Diaspora - Ingrid

Ingrid
Adam Hattrell
2014/02/23 17:21

Table of Contents
Colonel Millie Larrsen 	 # 
Skills 	 # 
Feats 	 # 
Combat 	 # 
Attacks 	 # 

Colonel Millie Larrsen

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)

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

Saves
Save | Total | Class | Stat | Bonus
Fortitude | 6 | +4 | +2 | 0
Reflexes | 9 | +4 | +5 | 0
Will | 9 | +7 | +2 | 0

Combat
Attribute | Maximum | Current
Defense | 20 |
Initiative | +15 |
Vitality | 99 |
Wounds | 14 |
Action Dice | 4 (D6+2) |

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

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 | x |
Ships | |
Submarines | |
Starships | |

Skills
Skill | Total | Base | Stat | Bonus | Error | Threat
Acrobatics | 5 | 0 | +5 (Dex) | | 1-3 | 20
Analysis | 2 | 0 | +2 (Wis) | | 1-3 | 20
Athletics | 8 | 6 | +2 (Str) | | 1 | 20
Blend | 5 | 0 | +5 (Dex) | | 1-3 | 20
Bluff | 4 | 1 | +3 (Cha) | | 1 | 20
Bureaucracy | 4 | 1 | +3 (Cha) | | 1 | 20
Computers | 1 | 0 | +1 (Int) | | 1-3 | 20
Cultures | 2 | 1 | +1 (Int) | | 1 | 20
Drive | 8 | 3 | +5 (Dex) | | 1 | 20
Electronics | 2 | 0 | +2 (Wis) | | 1-3 | 20
Falsify | 2 | 0 | +2  (Wis) | | 1-3 | 20
Impress | 14 | 10 | +4 (Cha) | | 1 | 20
Intimidate | 14 | 10 | +2 (Str) | +2 (Officer) | 1 | 19-20
Investigation | 4 | 0 | +4 (Cha) | | 1-3 | 20
Manipulate | 4 | 0 | +4 (Cha) | | 1-3 | 20
Mechanics | 2 | 0 | +2 (Wis) | | 1-3 | 20
Medicine | 4 | 2 | +2 (Wis) | | 1 | 20
Networking | 4 | 0 | +4 (Cha) | | 1-3 | 20
Notice | 9 | 7 | +2 (Wis) | | 1 | 20
Profession | 5 | 1 | +4 (Cha) | | 1 | 20
Resolve | 6 | 4 | +2 (Con) | | 1 | 20
Science | 1 | 0 | +1 (Int) | | 1-3 | 20
Search | 2 | 1 | +1 (Int) | | 1 | 20
Security | 2 | 1 | +1 (Int) | | 1 | 20
Sense Motive | 12 | 8 | +4 (Cha) | | 1 | 20
Sleight of Hand | 6 | 1 | +5 (Dex) | | 1 | 20
Sneak | 5 | 0 | +5 (Dex) | | 1-3 | 20
Streetwise | 5 | 1 | +4 (Cha) | | 1 | 20
Survival | 7 | 3 | +4 (Cha) | | 1 | 20
Tactics | 21 | 15 | +4 (Cha) | +2 (Officer) | 1 | 19-20

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 +2 with initiative checks.  Gain +2 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 +2 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.
Wily | Tactician | | Once per round you may spend 1 action dice to take a Joint or Refresh action as a free action.
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.
Battle Planning | Captain | You never enter battle unprepared. | You begin combat with 1 battle plans active, you may active a new plan as a full action.  The plan grants a +2 bonus to you and all that can see you.  Plans are listed in combat section.
Take Command | Captain | Vehicles and animals recognise your authority. | Choose one vehicle or mount to be familiar, that vehicle gets a +1 Defence bonus, saves, initiative and all skills checks relating to it.
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.
Fireteam Mastery | Basic Combat | You always watch out for your own. | Once per round, you may make a Medicine/Stabilize check as a free action.  Further if you successfully leave combat, each of your injured or dead team mates is automatically brought with you.
Surge of Speed | Basic Combat | You can really pour it on under pressure. | 4 times per session, you gain 1-additional non-attack half action.
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, Grim Ewvald, is an NPC you control.  He’s not quite as powerful as you but is still useful nonetheless.
Stratagem | Tactician | You know how to make the most out of your team. | All of your team that can see or hear you gain +1 initiative.

Combat
Focus | Proficient | Forte
Unarmed | x |
Blunt | |
Exotic (Blunt) | |
Edged | x |
Exotic (Edged) | |
Explosives | x |
Guided | |
Handgun | x |
Hurled | x |
Exotic (Hurled) | |
Indirect Fire | |
Rifle | x |
Shotgun | |
Sub Machine Gun | |
Tactical | x |
Vehicle Weapon | |
(Two additional checks available - can be spent on Drive or Culture if preferred).

Armour
Type | Melee DR | Ranged DR | Defence | Other Effects
Light Armour | 5 | 8 | -1 | -
Power Armour | 20 | 20 | +2 | +6 Str, +6 Sta
Base Attack | Ranged | Melee
+7 | +11 | +9
Weapon | Attack | Recoil | Damage | E/T | Range | Size / Hand | Qualities
Rotary Cannon | +11 | 6 | 2d12 + 2 | 1-2 / 18-20 | 300 ft | S / 2H | AP (10)
Advanced Combat Rifle | +11 | 12 | 4d4 + 2 | 1 / 20 | 150 ft | S / 2h |
Flechette Gun | +11 | - | 1d6 | 1 / 18-20 | 45 ft | D / 1H | AP (10), QKY
Katana | +9 | - | 1d10+1 (+1 2 handed) | 1/19-20 | - | - | +5 damage on critical
Fist | +9 | - | 1d4 | 1 / 20 | - | - | -
Battle Plans | Bonus
Crush Them! | Allies gain +2 to Melee and unarmed attacks checks
Fire at Will! | Allies gain +2 to Ranged attack checks
Guard yourselves! | Allies gain +2 to Defense
Stand Fast! | Allies gain +18 to Vitality

Attacks
Each round may take 2 half actions or one full action.  
4 times per session may take additional non-attack action.
Action | Time | Error | Effect
Standard Attack | Half | 0 | 1 attack against 1 target
Three round Burst | Half | +2 | -2 to hit; on hit 1 damage roll, +1 damange roll per 5 over target.  (max 3).
Autofire | Full | +2 | -1 to hit per volley; on hit 1 damage roll + 1 roll per 4 over target number.  (Max volley).
Cover Fire | Full (one free per turn) | 0 | 1 opponent makes Will 14 save, or suffer -4 to attack / skill checks for 1 round.
Suppressive Fire | Full | +1 | 1 attack at -3 per opponent that moves through target square;  Regardless of hits all targets are at -4 to all rolls for remainder of round.
Non Attack Actions | | |
Aim | Half | 0 | +1 to hit against specified target.
Anticipate | Half | 0 | Sense motive vs BAB, gain +2 defence vs targets attacks.
Brace | Half | 0 | +1 to attacks; -4 to reflex saves.
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

Page  - last modified by Adam Hattrell on 2014/02/23 17:21