Difference between revisions of "Glint (Aberrant:Exile)"

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'''Quantum:''' 6 <br>
 
'''Quantum:''' 6 <br>
 
* Quantum Pool: 65<br>
 
* Quantum Pool: 65<br>
 +
'''Inspiration:''' 3<br>
 +
* Inspiration Pool: 3<br>
 
'''Willpower:''' 8<br>
 
'''Willpower:''' 8<br>
'''Initiative:''' 24
 
  
 
===Health===
 
===Health===
Line 24: Line 25:
  
 
==Combat==
 
==Combat==
 +
 +
'''Initiative:''' 30<br>
 +
'''Multiple Action:''' +4 Normal/+3 Multitasking/+1 Ambidextrous
  
 
=== Attacks ===
 
=== Attacks ===
Line 43: Line 47:
  
 
'''Telekinesis'''
 
'''Telekinesis'''
* ''Telekinetic Punch'': Attack: d17 +3, Damage: d24B + [18]B, AP 6, Range: 3km, Difficulty -6, Ignores 6 Dodge Successes
+
* ''Telekinetic Punch'': Attack: d17 +3, Damage: d27B + [18]B, AP 6, Range: 3km, Difficulty -6, Ignores 6 Dodge Successes
* ''Telekinetic Grapple''': Attack: d17 +3, Damage: d24 + [18]B, AP 6, Range: 3km, Holds Target, Difficulty -6, Ignores 6 Dodge Successes
+
* ''Telekinetic Grapple''': Attack: d17 +3, Damage: d18 + [9]B, AP 6, Range: 3km, Holds Target, Difficulty -6, Ignores 6 Dodge Successes
 
* ''Telekinetic Blade'': Attack: d17 +3, Damage: d18 + [9]L, AP 6, Range: 3km, Difficulty -6, Ignores 6 Dodge Successes
 
* ''Telekinetic Blade'': Attack: d17 +3, Damage: d18 + [9]L, AP 6, Range: 3km, Difficulty -6, Ignores 6 Dodge Successes
 
* ''Telekinetic Kinetic Acceleration:'' Attack: +d7, Damage: +d9, AP 6, Difficulty -6, Ignores 6 Dodge Successes
 
* ''Telekinetic Kinetic Acceleration:'' Attack: +d7, Damage: +d9, AP 6, Difficulty -6, Ignores 6 Dodge Successes
Line 56: Line 60:
  
 
===Defense===
 
===Defense===
Soak (Aggravated/Lethal/Bashing): 12A/23L/27B<br>
+
Soak (Aggravated/Lethal/Bashing): 9A/40L/42B<br>
:w/12A/13L/15B (Natural Soak)
+
:w/9A/14L/16B (Natural Soak)
:w/6L/6B (Quantum Powers)
+
:w/18L/18B (Quantum Powers)
:w/4L/7B (Equipment and Body Modifications) (16B/14L in Kami MiniVARG)
+
:w/8L/8B (Equipment and Body Modifications) (16B/14L in Kami MiniVARG)
  
 
==Attributes/Abilities/Megas==
 
==Attributes/Abilities/Megas==
Line 85: Line 89:
 
'''Charisma:''' 4 (Charming)<br>
 
'''Charisma:''' 4 (Charming)<br>
 
:Etiquette 3
 
:Etiquette 3
 +
:Instruction 3 (Combat Skills +3)
 
'''Manipulation:''' 2<br>
 
'''Manipulation:''' 2<br>
 
:Subterfuge 3
 
:Subterfuge 3
Line 90: Line 95:
 
:Style 4
 
:Style 4
 
:Intimidate 4
 
:Intimidate 4
:'''Enticing Mega Appearance [3]''' (Two Face, Immaculate, Appearance Alteration)
+
:'''Enticing Mega Appearance [2 +2]''' (Two Face, Immaculate, Appearance Alteration)
  
 
===Mental (5)===
 
===Mental (5)===
Line 101: Line 106:
 
:Survival 3
 
:Survival 3
 
:Linguistics 3 (English, French, Spanish, German, Chinese)
 
:Linguistics 3 (English, French, Spanish, German, Chinese)
 +
:Medicine 3 (Surgery +3)
 
:'''Mega Intelligence [1]''' (Tactical Prodigy)
 
:'''Mega Intelligence [1]''' (Tactical Prodigy)
 
'''Perception:''' 5 (Discerning)<br>
 
'''Perception:''' 5 (Discerning)<br>
 
:Awareness 5
 
:Awareness 5
 
:Investigation 5
 
:Investigation 5
:'''Mega Perception [3]''' (Zoom and Enhance, Achilles Heel, Electromagnetic Vision)
+
:'''Mega Perception [3]''' (Zoom and Enhance, Achilles Heel, High End Electromagnetic Scan, Electromagnetic Vision, Quantum Attunement)
  
 
==Backgrounds==
 
==Backgrounds==
 
7 +1 +10 Backgrounds
 
7 +1 +10 Backgrounds
:Attunement 6
+
:Attunement 7
 
:Node 5
 
:Node 5
 
:Resources 5
 
:Resources 5
 
:Influence [Eden Novas] 3
 
:Influence [Eden Novas] 3
 +
:Citizenship 1 (Aeon)
  
 
==Quantum ==
 
==Quantum ==
Line 124: Line 131:
 
:''Probability Corruption'' - (Subtly derails causal movement so that hostile targets are nudged towards less favorable outcomes.)
 
