Characteristics
CharTotalRollCostNotes
STR-58--30Damage -1d6, Lift 12.5kg
DEX1011-0OCV 3 DCV 3
CON1011-0
BODY1011-0
INT1312-3PER Roll 12-
EGO2013-20ECV: 7
PRE1612-6PRE Attack: 3d6
COM1412-2
PD005 PD (5 rPD)
ED207 ED (5 rED)
SPD420Phases: 3, 6, 9, 12
REC20
END0-10
STUN150
Movement
3"Running6" Non-combat Running (4/7 km/h)
0"Swimming
0"Leaping0" Horizontal, 0" Vertical
3"Flight3" Non-combat Flight (4/4 km/h)
Encumbrance
Equipment Carried:
0.00 kg
Total Weight CarriedDCV/DEX RollMoveEND/Turn
Up to 1 kg-00
1 - 3 kg-10
3 - 6 kg-2-1"1
6 - 9 kg-3-2"2
9 - 11 kg-4-4"3
11 - 12.5kg-5-8"4
Combat Information
OCV: 3DCV: 3ECV: 7
Combat Skill Levels:
Skilled Mentalist: +3 with Mental Combat
DEFENSES
PD:0 (5)
rPD: 5/5
ED:2 (7)
rED: 5/5
Mental Def: 0
Power Def: 0
HitLocAreaBODYxSTUNx/nSTUN
3-5Headx2x5/x2
6Handx1/x½
7-8Forearmx2/x½
9Upper Armx1x3/x1
10-11Chestx1x3/x1
12Stomachx1x4/x1½
13Vitalsx1½x4/x1½
14Thighx1x2/x1
15-16Lower Legx2/x½
17-18Ankle/Footx1/x½
Range
Modifiers
Mod.-0-2-4-6-8-10-12
Range0-4"5-8"9-16"17-32"33-64"65-128"129-256"

Count Basil de Brass
Little clockwork mannikin

Total Points: 236
Base Pts: 100
Disads: 100
Characteristics: 3
Abilities: 233

XP earned: 37
XP spent: 36
XP remaining: 1

Last updated
Sat, 10 Nov 2007 10:16:12

Appearance

Count Basil de Brass is a tiny painted brass automaton. He looks very much like a rich child's toy (a very rich child), but his innocent, even amusing exterior belies his purpose. He was originally made to be a spying device, nothing more than an elaborate bug. However, during the construction process some meld of magical processes tripped him over into self-awareness.
 
He has a soft, piping voice, unable to raise much sound above a whisper, and moves with a curious jerky gait guaranteed to make small children laugh and clap their hands. He runs on a clockwork mechanism that must be wound at least once a day or he becomes quite inert — he is unable to wind his own key, and requires the aid of another to do so.

Disadvantages

Cost Disadvantage

20 Physical Limitation: Must be wound up once per day (cannot wind himself) (Frequently, Fully Impairing)

Notes: If allowed to wind down, the Count becomes completely inert until rewound. He cannot wind his own key.

0 Normal Characteristic Maxima

10 Social Limitation: Just a figurine - nobody takes him seriously (Frequently, Minor)

5 Social Limitation: Jerky movements makes him look funny (Occasionally, Minor)

5 Physical Limitation: Soft piping voice - cannot shout (Infrequently, Slightly Impairing)

15 Distinctive Features: Makes a whirring noise, even while standing still (Not Concealable; Noticed and Recognizable; Detectable By Virtually Everyone)

15 Distinctive Features: Tiny brass mannikin (Not Concealable; Noticed and Recognizable)

5 Physical Limitation: Stilletto attached to right hand (limited manual dexterity) (Infrequently, Slightly Impairing)

15 Physical Limitation: Tiny and weak (Frequently, Greatly Impairing)

10 Hunted: Treasure hunters and purveyors of novelties and arcana 8- (As Pow, Capture)

Abilities

Skills

15 Skilled Mentalist: +3 with Mental Combat

3 Etiquette: High Society 12-

2 PS: Lapidary 11-
Note: Because of Basil's ability to reshape his own substance, he is never without the tools of his trade (he merely extrudes the tools he needs)

Performance Skills

5 1) +1 with Performance skills

3 2) Musician: PS: Musician (PRE-based) 12-

3 3) Dancing: PS: Dancing (DEX-based) 11-

3 4) Singing: PS: Singing (PRE-based) 12-

3 5) Storytelling: PS: Storytelling (PRE-based) 12-

Everyman Skills

0 1) Common Tongue: Language: Native language (Idiomatic, native accent) (4 Active Points)

0 2) Acrobatics 8-

0 3) Acting 8-

0 4) AK: World Geopolitics 8-

0 5) KS: Monsters of the World 8-

0 6) Breakfall 8-

0 7) Climbing 8-

0 8) Concealment 8-

0 9) Conversation 8-

0 10) Deduction 8-

0 11) Persuasion 8-

0 12) Shadowing 8-

0 13) Sleight Of Hand 8-

0 14) Stealth 8-

0 15) Trading 8-

Powers

10 Sword Cane: Killing Attack - Hand-To-Hand 1d6-1 (vs. PD) (uses Personal END) END: 1

Notes: Permanently attached to Basil's right hand is what appears to be a walking cane, but in fact it is a sheathe that conceals a very sharp stilletto.

