Lieutenant Commander Elias Corwin

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Lieutenant Commander Elias Corwin

Quote

Post by Tripstick »

<<> Player Info <>>

IRC Nick:
Real Name (Optional):
Time Zone:
Sheet Approved by: (leave blank)
_______________________________________________________________________

<<> Character Description <>>

Name: Elias Corwin
Rank: Lieutenant Commander
Race: Human
Age: 35
Date of Birth: Stardate 15652.61 (August 27, 2338)
Height: 180 cm
Weight: 70 kg

Appearance: Averge weight, height, medium build

Eye Color: Brown

Hair Color: Brown

Notable Features:

<<> Character Personality <>>

Favorite Food: Haspirat, Lokar Beans, Replicated Kali-fal, Viinerine, Root Beer with a lump of Ice Cream

Likes:

Dislikes: The Borg

Favorite Color:

Fears: Assimilation


<<>Character Background<>>

Remarks:

Perhaps enjoying success that hadn't been anticipated, Lt. Cmdr Corwin by his own admission desired simplicity in his career with little desire for advancement. Perhaps falling into his own success, Corwin had been assigned to the Engine Room of the U.S.S Potemkin following his unexpected promotion to Lieutenant J.G prior to a rather lackluster posting as a Drydock Engineer. His perspectives ultimately changed following The 2266-2367 Borg Incursion, with Corwin himself citing Earth's peril being his turning point.

Service Jacket:

Enrolled in Starfleet Academy - 2356

Graduated , Double Majoring in Engineering and Advanced Theoretical Physics, Penning Multiple Thesis on Federation-Klingon Comperative Xenotechnology, as well as one on the Elway Theorem - 2361

First posting as an Ensign onboard the U.S.S Potemkin as a Transporter Operator- 2361

Promoted to Leutenant Junior Grade for 'exceptional valor' (citing use of second confinement beam as a decisive action, resulting in the evacuation of away team and personnel from the research station on Nervala IV) - 2362

Reassigned to Engine Room, USS Potemkin, Systems Engineer

Transfered to Starfleet Corps of Engineers - 2365

Assigned to Utopia Planetia, specializing in ODN, EPS, Transporter Systems Maintenance

Transfered to Starfleet Research and Development Anti-Borg Special Task Force Under Commander Elizabeth Shelby following 2366-2367 Borg Incursion, Promotion to Lieutenant to follow - 2267

Assigned to Advanced Starship Design Bureau Integration Facility, Antares Fleet Yards Technical Design Team, Defiant Class ODN, EPS, Transporter, Replicator Subsystems Specialist

Promoted to Lieutenant Commander Assigned to USS Defiant Shakedown Cruise, Assistant Chief Engineer - 2369

Completed Starfleet Command Training Program, Bridge Officer's Test - 2370

Completed Starfleet Advanced Tactical Training Program, Starfleet Academy, Marseille Starfleet base, Promotion to Lieutenant Commander to follow

Transferred to Station Deep Space Nine under Captain Benjamin Sisko amidst sweeping requests for technical personnel familiar with it's design following first contact with The Dominion - 2371

Assigned to alternating duties as a Defiant Bridge Officer assigned to the Master Systems Display and Station-side Engineering initiatives, doing among other things aside from general maintanence workloads, catalogging and examining discoveries and salvages of Gamma Quadrant (notibly Dominion) Xeno-Technology

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<<>Statistics<>>

Total Experience Points: 1500

Health - 200
Health Roll - 1d50+20
Total HP - 8000

Dexterity - 250
Flat Foot Dodge - 1d120+55
Dodge Roll - 1d120+55
Physical Attack Roll - 1d110+50
Style Points - 1000

Strength - 200
Inventory Slots - 20
Base Physical Damage - 100
Max Carry Weight - 800
Weapon Damage - 100

