If you want to, you can now withdraw Slaine from the game. Here is a backup copy of their sheet:
[ +- ] Slaine
Create character
{"logo":"https://i.imgur.com/wwvVeGa.png"}
CHARACTER INFO
Name: Slaine Rowan
Background: Physician
Class: Expert
Level: 2
XP: 3
Credits: 2100
ATTRIBUTES
Ability | Score | Bonus
|
STR | 14 |
|
DEX | 14 |
|
CON | 14 |
|
INT | 18 |
|
WIS | 16 |
|
CHR | 12 | |
Skill | Level | Usual attribute | Usual roll | Base Roll
|
Administer | -1 | Cha | 2D6+ | 2D6+
|
Connect | -1 | Cha | 2D6+ | 2D6+
|
Fix | -1 | Int | 2D6+ | 2D6+
|
Heal | 1 | Int | 3D6h2+ | 3D6h2+
|
Know | 0 | Int | 2D6+ | 2D6+
|
Lead | -1 | Cha | 2D6+ | 2D6+
|
Notice | 1 | Wis | 3D6h2+ | 3D6h2+
|
Perform | -1 | Cha | 2D6+ | 2D6+
|
Pilot | -1 | Dex | 2D6+ | 2D6+
|
Program | 0 | Int | 2D6+ | 2D6+
|
Punch | 0 | Dex | 1D20+ | 2D6+
|
Shoot | 0 | Dex | 1D20+ | 1D20+
|
Sneak | 0 | Dex | 2D6+ | 2D6+
|
Stab | 1 | Dex | 1D20+ | 1D20+
|
Survive | 0 | Con | 2D6+ | 2D6+
|
Talk | -1 | Cha | 2D6+ | 2D6+
|
Trade | -1 | Cha | 2D6+ | 2D6+
|
Work | -1 | Dex | 2D6+ | 2D6+ |
[table="grid compact ht zebra rolls"]
Skill | Level | Usual attribute | Usual roll |Base Roll
[f=color:red right]Administer[/f] | [_AdminLV=-1] | [_=Cha] | 2D6+[u][_$=AdminLV+chaMod][/u] | 2D6+[u][_$=AdminLV][/u]
[f=color:red right]Connect[/f] | [_ConnLV=-1] | [_=Cha] | 2D6+[u][_$=ConnLV+chaMod][/u] | 2D6+[u][_$=ConnLV][/u]
[f=color:red right]Fix[/f] | [_FixLV=-1] | [_=Int] | 2D6+[u][_$=FixLV+intMod][/u] | 2D6+[u][_$=FixLV][/u]
[f=color:red bold right]Heal[/f] | [_HealLV=1] | [_=Int] | 3D6h2+[u][_$=HealLV+intMod][/u] | 3D6h2+[u][_$=HealLV][/u]
[f=color:red bold right]Know[/f] | [_KnowLV=0] | [_=Int] | 2D6+[u][_$=KnowLV+intMod][/u] | 2D6+[u][_$=KnowLV][/u]
[f=color:red right]Lead[/f] | [_LeadLV=-1] | [_=Cha] | 2D6+[u][_$=LeadLV+chaMod][/u] | 2D6+[u][_$=LeadLV][/u]
[f=color:red bold right]Notice[/f] | [_NoticeLV=1] | [_=Wis] | 3D6h2+[u][_$=NoticeLV+wisMod][/u] | 3D6h2+[u][_$=NoticeLV][/u]
[f=color:red right]Perform[/f] | [_PerfLV=-1] | [_=Cha] | 2D6+[u][_$=PerfLV+chaMod][/u] | 2D6+[u][_$=PerfLV][/u]
[f=color:red right]Pilot[/f] | [_PilotLV=-1] | [_=Dex] | 2D6+[u][_$=PilotLV+dexMod][/u] | 2D6+[u][_$=PilotLV][/u]
[f=color:red bold right]Program[/f] | [_ProgramLV=0] | [_=Int] | 2D6+[u][_$=ProgramLV+intMod][/u] | 2D6+[u][_$=ProgramLV][/u]
[f=color:red bold right]Punch[/f] | [_PunchLV=0] | [_=Dex] | 1D20+[u][_$=PunchLV+dexMod+Atk][/u] | 2D6+[u][_$=PunchLV+Atk][/u]
[f=color:red bold right]Shoot[/f] | [_ShootLV=0] | [_=Dex] | 1D20+[u][_$=ShootLV+dexMod+Atk][/u] | 1D20+[u][_$=ShootLV+Atk][/u]
[f=color:red bold right]Sneak[/f] | [_SneakLV=0] | [_=Dex] | 2D6+[u][_$=SneakLV+dexMod][/u] | 2D6+[u][_$=SneakLV][/u]
[f=color:red bold right]Stab[/f] | [_StabLV=1] | [_=Dex] | 1D20+[u][_$=StabLV+dexMod+Atk][/u] | 1D20+[u][_$=StabLV+Atk][/u]
[f=color:red bold right]Survive[/f] | [_SurviveLV=0] | [_=Con] | 2D6+[u][_$=SurviveLV+conMod][/u] | 2D6+[u][_$=SurviveLV][/u]
[f=color:red right]Talk[/f] | [_TalkLV=-1] | [_=Cha] | 2D6+[u][_$=TalkLV+chaMod][/u] | 2D6+[u][_$=TalkLV][/u]
[f=color:red right]Trade[/f] | [_TradeLV=-1] | [_=Cha] | 2D6+[u][_$=TradeLV+chaMod][/u] | 2D6+[u][_$=TradeLV][/u]
[f=color:red right]Work[/f] | [_WorkLV=-1] | [_=Dex] | 2D6+[u][_$=WorkLV+dexMod][/u] | 2D6+[u][_$=WorkLV][/u]
[/table]
HEALTH
Attribute | Value
|
HP Max | 21
|
HP Current | 11
|
System Strain | 0 |
COMBAT
Attribute | Value
|
AC | 15
|
Attack Bonus |
|
Enc Ready | 7 /
|
Enc Stowed | 4 /
|
Movement speed | 10 meters ( squares)
|
Initiative | 1D8+ |
SAVES
Save | Roll
|
Physical DC | 1d20
|
Evasion DC | 1d20
|
Mental DC | 1d20 |
Item | Cost | Encumberance | Tech Level | Ready?
