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  • Class: Arcane Expert/Restricted Telepath
  • Level: 3
  • XP: 8/12
  • Skill Points Unspent: 0


  • Strength: 07 (-1)
  • Dexterity: 16 (+1)
  • Constitution: 08
  • Intelligence: 08
  • Wisdom: 14 (+1)
  • Charisma: 18 (+2)


  • Background: Criminal recruited into Blade Broken as a contacts broker in the field
  • Goal: To support my comrades by developing a field contact who proves critical to successful mission operation
  • Homeworld: Stoke
  • Languages: Novesperanto, Stoker, Gracious, Aerial Cirfant, Docker


  • Telepathy-2
  • Connect-1
  • Talk-1
  • Notice-0
  • Program-0
  • Shoot-0
  • Sneak-0


  • Psychic Training-1: Gain Telepathy as a bonus skill. Increase maximum Effort by 1.
  • Connected-1: I'm remarkably gifted at making friends and forging ties with the people around me. Wherever I go, I always seem to know somebody useful to my ends.
    • Gain Connect as a bonus skill. If I’ve spent at least a week in a not-entirely-hostile location, I’ll have built a web of contacts willing to do favors for me that are no more than mildly illegal. I can call on one favor per game day and the GM decides how far they’ll go for me.
  • Maskwalker-1: I know techniques for limited but versatile shapeshifting, altering my appearance and the appearance of my couture to mimic others or disguise my true seeming. Clothing and gear can be veiled under my alterations, but I must have at least an hour beforehand to attune my equipment to my particular sorceries. Once I’ve aligned the gear with my arts, it can be hidden or seemingly transformed by any further changes I choose to make. Unattuned gear does not change to match my disguise.
    • As a Main Action, I can adjust my appearance and the appearance of my attuned gear within any range normal to my species. These alterations are physical changes, not mere illusions, and will pass standard TL4 genetic tests or physical gear inspections. Changed gear does not function, however, unless its new shape is compatible with its original function. I revert back to my original shape as an Instant action or when I die, as does any changed gear. To mimic a specific other person I need a sample of their DNA and gain one point of System Strain that cannot be lost until I leave the shape.


  • Effort: 5
  • Telepathic Contact
    • Effort: Commit for Scene
    • Target: The target must be visible or otherwise perceptible to my unaided senses.
    • Level-0: Observe emotional states in a target. Intense emotions provide a single word or image related to the focus of the feelings.
    • Level-1: A shallow gestalt with the target’s language centers allows me to understand any form of communication made by the target. If I have the requisite body parts to speak the target’s language, I can communicate with it in turn.
    • Level-2: My awareness of the target’s surface cognition is sophisticated enough to read their current thoughts, though I can’t pick up memories or non-obvious connections. The target gets a Mental saving throw to resist this.
      • Technique - Facile Mind: I am practiced at opening a Telepathic Contact, and need only Commit Effort for the scene to do so, instead of Committing Effort for the day. If contacting an ally who has practiced the process with me for at least a week, opening the contact normally requires no Effort at all. In both cases, if I choose to Commit Effort for the day, I can open a Telepathic Contact as an Instant action rather than a Main Action.
      • Technique - Transmit Thought: I can send thoughts and images over a Telepathic Contact, allowing two-way communication with a willing target as an Instant action when desired.
      • Technique - Suppress Cognition: Through intense focus, I can make the target of a Telepathic Contact simply not think about something, whether that’s the presence of me, the possibility of committing violence, the absence of important documentation, or any other single potential action or one specific person. This technique requires me to Commit Effort for the scene as a Main Action. The target gets a Mental saving throw to resist this power and become immune to it for the scene. If failed, the thought remains unthinkable for the rest of the scene unless the target perceives physical danger or a traumatic threat to something they prize highly. In that case, the block instantly dissolves and cannot be re-established during the scene. Once the effect ends, the target will remain oblivious to their temporary fugue unless it is brought to their attention somehow.


  • Monoblade knife
    • Attack Roll: +2
    • Damage: 1d6+1
    • Shock: 2 points/AC 15
    • Mods:
  • Laser Pistol
    • Attack Roll: +3
    • Damage: 1d6+1
    • Range: 100/300
    • Magazine: 10
    • Mods:


  • Armored Undersuit
    • AC: 13
    • Mods:

Other Stats[edit]

  • HP: 13
  • System Strain:
  • Base AC: 14
  • Base Attack Bonus: +1
  • Saves
    • Physical: 13
    • Mental: 12
    • Evasion: 11
  • Movement Rate: 10 meters/round
  • Encumbrance: None
    • Readied: 3/3
    • Stowed: 6/7


  • Readied
    • armored undersuit
    • dataslab
    • TL0 backpack
  • Stowed
    • 3 type A cells
    • metatool
    • low-light goggles
    • climbing harness
    • monoblade knife
    • laser pistol
  • Non-encumbering
    • 115 credits

-Main Page: SWN:_Hand_of_Jehuty