Inara Khalef

Full Name:
Short-form Name:
Position:
Gender:
Date of Birth|Age:
Place of Residence:

Physical Details
Hair colour:
Eye colour:
Height:
Handedness:

Personal Details

Details

Name Inara Khalef
Origin Immortal, Platypus clan
Combat Role Ace
Civil Role Doctor
Aptitudes Intelligence, Fieldcraft, Strength, Toughness, Offense, Finesse, BS
Experience 5400

-- Back to Top --

Scores and Vitals

Characteristic Scores

Name Value Bonus Modifiers
Weapon Skill 25 2 -
Ballistic Skill 45 4 -
Strength 35 3 +4 SB, Unnatural strength
Toughness 50 5 +4 TB Unnatural Toughness
Agility 35 3 -
Intelligence 40 4 -
Perception 25 2 -
Willpower 25 2 -
Fellowship 25 2 -
AT Field 55 5 -

-- Back to Top --

Vitals

Wounds 23
Fate Points 1
Fatigue Threshold 9

-- Back to Top --

Traits

Trait Subname Effect
Peer immortal You are gifted at mingling with a particular group of people. Social and interaction tests with this group take a +10 bonus per rank in this trait.
Immortal trooper - You gain the Unnatural Toughness (4), Strength (4) and Regeneration (1) traits. Lethal Damage results only kill you if the blow is to the head or body. Limb shots that would normally kill simply remove the limb instead. If killed, you do not burn Fate, but regenerate back to life by the next Cycle. You gain +30 to tests to resist Poison, suffocation and harmful gases and can breathe underwater. Finally, you do not suffer Fear tests. Instead, you take a -10 to all tests in the presence of Fearful enemies. The only exception to this is from explicitly unnatural mental attacks. You count as Hulking in their Power Armour. They gain the bonuses, but enemies do not take the +10 bonus to hit you.
Demivisibility - (Noncombat only) Demivisible entities are difficult to perceive, as their smell and sound is muffled and they are almost invisible to the naked eye. Attack, Evasion and Perception tests aimed at you take a -30 penalty. Demivisibility is interrupted for 5 rounds if you take damage, perform an attack or use an AT Field ability.
Unnatural toughness (4) - This Creature increases its TB by X. For every two ranks of this trait, it reduces the total penalty of the appropriate characteristic tests by 10.
Unnatural strength (4) - This Creature increases its SB by X. For every two ranks of this trait, it reduces the total penalty of the appropriate characteristic tests by 10.
Regeneration (1) - This creature regenerates or has a self-repair function. You regain X wounds at the start of each turn.
- -
- -

-- Back to Top --

Aspects

ASPECT ONE
*
ASPECT TWO
*
ASPECT THREE
*
-- Back to Top --

Injuries

Injury Effect Cause Incident

-- Back to Top --

Skills

Basic Skills

Skill Name Score Known (+0) Trained (+10) Experienced (+20) Master (+30)
Acrobatics Agi X - - -
Athletics Str X X - -
Awareness Per - - - -
Charm Fel - - - -
Command Fel - - - -
Commerce Int - - - -
Deceive Fel - - - -
Demolitions Int - - - -
Disguise Fel - - - -
Dodge Agi X - - -
Endurance Tou - - - -
Fortitude Will - - - -
Inquiry Fel - - - -
Intimidate Str X - - -
Literacy Int X - - -
Logic Int - - - -
Medical Int X X X -
Parry WS - - - -
Point Defense BS X - - -
Scrutiny Per X - - -
Security Int - - - -
Sleight of Hand Agi - - - -
Stealth Agi X X - -
Survival Per X X - -
Tech Use Int - - - -

-- Back to Top --

Advanced Skills

Skill Name Specialisation Characteristic Known (+0) Trained (+10) Experienced (+20) Master (+30)
Linguist Twiceborn Int X - - -
- Arabic Int X - - -
- - Int - - - -
Lore Medicine Int X - - -
- Biology Int X - - -
- - Int - - - -
- - Int - - - -
Navigate - Per - - - -
- - Per - - - -
- - Per - - - -
Operate - Agi - - - -
- - Agi - - - -
- - Agi - - - -
Trade - Varies - - - -
- - Varies - - - -
- - Varies - - - -
- - Varies - - - -

-- Back to Top --

Talents

Combat Role Unique Talents

Name Subname Effect
Weapon Expertise Basic Select one class of weapon (Pistols, Basics, One Handed, etc). You gain +10 to hit with these weapons. You can take this talent three times, selecting a different weapon each time.
Weapon Expertise Pistols Select one class of weapon (Pistols, Basics, One Handed, etc). You gain +10 to hit with these weapons. You can take this talent three times, selecting a different weapon each time.

-- Back to Top --

Civil Role Unique Talents

Name Subname Effect
Doctor's Eye - When using the Medical action for First Aid, you may take a free Intelligence test prior to making your test. If you pass the test, you may treat your patient as though they were Lightly Wounded for the purposes of modifiers.
Snap out of it - You may use the Medical skill on a patient suffering from a physical effect with a round limit (eg. Stunned for 10 rounds). On a successful Medical test, you fore-go the healing of wounds and instead remove 1 round of duration from a single effect, plus another round for every 2 degrees of success on your test. This does not affect fear, pinning, enragement or other mental afflictions.