:''Probability Corruption'' - (Subtly derails causal movement so that hostile targets are nudged towards less favorable outcomes.)
 
:''Point of Failure'' - (Generates a probabilistic fault line in an object that entropically leeches potential from other weak points to become the weakest and most immediate point of breakage in an object.)
 
:''Point of Failure'' - (Generates a probabilistic fault line in an object that entropically leeches potential from other weak points to become the weakest and most immediate point of breakage in an object.)
 +
 +
'''Temporal Mastery [1]''' - (Shift the curvature of space to delay or eliminate unwanted possibilities.)
 +
:''Dilate Time'' - (Bloom 4th dimensional space around the target to reduce their ability to affect the outcomes of a given scenario.)
  
 
'''Telekinesis [6]''' - (Semi-conscious and instinctual telekinesis by manipulating energy states in the area and subtly shifting the curvature of space. With conscious effort, Zurine generates subtle violations of causality that can bypass enemy defenses by dislocating reality and shifting probability towards the desired outcome.)
 
'''Telekinesis [6]''' - (Semi-conscious and instinctual telekinesis by manipulating energy states in the area and subtly shifting the curvature of space. With conscious effort, Zurine generates subtle violations of causality that can bypass enemy defenses by dislocating reality and shifting probability towards the desired outcome.)
 
:Mastery 1
 
:Mastery 1
:Extras: Duration [2] (Permanent), Homing, Fine Manipulation
+
:Extras: Duration [3] (Permanent), Homing, Fine Manipulation, Area
 
:Strengths: Armor Piercing [2] (AP 6)
 
:Strengths: Armor Piercing [2] (AP 6)
 +
 +
'''Continuum Mastery [3]''' - (A refinement of probability violation via the emulation of a Paramorph template, enabled through a combination of implanted Hammersmith technology and advanced Russian retrovirals.)
 +
:Extras: Dramatic Editing
  
 
'''Luck [5]''' - (Causality distortion field that can generate outcomes other than the most likely possibility, re-sequencing events to suit Zurine's needs.)
 
'''Luck [5]''' - (Causality distortion field that can generate outcomes other than the most likely possibility, re-sequencing events to suit Zurine's needs.)
Line 137: Line 150:
 
'''Teleport [3]''' - (Renders the distance between herself and targets to zero by collapsing the obstacles and traveling across the states of 'departure' and 'arrival'.)
 
'''Teleport [3]''' - (Renders the distance between herself and targets to zero by collapsing the obstacles and traveling across the states of 'departure' and 'arrival'.)
  
'''Armor [2]''' - (Exerts subtle causal corruption on hostile attacks, shifting damaging blows towards more harmless probabilities.)  
+
'''Armor [2 +4]''' - (Exerts subtle causal corruption on hostile attacks, shifting damaging blows towards more harmless probabilities.)
 +
 
 +
'''Crosstime Travel [1]''' - (Man, what is this even?)
 +
 
 +
== Inspiration ==
 +
 
 +
=== Knacks ===
 +
'''Trick Shot'''
 +
:The Paramorph halves the final difficulty of all called shots (round down). Furthermore, the Paramorph takes no additional penalties from attempting a called shot-they do not go last in Initiative when attempting one. Finally, the Paramorph adds a number of dice equal to the original difficulty penalty of the trick shot. However, this Knack halves the number of extra successes when applied to damage.
 +
'''Don't Fear the Reaper'''
 +
:The Paramorph reduces all multiple action penalties by 2. Every repurchase reduces multiple action penalties by an additional 1.
 +
'''Born to Kill'''
 +
:The Paramorph may reroll any dice which do not come up as successes on a damage roll. The reroll stands.
 +
'''Panacea'''
 +
:The Paramorph's attacks ignore damage reductions or immunities from powers such as Biokinesis, Density Decrease, and other powers which give resistance or immunity to most weapons.
  
 
== Character ==
 
== Character ==
Line 155: Line 182:
 
'''Vital Organ Shielding [4]''' - (2nd Generation physiology well-adapted to stresses caused by Quantum forces.)
 
'''Vital Organ Shielding [4]''' - (2nd Generation physiology well-adapted to stresses caused by Quantum forces.)
 
:+8 -2 HLs, +8 -4 HLs
 
:+8 -2 HLs, +8 -4 HLs
 
 
'''Ambidexterity''' - (Brain highly optimized and capable of parallel processing.)
 
'''Ambidexterity''' - (Brain highly optimized and capable of parallel processing.)
 
:The character no longer has a dominant side period, reducing all multiple action penalties by 1 as long as attacks are being made with two weapons. This is identical to the Ambidextrous merit and does not stack.  
 
