Characteristics | ||||
Char | Total | Roll | Cost | Notes |
---|---|---|---|---|
STR | -5 | 8- | -30 | Damage -1d6, Lift 12.5kg |
DEX | 10 | 11- | 0 | OCV 3 DCV 3 |
CON | 10 | 11- | 0 | |
BODY | 10 | 11- | 0 | |
INT | 13 | 12- | 3 | PER Roll 12- |
EGO | 20 | 13- | 20 | ECV: 7 |
PRE | 16 | 12- | 6 | PRE Attack: 3d6 |
COM | 14 | 12- | 2 | |
PD | 0 | 0 | 5 PD (5 rPD) | |
ED | 2 | 0 | 7 ED (5 rED) | |
SPD | 4 | 20 | Phases: 3, 6, 9, 12 | |
REC | 2 | 0 | ||
END | 0 | -10 | ||
STUN | 15 | 0 |
Movement | ||
3" | Running | 6" Non-combat Running (4/7 km/h) |
0" | Swimming | |
0" | Leaping | 0" Horizontal, 0" Vertical |
3" | Flight | 3" Non-combat Flight (4/4 km/h) |
Encumbrance | ||||
Equipment Carried: 0.00 kg | Total Weight Carried | DCV/DEX Roll | Move | END/Turn |
---|---|---|---|---|
Up to 1 kg | -0 | — | 0 | |
1 - 3 kg | -1 | — | 0 | |
3 - 6 kg | -2 | -1" | 1 | |
6 - 9 kg | -3 | -2" | 2 | |
9 - 11 kg | -4 | -4" | 3 | |
11 - 12.5kg | -5 | -8" | 4 |
Combat Information | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
OCV: 3 | DCV: 3 | ECV: 7 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Combat Skill Levels:
• Skilled Mentalist: +3 with Mental Combat | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Range Modifiers | Mod. | -0 | -2 | -4 | -6 | -8 | -10 | -12 |
---|---|---|---|---|---|---|---|---|
Range | 0-4" | 5-8" | 9-16" | 17-32" | 33-64" | 65-128" | 129-256" |
Total Points: 216
Base Pts: 100
Disads: 100
Characteristics: 3
Abilities: 213
XP earned: 27
XP spent: 16
XP remaining: 11
Last updated
Fri, 29 Jun 2007 17:00:41
Count Basil de Brass is a tiny painted brass automaton. He looks very much like a rich child's toy (a very rich child), but his innocent, even amusing exterior belies his purpose. He was originally made to be a spying device, nothing more than an elaborate bug. However, during the construction process some meld of magical processes tripped him over into self-awareness.
He has a soft, piping voice, unable to raise much sound above a whisper, and moves with a curious jerky gait guaranteed to make small children laugh and clap their hands. He runs on a clockwork mechanism that must be wound at least once a day or he becomes quite inert — he is unable to wind his own key, and requires the aid of another to do so.
Cost Disadvantage
20 Physical Limitation: Must be wound up once per day (cannot wind himself) (Frequently, Fully Impairing)
0 Normal Characteristic Maxima
10 Social Limitation: Just a figurine - nobody takes him seriously (Frequently, Minor)
5 Social Limitation: Jerky movements makes him look funny (Occasionally, Minor)
5 Physical Limitation: Soft piping voice - cannot shout (Infrequently, Slightly Impairing)
15 Distinctive Features: Makes a whirring noise, even while standing still (Not Concealable; Noticed and Recognizable; Detectable By Virtually Everyone)
15 Distinctive Features: Tiny brass mannikin (Not Concealable; Noticed and Recognizable)
5 Physical Limitation: Stilletto attached to right hand (limited manual dexterity) (Infrequently, Slightly Impairing)
15 Physical Limitation: Tiny and weak (Frequently, Greatly Impairing)
10 Hunted: Treasure hunters and purveyors of novelties and arcana 8- (As Pow, Capture)
15 Skilled Mentalist: +3 with Mental Combat
3 Ettiquette: High Society 12-
3 Dancing: PS: Dancing (DEX-based) 11-
3 Singing: PS: Singing (PRE-based) 12-
3 Storytelling: PS: Storytelling (PRE-based) 12-
Everyman Skills
0 1) Common Tongue: Language: Native language (Idiomatic, native accent) (4 Active Points)
0 2) Acrobatics 8-
0 3) Acting 8-
0 4) AK: World Geopolitics 8-
0 5) KS: Monsters of the World 8-
0 6) Breakfall 8-
0 7) Climbing 8-
0 8) Concealment 8-
0 9) Conversation 8-
0 10) Deduction 8-
0 11) Persuasion 8-
0 12) Shadowing 8-
0 13) Sleight Of Hand 8-
0 14) Stealth 8-
0 15) Trading 8-
10 Sword Cane: Killing Attack - Hand-To-Hand 1d6-1 (vs. PD) (uses Personal END) END: 1
15 Made of Brass: Armor (5 PD/5 ED)
45
Tough Mechanism:
(Total: 45 Active Cost, 45 Real Cost) Energy Damage Reduction, Resistant, 50% (Real Cost: 30)
plus Physical Damage Reduction, Resistant, 25% (Real Cost: 15)
21 Automaton: Life Support (Eating: Character does not eat; Longevity: Immortal; Self-Contained Breathing; Sleeping: Character does not sleep)
45 Tiny: Shrinking (0.375 m tall, 0.0244 kg mass, -8 PER Rolls to perceive character, +8 DCV, takes +12" KB), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (90 Active Points); Always On (-½), Side Effects, Side Effect is always in effect (-3" Running; -½)
9 Clockwork Mechanism: Endurance Reserve (75 END, 5 REC) Reserve: (12 Active Points); REC: (5 Active Points); Requires help (The Count cannot wind his own key - he must have the aid of another to do so; -1)
3 Tireless: Reduced Endurance (0 END; +½) (3 Active Points) applied to Running
6 Morphing: Shape Shift (Sight and Touch Groups, Costume changes) (23 Active Points); Extra Time (1 Minute, -1 ½), 4 Charges (-1), Cosmetic changes only (-½) END: [4]
4 Ruby Eyes: Infrared Perception (Sight Group) (5 Active Points); IIF (Ruby eyes; -¼)
2 Beanie-copter Flight: Flight 3" (6 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -¾), Concentration, Must Concentrate throughout use of Constant Power (½ DCV; -½), Gestures, Requires Gestures throughout (Pedal furiously; -½), no Noncombat movement (-¼) (uses END Reserve) END: 1
Clockwork Mind Magic, all slots Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Requires An EGO Roll (-½)
1 1) Analyze Mental Powers: Mental Awareness, Discriminatory, Analyze (10 Active Points); Costs Endurance (-½) (uses END Reserve) END: 1
5 2) Mental Illusions 6d6 (Human-like and Animal classes of minds) (40 Active Points) (uses END Reserve) END: 4
5 3) Mind Scan 6d6 (Human-like and Animal classes of minds) (40 Active Points) (uses END Reserve) END: 4
5 4) Mind Control 6d6 (Human-like and Animal classes of minds) (40 Active Points) (uses END Reserve) END: 4
5 5) Telepathy 6d6 (Human-like and Animal classes of minds) (40 Active Points) (uses END Reserve) END: 4
5 6) Ego Attack 3d6 (Human-like and Animal classes of minds) (40 Active Points) (uses END Reserve) END: 4