Dr. Eris Delan

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Eris med.jpg

A character in the Stars Without Number: Back in Black campaign.

Dr. Eris Delan[edit]

  • Level 8 Psychic
  • XP: 128,320/250,640
  • Homeworld: The Reef
  • Age: 23.5 (anagathics)
  • Languages: English, Mandarin, Spanish
  • Background & Description: Eris Delan grew up traveling between the colony cities. There were riches to be made from the mines and industry of The Reef, and the young woman had an uncanny knack for reading and capitalizing on the desire of others. It was The Black House that saved her from the trouble she inevitably got herself into, and they put her revealed talents to use finding others like her... people who passed through Abaddon on their way to strengthening the State. They didn't force her to spend time on the backwater planets; that was her choice. Let the other recruiters find the easy Talent. Eris Delan was gonna rise doing the work no one else would.

Attributes[edit]

  • Strength 10
  • Dexterity 10
  • Constitution 14 (+1)
  • Intelligence 10
  • Wisdom 10
  • Charisma 14 (+1)

Combat Block[edit]

  • Movement Rate:
  • Hit Points: 33/33
  • System Strain: 2/14
  • Armor Class
  • Attacks
    • Psychic Assault: opponent saves vs. Mental Effect, if fails takes 8d4 damage and can't act for 1d4 rounds. Each target may only be attacked once every 24 hours.
    • Mind Blade: +4 to hit, 1d4+8 damage (nonlethal)
    • Laser Rifle: +4 hit, 1d10+1 damage, range 300/500, 20 shots
    • Laser Rifle (burst): +6 to hit, 1d10+3 damage, consumes 3 rounds of ammo
    • Thunder Gun: +4 to hit, 2d10+1 damage, range 100/300, 6 shots
    • Laser Pistol: +4 to hit, 1d6+1 damage, range 100/300, 10 shots
  • Saves
    • Physical 11
    • Mental 10
    • Evasion 13
    • Tech 14
    • Luck 12

Cybernetics[edit]

  • Holdout Cavity
    • SS: 1
    • Description: Usually implanted somewhere in the torso, a holdout cavity is a small recess shaped into the wearer’s body and designed to be overlooked by most standard forms of medical or security scanning. It automatically defeats a security inspection that uses less than tech level 4 scanners, and even advanced tech requires careful personal inspection to have a chance of revealing it. The cavity can hold an object up to the size of a pistol and is opened and shut by the user’s mental command.
  • Gecko Gravity Anchors
    • SS: 1
    • Description: These implants rely on sophisticated pretech micrograv generators. While not powerful enough to lift the user in true flight, it allows them to briefly alter their gravitic frame of reference, running up vertical surfaces or across ceilings as part of their normal movement. If the user ends their turn while suspended by the anchors, they must succeed at a Tech saving throw or fall. On a success, the anchors continue to hold them up through their next turn. The anchors can support as much weight as the user can normally carry.
  • Pressure Sheathing
    • SS: 0 (custom fitted on Anumati)
    • Description: Occasionally purchased by workers in hard vacuum or other hostile environments, pressure sheathing integrates an ultrathin pressure membrane with the user’s dermis and emergency film sealants that trigger at the user’s mental command. The pressure sheathing serves as an emergency vacc suit with an integral oxygen supply and temperature regulators that can sustain them for up to thirty minutes. A pressure sheath needs 48 hours to regain structural integrity and power after triggering. A pressure sheath can be detected by a medical examination, but not by less specific inspection.
  • Direct Interface, Level One
    • SS: 0
    • Description: A series of universal interface ports are implanted in the subject in conjunction with a subvocal pickup unit and audiovisual patch films for ears and eyes. As a result, the user can control and receive input from most standard electronic equipment without accessing the usual keyboards, screens, or controls. Wireless-capable devices can be operated from within thirty meters, while others gear usually allow for direct plugs to jacks usually implanted along the spine. While this operation is hands-free, the controls require standard subvocalization and subtle somatic gestures, and are no quicker or more precise than standard methods.
  • Integral Biostatus Monitor
    • SS: 0
    • Description: A series of probes and filters are implanted in the subject, all designed to maintain a steady observation of the user’s physical condition and any ambient dangers. The monitor will alert the subject on exposure to any poison, pathogen, or radiation, and will identify the substance and standard treatment if it exists in the toxicological libraries. This quick identification grants a +2 on the first skill check made to treat a poison or infection. The instant diagnostic information also allows a +1 bonus on all Tech/Medtech skill checks to aid a wounded character.
  • Integral Commlink
    • SS: 0
    • Description: A more limited version of a standard ghost talker transceiver, integral commlinks are meant to operate within a planet or ship’s ordinary communications grid. They do not function in the absence of such a grid unless the user is plugged into a supplementary transmission device such as a comm server. So long as the grid is available, however, the user can place and receive calls and audiovisual recordings. Activation is through subvocalized commands.
  • Spacer's Package biosculpt (from Vincent's in Tenebrous System)
    • SS: 0
    • Description: Essentially, you stay clean on your own. You produce no body odor, bodily excretions are minimized, you don't get dermal infections of bacteria, fungus, or yeast, no dental infections or cavities, you don't get bad breath, etc.
  • Phosphor Tattoos
    • SS: 0
    • Description: Luminous or textured images can be pro- grammed into the wearer’s epidermis. New patterns or images can be uploaded by means of an inductive data feed that is simply pressed to the user’s skin. The tattoos can be switched on or off with a subvocalized command, and cast light up to 5 meters away from the wearer if sufficient skin is exposed.

