Post by Manah on Dec 25, 2012 23:53:59 GMT -5
Anna Murray
Kunoichi-in-Training in Konohagakure
Picture by Mephistel!
Kunoichi-in-Training in Konohagakure
Picture by Mephistel!
QUOTE: "No, not from around here. Still, I learned a thing or two. Think you can keep up?"
Real Name: Q
Age: Unknown (possibly as old or older than the Universe)
Occupation: Reality Warper, Trickster, Chief Science Officer of the U.S.S Odyssey, Kunoichi-in-Training
Military Rank: Lieutenant-Commander (Senior Officer)
Height: Varies, usually 5'7"
Weight: Varies, usually 138 lbs
Eye color: Dark Brown
Hair color: Dark Brown
Species: Q
ABILITIES
Int: 10*
Str: 5
Agl: 6
Spd: 5
Dur: 5
HEALTH: 5
ENERGY: 26(i)
REGEN: 15
*Uses Intelligence as Initiative; may use as many actions as her Intelligence AN, including repeated uses of Total Conversion Power.
ACTIONS
Ninja: 8
(Agl.bonus and 2 Wpn.modifiers)
-Efficient
-Hand-to-hand
-Martial Arts
-Starfleet Training
-Hand Phasers/Phaser Rifles
-Kunai & Shurikens
-Thrown objects
-Fighting multiple opponents
-Use of powers in combat
Acrobatics: 6
(Str.bonus)
Ninjutsu: 5
(Int.bonus)
-As Mastery of Elements (Fire) and Magical Healing at Half AN (rounded down) for basic First Aid and minor poison/disease treatments
-Create/Manipulate
-Force Blast: Adds half the AN (rounded up)'s as a Wpn.modifier to Ranged Combat; Fire (2x damage, sets flammable materials on fire)
-Fire specialty (Gains 1 free stone from GP when using Fire, and loses 1 when using Water. All Fire effects are Efficient, and will improve to Super-Efficient if the 'Efficient' option is bought on the action. However, Water, if acquired, will never be Efficient regardless of options bought.)
-Accumulate Energy for greater effect (in the case of Force Blast, Anna can accumulate her Ninja action instead)
Genjutsu: 4
-Efficient
-As Create Illusions, but enhanced: the illusions may affect up to one sense (sight, hearing, smell, touch, and taste, in that order) per stone played, with a difficulty equal to stones played as usual to "see through" the deception. In other words, if a person falls for it, the illusion could seem very real while being nothing more than a fake for anyone who saw through it. An illusion still cannot harm a person nor affect its environment.
-May be used for the opposite as well, hiding a real object from the senses of people around.
-Substitution jutsu (when used for this purpose, this action shifted into defense allows [if Itachi manages to evade damage altogether] the user to 'change places' with a nearby object or person located at less than 30'. That object/person receives the attack instead, and the relocation allows Itachi to attack from an unexpected angle the next turn.)
Spirit Bomb: 7
-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
-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.
Concentration: 5
(Int.bonus)
-Efficient
Total Conversion Power: ∞
-As Mastery of Reality, Matter, Time, Space and Energy, with essentially all options. May be used to perform any Physical, Energy, Mental and Magical actions with no limit but the ones mentioned further down. May even be used to create parallel dimensions and alternate timelines (such as "What-ifs" scenarios).
-Allows Anna to increase/lower/alter her Abilities/Actions/Modifiers/Challenges as she sees fit, Add any advantages or disadvantages or options she wants, as well as alter her appearance. She can also do so on others as an advanced version of Transform Others. The changes are as permanent or temporary as she wants them to be, and can be reversed at will by her.
-Unlimited, permanent object creation and alteration
-Gives her a free amount of stones of energy equal to AN. So, yeah.
-Limitations: While Q are essentially omnipotent, there are five rules/limitations they have to follow.
