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Galen Warclaw Karlstein

Name Galen Warclaw Karlstein Player Pete
Faction Freelancer Heritage Bauhaus
Status Nobility Character Trait Mediator
Jungle Nightmares
Age 30 Earnings 3
Influence 0 Origin Asteroid Estate
Ranged damage bonus 1 SD Melee damage bonus 0 SD
Chronicle Points 0 Dread 0

Wounds Current Max Soak
Head 3 3 4+2
Torso 8 8 4+1
Right Arm 4 4 3+1
Left Arm 4 4 3+1
Right Leg 6 6 3
Left Leg 6 6 3
Serious Wounds 6 6 -
Critical Wounds 4 4 -
Mental 10 10 -

Ability/Skill Score ( Expertise / Focus)
AGILITY 9
• Acrobatics 1 / 0
• Close combat 3 / 0
•• Unarmed Combat
• Stealth 3 / 0
AWARENESS 9
• Observation 2 / 0
•• Insight (sig) 2 / 0
• Thievery (sig) 3 / 0
COORDINATION 9
• Ranged Weapons 3 / 2
•• Heavy Weapons (sig) 3 / 0
•• Gunnery
• Pilot 1
•• Space
INTELLIGENCE 6
• Education 1 / 0
•• Linguistics
•• Science
• Mechanics 1 / 0
• Survival 3
•• Vacuum
• Treatment
•• Medicine
•• Psychotherapy
MENTAL 10
• Willpower 2 / 0
•• Mysticism 1 / 0
PERSONALITY 5
• Animal Handling
• Lifestyle
• Persuade 1 / 0
•• Command
PHYSIQUE 10
• Resistance 1 / 0
STRENGTH 8
• Athletics 3

Weapons Range Damage Mode ENC Size Reliability Qualities
AG-17 ‘Panzerknacker’ rifle M 1+5D Burst 5 2H 3 Ammo (Armour Piercing 1, Spread 1)
MP-105 pistol C 1+3D Burst 2 1H 3 Ammo (Spread 1): For each Dark Symmetry Icon generated, roll X additional hit locations. These additional hit locations suffer half of the attack’s damage, rounded down. This is affected by Soak, as normal.
Close Quarters: This ranged weapon may be used against targets within Reach without penalty.

Talents Effect
Under the Radar This reduces all Restriction Ratings by one but all items come with the Quality ‘Black Market’. Possession of any equipment with this quality is illegal as the item is stolen, a knock-off, or otherwise restricted by law.
Sharp senses
Observation
The character may re-roll a single d20 when making an Observation test, but must accept the new result.
Sixth Sense
Insight
The character may re-roll a single d20 when making an Insight test, but must accept the new result.
Pierce the Evil
Insight
The character has a knack for recognising the subtle cues of supernatural ability. Whenever the character is in the presence of the supernatural or beings with unusual powers – particularly if the character is not aware of it – the GM should call for the character make an Average D1 Insight test. On success, the character recognises that the opponent has supernatural abilities, and may spend two Momentum to identify the type of abilities. This test should be made even if the target does not have any abilities active.
Ace
Pilot
The character may re-roll one d20 when making a Pilot test, but must accept the new result.
Sniper
Ranged Weapon
When making an attack with a ranged weapon, a character may re-roll a number of damage dice equal to the number of Ranged Weapons talents he has acquired. The new results must be accepted.
Self sufficient
Survival
The character may re-roll one d20 when making a Survival test, but must accept the new result.
Scout
Stealth
The character may re-roll one d20 when making a Stealth test, but must accept the new result.

Gear Effect
Four pistol reloads
1 rifle reloads
Fake ID (choose or roll for a faction and primary career)
Bullet-proof vest
VIP card from a prestigious club
Disguise kit A disguise kit contains three uses of Cosmetics, each of which can be spent to grant one bonus Momentum on a Stealth or Persuade test made for a character to present himself as someone else.
Military dress uniform
Guardsman Mk III armour w/ military shoulder pads
Heavy cloak Helps with camouflage. Wearing camouflaged equipment appropriate to the environment grants a character one bonus Momentum on Stealth tests to avoid being seen. If the character is willing to spend ten minutes preparing with the kit, this increases to three bonus Momentum

Misc.
You have an enemy in a Heretic cult. Further, the ‘souvenir’ grants you one additional Chronicle point. Whenever you use a Chronicle point, roll a SD – if a Dark Symmetry icon is rolled, the character suffers a 3SD Corruption Roll.
You have a contact in the Brotherhood, or the Ministry of Faith. The contact owes you a favour.

Life events Effect
Faction event A noble favour has been granted to your house. Using this favour will gain you an enemy in the noble who granted it.
Adolescent event
(Creative pre-career training)
During your childhood there was a great deal of conflict between your closest family members. You developed a talent for helping people find common ground.
Career event
(Intelligence operative)
Lost in the Jungle – you were one of the few survivors when an expedition into the Venusian Jungles encountered difficulties and lost their way before being rescued. Add one year to your age, and gain a trait: Jungle Nightmares.
Career event (Army Dragoons) During the course of your career you accompanied a team into the depths of an abandoned citadel. Against your better judgement you took a small metal object, some token of the Dark Legion, as a souvenir of your expedition. You still keep it, believing it to bring you good fortune.
Career event
(Venusian Ranger)
You were implicated in a Heretic plot. Why were you involved? Why did the Brotherhood let you go?

AG-17 ‘Panzerknacker’ rifle
Burst: Spend one or two reloads to ‘let rip’. Add one D20 and 1D for each reload.
Ammo (Armour Piercing 1, Spread 1): When you “let rip”: For each Dark Symmetry Icon generated, roll 1 additional hit locations. These additional hit locations suffer half of the attack’s damage, rounded down. This is affected by Soak, as normal. AND enemy soak is reduced by one

MP-105 pistol
Burst: Spend one or two reloads to ‘let rip’. Add one D20 and 1SD for each reload.
Ammo (Spread 1): When you “let rip”: For each Dark Symmetry Icon generated, roll 1 additional hit locations. These additional hit locations suffer half of the attack’s damage, rounded down. This is affected by Soak, as normal.
Close Quarters: This ranged weapon may be used against targets within Reach without penalty.

Basic rules
Making a skill test:
Ability+Skill Expertise = Target Number (TN)
Set a difficulty, usually 1
Roll 2D20
Dice under TN becomes 1 success
Dice that are also under Skill Focus becomes 2 successes.
Successes equal to difficulty means success on the action. Successes above difficulty is called Momentum, and can sometimes be traded for better successes.

Dark Symmetry Dice
You will occasionally roll Dark Symmetry Dice. On your character sheet, they are labeled as SD. On the Dark Symmetry dice, 1 and 2 remain the same, 3-5 are 0, and 6 have possible special effects.

Attack
Make a Skill roll, Skill and Attribute depends on type of attack.
Difficulty is either 1 or the enemies defense roll.
If hit, roll D20 for hit location.
Damage is equal to damage from weapon, character bonus and possibly Moment from the attack. Most weapons ask for a roll of Dark Symmetry dice.
All damage is reduced by the targets armor soak.

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