Post by Manah on Oct 3, 2020 21:28:52 GMT -5
JAMES / JASMINE
Travis' Twin Brother/Sister and Best Cook
of the Howlet Family
James
Jasmine
Travis' Twin Brother/Sister and Best Cook
of the Howlet Family
James
Jasmine
QUOTE: "Alright, look, I'll make it simple for you. You surrender and you face the consequences of your actions, or you don't... I beat the sh*t out of you... and then you face the consequences of your actions."
Full Name: James Avery Brooks Dunn Howlet
Age: 19
Other Aliases: Jasmine (In his female form)
Occupation: Mercenary, Adventurer, Ghost Rider
Marital Status: Single
Height: 6'0" (5'4" in female form)
Weight: 200 lbs (118 lbs in female form)
Eye color: Purple; Turn red with a black pinwheel symbol instead of a normal iris with EMS active.
Hair color: Sandy Brown (Auburn in female form)
Species: Mystically-enhanced Human/Fae'Rhal Hybrid (Cocooned, Ghost Rider)
Notes: Has a long semi-prehensile fox tail the same color as his hair. His Ki is dark purple in color.
JAMES / FEMALE FORM / GHOST RIDER
ABILITIES
Int: 7
Str: 7/6/11
Agl: 6/7/8
Spd: 6
Dur: 6/9
HEALTH: 6/9 P.L: 4
ENERGY: 24/33 P.L: 12
REGEN: 19/22 P.L: 8
SKILLS: 6 (Regens 3/panel)
ACTIONS
Mastery of Kung Fu: 9
(Str.bonus and 2 Wpn.modifiers)
-Efficient
-Skill Points System
-Martial Arts
-Tekkai Kenpo
-Nanto Seiken
-Bows/Firearms
-Inhuman Might
-Acrobatic fighting
-PA/MS Fighting
-Using powers in combat
-Fighting larger/multiple opponents
-Options: Balance, Blind Fighting, Catch Projectiles, Multiple Opponents
Tail Whip: 4
(Agl.bonus)
-May manipulate objects with his tail
Parkour: 5
(Agl.bonus)
-As Acrobatics, Swimming and Wall-climbing
Horseriding: 7
Ki Blast: 12
(Dur.bonus)
-Efficient
-This action covers most form of Ki-based blasts, attacks and offensive techniques known to James. It includes the following:
- After Effect (Will deal Half its initial attack, rounded up, on the next turn after it hits an opponent, to said opponent, ignoring Reflexive Dodge/Toughness/Armor. In all ways it is the same attack, just with half the attack stones.)
- Beam (As Limited Area Attack, Area Attack Line, or full Area Attack.)
- Blinding (Atk VS Defense (Ignores Toughness/Armor); if successful, Stones played VS Agility+Ref.Dodge to avoid being blinded and taking -3 to all Sight-related actions for 1 panel/red stone of 'damage'.)
- Combine (Allows users to combine their ki attacks together into a stronger one. One user acts as the main one, whose Ki Blast is used as the base. +1 to the attack for Ki Blast AN lower than 3 AN below the main user's, +3 if it is within 3 ANs of the main user, and +5 if a secondary user has an AN of 4+ over the main user. This effect must be bought by all participants for them to use it together.)
- Draining (+3 sitmod to the attack/white stone of Health of damage taken.)
- Elemental (Changes a Ki Blast into an Elemental attack, making Ki Defense useless against it as opposed to Energy Defense. May choose any element the user pleases with each attack.)
- Explosive (As Area Effect of up to AN around Impact OR around user)
- High-Power (2x or 3x Damage)
- Homing (As Good Luck +6 specifically for hitting the target.)
- Indirect (A Ki blast not originating from the user's body. Imposes a -2 penalty to defense to a target who doesn't know about the attack/is unable to react in time for some reason.))
- Kamikaze (Sacrifices all of the user's remaining White stones of Health, adding +3 for each remaining stone of Health. The attack becomes 2x damage, or 3x damage if it was already 2x damage. If it was 3x damage, it gains another 5 stones on top of the rest.)
- Kiai (A Ki Attack invisible to the naked eye. Targets unable to see the attack coming might suffer a -2 penalty to their defense.)