|
General
|
Commpad | 100 | * | 4 | Ready
|
Dataslab | 300 | 1 | 4 | Ready
|
Surveillance Postech Toolkit | 300 | 3 | 4 | Stowed
|
| | | |
|
Medical
|
Bioscanner | 300 | 1 | 4 | Ready
|
Lazarus patch | 30 ea | 1# | 4 | Ready
|
Lift | 50 ea | * | 4 | Ready
|
Medkit | 100 | 2 | 4 | Stowed
|
| | | | |
[table="ht grid zebra"]
Item | Cost | Encumberance | Tech Level | Ready?
[f=bold underline]General[/f]
[_=Commpad] | [_=100] | [_=*] | [_=4] | [_=Ready]
[_=Dataslab] | [_=300] | [_=1] | [_=4] | [_=Ready]
[_=Surveillance Postech Toolkit] | [_=300] | [_=3] | [_=4] | [_=Stowed]
[_=] | [_=] | [_=] | [_=] | [_=]
[f=bold underline]Medical[/f]
[_=Bioscanner] | [_=300] | [_=1] | [_=4] | [_=Ready]
[_=Lazarus patch] | [_=30 ea] | [_=1#] | [_=4] | [_=Ready]
[_=Lift] | [_=50 ea] | [_=*] | [_=4] | [_=Ready]
[_=Medkit] | [_=100] | [_=2] | [_=4] | [_=Stowed]
[_=] | [_=] | [_=] | [_=] | [_=]
[/table]
Compad:
NotesOne of a host of different hand-held portable communications devices. Most TL4 worlds have global comm coverage, but primitive worlds render these devices useless without a nearby comm server to provide connectivity
One of a host of different hand-held portable communications devices. Most TL4 worlds have global comm coverage, but primitive worlds render these devices useless without a nearby comm server to provide connectivity
Dataslab:
Notes A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter
on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.
A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter
on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.
Toolkits:
NotesContaining a wide range of necessary tools for a particular skill set, toolkits can handle almost any job that doesn’t require a full-scale shop or lab. A standard postech toolkit can handle electronics, small welding jobs, and basic repair on ordinary TL4 goods. More sophisticated pretech tools are necessary for working on advanced TL5 artifacts, and the tools themselves are very rare and difficult to obtain.
Containing a wide range of necessary tools for a particular skill set, toolkits can handle almost any job that doesn’t require a full-scale shop or lab. A standard postech toolkit can handle electronics, small welding jobs, and basic repair on ordinary TL4 goods. More sophisticated pretech tools are necessary for working on advanced TL5 artifacts, and the tools themselves are very rare and difficult to obtain.
Bioscanner:
NotesWhile an untrained user can use this tool to discern internal bleeding, gross physical distress, or toxins in a plant or animal, it requires Heal-0 skill to use this tool to its fullest. Such operators can use the bioscanner for a full spectrum of diagnosis and DNA sequencing achievable in minutes. One type A power cell will power it for up to twenty-four hours of regular usage.
While an untrained user can use this tool to discern internal bleeding, gross physical distress, or toxins in a plant or animal, it requires Heal-0 skill to use this tool to its fullest. Such operators can use the bioscanner for a full spectrum of diagnosis and DNA sequencing achievable in minutes. One type A power cell will power it for up to twenty-four hours of regular usage.
Lazarus patch:
NotesA vital tool for adventurers, the lazarus patch is a heavy compress laced with antibiotics, coagulants, system stabilizers, plasma, and a one-shot diagnostic suite. If the patch is applied to a character that has fallen to 0 hit points, the user can make an Int/Heal or Dex/Heal skill check against difficulty 6 to stabilize the subject. The more time between injury and application, the less chance the patch has to work. Each round after the first, an additional -1 penalty is applied to the skill check. The patch is no use after six rounds. If the medic fails the first skill check, they can keep trying the check once per round until the victim is revived or time runs out.
Lazarus patches are no use on victims that have died of disease, poison, or have been mangled beyond surgical repair by Heavy weapons or similar trauma. Only one patch can be applied to a victim. Revived victims are critically wounded until sufficient medical help has been tendered; see the Systems chapter for details.
A vital tool for adventurers, the lazarus patch is a heavy compress laced with antibiotics, coagulants, system stabilizers, plasma, and a one-shot diagnostic suite. If the patch is applied to a character that has fallen to 0 hit points, the user can make an Int/Heal or Dex/Heal skill check against difficulty 6 to stabilize the subject. The more time between injury and application, the less chance the patch has to work. Each round after the first, an additional -1 penalty is applied to the skill check. The patch is no use after six rounds. If the medic fails the first skill check, they can keep trying the check once per round until the victim is revived or time runs out.
Lazarus patches are no use on victims that have died of disease, poison, or have been mangled beyond surgical repair by Heavy weapons or similar trauma. Only one patch can be applied to a victim. Revived victims are critically wounded until sufficient medical help has been tendered; see the Systems chapter for details.
