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ARSENI FREELANCER [ TECH CONTRACTOR ] MENTAL WOUNDS TALENTS: • No Mercy Re-roll and keep result of 1 damage die in close combat • Jaded Re-roll 1d6 of Mental Health damage against character GEAR: • Light pistoL • KNife 2+3d6 – Pierce 1. AGILITY: 10 SKILL EXPERTISE / FOCUS • ACROBATICS +1 1 • CLOSE COMBAT +2 1 – UNARMED COMBAT • STEALTH +2 1 AWARENESS: 8 SKILL EXPERTISE / FOCUS • OBSERVATION +1 1 – INSIGHT • THIEVERY CO-ORDINATION: 9 SKILL EXPERTISE / FOCUS • RANGED WEAPONS +1 1 – HEAVY WEAPONS – GUNNERY • PILOT +1 1 – SPACE INTELLIGENCE: 8 SKILL EXPERTISE / FOCUS • EDUCATION +1 1 – LINGUISTICS – SCIENCE • MECHANICS +1 1 • SURVIVAL – VACUUM • TREATMENT – MEDICINE – PSYCHOTHERAPY MENTAL STRENGTH: 6 SKILL EXPERTISE / FOCUS • WILLPOWER +1 1 PERSONALITY: 7 SKILL EXPERTISE / FOCUS • ANIMAL HANDLING • LIFESTYLE • PERSUADE – COMMAND PHYSIQUE: 7 SKILL EXPERTISE / FOCUS • RESISTANCE STRENGTH: 5 SKILL EXPERTISE / FOCUS • ATHLETICS 1-2 HEAD SOAK 0 3-5 RIGHT ARM SOAK 0 6-8 LEFT ARM SOAK 0 9-14 TORSO SOAK 0 15-17 RIGHT LEG SOAK 0 18-20 LEFT LEG SOAK 0 SERIOUS WOUNDS CRITICAL WOUNDS OVERWHELMED 18-20 IMPAIRED 19-20 SKILL TEST 1. SKILL TEST: ROLL 2d20 Target Number = Attribute + Skill Expertise. 2. BUY ADDITIONAL d20 1d20 = 1 Dark Symmetry point (max. 3) 3. EACH d20 ROLL = OR < NUMBER = 1 SUCCESS 4. IF ROLL 1 SUCCESS A 20 causes Complication or 2 Dark Symmetry points. 5. IF ROLL 0 SUCCESS Each 20 causes Critical Fail: Complication / Use Ammo Load or 2 Dark Symmetry points. 6. EACH d20 ROLL < OR = FOCUS Gains 1 extra success. 6. IF # OF SUCCESS = OR > DIFFICULTY Then succeed at skill test. ADDITIONAL SUCCESS = MOMENTUM 1 = Bonus 1d6 damage. 1 = Choose hit location. 1 = Re-roll any damage dice. 2 = Roll second hit location, to suffer half current attack’s damage. 1 = Reduce time by half, increase quality, reduce noise, etc. CHRONICLE POINTS SPEND 1 CHRONICLE POINT TO: • Gain 1 Bonus Combat Action. • Place bonus d20 on 1 before skill test (cost 2 CPs after roll). • Recover 1 Mental Health & 1 Light wound in each location CRIT/FAIL 2+3d6 AMMO LOAD CHRONICLE POINTS: BONUS MELEE DAMAGE: BONUS RANGE DAMAGE: 1d6 CLOSE COMBAT: bonus: weapon: total: RANGED DAMAGE: bonus: weapon: total: All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. Joseph Porta (order #6546105)

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  • ARSENIFreelancer [TecH cOnTracTOr]

    MENTAL WOUNDS

    TALENTS: No Mercy

    Re-roll and keep result of 1 damage die in close combat

    Jaded Re-roll 1d6 of Mental Health damage against character

    GEAR: Light

    pistoL

    KNife 2+3d6 Pierce 1.

    AGILITY: 10 SKILL ExpErtISE / FocuS

    AcrobATIcs +1 1 cLose combAT +2 1 UnArmed combAT sTeALTh +2 1

    AWAreness: 8 SKILL ExpErtISE / FocuS

    observATIon +1 1 InsIGhT ThIeverY

    co-ordInATIon: 9 SKILL ExpErtISE / FocuS

    rAnGed WeApons +1 1 heAvY WeApons GUnnerY pILoT +1 1 spAce

    InTeLLIGence: 8 SKILL ExpErtISE / FocuS

    edUcATIon +1 1 LInGUIsTIcs scIence mechAnIcs +1 1 sUrvIvAL vAcUUm TreATmenT medIcIne psYchoTherApY

    menTAL sTrenGTh: 6 SKILL ExpErtISE / FocuS

    WILLpoWer +1 1

    personALITY: 7 SKILL ExpErtISE / FocuS

    AnImAL hAndLInG LIfesTYLe persUAde commAnd

    phYsIQUe: 7 SKILL ExpErtISE / FocuS

    resIsTAnce

    sTrenGTh: 5 SKILL ExpErtISE / FocuS

    AThLeTIcs

    1-2

    HEADSOAK0

    3-5

    RIGHT ARMSOAK0

    6-8

    LEFT ARMSOAK0

    9-14

    TORSOSOAK0

    15-17

    RIGHT LEGSOAK0

    18-20

    LEFT LEGSOAK0

    serious WouNDs

    critical WOUNDS

    Overwhelmed 18-20ImPAIred 19-20

    SKILL TEST1. Skill TeST

    : Roll 2d20

    Target Number = Attribute + Skill Ex

    pertise.

