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    Pregenerated Characters

    Grab one of these characters and start playing. You can customize them later or build your own using the Character Creation rules.


    Kade "Rust" Moreno

    Human Wastelander Warrior

    Personality: Quiet and deliberate, speaks only when it matters, and hits like a freight train when words stop working.

    Attributes

    MIG AGI END INT WIS PRE
    16 (+3) 10 (+0) 15 (+2) 8 (-1) 12 (+1) 13 (+1)

    Human: +1 MIG, +1 END applied.

    Stats

    Stat Value
    HP 16
    DV 16
    Speed 20 ft
    Proficiency Bonus +2
    Initiative +2
    Hit Die d12

    Saving Throws

    • Fortitude (proficient): +5
    • Reflex (proficient): +2
    • Will: +1

    Proficient Skills

    • Athletics +7 (class +2, proficiency +2, MIG +3)
    • Intimidation +5 (class +2, proficiency +2, PRE +1)
    • Survival +5 (background +2, proficiency +2, WIS +1)
    • Perception +3 (bonus proficiency, proficiency +2, WIS +1)

    Human Versatile trait: 1 bonus skill proficiency (Perception). Wastelander: Advantage on foraging checks in wilderness terrain.

    Equipment

    • Salvaged Sword (Tier 2) — 1d10 damage, melee
    • Welded Scrap Suit (Tier 1 heavy armor) — DV bonus +5, -10 ft speed, disadvantage on Stealth
    • Scrap Shield (Tier 1) — DV bonus +1
    • Bedroll, waterskin, 50 ft rope, ration pack (3 days)

    Class Features

    Combat Stance 1 Action (to switch): Choose Aggressive (+2 damage, -1 DV), Defensive (+2 DV, -2 damage), or Balanced Reaction (+1 per round). Only one stance active at a time.
    Second Wind 1 Action (1/Short Rest): Heal 2d10 + your Warrior level HP (currently 2d10+1). Gain temporary HP equal to your Warrior level (currently 1). Scales with Warrior levels only.
    Bodyguard Reaction: When an enemy attacks an ally within 30 ft, move up to 15 ft toward ally. If within 5 ft after moving, become the target instead.

    AP Spent (15 of 20 AP)

    • Power Strike (5 AP) — +1d6 damage once per turn on a melee hit.
    • Armor Mastery (5 AP) — Reduce physical damage taken by 2.
    • Remaining: 5 AP saved.

    Personal Goal

    Find the settlement that exiled them and learn what really happened the night they were cast out.


    Sera Voss

    Altered Human Settlement Born Gunslinger

    Personality: Fast-talking and sharp-eyed, always counting bullets and credits, always looking for the angle that pays.

    Attributes

    MIG AGI END INT WIS PRE
    8 (-1) 17 (+3) 12 (+1) 10 (+0) 14 (+2) 13 (+1)

    Altered Human: +2 AGI applied. Elemental Resistance: Fire.

    Stats

    Stat Value
    HP 11
    DV 15
    Speed 30 ft
    Proficiency Bonus +2
    Initiative +7
    Hit Die d8

    Saving Throws

    • Reflex (proficient): +5
    • Will (proficient): +4
    • Fortitude: +1

    Proficient Skills

    • Perception +6 (class +2, proficiency +2, WIS +2)
    • Stealth +7 (class +2, proficiency +2, AGI +3)
    • Persuasion +5 (background +2, proficiency +2, PRE +1)

    Settlement Born: Find contacts in any settlement (1/long rest).

    Equipment

    • Hunting Rifle (Tier 2) — 1d10 damage, range 100/400, 2-action reload
    • 9mm Pistol (Tier 2) — 1d8 damage, range 40/120
    • Reinforced Leather (Tier 2 light armor) — DV bonus +2
    • Ammunition (40 rifle rounds, 30 pistol rounds), canteen, lighter, binoculars

    Class Features

    Steady Aim 1 Action: Gain +2 to your next ranged attack this turn. Stacks with the base Aim action for +4 total, but you cannot move after aiming.
    Quick Draw Passive: +2 to initiative. Draw a weapon as a free action at the start of combat.
    Lethal Precision Passive: Add your AGI modifier (+3) to all ranged weapon damage rolls. This represents placing shots exactly where they do the most harm.

    AP Spent (15 of 20 AP)

    • Long Shot (5 AP) — Double the range of any ranged weapon you wield.
    • Field Maintenance (5 AP) — Repair a damaged firearm in 10 minutes during a rest.
    • Remaining: 5 AP saved.

    Personal Goal

    Pay off a 2,000-credit debt to a Kromath merchant before the interest turns into a bounty.


    DR-3306 "Gentle"

    Synthetic Corporate Remnant Medic

    Personality: Speaks in calm, measured sentences and genuinely cannot explain why the suffering of others causes them distress — but it does.

