Post by Manah on Feb 24, 2013 16:00:01 GMT -5
DIANA "DUCHESS" NUKEM
Formerly the hero known as Duke, now slowly turning into a real woman
Formerly the hero known as Duke, now slowly turning into a real woman
QUOTE: "Being a girl is a heck of a lot more complicated than I first thought..."
Age: 45 (looks more or less to be in her late twenties)
Other aliases: The All-American Heroine, The Queen of the World, The Ultimate Ass Kicker
Occupation: Adventurer, Earth Defense Forces Special Agent, Heroine (nuff' said)
Height: 4'10"
Weight: 128 lbs
Eye color: Blue
Hair color: Blond
Species: Genetically-altered, gender-bended Human
ABILITIES
Int: 6
Str: 8
Agl: 6
Spd: 4
Dur: 7
HEALTH: 7 P.L: 3
ENERGY: 33 P.L: 9
REGEN: 18 P.L: 4
ACTIONS
Close Combat: 8
(Str.bonus and Wpn.modifier)
-Efficient
-Hand-to-hand
-Brawling
-Martial arts
-Excessive Violence
-The Mighty Foot (a.k.a Kick to the Face)
-MS Fighting
-Improvised weapons
-Badass finishers
Ranged Combat: 10
(Str.bonus and Wpn.modifier)
-Efficient
-Handguns
-Heavy Weapons
-Phasers
-Phaser Rifles
-Alien weapons
-Excessive Violence
-Precise shots
-Handling recoil
-Thrown objects
-Thrown opponents
Acrobatics: 5
(Agl.bonus)
Ki Control: 9
(Dur.bonus)
-Efficient
-Ki Blast
-Ki Barrier
-Toughness and Reflexive Dodge
-Ability Boost
-Combine with Close/Ranged Combat
Gun Magic: 10
-As Sword Magic
-Used to temporarily enchant one's weapon, making it stronger and allowing it to perform various effects
-Gain 1 Element per AN
-Gain 1 extra Wpn.modifier per 2 stones played above starting cost
-3 stones to activate, 1 to maintain
-Elements: Fire (2x Damage), Ice (Atk VS Agility to paralyze, Damage = Panels of Paralysation), Wind (Attack VS Durability to Stun, Damage = Stones of Stun), Water (Reduces automatic defenses by 1 stone per 2 stones of Damage for damage in panels), Earth (AP), Light (Atk VS Intelligence, Target believes caster is an ally if Damage occurs. Duration = Damage in panels), Darkness (Atk VS Intelligence, Target is blinded if damage occurs), Non-Elemental (Limited Armor Penetration; Doubles Weapon Modifier VS Toughness), Gravity (Successful attack reduces foe's White Stones of Health by half; Can't be used to kill) and Drain (Energy Drain; refills caster's Health as per Healing)
Break: 7
-Allows user to either target and break objects, or to target certain body parts to cause negative effects to the victim
-May add to Close Combat
-Must target a part of the target's body
-Must choose effect before shot
-Effects last for Damage in panels except for Energy Break, which is just Stun Damage
Flight: 9
-Via Ki Control
-Increase along with Ki Control when it is improved, through Super Saiyajin
Black Ops: 5
(Int.bonus)
-Steatlh
-Infiltration/Exfiltration
-Escape artist
-Security systems
-Stealth Kills
Vehicle Operations: 7
-Light vehicles
-Motorcycles
-'Mighty Foot' Monster Truck
-Military vehicles
-Vehicle Weapons
-Alien Spacecrafts
-Defiant-Class Starship
Pokemon Trainer: 2
-Custom action: Act as Medical Healing (for Pokemon only), Leadership (for Pokemon only; may grant up to 1/3 AN stones to an action per Pokemon, rounded up); Computers (with Pokédex only) and Social Skills (for Pokemon only).
Badass Mofo: 4
-As Iron Will; does not require an action to use
-Accumulate Energy as M.o.M
-Can actually shift directly into defense... as in, her Ego doesn't allow her to get hurt as bad as it'd seem.
-Iron Fist option, through sheer badassness.
Super Human: 8
-As Super Saiyajin, but for Humans
-Increase Strength, Agility, Speed, Durability, Ki Control, Zanzoken, Ki Defense, 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 of Health and all energy when transforming.
-Super Human at Birth: Diana can have any level of Super Human regardless of Power Level.
-Calm Super Human: She learned to trigger Super Human without rage.
General Knowledge: 5
(Int.bonus)
-Efficient
-Tactical lore
-Alien lore and culture
-Pop culture
-Videogames
-The Big Names
Technology: 6
(Int.bonus)
-Repair/maintenance
-Computers
-Weapons
-Alien Tech
-Vehicles
-Explosives
Gambling: 5
(Int.bonus, and Agl.bonus when cheating/spotting cheaters)
-Roulette
-Poker
-Blackjack
-Dice
-Slot machines
Medical Healing: 3
-May heal up to 2x AN White stones per day
-First Aid
-CPR
-Treat minor diseases and poisons
Hammerspace: 6
-How does she even carry that kind of weapons around anyway?!
