William Franklyn Lockette II
Posted: July 15th, 2026, 9:26 pm
<<> Player Info <>>
IRC Nick: Malaki``
Real Name (Optional): Will
Time Zone: AKDT
<<> Character Info <>>
Name: William Franklyn Lockette II
Race: Human
Sheet Approved by: (leave blank)
_______________________________________________________________________
<<> Traits and Feats <>>
-= Traits =-
Points: 0/18
IRC Nick: Malaki``
Real Name (Optional): Will
Time Zone: AKDT
<<> Character Info <>>
Name: William Franklyn Lockette II
Race: Human
Sheet Approved by: (leave blank)
_______________________________________________________________________
<<> Traits and Feats <>>
-= Traits =-
Points: 0/18
- Astral Chameleon (2 pts) - This character's spiritual signature blends into the background of its environment. When magical, spiritual, etc. detection is being used, this character is considered under Mild "Invisibility" status, raising its anti-detection roll result by 25% (if the character rolls a 60, the result is treated as 75).
- Unholy (-3 pts) - You may not be of the darkness but you have a bond to something dank and dark. Regardless of how it affects or does not affect your personality divine objects deal double damage to you. THIS is not darkness, merely a state of being.
- Discipline: Dominate (3 pts) - Dominate is a supernatural ability to exert willpower and influence over a target. When invoked, it interferes with the targets natural thought process. This ranges from simple illusion to direct mind control. Invoking Dominate drains lifeforce, either costing the users own lifeforce (in the form of max hp, recovered after rest) or 1 Vitae per level. Each level of Dominate bestows the previous level. For the purposes of combat rolls, the user may use Concentration or Telepathy as offensive skills, and the defender must defend with Concentration at disadvantage. This does not bypass immunities and resistance; however, the cost is refunded if the target is immune.
Level 3 - Cornered Fury (2 pts) - When this character is alone in an initiative battle, roll one step higher on attack, defense, magic, and magic defense checks.
- Eternal Hope (2.5 pts) - Once per mission, when this character rolls a super-botch (bottom 1% of roll value), this character may roll a second time, but must accept the outcome of that second result.
- Fearless (2 pts) - This character gains a +10 bonus when rolling against Speechcraft checks.
- Stubborn (2 pts) - When resisting the "Confuse" status family, this character gets to roll defense against it twice and choose the better of the two results.
- Natural Charmer (2 pts) - In certain cases (GM determination), this character may "take 10" while performing Speechcraft checks.
- Gremlins (-1.5 pts) - This character isn't very good with technology. When making Computer Use or other high-tech related checks, this character rolls one step lower.
- Analytical Mind (2 pts) - When performing checks involving complex problems (traps, puzzles, etc.), this character gains a +10 bonus to the required skill; or, if the puzzle is unchecked, the character can be given a "hint" by a GM to solve the puzzle.
- Flashback (0.5 pts) - Your character experiences flashbacks of a given event at random times. To your character, it feels as though they are in that place, at that time. Generally these are significant moments… and may be trying to tell you something.
- Daredevil (1 pts) - When in mortal danger by circumstance, below 50% HP, or actively attempting something that promises injury on a failure, the human with this feat gains a +10 to whatever roll is called for. If more than one of these are true, each additional grants another +5. The third only applies to dodges if an Athletic skill is used instead of Reaction.
- Confidence (1 pts) - Your character exudes confidence. Gain a +5 to diplomacy and intimidation checks, and a +5 to your characters main skill (chosen by gm).
- Disfigured (-2 pts) - Your character is horribly disfigured, perhaps scarred, or otherwise notable. You are more recognizable to people and easily remembered, which can be a blessing and a curse.
- Resilient Brute (4 pts) - When this character uses "Brace" to defend against a melee attack, this character may use "Counterstrike" advanced skills as if the attack had been blocked.
- Striking (-1.5 pts) - This character has some kind of natural attribute, whether it's skin color, hair color, eye color, etc., that makes it very easy to pick out in a crowd. If this character is recognized by a group, it will be easier to recognize and memories don't fade easily.
