You are on page 1of 6

MILA BRAUN

CYBORG ROUGHNECK

CHARACTER FOLIO
Character Name: Mila Braun
Archetype: Cyborg
Career: Roughneck

1
CHARACTER SHEET
Your character sheet provides all the information you need
5 3 2
to play the game. It also provides a place to write down BRAWN Agility Intellect
your current status, weapons, armor, and equipment.

CHARACTERISTICS AND SKILLS: 2 2 1


1 Your characteristics are used to calculate many game val- Cunning Willpower Presence
ues but are rarely used directly. Whenever you attempt a
task that might fail, you make a skill check. The dice you 2
roll for the check are called your dice pool, and are based
on your rank in that skill and your characteristic. If you SKILLS
GENERAL SKILLS RANK DICE POOL
roll s more than f, you succeed.
Athletics (Br) 2 llkkk
2 These skills are those that are available to your characters
for this game, and each one is tied to one of the character-
Charm (Pr)
Coercion (Will)
k
kk
istics listed above, as shown by the bracketed abbreviation Comp (Hacking) (Int) kk
at the end of the skills name. Comp (Sysops) (Int) kk
Cool (Pr) k
SYMBOLS & DICE: Coordination (Ag) kkk
Success s symbols are cancelled by Failure f symbols; Deception (Cun) kk
s if there are any Success s symbols left, the check is a Discipline (Will) kk
success. Driving (Ag) kkk
Leadership (Pr) k
t Triumph t symbols count as Success s symbols and
Mechanics (Int) 2 ll
may also be spent to trigger a powerful positive conse-
quence. Medicine (Int) kk
Operating (Int) 1 lk
a Advantage a symbols indicate a positive side effect or Perception (Cun) kk
consequence, even on a failed check. They can cancel and
Piloting (Ag) 2 llk
are cancelled by Threat h symbols.
Negotiation (Pr) k
Failure f symbols can cancel Success s symbols. If Resilience (Br) 1 lkkkk
f there are enough Failure f symbols to cancel out all the Skulduggery (Cun) kk
Success s symbols, the check is a failure.
Stealth (Ag) kkk
d Despair d symbols count as Failure f symbols (they Streetwise (Cun) kk
cancel Success s symbols) and may also be spent to trig- Survival (Cun) kk
ger a powerful negative consequence. Vigilance (Will) 1 lk
h Threat h symbols indicate a negative side effect or con- KNOWLEDGE SKILLS RANK DICE POOL

sequence, even on a successful check. They cancel and are Science (Int) kk
canceled by Advantage a symbols. Society (Int) kk
The Net (Int) kk
COMBAT SKILLS RANK DICE POOL
Brawl (Br) kkkkk
Melee (Br) 2 llkkk
ABILITY PROFICIENCY DIFFICULTY CHALLENGE BOOST SETBACK
Ranged (Heavy) (Ag) 2 llk
k l k l j j Ranged (Light) (Ag) kkk
Gunnery (Ag) kkk
3 4
SOAK WOUND THRESHOLD
6 14 CHARACTER HEALTH STATS:
5 6 3 Your Soak score reduces incoming damage and can
prevent wounds. Your Soak score is equal to the sum
STRAIN THRESHOLD M/R DEFENSE of your Brawn and the Soak value of your armor.

11 0 0 4
Wounds represent physical damage to your body. If
your Wounds exceeds your Wound Threshold, you are
WEAPON SKILL RANGE DAMAGE DICE POOL knocked out and suffer a Critical Injury. Wounds can
be recovered by the Medicine skill and Health Elixirs.
Macro-Wrench Melee Engaged 9 llkkk
Strain represents exhaustion, mental trauma, and
• You deal 9 damage on a hit +1 per uncancelled s.
being stunned. You may voluntarily suffer 2 strain
• You may spend aa to cause your target to be knocked prone. 5 to perform an extra maneuver on your turn. Strain
While prone melee attacks against them gain j, but ranged
attacks against them and melee attacks they make gain j. comes and goes more quickly than wounds. If your
• You must have a Brawn of 3 to use this weapon. Strain ever exceeds your Strain Threshold, you pass
• You may inflict a Critical Injury with aaaa. out.
Laser Rifle Ranged (Heavy) Medium 8 llk Your Melee/Ranged Defense Ratings represent the
added difficulty to hit your character be either a melee
• You deal 8 damage on a hit +1 per uncancelled s. 6 or ranged weapon in combat. Anytime an Adversary
• You add j to all attacks with this weapon.
• You may spend aa to cause the target to suffer 8 damage at the targets your character with any attack, you get to add
start of their next turn (Burn). a number of Setback dice to their pool equal to your
• You must spend a maneuver to Prepare this weapon before it can rating based on whether it is either a Melee or Ranged
be used in an encounter. attack.
• You may inflict a Critical Injury with aaa.
GEAR, EQUIPMENT, & OTHER ITEMS
Heavy spacesuit (+1 soak), Cybernetic arm (+1 Brawn), PAD, THE PLAYER’S TURN:
Union member card, 1 slap-patch (painkillers), 90 credits
On each turn, you can perform 1 action and 1 Maneuver, in any
order.
ABILITIES
Adjusted to Cybernetics: Once per session as an out-of-turn inci- AN ACTION MAY INCLUDE: A MANEUVER MAY INCLUDE:
dental, you may spend a story point to have Mila heal 2 strain. • Perform an Attack • Move
Union Member : Once per session, Mila may collect a small favor • Use a skill • Aim
from a member of Humanity Labor or Human First, even if they • Exchange your 1 Action • Take Cover
don’t owe Mila a favor. for an additional Ma- • Ready or Stow a weapon
Grit: Increase Mila’s strain threshold by 1. neuver or item
Resourceful Mechanic : When Mila makes a Mechanics check • Interact with your
to repair system strain or hull trauma on a vehicle, she repairs one environment
additional system strain or hull trauma.
• Engage or Disengage
Big Guns: Mila’s encumbrance threshold is 15, instead of 10. Mila • Stand up
reduces the Cumbersome rating of any weapon she carries by 1, to a
minimum of 3. You can suffer 2 strain to perform a second maneuver.
Body Guard : Once per round, Mila may suffer 1 strain to use this You cannot perform more than 2 maneuvers on your turn.
talent as a maneuver. She chooses one ally engaged with her, until
the end of Mila’s next turn, she upgrades the difficulty of all combat You can also perform any number of incidentals.
checks targeting that ally once. AN INCIDENTAL MAY INCLUDE:
Martial Weapon Master: When armed with a Melee weapon, Mila • Drop an item, or let go of
may use this talent to make an Average (kk) Melee check as an someone.
action. If successful, she forces one engaged target to drop a weapon • Say something.
they are holding, or forces them to move range band in a direction
of her choosing. • Look around.
• Gesture.
• Make minor movement.
Character Name: Mila Braun
Archetype: Cyborg
Roughneck
ADVANCEMENT! Career:

