Treplia Cuspin: Difference between revisions

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= Combat Information =
= Combat Information =
* Initiative:
* Initiative: 9+4D6
* Matrix Initiative:
* Matrix Initiative:  
* Astral Initiative:
* Astral Initiative: 10+5D6




Line 52: Line 52:
=== Limits ===
=== Limits ===


* Physical Limit:
* Physical Limit: 4(4)
* Mental Limit:
* Mental Limit: 7(7)
* Social Limit:
* Social Limit: 6(6)


== Skills ==
== Skills ==
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===Armor/Clothing===
===Armor/Clothing===
* Name (Total Cost), Rating:  
 
* Lined Coat (900Y), Rating: 9
** Accessories:
 
* Armoured Clothing (450Y), Rating: 6
** Accessories:
** Accessories:


===Ranged Weapons===
===Ranged Weapons===
* Name (Total Cost)
 
** Dam: , Acc: , AP: , Mode: , RC: , Ammo:  
Colt Government 2066 (425Y)
** Accessories:
** Dam: 7P, Acc: 6, AP: -1, Mode: SA, RC: -, Ammo: 14(c)
** Primary Ammo: Type (Amount)
** Accessories: Spare Clip x4
** Primary Ammo: Standard (500)
** Other Ammo: Type (Amount)
** Other Ammo: Type (Amount)


===Melee Weapons===
===Melee Weapons===
* Name (Total Cost)
 
** Reach: , Dam: , Mode: , RC: , AP:
Survival Knife (100Y)<br>
** Reach: - , Dam: STR+2P , Mode: , RC: , AP: -1


=== Cybernetics ===
=== Cybernetics ===
Line 147: Line 153:


=== Other Gear ===
=== Other Gear ===
* Name (Total Cost), Rating:
 
** Accessories:
* Sony Emperor Commlink (700Y)
* Silver Credstick x2 (40Y)
* Micro-Tranciever (100Y)
* Glasses (125), Rating: 1
** Accessories: Image Link
* Medkit x3 (750Y), Rating: 3
 


== Special Abilities ==
== Special Abilities ==


=== Spells/Preparations/Rituals/Complex Forms ===
=== Spells/Preparations/Rituals/Complex Forms ===
* Power Name
** Type/Target: , Range: , Duration: , Drain:
** Notes/Explanation


Levitate<br>
*Levitate
Magic Fingers<br>
** Type/Target: P, Range: LOS, Duration: S, Drain: F-2
Armour<br>
** Notes/Explanation: I believe I can fly! Beat threshold equal to subject mass/200 kilos, move anywhere in LOS at rate equal to force of spell.
Ignite<br>
 
Swarm<br>
*Magic Fingers
Heal<br>
** Type/Target: P, Range: LOS, Duration: S, Drain: F-2
Manabolt<br>
** Notes/Explanation: Magical invisible floating hands: Strength and Agility are equal to hits on spellcasting test.
Flamethrower<br>
 
Detect Magic<br>
*Physical Barrier
Physical Barrier<br>
** Type/Target: P, Range: LOS(A), Duration: S, Drain: F-1
** Notes/Explanation: Creates a wall with 1 armour and structure per hit. Regenerates to full stats at start of combat turn so long as it is sustained and not ever brought to 0 structure.
 
*Ignite
** Type/Target: P, Range: LOS, Duration: P, Drain: F-1
** Notes/Explanation: Sets stuff on fire. Non-living; beat Object Resistance dice pool. Living; Spellcasting +
Magic [Force] v. Body + Reaction Test.
 
*Swarm
** Type/Target: M, Range: LOS(A), Duration: S, Drain: F-1
** Notes/Explanation: -2 from enemy initiative score per hit. Imaginary BEEEEEEEES!
 
*Heal
** Type/Target: M, Range: T, Duration: P, Drain: F-4
** Notes/Explanation: Heals physical damage equal to hits on test.
 
*Manabolt
** Type/Target: M, Range: LOS, Duration: I, Drain: F-3
** Notes/Explanation: Magical Radiation zap, affects living and/or magical targets.
 
*Fireball
** Type/Target: P, Range: LOS, Duration: I, Drain: F-1
** Notes/Explanation: Boom.
 
