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/ 8
Health// 12x Ablative HLs, 35x -0 HLs, 7x Incapacitated, 2x Dead
Current Damage/ 0
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)

Experience

Gains

Expenditures

Freebies