Mechanics
Combat Block
Gender Human Class 1
Languages: Mandate, Anthean dialects
Age: 38
Height:1.9m
Weight: 110 kg
Speed: X meters
Initiative: +0
AC: 16+1
Physical: 11
Evasion: 13
Will: 11
HP: 22/22
Attack Bonuses: +5 stab STR, +2 shoot DEX
Auto circular saw (Large advanced weapon): +5, 1d10+3, 2 points/AC 10
Knife (Small primitive weapon): +5, 1d4+2, 1 points/AC 10
Laser pistol: +2, 1d6 100/300r
Unarmed: +2, 1d2+2
Ammunition Loaded:
Weapon: X/X
Active Effects: none
Consumables:
Important Features:
Healer Foci: Healer
Healing comes naturally to you, and you’re particularly gifted at preventing the quick bleed-out of wounded
allies and comrades.
Level 1: Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.
Level 2: Stims or other technological healing devices applied by you heal twice as many hit points as normal. Using only basic medical supplies, you can heal 1d6+Heal skill hit points of damage to every injured or wounded person in your group with ten minutes of first aid spread among them. Such healing can be applied to a given target only once per day
Close Combatant Foci: You’ve had all too much practice at close-in fighting and desperate struggles with pistol or blade. You’re extremely skilled at avoiding injury in melee combat, and at level 2 you can dodge through a melee scrum without
fear of being knifed in passing.
Level 1: Gain any combat skill as a bonus skill.
You can use pistol-sized ranged weapons in melee without suffering penalties for the proximity of melee attackers.
You ignore Shock damage from melee assailants, even if you’re unarmored at the time.
Level 2: The Shock damage from your melee attacks treats all targets as if they were AC 10.
The Fighting Withdrawal combat action is treated as an On Turn action for you and can be performed freely.
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