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Post by Manah on Apr 23, 2017 1:37:29 GMT -5
JESSIEReborn I.D.A.M.A, Primarch of the Mountain Gunners legion and Ruler of Latveria QUOTE: "You know, sometimes, life just goes well.♥" Full Name: Jessie Hogue Age: 2,500+ (Looks in her mid twenties) Other aliases: Jess, Manah, Jesse James, Jessailai, Victor von Doom, Doctor Doom, Juggernaut, Eric Meyers, The Quantum Ranger Occupation: Grocery store clerk, Writer, Veteran Geek, Primarch of the Mountain Gunners legion, Ruler of Latveria Height: Variable (Usually 5'9", but can shift at will to and from 11'8" as Primarch Jessie, and 4' as Nana the Ice Climber) Weight: Variable (Usually 165 lbs, but can shift to and from 1,125 lbs as Primarch Jessie, or about 90 lbs as Nana) Eye color: Dark Brown Hair color: Dark Brown Species: I.D.A.M.A (Chosen of Cyttorak) Universes she got powers from: Fairy Tail (Transform Self - Dragon Rex, Wood Dragon Slayer Magic), Gundam (Newtype, Turn X Gundam), Warhammer 40k (Primarch of the Mountain Gunners legion), Ice Climbers, Marvel Universe, Power Ranger ABILITIESInt: 9 Str: 16 Agl: 7 Spd: 7 Dur: 15 HEALTH: 15 P.L: 6 ENERGY: 63 P.L: 18 REGEN: 34 P.L: 9 MANA: 300 ACTIONSPrimarch: 9 (Str.bonus and 2 Wpn.modifiers) -Super-Efficient -As Ninja/Mastery of Kung Fu -Martial arts -Swords -Imperium Weapons -Inhuman might -Using powers in combat -P.A/M.S Combat -Fighting larger/multiple opponents -Stealth -Concentration -Options: Catch projectiles, Balance, Blind fighting, Multiple opponentsNerve Strikes: 6 (Int.bonus) -2x damage OR Stun -Ignores called shot sitmods -May nt be used for defenseUnstoppable: 12 (Str.bonus) -Super-Efficient -2x damage, May break through walls, etc -Moves at 1 Speed per stone played up to Speed AN when in useAcrobatics: 5 (Agl.bonus) -EfficientHorsemanship: 5 Wood Dragon Slayer Magic: 5 (Int.bonus) -As Mastery of Wood -Create/Manipulate -Force Blast (With some, none or all the following advantages, depending on the attacks: 2x damage, AP, Area Attack of Area 5 [Can be augmented by paying stones], Automatically Causes Collateral Damage.) -Absorb (Eat) 3 stones of Wood (Except for Wood she creates herself) per panel; can also eat tree-like plants, bushes and shrubs, but only Wood regenerates energy. -Absorb Wood attacks by eating them. She can absorb up to 3 times this Action's AN without any trouble; any stone over this total "bleeds off" by causing twigs, branches and full-sied trees to form in her immediate vicinity, causing her to lose a similar amount of her absorbed stones. Attacks thus absorbed can either be redirected at the same strength on the next panel without taking up an action, or used to improve Jessie's own Wood Magic techniques, in which case she can use the stones as a temporary modifier, up to one half this action's AN, rounded up, per panel. -Wood Dragon's Roar (Adds +3 to a Wood Dragon Slayer Magic blast, making it Area attack, and allowing Jessie to Accumulate Energy for a panel before attacking. This technique requires her to take a deep breath before unleashing it, so she needs to have her mouth free.) -Tree Bark Skin (By paying 2 stones per panel, Jessie can transform her skin into wood dragon-like scales, adding half this action's AN as a Toughness bonus, and the other half as sharpened wooden claws.)Mastery of Magic: 5 (Int.bonus) -Efficient -Can exceed 6 stones of effect -Does not require a panel of prep time -Accumulate Energy -Increase ANSorcery: 7 (Int.bonus) -Efficient -Power Absoption (Atk VS Int+Magical Defense; each stone of 'damage' can steal 1 AN of one of a target's powers, technically speaking permanently, although there are ways to undo this.)Summoning: 6 (Int.bonus) -Efficient -The Haazareth Three's power can be invoked to increase effects of any evil magic by x3Telepathy: 6 (Int.bonus) -Telepathic Communications -Hypnotism (As Subtle commands; Require direct eye contact) -Technopathy (As Project thoughts/control others, but only on machines/robots/electromagnetic devices) -Empathy -Swap Minds -Sixth Sense (MN Sense Hostility towards self, Sense Newtypes equal to this action's AN)Telekinesis: 6 (Int.bonus and Wpn.modifier) Force Field: 10 -Also works VS MagicMagical Travel: 7 -Teleportation -Astral Travel -Mystical Portals (Can see through portals, Doesn't need to travel to send others, Can send portals for others to return) -Phase Shift -Dreamscape -Dimensional Travel -Time TravelMagical Healing: 5 Death Arcanum: 10 (Int.bonus) Fate Arcanum: 16 (Int.bonus) Forces Arcanum: 14 (Int.bonus) Life Arcanum: 16 (Int.bonus) Matter Arcanum: 14 (Int.bonus) Mind Arcanum: 16 (Int.bonus) Prime Arcanum: 18 (Int.bonus) Space Arcanum: 18 (Int.bonus) Spirit Arcanum: 14 (Int.bonus) Time Arcanum: 18 (Int.bonus) Minecraft Spawning: 10 (Int.bonus) -A power Jessie obtained from the Minecraft verse which allows her to permanently spawn Minecraft mobs at will. It grants her the ability to bring forth the following mobs:- Passive Mobs (1 stone/2 Passive mobs spawned. Harmless mobs that do not attack even when provoked or attacked, most of which are breedable and/or tameable. Includes: Axolotls, Bats, Cats, Chickens, Cods, Cows, Donkeys, Foxes, Glow Squids, Horses, Mooshrooms, Mules, Ocelots, Parrots, Pigs, Baby Piglins, Baby Polar Bears, Pufferfish, Rabbits, Salmons, Sheep, Skeleton Horses, Snow Golems, Squids, Striders, Tropical Fish, Turtles, Villagers and Wandering Traders)
- Neutral Mobs (1 stone/Neutral mob spawned. Neutral mobs are usually passive, but sometimes hostile, typically when attacked first, though they might be provoked in other ways. Includes: Bees, Cave Spiders, Dolphins, Endermen, Goats, Iron Golems, Llamas, Adult Piglins, Pandas, Adult Polar Bears, Spiders, Wolves and Zombified Piglins.)
- Hostile Mobs (1 stone/Hostile mob spawned. Hostile mobs are dangerous mobs which attack on sight. Includes: Blazes, Chicken Jockeys, Creepers, Drowned, Elder Guardians, Endermites, Evokers, Ghasts, Guardians, Hoglins, Husks, Magma Cubes, Phantoms, Piglin Brutes, Pillagers, Ravagers, Ravager Jockeys, Shulkers, Silverfish, Skeletons, Skeleton Horsemen, Slimes, Spider Jockeys, Strays, Vexes, Vindicators, Witches, Wither Skeletons, Zoglins, Zombies, Zombie Villagers)
- Boss Mobs (Stones VS Durability to spawn Boss mobs. Boss mobs are hostile, distinctly more dangerous and tougher mobs. Includes: Ender Dragons and Withers.)
