Post by Dionon on Jul 22, 2011 0:24:38 GMT -5
NAME: Makoto "Lita" Kino
HEIGHT: 5'8"
WEIGHT: 125lbs
HAIR: Brown
EYES: Green
SPECIES: Human (Sailor Scout)
Regular Makoto and Sailor Jupiter
Super Sailor Jupiter
INT: 5 / 5 / 5
STR: 4 / 7 / 10
AGI: 4 / 5 / 6
SPD: 3 / 4 / 5
DUR: 4 / 6 / 8
ACTIONS
Close Combat: 7*
(Strength Bonus and Weapon Modifier)
- Hand to Hand
- Martial Arts
- Self Defense
- Large Objects
- Sailor Scout Teamwork
Ranged Combat: 6*
(Weapon Modifier)
- Sailor Scout Teamwork
Social Skills: 8*
- Persuasion
- Diplomacy
- Negotiation
- Inspiration
Mastery of Electricity: 3 / 7 / 10
- Absorb Electricity (All Forms)
- Create/Manipulate Electricity (All Forms)
- Force Blasts ([Supreme Thunder, 2x damage] or [Supreme Thunder Dragon, 2x damage, area efffect (line)] or [Sparkling Wide Pressure, 3x damage], Armor Penetration) (Sailor Jupiter and Super Sailor Jupiter)
- Accumulate Energy to Massive effect (Sailor Jupiter and Super Sailor Jupiter)(Doesn't cause stun if she has a source of electricity to draw from, such as a thunderstorm or lightning bolt)
- May add to Close or Ranged Combat (All Forms)
Mastery of Wood: 4 / 10 / 13
- Create/Manipulate Element
- Force Blast (Flower Hurricane [Attack vs Durability to Blind])
- Force Blast (Jupiter Oak Evolution [3x Damage, Burst])
Acrobatics: 4 / 5 / 6
(Strength Bonus)
General Knowledge: 7*
(Intelligence Bonus)
- General Acadamia
- The Silver Millenium
Private Investigations: 7*
(Intelligence Bonus)
- Stalking
Housekeeping: 6*
(Intelligence bonus)
- Cooking
- Cleaning
Blue 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 Blue 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 Blue hope 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 deep blue color with the Blue 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 Blue Power Ring can create brand new Blue 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.)
-A Blue Power Ring bearer gains Precognitive Flashes for as long as he wears the ring.
-True Potential: Blue Power Rings reach their true potential while near an active Green Lantern, because hope requires great willpower to enact it. The following powers are available in such a case.
-Neutralize the corrupting effects of Red Power Rings at AN range
-Blocks the energy-stealing power of Orange Power Rings a AN range
-May Drain the Power from Yellow Power Rings ; For each 2 stones used with the Blue Lantern ring, the Yellow Lantern ring will lose 1 hour of use (which are then recovered and split between the Blue and Green rings). Also, regardless of how many hours of use are drained, the Yellow Power Ring takes a -2 to its Yellow Power Ring action, cumulative with each drain, until its powers fail. This malus can be negated by recharging the ring.
-By sacrificing 12 hours of their own Ring's energy, the Blue Power Ring user can fully recharge a Green Power Ring... up to twice its normal energy (for up to 48 hours, or 2 days). Doing so must be performed with care, as doing it at less than five yards between the two rings may cause the Green Power Ring to implode, destroying the Wielder's hand along with it.
-Ring is Indestructible
Flight: 10*
-May reach AN 11 if used solely for this (though shifting stones in defense is still allowed)
-Perfect maneuverability
-Through the Blue Lantern Ring
Technology: 8*
(Intelligence Bonus)
Inventing: 10*
(Intelligence Bonus)
Spirit Bomb: 10* (55 stones)
- Gather Energy from Area up to AN Range on the DnR chart
- Energy Gathered equals Area x Durability and takes 1 panel to prepare equal to Area squared.
- Form Energy into Bomb takes 1/2 Gathering Time
- Spend Stones into Action Number to fire the attack
- Area Effect (Area = Area Gathered from)
- Passing Bomb to someone else negates 1/4 energy gathered
- Dropping the Bomb prompts Attack vs Speed, if successful, bomb not destroyed, just devoid of 1/2 the gathered energy.