:The character no longer has a dominant side period, reducing all multiple action penalties by 1 as long as attacks are being made with two weapons. This is identical to the Ambidextrous merit and does not stack.  
 
 
'''Hyperflexible''' - (Can naturally compress and distort own body with no deleterious effects.)
 
'''Hyperflexible''' - (Can naturally compress and distort own body with no deleterious effects.)
 
:The character can bend and dislocate her limbs in disconcerting ways, which +3 to any roll which may benefit from this superhuman flexibility. Rolls which are generally valid include Stealth, Legerdemain (for contortion or escaping restraints), and certain types of Performance rolls.
 
:The character can bend and dislocate her limbs in disconcerting ways, which +3 to any roll which may benefit from this superhuman flexibility. Rolls which are generally valid include Stealth, Legerdemain (for contortion or escaping restraints), and certain types of Performance rolls.
 +
'''Enhanced Reactions [2]'''
 +
:A character with this body modification reduces all multiple action penalties by 1 and adds +3 to initiative by decreasing their reaction times and increasing the speed at which they think (allowing for more precisely thought-out actions). This enhancement may be purchased twice, each purchase ever-more-heavily modifying the character's neurology.
 +
'''Encryption'''
 +
:The character's memory is partially encrypted. This adds +1 difficulty to any attempt to read the character's mind via telepathy or similar powers.
  
 
=== Merits===
 
=== Merits===
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=== Equipment ===
 
=== Equipment ===
 +
 +
==== Gadgets ====
 +
 +
'''Booster Symbiote'''<br>
 +
A biotech device developed by [[Victoria Corel]] gives Zurine significant protective increases while providing insulation from mental attacks and some rudimentary mental networking. The armor also somewhat more suspiciously gives the ability to shapeshift and initiate physical changes more complex than basic expressions of Quantum, like Mega Attributes. Its default appearance is that of a disc pressed against the collarbone of the wearer, though this can be adjusted so long as a daily expenditure of Quantum is made.
 +
:55 NP (Q4 + 35)
 +
:Soak 8B/8L, Penalty -0, Mass 5, Tolerance 3, Destruction 20
 +
::Base: Bioweave Armor: Soak 5B/5L, Penalty -0, Mass 5, Tolerance 3, Destruction 20
 +
* Quantum 4 [20]
 +
**Quantum Pool 20 [5]
 +
* Shapeshift 2 [6]
 +
**Duration 2: Daily [4]
 +
* Telepathy 1 [2]
 +
* Armour Augmentation 4 [8]
 +
* Psilink 1 [1]
 +
* Psychic Shield 3 [3]
 +
* M-App Augmentation 2 [4]
 +
* Bodymods: 16 XP [2]
 +
** Dermal Armour [6]
 +
** Regenerator [4]
 +
** Low-Profile Armour [4]
  
 
==== Armor ====
 
==== Armor ====
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:''Chameleon Polymer, Vacuum Capability, Piezohardened Armor''
 
:''Chameleon Polymer, Vacuum Capability, Piezohardened Armor''
 
:Soak 7B/4L, Penalty -0, Mass 3, Destruction 25
 
:Soak 7B/4L, Penalty -0, Mass 3, Destruction 25
 +
 +
'''Field Suit'''
 +
:''Chameleon Polymer, Vacuum Capability, Piezohardened Armor''
 +
:Soak 5B/7L, Penalty -0, Mass 9, Destruction 35
  
 
==== Weapons ====
 
==== Weapons ====
 +
'''Entropic Disruptor'''
 +
:Accuracy +2, Damage 20L [8], AP:10, Range 500, RoF 24, Magazine 24, Mass 12, Min. Str 5, Guided
 +
:The entropic burst deals an additional (15 - Target's Stamina) dice of unsoakable lethal damage in a radius of 1m to all objects near the target, and the guidance system subtracts 2 dodge successes from the target.
  
'''Very Heavy Pistol [6]''' - (L-K Mjolnir) (Confiscated)
+
'''Very Heavy Pistol [6]''' - (L-K Mjolnir)
 
:''Overpressured, Cooling Jacket, Gyrostabilizer, ECS''
 
:''Overpressured, Cooling Jacket, Gyrostabilizer, ECS''
 
:Acc +3, Dmg 12L, Range 60, RoF 2, Magazine 10, AP 1, Conceal O, Mass 3.75, Min Str. 4 (3 with stock)  
 
:Acc +3, Dmg 12L, Range 60, RoF 2, Magazine 10, AP 1, Conceal O, Mass 3.75, Min Str. 4 (3 with stock)  
Line 187: Line 244:
 
:''Olaminium:'' +3 damage, AP (+3)
 
:''Olaminium:'' +3 damage, AP (+3)
  
'''Coil Rifle [11]''' - (Banji 02 Hornet) (Confiscated, 2 Left)
+
'''Coil Rifle [11]''' - (Banji 02 Hornet)
 
:''Overcharged, Cooling Jacket, Gyrostabilizer, ECS''
 
