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Supporting Characters & Allied NPCs

Started by Davy, aka GM, January 10, 2020, 02:29:48 PM

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Davy, aka GM

Test Character


This thread is for supporting characters aboard USS Drake. Please do not post characters on your own; instead, send them to me, and I'll post them in the thread.

List of Current Supporting Characters
Lt. Maria DelVecchio, Chief Helmsman, USS Drake
Lt. Cathy Chen, Chief Navigator, USS Drake
Lt. Miguel Rene Carlos Ramirez de Costaluna, Chief Communications Officer, USS Drake
Lt. Casey Kiunya, Head Nurse, USS Drake
Lt. j.g. Eiko T'Flar, Shift Helmsman, USS Drake
Lt. J.g. Miruku Bong, Relief Helmsman/Navigator, USS Drake
Ensign Katarina Schrepfermann, Shift Phaser Control Officer, USS Drake
Lt. Nikolai Kolesnikov, Assistant Chief Engineer, USS Drake
Chief Yeoman Regina Waymire, Senior Captain's Yeoman, USS Drake
Yeoman Zorana, Captain's Yeoman, USS Drake
Captain Rafael Santos, Commanding Officer, USS Springfield

Lt. Cmdr. Paula Lucilla Tyler, receiving treatment for her optical nerve injury on Earth
Cadet 3rd Class Sonek, Midshipman, Starfleet Academy
Ensign Tann-Tyra, Shift Security Officer, USS Drake
Lt. David Lear, Assistant Chief Security Officer, USS Drake
Chief Specialist Edrion Kalsi, Senior Enlisted Medic, USS Drake
Ensign Olodon Anh Sal, Shift Security Officer, USS Drake
Lt. Thadis keth Dra, Astronomer, USS Drake
Specialist 1st Class Ally Banks, Security Specialist, USS Drake
Andorian Defense Force Commander Garav keth Idrani, Deputy Program Manager for Fleet and Force Security, Farsha Tactical Analysis Center, Andoria - MAJOR NPC
Lt. j.g. Gerald Fryling, Shift Security Officer, USS Drake
Lt. Ratzmuridan Dourap, M.D., Chief Surgeon, USS Drake
Chief Specialist Guwinder Dhall, Security Specialist, USS Drake
Lt. j.g. Jacob York, Biologist & Klingon Cultural Specialist, USS Drake
Asha, Denobulan geologist & Treyva's second wife
T'Kiri, Vulcan V'Kor investigator & Sorak's mate
Ensign Calum O'Neil, Shift Security Officer, USS Drake
Lt. Peter Galt, M.D., Surgeon, USS Drake
Lt. Robin Brown, R.N., Shift Nurse, USS Drake
"Course, sir?"

"Out there...thataway."

Davy, aka GM

#1
Rules for Supporting Characters

Supporting Characters are less detailed and are created in a less involved manner than Main Characters, and they are not permanently owned by a single Player. Instead, Supporting Characters are created as and when circumstances require within the game.

1. They represent the rest of the ship's crew in play, giving the Players subordinates to command and provide the experience of being a senior Starfleet officer in play.

2. They allow Players to take on different roles in play, allowing them to capitalize on a skill set that doesn't exist amongst the Main Characters, to play a more active role in an adventure that doesn't focus on their Main Character, or account for Players who are absent.

3. They allow the Players to split their characters between different activities in different locations without being left out of the game for long stretches: Players can use Supporting Characters in situations where their Main Character isn't present.

4. They allow smaller groups of Players to bolster their numbers during challenges, such as by ensuring that enough bridge stations are manned during a space battle.

At the start of a scene, a Player may choose which character they are using: their Main Character, or one of the Supporting Characters currently available. For the duration of that scene, that Player will control the character they have chosen - the character chosen is a Player Character. Where chain of command becomes significant, Supporting Characters are not senior staff, and do not have authority over the Main Characters; beyond that, compare the individual ranks of characters.

The Player, and the Gamemaster, should keep in mind - or keep note of - where the Main Characters and supporting characters are at different times, and it will typically be the case that a Player will choose a character located in the scene being established. However, this means that if the Gamemaster ends a scene, and then establishes the next scene in a location occupied by a different set of characters, the Players can easily switch to the appropriate characters without having to stop and figure out who is involved and who isn't.

Crew Support
Starships require a significant number of personnel, and a skilled officer knows best when to assign those personnel to different problems. Characters often have the advantage of Crew Support, in the form of these personnel. A ship has only a finite supply of Support, representing a small number of the crew available to them.

