Lanceter (Aberrant 2.0): Difference between revisions

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Created page with "=Vital Statistics= '''CODENAME:''' LANCETER<br> '''Alias:''' Matthew MacArcher<br> '''Player:''' Exhack<br> '''Allegiance:''' Team Tomorrow<br> '''Concept:''' Vampiric Cyborg Spa..."
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Revision as of 22:02, 15 January 2011

Vital Statistics

CODENAME: LANCETER
Alias: Matthew MacArcher
Player: Exhack
Allegiance: Team Tomorrow
Concept: Vampiric Cyborg Space Knight
Eruption: Threatning Situation
Nature Bravo/Expert
Virtue: Regain WP when you defeat a seemingly equal or superior foe or force him to back down.
Vice: Spend WP to resist showing your expertise off in a valid situation. Regain WP if doing so is taking an unreasonable risk.
Quantum: 4

  • Quantum Pool: 35

Willpower: 5

Health

• [ ]x14 Bruised: -0
• [ ]x6 Hurt: -1
• [ ]x6 Injured: -2
• [ ]x5 Crippled: -4
• [ ]x1 Incapacitated
• [ ]Dead

Attributes/Abilities/Megas

Physical (7)

Strength: 6

Brawl 5
Melee 5
Might 5

Dexterity: 5

Athletics 5
Firearms 3
Martial Arts 3
Drive 2
Heavy Weapons 4

Stamina: 6

Endurance 4
Resistance 4

Social (3)

Charisma: 2

Command 3

Manipulation: 2
Appearance: 2

Mental (5)

Wits: 3

Tactics 4

Intelligence: 2

Linguistics (English, Scottish) 1

Perception: 3

Awareness 4

Backgrounds

Wealth 5
Influence 3
Attunement 5
Node 1
Cipher 3

Quantum

Mega Strength [4]

Crush: Crush damage is lethal by default, and if used to charge an attack for extra damage levels, the attack may take the form of a Smackdown (Str + 6 damage) or be aimed for 1 turn, instead of being a normal strike.
Quantum Leap: The character leaps (Mega Strength) x 2 kilometers horizontally or (Mega Strength) /2 kilometers vertically instead of distance based on successes.
+20 Successes to Strength/Might pools.

Mega Dexterity [4]

Enhanced Movement: The character's movement speed when walking, running or swimming is multiplied by (1+ Mega Dexterity) for one turn at the cost of 1 Quantum or one scene at the cost of 3 Quantum.
Rapid Strike: Rapid Strike adds [Mega-Dexterity] dice to any melee damage roll.

Mega Stamina [4]

Adaptability: Adaptability renders the Nova biologically immortal and adds (Mega-Stamina) dice to any roll to resist toxins or diseases which the Nova is not immune to.
Regeneration: A Nova with Regeneration heals (Mega-Stamina + 1) levels of bashing or lethal damage per hour and heals half that many levels of aggravated damage each day. Regeneration allows a Nova to regrow missing limbs or organs in (30/Mega-Stamina) days.
+4B/4L Stackable soak. 4 x -0, 4 x -1, 4 x -4 HL.

Magnetic Mastery [4] (Taint Flaw: Does not differentiate from the iron in living things unless restrained. -1 dice penalty to use restrained.)

Magnetic Blast (Dexterity + Magnetic Mastery) Hurl blast of magnetic force, dealing [Quantum x 2] + [Quantum x 3] levels of Bashing damage.
Magnetic Levitation
Magnetic Shield' Subtract dots in Magnetic Mastery from enemy successes with metal weapons. Fly at [Magnetic Mastery] x 2 +20 meters per action or 40 x [Magnetic Mastery] kilometers outside of combat.
Magnetokinesis (Dexterity + Magnetic Mastery) Pick up, manipulate and throw metal objects.

