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Post by Manah on Jul 27, 2011 13:07:03 GMT -5
LUNAMARIA HAWKE Legendary Gundam Pilot and Very powerful Ghost(Picture 'ghostified' by Bazingirl!) True name: Lunamaria Hawke Other aliases: Luna Age: 17 (Now immortal as she is already dead; will always look 17 unless she alters her appearance) Height: 5'4" Weight: Nothing at all (Used to be 118 lbs prior to death) Eye color: Blue Hair color: Red-violet Species: Ghost (Superior Newtype) ABILITIESInt / S.I: 10* Str: 5 Agl: 5 Spd: 5 Dur: 7 *Newtype Intuition: As a Newtype, Lunamaria uses her Intelligence instead of Agility to determine her Initiative. In a Mobile Suit, she uses either her Intelligence or the suit's Agility, whichever is higher.HEALTH: 7 P.L: 4 ENERGY: 27 (+24 From Newtype Oversoul) P.L: 12 REGEN: 14 P.L: 4 ACTIONSMastery of Kung Fu: 7 (Str.bonus and Wpn.modifier) -Martial Arts -Firearms -Dual Wielding -Precise shots -ZAFT Training -PA/MS Fighting -Using powers in combatAcrobatics: 5 (Str.bonus) Ghost Powers: 12 (Int.bonus) -Super-Efficient -Manifestation (Lunamaria is able to manifest physically for extended periods of time by paying 1 stone per panel, negating her permanent Phase shifting from Spiritual Nature and allowing her to affect the world normally with her body, along with some advantages and disadvantages, She gains inhuman Strength and Speed, +3 to each due to her unusual willpower; she also heals from normal wounds extremely fast, as per Superior Healing Factor, except wounds caused by her weaknesses (see Challenges). She is no longer immune to Physical and Energy either, but can use all of her other ghost powers.) -Shapeshifting (Luna can alter her appearance at will as the Action at AN, usually to assume altered states, often scary, of her base forms, but she can assume others as well, or change her outfits.) -Flight (May fly around at up to AN speed, getting nearly anywhere she pleases with very few limits. Essentially as Astral Travel with the 'Body travels with her' option, considering her 'body' is in fact spiritual in nature.) -Invisiblity (Up to AN, as the Action) -Telekinesis (Wpn.modifier. Main way to affect her surroundings directly when not manifested.) -Teleportation (Half AN, Cannot teleport when Manifested) -Ghost Grasp (By paying 1 stone to manifest only her hand(s), Luna can use the Phase Stun and Phase Attack options of Manipulate Body Density to attack someone. She needs to be both visible, and NOT manifested, to use this.) -Fear (May have an half AN effect for free active for all sorts of reasons - mere appearance could be enough, or she could make her form twitch and act creepily; Lunamaria can turn it inactive if she specifically doesn't want to scare people. She can also use the full AN+Int Fear, but has to pay for it and actively do something to scare the victim.) -Create illusions -Improved Energy Drain -Create/Manipulate Ectoplasm, Energy and Matter (A very rare ability of powerful spectral manifestations, allows to actually create and manipulate the environment around her to mess with people. Making walls bleed, creating a river where there wasn't, making pictures change in frames, etc.) -Summon Ghosts (Can actually call weaker, lesser spirits to her, bringing forth a massive haunting event that can cause a lot of trouble if she wants it to. Since only spirits unable to resist her are summoned anyway, those she does summon are always under her control, as others would simply not come.) -Animate objects (Allows her to make inanimate objects come to live to do as she pleases. Functions somewhat like Summoning, but based on objects.) -Possession (As an Atk VS Int+Mental Defense; allows Luna to attempt to possess someone. When successful, the victim falls 'asleep' and Luna assumes full control of its body, but loses her ability to use her ghose powers while within the body. However, she can experience everything through the victim's senses, and only the victim is harmed by attacks. Salt or an iron weapon, or an exorcism, can still kick her out of a body, however.) -Voice mimicry (As Ventriloquism, can imitate people's voices perfectly) -The Haunting (Can select a place, a person, or an object to haunt as a ghost. She pays for Area, up to AN or the locations' own area, whichever is lower, if it's a place, or an Area around the target person or object, up to 2/3 AN rounded up, keeping her from going out of said areas of her target haunting. While this restrict her in movement, it grants +3 to all of this action's uses, making her a more powerful ghost in those areas. The Haunting can be negated when she wishes or when the haunted element is destroyed, but it can be re-established, or established elsewhere, afterwards. Luna takes a temporary -2 to all Abilities, Ghost Powers, and all Physical actions, for 10 hours after creating a new Haunt, due to the spiritual energy it requires to create such a spiritual anchor. If a haunt is destroyed, however, she will vanish for at least 1 hour. before being able to manifest anew.)Ki Control: 10 (Dur.bonus) -Efficient -Ki Blast -Ki Barrier -Toughness and Reflexive Dodge -Ability Boost -Flight at ANWhite Magic: 8 -Use as Healing -Place Force Field VS Normal attacks -Place Force Field VS Magical Attacks -Enhance a target's Abilities, Actions or Modifiers; may not more than double anything -Enhance Weapons and Armor, must pay for Duration, May not more than double the Weapon or defense bonus -Holy: 3x Damage, Area attack (Area 3; 2x damage VS Non-Evil creatures, Normal damage VS Good creatures. Must use at minimum 8 stones of Effect, and on the next panel, user takes Stun damage equal to stones played to attack with HolyTime Magic: 6 (Int.bonus) -Efficient -Gain 1 effect at AN 1, and one more for each even AN -May only produce 1 effect per panel -Demi (Attack VS Durability + Defense. If damage occurs, target's white stones of Health are automatically halved. Cannot be used to kill) -Regen (Target gains an Accelerated Healing factor for Stones played in Panels) -Comet (Bend time so that a celestial body comes into contact with the planet at the exact spot a target is. 2x Damage, Limited Area effect.) -Meteor (Bend time so a larger celestial body comes in contact with the area the user is aiming at. 2x damage, Area effect.)Telepathy: 10 (Int.bonus) -Efficient -Project thoughts -Empathy -Psychometry -Mental bolts -Edit memories -Astral projection -Fear (as the Action) -Create links with others -Telepathic communications -Repair MindsTelekinesis: 5 (Int.bonus and Wpn.modifier) -EfficientNewtype Oversoul: 12 (Int.bonus) -Efficient -As Phoenix Force -Can be improved by linesFlight 10 -Via Ki Control; will increase if Ki Control increasesKaioken: 6 -Place stones into this aciton to gain double invested stones as free stones to use for actions, and abilities. -Pay stones each round to maintain effect. -If unwilling to pay stones, effect ends, take damage equal to invested stones -Super Kaioken: You may use your Kaioken during a transformation (Super Saiyajin, Stage X, etc.) You gain 3 stones per stone you place into Kaioken, but you take double the damage when it's over. Super Kaioken cannot be used to add stones to Transformational Abilities.Super Human: 8 -Increase Strength, Agility, Speed, Durability, Ki Control, Zanzoken, Toughness, Reflexive Dodge and Energy-based/related attacks (including Magical Actions and Final Fantasy actions except Break, Beast Taming and Alchemy) by +1 per stone played, with +1 to Power Level every 3 stones played. Stones in between add 1 to Energy Battery. 