Category Archives: Games

A Dangerous Foe: The Red Marquis

Wherein your humble scribe presents a Barbarians of Lemuria villain he put together on a whim, for use in his own (highly-derivative) Kaalmuria setting.

Arnaut Xavier is a minor noble from the region surrounding Liria. In his daily life he is an unassuming, if devilishly handsome, dilettante. Behind the scenes, though, in his guise as The Red Marquis, he is the power behind one of the most prominent thieves guilds in all of Kaalmuria. A criminal mastermind, an a daring rogue in his own right, The Red Marquis commands a large range of henchmen and a number of loyal lieutenants.

Though he is a ruthless opponent who is not above certain dubious strategies, The Red Marquis adheres to a complicated code of honor that, if deciphered, could be used to manipulate him into helping, rather than opposing, a band of heroes.

Essences
Lifeblood 11
Villain Points 5

Attributes
Strength 1
Agility 2
Mind 2
Appeal 1

Combat
Brawl 0
Melee 3
Ranged 0
Defense 3

Careers
Noble 2
Assassin 1
Rogue 2
Alchemist 1

Boons
Escape Artist
Poison Immunity

Flaws
City Dweller

Languages
Lirian
Gutterspeak

Equipment
Rapier, d6
Dagger (Lirian Kris), d6-2
Very light armor, d3-1

BoL Character: Captain Jibril ibn Sharad

Wherein your humble scribe presents a Barbarians of Lemuria system-powered character built for use in an Arabian Nights style game. The alert among you will remember that I’m actually running an Arabian Nights game using BRP (not BoL). No worries, though. Even though my players want the relative extra crunch of BRP, I’m still thinking in BoL terms where I can.

Jibril, son of Sharad, was born at sea, and that is where he has made his home ever since. Jibril is currently the captain of the Whispering Wind, a fast merchant vessel that plies the seas of El-Aqarat serving whoever is willing to provide enough dinars. Though he has none of his own, Jibril has a soft spot for children and will often go out of his way to spoil the wharf rats in port cities, treating them to a bag of dates or apricots.

Essences
Lifeblood 12
Hero Points 5

Attributes
Strength 2
Agility 1
Mind 1
Appeal 0

Combat
Brawl 1
Melee 2
Ranged 0
Defense 1

Careers
Mariner 2
Merchant 1
Pirate 0
Rogue 1

Boons
Born Sailor
Carouser

Flaws
Arrogant

Languages
Common

Equipment
Scimitar, d6
Dagger, d3
Very light armor, d3-1

The Demons Of Adad Untash: Ghudhu Naab

Far beyond the great desert, one will find the troubled land of Umaab. The people of this once proud kingdom are oft beset by demons who serve the dark god Nergal. The characteristics of these demons are described in the holy Tablets of Adad Untash.

“You’re s-s-sure this old alch-ch-emist never d-d-dabbled in any sort of g-golem-mm-making?” Hataesz asked nervously.

Sagana cleared her throat, tired of the anxious sharper’s ridiculous pretense of reticence.

“Yes, of course I am,” she replied. There are no records of Dal Gaamasz ever doing anything other than producing potions. Incredible potions. Potions that make you as strong as ten oxen. Potions that give you a nose for gold. Potions that grant eternal life. Potions,” she continued, “that will make us both richer and more powerful than anyone in all of Umaab.”

Hataesz’ mouth began to water as he thought of the wealth he would soon be swimming in. And, now that the enchantress had lead him to this secret place – fully believing his “frightened of monsters” act – there really wasn’t a need to share that wealth with her. Though he would wait until their excursion was completed before he removed her from the equation.

*********

Dal Gaamasz’ ransacked laboratory stood before the thieves. Broken glass shone brightly in the unflickering light of Sagana’s spell. Not a single alembic or retort remained intact. Each vial and beaker had been drained of its contents. There was nothing here save the unexpected aroma of death.

“Muszul! You stupid w-witch!” Hataesz shouted, kicking a work table in frustration. “This useless p-place is empty! You’ve d-d-dragged me out here into the wastes for nn-nothing!”

“Silence, you ignorant lum!” the enchantress snapped back. “This place was as it should have been just this morning when I scryed upon it. Something is amiss.”

The two robbers continued to bicker, insulting one another’s lineage, abilities and even the skills the other had displayed in the bed they shared the night before. And as they did, both failed to notice a stirring just beyond the range of their light.

