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<blockquote data-quote="Shayuri" data-source="post: 7106211" data-attributes="member: 4936"><p>Okay, respecced Squidge to be techier. Her skills are broad, but not deep...but the real power comes from her Telemechanics. That gives her a +4 with skills used with or on computers or electronics. That means her Knowledge skills, Lockpicking for electronic security systems, and even Driving as long as the vehicle has electronic control systems. She has a little social skills, but Dawn is definitely the face now. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>[ATTACH]83927[/ATTACH]</p><p></p><p><strong>Character Name</strong>: Squidge</p><p><strong>Rank</strong>: Novice <strong>Experience</strong>: 15 <strong>Advances Left</strong>: 0</p><p><strong>Race</strong>: Human</p><p><strong>Iconic Framework</strong>: Mind Melter</p><p><strong>Attributes</strong>: Agility d6, Smarts d10, Spirit d8, Strength d4, Vigor d6</p><p><strong>Charisma</strong>: +2; <strong>Pace</strong>: 6; <strong>Parry</strong>: 4; <strong>Toughness</strong>: 5 (9 in armor) ; <strong>ISP</strong>: 30</p><p><strong>Skills</strong>:</p><p> Psionics 1d12 (1)</p><p> Knowledge: Electronics 1d8 (3)</p><p> Knowledge: Computers 1d8</p><p> Shooting 1d6 (2)</p><p> Fighting 1d4 (1)</p><p> Driving 1d6 (2)</p><p> Streetwise 1d8 (3)</p><p> Persuasion 1d4 (1)</p><p> Lockpicking 1d6 (2)</p><p></p><p><strong>Hindrances</strong></p><p> Overconfident (Major): "Yep, I can do this."</p><p> Delusional (Minor): "If I were in charge, I could get everyone to get along."</p><p> Wanted (Minor): A fugitive from a Coalition State.</p><p></p><p><strong>Edges</strong></p><p> Attractive (+2 Charisma)</p><p> Power Points (+10)</p><p> Rapid Recharge (recover 1 ISP/30 minutes)</p><p> Telemechanics (+4 to rolls involving electronics and computers)</p><p></p><p><strong>Powers</strong>:</p><p> Armor 2ISP, +4 armor, touch, 3 rnds (1/rnd)</p><p> Greater Armor 5ISP, 10MDC, touch, 3rnds (1/rnd)</p><p></p><p> Entangle 2ISP, -2 Pace and Agi/Str skills (skills unusable on raise), 4ISP target MBT, Smrt "</p><p> Greater Entangle +2ISP, targets of Entangle are fully Entangled on any success (-4 to escape on raise)</p><p></p><p> Telekinesis (Str 1d6), 5ISP, lift creature or wield weapon at range using Spirit, Smrt ", 3 rnds (1/rnd)</p><p> Exalted Telekinesis (Str d12+2) 10ISP, really really strong, 2xSmrt ", 3 rnds (1/rnd)</p><p></p><p> Mind Reading 3ISP, vs target Smart, one truthful answer per use; target is aware unless raise</p><p> Mind Walk 6ISP, can explore deep memories or ask any question, 2xSmrt", 5 minutes (1/minute)</p><p></p><p> Telepathy 2ISP, 2 way mental communication w/willing target, -4 to contact if no sight</p><p> Exalted Telepathy 4ISP, within 1 mile contact allies with no roll or search for minds at no penalty or contact all minds at once, 3 rnds (1/rnd)</p><p></p><p> Illusion 3ISP, vs target Spirit, force target to sense things that aren't there or sense the environment differently, Smrt", 3 rnds (1/rnd)</p><p> Deadly Illusion 6ISP, 1 Wound can be done as part of an illusion, 2xSmrt ", 3 rnd (1/rnd)</p><p></p><p><strong>Gear</strong></p><p>ED-5 "Plastic Man" Light Security Armor</p><p>- +4 armor, full environmental, no Str min, 13lbs</p><p>NG-33 laser pistol</p><p>- 2d4+1 damage, 15/30/60" rng, RoF 1, AP 2, 20 shots, 4lbs</p><p></p><p>NG-S2 Survival Pack</p><p><em> 2 person tent, +20% water supplies</em></p><p><em> Sleeping