Bong Ha

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Stargate: Phoenix
StargatePhoenixLogo-sm-white.jpg
Dungeon Master
Tim
Level/Mission Points
26 Mission Points
Exploration Team
A'charka
Lt. Bong Ha, USAF
Lt. Dawn Martinez
Pak'Nal
Ku'Vig
Hermogenes of Argos
Extras
House Rules

Ha Bong (Korean: 하봉) is a Korean-American officer in the United States Air Force. He completed his degree at the Air Force Academy and his initial technical training before getting his first assignment. It turned out to be to Stargate Command after demonstrating his abilities to troubleshoot and improvise.

His assignment to the Stargate: Phoenix team was auspicious as his given name means 'Phoenix'.

Background

Character Sheet

Statistics

Attributes
+0 +3 +2 +3 +0 +0
STR 10 DEX 16 CON 14 INT 16 WIS 10 CHA 10
+0 +6 +2 +6 +0 +0
Saves


Proficiency
Bonus (PB)
Initiative Moxie Determiniation
Points
Mission
Points Spent
+3 +3 +3 5 20
By Tier Dex Int or Cha 2 + PB


AC HP Speed
21 48 6m
16+Dex+1+1
(Light armor +
Tactical Helmet
Armor Feat)
Level 1: 20
Over Level 1: (5+Con)/Level
Base speed

Skills

Skill Total = Prof. + Attribute
Acrobatics (Dex) +3 = +3
Animal Handling (Wis) +0 = +0
Athletics (Str) +0 = +0
Culture (Wis) +0 = +0
Deception (Cha) +0 = +0
Engineering (Int) +6 = +3 +3
Insight (Wis) +0 = +0
Intimidation (Cha) +0 = +0
Investigation (Int) +6 = +3 +3
Medicine (Wis) +0 = +0
Nature (Int) +3 = +3
Perception (Int) +6 = +3 +3
Performance (Cha) +0 = +0
Persuasion (Cha) +0 = +0
Pilot (Dex) +6 = +3 +3
Science (Int) +6 = +3 +3
Sleight of Hand (Dex) +3 = +3
Stealth (Dex) +3 = +3
Survival (Wis) +0 = +0

Languages

  • English
  • Korean

Tools

Tool Total = Prof. + Attribute
Engineering Kit +6 = +3 +3
Explosives +6 = +3 +3
Fabrication Kit +6 = +3 +3
All Others (Var) = +1 (Attr)

Armor and Weapons

Armor: Light

Weapons: Common weapons, Sidearms, Longarms, Martial Arts

Weapon Skill To Hit Damage Range Attributes
Ranged Attacks
FN P90 Longarms +6 4d6+3 P 150m/300m Automatic, Burst, Extended Capacity, Reflex Sight, Snub
Beretta M9 Sidearms +6 1d8+3 P 50m/100m Pistol, Laser Upgrade
Glock 18 Sidearms +6 1d8+3 P 50m/100m Pistol, Laser Upgrade, Burst
Zat'nik'tel Jaffa Weapon +3 Special(*) 10m/30m Recharge 1
Ma'tok (Plasma Blast) Jaffa Weapon +3 3d6 Fire 5m/60m Recharge 1, Shockwave 1m
Frag Grenade Simple, Thrown +6 6d6+1d6 Force 20m Blast 3m
Melee Attacks
Bowie Knife Common weapon +6 1d6+3 S - Finesse, Curved Blade Upgrade
Tactical Knife Common weapon +6 1d4+3 P - Finesse
Martial Arts Martial Arts +3 1d6 B - -
Ma'tok (Melee) Jaffa Weapon +0 1d10 B -

Grenade

Characters proficient in common weapons or explosives are considered proficient with grenades. A grenade is thrown at a point (see page 157) rather than at a target and goes off at the start of the throwing character’s next turn (or 6 seconds after release).
Blast: Blast weapons explode, damaging all targets within the blast radius for the weapon’s damage. A successful DC 15 dexterity save reduces this damage by half.

Zat'nik'tel

First hit does 3 levels of exhaustion; make a save of DC 10+Levels of Exhaustion to stay conscious
Second hit does 3 additional levels of exhaustion
Third hit on a corpse disintegrates it

Equipment and Gear

Standard Extra Gear Carried

  • 3 extra magazines - 1 bulk
  • 3 frag grenades - 1 bulk
  • Tactical helmet - N/A
  • Binoculars - 1 bulk
  • Utility Ties (100) - 1 bulk
  • Duct Tape (100 m) - 1 bulk
  • Zat'nik'tel - 1 bulk
  • 6 C4 Explosives + Detonators - 2 bulk

Combat

HP: 48
AC: 20 (assumes tactical vest + Armorer bonus)
Speed: 6m
Saves: Int, Dex
RECOVERY When you recover HP due to a short rest, you regain an additional +TD HP.
Determination Points: +3
Initiative: +3
Moxie +3
Determination Points: PB+2 (4)

Race and Origins

Human

+10 HP
+2 to Int or Cha
+2 skill proficiencies
RECOVERY
When you recover HP due to a short rest, you regain an additional +TD HP.

WRIGHT (Background)

From the first wheelmaker to expert repair technicians, the wright fills a vital role in any civilization. Regardless of your people’s level of technological advancement, you’ve learned to approach problems in a pragmatic matter and are quick to learn new mechanical concepts.
Bonus Proficiency: Engineering
Measure Twice: You gain half your Proficiency bonus on ability checks with tools you are not proficient in.

