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 <X> 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.