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Tim

Last modified by Adam Hattrell on 2012/12/29 16:12

Frank ?

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  12  +1
 Constitution  10  0
 Dexterity  12  +1
 Intellegence  12  +1 
 Wisdom  16  +3
 Charisma  16  +3

Saves

 Save  Total  Class  Stat  Bonus
 Fortitude  1  +1  0  0
 Reflexes  3  +2  +1  0
 Will  6  +3  +3  0

Combat

 Attribute  Maximum  Current 
 Defense  13 
 Initiative  +3  
 Vitality  18 
 Wounds  10 

Skills

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

Cultures

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

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 acquaintance grade contacts.  Your threat with Sense Motive increases by 1.
 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 acquaintance grade contact.  Gain +1 bonus with Bluff and Sneak checks.
 Sympathetic  Class  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  Class  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 23.
 Sources  Class  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  Class  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 Trick action as a free action.
 Talented (Fence)  Skill  You're skill mastery often takes people by suprise.  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.

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   

(Two additional checks available).

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Created by Adam Hattrell on 2012/12/29 15:33

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