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The_Wanderer
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The_Wanderer
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Character Sheets

#1 Post by The_Wanderer »

Paste the spoilered sheet below into your character sheet post
== Your Name Here ==
Male/Female Human
Background
Class / Level
XP X/Y

== Attributes ==
STR AA (Mod)
DEX BB (Mod)
CON CC (Mod)
INT DD (Mod)
WIS EE (Mod)
CHA FF (Mod)

== Skills ==
List any skill you have ranks here (i.e. Administer 1)
Saved Skill Points: 0

== Defensive Abilities ==
HP: 1 / 1 Conditions: None System Strain: None
Armor Set 1: (i.e. Leather Jacket) AC:
Armor Set 2: (i.e. Armored Grav Suit) AC:
Saves
Physical: Evasion: Mental:

== Offensive Abilities ==
Base Attack Bonus:
Primary Weapon: (i.e. Laser Pistol +1 (1d6+1) Range: Magazine:)
Secondary Weapon:

== Foci ==
List any Foci you have and the level (i.e. Alert Level 1: Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. When you roll initiative, roll twice and take the best result.)

== Psionics ==
Psionic Effort: X / Y
Psionic Technique (i.e. Telekinetic Manipulation Level-0: The psychic can exert force as if with one hand and their own strength.)

== Cybernetics / Innate Abilities ==
None

== Equipment ==
Credits:
Readied items:

Stowed Equipment:

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Samwell Turleton
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Re: Character Sheets

#2 Post by Samwell Turleton »

== Corbeau Boucher (Core-Bow Boo-Shay) ==

Male Human
Background: Thug
Adventurer (Partial Expert/Psychic) / Level - 2
XP = 3

== Attributes ==
STR 16 (+1)
DEX 03 (-2)
CON 08 14 (+1)
INT 15 (+1)
WIS 10 (0)
CHA 13 (0)

== Skills ==
Shoot - 0 (Background Skill)
Exert - 0
Notice - 0
Talk - 0
Lead - 1 (Henchkeeper)
Administer - 0 (Outside Interest)
Saved Skill Points: 0

== Defensive Abilities ==
HP: 7 / 7 Conditions: None System Strain: None
Armor Set 1: Plain Clothes AC: 10
Armor Set 2: AC: Ironhide 16
Saves
Physical: 13 Evasion: 13 Mental: 14

== Offensive Abilities ==
Base Attack Bonus: +1
Primary Weapon: Pistol -2 (Dex.)
1d8 damage
30/100 range
6 rounds
Secondary Weapon: Shock Baton +1 (Str.)
1d8 damage
Shock damage 1/AC 15

== Foci ==
Henchkeeper - Level 2 (partial expert)
Ironhide - Level 1: Innate Armor Class of 15 + 1/2 lvl = 16

Bisharah Katib
Skills
Trade +2, Connect +1, Notice +1, Shoot +1

Defense
HP: 12 / 12 AC: 10 Saves: 15+ Morale: 9

Offense
Laser Pistol +1 (1d6)

Homeworld: Mer

== Psionics ==
Psionic Effort: 3/3 (1 base + con. mod. + highest psychic skill score)
Telekinetic Manipulation Level-1: The psychic can manipulate objects as if with both hands and can lift up to two hundred kilograms with this ability.
Pressure Field Level-1: As an Instant action, the adept can manifest a protective force skin around their person equivalent to a vacc suit, maintaining pressure and temperature even in hard vacuum conditions. They can ignore temperatures at a range of plus or minus 100 degrees Celsius and automatically pressurize thin atmospheres for breathability, or filter particulates or airborn toxins. By Committing Effort for the scene, they can shield up to six comrades. This lasts until the user reclaims the Effort.

== Cybernetics / Innate Abilities ==
None

== Equipment ==
Credits: 130 Credits (550 credits)
Readied items:
Revolver
Ammo
Stun Baton
Type A Cell
Grenade 2x
Compad

Stowed Equipment:

== Background ==
Corbeau Boucher has learned that his neuromuscular disorder, which has advanced to the point of causing atrophy of his leg muscles, was caused by the adversarial conditions of his homeworld. The doctors have told him the condition is degenerative and will continue to worsen. Affording the costs for treatment and locating the specialists that can identify and help with the disorder are his primary goals. He has begun to be embroiled in criminal activity to support these costs.

Corbeau has developed some skills learning to convince other people to do his work for him. He has also learned some patience having to rely on other people to meet some basic needs.

The conditions of his homeworld and his muscular disorder afforded him a lot of time isolated in his own head. This revealed to him some psionic aptitude. He has begun to test the limits of his abilities in telekenetics giving him more confidence that he can become more self-reliant as his body fails him.


