Zen (Aberrant 2.0)

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Vital Statistics

CODENAME: Zen
Alias: Stephen DuPont
Player: Exhack
Allegiance: Team Yesterday
Concept: Aging Utopian Futurist, also The Dude
Eruption: Excitement
Nature Architect/Perfectionist
Virtue: Regain WP when your character takes a concrete step towards realizing his greater goal.
Vice: Spend WP to trust a hastily-put-together plan or jury-rigged system. Regain WP when you end up going without because of this insistence on a perfect plan (or mechanism) or none at all.
Quantum: 1+3

  • Quantum Pool: 10 + [(Quantum + Node) * 5]

Willpower: 9

Health

Mega-Stamina eliminates ? points of wound penalty
• [ ]x5 Bruised: -0
• [ ]x2 Hurt: -1
• [ ]x2 Injured: -2
• [ ]x1 Crippled: -4
• [ ]x1 Incapacitated
• [ ]Dead

Attributes/Abilities/Megas

Physical (3)

Strength: 2

Brawl 2

Dexterity: 4

Martial Arts 2
Drive 3
Athletics 5 (Thrown +2)

Stamina: 2

Endurance 3
Resistance 3

Social(5)

Charisma: 3

Etiquette 2
Instruction 3
Command 1

Manipulation: 5

Subterfuge 2

Appearance: 2

Style 3

Mental(7)

Wits: 5

Rapport 4
Tactics 5 (Cyberwarfare +1)

Intelligence: 5

Computer 5
Academics (Philosophy) 2
Engineering (Computer) 5
Science (Quantum Theory) 5
Linguistics (English, French, Japanese) 2

Perception: 2

Backgrounds

Node 5
Contacts: 3
Influence: 3
Cipher: 4
Allies: 1
Eufiber: 1
Resources: 5

Quantum

Mega Dexterity Mega Manipulation [2]

The Voice: Spend 1 Quantum to make a Sway roll via Manipulation + Relevant Social Ability, creating Intimate Sway, which has a difficulty of (Opponent's Wits). The victim may roll Willpower to resist. The timeframe of this action is 1 combat turn, but this can only be applied to one target and only may apply once per scene. Sway generated by The Voice cannot have its duration extended at all.
Trickster: +(Mega-Manipulation) to any roll made to create Sway that would convince a character of a fundamental untruth or otherwise deceive them. In especially fitting situations, a character may be able to add 1 success to the roll along with the bonus dice.

Mega Wits [2]
Mega Intelligence [2]

Taint Resistance: The Nova subtracts their Mega Intelligence value from any Taint gained from the Node background.
Mental Prodigy (Engineering):(Mega-Intelligence) dice to any roll made related to the field in question.
Mental Prodigy (Tactical): (Mega-Intelligence) dice to any roll made related to the field in question.

Cyberkinesis [4]

Range: (Quantum + Cyberkinesis) x 10 Meters; Area: Special; Duration: Special; Effect: Controls computers and machines. ; Multiple Actions: Yes
Control: (Manipulation + Cyberkinesis)
Control machines, including purely mechanical ones.
Fool: (Manipulation + Cyberkinesis)
Trick security, surveillance and communications devices.
Reprogram (Intelligence + Cyberkinesis)
Forcibly alter the software or firmware of computerized devices.
Overload (Wits + Cyberkinesis)
Cause devices to jam or seize up.

Psychic Shield [2]

Range: Self; Area: N/A; Duration: Permanent; Effect: Provides two extra successes per dot to resist mental powers. ; Multiple Actions: N/A
Adds 2 successes to resist mental control, and 2 successes on the resistance roll against mental attacks. Does not resist emotional control or manipulation.

Combat

Attacks

Punch (Attack: d5 Damage: d2B)

Defense

Soak (Aggravated/Lethal/Bashing): 2A/7L/9B

w/+2L/4B (Stamina)
w/+2A/4L/4B/ (Quantum Natural Soak)
w/1L/1B (Eufiber)

Character

Taint

Permanent Points: 1 (3 -2)
Temporary Points: 0

Aberrations:

Body Modifications

Bonus Points

Background: Eufiber (1), Allies (1), Cipher (3)
Willpower (6)
Abilities: Engineering (Computer) (4)

Nova Points

Abilities (4): Athletics, Physics (Quantum Theory), Drive, Tactics, Rapport, Style, Linguistics
Attributes (3): Dexterity, Intelligence, Wits, Manipulation
Backgrounds (2): Resources, Node
Mega Attribute (14): Wits [2], Intelligence [2], Manipulation [2], Dexterity [1]
Quantum [3] (15)
Enhancements (5)
Cyberkinesis [4] (12)
Psychic Shield [2] (2)


Experience