BASIC INFO
Name:Sovyet
IG Name:Faaris
Race:Hylotl
Rank:Greenhorn
Racial Perks:+1 VIT
ATTRIBUTES (3 + 1 racial = stats must sum to 4 at greenhorn)
Physical AttributesMental Attributes
STR: 0INT: 1
AGI: 0ALT: 1
VIT: 1WIL: 1
Life PointsInitiative
321d20+1
SKILLS (62 at greenhorn: 8 required + 54 free)
REQUIRED SKILLS
Athletics: +d2Influence: +d6Perception: +d6Knowledge: +d6
(WIL) Persuasion +d12(ALT/INT) Investigation +d12(INT) General Survival +d12
SKILLED ONLY You must have a 2 or more to even attempt a roll
Mechanical Engineering +d6:Medical Expertise:Scientific Expertise:Technical Engineering:
(INT) Vehicle Engineering +d12
(INT) Civil Engineering +d10
COMBAT SKILLS
Explosive Munitions:Firearms:Melee Weapons:Unarmed Combat +d6:
(STR) Brawling +12
OPS SKILLS
Covert:Discipline:Ranged Weaponry:Survival:
ROLEPLAY SKILLS
Artistry:Craft:Performance:
VEHICLE SKILLS
Turret Gunner:In-Atmo Vehicle Piloting:Starship Pilot:
ASSETS AND COMPLICATIONS
AssetsComplications
Allure (Major)
  • You are physically attractive; either a handsome fellow or a lovely woman. When you desire companionship you generally don’t need to look far. Not only are you good-looking, but you know how to make your looks work for you in most situations. This may draw unwanted attention in some situations.

    Minor Effect:
    - You gain a +2 bonus to your Seduction Roll and Performance Skills, but not impersonation. Also does not apply to Acting or Costuming if these skills are being used for subterfuge.

    Major Effect:
    - The bonus is now a +4 to your Seduction Roll and Performance Skills, but not impersonation. Also does not apply to Acting or Costuming if these skills are being used for subterfuge. In addition the effects of your Seduction when used against a single target will last until they make a successful saving throw vs your initial Seduction Roll.
Hooked (Major)
  • You’re addicted to a substance—be it alcohol, tobacco, or some type of drug. You must get your fix on a regular basis or suffer serious problems.


    Minor:
    You're either addicted to something not immediately dangerous (cigarettes, painkillers) or you have your problem somewhat under control (a “functioning” alcoholic). At the beginning of an RP session, roll 1d10. If you roll a one, it means you haven't had a fix recently enough and will suffer a -2 on all skill rolls for the session. If you consume the actual addictive substance using the addictive substance system, you need not roll the dice for the session. What the drug buffs/nerfs is up to you when you use the system. At minor, only the minor version of the addictive substance is required.

    Major:
    You are abusing a dangerous substance or have a severe drinking problem. Your addiction interferes with everyday life, your relationships with people, and might possibly get you killed. Going into withdraw makes you a nervous, stuttering wreck. At the beginning of an RP session, roll 1d5. If you roll a one, it means you haven't had a fix recently enough and will suffer a -4 on all skill rolls for the session. If you consume the actual addictive substance using the addictive substance system, you need not roll the dice for the session. What the drug buffs/nerfs is up to you when you use the system. At major, the major version of the addictive substance is required to not recieve the penalty.

    SUBSTANCE: Crack
Fightin' Type (Major)
  • You know how to handle yourself in almost any combat-type situation—whether it’s a rough-and-tumble brawl or a deadly shootin’ match.

    [minor effect]:
    - Pick two combat specialty skills; you get a +2 to these rolls when they are used in Combat. Cannot apply to Shield Blocking or Dodge, or Weightlift Grapple.

    [major effect]:
    - This bonus is now increased to +4 and you get to select another two combat specialty skills to receive this bonus as well (total 4).
Chip on the Shoulder (Major)
  • Your therapist told you that you have anger management issues—right before you punched out his lights. Your fuse is a mite short, and violence tends to ensue wherever you go.


    Minor:
    You’re ready for a fight at the slightest provocation. If someone insults you, you must make a Discipline/Mental Resistance or Concentration Skill Check versus DC 15 or immediately initiate combat with the person who insulted you. You also suffer a penalty of -2 to all Influence Skill Rolls due to your short-fuse nature.

    Major:
    In addition to the above penalties, which are now boosted to a DC 20 and a penalty of -4 to Influence Skill Rolls, you have a tendency to not stop attacking the person who pegged you first. When you suffer damage you will attempt to wring the neck of that same individual, regardless of distance. If you were hit by a stealth attack and failed to perceive the shooter, you start attacking the closest person- regardless of them being a friend or foe.
Intimidating Manner (Minor)
  • You’ve got a steely-eyed stare. You have true grit. Something about you makes folk think twice before crossing you. Security guards call you “sir” (even if you’re a gal). Punks melt under your glare and confess everything they know and most of what they don’t.

    [minor effect]:
    - You gain a +2 bonus to any Hostile Social Skill Roll.
Loyal (Minor)
  • Certain folks known to you can count on you no matter what—be they crew, war buddies, childhood friends, family, or fraternity brothers. You will do anything for their well-being, even it means going the extra mile— in front of a bullet.


    Minor:
    You will always be there when a friend or a group asks for help, except sacrificing your own life. With the RPE’s permission, you can be loyal to an individual, provided this person is another Player Character.
Lightning Reflexes (Minor)
  • You react to danger quickly. Folk rarely get the drop on you, and your quick-draw leaves others groping for their holster.

    [minor effect]:
    - You gain a +2 bonus towards your Initiative and Dodge.
Neatfreak
  • A little dirt never hurt anybody—‘cept maybe you. Clutter, germs, and even good clean mud bother you to no end.


    Minor:
    Your issues are fairly mild and you can handle day-to-day life easily enough. You’re still constantly cleaning and tidying, attempting to establish some order in your environment, When in a cluttered environment such as, for example, a derelict ship or office building.. you must roll a Skill Check of Discipline/Mental Resist or Concentration vs DC15 or you are compelled to clean the area and tidy it up, suffering a penalty of -2 to all skill rolls for the duration you are in the area.
Mean Left Hook (Minor)
  • Your inspiration was a Space Marine who fought his way through heaping mounds of nightmarish creatures back on Phobos and Deimos after an experimental teleportation test went awry.

    [minor effect]:
    - Base Unarmed Stun Damage increased to d8.
Masochist (Minor)
  • The Skill roll Penalty resets each combat scenario. Other penalty is constant, even outside of combat scenarios. If you self-inflict the damage to get rid of the penalty, it has to do at least 5 damage after soak for minor and 10 for major.

    Minor:
    -You'll sometimes go out of your way to get yourself hurt.
    -In a combat scenario, suffer a -2 to all skill rolls until you suffer intimidation or a similar hostile action (includes getting attacked or struck, whether successful or not).