Alexandrina

Alexandrina_zps1096fad2.png
Name: Alexandrina Victoria Elizabeth of the House of Windsor
Position: Princess of Wales
Sex: Female
Age: 15 (Born 2003)
Nationality: British
Place of Residence: Paris-2

Physical Details
Hair colour: Silver
Eye colour: Dark green
Height: 5'3"
Build: Thin

Personal Details
"I won't sit idly by when others are dying in my place."

The youngest child of King George VII, Alexandrina's life was typical for a British princess who, it was presumed, would not inherit the throne. It was a relatively quiet life by the standards of royalty. Attending a top-of-the-line boarding school, she received an excellent education- and it was not wasted on her, either, being noted as a serious and exemplary student- although she often felt isolated from her peers.

Nevertheless, life continued on. She was educated in history and science, philosophy and mathematics. She was taught to speak several languages, as well as the poise to appear dignified as she did so. Already of a solemn disposition, this suited her well.

The Disaster of Britain has changed everything. When the crisis broke out Alexandrina was still at her school; by the time she was evacuated to Westminster, King George VII, Queen Charlotte, Prince Edward of Wales and Princess Elizabeth had been evacuated to the HMS Hermione. When a flying pod of Corrupted and Angelspawn hit the vessel, it was quickly overrun, the crew wiped out and the Royal Family exterminated or corrupted. Three members of the Royal Family managed to regroup at Westminster: Alexandrina herself, but also her elder sister the Princess Catherine and her brother Prince Andrew. Andrew was killed in an early attack on the palace, however, and Catherine simply vanished one night. Suddenly, the line of succession preceding Alexandrina had been wiped out- leaving her as not only the only remaining member of her immediate family, but also as the Queen by default.

The loss of her entire immediate family, the devastation of her homeland and the sudden pressures of being the leader to the survivors must be taking its toll on her, but if it is she does not demonstrate it. Although Queen, she resolves to use the title 'Princess of Wales' until such a time as she can be crowned properly- until such a time as her homeland is restored.

Character Details
Name Alexandrina Wales Gender Female
Background Prodigy Career Support/Sniper+
XP Total 40200 Rank Female
Kit:

-- Back to Top --

Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 31 3 -
Ballistic Skill 50 5 Trained
Strength 29 2 -
Toughness 43 4 Trained
Agility 51 5 Expert
Intelligence 48 4 Trained
Perception 55 5 Trained, Wary
Willpower 60 6 Expert
Fellowship 52 5 Trained
Synch Ratio 99 9 Expert*2

-- Back to Top --

Vitals

Vitals
Wounds: 19 Fate Total: 2
Fatigue Threshold: 6 Conditional Fates: 0

-- Back to Top --

Traits

Assets
Asset Effect
Fearless Gain the Fearless talent.
Gifted (Willpower) Choose a characteristic. This characteristic advancement category improves by one step.
Privileged Name Your family is exceptionally well connected or wealthy, and their name is influential within a certain region. Within this region you're considered easier to identify, but local NPCs are likely to treat you with more respect. Gain the IOU (Political) talent.
Urbane Gain a +10 bonus to Charm, Deceive, Scrutiny and Inquiry tests made when dealing with the authorities, socialite classes and in formal situations.

Injuries and Complications

Injuries
Injury Effect Cause Incident

-- Back to Top --

Skills

SKILL LIST
Skill Name Characteristic Proficient Trained Mastery Bonuses
Acrobatics Agi X X X -
Athletics Str X X X -
Awareness Per X X X Talented
Carouse Tou - - - -
Charm Fel X X X Talented, Specialist
Chem Use Int - - - -
Command Fel - - - -
Commerce Int X X X -
Deceive Fel X X X Talented
Demolitions Int - - - -
Disguise Fel - - - -
Dodge Agi X X X -
Inquiry Fel X X X Talented, Specialist
Intimidate Str - - - -
Literacy Int X - - -
Logic Int X - - -
Medicae Int - - - -
Parry WS - - - -
Scrutiny Per X X X Talented
Security Int - - - -
Sleight of Hand Agi - - - -
Stealth Agi X X - -
Survival Per - - - -
Tech Use Int X X X Talented

