Spock
is the Human/Vulcan hybrid son of a Human school teacher and Vulcan scientist
and ambassador who serves as a Starfleet officer in the 23rd century. Spock’s
desire to join Starfleet created a rift between himself and his father Sarek,
causing them to become estranged. Spock achieved recognition as a class A7
computer expert and was assigned to serve as science officer
aboard the USS Enterprise,
initially under Captain Christopher Pike
and later as First Officer
under James T. Kirk.
Spock has entirely embraced the Vulcan side of his heritage and is a supremely analytical thinker, pursuing the most logical and dispassionate course in all things. Nevertheless, Spock occasionally displays his more human impulses, though he apparently regards any comparison with humanity as highly insulting. Spock’s personality and intellectual exercises stand in stark contrast with those of his Captain, but he maintains a strong friendship with Jim Kirk in spite of this. Other members of the Enterprise crew tend to regard Spock as impolite without tact to the point of cold-heartedness, but Jim knows that Spock bears the best interests of his ship and crew in his mind.
Spock has entirely embraced the Vulcan side of his heritage and is a supremely analytical thinker, pursuing the most logical and dispassionate course in all things. Nevertheless, Spock occasionally displays his more human impulses, though he apparently regards any comparison with humanity as highly insulting. Spock’s personality and intellectual exercises stand in stark contrast with those of his Captain, but he maintains a strong friendship with Jim Kirk in spite of this. Other members of the Enterprise crew tend to regard Spock as impolite without tact to the point of cold-heartedness, but Jim knows that Spock bears the best interests of his ship and crew in his mind.
Although
pacifistic, Spock is a skilled combatant and regularly uses his extensive
knowledge to overcome enemy opposition. Spock has had a lifelong interest in the
arts and is proficient with the Vulcan
lute and
piano. He is also a gifted three-dimensional chess
player.
Mr. Spock, Human/Vulcan
Hybrid and Starfleet Officer ◊ Power Level — 5
A Man of Integrity in
any Universe
"When there is no emotion, there is no motive for violence.”
3
3*
5**
4*
*Trait enhanced by +1
— calculated under powers
**Enhanced trait 3
(see powers)
4
3*
6*
3
*Trait enhanced by +1
— calculated under powers
Defense
**Enhanced trait 3
(see powers)
Offense
Arresting Grasp [Affliction] +5 (close; Affliction 16)
Unarmed +5 (Damage 4)
Unarmed +5 (Damage 4)
Close Combat: Unarmed 2 (+5), Deception 9* (+12), Expertise: Concentration 5 (+11), Expertise: Science 7 (+13), Expertise: Constitution-class Starship Operation 6 (varies by ability), Expertise: Starfleet Regulations 5 (+11), Insight 0 (+4/+13*), Perception 2 (+6), Persuasion 0 (+3/+12*), Technology 5 (+11)
*Enhanced trait —
calculated under powers
Equipment
—
◊Omnicompetence: Variable
–check required — 2 points
◊Reciprocal Cognition:
Mental Communication -close,
-grab-based, +rapid 5 with +affects others and -quirk; Comprehend Languages 2 -limited, +sustained; Enhanced Insight 6 -limited, +linked; Enhanced Persuasion 6 -limited, +linked; Mind Reading -close,
+cumulative, -feedback, -quirk — 19 points
◊ Stoic Resolve/Emotional Unrest: Array Enhanced Stamina 3 —or—Enhanced Advantages 12 +linked, -uncontrolled, Enhanced Strength 1 +linked, -uncontrolled, Immunity 5 +linked, +sustained,
-uncontrolled, and Protection 5 +impervious 2, +linked, +sustained, -uncontrolled —
7 Points
Complications
•Spock is motivated by
an altruistic sense of responsibility.
•Spock’s fame on his
home planet occasionally leads to challenging scenarios.
