Phoebe
Born on Hel. Comes from family of tinkerers. Has grown up fixing machinery with duct tape and sonic screwdriver. Family mines ore from asteroid belt round Hel. Is used to working in space.
Spots Ingrid’s character when she stopover on Hel on her way to military service. Realises that she can get away from Hel.
Statistic | Score | Bonus |
---|
Strength | 14 | +2 |
Constitution | 14 | +2 |
Dexterity | 20 | +5 |
Intelligence | 18 | +4 |
Wisdom | 14 | +2 |
Charisma | 12 | +1 |
Save | Total | Class | Stat | Bonus |
---|
Fortitude | 4 | +2 | +2 | 0 |
Reflexes | 12 | +6 | +6 | 0 |
Will | 6 | +4 | +2 | 0 |
Attribute | Maximum | Current |
---|
Defense | 20 |
|
Initiative | +9 | |
Vitality | 99 |
|
Wounds | 14 |
|
Skills
Skill | Total | Base | Stat | Bonus | Error | Threat |
---|
Acrobatics | 12 | 7 | +5 (Dex) | | 1 | 20 |
Analysis | 5 | 1 | +4 (Int) | | 1 | 20 |
Athletics | 12 | 10 | +2 (Str) | | 1 | 20 |
Blend | 5 | 0 | +5 (Dex) | | 1-3 | 20 |
Bluff | 1 | 0 | +1 (Cha) | | 1-3 | 20 |
Bureaucracy | 1 | 0 | +1 (Cha) | | 1-3 | 20 |
Computers | 7 | 1 | +4 (Int) | +2 (Techie) | 1 | 19-20 |
Cultures | 5 | 1 | +4 (Int) | | 1 | 20 |
Drive | 19 | 12 | +5 (Dex) | +2 (Speed Demon) | 1 | 19-20 |
Electronics | 18 | 12 | +4 (Int) | +2 (Techie) | 1 | 19-20 |
Falsify | 4 | 0 | +4 (Int) | | 1-3 | 20 |
Impress | 5 | 4 | +1 (Cha) | | 1 | 20 |
Intimidate | 5 | 3 | +2 (Str) | | 1 | 20 |
Investigation | 2 | 0 | +2 (Wis) | | 1-3 | 20 |
Manipulate | 2 | 0 | +2 (Wis) | | 1-3 | 20 |
Mechanics | 18 | 12 | +4 (Int) | +2 (Speed Demon) | 1 | 19-20 |
Medicine | 6 | 2 | +4 (Int) | | 1 | 20 |
Networking | 2 | 0 | +2 (Wis) | | 1-3 | 20 |
Notice | 11 | 10 | +2 (Wis) | | 1 | 20 |
Profession | 7 | 6 | +1 (Cha) | | 1 | 20 |
Resolve | 4 | 2 | +2 (Con) | | 1 | 20 |
Science | 6 | 2 | +4 (Int) | | 1 | 20 |
Search | 6 | 2 | +4 (Int) | | 1 | 20 |
Security | 16 | 12 | +4 (Int) | | 1 | 20 |
Sense Motive | 2 | 0 | +2 (Wis) | | 1-3 | 20 |
Sleight of Hand | 6 | 1 | +5 (Dex) | | 1 | 20 |
Sneak | 5 | 0 | +5 (Dex) | | 1-3 | 20 |
Streetwise | 12 | 10 | +2 (Wis) | | 1 | 20 |
Survival | 2 | 0 | +2 (Wis) | | 1-3 | 20 |
Tactics | 6 | 4 | +2 (Wis) | | 1 | 20 |
Focus | Proficient | Forte |
---|
Flare | | |
Flare (Ring) | | |
Flare (Pearl) | | |
Flare | | |
Pyrrhus | | |
Auraelus | | |
Hel | x | |
Hecla | | |
Twighlight | | |
Focus | Proficient | Forte |
---|
Engineer | x | |
Pilot | x | |
Focus | Proficient | Forte |
---|
Personal Ground Vehicles | | |
Standard Ground Vehicles | | |
Heavy Ground Vehicles | x | |
Mounts | x | |
Personal Aircraft | | |
Performance Aircraft | x | x |
Service Aircraft | x | |
Rotary-Wing Aircraft | x | |
Personal Watercraft | | |
Standard Watercraft | | |
Ships | | |
Submarines | |
|
Starships | x | |
(3 additional available)
Feats
Name | Type | Description | Effects |
---|
Orphaned | Talent | It's a hard life, but somehow, you know you're going to come out on top. | Gain 1 additional weapon proficiency. Gain 1 additional Action Dice. |
Motorhead | Speciality | You've spent most of your life around engines, sometimes as a driver, more often as a mechanic. | Gain Speed Demon. Gain 2 additional Drive Focuses. Gain +1 Possessions. |