-- Back to Top --

Basic Skill Reference Cards

Skill Name Acrobatics
Characteristic Agility
Action Full Action unless otherwise noted
Description
Acrobatics is the skill of moving with agility, grace and balance. Balancing on a tight rope, understanding the best stance for a jump, or somersaulting away from an enemy- all of these are uses of Acrobatics. Use of Acrobatics include keeping your balance in unstable or uneven ground, jumping from a height and landing without harming yourself, or moving around enemies without slowing down.
Special Uses
Maneuvering You may make a Disengage action (normally a Full Action) as a Half Action, so long as you pass an Acrobatics +0 test first.
Contortionist As a Full Action, you may test Acrobatics to free yourself from bonds or restraints. This may only be tested once to escape restraints; if you fail the first time, then you are simply too tightly bound to wriggle free. This test may be modified depending on the quality of the bonds. You may also use Acrobatics to escape from a grapple in place of testing Strength or Agility.
Jumping When jumping or leaping, you may test Acrobatics in place of Agility and Strength tests.

-- Back to Top --

Specialist Skill Reference Cards

Skill Name Common Lore
Characteristic Intelligence
Action Free Action
Specialist Examples Science, Technology, History, War, Government, Second Impact
Description
Common Lore represents your understanding of common knowledge on a topic. This information is deeper than simple knowledge of something's existence, reflecting a degree of familiarity and interested study. Common Lore tends to be broad topics, often equivalent to high school study. This is opposed to Scholastic Lore, which represents detailed intensive scholarly study and research, often into a specific field. Common Lore is a Specialist Skill. Example uses of Common Lore is you testing to know a specific detail about a common subject, or when the GM feels you might know something about a situation, person or place.

-- Back to Top --

Talents

Proficiency Talents

Weapon Talents

WEAPON PROFICIENCIES
Weapon Class Weapon Type Proficient Specialized Mastery
Melee General General X - -
- Prog X - -
Basic Bolt X - -
- Flame X - -
- Fusion X - -
- General X - -
- Maser X - -
- Positron X - -
Heavy Bolt - - -
- Flame - - -
- Fusion - - -
- General X - -
- Maser - - -
- Positron - - -
Pistol Bolt X - -
- Flame X - -
- Fusion X - -
- General X - -
- Maser X - -
- Positron X - -

-- Back to Top --

Skill Talents

Name Sub-Class Effect
Basic Talents
Infused Knowledge - You treat all Common and Scholastic Lore skills as though you were proficient in them. Basically, you know something about everything.
Jack of all Trades - You may take untrained Common Skill tests at a -10 penalty instead of -20.
Talented - Gain a +10 to tests made using this skill.
- Awareness Gain a +10 to tests made using this skill.
- Charm Gain a +10 to tests made using this skill.
- Deceive Gain a +10 to tests made using this skill.
- Inquiry Gain a +10 to tests made using this skill.
- Scrutiny Gain a +10 to tests made using this skill.
- Tech Use Gain a +10 to tests made using this skill.
- Trade (Performer) Gain a +10 to tests made using this skill.
Elite Talents
Specialist Charm Select one skill in which you have either the Talented talent for, or a +20 training in. Once per round, you may reroll tests made with that skill and take the preferred result.
- Deceive Select one skill in which you have either the Talented talent for, or a +20 training in. Once per round, you may reroll tests made with that skill and take the preferred result.

-- Back to Top --

Combat Talents

Generic Combat Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Ambidextrous - Do not take -20 penalty to hit when making attacks with your off hand. If used with the Two Weapon Wielder talent, reduce the to-hit penalty with both weapons to -10.
Arms Master - Take a -10 penalty when wielding weapons without Proficiency instead of -20.
Commission 2 Everytime you take this talent, you gain an extra equipment slot, which may contain any weapon. Furthermore, you can take one Commission upgrade. This applies to both P and E-Scale.
Quick Draw - Use the Ready action as a Free Action.

-- Back to Top --

Melee Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Unarmed Warrior - Unarmed Attacks deal 1d10+SB-2 damage, and no longer count as Unarmed.

