General Actions:
Works round rules. Left home- Aurealius at 14. Went to Hecla but involved in periphery of criminal world. Gambler – gravitates towards Topaz.
On Topaz, Frank is warned that he is a marked man. Came about because he worked with a dodgy lawyer. The lawyer is Eli Lamb.
Statistic | Score | Bonus |
Strength | 12 | +1 |
Constitution | 10 | 0 |
Dexterity | 12 | +1 |
Intellegence | 12 | +1 |
Wisdom | 16 | +3 |
Charisma | 16 | +3 |
Save | Total | Class | Stat | Bonus |
---|---|---|---|---|
Fortitude | 1 | +1 | 0 | 0 |
Reflexes | 3 | +2 | +1 | 0 |
Will | 6 | +3 | +3 | 0 |
Attribute | Maximum | Current |
---|---|---|
Defense | 13 | |
Initiative | +3 | |
Vitality | 18 | |
Wounds | 10 |
Skill | Total | Base | Stat | Bonus | Error | Threat |
---|---|---|---|---|---|---|
Acrobatics | 1 | 0 | +1 (Str / Dex) | 1-3 | 20 | |
Analysis | 2 / 4 | 1 | +1 / +3 (Int / Wis) | 1 | 20 | |
Athletics | 1 | 0 | +1 / 0 (Str / Con) | 1-3 | 20 | |
Blend | 6 / 8 | 5 | +1 / +3 (Dex / Cha) | 1 | 20 | |
Bluff | 10 | 6 | +3 (Cha) | +1 (Criminal) | 1 | 20 |
Bureaucracy | 4 | 1 | +3 (Cha) | 1 | 20 | |
Computers | 4 | 3 | +1 (Int) | 1 | 20 | |
Cultures | 4 | 3 | +1 (Int) | 1 | 20 | |
Drive | 1 | 0 | +1 (Dex) | 1-3 | 20 | |
Electronics | 4 / 6 | 3 | +1 / +3 (Int / Wis) | 1 | 20 | |
Falsify | 1 / 3 | 0 | +1 / +3 (Int / Wis) | 1-3 | 20 | |
Impress | 3 | 0 | +3 (Cha) | 1-3 | 20 | |
Intimidate | 1 / 3 | 0 | +1 / +3 (Str / Wis) | 1-3 | 20 | |
Investigation | 9 | 6 | +3 (Wis / Cha) | 1 | 20 | |
Manipulate | 4 | 1 | +3 (Wis / Cha) | 1 | 20 | |
Mechanics | 1 / 3 | 0 | +1 / +3 (Int / Wis) | 1-3 | 20 | |
Medicine | 1 / 3 | 0 | +1 / +3 (Int / Wis) | 1-3 | 20 | |
Networking | 7 | 4 | +3 (Wis / Cha) | 1 | 20 | |
Notice | 6 | 3 | +3 (Wis) | 1 | 20 | |
Profession | 3 | 0 | +3 (Cha) | 1-3 | 20 | |
Resolve | 0 / 3 | 0 | 0 / +3 (Con / Wis) | 1-3 | 20 | |
Science | 2 | 1 | +1 (Int) | 1 | 20 | |
Search | 6 | 5 | +1 (Int) | 1 | 20 | |
Security | 1 | 0 | +1 (Int) | 1-3 | 20 | |
Sense Motive | 9 | 6 | +3 (Wis / Cha) | 1 | 19-20 | |
Sleight of Hand | 9 | 6 | +1 (Dex) | +2 (Fence) | 1 | 19-20 |
Sneak | 2 / 4 | 0 | +1 / +3 (Dex / Cha) | +1 (Criminal) | 1-3 | 20 |
Streetwise | 11 | 6 | +3 (Wis / Cha) | +2 (Fence) | 1 | 19-20 |
Survival | 3 | 0 | +3 (Wis / Cha) | 1-3 | 20 | |
Tactics | 3 | 0 | +3 (Wis / Cha) | 1-3 | 20 |
Focus | Proficient | Forte |
---|---|---|
Flare | x | |
Flare (Ring) | ||
Flare (Pearl) | ||
Flare | ||
Pyrrhus | ||
Auraelus | x | |
Hel | ||
Hecla | x | |
Twighlight |
Focus | Proficient | Forte |
---|---|---|
Gambler | x |
Focus | Proficient | Forte | |
---|---|---|---|
Personal Ground Vehicles | x | ||
Standard Ground Vehicles | |||
Heavy Ground Vehicles | |||
Mounts | |||
Personal Aircraft | |||
Performance Aircraft | |||
Service Aircraft | |||
Rotary-Wing Aircraft | |||
Personal Watercraft | |||
Standard Watercraft | |||
Ships | |||
Submarines | |||
Starships |
Name | Type | Description | Effects |
---|---|---|---|
Shrewd | Talent | You're an expert judge of character and surround yourself with only the best colleagues. | You gain 2 acquaintance grade contacts. Your threat with Sense Motive increases by 1. |
Criminal | Speciality | You've spent a lot of time on the wrong side of the law. You may have done time or you might be too slick to be caught, but you've never fit in as a law abiding citizen. | Gain Fence. Gain Handgun proficiency. Gain 1 acquaintance grade contact. Gain +1 bonus with Bluff and Sneak checks. |
Sympathetic | Class | Your primary focus is personal investigation and detective work. | Each time you spend 1 action dice to boost a Charisma or Wisdom check, you roll and add the results of 2 dice. |
Human Nature | Class | You read most people like an open book. | Each time you fail a Investigation or Sense Motive check and don't suffer an Error, you still succeed as long as the check DC is equal to or less than 23. |
Sources | Class | You have access to a large network of street informants, criminal snitches, journalists and other information sources. | You may spend 1 hour consulting these sources to make a request check for a dossier without spending Action Dice. You may make this check up to 3 times a session. |
Little Details | Class | Your uncanny awareness of your surroundings is a striking advantage in combat. | Once per session you may make a Smash (Athletics) check, or a Disarm, Feint or Trick action as a free action. |
Talented (Fence) | Skill | You're skill mastery often takes people by suprise. | Sleight of Hand and Streetwise are always class skills. Each time you purchase a rank in one, the other also increases. |
The Dice are Hot | Chance | It's not a system - it's just luck. | You gain a bonus to Gambling checks equal to the number of Action Dice remaining. Your lifestyle increases by 1. |
Focus | Proficient | Forte |
---|---|---|
Unarmed | x | |
Blunt | ||
Exotic (Blunt) | ||
Edged | x | |
Exotic (Edged) | ||
Explosives | ||
Guided | ||
Handgun | x | |
Hurled | ||
Exotic (Hurled) | ||
Indirect Fire | ||
Rifle | ||
Shotgun | ||
Sub Machine Gun | ||
Tactical | ||
Vehicle Weapon |
(Two additional checks available).