User:Andronicus: Difference between revisions

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=Arcana=
[[Bernard Hacker]] <br>
==Tercio de Flanders==
[[Ulysses]] <br>
A tercio of about 2500-2550 men would have gotten about 17000 escudo's a month. My rough tercio of 2837 has an upkeep of 176, and I was pretty loose in designing it. Assuming 1 Gold = 100 large-value escudo's it fits somewhat
[[The Black Crusade]] <br>
[[Laurasia]] <br>
http://www.inisfail.com/bfg/bfg-latin-imperial-names.html <br>
[[Wilmodis]] <br>
[[Zoycite Kaolin]]<br>


2,591 escudo's to raise, 176 escudo's in pay.
<br>
Commanded by the ''Maestro de Campo'' Mendoza.


Under him:
=Mayfair List=
:Major-Sergent (Captain of the second company)
:Paymaster and 3 assistants
:Provst and 6 underlings
:Chaplain, and 2 ordinary chaplains
:Clerk
:Surgeon
:Drummer


''Each coy with,''
=Vital Statistics=
:1 captain (and his page)
'''CODENAME:''' Laurasia <br>
:1 alférez
::'''Alias:''' <br>
:1 sergent
'''Player:'''Andronicus<br>
:1 abanderado (ensign),
'''Allegiance:''' <br>
:3 musicians
'''Concept:''' Software Engineer <br>
:1 clerk
'''Eruption:'''  <br>
:1 chaplain and 1 barber
'''Archtype:''' <br>
<br>
'''Nature''' <br>
10 '''''Companies of Pike'''''<br>
'''Quantum:''' 0 <br>
Coy divided into:<br>
:Quantum Pool: 00/00
<br>
:'''Willpower:''' 0/0
10 x '''corselets grande escuadra of 100'''<br>
Heavily armoured pikemen who make up the first few ranks of each tercio square. <br>
Type: Men-at-Arms (50)<br>
Primary Weapon: Pike (12)<br>
Secondary Weapon: Sidesword (15)<br>
Armor: Partial Plate (35)<br>
Total Cost: 112 Gold<br>
Upkeep: 6<br>
<br>
10 x '''single pikemen grande escuadra of 100'''<br>
Lightly armoured pikemen whose only requirements are strength and endurance. <br>
Type: Men-at-Arms (50)<br>
Primary Weapon: Pike (12)<br>
Secondary Weapon: Sidesword (15)<br>
Armor: Plated Coat (5)<br>
Total Cost: 82 Gold <br>
Upkeep: 6<br>
<br>
<br>
2 '''''Companies of arquebusiers''''' <br>
Coy divided into:<br>
<br>
7 x '''arquebusiers grande escuadra of 100'''<br>
Type: Men-at-Arms (50)<br>
Primary Weapon: Arquebus (25)<br>
Secondary Weapon: Sidesword (15)<br>
Armor: Padded jacket (3)<br>
Total Cost: 93 Gold <br>
Upkeep: 8<br>


'''Totals (Book)'''
===Quick Combat===
:137 officers, supernumeraries
:1,000 corselets Pikemen
:1,000 single Pikemen
:700 arquebusiers


==Francis I.'s Provincal Legions ==
===Health===
Assuming some veterans. An "regular" provincial legion would more commonly have no veterans, all militia.
Mega-Stamina eliminates ? points of wound penalty<br>
<br>
• [ ]x0 Bruised:--0<br>
<br>
• [ ]x0 Hurt: --0<br>
Organized into 6 ''Bands'' (597 Rising, 49 Upkeep)<br>
• [ ]x0 Injured: --0<br>
Each with:<br>
• [ ]x0 Crippled: --0<br>
<br>
• [ ]x1 Incapacitated<br>
3 x coy '''corselets of 100'''<br>
• [ ]Dead<br>
Type: Men-at-Arms (50)<br>
Primary Weapon: Pike (12)<br>
Secondary Weapon: Sidesword (15)<br>
Armor: Partial Plate (35)<br>
Total Cost: 112 Gold<br>
Upkeep: 6<br>
<br>
5 x coy '''pikemen of 100'''<br>
Type: Militia <br>
Primary Weapon: Pike (12)<br>
Secondary Weapon: Nein!<br>
Armor: Padded Coat (3)<br>
Total Cost: 15 Gold <br>
Upkeep: 3<br>
<br>
2 x coy '''arquebusiers of 100'''<br>
Type: Men-at-Arms (50)<br>
Primary Weapon: Arquebus (25)<br>
Secondary Weapon: Sidesword (15)<br>
Armor: Padded jacket (3)<br>
Total Cost: 93 Gold <br>
Upkeep: 8<br>