-- Back to Top --

Ranged Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Covering Fire - Any enemies subjected to suppressive fire from you, even if these enemies are immune to Pinning or Fear, take a -10 penalty to WS and BS so long as they are within the field of fire and Suppressive Fire is sustained.
Deadeye Shot - You reduce the penalty to called shots by -10.
Hip Shooter - You may move Full Move or Run and fire single shot with one Pistol or Carbine. However, you apply a -20 Penalty to BS if you are firing as part of a Run action; this penalty becomes -40 if used with Sprint.
Marksman - You reduce the penalty for shooting at long or extreme range by 10.
Rapid Reload - Weapon reload times are reduced by a half action.
Advanced Talents
Barrage - You may reroll a single Burst ranged attack per round and take the preferred result.
Cleanse and Purify - Enemies take a -20 penalty to dodge attempts when avoiding attacks from you made with a Spray weapon.
Crack Shot - You deal +2 critical damage with ranged attacks.
Dual Shot - A Full Action made whilst dual-wielding ranged weapons. You make a single BS test- you do not suffer any penalties from dual-wielding. On a hit, you roll damage for both weapons. The enemy's AP reduces both damage rolls individually, but TB only counts once against the combined damage of both attacks (after AP). A single dodge test will avoid both blows.
Flush Out - When using the Suppressive Fire action, any enemies within your area of effect take a -10 penalty to evasion. Furthermore, enemies who are already pinned must take an immediate Willpower test. On a failure, they will spend their actions trying to move to different cover, preferably heading in a direction that cannot be affected by the Suppressive Fire.
Heavy Suppression - Enemies hit by the Suppressive Fire action whilst this talent is in use take a -10 penalty to pass their Willpower test versus Pinning.
Sharpshooter - You reduce the penalty to called shots by -20.
Elite Talents
Assault Shooter - You may fire Basic/Heavy weapons in melee. Heavy weapons have a -20 penalty, basic weapons have no penalty, and pistols count as having the Point Blank bonus.
Divine Bullet - You may spend Fate before rolling BS to hit target. Instead of rolling, treat the attack as though you had rolled a 1 to hit.
Eye of Vengeance - When you make a ranged attack benefiting from a Full Aim with an Accurate Weapon, you increase Accurate's proven Quality by +2, and gain the Vengeful (-1) Quality.
Mighty Shot - You add half of BSB to ranged weapon damage, rounding down.
Stable Shooter - You gain the Auto-Stabilised Trait.
Storm of Iron - Enemies take a -10 to dodge Burst attacks from you. Furthermore, when attacking Hordes with a ranged attack, so long as you deal damage you add your Ballistic Skill Bonus once to the total Magnitude Damage dealt against that Horde that turn.
Target Selection - You take no penalty for firing into melee combat.

-- Back to Top --

Personal Talents

Interpersonal Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Advanced Talents
Elite Talents
IOU Political You are owed a single favour from a specific group.

-- Back to Top --

Mental Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Blind Fighting - You take half the usual penalties when fighting in situations where your vision is obscured. Includes Blindness, but BS attempts still automatically fail.
Heightened Senses Hearing You take a +10 to Perception tests when using the chosen Sense.
Hotblooded - You take a +10 to Feedback tests, and may roll twice on the Shock Table and take the preferred result after failing a Fear test.
Indomitable - Reduce all Ego Damage taken by 1, to a minimum of 1.
Jaded - You are unaffected by mundane horrors such as death, violence or the sight of blood. Furthermore, you roll twice on the trauma table and take the preferred result.
Resistance (Cold, Fear, Heat, Poison, Mental) You gain a +10 to tests to resist the chosen object.
Advanced Talents
Fearless - You gain a +10 bonus against Fear, and ignore 1 rank of Fear.
Nerves of Steel - You may reroll Willpower tests to resist or recover from Pinning and take the preferred result. Furthermore, take a +20 bonus to your Opposed Test to resist uses of the Intimidate skill.

