Taranto Marina

Human guild engineer, electronics and hi-tech engineering specialist.

Description:
Known As: “Tan” Race: Human Homeworld: Ravenna
Alliance: Those Who Trade Subgroup: Engineers Rank: Engineer

Attributes

Body Mind Spirit
Strength 4 Wits 10 Extrovert 5 / Introvert 5
Dexterity 6 Perception 8 Passion 5 / Calm 5
Endurance 4 Tech 12 Faith 1 / Ego 3
Wyrd 12
Vitality 5 and 9
Psi 9
Urge 0
Stigma - Pure white left eye, normally covered by his face mask.

Skills

Natural Learned Skills
Charm 3 Tech Redemption – Volt 8
Dodge 3 Tech Redemption – Craft 8
Fight 3 Tech Redemption – Hi-Tech 8
Impress 3 Tech Redemption – Mechanical 8
Melee 3 Science – Engineering 8
Observe 6 Science – Cybernetics 8
Shoot 8 Science – Sensors 8
Sneak 2 Science – Physics 8
Vigour 4 Read/Write (Urth Tech)
Read/Write (Urth)
Read/Write (Latin)
Remedy 3
Inquiry 2
Think Machines 8
Space Suit
Warfare – Gunnery 2
Language (Tock Tock)
Language (Ukari)
Language (Vorox)
Language (Graceful Tongue)
Language (Atyri)
Language (Almathean)
Programming (Suprema)
Programming (Turing)
Focus 2

Blessings and Curses

Name +/- Attribute Situation
Innovative +2 Tech When inventing
Grease Monkey +2 Tech Redemption When using Tech Redemption
Hacker +2 Think Machines When dealing with Think Machines
Unnerving -2 Extrovert When dealing with Serfs
Horrible Burn – Left side -2 Charm When burn is displayed
Beast Foe -2 Non-combat animal interactions All times
Ugly -2 Impress Social situations
Secretive -2 Extrovert Amongst strangers

Benefices and Afflictions
Rank – Engineer
Wealthy Riches (10,000F/Y)
Retinue (Unskilled/Fanatically loyal – Patrick)
Oath of Fealty – Martial (Hazat)

Psychic Powers

Vis Craft

Practically unknown to the researchers of the Phavian Institute, the power of energy control and manipulation is still rare in the 51st century. Vis (Latin for “energy”) Crafters can manipulate material energy: kinetic, electric and fusion, and some can manipulate spiritual energies (Wyrd). One cannot work with such power, however, and remain unmoved — Vis Crafters tend to be excitable and passionate people, sometimes twitchy and nervous, unable to stay still for long. Also, just because a psychic can manipulate energy doesn’t mean she fully understands it; this may require a Tech + Science (Physics) roll.

Vis Eye
(Level 1, Perception + Focus, sight, temporary, 1W)
The psychic can sense the use of energy around him (a foe’s active energy shield, a laser sight trained on the psychic, a spy camera filming him) and discern the type of energy (electrical, fusion) and trace its source (although this may require a sustained roll if the source is well-hidden).
A level 3 version of this power allows the psychic to sense and discern spiritual energies, such as Wyrd, Symbiot Lifeforce or even the strange energy used by Anunnaki tech.

Vis Drain
(Level 2, Passion + Volt Redemption, touch, temporary, 1W)
The psychic can drain or cut off the flow of the power to or from various items, such as fusion cells or a building’s power grid (this power is not transferred anywhere useful unless the character also uses the Vis Flow power, below).
The amount of Wyrd points spent determines how much power can be drained from a source. The psychic can spend Wyrd to increase the duration to prolonged.

Wyrd Power (equivalents)
1 (base) 1 fusion cell
2 10 fusion cells; enough energy to power a small room or skimmer
3 Enough energy to power a building or flitter
4 Enough energy to power a city block or agora-based fusion generator
5 Small-class starship (explorer, escort, raider)
6 Mid-class starship (frigate, galliot, assault lander, freighter)
7 Capital class starship (cruiser, dreadnought, luxury liner)
8 Capital city
9 Starbase
10 Terraforming engine; Symbiot World Egg
Note that the range on this power may not be increased. Instead, a level 4 version must be bought; its range is sight, which may be increased with Wyrd expenditure as per the normal rules.

Vis Flow
(Level 3, Passion + Volt Redemption, touch, instant, 1W)
The psychic can channel incoming energy to charge fusion cells, flashlights or starship engines. He must touch the item to be charged and the source of energy (a sparking live wire, a fusion charging plug, a Symbiot giving its Lifeforce). Mild shocks will not harm the psychic while this power is active, but he is not immune to energy attacks or severe power surges. It is possible to use this power when being attacked by lasers, blasters or higher levels of Vis Craft, but regardless of success on channeling the energy, the psychic will suffer any damage normally. (If an energy shield is used to absorb the damage, it also absorbs the energy — the psychic cannot transfer this energy.)
Generally, the transfer is power to power: a blaster bolt will charge one use by a blaster on a fusion cell, but this may mean two uses by a laser. The gamemaster should compare the different uses for fusion cells and the total charges allowed per weapon, and be conservative in allowing too many uses from this power.
Note that the range on this power may not be increased.