The total amount of Crew Support available is determined by the ship - each vessel has only a finite amount of crew on hand, most of whom will be busy on routine duties to keep the ship running, and form part of the background of the ship's normal activities. Spending Crew Support brings members of the crew from that mass of background activity into the forefront, putting focus on them and making them an active and significant part of the adventure. Spending Crew Support to bring Supporting Characters into play is described on p. 132. (Also included above.)

A ship's normal allotment of Crew Support per mission is equal to its Scale.

HOUSE RULE: The Players may introduce/feature a number of Supporting Characters without penalty equal to the ship's Crew Support value. The first Supporting Character introduced beyond the Crew Support limit costs 1 Threat; the second such Supporting Character over the limit costs 2 Threat; the third costs 3 Threat; and so on.

An easy way to determine the Threat cost of introducing a Supporting Character to an episode is subtract the ship's Crew Support rating from the character ordinal number (1st, 2nd, 3rd, 4th, etc.). If the result is 0 or less, then introducing that Supporting Character has no Threat cost; however, if the difference is greater than 0, then the difference becomes the Threat cost for introducing that Supporting Character.

So, if your ship has a Crew Support of 4, the 5th Supporting Character introduced in an episode costs 1 Threat (5-4=1), the 6th costs 2 Threat (6-4=2), and the 9th costs 5 Threat (9-4=5).

However, the use of Supporting Characters should not count against the players if the GM has set up a scene that inherently requires the use of supporting characters (e.g., a security team on a surveillance mission). If the players haven't already introduced the Supporting Characters earlier in the episode and they don't plan to use them again later in the same episode, then the use of the Supporting Character doesn't count against Crew Support; however, such characters will also not receive a benefit from being featured, if they were introduced in a previous episode.


Uncontrolled Supporting Characters
If a Player has multiple characters in a single scene, then the Player may not directly control those other characters. Characters which are not under the direct control of any Player cannot perform the full range of actions and Tasks available to a character under a Player's control. Instead, they can do the following things:

MINOR ACTIONS - An uncontrolled character will perform whatever Minor Actions or other incidental activities are needed to keep up with the Player Characters, or to follow the orders of Player-controlled characters with authority over them.

TASKS - An uncontrolled character cannot attempt a Task that has a Difficulty above 0. Uncontrolled characters may, however, use the Assist Task to benefit Player Characters, though they may only do so once per Round in combat.

COMBAT - Uncontrolled characters do not receive a Turn during combat; instead, an uncontrolled character's Minor Actions and Tasks (per the limitations above) are resolved as part of the actions of Player Characters -- the uncontrolled characters follow the orders of their superiors immediately.

COMPLICATIONS AND INJURY - Uncontrolled characters can be Injured in combat, and can suffer Complications as normal. However, an uncontrolled character may not spend Momentum or add to Threat to Avoid an Injury. Further, in any situation where a Player Character would suffer a Complication or become Injured, and there are one or more uncontrolled characters in the scene, the Player may choose to have the uncontrolled character suffer the Complication or Injury instead. In the case of an Injury, the uncontrolled character cannot be used in any way for the remainder of the scene, and if the Injury was lethal, they will require medical attention or die. If a Player Character suffers an Injury or is otherwise incapacitated, they may immediately choose to take over an uncontrolled character for the remainder of the scene.

Further, uncontrolled characters can be treated as an Advantage, to allow a Task to be attempted which would otherwise be impossible (for activities that would require multiple people), or to reduce the Difficulty of a Task -- simply providing an extra pair of hands and an extra set of senses can be valuable.

Options in Play
MORE ORDERS - Any player character may use the Direct Task in combat, as long as they're using it on an uncontrolled supporting character over whom they have authority.
"Course, sir?"

"Out there...thataway."

Davy, aka GM

Supporting Character Creation
Follow the instructions on p.134 of the Core rulebook to create Supporting Characters. Of note, remember to adjust the character's attributes based on their species.

For supporting characters still in the Academy (or equivalent), use the following attribute and discipline arrays (remember to apply species modifiers), and give them only the number of Focuses as determined by the Academic Year in which they're introduced. All supporting characters studying in the Academy are given the rank of Cadet (Cadet 1st class is a Fourth Year cadet, and Cadet 4th class is a First Year cadet).

First Year Cadets should have:
Attributes 9, 8, 8, 8, 7, 7
Disciplines 2, 2, 2, 2, 1, 1
No Focuses

Second Year Cadets should have:
Attributes 9, 9, 8, 8, 7, 7 (one 8 becomes a 9)
Disciplines 3, 2, 2, 2, 1, 1 (one 2 becomes a 3)
No Focuses

Third Year Cadets should have:
Attributes 9, 9, 8, 8, 8, 7 (one 7 becomes an 8)
Disciplines 3, 3, 2, 2, 1, 1 (one 2 becomes a 3)
One Focus (add one Focus)

Fourth Year Cadets should have:
Attributes 9, 9, 9, 8, 8, 7 (one 8 becomes a 9)
Disciplines 4, 3, 2, 2, 1, 1 (one 3 becomes a 4)
Two Focuses (add one Focus)

Once created, Cadets will receive their option upon being introduced in an episode, as normal. As they progress through each academic year, improve the cadet supporting character to the next higher year (using the notes in the parentheses). Supporting Characters graduating after their fourth year, improve one of their 9 attributes to 10 and add one Focus (for a total of 3), and change their rank to ensign.

