Rachel
Adam Hattrell
2014/02/22 15:48

Table of Contents
Phoebe 	 # 
Skills 	 # 
Feats 	 # 
Combat 	 # 

Phoebe

Background
Born on Hel. Comes from family of tinkerers. Has grown up fixing machinery with duct tape and sonic screwdriver. Family mines ore from asteroid belt round Hel. Is used to working in space.
Spots Ingrid’s character when she stopover on Hel on her way to military service. Realises that she can get away from Hel.

Statistics
 Statistic 	 Score 	 Bonus	
 Strength 	 14 	 +2	
 Constitution 	 14 	 +2	
 Dexterity 	 20 	 +5	
 Intelligence 	 18 	 +4 	
 Wisdom 	 14 	 +2	
 Charisma 	 12 	 +1	

Saves
 Save 	 Total 	 Class 	 Stat 	 Bonus	
 Fortitude 	 4 	 +2 	 +2 	 0	
 Reflexes 	 12 	 +7 	 +5 	 0	
 Will 	 6 	 +5 	 +2 	 0	

Combat
 Attribute 	 Maximum 	 Current 	
 Defense 	 20 		
 Initiative 	 +9 	 	
 Vitality 	 99 		
 Wounds 	 14 		
 Action Dice 	 5D6 	 	

Skills
 Skill 	 Total 	 Base 	 Stat 	 Bonus 	 Error 	 Threat	
 Acrobatics 	  12 	 7 	  +5 (Dex)	 	  1 	 20	
 Analysis 	  5 	 1 	  +4 (Int)	  	 1 	 20	
 Athletics 	  12 	 10 	 +2 (Str) 	  	  1 	 20	
 Blend 	  5 	 0 	 +5 (Dex)	  	 1-3 	 20	
 Bluff 	  1 	 0 	 +1 (Cha)	  	 1-3  	 20	
 Bureaucracy	 1 	 0 	 +1 (Cha)	  	 1-3	 20	
 Computers	  7 	 1 	 +4 (Int)	 +2 (Techie) 	  1  	 19-20	
 Cultures	  5 	 1 	 +4 (Int)	  	 1 	 20	
 Drive	 20 	 12 	 +5 (Dex)	 +3 (Speed Demon) 	  1 	 18-20	
 Electronics	  18 	 12 	 +4 (Int)	 +2 (Techie)	  1  	 19-20	
 Falsify	 4 	 0 	 +4 (Int)	  	 1-3	 20	
 Impress	 5 	 4 	 +1 (Cha)	  	  1	 20	
 Intimidate	  5 	 3 	 +2 (Str)	  	  1	 20	
 Investigation	  2 	 0 	 +2 (Wis)	  	 1-3	 20	
 Manipulate	 2 	 0 	 +2 (Wis)	  	 1-3	 20	
 Mechanics	 19 	 12 	 +4 (Int)	 +3 (Speed Demon) 	  1	 18-20	
 Medicine	 6 	 2 	 +4 (Int)	  	  1	 20	
 Networking	 2 	 0 	 +2 (Wis)	  	 1-3  	 20	
 Notice	 11 	 10 	 +2 (Wis)	 	  1	 20	
 Profession	  7 	 6 	 +1 (Cha)	  	  1  	 20	
 Resolve	 4 	 2 	 +2 (Con)	  	 1 	 20	
 Science	 6 	 2 	 +4 (Int)	  	 1 	 20	
 Search	 6 	 2 	 +4 (Int)	  	 1 	 20	
 Security	 16 	 12 	 +4 (Int)	  	 1 	 20	
 Sense Motive	  2 	 0 	 +2 (Wis)	  	 1-3 	 20	
 Sleight of Hand	 6 	 1 	 +5 (Dex)	  	 1 	 20	
 Sneak	 5 	 0 	 +5 (Dex)	  	 1-3	 20	
 Streetwise	 12 	 10 	 +2 (Wis)	  	  1  	 20	
 Survival	 2 	 0	 +2 (Wis)	 	 1-3 	 20	
 Tactics	 6 	 4 	 +2 (Wis)	  	 1 	 20	

Cultures
 Focus 	 Proficient 	 Forte	
 Flare 	  	 	
 Flare (Ring) 	 	 	
 Flare (Pearl) 	 	 	
 Flare 	 	 	
 Pyrrhus 	 	 	
 Auraelus 	 	 	
 Hel 	 x 	 	
 Hecla 	 	 	
 Twighlight 	 	 	
 Four Flowers 	 	 	
 Hetrotic Successors 	 	 	
 Xeer Hegemony 	  	 	
 Small Monarchies (Amarand , Garnet and Celestra) 	 	 	

Profession
 
 Focus 	 Proficient 	 Forte	
 Engineer 	 x 	 	
 Pilot 	 x 	 	

Drive
 Focus 	 Proficient 	 Forte	
 Personal Ground Vehicles 	  	 	
 Standard Ground Vehicles 	  	 	
 Heavy Ground Vehicles 	 x 	 	
 Mounts 	 x 	 	
 Personal Aircraft 	 	 	
 Performance Aircraft 	 x 	 x	
 Service Aircraft 	 x 	 	
 Rotary-Wing Aircraft 	 x 	 	
 Personal Watercraft 	 	 	
 Standard Watercraft 	 	 	
 Ships 	 	 	
 Submarines 	 		
 Starships 	 x 	  	
(6 additional available)

