Marc Miller's Traveller Character Sheet

Mzrk Avnchnzl
a.k.a "Zel"

(Josh Walters)

UPP
Str
Dex
End
Int
Edu
Soc
Base
8
B
A
A
B
2
Current







Weight
Height
Race (Variety)
Birthdate
Apparent Age (Actual Age)
Sex
Current Career
Rank / Title

1.95m
Qldrn


M
Imperial Navy
Commander

Homeworld

System
Subsector
Sector
UWP
Violante
Aramis
Spinward Marches
C669452-A

Starport
Size
Atmos
Hydro
Population
Law Level
Tech Level
C
Medium (5-7)
Dense (8-9)
Wet (3-9)
Moderate (4-8)
Low (1-3)
Early Stellar (9-A)

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
Target Number formula AT roll: Formidable, target = (3 * AT) + base
Regular:
Attr + 3 x Lvl Base for New Skill: 10
JoT:
Attr + Lvl Base for Existing Skill: 13 - current level

Skill Cap

Root Skills
Pilot
Short Blade
Tactics
(three)
Secondary Skills
?
?
?
(three)
Total Skills
14
(max 40)
Skill Cap Number
8
(max 60)

Space and Related Skills

Skill
Lvl
Attr
TN
AT
:
Skill
Lvl
Attr
TN
AT
Astrogation
1
int
edu
13
14


Pilot
4
dex
23
Computer
0
int
edu
10
11


Ship's Boat
2
dex 17
Engineering 1
int
edu
13
14


Vaccsuit
1
dex
14

Other Vehicle Skills

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

dex
soc
11
2


Ground Craft
dex
edu
11
11

Gravcraft
0
dex
11


Watercraft
dex
end
11
10

Social Skills

Skill
Lvl
Attr
TN
AT
:
Skill
Lvl
Attr
TN
AT
Bribery
int
soc
10
2


Gambling

int
soc
10
2

Carousing
soc 2
1

Intimidation

str
end
8
10

Diplomacy
soc 2


Language, [ ]

int
edu


Fast Talk 0
int
edu
10
11


Streetwise

end
int
10
11

Academic Skills

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

int
soc
10
2


Music
dex
int
11
10

Art
int
soc
10
2


Philosophy
int
edu
10
11

Craftsman
dex
edu
11
11


Psychology
int
edu
10
11

Dance
dex
soc
11
2


Research
edu 11
Instruction
int
edu
10
11


Writing
int
edu
10
11

Miscellaneous Skills

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

str
dex
end
8
11
10


Intrusion

dex
int
11
10

Broker

int
edu
10
11


Investigation

int
10

Disguise

int
10


Navigation

int
edu
10
11

First Aid

int
edu
10
11


Perception
0
int
edu
10
11

Forgery

dex
int
11
10


Trader
int
soc
10
2

Interrogation

end
int
10
10








Skill
Lvl
:
str
dex
end
int
edu
soc
:
AT
Jack of Trades










Military Skills

Skill
Lvl
Attr
TN
AT
:
Skill
Lvl
Attr
TN
AT
Camouflage
int
10


Stealth

dex
11
1
Leadership
1
end
soc
13
5


Survival

end
10

Recon
end
int
10
10


Tactics
1
int
edu
13
14

Weapon and Fighting Skills

Skill
Lvl
Attr
TN
AT
:
Skill
Lvl
Attr
TN
AT
Bow Combat
dex 11

Pistol

dex
11
2
Brawling
str
dex
8
11


Rifle
1
dex
14

Environment Combat
1
dex
int
11
13


Short Blade
1
dex
14

Heavy Weapons
str
dex
8
11


Shotgun

dex
11

Long Blade
str
dex
8
11


SMG

dex
11

Melee Combat
str
dex
8
11


Throwing
str
dex
8
11

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
Advanced Combat Rifle
15




Gauss Pistol
15




Qldrn knives (pair)
11




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




1


2




1/2


3




1/3


4




1/4


Total:



Other Possessions
Imperial Navy Survival Kit









Career(s)