- Unused Mobs (3 stones/Unused Mobs spawned. Unused mobs are mobs who never spawn naturally in the Minecraft verse. Jessie can summon them, though they require a bit more effort than naturally occurring ones. Includes: Giants, Illusioners, Killer Bunnies, Old Villagers, Old Zombie Villagers, Zombie Horses)
-Spawned mobs are as permanent as any other living beings and will only disappear when they are killed. They are not a summon and as such cannot be dispelled.Black ops: 6 (Int.bonus) -EfficientIce Climbing: 4 (Str.bonus) Brainiac: 10 (Int.bonus) -As Technology/Inventing/Genetic Engineering/Vehicle operationsDivine Charisma: 4 -Area attack VS Durability, Range 1 -Deals no damage; Victims feel awe, a desire for approval, a will to serve, devotion or submission, depending on the 'victim' -Functions on both men and women -At GM's discretion, effects may be permanent if Jessie/Jessailai's action beats the target's defense by at least 3 red stones. -Action as Modifier; Always active, Cannot turn off on her ownGeneral Knowledge: 11 (Int.bonus) -Efficient -Myths and legends -Geek/Pop culture -RPGs/Wargames/Videogames -The Imperium of Man -Adeptus Astartes -Mountain Gunners legion -Physics -Biochemistry -Philosophy -Politics -Tactical loreGaming: 6 (Int.bonus) -GMing -Videogames -Chess -RPGs -Roleplay anyone/anything -MURPG/CADs -Warhammer 40k/TyranidsWriting: 6 (Int.bonus) -Efficient -Wild imagination -Creating new worlds and characters -Absence of Spelling mistakes -Immersed storytelling -Plot twists -PerfectionistPerform: 5 (Agl.bonus) -Singing -Piano -Painting -Dancing -CalligraphyIron Will/High Speech: 12 -Heal Self -Heal others -Unbreakable (Also acts as Defense against non-telepathic forms of control, such as Purple Man's Pheromones, through sheer willpower) -High Speech (Language only understandable by mages and spirits, Combines with any magical actions, Must be able to speak to use)Statecraft: 7 -Beautiful -Authority -Kind and cheerful -Compassionate -Intimidate -Manipulation -Ruler of Latveria/Mountain Gunners PrimarchMODIFIERSImmortality Self-Contained Lifeform Power Level: 6 -Power Level RegenerationTier: 10 -Tier X (Island) -Gains +3 from GP to offense and defense/level above an opponent's own Tier MN -Might gain +1 per MN for non-combat tasks if appropriate, GM's discretionNear-Unbreakable Skeleton Acute Senses +5 Dimensional Adaptation -When she enters a new world, Jessie's body and spiritual essence will adapt to it and will acquire a certain superpowers or set of superpowers from it at a high level of power. She then retains it from then on. -At GM's discretion, an Anomaly is also very talented at learning things only by watching, reading about it, or being told about it by a person able to train her in it. In those cases, and if the GM so desires, he might rule that she learns whatever action/modifier it might be at the AN/MN the GM deems it acceptable.Newtype -Piloting a Mobile Suit doesn't require one of Jessie's two actions per panel -Prescience -Immune to negative effects of long-term exposure to spaceGnosis: 15 - Arcana Mastery (Maximum AN per Arcanum: Prime ∞, Time ∞, Space ∞, Fate ∞, Life ∞, Mind ∞, Matter ∞, Spirit ∞, Forces ∞, Death 10+)
- Mana Reserve: 300
- Mana Usage: 35/panel
- Ritual Casting (Gain +1 to spell's Effect/Range/Area/Duration per panel of Ritual Casting, up to 2x AN of the magical action used.)
- Paradox Risk: 8%
- Mystical Aura (+4 Resistance to hide one's aura, +4 sitmod for others' attempts to detect it.)
- Options: Master the Paradox, Subtle Aura
Transform Self - Quantum Ranger -Quanter Ranger Form (Using her Quantum Morpher and stating the words 'Quantum Power!', Jessie transforms into the Quantum Ranger, the Sixth and most powerful member of the Time Force Rangers! When Transformed, Gains +3 to all Physical Abilities, +2 to Combat (Quantum Defender Sword, Quantum Defender Blaster), +2 to Acrobatics, +2 to both Energy Battery and Deep Reserves, +2 to Reflexive Dodge, +2 to Toughness, +2 to Targeting, and gains access to the Quantum Ranger armor, the Quantum Defender and the ability to summon both the TF Eagle and the Quantasaurus Rex Zord.) -Quantum Megabattle Armor (Activated via a beam of energy fired from a summoned Q-Rex onto the Quantum Ranger, this transformation improves the user to even greater levels. It grants +5 to all Physical Abilities, +3 to Combat (Quantum Defender Sword, Quantum Defender Blaster, Megabattle Wings), +2 to Acrobatics, +2 to both Energy Battery and Deep Reserves, +3 to Reflexive Dodge, +3 to Toughness, +2 to Targeting; Flight 5, Detachable wings-like weapon serving both as +3, AP swords or +3, 2x damage, AP, Range 4 blasters, which can unite into a huge Megabattle Sword of +6, 3x damage, AP if necessary.) -Has the ability to use her Quantum Morpher to summon her Q-Rex to her location, regardless of distance; it always takes one panel to show.Transform Self (Dragon Rex) -Allows Jessie to transform into a gigantic black-striped, red T-Rex-like monster that preys on Fairy Tail dragons. Provides +13 Str, +9 Dur, Fire Breath: 12 (Dur.bonus, Efficient, 2x damage, 3x damage on Dragons, Area attack, Sets flammable objects on fire), Unstoppable: 10 (Str.bonus, Efficient, Can't make sudden turns or stops), Roar: 10 (Int.bonus, Efficient, As Fear, Area effect of up to AN), +3 to Anger, Instant Healing Factor, Instant Limb Regrowth, +5 to Toughness, Energy/Magical Defense +10, Fangs +5 (AP, Ignore 2 Toughness even when No AP), Totem Enemy (Dragons), Looks non-human (-4; a massive red and black T-Rex that eats dragons), Antisocial tendencies (-2; moderate violence), Natural enemy (-1; VS Dragons, Dragonslayers, Acnologica, etc.)Transform Self - Birdo -Jessie can assume the form of the relatively famous pink dinosaur from the Mushroom universe, complete with her red bow, short claws and elongated snout. In that form, she gains the following powers:- +2 to Strength
- Egg Shot (As Force Blast AN 5, Agl.bonus; 2x damage, Normal or Stun damage, Accumulate Energy for Greater Effect; Kinetic damage. This is literally spitting an egg at the target. When accumulating, she fires a much bigger egg.)
- Vacuum Suction (AN 6 effect VS Durability or Weight, whichever is higher, to draw object or creature towards the user at Speed of up to AN; Range 3. If victim is sucked all the way to her snout, drains red stones of 'damage' of Health per panel until the victim frees themselves or are spat out, healing Jessie of an equal amount of stones.)
- Egg Shield (As Force Field AN 5, Only usable for Defense; via covering either herself or others with a protective egg.)
- Claws (+1, as the modifier.)
