Income | 0 |
Income test | |
20 | |
Light Armor (+2) Riot Shield 2 grenades pistol a ship hacker key implant that gets you flight access to any ship once you’re at the controls (roll 3D6 to activate bonus– pass w/ 14 or higher gives you an auto 6 on the Drama Die- pass with Nat 6 on drama die means you get 10SP) |
Accuracy | 2 |
Focus in pistols (Military) | |
Communication | 1 |
Constitution | 1 |
+1 from Outcast Benefit | |
Dexterity | 2 |
Focus in piloting (Pilot) | |
Fighting | 0 |
Intelligence | 1 |
Perception | 2 |
Focus in Intution | |
Strength | 1 |
Willpower | 2 |
+1 from Outcast |
Melee attack (Fighting) | Ranged attack (Accuracy) | ||
Attack: roll Melee or Ranged and add focus bonus (if any) vs Defense, then roll weapon damage. |
Weapon | Damage | |
---|---|---|
Pistol | 2d6+Per | |
Rifle | 3d6+Per | |
Bo Staff | 1d6+Dex | |
Grenade | 3d6 | |
Pistol (Tranq) | 2d6+Per+PER | |
TRANQ: A tranquilizer or tranq weapon fires a hypodermic dart preloaded with a dose of a drug, usually a powerful tranquilizer to knock out its target. The dart won’t penetrate any armor, but if it hits an unarmored target, the character must make a TN 13 Constitution (Tolerance) test or become unconscious. A successful test means the character is only fatigued. |
Initiative | ||
Level | 4 | |
Experience | ||
Fortune | 20 | |
Speed (10+DEX) | 12 | |
Move (Speed) | 12 | |
Run / Charge (Speed x2) | 24 | |
Penalty (to all tests) |
Defense | 12 | |
Toughness | 11 | |
Armor Bonus | ||
Armor Type: | ||
Armor Penalty (to DEX based tests and Speed) | ||
Defense: reduce damage by Toughness and Armour, by spending Fortune, after that subtract 1d6 and take 1 wound level until damage is 0. |
Talent Name | Degree |
---|---|
Observation | novice |
You have an eye for detail. You notice things others do not. Choose a Perception focus. If you fail a Perception test with your chosen focus, you can re-roll it but must keep the result of the second roll. FOCUS: Intuition | |
Pilot | novice |
Any vehicle under your control becomes like an extension of yourself. You are quick to get things going. Starting up a vehicle is a free action for you, and you can perform Dexterity (Driving or Piloting) tests as a minor action. | |
Attractive | novice |
You have that special something that catches and holds people’s attention and interest. Your presence is as stunning upon the second impression as it is on the first. You can use the Making an Entrance social stunt a second time at any point of an encounter. Also, if an NPC could be attracted to you, their initial attitude is one step more favorable towards you. See Social Encounters in chapter 5 for details. | |
Improvisation | novice |
Whatever the situation is, you’re sure you can handle it. You adapt to the situation. You can make an ability test that requires a specific focus, even if you don’t have that focus. You don’t gain the focus bonus to your roll and don’t generate SP on such rolls, but in investiga- tions you are always considered to have a tangential focus |
You rolled: 3d6+4-2 : [1,6,2]+4 = 13This is the required 3d6 for a roll, with the third d6 (rolled a 2 here) being the drama die. If your total score beat the target number, a 1 on the drama die means: you barely made it, a 6 means: you did it flawlessly. If two or more dice show the same number on successful rolls, you get stunt points (SP) and can pull off special maneuvers, tricks or flourishes.
The statblocks of your ships and vehicles