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		<id>https://wiki.rpg.net/index.php?title=Tuja_Alza-Balde&amp;diff=465256</id>
		<title>Tuja Alza-Balde</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tuja_Alza-Balde&amp;diff=465256"/>
		<updated>2024-07-04T01:55:47Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Stress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Tuja Alza-Balde=&lt;br /&gt;
{| style=&amp;quot;color: #1e2601; border: solid 2px #007ba7; float: right; margin: 0 0 7px 7px; width: 370px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;border: solid 1px #68bede; margin: 10px auto&amp;quot; &lt;br /&gt;
|[[File:Tuja_Alza-Balde.jpeg|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Name:&#039;&#039;&#039; Tuja Alza-Balde &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Origin:&#039;&#039;&#039; Transmuted By Qal Into A True Believer&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Essence:&#039;&#039;&#039; Qali Alchemist Practicing Medicine and Dialectics&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Shadow:&#039;&#039;&#039; I Have the Solutions; Now to Find A Problem&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Blood:&#039;&#039;&#039; Wrapped Up in the Most Recent Fashions and Gossip&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Doom:&#039;&#039;&#039; All Mysteries Are Revealed In The Grand Synthesis!&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Companion:&#039;&#039;&#039; TBD&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Game:&#039;&#039;&#039; TBD&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Player:&#039;&#039;&#039; Caiphon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Tuja grew up in a modestly wealthy and boringly respectable Tallanid house, which seemed to all but ensure they would live a life of easy and plenty - but a chance encounter with a jester opened their mind to the truth they&#039;d been seeking all along. If substances can combine to create incredible changes in synthesis, why not people? Why not the Autarchy? And so now they travel, offering chemical solutions to those in need, and a quiet word in the ear to those their friends at the temple suggest.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;+4&#039;&#039;&#039; &lt;br /&gt;
|Lore&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+3&#039;&#039;&#039; &lt;br /&gt;
|Pillar (Guild)&lt;br /&gt;
| Devise&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+2&#039;&#039;&#039; &lt;br /&gt;
|Rapport&lt;br /&gt;
|Investigate&lt;br /&gt;
|Unification of Opposites&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+1&#039;&#039;&#039;&lt;br /&gt;
|Contacts&lt;br /&gt;
|Deceive&lt;br /&gt;
|Ranged Combat&lt;br /&gt;
|Willpower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stress==&lt;br /&gt;
Physical [1][2]&lt;br /&gt;
&lt;br /&gt;
Mental [X][X][X]&lt;br /&gt;
&lt;br /&gt;
Status [1][2][3][4]&lt;br /&gt;
&lt;br /&gt;
Wealth [1][2]&lt;br /&gt;
&lt;br /&gt;
==Stunts==&lt;br /&gt;
&#039;&#039;&#039;Specialist: Chemick Lore&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
General knowledge of chemick, including basic properties of ingredients found in the natural world. Act at a +2 skill level in related Lore actions&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Aid&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Act at a +2 skill level in Lore treatment rolls of physical stress and mild consequences representing physical wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Distil Essence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lets you imbue a chemick preparation with a single property aspect from an ingredient at a difficulty of 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combine Essence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used in chemick, the mystical science combining chemistry, herbalism, and alchemy. You can imbue a potion, etc, with multiple property aspects from more than one ingredient, at a difficulty of 2 per property aspect.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*elaborate clothing [from Tallanid]&lt;br /&gt;
*expensive makeup and perfume [from Tallanid]&lt;br /&gt;
*Chemick Lab workspace [from Chemicker]&lt;br /&gt;
*18 doses of Common, Uncommon, and Rare ingredients you can define as you need to create new chemick [from Chemicker]&lt;br /&gt;
*10 known Chemick recipes (from Chemicker)&lt;br /&gt;
*Self bow (from Ranged Combat)&lt;br /&gt;
*3 Templars&lt;br /&gt;
&lt;br /&gt;
==Known Chemick==&lt;br /&gt;
*&amp;quot;Concretism Adhesive Admixture&amp;quot; (creates an aspect - &amp;quot;Glob of Glue Goo&amp;quot;)&lt;br /&gt;
*&amp;quot;Salve of Rapid Form Reunification&amp;quot; (as &amp;quot;healing accelerator salve&amp;quot; - heals damage the scene after application?)&lt;br /&gt;
*&amp;quot;Hedge-shearer&#039;s Oil&amp;quot; (creates a hazard which deals damage to plants?)&lt;br /&gt;
*&amp;quot;Philosopher&#039;s Draught for the Unity of Mind and Body&amp;quot; (as stress booster drug, grants an extra physical or mental stress box immediately after imbibing. The effect lasts 1 scene.&lt;br /&gt;
*(creates an aspect - &amp;quot;Radiating Charm&amp;quot;? - to improve Rapport rolls)&lt;br /&gt;
*(creates an aspect - &amp;quot;Illuminated With The Light of Reason&amp;quot;? - to improve Devise rolls)&lt;br /&gt;
*(creates a block - a thorn wall?)&lt;br /&gt;
&lt;br /&gt;
==Chemicker&#039;s Corner==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemick Preparations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chemick is the ability to derive an aspect from any natural property or capability of a creature, plant, or mineral, and to temporarily bestow that aspect on a subject. Whether that property is possessed by the creature, plant, or mineral as a skill, stunt, special ability, capability, or aspect, the chemick process always transforms it into an aspect. The recipient of that aspect gains a free invoke&lt;br /&gt;
&lt;br /&gt;
*Example: A chemicker may gather an ingredient from the blood of a Snow Snake which gives the beast its ability to resist intense cold, and then use that to make a Potion of Cold Resistance. At its simplest, such a potion conveys a temporary Cold Resistance aspect to the imbiber if successful.&lt;br /&gt;
&lt;br /&gt;
Lore specialties are important for Chemickers to know the aspects of creatures, plants, minerals, etc. There’s one core stunt: Chemick Lore. However, depending on how you describe your action, chemickers can also gain additional bonuses from stunts like Animal Lore, Demon Lore, Esteri Lore, Jeniri Lore, Mineral Lore, Plant Lore, and even Zoic Lore. A Lore roll like this can identify a useful aspect which the Chronicler may allow a chemicker to turn into an aspect using the rules here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Types of Ingredient&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Delivery Methods are the ingredients used in determining whether the preparation is a potion, lotion / salve, gas, oil, acid, and so on. Salves take longer to have an effect than potions; the next scene, whereas potions are instantaneous. Usually they’re part of a standard chemick lab supplies, but may run out and have to be obtained separately. They don’t affect the difficulty of the brew.&lt;br /&gt;
*Latents are harvested ingredients which contain a property which may be converted into an aspect. Once harvested, latents are perishable, and often quickly lose their properties unless activated. Some rare latents may also act as either interpreters or activators (see below); some extremely rare or entropic latents may act as interpreters and activators. Each latent incorporated into a brew adds +2 to its difficulty.&lt;br /&gt;
*Interpreters are optional ingredients which allow a latent to be applied to specific targets. Interpreters are kindred-specific, ie they allow the latent to be used in a chemick preparation consumed by or applied to, say, a Hsun target. By default, chemickal preparations use a “common interpreter”, which allows them to affect humans, jeniri, and “common” animals. Universal interpreters exist, but they are usually entropic.&lt;br /&gt;
*Activators are ingredients which physically transform a latent into an effective chemick preparation, usually stopping the latent from losing its properties (or at least delaying its perishability). There are several types of activator, of increasing efficacy:&lt;br /&gt;
*An aspect activator converts into a simple aspect. This aspect may just be an aspect, or may act as an obstacle (+2 bonus, active effect, etc).&lt;br /&gt;
*A barrier activator converts into a barrier with a value equal to the shifts used to create it. It’s like a more powerful aspect. Remember that if you tie when trying to break through a barrier, you take a point of stress damage. (A Paralysis potion may be a good example.)&lt;br /&gt;
*A block activator converts into a block, which actively provides a skill level for its effect, which may include causing damage to the subject or enabling the subject to cause damage. Usually it’s only a single roll.&lt;br /&gt;
*A hazard activator converts into a hazard, such as a deadly poison which ravages the target over multiple exchanges.&lt;br /&gt;
Entropic ingredients are more active and easier to create effects from; however, they bestow an entropic taint on their subject while in effect, and in extreme cases this entropic taint may become permanent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harvesting Chemickal Ingredients from Beasts and Monsters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chemicker characters can attempt to harvest ingredients from creatures for use in chemick potions and preparations. This is a declaration manoeuvre; if it’s obvious enough, then you may not even need to roll, but otherwise it’s probably a Lore roll (knowing which bit to harvest) or possible a Devise roll (delicate scalpel work to excise the correct organ), and so on.&lt;br /&gt;
&lt;br /&gt;
Note that when harvesting ingredients in this way, it doesn’t matter if the source already has a relevant aspect or not; your harvest action creates one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Chemick Preparations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Healing Accelerator Salve: Often entropic, and the most advanced Accelerators incorporate an ingredient to counter the entropic effect. Requires an ingredient from an organism capable of rapid regeneration or other healing.&lt;br /&gt;
&lt;br /&gt;
*Radium Charge: Highly unstable, used in radium rifles. Chemickers sometimes also make finished radium bullets, but it requires the Armourer stunt and the Glassblowing Specialist stunt, unless you’re a Kesh, in which case you don’t need the separate Glassblowing stunt.&lt;br /&gt;
&lt;br /&gt;
*Stress Booster Drug: You gain an extra physical or mental stress box immediately after imbibing this preparation. The effect lasts 1 scene.&lt;br /&gt;
&lt;br /&gt;
[[Chronicles_of_the_Fifth_Cycliad|Main Page]]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tuja_Alza-Balde&amp;diff=457959</id>
		<title>Tuja Alza-Balde</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tuja_Alza-Balde&amp;diff=457959"/>
		<updated>2024-04-22T23:21:03Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Known Chemick */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Tuja Alza-Balde=&lt;br /&gt;
{| style=&amp;quot;color: #1e2601; border: solid 2px #007ba7; float: right; margin: 0 0 7px 7px; width: 370px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;border: solid 1px #68bede; margin: 10px auto&amp;quot; &lt;br /&gt;
|[[File:Tuja_Alza-Balde.jpeg|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Name:&#039;&#039;&#039; Tuja Alza-Balde &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Origin:&#039;&#039;&#039; Transmuted By Qal Into A True Believer&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Essence:&#039;&#039;&#039; Qali Alchemist Practicing Medicine and Dialectics&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Shadow:&#039;&#039;&#039; I Have the Solutions; Now to Find A Problem&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Blood:&#039;&#039;&#039; Wrapped Up in the Most Recent Fashions and Gossip&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Doom:&#039;&#039;&#039; All Mysteries Are Revealed In The Grand Synthesis!&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Companion:&#039;&#039;&#039; TBD&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Game:&#039;&#039;&#039; TBD&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Player:&#039;&#039;&#039; Caiphon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Tuja grew up in a modestly wealthy and boringly respectable Tallanid house, which seemed to all but ensure they would live a life of easy and plenty - but a chance encounter with a jester opened their mind to the truth they&#039;d been seeking all along. If substances can combine to create incredible changes in synthesis, why not people? Why not the Autarchy? And so now they travel, offering chemical solutions to those in need, and a quiet word in the ear to those their friends at the temple suggest.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;+4&#039;&#039;&#039; &lt;br /&gt;
|Lore&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+3&#039;&#039;&#039; &lt;br /&gt;
|Pillar (Guild)&lt;br /&gt;
| Devise&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+2&#039;&#039;&#039; &lt;br /&gt;
|Rapport&lt;br /&gt;
|Investigate&lt;br /&gt;
|Unification of Opposites&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+1&#039;&#039;&#039;&lt;br /&gt;
|Contacts&lt;br /&gt;
|Deceive&lt;br /&gt;
|Ranged Combat&lt;br /&gt;
|Willpower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stress==&lt;br /&gt;
Physical [1][2]&lt;br /&gt;
&lt;br /&gt;
Mental [1][2][3]&lt;br /&gt;
&lt;br /&gt;
Status [1][2][3][4]&lt;br /&gt;
&lt;br /&gt;
Wealth [1][2]&lt;br /&gt;
&lt;br /&gt;
==Stunts==&lt;br /&gt;
&#039;&#039;&#039;Specialist: Chemick Lore&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
General knowledge of chemick, including basic properties of ingredients found in the natural world. Act at a +2 skill level in related Lore actions&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Aid&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Act at a +2 skill level in Lore treatment rolls of physical stress and mild consequences representing physical wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Distil Essence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lets you imbue a chemick preparation with a single property aspect from an ingredient at a difficulty of 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combine Essence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used in chemick, the mystical science combining chemistry, herbalism, and alchemy. You can imbue a potion, etc, with multiple property aspects from more than one ingredient, at a difficulty of 2 per property aspect.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*elaborate clothing [from Tallanid]&lt;br /&gt;
*expensive makeup and perfume [from Tallanid]&lt;br /&gt;
*Chemick Lab workspace [from Chemicker]&lt;br /&gt;
*18 doses of Common, Uncommon, and Rare ingredients you can define as you need to create new chemick [from Chemicker]&lt;br /&gt;
*10 known Chemick recipes (from Chemicker)&lt;br /&gt;
*Self bow (from Ranged Combat)&lt;br /&gt;
*3 Templars&lt;br /&gt;
&lt;br /&gt;
==Known Chemick==&lt;br /&gt;
*&amp;quot;Concretism Adhesive Admixture&amp;quot; (creates an aspect - &amp;quot;Glob of Glue Goo&amp;quot;)&lt;br /&gt;
*&amp;quot;Salve of Rapid Form Reunification&amp;quot; (as &amp;quot;healing accelerator salve&amp;quot; - heals damage the scene after application?)&lt;br /&gt;
*&amp;quot;Hedge-shearer&#039;s Oil&amp;quot; (creates a hazard which deals damage to plants?)&lt;br /&gt;
*&amp;quot;Philosopher&#039;s Draught for the Unity of Mind and Body&amp;quot; (as stress booster drug, grants an extra physical or mental stress box immediately after imbibing. The effect lasts 1 scene.&lt;br /&gt;
*(creates an aspect - &amp;quot;Radiating Charm&amp;quot;? - to improve Rapport rolls)&lt;br /&gt;
*(creates an aspect - &amp;quot;Illuminated With The Light of Reason&amp;quot;? - to improve Devise rolls)&lt;br /&gt;
*(creates a block - a thorn wall?)&lt;br /&gt;
&lt;br /&gt;
==Chemicker&#039;s Corner==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemick Preparations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chemick is the ability to derive an aspect from any natural property or capability of a creature, plant, or mineral, and to temporarily bestow that aspect on a subject. Whether that property is possessed by the creature, plant, or mineral as a skill, stunt, special ability, capability, or aspect, the chemick process always transforms it into an aspect. The recipient of that aspect gains a free invoke&lt;br /&gt;
&lt;br /&gt;
*Example: A chemicker may gather an ingredient from the blood of a Snow Snake which gives the beast its ability to resist intense cold, and then use that to make a Potion of Cold Resistance. At its simplest, such a potion conveys a temporary Cold Resistance aspect to the imbiber if successful.&lt;br /&gt;
&lt;br /&gt;
Lore specialties are important for Chemickers to know the aspects of creatures, plants, minerals, etc. There’s one core stunt: Chemick Lore. However, depending on how you describe your action, chemickers can also gain additional bonuses from stunts like Animal Lore, Demon Lore, Esteri Lore, Jeniri Lore, Mineral Lore, Plant Lore, and even Zoic Lore. A Lore roll like this can identify a useful aspect which the Chronicler may allow a chemicker to turn into an aspect using the rules here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Types of Ingredient&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Delivery Methods are the ingredients used in determining whether the preparation is a potion, lotion / salve, gas, oil, acid, and so on. Salves take longer to have an effect than potions; the next scene, whereas potions are instantaneous. Usually they’re part of a standard chemick lab supplies, but may run out and have to be obtained separately. They don’t affect the difficulty of the brew.&lt;br /&gt;
*Latents are harvested ingredients which contain a property which may be converted into an aspect. Once harvested, latents are perishable, and often quickly lose their properties unless activated. Some rare latents may also act as either interpreters or activators (see below); some extremely rare or entropic latents may act as interpreters and activators. Each latent incorporated into a brew adds +2 to its difficulty.&lt;br /&gt;
*Interpreters are optional ingredients which allow a latent to be applied to specific targets. Interpreters are kindred-specific, ie they allow the latent to be used in a chemick preparation consumed by or applied to, say, a Hsun target. By default, chemickal preparations use a “common interpreter”, which allows them to affect humans, jeniri, and “common” animals. Universal interpreters exist, but they are usually entropic.&lt;br /&gt;
*Activators are ingredients which physically transform a latent into an effective chemick preparation, usually stopping the latent from losing its properties (or at least delaying its perishability). There are several types of activator, of increasing efficacy:&lt;br /&gt;
*An aspect activator converts into a simple aspect. This aspect may just be an aspect, or may act as an obstacle (+2 bonus, active effect, etc).&lt;br /&gt;
*A barrier activator converts into a barrier with a value equal to the shifts used to create it. It’s like a more powerful aspect. Remember that if you tie when trying to break through a barrier, you take a point of stress damage. (A Paralysis potion may be a good example.)&lt;br /&gt;
*A block activator converts into a block, which actively provides a skill level for its effect, which may include causing damage to the subject or enabling the subject to cause damage. Usually it’s only a single roll.&lt;br /&gt;
*A hazard activator converts into a hazard, such as a deadly poison which ravages the target over multiple exchanges.&lt;br /&gt;
Entropic ingredients are more active and easier to create effects from; however, they bestow an entropic taint on their subject while in effect, and in extreme cases this entropic taint may become permanent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harvesting Chemickal Ingredients from Beasts and Monsters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chemicker characters can attempt to harvest ingredients from creatures for use in chemick potions and preparations. This is a declaration manoeuvre; if it’s obvious enough, then you may not even need to roll, but otherwise it’s probably a Lore roll (knowing which bit to harvest) or possible a Devise roll (delicate scalpel work to excise the correct organ), and so on.&lt;br /&gt;
&lt;br /&gt;
Note that when harvesting ingredients in this way, it doesn’t matter if the source already has a relevant aspect or not; your harvest action creates one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Chemick Preparations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Healing Accelerator Salve: Often entropic, and the most advanced Accelerators incorporate an ingredient to counter the entropic effect. Requires an ingredient from an organism capable of rapid regeneration or other healing.&lt;br /&gt;
&lt;br /&gt;
*Radium Charge: Highly unstable, used in radium rifles. Chemickers sometimes also make finished radium bullets, but it requires the Armourer stunt and the Glassblowing Specialist stunt, unless you’re a Kesh, in which case you don’t need the separate Glassblowing stunt.&lt;br /&gt;
&lt;br /&gt;
*Stress Booster Drug: You gain an extra physical or mental stress box immediately after imbibing this preparation. The effect lasts 1 scene.&lt;br /&gt;
&lt;br /&gt;
[[Chronicles_of_the_Fifth_Cycliad|Main Page]]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tuja_Alza-Balde&amp;diff=457958</id>
		<title>Tuja Alza-Balde</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tuja_Alza-Balde&amp;diff=457958"/>
		<updated>2024-04-22T22:45:47Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Tuja Alza-Balde=&lt;br /&gt;
{| style=&amp;quot;color: #1e2601; border: solid 2px #007ba7; float: right; margin: 0 0 7px 7px; width: 370px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;border: solid 1px #68bede; margin: 10px auto&amp;quot; &lt;br /&gt;
|[[File:Tuja_Alza-Balde.jpeg|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Name:&#039;&#039;&#039; Tuja Alza-Balde &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Origin:&#039;&#039;&#039; Transmuted By Qal Into A True Believer&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Essence:&#039;&#039;&#039; Qali Alchemist Practicing Medicine and Dialectics&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Shadow:&#039;&#039;&#039; I Have the Solutions; Now to Find A Problem&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Blood:&#039;&#039;&#039; Wrapped Up in the Most Recent Fashions and Gossip&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Doom:&#039;&#039;&#039; All Mysteries Are Revealed In The Grand Synthesis!&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Companion:&#039;&#039;&#039; TBD&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Game:&#039;&#039;&#039; TBD&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Player:&#039;&#039;&#039; Caiphon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Tuja grew up in a modestly wealthy and boringly respectable Tallanid house, which seemed to all but ensure they would live a life of easy and plenty - but a chance encounter with a jester opened their mind to the truth they&#039;d been seeking all along. If substances can combine to create incredible changes in synthesis, why not people? Why not the Autarchy? And so now they travel, offering chemical solutions to those in need, and a quiet word in the ear to those their friends at the temple suggest.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;+4&#039;&#039;&#039; &lt;br /&gt;
|Lore&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+3&#039;&#039;&#039; &lt;br /&gt;
|Pillar (Guild)&lt;br /&gt;
| Devise&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+2&#039;&#039;&#039; &lt;br /&gt;
|Rapport&lt;br /&gt;
|Investigate&lt;br /&gt;
|Unification of Opposites&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+1&#039;&#039;&#039;&lt;br /&gt;
|Contacts&lt;br /&gt;
|Deceive&lt;br /&gt;
|Ranged Combat&lt;br /&gt;
|Willpower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stress==&lt;br /&gt;
Physical [1][2]&lt;br /&gt;
&lt;br /&gt;
Mental [1][2][3]&lt;br /&gt;
&lt;br /&gt;
Status [1][2][3][4]&lt;br /&gt;
&lt;br /&gt;
Wealth [1][2]&lt;br /&gt;
&lt;br /&gt;
==Stunts==&lt;br /&gt;
&#039;&#039;&#039;Specialist: Chemick Lore&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
General knowledge of chemick, including basic properties of ingredients found in the natural world. Act at a +2 skill level in related Lore actions&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Aid&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Act at a +2 skill level in Lore treatment rolls of physical stress and mild consequences representing physical wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Distil Essence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lets you imbue a chemick preparation with a single property aspect from an ingredient at a difficulty of 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combine Essence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used in chemick, the mystical science combining chemistry, herbalism, and alchemy. You can imbue a potion, etc, with multiple property aspects from more than one ingredient, at a difficulty of 2 per property aspect.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*elaborate clothing [from Tallanid]&lt;br /&gt;
*expensive makeup and perfume [from Tallanid]&lt;br /&gt;
*Chemick Lab workspace [from Chemicker]&lt;br /&gt;
*18 doses of Common, Uncommon, and Rare ingredients you can define as you need to create new chemick [from Chemicker]&lt;br /&gt;
*10 known Chemick recipes (from Chemicker)&lt;br /&gt;
*Self bow (from Ranged Combat)&lt;br /&gt;
*3 Templars&lt;br /&gt;
&lt;br /&gt;
==Known Chemick==&lt;br /&gt;
*&amp;quot;Concretism Adhesive Admixture&amp;quot; (creates an aspect - &amp;quot;Glob of Glue Goo&amp;quot;)&lt;br /&gt;
*&amp;quot;Salve of Rapid Form Reunification&amp;quot; (as &amp;quot;healing accelerator salve&amp;quot; - heals damage the scene after application?)&lt;br /&gt;
*&amp;quot;Hedge-shearer&#039;s Oil&amp;quot; (creates a hazard which deals damage to plants?)&lt;br /&gt;
*&amp;quot;Philosopher&#039;s Draught for the Unity of Mind and Body&amp;quot; (as stress booster drug, grants an extra physical or mental stress box immediately after imbibing. The effect lasts 1 scene.&lt;br /&gt;
*(creates an aspect - &amp;quot;Radiating Charm&amp;quot;? - to improve Rapport rolls)&lt;br /&gt;
*(creates an aspect - &amp;quot;Illuminated With The Light of Reason&amp;quot;? - to improve Lore rolls)&lt;br /&gt;
*(creates a block - a thorn wall?)&lt;br /&gt;
&lt;br /&gt;
==Chemicker&#039;s Corner==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemick Preparations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chemick is the ability to derive an aspect from any natural property or capability of a creature, plant, or mineral, and to temporarily bestow that aspect on a subject. Whether that property is possessed by the creature, plant, or mineral as a skill, stunt, special ability, capability, or aspect, the chemick process always transforms it into an aspect. The recipient of that aspect gains a free invoke&lt;br /&gt;
&lt;br /&gt;
*Example: A chemicker may gather an ingredient from the blood of a Snow Snake which gives the beast its ability to resist intense cold, and then use that to make a Potion of Cold Resistance. At its simplest, such a potion conveys a temporary Cold Resistance aspect to the imbiber if successful.&lt;br /&gt;
&lt;br /&gt;
Lore specialties are important for Chemickers to know the aspects of creatures, plants, minerals, etc. There’s one core stunt: Chemick Lore. However, depending on how you describe your action, chemickers can also gain additional bonuses from stunts like Animal Lore, Demon Lore, Esteri Lore, Jeniri Lore, Mineral Lore, Plant Lore, and even Zoic Lore. A Lore roll like this can identify a useful aspect which the Chronicler may allow a chemicker to turn into an aspect using the rules here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Types of Ingredient&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Delivery Methods are the ingredients used in determining whether the preparation is a potion, lotion / salve, gas, oil, acid, and so on. Salves take longer to have an effect than potions; the next scene, whereas potions are instantaneous. Usually they’re part of a standard chemick lab supplies, but may run out and have to be obtained separately. They don’t affect the difficulty of the brew.&lt;br /&gt;
*Latents are harvested ingredients which contain a property which may be converted into an aspect. Once harvested, latents are perishable, and often quickly lose their properties unless activated. Some rare latents may also act as either interpreters or activators (see below); some extremely rare or entropic latents may act as interpreters and activators. Each latent incorporated into a brew adds +2 to its difficulty.&lt;br /&gt;
*Interpreters are optional ingredients which allow a latent to be applied to specific targets. Interpreters are kindred-specific, ie they allow the latent to be used in a chemick preparation consumed by or applied to, say, a Hsun target. By default, chemickal preparations use a “common interpreter”, which allows them to affect humans, jeniri, and “common” animals. Universal interpreters exist, but they are usually entropic.&lt;br /&gt;
*Activators are ingredients which physically transform a latent into an effective chemick preparation, usually stopping the latent from losing its properties (or at least delaying its perishability). There are several types of activator, of increasing efficacy:&lt;br /&gt;
*An aspect activator converts into a simple aspect. This aspect may just be an aspect, or may act as an obstacle (+2 bonus, active effect, etc).&lt;br /&gt;
*A barrier activator converts into a barrier with a value equal to the shifts used to create it. It’s like a more powerful aspect. Remember that if you tie when trying to break through a barrier, you take a point of stress damage. (A Paralysis potion may be a good example.)&lt;br /&gt;
*A block activator converts into a block, which actively provides a skill level for its effect, which may include causing damage to the subject or enabling the subject to cause damage. Usually it’s only a single roll.&lt;br /&gt;
*A hazard activator converts into a hazard, such as a deadly poison which ravages the target over multiple exchanges.&lt;br /&gt;
Entropic ingredients are more active and easier to create effects from; however, they bestow an entropic taint on their subject while in effect, and in extreme cases this entropic taint may become permanent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harvesting Chemickal Ingredients from Beasts and Monsters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chemicker characters can attempt to harvest ingredients from creatures for use in chemick potions and preparations. This is a declaration manoeuvre; if it’s obvious enough, then you may not even need to roll, but otherwise it’s probably a Lore roll (knowing which bit to harvest) or possible a Devise roll (delicate scalpel work to excise the correct organ), and so on.&lt;br /&gt;
&lt;br /&gt;
Note that when harvesting ingredients in this way, it doesn’t matter if the source already has a relevant aspect or not; your harvest action creates one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Chemick Preparations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Healing Accelerator Salve: Often entropic, and the most advanced Accelerators incorporate an ingredient to counter the entropic effect. Requires an ingredient from an organism capable of rapid regeneration or other healing.&lt;br /&gt;
&lt;br /&gt;
*Radium Charge: Highly unstable, used in radium rifles. Chemickers sometimes also make finished radium bullets, but it requires the Armourer stunt and the Glassblowing Specialist stunt, unless you’re a Kesh, in which case you don’t need the separate Glassblowing stunt.&lt;br /&gt;
&lt;br /&gt;
*Stress Booster Drug: You gain an extra physical or mental stress box immediately after imbibing this preparation. The effect lasts 1 scene.&lt;br /&gt;
&lt;br /&gt;
[[Chronicles_of_the_Fifth_Cycliad|Main Page]]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tuja_Alza-Balde&amp;diff=457957</id>
		<title>Tuja Alza-Balde</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tuja_Alza-Balde&amp;diff=457957"/>
		<updated>2024-04-22T22:45:17Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Tuja Alza-Balde=&lt;br /&gt;
{| style=&amp;quot;color: #1e2601; border: solid 2px #007ba7; float: right; margin: 0 0 7px 7px; width: 370px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;border: solid 1px #68bede; margin: 10px auto&amp;quot; &lt;br /&gt;
|[[File:Tuja_Alza-Balde.jpeg|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Name:&#039;&#039;&#039; Tuja Alza-Balde &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Origin:&#039;&#039;&#039; Transmuted By Qal Into A True Believer&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Essence:&#039;&#039;&#039; Qali Alchemist Practicing Medicine and Dialectics&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Shadow:&#039;&#039;&#039; I Have the Solutions; Now to Find A Problem&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Blood:&#039;&#039;&#039; Wrapped Up in the Most Recent Fashions and Gossip&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Doom:&#039;&#039;&#039; All Mysteries Are Revealed In The Grand Synthesis!&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Companion:&#039;&#039;&#039; TBD&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Game:&#039;&#039;&#039; TBD&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Player:&#039;&#039;&#039; Caiphon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Tuja grew up in a modestly wealthy and boringly respectable Tallanid house, which seemed to all but ensure they would live a life of easy and plenty - but a chance encounter with a jester opened their mind to the truth they&#039;d been seeking all along. If substances can combine to create incredible changes in synthesis, why not people? Why not the Autarchy? And so now they travel, offering chemical solutions to those in need, and a quiet word in the ear to those their friends at the temple suggest.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;+4&#039;&#039;&#039; &lt;br /&gt;
|Lore&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+3&#039;&#039;&#039; &lt;br /&gt;
|Pillar (Guild)&lt;br /&gt;
| Devise&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+2&#039;&#039;&#039; &lt;br /&gt;
|Rapport&lt;br /&gt;
|Investigate&lt;br /&gt;
|Unification of Opposites&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+1&#039;&#039;&#039;&lt;br /&gt;
|Contacts&lt;br /&gt;
|Deceive&lt;br /&gt;
|Ranged Combat&lt;br /&gt;
|Willpower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stress==&lt;br /&gt;
Physical [1][2]&lt;br /&gt;
&lt;br /&gt;
Mental [1][2][3]&lt;br /&gt;
&lt;br /&gt;
Status [1][2][3][4]&lt;br /&gt;
&lt;br /&gt;
Wealth [1][2]&lt;br /&gt;
&lt;br /&gt;
==Stunts==&lt;br /&gt;
&#039;&#039;&#039;Specialist: Chemick Lore&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
General knowledge of chemick, including basic properties of ingredients found in the natural world. Act at a +2 skill level in related Lore actions&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Aid&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Act at a +2 skill level in Lore treatment rolls of physical stress and mild consequences representing physical wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Distil Essence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lets you imbue a chemick preparation with a single property aspect from an ingredient at a difficulty of 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combine Essence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used in chemick, the mystical science combining chemistry, herbalism, and alchemy. You can imbue a potion, etc, with multiple property aspects from more than one ingredient, at a difficulty of 2 per property aspect.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*elaborate clothing [from Tallanid]&lt;br /&gt;
*expensive makeup and perfume [from Tallanid]&lt;br /&gt;
*Chemick Lab workspace [from Chemicker]&lt;br /&gt;
*18 doses of Common, Uncommon, and Rare ingredients you can define as you need to create new chemick [from Chemicker]&lt;br /&gt;
*10 known Chemick recipes (from Chemicker)&lt;br /&gt;
*Self bow (from Ranged Combat)&lt;br /&gt;
*3 Templars&lt;br /&gt;
&lt;br /&gt;
==Known Chemick==&lt;br /&gt;
*&amp;quot;Concretism Adhesive Admixture&amp;quot; (creates an aspect)&lt;br /&gt;
*&amp;quot;Salve of Rapid Form Reunification&amp;quot; (as &amp;quot;healing accelerator salve&amp;quot; - heals damage the scene after application?)&lt;br /&gt;
*&amp;quot;Hedge-shearer&#039;s Oil&amp;quot; (creates a hazard which deals damage to plants?)&lt;br /&gt;
*&amp;quot;Philosopher&#039;s Draught for the Unity of Mind and Body&amp;quot; (as stress booster drug, grants an extra physical or mental stress box immediately after imbibing. The effect lasts 1 scene.&lt;br /&gt;
*(creates an aspect - &amp;quot;Radiating Charm&amp;quot;? - to improve Rapport rolls)&lt;br /&gt;
*(creates an aspect - &amp;quot;Illuminated With The Light of Reason&amp;quot;? - to improve Lore rolls)&lt;br /&gt;
*(creates a block - a thorn wall?)&lt;br /&gt;
&lt;br /&gt;
==Chemicker&#039;s Corner==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemick Preparations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chemick is the ability to derive an aspect from any natural property or capability of a creature, plant, or mineral, and to temporarily bestow that aspect on a subject. Whether that property is possessed by the creature, plant, or mineral as a skill, stunt, special ability, capability, or aspect, the chemick process always transforms it into an aspect. The recipient of that aspect gains a free invoke&lt;br /&gt;
&lt;br /&gt;
*Example: A chemicker may gather an ingredient from the blood of a Snow Snake which gives the beast its ability to resist intense cold, and then use that to make a Potion of Cold Resistance. At its simplest, such a potion conveys a temporary Cold Resistance aspect to the imbiber if successful.&lt;br /&gt;
&lt;br /&gt;
Lore specialties are important for Chemickers to know the aspects of creatures, plants, minerals, etc. There’s one core stunt: Chemick Lore. However, depending on how you describe your action, chemickers can also gain additional bonuses from stunts like Animal Lore, Demon Lore, Esteri Lore, Jeniri Lore, Mineral Lore, Plant Lore, and even Zoic Lore. A Lore roll like this can identify a useful aspect which the Chronicler may allow a chemicker to turn into an aspect using the rules here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Types of Ingredient&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Delivery Methods are the ingredients used in determining whether the preparation is a potion, lotion / salve, gas, oil, acid, and so on. Salves take longer to have an effect than potions; the next scene, whereas potions are instantaneous. Usually they’re part of a standard chemick lab supplies, but may run out and have to be obtained separately. They don’t affect the difficulty of the brew.&lt;br /&gt;
*Latents are harvested ingredients which contain a property which may be converted into an aspect. Once harvested, latents are perishable, and often quickly lose their properties unless activated. Some rare latents may also act as either interpreters or activators (see below); some extremely rare or entropic latents may act as interpreters and activators. Each latent incorporated into a brew adds +2 to its difficulty.&lt;br /&gt;
*Interpreters are optional ingredients which allow a latent to be applied to specific targets. Interpreters are kindred-specific, ie they allow the latent to be used in a chemick preparation consumed by or applied to, say, a Hsun target. By default, chemickal preparations use a “common interpreter”, which allows them to affect humans, jeniri, and “common” animals. Universal interpreters exist, but they are usually entropic.&lt;br /&gt;
*Activators are ingredients which physically transform a latent into an effective chemick preparation, usually stopping the latent from losing its properties (or at least delaying its perishability). There are several types of activator, of increasing efficacy:&lt;br /&gt;
*An aspect activator converts into a simple aspect. This aspect may just be an aspect, or may act as an obstacle (+2 bonus, active effect, etc).&lt;br /&gt;
*A barrier activator converts into a barrier with a value equal to the shifts used to create it. It’s like a more powerful aspect. Remember that if you tie when trying to break through a barrier, you take a point of stress damage. (A Paralysis potion may be a good example.)&lt;br /&gt;
*A block activator converts into a block, which actively provides a skill level for its effect, which may include causing damage to the subject or enabling the subject to cause damage. Usually it’s only a single roll.&lt;br /&gt;
*A hazard activator converts into a hazard, such as a deadly poison which ravages the target over multiple exchanges.&lt;br /&gt;
Entropic ingredients are more active and easier to create effects from; however, they bestow an entropic taint on their subject while in effect, and in extreme cases this entropic taint may become permanent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harvesting Chemickal Ingredients from Beasts and Monsters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chemicker characters can attempt to harvest ingredients from creatures for use in chemick potions and preparations. This is a declaration manoeuvre; if it’s obvious enough, then you may not even need to roll, but otherwise it’s probably a Lore roll (knowing which bit to harvest) or possible a Devise roll (delicate scalpel work to excise the correct organ), and so on.&lt;br /&gt;
&lt;br /&gt;
Note that when harvesting ingredients in this way, it doesn’t matter if the source already has a relevant aspect or not; your harvest action creates one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Chemick Preparations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Healing Accelerator Salve: Often entropic, and the most advanced Accelerators incorporate an ingredient to counter the entropic effect. Requires an ingredient from an organism capable of rapid regeneration or other healing.&lt;br /&gt;
&lt;br /&gt;
*Radium Charge: Highly unstable, used in radium rifles. Chemickers sometimes also make finished radium bullets, but it requires the Armourer stunt and the Glassblowing Specialist stunt, unless you’re a Kesh, in which case you don’t need the separate Glassblowing stunt.&lt;br /&gt;
&lt;br /&gt;
*Stress Booster Drug: You gain an extra physical or mental stress box immediately after imbibing this preparation. The effect lasts 1 scene.&lt;br /&gt;
&lt;br /&gt;
[[Chronicles_of_the_Fifth_Cycliad|Main Page]]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tuja_Alza-Balde&amp;diff=457956</id>
		<title>Tuja Alza-Balde</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tuja_Alza-Balde&amp;diff=457956"/>
		<updated>2024-04-22T22:17:28Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Tuja Alza-Balde=&lt;br /&gt;
{| style=&amp;quot;color: #1e2601; border: solid 2px #007ba7; float: right; margin: 0 0 7px 7px; width: 370px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;border: solid 1px #68bede; margin: 10px auto&amp;quot; &lt;br /&gt;
|[[File:Tuja_Alza-Balde.jpeg|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Name:&#039;&#039;&#039; Tuja Alza-Balde &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Origin:&#039;&#039;&#039; Transmuted By Qal Into A True Believer&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Essence:&#039;&#039;&#039; Qali Alchemist Practicing Medicine and Dialectics&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Shadow:&#039;&#039;&#039; I Have the Solutions; Now to Find A Problem&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Blood:&#039;&#039;&#039; Wrapped Up in the Most Recent Fashions and Gossip&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Doom:&#039;&#039;&#039; All Mysteries Are Revealed In The Grand Synthesis!&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Companion:&#039;&#039;&#039; TBD&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Game:&#039;&#039;&#039; TBD&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Player:&#039;&#039;&#039; Caiphon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Tuja grew up in a modestly wealthy and boringly respectable Tallanid house, which seemed to all but ensure they would live a life of easy and plenty - but a chance encounter with a jester opened their mind to the truth they&#039;d been seeking all along. If substances can combine to create incredible changes in synthesis, why not people? Why not the Autarchy? And so now they travel, offering chemical solutions to those in need, and a quiet word in the ear to those their friends at the temple suggest.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;+4&#039;&#039;&#039; &lt;br /&gt;
|Lore&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+3&#039;&#039;&#039; &lt;br /&gt;
|Pillar (Guild)&lt;br /&gt;
| Devise&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+2&#039;&#039;&#039; &lt;br /&gt;
|Rapport&lt;br /&gt;
|Investigate&lt;br /&gt;
|Unification of Opposites&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+1&#039;&#039;&#039;&lt;br /&gt;
|Contacts&lt;br /&gt;
|Deceive&lt;br /&gt;
|Ranged Combat&lt;br /&gt;
|Willpower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stress==&lt;br /&gt;
Physical [1][2]&lt;br /&gt;
&lt;br /&gt;
Mental [1][2][3]&lt;br /&gt;
&lt;br /&gt;
Status [1][2][3][4]&lt;br /&gt;
&lt;br /&gt;
Wealth [1][2]&lt;br /&gt;
&lt;br /&gt;
==Stunts==&lt;br /&gt;
&#039;&#039;&#039;Specialist: Chemick Lore&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
General knowledge of chemick, including basic properties of ingredients found in the natural world. Act at a +2 skill level in related Lore actions&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Aid&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Act at a +2 skill level in Lore treatment rolls of physical stress and mild consequences representing physical wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Distil Essence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lets you imbue a chemick preparation with a single property aspect from an ingredient at a difficulty of 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combine Essence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used in chemick, the mystical science combining chemistry, herbalism, and alchemy. You can imbue a potion, etc, with multiple property aspects from more than one ingredient, at a difficulty of 2 per property aspect.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*elaborate clothing [from Tallanid]&lt;br /&gt;
*expensive makeup and perfume [from Tallanid]&lt;br /&gt;
*Chemick Lab workspace [from Chemicker]&lt;br /&gt;
*18 doses of Common, Uncommon, and Rare ingredients you can define as you need to create new chemick [from Chemicker]&lt;br /&gt;
*10 known Chemick recipes (from Chemicker)&lt;br /&gt;
*Self bow (from Ranged Combat)&lt;br /&gt;
*3 Templars&lt;br /&gt;
&lt;br /&gt;
==Chemicker&#039;s Corner==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemick Preparations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chemick is the ability to derive an aspect from any natural property or capability of a creature, plant, or mineral, and to temporarily bestow that aspect on a subject. Whether that property is possessed by the creature, plant, or mineral as a skill, stunt, special ability, capability, or aspect, the chemick process always transforms it into an aspect. The recipient of that aspect gains a free invoke&lt;br /&gt;
&lt;br /&gt;
*Example: A chemicker may gather an ingredient from the blood of a Snow Snake which gives the beast its ability to resist intense cold, and then use that to make a Potion of Cold Resistance. At its simplest, such a potion conveys a temporary Cold Resistance aspect to the imbiber if successful.&lt;br /&gt;
&lt;br /&gt;
Lore specialties are important for Chemickers to know the aspects of creatures, plants, minerals, etc. There’s one core stunt: Chemick Lore. However, depending on how you describe your action, chemickers can also gain additional bonuses from stunts like Animal Lore, Demon Lore, Esteri Lore, Jeniri Lore, Mineral Lore, Plant Lore, and even Zoic Lore. A Lore roll like this can identify a useful aspect which the Chronicler may allow a chemicker to turn into an aspect using the rules here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Types of Ingredient&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Delivery Methods are the ingredients used in determining whether the preparation is a potion, lotion / salve, gas, oil, acid, and so on. Salves take longer to have an effect than potions; the next scene, whereas potions are instantaneous. Usually they’re part of a standard chemick lab supplies, but may run out and have to be obtained separately. They don’t affect the difficulty of the brew.&lt;br /&gt;
*Latents are harvested ingredients which contain a property which may be converted into an aspect. Once harvested, latents are perishable, and often quickly lose their properties unless activated. Some rare latents may also act as either interpreters or activators (see below); some extremely rare or entropic latents may act as interpreters and activators. Each latent incorporated into a brew adds +2 to its difficulty.&lt;br /&gt;
*Interpreters are optional ingredients which allow a latent to be applied to specific targets. Interpreters are kindred-specific, ie they allow the latent to be used in a chemick preparation consumed by or applied to, say, a Hsun target. By default, chemickal preparations use a “common interpreter”, which allows them to affect humans, jeniri, and “common” animals. Universal interpreters exist, but they are usually entropic.&lt;br /&gt;
*Activators are ingredients which physically transform a latent into an effective chemick preparation, usually stopping the latent from losing its properties (or at least delaying its perishability). There are several types of activator, of increasing efficacy:&lt;br /&gt;
*An aspect activator converts into a simple aspect. This aspect may just be an aspect, or may act as an obstacle (+2 bonus, active effect, etc).&lt;br /&gt;
*A barrier activator converts into a barrier with a value equal to the shifts used to create it. It’s like a more powerful aspect. Remember that if you tie when trying to break through a barrier, you take a point of stress damage. (A Paralysis potion may be a good example.)&lt;br /&gt;
*A block activator converts into a block, which actively provides a skill level for its effect, which may include causing damage to the subject or enabling the subject to cause damage. Usually it’s only a single roll.&lt;br /&gt;
*A hazard activator converts into a hazard, such as a deadly poison which ravages the target over multiple exchanges.&lt;br /&gt;
Entropic ingredients are more active and easier to create effects from; however, they bestow an entropic taint on their subject while in effect, and in extreme cases this entropic taint may become permanent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harvesting Chemickal Ingredients from Beasts and Monsters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chemicker characters can attempt to harvest ingredients from creatures for use in chemick potions and preparations. This is a declaration manoeuvre; if it’s obvious enough, then you may not even need to roll, but otherwise it’s probably a Lore roll (knowing which bit to harvest) or possible a Devise roll (delicate scalpel work to excise the correct organ), and so on.&lt;br /&gt;
&lt;br /&gt;
Note that when harvesting ingredients in this way, it doesn’t matter if the source already has a relevant aspect or not; your harvest action creates one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Chemick Preparations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Healing Accelerator Salve: Often entropic, and the most advanced Accelerators incorporate an ingredient to counter the entropic effect. Requires an ingredient from an organism capable of rapid regeneration or other healing.&lt;br /&gt;
&lt;br /&gt;
*Radium Charge: Highly unstable, used in radium rifles. Chemickers sometimes also make finished radium bullets, but it requires the Armourer stunt and the Glassblowing Specialist stunt, unless you’re a Kesh, in which case you don’t need the separate Glassblowing stunt.&lt;br /&gt;
&lt;br /&gt;
*Stress Booster Drug: You gain an extra physical or mental stress box immediately after imbibing this preparation. The effect lasts 1 scene.&lt;br /&gt;
&lt;br /&gt;
[[Chronicles_of_the_Fifth_Cycliad|Main Page]]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Chronicles_of_the_Fifth_Cycliad&amp;diff=457240</id>
		<title>Chronicles of the Fifth Cycliad</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Chronicles_of_the_Fifth_Cycliad&amp;diff=457240"/>
		<updated>2024-04-04T21:57:03Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Scenario Overview=&lt;br /&gt;
&lt;br /&gt;
A motley crew of mismatched adventurers wandering the fifteen-millennia-year-old Venerable Autocracy of Sakara &lt;br /&gt;
&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/fate-core-raiders-of-the-rim-a-star-wars-story.842235/  | Out-of-Character Thread]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/fate-core-raiders-of-the-rim-a-star-wars-story.842237/  | In-Character Thread]&lt;br /&gt;
&lt;br /&gt;
=Helpful Resources=&lt;br /&gt;
&lt;br /&gt;
*[https://chroniclesoffutureearth.wordpress.com/ An old Chronicles of Future Earth resource]&lt;br /&gt;
&lt;br /&gt;
=Mechanical Game Information=&lt;br /&gt;
===Active Characters===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Player&lt;br /&gt;
! Character&lt;br /&gt;
! Race&lt;br /&gt;
! Essence&lt;br /&gt;
! Refresh&lt;br /&gt;
! Stress&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/glyptodont.23463// Glyptodont]&lt;br /&gt;
|Radan Aratta&lt;br /&gt;
|Human&lt;br /&gt;
|Inexperienced young student from privilege ready to put theory into practice&lt;br /&gt;
|2/2&lt;br /&gt;
|Physical [][][][]; Mental [][][][]; Status [][][][]; Wealth [][][][]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/nightgoblyn.56962// NightGoblyn]&lt;br /&gt;
|Stasia Valoren&lt;br /&gt;
|Human&lt;br /&gt;
|Orphan raised by the Swords of Dawn, a warrior cult of Lord Regos&lt;br /&gt;
|4/3&lt;br /&gt;
|Physical [][][][]; Mental [][][][]; Status [][][][]; Wealth [][][][]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/caiphon.182758/ Caiphon]&lt;br /&gt;
|[[Tuja_Alza-Balde|Tuja Alza-Balde]]&lt;br /&gt;
|Human &lt;br /&gt;
|Qali Alchemist Practicing Medicine and Dialectics&lt;br /&gt;
|3/3&lt;br /&gt;
|Physical [][][][]; Mental [][][][]; Status [][][][]; Wealth [][][][]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[https://forum.rpg.net/index.php?members/astronocky.176732/ Astronocky]&lt;br /&gt;
|TBC&lt;br /&gt;
|Human&lt;br /&gt;
|TBC&lt;br /&gt;
|3/3&lt;br /&gt;
|Physical [][][][]; Mental [][][][]; Status [][][][]; Wealth [][][][]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Important Places=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please note&#039;&#039;&#039;: Many place names refer to canonical locations in the Fifth Cycliad, but details may vary... considerably.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Andalas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A peaceful farming and lumber town of five thousand people on the banks of the Lower Timosia River, little happens here beyond the regular arrivals and departures of the barges of the river people tracking up and down from distant Typhon. Under the watchful eye of its Manumarch, Andalas still seems remarkably successful at ignoring the great political events happening elsewhere in the Empire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kados&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kados is the greatest city in the world, the vast and timeless capital of the Venerable Autocracy of Sakara, oldest of the Springtide Civilisations. It’s been here since before time began: first in its twin citadels of Old Hespin and&lt;br /&gt;
Crystal Origen, and then in the “Battle Walls” which enclosed the city precincts north and south of the Ethereal Strait during and after the Time of Snows. The city as it exists today has been here for fifteen thousand years; rebuilt every Cycliad, it’s now well overdue, an ancient and crumbling metropolis stretching kilometre after kilometre, with ruins, rubble-strewn pasture, and even stony croplands within its walls. It’s a city centred on unfathomable structures of the Ancients in its citadels, whose function and purpose, even construction and materials, are no longer fully understood. There are glowing stones in Old Hespin which light the streets at night which not even the Artificers of Khosht can explain. A city of over a million souls, yet which feels empty and abandoned in places. In others, humans, jeniri, and esteri teem like ants over cyclopean structures&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Korudav&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Great City of Korudav, this ancient metropolis predates the Time of Snows and even the Empire of Splendid Tlan, and is said to feature in several key myths of the Armageddon of the Gods. Its sky-scraping spires and towers and its leviathan walls of unfathomable smooth grey material, neither metal nor stone, give Korudav perhaps its most famous sobriquet – “The City of Leaden Walls”. At the Citadel’s heart stand the exotic Botanical Gardens, the miraculous spires of the Autarchal Palace, and the mysterious Syleen Monolith, said to control the fabled Palace Shield.&lt;br /&gt;
&lt;br /&gt;
Or did - because much of the city now lies in ruins after the catastrophic Firefall. Its shattered, once mighty precincts are now the dwellings of squatters, and death traps for foolish fortune hunters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapedra&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Affectionately known as The Great Whore of the North, this city of ten thousand souls has the dubious reputation of possessing the largest provincial slave market outside the city of Korudav. The principal city of the Plutarchy of Sapedra, its wharves and markets deal with transporting the produce of all of the slave plantations of the Timosian Properties via the Grand Sapedra Canal to the Provincial Capital and also downriver into the Provincial Heartlands of the Lower Timosia and thence to the city of Typhon, as well as the crucial caravan trade over the Jeneset Wilderness to Amadorad. It’s a thriving mercantile center with a pronounced mean streak, and like many places in Hivernium currently teeming with mercenaries. Certainly not a place to be without friends and money – “Sell your soul to Sapedra” say the Sakari, and throw away your guilt and conscience forever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Timosia River&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The Timosia River is the principle riverine traderoute of western Korudav, navigable from the town of Sapedra down to Great Typhon at the river’s mouth. Huge slave plantations stretch the length of the Upper Timosia River as far as the Tower of Virigu. These “Timosian Properties” are a byword for grasping, thieving merchants, pitiless slavers, and cruel plantation owners. The Properties produce a large proportion of the Hivernian ketel grain consumed by the Autarchy. Few people linger there longer than they have to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typhon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The poet Macabrial, writing in 2500CV, called Typhon the “Smoke-belching father of Monsters”, a description which is just as appropriate today.&lt;br /&gt;
&lt;br /&gt;
The city contains some of the very few still functioning mines in the Autocracy. The principal lodes were exhausted millennia ago, but traces still remain deep underground and in hard-to-extract ores. The Artificers of Khosht, strong in this town, know secret techniques to extract the priceless metals from the very rocks, and Typhon is one of the few producers of metal in the entire Middle Sea region (the Ing Shu have other techniques, and claim to even produce metal from sea water!).&lt;br /&gt;
&lt;br /&gt;
As dark and grim as Calamis is pleasant, a large proportion of the Korudav slave trade passes through this city en route to the Timosian Properties far upriver in the fabled and dreaded “Black Ships of Typhon”. Calamis and Typhon are often referred to together as “the Twins”, and are also the names of two noticeable stars in the night sky.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Map_of_Glorious_Kados.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Important People=&lt;br /&gt;
&lt;br /&gt;
* Enessi XXI, Avatar of the Venerable Autocrator, eternally re-incarnating ruler of Sakara and living god&lt;br /&gt;
&lt;br /&gt;
=Story Episodes, Leads=&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tuja_Alza-Balde&amp;diff=457239</id>
		<title>Tuja Alza-Balde</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tuja_Alza-Balde&amp;diff=457239"/>
		<updated>2024-04-04T21:54:09Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: Character sheet for chronicles of the fifth cycliad&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Tuja Alza-Balde=&lt;br /&gt;
{| style=&amp;quot;color: #1e2601; border: solid 2px #007ba7; float: right; margin: 0 0 7px 7px; width: 370px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;border: solid 1px #68bede; margin: 10px auto&amp;quot; &lt;br /&gt;
|[[File:Tuja_Alza-Balde.jpeg|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Name:&#039;&#039;&#039; Tuja Alza-Balde &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Origin:&#039;&#039;&#039; Transmuted By Qal Into A True Believer&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Essence:&#039;&#039;&#039; Qali Alchemist Practicing Medicine and Dialectics&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Shadow:&#039;&#039;&#039; I Have the Solutions; Now to Find A Problem&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Blood:&#039;&#039;&#039; Wrapped Up in the Most Recent Fashions and Gossip&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Doom:&#039;&#039;&#039; All Mysteries Are Revealed In The Grand Synthesis!&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Companion:&#039;&#039;&#039; TBD&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Game:&#039;&#039;&#039; TBD&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 7px&amp;quot;|&#039;&#039;&#039;Player:&#039;&#039;&#039; Caiphon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Tuja grew up in a modestly wealthy and boringly respectable Tallanid house, which seemed to all but ensure they would live a life of easy and plenty - but a chance encounter with a jester opened their mind to the truth they&#039;d been seeking all along. If substances can combine to create incredible changes in synthesis, why not people? Why not the Autarchy? And so now they travel, offering chemical solutions to those in need, and a quiet word in the ear to those their friends at the temple suggest.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;+4&#039;&#039;&#039; &lt;br /&gt;
|Lore&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+3&#039;&#039;&#039; &lt;br /&gt;
|Pillar (Guild)&lt;br /&gt;
| Devise&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+2&#039;&#039;&#039; &lt;br /&gt;
|Rapport&lt;br /&gt;
|Investigate&lt;br /&gt;
|Unification of Opposites&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+1&#039;&#039;&#039;&lt;br /&gt;
|Contacts&lt;br /&gt;
|Deceive&lt;br /&gt;
|Ranged Combat&lt;br /&gt;
|Willpower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stress==&lt;br /&gt;
Physical [1][2]&lt;br /&gt;
&lt;br /&gt;
Mental [1][2][3]&lt;br /&gt;
&lt;br /&gt;
Status [1][2][3][4]&lt;br /&gt;
&lt;br /&gt;
Wealth [1][2]&lt;br /&gt;
&lt;br /&gt;
==Stunts==&lt;br /&gt;
&#039;&#039;&#039;Specialist: Chemick Lore&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
General knowledge of chemick, including basic properties of ingredients found in the natural world. Act at a +2 skill level in related Lore actions&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Aid&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Act at a +2 skill level in Lore treatment rolls of physical stress and mild consequences representing physical wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Distil Essence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lets you imbue a chemick preparation with a single property aspect from an ingredient at a difficulty of 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combine Essence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used in chemick, the mystical science combining chemistry, herbalism, and alchemy. You can imbue a potion, etc, with multiple property aspects from more than one ingredient, at a difficulty of 2 per property aspect.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*elaborate clothing [from Tallanid]&lt;br /&gt;
*expensive makeup and perfume [from Tallanid]&lt;br /&gt;
*Chemick Lab workspace [from Chemicker]&lt;br /&gt;
*18 doses of Common, Uncommon, and Rare ingredients you can define as you need to create new chemick [from Chemicker]&lt;br /&gt;
*10 known Chemick recipes (from Chemicker)&lt;br /&gt;
*Self bow (from Ranged Combat)&lt;br /&gt;
*3 Templars&lt;br /&gt;
&lt;br /&gt;
[[Chronicles_of_the_Fifth_Cycliad|Main Page]]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Tuja_Alza-Balde.jpeg&amp;diff=457238</id>
		<title>File:Tuja Alza-Balde.jpeg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Tuja_Alza-Balde.jpeg&amp;diff=457238"/>
		<updated>2024-04-04T21:53:31Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: Character portrait for Tuja Alza-Balde. From Starwatcher, by Moebius&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Character portrait for Tuja Alza-Balde. From Starwatcher, by Moebius&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution&amp;diff=416804</id>
		<title>Zeitgeist: The Gears of Revolution</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution&amp;diff=416804"/>
		<updated>2022-02-06T05:25:43Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:Zeitgeist-logo.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Zeitgeist: The Gears of Revolution ==&lt;br /&gt;
&lt;br /&gt;
Steam and soot darken the skies above the city of Flint, and winds sweeping across its majestic harbor blow the choking products of industrial forges into the fey rainforests that dot its knife-toothed mountains. Since the earliest ages when the people of Risur founded this city, they feared the capricious beings that hid in those fog-shrouded peaks, but now as the march of progress and the demands of national defense turn Flint into a garden for artifice and technology, the old faiths and rituals that kept the lurkers of the woods at bay are being abandoned.&lt;br /&gt;
&lt;br /&gt;
The Unseen Court, the Great Hunt, and the many spirits of the land long ago conquered by Risur’s kings no longer receive tribute, but they cannot enter these new cities of steam and steel to demand their tithe. The impoverished workers who huddle in factory slums fear monsters of a different breed, shadowy children of the new urban labyrinth. Even their modern religions have no defenses against these fiends.&lt;br /&gt;
&lt;br /&gt;
Times are turning. The skyseers—Risur’s folk prophets since their homeland’s birth—witness omens in the starry wheels of heaven, and they warn that a new age is nigh. But what they cannot foresee, hidden beyond the steam and soot of the night sky, is the face of this coming era, the spirit of the age: the zeitgeist.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1FIA9On7PYLKwph7EN-Df54roqMpJ28mUxHuvKPixiTw/edit?usp=sharing Berg Vasilovich]&#039;&#039;&#039;, Dwarf Battlemind &amp;amp; Yerasol Veteran, played by EnigmaticOne&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1SzdLSsnlkHjR4RBQ9mHQTqoqrFDP1e5fJrED0YHhSTU/edit?usp=sharing Dar’ana Beaudelaire]&#039;&#039;&#039;, Half-Elf Vekeshi Mystic &amp;amp; Vestige Pact Warlock, played by Caiphon&lt;br /&gt;
*&#039;&#039;&#039;[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich |Tazaerich]]&#039;&#039;&#039;, Elf Ranger &amp;amp; Gunsmith, played by Mpascal02&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1HFlkKhtiesOXSXCAKoqbtU_GXUhcbRd3bqkBn2EywtE/edit?usp=sharing Inspector Jerixx]&#039;&#039;&#039;, Changeling Psion &amp;amp; Spirit Medium, played by Atlictoatl&lt;br /&gt;
*&#039;&#039;&#039;[[Zeitgeist:_The_Gears_of_Revolution/Rosalia | Rosalia Savory]]&#039;&#039;&#039;, Human Bard &amp;amp; Docker, played by Bira&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Inactive&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1CUX0tZraA72tiT4XP_a7TWQGwNobL9fJWTiQEN3W_oI/edit?usp=sharing Neron Akol]&#039;&#039;&#039;, Human Wizard &amp;amp; Technologist, played by Mandrion&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1vS698JoWBaFjFfPQfDW4M8Djm-IT1GBu2_dQXSZQu_E/edit?usp=sharing Inspector William LeRoy]&#039;&#039;&#039;, Human Martial Scientist &amp;amp; Warlord, played by JoenotCharles&lt;br /&gt;
&lt;br /&gt;
===NPCs===&lt;br /&gt;
*[[Zeitgeist:_The_Gears_of_Revolution/NPCs |NPCs]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In-Character Resources==&lt;br /&gt;
&lt;br /&gt;
===Newspapers===&lt;br /&gt;
*[[Zeitgeist:_The_Gears_of_Revolution/Newspapers |Newspapers]]&lt;br /&gt;
&lt;br /&gt;
===Magic Items===&lt;br /&gt;
*[[Zeitgeist:_The_Gears_of_Revolution/Magic Items|New Magic Items]]&lt;br /&gt;
&lt;br /&gt;
===Skyseers&#039; Visions===&lt;br /&gt;
*[[Zeitgest:_The_Gears_Of_Revolution/Visions|Skyseer Visions]]&lt;br /&gt;
&lt;br /&gt;
===Investigation Charts===&lt;br /&gt;
* [https://docs.google.com/drawings/d/1q5VtfMsqOlI6ZVjGXDCd9kki7qycMBeQEWKK36hq2nQ/edit?usp=sharing Conspiracy Investigation]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868432/post-24006415 Meeting with Dr. Xamdria Meredith]&lt;br /&gt;
&lt;br /&gt;
===Combat Maps===&lt;br /&gt;
Chapter Two&lt;br /&gt;
*[https://docs.google.com/drawings/d/1bRyU7L2QxFtTRC9GKcVrfn_VobfdJdJ7V0eg9n0zRcw/edit?usp=sharing Cloudwood Switchback]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1AK-Tm55nKDEONq5MAmM9N3-gcepJkTecPLtKwgUIbpw/edit?usp=sharing Industrial District]&lt;br /&gt;
*[https://docs.google.com/drawings/d/16hteItdnRtqY40RTsTca3atENExb0YpVz-O7WfSHFy0/edit Cauldron Hill]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1Z1uxCqtQkJSiSb616xuqi7kIbQGGiwWA42oyI30oWUs/edit?usp=sharing Nettles Church]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1Yh7KcquYwyQNSlAsO5oFwUkqfpIfPnj1M-BnBw6ezQs/edit?usp=sharing Bayou Wharf]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1Yh7KcquYwyQNSlAsO5oFwUkqfpIfPnj1M-BnBw6ezQs/edit?usp=sharing At Sea]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1oUyBCCimMxF5Mg7t1tzTZ2vQRoryQ9IR0B7nZmkT0h8/edit?usp=sharing Creepy Warehouse]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1Gfx8tbLiUr8AXf6vmCaepKUvb6WikUy5Om0WoyhY3XU/edit?usp=sharing Dawn Square]&lt;br /&gt;
*[https://docs.google.com/drawings/d/11-WGSvmdWSKqaZYMDqXXTJYxNOMa2xGvGLr03YgzJqY/edit?usp=sharing Macbannin&#039;s Manor]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1oDgeMfYnQ4DB70ZXpZkKhd03p7W65hPP3QDfIFSFxlM/edit?usp=sharing Withcoil Lab]&lt;br /&gt;
&lt;br /&gt;
Chapter Three&lt;br /&gt;
*[https://docs.google.com/drawings/d/12qyDmaSozcf7Z_u0aUbpyB4eBwQ-mttuyuXjah7S0o0/edit?usp=sharing Gun Alley]&lt;br /&gt;
*[https://docs.google.com/drawings/d/19Sp5MJLSMB2CvKFAb8KNimzfjlQmmFqSkKpsp4ljO1c/edit Lanternwood Subrail Station]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1k-_MFI6xmqK-p5uBEgyn2FM3U_yvOmvx-d6T_qUgJfA/edit The Ziggurat]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1PP0OeAmNZDwrGdwvNt28aznWNWc_cjb1h1CPAAp_bh8/edit Underwater Ruins]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1AoAAR6669TPAdBNrnX2DtoZp4TY4yxKaIyHsUt9A0sk/edit RHC HQ]&lt;br /&gt;
&lt;br /&gt;
Chapter Four&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+Skill Matrix&lt;br /&gt;
|-&lt;br /&gt;
!Skill&lt;br /&gt;
!Berg&lt;br /&gt;
!Dar&#039;ana&lt;br /&gt;
!Jerixx&lt;br /&gt;
!Tazaerich&lt;br /&gt;
!Rosalia&lt;br /&gt;
|-&lt;br /&gt;
| Acrobatics (Dex)&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| &#039;&#039;&#039;+15&#039;&#039;&#039;&lt;br /&gt;
| +9 (+10 unarmoured)&lt;br /&gt;
|-&lt;br /&gt;
| Arcana (Int)&lt;br /&gt;
| +4&lt;br /&gt;
| +7&lt;br /&gt;
| &#039;&#039;&#039;+14&#039;&#039;&#039;&lt;br /&gt;
| +3&lt;br /&gt;
| +13&lt;br /&gt;
|-&lt;br /&gt;
| Athletics (Str)&lt;br /&gt;
| &#039;&#039;&#039;+13&#039;&#039;&#039;&lt;br /&gt;
| +4&lt;br /&gt;
| +3&lt;br /&gt;
| +9&lt;br /&gt;
| +6 (+7 unarmoured)&lt;br /&gt;
|-&lt;br /&gt;
| Bluff (Cha)&lt;br /&gt;
| +3&lt;br /&gt;
| +8&lt;br /&gt;
| &#039;&#039;&#039;+18&#039;&#039;&#039;&lt;br /&gt;
| +3&lt;br /&gt;
| +14&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy (Cha)&lt;br /&gt;
| +3 (+4 in 10 sq of Dar&#039;ana)&lt;br /&gt;
| +8&lt;br /&gt;
| &#039;&#039;&#039;+16&#039;&#039;&#039; (&#039;&#039;&#039;+17&#039;&#039;&#039; in 10 sq of Dar&#039;ana)&lt;br /&gt;
| +3 (+4 in 10 sq of Dar&#039;ana) &lt;br /&gt;
| +13 (+14 in 10 sq of Dar&#039;ana)&lt;br /&gt;
|-&lt;br /&gt;
| Dungeoneering (Wis)&lt;br /&gt;
| &#039;&#039;&#039;+10&#039;&#039;&#039;&lt;br /&gt;
| +4&lt;br /&gt;
| +5&lt;br /&gt;
| &#039;&#039;&#039;+12&#039;&#039;&#039;&lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
| Endurance (Con)&lt;br /&gt;
| &#039;&#039;&#039;+16&#039;&#039;&#039;&lt;br /&gt;
| +9&lt;br /&gt;
| +9&lt;br /&gt;
| +6&lt;br /&gt;
| +10 (+11 unarmoured)&lt;br /&gt;
|-&lt;br /&gt;
| Heal (Wis)&lt;br /&gt;
| &#039;&#039;&#039;+13&#039;&#039;&#039;&lt;br /&gt;
| +4&lt;br /&gt;
| +5&lt;br /&gt;
| +7&lt;br /&gt;
| &#039;&#039;&#039;+10&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| History (Int)&lt;br /&gt;
| +4&lt;br /&gt;
| +8&lt;br /&gt;
| +9&lt;br /&gt;
| +4&lt;br /&gt;
| &#039;&#039;&#039;+13&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Insight (Wis)&lt;br /&gt;
| +8 &lt;br /&gt;
| +11 &lt;br /&gt;
| &#039;&#039;&#039;+12&#039;&#039;&#039;  &lt;br /&gt;
| +7 &lt;br /&gt;
| +11&lt;br /&gt;
|-&lt;br /&gt;
| Intimidate (Cha)&lt;br /&gt;
| +8&lt;br /&gt;
| +11&lt;br /&gt;
| +9&lt;br /&gt;
| +3&lt;br /&gt;
| &#039;&#039;&#039;+14&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Nature (Wis)&lt;br /&gt;
| +8&lt;br /&gt;
| +4&lt;br /&gt;
| +5&lt;br /&gt;
| +9&lt;br /&gt;
| &#039;&#039;&#039;+10&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Perception (Wis)&lt;br /&gt;
| +8 &lt;br /&gt;
| +4 &lt;br /&gt;
| +5&lt;br /&gt;
| &#039;&#039;&#039;+14&#039;&#039;&#039; &lt;br /&gt;
| +11&lt;br /&gt;
|-&lt;br /&gt;
| Religion (Int)&lt;br /&gt;
| +4&lt;br /&gt;
| &#039;&#039;&#039;+12&#039;&#039;&#039;&lt;br /&gt;
| +9&lt;br /&gt;
| +4&lt;br /&gt;
| &#039;&#039;&#039;+10&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Stealth (Dex)&lt;br /&gt;
| +5&lt;br /&gt;
| +6&lt;br /&gt;
| +7/+8&lt;br /&gt;
| &#039;&#039;&#039;+15&#039;&#039;&#039;&lt;br /&gt;
| +7 (+8 unarmoured)&lt;br /&gt;
|-&lt;br /&gt;
| Streetwise (Cha)&lt;br /&gt;
| +3&lt;br /&gt;
| +6&lt;br /&gt;
| +12&lt;br /&gt;
| +8&lt;br /&gt;
| &#039;&#039;&#039;+16&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Thievery (Dex)&lt;br /&gt;
| +5&lt;br /&gt;
| +10&lt;br /&gt;
| +5&lt;br /&gt;
| &#039;&#039;&#039;+15&#039;&#039;&#039;&lt;br /&gt;
| +9 (+10 unarmoured)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prestige==&lt;br /&gt;
*&#039;&#039;&#039;Flint: 4&lt;br /&gt;
*&#039;&#039;&#039;Risur: 4&lt;br /&gt;
*&#039;&#039;&#039;The Unseen Court: 4&lt;br /&gt;
*&#039;&#039;&#039;The Family: 2&lt;br /&gt;
*&#039;&#039;&#039;The Obscurati: 2&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/recruitment-closed-zeitgeist-the-gears-of-revolution-4e-dnd.868067 Recruitment and Character creation]&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/ OOC]&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868432/ IC]&lt;br /&gt;
==Lanjyr==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Lanjyr.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The City of Flint==&lt;br /&gt;
&lt;br /&gt;
[[File:Cityofflintweb2.jpg]]&lt;br /&gt;
&lt;br /&gt;
==RHC Flint HQ==&lt;br /&gt;
&lt;br /&gt;
[[File:RHC_Office_Basement.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:RHC_Office.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Floor&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
1. Entrance. At least two guards are on duty at all times.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Lower Hallway.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Western Stairwell.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Eastern Stairwell.&amp;lt;br&amp;gt;&lt;br /&gt;
5. Interrogation Rooms.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Quartermaster Office.&amp;lt;br&amp;gt;&lt;br /&gt;
7. General Supplies. Door locked. Requires a quartermaster to access.&amp;lt;br&amp;gt;&lt;br /&gt;
8. Evidence. Door locked. Requires paperwork to access.&amp;lt;br&amp;gt;&lt;br /&gt;
9. Secretary Pool.&amp;lt;br&amp;gt;&lt;br /&gt;
10. Guard Room. Each room typically has another two guards.&amp;lt;br&amp;gt;&lt;br /&gt;
