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Ingrid
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Adam Hattrell
on 2014/02/23 17:21
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1: = Colonel Millie Larrsen = 2: 3: {{section}} 4: 5: {{column}} 6: 7: == Background == 8: 9: 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. 10: At school is advised by a boy (Frank) that she waits and she can get off planet (Aurelius) 11: 12: {{/column}} 13: 14: {{column}} 15: 16: [[image:captain.jpg]] 17: 18: {{/column}} 19: 20: {{/section}} 21: 22: {{section}} 23: 24: {{column}} 25: 26: == Statistics == 27: 28: | Statistic | Score | Bonus 29: | Strength | 14 | +2 30: | Constitution | 14 | +2 31: | Dexterity | 21 | +5 32: | Intellegence | 12 | +1 33: | Wisdom | 14 | +2 34: | Charisma | 18 | +4 35: 36: {{/column}} 37: 38: {{column}} 39: 40: == Saves == 41: 42: |= Save |= Total |= Class |= Stat |= Bonus 43: | Fortitude | 6 | +4 | +2 | 0 44: | Reflexes | 9 | +4 | +5 | 0 45: | Will | 9 | +7 | +2 | 0 46: 47: {{/column}} 48: 49: {{column}} 50: 51: == Combat == 52: 53: |= Attribute |= Maximum |= Current 54: | Defense | 20 | 55: | Initiative | +15 | 56: | Vitality | 99 | 57: | Wounds | 14 | 58: | Action Dice | 4 (D6+2) | 59: 60: {{/column}} 61: 62: {{/section}} 63: 64: {{section}} 65: 66: {{column}} 67: 68: == Cultures == 69: 70: |= Focus |= Proficient |= Forte 71: | Flare | | 72: | Flare (Ring) | | 73: | Flare (Pearl) | | 74: | Flare | | 75: | Pyrrhus | | 76: | Auraelus | x | 77: | Hel | | 78: | Hecla | x | 79: | Twighlight | | 80: | Four Flowers | | 81: | Hetrotic Successors | | 82: | Xeer Hegemony | | 83: | Small Monarchies (Amarand , Garnet and Celestra) | | 84: 85: == Profession == 86: 87: |= Focus |= Proficient |= Forte 88: | Soldier | x | 89: 90: {{/column}} 91: 92: {{column}} 93: 94: == Drive == 95: 96: |= Focus |= Proficient |= Forte 97: | Personal Ground Vehicles | | 98: | Standard Ground Vehicles | x | 99: | Heavy Ground Vehicles | | 100: | Mounts | | 101: | Personal Aircraft | | 102: | Performance Aircraft | | 103: | Service Aircraft | | 104: | Rotary-Wing Aircraft | | 105: | Personal Watercraft | | 106: | Standard Watercraft | x | 107: | Ships | | 108: | Submarines | | 109: | Starships | | 110: 111: 112: {{/column}} 113: 114: {{/section}} 115: 116: == Skills == 117: 118: |= Skill |= Total |= Base |= Stat |= Bonus |= Error |= Threat 119: | Acrobatics | 5 | 0 | +5 (Dex)| | 1-3 | 20 120: | Analysis | 2 | 0 | +2 (Wis)| | 1-3 | 20 121: | Athletics | 8 | 6 | +2 (Str) | | 1 | 20 122: | Blend | 5 | 0 | +5 (Dex)| | 1-3 | 20 123: | Bluff | 4 | 1| +3 (Cha)| | 1 | 20 124: | Bureaucracy| 4 | 1 | +3 (Cha)| | 1| 20 125: | Computers| 1 | 0 | +1 (Int)| | 1-3 | 20 126: | Cultures| 2 | 1| +1 (Int)| | 1| 20 127: | Drive| 8 | 3 | +5 (Dex)| | 1 | 20 128: | Electronics| 2 | 0 | +2 (Wis)| | 1-3 | 20 129: | Falsify| 2 | 0 | +2 (Wis)| | 1-3| 20 130: | Impress| 14 | 10 | +4 (Cha)| | 1| 20 131: | Intimidate| 14 | 10 | +2 (Str)| +2 (Officer)| 1|19-20 132: | Investigation| 4 | 0 | +4 (Cha)| | 1-3| 20 133: | Manipulate| 4 | 0 | +4 (Cha)| | 1-3| 20 134: | Mechanics| 2 | 0 | +2 (Wis)| | 1-3| 20 135: | Medicine| 4 | 2 | +2 (Wis)| | 1| 20 136: | Networking| 4 | 0 | +4 (Cha)| | 1-3 | 20 137: | Notice| 9 | 7 | +2 (Wis)|| 1| 20 138: | Profession| 5 | 1 | +4 (Cha)| | 1 | 20 139: | Resolve| 6 | 4 | +2 (Con)| | 1| 20 140: | Science| 1 | 0 | +1 (Int)| | 1-3 | 20 141: | Search| 2 | 1 | +1 (Int)| | 1| 20 142: | Security| 2 | 1 | +1 (Int)| | 1 | 20 143: | Sense Motive| 12 | 8 | +4 (Cha)| | 1| 20 144: | Sleight of Hand| 6 | 1 | +5 (Dex)| | 1| 20 145: | Sneak| 5 | 0 | +5 (Dex)| | 1-3| 20 146: | Streetwise| 5 | 1 | +4 (Cha)| | 1 | 20 147: | Survival| 7 | 3 | +4 (Cha)| | 1| 20 148: | Tactics| 21 | 15 | +4 (Cha)| +2 (Officer)| 1 |19-20 149: 150: == Feats == 151: 152: |= Name |= Type |= Description |= Effects 153: | 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. 