Adventurer
| Attribute | Details |
|---|---|
| Type | Character |
| Emotion/Logic Number | 1d6 |
| Magic/Tech Number | 1d8 |
| Maximum Major Injuries | 3 |
| Maximum Minor Injuries | 5 |
Adventurers swing from ropes, duck for cover, or make improvised weapons out of objects in the room. They isolate and pick off stragglers, cause things to happen in the environment to separate enemy combatants, or deal with multiple targets.
Actions
- Craft
- Drop Awareness
- Heal
- Melee Attack
- Move
- Move in Difficult Terrain
- Move in Low Gravity
- Move in Zero Gravity
- Ranged Attack
- Repair
- Scramble
- Scramble in Difficult Terrain
- Swim
- Tech Attack
Reactions
Level 1 Abilities
Level 3 Ability
Level 4 Ability
Level 5 Ability
Level 6 Ability
Standard Inventory
- Credit Chip (roll 1d4 for the wealth score)
- Datapad
- Knife
- Over-the-ear Translator
- Pistol
- Rope
- Whip
Tactics
- (Level 6) Begins the encounter with the Legendary status.
- (Level 4+) Uses the Tough as Nails ability, if:
- They get a third major injury, and
- They haven’t used the ability this session.
- Guards, if they believe they have the AP to spare.
- Moves or scrambles to get within range of a target, if they’re not already in range.
- Blindsides the target, if they’re a big enough threat.
- (Level 6) Spin attacks, if:
- Picks up or crafts a weapon, if disarmed.
- Flip a coin or roll 1d2: