<span class="bbc_size" style="font-size: 16pt;"><strong>Lyssa</strong>, Lady of House Allara and Cultural Attache</span><br/><span class="bbc_size" style="font-size: 11pt;"><em>"Even an empire can learn to change for the better."</em></span><br/><br/><div class="floatright">(https://elliquiy.com/elluiki/images/e/ed/LyssaCentauri02.jpg)</div><strong>Background:</strong>Within living memory, House Allara was a power on the rise.  Though not yet accepted as one of the Major Houses, it had forged close relations with House Jaddo: exploiting profitable mining operations on its efficiently-run fiefs near the fringe of the Centauri Republic’s territory, it provided Jaddo with much of the raw material used in the latter’s exclusive trade deal with Earth.  Indeed, one branch of House Allara was heavily involved in Jaddo’s diplomatic efforts with the humans - providing ‘proof’ that the more powerful house represented more than its own interests, and was held in high regard by the Centauri as a whole.  Loyally backing Jaddo’s stances and rights helped to ensure that both Houses continued to prosper, after all.<br/><br/>The Narn revolt, however, first disrupted Allara’s commercial operations, then wiped out the colonial side of the family.  The scattered survivors clustered around the mission on Earth, becoming clients of Jaddo in all but name.  Having inherited the (empty) titles and claims of their slain kin, they could still add a bit of lustre to social events and bolster Jaddo’s standing… but the focus for familial survival became the need to make themselves indispensable in Earth-Jaddo relations.<br/><br/>Though Lyssa’s family took care to have her birth and early education take place on the Centauri homeworld (to give her as impeccably reputable a start to life as they could manage), most of her life has been spent on Earth or elsewhere within the Alliance’s territory.  Her noble rank can simultaneously open doors and shield her from (some) criticism, while her familial status - mingling recent glories with present near-desperation - provides the justification for some ‘unconventional’ career choices.<br/><br/>No entirely-proper Centauri lady would engage in overtly political activity, of course: but Earth does tend to appreciate it when aliens are seen to behave in ways that make sense to Humans and that show enthusiasm for Humanity’s offerings.  Thus, Jaddo had some time earlier found a role for members of House Allara as ‘cultural attaches’: nominally apolitical, they are employed to foster understanding and mutual appreciation between Centauri and Humanity.  Within the Republic’s diplomatic service, they help to provide advice and insight on Human quirks and eccentricities, while also providing ‘soft power’ by bolstering Human goodwill towards the Centauri.  That some are also agents of a more directly manipulative kind is of course only natural, as far as the Centauri are concerned.<br/><br/>Lyssa formally began training as a cultural attache a few years ago, and after some initial culture-shock she eagerly embraced the role.  From being an impoverished irrelevance on the fringes of the Royal Court, she had moved to a world where she was exotic, high-born, and actively encouraged to ask questions and learn.  Revelling in her role, she threw herself into the task in hand… in time causing some concern for a number of her superiors, given quite how thoroughly she seemed to be taking on board some of Humanity’s ideas.<br/><br/>It was decided that a little more overt responsibility (and fewer months spent exploring Earth’s nightflife) might do her good, and trips off-world became more and more frequent.  This helped to give her a broader understanding of what Humanity was like away from the social whirl of diplomacy and partying near the Centauri Embassy on Earth… and confirmed her determination to remain in the diplomatic service as long as she is allowed.<br/><br/>Now, she finds herself aboard the Robinson - following orders she’s not yet figured out.  Is a trip aboard the ship intended to be educational, providing valuable insight into Humanity at work and play between the stars?  Is there some purpose her superiors have yet to reveal?  Is she being reassigned from her beloved Earth?  