Feats
 Name 	 Type 	 Description 	 Effects	
 Orphaned 	 Talent 	 It’s a hard life, but somehow, you know you’re going to come out on top. 	 Gain 1 additional weapon proficiency.  Gain 1 additional Action Dice.	
 Motorhead 	 Speciality 	 You’ve spent most of your life around engines, sometimes as a driver, more often as a mechanic. 	 Gain Speed Demon.  Gain 2 additional Drive Focuses.  Gain +1 Possessions.	
 Driven 	 Wheelman 	 Your nerves must be refined to exact standards to survive at top speed. 	 Each time you spend 1 action dice to boost a Manoeuvre or Repair check you roll and add the result of 2 dice.  In addition should you error with these checks the GM must spend 1 additional dice to activate the fumble.	
 Manual Adjustment 	 Wheelman 	 You’re so adept at mechanical repairs, grease flows through your veins. 	 When you fail a mechanics check you may spend a half action to give the target a whack in frustration.  As long as the check is less than 23 the whack reverses the failure.	
 Vehicle Familiarity 	 Wheelman 	 It’s like the vehicle is part of you. 	 Choose one vehicle to be familiar, that vehicle gets a +1 Defence bonus, saves, initiative and all skills checks relating to it.	
 Technophile 	 Inventor 	 You’re an avid collector of technological miscellanea. 	 You may spend an action dice to automatically “find” a specific piece of electronics or gear needed.	
 Utility Belt 	 Inventor 	 You’re always building doohickeys and gizmos. 	 You’re assumed to have made “improvements” to all the everyday items you carry.  When using these in the field you gain a +1 bonus to skill checks.	
 Field Test 	 Inventor 	 Once per session you may declare that a single item is an experimental device under “test”.  Your error range with this item reduces by 1.	
 Drivers only - Gunnery 	 Your driving and combat style is a carefully balanced collection of well-practised abilities. 	 You only require a half action to fire a vehicle mounted weapon that usually requires a full action. 	
 Daredevil 	 Chase 	 You’re a wild man at any speed. 	 Gain +2 acceleration and turning on any vehicle you control.	
 Speed Demon 	 Skill 	 You have a way with machines, especially those with velocity 	 Gain +2 with Mechanics and Drive.  Your threat range with these skills increases to 19-20.	
 Advanced Skill Mastery (Speed Demon) 	 Skill 	 You’ve worked diligently to improve your skills 	 Checks with Mechanics and Drive gain an additional +1, and the threat rating improves to 18-20.  Once per session you may re-roll one of these skills.	
 Techie 	 Skill 	 You sharpen the technological cutting edge every day. 	 Gain +2 with Computers and Electronics.  Your threat range with these skills increases to 19-20.	
 Baby It 	 Chase 	 You can coax a damaged vehicle to continue beyond it’s logical limitations. 	 Once per scene when a vehicle you’re operating suffers a critical hit, you may cause it to ignore the hit’s effects until the end of the current scene.	
 One hand on the wheel 	 Chase 	 You’ve had a lot of practise driving with one hand. 	 You suffer no penalty when operating a vehicle with just one hand.  Further you may make 2 Manoeuvre skill checks per round for free.	
 Club Basics 	 Melee 	 You’re here to administer some severe blunt trauma. 	 You may use an improvised club without penalty.  You gain the Furious Stance and the Out of the Park Trick.	

Combat
 Focus 	 Proficient 	 Forte	
 Unarmed 	 x 	 	
 Blunt 	 x 	 x	
 Exotic (Blunt) 	  	 	
 Edged 	 x 	 	
 Exotic (Edged) 	 	 	
 Explosives 	 x 	 	
 Guided 	 x 	 	
 Handgun 	 x 	 	
 Hurled 	  	 	
 Exotic (Hurled) 	 	 	
 Indirect Fire 	  	 	
 Rifle 	  		
 Shotgun 	  	  	
 Sub Machine Gun 	  		
 Tactical 	 		
 Vehicle Weapon 	 x 	 	
(Three additional checks available.  Can be spent on Vehicle or Culture.).
 Base Attack 	 Ranged 	 Melee 	
 +8 	 +13 	 +10	
 Weapon 	 Attack 	 Recoil 	 Damage 	 E/T 	 Range 	 Size / Hand 	 Qualities	
 FN-57	 +13 	 11 	 1d10+1 	 1-2 / 20 	 25 ft 	 D / 1H 	 CMP 	
 Colt Model 1908 Vest Pocket 	 +13 	 4 	 1d6 	 1 / 20 	 10 ft. 	 F / 1h 	 DEP	
 Crowbar 	 +10 	 - 	 1d8+1 (+1 with 2 hands) subdual 	 1 / 20 	 - 	 S / 2H  	 - 	
 Fist 	 +10 	 - 	 1d4 (+1) 	 1 / 20 	 - 	 - 	 -	
 	 	 	 	 	 	 	 	
Furious stance - your initiative increases by 1 for each attack made in the previous round.
Out of the park - you may make a full action attack with a club gaining +2 to hit and damage.  Your threat range increases by 2.
Attacking with the crowbar can either make 2 attacks at +9 to hit, with 1d8+2 damage - or 1 attack at +11 to hit and 1d8+4 damage and a critical on a natural 18-20.