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==Advancement== | ==Advancement== | ||
*'''Class:''' True AI/Psychic (Heroic Adventurer) | *'''Class:''' True AI/Psychic (Heroic Adventurer) | ||
− | *'''Level:''' | + | *'''Level:''' 3 |
− | *'''Experiences:''' | + | *'''Experiences:''' 1/4 |
− | *'''Skill Points Unspent:''' | + | *'''Skill Points Unspent:''' 1 (banked for Teleport skill rank 2) |
==Attributes== | ==Attributes== | ||
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==Skills== | ==Skills== | ||
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*Fix-0 | *Fix-0 | ||
− | *Pilot- | + | *Pilot-0 |
*Program-0 | *Program-0 | ||
*Shoot-0 | *Shoot-0 | ||
− | * | + | *Stealth-0 |
− | *Teleport- | + | *Teleport-1 |
==Foci== | ==Foci== | ||
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**I've had special training in a particular psychic discipline. | **I've had special training in a particular psychic discipline. | ||
**Level 1: Gain any psychic skill as a bonus [Teleport]. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline [Spatial Awareness]. Your maximum Effort increases by one. | **Level 1: Gain any psychic skill as a bonus [Teleport]. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline [Spatial Awareness]. Your maximum Effort increases by one. | ||
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*'''Waymaker''' | *'''Waymaker''' | ||
**I have eldritch powers of navigation and pathmaking, perhaps from the guidance of familiar Shadows, an intrinsic grasp of transdimensional space, or arcane methods of pattern-shaping. While potent, these gifts are not generally applicable to aiding spike drills. | **I have eldritch powers of navigation and pathmaking, perhaps from the guidance of familiar Shadows, an intrinsic grasp of transdimensional space, or arcane methods of pattern-shaping. While potent, these gifts are not generally applicable to aiding spike drills. | ||
− | **Level 1: I always know your exact location, whether on a planet or in space, and the correct bearing to any other location known to you. You have an eidetic memory for paths and travel routes. You can gain a point of System Strain to automatically | + | **Level 1: I always know your exact location, whether on a planet or in space, and the correct bearing to any other location known to you. You have an eidetic memory for paths and travel routes. You can gain a point of System Strain to automatically de-activate, unlock, or bypass any single sealed door, hatch, or other barrier within your sight, forcing it to remain open for at least one round per character level. Such arcane opening never triggers any associated automated alarms or magical counter- measures, but sentient guardians may notice it. |
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==Abilities== | ==Abilities== | ||
− | *'''Psychic Teleportation''' [ | + | *'''Psychic Teleportation''' [5/5 Focus] |
− | **'''Personal Apportation''' [Core]: The teleporter can translocate to another location they have either occupied before or can see with their unaided vision. Locations are fixed in reference to the nearest major gravity well. For example, it is not possible to teleport to the cockpit of a distant moving vehicle they once occupied, but they can teleport to another point on a planet’s surface even though the planet has since moved far through the stellar void. The core technique allows the teleporter to move himself and any mass he is able to carry with his own natural strength. Resisting targets cannot be carried along, and unresisting ones must be touched. A | + | **'''Personal Apportation''' [Core]: The teleporter can translocate to another location they have either occupied before or can see with their unaided vision. Locations are fixed in reference to the nearest major gravity well. For example, it is not possible to teleport to the cockpit of a distant moving vehicle they once occupied, but they can teleport to another point on a planet’s surface even though the planet has since moved far through the stellar void. The core technique allows the teleporter to move himself and any mass he is able to carry with his own natural strength. Resisting targets cannot be carried along, and unresisting ones must be touched. A tele- porter can leave any clothing, shackles, adhesions, or other matter behind when he teleports, but he cannot leave behind matter that has been inserted into his body, such as cybernetics or shrapnel. Matter cannot be partially left behind. A teleporter will instinctively abort any apportation that would leave them embedded in a solid object or in an environment of imminent physical harm. Any Committed Effort on such aborted jumps is wasted, as is any action spent triggering the power. Teleporting with Personal Apportation counts as a Main Action and requires that the psychic Commit Effort for the scene. The maximum range of Personal Apportation depends on the teleporter’s skill level. At Level 1, that range is 100 meters. |
**'''Proficient Apportation''' [lvl 1]: Personal Apportation now counts as a Move action, though it still can be performed only once per round. Apportations of 10 meters or less no longer require Effort to be Committed, though any augments to the technique must still be paid for normally. | **'''Proficient Apportation''' [lvl 1]: Personal Apportation now counts as a Move action, though it still can be performed only once per round. Apportations of 10 meters or less no longer require Effort to be Committed, though any augments to the technique must still be paid for normally. | ||
**'''Spatial Awareness''' [lvl 1]: The psychic may Commit Effort as an On Turn action to gain an intuitive 360-degree awareness of their physical surroundings. The sense is roughly equivalent to sight out to 100 meters, though it cannot read text or distinguish colors. It is blocked by solid objects but is unimpeded by darkness, mist, blinding light, holograms, or optical illusions. The sense lasts as long as the Effort remains Committed to the technique. | **'''Spatial Awareness''' [lvl 1]: The psychic may Commit Effort as an On Turn action to gain an intuitive 360-degree awareness of their physical surroundings. The sense is roughly equivalent to sight out to 100 meters, though it cannot read text or distinguish colors. It is blocked by solid objects but is unimpeded by darkness, mist, blinding light, holograms, or optical illusions. The sense lasts as long as the Effort remains Committed to the technique. | ||
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*'''AI Routines''' [2/3 Processing] | *'''AI Routines''' [2/3 Processing] | ||
