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Character Image: Farrison WhipchordShadow of the Beanstalk

Farrison Whipchord

Intellectual
Human
Archaeologist
27
6'4

-Brilliant!: Once per session, your character may spend a Story Point as an incidental. If they do so, during the next check they make during that turn, you count their ranks in the skill being used as equal to their Intellect.

-Sand Blasted: Once per session, after suffering a critical injury, a Dustborn can spend a Story Point to reduce the result of the roll by an amount equal to 10 times their ranks in Survival, to a minimum of 01. If the Dustborn has no ranks in survival they reduce the result by 10.

-Languages: Galactic Standard, Binary (Understands), Hiver, and Yarna.

-Mechanic's Union: Boasting an official Link from the Mechanic’s Union will probably get you a discount at any local pub or general store in the colony. And you’ll always have a place to store your Rig.

-Scrapper's Union: Member’s of the Scrapper’s Union will always find a good price for their scrap at the Factory. Someone flashing their Scrapper’s Link can also find a place to rest or hide from the sun out in the Dustlands at Scrapper Outposts.

-Skewered Scarab: Boasting the skewered scarab chain link will grant you discounts on drinks, lodgings, food and water, and also some more knowledge in form of rumors and mysteries.

4
12 0
16 3
0 0
2 3 4 3 2 2
General Skills Career Rank
Astrogation (INT)
Athletics (BR)
Comp (Hacking) (INT)
Comp (SysOps) (INT)
Cool (PR)
Coordination (AG)
Discipline (WILL)
Driving (AG)
Mechanics (INT)
Medicine (INT)
Operating (INT)
Perception (CUN)
Piloting (AG)
Resilience (BR)
Salvaging (CUN)
Skulduggery (CUN)
Stealth (AG)
Streetwise (CUN)
Survival (CUN)
Vigilance (WILL)
Combat Skills Career Rank
Brawl (BR)
Gunnery (AG)
Melee (BR)
Ranged-Heavy (AG)
Ranged-Light (AG)
Social Skills Career Rank
Charm (PR)
Coercion (WILL)
Deception (CUN)
Leadership (PR)
Negotiation (PR)
Knowledge Skills Career Rank
Galactic History (INT)
Planetary Geography (INT)
Precursor Lore (INT)
Science (INT)
Society (INT)
The Net (INT)
Warfare (INT)
Weapons Skill Damage Crit Range Qualities
Cryogen Whip "Whirlwind" Melee
+ 2 3 Short Accurate 1, Ensnare 1, Pierce 1, Reinforced, Superior, Vicious 2, and Unwieldy 3.
3812
Melee
+2
3
Short
1
1
0

It can be used at short range using the same difficulty as engaged (2 purple dice).

Qualities

Accurate 1, Ensnare 1, Pierce 1, Reinforced, Superior, Vicious 2, and Unwieldy 3.

Attachments

Cost

Rarity

Hard Points: -/1

Scrap Club Melee
+ 2 5 Engaged Disorient 2 and Scrap.
9248
Melee
+2
5
Engaged
2
1
0

Qualities

Disorient 2 and Scrap.

Attachments

Cost

Rarity

Hard Points: -/1

Hyperpulse Blaster Ranged-Light
4 4 Medium Breach 1, Complex 3, Disorient 2, and Stun Damage.
9428
Ranged-Light
4
4
Medium
3
2
0

Qualities

Breach 1, Complex 3, Disorient 2, and Stun Damage.

Attachments

Cost

Rarity

Hard Points: -/2

10 625 2803 12 9
Critical Injury Difficulty Severity Description
Passive

When acquired, choose 1 Knowledge skill. When making that skill check, may spend a :n!: result to gain additional :n*: equal to ranks in Knowledge Specialization.

Passive

Each rank of Grit increases your character’s strain threshold by one.

Passive

On a successful Knowledge check, character and allies gain automatic :n^: per rank of Researcher on checks to act on those facts until the end of his next turn.

Action

Once per session, take Museum Worthy action, make a Hard (◆◆◆) Knowledge check to ascertain information regarding a relic, ruin, or piece of history.

Passive

Knowledge (Society), Negotiation, and Vigilance are now career skills for your character.

Passive

Choose any 2 non-magic skills. They permanently become career skills.

Passive

When first acquired, choose one social group. The character downgrades the difficulty of checks to interact with members of that social group a number of times equal to his ranks in Respected. The social group affected must be approved by the GM, but possibilities include institutions of higher learning, law-enforcement agencies, the thieves' guild, etc.

Incidental

While making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.

Action

Take Pin action; make an opposed Athletics check to immobilize an engaged opponent until the end of the character's next turn. Spend :n!: to extend duration one round.

Passive

When a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve to a minimum of 1.

Action

When staggered or disoriented, perform the Hard-Headed action; make a Daunting ( :nD: :nD: :nD: :nD: ) Discipline check to remove status. Reduce the difficulty per additional rank of Hard-Headed.