Two immense golden eyes opened slowly, as if from a deep slumber. And there was a quiet rustling of feathers that neither could hear over their shouting.

Ghudhu Naab (Standard Order Demon)
No. Enc.: 1d6 (1d6)
Alignment: Chaotic (evil)
Movement: 60′ (20′)
Fly: 180′ (60′)
Armor Class: 0
Hit Dice: 8
Attacks: 3 (2 claws, 1 bite)
Damage: 1d8/1d8/1d6
Save: F8
Morale: 10 (12 if potions stand to be gained)
Hoard Class: IX
XP: 2,560

Reeking of death and decay, Ghudhu Naab are demons in the form of man-sized owls. Ghudhu Naab are consumed with desire to possess magic potions, which they can smell (and identify) at a distance of up to 360′ . They will relentlessly attack any person who is carrying even a single potion and will not rest until the treasure is in their claws. Upon acquiring a potion, a Ghudhu Naab will drink it immediately if its powers will help in any combat that remains.

Ghudhu Naab have the following spell-like abilities, useable at will: Animate Dead, Cause Disease, Detect Magic, Dispel Magic, Fear, Hypnotism, Paralyze, Sleep, Speak With Dead.

Additionally, Ghudhu Naab possess all of the abilities of a typical demon:

  • Infravision (90’)
  • Half damage from cold-based attacks
  • Half damage from electrical-based attacks
  • Half damage from fire-based attacks (all)
  • Half damage from gas-type attacks
  • Telepathy (allows all languages to be understood)
  • Teleport without error

Ghudhu Naab can only be damaged by +1 or better weapons. Additionally, they are susceptible to damage from non-magical weapons made of pure iron. Ghudhu Naab may Gate (45% probability of success) 2d6 Saam Ursag Mul or 1d3 Barbu Dnin Kur.

Ghudhu Naab lurk in the darkest of labyrinths, searching for lost potions and waiting for those who would come in search of treasure.

The Tablets of Adad Untash state that Ghudhu Naab are the souls of wicked alchemists cast into perdition and cursed with an insatiable lust to acquire ever more potions.

The Arabian Adventure Continues

Well now. The Basic RolePlaying/Arabian Nights game I’ve been running has proven to be so popular that we’ve got another session scheduled for Saturday and we’re adding in a fourth player. I reckon I’ll take that as high praise (based on my group’s tendencies) and be happy. Unfortunately it means I’m spending the time I could be working on finishing out the last two Standard Order demons focusing on getting myself ready for another magic carpet ride. There are certainly worse things.

Anyway, expect some demony goodness soon. Just maybe not until the weekend. Meanwhile, I’ll point you to the ultimate in Arabian Nights gaming soundtracks: The magic of Mohammed El-Bakkar! (warning: topless belly dancer pics comprise most of the album covers)

The Demons Of Adad Untash: Badag Gul

Far beyond the great desert, one will find the troubled land of Umaab. The people of this once proud kingdom are oft beset by demons who serve the dark god Nergal. The characteristics of these demons are described in the holy Tablets of Adad Untash.

Dakka Sagaar intoned the words of blessing taught to all daughters of Inanna, imbuing her allies with the light of the eight-pointed star. She did not know what evil lurked in the defiled temple; she knew only that the High Priestess had sent her to recover the sacred Tablets of Tued Munut from within the crumbling walls of the ruin. And she would do whatever was necessary to serve her goddess’ commands.

Attending Dakka Sagaar on this journey were her temple’s Justicars, Bar-Idulam and Mahamusz. The warriors were brave enough in their own right, but even more powerful when blessed by the power of Inanna. The truth, though, was that she was calling upon her goddess more for the benefit of their guide, the young desert warrior Azeela, who glanced about mouselike as her hand twitched nervously at the pommel of the scimitar she wore at her waist.

“…Metarku ziibal. Egiszaz szar,” the Matriarch said, concluding the incantation. “We have now received the blessing of the daughter of the sky-god and moon-goddess, our mistress Inanna the reborn. Her hand will guide our hearts and, if need be, our weapons.”

“Egiszaz szar,” the Justicars replied in unison. They both turned their eyes to Azeela, waiting for her to complete the ceremony.

“Egiszaz szar,” the guide answered awkwardly. As the Umaabi warriors turned to face their priestess, Azeela added her own people’s blessing underneath her breath, “Nafiyya Farah.”