== Corbeau Boucher (Core-Bow Boo-Shay) ==

Male Human
Background: Thug
Adventurer / Level - 0
XP X/Y

== Attributes ==
STR 16 (+1)
DEX 03 (-2)
CON 08 14 (+1)
INT 15 (+1)
WIS 10 (0)
CHA 13 (0)

== Skills ==
Shoot - 0 (Background Skill)
Exert - 0
Notice - 0
Talk - 0
Lead - 0 (Henchkeeper)
Administer - 0 (Outside Interest)
Saved Skill Points: 0

== Defensive Abilities ==
HP: 7 / 7 Conditions: None System Strain: None
Armor Set 1: Plain Clothes AC: 10
Armor Set 2: AC:
Saves
Physical: 14 Evasion: 14 Mental: 15

== Offensive Abilities ==
Base Attack Bonus: +0
Primary Weapon: Pistol -2 (Dex.)
1d8 damage
30/100 range
6 rounds
Secondary Weapon: Shock Baton +1 (Str.)
1d8 damage
Shock damage 1/AC 15

== Foci ==
Henchkeeper - Level 2 (partial expert)

Bisharah Katib
Skills
Trade +2, Connect +1, Notice +1, Shoot +1

Defense
HP: 5 / 5 AC: 10 Saves: 15+ Morale: 9

Offense
Laser Pistol +1 (1d6)

Homeworld: Mer

== Psionics ==
Psionic Effort: 2/ 2
Telekinetic Manipulation Level-0: The psychic can exert force as if with one hand and their own strength (partial psychic)

== Cybernetics / Innate Abilities ==
None

== Equipment ==
Credits: 130 Credits
Readied items:
Revolver
Ammo
Stun Baton
Type A Cell
Grenade 2x
Compad

Stowed Equipment:

== Background ==
Corbeau Boucher has learned that his neuromuscular disorder, which has advanced to the point of causing atrophy of his leg muscles, was caused by the adversarial conditions of his homeworld. The doctors have told him the condition is degenerative and will continue to worsen. Affording the costs for treatment and locating the specialists that can identify and help with the disorder are his primary goals. He has begun to be embroiled in criminal activity to support these costs.

Corbeau has developed some skills learning to convince other people to do his work for him. He has also learned some patience having to rely on other people to meet some basic needs.

The conditions of his homeworld and his muscular disorder afforded him a lot of time isolated in his own head. This revealed to him some psionic aptitude. He has begun to test the limits of his abilities in telekenetics giving him more confidence that he can become more self-reliant as his body fails him.

Last edited by Samwell Turleton on Tue Oct 13, 2020 1:19 am, edited 18 times in total.

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cybersavant
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Re: Character Sheets

#3 Post by cybersavant »

== Alix Conzweth ==
Male Human
Background 4 criminal
Class / Level Adventurer Expert/Psychic 2
XP 3

== Attributes ==
STR 10 (0)
DEX 15 (1) +2physical = 17 (1)
CON 13 (0) 14 (1)
INT 14 (1)
WIS 11 (0) - upped to 14 (1)
CHA 13 (0) 14 (1)

== Skills ==

Saved Skill Points: 0

sneak 0
+2 physical
sneak
any combat - shoot 0
teleportation 0 1
fix 0[hobby]
pilot 0[starfarer]
program 0[hacker] 1


== Defensive Abilities ==
HP: 9/ 9 Conditions: None System Strain: None [_2d6] = (6+1)=7
Armor Set 1: armored undersuit AC: 14
Armor Set 2: AC:
Saves
Physical: 13 Evasion: 13 Mental: 13

== Offensive Abilities ==
Base Attack Bonus: 1
Primary Weapon: Laser Pistol +1 (1d6+1) Range: Magazine:
Secondary Weapon: monoblade knife +1 (1d6)

== Foci ==
Starfarer [adventurer free]
Hacker


Psychic Training [level2]
== Psionics ==
Psionic Effort: X / Y
Psionic Technique Teleportation Level-0 10m
Spatial Awareness


== Cybernetics / Innate Abilities ==
None

== Equipment ==
Credits: 28,575
Readied items:
climbing harness
lowlight goggles
2 type A cells
backpack (TL0)
compad
metatool

Stowed Equipment:

-------
------------
[3d6] = 10 [3d6] = 15 [3d6] = 13 [3d6] = 14 [3d6] = 11 [3d6] = 13
[1d20] = 4
[1d6] = 3 [1d8] = 6 [1d8] = 2
[1d6] = 4
Last edited by cybersavant on Mon Feb 22, 2021 11:44 pm, edited 7 times in total.
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shaidar
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Re: Character Sheets

#4 Post by shaidar »

