Agate Ioun Stone

PV Visions Of Onslaught's page

1 post. Alias of Capitan_Wombat.


Full Name

PV Visions Of Onslaught.

Race

Unknown

Classes/Levels

Unknown

Gender

Unknown

Size

100km+

Age

Unknown

Special Abilities

Unknown

Alignment

Unknown

Deity

Unknown

Location

Space

Languages

Unknown

Occupation

Unknown

About PV Visions Of Onslaught

Lady Annara Utoxier-Lee
Diplomat and Sub-Company owner Utoxier-Lee Industry's
[Special Circumstances Inc]
Home: Tentatha City

PC IN THREE WORDS: Cosmopolitan, Noble, Gifted.

Lady Annara Utoxier-Lee was born into one of the planets founding family's. A family that own and run Utoxier-Lee Industry's. The Utoxier Lee's, As youngest child to the Brother of the House head. She was some way from the court of her Noble family. As a Lesser house child. She should have ran the normal course for such miner noble Children. Good Boarding schools, top 10 university then arranged marriage and Family. But the mandatory PSI testing all noble children at 13 have found her to be very PSI Gifted. She was sent capitals PSI Academy and from there entered into the planets Diplomatic core. Her task to work with ISI and Dep-core teams. She has been doing that for the last 4 years. How ever she wants to leave the Dip_Core now to concentrate on her own business with in Utoxier-Lee Industry's
Special Circumstances Inc . A start up Privet Investigation company.
She now spends most of her time between the family business estates, the Capital Dip-Core offices and her City Condo.

Personality
Lady Annara is an strongly independent and highly intelligent woman.
Keenly smart and gifted she uses her brains and PSI-gifts to help her in her day to day life. She is almost always polite and well spoken. With that noble bearing that others can notice at once. She is very secretive about her privet life, but have the years she has had a number of lovers of both sex's. At the moment she is seeing a female Artist and painter in the city.

Looks
At 6'3" she is very tall and slender, White Hair and deep blue eyes, with Pail skin. Very much a Utoxier-Lee in Looks. She is always well dressed and well spoken. She is often seen driving her 2 seater Red Roadster Car or her Utoxier-Lee Industry's Sports Roster SUV.
Armoured Roster SUV

Crunch:

Str - 10 +0
Dex - 12 +1
Con - 11 +1
Int - 18 +4 [16+2]
Wis - 12 +1
Cha - 12 +1
Edu - 13 +1 [15-2]
Soc - 16 +3

Psi [14]

BAB +1

Saves F+1/R+2/W+4

Lifeblood 11
Stamina 12

AC 12 touch 12 Flat-footed 11

Weapons:

Utoxier-Lee Industry's -> Body Derringer: [Hidden on body]
Cost Cr 300 Weight 200g Range 5m Damage 1d8 (X2) (Piercing) Size: T
TH+2

Snub Pistol: [TL8]
Cost Cr 150 Weight 250g Range 18m Damage 1d10 (Piercing) Size: S
Laser Sight 200Cr
Clips x2
Normal rounds.

Clips x2
Utoxier-Lee Industry's -> Tranquilizer Rounds - [Body Pistol]
Target must make a Fort save vs. DC15 or fall unconscious. Check made at +1 DC per round hit by

Boot Knife [Hidden in Clothing]
Cr10 0 250g - 1.5/3 meters 1d4 TH+2

[Kept in Sports Car]

Utoxier-Lee Industry's -> Heavy/Magnum Autopistol:
TH +4 Cost Cr 500 Weight 1500g Range 65m Damage 1d12 (X2) (Piercing) Size: S + Laser Scope 200Cr. 20 round clips x5
Armer Piecing rounds.

Utoxier-Lee Industry's -> Tranq Gas Grenades x4 100Cr Hand
Most grenades and explosives are beyond the scope
of this work, being primarily military in nature. However,
gas grenades are frequently used in security applications
and are available with a Cat 3 permit.
When a Tranq grenade is set off, anyone within the
radius of effect (6m) may be affected. They must make a
Fortitude save (DC 15) or immediately fall unconscious.
This save must be made each round the character remains
within the blast radius of the grenade and the gas persists.
The gas will persist for 1d3+6 rounds (1d3+1 in windy conditions). Tranq gas has absolutely no effect on persons in
vacc suits or wearing breathing gear, filter masks etc

Feats and Traits:

Starting Feat x4
1st Level feat x1
1: psi Training
Human x1
1: Clairvoyance Talent - Sence

Noble Bonus
1: fast Learner
2: Improvisation

NOBLE - Starting Feats
Armor Proficiency (Light, vacc suit)
Weapon Proficiency (Swordswoman)[Rapia]
Weapon Proficiency (Marksman)[Side arms]

Traits

1: Diplomat
You know how to handle delicate communications with different groups of people.
Benefit: You gain a +1 trait bonus on Diplomacy and Sense Motive checks.

