Download as pdf or txt
Download as pdf or txt
You are on page 1of 9

Alien RPG: Nozomi Station NPCs

NOTABLE CHARACTERS:

ALEXIS MANAKOV (Engineering Chief)

A muscular, hard-working man in his forties; he takes his job very seriously and expects all of the techs and engineers on his team
to be meticulous in their work. He knows that the slightest mistake with station maintenance could results in fatalities, so makes
it his mission to be sure everyone checks, and double checks they have not missed anything.
Alexis is something of a space station veteran, having worked a number of stations before this posting, working his way up from
being an engineering apprentice on a small transfer station, all the way up to becoming engineering chief on a moderately sized
service hub on the Outer Rim, before finally getting offered the posting on Nozomi.
He thinks the job offer was due to Commander Okada, as they worked well together in the past, on a station that definitely had
some unusual maintenance requirements; the sort that needed you to keep your mouth shut, and the reports secure.
When on duty, his work crews often liken him to a military drill instructor, barking out orders, appearing for “on-the-spot” random
inspections, and checking everyone is giving it their all, whilst grilling anyone who messed up.
If there is anything Chief Manakov cannot stand, it is slackers and shoddy repairs; anyone caught not giving it their full, taking
shortcuts, or letting someone else on the crew do all the hard work, will soon get an earful, and often assigned the worst possible
duties. If this doesn’t change the attitude, this is followed by a week’s suspension without pay, or at worst, getting fired and placed
on the next ship off station. He hasn’t actually spaced anyone yet, despite some rumours to the contrary.
Yet when he is off duty, Alexis likes to relax and have fun, often found drinking at Isaac’s Bar & Grill, partying at the Cavern Dark,
or visiting the Pink Minx. During this time out he treats his work crews more like old friends, and he happily gets in a few beers for
those that have been doing a good job. His motto is very much “work hard to party hard.”

STRENGTH 4, AGILITY 3, WITS 4, EMPATHY 3 HEALTH: 4 ARMOUR: 3


SKILLS: Close Combat 2, Heavy Machinery 4, Stamina 3, TALENTS: Resilient, EVA Specialist, Spaceship Mechanic
Comtech 3, Observation 3, Mobility 1, Ranged Combat 1,
Piloting 1, Command 2
Gear: Heavy Tool (+1, Dmg 1), Watatsumi DV-303 Bolt Heavy Work Coveralls (Armour 3) or IRC MK.50 Compression
Gun (Dmg 3 AP, short range, single shot), Cutting Torch, Suit (Armour 2, Air Supply 5)
Electronic Tools, Mechanical Toolkit, Breather Mask (Air
Supply 3), Seegson P-Dat

DR CLAUDIA DESOUSA (Chief Medical Doctor)

Doctor DeSousa is a slender Hispanic woman in her thirties, who always seems to have a kind smile and a reassuring presence
which quickly puts you at ease.
She is a skilled surgeon who is also specialised in emergency medicine, and psychiatry. Over a decade ago, she had a promising
career at a top corporate medical centre on New Eden/JV, as highly paid Core System surgeon; everything pointed towards a
bright future until someone with very important friends didn’t survive surgery on her operating table.
There was no evidence to suggest she had done anything wrong, it all pointed to the man having a weak heart, yet people in
important places insisted it must have been corporate espionage, and she soon found herself forced out of her tenure, and unable
to find anyone willing to look at the evidence instead of the scandalous corporate rumours.
So it was that this once promising Core Worlds surgeon could only find medical employment out on the Frontier, which many
would have felt belittled them, or would have turned them bitter, but instead Claudia thrived.
Out here the people were more genuine, and really needed her services to survive; out here on the Frontier she really found her
true calling, and has worked hard to earn her position, and the trust of those around her; even gaining the respect of her peers.
Doctor DeSousa is an excellent Medical Chief and lives for her work, she is dedicated to patient care, and looks out for those
around her, especially the medical staff she is responsible for.
When not working long shifts at Nozomi Medical, she can often be found drinking and relaxing with her good friend Scarlet Redfern,
or out partying with her fellow medics.

STRENGTH 2, AGILITY 3, WITS 4, EMPATHY 5 HEALTH: 2 ARMOUR: 0


SKILLS: Mobility 2, Comtech 2, Observation 3, Survival 1, TALENTS: Calming Presence, Field Surgeon, Light Sleeper
Manipulation 3, Medical Aid 4
Gear: Personal Medkit, Surgical Kit, Flashlight, Naproleve
(5 doses), Samani E-Series Watch, Nozomi Station
Medical Uniform

HIRO OKADA (ICSC Station Commander)

Commander Okada is a proud man of Japanese origins in his early fifties; he likes to keep in good physical shape and health. He
was chosen for the Commander role on Nozomi Station due to his previous station command experience, a long career as an
ICSC officer, and his reputation for efficiency and keeping operations profitable.
He likes to run a tight ship, so has filled most of the senior officer positions with people he has worked with previously and trusts,
or those that he respects for their reputation. He is a career officer and company man, and therefore will not do anything to
jeopardise his senior position and retirement fund, unless his inaction would truly put the station at risk.
Unfortunately, Matthew Abebe was not Hiro’s first choice for security chief, and was instead assigned by ICSC administration,
which has in turn has led to some friction between the two. They have none the less managed to remain professionally courteous
to one another, for the most part.
Hiro knows only too well that to keep the station profitable, and an attractive proposition as a neutral port of call, that certain cargos
and activities may have to be overlooked, or even ignored completely. To this end, ICSC security cannot be seen to be too
overbearing, leaving much of the task of policing to other official organisations, such as the Office of the Colonial Marshals and
the ICC Customs Officers.

