Difference between revisions of "JEHUTY Profile: NIMBUS"

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(Armors)
(Weapons)
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**Damage: 1d6+2
 
**Damage: 1d6+2
 
**Range: 100/300
 
**Range: 100/300
**Magazine: 10
+
**Magazine: 5/10
**Mods:
+
**Mods: Silenced 1d4+2
  
 
==Armors==
 
==Armors==

Revision as of 19:56, 2 February 2021

Advancement

  • Class: Expert
  • Level: 2
  • XP: 3/6
  • Skill Points Unspent: 1

Attributes

  • Strength 14 (+1)
  • Dexterity 18 (+2)
  • Constitution 14 (+1)
  • Intelligence 14 (+1)
  • Wisdom 9
  • Charisma 18 (+2)

Background

  • Background: Engineering Operative
  • Goal: uncover whatever she can that might help lift the blockade of Grace.
  • Homeworld: Grace
  • Languages: Novesperanto, Gracious, Prismatic

Skills

  • Fix-1
  • Know-0
  • Programme-2
  • Shoot-0
  • Talk-0

Foci

  • Hacker
    • You have a considerable fluency with digital security measures and standard encryption methods. You know how to make computerized systems obey you until their automatic failsafes come down on your control. Gain Program as a bonus skill. When attempting to hack a database or computerized system, roll 3d6 on the skill check and drop the lowest die.
    • Level 1
  • Tinker
    • You have a natural knack for modifying and improving equipment, as given in the rules on page 100. Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Both ship and gear mods cost only half their usual price in credits, though pretech salvage requirements remain the same.
    • Level 1
  • Transhuman
    • You have a soulstone that records your experiences and can be transferred between specially-prepared bodies, or shells. Create your PC as per page 253. Ignore paragraphs 2 and 3 about polities and 6 about equipment. Pick the Nat shell. Your soulstone must be brought back to the inception tank at HQ to be restored into a new shell, when a shell becomes available. (This will be challenging and likely require a mission to secure one.)
    • Level 1

Abilities

  • Expert Ability: Once per scene, you can reroll a failed skill check, taking the new roll if it’s better.

Cybernetics and Innate Abilities

  • Shell: Natural
    • Basic: Most Nats are grown to be healthy; when created, one physical attribute may be raised to 14.
    • Affinity: Those with exceptional experience at operating in Nat bodies know how to wring every ounce of performance from a baseline human form. The attribute that was originally raised to 14 is treated as 18, and the other two physical attributes are raised to 14.

Weapons

  • Melee
    • Attack Roll:
    • Damage:
    • Shock:
    • Mods:
  • Ranged: Laser Pistol
    • Attack Roll: +4
    • Damage: 1d6+2
    • Range: 100/300
    • Magazine: 5/10
    • Mods: Silenced 1d4+2

Armors

  • Name: Secure Clothing
    • AC: 15
    • Mods:
  • Name: Combat Field Uniform (Company of the Bull)
    • AC: 18
    • Mods: goggles damaged

Other Stats

  • HP: 15
  • System Strain: 0
  • Base AC: 12
  • Base Attack Bonus: +1
  • Saves
    • Physical: 13
    • Mental: 12
    • Evasion: 12
  • Movement Rate: 10 meters/round
  • Encumbrance: None
    • Readied: 1/7
    • Stowed: 5/14

Equipment

  • Readied
    • Laser Pistol (1d6)
  • Stowed
    • Postech Toolkit
    • 2 type A cells (bundled)
    • Dataslab
    • Metatool
    • 3 units of spare parts (bundled)
  • Non-encumbering
    • 2 line shunts
    • 100 credits

-Main Page: SWN:_Hand_of_Jehuty