Iron Nelson Team

Nelson%20Team.png?raw=1
Name: The Iron Nelson command team, made up of
  • Captain Ewan Cameron of Lochiel
  • Weapons Officer Fionn O'Maolain
  • Helms Officer Llewellyn Blevins
  • Intel Officer Melinda Granger

Personal Details
Defining quote
(Theme)

Bio details here.

Character Details

Character Details
Name Iron Nelson Crew Gender -

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Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 50 5 -
Ballistic Skill 50 5 -
Strength 40 4 -
Toughness 40 4 -
Agility 40 4 -
Intelligence 45 4 -
Perception 45 4 -
Willpower 45 4 -
Fellowship 45 4 -

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Vitals

Vitals
- - Fate Total: 2
Fatigue Threshold: 4 Conditional Fates: 0
Wounds (Ewan) 22 Fionn 16
Llewellyn 14 Melinda 16

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Traits

Trait Subname Effect
Background Traits
Command Team - The Nelson has an elite crew of four. This is represented by a single character sheet with four pools of wounds, one for each. Whenever a pilot of the Nelson would be harmed, roll a 1d4 and match the number to the character below; that character takes damage. Each character provides specific bonuses; if the pilot is killed, stunned or knocked unconscious, the Iron Nelson loses access to those benefits.
- Ewan Cameron, Captain Provides +20 to Willpower tests and access to Interpersonal Talents. Each turn, grants the Iron Nelson one extra half action which may be used as normal.
- Fionn O'Maolain, Weapons Provides access to Combat Talents.
- Llewellyn Blevins, Helms Provides access to Physical and Piloting Talents.
- Melinda Granger, Info Provides access to Mental and Support Talents.

Injuries and Complications

Injury Effect Cause Incident

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Skills

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

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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.

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Specialist Skill Reference Cards

Skill Name Linguist
Characteristic Intelligence
Action Free Action
Specialist Examples English, French, Japanese, Russian
Description
Linguist represents the ability to speak and understand a language. Most of the time, there is no need to test Linguist in regular conversation. Tests may be needed for particularly difficult tasks, such as understanding an extremely thick accent or understanding a garbled radio message. However, this skill may also be tested when trying to decipher or understand a language you are not familiar with. Generally, even the most basic of sentences from another language requires a Linguist test to understand, with bonuses or penalties being applied depending on how close the language is to one of your own: for example, it is much easier for someone who speaks Spanish to understand Portuguese than it is for them to understand Chinese. Sometimes the necessary context is simply missing, and Linguist tests are impossible.

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Talents

Proficiency Talents

Weapon Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Melee Training - May wield Melee Weapons without a -20 nonproficient penalty.
Pistol Training - May wield Pistol Weapons without a -20 nonproficient penalty.
Basic Training - May wield Basic Weapons without a -20 nonproficient penalty.
Heavy Training - May wield Heavy Weapons without a -20 nonproficient penalty.
Advanced Talents
Melee Specialisation - Reduce any net penalties when wielding a Melee Weapon by 10.
Pistol Specialisation - Reduce any net penalties when wielding a Pistol Weapon by 10.
Basic Specialisation - Reduce any net penalties when wielding a Basic Weapon by 10.
Heavy Specialisation - Reduce any net penalties when wielding a Heavy Weapon by 10.

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Skill Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Jack of all Trades - You may take untrained Basic Skill tests at a -10 penalty instead of -20.
Talented Chosen Skill Gain a +10 to tests made using this skill. If applied to a Specialist Skill, then it applies to all Specialisations.

