JEHUTY Profile: ANGEL: Difference between revisions
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==Advancement== | |||
*Class: Expert | |||
*Level: 3 | |||
*XP: 8/12 | |||
*Skill Points Unspent: 0 | |||
==Attributes== | |||
*Strength 10 | |||
*Dexterity 10 | |||
*Constitution 9 | |||
*Intelligence 14 | |||
*Wisdom 9 | |||
*Charisma 14 | |||
==Background== | |||
*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== | |||
*Skill-0: Shoot, Sneak, Talk | |||
*Skill-1: Know, Notice, Survive | |||
*Skill-2: Heal | |||
==Foci== | |||
*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== | |||
*Once per scene, I can reroll a failed skill check and pick the best result. | |||
==Cybernetics and Innate Abilities== | |||
*Name | |||
**Effect | |||
==Weapons== | |||
*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== | |||
*Armored Vacsuit | |||
**AC: 13 | |||
**Mods: none | |||
==Other Stats== | |||
*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 == | |||
*'''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]] |
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