General Actions:
Log-in
Register
Wiki:
games
▼
:
Document Index
»
Space:
Diaspora
▼
:
Document Index
»
Page:
Tim
Search
en
Page Actions:
Export
▼
:
Export as PDF
Export as RTF
Export as HTML
More actions
▼
:
Print preview
View Source
WebHome
»
Tim
Wiki source code of
Tim
Last modified by
Adam Hattrell
on 2014/02/22 15:14
Content
·
Comments
(0)
·
Annotations
(0)
·
Attachments
(1)
·
History
·
Information
Hide line numbers
1: = Frank Le Mot = 2: 3: {{section}} 4: 5: {{column}} 6: 7: == Background == 8: 9: Works round rules. Left home- Aurealius at 14. Went to Hecla but involved in periphery of criminal world. Gambler – gravitates towards Topaz. 10: 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. 11: 12: {{/column}} 13: 14: {{column}} 15: 16: [[image:sleuth.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 | 12 | +1 31: | Dexterity | 14 | +2 32: | Intelligence | 14 | +2 33: | Wisdom | 21 | +5 34: | Charisma | 18 | +4 35: 36: {{/column}} 37: 38: {{column}} 39: 40: == Saves == 41: 42: |= Save |= Total |= Class |= Stat |= Bonus 43: | Fortitude | 4 | +3 | +1 | 0 44: | Reflexes | 7 | +5 | +2 | 0 45: | Will | 11 | +6 | +5 | 0 46: 47: {{/column}} 48: 49: {{column}} 50: 51: == Combat == 52: 53: |= Attribute |= Maximum |= Current 54: | Defense | 18 | 55: | Initiative | +9 | 56: | Vitality | 70 | 57: | Wounds | 12 | 58: | Action Dice | 4D6 | 59: 60: {{/column}} 61: 62: {{/section}} 63: 64: == Skills == 65: 66: |= Skill |= Total |= Base |= Stat |= Bonus |= Error |= Threat 67: | Acrobatics | 2 | 0 | +2 (Dex)| | 1-3 | 20 68: | Analysis | 13 | 8 | +5 (Wis)| | 1| 20 69: | Athletics | 3 | 1 | +2 (Str) | | 1 | 20 70: | Blend | 13 | 7 | +4 (Cha)| +2 (World Traveller) | 1 | 19-20 71: | Bluff | 19 | 12 | +4 (Cha)| +3 (Criminal)| 1 | 20 72: | Bureaucracy| 6 | 2 | +4 (Cha)| | 1| 20 73: | Computers| 8 | 7 | +2 (Int)| | 1 | 20 74: | Cultures| 13 | 9 | +2 (Int)| +2 (World Traveller) | 1| 19-20 75: | Drive| 4 | 2 | +2 (Dex)| | 1-3 | 20 76: | Electronics| 9 | 4 | +5 (Wis)| | 1 | 20 77: | Falsify| 6 | 1 | +5 (Wis)| | 1 | 20 78: | Impress| 5 | 1 | +4 (Cha)| | 1 | 20 79: | Intimidate| 5 | 0 | +5 (Wis)| | 1-3| 20 80: | Investigation| 17 | 12 | +5 (Wis)| | 1| 20 81: | Manipulate| 5 | 0 | +5 (Cha)| | 1-3 | 20 82: | Mechanics| 5 | 0 | +5 (Wis)| | 1-3 | 20 83: | Medicine| 6 | 1 | +5 (Wis)| | 1 | 20 84: | Networking| 13 | 6 | +5 (Wis)| | 1 | 20 85: | Notice| 10 | 5 | +5 (Wis)| | 1 | 20 86: | Profession| 4 | 0 | +4 (Cha)| | 1-3 | 20 87: | Resolve| 5 | 0| +5 (Wis)| | 1-3| 20 88: | Science| 4 | 2 | +2 (Int)| | 1 | 20 89: | Search| 11 | 9 | +2 (Int)| | 1 | 20 90: | Security| 2 | 0 | +2 (Int)| | 1-3 | 20 91: | Sense Motive| 17 | 12 | +5 (Wis)| | 1| 18-20 92: | Sleight of Hand| 16 | 12 | +2 (Dex)| +2 (Fence)| 1| 19-20 93: | Sneak| 8 | 1 | +4 (Cha)| +3 (Criminal)| 1 | 20 94: | Streetwise| 19 | 12 | +5 (Wis)| +2 (Fence)| 1 | 19-20 95: | Survival| 6 | 1 | +5 (Wis)| | 1 | 20 96: | Tactics| 5 | 0| +5 (Wis)| | 1-3| 20 97: 98: {{section}} 99: 100: {{column}} 101: 102: == Cultures == 103: 104: |= Focus |= Proficient |= Forte 105: | Flare | x | 106: | Flare (Ring) | | 107: | Flare (Pearl) | | 108: | Flare | | 109: | Pyrrhus | | 110: | Auraelus | x | 111: | Hel | | 112: | Hecla | x | 113: | Twighlight | | 114: | Four Flowers | | 115: | Hetrotic Successors | | 116: | Xeer Hegemony | | 117: | Small Monarchies (Amarand , Garnet and Celestra) | | 118: 119: Two bonus cultures. 