Darg Elsaml
 
Cost

Characteristic

Value Roll Notes
13 STR 23 14- Lift: 606.3kg; Dice: HTH Damage 4 1/2d6 END [2]

Darg Elsaml

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

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-

5

Concentrated Sprayfire

Everyman Skills

Acting 8-

Area Knowledge: (hometown), (home country) 11-

Climbing 8-

Computer Programming 8-

Concealment 8-

Deduction 8-

Paramedics 8-

Persuasion 8-

Professional Skill: (job) 11-

Shadowing 8-

Stealth 8-

Transportation Familiarity: Small Motorized Ground Vehicles

Linguist

Language: English (completely fluent; Custom Adder) (4 Active Points)

Language: Fp'lrara (completely fluent; Custom Adder) (4 Active Points)

Language: Spanish (completely fluent; Custom Adder) (4 Active Points)

Military Package (Cost: 16)

Climbing 13-

Demolitions 13-

KS: (Military Force's) Customs and History 11-

KS: The Military/Mercenary/Terrorist World 11-

Navigation (Land) 13-

PS: Member of the Military 11-

Paramedics 8-

Running +1"

Social Limitation: Civilians Just Don't Get It

Stealth 13-

Tactics 13-

WF: Small Arms, Blades

5

Rapid Attack (Ranged)

5

Rapid Autofire

Special Forces Package (Cost: 16)

+1 with All Combat

Climbing 13-

Demolitions 13-

KS: (Military Force's) Customs and History 11-

KS: (Special Force's) Customs and History 11-

KS: The Military/Mercenary/Terrorist World 11-

Navigation (Land) 13-

PS: Member of the Military 11-

PS: Member of the Special Forces 11-

Paramedics 8-

Running +1"

Social Limitation: Civilians Just Don't Get It

Stealth 13-

Survival (Temperate/Subtropical, Tropical, Desert, Mountain) 13-

Swimming +1"

TF: Parachuting, Advanced, Parachuting, Basic

Tactics 13-

Tracking 13-

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.

They successfully suprised and overcame the bored garrison and found themselves in control of the base. After Commander Elsaml communicated the success to his commander, a nearby assault legion was quickly assigned to take the enemy colony. Elsaml's company held out for four days and Skellaria soon controlled the strategic colony. The scout company had only six hands of soldiers remaining and those were all wounded, including their commander.

Elsaml was given an instant promotion to Force Commander and spent the next few years rebuilding and enlarging his company into a force. Finally, his unit was tapped to establish a base on a very rich world whose inhabitants called it Earth.

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.

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.