Diaspora - Rachel

Rachel
Adam Hattrell
2014/02/22 15:48

Table of Contents
Phoebe 	 # 
Skills 	 # 
Feats 	 # 
Combat 	 # 

Phoebe

Background
Born on Hel. Comes from family of tinkerers. Has grown up fixing machinery with duct tape and sonic screwdriver. Family mines ore from asteroid belt round Hel. Is used to working in space.
Spots Ingrid’s character when she stopover on Hel on her way to military service. Realises that she can get away from Hel.

Statistics
Statistic | Score | Bonus
Strength | 14 | +2
Constitution | 14 | +2
Dexterity | 20 | +5
Intelligence | 18 | +4
Wisdom | 14 | +2
Charisma | 12 | +1

Saves
Save | Total | Class | Stat | Bonus
Fortitude | 4 | +2 | +2 | 0
Reflexes | 12 | +7 | +5 | 0
Will | 6 | +5 | +2 | 0

Combat
Attribute | Maximum | Current
Defense | 20 |
Initiative | +9 |
Vitality | 99 |
Wounds | 14 |
Action Dice | 5D6 |

Skills
Skill | Total | Base | Stat | Bonus | Error | Threat
Acrobatics | 12 | 7 | +5 (Dex) | | 1 | 20
Analysis | 5 | 1 | +4 (Int) | | 1 | 20
Athletics | 12 | 10 | +2 (Str) | | 1 | 20
Blend | 5 | 0 | +5 (Dex) | | 1-3 | 20
Bluff | 1 | 0 | +1 (Cha) | | 1-3 | 20
Bureaucracy | 1 | 0 | +1 (Cha) | | 1-3 | 20
Computers | 7 | 1 | +4 (Int) | +2 (Techie) | 1 | 19-20
Cultures | 5 | 1 | +4 (Int) | | 1 | 20
Drive | 20 | 12 | +5 (Dex) | +3 (Speed Demon) | 1 | 18-20
Electronics | 18 | 12 | +4 (Int) | +2 (Techie) | 1 | 19-20
Falsify | 4 | 0 | +4 (Int) | | 1-3 | 20
Impress | 5 | 4 | +1 (Cha) | | 1 | 20
Intimidate | 5 | 3 | +2 (Str) | | 1 | 20
Investigation | 2 | 0 | +2 (Wis) | | 1-3 | 20
Manipulate | 2 | 0 | +2 (Wis) | | 1-3 | 20
Mechanics | 19 | 12 | +4 (Int) | +3 (Speed Demon) | 1 | 18-20
Medicine | 6 | 2 | +4 (Int) | | 1 | 20
Networking | 2 | 0 | +2 (Wis) | | 1-3 | 20
Notice | 11 | 10 | +2 (Wis) | | 1 | 20
Profession | 7 | 6 | +1 (Cha) | | 1 | 20
Resolve | 4 | 2 | +2 (Con) | | 1 | 20
Science | 6 | 2 | +4 (Int) | | 1 | 20
Search | 6 | 2 | +4 (Int) | | 1 | 20
Security | 16 | 12 | +4 (Int) | | 1 | 20
Sense Motive | 2 | 0 | +2 (Wis) | | 1-3 | 20
Sleight of Hand | 6 | 1 | +5 (Dex) | | 1 | 20
Sneak | 5 | 0 | +5 (Dex) | | 1-3 | 20
Streetwise | 12 | 10 | +2 (Wis) | | 1 | 20
Survival | 2 | 0 | +2 (Wis) | | 1-3 | 20
Tactics | 6 | 4 | +2 (Wis) | | 1 | 20