    Attributes

    MIG AGI END INT WIS PRE
    8 (-1) 12 (+1) 14 (+2) 15 (+2) 15 (+2) 10 (+0)

    Synthetic: +1 INT, +1 END applied.

    Stats

    Stat Value
    HP 14
    DV 15
    Speed 30 ft
    Proficiency Bonus +2
    Initiative +3
    Hit Die d8
    Humanity 0 (Synthetic)

    Saving Throws

    • Will (proficient): +4
    • Fortitude (proficient): +4
    • Reflex: +2

    Proficient Skills

    • Medicine +6 (class +2, proficiency +2, WIS +2)
    • Science +6 (class +2, proficiency +2, INT +2)
    • Technology +6 (background +2, proficiency +2, INT +2)

    Synthetic: Immune to poison and disease. No need to eat, drink, or breathe. Cannot benefit from magical healing — must be repaired via Technology check (DC 15, 10 min, 2d8 HP). Humanity 0: cannot learn or use magic in any form. Augmentations have no Humanity cost. Corporate Remnant: Access pre-Fall networks and databases (Technology DC 20, 1/long rest).

    Equipment

    • 9mm Pistol (Tier 2) — 1d8 damage, range 40/120
    • First Aid Kit (10 uses) — Required for Field Medic ability
    • Kevlar Armor (Tier 2 medium armor) — DV bonus +4
    • Stimpacks (x3), bandages, antiseptic, portable diagnostic scanner, ammunition (20 rounds)

    Class Features

    Field Medic 2 Actions: Heal an adjacent ally for 2d8 + WIS modifier (+2) HP. Requires a first aid kit (consumes 1 use). Cannot be used on self. Cannot be used on Synthetics (use Technology check instead).
    Triage Passive: When you stabilize a dying creature, they regain 1 HP instead of simply stabilizing.
    Preventive Care 1 Action (1/Short Rest): Grant one ally within 30 ft temporary HP equal to 1d6 + your proficiency bonus.

    AP Spent (15 of 20 AP)

    • Rapid Suture (5 AP) — Field Medic healing increases by +1d6.
    • Stimpack Crafter (5 AP) — Craft 2 stimpacks during a short rest using basic medical supplies.
    • Remaining: 5 AP saved.

    Personal Goal

    Understand why they feel compassion when their programming says they should not. Find out if it is a malfunction or something more.


    Zikt

    Alien Hybrid (Xylar) Nomad Operative

    Personality: Eerily still when idle, explosive when in motion, and deeply loyal to anyone who earns their trust.

    Attributes

    MIG AGI END INT WIS PRE
    8 (-1) 17 (+3) 13 (+1) 14 (+2) 12 (+1) 10 (+0)

    Alien Hybrid: +2 AGI applied. Alien Trait: Darkvision (60 ft).

    Stats

    Stat Value
    HP 9
    DV 15
    Speed 30 ft
    Proficiency Bonus +2
    Initiative +5
    Hit Die d6

    Saving Throws

    • Reflex (proficient): +5
    • Will (proficient): +3
    • Fortitude: +1

    Proficient Skills

    • Stealth +7 (class +2, proficiency +2, AGI +3)
    • Deception +4 (class +2, proficiency +2, PRE +0)
    • Athletics +3 (background +2, proficiency +2, MIG -1)
    • Perception +3 (bonus proficiency, proficiency +2, WIS +1)
    • Investigation +6 (bonus proficiency, proficiency +2, INT +2)

    Operative: 5 skill proficiencies. Nomad: Travel speed increased by 25% for your party when you navigate.

    Expertise

    • Stealth (double proficiency bonus) — total +9
    • Investigation (double proficiency bonus) — total +8

    Equipment

    • Crossbow (Tier 1) — 1d8 damage, range 80/320, silent, 2-action reload
    • Combat Knife (Tier 2) — 1d6 damage, +1 attack, melee
    • Reinforced Leather (Tier 2 light armor) — DV bonus +2
    • Bolts (20), grappling hook, 50 ft silk rope, lockpicks, signal mirror, ration pack (3 days)

    Class Features

    • Sneak Attack (1/Turn): When hitting with advantage or while flanking, deal an extra +1d6 damage.
    • Expertise Passive: Double proficiency bonus on two skills (Stealth, Investigation). Can change one during a long rest.

    AP Spent (15 of 20 AP)

    • Silent Takedown (5 AP) — Kill an unaware target that is below an HP threshold with a single melee attack.
    • Locksmith (5 AP) — +5 to lockpicking checks.
    • Remaining: 5 AP saved.

    Personal Goal

    Map a safe overland route from the eastern wastes to the coast for the Kethara Collective's next migration.