Post by Dionon on Nov 16, 2009 16:14:17 GMT -5
COUNT: None
RULES: 1.0
CODE: Sonic
NAME: Sonic the Hedgehog
HEIGHT: 4'2"
WEIGHT: 90lbs
HAIR: Blue
EYES: Green
SPECIES: Mutant Anthromorphic Hedgehog
Sonic / Dark Sonic / Super Sonic / Hyper Sonic
INT: 3 / 3 / 3 / 4
STR: 3 / 6 / 7 / 8
AGI: 5 / 6 / 7 / 8
SPD: 7 / 7 / 8 / 10 (27 / 27 / 28 / 30)
DUR: 4 / 6 / 7 / 8
HEA: 4 / 6 / 7 / 8
ENE: 24 / 33 / 39 / 45
REC: Per Panel: 9 / 13 / 14 / 18 (39 / 43 / 44 / 48 - From GL Ring and Speed Force)
REG: 1/2 panels / 1/2 Panels / 1/Panel / All/Panel
ACTIONS
Close Combat: 7*
(Speed and Agility Bonus or Speed Bonus and Weapon Modifier)
- Allies Benefit from Power (Stones placed into Defense Only)
- Spinning
- Leaping Kicks
- High Speed Combat
- Self Defense
Ranged Combat: 6*
(Speed Bonus and Weapon Modifier)
- Using Self as a +2, AP Weapon
- Burst (2.0 Advantage, When splitting stones with multiple targets, receive +1 stone from the GP per target split into)
Social Skills: 6*
- Self Confidence
- Inspiring Morale
- Friendship First
- Raw Charisma
- Diplomacy
- Marvel Universe Culture
Wall-Running: 7*
(Speed Bonus)
- No Speed Limit
Acrobatics: 6*
(Agility Bonus)
Force Blast: 2 / 7 / 9 / 11
- Requires a Chaos Emerald to use in base form
- 2x Damage
- May Stun at Will
- May use as Area Effect
Flight: 2 / 8 / 10 / 12
Unstoppable: 2 / 7 / 9 / 10
(Speed Bonus)
Chaos Control: 5 / 7 / 9 / 11
- As Mastery of Chaos Energy
- Can only Manipulate, Chaos Energy infuses the universe and cannot be created or destroyed.
- Hexspheres at AN at GM's Disgression in times of urgent need.
- Works at 1/2 AN unless holding a Chaos Emerald
- Allows Teleportation at AN
- Add AN to Force Blast (Cannot do so unless holding a Chaos Emerald)
- Mental Defense at AN
Green Power Ring: 10*
(Int.bonus)
-Efficient
-May rearrange Wielder's Ability/Action numbers at will (to up to AN), and Grants the user 2x AN Free red stones of Energy per panel
-May use to perform any Physical, Energy or Magical action
-Force Blast (Base Range 5, Acts as a Modifier to Ranged Combat of a MN up to this action's AN, with free options up to half this action's AN, rounded up. More options may be gained by lowering the MN of the Blast. Element is either Green Energy, or whatever energy the wielder is manipulating at the time; the variable advantages reflect this versatility.)
-Free Force Field at AN (not doubled, though its strength can be increased by actively shifting stones from this action in defense) when worn
-Energy Constructs (may create matter made of green willpower energy, including weapons, vehicles, just about anything the user can imagine. Objects thus created must be maintained by spending 1 stone/panel, although this does not require an action. The only exception is living beings; even the Power Rings cannot create life out of nothing.)
-Manipulate Time, Matter, Energy
-Wormhole/Spacial Warps (As Teleportation; May teleport interstellar distances; May also teleport to other dimensions, but doing so empties the energy reserve of the Ring, and leaves the user fatigued; -1 to all actions for an hour. Must pay stones for each "guest".)
-Phase shift
-Holographic Projector (As Create Illusions)
-Time Travel at AN
-Self-Contained Lifeform
-Grants Flight at AN 10, May reach AN 11 if used solely for this (though shifting stones in defense is still allowed), as its separate action box. Perfect maneuverability.
-Energy Twin (As Astral Projection; the user's "twin" can only be detected by other Power Ring bearers, or the Guardians of the Universe.)
-Mind Alteration (As Telepathy with "Telepathic communication", "Edit memories", "Project thoughts", "Repair minds", "Create links with others", "Psychometry", and "Mental Bolts". The latter 'option' is more of a voluntary misuse of the Mind altering powers of the ring, and is rather frowned upon by Lanterns in general, for while altering memories is sometimes necessary, harming a person's mind is considered an unnecessary evil.)
