Scout Specialist Veryl Yeare, Kwaise

Pale brown hide. Purple feathers. A lithe frame and a frequently pensive expression, it's rare to be able to talk to her without watching her multitask, taking in everything around her and studying it with her eyes... and other senses. She's one of the weird ones. Traded her temperature cloak for a jacket to handle the weather, said it gets in the way less when she's low to the ground. All her weapons are heavily engraved, and they match that pendant she always wears, something about helping her focus her powers. It's easy to forget they're there, really--second guess yourself when you see something she hit break more than the force that she applied dictates it should, have to be reminded when she brings up something that should be nigh-impossible for her to know. And then you catch her lifting up a desk with her mind for practice or finding something that rolled underneath late at night and you can't forget that magic truly is real for some people. When you really get her attention, she's surprisingly quite... caring. Yet sometimes it can feel strangely impersonal, like being invested in your well-being is somehow an obligate part of her life.

=Stats=
Strength 4 = Weak recoil firearms. Melee damage decreases 1 die size. Total carry weight is 80lbs. Throw range 40ft.
Awareness 9 = Gain +1 to attack enemies within 30ft or weapon range from you. Area attacks deal half damage to you, or none on a save. Your attacks ignore 2 damage resistance. Increase weapon ranges by 15ft.
Backbone 4 = Your max HP is 12. You heal 2 HP per day with rest, otherwise 1 with rest or nutrition. Untreated wounds fester 15% chance per day.
Composure 6 = You roll initiative with a +6. You can spend a move action to focus, increasing your next attack roll by 2. Once per day, reroll a d20 unless it was a natural 1. You can perform careful actions in combat such as first aid or lockpicking without a -2 penalty. You can trade places in initiative with one ally at the start of combat.
Dexterity 4 = Your ranged weapon damage increases by 1. You can attack twice in one round by foregoing movement.
Expertise 7 = You have 27 skill points. You are an expert in three subjects not covered by another skill. You may set the max rank of one skill to 10, and increase the max rank of others by a combined total of 3.
Expert - Tracking, Rube Goldberg Machines, Cooking

=Skills=
(S) Athletics: 2
(S) Melee Weapons: 0
(A) Survivalism: 3
(A) Sniper Rifles: 4
(B) Endurance: 2
(B) Bioenergy Weapons: 2
(C) Willpower: 3
(C) Stealth: 4
(C) Empathy: 2
(C) Communication: 1
(D) Sidearms: 0
(D) Automatics: 2
(D) Shotguns: 0
(D) Explosives: 0
(E) Medicine: 2
(E) Lockpicking: 0
(E) Repair: 0
(E) Electronics: 0

=Equipment=
Sleek Suit
Scout Rifle + Sling + Brace + Night Scope + Laser Sight + Custom Finish + Silencer
Submachine Gun + Holster + Custom Finish + Silencer
Featherglow Claw
Commlink
Combat Stimulant
Medical Kit 10/10
Weight-Distribution Pack
Temperature Cloak
Multitool
Flashlight
Bedroll/Sleep/Mess Kit
Rope and Grapnel
Proximity Alert
20 Armor-Piercing Ammo
20 Incendiary Ammo
Ammo Pack (Sniper Rifle) x9
Ammo Pack (Automatic) x6
Rations x9
Cooking Supplies & Intricate Engraved Focus Pendant
Total Carry Weight: 93 / 95

=Attacks, Statistics, Abilities=
HP: 6 / 12
AC: 13
Damage Reduction: 1
Initiative: +6 (+7 when starting combat)
Movement: 35ft
Wounds:
Broken Leg
5 (medicated)


Bioenergy: 6 / 6

Scout Rifle Capacity 12 /12 (Silencer Intact, Night Vision, Invisible Dot Sight, Custom Finish)
(Braced, 135ft) +6 attack, 1d8+1 damage. Ignore 3 damage reduction.
(Not Braced 135ft or within 60ft) +4 attack, 1d8+1 damage. Ignore 3 damage reduction.
(Not braced and within 60ft) +2 attack, 1d8+1 damage. Ignore 3 damage reduction.

Submachine Gun Capacity 16 / 18 (Silencer broken, Custom Finish)
(Single Shot 95ft) +3 attack, 1d6+1 damage, ignores 2 damage reduction.
(Automatic 95ft line) 1d6 damage halved, ignores 2 damage reduction. Costs 5 ammo.

Featherglow Claw
(Melee) +4 attack, 1d2 damage, ignores 4 damage reduction.

⦿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.

⦿Shattering Strike - All extraneous damage reduction negation automatically converts into additional bonus damage.
⦿Ancient Pathways - Capable, albeit loosely, of tracking objects or individuals many years after the fact via events you have knowledge about.
⦿Levitation - You are capable of levitation with great effort, either yourself, another, or an object that you could lift. Slow, and takes great concentration, unless you are under the effects of bloodlust.