| Darg Elsaml | |||||||||
| Cost |
Characteristic |
Value | Roll | Notes | |||||
| 13 | STR | 23 | 14- | Lift: 606.3kg; Dice: HTH Damage 4 1/2d6 END [2] |
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| 24 | DEX | 18 | 13- | OCV 6 DCV 6 | |||||
| 10 | CON | 15 | 12- | ||||||
| 6 | BODY | 13 | 12- | ||||||
| 8 | INT | 18 | 13- | PER Roll 13- | |||||
| 8 | EGO | 14 | 12- | ECV: 5 | |||||
| 8 | PRE | 18 | 13- | PRE Attack: 3 1/2d6 | |||||
| -1 | COM | 8 | 11- | ||||||
| 5 | PD | 12/32 | 12/32 PD (2/22 rPD) | ||||||
| 7 | ED | 12/32 | 12/32 ED (2/22 rED) | ||||||
| 12 | SPD | 4 | Mental Defense: 6 | ||||||
| 0 | REC | 8 | Phases: 3, 6, 9, 12 | ||||||
| 0 | END | 30 | Running: 9" (18" NC) | ||||||
| 0 | STUN | 33 | Swimming: 6" (12" NC) | ||||||
|
Cost |
Powers |
END |
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| 13 | Scout Commander Armor: Elemental Control, 40-point powers, (20 Active Points); all slots Battlesuit (-1/2) | ||||||||
| 13 | 1) Deflector: Force Field (20 PD/20 ED) (40 Active Points); Battlesuit (-1/2) | 4 | |||||||
| 10 | 2) Hyper-Camouflage: (Total: 40 Active Cost, 20 Real Cost) Invisibility to Sight Group (20 Active Points); Chameleon (-1/2), Battlesuit (-1/2) (Real Cost: 8) plus +4 with DCV (20 Active Points); Costs Endurance (-1/2), Battlesuit (-1/2) (Real Cost: 8) | 4 | |||||||
| 42 | 3) Multipulse Crossfire Blaster: (Total: 84 Active Cost, 56 Real Cost) Energy Blast 5d6, Penetrating (+1/2), Reduced Endurance (1/2 END; +1/2), Autofire (10 shots; +1) (75 Active Points); Battlesuit (-1/2) (Real Cost: 37) plus +3 with Teamwork (3 Active Points); Battlesuit (-1/2) (Real Cost: 2) plus +4 vs Autofire modifiers with Blaster (6 Active Points); Battlesuit (-1/2) (Real Cost: 4) | 3 | |||||||
| Skellarian abilities | |||||||||
| 3 | 1) Natural Mental Defenses: Mental Defense (6 points total) | ||||||||
| 6 | 2) Tough, Scaly Hide: Armor (2 PD/2 ED) | ||||||||
| 8 | 3) Tongue Flicker: Targeting with Normal Smell (10 Active Points); Extra Time (Delayed Phase, -1/4) | ||||||||
| 8 | Communications Implant: Mind Link , Alien class of minds, One Specific Mind, Any distance, No LOS Needed (20 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4), Affected as Radio Group, not Mental Group (-1/4) | ||||||||
| 36 | Fusion Power Plant: Endurance Reserve (90 END, 30 REC) Reserve: (39 Active Points); Battlesuit (-1/2) | ||||||||
| 2 | Trained Leaping: Leaping +2" (6 1/2" forward, 3" upward) | 1 | |||||||
| 6 | Trained Running: Running +3" (9" total) | 1 | |||||||
| 2 | Trained Swimming: Swimming +2" (6" total) | 1 | |||||||
|
Cost |
Skills | ||||||||
|
10 |
+1 Overall | ||||||||
|
20 |
+4 with Ranged Combat | ||||||||
|
5 |
Accurate Sprayfire | ||||||||
|
3 |
Bureaucratics 13- | ||||||||
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5 |
Concentrated Sprayfire | ||||||||
| Everyman Skills | |||||||||
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Acting 8- | ||||||||
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Area Knowledge: (hometown), (home country) 11- | ||||||||
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Climbing 8- | ||||||||
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Computer Programming 8- | ||||||||
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Concealment 8- | ||||||||
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Deduction 8- | ||||||||
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Paramedics 8- | ||||||||
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Persuasion 8- | ||||||||
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Professional Skill: (job) 11- | ||||||||
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Shadowing 8- | ||||||||
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Stealth 8- | ||||||||
|
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Transportation Familiarity: Small Motorized Ground Vehicles | ||||||||
| Linguist | |||||||||
|
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Language: English (completely fluent; Custom Adder) (4 Active Points) | ||||||||
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Language: Fp'lrara (completely fluent; Custom Adder) (4 Active Points) | ||||||||
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Language: Spanish (completely fluent; Custom Adder) (4 Active Points) | ||||||||
| Military Package (Cost: 16) | |||||||||
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Climbing 13- | ||||||||
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Demolitions 13- | ||||||||
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KS: (Military Force's) Customs and History 11- | ||||||||
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KS: The Military/Mercenary/Terrorist World 11- | ||||||||
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Navigation (Land) 13- | ||||||||
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PS: Member of the Military 11- | ||||||||
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Paramedics 8- | ||||||||
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Running +1" | ||||||||
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Social Limitation: Civilians Just Don't Get It | ||||||||
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Stealth 13- | ||||||||
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Tactics 13- | ||||||||