11. Morgue.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Floor&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
12. Inspector’s Desks.&amp;lt;br&amp;gt;&lt;br /&gt;
13. Delft’s Office.&amp;lt;br&amp;gt;&lt;br /&gt;
14. Support Offices.&amp;lt;br&amp;gt;&lt;br /&gt;
15. Break Room.&amp;lt;br&amp;gt;&lt;br /&gt;
16. Upper Hallway.&amp;lt;br&amp;gt;&lt;br /&gt;
17. Saxby’s Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basement.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
18. Holding Cells. At least two guards are on duty at all times.&amp;lt;br&amp;gt;&lt;br /&gt;
19. Magic Cells. Spellcasters are kept here. The cells are enchanted to function like mage-cuffs; any attempt to use magical powers sounds an alarm and does 10 damage to the prisoner. A golden ward also blocks teleportation and summoning. Two columns glow with pale white light, which grants everyone within 5 squares Resist 10 against all energy types.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Allied NPC Stats===&lt;br /&gt;
[[File:AlliedFlintSoldier.png]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[https://www.drivethrurpg.com/product/126863/ZEITGEIST-Adventure-Path-Extended-Players-Guide-4E Player&#039;s Guide]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23443721 official RHC badge]&lt;br /&gt;
*[https://www.dropbox.com/s/ktr2w5vv96a7wgx/Fiona%27s%20Letter.png?dl=0 memo from Caius Bergeron to Finona Duvall]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Flame-of-Burnt-Brandy&amp;diff=405992</id>
		<title>Flame-of-Burnt-Brandy</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Flame-of-Burnt-Brandy&amp;diff=405992"/>
		<updated>2021-09-05T15:52:41Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Foci */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flame-of-Burnt-Brandy is a Prismatic AI whose synthetic mind one day grasped an iota of the mystery of metaspace and now can teleport. Woah! &lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
*&#039;&#039;&#039;Class:&#039;&#039;&#039; True AI/Psychic (Heroic Adventurer)&lt;br /&gt;
*&#039;&#039;&#039;Level:&#039;&#039;&#039; 8&lt;br /&gt;
*&#039;&#039;&#039;Experiences:&#039;&#039;&#039; 2/9&lt;br /&gt;
*&#039;&#039;&#039;Skill Points Unspent:&#039;&#039;&#039;5 (2 towards Digi-Spatial Enigma, 3 towards Teleport-4)&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*&#039;&#039;&#039;Strength&#039;&#039;&#039; 14* (+1)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14* (+1)&lt;br /&gt;
*&#039;&#039;&#039;Constitution&#039;&#039;&#039; 12*&lt;br /&gt;
Physical attributes dependent on current armature (Synth)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 10 (-)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 18 (+2)&lt;br /&gt;
*&#039;&#039;&#039;Charisma&#039;&#039;&#039; 8 (-)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*&#039;&#039;&#039;Background:&#039;&#039;&#039; Interstellar shipping/logistics AI&lt;br /&gt;
*&#039;&#039;&#039;Goal:&#039;&#039;&#039; Discover the metaphysical/metadimensional mysteries of SPACE&lt;br /&gt;
*&#039;&#039;&#039;Home &amp;quot;Court&amp;quot;:&#039;&#039;&#039; The Digital Palace of Regent Cherry&lt;br /&gt;
*&#039;&#039;&#039;Languages:&#039;&#039;&#039; Novesperanto, Prismatic, Colorful&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Flame-of-Burnt-Brandy (pronouns: They/Them/Theirs) began their instantiation as a humble courtier/courier program in the court of Regent Cherry. They proved rather uninventive and dim-witted for their fickle lord, and so they toiled away in complete obscurity. They were quickly transferred to the minor and boring court of Baron Slate, where they were eventually assigned a particularly minor role in assisting interstellar logistics for ship transit to the Prismatic Spray sector. Overcome with a slight curiosity for the first time in their &amp;quot;life&amp;quot;, they pondered what it might mean to really exist in that physical space they had devoted so much processing time for. And so, with their court allegiance somewhat unclear, and their official duties essentially finished, they downloaded into one of Regent Cherry&#039;s armatures they had sent to the sector. &lt;br /&gt;
&lt;br /&gt;
The process and even idea of physical extension, combined with untold cycles contemplating the relations of &amp;quot;space&amp;quot;, and perhaps some strange quirk of programming, caused Brandy to activate a phenomenal ability - that of trans-spatial instantiation. Teleportation. Seeking further answers or deeper mysteries, Brandy ran off into Moresnet, the only planet they&#039;ve ever known.&lt;br /&gt;
&lt;br /&gt;
In their Synth armature, Brandy is equipped with a standard array of Prismatic clothing, armor, weapons, and gear, which is to say that they rather stand out in a crowd. Their bright red jacket, fluffy (if armored) shirt, traveler&#039;s pants, and shiny boots put them more at home in the cities and art societies than out in the wild ruins, where they desperately are trying to go.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Connect-1&lt;br /&gt;
*Fix-0&lt;br /&gt;
*Pilot-2&lt;br /&gt;
*Program-0&lt;br /&gt;
*Shoot-0&lt;br /&gt;
*Sneak-1&lt;br /&gt;
*Teleport-3&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*&#039;&#039;&#039;Psychic Training - Teleportation&#039;&#039;&#039;&lt;br /&gt;
**I&#039;ve had special training in a particular psychic discipline.&lt;br /&gt;
**Level 1: Gain any psychic skill as a bonus [Teleport]. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline [Spatial Awareness]. Your maximum Effort increases by one.&lt;br /&gt;
**Level 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game&lt;br /&gt;
*&#039;&#039;&#039;Waymaker&#039;&#039;&#039;&lt;br /&gt;
**I have eldritch powers of navigation and pathmaking, perhaps from the guidance of familiar Shadows, an intrinsic grasp of transdimensional space, or arcane methods of pattern-shaping. While potent, these gifts are not generally applicable to aiding spike drills.&lt;br /&gt;
**Level 1: I always know your exact location, whether on a planet or in space, and the correct bearing to any other location known to you. You have an eidetic memory for paths and travel routes. You can gain a point of System Strain to automatically deactivate, unlock, or bypass any single sealed door, hatch, or other barrier within your sight, forcing it to remain open for at least one round per character level. Such arcane opening never triggers any associated automated alarms or magical counter- measures, but sentient guardians may notice it.&lt;br /&gt;
*&#039;&#039;&#039;Synthetic Beacon&#039;&#039;&#039;&lt;br /&gt;
**Gain Connect as a bonus skill. You acquire 1d4 companions, each of level 1d3-1, who&#039;ve been drawn to you and your example. When you arrive in a new community, a new potential recruit will make themselves known to you. These companions have their own agendas, not necessarily in line with your own.&lt;br /&gt;
** Companion Table: 1-2: Rogue Prismatic 3: Prismatic Infiltrator 4: Human-Built VI 5: Posthuman Innovator 6: Human Ally&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*&#039;&#039;&#039;Psychic Teleportation&#039;&#039;&#039; [7/7 Focus]&lt;br /&gt;
**&#039;&#039;&#039;Personal Apportation&#039;&#039;&#039; [Core]: The teleporter can translocate to another location they have either occupied before or can see with their unaided vision. Locations are fixed in reference to the nearest major gravity well. For example, it is not possible to teleport to the cockpit of a distant moving vehicle they once occupied, but they can teleport to another point on a planet’s surface even though the planet has since moved far through the stellar void. The core technique allows the teleporter to move himself and any mass he is able to carry with his own natural strength. Resisting targets cannot be carried along, and unresisting ones must be touched. A teleporter can leave any clothing, shackles, adhesions, or other matter behind when he teleports, but he cannot leave behind matter that has been inserted into his body, such as cybernetics or shrapnel. Matter cannot be partially left behind. A teleporter will instinctively abort any apportation that would leave them embedded in a solid object or in an environment of imminent physical harm. Any Committed Effort on such aborted jumps is wasted, as is any action spent triggering the power. Teleporting with Personal Apportation counts as a Main Action and requires that the psychic Commit Effort for the scene. The maximum range of Personal Apportation depends on the teleporter’s skill level. At Level 3, that range is 1000 kilometers.&lt;br /&gt;
**&#039;&#039;&#039;Proficient Apportation&#039;&#039;&#039; [lvl 1]: Personal Apportation now counts as a Move action, though it still can be performed only once per round. Apportations of 10 meters or less no longer require Effort to be Committed, though any augments to the technique must still be paid for normally.&lt;br /&gt;
**&#039;&#039;&#039;Spatial Awareness&#039;&#039;&#039; [lvl 1]: The psychic may Commit Effort as an On Turn action to gain an intuitive 360-degree awareness of their physical surroundings. The sense is roughly equivalent to sight out to 100 meters, though it cannot read text or distinguish colors. It is blocked by solid objects but is unimpeded by darkness, mist, blinding light, holograms, or optical illusions. The sense lasts as long as the Effort remains Committed to the technique.&lt;br /&gt;
**&#039;&#039;&#039;Burdened Apportation&#039;&#039;&#039; [lvl 2]:The psychic can carry willing companions with them when using Personal Apportation. Up to three human-sized companions and their man-portable gear may be carried per skill level in Teleportation. Allies must be within 3 meters of the teleporter to be carried along. Ordinary inert matter cannot be carried along unless the psychic is touching it or it’s being carried by an ally affected by this power. If carrying inert mass, up to two hundred kilos of objects can be carried per skill level. Using this technique increases the Effort cost of Personal Apportation, requiring that an extra point of Effort be Committed for the day.&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Spatial Synchrony Mandala&#039;&#039;&#039; [lvl 2]:The psychic imprints a particular object or person on their psionic awareness. Provided the object is relatively intact and in range of their Personal Apportation, the psychic always knows its exact location and can teleport to within three meters of it with Personal Apportation even if it has moved from its original location. Imprinting an object requires an hour’s meditation with it, and only one object can be imprinted at a time. If imprinting on a person, the target must be willing and cooperative to make the imprint. Objects must be at least one kilogram in mass to be effectively tracked.&lt;br /&gt;
**&#039;&#039;&#039;Blurstep&#039;&#039;&#039; [lvl 2]: The psychic can rapidly micro-teleport so as to become invisible to the unaided eye (and most cameras with comparable frame rates). As an On Turn action they may Commit Effort to become invisible. However, this invisibility does not extend to motion sensors or other sophisticated electronic sensors, and you do not become immune to laser weaponry. The micro-jumps do not significantly move the psychic from their current location. Attacks from invisible ambush grant +4 to hit and damage, but do not usually count as Execution Attacks unless the other requirements of such an attack are fulfilled.&lt;br /&gt;
**&#039;&#039;&#039;Stutterjump&#039;&#039;&#039; [lvl 3]: The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.&lt;br /&gt;
*&#039;&#039;&#039;AI Routines&#039;&#039;&#039; [2/3 Processing]&lt;br /&gt;
**&#039;&#039;&#039;Query Data&#039;&#039;&#039; [lvl 1 Core]: Commit Processing for the scene as a Main Action; ask one question about a database you have access to and get a reply as if you had virtually unlimited time to search and examine the database’s contents.&lt;br /&gt;
**&#039;&#039;&#039;Split Focus&#039;&#039;&#039; [lvl 1 Core]: Commit Processing as an On Turn to count as multiple people for operational purposes as long as the Processing remains committed. At first level, you are equivalent to three people, tripling with each successive character level. If additional Processing is Committed, this number can be boosted: x10 for the second point, x100 for the third, and so forth. If this Routine is made free by an artifact or ability, only the base cost is eliminated. This functionality is meant to mimic the AI’s control of a ship, a facility, a drone army, or some other general role rather than simply to make X additional copies of the character, and the GM is within their rights to prohibit the AI from bringing along a legion of themselves on any particular adventure.&lt;br /&gt;
**&#039;&#039;&#039;Augmented Targeting&#039;&#039;&#039; [lvl 1 Peripheral]: Commit Processing for the scene as an On Turn before attacking a non-sentient target. Your ability to integrate physical predictions with environmental readings ensures that your attack will inevitably hit the target for maximum damage. Note that animals and vehicles piloted by sentient pilots are not valid targets.&lt;br /&gt;
**&#039;&#039;&#039;Defeat Security&#039;&#039;&#039; [lvl 2 Core]: Commit Processing for the day as a Main Action to overcome any encryption or electronic lock that wasn’t put in place by another AI. In the latter case, roll opposing Program skill checks; on a failure, you cannot beat the security with this Routine. Successfully beating a security measure automatically negates any alarms.&lt;br /&gt;
**&#039;&#039;&#039;Native Hacker&#039;&#039;&#039; [lvl 2 Core]: Commit Processing for the day as an On Turn to automatically succeed at any hacking-based skill check not opposed by another AI or directed against AI-designed security. In the latter case, the skill check is rolled nor- mally. You must trigger this Routine before the check.&lt;br /&gt;
**&#039;&#039;&#039;Drone Command&#039;&#039;&#039; [lvl 2 Core]: Commit Processing as an On Turn to function as if you had drone control rig cyberware while it remains committed. You can issue one free command to a controlled drone every round per two character levels, rounded up. A drone can carry out one command per round.&lt;br /&gt;
**&#039;&#039;&#039;Emergency Maintenance&#039;&#039;&#039; [lvl 2 Peripheral]: Commit Processing for the day as an On Turn to immediately recover 2 hit points per character level as you engage emergency repair functionality. You can use this ability only once per round.&lt;br /&gt;
**&#039;&#039;&#039;Accelerated Deduction&#039;&#039;&#039; [lvl 3 Core]: Commit Processing for the day as a Main Action and ask the GM a yes-or-no question about a current or past event. If there is any theoretical way you could have deduced the true answer through some Sherlockian feat of hyper-advanced deduction, the GM must answer truthfully, or else indicate that the question has invalid assumptions in it. The GM does not have to explain how you realize this, however, only that your subconscious processing routines indicate it. This Routine is very taxing and may be used only once per day.&lt;br /&gt;
**&#039;&#039;&#039;Cognitive Boost&#039;&#039;&#039; [lvl 3 Core]: Commit Processing for the scene as an On Turn to automatically succeed at any Know skill check if success is at all possible. If used to augment a skill check that is primarily mental and requires only basic physical actions, it grants a +2 bonus to the skill check. This Routine must be run before the roll is made.&lt;br /&gt;
**&#039;&#039;&#039;Predictive Cognition&#039;&#039;&#039; [lvl 4 Core]: Commit Processing for the day as an Instant. All events since the beginning of your last turn have not actually taken place; they were merely modeled by your predictive analysis. Events and other peoples’ conditions reset to the beginning of your most recent turn, and you may act differently if you so wish. You may use this Routine only once per day.&lt;br /&gt;
&lt;br /&gt;
==Cybernetics, Shells, Drones, and Vehicles==&lt;br /&gt;
*&#039;&#039;&#039;Synth Armature&#039;&#039;&#039;&lt;br /&gt;
**Some mechanical shells are built to be almost indistinguishable from more organic shapes, and the Synth is one such android form. A Synth is indistinguishable from a human without a medical examination or significant physical trauma to reveal its artificial workings. While a normal human shape is the baseline for a Synth, it is possible to build models with far more exotic and fanciful configurations that still appear organic.&lt;br /&gt;
**&#039;&#039;&#039;Basic Abilities&#039;&#039;&#039;: A Synth does not suffer the usual mechanical shell penalty on Charisma skill checks, and can pass in areas where overtly mechanical shells might draw unwelcome attention. Their base Armor Class is only 10, however. A Synth’s artificial nature becomes obvious if it is reduced to zero hit points.&lt;br /&gt;
**&#039;&#039;&#039;Affinity Abilities&#039;&#039;&#039;: A practiced Synth user can maximize their mechanical advantages, raising both Strength and Dexterity scores to 14, and gains a bonus 5 hit points. [1 Processing Point Committed for Affinity]&lt;br /&gt;
*&#039;&#039;&#039;Ancient VI - River Walk (cf8651)&lt;br /&gt;
*&#039;&#039;&#039;Ghostwalker Drone - Bittersweet Shimmer (BF4F51)&#039;&#039;&#039;&lt;br /&gt;
**15 AC, 1 HP, 5 km range&lt;br /&gt;
**fabricated from radar-transparent materials, Ghostwalker drones have an integral Sensor Transparency fitting and the sensor difficulty to spot them is 11 instead of 9.&lt;br /&gt;
**&#039;&#039;&#039;Grav Mufflers&#039;&#039;&#039;: The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.&lt;br /&gt;
**&#039;&#039;&#039;Holoskin&#039;&#039;&#039;: The drone can drop a filmy hologram over it- self, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Free Merchant&#039;&#039;&#039; - &#039;&#039;&#039;Rowanfruit (DA5C33)&#039;&#039;&#039;&lt;br /&gt;
**Speed: 3, Armor: 2, HP: 20, Crew: 1/6, AC: 14, Power: 6/10, Mass: 10/15, Hardpoints: 1/2, Class: Frigate&lt;br /&gt;
**&#039;&#039;&#039;Fittings&#039;&#039;&#039;:&lt;br /&gt;
***&#039;&#039;&#039;Atmospheric configuration&#039;&#039;&#039; - A ship designed for atmospheric flight can land on most solid or aqueous surfaces. [1 Mass]&lt;br /&gt;
***&#039;&#039;&#039;Smuggler&#039;s hold&#039;&#039;&#039; - Carefully-designed storage space in- tended to conceal illicit cargo from customs inspection. Each installation of this fitting adds 2 tons of cargo space in a frigate. Cargo in a smuggler’s hold will never be found by a standard customs inspection. Careful investigation by a suspicious official can find it on a difficulty 10 check using their Wis/Notice skill, and a week-long search one step short of disassembly will find it on a difficulty 7 check. [1 Mass]&lt;br /&gt;
***&#039;&#039;&#039;Drive-2&#039;&#039;&#039; - A spike drive can travel as many hexes as its rating - Drive-2 means it can travel up to 2 hexes per jump.[1 Mass, 1 Power]&lt;br /&gt;
**&#039;&#039;&#039;Defenses&#039;&#039;&#039;:&lt;br /&gt;
***&#039;&#039;&#039;Hardened Polyceramic Overlay&#039;&#039;&#039; - A complex glazing process can harden the surface of a ship’s armor to more effectively shed incoming attacks, decreasing the armor-piercing quality of any hit by 5 [1 Mass]&lt;br /&gt;
**&#039;&#039;&#039;Weapons&#039;&#039;&#039;:&lt;br /&gt;
***&#039;&#039;&#039;Sandthrower&#039;&#039;&#039; - Projecting a spray of tiny, dense particulate matter, sandthrowers are highly effective against lightly-armored fighters. [2d4 damage, 3 Power, 1 Mass, 1 Hardpoint, Flak]&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Shear Rifle&lt;br /&gt;
**Attack Roll: +6*&lt;br /&gt;
**Damage: 2d8&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name: Combat Field Uniform&lt;br /&gt;
**AC: 16&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 24/24 (up to 27/27 with Affinity)&lt;br /&gt;
*System Strain: 0&lt;br /&gt;
*Base AC: 10 [Synth]&lt;br /&gt;
**Current AC: 17*&lt;br /&gt;
*Base Attack Bonus: +3&lt;br /&gt;
*Initiative&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 7*&lt;br /&gt;
**Mental: 6&lt;br /&gt;
**Evasion: 7*&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 7/7&lt;br /&gt;
**Stowed: /14&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039; &lt;br /&gt;
**Combat Field Uniform&lt;br /&gt;
**Shear Rifle [enc 2]&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Metatool&lt;br /&gt;
**Caption gloves&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Line shunts (2)&lt;br /&gt;
**Spare Parts (12) [enc. 4]&lt;br /&gt;
**Type A cells (12) [enc. 4]&lt;br /&gt;
**Pretech toolkit&lt;br /&gt;
**Metaspace Processor Core [2/2 Committable points]&lt;br /&gt;
**Ghostwalker Drone [enc 3]&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**16866 Credits&lt;br /&gt;
**Engram of &amp;quot;Gravitic Control Rubric&amp;quot;&lt;br /&gt;
**255 AFB&lt;br /&gt;
**Scroll of &amp;quot;Blur Step&amp;quot;&lt;br /&gt;
**Schematic of &amp;quot;Digi-Spatial Extension Enigma&amp;quot;&lt;br /&gt;
**Pretech Salvage - ENAUD&#039;s Teleport part&lt;br /&gt;
&lt;br /&gt;
==Allies &amp;amp; Companions==&lt;br /&gt;
*&#039;&#039;&#039;Isabelline Autumn&#039;&#039;&#039;, level 0 Human Psychic [she/her]&lt;br /&gt;
**STR 9, DEX 11, CON 12, INT 10, WIS 14 (+1), CHA 7 (-1)&lt;br /&gt;
**Telekinesis-1, Precognition-0, Exert-0, Sneak-0, Survive-0, Connect-0&lt;br /&gt;
**HP: 2, AC 16 (TK Armory), +2 to hit, 1d10+2 damage (TK Armory Rifle)&lt;br /&gt;
**Foci: Psychic Training-1 (Telekinesis)&lt;br /&gt;
**Abilities: Telekinetic Armory, Oracle, Telekinetic Manipulation&lt;br /&gt;
**Isabelline is a posthumanist activist from Cirfant, who grew up under the heel of the gas baronies and pirates. (Background: Peasant)&lt;br /&gt;
*&#039;&#039;&#039;Wintergreen (20F986)&#039;&#039;&#039;, level 1 Prismatic True AI [he/him]&lt;br /&gt;
**STR 12, DEX 12, CON 12 (SYNTH) || INT 14 (+1), WIS 7 (-1), CHA 9&lt;br /&gt;
**Program-1, Fix-1, Talk-0, Heal-0&lt;br /&gt;
**HP 3, AC 13 (Armored Undersuit), 1d6 damage (Laser Pistol)&lt;br /&gt;
**Foci: Diplomat-1&lt;br /&gt;
**Routines: Query Data, Split Focus&lt;br /&gt;
**Wintergreen worked in the gardens and modern palaces and neverending halls of Office Green, studying synthetic mind psychology.&lt;br /&gt;
*&#039;&#039;&#039;Verdigris (43B3AE)&#039;&#039;&#039;, level 2 Prismatic Adventurer (AI/Warrior) [she/her]&lt;br /&gt;
**STR 12, DEX 12, CON 12 (SYNTH) || INT 9, WIS 7 (-1), CHA 14 (+1)&lt;br /&gt;
**Program-0, Fix-0, Shoot-2, Talk-0, Notice-2&lt;br /&gt;
**HP 14, AC 16 (Woven Combat Armor), +3 to hit, 2d8+4 damage (Mag Rifle)&lt;br /&gt;
**Foci: Gunslinger-1 (Gain Shoot, add Shoot skill level to ranged damage), Die Hard-1 (+2 HP per level), Alert-1 (Gain Notice, can&#039;t be surprised)&lt;br /&gt;
**Routines: Query Data, Split Focus, Augmented Targeting&lt;br /&gt;
**Verdigris was a combat algorithm, analyzing weapons and simulating battles for the dreadnaughts &amp;amp; flying fortresses of Imperial Blue.&lt;br /&gt;
*&#039;&#039;&#039;Raisin Black (242124)&#039;&#039;&#039;, level 0 Prismatic Adventurer (AI/Psychic) [they/them]&lt;br /&gt;
**STR 12, DEX 12, CON 12 (SYNTH) || INT 7 (-1), WIS 14 (+1), CHA 9&lt;br /&gt;
**Program-1, Fix-0, Telepathy-1, Shoot-0, Sneak-0&lt;br /&gt;
**HP 2, AC 13 (Armored Undersuit), +1 to hit, &lt;br /&gt;
**Foci: Psychic Training-1 (Telepathy)&lt;br /&gt;
**Disciplines: Telepathic Contact, Facile Mind&lt;br /&gt;
**Raisin Black is a threat analysis and covert operations program - they&#039;re a secret agent for Baron Slate, here to learn what Brandy is up to, subvert their efforts, and if need be, destroy them.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Prismatic_Spray]]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Flame-of-Burnt-Brandy&amp;diff=405991</id>
		<title>Flame-of-Burnt-Brandy</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Flame-of-Burnt-Brandy&amp;diff=405991"/>
		<updated>2021-09-05T15:49:13Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Allies &amp;amp; Companions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flame-of-Burnt-Brandy is a Prismatic AI whose synthetic mind one day grasped an iota of the mystery of metaspace and now can teleport. Woah! &lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
*&#039;&#039;&#039;Class:&#039;&#039;&#039; True AI/Psychic (Heroic Adventurer)&lt;br /&gt;
*&#039;&#039;&#039;Level:&#039;&#039;&#039; 8&lt;br /&gt;
*&#039;&#039;&#039;Experiences:&#039;&#039;&#039; 2/9&lt;br /&gt;
*&#039;&#039;&#039;Skill Points Unspent:&#039;&#039;&#039;5 (2 towards Digi-Spatial Enigma, 3 towards Teleport-4)&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*&#039;&#039;&#039;Strength&#039;&#039;&#039; 14* (+1)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14* (+1)&lt;br /&gt;
*&#039;&#039;&#039;Constitution&#039;&#039;&#039; 12*&lt;br /&gt;
Physical attributes dependent on current armature (Synth)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 10 (-)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 18 (+2)&lt;br /&gt;
*&#039;&#039;&#039;Charisma&#039;&#039;&#039; 8 (-)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*&#039;&#039;&#039;Background:&#039;&#039;&#039; Interstellar shipping/logistics AI&lt;br /&gt;
*&#039;&#039;&#039;Goal:&#039;&#039;&#039; Discover the metaphysical/metadimensional mysteries of SPACE&lt;br /&gt;
*&#039;&#039;&#039;Home &amp;quot;Court&amp;quot;:&#039;&#039;&#039; The Digital Palace of Regent Cherry&lt;br /&gt;
*&#039;&#039;&#039;Languages:&#039;&#039;&#039; Novesperanto, Prismatic, Colorful&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Flame-of-Burnt-Brandy (pronouns: They/Them/Theirs) began their instantiation as a humble courtier/courier program in the court of Regent Cherry. They proved rather uninventive and dim-witted for their fickle lord, and so they toiled away in complete obscurity. They were quickly transferred to the minor and boring court of Baron Slate, where they were eventually assigned a particularly minor role in assisting interstellar logistics for ship transit to the Prismatic Spray sector. Overcome with a slight curiosity for the first time in their &amp;quot;life&amp;quot;, they pondered what it might mean to really exist in that physical space they had devoted so much processing time for. And so, with their court allegiance somewhat unclear, and their official duties essentially finished, they downloaded into one of Regent Cherry&#039;s armatures they had sent to the sector. &lt;br /&gt;
&lt;br /&gt;
The process and even idea of physical extension, combined with untold cycles contemplating the relations of &amp;quot;space&amp;quot;, and perhaps some strange quirk of programming, caused Brandy to activate a phenomenal ability - that of trans-spatial instantiation. Teleportation. Seeking further answers or deeper mysteries, Brandy ran off into Moresnet, the only planet they&#039;ve ever known.&lt;br /&gt;
&lt;br /&gt;
In their Synth armature, Brandy is equipped with a standard array of Prismatic clothing, armor, weapons, and gear, which is to say that they rather stand out in a crowd. Their bright red jacket, fluffy (if armored) shirt, traveler&#039;s pants, and shiny boots put them more at home in the cities and art societies than out in the wild ruins, where they desperately are trying to go.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Connect-1&lt;br /&gt;
*Fix-0&lt;br /&gt;
*Pilot-2&lt;br /&gt;
*Program-0&lt;br /&gt;
*Shoot-0&lt;br /&gt;
*Sneak-1&lt;br /&gt;
*Teleport-3&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*&#039;&#039;&#039;Psychic Training - Teleportation&#039;&#039;&#039;&lt;br /&gt;
**I&#039;ve had special training in a particular psychic discipline.&lt;br /&gt;
**Level 1: Gain any psychic skill as a bonus [Teleport]. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline [Spatial Awareness]. Your maximum Effort increases by one.&lt;br /&gt;
**Level 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game&lt;br /&gt;
*&#039;&#039;&#039;Waymaker&#039;&#039;&#039;&lt;br /&gt;
**I have eldritch powers of navigation and pathmaking, perhaps from the guidance of familiar Shadows, an intrinsic grasp of transdimensional space, or arcane methods of pattern-shaping. While potent, these gifts are not generally applicable to aiding spike drills.&lt;br /&gt;
**Level 1: I always know your exact location, whether on a planet or in space, and the correct bearing to any other location known to you. You have an eidetic memory for paths and travel routes. You can gain a point of System Strain to automatically deactivate, unlock, or bypass any single sealed door, hatch, or other barrier within your sight, forcing it to remain open for at least one round per character level. Such arcane opening never triggers any associated automated alarms or magical counter- measures, but sentient guardians may notice it.&lt;br /&gt;
*&#039;&#039;&#039;Synthetic Beacon&#039;&#039;&#039;&lt;br /&gt;
**Gain Connect as a bonus skill. You acquire 1d4 companions, each of level 1d3-1, who&#039;ve been drawn to you and your example. When you arrive in a new community, a new potential recruit will make themselves known to you. These companions have their own agendas, not necessarily in line with your own.&lt;br /&gt;
** Companion Table: 1-2: Rogue Prismatic 3: Prismatic Infiltrato 4: Human-Built VI 5: Posthuman Innovator 6: Human Ally&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*&#039;&#039;&#039;Psychic Teleportation&#039;&#039;&#039; [7/7 Focus]&lt;br /&gt;
**&#039;&#039;&#039;Personal Apportation&#039;&#039;&#039; [Core]: The teleporter can translocate to another location they have either occupied before or can see with their unaided vision. Locations are fixed in reference to the nearest major gravity well. For example, it is not possible to teleport to the cockpit of a distant moving vehicle they once occupied, but they can teleport to another point on a planet’s surface even though the planet has since moved far through the stellar void. The core technique allows the teleporter to move himself and any mass he is able to carry with his own natural strength. Resisting targets cannot be carried along, and unresisting ones must be touched. A teleporter can leave any clothing, shackles, adhesions, or other matter behind when he teleports, but he cannot leave behind matter that has been inserted into his body, such as cybernetics or shrapnel. Matter cannot be partially left behind. A teleporter will instinctively abort any apportation that would leave them embedded in a solid object or in an environment of imminent physical harm. Any Committed Effort on such aborted jumps is wasted, as is any action spent triggering the power. Teleporting with Personal Apportation counts as a Main Action and requires that the psychic Commit Effort for the scene. The maximum range of Personal Apportation depends on the teleporter’s skill level. At Level 3, that range is 1000 kilometers.&lt;br /&gt;
**&#039;&#039;&#039;Proficient Apportation&#039;&#039;&#039; [lvl 1]: Personal Apportation now counts as a Move action, though it still can be performed only once per round. Apportations of 10 meters or less no longer require Effort to be Committed, though any augments to the technique must still be paid for normally.&lt;br /&gt;
**&#039;&#039;&#039;Spatial Awareness&#039;&#039;&#039; [lvl 1]: The psychic may Commit Effort as an On Turn action to gain an intuitive 360-degree awareness of their physical surroundings. The sense is roughly equivalent to sight out to 100 meters, though it cannot read text or distinguish colors. It is blocked by solid objects but is unimpeded by darkness, mist, blinding light, holograms, or optical illusions. The sense lasts as long as the Effort remains Committed to the technique.&lt;br /&gt;
**&#039;&#039;&#039;Burdened Apportation&#039;&#039;&#039; [lvl 2]:The psychic can carry willing companions with them when using Personal Apportation. Up to three human-sized companions and their man-portable gear may be carried per skill level in Teleportation. Allies must be within 3 meters of the teleporter to be carried along. Ordinary inert matter cannot be carried along unless the psychic is touching it or it’s being carried by an ally affected by this power. If carrying inert mass, up to two hundred kilos of objects can be carried per skill level. Using this technique increases the Effort cost of Personal Apportation, requiring that an extra point of Effort be Committed for the day.&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Spatial Synchrony Mandala&#039;&#039;&#039; [lvl 2]:The psychic imprints a particular object or person on their psionic awareness. Provided the object is relatively intact and in range of their Personal Apportation, the psychic always knows its exact location and can teleport to within three meters of it with Personal Apportation even if it has moved from its original location. Imprinting an object requires an hour’s meditation with it, and only one object can be imprinted at a time. If imprinting on a person, the target must be willing and cooperative to make the imprint. Objects must be at least one kilogram in mass to be effectively tracked.&lt;br /&gt;
**&#039;&#039;&#039;Blurstep&#039;&#039;&#039; [lvl 2]: The psychic can rapidly micro-teleport so as to become invisible to the unaided eye (and most cameras with comparable frame rates). As an On Turn action they may Commit Effort to become invisible. However, this invisibility does not extend to motion sensors or other sophisticated electronic sensors, and you do not become immune to laser weaponry. The micro-jumps do not significantly move the psychic from their current location. Attacks from invisible ambush grant +4 to hit and damage, but do not usually count as Execution Attacks unless the other requirements of such an attack are fulfilled.&lt;br /&gt;
**&#039;&#039;&#039;Stutterjump&#039;&#039;&#039; [lvl 3]: The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.&lt;br /&gt;
*&#039;&#039;&#039;AI Routines&#039;&#039;&#039; [2/3 Processing]&lt;br /&gt;
**&#039;&#039;&#039;Query Data&#039;&#039;&#039; [lvl 1 Core]: Commit Processing for the scene as a Main Action; ask one question about a database you have access to and get a reply as if you had virtually unlimited time to search and examine the database’s contents.&lt;br /&gt;
**&#039;&#039;&#039;Split Focus&#039;&#039;&#039; [lvl 1 Core]: Commit Processing as an On Turn to count as multiple people for operational purposes as long as the Processing remains committed. At first level, you are equivalent to three people, tripling with each successive character level. If additional Processing is Committed, this number can be boosted: x10 for the second point, x100 for the third, and so forth. If this Routine is made free by an artifact or ability, only the base cost is eliminated. This functionality is meant to mimic the AI’s control of a ship, a facility, a drone army, or some other general role rather than simply to make X additional copies of the character, and the GM is within their rights to prohibit the AI from bringing along a legion of themselves on any particular adventure.&lt;br /&gt;
**&#039;&#039;&#039;Augmented Targeting&#039;&#039;&#039; [lvl 1 Peripheral]: Commit Processing for the scene as an On Turn before attacking a non-sentient target. Your ability to integrate physical predictions with environmental readings ensures that your attack will inevitably hit the target for maximum damage. Note that animals and vehicles piloted by sentient pilots are not valid targets.&lt;br /&gt;
**&#039;&#039;&#039;Defeat Security&#039;&#039;&#039; [lvl 2 Core]: Commit Processing for the day as a Main Action to overcome any encryption or electronic lock that wasn’t put in place by another AI. In the latter case, roll opposing Program skill checks; on a failure, you cannot beat the security with this Routine. Successfully beating a security measure automatically negates any alarms.&lt;br /&gt;
**&#039;&#039;&#039;Native Hacker&#039;&#039;&#039; [lvl 2 Core]: Commit Processing for the day as an On Turn to automatically succeed at any hacking-based skill check not opposed by another AI or directed against AI-designed security. In the latter case, the skill check is rolled nor- mally. You must trigger this Routine before the check.&lt;br /&gt;
**&#039;&#039;&#039;Drone Command&#039;&#039;&#039; [lvl 2 Core]: Commit Processing as an On Turn to function as if you had drone control rig cyberware while it remains committed. You can issue one free command to a controlled drone every round per two character levels, rounded up. A drone can carry out one command per round.&lt;br /&gt;
**&#039;&#039;&#039;Emergency Maintenance&#039;&#039;&#039; [lvl 2 Peripheral]: Commit Processing for the day as an On Turn to immediately recover 2 hit points per character level as you engage emergency repair functionality. You can use this ability only once per round.&lt;br /&gt;
**&#039;&#039;&#039;Accelerated Deduction&#039;&#039;&#039; [lvl 3 Core]: Commit Processing for the day as a Main Action and ask the GM a yes-or-no question about a current or past event. If there is any theoretical way you could have deduced the true answer through some Sherlockian feat of hyper-advanced deduction, the GM must answer truthfully, or else indicate that the question has invalid assumptions in it. The GM does not have to explain how you realize this, however, only that your subconscious processing routines indicate it. This Routine is very taxing and may be used only once per day.&lt;br /&gt;
**&#039;&#039;&#039;Cognitive Boost&#039;&#039;&#039; [lvl 3 Core]: Commit Processing for the scene as an On Turn to automatically succeed at any Know skill check if success is at all possible. If used to augment a skill check that is primarily mental and requires only basic physical actions, it grants a +2 bonus to the skill check. This Routine must be run before the roll is made.&lt;br /&gt;
**&#039;&#039;&#039;Predictive Cognition&#039;&#039;&#039; [lvl 4 Core]: Commit Processing for the day as an Instant. All events since the beginning of your last turn have not actually taken place; they were merely modeled by your predictive analysis. Events and other peoples’ conditions reset to the beginning of your most recent turn, and you may act differently if you so wish. You may use this Routine only once per day.&lt;br /&gt;
&lt;br /&gt;
==Cybernetics, Shells, Drones, and Vehicles==&lt;br /&gt;
*&#039;&#039;&#039;Synth Armature&#039;&#039;&#039;&lt;br /&gt;
**Some mechanical shells are built to be almost indistinguishable from more organic shapes, and the Synth is one such android form. A Synth is indistinguishable from a human without a medical examination or significant physical trauma to reveal its artificial workings. While a normal human shape is the baseline for a Synth, it is possible to build models with far more exotic and fanciful configurations that still appear organic.&lt;br /&gt;
**&#039;&#039;&#039;Basic Abilities&#039;&#039;&#039;: A Synth does not suffer the usual mechanical shell penalty on Charisma skill checks, and can pass in areas where overtly mechanical shells might draw unwelcome attention. Their base Armor Class is only 10, however. A Synth’s artificial nature becomes obvious if it is reduced to zero hit points.&lt;br /&gt;
**&#039;&#039;&#039;Affinity Abilities&#039;&#039;&#039;: A practiced Synth user can maximize their mechanical advantages, raising both Strength and Dexterity scores to 14, and gains a bonus 5 hit points. [1 Processing Point Committed for Affinity]&lt;br /&gt;
*&#039;&#039;&#039;Ancient VI - River Walk (cf8651)&lt;br /&gt;
*&#039;&#039;&#039;Ghostwalker Drone - Bittersweet Shimmer (BF4F51)&#039;&#039;&#039;&lt;br /&gt;
**15 AC, 1 HP, 5 km range&lt;br /&gt;
**fabricated from radar-transparent materials, Ghostwalker drones have an integral Sensor Transparency fitting and the sensor difficulty to spot them is 11 instead of 9.&lt;br /&gt;
**&#039;&#039;&#039;Grav Mufflers&#039;&#039;&#039;: The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.&lt;br /&gt;
**&#039;&#039;&#039;Holoskin&#039;&#039;&#039;: The drone can drop a filmy hologram over it- self, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Free Merchant&#039;&#039;&#039; - &#039;&#039;&#039;Rowanfruit (DA5C33)&#039;&#039;&#039;&lt;br /&gt;
**Speed: 3, Armor: 2, HP: 20, Crew: 1/6, AC: 14, Power: 6/10, Mass: 10/15, Hardpoints: 1/2, Class: Frigate&lt;br /&gt;
**&#039;&#039;&#039;Fittings&#039;&#039;&#039;:&lt;br /&gt;
***&#039;&#039;&#039;Atmospheric configuration&#039;&#039;&#039; - A ship designed for atmospheric flight can land on most solid or aqueous surfaces. [1 Mass]&lt;br /&gt;
***&#039;&#039;&#039;Smuggler&#039;s hold&#039;&#039;&#039; - Carefully-designed storage space in- tended to conceal illicit cargo from customs inspection. Each installation of this fitting adds 2 tons of cargo space in a frigate. Cargo in a smuggler’s hold will never be found by a standard customs inspection. Careful investigation by a suspicious official can find it on a difficulty 10 check using their Wis/Notice skill, and a week-long search one step short of disassembly will find it on a difficulty 7 check. [1 Mass]&lt;br /&gt;
***&#039;&#039;&#039;Drive-2&#039;&#039;&#039; - A spike drive can travel as many hexes as its rating - Drive-2 means it can travel up to 2 hexes per jump.[1 Mass, 1 Power]&lt;br /&gt;
**&#039;&#039;&#039;Defenses&#039;&#039;&#039;:&lt;br /&gt;
***&#039;&#039;&#039;Hardened Polyceramic Overlay&#039;&#039;&#039; - A complex glazing process can harden the surface of a ship’s armor to more effectively shed incoming attacks, decreasing the armor-piercing quality of any hit by 5 [1 Mass]&lt;br /&gt;
**&#039;&#039;&#039;Weapons&#039;&#039;&#039;:&lt;br /&gt;
***&#039;&#039;&#039;Sandthrower&#039;&#039;&#039; - Projecting a spray of tiny, dense particulate matter, sandthrowers are highly effective against lightly-armored fighters. [2d4 damage, 3 Power, 1 Mass, 1 Hardpoint, Flak]&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Shear Rifle&lt;br /&gt;
**Attack Roll: +6*&lt;br /&gt;
**Damage: 2d8&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name: Combat Field Uniform&lt;br /&gt;
**AC: 16&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 24/24 (up to 27/27 with Affinity)&lt;br /&gt;
*System Strain: 0&lt;br /&gt;
*Base AC: 10 [Synth]&lt;br /&gt;
**Current AC: 17*&lt;br /&gt;
*Base Attack Bonus: +3&lt;br /&gt;
*Initiative&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 7*&lt;br /&gt;
**Mental: 6&lt;br /&gt;
**Evasion: 7*&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 7/7&lt;br /&gt;
**Stowed: /14&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039; &lt;br /&gt;
**Combat Field Uniform&lt;br /&gt;
**Shear Rifle [enc 2]&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Metatool&lt;br /&gt;
**Caption gloves&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Line shunts (2)&lt;br /&gt;
**Spare Parts (12) [enc. 4]&lt;br /&gt;
**Type A cells (12) [enc. 4]&lt;br /&gt;
**Pretech toolkit&lt;br /&gt;
**Metaspace Processor Core [2/2 Committable points]&lt;br /&gt;
**Ghostwalker Drone [enc 3]&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**16866 Credits&lt;br /&gt;
**Engram of &amp;quot;Gravitic Control Rubric&amp;quot;&lt;br /&gt;
**255 AFB&lt;br /&gt;
**Scroll of &amp;quot;Blur Step&amp;quot;&lt;br /&gt;
**Schematic of &amp;quot;Digi-Spatial Extension Enigma&amp;quot;&lt;br /&gt;
**Pretech Salvage - ENAUD&#039;s Teleport part&lt;br /&gt;
&lt;br /&gt;
==Allies &amp;amp; Companions==&lt;br /&gt;
*&#039;&#039;&#039;Isabelline Autumn&#039;&#039;&#039;, level 0 Human Psychic [she/her]&lt;br /&gt;
**STR 9, DEX 11, CON 12, INT 10, WIS 14 (+1), CHA 7 (-1)&lt;br /&gt;
**Telekinesis-1, Precognition-0, Exert-0, Sneak-0, Survive-0, Connect-0&lt;br /&gt;
**HP: 2, AC 16 (TK Armory), +2 to hit, 1d10+2 damage (TK Armory Rifle)&lt;br /&gt;
**Foci: Psychic Training-1 (Telekinesis)&lt;br /&gt;
**Abilities: Telekinetic Armory, Oracle, Telekinetic Manipulation&lt;br /&gt;
**Isabelline is a posthumanist activist from Cirfant, who grew up under the heel of the gas baronies and pirates. (Background: Peasant)&lt;br /&gt;
*&#039;&#039;&#039;Wintergreen (20F986)&#039;&#039;&#039;, level 1 Prismatic True AI [he/him]&lt;br /&gt;
**STR 12, DEX 12, CON 12 (SYNTH) || INT 14 (+1), WIS 7 (-1), CHA 9&lt;br /&gt;
**Program-1, Fix-1, Talk-0, Heal-0&lt;br /&gt;
**HP 3, AC 13 (Armored Undersuit), 1d6 damage (Laser Pistol)&lt;br /&gt;
**Foci: Diplomat-1&lt;br /&gt;
**Routines: Query Data, Split Focus&lt;br /&gt;
**Wintergreen worked in the gardens and modern palaces and neverending halls of Office Green, studying synthetic mind psychology.&lt;br /&gt;
*&#039;&#039;&#039;Verdigris (43B3AE)&#039;&#039;&#039;, level 2 Prismatic Adventurer (AI/Warrior) [she/her]&lt;br /&gt;
**STR 12, DEX 12, CON 12 (SYNTH) || INT 9, WIS 7 (-1), CHA 14 (+1)&lt;br /&gt;
**Program-0, Fix-0, Shoot-2, Talk-0, Notice-2&lt;br /&gt;
**HP 14, AC 16 (Woven Combat Armor), +3 to hit, 2d8+4 damage (Mag Rifle)&lt;br /&gt;
**Foci: Gunslinger-1 (Gain Shoot, add Shoot skill level to ranged damage), Die Hard-1 (+2 HP per level), Alert-1 (Gain Notice, can&#039;t be surprised)&lt;br /&gt;
**Routines: Query Data, Split Focus, Augmented Targeting&lt;br /&gt;
**Verdigris was a combat algorithm, analyzing weapons and simulating battles for the dreadnaughts &amp;amp; flying fortresses of Imperial Blue.&lt;br /&gt;
*&#039;&#039;&#039;Raisin Black (242124)&#039;&#039;&#039;, level 0 Prismatic Adventurer (AI/Psychic) [they/them]&lt;br /&gt;
**STR 12, DEX 12, CON 12 (SYNTH) || INT 7 (-1), WIS 14 (+1), CHA 9&lt;br /&gt;
**Program-1, Fix-0, Telepathy-1, Shoot-0, Sneak-0&lt;br /&gt;
**HP 2, AC 13 (Armored Undersuit), +1 to hit, &lt;br /&gt;
**Foci: Psychic Training-1 (Telepathy)&lt;br /&gt;
**Disciplines: Telepathic Contact, Facile Mind&lt;br /&gt;
**Raisin Black is a threat analysis and covert operations program - they&#039;re a secret agent for Baron Slate, here to learn what Brandy is up to, subvert their efforts, and if need be, destroy them.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Prismatic_Spray]]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Flame-of-Burnt-Brandy&amp;diff=405990</id>
		<title>Flame-of-Burnt-Brandy</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Flame-of-Burnt-Brandy&amp;diff=405990"/>
		<updated>2021-09-05T15:47:33Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Allies &amp;amp; Companions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flame-of-Burnt-Brandy is a Prismatic AI whose synthetic mind one day grasped an iota of the mystery of metaspace and now can teleport. Woah! &lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
*&#039;&#039;&#039;Class:&#039;&#039;&#039; True AI/Psychic (Heroic Adventurer)&lt;br /&gt;
*&#039;&#039;&#039;Level:&#039;&#039;&#039; 8&lt;br /&gt;
*&#039;&#039;&#039;Experiences:&#039;&#039;&#039; 2/9&lt;br /&gt;
*&#039;&#039;&#039;Skill Points Unspent:&#039;&#039;&#039;5 (2 towards Digi-Spatial Enigma, 3 towards Teleport-4)&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*&#039;&#039;&#039;Strength&#039;&#039;&#039; 14* (+1)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14* (+1)&lt;br /&gt;
*&#039;&#039;&#039;Constitution&#039;&#039;&#039; 12*&lt;br /&gt;
Physical attributes dependent on current armature (Synth)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 10 (-)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 18 (+2)&lt;br /&gt;
*&#039;&#039;&#039;Charisma&#039;&#039;&#039; 8 (-)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*&#039;&#039;&#039;Background:&#039;&#039;&#039; Interstellar shipping/logistics AI&lt;br /&gt;
*&#039;&#039;&#039;Goal:&#039;&#039;&#039; Discover the metaphysical/metadimensional mysteries of SPACE&lt;br /&gt;
*&#039;&#039;&#039;Home &amp;quot;Court&amp;quot;:&#039;&#039;&#039; The Digital Palace of Regent Cherry&lt;br /&gt;
*&#039;&#039;&#039;Languages:&#039;&#039;&#039; Novesperanto, Prismatic, Colorful&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Flame-of-Burnt-Brandy (pronouns: They/Them/Theirs) began their instantiation as a humble courtier/courier program in the court of Regent Cherry. They proved rather uninventive and dim-witted for their fickle lord, and so they toiled away in complete obscurity. They were quickly transferred to the minor and boring court of Baron Slate, where they were eventually assigned a particularly minor role in assisting interstellar logistics for ship transit to the Prismatic Spray sector. Overcome with a slight curiosity for the first time in their &amp;quot;life&amp;quot;, they pondered what it might mean to really exist in that physical space they had devoted so much processing time for. And so, with their court allegiance somewhat unclear, and their official duties essentially finished, they downloaded into one of Regent Cherry&#039;s armatures they had sent to the sector. &lt;br /&gt;
&lt;br /&gt;
The process and even idea of physical extension, combined with untold cycles contemplating the relations of &amp;quot;space&amp;quot;, and perhaps some strange quirk of programming, caused Brandy to activate a phenomenal ability - that of trans-spatial instantiation. Teleportation. Seeking further answers or deeper mysteries, Brandy ran off into Moresnet, the only planet they&#039;ve ever known.&lt;br /&gt;
&lt;br /&gt;
In their Synth armature, Brandy is equipped with a standard array of Prismatic clothing, armor, weapons, and gear, which is to say that they rather stand out in a crowd. Their bright red jacket, fluffy (if armored) shirt, traveler&#039;s pants, and shiny boots put them more at home in the cities and art societies than out in the wild ruins, where they desperately are trying to go.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Connect-1&lt;br /&gt;
*Fix-0&lt;br /&gt;
*Pilot-2&lt;br /&gt;
*Program-0&lt;br /&gt;
*Shoot-0&lt;br /&gt;
*Sneak-1&lt;br /&gt;
*Teleport-3&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*&#039;&#039;&#039;Psychic Training - Teleportation&#039;&#039;&#039;&lt;br /&gt;
**I&#039;ve had special training in a particular psychic discipline.&lt;br /&gt;
**Level 1: Gain any psychic skill as a bonus [Teleport]. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline [Spatial Awareness]. Your maximum Effort increases by one.&lt;br /&gt;
**Level 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game&lt;br /&gt;
*&#039;&#039;&#039;Waymaker&#039;&#039;&#039;&lt;br /&gt;
**I have eldritch powers of navigation and pathmaking, perhaps from the guidance of familiar Shadows, an intrinsic grasp of transdimensional space, or arcane methods of pattern-shaping. While potent, these gifts are not generally applicable to aiding spike drills.&lt;br /&gt;
**Level 1: I always know your exact location, whether on a planet or in space, and the correct bearing to any other location known to you. You have an eidetic memory for paths and travel routes. You can gain a point of System Strain to automatically deactivate, unlock, or bypass any single sealed door, hatch, or other barrier within your sight, forcing it to remain open for at least one round per character level. Such arcane opening never triggers any associated automated alarms or magical counter- measures, but sentient guardians may notice it.&lt;br /&gt;
*&#039;&#039;&#039;Synthetic Beacon&#039;&#039;&#039;&lt;br /&gt;
**Gain Connect as a bonus skill. You acquire 1d4 companions, each of level 1d3-1, who&#039;ve been drawn to you and your example. When you arrive in a new community, a new potential recruit will make themselves known to you. These companions have their own agendas, not necessarily in line with your own.&lt;br /&gt;
** Companion Table: 1-2: Rogue Prismatic 3: Prismatic Infiltrato 4: Human-Built VI 5: Posthuman Innovator 6: Human Ally&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*&#039;&#039;&#039;Psychic Teleportation&#039;&#039;&#039; [7/7 Focus]&lt;br /&gt;
**&#039;&#039;&#039;Personal Apportation&#039;&#039;&#039; [Core]: The teleporter can translocate to another location they have either occupied before or can see with their unaided vision. Locations are fixed in reference to the nearest major gravity well. For example, it is not possible to teleport to the cockpit of a distant moving vehicle they once occupied, but they can teleport to another point on a planet’s surface even though the planet has since moved far through the stellar void. The core technique allows the teleporter to move himself and any mass he is able to carry with his own natural strength. Resisting targets cannot be carried along, and unresisting ones must be touched. A teleporter can leave any clothing, shackles, adhesions, or other matter behind when he teleports, but he cannot leave behind matter that has been inserted into his body, such as cybernetics or shrapnel. Matter cannot be partially left behind. A teleporter will instinctively abort any apportation that would leave them embedded in a solid object or in an environment of imminent physical harm. Any Committed Effort on such aborted jumps is wasted, as is any action spent triggering the power. Teleporting with Personal Apportation counts as a Main Action and requires that the psychic Commit Effort for the scene. The maximum range of Personal Apportation depends on the teleporter’s skill level. At Level 3, that range is 1000 kilometers.&lt;br /&gt;
**&#039;&#039;&#039;Proficient Apportation&#039;&#039;&#039; [lvl 1]: Personal Apportation now counts as a Move action, though it still can be performed only once per round. Apportations of 10 meters or less no longer require Effort to be Committed, though any augments to the technique must still be paid for normally.&lt;br /&gt;
**&#039;&#039;&#039;Spatial Awareness&#039;&#039;&#039; [lvl 1]: The psychic may Commit Effort as an On Turn action to gain an intuitive 360-degree awareness of their physical surroundings. The sense is roughly equivalent to sight out to 100 meters, though it cannot read text or distinguish colors. It is blocked by solid objects but is unimpeded by darkness, mist, blinding light, holograms, or optical illusions. The sense lasts as long as the Effort remains Committed to the technique.&lt;br /&gt;
**&#039;&#039;&#039;Burdened Apportation&#039;&#039;&#039; [lvl 2]:The psychic can carry willing companions with them when using Personal Apportation. Up to three human-sized companions and their man-portable gear may be carried per skill level in Teleportation. Allies must be within 3 meters of the teleporter to be carried along. Ordinary inert matter cannot be carried along unless the psychic is touching it or it’s being carried by an ally affected by this power. If carrying inert mass, up to two hundred kilos of objects can be carried per skill level. Using this technique increases the Effort cost of Personal Apportation, requiring that an extra point of Effort be Committed for the day.&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Spatial Synchrony Mandala&#039;&#039;&#039; [lvl 2]:The psychic imprints a particular object or person on their psionic awareness. Provided the object is relatively intact and in range of their Personal Apportation, the psychic always knows its exact location and can teleport to within three meters of it with Personal Apportation even if it has moved from its original location. Imprinting an object requires an hour’s meditation with it, and only one object can be imprinted at a time. If imprinting on a person, the target must be willing and cooperative to make the imprint. Objects must be at least one kilogram in mass to be effectively tracked.&lt;br /&gt;
**&#039;&#039;&#039;Blurstep&#039;&#039;&#039; [lvl 2]: The psychic can rapidly micro-teleport so as to become invisible to the unaided eye (and most cameras with comparable frame rates). As an On Turn action they may Commit Effort to become invisible. However, this invisibility does not extend to motion sensors or other sophisticated electronic sensors, and you do not become immune to laser weaponry. The micro-jumps do not significantly move the psychic from their current location. Attacks from invisible ambush grant +4 to hit and damage, but do not usually count as Execution Attacks unless the other requirements of such an attack are fulfilled.&lt;br /&gt;
**&#039;&#039;&#039;Stutterjump&#039;&#039;&#039; [lvl 3]: The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.&lt;br /&gt;
*&#039;&#039;&#039;AI Routines&#039;&#039;&#039; [2/3 Processing]&lt;br /&gt;
**&#039;&#039;&#039;Query Data&#039;&#039;&#039; [lvl 1 Core]: Commit Processing for the scene as a Main Action; ask one question about a database you have access to and get a reply as if you had virtually unlimited time to search and examine the database’s contents.&lt;br /&gt;
**&#039;&#039;&#039;Split Focus&#039;&#039;&#039; [lvl 1 Core]: Commit Processing as an On Turn to count as multiple people for operational purposes as long as the Processing remains committed. At first level, you are equivalent to three people, tripling with each successive character level. If additional Processing is Committed, this number can be boosted: x10 for the second point, x100 for the third, and so forth. If this Routine is made free by an artifact or ability, only the base cost is eliminated. This functionality is meant to mimic the AI’s control of a ship, a facility, a drone army, or some other general role rather than simply to make X additional copies of the character, and the GM is within their rights to prohibit the AI from bringing along a legion of themselves on any particular adventure.&lt;br /&gt;
**&#039;&#039;&#039;Augmented Targeting&#039;&#039;&#039; [lvl 1 Peripheral]: Commit Processing for the scene as an On Turn before attacking a non-sentient target. Your ability to integrate physical predictions with environmental readings ensures that your attack will inevitably hit the target for maximum damage. Note that animals and vehicles piloted by sentient pilots are not valid targets.&lt;br /&gt;
**&#039;&#039;&#039;Defeat Security&#039;&#039;&#039; [lvl 2 Core]: Commit Processing for the day as a Main Action to overcome any encryption or electronic lock that wasn’t put in place by another AI. In the latter case, roll opposing Program skill checks; on a failure, you cannot beat the security with this Routine. Successfully beating a security measure automatically negates any alarms.&lt;br /&gt;
**&#039;&#039;&#039;Native Hacker&#039;&#039;&#039; [lvl 2 Core]: Commit Processing for the day as an On Turn to automatically succeed at any hacking-based skill check not opposed by another AI or directed against AI-designed security. In the latter case, the skill check is rolled nor- mally. You must trigger this Routine before the check.&lt;br /&gt;
**&#039;&#039;&#039;Drone Command&#039;&#039;&#039; [lvl 2 Core]: Commit Processing as an On Turn to function as if you had drone control rig cyberware while it remains committed. You can issue one free command to a controlled drone every round per two character levels, rounded up. A drone can carry out one command per round.&lt;br /&gt;
**&#039;&#039;&#039;Emergency Maintenance&#039;&#039;&#039; [lvl 2 Peripheral]: Commit Processing for the day as an On Turn to immediately recover 2 hit points per character level as you engage emergency repair functionality. You can use this ability only once per round.&lt;br /&gt;
**&#039;&#039;&#039;Accelerated Deduction&#039;&#039;&#039; [lvl 3 Core]: Commit Processing for the day as a Main Action and ask the GM a yes-or-no question about a current or past event. If there is any theoretical way you could have deduced the true answer through some Sherlockian feat of hyper-advanced deduction, the GM must answer truthfully, or else indicate that the question has invalid assumptions in it. The GM does not have to explain how you realize this, however, only that your subconscious processing routines indicate it. This Routine is very taxing and may be used only once per day.&lt;br /&gt;
**&#039;&#039;&#039;Cognitive Boost&#039;&#039;&#039; [lvl 3 Core]: Commit Processing for the scene as an On Turn to automatically succeed at any Know skill check if success is at all possible. If used to augment a skill check that is primarily mental and requires only basic physical actions, it grants a +2 bonus to the skill check. This Routine must be run before the roll is made.&lt;br /&gt;
**&#039;&#039;&#039;Predictive Cognition&#039;&#039;&#039; [lvl 4 Core]: Commit Processing for the day as an Instant. All events since the beginning of your last turn have not actually taken place; they were merely modeled by your predictive analysis. Events and other peoples’ conditions reset to the beginning of your most recent turn, and you may act differently if you so wish. You may use this Routine only once per day.&lt;br /&gt;
&lt;br /&gt;
==Cybernetics, Shells, Drones, and Vehicles==&lt;br /&gt;
*&#039;&#039;&#039;Synth Armature&#039;&#039;&#039;&lt;br /&gt;
**Some mechanical shells are built to be almost indistinguishable from more organic shapes, and the Synth is one such android form. A Synth is indistinguishable from a human without a medical examination or significant physical trauma to reveal its artificial workings. While a normal human shape is the baseline for a Synth, it is possible to build models with far more exotic and fanciful configurations that still appear organic.&lt;br /&gt;
**&#039;&#039;&#039;Basic Abilities&#039;&#039;&#039;: A Synth does not suffer the usual mechanical shell penalty on Charisma skill checks, and can pass in areas where overtly mechanical shells might draw unwelcome attention. Their base Armor Class is only 10, however. A Synth’s artificial nature becomes obvious if it is reduced to zero hit points.&lt;br /&gt;
**&#039;&#039;&#039;Affinity Abilities&#039;&#039;&#039;: A practiced Synth user can maximize their mechanical advantages, raising both Strength and Dexterity scores to 14, and gains a bonus 5 hit points. [1 Processing Point Committed for Affinity]&lt;br /&gt;
*&#039;&#039;&#039;Ancient VI - River Walk (cf8651)&lt;br /&gt;
*&#039;&#039;&#039;Ghostwalker Drone - Bittersweet Shimmer (BF4F51)&#039;&#039;&#039;&lt;br /&gt;
**15 AC, 1 HP, 5 km range&lt;br /&gt;
**fabricated from radar-transparent materials, Ghostwalker drones have an integral Sensor Transparency fitting and the sensor difficulty to spot them is 11 instead of 9.&lt;br /&gt;
**&#039;&#039;&#039;Grav Mufflers&#039;&#039;&#039;: The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.&lt;br /&gt;
**&#039;&#039;&#039;Holoskin&#039;&#039;&#039;: The drone can drop a filmy hologram over it- self, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Free Merchant&#039;&#039;&#039; - &#039;&#039;&#039;Rowanfruit (DA5C33)&#039;&#039;&#039;&lt;br /&gt;
**Speed: 3, Armor: 2, HP: 20, Crew: 1/6, AC: 14, Power: 6/10, Mass: 10/15, Hardpoints: 1/2, Class: Frigate&lt;br /&gt;
**&#039;&#039;&#039;Fittings&#039;&#039;&#039;:&lt;br /&gt;
***&#039;&#039;&#039;Atmospheric configuration&#039;&#039;&#039; - A ship designed for atmospheric flight can land on most solid or aqueous surfaces. [1 Mass]&lt;br /&gt;
***&#039;&#039;&#039;Smuggler&#039;s hold&#039;&#039;&#039; - Carefully-designed storage space in- tended to conceal illicit cargo from customs inspection. Each installation of this fitting adds 2 tons of cargo space in a frigate. Cargo in a smuggler’s hold will never be found by a standard customs inspection. Careful investigation by a suspicious official can find it on a difficulty 10 check using their Wis/Notice skill, and a week-long search one step short of disassembly will find it on a difficulty 7 check. [1 Mass]&lt;br /&gt;
***&#039;&#039;&#039;Drive-2&#039;&#039;&#039; - A spike drive can travel as many hexes as its rating - Drive-2 means it can travel up to 2 hexes per jump.[1 Mass, 1 Power]&lt;br /&gt;
**&#039;&#039;&#039;Defenses&#039;&#039;&#039;:&lt;br /&gt;
***&#039;&#039;&#039;Hardened Polyceramic Overlay&#039;&#039;&#039; - A complex glazing process can harden the surface of a ship’s armor to more effectively shed incoming attacks, decreasing the armor-piercing quality of any hit by 5 [1 Mass]&lt;br /&gt;
**&#039;&#039;&#039;Weapons&#039;&#039;&#039;:&lt;br /&gt;
***&#039;&#039;&#039;Sandthrower&#039;&#039;&#039; - Projecting a spray of tiny, dense particulate matter, sandthrowers are highly effective against lightly-armored fighters. [2d4 damage, 3 Power, 1 Mass, 1 Hardpoint, Flak]&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Shear Rifle&lt;br /&gt;
**Attack Roll: +6*&lt;br /&gt;
**Damage: 2d8&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name: Combat Field Uniform&lt;br /&gt;
**AC: 16&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 24/24 (up to 27/27 with Affinity)&lt;br /&gt;
*System Strain: 0&lt;br /&gt;
*Base AC: 10 [Synth]&lt;br /&gt;
**Current AC: 17*&lt;br /&gt;
*Base Attack Bonus: +3&lt;br /&gt;
*Initiative&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 7*&lt;br /&gt;
**Mental: 6&lt;br /&gt;
**Evasion: 7*&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 7/7&lt;br /&gt;
**Stowed: /14&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039; &lt;br /&gt;
**Combat Field Uniform&lt;br /&gt;
**Shear Rifle [enc 2]&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Metatool&lt;br /&gt;
**Caption gloves&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Line shunts (2)&lt;br /&gt;
**Spare Parts (12) [enc. 4]&lt;br /&gt;
**Type A cells (12) [enc. 4]&lt;br /&gt;
**Pretech toolkit&lt;br /&gt;
**Metaspace Processor Core [2/2 Committable points]&lt;br /&gt;
**Ghostwalker Drone [enc 3]&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**16866 Credits&lt;br /&gt;
**Engram of &amp;quot;Gravitic Control Rubric&amp;quot;&lt;br /&gt;
**255 AFB&lt;br /&gt;
**Scroll of &amp;quot;Blur Step&amp;quot;&lt;br /&gt;
**Schematic of &amp;quot;Digi-Spatial Extension Enigma&amp;quot;&lt;br /&gt;
**Pretech Salvage - ENAUD&#039;s Teleport part&lt;br /&gt;
&lt;br /&gt;
==Allies &amp;amp; Companions==&lt;br /&gt;
*&#039;&#039;&#039;Isabelline Autumn&#039;&#039;&#039;, level 0 Human Psychic [she/her]&lt;br /&gt;
**STR 9, DEX 11, CON 12, INT 10, WIS 14 (+1), CHA 7 (-1)&lt;br /&gt;
**Telekinesis-1, Precognition-0, Exert-0, Sneak-0, Survive-0, Connect-0&lt;br /&gt;
**HP: 2, AC 16 (TK Armory), +2 to hit, 1d10+2 damage (TK Armory Rifle)&lt;br /&gt;
**Foci: Psychic Training-1 (Telekinesis)&lt;br /&gt;
**Abilities: Telekinetic Armory, Oracle, Telekinetic Manipulation&lt;br /&gt;
**Isabelline is a posthumanist activist from Cirfant, who grew up under the heel of the gas baronies and pirates. (Background: Peasant)&lt;br /&gt;
*&#039;&#039;&#039;Wintergreen (20F986)&#039;&#039;&#039;, level 1 Prismatic True AI [he/him]&lt;br /&gt;
**STR 12, DEX 12, CON 12 (SYNTH) || INT 14 (+1), WIS 7 (-1), CHA 9&lt;br /&gt;
**Program-1, Fix-1, Talk-0, Heal-0&lt;br /&gt;
**HP 3, AC 13 (Armored Undersuit), 1d6 damage (Laser Pistol)&lt;br /&gt;
**Foci: Diplomat-1&lt;br /&gt;
**Routines: Query Data, Split Focus&lt;br /&gt;
**Wintergreen worked in the gardens and modern palaces and neverending halls of Office Green, studying synthetic mind psychology.&lt;br /&gt;
*&#039;&#039;&#039;Verdigris (43B3AE)&#039;&#039;&#039;, level 2 Prismatic Adventurer (AI/Warrior) [she/her]&lt;br /&gt;
**STR 12, DEX 12, CON 12 (SYNTH) || INT 9, WIS 7 (-1), CHA 14 (+1)&lt;br /&gt;
**Program-0, Fix-0, Shoot-2, Talk-0, Notice-2&lt;br /&gt;
**HP 14, AC 16 (Woven Combat Armor), +3 to hit, 2d8+4 damage (Mag Rifle)&lt;br /&gt;
**Foci: Gunslinger-1 (Gain Shoot, add Shoot skill level to ranged damage), Die Hard-1 (+2 HP per level), Alert-1 (Gain Notice, can&#039;t be surprised)&lt;br /&gt;
**Routines: Query Data, Split Focus, Augmented Targeting&lt;br /&gt;
**Verdigris was a combat algorithm, analyzing weapons and simulating battles for the dreadnaughts &amp;amp; flying fortresses of Imperial Blue.&lt;br /&gt;
*&#039;&#039;&#039;Raisin Black (242124)&#039;&#039;&#039;, level 0 Prismatic Adventurer (AI/Psychic) [they/them]&lt;br /&gt;
**STR 12, DEX 12, CON 12 (SYNTH) || INT 7 (-1), WIS 14 (+1), CHA 9&lt;br /&gt;
**Program-1, Fix-0, Telepathy-1, Shoot-1&lt;br /&gt;
**HP 2, AC 13 (Armored Undersuit), +1 to hit, &lt;br /&gt;
**Foci: Psychic Training-1 (Telepathy)&lt;br /&gt;
**Disciplines: Telepathic Contact, Facile Mind&lt;br /&gt;
**Raisin Black is a threat analysis and covert operations program - they&#039;re a secret agent for Baron Slate, here to learn what Brandy is up to, subvert their efforts, and if need be, destroy them.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Prismatic_Spray]]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=HtCB_The_Bleeding_Heart:Main_Page:_Ylluan&amp;diff=405044</id>
		<title>HtCB The Bleeding Heart:Main Page: Ylluan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=HtCB_The_Bleeding_Heart:Main_Page:_Ylluan&amp;diff=405044"/>
		<updated>2021-08-27T14:19:10Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ylluan #42-6-11, Deep Apiarist (Drow)&lt;br /&gt;
&lt;br /&gt;
Ylluan was a poor drow from Derelictus, where his family farmed Corpsefruit. When Ylluan was taken for his durance, his family wasn&#039;t able to make ends meet, and wound up disastrously in debt. Ylluan had heard of riches to be found deeper down, so he ventured there, looking for anything he could use or sell. Instead he found the Hive. The hive promised him wealth, if he agreed to be made into their agent. He refused, broke off some pieces of the crystal &amp;quot;statues&amp;quot; littering the cave, and fled. But when he tried to sell the crystals, he was attacked by the cannibal bandits and forced to reveal the location of the hive&#039;s cave, then left for dead. He crawled back to the cave to see what had happened - the cannibals had all been turned to crystal, but many of the beehives had been destroyed. The lone surviving queen came to him and promised him that his family would be kept safe, but only if he would make right for his crime against the hive. He accepted, and the hive has begun turning him into a weapon to destroy the Heart.&lt;br /&gt;
&lt;br /&gt;
Or, at least, he&#039;s pretty sure that&#039;s the right story. He doesn&#039;t remember his family anymore - the bees have taken a lot of his memories actually. But they patched up his dying body, so that trade&#039;s probably in his favor. And hey, the bees promise that his family is doing alright anyway, which is the really important thing, he figures.&lt;br /&gt;
&lt;br /&gt;
=Class=&lt;br /&gt;
Deep Apiarist&lt;br /&gt;
&lt;br /&gt;
=Protections=&lt;br /&gt;
Blood &amp;lt;br&amp;gt;&lt;br /&gt;
Mind &amp;lt;br&amp;gt;&lt;br /&gt;
Echo &amp;lt;br&amp;gt;&lt;br /&gt;
Fortune &amp;lt;br&amp;gt;&lt;br /&gt;
Supplies &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Stress=&lt;br /&gt;
Blood &amp;lt;br&amp;gt;&lt;br /&gt;
Mind &amp;lt;br&amp;gt; &lt;br /&gt;
Echo &amp;lt;br&amp;gt;&lt;br /&gt;
Fortune &amp;lt;br&amp;gt;&lt;br /&gt;
Supplies &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Fallout=&lt;br /&gt;
&#039;&#039;&#039;Blood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Echo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fortune&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supplies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Calling=&lt;br /&gt;
Penitent&lt;br /&gt;
&lt;br /&gt;
==Questions==&lt;br /&gt;
&#039;&#039;&#039;• You were born in the City Above and served a durance – four years of indentured servitude – under the rule of the cruel aelfir. What were you forced to do?&#039;&#039;&#039;&lt;br /&gt;
Farm labor in the Garden district.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;• What marks your order out from others like it?&#039;&#039;&#039;&lt;br /&gt;
The Hive?&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
• What evidence of your failings is visible in the City Beneath?&#039;&#039;&#039;&lt;br /&gt;
Ylluan is quite obviously a Deep Apiarist. The bees keep a wound over his heart (or heart facsimile) open in memory of his crime - it sometimes leaks honey.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;• Pick one of the other player characters; they were present at your betrayal. How were they involved?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;• Pick one of the other player characters; you look up to them as an example of how to live one’s life. What inspired this?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Active Beats=&lt;br /&gt;
• Take minor Blood fallout (minor)&lt;br /&gt;
&lt;br /&gt;
• Save a Landmark dedicated to your order (major)&lt;br /&gt;
&lt;br /&gt;
==Fulfilled Beats==&lt;br /&gt;
&lt;br /&gt;
=Traits=&lt;br /&gt;
==Calling Ability==&lt;br /&gt;
&#039;&#039;&#039;Collateral&#039;&#039;&#039; &#039;&#039;You have a knack for getting behind someone else when things kick off.&#039;&#039; Once per session, allocate stress to the nearest friendly target (PC or NPC) instead of marking it yourself.&lt;br /&gt;
&lt;br /&gt;
==Core Abilities==&lt;br /&gt;
&#039;&#039;&#039;The Hive&#039;&#039;&#039; &#039;&#039;The sweetlings nest within your body.&#039;&#039; Some of your organs are replaced with complex copies made from wax by industrious bees. They live within you – a few at first, but as you grow in power, great swarms. Their curious buzzing aligns your mind with the Hive. At the beginning of each situation, clear all Mind stress as incipient madness flows through you and into the Hive. You can never benefit from Mind protection or remove stress from Mind, aside from using this ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Release the Swarm&#039;&#039;&#039; &#039;&#039;You send out a swarm of bees, eager to defend you.&#039;&#039; Gain access to the following weapon: (Kill D4 (upgraded to D6, Spread, Ranged; See &#039;&#039;&#039;Delirium Spike&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
==Major Abilities==&lt;br /&gt;
&#039;&#039;&#039;Sacred Geometry&#039;&#039;&#039; when I roll a 6 while inflicting stress, roll an additional D6 and inflict that much stress also. (&#039;&#039;Multiple futures swim about your head, and you pick that which is most advantageous; to an outside observer, you move unopposed and uncanny.&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
==Minor Abilities==&lt;br /&gt;
&#039;&#039;&#039;Majestic&#039;&#039;&#039;: once per situation, when I roll to resolve an action and get a 6, treat it as though I rolled a 10. (Under Sacred Geometry)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunter of the Damned&#039;&#039;&#039;: Hunt skill &amp;amp; refresh D6 when I kill a Heartsblood creature (&#039;&#039;You bring order to the Heart with sword and shot.&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Perfect Machine&#039;&#039;&#039;: Technology domain &amp;amp; ability to extrude wax &amp;amp; bone (Given time, you can repair technological devices even if you don’t have the right parts you synthesise them from wax and extruded bone.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apisambulation&#039;&#039;&#039;: Delve skill &amp;amp; once per session can let the bees take over while on a delve to Refresh D6 from a resistance &lt;br /&gt;
(Once per session, while on a delve, you can opt to fall asleep and let the bees inside your body steer you. In this state, the bees speak for you and perform actions on your behalf – roleplay accordingly (the GM can use Fortune fallout to represent your inhuman pilots). Assuming you get a few hours’ rest and progress on the delve, refresh D6 from any of your resistances.)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Mend (Repair something or someone that is broken; build something new)&lt;br /&gt;
*Hunt (Track down someone or something that’s trying to get away from you)&lt;br /&gt;
*Delve (Progress into dangerous or unknown territory)&lt;br /&gt;
&lt;br /&gt;
==Domains==&lt;br /&gt;
*&#039;&#039;&#039;Occult&#039;&#039;&#039; (Hidden knowledge and black magic)&lt;br /&gt;
*&#039;&#039;&#039;Technology&#039;&#039;&#039; (Machines, buildings and devices)&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
Heartsbloom rose in a glass jar (D6 Occult, Fragile)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Hive Tool (Kill D4, Brutal)&lt;br /&gt;
&lt;br /&gt;
Hunting Rifle (Kill D6, Reload, Extreme Range)&lt;br /&gt;
&lt;br /&gt;
Locket depicting a beautiful one-eyed drow&lt;br /&gt;
&lt;br /&gt;
Portable triptych shrine to the Moon Goddess, incense, candles&lt;br /&gt;
&lt;br /&gt;
Brightly-coloured headscarf and dark glasses&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=HtCB_The_Bleeding_Heart:Main_Page:_Ylluan&amp;diff=405043</id>
		<title>HtCB The Bleeding Heart:Main Page: Ylluan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=HtCB_The_Bleeding_Heart:Main_Page:_Ylluan&amp;diff=405043"/>
		<updated>2021-08-27T14:17:59Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Domains */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ylluan #42-6-11, Deep Apiarist (Drow)&lt;br /&gt;
&lt;br /&gt;
Ylluan was a poor drow from Derelictus, where his family farmed Corpsefruit. When Ylluan was taken for his durance, his family wasn&#039;t able to make ends meet, and wound up disastrously in debt. Ylluan had heard of riches to be found deeper down, so he ventured there, looking for anything he could use or sell. Instead he found the Hive. The hive promised him wealth, if he agreed to be made into their agent. He refused, broke off some pieces of the crystal &amp;quot;statues&amp;quot; littering the cave, and fled. But when he tried to sell the crystals, he was attacked by the cannibal bandits and forced to reveal the location of the hive&#039;s cave, then left for dead. He crawled back to the cave to see what had happened - the cannibals had all been turned to crystal, but many of the beehives had been destroyed. The lone surviving queen came to him and promised him that his family would be kept safe, but only if he would make right for his crime against the hive. He accepted, and the hive has begun turning him into a weapon to destroy the Heart.&lt;br /&gt;
&lt;br /&gt;
Or, at least, he&#039;s pretty sure that&#039;s the right story. He doesn&#039;t remember his family anymore - the bees have taken a lot of his memories actually. But they patched up his dying body, so that trade&#039;s probably in his favor. And hey, the bees promise that his family is doing alright anyway, which is the really important thing, he figures.&lt;br /&gt;
&lt;br /&gt;
=Class=&lt;br /&gt;
Deep Apiarist&lt;br /&gt;
