Character Name: Captain Grail Kershaw Alternate
Identities: various Player Name: NPC
|
| |
| 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 |
| 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. |
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! |
| 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. |
| 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? |
| 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.
|
| 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. |