Giselle Vea Croix: Difference between revisions
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==Motivations== | ==Motivations== | ||
+Nine Lives Interests | |||
==Derived Stats== | ==Derived Stats== | ||
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:DUR: | :DUR: | ||
:DR: | :DR: | ||
:LUC: | :LUC: 40 | ||
:TT: | :TT: 8 | ||
:IR: | :IR: 80 | ||
:Inf: | :Inf: 2 | ||
Pools | :Init: 5 | ||
:Insight | Pools (Base+ Morph + Other) | ||
:Moxie | :Insight: | ||
:Vigor | :Moxie: 1 | ||
:Flex: | :Vigor: | ||
:Flex: 1 | |||
==Skills and Aptitudes== | ==Skills and Aptitudes== | ||
Line 63: | Line 64: | ||
:G-rep: 60 | :G-rep: 60 | ||
:C-rep: 40 | :C-rep: 40 | ||
==Psi== | |||
Strain: Stranger<br> | |||
Infection Rating: 20 | |||
Your infection is the shadow at your side, the whispering chant of its unusual desires echoing just below the limits of your perception. It is omnipresent but patient, waiting for moments of vulnerability to steer you towards its inscrutable ends. Though its motivations are hazy, it seems to enjoy testing your limits — and those of transhumanity at large. | |||
===Slights=== | |||
'''Psi-Chi'''<br> | |||
Charisma:<br> | |||
: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:<br> | |||
: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 | |||
Self Control:<br> | |||
:Your will is tempered and unyielding. | |||
: +10 to WIL Checks. | |||
Social Cunning:<br> | |||
: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 | |||
'''Psi-Gamma'''<br> | |||
Browse Thoughts: | |||
:Action: Complex; Duration: Sustained; Infection Mod: 4 | |||
:You scan the target’s surface thoughts, gaining a general sense of what is currently running through their mind. Superior successes provide deeper detail. This is not an invasive delve into the target’s mind for specific information like Deep Scan; instead, you simply get a read on what the target is currently thinking. | |||
Cloud Memory: | |||
:Action: Complex; Duration: Minutes; Infection Mod: 6 | |||
:You temporarily disrupt the target’s ability to form long-term memories. The target will retain short-term memories during the duration (WIL ÷ 5 minutes; 4 minutes), but will soon (after d6 + 4 action turns) forget anything that occurred while this sleight was in effect. | |||
Implant Memory: | |||
:Action: Complex • Duration: Instant • Infection Mod: 6 | |||
:You implant a memory of up to an hour’s length inside the target’s mind. 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. | |||
Subliminal: | |||
:Action: Complex; Duration: Hours; Infection Mod: 10 | |||
:You implant a single post-hypnotic suggestion into the target’s mind which they will carry out as if it was their own idea. Implanted suggestions must be short and simple; the GM may require suggestions be encompassed in a short sentence (for example: “open the airlock” or “hand over the weapon”). Suggestions may include a short trigger condition (“when the alarm goes off, ignore it”). The target receives a WIL Check to resist any suggestion that is immediately life threatening (“jump off the bridge”) or that violates their motivations or personal strictures. | |||
== Traits == | == Traits == | ||
Line 68: | Line 104: | ||
: Psi (Stranger) Level 2 | : Psi (Stranger) Level 2 | ||
: Mental Disorder (Paranoia) [Psi-linked] | : Mental Disorder (Paranoia) [Psi-linked] | ||
: Hardening (Violence) | |||
Morph | Morph | ||
== Equipment == | == Equipment == | ||
Worn | Worn | ||
:null | :null | ||
Carried | Carried | ||
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Implants | Implants | ||
:null | :null | ||
Programs | |||
:Anonymizer: You have an account with an anonymizing proxy service that masks your Mesh ID | |||
:Fake Ego ID: This forged ID will pass in most inner system and Jovian Republic habitats, and sometimes others. It gives you a rep score in one network with that ID at 10. (@: 10) | |||
:VPN: This app enables you to communicate over a virtual private network. VPNs provide a –30 modifier to sniffing attacks. | |||
:TacNet: Share Tactical Data in real time. (there's a load, check p327) | |||
<br> | |||
Muse: | |||
:Hardware: Electronics 30, Infosec 30, Interface 60, Know: Accounting 60, Know: Psychology 60, Perceive 30, Program 30, Research 30, Know: Cartel Politics 40, Know: The Lost 40. | |||
== Experience Log == | == Experience Log == |
Latest revision as of 09:29, 24 July 2021
Overview
Background: Lost
Career: Enforcer
Interest: Commander
Faction: Nine Lives (Criminal)
Morph: None
Motivations
+Nine Lives Interests
Derived Stats
Vitals
- AV: ?