- Emissary (2 pts) - Once per encounter, when making a Speechcraft check, this character may roll twice and take the better of the two results.
-= Character Classes =-
1) Pugilist
2) Scholar
3) Net Warrior
-= Feats =- (* denotes feats taken at character creation.)
*Feat 1(200XP) - Mess with the Best, Die Like the Rest
Associated Class: Net Warrior
Description: The Net Warrior has a way of passing what should be possible in terms of computer destruction. The average hacker is capable of simply causing data destruction, whereas you can render a system inoperable as long as you can get to it.
Effect: At the end of a successful hack, a Net Warrior has the option to destroy a given systems hardware, making it next to impossible to recover (but not fully impossible).
*Feat 2(400XP) - Energy Drink
Associated Class: Net Warrior
Description: Net Warriors fuel their bodies with unhealthy doses of Caffeine that would easily prove harmful to most. They can push themselves to think faster and react quicker at the keyboard because of this boosts of mental energy at times the unl33t let their guard down.
Effect: At night, Net Warriors gain twice as many password cracking attempts against enemy systems that have a programmer (instead of an AI) monitoring them.
*Feat 3(600XP) - Swift Learner
Associated Class: Scholar
Prerequisite:
Description: This character has an innate ability to learn, simply because of the way their minds work like steel traps. They're generally able to learn by repetition much easier than others.
Effect: When learning skills, this character's "skill learning" requirements are removed until Level 8.
*Feat 4(800XP) - Comprehension
Associated Class: Scholar
Prerequisite:
Description: This character's mental faculties are head and shoulders above that of others, generally able to catch things on the first pass; however, the double edge to that is that if it's missed the first time, the "rut" of thinking will make it more difficult to grasp new concepts.
Effect: When performing a Knowledge, Artisan, or Gather Information check on a topic or subject for the first time, the Scholar's result gains +50. However, if that check is unable to "pass" the DC, any further rolls on that particular topic or subject are reduced by -50 for a GM-determined amount of time.
*Feat 5(1000XP) - Cheap Shot
Associated Class: Pugilist
Description: Who said not to hit an opponent while they’re down? Your mother, she liked it standing up.
Effect: Gain one extra hand to hand hit (1d2+1) on any opponent who is disabled or otherwise movement-impaired.
Feat 6(1200XP) -
Feat 7(1400XP) -
Feat 8(1600XP) -
Feat 9(1800XP) -
Feat 10(2000XP) -
Feat 11(2200XP) -
Feat 12(2400XP) -
Feat 13(2600XP) -
Feat 14(2800XP) -
Feat 15(3000XP) -
Feat 16(3200XP) -
Feat 17(3400XP) -
Feat 18(3600XP) -
Feat 19(3800XP) -
Feat 20(4000XP) -
_______________________________________________________________________
<<>Statistics<>>
Experience Total: 1000
Total: 996/1000, 4 free
( ) Health: [166]+0 | Bonus: +16
HP: 8800 ((health * 50) + Milestones) | Armor: 191(base) (health + Milestones) | Physical Soak: 191 (health + Milestones + traits)
Magical Soak: 191 (health + Milestones + traits) | Status Resistance: 0% (See Milestones) | Death Threshold: +0 (Milestones)
Endure: 0% (Milestones) | Survival Result Bonus: +10 (Milestones)
Milestone Derivatives:
Improved HP: +500 -> +500 Max HP
Improved Soak: +25 -> +25 Phys/Mag Soak
