Romy: Difference between revisions
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===Combat=== | ===Combat=== | ||
*Initiative: | *Initiative: 9+[5] | ||
* | *Avoidance: 24, using Telekinesis. 23, using Athletics (just in case cannot use powers) | ||
* | *Guarding: 7+[1], cannot reduce more than 5 levels. | ||
*Multiple action pool: 4d | |||
*Multiple action pool: | *Soak (Total): 2A/14L/14B | ||
*Soak (Total): 2A/ | **Natural Soak: 2A/9L/9B | ||
**Natural Soak: 2A/ | |||
**Power Soak: 0A/0L/0B | **Power Soak: 0A/0L/0B | ||
**Equipment/Other Soak: 0A/5L/ | **Equipment/Other Soak: 0A/5L/5B | ||
===Attacks=== | ===Attacks=== | ||
Line 61: | Line 60: | ||
===Mental=== | ===Mental=== | ||
:Wits | :Wits 4 ''Graceful'' | ||
:Intelligence 3 | :Intelligence 3 | ||
:: '''Mega-Intelligence 1''' | :: '''Mega-Intelligence 1''' | ||
Line 117: | Line 116: | ||
::* Plus TV interviews and more fanbaiting! | ::* Plus TV interviews and more fanbaiting! | ||
::* Single-handedly drawing the French national team | ::* Single-handedly drawing the French national team | ||
:'''Sanction 3''' | |||
::*You have a license to kill, like Mr. Bond. Murder has no repercussions if it advances the agenda of your patrons. You can access extremely restricted weapons such as antitank missiles, SAMs, and anti-materiel railguns. | |||
::*In addition, Sanction represents access to restricted equipment. From eclipsidol to hypercore ammunition to tactical nuclear weapons, sufficient Sanction will let you get whatever specialized tools you need. Sanction is, however, contingent on your patron assuming you’re more of a benefit than a hindrance on their larger plans and can be taken away if repeatedly abused. A character may, once per story, ‘purchase’ items worth up to (Sanction x 3) Influence so long as their patron agrees and has access to the items. However, any items purchased in this fashion are returned to the patron at the end of the scene, unless they were expended in-story | |||
=== Flaws === | === Flaws === | ||
Line 188: | Line 190: | ||
:'''Multiple Actions''': No | :'''Multiple Actions''': No | ||
:This terrifying power is the most common method for a nova to deal aggravated damage to a target. It manifests with Romy's telekinetic knife hands becoming visible as a pale blue tint in the air. Anything they now touch vanishes. | :This terrifying power is the most common method for a nova to deal aggravated damage to a target. It manifests with Romy's telekinetic knife hands becoming visible as a pale blue tint in the air. Anything they now touch vanishes. | ||
To use it, the player simply aims the power via Dexterity + Disintegrate and hopes to hit the target. This inflicts (5 + Power Rating x 3, current 8) dice of aggravated damage with [Quantum x 2, current 8] automatic successes. | :To use it, the player simply aims the power via Dexterity + Disintegrate and hopes to hit the target. This inflicts (5 + Power Rating x 3, current 8) dice of aggravated damage with [Quantum x 2, current 8] automatic successes. | ||
= Spending Log = | = Spending Log = | ||
Line 230: | Line 232: | ||
:* 6 xp (Human), 6 xp (Transhuman) (Stopping a War and a Genocide (session #8)) | :* 6 xp (Human), 6 xp (Transhuman) (Stopping a War and a Genocide (session #8)) | ||
:* 4 xp (Human), 4 xp (Transhuman) (Asteria's new place, and meeting an AI (session #9)) | :* 4 xp (Human), 4 xp (Transhuman) (Asteria's new place, and meeting an AI (session #9)) | ||
