< Fehman Carter | The Crew | Jean Bellstock >
Attributes | ||||||
ST | 10 | [0] | HP | 10/10 | [0] | |
---|---|---|---|---|---|---|
DX | 11 | [20] | Will | 12 | [-5] | |
IQ | 13 | [60] | Per | 15 | [10] | |
HT | 14 | [40] | FP | 14/14 | [0] |
Advantages - Disadvantages - Psionics
Basic Lift: 20 lbs Basic Speed: 6 [-5], Basic Move: 6 [0] Damage: Thrust 1d-2, Swing 1d Defenses: Dodge 9-, Parry (Judo) 9- Languages [6]: Daevonic (Native), Ritong (Native) Reactions: +3 from Appearance (either sex), -1 from Status, +4 from Charisma
Condtional: +1 from Cyberneticist (other programmers, AI's, Robots), +2 from Smooth Operator (manipulators that you're not currently manipulating),
Sense of Duty (Family) when in dangerous situation if this trait is known, +1 from Merchant when buying or selling
< Adrian Notes | Adrian Page | Adrian Equipment >
Skills | |||
Skill/TL (Specialty) | Level | Rel. Lvl | Cost |
---|---|---|---|
Area Knowledge (Galaxy) | 14- | IQ+1 | [2] |
Armoury/11 (Battlesuits) | 13- | IQ+0 | [2] |
Condition: +1 from High Manual Dexterity when performing fine DX-based tasks, and can ignore up to -3 in penalties from working in close quarters. | |||
Astronomy/11 | 11- | IQ-2 | [1] |
Battlesuit/11 | 11- | DX+0 | [2] |
Body Sense | 13- | HT-1 | [2] |
Breath Control | 12- | HT-2 | [1] |
Carousing | 18- | HT+4 | [4] |
Includes: +2 from Smooth Operator. | |||
Computer Operation | 14- | IQ+1 | [1] |
Includes: +1 from Cyberneticist. | |||
Computer Programming/11 | 14- | IQ+1 | [4] |
Includes: +1 from Cyberneticist | |||
Cooking | 16- | Per+1 | [4] |
Current Affairs/11 (Travel) | 12- | IQ+0 | [1] |
Diplomacy | 16- | IQ+3 | [8] |
Includes: +2 from Smooth Operator | |||
Electrician/11 | 12- | IQ-1 | [1] |
Electronics Operation/11 (Security) | 13- | IQ+0 | [2] |
Electronics Repair/11 (Computer) | 14- | IQ+1 | [2] |
Includes: +1 from Cyberneticist | |||
Farming/11 | 12- | IQ-1 | [1] |
Fast-Talk | 9- | IQ-4 | [1] |
Includes: +2 from Smooth Operator, -5 from Truthfulness. | |||
Conditional: +4 from Charisma when making Influence rolls. | |||
Finance | 11- | IQ-2 | [1] |
First Aid/11 (Humans) | 13- | IQ+0 | [1] |
Free Fall | 11- | DX+0 | [2] |
Freight Handling/11 | 13- | IQ+0 | [2] |
Gambling | 8- | IQ-5 | [0] |
Conditional: +1 for games of pure chance, +1 for card games, +4 if a Vision applies. | |||
Hazardous Materials/11 (Biological) | 13- | IQ+0 | [2] |
Hazardous Materials/11 (Nanotech) | 13- | IQ+0 | [2] |
Hazardous Materials/11 (Chemical) | 12- | IQ-1 | [1] |
Hazardous Materials/11 (Radioactive) | 12- | IQ-1 | [1] |
History (The Great Leap) | 12- | IQ-1 | [2] |
Housekeeping | 14- | IQ+2 | [4] |
Judo | 12- | DX+1 | [8] |
Karate | 10- | DX-1 | [2] |
Leadership | 18- | IQ+5 | [1] |
Includes: +4 from Charisma, +2 from Smooth Operator. | |||
Lifting | 14- | HT+0 | [2] |
Mathematics/11 (Applied) | 11- | IQ-2 | [1] |
Mechanic/11 (Robotics) | 13- | IQ+0 | [2] |
Condition: +1 from High Manual Dexterity when performing fine DX-based tasks, and can ignore up to -3 in penalties from working in close quarters. | |||
Merchant | 11- | IQ-2 | [4] |