Lift (Heal-0):
NotesA Lift stim augments and amplifies the body’s natural response to physical injury and exhaustion. This boost speeds natural recovery drastically and heals 1d8 plus the user’s Heal skill in hit points after five minutes of rest. Lift stims do not work on PCs who are mortally wounded; they need to be stabilized before the Lift can help them, though application to a stabilized target will get them back on their feet and active again. Each application adds 1 System Strain to the target. Each additional application of Lift to a target the same day increases the minimum Heal skill needed by 1.
A Lift stim augments and amplifies the body’s natural response to physical injury and exhaustion. This boost speeds natural recovery drastically and heals 1d8 plus the user’s Heal skill in hit points after five minutes of rest. Lift stims do not work on PCs who are mortally wounded; they need to be stabilized before the Lift can help them, though application to a stabilized target will get them back on their feet and active again. Each application adds 1 System Strain to the target. Each additional application of Lift to a target the same day increases the minimum Heal skill needed by 1.
Medkit:
NotesContaining a broad supply of pharmaceuticals, spray bandages, glue sutures, and a succinct handbook of injury care, the medkit is designed for handling sudden and drastic injuries. It also contains all the necessary tools for providing long-term recuperative care for critically injured characters. After each day of granting long-term recuperative care, roll 2d6 per patient treated; on a 12, the kit has run out of some vital pharmaceutical and has become useless.
Containing a broad supply of pharmaceuticals, spray bandages, glue sutures, and a succinct handbook of injury care, the medkit is designed for handling sudden and drastic injuries. It also contains all the necessary tools for providing long-term recuperative care for critically injured characters. After each day of granting long-term recuperative care, roll 2d6 per patient treated; on a 12, the kit has run out of some vital pharmaceutical and has become useless.
Type | Armor Class | Cost | Enc | TL
|
Security Armor | 14 | 700 | 1 | 4
|
| | | | |
[table="ht grid zebra"]
Type | Armor Class | Cost | Enc | TL
[_=Security Armor] | [_=14] | [_=700] | [_=1] | [_=4]
[_=] | [_=] | [_=] | [_=] | [_=]
[/table]
Weapon | Damage | Shock | Cost | Enc | TL | Ready?
|
Vibroblade (Advanced Medium) | 1D8+1 | 2 AC:13 | 60 | 1 | 4 | Ready |
[table="grid zebra ht rolls"]
Weapon | Damage | Shock | Cost | Enc | TL | Ready?
[_=Vibroblade (Advanced Medium)] | [_=1D8+1] | [_=2] AC:[_=13] | [_=60] | [_=1] | [_=4] | [_=Ready]
[/table]
Ranged | Damage | Range | Cost | Magazine | Enc | TL | Ready?
|
Laser Pistol | 1d6+1 | 100/300 | 200 | 10 | 1 | 4 | Ready
|
| | | | | | |
*This weapon can fire in burst mode: spend three rounds of ammunition instead of 1 for a +2 bonus to hit and damage against the target.
[table="grid zebra ht rolls"]
Ranged |Damage | Range | Cost | Magazine | Enc | TL | Ready?
Laser Pistol |1d6+1|100/300|200|10| 1 |4|Ready
[_=] | [_=] | [_=] | [_=] | [_=] | [_=] | [_=]
[/table]
*This weapon can fire in burst mode: spend three rounds of ammunition instead of 1 for a +2 bonus to hit and damage against the target.
Healer
NotesHealing comes naturally to you, and you’re particularly
gifted at preventing the quick bleed-out of wounded
allies and comrades.
Level 1: Gain Heal as a bonus skill. You may attempt to
stabilize one mortally-wounded adjacent person
per round as an On Turn action. When rolling
Heal skill checks, roll 3d6 and drop the lowest die.
Level 2: Stims or other technological healing devices
applied by you heal twice as many hit points as
normal. Using only basic medical supplies, you
can heal 1d6+Heal skill hit points of damage to
every injured or wounded person in your group
with ten minutes of first aid spread among them.
Such healing can be applied to a given target only
once per day.
Healing comes naturally to you, and you’re particularly
gifted at preventing the quick bleed-out of wounded
allies and comrades.
Level 1: Gain Heal as a bonus skill. You may attempt to
stabilize one mortally-wounded adjacent person
per round as an On Turn action. When rolling
Heal skill checks, roll 3d6 and drop the lowest die.
Level 2: Stims or other technological healing devices
applied by you heal twice as many hit points as
normal. Using only basic medical supplies, you
can heal 1d6+Heal skill hit points of damage to
every injured or wounded person in your group
with ten minutes of first aid spread among them.
Such healing can be applied to a given target only
once per day.
Specialist(Notice)
NotesYou are remarkably talented at a particular skill. Wheth-
er a marvelous cat burglar, a world-famous athlete, a
brilliant engineer, or some other savant, your expertise
is extremely reliable. You may take this focus more than
once for different skills.
Level 1: Gain a non-combat, non-psychic skill as a bonus.
Roll 3d6 and drop the lowest die for all skill checks
in this skill.
You are remarkably talented at a particular skill. Wheth-
er a marvelous cat burglar, a world-famous athlete, a
brilliant engineer, or some other savant, your expertise
is extremely reliable. You may take this focus more than
once for different skills.
Level 1: Gain a non-combat, non-psychic skill as a bonus.
Roll 3d6 and drop the lowest die for all skill checks
in this skill.
future?
