Sevek Hyperion: Difference between revisions

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Created page with "A PC in the Star Trek Adventures game [https://wiki.rpg.net/index.php/Star_Trek_Hyperion Star Trek Hyperion] == Summary == '''Bio:''' Vulcan<br> '''Environment:''' Homeworld<br> '''Upbringing:''' Agricultural/Rural (Rejected) <br> '''Rank:''' Commander<br> '''Assignment:''' Executive Officer, USS Hyperion<br> '''Role Benefit:''' When allied characters within communication of you spend Determination, you may spend 3 Momentum (Immediate) to enable that character to regai..."
 
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== Talents & Abilities==  
== Talents & Abilities==  
'''Mind Meld:''' You are bonded with a symbiont and have lifetimes of memories to draw upon. You gain an additional character trait, which is the name of the symbiont; this reflects potential advantages of being Joined, as well as the ability to perform rites and rituals to awaken past hosts’ memories, and the vulnerabilities inherent in the connection. Furthermore, up to twice per adventure, you may declare that a past Host had experience or expertise in a particular field: you gain an additional focus when you do this, which remains for the rest of the adventure.<br>
'''Mind Meld:''' You've undergone training in telepathic techniques that allow the melding of minds through physical contact. This always requires a task (normally Control+Science) with a Difficulty of at least 1, which can be opposed by an unwilling participant. If successful, you link minds with the participant, sharing thoughts and memories. Momentum may be spent to gather more information or to deepen telepathic exchanges. The link goes both ways and it is a tiring and potentially hazardous experience. Complications can result in taking Stress, pain, disorientation, or lingering emotional or behavioral difficulties. <br>
'''Advanced Team Dynamics:''' The first time you introduce a supporting character in a mission, that supporting character may take one additional option to improve the supporting character.<br>
'''Call to Action:''' In a conflict, you may use the Prepare minor action to grant one ally who you can communicate with a minor action of their choice, which they perform immediately.<br>
'''Veteran:''' You’re wise and experienced, and draw upon inner reserves of willpower and determination in a measured and considered way. Whenever you spend Determination, roll a d20. If you roll equal to or less than your Control rating, you immediately regain that point of Determination. If you are Starfleet or military, you hold a rank of at least lieutenant commander, or an enlisted rate of at least chief petty officer.<br>
'''Crisis Management:''' The momentum cost to use the Direct major action is removed.<br>
'''Cold Reading:''' When you succeed at a task during social conflict, you generate 1 bonus Momentum which must be used for the Obtain Information Momentum spend to gain knowledge about one of the people you’re interacting with. If the social conflict with that person involves an extended task, you may ignore any Resistance the extended task has.<br>
'''Constantly Watching:''' At the start of an action scene, the gamemaster must spend an additional 2 Threat to have an NPC take the first turn. YOu may also reroll 1d20 on any task attempted to locate a hidden enemy or danger.<br>


'''Species Ability – Mental Discipline:''' Maximum Stress is based on Control rather than Fitness. You may suffer 2 Stress to avoid suffering any Trait that represents an emotional state. However, if you become Fatigued, you increase the Potency of any such emotion-related Trait by 1.<br>
'''Species Ability – Mental Discipline:''' Maximum Stress is based on Control rather than Fitness. You may suffer 2 Stress to avoid suffering any Trait that represents an emotional state. However, if you become Fatigued, you increase the Potency of any such emotion-related Trait by 1.<br>


== Focuses ==
== Focuses ==
Investigation<br>
Survival<br>
Team Dynamics<br>
Composure<br>
Diplomacy<br>
Inspiration<br>
Starfleet Protocols<br>
Navigation<br>
Counselling<br>
Small-Unit Tactics<br>
Inspirating<br>
Philosophy<br>


==Pastimes==
==Pastimes==
Roleplaying Games<br>
Music and Musical Composition<br>


== Values ==
== Values ==
Act with confidence, even if you don’t feel confident<br>
Ascend From Chaos Using Reason as a Guide<br>
A good mystery is irresistible<br>
It is Best to Lead by Example<br>
Only a good cause is worth fighting for<br>
We Can Achieve More Together than Apart<br>
Good leaders get their hands dirty<br>
It Only Looks Like Chaos from Close Up<br>


== Appearance ==
== Appearance ==
Average build, short cut red hair, green eyes. A unique pattern of spots on her skin down the side of her neck and body. Wearing a red command uniform.<br>
Sevek is an olive-skinned, male Vulcan of about 50 years of age. He keeps his hair close cropped, favoring a traditional Vulcan style and wears a thin beard along his chin. His right cheek bears a fair-sized scar where shrapnel had hit during the war. Most notably, his right arm is a functional black cybernetic prosthetic device. The prosthetic is very simple in appearance, though clearly artificial.<br>


==Relationship==
x


== Background ==
== Background ==
Denria was always possessed of a wanderlust, young Denria grew up in a Starfleet family, who regaled her with stories of journeys throughout space. As well, like many young Trill, she wanted to get into the Initiate program. Unlike many, she managed to do it. The intitiate program was hard, but she was devoted to proving herself worthy. And she did so, becoming the seventh host of the Valencia. Shortly afterwards, she entered Starfleet academy; having won the rare opportunity to pursue both her dreams.<br>  
Sevek was born and raised on a small farm that served as the agricultural supply center for the T'Lem Monastery. Although the hope had been that he would continue on at the agricultural center, it was clear to his family that Sevek's mind was one for the stars. Sevek underwent the kolinahr as a way to prepare for his life in Starfleet, and the belief weas that he would carry on there as a science officer. <br>