2: Planet Noble House Utoxier-Lee
You come from one aristocratic family's that rules the plant,
you again access to higher level Tech.
Benefit: You gain a +1 trait bonus on Diplomacy and Knowledge (nobility) checks. In addition, gain access to +1 Higher Tech Level Equipment with the GMs approval. [TL9]

Skills:

Starting Skill Points:
Levels 6+4 x 3 = 30
Human +3 Ranks Level +3 Feat Fast Leaner
Skill points 36 Ranks 30 used

+3 Acrobatics(+1dex, 0rank +2feats)
+6 Appraise(+4int, +0rank +2feats)<
+12 Bluff (+3Soc +3Ranks +3Class +3trait)<
+9 Bribery (+3Soc +3Ranks +3Class)<
+3 Climb(+1str, 0rank +2feat)
+6 Craft (all)(+4int, 0rank +2feat)<
+6 Disable Device (+4int, 0rank +2feat)
+13 Diplomacy (+3Soc 3Rank +3class +4Trates)<
+3 Disguise(+1cha, 0rank +2feat)
+3 Escape Artist(+1dex, 0rank +2feat)
+5 Heal (+1wis 0rank 2feat +2Item)
+9 Intimidate (+3Soc 3Rank +3Class)<
+10 Linguistics(+4int 3rank +3Class)<
+3 Perception(+1wis, 0rank +2feat)
+3 Ride (+0Str 0ranks +2feat)
+3 Perform [All] (+1Cha 0Rank +2feat)<
+8 Sense Motive(+1wis, 3rank +3class 1trat)<
+3 Sleight of Hand(+1dex, +0rank +2feats)
+3 Stealth(+1dex, +0rank +2feat)
+3 Survival(+1Wis 0rank +2feats)
+2 Swim (+0Str 0rank +2feats)
+- Use Alien Device (+1Cha 0rank +4Feats)

Concentration +7 (3L+4INT)

Traveller Skills ALL [Stat+4 if no Ranks
+3 T\Driving Dex [+1Dex +0ranks +2 Feat]
+6 T\Pilot Dex/Int [+4Int +0ranks +2Feat]
+12 T\Leader [+4Int +3Ranks +3Class +2Trate]<

Knowledge Skills : all +3 [+1edu +0Ranks +5Feat] Unless Ranks
+5 Knowledge (Engineering) (+1Edu, 1rank +3feat)<
+3 Knowledge (Geography) (+1Edu, 0rank +2feat)<
+5 Knowledge (History) (+1Edu, 1rank +3Class)<
+5 Knowledge (Local) (Homeworld) (+1Edu, 1rank +2Class)<
+5 Knowledge (Nature) (+1Edu, 1rank +3class)<
+8 Knowledge (Nobility) (+1Edu, 3rank +3Class +trait)<
+3 Knowledge (Religion) (+1Edu, 0rank +2feat)<
+3 T\Electronics (+1Edu, 0rank +2feat)<
+3 T\Gravitics (+1Edu, 0rank +2feat)
+3 T\Mechanical (+1Edu, 0rank +2feat)
+3 T\Astrogation (+1Edu, 0rank +2feat)
+5 T\Comms (+1Edu, 1rank +3class)<
+5 T\Computer (+1Edu, 1rank +3Class)<
+3 T\Medicinal (+1Edu, 1rank +2feat)

PSI

Spheres Affinity
- Teleportation. [Ranks 2]
- Telepathy [Ranks 1]
- Clairvoyance. [Ranks 3]
- Telekenisis [Ranks 1]

Human:

Alternate Racial Traits:

Silver Tongued:
Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Leadership, Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.

Noble L3:

Nobles generally move in high-powered circles, meeting rich, powerful or well-respected individuals in the course of their activities. They often serve as diptomats or act as representatives for interest groups. Many Nobles have a specific vocation, such as Naval Officer or Diplomat, while others are freelance troubleshooters or members of a higher noble's household or court.
Characteristics: While some Nobles are rich playboys, most are skilled and dedicated, either born into a tradition of service or elevated to their rank in recognition of their past deeds. Either way, Nobles tend to be skilled at leading and directing people and have a get-things-done mentality. The vast majority of nobles would be very reluctant to act against the interests of the govern)nt or the people it represents.

