Difference between revisions of "User talk:Shrike"

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::4 Extras (-8)
 
::4 Extras (-8)
 
:M-Per 1 (-2)
 
:M-Per 1 (-2)
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 +
 +
==Otome's Row==
 +
===Rules Proposal===
 +
Basic resolution is via D10 dice pools vs variable difficulty.<br>
 +
Each dice pool ('Ability') is an isolated value and combines both skill + natural talent.  The list of Abilities is as follows:
 +
:Shoot:  Self-explanatory
 +
:Drive:  Stick or automatic, two to eighteen wheels.  Brake pedal optional.
 +
:Jack:  The ability to steal cars, pick locks, open combinations, pick pockets and generally do larcenous things.
 +
:Brawl:  The ability to punch and stab things effectively.  1/2 is also your soak pool.
 +
:Freerun:  All manner of athleticism, including dodging and finding cover.
 +
:Charm:  Scoring dates, fast-talking and convincing others to do what you want them to.
 +
:Deal:  The art of dealing in black-market goods, from drugs to rocket launchers - buying and selling.
 +
:Tuneup:  Getting your hands dirty with cars and guns and other machines.
 +
:Search:  Your ability to spot things and conduct investigations.  Also acts as your initiative pool.
 +
:Unique Skill:  Characters may have one or more Unique Skills if so desired - these must be defined, and ''no other character may have them''.  They should be central to a character's concept.  Electronics, fashion, psychic powers . . .
 +
 +
====Traits====
 +
Traits can be bought that provide various effects; most will have some prerequisites.  Many will also distort reality in strange, cinematic ways.  Examples (not a complete list). 
 +
:Two-Hands:  You can dual-wield pistols.  Required Shoot 5.
 +
:Yuri:  All women you meet are gay or at least bisexual; you have no social penalties for dealing with them.
 +
:Slut:  You like the boys and the boys like you.  -2 (?) difficulty bonus when Charming men and -1 difficulty bonus Dealing with them.
 +
:Nitro!:  All the cars you drive will have nitrous fuel injections - even those Peterliner big rigs.  Requires Drive 5.
 +
:Flash:  You can move between spots on your rollerblades so fast it's like you didn't even pass through the intervening distance.  Maybe you didn't.
 +
:Pilot:  You can use your Drive pool to fly anything that moves in the sky.
 +
 +
===Character===
 +
'''Aira Yukeisen'''<br>
 +
Aira is one of the older members of the Wisteria Circle Otome.  Having an uncanny knack for electronics she was actually enrolled in a local community college at Kana-onee-san's insistance.  With the death of her mentor she's dropped out and returned to a life outside the law.  Likely has Flash.

Revision as of 02:33, 18 December 2011

Yelth 28

Captain.png
Significant: Your destiny is one in a million. +1 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).
Creche-born: You didn't really have a family per se, just a crowd of same-aged kids you grew up with and adults who supervised. +1 Rea, +1 Per, +2 Kno, +2 Cha
Mall Rat: Typical teenager. +1 Per, +1 Kno, +1 Cha
Advanced Learning: +1 Rea, +1 Kno, +1 Cha
Civilian: +1 to all stats
Ship Captain: This is a Defining Event. [+3 command, +3 ship gunnery] Gets an Assault Ship and +40 MPB for it
Special: You're extra-special. You take -1 to all stats but can take a second Defining Event, if your paths covered more than one. This needs to be explicitly cleared by the GM first.

