Difference between revisions of "Dr. McAllister"

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(Created page with "== Background == Name: Dr. Zachary McAllister Jr.<br> Concept: Zach McAllister's Son <br> Allegiance: Phoenix International<br> Nature: Expert<br> == Mental (7) == *Intell...")
 
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*Biz 3
 
*Biz 3
 
*Brawl 1
 
*Brawl 1
*Command 0
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*Command 1
 
*Computer 4
 
*Computer 4
 
*Drive 1
 
*Drive 1
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*Firearms 5
 
*Firearms 5
 
*Gunnery 0
 
*Gunnery 0
*Instruction 1
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*Instruction 4
 
*Interrogation 0
 
*Interrogation 0
 
*Intimidation 0
 
*Intimidation 0
 
*Intrusion 0
 
*Intrusion 0
*Investigation 3
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*Investigation 5
 
*Helmsman 0
 
*Helmsman 0
 
*Legerdemain 0
 
*Legerdemain 0
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*Rapport 3
 
*Rapport 3
 
*Resistance 3
 
*Resistance 3
*Science 5
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*Science 5 (Biochemistry)
 
*Stealth 0
 
*Stealth 0
 
*Streetwise 1
 
*Streetwise 1
*Etiquette 0
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*Etiquette 1
 
*Subterfuge 1
 
*Subterfuge 1
 
*Survival 1
 
*Survival 1

Revision as of 02:37, 21 January 2011

Background

Name: Dr. Zachary McAllister Jr.
Concept: Zach McAllister's Son
Allegiance: Phoenix International
Nature: Expert


Mental (7)

  • Intelligence 5 Mega 1 (Bright)
  • Wits 5 Mega 1 (Saw That Coming)
  • Perception 5 Mega 1 (Sharp Eyes)
  • Eidetic Memory: The Nova may in effect have up to [Mega-Intelligence + 3] "phantom" dots of knowledge abilities stored in his memory, with no single "phantom" ability having a rating higher than (Mega-Intelligence/2 or 3, whichever is lower, round up) dots. These dots act as the ability in all respects, but are not actually purchased.
  • 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.
  • Electromagnetic Vision: The Enhancement stays in effect for a scene. Adds (+Mega-Perception) dice for sight rolls instead of +3d.

Physical (3)

  • Strength 2 Mega x
  • Dexterity 5 Mega 3 (Coordinated)
  • Stamina 3 Mega 1 (Resolute)
  • Fast Tasks: On extended rolls which require effort and knowledge, divide the timeframe of a roll by (Mega-Dexterity). Simple tasks such as painting or gardening can be completed in one combat round (3 seconds). When Fast Tasks is active, a Nova may take advantage of their increased speeds, reloading, drawing, or changing ammunition for weapons as a reflexive action.
  • 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 (5)

  • Charisma 5 Mega 0 (Charming)
  • Manipulation 2 Mega 0
  • Appearance 3 Mega 0

Willpower

8

Quantum

4

Quantum Pool 55

Powers

  • Mental Invulnerability 1

Biomods

  • Multitools
  • Regenerator

Abilities

  • Academics 0
  • Arts 0
  • Athletics 5
  • Awareness 5
  • Biz 3
  • Brawl 1
  • Command 1
  • Computer 4
  • Drive 1
  • Endurance 3
  • Engineering 5 (Spacesuit Maintenance 1)
  • Firearms 5
  • Gunnery 0
  • Instruction 4
  • Interrogation 0
  • Intimidation 0
  • Intrusion 0
  • Investigation 5
  • Helmsman 0
  • Legerdemain 0
  • Linguistics 4
  • Martial Arts 0
  • Medicine 5 (Novas 3)
  • Melee 0
  • Might 0
  • Perform 0
  • Pilot 0
  • Rapport 3
  • Resistance 3
  • Science 5 (Biochemistry)
  • Stealth 0
  • Streetwise 1
  • Etiquette 1
  • Subterfuge 1
  • Survival 1
  • Zero-G 2

Backgrounds

  • Cipher 4
  • Eufiber 5
  • Node 5
  • Second Stage Nova 6

Tactial Info

Base Soak - 4B/3L/2A
Eufiber - 5B/5L/0A
Total Soak - 9B/8L/2A

Health

-0 [ ]
-1 [ ] [ ]
-2 [ ] [ ]
-4 [ ]
Incapacitated [ ]

Miscellaneous

Languages
Technical English
Technical Spanish
Casual French
Casual Japanese
Casual Arabic
Casual Chinese
Morse Code