Reposting and expanding my char from the recruitment page.<br/>-------------------------------------------------------------------------<br/><strong>Player:  </strong>Teke<br/><strong>Character name: </strong>Cameron "Cam" Wynn<br/><strong>Age: </strong>27<br/><strong>Home world: </strong>Verbena<strong>  </strong><br/><strong>Position on ship: </strong>Pilot<strong>  </strong><br/><strong>Usual occupation: </strong>Getaway Pilot/Browncoat Pilot<br/><strong>Religion:  </strong>Christian<br/><br/><strong>STRENGTH = </strong>5<br/><strong>AGILITY =  </strong>11<br/><strong>VITALITY =  </strong>8<br/><strong>ALERTNESS =  </strong>10<br/><strong>INTELLIGENCE = </strong>9<br/><strong>WILLPOWER =</strong>7<br/><br/><strong>Strength(s) =  </strong>Pack Rat(Major), Lightnin Reflexes(minor)<br/><strong>Weakness(es) =  </strong>Stir Crazy(minor), Comfort Object(minor), Tri-Plex Junkie(minor; also, more kleptomaniac then shopper)<br/>As found here: http://home.comcast.net/~wavesintheblack/rules.htm (http://home.comcast.net/~wavesintheblack/rules.htm)<br/><br/><strong>Skills &amp; skill levels for each(points invested)</strong><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">Athletics: 4<br/>Covert: 6 (Slight of hand +3)<br/>Craft: 4 (Metal working +2)<br/>Guns: 6<br/>Influence: 5 <br/>Mechanical Engineering 6 (Repairs +1, Create Devices +1)<br/>Melee: 4<br/>Perception: 7<br/>Pilot: 6 (Gunships +1; Transports +6)<br/>Planetary Vehicles: 5<br/>Unarmed: 3<br/></div></div><br/><strong>Weapons =  </strong>Three pistols with about 50 rounds of ammunition for each, a sawed off shotgun with 30 rounds, and a couple of blades, including boot knife.  Also hidden away would be some explosives, probably grenades, but maybe not?<br/><strong>Other possessions =  </strong>Little knicknacks(and some more useful stuff) of all sizes and shapes, mostly gotten through illegitimate means, sometimes without even him remembering doing it.  A few pictures of his family, a few metal working tools and some scrap metal/coil that he works on in his spare time. A few sets of spare clothes and boots.  A black leather duster, which he wears when he leaves the ship, and was also gotten by trying it on, and then asking the clerk to go get a hat to match while Cam ran out the door. The last object of note is a lucky two headed credit chip which he will hold while piloting a getaway or under fire, as well as while under cover during a fight.  He always has it with him and will execute significantly worse if he doesn't have it.<br/><br/><strong>Biography = </strong><br/>Cam was one of the few pilots that the Browncoats actually had, and even more rare, he was one that survived.  Part of that was because he did have some legitimate skill at piloting smaller craft, though the most of the other part was because he frequently discovered "mechanical trouble" with his fighter (when they had fighters), or in his small cargo craft.  Sometimes, it was real, either caused by enemy fire, or just from the disrepair that the ships were kept in, but on other times, he was the sole survivor of a mission because he "found" something just before getting into the furball.  When Cam actually got into a fight, his craft were usually hooked up with something extra in terms of armament, which typically looked like a nuclear explosion going off.<br/>Cam believed in the cause of independence, which is why he was out there in the first place, but he was all too aware of how short his life could become.  So, if there was a valid (or semi-valid) reason why he couldn't complete a mission or go into harm's way, frequently it wouldn't be done.  By the end of the war, the Browncoat command had made Cam almost exclusively a transport pilot, because they knew that he would take care of the cargo by way of taking care of himself, and because they couldn't trust him to take a fighter into a fight. After the war, Cam drifted around like a lot of Browncoats, sometimes taking an odd job here, or becoming a temporary pilot on a small freighter.  He did enough to survive, but nothing ever came easy.  He can handle himself in a firefight, mainly by taking potshots from cover, and he's usually the one to escalate the fight if it actually comes to that, jumping behind a flipped table and tossing a grenade behind him.<br/>Cam will stay out of a fist fight as best as he can, however, and will look to escape by any means possible.  He won't leave his friends behind, but he'll go get the ship to make the getaway... or something like that.<br/>Just before hooking up with the Musashi Maru, Cam was the pilot on a robbery gone wrong and when the police were on his tail, he tried to escape while leaving his compatriots on the ground.  Unfortunately, none of them escaped, though he was the one spared from going to prison, because Col. Green declined to press charges upon him for his part.  He did this because of their Browncoat ties, and because the Colonel thought that he had more use of him as a pilot than as a court case.  When Green sold the ship to [insert name here], just a few weeks later, Cam just stayed on as it still needed a pilot.<br/><br/><strong>Other notes =  </strong>Basically, he's going to get you in trouble in one way or another.  And then his piloting skills will get out out of it.  If you take him out in public, he's going to steal stuff.  If you get into a fight, he'll start the gunplay or throw a grenade for the hell of it. But at least he can get you anywhere you need to go in the ship, that's something, right?<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">(http://images.wikia.com/galactica/images/3/37/LeeAdama.jpg)</div></div>