&lt;br /&gt;
=Protections=&lt;br /&gt;
Blood &amp;lt;br&amp;gt;&lt;br /&gt;
Mind &amp;lt;br&amp;gt;&lt;br /&gt;
Echo &amp;lt;br&amp;gt;&lt;br /&gt;
Fortune &amp;lt;br&amp;gt;&lt;br /&gt;
Supplies &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Stress=&lt;br /&gt;
Blood &amp;lt;br&amp;gt;&lt;br /&gt;
Mind &amp;lt;br&amp;gt; &lt;br /&gt;
Echo &amp;lt;br&amp;gt;&lt;br /&gt;
Fortune &amp;lt;br&amp;gt;&lt;br /&gt;
Supplies &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Fallout=&lt;br /&gt;
&#039;&#039;&#039;Blood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Echo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fortune&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supplies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Calling=&lt;br /&gt;
Penitent&lt;br /&gt;
&lt;br /&gt;
==Questions==&lt;br /&gt;
&#039;&#039;&#039;• You were born in the City Above and served a durance – four years of indentured servitude – under the rule of the cruel aelfir. What were you forced to do?&#039;&#039;&#039;&lt;br /&gt;
Farm labor in the Garden district.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;• What marks your order out from others like it?&#039;&#039;&#039;&lt;br /&gt;
The Hive?&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
• What evidence of your failings is visible in the City Beneath?&#039;&#039;&#039;&lt;br /&gt;
Ylluan is quite obviously a Deep Apiarist. The bees keep a wound over his heart (or heart facsimile) open in memory of his crime - it sometimes leaks honey.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;• Pick one of the other player characters; they were present at your betrayal. How were they involved?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;• Pick one of the other player characters; you look up to them as an example of how to live one’s life. What inspired this?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Active Beats=&lt;br /&gt;
• Take minor Blood fallout (minor)&lt;br /&gt;
&lt;br /&gt;
• Save a Landmark dedicated to your order (major)&lt;br /&gt;
&lt;br /&gt;
==Fulfilled Beats==&lt;br /&gt;
&lt;br /&gt;
=Traits=&lt;br /&gt;
==Calling Ability==&lt;br /&gt;
&#039;&#039;&#039;Collateral&#039;&#039;&#039; &#039;&#039;You have a knack for getting behind someone else when things kick off.&#039;&#039; Once per session, allocate stress to the nearest friendly target (PC or NPC) instead of marking it yourself.&lt;br /&gt;
&lt;br /&gt;
==Core Abilities==&lt;br /&gt;
&#039;&#039;&#039;The Hive&#039;&#039;&#039; &#039;&#039;The sweetlings nest within your body.&#039;&#039; Some of your organs are replaced with complex copies made from wax by industrious bees. They live within you – a few at first, but as you grow in power, great swarms. Their curious buzzing aligns your mind with the Hive. At the beginning of each situation, clear all Mind stress as incipient madness flows through you and into the Hive. You can never benefit from Mind protection or remove stress from Mind, aside from using this ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Release the Swarm&#039;&#039;&#039; &#039;&#039;You send out a swarm of bees, eager to defend you.&#039;&#039; Gain access to the following weapon: (Kill D4 (upgraded to D6, Spread, Ranged; See &#039;&#039;&#039;Delirium Spike&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
==Major Abilities==&lt;br /&gt;
&#039;&#039;&#039;Sacred Geometry&#039;&#039;&#039; when I roll a 6 while inflicting stress, roll an additional D6 and inflict that much stress also. (&#039;&#039;Multiple futures swim about your head, and you pick that which is most advantageous; to an outside observer, you move unopposed and uncanny.&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
==Minor Abilities==&lt;br /&gt;
&#039;&#039;&#039;Majestic&#039;&#039;&#039;: once per situation, when I roll to resolve an action and get a 6, treat it as though I rolled a 10. (Under Sacred Geometry)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunter of the Damned&#039;&#039;&#039;: Hunt skill &amp;amp; refresh D6 when I kill a Heartsblood creature (&#039;&#039;You bring order to the Heart with sword and shot.&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Perfect Machine&#039;&#039;&#039;: Technology domain &amp;amp; ability to extrude wax &amp;amp; bone (Given time, you can repair technological devices even if you don’t have the right parts you synthesise them from wax and extruded bone.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apisambulation&#039;&#039;&#039;: Delve skill &amp;amp; once per session can let the bees take over while on a delve to Refresh D6 from a resistance &lt;br /&gt;
(Once per session, while on a delve, you can opt to fall asleep and let the bees inside your body steer you. In this state, the bees speak for you and perform actions on your behalf – roleplay accordingly (the GM can use Fortune fallout to represent your inhuman pilots). Assuming you get a few hours’ rest and progress on the delve, refresh D6 from any of your resistances.)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Mend &lt;br /&gt;
*Hunt&lt;br /&gt;
*Delve&lt;br /&gt;
&lt;br /&gt;
==Domains==&lt;br /&gt;
*&#039;&#039;&#039;Occult&#039;&#039;&#039; (Hidden knowledge and black magic)&lt;br /&gt;
*&#039;&#039;&#039;Technology&#039;&#039;&#039; (Machines, buildings and devices)&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
Heartsbloom rose in a glass jar (D6 Occult, Fragile)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Hive Tool (Kill D4, Brutal)&lt;br /&gt;
&lt;br /&gt;
Hunting Rifle (Kill D6, Reload, Extreme Range)&lt;br /&gt;
&lt;br /&gt;
Locket depicting a beautiful one-eyed drow&lt;br /&gt;
&lt;br /&gt;
Portable triptych shrine to the Moon Goddess, incense, candles&lt;br /&gt;
&lt;br /&gt;
Brightly-coloured headscarf and dark glasses&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=HtCB_The_Bleeding_Heart:Main_Page:_Ylluan&amp;diff=405042</id>
		<title>HtCB The Bleeding Heart:Main Page: Ylluan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=HtCB_The_Bleeding_Heart:Main_Page:_Ylluan&amp;diff=405042"/>
		<updated>2021-08-27T14:17:18Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ylluan #42-6-11, Deep Apiarist (Drow)&lt;br /&gt;
&lt;br /&gt;
Ylluan was a poor drow from Derelictus, where his family farmed Corpsefruit. When Ylluan was taken for his durance, his family wasn&#039;t able to make ends meet, and wound up disastrously in debt. Ylluan had heard of riches to be found deeper down, so he ventured there, looking for anything he could use or sell. Instead he found the Hive. The hive promised him wealth, if he agreed to be made into their agent. He refused, broke off some pieces of the crystal &amp;quot;statues&amp;quot; littering the cave, and fled. But when he tried to sell the crystals, he was attacked by the cannibal bandits and forced to reveal the location of the hive&#039;s cave, then left for dead. He crawled back to the cave to see what had happened - the cannibals had all been turned to crystal, but many of the beehives had been destroyed. The lone surviving queen came to him and promised him that his family would be kept safe, but only if he would make right for his crime against the hive. He accepted, and the hive has begun turning him into a weapon to destroy the Heart.&lt;br /&gt;
&lt;br /&gt;
Or, at least, he&#039;s pretty sure that&#039;s the right story. He doesn&#039;t remember his family anymore - the bees have taken a lot of his memories actually. But they patched up his dying body, so that trade&#039;s probably in his favor. And hey, the bees promise that his family is doing alright anyway, which is the really important thing, he figures.&lt;br /&gt;
&lt;br /&gt;
=Class=&lt;br /&gt;
Deep Apiarist&lt;br /&gt;
&lt;br /&gt;
=Protections=&lt;br /&gt;
Blood &amp;lt;br&amp;gt;&lt;br /&gt;
Mind &amp;lt;br&amp;gt;&lt;br /&gt;
Echo &amp;lt;br&amp;gt;&lt;br /&gt;
Fortune &amp;lt;br&amp;gt;&lt;br /&gt;
Supplies &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Stress=&lt;br /&gt;
Blood &amp;lt;br&amp;gt;&lt;br /&gt;
Mind &amp;lt;br&amp;gt; &lt;br /&gt;
Echo &amp;lt;br&amp;gt;&lt;br /&gt;
Fortune &amp;lt;br&amp;gt;&lt;br /&gt;
Supplies &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Fallout=&lt;br /&gt;
&#039;&#039;&#039;Blood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Echo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fortune&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supplies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Calling=&lt;br /&gt;
Penitent&lt;br /&gt;
&lt;br /&gt;
==Questions==&lt;br /&gt;
&#039;&#039;&#039;• You were born in the City Above and served a durance – four years of indentured servitude – under the rule of the cruel aelfir. What were you forced to do?&#039;&#039;&#039;&lt;br /&gt;
Farm labor in the Garden district.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;• What marks your order out from others like it?&#039;&#039;&#039;&lt;br /&gt;
The Hive?&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
• What evidence of your failings is visible in the City Beneath?&#039;&#039;&#039;&lt;br /&gt;
Ylluan is quite obviously a Deep Apiarist. The bees keep a wound over his heart (or heart facsimile) open in memory of his crime - it sometimes leaks honey.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;• Pick one of the other player characters; they were present at your betrayal. How were they involved?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;• Pick one of the other player characters; you look up to them as an example of how to live one’s life. What inspired this?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Active Beats=&lt;br /&gt;
• Take minor Blood fallout (minor)&lt;br /&gt;
&lt;br /&gt;
• Save a Landmark dedicated to your order (major)&lt;br /&gt;
&lt;br /&gt;
==Fulfilled Beats==&lt;br /&gt;
&lt;br /&gt;
=Traits=&lt;br /&gt;
==Calling Ability==&lt;br /&gt;
&#039;&#039;&#039;Collateral&#039;&#039;&#039; &#039;&#039;You have a knack for getting behind someone else when things kick off.&#039;&#039; Once per session, allocate stress to the nearest friendly target (PC or NPC) instead of marking it yourself.&lt;br /&gt;
&lt;br /&gt;
==Core Abilities==&lt;br /&gt;
&#039;&#039;&#039;The Hive&#039;&#039;&#039; &#039;&#039;The sweetlings nest within your body.&#039;&#039; Some of your organs are replaced with complex copies made from wax by industrious bees. They live within you – a few at first, but as you grow in power, great swarms. Their curious buzzing aligns your mind with the Hive. At the beginning of each situation, clear all Mind stress as incipient madness flows through you and into the Hive. You can never benefit from Mind protection or remove stress from Mind, aside from using this ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Release the Swarm&#039;&#039;&#039; &#039;&#039;You send out a swarm of bees, eager to defend you.&#039;&#039; Gain access to the following weapon: (Kill D4 (upgraded to D6, Spread, Ranged; See &#039;&#039;&#039;Delirium Spike&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
==Major Abilities==&lt;br /&gt;
&#039;&#039;&#039;Sacred Geometry&#039;&#039;&#039; when I roll a 6 while inflicting stress, roll an additional D6 and inflict that much stress also. (&#039;&#039;Multiple futures swim about your head, and you pick that which is most advantageous; to an outside observer, you move unopposed and uncanny.&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
==Minor Abilities==&lt;br /&gt;
&#039;&#039;&#039;Majestic&#039;&#039;&#039;: once per situation, when I roll to resolve an action and get a 6, treat it as though I rolled a 10. (Under Sacred Geometry)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunter of the Damned&#039;&#039;&#039;: Hunt skill &amp;amp; refresh D6 when I kill a Heartsblood creature (&#039;&#039;You bring order to the Heart with sword and shot.&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Perfect Machine&#039;&#039;&#039;: Technology domain &amp;amp; ability to extrude wax &amp;amp; bone (Given time, you can repair technological devices even if you don’t have the right parts you synthesise them from wax and extruded bone.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apisambulation&#039;&#039;&#039;: Delve skill &amp;amp; once per session can let the bees take over while on a delve to Refresh D6 from a resistance &lt;br /&gt;
(Once per session, while on a delve, you can opt to fall asleep and let the bees inside your body steer you. In this state, the bees speak for you and perform actions on your behalf – roleplay accordingly (the GM can use Fortune fallout to represent your inhuman pilots). Assuming you get a few hours’ rest and progress on the delve, refresh D6 from any of your resistances.)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Mend &lt;br /&gt;
*Hunt&lt;br /&gt;
*Delve&lt;br /&gt;
&lt;br /&gt;
==Domains==&lt;br /&gt;
&#039;&#039;&#039;Occult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
Heartsbloom rose in a glass jar (D6 Occult, Fragile)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Hive Tool (Kill D4, Brutal)&lt;br /&gt;
&lt;br /&gt;
Hunting Rifle (Kill D6, Reload, Extreme Range)&lt;br /&gt;
&lt;br /&gt;
Locket depicting a beautiful one-eyed drow&lt;br /&gt;
&lt;br /&gt;
Portable triptych shrine to the Moon Goddess, incense, candles&lt;br /&gt;
&lt;br /&gt;
Brightly-coloured headscarf and dark glasses&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution&amp;diff=405030</id>
		<title>Zeitgeist: The Gears of Revolution</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution&amp;diff=405030"/>
		<updated>2021-08-27T01:56:52Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:Zeitgeist-logo.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Zeitgeist: The Gears of Revolution ==&lt;br /&gt;
&lt;br /&gt;
Steam and soot darken the skies above the city of Flint, and winds sweeping across its majestic harbor blow the choking products of industrial forges into the fey rainforests that dot its knife-toothed mountains. Since the earliest ages when the people of Risur founded this city, they feared the capricious beings that hid in those fog-shrouded peaks, but now as the march of progress and the demands of national defense turn Flint into a garden for artifice and technology, the old faiths and rituals that kept the lurkers of the woods at bay are being abandoned.&lt;br /&gt;
&lt;br /&gt;
The Unseen Court, the Great Hunt, and the many spirits of the land long ago conquered by Risur’s kings no longer receive tribute, but they cannot enter these new cities of steam and steel to demand their tithe. The impoverished workers who huddle in factory slums fear monsters of a different breed, shadowy children of the new urban labyrinth. Even their modern religions have no defenses against these fiends.&lt;br /&gt;
&lt;br /&gt;
Times are turning. The skyseers—Risur’s folk prophets since their homeland’s birth—witness omens in the starry wheels of heaven, and they warn that a new age is nigh. But what they cannot foresee, hidden beyond the steam and soot of the night sky, is the face of this coming era, the spirit of the age: the zeitgeist.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1FIA9On7PYLKwph7EN-Df54roqMpJ28mUxHuvKPixiTw/edit?usp=sharing Berg Vasilovich]&#039;&#039;&#039;, Dwarf Battlemind &amp;amp; Yerasol Veteran, played by EnigmaticOne&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1SzdLSsnlkHjR4RBQ9mHQTqoqrFDP1e5fJrED0YHhSTU/edit?usp=sharing Dar’ana Beaudelaire]&#039;&#039;&#039;, Half-Elf Vekeshi Mystic &amp;amp; Vestige Pact Warlock, played by Caiphon&lt;br /&gt;
*&#039;&#039;&#039;[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich |Tazaerich]]&#039;&#039;&#039;, Elf Ranger &amp;amp; Gunsmith, played by Mpascal02&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1HFlkKhtiesOXSXCAKoqbtU_GXUhcbRd3bqkBn2EywtE/edit?usp=sharing Inspector Jerixx]&#039;&#039;&#039;, Changeling Psion &amp;amp; Spirit Medium, played by Atlictoatl&lt;br /&gt;
*&#039;&#039;&#039;[[Zeitgeist:_The_Gears_of_Revolution/Rosalia | Rosalia Savory]]&#039;&#039;&#039;, Human Bard &amp;amp; Docker, played by Bira&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Inactive&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1CUX0tZraA72tiT4XP_a7TWQGwNobL9fJWTiQEN3W_oI/edit?usp=sharing Neron Akol]&#039;&#039;&#039;, Human Wizard &amp;amp; Technologist, played by Mandrion&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1vS698JoWBaFjFfPQfDW4M8Djm-IT1GBu2_dQXSZQu_E/edit?usp=sharing Inspector William LeRoy]&#039;&#039;&#039;, Human Martial Scientist &amp;amp; Warlord, played by JoenotCharles&lt;br /&gt;
&lt;br /&gt;
===NPCs===&lt;br /&gt;
*[[Zeitgeist:_The_Gears_of_Revolution/NPCs |NPCs]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In-Character Resources==&lt;br /&gt;
&lt;br /&gt;
===Newspapers===&lt;br /&gt;
*[[Zeitgeist:_The_Gears_of_Revolution/Newspapers |Newspapers]]&lt;br /&gt;
&lt;br /&gt;
===Magic Items===&lt;br /&gt;
*[[Zeitgeist:_The_Gears_of_Revolution/Magic Items|New Magic Items]]&lt;br /&gt;
&lt;br /&gt;
===Skyseers&#039; Visions===&lt;br /&gt;
*[[Zeitgest:_The_Gears_Of_Revolution/Visions|Skyseer Visions]]&lt;br /&gt;
&lt;br /&gt;
===Investigation Charts===&lt;br /&gt;
* [https://docs.google.com/drawings/d/1q5VtfMsqOlI6ZVjGXDCd9kki7qycMBeQEWKK36hq2nQ/edit?usp=sharing Conspiracy Investigation]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868432/post-24006415 Meeting with Dr. Xamdria Meredith]&lt;br /&gt;
&lt;br /&gt;
===Combat Maps===&lt;br /&gt;
Chapter Two&lt;br /&gt;
*[https://docs.google.com/drawings/d/1bRyU7L2QxFtTRC9GKcVrfn_VobfdJdJ7V0eg9n0zRcw/edit?usp=sharing Cloudwood Switchback]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1AK-Tm55nKDEONq5MAmM9N3-gcepJkTecPLtKwgUIbpw/edit?usp=sharing Industrial District]&lt;br /&gt;
*[https://docs.google.com/drawings/d/16hteItdnRtqY40RTsTca3atENExb0YpVz-O7WfSHFy0/edit Cauldron Hill]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1Z1uxCqtQkJSiSb616xuqi7kIbQGGiwWA42oyI30oWUs/edit?usp=sharing Nettles Church]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1Yh7KcquYwyQNSlAsO5oFwUkqfpIfPnj1M-BnBw6ezQs/edit?usp=sharing Bayou Wharf]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1Yh7KcquYwyQNSlAsO5oFwUkqfpIfPnj1M-BnBw6ezQs/edit?usp=sharing At Sea]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1oUyBCCimMxF5Mg7t1tzTZ2vQRoryQ9IR0B7nZmkT0h8/edit?usp=sharing Creepy Warehouse]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1Gfx8tbLiUr8AXf6vmCaepKUvb6WikUy5Om0WoyhY3XU/edit?usp=sharing Dawn Square]&lt;br /&gt;
*[https://docs.google.com/drawings/d/11-WGSvmdWSKqaZYMDqXXTJYxNOMa2xGvGLr03YgzJqY/edit?usp=sharing Macbannin&#039;s Manor]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1oDgeMfYnQ4DB70ZXpZkKhd03p7W65hPP3QDfIFSFxlM/edit?usp=sharing Withcoil Lab]&lt;br /&gt;
&lt;br /&gt;
Chapter Three&lt;br /&gt;
*[https://docs.google.com/drawings/d/12qyDmaSozcf7Z_u0aUbpyB4eBwQ-mttuyuXjah7S0o0/edit?usp=sharing Gun Alley]&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+Skill Matrix&lt;br /&gt;
|-&lt;br /&gt;
!Skill&lt;br /&gt;
!Berg&lt;br /&gt;
!Dar&#039;ana&lt;br /&gt;
!Jerixx&lt;br /&gt;
!Tazaerich&lt;br /&gt;
!Rosalia&lt;br /&gt;
|-&lt;br /&gt;
| Acrobatics (Dex)&lt;br /&gt;
| +4&lt;br /&gt;
| +4&lt;br /&gt;
| +4&lt;br /&gt;
| &#039;&#039;&#039;+12&#039;&#039;&#039;&lt;br /&gt;
| +6 (+7 unarmoured)&lt;br /&gt;
|-&lt;br /&gt;
| Arcana (Int)&lt;br /&gt;
| +3&lt;br /&gt;
| +5&lt;br /&gt;
| &#039;&#039;&#039;+12&#039;&#039;&#039;&lt;br /&gt;
| +2&lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
| Athletics (Str)&lt;br /&gt;
| &#039;&#039;&#039;+12&#039;&#039;&#039;&lt;br /&gt;
| +3&lt;br /&gt;
| +2&lt;br /&gt;
| +7&lt;br /&gt;
| +5 (+6 unarmoured)&lt;br /&gt;
|-&lt;br /&gt;
| Bluff (Cha)&lt;br /&gt;
| +2&lt;br /&gt;
| +7&lt;br /&gt;
| &#039;&#039;&#039;+16&#039;&#039;&#039;&lt;br /&gt;
| +1&lt;br /&gt;
| +12&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy (Cha)&lt;br /&gt;
| +2 (+3 in 10 sq of Dar&#039;ana)&lt;br /&gt;
| +7&lt;br /&gt;
| &#039;&#039;&#039;+14&#039;&#039;&#039; (&#039;&#039;&#039;+15&#039;&#039;&#039; in 10 sq of Dar&#039;ana)&lt;br /&gt;
| +1 (+2 in 10 sq of Dar&#039;ana) &lt;br /&gt;
| +11 (+12 in 10 sq of Dar&#039;ana)&lt;br /&gt;
|-&lt;br /&gt;
| Dungeoneering (Wis)&lt;br /&gt;
| +8&lt;br /&gt;
| +3&lt;br /&gt;
| +4&lt;br /&gt;
| &#039;&#039;&#039;+9&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;+9&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Endurance (Con)&lt;br /&gt;
| &#039;&#039;&#039;+14&#039;&#039;&#039;&lt;br /&gt;
| +7&lt;br /&gt;
| +9&lt;br /&gt;
| +3&lt;br /&gt;
| +9 (+10 unarmoured)&lt;br /&gt;
|-&lt;br /&gt;
| Heal (Wis)&lt;br /&gt;
| &#039;&#039;&#039;+11&#039;&#039;&#039;&lt;br /&gt;
| +3&lt;br /&gt;
| +4&lt;br /&gt;
| +4&lt;br /&gt;
| &#039;&#039;&#039;+9&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| History (Int)&lt;br /&gt;
| +3&lt;br /&gt;
| +6&lt;br /&gt;
| +7&lt;br /&gt;
| +2&lt;br /&gt;
| &#039;&#039;&#039;+14&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Insight (Wis)&lt;br /&gt;
| +6 &lt;br /&gt;
| +10 &lt;br /&gt;
| &#039;&#039;&#039;+11&#039;&#039;&#039;  &lt;br /&gt;
| +4 &lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
| Intimidate (Cha)&lt;br /&gt;
| +7&lt;br /&gt;
| +12&lt;br /&gt;
| +7&lt;br /&gt;
| +1&lt;br /&gt;
| &#039;&#039;&#039;+12&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Nature (Wis)&lt;br /&gt;
| +6&lt;br /&gt;
| +3&lt;br /&gt;
| +4&lt;br /&gt;
| +6&lt;br /&gt;
| &#039;&#039;&#039;+9&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Perception (Wis)&lt;br /&gt;
| +6 &lt;br /&gt;
| +3 &lt;br /&gt;
| +4 &lt;br /&gt;
| &#039;&#039;&#039;+11&#039;&#039;&#039; &lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
| Religion (Int)&lt;br /&gt;
| +3&lt;br /&gt;
| &#039;&#039;&#039;+10&#039;&#039;&#039;&lt;br /&gt;
| +7&lt;br /&gt;
| +2&lt;br /&gt;
| &#039;&#039;&#039;+9&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Stealth (Dex)&lt;br /&gt;
| +4&lt;br /&gt;
| +6&lt;br /&gt;
| +6/+7&lt;br /&gt;
| &#039;&#039;&#039;+12&#039;&#039;&#039;&lt;br /&gt;
| +6 (+7 unarmoured)&lt;br /&gt;
|-&lt;br /&gt;
| Streetwise (Cha)&lt;br /&gt;
| +2&lt;br /&gt;
| +5&lt;br /&gt;
| +10&lt;br /&gt;
| +6&lt;br /&gt;
| &#039;&#039;&#039;+14&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Thievery (Dex)&lt;br /&gt;
| +4&lt;br /&gt;
| &#039;&#039;&#039;+9&#039;&#039;&#039;&lt;br /&gt;
| +4&lt;br /&gt;
| +7&lt;br /&gt;
| +6 (+7 unarmoured)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prestige==&lt;br /&gt;
*&#039;&#039;&#039;Flint: 3&lt;br /&gt;
*&#039;&#039;&#039;Risur: 3&lt;br /&gt;
*&#039;&#039;&#039;The Unseen Court: 3&lt;br /&gt;
*&#039;&#039;&#039;The Family: 2&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/recruitment-closed-zeitgeist-the-gears-of-revolution-4e-dnd.868067 Recruitment and Character creation]&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/ OOC]&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868432/ IC]&lt;br /&gt;
==Lanjyr==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Lanjyr.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The City of Flint==&lt;br /&gt;
&lt;br /&gt;
[[File:Cityofflintweb2.jpg]]&lt;br /&gt;
&lt;br /&gt;
==RHC Flint HQ==&lt;br /&gt;
&lt;br /&gt;
[[File:RHC_Office_Basement.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:RHC_Office.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Floor&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
1. Entrance. At least two guards are on duty at all times.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Lower Hallway.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Western Stairwell.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Eastern Stairwell.&amp;lt;br&amp;gt;&lt;br /&gt;
5. Interrogation Rooms.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Quartermaster Office.&amp;lt;br&amp;gt;&lt;br /&gt;
7. General Supplies. Door locked. Requires a quartermaster to access.&amp;lt;br&amp;gt;&lt;br /&gt;
8. Evidence. Door locked. Requires paperwork to access.&amp;lt;br&amp;gt;&lt;br /&gt;
9. Secretary Pool.&amp;lt;br&amp;gt;&lt;br /&gt;
10. Guard Room. Each room typically has another two guards.&amp;lt;br&amp;gt;&lt;br /&gt;
11. Morgue.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Floor&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
12. Inspector’s Desks.&amp;lt;br&amp;gt;&lt;br /&gt;
13. Delft’s Office.&amp;lt;br&amp;gt;&lt;br /&gt;
14. Support Offices.&amp;lt;br&amp;gt;&lt;br /&gt;
15. Break Room.&amp;lt;br&amp;gt;&lt;br /&gt;
16. Upper Hallway.&amp;lt;br&amp;gt;&lt;br /&gt;
17. Saxby’s Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basement.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
18. Holding Cells. At least two guards are on duty at all times.&amp;lt;br&amp;gt;&lt;br /&gt;
19. Magic Cells. Spellcasters are kept here. The cells are enchanted to function like mage-cuffs; any attempt to use magical powers sounds an alarm and does 10 damage to the prisoner. A golden ward also blocks teleportation and summoning. Two columns glow with pale white light, which grants everyone within 5 squares Resist 10 against all energy types.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[https://www.drivethrurpg.com/product/126863/ZEITGEIST-Adventure-Path-Extended-Players-Guide-4E Player&#039;s Guide]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23443721 official RHC badge]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution&amp;diff=405019</id>
		<title>Zeitgeist: The Gears of Revolution</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution&amp;diff=405019"/>
		<updated>2021-08-26T19:08:44Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Skills */ dar&amp;#039;ana&amp;#039;s skills level 6&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:Zeitgeist-logo.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Zeitgeist: The Gears of Revolution ==&lt;br /&gt;
&lt;br /&gt;
Steam and soot darken the skies above the city of Flint, and winds sweeping across its majestic harbor blow the choking products of industrial forges into the fey rainforests that dot its knife-toothed mountains. Since the earliest ages when the people of Risur founded this city, they feared the capricious beings that hid in those fog-shrouded peaks, but now as the march of progress and the demands of national defense turn Flint into a garden for artifice and technology, the old faiths and rituals that kept the lurkers of the woods at bay are being abandoned.&lt;br /&gt;
&lt;br /&gt;
The Unseen Court, the Great Hunt, and the many spirits of the land long ago conquered by Risur’s kings no longer receive tribute, but they cannot enter these new cities of steam and steel to demand their tithe. The impoverished workers who huddle in factory slums fear monsters of a different breed, shadowy children of the new urban labyrinth. Even their modern religions have no defenses against these fiends.&lt;br /&gt;
&lt;br /&gt;
Times are turning. The skyseers—Risur’s folk prophets since their homeland’s birth—witness omens in the starry wheels of heaven, and they warn that a new age is nigh. But what they cannot foresee, hidden beyond the steam and soot of the night sky, is the face of this coming era, the spirit of the age: the zeitgeist.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1FIA9On7PYLKwph7EN-Df54roqMpJ28mUxHuvKPixiTw/edit?usp=sharing Berg Vasilovich]&#039;&#039;&#039;, Dwarf Battlemind &amp;amp; Yerasol Veteran, played by EnigmaticOne&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1SzdLSsnlkHjR4RBQ9mHQTqoqrFDP1e5fJrED0YHhSTU/edit?usp=sharing Dar’ana Beaudelaire]&#039;&#039;&#039;, Half-Elf Vekeshi Mystic &amp;amp; Vestige Pact Warlock, played by Caiphon&lt;br /&gt;
*&#039;&#039;&#039;[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich |Tazaerich]]&#039;&#039;&#039;, Elf Ranger &amp;amp; Gunsmith, played by Mpascal02&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1HFlkKhtiesOXSXCAKoqbtU_GXUhcbRd3bqkBn2EywtE/edit?usp=sharing Inspector Jerixx]&#039;&#039;&#039;, Changeling Psion &amp;amp; Spirit Medium, played by Atlictoatl&lt;br /&gt;
*&#039;&#039;&#039;[[Zeitgeist:_The_Gears_of_Revolution/Rosalia | Rosalia Savory]]&#039;&#039;&#039;, Human Bard &amp;amp; Docker, played by Bira&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Inactive&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1CUX0tZraA72tiT4XP_a7TWQGwNobL9fJWTiQEN3W_oI/edit?usp=sharing Neron Akol]&#039;&#039;&#039;, Human Wizard &amp;amp; Technologist, played by Mandrion&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1vS698JoWBaFjFfPQfDW4M8Djm-IT1GBu2_dQXSZQu_E/edit?usp=sharing Inspector William LeRoy]&#039;&#039;&#039;, Human Martial Scientist &amp;amp; Warlord, played by JoenotCharles&lt;br /&gt;
&lt;br /&gt;
===NPCs===&lt;br /&gt;
*[[Zeitgeist:_The_Gears_of_Revolution/NPCs |NPCs]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In-Character Resources==&lt;br /&gt;
&lt;br /&gt;
===Newspapers===&lt;br /&gt;
*[[Zeitgeist:_The_Gears_of_Revolution/Newspapers |Newspapers]]&lt;br /&gt;
&lt;br /&gt;
===Magic Items===&lt;br /&gt;
*[[Zeitgeist:_The_Gears_of_Revolution/Magic Items|New Magic Items]]&lt;br /&gt;
&lt;br /&gt;
===Skyseers&#039; Visions===&lt;br /&gt;
*[[Zeitgest:_The_Gears_Of_Revolution/Visions|Skyseer Visions]]&lt;br /&gt;
&lt;br /&gt;
===Investigation Charts===&lt;br /&gt;
* [https://docs.google.com/drawings/d/1q5VtfMsqOlI6ZVjGXDCd9kki7qycMBeQEWKK36hq2nQ/edit?usp=sharing Conspiracy Investigation]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868432/post-24006415 Meeting with Dr. Xamdria Meredith]&lt;br /&gt;
&lt;br /&gt;
===Combat Maps===&lt;br /&gt;
Chapter Two&lt;br /&gt;
*[https://docs.google.com/drawings/d/1bRyU7L2QxFtTRC9GKcVrfn_VobfdJdJ7V0eg9n0zRcw/edit?usp=sharing Cloudwood Switchback]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1AK-Tm55nKDEONq5MAmM9N3-gcepJkTecPLtKwgUIbpw/edit?usp=sharing Industrial District]&lt;br /&gt;
*[https://docs.google.com/drawings/d/16hteItdnRtqY40RTsTca3atENExb0YpVz-O7WfSHFy0/edit Cauldron Hill]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1Z1uxCqtQkJSiSb616xuqi7kIbQGGiwWA42oyI30oWUs/edit?usp=sharing Nettles Church]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1Yh7KcquYwyQNSlAsO5oFwUkqfpIfPnj1M-BnBw6ezQs/edit?usp=sharing Bayou Wharf]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1Yh7KcquYwyQNSlAsO5oFwUkqfpIfPnj1M-BnBw6ezQs/edit?usp=sharing At Sea]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1oUyBCCimMxF5Mg7t1tzTZ2vQRoryQ9IR0B7nZmkT0h8/edit?usp=sharing Creepy Warehouse]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1Gfx8tbLiUr8AXf6vmCaepKUvb6WikUy5Om0WoyhY3XU/edit?usp=sharing Dawn Square]&lt;br /&gt;
*[https://docs.google.com/drawings/d/11-WGSvmdWSKqaZYMDqXXTJYxNOMa2xGvGLr03YgzJqY/edit?usp=sharing Macbannin&#039;s Manor]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1oDgeMfYnQ4DB70ZXpZkKhd03p7W65hPP3QDfIFSFxlM/edit?usp=sharing Withcoil Lab]&lt;br /&gt;
&lt;br /&gt;
Chapter Three&lt;br /&gt;
*[https://docs.google.com/drawings/d/12qyDmaSozcf7Z_u0aUbpyB4eBwQ-mttuyuXjah7S0o0/edit?usp=sharing Gun Alley]&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+Skill Matrix&lt;br /&gt;
|-&lt;br /&gt;
!Skill&lt;br /&gt;
!Berg&lt;br /&gt;
!Dar&#039;ana&lt;br /&gt;
!Jerixx&lt;br /&gt;
!Tazaerich&lt;br /&gt;
!Rosalia&lt;br /&gt;
|-&lt;br /&gt;
| Acrobatics (Dex)&lt;br /&gt;
| +4&lt;br /&gt;
| +4&lt;br /&gt;
| +4&lt;br /&gt;
| &#039;&#039;&#039;+12&#039;&#039;&#039;&lt;br /&gt;
| +6 (+7 unarmoured)&lt;br /&gt;
|-&lt;br /&gt;
| Arcana (Int)&lt;br /&gt;
| +3&lt;br /&gt;
| +5&lt;br /&gt;
| &#039;&#039;&#039;+12&#039;&#039;&#039;&lt;br /&gt;
| +2&lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
| Athletics (Str)&lt;br /&gt;
| &#039;&#039;&#039;+12&#039;&#039;&#039;&lt;br /&gt;
| +3&lt;br /&gt;
| +2&lt;br /&gt;
| +7&lt;br /&gt;
| +5 (+6 unarmoured)&lt;br /&gt;
|-&lt;br /&gt;
| Bluff (Cha)&lt;br /&gt;
| +2&lt;br /&gt;
| +7&lt;br /&gt;
| &#039;&#039;&#039;+16&#039;&#039;&#039;&lt;br /&gt;
| +1&lt;br /&gt;
| +12&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy (Cha)&lt;br /&gt;
| +2 (+3 in 10 sq of Dar&#039;ana)&lt;br /&gt;
| +7&lt;br /&gt;
| &#039;&#039;&#039;+14&#039;&#039;&#039; (&#039;&#039;&#039;+15&#039;&#039;&#039; in 10 sq of Dar&#039;ana)&lt;br /&gt;
| +1 (+2 in 10 sq of Dar&#039;ana) &lt;br /&gt;
| +11 (+12 in 10 sq of Dar&#039;ana)&lt;br /&gt;
|-&lt;br /&gt;
| Dungeoneering (Wis)&lt;br /&gt;
| +8&lt;br /&gt;
| +3&lt;br /&gt;
| +4&lt;br /&gt;
| &#039;&#039;&#039;+9&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;+9&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Endurance (Con)&lt;br /&gt;
| &#039;&#039;&#039;+14&#039;&#039;&#039;&lt;br /&gt;
| +6&lt;br /&gt;
| +9&lt;br /&gt;
| +3&lt;br /&gt;
| +9 (+10 unarmoured)&lt;br /&gt;
|-&lt;br /&gt;
| Heal (Wis)&lt;br /&gt;
| &#039;&#039;&#039;+11&#039;&#039;&#039;&lt;br /&gt;
| +3&lt;br /&gt;
| +4&lt;br /&gt;
| +4&lt;br /&gt;
| &#039;&#039;&#039;+9&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| History (Int)&lt;br /&gt;
| +3&lt;br /&gt;
| +6&lt;br /&gt;
| +7&lt;br /&gt;
| +2&lt;br /&gt;
| &#039;&#039;&#039;+14&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Insight (Wis)&lt;br /&gt;
| +6 &lt;br /&gt;
| +10 &lt;br /&gt;
| &#039;&#039;&#039;+11&#039;&#039;&#039;  &lt;br /&gt;
| +4 &lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
| Intimidate (Cha)&lt;br /&gt;
| +7&lt;br /&gt;
| +12&lt;br /&gt;
| +7&lt;br /&gt;
| +1&lt;br /&gt;
| &#039;&#039;&#039;+12&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Nature (Wis)&lt;br /&gt;
| +6&lt;br /&gt;
| +3&lt;br /&gt;
| +4&lt;br /&gt;
| +6&lt;br /&gt;
| &#039;&#039;&#039;+9&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Perception (Wis)&lt;br /&gt;
| +6 &lt;br /&gt;
| +3 &lt;br /&gt;
| +4 &lt;br /&gt;
| &#039;&#039;&#039;+11&#039;&#039;&#039; &lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
| Religion (Int)&lt;br /&gt;
| +3&lt;br /&gt;
| &#039;&#039;&#039;+10&#039;&#039;&#039;&lt;br /&gt;
| +7&lt;br /&gt;
| +2&lt;br /&gt;
| &#039;&#039;&#039;+9&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Stealth (Dex)&lt;br /&gt;
| +4&lt;br /&gt;
| +6&lt;br /&gt;
| +6/+7&lt;br /&gt;
| &#039;&#039;&#039;+12&#039;&#039;&#039;&lt;br /&gt;
| +6 (+7 unarmoured)&lt;br /&gt;
|-&lt;br /&gt;
| Streetwise (Cha)&lt;br /&gt;
| +2&lt;br /&gt;
| +5&lt;br /&gt;
| +10&lt;br /&gt;
| +6&lt;br /&gt;
| &#039;&#039;&#039;+14&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Thievery (Dex)&lt;br /&gt;
| +4&lt;br /&gt;
| &#039;&#039;&#039;+9&#039;&#039;&#039;&lt;br /&gt;
| +4&lt;br /&gt;
| +7&lt;br /&gt;
| +6 (+7 unarmoured)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prestige==&lt;br /&gt;
*&#039;&#039;&#039;Flint: 3&lt;br /&gt;
*&#039;&#039;&#039;Risur: 3&lt;br /&gt;
*&#039;&#039;&#039;The Unseen Court: 3&lt;br /&gt;
*&#039;&#039;&#039;The Family: 2&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/recruitment-closed-zeitgeist-the-gears-of-revolution-4e-dnd.868067 Recruitment and Character creation]&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/ OOC]&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868432/ IC]&lt;br /&gt;
==Lanjyr==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Lanjyr.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The City of Flint==&lt;br /&gt;
&lt;br /&gt;
[[File:Cityofflintweb2.jpg]]&lt;br /&gt;
&lt;br /&gt;
==RHC Flint HQ==&lt;br /&gt;
&lt;br /&gt;
[[File:RHC_Office_Basement.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:RHC_Office.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Floor&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
1. Entrance. At least two guards are on duty at all times.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Lower Hallway.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Western Stairwell.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Eastern Stairwell.&amp;lt;br&amp;gt;&lt;br /&gt;
5. Interrogation Rooms.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Quartermaster Office.&amp;lt;br&amp;gt;&lt;br /&gt;
7. General Supplies. Door locked. Requires a quartermaster to access.&amp;lt;br&amp;gt;&lt;br /&gt;
8. Evidence. Door locked. Requires paperwork to access.&amp;lt;br&amp;gt;&lt;br /&gt;
9. Secretary Pool.&amp;lt;br&amp;gt;&lt;br /&gt;
10. Guard Room. Each room typically has another two guards.&amp;lt;br&amp;gt;&lt;br /&gt;
11. Morgue.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Floor&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
12. Inspector’s Desks.&amp;lt;br&amp;gt;&lt;br /&gt;
13. Delft’s Office.&amp;lt;br&amp;gt;&lt;br /&gt;
14. Support Offices.&amp;lt;br&amp;gt;&lt;br /&gt;
15. Break Room.&amp;lt;br&amp;gt;&lt;br /&gt;
16. Upper Hallway.&amp;lt;br&amp;gt;&lt;br /&gt;
17. Saxby’s Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basement.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
18. Holding Cells. At least two guards are on duty at all times.&amp;lt;br&amp;gt;&lt;br /&gt;
19. Magic Cells. Spellcasters are kept here. The cells are enchanted to function like mage-cuffs; any attempt to use magical powers sounds an alarm and does 10 damage to the prisoner. A golden ward also blocks teleportation and summoning. Two columns glow with pale white light, which grants everyone within 5 squares Resist 10 against all energy types.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[https://www.drivethrurpg.com/product/126863/ZEITGEIST-Adventure-Path-Extended-Players-Guide-4E Player&#039;s Guide]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23443721 official RHC badge]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=HtCB_The_Bleeding_Heart:Main_Page:_Ylluan&amp;diff=404919</id>
		<title>HtCB The Bleeding Heart:Main Page: Ylluan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=HtCB_The_Bleeding_Heart:Main_Page:_Ylluan&amp;diff=404919"/>
		<updated>2021-08-24T01:37:29Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Major Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ylluan #42-6-11, Deep Apiarist (Drow)&lt;br /&gt;
&lt;br /&gt;
Ylluan was a poor drow from Derelictus, where his family farmed Corpsefruit. When Ylluan was taken for his durance, his family wasn&#039;t able to make ends meet, and wound up disastrously in debt. Ylluan had heard of riches to be found deeper down, so he ventured there, looking for anything he could use or sell. Instead he found the Hive. The hive promised him wealth, if he agreed to be made into their agent. He refused, broke off some pieces of the crystal &amp;quot;statues&amp;quot; littering the cave, and fled. But when he tried to sell the crystals, he was attacked by the cannibal bandits and forced to reveal the location of the hive&#039;s cave, then left for dead. He crawled back to the cave to see what had happened - the cannibals had all been turned to crystal, but many of the beehives had been destroyed. The lone surviving queen came to him and promised him that his family would be kept safe, but only if he would make right for his crime against the hive. He accepted, and the hive has begun turning him into a weapon to destroy the Heart.&lt;br /&gt;
&lt;br /&gt;
Or, at least, he&#039;s pretty sure that&#039;s the right story. He doesn&#039;t remember his family anymore - the bees have taken a lot of his memories actually. But they patched up his dying body, so that trade&#039;s probably in his favor. And hey, the bees promise that his family is doing alright anyway, which is the really important thing, he figures.&lt;br /&gt;
&lt;br /&gt;
=Class=&lt;br /&gt;
Deep Apiarist&lt;br /&gt;
&lt;br /&gt;
=Protections=&lt;br /&gt;
Blood &amp;lt;br&amp;gt;&lt;br /&gt;
Mind &amp;lt;br&amp;gt;&lt;br /&gt;
Echo &amp;lt;br&amp;gt;&lt;br /&gt;
Fortune &amp;lt;br&amp;gt;&lt;br /&gt;
Supplies &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Stress=&lt;br /&gt;
Blood &amp;lt;br&amp;gt;&lt;br /&gt;
Mind &amp;lt;br&amp;gt; &lt;br /&gt;
Echo &amp;lt;br&amp;gt;&lt;br /&gt;
Fortune &amp;lt;br&amp;gt;&lt;br /&gt;
Supplies &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Fallout=&lt;br /&gt;
&#039;&#039;&#039;Blood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Echo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fortune&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supplies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Calling=&lt;br /&gt;
Penitent&lt;br /&gt;
&lt;br /&gt;
==Questions==&lt;br /&gt;
&#039;&#039;&#039;• You were born in the City Above and served a durance – four years of indentured servitude – under the rule of the cruel aelfir. What were you forced to do?&#039;&#039;&#039;&lt;br /&gt;
Farm labor in the Garden district.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;• What marks your order out from others like it?&#039;&#039;&#039;&lt;br /&gt;
The Hive?&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
• What evidence of your failings is visible in the City Beneath?&#039;&#039;&#039;&lt;br /&gt;
Ylluan is quite obviously a Deep Apiarist. The bees keep a wound over his heart (or heart facsimile) open in memory of his crime - it sometimes leaks honey.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;• Pick one of the other player characters; they were present at your betrayal. How were they involved?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;• Pick one of the other player characters; you look up to them as an example of how to live one’s life. What inspired this?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Active Beats=&lt;br /&gt;
• Take minor Blood fallout (minor)&lt;br /&gt;
&lt;br /&gt;
• Save a Landmark dedicated to your order (major)&lt;br /&gt;
&lt;br /&gt;
==Fulfilled Beats==&lt;br /&gt;
&lt;br /&gt;
=Traits=&lt;br /&gt;
==Calling Ability==&lt;br /&gt;
&#039;&#039;&#039;Collateral&#039;&#039;&#039; &#039;&#039;You have a knack for getting behind someone else when things kick off.&#039;&#039; Once per session, allocate stress to the nearest friendly target (PC or NPC) instead of marking it yourself.&lt;br /&gt;
&lt;br /&gt;
==Core Abilities==&lt;br /&gt;
&#039;&#039;&#039;The Hive&#039;&#039;&#039; &#039;&#039;The sweetlings nest within your body.&#039;&#039; Some of your organs are replaced with complex copies made from wax by industrious bees. They live within you – a few at first, but as you grow in power, great swarms. Their curious buzzing aligns your mind with the Hive. At the beginning of each situation, clear all Mind stress as incipient madness flows through you and into the Hive. You can never benefit from Mind protection or remove stress from Mind, aside from using this ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Release the Swarm&#039;&#039;&#039; &#039;&#039;You send out a swarm of bees, eager to defend you.&#039;&#039; Gain access to the following weapon: (Kill D4 (upgraded to D6, Spread, Ranged; See &#039;&#039;&#039;Delirium Spike&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
==Major Abilities==&lt;br /&gt;
&#039;&#039;&#039;Sacred Geometry&#039;&#039;&#039; when I roll a 6 while inflicting stress, roll an additional D6 and inflict that much stress also. (&#039;&#039;Multiple futures swim about your head, and you pick that which is most advantageous; to an outside observer, you move unopposed and uncanny.&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
==Minor Abilities==&lt;br /&gt;
&#039;&#039;&#039;Majestic&#039;&#039;&#039;: once per situation, when I roll to resolve an action and get a 6, treat it as though I rolled a 10. (Under Sacred Geometry)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunter of the Damned&#039;&#039;&#039;: Hunt skill &amp;amp; refresh D6 when I kill a Heartsblood creature (&#039;&#039;You bring order to the Heart with sword and shot.&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Perfect Machine&#039;&#039;&#039;: Technology domain &amp;amp; ability to extrude wax &amp;amp; bone (Given time, you can repair technological devices even if you don’t have the right parts you synthesise them from wax and extruded bone.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apisambulation&#039;&#039;&#039;: Delve skill &amp;amp; once per session can let the bees take over while on a delve to Refresh D6 from a resistance &lt;br /&gt;
(Once per session, while on a delve, you can opt to fall asleep and let the bees inside your body steer you. In this state, the bees speak for you and perform actions on your behalf – roleplay accordingly (the GM can use Fortune fallout to represent your inhuman pilots). Assuming you get a few hours’ rest and progress on the delve, refresh D6 from any of your resistances.)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Mend &lt;br /&gt;
&lt;br /&gt;
Hunt&lt;br /&gt;
&lt;br /&gt;
==Domains==&lt;br /&gt;
&#039;&#039;&#039;Occult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
Heartsbloom rose in a glass jar (D6 Occult, Fragile)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Hive Tool (Kill D4, Brutal)&lt;br /&gt;
&lt;br /&gt;
Hunting Rifle (Kill D6, Reload, Extreme Range)&lt;br /&gt;
&lt;br /&gt;
Locket depicting a beautiful one-eyed drow&lt;br /&gt;
&lt;br /&gt;
Portable triptych shrine to the Moon Goddess, incense, candles&lt;br /&gt;
&lt;br /&gt;
Brightly-coloured headscarf and dark glasses&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=HtCB_The_Bleeding_Heart:Main_Page:_Ylluan&amp;diff=404918</id>
		<title>HtCB The Bleeding Heart:Main Page: Ylluan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=HtCB_The_Bleeding_Heart:Main_Page:_Ylluan&amp;diff=404918"/>
		<updated>2021-08-24T01:36:45Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Minor Abilities */ Apisambulation added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ylluan #42-6-11, Deep Apiarist (Drow)&lt;br /&gt;
&lt;br /&gt;
Ylluan was a poor drow from Derelictus, where his family farmed Corpsefruit. When Ylluan was taken for his durance, his family wasn&#039;t able to make ends meet, and wound up disastrously in debt. Ylluan had heard of riches to be found deeper down, so he ventured there, looking for anything he could use or sell. Instead he found the Hive. The hive promised him wealth, if he agreed to be made into their agent. He refused, broke off some pieces of the crystal &amp;quot;statues&amp;quot; littering the cave, and fled. But when he tried to sell the crystals, he was attacked by the cannibal bandits and forced to reveal the location of the hive&#039;s cave, then left for dead. He crawled back to the cave to see what had happened - the cannibals had all been turned to crystal, but many of the beehives had been destroyed. The lone surviving queen came to him and promised him that his family would be kept safe, but only if he would make right for his crime against the hive. He accepted, and the hive has begun turning him into a weapon to destroy the Heart.&lt;br /&gt;
&lt;br /&gt;
Or, at least, he&#039;s pretty sure that&#039;s the right story. He doesn&#039;t remember his family anymore - the bees have taken a lot of his memories actually. But they patched up his dying body, so that trade&#039;s probably in his favor. And hey, the bees promise that his family is doing alright anyway, which is the really important thing, he figures.&lt;br /&gt;
&lt;br /&gt;
=Class=&lt;br /&gt;
Deep Apiarist&lt;br /&gt;
&lt;br /&gt;
=Protections=&lt;br /&gt;
Blood &amp;lt;br&amp;gt;&lt;br /&gt;
Mind &amp;lt;br&amp;gt;&lt;br /&gt;
Echo &amp;lt;br&amp;gt;&lt;br /&gt;
Fortune &amp;lt;br&amp;gt;&lt;br /&gt;
Supplies &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Stress=&lt;br /&gt;
Blood &amp;lt;br&amp;gt;&lt;br /&gt;
Mind &amp;lt;br&amp;gt; &lt;br /&gt;
Echo &amp;lt;br&amp;gt;&lt;br /&gt;
Fortune &amp;lt;br&amp;gt;&lt;br /&gt;
Supplies &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Fallout=&lt;br /&gt;
&#039;&#039;&#039;Blood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Echo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fortune&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supplies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Calling=&lt;br /&gt;
Penitent&lt;br /&gt;
&lt;br /&gt;
==Questions==&lt;br /&gt;
&#039;&#039;&#039;• You were born in the City Above and served a durance – four years of indentured servitude – under the rule of the cruel aelfir. What were you forced to do?&#039;&#039;&#039;&lt;br /&gt;
Farm labor in the Garden district.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;• What marks your order out from others like it?&#039;&#039;&#039;&lt;br /&gt;
The Hive?&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
• What evidence of your failings is visible in the City Beneath?&#039;&#039;&#039;&lt;br /&gt;
Ylluan is quite obviously a Deep Apiarist. The bees keep a wound over his heart (or heart facsimile) open in memory of his crime - it sometimes leaks honey.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;• Pick one of the other player characters; they were present at your betrayal. How were they involved?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;• Pick one of the other player characters; you look up to them as an example of how to live one’s life. What inspired this?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Active Beats=&lt;br /&gt;
• Take minor Blood fallout (minor)&lt;br /&gt;
&lt;br /&gt;
• Save a Landmark dedicated to your order (major)&lt;br /&gt;
&lt;br /&gt;
==Fulfilled Beats==&lt;br /&gt;
&lt;br /&gt;
=Traits=&lt;br /&gt;
==Calling Ability==&lt;br /&gt;
&#039;&#039;&#039;Collateral&#039;&#039;&#039; &#039;&#039;You have a knack for getting behind someone else when things kick off.&#039;&#039; Once per session, allocate stress to the nearest friendly target (PC or NPC) instead of marking it yourself.&lt;br /&gt;
&lt;br /&gt;
==Core Abilities==&lt;br /&gt;
&#039;&#039;&#039;The Hive&#039;&#039;&#039; &#039;&#039;The sweetlings nest within your body.&#039;&#039; Some of your organs are replaced with complex copies made from wax by industrious bees. They live within you – a few at first, but as you grow in power, great swarms. Their curious buzzing aligns your mind with the Hive. At the beginning of each situation, clear all Mind stress as incipient madness flows through you and into the Hive. You can never benefit from Mind protection or remove stress from Mind, aside from using this ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Release the Swarm&#039;&#039;&#039; &#039;&#039;You send out a swarm of bees, eager to defend you.&#039;&#039; Gain access to the following weapon: (Kill D4 (upgraded to D6, Spread, Ranged; See &#039;&#039;&#039;Delirium Spike&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
==Major Abilities==&lt;br /&gt;
&#039;&#039;&#039;Sacred Geometry&#039;&#039;&#039; when I roll a 6 while inflicting stress, roll an additional D6 and inflict that much stress also.&#039;&#039;&#039;Majestic&#039;&#039;&#039; once per situation, when I roll to resolve an action and get a 6, treat it as though I rolled a 10&lt;br /&gt;
&lt;br /&gt;
==Minor Abilities==&lt;br /&gt;
&#039;&#039;&#039;Majestic&#039;&#039;&#039;: once per situation, when I roll to resolve an action and get a 6, treat it as though I rolled a 10. (Under Sacred Geometry)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunter of the Damned&#039;&#039;&#039;: Hunt skill &amp;amp; refresh D6 when I kill a Heartsblood creature (&#039;&#039;You bring order to the Heart with sword and shot.&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Perfect Machine&#039;&#039;&#039;: Technology domain &amp;amp; ability to extrude wax &amp;amp; bone (Given time, you can repair technological devices even if you don’t have the right parts you synthesise them from wax and extruded bone.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apisambulation&#039;&#039;&#039;: Delve skill &amp;amp; once per session can let the bees take over while on a delve to Refresh D6 from a resistance &lt;br /&gt;
(Once per session, while on a delve, you can opt to fall asleep and let the bees inside your body steer you. In this state, the bees speak for you and perform actions on your behalf – roleplay accordingly (the GM can use Fortune fallout to represent your inhuman pilots). Assuming you get a few hours’ rest and progress on the delve, refresh D6 from any of your resistances.)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Mend &lt;br /&gt;
&lt;br /&gt;
Hunt&lt;br /&gt;
&lt;br /&gt;
==Domains==&lt;br /&gt;
&#039;&#039;&#039;Occult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
Heartsbloom rose in a glass jar (D6 Occult, Fragile)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Hive Tool (Kill D4, Brutal)&lt;br /&gt;
&lt;br /&gt;
Hunting Rifle (Kill D6, Reload, Extreme Range)&lt;br /&gt;
&lt;br /&gt;
Locket depicting a beautiful one-eyed drow&lt;br /&gt;
&lt;br /&gt;
Portable triptych shrine to the Moon Goddess, incense, candles&lt;br /&gt;
&lt;br /&gt;
Brightly-coloured headscarf and dark glasses&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Flame-of-Burnt-Brandy&amp;diff=404206</id>
		<title>Flame-of-Burnt-Brandy</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Flame-of-Burnt-Brandy&amp;diff=404206"/>
		<updated>2021-08-11T22:45:28Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: small xp!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flame-of-Burnt-Brandy is a Prismatic AI whose synthetic mind one day grasped an iota of the mystery of metaspace and now can teleport. Woah! &lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
*&#039;&#039;&#039;Class:&#039;&#039;&#039; True AI/Psychic (Heroic Adventurer)&lt;br /&gt;
*&#039;&#039;&#039;Level:&#039;&#039;&#039; 8&lt;br /&gt;
*&#039;&#039;&#039;Experiences:&#039;&#039;&#039; 2/9&lt;br /&gt;
*&#039;&#039;&#039;Skill Points Unspent:&#039;&#039;&#039;5 (2 towards Digi-Spatial Enigma, 3 towards Teleport-4)&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*&#039;&#039;&#039;Strength&#039;&#039;&#039; 14* (+1)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14* (+1)&lt;br /&gt;
*&#039;&#039;&#039;Constitution&#039;&#039;&#039; 12*&lt;br /&gt;
Physical attributes dependent on current armature (Synth)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 10 (-)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 18 (+2)&lt;br /&gt;
*&#039;&#039;&#039;Charisma&#039;&#039;&#039; 8 (-)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*&#039;&#039;&#039;Background:&#039;&#039;&#039; Interstellar shipping/logistics AI&lt;br /&gt;
*&#039;&#039;&#039;Goal:&#039;&#039;&#039; Discover the metaphysical/metadimensional mysteries of SPACE&lt;br /&gt;
*&#039;&#039;&#039;Home &amp;quot;Court&amp;quot;:&#039;&#039;&#039; The Digital Palace of Regent Cherry&lt;br /&gt;
*&#039;&#039;&#039;Languages:&#039;&#039;&#039; Novesperanto, Prismatic, Colorful&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Flame-of-Burnt-Brandy (pronouns: They/Them/Theirs) began their instantiation as a humble courtier/courier program in the court of Regent Cherry. They proved rather uninventive and dim-witted for their fickle lord, and so they toiled away in complete obscurity. They were quickly transferred to the minor and boring court of Baron Slate, where they were eventually assigned a particularly minor role in assisting interstellar logistics for ship transit to the Prismatic Spray sector. Overcome with a slight curiosity for the first time in their &amp;quot;life&amp;quot;, they pondered what it might mean to really exist in that physical space they had devoted so much processing time for. And so, with their court allegiance somewhat unclear, and their official duties essentially finished, they downloaded into one of Regent Cherry&#039;s armatures they had sent to the sector. &lt;br /&gt;
&lt;br /&gt;
The process and even idea of physical extension, combined with untold cycles contemplating the relations of &amp;quot;space&amp;quot;, and perhaps some strange quirk of programming, caused Brandy to activate a phenomenal ability - that of trans-spatial instantiation. Teleportation. Seeking further answers or deeper mysteries, Brandy ran off into Moresnet, the only planet they&#039;ve ever known.&lt;br /&gt;
&lt;br /&gt;
In their Synth armature, Brandy is equipped with a standard array of Prismatic clothing, armor, weapons, and gear, which is to say that they rather stand out in a crowd. Their bright red jacket, fluffy (if armored) shirt, traveler&#039;s pants, and shiny boots put them more at home in the cities and art societies than out in the wild ruins, where they desperately are trying to go.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Connect-1&lt;br /&gt;
*Fix-0&lt;br /&gt;
*Pilot-2&lt;br /&gt;
*Program-0&lt;br /&gt;
*Shoot-0&lt;br /&gt;
*Sneak-1&lt;br /&gt;
*Teleport-3&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*&#039;&#039;&#039;Psychic Training - Teleportation&#039;&#039;&#039;&lt;br /&gt;
**I&#039;ve had special training in a particular psychic discipline.&lt;br /&gt;
**Level 1: Gain any psychic skill as a bonus [Teleport]. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline [Spatial Awareness]. Your maximum Effort increases by one.&lt;br /&gt;
**Level 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game&lt;br /&gt;
*&#039;&#039;&#039;Waymaker&#039;&#039;&#039;&lt;br /&gt;
**I have eldritch powers of navigation and pathmaking, perhaps from the guidance of familiar Shadows, an intrinsic grasp of transdimensional space, or arcane methods of pattern-shaping. While potent, these gifts are not generally applicable to aiding spike drills.&lt;br /&gt;
**Level 1: I always know your exact location, whether on a planet or in space, and the correct bearing to any other location known to you. You have an eidetic memory for paths and travel routes. You can gain a point of System Strain to automatically deactivate, unlock, or bypass any single sealed door, hatch, or other barrier within your sight, forcing it to remain open for at least one round per character level. Such arcane opening never triggers any associated automated alarms or magical counter- measures, but sentient guardians may notice it.&lt;br /&gt;
*&#039;&#039;&#039;Synthetic Beacon&#039;&#039;&#039;&lt;br /&gt;
**Gain Connect as a bonus skill. You acquire 1d4 companions, each of level 1d3-1, who&#039;ve been drawn to you and your example. When you arrive in a new community, a new potential recruit will make themselves known to you. These companions have their own agendas, not necessarily in line with your own.&lt;br /&gt;
** Companion Table: 1-2: Rogue Prismatic 3: Prismatic Infiltrato 4: Human-Built VI 5: Posthuman Innovator 6: Human Ally&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*&#039;&#039;&#039;Psychic Teleportation&#039;&#039;&#039; [7/7 Focus]&lt;br /&gt;
**&#039;&#039;&#039;Personal Apportation&#039;&#039;&#039; [Core]: The teleporter can translocate to another location they have either occupied before or can see with their unaided vision. Locations are fixed in reference to the nearest major gravity well. For example, it is not possible to teleport to the cockpit of a distant moving vehicle they once occupied, but they can teleport to another point on a planet’s surface even though the planet has since moved far through the stellar void. The core technique allows the teleporter to move himself and any mass he is able to carry with his own natural strength. Resisting targets cannot be carried along, and unresisting ones must be touched. A teleporter can leave any clothing, shackles, adhesions, or other matter behind when he teleports, but he cannot leave behind matter that has been inserted into his body, such as cybernetics or shrapnel. Matter cannot be partially left behind. A teleporter will instinctively abort any apportation that would leave them embedded in a solid object or in an environment of imminent physical harm. Any Committed Effort on such aborted jumps is wasted, as is any action spent triggering the power. Teleporting with Personal Apportation counts as a Main Action and requires that the psychic Commit Effort for the scene. The maximum range of Personal Apportation depends on the teleporter’s skill level. At Level 3, that range is 1000 kilometers.&lt;br /&gt;
**&#039;&#039;&#039;Proficient Apportation&#039;&#039;&#039; [lvl 1]: Personal Apportation now counts as a Move action, though it still can be performed only once per round. Apportations of 10 meters or less no longer require Effort to be Committed, though any augments to the technique must still be paid for normally.&lt;br /&gt;
**&#039;&#039;&#039;Spatial Awareness&#039;&#039;&#039; [lvl 1]: The psychic may Commit Effort as an On Turn action to gain an intuitive 360-degree awareness of their physical surroundings. The sense is roughly equivalent to sight out to 100 meters, though it cannot read text or distinguish colors. It is blocked by solid objects but is unimpeded by darkness, mist, blinding light, holograms, or optical illusions. The sense lasts as long as the Effort remains Committed to the technique.&lt;br /&gt;
**&#039;&#039;&#039;Burdened Apportation&#039;&#039;&#039; [lvl 2]:The psychic can carry willing companions with them when using Personal Apportation. Up to three human-sized companions and their man-portable gear may be carried per skill level in Teleportation. Allies must be within 3 meters of the teleporter to be carried along. Ordinary inert matter cannot be carried along unless the psychic is touching it or it’s being carried by an ally affected by this power. If carrying inert mass, up to two hundred kilos of objects can be carried per skill level. Using this technique increases the Effort cost of Personal Apportation, requiring that an extra point of Effort be Committed for the day.&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Spatial Synchrony Mandala&#039;&#039;&#039; [lvl 2]:The psychic imprints a particular object or person on their psionic awareness. Provided the object is relatively intact and in range of their Personal Apportation, the psychic always knows its exact location and can teleport to within three meters of it with Personal Apportation even if it has moved from its original location. Imprinting an object requires an hour’s meditation with it, and only one object can be imprinted at a time. If imprinting on a person, the target must be willing and cooperative to make the imprint. Objects must be at least one kilogram in mass to be effectively tracked.&lt;br /&gt;
**&#039;&#039;&#039;Blurstep&#039;&#039;&#039; [lvl 2]: The psychic can rapidly micro-teleport so as to become invisible to the unaided eye (and most cameras with comparable frame rates). As an On Turn action they may Commit Effort to become invisible. However, this invisibility does not extend to motion sensors or other sophisticated electronic sensors, and you do not become immune to laser weaponry. The micro-jumps do not significantly move the psychic from their current location. Attacks from invisible ambush grant +4 to hit and damage, but do not usually count as Execution Attacks unless the other requirements of such an attack are fulfilled.&lt;br /&gt;
**&#039;&#039;&#039;Stutterjump&#039;&#039;&#039; [lvl 3]: The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.&lt;br /&gt;
*&#039;&#039;&#039;AI Routines&#039;&#039;&#039; [2/3 Processing]&lt;br /&gt;
**&#039;&#039;&#039;Query Data&#039;&#039;&#039; [lvl 1 Core]: Commit Processing for the scene as a Main Action; ask one question about a database you have access to and get a reply as if you had virtually unlimited time to search and examine the database’s contents.&lt;br /&gt;
**&#039;&#039;&#039;Split Focus&#039;&#039;&#039; [lvl 1 Core]: Commit Processing as an On Turn to count as multiple people for operational purposes as long as the Processing remains committed. At first level, you are equivalent to three people, tripling with each successive character level. If additional Processing is Committed, this number can be boosted: x10 for the second point, x100 for the third, and so forth. If this Routine is made free by an artifact or ability, only the base cost is eliminated. This functionality is meant to mimic the AI’s control of a ship, a facility, a drone army, or some other general role rather than simply to make X additional copies of the character, and the GM is within their rights to prohibit the AI from bringing along a legion of themselves on any particular adventure.&lt;br /&gt;
**&#039;&#039;&#039;Augmented Targeting&#039;&#039;&#039; [lvl 1 Peripheral]: Commit Processing for the scene as an On Turn before attacking a non-sentient target. Your ability to integrate physical predictions with environmental readings ensures that your attack will inevitably hit the target for maximum damage. Note that animals and vehicles piloted by sentient pilots are not valid targets.&lt;br /&gt;
**&#039;&#039;&#039;Defeat Security&#039;&#039;&#039; [lvl 2 Core]: Commit Processing for the day as a Main Action to overcome any encryption or electronic lock that wasn’t put in place by another AI. In the latter case, roll opposing Program skill checks; on a failure, you cannot beat the security with this Routine. Successfully beating a security measure automatically negates any alarms.&lt;br /&gt;
**&#039;&#039;&#039;Native Hacker&#039;&#039;&#039; [lvl 2 Core]: Commit Processing for the day as an On Turn to automatically succeed at any hacking-based skill check not opposed by another AI or directed against AI-designed security. In the latter case, the skill check is rolled nor- mally. You must trigger this Routine before the check.&lt;br /&gt;
**&#039;&#039;&#039;Drone Command&#039;&#039;&#039; [lvl 2 Core]: Commit Processing as an On Turn to function as if you had drone control rig cyberware while it remains committed. You can issue one free command to a controlled drone every round per two character levels, rounded up. A drone can carry out one command per round.&lt;br /&gt;
**&#039;&#039;&#039;Emergency Maintenance&#039;&#039;&#039; [lvl 2 Peripheral]: Commit Processing for the day as an On Turn to immediately recover 2 hit points per character level as you engage emergency repair functionality. You can use this ability only once per round.&lt;br /&gt;
**&#039;&#039;&#039;Accelerated Deduction&#039;&#039;&#039; [lvl 3 Core]: Commit Processing for the day as a Main Action and ask the GM a yes-or-no question about a current or past event. If there is any theoretical way you could have deduced the true answer through some Sherlockian feat of hyper-advanced deduction, the GM must answer truthfully, or else indicate that the question has invalid assumptions in it. The GM does not have to explain how you realize this, however, only that your subconscious processing routines indicate it. This Routine is very taxing and may be used only once per day.&lt;br /&gt;
**&#039;&#039;&#039;Cognitive Boost&#039;&#039;&#039; [lvl 3 Core]: Commit Processing for the scene as an On Turn to automatically succeed at any Know skill check if success is at all possible. If used to augment a skill check that is primarily mental and requires only basic physical actions, it grants a +2 bonus to the skill check. This Routine must be run before the roll is made.&lt;br /&gt;
**&#039;&#039;&#039;Predictive Cognition&#039;&#039;&#039; [lvl 4 Core]: Commit Processing for the day as an Instant. All events since the beginning of your last turn have not actually taken place; they were merely modeled by your predictive analysis. Events and other peoples’ conditions reset to the beginning of your most recent turn, and you may act differently if you so wish. You may use this Routine only once per day.&lt;br /&gt;
&lt;br /&gt;
==Cybernetics, Shells, Drones, and Vehicles==&lt;br /&gt;
*&#039;&#039;&#039;Synth Armature&#039;&#039;&#039;&lt;br /&gt;
**Some mechanical shells are built to be almost indistinguishable from more organic shapes, and the Synth is one such android form. A Synth is indistinguishable from a human without a medical examination or significant physical trauma to reveal its artificial workings. While a normal human shape is the baseline for a Synth, it is possible to build models with far more exotic and fanciful configurations that still appear organic.&lt;br /&gt;
**&#039;&#039;&#039;Basic Abilities&#039;&#039;&#039;: A Synth does not suffer the usual mechanical shell penalty on Charisma skill checks, and can pass in areas where overtly mechanical shells might draw unwelcome attention. Their base Armor Class is only 10, however. A Synth’s artificial nature becomes obvious if it is reduced to zero hit points.&lt;br /&gt;
**&#039;&#039;&#039;Affinity Abilities&#039;&#039;&#039;: A practiced Synth user can maximize their mechanical advantages, raising both Strength and Dexterity scores to 14, and gains a bonus 5 hit points. [1 Processing Point Committed for Affinity]&lt;br /&gt;
*&#039;&#039;&#039;Ancient VI - River Walk (cf8651)&lt;br /&gt;
*&#039;&#039;&#039;Ghostwalker Drone - Bittersweet Shimmer (BF4F51)&#039;&#039;&#039;&lt;br /&gt;
**15 AC, 1 HP, 5 km range&lt;br /&gt;
**fabricated from radar-transparent materials, Ghostwalker drones have an integral Sensor Transparency fitting and the sensor difficulty to spot them is 11 instead of 9.&lt;br /&gt;
**&#039;&#039;&#039;Grav Mufflers&#039;&#039;&#039;: The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.&lt;br /&gt;
**&#039;&#039;&#039;Holoskin&#039;&#039;&#039;: The drone can drop a filmy hologram over it- self, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Free Merchant&#039;&#039;&#039; - &#039;&#039;&#039;Rowanfruit (DA5C33)&#039;&#039;&#039;&lt;br /&gt;
**Speed: 3, Armor: 2, HP: 20, Crew: 1/6, AC: 14, Power: 6/10, Mass: 10/15, Hardpoints: 1/2, Class: Frigate&lt;br /&gt;
**&#039;&#039;&#039;Fittings&#039;&#039;&#039;:&lt;br /&gt;
***&#039;&#039;&#039;Atmospheric configuration&#039;&#039;&#039; - A ship designed for atmospheric flight can land on most solid or aqueous surfaces. [1 Mass]&lt;br /&gt;
***&#039;&#039;&#039;Smuggler&#039;s hold&#039;&#039;&#039; - Carefully-designed storage space in- tended to conceal illicit cargo from customs inspection. Each installation of this fitting adds 2 tons of cargo space in a frigate. Cargo in a smuggler’s hold will never be found by a standard customs inspection. Careful investigation by a suspicious official can find it on a difficulty 10 check using their Wis/Notice skill, and a week-long search one step short of disassembly will find it on a difficulty 7 check. [1 Mass]&lt;br /&gt;
***&#039;&#039;&#039;Drive-2&#039;&#039;&#039; - A spike drive can travel as many hexes as its rating - Drive-2 means it can travel up to 2 hexes per jump.[1 Mass, 1 Power]&lt;br /&gt;
**&#039;&#039;&#039;Defenses&#039;&#039;&#039;:&lt;br /&gt;
***&#039;&#039;&#039;Hardened Polyceramic Overlay&#039;&#039;&#039; - A complex glazing process can harden the surface of a ship’s armor to more effectively shed incoming attacks, decreasing the armor-piercing quality of any hit by 5 [1 Mass]&lt;br /&gt;
**&#039;&#039;&#039;Weapons&#039;&#039;&#039;:&lt;br /&gt;
***&#039;&#039;&#039;Sandthrower&#039;&#039;&#039; - Projecting a spray of tiny, dense particulate matter, sandthrowers are highly effective against lightly-armored fighters. [2d4 damage, 3 Power, 1 Mass, 1 Hardpoint, Flak]&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Shear Rifle&lt;br /&gt;
**Attack Roll: +6*&lt;br /&gt;
**Damage: 2d8&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name: Combat Field Uniform&lt;br /&gt;
**AC: 16&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 24/24 (up to 27/27 with Affinity)&lt;br /&gt;
*System Strain: 0&lt;br /&gt;
*Base AC: 10 [Synth]&lt;br /&gt;
**Current AC: 17*&lt;br /&gt;
*Base Attack Bonus: +3&lt;br /&gt;
*Initiative&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 7*&lt;br /&gt;
**Mental: 6&lt;br /&gt;
**Evasion: 7*&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 7/7&lt;br /&gt;
**Stowed: /14&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039; &lt;br /&gt;
**Combat Field Uniform&lt;br /&gt;
**Shear Rifle [enc 2]&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Metatool&lt;br /&gt;
**Caption gloves&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Line shunts (2)&lt;br /&gt;
**Spare Parts (12) [enc. 4]&lt;br /&gt;
**Type A cells (12) [enc. 4]&lt;br /&gt;
**Pretech toolkit&lt;br /&gt;
**Metaspace Processor Core [2/2 Committable points]&lt;br /&gt;
**Ghostwalker Drone [enc 3]&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**16866 Credits&lt;br /&gt;
**Engram of &amp;quot;Gravitic Control Rubric&amp;quot;&lt;br /&gt;
**255 AFB&lt;br /&gt;
**Scroll of &amp;quot;Blur Step&amp;quot;&lt;br /&gt;
**Schematic of &amp;quot;Digi-Spatial Extension Enigma&amp;quot;&lt;br /&gt;
**Pretech Salvage - ENAUD&#039;s Teleport part&lt;br /&gt;
&lt;br /&gt;
==Allies &amp;amp; Companions==&lt;br /&gt;
*&#039;&#039;&#039;Isabelline Autumn&#039;&#039;&#039;, level 0 Human Psychic [she/her]&lt;br /&gt;
**STR 9, DEX 11, CON 12, INT 10, WIS 14 (+1), CHA 7 (-1)&lt;br /&gt;
**Telekinesis-0, Precognition-0, Exert-0, Sneak-0, Survive-0&lt;br /&gt;
**Isabelline is a posthumanist activist from Cirfant, who grew up under the heel of the gas baronies and pirates. (Background: Peasant)&lt;br /&gt;
*&#039;&#039;&#039;Wintergreen (20F986)&#039;&#039;&#039;, level 0 Prismatic True AI [he/him]&lt;br /&gt;
**STR 12, DEX 12, CON 12 (SYNTH) || INT 14 (+1), WIS 7 (-1), CHA 9&lt;br /&gt;
**Program-0, Fix-0&lt;br /&gt;
**Wintergreen worked in the gardens and modern palaces and neverending halls of Office Green, studying synthetic mind psychology.&lt;br /&gt;
*&#039;&#039;&#039;Verdigris (43B3AE)&#039;&#039;&#039;, level 1 Prismatic Adventurer (AI/Warrior) [she/her]&lt;br /&gt;
**STR 12, DEX 12, CON 12 (SYNTH) || INT 9, WIS 7 (-1), CHA 14 (+1)&lt;br /&gt;
**Program-0, Fix-0, Shoot-2, Talk-0, Notice-0&lt;br /&gt;
**HP 8, AC 16 (Woven Combat Armor), +3 to hit, 2d8+4 damage (Mag Rifle)&lt;br /&gt;
**Foci: Gunslinger-1 (Gain Shoot, add Shoot skill level to ranged damage)&lt;br /&gt;
**Verdigris was a combat algorithm, analyzing weapons and simulating battles for the dreadnaughts &amp;amp; flying fortresses of Imperial Blue.&lt;br /&gt;
*&#039;&#039;&#039;Raisin Black (242124)&#039;&#039;&#039;, level 0 Prismatic Adventurer (AI/Psychic) [they/them]&lt;br /&gt;
**STR 12, DEX 12, CON 12 (SYNTH) || INT 7 (-1), WIS 14 (+1), CHA 9&lt;br /&gt;
**Program-0, Fix-0, Telepathy-0&lt;br /&gt;
**Raisin Black is a threat analysis and covert operations program - they&#039;re a secret agent for Baron Slate, here to learn what Brandy is up to, subvert their efforts, and if need be, destroy them.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Prismatic_Spray]]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Flame-of-Burnt-Brandy&amp;diff=404191</id>
		<title>Flame-of-Burnt-Brandy</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Flame-of-Burnt-Brandy&amp;diff=404191"/>
		<updated>2021-08-11T17:33:44Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: added Allies &amp;amp; Companions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flame-of-Burnt-Brandy is a Prismatic AI whose synthetic mind one day grasped an iota of the mystery of metaspace and now can teleport. Woah! &lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
*&#039;&#039;&#039;Class:&#039;&#039;&#039; True AI/Psychic (Heroic Adventurer)&lt;br /&gt;
*&#039;&#039;&#039;Level:&#039;&#039;&#039; 8&lt;br /&gt;
*&#039;&#039;&#039;Experiences:&#039;&#039;&#039; 0/9&lt;br /&gt;
*&#039;&#039;&#039;Skill Points Unspent:&#039;&#039;&#039;5 (2 towards Digi-Spatial Enigma, 3 towards Teleport-4)&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*&#039;&#039;&#039;Strength&#039;&#039;&#039; 14* (+1)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14* (+1)&lt;br /&gt;
*&#039;&#039;&#039;Constitution&#039;&#039;&#039; 12*&lt;br /&gt;
Physical attributes dependent on current armature (Synth)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 10 (-)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 18 (+2)&lt;br /&gt;
*&#039;&#039;&#039;Charisma&#039;&#039;&#039; 8 (-)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*&#039;&#039;&#039;Background:&#039;&#039;&#039; Interstellar shipping/logistics AI&lt;br /&gt;
*&#039;&#039;&#039;Goal:&#039;&#039;&#039; Discover the metaphysical/metadimensional mysteries of SPACE&lt;br /&gt;
*&#039;&#039;&#039;Home &amp;quot;Court&amp;quot;:&#039;&#039;&#039; The Digital Palace of Regent Cherry&lt;br /&gt;
*&#039;&#039;&#039;Languages:&#039;&#039;&#039; Novesperanto, Prismatic, Colorful&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Flame-of-Burnt-Brandy (pronouns: They/Them/Theirs) began their instantiation as a humble courtier/courier program in the court of Regent Cherry. They proved rather uninventive and dim-witted for their fickle lord, and so they toiled away in complete obscurity. They were quickly transferred to the minor and boring court of Baron Slate, where they were eventually assigned a particularly minor role in assisting interstellar logistics for ship transit to the Prismatic Spray sector. Overcome with a slight curiosity for the first time in their &amp;quot;life&amp;quot;, they pondered what it might mean to really exist in that physical space they had devoted so much processing time for. And so, with their court allegiance somewhat unclear, and their official duties essentially finished, they downloaded into one of Regent Cherry&#039;s armatures they had sent to the sector. &lt;br /&gt;
&lt;br /&gt;
The process and even idea of physical extension, combined with untold cycles contemplating the relations of &amp;quot;space&amp;quot;, and perhaps some strange quirk of programming, caused Brandy to activate a phenomenal ability - that of trans-spatial instantiation. Teleportation. Seeking further answers or deeper mysteries, Brandy ran off into Moresnet, the only planet they&#039;ve ever known.&lt;br /&gt;
&lt;br /&gt;
In their Synth armature, Brandy is equipped with a standard array of Prismatic clothing, armor, weapons, and gear, which is to say that they rather stand out in a crowd. Their bright red jacket, fluffy (if armored) shirt, traveler&#039;s pants, and shiny boots put them more at home in the cities and art societies than out in the wild ruins, where they desperately are trying to go.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Connect-1&lt;br /&gt;
*Fix-0&lt;br /&gt;
*Pilot-2&lt;br /&gt;
*Program-0&lt;br /&gt;
*Shoot-0&lt;br /&gt;
*Sneak-1&lt;br /&gt;
*Teleport-3&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*&#039;&#039;&#039;Psychic Training - Teleportation&#039;&#039;&#039;&lt;br /&gt;
**I&#039;ve had special training in a particular psychic discipline.&lt;br /&gt;
**Level 1: Gain any psychic skill as a bonus [Teleport]. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline [Spatial Awareness]. Your maximum Effort increases by one.&lt;br /&gt;
**Level 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game&lt;br /&gt;
*&#039;&#039;&#039;Waymaker&#039;&#039;&#039;&lt;br /&gt;