== Jonas Jones (real name: Dexter Wright) ==
Male Human
Background: criminal
Adventurer (warrior/expert) / 3
XP 6/12

== Attributes ==
STR 10 (0)
DEX 09 (0)
CON 14 (+1)
INT 14 (+1)
WIS 11 (0)
CHA 14 (+1)

== Skills ==
Saved Skill Points: 0
Sneak - 0
Connect - 0
Shoot - 1 (focus)
Heal - 1 (focus)
Notice - 1 (focus)
Pilot - 0 (hobby)
Talk - 0

== Defensive Abilities ==
HP: 20 / 20
Level 3 hp: [3d6+9]=11+9=20

Conditions: None System Strain: None
Armor Set 1: secure clothing AC: 13
Armor Set 2: AC:
Saves
(+1 to physical from CON, +1 to evasion from INT)
Physical: 13 Evasion: 13 Mental: 14

== Offensive Abilities ==
Base Attack Bonus: +2
Primary Weapon: Laser Pistol +3 (1d6+1) Range: 100/300 Magazine: 10
Secondary Weapon: none

== Foci ==
Healer, lvl 2: 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 :geek: and drop the lowest die. Stims or other technological healing devices applied by you heal twice as many hit points as normal. Using only basic medical supplies, you can heal 1d6+Heal skill hit points of damage to every injured or wounded person in your group with ten minutes of first aid spread among them. Such healing can be applied to a given target only once per day.
Gunslinger, lvl 1: Gain Shoot as a bonus skill. You can draw or holster a Stowed ranged weapon as an On Turn action. You may add your Shoot skill level to a ranged weapon’s damage roll
Alert, lvl 1: Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. When you roll initiative, roll twice and take the best result.

== Psionics ==
Psionic Effort: 0 / 0
Psionic Technique None

== Cybernetics / Innate Abilities ==
None

== Description ==

Jonas is in his early twenties, 5' 8" and average build. He has brown eyes, short brown hair and a neatly trimmed beard.

== Equipment ==
(physician package, plus bought 2 power packs for gun)
Credits: 28555
Readied items:

Laser Pistol (1d6 damage)
Secure Clothing (AC 13)
Compad
1 Lazarus patch
1 doses of Lift
Power pack, type A

Stowed Equipment:
Backpack (TL10)
3 Lazarus patches
1 doses of Lift
Medkit
Bioscanner
Power pack, type A

Levelling Notes
Level 2: GAINED: 1 focus point, 3 skills points, 1 non-combat/psychic skills point. SPENT: 1 point on Healer focus, 2 points to improve heal skill to 1, 1 point to increase CON to 14, 1 point unspent.

Level 3: GAINED: 3 skills points, 1 non-combat/psychic skills point, 1 unspent point. SPENT: 2 points to increase CHA, 1 point to buy talk-0, 2 points to increase notice to 1.

Homeworld:
Your homeworld is Anius in the Pitra System (NE corner of the sector map).
-Planet Tags:
Atmosphere: Corrosive
Temperature: Temperate
Biosphere: Immiscible
Population: Fewer than a million inhabitants
Tech Level: TL4
-The planet is split into two main livable areas - The Rose Garden and Anius City
-The Rose Garden is a series of hab domes built around a beautiful scenic landscape of mountains and waterfalls. It is built upon eco-tourism, mostly from out of system. You know a secret: The euphoria tourists gain from visiting The Rose Garden is from subtle mind altering chemicals piped into the air supply.
-Anius City is a partially abandoned former colony and the original settlement on Anius. Picture Mad Max.
Last edited by shaidar on Sat Feb 20, 2021 9:13 am, edited 8 times in total.

Faanku
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Re: Character Sheets

#5 Post by Faanku »

Shion Kuznetsov
Female Human Soldier
Warrior 3
XP: 0/6

== Attributes ==
STR 11 (+0)
DEX 18 (+2)
CON 15 (+1)
INT 14 (+1)
WIS 11 (+0)
CHA 08 (+0)

== Skills ==

Exert-0
Fix-2
Know-0
Notice-0
Shoot-1
Sneak-0

Saved Skill Points: 4

== Defensive Abilities ==
HP: 16 / 16
Conditions: None
System Strain: None

Armour Set 1: Customised Armoured Undersuit (AC: 16)

Saves
Physical: 12
Evasion: 11
Mental: 13

== Offensive Abilities ==
Base Attack Bonus: +3

Main Arm: Imani XM-86 (custom) +8 (1d12+5*)
Range: 100/300, Magazine: 30

Sidearm: Aldega Arms model IV (custom) +8 (1d6+3)
Range: 100/300, Magazine: 10

Emergency Button: Monoblade Knife +3 (1d6+2)
Range: 10, Magazine: N/A


== Foci ==
Gunslinger 1
Gain Shoot as a bonus skill. You can draw or holster a Stowed ranged weapon as an On Turn action. You may add your Shoot skill level to a ranged weapon’s damage roll.
Specialist: Fix
Roll 3d6 and drop the lowest die for all skill checks in this skill.
Tinkerer 1
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.

