Marc Miller's Traveller Character Sheet

Callisto

(Diane Kurilecz)

UPP
Str
Dex
End
Int
Edu
Soc
Base
A
8
C
C
F
7
Current







Weight
Height
Race (Variety)
Birthdate
Apparent Age (Actual Age)
Sex
Current Career
Rank / Title
150#
5' 11"
human
???-1087
35 (sometime in 1122)
F


Homeworld

System
Subsector
Sector
UWP
Efate
Regina
Spinward Marches
A644930-D

Starport
Size
Atmos
Hydro Population
Law Level
Tech Level
A
Medium
Thin
Wet
High
No Law
Avg Stellar

Difficulty Codes

Rating
Dice Code
Rating
Dice Code
Rating
Dice Code
Easy
Auto / 2D
Difficult
4D
Staggering
6D
Average
3D
Formidable
5D
Impossible
7D
Spectacular Failure:
three 6's
Spectacular Success:
Target No. = Skill level + Dice Code

Space and Related Skills

Skill
Lvl
Attr
TN
AT
:
Skill
Lvl
Attr
TN
AT
Black Technology
1
int
edu
15
18


Sensors 4 end
edu
24
27

Computer
0
int
edu
12
15


Vaccsuit 2 dex 14
Pilot
1
dex
11







Other Vehicle Skills

Skill
Lvl
Attr
TN
AT
:
Skill
Lvl
Attr
TN
AT
Equestrian

dex
soc
8
7


Ground Craft

dex
edu
8
15

Gravcraft
1
dex
11


Watercraft

dex
end
8
12

Social Skills

Skill
Lvl
Attr
TN
AT
:
Skill
Lvl
Attr
TN
AT
Bribery

int
soc
12
7


Gambling

int
soc
12
7

Carousing
1
soc
10


Golf
1
dex
soc
11
10

Diplomacy

soc
7


Intimidation
str
end
10
12

Fast Talk

int
edu
12
15


Streetwise 2 end
int
18
18

Academic Skills

Skill
Lvl
Attr
TN
AT
:
Skill
Lvl
Attr
TN
AT
Acting

int
soc
12
7


Music

dex
int
8
12

Art

int
soc
12
7


Philosophy

int
edu
12
15

Craftsman

dex
edu
8
15


Psychology

int
edu
12
15

Dance

dex
soc
8
7


Research

edu
15

Instruction

int
edu
12
15


Writing

int
edu
12
15

Miscellaneous Skills

Skill
Lvl
Attr
TN
AT
:
Skill
Lvl
Attr
TN
AT
Athletics

str
dex
end
10
8
12


Intrusion

dex
int
8
12

Broker

int
edu
12
15


Investigation

int
12

Disguise

int
12


Navigation

int
edu
12
15

First Aid

int
edu
12
15


Perception
2
int
edu
18
21

Forgery

dex
int
8
12


Trader

int
soc
12
7

Interrogation

end
int
12
12







Jack of Trades

Skill
str
dex
end
int
edu
soc
3
13
11
15
15
18
10

Military Skills

Skill
Lvl
Attr
TN
AT
:
Skill
Lvl
Attr
TN
AT
Camouflage

int
12


Stealth

dex
8

Leadership

end
soc
12
7


Survival
2
end
12

Recon

end
int
12
12


Tactics

int
edu
12
15

Weapon and Fighting Skills

Skill
Lvl
Attr
TN
AT
:
Skill
Lvl
Attr
TN
AT
Bow Combat

dex
8


Pistol
1
dex
11

Brawling
2
str
dex
16
14


Rifle

dex
8

Environment Combat
2
dex
int
14
18


Short Blade

dex
8

Heavy Weapons

str
dex
10
8


Shotgun

dex
8

Long Blade

str
dex
10
8


SMG

dex
8

Melee Combat

str
dex
10
8


Throwing

str
dex
10
8

Psionics

Psi Strength
Psionics Test
Training
Date
Location
Start
End
Location(s)







Discipline
Lvl
TN
AT
:
Discipline
Lvl
TN
AT









Weapons and Armor

Weapon / Armor
TL
Mass
Range
Shots
Damage
(pistol)





Possessions

Cash on person
Cash balance
Monthly Upkeep
Monthly Income
TAS member since




--

no.
Position
Base salary
Skill
Multiplier
adjust
Actual salary
skill
no.
1
Sensors

4

1


2




1/2


3




1/3


4




1/4


Total:



Other Possessions





Career(s)