Background: A character can be a member of the nobility in two general ways. They can be born into a noble family or elevated for exceptional service. This can be military or diplomatic service or in recognition of scientific or artistic brilliance. Nobles tend to be well educated and cultured individuals, or are expected to become so after their elevation.

Adventuring: Having a Noble in the party opens doors. Red tape tends to vanish and officials are often more polite and efficient than towards other characters. A Noble will tend to get better sults than a commoner when trying to take charge of a situation, however good their respective ideas may be. A Noble's skills are primarily in leadership and diplomacy, but many Nobles develop proficiency with weapons - particularly the dueling sword - and may have high combat skill levels due to a previous career, for example in the Navy.

GAME RULE INFORMATION
Class Type: Core
Initial Requirements: A starting character must have Sociai Standing 16 + to become a Noble.
Multiclass Restrictions: To multiclass into the Noble class, a character must have Social Standing 16+
Abilities: Social Standing, Education, Intelligence
Stamina: 1d6 + Con modifier per level
Starting Funds: Cr5,000

NOBLE CLASS FEATS *Noble Presence *Noble Indignance *Patronage *Trust Fund

CLASS FEATURES
NOBLE - Starting Feats
Armor Proficiency (Light vacc ), Weapon Proficiency (Swordsman), Weapon Proficiency (Marksman).

NOBLE - Bonus Feats (as per table above)
Carousing, Connections, Fast Talk, Hobby, Interrogation, Iron Will, Legal Eagle, Natural Born Leader, Noble Indignance*, Noble Presence*, Patronage*, Trustworthy, Trust Fund*, Vessel (any).

>* Specialised class feat.

NOBLE CLASS SKILLS
Appraise (INT), Bluff (SOC/CHA), Bribery (SOC/CHA), Craft (any) (INT), Entertain (any) (CHA), Gather Information (CHA), Innuendo (WIS), Intimidate (SOC/CHA), Knowledge (any) (EDU), Leader (INT/CHA), Liaison (SOC/CHA), Profession (any) (WIS), Read/Write Language (None), Sense Motive (WIS), Speak Language (None).

Starting Skill Points: (6 + INT modifier) x 4 (Level 1 ONLY)
Skill Points per Level: 6 + INT modifier

Term 1
Duty Assignment: 1d20 ⇒ 12 Diplomatic Post
Survival DC (4): 1d20 + 3 ⇒ (19) + 3 = 22 Social Test
Promotion Check DC (21): 1d20 + 3 ⇒ (7) + 3 = 10 No promotion
XP Bonus DC (8): 1d20 + 3 ⇒ (8) + 3 = 11 Success
Bonus XP: 1d4 ⇒ 4 4000 XP bonus, 4000 XP base
Character has reached 7000 exp, maximum to start game, mustering out
Cash Benefits: 1d6 ⇒ 2 50,000 credits
Material Benefits: 1d6 ⇒ 1 High Passage, invalid to start, 9,000 credits

Final Result : Level 4 Noble,
59,000 credits,
7,000 EXP,
Age : Starting Age + 4 years

Annra served for 4 years as a diplomatic attache. She basically went between regional councils and helped negotiate border disputes, trade disputes, and so forth. She didn't distinguish herself, but they didn't embarrass themselves either. They made decent, but not spectacular (by noble standards) money.

On this planet, Noble is basically a Scion of one of the founding houses. Noble titles are much like the modern world, they have meaning socially, but not from a 'I can boss around people on the street' standpoint. Basically, your character would be a House Knight.

PSIONIC-Training:

Annara is Psionic, From ger Familys Solamani/Zhodani mixed blood.
Tested as a child of 6 she was sent by the Family to be trained.

PSI score [14]

Spheres Affinity
- Teleportation.
- Telepathy
- Clairvoyance.
- Telekenisis.

Trained Talents so far.
1: Clairvoyance -> Sense (become aware of characteristics of a general area)
Rank 2
Cost 2+
Distance )pp to Planet 6pp
30 Second
See keep points in a location.

