Gauna-Chan

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Character Info

Name:
Player:
Concept: Mahou Shoujo Gauna-Chan
Nature:
Demeanor:
Avatar Essence: TEN THOUSAND GENEMODS CONQUER THE WORLD

Attributes

56/32/24 Phys/Ment/Soc

52 from freebies

Physical

76/56 XP (20 from Freebie XP)

Strength 4 + 5 (Unstoppable Force)
Dexterity 5 + 2 (Precise)
Stamina 3 + 4 (Immovable Object)

Mental

60/32 (28 from Freebie XP)

Perception 4 (24) [Combat Awareness]
Intelligence 4 (24) [Well-Read]
Wits 3 (12)

Social

28/24 (4 from Freebie XP)

Charisma 2 (4)
Manipulation 3 (12)
Appearance 3 (12)

Abilities

214/80 XP (134 from Freebie XP)

Combat

Brawl 4 (15) [Natural Weapons]
Dodge 3 (9)
Drive 3 (9)
Firearms 5 (23) [Sniping]

Avoidance

Alertness 3 (9)
Athletics 3 (9)
Awareness 5 (23) [Umbral]
Stealth 3 (9)

Academic

Academics: Philosophy 3 (5)
Academics: Literature 3 (5)
Cosmology 3 (9)
Linguistics 4 (15)
RD Data: Xenomorphs 3 (5)
RD Data: Lycanthropes 3 (5)
RD Data: Hemophages 3 (5)
RD Data: Infernalists 3 (5)
Science: Biology 3 (5)

Social

Etiquette 2 (5)
Performance: Singing 2 (3)
Subterfuge 2 (5)

Mystical

Meditation 3 (9)

Technical

Computers 3 (9)
Medicine 3 (9)
Technology 3 (9)

Magic

Arete and Spheres cashed in for 89 XP for Paths/Linear Magical Backgrounds/Merits

88/89

Mana 5

15 XP, may store/spend a pool of up to 5 Mana

Mana is normally used to lower difficulties on Linear Magic rolls.
Recharging Mana uses Perception + Meditation, Difficulty 7, and chosen method of restoration (who knows what that is for a Progenitor War Machine?)

The Flow Of Ki

9 XP Merit, may spend Mana on a 1-1 basis to reduce the difficulty of any physical action. May not reduce difficulty by more than -3.

Strength of Psyche

6 XP Merit, may spend Mana on a 1-1 basis to reduce the difficulty of any mental action. May not reduce difficulty by more than -3.

Precognition 3

7 + 7 +14 (28) XP

Rolls Perception + Awareness, more successes increases accuracy and relevancy
1 dot: Intuition: Character is a good guesser, can predict random events with high accuracy. Difficulty is 7.
2 dots: Insight: Sees metaphorical visions of the future. Never actually literal future sight. Difficulty is 7.
3 dots: Danger Sense: Always on, successes on the Per + Awareness roll increase accuracy of the prediction. Difficulty is 6.
At 3 successes, the character may dodge the threat with a -1 difficulty bonus. At 4 successes, the character gets 1 turn to prepare. At 5 successes, the character knows who is responsible for the danger.

Legendary Dexterity

15 XP

Inhuman Fluidity: Reduces all multiple action penalties by 1.
Max normal Dexterity 6

Legendary Stamina

15 XP

Juggernaut: Soak difficulties cannot be increased above difficulty 6.
Max normal Stamina 6

Consumables & Health

Mana

5/5

Willpower

10/10 (35 XP)

Health

-0/-0/-0/-0/-1/-1/-2/-2/-5/Incapacitated/Dead

Armor Soak (4d) + Stamina Soak (7d) = 11d soak
4d Countermagic, add to soak against magical attacks
Regenerates 1 lethal/bashing, 1 bashing HL per round. May spend 1 Prime Energy from her Trollhide to regenerate 2 lethal HLs a round instead.

Permanent Paradox

6 Permanent Paradox

Backgrounds

93/21 XP, 72 XP needed

Blessing 2

6 XP, Phase Disruption. Activate to touch things in the Umbra via Strength + Blessing. Each success = 1 turn of touching Umbral stuff.

Blessing 3

9 XP, Phase Shift. Roll Stamina + Blessing (extradimensional access is hard on the body!) to get into the Umbra.

Device 4

12 XP, Quality of Life Augmentations
Extradimensional Perception

Roll Per + Awareness to see into the Umbra.

Thermal Vision

May use Per + Awareness to see heat

Night Vision

No penalties for darkness of any level.

Gills

Breathe normally in any hostile environment.

Device 3

9 XP, Biotech Particle Beam Death Ray.

Arete 6, 30/30 Quintessence, uses Firearms to aim and 1 Q/shot. Forces 3/Prime 2 aggravated Forces damage. Vulgar.

Enhancements (Biotech Implants) 6

18 XP. Survivability Modifications, 18 pts.

4d Countermagic (8)
Bionano Integration (10 pts)
+3 Stamina, doesn't age, immune to all nonmagical disease/poison, regenerates 1 HL/round.

Enhancements 8

24 XP. Core Physical Enhancements, 24 pts

Claws (2 + 1 pts)
Brawl attacks can deal Str + 3L damage
Skeletal Enhancement (2 pts)
+1 -0 HL
Physical Structure Enhancement (20 pts)
+5 Strength, +2 Dexterity, +1 Stamina, +2 -0 HLs, soaks lethal and aggravated damage with full Stamina

Xenografts 5

15 XP, 10 points of Xenografts (max is 2xStamina)

Sharpened Claws (1)
3 pt Claws versions instead of 2 pts
Tentacles! (Prehensile "Tails") (4)
Str 5, tentacles can make a grappling attack each turn. Attack is at +2 difficulty if character is taking any other actions.
Trollhide (5) (covers everything but the head)
4d Armor, 10 Prime Energy. Regenerates 1 Bashing HL/turn, 1 Lethal HL/hour, can spend 1 Prime Energy to regenerate 1 Lethal HL instead of 1 Bashing HL in a turn.
Can be bypassed at +2 difficulty with a called shot.

Merits & Flaws

Merits

Iron Will (+9)
+3d to resist enemy mind control/mind control abilities are at +3 difficulty. Can spend 1 WP to shake off Domination/etc.

Flaws

Vulnerable To Paradox (-15)
Paradox Vulnerability. Rolls Permanent Paradox (or 5d) whenever doing something blatantly inhuman as backlash.
Construct (-6)
Obvious Construct.
Soulless Spillover (-18)
+18 XP from having Soulless. Cannot ever learn magic. Does not count as witness to Magic.

Genetic

Soulless (*SPECIAL*) (7 pts)
Cannot ever learn Enlightened Science. Freebie Point Total Raised by 6 (+18 XP)
Uncanny 3 (3 pts)
4 genetic flaws

XP

302/265+39+1 (305)

52 XP for Attributes
134 XP for Abilities
35 XP for Willpower
72 XP for Backgrounds
9 XP for Merits
+39 XP from Flaws
+1 XP from 'unspent' linear magic