Vis Eye – Level 3
(Level 3, Perception + Focus, sight, temporary, 1W)

Vis Shock – Level 4
(Level 4, Dexterity + Fight or Melee, touch, instant, 1W)
The psychic can transform her own bioelectrical field into a high voltage discharge with a hand-to-hand or melee attack. This normally adds four dice to any damage roll. However, a character can also attempt to slowly slip under shields and hit the target once his fist or weapon is past the shield (suffer -2 to Initiative, withhold victory dice and hope the damage does not exceed the shield’s impact threshold). Once the blow contacts a surface, the psychic can release the charge (four dice, ignore energy shields but not other armor). The range on this power may not be increased.

Vis Drain
(Level 4, Passion + Volt Redemption, sight, temporary, 1W)
The psychic can drain or cut off the flow of the power to or from various items, such as fusion cells or a building’s power grid (this power is not transferred anywhere useful unless the character also uses the Vis Flow power, below).
The amount of Wyrd points spent determines how much power can be drained from a source. The psychic can spend Wyrd to increase the duration to prolonged.

Vis Shield – Level 5
(Level 5, Endurance + Stoic Body, 10 hits, 1W)
The psychic may use his own bioelectrical energy to erect a personal energy shield around himself. This acts similar a standard energy shield; it allows 10 hits per power activation and the protection rating is 5/10. In addition, the field fluctuates at need, so the character can wear any form of armor he desires without compromising the field. Note that this field does not interfere with the Vis Flow power (above); attacks absorbed by this power can be transferred elsewhere.

Vis Bolt – Level 6
(Level 6, Dexterity + Shoot, sight, instant, 1W)
The psychic can project energy at a target from a dis- tance. The damage is equal to Endurance plus victory dice, plus one die for each extra Wyrd point spent (max = Psi rating). In addition, this damage can bleed through energy shields on damage dice results of 1 or 2.

Vis Vortex – Level 7
(Level 7, Endurance + Vigor, touch, instant, lW)
The psychic can generate power, which he can use to recharge fusion cells, power skimmers, etc. Use the chart given with the Vis Drain power, above, to determine the Wyrd point costs per power generated. The maximum amount of points the psychic may spend on Wyrd to generate power is equal to his Psi rating. The range and duration of this power may be increased normally.

Vis Storm – Level 8
(Level 8, Passion + Vigor, sight, instant, 1W)
The psychic can unleash an energy surge on an area from a distance. The base radius from the shock point is 10 meters, and anyone standing within this radius is affected. The radius may be increased by 5 meters per extra Wyrd point spent. The damage is equal to Endurance plus victory dice, plus one die for each extra Wyrd point spent (max = Psi rating). In addition, this damage can bleed through energy shields on damage dice results of 1 or 2.

Primal Vis – Level 9
(Level 9, Passion + Focus, sight, instant, OW)
The psychic can tap into an invisible, universal spiritual power grid to replenish and/or add to his Wyrd points. This power may be used only once per span, but it can generate an amount of Wyrd equal to 1 plus the victory points gained on the activation roll. In times of dire need, however, the psychic may call on his Urge for aid: he gains an extra amount that span equal to his Urge rating. The psychic must roll to resist its awakening (Ego + Stoic Mind); failure means that the Urge is awake. Even if the psychic had no levels in Urge, he may elect to take one level to gain the Wyrd. Regardless, any Wyrd points replenished with the Urge’s aid are also tallied into the Dark Twin’s Wyrd pool with which it builds its psychic body (see level 4 Urge power Wyrd Drain). Some Vis Crafters theorize that the source they are tapping into is a grid that encompasses all of space-time and was erected by the Anunnaki, and that it is this grid which powers devices like Philosophers Stones and jumpgates.

Sensitivity – Level 1
(Level 1, Perception + Observe, sensory, prolonged, 1W)
This power improves the physical senses, allowing the character to see in darker situations (but it does not confer IR or UV vision – he still cannot see in total darkness), hear better, and even smell or taste drugs or poisons in food and drink (at the gamemaster’s discretion). If successful, the character gains +3 to his Perception. This bonus can help offset any negative Perception modifiers due to adverse conditions or darkness

Dark sense – Level 2
(Level 2, Wits + Observe, sensory, prolonged, 1W)
Darksense allows the character to perceive when there is no light or when she is somehow blinded. She suffers none of the usual negative Perception modifiers for darkness and can use her Sixth Sense powers in the dark. Darksense manifests in a variety of ways, including sonar-like acuity of hearing, tactile hypersensitivity to ground vibrations or minute air currents, and using the character’s own biomagnetic field as a kind of radar. Printed words or pictures may not be seen with Darksense.

Subtle sight – Level 3
(Level 3, Extrovert + Observe, sight, temporary, 1W)
The character can perceive the psychic auras of others. Auras can reveal general emotions and states of mind, whether someone is human or alien, and if he/she has psy- chic powers. Auras cannot reveal specific thoughts, although a very successful roll can supply quite a lot of useful information about the target; colors correspond to emotions, movement of the aura indicates general state of mind, and shapes within the aura can show what types of thoughts the target is thinking. See the Auras Chart.

