AlcanNTF
From EryriWiki
Name: Alcan Seele (GM Character)
Player: Paul F.
Game: Nothing to Fear: More Human Than Human
Occupation: CEO of the Petran Federation
Contents |
Stats
Attack: 4
Defense: 3
Speed: 5
Mental: 8
Computer: 5
Energy: 10
Health: 10
Background
I'm the CEO. I'm having fun. I will make sure Petran is secure. I will play. I am a survivor. I crave entertainment.
Abilities
Firearms-You know how to use firearms.
Melee weapons-You know how to use melee weapons.
CEO Level Privilege-Not only can people with neural locks not attack you, but you can at will activate defenses, open doors, etc., if HERA is operational. You must identify yourself as Alcan Seele, and indicate what you are doing.
Immune to Bribery-The CEO of a megacorp has everything he can possibly want when it comes to material possessions. In fact anyone who does attempt to bribe Seele will be railed at for five minutes with a mental versus mental challenge against them forcing them to stand their ground and listen.
Confer Privilege-by spending 1 energy, you may temporarily give someone your executive level clearance. This means they can do many things. However, this only lasts for five minutes.
"You're fired!"-You may, at will, expel an employee from your service, by naming them and stating, "Employee status, terminated". This will revoke all of their privileges, card accesses, etc. In addition, all sentry guns will immediately focus on them as targets. This only works if HERA is viable, meaning she is online and has not possessed anyone.
Analyze situation-By spending 1 energy, Seele may analyze the current situation, and shifting over 2 temporary points of his mental attribute, Seele may add a +1 to his attack, defense, or speed stat. He must spend 1 energy per +1.
Banshee Wail-Seele may, by utilizing the cybernetic augmentation in his mouth, emit a sonic wail of tremendous proportions. For every point of energy expended, everyone, except him, since he has the requisite auditory compensatory, will within the general vicinity, defined as a room or hallway, will take 1 point of temporary damage. This damage will be enough to knock someone into unconsciousness, but not into death. In addition, Seele may only spend up to 5 energy for each use of this ability.
Nanite subcutaneous armor-Seele has a layer of armor just beneath his skin, all over his body. This armor acts as a natural deterrant against toxin injections(both positive and negative"unless something is injected into his mouth, he's fine), and also can withstand severe punishment. Seele has an effective armor value of 5, and in addition, this armor will regenerate 1 point per half hour for each point of energy expended in this fashion.
Drugs-you have practically unlimited amount of drugs in your office, including your private stash.
Seele's private stash
All of Seele's drugs are "potent" and cannot be purged through natural immunities. They can only be detoxed through the use of a med-kit or Seele's private chair. In addition, if any of these drugs are taken in conjuction with other drugs, either more of Seele's stash, or the normal sort, the character in question should take damage based on the number of drugs he has taken. This stuff is really toxic.
Lucid Illusion a. k. a. Mirror-"Your memories and personality are temporarily supplanted by the experiences of another. For some, this is an opportunity to be their favorite vid soap star. For actors, a way to completely be "in character" for a person they may be portraying. And for those that have had life long bonds with another person, or a close friend, this is an opportunity to hear this person one last time, even if they are truly gone. As best you can, roleplay as if you were another person, this can be someone you have been observing, or someone in your backstory. For all intents and purposes you ARE this person. This confers a +1 to your mental stat.
Madness-Swathes of color spew out of the walls. Butterflies with elephant trunks race around ice sculptures that dance and play among the fiery lava automobiles. The sound of music is everywhere and can be caught and cracked with but a touch. When people speak you only hear what they look like, the words wrapping themselves around their bodies and creating new and interesting geometric impossibilities. In short, you have gone completely mad, and are deep within an illusion of your own making. Feel free to make up whatever sights you see, and to burble about them. Also, if anyone should disturb you during this time, as in be actively hostile and non-understanding, or attack you, you will gain a +3 against all challenges made against that person, as the drug pushes you into a psychotic rage.
Ice-Your body becomes numb, as if you were dunked in a vast quantity of ice. Everything seems to be moving slowly for you, but you're cool and detached. It's a strange feeling. Pain is dulled, but so are your senses. Upon taking this drug, you will divide your mental score by 2, rounding down, and subtract that value from your speed, and add it to your mental and health stats temporarily. You only add to your mental stat for purposes of defense, not "offensive" mental challenges. This drug lasts for 10 minutes. If you sustain damage during this time, it will catch up to you once the drug has worn off.
Flatline-This drug sends a person to death's door. They will immediately "drop dead" for five minutes. Their brain will shut off, and their vital signs will be non-existent. Once the second part of the drug kicks in, the person will wake up once more. Upon awakening, they will have experienced a vision so profound, that they cannot help but talk about it, and will relish life. This confers a one use vision rant. All those who do not defeat you in a mental challenge must listen to you speak about your passage to the other side for the next five minutes and cannot take any other actions. If you are attacked, the rant is broken.
Seele's Office
Anyone but Seele attempting to use his equipment must first use a mental challenge to be able to figure out how to do so. Security personnel get a +3 to this challenge if they are attempting to use the communication equipment. In addition, only hacking challenges can lock down the door and/or activate the sentry guns.
Defenses
Seele's office has a pair of Sentry guns on the Exterior and Interior. These can be activated separately or together. The door to Seele's office is of armor value 20 meaning 10 to dent. It is a difficult hacking challenge to hack it. Sentry guns have the following profile:
Sentry Gun
Attack: 7
Defense: 0
Mind: 0
Computer: 6
Speed: 6
Health: 5
Energy: 0
A sentry gun requires one full combat round to acquire a target. These are picked at random. The guns normally operate separately, but if there is only one target available, they will focus on that person. Once it has acquired a target, it gets a +1 to attack that particular target. Sentry gun shells do 5 damage per successful strike. In addition, for each point of damage the target sustains, thus not counting armor, they are moved back directly away from the door that many steps.
Sentry guns will continue to fire upon anyone and everyone in the area until they are destroyed, deactivated, or there is no one left. It should also be noted that those with "Executive Level Privilege" cannot be picked up by the Sentry Gun detection systems. During the round a sentry gun is attempting to track a target, any challenge may be made against it(within reason), including a hacking challenge. It should also be noted that there may be hacking challenges done to activate the sentry guns when they are not supposed to be active. This challenge may be contested by another hacker who is inside the security room at the time.
Comm Net
The office has communication equipment that allows Seele, and anyone else, to do the following. If anyone else wishes to do this, they must make a successful mental challenge in order to be able to do so.
Communication-By spending 1 energy, you can hold a conversation with anyone on the security net. Normally these are designed such that security can only communicate in a limited fashion with one another. This allows for a longer, two way conversation.
Observation-By spending 1 energy, you may observe what is taking place on an entire floor.
Auditory access-By spending 1 energy, you may listen in on what is taking place inside a room.
Miscellaneous
Seele's chair-Seele can lie back in his chair, and by expending 1 energy, he may detox all poisons in his system, as various needles penetrate specifically constructed gaps in his armor. In addition, this has the effect of healing 1 point of health upon Seele. He may do this as many times as he has energy.
Escape Route-Seele's office holds the only means of getting to the roof of the building. The door to this staircase is only a 10 to penetrate, a 5 to dent. On the roof of the building there is a hovercraft that can hold 5 people safely, and up to 8 if you really crammed it. The hovercraft needs no pilot, as it is programmed for several Petran Federation facilities. It does require Seele's voice authorization to activate. Once it has been activated, anyone inside the hovercraft may order the craft to depart.