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"Professor" Regina
Janus
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StDxEnInEdSo
UPP 7 8 7 9 9 7
Archaeology 1 Athletics 2
Brawling 1 Bribery 2
Computer Use 1 E-Whip 3
Forgery 2 Ground Craft 1
JoT 3 Pistol 1
Ride Animal 2 Survival 1
Age 32
Quote: "Well, this is not exactly my specialty, but I'm
sure I could arrange something..."
History
Regina's real name is Valetta Legvo, and her home planet is
Inthe, a TL9 agricultural world in the Regina Subsector.
She was born after a brief affair between her mother, a local
rancher, and a visiting archaeologist which was surveying the
region looking for Ancient sites.
The missing father figure influenced deeply her life as a
child, and she became quite obsessed with the study of
archaeology.
After her mother's death in an accident, Valetta sold the
ranch and left her home to pursue her interest in Archaeology
on Regina.
Even if this field of study had become more of an obsession
than an hobby for her, dedication and enthusiasm alone proved
to be not enough for the demanding standards of the Imperial
College on Regina. Most probably, this kind of life was not the
right one for Valetta, but she was too young and much too in
love with the idea of becoming an archaeologist (like daddy!)
to realize that pursuing this career was not a good move.
After the first year she started flunking exams, and coping
with her new home, the higher Tech Level and to University life
in general become more and more difficult.
Money was getting low. Her grades, at least in the theoretical
courses, were getting low too, and expulsion from the
University seemed near. In desperation Valetta let a middle
aged professor seduce her. This move bought her a little more
time, but she realized that her situation was unbearable, and
her childhood dream was turning in a nightmare.
At the start of her third year on Regina she decided to run
away and start a new life. She had not enough money for
travelling to another planet, so she resolved to steal some
artifacts from the University museum and sell them to the
highest bidder.
Her first "transaction" showed where her real talents stood:
good choice of timing, good choice of artifacts and a good
choice of fencer helped her to gain enough money to break free
and start a new life. She used part of the sum for a series of
middle passages and promptly left the Regina Subsector. Since
then, she has acquired a new identity as Regina Janus, along
with fake archaeologist credentials. Regina even managed to
earn a reputation as dealer in antiques and related
goods.
She often sells her "findings" to museums and universities,
or acts as a sort of archaeological bounty hunter, retrieving
specified objects for a price. Regina is not exactly a
criminal, but she often operates on the fringes of law, and
took part in various smuggling operations and even all-out
burglaries, always related to artifacts and other historically
valuable goods.
She usually prefers to work alone, but can sometimes use
some skilled help, especially when travelling through
wilderness on remote planets. Her line of job may put her in
dangerous situations. She doesn't likes violence per se, but
she is quite able to take care of herself in case of need.
Personality
Regina is self-confident and has good skills in assessing
people and situations. She likes her job, and works hard at it,
probably as a way of redeeming her past failure as a legitimate
archaeologist. She still tries to pass herself as a scientist,
but any real expert would be a little suspicious about her
effective knowledge of the field. She subscribes to magazines
and reads books on the subject, but her choice is limited to
the more popular and simpler texts (she can't really understand
specialistic stuff): her selection of books and magazines can
be a telltale sign that her credentials may be phony.
She knows about her limits in this, and hates the situation,
consequently she tries to avoid prolonged contacts with her
"colleagues".
Her goal in life is to finally amass enough money to either
launch a major archaeological expedition or create some
scientific organization or museum. She dreams to be able to
regain a legitimate reputation in the field and avenge all her
past failures, but this will probably be impossible: if she
gained the notoriety she craves for someone could probably
recognize her as Valetta Legvo, and she would have to face the
scandal of her juvenile mischiefs.
Regina seems not interested in stable relationships. The few
she had were usually brief and often quite far in between. This
is partly due to the fact that she is constantly on the move,
always on the trail of some rare object. Also, her first
attempt to a serious relationship, the one with her professor
at the University, left her emotionally scarred.
After that affair she decided (in a subconscious way) that she
will never again use sex as a tool for obtaining what she
needs... but sex and murder are the only two things she will
not use in her work.
