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Ingrid
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Adam Hattrell
on 2014/02/23 17:21
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= Colonel Millie Larrsen = {{section}} {{column}} == 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) {{/column}} {{column}} [[image:captain.jpg]] {{/column}} {{/section}} {{section}} {{column}} == Statistics == | Statistic | Score | Bonus | Strength | 14 | +2 | Constitution | 14 | +2 | Dexterity | 21 | +5 | Intellegence | 12 | +1 | Wisdom | 14 | +2 | Charisma | 18 | +4 {{/column}} {{column}} == Saves == |= Save |= Total |= Class |= Stat |= Bonus | Fortitude | 6 | +4 | +2 | 0 | Reflexes | 9 | +4 | +5 | 0 | Will | 9 | +7 | +2 | 0 {{/column}} {{column}} == Combat == |= Attribute |= Maximum |= Current | Defense | 20 | | Initiative | +15 | | Vitality | 99 | | Wounds | 14 | | Action Dice | 4 (D6+2) | {{/column}} {{/section}} {{section}} {{column}} == 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 | {{/column}} {{column}} == 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 | | {{/column}} {{/section}} == 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 == {{section}} {{column}} |= 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). {{/column}} {{column}} ===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 {{/column}} {{/section}} |= 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