Lieutenant Lahari Akao

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Lieutenant Lahari Akao (Female Human) 62B529 Age 46
Drifter(1), Drifter(1), Drifter(0), Navy(4)   Cr48250
Bludgeoning Weapons-1 Energy Pistol-0 Gambling-1 Mechanics-0 Natural 
Weapons-3 Navigation-1 Recon-0 Screens-1 Slashing Weapons-0 Slug Rifle-0 
Streetwise-0 Wheeled Vehicle-0 Zero-G-1
Mid Passage, Spear, High Passage

Background

Lahari's life has been a constant struggle.

Her home world, Hrym, is a backwards planet in a backwater system, with 1970s technology, fought over and ruled by an endless procession of feudal warlords, bandit queens, and wasteland messiahs. What keeps people in check is its bizarre atmosphere, which isn't breathable without oxygen masks; the most successful monarchs/warlords are the ones who can reliably provide their vassals and serfs with oxygen and breathing equipment.

Hrym's main export is recreational drugs. A combination of planetary conditions and the relentless demand for oxygen -- most easily produced by plants, and most consistently by vast "oxygen farms" -- means that Hrym is an ideal seed bed for all manner of herbal pharmaceuticals, many of which are quite valuable off-world.

What makes all of that work is the Overfleet, an outlaw space navy from a neighboring system which arrived a century ago on a mission to clean up Hrym and wound up mutinying and ruling the drug planet from orbit. As long as the "space weed" keeps flowing, the Overfleet stays out of Hrym's politics, letting the most brutal rulers do whatever they please.

Into this hellhole was born Lahari Akao, the fifth child of a destitute peasant family. Vassals to a rotating cast of despots and their toadies, the Akaos encouraged their children to take any work that might lift them out of their miserable circumstances. Born tough, Lahari joined the local lord's "brute squad," becoming a thug/bodyguard. Injured while shaking down a rival drug farm, she was dismissed and tried to join a mercenary company; rejected, she joined a gang that ran gambling rackets as muscle. She then tried to parlay that experience into commerce, but no legitimate merchant house would have her. She wandered aimlessly for a time and was eventually taken prisoner by a roving band of barbarians. She tried to join the clan but failed the trial by combat required for entry.

But when the clan attacked a shipment of drugs awaiting pickup at one of the Overfleet's landing sites, the fleet sent down a squadron of fighters to wipe them out -- and ground squads to press-gang any local rabble into the navy, including Lahari. Finally, she had found her place in life.

Lahari had a long, successful career in the Overfleet. She felt at home there in a way she never had on Hrym -- and by that time her family was long dead, killed by raids and hardships over the years. She had no family but the Overfleet.

After rising to the rank of lieutenant, being wounded in a space battle against a rival outlaw fleet, and having spent half her life orbiting Hrym and making intra-system patrols, Lahari was struck by wanderlust. She left the navy -- with money and connections throughout the Hrym system's stellar neighborhood -- and struck out for a new chapter in her life: adventure among the stars.

Despite being older and mustering out at a higher rank than Ishida, Lahari defer's to the younger woman's leadership.

Life Events

  • Lahari seeks adventure, but deep down she craves stability.
  • She loves space with every fiber of her being, and is wary of any situation that might make her planet-bound again.
  • Lahari regrets never using her position in the Overfleet to hinder the drug trade on Hrym or help the planet's inhabitants.

Relationships

Homeworld

Hrym, E7A4651-7

Hrym is a backwards planet in a backwater system, with 1970s technology, fought over and ruled by an endless procession of feudal warlords, bandit queens, and wasteland messiahs. What keeps people in check is its bizarre atmosphere, which isn't breathable without oxygen masks; the most successful monarchs/warlords are the ones who can reliably provide their vassals and serfs with oxygen and breathing equipment.

Hrym's main export is recreational drugs. A combination of planetary conditions and the relentless demand for oxygen -- most easily produced by plants, and most consistently by vast "oxygen farms" -- means that Hrym is an ideal seed bed for all manner of herbal pharmaceuticals, many of which are quite valuable off-world.

What makes all of that work is the Overfleet, an outlaw space navy from a neighboring system which arrived a century ago on a mission to clean up Hrym and wound up mutinying and ruling the drug planet from orbit. As long as the "space weed" keeps flowing, the Overfleet stays out of Hrym's politics, letting the most brutal rulers do whatever they please.

Hrym system 02.png Hrym system 01.png

(The excellent donjon Traveller system generator doesn't pass the variables for systems you generate to the URL, so they can't be saved. I use screenshots of the generated systems instead.)

Character generator log

<-- Qualified for the Drifting Life.-->
 - Gained all Service skills at level-0 for the Drifting Life as this is 
the character's first career.
 Term 1 in the Drifting Life: 
  > Skill roll on the Specialist Skills table: gained Melee Combat
  > Skill roll on the Personal Development table: gained +1 STR
 Term 2 in the Drifting Life: 
 - Survival Mishap. 
  > Dishonorably discharged from the Drifting Life. Lost all benefits. 
<-- Career in the Drifting Life ends. -->
Failed to qualify for the Mercenaries. 
<-- Taking a term in the Drifters .-->
 Term 1 in the Drifting Life: 
  > Skill roll on the Personal Development table: gained +1 STR
  > Skill roll on the Personal Development table: gained Gambling
 Mustering Out Benefit: cash of Cr2000
<-- Career in the Drifting Life ends. -->
Failed to qualify for the Merchants. 
<-- Taking a term in the Drifters .-->
 Term 1 in the Drifting Life: 
 - Survival Mishap. 
  > Dishonorably discharged from the Drifting Life. Lost all benefits. 
<-- Career in the Drifting Life ends. -->
Failed to qualify for the Barbarians. 
<-- Drafted into the Navy.-->
  > Skill gained as a result of reaching rank 0: Zero-G
 Term 1 in the Navy: 
  > Skill roll on the Personal Development table: gained +1 END
At age 34 there was no effect from age. 
 Term 2 in the Navy: 
 - Commissioned. Rank is now 1
  > Skill roll on the Personal Development table: gained Melee Combat
  > Skill roll on the Service Skills table: gained Gunnery
At age 38, reduced three physical characteristics by 1. 
 Term 3 in the Navy: 
 - Survival Mishap. 
  > Injured in action. Reduced STR by 3. 
  > The total medical bill was Cr15000, subsidized 75% by the Navy. 
 - Advanced to rank 2 - Lieutenant. 
  > Skill roll on the Personal Development table: gained Melee Combat
  > Skill roll on the Personal Development table: gained Melee Combat
At age 42, reduced DEX by 1. 
 Term 4 in the Navy: 
  > Skill roll on the Specialist Skills table: gained Navigation
At age 46 there was no effect from age. 
 Mustering Out Benefit: cash of Cr50000
 Mustering Out Benefit: Mid Passage
 Mustering Out Benefit: received Spear
 Mustering Out Benefit: High Passage
<-- Career in the Navy ends. -->