Pandora
Female uh...being? psion 12 pilot 3
Ability Scores
BP:
- Earned 15
- Spent 9 on stats
- Spent 1 on skills
- Spent 1 on talents
- Spent 4 unlocking psionic disciplines
Stat | Base | Race | Add | Tier | Final |
---|---|---|---|---|---|
Str | 0 | 0 | 0 | 3 | 3 |
Dex | 2 | 0 | 3 | 3 | 8 |
Con | 0 | 0 | 0 | 3 | 3 |
Int | 5 | 1 | 3 | 3 | 12 |
Wis | 3 | 1 | 0 | 3 | 7 |
Cha | 0 | 1 | 3 | 3 | 7 |
Source | HP/lev | Total |
---|---|---|
Con | 3 | 45 |
Pilot | 5 | 15 |
Psion | 4 | 48 |
Vital Stats
Pandora
- HP 108
- AC 18
- Mana 24
Proxima
- HP 153
- AC 23
Skills
- Dex Weapons +8 (Proxima +11)
- Hacking +12
- Piloting +12
- Ranged Weapons +8 (Proxima +11)
- Security +12
- Stealth +8 (Proxima +11)
- Psionics +12 (expertise)
Talents
Psion
- Proxy: Using telepathic control, you can pilot a proxy, while your body remains motionless and unattended. For all intents and purposes, you play as the proxy, with their own physical abilities, but all of your mental ability scores, skills, and psionic powers. Whatever happens to their body does happen, but has no effect on your original body. You can swap in and out of the proxy at any time.
Maneuvers
Known: 6
Ranged Weapons
- Aim: Bonus action; you carefully line up a shot against a chosen foe, gaining "advantage" against your next ranged attack against that target taken within 5 rounds. You lose the benefit if you move before the attack.
- Called Shot: Std action, ranged attack; you target a specific location, causing various effects. The shot is harder to land, represented by a penalty to your attack roll.
- Arm: -4 to hit. Normal damage, plus all actions using that arm are disadvantaged, and any melee damage caused by a weapon in that arm inflict half damage (Con ends).
- Leg: -4 to hit. Normal damage, plus 50% movement speed penalty (Con ends).
- Foot: -8 to hit. Normal damage, plus pinned. Str ends; on success, suffer normal damage again, and 50% movement speed penalty (Con ends).
- Hand: -8 to hit. Normal damage, plus cannot wield weapons, cast spells, or make attacks using that hand. Con ends, but subject must remove the missile, suffering normal damage again, then disadvantage and half damage with that hand (Con ends).
- Heart: -12 to hit; double damage, with 10-20 crit range (double again on crit).
Stealth
- Sneak Attack: At-will, std, subject must be unaware of you; as normal weapon attack, but you inflict critical damage. Requires Dex-based melee weapon or ranged weapon within 30 ft.
Powers
Known: 24
Disciplines known:
- Hypercognition
- Space
- Technomancy
Baseline Psion Stuff
- Psionic Focus: At-will, bonus action; you focus your mind on a specific task (i.e. a skill check you intend to use in the near future). From this point on, you gain "Focus", with a particular task in mind. If, within 10 minutes, you attempt that action, you may expend your Focus to gain advantage to one skill check or save relevant to it. You must take a short rest before using this ability again.
- Note: each psychic discipline has its own use for Psionic Focus, in addition to the one described above. When preparing your Focus, you must allocate it either to this use, or one of the discipline-specific ones.
Hypercognition
Psionic Focus: You can expend your Psionic Focus in Hypercognition at any time to turn any action into an immediate action.
- Combat Analysis: At-will, bonus, costs 1 Mana; you perform a near-instantaneous analysis of the battlefield (that you can see). Choose 3 of the following questions, and the DM must answer honestly (within the limits of what you can perceive, psychic perceptions (if any) taken into account):
- Which enemy is the greatest danger to me / my allies / innocents? (specify)
- What weakness does (specified enemy) possess?
- What is the immediate intent (in the next round) of (specified enemy)?
- Which enemy is the leader, if any?
- What is the best way to extricate myself / my allies / innocents from this battlefield? (specify)
- Hypertargeting: At-will, bonus, costs 1 Mana; you can use the [[Aim]] maneuver as a bonus action.
- Critical Targeting: When you use Hypertargeting, if you spend 2 additional Mana, your critical threat range increases to 5-20.
- Thought Acceleration: At-will, bonus, costs 1 Mana; you perform a purely thought-based action, such as a Knowledge or Research check, that would normally take up to 1 hour, as a bonus action.
Space
Psionic Focus: TBD
- Alter Particle Density: At-will, bonus, concentration, 1 Mana per transition; you can alter the space between the particles of your body, or another object or creature within short range. The upper bound is their natural density, whereas the lower bound is the Pym Minimum, below which quantum effects would destabilize their form. At this scale, a 2 meter tall humanoid would stand approximately 1 millimeter tall. Their mass remains unchanged, as do their physical characteristics. Unwilling targets are allowed a Con save to negate, naturally.
- Attenuation Field: At-will, bonus, medium range, wall 1 per Mana, concentration; you create a "wall" in which spatial motion in one direction is compressed, but opposing motion is expanded. As such, in one direction, motion is much faster than normal, and in the other, it is slower. This has the effect of increasing the damage of projectiles in one direction by 50%, and decreasing by 50% in the other. Plasma effects don't "mind" the sudden transition as much, but solid creatures and objects are disrupted by the sharp curve in spacetime, causing heavy disruption damage when crossing in either direction.
