JEHUTY Profile: ANGEL: Difference between revisions

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==Advancement==
==Advancement==
*Class: Expert
*Class: Expert
*Level: 2
*Level: 3
*XP: 3/6
*XP: 8/12
*Skill Points Unspent: 0
*Skill Points Unspent: 0


Line 14: Line 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==
*Name
*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


==Techniques (or) Spells (or) Abilities (or) Routines==
==Abilities==
*Effort:
*Once per scene, I can reroll a failed skill check and pick the best result.
*Techniques:
(or)
*Spells per day:
*Spells known
**1st level:
**2nd level:
(or)
*Sunblade Effort:
*Abilities:
(or)
*Processing:
*Routines:


==Cybernetics and Innate Abilities==
==Cybernetics and Innate Abilities==
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==Weapons==
==Weapons==
*Melee
*Knife
**Attack Roll:
**Attack Roll: +1
**Damage:
**Damage: 1d4
**Shock:
**Shock: 1 damage / AC 13
**Mods:
**Mods: none


*Ranged
*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==
*Name:
*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: 0/(Half Strength, rounded down)
**Readied: 5/5
**Stowed: 0/(Strength)
**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 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