Career
Branch
Terms
Final Rank or Position
Reason for Leaving
Pension
Discharge Date
Discharge World
Scout
Field
4
-
Leave Service
-
001-1121
Lunion / Lunion

Awards and Decorations
Special Assignments



Contact School
Special Mission

History

Years
Age
Dates
Activity
Notes













































Background Links




























MT-Style Career

Common and Background Skills

Common


Background
Computer-0
Gravcraft-0

Academic Record

Education
Where
Admission
Years
Graduate
Skills
(none)





Scout : Term One

Age
Year
Arm, Branch Office
Assign.
Command, Staff, Position
End Rank
Decoration
Skills
Notes
18
1105
Field, Exploration
Initial Training



Pilot-1

19
1106
Routine





20
1107
Mission



Survival-1
very easy
21
1108
Mission



EDU+1
scraped through

Scout : Term Two

Age
Year
Arm, Branch Office
Assign.
Command, Staff, Position
End Rank
Decoration
Skills
Notes
22
1109
Field, Exploration

Contact School



Survival-1
Streetwise-1

23
1110
Routine





24
1111
Routine



DEX+1

25
1112
Routine



EDU+1
wounded

Scout : Term Three

Age
Year
Arm, Branch Office
Assign.
Command, Staff, Position
End Rank
Decoration
Skills
Notes
26
1113
Field, Exploration

MIssion



Sensors-1

27
1114
Routine



Pistol-1

28
1115
Routine



STR+1

29
1116
Mission



Streetwise-1

Scout : Term Four

Age
Year
Arm, Branch Office
Assign.
Command, Staff, Position
End Rank
Decoration
Skills
Notes
30
1117
Field, Exploration

Special Mission



Sensor-2

31
1118
Routine



EDU+1

32
1119
Field Training



Environ. Combat-1

33
1120
Routine





Scout : Mustering Out

Reason for Leaving
Leave Service
(boredom)
Benefits

Jack-of-Trades-3
Low Passage
Vaccsuit-2
EDU+8
Pistol (type)
Brawling-2
Environmental Combat-1


Background Notes

Since Leaving the Service...

    The scout service was good, but there was far too much routine.  Eventually the lack of really interesting assignments led to leaving the service in search of a more adventurous life.  But where to go?  Demobbing on Lunion was a plus, given that it is close to the Imperial border.  Surely there must be something more interesting out here?
    But first, a vacation...  Long ship voyages leave little time for shore leave, and after 16 years in the scout service she's due for some R&R.  Still, no reason not to find somewhere interesting.  A chance conversation with a scout who'd passed through the Scout Base on Spirelle made it sound a good choice.  It's off the main routes, there's virtually no survey data in the scout database, and it has an exceptional vacation resort.
    So, on 003-1121, she accompanied her friend Annie Straven on the Juniper (S-class Scout) from Lunion to Shirene .  Annie was off on another solo Routine mission, and was glad of the company.  From there, though, Annie was heading the wrong way, so she was dropped off at the starport on 011-1121.
    Al Morai operates out of Shirene.  This was a good chance to get value out of her Low Passage ticket, and on 015-1121 she hopped a transport to Tenalphi.
    Going into cold sleep is an unpleasant way to travel for a scout.  Accustomed to running her own ship, she was uncomfortable with being frozen before the transport had even taken off.  She was relieved to wake up again at all -- on 024-1121, after the ship had already landed on Tenalphi -- and had no intention of riding like that again.
    Spirelle has a Scout Base, and she figure she'd be able to hop a ride there aboard a passing scoutship.  Unfortunately, as she discovered, most scouts headed for Spirelle jump direct from the base on WardnTenalphi could not be more boring.  Well, it could, but for an A Starport it was pretty much dead.  A low population world, she was basically restricted to the starport and its vicinity -- there was nowhere else to go.  The Ancient ruins noted in the UWP weren't open to the public.  Not much to do here at all -- even going for a walk outside the starport was next to impossible, with temperatures often well over 40 here at the equator.  It was an unpleasant wake-up call to the real world of travelling as a civilian.
    It was over a month (059-1121)before the first S-class scoutship, the Oberon's Dangle , arrived.  It took an expensive dinner and a promise to fix the failing atmospheric recycler to get passage with Elden Brockwin, leaving the next day (060-1121).  The ship stank for the first four days of the trip, until she managed to fix the air system, and it continued to stink after that because Elden was used to travelling alone and had no sense of personal hygiene.  How he even noticed that his ship smelled so bad in the first place was a mystery.
    At least the jump was a short one, just six days, and Elden was a good astrogator.  As soon as the ship touched down on 068-1121, she was out of that hell-hole and into the fresh air of a temperate world.