White Magic: 10* (35 stones)
(Intelligence Bonus)
- Use as Healing
- Place Force Field vs Magic AND/OR
- Place Force Field vs Normal
- Enhance a Target's Abilities, Actions or Modifiers, must pay for Duration, may not more than double anything.
- Enhance Weapons and Armor, must pay for duration, may not more than double the weapon or defense bonus
- At AN 8 gain Holy Spell as stated above.
Feather Storm: 6* (Blue Magic)
(Vs Dur, 2x damage or area Effect, Damage taken from Red Stones)
-Basically summoning a cloud of feathers to tickle people... The feathers can cut clothing like a knife through butter while just tickling flesh.
Inhale and Digest: 6* (Blue Magic)
(Vs Dur, Range 1, Target is instantly killed if more damage is done than Stones of Health))
-Like sucking an Imaginary Straw, you draw the enemy into your body and digest them.
Wire Cutter: 5* (Blue Magic)
(Vs Agl, disables if damage occurs.)
Magic Dress: 7* (Blue Magic)
(As Shapeshifting. Clothes only combined with Metamorphosis... Outfits must always be long sleeved, and long skirted in some way.)
Dressu Break: 13 (Limit Break Only)
- Magic Dress becomes this
- Snaps Fingers to activate
- Area Effect
- Attack vs Durability
- Destroys the clothing of anyone it successfully does damage to
- Attacks all Equipment on them as well.
* = Stays the same in each transformation
MODIFIERS
Toughness: +2 / +5 (no AP) / +7 (No AP)
Reflexive Dodge: +2 / +2 / +2
Healing Factor / Accelerated Healing Factor / Enhanced Healing Factor
Reincarnation (As Reconstitute Self: Should Lita die, she'll be reborn in another body until the Silver Millenium where she'll become Princess Jupiter. At GM discression, this can work like Regular Reconstitute Self)
Energy Battery: +2 / +3 / +4
Deep Reserves: +2 / +3 / +4
Elemental Power: +4 to all Mastery actions
Power Level: +8*
Blue Magic (Use Items) (20 stones)
Mental Defense: +5
Limit Break: +6
(Adds to Magic Dress Action, Changes it to Dressu Break action)
Wealth: +6
EQUIPMENT
- School Uniform
- Sailor Fuku (+1 Defense, Indestructible)
- Super Sailor Fuku (+2 Defense, Indestructible)
- Crystal Change Rod (Required to become Sailor Jupiter, Indestructible)
- Jupiter Crystal (Required to become Super Sailor Jupiter, Indestructible)
- Transformation Pen (this magical pen allows Makoto to transform herself into virtually any humanoid [although so far, she has only been seen transforming into humans of various kinds, age, and of both genders]. It works as Shape Shifting 8, but she does not need to spend stones to use or maintain it. This can also be used to change only her clothes and/or hairstyle, or simply add a couple of accessories [for example, an umbrella, a watch or sunglasses]. Finally, if Makoto does not have access to her Power Stick at the moment, her Pen can be used to transform into Sailor Jupiter, but she does not have access to her "Sparkling Wide Pressure" or "Jupiter Oak Evolution" attacks in that case.)
- Pokeballs (Pidove, Petitlil and Kygore)
CHALLENGES
Mistakes men for her old boyfriend: For some reason most guys look "just like my old boyfriend" +2
Fear of Planes +3: Because Makoto's parents died in a plane crash, she has a deathly fear of planes. Not of flying, but of the planes themselves.
Deadly Enemies: Night Raid +3: Ooops...
THE PURGE POWER SET
The Purge system allows a senshi to remove parts of her uniform to gain boosts in stats. The more you undress the more power you gain.
The system (Since all Senshi have the same general outfit) is as follows.
Shoes/boots: +1 to spd and agl for each removed.
Gloves: +1 to str and energy blasts for each removed.