Improved Survival: +10 -> +10 to final result of survival roll
Milestones:
(50 exp) Improved HP: +500 (x1)
(100 exp) Improved Soak: +25 (x1)
(150 exp) Improved Survival: +10 (x1)
(PC) Awareness: [166]+0 | Bonus: +16
Initiative: 1d166 1d166 | Base Attack Bonus: +16 | Perception Bonus: +16
Melee: +5 (See Milestones) | Ranged: +5 (See Milestones) | Magic: +0 (See Milestones)
True Sight: 0 (See Milestones) | Combat Reflexes: -10 (See Milestones) | Sneak Attack Negation: 0 (See Milestones)
Milestone Derivatives:
Improved Ranged: +5 -> +5 awareness bonus on ranged attacks
Improved Melee: +5 -> +5 awareness bonus on melee attacks
Combat Reflexes: -10 -> Reduces DC for Grenade-like weapons by -10
Milestones:
(50 exp) Improved Ranged: +5 (x1)
(100 exp) Improved Melee: +5 (x1)
(150 exp) Combat Reflexes: -10 (x1)
Ability:
( ) Dexterity: [166]+0 | Bonus: +16
Full Dodge: 16 (((dexterity / 10) + (dexterity_temp / 10)) + See Milestones) | Flat-foot Dodge: 21 (((dexterity / 10) + (dexterity_temp / 10)) + See Milestones) | Block Bonus: +5 (See Milestones)
Dodge Bonus: +0 (See Milestones) | Agility Bonus: +0 (See Milestones) | Flat-foot/reaction Bonus: +5 (See Milestones)
Style Points: 855 (dexterity * 5)
Milestone Derivatives:
Stylish: +25 -> +25 Style Points
Improved Reaction: +5 -> +5 Dexterity Bonus when performing Flat Foot or Reaction-based dodges
Improved Block: +5 -> +5 Dexterity bonus when blocking a melee attack
Milestones:
(50 exp) Stylish: +25 (x1)
(100 exp) Improved Reaction: +5 (x1)
(150 exp) Improved Block: +5 (x1)
(PC) Strength: [166]+0 | Bonus: +16
Base Physical Damage: 332 ((strength + strength_temp) * 2) + Milestones | Inventory Size: 16 (strength / 10) + Milestones | Momentum: 5 (See Milestones)
Item Effect: 0 (See Milestones) | Pierce: 50 (See Milestones) | Brace: -100 (See Milestones)
Milestone Derivatives:
Improved Momentum: +5 -> +5 Strength roll bonus when performing skill checks
Pierce: +50 -> 50 of character's physical damage ignores armor
Juggernaut: -100 -> -100 damage reduction when bracing an attack
Milestones:
(50 exp) Improved Momentum: +5 (x1)
(100 exp) Pierce: +50 (x1)
(150 exp) Juggernaut: -100 (x1)
Ability:
( ) Spirit: [166]+0 | Bonus: +16
Base Magical Damage: 332 (166 * 2) + 0 | Spell Points: 855 (spirit * 5) + Milestones | MP: 1860 (spirit * 10) + Milestones
Magic Defense: +0 (See Milestones) | Item Defense: +0 (See Milestones) | Crafting: +5 (See Milestones)
Milestone Derivatives:
Improved MP: +200 -> +200 Max MP
Improved Spell Points: +25 -> +25 Spell Points
Improved Crafting: +5 -> +5 Spirit roll bonus when crafting
Milestones:
(50 exp) Improved MP: +200 (x1)
(100 exp) Improved Spell Points: +25 (x1)
(150 exp) Improved Crafting: +5 (x1)
( ) Luck: [166]+0 | Bonus: +16
Luck Points: 17 | Critical Damage: +500 (See Milestones) | Luck roll result: +5 (See Milestones)
Draw chance: +0% (See Milestones) | Critical Defense: 0 (See Milestones) | Draw defense: +0% (See Milestones)
Milestone Derivatives:
Improved Critical: +500 -> +500 damage when inflicting a critical hit
Improved Luck: +5 -> +5 luck roll result
Improved Luck Points: +1 -> +1 Luck Point
Milestones:
(50 exp) Improved Critical: +500 (x1)
(100 exp) Improved Luck: +5 (x1)
(150 exp) Improved Luck Points: +1 (x1)
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<<>Skills<>>
0 (Used) / 2000 (Maximum) / 2000 (Free) (Skill Points (Max XP*2))