:'''Current''' | :* 5 xp (Human), 5 xp (Transhuman) (Stealing an AI, and fighting Al-Qaeda (session #10)) | ||
:* 4 xp (Human), 4 xp (Transhuman) (Finding AIM, and becoming the UN's Bond. (session #11)) | |||
:'''Current''' 5 Human, 9 Transhuman | |||
=== Mundane Spending === | === Mundane Spending === | ||
Line 240: | Line 244: | ||
:* 2xp Eu-fibre 2 -> Eu-fibre 3 | :* 2xp Eu-fibre 2 -> Eu-fibre 3 | ||
:* 8xp Subterfuge 2 -> Subterfuge 4 | :* 8xp Subterfuge 2 -> Subterfuge 4 | ||
:* 8xp Wits 3 -> Wits 4 | |||
=== Transhuman Spending === | === Transhuman Spending === | ||
Line 260: | Line 265: | ||
:: Pop 9 Change 3, Mech benifit 0 (effective 1). Total req 27 | :: Pop 9 Change 3, Mech benifit 0 (effective 1). Total req 27 | ||
[[Category:First Days of New Paris Characters]] [[Category:First Days of New Paris]] | [[Category:First Days of New Paris Characters]] [[Category:First Days of New Paris]] | ||
===Project 2=== | |||
:''Making Romy immune to legal prosecution'' (otherwise known as double oh R) | |||
::Success. Have three sux for a similar project | |||
::Did it by-myself | |||
::Pop 1, Change 3, Mech benefit 3 (gives me Sanction 3). 15 sux at difficulty 2 | |||
::The UN creates the office of the Advisory Consul responsible for violent actions, a position that reports directly to the security council and is responsible for "ensuring the activities of terrorist Novas are maintained at acceptable levels through the elimination of the sources." It was very controversial. |
Latest revision as of 16:00, 27 September 2018
Identity
- Name: Romy D'aramitz
- Allegiance: Independent
- Concept: Telekinetic Idealist
- Eruption: Threatening Situation
Motivations
- Gain Recognition 4
- Make the World more Just 3
- Enjoy Life 2
- Impress Parents 2
Vital Statistics
- Quantum: 4
- Quantum Pool: 28
- Max Spent per Turn: 12
- Stress Quantum: 4
- Influence: 4
- Willpower: 6
- Health:
- [ ]x1 Ablative
- [ ]x7 Bruised: -0
- [ ]x3 Hurt: -1
- [ ]x3 Injured: -2
- [ ]x2 Crippled: -4
- [ ]x3 Incapacitated
- [ ] Dead
- Heals as if 1 rank higher and at 4x base speeds
- Taint: 0
- Temporary Taint: 0
- Aberrations: 0
Combat
- Initiative: 9+[5]
- Avoidance: 24, using Telekinesis. 23, using Athletics (just in case cannot use powers)
- Guarding: 7+[1], cannot reduce more than 5 levels.
- Multiple action pool: 4d
- Soak (Total): 2A/14L/14B
- Natural Soak: 2A/9L/9B
- Power Soak: 0A/0L/0B
- Equipment/Other Soak: 0A/5L/5B
Attacks
Attributes
Physical
- Strength 2 4 when wearing Eu-Fibre
- Dexterity 5 Agile
- Mega-Dexterity 5
- Fast Tasks: Simple tasks can be completed in seconds, divide time frame of extended rolls which require knowledge or effort by (Mega-Dex + 1). May make reloading, drawing or changing weapons as a reflexive action.
- Perfect Balance: does not need to roll to keep balance,in the most extreme situations pay 1Q to keep balance
- Physical Prodigy: +(Mega-Dex) to athletics for non-combat, cannot botch athletics rolls, autosux non opposed athletics rolls with diff lower than (Mega-Dex + 1), never gets penalties for being unfamiliar with sports
- Catfooted: leaves no tracks, not even fingerprints, destroying something still makes noise, cost 1Q for scene
- Roll with the Punches: may pay up to (Mega-Dex) QP to take sux from enemies attack roll for calc damage at 1:1, lasts for single attack
- Mega-Dexterity 5
- Stamina 3
- Mega-Stamina 1
- Resiliency: Soak Lethal with full Stamina value, (Mega Stamina) ablative HLs that regen scene by scene.
