• 19 SP ; 21 HP ; 4 RP
• Ammunition: 4 shells loaded
Notes for this scenario:
CN Dwarf Robocist Technomancer
Small ; Humanoid, Dwarf subtype
8 Str ; 16 Dex ; 14 Con ; 17 Int (Key) ; 10 Wis ; 10 Cha
+3 Initiative ; 25 feet speed (land)
19 SP ; 21 HP ; 4 RP
14 EAC ; 15 KAC
+3 Fortitude (+1 +2 Con +0 Racial)
+4 Reflex (+1 +3 Dex +0 Racial)
+3 Will (+3 +0 Wis +0 Racial)
(* class ; ° trained only ; ¢ ACP ; 8+int/level)
FEATS & CLASS ABILITIES:
[dice=Survival Knife vs. KAC]1d20+2+3[/dice]
EQUIPMENT 1 B & 6 L / 4 Bulk (9 Max’):
Professional Engineer Clothes & Tools, cable 50ft
• Clothes: Level 1; Price 5 ; Bulk L
+1 circumstance bonus to Profession checks to earn a living
• Tools: Level 1 ; Price 20 ; Hands — ; Bulk L
+4 bonus to Profession checks
• Cable Line, Titanium Alloy 50ft
Level 1 ; Price 250; Category Light ; EAC Bonus +1 ; KAC Bonus +2 ; Max. Dex Bonus +5
Armor Check Penalty — ; Speed Adjustment — ; Upgrade Slots 1; Bulk L
• This flexible body stocking fits tightly against its wearer and can be worn under ordinary clothes. If a second skin matches the wearer’s skin tone, this type of light armor can be difficult to detect.
• Environmental Protections
1 day environmental field (a minor force field specially attuned to pressure and temperature).
Activating or deactivating takes a standard action. Expended in 1-hour increments. Recharging takes 1 minute.
Facilitates self-contained breathing, protecting against vacuums, smoke, and thick, thin, and toxic atmospheres (including any airborne poison or disease). Self-contained breathing functions underwater and in similar liquid environments. This protection allows you to breathe in a corrosive atmosphere to prevent suffocation, but it isn’t strong enough to prevent a corrosive atmosphere from dealing acid damage to both you and your armor.
Armor protects you against low levels of radiation and grants a +4 circumstance bonus to saving throws against higher levels of radiation.
Armor’s environmental protections reasonably protect you against both cold (temperatures below –20° F) and heat (air temperatures over 140° F). This prevents you from having to attempt Fortitude saving throws to avoid damage from the environment, and it prevents you from taking any damage listed for breathing in the environment.
• Soles can latch on.
• Comm’ unit, light etc..
Gulchguns are a feat of fearless ysoki tinkering; the rifles use scattergun shells as ammunition but detonate them entirely within the rifle’s internal chambers, instead firing a tongue of flame, accompanied by tremendous noise. The technology of the gulchgun eventually developed into the shorter and more stable shellgun, but ysoki purists and desperate buyers alike keep the market for these weapons alive
Level 1 ; Price 90 ; Hands 2 ; Proficiency Longarms ; Damage 1d8 F ; Range 20 ft. ; Critical: burn 1d6 ; Capacity 4 shells; Usage 1 ; Bulk 1; Special: analog
Level 1 ; Price 95 ; Hands 1 ; Damage 1d4 S ; Critical — Bulk L; Special: analog, operative
Your skin is linked to implanted magical glands that release mutagenic enzymes and transmutation magic. Using morphic skin requires you to concentrate on the desired features during a 10-minute rest to regain Stamina Points; this is an exception to the normal rule that you can’t perform any tasks while taking a 10-minute rest to recover your Stamina Points. The change completes at the end of the rest.
Basic morphic skin allows you to alter your appearance and voice within the normal bounds for your species, age, weight, and sex. You can adjust your height by up to 3 inches, become broader or thinner, become lighter or darker, alter apparent musculature (although your ability scores do not change), and adjust the shape of your features and the color of your hair, scales, or similar minor features. You ignore any penalties to Disguise checks for altering these major features, but you lack enough control to precisely match a specific individual.
Advanced morphic skin offers the same options as the basic model, as well as the ability to change your apparent sex and age, alter your height by up to 1 foot, and gain features of another species of the same creature type (although you don’t gain or lose abilities as a result).
Doppelganger morphic skin offers the same options as the advanced model, as well as the ability to assume a specific individual’s appearance within the augmentation’s limits. When mimicking an individual this way, you gain a +10 circumstance bonus to your Disguise check to alter your form and to skill checks to bypass biometric security keyed to that individual.
Technopathy Node (Magitech throat)
A small metallic node etched with arcane symbols implanted in your voice box allows you to silently vocalize messages to constructs with the technological subtype or to nearby computers designed to receive messages. As a standard action, you can send a short message in a language you know to up to three target creatures or computers you are observing within 100 feet and potentially receive a short reply, per telepathic message. Alternatively, as a standard action, you can send a short message in a language you know to a single target computer you are observing within 100 feet and have that computer display that message, allowing anyone observing that computer to read it without leaving any trace of the message’s origin.
• SFS# 2359780-710
• 0 Fame
• 0 Reputation
• Faction Boon
Prerequisites: Second Seeker (Jadnura) Tier 0
Cost: Free @creation
Benefit: This Faction boon allows character to gain Reputation with the Second Seeker(Jadnura) faction at the end of a successfully completed scenario
• Personal Boon
Apply this Boon to existing Dwarf to increase one ability lower than 14 by 2.
• 1000 Credit @Creation
-250 Second Skin
-55 Scatetergun shells (25)
-370 Morphic Skin (skin augmentation)
-5 Profession Clothes
-20 Profession Kit
-20 Engineering Kit
-20 Hacking Kit
55 Cr. left before adventure 1
+760 Cr. from adventure 1 1-32 Acts of Association
-220 Technopathy Node
• Science Officer
Meding, Transfer Charge, Dancing Lights, Energy Ray
Detect Tech, Greese, Overheat