A'charka: Difference between revisions

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Initiative (Wis/Dex) +3 <br />
Initiative (Wis/Dex) +3 <br />
Moxie (Int/Cha) +2 <br />
Moxie (Int/Cha) +2 <br />
Mission Points - 1 of 11. <br />
Mission Points - 3 of 14. <br />
Level - 3 <br />
Level - 3 <br />



Revision as of 04:12, 13 March 2022

Stargate: Phoenix
StargatePhoenixLogo-sm-white.jpg
Dungeon Master
Tim
Level/Mission Points
29 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

Str 12 +1
Dex 9 -1
Con 12 +1
Int 14 +2
Wis 16 +3
Cha 12 +1

Proficiency: +2
Hit Points 34
Determination Points 4
Armor Class 15 / Speed: 6m (land & Swim)
Initiative (Wis/Dex) +3
Moxie (Int/Cha) +2
Mission Points - 3 of 14.
Level - 3

Proficiencies

  • Armor: Light
  • Weapons: Common Weapons, Sidearms
  • Tools: Explosion, Research kit, Translator
  • Saving Throw: Wisdom & Intelligence

Skill Proficiencies

  • Culture (Wis)
  • Investigation (Int)
  • Nature (Int)
  • Science (Int)
  • Perception (Wis)
  • Survival (Wis)
  • Deception (Chr)


Unas
Impressive Resilience - When I am the target of an attack, as a reaction gain resistance to damage, and cannot fall below 1 HP for a number of rounds equal to a TD roll, may only be used once per Long Rest
Underestimated - Non-Unas have a tenancy to assume you understand less than you do. I have advantage on any check to conceal the truth, or otherwise lie to a non-Unas
Claws - Unas always have claws that act as a 1d6 melee weapon
Background
Student - Once per session, make a Intelligence Save in place of another save.
Oceanic - +1 Wis. You gain a 6m swim speed (Included)
Scientist
Eureka: When I fail an Intelligence or Wisdom check during a mission, I gain 1 Eureka point.I can have a maximum number of Eureka points equal to the higher of my Intelligence or Wisdom bonus (3). I may use Eureka points to gain advantage on an Intelligence or Wisdom check
Apt Analogy: Can employ an easy to understand analogy to help others work through complex or esoteric problems. Once per short rest I may give a friendly character a +TD bonus on an Intelligence or Wisdom check
Great Minds: I am difficult to deceive and confuse. I am immune to the Charmed condition, and gain advantage on Insight checks to discern lies.
Cross Discipline Studies: Get 1/2 Proficiency Bonus to any Int, Wis, or Cha skills I do not get my full bonus to.

Discovery /Feats
Archaeology: As an action I can spend a Eureka point to automatically locate any secret chambers, or otherwise hidden rooms within a structure no larger than 20m x Proficiency bonus (40m). This does not indicate how many secret areas may be accessed within the area. In addition, I gain advantage on any Perception check to find hidden elements of architecture such as Secret Levers, Trap Triggers, or Hidden Doors.
Hyper Focus: May Spend a Eureka Point to add a tension die to an Int or Wis roll I am making. I must decide to do so before making the roll.

Equipment

Pan Flutes of Puck

Mission Logs