TEXT: 
  Survivors of 
  the fleet
  More Survivors 
  From the Fleet 
  The NPCs below are additional survivors 
  that expand the list of those on pages 204-209 
  of the Battlestar Galactica rulebook. They can 
  be used as ready-to-go supporting characters, 
  or customized to meet the needs of a particular 
  scene, adventure, or campaign.
  The Way of The Gun 
  These three survivors are all accustomed 
  to violence in their careers prior to the exodus 
  from the Twelve Colonies. Introducing one of 
  them is likely to escalate quickly to combat 
  of some sort, or present the threat of physical 
  conflict from the get-go. 
  Colonial Marshal (Veteran) 
  Agi d6 Str d8 Vit d8 Ale d10 Int d8  
  Wil d8 
  LP 16; Init d6+d10
  Traits: Cool Under Fire d4, Formidable 
  Presence d4, Toe the Line d4
  Skills: Covert d6/Streetwise d8, Discipline 
  d4, Guns d6/Pistols d10/Shotguns d8, Influence 
  d6/Intimidation d8, Knowledge d6/Law d8, 
  Perception d6/Tracking d8, Planetary Vehicles 
  d6/Car d8, Survival d4, Unarmed Combat d6/
  Brawling d8
  Description: This Colonial marshal was 
  trailing a fugitive through Caprican customs 
  just before the Cylons attacked. He lost his 
  quarry in the starport by mere minutes, so he 
  commandeered a ride on the next available 
  transport. Then the Cylons arrived, and there 
  seemed to be little point in continuing his 
  pursuit. 
  Later, when he boarded his fugitive’s ship, 
  he found that the guy had eluded him and 
  fled to somewhere else in Galactica’s civilian 
  fleet. All this time, the marshal’s kept his 
  eyes open. Even though he’s got no authority, 
  even though there’s barely a legal system left, 
  he’s still looking for that fugitive. He kept his 
  sidearm and badge hidden all this time.
  Still, he swore an oath to serve and 
  protect the public. Even though he can’t 
  do much against the Cylons, he’s decided 
  it’s time to take the law into his own hands. 
  As time goes on, people forget that law once 
  governed them. He’ll remind them of that. 
  Plot Hooks: Following are a few plot hooks 
  involving the Colonial marshal in a Battlestar 
  Galactica campaign: 
  The Lone Marshal: There are rumors of 
  a vigilante operating on one of the larger 
  passenger ships, taking the law into his own 
  hands to keep the peace. It started small, but 
  now someone’s been shot and killed over a 
  petty theft. What makes it strange is that the 
  captain and crew aren’t talking. The Admiral 
  wants answers. 
  The Fugitive: A man in the fleet claims a 
  former Colonial marshal is gunning for him. 
  An ex-con, he says that the marshal wants 
  revenge for something he’s already served his 
  time for. The marshal has gone underground 
  in the fleet, and the ex-con fears for his life. 
  Since there’s no proof of a crime, the player 
  characters need to hunt the man-hunter. 
  A Few Good Men: The President wants a 
  civilian police force to help keep order in times 
  of crisis, to keep clear the separation between 
  military and civilian authority. Word has 
  gone out to the fleet asking anyone with a law 
  enforcement background to volunteer for this 
  duty. A former Colonial marshal has stepped 
  forward to lead this police force. The player 
  characters are assigned to assemble and train 
  this civilian police force. Unfortunately, things 
  may not turn out as planned. 
  Ship Security Officer (Recruit)
  Agi  d8  Str d8  Vit d6  Ale d6  Int d6  Wil d8
  LP 14; Init d8+d6
  Traits: Anger Issues (Military) d4, Brawler 
  d4
  Skills: Artistry d4, Athletics d6/Dodge 
  d8, Guns d6, Influence d6/Intimidation d8, 
  Knowledge d6, Medical Expertise d6, Melee 
  Weapon Combat d6/Clubs d10, Perception d6, 
  Unarmed Combat d6/Brawling d8
  