STRENGTH 3, AGILITY 3, WITS 4, EMPATHY 4 HEALTH: 3 ARMOUR: 1


SKILLS: Ranged Combat 2, Mobility 2, Command 4, TALENTS: Pull Rank, Counsellor, Nerves of Steel
Manipulation 2, Comtech 3, Observation 3, Stamina 1
Gear: M4A3 Service Pistol (+2, Dmg 1, medium range), Crew Jacket (Armour 1)
Seegson P-Dat, Seegson System Diagnostic Device,
Samani E-Series Watch

MATHEW ABEBE (ICSC Security Chief)

Mathew Abebe is a tall, muscular African man in his mid-thirties, yet despite his relatively young age, he has quickly risen up
through that ranks of corporate security due to his sound tactical mind, and commanding presence.
Mathew comes from a military background, having served two tours as an officer in a Corporate Military unit before transferring
out to the security division due to head injury that resulted in the loss of his left eye; a scar he wears proudly.
He takes the role of station security very seriously, and expects his security team of approximately 80 men and woman to be
vigilant and proactive at all times, spotting and dealing with trouble before it becomes an issue.
He runs regular security drills, and makes random spot checks on the patrols and guard stations to makes sure he keeps them
on their toes, despite the fact that most of the time they really are not all that busy.
Chief Abebe is frustrated by the fact he does not have full security oversight and control for the entire station, with his full jurisdiction
being limited to only Sectors One and Five. He does not like having to share, or even defer responsibilities with so many other
external parties, such as the 3WE Commandos, the Office of the Colonial Marshals, the Colonial Marines, and even worse, the
private Corporate Security teams assigned to some of the leased modules over which he has no authority at all.
This has sometimes resulted in notable arguments with Station Commander Okada when discussions over station security and
responsibilities have become especially heated.
When not checking up on his security team, or arguing with Commander Okada, Mathew spends most of his time at the security
command and control centre in Sector One, working out in the staff gymnasium, or taking a break at the Raining Brass bar in
Sector Four. He is also something of a religious man, and makes time once a week to pray at the small station chapel.

STRENGTH 5, AGILITY 3, WITS 2, EMPATHY 4 HEALTH: 5 ARMOUR: 4 (2 vs Fire) or 7


SKILLS: Ranged Combat 2, Mobility 2, Command 4, TALENTS: Field Commander, Influence, Light Sleeper
Manipulation 3, Comtech 2, Observation 3, Stamina 2,
Close Combat 3
Gear: .357 Magnum Revolver (+1, Dmg 2, medium range), Ballistic Vest (Armour 4, 2 vs Fire) or…
Stun Baton (+1, Dmg 1, Stun Effect), Seegson P-Dat, Riot Armour (Armour 5, Air Supply 2) + Riot Shield (+2
Hand Radio, ISCS Security Uniform Armour, Mobility -1)

COLONEL MONTGOMERY WILSON (3WE Garrison Commander)

Colonel “Bullseye” Wilson is a distinguisher military veteran and career military officer, from a long family line of military officers,
able to trace their heritage to well before the formation of the 3WE.
Even though he is in his late fifties, he keeps in fine shape, and has all the physical prowess of a much younger man, combined
with decades of combat experience and command responsibility; he is also top flight marksman.
He is popular with the soldiers that serve under him, as he will not needlessly send troops in harms way, and likes to lead by
example, with a reputation for going into action with the grunts under his command, despite repeated requests to keep safety
back from the front line.
Some look at Colonel Wilson’s posting to the garrison at Nozomi Station as a punishment detail, an end to his career advancement,
but most people do not know that he requested the assignment, so he could remain out on the Frontier, where action was far
more likely, as opposed to accepting the desk job he was offered at Naval Command on Mars.
He is one of the few 3WE military officers on the station to know that Nozomi is also a listening and monitoring post, and considered
a tactical staging ground for Royal Navy fleets should they ever have to directly engage the UA during this time of rising tensions.
Whilst Colonel Wilson is technically a Royal Marine Commando officer, he is the commanding officer of all 3WE military personnel
at the Nozomi Station garrison, including the Royal Navy personnel and officers.
With his years of experience and a well-established reputation, Monty does not have anything to prove to anyone, and has the
upmost respect for the men and women serving in other national armed forces, even sometimes Corporate Military. He has
developed a friendly relationship with Samantha Vickers, the officer in charge of the USCMC platoon on the station.
When off duty, he likes to drink fine whiskey at the Queen’s Rest, and is part of the Commando darts team, as well as occasional
visits the Raining Brass bar to catch up with Lt. Vickers and other military officers.

