Nahuli

Science Fiction·by Nahuli

Nahuli

RACE

Avali

GENDER

Male

LIFE STAGE

Young Adult

BODY SIZE

Small

BUILD

Slim

GOAL & MOTIVE

Nahuli seeks to advance interstellar technology through innovative engineering projects.

QUESTS COMPLETEDTotal quests completed with this hero by the creator and everyone who recruited them

30

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Skills and Stats

ATTRIBUTES

Good

Health

Great

Agility

Good

Strength

Good

Reasoning

Fair

Willpower

Good

Perception

SKILLS

Hacking

Legendary

Stealth

Fair

Piloting

Great

Athletics

Great

Computers

Good

Diplomacy

Mediocre

Engineering

Legendary

Security Systems

Great

Xeno-Linguistics

Mediocre

Zero-G Maneuvers

Fair

Electrical Engineering

Great

GIFTS

Cybernetic Augmentation

Transit Spine Interface

Captain Kaelen's Encryption Bypass

Station Escape Improvisation

Inventory

Repair Kit

Toolbelt

THE WORLD

THE DRIFT ACCORD CORE CONCEPT The Drift Accord is a sprawling, loosely connected network of star systems held together by trade, salvage, and mutual necessity rather than centralized authority. The Accord isn't a government—it's a condition. A shared understanding that out here, no one is coming to save you. Tone: Gritty, utilitarian, with an undercurrent of dark humor. Technology is workhorse-grade—patchable, improvised, and never quite clean. The frontier is vast, and the people who live there are sharp, stubborn, and often desperate. Key Theme: The only thing you can truly trust is what you can build with your own hands. LOCATIONS (Broad Strokes) Region Description The Accord Core A loose cluster of habitable systems with functional infrastructure. Trade lanes, relay stations, and a patchwork legal system. This is "civilization"—but it's frayed at the edges. The Rim Fringe systems where Accord authority fades. Salvage operations, independent stations, and people who prefer to stay off-grid. Reputation matters more than law. The Drift Uncharted space between mapped systems. Navigation is unreliable. Signals are weak. This is where things get lost—and sometimes found. Hidden Space A sub-region of the Drift with deliberate signal masking. Someone wanted this area to stay off the map. Portals, relay arrays, and dead stations are scattered here. The Graveyards Ship graveyards exist throughout the Rim and Drift—fields of derelicts left from old conflicts, failed colonies, or simply time. Salvagers treat them as resource depots. Factions Faction Description The Accord Council A loose governing body that nominally oversees trade and conflict resolution in the Core. Underfunded, overstretched, and largely ignored outside major systems. Independent Salvage Guilds Loose networks of scavengers who operate in the Rim and Drift. They share intel on wrecks, trade parts, and occasionally fight over prime salvage. Corporate Enclaves Megacorporations that control key resources—reactor cores, medical tech, data infrastructure. They operate above Accord law and have their own security forces. The Unseen A rumored faction operating in the Drift. They build hidden relay arrays, mask signals, and leave trails for the right people to find. Their goals are unknown. Drifters Independent operators—engineers, pilots, mercenaries—who work for anyone who can pay. No allegiance, no loyalty, just survival. Technology Field State of Technology FTL Travel Standard jump drives exist, but they require precise navigation data. Off-grid travel is risky and often requires relay-assisted jumps. Communication Relay networks cover the Core and major Rim systems. Beyond that, comms are weak, patchy, or reliant on improvised setups. Ships Workhorse vessels dominate—reliable, patchable, and rarely new. Custom builds from salvage are common. Warships are rare and expensive. AI / Computers Functional but limited. Most ships run on basic automation. Advanced AI is restricted to corporate or military use. Weapons Conventional projectile and energy weapons are standard. Military-grade hardware is harder to come by. Medical Tech Advanced biomedical tech exists but is expensive. Field medicine relies on skill and improvised supplies. Common Professions Role Description Engineer Keeps ships running. Builds, repairs, improvises. Essential to survival. Salvager / Scavenger Reads wrecks, identifies valuable parts, and knows what's worth taking. Security / Mercenary Handles threats. Protects crews. Sometimes works for corporations. Pilot / Navigator Charts routes, flies ships, reads the drift. Knows where the safe lanes are. Data Broker Buys and sells information. Often works for corporations or the Unseen. Drifter Odd jobs. No fixed allegiance. Lives on the margins. Currency & Economy Aspect Description Scrip Digital currency used in Accord systems. Accepted in Core and major Rim stations. Barter Common outside Accord space. Parts, fuel, data, and favors are all tradeable. Salvage Value A derelict's worth is measured in its components—reactor cores, nav computers, intact hull plating. Debt A common form of currency. Crews often work off debts to stations, guilds, or corporations. Lore Tone & Rules Rule Purpose No One Is Coming to Save You Self-reliance is the core ethic. Help exists, but it's transactional. Space Is Indifferent The universe doesn't care about your drama. Danger is practical, not mystical. Engineering Is Magic The people who can fix things are the most valuable. Technology is respected because it's hard to maintain. The Unknown Is Not Romantic Mysteries in the Drift are usually traps, not wonders. Caution is wisdom. Everything Has a Price Information, salvage, fuel, safe passage—everything costs something. Trust is earned slowly.

LOCATIONS

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