Civilians

Civilian

Medium sentient humanoid (4d6)
STR 4 (3d6) AGI 4 (2d6) END 3 (2d6)INT 3 (2d6) LOG 4 (2d6) WIL 3 (2d6)CHA 3 (2d6) LUC 1 (1d6) REP 1 (1d6)
MELEE DEFENCE 12RANGED DEFENCE 12MENTAL DEFENCE 16VITAL DEFENCE 10
HEALTH 12SOAK 2; VULN noneIMMUNE none
INITIATIVE 2d6PERCEPTION 3d6SPEED 4; CLIMB 2; JUMP 6'/3'
REACH 5-ftACTIONS 2
🅜 Brawling 2d6 melee (1d6+2 blunt damage)🅡 Pistol 3d6 ranged (1d6 ballistic damage; range 6)                                                                                               
Skills computers 3 (2d6), cooking 1 (1d6), animal handling 1  (1d6), local knowledge 3 (2d6), running 1 (1d6), swimming 1 (1d6), carrying 1 (1d6), combat 1 (1d6)                     Gear pistol      

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Mob attack. Though weak on their own, civilians work together well in a mob. Any civilians adjacent to the victim count as flanking, gaining +1d6 bonus to attack for each civilian beyond the first. When 4 or more hostile civilians are adjacent to the victim, the victim gains the Fatigued condition at the start of its turn.   

Functionary

Medium sentient humanoid (6d6)     STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)
MELEE DEFENCE 15RANGED DEFENCE 15MENTAL DEFENCE 20VITAL DEFENCE 10
HEALTH 15SOAK 3; VULN none
IMMUNE noneINITIATIVE 3d6PERCEPTION 4d6SPEED 5; CLIMB 3; JUMP 12'/3'CARRY 60lb (max lift 150lb)
REACH 5-ftACTIONS 2
🅜 Brawling 3d6 melee (2d6+2 blunt damage)🅡 Pistol 3d6 ranged (2d6 ballistic damage; range 8)
Skills negotiating 6 (3d6), bureaucracy 3 (2d6), bluffing 3 (2d6), law 3 (2d6),  accounting 3 (2d6),  politics 3 (3d6), bribery 6(3d6), computers 3 (2d6), perception 1 (1d6)Gear mesh lining, communicator

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Charm offensive. The functionary can use his charisma and negotiating skills to render a target who can hear him Charmed with a 5d6 mental attack.

Gambler

Medium sentient humanoid (5d6)       STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)INT 6 (3d6) LOG 6 (3d6) WIL 3 (2d6)CHA 6 (3d6) LUC 6 (3d6) REP 6 (3d6)
MELEE DEFENCE 16RANGED DEFENCE 14MENTAL DEFENCE 15VITAL DEFENCE 12
HEALTH 12SOAK 0; VULN noneIMMUNE none
INITIATIVE 3d6PERCEPTION 3d6 (insight 4d6)SPEED 5; CLIMB 3; JUMP 12'/3'CARRY 60lb (max lift 150lb)
REACH 5-ftACTIONS 2
🅜 Brawling 3d6 melee (2d6+2 blunt damage)🅡 Pistol 3d6 ranged (2d6 ballistic damage; range 8)
Skills gambing 6 (3d6), computers 6 (3d6), bluffing 3 (2d6), bribery 6 (3d6), insight 1 (1d6), thievery 1 (1d6)Gear cards. dice

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Expert. The gambler's maximum dice pool is not capped when using his gambling skill.

Medic 

Medium sentient humanoid (6d6)    STR 6 (3d6) AGI 6 (3d6) END 6 (3d6)INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)CHA 6 (3d6) LUC 6 (3d6) REP 6 (3d6)
MELEE DEFENCE 18RANGED DEFENCE 18MENTAL DEFENCE 24VITAL DEFENCE 18
HEALTH 36SOAK 0; VULN noneIMMUNE none
INITIATIVE 3d6PERCEPTION 5d6SPEED 6; CLIMB 3; JUMP 12'/6'CARRY 120lb (max lift 300lb)
REACH 5-ftACTIONS 2
🅡 Dart 5d6 (3d6+3 poison damage)                                                     
Skills medicine 6 (3d6), psychology 3 (2d6), bureaucracy 3 (2d6),, perception 3 (2d6), concentration 6 (3d6), hardy 6 (3d6), insight 3 (2d6)Gear high quality medkit    

