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Crew Cards

Yessica Morn

The one who ends the argument

Felina Gunner

Felina Gunner — The one who ends the argument

Yessica Morn is quiet in the way that expensive equipment is quiet: composed, maintained, and capable of producing a very large result on very short notice. She does not perform threat. She does not need to. She has been on six ships in eight years, and if you ask her why she keeps moving, she will tell you that she has not found one yet that was worth stopping for. She is reconsidering the Ember Drift.

Pronouns: she/her

Characteristics

MIG AGI INT SAV WIL CHA
4 4 2 2 3 1

Wounds and Strain

Wounds: 14 boxes (10 + MIG 4) — ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___

Strain: 13 boxes (10 + WIL 3) — ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___

Resistance: 2 (half MIG 4) + armor

Skills (rated skills only)

Skill Rating Pool
Gunnery 4 AGI 4 + Gunnery 4 = 8 dice
Ranged 3 AGI 4 + Ranged 3 = 7 dice
Unarmed 3 MIG 4 + Unarmed 3 = 7 dice
Readiness 3 WIL 3 + Readiness 3 = 6 dice
Athletics 2 MIG 4 + Athletics 2 = 6 dice
Perception 1 SAV 2 + Perception 1 = 3 dice
Fortitude 1 MIG 4 + Fortitude 1 = 5 dice

Initiative — On Watch: SAV 2 + Perception 1 = 3 dice

Initiative — Surprised: WIL 3 + Readiness 3 = 6 dice

Species Package

Felina: Lean, muscular, digitigrade predator biped. Built for bursts, threat detection, and controlled aggression.

  • Low-Light Eyes: Remove 1 Bane Die from Perception, navigation, or combat checks caused by dim light, shadowed interiors, or low-light conditions.
  • Predator Reflexes: Add 1 Boon Die to Readiness, Perception, or initiative-adjacent checks made to detect ambushes, track sudden movement, read stalking threats, or register imminent violence.
  • Balanced Motion: Add 1 Boon Die to climbing, leaping, narrow footing, silent movement, or recovering from slips where tail balance and digitigrade stance matter.
  • Burst Movement: Once per encounter, suffer 1 Strain to add 1 Boon Die to a movement, chase, or positioning check, or to justify a sudden repositioning Maneuver when the path is physically possible.
  • High Metabolism: During food shortage, exhaustion, poor sleep, or extended deprivation, add 1 Bane Die to endurance, recovery, or patience checks until needs are addressed.

Talents

Fire Control (Tier 1): When Yessica operates a ship's weapon system, she may add 1 Boon Die to the Gunnery check if she spent the previous round holding position at the fire control station without taking other actions. She has learned to read the firing window before it opens.

Controlled Burst (Tier 2): When Yessica makes a Ranged or Unarmed attack that generates 2 or more Boon symbols on the roll, she may spend those Boons to add 1 additional hit against a second target within Short range of the first, using the same roll result. This represents her instinctive threat prioritization.

Boarding Ready (Tier 1): In close-quarters combat aboard ships, stations, or other confined spaces, Yessica ignores the first Bane Die on attack checks caused by restricted movement, poor footing, low ceilings, or confined corridors. She fights better when the walls are close.

Equipment

  • Combat Rifle (Ranged): A medium-weight ranged weapon in good repair. Damage 8, Ranged, Short/Medium/Long range, Qualities: Reliable.
  • Vibro-blade (Light Melee): A compact vibrating-edge weapon worn on the thigh. Damage 5, Melee, Qualities: Pierce 1 (reduce target's Resistance by 1 before damage).
  • Light Combat Armor: Felina-fitted panels over a mesh undersuit, designed for mobility rather than coverage. Armor +2, does not impose movement penalties. (Resistance total: 4.)
  • Personal Communicator: Short and medium range, standard encryption.
  • Emergency Rations (3 days) — Yessica carries protein-appropriate supplements. Note her High Metabolism if rations run short.
  • Credits: 900

Background

Yessica grew up in a Shoiyan port city where Felina communities were large enough to be visible and small enough to be expendable when the economy contracted. She shipped out at seventeen on a security contract, found she was better at it than expected, and has been selling that skill ever since. She does not have enemies exactly, but she has history with two or three employers that means she does not transit through certain systems without checking who else is in port. The Ember Drift is small enough that nobody is watching it, which she values more than she usually admits.

Playing Yessica

In ship combat, Yessica is the crew's primary weapon. The Fire Control talent rewards patience: if the pilot can hold position for a round, Yessica's next shot has a real advantage. On boarding actions and in station confrontations, she is the person whose presence changes what the other side thinks is possible. Her Predator Reflexes and Readiness give her one of the best Surprised initiative pools on the crew: when something goes wrong fast, she is already responding.

Yessica is not much for conversation but she is observant. Her Low-Light Eyes and Predator Reflexes make her genuinely useful in any scene where threat awareness matters. She will notice things before they become problems. The player should feel free to say "Yessica notices something is wrong" without knowing exactly what; let the GM confirm the detail.