Fire In Heaven - NPCs


Azantlyr


Image by Danilo Reyes. Please do not use without permission

Azantlyr was born to a prestigious family in Ishanshyr. Both his parents are members of the Science Council - his mother is a theoretical physicist, his father a heavy-duty engineering specialist. Their duties took up a great deal of their time, and Azantlyr was raised largely by his grandmother, a retired Magistrate and staunch traditionalist. He excelled at his technical studies, as was almost expected of him, but it was his grandmother who shaped his attitudes - honor, duty, loyalty and honesty were the background music of his childhood and adolescence.

Yet for all his familial connections and abilities, he had a restless, questing spirit that left him dissatisfied with the prospect of spending his life in a lab or workshop. He wanted to explore the world for himself, learn about it and experience it first-hand. From early childhood, he was fascinated by the sky-ships that cris-crossed the planet, linking its diverse communities together, but his family were nonetheless shocked when he announced his intention to join the crew of one of them. His grandmother, strangely, was the one member of the family who didn't make strenuous efforts to talk him out of it. Martians had a proud tradition of exploration and discovery, she told him; she was glad to see him maintaining it. She was happy for him to follow his heart, so long as he held fast to his principles.

The sky-ship he chose, the Dawn Chaser, wasn't the largest or richest vessel that frequented Ishanshyr, but it was one of the most widely traveled, and they needed a new engineer. They were only too glad to sign one who'd been trained in the City of the Ice Pyramids, although the crew were uncertain of Azantlyr at first. That didn't last long; his combination of friendliness and naivety quickly led to them taking him under their wing. Azantlyr had been on the Dawn Chaser for five years before Kranesh's pirates captured him, and the rest of the crew had long since become his surrogate family. He's determined to rescue them, no matter what.

Personality

Motivations/Desires/Goals

Azantlyr is driven by his curiosity - about other places, other races, other cultures. He joined the crew of a sky-ship to satisfy that eagerness to learn. The combination of his open-mindedness and the traditional Martian virtues of honor and loyalty made it easy for him to accept - and be accepted by - his predominantly human crew-mates. He enjoys solving the technical problems thrown up by day-to-day life on a sky-ship, both for the intellectual challenge they present and the respect it earns him from the other members of his crew.

Manner

Azantlyr is basically a good-natured and slightly impractical nerd, quiet, good-humored and friendly, but with an implacably stubborn, argumentative streak when he feels certain that he's right. He almost never loses his temper, but he'll keep on and on and on politely making his point until until his opponent is worn down through sheer exhaustion.


FASA Stats

DW RPG Stats

Time Lord Stats

STR
Level V
END
Level VI
DEX
Level IV
CHA
Level IV
MNT
Level VI
INT
Level IV
Combat Statistics
 
Armed Combat
 
Sonic Disruptor
Level III
Long sword
Level III
Unarmed Combat
 
Brawling
Level III
Significant Skills
 
Engineering
 
Electrical
Level VI
Mechanical
Level V
Environmental Suit Operation
Level V
Physical Sciences
 
Computer Science
Level IV
Mathematics
Level IV
Physics
Level V
Social Sciences
 
Economics
Level III
History (Brennender Himmel)
Level III
History (Martian)
Level IV
Streetwise
Level IV
Technology
 
Communication Systems
Level V
Computer Systems
Level V
Electronics
Level VI
Force Field Systems
Level VI
Vehicle Operation
 
Air Vehicles
Level V
Verbal Interaction
 
Negotiation/Diplomacy
Level V
Haggling
Level V
Awareness
4
Coordination
3
Ingenuity
4
Presence
3
Resolve
4
Strength
4
Convince
3
Craft
3
Fighting
1
Knowledge
3
Marksman
1
Science
4
Transport
4
Technology
5
Tech Level
7
Traits
 