*********

Azeela was overcome with nausea and felt fever burning in her veins the moment the thing had bitten her. Swarms of them leapt from the giant creature that they had found guarding the tablets they had been sent to retrieve. Whatever magics the priest-woman had wrought were clearly not enough to protect them from the demon that towered over them now, battering away at Bar-Idulam and Mahamusz with the tremendous flail it wielded like a toy.

Dakka Sagaar, too, was pale and pouring sweat within moments of engaging the hell-spawned beast. The Justicars, though, were apparently unbothered by the bites delivered by the constant stream of vermin that assaulted them.

“We cannot defeat this servant of Nergal on our own!” shouted Mahamusz. “You must fight with us. We will cast the disease from your blood before it consumes you. But for now, you must fight!” As he spoke these words the demon brought its weapon down upon the holy warrior’s shoulder, shattering it with a sickening crack. The Justicar collapsed, his soul already on its way to join Ninurta.

A voice then spoke, not to the ears of the seekers, but within their minds. “Even if you defeat me, you no longer have the number needed to cure them both of the disease, paladin. Surrender now and I promise you that you will not have to watch them die.”

Bar-Idulam hesitated, a shadow of despair playing across his face. A moment later his grip loosened and his blade fell clattering to the floor.

“A promise is a promise,” the voice within their heads said wryly as a smile appeared on the demon’s ratlike face.

Badag Gul (Standard Order Demon)
No. Enc.: 1d6 (1d6)
Alignment: Chaotic (evil)
Movement: 150’ (50’)
Armor Class: 0
Hit Dice: 7+3
Attacks: 1 (weapon)
Damage: 2d12
Save: F8
Morale: 11
Hoard Class: XIII
XP: 2,100

Badag Gul stand 9’ tall and look like well-muscled men with the heads of giant rats. Mottled brown and grey fur covers their bodies, which teem with enormous fleas, ticks and lice. Anyone engaged in melee with a Badag Gul must make a saving throw versus Poison or contract a wasting disease that will kill them within 1d4 days from the bites of these vermin. Additionally, a character stricken with this disease may not move or attack for 1d6 rounds as the disease takes hold, wracking their body with fever and nausea. This disease may be cured by magical means only. All combatants, even those who successfully save vs. the disease suffer a -1 to hit and a corresponding penalty to their armor class due to the constant swarm of these insects.

Badag Gul attack with large heavy flails which they wield to terrifying effect due to their great strength. Further, they have the following spell-like abilities, useable at will: Clairaudience, Dispel Magic, Implant Emotion, Shatter, Speak With Creatures, Speak With Dead, Speak With Plants, Suggestion, Telekinesis (700 lbs.), Ventriloquism.

Additionally, they possess all of the abilities of a typical Standard Order Demon:

  • Infravision (90’)
  • Half damage from cold-based attacks
  • Half damage from electrical-based attacks
  • Half damage from fire-based attacks (all)
  • Half damage from gas-type attacks
  • Telepathy (allows all languages to be understood)
  • Teleport without error

Badag Gul can only be damaged by +1 or better weapons, though they are susceptible to damage from non-magical weapons made of pure iron. Badag Gul may Gate (10% probability of success) 1d6+1 Tummahu Anang Gar (30%) or 3d4 Muzgub Anang Gul (70%).

Badag Gul haunt desecrated temples, improperly blessed burial grounds, and other sites where the power of the gods has been violated.

The Tablets of Adad Untash tell the faithful that Badag Gul are the souls of priests who mislead their congregations.

The Demons Of Adad Untash: Agara Muun

Far beyond the great desert, one will find the troubled land of Umaab. The people of this once proud kingdom are oft beset by demons who serve the dark god Nergal. The characteristics of these demons are described in the holy Tablets of Adad Untash.

Ullabas held firm as the giant claw closed around his shield, crushing it beyond recognition as the symbol of his position as Champion of Dnaniri. No matter. The king’s smiths would just have to make him a new one once this day was done.

“Anake!” the warrior called out. “What takes your enchantments so long?”

Ullabas’ question was answered with a rapid rise in the magician’s voice, whose arcane words were growing ever more powerful as he spoke them. The warrior had little understanding of Anake’s abilities, but he suspected that something very interesting was about to happen.

