Liane Meier

Details

Name Juliane “Liane” Meier
Origin Primogen
Combat Role Interdictor
Civil Role Investigator
Aptitudes Intelligence, Fellowship, Ballistic Skill, Toughness, Defense, Perception, Social
Experience 7600

-- Back to Top --

Scores and Vitals

Characteristic Scores

Name Value Bonus Modifiers
Weapon Skill 35 3 -
Ballistic Skill 55 5 -
Strength 30 3 -
Toughness 40 4 -
Agility 30 3 -
Intelligence 35 3 -
Perception 30 3 -
Willpower 30 3 -
Fellowship 40 4 -
AT Field 55 5 -

-- Back to Top --

Vitals

Wounds 19
Fate Points 3
Fatigue Threshold 4

-- Back to Top --

Traits

Trait Subname Effect
AT Field -
Peer Primogens, 2 Social and interaction tests with Primogens take a +20 bonus.
Gestalt Memory - Can spend Fate to learn about another Primogen; if used on one you’re currently meeting with, +20 bonus to all interaction tests with them
Old Tricks Experienced 5 extra points to spread into scores, trained in 3 basic skills of choice
- -
- -
- -
- -

-- Back to Top --

Aspects

Thrill-Seeking

Informality
*
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 - - - -
Athletics Str - - - -
Awareness Per X - - -
Charm Fel X X -
Command Fel - - - -
Commerce Int - - - -
Deceive Fel X X - -
Demolitions Int - - - -
Disguise Fel X X - -
Dodge Agi X - - -
Endurance Tou X - - -
Fortitude Will - - - -
Inquiry Fel X X - -
Intimidate Str - - - -
Literacy Int X - - -
Logic Int X - - -
Medical Int - - - -
Parry WS X - - -
Point Defense BS X X X -
Scrutiny Per X X X -
Security Int X - - -
Sleight of Hand Agi - - - -
Stealth Agi - - - -
Survival Per X - - -
Tech Use Int X - - -

-- Back to Top --

Advanced Skills

Skill Name Specialisation Characteristic Known (+0) Trained (+10) Experienced (+20) Master (+30)
Linguist Twiceborn Int X - - -
- German Int - - - -
- - Int - - - -
Lore Old World Int X - - -
- - Int - - - -
- - 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
Bodyguard - You count your AP as +2 higher when taking hits due to using the Sacrifice action.
Shell Shock - After hitting an enemy with an Explosive attack, you can choose to forego damage to instead reduce their Toughness Bonus by your weapon's Penetration value (maximum of half their TB) until the start of your next turn.
Obscuring Barrage - After hitting an enemy with a Burst attack, you can choose to forego damage to instead apply a -5 penalty to the target's WS and BS tests until the start of your next turn.

-- Back to Top --

Civil Role Unique Talents

Name Subname Effect
Detective Instinct - You gain a conditional Fate Point, which you can only spend in Investigations, or when using the Awareness, Scrutiny and Survival skills.
Connect Leads - This is a Cycle Action. During one Investigation this Cycle, all participants gain an extra action, which they can use at any time in any round.
Uncanny Planning - During an Investigation, you can spend a Fate Point to gain an item (that you presumably had hidden away). This item cannot be any larger than 10 kgs, and cannot need more than one hand to use.

-- 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
Tier Three

-- Back to Top --

Melee Talents

Name Subname Effect
Tier One
Tier Two
Tier Three

-- Back to Top --

Ranged Talents

Name Subname Effect
Tier One
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
Point 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.

-- Back to Top --

Defensive Talents

Name Subname Effect
Tier One
Guardian - This permits use of the Guardian, Sacrifice and Sacrifice on Self actions.
Tier Two
Armour Master - The AP value of all armour, although not shields, currently equipped by you increases by 2.
Shield Specialist - When wielding a shield, you increase the shield's AP bonus by 1, and gain a +5 to parry tests.
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
Heightened Senses Sight Select one of the sensory specialisations. You take a +10 to any tests specifically involving this sense. So a test to strain to see something in the distance would benefit from Heightened Senses (Sight), but a Ballistic Skill test would go unaffected because it uses more than just your eyes.
Tier Two
Tier Three

-- Back to Top --

Physical Talents

Name Subname Effect
Tier One
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.
Tier Two
Tier Three

-- Back to Top --

Equipment

Free Equipment

Free Equipment can always be brought on missions; it ignores equipment limits.
Omniglasses
Sci-Glove

Other Equipment

Original Scores and Vitals

Characteristic Scores

Name Value Bonus Modifiers
Weapon Skill 35 3 -
Ballistic Skill 40 4 -
Strength 30 3 -
Toughness 40 4 -
Agility 30 3 -
Intelligence 35 3 -
Perception 30 3 -
Willpower 30 3 -
Fellowship 35 3 -
AT Field 55 5 -

