Post by lydia on Jan 16, 2015 22:35:16 GMT -8
Character Name: Tesla Bryant
Player Name: Lydia/Nessah
Alias: Central
Family/Allies/Friends: Bryant Clan
Archetype: Artificial Lifeform
Age: Late teens
Height: 5'2", varies by equipment
Weight: 150lbs, varies by equipment
Hair: Blonde
Eyes: Gold
Nationality: Artificial American
Description: Short-ish, with a thin frame. Her skin is a light grey color, and at various points there are pieces of visible metal and machinery. She generally wears unrevealing clothing and things like coveralls for protection and maximum pocket quantity while she works.
Occupation: AI assistant
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STATISTICS
F: Good
A: Excellent
S: Good
E: Remarkable
R: Remarkable
I: Good
P: Remarkable
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Health - 70/70
Mental Health - 70/70
Karma -
Popularity -+10 among those familiar with the Bryant family
Contacts -
Resources -
Appearance -
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Talents:
Biotechnology
Engineering
Security and Encryption
Cybernetics/Bionics
Energy Weapons
Techno-sorcery, can roll Psyche+1CS on any of the above skills, if the initial check of Reasoning fails
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Quirks & Flaws
Quirks
Mechanical Aptitude: the mechanical adept is a techno-whiz, one of the know-it-all electronics gurus that apparently grow on trees in the comics. Characters with this quirk can build, use, and repair high tech devices as if their Reason was +2 CS in rank.
Flaws
Empathic lightweight: Due to the duality of her nature, and her artificial construction, she sometimes has trouble handling the extremes of human emotions. This manifests as a weakness to empathic attacks.
Tesla must roll a Yellow to resist empathic attacks. On a Green or White, even if she beats the other, the attack strikes her at full power.
Kinda needs that to live: She does not function well at all in any area that is anti-magical in nature. This disables her powers.
Oil for the blood god!: Despite her construct nature, she can actually bleed, lines for oils, or mystic energy severed. While not necessarily a true 'weakness' it seemed to deserve note.
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Powers:
Origin of Powers: Tesla's powers are technomagical, based around the equipping and de-equipping of various modules. All modules put a certain power strain on her system, either passively or when used actively, and they all take up space on her body.
Powers: Almost exclusively modules, which need to be equipped prior to use, and may preclude the use of other modules used in the same 'slot' or requiring high quantities of power. Changing a module takes time, especially torso modules, and disengaging one's arm is a very awkward strategic choice to make in a fight.
Tesla has an amount of Power equal to her current Mental Health. If her Mental Health is damaged below the amount she's using, she must turn off and eject modules using her turn, until her current expenditure is below her current Mental Health.
Who needs air?- As a construct, only breathes to facilitate speaking, and doesn't have a standard constitution. Tesla takes no damage from a vacuum or underwater environment and only half damage from being strangled.
Techno-empathy- An affinity for the spirit of machines and the ability to sense how well it is running/how well it is maintained. Stronger with more complex machines. Rolled on Psyche +2CS, Tesla can communicate with a machine to determine its general status as noted above. More complex machines may be able to tell her other things. With a Yellow check, she can force any 'thinking' machine to consider her a non-target.
Torso slot - Augments that cover the entirety of the torso, they are incompatible with each other.
*Expanded Generator- Bulky, possibly incredibly dangerous if it is compromised, the extended power systems generally just augment the use of other powers, allowing for different or more continuous use. Heavy.
-1CS Agility. A Called Shot to the generator is considered a Critical Hit, and a Yellow or higher one will cease the generator's function. Grants +20 Power, and allows a second Torso to be equipped. The extra power isn't taken into account when calculating the complications of Mental Health drain. "Spent" power regenerates at 1 per round or 10 per hour as long as it hasn't been spent that round.
*Flight system- Light, not very defensive, it provides the ability to fly, but drains a fair bit of energy to do so. Without the hydraulic system one has to be careful to slow down before hitting the earth, leading to a delay or damage when landing.
Spends 2 Energy per round spent flying, and 10 Energy per hour when traveling out of combat.
Being in the air grants +2CS to defensive Agility and prevents melee attacks from connecting unless they wait for her to perform one herself, but she takes 20 damage flat if knocked out of the air or landing without taking a full round action to do so. Typical flight speed (150 MpH)
*Underwater Apparatus- Obtrusive and heavy, it doesn't serve much purpose on land, but allows for agile movement underwater.
-1CS Fighting and Agility on land, +2CS Fighting and Agility in water. Grants 'Typical' running speed underwater (75 miles per hour), with full Agility used for maneuverability while swimming. Draws 5 Power while equipped.
*Armor- As simple as the name implies, it is heavy, and does have some tax on her energy level. Associated helmet can block use of head slot. Draws 10 Power while equipped, grants Excellent physical protection and Good energy/magic protection.
