Name | Glenn Weaver | ||
Class | Expert | ||
Partial | |||
Species | Human | Gender | Male |
Employer | |||
Homeworld | Phoria CAX | ||
Background | Carcoship worker/ survivalist | ||
Level | 8 | XP | 81 |
STR | DEX | CON | INT | WIS | CHA |
14 | 9 | 10 | 10 | 9 | 10 |
Modifier | |||||
+1 | 0 | 0 | 0 | 0 | 0 |
Systen Strain | Perm. | HP MAX | HP CURR |
0 | 51 | 35 |
AB / Saving Throws | |||||
AB | PHYS | EVADE | MENT | ||
+4 | 6 | 7 | 7 |
RDY | Weapon | Dmg | Range/Shock | # |
Divine Talons | Any weapon + 4 | Any weapon | ||
Mods | shock: 3 point/AC 10 | AB | +11 | |
Monoblade knife | 1D6 + 1 | Melee | ||
Mods | shock: 2 point/AC 15 | AB | +8 | |
TL4 Hand axes | 1D8+1 | Melee | ||
Mods | shock: 3 point/AC 13 | AB | +8 | |
Colonial Thermal pistol | 2D6+2 | 25/50 | ||
Mods | AB | +7 | ||
(TL5)Red Halbert (master crafted) | 1D10+3 | Melee | ||
Mods | shock: 4 points/AC 15 / cost powercell : heavy attack -4 AB + 10 damange, spin to win AOE damage | AB | +9 |
RDY | Armor | AC | |||
Armor Undersuit | 14 | ||||
Mods | Customized ( + 1 AC) | ||||
Armored Vacc Suit | 13 | ||||
Mods | |||||
Vestimentum | 18 | ||||
Mods | Polymorphic blending |
RDY | Gear | ENC |
Climbing harness | 1 | |
Low-light goggles | 1 | |
2 type A cells | 1 | |
Backpack (TL0) | 1 | |
Compad | 1 | |
Metatool | 1 |
Skill | Lvl |
Administer | 0 |
Exert | 1 |
Heal | 4 |
Notice | 1 |
Pilot | 0 |
Punch | 0 |
Shoot | 1 |
Sneak | 0 |
Stab | 3 |
Survive | 0 |
Talk | 2 |
Work | 1 |
Die Hard | Lvl | 1 |
You are surprisingly hard to kill. You can survive injuries or bear up under stresses that would incapacitate a less determined hero. Level 1: You gain an extra 2 maximum hit points per level. This bonus applies retroactively if you take this focus after first level. You automatically stabilize if mortally wounded by anything smaller than a Heavy weapon. Level 2: The first time each day that you are reduced to zero hit points by an injury, you instead survive with one hit point remaining. This ability can’t save you from Heavy weapons or similar trauma. | ||
Wanderer | Lvl | 1 |
Your hero gets around. As part of a life on the road, they’ve mastered a number of tricks for ensuring their mobility and surviving the inevitable difficulties of a vagabond existence. Level 1: Gain Survive as a bonus skill. You can convey basic ideas in all the common languages of the sector. You can always find free transport to a desired destination for yourself and a small group of your friends provided any traffic goes to the place. Finding this transport takes no more than an hour, but it may not be a strictly legitimate means of travel and may require working passage. Level 2: You can forge, scrounge, or snag travel papers and identification for the party with 1d6 hours of work. These papers and permits will stand up to ordinary scrutiny, but require an opposed Int/ Administer versus Wis/Notice check if examined by an official while the PC is actually wanted by the state for some crime. When finding transport for the party, the transportation always makes the trip at least as fast as a dedicated charter would. | ||
Healer | Lvl | 2 |
Healing comes naturally to you, and you’re particularly gifted at preventing the quick bleed-out of wounded allies and comrades. Level 1: Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die. Level 2: Stims or other technological healing devices applied by you heal twice as many hit points as normal. Using only basic medical supplies, you can heal 1d6+Heal skill hit points of damage to every injured or wounded person in your group with ten minutes of first aid spread among them. Such healing can be applied to a given target only once per day. | ||
Shocking Assault | Lvl | 1 |
You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood. Level 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place. Level 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss. |
Goal | XP |
Find the bastards that stranded me on that fucking planet |