TERRACIDE

CAPTAIN GRAIL KERSHAW

Character Name: Captain Grail Kershaw
Alternate Identities: various
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
10 STR 10 0 10 11- HTH Damage 2d6 END [2]
13 DEX 10 9 13 12- OCV 4 DCV 4
13 CON 10 6 13 12-
11 BODY 10 2 11 11-
13 INT 10 3 13 12- PER Roll 12-/13-
11 EGO 10 2 11 11- ECV: 4
18 PRE 10 8 18 13- PRE Attack: 3 1/2d6
12 COM 10 1 12 11-
4 PD 2 2 4 4 PD (0 rPD)
3 ED 3 0 3 3 ED (0 rED)
3 SPD 2.3 7 3 Phases: 4, 8, 12
5 REC 5 0 5
26 END 26 0 26
23 STUN 23 0 23
7" Running 6 2 7"
2" Swimming 2 0 2"
2" Leaping 2 0 2" 42 Total Characteristics Points
CHARACTER IMAGE
EXPERIENCE POINTS
Total earned: 50
Spent: 50
Unspent: 0
Base Points: 100
Disad Points: 100
Total Points: 250
MOVEMENT
Type Total
Run (6) 7" [14" NC]
Swim (2) 2" [4" NC]
H. Leap (2") 2"
V. Leap (1") 1"
DEFENSES
Type Amount
Physical Defense 4
Res. Phys. Defense 0
Energy Defense 3
Res. Energy Defense 0
Mental Defense 0
Power Defense 0
COMBAT INFORMATION
OCV: 4 DCV: 4
Combat Skill Levels: +2 Overall
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
Block 1/2 +2 +2 Block, Abort
Disarm 1/2 -1 +1 Disarm; 20 STR to Disarm
Eye gouge 1/2 -1 -1 Flash 4d6
Punch 1/2 +0 +2 4d6 Strike
Tackle 1/2 +0 -1 2d6 +v/5 Strike; You Fall, Target Falls; FMove
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
Targeting shot OCV Hit Location
Head shot (Head to Shoulders) -4 1d6+3
High shot (Head to Vitals) -2 2d6+1
Body shot (Hands to Legs) -1 2d6+4
Low shot (Shoulders to Feet) -2 2d6+7
Leg shot (Vitals to Feet) -4 1d6+12

Character Name: Captain Grail Kershaw
Alternate Identities: various
Player Name: NPC
SKILLS
Cost Name
3 Acting 13-
3 Bribery 13-
3 Bureaucratics 13-
3 Computer Programming 12-
3 Concealment 12-
3 Cryptography 12-
3 Disguise 12-
3 Electronics 12-
5 Forgery (Documents, Other (General) Virtual documents, Other Spacecraft ID codes) 12-
2 Gambling (Card Games) 12-
3 Language: Spanish (completely fluent)
3 Persuasion 13-
3 PS: Merchant 12-
3 PS: Spin-G Operations 12-
3 PS: Zero-G Operations 12-
3 Shadowing 12-
20 +2 Overall
3 Sleight Of Hand 12-
3 Stealth 12-
3 Streetwise 13-
3 Survival: vacuum 12-
3 Systems Operation 12-
3 Trading 13-
3 TF: Commercial Spacecraft & Space Yachts, Personal Use Spacecraft, Small Motorized Ground Vehicles
3 WF: Small Arms, Blades
3 Traveler
2
1) AK: Mandalla Free Station (3 Active Points) 12-
2
2) AK: TIO trade routes (3 Active Points) 12-
2
3) AK: Terran space (3 Active Points) 12-
2
4) CuK: Ammonites (3 Active Points) 12-
2
5) CuK: UN Core colonies (3 Active Points) 12-
2
6) CuK: Ursas (3 Active Points) 12-
108 Total Skills Cost
PERKS
Cost Name
4 Money: Well Off
10 Fringe Benefit: CEO of a minor business, Improved Equipment Availability Street-Level equipment, Passport, Starship License, Weapon Permit (where appropriate)
18 Contact: The Blind Spot (bar) (Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (18 Active Points) 12-
30 Advanced Tech
Notes: Owns a quantum AI computer two TL's higher than normal. Used for breaking encryption on ships' transponders and altering their ID codes. Highly illegal.
10 Vehicles & Bases
Notes: Quantum AI computer.
72 Total Perks Cost
POWERS
Cost Power END
1 +1 PER with Normal Sight 0
7 Life Support (Immunity: All terrestrial diseases and biowarfare agents) (10 Active Points); Limited Power Power loses about a third of its effectiveness (Not vs. biowarfare agents; -1/2) 0
8 Total Powers Cost
MARTIAL ARTS MANEUVERS
Cost Maneuver
Dirty infighting
4
1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4
2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 20 STR to Disarm
4
3) Eye gouge: 1/2 Phase, -1 OCV, -1 DCV, Flash 4d6
4
4) Punch: 1/2 Phase, +0 OCV, +2 DCV, 4d6 Strike
3
5) Tackle: 1/2 Phase, +0 OCV, -1 DCV, 2d6 +v/5 Strike; You Fall, Target Falls; FMove
1
6) Weapon Element: Clubs
20 Total Martial Arts Cost

