Ternua Zehn

Attributes

BRAWN 2
AGILITY 3
INTELLECT 4
CUNNING 3
WILLPOWER 3
PRESENCE 4 (3+1 Torso)
Soak 4 (2BRA+2)
Melee Defence 0
Ranged Defence 0
Wounds 12 (10+BRA2)
Strain 13 (10+WILL3)

Skills

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




Species
Children

Experience
Gained
420
Spent
255
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:
Torso: +1 Presence
Arms:
Legs:
 

Weapons

A Broken Kinetic Omolon 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.
Inferior (passive): A weapon with this quality generates one automatic h on every Attack.

 

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 Void-Elemental Omolon 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.

 

Cutting Word, a Crafted Arc Blade
Name Damage Critical Range Qualities Hardpoints
Cutting Word (Blade) BRA+1 3 Engaged Concussion(1) ; Defensive(2+1) ; Superior; 2/2; Defensive (1) ; Superior Construction;
Concussion (x)(aa)(active): When this quality is triggered the target becomes Staggered for (x) rounds.
If multiple targets suffer hits from this weapon the quality must be triggered seperately for each character hit.
[var:key-staggered]
Defensive (passive): Increase the user's Melee Defense by (x).
Superior (passive): A weapon with this quality generates one automatic a on every Attack.

 

A Solar 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 Solar-Elemental Omolon 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.

 

An Arc-Elemental Machine Gun
Name Damage Critical Range Qualities
Machine Gun 9 3 Medium Auto-Fire; Restricted(2)
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.
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.

 
 

Ghost Shell

Detection Mod Upgrade all Ghost Skill checks once.  

Incidental

  • A Shock Dagger looted from Fallen Dregs in the tunnels between Tower Hill and Liverpool Street. Being designed for Eliksni physiology, this item is useful only as trophies (for now, anyway).
 

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

All-Terrain Driver (Tier 1)(passive)(vehicle)
Do not suffer usual penalties for driving through Difficult Terrain when using Driving.
Apothecary (Tier 1)(passive)(ranked)(healing)
When another character heals Wounds as a result of your actions, they heal additional Wounds equal to twice your ranks in Apothecary.
Hand on the Throttle (Tier 1)(active)(incidental)(vehicle)
Once per round while driving or piloting a Vehicle, you may use this talent to increase or decrease its speed by 1, to a minimum of 0 or a maximum of the vehicle's max Speed.
Jump Up (Tier 1)(active)(incidental)
Once per round during your character's turn, your character may use this talent to stand from a prone or seated position as an incidental.
Quick Strike (Tier 1)(passive)(ranked)
You add b for each rank of Quick Strike to any targets that have not yet taken their turn in the current encounter.
Rapid Reaction (Tier 1)(active)(incidental, out of turn)(ranked)
You may suffer a number of Strain equal to your ranks in this talent to add the same number of s to a Vigilance or Cool check to determine Initiative order.
Swift (Tier 1)(passive)(movement)
You do not suffer the penalties for moving through difficult terrain.
Tumble (Tier 1)(active)(incidental)
Once per round on your character's turn, they may suffer 2 strain to disengage from all engaged adversaries.
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.

Apothecary Rank 2
Controlled Demolition (Tier 2)(active)(incidental)(void)(heal)
Hitting an enemy with a Void Elemental ability or a Volatile detonation will make them Volatile. In addition, Volatile detonations heal your Allies in range for the same amount as the detonation's Blast damage.
Void Volatile (aa)(active): When this Subclass Verb is triggered, until the end of its next Activation, the target becomes Volatile.
If a Volatile character loses total Wounds equal to double its Brawn it explodes with Blast(x) where (x) is its Brawn value.
If a Barrier Champion becomes Volatile, count the damage that would be dealt to it before taking its Barrier into account - if it takes enough damage to trigger the Volatile Blast that Blast still occurs and it also becomes Champion Stunned.
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.
Parkour! (Tier 4)(active)(manouevre)(vehicle)
Once per round you may suffer 1 strain to use this talent to move to any location within Short range. This includes locations that are vertically distant or have no obvious or easy access route, but the GM may rule some locations inaccessible. If used while on a Vehicle it must be a location in the direction your vehicle is travelling, but can 'create' jumps/ramps/etc to reach areas.
Rapid Reaction Rank 2
Selective Detonation (Tier 2)(active)(incidental)
When using a weapon with the Blast quality spend a to exclude 1 target that would be affected by the explosion, up to ranks in Selective Detonation.
Shortcut (Tier 2)(passive)(ranked)(vehicle)
During a chase add b per rank of Shortcut to any checks made to catch or escape an opponent.
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.

Grenadier (Tier 3)(active)(incidental)(story)(grenade)
When you make a Ranged or Class Grenade combat check with a weapon that has the Blast quality, you may spend one Story Point to use this talent to trigger that quality even if the attack misses. In addition, your character treats the base range of Grenades including their Class Grenade as Medium.
Studious Plotting (Tier 3)(passive)(vehicle)
When making a Streetwise or Survival check to navigate, the character may use Intellect instead of Cunning.

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