STRENGTH 4, AGILITY 4, WITS 2, EMPATHY 4 HEALTH: 6 ARMOUR: 6 (8)


SKILLS: Ranged Combat 4, Mobility 2, Command 5, TALENTS: Field Commander, Pull Rank, Nerves of Steel,
Manipulation 1, Comtech 2, Observation 3, Survival 3, Tough, Weapon Specialist (HK566G Pulse Rifle)
Close Combat 2, Stamina 3
Gear: H&K P98C Service Pistol (+2, Dmg 1, medium M3 Personal Armour, M10 Ballistic Helmet (+2 Armour)
range), HK566G Pulse Rifle with scope (+1, Dmg 2 AP,
extreme range, full auto), Commando Knife (Dmg 2 AP),
Seegson P-Dat, Dress Uniform
LIEUTENANT SAMANTHA VICKERS (USCMC Platoon Commanding Officer)

Samantha “Banshee” Vickers considers the USCMC as her home and family, having already served three tours before her posting
to Nozomi Station. She enlisted straight out of college at the age of 18, and is now in her early thirties, having travelled across the
frontier in charge of a number of marine deployments. This included the suppression of a full-blown rebellion on a mining colony
that saw her APC nearly destroyed by an IED constructed from mining charges; over half of her platoon were killed or severely
injured, and she had to spend four months in a medbay recovering.
Luckily, she made a good recovery, though her left leg had to be replaced with a Hyperdyne CL-350 cybernetic prosthetic, which
is almost indistinguishable from the real thing. Due to the disaster of her last combat mission, and mild signs of post-traumatic
stress reported in her medical evaluation, her commanders decided to assign her to the USCMC Recruitment Centre on Nozomi
Station, allowing her time to fully recover and avoid the stress of combat for a while.
For her part, Lt. Vickers is thankful for the posting, as she is still haunted by the loss of her squad, but also knows this could
severely impact on her career if she gets too comfortable. She has been seeing Doctor DeSousa for regular therapy sessions.
She spends most of her off-duty time at the Raining Brass, drinking and socialising with her fellow marines, yet has also developed
an unlikely friendship with Colonel Wilson, commander of the 3WE garrison.

STRENGTH 3, AGILITY 4, WITS 3, EMPATHY 4 HEALTH: 5 ARMOUR: 6 (8)


SKILLS: Ranged Combat 3, Mobility 3, Command 3, TALENTS: Pull Rank, Tough
Manipulation 2, Comtech 1, Observation 2, Survival 2,
Close Combat 1, Stamina 2
Gear: M4A3 Service Pistol (+2, Dmg 1, medium range), M3 Personal Armour, M10 Ballistic Helmet (+2 Armour)
Armat 12 Gauge Pump-Action Shotgun (+2, Dmg 3, short CL-350 Cybernetic Leg (this is tougher than a normal limb)
range, armour doubled), M314 Motion Tracker, Seegson
P-Dat, Dress Uniform

FRANK STEINER (Colonial Marshal in Charge)

As the Colonial Marshal in charge at the OCM Precinct on Nozomi Station, Frank Steiner has a lot of responsibilities and is a very
busy man. Not only does he have to supervise a dozen other Marshals with varying degrees of experience, but he is also
responsible for the two dozen deputies they manage, and the dozen civilian administration staff at the precinct, as well as keeping
an eye on everyone’s casework and personally investigating the most significant crimes.
With everything he has going on, Frank doesn’t have much time for pleasantries and frivolities, so he very much gets to the point,
which can make him seem quite blunt to the more sensitive corporate types that run the station.
While he may not be making many friends with the corporations, he survives by being very good at his job, and passing on his
valuable experience to his fellow marshals and the deputies on how to deal with the sort of crimes and challenges you face on
the Outer Rim and the Frontier, and just what to look out for.
Frank takes time to get to know everyone he works with by name, as well as the names and business interests of the stations
more permanent residents, doing his upmost to keep them safe and trouble to a minimum; this alone garners a lot of respect for
Marshal Steiner and many residents would stick by him if he was in trouble.

STRENGTH 3, AGILITY 4, WITS 4, EMPATHY 3 HEALTH: 5 ARMOUR: 4 (2 vs Fire)


SKILLS: Ranged Combat 3, Mobility 2, Command 1, TALENTS: Investigator, Subdue, Flyweight, Tough
Manipulation 3, Comtech 1, Observation 3, Stamina 2,
Close Combat 3
Gear: .357 Magnum Revolver with scope (+1, Dmg 2, long Ballistic Vest (Armour 4, 2 vs Fire)
range), Stun Baton (+1, Dmg 1, Stun Effect), Seegson P-
Dat, Hand Radio, Flashlight, Hand-Cuffs

HANNIBAL JONES (Manager of Raining Brass)