0: Untrained | 1: Hobbyist | 2: Novice/Beginner | 3: Dedicated Student | 4: Educated/Trained | 5: Professional | 6: Advanced | 7: Specialist | 8: Expert | 9: Adept/Prodigy | 10: Master
Movement
Bonuses: Dexterity: +16, Full Dodge: +16, Flat-foot Dodge: +21, Agility Bonus: +0 | Strength: +16, Momentum: +5
Utility
Bonuses: Health: +16 | Awareness: +16, Perception Bonus: +16, True Sight: +0
Combat
Bonuses: Awareness: +16, Base Attack Bonus: +16, Melee: +5, Ranged: +5, Combat Reflexes: +-10, Sneak Attack Negation: +0 | Dexterity: +16, Flat-foot/reaction Bonus: +5
Magic
Bonuses: Spirit: +16, Magic Defense: +0 | Awareness: +16, Magic: +0
Artisan
Bonuses: Spirit: +16, Crafting: +5
Field Training
Bonuses: Awareness: +16, Perception Bonus: +16, True Sight: +0
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<<> Abilities <>>
-= Physical (Style Points) =-
Current Style Points: (Used) / (Max) StP
-= Magical/Psionic (Spell Points) =-
Current Spell Points: 855 (Used) / 0 (Free) / 855 (Max) SpP
General Magic
Darkness
Level 1:
Dark (10 mp, 10 SpP): A swirl of Darkness engulfs a foe. (500 damage) (832 total damage)
Level 2:
Void (40 mp, 15 SpP): The power of Darkness swirls around a single target before infusing itself into the body. Inflicts Mild "Zombie" status for 1d5 rounds. (1000 damage) (1332 total damage)
Level 3:
Onyx (90 mp, 20 SpP): A wave of dark energy strikes 2 targets. (600 damage) (932 total damage)
Level 5:
Voidra (250 mp, 40 SpP): A blast of darkness is seared into a target's body. Inflicts Moderate "Zombie" status for 1d5 rounds. (3500 damage) (3832 total damage)
Defensive
Level 1:
Barfire (10 mp, 10 SpP): A ball of elementally magnetic energy swirls around a target. Halve all fire damage for 1d5 rounds.
Barearth (10 mp, 10 SpP): A ball of elementally magnetic energy swirls around a target. Halve all earth damage for 1d5 rounds.
Barshadow (10 mp, 10 SpP): A ball of elementally magnetic energy swirls around a target. Halve shadow damage for 1d5 rounds.
Barforce (10 mp, 10 SpP): A ball of elementally magnetic energy swirls around a target. Halve force damage for 1d5 rounds.
Level 2:
Protect (40 mp, 15 SpP): Creates a barrier around the target that halves physical damage for 1d5 rounds.
Blink (40 mp, 15 SpP): Creates a pseudo double-image of the target. Grants a +20 to dodge rolls until the target is struck, or for 1d5 rounds.
Level 4:
Protectra (160 mp, 30 SpP): A protective barrier forms around 2 allies, halving physical damage for 1d5 rounds.
Reflect (160 mp, 30 SpP): Creates a barrier around the target that reflects magic back to the caster for 1d5 rounds.
Plants
Level 3:
Vine (90 mp, 20 SpP): Vines emerge from the ground, striking 2 targets. (600 damage) (932 total damage)
Level 4:
Leafra (160 mp, 30 SpP): A multitude of razor-sharp leaves whip around and lacerate 2 targets. (2000 damage) (2332 total damage)
Status-Ailments
Level 2:
Confuse (40 mp, 15 SpP): Sends the target into a daze, unable to distinguish friend from foe for 1d5 rounds. Inflicts Mild "Confuse" status for 1d5 rounds. [Will-Resist Only]
Technomancy
Level 0:
Zen Focus (5 mp, 5 SpP): By entering a meditative state, this character clears their mind before attempting a project. The meditation becomes a source of inspiration, providing a bonus of up to +10 towards the first craft or artisan check on a project. The project must have a cumulative DC higher than you could reach in a single roll, and Zen Focus only applies once per project, at the start.
