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COLONIST
IIIO.JOv\ 1~~

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..••..
CHARACTER NAM E : 41-VEX
SPE[IES DROrD
[AREER COLONf)1"
CHARACTERISTICS

RANK DI[E POOL

Astrogation llntl 0 0000


Athletics [Br) 0 00
Charm [Pr) 1 00
Coerce [Willl 0 0
Computers (lntl 0 0000
Cool [Pr) 1 00
Coordination [Ag) 0 00
Deceit [Cun) 0 0
Discipline [Willl 0 0
Knowledge (lntl 1 0000
Leadership [Pr) 0 00
Mechanics (lnt) 1 0000
Medicine llntl 2 0000
Negotiation [Pr) 1 00
Perception [Cun) 0 0
Pilot [Ag) 0 00
Resilience [Br) 1 00
Skulduggery [Cun) 0 0
Stealth [Ag) 0 00
Streetwise [Cun) 0 0
Survival [Cun) 0 0
Vigilance [Willl 0 0
COMBAT SKILlS

Brawl [Br) 00
Gunnery CAg] 00
Melee (Brl 00
Ranged - 00
Ranged - 00
••••••
Once per encounter, use the Medicine skill to heal an ally. The check is Easy
if the character is equal or below half his wound threshold, Average
is above half, and Hard
"*
wound per
(+ ++J
if he
if he exceeds his wound threshold. He heals 1
and 1 strain per tJ. Once per adventure, you can heal a Critical
(+ +J
(+J

Injury. The difficulty depends on the Critical Injury.

-------~.,O*':z.J~,..,:':c.,lllp¢ila~·~
.•-------
WEAPON SKILL RANGE DAMAGE DICE POOL

Light Blaster Ranged - Light Medium 5


• You deal 5 damage on a hit + 1 damage per Success "* symbol rolled.
• Inflict a critical injury on a hit for tJtJtJtJ

Stun Grenades Ranged - Light Short


• You deal 8 stun damage on a hit + 1 damage per Success "* symbol rolled. This
damage is suffered as strain rather than wounds.
• Spend tJtJ for 81ast 8: all characters engaged with target suffer 8 stun damage.
• You have 3 stun grenades. Each grenade can be used once.

Fists Brawl Engaged


• You deal 2 damage on a hit + 1 damage per Success "* symbol rolled .
• Inflict a critical injury on a hit for tJtJtJtJtJ.

GEAR, EQUIPMENT, ft OTHER ITEMS

2 Emergency
Use as a maneuver to heal 4 wounds to a droid. Consumed on use.
Repair Kits

Comlink Allows communication between characters with Comlinks.

Droid Chassis Armor plates provide Soak 1; already included in soak value.

Medkit Allows you to repair-erm, heal-organic beings by using the Medicine skill.

MONEY

400 credits
[HARA[TER NAME: 41-VEX
SPE[IES 'OROf£)
[AREER C.oLONf)f
CHARACTERISTICS

SKILLS RANK DI[E POOL

Astrogation llntl 0 0000


Athletics [8r) 0 00
Charm [Pr) 1 00
Coerce [WilD 0 0
Computers tlnt) 0 0000
Cool [Pr) 1 00
Coordination [Ag) 0 00
Deceit [Cunl 0 0
Discipline [WilD 0 0
Knowledge [Jnt) 1 0000
Leadership [Pr) 0 00
Mechanics llntl 1 0000
2 0000
Negotiation [Prl 1/2 00/00
Perception [Cun) 0 0
Pilot [Ag) 0 00
Resilience [8r) 1 00
Skulduggery [Cun) 0 0
Stealth [Ag) 0 00
Streetwise [Cun) 0 0
Survival [Cun) 0 0
Vigilance [WilD 0 0
COMBAT SKILLS

Brawl [8rl 0 00
Gunnery [Ag) 0 00
Melee [8r) 0 00
Ranged- Light [Ag) 0/1 00/00
Ranged - Heavy [Ag) 0 00
SOAK VALUE

~
Once per encounter, use the Medicine skill to heal an ally. The check is Easy (t)
if the character is equal or below half his wound threshold, Average if he (t t)
is above half, and Hard (ttt)if he exceeds his wound threshold. He heals 1
wound per ~ and 1 strain per 0. Once per adventure, you can heal a Critical
Injury. The difficulty depends on the Critical Injury.

WEAPON DI[E POOL

Light Blaster Ranged - Light

Stun Grenades Ranged - Light Short

• You deal 8 stun damage on a hit + 1 damage per Success ~ symbol rolled. This
damage is suffered as strain rather than wounds.
• Spend 00 for 81ast 8: all characters engaged with target suffer 8 stun damage.
• You have 3 stun grenades. Each grenade can be used once.

Fists Brawl Engaged


• You deal 2 damage on a hit + 1 damage per Success ~ symbol rolled.
• Inflict a critical injury on a hit for OOOt1tl

GEAR, EQUIPMENT, ft OTHER ITEMS


2 Emergency
Use as a maneuver to heal 4 wounds to a droid. Consumed on use.
Repair Kits
Comlink Allows communicatio,n between characters with Comlinks.

Droid Chassis Armor plates provide Soak 1; already included in soak value.

Medkit Allows you to repair-errn. heal-organic beings by using the Medicine skill.
I (-r-J
[HARA[TER NAME: 41-VfX
SPECIES

CAREER
'DROf'D
COLON()f
CHARACTERISTICS
c~) .,' '""'"
IC )
••••••
Once per encounter, use the Medicine skill to heal an ally The check is Easy (+J
if the character is equal or below half his wound threshold, Average
is above half, and Hard (+ ++J
(+ +J if he
if he exceeds his wound threshold. He heals 1
wound per ~ and 1 strain per tJ. Once per adventure, you can heal a Critical
Injury. The difficulty depends on the Critical Injury.
SKILLS [AREER? RANK OI[E POOL
Astrogation (lntl
Athletics (Br)
------~.4:.m::t1·,~'"1:':
•.I1II:@*i •• ~-----·
Charm (Pr) • WEAPON SKILL RANGE OAMAGE DI[E POOL

Coerce (Willl
Computers (Int)
Cool (Pr) •
Coordination (Ag)
Deceit (Cun) •
Discipline (Willl
Knowledge (Int) •
Leadership (Pr) •
Mechanics (lnt)
'. Medicine (lnt) •
Negotiation (Pr) •
Perception (Cun)
Pilot (Ag)
Resilience (Br) •
Skulduggery (Cun)
Stealth (Ag) GEAR,EQUIPMENT,Et OTHERITEMS

Streetwise (Cun) •
Survival (Cun)
Vigilance (Willl
[oMBAT SKILLS
Brawl (Br)
Gunnery (Ag)
Melee (Br)
Ranged - Light (Ag) MONEY

Ranged - Heavy (Ag)


Stim Application
Take an Inspiring Rhetoric action:
Take the Stim Application action:
make an Average ("J Medicine make an Average ("J Leadership
check. Each ~ causes 1 ally in close
check. If successful. 1 engaged ally
increases 1 characteristic by 1 and range to recover 1 strain. Spend tJ
to cause 1 affected ally to recover 1
suffers 4 strain.
additional strain.

Advantage Failure Despair


I I

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