Ku'Vig
Stargate: Phoenix | |
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Dungeon Master | |
Tim | |
Level/Mission Points | |
31 Mission Points | |
Exploration Team | |
A'charka Lt. Bong Ha, USAF Lt. Dawn Martinez Pak'Nal Ku'Vig Hermogenes of Argos | |
Extras | |
House Rules |
Background
Character Sheet
(Jaffa, Starship, Freedom Fighter, Scout)
Total Mission Points: 31
Spent MP: 20
Remaining MP: 11
Level: 5
Str 10 +0
Dex 20 +5
Con 14 +2
Int 9 -2
Wis 14 +2
Cha 10 +0
Languages
- English
- Goa'uld
Details: +2
Hit Points 46
Determination Points 3
Armor Class 21 /
Speed: 6m, Climb 6m
Initiative (Wis/Dex) +5
Moxie (Int or Cha) 0
Proficiencies
- Armor: Light
- Weapons: Common Weapons, Sidearms, Shotguns
- Tools: Med Kit, Outbreak Kit
- Saving Throw: Wisdom & Dexterity
Skill Proficiencies
- Insight wis
- Perception wis
- Sleight of Hand dex
- Stealth dex
- Survival wis
- Animal Handling wis
- Culture wis
- Insight wis (+3 prof medic)
- Medicine wis (+3 prof medic)
- Perception wis
- Survival wis (+3 prof human)
- Athletics str (+3 prof background)
- Deception cha advantage
- Intimidation cha
- Performance cha
- Persuasion cha advantage
- Engineering int
- History int
- Investigation int
- Nature int (+3 prof human)
- Science int (+3 prof medic)
Origins
STARSHIP You were raised aboard a vessel that travels the void of space, giving you the opportunity to adapt to a variety of environments and to learn a practical view on the sciences.
Attribute: Dexterity +1
Void Adept: You may use your Wisdom modifier instead of your Intelligence modifier when making a Science Check.
FREEDOM FIGHTER The oppression of a Goa’uld System Lord or another powerful force kept your people in bondage, but you fought back where others were cowed.
Bonus Proficiency: Stealth
Last Resorts: You suffer disadvantage on all Moxie checks, but gain advantage on all Initiative Checks.
Abilities
VANGUARD - At 2nd level, you deal +1d6 additional damage with ranged attacks against any target within 5m.
TRAP RIGGING - Starting at 2nd level, you can use excess equipment
to booby trap a 1m area as an action. You can
scavenge parts for a number of traps equal to your
Proficiency bonus, refilling these parts during any
long rest. When a character enters the designated
1m area it will trigger the trap, but characters may
make a Perception check (DC 8 + your Proficiency
bonus + your Wisdom modifier) to notice the trap
before entering the area.
You may set one of three traps:
- Hidden Spikes: The target must succeed at a DC 20 Dexterity save or suffer 2d6 damage.
- Snare: The target must succeed at a DC 20 Dexterity save or become entangled. It requires an action and a successful DC 20 Strength, Dexterity, or Wisdom check to remove this condition.
- Grenade: You may attach your trap to a grenade in your possession, which is detonated when the trap is activated.
UNCANNY DODGE - Starting at 3rd level, when an attacker that you can see hits you with an attack, you can use your reaction to gain resistance to the damage. This
ability does not function against attacks that deal damage in an area or cone (but it does work against line effects)
SCOUT’S CUNNING - At 3rd level, your quick thinking and agility allow you to act efficiently. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
EVASION - At 5th level, you can nimbly dodge out of the way of certain area effects. When you are subjected to an effect that allows a Dexterity saving throw to
take only half damage, you instead take no damage if you succeed and only half damage if you fail.
Feats
- Attack Specialist: MP Cost: 0, Choose one weapon proficiency with which you are proficient. When making attacks with that proficiency you roll twice as many weapon damage dice as normal. Bonus dice from other sources (such as Power Attack or Vanguard) and static modifiers (such as from Strength and Dexterity), are not doubled. You may purchase this feat multiple times, applying it to a different weapon proficiency each time.
- TOOL PROFICIENCY: MP Cost: 0, Requirement: Gain proficiency in a tool of your choice. You may select this ability multiple times, choosing a different tool each time.
Feats to get
Kits and gear
Class Kits
Medkit (Proficient) heals 2d4 to scuffed and 2d8 to wounded characters (1d8 or 1d4 for non-proficient)
Emergency Viral Response(equipment, taking because Outbreak kit is not unlocked)
Called “the heartstopper” by some, this syringe is filled with adrenaline and an immuno-response boosting cocktail formulated to work against a wide range of unknown contagions. A character who injects this chemical into their heart may heal ability damage caused by a disease until the end of their next long rest, after which the diseased condition prevents healing once again.