*Hand it 2 You Adds two prehensile arms to her frame, originating from her back. Arms can be outfitted as normal, but energy usage my become a concern.
Draws 10 Power while equipped, and allows Tesla to expend 5 to either boost Strength by 1CS for one round, or do a 'second round' of attacks from full Fighting. Doing both isn't possible.
Arm slot -
*Tooltip - Replaces an arm, it is weaker than normal, but has a variety of built in tools.
Draws 3 Power per Tooltip equipped, but having one in each hand serves no particular purpose, and 1 Power is expended whenever the Tooltip is used.
Strength when making checks is reduced to Typical (6), while punching someone with the Tooltip arm deals Poor (4) damage. Grants +1CS to the roll and effectiveness of repair and modification of machinery, and allows Tesla to 'Heal' machines for Excellent (20) recovery, within reason, or removal of Remarkable or lower debilitation.
The Tooltip can also damage a stationary area of material by 10 on a Yellow Modify roll (5 on a Green, 2 on a White); Once the area hits Shift-Zero, it digs a hole one foot deep and wide enough to crawl through.
Synergy - Hand It 2 You; For each of the HI2Y arms equipped with a Tooltip, one extra Modify/Repair roll can be made per round at full proficiency. Equipping two 'extra' Tooltips negates the ability to boost Strength or perform extra attacks using the HI2Y mod.
*Essence Gun- An arm that can change into for lack of a better descriptor mystical x-buster. When in cannon mode it can't be used for any kind of manipulation. It can only be fired once every two rounds, unless the expanded generator is equipped as well.
Draws 5 Power per Essence Gun equipped. It costs 1 Power to shift the arm between gun and hand form, or 3 Power to fire.
Rolled on Agility, deals Incredible damage, but can only fire every two rounds. Despite appearances, the damage dealt by the Essence Gun can be 'held back' on, making it nonfatal even if fully charged.
Synergy - Hand It 2 You; As long as the Essence Gun is 'ready' to fire and HI2Y hasn't been invoked for a Strength or number of attacks boost, one or both Essence Guns mounted on the secondary arms can be fired for standard cost at full Agility.
Synergy - Expanded Generator; Each Essence Gun equipped can be fired every other round, or 'charged' for an extra round to fire at Monstrous (75). Charging doesn't affect cost.
Synergy - Tooltip; If equipped alongside a Tooltip, the gun can deal Fire or Lightning damage by spending 1 extra Power and occupying that arm for the round.
*Can Openers- Sharp blades to anyone else, Tesla is not the most able melee fighter. They can be charged with energy for short bursts, longer if the generator is installed.
Draws 3 Power per Can Opener equipped. Like the Tooltip, having one on each main arm serves no particular purpose. Can Openers cost 1 Power to shift from arm to blade form, and 2 Power to 'charge' for one round, granting an extra +1CS to attacks made with that arm but taking up one of its hits.
Can Openers grant Tesla a +1CS to melee attacks with that arm.
Synergy - Expanded Generator; 'Charging' a blade still takes one of its hits for that round, but the charge lasts three rounds.
Synergy - Hand It 2 You; Each Can Opener equipped to a HI2Y increases Fighting by +1CS while deployed, for attacking as well as defending.
*Pthunk- More of an experimental weapon than anything, for those cases when the enemy can be exected to ignore magical energy, but a physical object might do the trick. Similar to the essence gun, it has a loading area where small objects can be placed inside before they are THUNKed out at high speeds.
Draws 3 Power per Pthunk equipped. Firing spends 1 Power per shot.
Firing an object deals either Excellent (20) or the object's Hardness rating per hit, and can be volleyed, firing multiple 'rounds' per turn based on Agility. The Pthunk is highly fatal if firing anything greater than Excellent.
Synergy - Hand It 2 You; Each Pthunk equipped to a HI2Y increases Agility by +1CS while deployed, but only for attacks made with Pthunks.
*Shields Up- Arm outfitted with the ability to form a shield of energy. Combined with the generator, it can make a full bubble.
Draws 5 Power per Shield Arm equipped. Each Shield Up equipped increases Fighting and Agility, for Defense only, by 1CS.
Synergy - Armor; Passively enhances armor's Energy Soak to Excellent (20). This does not stack with multiple Shields.
Synergy - Tooltip + Armor; By spending 5 Power, the armor gains Remarkable (30) defense against Electricity or Fire, spending 2 Power per round to maintain once activated. Tesla can 'learn' to make the armor resist other things, but only one such effect can be active at a time.
Synergy - Tooltip + Generator; By spending 10 Power instead of 5, the bubble formed is immune to Electrical or Fire damage. Tesla can 'learn' to make it immune to other things if she studies those forms of energy closely enough, but only one immunity can be active at a time.