120: 121: == Profession == 122: 123: |= Focus |= Proficient |= Forte 124: | Gambler | x | 125: 126: {{/column}} 127: 128: {{column}} 129: 130: == Drive == 131: 132: |= Focus |= Proficient |= Forte 133: | Personal Ground Vehicles | x | 134: | Standard Ground Vehicles | | 135: | Heavy Ground Vehicles | | 136: | Mounts | | 137: | Personal Aircraft | | 138: | Performance Aircraft | | 139: | Service Aircraft | | 140: | Rotary-Wing Aircraft | | 141: | Personal Watercraft | | 142: | Standard Watercraft | | 143: | Ships | | 144: | Submarines | | 145: | Starships | | 146: 147: {{/column}} 148: 149: {{/section}} 150: 151: == Feats == 152: 153: |= Name |= Type |= Description |= Effects 154: | 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. 155: | 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. 156: | 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. 157: | 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. 158: | 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. 159: | 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. 160: | 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. 161: | 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. 162: | 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. 163: | 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. 164: | 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. 165: | 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. 166: | 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. 167: | 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. 168: | 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. 169: | 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. 170: 171: 172: == Combat == 173: 174: |= Focus |= Proficient |= Forte 175: | Unarmed | x | 176: | Blunt | | 177: | Exotic (Blunt) | | 178: | Edged | x | 179: | Exotic (Edged) | | 180: | Explosives | | 181: | Guided | | 182: | Handgun | x | 183: | Hurled | | 184: | Exotic (Hurled) | | 185: | Indirect Fire | | 186: | Rifle | | 187: | Shotgun | | 188: | Sub Machine Gun | | 189: | Tactical | | 190: | Vehicle Weapon | | 191: 192: (Five additional checks available can be spent on cultures or vehicles). 193: 194: |= Attack Bonus |= Ranged |= Melee 195: | +6 | +8 | +8 196: 197: |= Weapon |= Attack |= Recoil |= Damage |= E/T |= Range |= Size / Hand |= Qualities 198: | Browning High-Power | +8 | 12 | 1d10+1 | 1 / 20 | 25 ft | D / 1H | DEP 199: | Switchblade | +8 | - | 1d6 (+2) | 1 / 19-20 | - | D / 1H | AP(3), BLD, FIN 200: | Fist | +8 | - | 1d4 (+1) | 1 / 20 | - | - | - 201: | | | | | | | | | 202: 203: |= Action |= Time |= Error |= Effect 204: | Standard Attack | Half | 0 | 1 attack against 1 target 205: | Disarm | Half (free 1 per session) | +2 | Standard attack vs standard attack roll, +4 if 2 hands. 206: | Taunt | Half | 0 | Manipulate vs Sense Motive to force opponent to target you next. 207: | Non Attack Actions | | | 208: | Aim | Half | 0 | +1 to hit against specified target. 209: | Anticipate | Half | 0 | Sense motive vs BAB, gain +5 defence vs targets attacks. 210: | Brace | Half | 0 | +1 to attacks; -4 to reflex saves. 211: | Diversion | Half | +1 | Bluff vs Sense Motive to drop opponents initiative by 1d4+1. 212: | Feint | Half (free 1 per session) | +1 | Sleight of Hand vs Notice to make opponent vulnerable. 213: | Refresh | Full | 0 | Gain 1 action dice worth of Vitality and 2 Wounds 214: | Total Defense | Full | 0 | 1 movement; +4 Defense 215: | Fight Defensively | Full| 0 | -4 to attack and skill checks; +2 Defence 216: