Joshua Greyhawk by Alastor

Species
Human/Lakota
Career
Riflemen
Specializations
System
Edge of the Empire

4
Threshold 12
Current 7
Threshold 12
Current 10
Ranged 1
Melee 1

Placeholder Image

Characteristics

3
3
2
2
2
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 1
Athletics (Br) 0
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) 0
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) 0
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 1
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) 0
Skulduggery (Cun) 0
Stealth (Ag) X 1
Streetwise (Cun) 0
Survival (Cun) 1
Vigilance (Will) 0
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) X 2
Ranged: Light (Ag) X 2
Ranged: Heavy (Ag) 1
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

1911 Col 45
Range
Short
Skill
Ranged: Light
15 at point blank
Damage
7
Critical
4
M1 Garand
Range
Long
Skill
Ranged: Heavy
Ranged Med Accurate 1
Damage
8
Critical
3
K Bar combat knife
Range
Engaged
Skill
Melee
Melee light Pierce 1
Damage
+2
Critical
3

45
15

Weapons & Armor

Uniform +1
*Helmet
*Spade

Personal Gear

*Flashlight
*Canteen
*Map and compass
Pocket Bible: Used during rest: Recover additional strain. Other properties

Face paint: Covers player’s face and hands with camouflage add blue to stealth checks

Assets & Resources

2 grenades
*Field Rations: *One use, adds 2 strain back

Extra mags: Removes set back from weapons being out of ammo. 2 uses. Refillable at supply depot

0 morphine


walrod pistol

Critical Injuries & Conditions

If focus fire fails, soldier is exposed for counter attack. Adds blue to ranged attack against player

2 crits

Talents

Name Rank Book & Page Description
Focused Fire: 1 +2vsGM: if successful add 2 success to damage result
RELOADING!: 1 roll +dexterity vsGM. Success equals you quickly reload your weapons and it does not consume maneuver.
Trap’s set!: 1 When rolling initiative before combat: Role dexterity or stealth vs GM. Successful you use a grenade and an improvised trip wire to set an explosive trap. You can trigger the trap any time during that encounter. Fail the grenade is a dud and you lose the grenade.
Poor bastard 1 When looting bodies roll a D6 results of 4,5,6 equals: You find EITHER a grenade OR morphine.
Show me how you do that!: 1 MEDIC!: +2vsGM if successful medic can move to injured player without consuming maneuver Medics will not be targeted by enemies until medic attacks.
Command: 1 +2 vs GM difficulty. If successful adds a blue to all players’ next turn. Must be done at initiative roll if combat.

Background

Lakota, spent most of my childhood with my Paternal Grandfather learning how to track, hunt, horsemanship, etc. my grandfather was the last Warcheif as my father never had the opportunity to make coup against an enemy. this presents a significant opportunity.

Motivation

Obligations

Description

Other Notes

Return to Top