Nike Kuei: Difference between revisions
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== Things to Track == | == Things to Track == | ||
:'''Initiative (INIT)''': | :'''Initiative (INIT)''': 6 | ||
:'''Wound Threshold (WT)''': | :'''Wound Threshold (WT)''': 7 | ||
:'''Durability (DUR)''': | :'''Durability (DUR)''': 35 | ||
:'''Death Rating (DR)''': | :'''Death Rating (DR)''': 53 | ||
:'''Trauma Threshold (TT)''': | :'''Trauma Threshold (TT)''': 6 | ||
:'''Lucidity (LUC)''': | :'''Lucidity (LUC)''': 30 | ||
:'''Insanity Rating (IR)''': | :'''Insanity Rating (IR)''': 60 | ||
:'''Infection Rating''': | :'''Infection Rating''': 20 | ||
:'''Ego Flex''': | :'''Ego Flex''': 1 | ||
:'''Armour Rating (E/K)''': | :'''Armour Rating (E/K)''': | ||
== Pools == | == Pools == | ||
:'''Insight | :'''Insight''': 2/2 | ||
:'''Moxie''': 5/5 | |||
:'''Moxie | :'''Vigor''': 1/1 | ||
:'''Flex''': 1/1 | |||
:'''Vigor | |||
:'''Flex | |||
=Attributes= | =Attributes= | ||
:'''Cognition (COG)''': 20 | :'''Cognition (COG)''': 20 | ||
Line 48: | Line 44: | ||
:'''Willpower (WIL)''': 15 | :'''Willpower (WIL)''': 15 | ||
==Attribute Checks== | ==Attribute Checks== | ||
:'''COG Check''': | :'''COG Check''': 60 | ||
:'''INT Check''': | :'''INT Check''': 30 | ||
:'''REF Check''': | :'''REF Check''': 60 | ||
:'''SAV Check''': | :'''SAV Check''': 45 | ||
:'''SOM Check''': | :'''SOM Check''': 45 | ||
:'''WIL Check''': | :'''WIL Check''': 55 (45 vs Provoke) | ||
=Abilities= | =Abilities= | ||
:'''Athletics (SOM)''': | :'''Athletics (SOM)''': | ||
:'''Deceive (SAV)''': | :'''Deceive (SAV)''': 90 | ||
:'''Exotic Skill: [Field]''': | :'''Exotic Skill: [Field]''': | ||
:'''Fray (REFx2)''': 70 | :'''Fray (REFx2)''': 70 | ||
Line 65: | Line 61: | ||
:'''Infosec (COG)''': | :'''Infosec (COG)''': | ||
:'''Interface (COG)''': | :'''Interface (COG)''': | ||
:'''Kinesics (SAV)''': | :'''Kinesics (SAV)''': 65 | ||
:'''Know: Psychology (COG)''': 80 | :'''Know: Psychology (COG)''': 80 | ||
:'''Know: Serial Killers (COG)''': 50 | :'''Know: Serial Killers (COG)''': 50 | ||
Line 78: | Line 74: | ||
:'''Pilot: [Field] (REF)''': | :'''Pilot: [Field] (REF)''': | ||
:'''Program (COG)''': | :'''Program (COG)''': | ||
:'''Provoke (SAV)''': | :'''Provoke (SAV)''': 65 | ||
:'''Psi (WIL)''': 80 | :'''Psi (WIL)''': 80 | ||
:'''Research (INT)''': | :'''Research (INT)''': | ||
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:: +10 to Deceive and Kinesics Tests. | :: +10 to Deceive and Kinesics Tests. | ||
===Γ=== | ===Γ=== | ||
:'''Cloud Memory''': You temporarily disrupt the target’s ability to form long-term memories. | |||
::'''Action:''' Complex | '''Duration:''' Minutes | '''Infection Modifier:''' 6 | |||
:: The target will retain short-term memories during the duration (WIL ÷ 5 minutes), but will soon (after d6 + 4 action turns) forget anything that occurred while this sleight was in effect. | |||
:'''Downtime''': You slip the target’s mind into a fugue-state regenerative downtime, to repair their psyche. | |||
::'''Action:''' Task | '''Duration:''' Sustained | '''Infection Modifier:''' 2 | |||
:: You must sustain this sleight for 4 hours during which you may take no other complex actions. Downtime cannot be concurrent with a long recharge. This process heals 1d6 stress, +1d6 per superior success. Traumas and disorders are unaffected by this sleight. If interrupted, no stress is healed. For all sensory purposes, you and the target are catatonic during downtime, completely oblivious to the outside world. Only severe disturbances or physical shock (such as being wounded or hit by a shock weapon) will bring you or the target out of it. Any target of this sleight other than yourself must make a WIL Check; if they fail, sometime within the next 24 hours they will be subject to one of your influence effects | |||
:'''Ego Sense''': You detect the presence and location (rough direction from yourself) of other sentient and biological life forms (i.e., egos and animals) within Close range. | |||
::'''Action:''' Complex | '''Duration:''' Action Turns | '''Infection Modifier:''' 2 | |||
:: Each life form makes an opposed test against your roll. You suffer modifiers for size, the same as for ranged attacks. Superior successes provide additional details: approximate size, exact distance, type of creature, etc. If the target moves during the duration (WIL ÷ 5 action turns), you will have a rough idea of their speed and bearing. | |||