== Cybernetics / Innate Abilities ==
Warrior's Luck
Once per scene, as an Instant ability, you can either choose to negate a successful attack roll against you or turn a missed attack roll you made into a successful hit. You can use this ability after the dice are rolled, but it cannot be used against environmental damage, effects without an attack roll, or hits on a vehicle you’re occupying.

== Equipment ==
Credits: 22,100

Code: Select all

+200c     Starting funds
+275c     Half payment for Franklin Logistics job
+275c     Completion of warehouse job for Franklin Logistics
+28,000c  Negotiating sale of Malik's bunker
-50c      Backpack (T4)
-200c     Low-light Goggles
-90c      Lazarus Patch [3]
-300c     Combat Rifle
-60c      Ammunition [120]
-20c      Type-A Power Cell [2]
-4,500c   Weapon/Armour Modifications (Customised [3], Boosted, Autotargetting)
-1,300c   Workshop Rental (13 days)
-130c     Skill-0 Technician Assistance (13 days)
Readied items (5/5):
Customised Armoured Undersuit
Monoblade Knife
Low-light Goggles
Dataslab
Metatool
Lazarus Patch [3]
Backpack (T4)

Stowed Equipment (9/10):
Combat Rifle (Imani XM-86 assault rifle (custom))
Laser Pistol (Aldega Arms model IV (custom))
Postech Toolkit
Spare Parts [3]
Ammunition [60]
Type-A Cells [3]

Stored Equipment (-/-)
Spare Parts [3]
Type-A Cells [3]
Ammunition [60]

== Mods & Maintenance ==
Maintenance Score: 6/16

Code: Select all

SHION
Armoured Undersuit
- Customised
Combat Rifle (Imani XM-86 assault rifle)
- Customised
- Boosted
- Autotargeting 
Laser Pistol (Aldega Arms model IV)
- Customised

SEM
Combat Rifle (Imani XM-86 assault rifle)
- Customised

== Background ==
A stony-faced combat mechanic who works with military precision.

Born on Mavrokola, a war-torn T3 world making the arduous transition to T4, Shion Kuznetsov is no stranger to conflict. From a young age she handled and maintained weapons and equipment both military and domestic, discovering a natural affinity for machinery that has served her as well as her formal martial training. The extent and capacity of her service history, as well as the reason for her current vagrant status is something Shion keeps close to her chest, but it's clear from her impassive expression and honed movements that she's seen more than a few battles, and there are few better mechanics around.

--------

Chargen/Advancement
Last edited by Faanku on Thu Mar 04, 2021 8:39 am, edited 7 times in total.

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Lance
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Re: Character Sheets

#6 Post by Lance »

== Askor Binshav ==
Male Human
Barbarian
Warrior 3
XP 6

== Attributes ==
STR 09 (0)
DEX 14 (+1)
CON 12 (0)
INT 08 (0)
WIS 10 (0)
CHA 11 (0)

== Skills ==
Survive-0
Notice-0
Exert-0
Sneak-0
Stab-1
Shoot-1
Pilot-0
Saved Skill Points: 1

== Defensive Abilities ==
HP: 26 / 26 Conditions: None System Strain: None
HD: 1d6+4

AC: 14
Armor Set 1: Armored Undersuit (AC 13)

Saves
Physical: 12 Evasion: 13 Mental: 13

== Offensive Abilities ==
Base Attack Bonus: +3

Primary Weapon:
Monoblade Knife (1d6) Shock: 1 point/AC 15
Attack: +5 (BAB +3, DEX +1, stab +1) Damage: 1d6+2 (DEX +1, stab due to armsman +1)

Secondary Weapon:
Laser Pistol (1d6) Range: 100/300 Magazine: 10
Attack: +6 (BAB +3, DEX +1, shoot +1, energy weapon +1) Damage: 1d6+1 (DEX +1)

== Foci ==
Armsman 1
You can draw or sheath a Stowed melee or thrown weapon as an Instant action.
You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.
Close Combatant 1
You can use pistol-sized ranged weapons in melee without suffering penalties for the proximity of melee attackers.
You ignore Shock damage from melee assailants, even if you’re unarmored at the time.
Die Hard 1
You gain an extra 2 maximum hit points per level. This bonus applies retroactively if you take this focus after first level.
You automatically stabilize if mortally wounded by anything smaller than a Heavy weapon.

