Quasar

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<@Starlance> Quasar has Qlipphotic Rapport. :(

Vital Statistics

CODENAME: Quasar Supernova
Alias: Freja Zoe Galbraith
Player: Rex290/Andronicus
Allegiance: Daedalus League
Concept: I am Become Light Illuminator of Worlds.
Eruption: Fell into a nuclear reactor
Archtype:
Nature Bravo.
Virtue: (Virtue): Regain WP when you defeat a seemingly equal or superior foe or force him to back down.
Vice: Spend WP to resist your self-righteousness and accept a compromise. Regain WP if compromise would be a far better idea than self-righteous one-true-way moralizing.
Quantum: 6 (6 x -0, 6L/6B)

Quantum Pool: 65/41
Willpower: 8/8

Quick Combat

Quasar

22/22 HL [Maintenance] [Regenerates 5HL on her Next Turn]

Supernova

22/22 HL [Maintenance] [Regenerates 5HL on her Next Turn]

Health

Mega-Stamina eliminates ? points of wound penalty
• [ ]x19 Bruised:--0
• [ ]x12 Hurt: --0
• [ ]x10 Injured: --0
• [ ]x12 Crippled: --3
• [ ]x1 Incapacitated
• [ ]Dead

Supernova
• [ ]x19 Bruised:--0
• [ ]x12 Hurt: --0
• [ ]x10 Injured: --0
• [ ]x12 Crippled: --3
• [ ]x1 Incapacitated
• [ ]Dead

Attributes/Abilities

Physical (7)

Strength: 5 (Athletic) +1 (PSE)

Might: 5
Brawl: 5
Melee: 2

Dexterity: 9 (Fast)

Athletics: 4
Pilot: 2
Firearms: 1
Stealth: 3
Microgravity Ops: 2

Stamina: 5 (Resilient) +1 (PSE)

Endurance: 3
Resistance: 3

Social(5)

Charisma:4

Command: 1

Manipulation: 4 (Belivable)

Subterfuge: 3

Appearance: 7 (My eyes are up here)

Intimidation: 5 (Obey or Die +2) + 2 (M-App)
Style: 5 + [1] (Seduction +1)

Mental(3)

Wits: 4 (Fast)

Rapport: 1

Intelligence: 3

Medicine: 0
Engineering: 4 (Spacesuit Maintenance +1)
Linguistics: 4 (German, Formal German, English, Japanese, Russian, Persian, French, French Formal)
Science: 1 (Astronomy)

Perception: 4 (Observant)

Awareness: 3

Backgrounds

7+5
Attunement: 1 (p141)
Ally: 1 ( Elaine Marquis )
Ally: 1 ( Eve )
Dormancy: 5 (p143)
Node: 5 (p143) 20/Turn
Resources: 1 (Linked to....)
Enemy: 1
Enemy: 5 (UN)
Cipher:4 (free)

Quantum

Mega-Attributes

Mega-Stamina 3

Adaptability.
Resiliency x 2
+6B/6L Stackable soak. 3 x -0, 3 x -1, 3 x -2, 3 x -4 HL.

Mega-Str 2

Quantum Leap. Each success on a Jump roll allows the Nova to leap up to two kilometers horizontally or half a kilometer vertically, times her number of dots in Mega-Strength.
2 x -0 HL's from girly muscles
+10d Strength Based Damage + [4]

Mega-Int 2

Taint Resistant. When the Nova gains a mental aberration subtract the Nova's M-Intel level from the character's taint to determine the level of the aberration. As well subtract the M-Intel level from Taint from the Node.

Mega-App 2 (Dangerous; NUCLEAR ANGEL)

Awe-Inspiring: Awe-Inspiring gives +(Mega-Appearance) dice on Sway rolls where physical impressiveness is especially useful (commanding/etc). In especially fitting situations, a character may be able to add 1 success to the roll along with the bonus dice. +2 Intimidation.

Mega-Charisma 2

Commanding Presence.

Quantum Powers

Strong and Weak Nuclear Control ***** (Blast, Sphere, Shield, Propel) Q-1

Reduced Quantum.
Nuclear Blasts ROF: 22 110 meters
Attack: d14 + Damage: Bashing 25 + [12] AP 5 [Action]
Attack: d14 + Damage: Lethal 20 + [12] AP 5 [Action]
Nuclear Volatile Expansion
Sphere Radius 110 meters, [6] + 15. Area: 7
Storm d9L and reduce enemy dice pools by 5 if they fail a opposed roll
Nuclear Solid State Dynamics
Shield (Ablation) 22/22 HL [Maintenance] [Regenerates 5HL on her Next Turn]
Propel 70 meters/action, 200 KH out of combat. [Maintenance]

Directed Nuclear Expansion ** Q-4

Nuclear Blasts ROF: once every two turns
Attack: d10 + Damage: Aggravated 10 + [12] AP 8 [Action]
Attack: d10 + Damage: Lethal 20 + [24] AP 8 [Action]
Range: 800m Area: 8

Intangibility *** [Maintenance] Q-2

Level I. +1 Dodge May ooze or seep through cracks and other tiny openings at the rate of one centimeter per turn.
Level II. She takes half physical damage and deals half physical damage. +2 dice to dodge. 1m/turn.
Level III. Completely immune to physical attacks and can walk through walls; energy, psychic attacks and gravity fields and so fourth act as normal Cannot physically attack. +3 dice to dodge.