- Compress Space: At-will, std, variable Mana cost; you create a spacetime tunnel between two apertures, which remains stable as long as you concentrate and continue spending Mana. One aperture must be within medium range of you the whole time, the other may be as far away as you desire, in whatever direction. However, the path between the two must be unbroken, save by atmospheres of fairly normal consistency. This effect is not a wormhole, but a collapsing of spacetime--any solid objects in the path are still there, and compressing them would cause catastrophic nuclear reactions, beyond the scope of this power.
- Aperture size:
- <1m: 1 Mana/rd
- 1-9m: 2 Mana/rd
- 10-99m: 3 Mana/rd
- 100-999m: 4 Mana/rd (etc...)
- Distance spanned between apertures:
- <10m: 0 Mana/rd
- 10m-1km: 1 Mana/rd
- 1-99km: 2 Mana/rd
- 100-10k km: 3 Mana/rd
- 10k-1M km: 4 Mana/rd
- 1M km-1 AU: 5 Mana/rd
- 1-99 AU: 6 Mana/rd
- 100-10k AU: 7 Mana/rd
- 10k AU-1 ly: 8 Mana/rd
- etc...
- Aperture size:
- Hyperspace Eruption: At-will, std, variable cost; you create a tiny opening in hyperspace, barely more than a few Plank lengths across, for a single Planck unit of time. In that time, hypermatter erupts through the aperture, causing cataclysmic harm in a fairly localized area. Choose one of the following:
- Beam: line 5m long per Mana, 1m wide, inflicts heavy radiation damage.
- Burst: burst 1m per Mana inflicts heavy radiation damage.
- Punch: 0 Mana; one fist, touch attack, or medium range ray inflicts medium radiation damage.
Big Magic ideas:
- Hyperspace Interdiction
- (True) Wormhole
Technomancy (expertise)
At-will ability: Interface: At-will, std, sustain std, touch; you interface with a computer or computerized device by touching it. You can access all features as if you were using a proper console.
Psionic Focus: Wifi: As Interface, but at medium range, as you gain the ability to extend your connection with electromagnetic waves.
- CPU Overload: At-will, std, touch; while using Interface, you overload the processor of a computer, causing nominal internal electromagnetic damage, and an automatic light injury. Can target the computer inside a droid or vehicle.
- EMP: At-will, std, close burst 5 per Mana; all droids, vehicles, computers, power suits, and technological devices in the area are overloaded with power. Each must pass a Con save or be disabled (if an object) or stunned (if a creature) for 1 rd.
- Id Insinuation: You push your thoughts and emotions into the subject; most computers and droids are unable to process biological thought patterns, and this confuses them. Causes stunned on hit, Wis ends.
- Propagation: When using Interface, you may "jump" from one device to another connected to it by a wired or wireless connection, including a power source. To do so, you must reserve 1 Force Point per jump. Max jumps = 1 per skill rank.
- Ridealong: At-will, touch, sustain full; you transfer your mind into a droid host. Your own body is helpless, as your mind goes with the droid. You share its senses, and can command it if it is willing (if hostile, Wis ends). You must reserve Focus based on the range of the connection (1=long, 2=1 mile, 3=10 miles, 4=100 miles, etc).
- Speed of Thought: When using a computer with Interface, you can operate it much faster, unfettered by clunky controls or body parts. All uses of Slicing normally measured in minutes can now be done in rounds. Anything that took less than one minute can be done as a swift action.
- Upgrade: At-will, swift, short range, reserve; you enhance the capabilities of a droid or vehicle. For each point of Mana reserved, you may grant a +1 bonus to any of the following attributes: str, dex, con, int, wis, cha, movement, hp/level, maneuverability (vehicles). The max bonus for any given attribute is one per rank, but there is no limit to the number of different attributes you may enhance.
- Virus: At-will, swift; you create a semi-sentient program in a computer system by touch or through an open Interface. The program can use Slicing as well as you, but with its own action pool. It can also use Interface, although it must spend Mana from a pool that you imbue it with upon casting. Costs 1 MAna to create, plus more if imbued with extra MAna.
Telepathy
Psionic Focus: tbd
- Sense Minds: at-will, bonus, concentration; you sense the presence of thinking minds within short range. For 1 Mana, you can actively "ping" within long range, detecting further targets. Those with psychic ability can conceal their mental presence merely by concentrating, but cannot hide from such a "ping".
Equipment
Pandora
Flight Suit
AC 12 + Dex
In an emergency, acts as an encounter suit with 24 hrs of consumables
Sidearm of some sort
Proxima
Base stats:
- +3 str, dex, con
- AC 12 + dex
- Move 16m (8 squares)
- Armblades: 2x, dex-based, +1 hit/dmg, medium slashing damage
- Carbine: ranged (50m), medium thermal damage, autofire
- Sniper Rifle: bonus action to deploy, while deployed movement is at -50% and cannot charge/run. Ranged (500m), heavy thermal damage, 15-20 critical, single fire.
- Stealth mode: recharge 33%, bonus; turn invisible until you attack or suffer damage.
- Magnetic Boots: at-will, spider climb on any metal wall or ceiling.