Synergy - Generator; By spending 5 Power, any number of 'Shield Up' shields can be converted into a single protective bubble. The bubble has 25 HP per Shield Up used to form it, doesn't benefit from Armor, and Shield Ups don't grant their Dodge bonus while contributing to the bubble. If destroyed, the overflow damage goes directly to Tesla, modified by armor rating.
Leg slot -
*Cyber Skates- Motorized deployable skates... should not be employed while firing projectiles.
Draws 5 Power, and spends 2 Power per round any of its benefits are used, or 5 Power per hour of purely skating out of combat.
+2CS Agility (dodging only), Poor running speed (50 MpH). Any attack made on Tesla after her turn on the Initiative can be dodged using Agility.
Synergy(?) - Pthunk/Essence Gun; Can't be used for one full round after Cyber Skates apply a bonus. Cyber Skates can't apply a bonus for one full round after Pthunk or the Essence Gun is fired.
Synergy - Flight System; Halves damage from abrupt landings or being knocked out of the air. For 1 extra Power per round, can gain +1CS extra Agility for Dodging only. For 7 Power per hour, can travel along the ground at Good air speed (200 MpH), with fairly poor maneuverability, similar to a car.
Synergy - Can Opener; Tesla can make a skate-by attack, striking up to five targets for the damage of a single hit, +1CS per extra Can Opener equipped, +1CS per extra Can Opener charged up at the time of the attack. This costs 5 Power.
*Hydraulic system- Usually employed alongside the flight system, reduces the impact of suddenly landing on the ground, and allows for higher but noisier jumps.
Draws 5 Power. Negates fall damage up to 100 feet, taking only 10 damage per foot beyond that, to a maximum of 50. +2CS Strength/Agility, for jumping only. If thrown, Tesla can roll Agility +2CS to get her feet 'under' her, reducing damage taken by 50 on a Yellow or 25 on a Green.
Synergy - Flight System; Negates damage from landing abruptly or being knocked out of the air without need for a roll. Also negates Fall damage completely, and doubles reduction of damage if Tesla passes the Agility check when thrown.
Synergy - Can Opener; Tesla can make a brutal leaping attack, attacking once with each Can Opener at full Fighting, for +1CS damage. This is highly fatal.
Synergy - Pthunk/Essence Gun; +1CS Agility for attacking only, but Tesla 'Exhausts' at Good instead of Typical.
*Mechtaur- Switches out her two legs for four, for added weight, stability, and a small boost to movement.
Draws 10 Power. Only some effects of the Mechtaur module spend Power, the rest function solely off its Draw.
+1CS Agility and Endurance. The change to Endurance affects HP. Ignores Knock-back, Knock-down, or Knock-up from sources lesser in severity than Tesla's Endurance.
Feeble Running Speed (25 MpH)
Tesla can 'Dig In' by spending 5 Power, further increasing Endurance by 2CS at the cost of the +1CS Agility boost.
Synergy - Pthunk/Essence Gun; +2CS Agility for attacking only, only while Dug In.
Synergy - Essence Gun + Generator; While Dug In, the Essence Gun can be charged for another round to fire at Unearthly (100) damage. This is highly fatal. This spends twice the Power of a regular shot.
Synergy - Armor; While Dug In, physical armor is increased to Remarkable (30).
Synergy - Shield Up; While Dug In, can use Endurance in place of Fighting or Agility for dodges.
Head slot - Technically 'Eye' and 'Head' slots.
*Eye lasers- Actually just a holdout weapon, in case everything else she has is disabled.
Have no Draw and are always considered equipped. Can be fired for 2 Power, dealing two counts of Good (10) Energy based damage per attack. Rolled on Agility, and can be fired in volleys.
Synergy(?) - Any Other 'Eye' Mod; Eye Laser cost is increased to 4 Power.
*Targeting system (Eye) - Allows her to mark individuals as friend or foe, tracking their location as long as they stay in line of sight.
5 Draw. Passively eliminates any chance of 'Friendly Fire' when Botching an attack and grants a +2CS to any checks called for to 'keep track' of an enemy.
Can Spend 3 Energy to 'Lock On' to a foe until Tesla attacks a different one. Tesla gains a +1CS to Fighting and Agility when attacking a Locked enemy.
*Obfuscation countermeasures (Eye) - A suite of different tools including thermographic and night vision, to allow her to see under most conditions. Also includes flashlight capabilities and filters so she wont blind herself providing light for others.
5 Power Draw. Tesla is rendered immune to Flashbangs and other light-based dazzling abilities. She can shine a Remarkable grade floodlight, or simply engage thermal/night vision to leave others 'in the dark'.