bag</em></p><p><em> Flashlight w/knife; solar</em></p><p><em> Inertial compass (+2 to Survival to navigate)</em></p><p><em> Short range (5 mile) radio</em></p><p><em> First aid kit (+1 to healing; 3 uses)</em></p><p><em> Hunting/Fishing kit (+1 to Survival to forage)</em></p><p><em> Three ‘saw wires’</em></p><p><em> Fire starter</em></p><p><em> Survival Knife, hatchet, wooden cross</em></p><p><em> 4 signal flares</em></p><p><em> Climbing kit w/30 rope</em></p><p><em> Soap and washcloth</em></p><p><em> Canteen</em></p><p><em> 2 weeks rations</em></p><p></p><p>Credits: 1300</p><p></p><p>[sblock=Iconic Framework]Arcane Background: Psionics (20 ISP, d8 psionics, 5 powers)</p><p>Expanded Awareness: Detect Arcana at will, free action</p><p>Major Psionic: 2ISP +1 psionic skill, 4ISP +2 psionic skill; x2 on ley line, 10ISP per edge</p><p>Master Psionic Edge (mega powers)</p><p>Mental Resistance: +4 to resist psionics, +4 armor vs psionics</p><p>Complication: Quirk</p><p>Complication: Enemies</p><p>Complication: Feared (-2 Charisma towards those who fear mind melters)[/sblock]</p><p></p><p>[sblock=Hero’s Journey]Narrative Hook</p><p>Roll result 14</p><p>Description: Formerly associated with a Coalition State; fugitive now of course.</p><p></p><p><a href="http://orokos.com/roll/468694" target="_blank">Hook</a>: <u>1d20</u> <strong>14</strong></p><p></p><p>Psionics</p><p>Roll result 8</p><p>Description: One power of any rank from own list (Telekinesis)</p><p></p><p>Psionics</p><p>Roll result 11</p><p>Description: 1 power autoraises on success (Armor)</p><p></p><p>Psionics</p><p>Roll result 11</p><p>Description: 1 power autoraises on success (Illusion).</p><p></p><p>Underworld and Black Ops</p><p>Roll result 20</p><p>Description: Choose any one (3-4 - Gain Knowledge: Computers at d8, and +2 to all electronic security rolls)</p><p></p><p><a href="http://orokos.com/roll/468693" target="_blank">Hero's Journey</a>: <u>4#1d20</u> <strong>20</strong> <strong>8</strong> <strong>11</strong> <strong>11</strong>[/sblock]</p><p></p><p>Advances</p><p> Initial Advances: (From Hindrances): +1d Smarts, Rapid Recharge</p><p> Free Edge (Human): Attractive</p><p> Novice 1 Advance: Power Points</p><p> Novice 2 Advance: +1d Psionics</p><p> Novice 3 Advance: +1d Spirit</p><p> Seasoned 1 Advance: Telemechanics</p></blockquote><p></p>
[QUOTE="Shayuri, post: 7106211, member: 4936"] Okay, respecced Squidge to be techier. Her skills are broad, but not deep...but the real power comes from her Telemechanics. That gives her a +4 with skills used with or on computers or electronics. That means her Knowledge skills, Lockpicking for electronic security systems, and even Driving as long as the vehicle has electronic control systems. She has a little social skills, but Dawn is definitely the face now. :) [ATTACH=CONFIG]83927[/ATTACH] [B]Character Name[/B]: Squidge [B]Rank[/B]: Novice [B]Experience[/B]: 15 [B]Advances Left[/B]: 0 [B]Race[/B]: Human [B]Iconic Framework[/B]: Mind Melter [B]Attributes[/B]: Agility d6, Smarts d10, Spirit d8, Strength d4, Vigor d6 [B]Charisma[/B]: +2; [B]Pace[/B]: 6; [B]Parry[/B]: 4; [B]Toughness[/B]: 5 (9 in armor) ; [B]ISP[/B]: 30 [B]Skills[/B]: Psionics 1d12 (1) Knowledge: Electronics 1d8 (3) Knowledge: Computers 1d8 Shooting 1d6 (2) Fighting 1d4 (1) Driving 1d6 (2) Streetwise 1d8 (3) Persuasion 1d4 (1) Lockpicking 1d6 (2) [B]Hindrances[/B] Overconfident (Major): "Yep, I can do this." Delusional (Minor): "If