3 stones = Super Human Level -Stones spent remain in action box till removed. -Heal 1w upon transforming -Super Human at Birth: Luna can have any level of Super Human regardless of Power Level. -Calm Super Human: She learned to trigger Super Human without rage. -Mecha/PA Boost: If operating a Mecha, or wearing PA, her transformation actions effect the mecha/PA instead of her. Effect lasts until she exits the mecha/suit.Fusion: 4 -Photographic Fusion: Once Lunamaria has completed a Fusion successfully once, she never fails again with that same partner -With Meyrin Hawke only -Does not require the regular DBZdance; they merely touch, and will the Fusion to happenBlack Ops: 5 (Int.bonus) -Stealth -Computers -Security systems -Information gathering -SurveillanceTechnology: 5 (Int.bonus) Medical Healing: 3 -First aid -CPR -StimpaksGeneral Knowledge: 5 (Int.bonus) -Efficient -ZAFT -Mobile Suits -Tactical lore -Dark Millenium Gundam -V2 Assault-Buster GundamIron Will: 6 -Heal others -LeadershipSocial Skills: 6 -Socialize -Cheerful -Beautiful -Humor -Legendary Pilot -Ghost GirlMODIFIERSImmortal Self-Contained Lifeform Spiritual Nature -As an actual ghost, Lunamaria is basically permanently Phase Shifted, meaning she cannot normally touch or affect the physical world nor can she be affected by it, she messes up electromagnetical devices by mere presence (usually at a range or more or less 10 yards; she can lower this to 'by contact' if she wishes), and she passes through physical matter effortlessly, except when manifested (see Ghost Powers, above). -Lunamaria is immune to Physical and Energy damage when not materialized, except from attacks by other spirits, phase shifted beings or creatures on the Astral plane; she is also vulnerable to attacks using the weaknesses of a ghost (see below)Transform Self - To Human form -Luna has the ability to transform back to her flesh and blood body at will, which will appear alive and well and respond normally to medical examinations and other similar inspections. It is identical in capability to her regular self, except it is perfectly physical and her living body does not have access to her ghost abilities while the transformation lasts. In effects, she loses her Ghost Powers, Self-Contained Lifeform and Spiritual Nature, as far as said body is concerned... but if her 'body' dies, falls unconscious or is otherwise defeated, nothing stops her true ghost self to simply step out of it, allowing the body in question to just dissolve into nothingness.Power Level 4 Coordinator A genetically enhanced human, Lunamaria Hawke's physical abilities can actually all reach up to 4 AN (can be increased with 12 LoEs per AN). Her mental abilities are also heightened, as is her reaction time. These changes are already covered in the CAD.Energy Battery 2 Deep Reserves +4 Healing Factor Leaping +2 Psycho-Centric Power Template +2 Reflexive Dodge +8 -5 via Ki ControlToughness +5 -Via Ki ControlKi Defense +10 Mental Defense +10 Prescience Precognitive Flashes Photographic Memory Psychic Link with Meyrin Hawke Reconstitute Self -If she "dies", Luna will reform about 6 hours later, unharmed. She is, quite literally, already dead, and thus can't be destroyed permanently. Also, she has no bones to burn like a normal ghost would have, and was created by a near divine being's will, which makes her even more impossible to destroy for good.)Wealth: 3 -Gains $10,000 per issue/month -Currently has $620,000CHALLENGES-Looks non-human (-4; appears as a semi-translucent and ghastly, supernatural and ghostly. Her lower legs can be visible as she pleases, or they can 'melt' into vapor as she floats around.) -Duty (-3; to her sister Meyrin and the crew of the Minerva, her family and home away from home. They are very important to her, and she will fight very hard to protect them.) -Duty (-3; to the All-Father, Odin, and to Asgard. If Asgard is in danger or Odin requires her services, Luna is honor-bound to answer the call, as she has agreed to it upon being allowd to face the Destroyer by Odin himself. She considers them allies, and, well, they're Gods, so she wishes to respect this promise if at all possible.) -Naive (-1; Lunamaria is somewhat naive and tends to believe what people say, because she likes to believe that most people are kind and usually tell the truth. In time, she has come to learn it isn't always the case, but she still has difficulty to see through the lies of people.) -Psychological (-1; Lunamaria carries a certain burden, since she was told by Amuro Ray that she was potentially the most powerful Newtype he ever met. According to him, she has the potential to change the world or to destroy it, in time. However, she's become fairly confident that she can handle it. Mostly. So far.) -Psychological (-2; dealing with her death. Despite her opportunity of continued existence as a ghost, Luna is still fairly troubled by having died so suddenly, and more than a bit shocked as the realization truly kicks in. Thankfully, her mind and willpower are too strong to fall into madness like most normal spirits, but it's still one hell of an experience.) -Minority (-1; Lunamaria just realized she was either a lesbian or at the very least bisexual. Furthermore, she has a sister complex with Meyrin, captain of the Minerva.) -Love (-2; as much as she tried not admitting it and hiding it for a while, Lunamaria is in love with her sister from the other dimension, Meyrin Hawke, captain of the Minerva. Thankfully, the feeling seems fairly mutual enough for Meyrin to accept to at least try, and the two have entered an unusual relationship together.) -Recurring dreams (-0; whenever she goes to sleep, Luna keeps having very realistic, hard-to-forget risque dreams involving herself and her sister Meyrin.) -Ghostly Weaknesses (-4; As a Ghost, Lunamaria is vulnerable to certain effects that normally wouldn't affect a normal, living human. For example, if hit with a pure iron weapon or with salt, she will vanish and be unable to do anything for 1 panel. She is unable to cross a line of salt, but is still able to try using her powers to disrupt the line to pass. She will take 2x damage from Necromancy/Voodoo attacks, as well as from Holy powers. Finally, she is vulnerable to cosmic energy or almighty damage, just like divine powers, even if they would normally be ignored; so a God could still punch her when not manifested nor on the Astral plane.) EQUIPMENT-Outfit: A fairly sexy, pink and white two pieces swimsuit -ZAFT Red Uniform (+1 Defense and Attractive; new model with shin-length, ruffled red skirt) -Low-heel black pumps (Surface adhesion: 2 [reduced to 1 if wearing only one shoe for some reason], only work in zero gravity environments; also may be used as a +1 Wpn. either for close [if used to kick] or Ranged [if thrown] combat.) -Combat Red Spacesuit (+2 Defense, No AP. Can also be worn with an helmet to provide her with the effects of Self-Contained Lifeform. Lunamaria usually wears this when she pilots the Dark Millenium Gundam.) -The One Ring (See below) -Two Marksman Crowley S-26 (+4 weapon, 2x damage, Range 4; high-powered semi-automatic handguns with regular range but handling recoil more easily than most high-powered guns of the same size, firing .50 AE cartridges and holding up to 7 bullets, plus 1 in the chamber.) -High-Powered Handgun (+3, 2x damage, AP; holds 12 bullets, plus one in the chamber. Nicknamed the "HPH", this reliable yet powerful handgun packs a powerful punch in a small frame, and fires 9mm bullets. 5+1 bullets remaining.) -4 HE Frag Grenades (+3, Area effect.) -Combat Knife (+2 melee weapon. Can also be used as a tool for certain uses.) -Thermic Lance (+4 AP, 2x damage weapon) -2x H&H Tool Nail Guns (+2, AP, both hold up to 90 nails at once.) -Combat belts with holsters and additional pouches -3 magazines of 9mm ammo (12 per magazine) -2 magazines of .50 AE ammo (7 per magazine) -200 additional nails for the Nailguns -Handheld Computer -Digital Wristwatch ADDITIONAL EQUIPMENT (Left in her Mobile Suit)-ZAFT-Arms CCC Assault Rifle (+4 AP Weapon, 2x damage, Range 5; 5.56mm, 50 bullets per magazine, can fire single shots, bursts or full-auto. 44/50 bullets remaining.) -Gauss rifle is +6 (AP, 2x damage), Single shot uses 5 Microfusion cells per shot. And can hold only packs of 5 Microfusion cells [1 shot per load]. In other words, shoot once, gun's empty, must reload. If I want to reload it in the same panel (ie... Multiple targets) it will cost me one extra stone (RC or agl) per extra target, ie load. Contains but one shot for now.) -Blade of the West (+4; large sword seemingly made out of a car bumper into a crude, yet lethal weapon.) -Shoulder-mounted Minigun (+4, 2x damage, range 4, holds 60 10mm bullets at once.) -4 more MF Cell packs (each worth 1 shot with the Gauss Rifle) -2 magazines of 5.56mm ammo (50 per magazine) -150 additional 10mm Ammo for the Minigun -------------------------------------------------------------------------------- STORY: Lunamaria Hawke was one of the three elite Reds Mobile Suit Pilots of the ZAFT (Zodiac Alliance of Freedom Treaty) military battleship Minerva, having graduated from the same school as Shinn Asuka, who'd later become her love interest. She fought in various battles, and distinguished herself as an excellent pilot, despite her lack of confidence in her own skills. Still, she often found herself to be over-shadowed by pilots such as Shinn, Kira Yamato or Athrun Zala. When the war ended, she left with Shinn only to be separated from him during an attack from unknown mobile suits against the civilian ship they were onboard of. Lunamaria escaped the destruction of the ship by stealing one of the invaders MS, but she couldn't find Shinn (who, unbeknowst to her, escaped as well) in time. Fearing he might be captured, she re-acquired Shinn's Destiny Gundam and used it to single-handedly track and attack the invaders who destroyed the civilian ship, a group of terrorists