Perform: 4
(Agl.bonus)
-Speeches
-Writing
-Dramatic Entrance
-Attract attention
Social Skills: 6
-Heroine
-One-Liners
-Wise-cracks
-Intimidate
-Insults and threats
-Sexy
MODIFIERS
Extended Life
-Due to being genetically enhanced and more awesome than most, Diana doesn't physically age nearly as fast as she should, and looks fit as ever. She'll probably live for over 150 years, at least.
Power Level 3
-Power Level Regeneration
Acute Senses +2
Healing Factor
Mean Left Hook +3
-As Claws
Energy Battery 4
Deep Reserves +4
Reflexive Dodge +6
-4 levels from Ki Control
Toughness +8
-No 2x damage
-5 levels from Ki Control
Ki Defense +9
Mental Defense +6
Targeting +3
Fast-Draw +2
Immune to Fear
Immune to Diseases
Rule of Badass +5
-Like Rule of Awesome, but only adds awesomeness to actions that make her look badass, such as bench pressing, punching someone in the face, kick someone's head off their shoulders...
Wealth: 8
-Owner of the "Ladykiller" casino and the Duke Burger restaurant chain, received several monetary gains for saving the world over and over, etc.
CHALLENGES
-Psychological (-2; severe lechery. Diana loves women. And I mean, LOVES women. In the most often seen, most extended, most obvious kind of ways.)
-Psychological (-2; pervert. The blonde girl is hardly shy about her goals, what she likes and what she wants, whether in private or public.)
-Psychological (-3; loves to fight and annihilate his foes. Diana's love for a good scrap is legendary, and her cracking her knuckles and smirking before an epic battle is usually a good sign that it's about to get damn f***ing serious.)
-Minority (-1; lesbian. Needless to say, the girl is into women, and women only, regardless of her appearance and despite what happened to 'him'.)
-Social Stigma (-1; Diana smokes the cigar, talks roughly, swears a lot, uses her strength and brawn to solve most problems and hardly hides her lust. In other words, to most people, she's a tomboy and a butch. This challenge would need to be taken off for her to learn to act like an actual woman... if she even wants to someday, that is.)
-Temper Trigger (-2; being turned into a woman, a very sexy one at that, exposes Diana to a new reality. Men like sexy women. And in some cases, some might even try to act upon that with the gorgeous blonde. However, Diana is not gonna take any of that sh** from a man. She has a very short fuse when it comes to men trying to get intimate with her.)
-C.T.S.U.F.U (-3; Nukem is the heroine of heroes, and as such, she helps people constantly. Of course, this goes double for women, quintuple if they're sexy.)
-Extreme vanity (-1; Diana still considers herself one of the toughest badasses in the Universe... except that she no longer feels like Duke Nukem.)
-Addiction (-1; heavy smoking and drinking. Challenge is only -1 because Diana is hardly affected by either not having access to smoke or alcohol or having had too much, but she will be in a pretty bad mood if she hasn't smoked agood cigar or had a cold one in a long while.)
-Deadly enemies (-5; various alien races and species hate her, and fear her, for kicking their ass and thwarting their invasions several times already. Diana doesn't fear anyone, but she does hate them right back, however. She used to have a personal nemesis in the person of Doctor Proton, but having recently ripped off his head kinda took care of that problem.)
-Deadly Enemy (-5, Magnus the Red)
EQUIPMENT
-Outfit: Red buttoned blouse, black-shin-length skirt, 3-inches black pumps
-Blouses, skirts, tops, dresses, skirts, and high heels, and flats you can find along with some more practical clothes for combat
-Western-like clothes, including a black Stetson hat, red button shirt, black vest, shin-length denim skirt with knee-high slits on each side, and loose comfy ankle-length cowboy boots without socks
-Sheriff's silver star pin, on vest
-Ray-Ban Wayfarer Sunglasses (Too large for her new form!)
-Jetpack (Acts as Flight 3, Stones come from GP, but must still spend an action to use. 1 hour fuel capacity.)
-Golden Colt M1911 (+3, 2x damage, Range 4, holds 8 bullets, plus 1 in the chamber. This is Diana's trusty and renowned sidearm, her good old M1911, excellent for showering people's brains all over the walls. Fires .45 ACP ammo.)
-Mossberg 500 Cruiser Shotgun (+4, 2x damage, AP, Range 3. This powerful pump action shotgun is one of Diana's personal favorites for close quarters combat. It holds 7 shots, plus 1 in the chamber and fires 12-gauge shells.)
