Editing Tales from the Prism: Skylla
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==Advancement== | ==Advancement== | ||
*Class: Heroic Psychic | *Class: Heroic Psychic | ||
− | *Level: | + | *Level: 1 |
− | *XP: | + | *XP: 0/5000 |
− | *Skill Points Unspent: | + | *Skill Points Unspent: |
==Attributes== | ==Attributes== | ||
Line 21: | Line 21: | ||
==Skills== | ==Skills== | ||
*Administer-0 | *Administer-0 | ||
− | *Biopsionics- | + | *Biopsionics-0 |
*Notice-0 | *Notice-0 | ||
− | *Program- | + | *Program-0 |
− | *Telekinesis- | + | *Telekinesis-0 |
− | *Telepathy- | + | *Telepathy-1 |
==Foci== | ==Foci== | ||
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==Techniques== | ==Techniques== | ||
− | *Effort: | + | *Effort: 6 |
*Techniques | *Techniques | ||
**Core Technique: '''Psychic Succor''' (Biopsionics.) The adept’s touch stabilizes critically-wounded organisms. More sophisticated practitioners can heal tissue injuries, though curing diseases, detoxifying poisons, and fixing congenital deformities require additional techniques. Each use of Psychic Succor adds one point of System Strain to the target, or two points if they were mortally wounded at the time. Activating Psychic Succor requires the biopsion to Commit Effort for the day. Once used, they can continue to use it for the rest of that scene without Committing Effort again. | **Core Technique: '''Psychic Succor''' (Biopsionics.) The adept’s touch stabilizes critically-wounded organisms. More sophisticated practitioners can heal tissue injuries, though curing diseases, detoxifying poisons, and fixing congenital deformities require additional techniques. Each use of Psychic Succor adds one point of System Strain to the target, or two points if they were mortally wounded at the time. Activating Psychic Succor requires the biopsion to Commit Effort for the day. Once used, they can continue to use it for the rest of that scene without Committing Effort again. | ||
***Biopsionics-0: The psychic’s touch can automatically stabilize a mortally-wounded target as a Main Action. This power must be used on a target within six rounds of their collapse, and does not function on targets that have been decapitated or killed by Heavy weapons. It’s the GM’s decision as to whether a target is intact enough for this power to work. | ***Biopsionics-0: The psychic’s touch can automatically stabilize a mortally-wounded target as a Main Action. This power must be used on a target within six rounds of their collapse, and does not function on targets that have been decapitated or killed by Heavy weapons. It’s the GM’s decision as to whether a target is intact enough for this power to work. | ||
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**Core Technique: '''Telekinetic Manipulation''' (Telekinesis.) The adept may Commit Effort for the scene as a Main Action to direct telekinetic force toward an object or person within unaided visual range or with tactile contact with the psychic. This force isn’t responsive enough to be effective as a weapon without further refinement of technique, and cannot cause damage to living or mobile targets. If used to crush or harm immobile unliving objects, it does 1d6 damage per skill level of the psychic per round of focus. Objects move at 20 meters per round when moved telekinetically. A telekinetic force can be maintained over multiple rounds without expending further actions, such as holding a metal platform in place under a group of allies, but the psychic cannot again activate this technique on a second object until they release the first. | **Core Technique: '''Telekinetic Manipulation''' (Telekinesis.) The adept may Commit Effort for the scene as a Main Action to direct telekinetic force toward an object or person within unaided visual range or with tactile contact with the psychic. This force isn’t responsive enough to be effective as a weapon without further refinement of technique, and cannot cause damage to living or mobile targets. If used to crush or harm immobile unliving objects, it does 1d6 damage per skill level of the psychic per round of focus. Objects move at 20 meters per round when moved telekinetically. A telekinetic force can be maintained over multiple rounds without expending further actions, such as holding a metal platform in place under a group of allies, but the psychic cannot again activate this technique on a second object until they release the first. | ||
***Telekinesis-0: The psychic can exert force as if with one hand and their own strength. | ***Telekinesis-0: The psychic can exert force as if with one hand and their own strength. | ||
− | + | **Core Technique: '''Telepathic Contact''' (Telepathy.) The telepath can obtain a progressively-deeper understanding of a sentient target’s thoughts. The target must be visible or otherwise perceptible to the telepath’s unaided senses. Opening a contact requires the telepath to Commit Effort for the day as a Main Action, and the contact lasts for a scene at most unless augmented by other techniques. | |
