Frank ?
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 | 12 | +1 |
| Constitution | 10 | 0 |
| Dexterity | 12 | +1 |
| Intellegence | 12 | +1 |
| Wisdom | 16 | +3 |
| Charisma | 16 | +3 |
| Save | Total | Class | Stat | Bonus |
|---|
| Fortitude | 1 | +1 | 0 | 0 |
| Reflexes | 3 | +2 | +1 | 0 |
| Will | 6 | +3 | +3 | 0 |
| Attribute | Maximum | Current |
|---|
| Defense | 13 |
|
| Initiative | +3 | |
| Vitality | 18 |
|
| Wounds | 10 |
|
Skills
| Skill | Total | Base | Stat | Bonus | Error | Threat |
|---|
| Acrobatics | 1 | 0 | +1 (Str / Dex) | | 1-3 | 20 |
| Analysis | 2 / 4 | 1 | +1 / +3 (Int / Wis) | | 1 | 20 |
| Athletics | 1 | 0 | +1 / 0 (Str / Con) | | 1-3 | 20 |
| Blend | 6 / 8 | 5 | +1 / +3 (Dex / Cha) | | 1 | 20 |
| Bluff | 10 | 6 | +3 (Cha) | +1 (Criminal) | 1 | 20 |
| Bureaucracy | 4 | 1 | +3 (Cha) | | 1 | 20 |
| Computers | 6 | 5 | +1 (Int) | | 1 | 20 |
| Cultures | 4 | 3 | +1 (Int) | | 1 | 20 |
| Drive | 1 | 0 | +1 (Dex) | | 1-3 | 20 |
| Electronics | 3 / 5 | 2 | +1 / +3 (Int / Wis) | | 1 | 20 |
| Falsify | 1 / 3 | 0 | +1 / +3 (Int / Wis) | | 1-3 | 20 |
| Impress | 3 | 0 | +3 (Cha) | | 1-3 | 20 |
| Intimidate | 1 / 3 | 0 | +1 / +3 (Str / Wis) | | 1-3 | 20 |
| Investigation | 9 | 6 | +3 (Wis / Cha) | | 1 | 20 |
| Manipulate | 4 | 1 | +3 (Wis / Cha) | | 1 | 20 |
| Mechanics | 1 / 3 | 0 | +1 / +3 (Int / Wis) | | 1-3 | 20 |
| Medicine | 1 / 3 | 0 | +1 / +3 (Int / Wis) | | 1-3 | 20 |
| Networking | 7 | 4 | +3 (Wis / Cha) | | 1 | 20 |
| Notice | 5 | 2 | +3 (Wis) | | 1 | 20 |
| Profession | 3 | 0 | +3 (Cha) | | 1-3 | 20 |
| Resolve | 0 / 3 | 0 | 0 / +3 (Con / Wis) | | 1-3 | 20 |
| Science | 2 | 1 | +1 (Int) | | 1 | 20 |
| Search | 6 | 5 | +1 (Int) | | 1 | 20 |
| Security | 1 | 0 | +1 (Int) | | 1-3 | 20 |
| Sense Motive | 9 | 6 | +3 (Wis / Cha) | | 1 | 19-20 |
| Sleight of Hand | 9 | 6 | +1 (Dex) | +2 (Fence) | 1 | 19-20 |
| Sneak | 2 / 4 | 0 | +1 / +3 (Dex / Cha) | +1 (Criminal) | 1-3 | 20 |
| Streetwise | 11 | 6 | +3 (Wis / Cha) | +2 (Fence) | 1 | 19-20 |
| Survival | 3 | 0 | +3 (Wis / Cha) | | 1-3 | 20 |
| Tactics | 3 | 0 | +3 (Wis / Cha) | | 1-3 | 20 |
| Focus | Proficient | Forte |
|---|
| Flare | x | |
| Flare (Ring) | | |
| Flare (Pearl) | | |
| Flare | | |
| Pyrrhus | | |
| Auraelus | x | |
| Hel | | |
| Hecla | x | |
| Twighlight | | |
| 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 | | |
Feats
| Name | Type | Description | Effects |
|---|
| Shrewd | Talent | You're an expert judge of character and surround yourself with only the best colleagues. | You gain 2 acquaintance grade contacts. Your threat with Sense Motive increases by 1. |
| 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 acquaintance grade contact. Gain +1 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 23. |
| 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. |
| 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. |
| Talented (Fence) | Skill | You're skill mastery often takes people by suprise. | 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. |
Combat
| 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 | | |
(Two additional checks available).
| Weapon | Attack | Recoil | Damage | E/T | Range | Size / Hand | Qualities |
|---|
| Browning High-Power | +3 | 12 | 1d10+1 | 1 / 20 | 25 ft | D / 1H | DEP |
| Switchblade | +3 | - | 1d6 | 1 / 19-20 | - | D / 1H | AP(3), BLD, FIN |
| Fist | +3 | - | 1d4 | 1 / 20 | - | - | - |
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