- Mega-Stamina 1
Mental
- Wits 4 Graceful
- Intelligence 3
- Mega-Intelligence 1
- Linguistic Genius: Can learn languages in a matter of hours. Assumed to know all 'common' human languages. After one scene of indepth exposure, learns a language if not known (format appropriate: written if reading, ect)
- Mega-Intelligence 1
- Perception 3
Social
- Charisma 5 Charming
- Mega-Charisma 3
- Natural Agitator: Roll (Charisma) to impart Casual Sway on a crowd, scaling difficulty as they get bigger per OOM. Resists with average Willpower if opposing.
- Audacious: Can't offend, (Wits + Resistance) roll at dif of (Mega Charisma) to be offended.
- Dreadful Mien: 3m range. Roll (Charisma: current 5+[3]), each sux is a +dif to hostile actions against Nova. Breaks if Nova attacks, roll Willpower to resist if a friend/point of concern is attacked. 1Q, Scene long
- Mega-Charisma 3
- Manipulation 4 Disarming
- Appearance 5 Elegant
- Mega-Appearance 1
- Face of Divinity: +(Mega-Appearance) to rolls where looking impressive helps, as well as rolls where terror helps. Costs 1QP and lasts a scene.
- Mega-Appearance 1
Abilities
Physical
- Athletics 4
- Acrobatics
- Endurance 2
- Stealth 1
Mental
- Academics (PPE) 2
- Academics (Business Administration) 4
- Resistance 1
- Strategy 3
Social
- Style 5
- Party Fashion
- Leadership 3
- Etiquette 5
- Rapport 5
- Subterfuge 4
- Intimidation 1
Merits and Flaws
Merits
- Language 0
- Native: French
- Lingustic Genius: All Common.
- Ally 3
- Her Brother, Armand, a member of the National Assembly
- Lifestyle X (equivalent 1)
- Currently living on money from her parents, who run a medium sized company in Naimes, while she takes a gap year past her college
- Eufiber 3
- 6 Quantum a day; stores 6 Quantum, +3 to Syle rolls, +5B/5L armoured soak, +2 to Str when worn, unarmed damage is L, can make simple tools. Created from her clothes due to latent energies produced during her eruption. Unfed see character image.
- Fame 5
- You’re a household word. People name their children after you.
- Doing fly-bys of the Eiffel Tower and performing telekinetic tricks gets you noticed, who knew.
- Plus TV interviews and more fanbaiting!
- Single-handedly drawing the French national team
- Sanction 3
- You have a license to kill, like Mr. Bond. Murder has no repercussions if it advances the agenda of your patrons. You can access extremely restricted weapons such as antitank missiles, SAMs, and anti-materiel railguns.
- In addition, Sanction represents access to restricted equipment. From eclipsidol to hypercore ammunition to tactical nuclear weapons, sufficient Sanction will let you get whatever specialized tools you need. Sanction is, however, contingent on your patron assuming you’re more of a benefit than a hindrance on their larger plans and can be taken away if repeatedly abused. A character may, once per story, ‘purchase’ items worth up to (Sanction x 3) Influence so long as their patron agrees and has access to the items. However, any items purchased in this fashion are returned to the patron at the end of the scene, unless they were expended in-story
Flaws
N/A
Augmentations and Aberrations
Augmentations
- Prehensile Hair (as Tentacles) 4xp
- Extends (stamina: current 5) meters, manipulates with Dex 4 Mega 4(5?), Damage Str + 4B(current 6B), and can produce as many as wanted by the user.
Aberrations
N/A
Equipment
Eufiber Clothes
Quantum Powers
Telekinesis
Rating: 5
- Level: 2, Quantum Minimum: 2
- Dicepool: 10+[5] (Dexterity + Telekinesis)
- Range: Scale 1, Difficulty -5
- Duration/Cost:
MaintainancePermanent - Effect: Characters may lift, move and even harm objects and people without touching them
- Multiple Actions: Yes
- To lift or throw items, replace (Strength + Might) with (Dexterity + Telekinesis) with (Quantum) automatic successes (current is 10 + [9]). For static values, each dot of Quantum is a +2 to the (Dexterity + Telekinesis) pool.
