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Ingrid

Last modified by Adam Hattrell on 2013/01/15 16:18

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Background

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.
At school is advised by a boy (Frank) that she waits and she can get off planet (Aurelius)

captain.jpg

Statistics

 Statistic  Score  Bonus
 Strength  12  +1
 Constitution  12  +1
 Dexterity  18  +4
 Intellegence  10   
 Wisdom  12  +1
 Charisma  14  +2

Saves

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

Combat

 Attribute  Maximum  Current 
 Defense  15 
 Initiative  +8  
 Vitality  33 
 Wounds  12 

Skills

 Skill  Total  Base  Stat  Bonus  Error  Threat
 Acrobatics   1 / 4 0   +1 / +4 (Str / Dex)  1-3   20
 Analysis   0 / 1 0   0 / +1 (Int / Wis)   1-3   20
 Athletics   3  2  +1 (Str / Con)    1   20
 Blend   4 / 1 0  +4 / +1 (Dex / Cha)   1-3   20
 Bluff   2 0 +2 (Cha)   1-3    20
 Bureaucracy  2 0  +2 (Cha)   1-3  20
 Computers  0 0  0 (Int)   1-3    20
 Cultures  0 0 0 (Int)   1-3  20
 Drive  5 1  +4 (Dex)    1   20
 Electronics  0 / 1 0  0 / +1 (Int / Wis)   1-3    20
 Falsify  0 / 1 0  0 / +1  (Int / Wis)   1-3  20
 Impress  8 6  +2 (Cha)    1  20
 Intimidate  9 6  +1 (Str / Wis)  +2 (Officer)  119-20
 Investigation  1 / 2 0  +1 / +2 (Wis / Cha)   1-3  20
 Manipulate  1 / 2 0  +1 / +2 (Wis / Cha)   1-3  20
 Mechanics  0 / 1 0  0 / +1 (Int / Wis)   1-3  20
 Medicine  2 / 3 2 0 / +1 (Int / Wis)    1  20
 Networking  1 / 2 0  +1 / +2 (Wis / Cha)   1-3    20
 Notice  3 2 +1 (Wis)  1  20
 Profession  3 1  +2 (Cha)    1    20
 Resolve  3 2 +1 (Con / Wis)    1  20
 Science  0 0  0 (Int)   1-3    20
 Search  0 0 0 (Int)   1-3  20
 Security  0 0  0 (Int)   1-3    20
 Sense Motive  3 / 5 2  +1 / +3 (Wis / Cha)    1  20
 Sleight of Hand  4 0  +4 (Dex)   1-3  20
 Sneak  4 / 2 0 +4 / +2 (Dex / Cha)   1-3  20
 Streetwise  1 / 2 0  +1 / +2 (Wis / Cha)   1-3    20
 Survival  2 / 3 1 +1 / +2 (Wis / Cha)   1  20
 Tactics  12 / 13 9 +1 / +2 (Wis / Cha)  +2 (Officer)  1 19-20

Cultures

 Focus  Proficient  Forte
 Flare    
 Flare (Ring)   
 Flare (Pearl)   
 Flare   
 Pyrrhus   
 Auraelus  x  
 Hel   
 Hecla  x  
 Twighlight   

Profession

 

 Focus  Proficient  Forte
 Soldier  x  

Drive

 Focus  Proficient  Forte
 Personal Ground Vehicles    
 Standard Ground Vehicles  x  
 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
 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 +1 with initiative checks.  Gain +1 with all action die results.
 Recruit  Speciality  A military career has taught you a lot about discipline, honour, and duty.  Gain Officer.  Gain Handgun and Rifle proficiencies.  Gain +1 when using suppressive fire action.
 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.
 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.
 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. 
 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.
 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.
 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.
 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.
 Personal Lieutenant  Style  You have a right hand man you trust with your life.  Your personal lieutenant is an NPC you control.  He's not quite as powerful as you but is still useful nonetheless.

Combat

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

(Two additional checks available).

 Weapon  Attack  Recoil  Damage  E/T  Range  Size / Hand  Qualities
 Advanced Combat Rifle  +6  12  4d4 + 2  1 / 20  150 ft  S / 2h  UPG star, CLS
 Flechette Gun   +6  -  1d6  1 / 18-20  45 ft  D / 1H  AP (10), QKY 
 Fist  +3  -  1d4 (+1)  1 / 20  -  -  -
        
  • \* (10x day/night sight, infrared laser sight, advanced combat sight, laser sight, tactical flashlight, tactical sling, vertical foregrip)
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Created by Adam Hattrell on 2012/12/29 18:42

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