Difference between revisions of "JEHUTY Profile: ANGEL"
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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 | ||
==Attributes== | ==Attributes== | ||
− | *Strength | + | *Strength 10 |
− | *Dexterity | + | *Dexterity 10 |
− | *Constitution | + | *Constitution 9 |
− | *Intelligence | + | *Intelligence 14 |
− | *Wisdom | + | *Wisdom 9 |
− | *Charisma | + | *Charisma 14 |
==Background== | ==Background== | ||
− | *Background: | + | *Background: Vagabond |
− | *Goal: | + | *Goal: To heal her companions when they need it, and to prevent kids from becoming orphan because of war or conflict. |
− | *Homeworld: | + | *Homeworld: Sycamore |
− | *Languages: | + | *Languages: Novesperanto, Gracious, Stoker, Itamarataino, Docker |
==Skills== | ==Skills== | ||
− | *Skill-0 | + | *Skill-0: Shoot, Sneak, Talk |
+ | *Skill-1: Know, Notice, Survive | ||
+ | *Skill-2: Heal | ||
==Foci== | ==Foci== | ||
− | * | + | *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 | + | **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. |
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==Cybernetics and Innate Abilities== | ==Cybernetics and Innate Abilities== | ||
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==Weapons== | ==Weapons== | ||
− | * | + | *Knife |
− | **Attack Roll: | + | **Attack Roll: +1 |
− | **Damage: | + | **Damage: 1d4 |
− | **Shock: | + | **Shock: 1 damage / AC 13 |
− | **Mods: | + | **Mods: none |
− | * | + | *Laser Rifle |
− | **Attack Roll: | + | **Attack Roll: +1 (+3 if burst) |
− | **Damage: | + | **Damage: 1d10 (+2 if burst) |
− | **Range: | + | **Range: 300/500 |
− | **Magazine: | + | **Magazine: 20 |
− | **Mods: | + | **Mods: none |
==Armors== | ==Armors== | ||
− | * | + | *Armored Vacsuit |
− | **AC: | + | **AC: 13 |
− | **Mods: | + | **Mods: none |
==Other Stats== | ==Other Stats== | ||
− | *HP: | + | *HP:10 |
− | *System Strain: | + | *System Strain: 0 |
− | *Base AC: | + | *Base AC: 10 |
− | *Base Attack Bonus: | + | *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 | ||
− | **Readied: | + | **Readied: 5/5 |
− | **Stowed: | + | **Stowed: 2/10 |
== Equipment == | == Equipment == | ||
*'''Readied''' | *'''Readied''' | ||
− | ** | + | **Laser Rifle, Knife, Armored Vacsuit, Backpack(TL0), 3xType A Cells |
*'''Stowed''' | *'''Stowed''' | ||
− | ** | + | **5xType A Cells (only 2 ecumbrance) |
*'''Non-encumbering''' | *'''Non-encumbering''' | ||
− | ** | + | **100 credits, Compad |
-Main Page: [[SWN:_Hand_of_Jehuty]] | -Main Page: [[SWN:_Hand_of_Jehuty]] |
Latest revision as of 12:16, 14 March 2021
Contents
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