-- Back to Top --

Generic Talents

Name Subname Effect
Tier One
Melee Training - You may use Melee weapons without taking the -20 nonproficient penalty.
Ranged Training - You may use Ranged weapons without taking the -20 nonproficient penalty.
Tier Two
Quick draw - You may use the Ready action on Basic, Pistol and one-handed weapons (or objects of smaller or equivalent size) as a Free Action.
Tier Three

-- Back to Top --

Melee Talents

Name Subname Effect
Tier One
Grappler - You gain a +10 to Grappling tests, and can use Strength in place of WS or Agility when needed during Grapples.
Tier Two
Tier Three

-- Back to Top --

Ranged Talents

Name Subname Effect
Tier One
Rapid reload - Weapon reload times are reduced by a half action. Half Action reload times now become Free Action reload times.
Deadeye shot - You reduce the penalty to ranged called shots and for shooting at long or extreme range by -10.
Tier Two
CQC gunplay - When making attacks with pistols in melee combat, you may treat them as though they were at Point Blank, gaining the +30 range bonus to hit.
Tier Three

-- Back to Top --

Defensive Talents

Name Subname Effect
Tier One
Tier Two
Tier Three

-- Back to Top --

Interpersonal Talents

Name Subname Effect
Tier One
Unremarkable - You're know how to seem forgettable, and blend into a crowd easily. Attempts to recall your face or spot you in a crowd take a -20 penalty, and you take a +20 bonus to Deceive tests to persuade someone that they've never seen you before. This talent doesn't work if you're particularly distinctive in relation to the crowd or are wearing unique or flashy items.
Tier Two
Tier Three

-- Back to Top --

Mental Talents

Name Subname Effect
Tier One
Brilliance - Once per day, you may test Intelligence in place of another Characteristic for any test. Furthermore, you may spend 10 minutes in contemplation to add +10 to a single Intelligence test.
Tier Two
Tier Three

-- Back to Top --

Physical Talents

Name Subname Effect
Tier One
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.
Tier Two
Tier Three

-- Back to Top --

AT Field Talents

Name Subname Effect
Tier One
Innate basic - You can use Tier 1 Innate AT Field abilities.
Transmutation Basic - You can use Tier 1 Transmutation AT Field abilities.
Tier Two
Tier Three

-- Back to Top --

Equipment

Free Equipment

Free Equipment can always be brought on missions; it ignores equipment limits.
Mediglove, Starfleet Medkit

Other Equipment

Original Scores and Vitals

Characteristic Scores

Name Value Bonus Modifiers
Weapon Skill 25 2 -
Ballistic Skill 45 4 -
Strength 35 3 +4 SB
Toughness 50 5 +4 TB
Agility 35 3 -
Intelligence 40 4 -
Perception 25 2 -
Willpower 25 2 -
Fellowship 25 2 -
AT Field 55 5 -

-- Back to Top --

Vitals

Wounds 23
Fate Points 1
Fatigue Threshold 9

-- Back to Top --

Traits

Trait Subname Effect
Peer - You are gifted at mingling with a particular group of people. Social and interaction tests with this group take a +10 bonus per rank in this trait.
Immortal trooper - You gain the Unnatural Toughness (4), Strength (4) and Regeneration (1) traits. Lethal Damage results only kill you if the blow is to the head or body. Limb shots that would normally kill simply remove the limb instead. If killed, you do not burn Fate, but regenerate back to life by the next Cycle. You gain +30 to tests to resist Poison, suffocation and harmful gases and can breathe underwater. Finally, you do not suffer Fear tests. Instead, you take a -10 to all tests in the presence of Fearful enemies. The only exception to this is from explicitly unnatural mental attacks. You count as Hulking in their Power Armour. They gain the bonuses, but enemies do not take the +10 bonus to hit you.
Demivisibility - (Noncombat only) Demivisible entities are difficult to perceive, as their smell and sound is muffled and they are almost invisible to the naked eye. Attack, Evasion and Perception tests aimed at you take a -30 penalty. Demivisibility is interrupted for 5 rounds if you take damage, perform an attack or use an AT Field ability.
Unnatural toughness (4) - This Creature increases its TB by X. For every two ranks of this trait, it reduces the total penalty of the appropriate characteristic tests by 10.
Unnatural strength (4) - This Creature increases its SB by X. For every two ranks of this trait, it reduces the total penalty of the appropriate characteristic tests by 10.
Regeneration (1) - This creature regenerates or has a self-repair function. You regain X wounds at the start of each turn.
- -
- -

-- Back to Top --

Aspects

ASPECT ONE
*
ASPECT TWO
*
ASPECT THREE
*
-- Back to Top --

Injuries

Injury Effect Cause Incident

-- Back to Top --

Original Skills and Talents

From Origins

Linguist (Twiceborn and Algerian Arabic), Literacy known, Innate Basic, Athletics known, Dodge known, Intimidate known, Survival known, Unremarkable

From Combat Role

Melee Training, Ranged Training, Quick Draw

From Civil Role

Brilliance, Lore (biology) known, Medical known
-- Back to Top --

Experience Log

Cycle Income Expenditure Reason Remaining Total Expenditure
1 800 Starting 800 0
200 Doctor's Eye Doctor talent 600 200
300 Lore (medicine) 300 500
200 Rapid Reload 100 700
100 Point Defense 0 800
2 600 600 800
600 Transmutation Basic 0 1400
3 800 800 1400
200 Weapon expertise basic 600 1600
200 Deadeye shot 400 1800
200 Scrutiny Known 200 2000
200 Athletics Trained 0 2200
4 800 800 2200
400 Snap out of it 400 2600
200 Bulging biceps 200 2800
200 Medical Trained 0 3000
5 1200 1200 3000
400 Stealth trained 800 3400
300 Medical Experienced 500 3700
300 CQC gunplay 200 4000
200 Weapon expertise pistol 0 4200
6 500 500 4200
250 Intelligence Simple 250 4450
250 Agility Simple 0 4700
7 700 0 4700
400 Survival Trained -400 5100
200 Grappler -600 5300
100 BS Simple -700 5400
-700 5400

-- Back to Top --

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