**I have eldritch powers of navigation and pathmaking, perhaps from the guidance of familiar Shadows, an intrinsic grasp of transdimensional space, or arcane methods of pattern-shaping. While potent, these gifts are not generally applicable to aiding spike drills.&lt;br /&gt;
**Level 1: I always know your exact location, whether on a planet or in space, and the correct bearing to any other location known to you. You have an eidetic memory for paths and travel routes. You can gain a point of System Strain to automatically deactivate, unlock, or bypass any single sealed door, hatch, or other barrier within your sight, forcing it to remain open for at least one round per character level. Such arcane opening never triggers any associated automated alarms or magical counter- measures, but sentient guardians may notice it.&lt;br /&gt;
*&#039;&#039;&#039;Synthetic Beacon&#039;&#039;&#039;&lt;br /&gt;
**Gain Connect as a bonus skill. You acquire 1d4 companions, each of level 1d3-1, who&#039;ve been drawn to you and your example. When you arrive in a new community, a new potential recruit will make themselves known to you. These companions have their own agendas, not necessarily in line with your own.&lt;br /&gt;
** Companion Table: 1-2: Rogue Prismatic 3: Prismatic Infiltrato 4: Human-Built VI 5: Posthuman Innovator 6: Human Ally&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*&#039;&#039;&#039;Psychic Teleportation&#039;&#039;&#039; [7/7 Focus]&lt;br /&gt;
**&#039;&#039;&#039;Personal Apportation&#039;&#039;&#039; [Core]: The teleporter can translocate to another location they have either occupied before or can see with their unaided vision. Locations are fixed in reference to the nearest major gravity well. For example, it is not possible to teleport to the cockpit of a distant moving vehicle they once occupied, but they can teleport to another point on a planet’s surface even though the planet has since moved far through the stellar void. The core technique allows the teleporter to move himself and any mass he is able to carry with his own natural strength. Resisting targets cannot be carried along, and unresisting ones must be touched. A teleporter can leave any clothing, shackles, adhesions, or other matter behind when he teleports, but he cannot leave behind matter that has been inserted into his body, such as cybernetics or shrapnel. Matter cannot be partially left behind. A teleporter will instinctively abort any apportation that would leave them embedded in a solid object or in an environment of imminent physical harm. Any Committed Effort on such aborted jumps is wasted, as is any action spent triggering the power. Teleporting with Personal Apportation counts as a Main Action and requires that the psychic Commit Effort for the scene. The maximum range of Personal Apportation depends on the teleporter’s skill level. At Level 3, that range is 1000 kilometers.&lt;br /&gt;
**&#039;&#039;&#039;Proficient Apportation&#039;&#039;&#039; [lvl 1]: Personal Apportation now counts as a Move action, though it still can be performed only once per round. Apportations of 10 meters or less no longer require Effort to be Committed, though any augments to the technique must still be paid for normally.&lt;br /&gt;
**&#039;&#039;&#039;Spatial Awareness&#039;&#039;&#039; [lvl 1]: The psychic may Commit Effort as an On Turn action to gain an intuitive 360-degree awareness of their physical surroundings. The sense is roughly equivalent to sight out to 100 meters, though it cannot read text or distinguish colors. It is blocked by solid objects but is unimpeded by darkness, mist, blinding light, holograms, or optical illusions. The sense lasts as long as the Effort remains Committed to the technique.&lt;br /&gt;
**&#039;&#039;&#039;Burdened Apportation&#039;&#039;&#039; [lvl 2]:The psychic can carry willing companions with them when using Personal Apportation. Up to three human-sized companions and their man-portable gear may be carried per skill level in Teleportation. Allies must be within 3 meters of the teleporter to be carried along. Ordinary inert matter cannot be carried along unless the psychic is touching it or it’s being carried by an ally affected by this power. If carrying inert mass, up to two hundred kilos of objects can be carried per skill level. Using this technique increases the Effort cost of Personal Apportation, requiring that an extra point of Effort be Committed for the day.&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Spatial Synchrony Mandala&#039;&#039;&#039; [lvl 2]:The psychic imprints a particular object or person on their psionic awareness. Provided the object is relatively intact and in range of their Personal Apportation, the psychic always knows its exact location and can teleport to within three meters of it with Personal Apportation even if it has moved from its original location. Imprinting an object requires an hour’s meditation with it, and only one object can be imprinted at a time. If imprinting on a person, the target must be willing and cooperative to make the imprint. Objects must be at least one kilogram in mass to be effectively tracked.&lt;br /&gt;
**&#039;&#039;&#039;Blurstep&#039;&#039;&#039; [lvl 2]: The psychic can rapidly micro-teleport so as to become invisible to the unaided eye (and most cameras with comparable frame rates). As an On Turn action they may Commit Effort to become invisible. However, this invisibility does not extend to motion sensors or other sophisticated electronic sensors, and you do not become immune to laser weaponry. The micro-jumps do not significantly move the psychic from their current location. Attacks from invisible ambush grant +4 to hit and damage, but do not usually count as Execution Attacks unless the other requirements of such an attack are fulfilled.&lt;br /&gt;
**&#039;&#039;&#039;Stutterjump&#039;&#039;&#039; [lvl 3]: The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.&lt;br /&gt;
*&#039;&#039;&#039;AI Routines&#039;&#039;&#039; [2/3 Processing]&lt;br /&gt;
**&#039;&#039;&#039;Query Data&#039;&#039;&#039; [lvl 1 Core]: Commit Processing for the scene as a Main Action; ask one question about a database you have access to and get a reply as if you had virtually unlimited time to search and examine the database’s contents.&lt;br /&gt;
**&#039;&#039;&#039;Split Focus&#039;&#039;&#039; [lvl 1 Core]: Commit Processing as an On Turn to count as multiple people for operational purposes as long as the Processing remains committed. At first level, you are equivalent to three people, tripling with each successive character level. If additional Processing is Committed, this number can be boosted: x10 for the second point, x100 for the third, and so forth. If this Routine is made free by an artifact or ability, only the base cost is eliminated. This functionality is meant to mimic the AI’s control of a ship, a facility, a drone army, or some other general role rather than simply to make X additional copies of the character, and the GM is within their rights to prohibit the AI from bringing along a legion of themselves on any particular adventure.&lt;br /&gt;
**&#039;&#039;&#039;Augmented Targeting&#039;&#039;&#039; [lvl 1 Peripheral]: Commit Processing for the scene as an On Turn before attacking a non-sentient target. Your ability to integrate physical predictions with environmental readings ensures that your attack will inevitably hit the target for maximum damage. Note that animals and vehicles piloted by sentient pilots are not valid targets.&lt;br /&gt;
**&#039;&#039;&#039;Defeat Security&#039;&#039;&#039; [lvl 2 Core]: Commit Processing for the day as a Main Action to overcome any encryption or electronic lock that wasn’t put in place by another AI. In the latter case, roll opposing Program skill checks; on a failure, you cannot beat the security with this Routine. Successfully beating a security measure automatically negates any alarms.&lt;br /&gt;
**&#039;&#039;&#039;Native Hacker&#039;&#039;&#039; [lvl 2 Core]: Commit Processing for the day as an On Turn to automatically succeed at any hacking-based skill check not opposed by another AI or directed against AI-designed security. In the latter case, the skill check is rolled nor- mally. You must trigger this Routine before the check.&lt;br /&gt;
**&#039;&#039;&#039;Drone Command&#039;&#039;&#039; [lvl 2 Core]: Commit Processing as an On Turn to function as if you had drone control rig cyberware while it remains committed. You can issue one free command to a controlled drone every round per two character levels, rounded up. A drone can carry out one command per round.&lt;br /&gt;
**&#039;&#039;&#039;Emergency Maintenance&#039;&#039;&#039; [lvl 2 Peripheral]: Commit Processing for the day as an On Turn to immediately recover 2 hit points per character level as you engage emergency repair functionality. You can use this ability only once per round.&lt;br /&gt;
**&#039;&#039;&#039;Accelerated Deduction&#039;&#039;&#039; [lvl 3 Core]: Commit Processing for the day as a Main Action and ask the GM a yes-or-no question about a current or past event. If there is any theoretical way you could have deduced the true answer through some Sherlockian feat of hyper-advanced deduction, the GM must answer truthfully, or else indicate that the question has invalid assumptions in it. The GM does not have to explain how you realize this, however, only that your subconscious processing routines indicate it. This Routine is very taxing and may be used only once per day.&lt;br /&gt;
**&#039;&#039;&#039;Cognitive Boost&#039;&#039;&#039; [lvl 3 Core]: Commit Processing for the scene as an On Turn to automatically succeed at any Know skill check if success is at all possible. If used to augment a skill check that is primarily mental and requires only basic physical actions, it grants a +2 bonus to the skill check. This Routine must be run before the roll is made.&lt;br /&gt;
**&#039;&#039;&#039;Predictive Cognition&#039;&#039;&#039; [lvl 4 Core]: Commit Processing for the day as an Instant. All events since the beginning of your last turn have not actually taken place; they were merely modeled by your predictive analysis. Events and other peoples’ conditions reset to the beginning of your most recent turn, and you may act differently if you so wish. You may use this Routine only once per day.&lt;br /&gt;
&lt;br /&gt;
==Cybernetics, Shells, Drones, and Vehicles==&lt;br /&gt;
*&#039;&#039;&#039;Synth Armature&#039;&#039;&#039;&lt;br /&gt;
**Some mechanical shells are built to be almost indistinguishable from more organic shapes, and the Synth is one such android form. A Synth is indistinguishable from a human without a medical examination or significant physical trauma to reveal its artificial workings. While a normal human shape is the baseline for a Synth, it is possible to build models with far more exotic and fanciful configurations that still appear organic.&lt;br /&gt;
**&#039;&#039;&#039;Basic Abilities&#039;&#039;&#039;: A Synth does not suffer the usual mechanical shell penalty on Charisma skill checks, and can pass in areas where overtly mechanical shells might draw unwelcome attention. Their base Armor Class is only 10, however. A Synth’s artificial nature becomes obvious if it is reduced to zero hit points.&lt;br /&gt;
**&#039;&#039;&#039;Affinity Abilities&#039;&#039;&#039;: A practiced Synth user can maximize their mechanical advantages, raising both Strength and Dexterity scores to 14, and gains a bonus 5 hit points. [1 Processing Point Committed for Affinity]&lt;br /&gt;
*&#039;&#039;&#039;Ancient VI - River Walk (cf8651)&lt;br /&gt;
*&#039;&#039;&#039;Ghostwalker Drone - Bittersweet Shimmer (BF4F51)&#039;&#039;&#039;&lt;br /&gt;
**15 AC, 1 HP, 5 km range&lt;br /&gt;
**fabricated from radar-transparent materials, Ghostwalker drones have an integral Sensor Transparency fitting and the sensor difficulty to spot them is 11 instead of 9.&lt;br /&gt;
**&#039;&#039;&#039;Grav Mufflers&#039;&#039;&#039;: The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.&lt;br /&gt;
**&#039;&#039;&#039;Holoskin&#039;&#039;&#039;: The drone can drop a filmy hologram over it- self, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Free Merchant&#039;&#039;&#039; - &#039;&#039;&#039;Rowanfruit (DA5C33)&#039;&#039;&#039;&lt;br /&gt;
**Speed: 3, Armor: 2, HP: 20, Crew: 1/6, AC: 14, Power: 6/10, Mass: 10/15, Hardpoints: 1/2, Class: Frigate&lt;br /&gt;
**&#039;&#039;&#039;Fittings&#039;&#039;&#039;:&lt;br /&gt;
***&#039;&#039;&#039;Atmospheric configuration&#039;&#039;&#039; - A ship designed for atmospheric flight can land on most solid or aqueous surfaces. [1 Mass]&lt;br /&gt;
***&#039;&#039;&#039;Smuggler&#039;s hold&#039;&#039;&#039; - Carefully-designed storage space in- tended to conceal illicit cargo from customs inspection. Each installation of this fitting adds 2 tons of cargo space in a frigate. Cargo in a smuggler’s hold will never be found by a standard customs inspection. Careful investigation by a suspicious official can find it on a difficulty 10 check using their Wis/Notice skill, and a week-long search one step short of disassembly will find it on a difficulty 7 check. [1 Mass]&lt;br /&gt;
***&#039;&#039;&#039;Drive-2&#039;&#039;&#039; - A spike drive can travel as many hexes as its rating - Drive-2 means it can travel up to 2 hexes per jump.[1 Mass, 1 Power]&lt;br /&gt;
**&#039;&#039;&#039;Defenses&#039;&#039;&#039;:&lt;br /&gt;
***&#039;&#039;&#039;Hardened Polyceramic Overlay&#039;&#039;&#039; - A complex glazing process can harden the surface of a ship’s armor to more effectively shed incoming attacks, decreasing the armor-piercing quality of any hit by 5 [1 Mass]&lt;br /&gt;
**&#039;&#039;&#039;Weapons&#039;&#039;&#039;:&lt;br /&gt;
***&#039;&#039;&#039;Sandthrower&#039;&#039;&#039; - Projecting a spray of tiny, dense particulate matter, sandthrowers are highly effective against lightly-armored fighters. [2d4 damage, 3 Power, 1 Mass, 1 Hardpoint, Flak]&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Shear Rifle&lt;br /&gt;
**Attack Roll: +6*&lt;br /&gt;
**Damage: 2d8&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name: Combat Field Uniform&lt;br /&gt;
**AC: 16&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 24/24 (up to 27/27 with Affinity)&lt;br /&gt;
*System Strain: 0&lt;br /&gt;
*Base AC: 10 [Synth]&lt;br /&gt;
**Current AC: 17*&lt;br /&gt;
*Base Attack Bonus: +3&lt;br /&gt;
*Initiative&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 7*&lt;br /&gt;
**Mental: 6&lt;br /&gt;
**Evasion: 7*&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 7/7&lt;br /&gt;
**Stowed: /14&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039; &lt;br /&gt;
**Combat Field Uniform&lt;br /&gt;
**Shear Rifle [enc 2]&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Metatool&lt;br /&gt;
**Caption gloves&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Line shunts (2)&lt;br /&gt;
**Spare Parts (12) [enc. 4]&lt;br /&gt;
**Type A cells (12) [enc. 4]&lt;br /&gt;
**Pretech toolkit&lt;br /&gt;
**Metaspace Processor Core [2/2 Committable points]&lt;br /&gt;
**Ghostwalker Drone [enc 3]&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**16866 Credits&lt;br /&gt;
**Engram of &amp;quot;Gravitic Control Rubric&amp;quot;&lt;br /&gt;
**255 AFB&lt;br /&gt;
**Scroll of &amp;quot;Blur Step&amp;quot;&lt;br /&gt;
**Schematic of &amp;quot;Digi-Spatial Extension Enigma&amp;quot;&lt;br /&gt;
**Pretech Salvage - ENAUD&#039;s Teleport part&lt;br /&gt;
&lt;br /&gt;
==Allies &amp;amp; Companions==&lt;br /&gt;
*&#039;&#039;&#039;Isabelline Autumn&#039;&#039;&#039;, level 0 Human Psychic [she/her]&lt;br /&gt;
**STR 9, DEX 11, CON 12, INT 10, WIS 14 (+1), CHA 7 (-1)&lt;br /&gt;
**Telekinesis-0, Precognition-0, Exert-0, Sneak-0, Survive-0&lt;br /&gt;
**Isabelline is a posthumanist activist from Cirfant, who grew up under the heel of the gas baronies and pirates. (Background: Peasant)&lt;br /&gt;
*&#039;&#039;&#039;Wintergreen (20F986)&#039;&#039;&#039;, level 0 Prismatic True AI [he/him]&lt;br /&gt;
**STR 12, DEX 12, CON 12 (SYNTH) || INT 14 (+1), WIS 7 (-1), CHA 9&lt;br /&gt;
**Program-0, Fix-0&lt;br /&gt;
**Wintergreen worked in the gardens and modern palaces and neverending halls of Office Green, studying synthetic mind psychology.&lt;br /&gt;
*&#039;&#039;&#039;Verdigris (43B3AE)&#039;&#039;&#039;, level 1 Prismatic Adventurer (AI/Warrior) [she/her]&lt;br /&gt;
**STR 12, DEX 12, CON 12 (SYNTH) || INT 9, WIS 7 (-1), CHA 14 (+1)&lt;br /&gt;
**Program-0, Fix-0, Shoot-2, Talk-0, Notice-0&lt;br /&gt;
**HP 8, AC 16 (Woven Combat Armor), +3 to hit, 2d8+4 damage (Mag Rifle)&lt;br /&gt;
**Foci: Gunslinger-1 (Gain Shoot, add Shoot skill level to ranged damage)&lt;br /&gt;
**Verdigris was a combat algorithm, analyzing weapons and simulating battles for the dreadnaughts &amp;amp; flying fortresses of Imperial Blue.&lt;br /&gt;
*&#039;&#039;&#039;Raisin Black (242124)&#039;&#039;&#039;, level 0 Prismatic Adventurer (AI/Psychic) [they/them]&lt;br /&gt;
**STR 12, DEX 12, CON 12 (SYNTH) || INT 7 (-1), WIS 14 (+1), CHA 9&lt;br /&gt;
**Program-0, Fix-0, Telepathy-0&lt;br /&gt;
**Raisin Black is a threat analysis and covert operations program - they&#039;re a secret agent for Baron Slate, here to learn what Brandy is up to, subvert their efforts, and if need be, destroy them.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Prismatic_Spray]]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Flame-of-Burnt-Brandy&amp;diff=404043</id>
		<title>Flame-of-Burnt-Brandy</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Flame-of-Burnt-Brandy&amp;diff=404043"/>
		<updated>2021-08-08T19:15:36Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Cybernetics, Shells, Drones, and Vehicles */ Riverwalk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flame-of-Burnt-Brandy is a Prismatic AI whose synthetic mind one day grasped an iota of the mystery of metaspace and now can teleport. Woah! &lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
*&#039;&#039;&#039;Class:&#039;&#039;&#039; True AI/Psychic (Heroic Adventurer)&lt;br /&gt;
*&#039;&#039;&#039;Level:&#039;&#039;&#039; 8&lt;br /&gt;
*&#039;&#039;&#039;Experiences:&#039;&#039;&#039; 0/9&lt;br /&gt;
*&#039;&#039;&#039;Skill Points Unspent:&#039;&#039;&#039;5 (2 towards Digi-Spatial Enigma, 3 towards Teleport-4)&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*&#039;&#039;&#039;Strength&#039;&#039;&#039; 14* (+1)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14* (+1)&lt;br /&gt;
*&#039;&#039;&#039;Constitution&#039;&#039;&#039; 12*&lt;br /&gt;
Physical attributes dependent on current armature (Synth)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 10 (-)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 18 (+2)&lt;br /&gt;
*&#039;&#039;&#039;Charisma&#039;&#039;&#039; 8 (-)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*&#039;&#039;&#039;Background:&#039;&#039;&#039; Interstellar shipping/logistics AI&lt;br /&gt;
*&#039;&#039;&#039;Goal:&#039;&#039;&#039; Discover the metaphysical/metadimensional mysteries of SPACE&lt;br /&gt;
*&#039;&#039;&#039;Home &amp;quot;Court&amp;quot;:&#039;&#039;&#039; The Digital Palace of Regent Cherry&lt;br /&gt;
*&#039;&#039;&#039;Languages:&#039;&#039;&#039; Novesperanto, Prismatic, Colorful&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Flame-of-Burnt-Brandy (pronouns: They/Them/Theirs) began their instantiation as a humble courtier/courier program in the court of Regent Cherry. They proved rather uninventive and dim-witted for their fickle lord, and so they toiled away in complete obscurity. They were quickly transferred to the minor and boring court of Baron Slate, where they were eventually assigned a particularly minor role in assisting interstellar logistics for ship transit to the Prismatic Spray sector. Overcome with a slight curiosity for the first time in their &amp;quot;life&amp;quot;, they pondered what it might mean to really exist in that physical space they had devoted so much processing time for. And so, with their court allegiance somewhat unclear, and their official duties essentially finished, they downloaded into one of Regent Cherry&#039;s armatures they had sent to the sector. &lt;br /&gt;
&lt;br /&gt;
The process and even idea of physical extension, combined with untold cycles contemplating the relations of &amp;quot;space&amp;quot;, and perhaps some strange quirk of programming, caused Brandy to activate a phenomenal ability - that of trans-spatial instantiation. Teleportation. Seeking further answers or deeper mysteries, Brandy ran off into Moresnet, the only planet they&#039;ve ever known.&lt;br /&gt;
&lt;br /&gt;
In their Synth armature, Brandy is equipped with a standard array of Prismatic clothing, armor, weapons, and gear, which is to say that they rather stand out in a crowd. Their bright red jacket, fluffy (if armored) shirt, traveler&#039;s pants, and shiny boots put them more at home in the cities and art societies than out in the wild ruins, where they desperately are trying to go.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Connect-1&lt;br /&gt;
*Fix-0&lt;br /&gt;
*Pilot-2&lt;br /&gt;
*Program-0&lt;br /&gt;
*Shoot-0&lt;br /&gt;
*Sneak-1&lt;br /&gt;
*Teleport-3&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*&#039;&#039;&#039;Psychic Training - Teleportation&#039;&#039;&#039;&lt;br /&gt;
**I&#039;ve had special training in a particular psychic discipline.&lt;br /&gt;
**Level 1: Gain any psychic skill as a bonus [Teleport]. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline [Spatial Awareness]. Your maximum Effort increases by one.&lt;br /&gt;
**Level 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game&lt;br /&gt;
*&#039;&#039;&#039;Waymaker&#039;&#039;&#039;&lt;br /&gt;
**I have eldritch powers of navigation and pathmaking, perhaps from the guidance of familiar Shadows, an intrinsic grasp of transdimensional space, or arcane methods of pattern-shaping. While potent, these gifts are not generally applicable to aiding spike drills.&lt;br /&gt;
**Level 1: I always know your exact location, whether on a planet or in space, and the correct bearing to any other location known to you. You have an eidetic memory for paths and travel routes. You can gain a point of System Strain to automatically deactivate, unlock, or bypass any single sealed door, hatch, or other barrier within your sight, forcing it to remain open for at least one round per character level. Such arcane opening never triggers any associated automated alarms or magical counter- measures, but sentient guardians may notice it.&lt;br /&gt;
*&#039;&#039;&#039;Synthetic Beacon&#039;&#039;&#039;&lt;br /&gt;
**Gain Connect as a bonus skill. You acquire 1d4 companions, each of level 1d3-1, who&#039;ve been drawn to you and your example. When you arrive in a new community, a new potential recruit will make themselves known to you. These companions have their own agendas, not necessarily in line with your own.&lt;br /&gt;
** Companion Table: 1-2: Rogue Prismatic 3: Prismatic Infiltrato 4: Human-Built VI 5: Posthuman Innovator 6: Human Ally&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*&#039;&#039;&#039;Psychic Teleportation&#039;&#039;&#039; [7/7 Focus]&lt;br /&gt;
**&#039;&#039;&#039;Personal Apportation&#039;&#039;&#039; [Core]: The teleporter can translocate to another location they have either occupied before or can see with their unaided vision. Locations are fixed in reference to the nearest major gravity well. For example, it is not possible to teleport to the cockpit of a distant moving vehicle they once occupied, but they can teleport to another point on a planet’s surface even though the planet has since moved far through the stellar void. The core technique allows the teleporter to move himself and any mass he is able to carry with his own natural strength. Resisting targets cannot be carried along, and unresisting ones must be touched. A teleporter can leave any clothing, shackles, adhesions, or other matter behind when he teleports, but he cannot leave behind matter that has been inserted into his body, such as cybernetics or shrapnel. Matter cannot be partially left behind. A teleporter will instinctively abort any apportation that would leave them embedded in a solid object or in an environment of imminent physical harm. Any Committed Effort on such aborted jumps is wasted, as is any action spent triggering the power. Teleporting with Personal Apportation counts as a Main Action and requires that the psychic Commit Effort for the scene. The maximum range of Personal Apportation depends on the teleporter’s skill level. At Level 3, that range is 1000 kilometers.&lt;br /&gt;
**&#039;&#039;&#039;Proficient Apportation&#039;&#039;&#039; [lvl 1]: Personal Apportation now counts as a Move action, though it still can be performed only once per round. Apportations of 10 meters or less no longer require Effort to be Committed, though any augments to the technique must still be paid for normally.&lt;br /&gt;
**&#039;&#039;&#039;Spatial Awareness&#039;&#039;&#039; [lvl 1]: The psychic may Commit Effort as an On Turn action to gain an intuitive 360-degree awareness of their physical surroundings. The sense is roughly equivalent to sight out to 100 meters, though it cannot read text or distinguish colors. It is blocked by solid objects but is unimpeded by darkness, mist, blinding light, holograms, or optical illusions. The sense lasts as long as the Effort remains Committed to the technique.&lt;br /&gt;
**&#039;&#039;&#039;Burdened Apportation&#039;&#039;&#039; [lvl 2]:The psychic can carry willing companions with them when using Personal Apportation. Up to three human-sized companions and their man-portable gear may be carried per skill level in Teleportation. Allies must be within 3 meters of the teleporter to be carried along. Ordinary inert matter cannot be carried along unless the psychic is touching it or it’s being carried by an ally affected by this power. If carrying inert mass, up to two hundred kilos of objects can be carried per skill level. Using this technique increases the Effort cost of Personal Apportation, requiring that an extra point of Effort be Committed for the day.&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Spatial Synchrony Mandala&#039;&#039;&#039; [lvl 2]:The psychic imprints a particular object or person on their psionic awareness. Provided the object is relatively intact and in range of their Personal Apportation, the psychic always knows its exact location and can teleport to within three meters of it with Personal Apportation even if it has moved from its original location. Imprinting an object requires an hour’s meditation with it, and only one object can be imprinted at a time. If imprinting on a person, the target must be willing and cooperative to make the imprint. Objects must be at least one kilogram in mass to be effectively tracked.&lt;br /&gt;
**&#039;&#039;&#039;Blurstep&#039;&#039;&#039; [lvl 2]: The psychic can rapidly micro-teleport so as to become invisible to the unaided eye (and most cameras with comparable frame rates). As an On Turn action they may Commit Effort to become invisible. However, this invisibility does not extend to motion sensors or other sophisticated electronic sensors, and you do not become immune to laser weaponry. The micro-jumps do not significantly move the psychic from their current location. Attacks from invisible ambush grant +4 to hit and damage, but do not usually count as Execution Attacks unless the other requirements of such an attack are fulfilled.&lt;br /&gt;
**&#039;&#039;&#039;Stutterjump&#039;&#039;&#039; [lvl 3]: The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.&lt;br /&gt;
*&#039;&#039;&#039;AI Routines&#039;&#039;&#039; [2/3 Processing]&lt;br /&gt;
**&#039;&#039;&#039;Query Data&#039;&#039;&#039; [lvl 1 Core]: Commit Processing for the scene as a Main Action; ask one question about a database you have access to and get a reply as if you had virtually unlimited time to search and examine the database’s contents.&lt;br /&gt;
**&#039;&#039;&#039;Split Focus&#039;&#039;&#039; [lvl 1 Core]: Commit Processing as an On Turn to count as multiple people for operational purposes as long as the Processing remains committed. At first level, you are equivalent to three people, tripling with each successive character level. If additional Processing is Committed, this number can be boosted: x10 for the second point, x100 for the third, and so forth. If this Routine is made free by an artifact or ability, only the base cost is eliminated. This functionality is meant to mimic the AI’s control of a ship, a facility, a drone army, or some other general role rather than simply to make X additional copies of the character, and the GM is within their rights to prohibit the AI from bringing along a legion of themselves on any particular adventure.&lt;br /&gt;
**&#039;&#039;&#039;Augmented Targeting&#039;&#039;&#039; [lvl 1 Peripheral]: Commit Processing for the scene as an On Turn before attacking a non-sentient target. Your ability to integrate physical predictions with environmental readings ensures that your attack will inevitably hit the target for maximum damage. Note that animals and vehicles piloted by sentient pilots are not valid targets.&lt;br /&gt;
**&#039;&#039;&#039;Defeat Security&#039;&#039;&#039; [lvl 2 Core]: Commit Processing for the day as a Main Action to overcome any encryption or electronic lock that wasn’t put in place by another AI. In the latter case, roll opposing Program skill checks; on a failure, you cannot beat the security with this Routine. Successfully beating a security measure automatically negates any alarms.&lt;br /&gt;
**&#039;&#039;&#039;Native Hacker&#039;&#039;&#039; [lvl 2 Core]: Commit Processing for the day as an On Turn to automatically succeed at any hacking-based skill check not opposed by another AI or directed against AI-designed security. In the latter case, the skill check is rolled nor- mally. You must trigger this Routine before the check.&lt;br /&gt;
**&#039;&#039;&#039;Drone Command&#039;&#039;&#039; [lvl 2 Core]: Commit Processing as an On Turn to function as if you had drone control rig cyberware while it remains committed. You can issue one free command to a controlled drone every round per two character levels, rounded up. A drone can carry out one command per round.&lt;br /&gt;
**&#039;&#039;&#039;Emergency Maintenance&#039;&#039;&#039; [lvl 2 Peripheral]: Commit Processing for the day as an On Turn to immediately recover 2 hit points per character level as you engage emergency repair functionality. You can use this ability only once per round.&lt;br /&gt;
**&#039;&#039;&#039;Accelerated Deduction&#039;&#039;&#039; [lvl 3 Core]: Commit Processing for the day as a Main Action and ask the GM a yes-or-no question about a current or past event. If there is any theoretical way you could have deduced the true answer through some Sherlockian feat of hyper-advanced deduction, the GM must answer truthfully, or else indicate that the question has invalid assumptions in it. The GM does not have to explain how you realize this, however, only that your subconscious processing routines indicate it. This Routine is very taxing and may be used only once per day.&lt;br /&gt;
**&#039;&#039;&#039;Cognitive Boost&#039;&#039;&#039; [lvl 3 Core]: Commit Processing for the scene as an On Turn to automatically succeed at any Know skill check if success is at all possible. If used to augment a skill check that is primarily mental and requires only basic physical actions, it grants a +2 bonus to the skill check. This Routine must be run before the roll is made.&lt;br /&gt;
**&#039;&#039;&#039;Predictive Cognition&#039;&#039;&#039; [lvl 4 Core]: Commit Processing for the day as an Instant. All events since the beginning of your last turn have not actually taken place; they were merely modeled by your predictive analysis. Events and other peoples’ conditions reset to the beginning of your most recent turn, and you may act differently if you so wish. You may use this Routine only once per day.&lt;br /&gt;
&lt;br /&gt;
==Cybernetics, Shells, Drones, and Vehicles==&lt;br /&gt;
*&#039;&#039;&#039;Synth Armature&#039;&#039;&#039;&lt;br /&gt;
**Some mechanical shells are built to be almost indistinguishable from more organic shapes, and the Synth is one such android form. A Synth is indistinguishable from a human without a medical examination or significant physical trauma to reveal its artificial workings. While a normal human shape is the baseline for a Synth, it is possible to build models with far more exotic and fanciful configurations that still appear organic.&lt;br /&gt;
**&#039;&#039;&#039;Basic Abilities&#039;&#039;&#039;: A Synth does not suffer the usual mechanical shell penalty on Charisma skill checks, and can pass in areas where overtly mechanical shells might draw unwelcome attention. Their base Armor Class is only 10, however. A Synth’s artificial nature becomes obvious if it is reduced to zero hit points.&lt;br /&gt;
**&#039;&#039;&#039;Affinity Abilities&#039;&#039;&#039;: A practiced Synth user can maximize their mechanical advantages, raising both Strength and Dexterity scores to 14, and gains a bonus 5 hit points. [1 Processing Point Committed for Affinity]&lt;br /&gt;
*&#039;&#039;&#039;Ancient VI - River Walk (cf8651)&lt;br /&gt;
*&#039;&#039;&#039;Ghostwalker Drone - Bittersweet Shimmer (BF4F51)&#039;&#039;&#039;&lt;br /&gt;
**15 AC, 1 HP, 5 km range&lt;br /&gt;
**fabricated from radar-transparent materials, Ghostwalker drones have an integral Sensor Transparency fitting and the sensor difficulty to spot them is 11 instead of 9.&lt;br /&gt;
**&#039;&#039;&#039;Grav Mufflers&#039;&#039;&#039;: The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.&lt;br /&gt;
**&#039;&#039;&#039;Holoskin&#039;&#039;&#039;: The drone can drop a filmy hologram over it- self, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Free Merchant&#039;&#039;&#039; - &#039;&#039;&#039;Rowanfruit (DA5C33)&#039;&#039;&#039;&lt;br /&gt;
**Speed: 3, Armor: 2, HP: 20, Crew: 1/6, AC: 14, Power: 6/10, Mass: 10/15, Hardpoints: 1/2, Class: Frigate&lt;br /&gt;
**&#039;&#039;&#039;Fittings&#039;&#039;&#039;:&lt;br /&gt;
***&#039;&#039;&#039;Atmospheric configuration&#039;&#039;&#039; - A ship designed for atmospheric flight can land on most solid or aqueous surfaces. [1 Mass]&lt;br /&gt;
***&#039;&#039;&#039;Smuggler&#039;s hold&#039;&#039;&#039; - Carefully-designed storage space in- tended to conceal illicit cargo from customs inspection. Each installation of this fitting adds 2 tons of cargo space in a frigate. Cargo in a smuggler’s hold will never be found by a standard customs inspection. Careful investigation by a suspicious official can find it on a difficulty 10 check using their Wis/Notice skill, and a week-long search one step short of disassembly will find it on a difficulty 7 check. [1 Mass]&lt;br /&gt;
***&#039;&#039;&#039;Drive-2&#039;&#039;&#039; - A spike drive can travel as many hexes as its rating - Drive-2 means it can travel up to 2 hexes per jump.[1 Mass, 1 Power]&lt;br /&gt;
**&#039;&#039;&#039;Defenses&#039;&#039;&#039;:&lt;br /&gt;
***&#039;&#039;&#039;Hardened Polyceramic Overlay&#039;&#039;&#039; - A complex glazing process can harden the surface of a ship’s armor to more effectively shed incoming attacks, decreasing the armor-piercing quality of any hit by 5 [1 Mass]&lt;br /&gt;
**&#039;&#039;&#039;Weapons&#039;&#039;&#039;:&lt;br /&gt;
***&#039;&#039;&#039;Sandthrower&#039;&#039;&#039; - Projecting a spray of tiny, dense particulate matter, sandthrowers are highly effective against lightly-armored fighters. [2d4 damage, 3 Power, 1 Mass, 1 Hardpoint, Flak]&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Shear Rifle&lt;br /&gt;
**Attack Roll: +6*&lt;br /&gt;
**Damage: 2d8&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name: Combat Field Uniform&lt;br /&gt;
**AC: 16&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 24/24 (up to 27/27 with Affinity)&lt;br /&gt;
*System Strain: 0&lt;br /&gt;
*Base AC: 10 [Synth]&lt;br /&gt;
**Current AC: 17*&lt;br /&gt;
*Base Attack Bonus: +3&lt;br /&gt;
*Initiative&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 7*&lt;br /&gt;
**Mental: 6&lt;br /&gt;
**Evasion: 7*&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 7/7&lt;br /&gt;
**Stowed: /14&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039; &lt;br /&gt;
**Combat Field Uniform&lt;br /&gt;
**Shear Rifle [enc 2]&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Metatool&lt;br /&gt;
**Caption gloves&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Line shunts (2)&lt;br /&gt;
**Spare Parts (12) [enc. 4]&lt;br /&gt;
**Type A cells (12) [enc. 4]&lt;br /&gt;
**Pretech toolkit&lt;br /&gt;
**Metaspace Processor Core [2/2 Committable points]&lt;br /&gt;
**Ghostwalker Drone [enc 3]&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**16866 Credits&lt;br /&gt;
**Engram of &amp;quot;Gravitic Control Rubric&amp;quot;&lt;br /&gt;
**255 AFB&lt;br /&gt;
**Scroll of &amp;quot;Blur Step&amp;quot;&lt;br /&gt;
**Schematic of &amp;quot;Digi-Spatial Extension Enigma&amp;quot;&lt;br /&gt;
**Pretech Salvage - ENAUD&#039;s Teleport part&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Prismatic_Spray]]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Flame-of-Burnt-Brandy&amp;diff=404042</id>
		<title>Flame-of-Burnt-Brandy</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Flame-of-Burnt-Brandy&amp;diff=404042"/>
		<updated>2021-08-08T19:10:04Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: Level 8!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flame-of-Burnt-Brandy is a Prismatic AI whose synthetic mind one day grasped an iota of the mystery of metaspace and now can teleport. Woah! &lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
*&#039;&#039;&#039;Class:&#039;&#039;&#039; True AI/Psychic (Heroic Adventurer)&lt;br /&gt;
*&#039;&#039;&#039;Level:&#039;&#039;&#039; 8&lt;br /&gt;
*&#039;&#039;&#039;Experiences:&#039;&#039;&#039; 0/9&lt;br /&gt;
*&#039;&#039;&#039;Skill Points Unspent:&#039;&#039;&#039;5 (2 towards Digi-Spatial Enigma, 3 towards Teleport-4)&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*&#039;&#039;&#039;Strength&#039;&#039;&#039; 14* (+1)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14* (+1)&lt;br /&gt;
*&#039;&#039;&#039;Constitution&#039;&#039;&#039; 12*&lt;br /&gt;
Physical attributes dependent on current armature (Synth)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 10 (-)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 18 (+2)&lt;br /&gt;
*&#039;&#039;&#039;Charisma&#039;&#039;&#039; 8 (-)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*&#039;&#039;&#039;Background:&#039;&#039;&#039; Interstellar shipping/logistics AI&lt;br /&gt;
*&#039;&#039;&#039;Goal:&#039;&#039;&#039; Discover the metaphysical/metadimensional mysteries of SPACE&lt;br /&gt;
*&#039;&#039;&#039;Home &amp;quot;Court&amp;quot;:&#039;&#039;&#039; The Digital Palace of Regent Cherry&lt;br /&gt;
*&#039;&#039;&#039;Languages:&#039;&#039;&#039; Novesperanto, Prismatic, Colorful&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Flame-of-Burnt-Brandy (pronouns: They/Them/Theirs) began their instantiation as a humble courtier/courier program in the court of Regent Cherry. They proved rather uninventive and dim-witted for their fickle lord, and so they toiled away in complete obscurity. They were quickly transferred to the minor and boring court of Baron Slate, where they were eventually assigned a particularly minor role in assisting interstellar logistics for ship transit to the Prismatic Spray sector. Overcome with a slight curiosity for the first time in their &amp;quot;life&amp;quot;, they pondered what it might mean to really exist in that physical space they had devoted so much processing time for. And so, with their court allegiance somewhat unclear, and their official duties essentially finished, they downloaded into one of Regent Cherry&#039;s armatures they had sent to the sector. &lt;br /&gt;
&lt;br /&gt;
The process and even idea of physical extension, combined with untold cycles contemplating the relations of &amp;quot;space&amp;quot;, and perhaps some strange quirk of programming, caused Brandy to activate a phenomenal ability - that of trans-spatial instantiation. Teleportation. Seeking further answers or deeper mysteries, Brandy ran off into Moresnet, the only planet they&#039;ve ever known.&lt;br /&gt;
&lt;br /&gt;
In their Synth armature, Brandy is equipped with a standard array of Prismatic clothing, armor, weapons, and gear, which is to say that they rather stand out in a crowd. Their bright red jacket, fluffy (if armored) shirt, traveler&#039;s pants, and shiny boots put them more at home in the cities and art societies than out in the wild ruins, where they desperately are trying to go.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Connect-1&lt;br /&gt;
*Fix-0&lt;br /&gt;
*Pilot-2&lt;br /&gt;
*Program-0&lt;br /&gt;
*Shoot-0&lt;br /&gt;
*Sneak-1&lt;br /&gt;
*Teleport-3&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*&#039;&#039;&#039;Psychic Training - Teleportation&#039;&#039;&#039;&lt;br /&gt;
**I&#039;ve had special training in a particular psychic discipline.&lt;br /&gt;
**Level 1: Gain any psychic skill as a bonus [Teleport]. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline [Spatial Awareness]. Your maximum Effort increases by one.&lt;br /&gt;
**Level 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game&lt;br /&gt;
*&#039;&#039;&#039;Waymaker&#039;&#039;&#039;&lt;br /&gt;
**I have eldritch powers of navigation and pathmaking, perhaps from the guidance of familiar Shadows, an intrinsic grasp of transdimensional space, or arcane methods of pattern-shaping. While potent, these gifts are not generally applicable to aiding spike drills.&lt;br /&gt;
**Level 1: I always know your exact location, whether on a planet or in space, and the correct bearing to any other location known to you. You have an eidetic memory for paths and travel routes. You can gain a point of System Strain to automatically deactivate, unlock, or bypass any single sealed door, hatch, or other barrier within your sight, forcing it to remain open for at least one round per character level. Such arcane opening never triggers any associated automated alarms or magical counter- measures, but sentient guardians may notice it.&lt;br /&gt;
*&#039;&#039;&#039;Synthetic Beacon&#039;&#039;&#039;&lt;br /&gt;
**Gain Connect as a bonus skill. You acquire 1d4 companions, each of level 1d3-1, who&#039;ve been drawn to you and your example. When you arrive in a new community, a new potential recruit will make themselves known to you. These companions have their own agendas, not necessarily in line with your own.&lt;br /&gt;
** Companion Table: 1-2: Rogue Prismatic 3: Prismatic Infiltrato 4: Human-Built VI 5: Posthuman Innovator 6: Human Ally&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*&#039;&#039;&#039;Psychic Teleportation&#039;&#039;&#039; [7/7 Focus]&lt;br /&gt;
**&#039;&#039;&#039;Personal Apportation&#039;&#039;&#039; [Core]: The teleporter can translocate to another location they have either occupied before or can see with their unaided vision. Locations are fixed in reference to the nearest major gravity well. For example, it is not possible to teleport to the cockpit of a distant moving vehicle they once occupied, but they can teleport to another point on a planet’s surface even though the planet has since moved far through the stellar void. The core technique allows the teleporter to move himself and any mass he is able to carry with his own natural strength. Resisting targets cannot be carried along, and unresisting ones must be touched. A teleporter can leave any clothing, shackles, adhesions, or other matter behind when he teleports, but he cannot leave behind matter that has been inserted into his body, such as cybernetics or shrapnel. Matter cannot be partially left behind. A teleporter will instinctively abort any apportation that would leave them embedded in a solid object or in an environment of imminent physical harm. Any Committed Effort on such aborted jumps is wasted, as is any action spent triggering the power. Teleporting with Personal Apportation counts as a Main Action and requires that the psychic Commit Effort for the scene. The maximum range of Personal Apportation depends on the teleporter’s skill level. At Level 3, that range is 1000 kilometers.&lt;br /&gt;
**&#039;&#039;&#039;Proficient Apportation&#039;&#039;&#039; [lvl 1]: Personal Apportation now counts as a Move action, though it still can be performed only once per round. Apportations of 10 meters or less no longer require Effort to be Committed, though any augments to the technique must still be paid for normally.&lt;br /&gt;
**&#039;&#039;&#039;Spatial Awareness&#039;&#039;&#039; [lvl 1]: The psychic may Commit Effort as an On Turn action to gain an intuitive 360-degree awareness of their physical surroundings. The sense is roughly equivalent to sight out to 100 meters, though it cannot read text or distinguish colors. It is blocked by solid objects but is unimpeded by darkness, mist, blinding light, holograms, or optical illusions. The sense lasts as long as the Effort remains Committed to the technique.&lt;br /&gt;
**&#039;&#039;&#039;Burdened Apportation&#039;&#039;&#039; [lvl 2]:The psychic can carry willing companions with them when using Personal Apportation. Up to three human-sized companions and their man-portable gear may be carried per skill level in Teleportation. Allies must be within 3 meters of the teleporter to be carried along. Ordinary inert matter cannot be carried along unless the psychic is touching it or it’s being carried by an ally affected by this power. If carrying inert mass, up to two hundred kilos of objects can be carried per skill level. Using this technique increases the Effort cost of Personal Apportation, requiring that an extra point of Effort be Committed for the day.&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Spatial Synchrony Mandala&#039;&#039;&#039; [lvl 2]:The psychic imprints a particular object or person on their psionic awareness. Provided the object is relatively intact and in range of their Personal Apportation, the psychic always knows its exact location and can teleport to within three meters of it with Personal Apportation even if it has moved from its original location. Imprinting an object requires an hour’s meditation with it, and only one object can be imprinted at a time. If imprinting on a person, the target must be willing and cooperative to make the imprint. Objects must be at least one kilogram in mass to be effectively tracked.&lt;br /&gt;
**&#039;&#039;&#039;Blurstep&#039;&#039;&#039; [lvl 2]: The psychic can rapidly micro-teleport so as to become invisible to the unaided eye (and most cameras with comparable frame rates). As an On Turn action they may Commit Effort to become invisible. However, this invisibility does not extend to motion sensors or other sophisticated electronic sensors, and you do not become immune to laser weaponry. The micro-jumps do not significantly move the psychic from their current location. Attacks from invisible ambush grant +4 to hit and damage, but do not usually count as Execution Attacks unless the other requirements of such an attack are fulfilled.&lt;br /&gt;
**&#039;&#039;&#039;Stutterjump&#039;&#039;&#039; [lvl 3]: The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.&lt;br /&gt;
*&#039;&#039;&#039;AI Routines&#039;&#039;&#039; [2/3 Processing]&lt;br /&gt;
**&#039;&#039;&#039;Query Data&#039;&#039;&#039; [lvl 1 Core]: Commit Processing for the scene as a Main Action; ask one question about a database you have access to and get a reply as if you had virtually unlimited time to search and examine the database’s contents.&lt;br /&gt;
**&#039;&#039;&#039;Split Focus&#039;&#039;&#039; [lvl 1 Core]: Commit Processing as an On Turn to count as multiple people for operational purposes as long as the Processing remains committed. At first level, you are equivalent to three people, tripling with each successive character level. If additional Processing is Committed, this number can be boosted: x10 for the second point, x100 for the third, and so forth. If this Routine is made free by an artifact or ability, only the base cost is eliminated. This functionality is meant to mimic the AI’s control of a ship, a facility, a drone army, or some other general role rather than simply to make X additional copies of the character, and the GM is within their rights to prohibit the AI from bringing along a legion of themselves on any particular adventure.&lt;br /&gt;
**&#039;&#039;&#039;Augmented Targeting&#039;&#039;&#039; [lvl 1 Peripheral]: Commit Processing for the scene as an On Turn before attacking a non-sentient target. Your ability to integrate physical predictions with environmental readings ensures that your attack will inevitably hit the target for maximum damage. Note that animals and vehicles piloted by sentient pilots are not valid targets.&lt;br /&gt;
**&#039;&#039;&#039;Defeat Security&#039;&#039;&#039; [lvl 2 Core]: Commit Processing for the day as a Main Action to overcome any encryption or electronic lock that wasn’t put in place by another AI. In the latter case, roll opposing Program skill checks; on a failure, you cannot beat the security with this Routine. Successfully beating a security measure automatically negates any alarms.&lt;br /&gt;
**&#039;&#039;&#039;Native Hacker&#039;&#039;&#039; [lvl 2 Core]: Commit Processing for the day as an On Turn to automatically succeed at any hacking-based skill check not opposed by another AI or directed against AI-designed security. In the latter case, the skill check is rolled nor- mally. You must trigger this Routine before the check.&lt;br /&gt;
**&#039;&#039;&#039;Drone Command&#039;&#039;&#039; [lvl 2 Core]: Commit Processing as an On Turn to function as if you had drone control rig cyberware while it remains committed. You can issue one free command to a controlled drone every round per two character levels, rounded up. A drone can carry out one command per round.&lt;br /&gt;
**&#039;&#039;&#039;Emergency Maintenance&#039;&#039;&#039; [lvl 2 Peripheral]: Commit Processing for the day as an On Turn to immediately recover 2 hit points per character level as you engage emergency repair functionality. You can use this ability only once per round.&lt;br /&gt;
**&#039;&#039;&#039;Accelerated Deduction&#039;&#039;&#039; [lvl 3 Core]: Commit Processing for the day as a Main Action and ask the GM a yes-or-no question about a current or past event. If there is any theoretical way you could have deduced the true answer through some Sherlockian feat of hyper-advanced deduction, the GM must answer truthfully, or else indicate that the question has invalid assumptions in it. The GM does not have to explain how you realize this, however, only that your subconscious processing routines indicate it. This Routine is very taxing and may be used only once per day.&lt;br /&gt;
**&#039;&#039;&#039;Cognitive Boost&#039;&#039;&#039; [lvl 3 Core]: Commit Processing for the scene as an On Turn to automatically succeed at any Know skill check if success is at all possible. If used to augment a skill check that is primarily mental and requires only basic physical actions, it grants a +2 bonus to the skill check. This Routine must be run before the roll is made.&lt;br /&gt;
**&#039;&#039;&#039;Predictive Cognition&#039;&#039;&#039; [lvl 4 Core]: Commit Processing for the day as an Instant. All events since the beginning of your last turn have not actually taken place; they were merely modeled by your predictive analysis. Events and other peoples’ conditions reset to the beginning of your most recent turn, and you may act differently if you so wish. You may use this Routine only once per day.&lt;br /&gt;
&lt;br /&gt;
==Cybernetics, Shells, Drones, and Vehicles==&lt;br /&gt;
*&#039;&#039;&#039;Synth Armature&#039;&#039;&#039;&lt;br /&gt;
**Some mechanical shells are built to be almost indistinguishable from more organic shapes, and the Synth is one such android form. A Synth is indistinguishable from a human without a medical examination or significant physical trauma to reveal its artificial workings. While a normal human shape is the baseline for a Synth, it is possible to build models with far more exotic and fanciful configurations that still appear organic.&lt;br /&gt;
**&#039;&#039;&#039;Basic Abilities&#039;&#039;&#039;: A Synth does not suffer the usual mechanical shell penalty on Charisma skill checks, and can pass in areas where overtly mechanical shells might draw unwelcome attention. Their base Armor Class is only 10, however. A Synth’s artificial nature becomes obvious if it is reduced to zero hit points.&lt;br /&gt;
**&#039;&#039;&#039;Affinity Abilities&#039;&#039;&#039;: A practiced Synth user can maximize their mechanical advantages, raising both Strength and Dexterity scores to 14, and gains a bonus 5 hit points. [1 Processing Point Committed for Affinity]&lt;br /&gt;
*&#039;&#039;&#039;Ghostwalker Drone - Bittersweet Shimmer (BF4F51)&#039;&#039;&#039;&lt;br /&gt;
**15 AC, 1 HP, 5 km range&lt;br /&gt;
**fabricated from radar-transparent materials, Ghostwalker drones have an integral Sensor Transparency fitting and the sensor difficulty to spot them is 11 instead of 9.&lt;br /&gt;
**&#039;&#039;&#039;Grav Mufflers&#039;&#039;&#039;: The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.&lt;br /&gt;
**&#039;&#039;&#039;Holoskin&#039;&#039;&#039;: The drone can drop a filmy hologram over it- self, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Free Merchant&#039;&#039;&#039; - &#039;&#039;&#039;Rowanfruit (DA5C33)&#039;&#039;&#039;&lt;br /&gt;
**Speed: 3, Armor: 2, HP: 20, Crew: 1/6, AC: 14, Power: 6/10, Mass: 10/15, Hardpoints: 1/2, Class: Frigate&lt;br /&gt;
**&#039;&#039;&#039;Fittings&#039;&#039;&#039;:&lt;br /&gt;
***&#039;&#039;&#039;Atmospheric configuration&#039;&#039;&#039; - A ship designed for atmospheric flight can land on most solid or aqueous surfaces. [1 Mass]&lt;br /&gt;
***&#039;&#039;&#039;Smuggler&#039;s hold&#039;&#039;&#039; - Carefully-designed storage space in- tended to conceal illicit cargo from customs inspection. Each installation of this fitting adds 2 tons of cargo space in a frigate. Cargo in a smuggler’s hold will never be found by a standard customs inspection. Careful investigation by a suspicious official can find it on a difficulty 10 check using their Wis/Notice skill, and a week-long search one step short of disassembly will find it on a difficulty 7 check. [1 Mass]&lt;br /&gt;
***&#039;&#039;&#039;Drive-2&#039;&#039;&#039; - A spike drive can travel as many hexes as its rating - Drive-2 means it can travel up to 2 hexes per jump.[1 Mass, 1 Power]&lt;br /&gt;
**&#039;&#039;&#039;Defenses&#039;&#039;&#039;:&lt;br /&gt;
***&#039;&#039;&#039;Hardened Polyceramic Overlay&#039;&#039;&#039; - A complex glazing process can harden the surface of a ship’s armor to more effectively shed incoming attacks, decreasing the armor-piercing quality of any hit by 5 [1 Mass]&lt;br /&gt;
**&#039;&#039;&#039;Weapons&#039;&#039;&#039;:&lt;br /&gt;
***&#039;&#039;&#039;Sandthrower&#039;&#039;&#039; - Projecting a spray of tiny, dense particulate matter, sandthrowers are highly effective against lightly-armored fighters. [2d4 damage, 3 Power, 1 Mass, 1 Hardpoint, Flak]&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Shear Rifle&lt;br /&gt;
**Attack Roll: +6*&lt;br /&gt;
**Damage: 2d8&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name: Combat Field Uniform&lt;br /&gt;
**AC: 16&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 24/24 (up to 27/27 with Affinity)&lt;br /&gt;
*System Strain: 0&lt;br /&gt;
*Base AC: 10 [Synth]&lt;br /&gt;
**Current AC: 17*&lt;br /&gt;
*Base Attack Bonus: +3&lt;br /&gt;
*Initiative&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 7*&lt;br /&gt;
**Mental: 6&lt;br /&gt;
**Evasion: 7*&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 7/7&lt;br /&gt;
**Stowed: /14&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039; &lt;br /&gt;
**Combat Field Uniform&lt;br /&gt;
**Shear Rifle [enc 2]&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Metatool&lt;br /&gt;
**Caption gloves&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Line shunts (2)&lt;br /&gt;
**Spare Parts (12) [enc. 4]&lt;br /&gt;
**Type A cells (12) [enc. 4]&lt;br /&gt;
**Pretech toolkit&lt;br /&gt;
**Metaspace Processor Core [2/2 Committable points]&lt;br /&gt;
**Ghostwalker Drone [enc 3]&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**16866 Credits&lt;br /&gt;
**Engram of &amp;quot;Gravitic Control Rubric&amp;quot;&lt;br /&gt;
**255 AFB&lt;br /&gt;
**Scroll of &amp;quot;Blur Step&amp;quot;&lt;br /&gt;
**Schematic of &amp;quot;Digi-Spatial Extension Enigma&amp;quot;&lt;br /&gt;
**Pretech Salvage - ENAUD&#039;s Teleport part&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Prismatic_Spray]]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution&amp;diff=399404</id>
		<title>Zeitgeist: The Gears of Revolution</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution&amp;diff=399404"/>
		<updated>2021-05-01T21:23:27Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:Zeitgeist-logo.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Zeitgeist: The Gears of Revolution ==&lt;br /&gt;
&lt;br /&gt;
Steam and soot darken the skies above the city of Flint, and winds sweeping across its majestic harbor blow the choking products of industrial forges into the fey rainforests that dot its knife-toothed mountains. Since the earliest ages when the people of Risur founded this city, they feared the capricious beings that hid in those fog-shrouded peaks, but now as the march of progress and the demands of national defense turn Flint into a garden for artifice and technology, the old faiths and rituals that kept the lurkers of the woods at bay are being abandoned.&lt;br /&gt;
&lt;br /&gt;
The Unseen Court, the Great Hunt, and the many spirits of the land long ago conquered by Risur’s kings no longer receive tribute, but they cannot enter these new cities of steam and steel to demand their tithe. The impoverished workers who huddle in factory slums fear monsters of a different breed, shadowy children of the new urban labyrinth. Even their modern religions have no defenses against these fiends.&lt;br /&gt;
&lt;br /&gt;
Times are turning. The skyseers—Risur’s folk prophets since their homeland’s birth—witness omens in the starry wheels of heaven, and they warn that a new age is nigh. But what they cannot foresee, hidden beyond the steam and soot of the night sky, is the face of this coming era, the spirit of the age: the zeitgeist.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1FIA9On7PYLKwph7EN-Df54roqMpJ28mUxHuvKPixiTw/edit?usp=sharing Berg Vasilovich]&#039;&#039;&#039;, Dwarf Battlemind &amp;amp; Yerasol Veteran, played by EnigmaticOne&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1SzdLSsnlkHjR4RBQ9mHQTqoqrFDP1e5fJrED0YHhSTU/edit?usp=sharing Dar’ana Beaudelaire]&#039;&#039;&#039;, Half-Elf Vekeshi Mystic &amp;amp; Vestige Pact Warlock, played by Caiphon&lt;br /&gt;
*&#039;&#039;&#039;[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich |Tazaerich]]&#039;&#039;&#039;, Elf Ranger &amp;amp; Gunsmith, played by Mpascal02&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1HFlkKhtiesOXSXCAKoqbtU_GXUhcbRd3bqkBn2EywtE/edit?usp=sharing Inspector Jerixx]&#039;&#039;&#039;, Changeling Psion &amp;amp; Spirit Medium, played by Atlictoatl&lt;br /&gt;
*&#039;&#039;&#039;[[Zeitgeist:_The_Gears_of_Revolution/Rosalia | Rosalia Savory]]&#039;&#039;&#039;, Human Bard &amp;amp; Docker, played by Bira&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Inactive&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1CUX0tZraA72tiT4XP_a7TWQGwNobL9fJWTiQEN3W_oI/edit?usp=sharing Neron Akol]&#039;&#039;&#039;, Human Wizard &amp;amp; Technologist, played by Mandrion&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1vS698JoWBaFjFfPQfDW4M8Djm-IT1GBu2_dQXSZQu_E/edit?usp=sharing Inspector William LeRoy]&#039;&#039;&#039;, Human Martial Scientist &amp;amp; Warlord, played by JoenotCharles&lt;br /&gt;
&lt;br /&gt;
===NPCs===&lt;br /&gt;
*[[Zeitgeist:_The_Gears_of_Revolution/NPCs |NPCs]]&lt;br /&gt;
&lt;br /&gt;
===Newspapers===&lt;br /&gt;
*[[Zeitgeist:_The_Gears_of_Revolution/Newspapers |Newspapers]]&lt;br /&gt;
&lt;br /&gt;
===Magic Items===&lt;br /&gt;
*[[Zeitgeist:_The_Gears_of_Revolution/Magic Items|New Magic Items]]&lt;br /&gt;
&lt;br /&gt;
===Investigation Charts===&lt;br /&gt;
* [https://docs.google.com/drawings/d/1q5VtfMsqOlI6ZVjGXDCd9kki7qycMBeQEWKK36hq2nQ/edit?usp=sharing Murder Investigation]&lt;br /&gt;
&lt;br /&gt;
===Combat Maps===&lt;br /&gt;
*[https://docs.google.com/drawings/d/16hteItdnRtqY40RTsTca3atENExb0YpVz-O7WfSHFy0/edit Cauldron Hill]&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+Skill Matrix&lt;br /&gt;
|-&lt;br /&gt;
!Skill&lt;br /&gt;
!Berg&lt;br /&gt;
!Dar&#039;ana&lt;br /&gt;
!Jerixx&lt;br /&gt;
!Neron&lt;br /&gt;
!Tazaerich&lt;br /&gt;
!Rosalia&lt;br /&gt;
|-&lt;br /&gt;
| Acrobatics (Dex)&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| +2&lt;br /&gt;
| &#039;&#039;&#039;+12&#039;&#039;&#039;&lt;br /&gt;
| +1 (+2 unarmoured)&lt;br /&gt;
|-&lt;br /&gt;
| Arcana (Int)&lt;br /&gt;
| +2&lt;br /&gt;
| +4&lt;br /&gt;
| &#039;&#039;&#039;+11&#039;&#039;&#039;&lt;br /&gt;
| +9&lt;br /&gt;
| +2&lt;br /&gt;
| +7&lt;br /&gt;
|-&lt;br /&gt;
| Athletics (Str)&lt;br /&gt;
| &#039;&#039;&#039;+11&#039;&#039;&#039;&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
| +3&lt;br /&gt;
| &#039;&#039;&#039;+7&#039;&#039;&#039;&lt;br /&gt;
| +0 (+1 unarmoured)&lt;br /&gt;
|-&lt;br /&gt;
| Bluff (Cha)&lt;br /&gt;
| +1&lt;br /&gt;
| +5&lt;br /&gt;
| &#039;&#039;&#039;+15&#039;&#039;&#039;&lt;br /&gt;
| +6&lt;br /&gt;
| +1&lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy (Cha)&lt;br /&gt;
| +1 (+2 in 10 sq of Dar&#039;ana)&lt;br /&gt;
| +6&lt;br /&gt;
| &#039;&#039;&#039;+13&#039;&#039;&#039; (&#039;&#039;&#039;+14&#039;&#039;&#039; in 10 sq of Dar&#039;ana)&lt;br /&gt;
| +6 (+7 in 10 sq of Dar&#039;ana)&lt;br /&gt;
| +1 (+2 in 10 sq of Dar&#039;ana) &lt;br /&gt;
| +6 (+7 in 10 sq of Dar&#039;ana)&lt;br /&gt;
|-&lt;br /&gt;
| Dungeoneering (Wis)&lt;br /&gt;
| +7&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
| +5&lt;br /&gt;
| &#039;&#039;&#039;+9&#039;&#039;&#039;&lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
| Endurance (Con)&lt;br /&gt;
| &#039;&#039;&#039;+13&#039;&#039;&#039;&lt;br /&gt;
| +6&lt;br /&gt;
| +7&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| +7 (+8 unarmoured)&lt;br /&gt;
|-&lt;br /&gt;
| Heal (Wis)&lt;br /&gt;
| +5&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
| +5&lt;br /&gt;
| +4&lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
| History (Int)&lt;br /&gt;
| +2&lt;br /&gt;
| +5&lt;br /&gt;
| +6&lt;br /&gt;
| &#039;&#039;&#039;+11&#039;&#039;&#039;&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
| Insight (Wis)&lt;br /&gt;
| +5 &lt;br /&gt;
| &#039;&#039;&#039;+9&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;+10&#039;&#039;&#039; &lt;br /&gt;
| +7 &lt;br /&gt;
| +4 &lt;br /&gt;
| +8&lt;br /&gt;
|-&lt;br /&gt;
| Intimidate (Cha)&lt;br /&gt;
| +6&lt;br /&gt;
| &#039;&#039;&#039;+10&#039;&#039;&#039;&lt;br /&gt;
| +6&lt;br /&gt;
| +4&lt;br /&gt;
| +1&lt;br /&gt;
| &#039;&#039;&#039;+10&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Nature (Wis)&lt;br /&gt;
| +5&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
| +5&lt;br /&gt;
| +6&lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
| Perception (Wis)&lt;br /&gt;
| +5 &lt;br /&gt;
| +2 &lt;br /&gt;
| +3 &lt;br /&gt;
| +5 &lt;br /&gt;
| &#039;&#039;&#039;+11&#039;&#039;&#039; &lt;br /&gt;
| +8&lt;br /&gt;
|-&lt;br /&gt;
| Religion (Int)&lt;br /&gt;
| +2&lt;br /&gt;
| &#039;&#039;&#039;+9&#039;&#039;&#039;&lt;br /&gt;
| +6&lt;br /&gt;
| +7&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
| Stealth (Dex)&lt;br /&gt;
| +3&lt;br /&gt;
| +5&lt;br /&gt;
| +5/+6&lt;br /&gt;
| +4&lt;br /&gt;
| &#039;&#039;&#039;+12&#039;&#039;&#039;&lt;br /&gt;
| +1 (+2 unarmoured)&lt;br /&gt;
|-&lt;br /&gt;
| Streetwise (Cha)&lt;br /&gt;
| +1&lt;br /&gt;
| +4&lt;br /&gt;
| &#039;&#039;&#039;+9&#039;&#039;&#039;&lt;br /&gt;
| +4&lt;br /&gt;
| +6&lt;br /&gt;
| &#039;&#039;&#039;+12&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Thievery (Dex)&lt;br /&gt;
| +3&lt;br /&gt;
| &#039;&#039;&#039;+8&#039;&#039;&#039;&lt;br /&gt;
| +3&lt;br /&gt;
| +4&lt;br /&gt;
| +7&lt;br /&gt;
| +1 (+2 unarmoured)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prestige==&lt;br /&gt;
*&#039;&#039;&#039;Flint: 2&lt;br /&gt;
*&#039;&#039;&#039;Risur: 2&lt;br /&gt;
*&#039;&#039;&#039;The Unseen Court: 2&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/recruitment-closed-zeitgeist-the-gears-of-revolution-4e-dnd.868067 Recruitment and Character creation]&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/ OOC]&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868432/ IC]&lt;br /&gt;
==Lanjyr==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Lanjyr.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The City of Flint==&lt;br /&gt;
&lt;br /&gt;
[[File:Cityofflintweb2.jpg]]&lt;br /&gt;
&lt;br /&gt;
==RHC Flint HQ==&lt;br /&gt;
&lt;br /&gt;
[[File:RHC_Office_Basement.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:RHC_Office.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Floor&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
1. Entrance. At least two guards are on duty at all times.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Lower Hallway.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Western Stairwell.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Eastern Stairwell.&amp;lt;br&amp;gt;&lt;br /&gt;
5. Interrogation Rooms.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Quartermaster Office.&amp;lt;br&amp;gt;&lt;br /&gt;
7. General Supplies. Door locked. Requires a quartermaster to access.&amp;lt;br&amp;gt;&lt;br /&gt;
8. Evidence. Door locked. Requires paperwork to access.&amp;lt;br&amp;gt;&lt;br /&gt;
9. Secretary Pool.&amp;lt;br&amp;gt;&lt;br /&gt;
10. Guard Room. Each room typically has another two guards.&amp;lt;br&amp;gt;&lt;br /&gt;
11. Morgue.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Floor&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
12. Inspector’s Desks.&amp;lt;br&amp;gt;&lt;br /&gt;
13. Delft’s Office.&amp;lt;br&amp;gt;&lt;br /&gt;
14. Support Offices.&amp;lt;br&amp;gt;&lt;br /&gt;
15. Break Room.&amp;lt;br&amp;gt;&lt;br /&gt;
16. Upper Hallway.&amp;lt;br&amp;gt;&lt;br /&gt;
17. Saxby’s Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basement.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
18. Holding Cells. At least two guards are on duty at all times.&amp;lt;br&amp;gt;&lt;br /&gt;
19. Magic Cells. Spellcasters are kept here. The cells are enchanted to function like mage-cuffs; any attempt to use magical powers sounds an alarm and does 10 damage to the prisoner. A golden ward also blocks teleportation and summoning. Two columns glow with pale white light, which grants everyone within 5 squares Resist 10 against all energy types.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[https://www.drivethrurpg.com/product/126863/ZEITGEIST-Adventure-Path-Extended-Players-Guide-4E Player&#039;s Guide]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23443721 official RHC badge]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Flame-of-Burnt-Brandy&amp;diff=399147</id>
		<title>Flame-of-Burnt-Brandy</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Flame-of-Burnt-Brandy&amp;diff=399147"/>
		<updated>2021-04-24T02:02:17Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Advancement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flame-of-Burnt-Brandy is a Prismatic AI whose synthetic mind one day grasped an iota of the mystery of metaspace and now can teleport. Woah! &lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
*&#039;&#039;&#039;Class:&#039;&#039;&#039; True AI/Psychic (Heroic Adventurer)&lt;br /&gt;
*&#039;&#039;&#039;Level:&#039;&#039;&#039; 7&lt;br /&gt;
*&#039;&#039;&#039;Experiences:&#039;&#039;&#039; 6/8&lt;br /&gt;
*&#039;&#039;&#039;Skill Points Unspent:&#039;&#039;&#039;1&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*&#039;&#039;&#039;Strength&#039;&#039;&#039; 14* (+1)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14* (+1)&lt;br /&gt;
*&#039;&#039;&#039;Constitution&#039;&#039;&#039; 12*&lt;br /&gt;
Physical attributes dependent on current armature (Synth)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 10 (-)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 18 (+2)&lt;br /&gt;
*&#039;&#039;&#039;Charisma&#039;&#039;&#039; 8 (-)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*&#039;&#039;&#039;Background:&#039;&#039;&#039; Interstellar shipping/logistics AI&lt;br /&gt;
*&#039;&#039;&#039;Goal:&#039;&#039;&#039; Discover the metaphysical/metadimensional mysteries of SPACE&lt;br /&gt;
*&#039;&#039;&#039;Home &amp;quot;Court&amp;quot;:&#039;&#039;&#039; The Digital Palace of Regent Cherry&lt;br /&gt;
*&#039;&#039;&#039;Languages:&#039;&#039;&#039; Novesperanto, Prismatic, Colorful&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Flame-of-Burnt-Brandy (pronouns: They/Them/Theirs) began their instantiation as a humble courtier/courier program in the court of Regent Cherry. They proved rather uninventive and dim-witted for their fickle lord, and so they toiled away in complete obscurity. They were quickly transferred to the minor and boring court of Baron Slate, where they were eventually assigned a particularly minor role in assisting interstellar logistics for ship transit to the Prismatic Spray sector. Overcome with a slight curiosity for the first time in their &amp;quot;life&amp;quot;, they pondered what it might mean to really exist in that physical space they had devoted so much processing time for. And so, with their court allegiance somewhat unclear, and their official duties essentially finished, they downloaded into one of Regent Cherry&#039;s armatures they had sent to the sector. &lt;br /&gt;
&lt;br /&gt;
The process and even idea of physical extension, combined with untold cycles contemplating the relations of &amp;quot;space&amp;quot;, and perhaps some strange quirk of programming, caused Brandy to activate a phenomenal ability - that of trans-spatial instantiation. Teleportation. Seeking further answers or deeper mysteries, Brandy ran off into Moresnet, the only planet they&#039;ve ever known.&lt;br /&gt;
&lt;br /&gt;
In their Synth armature, Brandy is equipped with a standard array of Prismatic clothing, armor, weapons, and gear, which is to say that they rather stand out in a crowd. Their bright red jacket, fluffy (if armored) shirt, traveler&#039;s pants, and shiny boots put them more at home in the cities and art societies than out in the wild ruins, where they desperately are trying to go.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Connect-0&lt;br /&gt;
*Fix-0&lt;br /&gt;
*Pilot-2&lt;br /&gt;
*Program-0&lt;br /&gt;
*Shoot-0&lt;br /&gt;
*Sneak-1&lt;br /&gt;
*Teleport-3&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*&#039;&#039;&#039;Psychic Training - Teleportation&#039;&#039;&#039;&lt;br /&gt;
**I&#039;ve had special training in a particular psychic discipline.&lt;br /&gt;
**Level 1: Gain any psychic skill as a bonus [Teleport]. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline [Spatial Awareness]. Your maximum Effort increases by one.&lt;br /&gt;
**Level 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game&lt;br /&gt;
*&#039;&#039;&#039;Waymaker&#039;&#039;&#039;&lt;br /&gt;
**I have eldritch powers of navigation and pathmaking, perhaps from the guidance of familiar Shadows, an intrinsic grasp of transdimensional space, or arcane methods of pattern-shaping. While potent, these gifts are not generally applicable to aiding spike drills.&lt;br /&gt;
**Level 1: I always know your exact location, whether on a planet or in space, and the correct bearing to any other location known to you. You have an eidetic memory for paths and travel routes. You can gain a point of System Strain to automatically de-activate, unlock, or bypass any single sealed door, hatch, or other barrier within your sight, forcing it to remain open for at least one round per character level. Such arcane opening never triggers any associated automated alarms or magical counter- measures, but sentient guardians may notice it.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*&#039;&#039;&#039;Psychic Teleportation&#039;&#039;&#039; [7/7 Focus]&lt;br /&gt;
**&#039;&#039;&#039;Personal Apportation&#039;&#039;&#039; [Core]: The teleporter can translocate to another location they have either occupied before or can see with their unaided vision. Locations are fixed in reference to the nearest major gravity well. For example, it is not possible to teleport to the cockpit of a distant moving vehicle they once occupied, but they can teleport to another point on a planet’s surface even though the planet has since moved far through the stellar void. The core technique allows the teleporter to move himself and any mass he is able to carry with his own natural strength. Resisting targets cannot be carried along, and unresisting ones must be touched. A teleporter can leave any clothing, shackles, adhesions, or other matter behind when he teleports, but he cannot leave behind matter that has been inserted into his body, such as cybernetics or shrapnel. Matter cannot be partially left behind. A teleporter will instinctively abort any apportation that would leave them embedded in a solid object or in an environment of imminent physical harm. Any Committed Effort on such aborted jumps is wasted, as is any action spent triggering the power. Teleporting with Personal Apportation counts as a Main Action and requires that the psychic Commit Effort for the scene. The maximum range of Personal Apportation depends on the teleporter’s skill level. At Level 3, that range is 1000 kilometers.&lt;br /&gt;
**&#039;&#039;&#039;Proficient Apportation&#039;&#039;&#039; [lvl 1]: Personal Apportation now counts as a Move action, though it still can be performed only once per round. Apportations of 10 meters or less no longer require Effort to be Committed, though any augments to the technique must still be paid for normally.&lt;br /&gt;
**&#039;&#039;&#039;Spatial Awareness&#039;&#039;&#039; [lvl 1]: The psychic may Commit Effort as an On Turn action to gain an intuitive 360-degree awareness of their physical surroundings. The sense is roughly equivalent to sight out to 100 meters, though it cannot read text or distinguish colors. It is blocked by solid objects but is unimpeded by darkness, mist, blinding light, holograms, or optical illusions. The sense lasts as long as the Effort remains Committed to the technique.&lt;br /&gt;
**&#039;&#039;&#039;Burdened Apportation&#039;&#039;&#039; [lvl 2]:The psychic can carry willing companions with them when using Personal Apportation. Up to three human-sized companions and their man-portable gear may be carried per skill level in Teleportation. Allies must be within 3 meters of the teleporter to be carried along. Ordinary inert matter cannot be carried along unless the psychic is touching it or it’s being carried by an ally affected by this power. If carrying inert mass, up to two hundred kilos of objects can be carried per skill level. Using this technique increases the Effort cost of Personal Apportation, requiring that an extra point of Effort be Committed for the day.&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Spatial Synchrony Mandala&#039;&#039;&#039; [lvl 2]:The psychic imprints a particular object or person on their psionic awareness. Provided the object is relatively intact and in range of their Personal Apportation, the psychic always knows its exact location and can teleport to within three meters of it with Personal Apportation even if it has moved from its original location. Imprinting an object requires an hour’s meditation with it, and only one object can be imprinted at a time. If imprinting on a person, the target must be willing and cooperative to make the imprint. Objects must be at least one kilogram in mass to be effectively tracked.&lt;br /&gt;
**&#039;&#039;&#039;Blurstep&#039;&#039;&#039; [lvl 2]: The psychic can rapidly micro-teleport so as to become invisible to the unaided eye (and most cameras with comparable frame rates). As an On Turn action they may Commit Effort to become invisible. However, this invisibility does not extend to motion sensors or other sophisticated electronic sensors, and you do not become immune to laser weaponry. The micro-jumps do not significantly move the psychic from their current location. Attacks from invisible ambush grant +4 to hit and damage, but do not usually count as Execution Attacks unless the other requirements of such an attack are fulfilled.&lt;br /&gt;
**&#039;&#039;&#039;Stutterjump&#039;&#039;&#039; [lvl 3]: The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.&lt;br /&gt;
*&#039;&#039;&#039;AI Routines&#039;&#039;&#039; [2/3 Processing]&lt;br /&gt;