-Xenolinguistics (As Universal Translation)
-Wielder has an Enhanced Healing Factor; may also grant an Accelerated Healing Factor to others by using the ring's influence upon them.
-Universal Scanner (As Cybernetic Senses at a MN equal to this action's AN)
-Material Alteration (the wielder's clothes can be altered/covered/replaced with a suit made of the Ring's energy. While it has a standard appearance of a skintight jumpsuit of a emerald green color with the Green Lantern's symbol on the chest, it can look/be changed like anything the wearing desires, to fit a situation, a whim or for the sake of it. Regardless of its form, the suit grants a +1 [ex: light clothes, swimsuit] to +3 bonus [fully armored form] to defense, is No AP and can't be destroyed.)
-Emergency/Homing Beacon (allows the wielder to send a distress/homing signal to other Ring bearers, along with a short message explaining the situation)
-Self-Contained Lifeform
-Pocket dimension (access to a Pocket dimension within the ring, of an Area of AN. The wielder can either use it as a storage unit, and/or to enter it physically [even bring along allies] for whatever reason. Within the pocket dimension, the wielder can create anything and do anything, but it cannot be used for offensive/harmful purposes [although it could be used to train])
-Near-limitless data storage unit (as Photographic Memory)
-Near-limitless databases (As PCPT +3, lore on most any subject or so)
-Ring Duplication (the Green Power Ring can create brand new Green Power Rings by creating a perfect duplicate of itself, but only with the approval of the Guardians of the Universe. [OOC: Or the GM, lol.])
-Security Protocol (only obeys its true wielder, cannot be used by anyone else, unless the true wielder allows it. As Exclusive.)
-Speed Force Recharge: +3CL: You may recharge your Green Lantern Ring with Speed Force Energy. 1 Stone in Speed Force = 5 Stones into GL Battery
-Speed Force Hypercharge: +1CL: Double Speed Force Recharge Profit (So 1 Stone would = 10 GL Battery stones)
-Ring is Indestructible
Green Lantern Flight: 10*
-May reach AN 11 if used solely for this (though shifting stones in defense is still allowed)
-Perfect maneuverability
-Through the Green Lantern Ring
Fusion: 8* (25 stones for Thanksgiving)
Zanzuken: 10* (30 stones for Thanksgiving)
- Attack vs Intelligence to remove stones from Action Boxes
Time Magic: 8* (25 stones for Thanksgiving)
(Intelligence Bonus)
- Haste (Increase Initiative Ability of the target by 1/2 stones played)
- Speed (Increase Speed of target by 1/2 stones played)
- Stop (Attack vs Durability to stop for damage in rounds)
- Demi (Reduce target to 1/2 remaining health, cannot kill)
Warsong: 8* (20 stones for Thanksgiving)
- Refill Allies' Energy Pool (Equal to stones played)
- Healing (x3 Cost)
- Raise Magic AN by 1/2 Stones played, lasts for damage in panels
- Raise Initiative by 1/3 stones played, lasts for damage in panels
- Raise Speed by 1/2 stones played, lasts for damage in panels.
- Raise Ability tied to Close Combat (Stones played/2 for stones played in Panels)
Speed Force: 10*
(Int.bonus)
-Speed Perception (Can willingly adjust the speed at which they perceive things or events, either making things seem to go fast, or go very slow, as they wish. It doesn't change their capabilities as much as how they percieve time and situations, although it does give them PLENTY of time to think, rest, focus and plan. For that reason, it can also be used as Concentration.)
-Super Speed (Adds 2x AN to regular Speed ability.)
-Speed Aura (While it normally would be very dangerous for surrounding people or objects to cross the path of a being moving at speeds exceeding Mach 10, the user can run at most any speed and not affect/damage/endanger anything they don't feel like affecting with it. This effect is free and automatic, always active unless the user wishes to allow the effects of their speed to be felt around.)
-Energy Constructs (The user is capable of creating Energy constructs made out of the very energies of the Speed Force, the most common construct of which is the Flash Costume; see below.)
-Phasing/Invisibility (As Phase shift or Invisibility, at AN. Vibrating their molecules at formidable speeds will allow the user to phase through most anything, or keep light from reflecting on them, effectively turning them invisible.)
