Auxiliary Rules

Background

Backgrounds determine a character's starting characteristics, skills and traits. There are three backgrounds available to Auxiliaries.

Impact Survivor

Starting Characteristics: WS BS Strength Toughness Agility Intelligence Perception Willpower Fellowship Synch Ratio
- 30 30 30 30 30 35 35 35 35 -
Characteristic Bonuses May add +5 to any two characteristics.
Starting Wounds TB+8 Wounds.
Fate Points Roll a 1d10; on a 1-6 you begin with 2; on a 7-10 you begin with 3.
Starting Skills Awareness, Common Lore (2I), Common Lore (Any)*2, Literacy, Speak Language*2, and any one of the following: Command, Medicae, Tech Use, Demolitions.
Impact Survivors begin with one of the following Traits of their choice:
Better Lucky than Good On a failed test, you may spend a Fate Point. Instead of rerolling the test you may, if they choose, simply reverse the digits of the roll.
Just Try Me Whenever you take Insanity Damage, you reduce taken by an amount equal to your Willpower Bonus to a minimum of 1.
Prepared for the Worst Whenever you spend a Fate Point you roll a separate 1d10. On a roll of 7, 8, 9 or 10 the Fate Point is not spent.
Resourceful Whenever you spend Fate to add Degrees of Success to a test, you add +2 instead of +1.

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Veteran

Starting Characteristics: WS BS Strength Toughness Agility Intelligence Perception Willpower Fellowship Synch Ratio
- 30 35 35 35 35 30 30 30 30 -
Characteristic Bonuses May add +5 to any two characteristics.
Starting Wounds TB+10 Wounds.
Fate Points Roll a 1d10; on a 1-6 you begin with 2; on a 7-10 you begin with 3.
Starting Skills Awareness, Common Lore (2I), Common Lore (War), Common Lore (Any), Literacy, Speak Language*2, and any one of the following: Athletics, Command, Operate, Scholastic Lore (Tactics).
Veterans begin with one of the following Traits of their choice:
Battle Discipline When affected by a failed Fear, Pinning or other mental test, you may spend Fate to remove any penalties made to the test (or add a +10 to the test if no penalties). Even if the test is failed, any degrees of failure gained default to zero.
Battle Hardened You gain Unnatural Toughness (1), and increase your wounds by +1.
Experienced You increase either your Strength, Toughness or Agility by +5.
Resourceful Whenever you spend Fate to add Degrees of Success to a test, you add +2 instead of +1.

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NeoSpartan (Mana Kirishima)

Starting Characteristics: WS BS Strength Toughness Agility Intelligence Perception Willpower Fellowship Synch Ratio
- 35 35 30 30 40 30 35 25 40 -
Characteristic Bonuses May add +5 to any two characteristics.
Starting Wounds TB+9 Wounds.
Fate Points Roll a 1d10; on a 1-8 you begin with 2; on a 9-10 you begin with 3.
Starting Skills Charm, Common Lore (War), Dodge, Deceive, Literacy, Scrutiny, Sleight of Hand, Speak Language (Arabic, Chinese, English, French, Japanese, Spanish)
Veterans begin with the following Traits, two positive, two negative:
Insecure Mana possesses the 'Lonely' and 'Unlucky' drawbacks.
Faltering Will Whenever Mana fails a fear test, she takes an extra +5 penalty on the Shock Table per degree of failure. Furthermore, whenever she sustains Insanity or Ego damage she takes an extra 1 point of damage.
Social Butterfly Mana gains the Peer (Human Beings) talent, and her Fellowship Advancement costs are set to match her cheapest array.
Trained for War Mana treats any weapon she wields as though it dealt +1 damage and +1 Pen.

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Other Types (Haplo Only)

NeoSpartan

Starting Characteristics: WS BS Strength Toughness Agility Intelligence Perception Willpower Fellowship Synch Ratio
- 35 35 35 35 35 30 30 30 25 -
Characteristic Bonuses May add +5 to any two characteristics.
Starting Wounds TB+9 Wounds.
Fate Points Roll a 1d10; on a 1-8 you begin with 2; on a 9-10 you begin with 3.
Starting Skills Awareness, Common Lore (War), Command, Literacy, Scholastic Lore (Tactics), Speak Language*2, and any one of the following: Athletics, Command, Dodge, Operate
NeoSpartans begin with one of the following Traits of their choice:
Combat Training You gain a +5 to either WS or BS.
Command Training You gain a +5 to Intelligence and Fellowship.
Soldier You start with the Arms Master, Jaded and This Gun is Mine talents.
War Conditioning You start with the Fearless talent and 10 insanity.

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Prodigy

Starting Characteristics: WS BS Strength Toughness Agility Intelligence Perception Willpower Fellowship Synch Ratio
- 30 30 30 30 30 35 30 35 35 -
Characteristic Bonuses May add +5 to any three characteristics.
Starting Wounds TB+7 Wounds.
Fate Points Roll a 1d10; on a 1-7 you begin with 2; on a 8-10 you begin with 3.
Starting Skills Common Lore (Any)*3, Literacy, Speak Language*2, and one of the following skills: Logic, Medicae, Operate, Tech Use.
Prodigies begin with one of the following Traits of their choice:
Cautious May disengage from Melee Combat as a half action. (Acrobatics Test makes this a Free Action.)
Fortunate You gain a +10 to the test when spending fate to reroll.
Gifted Choose any three Skills and gain the Talented talent for them.
Natural Talent +5 to any Characteristic except WS, BS or Agility.

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Career

Pointman Pointman Career Path
Skirmisher Skirmisher Career Path
Sniper Sniper Career Path
Support Support Career Path

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