Raven Eagle

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Raven Eagle

Human Techno-Wizard L1 (XP: 0/2300)

Alignment: Scrupulous (good)

Description
Coming Soon

Attributes

Intelligence Quotient: 12
Mental Endurance: 13
Mental Affinity: 7
Physical Strength: 15
Physical Prowess: 20
Physical Endurance: 9
Physical Beauty: 10
Speed: 5

S.D.C.: 16
Hit Points: 15
Potential Psychic Energy: 89
Inner Strength Points: 37

Combat

T-42 Commando Scout armor: 70 M.D.C.

throwing knife: 1d6 M.D.
Vibro-Knife: 1d6 M.D.
Wilk's 227 Pulse Pistol: 2d6 M.D./single blast, 4d6 M.D./double blast; each blast = 1 attack; 900' range; 12 double-pulse shots per E-clip; +2 bonus to strike on Aimed Shot

  • +2 initiative
    • +3 to strike
    • +5 to parry
    • +4 to dodge
    • +1 to strike when throwing knife
    • +7 to roll with impact or fall
    • +2 to disarm
    • +3 to pull punch
  • Save vs Psionic Attacks on 10+
    • +2 to save vs mind control
    • +6 to save vs possession
    • +2 to save vs despair based attacks
    • +2 to save vs Horror Factor
    • no fear of heights

Skills

  • Communication: Literacy: American 50%, Speak American 88%, Speak Spanish 70%, Speak Language Dragonese/Elven 70%, Radio: Basic 65%, Surveillance 45%
  • Electrical: Basic Electronics 40%
  • Espionage: Detect Concealment [Related] 35%, Escape Artist 40%, Pick Locks 45%
  • Mechanical: Basic Mechanics 35%
  • Physical: Acrobatics [Related], Athletics (General) [Secondary], Climbing 70% / 60% (climb rope/rappel) (add 10% with Intuitive Combat)
  • Pilot: Hovercycles 70% [Secondary]
  • Rogue: Computer Hacking 30%, Prowl 40% (60% when Intangible), Seduction [Related] 26%, Streetwise 32%
  • Science: Mathematics (Basic) 55%
  • Technical: Computer Operations 55%, Computer Programming [free prereq] 35%, Lore: Psychics & Psionics [Secondary] 25%
  • W.P.: Energy Pistol, Energy Rifle, Sword
  • Hand to Hand: Martial Arts

Magic Abilities

Special Abilities

Psionics

Physical
  • Deaden Senses: 160' requires LOS, 2d6 minutes, 4 ISP, -1 to save; befuddle victim (+10% prowl, seduction, others; -1 initiative, -5% skill performance, -10% speed)
  • Nightvision: visual range 600', 10 minutes, 4 ISP; must have some source of light. Sudden light exposure will blind for 3d4 melee rounds unless additional Nightvision polarization effect utilized.
Sensitive
  • Intuitive Combat: self, 4 melee rounds, 10 ISP; concentrate for 1 melee round to receive +3 initiative, +1 strike/parry, +4 dodge/pull punch, +2 roll/disarm; +10% to acrobatics abilities, climb, and swim; cannot be surprised even by attacks from behind or long range and so can parry/dodge versus all attacks leveled against her. May not use any other psionic powers while in use.
  • Machine Ghost: computer by touch, 6 minutes, 12 ISP; trance-like state allows entry to an A.I. object or object reading electronically stored data. Reads such data at 10x speed. Psychically within device, with the same pitfalls as Astral Projection. May have to fight security guardians, loses sense of physical body and time passed, leaving virtual space is complicated.
  • Mask I.S.P. & Psionics: self, 20 minutes, 7 ISP; completely mask all psionic energy, altering aura. Blocks user's psionic senses.
  • Meditation: recover 6 ISP / hour of meditation
  • Mind Block: self, 20 minutes, 4 ISP; blocks all psychic/mental emanations, +1 save vs psychic/mental attacks
  • Object Read: touch, twice 2d6 minutes or variable, ISP 6; test against both 56% chance to receive impressions and 48% chance to receive images. If successful on one of these, may also test against 38% chance to receive information about the present for an additional 4 ISP.
  • See the Invisible: 240' or 480' on a ley line, 2 minutes, 4 ISP
  • Sixth Sense: 180', until danger passes, 2 ISP; receives precognitive flash of imminent danger to self or someone within 180'. During first melee recieve +6 initiative, +2 parry, +3 dodge, no chance of sneak attack from behind.
Super-Psionics
  • Psionic Invisibility: 100' radius/LOS, 1 minute, 10 ISP, -2 to save against. Must be 'passing through' or hiding, with no intent of hurting those present. Machines are not fooled, though those watching through machines will be if within range of power. Once seen, the same viewer is immune to this use of power.
  • Telemechanics: touch or 5', 12 minutes, 10 ISP. Know everything about a non-A.I. machine, 80% ability. Knows everything and may communicate with A.I. machines, at 88% ability.

Gear

Standard Psi-Ghost Gear

  • Triax T-42 Commando Scout armor, 12 lbs
    • Normal Optics and Split View Screen/Projection: A video projection simulates normal color vision. Video images are displayed on the HOD same as "cyclops" helmet.
    • Standard Optical Enhancements: Passive night vision (2000 foot, 610 m range), telescopic (5 x magnification, 6000 foot, 1830 m range), and light filters.
    • A miniature multi-purpose computer shows system errors within the armor, damage levels, and oxygen supply, and also functions as a calculator and clock indicating time (can be used a stopwatch and alarm clock too), date, direction (compass).
    • Laser distancer indicating distance of a target or item. Maximum effective range: 1000 feet (305 m).
    • Laser Targeting: Adds a +1 strike bonus. Maximum effective range: 1000 feet (305 m).
  • black fatigues
  • small suitcase wardrobe of 3d4 local color outfits (gang colors, disguises, police/military uniforms)
  • Wilk's 227 Pulse Pistol with 4 extra e-clips, 2.5 lbs
  • Vibro-Knife, 1 lb
  • throwing knives (2)
  • Portable Digital Disk (PDD) player & recorder with headphones
  • portable language translator
  • hand-held computer with micro-computer
  • 35mm camera (still photos) and 12 discs of film
  • disc camera (moving pictures) and 12 discs of film
  • microfilm camera (fits in palm of hand)
  • pen flashlight and large flashlight
  • 100' super-strong/super-lightweight cord
  • grappling hook
  • 1d4+1 spikes
  • roll of wire
  • standard tool kit
  • lock picking tools
  • pry bar
  • glass cutter
  • laser scalpel (up to 1d6 S.D., 6# range)
  • gas mask
  • tinted goggles
  • knapsack and backpack and carrying case
  • walkie-talkie radio
  • personal items
  • 1d4+1 different ID cards (all with aliases)
  • fake birth certificate
  • fake citizen ID to one Coalition State or a major Kingdom

Notes