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==Advancement==
 
==Advancement==
 
*'''Class:''' True AI/Psychic (Heroic Adventurer)
 
*'''Class:''' True AI/Psychic (Heroic Adventurer)
*'''Level:''' 8
+
*'''Level:''' 7
*'''Experiences:''' 2/9
+
*'''Experiences:''' 1/8
*'''Skill Points Unspent:'''5 (2 towards Digi-Spatial Enigma, 3 towards Teleport-4)
+
*'''Skill Points Unspent:'''1
  
 
==Attributes==
 
==Attributes==
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==Skills==
 
==Skills==
*Connect-1
+
*Connect-0
 
*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.
+
**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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**'''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.
 
**'''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==
+
==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)'''
 
*'''Ghostwalker Drone - Bittersweet Shimmer (BF4F51)'''
 
**15 AC, 1 HP, 5 km range
 
**15 AC, 1 HP, 5 km range
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**'''Grav Mufflers''': The drone is made exceptionally quiet in operation. It is now inaudible by ordinary hearing from more than five meters away.
 
**'''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.'''
 
**'''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)
+
*HP: 21/21 (up to 24/24 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: 8*
**Mental: 6
+
**Mental: 7
**Evasion: 7*
+
**Evasion: 8*
 
*Movement Rate: 10 meters/round
 
*Movement Rate: 10 meters/round
 
*Encumbrance: None
 
*Encumbrance: None
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**Schematic of "Digi-Spatial Extension Enigma"
 
**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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