Skills[edit]

  • Combat
    • Energy Weapon 0
    • Psitech 0
  • Culture
    • The Reef (Spacer) 2
    • Traveller 0
  • Exosuit 0
  • History 0
  • Perception 1
  • Persuade 2
  • Religion 0
  • Tech
    • Medical 3
    • Psitech 1

Skill point progression: 4/level


Psychic Powers[edit]

  • PP: 28
  • Telepathy 8
    • Mastery of Empathy, Meta-linguistics, Mental Link, Memetic Probe, Surface Telepathy, Psychic Assault
  • Biopsionics 6
    • Mastery of Biostasis, Psychic Succor
  • Metapsionics 2
    • Mastery of Psychic Harmonization, Psionic Static Field

Madness: 0/100 (previously 20 after Chittik interrogations)


Equipment[edit]

ASSAULT LOADOUT[edit]

  • READIED
    • Armor: Field Emitter Panoply
    • Weapons: Mind Blade, either Laser Rifle or Thunder Gun
    • Consumables: Glowbugs x6 (0 enc)
    • Gear: argus web, compad (0 enc)
    • Holdout cavity: Type A power cells x6
    • 5/5
  • STOWED
    • Weapons:
    • Consumables: Lazarus patch, 1 day rations
    • Gear: low-light goggles, TL4 binoculars, dataslab, medkit (2 enc), survival kit, bioscanner, metatool
    • 10/10

FIELDWORK LOADOUT (FEP Version)[edit]

  • READIED
    • Armor: Field Emitter Panoply
    • Weapons: Mind Blade
    • Consumables: Glowbugs x6 (0 enc)
    • Gear: argus web, bioscanner, metatool, compad (0 enc)
    • Holdout cavity: Laser pistol
    • 5/5
  • STOWED
    • Weapons:
    • Consumables: Lazarus patch, Type A power cells x6, 2 days rations
    • Gear: low-light goggles, TL4 binoculars, dataslab, medkit (2 enc), survival kit
    • 10/10


FIELDWORK LOADOUT (Assault Suit Version)[edit]

  • READIED
    • Armor: Assault Suit
    • Weapons:
    • Consumables: Glowbugs x6 (0 enc)
    • Gear: argus web, bioscanner, metatool, compad (0 enc)
    • Holdout cavity: Laser pistol
    • 5/5
  • STOWED
    • Weapons: Laser Rifle
    • Consumables: Lazarus patch, Type A power cells x6, spare air tank
    • Gear: low-light goggles, TL4 binoculars, dataslab, medkit (2 enc)
    • 10/10

CIVILIAN LOADOUT[edit]

  • READIED
    • Armor: Armored undersuit
    • Weapons: Mind blade
    • Consumables: Glowbugs x6 (0 enc)
    • Gear: argus web, bioscanner, metatool, compad (0 enc)
    • Holdout cavity: Laser pistol
    • 5/5
  • STOWED
    • Weapons:
    • Consumables: Lazarus patch, Type A power cells x6, 2 days rations
    • Gear: low-light goggles, TL4 binoculars, dataslab, medkit (2 enc), survival kit
    • 10/10

