Hermogenes: Difference between revisions

From The Z-Team Wiki
Jump to navigation Jump to search
Line 22: Line 22:
Speed: 7m <br />
Speed: 7m <br />
Initiative (Wis/Dex) +3 <br />
Initiative (Wis/Dex) +3 <br />
Moxie (Int/Cha) 2 <br />
Moxie (Int/Cha) +2 <br />


'''Proficiencies'''<br />
'''Proficiencies'''<br />

Revision as of 01:25, 3 October 2021

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

Unusual among his people, Hermogenes has always been facinated with stories and writing. As he grew older, instead of enjoying just enjoying the fruits provided by their environment, he tried to gather stories and pass them along to later generations in the hope to start to preserve knowledge and thoughts of his people. The arrival of the Tau'ri changed everything.

In the aftermath of gaining their freedom, he spent the first five years exploring the area beyond the old city borders and helping his people through the transition to a long-lived socity. Once things began to settle down more and stabilize, Hermogenes found himself longing to see the new people and places that the Tau'ri would tell stories of, and requested that he be allowed to join with them at Pheonix Base.

Background

Hermogenes of Argos is, technically, and eldars of the surviving people of Argos, having been over 80 days old when SG1 discovered the aging nanovirus and disabled the signal emitter. Like all the other people on the planet, once the virus was no longer artificially aging his system, his body reverted back to just past adulthood.

Character Sheet

Str 8 -1
Dex 10
Con 10
Int 14 +2
Wis 16 +3
Cha 15 +2

Proficiency: +2
Hit Points 18
Determination Points 4
Armor Class 10 / Speed: 7m
Initiative (Wis/Dex) +3
Moxie (Int/Cha) +2

Proficiencies

  • Armor: Light
  • Weapons: Common Weapons, Sidearms
  • Tools: Med Kit, Translator, Pan-Cultural Wardrobe
  • Saving Throw: Wisdom & Charisma

Skill Proficiencies

  • Investigation (Int)
  • Performance (Chr)
  • Culture (Wis)
  • Deception (Chr)
  • Insight (Wis)
  • Perception (Wis)
  • Persuasion (Chr)

Galactic seed - Advantage on Persuasion and Deception on first contact.
Teacher - Once per session, make a Wisdom Save in place of another save.
Inspire: Provide all team embers 1d6 temporary HP during a long rest.
Calm and Collected: During a Long Rest, choose Intelligence, Wisdom, or Charisma. Inspired characters gain an advantage on the chosen safe until long rest.