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Ingrid

Last modified by Adam Hattrell on 2014/02/23 17:21

Colonel Millie Larrsen

Background

Born on Hecla; moved to Aurealius after father died in military service. Mother in service. Gone to Hecla to do military service. Served and seen action on Flare/Gleed. Military brat.
At school is advised by a boy (Frank) that she waits and she can get off planet (Aurelius)

captain.jpg

Statistics

 Statistic  Score  Bonus
 Strength  14  +2
 Constitution  14  +2
 Dexterity  21  +5
 Intellegence  12  +1  
 Wisdom  14  +2
 Charisma  18  +4

Saves

 Save  Total  Class  Stat  Bonus
 Fortitude  6  +4  +2  0
 Reflexes  9  +4  +5  0
 Will  9  +7  +2  0

Combat

 Attribute  Maximum  Current 
 Defense  20 
 Initiative  +15  
 Vitality  99 
 Wounds  14 
 Action Dice  4 (D6+2)  

Cultures

 Focus  Proficient  Forte
 Flare    
 Flare (Ring)   
 Flare (Pearl)   
 Flare   
 Pyrrhus   
 Auraelus  x  
 Hel   
 Hecla  x  
 Twighlight   
 Four Flowers   
 Hetrotic Successors   
 Xeer Hegemony    
 Small Monarchies (Amarand , Garnet and Celestra)   

Profession

 

 Focus  Proficient  Forte
 Soldier  x  

Drive

 Focus  Proficient  Forte
 Personal Ground Vehicles    
 Standard Ground Vehicles  x  
 Heavy Ground Vehicles    
 Mounts    
 Personal Aircraft   
 Performance Aircraft   
 Service Aircraft   
 Rotary-Wing Aircraft   
 Personal Watercraft   
 Standard Watercraft  x  
 Ships   
 Submarines  
 Starships    

Skills

 Skill  Total  Base  Stat  Bonus  Error  Threat
 Acrobatics  5  0   +5 (Dex)  1-3   20
 Analysis  2  0   +2 (Wis)   1-3   20
 Athletics   8  6  +2 (Str)    1   20
 Blend  5  0  +5 (Dex)   1-3   20
 Bluff  4  1 +3 (Cha)   1    20
 Bureaucracy 4  1  +3 (Cha)   1  20
 Computers 1  0  +1 (Int)   1-3    20
 Cultures 2  1 +1 (Int)   1  20
 Drive 8  3  +5 (Dex)    1   20
 Electronics 2  0  +2 (Wis)   1-3    20
 Falsify 2  0  +2  (Wis)   1-3  20
 Impress 14  10  +4 (Cha)    1  20
 Intimidate 14  10  +2 (Str)  +2 (Officer)  119-20
 Investigation 4  0  +4 (Cha)   1-3  20
 Manipulate  4  0  +4 (Cha)   1-3  20
 Mechanics 2  0  +2 (Wis)   1-3  20
 Medicine 4  2  +2 (Wis)    1  20
 Networking  4  0  +4 (Cha)   1-3    20
 Notice 9  7  +2 (Wis)  1  20
 Profession 5  1  +4 (Cha)    1    20
 Resolve 6  4  +2 (Con)    1  20
 Science 1  0  +1 (Int)   1-3    20
 Search 2  1  +1 (Int)   1  20
 Security 2  1  +1 (Int)   1    20
 Sense Motive 12  8  +4 (Cha)    1  20
 Sleight of Hand 6  1  +5 (Dex)   1  20
 Sneak 5  0  +5 (Dex)   1-3  20
 Streetwise 5  1  +4 (Cha)   1    20
 Survival 7  3  +4 (Cha)   1  20
 Tactics  21  15  +4 (Cha)  +2 (Officer)  1 19-20