Assets[edit]

Finances[edit]

  • Credits:
    • Credit Chips Carried:
    • Electronic Credits Carried: 650 credits
    • Stowed: 7,000 credits
    • Tenebrous Deposit: 10,000 credits

Holdings[edit]

  • Duchess of Dreswen, Planet Thalassa, Sector Malediction
    • "Doctor Eris Delan, friend of the crown and defender of the people, I create you the Duchess Dreswen, first of your line, to have and to hold all lands which belong by right to that title." She places a remarkably large and ornate ruby necklace around your neck, which is clearly some sort of regalia, and strokes the side of your face, very gently. "The people of your duchy will, of course, rely on you for their protection in these coming, troubled times. Their fate is on your conscience." post and location
    • delineating the Duchy of Dreswen OOC discussion on converting slaves rules for Queen Valentin's tribunal

Materiel[edit]

  • Stored on ship
    • Personal: fitted Assault Suit, extra medkit x2 (separate from ship's stores), holo unit
    • Trade: trade goods x50, trade metals x250

Vehicles[edit]

. .


Notes[edit]

  • Portrait: http://thumis.net/pictures/gaming/character/Eris_med.jpg
  • Final character write-up in OOC thread: http://forum.rpg.net/showthread.php?698152-Stars-Without-Number-Back-in-Black&p=17618320#post17618320
  • Background Package: Adventurer [Culture/The Reef (Spacer), Combat/Energy, Persuade]
  • Psychic Training: Academy Gradate
  • For purposes of the Academe, knowing lots of psychic powers is equivalent to being a scholar on the topic. If you want to have academic chops, too, then there's always tech/medical and tech/psitech, which are both in-class for psychics. As well as culture skills, religion, and history. I mean, you have options.
  • Something that should be obvious to you guys by now is that maybe the Academe is not exactly what it appears to be.
  • Secondly, finding Psychics from primitive worlds and bringing them to the Black House is an excellent way to gain Status. Especially if you can nab them from the Golden Empire, which is tricky and dangerous.
  • Research idea: Researching an effective 'weaponization' for fighting the Chittik. Preferably something that works large-scale and that humans would be immune to. Alternately, it could be a weapon for close- to medium- range combat. This is a really neat idea, BUT, you are going to need more resources to do it. I'd say you need a small group of Chittik captured alive, and an actual research facility. Now, you have definitely got enough free holdings points at the black house to install one, but it won't be cheap to build the damn thing. Like, basically, you have enough building/warehouse space that you could have a bioweapons testing facility, you just need to actually build the facility. Also, it would not be a bad idea to make sure your tech/medical was a rank or two higher first.
  • But, like I said above, at least tell me what departments you're interested in. I mean, I could assume you're mostly interested in the College Nephilim, but you might be more interested in another department. (Shit, have I told you specifically that the big writeups on the Academe are on my blog? They're here: http://deepspacecorrespondence. [blog spot] .com/2013/09/power-and-academe.html) If you're unhappy with all of them and want to dig into different departments or something, then just tell me. But this is going to be a lot easier if you can tell me that you want, say, an Echidna/Nephilim cross-disciplinary researcher with a background in History & Culture. Oh. Damn. Totally forgot about the blog. No, I read that article. Echidna/Nephilim cross-disciplinary with a background in History & Culture sounds spot-on, actually. A dash of Promethean would be ideal. I could see her developing an interest in Apollo/Gaia, but let's do that another time, as the above fits most perfectly into her background interests.
  • Academe/Echidna research into the Chittik (and Madness)
  • Eris ideas for AE holdings development
  • "Doctor Eris Delan, friend of the crown and defender of the people, I create you the Duchess Dreswen, first of your line, to have and to hold all lands which belong by right to that title." She places a remarkably large and ornate ruby necklace around your neck, which is clearly some sort of regalia, and strokes the side of your face, very gently. "The people of your duchy will, of course, rely on you for their protection in these coming, troubled times. Their fate is on your conscience." post and location
  • delineating the Duchy of Dreswen OOC discussion on converting slaves rules for Queen Valentin's tribunal
  • Rook is a pre-Scream consciousness, and is standoffish because of the changes she's witnessed