Introducing & Featuring a Supporting Character
In each episode, not including the episode in which they are first introduced, a supporting character is featured (directly controlled by a player or provided a significant contribution when played by the GM), they receive the benefit of one option, as listed at the end of p.134. Note the limits of each option.
"Course, sir?"

"Out there...thataway."

Davy, aka GM

#3
DelVecchio, Maria
Lieutenant, Starfleet
Chief Helm Officer, USS Drake (NCC-2491)

26-year-old human female (b. October 2263, Naples, Italy, Earth)

Department: Command
Traits: Human

ATTRIBUTES
Control - 10
Daring - 9
Fitness - 8
Insight - 9
Presence - 8
Reason - 10

DISCIPLINES
Command - 2
Conn - 4
Security - 2
Engineering - 3
Science - 1
Medicine - 1

STRESS 9

FOCUSES
Helm Operations, Federation History, Electronics, Earth Cultures*

TALENTS
Bold (Conn)* - Whenever you attempt a Task with Conn and you buy one or more d20s by adding to Threat, you may reroll a single d20.

VALUES
I Can Fly Anything*

Introduced: 1.7. Featured: 1.8, 1.9, 2.01

NOTES
Human Attribute Bonuses: Daring, Fitness, Reason
Height:  1.71 m (5'7")  Weight: 55 kg (121 lbs)  Eyes: Brown  Hair: Black

General Description:  Slightly taller than average and slim.  Maria has an olive complexion and long black hair, which she wears up while on duty.  While generally exhibiting a focused, hardworking, and strong willed persona, Maria can also be very caring and passionate. She speaks with a strong Neapolitan accent.

Background:
Born Naples, Italy in 2263, Maria is the only child of Captain Amelio and Rosa DelVecchio.  As her father was a career Starfleet officer (currently the commanding officer of the test ship USS Belknap), Maria and her mother followed him to a number of postings around the galaxy when she was growing up, but eventually ended up back on Earth for regular periods of time.  An incredibly bright young woman, Maria excelled in school, while also keeping herself physically active.  When she was old enough, it came as little surprise that she was accepted to attend Starfleet Academy.

As she began her time at the academy in 2281, Maria found herself in competition with another equally bright student, one William Anderson Meriwether V, who, like Maria, was focused on flight control training.  Both had sufficiently high marks to qualify for a cadet cruise during their first year at the academy, with Maria achieving the far more prestigious assignment aboard the USS Enterprise.  The pair's rivalry continued throughout their time at the academy, both graduating near the top of their class and receiving a promotion to Lieutenant Junior Grade at graduation.

After graduation, Maria was assigned as a helm officer aboard Chandley-class frigate, USS Forrest.  During the first two years of her assignment aboard the Forrest, Maria threw herself into her work, far exceeding the expectations of her superiors.  Not long after the start of her third year on the Forrest, Maria received a transfer to the Department Head school, so she spent the majority of 2287 at the Del Monte Campus of Star Fleet Academy.

Upon completion of her course work, Maria received a promotion to Lieutenant, and was given a couple months leave at the end of 2287 and she returned home to Naples while awaiting new orders. She was assigned to the Drake that year, and has become a well-respected senior officer there.

After the decommissioning of the Drake in late-2288, Maria was assigned to the ship's Constellation-class namesake and took leave back home in Italy as the cruiser was getting fitted out. She began a relationship with a young vintner from Eastern France, and they became engaged shortly before she left for the new Drake's shakedown cruise.

(As a side note, her rival, W.A. Meriwether, is now chief helmsman on the Constitution-class cruiser USS Ahwahnee and was just meritoriously promoted to the rank of lieutenant commander, much to Maria's annoyance.)
"Course, sir?"

"Out there...thataway."

