Difference between revisions of "User talk:Shrike"

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==Misc Stuff==
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[[AGGM|A.G.G.M.]] <br>
 
==Yelth 28==
 
==Yelth 28==
 
[[File:Captain.png | thumb]]
 
[[File:Captain.png | thumb]]

Revision as of 23:33, 17 January 2012

Misc Stuff

A.G.G.M.

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

Error creating thumbnail: File missing
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

Leading theory: Marauders

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.
Willpower: Your strength of will to keep going forward in tough situations. Temp willpower can be used for a reroll.
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 Charming or 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.
Dojiko: You are clumsy but cute doing so. -1 difficulty bonus to Charm, but +1 difficulty penalty to Deal (Don't spill it!) and Freerun. Shocking enough this is actually a disadvantage and gives you points back.
Military Brat: You're an expert at scrounging up military hardware, and get a -2 difficulty bonus to Deal it, as well as a -1 difficulty bonus to use Tuneup on military vehicles. Requires at least Deal 3.
Brute: Your hugeness is amazing, making your soak equal to your full Brawl pool. Furthermore, all actions that rely on physical strength are at -2 difficulty. Unfortunately your Freerun difficulties are all at +1 difficulty. It might be difficult to find proper armor as well.
Healing Factor: You appear to have the mutant healing factor of X-23 and heal all manner of physical damage in moments.
Hammerspace: You have an inventory like a typical 90s FPS protagonist, able to carry essentially one of each type of gun and plentiful ammo for them.
Ninja Leap: You can jump like a ninja. On a Freerun roll you can leap successes x 3 meters (essentially one story). As well you get a -2 difficulty bonus on dodge actions. Requires Freerun 5.
Ninja Vanish: You are a master of stealth and get a -2 difficulty on actions related to stealth. On a successful Freerun action (no bonus) you can even vanish in thin air while people are shooting at you, probably with a cloud of smoke. Requires Freerun 5.
Kendo: You walk the path of the samurai. Not only do you get -2 difficulty to Brawl actions when using a sword to cut people, you may also roll 1/2 Brawl at -2 difficulty as your dodge, as you cut bullets out of the air.
Pyro: You can make things light on fire and explode, even if they would otherwise not (dumpsters, lightpoles, cement, mascots, etc)

Tagging

Tagging is a way of 'preparing' a scene for further actions. Needs discussion.

Character

Aria 'Sparks' 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. Name is pronounced 'Area' (like the geometry) as opposed to 'Ahria' (like the music)