General Actions:
Log-in
Register
Wiki:
games
▼
:
Document Index
»
Space:
Diaspora
▼
:
Document Index
»
Page:
Paul
Search
en
Page Actions:
Export
▼
:
Export as PDF
Export as RTF
Export as HTML
More actions
▼
:
Print preview
View Source
WebHome
»
Paul
Wiki source code of
Paul
Last modified by
Adam Hattrell
on 2014/02/22 15:42
Content
·
Comments
(0)
·
Annotations
(0)
·
Attachments
(1)
·
History
·
Information
Hide line numbers
1: = Vespasian Smith = 2: 3: 4: {{section}} 5: 6: {{column}} 7: 8: == Background == 9: 10: 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. 11: 12: 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. 13: 14: {{/column}} 15: 16: {{column}} 17: 18: [[image:scout.jpg]] 19: 20: {{/column}} 21: 22: {{/section}} 23: 24: {{section}} 25: 26: {{column}} 27: 28: == Statistics == 29: 30: |= Statistic |= Score |= Bonus 31: | Strength | 14 | +2 32: | Constitution | 14 | +2 33: | Dexterity | 16 | +3 34: | Intellegence | 14 | +2 35: | Wisdom | 22 | +6 36: | Charisma | 12 | +1 37: 38: {{/column}} 39: 40: {{column}} 41: 42: == Saves == 43: 44: |= Save |= Total |= Class |= Stat |= Bonus 45: | Fortitude | 8 | +6 | +2 | 0 46: | Reflexes | 10 | +7 | +3 | 0 47: | Will | 9 | +3 | +6 | 0 48: 49: (Gains +2 to all environmental effects. Gains +2 to all saves in Plains, Mountains and Caverns) 50: 51: {{/column}} 52: 53: {{column}} 54: 55: == Combat == 56: 57: |= Attribute |= Maximum |= Current 58: | Defence | 21 | 59: | Initiative | +14 | 60: | Vitality | 102 | 61: | Wounds | 14 | 62: | Action Dice | 4D6 | 63: 64: {{/column}} 65: 66: {{/section}} 67: 68: == Skills == 69: 70: |= Skill |= Total |= Base |= Stat |= Bonus |= Error |= Threat 71: | Acrobatics | 4 | 1 | +3 (Dex)| | 1 | 20 72: | Analysis | 6 | 0 | +6 (Wis)| | 1-3 | 20 73: | Athletics | 14 | 9 | +2 (Str) | +3 (Survivalist) | 1 | 18-20 74: | Blend | 3 | 0 | +3 (Dex) | | 1-3 | 20 75: | Bluff | 1 | 0 | +1 (Cha)| | 1-3 | 20 76: | Bureaucracy| 1 | 0 | +1 (Cha)| | 1-3| 20 77: | Computers| 2 | 0 | +2 (Int)| | 1-3 | 20 78: | Cultures| 4 | 2 | +2 (Int)| | 1| 20 79: | Drive| 13 | 10 | +3 (Dex)| | 1 | 20 80: | Electronics| 6 | 0 | +6 (Wis)| | 1-3 | 20 81: | Falsify| 6 | 0 | +6 (Wis)| | 1-3 | 20 82: | Impress| 1 | 0 | +1 (Cha)| | 1-3 | 20 83: | Intimidate| 6 | 0 | +6 (Wis)| | 1-3 | 20 84: | Investigation| 7 | 1 | +6 (Wis)| | 1 | 20 85: | Manipulate| 6 | 0 | +6 (Wis)| | 1-3 | 20 86: | Mechanics| 6 | 0 | +6 (Wis)| | 1-3| 20 87: | Medicine | 18 | 12 | +6 (Wis)| | 1| 20 88: | Networking| 6 | 0 | +6 (Wis)| | 1-3 | 20 89: | Notice| 21 | 12 | +6 (Wis)| +3 (Pathfinder)| 1| 17-20 90: | Profession| 1 | 0 | +1 (Cha)| | 1-3 | 20 91: | Resolve| 9 | 3 | +6 (Wis)| | 1| 20 92: | Science| 2| 0 | +2 (Int)| | 1-3 | 20 93: | Search| 7 | 5 | +2 (Int)| | 1| 20 94: | Security| 2 | 0 | +2 (Int)| | 1-3 | 20 95: | Sense Motive | 6 | 0 | +6 (Wis)| | 1-3 | 20 96: | Sleight of Hand | 4 | 1 | +3 (Dex)| | 1 | 20 97: | Sneak| 14 | 11 | +3 (Dex) | | 1| 20 98: | Streetwise| 7 | 1 | +6 (Wis)| | 1 | 20 99: | Survival| 20 | 11 | +6 (Wis)| +3 (Survivalist)| 1| 18-20 100: | Tactics| 10 | 4 | +6 0 (Wis)| | 1 | 20 101: 102: (You gain an additional +5 to Blend and Survival checks made in the Plains, Mountains and Caverns). 