NOT YET NOT YET
Outbreak Kit (Proficient) A character can use an outbreak kit to manage and control the spread of sickness and disease. The bearer of an Outbreak kit gains advantage on all saves against the ongoing effects of poison or disease. A proficient character can provide this advantage to up to 10 people per Wisdom modifier during a long rest or 1 person per Wisdom modifier during a short rest.
Base Kit=
- 3 uniforms
- GDO
- Combat knife
- Tac radio
- MREs
- flashlight
- Filtration
- radiation mask
- Multitool
- Personal first aid (use once like med kit then expend)
- Climate protection gear
- water purifier
- combat tent
- tactical vest
- sidearm
- longarm
Light armor Tac vest AC 16+ dex 8 + st bulk modifier (can carry 9 bulk) Current Bulk: 4
Climbing Kit (bulk 1)This collection of 1000m of cord, carabiners, climbing hooks, pitons, pulleys, and a rope grab provide advantage on climbing checks.
Binocular/Monocular A staple of forward forces, this device magnifies vision, negating any disadvantage gained from distance that a character might suffer on Investigation or Perception checks when surveying a target.
Weapons
Beretta M9
- Tech 2 Damage 1d8 Piercing Range 50m/100m Capacity 15 1 action bulk 1 pistol
- The staple side-arm of the Tau’ri military is the Beretta M9. It can be upgraded, but is typically issued as a stock sidearm.
Mossberg 500
- Shotgun Tech 2 Damage 1d10 Piercing Range: 10m/30 m Capacity 8 2 actions bulk 2 scatter
- Attack Specialist: Damage = 2d10. When making attacks with that proficiency you roll twice as many weapon damage dice as normal.
- A common hunting shotgun on Earth, the Mossberg 500 is designed for reliability in a variety of environments. The Phoenix Site standard issue Mossberg 500 comes with an under-barrel flashlight and a reinforced stock that can be used as a bludgeon if necessary.
- Scatter: This weapon fires pellets in a 45° cone within its short range (long range is used only for slugs). Roll attack and damage once and compare the attack roll to all targets within the area. Scatter weapons may also fire a solid slug instead, causing the weapon to operate as a normal firearm.
- Laser/reflex sight: If the user does not move and fires only one shot, the attack gains advantage against targets within short range.
- Scope: A scope removes the disadvantage caused by long range if the user does not move in the same turn as the shot is taken.
- Extended Capacity: These firearms have a larger than normal magazine. Double the weapon’s capacity.
Zat'nik'tel
- Jaffa +3 Special(*) 10m/30m Recharge 1
- First hit does 3 levels of exhaustion; make a save of DC 10+Levels of Exhaustion to stay conscious
- The second hit does 3 additional levels of exhaustion
- The third hit on a corpse disintegrates it
Missions
Season 1
Mission 1: "Ground Breaking", August 13, 2002 3 Mission Points Unlocks: Climate Weather Gear, Base Firing Range Favor of Em'lyn the Jaffa
Mission 2: "Watershed", August 17, 2002 (Game Day: 1/15/22) 3 Mission Points Unlocked: SCUBA gear, Research Facility +1 Downtime Level Up to 2
Downtime Activity ?? (Game Day: 2/5/22)
Side Mission: "Birthplace" (Game Day: 2/5/22) DVD special - not present in this episode
Downtime Activity - firing range with Lt. Ha (Game Day: 2/5/22)
(not present in Mission 3: A Matter of Fae, Side Mission: Mechanicus, ???4: Field of Reeds???)
Side Mission: Run! (Game Day: 8/27/22) Unlocked: gym access
Mission 5: Where Giants Tread (In world Day: 8/17/02)(Game Day 1/14/23) Unlocked memetic imaging device
Downtime Activity - +1 facility bonus to their Constitution and Wisdom saves
Mission 6: Prey/Pray (In world Day: 2/5/03)(Game Day 1/20/23) Unlocked medical bay
Downtime Activity - Med Bay! +1 facility bonus to the HP damage healed when they use a Med Kit
Mission 7: In Ruins (In World Day: 2/07/03)(Game Day 2/10/24)
Downtime Activity - Med Bay! +1 facility bonus to the HP damage healed when they use a Med Kit
Mission 8: Ave Maria (In World Day: 2/10/03)(Game Day 4/10/24)