:'''Implant Memory''': You implant a memory of up to an hour’s length inside the target’s mind. | |||
::'''Action:''' Complex | '''Duration:''' Instant | '''Infection Modifier:''' 6 | |||
:: This memory may be completely fabricated, based on your real memories, or a combination of the two. Implanting real memories is useful for archiving important data with an ally, providing a literal alternate perspective, or simply making a memory dump for the target to peruse. Fake memories are often fuzzy and lacking detail, but bolstering them with real memories makes them more convincing. At the GM’s discretion, a fake memory that contradicts the target’s other memories, is drastically out of character, or includes details that inspire skepticism may be identified as false with an INT Check. Particularly traumatic memories may inflict mental stress on the recipient when they are first experienced. Implanted memories do not overwrite real memories. | |||
= Equipment = | = Equipment = | ||
== Morph == | == Morph == | ||
'''Futara'''<br> MP 4 | |||
Pools: Insight 2; Moxie 4; Vigor 1; Flex 0<br> | |||
Base Ware: Biomods; Cortical stack; Mesh Inserts<br><br> | |||
Traits:<br> | |||
Lethal: This morph inflicts more damage in melee combat. Add +1d6 DV to all melee damage rolls. MP 1<br><br> | |||
Added Ware:<br> | |||
Nanotats: Your skin is an artistic canvas. Tattoos created with nanobots can move around the body, change shape, color, brightness, texture, alternate text and images, and/or even create minor holographic effects on the skin’s surface, controllable via mesh inserts. MP 1<br> | |||
== Transport == | == Transport == |
Latest revision as of 06:48, 26 October 2019
A Character for Eclipse Phase Kiwami
Overview
Appearance
Background
Objectives
Vital Statistics
- Name: Nike Kuei
- Motivations: +Criminals
- Background: Lost
- Career: Enforcer
- Interest: Async
- Faction: Criminal
- Gender: Female
- Muse:
- Morph:
Things to Track
- Initiative (INIT): 6
- Wound Threshold (WT): 7
- Durability (DUR): 35
- Death Rating (DR): 53
- Trauma Threshold (TT): 6
- Lucidity (LUC): 30
- Insanity Rating (IR): 60
- Infection Rating: 20
- Ego Flex: 1
- Armour Rating (E/K):
Pools
- Insight: 2/2
- Moxie: 5/5
- Vigor: 1/1
- Flex: 1/1
Attributes
- Cognition (COG): 20
- Intuition (INT): 10
- Reflexes (REF): 20
- Savvy (SAV): 15
- Somatics (SOM): 15
- Willpower (WIL): 15
Attribute Checks
- COG Check: 60
- INT Check: 30
- REF Check: 60
- SAV Check: 45
- SOM Check: 45
- WIL Check: 55 (45 vs Provoke)
Abilities
- Athletics (SOM):
- Deceive (SAV): 90
- Exotic Skill: [Field]:
- Fray (REFx2): 70
- Free Fall (SOM):
- Guns (REF): 50
- Hardware: [Field] (COG):
- Infiltrate (REF): 50
- Infosec (COG):
- Interface (COG):
- Kinesics (SAV): 65
- Know: Psychology (COG): 80
- Know: Serial Killers (COG): 50
- Know: Freelancing: 80
- Know: Nightclubs: 50
- Know: The Lost Project: 60
- Know: Criminals: 50
- Medicine: [Field] (COG):
- Melee (SOM): 75
- Perceive (INTx2): 60
- Persuade (SAV):
- Pilot: [Field] (REF):
- Program (COG):
- Provoke (SAV): 65
- Psi (WIL): 80
- Research (INT):
- Survival (INT):
Reputation
- @-rep:
- Trivial:
- Minor:
- Moderate:
- Major:
- c-rep: 40
- Trivial:
- Minor:
- Moderate:
- Major:
- f-rep:
- Trivial:
- Minor:
- Moderate:
- Major:
- g-rep: 60
- Trivial:
- Minor:
- Moderate:
- Major:
- i-rep:
- Trivial:
- Minor:
- Moderate:
- Major:
- r-rep:
- Trivial:
- Minor:
- Moderate:
- Major:
- x-rep:
- Trivial:
- Minor:
- Moderate:
- Major:
Psi
Haunter
The low-level dread of incomprehensible terror, flittering at the edge of perception, is your constant companion. Sometimes it is the crushing weight of the uncaring dark void that makes our extinction a near certainty, sometimes it is a more palpable, unnameable presence, an entity so beyond your ken that you are insignificant in comparison. You are plagued by unrest and unease, taunted by nightmares and a sense that reality is not always as grounded as you would like.
Sleights
Χ
- Charisma: Your inhibitions are lowered, social intuition expanded, and emotional intelligence augmented. This enhances your ability to navigate social situations and process emotional information.
- Increase Moxie pool by 1.