Premonition – Level 4
(Level 4, Extrovert + Observe, sensory, temporary, 1W)
The psychic can sense danger before it harms her. She must deliberately sense for this; it does not work automati cally. Premonition will only warn the psychic that danger exists, not tell her exactly what is about to happen; the gamemaster may, however, allow her to sense what direc tion it will come from (when applicable) when three or more victory points have been rolled. Note that this power will only indicate immediate peril, such as a weapon aimed at the psychic, a critically overheated stardrive core, or a land mine the character is about to step on. Premonition does not reveal the existence of traitors, conspirators, or assassins who are merely stalking the character but who are not yet poised to strike. When this power is active, the psychic adds +2 to her initiative rating.

Far sight – Level 5
(Level 5, Extrovert + Observe, distance, prolonged, 1W)
Occasionally known by the old Phavian designation, “clairvoyance,” FarSight allows the psychic to see a distant place. The goal roll to activate FarSight is modified according to the familiarity of the target location:
Easy (4) – The psychic’s own home.
Natural (
2) – The psychic’s home town or neighbor- hood, her regular haunts, etc..
Standard – A place with which the psychic is person-
ally familiar, i.e., anywhere he has been to and can consciously remember.
Hard (-2) – An unfamiliar place which the psychic knows about, e.g., famous public places on Byzantium Secundus or Holy Terra, or somewhere the psychic has studied through maps or detailed records.
Demanding (-4) – An unknown place with which the psychic has a personal link, e.g., where a friend is being held captive.
Tough (-6) – A completely unknown place, e.g., where the kidnapper has taken the child, or where the aliens have hidden the Philosopher’s Stone.

Far sound – Level 6
(Level 6, Extrovert + Observe, distance, prolonged, 1W)
Occasionally known by the old Phavian designation, “clairaudience,” FarSound allows the psychic to hear a distant place. The same modifiers for FarSight apply. (The Ur-Ukar supposedly have an additional power at this level: FarTouch.)

Shared sense – Level 7
(Level 7, Extrovert + Empathy, distance, prolonged, 1W)
This power opens a direct sensory conduit from a bonded target to the psychic, who can then see what the target sees, hear what he hears, and so on. Shared Sense allows the psychic to use her powers from a bonded target’s perspective, treating the target’s touch, sight and sensory ranges as her own. In other words, she can sense danger to the target with Premonitions, see from the target’s eyes with Subtle Sight, etc..

Wyrd sight – Level 8
(Level 8, Introvert + Observe, sight, temporary, 1W)
The psychic can perceive normally invisible occult activity, such as theurgy rites, psychic powers, occult artifacts, etc.. This can be considered an extremely refined form of Subtle Sight, revealing things which do not register at the lower level. For instance, the aura of a psychic shows a brilliant scintillating white light in the forehead; a beam ex- tending from this light to another person can indicate a telepathic connection or Shared Sense. Most theurgic activity appears to be enveloped in a large unflickering candle-flame, the top point of which stretches up to infinity. Wyrd Sight does not automatically confer the aura-reading ability of Subtle Sight; each power operates within a different range of the astral spectrum.
The gamemaster is urged to be creative when describing what a psychic sees with Wyrd Sight; keep in mind that individual auras are not being read, but rather all the broad occult forces at work in a given scene.

Senses shock – Level 9
(Level 9, Extrovert + Impress, touch, instant, 1W)
With Senses Shock the psychic can break down his target’s natural adjustment of the intensity of sensory in- put, overloading the target’s senses: mild light becomes blinding, whispers are screams, a massage becomes a pummeling, and so on. If activation is successful, the target is stunned and incapacitated for one turn per victory point on the activation roll (perhaps more if she is subjected to bright lights, loud sounds, a pummeling, etc.). If the target was a psychic using a Sixth Sense power, she may roll Introvert + Stoic Mind to resist being stunned.

Equipment

6 – Outfits of clothes (2 formal, 2 work, 2 general)
Medpac
Backpack
Blanket
3 – Books
2 – Fusion cells
8 – Hi-Tech tools
Mechanical tools
5 – Music recordings
Timepiece – Electronic and waterproof
Timepiece – Mechanical and waterproof
Torch – Tech 3
Volt tools
Hacksaw
Hammer
Boot knife
1 – Blast pellet, Small
Laser pistol
SynthSilk
Squarker
Yawain Rifle
Yawain Energy Rifle
Yawain Broadsword

Bio:

Taranto had a fairly simple beginning as the son of a town merchant but developed a love of machines and mechanisms early on. His parents encouraged his interest and he won a scholarship to an engineering academy. He enjoyed his posting to a warship after graduation but an incident involving an alien artifact pushed him out of the fleet and back into research in an engineer’s guild base. His years studying engineering are where he acquired his many burns and scars and gave him a secretive nature that sets him apart.

Taranto Marina

Fading Suns and Flaming Heresies Hexapuma