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Ryden Sims

Ryden Sims

Str: 9 (+1 DM)
Dex: 6
End: 8
Int: 12 (+2 DM)
Edu: 6
Soc: 4 (-1 DM)

Age: 34
Homeworld: Ruie (Spinward Marches 1809)
Career: Rank 2 Merchant (2 terms), Rank 1 Scout (2 terms)

Background skills: Streetwise 1, Trade 0
Career skills: Drive (tracked) 0, Vacc Suit 1, Broker 0, Steward 0, Comms 0, Persuade 1, Mechanic 1, Gunner (turrets) 1, Gun Combat (slug pistol) 1, Pilot 1, Tactics 1, Sensors 1
Misc: 47,450Cr, 1 Blade, 1 Gun (Autopistol), 1 Ship share

Gear:
Cloth armor (TL10), 500Cr
Data comm (TL10), 500Cr
Breather mask (TL8), 150Cr
Mechanical toolkit, 1,000Cr, 12kg
Blade (no cost)
Autopistol (slug thrower) (no cost)
2 15-round magazines, 400Cr

Connection w/ Bertram:
Trapped in the middle of an asteroid field that conceals a pirate base, Bertram coaxes out as much sensor power as possible to break through the interference and alert the navy of his predicament. The Kinnekar is the only ship he can detect, and Ryden Sims is serving a shift at her comms. Ryden might not love the Imperium, but pirates are clearly a more immediate threat and the two spend several days coordinating the strike on the pirate base...
Bertram gains Sensors (1)
Sims gains Tactics (1)

Connection w/ Smithy:
During a two-day shore leave on one of the rimworlds their freighter had just delivered to, Sims and two crewmates get into a "disagreement" in a downmarket bar with some of the local barflies. The group scuttles back to the ship nursing their contusions and bruises (plus a nasty broken bone for the engineer, Perkins), and Sims implores upon Smith, the new ship's doctor, to provide treatment off the official record so that he and his friends can avoid any disciplinary repercussions. This Smith is more than happy to do -- for a small fee, of course.
Smithy gains Vacc Suit 0
Sims gains Persuade 1 (up from 0)

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