Difference between revisions of "User:Exhack"

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:Charisma: 9
 
:Charisma: 9
 
:Synch Limit: 28
 
:Synch Limit: 28
 
== TLR-DX033 Nataraja ==
 
 
Statistics:
 
:Total Power Output: +120
 
:Total Power Requirements: -76
 
:Total Strain: 19
 
:Hull: Hyperdense (+5 Durability to all components, -3 Agility.)
 
:Thrusters: 10 (+10 Agility, +7 net)
 
 
Super Robot Core
 
:Connectors: 5 (4 large limbs, 1 small turret)
 
:Base Durability: 6
 
:Component Space: 43/45
 
:Base Criticals: Cockpit (5), Internal Structure (8)
 
::Super Robots are large and have plenty of redundant systems, and therefore ignore the first cockpit critical hit.
 
:Expansion Connector (Large)
 
::Size: 7
 
:Expansion Connector (Large)
 
::Size: 7
 
:Expansion Connector (Large)
 
::Size: 7
 
:Spin Generator
 
::Size: 20
 
::Durability: Infinite (functionally indestructible)
 
::Power: +120
 
:::When allocating damage, no damage can be allocated to the spin generator.
 
:Applique Armor
 
::Size: 1
 
::+1 Durability
 
:Applique Armor
 
::Size: 1
 
::+1 Durability
 
:Reactionless Thruster
 
::Size: 2
 
::Durability: 1
 
::Power: -2
 
:::+1 Agility.
 
Heavy Arm
 
:Connectors: None (uses large limb)
 
:Base Durability: 2
 
:Component Space: 15/15
 
:Base Criticals: Large Hand (1), Musculature (4), Internal Structure (4)
 
::Heavy Arms ignore the first musculature critical.
 
:Two-Handed Beam Sword
 
::Size: 8
 
::Durability: 2
 
::Power: -9
 
::Accuracy: -1
 
::Penetration: 8 (Devastating:2)
 
::Range: Melee
 
:Medium Shield
 
::Size: 6
 
::Durability: 3
 
::Power: 0
 
:::A medium-sized shield that adds +2 durability to the component in question.
 
:Applique Armor
 
::Size: 1
 
::+1 Durability
 
Heavy Arm
 
:Connectors: None (uses large limb)
 
:Base Durability: 2
 
:Component Space: 15/15
 
:Base Criticals: Large Hand (1), Musculature (4), Internal Structure (4)
 
::Heavy Arms ignore the first musculature critical.
 
:Two-Handed Beam Sword
 
::Size: 8
 
::Durability: 2
 
::Power: -9
 
::Accuracy: -1
 
::Penetration: 8 (Devastating:2)
 
::Range: Melee
 
:Medium Shield
 
::Size: 6
 
::Durability: 3
 
::Power: 0
 
:::A medium-sized shield that adds +2 durability to the component in question.
 
:Applique Armor
 
::Size: 1
 
::+1 Durability
 
Heavy Arm
 
:Connectors: None (uses large limb)
 
:Base Durability: 2
 
:Component Space: 15/15
 
:Base Criticals: Large Hand (1), Musculature (4), Internal Structure (4)
 
::Heavy Arms ignore the first musculature critical.
 
:Two-Handed Beam Sword
 
::Size: 8
 
::Durability: 2
 
::Power: -9
 
::Accuracy: -1
 
::Penetration: 8 (Devastating:2)
 
::Range: Melee
 
:Medium Shield
 
::Size: 6
 
::Durability: 3
 
::Power: 0
 
:::A medium-sized shield that adds +2 durability to the component in question.
 
:Applique Armor
 
::Size: 1
 
::+1 Durability
 
Heavy Arm
 
:Connectors: None (uses large limb)
 
:Base Durability: 2
 
:Component Space: 15/15
 
:Base Criticals: Large Hand (1), Musculature (4), Internal Structure (4)
 
::Heavy Arms ignore the first musculature critical.
 
:Two-Handed Beam Sword
 
::Size: 8
 
::Durability: 2
 
::Power: -9
 
::Accuracy: -1
 
::Penetration: 8 (Devastating:2)
 
::Range: Melee
 
:Medium Shield
 
::Size: 6
 
::Durability: 3
 
::Power: 0
 
:::A medium-sized shield that adds +2 durability to the component in question.
 