•Spock’s obsession with the rule of logic
complicates his decision making and relationships. Failing to practice kolinahr can cause power loss to Spock’s Vulcan disciplines.
•Even in the 23rd
century the specter of prejudice haunts
Spock.
•Spock’s quirk of pointing out the flaws of humanity
can be quite off-putting.
•Failures in logic and
loss of emotional control can occur as a result of threats upon those with whom
Spock has formed a close Relationship.
•Spock’s responsibility to Starfleet places great
demands on him.
•Although his
superlative concentration and focus keep it in check, Spock displays a temper from time to time, although it
typically burns cold rather than hot.
Character Point Totals Abilities 48 + Powers 55 +
Advantages 4 + Skills 16 + Defenses 1 = Total 124
Altruist Invocation
◊Descriptors – interaction, morale, talent
Altruistic Invocation (limited, uncontrolled Healing PL limited to
affecting only others)
◊Modifiers – limited: -2/rank, uncontrolled: -1/rank
◊Action – standard
◊Range – close
◊Duration – instant
◊Results – Spock grants the subject a bonus to the next resistance check
made against certain effects
Description
“Live long and prosper.”
At dramatically appropriate moments (as determined by the gamemaster),
such as when parting with a long-time friend or allied character about to
embark on a dangerous venture, Spock can bestow that character with a +5 bonus which
applies to resist the effects of disease, poison, all environmental
conditions, suffocation, and starvation and thirst. The bonus also applies if
the target would suffer a critical hit; the results are determined as a normal
attack, not a critical hit. Once used, this bonus is expended and the
application of the bonus is involuntary: it applies to the next applicable
check automatically without any conscious effort.
Arresting Grasp
◊Descriptors – talent, Vulcan discipline
Finely Tuned Audio Receptors (innate limited Affliction limited to
third degree effect)
◊Modifiers – innate: 1 flat point, limited: -3/rank
◊Action – standard
◊Range – close
◊Duration – instantaneous
◊Results – target incapacitated (three or more degrees of failure)
◊Resist – Fortitude
Description
“I'm sorry, Doctor, I have no
time to explain this logically.”
As a standard action, Spock may attempt to incapacitate a vulnerable or
defenseless target (see Conditions). Spock must succeed a Close
Combat: Unarmed Attack check to hit the target. If he hits, the target makes
Fortitude Resistance check. The difficulty class of this check is 26, however
since it has no effect on targets who fail their resistance check by one or two
degrees, the effective DC is only 11.
This ability is only effective against humanoid characters with a central
nervous system.
Note: This power exceeds the attack bonus and effect rank of 14 which would
normally apply due to Spock’s power level. This is due to the severely limited
nature of the effect, however if Spock makes excessive use of this ability in a
way which seems out of balance with the other characters in the series the
gamemaster should reinstate the effect rank cap with regard to this power.
Hyperbolic Veracity
◊Descriptors – interaction, talent, reputation
Hyperbolic Veracity (Enhanced Traits)
◊Modifiers – limited: -1/rank
◊Action – free
◊Range – personal
◊Duration – sustained
◊Results – bonus to Deception checks made without lying; less effective
when used more than once on the same subject
Description
“You lied.”
“I exaggerated.”
Spock has a +9 bonus to Deception checks due to his ability to comprehend
and employ body language as well as his effective use of hyperbole and
selective sharing of information. Spock’s personal reputation for integrity
combined with the Vulcan for regard for candor and truthfulness make Spock’s
efforts at Deception surprisingly effective.
These same attributes are somewhat limiting to the way in which Spock can
employ this particular aptitude. Spock can’t bring himself to speak an outright
falsehood and he must therefore put great thought into how he can deceive
without betraying his values. In addition, this ability loses effectiveness
once Spock has used it to successfully deceive any given character; they become
more cautious when interacting with Spock and are less likely to fall for a
similar effort. The gamemaster can therefore apply a circumstance penalty
whenever Spock makes a subsequent Deception check to influence that character
(whether or not he applies the bonus from this ability to the attempt) and may
rule that a very similar bluff or trick simply fails without rolling.