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Combat Talents

Generic Combat Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Arms Master - Take a -10 penalty when wielding weapons without Proficiency instead of -20.
This Gun is Mine - You may unjam jammed ranged weapons as a half action, automatically passing your test.
Quick Draw - Use the Ready action as a Free Action.
Advanced Talents
Ambidextrous - You take no penalties for using your off-hand, and reduce the penalty for making Two Weapon Attacks by 10. Furthermore, you ignore the penalty to making a Two Weapon attack if the weapon is a pistol or Balanced or Fast weapon.
Armor Master - Your AP on all areas counts as 2 higher than it actually is. Furthermore, you reduce all penalties to agility due to armor (such as Heavy Armor or F-Type) by 10. You retain the Movement Bonus when using F-Type Equipment. Any stealth penalty due to high AP is reduced by 10.
Precision Attack - On purchasing this talent you gain access to the below effects. The effect may be applied to any Standard or Called Shot you make, but must be declared before you roll to hit. You may only apply a single Precision effect at any one time.
- Buster Reroll a single damage die on attacks against enemies of Size 6 or higher and take the preferred result.
- Cleaver The attack gains +2 Penetration.
- Crippler Should the attack deal Critical Damage, then it deals +1 Critical Damage.
- Overwhelm After Toughness, Armor, and any special ability that the target has that might reduce damage (but not any form of damage immunity) is applied, the attack deals a minimum of 2 wounds worth of damage.
- Touché Targets take a -20 penalty to dodge or parry this attack.
Two Weapon Wielder Ballistic When armed with two guns, you may spend a Full Action to make an attack with both, at a -20 penalty. When used with the Two Weapon Wielder (Melee) talent, lets you attack with a gun and a melee weapon at the same time.
Two Weapon Wielder Melee When armed with two melee weapons, you may spend a Full Action to make an attack with both, at a -20 penalty. When used with the Two Weapon Wielder (Ranged) talent, lets you attack with a gun and a melee weapon at the same time.

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Melee Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Furious Charge - You gain a +10 bonus to Charge attack tests. Whenever you make an All Out Attack, you may expend a Reaction to deal a second attack (may not be used in conjunction with another reaction-expending attack talent).
Disarm - This talent permits use of the Disarm Action.
Double Team - Increase Gang-Up bonus by +10.
Takedown - You gain a +10 bonus to Grapple tests, and deal +2 Penetration when using Unarmed attacks. Furthermore, when you use the Push Opponent Grapple action, they land prone. Furthermore, this talent permits use of the Takedown Action.
Street Fighting - +2 Critical Damage with a knife, Natural or unarmed attack.
Swift Attack - This talent permits use of the Swift Attack Action.
Unarmed Warrior - Unarmed Attacks deal 1d10+SB-2 damage, and no longer count as Unarmed. Your Improvised weapons count as 1d10+2 and do not count as Primitive.
Advanced Talents
Battlemaster - Once per Round, you may reroll an attack test made with a melee weapon and take the preferred result.
Crippling Strike - Deal +2 Critical Damage with Melee Weapons.
Combat Master - So long as you are not helpless or immobilised, you deny enemies the Ganging Up bonus against you and enemy hordes take a -20 penalty to attack you in melee combat. Furthermore, you reduce the Melee attack called shot penalty by 20.
Duelist - This talent permits use of the Counter-Attack Action. You take a +20 bonus to Disarm tests.
Dual Strike - A Full Action made whilst wielding two melee weapons. You make a single WS test- you do not suffer any penalties from dual-wielding. On a hit, 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 parry or dodge test will avoid both blows.
Lightning Attack - This talent permits use of the Lightning Attack Action.
Unarmed Master - Unarmed Attacks deal 1d10+SB damage, and no longer count as Primitive.
Wall of Steel - You gain an extra reaction per round which may only be used to make the Parry action.
Elite Talents
Brutality - Your All Out Attacks gain the Tearing Quality. If they already possess the Tearing Quality, then they gain the Vengeful (-1) Quality.
Crushing Blow - You deal Extra melee damage equal to WSB/2.
Killing Strike - When making an All Out Attack, you may elect to perform a reaction to make a single All Out Attack that cannot be parried or dodged. May not be used in conjunction with another reaction-expending attack talent.
Whirlwind of Death - On dealing a melee attack against a Horde, if your attack deals damage after soak, you deal extra Magnitude Damage equal to your Weapon Skill Bonus. You may not use this talent twice in one turn unless you attack two different Hordes. Alternatively, as a Full Action, you may make a standard melee attack against all adjacent enemies, up to an amount equal to your WSB; Hordes hit by this do not suffer the extra Magnitude Damage.

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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.
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.
Deadeye Shot - You reduce the penalty to called shots and for shooting at long or extreme range 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.
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, and you increase your maximum hits when making a ranged Burst attack by one.
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 and to Pinning tests. Furthermore, enemies who are already pinned must take an immediate Pinning 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.
Gun Drill - You increase your maximum hits when making a ranged Burst attack by one.
Independent Targeting - When firing two ranged weapons at once, may may attack targets more than 1km apart.
Overcharge - Weapons with the 'Recharge' quality can be fired without having to wait for the recharge providing you pass a flat BS check first. Each consecutive turn this talent is used adds a -20 penalty to the check. On a failure, the weapon overheats.
Sharpshooter - You reduce the penalty to called shots by -20. Once per Round, you may reroll a Standard or Called Shot attack test made with a ranged weapon and take the preferred result.
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.
Mighty Shot - You add half of BSB to ranged weapon damage, rounding down.
Storm Charge - When making a charge attack, you may expend a reaction to make an attack with a held ranged weapon on any setting. This attack gains both the Charge and Point Blank bonuses, and deals +2 damage. If you have Two Weapon Wielder, you may also make an attack with an offhand weapon as normal. May not be used in conjunction with another reaction-expending attack talent.
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.