Endurance - 150
Defense (Physical Soak) - 600
Survival Roll - 1d40+15

Intelligence - 580
MP - 2900
Skill Points - 2320

Magic Affinity: - 0

Spirit - 20

Willpower - 50
Mental/Magic Defense Roll - 1d20+5
Magic Damage Soak - 200

Luck - 50
Luck Roll - 1d1000+5
Luck Points - 5
Critical Modifier - 1d4+0.5

_______________________________________________________________________

<<>Skills<>>
Skill Points (SP) 2450 / 2450


0: Untrained | 5: Hobbyist | 10: Novice/Beginner | 15: Dedicated Student | 20: Educated/Trained | 25: Professional | 30: Advanced | 35: Specialist | 40: Expert | 45: Adept/Prodigy | 50: Master

Movement Skills
(Dexterity: +50 / Strength: +20)

Athletics - 10

Acrobatics - 5

Swimming - 5

Roll - 10

Dodge Leap
Cost: 10 SP
Skill Level Required: 5
Type: Bonus (+10)
Effect: Allows the character to leap out of the way of danger. Requires an open area or it cannot be declared.

Dodge Roll
Cost: 15 SP
Skill Level Required: 10
Type: Bonus (+10)
Effect: Allows the character to do a strong roll to get away from danger. This can be performed in tighter spaces than the Dodge Leap ability.

Reaction - 10

Utility Skills
(Health: +20 / Intelligence: +58 / Willpower: +5)

Perception - 10

Speechcraft - 10

Seduction (Diplomacy)
Cost: 15 SP
Required Skill Level: 10
Type: Enabler
Effect: Use physical charm to help convince someone to see things your way.

Stealth - 5

Sleight of hand - 10

Detect Trap
Cost: 10 SP
Skill Level Required: 5
Type: Bonus (+10)
Effect: Look for hidden mechanisms that may trigger a trap

Disarm Trap
Cost: 15 SP
Skill Level Required: 10, 'Detect Trap' Advanced Skill
Type: Enabler
Effect: Disable the intricate mechanical workings of a trap

Computer use - 15

Computer Empathy
Cost: 60 SP
Required Skill Level: 15
Type: Bonus (+10)
Effect: Diagnose computer problems easily

Gather information - 10

Intelligence Web Search
Cost: 15 SP
Required Skill Level: 10
Type: Enabler
Effect: Search underground networks for information

Search - 15

Scrutinize
Cost: 65 SP
Required Skill Level: 15
Type: Bonus (+10)
Effect: Deeply examine every aspect of a room

Speak Language - 5

Known Languages: Klingon, Borg, Dominionese 30 SkP

Concentration - 10

Meditation
Cost: 15 SP
Required Skill Level: 10
Type: Bonus
Effect: Relaxes the character and lets the character focus on things to study with a bonus of +5/10 levels of Concentrate. The character effectively must meditate at least an hour to do this.

Perform - 5

Decrypt Code/Langauge - 15

Code Language
Cost: 15 SP
Required Skill Level: 10
Type: Enabler / Bonus (+10)
Effect: Enables the character to create coded languages and also can be used to improve Decrypting capability.

Combat Skills
(Dexerity: +50)

Weapons Proficiency: Pistols - 15

Weapons Proficency - Martial Arts - 5

Dual Strike
Cost: 10 SP
Required Skill Level: 5
Type: Enabler
Effect: Grants the owner the ability to perform a 1-2 martial arts combo for full damage.

Magic Skills
( Magic +N/A / Spirit +2 )

Unable to use Magic

Artisan / Knowledge Skills
(Intelligence: +58)

Artisan - Vehicles - 25

Craft Aerospace Vehicles
Cost: 90 SkP
Level Required: 25
Type: Enabler
Effect: Allows a character to craft and modify aerospace-class vehicles.

Artisan - Engineering - 15

Simple Gadgets/Instruments
Cost: 30 SkP
Level Required: 15
Prerequisites: None
Type: Bonus
Effect: Grants an Engineer an additional bonus of (Engineering Skill Level / 5) (round up) to any Artisan roll he/she performs.

Gem Energy Weaponsmithing
Cost: 30 SkP
Level Required: 15
Prerequisites: Simple Gadgets/Instruments
Type: Enabler
Effect: Allows crafting of Gem Crystal Energy Weapons.

Knowledge - Mathematics - 5

Knowledge - Physics - 10

Knowledge - Military Science - 5

Field Training Skills
(Intelligence: +58)

Vehicle Operation - Heavy Aerospace - 20

Combat Dodging
Cost: 10 SP
Required Skill Level: 5
Type: Bonus
Effect: Grants a +5 to avoiding attacks in a vehicle.