Career
Branch
Terms
Final Rank or Position
Reason for Leaving
Pension
Discharge Date
Discharge World
Imperial Navy
Flight
3.3
Commander
Active, presumed dead

n/a
Rhylanor

Awards and Decorations
Special Assignments
MCG*
MCUF*
Purple Heart***

History

Years
Age
Dates
Activity
Notes













































Background Links




























MT-Style Career

Common and Background Skills

Common
Computer-0
Gravcraft-0
Background
End+1
Dex+1
Soc-1

Academic Record

Education
Where
Admission
Years
Graduate
Skills
Naval Academy
Rhylanor
Accept
4 (1105-1108)
(Hon)

Flight School Rhylanor
Accept 1 (1109) Yes Pilot-1
Astrogation-1
Ship's Boat-1

Imperial Navy : Term One

Age
Year
Arm, Branch Office
Assign.
Command, Staff, Position
End Rank
Decoration
Skills
Notes
23
1110
Flight
Strike
Command
O2

Ship's Boat-1

24
1111


Purple Heart
Pilot-1

25
1112
Strike


Purple Heart Pilot-1

Imperial Navy : Term Two

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

O3
Purple Heart
MCG
Ship's Boat-1

27
1114





28
1115
Training





29
1116
Battle


MCG


Imperial Navy : Term Three

Age
Year
Arm, Branch Office
Assign.
Command, Staff, Position
End Rank
Decoration
Skills
Notes
30
1117
Flight
Patrol
Command
O4

Rifle-1

31
1118
Training
Command




32
1119
Patrol


MCUF
Short Blade-1

33
1120
Patrol



Tactics-1

Imperial Navy : Term Four

Age
Year
Arm, Branch Office
Assign.
Command, Staff, Position
End Rank
Decoration
Skills
Notes
34
1121
Flight
Training
Command


Leader-1

35
1122
Patrol
Command
O5

Pilot-1

36
1123
Battle
Command

MCUF
Purple Heart
Env. Combat-1
Battle of Rhylanor
37








Imperial Navy : Term Five

Age
Year
Arm, Branch Office
Assign.
Command, Staff, Position
End Rank
Decoration
Skills
Notes
38








39








40








41








[Service] : Mustering Out

Reason for Leaving
Retired
Leave Service
Refused Re-Enlistment
Medical Discharge
Dishonorable Discharge
(why)
Benefits





Background Notes

    The Qldrn call their world Qldr, orbiting the star Bthrdmz in the system Skldfn.

    Mzrk is officially KIA, killed along with his entire fighter wing at the Battle of Rhylanor.

    He was part of the RH-X-1 fleet under the command of the Loyalist noble Admiral Rikk Banoi, Count of Fulacin. He commanded the fighter wing on board the Strike Carrier Jenova's Angel.
Flight: 6 fighters
Squadron: 3 Flights
Wing: 1 each of Heavy, Light, and Medium fighter squadrons.
    As part of the Santanocheev Rebellion, agents of Imperial Navy Intelligence Special Operations assumed command of the elite RH-X-1 fleet on 130-1123. It was then stationed at Fulacin. Immediately after the agents were arrested, interrogated, and executed for treason by the Count of Fulacin, Admiral Rikk Banoi, who took personal command of the fleet.
    The fleet then jumped for Rhylanor, arriving as in the INISO plan on 138-1123. The goal was to delay and damage the Rebel fleets that were to assemble there. RH-X-1 should have been a Rebel fleet, and presented as such on arrival. Once intermingled with the Rhylanor Fleet and the Yathanyi Tigress Battle Group, they launched a surprise attack on 140-1123.

