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==Advancement== | ==Advancement== | ||
*'''Class:''' True AI/Psychic (Heroic Adventurer) | *'''Class:''' True AI/Psychic (Heroic Adventurer) | ||
− | *'''Level:''' | + | *'''Level:''' 7 |
− | *'''Experiences:''' | + | *'''Experiences:''' 1/8 |
− | *'''Skill Points Unspent:''' | + | *'''Skill Points Unspent:'''1 |
==Attributes== | ==Attributes== | ||
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==Skills== | ==Skills== | ||
− | *Connect- | + | *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 | + | **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== | ||
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**'''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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*'''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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==Weapons== | ==Weapons== | ||
*Shear Rifle | *Shear Rifle | ||
− | **Attack Roll: + | + | **Attack Roll: +5* |
**Damage: 2d8 | **Damage: 2d8 | ||
**Mods: | **Mods: | ||
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==Other Stats== | ==Other Stats== | ||
− | *HP: | + | *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: | + | **Physical: 8* |
− | **Mental: | + | **Mental: 7 |
− | **Evasion: | + | **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 | ||
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== Notes == | == Notes == | ||
-Main Page: [[SWN:_Prismatic_Spray]] | -Main Page: [[SWN:_Prismatic_Spray]] |