) [10]
Photographic Memory [10]

Disadvantages [-65]
Age (years over 50) (-5) [-15]
Callous [-5]
Code of Honor (Professional) [-5]
Duty (Infinity) (15 or less (almost always)) (Nonhazardous) [-10]
Pacifism (Reluctant Killer) [-5]
Wealth (Struggling) [-10]
Weirdness Magnet [-15]

Packages [0]
Paralabs Field Researcher (Infinite Worlds) [0]

Skills [53]
Astronomy/TL10 IQ/H - IQ+0 14 [2]
includes: +1 from 'Mathematical Ability'
Cartography/TL10 IQ/A - IQ+0 14 [2]
Computer Operation/TL10 IQ/E - IQ+1 15 [2]
Electronics Operation/TL10 (Parachronic) IQ/A - IQ+1 15 [4]
Electronics Operation/TL10 (Scientific) IQ/A - IQ+1 15 [4]
Expert Skill (Cliodynamics) IQ/H - IQ+2 16 [12]
Farming/TL10 IQ/A - IQ-1 13 [1]
Geography/TL10 (Earthlike) IQ/H - IQ-1 13 [2]
Geology/TL10 (Earthlike) IQ/H - IQ-1 13 [2]
Guns/TL10 (Shotgun) DX/E - DX+1 13 [2]
Linguistics (Human) IQ/H - IQ-1 13 [2]
Mathematics/TL10 (Applied) IQ/H - IQ+1 15 [4]
includes: +1 from 'Mathematical Ability'
Mathematics/TL10 (Surveying) IQ/H - IQ+0 14 [2]
includes: +1 from 'Mathematical Ability'
Meteorology/TL10 (Earthlike) IQ/A - IQ+0 14 [2]
Navigation/TL10 (Land) IQ/A - IQ+2 16 [1]
includes: +3 from 'Absolute Direction'
Physics/TL10 (Parachronic) IQ/VH - IQ+0 14 [4]
includes: +1 from 'Mathematical Ability'
Research/TL10 IQ/A - IQ+0 14 [2]
Spacer/TL10 IQ/E - IQ+0 14 [1]
Survival (Desert) IQ/A - IQ+0 14 [2]

Stats [137] Ads [75] Disads [-65] Quirks [0] Skills [53] = Total [200]

Hand Weapons
Usually uses (if he has to) a double barrel twelve gauge shotgun.
Ranged Weapons

Armor & Possessions
Usually wears ballistic cloth armor jump suit or tailored cloth armor clothing for the culture being investigated. Footlocker with five changes of fine quality clothing; one very fine quality double barrel twelve gauge shotgun, and case of 200rds.

Sunday, February 1, 2009

Misc. Characters: Bobtalk the comedian



Name: Bobtalk Foo
Race: Human

Attributes [130]
ST 10
DX 12 [40]
IQ 14 [80]
HT 11 [10]

HP 10
Will 14
Per 14
FP 11

Basic Lift 20
Damage 1d-2/1d

Speed 5.75
Move 5

Ground Move 5
Water Move 1

Social Background
TL: 10 [0]
Cultural Familiarities: Terran (Native) [0].
Languages: English (Native) [0]; Galanglic or Chinglish (Native) [6].

Advantages [26]
Luck [15]
Sensitive [5]

Disadvantages [-40]
Addiction (Tobacco) (Cheap) (Highly addictive; Legal) [-5]
Age (years over 50) (-5) [-15]
Honesty (12 or less) [-10]
Pacifism (Cannot Harm Innocents) [-10]

Quirks [-2]
Always tends to think of the entertainment value of every event. [-1]
Congenial [-1]

Packages [0]
Entertainer (Traveller: Interstellar Wars) [0]

