Civilian

Human civilians

An everyday civilian with barely any combat related capabilities, this hero uses their civilian skills, their short training and anything they can find in defense of their home and ideals.

Civilians can improvise weapons and are more effective defending their home.

## Features

### Civilian Background

You become proficient in *pistols*, *assault rifles* and *light armor*. Additionally, you gain the following ability:

> ***Sector*** - Additionally you get to pick 1 Civilian Background, which represents the sector in which you work during your normal work-weeks, and you gain its bonuses and free items.
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### Fabricate Weapons

You can make ordinary items into the deadliest of weapons.

You gain proficiency in *daggers*, *clubs*. You also gain the following ability:

> ***Fabricate Weapon*** (1 minute, 1 Partisan Point) - If you have at least some items that can be fashioned into a weapon you can make it into its counterpart. For example wood or a pipe into a club or some sharp object like glass into a dagger. These fabricated weapons are handled as the actual weapons, and not as improvised weapons.At the end of your sleep rest they break.
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### Sloppy Weapons

While your fabricated weapons are not the best, this lack of quality adds to the lethality of these weapons. You gain the following ability:

> ***Sloppy Weapons*** - Whenever you hit a natural 1 on your fabricated weapons, you handle the result as if it is a natural 20. The weapon then breaks.
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### Improvise Molotov

Using basic chemicals and consumptions, you are able to quickly craft molotovs. You gain the following ability:

> ***Improvise Molotov*** (10 minutes, 1 Partisan Point) - When in an urban environment or atleast with some human habitation, you can fashion yourself an improvised molotov. An improvised  molotov counts as a tactic consumable. At the end of your sleep rest they become unusable.
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(max range 30ft)
Creatures within 5ft of the impact location must make a  Dexterity saving throw to your tactical save DC. If failed, they take 1d6 fire damage.
The flames persist in the area lighting the area and turning it into difficult terrain, creatures must make the Dexterity save when entering the area or starting in it or take 1 fire damage. These flames persist for 1 minute.

### Partisan Strike

Being a civilian, you can mingle with other civilians naturally, and strike when the enemy least expects it.

You freely gain legislation of one civilian faction of your choice. Additionally gain the two following abilities:

> ***Civilian*** - When 15ft near to non-hostile civilian creatures of the same race, you gain advantage on Stealth (Dexterity) checks. Local guards are more inclined to help you should you be attacked by a hostile 3rd party.
> ***Ambush*** - When 15ft near to non-hostile civilian creatures of the same race, you gain 2AP while in a surprise round and not surprised yourself.
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### Home Defense

You are an expert in defending your home. You gain the following ability:

> ***Home*** - After spending at least 1 month in a city, ship or station, you can mark it as your *Home*. You can only have two homes at the time, usually being your city of origin and your current city or ship. While in your *Home*, you can spend Partisan Points in order to do various effects. You can do the following effects:
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> * ***Beginner’s Luck*** (1 Partisan Point) - When you miss your attack you can reroll your attack.
> * ***Shortcut*** (1 Partisan Point) - You know the shortest route between two given points in your home. While traveling this route, you and all allies following you, travel twice as fast.
> * ***Sympathetic Cause*** (1 or more Partisan Points) - While talking to friendly civilians in your home, you can convince them to support your cause. They will give you random items such as ammo, rations or other military material up to 10C worth.  For each point above the first spent on this effect, you up this amount with 5C.
> * ***Cover*** (1AP, 1 Partisan Point) - While you have cover in your home, you can increase your AC by 2. Breaks when you break cover.
> * ***Orah!*** (1 Partisan Point) - On your first round in combat, you may double your base movement speed until the end of your next turn.
> * ***Civilian Support*** (1 Partisan Point) - When your home is a ship entering ship combat, you can pick 1 compartment on the ship and grant it +1 bonus for 1 hour on its attack rolls , repair rolls or piloting checks.
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### Job Hopper

You are used to being dynamic in your career, and you find it hard to sit still. You gain the following ability:

> ***Job Hop*** - You can pick a second Civilian Background. At the end of each long-rest, you may swap this second Sector.
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