Superior Healing Factor -Heals 2w of Health per panelEnergy Battery 6 Deep Reserves +7 P.C.P.T +3 Reflexive Dodge +3 Toughness +10 -No 2x Damage from bullets or projectiles -No APMental Defense +8 Magical Defense +5 Immunities -Fatigue, Diseases, Poisons, Fear, Food Poisoning, Dizziness, Motion-induced Nausea and White NoiseTargeting +3 Enhanced Vision 5 -See in Darkness, Telescopic, See into other dimensionsTireless +8 -Mental Trance (Can enter a near-comatose trance allowing rest just like sleep, but not reducing her perception of her surroundings in any way. Must maintain for 10 - MN hours, minimum 1, to gain the full benefits of a full night of sleep.) -Survival Trance (A catatonic state, bringing metabolism to a standstill to survive grievous injuries until full medical care can be recieved. Can only be woken up by appropriate chemical therapy, or by hypnotic auto-suggestion on Jessie's part. Can remain in this state for up to MN centuries if necessary.)Acid Saliva -At will, can turn her saliva into a corrosive, blinding acid. It acts as a 3 stones effect (Ignores Hardness of objects) to burn through materials, including strong metal alloys, or it can be spat out as a +2 (2x damage, Ignores Hardness of objects, Range 1) ranged attack.)Omophagea -Allows user to gain information, in a tactical or survival sense, by eating an animal indigenous to an alien world.Adrenalin Boost -Usable 1/day. It provides +1 Str, Agl, Spd, Dur, Energy Battery, Deep Reserves, Ref.Dodge and Toughness for a duration of 20 panels/10 minutes when used.Twin Bond -Popo and Nana (or in this case, Travis and Jessie) work well togther earning +1 to any action the two perform when standing right next to each other.Mana Well: 12 -Regenerate MN mana per day -May give MN mana to others via physical contactMagical Tools: 12 -General use Tools (Negate -1 sitmod when using Improvised magic and 1 Increment of Paradox risk) -Arcanum-specific Tools (Negates -2 sitmods when using Improvised magic, +1 to Rote spells, -1 increment for Paradox risks for that specific Arcanum) -Jessie hasn't attuned any tool yetPhotographic Memory Prescience Translation, Universal Wealth: 11 Resources: 11 -Jessie/Jessailai is the ruler of Latveria, and the Primarch of the Mountain Gunners Imperium Legion, and as such commands a lot of influence over a lot of people.- List item 1
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CHALLENGES-Looking non-human (-3; Jessie now looks essentially like a huge, nearly 12' tall woman of divine beauty, with essentially perfect features and proportions. She radiates an aura of power, magnetism and authority which is near impossible to ignore by normal people.) -Psychological (-1; mild loner. While she will, every once in a while, seek the company of others, and usually not mind when others seek hers, Jessie is perfectly fine by herself and enjoys a quiet, calm afternoon just as much as most others enjoy a party or get-together. If not more.) -Psychological (-2; moderate ambition. Jessie now shares Doom's ambition and desire for power.) -C.T.S.U.F.U (-3; has lived for others' well-being for a long time, and still thinks of others a great deal even today.) -Loyalty (-2; to her family, and a few friends. To Jessie, a handful and a half of specific people, including her father, mother, sister and a few more, are more important to her than the rest of the Universe put together.) -Honorable (-2; refuses to lie, cheat, steal or generally cause trouble to/from others, whether or not said others are friends or foes.) -Extreme Vanity (-2; while Jessie originally was quite modest, merging with Doom made her a lot prouder, and arguably nearly as arrogant as the Doctor himself.) -Prejudice (-2; against fools, idiots, bullies, jerks and blatantly moronic people. While Jessie herself was becoming more tolerant of such people, Victor von Doom's absolute impatience for them brought this back full force.) -Clown (-1; usually goes out of her way to make people laugh. Often deals with annoyances through humor.) -Minority (-1; former transgender, bi-curious lesbian woman. Jessie used to benefit from hormonal treatments to become a woman even before she was actually turned into one. Her interest is mostly in women, although she has curiosity towards men.) -Warp/Chaos Energy magnet (-4; as a Primarch, Jessie/Jessailai's soul shines so brightly it attracts the attention of daemonic entities like moths to a candle flame.) -Deadly enemies (-10; many, multiple, and varied. Many daemons, Xenos, abominations, Chaos Gods, Traitor Primarchs and their legions and other evil entities would love to have a piece of one of the Sons - or in her case, daughter - of the Emperor.) EQUIPMENT-Outfit: Black t-shirt, Black jeans, black tennis -The One Ring (See below) -Cosmic Cube (See below) -Makluan Rings (Also known as the Ten Rings of the Mandarin, those Makluan technology rings grant their wielder various powers, making them able of formidable feats. Unless noted otherwise, all powers used via the Rings still require an action, and Energy. - Matter-Rearranger Ring (Known as the Remaker and worn in the right thumb. As Manipulate Matter/Gases AN 9 (Int.bonus). Also allows use of Shape Shifting AN 8, to both rearrange outfits and alter appearance.)
- Impact Beam Ring (Known as Influence and worn in the right index finger. May produce and attack with multiple different types of concussive force blasts, as the action Force Blast 8 (Int.bonus), with any, all or none of the following qualities: 2x damage, Limited AP, Normal and/or Stun damage, Area attack, Automatically causes collateral damage. Element used may vary.)
- Vortex Beam Ring (Known as Spin and worn in the right middle finger. Can be used as a +4, Area attack Ranged Weapon of air vortex energy, as Telekinesis AN 7 (Int.bonus), or as Flight 6.)
- Disintegration Beam Ring (Known as Spectral and worn in the right ring finger. Creates a vicious AN 10 (Int.bonus), 3x damage, AP, Ignores Hardness of Objects, Disintegrates target on kill, Force Blast. This ring cannot be used for 20 minutes after being used once.)
- Black Light Ring (Known as Nightbringer and worn in the right little finger. As Create Darkness 7 in an area of up to 6 via use of Darkforce energy. The wielder of the Ring can see perfectly in said darkness.)
- White Light Ring (Known as Daimonic and worn in the left thumb. As Mastery of Electromagnetism 7, Int.bonus, Efficient. Options are Manipulate only, Force Blast (2x damage, Stun damage only, Blinding light Element), Magnetic Levitation 8 (As Telekinesis with Wpn.modifier), Create Illusions, and Gravity Field (Area 3 attack VS Durability and Weight; Success means victim is pinned to the ground with AN Str.)
- Flame-Blast Ring (Known as Incandescence and worn in the left index finger. As Force Blast 8 (Int.bonus, Efficient, 2x damage, Sets flammable objects on fire.)
- Mento-Intensifier Ring (Known as the Liar and worn in the left ring finger. As Telepathy 6 (Int.bonus, Illusions, Mental Bolts - Stun only).)
- Electro-Blast Ring (Known as Lightning and worn in the left middle finger. Projects a Force Blast of Electricity, AN 7 (Int.bonus, Efficient, 2x damage, Normal and/or Stun damage).)
- Ice Blast Ring (Known as Zero and worn in the left little finger. As Mastery of Cold 6 (Int.bonus, Create only, Force blast (Normal and Stun damage, or Atk VS Durability to freeze solid.)
-Quantum Morpher (Used to Transform into the Quantum Ranger, and to summon her Zord and the TF Eagle.) RESERVE EQUIPMENT (Kept in her quarters)-Quantum Ranger Armor (+2 Defense, No 2x damage, +2 Energy Defense, Self-Contained Lifeform with helmet on. Only available in Quantum Ranger form.) -Quantum Defender Sword/Blaster (Main weapon of the Quantum Ranger; serves as a +5, AP, Indestructible sword. Alternately, it can turn into the Magna Blaster, a powerful +4, 2x damage, Limited AP, Range 4, Infinite Ammo energy ranged weapon.) -Cyttorak Crimson Armor (+3, No 2x damage, No AP armor. May be summoned or put away at will.) -Cyttorak Crimson Helmet (Provides its wearer with Mental Invulnerability. May be summoned or put away at will.) -Winter Parka (+1 Defense, +2 Cold Defense) -Hammer +2 -Icy Projectiles +1 -Mauser Pistol (+2, 2x damage, Range 4. Mostly used to dispatch foes not worthy of being defeated through more powerful means.) - Soul Calibur (This sacred sword is said to have been crafted to defeat evil at all costs, and is the sister sword to Soul Edge. Its powers are nearly immeasurable, and it is a strong artefact with great potential. - Form shift: Will adapt and transform to suit the wielders' favorite weapon type. Thus, its characteristics can vary. It can be anything from a +2 to +5 weapon, with or without the following, depending on weapon type: 2x damage, AP, a range up to 5, Area of Effect, May deal Normal or Stun damage, etc. In all cases, though, it has the particularities below regardless of form.