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Pointman Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Guardian - You may expend a reaction to parry a melee attack aimed at an adjacent ally. Furthermore, you may declare that an attack aimed at you or an adjacent ally hits one of your arms instead. If your arm is destroyed, there is a 50% chance of the original location taking any excess damage (using the same penetration) after soak.
Halt Advance - This is a Half Action. You make an opposed WS test with an enemy you threaten. On a success, the enemy is unable to move from that spot unless you are first defeated, stunned, knocked prone, incapacitated or pushed out of melee range. If you succeed with 3+ DoS, you may maneuver the enemy as per the action for free.
Advanced Talents
Tactical Blow - You gain a +10 to WS tests when using the Maneuver action. Furthermore, when armed with a an Impact damage-based melee weapon, you may test Strength whilst maneuvering an opponent. On a success, you may maneuver the enemy 1 extra km, with an extra 1km per 2 DoS you gained on the Strength test.
Spotter - As a Half Action you may designate one enemy. All allies treat that enemy as being one Distance step closer than they really are, to a minimum of Point Blank. This has no effect if the Distance is beyond an ally's maximum range.
Elite Talents
Dynamic Reaction - On successfully parrying an attack, you may choose to take instead any legal half action, including Counter-Attack. If you use the Knockdown or Takedown action, you take a +20 bonus to your test.
Shield Specialist - Increase the AP bonus of Shields by +1, and increase the bonus to Parry from the Defensive quality to +20.
Special Fire - On purchasing this talent, you gain access to all of the following effects. Note that each Effect has its own requirements, and only one may be applied at once.
- Maser Overload On a successful attack with a Maser weapon, you may choose not to roll for damage and instead cause the target to suffer a -10 penalty to all tests for a number of rounds equal to the number of shots that hit the target. Multiple uses of this talent do not increase the penalty but do add to its duration.
- Obscuring Barrage You must wield a full auto weapon. Declare Obscuring Barrage, then make a Full Auto attack on a target; on a successful test that breaches enemy AT Field, the enemy makes a Perception test, -5 penalty per hit; on a failure they take no damage but are blinded for 1 round.
- Positron Burrow Make a Standard Attack with a Positron Weapon against a target; you take a -20 penalty. Instead of rolling for damage, you may instead reduce the target's Deflection by 15% per point of Penetration on your. This persists until the start of your next turn. Multiple Burrows do not stack.
- Shell Shock After a successful hit with a Bolt weapon, you may choose to, Instead of rolling for damage, reduce the target's TB by X, where X is the amount of Penetration your weapon possesses, to a maximum of half the enemy's total TB. This persists until the start of your next turn. This effect does not stack, and the entire attack must be sacrificed, including extra hits from full autos.

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Personal Talents

Interpersonal Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Air of Authority - When using the Command action, you may issue commands to a number of people equal to 1,000 times your Fellowship Bonus. Only NPCs are affected, and any NPCs not under your command will only obey the order if you achieve more degrees of success than their WPB. Your Followers also have +10 Loyalty when in your presence, and your subordinates may reroll any attached Hordes may reroll failed Break, Fear, and Pinning tests and take the preferred result, so long as you are within visual or audial contact with them.
Cold Hearted - Any use of the Charm skill against you gives you a +20 to the Opposed Test to resist the skill in addition to other modifiers.
Disturbing Voice - You count as having Fear (1) for the purpose of Intimidate tests and the "Terrify" use of the Command skill.
Advanced Talents
Galvanising Presence - When using the 'Terrify' special use of the Command skill, its affects apply to all allies within FB km. Furthermore, the Character counts as having Fear (2) for the purposes of all Terrify tests. Finally, any allies within range of you suffering from Mental effects already (Break, Fear, Pinning, Frenzy and others) may make an immediate free WP test to shake off the effects, with a +5 bonus per DoS on your Terrify test.
Inspirational - All allies within 2km of you take a +10 to tests to resist Break, Fear, Pinning or Intimidation. Furthermore, when using the 'Inspire' use of the Command Skill, you may increase the bonus by +5 per 3 degrees of success.
Polyglot - You may treat the Speak Language skill as a Basic Skill, meaning you can make untrained skill tests in it. This gives you simple understanding of most languages, but you have to pass a Speak Language skill test to achieve more than just the most basic exchange of information or ideas.