    Allys Hollow is indeed a fantastic resort.  Skiing, diving, sailing, flying, everything all inclusive -- and so it should be, for a thousand credits a day.  A week was all she could manage before returning to the reality of life in Heliopolis.
    So much for a job surveying the wilderness of the world -- it turns out the reason there was virtually no data in the scout banks was not the lack of qualified sensor techs here, but a total prohibition on such scans.  For some reason, the Spirelleans didn't want anyone overflying their world or looking for interesting features.
    A job on the world itself was pretty much out of the question.  Whether she liked the radical socialist vegetarian lifestyle or not, finding work on a world where by the age of 16 most citizens had at least five years in their chosen profession was not going to be easy.
    That left the starport and the scout base.  Well, the scout base, as it turns out, is just a minor installation.  Actually, calling it a minor installation is perhaps overstating its size.  What is more, most of the staff here are determined to stay, and do whatever they can to keep their posting on this quiet but comfortable world.  No-one leaves, so there's not even any temporary positions open.
    That leaves the starport.  Well, at least the job of barman is interesting -- all sorts come through here, from Imperial nobles on vacation to slobs like Elden Brockwin, and the bar here is also a much better class at most C-grade starports.  Breaking up the occasional bar fight is no problem for her, and helps break up the routine.  It's a good enough job until someone comes along offering real adventure.

    Still, real adventure opportunity doesn't come knocking here very often.  But there's a chance of something quite interesting, she finds out, when she hears the story of the Kinunir from a scout who was here at the time, Fred Gravilax.  Back in early 1117, a couple of ships turned up here -- a far trader called the Hermes, and an S-class detached duty scoutship called the Woodstock.  While taking a vacation, they came across the wreckage of an Imperial light cruiser called the Kinunir, lost here in 1088.  Now the story of the salvage operation, involving the ship having killed its original crew and trying to do a similar number on the finders, was totally implausible, but had to have some element of truth.  Whatever, the folks were rich overnight, claimed the right of salvage, left their own ships in storage, and after some internal work to the Kinunir, re-registered it as the merchant cruiser Anastasia .  The way Fred tells it, they shot off some secret message to Archduke Norris and took off on some mission under the Emperor's orders.  Fred reminded her of what she likes about scouts -- they never let the facts spoil a good story.
    The story doesn't stop there, however, and it's the later parts that make it more interesting.  Several of the crew left a small fortune on deposit here, and of course their ships, meaning they'd surely be back.  And if they came back soon, perhaps they could take her with them.
    The Anastasia's crew made the news since their visit.  Grand Admiral Sir Bridgehead (retd.) was promoted to Baron on 198-1119, after apparently doing some sort of special operations outside the Imperium.  At the same time, Threasis Fostriades and his wife Lia (herself from well outside the Imperium) were appointed Count and Countess, and given an unspecified "pro-active diplomacy" mission on the Darrian border.  Sounds like they're still all engaged in serious fun stuff...
    Well, the Count and Countess Fostriades turned up here a year or two ago, along with a ex-scout called Chiang Ho and a really weird monk-like guy who was called NoName.  They picked up the Hermes and Woodstock, and withdrew their money.  While here, they chatted with Fred (who has a real weakness for Anaragdian Whisky) and told him some more.  Supposedly they'd been out not only into Foreven sector, but well beyond it into Whitestar.  The Anastasia turned out to be a really high-tech piece fof work, with all sorts of experimental features, and they'd used it to good advantage to help save the Imperium (there goes Fred again, elaborating his story no doubt).  The crew who remained on the Anastasia were headed off for more adventures, but the Count and Countess were going to join the Imperial Embassy to Darrian, while Chiang Ho had left to pursue his transcendental training with the odd monk.  They suggested it would be like that in the next year or two the Anastasia would be back to reclaim the rest of the money and take off out of the Imperium again.
    The Anastasia hasn't been back yet.  It should be here in the next year, and if so is just the sort of enterprise she wants to join.  If not, well a year here is not too bad -- it's a pleasant place -- and by then she'll have saved up enough to go somewhere else for a while.  In the starport bar she'd be sure to notice the Anastasia come in, and if not then she is on the look out for the crew -- Baron Bridgehead, Gerard Delaney, Mich Saginaw, William Avon, and Helen Merrick are the notable ones.  She's even managed to get the bank manager to promise to tell her if any of them turn up to claim their money.  Hey, you never know...