-Molecular Vibration (As Charge Objects. Vibrates object so hard they actually explode seconds afterwards.)
-Speed Force Reflexes (When accessing the Speed Force, the user gains this AN in Reflexive Dodge and Deep Reserves, to reflect her godlike ability to react to everything around, and her ability to rest and recover quickly while the rest of the world seems so slow.)
-Flash Costume (Lois can manifest this Red and golden costume via her Energy Constructs power. A +3 defense costume which also resists Friction and Kinetic energy at AN (10), allowing it to be worn and used at incredible speeds without having to use one of Lois' defensive powers to not rip her clothes apart.)
-Light Speed Instability (If user reaches/exceeds Light speed, there is a possiblity of the Speed Force messing HEAVILY with them. It could kill them, throw them on the other side of the universe, send them into the past, basically whatever. If the user ever runs as fast or faster than Flight Speed 10, the GM can get creative in messing with them.) (Overcome)
-Superior Speed (+1; Makes Speed usable as Regular Speed, or Flight Speed, user's choice)
-Sharing the Force (+2; User can add momentum and speed to already moving people or objects, combining these stones to any effect where speed or momentum matters, or use this as Metamorphosis to increase the Speed and/or Reflexive Dodge of other people. The resulting speed benefits from Speed Aura; see above. If user bought Superior Speed option, others affected by this effect also benefit from this advantage.)
-Steal Speed (+2; The opposite of Sharing the Force, this ability allows the user to steal the speed and momentum of a moving object or being as an Attack VS Speed, with each red stone of damage taking away 1 of Speed, and 1 AN of any movement action. Targeting a moving object will function automatically, reducing the speed of said object by 1 for each stone played, up to 0. Beings with no Speed left are physically paralyzed, whereas moving objects are simply stopped and either fall where they are or remain where they are. Maintaining any such effect on a living being costs 1 stone/effect/panel. For an additional +1, the user can also spend 3 stones to make this an Area effect, stealing the speed of everything in the area.)
-Time/Dimensional Travel (+2; the user can actually travel through time and dimensions via the Speed Force, at up to AN. They must be moving at least at the Speed of Light to use this.)
-Speed Regeneration (+2; While actively using this action, putting 5 stones in it to activate this effect will make the user's Healing Factor, if any, go Instant, along with Limb Regrowth. This effect can be maintained by continuously spending 5 stones in this action.)
-Exceed Speed Force Limits (+3; Allows user to freely and safely exceed the Speed of Light while running, effectively negating Light Speed Instability drawback.)
-Speed Force Mastery (+4; Very powerful Speed Force users have shown once in a while that they were capable of feats exceeding the power of imagination, such as easily save and carry over half a million people 35 miles away from a Nuclear Warhead that had already detonated including the ones at ground zero in only 100 picoseconds. To represent such feats, by spending the maximum amount of stones in this action, the user gains access to a Speed-related use of the modifier Destiny Force. Each such use reduces temporarily the user's Speed Force AN by 2, which will be recovered 1 AN per day. The GM will handle such situations as usual and decide if it can be done, and if not, interpret the results as well as possible.)
-Infinite Mass Punch (+4; Can combine with Close Combat; becomes an Attack VS Durability, basically undodgeable as it is dealt at the Speed of Light. This devastating punch is said to strike with the power of a "white dwarf star", and was enough to knock out a martian as durable/tough as Superman from Mount Rushmore to the plains of Africa in one punch.)
-The Will to Break All Limits: +2CL: Gain +1 Speed Force AN for every 20 Stones left in Green Lantern Battery
*Remains the same regardless of Transformation
MODIFIERS
High Speed Vision: +6
Energy Battery: +4 / +5 / +6 / +7
Deep Reserves: +4 / +5 / +6 / +7 (+14 / +15 / +16 / +17)
Reflexive Dodge +4 / +6 / +8 / +10 (+14 / +16 / +18 / +20)
Accelerated Healing Factor / Accelerated / Enhanced / Instant
Toughness: +1 / +3 / +5 / +7
Mental Defense: +4 / +6 / +8 / +10
Transform Self
- Requires Extreme Negative Emotion (Dark Sonic)
- Requires 7 Chaos Emeralds or 1 Super Emerald to perform (Super Sonic)
- Requires 7 Super Emeralds to perform (Hyper Sonic)
Transform Chaos Emerald
- Sonic has the unique abilty to redouble the power of a Chaos Emerald into a Super Emerald. One Super Emerald counts as 7 Chaos emeralds, but is roughly the size of a human weighing 250lbs. Seven Chaos emeralds Together are required for Sonic to use the Hyper Sonic Transformation.