  
  Bonus 
  Content
  Description: She’s always been able 
  to keep her cool, and has a ‘take no crap’ 
  attitude that’s kept her alive. Though she’s 
  not the largest and toughest person in a fight, 
  she’s not afraid to escalate a conflict rapidly. 
  Unfortunately, that attitude got her into serious 
  trouble (with someone dead) and put her in the 
  position of needing to get off-planet in a hurry. 
  With few options (and fewer cubits) she signed 
  up with a stellar transit company operating 
  out of Tauron. After some basic ops training, 
  she was the onboard security officer handling 
  routine flights for a passenger starship. It was 
  easy money, and fairly safe—just quieting 
  angry drunks or rousting couples trying to join 
  the ‘Intersystem Club’. 
  Then the Cylons struck, and she’s been on 
  duty ever since. She’s quelled minor food and 
  water riots, and knocked heads together when 
  fearful passengers tried to storm the captain’s 
  cabin. Now she’s the one the captain turns 
  to when problems with the crew arise. If a 
  passenger gets hurt, she’s the one who stitches 
  them up if they’re not bad enough to need Doc 
  Cottle. She’s got small but well-stocked arms 
  locker and the only key, but keeps everything 
  but her shock baton locked away. Worse yet, 
  she’s worried that eventually someone’s going 
  to come looking for her regarding the death 
  she caused back on Tauron. She doesn’t know 
  what she’s going to do, but the only thing 
  worse than life in the fleet is the thought of 
  being locked up in the fleet. 
  Plot Hooks: Following are a few plot hooks 
  involving the ship security officer in a Battlestar 
  Galactica campaign:
  The Empty Locker: Galactica gets a message 
  from a shipboard security officer in the fleet. 
  The message is brief: “Weapons locker broken 
  into and ransacked. Civilians now armed. Need 
  investigative backup.” The player characters 
  are dispatched to aid her in recovering the 
  stolen weapons cache.
  Training Day: As part of a public relations 
  measure to boost the morale of the fleet and 
  improve relations between the military and 
  civilians, the player characters are dispatched 
  to her ship in the equivalent of a ‘ride-along.’ 
  However, the security officer seems suspicious 
  and evasive. Maybe she’s hiding something?  
  Drunken Disorderly: A drunken passenger 
  from another vessel claims he was a cop in 
  pursuit of a suspect. Ship’s security subdue 
  him and transported him back to his ship, but 
  witnesses claim that the man wasn’t drunk, 
  and that he seemed to be after the security 
  officer herself. Player characters are called to 
  investigate. 
  Spy (Seasoned Veteran)
  Agi d10 Str d6 Vit d6 Ale d12 Int d12 Wil d8
  LP 14; Init d10+d12
  Traits: Paranoid d4, Shadow d6, Uncommon 
  Knowledge d6 
  Skills: 
  Artistry 
  d6/Photography 
  d8, 
  Athletics d6/Climbing d8/Dodge d8, Covert 
  d6/Sabotage d8/Stealth d8, Discipline d6, 
  Guns d6/Pistols d8/Sniper Rifles d8, Influence 
  d6/Persuasion d8/Seduction d8, Knowledge 
  d6, Perception d6/Search d8, Unarmed Combat 
  d6
  Description: She didn’t originally imagine 
  she’d become a spy, but her test results 
  alerted a secret division within the Scorpian 
  government. The next thing she knew, she 
  was in a small office being offered a position as 
  an undercover operative for her government. 
  As a child, she’d longed for a life of adventure 
  and travel, so she took it. After graduation, she 
  went into deep training, learning the craft of 
  espionage, and a year later she was on her first 
  mission. Since then, she’s done a lot of things 
  she’s not proud of. Spying for the Scorpian 
  government on the other members of the 
  Twelve Colonies is a dangerous bit of work, 
  and she’s been forced to do what was required 
  to complete her mission, be it infiltration, 
  seduction, sabotage, or assassination. Despite 
  her youthful appearance, she’s a successful and 
  decorated operative, with her cover identities 
  wanted on several of the Colonies. 
  She was on her way back from Caprica, a 
  rough mission behind her, when the transit 
  shuttle she was on got word of the Cylon attack. 
  
  
  Survivors of 
  the fleet
  After a quick transfer to a jump-capable ship, 
  she was soon a part of the fleet, jostling for 
  living space like everyone else. She’s stashed 
  her gear (weapons, explosives, and other tools 
  of the trade) and sticks to her cover story of 
  being a photojournalist. With each passing 
  day, though, she worries that someone will 
  remember her from one of her prior missions, 
  or some old ‘wanted’ notice will surface with 
  one of her cover identities displayed. A part of 
  that last mission involved infiltrating Caprica’s 
  defense network, and she’s sick with worry 
  that somehow she may have contributed to the 
  Cylon shutdown of the Command Navigation 
  Platform.  
  Plot Hooks: Following are a few plot hooks 
  involving the ship security officer in a Battlestar 
  Galactica campaign:
  Shadow of the Past: At a minor diplomatic 
  function, one of the President’s council 
  members spots a photographer who looks 
  familiar. He identifies the woman as being a 
  suspect for a security breach of Caprica defense 
  network just prior to the Cylon attack. Before 
  he could confront her, she got away. Now 
  the President would like her apprehended 
  for questioning. The player characters will be 
  involved in the manhunt. 
  Loose Ends: While there are the occasional 
  murders in the fleet, this one seems unique: a 
  former Caprican diplomat has been found dead, 
  two bullets pumped into his cranium from a 
  close range. A professional hit, by all evidence. 
  Rudimentary forensics identifies the gun as 
  Scorpian military issue. The victim was on his 
  way to discuss something in private with the 
  President, so she’s eager to learn why this has 
  happened, and bring the killer to justice.
  An Affair to Forget: One of the 
  player characters (the GM should choose 
  appropriately) bumps into an old girlfriend 
  from a prior posting. She left town, disappearing 
  without a trace or any reason why. The player 
  character doesn’t know why, but has an 
  intuitive suspicion that something wasn’t right 
  about her… and that the death of a prominent 
  political figure around the same time was 
  no coincidence. The old girlfriend pretends 
  she doesn’t know the player character, and 
  passes by in a crowd before he (or she) can be 
  certain. 
  Credits
  Writer
  Jason Durall
  eDiting & Devlopment
  Cam Banks, Jamie Chambers
  graphiC Design
  sean macdonald
  layout & typesetting
  Digger hayes
  Battlestar galactica © usa Cable 
  entertainment llC. licensed by universal 
  studios licensing lllp. all rights reserved.
  margaret Weis productions and the mW logo 
  are trademarks owned by margaret Weis 
  productions, ltd. all rights reserved.
  
SOURCE: textdata/thevault/Battlestar Galactica/3rd Party/Survivors of the Fleet Pt. 1.pdf