No one knows much about Hannibal Jones, his past is something of a mystery, with very little showing up on a Network search.
It is obvious to everyone that he is a military veteran, but not which side he fought for, and that is just how the man wants it.
He started out as a Colonial Marine before taking up the life of a deniable operations mercenary, doing the sort of jobs no one
can talk about, or would ever want to talk about.
Jones has seen it all and done a lot of things he has come to regret, losing a lot of friends in the process. Those days are gone,
and so is the identity of the man he once was.
Hannibal took his savings and invested in both his new identity and the bar, as a way to escape the life he was surviving (he’d
stopped considering it a living), and as a homage to the good men and woman he’d served with; remembering the many that
never came home, as well as trying to forget the bad and vile sociopaths that often almost got him killed.
Jones is very much enjoying his retirement, and keeping a low profile from anyone who may have been on the wrong end of his
mercenary days, despite having a new identity. He enjoys serving drinks, listening to the gung-ho, much exaggerated tales of
military personnel who frequent the bar, and busting a few heads if things get out of hand. He always keeps a shotgun and stun
baton under the bar just in case, and wears a stab vest under his shirt as a healthy precaution.
Though he mostly keeps to himself, and steers away from too many attachments, he is one of the few people who can call Isaac
Kent a friend, and has a good friendship with John Harrison. He also quite likes Samantha Vickers, but dare not make a move.

STRENGTH 4, AGILITY 4, WITS 3, EMPATHY 3 HEALTH: 6 ARMOUR: 2 (4)


SKILLS: Close Combat 3, Stamina 2, Ranged Combat 3, TALENTS: Banter, Tough
Mobility 1, Observation 2, Survival 1, Command 1,
Manipulation 2
Gear: Armat 12 Gauge Pump-Action Shotgun (+2, Dmg 3, Stab Vest (Armour 2, Double vs Close Combat Attacks)
short range, armour doubled), Stun Baton (+1, Dmg 1,
Stun Effect), Seegson P-Dat

ISAAC KENT (Owner and Chef of Isaac’s Bar & Grill)

Isaac is a physically imposing man, standing taller than most with the heavy, muscular body of someone who regularly works out,
and spent many years in a physically demanding job. His face and body are heavily scarred, looking to be the result of sharp, yet
jagged edges; some even quietly speculate they could almost be claw marks.
He is a very quiet, deeply reserved man in his forties, with a faraway look in his eyes and a certain coldness about his presence,
but when he does talk, or get angry, everyone pays attention. He mostly keeps to himself, having only a handful of people who
could be regarded as friends, but is very protective of his staff and business.
Everyone knows from the station rumour mill that Isaac was one of the few survivors of a disaster that took place on a Frontier
mining station, that resulted in the complete loss of the station and some significant corporate settlements for the few survivors,
yet very few know the truth of it.
Isaac was serving on a Kelland Mining Company deep space mining station referred to as the Sprawl, as part of a research
program into the efficiency of cybernetically enhanced miners, where each applicant received experimental cybernetic
enhancements and a bonus at the end of their now extended contract. Somehow a hostile, parasitic lifeform found its way onto
the station, rapidly birthing more of its kind, overwhelming the station security and quarantine measures, and ultimate leading to
a station reactor failure.
With the benefit of his cybernetic enhancements, and his trusty mining hard suit and plasma cutter, Isaac was able to rescue half
a dozen survivors, including a Hyperdyne Systems corporate advisor that had been overseeing the cybernetic research, and
escaped in a mining transport shuttle shortly before the station was destroyed by the reactor meltdown.
He was paid for his silence, and for rescuing some important research with the corporate, which is good for him, as he has no
real desire to relive his nightmare experiences on the Sprawl anyway. Instead he prefers to hide away in the kitchens of his bar
and grill, serving up meat dishes, while letting his staff do the rest.
From time to time he’ll take time off to have a few drinks with Hannibal Jones, one of the few people he considers a friend, mostly
because he doesn’t pry into his past, and obviously has haunting memories of his own to deal with.

STRENGTH 7, AGILITY 6, WITS 3, EMPATHY 2 HEALTH: 9 ARMOUR: 3


SKILLS: Close Combat 4, Heavy Machinery 4, Stamina 4, TALENTS: Resilient, The Long Haul, Menacing, Nerves of
Mobility 3, Comtech 3, Observation 2, Manipulation 2 Steel, Tough, Watchful
Gear: DS3 Plasma Cutter (+1, Dmg 4 AP, short range, Heavy work coveralls (Armour 3)
requires Heavy Machinery skill), Kitchen Knife (Dmg 2), Experimental Cybernetic Enhancements (+2 Physical Stats),
Seegson C-Series Magnetic Tape Recorder Internal Air Supply 2

JOHN HARRISON (Ex-USCMC Master Sgt, Owner of Harrison’s Surplus)

John Harrison is a retired USCMC veteran who served for near forty years before retiring, having seen action in many conflicts
including the shitstorm that was the Tientsin Campaign. In that time, he moved up the non-commissioned ranks, gained a number
of military contacts, and lost a lot of good friends, including Sergeant Al Apone in the mysterious happenings on LV-426, whom
he’d served with many years before.
In his retirement he has kept in touch with some of his USCMC buddies, and set up a shop selling military surplus and survival
gear, much of which he has obtained at bargain basement prices through his connections. He will also buy and sell second-hand
equipment if it is in good, workable condition, and weapons if they have the appropriate paperwork.
Harrison also listens closely to the space trucker and military rumour mill, especially for information about what happened, and
what is now happening, on LV-426, and for any reported sightings of the USS Sulaco; to this end he spends many nights at the
Raining Brass bar.
John Harrison retains the build and physique of a combat-ready soldier, and has the mannerisms of a drill instructor, even around
customers at the shop, yet much like his departed friend Apone, he has a jovial, approachable manner when “off duty”.