- Ki Blade (As Psi-Weapon up to AN)
- Long Range (Increases base Range by +3)
- Multi-Blasts (Limited Area Effect of Half AN, rounded up, around point of impact; Causes major collateral damage; if fired at a single foe, adds +2 to the attack instead.)
- Paralyzing (Atk VS Defense (Ignores Toughness/Armor); if successful, Stones played VS Durability+Ki Defense to paralyze for 1 panel/red stone of damage.)
- Seeking (A Ki blast which keeps going after the target at -3 stones even if it misses/isn't aimed directly at the target for up to AN panels or until it hits either its target or something else.)
- Slashing/Piercing (As AP, Ignores 6 Toughness even if No AP)
- Varied Origin (Allows user to fire ki blasts from any body part)
-No vocal/hand gesture components requirements
Ki Control: 12
(Dur.bonus)
-Efficient
-James' general ki abilities are included within this action, described below:
- Defensive (Adds Ki Defense of this Action's AN.)
- Evil Ki (Possibly due to the evil nature of many of his powers, his somewhat rebellious attitude, and his ruthlessness in battle, James' Ki is actually Evil Ki, dark purple in color.)
- Toughness and Ref.Dodge (Gains AN as a permanent bonus to be split between their Toughness or Reflexive Dodge.)
- Psychokinesis (As Telekinesis, w/Wpn.modifier.)
- Barrier (As Force Field, Defensive stones are doubled; may form barriers to protect others within AN range)
- Sky Dance (Adds Flight at AN in its own action box.)
- Ki Sense (May use as Sense Power at a MN of this action's AN, but requires an action to use.)
- Suppress Ki (May suppress his Ki signature to make himself appear considerably weaker than he really is, namely 1/10th of his real power. Doing so is a conscious action, but requires neither an action nor the spending of stones; the user simply states when they are doing so.)
- God Ki (For each 2 active stones in the Action, 1 more stone is added from GP. Unlike Efficient, said stones do not simply act to lower the cost and cap at the maximum; they actively make the action stronger, allowing it to exceed one's normal Ki Control's maximum amount of stones. Additionally, normal Ki users cannot use Sense Power to detect God Ki users or their attacks.)
- Energy Transfer (May transfer his Energy to an ally of choice within Range 3, Cannot be increased with stones)
- Inner Power (Adds this action's AN to Energy Regen per panel.)
Rokushiki: 8
-Efficient
-A special, superhuman martial arts style originally developed and mastered by CP9 agents, and some powerful marines, in the One Piece verse. While not all users manage to master all six of its formidable skills, James certainly has, and can do the following:
- Kami-e/Tekkai: As Manipulate Body Density at AN; Reducing for Kami-e and increasing for Tekkai. If Density reduced to 0, user's body become limp to avoid attacks and can float like a piece of paper (but isn't truly Phased; Energy-based area attacks can still hurt them, while Physical-based Area attacks merely push them out of the area). Density increases only also increase weight if the user wants it to. Being trained in Tekkai Kenpo, James is also able to move despite using Tekkai, which means he does not need to remain immobile while using it.
-Tekkai Rin: Usable as Unstoppable (Spd.bonus, 2x damage, Ignores hardness up to AN; May move at a Speed up to Speed AN or stones played in this Action's AN, whichever is lower) by kicking one's leg in the ground, then spinning both legs to rush in one direction.
-Kami-e Bushin: As Metamorphosis, but which may only improve Agility, Speed, Acrobatics, Reflexive Dodge, and Flexible Skeleton. 1 stone/panel to maintain.
-Tekkai Go: Doubles the stones of Toughness one may receive from using Tekkai, but it costs 3 stones per panel to maintain rather than 1. - Geppo: Grants a permanent bonus of +1/4 this action's AN, rounded up (+3 in this case), to the user's Leaping modifier, adding it if the user didn't have it in the first place. Additionally, allows user to fly as per the action "Flight", Perfect Maneuverability, at 1/3 this action's AN, rounded up (3 in this case), by kicking the air in such a way as to project oneself very quickly, even in mid-air; additional stones may be used in defense, for special maneuvers or to carry weight, among other possibilities. Doing so obviously requires the use of at least one leg, therefore having both legs immobilized somehow prevents the use of Geppo to fly.
