TODO: Player Secret, Character Surname, Mannerism
Burke
Origin
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ULISIS (?), Heedlock, Delta Project
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Drive
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Builder
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Background
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Military
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Quality
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Organization, being able to figure out how to structure things so they work. |
Profession
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Merchant
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Flaw
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Stubbornness, becoming so caught up in structure that you lose flexibility. |
Level
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1
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Mannerisms
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Honorific / Reputation / Membership / Relationship
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Tier
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Description
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Reputation (Military Exploits)
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Part of a conflict, war hero. Covert Ops, Undisclosed but historic.
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Attributes, Qualities & Talents
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Current Condition
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Attribute
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Value
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APs
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Focus, Tier & Specialization
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Accuracy
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2 |
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Pistols I
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Communication
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1 |
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Bargaining I
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Constitution
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1 |
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Dexterity
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2 |
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Piloting (Commercial Hauler) I |
Fighting
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4 |
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Intelligence
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0 |
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Perception
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1 |
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Searching I |
Strength
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2 |
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Willpower
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0 |
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Talent / Modification / Power
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Description
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Observation (Intuition) I
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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.
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Pin-Point Accuracy I
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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.
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Oratory I
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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.
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Immune System Augmentation
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TBD |
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Base Speed
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Move Penalty
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Defense
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Toughness
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Armor
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Armor Penalty
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12
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0 |
12 |
1 |
0 |
0 |
Fortune Current / Max
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5
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10
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15
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20
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25
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30
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35
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40
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45
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50
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55
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60
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65
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70
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75
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80
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85
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90
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95
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100
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Condition
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Active?
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Notes
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Blinded
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Deafened
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Dazed
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Dying
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Exhausted
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Fatigued
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Free-Falling
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Helpless
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Hindered
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Injured
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Prone
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Restrained
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Unconscious
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Wounded
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Equipment
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Income
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Offensive Equipment
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Attack Roll
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Damage
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Notes
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Unarmed
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3d6 + Fighting (Brawling) |
1d3 + Str |
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Defensive Equipment
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Armor Bonus
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Move Penalty
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Notes
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Jumpsuit
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0 |
0 |
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Other Equipment
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Quantity
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Location
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Notes
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Troll Doll type character |
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Belt Loop |
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Account
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±
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Amount
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Type
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Notes
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Income - to Digital Accounts under Public Identity
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+
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0 |
None
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Income - in Cash Paid by Local Contacts
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+
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0 |
None
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Expenses - Lifestyle
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-
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0 |
Impoverished
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Expense - Equipment Upkeep
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-
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0 |
None
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Only for readily buyable materials
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Net:
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=
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0 |
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Temporary Account
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±
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Amount
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Type
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Notes
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Income Windfalls
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+
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0
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Temporary Increases
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Spent to boost income checks
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Income Depletion
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+
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0
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Temporary Depletion
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For purchases that exceed your income. See Ch 4.
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