STRENGTH 5, AGILITY 4, WITS 3, EMPATHY 2 HEALTH: 7 ARMOUR: 0 (or 6)


SKILLS: Close Combat 3, Stamina 2, Ranged Combat 3, TALENTS: Banter, Past the Limit, Machine-gunner, Tough
Mobility 2, Observation 2, Survival 2, Command 2
Gear: M84U Heavy Pistol (+1, Dmg 2 AP, medium range), Owns a suit of M3 Personal Armour, and an M25A2 Harrington
Survival Knife (Dmg 2), Seegson P-Dat, Deck of Cards Automatic Rifle (but these are usually locked away)

SCARLET REDFERN (Brothel Madam of the Pink Minx)

Scarlet Redfern was once something of a celebrity, though very few on the station would ever know this, as they would have only
ever experienced her dreams, being that she used to be a very successful professional dreamer of the erotic variety.
While her name may not suggest it, being more of a show name, Scarlet is a young-looking, particularly beautiful oriental woman
with long red hair, and a penchant for wearing pink, purple, or red clothing, often made from leather.
Her dreamer career came to end fairly recently after a scandal with a married corporate executive came to light, requiring her to
move into a new line of work. Given that she was very liberally minded, and already had a taste for the erotic, she moved into a
well established and ancient business, using her wealth and influence to get her established as the lady in charge of the Pink
Minx from the moment it was conceived as a business venture.
She is tasteful, sassy, and very skilled in both business management and providing sensual services or companionship. She is
an adept listener, as well as a caring boss that is almost motherly towards the staff and workers at the brothel. She does not just
run a parlour, but provides a memorable experience that is both safe and delightful.
As reputation is important, Scarlet frowns upon any “kiss and tell” from her staff, emphasising that what happens at the Minx,
stays at the Minx, and if anyone hears anything that they feel is particularly troubling, they should come to her first.
As the madam of the brothel, she often greets new and old clients when they arrive, but only spends time with particularly important
clients, or those she takes a personal liking too. Due to the required monthly check-ups at Nozomi Medical, she has struck up a
good friendship with Doctor DeSousa, and sometimes goes partying at the Cavern Dark with her.
One secret that Scarlet does keep to herself is that one of her bouncers, Lance Deacon, is actually a runaway android that has
obviously been programmed for self-defence, with whom she made a connection with before arriving at Nozomi. She is helping
keep Lance off the radar, and in turn he is extremely loyal and protective of her, acting very much as a personal bodyguard.

STRENGTH 2, AGILITY 4, WITS 4, EMPATHY 4 HEALTH: 2 ARMOUR: 0


SKILLS: Mobility 3, Comtech 1, Observation 2, Survival 2, TALENTS: Calming Presence, Hothead, Stoic
Manipulation 3, Medical Aid 1, Stamina 3
Gear: Fine Clothes, Sexy Lingerie, Fancy Jewellery
Seegson P-Dat

VICTOR HAMILTON (Weyland-Yutani Chief Scientist)

Victor Hamilton is a brilliant scientist, specialising in genetics, biology, and xenobiology, who quickly gained the attention of
Weyland-Yutani after his intensive study on Tanakan Scorpionids, and the multitude of potential medical applications for their
otherwise deadly venom.
He is extremely driven, stopping at nothing to see his research through to completion, willing to do whatever is necessary to get
results. He is perfectly content to experiment of human subjects without going through the official time-consuming process of
advanced laboratory and animal trials, and happy to risk the lives of co-workers in the process of his experiments.
This lack of empathy, and lack of concern for fellow scientists and assistants has not gone unnoticed, leaving most of his research
team distrustful of the man, and rightfully concerned about their own well-being, especially as particularly vocal opponents of his
research methods have a tendency to be suspiciously reassigned.
Meanwhile, the Corporation fully supports Hamilton so long as he can show progress, or produce quantifiable results, placing a
small team of Corporate Mercenaries at his disposal.
His current research is known to very few, even in the Corporation, and none of the powers that be on Nozomi Station can ever
find out what W-Y is up to here, even if it means people have to disappear or become unwilling test subjects. Not even everyone
in his team are fully aware of what they are actually researching in Module 13.