You have just gained 10 experience points (XP). You can


spend those 10 experience points to purchase any of the
following upgrades worth up to a total of 10 XP.
5 3 2
UPGRADE MENU: BRAWN Agility Intellect
XP Cost 10
1 VIGILANCE SKILL
You train your Vigilance skill. You gain one skill rank
in Vigilance. Your dice pool changes from lk to ll.
2 2 1
Put a mark in the circle next to the XP cost to remind you that
you have taken it. Whether or not your choose this upgrade Cunning Willpower Presence
circle the correct rank (1 or 2) and dice pool on the skill list
to the right.
SKILLS
5
GENERAL SKILLS RANK DICE POOL
XP Cost
2 GUNNERY SKILL
Athletics (Br)
Charm (Pr)
2 llkkk
k
You train your Gunnery skill. You gain one skill rank
Coercion (Will) kk
in Gunnery. Your dice pool changes from kkk to lkk.
Comp (Hacking) (Int) kk
Put a mark in the circle next to the XP cost to remind you that
you have taken it. Whether or not your choose this upgrade Comp (Sysops) (Int) kk
circle the correct rank (0 or 1) and dice pool on the skill list Cool (Pr) k
to the right. Coordination (Ag) kkk
Deception (Cun) kk
XP Cost 5 Discipline (Will) kk
DEEP POCKETS TALENT Driving (Ag) kkk
You gain the Deep Pockets talent. Put a mark in the Leadership (Pr) k
circle next to the XP cost to remind you that you have Mechanics (Int) 2 ll
taken it. Medicine (Int) kk
Deep Pockets: Once per session, your character may Operating (Int) 1 lk
use this talent to produce a small but narratively Perception (Cun) kk
useful item from their pockets, backpack, or similar Piloting (Ag) 2 llk
receptacle (it turns out the item had been there the Negotiation (Pr) k
whole time). Resilience (Br) 1 lkkkk
Your GM has final say as to what items can be pro- Skulduggery (Cun) kk
duced with Deep Pockets, but generally it them Stealth (Ag) kkk
should cost less than 100 credits and have an encum- Streetwise (Cun) kk
brance of 0 or 1. Survival (Cun) kk
1 Vigilance (Will) 1/2 lk / ll
3
XP Cost 5 KNOWLEDGE SKILLS RANK DICE POOL
TOUGHENED TALENT Science (Int) kk
You gain the Toughened talent. Put a mark in the cir- Society (Int) kk
cle next to the XP cost to remind you that you have The Net (Int) kk
taken it. Whether or not you choose this upgrade, cir- COMBAT SKILLS RANK DICE POOL
cle the correct value (14 or 16) on your wound thresh- Brawl (Br) kkkkk
old. Melee (Br) 2 llkkk
Ranged (Heavy) (Ag) 2 llk
Toughened: Increase your wound threshold by 2.
Ranged (Light) (Ag) kkk
2 Gunnery (Ag) 0/1 kkk / lkk
3
SOAK WOUND THRESHOLD
SYMBOLS & DICE:
6 14/16
s Success s symbols are cancelled by Failure f symbols; if
there are any Success s symbols left, the check is a success.