- Rankyaku: As Force Blast at AN, Str. or Spd.bonus of the Air/Wind element, adding any two of the following advantages: 2x damage, AP, Normal and/or Stun damage, Area effect 5 (either normal, Centered on self or around point of impact), may increase with stones. Using two legs adds +2 to the attack. A sharp, compressed air blade created by moving a limb or weapon at a very high speed and strength.
- Shigan: 1 stone/panel to activate/maintain. As a Weapon modifier to Close Combat of 1/3 of this action's AN, rounded up (+3 in this case) with 2x damage, AP advantages. +2 is added to the technique if using two hands. This technique is essentially the act of pushing one's finger into a target at incredible speed, leaving a wound similar to that of a bullet.
- Soru: Allows use of Speed as a Flight Speed, but restricted on two dimensional movement (i.e: Cannot ascend without a surface) by spending stones in this action. Maximum Speed is either this action's AN or the user Speed's An, whichever is lower. Additionally, it allows for quick bursts of speed, working as Teleport, at 1/4 this action's AN, rounded up (with disadvantage "May only 'teleport' in places which they could have reached by themselves normally; in other words, the user cannot get through walls). This can actually be used to move extremely fast at speeds vastly exceeding what is physically possible.
- Rokuogan: Combines with a Close Combat attack, 3x damage, AP (Ignores 3 stones of Toughness even if No AP), Range 4 from the strength of the impact. Alternately, may use a much more powerful version as per Energy Absorption/Reflection (Kinetic Energy, including punches, impacts, falls, etc) at AN, which are then combined as above, but if it gets through defenses, acts as an Atk VS Durability of AN + Kinetic energy stones absorbed, which also sends the victim flying at a Range of (AN - Durability). This powerful technique allows a user to function in a similar way to an Impact or even a Reject Dial, which means they gain the ability to directly absorb kinetic energy through their body and release it in a powerful shockwave that will send their foe flying and damage them internally. Using the stronger version with an AN 7 or lower will cause 1w of damage/5 stones played, rounded up, to the user. At AN of 8 and more, it simply makes the user tired, giving them a -1 to all actions which stacks with repeated uses, up to -3. 5 minutes of rest will negate this penalty.
Warlock: 12
(Int.bonus)
-Efficient
-While James is less knowledgeable and experienced a magic-user as Travis and Henrietta are, he is still pretty much an epic-level archmage by most other standards. James' magic focuses on Witchcraft, Conjuration, Voodoo, Transmutation, Mentalism, Necromancy and Demonology, but he could potentially learn any other type of magic. His current powers include:
- Biomancy/Transmutation (Transformation/body alteration spells. Include the following effects:
- Growth/Shrink (+1 Toughness/Growth AN active.)
- Manipulate Body Density (w/Phase Attack and Phase Stun options)
- Metamorphosis (Needs not maintain, Transformation occurs on same panel)
- Shape Shifting (Needs not Maintain, May alter clothing/accessories)
- Stretching (Retains Strength while using)
- Clairvoyance (May perceive through time regardless of physical proximity. Alternately, may use as Fortune-Telling via Tarot cards)
- Hammerspace (Via pocket dimensional storage.)
- Magical Healing (May Heal up to 2x AN White stones per day)
- Magical Travel (Including the following options:
- Astral Projection (Phase Attack, Phase Stun, Physical body travels with User options)
- Dimensional Travel
- Dreamwalking (Physical body travels with User)
- Flight (May hover at no cost)
- Mirror-Stepping (May enter inside/exit mirrors, May travel between mirrors)
- Phase Shift (Phase Attack, Phase Stun options)
- Superspeed
- Teleportation (Interstellar Distance, Portals, May teleport others, Open portals for others to Return)
- Time Travel
- Underwater Freedom (Allows movement without restriction in/underwater)
- Unstoppable (2x damage, May burst through walls, etc)
- Wall-crawling (May walk/run on walls/ceilings as though one was on normal ground)
- Mastery of Magic (Magic Blasts, Barriers, Illusions/Prestigiditation, Magical Research/Use Magic Items, Magical Defense, Allows learning of other Magic, Accumulate Energy, Increase AN)
- Mesmerism (Including the following options:
- Create Links with Others
- Empathy
- Generate Pain by Touch
- Hear the Voices of Spirits and the Dead
- Illusions (Broadcast)
- Mental Block
- Mental Bolts (Broadcast)
- Possession (Physical Body travels with User)
- Project Thoughts/Control Others (Broadcast)
- Psychometry (May read thoughts of people before they handled an object)
- Read Minds
- Read Recent Memories by Touch
- Repair Minds
- Swap Minds (Duration at Will)
- Telepathic Communications (Broadcast, Security of Communication)
- Summoning (Summoning, Binding, Invocations. May summon Demons.)