-- Back to Top --

Physical Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Bulging Biceps - You may fire unbraced Heavy Weapons without the -30 unbraced penalty. Furthermore, you take a +20 Bonus when testing Athletics to increase your carrying capacity.
Catfall - Whenever you fall, you may test Agility or Acrobatics as a Free. On a success, and for every 2 DoS, you remove one Falling Damage hit.
Drop Trained - Whenever you fall, you always land on your feet, and treat the distance as 1/3rd for the purpose of generating falling damage hits.
Sound Constitution 6 Increase your Wounds by 1 per purchase of this talent.
Advanced Talents
Hard Target - Whenever you Charge or Run, enemy attacks against you take a -20 penalty (for a total of -40 if you Ran).
I Cannot be Defeated You increase your Fatigue Threshold by 2.
Lightning Reflexes - You double your AB when rolling Initiative. So long as you are not stunned, helpless or otherwise immobile, Enemy Hordes take a -20 penalty to hit you with ranged attacks.
Sprint - When making a Movement Action, you may increase your AB by AB/2 for the purposes of movement. You gain a level of Fatigue if you use this talent two turns in a row.
Elite Talents
Step Aside - Gain an extra Reaction once per round, that may be used only to Dodge.
True Grit - You halve Critical Damage taken, rounding down, to a minimum of 1.

-- Back to Top --

Specialist Talents

OD Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Advanced Talents
Like a Boss Wary Gain a +5 to Per. You are never surprised, and in addition gain the Step Aside Talent.
Elite Talents

-- Back to Top --

Support Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Able Assistant - Whenever you use the 'Assist' action on another character making a skill test, they gain a +10 bonus to their attempt. This does not stack with itself (ie. If assisted by two people with Able Assistant, the total is +30, not +40).
Combat Formation - When this character is present in a squad, the squad gains +1 Cohesion and all members of the squad gain a +1 to their Initiative rolls. Furthermore, the character may choose to use their IB in place of their AB when rolling Initiative. No one may benefit from more than one source of Combat Formation at the same time.
Marker - You may, when firing at an enemy with a ranged weapon, choose to 'mark' an enemy. Until the start of your next turn, all allies who open fire with a ranged weapon on that target take a +10 bonus to hit. You may only mark a single enemy in this manner, even if you hit multiple foes.
Advanced Talents
Hunker Down - As a free action, select a number of allies within audio and visual range up to your IB. All enemies firing at these allies from a position where the allies are treated as being in cover take a -10 penalty to hit.
Lend a Hand - This character may spend a Full Action to grant an adjacent character a +10 to any actions that character takes until the start of the assisting character's next turn. This includes Reactions.
Low Profile - Enemies tend to overlook you in the heat of battle. So long as an enemy has a valid target besides you, it will not attack the you. This talent does not apply if you inflicted the most damage to an enemy for that round, nor does it apply if you inflicted critical damage.
Mass Marking - When using the Marking action, you may apply the +10 to-hit bonus to a number of enemies equal to your IB.
On the Ball - When Initiative is rolled, you may replace your result with the result of any ally, give or take an initiative point.
Elite Talents
Soak Fire - Allies benefiting from the Hunker Down action treat their AP as being higher by an amount equal to your IB/2.
Wingman - The 'Lend a Hand' talent can be applied to any ally within both visual and audio range. Coordination Officers may use this on their CO's subordinates.

-- Back to Top --

Technician Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Careful, that's Dangerous - When a weapon wielded within IB/2 km overheats or jams, you may test Tech-Use. On a success, the weapon is treated as though it had rolled a failure with zero degrees of failure instead.
Percussive Maintenance - You may unjam any adjacent weapon automatically as a half action.
Temporary Reinforcement - As a Half Action, you may increase the AP value of a piece of armour or cover by an amount equal to your IB. This protection lasts for one round or until the armour takes a hit, whichever is later. This action may only be performed on a piece of armour or cover once in an encounter.
Advanced Talents
Applied Engineering - As a Half Action you may modify any adjacent weapon to do one of the following effects, shown below. Whatever the modification, this benefit only benefits the weapon's next attack, success or failure. The same benefit cannot be applied to the same weapon twice in an encounter.
- Calibrations Reroll the weapon's next attack test and take the preferred result.
- Higher Output If the weapon's next attack test is a success, the attack may reroll all of its damage and take the best result.
- Hits Home If the weapon's next attack test is a success, add your IB/2 to it in Degrees of Success.
Jury-Rig - When undertaking repairs with this action, you may decide to reduce repair time to a factor of one tenth. That is, a job taking 10 hours (600 minutes) will now only take one hour (60 minutes), whilst a job taking 60 minutes will now only take 6 minutes. However, all tests relying on the damaged part are now taken at a -10 penalty, and if any tests related to it fail by 4 degrees or more, the repair is undone. This penalty persists until proper repairs are completed.
Elite Talents
Master Engineer - You takee a permanent +10 bonus to Tech-Use tests. Furthermore, you may spend a Fate Point to automatically pass a Tech-Use test with a number of degrees of success equal to their IB, whilst repairs, constructions or modifications automatically take the least amount of time possible for the repairs. At the GM's discretion, this talent may also allow you to perform upgrades or repairs without all the required components.
Overclocking - You can push certain pieces of technology to their limits. You may, as a half action, do any of the following actions below to a piece of technology within reach. Regardless of the benefit, each upgrade can only be applied to an object once per encounter.
- Energy Weapons If the attack's next hit is a success, the attack deals extra damage and penetration equal to the character's IB/2.
- Superheavy Units Character's unit only. The unit's TB or AB is increased by an amount equal to the character's IB/2. Lasts until the end of the character's next turn.
- Vehicles One of the following: the vehicle's speed is increased by 10% per IB. The vehicle's Maneuverability is increased by +5 per IB/2. Lasts for a number of rounds equal to the character's IB.

