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[[File:Eris med.jpg|right]]
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== Dr. Eris Delan ==
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Portrait: http://thumis.net/pictures/gaming/character/Eris_med.jpg
  
A character in the [[Stars Without Number: Back in Black]] campaign.
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Duchess of Dreswen
  
== Dr. Eris Delan ==
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*Class: Psychic
*Level 8 Psychic
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*Level 8 (128,320/250,640)
*XP: 128,320/250,640
 
 
*Homeworld: The Reef
 
*Homeworld: The Reef
 +
*Background Package: Adventurer [Culture/The Reef (Spacer), Combat/Energy, Persuade]
 +
*Psychic Training: Academy Gradate
 
*Age: 23.5 (anagathics)
 
*Age: 23.5 (anagathics)
*Languages: English, Mandarin, Spanish
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*HP: 33
*Background & Description: Eris Delan grew up traveling between the colony cities. There were riches to be made from the mines and industry of The Reef, and the young woman had an uncanny knack for reading and capitalizing on the desire of others. It was The Black House that saved her from the trouble she inevitably got herself into, and they put her revealed talents to use finding others like her... people who passed through Abaddon on their way to strengthening the State. They didn't force her to spend time on the backwater planets; that was her choice. Let the other recruiters find the easy Talent. Eris Delan was gonna rise doing the work no one else would.
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*AC: 0 or 7 (FEP / Armored Undersuit)
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*System Strain 2: Holdout Cavity, Gecko Gravity Anchors
  
 
== Attributes ==
 
== Attributes ==
*Strength 10
 
*Dexterity 10
 
*Constitution 14 (+1)
 
*Intelligence 10
 
*Wisdom 10
 
*Charisma 14 (+1)
 
  
== Combat Block ==
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*Strength: 07 (-1)
*Movement Rate:
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*Intelligence: 14 (+1)
*Hit Points: 33/33
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*Dexterity: 13
*System Strain: 2/14
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*Wisdom: 12
*Armor Class
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*Constitution: 14 (+1)
**[[Field Emitter Panoply]]: 0
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*Charisma: 14 (+1)
**Assault Suit (fitted): 2
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**Armored Undersuit: 7
 
*Attacks
 
**Psychic Assault: opponent saves vs. Mental Effect, if fails takes 8d4 damage and can't act for 1d4 rounds. Each target may only be attacked once every 24 hours.
 
**Mind Blade: +4 to hit, 1d4+8 damage (nonlethal)
 
**Laser Rifle: +4 hit, 1d10+1 damage, range 300/500, 20 shots
 
**Laser Rifle (burst): +6 to hit, 1d10+3 damage, consumes 3 rounds of ammo
 
**Thunder Gun: +4 to hit, 2d10+1 damage, range 100/300, 6 shots
 
**Laser Pistol: +4 to hit, 1d6+1 damage, range 100/300, 10 shots
 
*Saves
 
**Physical 11
 
**Mental 10
 
**Evasion 13
 
**Tech 14
 
**Luck 12
 
  
== Cybernetics ==
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== Combat ==
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*Attack Bonus: +2
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*Attack: Mindblade, +4 to hit, 1d4+8 damage (nonlethal)
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*Attack: Laser Pistol, +4 to hit, 1d6+1 damage, range 100/300, 10 shots
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*Attack: Thunder Gun, +4 to hit, 2d10+1 damage, range 100/300, 6 shots
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*Attack: Laser Rifle, +4 hit, 1d10+1 damage, range 300/500, 20 shots
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*Attack: Laser Rifle (burst), +6 to hit, 1d10+3 damage, consumes 3 rounds of ammo
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*Saving Throws: Physical 11 Mental 10 Evasion 13 Tech 14 Luck 12
 +
*AC: 0 or 7 (FEP / Armored Undersuit)
 +
*HP: 33
  
*Holdout Cavity
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== Abilities ==
**SS: 1
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*Languages: English, Mandarin, Spanish
**Description: Usually implanted somewhere in the torso, a holdout cavity is a small recess shaped into the wearer’s body and designed to be overlooked by most standard forms of medical or security scanning. It automatically defeats a security inspection that uses less than tech level 4 scanners, and even advanced tech requires careful personal inspection to have a chance of revealing it. The cavity can hold an object up to the size of a pistol and is opened and shut by the user’s mental command.
 