- Voodoo (Communication with the Dead, Communication with the Forces of Nature, Zombies, Zombie Brew, Weakness, Cause Injuries/Pain, Voodoo Dolls)
- Witchcraft (Blessings/Curses, Hex Spheres, Turn Others into Beasts - Atk VS Int + Dur; Duration of 5 minutes/red stone of 'damage'; Fear, Herbalist, Potions, Poisons, Zombies, Familiars, Fetishes, etc.)
Hamon: 6
(Int.bonus)
-A mysterious martial art using the energy of the sun's rays through breathing, and empowering oneself through the 'ripples' of Solar Energy. It provides one with the following abilities:
- Stretch Limbs (1 stone/feet, up to AN, to stretch one's limbs on a given panel)
- Hamon Might (As Iron Will; includes Iron Fist option. 'Normal Damage OR Atk VS Dur+Hamon/Energy Defense to cause the victim to faint.)
- Manipulate others (As the 'Subtle commands' Telepathy option)
- Empower Self (As Metamorphosis at AN to enhance oneself with solar energy. Duration can be paid for 1 additional stone per panel.)
- Empower Objects (As Metamorphosis up to AN to enhance a given object's capabilities by infusing solar energy into it. Duration can be paid for 1 additional stone/panel.)
- Heal/Cleanse Self (As Mutant Healing, Self only.)
- Conduction (By paying for Area/Weight/Hardness, whichever is higher/more appropriate, user can send impacts through creatures or objects and hit something on the other side without damaging the object in question)
- Transfer Hamon (Powerful users can permanently transfer part of their power to other Hamon users, at a rate of 2 ANs per 3 ANs sacrificed. Often used at the time of death.)
- Water Conduction (When using water or other liquids as a medium for uses of the power, Hamon effects are increased by up to +3, at GM's discretion, since liquids conduct Hamon very well.)
- Purity of Sunlight (Attacks using Hamon used against vampires and physical undead will inflict 2x damage, 3x damage if they were already 2x damage, or add +4 to the attack if they were already 3x damage. Additionally, such undead's Healing Factors are reduced by two steps for the purpose of healing from such wounds.)
Cartoon Physics: 10
(Int.bonus)
-Efficient
-Represents Jasmine' ability to adhere to/mess with/manipulate cartoon physics while in female form due to her cartoon physiology cocooning powers. Grants her the following powers:
- 4th Wall Awareness/Interaction (As Clairvoyance, May perceive through time regardless of physical proximity; or 1 stone/panel to use Precognitive Flashes; via perceiving through the 4th Wall. Alternately, may interact with it using the other effects of this power.)
- Anatomical Mastery (As Unlimited Manipulate Organic Matter; Growth/Shrink at up to AN (Gain +1 Toughness per Growth AN); Phase Shift at up to AN - Via liquifying/deflation; Shape Shifting at up to AN; Stretching at up to AN - Strength is retained even while stretched; Metamorphosis - Includes Robotic/Cybernetic-like alterations amd adding temporary powers; Manipulate Body Density at up to AN - w/Phase Attack and Phase Stun options. All usable as normal, or as Atk VS Intelligence OR Durability, whichever is higher, to affect others for a duration of up to 5 minutes/red stones of 'damage'.)
- Animation/Materialization (As Unlimited Create Matter/Energy, or Summoning, Summoned creatures are always loyal to user; to either produce any object out of thin air, animate objects, or draw objects or creatures from drawings, paintings, pictures, containers, pockets etc.)
- Cartoonish Healing (As Magical Healing, May heal 2x AN white stones of Health per day. Heals via excessive use of bandages, casts, ointments, pills and so on, or alternately via some other cartoon-like actions such as painting a wound away.)
- Causality Manipulation (As Godlike Powers/Phoenix Force/Power Cosmic, via Chaos/Logic/Probabilities Manipulation, Pencil Warping, Physics infrigement and distortion, and others. Allows for pretty much anything not already covered here.)