Detect Poison (5 mp, 5 SpP): The user is able to use ethereal senses to find and pinpoint sources of airborne, food-borne, venom-type, or various other toxins within (Mage Level) Areas. Each cast lasts for 1 round/action.
Spark (5 mp, 5 SpP): Ignites flammable objects. This can only be used on simple "fuels," such as gasoline, oil, and other readily ignitable materials.
Level 1:
Universal Remote (10 mp, 10 SpP): Universal remote enables a caster to interact with simple remote operable devices from a distance. Examples of this are TV's, some camera's, some cars, and general unencrypted signals. Devices such as computers, or anything which would require a software driver are out of the domain of this spell.
Analyze (10 mp, 10 SpP): Analyses a target to identify its information. Whereas a magical scan reveals an additional information about a target, Analyze identifies scientific information such as race, threat level, as well as the typical parameters of health and spiritual energy.
Call Phone (10 mp, 10 SpP): This spell allows a caster to dial a phone and speak as though speaking into a phone mentally. The caster must either have line of sight with the phone or know it's phone number.
Level 2:
Kodak Moment (40 mp, 15 SpP): Creates an etheral digital camera that lasts for 8 hours. Pictures taken during this time may be deposited on any digital device within line of sight. Many casters prefer to use their U.m.N. pads, however any machine to which the user has access rights is a valid deposit.
Cellular Blitz (40 mp, 15 SpP): A distraction spell created as a means of escape in a crowd. Cellular blitz causes all phones in an area to ring repeatedly in a deafening display of ring tones. The spell lasts for 1d5 rounds, during which all targets without ear protection have the silence effect, provided there are sufficient devices (crowds, stores, etc are all possible). As a side effect, this may provide a surprise attack should an enemy possess a phone themselves, and sufficiently large crowds can actually cause the local network to buckle for several hours under the pressure.
Dead Zone (40 mp, 15 SpP): 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.
Internet Celebrity (40 mp, 15 SpP): A spell created by a dark sorcerer known as Malachite assigned to the viral marketing of a coffee shop in Wisconsin. When cast, the spell generates content across any network of choice to which information may be freely published, giving the impression of notoriety to a given subject, person or detail. These pages disappear after 1d8 hours. The pages may contain any detail the caster wishes, however those fluent with the subject can roll versus the casters roll to detect the forgery.
Safe Room (40 mp, 15 SpP): This character is able to erect a formidable shelter inside of urban landscapes or ruins, including barricading rooms and patching floors, ceilings, and walls.
Machine Speech (40 mp, 15 SpP): 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 (Mage Level) exchanges.
Owl's Wisdom (40 mp, 15 SpP): The caster grants a bonus of +20 Willpower/Mage Level (+200 at Level 10) to a single character for 5 rounds.
Level 3:
Blowout (90 mp, 20 SpP): Blowout is a spell developed by police forces seeking a less drastic alternative to spike strips. Nanites create a pressure pocket around the critical movement component of a passenger vehicle and disable it. The effect reduces the speed and control of the vehicle by selectively disabling it's propulsion. If there are any obstacles present, the driver/pilot must make a check at -30 to avoid crashing (DC is determined by the environment).
Protection from Radiation, Lesser (90 mp, 20 SpP): Produces an energy field that protects against low levels of radiation, specifically in the Alpha and Beta spectrum. This energy field surrounds one person.
Life Shoot (90 mp, 20 SpP): A 'spirit stat' ranged medical beam that can be continued over several rounds at no added mp cost. Requires a Will check of at least 25 to maintain concentration sufficiently to maintain the beam. Each added round boosts this DC by 25.
Poncot Beam (90 mp, 20 SpP): A unique spell which targets mechanical brains and components. By using ether nanites to clutter electrical pathways responsible for logic, a machine may be put to sleep for 1d8 hours or until sufficient disruption occurs to disrupt the block (an attack or jolt for example).
Level 4:
Neural Uplink (160 mp, 30 SpP): Forms a direct data uplink between a brain and target device. The device does not have to be wireless friendly but some devices may contain firewalls or protective measures to be overcome. Depending on the system complexity, some interfaces may be simple mind-to-text while others may present the user with a virtual world.
