Oksana

Attributes

BRAWN 3
AGILITY 3
INTELLECT 4 (3+1 Torso)
CUNNING 3
WILLPOWER 3
PRESENCE 4 (3+1 Helmet)
Soak 5 3BRA+2
Melee Defence 0
Ranged Defence 0
Wounds 13 (10+3BRA)
Strain 13 (10+3WILL)

Skills

Athletics (BRA/AGI) 2 Perception (CUN) 2
Brawl (BRA) 3 Piloting (AGI)
Charm (PRE) Ranged (AGI) 3
Coercion (WILL) 1 Resilience (BRA) 1
Computers (INT) Skullduggery (CUN)
Cool (PRE) 1 Stealth (AGI) 1
Coordination (AGI) 1 Streetwise (CUN)
Deception (CUN) Survival (CUN)
Discipline (WILL) 1 Vigilance (WILL) 1
Driving (AGI) 1 Knowledge Arc (INT) 1
Leadership (PRE) 1 Knowledge Solar (INT) 1
Mechanics (INT) Knowledge Void (INT) 2
Medicine (INT) Class Ability (WILL) 2
Melee (BRA) 1 Class Grenade (CUN) 3
Negotiation (PRE) Class Melee (BRA) 2
Operating (INT) Super (INT) 2
Ghost
Marzanna




Species
Children

Experience
Gained
260
Spent
160
Rules References
Weapons
Variant Melee Weapons
Combat Rules
Vehicle Combat Rules

Qualities & Effects
List of Subclass Verbs
List of Weapon Qualities
List of Misc Keywords
List of Status Effects

Crafting
Weapon Crafting
Weapon Perks

Level-Up
New Talents
Genesys Talents

Gear

 

Armour

Head: +1 Presence
Torso: +1 Intellect
Arms:
Legs:
 

Weapons

A Kinetic Scout Rifle
Name Damage Critical Range Qualities
Scout Rifle 8 2 Long Accurate(1)
Accurate (x)(passive): The attacker adds +(x)b to their Attacks with this weapon.

 

A Kinetic Auto Rifle
Name Damage Critical Range Qualities
Auto Rifle 6 3 Medium Auto-Fire
Autofire (aa)(active): Attacks with this weapon are made at +d. If the Attack hits, the attacker may trigger this quality multiple times to deal an additional hit to the target. These additional hits inflict the same damage as the initial hit (base damage + hits in most cases). These additional hits can be allocated to the initial target, or other valid targets for the weapon. An Autofire weapon can inflict up to one Critical Hit per hit scored if they have sufficient Advantages to spend.

 

A Kinetic Bow
Name Damage Critical Range Qualities
Bow (Quickdraw) 6 3 Medium Linked(1)
Bow (Full Draw) 7 2 Long Accurate (1) ; Pierce(1) ; Prepare(1)
Linked (x)(aa)(active) This quality may be triggered up to (x) times, each time this quality is triggered the initial target suffers one additional hit from this weapon. These additional hits inflict the same damage as the initial hit (base damage + hits in most cases). These additional hits can only be allocated to the initial target. A Linked weapon can inflict up to one Critical Hit per hit scored if they have sufficient Advantages to spend.
Accurate (x)(passive): The attacker adds +(x)b to their Attacks with this weapon.
Pierce (x)(passive): This weapon ignores up to (x) points of Soak.
Prepare (x)(passive): This weapon must perform (x) Manoeuvres preparing before an Attack can be made with it.

 

A Solar-Elemental Shotgun
Name Damage Critical Range Qualities
Shotgun 8 3 Medium Blast(4) ; Limited(2) ; Pierce(5) in Short Range only; Vicious(1)
Blast (x)(aa)(active): When this quality is activated each character (friend or foe) within Short Range of the target suffers damage equal to this weapon's Blast quality (plus hits as normal).
In addition, this quality can be activated on a missed attack roll for aaa, in which case the initial target and all characters in Short Range take Blast damage as described above.
Limited (x)(passive): A weapon with this quality can make up to (x) attacks before it needs to be reloaded (it can still be made to run out of ammo using threats/despairs as normal).
Pierce (x)(passive): This weapon ignores up to (x) points of Soak.
Vicious (x)(passive): Add +10(x) to Critical Hits made by this weapon.

 

An Arc-Elemental Rocket Launcher
Name Damage Critical Range Qualities
Rocket Launcher 15 3 Extreme Blast(8) ; Breach(1) ; Limited(1) ; Restricted (2) ;
Blast (x)(aa)(active): When this quality is activated each character (friend or foe) within Short Range of the target suffers damage equal to this weapon's Blast quality (plus hits as normal).
In addition, this quality can be activated on a missed attack roll for aaa, in which case the initial target and all characters in Short Range take Blast damage as described above.
Breach (x)(passive): Hits from weapons with this quality ignore (x) points of vehicle Armour or 10(x) points of Soak.
Limited (x)(passive): A weapon with this quality can make up to (x) attacks before it needs to be reloaded (it can still be made to run out of ammo using threats/despairs as normal).
Restricted (x)(passive): This weapon's ammuntion is scarce. This weapon can only be reloaded up to (x) times, after which the weapon cannot be used until more ammo is found.

 

 

Incidental

 
 

Arisen Abilities

  • When an ability adds a keyword or Subclass Verb with a variable (x) in its name, that variable is set to a number equal to the Arisen's ranks in the relevant Knowledge skill (Arc, Solar or Void).
 

