Difference between revisions of "JEHUTY Profile: ANGEL"

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(Other Stats)
(Other Stats)
 
(8 intermediate revisions by the same user not shown)
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==Advancement==
 
==Advancement==
 
*Class: Expert
 
*Class: Expert
*Level: 2
+
*Level: 3
*XP: 3/6
+
*XP: 8/12
 
*Skill Points Unspent: 0
 
*Skill Points Unspent: 0
  
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==Skills==
 
==Skills==
*Skill-0: Shoot, Sneak
+
*Skill-0: Shoot, Sneak, Talk
*Sill-1: Heal, Know, Notice, Survive
+
*Skill-1: Know, Notice, Survive
 +
*Skill-2: Heal
  
 
==Foci==
 
==Foci==
 
*Specialist (Know)
 
*Specialist (Know)
**Effect: My know ability raises to 1, and I can roll 3d6 and take the 2 best if I roll a know ability check.  
+
**Effect: Gain a non-combat, non-psychic skill as a bonus. Roll 3d6 and drop the lowest die for all skill checks in this skill.
 
**Level 1
 
**Level 1
  
 
*Wanderer
 
*Wanderer
**Effect: My survive ability raises to 1, and I can both convey simple ideas in all common languages and find transport for my companions in less than an hour
+
**Effect: Gain Survive as a bonus skill. You can convey basic ideas in all the common languages of the sector. You can always find free transport to a desired destination for yourself and a small group of your friends provided any traffic goes to the place. Finding this transport takes no more than an hour, but it may not be a strictly legitimate means of travel and may require working passage.
 
**Level 1
 
**Level 1
  
 
*Healer
 
*Healer
**Effect: I get heal at level 1, and I can both stabilize a companion in an on turn action and roll 3d6 and take the 2 best if I roll a heal ability check.
+
**Effect: Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.
 
**Level 1
 
**Level 1
  
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==Other Stats==
 
==Other Stats==
 
*HP:10
 
*HP:10
*System Strain:
+
*System Strain: 0
 
*Base AC: 10
 
*Base AC: 10
 
*Base Attack Bonus: +1
 
*Base Attack Bonus: +1
 
*Saves
 
*Saves
**Physical: 14
+
**Physical: 13
**Mental: 13
+
**Mental: 12
**Evasion: 13
+
**Evasion: 12
 
*Movement Rate: 10 meters/round
 
*Movement Rate: 10 meters/round
 
*Encumbrance: None
 
*Encumbrance: None
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== Equipment ==
 
== Equipment ==
 
*'''Readied'''
 
*'''Readied'''
**Laser Rifle, Knife, Armored Vacsuit, Backpack(TL0), Compad
+
**Laser Rifle, Knife, Armored Vacsuit, Backpack(TL0), 3xType A Cells
 
*'''Stowed'''
 
*'''Stowed'''
**8xtype A cells
+
**5xType A Cells (only 2 ecumbrance)
 
*'''Non-encumbering'''
 
*'''Non-encumbering'''
**100 credits
+
**100 credits, Compad
  
 
-Main Page: [[SWN:_Hand_of_Jehuty]]
 
-Main Page: [[SWN:_Hand_of_Jehuty]]

Latest revision as of 12:16, 14 March 2021

Advancement[edit]

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

Attributes[edit]

  • Strength 10
  • Dexterity 10
  • Constitution 9
  • Intelligence 14
  • Wisdom 9
  • Charisma 14

Background[edit]

  • Background: Vagabond
  • Goal: To heal her companions when they need it, and to prevent kids from becoming orphan because of war or conflict.
  • Homeworld: Sycamore
  • Languages: Novesperanto, Gracious, Stoker, Itamarataino, Docker

Skills[edit]

  • Skill-0: Shoot, Sneak, Talk
  • Skill-1: Know, Notice, Survive
  • Skill-2: Heal

Foci[edit]

  • Specialist (Know)
    • Effect: Gain a non-combat, non-psychic skill as a bonus. Roll 3d6 and drop the lowest die for all skill checks in this skill.
    • Level 1
  • Wanderer
    • Effect: Gain Survive as a bonus skill. You can convey basic ideas in all the common languages of the sector. You can always find free transport to a desired destination for yourself and a small group of your friends provided any traffic goes to the place. Finding this transport takes no more than an hour, but it may not be a strictly legitimate means of travel and may require working passage.
    • Level 1
  • Healer
    • Effect: Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.
    • Level 1

Abilities[edit]

  • Once per scene, I can reroll a failed skill check and pick the best result.

Cybernetics and Innate Abilities[edit]

  • Name
    • Effect

Weapons[edit]

  • Knife
    • Attack Roll: +1
    • Damage: 1d4
    • Shock: 1 damage / AC 13
    • Mods: none
  • Laser Rifle
    • Attack Roll: +1 (+3 if burst)
    • Damage: 1d10 (+2 if burst)
    • Range: 300/500
    • Magazine: 20
    • Mods: none

Armors[edit]

  • Armored Vacsuit
    • AC: 13
    • Mods: none

Other Stats[edit]

  • HP:10
  • System Strain: 0
  • Base AC: 10
  • Base Attack Bonus: +1
  • Saves
    • Physical: 13
    • Mental: 12
    • Evasion: 12
  • Movement Rate: 10 meters/round
  • Encumbrance: None
    • Readied: 5/5
    • Stowed: 2/10

Equipment[edit]

  • Readied
    • Laser Rifle, Knife, Armored Vacsuit, Backpack(TL0), 3xType A Cells
  • Stowed
    • 5xType A Cells (only 2 ecumbrance)
  • Non-encumbering
    • 100 credits, Compad

-Main Page: SWN:_Hand_of_Jehuty