Velenth from Quintar is a Lucky Quintar Scientist who Builds Robots with a Skills And Knowledge Flavor in a Scifi world -------------------------------------------------------------------------------- Might: ______ Pool: 12 Edge: 1 Defense: Practiced Speed: ______ Pool: 11 Edge: 0 Defense: Practiced Intellect: ______ Pool: 15 Edge: 0 Defense: Practiced Luck: ______ Pool: 3 Edge: 0 Initiative: Practiced Effort: 1 Armor: 1 Experience Points: 0 Recovery Roll: 1d6-1 Rested > 1 Action > 10 Minutes > 1 Hour > 10 Hours Damage Track: Hale > Impaired > Debilitated Special Abilities ----------------- Advantage When you use 1 XP to reroll a d20 for any roll that affects only you, add 3 to the reroll. Difficult rest Quintar subtract 2 from all recovery rolls (minimum 1). Luck pool You have one additional Pool called Luck that begins with 3 points, and it has a maximum value of 3 points. When spending points from any other Pool, you can take one, some, or all of the points from your Luck Pool first. When you make a recovery roll to recover points to any other Pool, your Luck Pool is also refreshed by the same number of points. When your Luck Pool is at 0 points, it does not count against your damage track. Enabler. No need for weapons When you make an unarmed attack (such as a punch or kick), it counts as a medium weapon instead of a light weapon. Enabler. Practiced in armor You can wear armor for long periods of time without tiring and can compensate for slowed reactions from wearing armor. You reduce the Speed cost for wearing armor by 1. You start the game with a type of armor of your choice. Enabler. Robot assistant A level 2 robot of your size or smaller (built by you) accompanies you and follows your instructions. You and the GM must work out the details of your robot. You'll probably make rolls for it when it takes actions. A robot assistant in combat usually doesn't make separate attacks but helps with yours. On your action, if the artificial assistant is next to you, it serves as an asset for one attack you make on your turn. If the robot is destroyed, you can repair the original with a few days' worth of tinkering, or build a new one with a week's worth of half-time labor. Enabler. Skills ------ Surging confidence (Pool:Might, Cost:1) When you use an action to make your first recovery roll of the day, you immediately gain another action. Enabler. Investigative skills (Trained) You are trained in two skills in which you are not already trained. Choose two of the following: perception, identifying, lockpicking, assessing danger, or tinkering with devices. You can select this ability multiple times. Each time you select it, you must choose two different skills. Enabler. Quintar fascination with human behavior eases all interaction rolls (pleasant or not) with humans (Trained) Robot builder (Trained) You are trained in tasks related to building and repairing robots. For the purposes of repair, you can use this skill to heal robots that use similar technology. Enabler. Trained in one type of knowledge task of your choice (Trained) Light weapons (Practiced) Light Weapons Medium weapons (Practiced) Medium Weapons Heavy weapons (Inability) Heavy Weapons Attacks ------- Punch Cost:Free Stat:Might Damage:2 Type:Light Skill:Practiced Distance:Immediate A right jab. Attacks are eased by 1 for Light weapons Light Weapon Cost:Free Stat:Speed Damage:2 Type:Light Skill:Practiced Distance:Immediate A light weapon of your choice. Granted from Starting Equipment. Attacks are eased by 1 for Light weapons Cyphers ------- Limit: 2 Daring Climb (Level: 6) For 10 minutes per cypher level, you can use your action to climb a short distance up, down, or around a natural feature, structure or object of your choice on each of your turns, no roll required. Additionally, you can climb an immediate distance and perform different action on your turn. Subtle X Ray Viewer (Level: 6) Allows the user to see through up to 2 feet (60 cm) of material of a level lower than the cypher. The effect lasts for one minute per cypher level. Manifest Equipment --------- Money: 0 - Appropriate clothing and a weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items. Granted from Starting Equipment. - Armor of your choice. Granted from Practiced In Armor. Improvements ------------ Tier: 1 [ ] Increase Capabilities [ ] Move Toward Perfections [ ] Extra Effort [ ] Skill Training Background ---------- A Scientist is also known as a Explorer Scientist You are a person of action and physical ability, fearlessly facing the unknown. You travel to strange, exotic, and dangerous places, and discover new things. This means you're physical but also probably knowledgeable. Although Explorers can be academics or well studied, they are first and foremost interested in action. They face grave dangers and terrible obstacles as a routine part of life. Lucky You rely on chance and timely good luck to get you through many situations. When people say that someone was born under a lucky star, they mean you. When you try your hand at something new, no matter how unfamiliar the task is, as often as not you find a measure of success. Even when disaster strikes, it's rarely as bad as it could be. More often, small things seem to go your way, you win contests, and you're often in the right place at the right time. Quintar You are a quintar from the planet Quint. You are basically humanoid but taller, thinner, and blue skinned. Your hands end in three very long fingers. Quintar have five genders, but all quintar prefer to be addressed as female when communicating with more binary species. Human emotions and sexuality fascinate them, but not because they don't have such concepts-quintar emotions and sexuality are just very different from those of humans. In general, quintar are more cerebral than other species, valuing knowledge over all else. Quint is relatively Earthlike, with slightly less gravity but a slightly denser atmosphere. Builds Robots Your robotic creations do as they are commanded. Choose how you became involved in the adventure: - Knowing that lucky people notice and take active advantage of opportunities, you became involved in your first adventure by choice. - You literally bumped into someone else on this adventure through sheer luck. - You found a briefcase lying alongside the road. It was battered, but inside you found a lot of strange documents that led you here. - Your luck saved you when you avoided a speeding vehicle by a fortuitous fall through an opening in the ground (a manhole, if in a modern setting). Beneath the ground, you found something you couldn't ignore. Background Connection --------------------- Your sister owns a store and gives you a hefty discount. Focus Connection ---------------- Pick one other PC. They are skeptical of your claims about something momentous that happened in your past. They might even attempt to discredit you or discover the 'secret' behind your story, though that's up to them. Notes ----- Possible player intrusions based on your character type: Fortuitous Malfunction A trap or a dangerous device malfunctions before it can affect you. Serendipitous Landmark Just when it seems like the path is lost (or you are), a trail marker, a landmark, or simply the way the terrain or corridor bends, rises, or falls away suggests to you the best path forward, at least from this point. Weak Strain The poison or disease turns out not to be as debilitating or deadly as it first seemed, and inflicts only half the damage that it would have otherwise. Cerebral +4 to your Intellect Pool. Granted from Quintar Possible GM intrusion from your focus: The robot is hacked, gains a mind of its own, or unexpectedly detonates. Last Updated: November 5th, 2023 02:53 App Version: 0.10.28