- Duplication (As Duplicate Self; may manifest 1 clone/5 stones played, and maintain them for 1 stone/clone per panel.)
- Hammerspace (At up to AN)
- Light/Sound Manipulation (As Mastery of Light/Sound, Create/Manipulate, Usable as Create Illusions, May manifest music at will.)
- Lucky/Jinxed (As Good Luck or Bad Luck up to AN, Usable either on/against self or on/against others. As a cartoon character, the user is potentially able to become near-insultingly lucky, or absurdly unlucky... or influence the luck or bad luck of others through words or actions. Typically used for comedic effect.)
- Randomness Inducement (As Hex Spheres at up to AN. Generally - though not restricted to it - used for comical effect.)
- Toon Attack (As Force Blast with any, some or none of the following advantages, depending on the nature of the attack: 2x damage, 3x damage, AP (Ignore up to Toughness 3 even if no Toughness), Area Attack/Effect, Normal and/or Stun damage, Indirect, Atk VS Durability, Control Trajectories, Hunt/Seek, Disables if damage occurs, Artificially Intelligent, Overstrain, Range 5; Pay stones for additional advantages. May be essentially anything in nature, such as dropping an anvil from the sky onto the target via pulling on a rope, or slapping someone in the face with a speech bubble.)
- Toon Physics (Stones VS Resistance + Duration to mess with physics cartoony-style or otherwise perform effects typically restricted to cartoon characters. For example, could make oneself fall faster than terminal velocity and leave a self-shaped hole in the ground after hitting the latter; could manifest a visual 'halo' of twittering birds or twinkling stars orbiting one's head after being stunned/hit on the head, or one could refrain from falling down for a while until realizing they're standing above a chasm.)
- Twister Spin (As Blasting, but with limited to two dimensional movement, i.e cannot ascend higher than one could jump. Represents one's ability to spin ridiculously fast and move accordingly like a tornado at formidable speeds.)
- Toon Travel (As Magical Travel, via cartoonish means. For example, could step into and out of a painting, slam a hole onto a wall and step through it, casually walk into someone's dream, fly like a helicopter by spinning something really fast or flapping one's arms, bouncing like a rubber ball, stepping into a different comic panel, etc.)
- Universal Weaponry (As Psi-Weapon at up to AN, but may activate up to AN weapons at once and even use them from afar at AN range. May use any, some or none of the following advantages: 2x damage, 3x damage, AP (Ignore up to Toughness 3 even if no Toughness), Area Attack/Effect, Normal and/or Stun damage, Indirect, Atk VS Durability, Control Trajectories, Hunt/Seek, Disables if damage occurs, Artificially Intelligent, Overstrain, Range 5; Pay stones for additional advantages. Represents user's ability to use literally anything in their surroundings as a weapon, and to essentially pull almost any weapon, explosive or other harmful implements out of thin air, such as the typical huge hammer.)
- Weather Manipulation (As Mastery of Weather, Create/Manipulate. Alternately, may manipulate it empathically; for example causing rain while sad, a storm while sad, a sunny, pleasant weather while happy, and so on.)
-May Substitute this Action's AN for all Abilities, Toughness, Ref.Dodge, Flexible Skeleton, Energy Defense, Mental Defense, Energy Battery and Deep Reserves as needed
-Combine with Close/Ranged Combat
-Typically, all effects of this power manifests into reality as visually realistic alterations, but the user may choose to have them appear as 2D cartoonish drawings-like effects at no cost.
-Alternately, at user's discretion, any and all effects of this action may be used only for comedic effect and have no actual effect other than visual/humorous ones.
-Only usable in his female form
Mastery of Fire/Hellfire: 7
(Int.bonus)
-Efficient
-Immunity to Element
-Create/Manipulate (Alternately, for 5 stones in this action, may construct a motorcycle out of solidified hellfire, which appears as dark metal/stone-like material.)
-Force Blast (Fire - 2x damage, Area Attack/Effect, Sets flammable objects on fire; Hellfire - 2x damage, 3x damage VS evil/demonic/corrupted targets, Area Attack/Effect, Normal and Stun damage OR Atk VS Intelligence to paralyze, Sets flammable objects on fire)
-As Telekinesis (w/Wpn.modifier. When used in this manner, the Rider imbues targets with hellfire to move them with his mind, but it doesn't actually burn them unless he wants it to.)