- Sacred: Deals 2x damage against evil creatures. If already 2x damage from its current form, will deal 3x damage instead.
- Purify: The sword can be used to unleash a 10 stones effect to purify an evil or corrupted object/creature/area. Doing so requires an action and the sword can't be used for combat that panel, but the stones come from GP
- Connection:"Elysium" can communicate mentally with its wielders.
- Holy Power: Under proper circumstances (GM's call; usually during desperate times or when facing great evil), the Sword may be used as "Destiny Force", but only for good-aligned effects.
- Fast Healing: Wielder is granted Accelerated Healing Factor when wielded if it doesn't already have it
- Exclusive: Cannot be used by evil, impure-hearted beings. The sword will usually turn on them.
- Indestructible
- This legendary spirit sword was created to combat the evil of Soul Edge and mercilessly punish corruption. It has a life of its own, an intelligence calling itself Elysium.)
-Soul Edge (The Cursed Sword that corrupts all, sister blade to the Sacred Blade Soul Edge. It ignites an unnatural desire in the hearts of many who fight to possess it, often becoming corrupted by its nature, their own selfish desires or more directly by getting a Soul Edge shard in the body. Altered by contact with the blood of innocents and a demonic influence called Inferno, it has a life of its own, encouraging its wielder to evil acts and destruction. - Form shift: Will adapt and transform to suit the wielders' favorite weapon type. Thus, its characteristics can vary. It can be anything from a +3 to +6 weapon, with or without the following, depending on weapon type: 2x damage, AP, a range up to 5, Area of Effect, May deal Normal or Stun damage, etc. In all cases, though, it has the particularities below regardless of form.
- Destructive: Usually causes Collateral damage, unless it would make absolutely no sense.
- Cursed: Deals 2x damage against good creatures. If already 2x damage from its current form, will deal 3x damage instead..
- Corruption: The sword, or a mere shard of it, can be used to unleash a 10 stones effect to corrupt an object/creature/area in contact with it or the shards. Doing so requires an action, but the stones come from GP
- Azure Knight: The sword can manifest an Azure Armor to protect its wielder. The armor functions as a +3 Armor (No AP).
- Connection:"Inferno" can communicate mentally with its wielders.
- Unholy Power: Under proper circumstances (GM's call; usually during desperate times), the Sword may be used as "Destiny Force", but only for evil-aligned effects.)
- Harmful: -Wielder loses 1w of Health per minute (2 panels) when wielding the sword, which is negated for one hour if the wielder wounds an intelligent creature (i.e, a sentient species) with the blade
- Exclusive: Only beings of great will and power can use the Soul Edge without getting corrupted by it. GM's call.
- Semi-Indestructible
- While it can't be fully destroyed, the Soul Edge can be damaged under certain circumstances. When that happens, it might lose a shard, which will temporarily lower its modifier by 1 (minimum +1). One shard regrows per day, up to the Sword's full power. A victim in contact with a shard (especially if it is stuck in the victim's body) risks corruption from it as noted above
-TF Gun Mk III (Short for 'Transformation Gun Mark III'. An alien Uryuom technomagical device taking the form of an hair dryer-sized high-tech pistol. Originally known as a 'Cosmetic Form Device' - CMD for short - it was given to, and then improved, heavily modified and enhanced multiple times by, young genius Tedd Verres. This device can transform and magically alter the appearance of a target according to forms either programmed, or scanned into the gun's databanks, also allowing for mixing different forms together for varying results. Said transformations, despite the seemingly technological appearance of the device, are magical in nature, and count as 'enchanting' the target. The duration of its effects depend on two things; the target's resistance to magic, and whether it likes the new form or not. Unless mentioned otherwise, its stones are free from GP. Its effects include: - Programming (Via Technology D:9, R:12; Requires user to actually use the action and spend the stones. Success allows the user to program in new forms manually, alter existing ones, delete existing ones, copy/paste a form in a new file to be altered while retaining the original, examining the data of each form within, etcetera. If the user wishes to program a form exceeding 'normal' abilities or gifted with supernatural powers, it is possible. In that case, the user's stones in Technology to program the new form can be added to the gun's General Forms/Specific Forms' Metamorphosis AN to determine the resulting changes' potential. If insufficient, the Accumulate Energy option mentioned in General Forms is also available, but that transformation will always come with a 30 minutes cooldown due to the power drain.)
- Scanning (Via Technology D:5, R: 3; Requires user to actually use the action and spend the stones. Success allows use of S.I 9 and Enhanced Vision (Full-Body Scan) 9 to thoroughly analyze and copy the physical appearance of a target and store its form data in the gun for later use. Also acts as a Minor version of Copy A/A/M; it does not copy powers per se, but will allow all basic physical functions of the body to be usable to a level fitting to the form.)
- Beam (As +3 Ranged Wpn.modifier; Ignores Toughness/Armor/Hardness; Range 5. This 'option' is used for all transformation purposes described below, unless mentioned otherwise. As soon as one is attempting to transform a target, they need to choose the desired settings, aim the gun at them and 'zap' them with the beam.)
- Features Alteration (As Shapeshifting AN 10, Needs not maintain; TF Gun's standard Duration applies, see below. Can alter basic features of a target, such as hair color/length/style, eye color, skin color, facial features, muscular mass, etcetera. This can include unusual features such as non-natural eye and hair colors - for example red eyes and green hair - but more unusual stuff would require programming as opposed to basic options.)
- Clothing Alteration (As Shape Shifting AN 10, Needs not maintain; TF Gun's standard Duration applies, see below. Can alter the clothes of a target into pretty much any outfit known, with pretty much every commonly used materials and colors. May also manifest pretty much any 'accessory' along with the outfit; hats, shoes, glasses, scarf, gloves, jewelry, watches, etcetera. This is simple enough to use with the basic settings, but more complex outfits - new styles, never seen before clothes, and so on, would require programming to use.)
- General Forms (As Shape Shifting/Metamorphosis AN 10, Needs not maintain; TF Gun's standard Duration applies, see below. If necessary for an especially complex form, Accumulate Energy for Greater Effect option is available, but will depower the TF Gun for 30 minutes. 'General Forms' reflect forms programmed into the gun which could be applied to any number of people and creatures, altering them without changing the core of who they are, based on pre-programmed alterations. These include the following, though the user could add more through Programming:
- Zero Form (Dispels any active transformation to restore the target's real, original form.)
- Generic Human, Male and Female Forms (Turns a non-human being into a human being with a generic form fitting with the entity to some degree.)
- Variant #1, Male and Female Forms (Turns a target into a human of the other sex, without significantly altering their body type, hair length, height or anything else significantly.)
- Variant #2, Male and Female Forms (Turns a target into a petite human version of themselves, with a lighter body, smaller height, minimal body fat and limited muscle mass. May be of either sex.)