Skills [36]
Carousing HT/E - HT+0 11 [1]
Computer Hacking/TL10 IQ/VH - IQ-3 11 [1]
Computer Operation/TL10 IQ/E - IQ+0 14 [1]
Computer Programming/TL10 IQ/H - IQ-2 12 [1]
Diagnosis/TL10 IQ/H - IQ-2 12 [1]
Electronics Operation/TL10 (Communications) IQ/A - IQ-1 13 [1]
Electronics Repair/TL10 (Communications) IQ/A - IQ-1 13 [1]
Fast-Talk IQ/A - IQ+0 14 [2]
First Aid/TL10 IQ/E - IQ+0 14 [1]
Guns/TL10 (Gyroc) DX/E - DX+1 13 [2]
Mechanic/TL10 (Automobile) IQ/A - IQ-1 13 [1]
Performance IQ/A - IQ+1 15 [4]
Pharmacy/TL10 (Synthetic) IQ/H - IQ-2 12 [1]
Philosophy (Libertarian) IQ/H - IQ-2 12 [1]
Politics IQ/A - IQ-1 13 [1]
Psychology (Human) IQ/H - IQ+0 14 [4]
Public Speaking IQ/A - IQ+1 15 [4]
Savoir-Faire IQ/E - IQ+2 16 [4]
Teaching IQ/A - IQ-1 13 [1]
Vacc Suit/TL10 DX/A - DX-1 11 [1]
Writing IQ/A - IQ+0 14 [2]

Stats [130] Ads [26] Disads [-40] Quirks [-2] Skills [36] = Total [150]

Hand Weapons

Ranged Weapons

Armor & Possessions

Saturday, January 31, 2009

Posted in this Month are the various antagonists & bosses

The first two characters for this month are Drs. Beverly Bain & Crimson Leika. Crimson has worked for Ms. Bain for four years now and has given her economic out put to Beverly; she starts with 50,000 Credits. Dr. Bain has begun a business in the illegal cloning and genetic engineering of humans. Deeply talented, but morally flawed, Dr. Bain has amassed 50,000,000 Credits in equipment and capital.

Noticing Dr. Bain's work and eager to supply various military organizations with illegal genetically enhanced clones, Dr. Evil has made the two women partners in his enterprises, he has amassed 500,000,000 Credits in equipment and capital.

Monday, January 5, 2009

Quincy Snerdley, aka Dr. Evil



Name: Quincy Snerdly
Race: Human, male
Appearance: Height: 5'10", Weight: 150lbs, Pale skin, brown hair, brown eyes.

Attributes [185]
ST 10
DX 14 [80]
IQ 15 [100]
HT 10

HP 10
Will 16 [5]
Per 15
FP 10

Basic Lift 20
Damage 1d-2/1d

Speed 6
Move 6

Ground Move 6
Water Move 1

Social Background
TL: 11 [0]
Cultural Familiarities:
Languages: Chinglish or Galanglic (Native) [0]; High Vilani (Native) [6].

Advantages [190]
Business Acumen (3) [30]
Psionic Resistance (2) [4]
Status (2) [10]
Telekinesis (2) [10]
Telepathy Talent (2) [10]
Unusual Background (Psi) (Latent) [10]
Unusual Background: Psionic [10]
Wealth (Terran) (Multimillionaire 2) [100]

Disadvantages [-86]
Age (years over 50) (-2) [-6]
Bad Temper (12 or less) [-10]
Lecherousness (12 or less) [-15]
No Sense of Humor [-10]
Sadism (12 or less) [-15]
Secret (Illegal bio-tech trafficing & sophont slavery) (Imprisonment or Exile) [-20]
Stubbornness [-5]
Workaholic [-5]

Packages [0]
Capitalist (Traveller: Interstellar Wars) [0]
Scientist (Traveller: Interstellar Wars) [0]

Skills [61]
Accounting IQ/H - IQ+2 17 [2]
includes: +3 from 'Business Acumen'
Administration IQ/A - IQ+3 18 [2]
includes: +3 from 'Business Acumen'
Battlesuit/TL11 DX/A - DX-1 13 [1]
Beam Weapons/TL11 (Pistol) DX/E - DX+0 14 [1]
Biology/TL11 (Earthlike) IQ/VH - IQ-1 14 [4]
Chemistry/TL11 IQ/H - IQ+0 15 [4]
Computer Operation/TL11 IQ/E - IQ+2 17 [4]
Current Affairs/TL11 (Science & Technology) IQ/E - IQ+1 16 [2]
Economics IQ/H - IQ+1 16 [1]
includes: +3 from 'Business Acumen'
Electronics Operation/TL11 (Medical) IQ/A - IQ+0 15 [2]
Electronics Operation/TL11 (Scientific) IQ/A - IQ+0 15 [2]
Expert Skill (Natural Philosophy) IQ/H - IQ-2 13 [1]
Fast-Talk IQ/A - IQ+0 15 [2]
Finance IQ/H - IQ+2 17 [2]
includes: +3 from 'Business Acumen'
Guns/TL11 (Pistol) DX/E - DX+1 15 [2]
Leadership IQ/A - IQ+1 16 [4]
Market Analysis IQ/H - IQ+2 17 [2]
includes: +3 from 'Business Acumen'
Merchant IQ/A - IQ+3 18 [2]
includes: +3 from 'Business Acumen'
Physician/TL11 IQ/H - IQ-1 14 [2]
Piloting/TL11 (High-Performance Spacecraft) DX/A - DX+0 14 [2]
Public Speaking IQ/A - IQ+0 15 [2]
Research/TL11 IQ/A - IQ+1 16 [4]
Savoir-Faire (High Society) IQ/E - IQ+0 15 [1]
Speed-Reading IQ/A - IQ-1 14 [1]
Surgery/TL11 (Human) IQ/VH - IQ-1 14 [4]
Teaching IQ/A - IQ+0 15 [2]
Vacc Suit/TL11 DX/A - DX-1 13 [1]
Writing IQ/A - IQ+0 15 [2]