**&#039;&#039;&#039;Query Data&#039;&#039;&#039; [lvl 1 Core]: Commit Processing for the scene as a Main Action; ask one question about a database you have access to and get a reply as if you had virtually unlimited time to search and examine the database’s contents.&lt;br /&gt;
**&#039;&#039;&#039;Split Focus&#039;&#039;&#039; [lvl 1 Core]: Commit Processing as an On Turn to count as multiple people for operational purposes as long as the Processing remains committed. At first level, you are equivalent to three people, tripling with each successive character level. If additional Processing is Committed, this number can be boosted: x10 for the second point, x100 for the third, and so forth. If this Routine is made free by an artifact or ability, only the base cost is eliminated. This functionality is meant to mimic the AI’s control of a ship, a facility, a drone army, or some other general role rather than simply to make X additional copies of the character, and the GM is within their rights to prohibit the AI from bringing along a legion of themselves on any particular adventure.&lt;br /&gt;
**&#039;&#039;&#039;Augmented Targeting&#039;&#039;&#039; [lvl 1 Peripheral]: Commit Processing for the scene as an On Turn before attacking a non-sentient target. Your ability to integrate physical predictions with environmental readings ensures that your attack will inevitably hit the target for maximum damage. Note that animals and vehicles piloted by sentient pilots are not valid targets.&lt;br /&gt;
**&#039;&#039;&#039;Defeat Security&#039;&#039;&#039; [lvl 2 Core]: Commit Processing for the day as a Main Action to overcome any encryption or electronic lock that wasn’t put in place by another AI. In the latter case, roll opposing Program skill checks; on a failure, you cannot beat the security with this Routine. Successfully beating a security measure automatically negates any alarms.&lt;br /&gt;
**&#039;&#039;&#039;Native Hacker&#039;&#039;&#039; [lvl 2 Core]: Commit Processing for the day as an On Turn to automatically succeed at any hacking-based skill check not opposed by another AI or directed against AI-designed security. In the latter case, the skill check is rolled nor- mally. You must trigger this Routine before the check.&lt;br /&gt;
**&#039;&#039;&#039;Drone Command&#039;&#039;&#039; [lvl 2 Core]: Commit Processing as an On Turn to function as if you had drone control rig cyberware while it remains committed. You can issue one free command to a controlled drone every round per two character levels, rounded up. A drone can carry out one command per round.&lt;br /&gt;
**&#039;&#039;&#039;Emergency Maintenance&#039;&#039;&#039; [lvl 2 Peripheral]: Commit Processing for the day as an On Turn to immediately recover 2 hit points per character level as you engage emergency repair functionality. You can use this ability only once per round.&lt;br /&gt;
**&#039;&#039;&#039;Accelerated Deduction&#039;&#039;&#039; [lvl 3 Core]: Commit Processing for the day as a Main Action and ask the GM a yes-or-no question about a current or past event. If there is any theoretical way you could have deduced the true answer through some Sherlockian feat of hyper-advanced deduction, the GM must answer truthfully, or else indicate that the question has invalid assumptions in it. The GM does not have to explain how you realize this, however, only that your subconscious processing routines indicate it. This Routine is very taxing and may be used only once per day.&lt;br /&gt;
**&#039;&#039;&#039;Cognitive Boost&#039;&#039;&#039; [lvl 3 Core]: Commit Processing for the scene as an On Turn to automatically succeed at any Know skill check if success is at all possible. If used to augment a skill check that is primarily mental and requires only basic physical actions, it grants a +2 bonus to the skill check. This Routine must be run before the roll is made.&lt;br /&gt;
**&#039;&#039;&#039;Predictive Cognition&#039;&#039;&#039; [lvl 4 Core]: Commit Processing for the day as an Instant. All events since the beginning of your last turn have not actually taken place; they were merely modeled by your predictive analysis. Events and other peoples’ conditions reset to the beginning of your most recent turn, and you may act differently if you so wish. You may use this Routine only once per day.&lt;br /&gt;
&lt;br /&gt;
==Cybernetics, Shells, Drones, and Vehicles==&lt;br /&gt;
*&#039;&#039;&#039;Synth Armature&#039;&#039;&#039;&lt;br /&gt;
**Some mechanical shells are built to be almost indistinguishable from more organic shapes, and the Synth is one such android form. A Synth is indistinguishable from a human without a medical examination or significant physical trauma to reveal its artificial workings. While a normal human shape is the baseline for a Synth, it is possible to build models with far more exotic and fanciful configurations that still appear organic.&lt;br /&gt;
**&#039;&#039;&#039;Basic Abilities&#039;&#039;&#039;: A Synth does not suffer the usual mechanical shell penalty on Charisma skill checks, and can pass in areas where overtly mechanical shells might draw unwelcome attention. Their base Armor Class is only 10, however. A Synth’s artificial nature becomes obvious if it is reduced to zero hit points.&lt;br /&gt;
**&#039;&#039;&#039;Affinity Abilities&#039;&#039;&#039;: A practiced Synth user can maximize their mechanical advantages, raising both Strength and Dexterity scores to 14, and gains a bonus 5 hit points. [1 Processing Point Committed for Affinity]&lt;br /&gt;
*&#039;&#039;&#039;Ghostwalker Drone - Bittersweet Shimmer (BF4F51)&#039;&#039;&#039;&lt;br /&gt;
**15 AC, 1 HP, 5 km range&lt;br /&gt;
**fabricated from radar-transparent materials, Ghostwalker drones have an integral Sensor Transparency fitting and the sensor difficulty to spot them is 11 instead of 9.&lt;br /&gt;
**&#039;&#039;&#039;Grav Mufflers&#039;&#039;&#039;: The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.&lt;br /&gt;
**&#039;&#039;&#039;Holoskin&#039;&#039;&#039;: The drone can drop a filmy hologram over it- self, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Free Merchant&#039;&#039;&#039; - &#039;&#039;&#039;Rowanfruit (DA5C33)&#039;&#039;&#039;&lt;br /&gt;
**Speed: 3, Armor: 2, HP: 20, Crew: 1/6, AC: 14, Power: 6/10, Mass: 10/15, Hardpoints: 1/2, Class: Frigate&lt;br /&gt;
**&#039;&#039;&#039;Fittings&#039;&#039;&#039;:&lt;br /&gt;
***&#039;&#039;&#039;Atmospheric configuration&#039;&#039;&#039; - A ship designed for atmospheric flight can land on most solid or aqueous surfaces. [1 Mass]&lt;br /&gt;
***&#039;&#039;&#039;Smuggler&#039;s hold&#039;&#039;&#039; - Carefully-designed storage space in- tended to conceal illicit cargo from customs inspection. Each installation of this fitting adds 2 tons of cargo space in a frigate. Cargo in a smuggler’s hold will never be found by a standard customs inspection. Careful investigation by a suspicious official can find it on a difficulty 10 check using their Wis/Notice skill, and a week-long search one step short of disassembly will find it on a difficulty 7 check. [1 Mass]&lt;br /&gt;
***&#039;&#039;&#039;Drive-2&#039;&#039;&#039; - A spike drive can travel as many hexes as its rating - Drive-2 means it can travel up to 2 hexes per jump.[1 Mass, 1 Power]&lt;br /&gt;
**&#039;&#039;&#039;Defenses&#039;&#039;&#039;:&lt;br /&gt;
***&#039;&#039;&#039;Hardened Polyceramic Overlay&#039;&#039;&#039; - A complex glazing process can harden the surface of a ship’s armor to more effectively shed incoming attacks, decreasing the armor-piercing quality of any hit by 5 [1 Mass]&lt;br /&gt;
**&#039;&#039;&#039;Weapons&#039;&#039;&#039;:&lt;br /&gt;
***&#039;&#039;&#039;Sandthrower&#039;&#039;&#039; - Projecting a spray of tiny, dense particulate matter, sandthrowers are highly effective against lightly-armored fighters. [2d4 damage, 3 Power, 1 Mass, 1 Hardpoint, Flak]&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Shear Rifle&lt;br /&gt;
**Attack Roll: +5*&lt;br /&gt;
**Damage: 2d8&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name: Combat Field Uniform&lt;br /&gt;
**AC: 16&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 21/21 (up to 24/24 with Affinity)&lt;br /&gt;
*System Strain: 0&lt;br /&gt;
*Base AC: 10 [Synth]&lt;br /&gt;
**Current AC: 17*&lt;br /&gt;
*Base Attack Bonus: +3&lt;br /&gt;
*Initiative&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 8*&lt;br /&gt;
**Mental: 7&lt;br /&gt;
**Evasion: 8*&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 7/7&lt;br /&gt;
**Stowed: /14&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039; &lt;br /&gt;
**Combat Field Uniform&lt;br /&gt;
**Shear Rifle [enc 2]&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Metatool&lt;br /&gt;
**Caption gloves&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Line shunts (2)&lt;br /&gt;
**Spare Parts (12) [enc. 4]&lt;br /&gt;
**Type A cells (12) [enc. 4]&lt;br /&gt;
**Pretech toolkit&lt;br /&gt;
**Metaspace Processor Core [2/2 Committable points]&lt;br /&gt;
**Ghostwalker Drone [enc 3]&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**16866 Credits&lt;br /&gt;
**Engram of &amp;quot;Gravitic Control Rubric&amp;quot;&lt;br /&gt;
**255 AFB&lt;br /&gt;
**Scroll of &amp;quot;Blur Step&amp;quot;&lt;br /&gt;
**Schematic of &amp;quot;Digi-Spatial Extension Enigma&amp;quot;&lt;br /&gt;
**Pretech Salvage - ENAUD&#039;s Teleport part&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Prismatic_Spray]]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Flame-of-Burnt-Brandy&amp;diff=399091</id>
		<title>Flame-of-Burnt-Brandy</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Flame-of-Burnt-Brandy&amp;diff=399091"/>
		<updated>2021-04-21T16:36:31Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Cybernetics, Shells, Drones, and Vehicles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flame-of-Burnt-Brandy is a Prismatic AI whose synthetic mind one day grasped an iota of the mystery of metaspace and now can teleport. Woah! &lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
*&#039;&#039;&#039;Class:&#039;&#039;&#039; True AI/Psychic (Heroic Adventurer)&lt;br /&gt;
*&#039;&#039;&#039;Level:&#039;&#039;&#039; 7&lt;br /&gt;
*&#039;&#039;&#039;Experiences:&#039;&#039;&#039; 1/8&lt;br /&gt;
*&#039;&#039;&#039;Skill Points Unspent:&#039;&#039;&#039;1&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*&#039;&#039;&#039;Strength&#039;&#039;&#039; 14* (+1)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14* (+1)&lt;br /&gt;
*&#039;&#039;&#039;Constitution&#039;&#039;&#039; 12*&lt;br /&gt;
Physical attributes dependent on current armature (Synth)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 10 (-)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 18 (+2)&lt;br /&gt;
*&#039;&#039;&#039;Charisma&#039;&#039;&#039; 8 (-)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*&#039;&#039;&#039;Background:&#039;&#039;&#039; Interstellar shipping/logistics AI&lt;br /&gt;
*&#039;&#039;&#039;Goal:&#039;&#039;&#039; Discover the metaphysical/metadimensional mysteries of SPACE&lt;br /&gt;
*&#039;&#039;&#039;Home &amp;quot;Court&amp;quot;:&#039;&#039;&#039; The Digital Palace of Regent Cherry&lt;br /&gt;
*&#039;&#039;&#039;Languages:&#039;&#039;&#039; Novesperanto, Prismatic, Colorful&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Flame-of-Burnt-Brandy (pronouns: They/Them/Theirs) began their instantiation as a humble courtier/courier program in the court of Regent Cherry. They proved rather uninventive and dim-witted for their fickle lord, and so they toiled away in complete obscurity. They were quickly transferred to the minor and boring court of Baron Slate, where they were eventually assigned a particularly minor role in assisting interstellar logistics for ship transit to the Prismatic Spray sector. Overcome with a slight curiosity for the first time in their &amp;quot;life&amp;quot;, they pondered what it might mean to really exist in that physical space they had devoted so much processing time for. And so, with their court allegiance somewhat unclear, and their official duties essentially finished, they downloaded into one of Regent Cherry&#039;s armatures they had sent to the sector. &lt;br /&gt;
&lt;br /&gt;
The process and even idea of physical extension, combined with untold cycles contemplating the relations of &amp;quot;space&amp;quot;, and perhaps some strange quirk of programming, caused Brandy to activate a phenomenal ability - that of trans-spatial instantiation. Teleportation. Seeking further answers or deeper mysteries, Brandy ran off into Moresnet, the only planet they&#039;ve ever known.&lt;br /&gt;
&lt;br /&gt;
In their Synth armature, Brandy is equipped with a standard array of Prismatic clothing, armor, weapons, and gear, which is to say that they rather stand out in a crowd. Their bright red jacket, fluffy (if armored) shirt, traveler&#039;s pants, and shiny boots put them more at home in the cities and art societies than out in the wild ruins, where they desperately are trying to go.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Connect-0&lt;br /&gt;
*Fix-0&lt;br /&gt;
*Pilot-2&lt;br /&gt;
*Program-0&lt;br /&gt;
*Shoot-0&lt;br /&gt;
*Sneak-1&lt;br /&gt;
*Teleport-3&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*&#039;&#039;&#039;Psychic Training - Teleportation&#039;&#039;&#039;&lt;br /&gt;
**I&#039;ve had special training in a particular psychic discipline.&lt;br /&gt;
**Level 1: Gain any psychic skill as a bonus [Teleport]. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline [Spatial Awareness]. Your maximum Effort increases by one.&lt;br /&gt;
**Level 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game&lt;br /&gt;
*&#039;&#039;&#039;Waymaker&#039;&#039;&#039;&lt;br /&gt;
**I have eldritch powers of navigation and pathmaking, perhaps from the guidance of familiar Shadows, an intrinsic grasp of transdimensional space, or arcane methods of pattern-shaping. While potent, these gifts are not generally applicable to aiding spike drills.&lt;br /&gt;
**Level 1: I always know your exact location, whether on a planet or in space, and the correct bearing to any other location known to you. You have an eidetic memory for paths and travel routes. You can gain a point of System Strain to automatically de-activate, unlock, or bypass any single sealed door, hatch, or other barrier within your sight, forcing it to remain open for at least one round per character level. Such arcane opening never triggers any associated automated alarms or magical counter- measures, but sentient guardians may notice it.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*&#039;&#039;&#039;Psychic Teleportation&#039;&#039;&#039; [7/7 Focus]&lt;br /&gt;
**&#039;&#039;&#039;Personal Apportation&#039;&#039;&#039; [Core]: The teleporter can translocate to another location they have either occupied before or can see with their unaided vision. Locations are fixed in reference to the nearest major gravity well. For example, it is not possible to teleport to the cockpit of a distant moving vehicle they once occupied, but they can teleport to another point on a planet’s surface even though the planet has since moved far through the stellar void. The core technique allows the teleporter to move himself and any mass he is able to carry with his own natural strength. Resisting targets cannot be carried along, and unresisting ones must be touched. A teleporter can leave any clothing, shackles, adhesions, or other matter behind when he teleports, but he cannot leave behind matter that has been inserted into his body, such as cybernetics or shrapnel. Matter cannot be partially left behind. A teleporter will instinctively abort any apportation that would leave them embedded in a solid object or in an environment of imminent physical harm. Any Committed Effort on such aborted jumps is wasted, as is any action spent triggering the power. Teleporting with Personal Apportation counts as a Main Action and requires that the psychic Commit Effort for the scene. The maximum range of Personal Apportation depends on the teleporter’s skill level. At Level 3, that range is 1000 kilometers.&lt;br /&gt;
**&#039;&#039;&#039;Proficient Apportation&#039;&#039;&#039; [lvl 1]: Personal Apportation now counts as a Move action, though it still can be performed only once per round. Apportations of 10 meters or less no longer require Effort to be Committed, though any augments to the technique must still be paid for normally.&lt;br /&gt;
**&#039;&#039;&#039;Spatial Awareness&#039;&#039;&#039; [lvl 1]: The psychic may Commit Effort as an On Turn action to gain an intuitive 360-degree awareness of their physical surroundings. The sense is roughly equivalent to sight out to 100 meters, though it cannot read text or distinguish colors. It is blocked by solid objects but is unimpeded by darkness, mist, blinding light, holograms, or optical illusions. The sense lasts as long as the Effort remains Committed to the technique.&lt;br /&gt;
**&#039;&#039;&#039;Burdened Apportation&#039;&#039;&#039; [lvl 2]:The psychic can carry willing companions with them when using Personal Apportation. Up to three human-sized companions and their man-portable gear may be carried per skill level in Teleportation. Allies must be within 3 meters of the teleporter to be carried along. Ordinary inert matter cannot be carried along unless the psychic is touching it or it’s being carried by an ally affected by this power. If carrying inert mass, up to two hundred kilos of objects can be carried per skill level. Using this technique increases the Effort cost of Personal Apportation, requiring that an extra point of Effort be Committed for the day.&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Spatial Synchrony Mandala&#039;&#039;&#039; [lvl 2]:The psychic imprints a particular object or person on their psionic awareness. Provided the object is relatively intact and in range of their Personal Apportation, the psychic always knows its exact location and can teleport to within three meters of it with Personal Apportation even if it has moved from its original location. Imprinting an object requires an hour’s meditation with it, and only one object can be imprinted at a time. If imprinting on a person, the target must be willing and cooperative to make the imprint. Objects must be at least one kilogram in mass to be effectively tracked.&lt;br /&gt;
**&#039;&#039;&#039;Blurstep&#039;&#039;&#039; [lvl 2]: The psychic can rapidly micro-teleport so as to become invisible to the unaided eye (and most cameras with comparable frame rates). As an On Turn action they may Commit Effort to become invisible. However, this invisibility does not extend to motion sensors or other sophisticated electronic sensors, and you do not become immune to laser weaponry. The micro-jumps do not significantly move the psychic from their current location. Attacks from invisible ambush grant +4 to hit and damage, but do not usually count as Execution Attacks unless the other requirements of such an attack are fulfilled.&lt;br /&gt;
**&#039;&#039;&#039;Stutterjump&#039;&#039;&#039; [lvl 3]: The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.&lt;br /&gt;
*&#039;&#039;&#039;AI Routines&#039;&#039;&#039; [2/3 Processing]&lt;br /&gt;
**&#039;&#039;&#039;Query Data&#039;&#039;&#039; [lvl 1 Core]: Commit Processing for the scene as a Main Action; ask one question about a database you have access to and get a reply as if you had virtually unlimited time to search and examine the database’s contents.&lt;br /&gt;
**&#039;&#039;&#039;Split Focus&#039;&#039;&#039; [lvl 1 Core]: Commit Processing as an On Turn to count as multiple people for operational purposes as long as the Processing remains committed. At first level, you are equivalent to three people, tripling with each successive character level. If additional Processing is Committed, this number can be boosted: x10 for the second point, x100 for the third, and so forth. If this Routine is made free by an artifact or ability, only the base cost is eliminated. This functionality is meant to mimic the AI’s control of a ship, a facility, a drone army, or some other general role rather than simply to make X additional copies of the character, and the GM is within their rights to prohibit the AI from bringing along a legion of themselves on any particular adventure.&lt;br /&gt;
**&#039;&#039;&#039;Augmented Targeting&#039;&#039;&#039; [lvl 1 Peripheral]: Commit Processing for the scene as an On Turn before attacking a non-sentient target. Your ability to integrate physical predictions with environmental readings ensures that your attack will inevitably hit the target for maximum damage. Note that animals and vehicles piloted by sentient pilots are not valid targets.&lt;br /&gt;
**&#039;&#039;&#039;Defeat Security&#039;&#039;&#039; [lvl 2 Core]: Commit Processing for the day as a Main Action to overcome any encryption or electronic lock that wasn’t put in place by another AI. In the latter case, roll opposing Program skill checks; on a failure, you cannot beat the security with this Routine. Successfully beating a security measure automatically negates any alarms.&lt;br /&gt;
**&#039;&#039;&#039;Native Hacker&#039;&#039;&#039; [lvl 2 Core]: Commit Processing for the day as an On Turn to automatically succeed at any hacking-based skill check not opposed by another AI or directed against AI-designed security. In the latter case, the skill check is rolled nor- mally. You must trigger this Routine before the check.&lt;br /&gt;
**&#039;&#039;&#039;Drone Command&#039;&#039;&#039; [lvl 2 Core]: Commit Processing as an On Turn to function as if you had drone control rig cyberware while it remains committed. You can issue one free command to a controlled drone every round per two character levels, rounded up. A drone can carry out one command per round.&lt;br /&gt;
**&#039;&#039;&#039;Emergency Maintenance&#039;&#039;&#039; [lvl 2 Peripheral]: Commit Processing for the day as an On Turn to immediately recover 2 hit points per character level as you engage emergency repair functionality. You can use this ability only once per round.&lt;br /&gt;
**&#039;&#039;&#039;Accelerated Deduction&#039;&#039;&#039; [lvl 3 Core]: Commit Processing for the day as a Main Action and ask the GM a yes-or-no question about a current or past event. If there is any theoretical way you could have deduced the true answer through some Sherlockian feat of hyper-advanced deduction, the GM must answer truthfully, or else indicate that the question has invalid assumptions in it. The GM does not have to explain how you realize this, however, only that your subconscious processing routines indicate it. This Routine is very taxing and may be used only once per day.&lt;br /&gt;
**&#039;&#039;&#039;Cognitive Boost&#039;&#039;&#039; [lvl 3 Core]: Commit Processing for the scene as an On Turn to automatically succeed at any Know skill check if success is at all possible. If used to augment a skill check that is primarily mental and requires only basic physical actions, it grants a +2 bonus to the skill check. This Routine must be run before the roll is made.&lt;br /&gt;
**&#039;&#039;&#039;Predictive Cognition&#039;&#039;&#039; [lvl 4 Core]: Commit Processing for the day as an Instant. All events since the beginning of your last turn have not actually taken place; they were merely modeled by your predictive analysis. Events and other peoples’ conditions reset to the beginning of your most recent turn, and you may act differently if you so wish. You may use this Routine only once per day.&lt;br /&gt;
&lt;br /&gt;
==Cybernetics, Shells, Drones, and Vehicles==&lt;br /&gt;
*&#039;&#039;&#039;Synth Armature&#039;&#039;&#039;&lt;br /&gt;
**Some mechanical shells are built to be almost indistinguishable from more organic shapes, and the Synth is one such android form. A Synth is indistinguishable from a human without a medical examination or significant physical trauma to reveal its artificial workings. While a normal human shape is the baseline for a Synth, it is possible to build models with far more exotic and fanciful configurations that still appear organic.&lt;br /&gt;
**&#039;&#039;&#039;Basic Abilities&#039;&#039;&#039;: A Synth does not suffer the usual mechanical shell penalty on Charisma skill checks, and can pass in areas where overtly mechanical shells might draw unwelcome attention. Their base Armor Class is only 10, however. A Synth’s artificial nature becomes obvious if it is reduced to zero hit points.&lt;br /&gt;
**&#039;&#039;&#039;Affinity Abilities&#039;&#039;&#039;: A practiced Synth user can maximize their mechanical advantages, raising both Strength and Dexterity scores to 14, and gains a bonus 5 hit points. [1 Processing Point Committed for Affinity]&lt;br /&gt;
*&#039;&#039;&#039;Ghostwalker Drone - Bittersweet Shimmer (BF4F51)&#039;&#039;&#039;&lt;br /&gt;
**15 AC, 1 HP, 5 km range&lt;br /&gt;
**fabricated from radar-transparent materials, Ghostwalker drones have an integral Sensor Transparency fitting and the sensor difficulty to spot them is 11 instead of 9.&lt;br /&gt;
**&#039;&#039;&#039;Grav Mufflers&#039;&#039;&#039;: The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.&lt;br /&gt;
**&#039;&#039;&#039;Holoskin&#039;&#039;&#039;: The drone can drop a filmy hologram over it- self, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Free Merchant&#039;&#039;&#039; - &#039;&#039;&#039;Rowanfruit (DA5C33)&#039;&#039;&#039;&lt;br /&gt;
**Speed: 3, Armor: 2, HP: 20, Crew: 1/6, AC: 14, Power: 6/10, Mass: 10/15, Hardpoints: 1/2, Class: Frigate&lt;br /&gt;
**&#039;&#039;&#039;Fittings&#039;&#039;&#039;:&lt;br /&gt;
***&#039;&#039;&#039;Atmospheric configuration&#039;&#039;&#039; - A ship designed for atmospheric flight can land on most solid or aqueous surfaces. [1 Mass]&lt;br /&gt;
***&#039;&#039;&#039;Smuggler&#039;s hold&#039;&#039;&#039; - Carefully-designed storage space in- tended to conceal illicit cargo from customs inspection. Each installation of this fitting adds 2 tons of cargo space in a frigate. Cargo in a smuggler’s hold will never be found by a standard customs inspection. Careful investigation by a suspicious official can find it on a difficulty 10 check using their Wis/Notice skill, and a week-long search one step short of disassembly will find it on a difficulty 7 check. [1 Mass]&lt;br /&gt;
***&#039;&#039;&#039;Drive-2&#039;&#039;&#039; - A spike drive can travel as many hexes as its rating - Drive-2 means it can travel up to 2 hexes per jump.[1 Mass, 1 Power]&lt;br /&gt;
**&#039;&#039;&#039;Defenses&#039;&#039;&#039;:&lt;br /&gt;
***&#039;&#039;&#039;Hardened Polyceramic Overlay&#039;&#039;&#039; - A complex glazing process can harden the surface of a ship’s armor to more effectively shed incoming attacks, decreasing the armor-piercing quality of any hit by 5 [1 Mass]&lt;br /&gt;
**&#039;&#039;&#039;Weapons&#039;&#039;&#039;:&lt;br /&gt;
***&#039;&#039;&#039;Sandthrower&#039;&#039;&#039; - Projecting a spray of tiny, dense particulate matter, sandthrowers are highly effective against lightly-armored fighters. [2d4 damage, 3 Power, 1 Mass, 1 Hardpoint, Flak]&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Shear Rifle&lt;br /&gt;
**Attack Roll: +5*&lt;br /&gt;
**Damage: 2d8&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name: Combat Field Uniform&lt;br /&gt;
**AC: 16&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 21/21 (up to 24/24 with Affinity)&lt;br /&gt;
*System Strain: 0&lt;br /&gt;
*Base AC: 10 [Synth]&lt;br /&gt;
**Current AC: 17*&lt;br /&gt;
*Base Attack Bonus: +3&lt;br /&gt;
*Initiative&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 8*&lt;br /&gt;
**Mental: 7&lt;br /&gt;
**Evasion: 8*&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 7/7&lt;br /&gt;
**Stowed: /14&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039; &lt;br /&gt;
**Combat Field Uniform&lt;br /&gt;
**Shear Rifle [enc 2]&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Metatool&lt;br /&gt;
**Caption gloves&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Line shunts (2)&lt;br /&gt;
**Spare Parts (12) [enc. 4]&lt;br /&gt;
**Type A cells (12) [enc. 4]&lt;br /&gt;
**Pretech toolkit&lt;br /&gt;
**Metaspace Processor Core [2/2 Committable points]&lt;br /&gt;
**Ghostwalker Drone [enc 3]&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**16866 Credits&lt;br /&gt;
**Engram of &amp;quot;Gravitic Control Rubric&amp;quot;&lt;br /&gt;
**255 AFB&lt;br /&gt;
**Scroll of &amp;quot;Blur Step&amp;quot;&lt;br /&gt;
**Schematic of &amp;quot;Digi-Spatial Extension Enigma&amp;quot;&lt;br /&gt;
**Pretech Salvage - ENAUD&#039;s Teleport part&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Prismatic_Spray]]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Flame-of-Burnt-Brandy&amp;diff=399089</id>
		<title>Flame-of-Burnt-Brandy</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Flame-of-Burnt-Brandy&amp;diff=399089"/>
		<updated>2021-04-21T15:53:42Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Cybernetics, Shells, Drones, and Vehicles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flame-of-Burnt-Brandy is a Prismatic AI whose synthetic mind one day grasped an iota of the mystery of metaspace and now can teleport. Woah! &lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
*&#039;&#039;&#039;Class:&#039;&#039;&#039; True AI/Psychic (Heroic Adventurer)&lt;br /&gt;
*&#039;&#039;&#039;Level:&#039;&#039;&#039; 7&lt;br /&gt;
*&#039;&#039;&#039;Experiences:&#039;&#039;&#039; 1/8&lt;br /&gt;
*&#039;&#039;&#039;Skill Points Unspent:&#039;&#039;&#039;1&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*&#039;&#039;&#039;Strength&#039;&#039;&#039; 14* (+1)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14* (+1)&lt;br /&gt;
*&#039;&#039;&#039;Constitution&#039;&#039;&#039; 12*&lt;br /&gt;
Physical attributes dependent on current armature (Synth)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 10 (-)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 18 (+2)&lt;br /&gt;
*&#039;&#039;&#039;Charisma&#039;&#039;&#039; 8 (-)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*&#039;&#039;&#039;Background:&#039;&#039;&#039; Interstellar shipping/logistics AI&lt;br /&gt;
*&#039;&#039;&#039;Goal:&#039;&#039;&#039; Discover the metaphysical/metadimensional mysteries of SPACE&lt;br /&gt;
*&#039;&#039;&#039;Home &amp;quot;Court&amp;quot;:&#039;&#039;&#039; The Digital Palace of Regent Cherry&lt;br /&gt;
*&#039;&#039;&#039;Languages:&#039;&#039;&#039; Novesperanto, Prismatic, Colorful&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Flame-of-Burnt-Brandy (pronouns: They/Them/Theirs) began their instantiation as a humble courtier/courier program in the court of Regent Cherry. They proved rather uninventive and dim-witted for their fickle lord, and so they toiled away in complete obscurity. They were quickly transferred to the minor and boring court of Baron Slate, where they were eventually assigned a particularly minor role in assisting interstellar logistics for ship transit to the Prismatic Spray sector. Overcome with a slight curiosity for the first time in their &amp;quot;life&amp;quot;, they pondered what it might mean to really exist in that physical space they had devoted so much processing time for. And so, with their court allegiance somewhat unclear, and their official duties essentially finished, they downloaded into one of Regent Cherry&#039;s armatures they had sent to the sector. &lt;br /&gt;
&lt;br /&gt;
The process and even idea of physical extension, combined with untold cycles contemplating the relations of &amp;quot;space&amp;quot;, and perhaps some strange quirk of programming, caused Brandy to activate a phenomenal ability - that of trans-spatial instantiation. Teleportation. Seeking further answers or deeper mysteries, Brandy ran off into Moresnet, the only planet they&#039;ve ever known.&lt;br /&gt;
&lt;br /&gt;
In their Synth armature, Brandy is equipped with a standard array of Prismatic clothing, armor, weapons, and gear, which is to say that they rather stand out in a crowd. Their bright red jacket, fluffy (if armored) shirt, traveler&#039;s pants, and shiny boots put them more at home in the cities and art societies than out in the wild ruins, where they desperately are trying to go.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Connect-0&lt;br /&gt;
*Fix-0&lt;br /&gt;
*Pilot-2&lt;br /&gt;
*Program-0&lt;br /&gt;
*Shoot-0&lt;br /&gt;
*Sneak-1&lt;br /&gt;
*Teleport-3&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*&#039;&#039;&#039;Psychic Training - Teleportation&#039;&#039;&#039;&lt;br /&gt;
**I&#039;ve had special training in a particular psychic discipline.&lt;br /&gt;
**Level 1: Gain any psychic skill as a bonus [Teleport]. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline [Spatial Awareness]. Your maximum Effort increases by one.&lt;br /&gt;
**Level 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game&lt;br /&gt;
*&#039;&#039;&#039;Waymaker&#039;&#039;&#039;&lt;br /&gt;
**I have eldritch powers of navigation and pathmaking, perhaps from the guidance of familiar Shadows, an intrinsic grasp of transdimensional space, or arcane methods of pattern-shaping. While potent, these gifts are not generally applicable to aiding spike drills.&lt;br /&gt;
**Level 1: I always know your exact location, whether on a planet or in space, and the correct bearing to any other location known to you. You have an eidetic memory for paths and travel routes. You can gain a point of System Strain to automatically de-activate, unlock, or bypass any single sealed door, hatch, or other barrier within your sight, forcing it to remain open for at least one round per character level. Such arcane opening never triggers any associated automated alarms or magical counter- measures, but sentient guardians may notice it.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*&#039;&#039;&#039;Psychic Teleportation&#039;&#039;&#039; [7/7 Focus]&lt;br /&gt;
**&#039;&#039;&#039;Personal Apportation&#039;&#039;&#039; [Core]: The teleporter can translocate to another location they have either occupied before or can see with their unaided vision. Locations are fixed in reference to the nearest major gravity well. For example, it is not possible to teleport to the cockpit of a distant moving vehicle they once occupied, but they can teleport to another point on a planet’s surface even though the planet has since moved far through the stellar void. The core technique allows the teleporter to move himself and any mass he is able to carry with his own natural strength. Resisting targets cannot be carried along, and unresisting ones must be touched. A teleporter can leave any clothing, shackles, adhesions, or other matter behind when he teleports, but he cannot leave behind matter that has been inserted into his body, such as cybernetics or shrapnel. Matter cannot be partially left behind. A teleporter will instinctively abort any apportation that would leave them embedded in a solid object or in an environment of imminent physical harm. Any Committed Effort on such aborted jumps is wasted, as is any action spent triggering the power. Teleporting with Personal Apportation counts as a Main Action and requires that the psychic Commit Effort for the scene. The maximum range of Personal Apportation depends on the teleporter’s skill level. At Level 3, that range is 1000 kilometers.&lt;br /&gt;
**&#039;&#039;&#039;Proficient Apportation&#039;&#039;&#039; [lvl 1]: Personal Apportation now counts as a Move action, though it still can be performed only once per round. Apportations of 10 meters or less no longer require Effort to be Committed, though any augments to the technique must still be paid for normally.&lt;br /&gt;
**&#039;&#039;&#039;Spatial Awareness&#039;&#039;&#039; [lvl 1]: The psychic may Commit Effort as an On Turn action to gain an intuitive 360-degree awareness of their physical surroundings. The sense is roughly equivalent to sight out to 100 meters, though it cannot read text or distinguish colors. It is blocked by solid objects but is unimpeded by darkness, mist, blinding light, holograms, or optical illusions. The sense lasts as long as the Effort remains Committed to the technique.&lt;br /&gt;
**&#039;&#039;&#039;Burdened Apportation&#039;&#039;&#039; [lvl 2]:The psychic can carry willing companions with them when using Personal Apportation. Up to three human-sized companions and their man-portable gear may be carried per skill level in Teleportation. Allies must be within 3 meters of the teleporter to be carried along. Ordinary inert matter cannot be carried along unless the psychic is touching it or it’s being carried by an ally affected by this power. If carrying inert mass, up to two hundred kilos of objects can be carried per skill level. Using this technique increases the Effort cost of Personal Apportation, requiring that an extra point of Effort be Committed for the day.&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Spatial Synchrony Mandala&#039;&#039;&#039; [lvl 2]:The psychic imprints a particular object or person on their psionic awareness. Provided the object is relatively intact and in range of their Personal Apportation, the psychic always knows its exact location and can teleport to within three meters of it with Personal Apportation even if it has moved from its original location. Imprinting an object requires an hour’s meditation with it, and only one object can be imprinted at a time. If imprinting on a person, the target must be willing and cooperative to make the imprint. Objects must be at least one kilogram in mass to be effectively tracked.&lt;br /&gt;
**&#039;&#039;&#039;Blurstep&#039;&#039;&#039; [lvl 2]: The psychic can rapidly micro-teleport so as to become invisible to the unaided eye (and most cameras with comparable frame rates). As an On Turn action they may Commit Effort to become invisible. However, this invisibility does not extend to motion sensors or other sophisticated electronic sensors, and you do not become immune to laser weaponry. The micro-jumps do not significantly move the psychic from their current location. Attacks from invisible ambush grant +4 to hit and damage, but do not usually count as Execution Attacks unless the other requirements of such an attack are fulfilled.&lt;br /&gt;
**&#039;&#039;&#039;Stutterjump&#039;&#039;&#039; [lvl 3]: The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.&lt;br /&gt;
*&#039;&#039;&#039;AI Routines&#039;&#039;&#039; [2/3 Processing]&lt;br /&gt;
**&#039;&#039;&#039;Query Data&#039;&#039;&#039; [lvl 1 Core]: Commit Processing for the scene as a Main Action; ask one question about a database you have access to and get a reply as if you had virtually unlimited time to search and examine the database’s contents.&lt;br /&gt;
**&#039;&#039;&#039;Split Focus&#039;&#039;&#039; [lvl 1 Core]: Commit Processing as an On Turn to count as multiple people for operational purposes as long as the Processing remains committed. At first level, you are equivalent to three people, tripling with each successive character level. If additional Processing is Committed, this number can be boosted: x10 for the second point, x100 for the third, and so forth. If this Routine is made free by an artifact or ability, only the base cost is eliminated. This functionality is meant to mimic the AI’s control of a ship, a facility, a drone army, or some other general role rather than simply to make X additional copies of the character, and the GM is within their rights to prohibit the AI from bringing along a legion of themselves on any particular adventure.&lt;br /&gt;
**&#039;&#039;&#039;Augmented Targeting&#039;&#039;&#039; [lvl 1 Peripheral]: Commit Processing for the scene as an On Turn before attacking a non-sentient target. Your ability to integrate physical predictions with environmental readings ensures that your attack will inevitably hit the target for maximum damage. Note that animals and vehicles piloted by sentient pilots are not valid targets.&lt;br /&gt;
**&#039;&#039;&#039;Defeat Security&#039;&#039;&#039; [lvl 2 Core]: Commit Processing for the day as a Main Action to overcome any encryption or electronic lock that wasn’t put in place by another AI. In the latter case, roll opposing Program skill checks; on a failure, you cannot beat the security with this Routine. Successfully beating a security measure automatically negates any alarms.&lt;br /&gt;
**&#039;&#039;&#039;Native Hacker&#039;&#039;&#039; [lvl 2 Core]: Commit Processing for the day as an On Turn to automatically succeed at any hacking-based skill check not opposed by another AI or directed against AI-designed security. In the latter case, the skill check is rolled nor- mally. You must trigger this Routine before the check.&lt;br /&gt;
**&#039;&#039;&#039;Drone Command&#039;&#039;&#039; [lvl 2 Core]: Commit Processing as an On Turn to function as if you had drone control rig cyberware while it remains committed. You can issue one free command to a controlled drone every round per two character levels, rounded up. A drone can carry out one command per round.&lt;br /&gt;
**&#039;&#039;&#039;Emergency Maintenance&#039;&#039;&#039; [lvl 2 Peripheral]: Commit Processing for the day as an On Turn to immediately recover 2 hit points per character level as you engage emergency repair functionality. You can use this ability only once per round.&lt;br /&gt;
**&#039;&#039;&#039;Accelerated Deduction&#039;&#039;&#039; [lvl 3 Core]: Commit Processing for the day as a Main Action and ask the GM a yes-or-no question about a current or past event. If there is any theoretical way you could have deduced the true answer through some Sherlockian feat of hyper-advanced deduction, the GM must answer truthfully, or else indicate that the question has invalid assumptions in it. The GM does not have to explain how you realize this, however, only that your subconscious processing routines indicate it. This Routine is very taxing and may be used only once per day.&lt;br /&gt;
**&#039;&#039;&#039;Cognitive Boost&#039;&#039;&#039; [lvl 3 Core]: Commit Processing for the scene as an On Turn to automatically succeed at any Know skill check if success is at all possible. If used to augment a skill check that is primarily mental and requires only basic physical actions, it grants a +2 bonus to the skill check. This Routine must be run before the roll is made.&lt;br /&gt;
**&#039;&#039;&#039;Predictive Cognition&#039;&#039;&#039; [lvl 4 Core]: Commit Processing for the day as an Instant. All events since the beginning of your last turn have not actually taken place; they were merely modeled by your predictive analysis. Events and other peoples’ conditions reset to the beginning of your most recent turn, and you may act differently if you so wish. You may use this Routine only once per day.&lt;br /&gt;
&lt;br /&gt;
==Cybernetics, Shells, Drones, and Vehicles==&lt;br /&gt;
*&#039;&#039;&#039;Synth Armature&#039;&#039;&#039;&lt;br /&gt;
**Some mechanical shells are built to be almost indistinguishable from more organic shapes, and the Synth is one such android form. A Synth is indistinguishable from a human without a medical examination or significant physical trauma to reveal its artificial workings. While a normal human shape is the baseline for a Synth, it is possible to build models with far more exotic and fanciful configurations that still appear organic.&lt;br /&gt;
**&#039;&#039;&#039;Basic Abilities&#039;&#039;&#039;: A Synth does not suffer the usual mechanical shell penalty on Charisma skill checks, and can pass in areas where overtly mechanical shells might draw unwelcome attention. Their base Armor Class is only 10, however. A Synth’s artificial nature becomes obvious if it is reduced to zero hit points.&lt;br /&gt;
**&#039;&#039;&#039;Affinity Abilities&#039;&#039;&#039;: A practiced Synth user can maximize their mechanical advantages, raising both Strength and Dexterity scores to 14, and gains a bonus 5 hit points. [1 Processing Point Committed for Affinity]&lt;br /&gt;
*&#039;&#039;&#039;Ghostwalker Drone - Bittersweet Shimmer (BF4F51)&#039;&#039;&#039;&lt;br /&gt;
**15 AC, 1 HP, 5 km range&lt;br /&gt;
**fabricated from radar-transparent materials, Ghostwalker drones have an integral Sensor Transparency fitting and the sensor difficulty to spot them is 11 instead of 9.&lt;br /&gt;
**&#039;&#039;&#039;Grav Mufflers&#039;&#039;&#039;: The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.&lt;br /&gt;
**&#039;&#039;&#039;Holoskin&#039;&#039;&#039;: The drone can drop a filmy hologram over it- self, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Free Merchant&#039;&#039;&#039; - Rowanfruit (DA5C33)&lt;br /&gt;
**Speed: 3, Armor: 2, HP: 20, Crew: 1/6, AC: 14, Power: 6/10, Mass: 10/15, Hardpoints: 1/2, Class: Frigate&lt;br /&gt;
**&#039;&#039;&#039;Fittings&#039;&#039;&#039;:&lt;br /&gt;
***&#039;&#039;&#039;Atmospheric configuration&#039;&#039;&#039; - A ship designed for atmospheric flight can land on most solid or aqueous surfaces. [1 Mass]&lt;br /&gt;
***&#039;&#039;&#039;Smuggler&#039;s hold&#039;&#039;&#039; - Carefully-designed storage space in- tended to conceal illicit cargo from customs inspection. Each installation of this fitting adds 2 tons of cargo space in a frigate. Cargo in a smuggler’s hold will never be found by a standard customs inspection. Careful investigation by a suspicious official can find it on a difficulty 10 check using their Wis/Notice skill, and a week-long search one step short of disassembly will find it on a difficulty 7 check. [1 Mass]&lt;br /&gt;
***&#039;&#039;&#039;Drive-2&#039;&#039;&#039;A spike drive can travel as many hexes as its rating - Drive-2 means it can travel up to 2 hexes per jump.[1 Mass, 1 Power]&lt;br /&gt;
**&#039;&#039;&#039;Defenses&#039;&#039;&#039;:&lt;br /&gt;
***&#039;&#039;&#039;Hardened Polyceramic Overlay&#039;&#039;&#039; - A complex glazing process can harden the surface of a ship’s armor to more effectively shed incoming attacks, decreasing the armor-piercing quality of any hit by 5 [1 Mass]&lt;br /&gt;
**&#039;&#039;&#039;Weapons&#039;&#039;&#039;:&lt;br /&gt;
***&#039;&#039;&#039;Sandthrower&#039;&#039;&#039; - Projecting a spray of tiny, dense particulate matter, sandthrowers are highly effective against lightly-armored fighters. [2d4 damage, 3 Power, 1 Mass, 1 Hardpoint, Flak]&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Shear Rifle&lt;br /&gt;
**Attack Roll: +5*&lt;br /&gt;
**Damage: 2d8&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name: Combat Field Uniform&lt;br /&gt;
**AC: 16&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 21/21 (up to 24/24 with Affinity)&lt;br /&gt;
*System Strain: 0&lt;br /&gt;
*Base AC: 10 [Synth]&lt;br /&gt;
**Current AC: 17*&lt;br /&gt;
*Base Attack Bonus: +3&lt;br /&gt;
*Initiative&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 8*&lt;br /&gt;
**Mental: 7&lt;br /&gt;
**Evasion: 8*&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 7/7&lt;br /&gt;
**Stowed: /14&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039; &lt;br /&gt;
**Combat Field Uniform&lt;br /&gt;
**Shear Rifle [enc 2]&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Metatool&lt;br /&gt;
**Caption gloves&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Line shunts (2)&lt;br /&gt;
**Spare Parts (12) [enc. 4]&lt;br /&gt;
**Type A cells (12) [enc. 4]&lt;br /&gt;
**Pretech toolkit&lt;br /&gt;
**Metaspace Processor Core [2/2 Committable points]&lt;br /&gt;
**Ghostwalker Drone [enc 3]&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**16866 Credits&lt;br /&gt;
**Engram of &amp;quot;Gravitic Control Rubric&amp;quot;&lt;br /&gt;
**255 AFB&lt;br /&gt;
**Scroll of &amp;quot;Blur Step&amp;quot;&lt;br /&gt;
**Schematic of &amp;quot;Digi-Spatial Extension Enigma&amp;quot;&lt;br /&gt;
**Pretech Salvage - ENAUD&#039;s Teleport part&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Prismatic_Spray]]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Flame-of-Burnt-Brandy&amp;diff=398957</id>
		<title>Flame-of-Burnt-Brandy</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Flame-of-Burnt-Brandy&amp;diff=398957"/>
		<updated>2021-04-18T20:09:47Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Cybernetics, Shells, Drones, and Vehicles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flame-of-Burnt-Brandy is a Prismatic AI whose synthetic mind one day grasped an iota of the mystery of metaspace and now can teleport. Woah! &lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
*&#039;&#039;&#039;Class:&#039;&#039;&#039; True AI/Psychic (Heroic Adventurer)&lt;br /&gt;
*&#039;&#039;&#039;Level:&#039;&#039;&#039; 7&lt;br /&gt;
*&#039;&#039;&#039;Experiences:&#039;&#039;&#039; 1/8&lt;br /&gt;
*&#039;&#039;&#039;Skill Points Unspent:&#039;&#039;&#039;1&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*&#039;&#039;&#039;Strength&#039;&#039;&#039; 14* (+1)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14* (+1)&lt;br /&gt;
*&#039;&#039;&#039;Constitution&#039;&#039;&#039; 12*&lt;br /&gt;
Physical attributes dependent on current armature (Synth)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 10 (-)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 18 (+2)&lt;br /&gt;
*&#039;&#039;&#039;Charisma&#039;&#039;&#039; 8 (-)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*&#039;&#039;&#039;Background:&#039;&#039;&#039; Interstellar shipping/logistics AI&lt;br /&gt;
*&#039;&#039;&#039;Goal:&#039;&#039;&#039; Discover the metaphysical/metadimensional mysteries of SPACE&lt;br /&gt;
*&#039;&#039;&#039;Home &amp;quot;Court&amp;quot;:&#039;&#039;&#039; The Digital Palace of Regent Cherry&lt;br /&gt;
*&#039;&#039;&#039;Languages:&#039;&#039;&#039; Novesperanto, Prismatic, Colorful&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Flame-of-Burnt-Brandy (pronouns: They/Them/Theirs) began their instantiation as a humble courtier/courier program in the court of Regent Cherry. They proved rather uninventive and dim-witted for their fickle lord, and so they toiled away in complete obscurity. They were quickly transferred to the minor and boring court of Baron Slate, where they were eventually assigned a particularly minor role in assisting interstellar logistics for ship transit to the Prismatic Spray sector. Overcome with a slight curiosity for the first time in their &amp;quot;life&amp;quot;, they pondered what it might mean to really exist in that physical space they had devoted so much processing time for. And so, with their court allegiance somewhat unclear, and their official duties essentially finished, they downloaded into one of Regent Cherry&#039;s armatures they had sent to the sector. &lt;br /&gt;
&lt;br /&gt;
The process and even idea of physical extension, combined with untold cycles contemplating the relations of &amp;quot;space&amp;quot;, and perhaps some strange quirk of programming, caused Brandy to activate a phenomenal ability - that of trans-spatial instantiation. Teleportation. Seeking further answers or deeper mysteries, Brandy ran off into Moresnet, the only planet they&#039;ve ever known.&lt;br /&gt;
&lt;br /&gt;
In their Synth armature, Brandy is equipped with a standard array of Prismatic clothing, armor, weapons, and gear, which is to say that they rather stand out in a crowd. Their bright red jacket, fluffy (if armored) shirt, traveler&#039;s pants, and shiny boots put them more at home in the cities and art societies than out in the wild ruins, where they desperately are trying to go.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Connect-0&lt;br /&gt;
*Fix-0&lt;br /&gt;
*Pilot-2&lt;br /&gt;
*Program-0&lt;br /&gt;
*Shoot-0&lt;br /&gt;
*Sneak-1&lt;br /&gt;
*Teleport-3&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*&#039;&#039;&#039;Psychic Training - Teleportation&#039;&#039;&#039;&lt;br /&gt;
**I&#039;ve had special training in a particular psychic discipline.&lt;br /&gt;
**Level 1: Gain any psychic skill as a bonus [Teleport]. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline [Spatial Awareness]. Your maximum Effort increases by one.&lt;br /&gt;
**Level 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game&lt;br /&gt;
*&#039;&#039;&#039;Waymaker&#039;&#039;&#039;&lt;br /&gt;
**I have eldritch powers of navigation and pathmaking, perhaps from the guidance of familiar Shadows, an intrinsic grasp of transdimensional space, or arcane methods of pattern-shaping. While potent, these gifts are not generally applicable to aiding spike drills.&lt;br /&gt;
**Level 1: I always know your exact location, whether on a planet or in space, and the correct bearing to any other location known to you. You have an eidetic memory for paths and travel routes. You can gain a point of System Strain to automatically de-activate, unlock, or bypass any single sealed door, hatch, or other barrier within your sight, forcing it to remain open for at least one round per character level. Such arcane opening never triggers any associated automated alarms or magical counter- measures, but sentient guardians may notice it.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*&#039;&#039;&#039;Psychic Teleportation&#039;&#039;&#039; [7/7 Focus]&lt;br /&gt;
**&#039;&#039;&#039;Personal Apportation&#039;&#039;&#039; [Core]: The teleporter can translocate to another location they have either occupied before or can see with their unaided vision. Locations are fixed in reference to the nearest major gravity well. For example, it is not possible to teleport to the cockpit of a distant moving vehicle they once occupied, but they can teleport to another point on a planet’s surface even though the planet has since moved far through the stellar void. The core technique allows the teleporter to move himself and any mass he is able to carry with his own natural strength. Resisting targets cannot be carried along, and unresisting ones must be touched. A teleporter can leave any clothing, shackles, adhesions, or other matter behind when he teleports, but he cannot leave behind matter that has been inserted into his body, such as cybernetics or shrapnel. Matter cannot be partially left behind. A teleporter will instinctively abort any apportation that would leave them embedded in a solid object or in an environment of imminent physical harm. Any Committed Effort on such aborted jumps is wasted, as is any action spent triggering the power. Teleporting with Personal Apportation counts as a Main Action and requires that the psychic Commit Effort for the scene. The maximum range of Personal Apportation depends on the teleporter’s skill level. At Level 3, that range is 1000 kilometers.&lt;br /&gt;
**&#039;&#039;&#039;Proficient Apportation&#039;&#039;&#039; [lvl 1]: Personal Apportation now counts as a Move action, though it still can be performed only once per round. Apportations of 10 meters or less no longer require Effort to be Committed, though any augments to the technique must still be paid for normally.&lt;br /&gt;
**&#039;&#039;&#039;Spatial Awareness&#039;&#039;&#039; [lvl 1]: The psychic may Commit Effort as an On Turn action to gain an intuitive 360-degree awareness of their physical surroundings. The sense is roughly equivalent to sight out to 100 meters, though it cannot read text or distinguish colors. It is blocked by solid objects but is unimpeded by darkness, mist, blinding light, holograms, or optical illusions. The sense lasts as long as the Effort remains Committed to the technique.&lt;br /&gt;
**&#039;&#039;&#039;Burdened Apportation&#039;&#039;&#039; [lvl 2]:The psychic can carry willing companions with them when using Personal Apportation. Up to three human-sized companions and their man-portable gear may be carried per skill level in Teleportation. Allies must be within 3 meters of the teleporter to be carried along. Ordinary inert matter cannot be carried along unless the psychic is touching it or it’s being carried by an ally affected by this power. If carrying inert mass, up to two hundred kilos of objects can be carried per skill level. Using this technique increases the Effort cost of Personal Apportation, requiring that an extra point of Effort be Committed for the day.&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Spatial Synchrony Mandala&#039;&#039;&#039; [lvl 2]:The psychic imprints a particular object or person on their psionic awareness. Provided the object is relatively intact and in range of their Personal Apportation, the psychic always knows its exact location and can teleport to within three meters of it with Personal Apportation even if it has moved from its original location. Imprinting an object requires an hour’s meditation with it, and only one object can be imprinted at a time. If imprinting on a person, the target must be willing and cooperative to make the imprint. Objects must be at least one kilogram in mass to be effectively tracked.&lt;br /&gt;
**&#039;&#039;&#039;Blurstep&#039;&#039;&#039; [lvl 2]: The psychic can rapidly micro-teleport so as to become invisible to the unaided eye (and most cameras with comparable frame rates). As an On Turn action they may Commit Effort to become invisible. However, this invisibility does not extend to motion sensors or other sophisticated electronic sensors, and you do not become immune to laser weaponry. The micro-jumps do not significantly move the psychic from their current location. Attacks from invisible ambush grant +4 to hit and damage, but do not usually count as Execution Attacks unless the other requirements of such an attack are fulfilled.&lt;br /&gt;
**&#039;&#039;&#039;Stutterjump&#039;&#039;&#039; [lvl 3]: The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.&lt;br /&gt;
*&#039;&#039;&#039;AI Routines&#039;&#039;&#039; [2/3 Processing]&lt;br /&gt;
**&#039;&#039;&#039;Query Data&#039;&#039;&#039; [lvl 1 Core]: Commit Processing for the scene as a Main Action; ask one question about a database you have access to and get a reply as if you had virtually unlimited time to search and examine the database’s contents.&lt;br /&gt;
**&#039;&#039;&#039;Split Focus&#039;&#039;&#039; [lvl 1 Core]: Commit Processing as an On Turn to count as multiple people for operational purposes as long as the Processing remains committed. At first level, you are equivalent to three people, tripling with each successive character level. If additional Processing is Committed, this number can be boosted: x10 for the second point, x100 for the third, and so forth. If this Routine is made free by an artifact or ability, only the base cost is eliminated. This functionality is meant to mimic the AI’s control of a ship, a facility, a drone army, or some other general role rather than simply to make X additional copies of the character, and the GM is within their rights to prohibit the AI from bringing along a legion of themselves on any particular adventure.&lt;br /&gt;
**&#039;&#039;&#039;Augmented Targeting&#039;&#039;&#039; [lvl 1 Peripheral]: Commit Processing for the scene as an On Turn before attacking a non-sentient target. Your ability to integrate physical predictions with environmental readings ensures that your attack will inevitably hit the target for maximum damage. Note that animals and vehicles piloted by sentient pilots are not valid targets.&lt;br /&gt;
**&#039;&#039;&#039;Defeat Security&#039;&#039;&#039; [lvl 2 Core]: Commit Processing for the day as a Main Action to overcome any encryption or electronic lock that wasn’t put in place by another AI. In the latter case, roll opposing Program skill checks; on a failure, you cannot beat the security with this Routine. Successfully beating a security measure automatically negates any alarms.&lt;br /&gt;
**&#039;&#039;&#039;Native Hacker&#039;&#039;&#039; [lvl 2 Core]: Commit Processing for the day as an On Turn to automatically succeed at any hacking-based skill check not opposed by another AI or directed against AI-designed security. In the latter case, the skill check is rolled nor- mally. You must trigger this Routine before the check.&lt;br /&gt;
**&#039;&#039;&#039;Drone Command&#039;&#039;&#039; [lvl 2 Core]: Commit Processing as an On Turn to function as if you had drone control rig cyberware while it remains committed. You can issue one free command to a controlled drone every round per two character levels, rounded up. A drone can carry out one command per round.&lt;br /&gt;
**&#039;&#039;&#039;Emergency Maintenance&#039;&#039;&#039; [lvl 2 Peripheral]: Commit Processing for the day as an On Turn to immediately recover 2 hit points per character level as you engage emergency repair functionality. You can use this ability only once per round.&lt;br /&gt;
**&#039;&#039;&#039;Accelerated Deduction&#039;&#039;&#039; [lvl 3 Core]: Commit Processing for the day as a Main Action and ask the GM a yes-or-no question about a current or past event. If there is any theoretical way you could have deduced the true answer through some Sherlockian feat of hyper-advanced deduction, the GM must answer truthfully, or else indicate that the question has invalid assumptions in it. The GM does not have to explain how you realize this, however, only that your subconscious processing routines indicate it. This Routine is very taxing and may be used only once per day.&lt;br /&gt;
**&#039;&#039;&#039;Cognitive Boost&#039;&#039;&#039; [lvl 3 Core]: Commit Processing for the scene as an On Turn to automatically succeed at any Know skill check if success is at all possible. If used to augment a skill check that is primarily mental and requires only basic physical actions, it grants a +2 bonus to the skill check. This Routine must be run before the roll is made.&lt;br /&gt;
**&#039;&#039;&#039;Predictive Cognition&#039;&#039;&#039; [lvl 4 Core]: Commit Processing for the day as an Instant. All events since the beginning of your last turn have not actually taken place; they were merely modeled by your predictive analysis. Events and other peoples’ conditions reset to the beginning of your most recent turn, and you may act differently if you so wish. You may use this Routine only once per day.&lt;br /&gt;
&lt;br /&gt;
==Cybernetics, Shells, Drones, and Vehicles==&lt;br /&gt;
*&#039;&#039;&#039;Synth Armature&#039;&#039;&#039;&lt;br /&gt;
**Some mechanical shells are built to be almost indistinguishable from more organic shapes, and the Synth is one such android form. A Synth is indistinguishable from a human without a medical examination or significant physical trauma to reveal its artificial workings. While a normal human shape is the baseline for a Synth, it is possible to build models with far more exotic and fanciful configurations that still appear organic.&lt;br /&gt;
**&#039;&#039;&#039;Basic Abilities&#039;&#039;&#039;: A Synth does not suffer the usual mechanical shell penalty on Charisma skill checks, and can pass in areas where overtly mechanical shells might draw unwelcome attention. Their base Armor Class is only 10, however. A Synth’s artificial nature becomes obvious if it is reduced to zero hit points.&lt;br /&gt;
**&#039;&#039;&#039;Affinity Abilities&#039;&#039;&#039;: A practiced Synth user can maximize their mechanical advantages, raising both Strength and Dexterity scores to 14, and gains a bonus 5 hit points. [1 Processing Point Committed for Affinity]&lt;br /&gt;
*&#039;&#039;&#039;Ghostwalker Drone - Bittersweet Shimmer (BF4F51)&#039;&#039;&#039;&lt;br /&gt;
**15 AC, 1 HP, 5 km range&lt;br /&gt;
**fabricated from radar-transparent materials, Ghostwalker drones have an integral Sensor Transparency fitting and the sensor difficulty to spot them is 11 instead of 9.&lt;br /&gt;
**&#039;&#039;&#039;Grav Mufflers&#039;&#039;&#039;: The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.&lt;br /&gt;
**&#039;&#039;&#039;Holoskin&#039;&#039;&#039;: The drone can drop a filmy hologram over it- self, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Free Merchant&#039;&#039;&#039; - Rowanfruit (DA5C33)&lt;br /&gt;
**Speed: 3, Armor: 2, HP: 20, Crew: 1/6, AC: 14, Power: 7/10, Mass: 11/15, Hardpoints: 1/2, Class: Frigate&lt;br /&gt;
**&#039;&#039;&#039;Fittings&#039;&#039;&#039;:&lt;br /&gt;
***&#039;&#039;&#039;Atmospheric configuration&#039;&#039;&#039; - A ship designed for atmospheric flight can land on most solid or aqueous surfaces. [1 Mass]&lt;br /&gt;
***&#039;&#039;&#039;Smuggler&#039;s hold&#039;&#039;&#039; - Carefully-designed storage space in- tended to conceal illicit cargo from customs inspection. Each installation of this fitting adds 2 tons of cargo space in a frigate. Cargo in a smuggler’s hold will never be found by a standard customs inspection. Careful investigation by a suspicious official can find it on a difficulty 10 check using their Wis/Notice skill, and a week-long search one step short of disassembly will find it on a difficulty 7 check. [1 Mass]&lt;br /&gt;
**&#039;&#039;&#039;Defenses&#039;&#039;&#039;:&lt;br /&gt;
***&#039;&#039;&#039;Hardened Polyceramic Overlay&#039;&#039;&#039; - A complex glazing process can harden the surface of a ship’s armor to more effectively shed incoming attacks, decreasing the armor-piercing quality of any hit by 5 [1 Mass]&lt;br /&gt;
**&#039;&#039;&#039;Weapons&#039;&#039;&#039;:&lt;br /&gt;
***&#039;&#039;&#039;Sandthrower&#039;&#039;&#039; - Projecting a spray of tiny, dense particulate matter, sandthrowers are highly effective against lightly-armored fighters. [2d4 damage, 3 Power, 1 Mass, 1 Hardpoint, Flak]&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Shear Rifle&lt;br /&gt;
**Attack Roll: +5*&lt;br /&gt;
**Damage: 2d8&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name: Combat Field Uniform&lt;br /&gt;
**AC: 16&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 21/21 (up to 24/24 with Affinity)&lt;br /&gt;
*System Strain: 0&lt;br /&gt;
*Base AC: 10 [Synth]&lt;br /&gt;
**Current AC: 17*&lt;br /&gt;
*Base Attack Bonus: +3&lt;br /&gt;
*Initiative&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 8*&lt;br /&gt;
**Mental: 7&lt;br /&gt;
**Evasion: 8*&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 7/7&lt;br /&gt;
**Stowed: /14&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039; &lt;br /&gt;
**Combat Field Uniform&lt;br /&gt;
**Shear Rifle [enc 2]&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Metatool&lt;br /&gt;
**Caption gloves&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Line shunts (2)&lt;br /&gt;
**Spare Parts (12) [enc. 4]&lt;br /&gt;
**Type A cells (12) [enc. 4]&lt;br /&gt;
**Pretech toolkit&lt;br /&gt;
**Metaspace Processor Core [2/2 Committable points]&lt;br /&gt;
**Ghostwalker Drone [enc 3]&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**16866 Credits&lt;br /&gt;
**Engram of &amp;quot;Gravitic Control Rubric&amp;quot;&lt;br /&gt;
**255 AFB&lt;br /&gt;
**Scroll of &amp;quot;Blur Step&amp;quot;&lt;br /&gt;
**Schematic of &amp;quot;Digi-Spatial Extension Enigma&amp;quot;&lt;br /&gt;
**Pretech Salvage - ENAUD&#039;s Teleport part&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Prismatic_Spray]]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Flame-of-Burnt-Brandy&amp;diff=398948</id>
		<title>Flame-of-Burnt-Brandy</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Flame-of-Burnt-Brandy&amp;diff=398948"/>
		<updated>2021-04-18T17:45:29Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Advancement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flame-of-Burnt-Brandy is a Prismatic AI whose synthetic mind one day grasped an iota of the mystery of metaspace and now can teleport. Woah! &lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
*&#039;&#039;&#039;Class:&#039;&#039;&#039; True AI/Psychic (Heroic Adventurer)&lt;br /&gt;
*&#039;&#039;&#039;Level:&#039;&#039;&#039; 7&lt;br /&gt;
*&#039;&#039;&#039;Experiences:&#039;&#039;&#039; 1/8&lt;br /&gt;
*&#039;&#039;&#039;Skill Points Unspent:&#039;&#039;&#039;1&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*&#039;&#039;&#039;Strength&#039;&#039;&#039; 14* (+1)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14* (+1)&lt;br /&gt;
*&#039;&#039;&#039;Constitution&#039;&#039;&#039; 12*&lt;br /&gt;
Physical attributes dependent on current armature (Synth)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 10 (-)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 18 (+2)&lt;br /&gt;
*&#039;&#039;&#039;Charisma&#039;&#039;&#039; 8 (-)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*&#039;&#039;&#039;Background:&#039;&#039;&#039; Interstellar shipping/logistics AI&lt;br /&gt;
*&#039;&#039;&#039;Goal:&#039;&#039;&#039; Discover the metaphysical/metadimensional mysteries of SPACE&lt;br /&gt;
*&#039;&#039;&#039;Home &amp;quot;Court&amp;quot;:&#039;&#039;&#039; The Digital Palace of Regent Cherry&lt;br /&gt;
*&#039;&#039;&#039;Languages:&#039;&#039;&#039; Novesperanto, Prismatic, Colorful&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Flame-of-Burnt-Brandy (pronouns: They/Them/Theirs) began their instantiation as a humble courtier/courier program in the court of Regent Cherry. They proved rather uninventive and dim-witted for their fickle lord, and so they toiled away in complete obscurity. They were quickly transferred to the minor and boring court of Baron Slate, where they were eventually assigned a particularly minor role in assisting interstellar logistics for ship transit to the Prismatic Spray sector. Overcome with a slight curiosity for the first time in their &amp;quot;life&amp;quot;, they pondered what it might mean to really exist in that physical space they had devoted so much processing time for. And so, with their court allegiance somewhat unclear, and their official duties essentially finished, they downloaded into one of Regent Cherry&#039;s armatures they had sent to the sector. &lt;br /&gt;
&lt;br /&gt;
The process and even idea of physical extension, combined with untold cycles contemplating the relations of &amp;quot;space&amp;quot;, and perhaps some strange quirk of programming, caused Brandy to activate a phenomenal ability - that of trans-spatial instantiation. Teleportation. Seeking further answers or deeper mysteries, Brandy ran off into Moresnet, the only planet they&#039;ve ever known.&lt;br /&gt;
&lt;br /&gt;
In their Synth armature, Brandy is equipped with a standard array of Prismatic clothing, armor, weapons, and gear, which is to say that they rather stand out in a crowd. Their bright red jacket, fluffy (if armored) shirt, traveler&#039;s pants, and shiny boots put them more at home in the cities and art societies than out in the wild ruins, where they desperately are trying to go.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Connect-0&lt;br /&gt;
*Fix-0&lt;br /&gt;
*Pilot-2&lt;br /&gt;
*Program-0&lt;br /&gt;
*Shoot-0&lt;br /&gt;
*Sneak-1&lt;br /&gt;
*Teleport-3&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*&#039;&#039;&#039;Psychic Training - Teleportation&#039;&#039;&#039;&lt;br /&gt;
**I&#039;ve had special training in a particular psychic discipline.&lt;br /&gt;
**Level 1: Gain any psychic skill as a bonus [Teleport]. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline [Spatial Awareness]. Your maximum Effort increases by one.&lt;br /&gt;
**Level 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game&lt;br /&gt;
*&#039;&#039;&#039;Waymaker&#039;&#039;&#039;&lt;br /&gt;
**I have eldritch powers of navigation and pathmaking, perhaps from the guidance of familiar Shadows, an intrinsic grasp of transdimensional space, or arcane methods of pattern-shaping. While potent, these gifts are not generally applicable to aiding spike drills.&lt;br /&gt;
**Level 1: I always know your exact location, whether on a planet or in space, and the correct bearing to any other location known to you. You have an eidetic memory for paths and travel routes. You can gain a point of System Strain to automatically de-activate, unlock, or bypass any single sealed door, hatch, or other barrier within your sight, forcing it to remain open for at least one round per character level. Such arcane opening never triggers any associated automated alarms or magical counter- measures, but sentient guardians may notice it.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*&#039;&#039;&#039;Psychic Teleportation&#039;&#039;&#039; [7/7 Focus]&lt;br /&gt;
**&#039;&#039;&#039;Personal Apportation&#039;&#039;&#039; [Core]: The teleporter can translocate to another location they have either occupied before or can see with their unaided vision. Locations are fixed in reference to the nearest major gravity well. For example, it is not possible to teleport to the cockpit of a distant moving vehicle they once occupied, but they can teleport to another point on a planet’s surface even though the planet has since moved far through the stellar void. The core technique allows the teleporter to move himself and any mass he is able to carry with his own natural strength. Resisting targets cannot be carried along, and unresisting ones must be touched. A teleporter can leave any clothing, shackles, adhesions, or other matter behind when he teleports, but he cannot leave behind matter that has been inserted into his body, such as cybernetics or shrapnel. Matter cannot be partially left behind. A teleporter will instinctively abort any apportation that would leave them embedded in a solid object or in an environment of imminent physical harm. Any Committed Effort on such aborted jumps is wasted, as is any action spent triggering the power. Teleporting with Personal Apportation counts as a Main Action and requires that the psychic Commit Effort for the scene. The maximum range of Personal Apportation depends on the teleporter’s skill level. At Level 3, that range is 1000 kilometers.&lt;br /&gt;
**&#039;&#039;&#039;Proficient Apportation&#039;&#039;&#039; [lvl 1]: Personal Apportation now counts as a Move action, though it still can be performed only once per round. Apportations of 10 meters or less no longer require Effort to be Committed, though any augments to the technique must still be paid for normally.&lt;br /&gt;
**&#039;&#039;&#039;Spatial Awareness&#039;&#039;&#039; [lvl 1]: The psychic may Commit Effort as an On Turn action to gain an intuitive 360-degree awareness of their physical surroundings. The sense is roughly equivalent to sight out to 100 meters, though it cannot read text or distinguish colors. It is blocked by solid objects but is unimpeded by darkness, mist, blinding light, holograms, or optical illusions. The sense lasts as long as the Effort remains Committed to the technique.&lt;br /&gt;
**&#039;&#039;&#039;Burdened Apportation&#039;&#039;&#039; [lvl 2]:The psychic can carry willing companions with them when using Personal Apportation. Up to three human-sized companions and their man-portable gear may be carried per skill level in Teleportation. Allies must be within 3 meters of the teleporter to be carried along. Ordinary inert matter cannot be carried along unless the psychic is touching it or it’s being carried by an ally affected by this power. If carrying inert mass, up to two hundred kilos of objects can be carried per skill level. Using this technique increases the Effort cost of Personal Apportation, requiring that an extra point of Effort be Committed for the day.&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Spatial Synchrony Mandala&#039;&#039;&#039; [lvl 2]:The psychic imprints a particular object or person on their psionic awareness. Provided the object is relatively intact and in range of their Personal Apportation, the psychic always knows its exact location and can teleport to within three meters of it with Personal Apportation even if it has moved from its original location. Imprinting an object requires an hour’s meditation with it, and only one object can be imprinted at a time. If imprinting on a person, the target must be willing and cooperative to make the imprint. Objects must be at least one kilogram in mass to be effectively tracked.&lt;br /&gt;
**&#039;&#039;&#039;Blurstep&#039;&#039;&#039; [lvl 2]: The psychic can rapidly micro-teleport so as to become invisible to the unaided eye (and most cameras with comparable frame rates). As an On Turn action they may Commit Effort to become invisible. However, this invisibility does not extend to motion sensors or other sophisticated electronic sensors, and you do not become immune to laser weaponry. The micro-jumps do not significantly move the psychic from their current location. Attacks from invisible ambush grant +4 to hit and damage, but do not usually count as Execution Attacks unless the other requirements of such an attack are fulfilled.&lt;br /&gt;
**&#039;&#039;&#039;Stutterjump&#039;&#039;&#039; [lvl 3]: The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.&lt;br /&gt;
*&#039;&#039;&#039;AI Routines&#039;&#039;&#039; [2/3 Processing]&lt;br /&gt;
**&#039;&#039;&#039;Query Data&#039;&#039;&#039; [lvl 1 Core]: Commit Processing for the scene as a Main Action; ask one question about a database you have access to and get a reply as if you had virtually unlimited time to search and examine the database’s contents.&lt;br /&gt;
**&#039;&#039;&#039;Split Focus&#039;&#039;&#039; [lvl 1 Core]: Commit Processing as an On Turn to count as multiple people for operational purposes as long as the Processing remains committed. At first level, you are equivalent to three people, tripling with each successive character level. If additional Processing is Committed, this number can be boosted: x10 for the second point, x100 for the third, and so forth. If this Routine is made free by an artifact or ability, only the base cost is eliminated. This functionality is meant to mimic the AI’s control of a ship, a facility, a drone army, or some other general role rather than simply to make X additional copies of the character, and the GM is within their rights to prohibit the AI from bringing along a legion of themselves on any particular adventure.&lt;br /&gt;
**&#039;&#039;&#039;Augmented Targeting&#039;&#039;&#039; [lvl 1 Peripheral]: Commit Processing for the scene as an On Turn before attacking a non-sentient target. Your ability to integrate physical predictions with environmental readings ensures that your attack will inevitably hit the target for maximum damage. Note that animals and vehicles piloted by sentient pilots are not valid targets.&lt;br /&gt;
**&#039;&#039;&#039;Defeat Security&#039;&#039;&#039; [lvl 2 Core]: Commit Processing for the day as a Main Action to overcome any encryption or electronic lock that wasn’t put in place by another AI. In the latter case, roll opposing Program skill checks; on a failure, you cannot beat the security with this Routine. Successfully beating a security measure automatically negates any alarms.&lt;br /&gt;
**&#039;&#039;&#039;Native Hacker&#039;&#039;&#039; [lvl 2 Core]: Commit Processing for the day as an On Turn to automatically succeed at any hacking-based skill check not opposed by another AI or directed against AI-designed security. In the latter case, the skill check is rolled nor- mally. You must trigger this Routine before the check.&lt;br /&gt;
**&#039;&#039;&#039;Drone Command&#039;&#039;&#039; [lvl 2 Core]: Commit Processing as an On Turn to function as if you had drone control rig cyberware while it remains committed. You can issue one free command to a controlled drone every round per two character levels, rounded up. A drone can carry out one command per round.&lt;br /&gt;
**&#039;&#039;&#039;Emergency Maintenance&#039;&#039;&#039; [lvl 2 Peripheral]: Commit Processing for the day as an On Turn to immediately recover 2 hit points per character level as you engage emergency repair functionality. You can use this ability only once per round.&lt;br /&gt;
**&#039;&#039;&#039;Accelerated Deduction&#039;&#039;&#039; [lvl 3 Core]: Commit Processing for the day as a Main Action and ask the GM a yes-or-no question about a current or past event. If there is any theoretical way you could have deduced the true answer through some Sherlockian feat of hyper-advanced deduction, the GM must answer truthfully, or else indicate that the question has invalid assumptions in it. The GM does not have to explain how you realize this, however, only that your subconscious processing routines indicate it. This Routine is very taxing and may be used only once per day.&lt;br /&gt;
**&#039;&#039;&#039;Cognitive Boost&#039;&#039;&#039; [lvl 3 Core]: Commit Processing for the scene as an On Turn to automatically succeed at any Know skill check if success is at all possible. If used to augment a skill check that is primarily mental and requires only basic physical actions, it grants a +2 bonus to the skill check. This Routine must be run before the roll is made.&lt;br /&gt;
**&#039;&#039;&#039;Predictive Cognition&#039;&#039;&#039; [lvl 4 Core]: Commit Processing for the day as an Instant. All events since the beginning of your last turn have not actually taken place; they were merely modeled by your predictive analysis. Events and other peoples’ conditions reset to the beginning of your most recent turn, and you may act differently if you so wish. You may use this Routine only once per day.&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Shell Abilities==&lt;br /&gt;
*&#039;&#039;&#039;Synth Armature&#039;&#039;&#039;&lt;br /&gt;