- Variant #3, Male and Female Forms (Turns a target into an overweight human version of themselves, with a setting to determine how much so. May be of either sex.)
- Variant #4, Male and Female Forms (Turns a target into an athletic, muscular human version of themselves, with a setting to determine how much so. May be of either sex.)
- Variant #5, Male and Female Forms (Turns a target into a very sexy, very attractive human version of themselves, handsome and healthily muscular if male, curvaceous and voluptuous in all the right ways if female, with perfect skin and some degree of pheromones enhancing their beauty and charisma. Also causes Heterosexuality in the new form, making the user effectively bisexual while active.)
- Specific Forms (As General Forms, but instead of pre-programmed settings which can be applied to anyone, Specific Forms are added to the Gun via the Scanning option, and then transform the target into an identical, perfect physical copy of the original, indistinguishable on the molecular level. This makes the target's body essentially function the same as the original within the limitations of the gun's transformation abilities, so if the scanned being had a prehensile tail, the transformed person would have it as well. If the creature was naturally amphibious, the transformed being would be as well. However, it does not copy supernatural or superhuman abilities beyond those 'natural', physical ones.)
- Combined Forms (This option simply means the Gun has the ability to mix and match forms and options basically as the user wishes. For example, 'Feature Alteration' and 'Clothing Alteration' could be used together to make the target's hair long, wavy and pink while also turning their clothes into an evening gown with black pumps. Female Variant #5 could be used along with the Specific Form of someone to turn the target into a Female Variant #5 version of that other person. Two different Specific Forms could be used together to transform a target into a 'merged form' of both Specific Forms together. The options are effectively limited pretty much only by the user's imagination and what forms are available on the gun.)
-Safety Protocols (The gun cannot transform a pregnant person in a form that would endanger the baby, nor can it transform a person too physically weak to endure the transformation. Likewise, a person who was transformed into a female form and became pregnant would not be able to turn back to normal until said pregnancy came to an end, regardless of the normal Duration of the effect.) -Duration (Duration needs not be paid in stones and is simply one of the settings of the TF Gun. It can be set up to 10 on the D&R chart, but if unwilling, a target may directly oppose their Magical Defense to that Duration, lowering it by a 1 for 1 basis. If a target doesn't have any Magical Defense, the Duration will be as stated by the setting. However, if a target enjoys the new form and wishes actively to keep it, its duration could potentially last forever, exceeding the setting the user selected. Alternately, any transformation caused by the TF Gun can be undone by another use for that purpose, using the General Form 'Zero Form' option. Unless the GM rules otherwise, it can typically undo other non-TF Gun-related transformations as well.)-Rope (+1 to Acrobatics; When attached to someone else, can be used to haul the other up after throwing one of the pair.) -Purse with wallet, sunglasses clip-on, etc. ______________________________________________________________ STORY: A French Canadian MtF transgender once going through hormones therapy, but who mysteriously transformed fully into a woman very recently. A former languages student speaking and writing fluently in French and English, knowing a bit of Spanish and Mandarin, and who loves roleplaying, videogames, fantasy and superheroes. Has limited knowledge in martial arts (namely Karate Shotokan and Shorinjiryu Karatedo) and musical talent. Has worked in various fruits and vegetables-related business like most members of her father's family for most of her life, yet hopes to become a successful writer. Recently got heavily into Warhammer 40k, namely the Tyranids race. Might be the reincarnation of a ridiculously powerful entity, unbeknownst to her. As far as she knows, she 'owes God one' for letting her be a 'full' woman... unaware of her possible past (and present) as an I.D.A.M.A.
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Post by Manah on Apr 24, 2017 19:00:10 GMT -5
Cosmic Cube -The Cosmic Cube is essentially unlimited power and energy gathered through a rift to/from the dimension inhabited by the Beyonders, contained within a force field and held in a matrix until it is shaped into the form of a perfect cube. Such a device, unsurprisingly enough, ends up becoming one of the most potent items to ever exist in the Multiverse. Its powers are essentially based on imposing a tangible illusion, overlaying it onto reality itself in order to alter it; essentially an extreme level of reality warping, as illusory in nature or not, its effects are undeniably real for all intents and purposes and limited almost only by one's imagination. The Cosmic Cube is universal in power, possibly even multiversal, and is considered to be almost the equal of the Infinity Gauntlet in versatility and might, although it has some limitations the Gauntlet doesn't have. Namely, the Cube isn't capable of affecting souls, and as Beyonders cannot affect time, neither can it; although it does grant the ability to move through the latter and perceive the past and the present, since doing so does not, per se, 'affect' time. Other than that, the two are comparable in scope. Using the Cube requires physical contact with it, or with an object the Cube is mounted on, such as a a staff or pendant. Its powers are described below; unless specifically noted to do so, those powers do not add to the user's base powers; if one already has some of those powers, they use whichever is stronger from their own or the Cube's. All of its Actions are considered Super-Efficient and come with the Accumulate Energy for greater effect (Not tired afterwards) advantage. The Cube is virtually indestructible, and its powers cannot be improved by LoEs, White stones or any normal means).- Increases Int, Str, Agl, Spd and Dur by +20
- Reflexive Dodge and Toughness +20 (No AP, No 2x damage)
- Energy Defense and Mental Defense +20
- Energy Battery and Deep Reserves 20
- False Reality (As Create Illusions AN 20, Area effect of up to AN)
- Telekinesis AN 20 (Int.bonus, Wpn.modifier, Area Effect at AN, Fine control (Can perform fine control over even large areas of effects, ignoring anything the wielder doesn't want to affect.)
- Mastery of Matter and Energy AN 20 (Int.bonus, Unlimited Create/Manipulate, All Elements, Force Blast (Various Advantages based on element), Transform into element, Combine with Close/Ranged Combat)
- Unlimited Manipulate Space (As an AN 20 (Int.bonus) option of a Mastery of Space, Area effect. May cause a multitude of effects with a bit of imagination, possibly duplicating Force Blasts - with countless possible advantages, Telekinesis, Force Field, Flight, Gravity Control, and so on. Very few effective limits to a skilled user.)
- Transmute Reality (AN 20, Int.bonus, Stones VS Resistance or Appropriate defenses if applicable to alter the world around oneself at an Area effect of up to AN, with a Permanent duration until reversed, or cancelled via similarly cosmic or god-like powers of an higher powered effect.)
- Reality Warp (As Power Cosmic, God-like powers and Phoenix Force at AN 20 (Int.bonus); but does not provide user with a separate Flight action (though one can still fly using it), does not give 2x AN Energy stones nor makes one immune to Energy.)
- Telepathy AN 20 (Int.bonus, Read minds, Illusions (Broadcast), Subtle commands (Broadcast), Project thoughts/control others (Broadcast), Create Links with others, Telepathic communications (Broadcast), Mental Bolts (2x damage), Repair minds, Empathy, Empathic Projection (Broadcast, All emotions), Generate pain by touch, Psychometry, Read recent memories by touch, Swap minds, Possess others, Mental Block, Astral Projection, Reflect Mental Attacks back to attacker up to AN)
- Mess with Physics (AN 20 (Int.bonus), Stones VS Resistance for an Area effect of up to AN to change the laws of the Universe in said area. For example, one could decide that from now on, 2+2 = Fish, and now it would. One could decide that gravity works in reverse. One could state that any use of force does not create an equal and opposite reaction anymore, or that there is no such thing as a limit to acceleration. One should use this with care, however; those laws exist for a reason, and messing with them could seriously mess up the world.)
