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  • 8/14/2019 Character Folio Mathus LR

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    TECHNICIAN

    m a t h u s

    technician

    CHARACTER FOLIO

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    Start Here : This 2 page spread contains theinformation you need to begin your adventure.

    SKILLS RANK DICE POOL

    Astrogation (Int) 1 Athletics (Br) 1 Charm (Pr) 0 Coerce (Will) 0 Computers (Int) 1 Cool (Pr) 0 Coordination (Ag) 0 Deceit (Cun) 0 Discipline (Will) 0 Knowledge (Int) 1 Leadership (Pr) 0 Mechanics (Int) 2 Medicine (Int) 0 Negotiation (Pr) 0 Perception (Cun) 0 Pilot (Ag) 1 Resilience (Br) 0 Skulduggery (Cun) 1 Stealth (Ag) 0 Streetwise (Cun) 0 Survival (Cun) 0 Vigilance (Will) 1 COMBAT SKILLS

    Brawl (Br) 1 Gunnery (Ag) 0 Melee (Br) 0 Ranged - Light (Ag) 0 Ranged - Heavy (Ag) 0

    CHARACTER SHEET Your Character Sheet provides all the information you need toplay the game. It also provides a place to write down your cur-rent status, weapons, armor, and equipment.

    Your characteristics are used to calculate many game val-ues but are rarely used directly. Whenever you attempt a

    task that might fail, you make a skill check. The dice you rollfor this check are called your dice pool, and are based on yourrank in that skill and your characteristic. If you roll more than , you succeed.

    Please reference these skills and descriptions of what they

    do on the back of the Rulebook.

    AbilityDie

    ProciencyDie

    DifcultyDie

    ChallengeDie

    BoostDie

    SetbackDie

    ForceDie

    SYMBOLS AND DICE

    Advantage symbols indicate a positive side effector consequence, even on a failed check. They canceland are canceled by Threat symbols.

    Threat symbols indicate a negative side effect orconsequence, even on a successful check. They can-cel and are canceled by Advantage symbols.

    Failure symbols cancel Success symbols. Ifthere are enough Failure symbols to cancel all theSuccess symbols, the check is a failure.

    Despair symbols count as Failure symbols (theycancel Success symbols) and may also be spent totrigger a powerful negative consequence.

    Success symbols are canceled by Failure sym -bols; if there are any Success symbols left, thecheck succeeds.

    Triumph symbols count as Success symbolsand may also be spent to trigger a powerful positiveconsequence.

    CHARACTERISTICS & SKILLS BRAWN

    3

    CHARACTER SHEET

    CHARACTER NAME : MATHUS SPECIES

    CAREER

    HUMAN TECHNICIAN

    CHARACTERISTICS

    SKILLS

    AGILITY

    2INTELLECT

    4

    CUNNING

    2WILLPOWER

    2PRESENCE

    2

    1

    2

    2

    1

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    Stop Here : Dont turn the page untilinstructed to by the GM.

    WEAPON SKILL RANGE DAMAGE DICE POOL

    Shock Gloves Brawl Engaged 3 You deal 3 damage on a hit + 1 damage per Success symbol rolled. In ict 3 strain (ignoring soak) on a hit for . In ict a critical injury on a hit for .

    Holdout Blaster Ranged-Light Short 5

    You deal 5 damage on a hit + 1 damage per Success symbol rolled. In ict a critical injury on a hit for .

    GEAR, EQUIPMENT, & OTHER ITEMS

    2 Stimpacks Use as a maneuver to heal 4 wounds to a living creature.Consumed on use.

    Comlink Allows communication between characters with Comlinks.

    Heavy Clothes Soak 1; already included in soak value.

    Datapad Hand-held computer; accesses computer systems.

    1 EmergencyRepair Kit

    Use as a maneuver to heal 4 wounds to a droid.Consumed on use.

    Tool Kit Allows you to repair mechanical devices and "heal" droidsusing the Mechanics skill.

