Halfling

Mr Spock's page

18 posts. Alias of pauljathome.


Full Name

Mr Spock

Race

Half Vulcan time traveller

Classes/Levels

Dodge +6, Toughness +10, Will +8, Fort +, Init +12

About Mr Spock

This verision of Commander Spock is based primarily on TOS (not movies, not reboots). He is somewhat more powerful than Spock was so as to be actually a fit member of the League.

History:

3 years ago Spock was on a time travelling mission from the Enterprise. In the Star Trek universe this mission happened just after the 3rd season ended.

The mission was to observe the Summit on Climate Change. Although many records had been lost it was clear that this was a major turning point and a crucial point in the survival of the early 21st century technological culture that would someday become one of the founding members of the Federation.

Unfortunately, the mission went badly. While they were there, the Federation team discovered that another group was trying to disrupt the conference. There was some (inconclusive) evidence that the group were rival time travellers. What WAS clear was that they had access to technology far above what was available in the 21st century.

Although the Enterprise team managed to thwart the other group Spock was very concerned about the possibility of another group trying to alter the time line. He chose to remain behind in 2015 in order to safeguard the time line.

Since then he has used his considerable technological expertise to build several items to help him in his work. He came to the attention of The Organization and has joined it. The Organization is aware that he is an alien (A Vulcan) but NOT that he is a time traveller.

His solo role has caused him to broaden his skill base somewhat and to create some additional gadgets. He DID start with basically all the equipment from the Away Team.

Note - the whole time travel is meant primarily as an excuse for him being present. It is a source of plot hooks pnly if the GM wants it to be. The adventures all, clearly, result in the historically ordained events. Or are just minor sidenotes. Which only becomes clear in the aftermath :-). The GM can TOTALLY ignore temporal stuff unless they wish not to

[b]Note 2 - I am planning on totally ignoring the established future history that contradicts OUR history. Or just pushing the dates 20 years into our future. So, the Eugenics Wars either did NOT happen or happen in the future. Obviously, the future history of a show written in the 60's doesn't match well our actual history. The BROAD history is still correct, of course (UFP being a fairly utopian society, Kirk being captain, etc). If this is an issue I can change things to come from an alternate time line.

Summary:

Abilities 36
Skills 15
Advantages 9
Defences 20
Powers 38
Tricorder 9
Suit 11
Phaser 14
Vulcan Nerve Pinch 2
Vulcan Mind Meld 3
Speed of Mind 1

Technology:

Much of Mr Spocks Power comes from technological items that either come from the Federation or that have been adapted/created by Mr Spock himself.

In accordance to the Prime Directive Spock has done his best to make sure that the technology can NOT fall into the hands of others.

All are set to only work in his hands (using a combination of biometrics, passwords, and psychic technology). All are designed to self destruct (as non violently as possible consistent with a complete destruction of the item) if any attempt is made to disassemble the items or even to perform scannings of the items.

Abilities:

Str 1 (2)
Agl 0 (0)
Fgt 0 (0)
Awe 0 (0)
Sta 6 (12)
Dex 0 (0)
Int 11 (22)
Pre 0 (0)

Advantages:

Inventor
Eidetic Memory
Speed of Thought
Well Informed
Ranged Attack 2
Close Attack 1
Equipment 2

Defences:

Will 8 (8+0) 8
Fort 8 (6+2) 2
Toughness 10 (6+4) 0 (see powers)
Dodge (0+6) 6
Parry (0+4) 4

Skills:

Note, points are in quarter points
Acrobatics 1 (0+1) 1
Athletics 2 (1+1) 1
Close Combat (Unarmed) 4 (0+4) 4
Deception 10 (0+10) 10
Expertise (Science Officer) 12 (11+1) 1
Expertise (Galactic Knowledge) 12 (11+1) 1
Expertise (Law) 12 (11+1) 1
Expertise (Earth History) 12 (11+1) 1
Expertise (Science) 18 (11+7) 7
Expertise (TBD) 13 (12+1) 1 (filled in as I realize I should have had it :-)
Investigation 14 (11+3) 3
Perception 6 (0+6) 6
Ranged Combat (Phaser) 4 (0+4) 4
Stealth 6 (0+6) 6
Technology 17 (12+7) 7
Treatment 13 (11+2) 2
Vehicles 4 (0+4) 4

Equipment:

(In Tricorder)
Camera, Comnlink, Computer, Audio and Visual recorder
(in suit)
Binocs, Night Vision, Flash goggles, GPS,

Powers:

Tricorder - This is a multi purpose device. Included in it are the mundane functions of computer, commlink, audio and visual recorder. I paid for all of these with equipment points
Power Array ( easily removable) Total 15 x 3/5 = 9
NOT in array, +8 to perception
Detect Energy - Ranged, Increased Range, Acute, Analytical, Penetrating (9)
Detect life (1)
Detect Minerals (1)
Variable 1 (1) - Only to add to Int based skills or to add new Expertise skills
Variable 1 (1) - To add other reasonable things that come up in play. Probably with extra time

Suit - This is NOT standard Federation issue. It was carefully created by Spock to extend his usefulness in various situations. Note, includes some items of equipment
Mundane Equipment - Binocs, Night vision, flash goggles, GPS,
Suit itself can be camouflaged and also has a hood that can be raised to cover the face. Its default appearance is as a business suit of clothing. Holographic projections allow it to change its appearance

Suit is removable (NOT easily) Total 11 pts
Protection 4 (4)
Immunity (Elemental Conditions, Breathing) 7
Concealment - All visual senses, Blending 3

Phaser - Weapon array, Easily Removable (14)
Damage 10 (20)
Penetrating beam (1)
Area of Effect (1)
Stun : Affliction 10 (Fatigued, Defenceless, Incapacitated) (1)

Vulcan Nerve Pinch - Affliction 8, only against unaware opponents, must do 3 levels of success to have ANY effect - 2 points

Mind Meld - Communication - mental (close range, full round action) 1
Comprehend - languages (full round action) 1
Mind Reading 4 - Close Range, full round action, feedback 1

Speed of Mind - Quickness 2 (Mental only) - 1

Complications:

Personal Code of Honour - A man of integrity, he may never lie (although he CAN deceive by telling carefully crafted limited truths) Abhors violence although adept at it. Hides his emotions at all times. Acts logically (or pretends to) all of the time

Prime Directive - Must follow the Prime Directive at all times. This will primarily be shown by an absolute unwillingness to let others use his technology (all items are personable), share knowledge that can change history, etc. He does NOT admit that he is a time traveller only that he is a space traveller

Often points out flaws in humanity

Alien physiology