Lance Sargent Alt
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Stargate: Underground | |
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Dungeon Master | |
Adam | |
Exploration Team | |
Xiao Xing - Team Leader (Chinese) Jasmine Finch - Medic (American) Marja Broznawski - Weapon Specialist (Polish) Lance Sargent - Systems Engineer (American) Eurydice - Cultural Relations (Alien) | |
Mission Clock | |
2 days, 2.5 hours | |
Expedition Notes | |
Region A | |
Expedition Resorces | |
Weapons - Survival - Recovered | |
Extras | |
House Rules - Bestiary |
Description
General
- Level: 1
- Class: Engineer
- Race: Tau'ri
- The first thing you notice about Lance is his height. At a towering seven feet (and one inch he says), it's unlikely he has to stretch to change lightbulbs or putting the star on top of the Christmas Tree. The second thing you notice is his name. Lance is a Petty Officer Third Class in the United States Navy (equivalent to a Corporal or Specialist), and having the full title of "Petty Officer Third Class Lance Sargent" makes a lot of people in the military try not to laugh.
Background
- Biome: Urban
- Racial: Tau'ri Military
- Lance was born and raised in the tiny town of Walla Walla, Washington. It's not the tiniest town (little over thirty thousand people) but definitely not a large city. Lance wasn't the smartest person around, but he was tall, strong, healthy and determined (and having an eidetic memory didn't hurt). He got into Texas A&M on a football scholarship (defensive lineman for the curious) to major in Chemical Engineering. This was going swimmingly until he damaged his collarbone in a game. The injury was sufficient to drop him from the team, which sadly ended up dropping his scholarship. After the injury healed in his home in Texas, he was packing up his things when he was approached by a Navy recruiter. A few days later, Lance had enlisted and was on his way to basic training. Officially, Lance's Military Occupational Specialty is Construction Electrician. What he hasn't stated however is that he was attached to the United States Naval Construction Force, better known as the "Seabees". His personnel jacket shows that he was attached to a Marine Expeditionary Unit and was deployed to the Philippines in the fight against Abu Sayyaf in the same role one would see as an Army Combat Engineer or Sapper. During a routine checkup, Lance had a reaction to a standard injection that led to an offer from an Air Force Major, offering the Petty Officer a chance at a highly classified, one of a kind assignment. Lance took the offer and joined the Seabee unit that was attached to Atlantis before it departed for the Pegasus galaxy. Since then, Lance is one of the few with the ATA gene and is known for having taken a LOT of movies and TV shows with him on the voyage. Good thing RIAA's authority doesn't extend to the Pegasus galaxy!
Characteristics
Personality Trait: Lance is a fairly friendly sort, easygoing with a quick wit.
Ideal: Order. To Lance, everything and everyone has their place and purpose in the world, and doesn't like when chaos disrupts that order.
Bond: Lance left his family behind in the Milky Way galaxy, but does what he can to make the team he's attached to his own family. For all the good and bad it brings.
Flaw: Lance is at times overeager, not thinking a problem all the way through which can get him into trouble.
Character Statistics
Attributes
Strength | 14 (+2) | Dexterity | 10 (+0) | Constitution | 14 (+2) | ||
Intelligence | 18 (+4) | Wisdom | 8 (-1) | Charisma | 10 (+0) |
Armor Class
16
HP
18
Proficiency
Proficiency bonus: +2
- Initiative modifier: +0 = +0 [dexterity]
- Attack (handheld / thrown): +4 = +2 [strength] + 2 [proficiency]
- Attack (missile / finesse): +2 = +0 [dexterity] + 2 [proficiency]
Weapons and Armor
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Armor
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Tools
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Languages
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Proficient Skills
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Proficient Saves
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Current Saves
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Abilities
- Speed: 10m surface
- Jury-rig: You are an expert at field repairs, even when you have to get creative. When using an Engineering Kit to repair a machine, repair 2d8 points instead of 2d6. In addition, you can repair a machine as an action instead of as a short rest.
Special Rules
- Biome: Urban
- Use CHA instead of WIS when making Culture checks. +1 Int.
- Tau'ri Military Training
- Proficient in Pistol, Longarm, Grenade and Heavy Armor.
- Recovery
- Once per session when healing HP during a short rest, may heal additional Tension Die worth hit points.
- Galactic Seeds
- When encountering another human civilization that has not encountered off-worlders, gain Advantage on Deception and Persuasion checks.
Feats / Increases
- Armorer: During a long rest, choose one character’s armor. That character gains +1 AC until the next long rest.
Equipment
Weapons & Armor
- FN P90 (longarm with automatic, burst, laser/reflex sight, extended capacity and snub)
- Dmg 2d6, Type Piercing, Rng 150/300, Cap 50, Rld 1 action, Bulk 1
- Beretta M92FS (sidearm, no upgrades)
- Dmg 1d8, Type Piercing, Rng 50m/100m, Cap 15, Rld 1 action, Bulk 1
- Combat Knife
- Dmg 1d4, Type Piercing, Bulk 1, Special: Finesse
- Tactical Vest
- AC 16+DEX, Bulk 8+STR, Special: Kevlar
Gear
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Trinket
- A laptop with additional large external drive, filled with movies and TV shows