JEHUTY Profile: ANGEL: Difference between revisions
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==Advancement== | ==Advancement== | ||
*Class: Expert | *Class: Expert | ||
*Level: | *Level: 3 | ||
*XP: | *XP: 8/12 | ||
*Skill Points Unspent: 0 | *Skill Points Unspent: 0 | ||
Line 20: | Line 20: | ||
==Skills== | ==Skills== | ||
*Skill-0: Shoot, Sneak | *Skill-0: Shoot, Sneak, Talk | ||
* | *Skill-1: Know, Notice, Survive | ||
*Skill-2: Heal | |||
==Foci== | ==Foci== | ||
*Specialist (Know) | *Specialist (Know) | ||
**Effect: | **Effect: Gain a non-combat, non-psychic skill as a bonus. Roll 3d6 and drop the lowest die for all skill checks in this skill. | ||
**Level 1 | **Level 1 | ||
*Wanderer | *Wanderer | ||
**Effect: | **Effect: Gain Survive as a bonus skill. You can convey basic ideas in all the common languages of the sector. You can always find free transport to a desired destination for yourself and a small group of your friends provided any traffic goes to the place. Finding this transport takes no more than an hour, but it may not be a strictly legitimate means of travel and may require working passage. | ||
**Level 1 | **Level 1 | ||
*Healer | *Healer | ||
**Effect: | **Effect: Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die. | ||
**Level 1 | **Level 1 | ||
Line 64: | Line 65: | ||
==Other Stats== | ==Other Stats== | ||
*HP:10 | *HP:10 | ||
*System Strain: | *System Strain: 0 | ||
*Base AC: 10 | *Base AC: 10 | ||
*Base Attack Bonus: +1 | *Base Attack Bonus: +1 | ||
*Saves | *Saves | ||
**Physical: | **Physical: 13 | ||
**Mental: | **Mental: 12 | ||
**Evasion: | **Evasion: 12 | ||
*Movement Rate: 10 meters/round | *Movement Rate: 10 meters/round | ||
*Encumbrance: None | *Encumbrance: None |
Latest revision as of 19:16, 14 March 2021
Advancement[edit]
- Class: Expert
- Level: 3
- XP: 8/12
- Skill Points Unspent: 0
Attributes[edit]
- Strength 10
- Dexterity 10
- Constitution 9
- Intelligence 14
- Wisdom 9
- Charisma 14
Background[edit]
- Background: Vagabond
- Goal: To heal her companions when they need it, and to prevent kids from becoming orphan because of war or conflict.
- Homeworld: Sycamore
- Languages: Novesperanto, Gracious, Stoker, Itamarataino, Docker
Skills[edit]
- Skill-0: Shoot, Sneak, Talk
- Skill-1: Know, Notice, Survive
- Skill-2: Heal
Foci[edit]
- Specialist (Know)
- Effect: Gain a non-combat, non-psychic skill as a bonus. Roll 3d6 and drop the lowest die for all skill checks in this skill.
- Level 1
- Wanderer
- Effect: Gain Survive as a bonus skill. You can convey basic ideas in all the common languages of the sector. You can always find free transport to a desired destination for yourself and a small group of your friends provided any traffic goes to the place. Finding this transport takes no more than an hour, but it may not be a strictly legitimate means of travel and may require working passage.
- Level 1
- Healer
- Effect: Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.
- Level 1
Abilities[edit]
- Once per scene, I can reroll a failed skill check and pick the best result.
Cybernetics and Innate Abilities[edit]
- Name
- Effect
Weapons[edit]
- Knife
- Attack Roll: +1
- Damage: 1d4
- Shock: 1 damage / AC 13
- Mods: none
- Laser Rifle
- Attack Roll: +1 (+3 if burst)
- Damage: 1d10 (+2 if burst)
- Range: 300/500
- Magazine: 20
- Mods: none
Armors[edit]
- Armored Vacsuit
- AC: 13
- Mods: none
Other Stats[edit]
- HP:10
- System Strain: 0
- Base AC: 10
- Base Attack Bonus: +1
- Saves
- Physical: 13
- Mental: 12
- Evasion: 12
- Movement Rate: 10 meters/round
- Encumbrance: None
- Readied: 5/5
- Stowed: 2/10
Equipment[edit]
- Readied
- Laser Rifle, Knife, Armored Vacsuit, Backpack(TL0), 3xType A Cells
- Stowed
- 5xType A Cells (only 2 ecumbrance)
- Non-encumbering
- 100 credits, Compad
-Main Page: SWN:_Hand_of_Jehuty