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TODO: Player Secret, Character Surname, Mannerism

Burke

Origin

ULISIS (?), Heedlock, Delta Project

Drive

Builder

Background

Military

Quality

Organization, being able to figure out how to structure things so they work.

Profession

Merchant

Flaw

Stubbornness, becoming so caught up in structure that you lose flexibility.

Level

1

Mannerisms

 

Honorific / Reputation / Membership / Relationship

Tier

Description

Reputation (Military Exploits)

 

Part of a conflict, war hero. Covert Ops, Undisclosed but historic.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Attributes, Qualities & Talents

Current Condition

Attribute

Value

APs

Focus, Tier & Specialization

Accuracy

2  

Pistols I

Communication

1  

Bargaining I

Constitution

1    

Dexterity

2   Piloting (Commercial Hauler) I

Fighting

4    

Intelligence

0    

Perception

1   Searching I

Strength

2    

Willpower

0    

Talent / Modification / Power

Description

Observation (Intuition) I

I: 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. 

II: On a successful Perception test, you can spend 2 SP to make a second, immediate Perception test with the same TN but with a different focus than the first, and gain additional information (if any) from a successful test with the second focus. This includes additional information when you uncover the clue within a lead. 

III: On a successful Perception test, you can spend 2 SP and gain a +2 bonus to all Perception tests involving the same object or subject as the first test for the duration of the encounter. 

Pin-Point Accuracy I

I: Once per round, you can add 1d6 to the damage of a successful attack if your Dexterity is greater than your target’s.

II: When you take the Aim action, the attack bonus you gain is +2 instead of +1. 

III: You can perform the Called Shot action stunt for 3 SP. You can use it with any weapon, not just guns. 

Oratory I

I: If you fail at Communication (Persuasion) when trying to convince a group, you can re-roll it, but must keep the results of the second roll. 

II: Each time you perform the Sway the Crowd social stunt, you affect three additional people instead of one. 

III: If you succeed at Communication (Persuasion) when addressing a group and the result of your Drama Die is 5 or 6, you rouse them to immediate action. You can’t necessarily control what they do, though you can try to do so with Communication (Leadership), but they take your words to heart and act on them regardless. 

Immune System Augmentation

 TBD

Base Speed

Move Penalty

Defense

Toughness

Armor

Armor Penalty

12

0 12 1 0 0

Fortune Current / Max

       

5

       

10

       

15

 

 

   

20

       

25

       

30

       

35

       

40

       

45

       

50

       

55

       

60

       

65

       

70

       

75

       

80

       

85

       

90

       

95

       

100

Condition

Active?

Notes

Blinded

   

Deafened

   

Dazed

   

Dying

   

Exhausted

   

Fatigued

   

Free-Falling

   

Helpless

   

Hindered

   

Injured

   

Prone

   

Restrained

   

Unconscious

   

Wounded

   

Equipment

Income

Offensive Equipment

Attack Roll

Damage

Notes

Unarmed

3d6 + Fighting (Brawling) 1d3 + Str  

 

     

Defensive Equipment

Armor Bonus

Move Penalty

Notes

Jumpsuit

0 0  

Other Equipment

Quantity

Location

Notes

Troll Doll type character   Belt Loop  
       
       
       

Account

±

Amount

Type

Notes

Income - to Digital Accounts under Public Identity

+

None

 

Income - in Cash Paid by Local Contacts

+

None

 

Expenses - Lifestyle

-

Impoverished

 

Expense - Equipment Upkeep

-

None

Only for readily buyable materials

Net:

=

   

Temporary Account

±

Amount

Type

Notes

Income Windfalls

+

Temporary Increases

Spent to boost income checks

Income Depletion

+

Temporary Depletion

For purchases that exceed your income. See Ch 4.