*Gecko Gravity Anchors
 
**SS: 1
 
**Description: These implants rely on sophisticated pretech micrograv generators. While not powerful enough to lift the user in true flight, it allows them to briefly alter their gravitic frame of reference, running up vertical surfaces or across ceilings as part of their normal movement. If the user ends their turn while suspended by the anchors, they must succeed at a Tech saving throw or fall. On a success, the anchors continue to hold them up through their next turn. The anchors can support as much weight as the user can normally carry.
 
*Pressure Sheathing
 
**SS: 0 (custom fitted on Anumati)
 
**Description: Occasionally purchased by workers in hard vacuum or other hostile environments, pressure sheathing integrates an ultrathin pressure membrane with the user’s dermis and emergency film sealants that trigger at the user’s mental command. The pressure sheathing serves as an emergency vacc suit with an integral oxygen supply and temperature regulators that can sustain them for up to thirty minutes. A pressure sheath needs 48 hours to regain structural integrity and power after triggering. A pressure sheath can be detected by a medical examination, but not by less specific inspection.
 
*Direct Interface, Level One
 
**SS: 0
 
**Description: A series of universal interface ports are implanted in the subject in conjunction with a subvocal pickup unit and audiovisual patch films for ears and eyes. As a result, the user can control and receive input from most standard electronic equipment without accessing the usual keyboards, screens, or controls. Wireless-capable devices can be operated from within thirty meters, while others gear usually allow for direct plugs to jacks usually implanted along the spine. While this operation is hands-free, the controls require standard subvocalization and subtle somatic gestures, and are no quicker or more precise than standard methods.
 
*Integral Biostatus Monitor
 
**SS: 0
 
**Description: A series of probes and filters are implanted in the subject, all designed to maintain a steady observation of the user’s physical condition and any ambient dangers. The monitor will alert the subject on exposure to any poison, pathogen, or radiation, and will identify the substance and standard treatment if it exists in the toxicological libraries. This quick identification grants a +2 on the first skill check made to treat a poison or infection. The instant diagnostic information also allows a +1 bonus on all Tech/Medtech skill checks to aid a wounded character.
 
*Integral Commlink
 
**SS: 0
 
**Description: A more limited version of a standard ghost talker transceiver, integral commlinks are meant to operate within a planet or ship’s ordinary communications grid. They do not function in the absence of such a grid unless the user is plugged into a supplementary transmission device such as a comm server. So long as the grid is available, however, the user can place and receive calls and audiovisual recordings. Activation is through subvocalized commands.
 
*[[Spacer's Package]] biosculpt (from [http://forum.rpg.net/showthread.php?735466-Stars-Without-Number-Volume-IV-Back-in-the-Saddle-Again&p=18302817#post18302817 Vincent's] in Tenebrous System)
 
**SS: 0
 
**Description: Essentially, you stay clean on your own. You produce no body odor, bodily excretions are minimized, you don't get dermal infections of bacteria, fungus, or yeast, no dental infections or cavities, you don't get bad breath, etc.
 
*Phosphor Tattoos
 
**SS: 0
 
**Description: Luminous or textured images can be pro- grammed into the wearer’s epidermis. New patterns or images can be uploaded by means of an inductive data feed that is simply pressed to the user’s skin. The tattoos can be switched on or off with a subvocalized command, and cast light up to 5 meters away from the wearer if sufficient skin is exposed.
 
  
== Skills ==
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*Skills:
*Combat
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**Combat/Energy Weapon 0
**Energy Weapon 0
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**Combat/Psitech 0
**Psitech 0
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**Culture/The Reef (Spacer) 2
*Culture
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**Culture/Traveller 0
**The Reef (Spacer) 2
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**Exosuit 0
**Traveller 0
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**History 0
*Exosuit 0
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**Perception 1
*History 0
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**Persuade 2
*Perception 1
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**Religion 0
*Persuade 2
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**Tech/Medical 3
*Religion 0
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**Tech/Psitech 1
*Tech
 
**Medical 3
 
**Psitech 1
 
  
Skill point progression: 4/level
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Skill point progression 4/level
  
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Banked SP: 0
  
== Psychic Powers ==
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== Psionics ==
 
* PP: 28
 
* PP: 28
*Telepathy 8  
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* Madness: 0/100 (previously 20 after Chittik interrogations)
**Mastery of Empathy, Meta-linguistics, Mental Link, Memetic Probe, Surface Telepathy, Psychic Assault
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* Telepathy 8 (Mastery of Empathy, Meta-linguistics, Mental Link, Memetic Probe, Surface Telepathy, Psychic Assault)
*Biopsionics 6  
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* Biopsionics 6 (Mastery of Biostasis, Psychic Succor)
**Mastery of Biostasis, Psychic Succor
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* Metapsionics 2 (Mastery of Psychic Harmonization, Psionic Static Field)
*Metapsionics 2
 