== Equipment ==
Credits: 28100

Readied items:
Pistol
2 type A Cells
Compad

Stowed Equipment:
Monoblade knife
6 type A Cells
Backpack (TL0)

== Advancement ==
level 2:
Focus: Die Hard 1
Attack bonus +1
Saves +1
Hp fo level 2: [2d6+8] = 12+8 = 20
Skill points: 3
INT +1
Exert-0
Sneak-0
level 3:
Attack bonus +1
Saves +1
Hp for level 3: [3d6+12]=14+12=26
Skill points: 3
Pilot-0
Last edited by Lance on Mon Mar 01, 2021 6:35 pm, edited 5 times in total.

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The Bindoner
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Posts: 4987
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Re: Character Sheets

#7 Post by The Bindoner »

Ekaterina Voronina-Sokolova

Female Human
Background: Pilot
Adventurer Part Expert, Part Psion
XP 6/12

== Attributes ==
STR 14(+1)
DEX 17 (+1)
CON 14 (+1)
INT 13 (0)
WIS 12 (0)
CHA 14 (+1)

== Skills ==
Notice 0, Trade 0, Shoot 0 Trade 1, Shoot 1
Connect 1
Pilot 2

Saved Skill Points: 0

== Defensive Abilities ==
HP: 8 / 8 Conditions: None System Strain: None
Armor Set 1: (Secure Clothing) AC: 13
Armor Set 2: (Vac Suit) AC:
Saves
Physical: 13 Evasion: 13 Mental: 13 Physical: 12 Evasion: 12 Mental: 12

== Offensive Abilities ==
Base Attack Bonus: +1
Primary Weapon: Sniper Rifle 2d8 Range:1,000/2,000 1rnd
Secondary Weapon:

== Foci ==
Sniper:
Level 1:Gain Shoot as a bonus skill. When making
a skill check for an Execution Attack or target
shooting, roll 3d6 and drop the lowest die.

Specialist Pilot
Level 1: Gain a non-combat, non-psychic skill as a bonus.
Roll 3d6 and drop the lowest die for all skill checks
in this skill.

== Psionics ==
Psionic Effort: 3 / Y

Psychic Succour
Level-1: As level-0, and heal 1d6+1 hit points of damage.
If used on a mortally-wounded target, they revive
with the rolled hit points and can act normally on
the next round.

Mastered Succor Level-1
The biopsion has developed a sophisticated mastery of
their core ability, and they no longer need to Commit
Effort to activate it, and may use it whenever they wish.
The use of additional techniques that augment Psychic
Succor might still require Effort to be Committed

== Cybernetics / Innate Abilities ==
None

== Equipment ==

Credits: 155


Readied items:
Secure Clothing AC13 Cr300 Enc1

Sniper Rifle 2d8 1,000/2,000 Cr400 mag1 Dex Enc2 
Semi-Auto Pistol 1d6+1 30/100 Cr75 mag12 Dex Enc1

Compad Cr100
Backpack Cr50 Enc1/*
2x Power cell, type A Cr10

Stowed Equipment:
Vacc suit Cr100 Enc2
74009d65cf66874a20759732036e5a29.jpg
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Last edited by The Bindoner on Thu Feb 25, 2021 9:28 pm, edited 1 time in total.

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Marullus
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Re: Character Sheets

#8 Post by Marullus »

"Sem"
Sem 1.0
Sem.jpg
Sem.jpg (13.59 KiB) Viewed 1050 times
Sem 2.0
Sem 16.jpg
Sem 16.jpg (6.16 KiB) Viewed 819 times
== "Sem" (a.k.a. Subject Seven) ==
Female Human
Escaped Familiar
Adventurer (Nexus/Warrior) / Level 3
XP 6/12


== Attributes ==
STR 14 (+1)
DEX 14 (+1)
CON 10
INT 14 (+1)
WIS 11
CHA 14 (+1)


== Skills ==
Know 1
Punch 2
Survive 0
Sneak 0
Notice 0
Program 0

Languages: Mandate, Russian/Mavrokolan, Chinese, ()

== Defensive Abilities ==
HP: 17 / 17
Conditions: None
System Strain: 2 /10 (Permanent 2)
Armor: Set 1: None [Ironhide] AC: 18

Saves
Physical: 11 Evasion: 11 Mental: 11

== Offensive Abilities ==
Base Attack Bonus: +2
Primary Weapon: Unarmed +5 to hit, [1d10+3] damage. 3 Shock/AC 15.
* Secondary Weapon: Imani XM-86 assault rifle +2 to hit, [1d12+1] damage, Range: 100/300, Magazine: 30. (Customized)
- Burst (3 round): +4 to hit, [1d12+3] damage, Range: 100/300, Magazine: 30.
* Tertiary Weapon: Primitive Knife +1 to hit, [1d4+1] damage. 2 Shock/AC 15.