Driven | Wheelman | Your nerves must be refined to exact standards to survive at top speed. | Each time you spend 1 action dice to boost a Manoeuvre or Repair check you roll and add the result of 2 dice. In addition should you error with these checks the GM must spend 1 additional dice to activate the fumble. |
Manual Adjustment | Wheelman | You're so adept at mechanical repairs, grease flows through your veins. | When you fail a mechanics check you may spend a half action to give the target a whack in frustration. As long as the check is less than 23 the whack reverses the failure. |
Vehicle Familiarity | Wheelman | It's like the vehicle is part of you. | Choose one vehicle to be familiar, that vehicle gets a +1 Defence bonus, saves, initiative and all skills checks relating to it. |
Drivers only - Gunnery | Your driving and combat style is a carefully balanced collection of well-practised abilities. | You only require a half action to fire a vehicle mounted weapon that usually requires a full action. |
Daredevil | Chase | You're a wild man at any speed. | Gain +2 acceleration and turning on any vehicle you control. |
Speed Demon | Skill | You have a way with machines, especially those with velocity | Gain +2 with Mechanics and Drive. Your threat range with these skills increases to 19-20. |
Techie | Skill | You sharpen the technological cutting edge every day. | Gain +2 with Computers and Electronics. Your threat range with these skills increases to 19-20. |
Baby It | Chase | You can coax a damaged vehicle to continue beyond it's logical limitations. | Once per scene when a vehicle you're operating suffers a critical hit, you may cause it to ignore the hit's effects until the end of the current scene. |
One hand on the wheel | Chase | You've had a lot of practise driving with one hand. | You suffer no penalty when operating a vehicle with just one hand. Further you may make 2 Manoeuvre skill checks per round for free. |
Club Basics | Melee | You're here to administer some severe blunt trauma. | You may use an improvised club without penalty. You gain the Furious Stance and the Out of the Park Trick. |
Combat
Focus | Proficient | Forte |
---|
Unarmed | x | |
Blunt | x | x |
Exotic (Blunt) | | |
Edged | x | |
Exotic (Edged) | | |
Explosives | x | |
Guided | x | |
Handgun | x | |
Hurled | | |
Exotic (Hurled) | | |
Indirect Fire | | |
Rifle | |
|
Shotgun | | |
Sub Machine Gun | |
|
Tactical | |
|
Vehicle Weapon | x | |
(One additional checks available).
Base Attack | Ranged | Melee |
---|
+6 | +10 | +8 |
Weapon | Attack | Recoil | Damage | E/T | Range | Size / Hand | Qualities |
---|
FN-57 | +10 | 11 | 1d10+1 | 1-2 / 20 | 25 ft | D / 1H | CMP |
Colt Model 1908 Vest Pocket | +10 | 4 | 1d6 | 1 / 20 | 10 ft. | F / 1h | DEP |
Crowbar | +8 | - | 1d8+1 (+1 with 2 hands) subdual | 1 / 20 | - | S / 2H | - |
Fist | +8 | - | 1d4 (+1) | 1 / 20 | - | - | - |
| | | | | | | |
Furious stance - your initiative increases by 1 for each attack made in the previous round.
Out of the park - you may make a full action attack with a club gaining +2 to hit and damage. Your threat range increases by 2.
Attacking with the crowbar can either make 2 attacks at +8 to hit, with 1d8+2 damage - or 1 attack at +10 to hit and 1d8+4 damage and a critical on a natural 18-20.
Advancement options
Engineering | | Balanced | | Pilot |
| | | | |