Combat Maneuvers
Cost: 30 SP
Required Skill Level: 15, 'Combat Dodging' Advanced Skill
Type: Bonus
Effect: Reduce penalties taken from attacking and moving in the same round and boosts chances of maneuvering in combat well.


Survival - 15

Nature Survival
Cost: 75 SP
Required Skill Level: 15
Type: Bonus
Effect: The character knows nature well and may be able to fit in well to various terrains, climates etc and can effectively invent things from nature to live well. Provides a bonus of +5/10 levels of Survival, up to a maximum of +25 at Level 50.

Captain's Intuition
Cost: 30 SP
Required Skill Level: 15
Type: Bonus (+10)
Effect: Use navigation experience to determine direction/course in an unknown or hostile environment.

Disguise - 0

First Aid - 15

Field Medic
Cost: 30 SP
Required Skill Level: 15
Type: Enabler
Effect: A person can move and perform a first aid move at the same time.

Cyber-Doctor
Cost: 30 SP
Required Skill Level: 15, Artisan: Engineering 15
Type: Enabler
Effect: Repair cyborgs and androids
_______________________________________________________________________

<<> Abilities <>>

-= Physical (Style Points) =-
Current Style Points: 60 / 1000 StP

Name: [Upper E.M Modulation]
Cost: 10 Stp, 270 Mana
Required Skill Level: Engineering 15
Description: A Phaser modulated to an upper E.M Band will more extensively damage the biological and technological alike
Attribute 1: Level 1: 1 target
Attribute 2: Level 4: *2.0 Damage (+100% Damage to Synthetics)

Name: [Wide Angle Beam]
Cost: 10 Stp, 270 Mana
Required Skill Level: Engineering 15
Description: A Phaser shot set to a widened angle to affect multiple targets.
Attribute 1: Level 3: 3 targets
Attribute 2: Level 2: *1.0 Damage (+100% Damage to Synthetics)

Name: [Focused Low Intensity Beam]
Cost: 10 Stp, 270 Mana
Required Skill Level: Engineering 15
Description: A constant, low intensity beam, capable of heating, melting, cutting any number of metals, ores, rocks
Attribute 1: Level 1: 1 target
Attribute 2: Level 2 (4 Attribute Points): "Moderate" [Melt] Armor loses 1/10th of its base Physical Soak until repaired, robots at 0 lose 250. (+100% Damage to Synthetics)

Name: [Focused High Intensity Beam]
Cost: 10 Stp, 270 Mana
Required Skill Level: Engineering 15
Description:
Attribute 1: Level 1: 1 target
Attribute 2: Level 2 (4 Attribute Points): "Moderate" [Burning 2] Target is set on fire for 2 rounds; may be extinguished before subject's next turn to prevent damage. On the character's next turn, deals 50% of the original attack's damage, as unsoakable damage. (+100% Damage to Synthetics)

Name: [Maximum Stun Setting]
Cost: 10 Stp, 270 Mana
Required Skill Level: Engineering 15
Description: A jarring phaser shot delivered with the intent Every round they must roll a number after selecting their action, with the following results;
Attribute 1: Level 1: 1 target
Attribute 2: Level 2 (4 Attribute Points): "Moderate" [Jolt], 1d8 on the following table:
1-5 = Unaffected, Act normally (+100% Damage to Synthetics)
6 = Drop weapon.
7 = Drop weapon or used item at feet.
8 = Drop weapon or used item at feet, cast spells target randomly.

Name: [Level 1 Stun]
Cost: 10 Stp, 270 Mana
Required Skill Level: Engineering 15
Description: The lowest possible beam intensity produced by a Type II Phaser.
Attribute 1: Level 1: 1 target
Attribute 2: Level 2 (4 Attribute Points): "Moderate" [Stagger] Target loses 2 turns due to confusion (+100% Damage to Synthetics)


-= Magical/Psionic (Spell Points) =-
Current Spell Points: (Used) / (Max) SpP



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<<> Traits and Feats <>>

-= Race Traits =-

Race:

Human

Traits:

Item of Power - Starfleet TR-590 Tricorder X
Pre-Requisite: A stealable item
Description: Your character has an item which grants them power or skill. This item can develop or grow, but can also be stolen, removing the ability from the character. See below inventory for entry.