Wealth: +4
Limit Break: 4 (9 stones for Thanksgiving)
(Sonic Smasher (Direct addition to Close Combat))
Limit Break: 4
(Turns Close Combat into a Force Blast with 3x damage)
- Add Modifier to Unstoppable
Power Level: +6
EQUIPMENT
200 Power Rings (Consumable, +1 to Speed for 1 Panel or 5 minutes, whichever is shorter, They are required to keep Sonic's Super transformations active)
Backpack (Never fills up, allows Sonic to activate Chaos and Super Chaos Emeralds without taking them out.)
Ring Shoes (Provides +2 stones from the General Pool to overcome resistances based on Sonic's Speed)
Green Lantern Power Ring (The most common, yet nonetheless extremely powerful, of the Rings of the Guardians of the Universe, the Green Lantern Power Rings focus the incredible power of one's Willpower. It has a finite level of energy, allowing it to be used for a limited time before they must recharge it. Its power reserve allows it to be used for one full day (24 hours) in total before needing to be replenished, which requires them to hold the ring close to a Green Lantern (the object, not an actual member of the Corps), while reciting the Oath. If a bearer's Willpower's falters, the Ring suffers a malus to the AN equal to twice the corresponding challenge, as the Ring's powers directly depend upon this.)
CHALLENGES
Looks Non Human +4 (Anthromorphic Hedgehog)
Dark Transformation: +4 (In times of extreme rage, Sonic will accidently draw on the Dark energy of the Chaos emeralds and emerge as Dark Sonic, a less powerful version of Super Sonic that has Animalistic Rage at a +5)
Vulnerable Loved Ones: +2 (Tails, Amy)
Friendly Nemesis: +2 (Knuckles)
Overconfidence: +3 (This sometimes gets him whomped)
Compulsion to stick up for the Innoncent: +5
Transformations only come when truly needed: +2 (Inconvinient but true... but Sonic can only find Chaos Emeralds when there is an earth shattering need...)
IMAGES
Sonic
Super Sonic
Dark Sonic
Hyper Sonic
RULES: 1.0
CODE: Sonic
NAME: Sonic the Hedgehog
HEIGHT: 4'2"
WEIGHT: 90lbs
HAIR: Blue
EYES: Green
SPECIES: Mutant Anthromorphic Hedgehog
Sonic / Dark Sonic / Super Sonic / Hyper Sonic
INT: 3 / 3 / 3 / 4
STR: 3 / 6 / 7 / 8
AGI: 5 / 6 / 7 / 8
SPD: 7 / 7 / 8 / 10 (27 / 27 / 28 / 30)
DUR: 4 / 6 / 7 / 8
HEA: 4 / 6 / 7 / 8
ENE: 24 / 33 / 39 / 45
REC: Per Panel: 9 / 13 / 14 / 18 (39 / 43 / 44 / 48 - From GL Ring and Speed Force)
REG: 1/2 panels / 1/2 Panels / 1/Panel / All/Panel
ACTIONS
Close Combat: 7*
(Speed and Agility Bonus or Speed Bonus and Weapon Modifier)
- Allies Benefit from Power (Stones placed into Defense Only)
- Spinning
- Leaping Kicks
- High Speed Combat
- Self Defense
Ranged Combat: 6*
(Speed Bonus and Weapon Modifier)
- Using Self as a +2, AP Weapon
- Burst (2.0 Advantage, When splitting stones with multiple targets, receive +1 stone from the GP per target split into)
Social Skills: 6*
- Self Confidence
- Inspiring Morale
- Friendship First
- Raw Charisma
- Diplomacy
- Marvel Universe Culture
Wall-Running: 7*
(Speed Bonus)
- No Speed Limit
Acrobatics: 6*
(Agility Bonus)
Force Blast: 2 / 7 / 9 / 11
- Requires a Chaos Emerald to use in base form
- 2x Damage
- May Stun at Will
- May use as Area Effect
Flight: 2 / 8 / 10 / 12
Unstoppable: 2 / 7 / 9 / 10
(Speed Bonus)
Chaos Control: 5 / 7 / 9 / 11
- As Mastery of Chaos Energy
- Can only Manipulate, Chaos Energy infuses the universe and cannot be created or destroyed.