'''Totals (Book)'''
==Attributes/Abilities==
:1,800 corselets Pikemen (2016g/Raise; 108/Upkeep)
===Physical (7)===
:3,000 single Pikemen (450g/Raise; 90/Upkeep)
'''Strength:'''  <br>
:1200 arquebusiers (1116g/Raise; 96/Upkeep)
: '''Might:'''
:Totals (3582g/Raise; 294/Upkeep)
: '''Brawl:'''
: '''Melee:'''
'''Dexterity:''' <br>
: '''Athletics:'''
: '''Pilot:'''
: '''Firearms:'''  
: '''Stealth:'''
:       '''Microgravity Ops:'''
'''Stamina:'''  <br>
: '''Endurance:'''
: '''Resistance:'''


===Social(5)===
'''Charisma:''' <br>
: '''Command:'''
'''Manipulation:'''  (Belivable) <br>
: '''Subterfuge:'''
'''Appearance:'''  <br>
: '''Intimidation:'''
: '''Style:'''


=Sphere Stuff=
===Mental(3)===
'''Wits:''' <br>
: '''Rapport:'''
'''Intelligence:'''  <br>
: '''Medicine:''' 0
: '''Engineering:'''
: '''Linguistics:'''
: '''Science:'''
'''Perception:''' <br>
: '''Awareness:'''