− | + | The depth of contact that can be made depends on the psychic’s Telepathy skill. A single contact can use any or all of the effects permitted to a telepath of the user’s skill level. Basic forms of contact do not allow for a saving throw, though more advanced probes allow the target to make a Mental saving throw to resist. On a successful save, no form of this technique that allows a save can be used on them for the rest of the scene. | |
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− | **Core Technique: '''Telepathic Contact''' (Telepathy.) The telepath can obtain a progressively-deeper understanding of a sentient target’s thoughts. The target must be visible or otherwise perceptible to the telepath’s unaided senses. Opening a contact requires the telepath to Commit Effort for the day as a Main Action, and the contact lasts for a scene at most unless augmented by other techniques. The depth of contact that can be made depends on the psychic’s Telepathy skill. A single contact can use any or all of the effects permitted to a telepath of the user’s skill level. Basic forms of contact do not allow for a saving throw, though more advanced probes allow the target to make a Mental saving throw to resist. On a successful save, no form of this technique that allows a save can be used on them for the rest of the scene. | ||
***Telepathy-0: Observe emotional states in a target. Intense emotions provide a single word or image related to the focus of the feelings. | ***Telepathy-0: Observe emotional states in a target. Intense emotions provide a single word or image related to the focus of the feelings. | ||
***Telepathy-1: A shallow gestalt with the target’s language centers allows the telepath to understand any form of communication made by the target. If the psychic has the requisite body parts to speak the target’s language, they can communicate with it in turn. | ***Telepathy-1: A shallow gestalt with the target’s language centers allows the telepath to understand any form of communication made by the target. If the psychic has the requisite body parts to speak the target’s language, they can communicate with it in turn. | ||
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***Technique: '''Facile Mind.''' The telepath is 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 the psychic for at least a week, opening the contact normally requires no Effort at all. In both cases, if the telepath chooses to Commit Effort for the day, they can open a Telepathic Contact as an Instant action rather than a Main Action. | ***Technique: '''Facile Mind.''' The telepath is 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 the psychic for at least a week, opening the contact normally requires no Effort at all. In both cases, if the telepath chooses to Commit Effort for the day, they can open a Telepathic Contact as an Instant action rather than a Main Action. | ||
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==Cybernetics and Innate Abilities== | ==Cybernetics and Innate Abilities== | ||
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==Weapons== | ==Weapons== | ||
*Monoblade Knife | *Monoblade Knife | ||
− | **Attack Roll: | + | **Attack Roll: -1 |
− | **Damage: 1d6 | + | **Damage: 1d6 |
**Shock: (not used in Heroic play) | **Shock: (not used in Heroic play) | ||
**Mods: | **Mods: | ||
*Laser Pistol | *Laser Pistol | ||
− | **Attack Roll: + | + | **Attack Roll: +0 |
− | **Damage: 1d6 | + | **Damage: 1d6 |
**Range: 100/300 | **Range: 100/300 | ||
**Magazine: 10 | **Magazine: 10 | ||
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**Mods: | **Mods: | ||
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==Armors== | ==Armors== | ||
− | *Armored Undersuit | + | *Name: Armored Undersuit |
− | **AC | + | **AC: 13 |
**Mods: | **Mods: | ||
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==Other Stats== | ==Other Stats== | ||
− | *HP: | + | *HP: 4 |
*System Strain: 0 | *System Strain: 0 | ||
− | *Base AC: | + | *Base AC: 10 |
− | *Base Attack Bonus: + | + | *Base Attack Bonus: +0 |
*Saves | *Saves | ||
− | **Physical: | + | **Physical: 14 |
− | **Mental: | + | **Mental: 13 |
− | **Evasion: | + | **Evasion: 14 |
*Movement Rate: 10 meters/round | *Movement Rate: 10 meters/round | ||
*Encumbrance: None | *Encumbrance: None | ||
− | **Readied: | + | **Readied: 0/7 |
− | **Stowed: | + | **Stowed: 0/14 |
== Equipment == | == Equipment == | ||
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**Laser Pistol | **Laser Pistol | ||
**Monoblade Knife | **Monoblade Knife | ||
+ | **Armored Undersuit | ||
+ | **Postech Toolkit | ||
+ | **Dataslab | ||
**Metatool | **Metatool | ||
**Backpack (TL0) | **Backpack (TL0) | ||
*'''Stowed''' | *'''Stowed''' | ||
− | ** | + | **6 units of spare parts |
− | + | **4 type A cells | |
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*'''Non-encumbering''' | *'''Non-encumbering''' | ||
− | ** | + | **200 credits |
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-Main Page: [[SWN: Tales from the Prism]] | -Main Page: [[SWN: Tales from the Prism]] |