| Attributes | |
|---|---|
| Strength | 3 |
| Agility | 2 |
| Wits | 5 |
| Empathy | 2 |
| Trauma | |
|---|---|
| Hit Points | /5 |
| Mind Points | /7 |
| Name: | Dryfuss McKlintock - Clan McKlintock of Mira | Background: | Firstcome |
| Concept: | Scientist - Technician ... w/ Birr = 4,100 | Icon: | Faceless One |
| Group Concept: | Explorer | Reputation: | 7 |
| Personal Problem: | I Do Not Suffer Fools Lightly - I Only Expect Other Privilaged to be Fools | ||
| Appearance | |
|---|---|
| Face: | Handsome: Square Jaw, Blue Eyes, Red Goatee, Long Red Hair, Straight Celtic / Nortic nose. |
| Clothing: | Civilization = Caftan & Duppata (Clan Tartan) = Regal. On Mission/In the dirt = Military-esk field clothes w/ Duppata (Tartan). |
| Relationships | Buddy | |
|---|---|---|
| PC 1: | Pilot - Hibik Ivast (Franz) - Former student and Pilot Prodigy. I trust him | |
| PC 2: | Mystic - Inas far asican (David) - New to my circle of associates, verbal recommendation from Colleague. | ✔ |
| PC 3: | ||
| PC 4: | ||
| Radiation |
|---|
| Experience |
|---|
| Skills | Simple | Advanced | |
|---|---|---|---|
| Dexterity (Agility) | 1 | Command (Empathy) | 1 |
| Force (Strength) | 1 | Culture (Empathy) | 1 |
| Infiltration (Agility) | Data Djinn (Wits) | 1 | |
| Manipulation (Empathy) | Medicurgy (Wits) | 1 | |
| Melee Combat (Strength) | 2 | Mystic Powers (Empathy) | |
| Observation (Wits) | 1 | Pilot (Agility) | |
| Ranged Combat (Agility) | Science (Wits) | 4 | |
| Survival (Wits) | Technology (Wits) | 5 |
| Weapons | Bonus | Init | Damage | Crit | Range | Comment | Reloads |
|---|---|---|---|---|---|---|---|
| Vulcan Pistol Bonus +1, Int +1, Dam = 2, Crit = 2, Range = Short, Feature =None, Cost = 500b | - | - | - | - | - | - | - |
| Sword (P) B +1, I= 0, D = 2, C = 2, R = Close, F = None, Cost = 200b | - | - | - | - | - | - | - |
| Knife (P) B +0, I = 0, D = 2, C = 2, R = Close, F = Light, Cost = 50b | - | - | - | - | - | - | - |
| Knife, Throwing x3 (P) B +0, I +1, D = 1, C = 2, R = Short, F = Light, Cost = 50b ea. | - | - | - | - | - | - | - |
| Talents |
|---|
| 1. Group: SURVIVORS - You can get out of a dangerous situation somehow connected to nature, such as a brushfire or explosive decompression. The whole group escapes the danger. The GM gets 1 DP per use. |
| 2. Icon: THE FACELESS ONE’S TALENT - Fate is on your side, giving you the benefit of getting to change a single, concrete detail in a scene more to your favor. It must be something that has a cosmetic or indirectly helpful effect – you cannot make an enemy disappear, but you can decide that there is a knife within reach, or that a window has been left open. |
| 3. Personal: GEARHEAD - You love tinkering with gear & equipment. With a successful technology test, you can repair an item or jury rig a one use contraption for a specific task. The number of sixes on your roll determines the gear bonus of the item. |
| Gear | Bonus |
|---|---|
| 1. Communicator / Long range (III): Communicator for long distances, up to 100 kilometers. Usually handheld. | - |
| 2. Computer - Regular computers are voice operated and self-programming. A calm user will be assisted by the computer with whatever he needs, but stress can make it more difficult. | - |
| 3. EXO SHELL - A shell suit to protect the wearer in vacuum & other dangerous situations. Contains oxygen for eight hours & vacuum soles that stick to level surfaces such as ship hulls. Provides a little protection against external violence (Armor 2) but is difficult to move around in (-2 to dexterity). | - |
| 4. MedKit - Ordinary bag of medicurgical supplies for treating wounds, poisonings, radiation damage or severe illness. Contains a diagnostic unit, suture gun, pneumatic needles, bandages & other basic gear, as well as 10 *m-doses. The medkit gives a +2 to medicurgy. Bonuses from medical equipment do not stack – use only the highest bonus. | - |
| * A one-use injector for stabilizing wounds or treating poison, disease or radiation damage. An m-dose should be used together with a medkit; on its own it only gives a +1 to medicurgy. | - |
| 5. TOOLS (A) - Multitools for all kinds of Advanced repairs as long as the proper spare parts are available. Gives a +1 to technology. | - |
| 6. "Protective Clothing" is made from thin armanite weaves and are available as overalls, coats, jacket or pants. Rating = 3, Cost = 1,000b | - |
| 7. | - |
| Armor | Rating | Comment |
|---|---|---|
| 6 | - | - |
Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!
Take the first step. Create your account. Your world and characters await!