Hidden Assets - Starfleet Officer
Pre-Requisite: None
Description: This character has access to unusually vast resources for a player, and may include corporate holdings, trust accounts, stocks, or other non cash assets. While not directly cash, a character may make transfer some to cash. Transferring too many, however, or violating the rules of the account, may lead to loss of access or criminal charges.

Intelligence Network - Starfleet Attache
Pre-Requisite: Some form of ‘Tie’
Description: You have access to a network of resources which can obtain information in the right circuits. The broader the scope of the network, the broader the information, but the more general it becomes. Use of the network is an IC action and must be roleplayed. This trait has no function if the network can not be reached.

No Magic
Pre-Requisite: Racial
Description: The race is completely incapable of magic, barring Ether if the special criteria is met, due to lacking the spiritual connection that true magic requires.

-= Character Traits =-

Favored Weapon - Type II Phaser
Pre-Requisite: Generally taken on creation, but this is flexible with good IC reason
Description: Some warriors, humans in particular, develop a certain emotional attachment to their weapon, whether it be a samurai's katana becoming an extension of his body, a mercenary naming his favorite grenade launcher, or a squire taking up the sword of his fallen master. The character starts with an above average weapon, which may have unique abilities or better stats than usual for its tier.
Effect: See 'Favored Weapon' standard feat. Listed here because Humans are able to take this as a Racial Trait.

Extra Training
Pre-requisite: Racial/GM Assigned
Description: Most humans spend their entire lives in preparation for bigger and better things, whether in formal education or training, or simply self improvement and study of the arts they wish to make their worth in. This manifests in additional SP to a particular skill they spent a lot of time honing.
Effect:
+65 SP granted to one backstory-relevant Skill essentially starting it at Level 10
AND
+130 to one backstory-relevant Skill, essentially starting it at level 15.

-= Feats =-

Enhanced Agility
Associated Statistic: Dexterity
Description: Meant for acrobats, contortionists, gymnasts, ninjas, and similar, this feat allows a character to perform unusual feats of athletic skill, whether it's running, balancing, or jumping long distances.
Effect: This improves the Dexterity bonus on noncombat, non-piloting, and nondodge related rolls. Instead of a +1 bonus for every 10 points, the character earns +2 per every 10 points.
Example: A character with 80 Dexterity normally has a Dexterity bonus of +8. With this feat, that becomes +16.

Creativity
Associated Statistic: Spirit
Description: The character is a master at thinking 'outside the box', and has a lot of quirky ideas that they may scribble on napkins, doodle in class, or dream about in board meetings. They are able to use this to build elaborate machines, modify existing ones, or figure out special ways to repair existing ones.
Effect: +10 to Craft and Repair Skill Checks



(* denotes feats taken at character creation.)

*Feat 1 (Free) - Machinist
Associated Statistic:
Description: Machinists are precision engineers who use unique and pinpoint tools to create microgadgets or enhance or fine-tune existing ones. Their intricate knowledge of small-scale engineering makes them expert lockpicks and a knowledgeable mechanic.
Effect: +10 Artisan: Engineering, Sleight of Hand, Vehicle Operation

*Feat 2 (100 XP) - Scholar
Associated Statistic:
Description: Lifelong students of knowledge and learning, Scholars are thorough readers and generally specialize in a small number of topics. Even more important than their on-hand knowledge at any time, the Scholar has learned the golden skill: how to keep learning.
Effect: +10 to any two Knowledges (Physics and Metallurgy) and Gather Information

*Feat 3 (200 XP) - Enhanced Dodge
Associated Statistic: Dexterity
Description: This character has quicker reflexes and a keener sense of direction, allowing him/her to avoid or deflect blows away from his/her body, whether it's flipping, blocking, or jumping.
Effect: This improves the Flat Foot, regular Dodge, and Block rolls. Instead of a +1 bonus for every 10 points, the character earns +2 per every 10 points.
Example: A character with 80 Dexterity normally has a Dodge Dexterity bonus of +8. With this feat, that becomes +16.