-- Back to Top --

Metaphysical Talents

AT Field Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Quick Spread - The Spread (Full) action is now a Half. Also, you may now use the Spread (Half) as a Free Action.
Scan Field - Roll Perception/Awareness test when within 60dm/6km of target to gauge strength of their ATS. Success of 3 DoS or more tells you exact ATS.
Advanced Talents
Offensive Mastery Focused Strike, Incendiary Burst, Phantom Blades, Unstoppable Force Whenever you select this talent, choose one of the abilities below.
- Unstoppable Force When using Cross Blast, select a number of hit opponents up to your WP Bonus. Test Synch Ratio, opposed by each target's toughness. If you succeed, the targets are knocked Prone as well as take damage.
Self Dilation - You may spend Ego Barrier to increase your ATS, at a rate of 3:1 to a max of +10 ATS until the start of your next turn.
Spark of Genius - You may spend a Fate to gain AT power that you meet the prereqs for but do not have. You may use this power for 1d5 rounds, after which you must test SR at the start of every round or lose it.
Spread Mastery Alacrity of Thought, Area Field, Defensive Magnetism, Particle Spread Whenever you select this talent, choose one of the abilities below.
- Alacrity of Thought When Accelerated Territory is spread, AT Powers that take a Full Action take only a Half; AT Powers that take a Half Action take only a Reaction.

-- Back to Top --

AT Field Powers

Spread Patterns

Name: Accelerated Territory
Deflection per ATS: 10% Action: Half/Full to Spread, Maintain Free
Effect
Your AB increases by 1 per 20% of Deflection for the purposes of movement.

-- Back to Top --

Offensive Powers

Name: AT Blast
ATP: 4 ATP Action: Half
Damage: 1d10+4E, Pen 2, AT Pen 2 Range: Medium Range (6km)
Effect
Single-target ranged attack, roll to hit with BS or WP, and inflict damage as above.
Augment
+1 damage and per 1 ATP, +1 Pen and AT Pen per 2 ATP. Increase Range by one step per 4 ATP, to a maximum of Very Long (15km). The attack gains Semi-Auto +1 per 6 ATP.

-- Back to Top --

Enhancement Powers

Name: AT Beacon
ATP: 5 ATP Action: Half, Maintain Half/Reaction
Damage Bonus: - Range: Close Range (3km)
Effect
Select one target within range. So long as the power is sustained, you are capable of innately sensing and knowing where the target is. Target may not hide from you, may not ambush you, and you gain a +20 to WS and BS tests against the target, or a +30 to hit with AT Field or AT Enhanced attacks. This effect persists even if the enemy leaves the ability's range. If the enemy is more than 1km away, then the effect lasts for an extra 1d5 rounds before breaking, unless you spend a Full Action to maintain the power.
Special Notes and Effects
The AT Beacon effect may be removed from yourself with the use of the Neutralisation power; any ATP will do.
If you are Blinded, then you may target Beacon-afflicted targets as though you were not, but sacrifice the to-hit bonuses from AT Beacon.
Augment
You may maintain this power as a free by spending +5 ATP.

