Difference between revisions of "JEHUTY Profile: ADDER"

From RPGnet
Jump to: navigation, search
(Created page with "==Advancement== *Class: Arcane Expert/Restricted Telepath *Level: 2 *XP: 3/6 *Skill Points Unspent: 1 ==Attributes== *Strength: 07 (-1) *Dexterity: 16 (+1) *Constitution: 08...")
 
(Equipment)
 
(9 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
==Advancement==
 
==Advancement==
 
*Class: Arcane Expert/Restricted Telepath
 
*Class: Arcane Expert/Restricted Telepath
*Level: 2
+
*Level: 3
*XP: 3/6
+
*XP: 8/12
*Skill Points Unspent: 1
+
*Skill Points Unspent: 0
  
 
==Attributes==
 
==Attributes==
Line 16: Line 16:
 
*Background: Criminal recruited into Blade Broken as a contacts broker in the field
 
*Background: Criminal recruited into Blade Broken as a contacts broker in the field
 
*Goal: To support my comrades by developing a field contact who proves critical to successful mission operation
 
*Goal: To support my comrades by developing a field contact who proves critical to successful mission operation
*Homeworld: Stoker
+
*Homeworld: Stoke
*Languages: Novesperanto, Hanso, Crush, Terrestrial Cirfant, isiKang
+
*Languages: Novesperanto, Stoker, Gracious, Aerial Cirfant, Docker
  
 
==Skills==
 
==Skills==
*Know-1
+
*Telepathy-2
*Stab-1
+
*Connect-1
*Exert-0
+
*Talk-1
*Fix-0
+
*Notice-0
*Lead-0
+
*Program-0
 
*Shoot-0
 
*Shoot-0
 
*Sneak-0
 
*Sneak-0
  
 
==Foci==
 
==Foci==
*'''Hanseong Basilisk:''' Posthumans from Hanseong, a world of diverse and squabbling floating islands. People there use cybernetic and psionic or magical body augmentation to express their social role, which changes throughout life. There are many augmented teachers, doctors, caregivers, farmers, and diplomats. Some of the more exotic varietals include Basilisks, who are given weapons to hunt dangerous predators, but often become sectarian warriors or glory-seeking brawlers. They tend to be strongly devoted to a cause. Basilisks have integral weapons and armor.
+
*'''Psychic Training-1:''' Gain Telepathy as a bonus skill. Increase maximum Effort by 1.
**''Body Arsenal Array:'' Some personnel need to be armed at all times without giving any indication of such. Improvised weaponry and conventional holdout weapons are useful enough against soft targets, but disabling a target in powered armor requires more. The details of the array vary from user to user, but usually act as advanced medium weapons that can be used with either Punch or Stab skills and at least one integral energy projector equal to a laser rifle, one that must be powered by an insertable type A power cell. Retracted body arsenals can be detected only by a medical examination.
+
*'''Connected-1:''' I'm remarkably gifted at making friends and forging ties with the people around me. Wherever I go, I always seem to know somebody useful to my ends.
**''Dermal Armor:'' A fine subcutaneous reinforcement mesh provides significant protection against impacts and cuts while remaining imperceptible to anything short of a medical examination. Someone with the implant has AC 16 and is immune to Shock damage inflicted by primitive melee weapons. A TL5 version of this implant that costs five times as much grants even more protection, rendering the subject wholly immune to primitive weapons as if they were wearing powered armor.
+
**Gain Connect as a bonus skill. If I’ve spent at least a week in a not-entirely-hostile location, I’ll have built a web of contacts willing to do favors for me that are no more than mildly illegal. I can call on one favor per game day and the GM decides how far they’ll go for me.
*'''Savage Fray-1:''' I am a whirlwind of bloody havoc in melee combat, and can survive being surrounded far better than most combatants.
+
*'''Maskwalker-1:''' I know techniques for limited but versatile shapeshifting, altering my appearance and the appearance of my couture to mimic others or disguise my true seeming. Clothing and gear can be veiled under my alterations, but I must have at least an hour beforehand to attune my equipment to my particular sorceries. Once I’ve aligned the gear with my arts, it can be hidden or seemingly transformed by any further changes I choose to make. Unattuned gear does not change to match my disguise.
**Gain Stab as a bonus skill. All enemies adjacent to me at the end of my turn who I have not attacked suffer the Shock damage of my weapon if their Armor Class is not too high to be affected.
+
**As a Main Action, I can adjust my appearance and the appearance of my attuned gear within any range normal to my species. These alterations are physical changes, not mere illusions, and will pass standard TL4 genetic tests or physical gear inspections. Changed gear does not function, however, unless its new shape is compatible with its original function. I revert back to my original shape as an Instant action or when I die, as does any changed gear. To mimic a specific other person I need a sample of their DNA and gain one point of System Strain that cannot be lost until I leave the shape.
*'''Specialist (Know)-1:''' I am remarkably talented at a particular skill.
 
