Steve
Adam Hattrell
2014/02/27 18:46

Table of Contents
Eli Lamb 	 # 
Skills 	 # 
Feats 	 # 
Contacts 	 # 
Combat 	 # 

Eli Lamb

Background
Mother – Ruth and Father – Ezra; on the planet of Topaz. Badly bullied as a thin gangly youth. Bully suddenly stopped – not adequately explained. Got law degree. Been charged 3 times – no convictions. Better at defence – unorthodox. Moved to Ephesus Prime- central city.
Is being investigated again for tax evasion. Goes on a hunting trip until the pressure eases. Rampaging deinotherium kills all of his potential benefactors.

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

Saves
 Save 	 Total 	 Class 	 Stat 	 Bonus	
 Fortitude 	 6 	 +4 	 +2 	 0	
 Reflexes 	 6 	 +4 	 +2 	 0	
 Will 	 12 	 +7 	 +2 	 +3	

Combat
 Attribute 	 Maximum 	 Current 	
 Defense 	 16 		
 Initiative 	 +10 	 	
 Vitality 	 96 		
 Wounds 	 14 		

Skills
 Skill 	 Total 	 Base 	 Stat 	 Bonus 	 Error 	 Threat	
 Acrobatics 	 2 	 0 	 +2 (Dex)	 	 1-3 	 20	
 Analysis 	 5 	 0 	  +5 (Int)	  	 1-3 	 20	
 Athletics 	 2 	 0 	 +2 (Con) 	  	 1-3	 20	
 Blend 	 5 	 1 	 +4 (Cha)	  	 1 	 20	
 Bluff 	 15 	 11 	 +4 (Cha)	  	  1  	 20	
 Bureaucracy	 18 	 11 	 +4 (Cha)	 +3 (Suit) 	  1	 20	
 Computers	 6 	 1 	 +5 (Int)	  	 1 	 20	
 Cultures	 13 	 8 	 +5 (Int)	  	 1 	 20	
 Drive	 2 	 0 	 +2 (Dex)	  	 1-3 	 20	
 Electronics	 6 	 1 	 +5 (Int)	  	 1 	 20	
 Falsify	 6 	 1 	 +5 (Int)	  	 1 	 20	
 Impress	 14 	 10 	 +4 (Cha)	  	  1	 20	
 Intimidate	 10 	 8 	 +2 (Wis)	  	  1	 20	
 Investigation	  4 	 0 	 +4 (Cha)	  	 1-3	 20	
 Manipulate	 15 	 11 	 +4 (Cha)	  	 0 	 20	
 Mechanics	 5 	 0 	 +5 (Int)	  	 1-3	 20	
 Medicine	 7 	 3 	 +4 (Wis)	  	  1 	 20	
 Networking	 15 	 11 	 +4 (Cha)	  	  1  	 20	
 Notice	 8 	 6 	 +2 (Wis)	 	  1	 20	
 Profession	 17 	 10 	 +4 (Cha)	 +3 (Suit) 	  1  	 20	
 Resolve	 12 	 10 	 +2 (Con)	  	 1 	 20	
 Science	 7 	 2 	 +5 (Int)	  	 1 	 20	
 Search	 6 	 1	 +5 (Int)	  	 1 	 20	
 Security	 6 	 1 	 +5 (Int)	  	 1 	 20	
 Sense Motive	 5 	 1 	 +4 (Cha)	  	 1 	 20	
 Sleight of Hand	 2 	 0 	 +2 (Dex)	  	 1-3	 20	
 Sneak	 4 	 0	 +4 (Cha)	  	 1-3 	 20	
 Streetwise	 4 	 0 	 +4 (Cha)	  	 1-3  	 20	
 Survival	 4 	 0	 +4  (Cha)	 	 1-3	 20	
 Tactics	 8 	 4 	 +4 (Cha)	  	 1 	 20	

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

Profession
 
 Focus 	 Proficient 	 Forte	
 Lawyer 	 x 	 x	
 Accountant 	 x 	 	
  	  		
One additional profession available.

Drive
 Focus 	 Proficient 	 Forte	
 Personal Ground Vehicles 	  	 	
 Standard Ground Vehicles 	 x 	 	
 Heavy Ground Vehicles 	  	 	
 Mounts 	 x 	 x	
 Personal Aircraft 	 x 	 	
 Performance Aircraft 	 	 	
 Service Aircraft 	 	 	
 Rotary-Wing Aircraft 	 	 	
 Personal Watercraft 	 	 	
 Standard Watercraft 	 	 	
 Ships 	 	 	
 Submarines 	 		
 Starships 	 	  	

