TIREE PHANTOM, HAPAN SPY

Part 1 of 2

by Craig Feely


(Major Tiree Phantom in combat gear)

Character Name: Major Tiree Phantom
Template: Hapes Consortium Intelligence (HCI) Agent
Species: Human
Sex: Male
Age: 25
Height: 6'2"
Weight: 190
Eye Color: Yellow-Green (almost like acid)
Hair Color: Blond

Physical Description: Tiree Phantom has short blond hair shaved short, but not at all bald. He has bangs that are an insignificant bit longer than the rest of his hair, which gives him a very dashing military look. His yellow-green eyes look something like hot acid. They add a bit of romantic fire to his other generally soft features. Tiree is of a very muscular and athletic build. After running 10 kilometers per day, along with close to two hours of resistance work, it is obvious that he works hard to keep himself in top physical condition.

Like most other Hapans, he is very attractive and very noticeable. He is so charmingly handsome, with soft features and a speaking voice that makes most ladies melt. Tiree is very relaxed about almost everything, including his work. He always takes everything seriously and calmly. However, you can tell in his eyes that there is passion and intensity behind anything he does.

He is amazingly (and sometimes annoyingly) calm in almost any situation, and knows well how to handle the pressures of military life, a talent he learned through his close contact with the high-class organized crime on Hapes. However, when around friends, Tiree is kind, respectful, and also very humorous. He brings out the best in everyone and he is greatly admired by all who have the privilege of serving with him.

Favorite Quotes/Sayings: "If you mess with the best, you'll die with the rest." "If you play with fire, you're going to get burned."

Affiliation: Hapes Consortium

Weapon(s) of Choice: numerous weapons and gadgets

Equipment:

---Plainclothes:

black jumpsuit, very dark green cloak, false identification, heavy blaster pistol (concealed), hold-out blaster (carried either on the ankle or forearm-concealed), vibrodagger (in right boot), possibility of having certain gadgets

---Uniformed:

Hapan Royal Military dress uniform, HCI identification, ceremonial vibrorapier (worn at hip), datapad, rank identification, lightweight blast vest (concealed under clothes), and possibility of having certain gadgets

---Combat (Wilderness):

camouflaged poncho, blast helmet, heavy blaster pistol, heavy blaster rifle, slicewire, vibrodagger (attached on left arm), collapsible di-crome shelter, water-purifying canteen, anti-insect canister, utility belt, other gadgets specific to mission

---Combat (Urban):

ankle length black trench coat, stun gauntlets with advanced insulation (worn on both hands), 2 heavy blaster pistols (carried tucked inside front of belt), heavy blaster rifle, hold-out blaster (carried either on the ankle or forearm-concealed), vibrodagger (in right boot), utility belt, other gadgets specific to mission

---Combat (Infiltration):

Infiltrator Shadowsuit, sound baffled head strap comlink (covers face and allows person-to-person communication without audible sounds), blast vest, silenced heavy blaster pistol, holdout blaster (carried either on the ankle or forearm-always concealed), vibrodagger (in right boot), utility belt, other gadgets specific to mission

Gadgets:

Utility Belt (almost always wears)

  • 5 spare blaster powerpacks, magnacuffs, 2 thermal detonators, 2 smoke grenades, concentrated rations, medpac, ion flare, miniature glowrod, breath mask, directional transponder, miniature homing beacon
  • 80 meter grappling/rappelling cord built into the buckle; fire and a magnetic grappling "hook" designed to support the weight of two people shoots upward and will attach to almost any material.

Comlink

  • Pressing the proper code on the comlink's keypad starts Tiree's ship and calls it to his present location via homing beacon on his utility belt.
  • Pressing the proper code on the keypad will cause a bolt of electricity to shoot from the end of the comlink with a distance of 12 centimeters.
  • The comlink also comes equipped with a fingerprint scanner.

Datapad Stylus

  • The datapad stylus is pressurized with an inactive gas designed to emit a stream of fluid 5 centimeters long. Any type of liquid can be used in the stylus.
  • The pressurized, inactive gas can also be used as a propulsion system for attaching tracers or similar devices. The stylus has a range of 10 centimeters.

Chronometer (always worn)

  • Maintains Standard Galactic time, in addition to keeping up to 50 different local time-keeping methods and time zones.
  • Has alarm, stopwatch, and countdown functions.
  • Water sealed to 350 meter depths.
  • Has a thermo-sensor that tells the wearer the temperature. Also has an atmosphere sensor, which will do a complete analysis of the immediate atmosphere and will scan for large concentrations of potentially lethal gases.
  • Contains a miniature particle laser cutter capable of burning through durasteel. The laser beam has a charge of 60 seconds before running out of power.
  • A counter clockwise turn of the chronometer facing creates a powerful magnetic field strong enough to attract metal objects from as far away as 15 meters and up to 50 kg.
  • Lifting up the facing reveals a miniaturized radar. It is capable of picking up 4 different transponder signals.
  • Pressing the proper button on the chronometer acts as a remote detonator for mines, thermal detonators, and other explosives.

Tracers

  • 4 lightweight, miniature tracers. Two can be placed on someone, another can be shot on someone with the datapad stylus, and one can be swallowed in the form of a pill. Broadcast range is 5 kilometers and will transmit for 4 hours upon activation.

Holocamera

  • This holocamera can take 6 shots in rapid succession with the push of a button. It can take a total of 56 holos and also has infrared capabilities.

Snooper Goggles (always worn on Infiltration missions)

  • Snooper Goggles are fitted to go around the back of the wearer's head like a headband.
  • Includes photoreducers to prevent blinding from sudden increases in light, 500 meter macrobinoculars, and allows wearer to see in near-total darkness as if in daylight.

