1) Happy-go-lucky adventurous scholar - Indian JonesT meets Caesar (of
Planet of the ApesT)
2) Somewhat bitter underclass member that happens to be very able -
Scotty (of Star TrekT) meets Chewbacca (of Star WarsT) with a touch of
Martin Luther King
I tried the first one in a short, initial one-hour intro session and disliked it horribly, so I am going to go with the second concept.
His attitude is usually one of calm confidence. He tends to be fraternal or paternal towards his companions and is noticeably more courteous to Terragens than other clan members.
Adopted by parents in Scotland that fell on hard times.
He grew up in a working class neighborhood, where he keenly felt patron-client
inequality.
Once school started, he excelled and did very well.
He was freakishly smart and had a great memory, he learned everything
he could get his hands on.
He was encouraged into Probability Physics as much for his credentials
as political reasons. A Chim Probability Physicist makes for good
press.
Worked at a lab.
?
Hooked up with Gecko and started gallavanting about the galaxy.
As for how he would fit into the game, I suggested that he had left whatever lab he was working on to adventure with another player's character, a pilot with a starship. To accommodate this and my original concepts was easy, as it was very difficult to be good at Probability Physics, the Uplift skill that represents the science behind their stardrives. This required a very high Mathematics, Nuclear Physics, and Physics. So just being barely competent at that was a big step towards the smart Chim idea.
I decided I wanted him to have had a very broad technical education, but mostly in ripping apart and building devices. In spite of his 'burly engineer' demeanor, I wanted him to be something of a renaissance Chim, having a lot of little skills in various fields. Because of his training, he would probably have some knowledge of other lifeforms, so some Xenology and Languages were in order. Uplift requires some points spent in a specific list of skills to represent normal education, so that burned some stuff. I wanted him to be good at most of these as well. To make him freakishly competent in spite of the -1 IQ Chims suffer, I chose to buy Eidetic Memory level 2 as well.
To account for a tough but nice guy demeanor, I bought him Cannot Harm Innocents, Sense of Duty to Close Companions, and Compulsive Generosity. For the activist flavor, I threw in a Minor Vow to advocate Patron-Client equality. Basically, this was to reflect that he would tend to not agree with the Galactic norm of Client submissiveness and sometimes feel compelled to speak out against it (hence the *Minor* Vow). I do not want him to end up being a full time activist, it's just meant to be a facet of his personality.
Because of his other feelings, I decided that Chauvanism was appropriate. He would definitely stay keenly aware of racial differences of those around him. Also, I decided that the Pilans were a good target for intolerance on his part. In his eyes, they are the exemplars of what is wrong with "the system" (on the Galactic scale). They are old, abusive of their power, and try to keep the Terragens down by holding back knowledge. Proud just simply makes sense at this point. I chose Easy to Read intentionally. Although it might be a serious disadvantage at times when working with a smuggler (the pilot character, Gecko), I see it as his personal manifestation of the lingering beast inside. Because of his views and his current company, I felt that Reproduction status would be stepped down a bit for him in spite of his gifts. If he cleaned up his act and learned some manners, he would be on the fast track for white card status.
Just for the heck of it, I decided he liked cats. Keeping a pet probably makes him feel like less of an animal while giving him the comraderie of an animal at the same time. Profound. Besides he's Congenial, so having something around to keep him company would make him happier.
Stats
ST: 15 DX: 14 IQ: 14 HT: 10 Advantages
Disadvantages
Racial Disadvantages: Neo-Chimpanzee
Quirks
|
Points
20 30 60 0 2
-1
-1
-1
|
Skills
Agronomy Anthropology Archaeology Area Knowledge (Galaxy) Astrogation Astronomy Autohypnosis Body Language Brawling Broadsword Chemistry Ecology Electronics(Communications) Electronics(Computers) Electronics(Medical) Electronics(Probability) Electronics(Psi Devices) Electronics(Security Systems) Electronics(Sensors) Electronics(Starship Energy Weapons) Engineer(Electrical Work) First Aid Free Fall Geology Guns(Gyroc) History(Milky Way Galaxy) Hyperspace Physics Language(Anglic) Language(Galactic One) Language(Galactic Seven) Language(Galactic Ten) Language(Galactic Two) Language(Primal) Language(Trinary) Mathematics Mechanic(Starship Drives) Naturalist Nuclear Physics Physician Physics Probability Physics Psionics Psychology Research Scuba Sign Language Swimming Xenobiology(Gas Giants) Xenobiology(Hostile Terrestial) Xenobiology(Terrestial) Xenology |
Points
0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 2.0 0.5 0.5 0.5 1.0 2.5 0.5 3.0 0.5 0.5 1.0 0.5 0.5 def 1.0 0.5 0.5 0.5 1.0 0 0.5 0.5 0.5 0.5 0.5 0.5 1.5 0.5 0.5 3.0 1.0 1.5 1.0 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 |
Level
14 13 13 13 14 13 13 13 15 12 13 13 14 17 13 18 13 13 14 13 13 14 13 13 17 13 13 14 13 15 13 15 12 13 15 14 13 15 14 15 13 12 13 14 14 14 13 14 14 14 13 |