    3 12

    11 Strain represents exhaustion, mental trauma, and beingstunned. You may voluntarily suffer 2 strain to perform

    an extra maneuver on your turn. Strain comes and goes morequickly than wounds. If your Strain ever exceeds your StrainThreshold, you pass out.

    Wounds represent physical damage to your body. If your Wounds exceeds your Wound Threshold, you are knocked

    out and suffer a Critical Injury. Wounds can be recovered by theMedicine skill and Stimpacks.

    Your Soak score reduces incoming damage and can pre-vent wounds. Your Soak score is equal to the sum of your

    Brawn and the Soak value of your armor.

    You may suffer Crit ical Injur ies during your adventures,either when youre knocked out by exceeding your wound

    threshold or as the result of an attack. Keep track of the num-ber of Critical Injuries here. For a description of the effects ofyour Critical Injuries, refer to the back cover of the AdventureBook.

    CHARACTER HEALTH STATS

    400 credits

    On each turn, you can perform 1 Action and 1 Maneuver, in anyorder.

    You can suffer 2 strain to perform a second maneuver.

    You cannot perform more than 2 maneuvers on your turn. You can also perform any number of incidental actions.

    An Action may include:

    Perform an attack

    Use a skill Exchange your 1

    Action for an additionalManeuver

    A Maneuver may include:

    Move

    Aim Take cover Ready or stow a weapon

    or item

    Interact with yourenvironment

    Engage or disengage Stand up

    THE PLAYER'S TURN

    SOAK VALUE

    CURRENTTHRESHOLD

    WOUNDS

    CURRENTTHRESHOLD

    STRAIN CRITICAL INJURIES

    WE AP ON S & EQUI PMEN T

    MONEY

    4 13

    12

    3 4

    5

    6 5

    4

    3

    6

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    SKILLS RANK DICE POOL

    Astrogation (Int) 1 Athletics (Br) 1 Charm (Pr) 0 Coerce (Will) 0 Computers (Int) 1 Cool (Pr) 0 Coordination (Ag) 0 Deceit (Cun) 0 Discipline (Will) 0 Knowledge (Int) 1 Leadership (Pr) 0 Mechanics (Int) 2 Medicine (Int) 0 Negotiation (Pr) 0 Perception (Cun) 0 / 1 / Pilot (Ag) 1 Resilience (Br) 0 Skulduggery (Cun) 1 Stealth (Ag) 0 Streetwise (Cun) 0 Survival (Cun) 0

    Vigilance (Will) 1 COMBAT SKILLS

    Brawl (Br) 1 / 2 / Gunnery (Ag) 0 Melee (Br) 0 Ranged - Light (Ag) 0 Ranged - Heavy (Ag) 0

    Perception Skill You train your Perception skill. You gain one skill rank inPerception. Your dice pool changes from to .

    Put a mark in the circle next to the XP cost to remind youthat you have taken it. Whether or not you choose this

    upgrade, circle the correct rank (0 or 1) and dice pool onthe skill list to the right.

    Brawl Skill You train your Brawl skill. You gain one skill rank in Brawl. Your dice pool changes from to .

    Put a mark in the circle next to the XP cost to remind youthat you have taken it. Whether or not you choose thisupgrade, circle the correct rank (1 or 2) and dice pool onthe skill list to the right.

    Toughened Talent You gain the Toughened Talent. Put a mark in the circlenext to the XP cost to remind you that you have takenit. Whether or not you choose this upgrade, circle thecorrect value (13 or 14) on your Wound Threshold.Toughened: Your Wound Threshold is increased by 1,from 13 to 14.

    Fine Tuning Talent You gain the Fine Tuning Talent. Put a mark in the circlenext to the XP cost to remind you that you have taken it.

    Fine Tuning: When you perform an action that repairsSystem Strain to a starship or vehicle, that starship orvehicle recovers 1 additional System Strain.

    UPGRADE MENU

    ADVANCEMENT! You have just gained 10 experience points (xp). You can spendthose 10 experience points to purchase any of the followingupgrades, worth a total of 10 xp.

