Saijin Ghali

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  • Description: Cinnamon skin and eyes the color of burning rubies, Saijin carries himself with a professional demeanor at all times. He knows everyone's name (it seems), and he has a smile of contentment on his face. His hair is in dreadlocks, but tied back in a professional manner. He wears a uniform that has no nation, a majestic red dress kimono under his officer's long coat, with his spacer's still suit on underneath. His left arm is replaced with a carbon-black cyberarm.

Effort[edit]

  • Max: 3
  • Instant Commitment:
  • Scene-Long Commitment:
  • Day-Long Commitment:

Attributes[edit]

Attribute Score Mod Check
Str 10 +0 11+
Dex 16 +2 5+
Con 13 +1 8+
Int 14 +1 7+
Wis 13 +1 8+
Cha 16 +2 5+

Combat[edit]

  • AC: 6
  • HP: 9
  • Movement: Run 30'
  • Attacks:
    • Melee: Saber: 1d6+2
    • Ranged: Fire: Range 50', 1D10
  • Saves:
    • Hardiness: 14+
    • Evasion: 13+
    • Spirit: 14+

Facts[edit]

  • Origin: Noble in servitude if not in title
  • Training: Naval Cadet
  • Relationship: TBA
  • Goal: Make this sector into what it could be, not what it is.

Possessions[edit]

  • Adventuring Gear
    • Naval-grade stillsuit with internal shield generator
    • Officer's Blade
    • Impactor Pistol
    • Dress kimono and long-coat in naval style, no allegiance declaration
  • Possessions

Advancement & Influence[edit]

  • XP: 0/3
  • Dominion Gained: 0
  • Dominion Spent: 0/2
  • Current Dominion: 0
  • Current Influence: 2/2
    • (Dominion Project): (dominion spent) + (influence spent): X
      • Project Scope:
      • Project Effects:
    • (Dominion Project): (dominion spent) + (influence spent): X
      • Project Scope:
      • Project Effects:
    • (Dominion Project): (dominion spent) + (influence spent): X
      • Project Scope:
      • Project Effects:

Words & Gifts[edit]

Command[edit]

  • inherent: Charisma to 16, May communicate with any intelligent creature, and commands are always understood.
  • Lieutenant's Wisdom(Action, Commit Effort): While the Effort remains committed, you can spend an action to borrow the senses of any single member of the group or to communicate telepathically with any or all of them, and they can contact you. A subject can break this bond, but you are immediately aware of it. The effect ends when the Effort is reclaimed or the order is fulfilled.
  • A Thousand Loyal Troops (Action, Commmit Effort): A visible NPC immediately becomes cooperative toward you, doing for you all they’d do for a superior or employer. Those who are worthy foes get a Spirit save to resist this effect. The cooperativeness lasts even after the Effort is reclaimed, provided the compliance is not abused or wholly improbable.

Fire[edit]

  • Inherent: Invincible protection against flame, heat, and smoke. Can create and use Fire as a weapon.
  • Consuming Gaze(Action) an object in site 20x20x20 ignites and burns to ash. Cannot affect carried objects.
  • Master of the Furnace (On Turn, Effort): Shape and Mold all flames. As an action, set an object smaller than a wagon on fire.

Wealth[edit]

  • Inherent: Can always afford something that costs 1 Wealth or less. Always has sufficient neccessities for himself and companions.
  • Ever-Sufficient Provenance(On Turn, Effort): Produce any mundane item or work animal (?) to outfit 100 people per level. Remain in effect until Effort is released. If Effort is left long enough for animals made to be eaten, they count as nourishment.
  • Word of Effort' (constant) Inscrease Effort by 1.