'''"Menendez de Aviles"'''  Exploration Cruiser/Battleship/Colonial Monitor (3xBattleship +60)
==Backgrounds==
:    Mobility: 0+2
7+5 <br>
:    Evasion: 0+1
'''Attunement:''' 0 (p141)<br>
:    Armor: 8+12
'''Dormancy:''' 5 (p143) <br>
:    Structure: 8+3
'''Node:''' 0 (p143) 20/Turn <br>  
:    Hits: 40+48
'''Resources:''' 0 (Linked to....) <br>
:Reactor: 88
:Power Requirements: 84
:Spaces: 259
:Engineering Coefficient: 10
:Hull: Coe: 8
'''Propulsion'''
:2 x Fusion Thruster (-40 Spaces, -80 Power)
:11 x Fission Reactors (-11 Spaces, +88 Power)
:1 x Jump Drive (-1 Space, -4 Power)
'''Protection'''
:6 x Belted Armor (-48 Spaces)
'''Hull'''
:4x Hatches (-8 Spaces)
'''Fixed Equipment(2100 Model)'''
:3x Large Naval Rifles (-60)
:7x Medium Naval rifles (-70)
:1 x White Shark Launchers (-10 Spaces)
:1 x Anti-Ship Missiles (-05 Spaces)
:3x Flak Cannon (-6 Spaces)
'''Fixed Equipment (2150 refit "C1")'''
:2x Large Naval Rifles (-40)
:6x Medium Naval rifles (-60)
:2 x White Shark MKII Launchers (-20 Spaces)
:3 x Anti-Ship Missiles (-15 Spaces)
:8x Flak Cannon (-16 Spaces)
'''Fixed Equipment (2185-86 Emergency Refit)'''
:2x Large Naval Rifles (-40)
:2x Medium Naval rifles (-20)
:2 x White Shark MKII Launchers (-20 Spaces)
:3 x Anti-Ship Missiles (-15 Spaces)
:2 x VLS AA Launchers(-10 Spaces)
:23x Flak Cannon (-46 Spaces)
Class Ships: ''Menendez de Aviles'' (Converted to monitor 2146), ''Juan de Lángara'', ''Reale Carlos'', ''Bristol'', ''Lombardy'' (Lost 2109), ''Dresden'' (Scrapped 2161), ''General Cornwallis'' (Sunk 2187) <br>
Originally designed as long-term exploration ships in the beginning of space exploration. The ''Menendez de Aviles'' class were all retired from active service with the introduction of the Drake class, but some colonies still retain a few of these old and battered ships. In some cases the jump drives of these ships have been stripped or their armament upgraded to be nearly comparable to the Drake; or made into specialized boats of various makes. In the ZOCU War several Men. de. Aviles received rush or emergency modernizations; one was the ''Reale Carlos'' at the time serving in the Outremonde Frontier Squadron. At the time of its modernization Outremonde lacked any medium or heavy railguns to replace its naval rifles with but possessed a abundance of missiles and launchers, originally for a now abandoned project to build several missile-centered cruisers. With the upsetting success of ZOCU Peltasts aganist DSF warships the ''Reale Carlos'' was stripped of most of its medium naval rifles for additional VLS AA launchers and a immense number of flak cannons twenty-three in total! while the ''Reale Carlos'' was too slow to participate in the Deep Space Fleet's victorious offensive against the rebel colonies the ship served in several actions in the Outremonde system and some neighbouring starzones in the role of both flagship and convoy guard. Notably at the battle of Rooks Drift where the ''Reale Carlos'' and a group of guardships interdicted a small group of ZOCU transports ferrying reinforcements to the besieged planetoid and were defeated, causing the surrender of the planetoid a week later. The ship never came up against massed ZOCU strike craft assault where its large AA suite would have proved useful. None the less the class, itself another tribute to the rugged survivability of EU shipbuilding, served honourably either exploring now settled systems, fending off drone attacks and finally in defence of the Union.


==Quantum ==


==='''"Menendez de Aviles (Improved)"'''  Super Battleship (4xBattleship +80)===
===Mega-Attributes===
:    Mobility: 0+2
'''Mega-Stamina 3''' <br>
:    Evasion: 0+1-1
: Adaptability.
:    Armor: 8+12+4 (+4 AP)
: Resiliency x 2
:    Structure: 8+3
: +6B/6L Stackable soak. 3 x -0, 3 x -1, 3 x -2, 3 x -4 HL.
:    Hits: 40+48
:    Sensors/ECM: -1
:Reactor: 225
:Power Requirements: 216
: Spaces: 279
:Engineering Coefficient: 10
:Hull: Coe: 8
:'''Propulsion'''
::2 x Fusion Thruster (-40 Spaces, -80 Power)
::15 x Fusion Reactors (-15 Spaces, +225 Power)
::2 x Jump Drive (-2 Space, -8 Power)
:'''Protection'''
::6 x Belted Armor (-48 Spaces) 
::Rating 1 Scattering Field (-8 Spaces, -64 Power)
:'''Hull'''
::3x Hatches (-6 Spaces)
:'''Fixed Equipment''' 161
::4x Large Railcannons (-80, -64 Power)
::2 x White Shark Launchers (-20 Spaces)
::4x Anti-Ship Missiles (-20 Spaces)
::2 x VLS AA Launchers(-10 Spaces)
::15 Flak Cannon (-30 Spaces)
Class Ships: ''Europa Unionale'' (Planned 2187, delayed, planned 2188; Canceled early 2189) <br>
The rumours of a successor design for the Pallada sent waves of concern throughout the Outremonde Frontier Fleet and its Deep Space Fleet regional command; quickly an idea of Commodore Karl Lorient that proposed constructing a up-scaled and improved version of the Menendez de Aviles class in order to supplement Outremonde's defences and contribute to the upcoming offensive aganist Haraway was adopted. While the rumoured Pallada replacement never bore fruit ground work for the ''Europa Unionale'' did however get underway. However by the time the project was almost ready for pre-production it was decided to instead concentrate on smaller-ship production, which could be finished quicker, for the rest of the year. In 2188 when it was planned to begin construction technical difficulties delayed the project until early 2189 when it was cancelled after the DSF(O) received its first new Drake Mark VII. The "Super" Menendez de Aviles was not to be. Some rumours, particularly in the shipyards where the ship was intended to be built, suggest that the battleship wasn't delayed in 2187 but was actually completed in 2188 to be kept in secret reserve. Other rumors hold that the ship was involved in a abortive coup in 2189 and had its official records (and crew) purged as a result. Externally the "Super" de Aviles resembles its parent design to such a extent its merely a somewhat bigger verion with additional torpedo buldges and Drake-style railgun turrents replacing the large naval rifle turrets and a medium turret.