- Hexspheres at AN at GM's Disgression in times of urgent need.
- Works at 1/2 AN unless holding a Chaos Emerald
- Allows Teleportation at AN
- Add AN to Force Blast (Cannot do so unless holding a Chaos Emerald)
- Mental Defense at AN
Green Power Ring: 10*
(Int.bonus)
-Efficient
-May rearrange Wielder's Ability/Action numbers at will (to up to AN), and Grants the user 2x AN Free red stones of Energy per panel
-May use to perform any Physical, Energy or Magical action
-Force Blast (Base Range 5, Acts as a Modifier to Ranged Combat of a MN up to this action's AN, with free options up to half this action's AN, rounded up. More options may be gained by lowering the MN of the Blast. Element is either Green Energy, or whatever energy the wielder is manipulating at the time; the variable advantages reflect this versatility.)
-Free Force Field at AN (not doubled, though its strength can be increased by actively shifting stones from this action in defense) when worn
-Energy Constructs (may create matter made of green willpower energy, including weapons, vehicles, just about anything the user can imagine. Objects thus created must be maintained by spending 1 stone/panel, although this does not require an action. The only exception is living beings; even the Power Rings cannot create life out of nothing.)
-Manipulate Time, Matter, Energy
-Wormhole/Spacial Warps (As Teleportation; May teleport interstellar distances; May also teleport to other dimensions, but doing so empties the energy reserve of the Ring, and leaves the user fatigued; -1 to all actions for an hour. Must pay stones for each "guest".)
-Phase shift
-Holographic Projector (As Create Illusions)
-Time Travel at AN
-Self-Contained Lifeform
-Grants Flight at AN 10, May reach AN 11 if used solely for this (though shifting stones in defense is still allowed), as its separate action box. Perfect maneuverability.
-Energy Twin (As Astral Projection; the user's "twin" can only be detected by other Power Ring bearers, or the Guardians of the Universe.)
-Mind Alteration (As Telepathy with "Telepathic communication", "Edit memories", "Project thoughts", "Repair minds", "Create links with others", "Psychometry", and "Mental Bolts". The latter 'option' is more of a voluntary misuse of the Mind altering powers of the ring, and is rather frowned upon by Lanterns in general, for while altering memories is sometimes necessary, harming a person's mind is considered an unnecessary evil.)
-Xenolinguistics (As Universal Translation)
-Wielder has an Enhanced Healing Factor; may also grant an Accelerated Healing Factor to others by using the ring's influence upon them.
-Universal Scanner (As Cybernetic Senses at a MN equal to this action's AN)
-Material Alteration (the wielder's clothes can be altered/covered/replaced with a suit made of the Ring's energy. While it has a standard appearance of a skintight jumpsuit of a emerald green color with the Green Lantern's symbol on the chest, it can look/be changed like anything the wearing desires, to fit a situation, a whim or for the sake of it. Regardless of its form, the suit grants a +1 [ex: light clothes, swimsuit] to +3 bonus [fully armored form] to defense, is No AP and can't be destroyed.)
-Emergency/Homing Beacon (allows the wielder to send a distress/homing signal to other Ring bearers, along with a short message explaining the situation)
-Self-Contained Lifeform
-Pocket dimension (access to a Pocket dimension within the ring, of an Area of AN. The wielder can either use it as a storage unit, and/or to enter it physically [even bring along allies] for whatever reason. Within the pocket dimension, the wielder can create anything and do anything, but it cannot be used for offensive/harmful purposes [although it could be used to train])
-Near-limitless data storage unit (as Photographic Memory)
-Near-limitless databases (As PCPT +3, lore on most any subject or so)
-Ring Duplication (the Green Power Ring can create brand new Green Power Rings by creating a perfect duplicate of itself, but only with the approval of the Guardians of the Universe. [OOC: Or the GM, lol.])
-Security Protocol (only obeys its true wielder, cannot be used by anyone else, unless the true wielder allows it. As Exclusive.)