- Warp Self/Warp Others (As a permanent AN 20 (Int.bonus) Metamorphosis, Shape shifting, Imbuement, Growth, Shrink, Manipulate Body Density, Stretching, Genetic Engineering (Instant and Risk-free), and/or so on. Alternately usable as Atk VS Durability or Stones VS Area effect, whichever is higher, to transform others. Can change essentially anything, including but not limited to species, gender, hair/skin/eye/whatever color, etcetera. NOTE: While all of those effects could possibly be applied together at once on a single target, one given specific use does not stack with an identical use. For example, while a user with Int 5 could use a Metamorphosis-like effect to increase a person's Strength by 15, he could not use it again on the same person for the same effect to make it +30. That is, however, the only limitation, the rest being limited to one's imagination.)
- Distort Reality (As Hex Spheres AN 20, Power out of control; essentially, this power represents the wielder willfully messing up reality in an area without care as to what exactly will happen. Of course, such a use of so much power is not to be used if the wielder cares about the affected area; anything could happen, and it most likely won't be pretty.)
- Unstoppable AN 20 (Str.bonus, 2x damage, Can burst through walls, etc; Movement action (Moves at 1 Speed per stone played up to base Speed AN)
- Force Field AN 20 (Also works VS Mental Attacks)
- Energy Absorption/Reflection AN 20 (Int.bonus, Same Advantages as original attacks)
- Power Boost AN 20
- Clairvoyance AN 20 (Can perceive through time regardless of physical proximity, May perceive possible futures or pasts from possible actions)
- Omnipresence (As Duplicate Self amplified to infinity, allowing the user to literally appear everywhere, at anytime, all at the same time, at once. There is no defense against this; the user may manifest in dreams, in other dimensions, in people's minds, in existing recorded materials, in literally anything.)
- Temporal Presence (Allows user to exist in all moments in time at once or to travel to any point in time at will.)
- Teleportation (AN 20, Interstellar Distances, Travel to other dimensions, Can see through portals before entering, Does not have to travel to send others, May open portals for others to return, Teleport unwilling targets (Atk VS Agility), Fine Manipulation (May only teleport part of the target objects/beings, such as leaving items behind but teleporting living beings, or as an Atk VS Durability to only telepart part of their bodies). Additionally, naturally ignores 20 stones of Resistance from possible countermeasures from outside forces against such a teleportation, making spells, powers and other effects meant to stop teleporters much less useful if not downright useless against the Cube. If appropriate, all effects can be made to be Area effect.)
- Dimensional Creation (AN 20 power, Area effect, to create an Alternate Dimension or Pocket Dimension with up to AN factors (factors, for example, including things such as 'ten times stronger gravity than Earth', or 'All grass and trees are purple', etcetera). The user may alter said dimension's laws of physics and general rules of existence in it. While the user can also create convincing copies of lifeforms to exist in said dimension, the Cube cannot create souls, and as such they would be closer to constructs than living beings, although they can be 'programmed' to appear as alive.)
- Resurrection (AN 20 (Int.bonus), Stones VS the strongest resurrected being's Durability, the Area or Duration since the oldest death, whichever is higher, to bring one or more being(s) back to life.)
- Hammerspace AN 20
- Concentration AN 20 (Int.bonus)
- Adds Accelerated Healing Factor or increases existing Healing Factor by 2 ranks, whichever is better; along with Instant Regrow Limbs and Reconstitute Self (5 minutes)
- Immovability
- Sense Mutants MN 20
- Prescience (As the Modifier, with the following change to work in a play-by-post board like this one: in a single player game, works as normal, the GM informing the user of the attack before hand. In a multiplayer game, the player can inform the GM on each panel whether they would shift stones into an action for defense or something if attacked.)
- Precognitive Flashes/Dreams
- Photographic Memory
- Observe Other Realities (As Cosmic Awareness, but may extend to other realities)
- Communicate with Other Realities' Cosmic Cube Wielders
- Translation, Universal
- Immortality (As the Modifier, applies to user. May use as an AN 20 Atk VS Durability to make others Immortal as well.)
- Power Supply (Can power any device, machine, vehicle or whatnot, forever.)
- Sentience (The Cosmic Cube is said to be capable of developing a degree of sentience over time, usually based on the personality of its users. For that reason, even if handled by other beings than its original user(s), it is possible the Cube might refuse to perform certain actions if it disagrees with them.)
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Post by Manah on Apr 24, 2017 19:01:14 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.
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Post by Manah on May 10, 2017 22:02:35 GMT -5
Doctor Doom's Titanium Armor Highly Advanced, Mystical Suit of Armor of the Latverian Ruler Height: 6'2" Weight: 180 lbs, 345 when Jessie wears it Power Source: Nuclear-powered ABILITIESS.I: 6 Str: 7 Agl: 3 Spd: 5 Dur: 6 HEALTH: 6 ENERGY: 36 REGEN: 15* -Thermo-Energizer (Regenerates 3 more stones of Energy when in direct sunlight)ACTIONSPA Doom Bolts: 6 -Efficient -2x damage, Normal or Stun damage -Range 5 -Fired from Gauntlets -Two of those -Stones come from suit's own energyPA Atomic-powered Blaster: 7 -2x damage, AP, Area attack, Ignores Hardness of objects -Range 4 -Fired from right gauntlet's index fingertip -Stones come from suit's own energyPA Finger Blaster: 3 -2x damage -Range 4 -Fired from left gauntlet's fingertip -Stones come from suit's own energyPA Electrified Fists +2 -2x damage, Normal and Stun damage -As Mega-Weapon -Can electrocute her gauntlets at willPA Ionic Blade +3 -2x damage, AP (Ignores 2 Toughness even when No AP) -May only be used AN times before needing recharging -Recharges for AN hours using the Armor's power supply before being usable again -As Mega Weapon -Stones are free from GP -Located on right gauntletPA Micro-Missile Launcher +6 -2x damage, AP or Area effect -Range 5 -Stones are free from GP -4 missiles per load -Attached to left gauntletPA Fingertip Darts: 2 -If they cause any damage, will inject a potent AN 7 Poison VS Durability which will deal Red stones of damage every panel equal to the stones that went through, for as many panels, unless treated by an antidote or a higher AN Healing effect. Doom always has said antidote in a compartiment on the armor just in case. -Range 2 -Stones are free from GP -Two of those; installed in the gauntlets' fingertips -Short-range poisoned darts projectilesPA Refrigeration Unit: 7 -As Create Cold/Ice, Only to freeze objects/creatures -Atk VS Durability