- Attack rolls use (Dexterity + Telekinesis), damage is (Power rating x 3: current 15) Bashing or lethal damage with [Quantum x2: current 8] automatic sucesses. Grappling uses the powers dicepool to maintain the grab. If the victim gains control of the grabble, the grapple autoends.
- When used for Fine Manipulation, the character uses the lower of (Dex+Telekinesis) or (Dex+Ability),
then halves all sucesses, rounded down. - Enhancements
- Fine Manipulation: The character no longer halves successes on Dexterity + Telekinesis rolls for fine manipulation. This allows telekinesis to be used to replace various tools as well, reducing difficulty penalties for lacking tools by (Telekinesis: current 5).
- Multiple Targets: The character declares which targets he wishes to affect and makes one roll to affect them using the worst modifiers for any single target; die bonuses apply only if all targets would provide that bonus. If he succeeds, all targets are affected, though each target may dodge or resist normally. This Extra allows the character to target (Rating: current 5) additional targets , who suffer or benefit from the full effects of the power (for a current total of 6). By halving the power’s damage (for powers with accuracy and damage) or dice pool (for other powers), the nova may affect even more targets. Doing so allows the nova to double the number of additional targets affected by a single power use.
- Increased Duration (x3): Power now has a longer duration (Permanent)
Flight
Rating 2
- Level: 2, Quantum Minimum: 1
- Dicepool: 7 + [5] (Dexterity + Flight)
- Duration\Cost:
MaintainanceDaily, 4Q - Effect: Allows a character to fly as fast as a helicopter or plane.
- Multiple Actions: Per usual rules for movement
- A character that flies using this power rolls (Dexterity + Quantum + Flight: current 11 + [5]) for movement in combat and moves at Speed Scale 2 when Flying, or 3 if the character’s (Quantum + power rating: current 6) is 6 or greater.
- The character moves at a rate of (Quantum + power rating) x 100 kilometers per hour outside of combat (current speed: 600km/h)
- For advanced acrobatics, or flying through narrow openings at speed, may require a roll.
- The character may also “power block” with Flight to dodge incoming attacks.
- Enhancements
- Increased Duration (x2): Power now has a longer duration (daily).
Hypermovement
Rating 1
- Level: 2, Quantum Minimum: 1
- Dice Pool: 6 +[5] (Dexterity + Hypermovement)
- Duration\Cost: Action/Maintenance, 2Q/less regen
- Effect: Increases character’s movement speed
- Multiple Actions: N/A
- A nova with Hypermovement can run at ludicrous speed. At higher levels Hypermovement allows a character to outpace bullet trains, jetfighters and other vehicles. A character with Hypermovement can often move so fast they seem to vanish, dashing faster than the eye can see.
- Out of combat, the character multiplies movement speeds by (power rating x 10: current 10) for the scene.
- When in combat, Hypermovement allows a character to achieve brief bursts of extreme speed. Activating Hypermovement in combat allows a character to move at Speed Scale 3 for a turn and adds (+power rating: current 1) automatic successes to the character’s movement roll.
- Current OOC speeds with Hypermovement:
- Flying: 6000km/h, 100 km/min, or 1 1/3 km a second.
- Running: 10 times faster than a car. Yeah it's vague.
- Current OOC speeds with Hypermovement:
Disintegration
Rating 1
- Level: 3, Quantum Minimum: 3
- Dice Pool: 6+ [5] (Dexterity + Disintegrate)
- Range: Scale 1/Difficulty 0
- Duration\Cost: Instant, 3Q
- Effect: Inflicts Aggravated damage
- Multiple Actions: No
- This terrifying power is the most common method for a nova to deal aggravated damage to a target. It manifests with Romy's telekinetic knife hands becoming visible as a pale blue tint in the air. Anything they now touch vanishes.
