TEXT: SANTIK 
  Your tribe grows bigger everyday, always meeting more 
  brothers and sisters, or “humans” as they call 
  themselves. To your dismay, you’ve discovered the hard 
  way that some can’t be trusted. But Gable is a true 
  friend, a title earned over time. The others … well, that 
  remains to be seen. They will need your help as 
  adventures continue. Sooner or later they will run into 
  the darklings; then they’ll finally believe you.  
  Hit Dice 1d8+2 
  Initiative +2 
  Hit Points 10 
  Speed 30 ft. 
  □  □  □  □  □  □  □  □  □  □  
  Massive Damage Threshold 17 
  VELIN MALE STRONG HERO 1 
  Melee Attack  +4 kertaff spear (spike, 10’ reach) 
  Damage 1d8+4 (critical 19-20/x3) 
  Melee Attack  +4 kertaff spear (blade) 
  Damage 1d10+4 (critical 19-20/x2) 
  Ranged Attack +3 velin hunting bow  
  Damage 1d8 (critical 20/x3) 
  Base Attack Bonus +1 
  Grapple Bonus +4  
  Defense 14 (+1 armor, +1 class, +2 Dex) 
  Touch 13       Flat-Footed 12 
  Strength 16        Dexterity 15       Constitution 14 
  Intelligence 10       Wisdom 12       Charisma 8 
  Occupation Explorer          Allegiances Velin Tribal Council, Silver Stream Tribe, Dawning Star Republic 
  Possessions kertaff spear, knife, velin hunting armor, velin hunting bow, arrows (23), leather pack, natural rope 
  (30 ft.), blanket, kippered murcow and buntseed rations (4 days), assorted personal possessions 
  Special Qualities Detect Vaasi (30’ range, Wis check DC 15), Low-Light Vision 
  Talents Melee Smash (+1 damage bonus to melee attacks, already included to statistics above)  
  Skills Craft (tribal) +1, Knowledge (tactics) +1, Navigate +4, Speak Language (English), Speak Language 
  (Velin), Survival +5 
  Feats Archaic Weapon Proficiency, Exotic Melee Weapon Proficiency (kertaff spear), Guide, Improved Massive 
  Damage Threshold, Simple Weapon Proficiency 
  Fortitude +3          Reflex +2             Will +1 
  Action Points 5     Reputation +0    Wealth +4 
  
  GABLE 
  You were born into the murcow ranching life but 
  discovered you had a knack for fixing things, something 
  your parents noticed as well. You were the handyman 
  until you hit sixteen and decided it was time to explore 
  the great, wide world beyond the stun fence.  Mom cried 
  when you left; you managed to hide your tears ‘til you 
  hit the ridgeline.  You met Santik shortly after and have 
  become fast friends, despite his technophobia. 
  Hit Dice 1d6+1 
  Initiative +2 
  Hit Points 7 
  Speed 30 ft. 
  □  □  □  □  □  □  □    
  Massive Damage Threshold 12 
  HUMAN MALE SMART HERO 1 
  Melee Attack  -1 knife 
  Damage 1d4-1 (critical 19-20/x2) 
  Ranged Attack +2 Brase hunting rifle  
  Damage 2d8 (critical 20/x2) 
  Base Attack Bonus +0 
  Grapple Bonus -1  
  Defense 13 (+1 armor, +2 Dex) 
  Touch 12       Flat-Footed 11 
  Strength 8         Dexterity 14       Constitution 12 
  Intelligence 16       Wisdom 10       Charisma 14 
  Occupation Ranch-Hand                                        
  Allegiances Dawning Star Republic 
  Possessions basic toolkit, basic walkie-talkie, Brase Arms hunting rifle, 7.62mm ammunition (47 rounds), casual 
  clothes, handheld navigator, knife, glow lamp, rough-out, signal flare, small-arms/hunting weapon license, dried 
  rations and powdered energy drink (2 days), assorted personal possessions 
  Talents Savant (bonus to certain skills, already included in statistics below)  
  Skills Barter +6, Computer Use +9, Craft (mechanical) +7, Craft (structural) +7, Decipher Script +7, Disable 
  Device +7, Handle Animal +5, Knowledge (earth and life sciences) +7, Navigate +7, Profession (Rancher) +4, 
  Repair +9, Ride +5, Search +7 
  Feats Animal Affinity, Gearhead, Personal Firearms, Proficiency, Simple Weapon Proficiency 
  Fortitude +1          Reflex +2             Will +1 
  Action Points 5     Reputation +1    Wealth +8 
  