Boffin
He's a skilled technician who's used to improvising in the less-than-ideal conditions of a sky ship.
Brave
He chose hazardous duty on a sky-ship, facing pirates and sandstorms, to see the world, rather than stay in nice, safe laboratory for the rest of his life.
Resourceful Pockets
He's personally customized his exo-shell to contain all kinds of exotic and useful gadgetry.
Technically Adept
He's used to keeping equipment going long past its operational life. Replacement parts are hard to come by when you're floating a couple of hundred meters over a vast expanse of desert.
Argumentative
He goes his own way, and always has.
Code of Conduct (Minor)
He's extremely honest and loyal to his friends, traits reinforced by his traditional Martian upbringing.
Insatiable Curiosity
All his life has he looked away, to the future, to the horizon. Never his mind on where he was. What he was doing!
Obligation
He's determined to rescue the rest of his crew from Kranesh's lab.
Strength
5
Cheat Death
1
Control
3
Marksmansip
1
Edged Weapons
1
Size
3
Weight
3
Move
3
Piloting
3
Determination
4
Independent Spirit
2
Awareness
4
Bargaining
2
Eloquence
2
Knowledge
4
Computing
2
Electronics
3
Engineering
2
History
1
Law
1
Mathematics
2
MacGuffin
2
Mechanics
2
Science
3

Watch Commander Grunveld and Dr. Jesselyn Feltarn

Image by Danilo Reyes. Please do not use without permission

Watch Commander Grunveld

Grunveld comes from a clan of Ogrons who've lived in Nexus for generations. His family have hired themselves out as security on the sky-ships for almost as long, and Grunveld followed in their footsteps in his youth, distinguishing himself in a campaign to hunt down one particularly vicious and audacious pirate band that took a serious chunk out of the Nexus' profits as well as claiming the lives of many of its merchant crews. He rose on merit and ability to become chief of security to Nexus' largest merchant consortium, a position he held for seven years before being head-hunted for the post of Watch Commander. He was a compromise candidate; the city's ruling families had spent many years struggling to put their own placemen into the post, but the end result was a leadership that was both unstable and ineffective. The politicking at the top was starting to impair the effectiveness of the Watch, which none of the families wanted, so they agreed a compromise - a candidate who was sufficiently strong-willed, and had sufficient personal integrity, than none of them could easily control him, and sufficiently competent that he could put the Watch back on its feet.

They hadn't counted on Grunveld proving so effective and so popular that the Watch would become something akin to his own personal power base, but by the time they realized it was happening, trying to do anything about it would have caused more trouble than it was worth. An uneasy dynamic exists between Grunveld and the ruling families, with Grunveld trying to make the Watch an impersonal agent of justice - or at least the law - the families trying to use it as simple enforcers for their own interests, and neither side entirely sure how far it can push the other.

Personality

Motivations/Desires/Goals

Grunveld is a frustrated idealist. He'd prefer to serve the cause of justice, but he knows that quite often, in a city as corrupt as Nexus, the best he can hope for is to keep order and try to keep the innocent from getting hurt too badly. Still, he continues his uphill battle to do the right thing whenever he can.

Manner

Brisk, blunt and to-the-point, Grunveld has no time for social niceties. He runs the Watch like a military operation, disciplined, ordered and uncompromising. Despite that - or perhaps because of it - he's hugely popular with his men, who know they can rely on him for fair - albeit stern - treatment. He's also widely respected by the city's general populace. They might not warm to his personality, but they do trust him, something that makes him almost unique among the venal, self-serving rulers of Nexus.


FASA Stats

DW RPG Stats

Time Lord Stats

STR
Level VII
END
Level VI
DEX
Level IV
CHA
Level V
MNT
Level IV
INT
Level V
Combat Statistics
 
Armed Combat
 
Disruptor Pistol
Level V
Combat Knife
Level V
Unarmed Combat
 
Brawling
Level VII
Significant Skills
 
Carousing
Level V
Gambling
Level IV
Leadership
Level VI
Medical Sciences
 
Pathology
Level III
Military Sciences
 
Ordinance Construction/
Repair
Level IV
Small Unit Tactics
Level VI
Trap Discovery
Level V
Trap/Ordinance
Disarmament
Level IV
Security Procedures
 