:''Overcharged, Cooling Jacket, Gyrostabilizer, ECS''
 
:Acc + 4, Dmg 12L, Range 200, RoF 60, Magazine 60, AP:4, Conceal O, Mass 6, Min Str. 3
 
:Acc + 4, Dmg 12L, Range 200, RoF 60, Magazine 60, AP:4, Conceal O, Mass 6, Min Str. 3
Line 193: Line 250:
 
:''Explosive:'' +2 damage, AP (+1)
 
:''Explosive:'' +2 damage, AP (+1)
 
:''Olaminium:'' +3 damage, AP (+3)
 
:''Olaminium:'' +3 damage, AP (+3)
 
'''Autopistol [2]''' - (Stavros Protector)
 
:Acc -1, Dmg 5L, Range 40, RoF 15, Magazine 15, Conceal P, Mass 1, Min Str. 1
 
:''JHP'': Dmg(-3), AP Reduced to 0, Dmg Add +[3]
 
  
 
'''Assault Cannon''' - (ClinTech M-24 Sledgehammer)
 
'''Assault Cannon''' - (ClinTech M-24 Sledgehammer)
Line 233: Line 286:
 
*Telekinesis: Armor Piercing 2 [2]
 
*Telekinesis: Armor Piercing 2 [2]
 
*Luck 5 [5]
 
*Luck 5 [5]
*Arsenal 3 [6]
+
*Arsenal 3 [3]
 
*Arsenal: Bottomless Reserves, Reflexive [4]
 
*Arsenal: Bottomless Reserves, Reflexive [4]
 
*Teleport 3 [6]
 
*Teleport 3 [6]
Line 239: Line 292:
 
*Attributes [6]
 
*Attributes [6]
 
*Backgrounds [2]
 
*Backgrounds [2]
*Body Modifications [2]
+
*Body Modifications [5]
  
 
===Body Modifications===
 
===Body Modifications===
16 from NP, 2 from XP
+
40 from NP, 2 from XP
 
*Vital Organ Shielding 4 [12]
 
*Vital Organ Shielding 4 [12]
 
*Ambidexterity [2]
 
*Ambidexterity [2]
 
*Hyperflexible [4]
 
*Hyperflexible [4]
 +
*Enhanced Reactions 2 [20]
 +
*Encryption [4]
  
 
==Experience==
 
==Experience==
  
 
=== Gains ===
 
=== Gains ===
531 XP
+
677 XP
 
* [[Starlance]] (Alt): 310 XP
 
* [[Starlance]] (Alt): 310 XP
 
* Session 1: 15 XP
 
* Session 1: 15 XP
Line 264: Line 319:
 
* Session 9, Aeon's Hidden Base: 5 XP
 
* Session 9, Aeon's Hidden Base: 5 XP
 
* Session 10, The Empress' Fall: 5 XP
 
* Session 10, The Empress' Fall: 5 XP
 +
* Session 11, The Oracles Do Not Fear Death: 11 XP
 +
* Session 12, Moscow Book Club: 21 XP
 +
* Session 13, Project 412: 21 XP
 +
* Session 14, Moskau Missile Crisis: 30 XP
 +
* Side Session, The Nimea Wreck: 4 XP
 +
* Session 15, The Russian Strain: 21 XP
 +
* Idea, Retroactively Making Claude Fail To Foil His Own Meddling: 1 XP
 +
* Session 16, Legacy: 21 XP
 +
* Freebie, So I Have 666 XP: 5 XP
 +
* Session 17, A Better World: 11 XP
  
 
=== Expenditures ===
 
=== Expenditures ===
526 XP (5 Unspent)
+
664 XP (13 Unspent)
 +
*Telekinesis: Duration
 
*Mega Dexterity 3 [21]
 
*Mega Dexterity 3 [21]
 
*Mega Perception 3 [21]
 
*Mega Perception 3 [21]
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*Entropy Control: Trigger [10]
 
*Entropy Control: Trigger [10]
 
*Entropy Control: Activation [15]
 
*Entropy Control: Activation [15]
*Mega Appearance 3 [10]
 
 
*Mega Stamina 3 [10]
 
*Mega Stamina 3 [10]
 
*Resilience [5]
 
*Resilience [5]
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*Pilot: VARG (Evasion +3) [3]
 
*Pilot: VARG (Evasion +3) [3]
 
*Mega Intelligence 1 [6]
 
*Mega Intelligence 1 [6]
 +
*High End Electromagnetic Scan [5]
 
*Electromagnetic Vision [5]
 
*Electromagnetic Vision [5]
 +
*Quantum Attunement [5]
 +
*Telekinesis: Area [10]
 +
*Instruction 3 [7]
 +
*Temporal Manipulation 1 [9]
 +
*Continuum Mastery 2 [16]
 +
*Continuum Mastery 3 [14]
 +
*Don't Fear the Reaper [10]
 +
*Born to Kill [10]
 +
*Panacea [10]
 +
*Continuum Mastery: Dramatic Editing [10]
 +
*Instruction (Combat Skills +3) [3]
 +
*Crosstime Travel 1 [12]
 +
*Attunement 7 [12]
 +
 +
=== Freebies ===
 +
* Medicine 3 (Surgery +3) [12 XP, 1 Banked]