Davy, aka GM

#4
Chen, Cathy
Lieutenant, Starfleet
Chief Navigator, USS Drake (NCC-2491)

29-year-old human female (b. ca. 2260, Starbase 6)

Department: Command
Traits: Human

ATTRIBUTES
Control - 10
Daring - 10
Fitness - 8
Insight - 9
Presence  - 8
Reason - 10

DISCIPLINES
Command - 1
Conn - 4
Security - 2
Engineering - 2
Science - 3
Medicine - 1

STRESS 9

FOCUSES
Astrogation, Systems Technician, Starfleet Who's Who

VALUE
As Daring as Her Namesake*

Introduced: 1.3, Featured: 1.8

NOTES
Human Attribute Bonuses: Fitness, Insight, Reason

Cathy Chen was born to Starfleet parents while they were stationed together on Starbase 6. Cathy has known little beyond a Starfleet life; however, what else she has learned comes from her aunt and namesake, the master of the Fespar-class merchantman Jenny. She's very close to her aunt, and carries many of the elder Chen's traits.
"Course, sir?"

"Out there...thataway."

Davy, aka GM

de Costaluna, Miguel Rene Carlos Ramirez
Lieutenant, Starfleet
Chief Communications Officer, USS Drake (NCC-2491)

27-year-old human male (b. ca. 2262, Terra Nova Colony)

Department: Operations
Traits: Human

ATTRIBUTES
Control - 9
Daring - 9
Fitness - 8
Insight - 10
Presence - 8
Reason - 10

DISCIPLINES
Command - 2
Conn - 1
Security - 2
Engineering - 4
Science - 4
Medicine - 1

STRESS 10

FOCUSES
Linguistics, Cryptography, Damage Control Coordination, Subspace Communications*

TALENTS
Collaboration (Engineering)* - Whenever an ally attempts a Task using Engineering, you may spend one Momentum (Immediate) to
allow them to use your Engineering score and one of your Focuses.

VALUE
I Can Speak That!*

Introduced: 1.3, Featured: 1.5, 1.11, 2.01

NOTES
Human Attribute Bonuses: Control, Insight, Presence

Background
Miguel Costaluna was born in 2262 on Terra Nova; he was a bookish sort, though physically active as the son of a secondary school gym teacher. Miggy excelled in school, especially linguistics; he originally intended to attend UTN-NI (University of Terra Nova - New Ireland), but a friend convinced him to apply to Starfleet Academy.

The young Costaluna breezed through the academic curriculum, specializing in communications operations. Upon his graduation near the top of his class in 2284, he was selected for the advanced command placement program, a new initiative by Fleet Admiral Morrow to accelerate the advancement of high academic achievers. He completed the one-year program and chose USS Drake (NCC-1553) as his first assignment (against the advice of his detailers), stating that it was "distinctive" to serve on the last ship of a class.

Miguel was seriously injured and nearly lost his life in a skirmish with a blockade runner, but he was able to recover and contribute to the remainder of the mission.

Personality
Miguel is young and energetic, though he's yet to master his social skills. He has had difficulty adapting to the idea he's not the smartest person in the room (even with four years of Starfleet Academy and the advanced placement program). When stressed, he retreats into his academic world, looking over his linguistics notes or occasionally manufacturing a language for the "fun of it." This trait is more pronounced since his injury; he's less the energetic young officer, and is spending more time in seclusion with his notes and "language games."
"Course, sir?"

"Out there...thataway."

Davy, aka GM

#6
Kiunya, Casey
Lieutenant, Starfleet
Head Nurse, USS Drake (NCC-2491)

38-year-old human male (b. ca. 2251, Anchorage, Alaska, Earth)

Department: Sciences
Traits: Human

ATTRIBUTES
Control - 10
Daring - 10
Fitness - 9
Insight - 8
Presence - 8
Reason - 9

DISCIPLINES
Command - 2
Conn - 1
Security - 3
Engineering - 1
Science - 2
Medicine - 4

STRESS 11

FOCUSES
Field Medicine, Mentoring, Small Unit Tactics, Cross-Country Skiing*

TALENTS
Doctor's Orders* - When you attempt a Task to coordinate others, or to coerce someone into taking or refraining from a specific course of action, you may use your Medicine Discipline instead of Command.

Field Medicine* - When attempting a Medicine Task, you may ignore any increase in Difficulty for working without the proper tools or equipment.

VALUES
Below Decks Uncle*
My Doctor's Keeper*

Introduced: 1.2, Featured: 1.3, 1.5, 1.12, 2.02
(Bonus Options from Advanced Team Dynamics: 2.02)

NOTES
Human Attribute Bonuses: Daring, Fitness, Presence

Background
Casey Kiunya was born in 2251 to Alaskan state trooper Archie Kiunya and Kiane Fuavai; though his parents were married shortly before his birth (and Archie at first proved to be a reluctant father), he had a good childhood growing up in the large family household.

Casey followed in his father's footsteps and entered into law enforcement, though he found the isolated work less than satisfying. When his younger sister enlisted into Starfleet in 2272, Casey did the same, specializing in security. He was first assigned to USS Enterprise (NCC-1701) for four years before accepting a transfer to the Baker-class destroyer USS Hopper (NCC-1909) in 2277.