-Speed Force Recharge: +3CL: You may recharge your Green Lantern Ring with Speed Force Energy. 1 Stone in Speed Force = 5 Stones into GL Battery
-Speed Force Hypercharge: +1CL: Double Speed Force Recharge Profit (So 1 Stone would = 10 GL Battery stones)
-Ring is Indestructible
Green Lantern Flight: 10*
-May reach AN 11 if used solely for this (though shifting stones in defense is still allowed)
-Perfect maneuverability
-Through the Green Lantern Ring
Fusion: 8* (25 stones for Thanksgiving)
Zanzuken: 10* (30 stones for Thanksgiving)
- Attack vs Intelligence to remove stones from Action Boxes
Time Magic: 8* (25 stones for Thanksgiving)
(Intelligence Bonus)
- Haste (Increase Initiative Ability of the target by 1/2 stones played)
- Speed (Increase Speed of target by 1/2 stones played)
- Stop (Attack vs Durability to stop for damage in rounds)
- Demi (Reduce target to 1/2 remaining health, cannot kill)
Warsong: 8* (20 stones for Thanksgiving)
- Refill Allies' Energy Pool (Equal to stones played)
- Healing (x3 Cost)
- Raise Magic AN by 1/2 Stones played, lasts for damage in panels
- Raise Initiative by 1/3 stones played, lasts for damage in panels
- Raise Speed by 1/2 stones played, lasts for damage in panels.
- Raise Ability tied to Close Combat (Stones played/2 for stones played in Panels)
Speed Force: 10*
(Int.bonus)
-Speed Perception (Can willingly adjust the speed at which they perceive things or events, either making things seem to go fast, or go very slow, as they wish. It doesn't change their capabilities as much as how they percieve time and situations, although it does give them PLENTY of time to think, rest, focus and plan. For that reason, it can also be used as Concentration.)
-Super Speed (Adds 2x AN to regular Speed ability.)
-Speed Aura (While it normally would be very dangerous for surrounding people or objects to cross the path of a being moving at speeds exceeding Mach 10, the user can run at most any speed and not affect/damage/endanger anything they don't feel like affecting with it. This effect is free and automatic, always active unless the user wishes to allow the effects of their speed to be felt around.)
-Energy Constructs (The user is capable of creating Energy constructs made out of the very energies of the Speed Force, the most common construct of which is the Flash Costume; see below.)
-Phasing/Invisibility (As Phase shift or Invisibility, at AN. Vibrating their molecules at formidable speeds will allow the user to phase through most anything, or keep light from reflecting on them, effectively turning them invisible.)
-Molecular Vibration (As Charge Objects. Vibrates object so hard they actually explode seconds afterwards.)
-Speed Force Reflexes (When accessing the Speed Force, the user gains this AN in Reflexive Dodge and Deep Reserves, to reflect her godlike ability to react to everything around, and her ability to rest and recover quickly while the rest of the world seems so slow.)
-Flash Costume (Lois can manifest this Red and golden costume via her Energy Constructs power. A +3 defense costume which also resists Friction and Kinetic energy at AN (10), allowing it to be worn and used at incredible speeds without having to use one of Lois' defensive powers to not rip her clothes apart.)
-Light Speed Instability (If user reaches/exceeds Light speed, there is a possiblity of the Speed Force messing HEAVILY with them. It could kill them, throw them on the other side of the universe, send them into the past, basically whatever. If the user ever runs as fast or faster than Flight Speed 10, the GM can get creative in messing with them.) (Overcome)
-Superior Speed (+1; Makes Speed usable as Regular Speed, or Flight Speed, user's choice)
-Sharing the Force (+2; User can add momentum and speed to already moving people or objects, combining these stones to any effect where speed or momentum matters, or use this as Metamorphosis to increase the Speed and/or Reflexive Dodge of other people. The resulting speed benefits from Speed Aura; see above. If user bought Superior Speed option, others affected by this effect also benefit from this advantage.)
-Steal Speed (+2; The opposite of Sharing the Force, this ability allows the user to steal the speed and momentum of a moving object or being as an Attack VS Speed, with each red stone of damage taking away 1 of Speed, and 1 AN of any movement action. Targeting a moving object will function automatically, reducing the speed of said object by 1 for each stone played, up to 0. Beings with no Speed left are physically paralyzed, whereas moving objects are simply stopped and either fall where they are or remain where they are. Maintaining any such effect on a living being costs 1 stone/effect/panel. For an additional +1, the user can also spend 3 stones to make this an Area effect, stealing the speed of everything in the area.)
-Time/Dimensional Travel (+2; the user can actually travel through time and dimensions via the Speed Force, at up to AN. They must be moving at least at the Speed of Light to use this.)
-Speed Regeneration (+2; While actively using this action, putting 5 stones in it to activate this effect will make the user's Healing Factor, if any, go Instant, along with Limb Regrowth. This effect can be maintained by continuously spending 5 stones in this action.)