    There was no doubt that RH-X-1 would lose the encounter. But they did substantially delay and damage the Rebel fleets, which directly affected their ability to contribute to the march on Mora. The Rhylanor Fleet was effectively eliminated, the remnants incorporated into the Yathanyi battle group to bring it up to just 75% strength.
    In the final stages, with defeat clearly just hours away, even the planetary assault assets were thrown into the naval battle. Mzrk's fighter wing was assigned the task of sensor and external weapon targeting on the flagship Yathanyi, to try to blind the massive vessel. Under cover of a feint attack by five destroyers, the fighters charged at full acceleration to skim the Tigress class dreadnought. None of them made it close enough to launch weapons; the destroyers were quickly taken out by Yathanyi's cruiser screen before they could offer a distraction, and the flagship's point defences eliminated most of the fighters before they could acquire targets. Mzrk's own heavy fighter flight took a direct spinal mount hit which destroyed all six in one shot.
    But Mzrk's fighter wasn't actually destroyed. Crippled and broken in half, deflected by the blast, the cockpit section hurtled past the dreadnought and out into the system. Two days of emergency air supply in the survival cell was enough for the wreckage to drift into the asteroid belt, where the merchant Youghi's Drawstring hurrying out of the system picked it up on the sensors. Despite wanting to get out of the way quickly, it looked salvageable and was on a similar vector, and so they brought it aboard.
    They didn't know how to treat a Qldrn, having never seen one before, so they put him in sick bay and just tried to make him comfortable. Mzrk Avnchnzl woke up in a couple of weeks, on board a ship already in jump between Porozlo and Gileden.

    Youghi's Drawstring was a mess. Supposedly certified for Insidious Atmosphere use, it clearly wasn't up to standard. A Jump-2 drive had been installed with duct tape and baling wire, and the extra fuel tankage in the hold tended to spring leaks. Mzrk could tell that if he stayed on board, he'd be worse off than before they rescued him. At least they told him what had happened -- that the Loyallist fleet had been completely destroyed, that the few survivors were prisoners on Rhylanor, the officers arrested for Treason, and that everyone missing was officially declared dead. The Rebels were delayed and weakened, but jumped out to depose the criminal Archduke with confidence.
    So as far as the Rebels were concerned, it would seem that Commander Mzrk Avnchnzl was an easily recognized Traitor to the Imperium. Apparently this section of the Rebel forces was only a tiny part of it, and gossip was that they would have twenty fleets arriving to confront Archduke Norris at Mora, and victory was certain. That area of the Spinward Marches might not be friendly; reporting back to a Naval Base in any of the main subsectors could be turning himself in for execution. Regina, being Norris's power base, would probably be in turmoil too.
    That left the most promising prospect being the Imperial Navy base at Jewell. Out on the frontier with the Zhodani, they would be less likely to waste a highly decorated fighter commander for some political idealism. He'd expect fair treatment there. And with his skills, he should be able to work passage there quite easily.

    So he left Youghi's Drawstring at Gileden. They kept the fighter wreck, but gave him his personal gear: rifle, sidearm, blades, uniform, vaccsuit, survival kit. And he was now a weirdo in a human dominated universe, trying to work his way on the lower end of the food chain of independent starships.

    He had arrived at Gileden on 160-1123, and with no cash immediately jumped out as Pilot on the free trader Froodvan, with a load of agricultural equipment spares heading for Tureded/Lanth.
    He arrived on Tureded on 167-1123, then the next day caught a break on the independent courier Brown Bull whose pilot had died suddenly from eating the local candwa beans. (Note to self: don't eat raw candwa beans.) It was a one-off job, but got him all the way to Dinom/Lanth, arriving on 175-1123.

    Dinom was not a good place to be. The worker's revolution of a dozen years ago was starting to break down, and the starport town was an unhealthy place to be -- especially for an alien who could be singled out easily. The only quick option was a step backwards, a Jump-3 passenger ship called Hotfoot taking the notorious arms dealer Gege Jubewar to Rech. He arrived there on 184-1123.
    Mzrk had spent a lot of his career in the Vargr Extents, fighting the corsairs raiding the Imperium from coreward. And the only way out of Rech in the direction he wanted to go was on one of the many Vargr traders, with a load of Rech's famous smoked meats, heading to Yori/Regina. The ship's name was unpronounceable, the writing on the side unreadable, and the crew affectionately called her The Poop Bucket; nevertheless, it was a good solid ship, run well, and filling in for a sick pilot was a good job. That would take him around the trailing side of Regina, and enough off the beaten path to avoid trouble. Leaving Rech on 193-1123, he arrived on Yori on 199-1123.