He left Starfleet to pursue an unrequited flame, but ended up returning to school to earn a medical degree in nursing. He reenlisted, receiving a commission at the rank of lieutenant, junior grade and, after a year at the Starfleet Academy refresher course for returning vets, was assigned to USS Drake in 2285. In his capacity as head nurse, he has proven to be a good field medic and a trusted aide to his chief surgeons (first Dr. Katrina Gordon, and later Dr. Ratz Dourap).

Personality
Casey is friendly and affable, with a joie de vivre that immediately sets people at ease; while his bedside manner is a bit rough, he's working hard to smooth his technique. Older than most folks at his rank, Casey is more even keeled than his fellow junior officers and has taken a number of them (and some younger enlisted types) under his wing.

Casey also has a great love for games and assembles a regular group in the rec rooms a few times a week.
"Course, sir?"

"Out there...thataway."

Davy, aka GM

#7
T'Flar, Eiko
Lieutenant, junior grade, Starfleet
Shift Helmsman, USS Drake (NCC-2491)

28-year-old Efrosian male (b. ca. 2261, Efros)

Department: Command
Traits: Efrosian

ATTRIBUTES
Control - 10
Daring - 8
Fitness - 8
Insight - 9
Presence - 9
Reason - 11

DISCIPLINES
Command - 1
Conn - 4
Security - 3
Engineering - 2
Science - 2
Medicine - 1

STRESS 10

FOCUSES
Ship Driver, Astrogation, Brawling

Introduced: 1.6

NOTES
Eiko T'Flar was born in 2261 on Efros, the son of shopkeepers in the world's second city. Highly intelligent, Eiko was placed in a government-run advanced studies program with a specific goal of preparing him for a career in Starfleet. Eiko graduated from the program with honors and was immediately accepted into the Academy.

He showed an interest in colonial operations and chose a Remora-class escort for his cadet cruise in his 4th class year. Eiko graduated in 2283 and was assigned to the Remora-class scout USS Farrow, protecting colonial supply runs to New Paris and Makus III. During his two years on the Farrow, Eiko showed excellent technical ability and inspired, if raw, helm control in at least three incidents with pirates and raiders along the colonial route. As a result he was promoted to Lt. j.g.

Eiko transferred to USS Drake in 2285, where he remains as a shift helmsman and served as the assistant chief helmsman under Lt. Churchill, later acting as chief helmsman for a short time following Mr. Churchill's departure in late 2287.
"Course, sir?"

"Out there...thataway."

Davy, aka GM

#8
Bong, Miruku
Lieutenant, junior grade, Starfleet
Relief Helmsman/Relief Navigator, USS Drake (NCC-2491)

24-year-old human female (b. ca. 2265, Deneva Colony)

Department: Command
Traits: Human

ATTRIBUTES
Control - 11
Daring - 10
Fitness - 8
Insight - 8
Presence - 7
Reason - 10

DISCIPLINES
Command - 3
Conn - 4
Security - 2
Engineering - 1
Science - 3
Medicine - 1

STRESS 10

FOCUSES
Administration, Astrogation, Andorian Culture

Introduced: 1.7

NOTES
Human Attribute Bonuses: Control, Daring, Reason

Miruku Bong is the youngest and only surviving child of Star Fleet Captain Gregory Bong. Born on Deneva Colony in 2265, she moved around a lot when she was young, following her father from starbase to starbase throughout the latter part of his Star Fleet career. The family returned to Deneva Prime after the elder Bong's retirement in 2280, and Miruku headed for Starfleet Academy in 2283.

Her excellent grades and fitness reports allowed her to attend her cadet cruise in her 4th class year, which she passed with ease. Miruku nearly left the Academy and Starfleet after a pirate attack killed her mother and brother, and severely injured her father; she ultimately stayed, spending much of her free time at her father's hospital bedside until he was released. He got an apartment in San Francisco to be near her, and she found herself helping him rehab on his new prosthetic leg.

Things returned mostly to normal when her father's commission was reinstated at his request, though tragedy nearly struck a second time when he suffered a stroke while on duty aboard USS Drake. He returned to San Francisco to recover, and, once again, Mirku became the dutiful daughter, splitting time between her studies and his care. Her grades reflected the divided attention, though Miruku maintained them sufficiently to pass every course.

Upon graduation from the Academy in 2287, her father, now a senior investigator with the Judge Advocate General's office, arranged her to remain close to him, and she was assigned as a liaison to the Andorian Consulate to Starfleet. She resented her father's meddling in her career, and itched for the opportunity at shipboard duty; however, she excelled in her duties and was recognized by the ADF for her efforts.