**Gain a non-combat, non-psychic skill as a bonus. Roll 3d6 and drop the lowest die for all skill checks in this skill.
 
  
==Cybernetics and Innate Abilities==
+
==Techniques==
*Body Arsenal Array
+
*Effort: 5
*Dermal Armor
+
*Telepathic Contact
**immune to Shock damage inflicted by primitive melee weapons
+
**Effort: Commit for Scene
 +
**Target: The target must be visible or otherwise perceptible to my unaided senses.
 +
**Level-0: Observe emotional states in a target. Intense emotions provide a single word or image related to the focus of the feelings.
 +
**Level-1: A shallow gestalt with the target’s language centers allows me to understand any form of communication made by the target. If I have the requisite body parts to speak the target’s language, I can communicate with it in turn.
 +
**Level-2: My awareness of the target’s surface cognition is sophisticated enough to read their current thoughts, though I can’t pick up memories or non-obvious connections. The target gets a Mental saving throw to resist this.
 +
***Technique - Facile Mind: I am practiced at opening a Telepathic Contact, and need only Commit Effort for the scene to do so, instead of Committing Effort for the day. If contacting an ally who has practiced the process with me for at least a week, opening the contact normally requires no Effort at all. In both cases, if I choose to Commit Effort for the day, I can open a Telepathic Contact as an Instant action rather than a Main Action.
 +
***Technique - Transmit Thought: I can send thoughts and images over a Telepathic Contact, allowing two-way communication with a willing target as an Instant action when desired.
 +
***Technique - Suppress Cognition: Through intense focus, I can make the target of a Telepathic Contact simply not think about something, whether that’s the presence of me, the possibility of committing violence, the absence of important documentation, or any other single potential action or one specific person. This technique requires me to Commit Effort for the scene as a Main Action. The target gets a Mental saving throw to resist this power and become immune to it for the scene. If failed, the thought remains unthinkable for the rest of the scene unless the target perceives physical danger or a traumatic threat to something they prize highly. In that case, the block instantly dissolves and cannot be re-established during the scene. Once the effect ends, the target will remain oblivious to their temporary fugue unless it is brought to their attention somehow.
  
 
==Weapons==
 
==Weapons==
*BAA Kinetic-Hammer Legs
+
*Monoblade knife
**Attack Roll: +4
+
**Attack Roll: +2
**Damage: 1d10+2
+
**Damage: 1d6+1
**Shock: 3 points/AC 15
 
**Mods: Move action to draw
 
 
 
*Stun Baton
 
**Attack Roll: +4
 
**Damage: 1d8+1
 
 
**Shock: 2 points/AC 15
 
**Shock: 2 points/AC 15
**Mods:
+
**Mods:  
  
*Vibro Knife
+
*Laser Pistol
**Attack Roll: +4
+
**Attack Roll: +3
 
**Damage: 1d6+1
 
**Damage: 1d6+1
**Shock: 2 points/AC 15
+
**Range: 100/300
 +
**Magazine: 10
 
**Mods:
 
**Mods:
  
*BAA Laser Rifle
+
==Armors==
**Attack Roll: +4
+
*Armored Undersuit
**Damage: 1d10+1
+
**AC: 13
**Range: 300/500
 
**Magazine: 20
 
 
**Mods:  
 
**Mods:  
***On-Turn Action to draw
 
***Burst Mode - 3 rounds, +2 to hit/damage
 
 
==Armors==
 
*Dermal Armor
 
**AC: 16
 
**Mods: immune to shock damage from primitive weapons
 
  
 
==Other Stats==
 
==Other Stats==
*HP: 17
+
*HP: 13
 
*System Strain:
 
*System Strain:
*Base AC: 17
+
*Base AC: 14
*Base Attack Bonus: +2
+
*Base Attack Bonus: +1
 
*Saves
 
*Saves
 
**Physical: 13
 
**Physical: 13
**Mental: 13
+
**Mental: 12
**Evasion: 14
+
**Evasion: 11
 
*Movement Rate: 10 meters/round
 
*Movement Rate: 10 meters/round
 
*Encumbrance: None
 
*Encumbrance: None
**Readied: 7/7
+
**Readied: 3/3
**Stowed: 2/15
+
**Stowed: 6/7
  
 
== Equipment ==
 
== Equipment ==
 
*'''Readied'''
 
*'''Readied'''
**stun baton
+
**armored undersuit
**vibro knife
+
**dataslab
**compad
+
**TL0 backpack
 +
*'''Stowed'''
 +
**3 type A cells
 +
**metatool
 
**low-light goggles
 
**low-light goggles
**power cell, type A
+
**climbing harness
**lazarus patch
+
**monoblade knife
**TL4 backpack
+
**laser pistol
*'''Stowed'''
 
**survey scanner
 
**3-pack, power cell, type A
 
 
*'''Non-encumbering'''
 
*'''Non-encumbering'''
**40 credits
+
**115 credits
  
 
-Main Page: [[SWN:_Hand_of_Jehuty]]
 
-Main Page: [[SWN:_Hand_of_Jehuty]]

Latest revision as of 15:33, 1 April 2021

Advancement[edit]

