ALDE: Tarid Rachem del Barca
Here are some details for my FATE3 Character, in M's Spirit of the Far Future game Aldeborahnn.
His name is Tarid Rachem Del Barca. He's a crusty, cantankerous middle-aged "private military contractor" that began his career as part of an SAS-type space marine organization before being mustered out and moving on to where he could make better money with an outfit that's part of MERC. Details haven't been fully worked out yet, but such it is. Cross-posted to my own blog.
I've done a couple of versions of him. Left to right: Tarid as a prisoner on Kaptyen (stinking Medraas dirtbags! Who do they think they are putting him away?) with a couple of shivs, geared up for space combat, in spacer gear and planetside.
The following is a partial first draft of my character for ALDE. Everything here is very much subject to change and further elaboration. Feel not only free but encouraged to comment, make suggestions or to proclaim him either awesome or pathetic. Have at!
Name: Tarid Rachem Del Barca
Race: human (from Cartago)
Concept: Private Military Contractor (Special Forces)
Age: 42
Decription: Tarid is a tall man with a caramel complexion, a humorless rawboned face and intense black eyes set deep in their sockets. His hair has gone somewhat prematurely towards a steely grey from its former black. As a veteran of decades of conflict, his body is crisscrossed with scars from blade, bullet, shrapnel and blaster. The Cartagan has one interesting cultural affectation that he picked up as a child-soldier on his homeworld: when doing so won’t compromise the stealth requirements of a mission, he prefers to mark his face with a horizontal stripe of white warpaint across the eyes. A soft-spoken and raspy-voiced man, he prefers to hold his peace and let others do the talking unless he feels very forceful on the subject being discussed.
Phase I: Origin
A war orphan, Tarid was raised as a ward of the state on Cartago, a world in constant turmoil where the government perpetually tottered on the verge of collapse to insurgent forces that fought as proxies for rival off world powers. Scarcely in his teens, he and all of the boys near his age from his state-run facility were rounded up and handed rifles, then herded in to combat in the desperate days when outside invasion finally came. Unlike most of the others, the boy-soldier actually survived the invasion and his fierce will to live drew the notice of his superiors. It didn’t take long for him to be sent back from the front to receive real schooling and military training.
Aspects: Survive At All Costs; No Yesterday, No Tomorrow
Phase II: Academy
Tarid’s sheer determination and toughness won him a place in the special forces of the imperial navy/marines (roughly SAS equivalent) as soon as he was old enough. He spent this time rigorously drilling and immersed in the military life, having nothing to go back to in his old home world and little reason to care about its fate.
His youthful exposure to the horrors of war had left him with difficulty relating to people, and so he established few friendships or lasting associations, always being alone though operating in perfect synch with his squadmates. Very few of the people with whom he interacted in those days ever really got to know him – he was a soft-spoken cipher at best. The drill instructors took a special interest in the intense young man and pushed him harder than most.
Aspects: Emotional Disconnect; Strict Professional Discipline
Phase III: The War
The years in and around the coup d’etat were an extremely active time for the young marine and he served several tours of duty with distinction, rising steadily through the NCO ranks before applying for officer candidate school. Having no family, friends or social standing beyond the military, he lacked the connections or money to get much traction in his attempt to receive a commission in the old imperial forces and eventually decided that his opportunities might be better elsewhere.
Once he mustered out, he marched straight to MERC and began a more lucrative career as a private military contractor with XE Interstellar. In this capacity, he fought throughout the neutral zone and for or against both the new Terran Empire and the Aureleous Imperium as well as numerous private concerns in wars, conflicts and actions large and small, for causes both just and unjust so long as his employers’ credit was good.
He developed a reputation for following a job to its conclusion and fulfilling mission parameters with dogged determination and unflinching courage, regardless of how difficult the progress became or what had to be done to make it happen: only direct orders from a superior or a completely hopeless tactical situation could dissuade him. He was not foolhardy or brash, but he seemed incapable of giving up: so long as there was some possible way to fall back, regroup and find a different way of achieving his objective he would do so no matter how he had failed thus far.
Aspects: There Is Only War; I Finish Things… That’s What I do.
Phase IV: The Hartfels Incident (or: How Tarid Del Barca Ended Up In a Medraas Jail Cell)
The Hartfels Syndicate had dealings with the Medraas that went south and so some of their men ended up in captivity to the genetically engineered pirates, including one Serkas Jedner. Serkas had sensitive information that the Hertfels didn’t want getting out, so they hired XE Interstellar to send a strike team in and either extract or eliminate Mr. Jedner to protect their interests. Tarid and crew got in and reached Serkas with scarcely a hitch, but then he showed his true colors as a double agent and betrayed them. Most of the XE men were killed and their extraction chances were shot to cosmic dust, so Tarid decided to switch from "rescue" to "terminate" mode. He was unable to escape, so he's now rotting in a Medraas jail on Kaptyen awaiting either ransom from XE or execution. What a revolting development this is.