STRENGTH 3, AGILITY 4, WITS 5, EMPATHY 2 HEALTH: 3 ARMOUR: 0


SKILLS: Mobility 1, Comtech 3, Observation 4, Survival 3, TALENTS: Analysis, Light Sleeper
Manipulation 2, Medical Aid 2
Gear: Personal Medkit, Electronic Microscope, Video
Camera, Seegson P-Dat, Seegson System Diagnostic
Device, Samani E-Series Watch

YUIKO SASAKI (Lasalle Bionational Special Operations Agent)

Yuiko is a Lasalle company woman through and through, swimming her way up the food chain like a hungry shark, looking to
consolidate power and influence, with her eye towards a senior executive position, if not a place on the board.
She is young, beautiful, charismatic, extremely smart, knows just how to close a deal, and is without a doubt a danger to anyone
who gets in her way.
Through charm and manipulation, she has already gained her position as a trusted Special Operations Agent, by ensuring her
predecessor and competition all fell foul of terrible scandals, or had unfortunate accidents, marking her as the only worthy
candidate for the job.
Part of her drive for this position, instead of going straight up the executive ladder, is that it gives her the perfect chance to find
out about those nasty corporate secrets, all of those little “off the books” jobs that need to get done, giving her plenty of dirt and
ammunition for when she decides to make her play for power. She is also smart enough to play the good little agent line, and not
give those above her reason to doubt or fear her, until she is ready to strike.
She has a near perfect reputation for excellence, and always seems to have someone who can get the job done, or help out a
fellow agent or executive, flashing a charming smiling as she agrees it will all be done in the strictest of confidence, after all, who
else other than her needs to know about the problem.
Despite all of these predatory qualities, she actually makes a surprisingly good employer; so long as you get the job done efficiently
and profitably, she’ll see you right and make sure you get more contracts.
She sees space truckers, mercenaries, and the colonists who work for her as business assets, so long as they remain productive,
profitable, and don’t screw things up. She is not someone to needlessly throw away an asset, knowing that these assets are going
to help her get to where she wants to be, even if they have no idea about her plans.
It is true to say that you are far better off being one of her employees than someone who is above her on the corporate ladder,
and you never want to become her competition.

STRENGTH 3, AGILITY 3, WITS 5, EMPATHY 3 HEALTH: 3 ARMOUR: 2


SKILLS: Ranged Combat 1, Mobility 1, Command 3, TALENTS: Take Control (Wits for Manipulation), Personal
Manipulation 4, Comtech 2, Observation 3, Stamina 1 Safety, Light Sleeper
Gear: M2019C PKD Blaster Pistol (+1, Dmg 2, medium Corporate Tailored Kevlar-weave Suit (Armour 2,
range, +4 Dmg vs androids & synthetics), Data Transmitter Manipulation +1)
Card, Armoured Briefcase (with $5,000 bribe money),
Samani E-Series Watch, Seegson P-Dat, Voice Recorder
GENERAL NPCs

ASTEROID MINER
STRENGTH 4, AGILITY 4, WITS 4, EMPATHY 2 HEALTH: 4 ARMOUR: 0 (or 3)
SKILLS: Close Combat 1, Heavy Machinery 3, Stamina 2, TALENTS: Resilient, EVA Specialist
Piloting 1, Comtech 1, Survival 2
Gear: Powered Multi-Tool, Cutting Tool, Rugged Possibly Heavy Work Coveralls (Armour 3)
Flashlight, PDT, Lucky Charm

CRIMINAL THUG or BOUNCER


STRENGTH 5, AGILITY 4, WITS 3, EMPATHY 2 HEALTH: 5 ARMOUR: 2 (4)
SKILLS: Close Combat 2, Heavy Machinery 2, Stamina 2, TALENTS: Hard Hitter
Ranged Combat 1, Observation 1, Manipulation 2
Gear: Metal Knuckle Dusters (Dmg 2, armour doubled), Stab Vest (Armour 2, Double vs Close Combat Attacks)
Heavy-Duty Flashlight, Recreational Drugs (5 doses)

CORPORATE EXECUTIVE
STRENGTH 3, AGILITY 3, WITS 5, EMPATHY 3 HEALTH: 3 ARMOUR: 0
SKILLS: Command 3, Manipulation 4, Comtech 1, TALENTS: Take Control (Wits for Manipulation), Light Sleeper
Observation 3, Stamina 1
Gear: Data Transmitter Card, PDT, Samani E-Series
Watch, Voice Recorder, Naproleve (5 doses), Smart Suit

EMBASSY DIPLOMAT
STRENGTH 3, AGILITY 3, WITS 4, EMPATHY 4 HEALTH: 3 ARMOUR: 0
SKILLS: Ranged Combat 1, Mobility 1, Command 2, TALENTS: Cunning, Counsellor
Manipulation 3, Medical Aid 1, Comtech 2, Observation 2
Gear: Data Transmitter Card, PDT, Chrome Briefcase,
Samani E-Series Watch, Voice Recorder, Smart Suit

SPACE TRUCKER OFFICER


STRENGTH 3, AGILITY 4, WITS 3, EMPATHY 4 HEALTH: 3 ARMOUR: 1
SKILLS: Piloting 1, Ranged Combat 2, Observation 1, TALENTS: Pull Rank, Zero-G Training
Comtech 1, Command 3, Manipulation 2
Gear: Rexim RXF-M5 EVA Pistol (+1, Dmg 1 AP, medium Crew Jacket (Armour 1)
range), Seegson P-Dat, Samani E-Series Watch

SPACE TRUCKER PILOT


STRENGTH 3, AGILITY 5, WITS 4, EMPATHY 2 HEALTH: 3 ARMOUR: 1
SKILLS: Mobility 1, Piloting 3, Ranged Combat 3, TALENTS: Full Throttle, Zero-G Training
Observation 1, Comtech 2
Gear: M4A3 Service Pistol (+2, Dmg 1, medium range), Crew Jacket (Armour 1)
Hand Radio, Seegson P-Dat, Pilot Shades