Feats

 Name  Type  Description  Effects
 Daring  Talent  "Leap before you look" is your personal credo.  Fortunately, you're usually fast enough or lucky enough to get away with it.  Usually.   Gain +2 with initiative checks.  Gain +2 with all action die results.
 Recruit  Speciality  A military career has taught you a lot about discipline, honour, and duty.  Gain Officer.  Gain Handgun and Rifle proficiencies.  Gain +2 when using suppressive fire action.
 Cadre  Captain  Your leadership inspires your team to excellence.  Once per scene you may temporarily grant your team mates 1 of your Basic Combat feats until the end of the scene.
 Wily  Tactician   Once per round you may spend 1 action dice to take a Joint or Refresh action as a free action.
 Master and Commander  Captain  You've proven your worth on the front line and in the seat of command.  Gain Bushwhack Basics and your maximum tactics increases to 9.
 Battle Planning  Captain  You never enter battle unprepared.  You begin combat with 1 battle plans active, you may active a new plan as a full action.  The plan grants a +2 bonus to you and all that can see you.  Plans are listed in combat section.
 Take Command  Captain  Vehicles and animals recognise your authority.  Choose one vehicle or mount to be familiar, that vehicle gets a +1 Defence bonus, saves, initiative and all skills checks relating to it.
 Tactical Advantage  Basic Combat  You're a veteran of way too many one-sided engagements.  You and each of your teammates count as 2 characters when determining numerical advantage.  The difficulty of any joint action decreases by 10.  You may lead a joint action as a half action. 
 Bushwhack Basics  Terrain  There's no better way to start a fight than with a nasty suprise.  When you or any of your teammates benefit from a successful ambush, the benefits apply for the first 3 rounds of combat.  You must posses numerical advantage to use this feat.
 Fireteam Basics  Basic Combat  Your friends always have your back.  Once per round, you may take a cover fire action as a free action.  You must posses numerical advantage to use this feat.
 Fireteam Mastery  Basic Combat  You always watch out for your own.  Once per round, you may make a Medicine/Stabilize check as a free action.  Further if you successfully leave combat, each of your injured or dead team mates is automatically brought with you.
 Surge of Speed  Basic Combat  You can really pour it on under pressure.  4 times per session, you gain 1-additional non-attack half action.
 Armour Basics  Basic Combat  You've trained with body armour and are quite comfortable in it, even during combat.  Whilst wearing armour your DR increases by 1, your ACP reduces by 1 and your movement is unrestricted.
 Officer  Skill  You say "jump!"  They say "How high, sir?".   You gain a +2 bonus with Intimidation and Tactics.  Your threat range with these skills increases to 19-20.
 Personal Lieutenant  Style  You have a right hand man you trust with your life.  Your personal lieutenant, Grim Ewvald, is an NPC you control.  He's not quite as powerful as you but is still useful nonetheless.
 Stratagem  Tactician  You know how to make the most out of your team.  All of your team that can see or hear you gain +1 initiative.

Combat

 Focus  Proficient  Forte
 Unarmed  x  
 Blunt    
 Exotic (Blunt)    
 Edged  x  
 Exotic (Edged)   
 Explosives  x  
 Guided   
 Handgun  x  
 Hurled  x  
 Exotic (Hurled)   
 Indirect Fire   
 Rifle  x 
 Shotgun     
 Sub Machine Gun   
 Tactical  x 
 Vehicle Weapon    

(Two additional checks available - can be spent on Drive or Culture if preferred).

Armour

 Type  Melee DR  Ranged DR  Defence  Other Effects
 Light Armour  5  8  -1  -
 Power Armour  20  20  +2  +6 Str, +6 Sta
 Base Attack  Ranged  Melee 
 +7  +11  +9
 Weapon  Attack  Recoil  Damage  E/T  Range  Size / Hand  Qualities
 Rotary Cannon  +11  6  2d12 + 2  1-2 / 18-20  300 ft  S / 2H  AP (10)
 Advanced Combat Rifle  +11  12  4d4 + 2  1 / 20  150 ft  S / 2h 
 Flechette Gun   +11  -  1d6  1 / 18-20  45 ft  D / 1H  AP (10), QKY 
 Katana  +9  -  1d10+1 (+1 2 handed)  1/19-20  -  -  +5 damage on critical 
 Fist  +9  -  1d4  1 / 20  -  -  -
        
 Battle Plans  Bonus 
 Crush Them!  Allies gain +2 to Melee and unarmed attacks checks 
 Fire at Will!  Allies gain +2 to Ranged attack checks 
 Guard yourselves!  Allies gain +2 to Defense 
 Stand Fast!  Allies gain +18 to Vitality 

Attacks

Each round may take 2 half actions or one full action.  
4 times per session may take additional non-attack action.

 Action  Time  Error  Effect 
 Standard Attack  Half  0  1 attack against 1 target
 Three round Burst  Half  +2  -2 to hit; on hit 1 damage roll, +1 damange roll per 5 over target.  (max 3).
 Autofire  Full  +2  -1 to hit per volley; on hit 1 damage roll + 1 roll per 4 over target number.  (Max volley).
 Cover Fire  Full (one free per turn)  0  1 opponent makes Will 14 save, or suffer -4 to attack / skill checks for 1 round.
 Suppressive Fire  Full  +1  1 attack at -3 per opponent that moves through target square;  Regardless of hits all targets are at -4 to all rolls for remainder of round.
 Non Attack Actions   
 Aim  Half  0  +1 to hit against specified target.
 Anticipate  Half  0  Sense motive vs BAB, gain +2 defence vs targets attacks.
 Brace  Half  0  +1 to attacks; -4 to reflex saves. 
 Refresh  Full  0  Gain 1 action dice worth of Vitality and 2 Wounds
 Total Defense  Full  0  1 movement; +4 Defense
 Fight Defensively  Full 0  -4 to attack and skill checks; +2 Defence
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Created by Adam Hattrell on 2012/12/29 18:42

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