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

Profession
 
Focus | Proficient | Forte
Engineer | x |
Pilot | x |

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

Feats
Name | Type | Description | Effects
Orphaned | Talent | It’s a hard life, but somehow, you know you’re going to come out on top. | Gain 1 additional weapon proficiency.  Gain 1 additional Action Dice.
Motorhead | Speciality | You’ve spent most of your life around engines, sometimes as a driver, more often as a mechanic. | Gain Speed Demon.  Gain 2 additional Drive Focuses.  Gain +1 Possessions.
Driven | Wheelman | Your nerves must be refined to exact standards to survive at top speed. | Each time you spend 1 action dice to boost a Manoeuvre or Repair check you roll and add the result of 2 dice.  In addition should you error with these checks the GM must spend 1 additional dice to activate the fumble.
Manual Adjustment | Wheelman | You’re so adept at mechanical repairs, grease flows through your veins. | When you fail a mechanics check you may spend a half action to give the target a whack in frustration.  As long as the check is less than 23 the whack reverses the failure.
Vehicle Familiarity | Wheelman | It’s like the vehicle is part of you. | Choose one vehicle to be familiar, that vehicle gets a +1 Defence bonus, saves, initiative and all skills checks relating to it.
Technophile | Inventor | You’re an avid collector of technological miscellanea. | You may spend an action dice to automatically “find” a specific piece of electronics or gear needed.
Utility Belt | Inventor | You’re always building doohickeys and gizmos. | You’re assumed to have made “improvements” to all the everyday items you carry.  When using these in the field you gain a +1 bonus to skill checks.
Field Test | Inventor | Once per session you may declare that a single item is an experimental device under “test”.  Your error range with this item reduces by 1.
Drivers only - Gunnery | Your driving and combat style is a carefully balanced collection of well-practised abilities. | You only require a half action to fire a vehicle mounted weapon that usually requires a full action.
Daredevil | Chase | You’re a wild man at any speed. | Gain +2 acceleration and turning on any vehicle you control.
Speed Demon | Skill | You have a way with machines, especially those with velocity | Gain +2 with Mechanics and Drive.  Your threat range with these skills increases to 19-20.
Advanced Skill Mastery (Speed Demon) | Skill | You’ve worked diligently to improve your skills | Checks with Mechanics and Drive gain an additional +1, and the threat rating improves to 18-20.  Once per session you may re-roll one of these skills.
Techie | Skill | You sharpen the technological cutting edge every day. | Gain +2 with Computers and Electronics.  Your threat range with these skills increases to 19-20.
Baby It | Chase | You can coax a damaged vehicle to continue beyond it’s logical limitations. | Once per scene when a vehicle you’re operating suffers a critical hit, you may cause it to ignore the hit’s effects until the end of the current scene.
One hand on the wheel | Chase | You’ve had a lot of practise driving with one hand. | You suffer no penalty when operating a vehicle with just one hand.  Further you may make 2 Manoeuvre skill checks per round for free.
Club Basics | Melee | You’re here to administer some severe blunt trauma. | You may use an improvised club without penalty.  You gain the Furious Stance and the Out of the Park Trick.

Combat
Focus | Proficient | Forte
Unarmed | x |
Blunt | x | x
Exotic (Blunt) | |
Edged | x |
Exotic (Edged) | |
Explosives | x |
Guided | x |
Handgun | x |
Hurled | |
Exotic (Hurled) | |
Indirect Fire | |
Rifle | |
Shotgun | |
Sub Machine Gun | |
Tactical | |
Vehicle Weapon | x |
(Three additional checks available.  Can be spent on Vehicle or Culture.).
Base Attack | Ranged | Melee
+8 | +13 | +10
Weapon | Attack | Recoil | Damage | E/T | Range | Size / Hand | Qualities
FN-57 | +13 | 11 | 1d10+1 | 1-2 / 20 | 25 ft | D / 1H | CMP
Colt Model 1908 Vest Pocket | +13 | 4 | 1d6 | 1 / 20 | 10 ft. | F / 1h | DEP
Crowbar | +10 | - | 1d8+1 (+1 with 2 hands) subdual | 1 / 20 | - | S / 2H | -
Fist | +10 | - | 1d4 (+1) | 1 / 20 | - | - | -
Furious stance - your initiative increases by 1 for each attack made in the previous round.
Out of the park - you may make a full action attack with a club gaining +2 to hit and damage.  Your threat range increases by 2.
Attacking with the crowbar can either make 2 attacks at +9 to hit, with 1d8+2 damage - or 1 attack at +11 to hit and 1d8+4 damage and a critical on a natural 18-20.

Page  - last modified by Adam Hattrell on 2014/02/22 15:48