Difference between revisions of "Corporate Technomancer"
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|Skills= Cybercombat 6, Computer 6, Software 6, Electronic Warfare 3, Hacking 3, Tasking 4, Influence 2 | |Skills= Cybercombat 6, Computer 6, Software 6, Electronic Warfare 3, Hacking 3, Tasking 4, Influence 2 | ||
|Knowledge Skills= | |Knowledge Skills= | ||
|Augmentations= *Cerebral Boosters R3 | |Augmentations= *Cerebral Boosters R3, Datajack, Cyberears with Antenna x3 | ||
|Spells=Infusion of Attack, Infusion of Firewall, Derezz, Puppeteer, Primed Charge | |Spells=Infusion of Attack, Infusion of Firewall, Derezz, Puppeteer, Primed Charge | ||
|Gear=*Psychex10 | |Gear=*Psychex10 | ||
*Designer Novacokex10 | *Designer Novacokex10 | ||
*Firewall Booster x5 | |||
*Attack Booster x5 | |||
}} | }} |
Revision as of 03:28, 8 May 2024
Base Metatype | Grunt Metatype |
---|---|
Threat Level | 4 |
Typical Faction | NPC faction if any |
Thematics Approval | No |
Mechanics Approval | No |
Description
A short blurb describing the NPC grunt, what they do, and goals.
Standard Operating Procedure/Rules of Engagement
A short description of how to use the grunt in a game.
Stat Block
Stat Block
B | A | R | S | W | L | I | C | Ess | Special Att | ||
---|---|---|---|---|---|---|---|---|---|---|---|
3 | 3 | 3 | 2 | 5 | 5(8)"(8)" can not be assigned to a declared number type with value 5. | 5 | 5 | 5.4 | 4 | ||
Condition Monitor | 11 | ||||||||||
Limits | Physical 4, Mental 9, Social 7 | ||||||||||
Initiative |
| ||||||||||
Qualities | |||||||||||
Skills | Cybercombat 6, Computer 6, Software 6, Electronic Warfare 3, Hacking 3, Tasking 4, Influence 2 | ||||||||||
Knowledge Skills | |||||||||||
Augmentations |
| ||||||||||
Spells | Infusion of Attack, Infusion of Firewall, Derezz, Puppeteer, Primed Charge | ||||||||||
Adept Powers | N/A | ||||||||||
Gear |
| ||||||||||
Weapons | |||||||||||
Vehicles | N/A |