NotesSpecialist lv 2?or Alert
Specialist sneak
Savage Frey or Shocking Assult
Specialist lv 2?or Alert
Specialist sneak
Savage Frey or Shocking Assult
Description
NotesYour hero is exceptionally good at a useful skill. Doc- tors, cat burglars, starship pilots, grifters, technicians, or any other concept that focuses on expertise in a non-combat skill should pick the Expert class. Experts are the best at such skills and gain more of them than other classes do. Just as a Warrior can be relied upon to make a shot when the chips are down, an Expert has a knack for succeeding at the moments of greatest importance. Once per scene, an Expert can reroll a failed skill check, taking the new result if it’s better. This benefit can be applied to any skill check, even those that the Expert isn’t specially focused in. Their natural talent bleeds over into everything they do. In their chosen field, however, the Expert is excep- tionally gifted. Aside from the free focus level that all PCs get at the start of the game, an Expert can choose an additional level in a non-combat focus related to their background. They can spend both of these levels on the same focus if they wish, thus starting the game with level 2 in that particular knack.
Your hero is exceptionally good at a useful skill. Doc- tors, cat burglars, starship pilots, grifters, technicians, or any other concept that focuses on expertise in a non-combat skill should pick the Expert class. Experts are the best at such skills and gain more of them than other classes do. Just as a Warrior can be relied upon to make a shot when the chips are down, an Expert has a knack for succeeding at the moments of greatest importance. Once per scene, an Expert can reroll a failed skill check, taking the new result if it’s better. This benefit can be applied to any skill check, even those that the Expert isn’t specially focused in. Their natural talent bleeds over into everything they do. In their chosen field, however, the Expert is excep- tionally gifted. Aside from the free focus level that all PCs get at the start of the game, an Expert can choose an additional level in a non-combat focus related to their background. They can spend both of these levels on the same focus if they wish, thus starting the game with level 2 in that particular knack.
Reroll
NotesOnce per scene, you can reroll a failed skill check, taking the new roll if it’s better.
Once per scene, you can reroll a failed skill check, taking the new roll if it’s better.
Skill
Notes When you advance an experience level, you gain a bonus skill point that can be spent on any non-combat, non-psychic skill. You can save this point to spend later if you wish
When you advance an experience level, you gain a bonus skill point that can be spent on any non-combat, non-psychic skill. You can save this point to spend later if you wish
Every character should have a goal from the very start. This might be something as simple as:
- "Discover the truth of the Bio-synths";
- "Gain a PHD or Honorary Doctorate";
- "Help people in need",
Every character should have a goal from the very start. This might be something as simple as:
- "Discover the truth of the Bio-synths";
- "Gain a PHD or Honorary Doctorate";
- "Help people in need",
Vibroblade
NotesBoosted (Fix-2):
The weapon has been tuned for greater damage output, adding +2 to the damage it does.
Costs 2,000 credits.
Customized (Fix-1):
The weapon or armor has been carefully tailored to a single specific user. When used by that person, they get a +1 to hit with the weapon or a +1 Armor Class bonus with armor.
Costs 1,000 credits and is inapplicable to shields.
Phasing (Fix-3):
The weapon is tuned to partially phase through armor and impeding debris, granting a +1 bonus to hit rolls with it. Costs 10,000 credits and two units of pretech salvage.
Boosted (Fix-2):
The weapon has been tuned for greater damage output, adding +2 to the damage it does.
Costs 2,000 credits.
Customized (Fix-1):
The weapon or armor has been carefully tailored to a single specific user. When used by that person, they get a +1 to hit with the weapon or a +1 Armor Class bonus with armor.
Costs 1,000 credits and is inapplicable to shields.
Phasing (Fix-3):
The weapon is tuned to partially phase through armor and impeding debris, granting a +1 bonus to hit rolls with it. Costs 10,000 credits and two units of pretech salvage.
Cuddlefish: 2000
NotesEnvironmental Power: 4,000
The drone draws operating
power from sunlight or thermal variances. It can
operate indefinitely so long as it can draw power
from its environment.
Medical Support 2,000
The drone can be loaded with up to
a dozen units of medication, whether stim doses, lazarus patches, or less benevolent substances. It can launch a medication through a remote injector at a target within ten meters in lieu of a weapon attack. Immobile or willing targets are hit auto-matically, while hostiles require a normal hit roll.
The drone is treated as having Heal-0 skill or the active pilot’s Heal skill, whichever is higher.
Observation Suite 250
All drones are wired for basic camera and sound, but this suite contains a full-spectrum UV/IR visual package, remote sound sensors, and radiation/chemical detectors. The drone can focus on conversations or facial expressions from up to
2 kilometers away and can operate even in the complete absence of visible light
Weapon Fitting 1,000
The drone can be mounted with 1
encumbrance worth of ranged weaponry, which
must be purchased separately. This fitting may be
taken more than once to mount more weapons
or heavier weapons. The weapon requires one or
more ammo units to feed it.
Environmental Power: 4,000
The drone draws operating
power from sunlight or thermal variances. It can
operate indefinitely so long as it can draw power
from its environment.
Medical Support 2,000
The drone can be loaded with up to
a dozen units of medication, whether stim doses, lazarus patches, or less benevolent substances. It can launch a medication through a remote injector at a target within ten meters in lieu of a weapon attack. Immobile or willing targets are hit auto-matically, while hostiles require a normal hit roll.
The drone is treated as having Heal-0 skill or the active pilot’s Heal skill, whichever is higher.
Observation Suite 250
All drones are wired for basic camera and sound, but this suite contains a full-spectrum UV/IR visual package, remote sound sensors, and radiation/chemical detectors. The drone can focus on conversations or facial expressions from up to
2 kilometers away and can operate even in the complete absence of visible light
Weapon Fitting 1,000
The drone can be mounted with 1
encumbrance worth of ranged weaponry, which
must be purchased separately. This fitting may be
taken more than once to mount more weapons
or heavier weapons. The weapon requires one or
more ammo units to feed it.