Lie Detector (160 mp, 30 SpP): Improves a users senses to become receptive to telltale signs of lying (heart rate increase, visual tells, etc). Provides a +30 to lie detection.
Temporal Mirror (160 mp, 30 SpP): Target mirror shows the last 15 minutes of images as seen from the perspective of the mirror.
Weapon Arcana
Level 0:
Arcane Mark (5 mp, 5 SpP): Inscribes a personal rune on an object or creature (visible or invisible). Detectable by Detect Magic whether visible or not.
Detect Magic (5 mp, 5 SpP): Use extrasensory perception to recognize items or sources of magical power within two Areas.
Open/Close (5 mp, 5 SpP): Opens or closes small or light things such as drawers and small boxes or books.
Level 1:
Floating Disk (10 mp, 10 SpP): This spell creates a flat, wide disc of spiritual energy that can carry burdens, such as equipment, supplies, or people. Can hold (+2 * Mage Level) (20 at Level 10) passengers per disc, and each disc can travel (Mage Level) Areas before it needs to be recast. Up to (Mage Level / 2) (round up) (5 at Level 10) discs can be maintained simultaneously.
Illusion of Calm (10 mp, 10 SpP): This spell creates a copy of a target that draws enemy fire, counting as a separate target that can't actually be damaged. The doppelganger moves enough to appear realistic, but if its 'other' makes too dramatic an action it may be obvious which is the fake. Inflicts Acute "Illusion" status, and lasts for (Mage Level) rounds.
Mirror Strike (10 mp, 10 SpP): This spell allows a single target's next attack to strike twice as many targets as normal (a 1-target will hit 2, a 4-target will hit 8, etc.). Whether the attack strikes or not, the spell fades immediately afterwards.
Level 2:
Ablative Barrier (40 mp, 15 SpP): This spell creates several layers of invisible spiritual energy to buffer attacks. Grants a single target Mild "Defense" status for (Mage Level) rounds.
Spider Climb (40 mp, 15 SpP): This spell allows a character to walk and climb on parallel surfaces and remain upside down on surfaces for a short time. This effect does not add to Climbing checks, and lasts for (Mage Level) rounds per cast.
Level 3:
Arcane Sight (90 mp, 20 SpP): This spell allows a single target to perceive magical emanations visually instead of just with extrasensory perception. For (Mage Level) rounds, this character can see and track magical auras and signs within 2 Areas.
Force Punch (90 mp, 20 SpP): This spell allows a character to deal blows with exponential force behind them against enemies. For (Mage Level) rounds, target is granted Mild "Enforce" status, and the character deals Mild "Knockback / Wall Rush" status with normal physical martial arts attacks.
Locate Weakness (90 mp, 20 SpP): This spell allows a single target's most dangerous blows be exactly that -- most dangerous. For (Mage Level) rounds, on a critical hit, draw 2 crit cards and choose one..
Level 4:
Black Tentacles (160 mp, 30 SpP): This spell causes a cluster of dense, ichor tentacles to burst from the area around a group of targets and attempt to grapple them. This spell affects (Mage Level) targets, and if a subject fails to avoid the attack, it is considered Grappled, Strength OR Martial Arts DC 25 (+15 * Mage Level) (DC175 at Level 10) to break free. If not broken, the tendrils grapple targets for (Mage Level) rounds.
Detonate (160 mp, 30 SpP): This spell creates a swirl of non-elemental magical energy that strikes a group of enemies. Deals non-elemental magic damage +800 to (Mage Level) targets.
Firefall (160 mp, 30 SpP): This spell allows a caster to exponentially grow and detonate an existing flame. An existing fire source is grown before exploding, dealing Fire-based magic damage +800 and inflicting Moderate "Burning" effect on all targets within (Mage Level) Areas.
Pellet Blast (160 mp, 30 SpP): This spell creates a "magical grenade" that works off of the same principles, flinging tiny magical projectiles outwards in all directions after a short time. All targets within 1 Area must roll Reaction, DC 25 (+15 * Mage Level) (DC175 at Level 10), to avoid the caster's magic damage +800.