Stats [185] Ads [190] Disads [-86] Quirks [0] Skills [61] = Total [350]


Hand Weapons

Ranged Weapons

Armor & Possessions

Sunday, January 4, 2009

Nataly Smith, series Mk.1



Name: Nataly Smith
Race: Human, female
Appearance: Height: 5'3", Weight: 105lbs, fair skin, brown hair, brown eyes, thin, small boned, Age 17.

Attributes [140]
ST 8 [-20]
DX 14 [80]
IQ 15 [100]
HT 8 [-20]

HP 8
Will 15
Per 15
FP 8

Basic Lift 13
Damage 1d-3/1d-2

Speed 5.5
Move 5

Ground Move 5
Water Move 1

Social Background
TL: 10 [0]
Cultural Familiarities:
Languages: Chinglish or Galanglic (Native) [0]; Russian (Native) [6].

Advantages [50]
Appearance (Attractive) [4]
Double-Jointed [15]
Intuitive Mathematician [5]
Mathematical Ability (1) [10]
Photographic Memory [10]

Disadvantages [-82]
Addiction ("Punishment") (Expensive) [-10]
Addiction (Psionic Contact) (Cheap) (Incapacitating; Illegal) [-15]
Masochism (12 or less) [-15]
Slave Mentality [-40]
Youth (-1) [-2]

Skills [42]
Acrobatics DX/H - DX-2 12 [1]
Aerobatics DX/H - DX-2 12 [1]
Armoury/TL10 (Battlesuits) IQ/A - IQ-1 14 [1]
Chemistry/TL10 IQ/H - IQ-2 13 [1]
Computer Operation/TL10 IQ/E - IQ+0 15 [1]
Cooking IQ/A - IQ+2 17 [8]
Electronics Repair/TL10 (Computers) IQ/A - IQ-1 14 [1]
Electronics Repair/TL10 (Psychotronics) IQ/A - IQ+1 16 [4]
Electronics Repair/TL10 (Scientific) IQ/A - IQ-1 14 [1]
Electronics Repair/TL10 (Sensors) IQ/A - IQ-1 14 [1]
Engineer/TL10 (Electronics) IQ/H - IQ-1 14 [1]
includes: +1 from 'Mathematical Ability'
Engineer/TL10 (Jump Drive) IQ/H - IQ-1 14 [1]
includes: +1 from 'Mathematical Ability'
Engineer/TL10 (Materials) IQ/H - IQ-1 14 [1]
includes: +1 from 'Mathematical Ability'
Engineer/TL10 (Nanotechnology) IQ/H - IQ-1 14 [1]
includes: +1 from 'Mathematical Ability'
Erotic Art (Human) DX/A - DX+6 20 [4]
includes: +5 from 'Double-Jointed'
Leadership IQ/A - IQ-1 14 [1]
Mathematics/TL10 (Applied) IQ/H - IQ-1 14 [1]
includes: +1 from 'Mathematical Ability'
Mechanic/TL10 (Gravitics) IQ/A - IQ-1 14 [1]
Mechanic/TL10 (Jump Drive) IQ/A - IQ-1 14 [1]
Mechanic/TL10 (Starships) IQ/A - IQ-1 14 [1]
Metallurgy/TL10 IQ/H - IQ-2 13 [1]
Navigation/TL10 (Hyperspace) IQ/A - IQ-1 14 [1]
Savoir-Faire (Servant) IQ/E - IQ+2 17 [4]
Sewing/TL10 DX/E - DX+0 14 [1]
Shiphandling/TL10 (Starship) IQ/H - IQ-2 13 [1]
Spacer/TL10 IQ/E - IQ+0 15 [1]

Stats [140] Ads [50] Disads [-82] Quirks [0] Skills [42] = Total [150]

Hand Weapons

Ranged Weapons

Armor & Possessions



And when your fingers find her, she drowns you in her body,
Carving deep blue ripples in the tissues of your mind.