Synergy - Generator; Tesla can overload the flashlight capability of her eyes and produce an optic flare, blinding both herself and everyone looking at her for three rounds. This costs 5 Power.
*Cyberjack (Head)- Cranial socket with a line that can be plugged into suitable machines and computers for direct interface.
Spends 5 Power when connecting, but once connected, has no further power requirements. Tesla can connect to any kind of input-interface, including USB, audiovisual, or even a recharge port. If the machine is actively resisting, this requires two successful Fighting checks in a row.
Once connected, Tesla can roll Psyche or Reasoning plus her Technomancy against any resistance, from enemy hackers to the machine's own defenses. Once she's defeated any contest, she knows everything the machine knows, and has complete control of it until challenged again. While controlling another machine, Tesla can't make any action more complicated than moving herself around or flying/swimming at half speed.
If used on a friendly or neutral machine, Tesla gains an additional +2CS to Empathy checks and a wider range of 'askable' information.
Synergy - Generator; While Jacked into another machine, can spend any amount of Power to deal 10 times the amount spent as damage, or heal the target for half that.
Synergy - Tooltip; While Jacked into a friendly machine, can perform repairs on them at twice efficiency.
*Antenna (Head) - A small but powerful antenna which can pick up or broadcast just about any frequency. Not as 'intrusive' as the Cyberjack, it can't form the sort of intimate link required to directly interface with another machine.
5 Power Draw.
+1CS to Empathy. Tesla is able to communicate thoughts and transmit them on any frequency she is aware of. By spending 2 Power per attempt, Tesla can either 'ping' on all frequencies and see who answers, or 'scan' frequencies if she knows at least vaguely what she's looking for. This is rolled with her Empathy, versus the quality of security and encryption on any transmission that doesn't 'want' to be found.
Synergy - Generator; If hit with an Electric attack, the Antenna draws some of the energy away like a lightning rod and feeds it into the generator. This restores half the damage that would have otherwise been done as usable Power. Overflow Power can be kept for a single round before it becomes dangerous and must be vented off.
Synergy - Obsfucation Countermeasure; Adds Echolocation to Tesla's suite of alternate sight methods. Even when 'running in the background' instead of actively pinging, this passively increases Intuition by +2CS.
Synergy - Targetting System; Once 'Locked On' to a target, the Antenna can be used to track any sound they consistently make, from the hum of a power source or CPU to the beating of wings, or even a heartbeat. This has a range of up to a mile, even if Tesla loses visual contact, but the Antenna can't be used for anything else while tracking a target this way.
*Helmet (Head) - A sturdy helmet with a special polymer visor.
Draws 5 Power. Prevents extra damage from Called Shots to the head, and defends against Remarkable or lower attacks that would otherwise target it.
Synergy - Armor; Halves the bonus damage taken from a Critical Hit.
Synergy - Targeting System; While 'Locked On', Called Shots against the target are rolled at -1CS instead of -2CS.
Synergy - Hydraulics; Tesla can safely perform a spearing headbutt, dealing normal damage and inflicting Knockdown on bother herself and her target on a Green hit. On a Yellow hit, only the target is knocked down.
Synergy - Armor + Flight System; Tesla can perform a flying tackle or crash through weak walls or glass unharmed. This tackle is a full round action, using Agility for both damage and attack roll.
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Personality - Practical, sometimes to a fault. She is stuck in the eternal struggle between both her machine and humanlike tendencies.
History -
"Daughter" of Emerson Bryant and younger sister of Thomas Bryant, she wasn't born traditionally. While Thomas was the child of her parent's bodies, Tesla was the child of their mind, a mix of her father's technology and her mother's magic. Over the course of a year her systems were designed, prototyped and redesigned, tested and retested. They designed Tesla to be able to age, or least be upgraded at certain milestones to reflect aging towards an eventual 'prime' without sacrificing childhood. Eventually, one stormy night(Chosen specifically because her father is a huge nerd) she was activated, as Emerson screamed enthusiastically "Its aliiiive!"
As a youth, Tesla was a little odd. Preferring the company of machines to people, it was her brother, Thomas, that helped bring her out of her shell. His influence brought her to, if not embrace, at least accept the humanity designed into her. She excelled at school, and life seemed promising... until irreconcilable differences drove her parents apart. The schism was hard on Tesla, being separated from her brother harder still. She still harbors resentment towards her parents for not being able to handle the situation logically, or for not finding a means of keeping their family together.
Equipment -
Toolkit- Something she always keeps nearby, either as a kit or stuffed away in belts and pouches. It is essentially all the materials she needs to create new things, or just do maintenance on old ones. Carries enough materials to, with a successful Repair check, fix a Module twice. If a Tooltip is equipped, Tesla can carry more raw material in place of tools to use it, and thus can fix a Module up to 4 times.