Includes: -3 from Gullibility. | |||
Navigation/11 (Space) | 12- | IQ-1 | [1] |
Performance | 14- | IQ+1 | [4] |
Professional Skill (Bartender) | 13- | IQ+0 | [2] |
Public Speaking | 20- | IQ+7 | [3] |
Includes +4 from Charisma, +2 from Smooth Operator. | |||
Research/11 | 13- | IQ+0 | [2] |
Savoir-Faire (Spacer) | 12- | IQ-1 | [0] |
Includes: +2 from Smooth Operator. | |||
Conditional: +4 from Charisma when making Influence rolls. | |||
Scrounging | 15- | Per+0 | [1] |
Spacer/11 | 13- | IQ+0 | [1] |
Vacc Suit/11 | 10- | DX-1 | [1] |
Acute Taste and Smell 2
You've always been blessed with an acute sense of taste, and at noticing odors that others miss or can't place. You get +2 to Per rolls related to these senses. [4]
Appearance (Beautiful)
Your family fled the Garden System some time ago, after the destruction of Old Tieresia (a beautiful planet that once orbited one of the Gas Giants; all that remains is a glassy black rock covered in ugly ruins). Your grandparents were both Tieresia-model Parahumans, though your Mother ended up marrying a local boy. You inherited a bit of her appearance, both being quite beautiful and quite androgynous (+3 reaction mod regardless of gender of observer), but are not yourself a Tiersia. Though maybe if you get enough money to afford the Proteus Treatment... [12]
Biomod: Jointwork
You've had some extra joints put in your hands, replaced some of the connective tissues and otherwise let the doctors tweak with you so that you'd be better able to repair the the Robots back at the form and your Grandfather's old Battlesuit. You have a +1 to DX for tasks that require a delicate touch, including all DX-based rolls against Artist, Jeweler, Knot-Tying, Leatherworking, Lockpicking, Sewing, Sleight of Hand, and Surgery as well as Machinist and Mechanic rolls to do fine work. You also receive a +3 on Climbing rolls, on Escape rolls to get free of ropes, handcuffs or similar restraints, on Erotic Art skill, and on all attempts to break free in close combat. This is Flexibility and High Manual Dexterity 1. [10]
Biomod: Cardiovascular Modifications
You spent almost all of your savings on a Proteus Treatment designed to rework your heart, blood and circulatory system so as to be better able to stand up to different G-forces, and be better able to handle Acceleration. You even got a free 'calcium genehack" as part of a special offer! You measure your deviation in native G in increments of 0.3G, have a +8 to HT rolls to resist the effects of sudden Acceleration, and don't lose bone mass in Zero Gravity. [9]
Charisma 4
You have a natural ability to impress and lead others. Anyone can acquire a semblance of charisma through looks, manners and intelligence but real charisma is independent. That's the kind of pull that you have. This adds +1 to all reaction rolls made by sapient beings with whom you actively interact, +1 to Influence rolls, and +1 to Fortune-Telling, Leadership, Panhandling, and Public Speaking skills. The GM may rule that your Charisma doesn't affect extremely alien races.
