====== Pre Built Characters ====== These characters are presented as examples to either pick up and play or use as a basis for your own. ===== Melee Characters ===== ==== Heavy ==== * **Background** - Pirate * **Fighting Dirty** * Once per Encounter you may call YOU: BREAK LEG at someone suffering from STRIKEDOWN. * **A Little Something For Me (Downtime)** * During Downtime you are able to push for a little extra from your Mission * Perhaps you're able to get a little more of a reward, or perhaps you know where you might be able to sell that strange shell you picked up on the black market. * Discuss with the Ref if you're not sure on ideas, but you should always be able to either get a little something for yourself, or get an idea of why you're being blocked from doing so. * **Energy Regimen** - Generator * **Generator Regimen** * Your Energy Cap is 10. * You may recover Energy up to your cap by Recouping (spending 30s stationary with uninterrupted appropriate roleplaying of repairing and recharging). * **Rank 1 Abilities** * **Sweeping Strike [2]** (Melee) * Call STRIKEDOWN by Melee. * **Blunt Weapon Prowess [2]** (Melee) * Call PUSH by Melee. * **Padded Armour [2]** (Engineering) * Call PING to KABOOM. ==== Duellist ==== * **Background** - Unselected * **Energy Regimen** - Siphoner * **Siphoner Regimen** * Your Energy Cap is 5 * Every 3 melee hits taken or given produces 1 Energy. * “Taking hits” here includes PINGing them. * **Rank 1 Abilities** * **Bladed Weapon Prowess [2]** (Melee) * Call PING when you block a strike with an effect call * **Kinetic Recovery** (Melee) * Whenever you take the effect of a call that causes you to move (PUSH or PULL), produce 1 Energy. * **Mass Driver [2]** (Melee) * You make an impassioned charge toward the enemy. * For 10s, while moving directly toward a target, you may call MISS to any “YOU: PEW” call. * You cannot generate energy while charging a target. * The effect ends early if: * You make a call other than PEW or a reaction * You stop moving directly toward the original target * You are subject to a multi-target “YOU LOT” or “MASS” call * You are subject to a “YOU: DRAIN” call ===== Ranged Characters ===== ==== Pathfinder ==== * **Background** - Explorer * **Favoured Terrain** * Pick a favoured terrain type (e.g. Forest, Cave, Swampland). * When you are in your favoured terrain you gain an extra use of MISSED per cover. * **Cartographer (Downtime)** * During Downtime you are able to provide detailed maps of areas you have visited during the Mission that can be handed over to various factions e.g. to aid future Missions. * **Energy Regimen** - Generator * **Generator Regimen** * Your Energy Cap is 10. * You may recover Energy up to your cap by Recouping (spending 30s stationary with uninterrupted appropriate roleplaying of repairing and recharging). * **Rank 1 Abilities** * **Iron Sights** (Ranged) * By taking 5s to aim a shot after charging (rather than the usual 1s) you may extend your range for a ranged weapon to 20m. * **Use the Land** (Navigation) * You may gain an additional use of MISSED from the cover you are currently in. * **Patch Up** * In combat, and with 30s of uninterrupted roleplay you may call HEAL FULL on a target in reach who is incapacitated. * Out of combat, and with 1 minute of uninterrupted roleplay you may call HEAL FULL on a target who is not incapacitated. ==== Gunslinger ==== * **Background** - Pilot * **I'll Drive** * You are capable of piloting or driving a functioning transport. * You can use this in uptime or downtime and means you don't need to find or employ a pilot for a vehicle you may have access to. * **Evasive Manoeuvres** * Once per Encounter you may call MISSED to a YOU call targeting you regardless of whether you are in cover. * **Energy Regimen** - Channeller * With 5s of uninterrupted roleplay emphasising the connection between yourself and your Ship Heart, you produce 1 Energy. * You may perform this roleplay at the same time as uninterrupted roleplay for other effects. * Examples: chanting, dancing, silent meditation. * **Rank 1 Abilities** * **Dual Pistols** (Ranged) * You may charge these independently of each other. * **Firewall [3]** (Systems) * While you are standing still, you may call YOU: PUSH at the first 3 enemies to enter within 5m of you. * If you move, you lose any remaining PUSHes. * **Scatter Shot [2]** (Ranged) * Call YOU LOT: PEW with a charged ranged weapon. ===== Mystics ===== ==== Control Mystic ==== * **Background** - Mystic Acolyte * **Intervention** * Once per Mission you may instantly generate 5 Energy by loudly proselytising the values of your Mystic Sect or associated Ship Heart. * **Mystic Contacts (Downtime)** * During Downtime (or before a Mission) you may ask a question of the Mystic Sect you are connected to. * You will receive an answer, if they know, or a hint as to how you might go about finding out. * **Energy Regimen** - Channeller * With 5s of uninterrupted roleplay emphasising the connection between yourself and your Ship Heart, you produce 1 Energy. * You may perform this roleplay at the same time as uninterrupted roleplay for other effects. * Examples: chanting, dancing, silent meditation. * **Rank 1 Abilities** * **Firewall [3]** (Systems) * Mark the ground. * While you are standing still, you may call YOU: PUSH at the first 3 enemies to enter within 5m of you. * If you move, you lose any remaining PUSHes. * **Power Shot [2]** (Ranged) * Call YOU: STRIKEDOWN with a charged ranged weapon at a target in range. * **Space Within Space [2]** (Navigation) * Call VWORP. * You may not move, but remain hidden until you choose to reappear or are subject to a YOU LOT or MASS call. ==== Battlefield Technician ==== * **Background** - Stowaway * **Make Do And Mend** * Once per Mission you can immediately fix a piece of equipment within melee reach that has suffered from BREAK. * **Vent Crawler (Downtime)** * You may choose to eavesdrop in on the Downtime briefing or question of another character who hasn't taken sufficient precautions against someone listening in. * They will not know you have done so. * **Energy Regimen** - Detonator * **Detonator Regimen** * You cannot store Energy. * When you use an Ability that costs Energy, you may use it immediately for free but cannot use another Ability for 10 seconds per Energy afterwards. * e.g. Spend 3 Energy to call STRIKEDOWN, cannot use another Ability for 30s. * If a call would cause you to gain Energy then your current cooldown is reduced by 10s per Energy you would have gained. * **Rank 1 Abilities** * **Battlefield Repairs [2]** (Engineering) * You may instantly repair an item damaged by BREAK. * **Fixation [2]** (Medical) * Call HEAL for a limb X an ally is suffering a BREAK on. * **Distribute [X]** (Systems) * Spend X Energy to call GAIN X ENERGY to a target within reach.