-Accumulate energy for greater effect
-Hellfire still burns underwater, and may only be extinguished by a Hellfire user, or by blood, milk or holy water
-Ghost Ride (User may imbue a vehicle or mount with Hellfire, transforming it into a demonic vehicle/mount worthy of a Spirit of Vengeance. Stones of effect up to AN may be added to Defense Modifier, Vehicle Damage (3x as many as stones played), Maneuver modifier, Speed, and/or Weight, with additional stones used for Duration on the D&R chart. Such a vehicle/mount can ride on water or up walls as though it was normal ground.)
-Inferno (Adds Inferno modifier, see below, at a MN of this action's AN)
-As Ghost Rider only
Spirit of Vengeance: 8
(Int.bonus)
-Efficient
-Empathy (As the Telepathy option.)
-Empathic Projection (Guilt; As the Telepathy option.)
-Soul Reading (Stones VS Intelligence to learn the identity of a being as well as their general capabilities, skills/powers, and what kind of person they are by staring into their soul, or if they lack one, their aura. More importantly, he can aslo read a target's sins, committed throughout their life.)
-Devour Sin (Stones VS Int+Magical Defense; James can physically devour a target's sin(s), effectively permanently removing the guilt and the effect of said sin upon the being's soul, should he judge them worthy of such a gift. If he does this extensively, he may effectively fully purify a soul, potentially granting them the ability to enjoy a brighter afterlife than they might otherwise have.)
-Penance Stare (Atk VS Int+Mental Defense, 3x damage, Normal and Stun damage, Draining; Requires to lock eyes with victim, Cannot kill its victim (although it might cause lasting emotional/mental scarring/comatose state; this attack is enhanved by 1 to 10 stones depending on how sinful a target is, GM's call. Beings entirely and completely free of sin are unaffected by this power, although such beings are very rare. Alternately, soulless, drugged and blind individuals are immune as well, as are beings bonded with symbiotes.)
-Devour Soul (Atk VS Int, 3x damage; Requires physical contact, Only usable agaisnt the most depraved of souls, GM's call. Victims killed by this process cannot be resurrected by normal means outside the intervention of a deity/cosmic entity/eldritch abomination of at least as much power as Zarathos itself.)
-Size Alteration (As Growth/Shrink at up to AN; Toughness increases by 1 with every Growth AN active.)
-As Ghost Rider only (With the exception of Soul Reading, which is usable in human form as well.)
Sharingan: 9
(Int.bonus; only for using copied techniques or the Telepathy aspect of Sharingan)
-Efficient
-As Genjutsu (As per the action at AN; Requires Eye contact, Victims' Enhanced Vision is halved, Genjutsu Defense applies normally.)
-As Telepathy (All uses require Eye contact: Telepathic communications, Mental Bolts, Illusions, Project thoughts/Control others, Repair minds, Empathy, Psychometry, Generate Pain by touch, Empathic projection)
-Izanami (Perfect attack, No Normal Defense (Only defense is target being a God/Cosmic Entity/Eldritch Abomination of a higher level of power than James himself; Victim is stuck in a Genjutsu loop forcing him to relive a certain chain of events over and over again, until he finally accepts the decided outcome and is freed. The victim, in the real world, is immobilized, and can't act until freed of Izanami. Using this power will 'extinguish' the Sharingan Eye used to perform it, along with the reduction in power that comes with it.)
-When active, eyes turn red with black pinwheel-like irises.
Mangekyo Sharingan: 8
(Int.bonus; only for Manipulate option of Amaterasu, and for use of Tsukuyomi)
-Efficient
-Amaterasu - As Mastery of Amaterasu flames; Create/Manipulate, Force Blast (2x damage, Area Attack; the flames burn for a very long time and can't be extinguished through normal means. Costs 1 more stone of Energy for every 3 stones used in this power.