Cybernetic: Chip Slots
You've had some minor neural work done, giving you a single dime-sized chip socket covered by a cap of plastiflesh. You can insert a "chip" into this slot, with a maximum of 2 points worth of Mental Skills or Advantages. It takes about 3 seconds to insert or remove a chip, which come extra (about 200 credits per character point). This is an electrical system. [9]
Cybernetic: Filter Implant
You have a self-regenerating particle filtration system integrated into your lungs. This allows you to filter out ordinary contaminants such as dust, pollen, smoke or even tear gas and suffer no ill effects from such things. This is Filter Lungs. [5]
Destiny (Great)
Your fate is preordained; it might even have been foreseen. Your particular destiny is a great one; sooner or later, something will happen to make your destiny come to pass and your name will be known by all. Note that this doesn't guarentee success, per se, only that you'll be in the right place at the right time and probably with the opportunity you need. Once you achieve your Destiny, the points should go toward a Reputation or similar advantage. In the meantime, the GM has permission to meddle. [15]
Fit
You receive +1 to all HT rolls, though this does not improve your HT attribute or HT-based skills. You recover FP at twice the normal rate. [5]
Longevity
You're liable to live a long time, as you only fail aging rolls on a roll of 17 or 18. If you have a HT of 17+, you only fail on an 18! [2]
Power Talent: ESP IV
You are a Class O Esper, though your abilities are subtle and you haven't yet more than suspected them. You have both strong natural talent (there are few stronger), and potent skill with the abilities that you've stumbled onto. You gain a +4 to ESP skills and can learn additional ESP abilities in play. [15]
Power Talent: Micro PK I & Astral Projection I
You have, mostly untapped, talents within the Aptitudes of Probability Alteration and Astral Projection. You gain a +1 to any skill in those aptitudes, and can learn additional abilities in these aptitudes once play begins. [10]
Signature Gear (Cybersuit)
Your grandfather was a soldier a long time ago, in the War, before his homeworld was destroyed and his unit went AWOL. When he left, he took his Cybersuit with him, and over the years it broke down and eventually stopped working at all. It lay in a forgotten corner of the farm until you discovered it, asking your parents about it and eventually deciding to try your hand at repairing it. It was, in fact, your efforts to get the suit working again (and accessing the memory banks of its Computer) that got you interested in the wider world out there. [1]
Talent: Cyberneticist 1
You're naturally good with Computers. You have a +1 bonus to Computer Hacking, Computer Operation, Computer Programming, Computer Programming (AI), and Electronics Repair (Computers). This gives you a +1 reaction bonus to other Computer Professionals, AI systems and Robots and lets you learn the above skills 10% faster than those without this talent. [5]
Talent: Smooth Operator 2
You have a lot of largely untapped potential toward the realm of being a smooth operator, good at working people or working with people. You have +2 to Acting, Carousing, Detect Lies, Diplomacy, Fast-Talk, Intimidation, Leadership, Panhandling, Politics, Public Speaking, Savoir-Faire, Sex Appeal, and Streetwise. You gain a +2 reaction bonus from con artists, politicians, salesmen, etc. -- but only if your not trying to manipulate them. You learn these skills 20% faster than those without this Talent. [30]
Perk: Headhunter Perk: Honest Face Perk: Per-based Cooking
Chummy
You hate to be alone. You react to others at +2 most of the time! When alone, you suffer a -1 penalty to IQ-based skills. [-5]
Curious (9-)
"Hey, what does this button do!" You are naturally very inquisitive; not the natural kind of curiosity that infects all Players in RPG's, but the real thing. You have to make a Self-Control roll (9-) whenever presented with an interesting item or situation. If you fail, you examine it -- push buttons, pull levers, open doors, unwrap presents, etc. - even if you know it could be dangerous. Never ever turn your back from a real mystery. [-7]
Dependent (Captain Esmebrythe)
Adrian's Uncle, Captain Esmebrythe, has been a firm friend so far. He's offered you employment and a chance to see the Galaxy, putting you into a position of authority on his ship the Cherry Blossom and asking basically nothing of you. Plus, even if he hadn't been so nice to you, he's Family. The Captain is built on 100 points, is also an Ally, and is available Quite Often, as he is the Captain of your spaceship. This means he's available to help you, but also that you have to watch out for him... [-24]
Duty (Crewman)
You are a member of the Cherry Blossom's crew, under Captain Kirke Esmebrythe. You are quite often "on duty" (12-). [-10]
Easy to Read
Your body language betrays your true intentions. Other people have +4 on all Empathy, Body Language, and Psychology rolls to discern your intentions or the truth of your words. As well, they get +4 to their IQ, Detect Lies, and Gambling rolls in any Quick Contest with your Acting, Fast-Talk or Gambling rolls when you try to lie or bluff. [-10]
