Diaspora - Tim

Tim
Adam Hattrell
2014/02/22 15:14

Table of Contents
Frank Le Mot 	 # 
Skills 	 # 
Feats 	 # 
Combat 	 # 

Frank Le Mot

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.

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

Saves
Save | Total | Class | Stat | Bonus
Fortitude | 4 | +3 | +1 | 0
Reflexes | 7 | +5 | +2 | 0
Will | 11 | +6 | +5 | 0

Combat
Attribute | Maximum | Current
Defense | 18 |
Initiative | +9 |
Vitality | 70 |
Wounds | 12 |
Action Dice | 4D6 |

Skills
Skill | Total | Base | Stat | Bonus | Error | Threat
Acrobatics | 2 | 0 | +2  (Dex) | | 1-3 | 20
Analysis | 13 | 8 | +5 (Wis) | | 1 | 20
Athletics | 3 | 1 | +2 (Str) | | 1 | 20
Blend | 13 | 7 | +4 (Cha) | +2 (World Traveller) | 1 | 19-20
Bluff | 19 | 12 | +4 (Cha) | +3 (Criminal) | 1 | 20
Bureaucracy | 6 | 2 | +4 (Cha) | | 1 | 20
Computers | 8 | 7 | +2 (Int) | | 1 | 20
Cultures | 13 | 9 | +2 (Int) | +2 (World Traveller) | 1 | 19-20
Drive | 4 | 2 | +2 (Dex) | | 1-3 | 20
Electronics | 9 | 4 | +5 (Wis) | | 1 | 20
Falsify | 6 | 1 | +5 (Wis) | | 1 | 20
Impress | 5 | 1 | +4 (Cha) | | 1 | 20
Intimidate | 5 | 0 | +5 (Wis) | | 1-3 | 20
Investigation | 17 | 12 | +5 (Wis) | | 1 | 20
Manipulate | 5 | 0 | +5  (Cha) | | 1-3 | 20
Mechanics | 5 | 0 | +5 (Wis) | | 1-3 | 20
Medicine | 6 | 1 | +5 (Wis) | | 1 | 20
Networking | 13 | 6 | +5 (Wis) | | 1 | 20
Notice | 10 | 5 | +5 (Wis) | | 1 | 20
Profession | 4 | 0 | +4 (Cha) | | 1-3 | 20
Resolve | 5 | 0 | +5 (Wis) | | 1-3 | 20
Science | 4 | 2 | +2 (Int) | | 1 | 20
Search | 11 | 9 | +2 (Int) | | 1 | 20
Security | 2 | 0 | +2 (Int) | | 1-3 | 20
Sense Motive | 17 | 12 | +5 (Wis) | | 1 | 18-20
Sleight of Hand | 16 | 12 | +2 (Dex) | +2 (Fence) | 1 | 19-20
Sneak | 8 | 1 | +4 (Cha) | +3 (Criminal) | 1 | 20
Streetwise | 19 | 12 | +5 (Wis) | +2 (Fence) | 1 | 19-20
Survival | 6 | 1 | +5 (Wis) | | 1 | 20
Tactics | 5 | 0 | +5 (Wis) | | 1-3 | 20

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

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 associate grade contacts.  Your threat with Sense Motive increases by 2.
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 associate grade contact.  Gain +3 bonus with Bluff and Sneak checks.
Sympathetic | Sleuth | 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 | Sleuth | 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 29.
Sources | Sleuth | 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 | Sleuth | 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 Tire action as a free action.
It’s elementary - Alertness | Sleuth | You’re extraordinarily aware of the actions and behaviours of others, and are rarely surprised. | Gain +4 to any surprise checks.
Cultured | Guide | You pick up all the details most people miss.  Even when overwhelmed in a foreign land. | All your notice checks are considered active.
Friends in Low Places I | Guide | The time taken to canvas an area is halved.  Once you’ve canvassed an area the time taken to make black market checks is also halved.
Fence | Skill | You are always open for business, even if the goods are “hot”. | You gain a +2 bonus to checks made with Sleight of Hand and Streetwise.  Your threat range increases with these skills to 19-20.
World Traveller | Skill | You don’t just dream of faraway places - you’ve been there and got the t-shirt! | You gain a +2 bonus to Blend and Cultures.  Your threat range increases to 19-20.
Talented (Fence) | Skill | You’re skill mastery often takes people by surprise. | 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.
Fortunate | Chance | You always seem to luck out when you really need it. | As a free action you may request a 1d4 action dice.  One of your opponents will also gain a 1d4 action dice.  You may use this 2 times per session.
Card Shark | Style | You’re a skilled gambler, often devouring lesser opponents. | Profession gain synergy from Streetwise.  +2 bonus to knowledge checks related to gambling.  If you spend action dice to add to a Gambling roll, roll an additional dice.
Safe House | Tradecraft | You maintain a network of secure locations. | At the start of a scene, when located in a city of 10k people, you may nominate that you have a safehouse within 10 miles.  If not in a city, you may specify a city that does contain one.

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 | |
(Five additional checks available can be spent on cultures or vehicles).
Attack Bonus | Ranged | Melee
+6 | +8 | +8
Weapon | Attack | Recoil | Damage | E/T | Range | Size / Hand | Qualities
Browning High-Power | +8 | 12 | 1d10+1 | 1 / 20 | 25 ft | D / 1H | DEP
Switchblade | +8 | - | 1d6 (+2) | 1 / 19-20 | - | D / 1H | AP(3), BLD, FIN
Fist | +8 | - | 1d4 (+1) | 1 / 20 | - | - | -
Action | Time | Error | Effect
Standard Attack | Half | 0 | 1 attack against 1 target
Disarm | Half (free 1 per session) | +2 | Standard attack vs standard attack roll, +4 if 2 hands.
Taunt | Half | 0 | Manipulate vs Sense Motive to force opponent to target you next.
Non Attack Actions | | |
Aim | Half | 0 | +1 to hit against specified target.
Anticipate | Half | 0 | Sense motive vs BAB, gain +5 defence vs targets attacks.
Brace | Half | 0 | +1 to attacks; -4 to reflex saves.
Diversion | Half | +1 | Bluff vs Sense Motive to drop opponents initiative by 1d4+1.
Feint | Half (free 1 per session) | +1 | Sleight of Hand vs Notice to make opponent vulnerable.
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 2014/02/22 15:14