Marcus Brinkman: Difference between revisions
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Allegiance: Ontario Power Generation / Energy Consortium / etc. | Allegiance: Ontario Power Generation / Energy Consortium / etc. | ||
== Mental == | == Mental(5) == | ||
*Perception 5 Mega 1 (Observant) | *Perception 5 Mega 1 (Observant) | ||
*Intelligence 5 Mega x ( | *Intelligence 5 Mega x (Analytical) | ||
*Wits 5 Mega | *Wits 5 Mega 1 (Seen it All) | ||
* '''Electromagnetic Vision''': The Enhancement stays in effect for a scene. Adds (+Mega-Perception) dice for sight rolls instead of +3d. | |||
* '''Quickness''': Quickness actions may explicitly ''not'' be split into multiple actions, and moreover allow all actions, including the use of Quantum powers. A Nova may not take any more Quickness actions than he or she has Mega-Wits. | |||
== Physical == | == Physical(7) == | ||
*Strength | *Strength 5 Mega 1 (Controlled Fury) | ||
*Dexterity 5 Mega 1 ( | *Dexterity 5 Mega 1 (Precise) | ||
*Stamina 5 Mega 1 ( | *Stamina 5 Mega 1 (Never Give Up) | ||
Adaptability | * '''Thunderclap''': Thunderclap deals (Strength + [Mega-Strength * 2])B damage to soft targets in an area [Mega-Strength x 10]m in radius, and those in that radius must roll Stamina + Resistance, difficulty equal to the number of levels of bashing damage they have taken, or be deafened. Surgery is required to repair this damage in baselines, but Novas regain their hearing immediately after healing the bashing damage. | ||
* '''Accuracy''': Accuracy adds +1 to the accuracy of all Nova powers, and increases the Nova's maximum aiming bonus by 3, to (Perception + 3), as well as adding 3 extra dice on the first turn of aiming. Accuracy may be purchased more than once to stack the improved power accuracy, but not further increase aiming ability. | |||
* '''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. | |||
== Social == | == Social (3) == | ||
*Appearance 2 Mega x | *Appearance 2 Mega x | ||
*Manipulation | *Manipulation 1 Mega x | ||
*Charisma 3 Mega x | *Charisma 3 Mega x | ||
Line 28: | Line 31: | ||
== Resolve == | == Resolve == | ||
Willpower: | Willpower: 8 | ||
Taint Resistant (5 pts): A Taint Resistant Nova reduces all involuntary gains of Temporary Taint (botches, failures, Taint radiation) by 1 (minimum 0). Furthermore, every 24 hours, a Taint Resistant Nova loses 1 point of temporary Taint. | |||
== Tactial Info == | |||
:Base Soak - 12B/9L/2A | |||
:Body Armor - 4B/4L/0A | |||
:Normal Soak - 16B/13L/2A | |||
:Lightning Armor - 6B/6L/0A | |||
:Total Soak - 22B/19L/2A | |||
Initiative - 12 | |||
=== Weaponry === | |||
;Arc Blast | |||
:8d+1 , 8B[12] or 6L[8], 12ROF | |||
;Strike | |||
:10d+1, 9B[5] or 9L[5] | |||
===Health=== | |||
-0 [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]<br> | |||
-1 [ ] [ ] [ ]<br> | |||
-2 [ ] [ ] [ ]<br> | |||
-4 [ ] [ ]<br> | |||
Incapacitated [ ] | |||
Body Mods 24xp | |||
*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. | |||
*Multitools: A character with this modification possesses an integrated set of precision tools for various purposes, reducing all penalties from insufficient tools by 2, to a minimum of 0. | |||
*Hyperdense Skeleton: 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. | |||
*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. | |||
== Quantum == | == Quantum == | ||
4 | Quantum 4 | ||
Pool 40 | |||
Taint 2 | |||
*Electrical Invulnerability 2 (Tainted) | |||
*Electrical Mastery 2 | |||
**Blast | |||
**Control | |||
*Bodymorph (Electricity, +1 Difficulty to Attack) 2 | |||
**Armor 2 | |||
**Density Decrease 1 | |||
**Transmit 3 | |||
== Abilities == | == Abilities == | ||
*Academics | *Academics 0 | ||
*Arts 0 | *Arts 0 | ||
*Athletics | *Athletics 5 | ||
*Awareness | *Awareness 5 | ||
*Biz | *Biz 1 | ||
*Brawl | *Brawl 5 | ||
*Command | *Command 0 | ||
*Computer | *Computer 1 | ||
*Drive | *Drive 3 | ||
*Endurance | *Endurance 3 | ||
*Engineering | *Engineering (Nuclear Power Operations 3) | ||
**Mechanical 5 | |||
**Electrical 3 | |||
**Military 3 | |||
*Firearms 1 | *Firearms 1 | ||
*Interrogation 0 | *Interrogation 0 | ||
*Intimidation 0 | *Intimidation 0 | ||
*Intrusion | *Intrusion 0 | ||
*Investigation | *Investigation 3 | ||
*Legerdemain 0 | *Legerdemain 0 | ||
*Linguistics 0 | *Linguistics 0 | ||
*Martial Arts 0 | *Martial Arts 0 | ||
*Medicine | *Medicine 1 | ||
*Melee 0 | *Melee 0 | ||
*Might | *Might 3 | ||
*Perform 0 | *Perform 0 | ||
*Pilot 0 | *Pilot 0 | ||
*Rapport 0 | *Rapport 0 | ||
*Resistance | *Resistance 3 | ||
*Science | *Science 3 | ||
*Stealth | *Stealth 1 | ||
*Streetwise 1 | *Streetwise 1 | ||
*Style 0 | *Style 0 | ||
*Subterfuge 0 | *Subterfuge 0 | ||
*Survival | *Survival 3 | ||
*Tactics 1 | |||
== Backgrounds == | == Backgrounds == | ||
*Attunement | *Attunement 3 | ||
*Resources 4 | *Resources 4 | ||
*Node | *Node 2 | ||
*Backing 3 | *Backing 3 | ||
*Eufiber 1 (free) | |||
== Experience == | == Experience == | ||
Latest revision as of 03:59, 2 March 2011
Background
Concept: What the hell is going on here?