called the "Shadows of Solomon". She dealt severe damage to dozens of mobile suits and the base itself, but the battle was starting to turn against her, slowly but surely. That it, until the timely arrival of a Londo Bell Unit led by the legendary Amuro Ray, himself, piloting the Nu Gundam. Together with Ray and the others Londo Bell forces, Lunamaria defeated the Shadows of Solomon, but once again failed to find Shinn. Amuro eased her fears, however, saying how they had come across the young man on their way to Earth, which is how they found her. Amuro also seemed oddly interested in her; for some reason, he asked her dozens of questions about her past, her piloting abilities, etc. Invited aboard Londo Bell's Ra Cailum to meet with Bright Noa and Amuro Ray in person, Lunamaria soon discovered why: they suspected her of being a Newtype, and a really powerful one at that. Amuro offered to test her in exchange for his help finding Shinn, and she accepted. The tests proved accurate: apparently, Amuro was more than right. Lunamaria's Newtype's potential was way beyond the normal charts, most likely even more limitless than Amuro's. She had never noticed them fully, because she didn't believe in herself enough and lacked confidence. Amazed by that discovery, Amuro invited her to stay with them as they searched for Shinn. In the meantime, he'd train her in using her potential and abilities as a Newtype. In fact, Amuro did more than that. He did not only train her, but also built a Prototype mobile suit more appropriate for a pilot of her caliber and abilities, a Prototype with superior technology not unlike Amuro's own Nu Gundam. According to him, she had the potential to change the world, and he was glad that she was one of the good guys... because apparently, she could grow powerfull enough to be the one to destroy it. At any rate, the prototype mobile suit was christened Dark Millenium Gundam, and was quite likely one of the most advanced mobile suits ever made. Its most amazing features was its experimental DRAGOON pods Master System, with enhanced power and energy barriers, the powerful Multi-Phase Beam Cannon and its latest generation nanomachines which could rebuild destroyed parts in surprisingly short amounts of time. Combined with its pilot's ability and Newtype's powers, the Dark Millenium could quite assuredly take on entire combat units and battleships all by itself and win... most likely without a sweat. The search for Shinn took them far and wide, and in the meantime, Lunamaria came to know the Dark Millenium like she built it herself. It was hers and hers alone, and she was quite proud of how skillfully she piloted it. Her new friends supported her well, and she had grown into quite a hero herself. She never knew just how far her search would take her...
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Post by Manah on Aug 10, 2011 10:23:53 GMT -5
The One Ring
"One Ring to rule them all, One Ring to find them, One Ring to bring them all and in the darkness bind them"
-Translation of the inscriptions on the Ring The One Ring is a terrible artefact of pure power, tainted by the evil of its creator, the Dark Lord Sauron of Mordor. It was forged in the very fires of Oroduin, born from a flawed alliance, created from a terrible betrayal. Under the disguise of Annatar, the Lord of Gifts, Sauron 'helped' the elves of Eregion and their leader, Celebrimbor, to forge great rings of power. Unbeknownst to them, at first at least, the future Dark Lord secretly cursed all such rings (except the Three Elven Rings, which Celebrimbor hid away from the traitor so he could not taint them) in such a way as to render them susceptible to control by a master ring, a ring whose purpose would be commanding the wielders of all the others... The One Ring. To create such a powerful artefact, and make it superior to all other rings of Power, Sauron had to put a large part of his own power in it. On one hand, it greatly enhanced his own power when wielding it, and it did have mastery over the other rings. On the other, when separated from it, his power was greatly diminished, as he was then a part of it. Thankfully, as long as one lived, the other couldn't be fully destroyed. Even if Sauron's form would be destroyed, he would eventually return in another form, recover his ring and rise to power anew. The only way to end the circle would be to melt the Ring in the fires of Oroduin, its birthplace, and then both it and its master would perish. The One Ring's powers do not only benefit its creator, however. Most anyone who could wear the Ring would benefit from at least part of its powers, although how much it granted depended on the Bearer's stature, their personal power, and their willpower. For example, a simple hobbit with no unusual abilities would merely benefit from increased longevity and the ability to turn invisible while wearing it. However, a grown man would gain much power from it. An elf would become extraordinarily powerful, whereas a Maia, Elf-lord, or some lords of Númenórean heritage could become nearly invincible. As the Ring also enhanced one's skills and powers, it would make a talented swordsman into a formidable one, a powerful wizard into a terrifying one or a charismatic noble into one anyone else would follow in the deepest pits of Hell. The One Ring's look are disarmingly simple. It actually has elaborate elven sigils on its sides, which translate to "One Ring to rule them all, One Ring to find them, One Ring to bring them all, and in the darkness, bind them." However, those letters only appear when the Ring is exposed to a flame for a few seconds. In game terms, the One Ring's effects are as follows: - Longevity: If the Ring-Bearer is Immortal, this effect simply doesn't apply. However, if the Bearer is of a mortal species, they gain Extended Lifespan, allowing a normal human who'd only live for around a hundred years to live for centuries. However, extending one's life like this will make its Bearer's soul feel thin and stretched, until life becomes unbearable. Eventually, the Bearer would still die and become a Wraith (see below).
- Speak/Understand the Black Speech: A basic effect of the Ring is allowing the Bearer to understand, and be able to speak the Black Speech of Mordor and of the Servants of Sauron, a dark language which none of the Fair Folk can hear without pain, and which frightens even gron, wise, strong men.
- Invisibility: When worn, if the bearer so wishes, the Ring will allow the user to turn Invisible up to AN 8 by entering the Wraith-World, between that of the Living and the Dead. While in the Wraith-World, the Bearer is Invisible - as the action - to the eyes of the living and a glowing white wraith to other spirits or one with the ability to perceive them through some means or another. They can also fight phase-shifted/incorporeal opponents in that world as though they were solid, making them capable of even defeating other wraiths and ghosts in direct combat. NOTE: Although a user is very much invisible when using, they still cast a faint, indistinct shadow. A person aware of that and looking for an invisible Ring-Bearer can use their Intelligence to beat the AN of the Ring's Invisibility, reduced to 4 against this particular person. Also, a weaker Bearer has no control over this effect and enters the Wraith-World the moment they put on the Ring.
- Commandment: A user whose stature and power is sufficient is capable of making lesser beings obey their every command, provided they are capable of understanding them. In effect, if the Bearer can make themselves understood by the target, they can use the Ring to perform a Project thoughts/Control others-like effect of 10 + Social Skills (user only pays for the latter) attack VS Mental Defense. If the target fails, they are forced to obey, and do whatever is asked of them, even if doing so would go against their beliefs or values.
- One Ring to Rule Them All: The main purpose of the One Ring in Sauron's plans is for the One Ring to unconditionally ruling over the other Rings of Power. A wearer of one of the men's Nine, the dwarves' Seven or any of the Lesser Rings later forged by Sauron is automatically subject to this effect. If a person comes across one of the aforementioned rings and puts it on, they are automatically (and with no cost to the user) the target of a 5 stones + User's Social Skills attack VS Intelligence. Failure to defend means the victims is enslaved to the One Ring's Bearer. They will obey the Bearer's every command, the Bearer will always know their location, their thoughts, have control on their powers and actions... basically, they become the Bearer's puppets, who will allow them to do as much - or as little - on their own as they please.