Skirt, and Unitard: +1 to Dur and Toughness for each removed.
and finally bra and underpants: +1 power level for each.
HEIGHT: 5'8"
WEIGHT: 125lbs
HAIR: Brown
EYES: Green
SPECIES: Human (Sailor Scout)
Regular Makoto and Sailor Jupiter
Super Sailor Jupiter
INT: 5 / 5 / 5
STR: 4 / 7 / 10
AGI: 4 / 5 / 6
SPD: 3 / 4 / 5
DUR: 4 / 6 / 8
ACTIONS
Close Combat: 7*
(Strength Bonus and Weapon Modifier)
- Hand to Hand
- Martial Arts
- Self Defense
- Large Objects
- Sailor Scout Teamwork
Ranged Combat: 6*
(Weapon Modifier)
- Sailor Scout Teamwork
Social Skills: 8*
- Persuasion
- Diplomacy
- Negotiation
- Inspiration
Mastery of Electricity: 3 / 7 / 10
- Absorb Electricity (All Forms)
- Create/Manipulate Electricity (All Forms)
- Force Blasts ([Supreme Thunder, 2x damage] or [Supreme Thunder Dragon, 2x damage, area efffect (line)] or [Sparkling Wide Pressure, 3x damage], Armor Penetration) (Sailor Jupiter and Super Sailor Jupiter)
- Accumulate Energy to Massive effect (Sailor Jupiter and Super Sailor Jupiter)(Doesn't cause stun if she has a source of electricity to draw from, such as a thunderstorm or lightning bolt)
- May add to Close or Ranged Combat (All Forms)
Mastery of Wood: 4 / 10 / 13
- Create/Manipulate Element
- Force Blast (Flower Hurricane [Attack vs Durability to Blind])
- Force Blast (Jupiter Oak Evolution [3x Damage, Burst])
Acrobatics: 4 / 5 / 6
(Strength Bonus)
General Knowledge: 7*
(Intelligence Bonus)
- General Acadamia
- The Silver Millenium
Private Investigations: 7*
(Intelligence Bonus)
- Stalking
Housekeeping: 6*
(Intelligence bonus)
- Cooking
- Cleaning
Blue 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 Blue 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 Blue hope 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 deep blue color with the Blue 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 Blue Power Ring can create brand new Blue 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.)
-A Blue Power Ring bearer gains Precognitive Flashes for as long as he wears the ring.
-True Potential: Blue Power Rings reach their true potential while near an active Green Lantern, because hope requires great willpower to enact it. The following powers are available in such a case.
-Neutralize the corrupting effects of Red Power Rings at AN range
-Blocks the energy-stealing power of Orange Power Rings a AN range
-May Drain the Power from Yellow Power Rings ; For each 2 stones used with the Blue Lantern ring, the Yellow Lantern ring will lose 1 hour of use (which are then recovered and split between the Blue and Green rings). Also, regardless of how many hours of use are drained, the Yellow Power Ring takes a -2 to its Yellow Power Ring action, cumulative with each drain, until its powers fail. This malus can be negated by recharging the ring.
-By sacrificing 12 hours of their own Ring's energy, the Blue Power Ring user can fully recharge a Green Power Ring... up to twice its normal energy (for up to 48 hours, or 2 days). Doing so must be performed with care, as doing it at less than five yards between the two rings may cause the Green Power Ring to implode, destroying the Wielder's hand along with it.
-Ring is Indestructible
Flight: 10*
-May reach AN 11 if used solely for this (though shifting stones in defense is still allowed)
-Perfect maneuverability
-Through the Blue Lantern Ring
Technology: 8*
(Intelligence Bonus)
Inventing: 10*
(Intelligence Bonus)
Spirit Bomb: 10* (55 stones)
- Gather Energy from Area up to AN Range on the DnR chart
- Energy Gathered equals Area x Durability and takes 1 panel to prepare equal to Area squared.
- Form Energy into Bomb takes 1/2 Gathering Time
- Spend Stones into Action Number to fire the attack
- Area Effect (Area = Area Gathered from)
- Passing Bomb to someone else negates 1/4 energy gathered
- Dropping the Bomb prompts Attack vs Speed, if successful, bomb not destroyed, just devoid of 1/2 the gathered energy.