Enemy (Unknown)
Someone is after you. You've felt them, watching you, now and again. They're just watching for now, but who knows how long that will last? And you have no idea who it is... [-23]
Extra Sleep 1
You are still adjusting to the much longer day on Smokey, your homeworld, and need about 9 hours of sleep every day instead of 8. [-2]
Guilt Complex
You're personally responsible for those around you. Allies, Dependents, Adventuring Companions, whomever. If anything bad happens to them, you're wracked by anxiety and guilt even if there's nothing you could have done to prevent it. When in such a situation, you act under the effects of Chronic Depression for (15 - Will) days, minimum one day. Use your Will as your effective Self-Control number. If the mishap was your fault, the effects last (20 - Will) days, minimum two days and your effective Self-Control number is Will-3. [-5]
Gullibility
Self-Control roll of 12-, modified by how believable the story is. [-10]
Pacifism (Cannot Kill)
You can fight, even start fights, but you'll never do anything that seems likely to kill another. This includes abandoning a wounded foe to die "on his own"! You must do your best to keep your companions from killing, too (good luck with Usiel). If you do kill someone, you immediately suffer a nervous breakdown. Roll 3d and be totally morose and useless (roleplay it!) for that many days. During this time, you must make a Will roll to offer any sort of violence for any reason. [-15]
Selfless
You don't care about your personal wealth or fame, and must make a Self-Control roll (15-) to put your needs -- even survival -- before those of someone else. [-2]
Sense of Duty (Family)
You're close to your family, and would never betray them or fail to help them if they were in trouble. If you are known to have an relevant Sense of Duty, the GM will adjust the actions of others by +2 when rolling see rather they trust you in a dangerous situation. [-5]
Status -1
You're a poor farm girl from a distant, rather uninteresting, planet. [-5]
Truthfulness (12-)
You might or might not hate to tell a lie, but you certainly suck at it. Make a Self-Control (12-) roll whenever you must keep silent about an uncomfortable truth. Roll at -5 if you actually have to tell a falsehood. On a failure, you blurt out the truth, or stumble so much that your lie is obvious. You have a permanent -5 to Fast-Talk skill, and your Acting skill is at -5 when your purpose is to deceive. [-5]
Vow (Record Everything Your Experience)
You record your own Sensies, a habit you picked up back in the Bar on Hive and which has carried on. You used your Advance from your Uncle to get a Sensie Editing program, and have been practicing more and more, in hopes of having something interesting to send back to your parents -- and who knows, maybe it'll have a larger market than that. Lots of people have told you that you're a good performer! But no matter what, you're going to record your life.[-1]
Wealth (Poor)
You spent years getting enough money to repair your grandfather's Cybersuit, and travel to Garden, in hopes of finding a way to get further. It spread your resources to the stretching point and you were just inches away from destitution when you finally managed to find a transport away from Coronis V ("Hive", to Spacers. You were mixing drinks at a Space Bar there for quite a long time). Thankfully, you managed to get in touch with your Uncle and get a job that'll take you out into Space. Everything is starting to turn around! [-15]
Xenophilia (9-)
You are instinctively fascinated and attracted by strangers and aliens, no matter how dangerous or frightening they appear to be. Make a Self-Control (12-) roll whenever you meet someone or something like this. If you fail, you assume that this person is interested in interacting with you socially. As partial compensation, you get a +2 bonus to Fright Checks when meeting strange creatures. Of course the downside is that you'll probably end up buying them a drink and/or losing 1d6 SAN. [-10]
Quirk: Dreamer
You have a -1 on any long task, because you tend to spend time thinking of better ways to do it, rather than working. [-1]
Quirk: Law Abiding
A quirk version of Honest. You generally obey the law, even if the law isn't quite fair. [-1]
Obsession (Tour the Galaxy)
You want to see the Galaxy and you're well on your way to doing so. You hope to travel to the Galactic Core, the furthest extents of the Merchant Clan's trade routes, into the Tri-Galactic Sphere and Androdyne space. You want to see the ruined worlds of the Empire of Man, and travel to the Co.Re. Remnants. [-1]
Quirk: Personality Change
You're an easy drunk. Whenever you get intoxicated, you gain the Lecherousness disadvantage, with a Self-Control number of 15-. Given your Xenophilia, you often wake up with a nasty headache and too few clothes in very strange circumstances. [-1]
Quirk: Social Drinker
If someone else is drinking, you're likely to have a drink too. You don't drink alone, though. [-1]
Psi Sense I
You're occasionally able to sense when someone nearby uses a Psionic ability. This is a passive sense; the GM rolls for you, unless you suspect that you might have missed something and specifically ask for a roll. A successful roll only alerts you, in a very vague sense, that something Psionic is going on nearby. [8]
