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Created June 2, 2019 10:11
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Q - Quintin Nox (LL:0)
{"id":"cupb7v63nx","gistID":"","level":0,"callsign":"Q","name":"Quintin Nox","text_appearance":"\"Q\" wear's a full body suit at all times to better interface with it's mech and NHP. Underneath it appears to be bald man with augmented eyes and a cybernetic right arm.","notes":"","history":"Even before his \"Procedure\" Quintin could not be considered normal. Born to criminals on a prison colony Quintin spent his childhood around hardened criminals, revolutionaries and rogue lancers. His parents died before he could know them and in a system where child services were unheard of, the inmates cared for him. His teachers were prisoners who espoused mad theories on AI creation and some who worshipped them as mad made gods. He learnt that only the strong and cunning survive and that people are either tools to be used or enemies to be destroyed.\n\nHis life after leaving the prison was a series of jobs and functions required to survive. His goal, beyond where his next meal came from, was to grow beyond the mad rants of his teachers, to become a god unto himself. After many years he finally scraped together the resources to enact his dream, to upload his mind and become an AI. The Procedure as part successful as the NHP that was created is unlike any other that have come before it. It is currently nassient but with each passing cycle it grows, like a small child, into something greater.\n\nUnexpectedly, considering it's source, the NHP is surprisingly well adjusted, cheerful and friendly. In fact it does not consider itself to be a true NHP but a human being, the real Quintin Nox, finally freed to reach his full potential. A potential that seems to involve more heroism, humour and wisecracks than the original.\n\n\"Quintin's\" outlook stands in stark contrast to \"the flesh that remains\" the entity that refers to itself as \"Q\". Those that meet \"Q\" describe him as \"a little off\" and those that spend time with him consider him a psychopath. The consensus, a view shared by \"Q\" itself, is that \"something\" is missing, some piece of Quintin died that day or was perhaps transferred to the AI. All that is certain is that \"Q\" does whatever it can to survive, taking missions as required and earning whatever resources required to further improve the NHP, his true master.","portrait":"tumblr_mwqw6gyCOp1roymnwo2_500.jpg","cloud_portrait":"","quirk":"","current_hp":6,"contacts":[],"background":{"id":"ai","name":"AI Specialist","description":"You were heavily involved in the study, manifestation, creation, or maintenance of a prime Non Human Person (NHP). Do you have a personal connection to that prime NHP now? Did you interact with that NHP as a scientist or engineer would, or as priest or shaman would? How do you view non-human intelligence now, in your role as a pilot? What division did you work in — ontologics, paracausal psych, interpellation, or quality control? How do clones of that NHP perceive you? What secrets do you know of their production and training? How do you view shackling, cycling, cascade, and the Yellow King Dilemma? Are you aware of Monist-1? Do you still have contacts in Union’s various associated bureaus?","triggers":"Stay Cool, Read a Situation, Invent or Create, Investigate"},"licenses":[],"skills":[{"skill":{"id":"threaten","name":"Threaten","description":"Get a bonus when you’re forcing someone’s hand by threatening them","item_type":"Skill","brew":"Core","detail":"Use force or threats of force to get someone to do what you want them to do. Name what you want someone to do and what you’re going to do to them if they don’t listen to you. This could also be blackmail, leverage, or something similarly nasty. Threatening someone can be very high risk but very effective if successful - either way there’s likely no repairing the relationship afterwards. If you threaten someone unsuccessfully, your threats have no further effect on them unless you change something about the situation (as with all other skill checks).","family":"str"},"rank":1},{"skill":{"id":"cool","name":"Stay Cool","description":"Get a bonus when you want to stay cool and collected while performing an action that takes skill or precision","item_type":"Skill","brew":"Core","detail":"Do something that requires concentration, speed, or intense precision under pressure, like picking a lock as your squad trades fire with encroaching guards, avoiding a hostile memetic code while hacking a secure console, carefully disarming an explosive, or unjamming a gun under fire. If you’ve got to do something complicated in a high stress situation without messing up (and possibly not even breaking a sweat) this is the action to use.","family":"dex"},"rank":1},{"skill":{"id":"survive","name":"Survive","description":"Get a bonus when you want to survive through harsh or unforgiving conditions","item_type":"Skill","brew":"Core","detail":"Persevere through harsh, hostile, or unforgiving environments, such as the vacuum of space, frozen tundra, a pirate enclave, a crime-ridden colony, untamed wilderness, or scorching desert. You most often use survive when you want to take a journey through wilderness environments, navigate, or avoid natural hazards such as carnivorous wildlife, rockfalls, thin ice, or lava fields. Alternately you could use it to avoid man-made hazards, such as navigating a city safely, or avoiding dangerous areas of a space station. You could also use it when testing personal