Stealth
Level IV
Surveillance
Level IV
Socal Sciences
 
Law
Level V
Political Science
Level III
Streetwise
Level VII
Technology
 
Communication Systems
Level III
Computer Systems
Level III
Vehicle Operation
 
Ground Vehicles
Level IV
Air Vehicles
Level IV
Verbal Interaction
 
Negotiation/Diplomacy
Level V
Awareness
4
Coordination
3
Ingenuity
3
Presence
4
Resolve
5
Strength
6
Athletics
3
Convince
2
Fighting
5
Marksman
4
Science
1
Subterfuge
2
Survival
3
Transport
2
Technology
1
Tech Level
6
Traits
 
Brave
Not only has he faced down some of the toughest criminals in Nexus, he's also stood up to its rulers. Sometimes they're the same people...
Friends (Major)
Most of the city Watch are personally loyal to him.
Indomitable
He's strong-willed to the point of being utterly relentless.
Keen Senses
He's not necessarily the sharpest knife in the drawer, but years of detective work have made him extremely observant.
Tough
Even for an Ogron, he's hard to put down.
Voice of Authority
His command of the Watch is pretty much absolute. Even most of the city's criminal element tend to listen to him.
By the Book
If he bends the rules, he believes, the rot will set in and the Watch will start to fall apart as it follows his bad example. So he sticks rigidly to the letter of the law.
Code of Conduct (Minor)
The Nexus authorities pay him to keep order, not enforce justice, but he'll never knowingly act against an innocent, and he won't let the guilty escape if he can possibly avoid it.
Obligation
Both to the city Watch, and to its people.
Strength
6
Cheat Death
1
Pain Resistance
2
Control
3
Marksmansip
2
Edged Weapons
2
Brawling
3
Size
3
Weight
5
Move
3
Driving
1
Piloting
1
Determination
4
Independent Spirit
2
Indoomitable Will
2
Command
3
Awareness
4
Bargaining
1
Knowledge
3
Detective Powers
3
Explosives
2
Law
1

Dr. Jesselyn Feltarn

Born to wealth and power, Jesselyn Feltarn has no real interest in either. As daughter of one of Nexus' richest and most influential merchant families, her love of science was regarded by most of her relatives as an irritating distraction from more important matters - such as making money. She bowed to her family's wishes to some extent, by making a political marriage with the son of another prominent family. Technically, she's still married, but although she's on excellent terms her son and daughter, her relationship with her husband is best described as cordial mutual indifference.

Her willingness to let her family run her life only went so far, though. She insisted on pursuing doctorate-level studies in biochemistry and pharmacology, even though they had little commercial value, and then compounded her rebellion by joining the Watch as a junior scientific officer so that she could put her newfound skills to worthwhile practical use. Thirty years and a decade of post-doctoral studies in pathology later, she's risen - on merit, not familial connections - to become the Watch's chief pathologist and the head of its scientific division.

She and Grunveld were allies almost from the first. Their skills and approaches are complimentary - Feltarn is the detective and the investigator who discovers who the bad guys are, and Grunveld the tough enforcer who takes them down.

Personality

Motivations/Desires/Goals

Grunveld accuses Dr. Feltarn of being driven by frustrated maternal instinct, but there's a strong undercurrent of mutual respect beneath the gibes. Like Grunveld, Jesselyn Feltarn is primarily motivated by concern for the well-being of Nexus and its people. Unlike him, she sees that task as extending to their prosperity and happiness, as well as their physical safety. She's a quiet advocate for using the Watch as a mechanism for social change, under the cover of "outreach" and "crime prevention" programmes that she sells to the skeptical ruling families as a mixture of cost-saving measures and good PR

Manner

Feltarn cultivates the amiable and slightly scatterbrained mien of an eccentric maiden aunt - even with close friends like Grunveld, whom she's not fooling for an instant. Friendly and slightly motherly in a vague sort of way, she prefers to let everyone else do the talking - which, as she observes dryly, most people are only too willing to do. It's only in moments of stress or crisis that her highly organized and incisive scientific mind is visible through the facade.


