General Actions:
Born on Hecla; moved to Aurealius after father died in military service. Mother in service. Gone to Hecla to do military service. Served and seen action on Flare/Gleed. Military brat.
At school is advised by a boy (Frank) that she waits and she can get off planet (Aurelius)
Statistic | Score | Bonus |
Strength | 12 | +1 |
Constitution | 12 | +1 |
Dexterity | 18 | +4 |
Intellegence | 10 | |
Wisdom | 12 | +1 |
Charisma | 14 | +2 |
Save | Total | Class | Stat | Bonus |
---|---|---|---|---|
Fortitude | 4 | +3 | +1 | 0 |
Reflexes | 4 | 0 | +4 | 0 |
Will | 6 | +5 | +1 | 0 |
Attribute | Maximum | Current |
---|---|---|
Defense | 15 | |
Initiative | +8 | |
Vitality | 33 | |
Wounds | 12 |
Skill | Total | Base | Stat | Bonus | Error | Threat |
---|---|---|---|---|---|---|
Acrobatics | 1 / 4 | 0 | +1 / +4 (Str / Dex) | 1-3 | 20 | |
Analysis | 0 / 1 | 0 | 0 / +1 (Int / Wis) | 1-3 | 20 | |
Athletics | 3 | 2 | +1 (Str / Con) | 1 | 20 | |
Blend | 4 / 1 | 0 | +4 / +1 (Dex / Cha) | 1-3 | 20 | |
Bluff | 2 | 0 | +2 (Cha) | 1-3 | 20 | |
Bureaucracy | 2 | 0 | +2 (Cha) | 1-3 | 20 | |
Computers | 0 | 0 | 0 (Int) | 1-3 | 20 | |
Cultures | 0 | 0 | 0 (Int) | 1-3 | 20 | |
Drive | 5 | 1 | +4 (Dex) | 1 | 20 | |
Electronics | 0 / 1 | 0 | 0 / +1 (Int / Wis) | 1-3 | 20 | |
Falsify | 0 / 1 | 0 | 0 / +1 (Int / Wis) | 1-3 | 20 | |
Impress | 8 | 6 | +2 (Cha) | 1 | 20 | |
Intimidate | 9 | 6 | +1 (Str / Wis) | +2 (Officer) | 1 | 19-20 |
Investigation | 1 / 2 | 0 | +1 / +2 (Wis / Cha) | 1-3 | 20 | |
Manipulate | 1 / 2 | 0 | +1 / +2 (Wis / Cha) | 1-3 | 20 | |
Mechanics | 0 / 1 | 0 | 0 / +1 (Int / Wis) | 1-3 | 20 | |
Medicine | 2 / 3 | 2 | 0 / +1 (Int / Wis) | 1 | 20 | |
Networking | 1 / 2 | 0 | +1 / +2 (Wis / Cha) | 1-3 | 20 | |
Notice | 3 | 2 | +1 (Wis) | 1 | 20 | |
Profession | 3 | 1 | +2 (Cha) | 1 | 20 | |
Resolve | 3 | 2 | +1 (Con / Wis) | 1 | 20 | |
Science | 0 | 0 | 0 (Int) | 1-3 | 20 | |
Search | 0 | 0 | 0 (Int) | 1-3 | 20 | |
Security | 0 | 0 | 0 (Int) | 1-3 | 20 | |
Sense Motive | 3 / 5 | 2 | +1 / +3 (Wis / Cha) | 1 | 20 | |
Sleight of Hand | 4 | 0 | +4 (Dex) | 1-3 | 20 | |
Sneak | 4 / 2 | 0 | +4 / +2 (Dex / Cha) | 1-3 | 20 | |
Streetwise | 1 / 2 | 0 | +1 / +2 (Wis / Cha) | 1-3 | 20 | |
Survival | 2 / 3 | 1 | +1 / +2 (Wis / Cha) | 1 | 20 | |
Tactics | 12 / 13 | 9 | +1 / +2 (Wis / Cha) | +2 (Officer) | 1 | 19-20 |
Focus | Proficient | Forte |
---|---|---|
Flare | ||
Flare (Ring) | ||
Flare (Pearl) | ||
Flare | ||
Pyrrhus | ||
Auraelus | x | |
Hel | ||
Hecla | x | |
Twighlight |
Focus | Proficient | Forte |
---|---|---|
Soldier | x |
Focus | Proficient | Forte |
---|---|---|
Personal Ground Vehicles | ||
Standard Ground Vehicles | x | |
Heavy Ground Vehicles | ||
Mounts | ||
Personal Aircraft | ||
Performance Aircraft | ||
Service Aircraft | ||
Rotary-Wing Aircraft | ||
Personal Watercraft | ||
Standard Watercraft | ||
Ships | ||
Submarines | ||
Starships |
Name | Type | Description | Effects |
---|---|---|---|
Daring | Talent | "Leap before you look" is your personal credo. Fortunately, you're usually fast enough or lucky enough to get away with it. Usually. | Gain +1 with initiative checks. Gain +1 with all action die results. |
Recruit | Speciality | A military career has taught you a lot about discipline, honour, and duty. | Gain Officer. Gain Handgun and Rifle proficiencies. Gain +1 when using suppressive fire action. |
Cadre | Captain | Your leadership inspires your team to excellence. | Once per scene you may temporarily grant your team mates 1 of your Basic Combat feats until the end of the scene. |
Master and Commander | Captain | You've proven your worth on the front line and in the seat of command. | Gain Bushwhack Basics and your maximum tactics increases to 9. |
Tactical Advantage | Basic Combat | You're a veteran of way too many one-sided engagements. | You and each of your teammates count as 2 characters when determining numerical advantage. The difficulty of any joint action decreases by 10. You may lead a joint action as a half action. |
Bushwhack Basics | Terrain | There's no better way to start a fight than with a nasty suprise. | When you or any of your teammates benefit from a successful ambush, the benefits apply for the first 3 rounds of combat. You must posses numerical advantage to use this feat. |
Fireteam Basics | Basic Combat | Your friends always have your back. | Once per round, you may take a cover fire action as a free action. You must posses numerical advantage to use this feat. |
Armour Basics | Basic Combat | You've trained with body armour and are quite comfortable in it, even during combat. | Whilst wearing armour your DR increases by 1, your ACP reduces by 1 and your movement is unrestricted. |
Officer | Skill | You say "jump!" They say "How high, sir?". | You gain a +2 bonus with Intimidation and Tactics. Your threat range with these skills increases to 19-20. |
Personal Lieutenant | Style | You have a right hand man you trust with your life. | Your personal lieutenant is an NPC you control. He's not quite as powerful as you but is still useful nonetheless. |
Focus | Proficient | Forte |
---|---|---|
Unarmed | x | |
Blunt | ||
Exotic (Blunt) | ||
Edged | ||
Exotic (Edged) | ||
Explosives | x | |
Guided | ||
Handgun | x | |
Hurled | ||
Exotic (Hurled) | ||
Indirect Fire | ||
Rifle | x | |
Shotgun | ||
Sub Machine Gun | ||
Tactical | x | |
Vehicle Weapon |
(Two additional checks available).
Weapon | Attack | Recoil | Damage | E/T | Range | Size / Hand | Qualities | |
---|---|---|---|---|---|---|---|---|
Advanced Combat Rifle | +6 | 12 | 4d4 + 2 | 1 / 20 | 150 ft | S / 2h | UPG ![]() | |
Flechette Gun | +6 | - | 1d6 | 1 / 18-20 | 45 ft | D / 1H | AP (10), QKY | |
Fist | +3 | - | 1d4 (+1) | 1 / 20 | - | - | - | |