Feral World (Frontier), Outcast, Chirugeon (Paladin)


WS BS S T Agi Int Per WP Fel Inf
50' 30 61'' 50'' 32 50'' 36 30 31 31

20, 5, 18, 10, 12, 15, 11, 8, 6, 10 ,,
+Strength, +Toughness, -Infl
Heresy Begets Retribution: +3 Str, -3 WP,,

Move: 3/6/9/12
Fate: 3
Wounds: 10/10
Insanity: 1
Corruption: 3
Carrying Capacity: 78kg

Trained: Acrobatics, Common Lore (Underworld), Deceive, Dodge, Intimidate, Scholastic Lore (Chymistry), Trade (Chymist)
+10: Medicae, Parry

Talents and Traits:
Counter Attack, Hardy, Iron Jaw, Superior Chirugeon, Takedown, True Grit, Weapon Training (Chain, Las, Low Tech)

  • The Old Ways: Primitive weapons lose that quality and gain Proven [3].
  • Never Quit: Count toughness bonus as 2 higher for the sake of fatigue
  • Crushing Blow: Add half WS (rounding up) to damage on melee attacks
  • Dedicated Healer: When a Chirurgeon character fails a test to provide First Aid, he can spend a Fate point to automatically succeed instead with the degrees of success equal to his Intelligence bonus.
  • Devastating Assault: After an All Out Attack successfully hits, make a second All Out Attack against the same target as a free action, with the same bonuses and penalties as the first.
  • Counter Attack: Once per turn, after successfully Parrying an opponent’s attack, this character may immediately make a Standard Attack action as a Free Action against that opponent using the weapon with which he Parried. The character suffers a –20 penalty on the Weapon Skill test for this attack.
  • Hardy: Always recovers damage as if Lightly Damaged, regardless of the level of damage he sustained.
  • Hammer Blow: When making an All Out Attack with a melee attack, add half Strength Bonus (rounded up) to Pen. The attack also has the Concussive (2) quality (make a -20 Toughness test or Stunned for DoF rounds, if damage inflicted is greater than target's strength bonus, target is knocked prone)
  • Iron Jaw: Whenever this character becomes Stunned, he may make a Challenging (+0) Toughness test as a Free Action to ignore the effects.
  • Superior Chirugeon: +20 bonus on all Medicae skill tests. When providing first aid, he ignores the penalties for Heavily Damaged patients and only suffers a –10 penalty for those suffering Critical damage.
  • Takedown: When making a Standard Attack or Charge action, the Acolyte can declare that he is attempting a takedown his target. He then rolls to hit (using his Weapon Skill) as normal, applying all the regular modifiers for the attack action. If the character hits and would have done at least 1 point of damage (after reduction for Armour and Toughness), no wounds are caused. Instead, the opponent must make a Challenging (+0) Toughness test or be Stunned for 1 Round and knocked Prone. In addition, when performing a Stun Action, the character does not suffer the normal –20 penalty to his Weapon Skill.
  • True Grit: Whenever he suffers Critical damage (after reduction for Armour and Toughness), reduce the amount by his Toughness bonus (to a minimum of 1 damage).


  • Toughness, Fieldcraft, Intelligence, Knowledge, Strength, Weapon Skill, Defence


  • Backpack
  • Armoured Bodyglove (BAL2 7kg)
  • Injector (2 x Slaught, 1x Desoleum Fungus, 2x Werewolf Blood, 3x Tranq, 2x Detox, 1x BioLightning Plasma)
  • PQ Microbead
  • Enforcer Light Carapace (BALH 5, 11kg)
  • Large Scimitar (BQ Mono-sword, Two handed gains Razor Sharp (PEN 1)) (Melee +10 to hit; D10+1; R; PEN 2; Balanced (Parry +10), Mono (PEN2), Razor Sharp (3DoS doubles PEN); 3kg)

Acquisitions: [3]
-BQ Shield (Melee; D5+1; I; Defensive (Parry +25), Provides additional 3 AP to Body and Arm wielding shield; 3kg)
-Medi-Kit (+20 to Medicae, 5kg)

Type: Full Action
Subtypes: Attack, Melee
If the active character is unarmed or armed with a melee weapon, he can strike to Stun instead of attempting to land a deadly blow. He makes a Hard (–20) Weapon Skill test targeting an enemy with whom he is engaged in melee. If he succeeds, roll 1d10 and add the attacker’s Strength bonus. This result is compared to the target’s total of his Toughness bonus +1 per Armour point protecting his head. If the attacker’s roll is equal to or higher than this value, the target is Stunned for a number of rounds equal to the difference between the two values and gains one level of Fatigue.
Weapon Skill and Ballistic Skill tests to attack Stunned targets gain a +20 bonus.


Mercenary combat medic, also well-versed in preparing and dispensing drugs & medicines where none can be purchased (…legally) to make a healthy profit on the side of active mercenary jobs. Left previous position as head 'cook' and doctor with previous mercenary crew after they realised he was purposely getting them addicted to slaught, and taking the choice pieces of the spoils while they were coming down and unaware. Synthesises anabolic steroids and has self-augmented to a musclebound, toughened form.

Starting: 500/500
Weapon Skill +5 (1) [250]
Strength +5 (1) [250]

Spent: 5550/5800
Intelligence +5 (1) [100]
Intelligence +5 (2) [250]
Toughness +5 (1) [100]
Toughness +5 (2) [250]
Medicae [100]
Medicae +10 [200]
Parry [100]
Parry +10 [200]
Scholastic Lore (Chymistry) [100]
Trade (Chymist) [100]
Weapon Training (Low Tech) [300]
Superior Chirugeon (Medicae +20) [400]
True Grit [400]
Hardy [300]
Counterattack [300]
Iron Jaw [200]
Strength +5 (2) [500]
Crushing Blow [600]
Hammer Blow [600]
Devastating Assault [450]

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