Then, without warning, three eldritch bolts shot past Ullabas and struck the enchanter, disrupting his concentration and causing his spell – whatever it was – to fail. Distracted by the setback, and now bereft of his shield, Ullabas failed to avoid the claws of the demon as it pressed the attack. Both struck home, and the Champion of Dnaniri felt his life fading as the two giant pincers closed ever more tightly about him.

Inhuman laughter filled the cave and Anake stared in horror at the rift that had been torn in reality by the demon’s dark magic. Coming from that gateway there seemed to be a hellish howling, like that of a dozen tormented baboons. The sound drew nearer as the crab-demon flung the two halves of Ullabas’ body to either side and began to advance.

And still that eyeless face laughed.

Agara Muun (Standard Order Demon)
No. Enc.: 1d6 (1d6)
Alignment: Chaotic (evil)
Movement: 90’ (30’)
Armor Class: -2
Hit Dice: 7
Attacks: 2 (2 claws)
Damage: 3d6/3d6
Save: F7
Morale: 12
Hoard Class: XXII
XP: 1,840

Agara Muun appear in our world as bull-sized blood red crabs with eyeless human faces. Their bodies exude a stench that is part rotten fish and part stale sweat. These demons are filled with extreme loathing for the living and delight in creating suffering and terror.

Agara Muun attack with their large and dangerous claws each round. Any character or creature successfully struck by both claws in a single round must save vs. Death or die instantly from being cut in two. Further, any claw attack that would have struck if the target were not using a shield destroys that shield as the powerful claw crushes it beyond usefulness.

Agara Muun have the following spell-like abilities, useable at will: Blindness, Deafness, Fear, Greater Confusion, Magic Missile, Mind Blank, Veil.

Additionally, they possess all of the abilities of a typical Standard Order Demon:

  • Infravision (90’)
  • Half damage from cold-based attacks
  • Half damage from electrical-based attacks
  • Half damage from fire-based attacks (all)
  • Half damage from gas-type attacks
  • Telepathy (allows all languages to be understood)
  • Teleport without error

Agara Muun can only be damaged by +1 or better weapons, though they are susceptible to damage from non-magical weapons made of pure iron. Agara Muun may Gate (30% probability of success) 2d4 Lum Anang Kul.

Agara Muun sometimes occupy caverns and caves, though more often they are simply found in the service of evil cultists.

The Tablets of Adad Untash tell the faithful that Agara Muun are the souls of those who murdered their kin.

The Demons Of Adad Untash: Turul Dgag

Far beyond the great desert, one will find the troubled land of Umaab. The people of this once proud kingdom are oft beset by demons who serve the dark god Nergal. The characteristics of these demons are described in the holy Tablets of Adad Untash.

Kurbisz the Executioner stood just behind Shaalath Akis, and slightly to her right. In fact, he was always slightly to her right. He had begun to suspect that the wound that caused the scar at the corner of her left eye had done more damage than she let on. And she was clearly disinclined to have the wily assassin somewhere that she couldn’t keep tabs on him. At least, he assumed that’s why she banished him from her bed when she was finished with him for the night.

And used magic to seal the doorway to her chamber after he left.

And inscribed some kind of weird rune on that door that filled him with dread when he looked upon it.

When he was inclined to be honest with himself, Kurbisz had to admit that he was probably just being used by the witch. But he was enjoying himself well enough. For the time being, anyway.

“Kurbisz!” the sorceress snapped. “Pay attention, fool. You are about to see a thing of such heart-rending beauty that your mind will be forever… changed.”

The assassin hated these little displays of what Shaalath Akis found “beautiful.” Usually it was some kind of dreadful demon or another. These things weren’t beautiful. They were ugly. Not terrifying or nightmarish or anything so astounding as that, though others seemed to find them so. But then he was not weak-willed like most of those who served his mistress. He was not so easily frightened. He was Kurbisz the Executioner, after all…

**********

“Get up, you halfwit!” Shaalath Akis barked. “You’ve seen worse than this and stood your ground. Why would something so simple cause you such fright?”

Kurbisz struggled to lift his shaking form from the ground where he had fallen in a dead faint. The thing. My god, the thing. A giant snake was something. A giant four-headed snake was another. A giant four-headed snake with human faces was still another. But the faces! The silent yet howling faces, in such… agony. Why had he reacted so strongly to them? What was it about them that… My god! That creature! It… it’s… it’s my father! Such suffering is to much too bear, even when heaped upon him!