**Mastery of Psychic Harmonization, Psionic Static Field
 
 
 
Madness: 0/100 (previously 20 after Chittik interrogations)
 
 
 
  
 
== Equipment ==
 
== Equipment ==
  
 
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===Body Modifications===
=== ASSAULT LOADOUT ===
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*[[Spacer's Package]] biosculpt from [http://forum.rpg.net/showthread.php?735466-Stars-Without-Number-Volume-IV-Back-in-the-Saddle-Again&p=18302817#post18302817 Vincent's] in the Tenebrous system
 
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*Holdout Cavity, system strain 1
*'''READIED'''
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*Direct Interface, Level One (Anumati pricing)
**Armor: [[Field Emitter Panoply]]
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*Integral Biostatus Monitor (Anumati pricing)
**Weapons: Mind Blade, either Laser Rifle or Thunder Gun
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*Integral Commlink (Anumati pricing)
**Consumables: Glowbugs x6 (0 enc)
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*Pressure Sheathing (custom Anumati, no system strain)
**Gear: argus web, compad (0 enc)
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*Gecko Gravity Anchors, system strain 1
**Holdout cavity: Type A power cells x6
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*Phosphor Tattoos (Anumati pricing)
**5/5
 
*'''STOWED'''
 
**Weapons:
 
**Consumables: Lazarus patch, 1 day rations
 
**Gear: low-light goggles, TL4 binoculars, dataslab, medkit (2 enc), survival kit, bioscanner, metatool
 
**10/10
 
 
 
=== FIELDWORK LOADOUT (FEP Version) ===
 
 
 
*'''READIED'''
 
**Armor: [[Field Emitter Panoply]]
 
**Weapons: Mind Blade
 
**Consumables: Glowbugs x6 (0 enc)
 
**Gear: argus web, bioscanner, metatool, compad (0 enc)
 
**Holdout cavity: Laser pistol
 
**5/5
 
*'''STOWED'''
 
**Weapons:
 
**Consumables: Lazarus patch, Type A power cells x6, 2 days rations
 
**Gear: low-light goggles, TL4 binoculars, dataslab, medkit (2 enc), survival kit
 
**10/10
 
  
  
=== FIELDWORK LOADOUT (Assault Suit Version) ===
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=== Combat Expected ===
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'''Carried/Worn:''' 5/6
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*[[Field Emitter Panoply]] (1)
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*Laser Rifle (2) or Thunder Gun (2)
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*mind blade (1)
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*6 type A power cells (1)
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*argus web (1)
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*Compad
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*TL4 Backpack
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*Holdout Cavity: Laser Pistol
  
*'''READIED'''
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'''Stowed:''' 13/13
**Armor: Assault Suit
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*Armored Undersuit
**Weapons:
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*10 Glowbugs
**Consumables: Glowbugs x6 (0 enc)
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*Lazarus Patch (1)
**Gear: argus web, bioscanner, metatool, compad (0 enc)
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*2 days rations (2)
**Holdout cavity: Laser pistol
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*low-light goggles (1)
**5/5
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*solar recharger (3)
*'''STOWED'''
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*survival kit (1)
**Weapons: Laser Rifle
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*vacc fresher (1)
**Consumables: Lazarus patch, Type A power cells x6, spare air tank
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*medkit (2)
**Gear: low-light goggles, TL4 binoculars, dataslab, medkit (2 enc)
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*bioscanner (1)
**10/10
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*binoculars, TL4 (1)
  
=== CIVILIAN LOADOUT ===
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=== Combat Not Expected ===
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'''Carried/Worn''' 6/6
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*[[Field Emitter Panoply]] (1)
 +
*Laser Pistol (1)
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*Metatool (1)
 +
*6 type A power cells (1)
 +
*bioscanner (1)
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*argus web (1)
 +
*compad
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*TL4 Backpack
  