Feats
 Name 	 Type 	 Description 	 Effects	
 Disciplined 	 Talent 	 You’re in control of your life at all times and have the drive to accomplish anything to which you set your mind. 	 You gain one additional forte or focus.  You gain a +3 bonus to Will saves.	
 Suit 	 Speciality 	 You’re a corporate warrior, a high-power paper slinger easily weaving your way through organisations. 	 Gain White Collar contacts.  Once per session make a bribe at lowest level without paying the cost.  Gain +3 with Bureaucracy and Profession checks.	
 Persistent 	 Advocate 	 Your great work must often be done over long periods of time, accomplished by dedication as much as aptitude. 	 Before the first challenge of a complex task, you may spend and roll 1 Action Dice.  You may then take a 10 with that many challenges as part of this task.  The time is not doubled as usual when taking 10’s.	
 Absolute Certainty 	 Advocate 	 You begin your task with a driving need to succeed, regardless of the challenges that lie before you. 	 Any time you succeed with an opposed Resolve check, you gain a +2 bonus with all opposed skill checks against the same opponent until the end of the scene.	
 Behind the Scenes 	 Advocate 	 You’re connected.  Whether it’s arranging a social event to promote your favourite charity, slipping an opponents indiscretions to the media, or arranging a flight to an important work site, you and your supporters make everything run smoothly - and look easy.  	 4 times per mission you may devote an hour to informing your supporters of your needs, after which you may make a DC 20 request for free.	
 Networks 	 Advocate 	 You’re always developing your network of contacts. 	 Gain 3 Associate grade contact.	
 By Any Means 	 You favour a small number of personal tactics. 	 Choose a skill, your error range decreases by 2 (min 0), when taking a 10 the time is not doubled, the skill is treated as a class skill.	
 Small steps - Charm 	 Advocate 	 You’re always making small but important advances to your ultimate objectives.	 Once per session you may improve the disposition of a non-villain without a skill check.	
 Calculating 	 Schemer 	 You rarely rely on luck. 	 Whenever you roll an action dice, if the result is less than your inteligence bonus (+5) it becomes equal to your modifier.	
 Mental Leap 	 Schemer 	 When necessary you can driver yourself harder. 	 Once per session you add +2 to your Dexterity, Intelligence or Wisdom modifier.  The effect lasts up to 10 rounds.  Once the effect ends you are exhausted for twice the rounds you spent in this state.	
 White Collar Contacts 	 Style 	 The power players listen to you.  Some take notes. 	 You gain 1 associate grade contact with a Business theme of your choice.  The time to call on this individual is halved.  The error range for checks involving this contact is reduced by 2.	
 Government Contact 	 Style 	 When you talk, people listen. 	 You gain 1 associate grade contact with a Government theme of your choice.  The time to call on this individual is halved.  The error range for checks involving this contact is reduced by 2.	
 This ... is my Boom Stick 	 Ranged Combat 	 You cut your teeth on a shotgun barrel. 	 When holding a shotgun you may make a melee attack with it using the heavy club statistics.  You may use a shotgun with 1 hand, but suffer a -2 penalty when doing so.  The Fortitude saves prompted by any attacks made with a shotgun increase by 4.  Finally each time you hit with a shotgun, your opponent is pushed 5 ft away from you.	
 I Can Swim 	 You’re just full of surprising talents 	 You have 6 additional skill points that you can spend at any time.  No base skill can go above 12 via these points.	

Contacts
The Small Monarchies consider themselves in your debt.  As such they have provided access to their resources whilst travelling within this sector.  At any point (where appropriate) you can call upon a contact for skills or assistance.
 Contact 	 Level 	 Expertise 	 Name	
 Networks 1 	 Associate 	 Any 	 	
 Networks 2 	 Associate 	 Any 	 	
 Networks 3 	 Associate 	 Any 	 	
 White Collar 	 Associate 	 Business 	 	
 Government 	 Associate 	 Government 	 	

Combat
 Focus 	 Proficient 	 Forte	
 Unarmed 	 x 	 	
 Blunt 	  	 	
 Exotic (Blunt) 	  	 	
 Edged 	 x 	 x (Sword Stick)	
 Exotic (Edged) 	 	 	
 Explosives 	 	 	
 Guided 	 	 	
 Handgun 	  	 	
 Hurled 	  	 	
 Exotic (Hurled) 	 	 	
 Indirect Fire 	 	 	
 Rifle 	 x 		
 Shotgun 	 x 	  	
 Sub Machine Gun 	  		
 Tactical 	 		
 Vehicle Weapon 	 	 	
(Three additional checks available, can be spent on Vehicle or Culture if preferred).
 =Base Attack 	 =Ranged 	 =Melee 	
 +6 	 +8 	 +7	
 Weapon 	 Attack 	 Recoil 	 Damage 	 E/T 	 Range 	 Size / Hand 	 Qualities	
 Remington 870 12 gauge (slug) 	 +8 	 25 (-1) 	 2d12 	 1 / 19-20 	 30 ft 	 S / 2h 	 DEP, IMP, TKD	
 Remington 870 12 gauge (shot) 	 +8 	 25 (-1) 	 5d4 	 1 / 20 	 30 ft 	 S / 2h 	 DEP, IMP, TKD	
 Ruger 10/22 	 +8 	 1 	 1d4+1 	 1-2 / 20 	 20 ft 	 S / 2H 	 DEP 	
 Sword Stick 	 +7 	 - 	 1d8 	 1/20 	 - 	 T / 1H 	 FIN	
 Fist 	 +7 	 - 	 1d4 	 1 / 20 	 - 	 - 	 -	
 	 	 	 	 	 	 	 		
Each round may take 2 half actions or one full action.  
 Action 	 Time 	 Error 	 Effect 	
 Standard Attack 	 Half 	 0 	 1 attack against 1 target	
 Taunt 	 Half 	 0 	 Manipulate vs Sense Motive to force opponent to target you next.	
 Aim 	 Half 	 0 	 +1 to hit against specified target.	
 Anticipate 	 Half 	 0 	 Sense motive vs BAB, gain +4 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. 	
 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