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==Advancement==
 
==Advancement==
 
*'''Class:''' True AI/Psychic (Heroic Adventurer)
 
*'''Class:''' True AI/Psychic (Heroic Adventurer)
*'''Level:''' 8
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*'''Level:''' 6
*'''Experiences:''' 2/9
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*'''Experiences:''' 4/7
*'''Skill Points Unspent:'''5 (2 towards Digi-Spatial Enigma, 3 towards Teleport-4)
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*'''Skill Points Unspent:'''
  
 
==Attributes==
 
==Attributes==
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==Skills==
 
==Skills==
*Connect-1
 
 
*Fix-0
 
*Fix-0
 
*Pilot-2
 
*Pilot-2
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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 deactivate, 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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**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.
*'''Synthetic Beacon'''
 
**Gain Connect as a bonus skill. You acquire 1d4 companions, each of level 1d3-1, who've been drawn to you and your example. When you arrive in a new community, a new potential recruit will make themselves known to you. These companions have their own agendas, not necessarily in line with your own.
 
** Companion Table: 1-2: Rogue Prismatic 3: Prismatic Infiltrator 4: Human-Built VI 5: Posthuman Innovator 6: Human Ally
 
  
 
==Abilities==
 
==Abilities==
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**'''Burdened Apportation''' [lvl 2]:The psychic can carry willing companions with them when using Personal Apportation. Up to three human-sized companions and their man-portable gear may be carried per skill level in Teleportation. Allies must be within 3 meters of the teleporter to be carried along. Ordinary inert matter cannot be carried along unless the psychic is touching it or it’s being carried by an ally affected by this power. If carrying inert mass, up to two hundred kilos of objects can be carried per skill level. Using this technique increases the Effort cost of Personal Apportation, requiring that an extra point of Effort be Committed for the day.'''
 
**'''Burdened Apportation''' [lvl 2]:The psychic can carry willing companions with them when using Personal Apportation. Up to three human-sized companions and their man-portable gear may be carried per skill level in Teleportation. Allies must be within 3 meters of the teleporter to be carried along. Ordinary inert matter cannot be carried along unless the psychic is touching it or it’s being carried by an ally affected by this power. If carrying inert mass, up to two hundred kilos of objects can be carried per skill level. Using this technique increases the Effort cost of Personal Apportation, requiring that an extra point of Effort be Committed for the day.'''
 
**'''Spatial Synchrony Mandala''' [lvl 2]:The psychic imprints a particular object or person on their psionic awareness. Provided the object is relatively intact and in range of their Personal Apportation, the psychic always knows its exact location and can teleport to within three meters of it with Personal Apportation even if it has moved from its original location. Imprinting an object requires an hour’s meditation with it, and only one object can be imprinted at a time. If imprinting on a person, the target must be willing and cooperative to make the imprint. Objects must be at least one kilogram in mass to be effectively tracked.
 
**'''Spatial Synchrony Mandala''' [lvl 2]:The psychic imprints a particular object or person on their psionic awareness. Provided the object is relatively intact and in range of their Personal Apportation, the psychic always knows its exact location and can teleport to within three meters of it with Personal Apportation even if it has moved from its original location. Imprinting an object requires an hour’s meditation with it, and only one object can be imprinted at a time. If imprinting on a person, the target must be willing and cooperative to make the imprint. Objects must be at least one kilogram in mass to be effectively tracked.
**'''Blurstep''' [lvl 2]: The psychic can rapidly micro-teleport so as to become invisible to the unaided eye (and most cameras with comparable frame rates). As an On Turn action they may Commit Effort to become invisible. However, this invisibility does not extend to motion sensors or other sophisticated electronic sensors, and you do not become immune to laser weaponry. The micro-jumps do not significantly move the psychic from their current location. Attacks from invisible ambush grant +4 to hit and damage, but do not usually count as Execution Attacks unless the other requirements of such an attack are fulfilled.
 
