Diaspora - Paul

Paul
Adam Hattrell
2014/02/22 15:42

Table of Contents
Vespasian Smith 	 # 
Skills 	 # 
Feats 	 # 
Combat 	 # 

Vespasian Smith

Background
Vespasian Smith (Vi) from Flare system. Wants to be a gangster in Las Vegas type planet (Topaz) but got involved in dog fight and changed mind. Street rat. Became a Game ranger – to stop animal hunting for dog fighting. On Lapis.
Tries to release deinotherium from cage. Thinks that Rachel’s character helped to release animal. Eye contact.  Animal then rampages round camp killing most of the inhabitants.

Statistics
Statistic | Score | Bonus
Strength | 14 | +2
Constitution | 14 | +2
Dexterity | 16 | +3
Intellegence | 14 | +2
Wisdom | 22 | +6
Charisma | 12 | +1

Saves
Save | Total | Class | Stat | Bonus
Fortitude | 8 | +6 | +2 | 0
Reflexes | 10 | +7 | +3 | 0
Will | 9 | +3 | +6 | 0
(Gains +2 to all environmental effects.  Gains +2 to all saves in Plains, Mountains and Caverns)

Combat
Attribute | Maximum | Current
Defence | 21 |
Initiative | +14 |
Vitality | 102 |
Wounds | 14 |
Action Dice | 4D6 |

Skills
Skill | Total | Base | Stat | Bonus | Error | Threat
Acrobatics | 4 | 1 | +3 (Dex) | | 1 | 20
Analysis | 6 | 0 | +6 (Wis) | | 1-3 | 20
Athletics | 14 | 9 | +2 (Str) | +3 (Survivalist) | 1 | 18-20
Blend | 3 | 0 | +3 (Dex) | | 1-3 | 20
Bluff | 1 | 0 | +1 (Cha) | | 1-3 | 20
Bureaucracy | 1 | 0 | +1 (Cha) | | 1-3 | 20
Computers | 2 | 0 | +2 (Int) | | 1-3 | 20
Cultures | 4 | 2 | +2 (Int) | | 1 | 20
Drive | 13 | 10 | +3 (Dex) | | 1 | 20
Electronics | 6 | 0 | +6 (Wis) | | 1-3 | 20
Falsify | 6 | 0 | +6 (Wis) | | 1-3 | 20
Impress | 1 | 0 | +1 (Cha) | | 1-3 | 20
Intimidate | 6 | 0 | +6 (Wis) | | 1-3 | 20
Investigation | 7 | 1 | +6 (Wis) | | 1 | 20
Manipulate | 6 | 0 | +6 (Wis) | | 1-3 | 20
Mechanics | 6 | 0 | +6 (Wis) | | 1-3 | 20
Medicine | 18 | 12 | +6 (Wis) | | 1 | 20
Networking | 6 | 0 | +6 (Wis) | | 1-3 | 20
Notice | 21 | 12 | +6 (Wis) | +3 (Pathfinder) | 1 | 17-20
Profession | 1 | 0 | +1 (Cha) | | 1-3 | 20
Resolve | 9 | 3 | +6 (Wis) | | 1 | 20
Science | 2 | 0 | +2 (Int) | | 1-3 | 20
Search | 7 | 5 | +2 (Int) | | 1 | 20
Security | 2 | 0 | +2 (Int) | | 1-3 | 20
Sense Motive | 6 | 0 | +6 (Wis) | | 1-3 | 20
Sleight of Hand | 4 | 1 | +3 (Dex) | | 1 | 20
Sneak | 14 | 11 | +3 (Dex) | | 1 | 20
Streetwise | 7 | 1 | +6 (Wis) | | 1 | 20
Survival | 20 | 11 | +6 (Wis) | +3 (Survivalist) | 1 | 18-20
Tactics | 10 | 4 | +6  0 (Wis) | | 1 | 20
(You gain an additional +5 to Blend and Survival checks made in the Plains, Mountains and Caverns).