Instinctively, Kurbisz drew his curved dagger and lunged at the creature that stood before him. All of his training brought the blade to its perfect mark. In an instant it lay dead at his feet, its serpentine body writhing even as the faces went slack, their eyes closing. As the demon let out its death rattle Kurbisz heard voices within his head. Its words brought tears to his eyes. Thank you, my son… they said.

Gods! The thing had known who he was all along.

Kurbisz collapsed again, in a heap at the feet of Shaalath Akis, who kicked his unconscious body as she sneered.

“Why in all of Umaab did you do that, you fool? It will be weeks before I can summon another of these damned things!”

Turul Dgag (Standard Order Demon)
No. Enc.: 1d6 (1d6)
Alignment: Chaotic (evil)
Movement: 90’ (30’)
Armor Class: 1
Hit Dice: 6+6
Attacks: 5 (4 bite or spit, 1 constrict)
Damage: 2d4 or poison/1d6
Save: F7
Morale: 9
Hoard Class: XVII
XP: 1,580

These demons appear as giant, four-headed snakes covered in orange, green and black scales. The four heads of an individual Turul Dgag represent the same man at four stages of his life: infancy, childhood, adulthood, and old age. Turul Dgag are eerily silent, even as their faces contort into masks of agony.

Each head of a Turul Dgag may attack independently in a round, either by biting or by spitting a viscous, milky poison to a range of 30’. Those struck by this secretion must save vs poison or die within 1d8 turns.

Turul Dgag have the following spell-like abilities, useable at will: Detect Hidden and Invisible Items, Darkness 10’ Radius, Fear, Snake Charm, Sticks To Snakes, Symbol of Despair. These demons also regenerate 1d3 hit points per round.

Additionally, they possess all of the abilities of a typical Standard Order Demon:

  • Infravision (90’)
  • Half damage from cold-based attacks
  • Half damage from electrical-based attacks
  • Half damage from fire-based attacks (all)
  • Half damage from gas-type attacks
  • Telepathy (allows all languages to be understood)
  • Teleport without error

Turul Dgag can only be damaged by +1 or better weapons, though they are susceptible to damage from non-magical weapons made of pure iron. Turul Dgag may Gate (15% probability of success) 1d2 Uszu Anang Kal.

Turul Dgag occasionally gather in the ruins of ancient cities, especially those where vice and gambling were common.

The Tablets of Adad Untash tell the faithful that Turul Dgag are the souls of men who abandoned their families to pursue a life of gambling and debauchery.

The Demons Of Adad Untash: Banzu Mugaam

Far beyond the great desert, one will find the troubled land of Umaab. The people of this once proud kingdom are oft beset by demons who serve the dark god Nergal. The characteristics of these demons are described in the holy Tablets of Adad Untash.

“Sorceress! You must help us!” the woman howled through her tears. “Five children have gone missing since the moon was last full. My own Imdilla and Imrudaa among them…” she added, before she was completely overcome with grief, unable to speak further.

“The city guards claim that they saw young Szeri, the butcher’s son, dragged into the sewer by a clawed camel,” her husband continued. “But if those useless kuru saw anything at all they saw it through drunken eyes. Surely they are lying?” he asked, more pleading than certain.

The sorceress drew her breath sharply through her teeth. She had no time for trifles, bigger troubles faced Umaab than a few errant children and a handful of lazy, drunken city guards. Still, the voice of her father echoed in her head, “We must never turn our backs on people in need, daughter. Though we live apart from them, we are of them, after all.”

“I will use my magic to scry upon these children so that I may tell you where they are to be found,” she said. “But I must ask you for a favor in return…”

Though she hated to take something of such value from these peasants, she had her own needs. And only the fire opal set in the woman’s hair comb could fuel the spell she must cast to open the gateway to where her beloved lay, trapped there by her nemesis, Shaalath Akis.

“Merely a short delay, sweet Dusz,” the sorceress thought. “A simple incantation to locate these calves that have strayed and then we will be reunited…”

Banzu Mugaam (Standard Order Demon)
No. Enc.: 1d6 (1d6)
Alignment: Chaotic (evil)
Movement: 60’ (20’)
Armor Class: 0
Hit Dice: 6
Attacks: 3 (2 claws, bite)
Damage: 1d6+1/1d6+1/1d4+2
Save: F6
Morale: 10
Hoard Class: X
XP: 1,070

Banzu Mugaam look like squat, hairy human females with leprous, rotting camel heads. Their hands end in wicked talons while their legs end in cloven hooves. Their warty, wrinkled skin has a distinct greenish cast and they smell faintly of gangrene.