Bioadaptation Augments: 10,000
NotesThese additional synthetic
organs and filters allow the bearer to survive in
thin-atmosphere conditions, as well as tolerate
temperatures ranging from Antarctic chill to
heat sufficient to boil water. They can also eat a
wide range of native life forms for sustenance; no
normal planet’s native biology is ever considered
immiscible for consumption.
These additional synthetic
organs and filters allow the bearer to survive in
thin-atmosphere conditions, as well as tolerate
temperatures ranging from Antarctic chill to
heat sufficient to boil water. They can also eat a
wide range of native life forms for sustenance; no
normal planet’s native biology is ever considered
immiscible for consumption.
Dermal Armor 20,000
NotesA fine subcutaneous reinforcement
mesh provides significant protection against im-
pacts and cuts while remaining imperceptible to
anything short of a medical examination. Some-
one with the implant has AC 16 and is immune
to Shock damage inflicted by primitive melee
weapons. A TL5 version of this implant that costs
five times as much grants even more protection,
rendering the subject wholly immune to primitive
weapons as if they were wearing powered armor.
A fine subcutaneous reinforcement
mesh provides significant protection against im-
pacts and cuts while remaining imperceptible to
anything short of a medical examination. Some-
one with the implant has AC 16 and is immune
to Shock damage inflicted by primitive melee
weapons. A TL5 version of this implant that costs
five times as much grants even more protection,
rendering the subject wholly immune to primitive
weapons as if they were wearing powered armor.
Panspectral Optics 15,000
NotesOcular adjustments to the wearer
allow them to see clearly at any light level short of
perfect darkness, in addition to giving them ther-
mal vision that can easily distinguish shapes and
distance even in the total absence of light. Danger-
ous radiation and lasers tuned outside the range
of visible light are also visible to the user. Nearby
radio transmissions can be seen as if they were
visual flares of color. The system cannot translate
these transmissions, only alert the user to them.
Ocular adjustments to the wearer
allow them to see clearly at any light level short of
perfect darkness, in addition to giving them ther-
mal vision that can easily distinguish shapes and
distance even in the total absence of light. Danger-
ous radiation and lasers tuned outside the range
of visible light are also visible to the user. Nearby
radio transmissions can be seen as if they were
visual flares of color. The system cannot translate
these transmissions, only alert the user to them.
Small primitive weapon
NotesConcealed (Fix-2): The device is disguised as a specific
different object of the same general mass. This
disguise will fool standard TL4 sensors, but not a
close physical inspection of the object. Costs ten
times the device’s base cost.
Customized (Fix-1): The weapon or armor has been
carefully tailored to a single specific user. When
used by that person, they get a +1 to hit with the
weapon or a +1 Armor Class bonus with armor.
Costs 1,000 credits and is inapplicable to shields.
Concealed (Fix-2): The device is disguised as a specific
different object of the same general mass. This
disguise will fool standard TL4 sensors, but not a
close physical inspection of the object. Costs ten
times the device’s base cost.
Customized (Fix-1): The weapon or armor has been
carefully tailored to a single specific user. When
used by that person, they get a +1 to hit with the
weapon or a +1 Armor Class bonus with armor.
Costs 1,000 credits and is inapplicable to shields.
Future Levels
NotesLV3: Medicine 2(3 point, 1 remain
LV4: Notice 2 (3 point, 2 remain
LV5: Dex 17(3 point) Sneak 2(3 point)
. Foci: Specialist Sneak
Lv6: Dex18 (4 point
LV7: Notice 3 (1 point with foci,) Administer or Survive 0 (1 point, 2 remaining)
. Foci: alert
LV8: Stab 2 (3 point, 1+2 remaining)
LV9: Medicine 4(5 point, 2 remaining),
LV10: Stab 3, (1 with Foci), Notice 4 (5 point)
. Foci: Savage Frey or Shocking Assult
LV3: Medicine 2(3 point, 1 remain
LV4: Notice 2 (3 point, 2 remain
LV5: Dex 17(3 point) Sneak 2(3 point)