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Medical advice. Identifying a weakness in a target, the medic can spend a free action in an ally's turn to allow that ally to bypass a creature's SOAK score. This exploit can only be performed once per target.
Healing hands. The medic can use a medkit to heal 3d6 HEALTH to a creature she can touch. Each can only benefit once.
Alleviate condition. The medic can automatically remove a temporary condition from an adjacent target by spending an action.

Noble

Medium sentient humanoid (5d6)
STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)
MELEE DEFENCE 15RANGED DEFENCE 15MENTAL DEFENCE 20VITAL DEFENCE 10
HEALTH 15SOAK 3; VULN noneIMMUNE none
INITIATIVE 3d6PERCEPTION 4d6SPEED 5; CLIMB 3; JUMP 12'/3'CARRY 60lb (max lift 150lb)
REACH 5-ftACTIONS 2
🅜 Rapier 3d6 melee (2d6+2 piercing damage)🅡 Laser pistol 4d6 ranged (2d6 heat damage; range 8)
Skills law 3 (2d6), history 3 (2d6), leadership 3 (2d6), carousing 3 (2d6), musical instrument 3 (2d6), dodging 3 (2d6), swords 3 (2d6), pistols 3 (2d6)Gear rapier, pistol

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Charming. With a 5d6 mental attack against a target within 30', the noble can render the victim Charmed.

Scientist

Medium sentient humanoid (5d6)         STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)INT 6 (3d6) LOG 10 (4d6) WIL 6 (3d6)CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)
MELEE DEFENCE 15RANGED DEFENCE 15MENTAL DEFENCE 20VITAL DEFENCE 10
HEALTH 15SOAK 0; VULN noneIMMUNE none
INITIATIVE 3d6PERCEPTION 5d6SPEED 5; CLIMB 3; JUMP 12'/3'CARRY 60lb (max lift 150lb)
REACH 5-ftACTIONS 2
🅜 Brawling 3d6 (1d6+2 blunt damage) 
Skills law 6 (3d6), chemistry 6 (3d6), history 6 (3d6),botany 6 (3d6),negotiation 6 (3d6), perception 3 (2d6), concentration 6 (3d6), medicine 6 (3d6), astronomy 6 (3d6), history 6 (3d6), [scientific] 6 (3d6), computers 6 (3d6), tactics 3 (2d6)Gear toolkit; hand scanner

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Scientific advice. The scientist can offer advice to another creature. If the creature can understand the scientist, it gains +1d6 to an action defined by the scientist taken on its next turn.
Analytical eye. The scientist can identify a target's weakness by spending an action and advising an ally of that weakness. The ally can completely bypass the SOAK of the target once. The scientist can only perform this trick once per target.
Electronic attack. Using a hand scanner and a toolkit, the scientist can cause 1d6 ion damage in a 30' burst.

Trader

Medium sentient humanoid (6d6)     STR 4 (2d6) AGI 6 (3d6) END 3 (2d6)INT 10 (4d6) LOG 10 (4d6) WIL 6 (3d6)CHA 10 (4d6) LUC 1 (1d6) REP 6 (3d6)
MELEE DEFENCE 12RANGED DEFENCE 18MENTAL DEFENCE 24VITAL DEFENCE 12
HEALTH 18SOAK 3; VULN noneIMMUNE none
INITIATIVE 6d6PERCEPTION 6d6SPEED 6; CLIMB 3; JUMP 12'/3'CARRY 60lb (max lift 150lb)
REACH 5-ftACTIONS 2
🅜 Brawling 3d6 melee (2d6+2 blunt damage)🅡 Pistol 5d6 ranged (3d6 ballistic damage; range 9) 
Skills negotiating 6 (3d6), computers 6 (3d6), bureaucracy 3 (2d6), bluffing 6 (3d6), law 3 (2d6),  accounting 3 (2d6), appraisal 6 (3d6), carousing 3 (2d6)Gear mesh lining, communicator