- 1) Rule of Free Will: Q cannot, under no circumstances, forcibly alter an intelligent lifeform's true nature nor force one to think any differently than they normally would. For example, she couldn't force a loving wife to suddenly hate her husband (although he could make events happen to make it happen 'naturally'), nor could she make a happy, optimistic person commit suicide unless they are already depressed and thinking about it.
- 2) Rule of Numbers: While very, very few beings and creatures in the Universe could ever resist Anna's powers, there are exceptions. Most notably, two Qs or more. While a single Q's powers are equal to ∞, two Qs' is ∞+1, three ∞+2, and so on. The Qs are aware of this, and as such, most of the time, they do not even bother fighting, knowing full well that if the opposing Q is alone, it will be a draw, and if they are more numerous, they will win. So if two Qs oppose a third one, then the third one will probably shut up and comply (or at least bitch about it THEN comply). By watching one another, the Q Continuum ensures the balance is maintained in the Universe. On a side note, some other beings, such as Eternity, Death and other such extremely powerful Cosmic entities, are possibly equal (or sometimes superior) to the sheer power of Q.
- 3) Rule of the Continuum: The ruling of the Q Continuum is absolute to all and every Q. While they are usually allowed to do pretty much whatever they want (because most Qs agree that they should have that right anyway), sometimes the Q as a whole decide that certain things should not be done (for example, destroying the whole Universe to make it anew instead of simply making a new, parallel one) for the sake of the Universe. Such a ruling is usually respected by all Q, if not because of respect for the Continuum, then because the others could team up together to remove the disobedient Q's powers for a while to teach him a lesson in humility.
- 4) Rule of Punishment: Whether when it comes to being punished themselves for going way too far, or when punishing other species for whatever reason arises, Qs are encouraged to be merciful and find a punishment fitting the crime, avoiding death if possible.
- 5) Rule of the Q: While some capital offenses and/or direct disobedience of a direct order of the Q Continuum 'might' result in an execution, no Qs are allowed to destroy another Q, unless under the unanimous decision of the Continuum. If even one Q refuses to support an execution, the punishment will usually become exile and transformation into a lesser species until the Q Continuum has decided the wayward Q has learned his lesson.
Chakra: 5
-Usable as Ki User
-Gains a 'Special Technique' every 2 AN, with 1 more at AN 3, AN 6 and AN 9. Up to 2/3 of the AN of this action may be used as Advantages to the Special Technique when creating them, the rest acts as a bonus to the action. A bonus of up to half the normal bonus may also be added if proper disadvantages are selected. The technique may apply only to one Action which must be selected when the technique is acquired, and cannot be changed afterwards, except by changing weapon and fighting stlye (see below).
NOTE: If an advantage is already provided by some other sources in the character (for example, a 2x damage technique used with a 2x damage weapon), the advantages do not stack; instead, the attack gets a bonus equal to the advantage's worth in CL (2 stones for 2x damage, for example).
-May not use a single technique more than AN times per hour
-Inner Power (As Accumulate Energy from M.o.M)
-Special Techniques not yet chosen; will wait to see my training with Sakura through first.
Kage Bunshin no Jutsu: 2
(Dur.bonus)
-As Duplicate Self, except as follows
-May create up to 1 clone per AN, must pay clones' Durability in stones to create a clone, then 1 stone per clone maintained per panel. Maintaining this does not use up an action per panel.
-Perfect Clones: Clones are as powerful as the original (with the following exception: Clones' Chakra is 2 ANs lower and their Power Level is reduced by 1)
-Original Anna retains knowledge/sensory experiences of her Clones
-May gain 1 additional LoE by using her Clones to learn something faster.
Alchemy: 10
(Int.bonus)
-Ability to create Final Fantasy usable items, such as Potions and Phoenix Downs
-Power Level = Item Cost/100 (except for Ether which are Item cost/200)
-May learn items above 10 Power Level at AN 10 for 1 LoE each.
-To create, spend stones in this action equal to the Creation Factor. Creation Factor is calculated by multiplying the Power Level of the item by the number of items one wishes to create at once.