:Applique Armor
 
::Size: 1
 
::+1 Durability
 
Large Turret
 
:Connectors: None (uses large turret)
 
:Base Durability: 6
 
:Component Space: 24/24
 
:Plasma Swarmer
 
::Size: 6
 
::Durability: 1
 
::Power: -6
 
::Accuracy: +10 (Guided)
 
::Penetration: 1 (Scatter:3)
 
::Range: Short
 
:Plasma Swarmer
 
::Size: 6
 
::Durability: 1
 
::Power: -6
 
::Accuracy: +10 (Guided)
 
::Penetration: 1 (Scatter:3)
 
::Range: Short
 
:Plasma Swarmer
 
::Size: 6
 
::Durability: 1
 
::Power: -6
 
::Accuracy: +10 (Guided)
 
::Penetration: 1 (Scatter:3)
 
::Range: Short
 
:Plasma Swarmer
 
::Size: 6
 
::Durability: 1
 
::Power: -6
 
::Accuracy: +10 (Guided)
 
::Penetration: 1 (Scatter:3)
 
::Range: Short
 
:Advanced Barrier Shield
 
::Size: 8
 
::Durability: 1
 
::Power: -6 base (additional -2 for every additional component besides the core)
 
:::+4 Durability to all components.
 
:Reactionless Thruster
 
::Size: 2
 
::Durability: 1
 
::Power: -2
 
:::+1 Agility.
 
:Applique Armor
 
::Size: 1
 
::+1 Durability
 
:Applique Armor
 
::Size: 1
 
::+1 Durability
 
Heavy Leg
 
:Connectors: None (uses large limb)
 
:Base Durability: 6
 
:Component Space: 18/18
 
:Base Criticals: Musculature (5), Internal Structure (6)
 
::Like the standard leg, but the first critical hit to musculature is ignored.
 
:Reactionless Thruster
 
::Size: 2
 
::Durability: 1
 
::Power: -2
 
:::+1 Agility.
 
:Reactionless Thruster
 
::Size: 2
 
::Durability: 1
 
::Power: -2
 
:::+1 Agility.
 
:Reactionless Thruster
 
::Size: 2
 
::Durability: 1
 
::Power: -2
 
:::+1 Agility.
 
:Reactionless Thruster
 
::Size: 2
 
::Durability: 1
 
::Power: -2
 
:::+1 Agility.
 
:Applique Armor
 
::Size: 1
 
::+1 Durability
 
:Applique Armor
 
::Size: 1
 
::+1 Durability
 
:Large Shield
 
::Size: 8
 
::Durability: 4
 
::Power: 0
 
:::A medium-sized shield that adds +3 durability to the component in question.
 
Heavy Leg
 
:Connectors: None (uses large limb)
 
:Base Durability: 6
 
:Component Space: 18/18
 
:Base Criticals: Musculature (5), Internal Structure (6)
 
::Like the standard leg, but the first critical hit to musculature is ignored.
 
:Reactionless Thruster
 
::Size: 2
 
::Durability: 1
 
::Power: -2
 
:::+1 Agility.
 
:Reactionless Thruster
 
::Size: 2
 
::Durability: 1
 
::Power: -2
 
:::+1 Agility.
 
:Reactionless Thruster
 
::Size: 2
 
::Durability: 1
 
::Power: -2
 
:::+1 Agility.
 
:Reactionless Thruster
 
::Size: 2
 
::Durability: 1
 
::Power: -2
 
:::+1 Agility.
 
:Applique Armor
 
::Size: 1
 
::+1 Durability
 
:Applique Armor
 
::Size: 1
 
::+1 Durability
 
:Large Shield
 
::Size: 8
 
::Durability: 4
 
::Power: 0
 
:::A medium-sized shield that adds +3 durability to the component in question.
 