- Enhanced Memory: You have a perfect memory. Unlike transhumans with hyperthymesia, this is not strictly autobiographical. You can be asked a random date and immediately recall trivial details such as the day of the week it was, what you did that day, what the weather was like, and the exact wording of a paragraph you read. Your memory is always “on” — in fact, you perceive reality and memory much like a split screen and are often caught in reverie.
- Enhanced memory has no effect on psychosurgery memory editing. You can push this sleight to recall your memories from a sort of third-person point of view, allowing you to make Perceive Tests to notice details you may have previously missed.
- Psi Armour:Your mind’s defenses are solidified.
- You gain mental armour equal to your WIL ÷ 3 (5) against psi attacks.
- Self-Control: Your will is tempered and unyielding.
- +10 to WIL Checks.
- Social-Cunning: Your emotional intelligence is sharpened and focused, making you more manipulative and exploitive of weaknesses.
- +10 to Persuade and Provoke Tests.
- Superior Kinesics: You haver finer control over your emotive signals, body language, and micro-expressions and are more capable at interpreting the same in others.
- +10 to Deceive and Kinesics Tests.
Γ
- Cloud Memory: You temporarily disrupt the target’s ability to form long-term memories.
- Action: Complex | Duration: Minutes | Infection Modifier: 6
- The target will retain short-term memories during the duration (WIL ÷ 5 minutes), but will soon (after d6 + 4 action turns) forget anything that occurred while this sleight was in effect.
- Downtime: You slip the target’s mind into a fugue-state regenerative downtime, to repair their psyche.
- Action: Task | Duration: Sustained | Infection Modifier: 2
- You must sustain this sleight for 4 hours during which you may take no other complex actions. Downtime cannot be concurrent with a long recharge. This process heals 1d6 stress, +1d6 per superior success. Traumas and disorders are unaffected by this sleight. If interrupted, no stress is healed. For all sensory purposes, you and the target are catatonic during downtime, completely oblivious to the outside world. Only severe disturbances or physical shock (such as being wounded or hit by a shock weapon) will bring you or the target out of it. Any target of this sleight other than yourself must make a WIL Check; if they fail, sometime within the next 24 hours they will be subject to one of your influence effects
- Ego Sense: You detect the presence and location (rough direction from yourself) of other sentient and biological life forms (i.e., egos and animals) within Close range.
- Action: Complex | Duration: Action Turns | Infection Modifier: 2
- Each life form makes an opposed test against your roll. You suffer modifiers for size, the same as for ranged attacks. Superior successes provide additional details: approximate size, exact distance, type of creature, etc. If the target moves during the duration (WIL ÷ 5 action turns), you will have a rough idea of their speed and bearing.
- Implant Memory: You implant a memory of up to an hour’s length inside the target’s mind.
- Action: Complex | Duration: Instant | Infection Modifier: 6
- This memory may be completely fabricated, based on your real memories, or a combination of the two. Implanting real memories is useful for archiving important data with an ally, providing a literal alternate perspective, or simply making a memory dump for the target to peruse. Fake memories are often fuzzy and lacking detail, but bolstering them with real memories makes them more convincing. At the GM’s discretion, a fake memory that contradicts the target’s other memories, is drastically out of character, or includes details that inspire skepticism may be identified as false with an INT Check. Particularly traumatic memories may inflict mental stress on the recipient when they are first experienced. Implanted memories do not overwrite real memories.
Equipment
Morph
Futara
MP 4
Pools: Insight 2; Moxie 4; Vigor 1; Flex 0
Base Ware: Biomods; Cortical stack; Mesh Inserts
Traits:
Lethal: This morph inflicts more damage in melee combat. Add +1d6 DV to all melee damage rolls. MP 1
Added Ware:
Nanotats: Your skin is an artistic canvas. Tattoos created with nanobots can move around the body, change shape, color, brightness, texture, alternate text and images, and/or even create minor holographic effects on the skin’s surface, controllable via mesh inserts. MP 1
Transport
Gear
Weapons
Misc
Blueprints
Merits and Flaws
Merits
- Psi Level 2 CP 4 - Haunter (Paranoia, Nightmare0
- Hardening: Violence CP 1
- Take no Stress from any Violence Trigger; -10 WIL Checks and -10 to Persuade tests
- Resolve (Ego) Level 2 CP 2
- +10 to WIL Checks
- Psi Slights CP 10
- Χ Charisma, Enhanced Memory, Psi Armour, Self Control, Social Cunning, Superior Kinesics,
- Γ Downtime, Implant Memory, Ego Sense, Cloud Memory.
Flaws
- Neural Damage: Mood Swings CP 2
- Your emotions shift quickly and dramatically. –10 to WIL Checks against Provoke. Caused by being raised in the goddam Lost Project.
- Paranoia (Psi-based)
- You mistrust others. You are hypervigilant but also hypersensitive to perceived hostility and insults. You bear grudges for longer periods.
- Effect: –10 to Kinesics Tests. Paranoid NPCs have a +20 bonus to SAV Checks against Persuade, but a –20 against hostile Provoke Tests while the disorder is active