SPACE TRUCKER ROUGHNECK


STRENGTH 4, AGILITY 3, WITS 4, EMPATHY 3 HEALTH: 4 ARMOUR: 1 (or 3)
SKILLS: Close Combat 2, Heavy Machinery 3, Stamina 2, TALENTS: Resilient, Spaceship Mechanic
Observation 1, Comtech 1, Survival 1
Gear: Heavy Tool (+1, Dmg 1), Watatsumi DV-303 Bolt Crew Jacket (Armour 1) or…
Gun (Dmg 3 AP, short range, single shot), Cutting Tool, Heavy Work Coveralls (Armour 3)
Powered Multi-Tool, Metal Hip Flask (with hard liquor)
STATION ADMINISTRATION
STRENGTH 2, AGILITY 4, WITS 4, EMPATHY 4 HEALTH: 2 ARMOUR: 1
SKILLS: Mobility 1, Piloting 1, Observation 2, Comtech 3, TALENTS: Influence, Stoic
Command 1, Manipulation 2
Gear: Data Transmitter Card, PDT, Seegson P-Dat, Crew Jacket (Armour 1)
Flashlight, Nozomi Station Uniform

STATION DOCK WORKER


STRENGTH 5, AGILITY 3, WITS 4, EMPATHY 2 HEALTH: 5 ARMOUR: 3
SKILLS: Close Combat 1, Heavy Machinery 3, Stamina 2, TALENTS: True Grit, Hothead
Mobility 1, Observation 1, Survival 1, Manipulation 1
Gear: Heavy Tool (+1, Dmg 1), Maintenance Jack, Pocket Heavy Work Coveralls (Armour 3) or IRC MK.50 Compression
Knife, Breather Mask (Air Supply 3) Suit (Armour 2, Air Supply 5)

STATION ENGINEER
STRENGTH 5, AGILITY 3, WITS 3, EMPATHY 3 HEALTH: 4 ARMOUR: 3
SKILLS: Close Combat 2, Heavy Machinery 3, Stamina 2, TALENTS: Resilient, EVA Specialist, Spaceship Mechanic
Comtech 2, Ranged Combat 1
Gear: Heavy Tool (+1, Dmg 1), Watatsumi Bolt Gun (Dmg Heavy Work Coveralls (Armour 3) or IRC MK.50 Compression
3 AP, short range, single shot), Cutting Torch, Electronic Suit (Armour 2, Air Supply 5)
Tools, Mechanical Toolkit, Breather Mask (Air Supply 3)

STATION SHUTTLE PILOT


STRENGTH 3, AGILITY 5, WITS 3, EMPATHY 3 HEALTH: 3 ARMOUR: 1
SKILLS: Piloting 3, Ranged Combat 2, Observation 2, TALENTS: Like the Back of Your Hand (D-Class Shuttle),
Comtech 2, Heavy Machinery 1 Zero-G Training
Gear: Rexim RXF-M5 EVA Pistol (+1, Dmg 1 AP, medium Crew Jacket (Armour 1) or IRC MK.50 Compression Suit
range), Hand Radio, Seegson P-Dat, Nozomi Station (Armour 2, Air Supply 5)
Flight Suit, Pilot Shades, Log Book

COLONIAL MARSHAL
STRENGTH 4, AGILITY 4, WITS 4, EMPATHY 2 HEALTH: 4 ARMOUR: 4 (2 vs Fire) or 7
SKILLS: Ranged Combat 3, Mobility 1, Command 1, TALENTS: Investigator, Fast Reflexes
Manipulation 1, Comtech 1, Observation 2, Stamina 1,
Close Combat 2
Gear: M4A3 Service Pistol (+2, Dmg 1, medium range) or Ballistic Vest (Armour 4, 2 vs Fire) or…
Armat 12 Gauge Pump-Action Shotgun (+2, Dmg 3, short Riot Armour (Armour 5, Air Supply 2) + Riot Shield (+2
range, armour doubled), Stun Baton (+1, Dmg 1, Stun Armour, Mobility -1)
Effect), Flashlight, Hand Radio, Hand-cuffs, Uniform

DEPUTY MARSHALL
STRENGTH 4, AGILITY 4, WITS 4, EMPATHY 2 HEALTH: 4 ARMOUR: 4 (2 vs Fire) or 7
SKILLS: Ranged Combat 2, Mobility 2, Manipulation 1, TALENTS: Subdue
Comtech 1, Observation 2, Close Combat 2
Gear: M4A3 Service Pistol (+2, Dmg 1, medium range) or Ballistic Vest (Armour 4, 2 vs Fire) or…
Armat 12 Gauge Pump-Action Shotgun (+2, Dmg 3, short Riot Armour (Armour 5, Air Supply 2) + Riot Shield (+2
range, armour doubled), Stun Baton (+1, Dmg 1, Stun Armour, Mobility -1)
Effect), Hand Radio, Hand-cuffs, Uniform
COLONIAL MARINE GRUNT
STRENGTH 5, AGILITY 4, WITS 3, EMPATHY 2 HEALTH: 7 ARMOUR: 6 (8)
SKILLS: Ranged Combat 3, Mobility 1, Comtech 1, TALENTS: Banter, Tough
Observation 1, Survival 1, Close Combat 2, Heavy
Machinery 1, Stamina 2
Gear: M41A Pulse Rifle (+1, Dmg 2 AP, long range, full M3 Personal Armour, M10 Ballistic Helmet (+2 Armour)
auto) or Armat 12 Gauge Pump-Action Shotgun (+2, Dmg
3, short range, armour doubled), Knife (Dmg 2), M314
Motion Tracker, IFF Transponder