Revision as of 05:12, 3 June 2011

Vital Statistics

CODENAME: HYAKUME
Alias: "Jay" F. Kurosawa
Player: NPC (Exhack)
Allegiance: Japan
Concept: The Shadow with a Hundred Eyes
Eruption: Artificially Induced
Nature Charmer/Expert
Virtue: Regain WP when you clearly provide comfort and good cheer to another.
Vice: Spend WP to resist showing your expertise off in a valid situation. Regain WP if doing so is taking an unreasonable risk.
Quantum: 3

  • Quantum Pool: 35 (Node 2)

Willpower: 8

Health

• [ ]x1 Bruised: -0
• [ ]x1 Hurt: -1
• [ ]x2 Injured: -2
• [ ]x2 Crippled: -4
• [ ]x1 Incapacitated
• [ ]Dead

Attributes/Abilities/Megas

Physical (4)

Strength: 2

Brawl 3
Might 3

Dexterity: 5 (Flexible)

Athletics 5
Stealth 5 (Shadowing +4)
Martial Arts 3
Drive 1
Legerdemain 4

Stamina: 2

Endurance 3
Resistance 3

Social (6)

Charisma: 4 (Suave)
Manipulation: 5 (Devious)

Subterfuge 5
Streetwise 5

Appearance: 2

Mental (8)

Wits: 5 (Cunning)

Tactics 3
Rapport 3

Intelligence: 4 (Rational)

Science (Forensics) 3
Linguistics 1 (Japanese, English)
Intrusion 4

Perception: 5 (Patient)

Awareness 5
Investigation 5

Backgrounds

10 Backgrounds

Dormancy 3
Resources 3
Mentor 1
Node 2
Contacts 5

Quantum

Mega-Dexterity [1]

Catfooted: Catfooted adds 1 success to any contested Stealth roll, and all attempts to track the Nova's footprints without superhuman senses automatically fail as long as the Nova does not botch her stealth roll. This costs 1 Quantum and lasts for a scene.

Mega-Manipulation [1]

Trickster: +(Mega-Manipulation) to any roll made to create Sway that would convince a character of a fundamental untruth or otherwise deceive them. In especially fitting situations, a character may be able to add 1 success to the roll along with the bonus dice.

Mega Perception [1]

Ultraperipheral Vision: The Nova is able to see in a perfect 360 degree field around themselves by spending 1 Quantum point. This enhancement lasts one scene.

Bodymorph [Shadow and Eyes, 2] - Turns into a literal mass of inky shadows that can grow and absorb red-irised eyes (Using Ultraperipheral Vision).

Amorphous: Move through darkness at twice movement speed and has Flexibility Body Modification.
Abilities: Density Decrease 1, Hypermovement 1 (Ground)

Shroud [3] - Inky Shadows

Combat

Attacks

Defense

Soak (Aggravated/Lethal/Bashing): 2A/1L/2B

w/+2A/4L/6B (Natural Soak)

Character

Taint

Permanent Points: 0
Temporary Points: 0

Body Modifications

Equipment

Bonus Points

15 BP

Willpower 8 (10)
Charisma 4 (5)

Nova Points

35 NP

Quantum 3 (10)
Backgrounds (1)
Bodymorph 2 (6)
Shroud 3 (6)
Mega Attributes (6)
Attributes (3)
Abilities (3)

Body Modifications

Experience

MJMecha Stufff

Orphan Robot Girl

Major: Your destiny is one in a billion. Your wikipedia page will suffer edit wars. +2 to all stats.
Silicon Being: This is a Mandatory Defining Event. You are not flesh and blood at all, but plesh and nanofluid. +4 Bod, +2 Rea, +1 Per, +1 Kno, +4 Psy
Plate Worlder: You grew up on and around the various megastructures that litter the Fomalhaut system. You get +1 to all rolls when fighting around megastructures or the like (cities count).
Urchin: Your family was the street. +2 Bod, +2 Rea, +2 Psy
Remade: +3 Psy
School of Hard Knocks: +1 Bod, +1 Per, +1 Psy
Military Pilot: +2 Rea, +1 Bod, +1 Psych, +2 Cha
Gundamjacker: This is a Defining Event. +2 Per, +2 Kno, +2 Psy. Go to Super Prototypes for the mecha.
The Undefined: -1 to All Stats, Second Defining Event. +6 Charisma

Statistics

Body: 9
Reactions: 7
Perception: 5
Knowledge: 4
Psyche: 14
Charisma: 9
Synch Limit: 28