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Approved by: (GM puts in Nick and Date)
Player Name: Lydia/Nessah
Alias: Central
Family/Allies/Friends: Bryant Clan
Archetype: Artificial Lifeform
Age: Late teens
Height: 5'2", varies by equipment
Weight: 150lbs, varies by equipment
Hair: Blonde
Eyes: Gold
Nationality: Artificial American
Description: Short-ish, with a thin frame. Her skin is a light grey color, and at various points there are pieces of visible metal and machinery. She generally wears unrevealing clothing and things like coveralls for protection and maximum pocket quantity while she works.
Occupation: AI assistant
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STATISTICS
F: Good
A: Excellent
S: Good
E: Remarkable
R: Remarkable
I: Good
P: Remarkable
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Health - 70/70
Mental Health - 70/70
Karma -
Popularity -+10 among those familiar with the Bryant family
Contacts -
Resources -
Appearance -
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Talents:
Biotechnology
Engineering
Security and Encryption
Cybernetics/Bionics
Energy Weapons
Techno-sorcery, can roll Psyche+1CS on any of the above skills, if the initial check of Reasoning fails
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Quirks & Flaws
Quirks
Mechanical Aptitude: the mechanical adept is a techno-whiz, one of the know-it-all electronics gurus that apparently grow on trees in the comics. Characters with this quirk can build, use, and repair high tech devices as if their Reason was +2 CS in rank.
Flaws
Empathic lightweight: Due to the duality of her nature, and her artificial construction, she sometimes has trouble handling the extremes of human emotions. This manifests as a weakness to empathic attacks.
Tesla must roll a Yellow to resist empathic attacks. On a Green or White, even if she beats the other, the attack strikes her at full power.
Kinda needs that to live: She does not function well at all in any area that is anti-magical in nature. This disables her powers.
Oil for the blood god!: Despite her construct nature, she can actually bleed, lines for oils, or mystic energy severed. While not necessarily a true 'weakness' it seemed to deserve note.
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Powers:
Origin of Powers: Tesla's powers are technomagical, based around the equipping and de-equipping of various modules. All modules put a certain power strain on her system, either passively or when used actively, and they all take up space on her body.
Powers: Almost exclusively modules, which need to be equipped prior to use, and may preclude the use of other modules used in the same 'slot' or requiring high quantities of power. Changing a module takes time, especially torso modules, and disengaging one's arm is a very awkward strategic choice to make in a fight.
Tesla has an amount of Power equal to her current Mental Health. If her Mental Health is damaged below the amount she's using, she must turn off and eject modules using her turn, until her current expenditure is below her current Mental Health.
Who needs air?- As a construct, only breathes to facilitate speaking, and doesn't have a standard constitution. Tesla takes no damage from a vacuum or underwater environment and only half damage from being strangled.
Techno-empathy- An affinity for the spirit of machines and the ability to sense how well it is running/how well it is maintained. Stronger with more complex machines. Rolled on Psyche +2CS, Tesla can communicate with a machine to determine its general status as noted above. More complex machines may be able to tell her other things. With a Yellow check, she can force any 'thinking' machine to consider her a non-target.
Torso slot - Augments that cover the entirety of the torso, they are incompatible with each other.
*Expanded Generator- Bulky, possibly incredibly dangerous if it is compromised, the extended power systems generally just augment the use of other powers, allowing for different or more continuous use. Heavy.
-1CS Agility. A Called Shot to the generator is considered a Critical Hit, and a Yellow or higher one will cease the generator's function. Grants +20 Power, and allows a second Torso to be equipped. The extra power isn't taken into account when calculating the complications of Mental Health drain. "Spent" power regenerates at 1 per round or 10 per hour as long as it hasn't been spent that round.
*Flight system- Light, not very defensive, it provides the ability to fly, but drains a fair bit of energy to do so. Without the hydraulic system one has to be careful to slow down before hitting the earth, leading to a delay or damage when landing.
Spends 2 Energy per round spent flying, and 10 Energy per hour when traveling out of combat.
Being in the air grants +2CS to defensive Agility and prevents melee attacks from connecting unless they wait for her to perform one herself, but she takes 20 damage flat if knocked out of the air or landing without taking a full round action to do so. Typical flight speed (150 MpH)
*Underwater Apparatus- Obtrusive and heavy, it doesn't serve much purpose on land, but allows for agile movement underwater.
-1CS Fighting and Agility on land, +2CS Fighting and Agility in water. Grants 'Typical' running speed underwater (75 miles per hour), with full Agility used for maneuverability while swimming. Draws 5 Power while equipped.
*Armor- As simple as the name implies, it is heavy, and does have some tax on her energy level. Associated helmet can block use of head slot. Draws 10 Power while equipped, grants Excellent physical protection and Good energy/magic protection.