*Feat 4 (300 XP) - Warlord
Associated Statistic:
Description: The Lord of War is a powerful, charismatic individual who can rally allies and rout enemies with strong words of affirmation and a menacing presence. They are often very respected in martial areas and more traditional civilizations, as this proves them an effective leader.
Effect: +10 to any single 5+-Slot Weapon Proficiency, Speechcraft, +5 Perception, Knowledge: Military Science

*Feat 5 (400 XP) - Xenotech
Associated Class: Machinist
Prerequisite:
Description: This character, through simple experience or tried-and-true watching-and-learning, has developed a knack for alien technology -- past, present, or future -- allowing him/her to use them with much more efficiency and productivity than others.
Effect: Crafting energy weapon DCs are reduced by 10%. The Machinist can use items, weapons, vehicles, devices, et cetera made by "alien" species (determinable by GM) without an Unskilled restriction.

*Feat 6 (500 XP) - Enhanced Attack Maneuver
Associated Statistic: Dexterity
Description: This character is able to predict the movements of others and respond appropriately. Dodging, blocking, and taking cover are all taken into consideration, whatever it takes to land the hit.
Effect: The character with this Feat gains a bonus of +2 per 10 points of Dexterity to attack physically.
Example: A character with 60 Dexterity typically has an attack Dexterity bonus of +6. With this feat, that becomes +12.

*Feat 7 (600 XP) - Educated
Associated Class: Scholar
Prerequisite:
Description: This character comes from an academic and scholarly background, and has spent a great deal of his/her life studying various things, ranging from arts to sciences to history and other -- sometimes strange -- studies, just for a hobby.
Effect: When performing "Gather Information" checks at an institute of learning, such as an academy, university, or library (NOT the UMN), a Scholar's result roll is raised by 50% (a roll of 100 is raised to 150).

*Feat 8 (700 XP) - Nerdy
Associated Statistic: Intelligence
Description: You love knowing things and it shows. Whether it be from being a bookworm, a webcrawler, a devoted student, you have a great deal of knowledge about a few subjects.
Effect: The character receives a +10 bonus to three knowledge skills of choice and these skills must be listed when the feat is taken. (+10 Military Science, +10 Physics, +10 Mathematics)

*Feat 9 (800 XP) - Improved Magic I
Associated Statistic: Intelligence
Description: Some of a mage's talent is natural, bearing a deeper mental expanse than most, having a greater quantity of mana to expend.
Effect: Increases the character's Magic Points (MP), changing the modifier from *5 to *6.
Example: The character has an Intelligence of 70. 70*5=350. With the modifier adjusted by this Feat, the change is 70*6=420 so the character has 420 MP.

*Feat 10 (900XP) - Seafarer/Skyfarer/Starfarer/Roadrunner
Associated Statistic: Intelligence/Dexterity
Description: Most people are born on land or a planet and spend a good chunk of their lives there, you however are different; you were either raised on a ship of some sort or spent a good chunk of your life on one. You also do not suffer any penalties from not having sea/air/space legs.
Effect: +10 to Navigation, Rope, and Air/Space Piloting checks

*Feat 11(1000XP) - Commanding Presence
Associated Class: Warlord
Description: A Warlord will know the boons and busts of inspiration and intimidation, sometimes hand-in-hand with one another, and will use both effectively to rally soldiers to their side or rout lesser-dedicated enemies.
Effect: (1) A Warlord may use Speechcraft or Military Science to rally NPC allies, soldiers, or even civilians to his/her cause. With this feat, up to 10 NPC units may be roused depending on the Warlord's roll. When used with "Leader of the Lesser Minded," up to 20 NPC units. (2) A warlord may use Speechcraft or Military Science to intimidate enemies, even masses of them, with greater effect. A spectacular warlord may even rally entire armies to his/her side, or cause armies to flee before their might and reputation.

*Feat 12(1200XP) - Improved Magic II
Associated Statistic: Intelligence
Description: One with this feat is able to tap into a deep pool of magic, wielding spells with nigh-impunity.
Effect: Increases the character's Magic Points (MP), changing the modifier from *6 to *7.
Example: The character has an Intelligence of 70. 70*5=350. With the modifier adjusted by this Feat, the change is 70*7=490 so the character has 490 MP.