These demons are stronger than they would seem, and their terrible claws and vicious bites are quite dangerous. They constantly hunger for human flesh and are canny hunters.

Banzu Mugaam have the following spell-like abilities, useable at will: Charm Person, Fear, Levitate, Creeping Doom, Telekinesis (400 lbs.). Additionally, once per day these demons can Haste or Slow.

Additionally, they possess all of the abilities of a typical Standard Order Demon:

  • Infravision (90’)
  • Half damage from cold-based attacks
  • Half damage from electrical-based attacks
  • Half damage from fire-based attacks (all)
  • Half damage from gas-type attacks
  • Telepathy (allows all languages to be understood)
  • Teleport without error

Banzu Mugaam can only be damaged by +1 or better weapons, though they are susceptible to damage from non-magical weapons made of pure iron. Banzu Mugaam may Gate (10% probability of success) 1d6 Saam Ursag Mul.

Banzu Mugaam are sometimes encountered in the sewers beneath orphanages and hospitals, where they lure the infirm and children to their deaths.

The Tablets of Adad Untash tell the faithful that Banzu Mugaam are the souls of mothers whose children died of neglect.

Traveller: Scientists On The Hunt

Wherein your humble scribe presents a group of four characters for (classic) Traveller. All of these were rolled up almost by-the-book from Supplement 4: Citizens of the Imperium because that’s where the real fun is. When I say “almost” I mean that I used my ancient houserule that, like the Scouts, services that don’t have a commission/promotion path get two skill rolls per term rather than just one. Heresy? Not in my book!

Traveling throughout the Claybourne Subsector aboard the safari ship Egan’s Dream, two scientists, their guide and his pilot are in search of unique animal and plant life that might serve as the basis for new advancements in medicine…

Eriq Rickenbacker
684B95 Age 34 4 Terms (Service: Scientist)
Computer-2, Mechanical-1, Medical-1, Auto Pistol-1, Gravitics-1, Navigation-1, Survival-1, Jack of all Trades-1
Mid Psg, Auto Pistol
Cr11,000

Mallory Uzzle
5B6AC3 Age 30 3 Terms (Service: Scientist)
Computer-1, Electronics-1, Leader-1, Medical-1, Survival-1, Jack of all Trades-1
Mid Psg
Cr42,000

Hoyt Lenix
889638 Age 38 5 Terms (Service: Hunter)
Hunting-2, Spear-3, Survival-2, Rifle-2, Electronics-1, Medical-1
Safari Ship, Rifle
Cr14,000

Kimber Jabaut
A89A82 Age 34 4 Terms (Service: Pirate, Final Rank: Lieutenant)
Brawling-1, SMG-1, Shotgun-1, Mechanical-2, Electronics-1, Leader-1, Engineering-2, Pilot-2
Low Psg
Cr20,000

Traveller: 3 Citizens Of The Shardyn Alliance

Wherein your humble scribe presents three characters for (classic) Traveller. All three were rolled up by-the-book from Supplement 4: Citizens of the Imperium because I love that book like I love nothing else when it comes to Traveller. I mean, really, why should gun-slinging ex-military types have all the fun?

Jaunting about the Claybourne Subsector, this trio of well-to-do hob nobbers are looking to hire some grunts to do their dirty work as they attempt to establish their very own megacorp. Mercs beware! This gang of Travellers might just Liaison or Admin you to death…

Dame Aliz de Torando
48698B Age 34 4 Terms (Service: Noble, Final Rank: Knight)
Body Pistol-1, Admin-2, Pilot-1, Jack of all trades-1
High Psg, TAS Membership
Cr160,000

Artur Dibben-Ganz
5577CA Age 38 5 Terms (Service: Diplomat, Final Rank: 1st Secretary)
Liaison-1, Carousing-1, Streetwise-2, Auto Pistol-1, Forgery-2
Auto Pistol
Cr40,000

Severin Isaacs
485AA8 Age 46 7 Terms (Service: Bureaucrat, Final Rank: Executive)
Liaison-2, Admin-1, Interrogation-1, Revolver-2, Ground Car-2
Watch, Mid Psg
Cr130,000