*Hand it 2 You Adds two prehensile arms to her frame, originating from her back. Arms can be outfitted as normal, but energy usage my become a concern.
Draws 10 Power while equipped, and allows Tesla to expend 5 to either boost Strength by 1CS for one round, or do a 'second round' of attacks from full Fighting. Doing both isn't possible.
Arm slot -
*Tooltip - Replaces an arm, it is weaker than normal, but has a variety of built in tools.
Draws 3 Power per Tooltip equipped, but having one in each hand serves no particular purpose, and 1 Power is expended whenever the Tooltip is used.
Strength when making checks is reduced to Typical (6), while punching someone with the Tooltip arm deals Poor (4) damage. Grants +1CS to the roll and effectiveness of repair and modification of machinery, and allows Tesla to 'Heal' machines for Excellent (20) recovery, within reason, or removal of Remarkable or lower debilitation.
The Tooltip can also damage a stationary area of material by 10 on a Yellow Modify roll (5 on a Green, 2 on a White); Once the area hits Shift-Zero, it digs a hole one foot deep and wide enough to crawl through.
Synergy - Hand It 2 You; For each of the HI2Y arms equipped with a Tooltip, one extra Modify/Repair roll can be made per round at full proficiency. Equipping two 'extra' Tooltips negates the ability to boost Strength or perform extra attacks using the HI2Y mod.
*Essence Gun- An arm that can change into for lack of a better descriptor mystical x-buster. When in cannon mode it can't be used for any kind of manipulation. It can only be fired once every two rounds, unless the expanded generator is equipped as well.
Draws 5 Power per Essence Gun equipped. It costs 1 Power to shift the arm between gun and hand form, or 3 Power to fire.
Rolled on Agility, deals Incredible damage, but can only fire every two rounds. Despite appearances, the damage dealt by the Essence Gun can be 'held back' on, making it nonfatal even if fully charged.
Synergy - Hand It 2 You; As long as the Essence Gun is 'ready' to fire and HI2Y hasn't been invoked for a Strength or number of attacks boost, one or both Essence Guns mounted on the secondary arms can be fired for standard cost at full Agility.
Synergy - Expanded Generator; Each Essence Gun equipped can be fired every other round, or 'charged' for an extra round to fire at Monstrous (75). Charging doesn't affect cost.
Synergy - Tooltip; If equipped alongside a Tooltip, the gun can deal Fire or Lightning damage by spending 1 extra Power and occupying that arm for the round.
*Can Openers- Sharp blades to anyone else, Tesla is not the most able melee fighter. They can be charged with energy for short bursts, longer if the generator is installed.
Draws 3 Power per Can Opener equipped. Like the Tooltip, having one on each main arm serves no particular purpose. Can Openers cost 1 Power to shift from arm to blade form, and 2 Power to 'charge' for one round, granting an extra +1CS to attacks made with that arm but taking up one of its hits.
Can Openers grant Tesla a +1CS to melee attacks with that arm.
Synergy - Expanded Generator; 'Charging' a blade still takes one of its hits for that round, but the charge lasts three rounds.
Synergy - Hand It 2 You; Each Can Opener equipped to a HI2Y increases Fighting by +1CS while deployed, for attacking as well as defending.
*Pthunk- More of an experimental weapon than anything, for those cases when the enemy can be exected to ignore magical energy, but a physical object might do the trick. Similar to the essence gun, it has a loading area where small objects can be placed inside before they are THUNKed out at high speeds.
Draws 3 Power per Pthunk equipped. Firing spends 1 Power per shot.
Firing an object deals either Excellent (20) or the object's Hardness rating per hit, and can be volleyed, firing multiple 'rounds' per turn based on Agility. The Pthunk is highly fatal if firing anything greater than Excellent.
Synergy - Hand It 2 You; Each Pthunk equipped to a HI2Y increases Agility by +1CS while deployed, but only for attacks made with Pthunks.
*Shields Up- Arm outfitted with the ability to form a shield of energy. Combined with the generator, it can make a full bubble.
Draws 5 Power per Shield Arm equipped. Each Shield Up equipped increases Fighting and Agility, for Defense only, by 1CS.
Synergy - Armor; Passively enhances armor's Energy Soak to Excellent (20). This does not stack with multiple Shields.
Synergy - Tooltip + Armor; By spending 5 Power, the armor gains Remarkable (30) defense against Electricity or Fire, spending 2 Power per round to maintain once activated. Tesla can 'learn' to make the armor resist other things, but only one such effect can be active at a time.
Synergy - Tooltip + Generator; By spending 10 Power instead of 5, the bubble formed is immune to Electrical or Fire damage. Tesla can 'learn' to make it immune to other things if she studies those forms of energy closely enough, but only one immunity can be active at a time.