Statistics

Bod: 5
Rea: 5
Per: 4 +3
Ship gunnery +3
Kno: 6 +1
Psy: 5
Cha: 5 +2
Command +3



Ragna Luchs

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A very unusual occurance

Leitmotif
Player: Shrike
Allegiance: ?
Concept: Supernova (lol)
Eruption: TBD
Nature
Virtue:
Vice:
Quantum: 5

Quantum Pool:

Willpower: 3
Initiative:

Health

Soak

Bashing: + from armor
Lethal: + from armor
Aggravated:

Hit Points
• [ ]x Bruised: -0
• [ ]x Hurt: -1
• [ ]x Injured: -2
• [ ]x Crippled: -4
• [ ]x Incapacitated
• [ ]Dead

Attributes/Abilities

Physical (3)

Strength: 2

Brawl: 1

Dexterity: 2

Athletics: 1

Stamina: 2

Social(5)

Charisma: 2

Manipulation: 1

Streetwise: 1

Appearance: 2

Intimidation: 0
Style: 0

Mental(7)

Wits: 3

Art (Poetry): 3

Intelligence: 3

Academics (History): 3
Academics (Psychology): 3
Academics (Theology): 3
Academics (Philosophy): 3
Science (Biology): 3
Science (Physics): 3
Science (Chemistry): 3
Linguistics: 1

Perception: 4 [1]

Awareness: 2

Backgrounds

7 + 20

Attunement: 3
Node: 10
Resources: 5
Eufiber: 5
Cipher: 4
Mentor: 3

Character

Taint

Permanent Points: 0
Temporary Points: 0

M-Atts/Enhancements

Electromagnetic Vision

Powers

Disintigrate 5 (14D [6] agg)

Area (50m radius)
Supercharge
Altered Attribute (Perception)
Precision

Body Modifications

None

Merits and Flaws

2nd Gen Nova
Glass Jaw
Feeble [Charisma]
Feeble [Manipulation]
Feeble [Appearance]
Tough
Blind
Quantum Recovery 3

Bonus Points

15 + 24 (3 unspent)

2nd Gen Nova (-1)
Taint Resistant (-5)
Quantum Recovery 3 (-3)
Tough (-4)
23 background points (-23)

Nova Points

45

Quantum 5 (-20)
Disintigrate 5 (-15)
4 Extras (-8)
M-Per 1 (-2)


Otome's Row

Rules Proposal

Basic resolution is via D10 dice pools vs variable difficulty.
Each dice pool ('Ability') is an isolated value and combines both skill + natural talent. The list of Abilities is as follows:

Shoot: Self-explanatory
Drive: Stick or automatic, two to eighteen wheels. Brake pedal optional.
Jack: The ability to steal cars, pick locks, open combinations, pick pockets and generally do larcenous things.
Brawl: The ability to punch and stab things effectively. 1/2 is also your soak pool.
Freerun: All manner of athleticism, including dodging and finding cover.
Charm: Scoring dates, fast-talking and convincing others to do what you want them to.
Deal: The art of dealing in black-market goods, from drugs to rocket launchers - buying and selling.
Tuneup: Getting your hands dirty with cars and guns and other machines.
Search: Your ability to spot things and conduct investigations. Also acts as your initiative pool.
Unique Skill: Characters may have one or more Unique Skills if so desired - these must be defined, and no other character may have them. They should be central to a character's concept. Electronics, fashion, psychic powers . . .

Traits

Traits can be bought that provide various effects; most will have some prerequisites. Many will also distort reality in strange, cinematic ways. Examples (not a complete list).

Two-Hands: You can dual-wield pistols. Required Shoot 5.
Yuri: All women you meet are gay or at least bisexual; you have no social penalties for dealing with them.
Slut: You like the boys and the boys like you. -2 (?) difficulty bonus when Charming men and -1 difficulty bonus Dealing with them.
Nitro!: All the cars you drive will have nitrous fuel injections - even those Peterliner big rigs. Requires Drive 5.
Flash: You can move between spots on your rollerblades so fast it's like you didn't even pass through the intervening distance. Maybe you didn't.
Pilot: You can use your Drive pool to fly anything that moves in the sky.

Character

Aira Yukeisen
Aira is one of the older members of the Wisteria Circle Otome. Having an uncanny knack for electronics she was actually enrolled in a local community college at Kana-onee-san's insistance. With the death of her mentor she's dropped out and returned to a life outside the law. Likely has Flash.