Saturday, January 3, 2009

Dr. Beverly Bain



Name: Dr. Beverly Bain
Race: Human, female
Appearance: Height: 6', Weight: 128lbs, Strawberry Blond Hair, Blue Eyes, Fair+Tanned Skin, 35 1/2C-24-35, Age: 39.

Attributes [240]
ST 12 [20]
DX 14 [80]
IQ 16 [120]
HT 12 [20]

HP 16 (Hit Points includes +4 from 'Extra Hit Points')
Will 16
Per 16
FP 12

Basic Lift 29
Damage 1d-1/1d+2

Speed 6.5
Move 6

Ground Move 6
Water Move 1

Social Background
TL: 11 [0]
Cultural Familiarities: Terran (Native) [0].
Languages: Chinglish or Galanglic (Native) [0].

Advantages [171]
Appearance (Beautiful) [12]
Combat Reflexes [15]
Extra Hit Points (4) (Affects displayed HP score) [8]
Hard to Kill (3) [6]
High Manual Dexterity (1) [5]
Higher Purpose [5]
Intuition [15]
Photographic Memory [10]
Single-Minded [5]
Very Fit [15]
Wealth (Multimillionaire 1) [75]

Perks [3]
Accessory (Molecular Manipulation Tools) [1]
Honest Face [1]
No Degeneration in Zero-G [1]

Disadvantages [-95]
Addiction (MJ) (Addictive: Highly; Costs: $20 or less; Legal) [-5]
Bully (12 or less) [-10]
Enemy (IRIS) (utterly formidable group) (9 or less) [-40]
Secret (Bisexual) (Serious Embarrassment) [-5]
Secret Identity (Serious Embarrassment) [-5]
Sense of Duty (Advancement of Science) (Large Group) [-10]
Social Stigma (Minority Group: Unchaste Women) [-10]
Stubbornness [-5]
Workaholic [-5]

Packages [0]
Doctor (Traveller: Interstellar Wars) [0]

Skills [81]
Acting IQ/A - IQ+0 16 [2]
Administration IQ/A - IQ-1 15 [1]
Astrogation M/A - IQ-1 15 [1]
Battlesuit/TL11 DX/A - DX+0 14 [2]
Biochemistry/TL11 M/VH - IQ-1 15 [4]
Bioengineering/TL11 (Biogadgets) IQ/H - IQ-2 14 [1]
Bioengineering/TL11 (Cloning) IQ/H - IQ-2 14 [1]
Bioengineering/TL11 (Genetic Engineering) IQ/H - IQ+1 17 [8]
Bioengineering/TL11 (Microbioengineering) IQ/H - IQ-2 14 [1]
Bioengineering/TL11 (Tissue Engineering) IQ/H - IQ-2 14 [1]
Bioengineering/TL11 (Vaccines) IQ/H - IQ-2 14 [1]
Biology/TL11 (Earthlike) IQ/VH - IQ-2 14 [2]
Chemistry/TL11 IQ/H - IQ-2 14 [1]
Computer Operation/TL11 IQ/E - IQ+0 16 [1]
Diagnosis/TL11 IQ/H - IQ-1 15 [2]
Diplomacy IQ/H - IQ-1 15 [2]
Electronics Operation/TL11 (Medical) IQ/A - IQ+1 17 [4]
Guns/TL11 (Submachine Gun) DX/E - DX+3 17 [8]
Judo DX/H - DX-1 13 [2]
Karate DX/H - DX+0 14 [4]
Katana DX/A - DX+2 16 [8]
Pharmacy/TL11 (Synthetic) IQ/H - IQ-1 15 [2]
Physician/TL11 IQ/H - IQ+0 16 [4]
Physiology/TL11 (Human) IQ/H - IQ-1 15 [2]
Piloting/TL11 (FTL) DX/A - DX-1 13 [1]
Piloting/TL11 (High-Performance Spacecraft) DX/A - DX+0 14 [2]
Psychology (Human) IQ/H - IQ-1 15 [2]
Surgery/TL11 (Human) IQ/VH - IQ+0 16 [8]
Teaching IQ/A - IQ-1 15 [1]
Vacc Suit/TL11 DX/A - DX+0 14 [2]