FASA Stats

DW RPG Stats

Time Lord Stats

STR
Level III
END
Level IV
DEX
Level IV
CHA
Level V
MNT
Level VII
INT
Level IV
Combat Statistics
 
Armed Combat
 
Disruptor Pistol
Level III
Unarmed Combat
 
Martial Arts
Level III
Significant Skills
 
Gambling
Level III
Leadership
Level IV
Medical Sciences
 
General Medicine, Human
Level V
General Medicine, Silurian
Level IV
General Medicine, Ogron
Level V
General Medicine, Martian
Level IV
Pathology
Level VI
Pharmacology
Level VI
Pathology
Level V
Physical Sciences
 
Chemistry
Level VI
Computer Science
Level IV
Mathematics
Level IV
Physics
Level V
Security Procedures
 
Surveillance
Level IV
Socal Sciences
 
Law
Level IV
Streetwise
Level IV
Technology
 
Computer Systems
Level IV
Cybernetics
Level V
Electronics
Level V
Vehicle Operation
 
Ground Vehicles
Level IV
Air Vehicles
Level III
Verbal Interaction
 
Negotiation/Diplomacy
Level VI
Awareness
4
Coordination
3
Ingenuity
5
Presence
3
Resolve
5
Strength
2
Convince
3
Fighting
1
Marksman
1
Science
5
Subterfuge
3
Survival
1
Transport
2
Technology
4
Tech Level
7
Traits
 
Charming
People tend to regard her as a slightly dotty but invariably well-meaning aunt. She rarely has trouble talking someone around to her point of view.
Empathetic
She combines a genuine interest in others' feelings with the keen observational skills of a trained scientist.
Face in the Crowd
She's a small, unremarkable-looking middle-aged lady with a shrewd understanding of human (and Martian, and Silurian, and Ogron) nature. She has no difficulty in remaining unnoticed when she wishes
Friends (Major)
She's trusted and personally liked by almost everyone in the Watch.
Doctorate
She's an expert forensic pathologist, and gains +3 when using any skills related to this field
Code of Conduct (Major)
Like Grunveld, she tries to protect the innocent and punish the guilty. Unlike Grunveld, her privileged background left her unprepared for situations where she's forced to compromise her principles for the sake of expediency.
Insatiable Curiosity
Once she's started a case, she follows it wherever it leads, regardless of the consequences. She's had several close shaves when an ongoing investigation has threatened to expose something that the city authorities would rather keep secret.
Obligation (Major)
The Watch is basically her life. She's devoted to her sometimes quixotic campaign to make it a force for good in the city, rather than just a mob of enforcers keeping order.
Strength
2
Control
3
Marksmansip
1
Martial Arts
1
Size
3
Weight
3
Move
3
Driving
2
Piloting
1
Determination
3
Independent Spirit
3
Indomitable Will
2
Strong Passion (Justice)
3
Awareness
4
Bargaining
2
Bureaucracy
1
Knowledge
5
Detective Powers
3
Computing
1
Cybernetics
2
Electronics
2
Law
1
Medicine
3

Dr Erine Kranesh

Kransesh came from an unremarkable lower-middle-class background - both her parents were office clerks - and rose in the ranks of the Perseus Imperium through a combination of scientific brilliance and total lack of scruple.

Kranesh no longer has a physical body. Her consciousness exists as a semi-organic computer system built into a small military scout ship. (If using the Time Lord RPG, the scout has the following stats: Strength: 7, Damage Resistance 3, Size: 1, Weight: 6, Move: 9)

If the PCs enter the scout ship to confront Kranesh, they'll see a small, cramped cockpit with room for only three people to stand comfortably. The seats and instrument panels have been stripped out of the cockpit, and the walls lined with computer banks instead. In the middle of the cockpit is a waist-high plinth supporting a translucent globe about twice the size of a human head. Inside the globe, it's possible to catch a faint glimpse of something grey and glistening, threaded through with silver wires and crystalline components. Transparent tubes filled with various-colored fluids run from the plinth to the wall that separates the cockpit from the cargo hold. The room has an organic, yeast-like smell.