==='''"Rocksmasher"''' Bomardment Platform (3xBattleship +60)===
'''Mega-Str 2''' <br>
:    Mobility: 0+3-1.98
: Quantum Leap. Each success on a Jump roll allows the Nova to leap up to two kilometers horizontally or half a kilometer vertically, times her number of dots in Mega-Strength.
:    Evasion: 0+1.5-1
:      2 x -0 HL's from girly muscles
:    Armor: 8+17.5+4[29.5] (+4AP)
:      +10d Strength Based Damage + [4]
:    Structure: 8+6
:    Hits: 40+72
:    Sensors/ECM: -1
:Reactor: 225
:Power Requirements: 212
:Spaces: 259
:Engineering Coefficient: 10
:Hull: Coe: 8
'''Propulsion'''
:3 x Fusion Thruster (-60 Spaces, -120 Power)
:15 x Fusion Reactors (-15 Spaces, +225 Power)
:2 x Jump Drive (-2 Space, -8 Power)
'''Protection'''
:6 x Depleted Uranium Armor (-48 Spaces) 
:Rating 1 Scattering Field (-8 Spaces, -64 Power)
'''Hull'''
:1x Hatches (-2 Spaces)
'''Fixed Equipment''' 125 Spaces
:1 x Spinal Mount Railcannon (-50 Spaces, -20 Power)
:6 x White Shark MKII Launchers (-60 Spaces)
:1 x VLS AA Launchers(-5 Spaces)
:4 x Flak Cannon (-8 Spaces)
:1 x Vulcan PD (-2 Spaces)
Class Ships: <br>
One study proposed building a squadron of ''Rocksmashers'' to bombard rebel colony's back to the stone age. While not willing to commit too such extreme actions the Fleet did consider the usefulness of a "giant gun" warship for use against hard to destroy enemy battleships or against fortresses. In order to supplement the heavy spinal mounted railcannon six heavy launchers of the largest anti-ship missiles available are mounted. The ship lacks any specialized medium or close range weaponry - its main weapons do that well enough - but it sports a decent AA suite.


'''Mega-Int 2''' <br>
: Taint Resistant. When the Nova gains a mental aberration subtract the Nova's M-Intel level from the character's taint to determine the level of the aberration. As well subtract the M-Intel level from Taint from the Node.


