Income | 4 |
Income test | |
0 | |
Hand Terminal Light Armor: bonus +2 / penalty -1 Medium Armor: bonus +4 / penalty –2 Grenade |
Accuracy | 2 |
+4 Pistols | |
Communication | 0 |
Constitution | 2 |
(+2 for Stamina focus) | |
Dexterity | 2 |
temp +1 dex when using supersuit | |
Fighting | 3 |
(+2 for Grappling Focus) | |
Intelligence | 0 |
Perception | 1 |
temp +1 to perception when using pistol or shotgun | |
Strength | 2 |
+1 from Background | |
Willpower | 1 |
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 + 1+PER | |
Knife | 1d6 + 2+DEX | |
close range is dex | ||
Pistol w/Silencer | 2d6+1+PER | |
Roll Stealth w/Advantage | ||
Shotgun | 3d6+1+PER | |
Lasso | 2d6+5 | |
Initiative | ||
Level | 4 | |
Experience | ||
Fortune | 15 | |
Speed (10+DEX) | 11 | |
Move (Speed) | 11 | |
Run / Charge (Speed x2) | 22 | |
Penalty (to all tests) |
Defense | 12 | |
Toughness | 4 | |
Armor Bonus | +2 | |
Armor Type: Light | ||
Armor Penalty (to DEX based tests and Speed) | -1 | |
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 |
---|---|
Scouting | novice |
If you fail a Dexterity (Stealth) test, you can re-roll it, but must keep the results of the second roll. | |
Grappling Style | novice |
If you fail an opposed Fighting (Grappling) test to avoid being grappled, as per the Grapple stunt’s description in Chap 5, you can re-roll it, but must keep the results of the second roll. | |
Tactical Awareness | novice |
You can take the Melee Attack or Ranged Attack action at any point during your movement. Normally you have to finish your movement before attacking. | |
Pinpoint Accuracy | novice |
You strike where it hurts the most. Once per round, you can add 1d6 to the damage of a successful attack if your Dexterity is greater than your target’s. (other options: Quick Reflexes or Scouting) |
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