Glenn Weaver | Character Sheet Revised (2e) | Stars without Number | Statblocks & Sheets | World Anvil

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Stars Without Number Revised
NameGlenn Weaver
ClassExpert
Partial
SpeciesHuman GenderMale
Employer
HomeworldPhoria CAX
BackgroundCarcoship worker/ survivalist
Level8 XP81
Attributes
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
Weapons
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
Armor
RDY Armor AC
Armor Undersuit 14
Mods Customized ( + 1 AC)
Armored Vacc Suit 13
Mods
Vestimentum 18
Mods Polymorphic blending
Cybernetics / Innate Abilities
Equipment

32917 (owed: 0)

RDY Gear ENC
Climbing harness 1
Low-light goggles 1
2 type A cells 1
Backpack (TL0) 1
Compad 1
Metatool 1
Skills
Skill Points: 0
Skill Lvl
Administer0
Exert1
Heal4
Notice1
Pilot0
Punch0
Shoot1
Sneak0
Stab3
Survive0
Talk2
Work1
Skills (unlearned)
Skill Lvl
Connect-1
Fix-1
Know-1
Lead-1
Perform-1
Plot-1
Program-1
Trade-1
Biopsionics-1
Metapsionics-1
Precognition-1
Telekinesis-1
Telepathy-1
Teleportation-1
Foci
Die HardLvl1
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.
WandererLvl1
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.
HealerLvl2
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 AssaultLvl1
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.
Psionic Disciplines
Effort: 0, max:
Current Goals
Goal XP
Find the bastards that stranded me on that fucking planet
Notes
0/5 shots used / power cell full 4/4
ikibare resistance 0

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