-Known Items: PL 1: Potion, Antidote, Echo Screen, Eye Drop, Grenades; PL 2: Soft; PL 3: Hi-Potion, Phoenix Down, Krakka Greens; PL 4: Tental Greens; PL 5: Tent, Speed Drink; PL 6: Ink; PL 8: Dazers, Pashsana Greens; PL 9: Remedy; PL 10: Curiel Greens, Molotovs, Right Arms, Spider Webs.
Draw Out: 10
-Break items in inventory
-Weapons deal their Damage (and other effects) to enemies within their Modifier in area
-Armors give one half their modifier (minimum 1) to all allies within its defense bonus in area as a Force Field for stones played in rounds
-Items do their effect to all appropriate targets in an area equal to 2 per 3 stones played
Black Ops: 5
(Int.bonus)
-Stealth
-Interrogation
-Undercover
-Gather information
-Surveillance
General Knowledge: 10
(Int.bonus)
-Efficient
-Most sciences
-Quantum physics
-History
-Known space and beyond
-The Q Continuum
-Xenobiology
-Spacial/temporal anomalies/phenomenon
-Arts, lore and cultures
-The United Federation of Planets
-Extra-dimensional facts and theories
Technology/Vehicle operations: 10
(Int.bonus)
-Efficient
-Total Conversion Power
-Computers and data storage
-Sapient machines/Advanced AI
-Advanced Interplanetary Transporters
-Advanced Nanotechnology
-Transphasic Warp Drives
-Infinite Energy Sources
-Starship Systems/Computers
-Weapons and defensive systems
-Advanced Terraforming
Gambling: 4
(Int.bonus, and Agl.bonus when cheating)
-Dice
-Five-card stud
-Roulette
-Blackjack
Psychiatry: 4
(Int.bonus)
-Efficient
-Mind games
-Manipulate others
-Human psychology
-Research/experimentation
Perform: 5
(Agl.bonus)
-Singing
-Dancing
-Calligraphy
-Drawing
-'Magic tricks'
Leadership: 3
Social Skills: 9
-Socialize
-Humor/sarcasm
-Charm/seduction
-Intimidate
-Federation Protocol
-Chief Science Officer
-Authority
-Q
-Konoha Ninja
MODIFIERS
Immortal
Self-Contained Lifeform
Attractive/Presence +4
-Adds to all uses of Social Skills
Energy Battery 2
Acute Senses +6
Gil Toss
-Temporarily lower Wealth to add a weapon modifier equal to stones lowered.
-Min wealth lowered to 0
-Cannot buy with Wealth of 0 or lower.
-2x damage or area effect
-Lost wealth regenerates at a rate of 1 per day.
Psycho-Centric Power Template +5
Invulnerability
-Technically, Q cannot be harmed by anything, bar none. But in practice, this is limited in the same way as what her powers can and can't affect. For example, two Qs could potentially destroy (or at least harm) a lone Q. Other very powerful Cosmic entities might also have enough power to beat/hurt/destroy a Q, such as Death or Eternity.
-NOTE: It is possible for a Q to allow harm to apparently come to them. Anna, for example, likes to look human, and as such usually allows wounds to show on her body (and sometimes, affect her). But in such cases, it is usually merely cosmetic.
Toughness +2
Reflexive Dodge +4
Leaping +2
Prescience
Enhanced Vision 10
-All options, although Q they are not always "on"; Q must be actively looking at something through either Stones in Intelligence, Concentration or any other related action, to gain this benefit. In those cases, she gets to use 1 option/stone used in the action at once.
Photographic Memory
Precognitive Flashes
Universal Translation
Cosmic Awareness
Wealth: 10+
-As need; Total Conversion Power
CHALLENGES
-Psychological (-2; Q's unique mindset. The Q have a very unusual outlook of life and existence, and are often very confusing, be it because of their actions, words or beliefs. They are often difficult to deal with for other species. However, Anna is an exception, working hard to be like everyone else and not enforce the "Q superiority" unless necessary. Therefore, this challenge is less high than normally, as she is usually liked among her crew.)