== Foci ==
Unarmed Combatant Your empty hands are more dangerous than knives and guns in the grip of the less gifted. Your unarmed attacks are counted as melee weapons when it comes to binding up opponents wielding rifles and similar long arms, though you need at least one hand free to do so. Level 1: Gain Punch as a bonus skill. Your unarmed attacks become more dangerous as your Punch skill increases. At level-0, they do 1d6 damage. At level-1, they do 1d8 damage. At level-2 they do 1d10, level-3 does 1d12, and level-4 does 1d12+1. At Punch-1 or better, they have the Shock quality equal to your Punch skill against AC 15 or less. While you normally add your Punch skill level to any unarmed damage, don’t add it twice to this Shock damage.
Ironhide Through uncanny reflexes developed from precognitive MES potential, you have natural defenses equivalent to high-quality combat armor. The benefits of this focus don’t stack with armor, though Dexterity or shield modifiers apply. Level 1: You have an innate Armor Class of 15 plus half your character level, rounded up.


== Nexus Abilities ==
Nexus Effort: 6 / 6
Symbiosis: As an Instant action once per round, nominate a visible, willing target within 30 meters that is not you. Until you change your selection, the target counts as your symbiotic partner for use of your Nexus gifts, provided they remain within 300 meters. Only one Free Nexus can partner with a given target on any single round.
Free Nexus Effort: You have a Free Nexus Effort score that fuels all your abilities. It is committed and recovered just as psychic Effort is, but is tracked separately. Your total Free Nexus Effort equals your number of Nexus gifts, plus the better of your Wisdom or Charisma attribute modifiers.
Distributed War Mind: Commit Free Nexus Effort for the scene as an Instant action to refresh a Warrior partner’s class ability, allowing them to use it a second time in the scene. This gift can be used only once per scene per partner.
Reflexive Action: Commit Free Nexus Effort for the scene as an Instant action. Your partner immediately can take a Main Action of their choice. This gift can only be used once per scene per partner.
Borrowed Brilliance: Commit Free Nexus Effort for the scene as an Instant action immediately before making an attack roll or a skill check. You make the attack or skill check as if your partner was the one making it, using their bonuses and skills.


== Cybernetics / Innate Abilities ==
Panspectral Optics: Ocular adjustments to the wearer allow them to see clearly at any light level short of perfect darkness, in addition to giving them thermal vision that can easily distinguish shapes and distance even in the total absence of light. Dangerous radiation and lasers tuned outside the range of visible light are also visible to the user. Nearby radio transmissions can be seen as if they were visual flares of color. The system cannot translate these transmissions, only alert the user to them.
Induced Coma Trigger: A series of implants are wired to the user’s brain stem, allowing an external trigger to induce a therapeutic coma. The user appears dead to anything short of a medical inspection, and has no need of respiration, food, or water while the coma is in effect. The user does not heal while in a coma, but any diseases or poisons also halt progression. The GM determines how long the coma is to last before triggering it, and the user is unconscious for its duration. A character can survive in a coma up to two weeks before needing to regain consciousness for as long as they were in the coma.

== Equipment ==
Credits: 695
Purchase History:
Starting Credits remaining: 0
Payment from Katib: 28,000
Downtime #1:
- 800: factory-new Imani XM-86 assault rifle and Specialized mod
- 90: 180 rounds of ammunition
- 1000: five days on Elite Living out on the town with Askor
- 60: Common upkeep the four days with Shion
- 125: Good upkeep for the remaining days to complete two weeks
- 5000: Gravbike
- 10,750: Sleeper Surveillance Drone
- 9,480: Stalker Tactical Support Drone
Clothing:
- Worn-out black zipper hoodie
- Graphic tee for Galacta-Cola Brand
- Beige cargo pants
- Fuzzy-lined boots
- Goggles hung around her neck
- Puffy gray winter coat
- Blue fingerless knitted gloves
- TBD number of superfluous outfit changes purchased while clothing shopping

Readied items:
- Wrist-mount vid screen (Compad)
- Belt-Pouches stuffed with odds and ends (survival kit)
- Neck-worn Binoco-Goggles
- Imani XM-86 assault rifle (Customized)
- 2 spare Magazines (30 rounds each)

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Readied Encumbrance:  7 allowed
Compad 
Survival Kit (enc. 1) 
Binoculars (enc. 1) 
Imani XM-86 assault rifle (enc. 2)
2 spare Magazines (30 rounds each) (enc. 1 each)
~ 6 readied, 1 remaining
Stowed Equipment:
- Ratty Olive-Drab Backpack with Patches on it
- Jerky, Squeez-cheez, chips and crackers, cans of soda, etc. (3 days Rations)
- An eclectic collection of electronics, samplers, vid-equipment, microphones, etc (survey scanner)
- 120 rounds ammo

