Merchant Prince: Difference between revisions

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Created page with "== Vital Statistics == :*'''Name:''' :*'''Concept:''' :*'''Appearance:''' :*'''Background:''' :*'''Player Notes:''' === Attributes/Abilities === :'''Agility''' 2D :'''K..."
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Revision as of 15:17, 23 November 2014

Vital Statistics

  • Name:
  • Concept:
  • Appearance:
  • Background:
  • Player Notes:

Attributes/Abilities

Agility 2D
Knowledge 5D
  • Business 2D
Mechanical 2D
Perception 5D
  • Bargain 4D
Strength 2D
Technical 2D
Resources: 5D +3D
Fate Points: 2

Equipment

Mobile Palace IFV

  • Size: 6 m/ 8ktons
  • Move: 105 (75 kph)
  • Crew: 1 driver, 1 gunner, 12 passengers
  • Cargo Capacity: 1,500 kg
  • Cover: full
  • Altitude Range: when hovering, up to 100 m
  • Shields: 3D
  • Hull: 9D
  • Armament: MC100, tactical missile launcher with 24 shots.
Assume you have anything else you want if it has a value <24.

Metaphysics

Use sample Metaphysics only.

Boons/Banes

Companion: Crew [3] (Three competent house guard soldiers accompanying you on the expedition, with valuable skills besides combat. Base is dragoon template.)
Contacts: Economic Contacts [2] (Get in touch with people via Perception. Access to civilian sphere as well as trade guilds.)
Wealth: Filthy Rich [4] (Get a +3D bonus to Resources rolls.)
Alien Features: Transgenic Features [2] (Has feathers for hair hair and the horns of a ram. Recognizing you is +2D easier.)
Dependent: Juvenile Dependent[3] (You have a child who should stay inside the IFV at all times. It's adorable, he/she has your hair and horns too. If they die you forgo your next 12 XP.)

Modifications

  • Aura Broadcaster: Omega Wave [4] (Cause people to black out and become insensate, hitting a single target in 500m or all targets within 100m.)

Chargen

Priority

  • Resources [5]
  • Metaphysics [5D]
  • Boons [4]
  • Skills [6]
  • Corruption Buffer [4]

Upgrades