After a year at the consulate, she was rewarded with a posting to her father's last shipboard command, USS Drake, as a helm officer. Though she suspects her father's hand in this posting, too, she's grateful for a chance to prove herself as an officer.
"Course, sir?"

"Out there...thataway."

Davy, aka GM

#9
Schrepfermann, Katarina
Ensign, Starfleet
Shift Phaser Control Officer, USS Drake (NCC-2491)

21-year-old human female (b. ca. 2268, Bad Homburg, Germany, Earth)

ATTRIBUTES
Control - 10
Daring - 11
Fitness - 7
Insight - 8
Presence - 8
Reason - 10

DISCIPLINES
Command - 4
Conn - 2
Security - 4
Engineering - 1
Science - 1
Medicine - 1

FOCUSES
Phaser Control, Computer Operations, Teamwork

VALUE
Overcoming a Disgraced Name*
Unconventional Problems Require Unconventional Solutions*

Introduced: 1.7, Featured: 1.9, 1.13
Normal Milestone Benefit (from Treyva, Ep 1.13) -- Engineering -1 (to 1), Security +1 (to 4)

NOTES
Human Attribute Bonuses: Control, Daring, Reason

Born in 2268, Katarina is the daughter of disgraced Starfleet officer Dietrich Schrepfermann. She's has many siblings, including her younger brother, Ernst, who is in his 1st year at Starfleet Academy.

Katarina is bright and passionate, but she has been deeply hurt by her father's betrayal of the Federation and, in some ways, blames Starfleet itself for her family's disgrace. A small part of this feeling can be seen in the ACRTIP-1 sabotage incident, which, deep inside, was a way to get back at Starfleet for its handling of her father's case.

Reprimanded for her actions, Katarina was forced to repeat her cadet cruise; Capt. Treyva of the light cruiser USS Drake volunteered to host her for the remedial cruise. Upon graduation from the Academy in 2288, she was assigned to the Drake as the third phaser control officer.
"Course, sir?"

"Out there...thataway."

Davy, aka GM

#10
Kolesnikov, Nikolai
Lieutenant, Starfleet
Engineering Officer, USS Drake (NCC-2491)

26-year-old human male (b. ca. 2263, St. Petersburg, Russia, Earth)

Department: Engineering
Traits: Human

ATTRIBUTES
Control - 10
Daring - 8
Fitness - 9
Insight - 8
Presence - 8
Reason - 11

DISCIPLINES
Command - 1
Conn - 2
Security - 2
Engineering - 4
Science - 3
Medicine - 1

STRESS 10

FOCUSES
Electronics*, Human Cultures, Transporters, Warp Drive, Transporters

VALUES
There Is Always a Fix*

Introduced: 1.4, Featured: 1.13, 2.01
Spotlight Milestone Benefit (from Sorak, Ep 1.13) - Presence +1 (to 8), Daring -1 (to 8)

NOTES
Human Attribute Bonuses: Control, Fitness, Reason

Nikolai Sergeivich Kolesnikov was born in 2263, the son of Sergei Ivanovich Kolesnikov, an architect and construction manager from St. Petersberg, and Lieutenant Natalya Kolsenikov, a Starfleet engineer. He was always a bright, attentive boy, but when his father was killed when an antigrav failed on a construction site, Nikolai jumped at the chance to move with his mother on her Starfleet assignment to the Utopia Planitia construction yards on Mars. Nikolai absorbed so much of what he saw and experienced on Mars that he decided early on to be an engineer just like his mother.

Enrolling in the Academy in 2281, Nikolai was such an outstanding cadet that he was selected for his Cadet Cruise in his first year at the Academy. His experiences aboard the Grayson helped sharpen his focus and set him on the course to passing his cruise with Honors.

Nikolai's Academy room-mate was Cadet Peter Preston, whose noble sacrifice while serving his cadet cruise on the Enterprise just before graduation saddened Nikolai but inspired even greater loyalty to Starfleet and its ideals. Nikolai would never let an opportunity to help his crew mates pass untaken.

After graduation, Nikolai was assigned to a engineering officer's berth on the USS Drake where he has served to this day. Kolsenikov is not sure how he drew the attention of Chief Engineer Sorak, but after their experiences together on Tablas, he knows he has it. He just hopes he doesn't screw it up.
"Course, sir?"

"Out there...thataway."

Davy, aka GM

#11
Waymire, Regina
Chief Yeoman, Starfleet
Senior Captain's Yeoman, USS Drake (NCC-2491)

42-year-old human female (b. ca. 2247, Alice Springs, Australia, Earth)

Department: Command
Traits: Human, Allergic to Deltan Pheromones, Enlisted Crewmember

ATTRIBUTES
Control - 8
Daring - 9
Fitness - 9
Insight - 10
Presence - 8
Reason - 10

DISCIPLINES
Command - 3
Conn - 4
Security - 1
Engineering - 2
Science - 1
Medicine - 2

STRESS 10

FOCUSES
Personal Assistant, Starfleet Protocols, Carousing

TALENTS
(Technical Expertise) Note: This will come active when she is next featured in an episode.