 
**'''Stutterjump''' [lvl 3]: The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.
 
**'''Stutterjump''' [lvl 3]: The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.
 
*'''AI Routines''' [2/3 Processing]
 
*'''AI Routines''' [2/3 Processing]
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**'''Accelerated Deduction''' [lvl 3 Core]: Commit Processing for the day as a Main Action and ask the GM a yes-or-no question about a current or past event. If there is any theoretical way you could have deduced the true answer through some Sherlockian feat of hyper-advanced deduction, the GM must answer truthfully, or else indicate that the question has invalid assumptions in it. The GM does not have to explain how you realize this, however, only that your subconscious processing routines indicate it. This Routine is very taxing and may be used only once per day.
 
**'''Accelerated Deduction''' [lvl 3 Core]: Commit Processing for the day as a Main Action and ask the GM a yes-or-no question about a current or past event. If there is any theoretical way you could have deduced the true answer through some Sherlockian feat of hyper-advanced deduction, the GM must answer truthfully, or else indicate that the question has invalid assumptions in it. The GM does not have to explain how you realize this, however, only that your subconscious processing routines indicate it. This Routine is very taxing and may be used only once per day.
 
**'''Cognitive Boost''' [lvl 3 Core]: Commit Processing for the scene as an On Turn to automatically succeed at any Know skill check if success is at all possible. If used to augment a skill check that is primarily mental and requires only basic physical actions, it grants a +2 bonus to the skill check. This Routine must be run before the roll is made.
 
**'''Cognitive Boost''' [lvl 3 Core]: Commit Processing for the scene as an On Turn to automatically succeed at any Know skill check if success is at all possible. If used to augment a skill check that is primarily mental and requires only basic physical actions, it grants a +2 bonus to the skill check. This Routine must be run before the roll is made.
**'''Predictive Cognition''' [lvl 4 Core]: Commit Processing for the day as an Instant. All events since the beginning of your last turn have not actually taken place; they were merely modeled by your predictive analysis. Events and other peoples’ conditions reset to the beginning of your most recent turn, and you may act differently if you so wish. You may use this Routine only once per day.
 
  
==Cybernetics, Shells, Drones, and Vehicles==
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==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]
*'''Ancient VI - River Walk (cf8651)
 
*'''Ghostwalker Drone - Bittersweet Shimmer (BF4F51)'''
 
**15 AC, 1 HP, 5 km range
 
**fabricated from radar-transparent materials, Ghostwalker drones have an integral Sensor Transparency fitting and the sensor difficulty to spot them is 11 instead of 9.
 
**'''Grav Mufflers''': The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.
 
**'''Holoskin''': The drone can drop a filmy hologram over it- self, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.'''
 
*'''Free Merchant''' - '''Rowanfruit (DA5C33)'''
 
**Speed: 3, Armor: 2, HP: 20, Crew: 1/6, AC: 14, Power: 6/10, Mass: 10/15, Hardpoints: 1/2, Class: Frigate
 
**'''Fittings''':
 
***'''Atmospheric configuration''' - A ship designed for atmospheric flight can land on most solid or aqueous surfaces. [1 Mass]
 
***'''Smuggler's hold''' - Carefully-designed storage space in- tended to conceal illicit cargo from customs inspection. Each installation of this fitting adds 2 tons of cargo space in a frigate. Cargo in a smuggler’s hold will never be found by a standard customs inspection. Careful investigation by a suspicious official can find it on a difficulty 10 check using their Wis/Notice skill, and a week-long search one step short of disassembly will find it on a difficulty 7 check. [1 Mass]
 
***'''Drive-2''' - A spike drive can travel as many hexes as its rating - Drive-2 means it can travel up to 2 hexes per jump.[1 Mass, 1 Power]
 
**'''Defenses''':
 
***'''Hardened Polyceramic Overlay''' - A complex glazing process can harden the surface of a ship’s armor to more effectively shed incoming attacks, decreasing the armor-piercing quality of any hit by 5 [1 Mass]
 
**'''Weapons''':
 
***'''Sandthrower''' - Projecting a spray of tiny, dense particulate matter, sandthrowers are highly effective against lightly-armored fighters. [2d4 damage, 3 Power, 1 Mass, 1 Hardpoint, Flak]
 
  
 
==Weapons==
 
==Weapons==
 
*Shear Rifle
 
*Shear Rifle
**Attack Roll: +6*
+
**Attack Roll: +5*
 
**Damage: 2d8
 
**Damage: 2d8
 
**Mods:
 
**Mods:
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==Other Stats==
 
==Other Stats==
*HP: 24/24 (up to 27/27 with Affinity)
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*HP: 18/18 (up to 21/21 with Affinity)
 
