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==Advancement== | ==Advancement== | ||
*'''Class:''' True AI/Psychic (Heroic Adventurer) | *'''Class:''' True AI/Psychic (Heroic Adventurer) | ||
− | *'''Level:''' | + | *'''Level:''' 6 |
− | *'''Experiences:''' | + | *'''Experiences:''' 4/7 |
− | *'''Skill Points Unspent:''' | + | *'''Skill Points Unspent:''' |
==Attributes== | ==Attributes== | ||
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==Skills== | ==Skills== | ||
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*Fix-0 | *Fix-0 | ||
*Pilot-2 | *Pilot-2 | ||
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*'''Waymaker''' | *'''Waymaker''' | ||
**I have eldritch powers of navigation and pathmaking, perhaps from the guidance of familiar Shadows, an intrinsic grasp of transdimensional space, or arcane methods of pattern-shaping. While potent, these gifts are not generally applicable to aiding spike drills. | **I have eldritch powers of navigation and pathmaking, perhaps from the guidance of familiar Shadows, an intrinsic grasp of transdimensional space, or arcane methods of pattern-shaping. While potent, these gifts are not generally applicable to aiding spike drills. | ||
− | **Level 1: I always know your exact location, whether on a planet or in space, and the correct bearing to any other location known to you. You have an eidetic memory for paths and travel routes. You can gain a point of System Strain to automatically | + | **Level 1: I always know your exact location, whether on a planet or in space, and the correct bearing to any other location known to you. You have an eidetic memory for paths and travel routes. You can gain a point of System Strain to automatically de-activate, unlock, or bypass any single sealed door, hatch, or other barrier within your sight, forcing it to remain open for at least one round per character level. Such arcane opening never triggers any associated automated alarms or magical counter- measures, but sentient guardians may notice it. |
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==Abilities== | ==Abilities== | ||
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**'''Burdened Apportation''' [lvl 2]:The psychic can carry willing companions with them when using Personal Apportation. Up to three human-sized companions and their man-portable gear may be carried per skill level in Teleportation. Allies must be within 3 meters of the teleporter to be carried along. Ordinary inert matter cannot be carried along unless the psychic is touching it or it’s being carried by an ally affected by this power. If carrying inert mass, up to two hundred kilos of objects can be carried per skill level. Using this technique increases the Effort cost of Personal Apportation, requiring that an extra point of Effort be Committed for the day.''' | **'''Burdened Apportation''' [lvl 2]:The psychic can carry willing companions with them when using Personal Apportation. Up to three human-sized companions and their man-portable gear may be carried per skill level in Teleportation. Allies must be within 3 meters of the teleporter to be carried along. Ordinary inert matter cannot be carried along unless the psychic is touching it or it’s being carried by an ally affected by this power. If carrying inert mass, up to two hundred kilos of objects can be carried per skill level. Using this technique increases the Effort cost of Personal Apportation, requiring that an extra point of Effort be Committed for the day.''' | ||
**'''Spatial Synchrony Mandala''' [lvl 2]:The psychic imprints a particular object or person on their psionic awareness. Provided the object is relatively intact and in range of their Personal Apportation, the psychic always knows its exact location and can teleport to within three meters of it with Personal Apportation even if it has moved from its original location. Imprinting an object requires an hour’s meditation with it, and only one object can be imprinted at a time. If imprinting on a person, the target must be willing and cooperative to make the imprint. Objects must be at least one kilogram in mass to be effectively tracked. | **'''Spatial Synchrony Mandala''' [lvl 2]:The psychic imprints a particular object or person on their psionic awareness. Provided the object is relatively intact and in range of their Personal Apportation, the psychic always knows its exact location and can teleport to within three meters of it with Personal Apportation even if it has moved from its original location. Imprinting an object requires an hour’s meditation with it, and only one object can be imprinted at a time. If imprinting on a person, the target must be willing and cooperative to make the imprint. Objects must be at least one kilogram in mass to be effectively tracked. | ||
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**'''Stutterjump''' [lvl 3]: The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks. | **'''Stutterjump''' [lvl 3]: The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks. | ||
*'''AI Routines''' [2/3 Processing] | *'''AI Routines''' [2/3 Processing] | ||
