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Tim

Last modified by Adam Hattrell on 2014/02/22 15:14

Frank Le Mot

Background

Works round rules. Left home- Aurealius at 14. Went to Hecla but involved in periphery of criminal world. Gambler – gravitates towards Topaz.
On Topaz, Frank is warned that he is a marked man. Came about because he worked with a dodgy lawyer. The lawyer is Eli Lamb.

sleuth.jpg

Statistics

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

Saves

 Save  Total  Class  Stat  Bonus
 Fortitude  4  +3  +1  0
 Reflexes  7  +5  +2  0
 Will  11  +6  +5  0

Combat

 Attribute  Maximum  Current 
 Defense  18 
 Initiative  +9  
 Vitality  70 
 Wounds  12 
 Action Dice  4D6  

Skills

 Skill  Total  Base  Stat  Bonus  Error  Threat
 Acrobatics   2  0   +2  (Dex)  1-3  20
 Analysis   13  8   +5 (Wis)   1 20
 Athletics   3   1  +2 (Str)   1  20
 Blend   13  7  +4 (Cha) +2 (World Traveller)   1  19-20
 Bluff   19  12  +4 (Cha)  +3 (Criminal)  1   20
 Bureaucracy  6  2  +4 (Cha)    1 20
 Computers  8  7  +2 (Int)    1   20
 Cultures  13  9  +2 (Int) +2 (World Traveller)   1 19-20
 Drive 4  2  +2 (Dex)   1-3  20
 Electronics 9  4  +5 (Wis)    1   20
 Falsify 6  1  +5 (Wis)   1  20
 Impress 5  1  +4 (Cha)   1  20
 Intimidate 5  0  +5 (Wis)   1-3 20
 Investigation  17  12  +5 (Wis)    1 20
 Manipulate  5  0  +5  (Cha)    1-3  20
 Mechanics  5  0  +5 (Wis)   1-3  20
 Medicine  6  1  +5 (Wis)   1  20
 Networking  13  6  +5 (Wis)    1   20
 Notice  10  5  +5 (Wis)   1  20
 Profession  4  0  +4 (Cha)   1-3   20
 Resolve  5  0 +5 (Wis)   1-3 20
 Science  4  2  +2 (Int)    1   20
 Search  11  9  +2 (Int)    1  20
 Security  2  0  +2 (Int)   1-3   20
 Sense Motive 17  12  +5 (Wis)    1 18-20
 Sleight of Hand 16  12  +2 (Dex)  +2 (Fence)  1 19-20
 Sneak 8  1  +4 (Cha)  +3 (Criminal) 1  20
 Streetwise 19  12  +5 (Wis)  +2 (Fence)  1   19-20
 Survival  6  1  +5 (Wis)  1  20
 Tactics  5  0 +5 (Wis)   1-3 20

Cultures

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

Two bonus cultures.

Profession

 

 Focus  Proficient  Forte
 Gambler  x  

Drive

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

Feats

 Name  Type  Description  Effects
 Shrewd  Talent  You're an expert judge of character and surround yourself with only the best colleagues.  You gain 2 associate grade contacts.  Your threat with Sense Motive increases by 2.
 Criminal  Speciality  You've spent a lot of time on the wrong side of the law.  You may have done time or you might be too slick to be caught, but you've never fit in as a law abiding citizen.  Gain Fence.  Gain Handgun proficiency.  Gain 1 associate grade contact.  Gain +3 bonus with Bluff and Sneak checks.
 Sympathetic  Sleuth  Your primary focus is personal investigation and detective work.  Each time you spend 1 action dice to boost a Charisma or Wisdom check, you roll and add the results of 2 dice.
 Human Nature  Sleuth  You read most people like an open book.  Each time you fail a Investigation or Sense Motive check and don't suffer an Error, you still succeed as long as the check DC is equal to or less than 29.
 Sources  Sleuth  You have access to a large network of street informants, criminal snitches, journalists and other information sources.  You may spend 1 hour consulting these sources to make a request check for a dossier without spending Action Dice.  You may make this check up to 3 times a session.
 Little Details  Sleuth  Your uncanny awareness of your surroundings is a striking advantage in combat.  Once per session you may make a Smash (Athletics) check, or a Disarm, Feint or Tire action as a free action.
 It's elementary - Alertness  Sleuth  You're extraordinarily aware of the actions and behaviours of others, and are rarely surprised.  Gain +4 to any surprise checks.
 Cultured  Guide  You pick up all the details most people miss.  Even when overwhelmed in a foreign land.   All your notice checks are considered active.
 Friends in Low Places I  Guide  The time taken to canvas an area is halved.  Once you've canvassed an area the time taken to make black market checks is also halved.
 Fence  Skill  You are always open for business, even if the goods are "hot".  You gain a +2 bonus to checks made with Sleight of Hand and Streetwise.  Your threat range increases with these skills to 19-20.
 World Traveller  Skill  You don't just dream of faraway places - you've been there and got the t-shirt!  You gain a +2 bonus to Blend and Cultures.  Your threat range increases to 19-20.
 Talented (Fence)  Skill  You're skill mastery often takes people by surprise.  Sleight of Hand and Streetwise are always class skills.  Each time you purchase a rank in one, the other also increases.
 The Dice are Hot  Chance  It's not a system - it's just luck.  You gain a bonus to Gambling checks equal to the number of Action Dice remaining.  Your lifestyle increases by 1.
 Fortunate  Chance  You always seem to luck out when you really need it.  As a free action you may request a 1d4 action dice.  One of your opponents will also gain a 1d4 action dice.  You may use this 2 times per session.
 Card Shark  Style  You're a skilled gambler, often devouring lesser opponents.  Profession gain synergy from Streetwise.  +2 bonus to knowledge checks related to gambling.  If you spend action dice to add to a Gambling roll, roll an additional dice.
 Safe House  Tradecraft  You maintain a network of secure locations.  At the start of a scene, when located in a city of 10k people, you may nominate that you have a safehouse within 10 miles.  If not in a city, you may specify a city that does contain one.

Combat

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

(Five additional checks available can be spent on cultures or vehicles).

 Attack Bonus  Ranged  Melee
 +6  +8  +8 
 Weapon  Attack  Recoil  Damage  E/T  Range  Size / Hand  Qualities
 Browning High-Power  +8  12  1d10+1  1 / 20  25 ft  D / 1H  DEP 
 Switchblade  +8  -  1d6 (+2)  1 / 19-20  -  D / 1H   AP(3), BLD, FIN 
 Fist  +8  -  1d4 (+1)  1 / 20  -  -  -
        
 Action  Time  Error  Effect 
 Standard Attack  Half  0  1 attack against 1 target
 Disarm  Half (free 1 per session)  +2  Standard attack vs standard attack roll, +4 if 2 hands.
 Taunt  Half  0  Manipulate vs Sense Motive to force opponent to target you next.
 Non Attack Actions   
 Aim  Half  0  +1 to hit against specified target.
 Anticipate  Half  0  Sense motive vs BAB, gain +5 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. 
 Feint   Half (free 1 per session)  +1  Sleight of Hand vs Notice to make opponent vulnerable.
 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 15:33

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