Latest revision as of 18:54, 2 December 2011

Vital Statistics

CODENAME: GLINT
Alias: Zurine Fresnel-Wesson
Player: Exhack
Allegiance: Eden Nova
Concept: Causality Violation Sniper
Eruption: Second Generation Nova
Nature Jester/Expert
Virtue: Regain WP when you lighten a mood or ease a tense situation.
Vice: Spend WP to resist showing your expertise off in a valid situation. Regain WP if doing so is taking an unreasonable risk.
Quantum: 6

  • Quantum Pool: 65

Inspiration: 3

  • Inspiration Pool: 3

Willpower: 8

Health

• [ ]x10 Kami MiniVARG: -0
• [ ]x11 Bruised: -0
• [ ]x5 Hurt: -1
• [ ]x13 Injured: -2
• [ ]x12 Crippled: -4
• [ ]x4 Incapacitated
• [ ]Dead

Combat

Initiative: 30
Multiple Action: +4 Normal/+3 Multitasking/+1 Ambidextrous

Attacks

Strength

  • Strike: Attack: d9 +2, Damage: d16 +[4]B, Difficulty +0
  • Kick: Attack: d9 +2, Damage d18 + [4]B, Difficulty +1
  • Grapple: Attack: d9 +2, Damage d14 +[4]B, Difficulty +0, Holds Target
  • Disarm: Attack: d9 +2, Damage d14 +[4]B, Difficulty +1, Disarming
  • Tackle: Attack: d9 +2, Damage d18 +[4]B, Difficulty +1, Knockdown (+2 diff), No Multiple actions

Dexterity

  • Shooting (Pistols and Rifles): Attack: d20 +3, Damage: +d1, Difficulty -1, Min ROF 6
  • Shooting (Other Firearms): Attack: d17 +3, Damage: +d1, Difficulty -1, Min ROF 6
  • Heavy Weapons: Attack: d12 +3, Damage: +d1, Difficulty -1
  • Thrown: Attack d15 +3, Damage d14 +[4], Difficulty -1, Min ROF 6

Quantum Attacks

Telekinesis

  • Telekinetic Punch: Attack: d17 +3, Damage: d27B + [18]B, AP 6, Range: 3km, Difficulty -6, Ignores 6 Dodge Successes
  • Telekinetic Grapple': Attack: d17 +3, Damage: d18 + [9]B, AP 6, Range: 3km, Holds Target, Difficulty -6, Ignores 6 Dodge Successes
  • Telekinetic Blade: Attack: d17 +3, Damage: d18 + [9]L, AP 6, Range: 3km, Difficulty -6, Ignores 6 Dodge Successes
  • Telekinetic Kinetic Acceleration: Attack: +d7, Damage: +d9, AP 6, Difficulty -6, Ignores 6 Dodge Successes

Entropic Control

  • Bioentropy Storm: Attack/Damage: d20 + [3]L, Range: 110m/55m
  • Breakdown: Attack/Damage: d13L + [1], Range 110m
  • Entropic Shield: +5 Dif to Hit
  • Probability Corruption: Attack: d13 + [1], Range 110m
  • Point of Failure: Attack: d13 + [1], Range 110m

Defense

Soak (Aggravated/Lethal/Bashing): 9A/40L/42B

w/9A/14L/16B (Natural Soak)
w/18L/18B (Quantum Powers)
w/8L/8B (Equipment and Body Modifications) (16B/14L in Kami MiniVARG)

Attributes/Abilities/Megas

Physical (7)

Strength: 4 (Powerful)

Brawl 5
Melee 5
Mega Strength [2] (Quantum Leap)

Dexterity: 10 (Precise)

Athletics 5 (Dodging +3)
Firearms 6 (Rifles +3, Pistols +3)
Drive 5
Stealth 2
Heavy Weapons 1
Legerdemain 1
Pilot (VARG) 3 (Evasion +3)
Mega Dexterity [3] (Weapon Master, Gifted, Paragon, Fast Tasks)

Stamina: 4 (Unflagging)

Endurance 3
Resistance 3
Mega Stamina [3] (Adaptation, Regeneration, Hardbody, Resilience)

Social (3)

Charisma: 4 (Charming)

Etiquette 3
Instruction 3 (Combat Skills +3)

Manipulation: 2

Subterfuge 3

Appearance: 4 (Striking)

Style 4
Intimidate 4
Enticing Mega Appearance [2 +2] (Two Face, Immaculate, Appearance Alteration)

Mental (5)

Wits: 5 (Cunning)

Tactics 4
Rapport 4
Art (Sculpture) 1
Mega Wits [3] (Multitasking, Quickness [3])

Intelligence: 3

Survival 3
Linguistics 3 (English, French, Spanish, German, Chinese)
Medicine 3 (Surgery +3)
Mega Intelligence [1] (Tactical Prodigy)

Perception: 5 (Discerning)

Awareness 5
Investigation 5
Mega Perception [3] (Zoom and Enhance, Achilles Heel, High End Electromagnetic Scan, Electromagnetic Vision, Quantum Attunement)

Backgrounds

7 +1 +10 Backgrounds

Attunement 7
Node 5
Resources 5
Influence [Eden Novas] 3
Citizenship 1 (Aeon)

Quantum

Entropy Control [5] - (Exerts conscious control over entropic forces and probability.)

