Glint (Aberrant:Exile)

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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: 2

  • Quantum Pool: 45

Willpower: 7

Health

• [ ]x5 Bruised: -0
• [ ]x5 Hurt: -1
• [ ]x10 Injured: -2
• [ ]x15 Crippled: -4
• [ ]x1 Incapacitated
• [ ]Dead

Combat

Attacks

  • 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 (Str + Might contests)
  • Disarm: Attack: d9 +2, Damage d14 +[4]B, Difficulty +1, disarming (damage successes apply to disarming the target if they exceed the target's Strength)
  • Tackle: Attack: d9 +2, Damage d18 +[4]B, Difficulty +1, Knockdown (+2 diff), no multiple actions
  • Striking Smackdown: Attack: d9 +2, Damage d20 +[4]B, Difficulty +0, costs 1wp to initiate, takes one turn to wind up, no multiple actions
  • Grappling Smackdown: Attack: d9 +2, Damage d19 +[4]B, Difficulty +0, costs 1wp to initiate, takes one turn to wind up, no multiple actions, holds target
  • Shooting (Pistols and Rifles): Attack: d19 +3, Damage: +d1, Difficulty -1, Min ROF 6
  • Shooting (Other Firearms): Attack: d17 +3, Damage: +d1, Difficulty -1, Min ROF 6
  • Thrown: Attack d15 +3, Damage d14 +[4], Difficulty -1, Min ROF 6

Quantum Attacks

  • Claws (Melee): Attack: +d0, Damage: +d5, AP 15, Cost: 1Q
  • Claws (Ranged and Thrown): Attack: +d0, Damage: +d5, AP 15 Cost: 2Q
  • Homing Claws (Ranged and Thrown): Attack: +d5, Damage: +d5, AP 15 Cost: 3Q, Fire and Forget

Defense

Soak (Aggravated/Lethal/Bashing): 2A/9L/14B

w/2A/6L/8B (Natural Soak)
w/0L/0B (Quantum Powers)
w/3L/6B (Equipment and Body Modifications)

Attributes/Abilities/Megas

Physical (7)

Strength: 4 (Powerful)

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

Dexterity: 10 (Precise)

Athletics 5
Firearms 6 (Rifles +2, Pistols +2)
Drive 5
Stealth 2
Mega Dexterity [3] (Weapon Master, Gifted, Paragon, Fast Tasks)

Stamina: 4 (Unflagging)

Endurance 3
Resistance 3
Mega Stamina [2] (Adaptation)

Social (3)

Charisma: 4 (Charming)

Etiquette 3

Manipulation: 3

Subterfuge 3

Appearance: 3

Style 4
Intimidate 4
Enticing Mega Appearance [2] (Two Face)

Mental (5)

Wits: 5 (Cunning)

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

Intelligence: 3

Survival 3
Linguistics 3 (English, French, Spanish, Arabic, Chinese)

Perception: 5 (Discerning)

Awareness 5
Investigation 5
Mega Perception [3] (Ultraperipheral Vision, Zoom and Enhance)

Backgrounds

7 +15 Backgrounds

Attunement 5
Node 5
Resources 5
Influence [Eden Novas] 3
Cipher 4

Quantum

Claws [5] - (Causality recursion attacks that warp space to place the target's weakpoints into the line of fire.)

Extras: Kinetic Transfer, Homing
Strengths: Armor Piercing 5 (AP 15)

Luck [5] - (Causality violation field.)

Arsenal [4] - (Pocket dimension that holds infinite possibilities. For killing.)

Extras: Bottomless, Reflexive

Teleport [3] - (Compresses distances between herself and targets by shunting the extra space into pocket dimension.)

Character

The 2nd Generation Nova daughter of ex-Elite The Kid and ex-T2M 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 physical and ranged attacks with Quantum, although she does so by generation causal violations and recursions, placing her powers closer to those of her mother. 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

Rangefinder/Acute Sight - (Eyes incredibly acute and capable of great depth perception.)

The character can precisely judge distances and velocities, reducing the difficulty of all Firearms, Heavy Weapons, and Gunnery rolls by 1. Under certain circumstances, this difficulty reduction may apply to other abilities, such as Pilot, Drive, or Athletics.
+1d to all Perception rolls based on sight.

Vital Organ Shielding [6] - (2nd Generation physiology well-adapted to stresses caused by Quantum forces.)

+6 -2 HLs, +12 -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.

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

Crash Suit

Chameleon Polymer, Vacuum Capability
Soak 6B/3L, Penalty -0, Mass 3, Destruction 18

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

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)

Coil Rifle [13] - (Banji 02 Hornet) (Confiscated, 2 Left)

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)

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]

Bonus Points

15 BP

  • Willpower 7 [8]
  • Firearms Prodigy [3]
  • Lucky [3]
  • Second Generation Nova [1]

Nova Points

60 NP

  • Quantum 2 [5]
  • Claws 5 [5]
  • Claws: Kinetic Transfer, Homing [4]
  • Claws: Armor Piercing 5 [5]
  • Luck 5 [5]
  • Arsenal 4 [8]
  • Arsenal: Bottomless Reserves, Reflexive [4]
  • Abilities [6]
  • Attributes [6]
  • Backgrounds [3]
  • Teleport 3 [6]
  • Body Modifications [3]

Body Modifications

24 from NP

  • Rangefinder [4]
  • Vital Organ Shielding 6 [12]
  • Ambidexterity [2]
  • Hyperflexible [4]
  • Acute Sight [2]

Experience

131 XP (0 Unspent)

  • 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]
  • Fast Tasks [5]
  • Quickness 3 [15]
  • Zoom and Enhance [5]
  • Firearms: Pistols [2]
  • Firearms: Rifles [2]
  • Melee: Pistol Whip [2]