15 Made of Brass: Armor (5 PD/5 ED)

45 Tough Mechanism: (Total: 45 Active Cost, 45 Real Cost) Energy Damage Reduction, Resistant, 50% (Real Cost: 30)
plus Physical Damage Reduction, Resistant, 25% (Real Cost: 15)

21 Automaton: Life Support (Eating: Character does not eat; Longevity: Immortal; Self-Contained Breathing; Sleeping: Character does not sleep)

45 Tiny: Shrinking (0.375 m tall, 0.0244 kg mass, -8 PER Rolls to perceive character, +8 DCV, takes +12" KB), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (90 Active Points); Always On (-½), Side Effects, Side Effect is always in effect (-3" Running; -½)

9 Clockwork Mechanism: Endurance Reserve (75 END, 5 REC) Reserve: (12 Active Points); REC: (5 Active Points); Requires help (The Count cannot wind his own key - he must have the aid of another to do so; -1)

Notes: The Count's mainspring powers not only his mental abilities, but also his physical: if allowed to run down completely, he can no longer move or speak; in fact he then becomes completely inert until someone rewinds him. 1 Phase of winding restores 5 END.

3 Tireless: Reduced Endurance (0 END; +½) (3 Active Points) applied to Running

6 Morphing: Shape Shift (Sight and Touch Groups, Costume changes) (23 Active Points); Extra Time (1 Minute, -1 ½), 4 Charges (-1), Cosmetic changes only (-½) END: [4]

Notes: This power is activated by a small opal inserted into Basil's internal matrix.

4 Ruby Eyes: Infrared Perception (Sight Group) (5 Active Points); IIF (Ruby eyes; -¼)

Notes: This power is activated by a small ruby in Basil's internal matrix.

2 Music Box: Hearing Group Images Increased Size (2" radius; +¼), Reduced Endurance (0 END; +½) (9 Active Points); Set Effect (Only to create tinkly music-box music; -1), Concentration, Must Concentrate throughout use of Constant Power (½ DCV; -½), No Range (-½), Requires A PS: Musician Roll (-½), Nonselective Target (-¼)

Notes: Basil can manipulate his clockwork innards to create a tinkly music-box style of music. He can imitate specific musical styles, but the sound is always identifiable as the plinketty-plunk of a music box.

2 Beanie-copter Flight: Flight 3" (6 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -¾), Concentration, Must Concentrate throughout use of Constant Power (½ DCV; -½), Gestures, Requires Gestures throughout (Pedal furiously; -½), no Noncombat movement (-¼) (uses END Reserve) END: 1

Notes: Basil can unfold a propeller from the top of his head, and by pedalling furiously, can fly for short distances. This power is activated by a small aquamarine in Basil's internal matrix.

Clockwork Mind Magic, all slots Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Requires An EGO Roll (-½)

Notes: These, like most of Basil's powers, are activated by the presence of a specific type of crystal or gemstone within his internal matrix. Not even Basil knows just how far his abilities might be expanded, though he does have an instinctive knowledge of when a particular gem is the right size, shape and variety to activate a latent power.

1 1) Analyze Mental Powers: Mental Awareness, Discriminatory, Analyze (10 Active Points); Costs Endurance (-½) (uses END Reserve) END: 1

Notes: This power is activated by a small sardonyx crystal

5 2) Mental Illusions 6d6 (Human-like and Animal classes of minds) (40 Active Points) (uses END Reserve) END: 4

Notes: This power is activated by a small amethyst

5 3) Mind Scan 6d6 (Human-like and Animal classes of minds) (40 Active Points) (uses END Reserve) END: 4

Notes: This power is activated by a small diamond

5 4) Mind Control 6d6 (Human-like and Animal classes of minds) (40 Active Points) (uses END Reserve) END: 4

Notes: This power is activated by a small beryl

5 5) Telepathy 6d6 (Human-like and Animal classes of minds) (40 Active Points) (uses END Reserve) END: 4

Notes: This power is activated by a small aventurine

5 6) Ego Attack 3d6 (Human-like and Animal classes of minds) (40 Active Points) (uses END Reserve) END: 4

Notes: This power is activated by a small emerald

7 7) Metal Manipulation: Telekinesis (20 STR), Fine Manipulation, Based On EGO Combat Value (Mental Defense applies; +1), Range Modifiers Apply (-¼) (70 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Only Works On Metal Objects (-½) (uses END Reserve) END: 7

Notes: Basil can manipulate metal objects at range with the power of his mind. If using this power to attack with a metal object, his OCV is based on his EGO, not DEX. He is capable of fine manipulation with his telekinetic ability, but he must be able to see his target and range modifiers do apply to any skill roll.

1 8) Strawberries: Major Transform 1d6 (air into berry fruit) (15 Active Points); Extra Time (20 Minutes, -2 ½), No Range (-½), Gestures, Requires Gestures throughout (must actively search for the fruit; -½), Only where berries could conceivably grow (-½), Concentration (½ DCV; -¼) (uses END Reserve) END: 1

Notes: Basil has a remarkable talent — he can find strawberries (or other berry fruit) just about anywhere, in the most unlikely places. Given a short time to search the area, he can almost always uncover a cache of delicious, juicy berries. If it's at all possible for berries to grow in the vicinity, then he'll find them. The quantity depends on the roll of the die: 1 = 1 berry, 2-3 = a single handful (about half a dozen), 3-4 = a large double-handful (20-30 berries), 6 = a bucketful.