swn-lucinda

NAME: Lucinda

LEVEL: 3 EXP 10/16

HOMEWORLD: Atlean Rho

BACKGROUND: Vagabond

CLASS: Psychic

Vitals

HP: 10 / 10
STRAIN: 0
AC : 13
SAVE ATTS VALUE DESC
PHYSICAL STR CON 13 Survive overwhelming conditions
MENTAL WIS CHA 12 Refuse to falter
EVASION DEX INT 13 React and avoid
+AB 1

A save is equal to 16-LVL-ATTMOD. Use the best modifier available.
Warriors gain +AB every level. Other classes gain +AB every other level.

ATT VAL MOD
STR 7 -1
DEX 12 +0
CON 9 +0
INT 9 +0
WIS 17 +1
CHA 7 -1

Modifiers are +1 at 14 or above, and +2 at 18 and above. -1 at 7 or lower, and -2 at 3 or lower.

Skills

SKILL LVL DESC
ADMINISTER 0 Bureaucracy and management.
CONNECT 0 Knowing people and cultures.
EXERT Climbing, running, throwing, etc.
FIX Repairing and building things.
HEAL Curing harm in mind and body.
KNOW Scientific and academic knowledge.
LEAD Persuade others to do as you are doing.
NOTICE 0 Spot things and detect the unusual.
PERFORM Sing, dance, act, etc.
PILOT 0 Fly ships, ride beasts, and sail boats.
PROGRAM Hack computers and run comms.
PUNCH Fight unarmed.
SHOOT Fight at range.
SNEAK Defeat security and avoid notice.
STAB Fight with melee weapons.
SURVIVE 0 Avoid natural peril and find food.
TALK Persuade others to believe things.
TRADE Buy, sell, and find vendors of things.
WORK A job or talent not covered above.
PSYCHIC SKILLS LVL DESC TECHNIQUES
BIOPSIONICS - Healing and metamorphosis.
METAPSIONICS - Manipulating psychic power.
PRECOGNITION - Sensing the future.
TELEKINESIS 1 Controlling kinetic energy. Telekinetic Manipulation, Telekinetic Armory
TELEPATHY - Reading and influencing thought.
TELEPORTATION 2 Instant translocation. Personal Apportation, Proficient Apportation, Perceptive Dislocation

Cost to increase skills: 1, 2, 3, 4, 5 for ranks 0, 1, 2, 3, and 4.
Level requirements for each rank are 1, 1, 3, 6, and 9.

Psychic powers

EFFORT: 5/5

Telekinesis

TECH RANK DESC
(Core) Telekinetic Manipulation 1 Commit Effort for the scene. Main action. The psychic can exert force as if with both hands and up to 200 kilograms.
Telekinetic Armory 1 Commit Effort as an On-Turn action to create weapons and armor out of telekinetic force. Tech level 4, rifle or advanced melee weapon, armor equal to 15 + Telekinesis base skill.

Teleportation

TECH RANK DESC
(Core) Personal Apportation 1 Commit Effort for the scene. Main Move action. The psychic can teleport up to 10 kilometers.
Proficient Apportation 1 Personal Apportation now counts as a Move action (still only 1/round). Apportations <= 10m no longer require base effort to be paid.
Burdened Apportation 2 Commit Effort for the day to augment Personal Apportation. Up to three humans and their portable gear within three meters accompany the teleporter to their destination. Inert mass of up to 200 kilograms that the teleporter is touching can also be carried this way.

Foci

FOCI BENEFIT LEVEL
Starfarer Gain Pilot as a bonus skill. You automatically succeed at all spike drill-related skill checks of difficulty 10 or less 1
Psychic Training Gain choice of psychic skill as a bonus skill. (Telekinesis). Gain a free level-1 technique from it. Maximum effort increased by one. 2

Extra Foci at levels 2, 5, 7, 10

Gear

GEAR R? ENC NOTES
Postech toolkit 3
Backpack 1
Spare Parts x6 2 (1#, both packed)
Type A power cell x4 2 (1#, one packed, one free)
Dataslab 1
Metatool 1
WEAPON +AB DMG RANGE AMMO ENC NOTES
Laser Pistol +0 1d6 100/300 10/10 1
Monoblade Knife -1 1d6 1 Shock 1/AC 15
ARMOR AC ENC NOTES
Armored Undersuit 13 0

Maximum stowed ENC: Your STR stat. Max ready ENC: Half your STR stat.
The total attack bonus of a weapon is the sum of your +AB, the relevant attribute and skill modifier, and any other bonuses. Energy ranged weapons hit at +1 - they're more stable.

Funds

Money: 200 credits (+whatever from salvage mission)

Notes

Background:
She was presented with an array of worlds and colonies, and told it was her birthright to enforce the will of her draconic benefactors. She was given gifts, you see, and to who much is given, much is expected. She was among the caste who would tame and shepherd the people of the planets that the empire reclaimed. She would aid in the effort to restore their fallen glory. And she did so, for a time, travelling from planet to planet, surveying, administering, familiarizing herself over what was and what would be their domain.

During this time, she trained to be a pilot, as well. The dragons told her it was to ensure that no star would ever be out of the reach of their psychic enforcers, but she took joy in the activity, all the same.

However, she came to the conclusion that this approach would eventually result in another disaster. Their former glory, after all, was the status quo when the scream occurred. They were hurtling towards the same conditions that created such disaster in the first place. And they would do it again and again and again, all in pursuit of the luster of an age that had rightfully passed. She came to sympathize with the rebellion she was meant to put down.

Her escape was simple. Work enough to not be noticed. Take a mission to somewhere remote and out of the Empire's reach. Destroy the ship and any tracking tech after, and start a new life on her new destination. Since that time, she's taken a job as a simple pilot for a delivery company, shuttling cargo from planet to planet.

You can't choose how you're born or where you start, but you can choose who to become or where to go. Or at least, you should be able to.

Goal:
Overthrow the empire. Aid the rebellion effort. Lead humanity towards its next evolution of its own accord, not one governed or engineered by draconic influence.

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