I were in charge, I could get everyone to get along." Wanted (Minor): A fugitive from a Coalition State. [B]Edges[/B] Attractive (+2 Charisma) Power Points (+10) Rapid Recharge (recover 1 ISP/30 minutes) Telemechanics (+4 to rolls involving electronics and computers) [B]Powers[/B]: Armor 2ISP, +4 armor, touch, 3 rnds (1/rnd) Greater Armor 5ISP, 10MDC, touch, 3rnds (1/rnd) Entangle 2ISP, -2 Pace and Agi/Str skills (skills unusable on raise), 4ISP target MBT, Smrt " Greater Entangle +2ISP, targets of Entangle are fully Entangled on any success (-4 to escape on raise) Telekinesis (Str 1d6), 5ISP, lift creature or wield weapon at range using Spirit, Smrt ", 3 rnds (1/rnd) Exalted Telekinesis (Str d12+2) 10ISP, really really strong, 2xSmrt ", 3 rnds (1/rnd) Mind Reading 3ISP, vs target Smart, one truthful answer per use; target is aware unless raise Mind Walk 6ISP, can explore deep memories or ask any question, 2xSmrt", 5 minutes (1/minute) Telepathy 2ISP, 2 way mental communication w/willing target, -4 to contact if no sight Exalted Telepathy 4ISP, within 1 mile contact allies with no roll or search for minds at no penalty or contact all minds at once, 3 rnds (1/rnd) Illusion 3ISP, vs target Spirit, force target to sense things that aren't there or sense the environment differently, Smrt", 3 rnds (1/rnd) Deadly Illusion 6ISP, 1 Wound can be done as part of an illusion, 2xSmrt ", 3 rnd (1/rnd) [B]Gear[/B] ED-5 "Plastic Man" Light Security Armor - +4 armor, full environmental, no Str min, 13lbs NG-33 laser pistol - 2d4+1 damage, 15/30/60" rng, RoF 1, AP 2, 20 shots, 4lbs NG-S2 Survival Pack [I] 2 person tent, +20% water supplies Sleeping bag Flashlight w/knife; solar Inertial compass (+2 to Survival to navigate) Short range (5 mile) radio First aid kit (+1 to healing; 3 uses) Hunting/Fishing kit (+1 to Survival to forage) Three ‘saw wires’ Fire starter Survival Knife, hatchet, wooden cross 4 signal flares Climbing kit w/30 rope Soap and washcloth Canteen 2 weeks rations[/I] Credits: 1300 [sblock=Iconic Framework]Arcane Background: Psionics (20 ISP, d8 psionics, 5 powers) Expanded Awareness: Detect Arcana at will, free action Major Psionic: 2ISP +1 psionic skill, 4ISP +2 psionic skill; x2 on ley line, 10ISP per edge Master Psionic Edge (mega powers) Mental Resistance: +4 to resist psionics, +4 armor vs psionics Complication: Quirk Complication: Enemies Complication: Feared (-2 Charisma towards those who fear mind melters)[/sblock] [sblock=Hero’s Journey]Narrative Hook Roll result 14 Description: Formerly associated with a Coalition State; fugitive now of course. [url=http://orokos.com/roll/468694]Hook[/url]: [u]1d20[/u] [b]14[/b] Psionics Roll result 8 Description: One power of any rank from own list (Telekinesis) Psionics Roll result 11 Description: 1 power autoraises on success (Armor) Psionics Roll result 11 Description: 1 power autoraises on success (Illusion). Underworld and Black Ops Roll result 20 Description: Choose any one (3-4 - Gain Knowledge: Computers at d8, and +2 to all electronic security rolls) [url=http://orokos.com/roll/468693]Hero's Journey[/url]: [u]4#1d20[/u] [b]20[/b] [b]8[/b] [b]11[/b] [b]11[/b][/sblock] Advances Initial Advances: (From Hindrances): +1d Smarts, Rapid Recharge Free Edge (Human): Attractive Novice 1 Advance: Power Points Novice 2 Advance: +1d Psionics Novice 3 Advance: +1d Spirit Seasoned 1 Advance: Telemechanics [/QUOTE]
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