Yuri Kravchenko
Name: Yuri Kravchenko
Origin: Grizzled Adept
Class: Soldier 3
Sex: Male
Eyes: Brown
Height: 6'0"
Weight: 195 lbs.
Str 12 (+1) Dex 12 (+1) Con 14 (+2) Int 12 (+1) Wis 10 (+0) Cha 16 (+3)
Wounds: 15 (+14 Con, +1 origin)
Vitality: 36 (+30 class, +6 Con)
Subdual Threshold: 14
Stress Threshold: 10
Fort: +4 (+2 class, +2 Con).
Reflex: +2 (+1 class, +1 Dex).
Will: +3 (+3 class, +0 Wis).
Defence: 14 (+1 class, +1 Dex, +1 origin)
Initiative: +5 (+4 class, +1 Dex)
Speed: 30 ft.
Base Attack Bonus: +3
Unarmed: +4
Melee: +4
Ranged: +4
Proficiencies: Blunt, Handguns, Hurled, Rifles, Tactical, Unarmed, Vehicle Weapons
Action Dice: 3d4
Reputation: 2
Interests: Biotics, Black Market, Omega
Special
- Accurate: Double action dice spent on attack rolls
- Biotic Training: May take any feat choice as a Biotic feat
- Fortunes of War I: Gain DR 1; may double it for one scene up to 3 times per mission
- Mass Effect: Gain a biotic power (+1 power per 5 levels)
- Practiced Resolve: If you spend an action die on a Resolve check and it still fails, you get the action die back
- +1 Wound point (+1 per 4 levels)
Feats
- Favored Gear (bioamp): caliber I added to possessions
- Fire Team Basics: 2-to-1 odds = Cover Fire as a free action once per round
- FIre Team Mastery: 2-to-1 odds = Medicine/Stabilize check as a free action once per round; successfully leave combat and all allies are brought with you
- Fire Team Supremacy: 2-to-1 odds = Final Attack as a free action once per round
- L2 Implant: Mass effect grants a power every 4 levels; can't take 20; stress damage is doubled
- Warp Basics: see Warp power for effects
Powers
- Warp (1 full action; short range; 2d6 lethal to target AND worn armour; 10 ft. radius)
Skills
| Athletics | +5/+5 | 4 ranks |
| Drive | +5 | 4 ranks |
| Medicine | +2/+1 | 1 rank |
| Notice | +5 | 5 ranks |
| Resolve | +5/+4 | 4 ranks |
| Sneak | +4 or +6/+4 | 3 ranks |
| Tactics | +5/+8 | 5 ranks |
Foci
Cultures - Council Systems, Terminus Systems
Drive - Heavy Ground Vehicles, Service Aircraft
Profession - Mercenary
Science - Engineering
Wealth: 10 (+3 base, +1 class, +3 Cha, +3 mission pick conversion)
Lifestyle: 1
Vehicle: None
House: 1-bed apartment
Appearance: -2
Possessions: 8 (4/I, 4/II, 2/III)
Personal Picks:
- Bioamp (PR 1)
- Medi-gel (healing gadget [PR 1, 3x uses]; housing: syringe)
- M-3 predator pistol (dmg 1d12 lethal; error 1/threat 20; 12M5; recoil 14; range 45 ft.; D/1h; qualities: dependable, rugged)
- M-8 avenger assault rifle (dmg 3d6 lethal; error 1-2/threat 20; 40M10; recoil 10; range 100 ft.; S/2h; qualities: dependable, rugged)
- M-92 mantis sniper rifle (dmg 2d10+2lethal/AP 5; error 1/threat 19-20; 1M9; recoil 21; range 250 ft.; M/2h; qualities: accurized, dependable, upgrade [10x telescopic sight])
- M-100 grenade launcher (dmg 4d10 explosive; error 1-2/threat 20; 1S10; recoil -; range 50 ft.; S/2h; qualities: dependable, inaccurate -5, rugged, slow load 2)
- Omni-tool (PR 1 + miniature gear pick gadget [melee stun gun])
- +1/I and 1/II
Common Items: Cigarettes, dogtags, hip flask, lighter, prescription painkillers, +9 others
Spending Cash: 1
Spending Cash: 100 credits
Mission Picks: 1W, 1S
Carrying Capacity (lbs): 43/ 86/ 130/ 260