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Character Image: Damien WynterGenesys Core

Damien Wynter

Cyborg
Bounty Hunter
4
13 0
12 6
1 1
3
Super
4
Super
2
Super
3
Super
2
Super
1
Super
General Skills Career Rank
Alchemy (INT)
Athletics (BR)
Computers (INT)
Cool (PR)
Coordination (AG)
Discipline (WILL)
Mechanics (INT)
Medicine (INT)
Operating (INT)
Perception (CUN)
Piloting (AG)
Resilience (BR)
Riding (AG)
Skulduggery (CUN)
Stealth (AG)
Streetwise (CUN)
Survival (CUN)
Vigilance (WILL)
Combat Skills Career Rank
Brawl (BR)
Melee (BR)
Ranged (AG)
Social Skills Career Rank
Charm (PR)
Coercion (WILL)
Deception (CUN)
Leadership (PR)
Negotiation (PR)
Knowledge Skills Career Rank
Knowledge - Ancient (INT)
Knowledge - Biology (INT)
Knowledge - Geology (INT)
Weapons Skill Damage Crit Range Qualities
Pistol Ranged
6 3 Medium Two-handed Stance
pistol-1899
Ranged
6
3
Medium
-
0
0

Qualities

Two-handed Stance

Attachments

Cost

Rarity

Hard Points: -/-

Light Pistol Ranged
5 4 Short Two-handed Stance, Concealed
light-pistol-3175
Ranged
5
4
Short
-
0
0

Qualities

Two-handed Stance

Concealed: Add :gK: to Perception checks to find Light Pistol

Attachments

Cost

Rarity

Hard Points: -/-

Alien Laser Pistol (Wolf symbol) Ranged
7 3 Medium Two-handed Stance, Accurate 1, Burn 1
alien-laser-pistol-wolf-symbol-8201
Ranged
7
3
Medium
-
0
0

Qualities

Two-handed Stance

Accurate 1

Burn 1: When Burn is triggered, one target hit by the attack continues to suffer the weapon’s base damage each round for a number of rounds equal to the weapon’s Burn rating.

Attachments

Cost

Rarity

Hard Points: -/-

Heavy Cutlass (weird material) Melee
4 2 Engaged Old Qualities
heavy-cutlass-weird-material-7017
Melee
4
2
Engaged
-
0
0

Qualities

Old Qualities: Defensive 1

Attachments

Cost

Rarity

Hard Points: -/-

170 455
0 0
0 0
1473 0 0
Critical Injury Difficulty Severity Description
Incidental

Once per round on your character’s turn, they may use this talent to draw or holster an easily accessible weapon or item as an incidental. Quick Draw also reduces a weapon’s Prepare rating by one, to a minimum of one.

Passive

Increase Strain Threshold by 1.

Passive

When performing a combat check with a Ranged (Light) weapon, if your character has nothing in their other hand, they add :g^: to the results.

Incidental

Once per round on your character's turn, they may suffer 2 strain to disengage from all engaged adversaries.

Maneuver

Once per round, your character may suffer 1 strain to use this talent and move to any location within short range.

This includes locations that are vertically distant or have no easy access route, but there must be an object to move across or path to move along. Your GM may rule some locations cannot be reached (such as ones behind locked doors or walls).

Incidental

When your character is targeted by a combat check (ranged or melee), they may suffer a number of strain no greater than their ranks in Dodge to use this talent. Then, upgrade the difficulty of the combat check targeting your character a number of times equal to the strain suffered.

Passive

Before your character heals strain at the end of an encounter, if their strain is more than half of their strain threshold, they heal two additional strain.

Incidental

When your character acquires this talent, choose one characteristic. Once per encounter, you may spend one Story Point to use this talent to have your character heal strain equal to the rating of the chosen characteristic.

Maneuver

While your character is armed with a bow (or similar weapon, at your GM’s discretion) they may suffer 2 strain to use this talent. During the next ranged combat check your character makes this turn, the bow gains the Linked quality with a value equal to their ranks in the Ranged skill.

Incidental

When your character is targeted by a combat check (ranged or melee), they may suffer a number of strain no greater than their ranks in Dodge to use this talent. Then, upgrade the difficulty of the combat check targeting your character a number of times equal to the strain suffered.

Incidental

Once per round during your character’s turn, your character may use this talent to stand from a prone or seated position as an incidental.

Passive

Increase Strain Threshold by 1.

Passive

When making a Ranged combat check targeting a character engaged with one of your character's allies, downgrade the difficulty of the check once (thus negating the penalty for shooting at engaged targets).

Incidental

Your character must have purchased the Parkour! talent to benefit from this talent. Once per round, when using the Parkour! talent, your character may suffer 4 strain instead of 1 strain to move to any location within medium range instead of within short range. All other restrictions of Parkour! apply to this movement.

