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