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Attributes Skills Weapons

Strength: Melee Type


Melee Damage: Natural Weapons Bonuses
Bladed 2
Precision: Energy 5
Ranged Damage: Powered 9
Blunt
Intelligence: Type
Tech Damage: Ranged Bonuses
Automatic 2
Presence: Archaic 5
Social Damage: Marksman 9
Energy
Swiftness: Heavy Type
Initiative:1d100+ Bonuses
Athletics 2
Constitution: Jump 5
Current HP: Climb 9
Swim
Style: Acrobatics Type
Current SP: Bonuses
Stealth 2
Conditions, common effects Move Silently 5
Skullduggery 9
Additional hit Hide
Additional target Traps Type
Bleeding (+4 Damage taken) Bonuses
Blinded (-20 to Precision) Vehicle 2
Burning (Damage per turn, +Style Drive 5
per turn, may spend a turn to put Pilot 9
out) Mechanic
Crippled (-20 Swiftness) Jetpack Special Abilities
Dazed (-20 Intelligence) 1
Disarmed (Spare action may be Social 2 (weapon)
used to pick up weapon, if close) Intimidate 3
Disoriented (No skill bonus on Translate 4
next skill check) Charm 5 (weapon)
Grapple (Cling to opponent, Deceive 6
cannot miss attacks, opponent 7
may use Acrobatics or a melee Tech 8
attack effect to break free) Computer 9 (weapon)
Increased Damage Armorer 10 (Bonus effect, pick 2)
Knocked down (Lose 1 turn) Security
Vulnerable (-20 Reflexes) Demolitions
Weakened (-20 Strength)

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