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== Character Sheet == === Attributes === <table cellspacing="5"> <tr> <th>Mental</th> <th>Physical</th> <th>Social</th> </tr> <tr> <td>Intelligence: 3</td> <td>Strength: 3</td> <td>Presence: 2</td> </tr> <tr> <td>Wits: 3</td> <td>Dexterity: 3</td> <td>Manipulation: 2</td> </tr> <tr> <td>Resolve: 4</td> <td>Stamina: 4</td> <td>Composure: 3</td> </tr> </table> === Skills === <table cellspacing="5"> <tr> <th>Mental</th> <th>Physical</th> <th>Social</th> </tr> <tr> <td>Engineering 4 (Improvisation)</td> <td>Assault 4 (Turian krav maga equivalent)</td> <td>Empathy 2</td> </tr> <tr> <td>Investigation 1</td> <td>Athletics 3 (Durable)</td> <td>Persuasion 1</td> </tr> <tr> <td>Medicine 2</td> <td>Firearms 4 (Assault Rifles)</td> <td>Contacts 1</td> </tr> <tr> <td></td> <td>Piloting 2</td> <td></td> </tr> <tr> <td></td> <td>Stealth 2</td> <td></td> </tr> <tr> <td></td> <td>Survival 4 (Difficult conditions</td> <td></td> </tr> </table> === Merits === Allies (Alegia cabal) - 2<br> Danger Sense 2 - +2 on Wits+Composure to resist ambush<br> Direction Sense<br> Fast Reflexes 2 - +2 to initiative<br> Natural Immunity - +2 to resist infections, sickness and disease<br> Radiation Resistance - +4 to Stamina against radiation]<br> Status (Hierarchy military) - 3<br> === Talents === ''Passive - Bulwark:'' A Sentinel treats their Shield levels as benefiting from 1 point of Armour. This does not have any of the normal penalties associated with Armour. (Apparently this works for Barriers as well.)<br> ''Active - Vigilance:'' Once per session, a Sentinel may choose to automatically achieve an exceptional success on a Perception check (including checks made via a vehicle's sensors), or on any skill check using a Tech Programme to scan.<br> ==== Biotic ==== '''Discipline: Distortion 2'''<br> Techniques available: # Warp # Reave '''Discipline: Integration 1'''<br> Techniques available: # Barrier What each technique does:<br> ''Warp:'' Warp creates rapidly shifting mass effect fields that tear a target apart.<br> Warp is used as a ranged attack by the biotic, with a short range of 100 yards and no medium or long range. This power uses Resolve + Distortion as its attack pool and is affected by other situational modifiers, such as cover, just as a normal ranged attack. If Warp hits, it has a Damage rating equal to the biotic's Resolve, with added damage from successes as normal.<br> If the target is already under the effect of another biotic power, Warp causes a biotic explosion. This increases its' Damage rating by 1 against the target, and inflicts a 3L explosion centred on the target with a radius equal to the biotic's Resolve in yards. The pre-existing biotic power immediately ends if it is a Distortion or Kinetic power.<br> Cost: 1 Willpower point<br> Boost: For 1B, Warp grants all attacks against the target Armour Piercing 1 for a number of rounds equal to Resolve.<br><br> ''Reave:'' This technique unleashes a powerful distortion field into the target's nervous or synthetic systems, causing a crippling overload.<br> Reave affects a single target up to 200 yards away. Roll Resolve + Distortion against an opposed roll of the target's Stamina. Success results in the target suffering wound penalties as if they had their last three health points filled with damage, with a duration of the biotic's Resolve in rounds. The penalty isn't cumulative with any existing wound penalties the target is already suffering, and can be reduced as normal by effects such as Iron Stamina.<br> Cost: 1B<br> Boost: For 1 Willpower point, Reave nullifies any healing from any source during its duration, and it inflicts the -3 wound penalty in addition to any existing wound penalties, regardless of any Iron Stamina or other reductions.<br><br> ''Barrier:'' Barrier protects the biotic with mass effect fields in the same way as technological kinetic barrier generators.