*System Strain: 0
 
*System Strain: 0
 
*Base AC: 10 [Synth]
 
*Base AC: 10 [Synth]
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*Initiative
 
*Initiative
 
*Saves
 
*Saves
**Physical: 7*
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**Physical: 9*
**Mental: 6
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**Mental: 8
**Evasion: 7*
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**Evasion: 9*
 
*Movement Rate: 10 meters/round
 
*Movement Rate: 10 meters/round
 
*Encumbrance: None
 
*Encumbrance: None
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**Ghostwalker Drone [enc 3]
 
**Ghostwalker Drone [enc 3]
 
*'''Non-encumbering'''
 
*'''Non-encumbering'''
**16866 Credits
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**8030 Credits
**Engram of "Gravitic Control Rubric"
 
 
**255 AFB
 
**255 AFB
**Scroll of "Blur Step"
 
**Schematic of "Digi-Spatial Extension Enigma"
 
 
**Pretech Salvage - ENAUD's Teleport part
 
**Pretech Salvage - ENAUD's Teleport part
 
==Allies & Companions==
 
*'''Isabelline Autumn''', level 0 Human Psychic [she/her]
 
**STR 9, DEX 11, CON 12, INT 10, WIS 14 (+1), CHA 7 (-1)
 
**Telekinesis-1, Precognition-0, Exert-0, Sneak-0, Survive-0, Connect-0
 
**HP: 2, AC 16 (TK Armory), +2 to hit, 1d10+2 damage (TK Armory Rifle)
 
**Foci: Psychic Training-1 (Telekinesis)
 
**Abilities: Telekinetic Armory, Oracle, Telekinetic Manipulation
 
**Isabelline is a posthumanist activist from Cirfant, who grew up under the heel of the gas baronies and pirates. (Background: Peasant)
 
*'''Wintergreen (20F986)''', level 1 Prismatic True AI [he/him]
 
**STR 12, DEX 12, CON 12 (SYNTH) || INT 14 (+1), WIS 7 (-1), CHA 9
 
**Program-1, Fix-1, Talk-0, Heal-0
 
**HP 3, AC 13 (Armored Undersuit), 1d6 damage (Laser Pistol)
 
**Foci: Diplomat-1
 
**Routines: Query Data, Split Focus
 
**Wintergreen worked in the gardens and modern palaces and neverending halls of Office Green, studying synthetic mind psychology.
 
*'''Verdigris (43B3AE)''', level 2 Prismatic Adventurer (AI/Warrior) [she/her]
 
**STR 12, DEX 12, CON 12 (SYNTH) || INT 9, WIS 7 (-1), CHA 14 (+1)
 
**Program-0, Fix-0, Shoot-2, Talk-0, Notice-2
 
**HP 14, AC 16 (Woven Combat Armor), +3 to hit, 2d8+4 damage (Mag Rifle)
 
**Foci: Gunslinger-1 (Gain Shoot, add Shoot skill level to ranged damage), Die Hard-1 (+2 HP per level), Alert-1 (Gain Notice, can't be surprised)
 
**Routines: Query Data, Split Focus, Augmented Targeting
 
**Verdigris was a combat algorithm, analyzing weapons and simulating battles for the dreadnaughts & flying fortresses of Imperial Blue.
 
*'''Raisin Black (242124)''', level 0 Prismatic Adventurer (AI/Psychic) [they/them]
 
**STR 12, DEX 12, CON 12 (SYNTH) || INT 7 (-1), WIS 14 (+1), CHA 9
 
**Program-1, Fix-0, Telepathy-1, Shoot-0, Sneak-0
 
**HP 2, AC 13 (Armored Undersuit), +1 to hit,
 
**Foci: Psychic Training-1 (Telepathy)
 
**Disciplines: Telepathic Contact, Facile Mind
 
**Raisin Black is a threat analysis and covert operations program - they're a secret agent for Baron Slate, here to learn what Brandy is up to, subvert their efforts, and if need be, destroy them.
 
  
 
== Notes ==
 
== Notes ==
  
 
-Main Page: [[SWN:_Prismatic_Spray]]
 
-Main Page: [[SWN:_Prismatic_Spray]]

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