Wretched Export
Player: James
Pronouns: he/him
Character originality: beyond low
Background / Bio
Conspicuously heavily armed for a mechanic, Wretched Export set out from Vyix IX to see the galaxy and go on adventures, always armed with the right tool for the job.
Stats
- Species: Vyixian- Backup daggers (claws) that are immune to BREAK
- Take BURN for 3 seconds longer than usual
 
- Class: Commando- 30 seconds of uninterrupted roleplay to SELF HEAL FULL
- 2 uses of Determination per Mission to immediately SELF HEAL FULL
- If reduced to 0 hits, may continue fighting for 10 seconds, ignoring all damage; take a Severe Injury to extend this by 1 minute
 
- XP: 34 (+2 unspent)
- Rank: 5
- Hits: 30
- Background: Mechanic- 1 use of Tinkering per Mission
- Disassemble something in Downtime
 
Abilities
- Fancy Footwork (Enforcer 1)- 2 hits for melee PARRY
 
- Melee Weapon Prowess: Blunt Weapon (Enforcer 1)- 2 hits for melee STRIKEDOWN with blunt weapon
 
- Melee Weapon Prowess: Daggers and Claws (Enforcer 1)- 2 hits for melee BREAK with daggers or claws
 
- Sweeping Strike (Enforcer 1)- 3 hits for 'melee' YOU LOT: STRIKEDOWN
 
- Combat Roll (Enforcer 2)- 2 hits and take a STRIKEDOWN to PING a single-target effect call
- Only works if not already under effect of STRIKEDOWN
 
- Hold the Line (Enforcer 2)- 2 hits to PING to PUSH or PULL
 
- Melee Finesse: Blunt Weapon (Enforcer 2)- 2 hits for melee BREAK with blunt weapon
 
- Melee Finesse: Daggers and Claws (Enforcer 2)- 2 hits for melee SLOW with daggers or claws against target's legs
 
- Combat Tactician (Enforcer 3)- While flanking (attacking enemy also engaged with an ally), gain one free use of a Melee Prowess or Melee Finesse call
- Blunt Weapon: STRIKEDOWN, BREAK
- Daggers and Claws: BREAK, SLOW to legs
 
- Swashbuckler (Enforcer 3)- Every 3 strikes blocked with melee weapon, gain PARRY (may only store one at a time)
 
- Incredibly Hardened (Enforcer 4)- +4 hits (already folded into total)
 
- Grenadier (Gunslinger 1) + Bombardier (Gunslinger 2) + Demolition Expert (Gunslinger 3)- 5 grenades per encounter
- Grenade: call YOU: BLAST at one target within 2 metres of landing spot; complete misses do not use up the grenade
- Once per mission, out of combat, discuss with GM to use demolition expertise to blow something up (that is accessible) or to otherwise apply nous.
 
- Ranged Weapon Prowess: Single Pistol (Gunslinger 1)- 2 hits for PING to a blocked melee strike in other hand to single pistol
 
- Ranged Weapon Prowess: Two Handed (Gunslinger 1)- 2 hits for next successful charge to be 3 charges instead of 1
 
- Power Shot (Gunslinger 1)- 2 hits for ranged YOU: STRIKEDOWN
 
- Scattershot (Gunslinger 1)- 2 hits for ranged YOU LOT: PEW
 
- Elemental Ammunition: Fire (Gunslinger 2)- 2 hits for YOU: BURN with charged weapon
 
- Elemental Ammunition: Ice (Gunslinger 2)- 2 hits for YOU: SLOW with charged weapon
 
- Elemental Ammunition: Electric (Gunslinger 2)- 2 hits for YOU: ZAP with charged weapon
 
- Iron Sights (Gunslinger 2)- 2 hits and 3 seconds aiming to increase range to entire encounter space
 
- Ranged Weapon Finesse: Two Handed (Gunslinger 2)- 2 hits to YOU: PUSH within 5 metres
 
- Recon Sniper (Gunslinger 3)- Once per encounter, out of combat, may spy on targets in vision and find out what they're saying.
- Once per mission, out of combat, may use position and range to fire a devastating sniper shot - state what you're shooting and GM will determine effect.
 
- Spray and Pray (Gunslinger 3)- 2 hits to instantly charge weapon
 
- Tactical Cover (Gunslinger 3)- When in cover with an ally within 1 metre also in cover, may charge weapon twice as fast
 
- Flamethrower Attachment (Gunslinger 4)- 3 hits for YOU LOT: BURN
 
- Rocketeer (Gunslinger 4)- 3 hits for YOU: BLAST
 
- Tesla Coil (Gunslinger 4)- 3 hits for YOU LOT: ZAP
 
- Tactical Reload (Gunslinger 5)- Charge 2 shots instead of 1
 
- Burly (Tough 1) + Beefy (Tough 2) + Brawny (Tough 3) + Mighty (Tough 4)- +8 hits (already folded into total)
- 1 STRIKEDOWN per encounter
- May apply incredible strength out of combat
- May take a Severe Injury to continue fighting 60 seconds post unconsciousness
 
Factions
- Unassigned Clout: 3
- Ace's High: 8
- Zeitgeist: 3
- Her Glorious Command: 1
- Altarians: 6
- Private Enterprise, 509: 5
- Epicureans: 3
- Firebrand: 2
NPC Relations
- Die Loaded- Friendship: getting arrested is just a risk of doing business, and they did kinda betray you first so fair game.
- Nemesis: But y'all did still get them arrested, so…
 
Other Stuff
- Fableland Knighthood
- 55gp (tradeable for 1 Clout with anyone who has a use for gold)
- Fought and helped name the Scourge Admiral Wiggles
- Natter- A robot companion on a tripod that cannot move but can remember and regurgitate information:- It can recall 3 pieces of information at a time
- It can answer simple questions about its information if sufficiently well defined
- It has an annoying personality when spoken to, but only speaks when it is spoken to