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Bestiary / Alicia Mathews

Alicia Mathews

Being: Synthoid

Faction: Paladins

HP: 54 (+1d8 x END)

GP: 18

School: Scout

Pressure: 96

AP: 30

RP: 14

Movement: 80 ft.

Virtues: First Impression, Lucky Breaks, Quick Thinker

Equipment:

Ascension Armor IV, 4x Combat Knife, Handgun, x3 Handgun Ammo

Flaws: Blabbermouth, Gullible

STR     AGI     END     INT     SPD     CHA

Current

Max

18

12 (+6)

14

8 (+6)

18

12 (+6)

16

10 (+6)

16

10 (+6)

14

8 (+6)

Description


Alicia is a mobile striker and field manipulator, meant to constantly reposition, flank, and sow disruption across the battlefield. She uses Voltaic Trails and traps to control choke points, disrupt casting zones, and eliminate squishier targets.


Tactics

Uses Ground Warp to reshape the battlefield.

Leverages Voltaic Manipulation + Trail and Trap to create denial zones, locking movement.
Uses Stealth with hit and run tactics.

Works well as a solo harrier or ambush setup while allies draw main aggro.

Abilities


  • Wall Run

  • Ground Warp

  • Conjure: Cover

  • Camoflage

  • Speed Strike

  • Vault

  • Eagle Eye

  • Cover Fire

  • Voltaic Manipulation

  • Trail

  • Trap


Ability Combos

Voltaic Manipulation + Trail

Voltaic Manipulation + Trap

Speed Strike + Voltaic Manipulation + Trail

Weapon Proficiencies


Dagger Lv 5

Handgun Lv 3

Unarmed Lv 3

Skill Proficiencies


Stealth Lv 5

Acrobatics Lv 3

Perception Lv 3

Signature Ability


Zero Vector Surge
Alicia becomes a blur of motion, leaping and phasing through terrain in a jagged arc of flickering energy. As she moves, she leaves behind a voltaic trail, arcing with electricity. Anyone she passes through is jolted by a surge of energy, while the path itself hums and sizzles with danger.


Base: Speed Strike
Upgrades: 14 Points

  • 5 +Targets

  • Link Ability: Trail

  • 5 +Range

  • 2 +Duration

Notes: The +Targets allows her to hit more characters as she passes by them, while the +Range increases her range of movement. The Link Ability, adds a voltaic trail behind her while moving during the entire signature ability, which lasts longer due to the Duration upgrades.

Unique Traits


Ascension Upgrades: Selene's Tier IV Ascension Armor has the following upgrades to her Ascended state:

Reactive Displacement: Alicia can teleport up to half her movement for 1 RP.

Immunity: Alicia gains immunity to Voltaic damage

Signature Refuel: Whenever Selene activates her Signature Ability while Ascended, she gains 1d4 SP at the end of her turn.


Nanite Injection (Max): Alicia has undergone Nanite Injection surgury to raise her attribute maximums (+6).


Being Traits


Glitch Resistance: While you are Shocked, you only become Glitched on a roll of 1 or 2.


Fine Tuning: You can spend 1 AP to choose one bonus that lasts until the start of your next turn:

• +2 to attack rolls

• +2 to Perception rolls

• +2 to Evasion rolls

• +2 to Technology rolls


Logic Override: Whenever you fail a roll by 1, you may reroll your attempt once.

 

Overheat Chance: Each time you take Voltaic damage while under the effects of your Fine Tuning benefit, you must make a DR 8 Resilience roll or lose 1 AP at the start of your next turn.


Magnetic Intoxication: While you are within a magnetic field or touching a magnet, you become Drunk.

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