Character Name: Captain Grail Kershaw
Alternate Identities: various
Player Name: NPC
DISADVANTAGES
Cost Disadvantage
0 Normal Characteristic Maxima
5 Age: 40+
5 Distinctive Features: Tailored genome (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
15 Hunted: UN Navy 11- (Mo Pow, NCI, Watching)
15 Hunted: Free Trade League 8- (Mo Pow, NCI, Mildly Punish)
15 Psychological Limitation: Protective of ship and crew (Common, Strong)
10 Psychological Limitation: Mistrusts authority figures (Common, Moderate)
5 Reputation: homo superior, 8-
15 Rivalry: Professional (Free Trade League Captains; Rival is Significantly More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
5 Social Limitation: prejudice vs. alternates (Occasionally, Minor)
10 Social Limitation: Illegal Alien Tech (Occasionally, Severe, Not Limiting In Some Cultures)
100 Total Disadvantages Cost
APPEARANCE
Hair Color: Dark Brown
Eye Color: Grey
Height: 1.81 m
Weight: 86.00 kg
Description:
Kershaw is a rather unassuming Gemini, and usually dresses in older, well-worn clothes, so most people don't realize right away that he's an alternate. He usually has a body-pressure vac suit under his clothes, an augmented reality interface of some type, and carries a sidearm when permitted.
BACKGROUND
Grail Kershaw's parents worked for the Colonial Oversight Ministry, and when he was 11, they left Terra for a new assignment on Sierra Nueva. He hated it there, until he was 13 and they were both jailed on corruption charges. Grail entered Sierra Nueva's foster care system, and found he hated Sierra Nueva more than ever. He spent as much time as possible away from his new home, and his foster parents didn't seem to care. Grail learned a lot hanging around in the tunnels of the asteroid colony, especially near the spaceport. He learned how to gamble, how to cheat, how not to get caught. He ran errands for merchants who needed to find "the right people" in a hurry. Finally, when he was 18 (well, his ID said he was 18) he got a job dealing cards on the indie space liner 'Gravity Model' and never returned to the core worlds again. In the outer colonies, nobody knew his name or his face, and the con was on!

That was almost 30 years ago, and Kershaw has made and lost several fortunes since then. He's also made quite a few enemies, and either bought off or outlived most of them. His current venture is an independent freighter called 'Balance Forward' which has most of his assets tied up in it. He's actually gone semi-legitimate, now that he has a ship, because legal shipping can be quite lucrative, in some cases. "Some cases" meaning when the captain is willing to risk his life, his crew and his ship for a big payoff. In the outer colonies, sometimes the illegal jobs are safer!
PERSONALITY
Captain Grail Kershaw is still trying to live down all the failures of his parents. In his view, they weren't just corrupt public officials, they were failures for getting caught so easily! And failures as parents because they weren't around to look out for him. So, Grail has a healthy distrust of authority figures in general, and the UNISTAR government in particular. He also has an extremely strong protective impulse for those close to him, particularly his crew. Most recently, he's taken in an "orphaned" Virgo slave recently liberated by Athena Security. The Free Trade League is looking for the boy, and they're willing to use force to get him back, so Grail is hiding him aboard 'Balance Forward' as a favor to Athena until they can figure out what to do with him.
QUOTE
Look, boy. It's "Captain" or "Captain Grail" or "Captain Kershaw" or just call me Grail, but if you call me "Master" one more time, you're gonna host karaoke night in the passenger lounge for the rest of the trip, got it?
POWERS/TACTICS
Captain Kershaw would prefer to talk, bribe or con his way out of a problem if at all possible. However, he knows a thing or two about fighting if he has to. Grail also has some technical skills, most of which are applied to cyber-crime of one kind or another. His specialty is forging spacecraft ID signals, a process which can take years of effort to succeed, due to the level encryption involved.
CAMPAIGN_USE
Captain Kershaw is a good contact to have if the characters need to hire a ship, or if they need the services of a con man. He can also offer the PC's lots of advice about all the places he's been.
Character created with Hero Designer (version 2007030411)

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