Kranesh can speak to the PCs in a simulation of her own voice. It sounds flat and synthetic, but ironically that's more a reflection of Kranesh's (lack of) personality than the quality of the speech circuitry. If she's out of other options, she'll plead for mercy, citing the benefits that her medical and scientific skills could offer to those in need, but she doesn't have it in here to sound sincere - and she isn't.

Personality

Motivations/Desires/Goals

Kranesh was always driven by two things - scientific curiosity, and her own survival. As a human being, she suffered the occasional qualm of conscience regarding her experiments, but she quelled them without too much trouble, reasoning that if she didn't give the Perseus Imperium's ruling junta what it wanted, it would simply have her shot and replaced, so there was no point in sacrificing herself. As a semi-organic computer, what little human compassion she once possessed has been lost, and she's now a classic sociopath, pursuing her new goal - regaining a human body - without the slightest regard for who might suffer and die in the process

Manner

Kranesh was always a cold and unlikeable woman, who seldom experienced emotions other than professional pride and the occasional bout of icy rage. In her new incarnation, even those emotions are muted, and she comes across as a humorless, monomaniacal fanatic with the barest ability to co-operate with others and no social graces whatsoever. Even the Rani has been known to make the occasional joke - or at least, exercise her acerbic wit at someone else's expense. Kranesh lacks even that level of interpersonal skill.


FASA Stats

DW RPG Stats

Time Lord Stats

STR
n/a
END
Level VII
DEX
n/a
CHA
Level II
MNT
Level VII
INT
Level II
Significant Skills
 
Administration
Level V
Leadership
Level III
Medical Sciences
 
General Medicine, Human
Level VI
General Medicine, Silurian
Level III
General Medicine, Martian
Level III
Surgery
Level VI
Technology
 
Computer Systems
Level VI
Cybernetics
Level VII
Electronics
Level VI
Vehicle Operation
 
Spacecraft
Level IV
Verbal Interaction
 
Negotiation/Diplomacy
Level III
Awareness
2
Coordination
n/a
Ingenuity
5
Presence
2
Resolve
6
Strength
n/a
Medicine
4
Science
4
Subterfuge
1
Technology
5 (Cybernetics +2)
Transport
1
Tech Level
7
Traits
 
Boffin
Whatever her moral failings, she's a first-rate technical researcher and inventor.
Doctorate
She's an expert cyberneticist, and gains +3 when using any skills related to this field.
Indomitable
Her ruthlessly fanatical will to survive makes her almost impossible to control.
Technically Adept
She was one of the most accomplished engineers in an entire (albeit small) interstellar empire.
Obsession
She's determined to regain a human body at any and all cost.
Outcast
The Sagittarian Federal Alliance considers her the worst war criminal in its history. It would stop at nothing to hunt her down if it discovered that she'd survived in any form.
Selfish
She considers everyone apart from herself to be an expendable resource.
Strength
n/a
Control
n/a
Size
n/a
Weight
n/a
Move
n/a
Piloting
2
Determination
6
Indomitable Will
2
Awareness
2
Bargaining
1
Bureaucracy
1
Knowledge
4
Detective Powers
1
Computing
3
Cybernetics
3
Electronics
2
Medicine
2
MacGuffin
2
Science
2

Jafan Berand

The Berand family is the second richest in Nexus. Jafan was the third child of his parents, materially pampered but emotionally neglected in favor of the Heir and the Spare. His family position gave him a sense of entitlement, his pampered upbringing made him self-absorbed and egotistical, and the lack of expectations displayed towards him made him both resentful and unfamiliar with the concept of hard work. It proved a dangerous cocktail.

He ran for election to the City Council, as was expected for someone of his background. He won as seat, as was also expected for someone of his background. Traditionally, Nexus' ruling families arrange for their offspring to do something socially worthwhile - and preferably, time-consuming - when first voted on to the Council, partly to keep them out of mischief and partly to drill it into their heads that power comes with responsibilities as well as privileges. The point was lost on young Jafan, who saw running the city's prison service as a job unworthy of someone of his obvious talents.