Synergy - Generator; By spending 5 Power, any number of 'Shield Up' shields can be converted into a single protective bubble. The bubble has 25 HP per Shield Up used to form it, doesn't benefit from Armor, and Shield Ups don't grant their Dodge bonus while contributing to the bubble. If destroyed, the overflow damage goes directly to Tesla, modified by armor rating.
Leg slot -
*Cyber Skates- Motorized deployable skates... should not be employed while firing projectiles.
Draws 5 Power, and spends 2 Power per round any of its benefits are used, or 5 Power per hour of purely skating out of combat.
+2CS Agility (dodging only), Poor running speed (50 MpH). Any attack made on Tesla after her turn on the Initiative can be dodged using Agility.
Synergy(?) - Pthunk/Essence Gun; Can't be used for one full round after Cyber Skates apply a bonus. Cyber Skates can't apply a bonus for one full round after Pthunk or the Essence Gun is fired.
Synergy - Flight System; Halves damage from abrupt landings or being knocked out of the air. For 1 extra Power per round, can gain +1CS extra Agility for Dodging only. For 7 Power per hour, can travel along the ground at Good air speed (200 MpH), with fairly poor maneuverability, similar to a car.
Synergy - Can Opener; Tesla can make a skate-by attack, striking up to five targets for the damage of a single hit, +1CS per extra Can Opener equipped, +1CS per extra Can Opener charged up at the time of the attack. This costs 5 Power.
*Hydraulic system- Usually employed alongside the flight system, reduces the impact of suddenly landing on the ground, and allows for higher but noisier jumps.
Draws 5 Power. Negates fall damage up to 100 feet, taking only 10 damage per foot beyond that, to a maximum of 50. +2CS Strength/Agility, for jumping only. If thrown, Tesla can roll Agility +2CS to get her feet 'under' her, reducing damage taken by 50 on a Yellow or 25 on a Green.
Synergy - Flight System; Negates damage from landing abruptly or being knocked out of the air without need for a roll. Also negates Fall damage completely, and doubles reduction of damage if Tesla passes the Agility check when thrown.
Synergy - Can Opener; Tesla can make a brutal leaping attack, attacking once with each Can Opener at full Fighting, for +1CS damage. This is highly fatal.
Synergy - Pthunk/Essence Gun; +1CS Agility for attacking only, but Tesla 'Exhausts' at Good instead of Typical.
*Mechtaur- Switches out her two legs for four, for added weight, stability, and a small boost to movement.
Draws 10 Power. Only some effects of the Mechtaur module spend Power, the rest function solely off its Draw.
+1CS Agility and Endurance. The change to Endurance affects HP. Ignores Knock-back, Knock-down, or Knock-up from sources lesser in severity than Tesla's Endurance.
Feeble Running Speed (25 MpH)
Tesla can 'Dig In' by spending 5 Power, further increasing Endurance by 2CS at the cost of the +1CS Agility boost.
Synergy - Pthunk/Essence Gun; +2CS Agility for attacking only, only while Dug In.
Synergy - Essence Gun + Generator; While Dug In, the Essence Gun can be charged for another round to fire at Unearthly (100) damage. This is highly fatal. This spends twice the Power of a regular shot.
Synergy - Armor; While Dug In, physical armor is increased to Remarkable (30).
Synergy - Shield Up; While Dug In, can use Endurance in place of Fighting or Agility for dodges.
Head slot - Technically 'Eye' and 'Head' slots.
*Eye lasers- Actually just a holdout weapon, in case everything else she has is disabled.
Have no Draw and are always considered equipped. Can be fired for 2 Power, dealing two counts of Good (10) Energy based damage per attack. Rolled on Agility, and can be fired in volleys.
Synergy(?) - Any Other 'Eye' Mod; Eye Laser cost is increased to 4 Power.
*Targeting system (Eye) - Allows her to mark individuals as friend or foe, tracking their location as long as they stay in line of sight.
5 Draw. Passively eliminates any chance of 'Friendly Fire' when Botching an attack and grants a +2CS to any checks called for to 'keep track' of an enemy.
Can Spend 3 Energy to 'Lock On' to a foe until Tesla attacks a different one. Tesla gains a +1CS to Fighting and Agility when attacking a Locked enemy.
*Obfuscation countermeasures (Eye) - A suite of different tools including thermographic and night vision, to allow her to see under most conditions. Also includes flashlight capabilities and filters so she wont blind herself providing light for others.
5 Power Draw. Tesla is rendered immune to Flashbangs and other light-based dazzling abilities. She can shine a Remarkable grade floodlight, or simply engage thermal/night vision to leave others 'in the dark'.
Synergy - Generator; Tesla can overload the flashlight capability of her eyes and produce an optic flare, blinding both herself and everyone looking at her for three rounds. This costs 5 Power.