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

Profession
 
Focus | Proficient | Forte
Game Ranger | x |

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

Feats
Name | Type | Description | Effects
Vigilant | Talent | You grew up in a war zone or other conditions that required your full attention to survive.  The experience has taught you to keep a sharp lookout for trouble. | You gain a +3 bonus with skill checks made to determine suprise.  Your threat range with Notice checks increases by 2 (included).
Outdoorsman | Speciality | You’ll hike for hours, and have spent many nights out under the stars. | Gain Survivalist.  Gain Drive Mounts Focus.  Gain Hurled Weapon Proficiency.  Gain +1 Possessions.
Trailblazer | Scout | Your primary responsibility is ensuring those members of your team survives in hostile environments. | At the start of each session you may choose up to 4 Terrain Feats and grant them as temporary feats to your team.
Stalker | Scout | You have a near perfect sense of your environment at all times. | Each time you fail a Survival or Tactics check and don’t suffer an Error, you still succeed as long as the check DC is equal to or less than 29.
Rough Living | Scout | Your time in the Wilderness has toughened you. | You gain a +2 bonus to defence.  You gain a +2 bonus to save against all environmental effects.
Sneak Attack | Scout | You know how to get the drop on people | You may inflict 2d6 sneak attack damage when opponent is vulnerable
Huntsman - Woodcraft | Scout | Your options in the wild are numerous | The bonus received for any terrain feats is increased by 1 (included).
Trigger-Happy | Triggerman | The triggerman is a whirlwind of gunfire, a pistol in each hand. | Once per round as a free action you may spend 1 action dice to make an attack with a readied handgun.
Survivalist | Skill | You’re right at home in the great outdoors. | You gain a +2 bonus to Athletics and Survival.  Your threat range with these skills increases to 19-20.
Advanced Survivalist | Adv Skill | You’ve worked diligently to improve several related activities. | Your athletic and survival skill checks increase to +3 and the threat range increases to 18-20.  Once per session you may re-roll one of these skills.
Pathfinder Basics(Plains) | Terrain | You exploit the environment to great advantage. | You may always act during surprise rounds whilst in the Plains.  You gain a +3 bonus to Notice checks.
Pathfinder Basics(Caverns/Mountains) | Terrain | You are trained to maneuver and fight in the mountains. | You may always act during surprise rounds in this terrain.  You gain 5 falling resistance and +2 to climb checks.
Pathfinder Mastery | Terrain | You’re one with your chosen environment. | Whilst you’re in a chosen terrain you gain a +5 bonus with Blend and Survival Checks and +3 bonus to saves.
Bandage | Basic Combat | You spent some time learning first aid. | You can make first aid checks without a first aid kit.  Where you possess a kit you may add 3 to the number of points recovered.  Finally your error range only increases by 1 when making checks during combat.
Combat Expertise | Basic Combat | You handle fights with consummate grace and skill. | You may accept a penalty up to 6 with all attack and skill checks and gain an equal bonus to defence.
Two Weapon Basics | Basic Combat | You fight effectively with a weapon in each hand. | You only suffer a -2 penalty when you should be using 2 hands.  When armed with 2 weapons you may make an additional attack at a penalty of -2 to all attacks this for that round.
Two Weapon Mastery | Basic Combat | You’re especially deadly with a weapon in each hand. | You may chose to increase your penalty to -4 in order to gain 1 additional attack with the weapon you’ve used least this round.

Combat
Focus | Proficient | Forte
Unarmed | x |
Blunt | x | x (Clubs)
Exotic (Blunt) | |
Edged | |
Exotic (Edged) | |
Explosives | |
Guided | |
Handgun | x | x (Pistols)
Hurled | x |
Exotic (Hurled) | |
Indirect Fire | |
Rifle | x |
Shotgun | |
Sub Machine Gun | |
Tactical | |
Vehicle Weapon | |
Three additional proficiencies available.  May be spent on Vehicles or Cultures.
Base Attack | Ranged | Melee
+7 | +10 | +9
Weapon | Attack | Recoil | Damage | E/T | Range | Size / Hand | Qualities
10mm ACP Glock 20 | +11 | 19 | 2d6 | 1/19-20 | 25ft | D / 1h | CMP, TKD
Smith & Wesson Model 500 | +11 | 25 (-1) | 4d4+2 | 1 / 19-20 | 45 ft | D / 1H | TKD
Baseball bat | +10 | - | 1d8+1 (+1 if 2h) | 1/20 | - | T / 1H |
Machete | +9 | - | 1d8+1 (+1 if 2h) | 1 / 19-20 | - | T / 1H | AP(3)
Fist | +9 | - | 1d4 (+1) | 1 / 20 | - | - | -
If dual wielding pistols may either make 2 attacks at +11 or 3 attacks at +9 or 4 attacks at +7.
May spend 1 action dice to make an additional attack at the current difficulty.
If opponent is vulnerable add +2d6 to each damage roll.

Page  - last modified by Adam Hattrell on 2014/02/22 15:42