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Steve
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Steve
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Adam Hattrell
on 2014/02/27 18:46
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= Eli Lamb = {{section}} {{column}} == 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. {{/column}} {{column}} [[image:advocate.jpg]] {{/column}} {{/section}} {{section}} {{column}} == Statistics == |= Statistic |= Score |= Bonus | Strength | 12 | +1 | Constitution | 14 | +2 | Dexterity | 14 | +2 | Intelligence | 20 | +5 | Wisdom | 14 | +2 | Charisma | 18 | +4 {{/column}} {{column}} == Saves == |= Save |= Total |= Class |= Stat |= Bonus | Fortitude | 6 | +4 | +2 | 0 | Reflexes | 6 | +4 | +2 | 0 | Will | 12 | +7 | +2 | +3 {{/column}} {{column}} == Combat == |= Attribute |= Maximum |= Current | Defense | 16 | | Initiative | +10 | | Vitality | 96 | | Wounds | 14 | {{/column}} {{/section}} == 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 {{section}} {{column}} == 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. {{/column}} {{column}} == 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 | | {{/column}} {{/section}} == 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