Armor **
Quasar's atoms are simply better then yours.

6L/6B

Invulnerability * (Radiation)

6A/6L/6B against Radiation

Warp * (w/Supercharge) Q-3

Aiming: Perception+Warp
Quantum+Warp (d7) + 5 Auto sux from Quantum

Expanded Nuclide State (Clone) *

Spend 1 Quantum to make 1 clone (up to Quantum) each has the same attributes, abilities, powers, clothes and equipment as the original but lack Clone.
Backup Extra. If the original dies, the clone becomes alike the original in every sense.
Extra: Duration x 2

Psychic Link *
Quasar's duplicates share the same atomic nucleus; therefore each can talk to each other since fundamentally there is no difference between them.

Roll Perception+PL

Bioluminesence *

Ooooh! shiny!

Quantum Gadgets

Combat

Dodge: 13 +1 (Level I) +2 (Level II) +3 (Level III)
Initiative: 16+d1
Willpower: 8/8
Quantum Pool: 50/50
Quantum a Turn: 20 Points

Movement

Walking: 15 meters/round.
Running: 30 meters/round.
Sprinting: 57 meters/round.

Attacks

Strike: Accuracy +0, Damage (Str + 2B), Difficulty +0
Kick: Accuracy +0, Damage (Str + 4B), Difficulty +1
Grapple: Accuracy +0, Damage (Str + 0B), Difficulty +0, holds target (Str + Might contests)
Disarm: Accuracy +0, Damage (Str + 0B), Difficulty +1, disarming
Tackle: Accuracy +0, Damage (Str + 4B), Difficulty +1, Knockdown (+2 diff), no multiple actions

Weapons

Coil Rifle (Banji 02 Hornet): Attack: d11, Dmg 10L, Range 200, RoF 60, Magazine 60, AP:3, Conceal O, Mass 4, Min Str. 3

Defense

Natural Soak (quantum6/stamina12/m-stamina6) 2A/18L/24B
Power Soak 6A/6L/6B aganist Radiation
Armoured Soak 6L/6B

Armor 6L/6B

Combat Soak 2A/24L/30B
Combat Soak (Radiation) 8A/30L/36B

Character

Transquasarism

Permanent Points: 6 (4 Tainted Quantum, 2 for Quantum 5/6) (3 x 1-pt, 1 x 2-pt Aberrations)
Temporary Points: 6
Chrysalis (Perm/Temp): 5/5
Node Disorders: 3 Disorders (Node 3, 4, 5) - M-Intel 2 = 1 Disorder
Transhuman Ascendence: Appearance, Dexterity
Taint Resistance: -2 Disorders

Aberrations

Aberrant Eyes (0.33)
Ichor (0.33)
Aberrant Hair (Moves dramatically) (0.33)
Anima Banner (active galactic nucleus) (1)
Distinctive Looks (1) (P72 Forceful Personalities)
Costume Fetish (Silver bodysuit/cape which is sorta optional)
Energy Emission (Radiates in the Gamma Spectrum)
Unearthly Beauty
Quantum Halo (like a Joy)
Glow (Gives off a nuclear field aura...)

Mental Disorders

To be Picked

Body Modifications

Physiology

Redundant Organs x 4 (-16XP) 6 x -0, 6 x -1, 2 x -2, 4 x -4 HL.
Redundant Organs x 1 (-2XP) 0 x -0, 0 x -1, 1 x -2, 2 x -4 HL.
Nuclear Lift Wings: Fly at their normal running speed, and if the Nova has the Flight power, the Nova gains a further +1 to the power's rating for speed and maneuverability.
Neural Acceleration (-4) x 2 +2 Initiative
Enchanting Feature (-2XP): Up here. UP HERE! (Add +1 automatic success to Style rolls-and 2 automatic successes to any attempts to track the character)

Quantum-Taint 12XP + 6XP from Chrysalis

Tough Skin (-3) +1B/2L stackable armoured soak.
Reinforced Nuclear Structure (-4). Reinforced carbon-plotonium nerve tubing increases Quasars ability to perform for long periods. +1 Stamina
Reinforced Nuclear Structure (-4). Reinforced carbon-plotonium nerve threading throughout her muscles increase the force available from her muscles. +1 Strength
Toxic Blood (-4): Quasar's blood is no longer the iron-based red blood found in most humans. Instead it is a green radioactive blood that has ill effects when touched by the unprepared. Range: (levels of damage taken) meters, dealing a base of 8L damage with AP (2) to everyone inside the radius.
Redundant Organs x 1 (-2XP) 0 x -0, 0 x -1, 1 x -2, 2 x -4 HL.
1 Taint BM XP unspent