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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.
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.
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.
Advanced Talents
Fearless - You increase your Fearless trait rank by 1.
Light Sleeper - You are always assumed to be awake for the purposes of being Surprised, making Awareness tests or waking up in a hurry, even when asleep.
Nerves of Steel - You may reroll Willpower tests to resist or recover from Pinning and take the preferred result. Furthermore, you take a +20 bonus to your Opposed Test to resist uses of the Intimidate skill.
Unshakeable Faith - You may reroll failed Fear tests and take the preferred result.

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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 always land on your feet, and you may test Agility or Acrobatics as a Free. On a success, and for every 2 DoS, you remove one Falling Damage hit.
Decadence - You may ignore up to your TB*2's worth of intoxicants a day.
Hardy - You always count as Lightly Wounded for the purposes of healing lost wounds. Furthermore, you may reroll toughness tests to resist Blood Loss's effects and take the preferred result.
Resistance (Cold, Fear, Heat, Poison, Mental) You gain a +10 to tests to resist the chosen object.
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).
Iron Jaw - You increase your Fatigue Threshold by 2. Furthermore, when you become Stunned, you may test Toughness to shrug off the effect. This is in conjunction with any other test you may be permitted.
Leap Up - You may stand up from the Prone position as a Free Action.
Elite Talents
Feat of Strength - Once per session. You gain Unnatural Strength (+4) for a number of rounds equal to your pre-Feat of Strength SB/2.
Last Man Standing - You cannot be pinned by pistols or basic weapons, and you increase your AP by 2 so long as you are in cover.
Second Wind - This ability triggers the first time during an encounter you take Critical Damage or you spend your last fate point, whichever comes first. On being triggered, you gain Unnatural Toughness (+1), a +10 to Toughness tests, and instantly heal 1d5+TB*2 wounds. Any status effects with a temporary duration less than one hour are removed. This ability can only trigger once per Campaign Turn.
Stalwart Defense - You may spend a fate point as a Full Action to root yourself to a location. You may not move and you may not dodge, but you can make a parry reaction against any and all successful melee strikes against you (or an ally if you have Guardian) and you gain 18 temporary Wounds not protected by Toughness or AP that are removed before normal wounds. All damage you suffer is reduced by 2, and enemies gain no bonuses for outnumbering you in close combat. This state continues until you are incapacitated or you choose it to end.
True Grit - You halve Critical Damage taken, rounding down, to a minimum of 1.

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Specialist Talents

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 Initiative, stacking with any other Combat Formation. Furthermore, the character may choose to use their IB in place of their AB when rolling Initiative.
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.
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
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.

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Piloting Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Adept Maneuvering - When your vehicle is successfully hit by an attack, you may take a free Operate test, whichever is appropriate. On a success you reduce damage after soak by 1, +1 for every 2 degrees of success. This applies to E-Scale vehicles as well.
Brace for Impact - When you or your passengers take damage to their person whilst in a vehicle, either as a result of a crash or other situation (but not from direct enemy attacks, i.e a sniper shot at a pilot), may reduce all damage taken by your Agility Bonus in conjunction with other methods of reduction. This applies to E-Scale vehicles as well.
Reduce Profile - When driving or piloting a vehicle, you may treat that vehicle's size as though it were one size bracket lower for the purposes of determining modifiers to hit the vehicle. This applies to E-Scale vehicles as well.
Advanced Talents
Aggressive Maneuver - When you are operating an vehicle, you reduce any penalty to attack tests due to speed by 10.
Rapid Repositioning - When you crew a vehicle with more than one crew position, you gain a free half action that can be spent to perform any action that would require a crew position other than the one you are currently manning.
Elite Talents
Hotshot Pilot - Whenever you make a successful Operate test, you add your AB/2 to the degrees of success gained by the test. Conversely, on a failed test, you reduce the degrees of failure by AB/2 as well.
Push the Limit - Once per round, you may elect to take a +20 bonus to an Operate test. If the test fails, however, the vehicle suffers 1d5 Critical Damage to its Motive Systems. E-Scale vehicles suffer a permanent 1d10 plus 1 extra per degree of failure damage to their Agility score instead.

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