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|Name||Testie Revised Starnumberson|
|AB / Saving Throws
||funny paintings all over
Skill Points: 8
|Level 1: Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. When you roll initiative, roll twice and take the best result.|
Level 2: You always act first in a combat round unless someone else involved is also this Alert.
|Level 1: Gain Talk as a bonus skill. You speak all the languages common to the sector and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.|
Level 2: Once per game session, shift an intelligent NPC’s reaction roll one step closer to friendly if you can talk to them for at least thirty seconds.
Effort: 4, max: 4
|The biopsion’s Psychic Succor may now also affect all allies within ten meters of the target. Allies can decline the healing if they don’t require it or don’t want to take the additional System Strain. Each use of this technique requires that the biopsion Commit Effort for the day in addition to the cost of the Psychic Succor.
|The metapsion is capable of “hanging” a psychic power in their brain, forming the energy patterns and then suspending them in a self-sustaining loop until it’s time to trigger their release. The psychic must Commit Effort for the day to hang a power, along with the Effort normally necessary to trigger it. None of this Effort can be recovered until the power is expended, after which it recovers at its usual speed. Activating the power is
an Instant action, or an On Turn action if it allows the target a saving throw of some kind. Only one ability can be held suspended at any one time.
|Get a ship||100|
|Join a faction||200|
|Find some friends||1000|
|Open a club||50|
|crew min max||1/20
Extended Life Support, 6 tons cargo
|cost||210K base price, 10,500 maintenance, 43,800 yearly crew cost for 1 pilot|
This craft is a conventional civilian shuttle, albeit one
with a spike drive sufficient to get it to a neighboring
system and enough passenger space to make it a minimally-acceptable transport for brave VIPs and light cargo. If used as an inter-system transport, however, at
least three crew will be needed to safely navigate a drill.
While cheap and flexible, the shuttle is entirely
unarmed and acutely vulnerable to piracy or hostile
warships. In such cases the pilot’s only recourse is to
surrender or hope the small craft’s nimble maneuver
drives can keep it away from the attacker long enough
to get to safety. |
|notes||Tom is smuggling illegal wares using a small shuttle.|