Aspects: Tougher Than Men Half His Age; Outnumbered
Provisional Skill Pyramid:
Superb (5) = Endurance
Great (4) = Resolve, Dexterity
Good (3) = Strength, Commando Combat Training, Common Small Arms,
Decent (2) = Parachuting/Grav Drop, Zero-G, Vacc Suit, Alertness,
Average (1) = Recon, Comms, Stealth, MERC (laws, customs & history), Demolitions
Stunts: Military Grade, Last Leg, Feel the Burn, Death Defiance, Bounce Back
Keys: Key of the Masochist, Key of the Mercenary
(edit: changed skills and aspects based on the below discussions. Edit 2: Stunts. Edit 3: Finished Stunts. Added provisional Keys)
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Comments
5 comments postedOMG this guy is absolutely MADE of WIN! He's John MacLane in a space suit and I always want to be on his side when the excrement starts flying. :)
I am in awe of your ability to phrase evocative Aspects. Mine are always so lame. I was hoping I could get in at least one with you to return the favor you did me, but no luck -- you've got them better covered than I could hope to touch.
I have questions, mostly just as someone trying to figure out the FATE system for herself (and am already wincing at tacking a skill pyramid for Q):
* What benefits accrue from assigning "Endurance" at Superb rather than Great, or Good?
* What's the difference between Endurance and Resolve? Aren't they kinda the same thing? (Obviously, our boy here is Always The Last Man Standing....)
*Can you explain "Not on my Watch" for me, as one of his Aspects? I'm not clear on how this one will work...
Man, I gotta get back to work on Qamala this afternoon, I see!
I'm glad that you like him!
One of the big differences with Endurance from 4-5 is that at Great (4) Endurance I would have +2 boxes of Physical Stress, but at Superb (5) I have +3 boxes of physical stress above baseline (unless they change this in SOFF - that's the default FATE setting). That's a huge difference right there.
Endurance is focused on being able to push past physical pain, withstand physical trauma, general abuse without cracking or breaking as well as fight off fatigue, hunger and thirst etc. It is also about being able to keep on going despite prolonged activity and exhaustion.
Resolve is used to resist social or mental attacks, torture and that sort of thing. It has the same effect on Composure Stress as Endurance has on Physical Stress. It'd be pretty easy to make a case for either one of these to be Tarid's Superb skill actually. I'm still deciding which is which for him, to be totally honest. Nothing's set in stone yet.
As for the aspects, "Not On My Watch" is based on the idea that he won't let some snot-nosed punk ruin everything on his watch, but I think it's actually too close to the "I Finish Things... It's What I Do" aspect so I'm looking for something clearer and more interesting to replace it with. Maybe "Outnumbered" to enforce the dramatic necessity of this guy being a perpetually beleaguered, outgunned and hardcore old soldier always fighting the odds? I do like the idea of spending a fate point to suggest to the GM that this might be a good time for that lone goon to have backup on the way... or to gain a fate point when the GM compels the aspect to make it so when I haven't introduced the idea myself. That could be a real Fate point mill, come to think of it.
I'm up to suggestions though.
That's one of the things about Aspects - they can be related to theoretically external dramatic factors that the character has to live with... things like being an outlaw, or a magnet for shifty hucksters, or a tendency on the character's spacecraft to malfunction at inopportune times. I wonder of Han Solo had an aspect relating to the Millennium Falcon's hyperdrive. That thing spent half of the trilogy either having been sabotaged, or broken down, or being fixed or battledamaged... and when it was working, it would invariably totally save the day.
Just.... wow.
Okay, I get something about Aspects I didn't understand before, just from letting us inside your head for Tarid's creation process. That Hans Solo example -- priceless!
I'm going to have to go back through Q's -- and Siofra's! -- Aspects with this in mind.
Isn't "Last Man Standing" a stunt or something? :) With that as an Aspect AND a stunt, he could easily end up in that scenario where he's still firing his gun simply because he doesn't realize he's dead!
The more I read, the more I like this guy -- but I do have a near-perpetual weakness for this kind of "tough as nails, bend the rules 'til they break" character.
I'm glad that I was able to help you grok the awesomeness of aspects a little bit better. :)
I don't recall a "Last Man Standing" Stunt, but SotC does have one called "Last Leg" that says that as long as a guy keeps spending Fate Points, he won't be taken out... but as soon as he stops spending them he's immediately down for the count. That's pretty close to what you're talking about. There are a number of Stunts that I'm looking at... there just ain't enough. I guess I know what I'll be spending some of my XP on... ;)
Matter of fact, those "military grade" stunts in SoFF are raising some pointed questions about things like the existence of a Heavy Weapons skill... I'll have to discuss some of that with M.
Hey M, are we using the stunts list from SoFF as written?
Think of "higher on the pyramid" the same as buying up your skill levels in HERO. A skill at 4 on the pyramid is at +4. A skill down at the bottom, or level 1 on the pyramid is only a +1 skill. So the higher up the pyramid the better the character is at that skill.