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  • Class: Warrior
  • Level: 3
  • XP: 8/12
  • Skill Points Unspent: 0


  • Strength: 15 (+1)
  • Dexterity: 14 (+1)
  • Constitution: 14 (+1)
  • Intelligence: 14 (+1)
  • Wisdom: 04 (-1)
  • Charisma: 13


  • Background: Soldier (spyhunter)
  • Goal: I will find and disable the head of an organization making use of or distributing maltech
  • Homeworld: Hanseong
  • Languages: Novesperanto, Hanso, Crush, Terrestrial Cirfant, isiKang


  • Know-1
  • Stab-2
  • Exert-0
  • Fix-0
  • Lead-0
  • Shoot-0
  • Sneak-0


  • Hanseong Basilisk: Posthumans from Hanseong, a world of diverse and squabbling floating islands. People there use cybernetic and psionic or magical body augmentation to express their social role, which changes throughout life. There are many augmented teachers, doctors, caregivers, farmers, and diplomats. Some of the more exotic varietals include Basilisks, 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.
    • Body Arsenal Array: Some personnel need to be armed at all times without giving any indication of such. Improvised weaponry and conventional holdout weapons are useful enough against soft targets, but disabling a target in powered armor requires more. The details of the array vary from user to user, but usually act as advanced medium weapons that can be used with either Punch or Stab skills and at least one integral energy projector equal to a laser rifle, one that must be powered by an insertable type A power cell. Retracted body arsenals can be detected only by a medical examination.
    • Dermal Armor: A fine subcutaneous reinforcement mesh provides significant protection against impacts and cuts while remaining imperceptible to anything short of a medical examination. Someone with the implant has AC 16 and is immune to Shock damage inflicted by primitive melee weapons. A TL5 version of this implant that costs five times as much grants even more protection, rendering the subject wholly immune to primitive weapons as if they were wearing powered armor.
  • Savage Fray-1: I am a whirlwind of bloody havoc in melee combat, and can survive being surrounded far better than most combatants.
    • Gain Stab as a bonus skill. All enemies adjacent to me at the end of my turn who I have not attacked suffer the Shock damage of my weapon if their Armor Class is not too high to be affected.
  • Specialist (Know)-1: I am remarkably talented at a particular skill.
    • Gain a non-combat, non-psychic skill as a bonus. Roll 3d6 and drop the lowest die for all skill checks in this skill.

Cybernetics and Innate Abilities[edit]

  • Body Arsenal Array
  • Dermal Armor
    • immune to Shock damage inflicted by primitive melee weapons


  • BAA Kinetic-Hammer Legs
    • Attack Roll: +6
    • Damage: 1d10+2
    • Shock: 3 points/AC 15
    • Mods: Move action to draw
  • Stun Baton
    • Attack Roll: +6
    • Damage: 1d8+1
    • Shock: 2 points/AC 15
    • Mods:
  • Vibro Knife
    • Attack Roll: +6
    • Damage: 1d6+1
    • Shock: 2 points/AC 15
    • Mods:
  • BAA Laser Rifle
    • Attack Roll: +5 / +7 burst
    • Damage: 1d10+1 / 1d10+3 burst
      • Silenced: 1d8+1 / 1d8+3 burst
    • Range: 300/500
      • Silenced: 150/250
    • Magazine: 20
    • Mods:
      • On-Turn Action to draw
      • Burst Mode - 3 rounds, +2 to hit/damage


  • Dermal Armor
    • AC: 16
    • Mods: immune to shock damage from primitive weapons

Other Stats[edit]

  • HP: 25
  • System Strain:
  • Base AC: 17
  • Base Attack Bonus: +3
  • Saves
    • Physical: 12
    • Mental: 12
    • Evasion: 13
  • Movement Rate: 10 meters/round
  • Encumbrance: None
    • Readied: 7/7
    • Stowed: 4/15


(** = no encumbrance)

  • Readied
    • thermal flares x2**
    • glowbugs x5**
    • compad**
    • stun baton
    • flash grenade
    • low-light goggles
    • survey scanner
    • power cell, type A
    • lazarus patch
    • TL4 backpack
  • Stowed
    • flash grenade
    • vibro knife
    • 3-pack, power cell, type A
    • 3-pack, power cell, type A
  • Non-encumbering
    • 10 credits

-Main Page: SWN:_Hand_of_Jehuty