to freeze solid -Requires hand contact -Located on right gauntletPA Energy Fist: 7 (Int.bonus) -Efficient -As per Telekinesis; May only manipulate objects as a large hand would -Manifests as a energy construct shaped like a huge hand which can be used to manipulate objects from a distance -Device installed on right gauntletPA Sonic Drill: 6 -Stones VS Hardness of materials to dig through matter at a rate of 3 meters per panel, Up to 3 meters of diameter -Is absolutely silent, making it impossible to detect via sound -Located on left forearmPA Knuckle Rockets: 1 -As Ranged Weapon VS Defense, Ignoring Toughness and Armor as it only needs to touch the target; Good Luck +3 to hit via trackers -If target is hit, will affect with an AN 6 effect VS Durability, Deals no damage, But negates any Fire Powers if even a single stone gets through for one hour per red stone of damage. -Two of those; located in knuckles of gauntlets -Stones are free from GP -Fire-powers-negating chemicals sprayed on target via mini-rocketsIntensified Molecule Projector: 5 -Area Attack -Range 3 -Stones are free from GP -Located in right gauntlet -Fires molecules which expand in contact with oxygen, turning into large rocksPA Thermal Unit: 7 -Efficient -Stones VS Invisiblity AN to reveal the hidden person via an half AN, rounded up, area effect yellow mist -Installed on gauntletsPA Holographic Projector: 6 -As Create Illusions -1 stone per panel per illusion to maintainPA Instant Hypnotism Impulser: 6 -Atk VS Intelligence, Disrupts balanceof target causing a -2 to all Physical Actions for a Duration of 2 panels/1 minute per red stone that gets through -Only works on organic targets; Doom, Robots and Androids are immune, but pilots of mechanic devices are not -Installed in left gauntletPA Stun-Shocker: 7 -Attack VS Durability to Stun for 1 panel/stone of damage -Area effect 3 -Located on right forearmPA Inhibitor Ray: 7 -Attack VS Intelligence, Area effect 2 around user; Deals no damage, but psychically prevents victims from being able to attack Doom directly within the area. -Requires 2 panels of exposure to affect victims, but once active, its full effect remains until the device is turned off. -Must pay up to AN stones to activate at that level of effect, and pay 1 stone to maintain afterwards -Located in the armor's beltPA Force Field: 6 PA Flight: 3/7 -The armor has actually two means of Flight. The number before the slash represents a pair of jetpack-like device mounted on the waist of the armor, whereas the number after it is an anti-gravitational mechanism allowing flight without the jetpack. Either method can be used at will. MODIFIERSPA Rapid Recovery PA Nuclear Microreactor +6 -As Energy Battery and Deep ReservesPA Reflexive Dodge +3 PA Toughness +7 -No AP -No 2x damageHacking Defense +7 Immunity -To Doom's own Invention via safety protocolsPA Electrification: 7 -Normal and Stun damagePA Life Support -Permanent -Recycling systems for air, food, water and energyPA Enhanced Vision +5 -Infrared, See in Darkness, Telescopic Sight, Detect Faint sounds and frequenciesPA Built-in Video Communicator -Range 13; Can contact any communication device and Doom's bases anywhere on Earth, along with a video transmission if such a device can receive itPA Image Projector -Can manifest a semi-solid illusory clone of Doom which can deceive all senses, and can actually fight and act as convincingly and nearly as effectively as the real deal. -The illusory clone has everything the real Doom has, but at 1 AN/MN lower. -Doom can see, hear and speak through the clone in addition to her own body -Range 6PA Splinters of the True Cross -Contact with the armor will burn undead and demons for 1w per panel of contact -Also acts as an AN 10 Atk VS Int+Magical Defense for such beings to even be willing to get anywhere within 10m of the armorPA Exclusive -Via high-tech scanners, vocal and retinal recognition systems, and other systems______________________________________________________________ NOTES: Victor von Doom's personal Titanium alloy, nuclear-powered and mystically enhanced armor, altered to fit the now feminine form of its wielder, who was merged with the I.D.A.M.A Jessie Hogue.
JESSAILAI'S TERMINATOR ARMOR Unique, Huge Tactical Dreadnought Armour Description: Jessailai's unique suit of Terminator Armour. Height: 12'1" Weight: 575 lbs Notes: The Mountain Gunners' Primarch's lavender armor seems just as intimidating as one would guess, despite its arguably beautiful and masterfully crafted appearance. ABILITIESS.I: 7 Str: Base +5 Agl: Base -1 Spd: Base +1 Dur: 8 HEALTH: 8 ENERGY: 51 REGEN: 21 ACTIONSClose Combat: 7 (Str.bonus and Wpn.modifiers) -Efficient -Brawling -Power fist/Chainfist -Power Sword -Inhuman Strength -Destruction -Fighting larger/multiple opponents -Zero-G FightingRanged Combat: 8 (Str.bonus and Wpn.modifier) -Efficient -Heavy Bolters -Multi-Melta -Lascannon -Missile Launcher -Precise shots -Handling Recoil -Fighting larger/multiple opponents -Zero-G FightingChainfists: +3/+4 -Used as the Power Fist base form, counts as the +3 (3x damage, AP (Ignores 2 Toughness even when No AP, May not split stones for multiple opponents, +1 to Strength for the hand that use it) weapon. If used via the Chainsword part, it works as a +4 (2x damage, AP, Normal and Stun damage) weapon. -As Mega weapon; Stones are free from GP -Two of thoseHeavy Bolters: +5 -Efficient -2x damage, AP -Range 4 -Energy Weapons; stones come from own pool -Two of those; forearm-mounted on each armsCyclone Missile Launchers: +6 -2x damage, AP or Area effect -Range 6 -Rocket launchers, Stones are free from GP -Two of those -Holds 6 missiles per load (12 total)MODIFIERSLife Support, Permanent Rapid Regeneration Microfusion reactor +9 -As Energy Battery and Deep Reserves -If not connected to Arc Reactor for some reason, relies on solar converters, electrical batteries and on-board generator for a +5 modifier.P.C.P.T +3 Reflexive Dodge Base -1 Toughness +8 -No AP -No 2x damageEnergy Defense +6 Radiation Defense +8 Hacking Defense +9 Targeting +3 Cybernetic Senses +7 Photographic Memory Exclusive -May only be used by a Primarch or a being of similar power and sizeRESERVE EQUIPMENT-Power Sword (Jessailai's personal power sword, a huge weapon serving as a symbol of her power, which acts as a +6, 2x damage, AP (Ignores 3 Toughness even when No AP, Indestructible weapon. It is a beautiful glowing blue blade with a beautifully crafted hilt, guard and pommel.) -Multi-Melta (A heavy, double-barreled rifle-like gun that fires devastatingly lethal and destructive blasts of heat. It acts as a +7 weapon, 2x damage, AP, Range 4, Sets flammable objects on fire.) -Lascannon (A massive anti-tank weapon of formidable strength and armor-piercing capabilities. +8, 2x damage, AP (Ignores 2 Toughness even when No AP), Area effect line (5' wide), Range 6.) NOTES: This unique armor is nearly as terrifying as its user, and has seen countless battles. It is heavily armed and heavily protected from attacks, fully complementing the Primarch's abilities on the field of battle.