Omnicompetence
◊Descriptors – talent
Omnicompetence (Variable with check required)
◊Modifiers – check required: -5 flat points
◊Requirement – DC 15 Expertise: Concentration check
◊Action – standard
◊Range – personal
◊Duration – sustained
◊Results – Spock gains 5 character points to spend on Intellect
skills and the Skill
Mastery advantage; Spock can only make routine
checks with the affected skills
Description
“You'd make a splendid computer,
Mr Spock.”
“That is very kind of you,
Captain!”
As a standard action, Spock can attempt a DC 15 Expertise: Concentration
check. If this check succeeds, Spock gains 5 character points to distribute
among any number of Intellect based skills or the Skill Mastery advantage. If
the check fails, his standard action is wasted and he may not attempt to use
this ability again during the same scene.
Any skills that are gained or enhanced with this ability must only be
made using routine checks; Spock cannot roll a check with any affected skill
and therefore is also unable to spend a victory point to improve a roll (since
none can be made).
Note: Spock may not make a routine check to activate this ability
regardless of any effect which would otherwise allow him to do so.
Reciprocal Cognition
◊Descriptors – mental telepathy, Vulcan discipline
◊Effect – Mental Communication 1; Comprehend Languages 2; Enhanced Insight 6; Enhanced Persuasion 6; Mind Reading 5 • 19 points
Mind Meld (close, grab-based, rapid 5 which affects others Communication
1; limited, sustained Comprehend 2; limited Enhanced Trait 6
and limited linked Enhanced Trait 6; close, cumulative Mind
Reading 5 subject to feedback)
◊Modifiers – close: -1/rank, grab-based: -1/rank, rapid 5 affects others
with a -1 quirk: 9 flat points (Communication); limited: -1/rank, sustained: +0
(Comprehend); limited: -1/rank, linked +0/rank (Enhanced Traits); cumulative:
+1/rank, effortless: +1/rank, feedback: -1/rank, reduced range: -2/rank (Mind
Reading)
◊Action – standard (Communication and Mind Reading) or free (Enhanced
Traits and Comprehend)
◊Range – close (Communication, Comprehend and Mind Reading) or personal
(Enhanced Traits)
◊Duration – sustained
◊Results – mental link with subject; able to share emotions, language,
thoughts, memories at rapid speed and improved rapport with the subject
Description
“PAIN!”
By coming into close (usually physical) contact with a creature
possessing conscious awareness, Spock can communicate with that subject
telepathically. This deep psychic link allows both Spock and the subject to
share emotions, memories and thoughts with one another at a rate 10,000 times
that of normal speech. At this rate, Spock and the subject could share a
lifetime of information in a matter of just a few weeks. The subject can ignore
Spock’s attempts at mental communication if they wish. Unlike other
Communication effects, this power is not language-dependent, although the
subject must be intelligent. See the Communication and Comprehend effects
for more information.
Spock’s telepathic discipline is sufficient to allow him to force a
mental connection. To do so, Spock makes a Mind Reading check which the subject
opposes with a Will check. If Spock succeeds, Spock can perceive the subject’s
surface thoughts and vice verse. With two, three or four degrees of success,
Spock can read personal thoughts, memories and the subconscious of the subject
respectively, however Spock (to say nothing of the Vulcan community) consider
these sorts of mental intrusion an almost unforgivable offense except in the
gravest of circumstances. No matter how deeply Spock chooses to probe,
information is passed both ways (the subject can probe Spock’s mind to an equal
degree) so probing an enemy carries great risk. See the Mind Reading effect description for more information on how this power functions in
practice.