- Empowerment: The One Ring amplifies any inherent power, skill and ability of its wielder when worn according to the level of power in question. Any A/A/M, be it physical, magical, mental or energy in nature, will receive bonuses as follows, counting as Modifiers: +1 for an AN/MN of 1-3, +2 for an AN/MN of 4-6, +3 for AN/MN 7-9, and +5 to any AN/MN action/Modifier of 10 or higher. It only applies once per action according to the highest value (so using Close Combat 7 + Strength 3 will grant a +3 modifier, as would a Close Combat 3 + Strength 7), but otherwise applies to all actions (so using a Social Skills of 6 and Acrobatics of 3 in the same panel would yield a +2 for the Social Skills. and +1 for the Acrobatics). This Modifier does allows a user to exceed an AN/MNs normal limits (for example, a person with 3 in Strength wearing the Ring as they lift an object, receiving +1 from the Ring, would be able to lift up to 2 tons, not 1,000 lbs).
- Mental Authority: Allows user to actively use the action 'Telepathy' at AN 10 (Int.bonus, Efficient) with the following options: Telepathic communications, Illusions, Mental bolts, Generate Pain by touch, Empathic projection (Fear, Hatred, and other negative emotions).
- Acute Hearing: The Ring has the ability to enhance the user's Hearing by up to +3, at the cost of lowering their Sight by the same amount. This effect can be changed at will once every panel.
- Terrifying Presence: The Bearer can both alter their own appearance to a more frightening form, or terrify victims with sheer malevolence from the Ring. In game terms, it allows use of the action as Shape Shifting AN 8 (only for more frightening/impressive forms), and/or as Fear 10 (Efficient).
- Dark Lord Emergence: If a being of great power takes and uses the Ring with the intent of actively making use of its powers while the former Dark Lord is 'dead' and not yet fully back to power (i.e, hasn't regained the Ring yet; see Undying Evil below), the being who took it may very well become a new Dark Lord, and become the Ring's new master. If that happens, the Ring will imbue the user with power and transform them to a darker/more powerful version of themselves, as per a use of Metamorphosis 10 + Intelligence bonus, granting any A/A/M bonuses and body form as seems appropriate. This change is permanent, until the new Dark Lord is killed (see Undying Evil), and the Bearer still benefits from the Ring's other powers as normal, except it is no its true Master. Most Dark Lords have a terrifying appearance; Sauron's own is of a dark, terrible humanoid of huge size wearing a terrible, black armor with spikes and dark plates. If the user's corruption hadn't reached -5 yet, it definitely does now, along with at least -5 worth of additional negative/evil challenges of various types, unless the Ring's master is unaffected by the corruption (See 'Innocence Immunity'). NOTE: This 'permanent' Metamorphosis is lost if the Dark Lord loses the Ring, reverting to its weaker, normal form.
- Undying Evil: The Dark Lord of the Ring cannot truly die when protected by the Ring's existence. If they do die, they will reform in another shape, another body as per Reconstitute Self, but lose -2 to all A/A/M, until they recover the Ring and their full powers. That Reconstitution can take time, and will often leave the fallen Dark Lord away from the Ring. It is possible for a Dark Lord to vanish for good and die if a new Dark Lord rises (see Dark Lord Emergence) and the former one is killed in his weakened form. If no new Dark Lord has risen and the Ring still remain loyal to its owner, then the fallen Dark Lord will simply rise again in a new form, unkillable until the One Ring is destroyed or a new Dark Lord rises.
- Power of Mordor: Within the lands of Mordor, the Ring's power are drastically enhanced, and all of its effects gain +2 as long as the Bearer remains within its borders.
- Lure of the Ring: The Ring brings about the desire to possess it from those who see it, as a 10 stones effect VS Mental Defense. Also, once wielded, the Bearer usually becomes jealously possessive of it, and must be able to resist a 15 stones effect VS Mental Defense whenever someone else shows a desire for the Ring or tries to touch it without the user's express permission. Failure to resist might cause the Bearer to react aggressively or negatively.
- Corruption: When worn by someone other than the actual Dark Lord, a Bearer of the Ring will suffer corruption slowly but surely, with increasing corruption with greater use of the Ring's powers. Almost never using it makes this corruption build up very slowly, in decades if not centuries, whereas using it every day 5 or 6 times would speed the corruption up dramatically. The speed at which it is gained, being more a story device, is subject to the GM's will, and is represented by a Challenge of -1 (slightly corrupted) to -5 (almost dying and turning into a Wraith, like Gollum was at the end). Changes in appearance become possibly at higher levels (-3 to -5), causing possible Looking Non-Human challenges to happen). NOTE: Some users are unaffected by the Corruption (See 'Innocence Immunity').
- Malevolence: When separated from the current Dark Lord, the Ring will strive to return to him. It will attempt to manipulate events in subtle ways, either drawing individuals to it, driving them away, or changing in size to try and escape a Bearer it decides to abandon. Those effects are more of a story-driven event and are to be used by the GM as necessary. They are of course turned off when worn by the actual Dark Lord, to whom the Ring obeys completely.
- Wraith Curse: A Bearer susceptible to the Corruption of the Ring will eventually wither away and 'die', only to be brought back by the Ring as a dark wraith under the Dark Lord's power. The powers of such a Wraith varies and depend on the user, but the Nazghuls, who suffered this fate, are no doubt the most feared and terrible servants of the Dark Lord, and are a good hint at the threat such creatures pose.
- Innocence Immunity: Some beings or individuals of formidable power, absolute innocence or unequaled purity are actually capable of ignoring the Ring's corruption, although they may still benefit from its powers. In fact, such a being could technically become a 'Dark Lord' as per the Ring's powers but remained uncorrupted. Such beings are incredibly rare, but are able to wield the Ring without even activating its effects, or activate it without suffering its corruption. Such individuals also automatically see through the Invisibility effect of the Ring. One such immune being was Tom Bombadil.
- Sauron's Affinity: If Sauron is the Dark Lord and wearing the Ring, all of his A/A/M receive an automatic +1 modifier. However, if he loses the Ring, he suffers a -2 to all A/A/M if it is lost. This only applies to Sauron as he's the one who put so much power into making the Ring in the first place. Another Dark Lord wouldn't benefit/suffer from this.
- Limited Power: The Ring's powers do not work on Valars, Greater Gods, Cosmic Entities or beings of similar levels of power. GM's call whether or not a given being is powerful enough to be immune.
