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Steve

Last modified by Adam Hattrell on 2014/02/27 18:46

Eli Lamb

Background

Mother – Ruth and Father – Ezra; on the planet of Topaz. Badly bullied as a thin gangly youth. Bully suddenly stopped – not adequately explained. Got law degree. Been charged 3 times – no convictions. Better at defence – unorthodox. Moved to Ephesus Prime- central city.
Is being investigated again for tax evasion. Goes on a hunting trip until the pressure eases. Rampaging deinotherium kills all of his potential benefactors.

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Statistics

 Statistic  Score  Bonus
 Strength  12  +1
 Constitution  14  +2
 Dexterity  14  +2
 Intelligence  20  +5 
 Wisdom  14  +2
 Charisma  18  +4

Saves

 Save  Total  Class  Stat  Bonus
 Fortitude  6  +4  +2  0
 Reflexes  6  +4  +2  0
 Will  12  +7  +2  +3

Combat

 Attribute  Maximum  Current 
 Defense  16 
 Initiative  +10  
 Vitality  96 
 Wounds  14 

Skills

 Skill  Total  Base  Stat  Bonus  Error  Threat
 Acrobatics  2  0  +2 (Dex)  1-3  20
 Analysis  5  0   +5 (Int)   1-3  20
 Athletics  2  0  +2 (Con)    1-3 20
 Blend  5  1  +4 (Cha)   1  20
 Bluff  15  11  +4 (Cha)    1   20
 Bureaucracy 18  11  +4 (Cha) +3 (Suit)   1 20
 Computers 6  1  +5 (Int)   1  20
 Cultures 13  8  +5 (Int)   1  20
 Drive 2  0  +2 (Dex)   1-3  20
 Electronics 6  1  +5 (Int)   1  20
 Falsify 6  1  +5 (Int)   1  20
 Impress 14  10  +4 (Cha)    1 20
 Intimidate 10  8  +2 (Wis)    1 20
 Investigation  4  0  +4 (Cha)   1-3 20
 Manipulate 15  11  +4 (Cha)   0  20
 Mechanics 5  0  +5 (Int)   1-3 20
 Medicine 7  3  +4 (Wis)    1  20
 Networking 15  11  +4 (Cha)    1   20
 Notice 8  6  +2 (Wis)   1 20
 Profession 17  10  +4 (Cha) +3 (Suit)   1   20
 Resolve 12  10  +2 (Con)   1  20
 Science 7  2  +5 (Int)   1  20
 Search 6  1 +5 (Int)   1  20
 Security 6  1  +5 (Int)   1  20
 Sense Motive 5  1  +4 (Cha)   1  20
 Sleight of Hand 2  0  +2 (Dex)   1-3 20
 Sneak 4  0 +4 (Cha)   1-3  20
 Streetwise 4  0  +4 (Cha)   1-3   20
 Survival 4  0 +4  (Cha)  1-3 20
 Tactics 8  4  +4 (Cha)   1  20

Cultures

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

(Two additional ticks available.)

Profession

 

 Focus  Proficient  Forte
 Lawyer  x  x
 Accountant  x  
    

One additional profession available.