*Detect Magic
** Type/Target: M, Range: T, Duration: S, Drain: F-2
** Notes/Explanation: Detect the presence of all foci, spells,wards, magical lodges, alchemical preparations, active
rituals, and spirits.
 
*Armour
** Type/Target: P, Range: LOS, Duration: S, Drain: F-2
** Notes/Explanation: Extra, cumulative armour equal to hits scored. Does not count towards encumbrance.


=== Adept Powers or Other Abilities ===
=== Adept Powers or Other Abilities ===
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=== Gains ===
=== Gains ===
Total/Spent/Unspent (25/0/25)
Total/Spent/Unspent (46/29/17)
* Chargen Karma (25)
* Chargen Karma (46)
* Session 1 (?)
* Session 1 (?)


=== Expenditures ===
=== Expenditures ===
Total/Spent/Unspent (25/0/25)
Total/Spent/Unspent (25/0/25)

Latest revision as of 13:10, 30 March 2014

Overview

Appearance

Background

Combat Information

  • Initiative: 9+4D6
  • Matrix Initiative:
  • Astral Initiative: 10+5D6


  • Primary Armor: , Rating:
    • Accessories:
  • Primary Ranged Weapon:
    • Dam: , Acc: , AP: , Mode: , RC: , Ammo:
    • Accessories:
    • Primary Ammo:
    • Other Ammo:
  • Primary Melee Weapon:
    • Reach: , Dam: , Mode: , RC: , AP:

Condition Monitor

    • Physical Damage Tracker:
    • Stun Damage Tracker:

General Information

Attributes

  • Body: 3
  • Agility: 4
  • Reaction: 4
  • Strength: 2
  • Willpower: 4
  • Logic: 6
  • Intuition: 5
  • Charisma: 3

Special Attributes

  • Edge: 1
  • Essence: 6
  • Magic: 6

Derived Attributes

  • Composure:
  • Judge Intentions:
  • Memory:
  • Lift/Carry:
  • Movement:

Limits

  • Physical Limit: 4(4)
  • Mental Limit: 7(7)
  • Social Limit: 6(6)

Skills

Skill Groups

  • Enchanting (Alchemy, Artificing, Disenchanting): 5

Active Skills

  • Skill Name (Attribute): Rating [Specialty]

Banishing (magic): 2 (0+2) (8 dice)
Binding (magic): 2 (0+2) (8)
Summoning (magic): 2 (0+2) (8)
Spellcasting (magic): 6 (5+1) [Manipulation, +2 combat spell dice] (12)
Counterspelling (magic): 6 (5+1) (12)
Ritual Spellcasting (magic): 6 (0+6) (12)
Alchemy (magic): 5 (11)
Artificing (magic): 5 (11)
Disenchanting (magic): 5 (11)

Arcana (Logic): 6 (0+6) (12)
Astral Combat (Willpower): 1 (0+1) (5)

Pistols (Agility): 3 (0+3) Semi Auto (7)
Blades (Agility): 1 (0+1) Knives (5)

Running (Strength): 1 (0+1) (3)
Swimming (Strength): 1 (0+1) (3)
Gymnastics (Agility): 1 (0+2) Climbing (5)
Sneaking (Agility): 2 (0+2) Urban (6)

First Aid (Logic): 1 (0+1) Gunshot (7+2)
Perception (Intuition): 1 (0+1) (6)

Etiquette (Charisma): 3 (0+3) Corporate (4)
Negotiation (Charisma): 1 (0+1) Bargaining (6)

Knowledges

  • Knowledge Name (Attribute): Rating [Specialty]

Qualities

  • Quality (Cost/Rating): Effects

Focused Concentration 3 (-12): One up to force 3 spell can be maintained without penalty.
Spirit Mentor (Dragonslayer:): +2 dice pool to Negotiation, +2 to combat spells, foci, rituals.