Extras: Trigger
Strengths: Activation [5] (+d5)
Bioentropy Storm - (Accelerates living things towards probabilistic endpoints and cascading biological failures.)
Breakdown - (Breaks objects along their probabilistic fault lines and weak points. Intricacy and complexity translate as fragility as Zurine accelerates things towards their eventual endings.)
Entropic Shield - (By increasing entropy around herself and forcibly stabilizing energy states around her body, Zurine rips the energy out hostile attacks, reducing the likelihood that they're able to meaningfully impact her physical state.)
Probability Corruption - (Subtly derails causal movement so that hostile targets are nudged towards less favorable outcomes.)
Point of Failure - (Generates a probabilistic fault line in an object that entropically leeches potential from other weak points to become the weakest and most immediate point of breakage in an object.)

Temporal Mastery [1] - (Shift the curvature of space to delay or eliminate unwanted possibilities.)

Dilate Time - (Bloom 4th dimensional space around the target to reduce their ability to affect the outcomes of a given scenario.)

Telekinesis [6] - (Semi-conscious and instinctual telekinesis by manipulating energy states in the area and subtly shifting the curvature of space. With conscious effort, Zurine generates subtle violations of causality that can bypass enemy defenses by dislocating reality and shifting probability towards the desired outcome.)

Mastery 1
Extras: Duration [3] (Permanent), Homing, Fine Manipulation, Area
Strengths: Armor Piercing [2] (AP 6)

Continuum Mastery [3] - (A refinement of probability violation via the emulation of a Paramorph template, enabled through a combination of implanted Hammersmith technology and advanced Russian retrovirals.)

Extras: Dramatic Editing

Luck [5] - (Causality distortion field that can generate outcomes other than the most likely possibility, re-sequencing events to suit Zurine's needs.)

Arsenal [3] - (A pocket dimension nestled between broken possibilities that can store near-endless states and patterns of mass.)

Extras: Bottomless, Reflexive

Teleport [3] - (Renders the distance between herself and targets to zero by collapsing the obstacles and traveling across the states of 'departure' and 'arrival'.)

Armor [2 +4] - (Exerts subtle causal corruption on hostile attacks, shifting damaging blows towards more harmless probabilities.)

Crosstime Travel [1] - (Man, what is this even?)

Inspiration

Knacks

Trick Shot

The Paramorph halves the final difficulty of all called shots (round down). Furthermore, the Paramorph takes no additional penalties from attempting a called shot-they do not go last in Initiative when attempting one. Finally, the Paramorph adds a number of dice equal to the original difficulty penalty of the trick shot. However, this Knack halves the number of extra successes when applied to damage.

Don't Fear the Reaper

The Paramorph reduces all multiple action penalties by 2. Every repurchase reduces multiple action penalties by an additional 1.

Born to Kill

The Paramorph may reroll any dice which do not come up as successes on a damage roll. The reroll stands.

Panacea

The Paramorph's attacks ignore damage reductions or immunities from powers such as Biokinesis, Density Decrease, and other powers which give resistance or immunity to most weapons.

Character

The 2nd Generation Nova daughter of ex-Elite The Kid and ex-Project Utopia member Avicenna Fresnel, who erupted with abilities broadly similar to those of her two parents. Recognized as an excellent sniper and skilled investigator, although she doesn't have any strong social graces and tends to approach issues with a half-hearted and smug sense of bravado.

Like the Kid, she exhibits the ability to enhance ranged attacks with Quantum, although she does so by generation causal violations and recursions, placing her powers closer to those of her mother with capabilities resembling those of her father. She is also able to exert very subtle forms of spatial compression and distortion, shunting objects into pocket dimensions and teleporting across long distances.

Taint

Permanent Points: 0
Temporary Points: 0

Aberrations:

Body Modifications

Vital Organ Shielding [4] - (2nd Generation physiology well-adapted to stresses caused by Quantum forces.)

+8 -2 HLs, +8 -4 HLs

Ambidexterity - (Brain highly optimized and capable of parallel processing.)

The character no longer has a dominant side period, reducing all multiple action penalties by 1 as long as attacks are being made with two weapons. This is identical to the Ambidextrous merit and does not stack.

Hyperflexible - (Can naturally compress and distort own body with no deleterious effects.)

The character can bend and dislocate her limbs in disconcerting ways, which +3 to any roll which may benefit from this superhuman flexibility. Rolls which are generally valid include Stealth, Legerdemain (for contortion or escaping restraints), and certain types of Performance rolls.