STRAIN THRESHOLD M/R DEFENSE Triumph t symbols count as Success s symbols and
t may also be spent to trigger a powerful positive conse-
11 0 0 quence.
Advantage a symbols indicate a positive side effect or
WEAPON SKILL RANGE DAMAGE DICE POOL a consequence, even on a failed check. They can cancel and
Macro-Wrench Melee Engaged 9 llkkk are cancelled by Threat h symbols.
• You deal 9 damage on a hit +1 per uncancelled s. Failure f symbols can cancel Success s symbols. If
• You may spend aa to cause your target to be knocked prone. there are enough Failure f symbols to cancel out all the
While prone melee attacks against them gain j, but ranged f Success s symbols, the check is a failure.
attacks against them and melee attacks they make gain j.
• You must have a Brawn of 3 to use this weapon. Despair d symbols count as Failure f symbols (they
• You may inflict a Critical Injury with aaaa. d cancel Success s symbols) and may also be spent to trig-
Laser Rifle Ranged (Heavy) Medium 8 llk ger a powerful negative consequence.
• You deal 8 damage on a hit +1 per uncancelled s. Threat h symbols indicate a negative side effect or con-
• You add j to all attacks with this weapon. h sequence, even on a successful check. They cancel and are
• You may spend aa to cause the target to suffer 8 damage at the canceled by Advantage a symbols.
start of their next turn (Burn).
• You must spend a maneuver to Prepare this weapon before it can
be used in an encounter.
• You may inflict a Critical Injury with aaa.
GEAR, EQUIPMENT, & OTHER ITEMS ABILITY PROFICIENCY DIFFICULTY CHALLENGE BOOST SETBACK

Heavy spacesuit (+1 soak), Cybernetic arm (+1 Brawn), PAD, k l k l j j


Union member card, 1 slap-patch (painkillers), 90 credits

ABILITIES THE PLAYER’S TURN:


Adjusted to Cybernetics: Once per session as an out-of-turn inci- On each turn, you can perform 1 action and 1 Maneuver, in any
dental, you may spend a story point to have Mila heal 2 strain. order.
Union Member : Once per session, Mila may collect a small favor AN ACTION MAY INCLUDE: A MANEUVER MAY INCLUDE:
from a member of Humanity Labor or Human First, even if they
don’t owe Mila a favor. • Perform an Attack Move

Grit: Increase Mila’s strain threshold by 1. • Use a skill Aim

Resourceful Mechanic : When Mila makes a Mechanics check • Exchange your 1 Action Take Cover

to repair system strain or hull trauma on a vehicle, she repairs one for an additional Ma- Ready or Stow a weapon

additional system strain or hull trauma. neuver or item
Big Guns: Mila’s encumbrance threshold is 15, instead of 10. Mila • Interact with your
reduces the Cumbersome rating of any weapon she carries by 1, to a environment
minimum of 3. • Engage or Disengage
Body Guard : Once per round, Mila may suffer 1 strain to use this • Stand up
talent as a maneuver. She chooses one ally engaged with her, until You can suffer 2 strain to perform a second maneuver.
the end of Mila’s next turn, she upgrades the difficulty of all combat
You cannot perform more than 2 maneuvers on your turn.
checks targeting that ally once.
You can also perform any number of incidentals.
Martial Weapon Master: When armed with a Melee weapon, Mila AN INCIDENTAL MAY INCLUDE:
may use this talent to make an Average (kk) Melee check as an
action. If successful, she forces one engaged target to drop a weapon • Drop an item, or let go of
they are holding, or forces them to move range band in a direction someone.
of her choosing. • Say something.
• Look around.
• Gesture.
• Make minor movement.
MILA’S STORY
There aren’t too many jobs that require you to lift girders, weld deck
plating, and rivet impact armor for 10 hours while piloting a spacecraft
and calculating orbital transfer mechanics on the fly. But that’s what Mila
wanted to do with her life, and why she became a roughneck. Now she
spends two-weeks up-Stalk building and repairing space stations, then
a week in New Angeles spending her hard-earned credits. It’s a hard life
and Mila wouldn’t want to change a minute of it.
However, her time off wouldn’t be nearly as fun if she couldn’t spend it
with her best friend Aditi. The two met when Mila broke her wrist and
was worried she might never regain full mobility in her non-cybernetic
hand. Aditi patched her up perfectly, however, and the two started hang-
ing out on Mila’s off shifts. Although they have very different interests,
Mila likes being dragged to art galleries and day trips to Machalilla Park,
and she thinks Aditi enjoys nights out at Base De Cayambe’s best dive
bars. Whether it’s arm wrestling with Tam, talking shop with Zoey, or
rolling her eyes at Vince’s jokes, Mila loves her life and her friends.

MOTIVATIONS
STRENGTH FLAW DESIRE FEAR
Courageous: Whether it’s piloting Intolerance: Mila dislikes clones Love: Mila doesn’t let her desire Change: Mila has a solid and com-
an orbital transfer vehicle at high and bioroids, seeing them as show, but she’d like to meet someone fortable life. She likes its stability and
speeds through a construction “things” that have taken jobs from nice to settle down with and be her fears things that might upend it.
zone or diving into a fight to drive her friends. spotter when she’s benching.
off strikebreakers, nothing phases
Mila.

You might also like