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
CP Spent (15 of 20 CP)
- Power Strike (5 CP) — +1d6 damage once per turn on a melee hit.
- Armor Mastery (5 CP) — Reduce physical damage taken by 2.
- Remaining: 5 CP 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 .
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
CP Spent (15 of 20 CP)
- Long Shot (5 CP) — Double the range of any ranged weapon you wield.
- Field Maintenance (5 CP) — Repair a damaged firearm in 10 minutes during a rest.
- Remaining: 5 CP 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
CP Spent (15 of 20 CP)
- Rapid Suture (5 CP) — Field Medic healing increases by +1d6.
- Stimpack Crafter (5 CP) — Craft 2 stimpacks during a short rest using basic medical supplies.
- Remaining: 5 CP 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.
CP Spent (15 of 20 CP)
- Silent Takedown (5 CP) — Kill an unaware target that is below an HP threshold with a single melee attack.
- Locksmith (5 CP) — +5 to lockpicking checks.
- Remaining: 5 CP saved.
Personal Goal
Map a safe overland route from the eastern wastes to the coast for the Kethara Collective's next migration.