. Foci: Specialist Sneak
Lv6: Dex18 (4 point
LV7: Notice 3 (1 point with foci,) Administer or Survive 0 (1 point, 2 remaining)
. Foci: alert
LV8: Stab 2 (3 point, 1+2 remaining)
LV9: Medicine 4(5 point, 2 remaining),
LV10: Stab 3, (1 with Foci), Notice 4 (5 point)
. Foci: Savage Frey or Shocking Assult
[style]
{"logo":"https://i.imgur.com/wwvVeGa.png"}
[/style]
[3column]
[col]
[f=h1]CHARACTER INFO[/f]
[b]Name:[/b] [_=Slaine Rowan ]
[b]Background:[/b] [_=Physician]
[b]Class:[/b] [_=Expert]
[b]Level:[/b] [_level=2] [color="clear"][_Atk$=0+level/2][/color]
[b]XP:[/b] [_=3]
[b]Credits:[/b] [_=2100]
[/col]
[col]
[f=h1]ATTRIBUTES[/f]
[table="ht"]
Ability | Score | Bonus
STR| [_str=14] | [_strMod$=lookupBonus(str,3,3,-2,4,7,-1,8,13,0,14,17,+1,18,18,+2)]
DEX |[_dex=14] | [_dexMod$=lookupBonus(dex,3,3,-2,4,7,-1,8,13,0,14,17,+1,18,18,+2)]
CON | [_con=14] | [_conMod$=lookupBonus(con,3,3,-2,4,7,-1,8,13,0,14,17,+1,18,18,+2)]
INT | [_int=18] | [_intMod$=lookupBonus(int,3,3,-2,4,7,-1,8,13,0,14,17,+1,18,18,+2)]
WIS | [_wis=16] | [_wisMod$=lookupBonus(wis,3,3,-2,4,7,-1,8,13,0,14,17,+1,18,18,+2)]
CHR | [_cha=12] | [_chaMod$=lookupBonus(cha,3,3,-2,4,7,-1,8,13,0,14,17,+1,18,18,+2)]
[/table][/col]
[col]
[abilities=SKILLS]
[table="grid compact ht zebra rolls"]
Skill | Level | Usual attribute | Usual roll |Base Roll
[f=color:red right]Administer[/f] | [_AdminLV=-1] | [_=Cha] | 2D6+[u][_$=AdminLV+chaMod][/u] | 2D6+[u][_$=AdminLV][/u]
[f=color:red right]Connect[/f] | [_ConnLV=-1] | [_=Cha] | 2D6+[u][_$=ConnLV+chaMod][/u] | 2D6+[u][_$=ConnLV][/u]
[f=color:red right]Fix[/f] | [_FixLV=-1] | [_=Int] | 2D6+[u][_$=FixLV+intMod][/u] | 2D6+[u][_$=FixLV][/u]
[f=color:red bold right]Heal[/f] | [_HealLV=1] | [_=Int] | 3D6h2+[u][_$=HealLV+intMod][/u] | 3D6h2+[u][_$=HealLV][/u]
[f=color:red bold right]Know[/f] | [_KnowLV=0] | [_=Int] | 2D6+[u][_$=KnowLV+intMod][/u] | 2D6+[u][_$=KnowLV][/u]
[f=color:red right]Lead[/f] | [_LeadLV=-1] | [_=Cha] | 2D6+[u][_$=LeadLV+chaMod][/u] | 2D6+[u][_$=LeadLV][/u]
[f=color:red bold right]Notice[/f] | [_NoticeLV=1] | [_=Wis] | 3D6h2+[u][_$=NoticeLV+wisMod][/u] | 3D6h2+[u][_$=NoticeLV][/u]
[f=color:red right]Perform[/f] | [_PerfLV=-1] | [_=Cha] | 2D6+[u][_$=PerfLV+chaMod][/u] | 2D6+[u][_$=PerfLV][/u]
[f=color:red right]Pilot[/f] | [_PilotLV=-1] | [_=Dex] | 2D6+[u][_$=PilotLV+dexMod][/u] | 2D6+[u][_$=PilotLV][/u]
[f=color:red bold right]Program[/f] | [_ProgramLV=0] | [_=Int] | 2D6+[u][_$=ProgramLV+intMod][/u] | 2D6+[u][_$=ProgramLV][/u]
[f=color:red bold right]Punch[/f] | [_PunchLV=0] | [_=Dex] | 1D20+[u][_$=PunchLV+dexMod+Atk][/u] | 2D6+[u][_$=PunchLV+Atk][/u]
[f=color:red bold right]Shoot[/f] | [_ShootLV=0] | [_=Dex] | 1D20+[u][_$=ShootLV+dexMod+Atk][/u] | 1D20+[u][_$=ShootLV+Atk][/u]
[f=color:red bold right]Sneak[/f] | [_SneakLV=0] | [_=Dex] | 2D6+[u][_$=SneakLV+dexMod][/u] | 2D6+[u][_$=SneakLV][/u]
[f=color:red bold right]Stab[/f] | [_StabLV=1] | [_=Dex] | 1D20+[u][_$=StabLV+dexMod+Atk][/u] | 1D20+[u][_$=StabLV+Atk][/u]
[f=color:red bold right]Survive[/f] | [_SurviveLV=0] | [_=Con] | 2D6+[u][_$=SurviveLV+conMod][/u] | 2D6+[u][_$=SurviveLV][/u]
[f=color:red right]Talk[/f] | [_TalkLV=-1] | [_=Cha] | 2D6+[u][_$=TalkLV+chaMod][/u] | 2D6+[u][_$=TalkLV][/u]
[f=color:red right]Trade[/f] | [_TradeLV=-1] | [_=Cha] | 2D6+[u][_$=TradeLV+chaMod][/u] | 2D6+[u][_$=TradeLV][/u]
[f=color:red right]Work[/f] | [_WorkLV=-1] | [_=Dex] | 2D6+[u][_$=WorkLV+dexMod][/u] | 2D6+[u][_$=WorkLV][/u]
[/table][/abilities]
[/col]
[/3column]
[3column]
[col][f=h1]HEALTH[/f]
[table="ht"]
Attribute | Value
HP Max | [_hpMax=21]
HP Current | [_=11]
System Strain | [_=0]
[/table][/col]
[col][f=h1]COMBAT[/f]
[table="ht"]
Attribute | Value
AC | [_=15]
Attack Bonus | [_$=Atk]
Enc Ready | [_=7] / [_$=floor(str/2)]
Enc Stowed | [_=4] / [_$=str]
Movement speed | [_mov=10] meters ([_$=floor(mov/1.5)] squares)
Initiative | 1D8+[_$=dexMod]
[/table][/col]
[col][f=h1]SAVES[/f]
[table="rolls"]
Save | Roll
Physical DC [_pSave$=16-level-max(strMod,conMod)] | 1d20
Evasion DC [_pEva$=16-level-max(intMod,dexMod)] | 1d20
Mental DC [_pMental$=16-level-max(wisMod,chaMod)] | 1d20
[/table][/col]
[/3column]
[2column][col]
[abilities=GEAR]
[table="ht grid zebra"]
Item | Cost | Encumberance | Tech Level | Ready?
