Liane Meier

source
art attribution

Full Name: Juliane "Liane" Meier
Position: TBD
Gender: Female
Date of Birth/Age: May 11, 2005 / 40
Place of Residence: TBD

Physical Details
Hair Colour: Blonde
Eye Colour: Blue
Height: 5' 8"
Handedness: Right

Personal Notes
"Quote if desired."
Theme song link if desired

Details

Name Juliane “Liane” Meier
Origin Primogen
Combat Role Interdictor
Civil Role Investigator
Aptitudes Intelligence, Fellowship, Ballistic Skill, Toughness, Defense, Perception, Social
Experience 800

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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 40 4 -
AT Field 55 5 -

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Vitals

Wounds 19
Fate Points 2
Fatigue Threshold 4

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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
- -
- -
- -
- -

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Aspects

ASPECT ONE

ASPECT TWO
*
ASPECT THREE
*
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Injuries

Injury Effect Cause Incident

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Skills

Skills

Basic Skills

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

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Advanced Skills

Skill Name Specialisation Characteristic Known (+0) Trained (+10) Experienced (+20) Master (+30)
Linguist Twiceborn Int X - - -
- (one other) Int - - - -
- - Int - - - -
Lore Old World Int X - - -
- - Int - - - -
- - Int - - - -
- - Int - - - -
Navigate - Per - - - -
- - Per - - - -
- - Per - - - -
Operate - Agi - - - -
- - Agi - - - -
- - Agi - - - -
Trade - Varies - - - -
- - Varies - - - -
- - Varies - - - -
- - Varies - - - -

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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.

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Civil Role Unique Talents

Name Subname Effect

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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

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Melee Talents

Name Subname Effect
Tier One
Tier Two
Tier Three

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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

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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

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Interpersonal Talents

Name Subname Effect
Tier One
Tier Two
Tier Three

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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

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Physical Talents

Name Subname Effect
Tier One
Tier Two
Tier Three

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AT Field Talents

Name Subname Effect
Tier One
Tier Two
Tier Three

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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 -

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Vitals

Wounds 19
Fate Points 2
Fatigue Threshold 4

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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

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Aspects

ASPECT ONE

ASPECT TWO
*
ASPECT THREE
*
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Injuries

Injury Effect Cause Incident

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Original Skills and Talents

From Origins

Skills: Charm, Lore (Old World)

From Combat Role

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

From Civil Role

Skills: Awareness, Scrutiny, Survival
Talents: Heightened Senses (Sight)
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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

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