Tales from the Prism: Skylla

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Advancement

  • Class: Heroic Psychic
  • Level: 1
  • XP: 0/5000
  • Skill Points Unspent:

Attributes

  • Strength 14 (+1)
  • Dexterity 14 (+1)
  • Constitution 14 (+1)
  • Intelligence 12
  • Wisdom 18 (+2)
  • Charisma 07 (-1)

Background

  • Background: Official
  • Goal: Find or build a community to fill the hivemind-shaped hole in my heart.
  • Homeworld: Aeaea
  • Languages: Novesperanto, Aeaean

Skills

  • Administer-0
  • Biopsionics-0
  • Notice-0
  • Program-0
  • Telekinesis-0
  • Telepathy-1

Foci

  • Nereid (Origin Focus)
    • Environmental Native: Nereids can survive and thrive underwater, breathing and moving freely and dealing with a reasonable amount of pressure. (I'm sure they have diving suits to augment this.)
    • Innate Ability: Nereids have thermal vision and sonar, similar to Panspectral Optics cyberware. They also get the equivalent of one piece of cyberware worth up to 20k credits to fulfill their role in the mind. (Drone Control Link)
    • Psychic Aptitude: All Nereids are psychically gifted to some degree, at least with the Telepathy discipline. They must be Psychics or Partial Psychics, and they gain +1 Effort.

Techniques

  • Effort: 6
  • 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.
      • 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.
    • 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.
    • 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-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.
      • 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.

Cybernetics and Innate Abilities

  • Nereid Senses
    • Ocular adjustments to the wearer allow them to see clearly at any light level short of perfect darkness, in addition to giving them bio sonar (or echolocation) and thermal vision that can easily distinguish shapes and distance even in the total absence of light.
  • Drone Control Link
    • Users of a link can issue commands to a drone as a Move action instead of a Main Action. A single drone can only receive one command per round, however. Aside from this ease of command, someone with an implanted rig can “look” through a piloted drone’s sensors as an Instant action, and a drone is never considered to be out of control even if the pilot doesn’t spend an action controlling it. A link can maintain a connection with one drone at a time, plus the user’s Program skill.

Weapons

  • Monoblade Knife
    • Attack Roll: -1
    • Damage: 1d6
    • Shock: (not used in Heroic play)
    • Mods:
  • Laser Pistol
    • Attack Roll: +0
    • Damage: 1d6
    • Range: 100/300
    • Magazine: 10
    • Mods:

Fray

  • 1d4 (psychic bolts)
    • Applies against all enemies
    • Can be used as a Main Action as an attack in itself

Armors

  • Name: Armored Undersuit
    • AC: 13
    • Mods:

Other Stats

  • HP: 4
  • System Strain: 0
  • Base AC: 10
  • Base Attack Bonus: +0
  • Saves
    • Physical: 14
    • Mental: 13
    • Evasion: 14
  • Movement Rate: 10 meters/round
  • Encumbrance: None
    • Readied: 0/7
    • Stowed: 0/14

Equipment

  • Readied
    • Laser Pistol
    • Monoblade Knife
    • Armored Undersuit
    • Postech Toolkit
    • Dataslab
    • Metatool
    • Backpack (TL0)
  • Stowed
    • 6 units of spare parts
    • 4 type A cells
  • Non-encumbering
    • 200 credits

-Main Page: SWN: Tales from the Prism