Income | 4 |
Income test | |
0 | |
Hand terminal, Brass knuckles |
Accuracy | 1 |
Communication | 3 |
Bargaining: Negotiating with others and making deals. | |
Constitution | 1 |
Dexterity | 0 |
Fighting | 2 |
Intelligence | 0 |
Engineering: Making, repairing, and maintaining technological items as well as knowledge of the principles and practicalities of their design and development. | |
Perception | 1 |
Strength | 0 |
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 | |
---|---|---|
Brass knuckles (light weapon) | 1d6+STR | |
Unarmed | 1d3+STR | |
Initiative | ||
Level | 1 | |
Experience | ||
Fortune | 15 | |
Speed (10+DEX) | 10 | |
Move (Speed) | 10 | |
Run / Charge (Speed x2) | 20 | |
Penalty (to all tests) |
Defense | 10 | |
Toughness | 1 | |
Armor Bonus | 0 | |
Armor Type: None | ||
Armor Penalty (to DEX based tests and Speed) | 0 | |
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 |
---|---|
Contacts | novice |
N: You can attempt to make a contact out of an NPC with a Neutral or better attitude toward you with a successful Communication (Persuasion) test. The GM sets the target number based on the likelihood of you knowing the character or having mutual friends. The more distant the character's origin or social class from yours, the more difficult the test. If you succeed, the new contact's attitude shifts one step in your favor and they readily provide information without a test, as long as it wouldn't harm them. They will not perform other favors without further persuasion. | |
Intrigue | novice |
N: You understand how to navigate complex social situations. If you fail a Communication (Etiquette) test, you can re-roll it but must keep the result of the second roll. | |
Maker | novice |
N: You can use a manufacturing focus to make any item with the appropriate tools and access to a workshop. See Make or Repair under Interludes in Chapter 5 for details. |
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