endurance, such as shaking off poison or alcohol.","family":"str"},"rank":1},{"skill":{"id":"hackfix","name":"Hack or Fix","description":"Get a bonus when you want to hack or fix a system or device","item_type":"Skill","brew":"Core","detail":"Repair a device or faulty system. Alternately, hack it wide open, or totally wreck, disable or sabotage it. You can use this for hacking or safeguarding electronic systems, such as electronic door locks, computer systems, omninet webs, or NHP coffins.","family":"int"},"rank":1}],"talents":[{"talent":{"id":"techno","name":"Technophile","description":"Artificial Intelligence. Non Human Person. A sterile name for such terrible power. You've seen behind the curtain, maybe even lifted it yourself, let your NHP cascade and spoke to it unshackled. You let it root around in your own mind, let it leave ghosts of itself behind to learn. Are you its equal? Its host? You have dreams that are not your own, now. The thing that was contained speaks in your voice, but is not your voice; how much longer do you have left? Maybe only moments, maybe eternity.<br>You're close to something.","item_type":"","brew":"Core","ranks":[{"name":"Servant Fragment","description":"Your mech gains a custom NHP with the AI tag (it costs 0 SP and comes with any mech you print). It can speak to you and has a personality but is not as developed as more advanced NHPs and not capable of independent through, relying on your instructions to act. It is obedient to you alone. When acting alone it follows the last direction given and defends itself but has limited initiative on its own, it cannot benefit from your talents as normal."},{"name":"Student Fragment","description":"Your custom NHP becomes more advanced, capable of independent thought. It now has the ability to make complex decisions and judgements and act independently, without instruction. Once per round, while it’s installed in your mech, you can re- roll any mech skill check or save (you must choose the second result), as your AI helps you or corrects your course of action."},{"name":"Enlightenment","description":"Your custom AI no longer counts against the maximum number of AI on your mech, and now benefits from your talents when piloting your mech. Any AI system installed on your mech can no longer become unshackled unless you so choose. You can carry your custom AI with you when you leave your mech, either in your armor or body (via an implant). In addition, unshackled NHPs or electronic lifeforms no longer view you with indifference, but as a significant being. You can communicate with and understand them on a deeper level than most humans."}]},"rank":1},{"talent":{"id":"brutal","name":"Brutal","description":"In dismounted sparring and in live combat, you only know one speed: maximum. When others go hard, you go hardest. When the order is to eliminate the enemy, you do so with prejudice. This isn’t a dance, this isn’t a game, this is war, and you mean to see it through. If it means becoming a little bit of a monster, than so be it -- let them hate you from the grave.","item_type":"","brew":"Core","ranks":[{"name":"Predator","description":"If your die result on your d20 is a 20 (sometimes called a \"natural\" 20) on any ranged or melee attack, your attack is a critical hit, no matter what, and instead of rolling all the damage twice and choosing the highest result, your attack deals maximum damage (for its base and bonus dice)."},{"name":"Cull the Herd","description":"Your Critical Hits now gain Knockback 1"},{"name":"Relentless","description":"When you miss with an attack on your turn, your very next attack gains +1 accuracy."}]},"rank":1},{"talent":{"id":"drone","name":"Drone Commander","description":"For a pilot fresh out of boot, keeping a drone swarm in line is like trying to carry water with a net. They seem to have a mind of their own, well, because they do, and it's not that smart. Your initial frustration was enough to get you practicing, and practice pays off. Now, your swarm obeys almost before you order — an unnerving trend, but a useful one. The swarm is yours.","item_type":"","brew":"Core","ranks":[{"name":"Shepherd","description":"Your drones gain +5 HP. In addition, at the start of your turn, you can cause one of your drones in your sensor range to move up to 4 spaces as a protocol."},{"name":"Energized Swarm","description":"Once a round, when you consume Lock On with any attack, your drones immediately emit vicious pulses of energy, attacking a burst 1 area centered on each drone. Characters of your choice caught in the area must pass an engineering save or take 2d6 energy damage, and half on a successful check. A character can only be affected by this attack once (even if the areas overlap)."},{"name":"Invigorate","description":"As a quick action, you can send a pulse of energy out, to an allied character or drone of your choice within range 3. You can repeat this energy pulse from your target’s location to another character or drone within range 3 of that target, and so on, as long as you don’t choose the same target twice. This effect creates a continuous line drawn between characters hit by its effect. Allied characters and drones hit by this line can heal 1d6 HP, and hostile characters caught in the line of effect are damage from the same amount as energy damage (no roll required)."}]},"rank":1}],"mechSkills":{"hull":1,"agi":0,"sys":1,"eng":0},"core_bonuses":[],"active":false,"active_mech":null,"active_loadout":null,"loadouts":[],"mechs":[],"loaded_mech":null,"cc_ver":"2.6.10"}
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