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KingMurdoc

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Nov 6th, 2017
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  1. [spoiler]Name: Agent X44986A
  2. Age: 27. He thinks.
  3. Gender: Male
  4. Sex: M
  5. Race: Human (cybernetically enhanced)
  6. Appearance: Typically wears a black-and-blue environment suit complete with a goggled helmet; the goggles are designed to be usable with and without the helmet, though 86 rarely takes it off. The goggles themselves have a greenish glow, with the right one being larger and used for marksmanship and the left being split into two smaller lenses. The helmet itself has integrated comms as well as various other features intended to help commando operations. He is somewhat short, standing at 5'7".
  7.  
  8. He rarely removes the helmet, but underneath lies a head with close-cropped black hair, interrupted by numerous surgical scars and pockmarks. His right eye has been replaced with a cybernetic one - and it is clear there was no effort put into making it seem natural, as it glows with a red laser light that he can vary in intensity (though not to anything resembling a destructive power). His remaining natural eye is green.
  9.  
  10. Personality: A bit of a loner by reflex, if not entirely by preference. Quiet and focused. A bit fatalistic. Doesn't seem particularly subservient in action, but paradoxically seems to almost require someone to order him around.
  11.  
  12. Merit: 0
  13. HP: 22
  14. Moves:
  15.  
  16. Stats:
  17.  
  18. Essence: 3
  19. Constitution: 1
  20. Dexterity: 4
  21. Intelligence: 7
  22. Resistance: 1
  23. Strength: 2
  24. Synergy: 3
  25.  
  26. Perks:
  27. Technopathy: This character is a technopath. They can 'speak' with machines and control them mentally to an extent, making an Intelligence check to do so if contending with an AI or similar device.
  28.  
  29. Psionic Energy: This character has a pool of Energy, equal to 10*INT, that they use to operate their special abilities. It regenerates at a rate of INT/2 per turn, rounded down.
  30.  
  31. Psionic Power: Whenever this character gains INT or SYN via training, they gain one point of the other.
  32.  
  33. Flaw: Ingrained Conditioning: This character has a series of behavioral restrictions and secret commands coded into their psyche via hypnosis, conditioning, and brain implants. The list of rules is at the end of this sheet; the secret commands are known only to the GM. These restrictions can be overloaded and overcome, but the process inflicts a great deal of mental and physical stress.
  34.  
  35. Actions:
  36. -Actives
  37.  
  38. Cloaking: The user may activate this and become untargetable by non-AoE actions from enemies that rely on visual detection, by bending light around themselves to become invisible. Costs 10 energy to activate, and 4 energy to maintain. Requires Hostile Environment Suit.
  39.  
  40. Lockdown: Loads a long-range electromagnetic interference device into the C10 rifle and fires it at a mechanical target. Does no damage, but stuns a mechanical target for a round. Costs 7 energy, requires C10 Canister Rifle.
  41.  
  42. Pinpoint: Analyze a target for structural weaknesses, granting all attacks against it an additional INT% critical chance for two rounds. Stacks.
  43.  
  44. -Passives
  45.  
  46. Marksmanship: All attacks with ranged weapons have an INT% chance to deal double damage. If a weapon has a chance to deal critical hits, this chance is added to it.
  47.  
  48. -Trumps
  49.  
  50. Technopathic Escape: If this character would die, their mind is immediately transferred to the nearest machine/computer, preferring more advanced, spacious, and empty (not containing any/very much intelligence) containers, in that order. This causes all of the user's physical stats to reset. Does not take an action slot.
  51.  
  52.  
  53. Equipment:
  54.  
  55. Hostile Environment Suit: A suit that channels the wearer's psionic ability into practical effects, increasing their physical abilities, among other things. Adds INT/4 to the user's Strength and Dexterity while equipped.
  56.  
  57. C10 Canister Rifle: A specialized rifle that can deliver numerous payloads at long distances, firing small canisters of munitions. Deals 1d6+DEX damage, which is increased by 50% against small or unarmored targets and decreased by 50% against large or unarmored ones.
  58.  
  59. Mobius Reactor: A device designed to provide electrical power which allows ghosts to utilize their abilities more easily. Adds +40 Energy.
  60.  
  61. Reserve:
  62. [/spoiler]
  63. Restrictions
  64. -Cannot commit violence except in clear self-defense unless ordered by a superior.
  65. -Cannot voluntarily read minds unless permitted by a superior.
  66. -Cannot request removal of conditioning.
  67. -Must obey orders from verified friendly officers of rank Captain or above.
  68. -Cannot tamper with friendly computer systems unless permitted by a superior.
  69. [spoiler]
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