Silas dan Mallory    (Human M Adventurer (Expert/Warrior))
Character Information   
Name: Silas dan Mallory XP/Next lvl: 6 / 12
Class: Adventurer (Expert/Warrior) HP:curr/max 22 / 22
Alignment: AC:reg/rear/no shield 15 / 15 / 15
Race: Human Level: 2
Age: Height:
Weight: Gender: M
Encumbrance: Movement:
Languages:
Ability Scores   
STR: 14 (+1)
INT: 12 (+0)
WIS: 14 (+1)
DEX: 18 (+2)
CON: 16 (+1)
CHR: 10 (+0)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
12 11 12

Notes: Physical/Evasion/Mental

Description and Background   
Description:


Background:
Background: Pilot Homeworld: Antakis Born into a merchant family, Silas dan Mallory had been expected to continue the family trade, and for a while, he was happy to oblige. However, after a business venture went horribly wrong, the prospect of a career change suddenly became very appealing. He quickly threw away his pacifism, dusted off his sense of national pride and joined the Imperial navy. For a while, things was good. His position as a freighter pilot didn't put him in any immediate danger, and the pay was better than what he'd used to make. All he had to do was persevere for a bit - until he could retire with benefits, and live the good life. Seven years ago, his dream came to a sudden halt. What was supposed to have been a simple cargo run to Sarokoulo turned into a one-way trip just as the crew was preparing for the return journey. For a while, his CO tried to keep the crew together, but after a few years, everyone went their own way - after all, what good is a military without orders to follow? These days, he makes a living as a pilot for hire, offering his services to whomever will take them. The creds he makes are spent mostly on following up potential leads into alternative routes home, knowing full well that they're most likely going to be dead ends. What little money is left, he spends on booze. Because every moment he spends awake and sober reminds him how much his new home pales in comparison to the splendour of Antakis's lofty spires. It's as if the colours themselves are bleaker on this side of the galaxy. But it's precisely because of this that he will never give up.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Laser Pistol +5 100/300 1d6+4/1d4 n n 8
Monoblade Knife +1 x 1d6+2/1d6+2 n n x
Equipment
Qty Item Location
1 Armoured Undersuit (AC 13) Body
1 Backpack Back
1 Compad Backpack


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 1000 0 0 0
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
Skills
Pilot-2
Connect-1
Notice-0
Shoot-2
Foci
Starfarer (1)
You are an expert in the plotting and execution of interstellar spike drills. While most experienced pilots can
manage conventional drills along well-charted spike routes, you have the knack for forging new drill paths
and cutting courses too dangerous for lesser navigators.
Level 1: Gain Pilot as a bonus skill. You automatically succeed at all spike drill-related skill checks of difficulty 10 or less.

Gunslinger (2)
You have a gift with a gun. While this talent most commonly applies to slugthrowers or energy weapons, it
is also applicable to thrown weapons, bows, or other ranged weapons that can be used with the Shoot skill.
For thrown weapons, you can't use the benefits of the Armsman focus at the same time as Gunslinger.
Level 1: Gain Shoot as a bonus skill. You can draw or holster a Stowed ranged weapon as an On Turn
action. You may add your Shoot skill level to a ranged weapon's damage roll.
Level 2: Once per round, you can reload a ranged weapon as an On Turn action if it takes no more than
one round to reload. Even on a miss with a Shoot attack, you do an unmodified 1d4 damage.

Specialist: Pilot (1)
You are remarkably talented at a particular skill. Whether a marvelous cat burglar, a world-famous athlete, a brilliant engineer, or some other savant, your expertise is extremely reliable. You may take this focus more than once for different skills.
Level 1: Gain a non-combat, non-psychic skill as a bonus. Roll 3d6 and drop the lowest die for all skill checks in this skill.
Goals
Short term:
- Obtain a dive frame and participate in the Lorina Open
- Follow up on the rumoured sighting of Costine's fabled lost hoard
- Obtain a pretech weapon

Long term:
- Find a way back to the Empire