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<<> Equipment Slots <>>
Note: Dual-Wielded items occupy 1 Equipment Slot (not Inventory Slot).
Weapon:
Name: H&K G3A3ZF-DMR Battle Rifle(Denzium)
Price: 10,000 gil
DC to Make: 40/70/100
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +17
Damage Modifier: 600
Skill Level Required: 1
Side Arm:
Name: Durallium Whip
Price: 12,000 gil
DC to Make: 38/65/92
Augmentation Slots: 1
Roll Bonus: +26
Damage Modifier: +75
Skill Level Required: 1
Armor:
Name: Medium Denzium Armor
Price: 10,000 gil
DC to Make: 40/70/100
Physical Soak: 25
Magical Soak: 25
Pendant:
Ring 1:
Ring 2:
Gil: 30 g
_______________________________________________________________________
<<> Inventory <>>
Name: MHD-995 Hacking Device
Manufacturer: Sarif Industries
Price: 3600 gil
DC to Make: 6000
Restrictions: Occupies 2 Augmentation Slots
Description: A dedicated microcomputer module featuring a series of processors and databases, programmed with multiple code-breaking and counter-cryptography subroutines. Provides a +10 to Computer Use rolls.
Name: Infolink Telecommunications Package
Manufacturer: Unus Mundus Network, Inc.
Price: 1200 gil
DC to Make: 3000
Restrictions:
Description: Enables users to receive and transmit messages without generating audible sounds through implanted cochlear and vibration detection devices. Video signals accompanying incoming transmissions are projected directly onto the user's retina, provided an Eye-Know Retinal Prosthesis is also implanted.
Name: Eye-Know Retinal Prosthesis
Manufacturer: Sarif Industries
Price: 3600 gil
DC to Make: 3000
Restrictions:
Description: An optical membrane implant and data-frame for vision augmentations, this device is a microthin base coating layered onto the inside of the human eye, with a synthetic neural tissue spike connected to the optic nerve; it is capable of projecting digital information directly on to the retina.
Name: Smart Vision
Manufacturer: DataDyne
Price: 8400 gil
DC to Make: 6000
Restrictions: Requires Eye-Know Retinal Prosthesis
Description: An optical membrane implant that enables people already equipped with the Eye-Know Retinal Prosthesis to visually scan through walls, doors, and cover objects and see what lies beyond. Requires activation to be used; when activated, each "round" uses 10% of a user's max MP.
Name: Close Assault Package (CAP Aug) (Whip)
Manufacturer: Misriah Armory
Price: 8400 gil
DC to Make: 8000
Restrictions: Requires Cybernetic Arm Prosthesis
Description: By modifying and bulking up the size of the cybernetic arm prosthesis, the user is able to have close-combat weapons installed. These weapons can be made of any material, but can only be up to 3 inventory slots large. The weapon is considered collapsible and retractable, making it easy to conceal and ideal for quick, discrete intervention.
Name: Psycho
Manufacturer: Great Khan Chems, LLC
Price: 1000 gil
DC to Make: 200
Restrictions:
Description: A powerful boost of artificial and natural stimulants and adrenaline gives the user of "Psycho" a simulated adrenaline rush, similar to a combat high or a fight-or-flight situation. Excellent for those tight situations... and for combat brawlers. Raises the Strength statistic by 100 points for 5 rounds.
Name: "Eyes-On-U" Surveillance Spectacles
Manufacturer: Sarif Industries
Price: 1920 gil
DC to Make: 2000
Restrictions:
Description: Concealed in either normal glasses or specialty shades, the high resolution camera in these glasses can either store the data locally (only up to 30 minutes due to the constraints of the glasses), or electronically transmit the data for hours.
Name: Wayfinder Radar System
Manufacturer: Kukai Foundation
Price: 2400 gil
DC to Make: 750
Restrictions:
Description: The Wayfinder Radar System serves as a sensing and early-warning device; beginning users can tune it to keep track of any threat, so long as the threat remains within a local threat vector.