    Start Here : This 2 page spread contains newinformation to help you continue your adventure.

    CHARACTER NAME : MATHUS

    HUMAN TECHNICIAN

    SPECIES

    CAREER

    CHARACTER SHEET

    BRAWN

    3

    CHARACTERISTICS

    AGILITY

    2INTELLECT

    4

    CUNNING

    2WILLPOWER

    2PRESENCE

    2

    SKILLS

    5XP COST

    10XP COST

    5XP COST

    5XP COST

    1

    2

    3

    2

    1

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    AbilityDie

    ProciencyDie

    DifcultyDie

    ChallengeDie

    BoostDie

    SetbackDie

    ForceDie

    On each turn, you can perform 1 Action and 1 Maneuver, in anyorder.

    You can suffer 2 strain to perform a second maneuver.

    You cannot perform more than 2 maneuvers on your turn.

    You can also perform any number of incidental actions.

    An Action may include:

    Perform an attack Use a skill Exchange your 1

    Action for an additionalManeuver

    A Maneuver may include:

    Move Aim Take cover Ready or stow a weapon

    or item

    Interact with yourenvironment

    Engage or disengage Stand up

    THE PLAYER'S TURN

    SYMBOLS AND DICE

    Advantage symbols indicate a positive side effecor consequence, even on a failed check. They canceland are canceled by Threat symbols.

    Threat symbols indicate a negative side effect oconsequence, even on a successful check. They can-cel and are canceled by Advantage symbols.

    Failure symbols cancel Success symbols. Ithere are enough Failure symbols to cancel all thSuccess symbols, the check is a failure.

    Despair symbols count as Failure symbols (theycancel Success symbols) and may also be spent ttrigger a powerful negative consequence.

    Success symbols are canceled by Failure symbols; if there are any Success symbols left, thcheck succeeds.

    Triumph symbols count as Success symboland may also be spent to trigger a powerful positiveconsequence.

    SOAK VALUE

    CURRENTTHRESHOLD

    WOUNDS

    CURRENTTHRESHOLD

    STRAIN CRITICAL INJURIES

    4

    12

    1413 /

    WEAPON SKILL RANGE DAMAGE DICE POOL

    Shock Gloves Brawl Engaged 3 /

    You deal 3 damage on a hit + 1 damage per Success symbol rolled. In ict 3 strain (ignoring soak) on a hit for . In ict a critical injury on a hit for .

    Holdout Blaster Ranged-Light Short 5

    You deal 5 damage on a hit + 1 damage per Success symbol rolled. In ict a critical injury on a hit for .

    GEAR, EQUIPMENT, & OTHER ITEMS

    2 Stimpacks Use as a maneuver to heal 4 wounds to a living creature.Consumed on use.

    Comlink Allows communication between characters with Comlinks.

    Heavy Clothes Soak 1; already included in soak value.

    Datapad Hand-held computer; accesses computer systems.

    1 EmergencyRepair Kit

    Use as a maneuver to heal 4 wounds to a droid.Consumed on use.

    Tool KitAllows you to repair mechanical devices and "heal" droidsusing the Mechanics skill.

    WE AP ON S & EQUI PMEN T

    MONEY

    3

    2

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    CHARACTER NAME : MATHUS SPECIES

    CAREER

    HUMAN TECHNICIAN

    SKILLS CAREER? RANK DICE POOL

    Astrogation (Int) Athletics (Br)

    Charm (Pr)

    Coerce (Will)

    Computers (Int)

    Cool (Pr)

    Coordination (Ag)

    Deceit (Cun)

    Discipline (Will)

    Knowledge (Int)

    Leadership (Pr)Mechanics (Int)

    Medicine (Int)

    Negotiation (Pr)

    Perception (Cun)

    Pilot (Ag)

    Resilience (Br)

    Skulduggery (Cun)

    Stealth (Ag)

    Streetwise (Cun)

    Survival (Cun)

    Vigilance (Will)

