Tales from the Prism: Skylla

From RPGnet
Jump to: navigation, search


  • Class: Heroic Psychic
  • Level: 3
  • XP: 10000/10000
  • Skill Points Unspent: 0


  • Strength 14 (+1)
  • Dexterity 14 (+1)
  • Constitution 14 (+1)
  • Intelligence 12
  • Wisdom 18 (+2)
  • Charisma 07 (-1)


  • Background: Official
  • Goal: Find or build a community to fill the hivemind-shaped hole in my heart.
  • Homeworld: Aeaea
  • Languages: Novesperanto, Aeaean


  • Administer-0
  • Biopsionics-1
  • Notice-0
  • Program-1
  • Telekinesis-1
  • Telepathy-2


  • Nereid (Origin Focus)
    • Environmental Native: Nereids can survive and thrive underwater, breathing and moving freely and dealing with a reasonable amount of pressure. (I'm sure they have diving suits to augment this.)
    • Innate Ability: Nereids have thermal vision and sonar, similar to Panspectral Optics cyberware. They also get the equivalent of one piece of cyberware worth up to 20k credits to fulfill their role in the mind. (Drone Control Link)
    • Psychic Aptitude: All Nereids are psychically gifted to some degree, at least with the Telepathy discipline. They must be Psychics or Partial Psychics, and they gain +1 Effort.


  • Effort: 7
  • Techniques
    • Core Technique: Psychic Succor (Biopsionics.) The adept’s touch stabilizes critically-wounded organisms. More sophisticated practitioners can heal tissue injuries, though curing diseases, detoxifying poisons, and fixing congenital deformities require additional techniques. Each use of Psychic Succor adds one point of System Strain to the target, or two points if they were mortally wounded at the time. Activating Psychic Succor requires the biopsion to Commit Effort for the day. Once used, they can continue to use it for the rest of that scene without Committing Effort again.
      • Biopsionics-0: The psychic’s touch can automatically stabilize a mortally-wounded target as a Main Action. This power must be used on a target within six rounds of their collapse, and does not function on targets that have been decapitated or killed by Heavy weapons. It’s the GM’s decision as to whether a target is intact enough for this power to work.
      • Biopsionics-1: As level-0, and heal 1d6+1 hit points of damage. If used on a mortally-wounded target, they revive with the rolled hit points and can act normally on the next round.
      • Technique: Mastered Succor. The biopsion has developed a sophisticated mastery of their core ability, and they no longer need to Commit Effort to activate it, and may use it whenever they wish. The use of additional techniques that augment Psychic Succor might still require Effort to be Committed.
    • Core Technique: Telekinetic Manipulation (Telekinesis.) The adept may Commit Effort for the scene as a Main Action to direct telekinetic force toward an object or person within unaided visual range or with tactile contact with the psychic. This force isn’t responsive enough to be effective as a weapon without further refinement of technique, and cannot cause damage to living or mobile targets. If used to crush or harm immobile unliving objects, it does 1d6 damage per skill level of the psychic per round of focus. Objects move at 20 meters per round when moved telekinetically. A telekinetic force can be maintained over multiple rounds without expending further actions, such as holding a metal platform in place under a group of allies, but the psychic cannot again activate this technique on a second object until they release the first.
      • Telekinesis-0: The psychic can exert force as if with one hand and their own strength.
      • Telekinesis-1: The psychic can manipulate objects as if with both hands and can lift up to two hundred kilograms with this ability.
      • Technique: Pressure Field. As an Instant action, the adept can manifest a protective force skin around their person equivalent to a vacc suit, maintaining pressure and temperature even in hard vacuum conditions. They can ignore temperatures at a range of plus or minus 100 degrees Celsius and automatically pressurize thin atmospheres for breathability, or filter particulates or airborne toxins. By Committing Effort for the scene, they can shield up to six comrades. This lasts until the user reclaims the Effort.
      • Technique: Telekinetic Armory. The adept may Commit Effort as an On Turn action to create both weapons and armor out of telekinetic force. These weapons are treated as tech level 4 and act as a rifle or any advanced melee weapon. Attack rolls can use either Dexterity, Wisdom, or Constitution modifiers, and may use the Telekinesis skill as the combat skill. Armor may be created as part of this power, granting the psychic a base Armor Class equal to 15 plus their Telekinesis skill level. This armor does not stack with conventional armor, but Dexterity or shields modify it as usual. The gear continues to exist as long as the psychic chooses to leave the Effort committed, and they may be invisible or visible at the psychic’s discretion.
    • Core Technique: Telepathic Contact (Telepathy.) The telepath can obtain a progressively-deeper understanding of a sentient target’s thoughts. The target must be visible or otherwise perceptible to the telepath’s unaided senses. Opening a contact requires the telepath to Commit Effort for the day as a Main Action, and the contact lasts for a scene at most unless augmented by other techniques. The depth of contact that can be made depends on the psychic’s Telepathy skill. A single contact can use any or all of the effects permitted to a telepath of the user’s skill level. Basic forms of contact do not allow for a saving throw, though more advanced probes allow the target to make a Mental saving throw to resist. On a successful save, no form of this technique that allows a save can be used on them for the rest of the scene.
      • Telepathy-0: Observe emotional states in a target. Intense emotions provide a single word or image related to the focus of the feelings.
      • Telepathy-1: A shallow gestalt with the target’s language centers allows the telepath to understand any form of communication made by the target. If the psychic has the requisite body parts to speak the target’s language, they can communicate with it in turn.
      • Telepathy-2: The psychic’s awareness of the target’s surface cognition is sophisticated enough to read their current thoughts, though it can’t pick up memories or non-obvious connections. The target gets a Mental saving throw to resist this.
      • Technique: Facile Mind. The telepath is 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 the psychic for at least a week, opening the contact normally requires no Effort at all. In both cases, if the telepath chooses to Commit Effort for the day, they can open a Telepathic Contact as an Instant action rather than a Main Action.
      • Technique: Suppress Cognition. Through intense focus, the telepath can make the target of a Telepathic Contact simply not think about something, whether that’s the presence of the telepath, the possibility of committing violence, the absence of important documentation, or any other single potential action or one specific person. This technique requires the psychic 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.
      • Technique: Transmit Thought. The telepath can send thoughts and images over a Telepathic Contact, allowing two-way communication with a willing target as an Instant action when desired.

