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: 6

  • Quantum Pool: 65

Willpower: 8
Initiative: 24

Health

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

Combat

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): 12A/23L/27B

w/12A/13L/15B (Natural Soak)
w/6L/6B (Quantum Powers)
w/4L/7B (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

Manipulation: 2

Subterfuge 3

Appearance: 4 (Striking)

Style 4
Intimidate 4
Enticing Mega Appearance [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)

Backgrounds

7 +1 +10 Backgrounds

Attunement 6
Node 5
Resources 5
Influence [Eden Novas] 3

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.)

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
Strengths: Armor Piercing [2] (AP 6)

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

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.

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

Armor

Crash Suit

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

Weapons

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)
Olaminium: +3 damage, AP (+3)

Coil Rifle [11] - (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)
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)

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 [6]
  • Arsenal: Bottomless Reserves, Reflexive [4]
  • Teleport 3 [6]
  • Abilities [6]
  • Attributes [6]
  • Backgrounds [2]
  • Body Modifications [2]

Body Modifications

16 from NP, 2 from XP

  • Vital Organ Shielding 4 [12]
  • Ambidexterity [2]
  • Hyperflexible [4]

Experience

Gains

531 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

Expenditures

531 XP (0 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]

Freebies

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