**'''Query Data''' [lvl 1 Core]: Commit Processing for the scene as a Main Action; ask one question about a database you have access to and get a reply as if you had virtually unlimited time to search and examine the database’s contents. | **'''Query Data''' [lvl 1 Core]: Commit Processing for the scene as a Main Action; ask one question about a database you have access to and get a reply as if you had virtually unlimited time to search and examine the database’s contents. | ||
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**'''Native Hacker''' [lvl 2 Core]: Commit Processing for the day as an On Turn to automatically succeed at any hacking-based skill check not opposed by another AI or directed against AI-designed security. In the latter case, the skill check is rolled nor- mally. You must trigger this Routine before the check. | **'''Native Hacker''' [lvl 2 Core]: Commit Processing for the day as an On Turn to automatically succeed at any hacking-based skill check not opposed by another AI or directed against AI-designed security. In the latter case, the skill check is rolled nor- mally. You must trigger this Routine before the check. | ||
**'''Drone Command''' [lvl 2 Core]: Commit Processing as an On Turn to function as if you had drone control rig cyberware while it remains committed. You can issue one free command to a controlled drone every round per two character levels, rounded up. A drone can carry out one command per round. | **'''Drone Command''' [lvl 2 Core]: Commit Processing as an On Turn to function as if you had drone control rig cyberware while it remains committed. You can issue one free command to a controlled drone every round per two character levels, rounded up. A drone can carry out one command per round. | ||
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− | ==Cybernetics | + | ==Cybernetics and Shell Abilities== |
*'''Synth Armature''' | *'''Synth Armature''' | ||
**Some mechanical shells are built to be almost indistinguishable from more organic shapes, and the Synth is one such android form. A Synth is indistinguishable from a human without a medical examination or significant physical trauma to reveal its artificial workings. While a normal human shape is the baseline for a Synth, it is possible to build models with far more exotic and fanciful configurations that still appear organic. | **Some mechanical shells are built to be almost indistinguishable from more organic shapes, and the Synth is one such android form. A Synth is indistinguishable from a human without a medical examination or significant physical trauma to reveal its artificial workings. While a normal human shape is the baseline for a Synth, it is possible to build models with far more exotic and fanciful configurations that still appear organic. | ||
**'''Basic Abilities''': A Synth does not suffer the usual mechanical shell penalty on Charisma skill checks, and can pass in areas where overtly mechanical shells might draw unwelcome attention. Their base Armor Class is only 10, however. A Synth’s artificial nature becomes obvious if it is reduced to zero hit points. | **'''Basic Abilities''': A Synth does not suffer the usual mechanical shell penalty on Charisma skill checks, and can pass in areas where overtly mechanical shells might draw unwelcome attention. Their base Armor Class is only 10, however. A Synth’s artificial nature becomes obvious if it is reduced to zero hit points. | ||
**'''Affinity Abilities''': A practiced Synth user can maximize their mechanical advantages, raising both Strength and Dexterity scores to 14, and gains a bonus 5 hit points. [1 Processing Point Committed for Affinity] | **'''Affinity Abilities''': A practiced Synth user can maximize their mechanical advantages, raising both Strength and Dexterity scores to 14, and gains a bonus 5 hit points. [1 Processing Point Committed for Affinity] | ||
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==Weapons== | ==Weapons== | ||
− | * | + | *Laser Pistol |
− | **Attack Roll: + | + | **Attack Roll: +2 |
− | **Damage: | + | **Damage: 1d6, set to stun |
**Mods: | **Mods: | ||
==Armors== | ==Armors== | ||
− | *Name: | + | *Name: Secure Clothing |
− | **AC: | + | **AC: 13 |
**Mods: | **Mods: | ||
==Other Stats== | ==Other Stats== | ||
− | *HP: | + | *HP: 9/9 (up to 14/14 with Affinity) |
*System Strain: 0 | *System Strain: 0 | ||
*Base AC: 10 [Synth] | *Base AC: 10 [Synth] | ||
− | **Current AC: | + | **Current AC: 15* |
− | *Base Attack Bonus: + | + | *Base Attack Bonus: +1 |
*Initiative | *Initiative | ||
*Saves | *Saves | ||
− | **Physical: | + | **Physical: 12 |
− | **Mental: | + | **Mental: 11 |
− | **Evasion: | + | **Evasion: 12 |
*Movement Rate: 10 meters/round | *Movement Rate: 10 meters/round | ||
*Encumbrance: None | *Encumbrance: None | ||
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== Equipment == | == Equipment == | ||
*'''Readied''' | *'''Readied''' | ||
− | ** | + | **Woven Body Armor [enc.2 ] |
− | + | **Laser Pistol, set to stun | |
**Dataslab | **Dataslab | ||
**Metatool | **Metatool | ||
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*'''Stowed''' | *'''Stowed''' | ||
**Line shunts (2) | **Line shunts (2) | ||
− | **Spare Parts ( | + | **Spare Parts (3) |
− | **Type A cells ( | + | **Type A cells (2) |
+ | **Postech toolkit [enc. 3] | ||
**Pretech toolkit | **Pretech toolkit | ||
− | **Metaspace Processor Core | + | **Metaspace Processor Core |
− | ** | + | **Porcelain Servitor Model |
+ | **3000 gp of coins | ||
+ | **Precious Gem - Sapphire | ||
+ | **Precious Jewelry - Black Opal Brooch set in Mahogany | ||
*'''Non-encumbering''' | *'''Non-encumbering''' | ||
− | ** | + | **45 Credits |
− | ** | + | **5 AFB |
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== Notes == | == Notes == | ||
-Main Page: [[SWN:_Prismatic_Spray]] | -Main Page: [[SWN:_Prismatic_Spray]] |