Class Grenade

 

Class Melee

 

Class Abilities

 

Super Ability

An Arisen can Activate their Super as long as they have an amount of Light equal to at least 10 - their Intellect.
An Arisen can Activate their Super as an Out of Turn Incidental and it ends when they have no Light remaining.
While an Arisen is performing their Super, they increase their Soak by their Intellect.
While an Arisen is performing their Super, they increase all damage dealt by their Intellect.
While an Arisen is performing their Super their movement speed is doubled.
While an Arisen is performing their Super, they can expend Light to remove one d from any check they make any number of times. This can reduce the difficulty of a check to nothing. This cannot remove c from checks.
While an Arisen is performing their Super, when an ability calls for their ranks in Knowledge, they can substitute their Intellect if it is higher.
While an Arisen is performing their Super, each time they perform an Action they expend one Light.
While an Arisen is performing their Super, they cannot gain Light. Each time an Arisen kills an enemy with an Attack during their Super, each friendly Arisen in Short Range gains one Light.
 

Misc Arisen Abilities

Misc Arisen Abilities
Ghost: Every Arisen is bonded to a Ghost.
Healing: At the beginning of an Arisen's Activation, if they have not taken any damage since the end of their previous turn, they heal 2 Wounds and 1 Strain. This increases cumulatively for each round they avoid damage (4 Wounds and 2 Strain on the second turn and so on). If they have no Wounds or Strain left to recover, at the start of each Activation that they would heal they take a Resilience check against any Critical Injuries they have taken, starting with the most severe.
Light: At the beginning of an Arisen's Activation, they gain 1 Light. Each time they kill an enemy, and when certain other triggers are met depending on their talents, they gain 1 Light. Light can be spent to perform various effects depending on talents, most notably to cast a Super ability. They can have a maximum amount of Light equal to 10 + their Intellect.
Paracausal Entity: An Arisen's Brawl damage is considered to be Paracausal. This means that they can destroy Ghosts, along with other Paracasually protected characters.
Revival: When an Arisen is killed, their body can be revived by their Ghost.

 
 

Talents

Bastion (Tier 1)(active)(incidental)(void)(class ability)
When you use your Class Ability to create a Barricade, you and each Ally within the Rift gain a Void Overshield. This Overshield is fully replenished at the end of each turn the character spends within the Rift.
Void Overshield (aaa)(active): When this Subclass Verb is triggered, the attacker gains a number temporary Overshield Wounds equal to their Willpower.
The Overshield Wounds decay at a rate one at the beginning of each of the character's Activations, and are lost to incoming damage before normal Wounds. They cannot be regained in any way.
Duelist (Tier 1)(passive)(melee)
Your character adds b to their melee combat chekcs while Engaged with a single opponent. Your character adds b to their melee checks when Engaged with three or more opponents.
Durable (Tier 1)(passive)(ranked)
You reduces any Critical Injury result you suffer by 10 per rank of Durable, to a minimum of 01.
Flow State (Tier 1)(passive)(ranked)(arc)(movement)
When you defeat an enemy who is Jolted you become Amplified fora number of rounds equal to your ranks in this Talent.
Amplified (x)(passive): An Amplified character may take a second manouevre in their turn without suffering Strain (this does not increase the maximum number of manouevres a character can make). This effect lasts for (x) turns.
Precision (Tier 1)(active)(incidental)
When making a Brawl, Melee or Ranged Attack against an enemy you can see and that is within the weapon's Range, you may use Cunning instead of Brawn or Agility.

Echo of Starvation (Tier 2)(passive)(void)
Requires Void Adept Whenever you gain Light except for the beginning of your Activation, you gain Devour until the end of your next Action.
Void Devour (aaaa)(active): When this Subclass Verb is triggered, the attacker regains their full Wounds.
Precision Weapon Proficiency (Tier 2)(passive)(weapon)
When you make an attack with a Hand Cannon, Scout Rifle or Sniper Rifle, you can choose to ignore any cover, barriers, shields, overshields, or any other temporary blocks to attacks or damage (other than the target's base Soak from its Brawn and Armour) during the Attack, however if you do, unless that Attack lands a Critical Hit, treat that Attack as a Miss (cancel all damage and effects from the Attack).
In addition, when you land a Critical Hit on a Barrier Champion with an attack from one of these weapons, it becomes Champion Stunned.
Tactical Focus (Tier 2)(passive)
When performing a Ranged Attack, if your character did not perform a Manouevre to ready or stow a weapon this turn, they add a to the results.
Void Adept (Tier 2)(passive)(void)(class ability)(affinity)
When you use a Void elemental Class Ability, the first effect you add does not increase the difficulty of that ability.

Basic Weapon Specialisation (Tier 3)(passive)(weapon)
Requires a Weapon Proficiency talent When you purchase this talent, choose a weapon you have the corresponding Proficiency talent for (eg for Auto-Rifles you would need the Auto Weapon Proficiency talent).
When you make an attack with the chosen weapon, upgrade that check once.
Suppressing Fire (Tier 3)(active)(manouevre)(ranked)(weapon)
If your character does not make an Attack during their turn, they may use this talent to target one character (or minion group) within Long Range (or the range of their current weapon if that is shorter). That character must upgrade the difficulty of any Ranged combat checks they make once until the end of your character's next Adtivation. Your character may choose to affect one additional character or minion group within Short Range of the initial target for each additional rank of this talent.
You must be holding a Ranged weapon to use this talent, and must have line of sight to the target. Additionally, after using this talent the weapon will need to be reloaded.

Overwatch (Tier 4)(passive)(weapon)
Requires Supressing Fire T3 Pg47 When the target of your Suppressing Fire makes a Move action, after that action is completed but before the remainder of their turn you may suffer 2 Strain and end the Suppressing Fire effect to make a Ranged Attack targetting them, then their Activation continues as normal.

Comments

Please Login in order to comment!