*Feat 13(1400XP) - Robotics Expert
Associated Class: Machinist
Prerequisite:
Description: When it comes to automated units, robots, or -- as some call them, the modern golem -- this character has the know-how to take them down, dismantle them, repair them, or any number of other helpful or harmful things for these machines.
Effect: Allows a Machinist to build Custom Abilities off of his/her Artisan: Engineering skill tree. These Abilities are granted an automatic +100% damage to mechanical or synthetic life-based enemies and a +1 Severity to any status effects, AFTER the ability is created normally. These effects also work on restorative Abilities!

*Feat 14(1500XP) - Broad Knowledge
Associated Class: Scholar
Prerequisite: At least three Knowledge skills at level 20.
Description: Scholars wandering the world in search of new knowledge tend to learn more than they bargain for, picking up bits and pieces of tangential knowledge, just enough to never look truly stupid and prevent failing to understand things about their own craft that demand a broader base.
Effect: A Scholar with this skill is considered Trained in any Knowledge check, effectively having Level 5 in whatever skill they are trying to check, negating the Untrained skill penalty.

Feat 15(1600XP) - SIF
Feat 16(1800XP) - Class 3
Feat 17(2000XP) - Random Feat
Feat 18(2200XP) - SIF
Feat 19(2400XP) - Class 1
Feat 20(2500XP) - Class 2
Feat 21(2600XP) -
Feat 22(2800XP) -
Feat 23(3000XP) -
Feat 24(3200XP) -
Feat 25(3400XP) -
Feat 26(3500XP) -
Feat 27(3600XP) -
Feat 28(3800XP) -
Feat 29(4000XP) -
Feat 30(4200XP) -
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<<> Equipment Slots <>>

Note: Dual-Wielded items occupy 1 Equipment Slot (not Inventory Slot).

Weapon:
Name: Starfleet Type II Phaser
Favored Weapon: Soul
Price: 57060
Augmentation Slots: 3
[1] Phasic Energy Retrofit
[] Open
[] Open
Roll Bonus: +74 w/ Retrofit (+37 Base)
Damage:3850
DC:2520
Skill Required:15

Side Arm:

Armor:

Starfleet Standard Issue Command Uniform (Denzium Medium Armor)
Price: 95100 gil
Physical Soak Bonus: 2180
Magical Soak Bonus: 2180
Crafting DC: 2800
Augmentation Slots: 8 (3 Statistic/5 Support)
Statistic:
[] Open
[] Open
[] Open
Support:
[] Open
[] Open
[] Open
[] Open
[] Open

Pendant:

Ring 1:

Ring 2:

Funds: (character starts with 30,000z)
Zollars 30,000z (+50,000z Monthly)
Gil 0g (+100,000 Monthly)
Crowns 0c (+500,000 Monthly)
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<<> Inventory <>>


Name: Starfleet Combadge (Circa 2370)
Cost:
Restrictions:
Description: The combadge was a combination of a badge and communicator designed to be worn on a uniform. This device counts as a standard communication device, but possessing a high-tech (UMN-)tracked transmitter. Counts, fundamentally, as a Tracking Dart on Self re: Starfleet



<<> Item of Power <>>
Name: Starfleet TR-590 Tricorder X
Manufacturer: United Federation of Planets
Restrictions: Engineering 15, Computer Use 10
Description: The Starfleet tricorder was the versatile, portable sensing device developed by Starfleet R&D specifically for use by Federation Starfleet personnel. Tricorders were outfitted with the latest cutting-edge sensory and emitter technology. This device possesses the qualities of some traits, abilities, gadgets, and Technomancy. Hacking / Computer Use Checks made using this device may not exceed a +80 total bonus.

Traits:

Computer Scanning
Description: Either some sort of technological prowess, special implant, or a magical attribute allows a character to digitally "link" with computer devices and is able to use them at a range.
Effect: Computer scanning allows a character to operate a computer without actually being in contact with it. The computer must have a visible interface however (keyboard, etc).