    Yori was where the frontier nature of this area showed its ugly head. They were accosted by the pirate ship Lowdown on the way in to the mainworld. The vargrs were not prepared to give up their rich load of delicacies, and it took all Mzrk's skill to lead Lowdown on a merry chase skimming the gas giant moons way too close for comfort. The Poop Bucket didn't handle like a fighter, and it took way more luck than he'd like, but Lowdown had less luck and in a last ditch effort to catch up they came a little to close to the ring system and wiped themselves out of the chase.
    The vargr had paid well. And a couple of days later, in the Travellers' Aid Society on Yori, their captain's glowing recommendation brought a contact: a tall man in a dark suit, who gave no name, but told him that if he could get to Whanga in a month, there would be a very lucrative job for him flying a fighter as backup in a one-off trade mission into Jewell subsector.
    Four weeks to get to Whanga would be challenge. That would mean a direct route of 5 parsecs, and making improvised connections at each stop. The vargr pilot was back on the job, but the captain of The Poop Bucket considered Mzrk a comrade and offered to leave the next day and divert to Hefry to get the first step of that out of the way, with Mzrk as a respected guest on this leg of the trip.
    So, leaving Yori on 203-1123, Mzrk had a very pleasant one-week vacation on board The Poop Bucket and arrived on Hefry on 209-1123, saying goodbye there to the vargr who promised him a free passage any time they meet up.

    Hefry was just one parsec from Regina itself, but being off the main route was pretty quiet, with no indication that there was probably a civil war involving the local Duke (i.e. the Archduke) going on at the Spinward Marches capital. A 6-day jump here had bought him an extra day, and he was able to pay (way too much) for a passage on the far trader Lominus leaving that very day for Knorbes.

    When he arrived on 216-1123, he found that Knorbes was not entirely comfortable for no reason he could figure out. He was drawing a lot more suspicious looks here than anywhere on the trip except Dinom, and while Knorbes wasn't on the point of violence, it struck hard that he was a long way from home and a stranger. The vargr had made him welcome, as fellow aliens in a human empire, and being here on Knorbes was a shock. Waiters seated him in the uncomfortable table in the back, bartenders never seemed to notice him until everyone else was served, and he had the constant feeling of being watched the whole time.
    He had to wait three days in this miserable place before he found a free trader, Jossfrei, making the short hop to Whanga. He had to pay his way again for this trip, and the services weren't nearly as good as his previous passenger voyages on Lominus or The Poop Bucket.

    So finally, it was 227-1123 when he arrived at Whanga, with 6 days to spare before his appointment with Suit Guy's friends. Whanga itself was very pleasant, but the violently bright blue-white light from the primary star hurt his eyes. He tried to go out only at night, when the glow from the distant red dwarf companion cast the world in a familiar red light.
    But the meeting with his future employer was in the day, outside on a private patio at the richest hotel in the capital city.

    He was met by an agent of his employer, who said he knew nothing of the job himself, but handed Mzrk an old-fashioned brown paper envelope that apparently had everything he needed to know. And he handed Mzrk ten thousand credits, right there on the spot with no questions asked and no strings attached, just for turning up to this interview.
    Back in his room, the papers revealed his job: he would be on an assignment that would last several months. He'd be flying a state of the art Imperial surplus fighter, and would be required to undergo training exercises as well as fly the mission itself. He was to tell no-one of this mission -- utmost secrecy was vital. It would pay a six-figure fee. Once he showed up at the date and time appointed, the next day (234-1123) he could no longer back out until the job was done. If he didn't show up, the 10k credits was his to keep.
    Of course, he showed up. He did not see the crew of the shuttle that took him out to the ship in which he'd be spending the mission, and the windows were covered. At the far end, he walked out onto the vehicle deck of what was obviously a large ship, more military than civilian in size, layout, and decor.