103: 104: {{section}} 105: 106: {{column}} 107: 108: == Cultures == 109: 110: |= Focus |= Proficient |= Forte 111: | Flare | x | 112: | Flare (Ring) | | 113: | Flare (Pearl) | | 114: | Flare | | 115: | Pyrrhus | | 116: | Auraelus | | 117: | Hel | | 118: | Hecla | | 119: | Twighlight | | 120: | Four Flowers | | 121: | Hetrotic Successors | | 122: | Xeer Hegemony | | 123: | Small Monarchies (Amarand , Garnet and Celestra) | | 124: 125: == Profession == 126: 127: |= Focus |= Proficient |= Forte 128: | Game Ranger | x | 129: 130: {{/column}} 131: 132: {{column}} 133: 134: == Drive == 135: 136: |= Focus |= Proficient |= Forte 137: | Personal Ground Vehicles | | 138: | Standard Ground Vehicles | x | 139: | Heavy Ground Vehicles | x | 140: | Mounts | x | 141: | Personal Aircraft | | 142: | Performance Aircraft | | 143: | Service Aircraft | | 144: | Rotary-Wing Aircraft | | 145: | Personal Watercraft | | 146: | Standard Watercraft | | 147: | Ships | | 148: | Submarines | | 149: | Starships | x | 150: 151: 152: {{/column}} 153: 154: {{/section}} 155: 156: == Feats == 157: 158: |= Name |= Type |= Description |= Effects 159: | 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). 160: | 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. 161: | 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. 162: | 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. 163: | 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. 164: | Sneak Attack | Scout | You know how to get the drop on people | You may inflict 2d6 sneak attack damage when opponent is vulnerable 165: | Huntsman - Woodcraft | Scout | Your options in the wild are numerous | The bonus received for any terrain feats is increased by 1 (included). 166: | 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. 167: | 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. 168: | 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. 169: | 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. 170: | 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. 171: | 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. 172: | 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. 173: | 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. 174: | 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. 175: | 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. 176: 177: == Combat == 178: 179: |= Focus |= Proficient |= Forte 180: | Unarmed | x | 181: | Blunt | x | x (Clubs) 182: | Exotic (Blunt) | | 183: | Edged | | 184: | Exotic (Edged) | | 185: | Explosives | | 186: | Guided | | 187: | Handgun | x | x (Pistols) 188: | Hurled | x | 189: | Exotic (Hurled) | | 190: | Indirect Fire | | 191: | Rifle | x | 192: | Shotgun | | 193: | Sub Machine Gun | | 194: | Tactical | | 195: | Vehicle Weapon | | 196: 197: Three additional proficiencies available. May be spent on Vehicles or Cultures. 198: 199: |= Base Attack |= Ranged |= Melee 200: | +7 | +10 | +9 201: 202: 203: |= Weapon |= Attack |= Recoil |= Damage |= E/T |= Range |= Size / Hand |= Qualities 204: | 10mm ACP Glock 20 | +11 | 19 | 2d6 | 1/19-20 | 25ft | D / 1h | CMP, TKD 205: | Smith & Wesson Model 500 | +11 | 25 (-1) | 4d4+2 | 1 / 19-20 | 45 ft | D / 1H | TKD 206: | Baseball bat | +10 | - | 1d8+1 (+1 if 2h) | 1/20 | - | T / 1H | 207: | Machete | +9 | - | 1d8+1 (+1 if 2h) | 1 / 19-20 | - | T / 1H | AP(3) 208: | Fist | +9 | - | 1d4 (+1) | 1 / 20 | - | - | - 209: | | | | | | | | | 210: 211: If dual wielding pistols may either make 2 attacks at +11 or 3 attacks at +9 or 4 attacks at +7. 212: May spend 1 action dice to make an additional attack at the current difficulty. 213: If opponent is vulnerable add +2d6 to each damage roll.