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Rachel

Last modified by Adam Hattrell on 2012/12/29 17:06

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Background

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.

mechanic.jpg

Statistics

 Statistic  Score  Bonus
 Strength  12  +1
 Constitution  12  +1
 Dexterity  16  +3
 Intellegence  16  +3 
 Wisdom  12  +1
 Charisma  10  0

Saves

 Save  Total  Class  Stat  Bonus
 Fortitude  1  0  +1  0
 Reflexes  5  +2  +3  0
 Will  4  +3  +1  0

Combat

 Attribute  Maximum  Current 
 Defense  16 
 Initiative  +3  
 Vitality  24 
 Wounds  12 

Skills

 Skill  Total  Base  Stat  Bonus  Error  Threat
 Acrobatics   2 / 3 0   +1 / +2 (Str / Dex)  1-3  20
 Analysis   1 / 4 0   +1 / +4 (Int / Wis)   1-3  20
 Athletics   9  6  +1 (Str / Con)  +2 (Survivalist)  1  19-20
 Blend   2 / 0 0  +2 / 0 (Dex / Cha)    1-3  20
 Bluff   0 0 0 (Cha)    1-3   20
 Bureaucracy  0 0  0 (Cha)    1-3 20
 Computers  1 0  +1 (Int)    1-3   20
 Cultures  2 1  +1 (Int)   1 20
 Drive  3 1  +2 (Dex)   1  20
 Electronics  1 / 4 0  +1 / +4 (Int / Wis)    1-3   20
 Falsify  1 / 4 0  +1 / +4 (Int / Wis)    1-3 20
 Impress  0 0  0 (Cha)    1-3 20
 Intimidate  1 / 4 0  +1 / +4 (Str / Wis)    1-3 20
 Investigation  4 / 0 0  +4 / 0 (Wis / Cha)    1-3 20
 Manipulate  4 / 0 0  +4 / 0 (Wis / Cha)    1-3 20
 Mechanics  1 / 4 0  +1 / +4 (Int / Wis)    1-3 20
 Medicine  7 / 10 6 +1 / +4 (Int / Wis)   1 20
 Networking  4 / 0 0  +4 / 0 (Wis / Cha)    1-3   20
 Notice  12 6 +4 (Wis)  +2 (Pathfinder) 1 19-20
 Profession  0 0  0 (Cha)    1-3   20
 Resolve  3 / 4 2 +1 / +4 (Con / Wis)   1 20
 Science  1 0  +1 (Int)    1-3   20
 Search  5 4 +1 (Int)   1 20
 Security  1 0  +1 (Int)    1-3   20
 Sense Motive  4 / 0 0  +4 / 0 (Wis / Cha)    1-3 20
 Sleight of Hand  2 0  +2 (Dex)    1-3 20
 Sneak  8 / 6 6 +2 / 0 (Dex / Cha)   1 20
 Streetwise  4 / 0 0  +4 / 0 (Wis / Cha)    1-3   20
 Survival  12 / 8 6 +4 / 0 (Wis / Cha) +2 (Survivalist) 1 19-20
 Tactics  4 / 0 4 +4  0 (Wis / Cha)   1  20

Cultures

 Focus  Proficient  Forte
 Flare    
 Flare (Ring)   
 Flare (Pearl)   
 Flare   
 Pyrrhus   
 Auraelus   
 Hel  x  
 Hecla   
 Twighlight   

Profession

 

 Focus  Proficient  Forte
 Engineer  x  x

Drive

 Focus  Proficient  Forte
 Personal Ground Vehicles    
 Standard Ground Vehicles    
 Heavy Ground Vehicles    
 Mounts    
 Personal Aircraft   
 Performance Aircraft  x  
 Service Aircraft   
 Rotary-Wing Aircraft   
 Personal Watercraft   
 Standard Watercraft   
 Ships   
 Submarines  
 Starships  x   

(5 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.
 Trade Secrets  Keeper  You are especially gifted.  The maximum rank in mechanics is raised to 11.
 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.
 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  
 Exotic (Blunt)    
 Edged  x  
 Exotic (Edged)   
 Explosives   
 Guided  x  
 Handgun  x  
 Hurled    
 Exotic (Hurled)   
 Indirect Fire    
 Rifle   
 Shotgun     
 Sub Machine Gun   
 Tactical  
 Vehicle Weapon  x  

(Two additional checks available).

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Created by Adam Hattrell on 2012/12/29 16:51

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