Editing Eel

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Stealth Tank / Nonlethal Takedowns
 
Stealth Tank / Nonlethal Takedowns
  
'''Level:''' 3
+
'''Level:''' 2
  
 
'''Strength:''' 11
 
'''Strength:''' 11
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'''Charisma:''' 8
 
'''Charisma:''' 8
  
'''HP:''' 14
+
'''HP:''' 8
  
'''Saving throws:''' Physical 12+, Evasion 10+, Mental 12+, Luck 13+
+
'''Saving throws:''' Physical 13+, Evasion 11+, Mental 13+, Luck 14+
  
 
'''AC:''' 23 / 23
 
'''AC:''' 23 / 23
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Notice-1,
 
Notice-1,
 
Punch-1,
 
Punch-1,
Sneak-2,
+
Sneak-1,
 
Survive-0
 
Survive-0
  
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'''Foci:'''
 
'''Foci:'''
  
''Unarmed Combatant''- Gain Punch as a bonus skill. Your Unarmed attacks become more dangerous as your Punch skill increases. [ ] At level-1, they do 1d8 damage. [ ] At Punch-1 or better, they have the Shock quality equal to your Punch skill against AC 15 or less. While you normally add your Punch skill level to any unarmed damage you inflict, don't add it twice to Shock damage. If you choose to strike lethally with unarmed attacks, they have a Trauma Die of 1d6 and a Trauma Rating of x2
+
Unarmed Combatant- Gain Punch as a bonus skill. Your Unarmed attacks become more dangerous as your Punch skill increases. [ ] At level-1, they do 1d8 damage. [ ] At Punch-1 or better, they have the Shock quality equal to your Punch skill against AC 15 or less. While you normally add your Punch skill level to any unarmed damage you inflict, don't add it twice to Shock damage. If you choose to strike lethally with unarmed attacks, they have a Trauma Die of 1d6 and a Trauma Rating of x2
  
''Alert''- Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. When your group rolls initiative, your vigilance allows them to roll twice and take the higher roll.
+
Alert- Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. When your group rolls initiative, your vigilance allows them to roll twice and take the higher roll.
  
  
 
'''Starting Gear''' ($500 worth / Enc 5, Readied items: 5)
 
'''Starting Gear''' ($500 worth / Enc 5, Readied items: 5)
  
Credits on hand: 2,500
 
 
  Squatter lifestyle (-2 maximum System Strain, $0 cost/month)
 
  Squatter lifestyle (-2 maximum System Strain, $0 cost/month)
 
  Active hearing protection $250 1
 
  Active hearing protection $250 1
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'''Cyberware''' ($15.05K Maintenance/month, System Strain: 8 of 12; $4K of starting budget unused)
 
'''Cyberware''' ($15.05K Maintenance/month, System Strain: 8 of 12; $4K of starting budget unused)
  
  $5K - Deadman Circuit (Used- Sight, 0.25 SysStr)
+
  $5K - Deadman Circuit (Used- Complication rolls of 11, 8; chose 8, no effect; Sight, 0.25 SysStr)
  $100K - Dermal Armor III (Used- Sight, 3 SysStr)
+
  $100K - Dermal Armor III (Used- Complication rolls of 1, 5; chose 5, no effect; Sight, 3 SysStr)
 
  $30K - Poseidon Implants (Touch, 1 SysStr)
 
  $30K - Poseidon Implants (Touch, 1 SysStr)
 
  $15K - Sealed Systems Implant (Medical, 1 SysStr)
 
  $15K - Sealed Systems Implant (Medical, 1 SysStr)
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'''Short-Term Goals:'''
 
'''Short-Term Goals:'''
Get a Survival Kit, a Portable Video Camera, and any other items useful for specific missions. Cover his monthly maintenance fee.
+
Get a Survival Kit, a Portable Video Camera, and any other items useful for specific missions.
 
Live another day.
 
Live another day.
 
+
'''
'''Long-Term Goals:'''
+
Long-Term Goals:'''
Work off the double-cost of his Wired Edge, laundered as payments to his Shady Oaks-affiliated cyberdoc Contact.
+
Work off the double-cost of his Wired Edge, made as payments to his Shady Oaks-affiliated cyberdoc Contact.
Add Low Maintenance Mods, in order to increase cash flow directly to the refuge, and to reduce his overhead.
+
Add Low Maintenance Mods, in order to increase cash flow directly to the refuge, and reduce their overhead.
Give worthy outsiders a shot at a new life in the refuge when possible-- Eel may never get to "retire" there himself, but others might.
+
Give worthy outsiders a shot at a new life in the refuge when possible-- Eel may never get to "retire" there, but others might.
  
 
'''Level Ups:'''
 
'''Level Ups:'''
 
+
Level 1->2: Sneak-1 (2pts), Wisdom 13->14 (1pt), New Focus: Alert
Level 1->2: Sneak-1 (2pts), Wisdom 13->14 (1pt), New Focus: Alert, hp roll: 6
 
 
 
Level 2->3: Sneak-2 (3pts), hp roll: 11
 

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