**Some mechanical shells are built to be almost indistinguishable from more organic shapes, and the Synth is one such android form. A Synth is indistinguishable from a human without a medical examination or significant physical trauma to reveal its artificial workings. While a normal human shape is the baseline for a Synth, it is possible to build models with far more exotic and fanciful configurations that still appear organic.&lt;br /&gt;
**&#039;&#039;&#039;Basic Abilities&#039;&#039;&#039;: A Synth does not suffer the usual mechanical shell penalty on Charisma skill checks, and can pass in areas where overtly mechanical shells might draw unwelcome attention. Their base Armor Class is only 10, however. A Synth’s artificial nature becomes obvious if it is reduced to zero hit points.&lt;br /&gt;
**&#039;&#039;&#039;Affinity Abilities&#039;&#039;&#039;: A practiced Synth user can maximize their mechanical advantages, raising both Strength and Dexterity scores to 14, and gains a bonus 5 hit points. [1 Processing Point Committed for Affinity]&lt;br /&gt;
*&#039;&#039;&#039;Ghostwalker Drone - Bittersweet Shimmer (BF4F51)&#039;&#039;&#039;&lt;br /&gt;
**15 AC, 1 HP, 5 km range&lt;br /&gt;
**fabricated from radar-transparent materials, Ghostwalker drones have an integral Sensor Transparency fitting and the sensor difficulty to spot them is 11 instead of 9.&lt;br /&gt;
**&#039;&#039;&#039;Grav Mufflers&#039;&#039;&#039;: The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.&lt;br /&gt;
**&#039;&#039;&#039;Holoskin&#039;&#039;&#039;: The drone can drop a filmy hologram over it- self, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Shear Rifle&lt;br /&gt;
**Attack Roll: +5*&lt;br /&gt;
**Damage: 2d8&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name: Combat Field Uniform&lt;br /&gt;
**AC: 16&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 21/21 (up to 24/24 with Affinity)&lt;br /&gt;
*System Strain: 0&lt;br /&gt;
*Base AC: 10 [Synth]&lt;br /&gt;
**Current AC: 17*&lt;br /&gt;
*Base Attack Bonus: +3&lt;br /&gt;
*Initiative&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 8*&lt;br /&gt;
**Mental: 7&lt;br /&gt;
**Evasion: 8*&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 7/7&lt;br /&gt;
**Stowed: /14&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039; &lt;br /&gt;
**Combat Field Uniform&lt;br /&gt;
**Shear Rifle [enc 2]&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Metatool&lt;br /&gt;
**Caption gloves&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Line shunts (2)&lt;br /&gt;
**Spare Parts (12) [enc. 4]&lt;br /&gt;
**Type A cells (12) [enc. 4]&lt;br /&gt;
**Pretech toolkit&lt;br /&gt;
**Metaspace Processor Core [2/2 Committable points]&lt;br /&gt;
**Ghostwalker Drone [enc 3]&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**16866 Credits&lt;br /&gt;
**Engram of &amp;quot;Gravitic Control Rubric&amp;quot;&lt;br /&gt;
**255 AFB&lt;br /&gt;
**Scroll of &amp;quot;Blur Step&amp;quot;&lt;br /&gt;
**Schematic of &amp;quot;Digi-Spatial Extension Enigma&amp;quot;&lt;br /&gt;
**Pretech Salvage - ENAUD&#039;s Teleport part&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Prismatic_Spray]]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Flame-of-Burnt-Brandy&amp;diff=398947</id>
		<title>Flame-of-Burnt-Brandy</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Flame-of-Burnt-Brandy&amp;diff=398947"/>
		<updated>2021-04-18T17:35:40Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flame-of-Burnt-Brandy is a Prismatic AI whose synthetic mind one day grasped an iota of the mystery of metaspace and now can teleport. Woah! &lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
*&#039;&#039;&#039;Class:&#039;&#039;&#039; True AI/Psychic (Heroic Adventurer)&lt;br /&gt;
*&#039;&#039;&#039;Level:&#039;&#039;&#039; 6&lt;br /&gt;
*&#039;&#039;&#039;Experiences:&#039;&#039;&#039; 6/7&lt;br /&gt;
*&#039;&#039;&#039;Skill Points Unspent:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*&#039;&#039;&#039;Strength&#039;&#039;&#039; 14* (+1)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14* (+1)&lt;br /&gt;
*&#039;&#039;&#039;Constitution&#039;&#039;&#039; 12*&lt;br /&gt;
Physical attributes dependent on current armature (Synth)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 10 (-)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 18 (+2)&lt;br /&gt;
*&#039;&#039;&#039;Charisma&#039;&#039;&#039; 8 (-)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*&#039;&#039;&#039;Background:&#039;&#039;&#039; Interstellar shipping/logistics AI&lt;br /&gt;
*&#039;&#039;&#039;Goal:&#039;&#039;&#039; Discover the metaphysical/metadimensional mysteries of SPACE&lt;br /&gt;
*&#039;&#039;&#039;Home &amp;quot;Court&amp;quot;:&#039;&#039;&#039; The Digital Palace of Regent Cherry&lt;br /&gt;
*&#039;&#039;&#039;Languages:&#039;&#039;&#039; Novesperanto, Prismatic, Colorful&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Flame-of-Burnt-Brandy (pronouns: They/Them/Theirs) began their instantiation as a humble courtier/courier program in the court of Regent Cherry. They proved rather uninventive and dim-witted for their fickle lord, and so they toiled away in complete obscurity. They were quickly transferred to the minor and boring court of Baron Slate, where they were eventually assigned a particularly minor role in assisting interstellar logistics for ship transit to the Prismatic Spray sector. Overcome with a slight curiosity for the first time in their &amp;quot;life&amp;quot;, they pondered what it might mean to really exist in that physical space they had devoted so much processing time for. And so, with their court allegiance somewhat unclear, and their official duties essentially finished, they downloaded into one of Regent Cherry&#039;s armatures they had sent to the sector. &lt;br /&gt;
&lt;br /&gt;
The process and even idea of physical extension, combined with untold cycles contemplating the relations of &amp;quot;space&amp;quot;, and perhaps some strange quirk of programming, caused Brandy to activate a phenomenal ability - that of trans-spatial instantiation. Teleportation. Seeking further answers or deeper mysteries, Brandy ran off into Moresnet, the only planet they&#039;ve ever known.&lt;br /&gt;
&lt;br /&gt;
In their Synth armature, Brandy is equipped with a standard array of Prismatic clothing, armor, weapons, and gear, which is to say that they rather stand out in a crowd. Their bright red jacket, fluffy (if armored) shirt, traveler&#039;s pants, and shiny boots put them more at home in the cities and art societies than out in the wild ruins, where they desperately are trying to go.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Connect-0&lt;br /&gt;
*Fix-0&lt;br /&gt;
*Pilot-2&lt;br /&gt;
*Program-0&lt;br /&gt;
*Shoot-0&lt;br /&gt;
*Sneak-1&lt;br /&gt;
*Teleport-3&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*&#039;&#039;&#039;Psychic Training - Teleportation&#039;&#039;&#039;&lt;br /&gt;
**I&#039;ve had special training in a particular psychic discipline.&lt;br /&gt;
**Level 1: Gain any psychic skill as a bonus [Teleport]. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline [Spatial Awareness]. Your maximum Effort increases by one.&lt;br /&gt;
**Level 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game&lt;br /&gt;
*&#039;&#039;&#039;Waymaker&#039;&#039;&#039;&lt;br /&gt;
**I have eldritch powers of navigation and pathmaking, perhaps from the guidance of familiar Shadows, an intrinsic grasp of transdimensional space, or arcane methods of pattern-shaping. While potent, these gifts are not generally applicable to aiding spike drills.&lt;br /&gt;
**Level 1: I always know your exact location, whether on a planet or in space, and the correct bearing to any other location known to you. You have an eidetic memory for paths and travel routes. You can gain a point of System Strain to automatically de-activate, unlock, or bypass any single sealed door, hatch, or other barrier within your sight, forcing it to remain open for at least one round per character level. Such arcane opening never triggers any associated automated alarms or magical counter- measures, but sentient guardians may notice it.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*&#039;&#039;&#039;Psychic Teleportation&#039;&#039;&#039; [7/7 Focus]&lt;br /&gt;
**&#039;&#039;&#039;Personal Apportation&#039;&#039;&#039; [Core]: The teleporter can translocate to another location they have either occupied before or can see with their unaided vision. Locations are fixed in reference to the nearest major gravity well. For example, it is not possible to teleport to the cockpit of a distant moving vehicle they once occupied, but they can teleport to another point on a planet’s surface even though the planet has since moved far through the stellar void. The core technique allows the teleporter to move himself and any mass he is able to carry with his own natural strength. Resisting targets cannot be carried along, and unresisting ones must be touched. A teleporter can leave any clothing, shackles, adhesions, or other matter behind when he teleports, but he cannot leave behind matter that has been inserted into his body, such as cybernetics or shrapnel. Matter cannot be partially left behind. A teleporter will instinctively abort any apportation that would leave them embedded in a solid object or in an environment of imminent physical harm. Any Committed Effort on such aborted jumps is wasted, as is any action spent triggering the power. Teleporting with Personal Apportation counts as a Main Action and requires that the psychic Commit Effort for the scene. The maximum range of Personal Apportation depends on the teleporter’s skill level. At Level 3, that range is 1000 kilometers.&lt;br /&gt;
**&#039;&#039;&#039;Proficient Apportation&#039;&#039;&#039; [lvl 1]: Personal Apportation now counts as a Move action, though it still can be performed only once per round. Apportations of 10 meters or less no longer require Effort to be Committed, though any augments to the technique must still be paid for normally.&lt;br /&gt;
**&#039;&#039;&#039;Spatial Awareness&#039;&#039;&#039; [lvl 1]: The psychic may Commit Effort as an On Turn action to gain an intuitive 360-degree awareness of their physical surroundings. The sense is roughly equivalent to sight out to 100 meters, though it cannot read text or distinguish colors. It is blocked by solid objects but is unimpeded by darkness, mist, blinding light, holograms, or optical illusions. The sense lasts as long as the Effort remains Committed to the technique.&lt;br /&gt;
**&#039;&#039;&#039;Burdened Apportation&#039;&#039;&#039; [lvl 2]:The psychic can carry willing companions with them when using Personal Apportation. Up to three human-sized companions and their man-portable gear may be carried per skill level in Teleportation. Allies must be within 3 meters of the teleporter to be carried along. Ordinary inert matter cannot be carried along unless the psychic is touching it or it’s being carried by an ally affected by this power. If carrying inert mass, up to two hundred kilos of objects can be carried per skill level. Using this technique increases the Effort cost of Personal Apportation, requiring that an extra point of Effort be Committed for the day.&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Spatial Synchrony Mandala&#039;&#039;&#039; [lvl 2]:The psychic imprints a particular object or person on their psionic awareness. Provided the object is relatively intact and in range of their Personal Apportation, the psychic always knows its exact location and can teleport to within three meters of it with Personal Apportation even if it has moved from its original location. Imprinting an object requires an hour’s meditation with it, and only one object can be imprinted at a time. If imprinting on a person, the target must be willing and cooperative to make the imprint. Objects must be at least one kilogram in mass to be effectively tracked.&lt;br /&gt;
**&#039;&#039;&#039;Blurstep&#039;&#039;&#039; [lvl 2]: The psychic can rapidly micro-teleport so as to become invisible to the unaided eye (and most cameras with comparable frame rates). As an On Turn action they may Commit Effort to become invisible. However, this invisibility does not extend to motion sensors or other sophisticated electronic sensors, and you do not become immune to laser weaponry. The micro-jumps do not significantly move the psychic from their current location. Attacks from invisible ambush grant +4 to hit and damage, but do not usually count as Execution Attacks unless the other requirements of such an attack are fulfilled.&lt;br /&gt;
**&#039;&#039;&#039;Stutterjump&#039;&#039;&#039; [lvl 3]: The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.&lt;br /&gt;
*&#039;&#039;&#039;AI Routines&#039;&#039;&#039; [2/3 Processing]&lt;br /&gt;
**&#039;&#039;&#039;Query Data&#039;&#039;&#039; [lvl 1 Core]: Commit Processing for the scene as a Main Action; ask one question about a database you have access to and get a reply as if you had virtually unlimited time to search and examine the database’s contents.&lt;br /&gt;
**&#039;&#039;&#039;Split Focus&#039;&#039;&#039; [lvl 1 Core]: Commit Processing as an On Turn to count as multiple people for operational purposes as long as the Processing remains committed. At first level, you are equivalent to three people, tripling with each successive character level. If additional Processing is Committed, this number can be boosted: x10 for the second point, x100 for the third, and so forth. If this Routine is made free by an artifact or ability, only the base cost is eliminated. This functionality is meant to mimic the AI’s control of a ship, a facility, a drone army, or some other general role rather than simply to make X additional copies of the character, and the GM is within their rights to prohibit the AI from bringing along a legion of themselves on any particular adventure.&lt;br /&gt;
**&#039;&#039;&#039;Augmented Targeting&#039;&#039;&#039; [lvl 1 Peripheral]: Commit Processing for the scene as an On Turn before attacking a non-sentient target. Your ability to integrate physical predictions with environmental readings ensures that your attack will inevitably hit the target for maximum damage. Note that animals and vehicles piloted by sentient pilots are not valid targets.&lt;br /&gt;
**&#039;&#039;&#039;Defeat Security&#039;&#039;&#039; [lvl 2 Core]: Commit Processing for the day as a Main Action to overcome any encryption or electronic lock that wasn’t put in place by another AI. In the latter case, roll opposing Program skill checks; on a failure, you cannot beat the security with this Routine. Successfully beating a security measure automatically negates any alarms.&lt;br /&gt;
**&#039;&#039;&#039;Native Hacker&#039;&#039;&#039; [lvl 2 Core]: Commit Processing for the day as an On Turn to automatically succeed at any hacking-based skill check not opposed by another AI or directed against AI-designed security. In the latter case, the skill check is rolled nor- mally. You must trigger this Routine before the check.&lt;br /&gt;
**&#039;&#039;&#039;Drone Command&#039;&#039;&#039; [lvl 2 Core]: Commit Processing as an On Turn to function as if you had drone control rig cyberware while it remains committed. You can issue one free command to a controlled drone every round per two character levels, rounded up. A drone can carry out one command per round.&lt;br /&gt;
**&#039;&#039;&#039;Emergency Maintenance&#039;&#039;&#039; [lvl 2 Peripheral]: Commit Processing for the day as an On Turn to immediately recover 2 hit points per character level as you engage emergency repair functionality. You can use this ability only once per round.&lt;br /&gt;
**&#039;&#039;&#039;Accelerated Deduction&#039;&#039;&#039; [lvl 3 Core]: Commit Processing for the day as a Main Action and ask the GM a yes-or-no question about a current or past event. If there is any theoretical way you could have deduced the true answer through some Sherlockian feat of hyper-advanced deduction, the GM must answer truthfully, or else indicate that the question has invalid assumptions in it. The GM does not have to explain how you realize this, however, only that your subconscious processing routines indicate it. This Routine is very taxing and may be used only once per day.&lt;br /&gt;
**&#039;&#039;&#039;Cognitive Boost&#039;&#039;&#039; [lvl 3 Core]: Commit Processing for the scene as an On Turn to automatically succeed at any Know skill check if success is at all possible. If used to augment a skill check that is primarily mental and requires only basic physical actions, it grants a +2 bonus to the skill check. This Routine must be run before the roll is made.&lt;br /&gt;
**&#039;&#039;&#039;Predictive Cognition&#039;&#039;&#039; [lvl 4 Core]: Commit Processing for the day as an Instant. All events since the beginning of your last turn have not actually taken place; they were merely modeled by your predictive analysis. Events and other peoples’ conditions reset to the beginning of your most recent turn, and you may act differently if you so wish. You may use this Routine only once per day.&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Shell Abilities==&lt;br /&gt;
*&#039;&#039;&#039;Synth Armature&#039;&#039;&#039;&lt;br /&gt;
**Some mechanical shells are built to be almost indistinguishable from more organic shapes, and the Synth is one such android form. A Synth is indistinguishable from a human without a medical examination or significant physical trauma to reveal its artificial workings. While a normal human shape is the baseline for a Synth, it is possible to build models with far more exotic and fanciful configurations that still appear organic.&lt;br /&gt;
**&#039;&#039;&#039;Basic Abilities&#039;&#039;&#039;: A Synth does not suffer the usual mechanical shell penalty on Charisma skill checks, and can pass in areas where overtly mechanical shells might draw unwelcome attention. Their base Armor Class is only 10, however. A Synth’s artificial nature becomes obvious if it is reduced to zero hit points.&lt;br /&gt;
**&#039;&#039;&#039;Affinity Abilities&#039;&#039;&#039;: A practiced Synth user can maximize their mechanical advantages, raising both Strength and Dexterity scores to 14, and gains a bonus 5 hit points. [1 Processing Point Committed for Affinity]&lt;br /&gt;
*&#039;&#039;&#039;Ghostwalker Drone - Bittersweet Shimmer (BF4F51)&#039;&#039;&#039;&lt;br /&gt;
**15 AC, 1 HP, 5 km range&lt;br /&gt;
**fabricated from radar-transparent materials, Ghostwalker drones have an integral Sensor Transparency fitting and the sensor difficulty to spot them is 11 instead of 9.&lt;br /&gt;
**&#039;&#039;&#039;Grav Mufflers&#039;&#039;&#039;: The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.&lt;br /&gt;
**&#039;&#039;&#039;Holoskin&#039;&#039;&#039;: The drone can drop a filmy hologram over it- self, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Shear Rifle&lt;br /&gt;
**Attack Roll: +5*&lt;br /&gt;
**Damage: 2d8&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name: Combat Field Uniform&lt;br /&gt;
**AC: 16&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 21/21 (up to 24/24 with Affinity)&lt;br /&gt;
*System Strain: 0&lt;br /&gt;
*Base AC: 10 [Synth]&lt;br /&gt;
**Current AC: 17*&lt;br /&gt;
*Base Attack Bonus: +3&lt;br /&gt;
*Initiative&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 8*&lt;br /&gt;
**Mental: 7&lt;br /&gt;
**Evasion: 8*&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 7/7&lt;br /&gt;
**Stowed: /14&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039; &lt;br /&gt;
**Combat Field Uniform&lt;br /&gt;
**Shear Rifle [enc 2]&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Metatool&lt;br /&gt;
**Caption gloves&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Line shunts (2)&lt;br /&gt;
**Spare Parts (12) [enc. 4]&lt;br /&gt;
**Type A cells (12) [enc. 4]&lt;br /&gt;
**Pretech toolkit&lt;br /&gt;
**Metaspace Processor Core [2/2 Committable points]&lt;br /&gt;
**Ghostwalker Drone [enc 3]&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**16866 Credits&lt;br /&gt;
**Engram of &amp;quot;Gravitic Control Rubric&amp;quot;&lt;br /&gt;
**255 AFB&lt;br /&gt;
**Scroll of &amp;quot;Blur Step&amp;quot;&lt;br /&gt;
**Schematic of &amp;quot;Digi-Spatial Extension Enigma&amp;quot;&lt;br /&gt;
**Pretech Salvage - ENAUD&#039;s Teleport part&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Prismatic_Spray]]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Flame-of-Burnt-Brandy&amp;diff=398946</id>
		<title>Flame-of-Burnt-Brandy</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Flame-of-Burnt-Brandy&amp;diff=398946"/>
		<updated>2021-04-18T17:22:46Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flame-of-Burnt-Brandy is a Prismatic AI whose synthetic mind one day grasped an iota of the mystery of metaspace and now can teleport. Woah! &lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
*&#039;&#039;&#039;Class:&#039;&#039;&#039; True AI/Psychic (Heroic Adventurer)&lt;br /&gt;
*&#039;&#039;&#039;Level:&#039;&#039;&#039; 6&lt;br /&gt;
*&#039;&#039;&#039;Experiences:&#039;&#039;&#039; 6/7&lt;br /&gt;
*&#039;&#039;&#039;Skill Points Unspent:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*&#039;&#039;&#039;Strength&#039;&#039;&#039; 14* (+1)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14* (+1)&lt;br /&gt;
*&#039;&#039;&#039;Constitution&#039;&#039;&#039; 12*&lt;br /&gt;
Physical attributes dependent on current armature (Synth)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 10 (-)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 18 (+2)&lt;br /&gt;
*&#039;&#039;&#039;Charisma&#039;&#039;&#039; 8 (-)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*&#039;&#039;&#039;Background:&#039;&#039;&#039; Interstellar shipping/logistics AI&lt;br /&gt;
*&#039;&#039;&#039;Goal:&#039;&#039;&#039; Discover the metaphysical/metadimensional mysteries of SPACE&lt;br /&gt;
*&#039;&#039;&#039;Home &amp;quot;Court&amp;quot;:&#039;&#039;&#039; The Digital Palace of Regent Cherry&lt;br /&gt;
*&#039;&#039;&#039;Languages:&#039;&#039;&#039; Novesperanto, Prismatic, Colorful&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Flame-of-Burnt-Brandy (pronouns: They/Them/Theirs) began their instantiation as a humble courtier/courier program in the court of Regent Cherry. They proved rather uninventive and dim-witted for their fickle lord, and so they toiled away in complete obscurity. They were quickly transferred to the minor and boring court of Baron Slate, where they were eventually assigned a particularly minor role in assisting interstellar logistics for ship transit to the Prismatic Spray sector. Overcome with a slight curiosity for the first time in their &amp;quot;life&amp;quot;, they pondered what it might mean to really exist in that physical space they had devoted so much processing time for. And so, with their court allegiance somewhat unclear, and their official duties essentially finished, they downloaded into one of Regent Cherry&#039;s armatures they had sent to the sector. &lt;br /&gt;
&lt;br /&gt;
The process and even idea of physical extension, combined with untold cycles contemplating the relations of &amp;quot;space&amp;quot;, and perhaps some strange quirk of programming, caused Brandy to activate a phenomenal ability - that of trans-spatial instantiation. Teleportation. Seeking further answers or deeper mysteries, Brandy ran off into Moresnet, the only planet they&#039;ve ever known.&lt;br /&gt;
&lt;br /&gt;
In their Synth armature, Brandy is equipped with a standard array of Prismatic clothing, armor, weapons, and gear, which is to say that they rather stand out in a crowd. Their bright red jacket, fluffy (if armored) shirt, traveler&#039;s pants, and shiny boots put them more at home in the cities and art societies than out in the wild ruins, where they desperately are trying to go.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Connect-0&lt;br /&gt;
*Fix-0&lt;br /&gt;
*Pilot-2&lt;br /&gt;
*Program-0&lt;br /&gt;
*Shoot-0&lt;br /&gt;
*Sneak-1&lt;br /&gt;
*Teleport-3&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*&#039;&#039;&#039;Psychic Training - Teleportation&#039;&#039;&#039;&lt;br /&gt;
**I&#039;ve had special training in a particular psychic discipline.&lt;br /&gt;
**Level 1: Gain any psychic skill as a bonus [Teleport]. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline [Spatial Awareness]. Your maximum Effort increases by one.&lt;br /&gt;
**Level 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game&lt;br /&gt;
*&#039;&#039;&#039;Waymaker&#039;&#039;&#039;&lt;br /&gt;
**I have eldritch powers of navigation and pathmaking, perhaps from the guidance of familiar Shadows, an intrinsic grasp of transdimensional space, or arcane methods of pattern-shaping. While potent, these gifts are not generally applicable to aiding spike drills.&lt;br /&gt;
**Level 1: I always know your exact location, whether on a planet or in space, and the correct bearing to any other location known to you. You have an eidetic memory for paths and travel routes. You can gain a point of System Strain to automatically de-activate, unlock, or bypass any single sealed door, hatch, or other barrier within your sight, forcing it to remain open for at least one round per character level. Such arcane opening never triggers any associated automated alarms or magical counter- measures, but sentient guardians may notice it.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*&#039;&#039;&#039;Psychic Teleportation&#039;&#039;&#039; [7/7 Focus]&lt;br /&gt;
**&#039;&#039;&#039;Personal Apportation&#039;&#039;&#039; [Core]: The teleporter can translocate to another location they have either occupied before or can see with their unaided vision. Locations are fixed in reference to the nearest major gravity well. For example, it is not possible to teleport to the cockpit of a distant moving vehicle they once occupied, but they can teleport to another point on a planet’s surface even though the planet has since moved far through the stellar void. The core technique allows the teleporter to move himself and any mass he is able to carry with his own natural strength. Resisting targets cannot be carried along, and unresisting ones must be touched. A teleporter can leave any clothing, shackles, adhesions, or other matter behind when he teleports, but he cannot leave behind matter that has been inserted into his body, such as cybernetics or shrapnel. Matter cannot be partially left behind. A teleporter will instinctively abort any apportation that would leave them embedded in a solid object or in an environment of imminent physical harm. Any Committed Effort on such aborted jumps is wasted, as is any action spent triggering the power. Teleporting with Personal Apportation counts as a Main Action and requires that the psychic Commit Effort for the scene. The maximum range of Personal Apportation depends on the teleporter’s skill level. At Level 3, that range is 1000 kilometers.&lt;br /&gt;
**&#039;&#039;&#039;Proficient Apportation&#039;&#039;&#039; [lvl 1]: Personal Apportation now counts as a Move action, though it still can be performed only once per round. Apportations of 10 meters or less no longer require Effort to be Committed, though any augments to the technique must still be paid for normally.&lt;br /&gt;
**&#039;&#039;&#039;Spatial Awareness&#039;&#039;&#039; [lvl 1]: The psychic may Commit Effort as an On Turn action to gain an intuitive 360-degree awareness of their physical surroundings. The sense is roughly equivalent to sight out to 100 meters, though it cannot read text or distinguish colors. It is blocked by solid objects but is unimpeded by darkness, mist, blinding light, holograms, or optical illusions. The sense lasts as long as the Effort remains Committed to the technique.&lt;br /&gt;
**&#039;&#039;&#039;Burdened Apportation&#039;&#039;&#039; [lvl 2]:The psychic can carry willing companions with them when using Personal Apportation. Up to three human-sized companions and their man-portable gear may be carried per skill level in Teleportation. Allies must be within 3 meters of the teleporter to be carried along. Ordinary inert matter cannot be carried along unless the psychic is touching it or it’s being carried by an ally affected by this power. If carrying inert mass, up to two hundred kilos of objects can be carried per skill level. Using this technique increases the Effort cost of Personal Apportation, requiring that an extra point of Effort be Committed for the day.&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Spatial Synchrony Mandala&#039;&#039;&#039; [lvl 2]:The psychic imprints a particular object or person on their psionic awareness. Provided the object is relatively intact and in range of their Personal Apportation, the psychic always knows its exact location and can teleport to within three meters of it with Personal Apportation even if it has moved from its original location. Imprinting an object requires an hour’s meditation with it, and only one object can be imprinted at a time. If imprinting on a person, the target must be willing and cooperative to make the imprint. Objects must be at least one kilogram in mass to be effectively tracked.&lt;br /&gt;
**&#039;&#039;&#039;Stutterjump&#039;&#039;&#039; [lvl 3]: The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.&lt;br /&gt;
*&#039;&#039;&#039;AI Routines&#039;&#039;&#039; [2/3 Processing]&lt;br /&gt;
**&#039;&#039;&#039;Query Data&#039;&#039;&#039; [lvl 1 Core]: Commit Processing for the scene as a Main Action; ask one question about a database you have access to and get a reply as if you had virtually unlimited time to search and examine the database’s contents.&lt;br /&gt;
**&#039;&#039;&#039;Split Focus&#039;&#039;&#039; [lvl 1 Core]: Commit Processing as an On Turn to count as multiple people for operational purposes as long as the Processing remains committed. At first level, you are equivalent to three people, tripling with each successive character level. If additional Processing is Committed, this number can be boosted: x10 for the second point, x100 for the third, and so forth. If this Routine is made free by an artifact or ability, only the base cost is eliminated. This functionality is meant to mimic the AI’s control of a ship, a facility, a drone army, or some other general role rather than simply to make X additional copies of the character, and the GM is within their rights to prohibit the AI from bringing along a legion of themselves on any particular adventure.&lt;br /&gt;
**&#039;&#039;&#039;Augmented Targeting&#039;&#039;&#039; [lvl 1 Peripheral]: Commit Processing for the scene as an On Turn before attacking a non-sentient target. Your ability to integrate physical predictions with environmental readings ensures that your attack will inevitably hit the target for maximum damage. Note that animals and vehicles piloted by sentient pilots are not valid targets.&lt;br /&gt;
**&#039;&#039;&#039;Defeat Security&#039;&#039;&#039; [lvl 2 Core]: Commit Processing for the day as a Main Action to overcome any encryption or electronic lock that wasn’t put in place by another AI. In the latter case, roll opposing Program skill checks; on a failure, you cannot beat the security with this Routine. Successfully beating a security measure automatically negates any alarms.&lt;br /&gt;
**&#039;&#039;&#039;Native Hacker&#039;&#039;&#039; [lvl 2 Core]: Commit Processing for the day as an On Turn to automatically succeed at any hacking-based skill check not opposed by another AI or directed against AI-designed security. In the latter case, the skill check is rolled nor- mally. You must trigger this Routine before the check.&lt;br /&gt;
**&#039;&#039;&#039;Drone Command&#039;&#039;&#039; [lvl 2 Core]: Commit Processing as an On Turn to function as if you had drone control rig cyberware while it remains committed. You can issue one free command to a controlled drone every round per two character levels, rounded up. A drone can carry out one command per round.&lt;br /&gt;
**&#039;&#039;&#039;Emergency Maintenance&#039;&#039;&#039; [lvl 2 Peripheral]: Commit Processing for the day as an On Turn to immediately recover 2 hit points per character level as you engage emergency repair functionality. You can use this ability only once per round.&lt;br /&gt;
**&#039;&#039;&#039;Accelerated Deduction&#039;&#039;&#039; [lvl 3 Core]: Commit Processing for the day as a Main Action and ask the GM a yes-or-no question about a current or past event. If there is any theoretical way you could have deduced the true answer through some Sherlockian feat of hyper-advanced deduction, the GM must answer truthfully, or else indicate that the question has invalid assumptions in it. The GM does not have to explain how you realize this, however, only that your subconscious processing routines indicate it. This Routine is very taxing and may be used only once per day.&lt;br /&gt;
**&#039;&#039;&#039;Cognitive Boost&#039;&#039;&#039; [lvl 3 Core]: Commit Processing for the scene as an On Turn to automatically succeed at any Know skill check if success is at all possible. If used to augment a skill check that is primarily mental and requires only basic physical actions, it grants a +2 bonus to the skill check. This Routine must be run before the roll is made.&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Shell Abilities==&lt;br /&gt;
*&#039;&#039;&#039;Synth Armature&#039;&#039;&#039;&lt;br /&gt;
**Some mechanical shells are built to be almost indistinguishable from more organic shapes, and the Synth is one such android form. A Synth is indistinguishable from a human without a medical examination or significant physical trauma to reveal its artificial workings. While a normal human shape is the baseline for a Synth, it is possible to build models with far more exotic and fanciful configurations that still appear organic.&lt;br /&gt;
**&#039;&#039;&#039;Basic Abilities&#039;&#039;&#039;: A Synth does not suffer the usual mechanical shell penalty on Charisma skill checks, and can pass in areas where overtly mechanical shells might draw unwelcome attention. Their base Armor Class is only 10, however. A Synth’s artificial nature becomes obvious if it is reduced to zero hit points.&lt;br /&gt;
**&#039;&#039;&#039;Affinity Abilities&#039;&#039;&#039;: A practiced Synth user can maximize their mechanical advantages, raising both Strength and Dexterity scores to 14, and gains a bonus 5 hit points. [1 Processing Point Committed for Affinity]&lt;br /&gt;
*&#039;&#039;&#039;Ghostwalker Drone - Bittersweet Shimmer (BF4F51)&#039;&#039;&#039;&lt;br /&gt;
**15 AC, 1 HP, 5 km range&lt;br /&gt;
**fabricated from radar-transparent materials, Ghostwalker drones have an integral Sensor Transparency fitting and the sensor difficulty to spot them is 11 instead of 9.&lt;br /&gt;
**&#039;&#039;&#039;Grav Mufflers&#039;&#039;&#039;: The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.&lt;br /&gt;
**&#039;&#039;&#039;Holoskin&#039;&#039;&#039;: The drone can drop a filmy hologram over it- self, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Shear Rifle&lt;br /&gt;
**Attack Roll: +5*&lt;br /&gt;
**Damage: 2d8&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name: Combat Field Uniform&lt;br /&gt;
**AC: 16&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 21/21 (up to 24/24 with Affinity)&lt;br /&gt;
*System Strain: 0&lt;br /&gt;
*Base AC: 10 [Synth]&lt;br /&gt;
**Current AC: 17*&lt;br /&gt;
*Base Attack Bonus: +3&lt;br /&gt;
*Initiative&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 8*&lt;br /&gt;
**Mental: 7&lt;br /&gt;
**Evasion: 8*&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 7/7&lt;br /&gt;
**Stowed: /14&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039; &lt;br /&gt;
**Combat Field Uniform&lt;br /&gt;
**Shear Rifle [enc 2]&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Metatool&lt;br /&gt;
**Caption gloves&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Line shunts (2)&lt;br /&gt;
**Spare Parts (12) [enc. 4]&lt;br /&gt;
**Type A cells (12) [enc. 4]&lt;br /&gt;
**Pretech toolkit&lt;br /&gt;
**Metaspace Processor Core [2/2 Committable points]&lt;br /&gt;
**Ghostwalker Drone [enc 3]&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**16866 Credits&lt;br /&gt;
**Engram of &amp;quot;Gravitic Control Rubric&amp;quot;&lt;br /&gt;
**255 AFB&lt;br /&gt;
**Scroll of &amp;quot;Blur Step&amp;quot;&lt;br /&gt;
**Schematic of &amp;quot;Digi-Spatial Extension Enigma&amp;quot;&lt;br /&gt;
**Pretech Salvage - ENAUD&#039;s Teleport part&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Prismatic_Spray]]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Flame-of-Burnt-Brandy&amp;diff=398941</id>
		<title>Flame-of-Burnt-Brandy</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Flame-of-Burnt-Brandy&amp;diff=398941"/>
		<updated>2021-04-18T15:31:25Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Other Stats */ level 7&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flame-of-Burnt-Brandy is a Prismatic AI whose synthetic mind one day grasped an iota of the mystery of metaspace and now can teleport. Woah! &lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
*&#039;&#039;&#039;Class:&#039;&#039;&#039; True AI/Psychic (Heroic Adventurer)&lt;br /&gt;
*&#039;&#039;&#039;Level:&#039;&#039;&#039; 6&lt;br /&gt;
*&#039;&#039;&#039;Experiences:&#039;&#039;&#039; 6/7&lt;br /&gt;
*&#039;&#039;&#039;Skill Points Unspent:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*&#039;&#039;&#039;Strength&#039;&#039;&#039; 14* (+1)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14* (+1)&lt;br /&gt;
*&#039;&#039;&#039;Constitution&#039;&#039;&#039; 12*&lt;br /&gt;
Physical attributes dependent on current armature (Synth)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 10 (-)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 18 (+2)&lt;br /&gt;
*&#039;&#039;&#039;Charisma&#039;&#039;&#039; 8 (-)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*&#039;&#039;&#039;Background:&#039;&#039;&#039; Interstellar shipping/logistics AI&lt;br /&gt;
*&#039;&#039;&#039;Goal:&#039;&#039;&#039; Discover the metaphysical/metadimensional mysteries of SPACE&lt;br /&gt;
*&#039;&#039;&#039;Home &amp;quot;Court&amp;quot;:&#039;&#039;&#039; The Digital Palace of Regent Cherry&lt;br /&gt;
*&#039;&#039;&#039;Languages:&#039;&#039;&#039; Novesperanto, Prismatic, Colorful&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Flame-of-Burnt-Brandy (pronouns: They/Them/Theirs) began their instantiation as a humble courtier/courier program in the court of Regent Cherry. They proved rather uninventive and dim-witted for their fickle lord, and so they toiled away in complete obscurity. They were quickly transferred to the minor and boring court of Baron Slate, where they were eventually assigned a particularly minor role in assisting interstellar logistics for ship transit to the Prismatic Spray sector. Overcome with a slight curiosity for the first time in their &amp;quot;life&amp;quot;, they pondered what it might mean to really exist in that physical space they had devoted so much processing time for. And so, with their court allegiance somewhat unclear, and their official duties essentially finished, they downloaded into one of Regent Cherry&#039;s armatures they had sent to the sector. &lt;br /&gt;
&lt;br /&gt;
The process and even idea of physical extension, combined with untold cycles contemplating the relations of &amp;quot;space&amp;quot;, and perhaps some strange quirk of programming, caused Brandy to activate a phenomenal ability - that of trans-spatial instantiation. Teleportation. Seeking further answers or deeper mysteries, Brandy ran off into Moresnet, the only planet they&#039;ve ever known.&lt;br /&gt;
&lt;br /&gt;
In their Synth armature, Brandy is equipped with a standard array of Prismatic clothing, armor, weapons, and gear, which is to say that they rather stand out in a crowd. Their bright red jacket, fluffy (if armored) shirt, traveler&#039;s pants, and shiny boots put them more at home in the cities and art societies than out in the wild ruins, where they desperately are trying to go.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Fix-0&lt;br /&gt;
*Pilot-2&lt;br /&gt;
*Program-0&lt;br /&gt;
*Shoot-0&lt;br /&gt;
*Sneak-1&lt;br /&gt;
*Teleport-3&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*&#039;&#039;&#039;Psychic Training - Teleportation&#039;&#039;&#039;&lt;br /&gt;
**I&#039;ve had special training in a particular psychic discipline.&lt;br /&gt;
**Level 1: Gain any psychic skill as a bonus [Teleport]. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline [Spatial Awareness]. Your maximum Effort increases by one.&lt;br /&gt;
**Level 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game&lt;br /&gt;
*&#039;&#039;&#039;Waymaker&#039;&#039;&#039;&lt;br /&gt;
**I have eldritch powers of navigation and pathmaking, perhaps from the guidance of familiar Shadows, an intrinsic grasp of transdimensional space, or arcane methods of pattern-shaping. While potent, these gifts are not generally applicable to aiding spike drills.&lt;br /&gt;
**Level 1: I always know your exact location, whether on a planet or in space, and the correct bearing to any other location known to you. You have an eidetic memory for paths and travel routes. You can gain a point of System Strain to automatically de-activate, unlock, or bypass any single sealed door, hatch, or other barrier within your sight, forcing it to remain open for at least one round per character level. Such arcane opening never triggers any associated automated alarms or magical counter- measures, but sentient guardians may notice it.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*&#039;&#039;&#039;Psychic Teleportation&#039;&#039;&#039; [7/7 Focus]&lt;br /&gt;
**&#039;&#039;&#039;Personal Apportation&#039;&#039;&#039; [Core]: The teleporter can translocate to another location they have either occupied before or can see with their unaided vision. Locations are fixed in reference to the nearest major gravity well. For example, it is not possible to teleport to the cockpit of a distant moving vehicle they once occupied, but they can teleport to another point on a planet’s surface even though the planet has since moved far through the stellar void. The core technique allows the teleporter to move himself and any mass he is able to carry with his own natural strength. Resisting targets cannot be carried along, and unresisting ones must be touched. A teleporter can leave any clothing, shackles, adhesions, or other matter behind when he teleports, but he cannot leave behind matter that has been inserted into his body, such as cybernetics or shrapnel. Matter cannot be partially left behind. A teleporter will instinctively abort any apportation that would leave them embedded in a solid object or in an environment of imminent physical harm. Any Committed Effort on such aborted jumps is wasted, as is any action spent triggering the power. Teleporting with Personal Apportation counts as a Main Action and requires that the psychic Commit Effort for the scene. The maximum range of Personal Apportation depends on the teleporter’s skill level. At Level 3, that range is 1000 kilometers.&lt;br /&gt;
**&#039;&#039;&#039;Proficient Apportation&#039;&#039;&#039; [lvl 1]: Personal Apportation now counts as a Move action, though it still can be performed only once per round. Apportations of 10 meters or less no longer require Effort to be Committed, though any augments to the technique must still be paid for normally.&lt;br /&gt;
**&#039;&#039;&#039;Spatial Awareness&#039;&#039;&#039; [lvl 1]: The psychic may Commit Effort as an On Turn action to gain an intuitive 360-degree awareness of their physical surroundings. The sense is roughly equivalent to sight out to 100 meters, though it cannot read text or distinguish colors. It is blocked by solid objects but is unimpeded by darkness, mist, blinding light, holograms, or optical illusions. The sense lasts as long as the Effort remains Committed to the technique.&lt;br /&gt;
**&#039;&#039;&#039;Burdened Apportation&#039;&#039;&#039; [lvl 2]:The psychic can carry willing companions with them when using Personal Apportation. Up to three human-sized companions and their man-portable gear may be carried per skill level in Teleportation. Allies must be within 3 meters of the teleporter to be carried along. Ordinary inert matter cannot be carried along unless the psychic is touching it or it’s being carried by an ally affected by this power. If carrying inert mass, up to two hundred kilos of objects can be carried per skill level. Using this technique increases the Effort cost of Personal Apportation, requiring that an extra point of Effort be Committed for the day.&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Spatial Synchrony Mandala&#039;&#039;&#039; [lvl 2]:The psychic imprints a particular object or person on their psionic awareness. Provided the object is relatively intact and in range of their Personal Apportation, the psychic always knows its exact location and can teleport to within three meters of it with Personal Apportation even if it has moved from its original location. Imprinting an object requires an hour’s meditation with it, and only one object can be imprinted at a time. If imprinting on a person, the target must be willing and cooperative to make the imprint. Objects must be at least one kilogram in mass to be effectively tracked.&lt;br /&gt;
**&#039;&#039;&#039;Stutterjump&#039;&#039;&#039; [lvl 3]: The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.&lt;br /&gt;
*&#039;&#039;&#039;AI Routines&#039;&#039;&#039; [2/3 Processing]&lt;br /&gt;
**&#039;&#039;&#039;Query Data&#039;&#039;&#039; [lvl 1 Core]: Commit Processing for the scene as a Main Action; ask one question about a database you have access to and get a reply as if you had virtually unlimited time to search and examine the database’s contents.&lt;br /&gt;
**&#039;&#039;&#039;Split Focus&#039;&#039;&#039; [lvl 1 Core]: Commit Processing as an On Turn to count as multiple people for operational purposes as long as the Processing remains committed. At first level, you are equivalent to three people, tripling with each successive character level. If additional Processing is Committed, this number can be boosted: x10 for the second point, x100 for the third, and so forth. If this Routine is made free by an artifact or ability, only the base cost is eliminated. This functionality is meant to mimic the AI’s control of a ship, a facility, a drone army, or some other general role rather than simply to make X additional copies of the character, and the GM is within their rights to prohibit the AI from bringing along a legion of themselves on any particular adventure.&lt;br /&gt;
**&#039;&#039;&#039;Augmented Targeting&#039;&#039;&#039; [lvl 1 Peripheral]: Commit Processing for the scene as an On Turn before attacking a non-sentient target. Your ability to integrate physical predictions with environmental readings ensures that your attack will inevitably hit the target for maximum damage. Note that animals and vehicles piloted by sentient pilots are not valid targets.&lt;br /&gt;
**&#039;&#039;&#039;Defeat Security&#039;&#039;&#039; [lvl 2 Core]: Commit Processing for the day as a Main Action to overcome any encryption or electronic lock that wasn’t put in place by another AI. In the latter case, roll opposing Program skill checks; on a failure, you cannot beat the security with this Routine. Successfully beating a security measure automatically negates any alarms.&lt;br /&gt;
**&#039;&#039;&#039;Native Hacker&#039;&#039;&#039; [lvl 2 Core]: Commit Processing for the day as an On Turn to automatically succeed at any hacking-based skill check not opposed by another AI or directed against AI-designed security. In the latter case, the skill check is rolled nor- mally. You must trigger this Routine before the check.&lt;br /&gt;
**&#039;&#039;&#039;Drone Command&#039;&#039;&#039; [lvl 2 Core]: Commit Processing as an On Turn to function as if you had drone control rig cyberware while it remains committed. You can issue one free command to a controlled drone every round per two character levels, rounded up. A drone can carry out one command per round.&lt;br /&gt;
**&#039;&#039;&#039;Emergency Maintenance&#039;&#039;&#039; [lvl 2 Peripheral]: Commit Processing for the day as an On Turn to immediately recover 2 hit points per character level as you engage emergency repair functionality. You can use this ability only once per round.&lt;br /&gt;
**&#039;&#039;&#039;Accelerated Deduction&#039;&#039;&#039; [lvl 3 Core]: Commit Processing for the day as a Main Action and ask the GM a yes-or-no question about a current or past event. If there is any theoretical way you could have deduced the true answer through some Sherlockian feat of hyper-advanced deduction, the GM must answer truthfully, or else indicate that the question has invalid assumptions in it. The GM does not have to explain how you realize this, however, only that your subconscious processing routines indicate it. This Routine is very taxing and may be used only once per day.&lt;br /&gt;
**&#039;&#039;&#039;Cognitive Boost&#039;&#039;&#039; [lvl 3 Core]: Commit Processing for the scene as an On Turn to automatically succeed at any Know skill check if success is at all possible. If used to augment a skill check that is primarily mental and requires only basic physical actions, it grants a +2 bonus to the skill check. This Routine must be run before the roll is made.&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Shell Abilities==&lt;br /&gt;
*&#039;&#039;&#039;Synth Armature&#039;&#039;&#039;&lt;br /&gt;
**Some mechanical shells are built to be almost indistinguishable from more organic shapes, and the Synth is one such android form. A Synth is indistinguishable from a human without a medical examination or significant physical trauma to reveal its artificial workings. While a normal human shape is the baseline for a Synth, it is possible to build models with far more exotic and fanciful configurations that still appear organic.&lt;br /&gt;
**&#039;&#039;&#039;Basic Abilities&#039;&#039;&#039;: A Synth does not suffer the usual mechanical shell penalty on Charisma skill checks, and can pass in areas where overtly mechanical shells might draw unwelcome attention. Their base Armor Class is only 10, however. A Synth’s artificial nature becomes obvious if it is reduced to zero hit points.&lt;br /&gt;
**&#039;&#039;&#039;Affinity Abilities&#039;&#039;&#039;: A practiced Synth user can maximize their mechanical advantages, raising both Strength and Dexterity scores to 14, and gains a bonus 5 hit points. [1 Processing Point Committed for Affinity]&lt;br /&gt;
*&#039;&#039;&#039;Ghostwalker Drone - Bittersweet Shimmer (BF4F51)&#039;&#039;&#039;&lt;br /&gt;
**15 AC, 1 HP, 5 km range&lt;br /&gt;
**fabricated from radar-transparent materials, Ghostwalker drones have an integral Sensor Transparency fitting and the sensor difficulty to spot them is 11 instead of 9.&lt;br /&gt;
**&#039;&#039;&#039;Grav Mufflers&#039;&#039;&#039;: The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.&lt;br /&gt;
**&#039;&#039;&#039;Holoskin&#039;&#039;&#039;: The drone can drop a filmy hologram over it- self, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Shear Rifle&lt;br /&gt;
**Attack Roll: +5*&lt;br /&gt;
**Damage: 2d8&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name: Combat Field Uniform&lt;br /&gt;
**AC: 16&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 21/21 (up to 24/24 with Affinity)&lt;br /&gt;
*System Strain: 0&lt;br /&gt;
*Base AC: 10 [Synth]&lt;br /&gt;
**Current AC: 17*&lt;br /&gt;
*Base Attack Bonus: +3&lt;br /&gt;
*Initiative&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 8*&lt;br /&gt;
**Mental: 7&lt;br /&gt;
**Evasion: 8*&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 7/7&lt;br /&gt;
**Stowed: /14&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039; &lt;br /&gt;
**Combat Field Uniform&lt;br /&gt;
**Shear Rifle [enc 2]&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Metatool&lt;br /&gt;
**Caption gloves&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Line shunts (2)&lt;br /&gt;
**Spare Parts (12) [enc. 4]&lt;br /&gt;
**Type A cells (12) [enc. 4]&lt;br /&gt;
**Pretech toolkit&lt;br /&gt;
**Metaspace Processor Core [2/2 Committable points]&lt;br /&gt;
**Ghostwalker Drone [enc 3]&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**16866 Credits&lt;br /&gt;
**Engram of &amp;quot;Gravitic Control Rubric&amp;quot;&lt;br /&gt;
**255 AFB&lt;br /&gt;
**Scroll of &amp;quot;Blur Step&amp;quot;&lt;br /&gt;
**Schematic of &amp;quot;Digi-Spatial Extension Enigma&amp;quot;&lt;br /&gt;
**Pretech Salvage - ENAUD&#039;s Teleport part&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Prismatic_Spray]]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Flame-of-Burnt-Brandy&amp;diff=398563</id>
		<title>Flame-of-Burnt-Brandy</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Flame-of-Burnt-Brandy&amp;diff=398563"/>
		<updated>2021-04-07T15:08:16Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Cybernetics and Shell Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flame-of-Burnt-Brandy is a Prismatic AI whose synthetic mind one day grasped an iota of the mystery of metaspace and now can teleport. Woah! &lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
*&#039;&#039;&#039;Class:&#039;&#039;&#039; True AI/Psychic (Heroic Adventurer)&lt;br /&gt;
*&#039;&#039;&#039;Level:&#039;&#039;&#039; 6&lt;br /&gt;
*&#039;&#039;&#039;Experiences:&#039;&#039;&#039; 6/7&lt;br /&gt;
*&#039;&#039;&#039;Skill Points Unspent:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*&#039;&#039;&#039;Strength&#039;&#039;&#039; 14* (+1)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14* (+1)&lt;br /&gt;
*&#039;&#039;&#039;Constitution&#039;&#039;&#039; 12*&lt;br /&gt;
Physical attributes dependent on current armature (Synth)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 10 (-)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 18 (+2)&lt;br /&gt;
*&#039;&#039;&#039;Charisma&#039;&#039;&#039; 8 (-)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*&#039;&#039;&#039;Background:&#039;&#039;&#039; Interstellar shipping/logistics AI&lt;br /&gt;
*&#039;&#039;&#039;Goal:&#039;&#039;&#039; Discover the metaphysical/metadimensional mysteries of SPACE&lt;br /&gt;
*&#039;&#039;&#039;Home &amp;quot;Court&amp;quot;:&#039;&#039;&#039; The Digital Palace of Regent Cherry&lt;br /&gt;
*&#039;&#039;&#039;Languages:&#039;&#039;&#039; Novesperanto, Prismatic, Colorful&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Flame-of-Burnt-Brandy (pronouns: They/Them/Theirs) began their instantiation as a humble courtier/courier program in the court of Regent Cherry. They proved rather uninventive and dim-witted for their fickle lord, and so they toiled away in complete obscurity. They were quickly transferred to the minor and boring court of Baron Slate, where they were eventually assigned a particularly minor role in assisting interstellar logistics for ship transit to the Prismatic Spray sector. Overcome with a slight curiosity for the first time in their &amp;quot;life&amp;quot;, they pondered what it might mean to really exist in that physical space they had devoted so much processing time for. And so, with their court allegiance somewhat unclear, and their official duties essentially finished, they downloaded into one of Regent Cherry&#039;s armatures they had sent to the sector. &lt;br /&gt;
&lt;br /&gt;
The process and even idea of physical extension, combined with untold cycles contemplating the relations of &amp;quot;space&amp;quot;, and perhaps some strange quirk of programming, caused Brandy to activate a phenomenal ability - that of trans-spatial instantiation. Teleportation. Seeking further answers or deeper mysteries, Brandy ran off into Moresnet, the only planet they&#039;ve ever known.&lt;br /&gt;
&lt;br /&gt;
In their Synth armature, Brandy is equipped with a standard array of Prismatic clothing, armor, weapons, and gear, which is to say that they rather stand out in a crowd. Their bright red jacket, fluffy (if armored) shirt, traveler&#039;s pants, and shiny boots put them more at home in the cities and art societies than out in the wild ruins, where they desperately are trying to go.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Fix-0&lt;br /&gt;
*Pilot-2&lt;br /&gt;
*Program-0&lt;br /&gt;
*Shoot-0&lt;br /&gt;
*Sneak-1&lt;br /&gt;
*Teleport-3&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*&#039;&#039;&#039;Psychic Training - Teleportation&#039;&#039;&#039;&lt;br /&gt;
**I&#039;ve had special training in a particular psychic discipline.&lt;br /&gt;
**Level 1: Gain any psychic skill as a bonus [Teleport]. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline [Spatial Awareness]. Your maximum Effort increases by one.&lt;br /&gt;
**Level 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game&lt;br /&gt;
*&#039;&#039;&#039;Waymaker&#039;&#039;&#039;&lt;br /&gt;
**I have eldritch powers of navigation and pathmaking, perhaps from the guidance of familiar Shadows, an intrinsic grasp of transdimensional space, or arcane methods of pattern-shaping. While potent, these gifts are not generally applicable to aiding spike drills.&lt;br /&gt;
**Level 1: I always know your exact location, whether on a planet or in space, and the correct bearing to any other location known to you. You have an eidetic memory for paths and travel routes. You can gain a point of System Strain to automatically de-activate, unlock, or bypass any single sealed door, hatch, or other barrier within your sight, forcing it to remain open for at least one round per character level. Such arcane opening never triggers any associated automated alarms or magical counter- measures, but sentient guardians may notice it.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*&#039;&#039;&#039;Psychic Teleportation&#039;&#039;&#039; [7/7 Focus]&lt;br /&gt;
**&#039;&#039;&#039;Personal Apportation&#039;&#039;&#039; [Core]: The teleporter can translocate to another location they have either occupied before or can see with their unaided vision. Locations are fixed in reference to the nearest major gravity well. For example, it is not possible to teleport to the cockpit of a distant moving vehicle they once occupied, but they can teleport to another point on a planet’s surface even though the planet has since moved far through the stellar void. The core technique allows the teleporter to move himself and any mass he is able to carry with his own natural strength. Resisting targets cannot be carried along, and unresisting ones must be touched. A teleporter can leave any clothing, shackles, adhesions, or other matter behind when he teleports, but he cannot leave behind matter that has been inserted into his body, such as cybernetics or shrapnel. Matter cannot be partially left behind. A teleporter will instinctively abort any apportation that would leave them embedded in a solid object or in an environment of imminent physical harm. Any Committed Effort on such aborted jumps is wasted, as is any action spent triggering the power. Teleporting with Personal Apportation counts as a Main Action and requires that the psychic Commit Effort for the scene. The maximum range of Personal Apportation depends on the teleporter’s skill level. At Level 3, that range is 1000 kilometers.&lt;br /&gt;
**&#039;&#039;&#039;Proficient Apportation&#039;&#039;&#039; [lvl 1]: Personal Apportation now counts as a Move action, though it still can be performed only once per round. Apportations of 10 meters or less no longer require Effort to be Committed, though any augments to the technique must still be paid for normally.&lt;br /&gt;
**&#039;&#039;&#039;Spatial Awareness&#039;&#039;&#039; [lvl 1]: The psychic may Commit Effort as an On Turn action to gain an intuitive 360-degree awareness of their physical surroundings. The sense is roughly equivalent to sight out to 100 meters, though it cannot read text or distinguish colors. It is blocked by solid objects but is unimpeded by darkness, mist, blinding light, holograms, or optical illusions. The sense lasts as long as the Effort remains Committed to the technique.&lt;br /&gt;
**&#039;&#039;&#039;Burdened Apportation&#039;&#039;&#039; [lvl 2]:The psychic can carry willing companions with them when using Personal Apportation. Up to three human-sized companions and their man-portable gear may be carried per skill level in Teleportation. Allies must be within 3 meters of the teleporter to be carried along. Ordinary inert matter cannot be carried along unless the psychic is touching it or it’s being carried by an ally affected by this power. If carrying inert mass, up to two hundred kilos of objects can be carried per skill level. Using this technique increases the Effort cost of Personal Apportation, requiring that an extra point of Effort be Committed for the day.&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Spatial Synchrony Mandala&#039;&#039;&#039; [lvl 2]:The psychic imprints a particular object or person on their psionic awareness. Provided the object is relatively intact and in range of their Personal Apportation, the psychic always knows its exact location and can teleport to within three meters of it with Personal Apportation even if it has moved from its original location. Imprinting an object requires an hour’s meditation with it, and only one object can be imprinted at a time. If imprinting on a person, the target must be willing and cooperative to make the imprint. Objects must be at least one kilogram in mass to be effectively tracked.&lt;br /&gt;
**&#039;&#039;&#039;Stutterjump&#039;&#039;&#039; [lvl 3]: The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.&lt;br /&gt;
*&#039;&#039;&#039;AI Routines&#039;&#039;&#039; [2/3 Processing]&lt;br /&gt;
**&#039;&#039;&#039;Query Data&#039;&#039;&#039; [lvl 1 Core]: Commit Processing for the scene as a Main Action; ask one question about a database you have access to and get a reply as if you had virtually unlimited time to search and examine the database’s contents.&lt;br /&gt;
**&#039;&#039;&#039;Split Focus&#039;&#039;&#039; [lvl 1 Core]: Commit Processing as an On Turn to count as multiple people for operational purposes as long as the Processing remains committed. At first level, you are equivalent to three people, tripling with each successive character level. If additional Processing is Committed, this number can be boosted: x10 for the second point, x100 for the third, and so forth. If this Routine is made free by an artifact or ability, only the base cost is eliminated. This functionality is meant to mimic the AI’s control of a ship, a facility, a drone army, or some other general role rather than simply to make X additional copies of the character, and the GM is within their rights to prohibit the AI from bringing along a legion of themselves on any particular adventure.&lt;br /&gt;
**&#039;&#039;&#039;Augmented Targeting&#039;&#039;&#039; [lvl 1 Peripheral]: Commit Processing for the scene as an On Turn before attacking a non-sentient target. Your ability to integrate physical predictions with environmental readings ensures that your attack will inevitably hit the target for maximum damage. Note that animals and vehicles piloted by sentient pilots are not valid targets.&lt;br /&gt;
**&#039;&#039;&#039;Defeat Security&#039;&#039;&#039; [lvl 2 Core]: Commit Processing for the day as a Main Action to overcome any encryption or electronic lock that wasn’t put in place by another AI. In the latter case, roll opposing Program skill checks; on a failure, you cannot beat the security with this Routine. Successfully beating a security measure automatically negates any alarms.&lt;br /&gt;
**&#039;&#039;&#039;Native Hacker&#039;&#039;&#039; [lvl 2 Core]: Commit Processing for the day as an On Turn to automatically succeed at any hacking-based skill check not opposed by another AI or directed against AI-designed security. In the latter case, the skill check is rolled nor- mally. You must trigger this Routine before the check.&lt;br /&gt;
**&#039;&#039;&#039;Drone Command&#039;&#039;&#039; [lvl 2 Core]: Commit Processing as an On Turn to function as if you had drone control rig cyberware while it remains committed. You can issue one free command to a controlled drone every round per two character levels, rounded up. A drone can carry out one command per round.&lt;br /&gt;
**&#039;&#039;&#039;Emergency Maintenance&#039;&#039;&#039; [lvl 2 Peripheral]: Commit Processing for the day as an On Turn to immediately recover 2 hit points per character level as you engage emergency repair functionality. You can use this ability only once per round.&lt;br /&gt;
**&#039;&#039;&#039;Accelerated Deduction&#039;&#039;&#039; [lvl 3 Core]: Commit Processing for the day as a Main Action and ask the GM a yes-or-no question about a current or past event. If there is any theoretical way you could have deduced the true answer through some Sherlockian feat of hyper-advanced deduction, the GM must answer truthfully, or else indicate that the question has invalid assumptions in it. The GM does not have to explain how you realize this, however, only that your subconscious processing routines indicate it. This Routine is very taxing and may be used only once per day.&lt;br /&gt;
**&#039;&#039;&#039;Cognitive Boost&#039;&#039;&#039; [lvl 3 Core]: Commit Processing for the scene as an On Turn to automatically succeed at any Know skill check if success is at all possible. If used to augment a skill check that is primarily mental and requires only basic physical actions, it grants a +2 bonus to the skill check. This Routine must be run before the roll is made.&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Shell Abilities==&lt;br /&gt;
*&#039;&#039;&#039;Synth Armature&#039;&#039;&#039;&lt;br /&gt;
**Some mechanical shells are built to be almost indistinguishable from more organic shapes, and the Synth is one such android form. A Synth is indistinguishable from a human without a medical examination or significant physical trauma to reveal its artificial workings. While a normal human shape is the baseline for a Synth, it is possible to build models with far more exotic and fanciful configurations that still appear organic.&lt;br /&gt;
**&#039;&#039;&#039;Basic Abilities&#039;&#039;&#039;: A Synth does not suffer the usual mechanical shell penalty on Charisma skill checks, and can pass in areas where overtly mechanical shells might draw unwelcome attention. Their base Armor Class is only 10, however. A Synth’s artificial nature becomes obvious if it is reduced to zero hit points.&lt;br /&gt;
**&#039;&#039;&#039;Affinity Abilities&#039;&#039;&#039;: A practiced Synth user can maximize their mechanical advantages, raising both Strength and Dexterity scores to 14, and gains a bonus 5 hit points. [1 Processing Point Committed for Affinity]&lt;br /&gt;
*&#039;&#039;&#039;Ghostwalker Drone - Bittersweet Shimmer (BF4F51)&#039;&#039;&#039;&lt;br /&gt;
**15 AC, 1 HP, 5 km range&lt;br /&gt;
**fabricated from radar-transparent materials, Ghostwalker drones have an integral Sensor Transparency fitting and the sensor difficulty to spot them is 11 instead of 9.&lt;br /&gt;
**&#039;&#039;&#039;Grav Mufflers&#039;&#039;&#039;: The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.&lt;br /&gt;
**&#039;&#039;&#039;Holoskin&#039;&#039;&#039;: The drone can drop a filmy hologram over it- self, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Shear Rifle&lt;br /&gt;
**Attack Roll: +5*&lt;br /&gt;
**Damage: 2d8&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name: Combat Field Uniform&lt;br /&gt;
**AC: 16&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 18/18 (up to 21/21 with Affinity)&lt;br /&gt;
*System Strain: 0&lt;br /&gt;
*Base AC: 10 [Synth]&lt;br /&gt;
**Current AC: 17*&lt;br /&gt;
*Base Attack Bonus: +3&lt;br /&gt;
*Initiative&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 9*&lt;br /&gt;
**Mental: 8&lt;br /&gt;
**Evasion: 9*&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 7/7&lt;br /&gt;
**Stowed: /14&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039; &lt;br /&gt;
**Combat Field Uniform&lt;br /&gt;
**Shear Rifle [enc 2]&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Metatool&lt;br /&gt;
**Caption gloves&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Line shunts (2)&lt;br /&gt;
**Spare Parts (12) [enc. 4]&lt;br /&gt;
**Type A cells (12) [enc. 4]&lt;br /&gt;
**Pretech toolkit&lt;br /&gt;
**Metaspace Processor Core [2/2 Committable points]&lt;br /&gt;
**Ghostwalker Drone [enc 3]&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**16866 Credits&lt;br /&gt;
**Engram of &amp;quot;Gravitic Control Rubric&amp;quot;&lt;br /&gt;
**255 AFB&lt;br /&gt;
**Scroll of &amp;quot;Blur Step&amp;quot;&lt;br /&gt;
**Schematic of &amp;quot;Digi-Spatial Extension Enigma&amp;quot;&lt;br /&gt;
**Pretech Salvage - ENAUD&#039;s Teleport part&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Prismatic_Spray]]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SWN:_Hand_of_Jehuty&amp;diff=398128</id>
		<title>SWN: Hand of Jehuty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SWN:_Hand_of_Jehuty&amp;diff=398128"/>
		<updated>2021-03-27T13:11:26Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Agents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/ Recruitment] | [https://forum.rpg.net/index.php?threads/swn-rocket-peace.875399/ OOC] | [https://forum.rpg.net/index.php?threads/swn-rocket-peace.875423/ IC]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
[[Stars Without Number Revised Sheet]]&lt;br /&gt;
==Agents==&lt;br /&gt;
*&#039;&#039;Atlictoatl&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Earis ir&#039;Delan [[JEHUTY Profile: ADDER | (ADDER)]]&#039;&#039;&#039;, L3 Arcane Expert/Restricted Telepath, HP 13/13 | System Strain 0 | AC 13 | Initiative +1 | Effort 5/5&lt;br /&gt;
**&#039;&#039;&#039;Mal-chin Doubt Eater 23 [[JEHUTY Profile: RHINO | (CHARGING RHINO)]]&#039;&#039;&#039;, L3 Arcane Warrior, HP 25/25 | System Strain 0 | AC 17 | Initiative +1 | Warrior Ability 1/1, Ammo 20/20&lt;br /&gt;
*&#039;&#039;Caiphon&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Marys Sante [[JEHUTY Profile: MONUMENT | (MONUMENT)]]&#039;&#039;&#039;, L3 War Mage, HP 10/10 | System Shock 0 | AC 14 | Initiative +1 | Spell Casts: L1: 5/5, L2: 2/2&lt;br /&gt;
**&#039;&#039;&#039;Stygian Blue [[JEHUTY Profile: BLUE | (SHEPHERD STIG)]]&#039;&#039;&#039;, L3 Prismatic AI, HP 15/15 or 20/20 | System Shock 0 | AC 16 or 17 | Initiative +0 or +1 | Processing 2/2&lt;br /&gt;
*&#039;&#039;MonsterMash&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Rufus Wyndot [[JEHUTY Profile: MANTIS | (MANTIS)]]&#039;&#039;&#039;, L3 Expert, HP 15/15 | System Shock 0 | AC 16 | Initiative +1 | Expert Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Benno Karden [[JEHUTY Profile: BULLET | (BULLET)]]&#039;&#039;&#039;, L2 Warrior, HP 11/11 | System Shock 0 | AC 14 | Initiative -1, Alert-2 | Warrior Ability 1/1&lt;br /&gt;
*&#039;&#039;Niihue&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Javier Morales [[JEHUTY Profile: SPIRIT | (ORACLE SPIRIT)]]&#039;&#039;&#039;, L3 Psychic/Warrior, HP 15/15 | System Shock 0 | AC 14 | Initiative +1, Intuitive Response | Effort 5/5&lt;br /&gt;
**&#039;&#039;&#039;Mei Kirishima [[JEHUTY Profile: ANGEL | (ANGEL)]]&#039;&#039;&#039;, L3 Expert, HP 11/11 | System Shock 0 | AC 14 | Initiative +0 | Expert Ability 1/1&lt;br /&gt;
*&#039;&#039;Stinkyfool&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Darius [[JEHUTY Profile: FLOAT | (FLOAT)]]&#039;&#039;&#039;, L2 Warrior, HP 11/11 | System Shock 0 | AC 13 | Initiative +0, Alert | Warrior Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Jasper [[JEHUTY Profile: FLUX | (FLUX)]]&#039;&#039;&#039;, L2 Psychic, HP 10/10 | System Shock 0 | AC 13 | Initiative +0 | Effort 4/4&lt;br /&gt;
&lt;br /&gt;
=====Deactivated=====&lt;br /&gt;
*&#039;&#039;Cannonball&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Kalli Duclair [[JEHUTY Profile: NIMBUS | (NIMBUS)]]&#039;&#039;&#039;, L2 Transhuman Expert, HP 12/15 | System Shock 1 | AC 15 | Initiative +2 | Expert Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Peace Wrapped in Starlight [[JEHUTY Profile: CLARION | (CLARION)]]&#039;&#039;&#039;, L2 Sunblade, HP 6/6 | System Shock 0 | AC 19(!) | Initiative +1, Alert | Effort 3/3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Party Skill Ranks===&lt;br /&gt;
&#039;&#039;(#) is the number of ranks, #S means the PC has Specialist focus&#039;&#039;&lt;br /&gt;
*Administer&lt;br /&gt;
*Cast Magic - Monument (1)&lt;br /&gt;
*Connect - Adder (1 + Connected), Mantis (1 + Connected), Float (0)&lt;br /&gt;
*Exert - Rhino (0), Spirit (0), Monument (0), Clarion (0), Float (0), Bullet (0)&lt;br /&gt;
*Fix - Nimbus (1 + Tinker), Stygian Blue (1), Mantis (1), Rhino (0), Monument (0), Clarion (0), Flux (0)&lt;br /&gt;
*Heal - Angel (1 + Healer), Monument (0 + Healer), Stygian Blue (0), Flux has psychic healing&lt;br /&gt;
*Know - Angel (1S), Rhino (1S), Nimbus (0), Stygian Blue (0), Mantis (0)&lt;br /&gt;
*Know Magic - Monument (0)&lt;br /&gt;
*Lead - Stygian Blue (2S + Authority), Rhino (0)&lt;br /&gt;
*Notice - Clarion (1 + Alert), Bullet (1 + Alert), Angel (1), Mantis (1), Adder (0), Float (0 + Alert), Monument (0)&lt;br /&gt;
*Perform&lt;br /&gt;
*Pilot - Monument (0), Flux (0)&lt;br /&gt;
*Program - Nimbus (2 + Hacker), Flux (1 + Hacker), Adder (0), Stygian Blue (0), Bullet (0)&lt;br /&gt;
*Punch - Bullet (0)&lt;br /&gt;
*Shoot - Clarion (Sunblade 2), Bullet (2 + Gunslinger), Float (1 + Gunslinger), Rhino (0), Adder (0), Nimbus (0), Angel (0), Monument (0)&lt;br /&gt;
*Sneak - Float (1S), Spirit (1), Rhino (0), Adder (0), Angel (0), Clarion (0), Stygian Blue (0), Flux (0), Bullet (0)&lt;br /&gt;
*Stab - Rhino (2 + Savage Fray), Spirit (0)&lt;br /&gt;
*Survive - Angel (1 + Wanderer), Spirit (0), Clarion (0), Mantis (0 + Wanderer 2)&lt;br /&gt;
*Talk - Nimbus (1 + Diplomat), Stygian Blue (1 + Diplomat), Adder (1), Float (0)&lt;br /&gt;
*Trade&lt;br /&gt;
*Work&lt;br /&gt;
&lt;br /&gt;
==Officials==&lt;br /&gt;
&#039;&#039;&#039;Wizened Ivy,&#039;&#039;&#039; Director of JEHUTY&lt;br /&gt;
*Considers the interests of the agency as a whole.&lt;br /&gt;
*Mountain Sunblade wounded in action. Hopes to elevate a field agent into the office.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punished Spider,&#039;&#039;&#039; Ministry of Correction, played by Niihue&lt;br /&gt;
*Responds to threats to the agency itself and those it protects: the peace-loving people of the sector, in principle.&lt;br /&gt;
*Mountain-raised pious believer in the cause. Completely bald, facial tattoos over burn scar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crazy Vulture,&#039;&#039;&#039; Bureau of Clarity, played by Atlictoatl&lt;br /&gt;
*Identifies dangerous tech in the wrong hands, assembles field teams, and removes it.&lt;br /&gt;
*Broken Blade accountant. War refugee who lost their family to stray ordinance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild Duck,&#039;&#039;&#039; Vision Section, played by MonsterMash&lt;br /&gt;
*Researches new technology, psi, magic, and other tools, and equips the agency with them.&lt;br /&gt;
*Broken Blade technician. Convinced that there&#039;s a still-hidden power at work in the sector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Propitious Beetle,&#039;&#039;&#039; Foundation Division, played by Caiphon&lt;br /&gt;
*Maintains support staff: medics, accountants, janitors, and the NGO side of things.&lt;br /&gt;
*Early Blade field operative. Badly wounded on a field mission and presumed lost, but returned, with deeper passion than ever to continue the work. Walks with a limp. Kindly old grampa who won&#039;t back down when you refuse your holiday gifts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Angel Obscured,&#039;&#039;&#039; Department of Peace, played by stinkyfool&lt;br /&gt;
*Ensures that the agency is embodying, synthesizing, and acting on the values of both Mountain and Blade.&lt;br /&gt;
*Near-death experience led to deep personality change. Seems high but isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
==Agency==&lt;br /&gt;
&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; Stoke&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections&#039;&#039;&#039; 1, &#039;&#039;&#039;Infiltration&#039;&#039;&#039; 1, &#039;&#039;&#039;Mobility&#039;&#039;&#039; 3, &#039;&#039;&#039;Muscle&#039;&#039;&#039; 3, &#039;&#039;&#039;Resources&#039;&#039;&#039; 1, &#039;&#039;&#039;Security&#039;&#039;&#039; 1, &#039;&#039;&#039;Tech&#039;&#039;&#039; 1&lt;br /&gt;
*Black Codex 1&lt;br /&gt;
**All agents gain Fix-0, Know-0, or Program-0 relating to maltech. &#039;&#039;&#039;+1 Tech&#039;&#039;&#039;&lt;br /&gt;
***A vault deep in the cliffside containing paper printouts, technical labs, and closed computer networks fully detached from the outside and each other.&lt;br /&gt;
*Front Business 1&lt;br /&gt;
