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Tim
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Tim
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Adam Hattrell
on 2014/02/22 15:14
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= Frank Le Mot = {{section}} {{column}} == 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. {{/column}} {{column}} [[image:sleuth.jpg]] {{/column}} {{/section}} {{section}} {{column}} == Statistics == | Statistic | Score | Bonus | Strength | 14 | +2 | Constitution | 12 | +1 | Dexterity | 14 | +2 | Intelligence | 14 | +2 | Wisdom | 21 | +5 | Charisma | 18 | +4 {{/column}} {{column}} == Saves == |= Save |= Total |= Class |= Stat |= Bonus | Fortitude | 4 | +3 | +1 | 0 | Reflexes | 7 | +5 | +2 | 0 | Will | 11 | +6 | +5 | 0 {{/column}} {{column}} == Combat == |= Attribute |= Maximum |= Current | Defense | 18 | | Initiative | +9 | | Vitality | 70 | | Wounds | 12 | | Action Dice | 4D6 | {{/column}} {{/section}} == 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 {{section}} {{column}} == 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 | {{/column}} {{column}} == 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 | | {{/column}} {{/section}} == 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