Stats [240] Ads [171] Disads [-95] Quirks [0] Skills [81] = Total [400]



Hand Weapons

Ranged Weapons

Armor & Possessions

Friday, January 2, 2009

Dr. Crimson Leika



Name: Crimson Leika
Race: Human, Female
Appearance: Height: 5'4", Weight: 115lbs, Blond Hair, Green-Blue Eyes, Fair Skin, 36C-23-35, Age: 29.

Attributes [100]
ST 10
DX 12 [40]
IQ 13 [60]
HT 10

HP 10
Will 13
Per 13
FP 10

Basic Lift 20
Damage 1d-2/1d

Speed 5.5
Move 5

Ground Move 5
Water Move 1

Social Background
TL: 10 [0]
Cultural Familiarities: Terran (Native) [0].
Languages: Ancient Greek (Accented) [4]; Chinglish or Galanglic (Native) [0]; German (Accented) [4]; Latin (None/Literate) [2].

Advantages [52]
Appearance (Beautiful) [12]
Resistant (Disease) (Occasional) (Immunity) [10]
Serendipity (1) [15]
Versatile [5]

Disadvantages [-90]
Curious (12 or less) [-5]
Enemy (IRIS) (medium-sized group, some formidable or super-human) (9 or less) [-30]
Guilt Complex (That she enjoys tormenting) [-5]
Lecherousness (12 or less) [-15]
Post-Combat Shakes (12 or less) [-5]
Sadism (12 or less) [-15]
Secret (Involved in genetic experiments on human subjects while working for Imperial Research station.) (Utter Rejection) [-10]
Secret (That She likes to inflict pain) (Serious Embarrassment) [-5]

Packages [0]
Doctor (Traveller: Interstellar Wars) [0]
Technician (Space) [0]

Skills [88]
Administration IQ/A - IQ-1 12 [1]
Bioengineering/TL10 (Cloning) IQ/H - IQ+0 13 [4]
Bioengineering/TL10 (Genetic Engineering) IQ/H - IQ+0 13 [4]
Biology/TL10 (Earthlike) IQ/VH - IQ-2 11 [2]
Computer Operation/TL10 IQ/E - IQ+2 15 [4]
Diagnosis/TL10 IQ/H - IQ+0 13 [4]
Diplomacy IQ/H - IQ-2 11 [1]
Electronics Operation/TL10 (Medical) IQ/A - IQ+1 14 [4]
Electronics Operation/TL10 (Scientific) IQ/A - IQ+1 14 [4]
Electronics Repair/TL10 (Medical) IQ/A - IQ+2 15 [8]
First Aid/TL10 IQ/E - IQ+0 13 [1]
Guns/TL10 (Pistol) DX/E - DX+3 15 [8]
Hazardous Materials/TL10 (Biological) IQ/A - IQ+0 13 [2]
Knife DX/E - DX+2 14 [4]
Leadership IQ/A - IQ-1 12 [1]
Mechanic/TL10 (Nanomachines) IQ/A - IQ+2 15 [8]
Pharmacy/TL10 (Synthetic) IQ/H - IQ-1 12 [2]
Physician/TL10 IQ/H - IQ+0 13 [4]
Physiology/TL10 (Human) IQ/H - IQ-1 12 [2]
Poisons/TL10 IQ/H - IQ-2 11 [1]
Public Speaking IQ/A - IQ+0 13 [2]
Research/TL10 IQ/A - IQ+1 14 [4]
Savoir-Faire (High Society) IQ/E - IQ+0 13 [1]
Scrounging IQ/E - IQ+0 13 [1]
Speed-Reading IQ/A - IQ-1 12 [1]
Surgery/TL10 (Human) IQ/VH - IQ-2 11 [2]
Teaching IQ/A - IQ+1 14 [4]
Vacc Suit/TL10 DX/A - DX+0 12 [2]
Writing IQ/A - IQ+0 13 [2]

Stats [100] Ads [52] Disads [-90] Quirks [0] Skills [88] = Total [150]

Hand Weapons

Ranged Weapons

Armor & Possessions






--Dr. Crimson Leika defends her lab.