Gadgets:

Name: "Big Brother" Global/Spacial Positioning System
Manufacturer: Nashan Stellar Dynamics
Price: 2400 gil
DC to Make: 75
Restrictions:
Description: A handheld positioning system receiver unit designed to use electronic signals to pinpoint a location down to 1 meter. Although past models required a satellite fix, modern units use a combination of Unus Mundus frequencies, radio transmissions, and satellites to triangulate a position, both terrestrial and in space.

Name: Soliton Radar System
Manufacturer: Philanthropy, Ltd.
Price: 1200 gil
DC to Make: 500
Restrictions:
Description: This third-generation radar system is able to determine the immediate layout of an area up to a small range depending on environment, as well as the presence of flora, fauna, or large body. It has no threat detection software or IFF identifiers.

Name: Ultrasound Scanner
Manufacturer: Jormangund Technology
Price: 22,050 gil
DC to Make: 5500
Restrictions:
Description: A unique device that functions similar to sonar and radar, but at a more constant and advanced pattern. The Ultrasound Scanner consists of an emitter that sends out continuous ultrasonic pulses and a receiver that picks up the echoes of these pulses to create a topographic ultrasound map. Ultrasound is perfect to "see" textures, calculate distances between objects, and pick up things otherwise invisible to the naked eye (like people cloaked by an Invisibility spell), It can also be set to a passive mode, where it doesn’t emit ultrasonic pulses but still picks up ultrasound from outside sources, such as motion sensors or someone else’s ultrasound sensors on active mode (or bats).

Name: Multipurpose Surveillance - Audio (MS-A) Device
Manufacturer: Ariake Technologies
Price: 640 gil
DC to Make: 500
Restrictions:
Description: A highly versatile audio recorder, the MS-A device can be stowed in nearly any small, hand-sized device, whether it's a pen, a lighter, or a piece of décor. The audio recorder can be set by a timer, by hand, or remotely, and can record hours of audio with near-studio level quality, including noise cancellation.

Vehicle Modules:

Name: Subatomic Resonance Sensors
Type: Detection
Cost: 875000 gil
DC: 50000
Power Requirement: 1 per use
Description: Some of the most advanced software and hardware in detection suites is subatomic resonance detection, which is able to pinpoint objects beyond even the molecular level to create perfect representations of them at even the tiniest makeup.
Effect: Provides vehicle AP totals, hardware layouts, details, +10 bonus to targeting, as well as allowing the scan of objects and living beings

Ability-Softs:

Name: Combat Scanner I
Price: 26250 gil
Restrictions:
Description: Using a Standard Action, the user can wave the Omni-tool to where a target passes its sensors, and the Omni-tool will generate basic biological data about a target, including its HP, MP, Race, and Notes about it.

Name: Mineral Scanner
Price: 105000 gil
Restrictions:
Description: Uses a comprehensive database of minerals, elements, alloys, etc. to provide information about both raw materials and finished products on the fly. Does not register magical augmentation or enchantment.

Name: Geiger Sensor
Price: 17500 gil
Restrictions:
Description: A third-generation Geiger Counter, the Geiger Sensor detects dangerous radiation by filtering out standard, harmless radiation unless it higher-than-average quantities. The Geiger Sensor will passively scan the area the wearer is in for radiation, and makes audial and visual warnings when dangerous radiation is detected.


Technomancy Cantrips; Cantrips 5 MP to cast, *.5 damage, 5 Spell Points

Detect Poison - The user is able to use ethereal senses to find and pinpoint sources of airborne, foodborne, venom-type, or various other toxins within (Engineering /5, Normally Mage Level) Areas. Each cast lasts for 1 round/action.


2nd-Level Technomancy; 40 MP, *2.0 damage, 15 Spell Points:

Machine Speech - This character is able to briefly communicate with Machine-type creatures, robots, or electronic devices. This does not automatically sway or control them. Each casts lasts for (Engineering /5, Normally Mage Level) exchanges.

Dead Zone - Creates a magical faraday cage from which no conventional signal can exit. This actually extends to the Unus Mundus Network as well, making it one of the only readily available ways to block communication via the EPR Paradox.



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<<> Special Notes <>>

______________________________________________________________________
Tripstick
Posts: 21
Joined: September 19th, 2015, 3:23 am

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