    COMBAT SKILLS

    Brawl (Br)

    Gunnery (Ag)

    Melee (Br)

    Ranged - Light (Ag)

    Ranged - Heavy (Ag)

    CHARACTERISTICS

    SKILLS

    BRAWN

    3 AGILITY

    2INTELLECT

    4

    CUNNING

    2WILLPOWER

    2PRESENCE

    2

    MONEY

    CRITICAL INJURIESSOAK VALUE

    CURRENTTHRESHOLD

    WOUNDS

    CURRENTTHRESHOLD

    STRAIN

    WE AP ON S & EQUIPMEN T

    WEAPON SKILL RANGE DAMAGE DICE POOL

    GEAR, EQUIPMENT, & OTHER ITEMS

    CRITICAL INJURIES

    CHARACTER SHEET

    1

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    TECHNICIAN: TALENT TREECareer Skills: Astrogation, Computers, Coordination, Discipline, Knowledge, Mechanics, Perception, Pilot, Skulduggery, Brawl

    5

    10

    1

    Acquiring TalentsTalents are acquired from your career talent tree. This talent tree pro-vides a unique format for purchasing talents that comes with severalspecial rules and restrictions.

    Your talent tree has four columns and three rows. The cost of eachtalent depends on the row it occupies. The topmost row of talentsare the cheapest, costing 5 experience points each. The next rowschoices cost 10 experience points each, and the third and nal rowchoices costs 15 experience each.

    Note that the choices on the tree are connected by a series of linesthat link some talent choices with others. When purchasing talents,

    you may only purchase talents you are eligible for. You are eligible toselect any talents in the rst, topmost row, plus any talents that areconnected via one of the aforementioned links to a talent you havealready acquired. Each entry on the talent tree may only be acquiredonce. Some trees have multiple entries for a single talent. This is be-cause several of the talents may be learned repeatedly. When youlearn a talent for the secondor latertime, you gain an additionalrank of the ability.

    INVESTING EXPERIENCE POINTS You will occasionally receive experience from the GM as you continue to play, which can be spent to improve your character. You mayspend these experience points to increase your skills or to advance on your talent tree. Refer to page 11 of the Rulebook for more de-

    tailed information.

    Skill TrainingThe cost for training skills falls into one of two categoriescareer skills and non-career skills. Each skill has ve ranks oftraining available.

    Training a career skill costs ve times the value of the nexthighest rank. For example, training a career skill from Rank 0(untrained) to Rank 1 requires 5 experience points. Improv-ing a Rank 1 career skill to Rank 2 requires 10 experiencepoints. Each rank must be purchased separately. This meansthat training a career skill from Rank 0 to Rank 2 costs 15experience points (5 for raising it from Rank 0 to Rank 1, then10 more for raising it from Rank 1 to Rank 2).

    You can also purchase ranks in your non-career skills. Eachrank of a non-career skill costs 5 additional experience points.For example, training a non-career skill from Rank 0 (un-trained) to Rank 1 requires 10 experience points. Improvinga Rank 1 non-career skill to Rank 2 requires 15 experiencepoints, and so on.

    Success Triumph Advantage Failure Despair ThreatAbilityDie

    ProciencyDie

    DifcultyDie

    ChallengeDie

    BoostDie

    SetbackDie

    ForceDie

    Fine TuningWhen you perform an action thatrepairs System Strain to a starshipor vehicle, that starship or vehiclerecovers 1 additional SystemStrain.

    Solid RepairsWhen you perform an action thatrepairs Hull Trauma to a starshipor vehicle, that starship or vehiclerecovers 1 additional Hull Traumaper rank of Solid Repairs.

    Solid RepairsWhen you perform an action thatrepairs Hull Trauma to a starshipor vehicle, that starship or vehiclerecovers 1 additional Hull Traumaper rank of Solid Repairs.

    Solid RepairsWhen you perform an action thatrepairs Hull Trauma to a starshipor vehicle, that starship or vehiclerecovers 1 additional Hull Traumaper rank of Solid Repairs.

