Commander Vath Character in Campaigns Assorted | World Anvil
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Commander Vath

Vulcan, Major NPC. A former security officer on another Akira class ship, so she has a lot of experience in wrangling people. Stoic, content to ignore humor when she sees it and doesn't disapprove. Has a family, adult and teenage children, but that shouldn't come up much.   Wary of Rekha Sirasikar, who she sees as power hungry and unnecessarily direct. Also wary of Sayo Verdarn, the Bajoran chief of security, mainly because of the Cardassian connections the captain has.   Worries about her captain, but would never admit it. Sees her fondly, rather like a daughter. This is Evelyn's first command and Vath was unsure at first if she would be able to handle it since there was a prior incident and some odd connections to non-Starfleet captains. Also the connections to Starfleet Intelligence (not Section 31), which only Vath is aware of.   First real appearance (and a log entry) found in Episode 7: The Cipher.  
Control 10
Daring 10
Fitness 10
Insight 10
Presence 9
Reason 10
 
Command 4
Conn 3
Engineering 1
Medicine 2
Science 1
Security 5
  Focuses: Martial Arts, Ship Lockdown Procedures, Strategy, Team Dynamics, Criminal Organizations, Philosophy   Values: There's No I In Team
Trust But Verify
Measure Twice, Cut Once
A Fondness For The Foibles Of Humanity   Decisive Leadership: In a Conflict, whenever the character performs the Assist Task and would then pay two Momentum to keep the initiative, the cost to keep the initiative is reduced to 0.   Martial Artist: There are countless forms and styles of hand-to-hand combat, and the character has mastered several of them. The character’s Unarmed Strike attacks gain the Intense Damage Effect. If the character also has the Mean Right Hook Talent, then both Damage Effect apply when Effects are rolled.   Mind Meld: You have undergone training in telepathic techniques that allow the melding of minds through physical contact. This will always require a Task with a Difficulty of at least 1, which can be opposed by an unwilling participant. If successful, you link minds with the participant, sharing thoughts and memories; Momentum may be spent to gain more information, or perform deeper telepathic exchanges. This link goes both ways, and it is a tiring and potentially hazardous process for you. Complications can result in pain, disorientation, or lingering emotional or behavioral difficulties.   Close Protection: When you make a successful Attack, you may spend one Momentum to protect a single ally within Close range. The next Attack against that ally before the start of your next turn increases in Difficulty by 1.
Children

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