<br> Barrier provides the biotic with a number of biotic Shield levels equal to Resolve. These shield levels do not stack with any existing Shield levels, but will overwrite them if existing Shield levels are lower than the biotic's Resolve. Roll Resolve + Integration, with the biotic gaining a +1 bonus to resist attempts to knock them down or move them around for each success on the dice roll, as long as Barrier is in effect. Barrier lasts one scene, or until the Shield levels are lost.<br> Cost: 1B<br> Boost: For 1 Willpower point, Barrier can be activated as a Reflexive action.<br><br> ==== Tech ==== '''Engineering Process: 3'''<br> Omni-tool library contents: # Overload (type: charged) # Shield Boost (type: charged) # Shield Burst (type: charged) # Engineering Analysis (type: running) # Shield Drone Programming (type: running; requires a drone) # Vehicle Control Subsystems (type: running) Typical loadout: Overload, Shield Boost, Shield Drone Programming What each process does:<br> '''Overload''': The programme discharges a carefully controlled pulse of electrical current that plays havoc with a target's shields, overloading kinetic barriers. As a reflexive action, roll Intelligence + Engineering to deal damage to the Shield levels of a target within 50 yards β this power does no damage to health levels. If the character has multiple Overload programmes ready, they can all be expended at the same time; each Overload may affect a new target within 5 yards of the last, and the same target cannot be affected twice.<br> '''Shield Boost''': The programme runs emergency power management routines to reestablish shield integrity. As a reflexive action, roll Wits + Engineering, restoring a number of lost Shield points to the character or an ally within 25 yards equal to the number of successes rolled. If the character has multiple Shield Boost programmes readied, they can all be expended at the same time; each Boost may target a new ally within 5 yards of the last target, and the same target cannot be affected twice.<br> '''Shield Burst''': The programme dumps all remaining kinetic barrier energy into a controlled output. As a reflexive action, the character loses all remaining Shield points. A blast is centred on the character with a radius equal to the number of Shield points lost. Roll Wits + Engineering, dealing successes as Lethal damage to all characters within the area of effect.<br> '''Engineering Analysis''': Advanced VI diagnostic routines grant the 9-again rule to all Engineering skill checks, other than for the use of charged Engineering programmes.<br> '''Shield Drone Programming''': A package of advanced drone management routines allows it to serve as a shield emitter. The character's remote drone grants a +2 bonus to the maximum Shield points of all allies within 20 yards.<br> '''Vehicle Control Subsystems''': Advanced integration programmes allow the character to enhance their control of a vehicle, granting the 9-again rule to Piloting checks.<br> === Stats === '''Size:''' 5<br> '''Defense:''' 3<br> '''Health:''' 9<br> '''Initiative:''' 8<br> '''Speed:''' 11<br> '''Willpower:''' 7<br> === Gear === ==== Weapons ==== <table> <tr> <th>Type <th>Damage <th>Range <th>Clip <th>ROF <th>Special </tr> <tr> <td>Heavy Pistol <td>1L <td>20/40/80 <td>10 <td>S <td>9-again, AP1 </tr> <tr> <td>Assault Rifle <td>2L <td>150/300/600 <td>40 <td>S/BF/A <td></td> </tr> </table> ==== Grenades ==== * 3 Lift Grenades * 1 Stun Grenade ==== Armour ==== Medium Armour (Armour 3, Shields 7; -2 penalty to Defence and Speed) * mod: Fortified Shielding (+1 to Shields, for a total of 8) * medi-gel: 3 ==== Personal Tools ==== * Technique Biotic Amp: +2 to Barrier * Enhanced Processor Omni-Tool: Library Size 6, +1 equipment bonus to Engineering ==== Extra Tools ==== 1 Remote Drone (Shields: 3 Armour: 1 Health: 2; +1 Teamwork bonus to Engineering)
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