Name: Jefferson Atrello (a-tray-yo)<br/><br/>Attributes:<br/>Agility d8<br/>Strength d6<br/>Vitality d6<br/>Alertness d8<br/>Intelligence d6<br/>Willpower d8<br/>Initiative: d6 + d8<br/>Life Points: 16<br/><br/>Traits:<br/>Tough as Nails (minor asset): Jeff has learned to take a punch and keep dishin' 'em out.<br/>Leadership (major asset): Though he has a more quiet and aloof demeanour than he once did, Jeff is still capable of bringing out the best in those who work with him.<br/>Steady Calm (major asset): He lost his calm once, and lost damn near everything. Never again.<br/>Nose for Trouble (minor asset): After what he's been through, Jeff has an almost unnatural ability to spot a bad situation. Or he's just paranoid and makes that work for him.<br/>Credo (major complication): Fear made him take the "easy" road before, but he can't go back there again. He'll lie to everyone about why he won't let his crewmembers be lost (including himself), but in the end he just can't leave them again.<br/>Deadly Enemy (minor complication): Some of the relatives of his former crew understand the circumstances of the last run. One doesn't, and he/she is determined to make Jefferson pay.<br/>Hooked (minor complication, tobacco): He won't drink again, but Jeff still needs something to calm his nerves. The pipe is his prefered method, but he'll take what he can get.<br/>Phobia (minor complication, big blades): Seeing a man's limbs hacked off can make you a bit nervous around a big blade. In this case, it did.<br/>Traumatic Flashes (minor complication): Sometimes there are things you just can't forget. Jeff's mistakes plague him, and sometimes they demand attention at the worst times.<br/><br/><br/>Skills:<br/>Athletics d4<br/>Discipline d6<br/>- leadership d10<br/>Artistry d2<br/>Guns d6<br/>- rifles d10<br/>- pistols d8<br/>Influence d4<br/>Linguist d4<br/>Perception d6<br/>- intuition d10<br/>- deduction d8<br/>Pilot d6<br/>Mechanical Engineering d4<br/>Unarmed Combat d4<br/><br/>Equipment:<br/>NewTech rifle (120 credits) stage up damage (d10) & enhanced magazine (45 rounds)<br/>- This is a high powered flechette rifle, firing slivers of depleted uranium at high velocity called the Manticore. Jeff bought it for protection following the incident, and carries it basically everywhere. It looks like a sleek black rifle with the trigger located near the front and a clip of ammunition behind that (bullpup configuration).<br/>Vac case (rifle)<br/>Gun cleaning case<br/>Pistol (18 credits)<br/>Plate vest (30 credits)<br/>Balistic mesh long coat (46 credits)<br/>500 rounds pistol ammo (10 credits)<br/>2000 rounds rifle ammo (80 credits)<br/>Stun baton (12 credits)<br/>Brass knuckles (.8 credits, woven into gloves)<br/>Personal Access Cortex Terminal (100 credits)<br/>Data Library, standard (22.8 credits)<br/>Debugger (20 credits)<br/><br/>Cash: 285.4 credits<br/><br/>Appearance: Jeff is not the biggest person in most situations. He's of average height and average weight. He tends to dress in dark colors, usually those unconnected with either side of the Alliance/Independent conflict. He has a long, jagged scar running down his left cheek, is a reminder of something he'd like to forget. He typically carries both his rifle and his pistol, the former slung across his back, the later at his hip. His skin tone is somewhat dark, a product of his mixed Hispanic heritage along with his dark eyes and hair.<br/><br/>History: Born on Beaumonde, Jeff started life in a farming community, but his family moved almost immediately to the city to find a "better life". That better life meant factory work, a life Jeff quickly discovered he had no interest in. He took to hanging around the docks, talking to crewmen and getting an idea about life in the black. The more he heard, the more he wanted to be there too, and one day he just didn't come home, waiting until he was far away to send word back. He started as a cook's assistant before working into a position as mechanic's helper, then training as a pilot before finally being promoted to first mate. His crew worked as a neutral trade vessel during the Unification War, though they were more sympathetic to the Independents than they were the Alliance. It wasn't long after the war that Jeff became the captain. And it wasn't long after that when he and his crew set down at an outpost on the Rim for a little R&R. Something didn't seem right about what was going on, but the crew needed downtime. And so they went to the bar and drank, with Jeff ignoring the growing feeling that things were going to go horribly wrong. And then the worst possible thing happened. The Reavers came. Most everything is blurry after that. He knows that they managed to hide, and that the Reaver group who found them must have been the last ones out before they left the outpost town. He remembers his mechanic being cut into pieces. He remembers throwing a grenade into a mass that contained at least two of his own crewmen before he fled. It was days before he really came back to himself, on another planet, his ship sold and himself filthy and nearly broke, a line of stitches in his cheek that he didn't remember getting (a shrapnel wound when the grenade went off). It was at that moment that he changed. He knows it was his fault things turned out the way they did. He quit drinking, and started to work his way back into life, selling his services. He was not the man he was. The laughing, friendly captain of old had been replaced by a much more distant, hard edged man. He tries to keep himself distant from his crew, but inside he knows he will never allow what happened before to happen again.<br/><br/>Updated 2/24: Forgot some equipment!