    GearheadRemove per rank of Gearheadfrom all Mechanics checks.

    GearheadRemove per rank of Gearheadfrom all Mechanics checks.

    Hold TogetherImmediately after a starship or ve -hicle with you aboard takes damage,you may spend 1 Destiny Point toconvert all of the damage to SystemStrain instead of Hull Trauma.

    GritGain +1 strain threshold.

    ToughenedGain +1 wound threshold.

    ToughenedGain +1 wound threshold.

    Jury RiggedChoose 1 weapon, armor, or otheritem and give it a permanent im-provement as long as it remains inuse (see Rulebook for details).

    Point Blank Add 1 damage per rank of PointBlank to damage in icted while usingthe Ranged (Heavy) or Ranged (Light)skills at short range or engaged.

    1 2

    2

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    S T O R Y In a d if f er ent lif e, M at hus w ould hav e been a successf ul r esear ch engineer at a major

    cor por at ion head quar t er ed in t he C or e W or ld s. In t his lif e, M at hus gr ew up har d

    on t he st r eet s of Anchor head on T at ooine. O r phaned at a y oung age, M at hus w as

    bur d ened w it h a pow er f ul int ellect and no usef ul w ay t o apply it . H e slid int o a lif e of

    t hugger y and cr ime, unt il one f at ef ul d ay w hen he at t empt ed t o r ob a shop belonging

    t o an old Rod ian mechanic named H onw oo. H onw oo mad e no par t icular at t empt t o

    r esist , but seeing y oung M at hus s f ascinat ion w it h a par t ially -st r ipped machine on

    his w or k bench, of f er ed t o t each t he y oung human how it w or k ed . S ix hour s lat er ,

    M at hus s f r iend s came by t o see w hat had gone w r ong and f ound him cov er ed in

    machine oil, helping t o r epair a r epulsor lif t ar r ay .O v er t he nex t f ew y ear s , H onw oo t aught M at hus t he ins and out s of ev er y

    machine t hat came t hr ough his r epair shop. W it h no f or mal ed ucat ion, M at hus

    d ev eloped an unor t hod ox but ef f ect iv e appr oach t hat r elied heav ily on t r ial

    and er r or . H e also f ound t hat he enjoy ed t ink er ing and r epur pos ing ex is t ing

    machines , t ur ning t hem t o a new pur pose. F or ex ample, his cus t omiz ed shock

    glov es began lif e as pow er conv er t er s . M ost of H onw oo s business had t o d o w it h t he r epair , maint enance,

    and

    r epr ogr amming of T at ooine s limit ed supply of d r oid s. As a consequence, M at hus

    became a d r oid ex per t . H is sk ills ev ent ually came t o t he at t ent ion of a H ut t named

    T eemo, and M at hus w as of f er ed an impr essiv e sum of cr ed it s t o mak e his sk ills

    av ailable at T eemo s M os S huut a complex . S ince his ar r iv al in M os S huut a, M at hus

    has r egr et t ed his d ecision. T he pr oject T eemo has him w or k ing on is complet ely

    unsuit ed t o his sk ills: M at hus' ex per ience giv es him t he sk ills necessar y t o r epair

    bust ed old bat t le d r oid s, but he complet ely lack s t he ed ucat ion t o d ev elope a

    scemat ic based on t heir d esign. And w hen M at hus at t empt ed t o leav e, T eemo

    hint ed t hat somet hing bad might happen t o H onw oo if he d id F ed up and back ed int o a cor ner , M at hus has d ecid ed t o mak e a br eak f or it .

    F ir s t , he int r od uced some new cod e int o one of T eemo s d r oid s , 41-V E X , t o

    encour age t he d r oid t o t r y t o escape, t oo. T hen, he s t r uck up a f r iend ship w it h

    a scout named S asha, int end ing t o pool t heir r esour ces and get of f T at ooine

    8 Permission granted to print and photocopy all pages of this character folio for personal use. LFL 2012.