White Magic: 10* (35 stones)
(Intelligence Bonus)
- Use as Healing
- Place Force Field vs Magic AND/OR
- Place Force Field vs Normal
- Enhance a Target's Abilities, Actions or Modifiers, must pay for Duration, may not more than double anything.
- Enhance Weapons and Armor, must pay for duration, may not more than double the weapon or defense bonus
- At AN 8 gain Holy Spell as stated above.
Feather Storm: 6* (Blue Magic)
(Vs Dur, 2x damage or area Effect, Damage taken from Red Stones)
-Basically summoning a cloud of feathers to tickle people... The feathers can cut clothing like a knife through butter while just tickling flesh.
Inhale and Digest: 6* (Blue Magic)
(Vs Dur, Range 1, Target is instantly killed if more damage is done than Stones of Health))
-Like sucking an Imaginary Straw, you draw the enemy into your body and digest them.
Wire Cutter: 5* (Blue Magic)
(Vs Agl, disables if damage occurs.)
Magic Dress: 7* (Blue Magic)
(As Shapeshifting. Clothes only combined with Metamorphosis... Outfits must always be long sleeved, and long skirted in some way.)
Dressu Break: 13 (Limit Break Only)
- Magic Dress becomes this
- Snaps Fingers to activate
- Area Effect
- Attack vs Durability
- Destroys the clothing of anyone it successfully does damage to
- Attacks all Equipment on them as well.
* = Stays the same in each transformation
MODIFIERS
Toughness: +2 / +5 (no AP) / +7 (No AP)
Reflexive Dodge: +2 / +2 / +2
Healing Factor / Accelerated Healing Factor / Enhanced Healing Factor
Reincarnation (As Reconstitute Self: Should Lita die, she'll be reborn in another body until the Silver Millenium where she'll become Princess Jupiter. At GM discression, this can work like Regular Reconstitute Self)
Energy Battery: +2 / +3 / +4
Deep Reserves: +2 / +3 / +4
Elemental Power: +4 to all Mastery actions
Power Level: +8*
Blue Magic (Use Items) (20 stones)
Mental Defense: +5
Limit Break: +6
(Adds to Magic Dress Action, Changes it to Dressu Break action)
Wealth: +6
EQUIPMENT
- School Uniform
- Sailor Fuku (+1 Defense, Indestructible)
- Super Sailor Fuku (+2 Defense, Indestructible)
- Crystal Change Rod (Required to become Sailor Jupiter, Indestructible)
- Jupiter Crystal (Required to become Super Sailor Jupiter, Indestructible)
- Transformation Pen (this magical pen allows Makoto to transform herself into virtually any humanoid [although so far, she has only been seen transforming into humans of various kinds, age, and of both genders]. It works as Shape Shifting 8, but she does not need to spend stones to use or maintain it. This can also be used to change only her clothes and/or hairstyle, or simply add a couple of accessories [for example, an umbrella, a watch or sunglasses]. Finally, if Makoto does not have access to her Power Stick at the moment, her Pen can be used to transform into Sailor Jupiter, but she does not have access to her "Sparkling Wide Pressure" or "Jupiter Oak Evolution" attacks in that case.)
- Pokeballs (Pidove, Petitlil and Kygore)
CHALLENGES
Mistakes men for her old boyfriend: For some reason most guys look "just like my old boyfriend" +2
Fear of Planes +3: Because Makoto's parents died in a plane crash, she has a deathly fear of planes. Not of flying, but of the planes themselves.
Deadly Enemies: Night Raid +3: Ooops...
THE PURGE POWER SET
The Purge system allows a senshi to remove parts of her uniform to gain boosts in stats. The more you undress the more power you gain.
The system (Since all Senshi have the same general outfit) is as follows.
Shoes/boots: +1 to spd and agl for each removed.
Gloves: +1 to str and energy blasts for each removed.
Skirt, and Unitard: +1 to Dur and Toughness for each removed.
and finally bra and underpants: +1 power level for each.