-Psychological (-3; severe arrogance. Like most Q, Anna is quite arrogant, has a large ego and basically considers herself as a Goddess and a member of the most advanced species in the entire Universe. While this may very well be true, it is still very annoying to many people. That's why she usually tries to tone it down and not allow it to show... but sometimes, old habits die hard.)
-Obsession (-3; science! Anna Murray is, unlike most Q, unconvinced that the Q have explored the entirety of ' the infinite potential of cold, hard science', as she likes to say. She believes that there is still much, out there, that remains to be discovered. As such, she is very passionate and lired up whenever anything has to do with science [and likes to find ways to ensure that everything has to do with science].)
-Honorable (-2; Anna has taken it upon herself to be a respectable member of the United Federation of Planets, and part of her work in doing so included following a rather straight code of honor. She seldom lies, cheats, keeps the promises she makes, and is honestly trying to follow the ideals of the Federation. She also keeps a rein on her powers, using them only when necessary or when ordered to by a superior officer whom she respects... although there are exceptions, when she feels like joking around a bit.)
-Duty (-3; chief Science Officer on the U.S.S Odyssey, a position she attained normally through hard work [although it is true that being a Q helped, since the Federation wanted her in a position where she could be useful the most]. The captain often asks for her opinion on various matters, and as Chief Science Officer on the most advanced mostly scientific vessel, she has several important responsibilities.)
EQUIPMENT
-Starfleet Science Officer Uniform (+2 defense, +Energy Defense [namely VS extreme temperatures and Phasers]; a full, skintight body suit blue and black in color, which can be easily worn under other clothes. On the neck part of the suit, the insignia of the rank of Lieutenant-Commander can be seen.)[UNEQUIPPED]
-Beautiful shin-length mock-wrap teal and black kimono with silver lining the edges and a wide hem at the skirt; along with a pair of 3 inches, distinguished pumps
-Type II Hand Phaser (Powerful Hand Phaser typically used by Security Officers, but Anna likes to create one out of thin air when the going gets rough. A variable settings weapon, it can be used for a wide variety of situations. As such, it has the following rules: Wpn.modifier of +1 to +6, May deal Normal or Stun Damage, May use any or none of the following options: 2x damage, AP 1 to 3, Attack VS Durability to Stun for 1 panel/stone of damage, and/or Attack VS Durability [victim is vaporized if killed/destroyed]. Attack may be Area Effect around point of impact [area 2 per Weapon Modifier used for that purpose]. Base range 5, range may be increased by Wpn.modifier used for that purpose.)
-10 Kunais (+2 weapon)
-20 Shurikens (+1 weapons)
-Starfleet Combadge (Communicator device, Acts as a Universal Translator, Range of 500 kilometers.)
-Scientific Tricorder (Small handheld computer device; adds +1 to all uses of Technology related to scanning and knowledge in general, this bonus becomes +3 when it has anything to do with science. Also functions as a Cybernetic Senses at AN 7 when used to scan anything, including gases, radiations, substances, lifeforms, bacterias, etc. Can be used to store and extract data, access other computers and devices and analyze various forms of matter, energy and chemicals.)
______________________________________________________________
STORY: Following the beginning of the Dominion War, and ever since the many encounters with deadly enemies in the form of the Borg, Species 8472 and the Cardassians, the United Federation of Planets found themselves in a dire need of new technologies with which to protect themselves, and new allies to protect and who'd back them up. In answer to their need for new technologies, the Federation ordered the creation of a new type of Starship. One of the rare multi-purpose starships, whose main duties would be of a Science, Exploration, and of course, War vessel (the Dominion War was slowly taking its toll on the Federation and most ships created in this era were at least well-armed, so the new vessel, made to be a capital ship and one of the largest and most advanced Science vessels ever, was naturally made to be self-sufficient and able to not only defend itself, but also bring the fight to the enemies of the Federation), the first ship of the Pathfinder Class was created, and christened "U.S.S Odyssey". Its primary duties would be to explore worlds and contact possible allies, in search for new technologies and energies to exploit for the Federation to live through those troubled times.
