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Araneth

Marishka the Scientist

Jul 25th, 2015
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  1. Doctor Marishka Laenaskov the Scientist
  2.  
  3. Race: Dimasca [Vampiric] (Your race thrives on blood. When you consume fresh blood, take +1 forward and heal 1d4 damage.)
  4. Gender/Age: Female/Young adult
  5. Description: Human in appearance with pristine ivory skin, long, straight silver hair and piercing crimson-red eyes framed by long, dark eyelashes. Hey lips are dark, hiding white teeth, her fangs prominent and sharp. The ends of her fingers are tipped with sharp, polished nails, each delicately shaped and painted black. She dresses smart, a suit beneath her white lab coat and silver glasses simply for aesthetic reasons rather than any need for them.
  6.  
  7. Stats:
  8.  
  9. Intelligence: 16 (+2)
  10. Wisdom: 15 (+1)
  11. Constitution: 13 (+1)
  12. Charisma: 13 (+1)
  13. Dexterity: 9
  14. Strength: 8 (-1)
  15. Base Damage: d4
  16.  
  17. HP: 17
  18. Armour: 1
  19. XP: 0/9
  20. Level 2
  21.  
  22. Alignment: Chaotic - Wreak havoc with your experiments.
  23.  
  24. Research: Chemistry and Medicine
  25.  
  26. Gear:
  27. A set of small tools for experiments related to your field (1 weight)
  28. Lab coat (0 weight) and ballistic vest (1 armor, 1 weight)
  29. Stun pistol (near, stun, 1 weight)
  30. Two healing injections (0 weight)
  31. Rations (5 uses, 1 weight)
  32. Shotgun
  33. Load: 4/6
  34.  
  35. Bonds:
  36. Falgrim is eager to learn from me, I will teach them what I can.
  37. Kornel would be an interesting test subject.
  38. ___ doesn't trust me, I'll have to be sure they don't get in the way of my progress.
  39.  
  40. Moves:
  41.  
  42. Development
  43. When you get to work in a well-equipped laboratory, you may produce a prototype related to your field. Describe what you want to invent, and the GM will tell you what it'll cost you in time and money, and how you can optionally reduce that cost.
  44.  
  45. Field Experiment
  46. When you attempt an upgrade, repair, or experiment related to your field using whatever's on hand, describe what you're trying to do and roll+INT. On a hit, your experiment is a success, but on a 7-9, it'll either take awhile to finish or you'll have to settle for a lesser effect, your choice.
  47.  
  48. Objects altered (rather than just repaired) by an experiment gain the dangerous tag, as well as +2 damage if it can be used as a weapon. When you use this move to repair a robot or heal a lifeform, roll 1d6 for the damage healed.
  49.  
  50. Controlled Environment
  51. When you have some downtime in a well-equipped lab, you can make a Field Experiment move without rolling.
  52.  
  53. Ordered Chaos
  54. When you alter an object with a field experiment, you can opt to remove the dangerous tag, or increase the damage bonus to +4 and grant it the “messy” tag.
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