*Cyberjack (Head)- Cranial socket with a line that can be plugged into suitable machines and computers for direct interface.
Spends 5 Power when connecting, but once connected, has no further power requirements. Tesla can connect to any kind of input-interface, including USB, audiovisual, or even a recharge port. If the machine is actively resisting, this requires two successful Fighting checks in a row.
Once connected, Tesla can roll Psyche or Reasoning plus her Technomancy against any resistance, from enemy hackers to the machine's own defenses. Once she's defeated any contest, she knows everything the machine knows, and has complete control of it until challenged again. While controlling another machine, Tesla can't make any action more complicated than moving herself around or flying/swimming at half speed.
If used on a friendly or neutral machine, Tesla gains an additional +2CS to Empathy checks and a wider range of 'askable' information.
Synergy - Generator; While Jacked into another machine, can spend any amount of Power to deal 10 times the amount spent as damage, or heal the target for half that.
Synergy - Tooltip; While Jacked into a friendly machine, can perform repairs on them at twice efficiency.
*Antenna (Head) - A small but powerful antenna which can pick up or broadcast just about any frequency. Not as 'intrusive' as the Cyberjack, it can't form the sort of intimate link required to directly interface with another machine.
5 Power Draw.
+1CS to Empathy. Tesla is able to communicate thoughts and transmit them on any frequency she is aware of. By spending 2 Power per attempt, Tesla can either 'ping' on all frequencies and see who answers, or 'scan' frequencies if she knows at least vaguely what she's looking for. This is rolled with her Empathy, versus the quality of security and encryption on any transmission that doesn't 'want' to be found.
Synergy - Generator; If hit with an Electric attack, the Antenna draws some of the energy away like a lightning rod and feeds it into the generator. This restores half the damage that would have otherwise been done as usable Power. Overflow Power can be kept for a single round before it becomes dangerous and must be vented off.
Synergy - Obsfucation Countermeasure; Adds Echolocation to Tesla's suite of alternate sight methods. Even when 'running in the background' instead of actively pinging, this passively increases Intuition by +2CS.
Synergy - Targetting System; Once 'Locked On' to a target, the Antenna can be used to track any sound they consistently make, from the hum of a power source or CPU to the beating of wings, or even a heartbeat. This has a range of up to a mile, even if Tesla loses visual contact, but the Antenna can't be used for anything else while tracking a target this way.
*Helmet (Head) - A sturdy helmet with a special polymer visor.
Draws 5 Power. Prevents extra damage from Called Shots to the head, and defends against Remarkable or lower attacks that would otherwise target it.
Synergy - Armor; Halves the bonus damage taken from a Critical Hit.
Synergy - Targeting System; While 'Locked On', Called Shots against the target are rolled at -1CS instead of -2CS.
Synergy - Hydraulics; Tesla can safely perform a spearing headbutt, dealing normal damage and inflicting Knockdown on bother herself and her target on a Green hit. On a Yellow hit, only the target is knocked down.
Synergy - Armor + Flight System; Tesla can perform a flying tackle or crash through weak walls or glass unharmed. This tackle is a full round action, using Agility for both damage and attack roll.
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Personality - Practical, sometimes to a fault. She is stuck in the eternal struggle between both her machine and humanlike tendencies.
History -
"Daughter" of Emerson Bryant and younger sister of Thomas Bryant, she wasn't born traditionally. While Thomas was the child of her parent's bodies, Tesla was the child of their mind, a mix of her father's technology and her mother's magic. Over the course of a year her systems were designed, prototyped and redesigned, tested and retested. They designed Tesla to be able to age, or least be upgraded at certain milestones to reflect aging towards an eventual 'prime' without sacrificing childhood. Eventually, one stormy night(Chosen specifically because her father is a huge nerd) she was activated, as Emerson screamed enthusiastically "Its aliiiive!"
As a youth, Tesla was a little odd. Preferring the company of machines to people, it was her brother, Thomas, that helped bring her out of her shell. His influence brought her to, if not embrace, at least accept the humanity designed into her. She excelled at school, and life seemed promising... until irreconcilable differences drove her parents apart. The schism was hard on Tesla, being separated from her brother harder still. She still harbors resentment towards her parents for not being able to handle the situation logically, or for not finding a means of keeping their family together.
Equipment -
Toolkit- Something she always keeps nearby, either as a kit or stuffed away in belts and pouches. It is essentially all the materials she needs to create new things, or just do maintenance on old ones. Carries enough materials to, with a successful Repair check, fix a Module twice. If a Tooltip is equipped, Tesla can carry more raw material in place of tools to use it, and thus can fix a Module up to 4 times.
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Approved by: (GM puts in Nick and Date)