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WF: Small Arms, Blades | ||||||||
|
5 |
Rapid Attack (Ranged) | ||||||||
|
5 |
Rapid Autofire | ||||||||
| Special Forces Package (Cost: 16) | |||||||||
|
|
+1 with All Combat | ||||||||
|
|
Climbing 13- | ||||||||
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|
Demolitions 13- | ||||||||
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KS: (Military Force's) Customs and History 11- | ||||||||
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KS: (Special Force's) Customs and History 11- | ||||||||
|
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KS: The Military/Mercenary/Terrorist World 11- | ||||||||
|
|
Navigation (Land) 13- | ||||||||
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PS: Member of the Military 11- | ||||||||
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PS: Member of the Special Forces 11- | ||||||||
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Paramedics 8- | ||||||||
|
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Running +1" | ||||||||
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Social Limitation: Civilians Just Don't Get It | ||||||||
|
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Stealth 13- | ||||||||
|
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Survival (Temperate/Subtropical, Tropical, Desert, Mountain) 13- | ||||||||
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Swimming +1" | ||||||||
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TF: Parachuting, Advanced, Parachuting, Basic | ||||||||
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Tactics 13- | ||||||||
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Tracking 13- | ||||||||
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WF: Small Arms, Blades | ||||||||
|
5 |
Skipover Sprayfire | ||||||||
|
5 |
Teamwork 14- | ||||||||
|
2 |
TF: Science Fiction & Space Vehicles | ||||||||
|
5 |
WF: Beam Weapons, Energy Weapons, Vehicle Weapons | ||||||||
| 200+ | Disadvantages | ||||||||
| Skellarian Disadvantages | |||||||||
|
5 |
1) Distinctive Features: Reptiloid (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) | ||||||||
|
20 |
Hunted: Skellarian High Command 14- (Mo Pow, NCI, Watching) | ||||||||
|
10 |
Psychological Limitation: Ambitions (Common, Moderate) | ||||||||
|
10 |
Psychological Limitation: Annoyed by Incompetent People (Uncommon, Strong) | ||||||||
|
10 |
Psychological Limitation: Cautious Long-Term Thinker (Common, Moderate) | ||||||||
|
20 |
Psychological Limitation: Racism (Skellarian Supremacist) (Common, Total) | ||||||||
|
15 |
Psychological Limitation: Will Not Hesitate to Sacrifice Himself for the Mission (Uncommon, Total) | ||||||||
|
10 |
Reputation: His Soldiers Are Expendable if Needed for the Mission to Succeed, 11- (Extreme; Known Only To A Small Group) | ||||||||
|
5 |
Rivalry: Professional (Other Skellarian Commanders; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) | ||||||||
|
10 |
Social Limitation: Held to a Higher Standar (Frequently, Minor) | ||||||||
|
25 |
Social Limitation: Subject to Orders (Very Frequently, Severe) | ||||||||
| 51 | Experience Points | ||||||||
| Characteristics Cost | 102 | Base Points | 200 | ||||||
| Powers Cost | 149 | Disadvantages | 140 | ||||||
| Talents Cost | 0 | Experience Points | 51 | ||||||
| Perks Cost | 0 | Total Points | 391 | ||||||
| Martial Arts Cost | 0 | ||||||||
| Skills Cost | 140 | ||||||||
| Total Cost | 391 | ||||||||
| Concept | Hair Colour | Brown | |||||||
| Nationality | Eye Colour | Brown | |||||||
| Place of Birth | Height | 2.05 m/6' 9" | |||||||
| Date of Birth | Weight | 120.00 kg/265 lbs | |||||||
| Background | |||||||||
|
A veteran of the Advanced Scouts, Darg Elsaml was but a whitehand at the time of the conquest of Regnlon IV. After numerous missions, he eventually achieved the rank of company commander. It was then that his cohort was assigned the duty of scouting the F'plrara colony on Hisgol II. Without orders, he saw an opportunity and took his company on a strike on the enemy defensive base when the F'plrara forces were on field exercises. |
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| Personality | |||||||||
| Force Commander Elsaml is prone to studying things to death until he is comfortable and feels a thorough understanding. If, however, he sees an important weakness that needs to be exploited immediately, he will take advantage of it. He is a professional soldier, as are most Skellarians, and feels both his men and himself expendable for the mission. At the same time, he strives to be recognized by the High Command and sees his future as being one among them. | |||||||||
| Quote | |||||||||
| Earth is a rich trawel of koorg. But like any trawel of koorg, it is jealously guarded by the buzzes. | |||||||||
| Powers | |||||||||
|
Darg Elsaml is an experienced commander who has a good feel for all levels of command. In combat, he wears his Scout Commander Armor that provides protection, stealth, and decent firepower. |
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| Appearance | |||||||||
|
An imposing Skell, Darg has an impressive scar along the left side of his face as well as other scars in nearly all places of his body. He wears his military tunic about the base and dons his armor when going on raids or scouting missions. |
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