Captain Reginald Beck

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Captain Reginald Beck (Daz Florp Lebam)

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, like those people who have been struck by lightning multiple times. 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...

First Adventure


Free Pick



MODES:

Tactical +3 (Athletics, Fight, Notice, Physique, Security, Shoot)

Science +2 (Academics, Engineering, Investigate, Notice, Science, Will)

Command +1 (Academics, Contacts, Deceive, Empathy, Provoke, Rapport)


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.


[from the random background generator]

Born and raised on an established colony.

My father was a human Starfleet officer, security. My mother was an Argelian diplomat (she had mild telepathic abilities).

My childhood was full of adventure. I was rather spoiled. I kept my head down (in my textbooks) at Starfleet Academy so I could do the family tradition proud.

My first tour of duty was at a Federation outpost. It was attacked by Klingons! Why?! I saved the lives of several fellow [crew members].

While on a diplomatic mission, I uncovered a Romulan spy! I saved the day, but made an enemy of a fellow crew member. DumdumDAH!!

While being transferred to my next posting, our ship was captured by...Klingons! Dammit! I showed great promise and gained a mentor and ally in Starfleet.

Responding to a distress call...frickin’ Klingons again! I displayed great sacrifice.

Once, our ship was attacked by...KLINGONS!?! I saved the life of my captain! Hooray!


(After picking your 3 modes you get 7 points to spend on upgrades. If a skill is in 2 of your modes it is increased to your highest rating +1.

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)

Upgrades can be spent to upgrade individual skills inside modes but a skill can only be upgraded twice.)

OLD SKILLS:

Skills:

+4 Security

+3 Notice, Will

+2 Physique, Rapport, Fight

+1 Provoke, Investigate, Athletics, Shoot