Enhanced Reactions [2]

A character with this body modification reduces all multiple action penalties by 1 and adds +3 to initiative by decreasing their reaction times and increasing the speed at which they think (allowing for more precisely thought-out actions). This enhancement may be purchased twice, each purchase ever-more-heavily modifying the character's neurology.

Encryption

The character's memory is partially encrypted. This adds +1 difficulty to any attempt to read the character's mind via telepathy or similar powers.

Merits

Firearms Prodigy - (Guns Akimbo)

When dual-wielding firearms, the character may make a single attack roll applying to both firearms targeting one enemy, rather than having to take normal multiple actions-although the character can do so as well, becoming a tornado of carnage. The character uses the accuracy of the least accurate weapon he holds. Both firearms do not have to be targeted on the same target. Weapons used akimbo are at -2 accuracy and cannot be aimed, however.

Lucky

A Lucky character may just be lucky, or it may be something more, a latent quantum power, being what the Trinity era calls a "noetic probability vortex", or incomplete activation of eximorph genetics. Either way, the character gains the ability to reroll up to 3 rolls per session. The second roll always stands.

Equipment

Gadgets

Booster Symbiote
A biotech device developed by Victoria Corel gives Zurine significant protective increases while providing insulation from mental attacks and some rudimentary mental networking. The armor also somewhat more suspiciously gives the ability to shapeshift and initiate physical changes more complex than basic expressions of Quantum, like Mega Attributes. Its default appearance is that of a disc pressed against the collarbone of the wearer, though this can be adjusted so long as a daily expenditure of Quantum is made.

55 NP (Q4 + 35)
Soak 8B/8L, Penalty -0, Mass 5, Tolerance 3, Destruction 20
Base: Bioweave Armor: Soak 5B/5L, Penalty -0, Mass 5, Tolerance 3, Destruction 20
  • Quantum 4 [20]
    • Quantum Pool 20 [5]
  • Shapeshift 2 [6]
    • Duration 2: Daily [4]
  • Telepathy 1 [2]
  • Armour Augmentation 4 [8]
  • Psilink 1 [1]
  • Psychic Shield 3 [3]
  • M-App Augmentation 2 [4]
  • Bodymods: 16 XP [2]
    • Dermal Armour [6]
    • Regenerator [4]
    • Low-Profile Armour [4]

Armor

Crash Suit

Chameleon Polymer, Vacuum Capability, Piezohardened Armor
Soak 7B/4L, Penalty -0, Mass 3, Destruction 25

Field Suit

Chameleon Polymer, Vacuum Capability, Piezohardened Armor
Soak 5B/7L, Penalty -0, Mass 9, Destruction 35

Weapons

Entropic Disruptor

Accuracy +2, Damage 20L [8], AP:10, Range 500, RoF 24, Magazine 24, Mass 12, Min. Str 5, Guided
The entropic burst deals an additional (15 - Target's Stamina) dice of unsoakable lethal damage in a radius of 1m to all objects near the target, and the guidance system subtracts 2 dodge successes from the target.

Very Heavy Pistol [6] - (L-K Mjolnir)

Overpressured, Cooling Jacket, Gyrostabilizer, ECS
Acc +3, Dmg 12L, Range 60, RoF 2, Magazine 10, AP 1, Conceal O, Mass 3.75, Min Str. 4 (3 with stock)
Multiplex: Accuracy +2, Dmg(-3), Dmg Add +[2].
Explosive: +2 damage, AP (+1)
Olaminium: +3 damage, AP (+3)

Coil Rifle [11] - (Banji 02 Hornet)

Overcharged, Cooling Jacket, Gyrostabilizer, ECS
Acc + 4, Dmg 12L, Range 200, RoF 60, Magazine 60, AP:4, Conceal O, Mass 6, Min Str. 3
Multiplex: Accuracy +2, Dmg(-3), Dmg Add +[2].
Explosive: +2 damage, AP (+1)
Olaminium: +3 damage, AP (+3)

Assault Cannon - (ClinTech M-24 Sledgehammer)

Overpressured, Gyrostabilizer, ECS
Accuracy +5, Dmg 14L [4], Range 800, Rate 1, Magazine 5, AP:6, Mass 22.5, Min Str. 7
Olaminium: +3 damage, AP (+3)

Vehicles

Kami MiniVARG: Soak 16B/14L, 10 HLs, Strength + 3[5]/Dexterity + 2/Perception +4, Mass 300, Destruction 55

Dilatant Core, Point Defense (+2 difficulty for guided weapons and explosives), Chameleon Polymer (+d2 on stealth rolls), Piezohardened Armor

Flight Pack:

Safe Speed 150 (120), Max Speed 250 (200), VS 1 (1.5 G acceleration), Maneuver +0, Armor 3/8 for MiniVARG pack, HLs -0 x 2/-1 x 2/-2 x 2/-4 x 2/Disabled