==='''"Kunersdorf "''' Space Carrier (5xBattleship +100)===
'''Mega-App 2 (Dangerous; NUCLEAR ANGEL)''' <br>
:    Mobility: 0+2
: Awe-Inspiring: Awe-Inspiring gives +(Mega-Appearance) dice on Sway rolls where physical impressiveness is especially useful (commanding/etc). In especially fitting situations, a character may be able to add 1 success to the roll along with the bonus dice. +2 Intimidation.
:    Evasion: 0+1-1
:    Armor: 8+12+4[24]+4(AP)
:    Structure: 8+3+3[14]
:    Hits: 40+48+16[104]
:Reactor: 165
:Power Requirements: 152
:Spaces: 260
:Engineering Coefficient: 10
:Hull: Coe: 8
'''Propulsion'''
:2 x Fusion Thruster (-40 Spaces, -80 Power)
:11 x Fusion Reactors (-11 Spaces, +165 Power)
:2 x Jump Drive (-2 Space, -8 Power)
'''Protection'''
:6 x Belted Armor (-48 Spaces)
:1 x Structural Reinforcement: (-16 Spaces) +3 Structure, +16 Hits
:1 x Scattering Field (-8 Spaces, -64 Power) Armor+4,Evasion-1, Sensors/ECM-1,+4AP
'''Hull'''
:2x Hatches (-4 Spaces)
:121xHanger (-121 Spaces)
'''Fixed Equipment'''
:2 x Anti-Ship Missiles (-10 Spaces)
:2 x VLS AA Launchers(-10 Spaces)
:08 x Vulcan PD (-16 Spaces)
:12 x Flak Cannon (-24 Spaces)
Space is very unforgiving, but armor plate tends to offset that. <br>


==='''Ge-90 ''Franz'' Combat MS '''===
'''Mega-Charisma 2''' <br>
: Commanding Presence.
'''Stats (Assualt Frame)'''
:Speed: 4+10[14]
:Agility: 4+9-0.66[12.34] "B" [12.01]
:Evasion: 3+7[10]
:Armor: 10+2[12] "B" [13]
:Hits: 4
:Reactor Output/Usge:  16/12 [Barzam B] 16/14
:Component Space: 12+4+4
:External Carriage: 12+2+2
Frame Expansion x2
Internal Components: 16+4
:4 Fusion Reactors (4 Space, +16 power)
:10 Thrusters (10 Space, -10 Power, +10 Speed, +5 Agility, +5 Evasion)
:4 Verniers (4 Space, -4 power, +4 Agility, +2 Evasion)
:2 Armor (2 space, +2 Armor, -.66 agility)


External Equipment (Franz-A): 14+2
===Quantum Powers===
:1 x Dobergun (-12 spaces)
 
:1 x Alpha Axe (-2 spaces)
'''Strong and Weak Nuclear Control''' ***** (Blast, Sphere, Shield, Propel) Q-1 <br>
:1 x AMS (-2 Space)
:        Reduced Quantum.
: ''Nuclear Blasts'' ROF: 22 110 meters
External Equipment (Franz-B): 14+2
:: Attack: d14 + Damage: Bashing 25 + [12] AP 5 [Action]
:1 x Heavy Railgun (-10 spaces, -3 power)
:: Attack: d14 + Damage: Lethal  20 + [12] AP 5 [Action]
:1 x Alpha Axe (-2 spaces)
 
:1 x AMS (-2 Space)
: ''Nuclear Volatile Expansion''
:1 x ERA (-2 spaces, +1 Armor, -0.33 agility)
:: Sphere Radius 110 meters, [6] + 15. Area: 7
:: Storm d9L and reduce enemy dice pools by 5  if they fail a opposed roll
 
: ''Nuclear Solid State Dynamics''
: Shield (Ablation) 22/22 HL [Maintenance] [Regenerates 5HL on her Next Turn]
: Propel 70 meters/action, 200 KH out of combat. [Maintenance]
 
'''Directed Nuclear Expansion''' ** Q-4 <br>
: ''Nuclear Blasts'' ROF: once every two turns
:: Attack: d10 + Damage: Aggravated  10 + [12] AP 8 [Action]
:: Attack: d10 + Damage: Lethal  20 + [24] AP 8 [Action]
:: Range: 800m Area: 8
 
'''Intangibility''' *** [Maintenance] Q-2 <br>
: Level I.  +1 Dodge May ooze or seep through cracks and other tiny openings at the rate of one centimeter per turn.
: Level II.  She takes half ''physical damage and deals half physical damage''. +2 dice to dodge. 1m/turn.
: Level III.  ''Completely immune to physical attacks'' and can walk through walls; energy, psychic attacks and gravity fields and so fourth act as normal Cannot physically attack. +3 dice to dodge.
 