She found the work in Starfleet better than she'd dreamed. Denria had always seen the universe as one big mystery to be figured out; which was what had convinced Valencia to join with her, who had been a detective in her last role. Together, they'd find the big questions and figure them out, alongside a team of scientists and engineers in every field.<br>
Sevek's career at Starfleet Academy took a turn, however, as his aptitudes placed him on the Command track, something that he hadn't initially expected but a path he was willing to take, reasoning that there had been some part of his mind that had been neglected in the farm life and was needing to have actualization. Sevek took well to the Command track of the Academy, becoming well-versed in the qualities of command and leading others by the level-headed example that he set for his fellow cadets. <br>


Her time in the service, however, was interrupted by the Dominion war, taking her away from being a explorer and turning her into a soldier. One of her academy friends had been on the Odyssey when it was destroyed in the Gamma Quadrant.<br>
Upon graduating, Sevek's career continued along its expected track. Those watching his career were sure that he would be in command of his own starship in due time, and that he would be an excellent Captain.
 
For two years, she fought the force of the Dominion. In the last months of the war, she found herself thrust into command of the USS Montreal when her CO was killed in action during the Breen attack on Earth. She held that position for almost a month, due to a lack of available personnel to fill the role.<br>
 
In the wake of the war ending, she took time to recover mentally, and then resumed her career. Despite her best efforts, she had trouble abandoning the soldier part of her in the years after the war. She's slowly making headway into reinventing herself as the person she and Valencia wanted to be when they first joined, but it's taking time.<br>
 
She was just promoted to Captain, and this will be first independent assignment.<br>

Revision as of 03:04, 20 April 2025

A PC in the Star Trek Adventures game Star Trek Hyperion

Summary

Bio: Vulcan
Environment: Homeworld
Upbringing: Agricultural/Rural (Rejected)
Rank: Commander
Assignment: Executive Officer, USS Hyperion
Role Benefit: When allied characters within communication of you spend Determination, you may spend 3 Momentum (Immediate) to enable that character to regain the spent point of Determination.
Traits: Vulcan, Prosthetic Arm

Stats

Stress: 10 / 10
Determination: 0 / 3
Phaser Type-2 Attack: 4 (Stun/Deadly, Charge)
Unarmed Strike: 2 (Stun)

Attributes & Disciplines

Attribute Discipline
Control 10 Command 5
Daring 10 Conn 1
Fitness 9 Security 4
Insight 8 Engineering 2
Presence 9 Science 1
Reason 10 Medicine 3

Talents & Abilities

Mind Meld: You've undergone training in telepathic techniques that allow the melding of minds through physical contact. This always requires a task (normally Control+Science) with a Difficulty of at least 1, which can be opposed by an unwilling participant. If successful, you link minds with the participant, sharing thoughts and memories. Momentum may be spent to gather more information or to deepen telepathic exchanges. The link goes both ways and it is a tiring and potentially hazardous experience. Complications can result in taking Stress, pain, disorientation, or lingering emotional or behavioral difficulties.
Call to Action: In a conflict, you may use the Prepare minor action to grant one ally who you can communicate with a minor action of their choice, which they perform immediately.
Crisis Management: The momentum cost to use the Direct major action is removed.
Constantly Watching: At the start of an action scene, the gamemaster must spend an additional 2 Threat to have an NPC take the first turn. YOu may also reroll 1d20 on any task attempted to locate a hidden enemy or danger.

Species Ability – Mental Discipline: Maximum Stress is based on Control rather than Fitness. You may suffer 2 Stress to avoid suffering any Trait that represents an emotional state. However, if you become Fatigued, you increase the Potency of any such emotion-related Trait by 1.

Focuses

Survival
Composure
Inspiration
Navigation
Small-Unit Tactics
Philosophy

Pastimes

Music and Musical Composition

Values

Ascend From Chaos Using Reason as a Guide
It is Best to Lead by Example
We Can Achieve More Together than Apart
It Only Looks Like Chaos from Close Up

Appearance

Sevek is an olive-skinned, male Vulcan of about 50 years of age. He keeps his hair close cropped, favoring a traditional Vulcan style and wears a thin beard along his chin. His right cheek bears a fair-sized scar where shrapnel had hit during the war. Most notably, his right arm is a functional black cybernetic prosthetic device. The prosthetic is very simple in appearance, though clearly artificial.


Background

Sevek was born and raised on a small farm that served as the agricultural supply center for the T'Lem Monastery. Although the hope had been that he would continue on at the agricultural center, it was clear to his family that Sevek's mind was one for the stars. Sevek underwent the kolinahr as a way to prepare for his life in Starfleet, and the belief weas that he would carry on there as a science officer.

Sevek's career at Starfleet Academy took a turn, however, as his aptitudes placed him on the Command track, something that he hadn't initially expected but a path he was willing to take, reasoning that there had been some part of his mind that had been neglected in the farm life and was needing to have actualization. Sevek took well to the Command track of the Academy, becoming well-versed in the qualities of command and leading others by the level-headed example that he set for his fellow cadets.

Upon graduating, Sevek's career continued along its expected track. Those watching his career were sure that he would be in command of his own starship in due time, and that he would be an excellent Captain.