Passive

Each rank of Dedication increases one of your character's characteristics by one. This talent cannot increase a characteristic above 5. You cannot increase the same characteristic with Dedication twice.

Passive

Other characters add :g-: to any checks made to find or identify your character in a crowd.

Incidental

Once per session, you may spend one Story Point to use this talent to let your character learn if a character of your choice is in Ceres or Ross Prime, and if so, what district.

At your GM’s discretion, the information may take up to an hour to come back to your character.

Tier 1
Tier 2
Tier 3
Tier 4
Tier 5
Armor Soak Defense Qualities
Concealed Buckweave 1 -
9825
1
-
0
0
0

Qualities

Attachments

Cost

Rarity

Hard Points: -/-

Equipment and Gear Quantity Encumbrance Rarity Price
Cybereyes 1 - - -
cybereyes-7198
1
-
-

Qualities

+1

Slap Patch 3 - - -
slap-patch-9871
3
-
-

Qualities

PAD 1 - - -
pad-1898
1
-
-

Qualities

Rations 4 - - -
rations-8583
4
-
-

Qualities

Heroic Ability Origins Description
Favors Size Details Resolved
Assassin Guild Big

Paid for cybereyes

Abilities

Adjusted to Cybernetics: Once per session as an out-of-turn incidental, you may spend a Story Point to have your character heal strain equal to their number of cybernetics.

Cybernetics

Cybereyes: Increase Perception by 1 and remove :gK: caused by smoke or darkness on Perception checks. Display information from their PAD.

G-mods

Enhanced Muscles (Coordination): May suffer 1 strain before making a Coordination or Ranged (Light) check to add :g*: to the results.

Notes on Planets

Ceres
Ross Prime
First Planet: ancient ruins containing ancient computing device and Door. In ruins: ~100 circular pods for key spheres. Big robot.
Second Planet, Ichal: Penguin planet. Mostly water.
Third Planet: Jungle planet. Frog aliens. Cult of Salene? Small red spheres used for language translation. Main temple has big red sphere.

XP Register

100 XP
-30 XP (70): Agility 30
-40 XP (30): Agility 40
-10 XP (20): Ranged skill rank 2
-5 XP (15): Quick Draw talent
-5 XP (10): Grit talent
-10 XP (0): Two-handed Stance talent
+10 XP (10): Session 1
+15 XP (25): Session 2
-5 XP (20): Tumble talent
-10 XP (10): Parkour! talent
+10 XP (20): Session 3
-15 XP (5): Dodge talent
+10 XP (15): Session 4
+15 XP (30): Session 5
-5 XP (25): Desperate Recovery talent
-10 XP (15): Heroic Recovery talent
-15 XP (0): Ranged skill to rank 3
+15 XP (15): Session 6
-15 XP (0): Rapid Archery talent
+10 XP (10): Session 7
+5 XP (15): RP bonus
-5 XP (10): Jump Up talent
-10 XP (0): Grit talent rank 2
+15 XP (15): Session 8
-15 XP (0): Precise Archery talent
+90 XP (90): Session 9/End of Act 1
-20 XP (70): Dodge talent rank 2
-20 XP (50): Parkour! (Improved) talent
-5 XP (45): Cool skill rank 1
-25 XP (20): Dedication (Cunning) talent
-10 XP (10): Undercity Contacts talent
-10 XP (0): Cool skill rank 2

For future:

Talents:
Tier 1: Durable, Hamstring Shot, Iaijutsu Training, Painful Blow, Quick Strike, Rapid Reaction, Second Wind, Swift, Toughened, Unremarkable
Tier 2: Defensive Stance, Dirty Tricks, Fan the Hammer, Lucky Strike, Side Step, Undercity Contacts
Tier 3: Eagle Eyes, Easy Prey, Forgot to Count?, Grit+, Hard-boiled+, Natural, Nimble, Precise Archery, Undercity Contacts (Improved), You Owe Me One
Tier 4: Deadeye, Defensive, Enduring, Overcharge, Urban Combatant, You Owe Me One (Improved)
Tier 5: Dedication, Dodge+, Master, Master Plan, Overcharge (Improved), Zealous Fire

Cybernetics: Bone Lacing (better crit results) - 1,000, Cyberlimb (+1 Agility) - 2,000, Enhanced Hearing (+1 Vigilance) - 500, Enhanced Reflexes (+1 Coordination and Vigilance) - 800, Sub-dermal Armor (+1 Soak) - 1000
G-mods: Chameleon Skin (add :g*: to Stealth) - 400, Enhanced Healing - 500, Enhanced Muscles Coordination (add :g*: to Coordination/Ranged) - 1500

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