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