Captain Terrance Riley (he/him)
@H
Traits: Human
Rank: Captain
Role: Command Officer
Captain Terrance Riley is a veteran of the Federation-Cardassian war, which ended with a peace treaty 5 years ago, where he recieved a battlefield commendation. Serving Starfleet is a Riley family tradition. His father Kevin Riley served under captain Kirk before later joining the Diplomatic Corps. Terrance Riley signed up to Starfleet as a young cadet back then dreaming of exploration and first contact missions. One year ago, he got promoted to captain of the Intrepid-class vessel prototype and his first year of command was a dream come true for him. Recent Galactic events though make him really worried, if such peaceful exploration missions would still be possible in the foreseeable future at all. He definitely has seen better days. He is troubled and sleeps bad lately.
CONTROL: 8 DARING: 8 FITNESS: 10 INSIGHT: 11 PRESENCE: 11 REASON: 8
COMMAND: 5 CONN: 2 SECURITY: 3 ENGINEERING: 2 SCIENCE: 2 MEDICINE: 2
Alcoholic Beverages Galactic History Leadership Negotiation Phasers Starfleet Protocols
DETERMINATION = 1/3
Value: “Deeply cares for his crew.” Value: “Longs for the good old days.” Value: “The spirit of discovery.” Value: “We need to keep peace at all costs.” Directive: “Rules of Engagement!”
Command Officer
The commanding officer may spend a point of Determination to grant any other character they can communicate with one point of Determination. This does not have to be linked to a Value. Additionally you have access to the following Task.
- Direct Task: Once per scene you can use your Task to let another character in communication range, make a Task and additionaly assist them with Presence + Command, unless they already performed two Tasks this round.
Talents
Defuse the Tension Whenever you attempt a Task to persuade someone not to resort to violence, you may add a bonus d20 to your dice pool.
Second Wind You can sometimes draw upon deep reserves of energy and resilience when the situation becomes desperate. You may spend a point of Determination to remove all the Stress you have accumulated. The normal requirements for spending a point of Determination still apply.
Spirit of Discovery You have the drive, spirit, and courage to voyage into the unknown. You may spend one Determination to add three points to the group Momentum pool. The normal conditions for spending Determination still apply.
Veteran The character is wise and experienced, and draws upon inner reserves of willpower and determination in a more measured and considered way. Whenever the character spends a point of Determination, roll 1A. If an Effect is rolled, immediately regain that spent point of Determination.
STRESS = 13/13
Weapons:
- Unarmed [Melee] 4A (Knockdown)
- Phaser Type-2 [Ranged] 6A (use a Minor Action to grant it Intense, Piercing 2 or Vicious 1)
Equipment: Communicator, Phaser Type-2, Tricorder, Uniform