  YELENA 
  You feel safest in the city.  Your folks were members of 
  the EDF and the militia, and you’ve followed in their 
  civic-minded footsteps, taking EMT courses.  You might 
  volunteer as a firefighter; you haven’t decided yet.  You 
  met Cranston when you pulled him from some wreckage, 
  and he later convinced you there was a future in 
  exploring the ruins of Eos.  You’re not too sure about 
  Santik (an actual velin!), but Gable puts you at ease.  
  Hit Dice 1d10+3 
  Initiative +2 
  Hit Points 13 
  Speed 30 ft. 
  □  □  □  □  □  □  □   □  □  □  □  □  □    Massive Damage Threshold 16 
  HUMAN FEMALE TOUGH HERO 1 
  Melee Attack  +1 knife 
  Damage 1d4+1 (critical 19-20/x2) 
  Ranged Attack +2 EDF-9 auto pistol knock-off  
  Damage 2d6 (critical 20/x2) 
  Base Attack Bonus +0 
  Grapple Bonus +1  
  Defense 14 (+1 armor, +1 class, +2 Dex) 
  Touch 13       Flat-Footed 12 
  Strength 12        Dexterity 14       Constitution 16 
  Intelligence 12       Wisdom 10       Charisma 10 
  Occupation Emergency Services                                       Allegiances DSR Militia 
  Possessions duracable (25 ft.), EDF-9 auto pistol knock-off, 10mm ammunition (42 rounds), exposure suit, first 
  aid kit, hip holster, Info-Comp, knife, uniform, basic walkie-talkie, small-arms/hunting weapon license, dried rations 
  and powdered energy drink (4 days), assorted personal possessions 
  Talents Fire Resistance (DR 3/- vs. fire)  
  Skills Drive +6, Knowledge (streetwise) +5, Spot +4, Treat Injury +4 
  Feats Heroic Surge (extra move action or attack action, 1/day), Republic Militia Member (+1 bonus to Charisma-
  based checks when dealing with DSR citizens), Simple Weapon Proficiency 
  Fortitude +4          Reflex +2             Will +0 
  Action Points 5     Reputation +0    Wealth +7 
  
  CRANSTON 
  This time for sure! Your last business venture’s … 
  ahem, difficulties … were just a fluke. This company will 
  certainly be a success. If you could only get investors, 
  the ruins covering the planet are just ripe for the 
  picking. Yelena seems willing and able; her loyalty 
  maybe something to exploit when the time is right. 
  Gable’s got smarts, and Santik probably knows tons of 
  great spots to search. 
  Hit Dice 1d8+2 
  Initiative +3 
  Hit Points 10 
  Speed 30 ft. 
  □  □  □  □  □  □  □  □  □  □     
  Massive Damage Threshold 14 
  HUMAN MALE FAST HERO 1 
  Melee Attack  +0 knife 
  Damage 1d4 (critical 19-20/x2) 
  Ranged Attack +3 EDF-9 auto pistol knock-off  
  Damage 2d6 (critical 20/x2) 
  Base Attack Bonus +0 
  Grapple Bonus +0  
  Defense 17 (+1 armor, +3 class, +3 Dex) 
  Touch 16       Flat-Footed 14 
  Strength 10        Dexterity 16       Constitution 14 
  Intelligence 12       Wisdom 10       Charisma 12 
  Occupation Entrepreneur                                        
  Allegiances Dawning Star Republic 
  Possessions EDF-9 auto pistol knock-off, 10mm ammunition (48 rounds), shoulder holster, Info-Comp, knife, 
  scout armor, basic walkie-talkie, puritizer, small-arms/hunting weapon license, dried rations and powdered energy 
  drink (2 days), assorted personal possessions 
  Talents Evasion (on successful Reflex save takes no damage instead of half damage)  
  Skills Balance +7, Bluff +5, Gamble +4, Knowledge (current events) +5, Pilot +5, Profession (freelancer) +4 
  Feats Dodge (+1 bonus to Defense vs. one opponent), Personal Firearms, Proficiency, Simple Weapon 
  Proficiency 
  Fortitude +2          Reflex +4             Will +0 
  Action Points 5     Reputation +1    Wealth +10 
  
SOURCE: textdata/thevault/Dawning Star/Dawning Star Sample PCs.pdf