Character Modifiers

-2 Difficulty to Medical rolls to treat her.
-3 Difficulty to Social Rolls. (w Chrysalis and Taint)
+2 Difficulty Bonus on Perception rolls made to Identify her, but a penalty of 2 to impersonate her.
+2 Auto Sux to Track her (visually)

Merits and Flaws

Lusty (+1). Attempts to seduce you gain three extra dice, and you are at +1 difficulty to resist.

Bonus Points

15+1.
6 x Backgrounds (-6).
5 x Willpower (-10).

Nova Points

52.
4 x Tainted Quantum (-8).
16XP of Body Mods (-2).
Mega-Stamina 3 (-6) w/Resiliency (-1)
Mega-Str 2 (-4).
Mega-Int 1 (-2) (Taint Resistant).
Nuclear Control ***** (-15) (Blast, Sphere, Shield, Propel, Storm).
Warp w/Supercharge * (-5).
14 Attribute Dots (-7).
12 Ability Dots (-2).
6 Attributes (-3).

Experience

Robots (5XP)
Session 1 (9 XP)
Session 2 (8 XP)

Nuclear Templating (-9XP)
Density Control 1 (-6XP) 2 (-5XP)
Body Mod (-2XP)

Session 3 Aeon Greysquare (16 XP)

Density Control 3 (-10XP)
Resiliency 2 (-5XP)

Session 4 Eden Adventures (5 XP, +4XP from Backgrounds being cashed in)

Mega-Intelligence 1 to 2 (5XP)
Engineering to 3 (2XP) 4 (3XP)

Session 5 Hotel Tentaculat/Lady of Pain (15XP)

AP (-10)

Session 6 Netsplitting (4XP; 0 Stored)
Session 7 Warship of Elemental Evil (13XP) +6XP for French
Session 8 Bob (13XP)
Session 9 Angel of the Abyss (19XP) +4 XP Rule change makeup (spent)

AP Extra Refund. +10 XP.
M-Appearance 1 (6XP)
Wings 12 (12XP)
Eufiber Converted to 10XP
Intelligence to 3 (-8 XP)
Backup Extra for Clone (10 XP)
Reduced Quantum for Nuclear Control (10 XP)

Session 10 Fall of Chateau Twilight (20XP) *18HL's in one shot*

Ally 1 (2XP)
Psychic Link * (3XP)
M-Charisma 1 (6XP) Commanding Presence 1
2 XP Bodymods

Session Downtime The Year on Eden That I Drowned in Molten Lead + Side Story: The Glow (+29XP)

5 x Chrysalis (20XP/15XP Returned for Chrysalis Stage 1)
Chrysalis Stage 1
Quantum 6 (20XP)
Directed Nuclear Expansion 1+2 (17XP)
M-Charisma 2 (-3XP) M-Appearance 2 (-3XP) Invulnerability 1 (Radiation) (-3XP) Armor 1 (3) Armor 2 (3)

Session 11 Drunk in the City of Light (+14XP)

Rapport/Command 1 (6XP)

Interlude Everything Must Go(+0.1XP)

Bioluminesence * (-0.1XP)

Session 12 the Coalitioning (+12XP)
Session 13 Coalitions 11 (+13XP)

Protection Act 2XP, 2 Extras (-20XP)

Session 14 Operation Sea Lion (+16XP)
Session 15 Q for Quantum (+16XP)
Session 16 Lasercide (+20XP)
Session 17 Fight at the Doyen Temple of Doom (+24XP)

Lessons

Acting as a raving lunatic HELPS when interacting with the Teragen.
Quasar learned that Niran wasn't overstating the seriousness of the downsides of Chrysalis. She has picked the path of becoming something more inhuman and she should remember what that means.... Even towards Scarlet not just baselines.

Experience Plans?

Intangibility

Density Control 1 (-6XP) linked to Invisibility 1 (-6XP) by a 2-point Activation Delay (P143 PG), Reduce dice pool for Invisibility by 1, and a 2-pt Dependency (Invisibility must be active to use Density Control). 5 points of weaknesses exchanged to turn density control to a Level 1 power. Density Control to 2 (1XP), 3 (4XP), 4 (6XP).
Level 4. Completely intangible to physical attacks, takes half damage from energy attacks and suffers only half normal effects from energy fields. +3 dice to dodge.
Invisibility. Wits+Invisibility-1+[5] vs energy perception.
Relativity Half-Life 1 and 2 (9+7)