Stinging Cobra
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Overview
Background
Lessons
Vital Statistics
- Name// [redacted]
- Codename// Stinging Cobra
- Concept// Cyborg Ninja (Probably)
- Image Song//
- Nature//
- Virtue/
- Vice/
Things to Track
- Quantum// 1
- Quantum Pool// 22
- Current Quantum/
- Quantum Rate//
- Willpower// 8
- Temporary Willpower/
- Health// 12x Ablative HLs, 35x -0 HLs, 7x Incapacitated, 2x Dead
- Current Damage/
- Taint// 0
- Temporary Taint/ 0
- Initiative// d17 +[1]
- Dodge// d11 +[1]
- Parry// d16 +[2]
- Soak// 1A/4L/21B
- Natural Soak/ 1A/4L/6B
- Power Soak/ 0A/0L/10B
- Equipment & Other/ 0A/5L/5B
General Statistics
Physical///
- Strength 5 +5// Destructive
- Brawl 6 (Grapple +3)
- Melee 1 (Improvised +3)
- Might 5 (Throw +3)
- Mega Strength 2 (Hypervelocity)
- Dexterity 4// Swift
- Athletics 5 (Pursuit +3)
- Stealth 5 (Sneaking +3)
- Mega Dexterity 1 (Ten Thousand Weapons)
- Stamina 4//
- Endurance 3
- Mega Stamina 1 (I'll Be Back)
Mental///
- Wits 5// Killer Instinct
- Intrusion 3
- Survival 3
- Tactics 3
- Intelligence 2//
- Perception 4// Predator
- Awareness 3
- Investigation 3
Social///
- Charisma 1//
- Manipulation 4// Domineering
- Appearance 4// Wholesome
Body Modifications
- Enhanced Strength [5]// +5 Strength
- Armor Implants (Disguised) [5]// 5L/5B disguised implant armor.
- Toxin Generation (Envenomed Weapon)// Produce up to 6 doses of poison per day, store 12.
- Extra Health Levels [6]// 6x -0, 6x -1, 6x -2 and 6x -4 HLs.
- Hard to Stop// Ignore all wound penalties, continue to work at peak levels until dead.
- Ablative Coating [2]// Gain ablative 12 HLs, that heal at a rate of 1 per hour. Look entirely human until they're lost.
- Skeletal Enhancement (Flexible) [2]// Reduce all bashing damage by 2, fall damage is always bashing unless the landing surface is sufficiently hazardous.
- Protected Vitals// No called shot bonuses to reduce soak, can't be crippled.
- Trauma Tolerance// Automatically stabilize when dying.
- Ultralight Body// Halve falling damage, add +2 Dex for the purpose of movement only, double jump heights and distances and add [1] autosux to movement rolls after initial jump. 100% buoyant.
- Adhesive Grip// Walk, run on walls, and stick to them at will.
- Springs// Halve fall damage from controlled falls, +d1 unarmed damage and double vertical and horizontal jump.
- Multithreaded// 1 autosux to resist mind control, count as assistant to self for research and development, use Concentrate powers without concentrating and reduce multiple action penalty by 1.
- Ambidexterity// No dominant side. Reduce multiple action penalty by 1 when using a weapon in each hand.
- Enhanced Reactions [2]// Reduce multiple action penalties by 2, raise init by d2.
- Neural Acceleration [6]// +d6 initiative.
Merits and Flaws
Merits
- Cipher 3//
- Iron Will 6//
- Enhancements 10//
- Martial Arts 10//
- Resources 1//
Flaws
- Dependent 3//
Quantum
- Stretching 5// Fractal body largely made up of tessellated, repetitive mechanical sub-components. Limbs dislocate, unlock and move using electromagnetic field system. +10B/+0L Soak.
- Extras: Super Stretching
Equipment
Combat Gear
Vehicles
Drugs
Devices
Chargen
Bonus Points
- Martial Arts 10 (10)
- Iron Will 6 (4)
- Cipher 3 (3)
- Resources 1 (1)
- Dependents 3 (+3)
Nova Points
- Mega Strength 2 (4)
- Mega Dexterity 1 (2)
- Mega Stamina 1 (2)
- Stretching 5 (5)
- Super Stretching (2)