- To use it, the player simply aims the power via Dexterity + Disintegrate and hopes to hit the target. This inflicts (5 + Power Rating x 3, current 8) dice of aggravated damage with [Quantum x 2, current 8] automatic successes.
Spending Log
Chargen
BP (15/15)
- Charisma 5 (4)
- Appearance 4 (4)
- Dexterity 4 (4)
- Prehensile Hair (2)
- Willpower 6 (1)
NP (50/50)
- Quantum 4 (5)
- Dexterity 5 (1)
- Mega-Dexterity 5 (10)
- Mega-Stamina 1 (2)
- Mega-Charisma 3 (6)
- Mega-Appearance 1 (2)
- Telekinesis 5 (10)
- Fine Manipulation (2)
- Multiple Targets (2)
- Increased Duration x2 (4)
- Flight 2 (4)
- Increased Duration (2)
Augmentations
Experience
Gains
- 2 xp (Human), 2xp (Transhuman) (char intro)
- 6 xp (Human), 6 xp (Transhuman) (first session + first session bonus)
- 4 xp (Human), 4 xp (Transhuman) (the Second Paris Agreement (session #2))
- 4 xp (Human), 4 xp (Transhuman) (Meeting Future (session #3))
- 4 xp (Human), 4 xp (Transhuman) (First Fight and Death (session #4))
- 4 xp (Human), 4 xp (Transhuman) (Lunch, Gaza Style (session #5))
- 4 xp (Human), 4 xp (Transhuman) (Meeting SEELE (session #6))
- 6 xp (Human), 6 xp (Transhuman) (The Gaza Four, and Flying (session #7))
- 6 xp (Human), 6 xp (Transhuman) (Stopping a War and a Genocide (session #8))
- 4 xp (Human), 4 xp (Transhuman) (Asteria's new place, and meeting an AI (session #9))
- 5 xp (Human), 5 xp (Transhuman) (Stealing an AI, and fighting Al-Qaeda (session #10))
- 4 xp (Human), 4 xp (Transhuman) (Finding AIM, and becoming the UN's Bond. (session #11))
- Current 5 Human, 9 Transhuman
Mundane Spending
- 2xp Fame 2 -> Fame 3
- 8xp App 4 -> App 5
- 8xp Rapport 3 -> Rapport 5
- 4xp Etiquette 4 -> Etiquette 5
- 8xp Manipulation 3 -> Manipulation 4
- 2xp Eu-fibre 2 -> Eu-fibre 3
- 8xp Subterfuge 2 -> Subterfuge 4
- 8xp Wits 3 -> Wits 4
Transhuman Spending
- 8xp Increased Duration (Telekinesis)
- 8xp Increased Duration (Flight)
- 8xp Mega-Intelligence 1
- 8xp Hypermovment 1
- 12xp Disintegration 1
Freebies
- +2 Fame for singlehandedly forcing a draw with the entire french national team
- +1 Lifestyle for having FUSION ENERGY
- +1 Influence for seeming to know Aeon bigwigs (mostly Caped Baldy)
Project notes
Project 1
- Making Europe Carbon Neutral by 2020 (otherwise known as the Second Paris Agreement)
- Success. Currently have 22 extra dice for similar project.
- Ovid Assisted. Made tiny sheep pets that eat waste to help recycling.
- Pop 9 Change 3, Mech benifit 0 (effective 1). Total req 27
Project 2
- Making Romy immune to legal prosecution (otherwise known as double oh R)
- Success. Have three sux for a similar project
- Did it by-myself
- Pop 1, Change 3, Mech benefit 3 (gives me Sanction 3). 15 sux at difficulty 2
- The UN creates the office of the Advisory Consul responsible for violent actions, a position that reports directly to the security council and is responsible for "ensuring the activities of terrorist Novas are maintained at acceptable levels through the elimination of the sources." It was very controversial.