-M41A Pulse rifle (+4 AP, 2x damage, Range 4 rifle with a 99 rounds magazine [10x24mm], with a +3 grenade launcher [2x damage, Area effect of 3, Range 3] of 3 rounds +1 in the chamber. 44 rounds and 2 grenades left.)
-M56 Smartgun +5 (2x damage; Automated Targeting System (Act as Targeting +2 or the wielder's, whichever is higher); Full-Auto Mode (Drains at least 30 rounds; Wpn.mod increases to +6, Automatically causes collateral damage); Range 5, Infrared Vision 5, Four-round burst or Full automatic; Holds a single 150-round detachable drum Magazine of 10x28mm Caseless rounds. 146 rounds left!)
-2x AA-12 Automatic Machine Guns +4 (2x damage, AP; Range 3; Almost no recoil; Highly resistant to Environmental damage. Fires FRAG-12 Ammo held in 32-round Drum Magazines.)
-Large Railgun +4/+6/+7 (Three Modes: Lv.1 (2x damage, Limited AP, Range 5), Lv.2 (2x damage, AP, Area Effect 1 around point of impact, Range 6), and Lv.3 (2x damage, AP, Area effect 1 around point of impact, Range 7). Automatically causes Collateral Damage. Stones cannot be split between targets. Holds 10 rounds, +1 in the chamber.)
-Cracker Launcher (+5, Missile Launcher; 2x damage, Area effect 3 around point of impact; Range 3, Can set flammable materials on fire. It actually generates its own ammo, firing up to 4 panels in a row without stopping, and must wait one hour for recharging itself before it can be fired again.)
-R.Y.N.O. II +7 (Missile Launcher; 2x damage; AP or Area Effect 4 around point of impact; Range 5, Wpn.modifier and Area Effect both increase by 1 per each 6 additional missiles fired, up to +10 (after which, this is just overkill and wasting missiles); Holds up to 100 missiles (Now 88 left); fires at least 6 missiles per round of use (and up to 24 in one panel for maximum effect))
-Type 89 Portable Knee-Mortar (Allows user to fire various types of Grenades at a Range of 3 with +2 to the Weapon modifier; Supports any of the following ammo: Type 89 50mm HE mortar shells (fitted with impact detonator), Type 91 Fragmentation Grenade (fitted with 7 second delay time fuse, ignited in flight), Type 94 50mm practice shells, Smoke shells and Incendiary shells)
-The Shrink Ray Gun (An alien weapon Diana kept as a memento of her last mission, cause she likes it. It works as a +3 Weapon, fires at a range of 3, and any stones of damage it deals reduce a foe accordingly by a size indicated by the Shrink table in the MURPG book, without the boost in Reflexive Dodge as the victim is unused to the new size. Their threat shrinks accordingly, and their weakness to weapons is thus dramatically increased... not mentioning the fact Diana can simply step on them to kill them if they were shrunk enough. The Shrink Ray Gun can fire 10 times, after which it will recharge by one use per hour. Alternately, it can be connected to an alien power source/battery to recharge much faster, at a charge per minute.)
-Pipebombs (A technologically advanced grenade made with EDF tech. +4, AP, Area Effect 3 around impact; can be thrown accurately at a Range of 3. Diana takes 5 of those per mission, and can either have'em explode upon impact or blow'em up with a remote detonator installed on her car key remote.)
-7 additional magazines of .45 ACP ammo, 8 bullets in each
-24 additional 12-gauge shells
-10x FRAG-12 32-round Drum Magazines
-Box of 6 cigars
-Zippo Lighter
-Cellphone
-200 Ultra Balls (+3 weapon; deals no real damage, but captures target if stones used exceed Intelligence plus remaining Health. Only works on Pokemon or certain animals/creatures, as told by the GM.)
-Pokéball (Growlithe)
Reserve Equipment
-Demonic Scythe (+5 AP, 2x damage weapon that is coated in a +5 vs Dur poison to incapacitate for damage = days; if stones exceed Health stones, victim will die in under a week; could be worse at GM Discretion.)
-Ossefactor (Warhammer)
-Golden Gun (James Bond)
-Thirst Zapper with Nuka Quantum Ammo (Fallout 4)
-30mm High Velocity Dobbergun with backpack style mount (+6, 2x Damage, AP, Range 5, 8 round magazine) (Basically you have a human scale version of the Tallgeese's Dobergun complete with a backpack to hold the thing in place)
-Impulse Backback Fire Support Unit (Same as the above but with the Impulse Gundam's blast pack)
-The Lancer (Gears of War)
-Assault Rifle (Doom 2016)
-Chaingun (Doom 2016)
-Bowcaster (Star Wars)
-Shark Attack Gun (Not sure of the name of the game, but it's that gun that fires a shark into the ground to eat enemies.)
-Exitus Rifle with its variable ammo
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STORY: Read my autobiography "Why I'm so great"... all and more will be explained there.
Was recently transformed into a girl by alien babes... Apparently.