Talk:Alice Samelrand

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Alice 2.0

Rising Hero
Strageos and Knight-Commander of House Samelrand

Alice Samelrand shortly before the Battle of the Zeta Ward's Camps

Traits

  • Construct
  • Patrician
  • Close Combat Gunslinger
  • Thaumatech Alpha Access
  • Alpha Logitke
  • Omega Logitke
  • Omega Crucible
  • Etheric Flame
  • Track Hunter. She crits on 5s or 6s against vehicles with AT weapons
      • DO NOT USE unless needed *** Samelrand Combat Conditioning: If you are willing to submit Alice's will to the goals of Hector Samelrand, Alice can spend 1 WP to gain a +10 bonus to overcome mental attacks, or a +5 to overcome wound effects, including death penalties.
  • Gun Fu
  • Physical Training (X): Gain +5 maximum Physical Stress level.
  • Perseverance
  • Quick Draw Gunslinger

Exploits

  • Physique: 6 +1 (7/7)
  • Senses:6 +1 +1 (8/8)
  • Intellect: 5 +1 (6/6)
  • Aether: 3 +1 (4/4)

Quirks

  • Unruffled
  • Cold Hearted
  • Dressed to the Nines
  • "Watchful," +1 to Alertness rolls to detect imminent combat.

Skills

  • Alertness: 5
  • Athleticism: 5
  • Concentration: 1
  • Intuition: 3 +2
  • Aether Channel: 3 +2
  • Archery: 0
  • Firearms: 8 +2 [Hero]
  • Melee: 1
  • Tactics: 2
  • Unarmed: 6 [Hero]
  • Medicine: 1
  • Leadership: 4
  • Ride: 1
  • Navigation: 1
  • Construction: 0
  • Ecosphere: 0
  • Weapon Systems: 4
  • Technical Systems: 0
  • Drive: 1
  • Pilot: 0
  • Stealth: 5
  • Deception: 3
  • Investigation: 1
  • Legerdemain: 0
  • Codes: 1
  • Graces: 4
  • Languages: 1
  • Social Circle: 2
  • Conversation: 1
  • Interrogation: 1
  • One-liners: 1
  • Theory: 0
  • Local Knowledge:1
  • Critical Thinking: 3 +2
  • Electrotech: 0
  • Ethertech: 0
  • Thaumatech: 2
  • Read Auras: 1
  • Sorcery: 0
  • Willwork: 1

New CP

Trinities are so mean :( +4 CP
Mobsters are so mean :( +5 CP
Killcrazy Reds are so mean :( +5 CP
Cogmeks are so mean :( +6CP)
-9 Unarmed 5, Unarmed 6
-7 Athletics 4 Athletics 5
Ixbot is so mean :( +5CP
Nobody was mean? +3CP
Battle of the Camp Part 1 +2 CP
Battle of the Camp Part 2 +4 CP
- 6CP for Weapon Systems 4
Battle of the Camp 3 +7 CP (Idols are evil!)
-5CP firearms 6
Battle of the Camp 4 +4 CP (End of the line)
Power Point Cash in +50 CP
-5 CP for Graces 4
-6 cp for Leadership 4
"all Father's cruelty and ambitions wrapped in velvet and held with a chain." + 4CP
-10 for Base Senses 6
-10 for Base Physical 6
-8 for Base IQ 5
"How far do you plan on taking this, Alice?" 3
-6 CP fore Fire Arms 7, 7CP for Firearms 8
-7CP for Alertness up to 5
-1CP for Drive 1
-10CP to stealth up to 5
-3CP Deception to 3
"Shared risk for shared reward, Peace Marshal" 3
Alice plays with Fire [zombies] in a Fuel Dump 5
Removes a powerpoint from Saint Just's side
"Black Hole > Vampire 3cp
-1 CP Navigation 1
"Saving the Legion" 4CP
"AI logos ghosts are so mean" 3
Hector's Codes 5cp

Total CP remaining 24

Combat Panel

1 Fate point
1 Power Point cashed in for personal power
4 Aura
0 Advantage
8/8 Focus
6/6 WP
2/4 Ether (2 committed)

loot

Mattock 15CL
Praxis Bracelet
Halo Praxis, a Versiblade Praxis, a Dyntron Praxis, and an Anatomy Praxis
Nightmare Arms new NSL Krone
<IXJac> OK, Alice finds an old electrotech vision monocular that still seems to be in working order. Gives +1 Focus pool.

Samelrand Wierdos Brigades

Canaan Synesthesia Razorgirls
Sylvan OverKommandos
Wolfenstein 3D Bosses and Muntants
<IXJac> Hmmm, go with Construct, and give them the Combat timer negative trait. That gives you an extra two trait points to work with as well. Rather than Thaumatech Alpha, give them a free Physical Conditioning instead (+5 PS per HL)
Drugged Up Witchs
Werewolf Women of the Samelrand Spire
Stoned Cold Killer Hobos with Shotguns
Roided up ex Legionaries
Cybered up delinquent gangers