Passive

After hitting with a melee attack, may spend a :n!: to knock the target prone.

Maneuver

Once per encounter, your character may use this talent to make a check with a skill that is linked to Intellect as a maneuver, rather than an action, and add :n*: to the results.

Passive

Each rank of Enduring increases your character’s soak value by one.

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

+2 Wound Threshold.

Passive

Your character reduces any Critical Injury result they suffer by 10 per rank of Durable, to a minimum of 01.

Tier 1
Tier 2
Tier 3
Tier 4
Tier 5
Armor Soak Defense Qualities
Scrap Suit 1 - Scrap.
7208
1
-
1
1
0

Qualities

Scrap.

Attachments

Cost

Rarity

Hard Points: 1/1

-
-
1

Cost: -

Rarity: -

Hard Points: 1/1

Wounds suffered when wearing this armor may be taken as strain.

Modifications

Qualities

Hostile Environment Clothing 1 -
4621
1
-
4
2
0

Qualities

Attachments

Cost

Rarity

Hard Points: -/2

Equipment and Gear Quantity Encumbrance Rarity Price
Dust Breather 1 - - -
5591
1
-
-

A character wearing a Dust Breather suffers one less wound any time they would gain wounds from a Sandstorm (this effect can be stacked with the effect of Dust Gear if wearing both). Dust breathers have the added benefit of filtering gasses and poisons in the air as well. A character wearing a Dust Breather ignores the effects of gasses and airborne poisons.

Qualities

Scramkit 0 1 - -
7037
-
1
-

This emergency on-the-go medicine kit contains the bare minimum of supplies needed to treat injuries without a proper clinic facility. A Scramkit allows a character to heal wounds or critical wounds without penalty (see Medical Care rules on page 116 of the Genesys Core Rulebook). If a Medicine check generates :n%: :n%: :n%: or :n$: , the materials inside the kit are all used up and it may no longer be used.

Qualities

Patch 0 - - -
6005
-
-
-

Heals 5 wounds.

Qualities

Zero 3 3 - - -
9945
3
-
-

Once per session, a character may inhale a dose of Zero to heal 5 strain. On any additional use of Zero in one session, a character heals one less strain and then rolls one 1 per use after the first, suffering a wound for each :n-: result generated (ignore :n%: results).

Qualities

Dust Goggles 1 1 - -
7287
1
1
-

Add :nB: to any perception checks made while in the Dustlands. Remove one :nK: added to any skill checks due to Sandstorms. A character wearing Dust Goggles cannot be blinded by Dust Bombs.

Qualities

Chain Link 3 - - -
1071
3
-
-

When making a Charm, Leadership or Negotiation check with a member of the Mechanic's Union, the Scrapper's Union, and the Skewered Scarab from which you wear a Link (or a Coercion check with a member of a known enemy group) add :n*: to the results. When making a Charm, Leadership, or Negotiation check targeting a member of a group that is hostile towards any of the groups that are represented on your character’s Links, add :n-: to the results.

Qualities

Rucksack 1 - - -
4650
1
-
-

+5 Encumbrance Threshold.

Qualities

Dust Bomb 1 1 - -
6029
1
1
-

When used, it creates a cloud of sand, effectively a level 1 sandstorm (page 11) within short range of the point where it detonated. When using, a character may spend a Story Point cause it to temporarily blind a single target within range, adding :nK: :nK: :nK: to the target’s next check.

Qualities

Skyblade Helmet 1 1 - -
4733
1
1
-

Has six hours of oxygen. Gain an automatic :n^: on Knowledge (Galactic History) and (Warfare) skill checks made while worn.

Qualities

Sarween Gamma Press 0 4 - -
6067
-
4
-

The gamma press is an antigrav repulsor jack. The pressure exerted using its two nearly unbreakable mandibles can force open airlocks and pry apart debris fused during a collision. The tool is a favorite among scavengers, although emergency rescue teams benefit from it when attempting to gain entry to crashed vessels to save potential survivors.

Qualities

Comm-Bead 1 - - -
7792
1
-
-

Comm-beads are capable of communicating with ships in orbit or across a planet’s surface to a distance of a thousand kilometers. To transmit farther, they need to be linked to an FTL transmitter or orbital relay network.

Qualities

Hyper Healer MK. III 1 - - -
5230
1
-
-

Heals 6 wounds. Functions as a painkiller.

Qualities

Adrenaline Shot 1 1 - -
7262
1
1
-

If you succeed on an Easy ( :nD: ) Medicine check, your second maneuver doesn't cost strain. If you are unconscious while receiving an adrenaline shot, you heal enough strain to equalize your strain threshold. Lasts for two turns.

Qualities

Scrap 1 1 - -
9622
1
1
-

20 Scrap.

Qualities

Superior Scrap 5 - - -
2041
5
-
-

5 Superior Scrap.

Qualities

Favors Size Details Resolved
  • Get either the Speaks Binary or Brace Talents.
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