Unfortunately, it was also a job that brought him into personal contact with a number of unsavory characters, including former pirates. When it finally crossed his mind that he could use staged pirate attacks to undermine the other councilors who had so snubbed and overlooked him, he had the means to act on the idea. Needless to say, it all went wrong, and the Watch wiped out most of his pirate allies, nearly uncovering their connection to Jafan in the process. When the leader of the pirates turned up at his mansion, looking for help in making his escape, Jafan panicked, murdered him, and fed the body to the Seetus. It was the first time he'd had to get his own hands dirty, and he didn't much care for the experience, but the Seetus have proved useful over the years in helping several other members of the city's elite dispose of similar problems.

For all the favors he was owed, though, he didn't wield enough influence to stop the city's leaders - including his own brother and sister! - from slowly dismantling his business empire. The deal with Kranesh was his last chance.

But this time, his luck has finally run out...

Personality

Motivations/Desires/Goals

Berand is a shallow dilettante. He thinks that he wants power, but what he really wants is the fawning adoration of others - without the irritating distractions of responsibility or (horror!) the need to do any work. His laziness and lack of scruples lead him to take short-cuts to his supposed goal of ruling Nexus, and his lack of ability means that his half-baked plots tend, more often than not, be be exposed before they have a chance to get under way.

Manner

Berand can turn on the charm when he wants to, simulating a generosity, concern for others, and eagerness to help that he's never experienced in his entire life. If met at the party, he will be the very epitome of a gracious host; it's expected of him, and he has an image to maintain. If he doesn't have any use for someone, however, he's brusque, rude, dismissive, and sometimes threatening. (His threats are seldom very impressive or credible, but he tries).

Recognition Handle

Berand is a slightly plump, swarthy-skinned man with long black hair and beard coiled into elaborate ringlets. His clothes are expensive, loud, tasteless, and often lacking in color coordination - the sixth Doctor would probably approve of his fashion sense, if nothing else about him - and his fingers are laden with gold rings


FASA Stats

DW RPG Stats

Time Lord Stats

STR
IV
END
Level IV
DEX
IV
CHA
Level V
MNT
Level IV
INT
Level IV
Combat Statistics
 
Armed Combat
 
Disruptor Pistol
Level IV
Unarmed Combat
 
Brawling
Level III
Significant Skills
 
Carousing
Level V
Gambling
Level IV
Leadership
Level III
Social Sciences
 
Law
Level III
Economics
Level V
Streetwise
Level V
Technology
 
Computer Systems
Level IV
Vehicle Operation
 
Ground Vehicles
Level IV
Air Vehicles
Level III
Verbal Interaction
 
Negotiation/Diplomacy
Level VI
Awareness
3
Coordination
3
Ingenuity
3
Presence
4
Resolve
3
Strength
3
Convince
4
Fighting
1
Marksman
1
Subterfuge
3
Technology
2
Transport
2
Tech Level
6
Traits
 
Charming
When he wants to be, anyway.
Friends (Major)
He's successfully concealed his power-mongering from at least some of Nexus' social elite, with whom he's popular for the wonderful parties he hosts. His social prominence is the only reason that the city's rulers haven't already disposed of him, although they're working on it as a long-term project.
Owed Favor (Major)
Having helped his high society friends to conceal several major scandals, he knows where the bodies are buried (literally, in a couple of cases).
Adversary (Major)
The powerful merchant interests on the city council are determined to put him out of business.
Impulsive
Largely, a reflection of the fact that he's too lazy and short-termist to think things through.
Selfish
He can't even spell "altruism", let alone understand it.
Unlucky
Most of his ill-fortune is due to his own laziness and incompetence, but even after making due allowances for that, the cards never seem to fall in his favor. The deal with Kranesh is a case in point - he might have gotten away with it, if it hadn't been for those meddling kids... er, time travelers...
Strength
3
Control
3
Marksmanship
1
Brawling
1
Size
3
Weight
3
Move
3
Driving
2
Piloting
2
Determination
3
Awareness
4
Bargaining
2
Bureaucracy
1
Knowledge
3
Computing
1
Law
1