Extreme Tech's 220 Stealth Portable Slicing Computer

  • Requires a new power cell every 3 standard days.
  • Allows access to all systems in a network. The Stealth cannot be located when slicing.
  • The Stealth disguises itself as a part of the system, making it invisible to security systems.

Hacker Kit 1.1: Computer Code Decoder and Piracy Device

  • This device can crack through any computer security measure and then copy the data inside. It will also unlock all computer controlled locks and blind any computer controlled checkpoints. Below are a list of the counter measures employed to keep people out and the counter measures the Hacker Kit 1.1 will use to get in.

Locks:

  • Password - If any password is required either audio or touch pad, the hacker need only remove the panel meant to receive the password and connect the built in computer on the Hacker Kit 1.1 to both the receiver and the verifier. Have the Hacker Kit 1.1 take the expected password from the verifying component and putt it through the receiver. The computer cannot tell the difference and the only evidence of the Hacker Kit's presence is the removed panel, which is easily corrected by putting the panel back in place.
  • Key Card - This is laughably easy. Take the card decoder from the equipment rack above the monitor and place it in the appropriate slot. The delicate instrument then reads the incoming interrogation (through either laser, x-ray, magnetic or mechanical means) and gives the sought after response.
  • Hand Scan - This is a more difficult task in that the hacker can never touch the receiver. Instead he must find the power source to the receiver and disconnect the power to it. Then he must find the connection between the receiver and the objective and splice this (moderate difficulty on the computer programming/repair skill) then connect the spliced wire to the Hacker Kit 1.1.
  • Retinal Scan - This is the most difficult lock to crack. Have the hacker remove the panel around the lens of the retinal scanner. Upon finding the verifier unit attach this to the HKit (difficult computer programming/repair) then attach the retinal projector hanging on the equipment rack above the screen to the hard drive and place it in front of the lens.

Security Monitors

  • Camera and holorecorders - You won't get very far in life if you break into a facility to copy secret and restricted information only to be seen on film and alert the security troops. To avoid this result, as soon as possible link the HKit up to a security relay junction (They're not too hard to find. About as common as a light switch.) and tap it in. Use the retinal recorder to scan your image and that of the HKit then transfer this information onto the HKit's hard drive. It will then have the security system copy the image as old data and it will be ignored from all scans. This is not 100% fool proof. A thermal sensor will still show up along with a shadow but there are other ways to handle that:
  • Thermal Image - When you remove your image from the system type in the code (^^^***%comm1) into the HKit. Even with a voice synthesizer installed this command must be typed. The command is immediately translated by the droid brain and activates the comm unit at the same time sending a command over the security lines to ignore anything that would trigger their preset orders to alert security within 6 feet of this wide band signal that will read in any electronic device focusing in it's direction. The only way to detect the signal is to monitor all comm channels inside the facility and if that is the case it's the hackers own dumb luck. Meanwhile the memory of the event is deleted and randomized automatically by the droid brain. It will never understand why its master is so casual about what to it is an obvious shortcoming in its protection of its master. There is no roll involved as long as the player states that he/she is using the code.

Electric Security

  • Password - Hook the unit up to the computer and let them blabber back and forth. The Hacker Lit 1.1 is fluent in all known computer languages and has the ability to trace program origins. This means that any computer from the known galaxy can have it's passwords traced back to their point of origin copied and then given to the password receiver within 4 turns at a moderate difficulty level for the HKit.
  • Presence Recorder - This is much more difficult in that you must actually remove files. A presence detector records who or what is inside its assigned area at what time. The best thing (and easiest) to do is allow it to record then delete the file and randomizes the spot where the file used to exist.

Data Bio-Encryptor

  • Data is written onto a microchip, which is then encased in a tiny capsule. The owner then physically ingests the capsule. The capsule's surface contains a special chemical coating that prohibits normal digestion and has a mild time-released reactant that triggers regurgitation (time-release coating can be set for anywhere from 20 to 200 hours later). Having arrived at one's destination, the capsule is expelled. The retrieved capsule can then be reloaded into a chip encoder and the contents accessed.
uce thin plasticized membranes, which replicate the retina pattern of the target to be impersonated.
  • Chemical Security Card (SecCard): This will store 10 image sheets, which can contain pictures, text information, or identification with proper code sequences. The SecCard has no electronic parts. To change to the next identification screen, you have to tap the card three times on a hard surface.
  • Flesh Disguise: These are replicas of the face, hands, and feet of another person. Once fitted into place, the replications are extremely effective. The mouth of the disguise has a small electronic link to modify the pitch and tone of the voice (if the recorded voice is available).
  • Special Talents: Epionage, can pilot almost any ship, ship repair, hand-to-hand combat (Shin'aju and K'thri), small arms, weapons training, computer intrusion, computer programming/repair, marksmanship, demolition, sabotage, forgery, breaking and entering, robbery, theft, searching, sneaking, stalking, hiding, pick pocketing, bargaining, investigation, interrogation, survival, law enforcement, streetwise knowledge, deception, fraud, disguise, courtly behavior, seduction of females of many species, first aid, physical fitness, stamina, sports and recreation (repulsor boarding, turbo-skiing), gambling, business knowledge, cultures, bureaucracy, languages (Basic, Hapan, Sullustan, Wookie, Rodian, Huttese, Selonian), military tactics, planetary systems, scholar (galactic history, military history, Hapan government)


    Part two of this character writeup will appear in the April issue of the Journal.



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