Editing Corax (School of Hard Knocks)
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Corax's real name is essentially unpronounceable in Earth language, but it sounds close to "Corax," and his family crest does include a big black bird, so he thought it was fitting. For his "normal" identity, he will be going by Jack Raven. | Corax's real name is essentially unpronounceable in Earth language, but it sounds close to "Corax," and his family crest does include a big black bird, so he thought it was fitting. For his "normal" identity, he will be going by Jack Raven. | ||
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His family is from one of the royal lineages of his people, gifted with greater psionic potential and heir to noble title. In theory, they should rule over an Earth-sized habitable moon orbiting a gas giant. They now hold very little other than the ancestral mansion located on that moon, however. The house itself is enormous, and houses several dozen persons - grandparents, uncles, aunts, cousins, etc. However, while the physical structure and the family's other possessions are built to last, they have almost no money. The last few fading sinecures are sufficient to keep them barely out of poverty, but financial collapse looms slowly closer by the decade. | His family is from one of the royal lineages of his people, gifted with greater psionic potential and heir to noble title. In theory, they should rule over an Earth-sized habitable moon orbiting a gas giant. They now hold very little other than the ancestral mansion located on that moon, however. The house itself is enormous, and houses several dozen persons - grandparents, uncles, aunts, cousins, etc. However, while the physical structure and the family's other possessions are built to last, they have almost no money. The last few fading sinecures are sufficient to keep them barely out of poverty, but financial collapse looms slowly closer by the decade. | ||
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Of course, none of them would even ''consider'' selling off the last of their ancestral possessions, or giving up enough of their inherited pride to work for a living. | Of course, none of them would even ''consider'' selling off the last of their ancestral possessions, or giving up enough of their inherited pride to work for a living. | ||
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Corax grew up among the shadows and cobwebs of long-faded glories, being told he was the heir apparent, destined to be Prince of their entire sphere. As he got older, though, it became clear that his family had decayed to near-insolvency, and that he would likely preside over the collapse of his family's last gasps. | Corax grew up among the shadows and cobwebs of long-faded glories, being told he was the heir apparent, destined to be Prince of their entire sphere. As he got older, though, it became clear that his family had decayed to near-insolvency, and that he would likely preside over the collapse of his family's last gasps. | ||
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Caught between a history his family wouldn't let him throw away, and the fact that it was a doomed endeavor, Corax turned to juvenile delinquency. He has engaged in fights, joyriding, and various kinds of petty crime. Even though his powers are not yet fully developed, he is already too dangerous for the local authorities to ignore - tradition or no. His parents, secretly, cut a deal with the Hard Knocks producers - in return for their son's participation, they'll receive a nice, fat bunch of Inter-Stellar Kredits (ISK.) | Caught between a history his family wouldn't let him throw away, and the fact that it was a doomed endeavor, Corax turned to juvenile delinquency. He has engaged in fights, joyriding, and various kinds of petty crime. Even though his powers are not yet fully developed, he is already too dangerous for the local authorities to ignore - tradition or no. His parents, secretly, cut a deal with the Hard Knocks producers - in return for their son's participation, they'll receive a nice, fat bunch of Inter-Stellar Kredits (ISK.) | ||
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If Corax ever finds out that they finally broke their compact against any kind of commercial enterprise by selling him out, he's going to lose his shit. | If Corax ever finds out that they finally broke their compact against any kind of commercial enterprise by selling him out, he's going to lose his shit. | ||
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== Characteristics == | == Characteristics == | ||
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13 EGO 3 12- | 13 EGO 3 12- | ||
− | + | 15 PRE 5 12- PRE Attack: 3d6 | |
10 OCV 35 | 10 OCV 35 | ||
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44 STUN 12 | 44 STUN 12 | ||
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== Movement Modes == | == Movement Modes == | ||
− | Movement Cost Meters Notes | + | Movement Cost Meters Notes |
− | RUNNING 0 12m/24m END [1] | + | RUNNING 0 12m/24m END [1] |
− | SWIMMING 0 4m/8m END [1] | + | SWIMMING 0 4m/8m END [1] |
− | LEAPING 0 4m 4m forward, 2m upward | + | LEAPING 0 4m 4m forward, 2m upward |
− | FLIGHT 25m/400m | + | FLIGHT 25m/400m |
Characteristics Total: 223 | Characteristics Total: 223 | ||
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== Powers == | == Powers == | ||