[f=bold underline]General[/f]
[_=Commpad] | [_=100] | [_=*] | [_=4] | [_=Ready]
[_=Dataslab] | [_=300] | [_=1] | [_=4] | [_=Ready]
[_=Surveillance Postech Toolkit] | [_=300] | [_=3] | [_=4] | [_=Stowed]
[_=] | [_=] | [_=] | [_=] | [_=]
[f=bold underline]Medical[/f]
[_=Bioscanner] | [_=300] | [_=1] | [_=4] | [_=Ready]
[_=Lazarus patch] | [_=30 ea] | [_=1#] | [_=4] | [_=Ready]
[_=Lift] | [_=50 ea] | [_=*] | [_=4] | [_=Ready]
[_=Medkit] | [_=100] | [_=2] | [_=4] | [_=Stowed]
[_=] | [_=] | [_=] | [_=] | [_=]
[/table]
#Compad:
One of a host of different hand-held portable communications devices. Most TL4 worlds have global comm coverage, but primitive worlds render these devices useless without a nearby comm server to provide connectivity
#Dataslab:
A palm-sized computing device that can unfold into a thin slab roughly one-third of a meter
on a side. It can perform all the functions of a compad or handheld computer and can communicate wirelessly with nearby devices.
#Toolkits:
Containing a wide range of necessary tools for a particular skill set, toolkits can handle almost any job that doesn’t require a full-scale shop or lab. A standard postech toolkit can handle electronics, small welding jobs, and basic repair on ordinary TL4 goods. More sophisticated pretech tools are necessary for working on advanced TL5 artifacts, and the tools themselves are very rare and difficult to obtain.
#Bioscanner:
While an untrained user can use this tool to discern internal bleeding, gross physical distress, or toxins in a plant or animal, it requires Heal-0 skill to use this tool to its fullest. Such operators can use the bioscanner for a full spectrum of diagnosis and DNA sequencing achievable in minutes. One type A power cell will power it for up to twenty-four hours of regular usage.
#Lazarus patch:
A vital tool for adventurers, the lazarus patch is a heavy compress laced with antibiotics, coagulants, system stabilizers, plasma, and a one-shot diagnostic suite. If the patch is applied to a character that has fallen to 0 hit points, the user can make an Int/Heal or Dex/Heal skill check against difficulty 6 to stabilize the subject. The more time between injury and application, the less chance the patch has to work. Each round after the first, an additional -1 penalty is applied to the skill check. The patch is no use after six rounds. If the medic fails the first skill check, they can keep trying the check once per round until the victim is revived or time runs out.
Lazarus patches are no use on victims that have died of disease, poison, or have been mangled beyond surgical repair by Heavy weapons or similar trauma. Only one patch can be applied to a victim. Revived victims are critically wounded until sufficient medical help has been tendered; see the Systems chapter for details.
#Lift (Heal-0):
A Lift stim augments and amplifies the body’s natural response to physical injury and exhaustion. This boost speeds natural recovery drastically and heals 1d8 plus the user’s Heal skill in hit points after five minutes of rest. Lift stims do not work on PCs who are mortally wounded; they need to be stabilized before the Lift can help them, though application to a stabilized target will get them back on their feet and active again. Each application adds 1 System Strain to the target. Each additional application of Lift to a target the same day increases the minimum Heal skill needed by 1.
#Medkit:
Containing a broad supply of pharmaceuticals, spray bandages, glue sutures, and a succinct handbook of injury care, the medkit is designed for handling sudden and drastic injuries. It also contains all the necessary tools for providing long-term recuperative care for critically injured characters. After each day of granting long-term recuperative care, roll 2d6 per patient treated; on a 12, the kit has run out of some vital pharmaceutical and has become useless.[/abilities]
[/col][col]
[abilities=ARMOR]
[table="ht grid zebra"]
Type | Armor Class | Cost | Enc | TL
[_=Security Armor] | [_=14] | [_=700] | [_=1] | [_=4]
[_=] | [_=] | [_=] | [_=] | [_=]
[/table][/abilities]
[/col][/2column]
[2column][col]
[abilities="MELEE"][table="grid zebra ht rolls"]
Weapon | Damage | Shock | Cost | Enc | TL | Ready?
[_=Vibroblade (Advanced Medium)] | [_=1D8+1] | [_=2] AC:[_=13] | [_=60] | [_=1] | [_=4] | [_=Ready]
[/table][/abilities]
[/col][col]
[abilities=RANGED WEAPONS]
[table="grid zebra ht rolls"]
Ranged |Damage | Range | Cost | Magazine | Enc | TL | Ready?
Laser Pistol |1d6+1|100/300|200|10| 1 |4|Ready
[_=] | [_=] | [_=] | [_=] | [_=] | [_=] | [_=]
[/table]
*This weapon can fire in burst mode: spend three rounds of ammunition instead of 1 for a +2 bonus to hit and damage against the target. [/abilities]
[/col][/2column]
[2column]
[col][abilities=FOCI]
# Healer
Healing comes naturally to you, and you’re particularly
gifted at preventing the quick bleed-out of wounded
allies and comrades.
Level 1: Gain Heal as a bonus skill. You may attempt to
stabilize one mortally-wounded adjacent person
per round as an On Turn action. When rolling
Heal skill checks, roll 3d6 and drop the lowest die.
Level 2: Stims or other technological healing devices
applied by you heal twice as many hit points as
normal. Using only basic medical supplies, you
can heal 1d6+Heal skill hit points of damage to
every injured or wounded person in your group
with ten minutes of first aid spread among them.
Such healing can be applied to a given target only
once per day.
# Specialist(Notice)
You are remarkably talented at a particular skill. Wheth-
er a marvelous cat burglar, a world-famous athlete, a
brilliant engineer, or some other savant, your expertise
is extremely reliable. You may take this focus more than
once for different skills.
Level 1: Gain a non-combat, non-psychic skill as a bonus.
Roll 3d6 and drop the lowest die for all skill checks
in this skill.