Dependents 1 (+3)
Corporate Limited SIN (+15)

IDs/Lifestyles/Currency

  • Primary Lifestyle: Low (+workspace) (2 Months)
  • Nuyen:
  • Licenses: License (Rating)
  • Fake IDs/Related Lifestyles/Funds/Licenses
    • Fake ID (Rating)

Contacts

  • Name
    • Loyalty: , Connection:

Equipment

Armor/Clothing

  • Lined Coat (900Y), Rating: 9
    • Accessories:
  • Armoured Clothing (450Y), Rating: 6
    • Accessories:

Ranged Weapons

Colt Government 2066 (425Y)

    • Dam: 7P, Acc: 6, AP: -1, Mode: SA, RC: -, Ammo: 14(c)
    • Accessories: Spare Clip x4
    • Primary Ammo: Standard (500)
    • Other Ammo: Type (Amount)

Melee Weapons

Survival Knife (100Y)

    • Reach: - , Dam: STR+2P , Mode: , RC: , AP: -1

Cybernetics

  • Name (Rating), Essence:
    • Notes:

Cyberdeck

  • Model: , Rating:
    • Attack: , Sleaze: , Data Processing: , Firewall:
  • Programs:
  • Matrix Condition Monitor:

Vehicle

  • Vehicle:
    • Handling: , Speed: , Acceleration: ,
    • Pilot: , Body: , Armor: , Sensor: , Seats:

Other Gear

  • Sony Emperor Commlink (700Y)
  • Silver Credstick x2 (40Y)
  • Micro-Tranciever (100Y)
  • Glasses (125), Rating: 1
    • Accessories: Image Link
  • Medkit x3 (750Y), Rating: 3


Special Abilities

Spells/Preparations/Rituals/Complex Forms

  • Levitate
    • Type/Target: P, Range: LOS, Duration: S, Drain: F-2
    • Notes/Explanation: I believe I can fly! Beat threshold equal to subject mass/200 kilos, move anywhere in LOS at rate equal to force of spell.
  • Magic Fingers
    • Type/Target: P, Range: LOS, Duration: S, Drain: F-2
    • Notes/Explanation: Magical invisible floating hands: Strength and Agility are equal to hits on spellcasting test.
  • Physical Barrier
    • Type/Target: P, Range: LOS(A), Duration: S, Drain: F-1
    • Notes/Explanation: Creates a wall with 1 armour and structure per hit. Regenerates to full stats at start of combat turn so long as it is sustained and not ever brought to 0 structure.
  • Ignite
    • Type/Target: P, Range: LOS, Duration: P, Drain: F-1
    • Notes/Explanation: Sets stuff on fire. Non-living; beat Object Resistance dice pool. Living; Spellcasting +

Magic [Force] v. Body + Reaction Test.

  • Swarm
    • Type/Target: M, Range: LOS(A), Duration: S, Drain: F-1
    • Notes/Explanation: -2 from enemy initiative score per hit. Imaginary BEEEEEEEES!
  • Heal
    • Type/Target: M, Range: T, Duration: P, Drain: F-4
    • Notes/Explanation: Heals physical damage equal to hits on test.
  • Manabolt
    • Type/Target: M, Range: LOS, Duration: I, Drain: F-3
    • Notes/Explanation: Magical Radiation zap, affects living and/or magical targets.
  • Fireball
    • Type/Target: P, Range: LOS, Duration: I, Drain: F-1
    • Notes/Explanation: Boom.
  • Detect Magic
    • Type/Target: M, Range: T, Duration: S, Drain: F-2
    • Notes/Explanation: Detect the presence of all foci, spells,wards, magical lodges, alchemical preparations, active

rituals, and spirits.

  • Armour
    • Type/Target: P, Range: LOS, Duration: S, Drain: F-2
    • Notes/Explanation: Extra, cumulative armour equal to hits scored. Does not count towards encumbrance.

Adept Powers or Other Abilities

Improved Reflexes 3 (3.5 PP): +3 Reaction, +3D6 initiative.
Improved Agility (1 PP): +1 Agility.
Astral Perception (1 PP)
Mystic Armour (.5 PP): 1 level of armour, stacks, works against physical and astral attacks.

Other Gear

Chargen

Priorities:

  • A:
  • B:
  • C:
  • D:
  • E:

Karma

Gains

Total/Spent/Unspent (46/29/17)

  • Chargen Karma (46)
  • Session 1 (?)

Expenditures

Total/Spent/Unspent (25/0/25)