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Space Patrol: Second Lieutenant Abe Driscoll

Abe Driscoll served as marshall for the Haviland sector for 8 years. It was a lonely, thankless job mediating between ranchers and busting claim jumpers. But it wasn't until a man took a shot at him for doing nothing more than ruling against him in a water dispute that Driscoll sought a transfer into the Patrol and back to civilized space. He was assigned to the Kiran Bedi when the ship set out on its mission to the recently incorporated Border Sectors.

Abe Driscoll is a heavily tanned man with weathered features in his late 30s. He dresses in the uniform of the Rangers, a jumpsuit that features rather more pockets than the tighter Patrol uniform. He is straightforward and willful, and some consider him to be too uptight.

200 points

ST 10 [0]; DX 12 [40]; IQ 12 [40]; HT 12 [20].
Damage 1d-1/1d+1; HP 10 [0]; Per 12 [5]; Will 11 [0]; FP 11 [0].
Basic Speed 6.50 [10]; Basic Move 6 [0]; Dodge 8.

Social Background

TL: 11.
CF: Federation (Native) [0].
Languages: Federation Standard (Native) [0].

Advantages

Danger Sense [15]; Fit [5]; Legal Enforcement Powers [10]; Luck [15]; Outdoorsman 1 [10]; Patrol Rank 2 [10].

Disadvantages

Duty (to the Space Patrol; 15 or less) [-15]; Honesty (9) [-15]; Pacifism (Cannot Harm Innocents) [-10]; Selfless (12) [-5]; Stubbornness [-5].

Skills

Area Knowledge (Federal Space) (E) IQ+1 [2]-13; Beam Weapons/TL11 (Pistol) (E) DX+1 [2]-13; Beam Weapons/TL11 (Rifle) (E) DX+3 [8]-15; Body Language (A) Per-1 [1]-12; Brawling (E) DX+1 [2]-13; Camouflage (E) IQ+2 [2]-14†; Cartography/TL11 (A) IQ [2]-12; Climbing (A) DX+1 [4]-13; Computer Operation/TL11 (E) IQ [1]-12; Criminology/TL11 (A) IQ-1 [1]-11; Detect Lies (H) Per-2 [1]-11; Electronics Operation/TL11 (Surveillance) (A) IQ [2]-12; First Aid/TL11 (E) IQ+2 [2]-14†; Forensics/TL11 (H) IQ-2 [1]-10; Free Fall (A) DX+1 [4]-13; Geography/TL11 (Physical, Earthlike) (H) IQ+1 [4]-13†; Hiking (A) HT [2]-12; Interrogation (A) IQ-1 [1]-11; Law (Space) (H) IQ-1 [2]-11; Meteorology/TL11, all (A) IQ [2]-12; Navigation/TL11 (Land) (A) IQ+1 [2]-13†; Piloting/TL11 (High-Performance Spacecraft) (A) DX [2]-12; Savoir-Faire (Police) (E) IQ [1]-12; Search (A) Per-1 [1]-12; Shiphandling/TL11 (Spaceship or Starship) (H) IQ-2 [1]-10; Spacer/TL11 (E) IQ [1]-12; Stealth (A) DX+1 [4]-13; Survival (Plains, Haviland III) (A) Per+1 [2]-14†; Survival (Mountains, Haviland III) (A) Per+1 [2]-14†; Tracking (A) Per+1 [2]-14†; Vacc Suit/TL11 (A) DX [2]-12; Wrestling (H) DX [4]-12.

† Includes +1 from Outdoorsman.

Gear


  • Standard Uniform [Body]. DR 3* vs. corr, cr, and tox; DR 15* vs. all other types. With gloves, hood helmet, and air tank, provides life support for up to six weeks. 5 lbs., 2C/6 wk.
  • Omniblaster [Belt]. Stun—HT-3(3) aff. Kill—3d(5) burn sur, HUD and multispectral laser sight gives +1 skill out to 300 yards. 1.6 lbs., C/40 shots.
  • Multiscanner [Belt]. Multiple scanning modes, including imaging, search, scan, bioscan, and radscanner. 1.73 lbs., 2B/6 hr.
  • Hyperspectral Contact Lenses [Eyes]. Gives +3 to Vision, Tracking, and rolls to spot hidden clues or objects with Forensics, Observation, or Search skill.
  • Communicator [Neck]. Range 5 miles (can be read by ship up to 500 miles away). 0.05 lbs., 2A/10 hr.
  • Engineering Kit [Case]. Allows rolls of Armoury (Force Shields), Electrician, Electronics Repair (Comms, Computer, Security, and Sensors), and Mechanic (High Performance Spacecraft) at -2. 22 lbs., 20A + 15B/10 hr.
  • Software (running on listed gear)
    • Visual enhancement program [Uniform]. Gives +1 to Vision.
    • TacNet [Uniform]. Gives +2 Tactics if all members of unit are in communication.
    • Target Tracking [Uniform]. In conjunction with contact lenses, tracks up to 1,000 targets visible to hyperspectral optics. Gives size, signal strength, bearing, vectors, etc., on moving map display.
    • Software tools [Multiscanner]. Gives +2 to any science skill (IQ-based /TL skill). Multiscanner can run two at a time, downloaded from full catalog on ship.

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