Is this nothing more than a bureaucratic SNAFU, and she’s set to wind up forgotten in some remote spaceport?  It should be interesting to find out, for sure.<br/><br/><strong>Physical Description:</strong>Tall, elegant, and fair-skinned.  She keeps her scalp smooth-shaven, and can often be seen in Centauri finery that emphasises her standing… but she is also prone to dressing in human fashion, favouring nightclubbing gear or formal suits as best fits the occasion.  With a little care, she can often pass as an Earther.<br/>Age: 23 (born 2236)<br/>Height: 5’8”<br/>Weight: 130lb<br/>Hair: Dark brown (shaved)<br/>Eyes: Green<br/><br/><strong>1st Level Centauri Diplomat</strong><br/><strong>Hit Points:</strong>4<br/><strong>Initiative:</strong>+0<br/><strong>Speed:</strong>30 ft<br/><strong>DV:</strong>10<br/><strong>Attacks:</strong>-1 close combat or +0 ranged<br/><strong>Special Qualities:</strong>Born to Intrigue (Notice & Stealth always count as Class Skills).<br/>+2 to all Bluff & Intrigue checks; both always count as Class Skills.<br/>+1 bonus to all Fortitude saving throws: “<em>there is little that can be done to a Centauri that they have not already done to themselves</em>”.<br/>Automatic Language Feats: Fluency (Centauri) and Fluency (Human).<br/>Favoured Classes: Agent & Diplomat<br/><br/><strong>Saves</strong><br/>Fortitude (Fort):<strong>+0</strong><br/>Reﬂex (Ref):<strong>+0</strong><br/>Will:<strong>+2</strong><br/><br/><strong>Abilities</strong><br/>Strength (Str):<strong>8</strong>(-1)<br/>Dexterity (Dex):<strong>11</strong>(+))<br/>Constitution (Con):<strong>9</strong>(-1)<br/>Intelligence (Int):<strong>13</strong>(+1)<br/>Wisdom (Wis):<strong>10</strong>(+0)<br/>Charisma (Cha):<strong>19</strong>(+4)<br/><br/><strong>Skills</strong><em>6+1 x 4 = 28 points at first level</em><br/>Bluff:<strong>+10</strong>(4 ranks, +4 Cha, +2 for being Centauri)<em>+11 vs other Centauri; additional +4 for passing covert messages in Centauri to another fluent speaker</em><br/>Computer Use:<strong>+2</strong>(1 rank, +1 Int)<br/>Diplomacy:<strong>+8</strong>(4 ranks, +4 Cha)<em>+9 vs other Centauri</em><br/>Intimidate:<strong>+5</strong>(1 rank, +4 Cha)<em>+6 vs other Centauri</em><br/>Intrigue:<strong>+10</strong>(4 ranks, +4 Cha, +2 for being Centauri)<em>+11 vs other Centauri</em><br/>Knowledge (Centauri):<strong>+4</strong>(1 rank, +1 Int, +2 for Fluency)<em>May always Take 10 on checks relating to own culture</em><br/>Knowledge (History):<strong>+2 </strong>(1 rank, +1 Int)<br/>Knowledge (Humans):<strong>+7</strong>(4 ranks, +1 Int, +2 for Fluency)<em>Grants +2 bonus to Sense Motive vs Humans</em><br/>Linguistics:<strong>+5</strong>(4 ranks, +1 Int)<br/>Sense Motive:<strong>+4</strong>(4 ranks, +0 Wis)<em>No penalty vs Humans; only -2 vs all other aliens</em><br/>(<em>Appraise, Knowledge (Law, Philosophy, other cultures &amp; locales), Notice, Profession (White Collar) &amp; Stealth are also Class Skills, though currently without ranks</em>)<br/><br/><strong>Feats</strong><br/>Alien Empathy: reduce penalties for Sense Motive checks on aliens by 2; suffer no penalties if also have 4 ranks in relevant Knowledge skill for their culture<br/>Fluency (Centauri): +2 to Knowledge (Centauri) checks; special +4 bonus to Bluff rolls to secretly convey a message to another Fluent Centauri speaker<br/>Fluency (Human): +2 to Knowledge (Human) checks<br/>Noble Birth: Minor (powerless) title.  +1 to all Charisma checks with Centauri; +1 Influence with the Centauri Royal Court<br/>Weapon Proﬁciency (Pistols)<br/><br/><strong>Inﬂuence</strong><br/>Centaurum (Centauri Political) Inﬂuence: +5<em>Can hint at / refer to connections, to gain +1 to Diplomacy &amp; Intimidate with relevant targets; failure guaranteed to cause upset!</em><br/>Centauri Royal Court (Centauri Social) Influence: +1<br/><br/><strong>Equipment</strong><br/>Diplomat’s Attire (500 cr, Damage Reduction 1, 0 ACP, Restricted on Babylon 5)<br/>Antipoison (80 cr for 1 dose; +d10 to Fort saves vs drugs & poisons for 1 hour)<br/>Oxy Pill x5 (20 cr for 1 dose; eliminates alcohol penalties & restores 2d4 nonlethal damage after 1 minute)<br/>Carryall (25 cr)<br/>Communicator - Throat Mike (80 cr, 2 mile range)<br/>Data Crystals x3 (15 cr total)<br/>900 credits used; 400 remaining.