Professional Documents
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Personality: Liberator
Motto: Down with our Oppressors!
Goals
-Fight an authority
Body - d4
Speed - d6
Mind - d6
Will - d8
Legacy - d6
Career - d8
Initiative - 2d6+1d12
Dodge - 1d6+1d8
Stride - 1
Dash - 3
Scramble - 10
Run - 13
Soak - 1d4 +1d6 if Aramid
> Lampyr Synch, Exhaust for -1 Damage
> Winged Flight, Exhaust for -1 Damage
Rally - 1d6+2d8
Attack
Holdout Pistol (Speed, Mind, Will, Shooting, Damage +0) Cap: High, Reloads: 4
> Threat Short, Strike Medium, Ammo: High
> 3d6+1d8 (+1d8 in Punk outfit)
Semi-Auto Pistol,(Speed, Mind, Shooting, Damage +2) Cap: High, Reloads: 2
> Threat Short, Strike Medium, Ammo: High
> 3d6
Incapacitating Spray (Speed, Will, Shooting, Decay d8, Subdual Damage Flat 0
#Poison #Smother)
> Strike Near, Decay: d8
> 1d8+2d6+1d8d
> Decay: 1d8 bonus to roll the weapon, but if the decay dice rolls 1 the item fails
to work and it is reduced by one size. If it's reduced below d4, it is broken and
unusable.
> #Posion - Causes an extra +2 damage if living targets are susceptaible to poison
> #Smother - Causes an extra +2 damage to targets that are not Airtight
> Subdual - Has a chance to incap the target (pg 123) - A hurt Result produces
Asleep as well. A Panicked result produces Unconscious
Smoke Grenade (Body, Speed, Atheletics, Blast:Near, Damage flat 0 #Smother, d12
Concealment, Persistent), Ammo: 2
> Strike Medium
> 1d4+2d6
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Skills
Academics
Athletics(L) - Ld6
Craft
Deceit(C) - Cd8
Endurance
Evasion(C) - Cd8
Fighting
Negotiation 2 - 1d6
Observation(L) - Ld6
Presence(C) - Cd8
Psyche
Questioning 2 - 1d6
Shooting 2 - 1d6
Tactics(L) 3 - Ld6+1d8
Transport
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Gifts
Lampyr
Athletics, Observation, Tactics,
Lampyr Sync - As a stunt, synchronize with allies. Roll Will, Legacy, Tactics v 3.
Each success you may; remove reeling from 1 ally in 30m, remove panicekd from 1
ally in 10m, add focus to one ally who can see you who is in 3m. // Tap to negate
+1 damage
> 2d6+2d8
Winged Flight - As part of a run stunt you may fly, upwards cost 2m for every 1m
up. You can slow your descent with wings using athletics as extra soak dice vs
falling damage // Can exhuast to negate damge by 1 point
Upbringing - Cross-cultural
Cosmopolitan - d8 on gossip to gather info. When you fail a roll in a social
situation, you never risk offending on cultural grounds. You will recognize insider
information.
Gossip - d12 to social tasks to gossip
Agitator
Deceit, Evasion, Presence
Danger Sense - d12 to observation rolls to spot danger, defense rolls against
traps, and to all initiative rolls
Oratory - d12 when speaking in public or engaging in rhetorical debate
Ensemble
Ally (of choice) - d6's, choose legacy and career
Name: Dr. Lisk - Elver Scientist
Gang of Irregulars - Roll Mind, Questioning, and d8 v 3. Each success you have 1
irregular minor character.
> 2d6+1d8 (+1d8 Cosmo, +1d12 Gossip)
True Leader - When you rally a target, you cam claim a new boon: add focus
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Equipment - 8 Notes
Semi-Auto Pistol, Threat short, strike medium, roll speed, mind, shooting, Damage
+2, Loud, affordable (1.5), Firearm, Cap: High
Holdout Pistol (Speed, Mind, Will, Shooting, Damage +0), Concealable
Punk Outfit: Holdout d8, Scare d8
Aramid Outfit: Armor d6
Investigator: Survey d8
loudspeaker, portable radio
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Ally
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Irregulars Workspace
Gang of Irregulars - Roll Mind, Questioning, and d8 v 3. Each success you have 1
irregular minor character.
> 2d6+1d8 (+1d8 Cosmo, +1d12 Gossip)