Craftsmen and Chimeras Wiki

Corinth is a member of the Chimeran Guard, belonging to the Dawn's Advent. Trained for stealth operations, he employs a more practical approach to combat than many of his kind as well as a stronger sense of self-preservation.

Corinth

Chimeran Inquisitor

3FS028o

Basic information

Birth name

Subject CT-96

Birthplace

Guild Laboratory

Birth date

1066 S.C.C.

Personal and Family Information

Political associations

Chimeran Guard, the Alchemists Guild

Residence

Dawn's Advent (former)

Characteristics

Race

Chimeran Guard

Age

106

Height

5'11"

Eyes

Grey

Hair

Black

Other features

Feline

Education and Occupation

Education

Extensive

Occupation

Covert Operative, Spy, Assassin, Interrogator

Notoriety

Criminal charge

Abandonment of Duty, Affiliation with Enemies of the Guild

Criminal penalty

Condemned to Death

Criminal status

Exile

Corinth

Operative

3FS028o

Combat stats

Strength: 0
Dext.: 5

Contn.: 3
Intel.: 4

Hybrid pseudostats

Might: 4
Prws.: 5

Power: 9
Cun.: 9

Noncombat skills

Interpers.: 3
Trickery: 5

Survival: 0
Education: 4

Profession: Interrogator

Other stats

HP: 24

Speed: 6

Size: 1

Race: Chimeran

Armor (e/m): /
Reflex (e/m): 5/3

Fort. (e/m): 3/3
Will. (e/m): 5/3


Equipment[]

Chimeran Outcast's Armor

Level 3 light armor

Gear common to Chimeran Warriors, often colored and decorated to denote one's Order and Chapter. This one seems to have had its colors intentionally faded out, and deep scratches mar the symbols that once denoted its wearer's affiliation.

Armor ✦ light
Armor: +10 evasion, +3 mitigation
Enhancement: +3 Constitution


Frontiersman's Bolt Rifle

Level 3 Bolt-Action Rifle

While bolt-action rifles are outdated and archaic in the Confederation, they are favored in the Frontiers for use in hostile environments.

WeaponTwo-handed, Cunning, Clip 2, Reload standard, Critical straights
Hit die: 2d6Range: 25
Accuracy mod.: +1
Critical: +2d6 damage
Properties: +3 to all damage


Operative's Pulse Gun

Level 3 Laser SMG

A compact weapon favored by privately hired operatives. Fires deadly energized rounds at high speed.

WeaponOne-handed, Powerful, Clip 2, Reload minor, EMP vulnerability
Hit die: 2d4Range: 10
Accuracy mod.: -2
Critical: +1d10 EMP Damage
Properties: +3 to all damage



Abilities[]

Level 1[]

Silent Step

Utility

You have been trained to move quickly and silently.

Passive ✦ Movement
Passive ability

Effect: You do not need to reroll Stealth for making movements.


Stealth Cloak

Utility

You activate your armor's cloaking device, fading from sight.

At-will
Standard action

Effect: You are rendered invisible, allowing you to become Stealthed even while in well-lit or open areas.


Avian Step

Utility

You use your armor's advanced movement functions to clear difficult terrain and obstacles with ease, granting you a superior position over your enemies or allowing you to easily escape a dangerous situation.

At-will ✦ Movement
Full action

Effect: You may leap up to your normal movement range, clearing both height and distance at once.



Level 2[]

EMP Blast

Attack

You release a powerful short-range electromagnetic pulse, disabling nearby tech for a short period.

At-will ✦ EMP Vulnerability
Standard action      Radius 3
Target: All foes in radius
Attack: Dexterity vs. Intelligence

Hit: The target suffers the EMP damage solid hit effect.


Dopplegängers

Utility

You generate two holographic copies of yourself, confusing enemies and allowing you a more advantageous position.

Encounter ✦ EMP vulnerability
Standard action

Effect: Create two clones of yourself within a two tile range. These clones each have 15 health and possess the same abilities as you, but can deal no damage. Clones will vanish upon being destroyed. Your own position is randomized between the three clones.



Level 3[]

Shadow Sprint

Utility

You move with incredible speed for a short time, effortlessly out-positioning your foes as you vanish from their sight.

Daily
Free action

You immediately activate Stealth Cloak as a free action, and for the rest of your turn movement counts as a minor action.