Difference between revisions of "Captain Reginald Beck"

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Once per session you can reduce the severity of a moderate physical consequence to a mild physical consequence (if your mild consequence slot is free), or erase a mild physical consequence altogether, at the cost of a fate point.
 
Once per session you can reduce the severity of a moderate physical consequence to a mild physical consequence (if your mild consequence slot is free), or erase a mild physical consequence altogether, at the cost of a fate point.
 +
 +
 +
Body Language Reader: You can use Notice in place of Empathy to
 +
learn the aspects of a target through observation.
 +
 +
 +
Lie Whisperer: +2 to all Empathy rolls made to discern or discover lies,
 +
whether they’re directed at you or someone else.
 +
 +
 +
Best Foot Forward: Twice per session, you may upgrade a boost you
 +
receive with Rapport into a full situation aspect with a free invocation.
 +
 +
 +
Hard Boiled. You can choose to ignore a mild or moderate consequence
 +
for the duration of the scene. It can’t be compelled against you
 +
or invoked by your enemies. At the end of the scene it comes back
 +
worse, though; if it was a mild consequence it becomes a moderate
 +
consequence, and if it was already moderate, it becomes severe.
 +
 +
 +
Indomitable: +2 to defend against Provoke attacks specifically related
 +
to intimidation and fear.
 +
  
  

Revision as of 09:25, 15 July 2013

Captain Reginald Beck (Daz Florp Lebam)


ASPECTS


High Concept

Luckiest Red-Shirt Ever A legend among red-shirts. Lightning bolts leave a smoking black mark next to him where his flank stood a second ago. Aliens transform people around him into chemical dodecahedrons and don't quite get around to him yet. His buddy gets all the red blood cells sucked out of him by a space cloud, he lives to tell about it. It's kind of scary.

His reputation precedes him. People are sometimes awed, sometimes don't want to stand too close to him, but no one doubts that he's one tough customer.


Trouble

Once A Cop, Always A Cop

Know the locals, know the territory, know your team, know your goals, call for back-up. He still sees everything through flash-suppressing HUD goggles. His family are cops and security and soldiers going back several generations.


Youth

Adventure Is My Middle Name

Reg was always getting into trouble, but never so deep he couldn't get out with a great story to tell. His parents were publicly embarrassed - but privately proud. At the Academy, he volunteered for everything and anything, and took ruthless advantage of every training cruise and exercise. He became known for bending rules 'til they almost broke, for being too "gung ho" or for "brown-nosing", but also for his fearlessness, determination, and committment.


First Adventure

My Ally, My Enemy

On leave after graduation, Beck accompanied his parents on a diplomatic mission to a critical federation outpost. Beck stuck his nose where it “didn’t belong”, but uncovered a Klingon spy. He stepped on a lot of toes and made some long-term enemies in doing so, Federation and Romulan. He embarassed his parents and got them in hot water and messed up their negotiations. Then the outpost was attacked by Klingons. Beck was onto something after all. He saved a lot of lives and rallied able-bodied personnel to desperately fend off the Klingons until the USS [Impressive Name] arrived to scare them off. But his parents were dead. He lost his innocence, learning that you can't always trust the people you think you can, and that real danger can hit home without notice.


Free Pick

The Fire Kindled

"The mind is not a vessel to be filled, but a fire to be kindled." ― Plutarch

While being tranferred to his first posting aboard the USS [Impressive Name] (the captain was impressed by Beck’s actions at the outpost), the transport and starship were attacked by Klingons. Beck may well have been the target, after his actions on the oupost. Beck saved the life of his captain, cementing their mentor-apprentice relationship and gaining Beck a high-ranking ally in Starfleet. Captain Nevril (an Efrosian) serves as a father-figure to Beck, and they totally have each other's backs now that Beck has his own command and Nevril an admiral.

How pissed will the Klingons be when they hear that Beck has his own ship now?


MODES:

Tactical +3: Athletics 3, Fight 3, Notice 4 (+1 from doubling up), Physique 4 (+1 for 1pt), Security 3, Shoot 3

Science +2: Academics 2, Engineering 2, Investigate 3 (+1 for 1pt), Notice 4, Science 2, Will 4 (+1 from doubling up, +1 for 2pts)

Command +1: Contacts 2 (+1 for 1pt), Deceive 1, Empathy 1, Provoke 1, Rapport 2 (+1 for 1pt), Will 4

Operations +0: Athletics 3, Contacts 2, Engineering 2, Pilot 0, Security 3, Stealth 0

(1pt left)


STUNTS


Danger Sense

You have an almost preternatural capacity for detecting danger. Your Notice skill works unimpeded by conditions like total concealment, darkness, or other sensory impairments in situations where someone or something intends to harm you.


Tough as Nails

Once per session you can reduce the severity of a moderate physical consequence to a mild physical consequence (if your mild consequence slot is free), or erase a mild physical consequence altogether, at the cost of a fate point.


Body Language Reader: You can use Notice in place of Empathy to learn the aspects of a target through observation.


Lie Whisperer: +2 to all Empathy rolls made to discern or discover lies, whether they’re directed at you or someone else.


Best Foot Forward: Twice per session, you may upgrade a boost you receive with Rapport into a full situation aspect with a free invocation.


Hard Boiled. You can choose to ignore a mild or moderate consequence for the duration of the scene. It can’t be compelled against you or invoked by your enemies. At the end of the scene it comes back worse, though; if it was a mild consequence it becomes a moderate consequence, and if it was already moderate, it becomes severe.


Indomitable: +2 to defend against Provoke attacks specifically related to intimidation and fear.


[Upgrades can be spent to upgrade skills

7 points to spend on upgrading individual skills inside modes. A skill can only be upgraded twice.

Improvement Cost:

For 1 point raise a trained skill to +1

For 2 points raise a +1 skill to +2

(Skills not in any of your modes are rated as trained at +0)

A skill starts at whatever rating it's mode is at.

You can upgrade it to it's mode+1 for a single point

If a skill is present in two of your modes it's upgraded for free.

To upgrade a skill a second time costs 2 points.

So if a skill was in a mode rated at +3 you could upgrade it to +4 for a single point and then upgrade it to +5 for another 2 points

Being in two modes counts as the first upgrade, then you pay 2 points to upgrade it a second time]