'''Armor''' ** <br>
Quasar's atoms are simply better then yours.
:      6L/6B
 
'''Invulnerability''' * (Radiation) <br>
:      6A/6L/6B against Radiation
 
'''Warp''' * (w/Supercharge) Q-3 <br>
:        Aiming: Perception+Warp
: Quantum+Warp (d7) + 5 Auto sux from Quantum
 
'''Expanded Nuclide State (Clone)''' * <br>
: Spend 1 Quantum to make 1 clone (up to Quantum) each has the same attributes, abilities, powers, clothes and equipment as the original but lack Clone.
:        Backup Extra. If the original dies, the clone becomes alike the original in every sense.
:        Extra: Duration x 2
 
'''Psychic Link ''' *  <br>
Quasar's duplicates share the same atomic nucleus; therefore each can talk to each other since fundamentally there is no difference between them.
:      Roll Perception+PL
 
'''Bioluminesence ''' *  <br>
:      Ooooh! shiny!
 
===Quantum Gadgets===
 
==Combat==
''Dodge'': 13 +1 (Level I) +2 (Level II) +3 (Level III) <br>
''Initiative'': 16+d1 <br>
'''Willpower:''' 8/8 <br>
'''Quantum Pool''': 50/50<br>
'''Quantum a Turn''': 20 Points <br>
 
===Movement===
:Walking: 15 meters/round.
:Running: 30 meters/round.
:Sprinting: 57 meters/round.
 
===Attacks===
:Strike: Accuracy +0, Damage (Str + 2B), Difficulty +0
:Kick: Accuracy +0, Damage (Str + 4B), Difficulty +1
:Grapple: Accuracy +0, Damage (Str + 0B), Difficulty +0, holds target (Str + Might contests)
:Disarm: Accuracy +0, Damage (Str + 0B), Difficulty +1, disarming
:Tackle: Accuracy +0, Damage (Str + 4B), Difficulty +1, Knockdown (+2 diff), no multiple actions
 
===Weapons===
:Coil Rifle (Banji 02 Hornet): Attack: d11, Dmg 10L, Range 200, RoF 60, Magazine 60, AP:3, Conceal O, Mass 4, Min Str. 3
 
===Defense===
Natural Soak (quantum6/stamina12/m-stamina6) 2A/18L/24B <br>
Power Soak 6A/6L/6B aganist Radiation <br>
Armoured Soak 6L/6B <br>
:Armor 6L/6B
 
Combat Soak 2A/24L/30B <br>
Combat Soak (Radiation) 8A/30L/36B <br>
 
==Character==
 
===Transquasarism===
Permanent Points: 6 (4 Tainted Quantum, 2 for Quantum 5/6) (3 x 1-pt, 1 x 2-pt Aberrations) <br>
Temporary Points: 6<br>
Chrysalis (Perm/Temp): 5/5 <br>
Node Disorders: 3 Disorders (Node 3, 4, 5) - M-Intel 2 = 1 Disorder <br>
Transhuman Ascendence: Appearance, Dexterity <br>
Taint Resistance: -2 Disorders
 
''Aberrations ''
:Aberrant Eyes (0.33)
:Ichor (0.33)
:Aberrant Hair (Moves dramatically) (0.33)
:Anima Banner (active galactic nucleus) (1)
:Distinctive Looks (1) (P72 Forceful Personalities)
:Costume Fetish (Silver bodysuit/cape which is sorta optional)
:Energy Emission (Radiates in the Gamma Spectrum)
:Unearthly Beauty
:Quantum Halo (like a Joy)
:Glow (Gives off a nuclear field aura...)
 