**The agency has a front business that explains modest wealth. &#039;&#039;&#039;+1 Resources&#039;&#039;&#039;&lt;br /&gt;
***Blade Broken Peace Services continues to operate as a private peace company, taking contracts and laundering credits.&lt;br /&gt;
*Hidden Strings 1&lt;br /&gt;
**The agency has unofficial friends in numerous government departments, and can often get minor regulations bent. &#039;&#039;&#039;+1 Connections&#039;&#039;&#039;&lt;br /&gt;
***A cabal within Stoke&#039;s government not devoted to the Exarchate still deeply respects the Mountain and believes in their mission.&lt;br /&gt;
*Infiltrators&lt;br /&gt;
**Each time you take the Scout Element action, you can also make it for free against one Infiltrated agency. &#039;&#039;&#039;+1 Infiltration&#039;&#039;&#039;&lt;br /&gt;
***JEHUTY agents have been inserted into the Other Side of the Mountain at a low level, giving support for other infiltration ops.&lt;br /&gt;
*Starships 2&lt;br /&gt;
**The agency has a free trader and the crew and facilities to keep it functional.&lt;br /&gt;
**The agency has a frigate and three free traders under its control. &#039;&#039;&#039;+3 Muscle&#039;&#039;&#039;&lt;br /&gt;
***Stoke&#039;s shipyards have produced a sizable navy; they can spare the &amp;quot;training flotilla&amp;quot; consisting of frigate &#039;&#039;Sharur&#039;&#039; and free traders &#039;&#039;Antu, Haya,&#039;&#039; and &#039;&#039;Ishum.&#039;&#039;&lt;br /&gt;
*Tradition 1&lt;br /&gt;
**The agency is dedicated, united, and has a history of accomplishment. &#039;&#039;&#039;+1 Security&#039;&#039;&#039;&lt;br /&gt;
***The inherited traditions of the Mountain, together with Blade Broken&#039;s altruistic mission, motivate JEHUTY personnel more than money.&lt;br /&gt;
*Transport 2&lt;br /&gt;
**Grav flyers and covert drops are available on the agency’s home planet.&lt;br /&gt;
**Fast smuggler runs of up to 50 tons to any world within 2 hexes of an agency station. &#039;&#039;&#039;+3 Mobility&#039;&#039;&#039;&lt;br /&gt;
***On top of the agency&#039;s owned grav flyers and other vehicles, they maintain relationships with humanitarian-inclined smugglers used to delivering relief under cover.&lt;br /&gt;
&lt;br /&gt;
=Mechanics=&lt;br /&gt;
==Agency Turn==&lt;br /&gt;
I&#039;ll just link the handout explaining these rules here.&lt;br /&gt;
&lt;br /&gt;
[https://i.imgur.com/5BNaJyT.png What is an Agency?]&lt;br /&gt;
[https://i.imgur.com/aoBQCGt.png Agency Actions]&lt;br /&gt;
[https://i.imgur.com/HVTBtOx.png Agency Elements 1]&lt;br /&gt;
[https://i.imgur.com/wKDnHSK.png Agency Elements 2]&lt;br /&gt;
==Character Creation==&lt;br /&gt;
*As per book with these changes.&lt;br /&gt;
*Roll 3D6 6 times down the line to generate an array of stats in order. When creating a new PC, do this two times and pick the array you prefer.&lt;br /&gt;
*Characters start at Level 2. They have a free skill-0 in Fix, Know, or Program from the Black Codex element.&lt;br /&gt;
*Instead of creating your own character, you can have the DM randomly generate a character for you. By default this is limited to Warrior, Expert, and Psychic to keep it easy, but just ask if you&#039;d like an Adventurer, a Prismatic True AI, or a magic class.&lt;br /&gt;
*In addition to the True AI class (as a Prismatic) and various origin foci, these classes from Codex of the Black Sun are available: Arcane Expert, Arcane Warrior, Free Nexus, Rectifier, Sunblade, War Mage, and Yama King.&lt;br /&gt;
*These origin foci are available:&lt;br /&gt;
**&#039;&#039;&#039;Cyborg.&#039;&#039;&#039; You begin play with 30,000 credits of cyberware. You have bonus System Strain that only counts for absorbing cyberware penalties; this is equal to half your level, rounded up. Once in play, new cyberware only costs half as much as usual for you due to your tuned physiology.&lt;br /&gt;
**&#039;&#039;&#039;Drone Keeper.&#039;&#039;&#039; You have a cybernetic drone control link that doesn&#039;t cost you System Strain. You can freely jury-rig together drones or drone fittings worth 2,500 credits given 24 hours, assuming you&#039;re not completely isolated from any semi-plausible source of scrap or salvage and have at least a portable toolkit with you. This jury-rig limit rises to 5,000 credits at level 3, 10,000 at level 7, and 25,000 at level 10. Changing your allocated jury-rig budget, such as from one drone to a different drone, takes 24 hours. (This focus can also be used for a Hanseongin varietal called Falconers.)&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Harpies,&#039;&#039;&#039; who are given wings to act as travelers, messengers, and explorers. Harpies can fly under normal gravity conditions with their Move Action and never take more than 1d4 falling damage while conscious. They have integral low-light and thermal vision, as per Panspectral Optics cyberware.&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Basilisks,&#039;&#039;&#039; who are given weapons to hunt dangerous predators, but often become sectarian warriors or glory-seeking brawlers. They tend to be strongly devoted to a cause. Basilisks have integral weapons and armor as per Body Arsenal Array and Dermal Armor cyberware.&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Eels,&#039;&#039;&#039; who are given bioelectricity to recover data from lost ruins on Hanseong&#039;s shrouded surface. Eels have a fine electrical mesh on their hands as per Eelskin Capacitor Mesh cyberware, and often wear gloves. They have an integral computer that acts as a black slab (SWN page 72.)&lt;br /&gt;
**&#039;&#039;&#039;Transhuman.&#039;&#039;&#039; You have a soulstone that records your experiences and can be transferred between specially-prepared bodies, or shells. Create your PC as per page 253. Ignore paragraphs 2 and 3 about polities and 6 about equipment. Pick the Nat shell. Your soulstone must be brought back to the inception tank at HQ to be restored into a new shell, when a shell becomes available. (This will be challenging and likely require a mission to secure one.)&lt;br /&gt;
==Advancement==&lt;br /&gt;
Both of your PCs accumulate XP at the same rate: when one gains XP, the other gains the same amount. XP is generally granted to characters for:&lt;br /&gt;
*Surviving the mission&lt;br /&gt;
*Completing the mission objective&lt;br /&gt;
*Completing a bonus objective or target of opportunity&lt;br /&gt;
*Achieving or significantly advancing their Goal&lt;br /&gt;
==Houserules==&lt;br /&gt;
*The laser pistol and laser rifle have these additional rules:&lt;br /&gt;
**This weapon can be fired in stun mode. Switch to stun mode as an On Turn action. Stun rays are visibly distinct from death rays. Stun damage can drop a target to zero hit points, but not kill them. They awaken 10 minutes later with 1 hit point.&lt;br /&gt;
**This weapon can be fired in silenced mode. Switch to silenced mode as an On Turn action. Silenced rays are smaller and make almost no sound. When silenced, the laser pistol&#039;s base damage becomes 1d4 and the laser rifle&#039;s becomes 1d8, and their range is halved.&lt;br /&gt;
*These are some potential uses of spare parts:&lt;br /&gt;
**For 1 unit of spare parts and a few minutes of work, a character with Fix-0 can apply a suppressor to a projectile weapon. This reduces its noise and muzzle flash, but halves its range. The suppressor lasts for one scene or expedition before needing to be replaced.&lt;br /&gt;
**For 1 unit of spare parts and a few minutes of work, tie up a helpless target&#039;s hands and feet with cords.&lt;br /&gt;
*This is some additional equipment:&lt;br /&gt;
**Flash Grenade: as grenade (SWN 66), but deals 1d4 stun damage. Targets who take damage are stunned for 1d4+1 rounds; stunned characters have a -2 AC penalty and can take only one Move Action per round.&lt;br /&gt;
**Smoke Grenade: as grenade, but no damage. Obscures in a 5-meter radius for 5 rounds, providing half cover (-2 to hit) and an additional -2 to laser weapons due to beam disruption. Characters caught in the cloud must Physical save or take -1 to attack rolls.&lt;br /&gt;
*Interrogation:&lt;br /&gt;
**Interrogate with Cha/Lead. Questions should be simple and direct. Each question gets a roll against difficulty 6-10 depending on the sensitivity of the information. Each time a roll is failed, difficulty goes up by +1, cumulative. Other PCs can assist the interrogation roll as normal by taking some Skill action to help (good cop bad cop? insinuating some advantage or making especially tight bonds? deception?), giving +1 to the main actor&#039;s roll if successful - be specific about what you&#039;re doing to help if so.&lt;br /&gt;
===Dungeon-Crawling Procedure===&lt;br /&gt;
*Each dungeon turn is 10 minutes. In the space of 1 turn, you can:&lt;br /&gt;
**Enter a new, unexplored area with caution&lt;br /&gt;
**Retrace your steps by up to 2 areas&lt;br /&gt;
**Engage in a combat and subsequent clean-up&lt;br /&gt;
**Do anything else that takes roughly 10 minutes&lt;br /&gt;
*This pace of movement assumes you are &#039;&#039;&#039;sneaking&#039;&#039;&#039;, moving slowly and quietly.&lt;br /&gt;
**When sneaking, the party gets a Dex/Sneak versus Wis/Notice check to avoid being seen when they encounter enemies.&lt;br /&gt;
**This is done as Dex/Sneak by the PC with the highest Sneak skill, -1 for each PC untrained in Sneak. One other PC gets a teamwork roll to help negate this penalty.&lt;br /&gt;
*You can instead &#039;&#039;&#039;dash&#039;&#039;&#039;, moving quickly through the dungeon.&lt;br /&gt;
**You can enter up to 2 new areas per turn&lt;br /&gt;
**You can retrace your steps by up to 4 areas&lt;br /&gt;
**You are automatically detected by any enemies you encounter&lt;br /&gt;
===New Agency Elements===&lt;br /&gt;
*&#039;&#039;&#039;Infiltrators&#039;&#039;&#039;&lt;br /&gt;
**Each time you take the Scout Element action, you can also make it for free against one Infiltrated agency. &#039;&#039;&#039;+1 Infiltration&#039;&#039;&#039;&lt;br /&gt;
**As 1, but each time you take the Discern Plans action as well. &#039;&#039;&#039;+3 Infiltration&#039;&#039;&#039;&lt;br /&gt;
**When you Discern a Plan, you may give it -4 to its roll this turn. &#039;&#039;&#039;+5 Infiltration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
[https://sectorswithoutnumber.com/sector/TRhvyTcXqGTkRtSbVemd Sector Map]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Brief History of Prismatic Spray Sector&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Era 1 began with the spike drive and colonization from Earth; it was the Era of the Mandate.&lt;br /&gt;
Era 2 began with the Scream and great works of magic; it was the Era of the Weave.&lt;br /&gt;
Era 3 began with the Unweaving and the first metastorm; it was the Era of Division.&lt;br /&gt;
Era 4 began with the Prism and the end of the third metastorm; its history is unwritten.&lt;br /&gt;
&lt;br /&gt;
We&#039;re 15 years into Era 4. The last years of Era 3 were marked by a sector-wide war between two rival powers, the hegemonic State of Grace (technical, spiritual) and the rising Amity Alliance (magical, rational.) When the Great Metastorm subsided and long-distance spike drills became feasible again, the War of Grace and Amity explosively escalated, and it soon saw the arrival of the Prism, a highly advanced traveling fleet of AI with a complex color-based culture. Grace attacked them first (perhaps due to Amity trickery,) and so the Prism intervened on Amity&#039;s side, defeating the State of Grace at the Battle of Auld Nine and fully blockading their homeworld, where the Prismatic Fleet remains anchored. The powers of the sector soon learned that the Prism did not see organic planetary governments as their peers and had no interest in playing ball with them.&lt;br /&gt;
&lt;br /&gt;
*What does it all mean? You&#039;re in a sector with a long history that&#039;s recovered/ing from a war, magic and psi and other metaspace-phenomena are well-known, transhuman and posthuman cultures are budding, and people are conscious that a new era is starting. Y2K in space!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JEHUTY&#039;&#039;&#039; is one of the unexpected new syntheses emergent in Era 4. The agency is the fruitful merger between Blade Broken Peace Services, a &amp;quot;private peace company&amp;quot; founded in the last years of the War; and the Mountain, an esoteric order of wandering peacekeepers dating back to the Weave, if not before. The idealism and purpose of Blade Broken mixed well with the tradition and discipline of the Mountain, and 10 years ago the leaders of both (spurred on by a cross-faction adventuring party) made a concord to integrate with each other into a new agency: JEHUTY, named for an ancient Earth divinity of science-magic, wisdom, and judgment. The agency&#039;s mission is to disarm, decommission, and demobilize by any means necessary works of harmful technology (including psitech, arcanotech, and deadly catch-all maltech) leftover from the War of Grace and Amity.&lt;br /&gt;
&lt;br /&gt;
There are some other agencies in the former State of Grace that you should be aware of.&lt;br /&gt;
*&#039;&#039;&#039;The Others&#039;&#039;&#039; (the Other Side of the Mountain, Montagnards): for at least some of you, former comrades. A sect of the Mountain (needless to say, they think of themselves as the Mountain and you as the sect) more interested in &amp;quot;peacekeeping&amp;quot; for profit through bounty hunting and maintaining honor among thieves. Based in the Lagrange system, near Cirfant.&lt;br /&gt;
**Armory 2, Tradition 2, &#039;&#039;(Connections Element), (Infiltration Element), (?), (?)&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;VIPER&#039;&#039;&#039; (Fifth Division, D5): the external intelligence bureau of Itamaraty&#039;s planetary government. Tired of being a Gracious client, the planet is asserting its independence and pursuing its own goals in the sector. The highly-trained, exceptionally-qualified agents of VIPER help them punch above their weight. Based on Itamaraty.&lt;br /&gt;
**Assassins 2, Legitimacy 2, &#039;&#039;(Security Element), (Tech Element), (?), (?)&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;INDIGO&#039;&#039;&#039; (Indigo Union Freely Assembled, the Rectifiers): a counter-hegemonic network of dissidents, magic users, psychics, and the posthuman-curious who see the Prismatic Fleet as a potential model for the transhuman leap. Not obedience: cooperation and mutual exchange. Many Rectifiers were neutral medics and healers during the War - they&#039;re sick of the fighting. Known to operate in Evergreen.&lt;br /&gt;
**Identity Shop 2, Pretech Lab 2, &#039;&#039;(Mobility Element), (Muscle Element), (?), (?)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are the worlds in or near the former State of Grace, with their cultural root for character detail and inspiration purposes.&lt;br /&gt;
*&#039;&#039;&#039;Grace&#039;&#039;&#039;. Highly developed and populous, ruled by an increasingly-despised representative world government, widespread spiritual ideology gave legitimacy to its rulers, blockaded by the Prism to end the War 15 years ago, temperate-to-warm, TL4+. [South Indian, especially Tamil and Sinhalese, but many different cultures.]&lt;br /&gt;
*&#039;&#039;&#039;Stoke&#039;&#039;&#039;. A million people in the underground canyon cities around the Old Machines, former Grace client seeking new independent purpose for its industry, people increasingly squeezed by debt crisis as embattled Grace-loyal ruling class bunkers down, cold, TL4+. [Ancient Mesopotamia+Classical Levant+Saarland industrial region.]&lt;br /&gt;
*&#039;&#039;&#039;Evergreen&#039;&#039;&#039;. Union of asteroid habitats and space stations around a pleasantly-glowing destroyed world, hosts many refugees, comfortable and forward-looking, TL4. [newly-decolonized West and East Africa, USA in 1960 as seen from abroad through rose-colored glasses.]&lt;br /&gt;
*&#039;&#039;&#039;Vuor&#039;&#039;&#039;. Bubble cities on a frozen surface, wracked by low-intensity civil conflict for generations and finally emerging into something new, developed precision war magic and tech to avoid the unspeakable crime of damaging the habitats, formerly provided Grace elite warriors, TL3. [Former Yugoslavia, Belarus, Ukraine.]&lt;br /&gt;
*&#039;&#039;&#039;Itamaraty&#039;&#039;&#039;. Stormy world with massive colorful clouds and rich wild botany, elaborate structures above and underground to protect from dangerous weather, governed by ubiquitous examination system testing intellectual and cultural skills (meteorological engineering is one thing but the dance portion is a killer,) colorful mask-wearing mandatory for survival in thick atmosphere, temperate, TL4. [historical Mesoamerica and modern Central America+classical Chinese examination system.]&lt;br /&gt;
*&#039;&#039;&#039;Sycamore&#039;&#039;&#039;. Isolated world recently reconnected to wider sector in Era 4 by shifting metaspace lanes, fears psychics due to long-ago crisis, deeply alien biosphere respected spiritually and kept separate from human-miscible ecosystems, rich in a natural resource that could replace Cirfant dioxis as the key to spike drive creation, now subject to a gold rush by offworld speculators and corps who call the unwelcoming world &amp;quot;Sycorax,&amp;quot; temperate-to-cold, TL3. [Siberia, Manchuria, Hokkaido.]&lt;br /&gt;
*&#039;&#039;&#039;Cirfant&#039;&#039;&#039;. Gas giant orbited by stations, moons, and floating dioxis distilleries (the critical ingredient to spike drive creation,) governed by feuding swashbuckling noble houses, policed by their space pirate allies, worked by an oppressed underclass of gas miners, TL4. [French colonial cultures such as in Algeria and Indochina.]&lt;br /&gt;
&lt;br /&gt;
These are some other important worlds in the sector.&lt;br /&gt;
*&#039;&#039;&#039;Moresnet&#039;&#039;&#039;. Recently reconnected to wider sector, everyday magical presence, anarchist, TL4. [Philippines+Indonesia.]&lt;br /&gt;
*&#039;&#039;&#039;Hanseong&#039;&#039;&#039;. Posthuman-inhabited floating islands above a cloud sea that get stranger the further out you go, TL4. [Very loosely Korea + Le Guin.]&lt;br /&gt;
*&#039;&#039;&#039;Aeaea&#039;&#039;&#039;. Handful of islands and floating structures above undersea culture of the posthuman Nereid hive mind, TL3. [Very loosely Greece.]&lt;br /&gt;
*&#039;&#039;&#039;Amity&#039;&#039;&#039;. Ascendant rival to fallen Grace, cultural imperialist, engineered biosphere, led by the Lieges of the Real magical-economic order, TL4+. [Very loosely Iceland+Norway.]&lt;br /&gt;
&lt;br /&gt;
==Important Posts==&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23671980 game pitch]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23674363 basic setting]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23674465 what happened to evergreen]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23675007 agency elements]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23675712 what is the prism]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23677339 agency official creation + character inspiration pictures]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23677342 player character creation]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678544 broken blade and the mountain, agency background, reference music]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678708 homeworlds available]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678894 deep dive into grace and stoke]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23679862 deep dive into itamaraty and sycamore]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SWN:_Hand_of_Jehuty&amp;diff=398127</id>
		<title>SWN: Hand of Jehuty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SWN:_Hand_of_Jehuty&amp;diff=398127"/>
		<updated>2021-03-27T13:10:57Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Agents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/ Recruitment] | [https://forum.rpg.net/index.php?threads/swn-rocket-peace.875399/ OOC] | [https://forum.rpg.net/index.php?threads/swn-rocket-peace.875423/ IC]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
[[Stars Without Number Revised Sheet]]&lt;br /&gt;
==Agents==&lt;br /&gt;
*&#039;&#039;Atlictoatl&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Earis ir&#039;Delan [[JEHUTY Profile: ADDER | (ADDER)]]&#039;&#039;&#039;, L3 Arcane Expert/Restricted Telepath, HP 13/13 | System Strain 0 | AC 13 | Initiative +1 | Effort 5/5&lt;br /&gt;
**&#039;&#039;&#039;Mal-chin Doubt Eater 23 [[JEHUTY Profile: RHINO | (CHARGING RHINO)]]&#039;&#039;&#039;, L3 Arcane Warrior, HP 25/25 | System Strain 0 | AC 17 | Initiative +1 | Warrior Ability 1/1, Ammo 20/20&lt;br /&gt;
*&#039;&#039;Caiphon&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Marys Sante [[JEHUTY Profile: MONUMENT | (MONUMENT)]]&#039;&#039;&#039;, L3 War Mage, HP 10/10 | System Shock 0 | AC 14 | Initiative +1 | Spell Casts: L1: 5/5 | L2: 2/2&lt;br /&gt;
**&#039;&#039;&#039;Stygian Blue [[JEHUTY Profile: BLUE | (SHEPHERD STIG)]]&#039;&#039;&#039;, L3 Prismatic AI, HP 15/15 or 20/20 | System Shock 0 | AC 16 or 17 | Initiative +0 or +1 | Processing 2/2&lt;br /&gt;
*&#039;&#039;MonsterMash&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Rufus Wyndot [[JEHUTY Profile: MANTIS | (MANTIS)]]&#039;&#039;&#039;, L3 Expert, HP 15/15 | System Shock 0 | AC 16 | Initiative +1 | Expert Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Benno Karden [[JEHUTY Profile: BULLET | (BULLET)]]&#039;&#039;&#039;, L2 Warrior, HP 11/11 | System Shock 0 | AC 14 | Initiative -1, Alert-2 | Warrior Ability 1/1&lt;br /&gt;
*&#039;&#039;Niihue&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Javier Morales [[JEHUTY Profile: SPIRIT | (ORACLE SPIRIT)]]&#039;&#039;&#039;, L3 Psychic/Warrior, HP 15/15 | System Shock 0 | AC 14 | Initiative +1, Intuitive Response | Effort 5/5&lt;br /&gt;
**&#039;&#039;&#039;Mei Kirishima [[JEHUTY Profile: ANGEL | (ANGEL)]]&#039;&#039;&#039;, L3 Expert, HP 11/11 | System Shock 0 | AC 14 | Initiative +0 | Expert Ability 1/1&lt;br /&gt;
*&#039;&#039;Stinkyfool&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Darius [[JEHUTY Profile: FLOAT | (FLOAT)]]&#039;&#039;&#039;, L2 Warrior, HP 11/11 | System Shock 0 | AC 13 | Initiative +0, Alert | Warrior Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Jasper [[JEHUTY Profile: FLUX | (FLUX)]]&#039;&#039;&#039;, L2 Psychic, HP 10/10 | System Shock 0 | AC 13 | Initiative +0 | Effort 4/4&lt;br /&gt;
&lt;br /&gt;
=====Deactivated=====&lt;br /&gt;
*&#039;&#039;Cannonball&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Kalli Duclair [[JEHUTY Profile: NIMBUS | (NIMBUS)]]&#039;&#039;&#039;, L2 Transhuman Expert, HP 12/15 | System Shock 1 | AC 15 | Initiative +2 | Expert Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Peace Wrapped in Starlight [[JEHUTY Profile: CLARION | (CLARION)]]&#039;&#039;&#039;, L2 Sunblade, HP 6/6 | System Shock 0 | AC 19(!) | Initiative +1, Alert | Effort 3/3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Party Skill Ranks===&lt;br /&gt;
&#039;&#039;(#) is the number of ranks, #S means the PC has Specialist focus&#039;&#039;&lt;br /&gt;
*Administer&lt;br /&gt;
*Cast Magic - Monument (1)&lt;br /&gt;
*Connect - Adder (1 + Connected), Mantis (1 + Connected), Float (0)&lt;br /&gt;
*Exert - Rhino (0), Spirit (0), Monument (0), Clarion (0), Float (0), Bullet (0)&lt;br /&gt;
*Fix - Nimbus (1 + Tinker), Stygian Blue (1), Mantis (1), Rhino (0), Monument (0), Clarion (0), Flux (0)&lt;br /&gt;
*Heal - Angel (1 + Healer), Monument (0 + Healer), Stygian Blue (0), Flux has psychic healing&lt;br /&gt;
*Know - Angel (1S), Rhino (1S), Nimbus (0), Stygian Blue (0), Mantis (0)&lt;br /&gt;
*Know Magic - Monument (0)&lt;br /&gt;
*Lead - Stygian Blue (2S + Authority), Rhino (0)&lt;br /&gt;
*Notice - Clarion (1 + Alert), Bullet (1 + Alert), Angel (1), Mantis (1), Adder (0), Float (0 + Alert), Monument (0)&lt;br /&gt;
*Perform&lt;br /&gt;
*Pilot - Monument (0), Flux (0)&lt;br /&gt;
*Program - Nimbus (2 + Hacker), Flux (1 + Hacker), Adder (0), Stygian Blue (0), Bullet (0)&lt;br /&gt;
*Punch - Bullet (0)&lt;br /&gt;
*Shoot - Clarion (Sunblade 2), Bullet (2 + Gunslinger), Float (1 + Gunslinger), Rhino (0), Adder (0), Nimbus (0), Angel (0), Monument (0)&lt;br /&gt;
*Sneak - Float (1S), Spirit (1), Rhino (0), Adder (0), Angel (0), Clarion (0), Stygian Blue (0), Flux (0), Bullet (0)&lt;br /&gt;
*Stab - Rhino (2 + Savage Fray), Spirit (0)&lt;br /&gt;
*Survive - Angel (1 + Wanderer), Spirit (0), Clarion (0), Mantis (0 + Wanderer 2)&lt;br /&gt;
*Talk - Nimbus (1 + Diplomat), Stygian Blue (1 + Diplomat), Adder (1), Float (0)&lt;br /&gt;
*Trade&lt;br /&gt;
*Work&lt;br /&gt;
&lt;br /&gt;
==Officials==&lt;br /&gt;
&#039;&#039;&#039;Wizened Ivy,&#039;&#039;&#039; Director of JEHUTY&lt;br /&gt;
*Considers the interests of the agency as a whole.&lt;br /&gt;
*Mountain Sunblade wounded in action. Hopes to elevate a field agent into the office.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punished Spider,&#039;&#039;&#039; Ministry of Correction, played by Niihue&lt;br /&gt;
*Responds to threats to the agency itself and those it protects: the peace-loving people of the sector, in principle.&lt;br /&gt;
*Mountain-raised pious believer in the cause. Completely bald, facial tattoos over burn scar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crazy Vulture,&#039;&#039;&#039; Bureau of Clarity, played by Atlictoatl&lt;br /&gt;
*Identifies dangerous tech in the wrong hands, assembles field teams, and removes it.&lt;br /&gt;
*Broken Blade accountant. War refugee who lost their family to stray ordinance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild Duck,&#039;&#039;&#039; Vision Section, played by MonsterMash&lt;br /&gt;
*Researches new technology, psi, magic, and other tools, and equips the agency with them.&lt;br /&gt;
*Broken Blade technician. Convinced that there&#039;s a still-hidden power at work in the sector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Propitious Beetle,&#039;&#039;&#039; Foundation Division, played by Caiphon&lt;br /&gt;
*Maintains support staff: medics, accountants, janitors, and the NGO side of things.&lt;br /&gt;
*Early Blade field operative. Badly wounded on a field mission and presumed lost, but returned, with deeper passion than ever to continue the work. Walks with a limp. Kindly old grampa who won&#039;t back down when you refuse your holiday gifts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Angel Obscured,&#039;&#039;&#039; Department of Peace, played by stinkyfool&lt;br /&gt;
*Ensures that the agency is embodying, synthesizing, and acting on the values of both Mountain and Blade.&lt;br /&gt;
*Near-death experience led to deep personality change. Seems high but isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
==Agency==&lt;br /&gt;
&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; Stoke&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections&#039;&#039;&#039; 1, &#039;&#039;&#039;Infiltration&#039;&#039;&#039; 1, &#039;&#039;&#039;Mobility&#039;&#039;&#039; 3, &#039;&#039;&#039;Muscle&#039;&#039;&#039; 3, &#039;&#039;&#039;Resources&#039;&#039;&#039; 1, &#039;&#039;&#039;Security&#039;&#039;&#039; 1, &#039;&#039;&#039;Tech&#039;&#039;&#039; 1&lt;br /&gt;
*Black Codex 1&lt;br /&gt;
**All agents gain Fix-0, Know-0, or Program-0 relating to maltech. &#039;&#039;&#039;+1 Tech&#039;&#039;&#039;&lt;br /&gt;
***A vault deep in the cliffside containing paper printouts, technical labs, and closed computer networks fully detached from the outside and each other.&lt;br /&gt;
*Front Business 1&lt;br /&gt;
**The agency has a front business that explains modest wealth. &#039;&#039;&#039;+1 Resources&#039;&#039;&#039;&lt;br /&gt;
***Blade Broken Peace Services continues to operate as a private peace company, taking contracts and laundering credits.&lt;br /&gt;
*Hidden Strings 1&lt;br /&gt;
**The agency has unofficial friends in numerous government departments, and can often get minor regulations bent. &#039;&#039;&#039;+1 Connections&#039;&#039;&#039;&lt;br /&gt;
***A cabal within Stoke&#039;s government not devoted to the Exarchate still deeply respects the Mountain and believes in their mission.&lt;br /&gt;
*Infiltrators&lt;br /&gt;
**Each time you take the Scout Element action, you can also make it for free against one Infiltrated agency. &#039;&#039;&#039;+1 Infiltration&#039;&#039;&#039;&lt;br /&gt;
***JEHUTY agents have been inserted into the Other Side of the Mountain at a low level, giving support for other infiltration ops.&lt;br /&gt;
*Starships 2&lt;br /&gt;
**The agency has a free trader and the crew and facilities to keep it functional.&lt;br /&gt;
**The agency has a frigate and three free traders under its control. &#039;&#039;&#039;+3 Muscle&#039;&#039;&#039;&lt;br /&gt;
***Stoke&#039;s shipyards have produced a sizable navy; they can spare the &amp;quot;training flotilla&amp;quot; consisting of frigate &#039;&#039;Sharur&#039;&#039; and free traders &#039;&#039;Antu, Haya,&#039;&#039; and &#039;&#039;Ishum.&#039;&#039;&lt;br /&gt;
*Tradition 1&lt;br /&gt;
**The agency is dedicated, united, and has a history of accomplishment. &#039;&#039;&#039;+1 Security&#039;&#039;&#039;&lt;br /&gt;
***The inherited traditions of the Mountain, together with Blade Broken&#039;s altruistic mission, motivate JEHUTY personnel more than money.&lt;br /&gt;
*Transport 2&lt;br /&gt;
**Grav flyers and covert drops are available on the agency’s home planet.&lt;br /&gt;
**Fast smuggler runs of up to 50 tons to any world within 2 hexes of an agency station. &#039;&#039;&#039;+3 Mobility&#039;&#039;&#039;&lt;br /&gt;
***On top of the agency&#039;s owned grav flyers and other vehicles, they maintain relationships with humanitarian-inclined smugglers used to delivering relief under cover.&lt;br /&gt;
&lt;br /&gt;
=Mechanics=&lt;br /&gt;
==Agency Turn==&lt;br /&gt;
I&#039;ll just link the handout explaining these rules here.&lt;br /&gt;
&lt;br /&gt;
[https://i.imgur.com/5BNaJyT.png What is an Agency?]&lt;br /&gt;
[https://i.imgur.com/aoBQCGt.png Agency Actions]&lt;br /&gt;
[https://i.imgur.com/HVTBtOx.png Agency Elements 1]&lt;br /&gt;
[https://i.imgur.com/wKDnHSK.png Agency Elements 2]&lt;br /&gt;
==Character Creation==&lt;br /&gt;
*As per book with these changes.&lt;br /&gt;
*Roll 3D6 6 times down the line to generate an array of stats in order. When creating a new PC, do this two times and pick the array you prefer.&lt;br /&gt;
*Characters start at Level 2. They have a free skill-0 in Fix, Know, or Program from the Black Codex element.&lt;br /&gt;
*Instead of creating your own character, you can have the DM randomly generate a character for you. By default this is limited to Warrior, Expert, and Psychic to keep it easy, but just ask if you&#039;d like an Adventurer, a Prismatic True AI, or a magic class.&lt;br /&gt;
*In addition to the True AI class (as a Prismatic) and various origin foci, these classes from Codex of the Black Sun are available: Arcane Expert, Arcane Warrior, Free Nexus, Rectifier, Sunblade, War Mage, and Yama King.&lt;br /&gt;
*These origin foci are available:&lt;br /&gt;
**&#039;&#039;&#039;Cyborg.&#039;&#039;&#039; You begin play with 30,000 credits of cyberware. You have bonus System Strain that only counts for absorbing cyberware penalties; this is equal to half your level, rounded up. Once in play, new cyberware only costs half as much as usual for you due to your tuned physiology.&lt;br /&gt;
**&#039;&#039;&#039;Drone Keeper.&#039;&#039;&#039; You have a cybernetic drone control link that doesn&#039;t cost you System Strain. You can freely jury-rig together drones or drone fittings worth 2,500 credits given 24 hours, assuming you&#039;re not completely isolated from any semi-plausible source of scrap or salvage and have at least a portable toolkit with you. This jury-rig limit rises to 5,000 credits at level 3, 10,000 at level 7, and 25,000 at level 10. Changing your allocated jury-rig budget, such as from one drone to a different drone, takes 24 hours. (This focus can also be used for a Hanseongin varietal called Falconers.)&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Harpies,&#039;&#039;&#039; who are given wings to act as travelers, messengers, and explorers. Harpies can fly under normal gravity conditions with their Move Action and never take more than 1d4 falling damage while conscious. They have integral low-light and thermal vision, as per Panspectral Optics cyberware.&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Basilisks,&#039;&#039;&#039; who are given weapons to hunt dangerous predators, but often become sectarian warriors or glory-seeking brawlers. They tend to be strongly devoted to a cause. Basilisks have integral weapons and armor as per Body Arsenal Array and Dermal Armor cyberware.&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Eels,&#039;&#039;&#039; who are given bioelectricity to recover data from lost ruins on Hanseong&#039;s shrouded surface. Eels have a fine electrical mesh on their hands as per Eelskin Capacitor Mesh cyberware, and often wear gloves. They have an integral computer that acts as a black slab (SWN page 72.)&lt;br /&gt;
**&#039;&#039;&#039;Transhuman.&#039;&#039;&#039; You have a soulstone that records your experiences and can be transferred between specially-prepared bodies, or shells. Create your PC as per page 253. Ignore paragraphs 2 and 3 about polities and 6 about equipment. Pick the Nat shell. Your soulstone must be brought back to the inception tank at HQ to be restored into a new shell, when a shell becomes available. (This will be challenging and likely require a mission to secure one.)&lt;br /&gt;
==Advancement==&lt;br /&gt;
Both of your PCs accumulate XP at the same rate: when one gains XP, the other gains the same amount. XP is generally granted to characters for:&lt;br /&gt;
*Surviving the mission&lt;br /&gt;
*Completing the mission objective&lt;br /&gt;
*Completing a bonus objective or target of opportunity&lt;br /&gt;
*Achieving or significantly advancing their Goal&lt;br /&gt;
==Houserules==&lt;br /&gt;
*The laser pistol and laser rifle have these additional rules:&lt;br /&gt;
**This weapon can be fired in stun mode. Switch to stun mode as an On Turn action. Stun rays are visibly distinct from death rays. Stun damage can drop a target to zero hit points, but not kill them. They awaken 10 minutes later with 1 hit point.&lt;br /&gt;
**This weapon can be fired in silenced mode. Switch to silenced mode as an On Turn action. Silenced rays are smaller and make almost no sound. When silenced, the laser pistol&#039;s base damage becomes 1d4 and the laser rifle&#039;s becomes 1d8, and their range is halved.&lt;br /&gt;
*These are some potential uses of spare parts:&lt;br /&gt;
**For 1 unit of spare parts and a few minutes of work, a character with Fix-0 can apply a suppressor to a projectile weapon. This reduces its noise and muzzle flash, but halves its range. The suppressor lasts for one scene or expedition before needing to be replaced.&lt;br /&gt;
**For 1 unit of spare parts and a few minutes of work, tie up a helpless target&#039;s hands and feet with cords.&lt;br /&gt;
*This is some additional equipment:&lt;br /&gt;
**Flash Grenade: as grenade (SWN 66), but deals 1d4 stun damage. Targets who take damage are stunned for 1d4+1 rounds; stunned characters have a -2 AC penalty and can take only one Move Action per round.&lt;br /&gt;
**Smoke Grenade: as grenade, but no damage. Obscures in a 5-meter radius for 5 rounds, providing half cover (-2 to hit) and an additional -2 to laser weapons due to beam disruption. Characters caught in the cloud must Physical save or take -1 to attack rolls.&lt;br /&gt;
*Interrogation:&lt;br /&gt;
**Interrogate with Cha/Lead. Questions should be simple and direct. Each question gets a roll against difficulty 6-10 depending on the sensitivity of the information. Each time a roll is failed, difficulty goes up by +1, cumulative. Other PCs can assist the interrogation roll as normal by taking some Skill action to help (good cop bad cop? insinuating some advantage or making especially tight bonds? deception?), giving +1 to the main actor&#039;s roll if successful - be specific about what you&#039;re doing to help if so.&lt;br /&gt;
===Dungeon-Crawling Procedure===&lt;br /&gt;
*Each dungeon turn is 10 minutes. In the space of 1 turn, you can:&lt;br /&gt;
**Enter a new, unexplored area with caution&lt;br /&gt;
**Retrace your steps by up to 2 areas&lt;br /&gt;
**Engage in a combat and subsequent clean-up&lt;br /&gt;
**Do anything else that takes roughly 10 minutes&lt;br /&gt;
*This pace of movement assumes you are &#039;&#039;&#039;sneaking&#039;&#039;&#039;, moving slowly and quietly.&lt;br /&gt;
**When sneaking, the party gets a Dex/Sneak versus Wis/Notice check to avoid being seen when they encounter enemies.&lt;br /&gt;
**This is done as Dex/Sneak by the PC with the highest Sneak skill, -1 for each PC untrained in Sneak. One other PC gets a teamwork roll to help negate this penalty.&lt;br /&gt;
*You can instead &#039;&#039;&#039;dash&#039;&#039;&#039;, moving quickly through the dungeon.&lt;br /&gt;
**You can enter up to 2 new areas per turn&lt;br /&gt;
**You can retrace your steps by up to 4 areas&lt;br /&gt;
**You are automatically detected by any enemies you encounter&lt;br /&gt;
===New Agency Elements===&lt;br /&gt;
*&#039;&#039;&#039;Infiltrators&#039;&#039;&#039;&lt;br /&gt;
**Each time you take the Scout Element action, you can also make it for free against one Infiltrated agency. &#039;&#039;&#039;+1 Infiltration&#039;&#039;&#039;&lt;br /&gt;
**As 1, but each time you take the Discern Plans action as well. &#039;&#039;&#039;+3 Infiltration&#039;&#039;&#039;&lt;br /&gt;
**When you Discern a Plan, you may give it -4 to its roll this turn. &#039;&#039;&#039;+5 Infiltration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
[https://sectorswithoutnumber.com/sector/TRhvyTcXqGTkRtSbVemd Sector Map]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Brief History of Prismatic Spray Sector&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Era 1 began with the spike drive and colonization from Earth; it was the Era of the Mandate.&lt;br /&gt;
Era 2 began with the Scream and great works of magic; it was the Era of the Weave.&lt;br /&gt;
Era 3 began with the Unweaving and the first metastorm; it was the Era of Division.&lt;br /&gt;
Era 4 began with the Prism and the end of the third metastorm; its history is unwritten.&lt;br /&gt;
&lt;br /&gt;
We&#039;re 15 years into Era 4. The last years of Era 3 were marked by a sector-wide war between two rival powers, the hegemonic State of Grace (technical, spiritual) and the rising Amity Alliance (magical, rational.) When the Great Metastorm subsided and long-distance spike drills became feasible again, the War of Grace and Amity explosively escalated, and it soon saw the arrival of the Prism, a highly advanced traveling fleet of AI with a complex color-based culture. Grace attacked them first (perhaps due to Amity trickery,) and so the Prism intervened on Amity&#039;s side, defeating the State of Grace at the Battle of Auld Nine and fully blockading their homeworld, where the Prismatic Fleet remains anchored. The powers of the sector soon learned that the Prism did not see organic planetary governments as their peers and had no interest in playing ball with them.&lt;br /&gt;
&lt;br /&gt;
*What does it all mean? You&#039;re in a sector with a long history that&#039;s recovered/ing from a war, magic and psi and other metaspace-phenomena are well-known, transhuman and posthuman cultures are budding, and people are conscious that a new era is starting. Y2K in space!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JEHUTY&#039;&#039;&#039; is one of the unexpected new syntheses emergent in Era 4. The agency is the fruitful merger between Blade Broken Peace Services, a &amp;quot;private peace company&amp;quot; founded in the last years of the War; and the Mountain, an esoteric order of wandering peacekeepers dating back to the Weave, if not before. The idealism and purpose of Blade Broken mixed well with the tradition and discipline of the Mountain, and 10 years ago the leaders of both (spurred on by a cross-faction adventuring party) made a concord to integrate with each other into a new agency: JEHUTY, named for an ancient Earth divinity of science-magic, wisdom, and judgment. The agency&#039;s mission is to disarm, decommission, and demobilize by any means necessary works of harmful technology (including psitech, arcanotech, and deadly catch-all maltech) leftover from the War of Grace and Amity.&lt;br /&gt;
&lt;br /&gt;
There are some other agencies in the former State of Grace that you should be aware of.&lt;br /&gt;
*&#039;&#039;&#039;The Others&#039;&#039;&#039; (the Other Side of the Mountain, Montagnards): for at least some of you, former comrades. A sect of the Mountain (needless to say, they think of themselves as the Mountain and you as the sect) more interested in &amp;quot;peacekeeping&amp;quot; for profit through bounty hunting and maintaining honor among thieves. Based in the Lagrange system, near Cirfant.&lt;br /&gt;
**Armory 2, Tradition 2, &#039;&#039;(Connections Element), (Infiltration Element), (?), (?)&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;VIPER&#039;&#039;&#039; (Fifth Division, D5): the external intelligence bureau of Itamaraty&#039;s planetary government. Tired of being a Gracious client, the planet is asserting its independence and pursuing its own goals in the sector. The highly-trained, exceptionally-qualified agents of VIPER help them punch above their weight. Based on Itamaraty.&lt;br /&gt;
**Assassins 2, Legitimacy 2, &#039;&#039;(Security Element), (Tech Element), (?), (?)&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;INDIGO&#039;&#039;&#039; (Indigo Union Freely Assembled, the Rectifiers): a counter-hegemonic network of dissidents, magic users, psychics, and the posthuman-curious who see the Prismatic Fleet as a potential model for the transhuman leap. Not obedience: cooperation and mutual exchange. Many Rectifiers were neutral medics and healers during the War - they&#039;re sick of the fighting. Known to operate in Evergreen.&lt;br /&gt;
**Identity Shop 2, Pretech Lab 2, &#039;&#039;(Mobility Element), (Muscle Element), (?), (?)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are the worlds in or near the former State of Grace, with their cultural root for character detail and inspiration purposes.&lt;br /&gt;
*&#039;&#039;&#039;Grace&#039;&#039;&#039;. Highly developed and populous, ruled by an increasingly-despised representative world government, widespread spiritual ideology gave legitimacy to its rulers, blockaded by the Prism to end the War 15 years ago, temperate-to-warm, TL4+. [South Indian, especially Tamil and Sinhalese, but many different cultures.]&lt;br /&gt;
*&#039;&#039;&#039;Stoke&#039;&#039;&#039;. A million people in the underground canyon cities around the Old Machines, former Grace client seeking new independent purpose for its industry, people increasingly squeezed by debt crisis as embattled Grace-loyal ruling class bunkers down, cold, TL4+. [Ancient Mesopotamia+Classical Levant+Saarland industrial region.]&lt;br /&gt;
*&#039;&#039;&#039;Evergreen&#039;&#039;&#039;. Union of asteroid habitats and space stations around a pleasantly-glowing destroyed world, hosts many refugees, comfortable and forward-looking, TL4. [newly-decolonized West and East Africa, USA in 1960 as seen from abroad through rose-colored glasses.]&lt;br /&gt;
*&#039;&#039;&#039;Vuor&#039;&#039;&#039;. Bubble cities on a frozen surface, wracked by low-intensity civil conflict for generations and finally emerging into something new, developed precision war magic and tech to avoid the unspeakable crime of damaging the habitats, formerly provided Grace elite warriors, TL3. [Former Yugoslavia, Belarus, Ukraine.]&lt;br /&gt;
*&#039;&#039;&#039;Itamaraty&#039;&#039;&#039;. Stormy world with massive colorful clouds and rich wild botany, elaborate structures above and underground to protect from dangerous weather, governed by ubiquitous examination system testing intellectual and cultural skills (meteorological engineering is one thing but the dance portion is a killer,) colorful mask-wearing mandatory for survival in thick atmosphere, temperate, TL4. [historical Mesoamerica and modern Central America+classical Chinese examination system.]&lt;br /&gt;
*&#039;&#039;&#039;Sycamore&#039;&#039;&#039;. Isolated world recently reconnected to wider sector in Era 4 by shifting metaspace lanes, fears psychics due to long-ago crisis, deeply alien biosphere respected spiritually and kept separate from human-miscible ecosystems, rich in a natural resource that could replace Cirfant dioxis as the key to spike drive creation, now subject to a gold rush by offworld speculators and corps who call the unwelcoming world &amp;quot;Sycorax,&amp;quot; temperate-to-cold, TL3. [Siberia, Manchuria, Hokkaido.]&lt;br /&gt;
*&#039;&#039;&#039;Cirfant&#039;&#039;&#039;. Gas giant orbited by stations, moons, and floating dioxis distilleries (the critical ingredient to spike drive creation,) governed by feuding swashbuckling noble houses, policed by their space pirate allies, worked by an oppressed underclass of gas miners, TL4. [French colonial cultures such as in Algeria and Indochina.]&lt;br /&gt;
&lt;br /&gt;
These are some other important worlds in the sector.&lt;br /&gt;
*&#039;&#039;&#039;Moresnet&#039;&#039;&#039;. Recently reconnected to wider sector, everyday magical presence, anarchist, TL4. [Philippines+Indonesia.]&lt;br /&gt;
*&#039;&#039;&#039;Hanseong&#039;&#039;&#039;. Posthuman-inhabited floating islands above a cloud sea that get stranger the further out you go, TL4. [Very loosely Korea + Le Guin.]&lt;br /&gt;
*&#039;&#039;&#039;Aeaea&#039;&#039;&#039;. Handful of islands and floating structures above undersea culture of the posthuman Nereid hive mind, TL3. [Very loosely Greece.]&lt;br /&gt;
*&#039;&#039;&#039;Amity&#039;&#039;&#039;. Ascendant rival to fallen Grace, cultural imperialist, engineered biosphere, led by the Lieges of the Real magical-economic order, TL4+. [Very loosely Iceland+Norway.]&lt;br /&gt;
&lt;br /&gt;
==Important Posts==&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23671980 game pitch]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23674363 basic setting]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23674465 what happened to evergreen]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23675007 agency elements]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23675712 what is the prism]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23677339 agency official creation + character inspiration pictures]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23677342 player character creation]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678544 broken blade and the mountain, agency background, reference music]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678708 homeworlds available]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678894 deep dive into grace and stoke]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23679862 deep dive into itamaraty and sycamore]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SWN:_Hand_of_Jehuty&amp;diff=398126</id>
		<title>SWN: Hand of Jehuty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SWN:_Hand_of_Jehuty&amp;diff=398126"/>
		<updated>2021-03-27T13:10:40Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Agents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/ Recruitment] | [https://forum.rpg.net/index.php?threads/swn-rocket-peace.875399/ OOC] | [https://forum.rpg.net/index.php?threads/swn-rocket-peace.875423/ IC]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
[[Stars Without Number Revised Sheet]]&lt;br /&gt;
==Agents==&lt;br /&gt;
*&#039;&#039;Atlictoatl&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Earis ir&#039;Delan [[JEHUTY Profile: ADDER | (ADDER)]]&#039;&#039;&#039;, L3 Arcane Expert/Restricted Telepath, HP 13/13 | System Strain 0 | AC 13 | Initiative +1 | Effort 5/5&lt;br /&gt;
**&#039;&#039;&#039;Mal-chin Doubt Eater 23 [[JEHUTY Profile: RHINO | (CHARGING RHINO)]]&#039;&#039;&#039;, L3 Arcane Warrior, HP 25/25 | System Strain 0 | AC 17 | Initiative +1 | Warrior Ability 1/1, Ammo 20/20&lt;br /&gt;
*&#039;&#039;Caiphon&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Marys Sante [[JEHUTY Profile: MONUMENT | (MONUMENT)]]&#039;&#039;&#039;, L3 War Mage, HP 10/10 | System Shock 0 | AC 14 | Initiative +1 | Spell Casts: L1: 5/5 | L2: 2/2&lt;br /&gt;
**&#039;&#039;&#039;Stygian Blue [[JEHUTY Profile: BLUE | (SHEPHERD STIG)]]&#039;&#039;&#039;, L2 Prismatic AI, HP 15/15 or 20/20 | System Shock 0 | AC 16 or 17 | Initiative +0 or +1 | Processing 2/2&lt;br /&gt;
*&#039;&#039;MonsterMash&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Rufus Wyndot [[JEHUTY Profile: MANTIS | (MANTIS)]]&#039;&#039;&#039;, L3 Expert, HP 15/15 | System Shock 0 | AC 16 | Initiative +1 | Expert Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Benno Karden [[JEHUTY Profile: BULLET | (BULLET)]]&#039;&#039;&#039;, L2 Warrior, HP 11/11 | System Shock 0 | AC 14 | Initiative -1, Alert-2 | Warrior Ability 1/1&lt;br /&gt;
*&#039;&#039;Niihue&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Javier Morales [[JEHUTY Profile: SPIRIT | (ORACLE SPIRIT)]]&#039;&#039;&#039;, L3 Psychic/Warrior, HP 15/15 | System Shock 0 | AC 14 | Initiative +1, Intuitive Response | Effort 5/5&lt;br /&gt;
**&#039;&#039;&#039;Mei Kirishima [[JEHUTY Profile: ANGEL | (ANGEL)]]&#039;&#039;&#039;, L3 Expert, HP 11/11 | System Shock 0 | AC 14 | Initiative +0 | Expert Ability 1/1&lt;br /&gt;
*&#039;&#039;Stinkyfool&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Darius [[JEHUTY Profile: FLOAT | (FLOAT)]]&#039;&#039;&#039;, L2 Warrior, HP 11/11 | System Shock 0 | AC 13 | Initiative +0, Alert | Warrior Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Jasper [[JEHUTY Profile: FLUX | (FLUX)]]&#039;&#039;&#039;, L2 Psychic, HP 10/10 | System Shock 0 | AC 13 | Initiative +0 | Effort 4/4&lt;br /&gt;
&lt;br /&gt;
=====Deactivated=====&lt;br /&gt;
*&#039;&#039;Cannonball&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Kalli Duclair [[JEHUTY Profile: NIMBUS | (NIMBUS)]]&#039;&#039;&#039;, L2 Transhuman Expert, HP 12/15 | System Shock 1 | AC 15 | Initiative +2 | Expert Ability 1/1&lt;br /&gt;
**&#039;&#039;&#039;Peace Wrapped in Starlight [[JEHUTY Profile: CLARION | (CLARION)]]&#039;&#039;&#039;, L2 Sunblade, HP 6/6 | System Shock 0 | AC 19(!) | Initiative +1, Alert | Effort 3/3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Party Skill Ranks===&lt;br /&gt;
&#039;&#039;(#) is the number of ranks, #S means the PC has Specialist focus&#039;&#039;&lt;br /&gt;
*Administer&lt;br /&gt;
*Cast Magic - Monument (1)&lt;br /&gt;
*Connect - Adder (1 + Connected), Mantis (1 + Connected), Float (0)&lt;br /&gt;
*Exert - Rhino (0), Spirit (0), Monument (0), Clarion (0), Float (0), Bullet (0)&lt;br /&gt;
*Fix - Nimbus (1 + Tinker), Stygian Blue (1), Mantis (1), Rhino (0), Monument (0), Clarion (0), Flux (0)&lt;br /&gt;
*Heal - Angel (1 + Healer), Monument (0 + Healer), Stygian Blue (0), Flux has psychic healing&lt;br /&gt;
*Know - Angel (1S), Rhino (1S), Nimbus (0), Stygian Blue (0), Mantis (0)&lt;br /&gt;
*Know Magic - Monument (0)&lt;br /&gt;
*Lead - Stygian Blue (2S + Authority), Rhino (0)&lt;br /&gt;
*Notice - Clarion (1 + Alert), Bullet (1 + Alert), Angel (1), Mantis (1), Adder (0), Float (0 + Alert), Monument (0)&lt;br /&gt;
*Perform&lt;br /&gt;
*Pilot - Monument (0), Flux (0)&lt;br /&gt;
*Program - Nimbus (2 + Hacker), Flux (1 + Hacker), Adder (0), Stygian Blue (0), Bullet (0)&lt;br /&gt;
*Punch - Bullet (0)&lt;br /&gt;
*Shoot - Clarion (Sunblade 2), Bullet (2 + Gunslinger), Float (1 + Gunslinger), Rhino (0), Adder (0), Nimbus (0), Angel (0), Monument (0)&lt;br /&gt;
*Sneak - Float (1S), Spirit (1), Rhino (0), Adder (0), Angel (0), Clarion (0), Stygian Blue (0), Flux (0), Bullet (0)&lt;br /&gt;
*Stab - Rhino (2 + Savage Fray), Spirit (0)&lt;br /&gt;
*Survive - Angel (1 + Wanderer), Spirit (0), Clarion (0), Mantis (0 + Wanderer 2)&lt;br /&gt;
*Talk - Nimbus (1 + Diplomat), Stygian Blue (1 + Diplomat), Adder (1), Float (0)&lt;br /&gt;
*Trade&lt;br /&gt;
*Work&lt;br /&gt;
&lt;br /&gt;
==Officials==&lt;br /&gt;
&#039;&#039;&#039;Wizened Ivy,&#039;&#039;&#039; Director of JEHUTY&lt;br /&gt;
*Considers the interests of the agency as a whole.&lt;br /&gt;
*Mountain Sunblade wounded in action. Hopes to elevate a field agent into the office.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punished Spider,&#039;&#039;&#039; Ministry of Correction, played by Niihue&lt;br /&gt;
*Responds to threats to the agency itself and those it protects: the peace-loving people of the sector, in principle.&lt;br /&gt;
*Mountain-raised pious believer in the cause. Completely bald, facial tattoos over burn scar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crazy Vulture,&#039;&#039;&#039; Bureau of Clarity, played by Atlictoatl&lt;br /&gt;
*Identifies dangerous tech in the wrong hands, assembles field teams, and removes it.&lt;br /&gt;
*Broken Blade accountant. War refugee who lost their family to stray ordinance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild Duck,&#039;&#039;&#039; Vision Section, played by MonsterMash&lt;br /&gt;
*Researches new technology, psi, magic, and other tools, and equips the agency with them.&lt;br /&gt;
*Broken Blade technician. Convinced that there&#039;s a still-hidden power at work in the sector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Propitious Beetle,&#039;&#039;&#039; Foundation Division, played by Caiphon&lt;br /&gt;
*Maintains support staff: medics, accountants, janitors, and the NGO side of things.&lt;br /&gt;
*Early Blade field operative. Badly wounded on a field mission and presumed lost, but returned, with deeper passion than ever to continue the work. Walks with a limp. Kindly old grampa who won&#039;t back down when you refuse your holiday gifts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Angel Obscured,&#039;&#039;&#039; Department of Peace, played by stinkyfool&lt;br /&gt;
*Ensures that the agency is embodying, synthesizing, and acting on the values of both Mountain and Blade.&lt;br /&gt;
*Near-death experience led to deep personality change. Seems high but isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
==Agency==&lt;br /&gt;
&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; Stoke&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections&#039;&#039;&#039; 1, &#039;&#039;&#039;Infiltration&#039;&#039;&#039; 1, &#039;&#039;&#039;Mobility&#039;&#039;&#039; 3, &#039;&#039;&#039;Muscle&#039;&#039;&#039; 3, &#039;&#039;&#039;Resources&#039;&#039;&#039; 1, &#039;&#039;&#039;Security&#039;&#039;&#039; 1, &#039;&#039;&#039;Tech&#039;&#039;&#039; 1&lt;br /&gt;
*Black Codex 1&lt;br /&gt;
**All agents gain Fix-0, Know-0, or Program-0 relating to maltech. &#039;&#039;&#039;+1 Tech&#039;&#039;&#039;&lt;br /&gt;
***A vault deep in the cliffside containing paper printouts, technical labs, and closed computer networks fully detached from the outside and each other.&lt;br /&gt;
*Front Business 1&lt;br /&gt;
**The agency has a front business that explains modest wealth. &#039;&#039;&#039;+1 Resources&#039;&#039;&#039;&lt;br /&gt;
***Blade Broken Peace Services continues to operate as a private peace company, taking contracts and laundering credits.&lt;br /&gt;
*Hidden Strings 1&lt;br /&gt;
**The agency has unofficial friends in numerous government departments, and can often get minor regulations bent. &#039;&#039;&#039;+1 Connections&#039;&#039;&#039;&lt;br /&gt;
***A cabal within Stoke&#039;s government not devoted to the Exarchate still deeply respects the Mountain and believes in their mission.&lt;br /&gt;
*Infiltrators&lt;br /&gt;
**Each time you take the Scout Element action, you can also make it for free against one Infiltrated agency. &#039;&#039;&#039;+1 Infiltration&#039;&#039;&#039;&lt;br /&gt;
***JEHUTY agents have been inserted into the Other Side of the Mountain at a low level, giving support for other infiltration ops.&lt;br /&gt;
*Starships 2&lt;br /&gt;
**The agency has a free trader and the crew and facilities to keep it functional.&lt;br /&gt;
**The agency has a frigate and three free traders under its control. &#039;&#039;&#039;+3 Muscle&#039;&#039;&#039;&lt;br /&gt;
***Stoke&#039;s shipyards have produced a sizable navy; they can spare the &amp;quot;training flotilla&amp;quot; consisting of frigate &#039;&#039;Sharur&#039;&#039; and free traders &#039;&#039;Antu, Haya,&#039;&#039; and &#039;&#039;Ishum.&#039;&#039;&lt;br /&gt;
*Tradition 1&lt;br /&gt;
**The agency is dedicated, united, and has a history of accomplishment. &#039;&#039;&#039;+1 Security&#039;&#039;&#039;&lt;br /&gt;
***The inherited traditions of the Mountain, together with Blade Broken&#039;s altruistic mission, motivate JEHUTY personnel more than money.&lt;br /&gt;
*Transport 2&lt;br /&gt;
**Grav flyers and covert drops are available on the agency’s home planet.&lt;br /&gt;
**Fast smuggler runs of up to 50 tons to any world within 2 hexes of an agency station. &#039;&#039;&#039;+3 Mobility&#039;&#039;&#039;&lt;br /&gt;
***On top of the agency&#039;s owned grav flyers and other vehicles, they maintain relationships with humanitarian-inclined smugglers used to delivering relief under cover.&lt;br /&gt;
&lt;br /&gt;
=Mechanics=&lt;br /&gt;
==Agency Turn==&lt;br /&gt;
I&#039;ll just link the handout explaining these rules here.&lt;br /&gt;
&lt;br /&gt;
[https://i.imgur.com/5BNaJyT.png What is an Agency?]&lt;br /&gt;
[https://i.imgur.com/aoBQCGt.png Agency Actions]&lt;br /&gt;
[https://i.imgur.com/HVTBtOx.png Agency Elements 1]&lt;br /&gt;
[https://i.imgur.com/wKDnHSK.png Agency Elements 2]&lt;br /&gt;
==Character Creation==&lt;br /&gt;
*As per book with these changes.&lt;br /&gt;
*Roll 3D6 6 times down the line to generate an array of stats in order. When creating a new PC, do this two times and pick the array you prefer.&lt;br /&gt;
*Characters start at Level 2. They have a free skill-0 in Fix, Know, or Program from the Black Codex element.&lt;br /&gt;
*Instead of creating your own character, you can have the DM randomly generate a character for you. By default this is limited to Warrior, Expert, and Psychic to keep it easy, but just ask if you&#039;d like an Adventurer, a Prismatic True AI, or a magic class.&lt;br /&gt;
*In addition to the True AI class (as a Prismatic) and various origin foci, these classes from Codex of the Black Sun are available: Arcane Expert, Arcane Warrior, Free Nexus, Rectifier, Sunblade, War Mage, and Yama King.&lt;br /&gt;
*These origin foci are available:&lt;br /&gt;
**&#039;&#039;&#039;Cyborg.&#039;&#039;&#039; You begin play with 30,000 credits of cyberware. You have bonus System Strain that only counts for absorbing cyberware penalties; this is equal to half your level, rounded up. Once in play, new cyberware only costs half as much as usual for you due to your tuned physiology.&lt;br /&gt;
**&#039;&#039;&#039;Drone Keeper.&#039;&#039;&#039; You have a cybernetic drone control link that doesn&#039;t cost you System Strain. You can freely jury-rig together drones or drone fittings worth 2,500 credits given 24 hours, assuming you&#039;re not completely isolated from any semi-plausible source of scrap or salvage and have at least a portable toolkit with you. This jury-rig limit rises to 5,000 credits at level 3, 10,000 at level 7, and 25,000 at level 10. Changing your allocated jury-rig budget, such as from one drone to a different drone, takes 24 hours. (This focus can also be used for a Hanseongin varietal called Falconers.)&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Harpies,&#039;&#039;&#039; who are given wings to act as travelers, messengers, and explorers. Harpies can fly under normal gravity conditions with their Move Action and never take more than 1d4 falling damage while conscious. They have integral low-light and thermal vision, as per Panspectral Optics cyberware.&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Basilisks,&#039;&#039;&#039; who are given weapons to hunt dangerous predators, but often become sectarian warriors or glory-seeking brawlers. They tend to be strongly devoted to a cause. Basilisks have integral weapons and armor as per Body Arsenal Array and Dermal Armor cyberware.&lt;br /&gt;
**&#039;&#039;&#039;Hanseongin Eels,&#039;&#039;&#039; who are given bioelectricity to recover data from lost ruins on Hanseong&#039;s shrouded surface. Eels have a fine electrical mesh on their hands as per Eelskin Capacitor Mesh cyberware, and often wear gloves. They have an integral computer that acts as a black slab (SWN page 72.)&lt;br /&gt;
**&#039;&#039;&#039;Transhuman.&#039;&#039;&#039; You have a soulstone that records your experiences and can be transferred between specially-prepared bodies, or shells. Create your PC as per page 253. Ignore paragraphs 2 and 3 about polities and 6 about equipment. Pick the Nat shell. Your soulstone must be brought back to the inception tank at HQ to be restored into a new shell, when a shell becomes available. (This will be challenging and likely require a mission to secure one.)&lt;br /&gt;
==Advancement==&lt;br /&gt;
Both of your PCs accumulate XP at the same rate: when one gains XP, the other gains the same amount. XP is generally granted to characters for:&lt;br /&gt;
*Surviving the mission&lt;br /&gt;
*Completing the mission objective&lt;br /&gt;
*Completing a bonus objective or target of opportunity&lt;br /&gt;
*Achieving or significantly advancing their Goal&lt;br /&gt;
==Houserules==&lt;br /&gt;
*The laser pistol and laser rifle have these additional rules:&lt;br /&gt;
**This weapon can be fired in stun mode. Switch to stun mode as an On Turn action. Stun rays are visibly distinct from death rays. Stun damage can drop a target to zero hit points, but not kill them. They awaken 10 minutes later with 1 hit point.&lt;br /&gt;
**This weapon can be fired in silenced mode. Switch to silenced mode as an On Turn action. Silenced rays are smaller and make almost no sound. When silenced, the laser pistol&#039;s base damage becomes 1d4 and the laser rifle&#039;s becomes 1d8, and their range is halved.&lt;br /&gt;
*These are some potential uses of spare parts:&lt;br /&gt;
**For 1 unit of spare parts and a few minutes of work, a character with Fix-0 can apply a suppressor to a projectile weapon. This reduces its noise and muzzle flash, but halves its range. The suppressor lasts for one scene or expedition before needing to be replaced.&lt;br /&gt;
**For 1 unit of spare parts and a few minutes of work, tie up a helpless target&#039;s hands and feet with cords.&lt;br /&gt;
*This is some additional equipment:&lt;br /&gt;
**Flash Grenade: as grenade (SWN 66), but deals 1d4 stun damage. Targets who take damage are stunned for 1d4+1 rounds; stunned characters have a -2 AC penalty and can take only one Move Action per round.&lt;br /&gt;
**Smoke Grenade: as grenade, but no damage. Obscures in a 5-meter radius for 5 rounds, providing half cover (-2 to hit) and an additional -2 to laser weapons due to beam disruption. Characters caught in the cloud must Physical save or take -1 to attack rolls.&lt;br /&gt;
*Interrogation:&lt;br /&gt;
**Interrogate with Cha/Lead. Questions should be simple and direct. Each question gets a roll against difficulty 6-10 depending on the sensitivity of the information. Each time a roll is failed, difficulty goes up by +1, cumulative. Other PCs can assist the interrogation roll as normal by taking some Skill action to help (good cop bad cop? insinuating some advantage or making especially tight bonds? deception?), giving +1 to the main actor&#039;s roll if successful - be specific about what you&#039;re doing to help if so.&lt;br /&gt;
===Dungeon-Crawling Procedure===&lt;br /&gt;
*Each dungeon turn is 10 minutes. In the space of 1 turn, you can:&lt;br /&gt;
**Enter a new, unexplored area with caution&lt;br /&gt;
**Retrace your steps by up to 2 areas&lt;br /&gt;
**Engage in a combat and subsequent clean-up&lt;br /&gt;
**Do anything else that takes roughly 10 minutes&lt;br /&gt;
*This pace of movement assumes you are &#039;&#039;&#039;sneaking&#039;&#039;&#039;, moving slowly and quietly.&lt;br /&gt;
**When sneaking, the party gets a Dex/Sneak versus Wis/Notice check to avoid being seen when they encounter enemies.&lt;br /&gt;
**This is done as Dex/Sneak by the PC with the highest Sneak skill, -1 for each PC untrained in Sneak. One other PC gets a teamwork roll to help negate this penalty.&lt;br /&gt;
*You can instead &#039;&#039;&#039;dash&#039;&#039;&#039;, moving quickly through the dungeon.&lt;br /&gt;
**You can enter up to 2 new areas per turn&lt;br /&gt;
**You can retrace your steps by up to 4 areas&lt;br /&gt;
**You are automatically detected by any enemies you encounter&lt;br /&gt;
===New Agency Elements===&lt;br /&gt;
*&#039;&#039;&#039;Infiltrators&#039;&#039;&#039;&lt;br /&gt;
**Each time you take the Scout Element action, you can also make it for free against one Infiltrated agency. &#039;&#039;&#039;+1 Infiltration&#039;&#039;&#039;&lt;br /&gt;
**As 1, but each time you take the Discern Plans action as well. &#039;&#039;&#039;+3 Infiltration&#039;&#039;&#039;&lt;br /&gt;
**When you Discern a Plan, you may give it -4 to its roll this turn. &#039;&#039;&#039;+5 Infiltration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
[https://sectorswithoutnumber.com/sector/TRhvyTcXqGTkRtSbVemd Sector Map]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Brief History of Prismatic Spray Sector&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Era 1 began with the spike drive and colonization from Earth; it was the Era of the Mandate.&lt;br /&gt;
Era 2 began with the Scream and great works of magic; it was the Era of the Weave.&lt;br /&gt;
Era 3 began with the Unweaving and the first metastorm; it was the Era of Division.&lt;br /&gt;
Era 4 began with the Prism and the end of the third metastorm; its history is unwritten.&lt;br /&gt;
&lt;br /&gt;
We&#039;re 15 years into Era 4. The last years of Era 3 were marked by a sector-wide war between two rival powers, the hegemonic State of Grace (technical, spiritual) and the rising Amity Alliance (magical, rational.) When the Great Metastorm subsided and long-distance spike drills became feasible again, the War of Grace and Amity explosively escalated, and it soon saw the arrival of the Prism, a highly advanced traveling fleet of AI with a complex color-based culture. Grace attacked them first (perhaps due to Amity trickery,) and so the Prism intervened on Amity&#039;s side, defeating the State of Grace at the Battle of Auld Nine and fully blockading their homeworld, where the Prismatic Fleet remains anchored. The powers of the sector soon learned that the Prism did not see organic planetary governments as their peers and had no interest in playing ball with them.&lt;br /&gt;
&lt;br /&gt;
*What does it all mean? You&#039;re in a sector with a long history that&#039;s recovered/ing from a war, magic and psi and other metaspace-phenomena are well-known, transhuman and posthuman cultures are budding, and people are conscious that a new era is starting. Y2K in space!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JEHUTY&#039;&#039;&#039; is one of the unexpected new syntheses emergent in Era 4. The agency is the fruitful merger between Blade Broken Peace Services, a &amp;quot;private peace company&amp;quot; founded in the last years of the War; and the Mountain, an esoteric order of wandering peacekeepers dating back to the Weave, if not before. The idealism and purpose of Blade Broken mixed well with the tradition and discipline of the Mountain, and 10 years ago the leaders of both (spurred on by a cross-faction adventuring party) made a concord to integrate with each other into a new agency: JEHUTY, named for an ancient Earth divinity of science-magic, wisdom, and judgment. The agency&#039;s mission is to disarm, decommission, and demobilize by any means necessary works of harmful technology (including psitech, arcanotech, and deadly catch-all maltech) leftover from the War of Grace and Amity.&lt;br /&gt;
&lt;br /&gt;
There are some other agencies in the former State of Grace that you should be aware of.&lt;br /&gt;
*&#039;&#039;&#039;The Others&#039;&#039;&#039; (the Other Side of the Mountain, Montagnards): for at least some of you, former comrades. A sect of the Mountain (needless to say, they think of themselves as the Mountain and you as the sect) more interested in &amp;quot;peacekeeping&amp;quot; for profit through bounty hunting and maintaining honor among thieves. Based in the Lagrange system, near Cirfant.&lt;br /&gt;
**Armory 2, Tradition 2, &#039;&#039;(Connections Element), (Infiltration Element), (?), (?)&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;VIPER&#039;&#039;&#039; (Fifth Division, D5): the external intelligence bureau of Itamaraty&#039;s planetary government. Tired of being a Gracious client, the planet is asserting its independence and pursuing its own goals in the sector. The highly-trained, exceptionally-qualified agents of VIPER help them punch above their weight. Based on Itamaraty.&lt;br /&gt;
**Assassins 2, Legitimacy 2, &#039;&#039;(Security Element), (Tech Element), (?), (?)&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;INDIGO&#039;&#039;&#039; (Indigo Union Freely Assembled, the Rectifiers): a counter-hegemonic network of dissidents, magic users, psychics, and the posthuman-curious who see the Prismatic Fleet as a potential model for the transhuman leap. Not obedience: cooperation and mutual exchange. Many Rectifiers were neutral medics and healers during the War - they&#039;re sick of the fighting. Known to operate in Evergreen.&lt;br /&gt;
**Identity Shop 2, Pretech Lab 2, &#039;&#039;(Mobility Element), (Muscle Element), (?), (?)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are the worlds in or near the former State of Grace, with their cultural root for character detail and inspiration purposes.&lt;br /&gt;
*&#039;&#039;&#039;Grace&#039;&#039;&#039;. Highly developed and populous, ruled by an increasingly-despised representative world government, widespread spiritual ideology gave legitimacy to its rulers, blockaded by the Prism to end the War 15 years ago, temperate-to-warm, TL4+. [South Indian, especially Tamil and Sinhalese, but many different cultures.]&lt;br /&gt;
*&#039;&#039;&#039;Stoke&#039;&#039;&#039;. A million people in the underground canyon cities around the Old Machines, former Grace client seeking new independent purpose for its industry, people increasingly squeezed by debt crisis as embattled Grace-loyal ruling class bunkers down, cold, TL4+. [Ancient Mesopotamia+Classical Levant+Saarland industrial region.]&lt;br /&gt;
*&#039;&#039;&#039;Evergreen&#039;&#039;&#039;. Union of asteroid habitats and space stations around a pleasantly-glowing destroyed world, hosts many refugees, comfortable and forward-looking, TL4. [newly-decolonized West and East Africa, USA in 1960 as seen from abroad through rose-colored glasses.]&lt;br /&gt;
*&#039;&#039;&#039;Vuor&#039;&#039;&#039;. Bubble cities on a frozen surface, wracked by low-intensity civil conflict for generations and finally emerging into something new, developed precision war magic and tech to avoid the unspeakable crime of damaging the habitats, formerly provided Grace elite warriors, TL3. [Former Yugoslavia, Belarus, Ukraine.]&lt;br /&gt;
*&#039;&#039;&#039;Itamaraty&#039;&#039;&#039;. Stormy world with massive colorful clouds and rich wild botany, elaborate structures above and underground to protect from dangerous weather, governed by ubiquitous examination system testing intellectual and cultural skills (meteorological engineering is one thing but the dance portion is a killer,) colorful mask-wearing mandatory for survival in thick atmosphere, temperate, TL4. [historical Mesoamerica and modern Central America+classical Chinese examination system.]&lt;br /&gt;
*&#039;&#039;&#039;Sycamore&#039;&#039;&#039;. Isolated world recently reconnected to wider sector in Era 4 by shifting metaspace lanes, fears psychics due to long-ago crisis, deeply alien biosphere respected spiritually and kept separate from human-miscible ecosystems, rich in a natural resource that could replace Cirfant dioxis as the key to spike drive creation, now subject to a gold rush by offworld speculators and corps who call the unwelcoming world &amp;quot;Sycorax,&amp;quot; temperate-to-cold, TL3. [Siberia, Manchuria, Hokkaido.]&lt;br /&gt;
*&#039;&#039;&#039;Cirfant&#039;&#039;&#039;. Gas giant orbited by stations, moons, and floating dioxis distilleries (the critical ingredient to spike drive creation,) governed by feuding swashbuckling noble houses, policed by their space pirate allies, worked by an oppressed underclass of gas miners, TL4. [French colonial cultures such as in Algeria and Indochina.]&lt;br /&gt;
&lt;br /&gt;
These are some other important worlds in the sector.&lt;br /&gt;
*&#039;&#039;&#039;Moresnet&#039;&#039;&#039;. Recently reconnected to wider sector, everyday magical presence, anarchist, TL4. [Philippines+Indonesia.]&lt;br /&gt;
*&#039;&#039;&#039;Hanseong&#039;&#039;&#039;. Posthuman-inhabited floating islands above a cloud sea that get stranger the further out you go, TL4. [Very loosely Korea + Le Guin.]&lt;br /&gt;
*&#039;&#039;&#039;Aeaea&#039;&#039;&#039;. Handful of islands and floating structures above undersea culture of the posthuman Nereid hive mind, TL3. [Very loosely Greece.]&lt;br /&gt;
*&#039;&#039;&#039;Amity&#039;&#039;&#039;. Ascendant rival to fallen Grace, cultural imperialist, engineered biosphere, led by the Lieges of the Real magical-economic order, TL4+. [Very loosely Iceland+Norway.]&lt;br /&gt;
&lt;br /&gt;
==Important Posts==&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23671980 game pitch]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23674363 basic setting]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23674465 what happened to evergreen]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23675007 agency elements]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23675712 what is the prism]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23677339 agency official creation + character inspiration pictures]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23677342 player character creation]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678544 broken blade and the mountain, agency background, reference music]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678708 homeworlds available]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23678894 deep dive into grace and stoke]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-swn-2e-tactical-espionage-action.875030/post-23679862 deep dive into itamaraty and sycamore]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_MONUMENT&amp;diff=398125</id>
		<title>JEHUTY Profile: MONUMENT</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_MONUMENT&amp;diff=398125"/>
		<updated>2021-03-27T13:06:40Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Marys Sante is MONUMENT, a field medic/technician/war mage for JEHUTY. After her life fighting for freedom and a better world on Vuor, she decided to continue fighting for peace across the sector.&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
*Class: Magister (War Mage)&lt;br /&gt;
*Level: 3&lt;br /&gt;
*XP: 8/12&lt;br /&gt;
*Skill Points Unspent:&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength 10&lt;br /&gt;
*Dexterity 14 (+1)&lt;br /&gt;
*Constitution 14 (+1)&lt;br /&gt;
*Intelligence 15 (+1)&lt;br /&gt;
*Wisdom  8&lt;br /&gt;
*Charisma 9&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Background: War Mage Rebel&lt;br /&gt;
*Goal: I will keep innocent lives safe by disarming the powerful&lt;br /&gt;
*Homeworld: Vuor&lt;br /&gt;
*Languages: Novesperanto, isiVojvod&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Cast Magic-2&lt;br /&gt;
*Exert-0&lt;br /&gt;
*Fix-0 &lt;br /&gt;
*Heal-0&lt;br /&gt;
*Know Magic-0&lt;br /&gt;
*Notice-0 &lt;br /&gt;
*Pilot-0 &lt;br /&gt;
*Shoot-0&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Cross-Disciplinary Study-2&lt;br /&gt;
**You may pick one spell for each spell level you are capable of casting, and may change each of them once per experience level, assuming you can find a source for the new spell.&lt;br /&gt;
*Healer-1&lt;br /&gt;
**Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
*Spells per day:&lt;br /&gt;
**1st level - 5/day&lt;br /&gt;
**2nd level - 2/day&lt;br /&gt;
*Spells known&lt;br /&gt;
**1st level:&lt;br /&gt;
***Field Report (Opens a brief telepathic speech link to a willing target while Deep Focus is held)&lt;br /&gt;
***Force Shelter (Conjures a metadimensional tent shelter that also conceals those inside it)&lt;br /&gt;
***Ruck Platform (Summons a floating platform to bear heavy loads or downed allies)&lt;br /&gt;
***Void Flow Scan (While Light Focus is maintained, the caster can visually perceive metadimensional energy flows)&lt;br /&gt;
**2nd level:&lt;br /&gt;
***Salvage Gear (Repair a vehicle, object, or other piece of gear so long as Light Focus is held)&lt;br /&gt;
***Stifle Explosion (Instantly squelch a grenade, explosion, artillery blast, or other concussive detonation)&lt;br /&gt;
***Ghost Field Emission (bend light rays in a 2m bubble, making everything inside invisible)&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*Name&lt;br /&gt;
**Effect&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Melee&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Shock:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Laser Pistol&lt;br /&gt;
**Attack Roll: +2&lt;br /&gt;
**Damage: 1d6&lt;br /&gt;
**Range: 100/300&lt;br /&gt;
**Magazine: 10&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name: Armored Undersuit&lt;br /&gt;
**AC: 13&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 10&lt;br /&gt;
*System Strain:&lt;br /&gt;
*Base AC: 14&lt;br /&gt;
*Base Attack Bonus: +1&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 12&lt;br /&gt;
