AJ Trent
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1 Jan 2371 A.J. Trent born born in Polyphemus system, sole scion of a fairly prominent shipping magnate.
3 Mar 2389 Though not a rabid proponent of the government, he was not disloyal either and joined the TFR Navy at 18 where he excelled in training. His initial aptitude scores were such that he was granted a commission despite a lack of much formal education. Was not well-regarded by his peers but had an excellent record nonetheless; most of his peers saw him as a jumped-up frontiersman, undeserving of his rank. Decorations and promotions were slow despite his technical proficiency.
Saw brief action during the combined-Confederacy action against the Tohre-Chi while serving aboard the TFS Normandy, a destroyer-analog, while an Ensign (2391). Following the cessation of official hostilities between the Confederacy and the Tohre-Chi, the Normandy was rotated to pirate hunting duty.
In June of 2393, the Sophie, a free trader commanded by Luc Marceau, entered the Tyndareus system; the dead system served as a halfway point for many smaller ships so it was no surprise that a free trader would venture there. While recharging their jump drives, they detected a TFR distress beacon and investigated, discovering an escape pod adrift in space with only an unconscious Lieutenant, j.g., A.J. Trent aboard. The Sophie's medical officer examined the officer and was unable to determine any physical problems with him. When revived, LT Trent suffered from a 4-day gap in his memory and was unable to explain his circumstances.
The Sophie dropped him off at the next TFR system. LT Trent was immediately charged with numerous counts ranging from dereliction of duty to treason and spent the next year in a military prison awaiting trial. Of the Normandy, there was never another sign.
The trial was a short affair and, had it not been for the presence of diplomatic observers from the various Confederacy nations, A.J. Trent would probably been found guilty on all charges and executed. As it was, he was acquitted on all counts except the dereliction of duty charge; despite his protests of innocence and requests for deeper inquiries, the twenty-three year old was expelled from the TFR Navy and branded a traitor for something he did not do.
It was during this time that the mysterious man named "Grimm" became his patron; Trent suspects that it was due to Grimm's actions that he (A.J.) wasn't executed.
He drifted for over two years, doing whatever jobs he could find that would keep him drunk. His travels eventually brought him to the USA where he enjoyed no small amount of anonymity. In August of 2196, he was recruited by Juliet Marceau, the daughter of the now-retired Luc Marceau; though she had a reputation as a hard-ass (rightfully so), she was secretly a softie on the inside and felt sorry for TFR expatriate. Under her (sometimes brutal) guidance, Trent clawed his way out of the bottle and managed to get himself back together; as a result, he does not touch alcohol at all.
A year passed aboard the Sophie and, not unexpectedly, Trent and Marceau became romantically involved. It was a tempestuous relationship from the beginning as both were very stubborn and hard-headed; though Julie Marceau could be a loving woman, she could also be as hard as nails when necessary, sometimes, in Trent's opinion, too hard. Over a year after their relationship began, Marceau shot Trent in the shoulder during one such fits of anger; the wound was not serious (though Trent kept the bullet as a souvenir once it was extracted) and she was instantly sorry. On the spur of the moment, Trent proposed while the bullet was still being extracted, she accepted and they were married within the hour.
On the eve of their third-year anniversary, Marceau and Trent walked away from one another; it could have been called an amicable split but the coldness that continues to exist between the two indicates that to call it that would be a lie. Neither of them have admitted why they split and there was no indication of marital problems before they divorced.
A year ago, he met Trouble, though everyone else just calls her Bella.
The current year is 2405.
Contents
Statistics (205 points)
ST 11 [10]; DX 12* [20]; IQ 13 [60]; HT 11* [0].
Damage 1d-1/1d+1; BL 24 lb; HP 11 [0]; Will 13 [0]; Per 13 [0]; FP 11 [0].
Basic Speed 5.75 [0]; Basic Move 5 [0]; Dodge 8.
1.8m; 85kg.
Social Background
TL: 10 [0].
CF: CHW-Common [1].
Languages: Amerish (Native) [0]; French (Native) [3]; Mandarin Chinese (Broken) [2]; Tharêan (Accented) [4].
Templates and Meta-Traits
Alpha [TL9] (Bio-Tech; p. BT66) [39]; Freefighting (Martial Arts; p. MA172) [0]; Military Hand-To-Hand - Krav Maga (Martial Arts; p. MA183) [0].
Advantages
3D Spatial Sense [10]; Ally (Bella Venice, his "special friend"; 75% of starting points; 9 or less) [3]; Born Spacer 2 [10]; Computer Implant [6]; Hot Pilot 2 [10]; Implant Radio [7]; Intuitive Mathematician (Temporary Disadvantage (Electrical)) [4]; Navigator's Guild Membership [1]; Neural Interface Jack [9]; Patrons (Grimm; 6 or less; Minimal Intervention) [5]; Photographic Memory (Recorded data only; Temporary Disadvantage (Electrical)) [6]; Resistant to Acceleration (Rare; +8) [2]; Telecommunication (Cable Jack; Sensie) [9]; Telecommunication (Radio; Reduced Range (x1/10); Secure; Temporary Disadvantage (Electrical)) [7].
