General Actions:
Works round rules. Left home- Aurealius at 14. Went to Hecla but involved in periphery of criminal world. Gambler – gravitates towards Topaz.
On Topaz, Frank is warned that he is a marked man. Came about because he worked with a dodgy lawyer. The lawyer is Eli Lamb.
Statistic | Score | Bonus |
Strength | 14 | +2 |
Constitution | 12 | +1 |
Dexterity | 14 | +2 |
Intelligence | 14 | +2 |
Wisdom | 21 | +5 |
Charisma | 18 | +4 |
Save | Total | Class | Stat | Bonus |
---|---|---|---|---|
Fortitude | 4 | +3 | +1 | 0 |
Reflexes | 7 | +5 | +2 | 0 |
Will | 11 | +6 | +5 | 0 |
Attribute | Maximum | Current |
---|---|---|
Defense | 18 | |
Initiative | +9 | |
Vitality | 70 | |
Wounds | 12 | |
Action Dice | 4D6 |
Skill | Total | Base | Stat | Bonus | Error | Threat |
---|---|---|---|---|---|---|
Acrobatics | 2 | 0 | +2 (Dex) | 1-3 | 20 | |
Analysis | 13 | 8 | +5 (Wis) | 1 | 20 | |
Athletics | 3 | 1 | +2 (Str) | 1 | 20 | |
Blend | 13 | 7 | +4 (Cha) | +2 (World Traveller) | 1 | 19-20 |
Bluff | 19 | 12 | +4 (Cha) | +3 (Criminal) | 1 | 20 |
Bureaucracy | 6 | 2 | +4 (Cha) | 1 | 20 | |
Computers | 8 | 7 | +2 (Int) | 1 | 20 | |
Cultures | 13 | 9 | +2 (Int) | +2 (World Traveller) | 1 | 19-20 |
Drive | 4 | 2 | +2 (Dex) | 1-3 | 20 | |
Electronics | 9 | 4 | +5 (Wis) | 1 | 20 | |
Falsify | 6 | 1 | +5 (Wis) | 1 | 20 | |
Impress | 5 | 1 | +4 (Cha) | 1 | 20 | |
Intimidate | 5 | 0 | +5 (Wis) | 1-3 | 20 | |
Investigation | 17 | 12 | +5 (Wis) | 1 | 20 | |
Manipulate | 5 | 0 | +5 (Cha) | 1-3 | 20 | |
Mechanics | 5 | 0 | +5 (Wis) | 1-3 | 20 | |
Medicine | 6 | 1 | +5 (Wis) | 1 | 20 | |
Networking | 13 | 6 | +5 (Wis) | 1 | 20 | |
Notice | 10 | 5 | +5 (Wis) | 1 | 20 | |
Profession | 4 | 0 | +4 (Cha) | 1-3 | 20 | |
Resolve | 5 | 0 | +5 (Wis) | 1-3 | 20 | |
Science | 4 | 2 | +2 (Int) | 1 | 20 | |
Search | 11 | 9 | +2 (Int) | 1 | 20 | |
Security | 2 | 0 | +2 (Int) | 1-3 | 20 | |
Sense Motive | 17 | 12 | +5 (Wis) | 1 | 18-20 | |
Sleight of Hand | 16 | 12 | +2 (Dex) | +2 (Fence) | 1 | 19-20 |
Sneak | 8 | 1 | +4 (Cha) | +3 (Criminal) | 1 | 20 |
Streetwise | 19 | 12 | +5 (Wis) | +2 (Fence) | 1 | 19-20 |
Survival | 6 | 1 | +5 (Wis) | 1 | 20 | |
Tactics | 5 | 0 | +5 (Wis) | 1-3 | 20 |
Focus | Proficient | Forte |
---|---|---|
Flare | x | |
Flare (Ring) | ||
Flare (Pearl) | ||
Flare | ||
Pyrrhus | ||
Auraelus | x | |
Hel | ||
Hecla | x | |
Twighlight | ||
Four Flowers | ||
Hetrotic Successors | ||
Xeer Hegemony | ||
Small Monarchies (Amarand , Garnet and Celestra) |
Two bonus cultures.