*'''READIED'''
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'''Stowed''' 12/13
**Armor: Armored undersuit
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*armored undersuit
**Weapons: Mind blade
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*10 glowbugs
**Consumables: Glowbugs x6 (0 enc)
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*1 day rations (1)
**Gear: argus web, bioscanner, metatool, compad (0 enc)
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*40 meters rope, TL4 (2)
**Holdout cavity: Laser pistol
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*solar recharger (3)
**5/5
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*survival kit (1)
*'''STOWED'''
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*vacc fresher (1)
**Weapons:
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*low-light goggles (1)
**Consumables: Lazarus patch, Type A power cells x6, 2 days rations
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*binoculars, TL4 (1)
**Gear: low-light goggles, TL4 binoculars, dataslab, medkit (2 enc), survival kit
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*medkit (2)
**10/10
 
  
== Assets ==
 
  
=== Finances ===
 
  
*Credits:
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'''Shipboard'''
**Credit Chips Carried:
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*vacc suit
**Electronic Credits Carried: 650 credits
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* fitted Assault Suit
**Stowed: 7,000 credits
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*laser pistol [when not readied]
**Tenebrous Deposit: 10,000 credits
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*thunder gun [when not readied]
 +
*dataslab
 +
*holo unit (1)
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*extra medkit x2
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*rations, 30 days (30)
 +
*trade goods x50 (2500)
 +
*trade metals x250 (2500)
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*17,650 Cr (lifestyle paid up through end of XX)
  
=== Holdings ===
 
  
*Duchess of Dreswen, Planet Thalassa, Sector Malediction
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Cost of Living: 3000 Cr/month
**"Doctor Eris Delan, friend of the crown and defender of the people, I create you the Duchess Dreswen, first of your line, to have and to hold all lands which belong by right to that title." She places a remarkably large and ornate ruby necklace around your neck, which is clearly some sort of regalia, and strokes the side of your face, very gently. "The people of your duchy will, of course, rely on you for their protection in these coming, troubled times. Their fate is on your conscience." [http://forum.rpg.net/showthread.php?724403-Stars-Without-Number-Volume-III-Lost-in-Space&p=18137671#post18137671 post and location]
 
**[http://forum.rpg.net/showthread.php?724403-Stars-Without-Number-Volume-III-Lost-in-Space&p=18142710#post18142710 delineating the Duchy of Dreswen] [http://forum.rpg.net/showthread.php?724403-Stars-Without-Number-Volume-III-Lost-in-Space&p=18142918#post18142918 OOC discussion on converting slaves] [http://forum.rpg.net/showthread.php?728999-Stars-Without-Number-Volume-III-Let-s-Kill-the-Pope&p=18142894#post18142894 rules for Queen Valentin's tribunal]
 
  
=== Materiel ===
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== Background ==
*Stored on ship
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Eris Delan grew up traveling between the colony cities. There were riches to be made from the mines and industry of The Reef, and the young woman had an uncanny knack for reading and capitalizing on the desire of others. It was The Black House that saved her from the trouble she inevitably got herself into, and they put her revealed talents to use finding others like her... people who passed through Abaddon on their way to strengthening the State.
**Personal: fitted Assault Suit, extra medkit x2 (separate from ship's stores), holo unit
 
**Trade: trade goods x50, trade metals x250
 
  
=== Vehicles ===
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They didn't force her to spend time on the backwater planets; that was her choice. Let the other recruiters find the easy Talent. Eris Delan was gonna rise doing the work no one else would.
.
 
.
 
  
  
 
== Notes ==
 
== Notes ==
*Portrait: http://thumis.net/pictures/gaming/character/Eris_med.jpg
 
 
*Final character write-up in OOC thread: http://forum.rpg.net/showthread.php?698152-Stars-Without-Number-Back-in-Black&p=17618320#post17618320
 
*Final character write-up in OOC thread: http://forum.rpg.net/showthread.php?698152-Stars-Without-Number-Back-in-Black&p=17618320#post17618320
*Background Package: Adventurer [Culture/The Reef (Spacer), Combat/Energy, Persuade]
 
*Psychic Training: Academy Gradate
 
 
*For purposes of the Academe, knowing lots of psychic powers is equivalent to being a scholar on the topic. If you want to have academic chops, too, then there's always tech/medical and tech/psitech, which are both in-class for psychics. As well as culture skills, religion, and history. I mean, you have options.  
 
*For purposes of the Academe, knowing lots of psychic powers is equivalent to being a scholar on the topic. If you want to have academic chops, too, then there's always tech/medical and tech/psitech, which are both in-class for psychics. As well as culture skills, religion, and history. I mean, you have options.  
 
*Something that should be obvious to you guys by now is that maybe the Academe is not exactly what it appears to be.
 
*Something that should be obvious to you guys by now is that maybe the Academe is not exactly what it appears to be.

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