Commando JrSR Yomei Razha, Kwaise

He's tall, but for a commando, you'd think he'd be taller. He's boistrous, but for a hot-headed warrior, you'd think he'd be even louder. Pale red color with darker stripes, yellow feathers from head to tail, and a surprising amount of scars decorating his hide for a rookie. Most Kwaise would have joined the military earlier if they would at all, but he never talks about his scars, nor shies them away, almost like they're just for him, and however he ended up with them. He's not the youngest in the squad, but he is the newest, yet unless you saw the occasional bit of nervousness more seasoned rangers might be better at putting a handle on, you'd never know it. His love for bioweaponry is almost infectious, and the way he confidently wears a hawaiian shirt over his armor and jokes around with grim humor makes it feel like he's making the world his own rather than fitting in with anything in particular. Still, he's pretty easy to get along with, and he can give you great recommendations on music to listen to when the world gets hard. He is a cuddler (like admittedly many kwaise). And he snores. And both of these seem perfectly fine with him.

=Stats=
Strength 8 = Heavy recoil firearms. Increased lift strength. Melee damage increases 2 die sizes. Total carry weight is 160lbs. Throw range 80ft.
Awareness 5 = Your perception check is +5. You can shoot enemies engaged in melee with allies without risk. Gain +1 to attack enemies 30ft or closer to you.
Backbone 9 = Your max HP is 22. You gain +1 damage resistance. You heal 4 HP per day with rest, or 3 with only nutrition, or 2 otherwise. Untreated wounds fester 2% chance per day.
Composure 4 = You roll initiative with a +4. You can take a -1 penalty to melee attacks to add +2 to melee damage. You can spend a move action to focus, increasing your next attack roll by 2.
Dexterity 5 = Your ranged weapon damage increases by 1. You can attack twice in one round by foregoing movement. You can gain +2 to attacks and damage on an enemy in 'crossfire' (ranged flanking 90 degrees).
Expertise 3 = You have 23 skill points. You are an expert in one subject not covered by another skill. You may increase the max rank of skills by a combined total of 2.
Expert - Music Appreciation

=Skills=
(S) Athletics: 4
(S) Melee Weapons: 1
(A) Survivalism: 1
(A) Sniper Rifles: 0
(B) Endurance: 5
(B) Bioenergy Weapons: 5
(C) Willpower: 0
(C) Stealth: 2
(C) Empathy: 2
(C) Communication: 1
(D) Sidearms: 0
(D) Automatics: 2
(D) Shotguns: 0
(D) Explosives: 0
(E) Medicine: 0
(E) Lockpicking: 0
(E) Repair: 0
(E) Electronics: 0

=Equipment=
Drake Armor
Razorlight Flail + Energy Pack + Holster
Aeon Sword + Energy Pack + Sheath
Combat Knife
Smoke Grenade
Commlink
Temperature Cloak
Binoculars
Personal Protective Equipment
Glow Lantern
Bedroll/Sleep/Mess Kit
Rope and Grapnel
Portable Solar Panel
Rations x9
Breezy Hawaiian Shirt & Music Collection
Total Carry Weight: 85 / 160

=Attacks, Statistics, Abilities=
HP: 10 / 22
AC: 11
Damage Reduction: 4 (6 against critical hits)
Initiative: +4
Movement: 25ft
Wounds:
14 (medicated)


Bioenergy: 14 / 14

Razorlight Flail (Power Pack: 4 / 4)
(Single or Cone, 30ft range, 2h) +8 attack, 1d10+2 Damage.

Aeon Blade (Power Pack: 4 / 4)
(Melee, 2h) +8 attack, 1d10+2 damage, ignores 2 damage reduction. On a critical hit, expend extra charge to set target on fire.

Combat Knife
(Melee, 2h) +4 attack, 1d8+2 damage.
(Thrown, 30ft) +2 attack, 1d8 damage.
(Thrown, 80ft) +1 attack, 1d8 damage.

⦿They can see better than most species in the dark.
⦿When below half health, they get bloodlust, and gain a +2 to attacks and damage, but can take time to stop being jittery, especially if they remain at lower health.
⦿They can jump twice as high and far as humans.