-Tsukuyomi - As Atk VS Intelligence, Stun Damage only, 2x damage; and an Atk VS Int+Genjutsu Defense [or Half the target's Mental Defense, if higher], which either deals normal Mental damage or Stuns for 1 minute/red stone of damage due to the pain and mental trauma. If even 1 stone of mental damage is dealt, the victim takes -1 to all Actions for 30 minutes, cumulative with other uses of Tsukuyomi up to -3 to all actions. NOTE: Each use temporarily reduces the user's sense of Sight. In effect, the user loses temporarily 1 MN of Acute Sight every time he uses it, until it reaches 0, at which point it will start adding up a challenge (-1; Poor eyesight) until it reaches -5, which brings blindness. This is only temporary and all temporary penalties will start going away after 10 minutes of not using the Mangekyo Sharingan (the challenge will be lowered by 1, or the Acute Sense will go back one level), improving by 1 every 5 minutes afterwards until the user's sight is returned to normal.
-Susanoo - Activates Growth as a Modifier up to 1/2 stones played, rounded down (before Modifiers are added) with corresponding bonuses. Stones played (before Modifiers) in this action may be used as Force Field (with Defensive stones doubled). James gains twice as many stones played as Metamorphosis, which can be used to improve any physical action, or gain weapons with advantages on a 1 stone/+1 CL basis. Maintaining for more than 10 panels without rest harms the user, and burdens him with negative sitmods.
-When active, eyes turn red with black pinwheel-like irises.
Hakai: 12
(Int.bonus)
-Efficient
-The power of Destruction, typically wielded only by Gods of Destruction, and by wielders of God Ki who have received extensive training by another user. James' own mastery of the technique is more than sufficient enough to make him nearly on par with most Gods of Destruction.
-At its most basic level, functions as an Atk VS Hardness/Technology/Area up to Half AN/Highest AN/MN of a target object/matter in order to destroy it. May also be used with the following options:
- Controlled Destruction (Typically, a successful use of Hakai causes an explosion of Half AN, rounded up, plus the Difficulty of the object destroyed, occurs, in an area of Half AN, rounded up, around the target. However, James has mastered Haki sufficiently to use Hakai without the explosion.)
- Destroy Beings (May use against living beings and creatures, via an Atk VS Durability + Ki Defense to destroy the target.)
- Destroy Ki Blasts/Barriers/Magic/Etc (May use to destroy Ki effects, barriers, magic, and other energy-type manifestations. Stones are applied VS the target effect's AN in order to destroy it into nothingness.)
- Energy of Destruction (As Mastery of Elements, Create/Manipulate, Force Blast - 3x damage or as Hakai; Combine with Close/Ranged Combat - options. At user's discretion, Hakai effects may also apply to those who come into contact with Destruction barriers, auras and the like.)
- Galactic Area (James' Hakai's effective maximum Area is 19, making him capable of destroying an entire galaxy.)
- Instant Hakai (May use Hakai in a single Action as normal, instead of needing 3 panels to use.)
- Ranged Hakai (James may activate his Hakai at a Range of 6.)
- Silent Hakai (Doesn't need vocal components to use Hakai.)
- True Hakai (At James' discretion, may either disintegrate targets completely or leave dust behind.)
Spirit Control: 8
-A powerful, advanced ki manipulation technique allowing a user to manipulate ki in unprecedented ways and levels. Includes the following powers:
- Ki Boost (Adds a modifier of Half AN, rounded up, to any Ki-based Action, except Ki Sense)
- Instant Transmission (As Teleportation at AN; Interstellar Distance option if AN 8 or higher, Must teleport to a known Ki signature; Must touch others to bring along.)
- Perfected (James' techniques do not get an 'Automatically Causes Collateral Damage' disadvantage when using Spirit Control to boost them.)
Zanzoken: 7
-Pay for Effect + Number of Afterimages (Effect is Stones VS Int+Ki Defense; if successful, target must attack afterimages unless none is left to attack or user attacks them.)
-Alternately, may Attack VS Intelligence to Remove stones from Action Boxes
Flight: 12
-Linked to Ki Control; will increase AN if it does
Kaioken: 10
-Stones played are doubled to add to any action for as long as maintained (via repaying the stones each panel). Upon dropping them, will take as many red stones of damage as stones played in it. Cannot be used along with Awakening.
-Kaioken Burst (As basic, but gets 3 stones/2 stones played, lasts for a single panel, and takes no damage from it.)
-Super Kaioken (As Basic, but gains 3 stones/stone played, but takes 2x damage when it's over; and CAN be used along with Awakening.)