#future?
Specialist lv 2?or Alert
Specialist sneak
Savage Frey or Shocking Assult[/abilities]
[/col][col]
[abilities=PSYCHIC ABILITIES]
None
[/abilities]
[/col][/2column]
[abilities=Class: Expert]
#Description
Your hero is exceptionally good at a useful skill. Doc- tors, cat burglars, starship pilots, grifters, technicians, or any other concept that focuses on expertise in a non-combat skill should pick the Expert class. Experts are the best at such skills and gain more of them than other classes do. Just as a Warrior can be relied upon to make a shot when the chips are down, an Expert has a knack for succeeding at the moments of greatest importance. Once per scene, an Expert can reroll a failed skill check, taking the new result if it’s better. This benefit can be applied to any skill check, even those that the Expert isn’t specially focused in. Their natural talent bleeds over into everything they do. In their chosen field, however, the Expert is excep- tionally gifted. Aside from the free focus level that all PCs get at the start of the game, an Expert can choose an additional level in a non-combat focus related to their background. They can spend both of these levels on the same focus if they wish, thus starting the game with level 2 in that particular knack.
#Reroll
Once per scene, you can reroll a failed skill check, taking the new roll if it’s better.
#Skill
When you advance an experience level, you gain a bonus skill point that can be spent on any non-combat, non-psychic skill. You can save this point to spend later if you wish
[/abilities]
[abilities=GOAL]
Every character should have a goal from the very start. This might be something as simple as:
- "Discover the truth of the Bio-synths";
- "Gain a PHD or Honorary Doctorate";
- "Help people in need",
[/abilities]
[abilities=History]
[/abilities]
[abilities=Wishlist]
#[f=h3]Vibroblade[/f]
Boosted (Fix-2):
The weapon has been tuned for greater damage output, adding +2 to the damage it does.
Costs 2,000 credits.
Customized (Fix-1):
The weapon or armor has been carefully tailored to a single specific user. When used by that person, they get a +1 to hit with the weapon or a +1 Armor Class bonus with armor.
Costs 1,000 credits and is inapplicable to shields.
Phasing (Fix-3):
The weapon is tuned to partially phase through armor and impeding debris, granting a +1 bonus to hit rolls with it. Costs 10,000 credits and two units of pretech salvage.
#[f=h3]Cuddlefish: 2000[/f]
Environmental Power: 4,000
The drone draws operating
power from sunlight or thermal variances. It can
operate indefinitely so long as it can draw power
from its environment.
Medical Support 2,000
The drone can be loaded with up to
a dozen units of medication, whether stim doses, lazarus patches, or less benevolent substances. It can launch a medication through a remote injector at a target within ten meters in lieu of a weapon attack. Immobile or willing targets are hit auto-matically, while hostiles require a normal hit roll.
The drone is treated as having Heal-0 skill or the active pilot’s Heal skill, whichever is higher.
Observation Suite 250
All drones are wired for basic camera and sound, but this suite contains a full-spectrum UV/IR visual package, remote sound sensors, and radiation/chemical detectors. The drone can focus on conversations or facial expressions from up to
2 kilometers away and can operate even in the complete absence of visible light
Weapon Fitting 1,000
The drone can be mounted with 1
encumbrance worth of ranged weaponry, which
must be purchased separately. This fitting may be
taken more than once to mount more weapons
or heavier weapons. The weapon requires one or
more ammo units to feed it.
#Bioadaptation Augments: 10,000
These additional synthetic
organs and filters allow the bearer to survive in
thin-atmosphere conditions, as well as tolerate
temperatures ranging from Antarctic chill to
heat sufficient to boil water. They can also eat a
wide range of native life forms for sustenance; no
normal planet’s native biology is ever considered
immiscible for consumption.
#Dermal Armor 20,000
A fine subcutaneous reinforcement
mesh provides significant protection against im-
pacts and cuts while remaining imperceptible to
anything short of a medical examination. Some-
one with the implant has AC 16 and is immune
to Shock damage inflicted by primitive melee
weapons. A TL5 version of this implant that costs
five times as much grants even more protection,
rendering the subject wholly immune to primitive
weapons as if they were wearing powered armor.
#Panspectral Optics 15,000
Ocular adjustments to the wearer
allow them to see clearly at any light level short of
perfect darkness, in addition to giving them ther-
mal vision that can easily distinguish shapes and
distance even in the total absence of light. Danger-
ous radiation and lasers tuned outside the range
of visible light are also visible to the user. Nearby
radio transmissions can be seen as if they were
visual flares of color. The system cannot translate
these transmissions, only alert the user to them.
#Small primitive weapon
Concealed (Fix-2): The device is disguised as a specific
different object of the same general mass. This
disguise will fool standard TL4 sensors, but not a
close physical inspection of the object. Costs ten
times the device’s base cost.
Customized (Fix-1): The weapon or armor has been
carefully tailored to a single specific user. When
used by that person, they get a +1 to hit with the
weapon or a +1 Armor Class bonus with armor.
Costs 1,000 credits and is inapplicable to shields.
#Future Levels
LV3: Medicine 2(3 point, 1 remain
LV4: Notice 2 (3 point, 2 remain
LV5: Dex 17(3 point) Sneak 2(3 point)
. Foci: Specialist Sneak
Lv6: Dex18 (4 point
LV7: Notice 3 (1 point with foci,) Administer or Survive 0 (1 point, 2 remaining)
. Foci: alert
LV8: Stab 2 (3 point, 1+2 remaining)
LV9: Medicine 4(5 point, 2 remaining),
LV10: Stab 3, (1 with Foci), Notice 4 (5 point)
. Foci: Savage Frey or Shocking Assult[/abilities]