Combat

Attacks

Punch

Defense

Soak (Aggravated/Lethal/Bashing): 2A/21L/25B

w/+7L/10B (Stamina/M-Stamina Soak)
w/+2A/4L/4B/ (Quantum Natural Soak)
w/10L/11B (Armored Soak + Body Modifications)

Character

Taint

Permanent Points: 7
Temporary Points: 0

Aberrations:

Aberrant Eyes: Piercing glowing blue eyes that shine right through sunglasses and visors.
Feeding Requirement: All meat eaten has to be raw, and all plant matter must be sweet or rich in iron.
Glow: Breath is always foggy and glows blue.

Body Modifications

Inhuman Dexterity: No Dexterity Limit High-Capacity Lungs: Novas with this body modification gain +1 Endurance and +1 Resistance.
Acute (Eyesight): A Nova with acute (Eyesight) gains +1 to Perception for the purposes of using that sense.
Large: Being about 50% heavier and larger than the average man has its advantages, adding +1 to strength, +1 to stamina, and 1 -0 HL. Novas which are Large add +1 to Dexterity for movement.
Regenerator: A character with this body modification heals faster than normal, reducing healing times by 1 category. Baselines with this body modification may heal crippling injuries without the need for prosthetic replacement or cloned body parts.
Ultralight Body x2: A Nova with an ultralight body has high-efficiency muscle tissue and porous bones that halves his weight, which reduces his natural soak by 2B/1L (min 1B/0L) but halves all falling damage, adds +2 to dexterity for movement purposes, and doubles jump distances. If bought twice, the Nova uses extremely high-efficiency organs and tissues, comparable in strength/weight ratios to carbon nanotube or aircraft composites, which eliminates the soak penalty, adds +4 to dexterity for movement purposes, and quadruples jump distances, as well as reducing the Nova's mass by a full 75%.
Hyperdense Skeleton: x2 A hyperdense skeleton is abnormally heavy and solid, sometimes just out of increased bone density but it is not uncommon for a Nova to end up with bones plated in some sort of dense heavy metal such as adamantium. Novas with hyperdense skeletons add +2 damage to unarmed melee attacks, +2B/1L soak, and because of the greatly reduced chance of breaking limbs, double the distance that needs to be dropped to take fall damage. Terminal fall damage stays the same, as the increased skeletal mass also increases terminal velocity. Purchasing hyperdense skeleton twice allows the Nova to deal lethal damage with unarmed blows due to the hardness of his skeleton, increases the Nova's soak against damage by 3B/2L instead of 2B/1L, and renders the Nova's bones practically unbreakable, tripling safe fall distances and the number of meters each additional damage interval is.

Equipment

Advanced Body Armor: Soak 6B/6L, Penalty -2, Destruction 22, Bypass +4 (all body parts)

Combat Optics: Night Vision (no penalties for low light conditions) and Thermal Vision (+2d to detect objects significantly warmer or cooler than their surroundings, -2d to detect objects with similar temperatures to surroundings)
Steel Helmet: Soak 3B/3L, Penalty -0, Bypass *, Destruction 10, Protects head against called shots

Maser Gun: Accuracy +3, Dmg 10L, Range 750, Rate Special, Magazine 10, Mass 3kg, Continuous Beam (+1 accuracy per consecutive turn attacking the same target, may attack up to 5 targets per attack roll by sweeping the beam or attack 1 target up to 5 times, uses 1 charge/turn)

Magnifying Sight: -1 difficulty from range penalties, aiming adds +2 instead of +1 accuracy/turn

Bonus Points

Background : Cipher [3], Wealth [2], Attunement [4]
Willpower: [2] (6)

Nova Points

Tainted Quantum [3] (6)
Tainted Magnetic Mastery [4] (0)
Attributes (3)
Abilities (7)
Mega Attributes (24)
Enhancements (3)
Body Modifications (2)

Body Modifications

32 XP of Body Modifications (20 from Taint, 8 from NP)
High-Capacity Lungs 2
Acute (Eyesight) 2
Large 4
Regenerator 4
2x Ultralight Body 8
2x Hyperdense Skeleton 12

Experience