''Mental Disorders''
 
===Body Modifications===
 
===Character Modifiers===
 
===Merits and Flaws===
Lusty (+1). Attempts to seduce you gain three extra dice, and you are at +1 difficulty to resist. <br>
 
===Bonus Points===
 
===Nova Points===
 
==Experience==
 
===Lessons===
 
===Experience Plans?===
 
 
[[Category:Rexism]]

Latest revision as of 22:17, 23 November 2017

Bernard Hacker
Ulysses
The Black Crusade
Laurasia
http://www.inisfail.com/bfg/bfg-latin-imperial-names.html
Wilmodis
Zoycite Kaolin


Mayfair List

Vital Statistics

CODENAME: Laurasia

Alias:

Player:Andronicus
Allegiance:
Concept: Software Engineer
Eruption:
Archtype:
Nature
Quantum: 0

Quantum Pool: 00/00
Willpower: 0/0

Quick Combat

Health

Mega-Stamina eliminates ? points of wound penalty
• [ ]x0 Bruised:--0
• [ ]x0 Hurt: --0
• [ ]x0 Injured: --0
• [ ]x0 Crippled: --0
• [ ]x1 Incapacitated
• [ ]Dead

Attributes/Abilities

Physical (7)

Strength:

Might:
Brawl:
Melee:

Dexterity:

Athletics:
Pilot:
Firearms:
Stealth:
Microgravity Ops:

Stamina:

Endurance:
Resistance:

Social(5)

Charisma:

Command:

Manipulation: (Belivable)

Subterfuge:

Appearance:

Intimidation:
Style:

Mental(3)

Wits:

Rapport:

Intelligence:

Medicine: 0
Engineering:
Linguistics:
Science:

Perception:

Awareness:

Backgrounds

7+5
Attunement: 0 (p141)
Dormancy: 5 (p143)
Node: 0 (p143) 20/Turn
Resources: 0 (Linked to....)

Quantum

Mega-Attributes

Mega-Stamina 3

Adaptability.
Resiliency x 2
+6B/6L Stackable soak. 3 x -0, 3 x -1, 3 x -2, 3 x -4 HL.

Mega-Str 2

Quantum Leap. Each success on a Jump roll allows the Nova to leap up to two kilometers horizontally or half a kilometer vertically, times her number of dots in Mega-Strength.
2 x -0 HL's from girly muscles
+10d Strength Based Damage + [4]

Mega-Int 2

Taint Resistant. When the Nova gains a mental aberration subtract the Nova's M-Intel level from the character's taint to determine the level of the aberration. As well subtract the M-Intel level from Taint from the Node.

Mega-App 2 (Dangerous; NUCLEAR ANGEL)

Awe-Inspiring: Awe-Inspiring gives +(Mega-Appearance) dice on Sway rolls where physical impressiveness is especially useful (commanding/etc). In especially fitting situations, a character may be able to add 1 success to the roll along with the bonus dice. +2 Intimidation.

Mega-Charisma 2

Commanding Presence.

Quantum Powers

Strong and Weak Nuclear Control ***** (Blast, Sphere, Shield, Propel) Q-1

Reduced Quantum.
Nuclear Blasts ROF: 22 110 meters
Attack: d14 + Damage: Bashing 25 + [12] AP 5 [Action]
Attack: d14 + Damage: Lethal 20 + [12] AP 5 [Action]
Nuclear Volatile Expansion
Sphere Radius 110 meters, [6] + 15. Area: 7
Storm d9L and reduce enemy dice pools by 5 if they fail a opposed roll
Nuclear Solid State Dynamics
Shield (Ablation) 22/22 HL [Maintenance] [Regenerates 5HL on her Next Turn]
Propel 70 meters/action, 200 KH out of combat. [Maintenance]

Directed Nuclear Expansion ** Q-4

Nuclear Blasts ROF: once every two turns
Attack: d10 + Damage: Aggravated 10 + [12] AP 8 [Action]
Attack: d10 + Damage: Lethal 20 + [24] AP 8 [Action]
Range: 800m Area: 8

Intangibility *** [Maintenance] Q-2

Level I. +1 Dodge May ooze or seep through cracks and other tiny openings at the rate of one centimeter per turn.
Level II. She takes half physical damage and deals half physical damage. +2 dice to dodge. 1m/turn.
Level III. Completely immune to physical attacks and can walk through walls; energy, psychic attacks and gravity fields and so fourth act as normal Cannot physically attack. +3 dice to dodge.