TAU’RI MILITARY (Racial)

As an operation of the USAF, the Phoenix Site is technically part of the human military. In recent years, General Loyer recruited from other branches of the military. The majority of personnel assigned to the Phoenix Site are from this background.
Required Race: Human (must be from Earth) Basic Training: You are proficient in martial arts, longarms, or heavy armor (pick one). (MARTIAL ARTS)

Class

ENGINEER

HIT POINTS & DETERMINATION POINTS

Hit Points at 1st level: 8
Hit Points at Higher Levels: 5 per level Hit Die: d8
Determination Points: +2

PROFICIENCIES

Armor: Light
Weapons: Common weapons, Sidearms, Longarms
Tools: Engineering Kit, Explosives, Fabrication Kit
Saving Throws: Dexterity and Intelligence
Skills: Engineering, Pilot, Perception

EQUIPMENT KIT

You add an Engineering kit to your base kit (see page 58).

JURY RIG

You are an expert at field repairs, even when you have to get creative. When you use an engineering kit to repair a machine you heal 2d8 points of damage instead of 2d6.
In addition, you may repair an adjacent machine as an action rather than only during a short rest.

MODIFICATIONS (2)

You don’t just fix and maintain your equipment – you’ve also made some special modifications that enhance the effectiveness of you and your team’s gear. Choose one modification feat (see page 99) at 1st level and another modification feat at 3rd and 5th level.

HOLD TOGETHER

At 2nd level, when you benefit from cover, you gain resistance to the damage of attacks hindered by that cover.

WHACK-IT

At 2nd level, you’ve learned the time-honored technique of a well placed thump. As a bonus action you can give one adjacent machine +1d6 temporary hit points. If this brings the machine’s HP to above half its normal HP, it begins to function immediately. You may only maintain these temporary HP on one machine at a time.

TUNE-UP

At 3rd level, you add your Intelligence modifier to the amount repaired whenever you repair a machine or grant a machine temporary HP.

BROAD SPECTRUM SCANNERS

At 4th level, you can use Intelligence instead of Wisdom when making Perception Checks.

ABILITY SCORE IMPROVEMENT

At 4th level, you can increase your Dexterity or Intelligence by +2, or you can increase two ability scores of your choice by +1. As normal, you can’t increase an ability score above 20 using this feature. (+2 DEX)

XENO-TECH SPECIALIST

Starting at 5th level, you have gained a broad understanding of various technologies alien to your home world. When performing an episode R&D encounter, you may use this out-of-the-box thinking to reduce the time required by one stage (minutes requires rounds, hours requires minutes, and so on). In addition, you gain advantage on any ability check to understand the function and design of a technology with which you are not already familiar.

Feats

LONGARM CALIBRATIONS

MP Cost: 5
Requirement: Jury Rig ability
During a long rest you may choose one character’s Longarm. It gains a +1d4 to attack rolls against targets at long range until your next long rest. You may choose this modification multiple times; each time you do you may apply the bonus to an additional weapon.

GRENADIER

MP Cost: 5
Requirement: Jury Rig ability
Grenades from your kit deal +1d6 damage when used by you. You may choose this modification multiple times; each time you do your kit’s grenades deal an additional +1d6 damage when used by you.

ARMORER

MP Cost: 5
Requirement: Jury Rig ability
During a long rest, you may choose one character’s armor. It gains +1 AC until your next long rest. You may choose this modification multiple times; each time you do you may apply the bonus to an additional armor.

ATTACK SPECIALIST

MP Cost: 0 (Gained at level 5)
Requirement: Level 5
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. (Applied to longarms)

Adventure Log

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)
    • Research Facility +1 use
    • Roll: 13
    • +1 to Science skill checks for next mission
  • Side Mission: "Birthplace" (Game Day: 2/5/22)
    • +1 to Science skill checks from downtime activity
    • 2 Mission Points
    • Gratitude of the Asgard: At some point in the future, may call on the Asgard for a favor
  • Downtime Activity (Game Day: 3/12/22)
    • Research Facility +1 use
    • Roll: 8
    • +1 to Science skill checks for next mission
  • Mission 3: A Matter of Fae, August 26, 2002 (Game Day: 3/12/22)
    • 3 Mission Points
    • Unlock: Rec Hall
  • Side Mission: "Mechanus" (Game Day: 3/12/22)
    • 2 Mission Points
    • Advantage on reading Atlantian language
  • Downtime Activity (Game Day: 3/12/22)
    • Research Facility +1 use
    • Roll: 18
    • +1 to Science skill checks for next mission
  • Mission 4: Field of Reeds (Game Day: 4/2/22)
    • 2 Mission Points
    • Unlock: Ring transporter device, handheld healing device, zat'nik'tel
    • Title: Hero of Parva (advantage w/Tok'ra NPCs once per mission)
    • Level Up to 4
  • Side Mission "Run!" (Game Day: 8/27/22)
    • 2 Mission Points
    • Unlock: Gym Membership
  • Downtime Activity (Game Day: 1/14/23)
    • Research Facility +1 use
    • Roll: 11
    • +1 to Science skill checks for next mission
  • Mission 5: Where Giants Tread (Game Day: 1/14/23)
    • 3 Mission Points
    • Unlock: Memetic Imaging Device
  • Downtime Activity (Game Day: 1/21/23)
    • Research Facility +1 use
    • Roll: 22
    • +1 to Science skill checks for next mission
  • Mission 6: Prey (Game Day: 1/21/23)
    • 3 Mission Points
    • Unlock: Medical Bay
  • Downtime Activity (Game Day: 2/10/24)
    • Research Facility +1 use
    • Roll: 15
    • +1 to Science skill checks for next mission
  • Mission 7: In Ruins (Game Day: 2/10/24)
    • 3 Mission Points
    • Unlock: ASH Archive