DESTROYERThe Indestructible QUOTE: "......" Other aliases: The Asgardian Destroyer Height: 9'6" Weight: 850 lbs Eye color: Red Frame color: Blue-Steel Species: Enchanted Asgardian Construct/Armor NOTE: '(Base)' means the user's own score/AN/MN. ABILITIESS.I: Equal to its user Str: (Base)+X, Minimum total of 10 (where X is the sum of 'Intelligence+Mental Defense+Iron Will', which represents 'willpower') -EfficientAgl: (Base) +3 Spd: (Base) +3 Dur: (Base) +10 HEALTH: (Base) +10 P.L: 10, or as (Base) ENERGY: (Base) +60 P.L: 30, or as (Base) REGEN: (Base) +25 P.L: 15, or as (Base) ACTIONSNOTE: The armor can use any actions the user normally can with its own energy, but with its powered up Ability scores. If the user uses their own energy, they still use the Destroyer's Abilities. Energy Projection: 12 (Dur.bonus) -Super-Efficient -Force Blasts (All blasts can be Area Attack, and are Range 8; Elements include: Intense Heat - 2x damage, Limited AP, Sets flammable objects on fire; Electricity - 2x damage, Normal and Stun damage; Plasma - 2x damage, AP (Ignores 3 Toughness if No AP), Ignores Hardness of Objects; Anti-Matter (3x damage, AP (Ignores 4 Toughness even if No AP), Ignores Hardness of objects, Automatically causes collateral damage; Magnetic Force - 2x damage, Atk VS Durability to immobilize) -Unlimited Manipulate Matter -Destroyer Blast (This one blast is the armor's most devastating power. It is fired from the helmet part, which opens to build up its power before firing the unbelievably destructive blast from it. The way it works is, the attack's stones are used against the target's defenses, ignoring Toughness, Armor and Hardness as it needs only hit the target to take effect. The damage if it hits is then calculated as an equal amount of stones Atk VS Durability, 3x damage, Automatically causes collateral damage. The blast is Range 10 and Area attack, and can even destroy normally indestructible artefacts, including even material as durable as Uru metal! Most terrifying... the blast can Accumulate Energy before firing.)Uni-Beam: 8 -2x damage -Range 5 -Tractor Beam -Project Holograms -Searchlight -Blinding Flash (Area vs Dur Blinds for 1 panel per stone of damage.) -Force Field Projector -Blast-off Protocol (As Blasting) -Emergency Air Bag -Melter Beam (Stones are Free, Range 3, 4 settings vs Metal, Stone, Wood, and Flesh, one setting at a time.) -Emergency Cruise Missile (Stones are Free, AP or Area Effect, Range 9, One shot) Repulsor Rays: 5 -Range 3 -Damages or Stuns at Will -2x damage or Area effect -Magnetic Manipulation -Bubble Beam (Range 2, Water Elemenet) -Rasengan Mode (As Psi-Weapon, 2x damage) -Beam Rifle (Range 4, AP, 2x Damage) -Fireworks -Two of these in palmsUnstoppable: 10 (Str.bonus) -EfficientFlight: 8 MODIFIERSPower Level 10 -Power Level Regeneration -Tireless 5Self-Contained Lifeform Godlike Stamina +10 -As Energy Battery and Deep Reserves -The Armor never actually needs to rest, regardless of the intensity and duration of its effortsSelf-Repair -As Healing Factor; not actually repairing itself as much as it essentially being indestructible. It will take damage, but nothing permanent, and will it time return to its full might in mere hours.Destruction +5 -Adds to any and all of its user's attacks except Mental onesReflexive Dodge (Base) +3 Toughness +20 -No AP -No 2x damageEnergy Defense +10 Magical Defense +10 Invulnerable -The armor cannot be truly destroyed. Even if its health fully runs out, it is merely 'disabled', and will recover as per its 'Self-Repair' modifier soon making it usable anew.CHALLENGES-N/A EQUIPMENT-Nothing of its own; depends on user ______________________________________________________________ NOTES: This is the Destroyer Armor, created by Odin as a weapon against the Celestials. It is made out of a metal even more powerful, more indestructible, than the Uru metal out of which Mjolnir was made. Its power is essentially unimaginable, increasing the user's to untold levels of might depending on the user's own might, and willpower. It is essentially entirely indestructible even from blasts unleashed by Gods such as Thor and Odin, and can fire blasts of its own of multiple elements, including the unbelievably destructive Destroyer Blast, so devastating it could potentially destroy a planet, and can even destroy Uru. In game terms, it is essentially built as a Power Armor.
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Post by Manah on Oct 2, 2012 21:33:01 GMT -5
LoEs -5 LoEs for completing Issue 1 "Wet dream" (Spent) -25 LoEs from Christmas/New Year present (Spent) -5w from Christmas/New Year present (Spent) -4 LoEs from completing Issue 2 "Night of the Marked Men" (Spent) -10 LoEs as a Easter Present (Spent) -2 White stones as a Easter Present (Spent) -1w1r and 4 LoEs in honor of Independence Day (Spent) -9 LoEs and 4w in honor of Lup's birthday (Spent) -5 LoEs from completing "Raiders of the Greater Ark" (Spent) -13 LoEs and 12 White stones for Halloween (Spent) -55 White Stones to spend only on any actions from Dionon's Dragonball Rules. Actions only, No Modifiers except Power Level, and even then only if the character doesn't already have it. (Spent) -55 White Stones to spend only on actions and modifiers from Dionon's Final Fantasy rules (Spent) -50 LoEs and 10w as a Christmas Gift! (Spent) -1w, and 3 LoEs for Easter! (Snspent) -1w from taking Challenge "Minority (-1; Lunamaria just realized she was either a lesbian or at the very least bisexual. Furthermore, she has a sister complex with Meyrin, captain of the Minerva, which makes things a bit more awkward in her mind.)" (Spent) -28 LoEs from Lup's birthday! (Spent) -5 LoEs from completing "S.O.S. Save Our Supers" (Spent) -15w and 23 LoEs for Halloween! (Spent) -100 LoEs and 20w for the Holydays! (Spent) -29 LoEs from Lup's Birthday! (Spent) -14 LoEs and 12w from Halloween (Spent) -200 LoEs and 40w for 2015 Holydays! (Spent) -5 LoEs for completing "Power Corrupts No shi-" (Spent) -4 LoEs for completing "Avenging Issues" (Spent) -30 LoEs from Rowlet's 30th Birthday (Unspent) -15 LoEs as Rowlet's Apology (Unspent) -32 LoEs and 10w for Halloween (Unspent) -40 LoEs for Thanksgiving; must be spent on the Lowest AN action on your CAD to raise the AN or add advantages if applicable (Unspent) -400 LoEs and 80w from 2016 Holidays! (Unspent) -5 LoEs from completing "I'm (Not) on a Boat!" (Unspent) -31 LoEs from Rowlet's Birthday! (Unspent) -17 LoEs and 13w from Halloween! (Unspent) -50w from Thanksgiving, to be spent only on FF Limit Breaks! (Unspent) -800 LoEs and 160w from 2017 Holidays! (Unspent) -10 LoEs for Memorial Day (Unspent)
LoEs Spent -4/4w to increase her Intelligence from 6 to 7 (cost 4 rather than 2 because she uses the Intelligence-based energy rule) -1/1w to buy off part of her Love challenge for Shinn. -10/10 LoEs to buy "Mental Bolts" option on her Telepathy. -10/10 LoEs to increase Newtype Oversoul to AN 2 -10/10 LoEs to reduce Luna's "Love" challenge to 0. -10/10 LoEs to improve General Knowledge by 1 and add Specialty "V2 Assault-Buster Gundam" -1w/1 to improve Technology by 1 and add Specialty "Late Universal Century Tech" -1w/1 to improve Luna's Ranged Combat by 1 and add specialty "V2 Gundam" -1/1w to increase Close Combat by 1 and add "V2 Gundam" specialty -1/1w to reduce her Psychological challenge by -1 -10/10 LoEs to improve Newtype Oversoul by 1 -3/3w to increase Telekinesis by 1 -1/1r to add Wealth 1 to reflect her income as a crew member of the Minerva -10w/10 to increase Newtype Oversoul by 2 ANs -15/15 LoEs to gain Power Level at MN 1 -1w/1 to improve Close Combat by 1 and add Specialty "Use powers in combat" -1w/1 to improve Ranged Combat by 1 and add Specialty "Use powers in combat" -25/25w into buying Ki Control at AN 5 with Dur.bonus, Efficient (Completed) -25/25w into buying Super Saiyajin at AN 2 with Super Saiyajin at Birth and Calm Super Saiyajin (Completed) -4/4w into buying Kaioken AN 2 (Completed) -25/25w