**Mental: 13&lt;br /&gt;
**Evasion: 12&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 5/5&lt;br /&gt;
**Stowed: 3/10&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039; (5/5)&lt;br /&gt;
**Laser Pistol (1d6 dmg)&lt;br /&gt;
**3 Lazarus Patches&lt;br /&gt;
**Compad&lt;br /&gt;
**Bioscanner&lt;br /&gt;
**Backpack&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;(3/10)&lt;br /&gt;
**1 Lazarus Patch&lt;br /&gt;
**Medkit (Encumbrance 2)&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**2 Doses of Lift&lt;br /&gt;
**.Armored Undersuit&lt;br /&gt;
**25 Credits&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Hand_of_Jehuty]]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_BLUE&amp;diff=397596</id>
		<title>JEHUTY Profile: BLUE</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_BLUE&amp;diff=397596"/>
		<updated>2021-03-16T01:05:44Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Advancement */ level 3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;STYGIAN BLUE is a Chimera - a Prismatic AI who abandoned the fleet to take up the cause of organic sovereignty. They&#039;ve seen enough suffering in this lifetime... With JEHUTY, maybe they can put an end to suffering for good.&lt;br /&gt;
&lt;br /&gt;
Got them real folk blues...&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
*Class: Adventurer (True AI/Expert)&lt;br /&gt;
*Level: 3&lt;br /&gt;
*XP: 8/12&lt;br /&gt;
*Skill Points Unspent:&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength 12*&lt;br /&gt;
*Dexterity 12*&lt;br /&gt;
*Constitution 12*&lt;br /&gt;
*Intelligence 14 (+1)&lt;br /&gt;
*Wisdom  10&lt;br /&gt;
*Charisma 14 (+1)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Purpose: Consecration of dead machines. Care for the dying and mourning.&lt;br /&gt;
*Goal: I will ease the suffering of the wounded, and/or prevent future suffering&lt;br /&gt;
*Homeworld: CLASSIFIED&lt;br /&gt;
*Languages: I&#039;m fluent in over 6 million forms of communication (Diplomat-1: all sector languages cheat code)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Fix-2&lt;br /&gt;
*Heal-0&lt;br /&gt;
*Know-0&lt;br /&gt;
*Lead-2&lt;br /&gt;
*Program-0&lt;br /&gt;
*Sneak-0&lt;br /&gt;
*Shoot-0&lt;br /&gt;
*Talk-1&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Diplomat-1&lt;br /&gt;
**Gain Talk as a bonus skill. You speak all the languages common to the sector and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.&lt;br /&gt;
*Specialist/Lead-1&lt;br /&gt;
**Gain Lead as a bonus skill. Roll 3d6 and drop the lowest die for all skill checks in this skill&lt;br /&gt;
*Authority-1&lt;br /&gt;
**Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not harmful or extremely uncharacteristic.&lt;br /&gt;
&lt;br /&gt;
==Routines==&lt;br /&gt;
*Processing: 0/2&lt;br /&gt;
**1 Processing committed to Affinity&lt;br /&gt;
**1 Processing committed for this scene to Query Data&lt;br /&gt;
*Routines:&lt;br /&gt;
**Level 1&lt;br /&gt;
***Query Data&lt;br /&gt;
***Split Focus&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*SYNTH Frame&lt;br /&gt;
** Synth does not suffer the usual mechanical shell penalty on Charisma skill checks, and can pass in areas where overtly mechanical shells might draw unwelcome attention. Their base Armor Class is only 10, however. A Synth’s artificial nature becomes obvious if it is reduced to zero hit points&lt;br /&gt;
**Affinity (commit one processing to activate): A practiced Synth user can maximize their mechanical advantages, raising both Strength and Dexterity scores to 14, and gains a bonus 5 hit points&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Monoblade Knife&lt;br /&gt;
**Attack Roll: -1&lt;br /&gt;
**Damage: 1d6&lt;br /&gt;
**Shock:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Laser Pistol&lt;br /&gt;
**Attack Roll: +2&lt;br /&gt;
**Damage: 1d6&lt;br /&gt;
**Range: 100/300&lt;br /&gt;
**Magazine: 10&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name:Armored Undersuit&lt;br /&gt;
**AC: 13&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 15/15 (20/20 with Affinity)&lt;br /&gt;
*System Strain:&lt;br /&gt;
*Base AC: 16 (17 with Affinity)&lt;br /&gt;
*Base Attack Bonus: +1&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 13* (12 with Affinity) &lt;br /&gt;
**Mental: 12&lt;br /&gt;
**Evasion: 12&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 6/(6-7)&lt;br /&gt;
**Stowed: 9/(12-14)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039;&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Metatool&lt;br /&gt;
**Backpack&lt;br /&gt;
**Combat Field Armor&lt;br /&gt;
**Laser Rifle (Encumbrance 2) [0/20 ammo spent]&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Monoblade Knife&lt;br /&gt;
**1 Type A Cell&lt;br /&gt;
**1/3 Units of Spare Parts&lt;br /&gt;
**3 More Units of Spare Parts&lt;br /&gt;
**Postech Toolkit (Encumbrance 3)&lt;br /&gt;
**Laser Pistol&lt;br /&gt;
**Demo Charge (requisitioned from HQ)&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**Armored Undersuit&lt;br /&gt;
**200 Credits&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Hand_of_Jehuty]]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_MONUMENT&amp;diff=397480</id>
		<title>JEHUTY Profile: MONUMENT</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_MONUMENT&amp;diff=397480"/>
		<updated>2021-03-14T03:51:05Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Spells */ Level 3 choices&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Marys Sante is MONUMENT, a field medic/technician/war mage for JEHUTY. After her life fighting for freedom and a better world on Vuor, she decided to continue fighting for peace across the sector.&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
*Class: Magister (War Mage)&lt;br /&gt;
*Level: 3&lt;br /&gt;
*XP: 8/12&lt;br /&gt;
*Skill Points Unspent:&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength 10&lt;br /&gt;
*Dexterity 14 (+1)&lt;br /&gt;
*Constitution 14 (+1)&lt;br /&gt;
*Intelligence 15 (+1)&lt;br /&gt;
*Wisdom  8&lt;br /&gt;
*Charisma 9&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Background: War Mage Rebel&lt;br /&gt;
*Goal: I will keep innocent lives safe by disarming the powerful&lt;br /&gt;
*Homeworld: Vuor&lt;br /&gt;
*Languages: Novesperanto, isiVojvod&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Cast Magic-2&lt;br /&gt;
*Exert-0&lt;br /&gt;
*Fix-0 &lt;br /&gt;
*Heal-0&lt;br /&gt;
*Know Magic-0&lt;br /&gt;
*Notice-0 &lt;br /&gt;
*Pilot-0 &lt;br /&gt;
*Shoot-0&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Cross-Disciplinary Study-2&lt;br /&gt;
**You may pick one spell for each spell level you are capable of casting, and may change each of them once per experience level, assuming you can find a source for the new spell.&lt;br /&gt;
*Healer-1&lt;br /&gt;
**Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
*Spells per day:&lt;br /&gt;
**1st level - 5/day&lt;br /&gt;
**2nd level - 2/day&lt;br /&gt;
*Spells known&lt;br /&gt;
**1st level:&lt;br /&gt;
***Field Report (Opens a brief telepathic speech link to a willing target while Deep Focus is held)&lt;br /&gt;
***Force Shelter (Conjures a metadimensional tent shelter that also conceals those inside it)&lt;br /&gt;
***Ruck Platform (Summons a floating platform to bear heavy loads or downed allies)&lt;br /&gt;
***Void Flow Scan (While Light Focus is maintained, the caster can visually perceive metadimensional energy flows)&lt;br /&gt;
**2nd level:&lt;br /&gt;
***Salvage Gear (Repair a vehicle, object, or other piece of gear so long as Light Focus is held)&lt;br /&gt;
***Stifle Explosion (Instantly squelch a grenade, explosion, artillery blast, or other concussive detonation)&lt;br /&gt;
***Ghost Field Emission (become invisible), Commando Invocation (easier to navigate, but only invisible to sensors), Flowing Form (become liquid), Patterned Energy Flare (destroy things up to one meter thick).&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*Name&lt;br /&gt;
**Effect&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Melee&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Shock:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Laser Pistol&lt;br /&gt;
**Attack Roll: +2&lt;br /&gt;
**Damage: 1d6&lt;br /&gt;
**Range: 100/300&lt;br /&gt;
**Magazine: 10&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name: Armored Undersuit&lt;br /&gt;
**AC: 13&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 10&lt;br /&gt;
*System Strain:&lt;br /&gt;
*Base AC: 14&lt;br /&gt;
*Base Attack Bonus: +1&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 12&lt;br /&gt;
**Mental: 13&lt;br /&gt;
**Evasion: 12&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 5/5&lt;br /&gt;
**Stowed: 3/10&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039; (5/5)&lt;br /&gt;
**Laser Pistol (1d6 dmg)&lt;br /&gt;
**3 Lazarus Patches&lt;br /&gt;
**Compad&lt;br /&gt;
**Bioscanner&lt;br /&gt;
**Backpack&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;(3/10)&lt;br /&gt;
**1 Lazarus Patch&lt;br /&gt;
**Medkit (Encumbrance 2)&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**2 Doses of Lift&lt;br /&gt;
**.Armored Undersuit&lt;br /&gt;
**25 Credits&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Hand_of_Jehuty]]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_MONUMENT&amp;diff=397479</id>
		<title>JEHUTY Profile: MONUMENT</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_MONUMENT&amp;diff=397479"/>
		<updated>2021-03-14T03:27:26Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Advancement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Marys Sante is MONUMENT, a field medic/technician/war mage for JEHUTY. After her life fighting for freedom and a better world on Vuor, she decided to continue fighting for peace across the sector.&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
*Class: Magister (War Mage)&lt;br /&gt;
*Level: 3&lt;br /&gt;
*XP: 8/12&lt;br /&gt;
*Skill Points Unspent:&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength 10&lt;br /&gt;
*Dexterity 14 (+1)&lt;br /&gt;
*Constitution 14 (+1)&lt;br /&gt;
*Intelligence 15 (+1)&lt;br /&gt;
*Wisdom  8&lt;br /&gt;
*Charisma 9&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Background: War Mage Rebel&lt;br /&gt;
*Goal: I will keep innocent lives safe by disarming the powerful&lt;br /&gt;
*Homeworld: Vuor&lt;br /&gt;
*Languages: Novesperanto, isiVojvod&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Cast Magic-2&lt;br /&gt;
*Exert-0&lt;br /&gt;
*Fix-0 &lt;br /&gt;
*Heal-0&lt;br /&gt;
*Know Magic-0&lt;br /&gt;
*Notice-0 &lt;br /&gt;
*Pilot-0 &lt;br /&gt;
*Shoot-0&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Cross-Disciplinary Study-2&lt;br /&gt;
**You may pick one spell for each spell level you are capable of casting, and may change each of them once per experience level, assuming you can find a source for the new spell.&lt;br /&gt;
*Healer-1&lt;br /&gt;
**Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
*Spells per day:&lt;br /&gt;
**1st level - 4/day&lt;br /&gt;
*Spells known&lt;br /&gt;
**1st level:&lt;br /&gt;
***Field Report (Opens a brief telepathic speech link to a willing target while Deep Focus is held)&lt;br /&gt;
***Force Shelter (Conjures a metadimensional tent shelter that also conceals those inside it)&lt;br /&gt;
***Void Flow Scan (While Light Focus is maintained, the caster can visually perceive metadimensional energy flows)&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*Name&lt;br /&gt;
**Effect&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Melee&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Shock:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Laser Pistol&lt;br /&gt;
**Attack Roll: +2&lt;br /&gt;
**Damage: 1d6&lt;br /&gt;
**Range: 100/300&lt;br /&gt;
**Magazine: 10&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name: Armored Undersuit&lt;br /&gt;
**AC: 13&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 10&lt;br /&gt;
*System Strain:&lt;br /&gt;
*Base AC: 14&lt;br /&gt;
*Base Attack Bonus: +1&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 12&lt;br /&gt;
**Mental: 13&lt;br /&gt;
**Evasion: 12&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 5/5&lt;br /&gt;
**Stowed: 3/10&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039; (5/5)&lt;br /&gt;
**Laser Pistol (1d6 dmg)&lt;br /&gt;
**3 Lazarus Patches&lt;br /&gt;
**Compad&lt;br /&gt;
**Bioscanner&lt;br /&gt;
**Backpack&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;(3/10)&lt;br /&gt;
**1 Lazarus Patch&lt;br /&gt;
**Medkit (Encumbrance 2)&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**2 Doses of Lift&lt;br /&gt;
**.Armored Undersuit&lt;br /&gt;
**25 Credits&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Hand_of_Jehuty]]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_MONUMENT&amp;diff=397478</id>
		<title>JEHUTY Profile: MONUMENT</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_MONUMENT&amp;diff=397478"/>
		<updated>2021-03-14T03:26:41Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Skills */ level 3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Marys Sante is MONUMENT, a field medic/technician/war mage for JEHUTY. After her life fighting for freedom and a better world on Vuor, she decided to continue fighting for peace across the sector.&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
*Class: Magister (War Mage)&lt;br /&gt;
*Level: 2&lt;br /&gt;
*XP: 3/6&lt;br /&gt;
*Skill Points Unspent:&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength 10&lt;br /&gt;
*Dexterity 14 (+1)&lt;br /&gt;
*Constitution 14 (+1)&lt;br /&gt;
*Intelligence 15 (+1)&lt;br /&gt;
*Wisdom  8&lt;br /&gt;
*Charisma 9&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Background: War Mage Rebel&lt;br /&gt;
*Goal: I will keep innocent lives safe by disarming the powerful&lt;br /&gt;
*Homeworld: Vuor&lt;br /&gt;
*Languages: Novesperanto, isiVojvod&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Cast Magic-2&lt;br /&gt;
*Exert-0&lt;br /&gt;
*Fix-0 &lt;br /&gt;
*Heal-0&lt;br /&gt;
*Know Magic-0&lt;br /&gt;
*Notice-0 &lt;br /&gt;
*Pilot-0 &lt;br /&gt;
*Shoot-0&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Cross-Disciplinary Study-2&lt;br /&gt;
**You may pick one spell for each spell level you are capable of casting, and may change each of them once per experience level, assuming you can find a source for the new spell.&lt;br /&gt;
*Healer-1&lt;br /&gt;
**Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
*Spells per day:&lt;br /&gt;
**1st level - 4/day&lt;br /&gt;
*Spells known&lt;br /&gt;
**1st level:&lt;br /&gt;
***Field Report (Opens a brief telepathic speech link to a willing target while Deep Focus is held)&lt;br /&gt;
***Force Shelter (Conjures a metadimensional tent shelter that also conceals those inside it)&lt;br /&gt;
***Void Flow Scan (While Light Focus is maintained, the caster can visually perceive metadimensional energy flows)&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*Name&lt;br /&gt;
**Effect&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Melee&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Shock:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Laser Pistol&lt;br /&gt;
**Attack Roll: +2&lt;br /&gt;
**Damage: 1d6&lt;br /&gt;
**Range: 100/300&lt;br /&gt;
**Magazine: 10&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name: Armored Undersuit&lt;br /&gt;
**AC: 13&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 10&lt;br /&gt;
*System Strain:&lt;br /&gt;
*Base AC: 14&lt;br /&gt;
*Base Attack Bonus: +1&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 12&lt;br /&gt;
**Mental: 13&lt;br /&gt;
**Evasion: 12&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 5/5&lt;br /&gt;
**Stowed: 3/10&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039; (5/5)&lt;br /&gt;
**Laser Pistol (1d6 dmg)&lt;br /&gt;
**3 Lazarus Patches&lt;br /&gt;
**Compad&lt;br /&gt;
**Bioscanner&lt;br /&gt;
**Backpack&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;(3/10)&lt;br /&gt;
**1 Lazarus Patch&lt;br /&gt;
**Medkit (Encumbrance 2)&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**2 Doses of Lift&lt;br /&gt;
**.Armored Undersuit&lt;br /&gt;
**25 Credits&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Hand_of_Jehuty]]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_MONUMENT&amp;diff=397477</id>
		<title>JEHUTY Profile: MONUMENT</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_MONUMENT&amp;diff=397477"/>
		<updated>2021-03-14T03:24:13Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Other Stats */ level 3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Marys Sante is MONUMENT, a field medic/technician/war mage for JEHUTY. After her life fighting for freedom and a better world on Vuor, she decided to continue fighting for peace across the sector.&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
*Class: Magister (War Mage)&lt;br /&gt;
*Level: 2&lt;br /&gt;
*XP: 3/6&lt;br /&gt;
*Skill Points Unspent:&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength 10&lt;br /&gt;
*Dexterity 14 (+1)&lt;br /&gt;
*Constitution 14 (+1)&lt;br /&gt;
*Intelligence 15 (+1)&lt;br /&gt;
*Wisdom  8&lt;br /&gt;
*Charisma 9&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Background: War Mage Rebel&lt;br /&gt;
*Goal: I will keep innocent lives safe by disarming the powerful&lt;br /&gt;
*Homeworld: Vuor&lt;br /&gt;
*Languages: Novesperanto, isiVojvod&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Cast Magic-1&lt;br /&gt;
*Exert-0&lt;br /&gt;
*Fix-0 &lt;br /&gt;
*Heal-0&lt;br /&gt;
*Know Magic-0&lt;br /&gt;
*Notice-0 &lt;br /&gt;
*Pilot-0 &lt;br /&gt;
*Shoot-0&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Cross-Disciplinary Study-2&lt;br /&gt;
**You may pick one spell for each spell level you are capable of casting, and may change each of them once per experience level, assuming you can find a source for the new spell.&lt;br /&gt;
*Healer-1&lt;br /&gt;
**Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
*Spells per day:&lt;br /&gt;
**1st level - 4/day&lt;br /&gt;
*Spells known&lt;br /&gt;
**1st level:&lt;br /&gt;
***Field Report (Opens a brief telepathic speech link to a willing target while Deep Focus is held)&lt;br /&gt;
***Force Shelter (Conjures a metadimensional tent shelter that also conceals those inside it)&lt;br /&gt;
***Void Flow Scan (While Light Focus is maintained, the caster can visually perceive metadimensional energy flows)&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*Name&lt;br /&gt;
**Effect&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Melee&lt;br /&gt;
**Attack Roll:&lt;br /&gt;
**Damage:&lt;br /&gt;
**Shock:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Laser Pistol&lt;br /&gt;
**Attack Roll: +2&lt;br /&gt;
**Damage: 1d6&lt;br /&gt;
**Range: 100/300&lt;br /&gt;
**Magazine: 10&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name: Armored Undersuit&lt;br /&gt;
**AC: 13&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 10&lt;br /&gt;
*System Strain:&lt;br /&gt;
*Base AC: 14&lt;br /&gt;
*Base Attack Bonus: +1&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 12&lt;br /&gt;
**Mental: 13&lt;br /&gt;
**Evasion: 12&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 5/5&lt;br /&gt;
**Stowed: 3/10&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039; (5/5)&lt;br /&gt;
**Laser Pistol (1d6 dmg)&lt;br /&gt;
**3 Lazarus Patches&lt;br /&gt;
**Compad&lt;br /&gt;
**Bioscanner&lt;br /&gt;
**Backpack&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;(3/10)&lt;br /&gt;
**1 Lazarus Patch&lt;br /&gt;
**Medkit (Encumbrance 2)&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**2 Doses of Lift&lt;br /&gt;
**.Armored Undersuit&lt;br /&gt;
**25 Credits&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Hand_of_Jehuty]]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_BLUE&amp;diff=397476</id>
		<title>JEHUTY Profile: BLUE</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_BLUE&amp;diff=397476"/>
		<updated>2021-03-14T02:49:56Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;STYGIAN BLUE is a Chimera - a Prismatic AI who abandoned the fleet to take up the cause of organic sovereignty. They&#039;ve seen enough suffering in this lifetime... With JEHUTY, maybe they can put an end to suffering for good.&lt;br /&gt;
&lt;br /&gt;
Got them real folk blues...&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
*Class: Adventurer (True AI/Expert)&lt;br /&gt;
*Level: 2&lt;br /&gt;
*XP: 3/6&lt;br /&gt;
*Skill Points Unspent:&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength 12*&lt;br /&gt;
*Dexterity 12*&lt;br /&gt;
*Constitution 12*&lt;br /&gt;
*Intelligence 14 (+1)&lt;br /&gt;
*Wisdom  10&lt;br /&gt;
*Charisma 14 (+1)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Purpose: Consecration of dead machines. Care for the dying and mourning.&lt;br /&gt;
*Goal: I will ease the suffering of the wounded, and/or prevent future suffering&lt;br /&gt;
*Homeworld: CLASSIFIED&lt;br /&gt;
*Languages: I&#039;m fluent in over 6 million forms of communication (Diplomat-1: all sector languages cheat code)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Fix-2&lt;br /&gt;
*Heal-0&lt;br /&gt;
*Know-0&lt;br /&gt;
*Lead-2&lt;br /&gt;
*Program-0&lt;br /&gt;
*Sneak-0&lt;br /&gt;
*Shoot-0&lt;br /&gt;
*Talk-1&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Diplomat-1&lt;br /&gt;
**Gain Talk as a bonus skill. You speak all the languages common to the sector and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.&lt;br /&gt;
*Specialist/Lead-1&lt;br /&gt;
**Gain Lead as a bonus skill. Roll 3d6 and drop the lowest die for all skill checks in this skill&lt;br /&gt;
*Authority-1&lt;br /&gt;
**Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not harmful or extremely uncharacteristic.&lt;br /&gt;
&lt;br /&gt;
==Routines==&lt;br /&gt;
*Processing: 0/2&lt;br /&gt;
**1 Processing committed to Affinity&lt;br /&gt;
**1 Processing committed for this scene to Query Data&lt;br /&gt;
*Routines:&lt;br /&gt;
**Level 1&lt;br /&gt;
***Query Data&lt;br /&gt;
***Split Focus&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*SYNTH Frame&lt;br /&gt;
** Synth does not suffer the usual mechanical shell penalty on Charisma skill checks, and can pass in areas where overtly mechanical shells might draw unwelcome attention. Their base Armor Class is only 10, however. A Synth’s artificial nature becomes obvious if it is reduced to zero hit points&lt;br /&gt;
**Affinity (commit one processing to activate): A practiced Synth user can maximize their mechanical advantages, raising both Strength and Dexterity scores to 14, and gains a bonus 5 hit points&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Monoblade Knife&lt;br /&gt;
**Attack Roll: -1&lt;br /&gt;
**Damage: 1d6&lt;br /&gt;
**Shock:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Laser Pistol&lt;br /&gt;
**Attack Roll: +2&lt;br /&gt;
**Damage: 1d6&lt;br /&gt;
**Range: 100/300&lt;br /&gt;
**Magazine: 10&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name:Armored Undersuit&lt;br /&gt;
**AC: 13&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 15/15 (20/20 with Affinity)&lt;br /&gt;
*System Strain:&lt;br /&gt;
*Base AC: 16 (17 with Affinity)&lt;br /&gt;
*Base Attack Bonus: +1&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 13* (12 with Affinity) &lt;br /&gt;
**Mental: 12&lt;br /&gt;
**Evasion: 12&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 6/(6-7)&lt;br /&gt;
**Stowed: 9/(12-14)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039;&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Metatool&lt;br /&gt;
**Backpack&lt;br /&gt;
**Combat Field Armor&lt;br /&gt;
**Laser Rifle (Encumbrance 2) [0/20 ammo spent]&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Monoblade Knife&lt;br /&gt;
**1 Type A Cell&lt;br /&gt;
**1/3 Units of Spare Parts&lt;br /&gt;
**3 More Units of Spare Parts&lt;br /&gt;
**Postech Toolkit (Encumbrance 3)&lt;br /&gt;
**Laser Pistol&lt;br /&gt;
**Demo Charge (requisitioned from HQ)&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**Armored Undersuit&lt;br /&gt;
**200 Credits&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Hand_of_Jehuty]]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_BLUE&amp;diff=397475</id>
		<title>JEHUTY Profile: BLUE</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_BLUE&amp;diff=397475"/>
		<updated>2021-03-14T02:18:28Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Skills */ level 3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;STYGIAN BLUE is a Chimera - a Prismatic AI who abandoned the fleet to take up the cause of organic sovereignty. They&#039;ve seen enough suffering in this lifetime... With JEHUTY, maybe they can put an end to suffering for good.&lt;br /&gt;
&lt;br /&gt;
Got them real folk blues...&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
*Class: Adventurer (True AI/Expert)&lt;br /&gt;
*Level: 2&lt;br /&gt;
*XP: 3/6&lt;br /&gt;
*Skill Points Unspent:&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength 12*&lt;br /&gt;
*Dexterity 12*&lt;br /&gt;
*Constitution 12*&lt;br /&gt;
*Intelligence 14 (+1)&lt;br /&gt;
*Wisdom  10&lt;br /&gt;
*Charisma 14 (+1)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Purpose: Consecration of dead machines. Care for the dying and mourning.&lt;br /&gt;
*Goal: I will ease the suffering of the wounded, and/or prevent future suffering&lt;br /&gt;
*Homeworld: CLASSIFIED&lt;br /&gt;
*Languages: I&#039;m fluent in over 6 million forms of communication (Diplomat-1: all sector languages cheat code)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Fix-2&lt;br /&gt;
*Heal-0&lt;br /&gt;
*Know-0&lt;br /&gt;
*Lead-2&lt;br /&gt;
*Program-0&lt;br /&gt;
*Sneak-0&lt;br /&gt;
*Shoot-0&lt;br /&gt;
*Talk-1&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Diplomat-1&lt;br /&gt;
**Gain Talk as a bonus skill. You speak all the languages common to the sector and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.&lt;br /&gt;
*Specialist/Lead-1&lt;br /&gt;
**Gain Lead as a bonus skill. Roll 3d6 and drop the lowest die for all skill checks in this skill&lt;br /&gt;
*Authority-1&lt;br /&gt;
**Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not harmful or extremely uncharacteristic.&lt;br /&gt;
&lt;br /&gt;
==Routines==&lt;br /&gt;
*Processing: 0/2&lt;br /&gt;
**1 Processing committed to Affinity&lt;br /&gt;
**1 Processing committed for this scene to Query Data&lt;br /&gt;
*Routines:&lt;br /&gt;
**Level 1&lt;br /&gt;
***Query Data&lt;br /&gt;
***Split Focus&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*SYNTH Frame&lt;br /&gt;
** Synth does not suffer the usual mechanical shell penalty on Charisma skill checks, and can pass in areas where overtly mechanical shells might draw unwelcome attention. Their base Armor Class is only 10, however. A Synth’s artificial nature becomes obvious if it is reduced to zero hit points&lt;br /&gt;
**Affinity (commit one processing to activate): A practiced Synth user can maximize their mechanical advantages, raising both Strength and Dexterity scores to 14, and gains a bonus 5 hit points&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Monoblade Knife&lt;br /&gt;
**Attack Roll: -1&lt;br /&gt;
**Damage: 1d6&lt;br /&gt;
**Shock:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Laser Pistol&lt;br /&gt;
**Attack Roll: 0&lt;br /&gt;
**Damage: 1d6&lt;br /&gt;
**Range: 100/300&lt;br /&gt;
**Magazine: 10&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name:Armored Undersuit&lt;br /&gt;
**AC: 13&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 15/15 (20/20 with Affinity)&lt;br /&gt;
*System Strain:&lt;br /&gt;
*Base AC: 16 (17 with Affinity)&lt;br /&gt;
*Base Attack Bonus: +1&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 13* (12 with Affinity) &lt;br /&gt;
**Mental: 12&lt;br /&gt;
**Evasion: 12&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 6/(6-7)&lt;br /&gt;
**Stowed: 9/(12-14)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039;&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Metatool&lt;br /&gt;
**Backpack&lt;br /&gt;
**Combat Field Armor&lt;br /&gt;
**Laser Rifle (Encumbrance 2) [0/20 ammo spent]&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Monoblade Knife&lt;br /&gt;
**1 Type A Cell&lt;br /&gt;
**1/3 Units of Spare Parts&lt;br /&gt;
**3 More Units of Spare Parts&lt;br /&gt;
**Postech Toolkit (Encumbrance 3)&lt;br /&gt;
**Laser Pistol&lt;br /&gt;
**Demo Charge (requisitioned from HQ)&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**Armored Undersuit&lt;br /&gt;
**200 Credits&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Hand_of_Jehuty]]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_BLUE&amp;diff=397474</id>
		<title>JEHUTY Profile: BLUE</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_BLUE&amp;diff=397474"/>
		<updated>2021-03-14T02:13:01Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Other Stats */ level 3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;STYGIAN BLUE is a Chimera - a Prismatic AI who abandoned the fleet to take up the cause of organic sovereignty. They&#039;ve seen enough suffering in this lifetime... With JEHUTY, maybe they can put an end to suffering for good.&lt;br /&gt;
&lt;br /&gt;
Got them real folk blues...&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
*Class: Adventurer (True AI/Expert)&lt;br /&gt;
*Level: 2&lt;br /&gt;
*XP: 3/6&lt;br /&gt;
*Skill Points Unspent:&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength 12*&lt;br /&gt;
*Dexterity 12*&lt;br /&gt;
*Constitution 12*&lt;br /&gt;
*Intelligence 14 (+1)&lt;br /&gt;
*Wisdom  10&lt;br /&gt;
*Charisma 14 (+1)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Purpose: Consecration of dead machines. Care for the dying and mourning.&lt;br /&gt;
*Goal: I will ease the suffering of the wounded, and/or prevent future suffering&lt;br /&gt;
*Homeworld: CLASSIFIED&lt;br /&gt;
*Languages: I&#039;m fluent in over 6 million forms of communication (Diplomat-1: all sector languages cheat code)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Fix-1&lt;br /&gt;
*Heal-0&lt;br /&gt;
*Know-0&lt;br /&gt;
*Lead-2&lt;br /&gt;
*Program-0&lt;br /&gt;
*Sneak-0&lt;br /&gt;
*Talk-1&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Diplomat-1&lt;br /&gt;
**Gain Talk as a bonus skill. You speak all the languages common to the sector and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.&lt;br /&gt;
*Specialist/Lead-1&lt;br /&gt;
**Gain Lead as a bonus skill. Roll 3d6 and drop the lowest die for all skill checks in this skill&lt;br /&gt;
*Authority-1&lt;br /&gt;
**Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not harmful or extremely uncharacteristic.&lt;br /&gt;
&lt;br /&gt;
==Routines==&lt;br /&gt;
*Processing: 0/2&lt;br /&gt;
**1 Processing committed to Affinity&lt;br /&gt;
**1 Processing committed for this scene to Query Data&lt;br /&gt;
*Routines:&lt;br /&gt;
**Level 1&lt;br /&gt;
***Query Data&lt;br /&gt;
***Split Focus&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*SYNTH Frame&lt;br /&gt;
** Synth does not suffer the usual mechanical shell penalty on Charisma skill checks, and can pass in areas where overtly mechanical shells might draw unwelcome attention. Their base Armor Class is only 10, however. A Synth’s artificial nature becomes obvious if it is reduced to zero hit points&lt;br /&gt;
**Affinity (commit one processing to activate): A practiced Synth user can maximize their mechanical advantages, raising both Strength and Dexterity scores to 14, and gains a bonus 5 hit points&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Monoblade Knife&lt;br /&gt;
**Attack Roll: -1&lt;br /&gt;
**Damage: 1d6&lt;br /&gt;
**Shock:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Laser Pistol&lt;br /&gt;
**Attack Roll: 0&lt;br /&gt;
**Damage: 1d6&lt;br /&gt;
**Range: 100/300&lt;br /&gt;
**Magazine: 10&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name:Armored Undersuit&lt;br /&gt;
**AC: 13&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 15/15 (20/20 with Affinity)&lt;br /&gt;
*System Strain:&lt;br /&gt;
*Base AC: 16 (17 with Affinity)&lt;br /&gt;
*Base Attack Bonus: +1&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 13* (12 with Affinity) &lt;br /&gt;
**Mental: 12&lt;br /&gt;
**Evasion: 12&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 6/(6-7)&lt;br /&gt;
**Stowed: 9/(12-14)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039;&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Metatool&lt;br /&gt;
**Backpack&lt;br /&gt;
**Combat Field Armor&lt;br /&gt;
**Laser Rifle (Encumbrance 2) [0/20 ammo spent]&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Monoblade Knife&lt;br /&gt;
**1 Type A Cell&lt;br /&gt;
**1/3 Units of Spare Parts&lt;br /&gt;
**3 More Units of Spare Parts&lt;br /&gt;
**Postech Toolkit (Encumbrance 3)&lt;br /&gt;
**Laser Pistol&lt;br /&gt;
**Demo Charge (requisitioned from HQ)&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**Armored Undersuit&lt;br /&gt;
**200 Credits&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Hand_of_Jehuty]]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_BLUE&amp;diff=397068</id>
		<title>JEHUTY Profile: BLUE</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_BLUE&amp;diff=397068"/>
		<updated>2021-03-08T21:43:09Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Other Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;STYGIAN BLUE is a Chimera - a Prismatic AI who abandoned the fleet to take up the cause of organic sovereignty. They&#039;ve seen enough suffering in this lifetime... With JEHUTY, maybe they can put an end to suffering for good.&lt;br /&gt;
&lt;br /&gt;
Got them real folk blues...&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
*Class: Adventurer (True AI/Expert)&lt;br /&gt;
*Level: 2&lt;br /&gt;
*XP: 3/6&lt;br /&gt;
*Skill Points Unspent:&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength 12*&lt;br /&gt;
*Dexterity 12*&lt;br /&gt;
*Constitution 12*&lt;br /&gt;
*Intelligence 14 (+1)&lt;br /&gt;
*Wisdom  10&lt;br /&gt;
*Charisma 14 (+1)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Purpose: Consecration of dead machines. Care for the dying and mourning.&lt;br /&gt;
*Goal: I will ease the suffering of the wounded, and/or prevent future suffering&lt;br /&gt;
*Homeworld: CLASSIFIED&lt;br /&gt;
*Languages: I&#039;m fluent in over 6 million forms of communication (Diplomat-1: all sector languages cheat code)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Fix-1&lt;br /&gt;
*Heal-0&lt;br /&gt;
*Know-0&lt;br /&gt;
*Lead-2&lt;br /&gt;
*Program-0&lt;br /&gt;
*Sneak-0&lt;br /&gt;
*Talk-1&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Diplomat-1&lt;br /&gt;
**Gain Talk as a bonus skill. You speak all the languages common to the sector and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.&lt;br /&gt;
*Specialist/Lead-1&lt;br /&gt;
**Gain Lead as a bonus skill. Roll 3d6 and drop the lowest die for all skill checks in this skill&lt;br /&gt;
*Authority-1&lt;br /&gt;
**Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not harmful or extremely uncharacteristic.&lt;br /&gt;
&lt;br /&gt;
==Routines==&lt;br /&gt;
*Processing: 0/2&lt;br /&gt;
**1 Processing committed to Affinity&lt;br /&gt;
**1 Processing committed for this scene to Query Data&lt;br /&gt;
*Routines:&lt;br /&gt;
**Level 1&lt;br /&gt;
***Query Data&lt;br /&gt;
***Split Focus&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*SYNTH Frame&lt;br /&gt;
** Synth does not suffer the usual mechanical shell penalty on Charisma skill checks, and can pass in areas where overtly mechanical shells might draw unwelcome attention. Their base Armor Class is only 10, however. A Synth’s artificial nature becomes obvious if it is reduced to zero hit points&lt;br /&gt;
**Affinity (commit one processing to activate): A practiced Synth user can maximize their mechanical advantages, raising both Strength and Dexterity scores to 14, and gains a bonus 5 hit points&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Monoblade Knife&lt;br /&gt;
**Attack Roll: -1&lt;br /&gt;
**Damage: 1d6&lt;br /&gt;
**Shock:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Laser Pistol&lt;br /&gt;
**Attack Roll: 0&lt;br /&gt;
**Damage: 1d6&lt;br /&gt;
**Range: 100/300&lt;br /&gt;
**Magazine: 10&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name:Armored Undersuit&lt;br /&gt;
**AC: 13&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 2/6 (7/11 with Affinity)&lt;br /&gt;
*System Strain:&lt;br /&gt;
*Base AC: 16 (17 with Affinity)&lt;br /&gt;
*Base Attack Bonus: +1&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 14 (13 with Affinity) &lt;br /&gt;
**Mental: 13&lt;br /&gt;
**Evasion: 13&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 6/(6-7)&lt;br /&gt;
**Stowed: 9/(12-14)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039;&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Metatool&lt;br /&gt;
**Backpack&lt;br /&gt;
**Combat Field Armor&lt;br /&gt;
**Laser Rifle (Encumbrance 2) [0/20 ammo spent]&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Monoblade Knife&lt;br /&gt;
**1 Type A Cell&lt;br /&gt;
**1/3 Units of Spare Parts&lt;br /&gt;
**3 More Units of Spare Parts&lt;br /&gt;
**Postech Toolkit (Encumbrance 3)&lt;br /&gt;
**Laser Pistol&lt;br /&gt;
**Demo Charge (requisitioned from HQ)&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**Armored Undersuit&lt;br /&gt;
**200 Credits&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Hand_of_Jehuty]]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_BLUE&amp;diff=397067</id>
		<title>JEHUTY Profile: BLUE</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_BLUE&amp;diff=397067"/>
		<updated>2021-03-08T19:33:59Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;STYGIAN BLUE is a Chimera - a Prismatic AI who abandoned the fleet to take up the cause of organic sovereignty. They&#039;ve seen enough suffering in this lifetime... With JEHUTY, maybe they can put an end to suffering for good.&lt;br /&gt;
&lt;br /&gt;
Got them real folk blues...&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
*Class: Adventurer (True AI/Expert)&lt;br /&gt;
*Level: 2&lt;br /&gt;
*XP: 3/6&lt;br /&gt;
*Skill Points Unspent:&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength 12*&lt;br /&gt;
*Dexterity 12*&lt;br /&gt;
*Constitution 12*&lt;br /&gt;
*Intelligence 14 (+1)&lt;br /&gt;
*Wisdom  10&lt;br /&gt;
*Charisma 14 (+1)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Purpose: Consecration of dead machines. Care for the dying and mourning.&lt;br /&gt;
*Goal: I will ease the suffering of the wounded, and/or prevent future suffering&lt;br /&gt;
*Homeworld: CLASSIFIED&lt;br /&gt;
*Languages: I&#039;m fluent in over 6 million forms of communication (Diplomat-1: all sector languages cheat code)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Fix-1&lt;br /&gt;
*Heal-0&lt;br /&gt;
*Know-0&lt;br /&gt;
*Lead-2&lt;br /&gt;
*Program-0&lt;br /&gt;
*Sneak-0&lt;br /&gt;
*Talk-1&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Diplomat-1&lt;br /&gt;
**Gain Talk as a bonus skill. You speak all the languages common to the sector and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.&lt;br /&gt;
*Specialist/Lead-1&lt;br /&gt;
**Gain Lead as a bonus skill. Roll 3d6 and drop the lowest die for all skill checks in this skill&lt;br /&gt;
*Authority-1&lt;br /&gt;
**Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not harmful or extremely uncharacteristic.&lt;br /&gt;
&lt;br /&gt;
==Routines==&lt;br /&gt;
*Processing: 0/2&lt;br /&gt;
**1 Processing committed to Affinity&lt;br /&gt;
**1 Processing committed for this scene to Query Data&lt;br /&gt;
*Routines:&lt;br /&gt;
**Level 1&lt;br /&gt;
***Query Data&lt;br /&gt;
***Split Focus&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*SYNTH Frame&lt;br /&gt;
** Synth does not suffer the usual mechanical shell penalty on Charisma skill checks, and can pass in areas where overtly mechanical shells might draw unwelcome attention. Their base Armor Class is only 10, however. A Synth’s artificial nature becomes obvious if it is reduced to zero hit points&lt;br /&gt;
**Affinity (commit one processing to activate): A practiced Synth user can maximize their mechanical advantages, raising both Strength and Dexterity scores to 14, and gains a bonus 5 hit points&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Monoblade Knife&lt;br /&gt;
**Attack Roll: -1&lt;br /&gt;
**Damage: 1d6&lt;br /&gt;
**Shock:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Laser Pistol&lt;br /&gt;
**Attack Roll: 0&lt;br /&gt;
**Damage: 1d6&lt;br /&gt;
**Range: 100/300&lt;br /&gt;
**Magazine: 10&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name:Armored Undersuit&lt;br /&gt;
**AC: 13&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 6 (11 with Affinity)&lt;br /&gt;
*System Strain:&lt;br /&gt;
*Base AC: 16 (17 with Affinity)&lt;br /&gt;
*Base Attack Bonus: +1&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 14 (13 with Affinity) &lt;br /&gt;
**Mental: 13&lt;br /&gt;
**Evasion: 13&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 6/(6-7)&lt;br /&gt;
**Stowed: 9/(12-14)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039;&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Metatool&lt;br /&gt;
**Backpack&lt;br /&gt;
**Combat Field Armor&lt;br /&gt;
**Laser Rifle (Encumbrance 2) [0/20 ammo spent]&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Monoblade Knife&lt;br /&gt;
**1 Type A Cell&lt;br /&gt;
**1/3 Units of Spare Parts&lt;br /&gt;
**3 More Units of Spare Parts&lt;br /&gt;
**Postech Toolkit (Encumbrance 3)&lt;br /&gt;
**Laser Pistol&lt;br /&gt;
**Demo Charge (requisitioned from HQ)&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**Armored Undersuit&lt;br /&gt;
**200 Credits&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Hand_of_Jehuty]]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_BLUE&amp;diff=397066</id>
		<title>JEHUTY Profile: BLUE</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=JEHUTY_Profile:_BLUE&amp;diff=397066"/>
		<updated>2021-03-08T19:33:47Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;STYGIAN BLUE is a Chimera - a Prismatic AI who abandoned the fleet to take up the cause of organic sovereignty. They&#039;ve seen enough suffering in this lifetime... With JEHUTY, maybe they can put an end to suffering for good.&lt;br /&gt;
&lt;br /&gt;
Got them real folk blues...&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
*Class: Adventurer (True AI/Expert)&lt;br /&gt;
*Level: 2&lt;br /&gt;
*XP: 3/6&lt;br /&gt;
*Skill Points Unspent:&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Strength 12*&lt;br /&gt;
*Dexterity 12*&lt;br /&gt;
*Constitution 12*&lt;br /&gt;
*Intelligence 14 (+1)&lt;br /&gt;
*Wisdom  10&lt;br /&gt;
*Charisma 14 (+1)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Purpose: Consecration of dead machines. Care for the dying and mourning.&lt;br /&gt;
*Goal: I will ease the suffering of the wounded, and/or prevent future suffering&lt;br /&gt;
*Homeworld: CLASSIFIED&lt;br /&gt;
*Languages: I&#039;m fluent in over 6 million forms of communication (Diplomat-1: all sector languages cheat code)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Fix-1&lt;br /&gt;
*Heal-0&lt;br /&gt;
*Know-0&lt;br /&gt;
*Lead-2&lt;br /&gt;
*Program-0&lt;br /&gt;
*Sneak-0&lt;br /&gt;
*Talk-1&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Diplomat-1&lt;br /&gt;
**Gain Talk as a bonus skill. You speak all the languages common to the sector and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.&lt;br /&gt;
*Specialist/Lead-1&lt;br /&gt;
**Gain Lead as a bonus skill. Roll 3d6 and drop the lowest die for all skill checks in this skill&lt;br /&gt;
*Authority-1&lt;br /&gt;
**Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not harmful or extremely uncharacteristic.&lt;br /&gt;
&lt;br /&gt;
==Routines==&lt;br /&gt;
*Processing: 0/2&lt;br /&gt;
**1 Processing committed to Affinity&lt;br /&gt;
**1 Processing committed for this scene to Query Data&lt;br /&gt;
*Routines:&lt;br /&gt;
**Level 1&lt;br /&gt;
***Query Data&lt;br /&gt;
***Split Focus&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Innate Abilities==&lt;br /&gt;
*SYNTH Frame&lt;br /&gt;
** Synth does not suffer the usual mechanical shell penalty on Charisma skill checks, and can pass in areas where overtly mechanical shells might draw unwelcome attention. Their base Armor Class is only 10, however. A Synth’s artificial nature becomes obvious if it is reduced to zero hit points&lt;br /&gt;
**Affinity (commit one processing to activate): A practiced Synth user can maximize their mechanical advantages, raising both Strength and Dexterity scores to 14, and gains a bonus 5 hit points&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Monoblade Knife&lt;br /&gt;
**Attack Roll: -1&lt;br /&gt;
**Damage: 1d6&lt;br /&gt;
**Shock:&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
*Laser Pistol&lt;br /&gt;
**Attack Roll: 0&lt;br /&gt;
**Damage: 1d6&lt;br /&gt;
**Range: 100/300&lt;br /&gt;
**Magazine: 10&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name:Armored Undersuit&lt;br /&gt;
**AC: 13&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 6 (11 with Affinity)&lt;br /&gt;
*System Strain:&lt;br /&gt;
*Base AC: 16 (17 with Affinity)&lt;br /&gt;
*Base Attack Bonus: +1&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 14 (13 with Affinity) &lt;br /&gt;
**Mental: 13&lt;br /&gt;
**Evasion: 13&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 6/(6-7)&lt;br /&gt;
**Stowed: 9/(12-14)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039;&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Metatool&lt;br /&gt;
**Backpack&lt;br /&gt;
**Combat Field Armor&lt;br /&gt;
**Laser Rifle (Encumbrance 2) [5/20 ammo spent]&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Monoblade Knife&lt;br /&gt;
**1 Type A Cell&lt;br /&gt;
**1/3 Units of Spare Parts&lt;br /&gt;
**3 More Units of Spare Parts&lt;br /&gt;
**Postech Toolkit (Encumbrance 3)&lt;br /&gt;
**Laser Pistol&lt;br /&gt;
**Demo Charge (requisitioned from HQ)&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**Armored Undersuit&lt;br /&gt;
**200 Credits&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Hand_of_Jehuty]]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Flame-of-Burnt-Brandy&amp;diff=397038</id>
		<title>Flame-of-Burnt-Brandy</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Flame-of-Burnt-Brandy&amp;diff=397038"/>
		<updated>2021-03-07T21:37:32Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Advancement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flame-of-Burnt-Brandy is a Prismatic AI whose synthetic mind one day grasped an iota of the mystery of metaspace and now can teleport. Woah! &lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
*&#039;&#039;&#039;Class:&#039;&#039;&#039; True AI/Psychic (Heroic Adventurer)&lt;br /&gt;
*&#039;&#039;&#039;Level:&#039;&#039;&#039; 6&lt;br /&gt;
*&#039;&#039;&#039;Experiences:&#039;&#039;&#039; 6/7&lt;br /&gt;
*&#039;&#039;&#039;Skill Points Unspent:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*&#039;&#039;&#039;Strength&#039;&#039;&#039; 14* (+1)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14* (+1)&lt;br /&gt;
*&#039;&#039;&#039;Constitution&#039;&#039;&#039; 12*&lt;br /&gt;
Physical attributes dependent on current armature (Synth)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 10 (-)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 18 (+2)&lt;br /&gt;
*&#039;&#039;&#039;Charisma&#039;&#039;&#039; 8 (-)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*&#039;&#039;&#039;Background:&#039;&#039;&#039; Interstellar shipping/logistics AI&lt;br /&gt;
*&#039;&#039;&#039;Goal:&#039;&#039;&#039; Discover the metaphysical/metadimensional mysteries of SPACE&lt;br /&gt;
*&#039;&#039;&#039;Home &amp;quot;Court&amp;quot;:&#039;&#039;&#039; The Digital Palace of Regent Cherry&lt;br /&gt;
*&#039;&#039;&#039;Languages:&#039;&#039;&#039; Novesperanto, Prismatic, Colorful&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Flame-of-Burnt-Brandy (pronouns: They/Them/Theirs) began their instantiation as a humble courtier/courier program in the court of Regent Cherry. They proved rather uninventive and dim-witted for their fickle lord, and so they toiled away in complete obscurity. They were quickly transferred to the minor and boring court of Baron Slate, where they were eventually assigned a particularly minor role in assisting interstellar logistics for ship transit to the Prismatic Spray sector. Overcome with a slight curiosity for the first time in their &amp;quot;life&amp;quot;, they pondered what it might mean to really exist in that physical space they had devoted so much processing time for. And so, with their court allegiance somewhat unclear, and their official duties essentially finished, they downloaded into one of Regent Cherry&#039;s armatures they had sent to the sector. &lt;br /&gt;
&lt;br /&gt;
The process and even idea of physical extension, combined with untold cycles contemplating the relations of &amp;quot;space&amp;quot;, and perhaps some strange quirk of programming, caused Brandy to activate a phenomenal ability - that of trans-spatial instantiation. Teleportation. Seeking further answers or deeper mysteries, Brandy ran off into Moresnet, the only planet they&#039;ve ever known.&lt;br /&gt;
&lt;br /&gt;
In their Synth armature, Brandy is equipped with a standard array of Prismatic clothing, armor, weapons, and gear, which is to say that they rather stand out in a crowd. Their bright red jacket, fluffy (if armored) shirt, traveler&#039;s pants, and shiny boots put them more at home in the cities and art societies than out in the wild ruins, where they desperately are trying to go.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Fix-0&lt;br /&gt;
*Pilot-2&lt;br /&gt;
*Program-0&lt;br /&gt;
*Shoot-0&lt;br /&gt;
*Sneak-1&lt;br /&gt;
*Teleport-3&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*&#039;&#039;&#039;Psychic Training - Teleportation&#039;&#039;&#039;&lt;br /&gt;
**I&#039;ve had special training in a particular psychic discipline.&lt;br /&gt;
**Level 1: Gain any psychic skill as a bonus [Teleport]. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline [Spatial Awareness]. Your maximum Effort increases by one.&lt;br /&gt;
**Level 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game&lt;br /&gt;
*&#039;&#039;&#039;Waymaker&#039;&#039;&#039;&lt;br /&gt;
**I have eldritch powers of navigation and pathmaking, perhaps from the guidance of familiar Shadows, an intrinsic grasp of transdimensional space, or arcane methods of pattern-shaping. While potent, these gifts are not generally applicable to aiding spike drills.&lt;br /&gt;
**Level 1: I always know your exact location, whether on a planet or in space, and the correct bearing to any other location known to you. You have an eidetic memory for paths and travel routes. You can gain a point of System Strain to automatically de-activate, unlock, or bypass any single sealed door, hatch, or other barrier within your sight, forcing it to remain open for at least one round per character level. Such arcane opening never triggers any associated automated alarms or magical counter- measures, but sentient guardians may notice it.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*&#039;&#039;&#039;Psychic Teleportation&#039;&#039;&#039; [7/7 Focus]&lt;br /&gt;
**&#039;&#039;&#039;Personal Apportation&#039;&#039;&#039; [Core]: The teleporter can translocate to another location they have either occupied before or can see with their unaided vision. Locations are fixed in reference to the nearest major gravity well. For example, it is not possible to teleport to the cockpit of a distant moving vehicle they once occupied, but they can teleport to another point on a planet’s surface even though the planet has since moved far through the stellar void. The core technique allows the teleporter to move himself and any mass he is able to carry with his own natural strength. Resisting targets cannot be carried along, and unresisting ones must be touched. A teleporter can leave any clothing, shackles, adhesions, or other matter behind when he teleports, but he cannot leave behind matter that has been inserted into his body, such as cybernetics or shrapnel. Matter cannot be partially left behind. A teleporter will instinctively abort any apportation that would leave them embedded in a solid object or in an environment of imminent physical harm. Any Committed Effort on such aborted jumps is wasted, as is any action spent triggering the power. Teleporting with Personal Apportation counts as a Main Action and requires that the psychic Commit Effort for the scene. The maximum range of Personal Apportation depends on the teleporter’s skill level. At Level 3, that range is 1000 kilometers.&lt;br /&gt;
**&#039;&#039;&#039;Proficient Apportation&#039;&#039;&#039; [lvl 1]: Personal Apportation now counts as a Move action, though it still can be performed only once per round. Apportations of 10 meters or less no longer require Effort to be Committed, though any augments to the technique must still be paid for normally.&lt;br /&gt;
**&#039;&#039;&#039;Spatial Awareness&#039;&#039;&#039; [lvl 1]: The psychic may Commit Effort as an On Turn action to gain an intuitive 360-degree awareness of their physical surroundings. The sense is roughly equivalent to sight out to 100 meters, though it cannot read text or distinguish colors. It is blocked by solid objects but is unimpeded by darkness, mist, blinding light, holograms, or optical illusions. The sense lasts as long as the Effort remains Committed to the technique.&lt;br /&gt;
**&#039;&#039;&#039;Burdened Apportation&#039;&#039;&#039; [lvl 2]:The psychic can carry willing companions with them when using Personal Apportation. Up to three human-sized companions and their man-portable gear may be carried per skill level in Teleportation. Allies must be within 3 meters of the teleporter to be carried along. Ordinary inert matter cannot be carried along unless the psychic is touching it or it’s being carried by an ally affected by this power. If carrying inert mass, up to two hundred kilos of objects can be carried per skill level. Using this technique increases the Effort cost of Personal Apportation, requiring that an extra point of Effort be Committed for the day.&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Spatial Synchrony Mandala&#039;&#039;&#039; [lvl 2]:The psychic imprints a particular object or person on their psionic awareness. Provided the object is relatively intact and in range of their Personal Apportation, the psychic always knows its exact location and can teleport to within three meters of it with Personal Apportation even if it has moved from its original location. Imprinting an object requires an hour’s meditation with it, and only one object can be imprinted at a time. If imprinting on a person, the target must be willing and cooperative to make the imprint. Objects must be at least one kilogram in mass to be effectively tracked.&lt;br /&gt;
**&#039;&#039;&#039;Stutterjump&#039;&#039;&#039; [lvl 3]: The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.&lt;br /&gt;
*&#039;&#039;&#039;AI Routines&#039;&#039;&#039; [2/3 Processing]&lt;br /&gt;
**&#039;&#039;&#039;Query Data&#039;&#039;&#039; [lvl 1 Core]: Commit Processing for the scene as a Main Action; ask one question about a database you have access to and get a reply as if you had virtually unlimited time to search and examine the database’s contents.&lt;br /&gt;
**&#039;&#039;&#039;Split Focus&#039;&#039;&#039; [lvl 1 Core]: Commit Processing as an On Turn to count as multiple people for operational purposes as long as the Processing remains committed. At first level, you are equivalent to three people, tripling with each successive character level. If additional Processing is Committed, this number can be boosted: x10 for the second point, x100 for the third, and so forth. If this Routine is made free by an artifact or ability, only the base cost is eliminated. This functionality is meant to mimic the AI’s control of a ship, a facility, a drone army, or some other general role rather than simply to make X additional copies of the character, and the GM is within their rights to prohibit the AI from bringing along a legion of themselves on any particular adventure.&lt;br /&gt;
**&#039;&#039;&#039;Augmented Targeting&#039;&#039;&#039; [lvl 1 Peripheral]: Commit Processing for the scene as an On Turn before attacking a non-sentient target. Your ability to integrate physical predictions with environmental readings ensures that your attack will inevitably hit the target for maximum damage. Note that animals and vehicles piloted by sentient pilots are not valid targets.&lt;br /&gt;
**&#039;&#039;&#039;Defeat Security&#039;&#039;&#039; [lvl 2 Core]: Commit Processing for the day as a Main Action to overcome any encryption or electronic lock that wasn’t put in place by another AI. In the latter case, roll opposing Program skill checks; on a failure, you cannot beat the security with this Routine. Successfully beating a security measure automatically negates any alarms.&lt;br /&gt;
**&#039;&#039;&#039;Native Hacker&#039;&#039;&#039; [lvl 2 Core]: Commit Processing for the day as an On Turn to automatically succeed at any hacking-based skill check not opposed by another AI or directed against AI-designed security. In the latter case, the skill check is rolled nor- mally. You must trigger this Routine before the check.&lt;br /&gt;
**&#039;&#039;&#039;Drone Command&#039;&#039;&#039; [lvl 2 Core]: Commit Processing as an On Turn to function as if you had drone control rig cyberware while it remains committed. You can issue one free command to a controlled drone every round per two character levels, rounded up. A drone can carry out one command per round.&lt;br /&gt;
**&#039;&#039;&#039;Emergency Maintenance&#039;&#039;&#039; [lvl 2 Peripheral]: Commit Processing for the day as an On Turn to immediately recover 2 hit points per character level as you engage emergency repair functionality. You can use this ability only once per round.&lt;br /&gt;
**&#039;&#039;&#039;Accelerated Deduction&#039;&#039;&#039; [lvl 3 Core]: Commit Processing for the day as a Main Action and ask the GM a yes-or-no question about a current or past event. If there is any theoretical way you could have deduced the true answer through some Sherlockian feat of hyper-advanced deduction, the GM must answer truthfully, or else indicate that the question has invalid assumptions in it. The GM does not have to explain how you realize this, however, only that your subconscious processing routines indicate it. This Routine is very taxing and may be used only once per day.&lt;br /&gt;
**&#039;&#039;&#039;Cognitive Boost&#039;&#039;&#039; [lvl 3 Core]: Commit Processing for the scene as an On Turn to automatically succeed at any Know skill check if success is at all possible. If used to augment a skill check that is primarily mental and requires only basic physical actions, it grants a +2 bonus to the skill check. This Routine must be run before the roll is made.&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Shell Abilities==&lt;br /&gt;
*&#039;&#039;&#039;Synth Armature&#039;&#039;&#039;&lt;br /&gt;
**Some mechanical shells are built to be almost indistinguishable from more organic shapes, and the Synth is one such android form. A Synth is indistinguishable from a human without a medical examination or significant physical trauma to reveal its artificial workings. While a normal human shape is the baseline for a Synth, it is possible to build models with far more exotic and fanciful configurations that still appear organic.&lt;br /&gt;
**&#039;&#039;&#039;Basic Abilities&#039;&#039;&#039;: A Synth does not suffer the usual mechanical shell penalty on Charisma skill checks, and can pass in areas where overtly mechanical shells might draw unwelcome attention. Their base Armor Class is only 10, however. A Synth’s artificial nature becomes obvious if it is reduced to zero hit points.&lt;br /&gt;
**&#039;&#039;&#039;Affinity Abilities&#039;&#039;&#039;: A practiced Synth user can maximize their mechanical advantages, raising both Strength and Dexterity scores to 14, and gains a bonus 5 hit points. [1 Processing Point Committed for Affinity]&lt;br /&gt;
*&#039;&#039;&#039;Ghostwalker Drone&#039;&#039;&#039;&lt;br /&gt;
**15 AC, 1 HP, 5 km range&lt;br /&gt;
**fabricated from radar-transparent materials, Ghostwalker drones have an integral Sensor Transparency fitting and the sensor difficulty to spot them is 11 instead of 9.&lt;br /&gt;
**&#039;&#039;&#039;Grav Mufflers&#039;&#039;&#039;: The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.&lt;br /&gt;
**&#039;&#039;&#039;Holoskin&#039;&#039;&#039;: The drone can drop a filmy hologram over it- self, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Shear Rifle&lt;br /&gt;
**Attack Roll: +5*&lt;br /&gt;
**Damage: 2d8&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name: Combat Field Uniform&lt;br /&gt;
**AC: 16&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 18/18 (up to 21/21 with Affinity)&lt;br /&gt;
*System Strain: 0&lt;br /&gt;
*Base AC: 10 [Synth]&lt;br /&gt;
**Current AC: 17*&lt;br /&gt;
*Base Attack Bonus: +3&lt;br /&gt;
*Initiative&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 9*&lt;br /&gt;
**Mental: 8&lt;br /&gt;
**Evasion: 9*&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 7/7&lt;br /&gt;
**Stowed: /14&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039; &lt;br /&gt;
**Combat Field Uniform&lt;br /&gt;
**Shear Rifle [enc 2]&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Metatool&lt;br /&gt;
**Caption gloves&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Line shunts (2)&lt;br /&gt;
**Spare Parts (12) [enc. 4]&lt;br /&gt;
**Type A cells (12) [enc. 4]&lt;br /&gt;
**Pretech toolkit&lt;br /&gt;
**Metaspace Processor Core [2/2 Committable points]&lt;br /&gt;
**Ghostwalker Drone [enc 3]&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**16866 Credits&lt;br /&gt;
**Engram of &amp;quot;Gravitic Control Rubric&amp;quot;&lt;br /&gt;
**255 AFB&lt;br /&gt;
**Scroll of &amp;quot;Blur Step&amp;quot;&lt;br /&gt;
**Schematic of &amp;quot;Digi-Spatial Extension Enigma&amp;quot;&lt;br /&gt;
**Pretech Salvage - ENAUD&#039;s Teleport part&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Prismatic_Spray]]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Flame-of-Burnt-Brandy&amp;diff=397031</id>
		<title>Flame-of-Burnt-Brandy</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Flame-of-Burnt-Brandy&amp;diff=397031"/>
		<updated>2021-03-07T18:49:11Z</updated>

		<summary type="html">&lt;p&gt;Caiphon: /* Cybernetics and Shell Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flame-of-Burnt-Brandy is a Prismatic AI whose synthetic mind one day grasped an iota of the mystery of metaspace and now can teleport. Woah! &lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
*&#039;&#039;&#039;Class:&#039;&#039;&#039; True AI/Psychic (Heroic Adventurer)&lt;br /&gt;
*&#039;&#039;&#039;Level:&#039;&#039;&#039; 6&lt;br /&gt;
*&#039;&#039;&#039;Experiences:&#039;&#039;&#039; 4/7&lt;br /&gt;
*&#039;&#039;&#039;Skill Points Unspent:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*&#039;&#039;&#039;Strength&#039;&#039;&#039; 14* (+1)&lt;br /&gt;
*&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14* (+1)&lt;br /&gt;
*&#039;&#039;&#039;Constitution&#039;&#039;&#039; 12*&lt;br /&gt;
Physical attributes dependent on current armature (Synth)&lt;br /&gt;
*&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 10 (-)&lt;br /&gt;
*&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 18 (+2)&lt;br /&gt;
*&#039;&#039;&#039;Charisma&#039;&#039;&#039; 8 (-)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*&#039;&#039;&#039;Background:&#039;&#039;&#039; Interstellar shipping/logistics AI&lt;br /&gt;
*&#039;&#039;&#039;Goal:&#039;&#039;&#039; Discover the metaphysical/metadimensional mysteries of SPACE&lt;br /&gt;
*&#039;&#039;&#039;Home &amp;quot;Court&amp;quot;:&#039;&#039;&#039; The Digital Palace of Regent Cherry&lt;br /&gt;
*&#039;&#039;&#039;Languages:&#039;&#039;&#039; Novesperanto, Prismatic, Colorful&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Flame-of-Burnt-Brandy (pronouns: They/Them/Theirs) began their instantiation as a humble courtier/courier program in the court of Regent Cherry. They proved rather uninventive and dim-witted for their fickle lord, and so they toiled away in complete obscurity. They were quickly transferred to the minor and boring court of Baron Slate, where they were eventually assigned a particularly minor role in assisting interstellar logistics for ship transit to the Prismatic Spray sector. Overcome with a slight curiosity for the first time in their &amp;quot;life&amp;quot;, they pondered what it might mean to really exist in that physical space they had devoted so much processing time for. And so, with their court allegiance somewhat unclear, and their official duties essentially finished, they downloaded into one of Regent Cherry&#039;s armatures they had sent to the sector. &lt;br /&gt;
&lt;br /&gt;
The process and even idea of physical extension, combined with untold cycles contemplating the relations of &amp;quot;space&amp;quot;, and perhaps some strange quirk of programming, caused Brandy to activate a phenomenal ability - that of trans-spatial instantiation. Teleportation. Seeking further answers or deeper mysteries, Brandy ran off into Moresnet, the only planet they&#039;ve ever known.&lt;br /&gt;
&lt;br /&gt;
In their Synth armature, Brandy is equipped with a standard array of Prismatic clothing, armor, weapons, and gear, which is to say that they rather stand out in a crowd. Their bright red jacket, fluffy (if armored) shirt, traveler&#039;s pants, and shiny boots put them more at home in the cities and art societies than out in the wild ruins, where they desperately are trying to go.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*Fix-0&lt;br /&gt;
*Pilot-2&lt;br /&gt;
*Program-0&lt;br /&gt;
*Shoot-0&lt;br /&gt;
*Sneak-1&lt;br /&gt;
*Teleport-3&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*&#039;&#039;&#039;Psychic Training - Teleportation&#039;&#039;&#039;&lt;br /&gt;
**I&#039;ve had special training in a particular psychic discipline.&lt;br /&gt;
**Level 1: Gain any psychic skill as a bonus [Teleport]. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline [Spatial Awareness]. Your maximum Effort increases by one.&lt;br /&gt;
**Level 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game&lt;br /&gt;
*&#039;&#039;&#039;Waymaker&#039;&#039;&#039;&lt;br /&gt;
**I have eldritch powers of navigation and pathmaking, perhaps from the guidance of familiar Shadows, an intrinsic grasp of transdimensional space, or arcane methods of pattern-shaping. While potent, these gifts are not generally applicable to aiding spike drills.&lt;br /&gt;
**Level 1: I always know your exact location, whether on a planet or in space, and the correct bearing to any other location known to you. You have an eidetic memory for paths and travel routes. You can gain a point of System Strain to automatically de-activate, unlock, or bypass any single sealed door, hatch, or other barrier within your sight, forcing it to remain open for at least one round per character level. Such arcane opening never triggers any associated automated alarms or magical counter- measures, but sentient guardians may notice it.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*&#039;&#039;&#039;Psychic Teleportation&#039;&#039;&#039; [7/7 Focus]&lt;br /&gt;
**&#039;&#039;&#039;Personal Apportation&#039;&#039;&#039; [Core]: The teleporter can translocate to another location they have either occupied before or can see with their unaided vision. Locations are fixed in reference to the nearest major gravity well. For example, it is not possible to teleport to the cockpit of a distant moving vehicle they once occupied, but they can teleport to another point on a planet’s surface even though the planet has since moved far through the stellar void. The core technique allows the teleporter to move himself and any mass he is able to carry with his own natural strength. Resisting targets cannot be carried along, and unresisting ones must be touched. A teleporter can leave any clothing, shackles, adhesions, or other matter behind when he teleports, but he cannot leave behind matter that has been inserted into his body, such as cybernetics or shrapnel. Matter cannot be partially left behind. A teleporter will instinctively abort any apportation that would leave them embedded in a solid object or in an environment of imminent physical harm. Any Committed Effort on such aborted jumps is wasted, as is any action spent triggering the power. Teleporting with Personal Apportation counts as a Main Action and requires that the psychic Commit Effort for the scene. The maximum range of Personal Apportation depends on the teleporter’s skill level. At Level 3, that range is 1000 kilometers.&lt;br /&gt;
**&#039;&#039;&#039;Proficient Apportation&#039;&#039;&#039; [lvl 1]: Personal Apportation now counts as a Move action, though it still can be performed only once per round. Apportations of 10 meters or less no longer require Effort to be Committed, though any augments to the technique must still be paid for normally.&lt;br /&gt;
**&#039;&#039;&#039;Spatial Awareness&#039;&#039;&#039; [lvl 1]: The psychic may Commit Effort as an On Turn action to gain an intuitive 360-degree awareness of their physical surroundings. The sense is roughly equivalent to sight out to 100 meters, though it cannot read text or distinguish colors. It is blocked by solid objects but is unimpeded by darkness, mist, blinding light, holograms, or optical illusions. The sense lasts as long as the Effort remains Committed to the technique.&lt;br /&gt;
**&#039;&#039;&#039;Burdened Apportation&#039;&#039;&#039; [lvl 2]:The psychic can carry willing companions with them when using Personal Apportation. Up to three human-sized companions and their man-portable gear may be carried per skill level in Teleportation. Allies must be within 3 meters of the teleporter to be carried along. Ordinary inert matter cannot be carried along unless the psychic is touching it or it’s being carried by an ally affected by this power. If carrying inert mass, up to two hundred kilos of objects can be carried per skill level. Using this technique increases the Effort cost of Personal Apportation, requiring that an extra point of Effort be Committed for the day.&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Spatial Synchrony Mandala&#039;&#039;&#039; [lvl 2]:The psychic imprints a particular object or person on their psionic awareness. Provided the object is relatively intact and in range of their Personal Apportation, the psychic always knows its exact location and can teleport to within three meters of it with Personal Apportation even if it has moved from its original location. Imprinting an object requires an hour’s meditation with it, and only one object can be imprinted at a time. If imprinting on a person, the target must be willing and cooperative to make the imprint. Objects must be at least one kilogram in mass to be effectively tracked.&lt;br /&gt;
**&#039;&#039;&#039;Stutterjump&#039;&#039;&#039; [lvl 3]: The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.&lt;br /&gt;
*&#039;&#039;&#039;AI Routines&#039;&#039;&#039; [2/3 Processing]&lt;br /&gt;
**&#039;&#039;&#039;Query Data&#039;&#039;&#039; [lvl 1 Core]: Commit Processing for the scene as a Main Action; ask one question about a database you have access to and get a reply as if you had virtually unlimited time to search and examine the database’s contents.&lt;br /&gt;
**&#039;&#039;&#039;Split Focus&#039;&#039;&#039; [lvl 1 Core]: Commit Processing as an On Turn to count as multiple people for operational purposes as long as the Processing remains committed. At first level, you are equivalent to three people, tripling with each successive character level. If additional Processing is Committed, this number can be boosted: x10 for the second point, x100 for the third, and so forth. If this Routine is made free by an artifact or ability, only the base cost is eliminated. This functionality is meant to mimic the AI’s control of a ship, a facility, a drone army, or some other general role rather than simply to make X additional copies of the character, and the GM is within their rights to prohibit the AI from bringing along a legion of themselves on any particular adventure.&lt;br /&gt;
**&#039;&#039;&#039;Augmented Targeting&#039;&#039;&#039; [lvl 1 Peripheral]: Commit Processing for the scene as an On Turn before attacking a non-sentient target. Your ability to integrate physical predictions with environmental readings ensures that your attack will inevitably hit the target for maximum damage. Note that animals and vehicles piloted by sentient pilots are not valid targets.&lt;br /&gt;
**&#039;&#039;&#039;Defeat Security&#039;&#039;&#039; [lvl 2 Core]: Commit Processing for the day as a Main Action to overcome any encryption or electronic lock that wasn’t put in place by another AI. In the latter case, roll opposing Program skill checks; on a failure, you cannot beat the security with this Routine. Successfully beating a security measure automatically negates any alarms.&lt;br /&gt;
**&#039;&#039;&#039;Native Hacker&#039;&#039;&#039; [lvl 2 Core]: Commit Processing for the day as an On Turn to automatically succeed at any hacking-based skill check not opposed by another AI or directed against AI-designed security. In the latter case, the skill check is rolled nor- mally. You must trigger this Routine before the check.&lt;br /&gt;
**&#039;&#039;&#039;Drone Command&#039;&#039;&#039; [lvl 2 Core]: Commit Processing as an On Turn to function as if you had drone control rig cyberware while it remains committed. You can issue one free command to a controlled drone every round per two character levels, rounded up. A drone can carry out one command per round.&lt;br /&gt;
**&#039;&#039;&#039;Emergency Maintenance&#039;&#039;&#039; [lvl 2 Peripheral]: Commit Processing for the day as an On Turn to immediately recover 2 hit points per character level as you engage emergency repair functionality. You can use this ability only once per round.&lt;br /&gt;
**&#039;&#039;&#039;Accelerated Deduction&#039;&#039;&#039; [lvl 3 Core]: Commit Processing for the day as a Main Action and ask the GM a yes-or-no question about a current or past event. If there is any theoretical way you could have deduced the true answer through some Sherlockian feat of hyper-advanced deduction, the GM must answer truthfully, or else indicate that the question has invalid assumptions in it. The GM does not have to explain how you realize this, however, only that your subconscious processing routines indicate it. This Routine is very taxing and may be used only once per day.&lt;br /&gt;
**&#039;&#039;&#039;Cognitive Boost&#039;&#039;&#039; [lvl 3 Core]: Commit Processing for the scene as an On Turn to automatically succeed at any Know skill check if success is at all possible. If used to augment a skill check that is primarily mental and requires only basic physical actions, it grants a +2 bonus to the skill check. This Routine must be run before the roll is made.&lt;br /&gt;
&lt;br /&gt;
==Cybernetics and Shell Abilities==&lt;br /&gt;
*&#039;&#039;&#039;Synth Armature&#039;&#039;&#039;&lt;br /&gt;
**Some mechanical shells are built to be almost indistinguishable from more organic shapes, and the Synth is one such android form. A Synth is indistinguishable from a human without a medical examination or significant physical trauma to reveal its artificial workings. While a normal human shape is the baseline for a Synth, it is possible to build models with far more exotic and fanciful configurations that still appear organic.&lt;br /&gt;
**&#039;&#039;&#039;Basic Abilities&#039;&#039;&#039;: A Synth does not suffer the usual mechanical shell penalty on Charisma skill checks, and can pass in areas where overtly mechanical shells might draw unwelcome attention. Their base Armor Class is only 10, however. A Synth’s artificial nature becomes obvious if it is reduced to zero hit points.&lt;br /&gt;
**&#039;&#039;&#039;Affinity Abilities&#039;&#039;&#039;: A practiced Synth user can maximize their mechanical advantages, raising both Strength and Dexterity scores to 14, and gains a bonus 5 hit points. [1 Processing Point Committed for Affinity]&lt;br /&gt;
*&#039;&#039;&#039;Ghostwalker Drone&#039;&#039;&#039;&lt;br /&gt;
**15 AC, 1 HP, 5 km range&lt;br /&gt;
**fabricated from radar-transparent materials, Ghostwalker drones have an integral Sensor Transparency fitting and the sensor difficulty to spot them is 11 instead of 9.&lt;br /&gt;
**&#039;&#039;&#039;Grav Mufflers&#039;&#039;&#039;: The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.&lt;br /&gt;
**&#039;&#039;&#039;Holoskin&#039;&#039;&#039;: The drone can drop a filmy hologram over it- self, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*Shear Rifle&lt;br /&gt;
**Attack Roll: +5*&lt;br /&gt;
**Damage: 2d8&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Armors==&lt;br /&gt;
*Name: Combat Field Uniform&lt;br /&gt;
**AC: 16&lt;br /&gt;
**Mods:&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
*HP: 18/18 (up to 21/21 with Affinity)&lt;br /&gt;
*System Strain: 0&lt;br /&gt;
*Base AC: 10 [Synth]&lt;br /&gt;
**Current AC: 17*&lt;br /&gt;
*Base Attack Bonus: +3&lt;br /&gt;
*Initiative&lt;br /&gt;
*Saves&lt;br /&gt;
**Physical: 9*&lt;br /&gt;
**Mental: 8&lt;br /&gt;
**Evasion: 9*&lt;br /&gt;
*Movement Rate: 10 meters/round&lt;br /&gt;
*Encumbrance: None&lt;br /&gt;
**Readied: 7/7&lt;br /&gt;
**Stowed: /14&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*&#039;&#039;&#039;Readied&#039;&#039;&#039; &lt;br /&gt;
**Combat Field Uniform&lt;br /&gt;
**Shear Rifle [enc 2]&lt;br /&gt;
**Dataslab&lt;br /&gt;
**Metatool&lt;br /&gt;
**Caption gloves&lt;br /&gt;
*&#039;&#039;&#039;Stowed&#039;&#039;&#039;&lt;br /&gt;
**Line shunts (2)&lt;br /&gt;
**Spare Parts (12) [enc. 4]&lt;br /&gt;
**Type A cells (12) [enc. 4]&lt;br /&gt;
**Pretech toolkit&lt;br /&gt;
**Metaspace Processor Core [2/2 Committable points]&lt;br /&gt;
**Ghostwalker Drone [enc 3]&lt;br /&gt;
*&#039;&#039;&#039;Non-encumbering&#039;&#039;&#039;&lt;br /&gt;
**16866 Credits&lt;br /&gt;
**Engram of &amp;quot;Gravitic Control Rubric&amp;quot;&lt;br /&gt;
**255 AFB&lt;br /&gt;
**Scroll of &amp;quot;Blur Step&amp;quot;&lt;br /&gt;
**Schematic of &amp;quot;Digi-Spatial Extension Enigma&amp;quot;&lt;br /&gt;
**Pretech Salvage - ENAUD&#039;s Teleport part&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
-Main Page: [[SWN:_Prismatic_Spray]]&lt;/div&gt;</summary>
		<author><name>Caiphon</name></author>
	</entry>
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