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.