Perks: Accessory (Tiny computer); Classic Features (Tall, dark and ...); Guild BlackBox 1; Improvised Weapons (Karate); Style Familiarity (Freefighting); Style Familiarity (Military Hand-to-Hand - Krav Maga); Suit Familiarity (Vacc Suit); Vehicle Bond (Bad Omen; Piloting (High-Performance Spacecraft)). [8]
Disadvantages
Amnesia (Selective - 4 day period regarding the loss of TFS Normandie) [-5]; Bloodlust (Tohre-Chi only; 9 or less) [-10]; Code of Honor (Navigator's Guild) [-5]; Code of Honor (Officer's) [-10]; Dependent (Bella Venice, his "special friend"; No more than 75%; 9 or less; Loved one) [-4]; Flashbacks (From time being "interrogated" by TFR regarding disappearance of TFS Normandie; Mild) [-5]; Intolerance ("Terries," aka Terran Federal Republic; One group) [-5]; Nightmares (related to time in TFR interrogations; 12 or less) [-5]; Phobia (Psionophobia: Psionic Powers (uncommon psi powers); 12 or less) [-10]; Sense of Duty (His Crew (Current and Former); Small Group) [-5]; Social Stigma (Criminal Record) [-5]; Unluckiness [-10].
Quirks: Always wears long sleeves (to conceal the scarring from his imprisonment by Terran Federal Republic); Does NOT talk about the nature of his relationship with Bella Venice; Minor Obsession: What happened to the TFS Normandie; Preferred Looks: Crazy for athletic brunettes; Recovering alcoholic so he drinks only coffee and water. [-5]
Skills
Administration (A) IQ-1 [1]-12; Aerobatics (H) DX+2 [1]-14†; Area Knowledge (Confederacy of Human Worlds) (E) IQ [1]-13; Armoury/TL10 (Small Arms) (A) IQ-1 [1]-12; Astrogation/TL10 (VH) IQ [4]-13‡; Astrography/TL10 (Confederacy) (H) IQ-1 [2]-12; Beam Weapons/TL10 (Pistol) (E) DX+1 [2]-13; Beam Weapons/TL10 (Projector) (E) DX [1]-12; Body Language (Human) (A) Per-1 [1]-12; Brawling (E) DX+1 [2]-13; Computer Operation/TL10 (E) IQ [1]-13; Connoisseur (Music) (A) IQ-1 [1]-12; Current Affairs/TL10 (Hellene System) (E) IQ [1]-13; Detect Lies (H) Per-2 [1]-11; Diplomacy (H) IQ-2 [1]-11; Electronics Operation/TL10 (Communications) (A) IQ-1 [1]-12; Electronics Operation/TL10 (Sensors) (A) IQ [2]-13; Expert Skill (Spacer Lore) (H) IQ-1 [2]-12; Fast-Draw (Pistol) (E) DX [1]-12; First Aid/TL10 (Human) (E) IQ [1]-13; Free Fall (A) DX+4 [2]-16†; Freight Handling/TL10 (A) IQ-1 [1]-12; Gunner/TL10 (Beams) (E) DX+2 [1]-14§; Guns/TL10 (Pistol) (E) DX+1 [2]-13; Guns/TL10 (Shotgun) (E) DX+1 [2]-13; Judo (H) DX [4]-12; Karate (H) DX [4]-12; Knife (E) DX [1]-12; Leadership (A) IQ-1 [1]-12; Mathematics/TL10 (Applied) (H) IQ-2 [1]-11; Mechanic/TL10 (Starships) (A) IQ-1 [1]-12; Merchant (A) IQ-1 [1]-12; Mind Block (A) Will [2]-13; Musical Composition (H) IQ-2 [1]-11; Musical Instrument (Violin) (H) IQ-1 [2]-12; Navigation/TL10 (Space) (A) IQ+6 [2]-19¶; Observation (A) Per-1 [1]-12; Piloting/TL10 (Aerospace) (A) DX+4 [1]-16**; Piloting/TL10 (Contragravity) (A) DX+2 [1]-14††; Piloting/TL10 (High-Performance Spacecraft) (A) DX+7 [4]-19‡‡; Savoir-Faire (Military) (E) IQ [1]-13; Shiphandling/TL10 (Starship) (H) IQ-1 [2]-12; Spacer/TL10 (E) IQ+2 [1]-15§§; Streetwise (A) IQ-1 [1]-12; Swimming (E) HT [1]-11; Tactics (Space) (H) IQ-1 [2]-12; Vacc Suit/TL10 (A) DX+2 [2]-14§§; Wrestling (A) DX [2]-12.