Name: "Bonfire" Floodlight
Manufacturer: Hahne-Kedar
Price: 1440 gil
DC to Make: 100
Restrictions:
Description: A spotlight that can be laid on the ground or suspended in a tower. Designed with bright halogen lights to flood an area of lights. Requires a large battery generator to power.
Name: "Breathe Deep" Rebreather (x3)
Manufacturer: Ariake Technologies
Price: 480 gil (One-Use) (1440)
DC to Make: 2000
Restrictions:
Description: A small nose-to-chin coverage mask conceals an intricate set of microfilters and purifiers that prevent most forms of airborne contaminants from being inhaled by the wearer. These microfilters have a relatively short lifespan and must be disposed of properly after use.
Name: Cellular Decryption/Signal Infiltration Device
Manufacturer: Binary Helix
Price: 1920 gil
DC to Make: 2000
Restrictions:
Description: A cell phone with a hacked receiver on it. The cell phone locks in on the operating frequencies of nearby cell phones, allowing it to track numbers called and even listen in on transmissions.
Name: Smart Network Uplink-based Phone Use Replicator (SNUPUR) Device
Manufacturer: Conatix Industries
Price: 3200 gil
DC to Make: 3000
Restrictions:
Description: Nicknamed "The Snooper" by intelligence brokers, this device is a direct landline phone tap that tracks the last couple hundred phone numbers accessed by that connection. Just plug the small gray cylinder into the phone or phone connection, and it transmits data to a computer or U.M.N. pad
Name: "Tangible Sight" Digital Tablet
Manufacturer: Sirta Foundation
Price: 9450 gil
DC to Make: 3000
Restrictions:
Description: A touch screen laptop designed for art or writing purposes. The stylus allows for precision control, while the screen bends to either function as a laptop, or a notepad.
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<<> Character Description <>>
Age: 42
Height: 6' 5"
Weight: 265 (optional)
Appearance: Tall, tan skin, black curly hair with grey at the temples, broad shoulders, missing right hand below mid-forearm.
Eye Color: Dark brown
Hair Color: Black
Notable Features: Missing right hand
<<> Character Personality <>>
Favorite Food: Iced Honey Buns
Likes: Technology
Dislikes: Malevolence
Favorite Color: Green
Fears: The wrath of an angry god.
<<>Character Background<>>
History:
The Inciting Incident: The Shattered Shield
In a tech-magic metropolis, his childhood companion beast (Robotic dalmatian) was destroyed by a runaway grav-skiff.
The Trauma & The Deal: After enduring early exploitation by powerful figures, he magically excised his emotional core at age 13, sealing it away or trading it to a high-tier cyber-demon for the power to never feel helpless again.
The Result: He became a fierce protector of the weak in the lower-city slums, using hyper-violence to balance the scales for bullied youth.
The Defining Choice: The Great Diaspora
At age 19, he left his home sector to wander the star-gates and magical ley-lines, traversing 6 planetary realms and hundreds of frontier outposts.
The Wanderer’s Edge: He sampled every synthetic drug and magical elixir the cosmos offered, blending seamlessly with high-tech syndicates and low-life street urchins alike.
The Social Butterfly: Despite his internal coldness, he mastered the art of charm, becoming a legendary nomad who knows someone in every starport.
The Core Conflict: The Hollow Vanguard
The Internal War: He is a social chameleon who desperately seeks a truly unique idea in a world saturated by AI data and ancient prophecies.
The Battle for Control: He constantly fight to master the chemical and magical lusts induced by his wild past.
The Grand Quest: His ultimate mission is to break the contract with his demon, hunting down your own stolen empathy and compassion.
The "Why": The Selfless Shield
The Mission: Because he knows exactly how cold the universe can be, he acts as a universal ally to the forgotten.
The Ultimate Goal: He intentionally absorbs the hardships of others, clearing their paths so they never have to make the dark sacrifices he did.
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<<> Special Notes <>>
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