Due to the increased empathy shared between Spock and the subject of a
successful mind meld, Spock may gain a bonus to Insight and Persuasion checks regarding such
a character in the future. Spock has a 50% chance to add a + bonus to his skill
check. The character will usually be interacting directly with Spock, but
needn’t always be, for him to gain this benefit. For example, if a shapeshifter
impersonates Dr. McCoy, Spock can apply the bonus to recognize unusual behavior
on the part of the impersonator (having previously melded with the Doctor on
stardate 4385.3).
Note: This power represents distinct effects packaged together for thematic
reasons; they are not linked. If the cost of these separate effects becomes
important (due to a power stunt or Weaken effect, for example) they are
respectively a 10 point Communication effect, a 2 point Comprehend effect, a 4 point enhanced
trait, and a 5 point Mind Reading effect. Also, Spock’s rapid Communication effect must be shared
(effectively increasing the action to activate it a standard action).
Vulcan Physiology
◊Descriptors – biology, species, Vulcan
Vulcan Physiology (innate, permanent Enhanced Traits and innate
limited Immunity)
◊Modifiers – innate: 1 flat point, permanent: +0/rank (Enhanced Traits);
innate: 1 flat point, limited: -1/rank (Immunity)
◊Action – none
◊Range – personal
◊Duration – permanent
◊Results – enhanced traits; half the rate of aging and thirst; half the
need for sleep; halve the effect rank of light effects
Description
“As you are so fond of observing,
doctor, I am not human.”
As a Vulcan, Spock possesses the following enhanced traits:
• +1 Dexterity
• +1 Strength
• +1 Fighting
• +1 Intellect
In addition, Spock ages more slowly than humans and possesses limited Immunity to the effects of aging and
thirst (he succumbs to the effects of old age and thirst at half the rate of humans),
need for sleep (he can function without sleep for a week or longer), and the
effects of bright light (halve the effect’s rank before determining its
resistance check DC).
Stoic Resolve/Emotional
Unrest
◊Descriptors – discipline, talent, vitality / emotion (rage), talent,
vitality
◊Effect – Array: Enhanced Stamina 3 or linked Enhanced Advantages 12, Enhanced Strength 1, Immunity 5, and Protection 5 • 7 points
Stoic Resolve/Emotional Unrest (Enhanced Trait 3 —or— linked Enhanced
Traits, sustained Immunity, and sustained Protection)
◊Modifiers – alternate effect: 1 flat point (Array); none (Enhanced
Stamina); linked effects: linked: +0/rank, uncontrolled: -1/rank (Enhanced Advantages),
linked: +0/rank, uncontrolled: -1/rank (Enhanced Strength), linked: +0/rank,
sustained: +0/rank, uncontrolled: -1/rank (Immunity) and impervious: 2 flat
points, linked: +0/rank, sustained: +0/rank, uncontrolled: -1/rank (Protection);
reduced trait: -8 flat points, quirk -1 flat point (all linked effects)
◊Action – free
◊Range – personal
◊Duration – sustained
◊Results – enhanced Stamina —or— enhanced Fighting and Strength, immune
to interaction skills and enhanced Toughness
Description
“Pain is a thing of the mind. The
mind can be controlled.”
Spock’s dedication and experience with exploiting the benefits of his
Vulcan physiology make him far more resilient than he appears. As a free action
(often a moment’s reflection) he gains a +5 bonus to his Stamina.
“Aha, ha ha. I see. You mean you
reasoned that it was time for an emotional outburst.”
Spock experiences a great deal more emotion than is evident. Under most
circumstances his practice of kolinahr allows him to exercise complete control so as to act dispassionately in
all things. There are occasions, however, which strain his psyche beyond even
his considerable discipline. At such times Spock experiences an almost
animalistic ferocity and is nearly beyond reason. In this state, he gains the
following:
• +1 Strength 1
• -3 Intellect
• -2 Will
• Enhanced Advantages 12*
• Immunity to interaction
skills
• Impervious 2
• Protection 5
• Spock is unable to use any
skill or ability that requires patience or concentration
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