As for allies, the Federation could count on several long-time friendly species... and a few odd additions. One of those, among others, was quite surprising, but definitely welcome, despite the warnings of the Enterprise's Captain, Jean-Luc Picard, about the species: a female Q asked the Federation for the 'honor to serve as a lowly, ordinary member of the Federation', to become a Starfleet Officer, follow its rules and help out if she could.
After a long debate and various discussions, it was decided to give the woman a chance, for various reasons. First, of course, having a Q around was a definite advantage over... well, any species who didn't have one around, meaning most any of them, as the Q were typically 'with' nobody but themselves. Second, the woman did manage to convince them of her passion and real interest in the Federation, and she seemed to be much more pleasant to be around than most Q. Less arrogant (though still quite so), much less of a liar, and although she had a certain sense of humor, less likely to pull a prank or mess with reality on a whim. The lady was more human than most Q would ever be, and so they were fairly certain they could work with her. And finally... well, if she really wanted to, they could do very little to stop her. And all things considered, it was far better to cooperate with her rather than say "no" without saying "sorry". Giving in to her demand, in a sense, made everyone happy, her included. In the end, they accepted.
Under a few conditions. She was to follow Starfleet laws as much as possible, and obey her superior officers. She had to refrain from using her abilities of Q as a 'first reaction to situations' (basically, if a problem could be solved by other means than snapping her finger and altering reality, she had to try and take care of the problem that way, first). Finally, she had to work hard to be part of her crew, and do her part to blend in as much as possible. This included creating a "human" identity for herself, and playing that role, rather than being "Q".
The woman enthusiastically agreed with all conditions, except that she let them know she would only obey the orders of superior officers who respected her and whom she respected. Not stupid, they assured her that they would see to it that her commanding officers would be worthy of her trust.
Thus was 'born' Ensign Anna Murray. She learned about Starfleet protocol, training and lore, and was assigned to various starships. Needless to say, her intelligence, vast knowledge, eagerness to prove herself and "unique" abilities led her to progress quickly (not mentioning Starfleet pushing to get her where she could help them the most), and she achieved the rank of Lieutenant on the U.S.S Washington, an Oberth-class Starship whose main duties involved studying various types of radiations and signals emitting from an unknown area of the Delta Quadrant, along with the U.S.S Righteous, an escort ship charged with protecting the U.S.S Washington. Lieutenant Murray not only provided knowledge and suggestions that allowed key discoveries about the radiations and signals making them usable by the Federation, but also saved the Washington in extremis from being destroyed when the Kil'gr, a yet unknown alien species, attacked the two vessels, destroying the U.S.S Righteous. Murray took command when her ship's captain was gravely wounded by an explosion that all but destroyed the Medical Bay, and allowed the U.S.S Washington to land a crippling blow to the Kil'gr Warship, disabling it long enough for the Federation ship to enter warp speed and escape, returning safely to Federation Space in time to save most of the wounded men of the Washington, including the captain, and all that without using her Q powers.
Following those exploits, she was offered a promotion to Lieutenant-Commander, and a post as Chief Science Officer on the first starship of the new Pathfinder-class, the U.S.S Odyssey, NCC-228712, to serve under the orders of Captain Russell Mathias Weaver, considered by many to be one of the greatest heroes of the Federation. Needless to say, she accepted. While she is known to be demanding, a bit sarcastic and sometimes downright weird, what with being a Q and all, Lt.Commander Murray is well-liked among the crew and does her job more than well. She is fearless and resourceful, witty and optimistic, beautiful and charming. If she could just leave some of her ego and Q sense of humor behind, she would be perfect, or so she likes to pretend. But hey, old habits die hard.