She tends to live and operate under a strict budget, prefers
to travel by middle passage, sleeps in cheap hotels and rarely
indulges in personal luxuries. This is part of her lifestyle,
but when the situation requires it she doesn't object to
spending a little more, especially for bribes or special
equipment.
Appearance
Regina is of medium height, fit and moderately good looking.
She has medium length, brown-reddish hair and she usually is
slightly tanned.
There is a small scar on her left forearm (an accident on her
home planet, when she was ten years old) and another one under
her left shoulder blade (stray bullet during a "business
transaction" with some smugglers).
Usually she prefers casual clothes which she finds both
practical and comfortable.
Regina rarely opts for more formal clothes: usually she
dresses up only for meetings with clients and for the rare
dinners she sometimes has to celebrate one of her business
successes.
In the same way, she does not usually wear make-up or
jewelry.
She usually carries her E-whip (see below), pocket knife, mini
electrical torch, small-size mechanical tools, waterproof
notebook with pen, pocket computer, inertial compass, and
electronically enhanced mini binoculars.
All the items listed (excluding the E-whip, which has been
custom built for her) are surplus Scout Service equipment. As
such, they can stand severe treatment in hostile
environments.
If the situation seems to require it, she adds cloth armor and
a revolver to her equipment.
Referee Notes
The alert Referee will undoubtedly notice some similarities
between Regina and a well-known Solomani archaeologist of the
past.
This is intentional: probably your players will spot the clues
and conclude that Regina is a legitimate, if a little odd,
archaeologist.
This is not true, and you should exploit the
differences.
For maximum effect, have Regina hire the players for a
difficult exploration of an Ancient site. Only when *real*
Archaeology skills are needed (for example, in order to defuse
some arcane device which threatens their lives) they will
realize that Regina is not really trained for this kind of
things. Keep in mind that she avoids working with other
archaeologists and will try to hide her flaws until the very
end.
She can act as a patron or fence for antiquities, even after
the expedition, if she remains in good terms with the
players.
She will probably hire them again for other jobs, especially
when operating on the fringes of law. The reverse is also true:
she will gladly help out the PC's in any archaeologically
motivated venture, if they allow her to take a share of the
findings, and take care not to reveal that her credentials are
faked.
E(lectronic)-Whip
TL:12
LL: 5(?)
Length: 4m
Weight: 3,5 Kg.
The E-Whip was custom built by a TL 13 Robotic Lab which
specializes in robotic appendages and waldos.
It is based on a modification of a TL9 taser whip used to
drive cattle on her original planet. The original was just a
whip which could deliver low electrical shocks at the
tip.
The Electronic Whip is externally similar to a normal TL 4
Whip, but instead of being made of leather fibers, it is built
with a strong flexible plastic which encloses a series of small
metal cylinders.
Besides being usable as a normal whip, the e-whip offers two
other interesting functions to a skilled user.
- 1) Tentacle.
- On the e-whip handle there are a series of
touch-sensitive controls which can be used to move around the
flexible part of the whip like a robot tentacle. The
cylinders which form the core of the whip are moved by
magnetic fields generated by a thread of wires inside the
whip core and powered by a battery placed in the
handle.
At the end of the whip there are three small "wires" which
can act as rudimentary fingers/feelers and are capable of
relatively fine work, like turning a key or pushing buttons
on a keyboard.
When used to grab or carry something around the tentacle has
an effective strength of 2.
- 2) Taser
- The cylinders forming the last 1 m of the whip can
protrude needle-like spikes at the flip of one of the handle
controls. The spikes are way too small to actually hurt
anyone; they are designed to bypass clothing, fur and other
light cover, reach the skin and deliver an electrical shock
to the target.
This effect is powered by a dedicated battery in the handle
and can be used two times before recharging. Damage is 3d6,
armor protection is halved. In case of need, the primary
battery (the one used to power tentacle movements) can be
used to deliver a third, less effective discharge. Damage is
2d6. If this second charge is used, the device becomes a
normal whip and needs recharging to use the tentacle
functions.
- 3) Normal whip
- Can strike at a distance of up to 3 meters, doing 1 point
damage to the target. On a special result the end of the whip
may entangle the arms, neck or other appendages of the
target. Treat this effect as a Brawling hold, adding the whip
skill of the attacker to his STR.
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