    2. Buy addiTional d20

    1d20 = 1 Dark Symmetry point (max. 3)

    3. each d20 Roll

    = oR < numBeR

    = 1 SucceSS

    4. if Roll 1 SucceSS

    A 20 causes Complication

    or 2 Dark Symmetry points.

    5. if Roll 0 SucceSS

    Each 20 causes Critical Fail: Complication

    / Use Ammo

    Load or 2 Dark Symmetry points.

    6. each d20 Roll

    < oR = focuS

    Gains 1 extra success.

    6. if # of SucceSS

    = oR > difficulTy

    Then succeed at skill test.

    addiTional SucceSS

    = momenTum1 = Bonus 1d6 dam

    age.

    1 = Choose hit location.

    1 = Re-roll any damage dice.

    2 = Roll second hit location, to suffer

    half

    current attacks damage.

    1 = Reduce time by half, increase qua

    lity,

    reduce noise, etc.

    CHRONICLE POINTSSpend 1 Chr

    oniCle

    point to:

    Gain 1 Bonus Combat Action.

    Place bonus d20 on 1 before skill t

    est (cost 2 CPs after roll).

    Recover 1 Mental Health & 1 Light

    wound in each location

    CRIT/FAIL

    2+3d6 AMMO LOAD

    CHRONICLE POINTS:BONUS MELEE DAMAGE: BONUS RANGE DAMAGE: 1d6

    Close Combat: bonus: weapon: total: RANGED DAMAGE: bonus: weapon: total:

    All rights reserved. Artwork and graphics Mutant Chronicles International Inc.

    Joseph Porta (order #6546105)

  • Angel KrAmerLUNA P.D. MEDIC

    MENTAL WOUNDS

    TALENTS: Empathic hEalEr

    Momentum from First Aid test heals one light wound of her choice.

    DisciplinED stuDEnt If gain one success or more in Education test, may roll extra 1d20 and add successes generated to the test.

    GEAR: light

    pistol

    mEDkit As a standard action use one load to heal all light wounds in one location, or one light wound from all locations on yourself or an adjacent character.

    AGILITY: 8 SKILL ExpErtISE / FocuS

    AcrobATIcs cLose combAT UnArmed combAT sTeALTh

    AWAreness: 7 SKILL ExpErtISE / FocuS

    observATIon +1 1-2 InsIGhT ThIeverY

    co-ordInATIon: 8 SKILL ExpErtISE / FocuS

    rAnGed WeApons +1 1 heAvY WeApons GUnnerY pILoT spAce

    InTeLLIGence: 10 SKILL ExpErtISE / FocuS

    edUcATIon +1 1 LInGUIsTIcs scIence mechAnIcs sUrvIvAL vAcUUm TreATmenT +2 1 medIcIne psYchoTherApY

    menTAL sTrenGTh: 9 SKILL ExpErtISE / FocuS

    WILLpoWer +1 1

    personALITY: 8 SKILL ExpErtISE / FocuS

    AnImAL hAndLInG LIfesTYLe persUAde commAnd

    phYsIQUe: 6 SKILL ExpErtISE / FocuS

    resIsTAnce +1 1

    sTrenGTh: 5 SKILL ExpErtISE / FocuS

    AThLeTIcs

    1-2

    HEADSOAK0

    3-5

    RIGHT ARMSOAK0

    6-8

    LEFT ARMSOAK0

    9-14

    TORSOSOAK0

    15-17

    RIGHT LEGSOAK0

    18-20

    LEFT LEGSOAK0

    serious WouNDs

    critical WOUNDS

    Overwhelmed 18-20ImPAIred 19-20

    SKILL TEST1. Skill TeST: Roll 2d2

    0

    Target Number = Attribute + Skill Expertise.

    2. Buy addiTional d20

    1d20 = 1 Dark Symmetry point (max. 3)

    3. each d20 Roll = oR < numBeR = 1 SucceSS

    4. if Roll 1 SucceSS A 20 causes Complication

    or 2 Dark Symmetry points.

    5. if Roll 0 SucceSS Each 20 causes Critical Fail: Complicati

    on / Use Ammo

    Load or 2 Dark Symmetry points.

    6. each d20 Roll < oR = focuS Gains 1 extra success.

    6. if # of SucceSS = oR > difficulTy Then succeed at skill test.

    addiTional SucceSS = momenTum1 = Bonus 1d6 damage.

    1 = Choose hit location.

    1 = Re-roll any damage dice.

    2 = Roll second hit location, to suffer half

    current attacks damage.

    1 = Reduce time by half, increase quality,

    reduce noise, etc.

    CHRONICLE POINTSSpend 1 ChroniCle point to:

    Gain 1 Bonus Combat Action.

    Place bonus d20 on 1 before skill test (cost 2 CPs after roll).

    Recover 1 Mental Health & 1 Light wound in each location

    CRIT/FAIL

    2+3d6 AMMO LOAD

    CHRONICLE POINTS:BONUS MELEE DAMAGE: BONUS RANGE DAMAGE:

    Close Combat: bonus: weapon: total: RANGED DAMAGE: bonus: weapon: total:

    All rights reserved. Artwork and graphics Mutant Chronicles International Inc.

    +1 1

    Joseph Porta (order #6546105)