Techniques: Arm Lock (Judo) (A) [0]-12; Arm Lock (Wrestling) (A) [0]-12; Breakfall (Wrestling) (A) [0]-12; Choke Hold (Wrestling) (H) [0]-9; Disarming (Wrestling) (H) [0]-12; Elbow Strike (Karate) (A) [0]-10; Eye-Rake (Karate) (H) [0]-7; Ground Fighting (Karate) (H) [0]-8; Head Lock (Wrestling) (H) [0]-9; Knee Strike (Brawling) (A) [0]-12; Knee Strike (Karate) (A) [0]-11; Stamp Kick (Karate) (H) [0]-9.
Footnotes
- * Includes +1 from 'Alpha [TL9] (Bio-Tech)'.
- † Includes +2 from '3D Spatial Sense', +2 from 'Born Spacer'.
- ‡ Includes +1 from 'Guild BlackBox'.
- § Includes +2 from 'Hot Pilot'.
- ¶ Includes +2 from '3D Spatial Sense', +2 from 'Born Spacer', +2 from 'Hot Pilot'.
- ** Includes +1 from '3D Spatial Sense', +2 from 'Born Spacer', +2 from 'Hot Pilot'.
- †† Includes +1 from '3D Spatial Sense', +2 from 'Hot Pilot'.
- ‡‡ Includes +1 from '3D Spatial Sense', +2 from 'Born Spacer', +2 from 'Hot Pilot', +1 from 'Vehicle Bond (Bad Omen)'.
- §§ Includes +2 from 'Born Spacer'.
Equipment
1× Air Mask (with rebreather; $100; 2 lb); 1× Air Tank ($100; 10 lb); 1× Auto Pistol, 9mm (TL 9, Ammunition; $14; 11.2 oz); 1× Auto Pistol, 9mm (TL 9; Targeting: Multispectral Laser Sight (TL 9; +2; 4x); $1800; 2 lb); 1× Desert Environment System ($1000; 2 lb); 1× Formal Wear ($240; 2 lb); 1× Gauss CAW, 18.5mm (_Free; Targeting: Multispectral Laser Sight (TL 9; +2; 4x); $0; 4.5 lb); 1× Laser Pistol (_Free; Pulse Laser; $0; 1.5 lb); 1× Mag Boots (TL10; $150; 3 lb); 1× Magnetized Plates (Boots; $100; 8 oz); 1× Nanoweave Bodysuit ($900; 6 lb); 1× Nanoweave Gloves ($30); 1× Near Miss Indicator ($1000); 1× Personal Computer (Compact; Rugged; $4000; 3 lb); 1× Personal Radar/Laser Detector ($50; 8 oz); 1× Provisions Dispenser ($50; 1 lb); 1× Screamer Pistol (_Free; $0; 1.8 lb); 1× Space Armor (TL 9; $25200; 51 lb); 1× Trauma Maintenance ($2000); 1× Waste-Relief System ($1000; 2 lb); 1× Wooden Acoustic Violin ($1000; 1 lb).
Encumbrance
[None]: Basic 24 lb. Ground Move 5 yd; Water Move 1 yd; Jump 5 yd. Dodge 8.
Light: Basic 48 lb. Ground Move 4 yd; Water Move 1 yd; Jump 4 yd. Dodge 7.
Medium: Basic 72 lb. Ground Move 3 yd; Water Move 1 yd; Jump 3 yd. Dodge 6.
Heavy: Basic 144 lb. Ground Move 2 yd; Water Move 1 yd; Jump 2 yd. Dodge 5.
X-Heavy: Basic 240 lb. Ground Move 1 yd; Water Move 1 yd; Jump 1 yd. Dodge 4.
Defenses
Parry: 9 (DX). Block: 7 (DX). Dodge: 8. DR: 18/6* (Torso).
Melee Attacks
Brawling • Punch (13): 1d-2 cr. Reach C.
Brawling • Bite (13): 1d-2 cr. Reach C.
Brawling • Kick (11): 1d-1 cr. Reach C,1.
Elbow Strike Karate (10): 1d-1 cr. Reach C.
Eye-Rake Karate (7): 1d-2 cr. Reach C.
Karate • Punch (12): 1d-1 cr. Reach C.
Karate • Kick (10): 1d cr. Reach C,1.
Knee Strike Brawling (12): 1d-1 cr. Reach C.
Knee Strike Karate (11): 1d cr. Reach C.
Stamp Kick Karate (9): 1d+1 cr. Reach C,1.
Ranged Attacks
Auto Pistol, 9mm TL 9 (13): 2d+2 pi. Acc 4. Range 150 yd / 1.08 mi. RoF 3. Shots 18+1(3).
Gauss CAW, 18.5mm (13): 8d pi++. Acc 6. Range 200 yd / 1000 yd. RoF 15. Shots 30(3).
Laser Pistol • Primary (13): 3d(2) burn. Acc 6. Range 200 yd / 600 yd. RoF 10. Shots 33(3).
Laser Pistol • Pulse Laser (13): 3d cr ex. Acc 6. Range 400 yd / 1200 yd. RoF 10. Shots 33(3).
Screamer Pistol (12): 3d cor (1 yd). Acc 3. Range 18 yd / 54 yd. RoF 1. Shots 66(3).