Armor **
Quasar's atoms are simply better then yours.

6L/6B

Invulnerability * (Radiation)

6A/6L/6B against Radiation

Warp * (w/Supercharge) Q-3

Aiming: Perception+Warp
Quantum+Warp (d7) + 5 Auto sux from Quantum

Expanded Nuclide State (Clone) *

Spend 1 Quantum to make 1 clone (up to Quantum) each has the same attributes, abilities, powers, clothes and equipment as the original but lack Clone.
Backup Extra. If the original dies, the clone becomes alike the original in every sense.
Extra: Duration x 2

Psychic Link *
Quasar's duplicates share the same atomic nucleus; therefore each can talk to each other since fundamentally there is no difference between them.

Roll Perception+PL

Bioluminesence *

Ooooh! shiny!

Quantum Gadgets

Combat

Dodge: 13 +1 (Level I) +2 (Level II) +3 (Level III)
Initiative: 16+d1
Willpower: 8/8
Quantum Pool: 50/50
Quantum a Turn: 20 Points

Movement

Walking: 15 meters/round.
Running: 30 meters/round.
Sprinting: 57 meters/round.

Attacks

Strike: Accuracy +0, Damage (Str + 2B), Difficulty +0
Kick: Accuracy +0, Damage (Str + 4B), Difficulty +1
Grapple: Accuracy +0, Damage (Str + 0B), Difficulty +0, holds target (Str + Might contests)
Disarm: Accuracy +0, Damage (Str + 0B), Difficulty +1, disarming
Tackle: Accuracy +0, Damage (Str + 4B), Difficulty +1, Knockdown (+2 diff), no multiple actions

Weapons

Coil Rifle (Banji 02 Hornet): Attack: d11, Dmg 10L, Range 200, RoF 60, Magazine 60, AP:3, Conceal O, Mass 4, Min Str. 3

Defense

Natural Soak (quantum6/stamina12/m-stamina6) 2A/18L/24B
Power Soak 6A/6L/6B aganist Radiation
Armoured Soak 6L/6B

Armor 6L/6B

Combat Soak 2A/24L/30B
Combat Soak (Radiation) 8A/30L/36B

Character

Transquasarism

Permanent Points: 6 (4 Tainted Quantum, 2 for Quantum 5/6) (3 x 1-pt, 1 x 2-pt Aberrations)
Temporary Points: 6
Chrysalis (Perm/Temp): 5/5
Node Disorders: 3 Disorders (Node 3, 4, 5) - M-Intel 2 = 1 Disorder
Transhuman Ascendence: Appearance, Dexterity
Taint Resistance: -2 Disorders

Aberrations

Aberrant Eyes (0.33)
Ichor (0.33)
Aberrant Hair (Moves dramatically) (0.33)
Anima Banner (active galactic nucleus) (1)
Distinctive Looks (1) (P72 Forceful Personalities)
Costume Fetish (Silver bodysuit/cape which is sorta optional)
Energy Emission (Radiates in the Gamma Spectrum)
Unearthly Beauty
Quantum Halo (like a Joy)
Glow (Gives off a nuclear field aura...)

Mental Disorders

Body Modifications

Character Modifiers

Merits and Flaws

Lusty (+1). Attempts to seduce you gain three extra dice, and you are at +1 difficulty to resist.

Bonus Points

Nova Points

Experience

Lessons

Experience Plans?