-- Back to Top --

Vitals

Wounds 19
Fate Points 2
Fatigue Threshold 4

-- Back to Top --

Traits

Trait Subname Effect
AT Field -
Peer Primogens, 2 Social and interaction tests with Primogens take a +20 bonus.
Gestalt Memory - Can spend Fate to learn about another Primogen; if used on one you’re currently meeting with, +20 bonus to all interaction tests with them
Old Tricks Experienced 5 extra points to spread into scores, trained in 3 basic skills of choice
- -
- -
- -
- -

-- Back to Top --

Aspects

Thrill-Seeking

Informality
*
ASPECT THREE
*
-- Back to Top --

Injuries

Injury Effect Cause Incident

-- Back to Top --

Original Skills and Talents

From Origins

Skills: Charm, Lore (Old World)
Skills from Old Tricks: Dodge, Inquiry, Security

From Combat Role

Skills: Point Defense, Endurance
Talents: Melee Training, Ranged Training, Guardian

From Civil Role

Skills: Awareness, Scrutiny, Survival
Talents: Heightened Senses (Sight)
-- Back to Top --

Experience Log

Cycle Income Expenditure Reason Remaining Total Expenditure
1 800 Starting 800 0
200 Purchased Bodyguard 600 200
200 Purchased Obscuring Barrage 400 400
400 Purchased Shell Shock 0 800
600 Session 1 (1/21/18) 600 800
2 200 Purchased Parry (Known) 400 1000
300 Purchased Armour Master 100 1300
800 Session 2 (1/28/18) 900 1300
3 200 Purchased Point Defense (Trained) 700 1500
300 Purchased Shield Specialist 400 1800
300 Purchased Deadeye Shot 100 2100
100 Purchased Fellowship Advancement (Simple) 0 2200
800 Session 3 (2/3/18) 800 2200
4 200 Purchased Tech Use (Known) 600 2400
450 Purchased CQC Gunplay 150 2850
1200 Session 4 1350 2850
5 200 Purchased Detective Instinct 1150 3050
400 Purchased Connect Leads 750 3450
400 Purchased Uncanny Planning 350 3850
200 Purchased Logic (Known) 150 4050
500 Session 5 650 4050
6 100 Purchased BS Advancement (Simple) 550 4150
250 Purchased BS Advancement (Intermediate) 300 4400
300 Purchased Point Defense (Experienced) 0 4700
700 Session 6 700 4700
7 200 Purchased Scrutiny (Trained) 500 4900
300 Purchased Scrutiny (Experienced) 200 5200
600 Session 7 800 5200
600 Session 8 1400 5200
9 200 Purchased Unremarkable 1200 5400
200 Purchased Charm (Trained) 1000 5600
200 Purchased Inquiry (Trained) 800 5800
100 Purchased Deceive (Known) 700 5900
200 Purchased Deceive (Trained) 500 6100
100 Purchased Disguise (Known) 400 6200
200 Purchased Disguise (Trained) 200 6400
1000 Session 9 1200 6400
500 Purchased BS Advancement (Trained) 700 6900
600 Purchased Point Shooter 100 7500
100 7500

-- Back to Top --

Those Notes About The Family Haplo Wanted

Lukas Meier - Liane's husband. Two years younger than her. Earth native, German. Liane and Lukas met in college, as both were studying in the criminal justice field; however, Lukas's career took a civilian path, while Liane's took a military path. Liane's military service keeps her away from home for long stretches of time, something which Lukas resents, so their marriage can be somewhat strained at times, but they do still love each other and Lukas remains faithful. They have two children:

Hannah Meier - The older of Liane and Lukas's two children, aged sixteen. Likely born before Liane's first extended off-planet assignment, which also means they would have had more time to bond. Very outspoken tomboyish in manner and dress, perhaps even a bit "rough-and-tumble"/punkish - you know the drill, boyish haircut, etc. Probably causes no end of headaches for her father with various rebellious little stunts, but is smart enough to stay out of *serious* trouble (read: her rebelliousness wouldn't rise to the level of criminal activity), and despite her antics she manages to be a straight-A student. Is quite close to her mother despite how little she manages to be around, generally looks up to her, and has designs on enlisting herself when she comes of age. Probably a lesbian. Wishes she got along better with her sister, but they seem to have little in common.

Lena Meier - The younger of Liane and Lukas's two children, aged thirteen. Presumably born on a period of leave between assignments, obviously. The calmer and more effeminate daughter. She resents her mother's career for keeping her away, and is closer to her father than her mother as a result. Probably prone to emotional outbursts, but she has a strong affinity for animals and likely keeps a variety of pets. Doesn't get on especially well with her sister. Probably aspires to be a veterinarian or something.

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