Zaahira Idrissi

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Zaahira1.jpg
Carbon 2185: Neo-Cyber Blues
Carbon2185 square.jpg
GM
Erik
Status
Campaign Abandoned
Characters
Brick (Karen)
Galen-5824 (Mark)
George Donovan (Tim)
Lachesis (Ben)
Simone Yang (Adam)
Tetra-chan (Jason)
Zaahira Idrissi (Lisa)
The Game
Character Level: 3
Adventure Log

Zaahira Idrissi is a ship-lorn wormer and former corporate security, now a 3rd level Robomancer.

History

Character Statistics

Basic Statistics

Passive Skills:
Sense Motive: 17
Perception: 15

Reputation
Street: 0
Corporate: 0

Speed: 40 feet
Maximum Hit Points: 18
Armor Class: 14
Damage Reduction: 2/bl

Attributes

Strength 10 (+0)   Dexterity 13 (+1)   Constitution 11 (+0)
Intelligence 16 (+3)   Technology 13 (+1)   People 14 (+2)

Proficiency

Proficiency bonus: +2

Saves

  • Mind

Weapons & Armor

  • Melee Weapons
  • Pistols
  • Shotguns
  • SMGs
  • Light Armor
  • Helmets

Skills

  • Computing
  • Investigation
  • Mechanics
  • Perception
  • Robotics
  • Sense Motive (x2)
  • Stealth
  • Vehicles (Land)

Tools

Languages

  • English
  • Korean
  • Arabic
  • French

Background Points

  • (Origin) Wormer: Born and raised on another world
  • (Employment) Corporate (2 terms, no injury), Law Enforcement (1 term, no injury)
  • (Vice) “I spend my extra time in museums”

Character Abilities

Healing - You hack together a basic version of a medical implant using illicit plans stolen or bought from the net. Using an action you touch a creature, that creature regains a number of hit points equal to 1d8 + your Tec ability modifier. You can use this ability twice before completing a short or long rest.

Exploits - You are able to perform exploits using available botnets. These exploits are a special kind of hack that you can perform to gain some kind of advantage over your enemies or environment. As you grow in knowledge, you are able to control more botnets at any one time, as represented by your ‘botnets useable’ column. Once you have used a botnet to carry out an exploit, the devices on that botnet are burned out, and you must use a long rest to create more botnets to replace the ones you lose. Some exploits require a saving throw from those affected. The saving throw for your exploits is 8 + your Proficiency bonus + your Tec modifier.

Redistribution - At 2nd level, as a reaction, when you or an ally that you can see rolls damage for an attack that hits, you can add any of your unused hit dice to the damage roll. Adding your hit dice to the damage roll spends those hit dice.

Exploits (4/LR)

Hack Mech
Range. 30ft.
Duration. 1hr
Using an action, you choose a mech within range of CR1 or lower. The mech must succeed on a Mind saving throw or become completely controlled by you. While under your control, you may use your action on your turn to control the mech as if it’s body was your own, and it acts on your initiative. If you do not use your action to control it on a turn, the mech does nothing.

Ping Echo
Range. 90ft.
Duration. —
Using an action, you create three pings that you broadcast into a creature’s neural network. You can send all three to one creature, or target up to three different creatures within range that you can see. Each Ping deals 1d4+1 psychic damage.

Computer Interface
Range. 10ft.
Duration. —
When you are within 10ft. of a computer terminal of security rating 3 or below, you may interface with the computer to gain additional information. You may then ask the GM one question that the computer would know.

Augmentations

Blood Toxicity Level: 0
Blood Toxicity Limits: 2/4
Neurolink: The neurolink revolutionized the world. The ability to download and upload data straight to your brain via a port on your skull changed everything. <Tier 0>

Basic HUD: The basic HUD tells you everything you need to know about the world right in front of your eyes, whether helping you learn to read as a child, displaying the prices at the local bar as an adult, or informing you to take your medications as a senior. <Tier 0>

Equipment

Encumbrance: 50lb (Light, -10); 100lb (Heavy, -20); 150lb (Maximum)
Carried: 0lb on person, +0 Personal, +0 Pack.

Martial

  • Vibroknife {10K₩, 1 lb} [1d6 Pierce, Finesse, Throw, Light]
  • Stun Baton {7K₩, 2 lb} [1d6 Electric, Light]
  • Undercover Vest {15K₩, 20lb} [13 AC + Dex mod (max 2), DR 3 vs Ballistic]

Gear

  • Comm: Advanced {Gift, -lb}
  • Pocket Computer {Gift;, 0.5lb}
  • Holster, Knife {1K₩, 1lb}
  • Holster, Baton {1K₩, 1lb}
  • Backpack {1K₩, 3lb}
  • <None>

Claude (Canine Mech Companion)

Whoisagoodboy.jpg

Character Statistics

Basic Statistics

Passive Skills:
Sense Motive: 8
Perception: 8

Speed: 40 feet
Maximum Hit Points: 11
Armor Class: 15
Damage Reduction: 1/bl

Attributes

Strength 14 (+2)   Dexterity 14 (+2)   Constitution 13 (+1)
Intelligence 8 (-2)   Technology 12 (+1)   People 8 (-2)

Proficiency

Proficiency bonus: +2

Saves

  • Mind, Reflex, Will

Languages

  • Arabic

Skills

  • Initiative

Character Abilities

Condition Imunity - Frightened, Poisoned
Quickened Reflexes - +5 Initiative, +2 Reflex
Pack Tactics - The canine mech has advantage on an attack roll against a creature if at least one of the mech’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Attacks

Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+2 piercing damage. If the target is a creature, it must succeed on a DC 12 Reflex saving throw or be grappled by the canine mech.

Living

  • Clothes, Standard
  • 242,000₩

Lifestyle

Year 2185, Cyberpunk, New York City, Modest

Expense Jan Feb Mar April May June July Aug Sep Oct Nov Dec
Upkeep (9k)
Lifestyle (15K)
Taxes (6K)