- Sleeper Surveillance Drone
- Stalker Tactical Support Drone

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Stowed Encumberance: 14 allowed
Backpack (TL 0) (enc. 1)
Survey Scanner (enc. 1)
Rations (3 days) (each 3 days are enc. 1)
120 rounds ammo (enc. 1 per 60)
Sleeper Surveillance Drone (enc. 2)
Stalker Tactical Support Drone (enc. 2)
 - 9 stowed, 5 remaining
Non-Carried Equipment:
- Sleek black Leidome Industries Gravbike

Gear Details:
Standard 7x50 binoculars.
multipurpose scanner that can take atmospheric and gravitic readings, provide basic chemical analysis of samples of up to one cubic centimeter in size, and record up to two hundred hours of video information or ten times that amount of audio. Know skill checks are necessary for any but the most basic analysis.
A standard belt-worn kit with fire lighter, water filter, three thermal flares, knife, thermal blanket, a brightly-colored 3 x 3 meter waterproof tarp, a glowbug, and a radio beacon that can transmit a distress signal up to fifty kilometers for one month on the included type A power cell. Survival kits sold on a particular world will usually also include a small booklet on specific dangers or edible organics. Possession of a survival kit grants a +1 to all relevant Survive skill checks, assuming its contents are helpful on a given planet. Survival kits are well-organized, and count as only one item for encumbrance purposes.
Sleeper Surveillance Drone (Total 10,750)
Sleeper (2,500) Sleeper drones are built to tarry on station for long periods. They have the Stationkeeping fitting as an integral part of their design, and when hovering their power use slows to a trickle. One day of hovering draws only five minutes worth of power from its cell.
Observation Suite (250) Observation Suite: All drones are wired for basic camera and sound, but this suite contains a full-spectrum UV/IR visual package, remote sound sensors, and radiation/chemical detectors. The drone can focus on conversations or facial expressions from up to 2 kilometers away and can operate even in the complete absence of visible light.
Sensor Transparency (5,000) Sensor Transparency: The drone is sheathed in anti-radar composites. Ordinary sensors will not detect it at observation range, and high-end military sensors can spot it only on an Int/Program check at difficulty 9.
Holoskin (3,000) Holoskin: The drone can drop a filmy hologram over itself, one convincing at a distance. The difficulty of visually spotting the drone becomes 10 at weapons range or 12 at observational range. Weapons fire always draws attention.
Stalker Tactical Support Drone (Total 9,480)
Stalker (1,000) Stalker drones are the default TL4 workhorses of drone-kind and are available on most modern worlds.
Expert System (5,000) Expert System: The drone is loaded with sophisticated self-piloting software. It can be given a flight plan by its operator, have targets designated for its weapon, and respond to simple environmental cues. Each new command takes up a Main Action and commands with any conditional states may require an Int/Program skill check to get the drone to understand. The drone can fire only one weapon per round and uses a total attack bonus of +2 if attacking autonomously. Quantum ECM will scramble this lightweight system.
Medical Support (2,000) Medical Support: The drone can be loaded with up to a dozen units of medication, whether stim doses, lazarus patches, or less benevolent substances. It can launch a medication through a remote injector at a target within ten meters in lieu of a weapon attack. Immobile or willing targets are hit automatically, while hostiles require a normal hit roll. The drone is treated as having Heal-0 skill or the active pilot’s Heal skill, whichever is higher.
- 6 Lift (300) [1d8 healing] Lift (Heal-0): A Lift stim augments and amplifies the body’s natural response to physical injury and exhaustion. This boost speeds natural recovery drastically and heals 1d8 plus the user’s Heal skill in hit points after five minutes of rest. Lift stims do not work on PCs who are mortally wounded; they need to be stabilized before the Lift can help them, though application to a stabilized target will get them back on their feet and active again. Each application adds 1 System Strain to the target. Each additional application of Lift to a target the same day increases the minimum Heal skill needed by 1.
- 6 Lazarus Patches (180) Lazarus patch: A vital tool for adventurers, the lazarus patch is a heavy compress laced with antibiotics, coagulants, system stabilizers, plasma, and a one-shot diagnostic suite. If the patch is applied to a character that has fallen to 0 hit points, the user can make an Int/Heal or Dex/Heal skill check against difficulty 6 to stabilize the subject. The more time between injury and application, the less chance the patch has to work. Each round after the first, an additional -1 penalty is applied to the skill check. The patch is no use after six rounds. If the medic fails the first skill check, they can keep trying the check once per round until the victim is revived or time runs out.
Bomber (500) Bomber: The drone is fitted to drop up to two grenade-sized explosives, one or both in lieu of a different weapon attack. Dropping a grenade from more than 30 meters up automatically causes the grenade to scatter from its intended target point.
- 2 Demo Charges (500) [3d10] Demo Charges are the general run of placed explosives beloved of terrorists and adventurers the world over. The usual variety can be detonated by radio signals, timers, or electrical charges, and inflict their damage on any objects within twenty meters, with an Evasion saving throw for half damage. Victims within forty meters take half damage, with an Evasion save for none. The charge is sufficient to blow a four-meter wide hole in anything short of a reinforced wall. PCs with a background in demolitions or Fix-0 skill can shape the charge so it directs the blast in only one direction, sparing all but two meters of the rest.
Sleek black Leidome Industries Gravbike
Image
Motorcycles can navigate urban terrain that would block larger vehicles, but more rural landscapes can prove more difficult. Hovercycles are the TL4 equivalent, capable of brief boosts of up to 10 meters above the ground and the easy navigation of all but thick forests or sheer slopes.