Equipment:

64,000 credits starting cash

Clothing 100Cr
Personal Watch, Wrist + Cumpas TL8 -- 100c
Personal Communicator 8 Cr250 0.3 kg Special x2 [mobile phone]
PSI Shield [TL 9] in the Form of a head band 2000Cr

Carried in Water / Shock resistant case 200Cr
PDI-Hand Computer (TL 9) [Computer/1] min to use 3000Cr
A hand computer is a portable computer system with considerable processing power. It is more powerful than a computer terminal, and can be used without access to a network. A hand computer costs twice as much as a normal computer of the same TL but can he held in one hand and operated with the other.
Database: A database is a large store of information on a topic that can be searched with a Computer check or using an Agent.
Built in Mic [Short range]/HD Vid-Camera/mem-stick reader/Data link

Software.
Interface:
Displays data. Using a computer without an interface is a Formidable (+6 DC) task.

Security:
Security programs defend against intrusion. Rating 0 is Average (+0 DM).
Difficult (+2 DC Computer Hack) difficulty

Translator: TL9
Translators are specialised Expert systems that only have Language skills. The TL 9 version just provides a near-real-time translation.
All weather shock case. 200cr

Condo - Home
Home Computer 500Cr
Printer 200Cr
First Aid Kit 250Cr
Bladed weapon (Fine Dualing foil) 250Cr [On wall]
Fine clothing Assorted +800Cr

Weapons
Body Derringer: [Hidden in boot]
Cost Cr 300 Weight 200g Range 5m Damage 1d8 (X2) (Piercing) Size: T
TH+2

Body Pistol: [Hidden on Body] [TL8]
Cost Cr 200 Weight 250g Range 24m Damage 1d6 (Piercing) Size: S
Laser Sight TH+4

Boot Knife [Hidden in Clothing]
Cr10 0 250g - 1.5/3 meters 1d4 TH+2

Heavy/Magnum Autopistol: [Kept in Car]
TH +4 Cost Cr 500 Weight 1500g Range 65m Damage 1d12 (X2) (Piercing) Size: S + Laser Pointer. 15 clip x3

Tranquilizer Rounds - 30 60Cr
Target must make a Fort save vs. DC15 or fall unconscious. Check made at +1 DC per round hit by

Tranq Gas Grenades x2 In car
Most grenades and explosives are beyond the scope of this work, being primarily military in nature. However, gas grenades are frequently used in security applications and are available with a Cat 3 permit. When a Tranq grenade is set off, anyone within the radius of effect (6m) may be affected. They must make a Fortitude save (DC 15) or immediately fall unconscious. This save must be made each round the character remains
within the blast radius of the grenade and the gas persists. The gas will persist for 1d3+6 rounds (1d3+1 in windy conditions). Tranq gas has absolutely no effect on persons in vacc suits or wearing breathing gear, filter masks etc

Smoke Grenades x2 in car

Drugs
* (1,000 Cr) Medical Drugs (TL 8): (10 doses) Heals 3d6 Stamina, 1 d4 Lifeblood. If the Medical Drug is taken more than once in a 24-hour period there is a high risk of overdose. The user must make a Fortitude saving throw (DC20) or immediately fall unconscious (reduce Stamina to 0) and suffer 3d6 Lifeblood damage.

Cash
Starting 59,000 + 5x(5000) = 74,000 credits,

Vehicles:

[b} Armoured Roster SUV
TL [9]
Initiative:+2
Agility: +2 [Manoeuvrability +1]
Size Large Car -1
AC 15 -1+2+4
Passengers/Crew: 2 [3]
Off-road: 40kph, Very Slow: 0-20kph, Slow: 21-40kph, Cruising: 40-90kph, Fast: 122-224kph, Maximum: 160-250kph
Design Specifications
Installed Components
Size Large
Amour,
weave + Reflective + MEP shielding, DR 10/
Cost EP Range Damage SI
Fuel Cell engine Fuel 150 - - 750 km - 18
Passenger Seats (2) Cargo 40lv
Seances, Anti Flare, 250m spots.
Cr10,400

In Car
Cold light Torch x2 40Cr
First Aid Kit 250Cr
Binoculars Cr25 1 kg
Breakdown Kit 200Cr
Cameras Telly Photo x20 200Cr
Recording Devices 300Cr
Weapons -> see
Travel Case with clothing 30Cr

contacts and Enemys:

1: Utoxier-Lee Family [Father Mother and three bothers]
2: Hecton Moor Head of Security Utoxier-Lee Industry's
3: Vathan Professional Hunter
4: Bleena Rivess-Coop Best friend Layerr.

Enemys
1: Zieena Trossos old school Bully in her noble circles