  • Class: Arcane Expert/Restricted Telepath
  • Level: 3
  • XP: 8/12
  • Skill Points Unspent: 0

Attributes[edit]

  • Strength: 07 (-1)
  • Dexterity: 16 (+1)
  • Constitution: 08
  • Intelligence: 08
  • Wisdom: 14 (+1)
  • Charisma: 18 (+2)

Background[edit]

  • Background: Criminal recruited into Blade Broken as a contacts broker in the field
  • Goal: To support my comrades by developing a field contact who proves critical to successful mission operation
  • Homeworld: Stoke
  • Languages: Novesperanto, Stoker, Gracious, Aerial Cirfant, Docker

Skills[edit]

  • Telepathy-2
  • Connect-1
  • Talk-1
  • Notice-0
  • Program-0
  • Shoot-0
  • Sneak-0

Foci[edit]

  • Psychic Training-1: Gain Telepathy as a bonus skill. Increase maximum Effort by 1.
  • Connected-1: I'm remarkably gifted at making friends and forging ties with the people around me. Wherever I go, I always seem to know somebody useful to my ends.
    • Gain Connect as a bonus skill. If I’ve spent at least a week in a not-entirely-hostile location, I’ll have built a web of contacts willing to do favors for me that are no more than mildly illegal. I can call on one favor per game day and the GM decides how far they’ll go for me.
  • Maskwalker-1: I know techniques for limited but versatile shapeshifting, altering my appearance and the appearance of my couture to mimic others or disguise my true seeming. Clothing and gear can be veiled under my alterations, but I must have at least an hour beforehand to attune my equipment to my particular sorceries. Once I’ve aligned the gear with my arts, it can be hidden or seemingly transformed by any further changes I choose to make. Unattuned gear does not change to match my disguise.
    • As a Main Action, I can adjust my appearance and the appearance of my attuned gear within any range normal to my species. These alterations are physical changes, not mere illusions, and will pass standard TL4 genetic tests or physical gear inspections. Changed gear does not function, however, unless its new shape is compatible with its original function. I revert back to my original shape as an Instant action or when I die, as does any changed gear. To mimic a specific other person I need a sample of their DNA and gain one point of System Strain that cannot be lost until I leave the shape.

Techniques[edit]

  • Effort: 5
  • Telepathic Contact
    • Effort: Commit for Scene
    • Target: The target must be visible or otherwise perceptible to my unaided senses.
    • Level-0: Observe emotional states in a target. Intense emotions provide a single word or image related to the focus of the feelings.
    • Level-1: A shallow gestalt with the target’s language centers allows me to understand any form of communication made by the target. If I have the requisite body parts to speak the target’s language, I can communicate with it in turn.
    • Level-2: My awareness of the target’s surface cognition is sophisticated enough to read their current thoughts, though I can’t pick up memories or non-obvious connections. The target gets a Mental saving throw to resist this.
      • Technique - Facile Mind: I am practiced at opening a Telepathic Contact, and need only Commit Effort for the scene to do so, instead of Committing Effort for the day. If contacting an ally who has practiced the process with me for at least a week, opening the contact normally requires no Effort at all. In both cases, if I choose to Commit Effort for the day, I can open a Telepathic Contact as an Instant action rather than a Main Action.
      • Technique - Transmit Thought: I can send thoughts and images over a Telepathic Contact, allowing two-way communication with a willing target as an Instant action when desired.
      • Technique - Suppress Cognition: Through intense focus, I can make the target of a Telepathic Contact simply not think about something, whether that’s the presence of me, the possibility of committing violence, the absence of important documentation, or any other single potential action or one specific person. This technique requires me to Commit Effort for the scene as a Main Action. The target gets a Mental saving throw to resist this power and become immune to it for the scene. If failed, the thought remains unthinkable for the rest of the scene unless the target perceives physical danger or a traumatic threat to something they prize highly. In that case, the block instantly dissolves and cannot be re-established during the scene. Once the effect ends, the target will remain oblivious to their temporary fugue unless it is brought to their attention somehow.

Weapons[edit]

  • Monoblade knife
    • Attack Roll: +2
    • Damage: 1d6+1
    • Shock: 2 points/AC 15
    • Mods:
  • Laser Pistol
    • Attack Roll: +3
    • Damage: 1d6+1
    • Range: 100/300
    • Magazine: 10
    • Mods:

Armors[edit]

  • Armored Undersuit
    • AC: 13
    • Mods:

Other Stats[edit]

  • HP: 13
  • System Strain:
  • Base AC: 14
  • Base Attack Bonus: +1
  • Saves
    • Physical: 13
    • Mental: 12
    • Evasion: 11
  • Movement Rate: 10 meters/round
  • Encumbrance: None
    • Readied: 3/3
    • Stowed: 6/7

Equipment[edit]

  • Readied
    • armored undersuit
    • dataslab
    • TL0 backpack
  • Stowed
    • 3 type A cells
    • metatool
    • low-light goggles
    • climbing harness
    • monoblade knife
    • laser pistol
  • Non-encumbering
    • 115 credits

-Main Page: SWN:_Hand_of_Jehuty