Introduced: 1.6

NOTES
Human Attribute Bonuses: Daring, Insight, Presence
Height: 1.70m, Weight: 57kg, Eyes: Green, Hair: Blonde

General Description:  Slightly taller than average and slim. Her native accent is light, worn away by decades of Starfleet service. Wears her hair short and full. She has a tendency to scrunch up her nose when confused.

Background:
Born in Alice Springs, Australia in 2247, Regina Waymire was raised a proud "Top Ender." She left the family farm at the age of 18 to pursue a career in Starfleet, enlisting in 2265. After a number of shipboard and starbase postings, she arrived on USS Drake in 2284. She was promoted to chief in 2287 and serves as the senior yeoman aboard the cruiser.
"Course, sir?"

"Out there...thataway."

Davy, aka GM

#12
Zorana
Yeoman, Starfleet
Captain's Yeoman, USS Drake (NCC-2491)

27-year-old Denobulan female (b. ca. 2262, Denobula)

Department: Command
Traits: Denobulan, Enlisted Crewmember

ATTRIBUTES
Control - 7
Daring - 10
Fitness - 8
Insight - 10
Presence - 10
Reason - 9

DISCIPLINES
Command - 4
Conn - 3
Security - 1
Engineering - 1
Science - 2
Medicine - 2

STRESS 9

FOCUSES
Administration, Peacemaking, Denobulan History

VALUES
Honored to Serve a Denobulan Captain* (aka, "You Don't Know How Hard I Worked to Get This Posting")
Holding a Torch for Treyva*

Introduced: 1.6, Featured: 1.12, 1.13
Spotlight Milestone Benefit (from Treyva, Ep 1.13) -- Fitness -1 (to 8), Presence +1 (to 10)

NOTES
Height: 1.78m, Weight: 61kg,  Eyes: Blue, Hair: Red

General Description: Very attractive, with a bubbly and outgoing personality that can almost be off-putting. She knows how to put folks at ease. Always full of energy, Zorana always seems to be bounding, even when standing still.

Background:
Zorana was born on Denobula in 2262, Zorana's youth is a bit of a mystery. She enlisted in Starfleet and spent her first tour on Starbase 2; when she learned that Treyva was captain of a Class 1 starship, she cajoled, manipulated, and did everything short of blackmail to get a posting to the ship in 2287. Despite being the newest of yeoman aboard, she has quickly become indispensable to Chief Waymire, especially for helping the senior yeoman understand Denobulans' unique needs.

Recently, Zorana has found she holds a great deal of affection for Treyva; she's been made to understand that nothing can come of a relationship between a starship commander and a subordinate, so she has decided to wait for a change in circumstance
"Course, sir?"

"Out there...thataway."

Davy, aka GM

Santos, Rafael "Rafe"
Captain, Starfleet
Commanding Officer, USS Springfield (NCC-1963)

37-year-old human male (b. ca. 2252, Rigel V)

Department: Command
Traits: Human

ATTRIBUTES
Control - 9
Daring - 9
Fitness - 10
Insight - 9
Presence - 10
Reason - 7

DISCIPLINES
Command - 3
Conn - 2
Security - 4
Engineering - 2
Science - 1
Medicine - 1

STRESS 13

FOCUSES
Rigel Colonies, Starship Weapons, Phasers, Computer Hacking*

TALENT
Tough*

VALUE
The Three Amigos (Treyva, Sorak)*

Introduced: 1.7, Featured: 1.8, 1.9, 1.11

NOTES
Human Attribute Bonuses: Daring, Fitness, Insight
Height: 1.78m, Weight: 82kg, Eyes: Brown, Hair: Dark

Previous Commands
Anton-class light cruiser USS Drake, 2274-2279
Constitution-class heavy cruiser USS Republic, 2279-2282
Northampton-class frigate USS Augusta, 2282-2284
Miranda-class cruiser USS Saratoga, 2284-2287
Anton-class light cruiser USS Drake, 2287-2288
Miranda-class cruiser USS Springfield, 2288-present
"Course, sir?"

"Out there...thataway."