    The captain met him personally. No-one would use names, he explained, and all information was on a need to know basis. If he wanted to ask about something, he didn't need to know it. He handed Mzrk, who would be codenamed "Captain Tuna" (a reference he did not understand), a million credits as his advance on the fee. The final fee would depend on the mission's success rate, but would be no less than two million on top of the advance.
    Captain Tuna was to coordinate the six fighters, of which he'd be flying one himself. They would be doing a fast flight into the atmosphere of a world, sweep in to the starport as fast and low as if they were strafing it, but land at the starport field, and pick up a delivery of boxes. Then they'd race back up through the atmosphere and rendezvous with the mothership as fast as possible. As soon as they had docked, the ship would jump out and the job would be done.
    What they would not be told is where they were going. They trained around the secondary of Whanga, going over and over the mission. Complicating it was that the mothership would be running quiet the whole time until the final docking, and they'd maintain radio silence. The fighters would already be launched, and they'd transfer over by gravbelt to start the mission.
    Mzrk only ever saw the captain of the mothership crew. His team were five Imperial Navy veterans, most of them in their 50s. They weren't familiar with the latest fighters that were provided -- they'd even have been an upgrade to the Jenova's Angel craft -- and so he had to train them in the newest advances. They were very sweet craft indeed.

    Training was over on 245-1123, and they jumped for parts unknown. Out of jump on 252-1123, a short pause for presumably prearranged refuelling, and they were on their way again. They came out of the final jump on 259-1123.
    A few hours later, the captain told them they'd matched with a comet that was heading insystem, and would pass close to the mainworld where they'd be making their run. The next day they'd launch the fighters, and park them powered down in matched orbits around the comet until they launched the mission itself. They had to be perfectly positioned, since once they came closer to detection range of the blockaders, they couldn't power them up until they were ready to go. The blockading ships would behave exactly to plan, as long as they didn't make themselves obvious here.
    This was the first they'd been told that there was a blockade. The mission now made sense -- they surely doing a smash-and-grab for insanely valuable contraband.

    On 278-1123, the mission was on. Mzrk's fighter flight left the comet, accelerating hard towards the mainworld. As the captain had briefed them, the orbital patrol ship had been distracted and was too far out to return in time, and they'd dip in and back and be gone from the system in a few hours time. His final words to them were, "Do what it takes to get this done. We ain't waiting, and we don't care who you shoot on the way."

    And as they dipped into the atmosphere, at the most vulnerable point in the mission, the orbital patrol ship rose over the horizon and simply opened fire. Mzrk was lucky; leading from the front had him lower and deeper into the atmosphere than the rest of his flight, and dodging the missiles headed his way wouldn't be hard. The old guys higher up, in clearer space and in unfamiliar craft, were toast.
    But he hadn't figured on one thing: the patrol ship clearly didn't care about Imperial law either. They'd used nukes, and like the old joke about nukes and hand grenades, "close counts". The blast knocked him deeper into the atmosphere, off his planned flight path, and damaged his contragrav systems. At this speed and in this dense an atmosphere, he couldn't compensate with the rear-facing thrusters. And those thrusters were knocked out of alignment and weren't responding properly.
    At this point, Mzrk had a simple choice. He could fly up, out of the atmosphere where he would almost certainly get another volley headed his way. Or he could go down, pretend he had been shot down, and find somewhere to land.
    Pretending he had been shot down was easy for a fighter pilot of Mzrk's skill. Throwing his craft into a crazy roll and diving down would be enough, especially since the patrol ship's sensors would be confused by the nuke blasts. Even with the inertial compensators offline, he'd be able to do that. He'd pull out of it several hundred meters off the ground, and stay low until he could find a good place.
Finding a good place was the hard part. Here, the world was mostly blinding white desert, the only damp place in the world being the forest at the base of the major mountain range ahead. With the mission clearly betrayed, trying to land at the starport might be simply turning himself in. And there weren't many other spots that wouldn't involve coming down in dense trees. Small branches are one thing, slamming into mature tree trunks is another thing entirely.
    The thrusters were failing fast, and the contragrav was long gone. He'd have to glide this down in aerolift and make the crash as controlled as possible. And that, right there, that's the spot! A white mansion well away from any town, with a small (too small!) landing field in front of it.
    Mzrk started the approach low and early, crashing through tree tops to get low and slow enough to hit the field. And hit the field he did, hard and fast but flared out with wings level. The fighter bounced twice, then a wingtip caught and threw him into a tumble.
    And, finally, Mzrk passed out.