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Rupee Raj Ramchandari

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Data for Category:Characters stored in Special:CargoTables/CHARACTER with the Form:Character Sheet and Template:Character Sheet


Rupee Raj Ramchandari

Aliases: #REDIRECT [[Rupee Raj Ramchandari]]

[[Category:Alias]]

[[Rupee Raj Ramchandari]] :: [[Raj]] :: [[Rupee]]

Aspects
High Concept: Arrogant Bollywood action hero with secret IRL vigilante skills.
Trouble: I am so utterly convinced of my worth that I know everything and everyone will go my way.
Aspects:
  • Metamancer: Expert in both performative metamancy and the subtle metamancy outside the rules - very useful for causing or uncovering misdirection and subversion.
  • Contractual Obligation: Faced with more money that he'd ever seen, Raj signed a raw deal in his youth. Now, he is under the thumb of Shock Talent Management - and Prachi Mishra specifically. They control his public appearance, brand, and persona - and also take the lion's share of the money.
  • It's always about me: Everything that happens is worth my complete attention or is utterly irrelevant. There is no middle ground.
Fate Points
Refresh: 3 Current Total 3
Approaches
Careful Clever Flashy Forceful Quick Sneaky
0 +2 +5 +1 +3 +3
Sophant Characteristics
  • Augments are people who have altered themselves significantly from baseline for their species, or the specific alterations they have made to their bodies and minds. The most common augments are mechanical/cybernetic, neural, genetic, or chemical. Augments begin with 24R for approaches and abilities, 4R of normal Refresh, and 4L for their Unstable Augment limitation (28R/4L). They can take up to 44R/20L. This kind of min/max character is likely to be very fragile.
  • Unstable Augment: Every time you alter your aspects, abilities, or resilience using augments, there is a chance that the change gets messed up. This is a 4 point limitation (uncommon, damaging) so the DC for the roll is 4. The player can use any approach to overcome this DC as long as they can justify it narratively. The final roll is /roll 4f DC-4 +Approach - as long as it is narratively justified. A failed roll adds the aspect Unstable to one of the character's augments - not necessarily the new or changed one.
Stunts
  • Bamboozle: +2 to cause flashy disruption of the gestalt to create an advantage that draws attention where I want it - and away from where I don't want it.
  • Hard to Hoodwink: +2 to sneakily intuitively defend against subtle manipulations of the gestalt, making it very difficult to fool me in AR or VR.
  • Showman: +2 to quickly set up a stunt (create an advantage) that makes use of my physical and mental training to make an amazing, impossible feat happen before your eyes.
Magic: Spells and Powers
Augmentation: Genetic and Cybernetic
  • Implanted AR Interface (Chemically Enhanced Full Sensorium) (4R) {12R/8L}: This augment provides the most realistic and immersive AR/VR sensorium possible. All nerves sending signals into the brain are wrapped in sensory induction coils. In addition, hormone and neurotransmitter synthesizers are installed, along with refillable neuroactive drug dispensing modules. Note: limitation costs must be paid even though it does not accrue to the character refresh calculations.
  • EM Shielding: Baseline interfaces are shielded against ambient EM interference. Damage Resistance vs EM assaults is purchased normally.
  • Cost {8L}: This is a complex and hugely expensive procedure that causes 8FS to pay for. If this stress is taken as a consequence use Significant Debt: Unless a HF is active, paying off this debt must include in game narrative action.
  • Metamancy Bonus {8R}: Dedicate +1 to up to 4 approaches when using metamancy (e.g., +2Quick +1Forceful +1Flashy, or +4Quick, or +2Forceful +2Flashy). Metamantic actions may have indirect physical effects (a separate roll), but can not directly cause physical stress or consequences associated with physical stress.
  • Hacker Bonus {4R}: +2 when [approachily] Hacking (attack, defend, overcome, or aspect).
Damage Resistance and Healing
Teams:
Stuff
  • Well Off (2R): Ready access to enough money that buying a ticket to a far off location at the spur of the moment is no issue. Ready cash in the μB10000/B0.01 range. You have enough money to buy your way out of many of life's issues. In many cases you don't need to make a purchase: your wealth works for you to open helpful doors and seal damaging portals. Gain stress financial stress slots. (12FS)
Stress: Mental Max 3 Stress: Physical Max 3
1 2 3 1 2 3
X
Consequences (Max 6)
2:
4:
6:

Appearance

Is that the wind? No, that's just his hair. How does he keep his mustache so voluminous, so rugged, so soft? Sunglasses. Is that the wind again? No, his shirt just billows. Nice motorcycle. Thanks. He's so handsome. Sunglasses. Was he wearing that leather jacket the whole time?

Backstory


References



Personal Events

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Data for Category:Characters stored in Special:CargoTables/CHARACTER with the Form:Character Sheet and Template:Character Sheet

Refresh Capacity: 28R 24 Base 4L 0XP

Refresh Spent: 32R 14R Approaches 9R Abilities

     3 Stunts
     4 Implanted AR
     2 Wealth

9R Stress Refresh Available: -4R