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Post by Manah on Aug 19, 2021 5:58:22 GMT -5
Turn X Possibly the Most powerful Mobile Suit known to Man Full name: CONCEPT-X 6-1-2 Turn X Height: 67.3 feet Weight: 50.6 tons Eye color: Green Suit color: Green/Black/Grey Species: Prototype Newtype-use General-Purpose Mobile Suit Description: A mysterious Mobile Suit originally excavated on the moon's Mountain Cycle. It is incredibly powerful and of a level of technology far more advanced than anything the Earthlings had at their disposal when it was discovered, outclassing all other Mobile weapons and surpassing all known technological capabilities up to that point. Its ultimate weapon, the Moonlight Butterfly system, is more than capable of wiping out entire civilizations in mere instants, but it is far from its only form of offense. ABILITIESS.I: 12 Str: 16 Agl: 10 Spd: 8 Dur: 12 HEALTH: 12 ENERGY: 72 REGEN: 30 ACTIONSClose Combat: 8 (Str.bonus and Wpn.modifiers) -Efficient -Destruction Manipulator/Beam Emitters -Shining Finger -Fly-by Attack -All-Range Attack -MS Strength -Destruction -Fighting smaller opponents -Fighting multiple opponentsRanged Combat: 9 (Str.bonus and Wpn.modifiers) -Efficient -Destruction Manipulator/Beam Emitters -Mega Particle Cannons -Beam Rifle -Beam Bazooka -Hand Beam Gun -Grappling Wire -All-Range Attack -Precise shots -Fighting multiple/larger opponentsPA Mega-Particle Cannon +9 -Super-Efficient -2x Damage, AP or Explodes as Area Effect equal to AN around impact -Range: 7 -Stones come from Suit's Energy -Nine of them; located on: Chest, Waist, X-Top/Cockpit, Left shoulder, Right shoulder, Left leg, Right leg, Left arm and the Weld-Off/Destruction Manipulator right arm.PA Destruction Manipulator +7 -Efficient if applicable -Multi-use weapon capable of various effects -Beam Emitters (3 of those): May either fire as Beam Rifles (2x damage; Stun damage or AP, Range 6, Stones come from own energy), or be used as a Beam Saber (Mega-Weapon, 2x damage, AP, Wpn.modifier go up by 1, and Ignores 1 Toughness even when No AP, per additional Beam Emitter active (+2 Max) for a thicker, more powerful energy blade.) -Grappling Wires (3 of those): Can be used as +4 Range 4 weapons which can either deal 2x damage, Normal and Stun damage, or be used as an Attack VS Agility+Ref.Dodge equal to the Wpn.mod of the wire (4), to immobilize the target. If more than one wire is used against the same target, their modifier stack.) -Shining Finger (If the Turn X has grappled an opponent, it can grab an opponent Mobile suit's head with the Destruction Manipulator and perform a devastating attack known as the Shining Finger. Gathering massive energy in the Manipulator, the Turn X can then attempt to blow up the enemy Mobile suit's head (or more) with a Close Combat attack with this Weapon modifier, 2x damage, Atk VS Durability.) -Mounted on Right Arm instead of regular manipulatorPA Missile Launcher +8 -2x damage -AP and Area Effect of 4 around point of Impact -Range: 6 -3 missiles -Stones come from GP -Mounted on Carapace Weapon platform on the back of the Chest componentPA Bazooka: 5 -2x damage -AP or Area Effect 4 around point of impact -Range 5 -4 rockets -Stones come from GP -Mounted on Carapace Weapon platform on the back of the Chest componentPA Beam Rifle: 8 -Hand-Carried Energy Weapon -2x damage; may either do Stun damage or be Armor Penetrating -Range: 6 -Energy comes from Suit's Energy -Mounted on Carapace Weapon platform on the back of the Chest componentPA Hand Beam Gun: 5 -Hand-Carried Energy Weapon -2x damage; Stun damage or AP -Range: 5 -Energy comes from Suit's Energy -Mounted on Carapace Weapon platform on the back of the Chest componentPA Power Drainer: 10 (S.I bonus) -As Improved Energy Drain, Area attack -Range 3 -If Target's Durability is exceeded by the drain, targeted Mobile Suits may suffer multiple systems failures, disabling one or more major systems (typically one per 3 stones that make it through), possibly disabling, disarming, or otherwise crippling enemy Mobile suits while recharging the Turn X's batteries -Located in the Chest componentPA I-Field Barrier Generator: 9 -Super-Efficient -As Force Field -Area up to 2 around MS; can be diminished to 'skin'tight. -Normal I-Field barriers only protect against energy, but the Turn X's is much more powerful and advanced than normalPA Moonlight Butterfly Systen: 14 (S.I bonus) -Super-Efficient -Area Attack VS Technology or Size AN (whichever is higher) to transform any type of technology it engulfs into silicon dioxide (sand). -At max Area (14), covers an area up to from the Earth to Jupiter -Alternately, may be used as Force Field capable of its attack's area effect -While in effect, the attack takes the form of gigantic butterfly-like energy wings extending from the Mobile suit -Requires the Turn X' nanomachines, the energy to use them and the program to activate it. Turns out Jessie's Turn X has them all. -System located in the Chest component's back, but the AN is reduced by 3 if the Chest component activates it on its ownPA Sound Projector: 6 -As Ventriloquism; mostly used to speak to people outside of MS while within AtmospherePA Flight: 7 / 10* -Limited to 7 inside atmosphere; goes up to 10 in Space, but can't quite reach the speed of lightPA Unstoppable: 8 -2x damage; ignores objects of up to AN Hardness -Action as Modifier; when moving around in the Turn X, Jessie 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.MODIFIERSAll Range Attack - Bloody Siege -The Turn X is capable of separating into nine separate, independent components - namely the chest, waist, X-top/cockpit, left shoulder, right shoulder, left leg, right leg, left arm, and the Weld-Off/Destruction Manipulator right arm - which are then able to fight on their own with devastating efficiency, increased numbers and the use of each component's Mega Particle Cannon, supported by the MS' formidable Psycommu System, before eventually combining back together. The Chest component is the one holding the Power Drainer, Carapace weapon platform and the Moonlight Butterfly system, making it the most powerful, obviously. The pilot is in the X-Top/cockpit component, but all components are well protected and surprisingly dangerous on their own. -When split, the separated components have the following Abilities: S.I 10, Str 13, Agl 10, Spd N/A, Dur 9. 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 Component as makes sense, but retain their ANs. -When recombining, their "Health" is calculated by the rounded up percentage of the individuals Components, and applying it to the full MS' Health, rounded up. If a component was destroyed, it remains so upon reforming (until regenerated by the nanonmachines, that is), and the reformed Turn X automatically loses 1w per missing limb regardless of the rounding up.) -Some of the components may prevent a full recombination if they are destroyed; the chest or waist wouldn't allow several other parts to recombine, for example, and the X-Top/Cockpit would kill the pilot, preventing control of all other pieces as well until the pilot and cockpit are regenerated by the nanomachines.Psycommu System -Allows a Newtype pilot to control the Turn X's separated nine components and use them in an All Range Attack with their mind with relative ease. -Also allows a Newtype pilot to use their Telepathy action to 'Monitor enemy vital reactions' and 'Sense energy wavelengths' At GM's discretion, this powerful Psycommu system may have other yet unknown powers, as the full length of its potential is simply unknown so far.Unknown Power Source +12 -As Energy Battery and Deep ReservesPA Nanomachines -As Enhanced Healing Factor -Also acts as Reconstitute Self and Limb Regrowth/component, although the former requires a full 6 hours, and the latter about an hour per destroyed component -Pilot Link (Amazingly enough, the Turn X's nanomachines can even heal and reconstitute its pilot, either within the suit, or up to 24 hours after leaving it, as the nanomachines become inactive after an extended period away from their power supply.Reflexive Dodge +5 PA Toughness +10 -No AP -No 2x damagePA Energy Defense +5 Mobile Suit Might +3 -As ClawsPA Targeting +4 -Number after slash is used when activating the V2's unique Custom Targeting SensorPA Cybernetic Senses 8 PA Surface Adhesion 5 -As Wall-Crawling, but as a ModifierPA Life Support (Permanent)
Rifleman III Other Names: None Height: 10+ meters Weight: 90 Tons ABILITIES S.I.: 6 Str: 9 Agl: 2 Spd: 2 Dur: 6 ACTIONS Close Combat: 1 Ranged Combat: 6 Gauss Rifles: +6 -2x damage, AP (Ignores 3 Toughness even when No AP), May not split stones between targets (Though may aim different rifles at different targets) -Range 5 -Four of those -4 panels of Ammo/Rifle (Total of 16) per loadMODIFIERS Null Signature System +8 -Adds to Difficulty/Resistance of locating the Rifleman III on sensorsTargeting: +3 Toughness: +5 -No AP -No 2x Damage from Bullets or ProjectilesSensors: 5 -See in Darkness -Infared -Telescopic
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