Bram Hullward
Seeder soldier-turned-watchman — a short, weathered career grunt who led people through fire and never quite forgave the cause that sent them there.
A stocky, sun-leathered Seeder with a frontier-hard immune system and a parade-ground bearing he can't fully shake. Bram came up in a planetary infantry outfit, breached bulkheads the loud way, and learned to read a firefight a half-step ahead of the enemy. He mustered out, took a corporate-security badge to keep eating, and somewhere in those years lost the certainty that any of it was for something. He's the one who gets everyone out alive — and he can't tell you what for anymore.
- Heritage: Seeder
- Age: 34 (4 terms)
- Careers: Military (2 terms) → Enforcer (2 terms)
- Role at the table: frontline combat, leadership, breaching
Characteristics§
A 2/2 split. Characteristics grant Advantage/Disadvantage, never numeric modifiers.
| Characteristic | State |
|---|---|
| Strength | Advantage |
| Dexterity | Neutral |
| Endurance | Advantage |
| Intellect | Disadvantage (permanent) |
| Education | Disadvantage (permanent) |
| Social Standing | Neutral |
A hard, durable body and the wind to use it; no scholar and no schemer. His Strength Advantage smoothed every Military and Enforcer roll he ever made — both careers test Strength — and his Endurance carried him through the survival of it.
Skills§
| Skill | Rank | Source |
|---|---|---|
| Close Quarters | Professional (+2) | Military fixed → D66 14 → XP |
| Tactics | Experienced (+1) | Military fixed → XP |
| Ranged Weapons | Experienced (+1) | Military fixed → XP |
| Command | Experienced (+1) | Enforcer fixed → XP |
| Survival | Experienced (+1) | Military fixed → XP |
| Network | Experienced (+1) | Life Event 36 → Enforcer D66 43 |
| Explosives | Trained | Military D66 44 |
| Bureaucracy | Trained | Enforcer fixed |
All other skills Untrained (−3).
Trauma§
Starts play with no trauma marks. He took one mental point in creation (a crisis of faith, Life Event) on Shaken; it cleared at the end of creation. Nothing reached Maimed or Broken.
Physical: [ ] Wounded [ ] Maimed
Mental: [ ] Shaken [ ] Broken
Base armor 3 (13 in the carapace; see gear).
Boons & Banes§
Boons (Advantage in relevant situations; 1 Momentum to activate in play)
- Lead From the Front — rallying, ordering, or steadying allies while under fire (Command).
- Hold the Line — Endurance-based resolve: refusing to break, buckle, or be moved when it counts.
Banes (Disadvantage in relevant situations)
- Lost My North Star (from Life Event) — a crisis of faith left him adrift; Disadvantage on Mental-resolve rolls when a situation forces him to ask what he's even fighting for.
- Blunt Instrument (starting, +5 XP) — a straight-talking soldier with no gift for finesse; Disadvantage on Deceive and on Charm that relies on subtlety or flattery.
- Won't Leave Anyone Behind (starting, +5 XP) — Disadvantage on rolls to disengage, retreat, or abandon a position while someone he's responsible for is still in danger.
Contacts§
- The Eighth Ridge — Allies (found family). What's left of his old infantry section, scattered across three worlds but a comm-call from a favor. (Life Event 51.)
- Warden-Captain Iyo Steelshield — Ally. The Seeder security chief who vouched for Bram's badge and still trades him work and warnings. (Life Event 36.)
Credits & Gear§
Cr4,500 (base Cr2,000 + Cr1,000 modest windfall + Cr1,500 outfitting choice).
Outfitting — rolled gear on choice 1 (Random Gear), credits on choice 2.
Weapons & Armor (Random Gear)
- "Long Quiet" marksman carbine — TL 9. Range 100 m, Damage 3D, Magazine 20. Traits: Scope (ignores the 100-m Extreme rule when he aims first), Silent (Disadvantage to locate him by sound). Standard grade.
- Surplus carapace plate — TL 12, Fine grade. Armor +10, Rad 5. No traits. (Total armor 13 worn — he is the crew's wall.)
Purchased from credits
- Autopistol (TL 6, 30 m, 3D−3, mag 15) as a backup.
- Frag grenades ×2, breaching charge, mechanical toolkit, comm earpiece.
Trinket
- A hand-cut metal star — edges sharp enough to prove it was made with care, and a knife. A soldier under his command made it for him. He doesn't talk about which one.
Play Notes§
Bram is the front rank: put him between the crew and the gun. Hold the Line and his Endurance Advantage make him brutally hard to move or rattle; Lead From the Front turns a Command roll into the thing that keeps a green crew from scattering. The carbine reaches out quietly; the carapace lets him walk into fire that would drop anyone else. His Intellect and Education Disadvantages mean leave the hacking, the paperwork, and the clever talking to others — and Blunt Instrument bites hard the moment a scene wants charm instead of honesty. Lean on the Eighth Ridge when a job is bigger than one squad. Starts each session with Momentum 3.
Creation Log — Key Rolls
All rolls made with real randomness. Advantage = 3D6 keep highest two; Disadvantage = keep lowest two. Adv/Dis are free during creation. Trauma placement is the player's choice of any open node.
- Heritage / split (chosen): Seeder; 2/2 → Advantage Strength, Endurance; Disadvantage Intellect, Education.
- Term 1 — Military entry (Strength Adv): 3D6 [3,4,4] keep [4,4] = 8 → PASS. Fixed: Ranged Weapons, Survival, Close Quarters, Tactics. First term auto-success. D66 44 → breach a bulkhead the loud way → Explosives (Trained). Life: 3 (Fortune) → D66 13 → Cr1,000. → continue.
- Term 2 — Military (Strength Adv): 3D6 [4,1,6] keep [4,6] = 10 → SUCCESS. D66 14 → boarding action, knife-work → Close Quarters → Experienced. Life: 2 (Family) → D66 51 → found family among strangers → Allies (the Eighth Ridge), +5 XP. → muster out; enter Enforcer.
- Term 3 — Enforcer entry (Strength Adv): 3D6 [4,3,4] keep [4,4] = 8 → PASS. Fixed: Ranged Weapons, Bureaucracy, Close Quarters, Command. First term auto-success. D66 26 → quiet posting, steady pay → +5 XP. Life: 6 (Reputation) → D66 36 → solid reputation → Network (Trained), Ally (Warden-Captain Steelshield). → continue.
- Term 4 — Enforcer (Strength Adv): 3D6 [2,4,1] keep [2,4] = 6 → SETBACK (career ends). D66 43 → contacts kept you ahead → Network → Experienced. Life: 5 (Awakening) → D66 21 → crisis of faith → 1 mental trauma (placed Shaken, clears), Bane: Lost My North Star. → career phase ends at 4 terms.
XP: 40 base + 10 events (Cr aside: +5 LE51, +5 D66 26) + 10 (two starting Banes) = 60. Spent (60): Close Quarters Exp→Professional (10); Tactics →Experienced (10); Ranged Weapons →Experienced (10); Command →Experienced (10); Survival →Experienced (10); Boon Lead From the Front (5); Boon Hold the Line (5). Remaining: 0. End of creation: Shaken cleared → enters play unmarked.