Josef Henriksson Character in Campaigns Assorted | World Anvil
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Josef Henriksson

Lieutenant on the October. Serves on the communications team. Also a navigator (or is he a counselor?). Probably actually a bridge crew dude. Kind of a link between the lower decks and upper.   Human with Icelandic ancestry. Not the best scientist but really good with people, especially alien people. Very amiable guy. Kind of a gentle giant. Amazing shot, really good in close quarters fighting as well, but don't ask him to fix the machines or do the science. He's working on his command skill, that one's going to be middling for sure.   Leads up the shipboard DnD campaign. He's got three different games going within the same campaign and people love it. There's a bit of a waiting list to get into a game, and he'll occasionally run a one shot to bring in new people. He's a forever GM but he absolutely loves it.   His life's ambition is to get one of the Vulcan officers to join his game. So far no luck. Definitely is dating another lieutenant, probably on the medical staff, so that's a connection there that I can use.   I'll probably give him a bit of a German accent so that I can distinguish him but it wouldn't be too strong.   He's at least six feet tall.   Has a habit of referencing things that happened in the game and sometimes people get confused about whether it happened in real life or not because this is Star Trek and life is occasionally that weird.   So far has had a blissfully easy Starfleet career. The few battles he's been in were easily settled, usually because he's a big guy. Graduated right at the end of the Dominion War so he missed the worst of that. As such, he's absolutely still got that verve for life that contrasts with others who might be a little more war weary. Eager to get out there and explore.  

Stats

  Control 9
Daring 9
Fitness 10
Insight 12
Presence 10
Reason 9   Command 3
Conn 2
Engineering 2
Medicine 4
Science 3
Security 2   Focuses: Guided Therapy, Stress Disorders, Psychosomatic Disorders, Pediatrics, RPGs, Child Psychology   Positive Reinforcement: Once per mission, presence+medicine difficulty 3, providing emotional or mental treatment for another character. Creates an Advantage. Can also reroll dice pool once without use of determination. If that task still fails they lose the advantage.   Cold Reading: when using insight to gain psychological info on someone in dialogue, can reroll 1d20.   Heart, Body, and Mind: when assisting with the Recover combat option, gets a bonus momentum to be used for that character's stress recovery.   Insightful Guidance: when assisting in a social conflict, they have an advantage on top of the normal assist.   Values: Stories Help Us Explain The World
The Gordian Knot Is the Best Solution
A Companion In Disaster Is A Companion For Life
Just Talk, I'll Listen   Stress: 12, weapon +2
Children

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