Uldane, iconic Rogue by BenWootten |
Alchemy has changed you on an elemental Bioenhanced level, to such a degree that you can transform your body from Earth to Void and return to an Earth state in a nearby location. You are a master of mobility who also uses their quickness for combat, evasion, and entertainment. Martial Artists and Swashbucklers think they can move, but they are wrong.
Attributes: ST 11 [10]; DX 15 [100]; IQ 13
[60]; HT 13 [30].
Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 13 [0]; Per 14 [5]; FP 11 [0]; Basic Speed 7.00 [0]; Basic Move 9 [10].
Advantages: Bioenhancement Talent 2 [10]; Flexibility [5]; Luck [15]; Perfect Balance [15]; Warp (Bioenhancement, -10%; Range Limit, 20 yards, -45%) [45]. • One 15-point Motivational lens. • A further 25 points in Bioenhancement abilities with the leftovers spent on abilities chosen from among DX +1 [20], IQ +1 [20], Per +1 to +6 [5/level], Basic Speed +1 [20], Basic Move +1 or +2 [5 or 10], Alcohol Tolerance [1] or Alcohol Tolerance (Cosmic) [3], Ambidexterity [5], Bioenhancement Talent 3-4 [5/level], Catfall [10], Combat Reflexes [15], Craftiness [5/level], Danger Sense [15], Enhanced Dodge 1 or 2 [15 or 30], Destiny [5 to 15], Fearlessness [2/level] or Unfazeable [15], Fit [5] or Very Fit [15], Lifting ST [3/level], Serendipity [15/level], Sure-Footed (Uneven) [1], improve Combat Reflexes [15] to Enhanced Time Sense [45] for 30 points, Flexibility [5] to Double-Jointed [15] for 10 points, or Luck [15] to Extraordinary Luck [30] for 15 points,
Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 13 [0]; Per 14 [5]; FP 11 [0]; Basic Speed 7.00 [0]; Basic Move 9 [10].
Advantages: Bioenhancement Talent 2 [10]; Flexibility [5]; Luck [15]; Perfect Balance [15]; Warp (Bioenhancement, -10%; Range Limit, 20 yards, -45%) [45]. • One 15-point Motivational lens. • A further 25 points in Bioenhancement abilities with the leftovers spent on abilities chosen from among DX +1 [20], IQ +1 [20], Per +1 to +6 [5/level], Basic Speed +1 [20], Basic Move +1 or +2 [5 or 10], Alcohol Tolerance [1] or Alcohol Tolerance (Cosmic) [3], Ambidexterity [5], Bioenhancement Talent 3-4 [5/level], Catfall [10], Combat Reflexes [15], Craftiness [5/level], Danger Sense [15], Enhanced Dodge 1 or 2 [15 or 30], Destiny [5 to 15], Fearlessness [2/level] or Unfazeable [15], Fit [5] or Very Fit [15], Lifting ST [3/level], Serendipity [15/level], Sure-Footed (Uneven) [1], improve Combat Reflexes [15] to Enhanced Time Sense [45] for 30 points, Flexibility [5] to Double-Jointed [15] for 10 points, or Luck [15] to Extraordinary Luck [30] for 15 points,
Disadvantages: Increased Consumption 1 [-10]. • A further -20 points chosen
from among Curious [-5*], Epilepsy [-30], Impulsiveness [-10*],
Short Attention Span [-10*], or Workaholic [-5]. • A further -20 points chosen from the previous or
from among Bad Temper [-10*], Chummy [-5] or Gregarious [-10], Compulsive
Carousing [-5*], Jealousy [-10], Lecherousness [-15*], On the Edge [-15*], Overconfidence
[-5*], Sense of Duty (Team) [-5], or Trickster [-15*].
Primary Skills: Acrobatics (H) DX+3 [12]-18‡; Body Sense (H) DX [4]-15; Climbing
(A) DX+5 [4]-20†‡;
Escape (H) DX+3 [4]-18†; Jumping (E) DX+1 [2]-16; Parachuting (E) DX [1]-15; Piloting (Glider) (A) DX+1
[2]-16‡; Running (A) HT [2]-13; Shadowing (A) IQ+2 [8]-15; Sleight of Hand (H) DX [4]-15; Swimming (E) HT [1]-13;
• Two of Axe/Mace, Broadsword, or Shortsword, all (A) DX [2]-15.
With matching Fast-Draw (Pick two) (E) DX [1]-15.
Secondary
Skills: Acting
(A) IQ [2]-13; Boating (Unpowered) (A) DX-1 [1]-14; Fast-Draw (Knife) (E) DX
[1]-15; First Aid (E) IQ [1]-13; Forced Entry (E) DX [1]-15; Gesture (E) IQ [1]-13;
Hiking (A) HT [2]-13; Holdout (A) IQ [2]-13; Knife (E) DX [1]-15; Navigation
(Land) (A) IQ-1 [1]-12; Performance (A) IQ [2]-13; Riding (Horse) (A) DX
[2]-15; Skiing (H) HT-1 [2]-12; Stealth (A) DX [2]-15; Teamster (A) IQ [2]-13; Throwing
(A) DX-1 [1]-14; Urban Survival (A) Per [2]-14; Ventriloquism (H) IQ-1 [2]-12;
• One
of Carousing (E) HT+1 [2]-14; Diplomacy (H) IQ-1 [2]-12; Fast-Talk (A) IQ
[2]-13; or Interrogation (A) IQ [2]-13.
• One
of Observation (A) Per-1 [1]-13; Scrounging (E) Per [1]-14; or Search (A) Per-1
[1]-13.
• One of Savoir-Faire (Mafia, Military, or Police) (E) IQ
[1]-13 or Streetwise (A) IQ-1 [1]-12.
• One of Crossbow (E) DX+1 [2]-16 or Bow (A) DX [2]-15.
• One of Boxing (A) DX-1 [1]-14; Brawling (E) DX [1]-15; or
Karate (H) DX-2 [1]-13.
• One of Judo (H) DX-2 [1]-13; or Wrestling (A) DX-1 [1]-14.
• 6 points of Monster Knowledge.
Background
Skills: Archaeology (H) IQ-2 [1]-11;
Architecture (H) IQ-2 [1]-11; Camouflage (E) IQ [1]-13; Dancing (A) DX-1 [1]-14; Intelligence
Analysis (H) IQ-2 [1]-11; Knot-Tying (E) DX [1]-15; Lockpicking (A) IQ-1
[1]-12; Tactics (H) IQ-2 [1]-11; Traps (A) IQ-1 [1]-12;
• Pick eight of Alchemy (VH) IQ-3 [1]-10; Area Knowledge
(Any) (E) IQ [1]-13; Armoury (Any) (A) IQ-1 [1]-12; Leatherworking (E) DX
[1]-15, Smith (Any) (A) IQ-1 [1]-12; or spend them on previous skills.
Techniques: Rope Up (A) Climbing [2]; Scaling
(H) Climbing [4];
*
Multiplied for self-control number; see p. B120.
† Includes +3 for Flexibility. [Climbing, Escape, Erotic Art]
‡ Includes +1 for Perfect Balance. [Acrobatics, Climbing, Piloting]
† Includes +3 for Flexibility. [Climbing, Escape, Erotic Art]
‡ Includes +1 for Perfect Balance. [Acrobatics, Climbing, Piloting]
Notes
Epilepsy: Epilepsy can be a crippling disadvantage
for an adventurer, but it fits the motion theme we have going for the Acrobat.
So it has been included for the sake of completeness. It is not expected that
anyone, perhaps with the exception of a very rare few, will take it.
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