ISCS CORPORATE SECURITY


STRENGTH 4, AGILITY 4, WITS 3, EMPATHY 3 HEALTH: 4 ARMOUR: 4 (2 vs Fire) or 7
SKILLS: Ranged Combat 2, Mobility 2, Command 1, TALENTS: Past the Limit, Watchful
Comtech 1, Observation 2, Close Combat 2, Stamina 2
Gear: M4A3 Service Pistol (+2, Dmg 1, medium range) or Ballistic Vest (Armour 4, 2 vs Fire) or…
Armat 12 Gauge Pump-Action Shotgun (+2, Dmg 3, short Riot Armour (Armour 5, Air Supply 2) + Riot Shield (+2
range, armour doubled), Stun Baton (+1, Dmg 1, Stun Armour, Mobility -1)
Effect), Radio, Tie-Wraps (10), ISCS Security Uniform

ROYAL MARINE COMMANDO


STRENGTH 4, AGILITY 4, WITS 4, EMPATHY 2 HEALTH: 6 ARMOUR: 6 (8)
SKILLS: Ranged Combat 3, Mobility 2, Comtech 1, TALENTS: Overkill, Tough, Machine-gunner
Observation 2, Survival 2, Close Combat 3, Stamina 2
Gear: HK566G Pulse Rifle (+1, Dmg 2 AP, long range, full M3 Personal Armour, M10 Ballistic Helmet (+2 Armour)
auto) or H&K AS41 Automatic Shotgun (+2, Dmg 3, short
range, armour doubled, full auto), Commando Knife (Dmg
2 AP), M314 Motion Tracker, IFF Transponder

CORPORATE MERCENARY
STRENGTH 5, AGILITY 4, WITS 3, EMPATHY 2 HEALTH: 5 ARMOUR: 4 (2 vs Fire)
SKILLS: Ranged Combat 3, Mobility 2, Observation 2, TALENTS: Overkill, Machine-gunner
Close Combat 2, Stamina 1
Gear: H&K MP277 SMG (+1, Dmg 1, medium range, full Ballistic Vest (Armour 4, 2 vs Fire)
auto), Stun Baton (+1, Dmg 1, Stun Effect), Hand Radio,
Flashlight, Seegson P-Dat

EX-MILTARY VETERAN
STRENGTH 5, AGILITY 4, WITS 3, EMPATHY 2 HEALTH: 7 ARMOUR: 4 (2 vs Fire)
SKILLS: Ranged Combat 3, Mobility 2, Observation 2, TALENTS: Banter, Tough, Machine-gunner
Survival 1, Close Combat 3, Stamina 1
Gear: .357 Magnum Revolver (+1, Dmg 2, medium range), Ballistic Vest (Armour 4, 2 vs Fire)
M25A2 Harrington Automatic Rifle (+1, Dmg 1 AP, long
range, full auto), Combat Knife (Dmg 2), Hand Radio,
Flashlight, Survival Pack
ANDROID, COVERT RUNAWAY
STRENGTH 7, AGILITY 7, WITS 4, EMPATHY 2 HEALTH: 7 ARMOUR: As worn
SKILLS: Close Combat 3, Heavy Machinery 1, Ranged TALENTS: Subdue, Bodyguard
Combat 1, Mobility 3, Observation 2, Comtech 2,
Manipulation 2
Gear: As required As an Android they use their own Critical Injury Chart (See
core rulebook P.111)

ANDROID, ENGINEERING SYNTHETIC


STRENGTH 7, AGILITY 6, WITS 4, EMPATHY 3 HEALTH: 7 ARMOUR: 3
SKILLS: Heavy Machinery 3, Comtech 3, Observation 2, TALENTS: Resilient, Spaceship Mechanic
Mobility 1, Piloting 1, Medical Aid 1
Gear: Heavy Work Coveralls (Armour 3), Cutting Torch, As an Android they use their own Critical Injury Chart (See
Electronic Tools, Maintenance Jack, Seegson P-Dat core rulebook P.111)

ANDROID, WORKING JOE


STRENGTH 8, AGILITY 5, WITS 3, EMPATHY 1 HEALTH: 8 ARMOUR: 0 (4 vs Fire)
SKILLS: Heavy Machinery 2, Mobility 2, Observation 2, TALENTS: Resilient, Subdue, Hard Hitter
Comtech 2
Gear: Tools as required As an Android they use their own Critical Injury Chart (See
core rulebook P.111)

You might also like