154: | 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. 155: | 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. 156: | Wily | Tactician | | Once per round you may spend 1 action dice to take a Joint or Refresh action as a free action. 157: | 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. 158: | 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. 159: | 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. 160: | 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. 161: | 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. 162: | 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. 163: | 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. 164: | 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. 165: | 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. 166: | 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. 167: | 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. 168: | 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. 169: 170: 171: == Combat == 172: 173: {{section}} 174: 175: {{column}} 176: 177: |= Focus |= Proficient |= Forte 178: | Unarmed | x | 179: | Blunt | | 180: | Exotic (Blunt) | | 181: | Edged | x | 182: | Exotic (Edged) | | 183: | Explosives | x | 184: | Guided | | 185: | Handgun | x | 186: | Hurled | x | 187: | Exotic (Hurled) | | 188: | Indirect Fire | | 189: | Rifle | x | 190: | Shotgun | | 191: | Sub Machine Gun | | 192: | Tactical | x | 193: | Vehicle Weapon | | 194: 195: (Two additional checks available - can be spent on Drive or Culture if preferred). 196: 197: {{/column}} 198: 199: {{column}} 200: 201: ===Armour=== 202: 203: |= Type |= Melee DR |= Ranged DR |= Defence |= Other Effects 204: | Light Armour | 5 | 8 | -1 | - 205: | Power Armour | 20 | 20 | +2 | +6 Str, +6 Sta 206: 207: 208: |= Base Attack |= Ranged |= Melee 209: | +7 | +11 | +9 210: 211: {{/column}} 212: 213: {{/section}} 214: 215: |= Weapon |= Attack |= Recoil |= Damage |= E/T |= Range |= Size / Hand |= Qualities 216: | Rotary Cannon | +11 | 6 | 2d12 + 2 | 1-2 / 18-20 | 300 ft | S / 2H | AP (10) 217: | Advanced Combat Rifle | +11 | 12 | 4d4 + 2 | 1 / 20 | 150 ft | S / 2h |\\ 218: | Flechette Gun | +11 | - | 1d6 | 1 / 18-20 | 45 ft | D / 1H | AP (10), QKY 219: | Katana | +9 | - | 1d10+1 (+1 2 handed) | 1/19-20 | - | - | +5 damage on critical 220: | Fist | +9 | - | 1d4 | 1 / 20 | - | - | - 221: | | | | | | | | 222: 223: |= Battle Plans |= Bonus 224: | Crush Them! | Allies gain +2 to Melee and unarmed attacks checks 225: | Fire at Will! | Allies gain +2 to Ranged attack checks 226: | Guard yourselves! | Allies gain +2 to Defense 227: | Stand Fast! | Allies gain +18 to Vitality 228: 229: === Attacks === 230: 231: Each round may take 2 half actions or one full action. 232: 4 times per session may take additional non-attack action. 233: 234: |= Action |= Time |= Error |= Effect 235: | Standard Attack | Half | 0 | 1 attack against 1 target 236: | Three round Burst | Half | +2 | -2 to hit; on hit 1 damage roll, +1 damange roll per 5 over target. (max 3). 237: | Autofire | Full | +2 | -1 to hit per volley; on hit 1 damage roll + 1 roll per 4 over target number. (Max volley). 238: | Cover Fire | Full (one free per turn) | 0 | 1 opponent makes Will 14 save, or suffer -4 to attack / skill checks for 1 round. 239: | 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. 240: | Non Attack Actions | | |\\ 241: | Aim | Half | 0 | +1 to hit against specified target. 242: | Anticipate | Half | 0 | Sense motive vs BAB, gain +2 defence vs targets attacks. 243: | Brace | Half | 0 | +1 to attacks; -4 to reflex saves. 244: | Refresh | Full | 0 | Gain 1 action dice worth of Vitality and 2 Wounds 245: | Total Defense | Full | 0 | 1 movement; +4 Defense 246: | Fight Defensively | Full| 0 | -4 to attack and skill checks; +2 Defence