Allegiance: Ontario Power Generation / Energy Consortium / etc.
Mental(5)
- Perception 5 Mega 1 (Observant)
- Intelligence 5 Mega x (Analytical)
- Wits 5 Mega 1 (Seen it All)
- Electromagnetic Vision: The Enhancement stays in effect for a scene. Adds (+Mega-Perception) dice for sight rolls instead of +3d.
- Quickness: Quickness actions may explicitly not be split into multiple actions, and moreover allow all actions, including the use of Quantum powers. A Nova may not take any more Quickness actions than he or she has Mega-Wits.
Physical(7)
- Strength 5 Mega 1 (Controlled Fury)
- Dexterity 5 Mega 1 (Precise)
- Stamina 5 Mega 1 (Never Give Up)
- Thunderclap: Thunderclap deals (Strength + [Mega-Strength * 2])B damage to soft targets in an area [Mega-Strength x 10]m in radius, and those in that radius must roll Stamina + Resistance, difficulty equal to the number of levels of bashing damage they have taken, or be deafened. Surgery is required to repair this damage in baselines, but Novas regain their hearing immediately after healing the bashing damage.
- Accuracy: Accuracy adds +1 to the accuracy of all Nova powers, and increases the Nova's maximum aiming bonus by 3, to (Perception + 3), as well as adding 3 extra dice on the first turn of aiming. Accuracy may be purchased more than once to stack the improved power accuracy, but not further increase aiming ability.
- 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.
Social (3)
- Appearance 2 Mega x
- Manipulation 1 Mega x
- Charisma 3 Mega x
Resolve
Willpower: 8
Taint Resistant (5 pts): A Taint Resistant Nova reduces all involuntary gains of Temporary Taint (botches, failures, Taint radiation) by 1 (minimum 0). Furthermore, every 24 hours, a Taint Resistant Nova loses 1 point of temporary Taint.
Tactial Info
- Base Soak - 12B/9L/2A
- Body Armor - 4B/4L/0A
- Normal Soak - 16B/13L/2A
- Lightning Armor - 6B/6L/0A
- Total Soak - 22B/19L/2A
Initiative - 12
Weaponry
- Arc Blast
- 8d+1 , 8B[12] or 6L[8], 12ROF
- Strike
- 10d+1, 9B[5] or 9L[5]
Health
-0 [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
-1 [ ] [ ] [ ]
-2 [ ] [ ] [ ]
-4 [ ] [ ]
Incapacitated [ ]
Body Mods 24xp
- 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.
- Multitools: A character with this modification possesses an integrated set of precision tools for various purposes, reducing all penalties from insufficient tools by 2, to a minimum of 0.
- Hyperdense Skeleton: 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.
- 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.
Quantum
Quantum 4
Pool 40
Taint 2
- Electrical Invulnerability 2 (Tainted)
- Electrical Mastery 2
- Blast
- Control
- Bodymorph (Electricity, +1 Difficulty to Attack) 2
- Armor 2
- Density Decrease 1
- Transmit 3
Abilities
- Academics 0
- Arts 0
- Athletics 5
- Awareness 5
- Biz 1
- Brawl 5
- Command 0
- Computer 1
- Drive 3
- Endurance 3
- Engineering (Nuclear Power Operations 3)
- Mechanical 5
- Electrical 3
- Military 3
- Firearms 1
- Interrogation 0
- Intimidation 0
- Intrusion 0
- Investigation 3
- Legerdemain 0
- Linguistics 0
- Martial Arts 0
- Medicine 1
- Melee 0
- Might 3
- Perform 0
- Pilot 0
- Rapport 0
- Resistance 3
- Science 3
- Stealth 1
- Streetwise 1
- Style 0
- Subterfuge 0
- Survival 3
- Tactics 1
Backgrounds
- Attunement 3
- Resources 4
- Node 2
- Backing 3
- Eufiber 1 (free)