Zosa Gunner. Military. 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.
Hook: Yessica parted badly with two former employers and checks every port's docking list before she leaves the ship; one of those names has just appeared at Port Meridian.
| Species | Background | Career | Starting XP |
|---|---|---|---|
| Zosa | Military | Gunner | Starting XP 85 |
All characteristics start at 2. Free adjustment: Agility +1, Charisma −1. Agility then bought to 4.
| Value | Calculation | Total |
|---|---|---|
| Wound Points | 10 + Might 2 | 12 |
| Strain Points | 10 + Willpower 2 | 12 |
| Resistance | half Might (2) rounded up, + flight suit 1 | 2 |
| Melee and Ranged Defense | starting value | 0 |
| Initiative, On Watch | Savvy 2, Perception 1 | |
| Initiative, Surprised | Willpower 2, Readiness 1 |
Predator Reflexes adds 1 Boon Die to either Initiative check when it is made to detect an ambush, track sudden movement, read a stalking threat, or register imminent violence.
Wounds (12): ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
Strain (12): ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
Skills
| Skill | Rank | Characteristic | Type | Pool |
|---|---|---|---|---|
| Gunnery | 2 | AGI 4 | Profession | 2 Mastery, 2 Ability |
| Ranged | 2 | AGI 4 | Profession | 2 Mastery, 2 Ability |
| Readiness | 1 | WIL 2 | Profession | 1 Mastery, 1 Ability |
| Perception | 1 | SAV 2 | Profession | 1 Mastery, 1 Ability |
Profession skills (Military and Gunner): Ranged, Athletics, Readiness, Leadership, Fortitude, Gunnery, Electronics, Perception.
Species Package
Zosa: Low-Light Eyes, Predator Reflexes, Balanced Motion, Burst Movement, High Metabolism, and the Zosa gravity line (remove 1 Bane Die from gravity-related movement and balance outside Normal).
Talents
- Fire Control (Tier 1, free starting talent): add 1 Boon Die to her first Gunnery check in a structured encounter.
- Boarding Ready (Tier 1): remove 1 Bane Die from checks to breach, enter, or move through a hostile ship during a boarding action.
Attacks
Standard sidearm: (Agility 4, Ranged 2), Damage 6, Crit 3, Medium, Ballistic.
Combat knife: (Might 2, Melee 0), Damage 3 (Might +1), Crit 3, Engaged, Cutting, Pierce 1, Concealable 1.
XP Spent
| Purchase | Cost |
|---|---|
| Raise Agility to 4 | 40 XP |
| Gunnery rank 1 | 5 XP |
| Gunnery rank 2 | 10 XP |
| Ranged rank 1 | 5 XP |
| Ranged rank 2 | 10 XP |
| Readiness rank 1 | 5 XP |
| Perception rank 1 | 5 XP |
| Boarding Ready (Tier 1 talent) | 5 XP |
| Total spent | 85 XP |
Starting XP 85. XP carried forward: 0 XP.
Gear
- Starting kit: clothing, personal communicator, emergency rations for three days (species-appropriate).
- Gunner profession kit: basic toolkit, personal scanner.
- Bought: Flight suit (300cr), Standard sidearm (300cr), Combat knife (70cr).
- Starting credits: 900cr; spent 670cr; left 230cr.
Her flight suit is fitted to a Zosa frame (bought at creation). The personal scanner adds 1 Boon Die to sensor-aided Perception checks. High Metabolism matters when rations run short.
Languages: Standard. The GM may grant Shoiyan for her upbringing.
Background
Yessica grew up in a Shoiyan port city where Zosa 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 Dead Drop at Harrowspan
Yessica takes Gunnery in Scene Five. Fire Control adds 1 Boon Die to her first Gunnery check of the encounter, and as a talent die it does not count toward the Boon Limit, so Corin's Direct Focus and Rhi's Target Lock can still add their two. On a boarding action or in a station corridor she is the crew's best shot.
Her Initiative pools are the steadiest on the crew when something goes wrong without warning, and Predator Reflexes adds a Boon Die when she is reading an ambush. She is observant: the player may say "Yessica notices something is wrong" without knowing exactly what, and let the GM supply the detail.