Psidar III
You can tell when psis are nearby, as a kind of sixth sense, even when they're not using their powers or otherwise drawing attention to themselves! Unlike Psi Sense, you have to actively use this power though you don't yet understand what your doing -- you just know that you're generally good at picking Psi's out of the crowd. You may or may not trust this instinct, particularly if its verdict isn't proven, but you none the less know. When you use this ability the GM rolls your Psidar skill with a penalty determined by range (the Speed/Range table on B550). On a successful roll you know there's a Psi nearby, and his precise location. You could use any hostile powers you had on him, if you had any, but you don't. [19]
Psychic Hunches IV
You have a knack for guessing correctly. Any time you find yourself confronted with a choice of multiple different options, the GM will ask you to roll your Psychic Hunches skill or you'll remind him if he forgets. This is a passive sense! You get a penalty to your roll depending on the choice in question; lots of bad choices impose a penalty, while a lot of good choices can even make things easier. On a successful roll, you are informed of the best choice of those presented to you and the safest way to handle or approach it. For instance, if a crook is hiding in one o three buildings and you succeed on your roll, the GM might say "He's in the middle building. But don't carry any flame and watch out for gunplay; it's a chemical factory." This ability will never actively lead you wrong. [51]
Second Chance I
You can reroll an action, potentially turning failure into success. Simply make a Second Chance skill roll immediately after any success or damage roll you make. A success allows you to reroll the success or damage roll twice and pick the best result of the three. You may also use this ability to make an opponent reroll a successful attack against you, twice, and take the worst result. You can only use this ability once every 60 minutes, real life-time, not game-time. [12]
Seekersense IV
You can "home in" on anything or anything, provided you have anything even remotely related to that subject to focus on. It takes one second to attune to your focus object, and then you make a Seekersense roll to track down your subject. This takes long-distance modifiers for range (p. B241) and a successful roll you know the direction though not the distance to your attuned subject. If you are free to move around you can attempt to triangulate its position; generally once you've moved more than half the distance to your subject, it'll only take 1d more successful rolls before the GM just tells you the approximate distance remaining. [29]
Visions (Full)
You sometimes receive visions of things to come. The GM will roll your Default for Visions (10-) at an appropriate time, and will give you a Vision on a success. This is still a new ability for you, and you're unused to it. It is by far the most blatant of your abilities! [18]
Perk: Card Sharp
You have an uncanny knack for guessing what cards someone is holding. This lets you "pass" a Zenner card test with an IQ (plus Talent) roll and gives +1 to Gambling when playing a card game. [1]
Perk: Exposition Sense
Whenever you sit down with the newspaper, radio or TV to try to find news relevant to your current situation, you always discover it on the first try. Additionally, when recieving communications, you can quickly pick out the important ones from the jump mail, spam, etc. [1]
Perk: Insider Glance
You can intuitively tell what's wrong with Electronics. Halve all haste penalties when diagnosing a problem; you can make an instant diagnosis at only -5 to skill! This only works with the Electronics Repair skill, but functions with all specialties of that skill. [1]
Perk: Know-It-All
You can predict things, but only a fraction of a second before they happen (e.g., you could call out the lotto numbers without looking as they're being drawn on TV). This is mainly useful for impressing people who don't notice that you're always a little late with your predictions, but gives a +1 to Driving or Running in a cold-start race or to Fast Draw for classic "high noon" type duels. [1]
Perk: Loaded Dice
You can manipulate random number generators (including dice) to make a specific value come up about thrice as often as it should. This impresses parapsychologists and gives you +1 to Gambling when playing games of pure chance (e.g., Roulette) [1]
Perk: Near-Death Projection
You can astrally project when you're dying from a mortal wound. You treat yourself as having Astral Travel 1 and a skill of IQ-5, but can only use this skill when mortally wounded. If you are successfully healed or stabilized, your duration ends immediately. [1]
Psychic Skills | |||
includes talent bonuses | |||
Psi Sense | 17- | Per+2 | [1] |
+ Exclusion | 15- | Skill-2 | [0] |
+ Increased Range | 16- | Skill-1 | [5] |
Psidar | 19- | Per+4 | [4] |
+ Extended Range | 18- | Skill-1 | [5] |
Psychic Hunches | 19- | IQ+6 | [12] |
+ Shared Hunches | 15- | Skill-5 | [0] |
Second Chance | 14- | IQ+1 | [4] |
Seekersense | 20- | Per+5 | [8] |
+ Pinpoint | 17- | Skill-3 | [8] |
Visions | 15- | IQ+2 | [1] |