Davy, aka GM

#14
Tyler, Paula Lucilla
Lieutenant Commander, Starfleet
Non-Duty Status for Medical Recovery, Jeremy Lucas Research Hospital, Madison, Wisconsin, USA, Earth

32-year-old human female (b. 12 December 2256, Houston, Texas, USA, Earth)

Department: Sciences
Traits: Human, Severe Myopia, Partially Colorblind

Control: 7
Daring: 10
Fitness: 9
Insight: 10
Presence: 8
Reason: 10

Command: 2
Conn: 1
Security: 2
Engineering: 3
Science: 4
Medicine: 1

STRESS 10

Focuses:
Brawling, Computer Operations, Sewing, Ship Sensors*, Astrophysics*

Values:
You Choose Who's Your Family*
Carpe Diem*

Talents:
Cautious (Science)*

Introduced: 1.1, Featured: 1.2, 1.3, 1.4, 1.6, 1.12

Notes
Human Attribute Bonuses: Daring, Fitness, Reason
Height: 161 cm     Weight: 56 kg     Eyes: Brown     Hair: Auburn

General Description: Slightly shorter than average, curvaceous, with "Bambi eyes" that tell of an innocence that may or may not actually be there. Considered very pretty by most of the crew. Wears her hair in a relatively short style that allows for ease of maintenance. Unrepentantly feminine, favoring the skirt over slacks when in uniform and flowing, slightly-to-moderately frilly dresses and skirts (many of them hand-made, or at least hand-modified) when off-duty.

Paula Tyler's life could have been a tragedy. The makings of tragedy were certainly there. Her mother Carla died in childbirth, a rarity in the 23rd century, though sadly not something entirely unheard of. She was raised by her father, Andrew, who never recovered from the loss of his wife and blamed his daughter for her death. In 2259, shortly after she turned three, Andrew Tyler took his own life, leaving Paula in the care of relatives.

Sadly, her mother's side of the family didn't particularly care for her father's side of the family, and the feeling was mutual. There were several years of custodial battles in the Terran legal system, and Paula found herself being shuttled between her paternal grandmother's home in Houston and her maternal aunt Genevieve on Luna. Through it all, as she grew up she began to see fault in herself for the whole situation. The bright spots of her childhood were the times she got to spend with her Aunt Genevieve. The only relative she had who didn't seem to blame her for the tragedy of her parents' lives, Genevieve did what she could to mend the little girl's injured self-esteem.

The custody battles wouldn't resolve themselves for the better part of a decade, by which time Paula had already decided that, no matter where she wound up, she was going to strike out on her own as soon as she possibly could. In spite of Jenny's best efforts, Paula was still plagued by doubts about her role in the deaths of her parents and the animosity that existed between both sides of her family. On her 12th birthday, Jenny was awarded final custody of Paula. On her 15th birthday, Paula sought (with Jenny's blessing) legal emancipation, which was granted eight months later. She continued to stay with Jenny, but began making her own decisions.

A precocious student, she graduated from high school at the age of 15, shortly before her legal emancipation. She worked with Jenny, a seamstress and tailor on Luna, for a while as she tried to figure out what to do with her life. On her 18th birthday, she applied to Star Fleet Academy, again with Jenny's blessing, and was accepted in April of 2275. Reporting for classes in August of that year, she excelled at mathematics and the sciences, and found herself promoted to lieutenant junior grade immediately after her cadet cruise on the USS Exeter in 2279.

Her first assignment was as a junior science officer on Starbase 17, located on the Organian Neutral Zone between the Federation and the Klingon Empire. She served there for two years before her transfer to the USS Drake. There, her tendency to generalize and approach the sciences with broad strokes caught the eye of the ship's chief science officer, Lt. Treyva. She moved from section to section within the department, becoming the physics section chief within a year of coming on board. In 2284, she applied to become the deputy chief science officer when Lt. Jeff Coleman left the ship to become the chief science officer aboard the scout ship USS Camelopardus. Treyva, by then a lieutenant commander and the Drake's CSO and XO, quickly approved her application.

With Treyva's promotion to captain of the Drake, Paula became the ship's permanent CSO.

On Stardate 8707 (late 2288), a console explosion severely injured Paula and left her mostly blind from lingering optical nerve damage. She has been transferred to an advanced research hospital on Earth, where they plan to use experimental nerve regeneration techniques to attempt to restore her vision.

(Future note: Paula doesn't make a "full" recovery; only part of her sight is ever restored, requiring the use of lenses to compensate for the remaining deficiencies in her vision.

Her limitations are that she's rendered severely myopic with a significant color deficiency...things are "mostly gray" in her vision, and everything is blurry beyond about a meter.

Paula is given high-tech lenses that correct the myopia and also provide a form of "color correction." This color-correction feature provides her vivid detail when she's wearing them, allowing her to differentiate between subtle changes in color and shape. (Advantage on sight-based tasks.) The lenses take the form of composite-framed spectacles (as contacts and implants cause her eyes pain).)
"Course, sir?"

"Out there...thataway."