- WT:
- DUR:
- DR:
- LUC: 40
- TT: 8
- IR: 80
- Inf: 2
- Init: 5
Pools (Base+ Morph + Other)
- Insight:
- Moxie: 1
- Vigor:
- Flex: 1
Skills and Aptitudes
Languages: English
COG: 15 Check: 45
- Infosec:
- Interface: 20; 35
- Program: 0; 15
- Medicine (Psychosurgery) 35; 50
- Know: (Administration) 40; 55
- Know: (Psychology) 60; 75
- Know: (Serial Killers) 30; 45
- Know: (Criminals) 60; 75
- Know: (Voudou) 30; 45
- Know: (Nine Lives) 30; 45
INT: 15 Check: 45
- Survival:
- Perceive: 20; 50
- Research:
REF: 10 Check: 30
- Guns: 20; 30
- Fray: 30; 50
- Infiltrate: 20; 30
SAV: 20 Check: 60
- Deceive: 50; 70
- Kinesics: 50; 70
- Persuade: 60; 80
- Provoke: 60; 80
SOM: 10 Check: 30
- Athletics: 10; 20
- Free Fall:
- Melee: 50; 60
WIL: 20 Check: 60
- Psi: 50; 70
Reputation
Primary Identity
- G-rep: 60
- C-rep: 40
Psi
Strain: Stranger
Infection Rating: 20
Your infection is the shadow at your side, the whispering chant of its unusual desires echoing just below the limits of your perception. It is omnipresent but patient, waiting for moments of vulnerability to steer you towards its inscrutable ends. Though its motivations are hazy, it seems to enjoy testing your limits — and those of transhumanity at large.
Slights
Psi-Chi
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
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
Psi-Gamma
Browse Thoughts:
- Action: Complex; Duration: Sustained; Infection Mod: 4
- You scan the target’s surface thoughts, gaining a general sense of what is currently running through their mind. Superior successes provide deeper detail. This is not an invasive delve into the target’s mind for specific information like Deep Scan; instead, you simply get a read on what the target is currently thinking.
Cloud Memory:
- Action: Complex; Duration: Minutes; Infection Mod: 6
- You temporarily disrupt the target’s ability to form long-term memories. The target will retain short-term memories during the duration (WIL ÷ 5 minutes; 4 minutes), but will soon (after d6 + 4 action turns) forget anything that occurred while this sleight was in effect.
Implant Memory:
- Action: Complex • Duration: Instant • Infection Mod: 6
- You implant a memory of up to an hour’s length inside the target’s mind. 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.
Subliminal:
- Action: Complex; Duration: Hours; Infection Mod: 10
- You implant a single post-hypnotic suggestion into the target’s mind which they will carry out as if it was their own idea. Implanted suggestions must be short and simple; the GM may require suggestions be encompassed in a short sentence (for example: “open the airlock” or “hand over the weapon”). Suggestions may include a short trigger condition (“when the alarm goes off, ignore it”). The target receives a WIL Check to resist any suggestion that is immediately life threatening (“jump off the bridge”) or that violates their motivations or personal strictures.
Traits
Ego
- Psi (Stranger) Level 2
- Mental Disorder (Paranoia) [Psi-linked]
- Hardening (Violence)
Morph
Equipment
Worn
- null
Carried
- null
Implants
- null
Programs
- Anonymizer: You have an account with an anonymizing proxy service that masks your Mesh ID
- Fake Ego ID: This forged ID will pass in most inner system and Jovian Republic habitats, and sometimes others. It gives you a rep score in one network with that ID at 10. (@: 10)
- VPN: This app enables you to communicate over a virtual private network. VPNs provide a –30 modifier to sniffing attacks.
- TacNet: Share Tactical Data in real time. (there's a load, check p327)
Muse:
- Hardware: Electronics 30, Infosec 30, Interface 60, Know: Accounting 60, Know: Psychology 60, Perceive 30, Program 30, Research 30, Know: Cartel Politics 40, Know: The Lost 40.
Experience Log
CP
Psi (Stranger) Level 2: 4 CP [4]
Mental Disorder (Paranoia): Free/Psi
Subliminal: Free Psi
Charisma: 1 CP [5]
Enhanced Memory: 1 CP [6]
Self Control: (+10 WIL checks, not included) 1 CP [7]
Social Cunning (+10 Persaude/Provoke, not included): 1 CP [8]
Browse Thoughts: 1 CP [9]
Cloud Memory: 1 CP [10]
Implant Memory: 1 CP [11]
Superior Kinesics (+10 Decieve/Kinesics, not included): 1 CP [12]
Hardening (Violence): 1 CP [-10 on Will Check/Persuade, not included] [13]
Medicine (Psychosurgery) 35: 7CP [20]