into buying Time Magic at AN 6 with Efficient (Completed) -30/30w into buying White Magic at AN 8 (Completed) -30/30 LoEs and 10/10w to add an Intelligence bonus to Newtype Oversoul (Completed) -20/20 LoEs into adding "Mecha/PA Boost: If operating a Mecha, or wearing PA, her transformation actions effect the mecha/PA instead of her. Effect lasts until she exits the mecha/suit." to Super Saiyajin (Completed) -5/5w to increase Super Saiyajin by 1 (Completed) -6/6w into increasing Intelligence by 1 (Completed) -1/1w into increasing Strength by 1 (Completed) -1/1w into increasing Speed by 1 (Completed) -15 LoEs and 5w into increasing Power Level by 2 (Completed) -10/10 LoEs into increasing Close Combat by 1 (Thermic Lance) (Completed) -10/10 LoEs into increasing Ranged Combat by 1 (Dual wielding) (Completed) -10/10 LoEs into increasing Telepathy by 1 (Completed) -10/10 LoEs into increasing Telekinesis by 1 (Completed) -10/10 LoEs into increasing Newtype Oversoul by 1 (Completed) -6/6w into increasing Durability by 2 (Completed) -50/50 LoEs into increasing Newtype Oversoul by 4, and making it Efficient (Completed) -50/50 LoEs into increasing Ki Control by 3 and adding Flight option (Completed) -20/20 LoEs into increasing Kiaoken by 2 (Completed) -10/10w into increasing Super Saiyajin by 2 (Completed) -50/50 LoEs and 5w into adding "Super Kaiken" to Kaioken (Completed) -30/30w to buy Iron Will (Heal others, Leadership) AN 6 (Completed) -6/6w to increase Intelligence by 2 (Completed) -9/9w to increase Str, Agl, Spd and Dur by 1 each (Completed) -5/5w into increasing Power Level by 1 (Completed) -30/30 LoEs into increasing Acrobatics by 3 (Completed) -40/40 LoEs into increasing Ghost Powers by 3, and make it Super-Efficient (Completed) -20/20 LoEs into increasing Ki Control by 2 (Completed) -40/40 LoEs into increasing Telepathy (Completed) -20/20 LoEs into increasing Newtype Oversoul by 2 (Completed) -20/20 LoEs into increasing Kaioken by 2 (Completed) -30/30 LoEs into increasing Super Saiyajin by 3 (Completed) -10/10 LoEs into increasing Social Skills by 1 ('Ghost girl')
OOC Store Expenses -Omni-Tool for $1,300,000 (Not yet bought)
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Post by Manah on Jun 25, 2013 22:15:13 GMT -5
Luna's Battle themes
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Post by Manah on Jun 29, 2013 20:36:58 GMT -5
V2 Assault-Buster Gundam Mobile Suit from the Future Full name: LM314V23-24 Victory 2 Assault-Buster Gundam Height: 50.8 feet Weight: 19.1 tons Eye color: Green Suit color: White/Blue/Yellow Species: Prototype Transformable General-Purpose Mobile Suit Origin: Newly acquired Mobile Suit; seemingly given to Luna by Uso Ewin's spirit when she defeated his murderer with Silver Surfer's help ABILITIESS.I: 10 Str: 11 Agl: 7 (Normally 9, but reduced due to the additional mass of the Assault-Buster Armament Sets) Spd: 5 (Normally 6, but reduced due to the additional mass of the Assault-Buster Armament Sets) Dur: 7 HEALTH: 7 ENERGY: 36 REGEN: 22 ACTIONSClose Combat: 7 (Str.bonus and Wpn.modifiers) -Efficient -Beam sabers -Wings of Light -Fly-by Attacks -MS Strength -Destruction -Fighting smaller opponents -Fighting multiple opponentsRanged Combat: 6 (Agl.bonus and Wpn.modifiers) -Efficient -Beam Pistols -Beam Rifle -Beam Bazooka -Vulcan Guns -Precise shots -Fighting multiple opponentsPA Beam Sabers: 6 -Mega-Weapon -2x damage, Armor Penetrating -Four of them; may use only one per hand, but the others are retracted in forearm recharge racks when not in use -Energy comes from General PoolPA Beam Pistol: 4 -Hand-Carried Energy Weapon -2x damage; may either do Stun damage or be Armor Penetrating -Range: 5 -Two of them -Energy comes from Suit's EnergyPA Beam Rifle: 7 -Hand-Carried Energy Weapon -2x damage; may either do Stun damage or be Armor Penetrating -Range: 6 -Energy comes from Suit's EnergyPA Mega-Beam Rifle: 9 -Hand-Carried Energy Weapon -2x damage; may either do Stun damage or be Armor Penetrating -Range: 7 -Energy comes from Suit's EnergyPA Beam Bazooka: 6 -Hand-Carried Energy Weapon -2x Damage, AP, Explodes as Area Effect 5 around point of impact -Range: 5 -Must be used at max power Energy comes from suit's EnergyPA Mega-Particle Cannon +9 -2x Damage, AP or Explodes as Area Effect equal to AN around impact -Range: 7 -Stones come from Suit's Energy -Part of the Buster Armament Set; Shoulder-mountedPA Beam Spray Pod: 6 -2x damage, Area Effect -Range: 4 -Energy comes from Suit's Energy -Part of the Assault Armament Set; Shoulder-mountedPA Micro-Missile Launchers +6 -2x damage -AP or Area Effect of 4 around point of Impact -Range: 5 -4 missiles per Launcher (total of 24 missiles) -Stones come from GP -Part of the Buster Armament SetPA Variable-Speed Beam Rifles (VSBR) +5 / +7 -Two firing modes: High-Penetration and High Damage (numbers/data after Slashes refer to the latter) -2x damage; AP (and Ignores 3 Toughness even when No AP) / 2x damage or Area Effect of 5 around point of impact -Two of them -Range: 6 / 5 -Stones come from suit's Energy -Part of the Assault Armament Set, hips-mountedPA Minovsky Drive System (M.D.S): 10* -Efficient -An amazingly powerful drive and the most amazingly adaptable system of the V2 Gundam, the M.D.S can be used either for movement, offense or defense with superior effect than most MS pilots can dream of. When active, it creates the effect known as "Wings of Light", waves of pinkish energy which can reach up to 1km in length (or much smaller if the pilot so wishes.) -Due to its superior adaptability and varied uses, the M.D.S counts as "Two of them", in effect allowing two uses of it to be activated at once, at full power. For example, a pilot could fly with it and slash an opponent by passing by, or attack and block at the same time, etc. -Generates a very large amount of Energy on its own; adds half this action's AN to Energy Regen per panel -Usable as Flight at AN. *: Although the AN is listed as 10, the V2 cannot reach true light speed, but it does attain speeds exceeding standard sub-light speed. -Usable as a Beam Saber weapon at AN (2x damage, AP), but of the size of the Wings of Light, meaning it can be used to strike at a range of 4 despite it being a 'Melee'/Close Combat attack. Technically works as an Area effect line attack, of 15 yards in width, and up to 1km in length, although the size of the wings can be reduced. -Usable as a Force Field at AN, defensive stones being doubled. Furthermore, if an Enemy's Weapon Modifier is not at least of an AN of 2/3 this Action's AN (7 or more), then the attack is entirely negated by the Wings of Light regardless of how many stones were used. -Stones come from suit's own EnergyPA Double Vulcan Guns: +4 -2x Damage -2 of Them; mounted on the sides of the Gundam's head -May both fire for up to 16 panels before needing to be reloadedPA Beam Shields: 5 -As Force Field, but directed at up to two foes at once -Function as full Force Field if both shields are activated at once and used to defend from all directions, or increase to AN 7 if both are used to protect against the same direction (otherwise, the two do not stack) -Two of them -Defensive stones are doubled -Stored in forearms when not in use -Top Fighter can use them at full power when operating independentlyPA Mega-Beam Shield: 7 -As Force Field, but directed at up to three foes at once -Work as full Force Field if using along with a regular Beam Shield to defend from all directions, or increase to AN 9 if used in conjunction with a regular Beam Shield to protect against the same direction (otherwise, the two do not stack) -Defensive stones are doubled -Part of Assault Armament SetPA I-Field Barrier Generators: 5 -As Energy Defense, but as an Action; needs only 2 stones to activate, though. -Two of those -Area up to 2 around MS; can be diminished to 'skin'tight. -Part pf Assault Armamaent SetPA Casting Net-Type Mine Launcher: 7 -Atk VS Durability to immobilize (-3 to all