User:Exhack
Vital Statistics
CODENAME: HYAKUME
Alias: "Jay" F. Kurosawa
Player: NPC (Exhack)
Allegiance: Japan
Concept: The Shadow with a Hundred Eyes
Eruption: Artificially Induced
Nature Charmer/Expert
Virtue: Regain WP when you clearly provide comfort and good cheer to another.
Vice: Spend WP to resist showing your expertise off in a valid situation. Regain WP if doing so is taking an unreasonable risk.
Quantum: 3
- Quantum Pool: 35 (Node 2)
Willpower: 8
Health
• [ ]x1 Bruised: -0
• [ ]x1 Hurt: -1
• [ ]x2 Injured: -2
• [ ]x2 Crippled: -4
• [ ]x1 Incapacitated
• [ ]Dead
Attributes/Abilities/Megas
Physical (4)
Strength: 2
- Brawl 3
- Might 3
Dexterity: 5 (Flexible)
- Athletics 5
- Stealth 5 (Shadowing +4)
- Martial Arts 3
- Drive 1
- Legerdemain 4
Stamina: 2
- Endurance 3
- Resistance 3
Social (6)
Charisma: 4 (Suave)
Manipulation: 5 (Devious)
- Subterfuge 5
- Streetwise 5
Appearance: 2
Mental (8)
Wits: 5 (Cunning)
- Tactics 3
- Rapport 3
Intelligence: 4 (Rational)
- Science (Forensics) 3
- Linguistics 1 (Japanese, English)
- Intrusion 4
Perception: 5 (Patient)
- Awareness 5
- Investigation 5
Backgrounds
10 Backgrounds
- Dormancy 3
- Resources 3
- Mentor 1
- Node 2
- Contacts 5
Quantum
Mega-Dexterity [1]
- Catfooted: Catfooted adds 1 success to any contested Stealth roll, and all attempts to track the Nova's footprints without superhuman senses automatically fail as long as the Nova does not botch her stealth roll. This costs 1 Quantum and lasts for a scene.
Mega-Manipulation [1]
- 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 Perception [1]
- Ultraperipheral Vision: The Nova is able to see in a perfect 360 degree field around themselves by spending 1 Quantum point. This enhancement lasts one scene.
Bodymorph [Shadow and Eyes, 2] - Turns into a literal mass of inky shadows that can grow and absorb red-irised eyes (Using Ultraperipheral Vision).
- Amorphous: Move through darkness at twice movement speed and has Flexibility Body Modification.
- Abilities: Density Decrease 1, Hypermovement 1 (Ground)
Shroud [3] - Inky Shadows
Combat
Attacks
Defense
Soak (Aggravated/Lethal/Bashing): 2A/1L/2B
- w/+2A/4L/6B (Natural Soak)
Character
Taint
Permanent Points: 0
Temporary Points: 0
Body Modifications
Equipment
Bonus Points
15 BP
- Willpower 8 (10)
- Charisma 4 (5)
Nova Points
35 NP
- Quantum 3 (10)
- Backgrounds (1)
- Bodymorph 2 (6)
- Shroud 3 (6)
- Mega Attributes (6)
- Attributes (3)
- Abilities (3)
Body Modifications
Experience
MJMecha Stufff
Orphan Robot Girl
- Major: Your destiny is one in a billion. Your wikipedia page will suffer edit wars. +2 to all stats.
- Silicon Being: This is a Mandatory Defining Event. You are not flesh and blood at all, but plesh and nanofluid. +4 Bod, +2 Rea, +1 Per, +1 Kno, +4 Psy
- Plate Worlder: You grew up on and around the various megastructures that litter the Fomalhaut system. You get +1 to all rolls when fighting around megastructures or the like (cities count).
- Urchin: Your family was the street. +2 Bod, +2 Rea, +2 Psy
- Remade: +3 Psy
- School of Hard Knocks: +1 Bod, +1 Per, +1 Psy
- Military Pilot: +2 Rea, +1 Bod, +1 Psych, +2 Cha
- Gundamjacker: This is a Defining Event. +2 Per, +2 Kno, +2 Psy. Go to Super Prototypes for the mecha.
- The Undefined: -1 to All Stats, Second Defining Event. +6 Charisma
Statistics
- Body: 9
- Reactions: 7
- Perception: 5
- Knowledge: 4
- Psyche: 14
- Charisma: 9
- Synch Limit: 28
Super Robot Core
- Connectors: 5 (4 large limbs, 1 small turret)
- Base Durability: 6
- Component Space: 41/45
- Base Criticals: Cockpit (5), Internal Structure (8)
- Super Robots are large and have plenty of redundant systems, and therefore ignore the first cockpit critical hit.
- Expansion Connector (Large)
- Size: 7
- Expansion Connector (Large)
- Size: 7
- Expansion Connector (Large)
- Size: 7
- Spin Generator
- Size: 20
- Durability: Infinite (functionally indestructible)
- Power: +120
- When allocating damage, no damage can be allocated to the spin generator.
Heavy Arm: A heavy arm is an oversize limb, normally used in very large frames or super robots.
- Connectors: None (uses large limb)
- Base Durability: 2
- Component Space: 15
- Base Criticals: Large Hand (1), Musculature (4), Internal Structure (4)
- Heavy Arms ignore the first musculature critical.
Heavy Arm: A heavy arm is an oversize limb, normally used in very large frames or super robots.
- Connectors: None (uses large limb)
- Base Durability: 2
- Component Space: 15
- Base Criticals: Large Hand (1), Musculature (4), Internal Structure (4)
- Heavy Arms ignore the first musculature critical.
Heavy Arm: A heavy arm is an oversize limb, normally used in very large frames or super robots.
- Connectors: None (uses large limb)
- Base Durability: 2
- Component Space: 15
- Base Criticals: Large Hand (1), Musculature (4), Internal Structure (4)
- Heavy Arms ignore the first musculature critical.
Heavy Arm: A heavy arm is an oversize limb, normally used in very large frames or super robots.
- Connectors: None (uses large limb)
- Base Durability: 2
- Component Space: 15
- Base Criticals: Large Hand (1), Musculature (4), Internal Structure (4)
- Heavy Arms ignore the first musculature critical.
Standard Head
- Connectors: None (uses small turret)
- Base Durability: 0
- Component Space: 6
- Base Criticals: Sensors (2), Internal Structure (2)
- The basic sensors of a standard head give +1 Electronics per functional system.
Large Turret
- Connectors: None (uses large turret)
- Base Durability: 6
- Component Space: 24
Heavy Leg: An oversize leg found on super robots or very large frames.
- Connectors: None (uses large limb)
- Base Durability: 6
- Component Space: 18
- Base Criticals: Musculature (5), Internal Structure (6)
- Like the standard leg, but the first critical hit to musculature is ignored.
Heavy Leg: An oversize leg found on super robots or very large frames.
- Connectors: None (uses large limb)
- Base Durability: 6
- Component Space: 18
- Base Criticals: Musculature (5), Internal Structure (6)
- Like the standard leg, but the first critical hit to musculature is ignored.