- Commander Scott Yellowman
- Strength: 2
- Health: 4
- Dexterity: 6
- Intelligence: 7
- Willpower: 3
- Perception: 8
- Charisma: 7
- Leadership: 5
- Wounds/HP: 4/8(2 Shields, 1 Ablative, 1 Adamant) Current: 4/7(2 Shields, 0 Ablative, 1 Adamant)
- Survivor Points: 3 (Spendable points that allow a reroll with a bonus equal to Willpower on failed rolls that endanger Yellowman or an ally.)
- Dumb Luck Points: 0(Spendable points that allow a reroll on anything.)
- Skills:
- Starship Pilot: 2
- Computers/Hacking: 10
- Stealth: 12
- Investigation: 8
- Pistols/Sidearms: 11
- Rifles/Longarms: 11
- Heavy Weapons: 3
- Throw: 3
- Hand to Hand: 2
- Melee: 7
- Bluff: 13
- Repair/Engineering: 10
- Comm/Scan: 3
- Lore: 7
- Traits:
- Unnatural Survivor: Allows accumulation and spending of Survivor Points.
- Stubborn: Grants +10 bonus to rolls made to resist mental influence of any kind.
- Tactical Redeployment: Grants a +20 bonus to rolls made to escape or flee from combat. Grants +10 bonus to rolls made to move around in combat.
- Alchemy Gate: Scott retains an Amestrian Gate of Alchemy within his soul, allowing him to perform Alchemy. However, he has lost nearly all knowledge of Alchemy and the FMA franchise, and so cannot learn it at this time.
- Inventory:
- 'Statler': A gauss pistol modified to accept enchanted rounds. Good at penetrating armor, with magic bullets offering additional effects. Twelve round magazine. “It's an old gun that likes to tear into things. Seemed appropriate.”
- 'Waldorf': A light plasma pistol modified to work with a power-recharger. Deals heavy damage to soft targets and things vulnerable to fire. Forty-shot battery. “Sick burn.” Ammo: 40/40
- Scout Combat Suit: An armored jumpsuit that can accept add-ons and modifications. Currently has reactive force-shields installed. Grants extra Wounds. Has Ablative Armor, Adamant Plating (Scott's Scout Armor absorbs a free wound each combat unless the weapon is Armor Piercing.) and Magnetic Grappler upgrades.
- Power Recharger: A conversion device capable of hooking into any power outlet with sufficient energy to provide recharging to shields or certain energy weapons.
- Gummer-Brand Survival Kit: A top of the line survival kit with most of the supplies you'd need to survive for a period of time in the wilderness. Comes with a supply of MREs. “It tastes like toilet paper.” “That IS the toilet paper.”
- USCM Tactical Tracker Helmet: USCM standard-issue tactical helmet with built-in Motion Tracker module. Comes with comm-link headset and IR Lens as standard. The comm-link also includes an IFF transponder identifying the wearer as a Colonial Marine/San Drad PD officer.
- [ http://alienanthology.wikia.com/wiki/Motion_Tracker ]
- TNR Shoulder Lamp: A should-mounted lamp that can also be attached to a USCM Tactical Helmet.
- [ http://alienanthology.wikia.com/wiki/TNR_Shoulder_Lamp ]
- Belt with Ammunition Pouches
- Reality Emitter Mk.3
- 1 RR-1 Plasma Rifle.
- High Power Type-XI ID beacon (deactivated)
- Electronic toolkit (Makeshift)
- Narrator's Tome
- Fireman Flash Drive
- Portal Card: Fool
- TG Comm Headset
- 38 Revolver with 11 rounds.
- Flashlight, High Power.
- Cobbled Disguise. (Modern)
- FMA Disguise (Amestrian Civilian Clothes)
- Magic Bedroll - Allows healing of 1 Wound for 8 hours of rest
- Sentient Luggage Chest
- Amestris State Military Forms (random)
- Amestris State Military ID's
- Small Mirror
- Map of Central City (FMA)
- - Marked with the first 4 kidnappings by the Mad Alchemist (four cardinal points)
- - Marked with all kidnapping locations
- Human Transmutation Alchemy Notes (anti-aging, encrypted) - given to Ed and Al Elric
- DM 146 = €74, 64c
- 2 gold coins, 7 copper
- 170,000 Cenz (FMA Currency)
- Guardswoman Sword
- Backpack
- Crowbar
- Flint and Steel
- Lamp, Common
- Mirror 10gp
- Oil (3flasks)
- 2 Canteen of Water
- Belt pouch
- Silk Rope
- Torch (4)
- Candle(2)
- Chalk (2)
- Luggage Jr.
- - 6 Healing Potions (Cure 1 Wound)
- - 2x Trail Rations (1 Trail Ration is enough for 1 person per day)
- - Shovel
- - 2x shotguns
- - 2x Pulse Rifles
- - 1x Sharpshooter Rifle (with scope)
- - 3 Pistols
- - 1x VA-571C Robot Sentry Gun (out of ammo)
- [ http://alienanthology.wikia.com/wiki/UA_571-C_Sentry_Gun ]
- - Shoulder Lamps [ http://alienanthology.wikia.com/wiki/TNR_Shoulder_Lamp ]
- - 1x M56 Smartgun (x340 round drum magazine) *AUTOAIM DESTROYED
- [ http://avp.wikia.com/wiki/M56_Smartgun ]
- - Yautja Combistick
- - Yautja Speargun.
- - 2 Amestrian Sub-machine guns
- - 20 Amestrian hand grenades
- - Duct Tape and Wire
- TF2-D Grenade Launcher
- Flintlock Pistol
- Healing Pack (3 Potions, 3 Mana Potions, 1 Phoenix Down)
- 2x E-Tank
- 1x Partially Used E-Tank (2/3 Charge)
- FN SCAR-H3
- - integral suppressor, electronic firing, Smargtun system with all camera upgrades, bipod, sling, handline connections, cryptosense module, Ammo Skip System and an Airburst Link
- 2x TF38 ART Spectacles
- - one pair worn, second pair worn by Burton
- Psi Armor
- Advanced Bio-Stabilizer Mask
- Enchanted Gauss Rifle
- - Infinite Ammo, Improved To-Hit Enchantment, Improved Damage Enchantment
- CORT Security Disguise *currently worn
- CORT Security ID Tags
- Ammunition:
- 2 Magazines of normal Gauss(Statler) Ammunition. (12/12)(10/12)
- 1 Magazine of Shocking Gauss(Statler) Ammunition. ( 4/12 Doubles damage against shielded targets)
- 1 Magazine of Seeker(Statler) rounds (8/12)
- 41 MFCs
- 3 TF2-D Grenades
- Powder and Shot for Flintlock
- 862x Rounds 10x24mm Armor Piercing Caseless (M41A Pulse Rifle)
- 16x Rifle Grenade (M41A Pulse Rifle)
- 8x Frag Grenade
- 176x rounds Pistol
- 99x rounds Sharpshooter Rifle
- 475x rounds of ammunition for Amestrian Sub-Machine Guns
- 6 WP, 6 HE, 12 Frag, 6 smoke, 6 flashbang minigrenades (SCAR-H3)
- 222 APDS, 210 Subsonic, 60 SticknShock rounds, 180 EX-Explosive rounds in 13 magazines of 60 (SCAR-H3)