-- Back to Top --

Dirac Powers

Name: Dirac Breach
ATP: 5 ATP Action: 1 Half, Maintain Half
Range Sensory
Effect
You use your dirac sea to warp space-time into a superluminal structure analogous to a wormhole. This wormhole has two entrances. The first is created adjacent to you. The second may be created anywhere so long as you can see or perceive it clearly- either through your own eyes, through a monitor, or through having precise coordinates for it. The generated wormhole has a diameter of roughly 5 metres. Anything that passes through one end of the wormhole passes out into the other, potentially increasing the range of weapons by a drastic amount. The wormhole remains open for as the power is maintained, even if you move away from it. You may move either or both ends of the wormhole as a half action, up to a distance of 5km.
Special Notes and Effects
You may attempt to redirect ranged attacks targeted at or fired from a point within 5km of you. If this power is active, you may test agility-20 as a reaction to shift an end of the wormhole in front of the ranged attack. If successful, you catch the attack, which is resolved as though fired out of the other end of the wormhole in a straight line, potentially hitting a target.
You may use this power to breach into a Dirac Sea, or out of one, including your own. If you are using the Inverted Field pattern, you treat your dirac shadow's line of sight as your own.
Augment
May create an extra wormhole per 5 ATP.

-- Back to Top --

Utility Powers

Name: AT Flare
ATP: 2 ATP Action: Free
Range Very Long (15km)
Effect
You spike your AT Field and spread it thin but widely, creating a very bright and noticeable AT Field signal. Any entity with an active AT Field within range automatically knows your location. Angels and Berserk Evas must test an Intelligence test. If this test is failed, the Angel or Berserk Eva considers the activator of the power a priority threat and target them specifically. The Angel or Berserk Eva automatically succeeds if it is already in combat with an opponent with a spread AT Field, or is being neutralised by someone else with an AT Field.
Special Notes and Effects
The target takes a +10 to the test if there is another Eva nearby with an unmodified spread ATS higher than the activator.
Augment
-10 penalty to Intel test per 2 ATP. Increase range by one step to a maximum of Orbital per 4 ATP.

-- Back to Top --

Neutralisation Powers

Name: Destructive Interference
ATP: 1 ATP Action: Half, Maintain Free
Range Close Range (3km)
Effect
Neutralizes 15% of target's Deflection. If 5 ATP or more is spent on this power, then the target suffers a -10 non-stacking penalty to all tests so long as the power is maintained.
Special Notes and Effects
This power is likely to cause the target to aggressively attack the user.
Augment
Neutralizes 15% of Deflection per extra ATP.

-- Back to Top --

Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 31 3 -
Ballistic Skill 35 3 -
Strength 29 2 -
Toughness 28 2 -
Agility 31 3 -
Intelligence 33 3 -
Perception 35 3 Prodigy (+5)
Willpower 40 4 Prodigy (+5)
Fellowship 37 3 -
Synch Ratio 59 5 -

-- Back to Top --

Vitals

Vitals
Wounds: 11 Fate Total: 2
Fatigue Threshold: 2 Conditional Fates: 0

-- Back to Top --

Traits

Assets
Asset Effect
Fearless Gain the Fearless talent.
Gifted (Willpower) Choose a characteristic. This characteristic advancement category improves by one step.
Privileged Name Your family is exceptionally well connected or wealthy, and their name is influential within a certain region. Within this region you're considered easier to identify, but local NPCs are likely to treat you with more respect. Gain the IOU (Political) talent.
Urbane Gain a +10 bonus to Charm, Deceive, Scrutiny and Inquiry tests made when dealing with the authorities, socialite classes and in formal situations.

Injuries and Complications

Injuries
Injury Effect Cause Incident

-- Back to Top --

Starting Skills and talents

From Background

Common Lore (Art, Britain, History)
Charm (T), Scrutiny (T), Trade (Performer)(T)

From Assets

From Career

Tech Use (T)
SP1: Deceive
SP2: Logic
ST1: Tech Use

Starting Talents

Skill Proficiency*2
Skill Training*1
Melee (General)
Basic (General)
+2 SUP
Deflective Field
Neutralise

Experience Table

Income Expenditure Reason Remaining Total Expenditure

-- Back to Top --

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License