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**'''Accelerated Deduction''' [lvl 3 Core]: Commit Processing for the day as a Main Action and ask the GM a yes-or-no question about a current or past event. If there is any theoretical way you could have deduced the true answer through some Sherlockian feat of hyper-advanced deduction, the GM must answer truthfully, or else indicate that the question has invalid assumptions in it. The GM does not have to explain how you realize this, however, only that your subconscious processing routines indicate it. This Routine is very taxing and may be used only once per day. | **'''Accelerated Deduction''' [lvl 3 Core]: Commit Processing for the day as a Main Action and ask the GM a yes-or-no question about a current or past event. If there is any theoretical way you could have deduced the true answer through some Sherlockian feat of hyper-advanced deduction, the GM must answer truthfully, or else indicate that the question has invalid assumptions in it. The GM does not have to explain how you realize this, however, only that your subconscious processing routines indicate it. This Routine is very taxing and may be used only once per day. | ||
**'''Cognitive Boost''' [lvl 3 Core]: Commit Processing for the scene as an On Turn to automatically succeed at any Know skill check if success is at all possible. If used to augment a skill check that is primarily mental and requires only basic physical actions, it grants a +2 bonus to the skill check. This Routine must be run before the roll is made. | **'''Cognitive Boost''' [lvl 3 Core]: Commit Processing for the scene as an On Turn to automatically succeed at any Know skill check if success is at all possible. If used to augment a skill check that is primarily mental and requires only basic physical actions, it grants a +2 bonus to the skill check. This Routine must be run before the roll is made. | ||
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− | ==Cybernetics | + | ==Cybernetics and Shell Abilities== |
*'''Synth Armature''' | *'''Synth Armature''' | ||
**Some mechanical shells are built to be almost indistinguishable from more organic shapes, and the Synth is one such android form. A Synth is indistinguishable from a human without a medical examination or significant physical trauma to reveal its artificial workings. While a normal human shape is the baseline for a Synth, it is possible to build models with far more exotic and fanciful configurations that still appear organic. | **Some mechanical shells are built to be almost indistinguishable from more organic shapes, and the Synth is one such android form. A Synth is indistinguishable from a human without a medical examination or significant physical trauma to reveal its artificial workings. While a normal human shape is the baseline for a Synth, it is possible to build models with far more exotic and fanciful configurations that still appear organic. | ||
**'''Basic Abilities''': A Synth does not suffer the usual mechanical shell penalty on Charisma skill checks, and can pass in areas where overtly mechanical shells might draw unwelcome attention. Their base Armor Class is only 10, however. A Synth’s artificial nature becomes obvious if it is reduced to zero hit points. | **'''Basic Abilities''': A Synth does not suffer the usual mechanical shell penalty on Charisma skill checks, and can pass in areas where overtly mechanical shells might draw unwelcome attention. Their base Armor Class is only 10, however. A Synth’s artificial nature becomes obvious if it is reduced to zero hit points. | ||
**'''Affinity Abilities''': A practiced Synth user can maximize their mechanical advantages, raising both Strength and Dexterity scores to 14, and gains a bonus 5 hit points. [1 Processing Point Committed for Affinity] | **'''Affinity Abilities''': A practiced Synth user can maximize their mechanical advantages, raising both Strength and Dexterity scores to 14, and gains a bonus 5 hit points. [1 Processing Point Committed for Affinity] | ||
− | + | *'''Ghostwalker Drone''' | |
− | *'''Ghostwalker Drone | ||
**15 AC, 1 HP, 5 km range | **15 AC, 1 HP, 5 km range | ||
**fabricated from radar-transparent materials, Ghostwalker drones have an integral Sensor Transparency fitting and the sensor difficulty to spot them is 11 instead of 9. | **fabricated from radar-transparent materials, Ghostwalker drones have an integral Sensor Transparency fitting and the sensor difficulty to spot them is 11 instead of 9. | ||
**'''Grav Mufflers''': The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away. | **'''Grav Mufflers''': The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away. | ||
**'''Holoskin''': The drone can drop a filmy hologram over it- self, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.''' | **'''Holoskin''': The drone can drop a filmy hologram over it- self, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.''' | ||
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==Weapons== | ==Weapons== | ||
*Shear Rifle | *Shear Rifle | ||
− | **Attack Roll: + | + | **Attack Roll: +5* |
**Damage: 2d8 | **Damage: 2d8 | ||
**Mods: | **Mods: | ||
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==Other Stats== | ==Other Stats== | ||
− | *HP: | + | *HP: 18/18 (up to 21/21 with Affinity) |
*System Strain: 0 | *System Strain: 0 | ||
*Base AC: 10 [Synth] | *Base AC: 10 [Synth] | ||
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*Initiative | *Initiative | ||
*Saves | *Saves | ||
− | **Physical: | + | **Physical: 9* |
− | **Mental: | + | **Mental: 8 |
− | **Evasion: | + | **Evasion: 9* |
*Movement Rate: 10 meters/round | *Movement Rate: 10 meters/round | ||
*Encumbrance: None | *Encumbrance: None | ||
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**Schematic of "Digi-Spatial Extension Enigma" | **Schematic of "Digi-Spatial Extension Enigma" | ||
**Pretech Salvage - ENAUD's Teleport part | **Pretech Salvage - ENAUD's Teleport part | ||
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== Notes == | == Notes == | ||
-Main Page: [[SWN:_Prismatic_Spray]] | -Main Page: [[SWN:_Prismatic_Spray]] |