Physical Actions [except attempts to free oneself], All Movement actions (Speed included) AN lowered by 4 until the opponent frees himself/is freed -Difficulty 7, Resistance 15 to escape, either through brute force, cutting through the net with energy/AP weapons, or other acceptable tactics, GM's call -Range: 3 -Works only on targets of at least 20' in size; smaller ones could easily slip through the net -5 mines per load/missionPA Sound Projector: 4 -As Ventriloquism; mostly used to speak to people outside of MS while within AtmospherePA Flight: 6 (Normally 7, but reduced due to the additional mass of the Assault-Buster Armament Sets) -Through ThrustersPA Unstoppable: 5 -2x damage; ignores objects of up to AN Hardness -Action as Modifier; when moving around in the V2, Lunamaria may use this as she wishes to destroy minor obstacles in her path without giving it a second thought. It also represents the fact that an over 50 feet tall Mobile Suit walking through a building would tend to leave a mark. It can be active both when moving around or flying.MODIFIERSCore Block System -The V2 Gundam is capable of separating into three separate, independent 'Fighter' type units, which are then able to fight on their own with decreased power, but increased numbers and special tactics, supported by the MS' superior A.I, before eventually combining back together. The 'Core Fighter' is the one holding the Pilot's Cockpit, and holds the Minovsky Drive System, making it the most powerful and safest, obviously. It is supported by the Top Fighter and Bottom Fighter. -When split, the separated Fighters have the full Gundam's Abilities, all lowered by 2. Close and Ranged Combat are both lowered by 1, so is Flight from the Thrusters. Their Toughness is also lowered by 2, but their Reflexive Dodge increase just as much. As for their weapon/combat systems, they are split between the Fighters as per the pilot's choices, but retain their ANs. -When recombining, their "Health" is calculated by the rounded up percentage of the individuals Fighters, and applying it to the full MS' Health, rounded up -If one of the Fighters is detroyed, the MS cannot fully recombine and must form into a combo of two Fighters for best results (read below) -Aside from recombining into a full MS or separating into three fighters, two Fighters can combine to create a deadlier Fighter (exemple, the Core and Bottom Fighters combining). Doing so lessens all Stat penalties by 1, and allows them to make use of both Fighters' combined weapons.Energy Battery 5 Deep Reserves +7 PA Rapid Regeneration Reflexive Dodge +3 (Normally 4, but reduced due to the additional mass of the Assault-Buster Armament Sets) PA Toughness +7 -No AP -No 2x damage -Normal MN 6, but increased by additional plating from the Assault Armament SetPA Energy Defense +3 Mobile Suit Might +2 -As ClawsPA Targeting +2 / +5 -Number after slash is used when activating the V2's unique Custom Targeting SensorPA Cybernetic Senses 7 PA Surface Adhesion 4 -As Wall-Crawling, but as a ModifierPA Life Support (Permanent) Hardpoints x8 (Normally 10, but reduced due to the Assault-Buster Armament Sets each taking a spot) -Multi-purpose storage racks designed to externally store any weapons or equipment that has been designed to be carried by a hardpoint -Victory 2 Gundam is equipped with ten hardpoints: Two are located on each of the V2's arms, one on each hip, and two more are located on each of the mobile suit's legs. -Only four out of the ten are currently used: The two on the hips for the Beam Pistols, one on the left leg for the Beam Rifle and one on the right leg for the Beam Bazooka.[/div]
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Post by Manah on Jun 29, 2013 20:37:57 GMT -5
Dark Millenium Gundam Luna's Personal Mobile Suit Full name: PXNC-001 Prototype "Dark Millenium" Gundam Height: 60' Weight: 38.5 tons Eye color: Yellow Suit color: Black/Dark Grey/Blue Species: Prototype Superiority Combat Mobile Suit Origin: Designed by Amuro Ray himself and built with some quite advanced technologies from Londo Bell. ABILITIESS.I: 6 Str: 12 Agl: 8 Spd: 4 Dur: 8 HEALTH: 8 ENERGY: 33 REGEN: 16 ACTIONSClose Combat: 6 (Str.bonus and Wpn.modifiers) -Efficient -Beam sabers -MS Might -Grabbing Opponents -Destruction -Fighting smaller opponents -Fighting multiple opponentsRanged Combat: 7 (Agl.bonus and Wpn.modifiers) -Efficient -Beam Rifle -Multi-Phase Beam Cannon -DRAGOON Pods -Vulcan Guns -Precise shots -Fighting smaller opponents -Fighting multiple opponentsPA Beam Sabers: 5 -Melee weapons -2x damage, Armor Penetrating -Two of them -Energy comes from General PoolPA Beam Rifles: 5 -Energy Weapon -2x damage; may either do Stun damage or be Armor Penetrating -2 of them -Range: 6 -Energy comes from Suit's EnergyPA DRAGOON Pods: 12 -Energy Weapons -2x damage, Armor Penetrating, Ignores up to 2 points of Reflexive Dodge and 2 of Toughness even with "No AP" option. Add 1 effective stone for every four Pods used at once from the General Pool. -Full-Burst Mode: Each of the 12 Dragoon Pods can fire a single beam at a single target for each at once rather than be used to increase the Dark Millenium Gundam's main attack. Doing this takes the main attack stones, divided by 2, which are applied against all targets, up to 12 at once. -Though devastating, DRAGOON Pods must detach from the Dark Millenium Gundam to be used, and could supposedly be more easily destroyed than the Mobile Suit's other weapons. That being said, the DRAGOON pods used by the Master System are exceptionally hard to destroy, and are protected by an experimental barrier invented by Amuro Ray. Any attack against a DRAGOON pod that gets through its impressive defenses (4 from Force Field, 3 Reflexive Dodge, Toughness 4 [No AP], Energy Defense 4) will destroy it, temporarily diminishing this action's AN by 1. Thanks to the Dark Millenium's nanomachines, destroyed DRAGOON pods rebuild themselves eventually, one per ten minutes. -Range: 6, and the blasts do not come from the Dark Millenium itself -Stones come from the General PoolPA Multi-Phase Beam Cannon: 9 -Energy Weapon -2x Damage, AP (Ignores up to 4 Toughness even with "No AP"), Efficient, May be used as an "Area Attack Line", 10 ft-wide, with a range of 1/stone used or 7, whichever is lower. Everything in the line takes the damage. -Range: 6 -Stones come from Suit's Energy.PA Vulcan Guns: 3 -Firearms -2x Damage -2 of Those (Head-mounted) -Stones come from GPPA Electromagnetic Field: 5 -As Force FieldPA Flight: 9 -High-Ability Aerial Tactics System (perfect maneuvrability; the Dark Millenium can make sudden turns and special maneuvers without trouble despite its sizePA Unstoppable: 6 -2x damage; ignores objects of up to AN Hardness -Action as Modifier; when moving around in the Dark Millenium Gundam, Lunamaria may use this as she wishes to destroy minor obstacles in her path without giving it a second thought. It also represents the fact that an over 60 feet tall Mobile Suit walking through a building would tend to leave a mark. It can be active both when moving around or flying.Fusion: 4 -Photographic Fusion: Once the DM Gundam has completed a Fusion successfully once, it never fails again with that same partner -With the battleship Minerva only -Forms the 'Dark Minerva Gundam'MODIFIERSEnergy Battery 3 Deep Reserves +4 PA Superior Nanomachines -As Accelerated Healing FactorReflexive Dodge +5 PA Toughness +9 -No AP -No 2x damagePA Energy Defense +5 Mobile Suit Might +2 -As ClawsPA Targeting +2 PA Cybernetic Senses 6 PA Surface Adhesion 4 -As Wall-Crawling, but as a ModifierPA Life Support (Permanent) PA Exclusivity -The Dark Millenium was designed specifically for use by a Newtype, and even then, only an extremely powerful Newtype of the likes of Amuro Ray and Lunamaria could use it. Additionally, Amuro Ray has added several security measures to ensure that no one else can use it (internal scanners and voice analyzers, among others).