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Speed: 2
Armor: 3
HP: 10
Crew: 1
Tonnage: 1
TL: 4
Background:
IC Reveal: Here.

Subject Seven grew up in a human testing lab run by The Blood (and the government of Mer). She was explicitly told she doesn't have parents and has no idea what she was built/being prepared for. She spent her entire childhood in the White Room, entertained only by the endless educational textbooks she was allowed and when performing whatever tests they had for her.

When she was twelve, the lab itself was actually shut down by a government watchdog in a fairly public expose of human testing. Locals of Mer would know about the lab, if not the actual test subjects. She was given a small settlement from the government in a bank account and effectively abandoned on the street by the bureaucracy.

Raised without social interaction and left alone with a bank account, she spent her teenage years in the apartment she was placed in, watching TV and ordering delivery of junk food, gadgets, and things she saw advertised on commercials. The building supervisor, Ivan, is the the only extended human contact she had. He called her "Sem" in Mavrokolan, and she adopted it. When her money ran out he tried to shield her until one day he dissappeared and she got evicted.

The main activity of her childhood was academic study, and she fell back on that habit while alone in her apartment as well. Enrolling in online courses eclecticly and as suited her fancy, she completed coursework in Computer Engineering, Computer Science, Cybersecurity in Computer Science, Data Analytics, Electrical Engineering, Engineering Management, Civil & Environmental Engineering, Systems Engineering, Administrative Law & Gov't Regulation, Advanced Torts, Alternative Dispute Resolution, Constitutional Law & Civil Rights, Family Law & Estate Planning, Government Procurement, Litigation & the Judicial Process, Applied Mathematics, Art History, Biological Sciences, Chemistry, Forensic Chemistry, Forensic Psychology, Geography, Human Paleobiology, Interior Design, Philosophy, Classics, Ancient History, International Relations, Political Management, Physics, Aeronautics, Astronautics, Nuclear Science, and Chinese.
Rolls:
For rolls, I kept the old attribute rolls but I redid the Growth/Learning rolls with the new class background.

Stats: STR:7, DEX:12, CON:10, INT:14, WIS:11, CHR:14
Growth [1d6] = 2
+2 Physical
Learning [1d8] = 2
Any Skill
Learning [1d8] = 5
(Roll was the Talk skill. I explicitly don't want to be the only PC with it again.)
Learning Re-roll [1d8] = 8
Survive

Know 1 [Background][Outside Interest]
Punch 1 [Focus][Learning roll]
Survive 0 [Learning roll]
Sneak 0, Notice 0, Program 0 [Level 2 points]

HP: level 1 [1d6] = 2 Level 2 [2d6] = 8
HP remain the same.
Wealth [2d6] = 9 x100
Up from 500 to 900. (-50% per GM adjudication, spent 450.)

Starting Purchases:
5 Backpack (TL 0) (enc. 1)
100 Compad
60 Survival Kit (enc. 1)
20 Binoculars (enc. 1)
250 Survey Scanner (enc. 1)
15 Rations (3 days) (each 3 days are enc. 1)
- 0 credits left
Advancement:
Created at Level 2 (above).

Level 3: Gain second level Nexus benefit: new Nexus Gift. (Choosing Borrowed Brilliance, Effort goes up to 6.)
(No BAB change at 3rd level, +1 at 4th and 5th)
HP: [3d6+6]=11+6=17
Physical: 12-1=11 Evasion: 12-1=11 Mental: 12-1=11
Three skill points: Raise Punch-1 to Punch-2 (all three points)
Unarmed Combatant changes damage from 1d8+2/2 Shock to 1d10+3/3 Shock
Ironhide armor class goes up from 17 to 18 with character level.

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