Cybernetics and Innate Abilities[edit]

  • Nereid Senses
    • Ocular adjustments to the wearer allow them to see clearly at any light level short of perfect darkness, in addition to giving them bio sonar (or echolocation) and thermal vision that can easily distinguish shapes and distance even in the total absence of light.
  • Drone Control Link
    • Users of a link can issue commands to a drone as a Move action instead of a Main Action. A single drone can only receive one command per round, however. Aside from this ease of command, someone with an implanted rig can “look” through a piloted drone’s sensors as an Instant action, and a drone is never considered to be out of control even if the pilot doesn’t spend an action controlling it. A link can maintain a connection with one drone at a time, plus the user’s Program skill.


  • Monoblade Knife
    • Attack Roll: +0
    • Damage: 1d6+1
    • Shock: (not used in Heroic play)
    • Mods:
  • Laser Pistol
    • Attack Roll: +1
    • Damage: 1d6+1
    • Range: 100/300
    • Magazine: 10
    • Mods:
  • Melee: Telekinetic Weapon (Small)
    • Attack Roll: +4
    • Damage: 1d6+2
    • Shock: (not used in Heroic play)
    • Mods:
  • Melee: Telekinetic Weapon (Medium)
    • Attack Roll: +4
    • Damage: 1d8+3
    • Shock: (not used in Heroic play)
    • Mods:
  • Melee: Telekinetic Weapon (Large)
    • Attack Roll: +4
    • Damage: 1d10+3
    • Shock: (not used in Heroic play)
    • Mods:
  • Ranged: Telekinetic Weapon (Rifle)
    • Attack Roll: +4
    • Damage: 1d10+4
    • Range: 200/400
    • Magazine: -
    • Mods:


  • 1d4 (psychic bolts)
    • Applies against all enemies
    • Can be used as a Main Action as an attack in itself


  • Armored Undersuit
    • AC 14
    • Mods:
  • Telekinetic Armory
    • AC 17


  • Cuttlefish
    • AC 13
    • HP 15
    • Attack Roll: +0
    • Damage: 2d8+2
    • Magazine 10/10
    • Range 1 km
    • Fittings
      • Ammo Unit (one magazine)
      • Medical Support (administer doses within 10m, attack roll if unwilling, as Heal-0)
        • Lift x4, Lazarus Patch x3, Poison (save or 1d8 damage) x5
      • Observation Suite (UV/IR, sound, radiation/chemical, read lips/hear conversation 2km away)
      • Weapon Fitting x2 (mag rifle, 300/600, enc 2)

Other Stats[edit]

  • HP: 12
  • System Strain: 0
  • Base AC: 11
  • Base Attack Bonus: +1
  • Saves
    • Physical: 12
    • Mental: 11
    • Evasion: 12
  • Movement Rate: 10 meters/round
  • Encumbrance: None
    • Readied: 4/7
    • Stowed: 14/14


  • Readied
    • Laser Pistol
    • Monoblade Knife
    • Metatool
    • Backpack (TL0)
  • Stowed
    • Cuttlefish drone (Enc 2)
    • Telekinetic generator (Enc 2)
    • Postech Toolkit (Enc 3)
    • Dataslab
    • Slipbox
    • 3 units of spare parts
    • 3 units of spare parts
    • 3 type A cells
    • 3 type A cells
    • 3 days' rations
  • Non-encumbering
    • Armored Undersuit
    • 3400 credits

-Main Page: SWN: Tales from the Prism