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*36 Psi-field: Resistant Protection (15 PD/15 ED) (45 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) - END=4 | *36 Psi-field: Resistant Protection (15 PD/15 ED) (45 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) - END=4 | ||
*10 Power Defense (10 points) - END=0 | *10 Power Defense (10 points) - END=0 | ||
− | *7 Blase: + | + | *7 Blase: +15 PRE (15 Active Points); Limited Power Power loses about half of its effectiveness (Only for defense against Presence Attacks; -1) - END=<br/> |
60 '''Psi-Powers:''' - END= | 60 '''Psi-Powers:''' - END= | ||
*4f 3) Tracelessness: Invisibility to Sight, Hearing, Mental and Smell/Taste Groups, Danger Sense and Combat Sense (43 Active Points) - END=4 | *4f 3) Tracelessness: Invisibility to Sight, Hearing, Mental and Smell/Taste Groups, Danger Sense and Combat Sense (43 Active Points) - END=4 | ||
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*8v 7) Flight 25m, x16 Noncombat (40 Active Points) - END=4 | *8v 7) Flight 25m, x16 Noncombat (40 Active Points) - END=4 | ||
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− | Powers Total: | + | Powers Total: 141 |
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== Skills == | == Skills == | ||
Cost Skills<br/> | Cost Skills<br/> | ||
− | 3 Charm | + | 3 Charm 12-<br/> |
− | 3 Conversation | + | 3 Conversation 12-<br/> |
3 Stealth 13-<br/> | 3 Stealth 13-<br/> | ||
− | 3 PS: Royalty | + | 3 PS: Royalty 12-<br/> |
3 Sleight Of Hand 13-<br/> | 3 Sleight Of Hand 13-<br/> | ||
− | 3 Oratory | + | 3 Oratory 12-<br/> |
− | 3 Persuasion | + | 3 Persuasion 12-<br/> |
3 Lockpicking 13-<br/> | 3 Lockpicking 13-<br/> | ||
− | 3 Bribery | + | 3 Bribery 12-<br/> |
3 Bureaucratics 12-<br/> | 3 Bureaucratics 12-<br/> | ||
3 Deduction 12-<br/> | 3 Deduction 12-<br/> | ||
− | 3 PS: Rock Musician | + | 3 PS: Rock Musician 12-<br/> |
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+ | Skills Total: 36 | ||
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== Complications == | == Complications == | ||
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Complications Points: 75 | Complications Points: 75 | ||
− | Base Points: 400 | + | Base Points: 400 |
− | Experience: | + | Experience: 0 |
− | Experience Unspent: | + | Experience Unspent: 0 |
− | Total Character Cost: | + | Total Character Cost: 400 |
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== Endnotes == | == Endnotes == | ||
− | I'm | + | I'm going to put here, for reference, the stat-block of a normal member of his race. |
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Corax comes from The Clarity, a race that re-engineered themselves tens of thousands of years ago. They wedded psionics and biotechnology to uplift themselves to a higher state of being. Their signature enhancement is their skeletal structure, a crystalline matrix that serves as a battery and amplifier for their innate psionic powers; powers that have the capacity to increase over time, with practice. Those of the royal bloodlines received even greater, purer genetic modifications, and the oldest of the royal lineages possess nearly godlike mental abilities. Even the lesser members of The Clarity can effectively metabolize psychic energy (whether stored internally or simply absorbed from their environment), and for that reason have fast reaction times, heal quickly, and possess substantial stamina. They also tend to live much longer than normal Earthlings | Corax comes from The Clarity, a race that re-engineered themselves tens of thousands of years ago. They wedded psionics and biotechnology to uplift themselves to a higher state of being. Their signature enhancement is their skeletal structure, a crystalline matrix that serves as a battery and amplifier for their innate psionic powers; powers that have the capacity to increase over time, with practice. Those of the royal bloodlines received even greater, purer genetic modifications, and the oldest of the royal lineages possess nearly godlike mental abilities. Even the lesser members of The Clarity can effectively metabolize psychic energy (whether stored internally or simply absorbed from their environment), and for that reason have fast reaction times, heal quickly, and possess substantial stamina. They also tend to live much longer than normal Earthlings | ||
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− | + | Many adult members of the Clarity eventually develop common psionic capabilities, such as psychic sensitivity, the ability to survive in extreme environments including hard vacuum, and various forms of extrasensory perception. The Royal bloodlines also have the potential to develop substantial physical manifestations, such as flight, energy discharge, spontaneous healing of wounds, and other grossly physical effects. | |
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Their race is ancient, tradition-bound, and decadent, with corruption and degradation endemic to their society. The idealistic dreams of prior ages have come to nothing. For all their personal power, The Clarity is a largely failed society, with cruel and anachronistic laws governing over a people too cynical to do anything about them. | Their race is ancient, tradition-bound, and decadent, with corruption and degradation endemic to their society. The idealistic dreams of prior ages have come to nothing. For all their personal power, The Clarity is a largely failed society, with cruel and anachronistic laws governing over a people too cynical to do anything about them. | ||
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