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Post by Manah on Apr 21, 2014 20:47:37 GMT -5
PAPTIMUS SCIROCCO'S MESSALA Newly acquired Mobile Suit, stolen from Paptimus Scirocco in the Code Geass universeIn Mobile Suit formIn Fighter form True name: PMX-000 Messala Height: 101 feet Weight: 98.01 tons Eye color: Red Suit color: Purple Species: Prototype general purpose transformable Mobile Armor Mobile Suit / FighterABILITIESS.I: 8 Str: 15 / 13 Agl: 6 / 8 Spd: 4 / 6 Dur: 9 HEALTH: 9/9 ENERGY: 39/39 REGEN: 17 ACTIONSClose Combat: 6 / 2 (Str.bonus and Wpn.modifiers) -Beam sabers -Fighting smaller opponentsRanged Combat: 6 (Str.bonus and Wpn.modifiers) -Efficient -Mega-Particle Cannons -Grenade launchersPA Mega Particle Cannons: 9 -2x damage; or area effect -2 of them -Range: 7 -Energy comes from Suit's EnergyPA Beam Sabers: 6 / 0 -As Psi-Weapon -Melee weapons -2x damage, Armor Penetrating -Two of them -Energy comes from General PoolPA Missile Launchers: +5 -AP or area effect -2 pods with 9 missiles each on shoulders Currently 8 missiles remaining in eachPA Grenade Launchers: +4 / 0 -Area effect -Two of these mounted in forearm weapon podsPA Double Vulcan Guns: +4 / 0 -2x Damage -2 of These mounted in forearm weapon podsPA Flight: 5 / 8 PA Unstoppable: 8 -2x damage; ignores objects of up to AN Hardness -Action as Modifier; when moving around in the Messala, Lunamaria may use this as she wishes to destroy minor obstacles in her path without giving it a second thought. It also represents the fact that an over 100 feet tall Mobile Suit walking through a building would tend to leave a mark. It can be active both when moving around or flying.MODIFIERSEnergy Battery 4 Deep Reserves +4 PA Rapid Regeneration PA Claws: +3 / +0 -Mounted in forearm weapon pods -RetractableReflexive Dodge +0 / +4 PA Toughness +7 -No AP -No 2x damagePA Energy Defense +2 Mobile Suit Might +3 -As ClawsPA Targeting +2 PA Cybernetic Senses 6 PA Life Support (Permanent) PA Psycommu Remote control (Via special headset.)
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Post by Manah on Aug 13, 2014 13:52:40 GMT -5
The Minerva Lunamaria's Home away from Home Battleship Full name: LHM-BB01 Minerva Height: 350 meters Weight: 1,5 kiloton Frame color: Metallic Grey/Dark Grey/Dark Pink Species: Transatmospheric ZAFT Battleship ABILITIESS.I: 8 Str: 14 Agl: 1 Spd: 0 Dur: 16 HEALTH: 16 ENERGY: 60 REGEN: 32 ACTIONSPA Ranged Combat: 7 (Str.bonus and Wpn.modifiers) -Efficient -"Isolde" Triple Cannon -Missile Launchers -Positron Blaster Cannon -Torpedo Launchers -Dual Beam Cannons -40mm CIWS -Fighting smaller opponentsPA "Isolde" Triple Cannon : +7 -2x damage, Area attack Line (50' width and its Range's length), Automatically causes collateral damage -Range 8 -As Firearms; Stones are free from GP -Can be retracted into the ship when not in use; only fires forwardPA "Tristan" Dual Beam Cannons: 7 -2x damage, AP, Normal or Stun damage -Range 7 -As Energy Weapons, Energy comes from own ReservePA "Tannhäuser" Positron Blaster Cannon: 12 -Efficient -3x damage, AP, Area attack -Range 9 -As Energy Weapon; Stones come from own Reserve -Can be retracted into the ship when not in use; only fires forward -QZX-1 "Tannhäuser" Positron Blaster CannonPA Missile Launchers: +8 -2x damage, AP and Automatically causes collateral damage, or Area Effect -Range 8 -Stones are free from GP -20 of those -8 missiles each, for a total of 160 missilesPA Torpedo Launchers: +7 -AP, Area effect of 6 around impact -Range 7 -Stones are free from GP -4 of those -8 torpedoes each, for a total of 40 torpedoesPA 40mm CIWS: +4 -2x damage -Range 5 -Twelve of them -Each can fire for up to 16 panels before needing reloading -Stones are free from GPPA Beam Energy Transfer: 10 -As Mutant healing, but only to give Energy to others -Only works on Mobile Suits functioning with Batteries and specifically compatible -Known compatible suits: Impulse, Savior, Chaos, Abyss, and Gaia -Range 7PA Anti-beam Depth Charge: 4 -Acts as Force Field, but only against Beam weapons/Energy attacks -Downside is, the Minerva's own Beam Weapons/Energy attacks suffer a -2 penalty when using due to interference from the chargePA Flight: 8 / 5 -Poor maneuverability; Can't make Sharp turns or sudden stops due to its size -Can 'Fly' through water at up to 5 speed with no other penalty -Number after slash is used within an atmospherePA Unstoppable: 10 -2x damage; ignores objects of up to AN Hardness -Action as Modifier; when moving around the Minerva may use this as its pilot wishes to destroy obstacles in its path without giving it a second thought. It also represents the fact that a massive Battleship flying through a modern world, normal building would tend to leave a mark.Fusion: 4 -Photographic Fusion: Once the Minerva has completed a Fusion successfully once, it never fails again with that same partner -With the Dark Millenium Gundam only -Forms the 'Dark Minerva Gundam'MODIFIERSPA Energy Battery 4 PA Deep Reserves +8 PA Rapid Regeneration PA Ablative Armor +12 -As Toughness; half AN is added as Energy Defense -No AP -No 2x damagePA Energy Defense +6 PA Targeting +4 PA Mobile Suit Might +5 -Useless for the Minerva, but applies when fused with the DM GundamPA Cybernetic Senses 8 PA Life Support (Permanent) PA MS Carrier -The Minerva can carry up to 11 Mobile Suits of various types and sizes, in addition to its Impulse Models -Currently carried MS: Dark Millenium Gundam, V-2 Assault-Buster Gundam and the Messala
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Post by Manah on Oct 29, 2014 20:47:02 GMT -5
Captain Meyrin Hawke' Stats for Fusion (Gundam SEED Destiny) H: 3 E: 15 R: 8 ABILITIES: Int: 6, Str: 2, Agl: 3, Spd: 3, Dur: 3 ACTIONS: Close Combat: 5 (Agl.Bonus, or Wpn.modifier), Ranged Combat: 6 (Wpn.modifier), Black Ops: 6 (Int.bonus), Technology 6 (Int.bonus; Hacking, Communicators, Navigation, Mobile Suits, Sensors, Ship systems, Minerva), General Knowledge: 6 (Int.bonus, Ef., ZAFT, Mobile Suits, Tactical Lore, Tactical Coordination, Minerva), Medical Healing: 3, Fusion 4 (Photographic Fusion, With Lunamaria Hawke only, Merely needs to touch and will the Fusion to happen), Leadership 4, Social Skills 6 (Socialize, Persuade, Strong Will, Beautiful, Steady calm, Captain of the Minerva) MODIFIERS: Rapid Regeneration, Energy Battery: 2, Deep Reserves: +4, Reflexive Dodge: +2, Targeting +1, Mental Defense +4 CHALLENGES: Psychological (-1; shy. Mostly overcome with the years, but still), Psychological (-1, Minor inferiority complex. Meyrin does not easily sees her qualities and has difficulty getting over her flaws. This has diminished in time as well), C.T.S.U.F.U (-3), Haunted past (-1; Lost Athrun, Shinn and her own world's Lunamaria in the war, had to go on alone and lead the others as the Captain of the Minerva), Duty (-4; to her crew of the Minerva and all soldiers/agents working under her orders)
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Post by Manah on Oct 12, 2016 1:12:36 GMT -5
ACQUIRED TECHNOLOGY KNOWLEDGE Lunamaria has acquired the following knowledge from observing one of Iron Man's armors, and could potentially transmit that knowledge to her friends of the Minerva and/or install it onto Mobile Suits. -Titanium Alloy Ceramic composite scales each reinforced by an electromagnetic forcefield for added resistance to damage. Uni-Beam: 8 -2x damage -Range 5 -Tractor Beam -Project Holograms -Searchlight -Blinding Flash (Area vs Dur Blinds for 1 panel per stone of damage.) -Force Field Projector -Blast-off Protocall (As Blasting) -Emergency Air Bag -Melter Beam (Stones are Free, Range 3, 4 settings vs Metal, Stone, Wood, and Flesh, one setting at a time.) -Emergency Cruise Missile (Stones are Free, AP or Area Effect, Range 9, One shot)Repulsor Rays: 5 (Two of these in palms) -Range 3 -Damages or Stuns at Will -2x damage or Area effect -Magnetic Manipulation -Bubble Beam (Range 2, Water Elemenet) -Rasengan Mode (As Pri-Weapon, 2x damage) -Beam Rifle: Range 4 (AP, 2x Damage) -Fireworks
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