Drive

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

Feats

 Name  Type  Description  Effects
 Disciplined  Talent  You're in control of your life at all times and have the drive to accomplish anything to which you set your mind.  You gain one additional forte or focus.  You gain a +3 bonus to Will saves.
 Suit  Speciality  You're a corporate warrior, a high-power paper slinger easily weaving your way through organisations.  Gain White Collar contacts.  Once per session make a bribe at lowest level without paying the cost.  Gain +3 with Bureaucracy and Profession checks.
 Persistent  Advocate  Your great work must often be done over long periods of time, accomplished by dedication as much as aptitude.  Before the first challenge of a complex task, you may spend and roll 1 Action Dice.  You may then take a 10 with that many challenges as part of this task.  The time is not doubled as usual when taking 10's.
 Absolute Certainty  Advocate  You begin your task with a driving need to succeed, regardless of the challenges that lie before you.  Any time you succeed with an opposed Resolve check, you gain a +2 bonus with all opposed skill checks against the same opponent until the end of the scene.
 Behind the Scenes  Advocate  You're connected.  Whether it's arranging a social event to promote your favourite charity, slipping an opponents indiscretions to the media, or arranging a flight to an important work site, you and your supporters make everything run smoothly - and look easy.   4 times per mission you may devote an hour to informing your supporters of your needs, after which you may make a DC 20 request for free.
 Networks  Advocate  You're always developing your network of contacts.  Gain 3 Associate grade contact.
 By Any Means  You favour a small number of personal tactics.  Choose a skill, your error range decreases by 2 (min 0), when taking a 10 the time is not doubled, the skill is treated as a class skill.
 Small steps - Charm  Advocate  You're always making small but important advances to your ultimate objectives. Once per session you may improve the disposition of a non-villain without a skill check.
 Calculating  Schemer  You rarely rely on luck.  Whenever you roll an action dice, if the result is less than your inteligence bonus (+5) it becomes equal to your modifier.
 Mental Leap  Schemer  When necessary you can driver yourself harder.  Once per session you add +2 to your Dexterity, Intelligence or Wisdom modifier.  The effect lasts up to 10 rounds.  Once the effect ends you are exhausted for twice the rounds you spent in this state.
 White Collar Contacts  Style  The power players listen to you.  Some take notes.  You gain 1 associate grade contact with a Business theme of your choice.  The time to call on this individual is halved.  The error range for checks involving this contact is reduced by 2.
 Government Contact  Style  When you talk, people listen.  You gain 1 associate grade contact with a Government theme of your choice.  The time to call on this individual is halved.  The error range for checks involving this contact is reduced by 2.
 This ... is my Boom Stick  Ranged Combat  You cut your teeth on a shotgun barrel.  When holding a shotgun you may make a melee attack with it using the heavy club statistics.  You may use a shotgun with 1 hand, but suffer a -2 penalty when doing so.  The Fortitude saves prompted by any attacks made with a shotgun increase by 4.  Finally each time you hit with a shotgun, your opponent is pushed 5 ft away from you.
 I Can Swim  You're just full of surprising talents  You have 6 additional skill points that you can spend at any time.  No base skill can go above 12 via these points.

Contacts

The Small Monarchies consider themselves in your debt.  As such they have provided access to their resources whilst travelling within this sector.  At any point (where appropriate) you can call upon a contact for skills or assistance.

 Contact  Level  Expertise  Name
 Networks 1  Associate  Any  
 Networks 2  Associate  Any  
 Networks 3  Associate  Any  
 White Collar  Associate  Business  
 Government  Associate  Government  

Combat

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

(Three additional checks available, can be spent on Vehicle or Culture if preferred).

 =Base Attack  =Ranged  =Melee 
 +6  +8  +7
 Weapon  Attack  Recoil  Damage  E/T  Range  Size / Hand  Qualities
 Remington 870 12 gauge (slug)  +8  25 (-1)  2d12  1 / 19-20  30 ft  S / 2h  DEP, IMP, TKD
 Remington 870 12 gauge (shot)  +8  25 (-1)  5d4  1 / 20  30 ft  S / 2h  DEP, IMP, TKD
 Ruger 10/22  +8  1  1d4+1  1-2 / 20  20 ft  S / 2H  DEP 
 Sword Stick  +7  -  1d8  1/20  -  T / 1H  FIN
 Fist  +7  -  1d4  1 / 20  -  -  -
        

Each round may take 2 half actions or one full action.  

 Action  Time  Error  Effect 
 Standard Attack  Half  0  1 attack against 1 target
 Taunt  Half  0  Manipulate vs Sense Motive to force opponent to target you next.
 Aim  Half  0  +1 to hit against specified target.
 Anticipate  Half  0  Sense motive vs BAB, gain +4 defence vs targets attacks.
 Brace  Half  0  +1 to attacks; -4 to reflex saves. 
 Diversion  Half  +1  Bluff vs Sense Motive to drop opponents initiative by 1d4+1. 
 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 17:48

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