-Exceed Speed Force Limits (+3; Allows user to freely and safely exceed the Speed of Light while running, effectively negating Light Speed Instability drawback.)
-Speed Force Mastery (+4; Very powerful Speed Force users have shown once in a while that they were capable of feats exceeding the power of imagination, such as easily save and carry over half a million people 35 miles away from a Nuclear Warhead that had already detonated including the ones at ground zero in only 100 picoseconds. To represent such feats, by spending the maximum amount of stones in this action, the user gains access to a Speed-related use of the modifier Destiny Force. Each such use reduces temporarily the user's Speed Force AN by 2, which will be recovered 1 AN per day. The GM will handle such situations as usual and decide if it can be done, and if not, interpret the results as well as possible.)
-Infinite Mass Punch (+4; Can combine with Close Combat; becomes an Attack VS Durability, basically undodgeable as it is dealt at the Speed of Light. This devastating punch is said to strike with the power of a "white dwarf star", and was enough to knock out a martian as durable/tough as Superman from Mount Rushmore to the plains of Africa in one punch.)
-The Will to Break All Limits: +2CL: Gain +1 Speed Force AN for every 20 Stones left in Green Lantern Battery
*Remains the same regardless of Transformation
MODIFIERS
High Speed Vision: +6
Energy Battery: +4 / +5 / +6 / +7
Deep Reserves: +4 / +5 / +6 / +7 (+14 / +15 / +16 / +17)
Reflexive Dodge +4 / +6 / +8 / +10 (+14 / +16 / +18 / +20)
Accelerated Healing Factor / Accelerated / Enhanced / Instant
Toughness: +1 / +3 / +5 / +7
Mental Defense: +4 / +6 / +8 / +10
Transform Self
- Requires Extreme Negative Emotion (Dark Sonic)
- Requires 7 Chaos Emeralds or 1 Super Emerald to perform (Super Sonic)
- Requires 7 Super Emeralds to perform (Hyper Sonic)
Transform Chaos Emerald
- Sonic has the unique abilty to redouble the power of a Chaos Emerald into a Super Emerald. One Super Emerald counts as 7 Chaos emeralds, but is roughly the size of a human weighing 250lbs. Seven Chaos emeralds Together are required for Sonic to use the Hyper Sonic Transformation.
Wealth: +4
Limit Break: 4 (9 stones for Thanksgiving)
(Sonic Smasher (Direct addition to Close Combat))
Limit Break: 4
(Turns Close Combat into a Force Blast with 3x damage)
- Add Modifier to Unstoppable
Power Level: +6
EQUIPMENT
200 Power Rings (Consumable, +1 to Speed for 1 Panel or 5 minutes, whichever is shorter, They are required to keep Sonic's Super transformations active)
Backpack (Never fills up, allows Sonic to activate Chaos and Super Chaos Emeralds without taking them out.)
Ring Shoes (Provides +2 stones from the General Pool to overcome resistances based on Sonic's Speed)
Green Lantern Power Ring (The most common, yet nonetheless extremely powerful, of the Rings of the Guardians of the Universe, the Green Lantern Power Rings focus the incredible power of one's Willpower. It has a finite level of energy, allowing it to be used for a limited time before they must recharge it. Its power reserve allows it to be used for one full day (24 hours) in total before needing to be replenished, which requires them to hold the ring close to a Green Lantern (the object, not an actual member of the Corps), while reciting the Oath. If a bearer's Willpower's falters, the Ring suffers a malus to the AN equal to twice the corresponding challenge, as the Ring's powers directly depend upon this.)
CHALLENGES
Looks Non Human +4 (Anthromorphic Hedgehog)
Dark Transformation: +4 (In times of extreme rage, Sonic will accidently draw on the Dark energy of the Chaos emeralds and emerge as Dark Sonic, a less powerful version of Super Sonic that has Animalistic Rage at a +5)
Vulnerable Loved Ones: +2 (Tails, Amy)
Friendly Nemesis: +2 (Knuckles)
Overconfidence: +3 (This sometimes gets him whomped)
Compulsion to stick up for the Innoncent: +5
Transformations only come when truly needed: +2 (Inconvinient but true... but Sonic can only find Chaos Emeralds when there is an earth shattering need...)
IMAGES
Sonic
Super Sonic
Dark Sonic
Hyper Sonic