Multi-Rifle (Coilgun): Acc +4, Dmg 12L, Range 300, RoF 50, Magazine 400, AP:3

Screamer: Damage 12B/L (ignores armor, soak via Stamina only), Range 25, RoF 1, Magazine (inf)
Plasma: Damage 12L [4], Range 25, RoF 1, Magazine 40
30mm Grenade Launcher: Accuracy +0, Dmg 10L [4] or as grenade, Range 100, Rate 20, Magazine 20, Exp:3
Flechette/Buckshot: Dmg 10L, Rng 50, hits everything in an arc
HEAP: Dmg 12L [4], AP:4
Incendiary: Dmg 4L [5], Incendiary (successful attack sets target on fire, doing 6L/turn until put out)

Light Coilgun: Accuracy +1, Damage 16L [4], Range 500, Rate 9, Magazine 90, AP:6

Bonus Points

18 BP

  • Willpower 8 [10]
  • Firearms Prodigy [3]
  • Lucky [3]
  • Second Generation Nova [1]
  • Background [1]

Nova Points

60 NP

  • Quantum 2 [5]
  • Telekinesis 5 [10]
  • Telekinesis: Homing, Duration 2 (Permanent) [8]
  • Telekinesis: Armor Piercing 2 [2]
  • Luck 5 [5]
  • Arsenal 3 [3]
  • Arsenal: Bottomless Reserves, Reflexive [4]
  • Teleport 3 [6]
  • Abilities [6]
  • Attributes [6]
  • Backgrounds [2]
  • Body Modifications [5]

Body Modifications

40 from NP, 2 from XP

  • Vital Organ Shielding 4 [12]
  • Ambidexterity [2]
  • Hyperflexible [4]
  • Enhanced Reactions 2 [20]
  • Encryption [4]

Experience

Gains

677 XP

  • Starlance (Alt): 310 XP
  • Session 1: 15 XP
  • Session 2: 16 XP
  • Session 3: 16 XP
  • Session 4: 33 XP
  • Canadaberrant: 12 XP
  • Session 5: 21 XP
  • Session 6: 21 XP
  • Session 7: 26 XP
  • Mentor Nerfs: 30 XP
  • Session 8, Trouble in Paradise: 21 XP
  • Session 9, Aeon's Hidden Base: 5 XP
  • Session 10, The Empress' Fall: 5 XP
  • Session 11, The Oracles Do Not Fear Death: 11 XP
  • Session 12, Moscow Book Club: 21 XP
  • Session 13, Project 412: 21 XP
  • Session 14, Moskau Missile Crisis: 30 XP
  • Side Session, The Nimea Wreck: 4 XP
  • Session 15, The Russian Strain: 21 XP
  • Idea, Retroactively Making Claude Fail To Foil His Own Meddling: 1 XP
  • Session 16, Legacy: 21 XP
  • Freebie, So I Have 666 XP: 5 XP
  • Session 17, A Better World: 11 XP

Expenditures

664 XP (13 Unspent)

  • Telekinesis: Duration
  • Mega Dexterity 3 [21]
  • Mega Perception 3 [21]
  • Mega Wits 3 [21]
  • Mega Stamina 2 [11]
  • Mega Strength 2 [11]
  • Mega Appearance 2 [11]
  • Inhuman Dexterity [6]
  • Gifted Dexterity [5]
  • Dexterity Paragon [5]
  • Dexterity 10 [18]
  • Regeneration [5]
  • Fast Tasks [5]
  • Quickness 2 [10]
  • Firearms: Pistols [2]
  • Firearms: Rifles [2]
  • Ambidexterity [2]
  • Athletics: Dodging +3 [2]
  • Telekinesis: Fine Manipulation [10]
  • Legerdemain 1 [3]
  • Immaculate [5]
  • Heavy Weapons 1 [3]
  • Armor 2 [11]
  • Quantum 3 [16]
  • Quickness 3 [5]
  • Quantum 4 [24]
  • Entropy Control 5 [79]
  • Entropy Control: Trigger [10]
  • Entropy Control: Activation [15]
  • Mega Stamina 3 [10]
  • Resilience [5]
  • Hardbody [5]
  • Achilles Heel [5]
  • Attunement 6 [10]
  • Appearance Alteration [5]
  • Pilot (VARG) [3]
  • Quantum 6 [72]
  • Telekinesis 6 [25]
  • Telekinesis: Mastery 1 [20]
  • Pilot: VARG 3 [6]
  • Pilot: VARG (Evasion +3) [3]
  • Mega Intelligence 1 [6]
  • High End Electromagnetic Scan [5]
  • Electromagnetic Vision [5]
  • Quantum Attunement [5]
  • Telekinesis: Area [10]
  • Instruction 3 [7]
  • Temporal Manipulation 1 [9]
  • Continuum Mastery 2 [16]
  • Continuum Mastery 3 [14]
  • Don't Fear the Reaper [10]
  • Born to Kill [10]
  • Panacea [10]
  • Continuum Mastery: Dramatic Editing [10]
  • Instruction (Combat Skills +3) [3]
  • Crosstime Travel 1 [12]
  • Attunement 7 [12]

Freebies

  • Medicine 3 (Surgery +3) [12 XP, 1 Banked]