Focus | Proficient | Forte |
---|---|---|
Gambler | x |
Focus | Proficient | Forte |
---|---|---|
Personal Ground Vehicles | x | |
Standard Ground Vehicles | ||
Heavy Ground Vehicles | ||
Mounts | ||
Personal Aircraft | ||
Performance Aircraft | ||
Service Aircraft | ||
Rotary-Wing Aircraft | ||
Personal Watercraft | ||
Standard Watercraft | ||
Ships | ||
Submarines | ||
Starships |
Name | Type | Description | Effects |
---|---|---|---|
Shrewd | Talent | You're an expert judge of character and surround yourself with only the best colleagues. | You gain 2 associate grade contacts. Your threat with Sense Motive increases by 2. |
Criminal | Speciality | You've spent a lot of time on the wrong side of the law. You may have done time or you might be too slick to be caught, but you've never fit in as a law abiding citizen. | Gain Fence. Gain Handgun proficiency. Gain 1 associate grade contact. Gain +3 bonus with Bluff and Sneak checks. |
Sympathetic | Sleuth | Your primary focus is personal investigation and detective work. | Each time you spend 1 action dice to boost a Charisma or Wisdom check, you roll and add the results of 2 dice. |
Human Nature | Sleuth | You read most people like an open book. | Each time you fail a Investigation or Sense Motive check and don't suffer an Error, you still succeed as long as the check DC is equal to or less than 29. |
Sources | Sleuth | You have access to a large network of street informants, criminal snitches, journalists and other information sources. | You may spend 1 hour consulting these sources to make a request check for a dossier without spending Action Dice. You may make this check up to 3 times a session. |
Little Details | Sleuth | Your uncanny awareness of your surroundings is a striking advantage in combat. | Once per session you may make a Smash (Athletics) check, or a Disarm, Feint or Tire action as a free action. |
It's elementary - Alertness | Sleuth | You're extraordinarily aware of the actions and behaviours of others, and are rarely surprised. | Gain +4 to any surprise checks. |
Cultured | Guide | You pick up all the details most people miss. Even when overwhelmed in a foreign land. | All your notice checks are considered active. |
Friends in Low Places I | Guide | The time taken to canvas an area is halved. Once you've canvassed an area the time taken to make black market checks is also halved. | |
Fence | Skill | You are always open for business, even if the goods are "hot". | You gain a +2 bonus to checks made with Sleight of Hand and Streetwise. Your threat range increases with these skills to 19-20. |
World Traveller | Skill | You don't just dream of faraway places - you've been there and got the t-shirt! | You gain a +2 bonus to Blend and Cultures. Your threat range increases to 19-20. |
Talented (Fence) | Skill | You're skill mastery often takes people by surprise. | Sleight of Hand and Streetwise are always class skills. Each time you purchase a rank in one, the other also increases. |
The Dice are Hot | Chance | It's not a system - it's just luck. | You gain a bonus to Gambling checks equal to the number of Action Dice remaining. Your lifestyle increases by 1. |
Fortunate | Chance | You always seem to luck out when you really need it. | As a free action you may request a 1d4 action dice. One of your opponents will also gain a 1d4 action dice. You may use this 2 times per session. |
Card Shark | Style | You're a skilled gambler, often devouring lesser opponents. | Profession gain synergy from Streetwise. +2 bonus to knowledge checks related to gambling. If you spend action dice to add to a Gambling roll, roll an additional dice. |
Safe House | Tradecraft | You maintain a network of secure locations. | At the start of a scene, when located in a city of 10k people, you may nominate that you have a safehouse within 10 miles. If not in a city, you may specify a city that does contain one. |
Focus | Proficient | Forte |
---|---|---|
Unarmed | x | |
Blunt | ||
Exotic (Blunt) | ||
Edged | x | |
Exotic (Edged) | ||
Explosives | ||
Guided | ||
Handgun | x | |
Hurled | ||
Exotic (Hurled) | ||
Indirect Fire | ||
Rifle | ||
Shotgun | ||
Sub Machine Gun | ||
Tactical | ||
Vehicle Weapon |
(Five additional checks available can be spent on cultures or vehicles).
Attack Bonus | Ranged | Melee |
---|---|---|
+6 | +8 | +8 |
Weapon | Attack | Recoil | Damage | E/T | Range | Size / Hand | Qualities | |
---|---|---|---|---|---|---|---|---|
Browning High-Power | +8 | 12 | 1d10+1 | 1 / 20 | 25 ft | D / 1H | DEP | |
Switchblade | +8 | - | 1d6 (+2) | 1 / 19-20 | - | D / 1H | AP(3), BLD, FIN | |
Fist | +8 | - | 1d4 (+1) | 1 / 20 | - | - | - | |
Action | Time | Error | Effect |
---|---|---|---|
Standard Attack | Half | 0 | 1 attack against 1 target |
Disarm | Half (free 1 per session) | +2 | Standard attack vs standard attack roll, +4 if 2 hands. |
Taunt | Half | 0 | Manipulate vs Sense Motive to force opponent to target you next. |
Non Attack Actions | |||
Aim | Half | 0 | +1 to hit against specified target. |
Anticipate | Half | 0 | Sense motive vs BAB, gain +5 defence vs targets attacks. |
Brace | Half | 0 | +1 to attacks; -4 to reflex saves. |
Diversion | Half | +1 | Bluff vs Sense Motive to drop opponents initiative by 1d4+1. |
Feint | Half (free 1 per session) | +1 | Sleight of Hand vs Notice to make opponent vulnerable. |
Refresh | Full | 0 | Gain 1 action dice worth of Vitality and 2 Wounds |
Total Defense | Full | 0 | 1 movement; +4 Defense |
Fight Defensively | Full | 0 | -4 to attack and skill checks; +2 Defence |