Awakening/Fae'Rhal God/Destroyer: 9/6/6
-As Super Form
-James has access to three different Super Forms, described below:
- Awakening (Maximum AN 9, Minimum Power 4. 'Awakening' is a racial Super Form specific to Fae'Rhals. It is very similar to Super Saiyans, their users' hair changing in the same way with each form, though Fae'Rhals gain one additional fox tail per level. The forms used to be draining and required strong emotions to use, but James has mastered them since. Its different levels are called Awakened Fae'Rhal 1, 2 and 3.)
- Fae'Rhal God (Fully Heals upon Transforming, Legendary, Maximum AN 6, Requirements (Must have access to God Ki to learn). Fae'Rhal God is simply the God form of the Fae'Rhals, akin to Super Saiyan God, and also sharing their hair changes, as well as gaining 1 more tail for every form. However, it is significantly more powerful than normal Awakened Fae'Rhal forms. Its levels are called Awakened Fae'Rhal God, and Awakened Fae'Rhal Blue.)
- Destroyer (Fully Heals upon Transforming, Legendary, Maximum AN 6, Requirements (User must have access to God Ki, and Hakai at AN 3+ with Destroy Beings', 'Instant Hakai' and 'True Hakai' options for 'Destroyer Form', and Hakai AN 5+ for 'Ultra Ego' form); Strong Emotions (User must truly, fully wish to destroy one or more targets to be able to use this form.)
-Stones spent remain in action box till removed.
-Tails (A particularity of Fae'Rhal Awakening is that additional forms cause more fox tails to appear; one more at each level until Awakened Fae'Rhal Blue. After that, at Destroyer Form and above, James will go back to having one tail.)
Chakra/Haki/: 10
-Efficient
-As Iron Will
-Accumulate Energy as M.o.M
-Kenbunshoku Haki (As Sense Power/Sonar Sense at AN and as an action rather than a modifier; often combined with another action to dodge attacks more efficiently. At GM's call, this may also work as Precognitive Flashes warning the owner of danger, sometimes; especially if there is a strong killing intent directed at the user)
-Busoshoku Haki (This Haki, often referred to as the Warrior's Haki, has many uses, described below in detail.
- Haki Blast - As a Force Blast of pure Haki at AN, Dur.bonus.
- Haki Barrier - As Skintight Force Field (Defensive stones are doubled)
- Haki Boost - Adds to physical/Devil fruit/weapon attacks, causing said attacks to deal considerably more damage than they should (2x damage. If attack already was 2x damage, add +3 to the attack instead).
- Devil Fruit Bane - May overcome a body-altering Devil Fruit user's normal defenses/invulnerabilities, such as the intangible body of Logia fruit users. Attacking with a Busoshoku Haki attack against such a foe with a lower Haki AN (or no Haki whatsoever) means the victim takes the damage normally (if it would have done any in the first place, of course), and cannot recover from it instantly, rather having to heal as though their Instant Healing Factor was just a regular Healing Factor instead.)
Fusion: 8
-Photographic Fusion (Once a fusion is successful with someone, will never fail again with that person)
Black Ops: 6
(Int.bonus)
-Stealth
-Search room/area
-Infiltration/Exfiltration
-Surveillance
-Security systems
-Escape artist
Technology: 3
(Int.bonus)
Vehicle Operations: 5
-Light vehicles
-Heavy vehicles
-Motorcycles
-Aircrafts
-Military vehicles
Cooking: 7
(Int.bonus)
-Efficient
-Roasting/Baking/Frying
-Boiling/Steaming/Smoking
-American recipes
-European recipes
-Asian recipes
-Desserts
-Food safety
General Knowledge: 5
(Int.bonus)
-Efficient
-Fae'Rhal lore
-Cooking and Ingredients
-Weapons
-Tactical lore
-Occult lore
Perform: 4
(Agl.bonus)
-Singing
-Guitar
-Electric Guitar
-Solos
Social Skills: 5
-Handsome/Beautiful
-Persuade
-Intimidate
-Humor/Sarcasm
-Mercenary
MODIFIERS
Extended Lifespan
-Fae'Rhal live on average to be over 125 years old
Self-Contained Lifeform
Power Level 4
-Power Level Recovery
-Tireless 2
Tier: 8
-Tier: City (VIII)
-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 discretion
Acute Sight/Smell/Hearing +2
Stand Potential
-James has the innate potential to eventually possess a JoJoverse Stand, but doesn't already. When the time or situation comes, he will awaken said Stand, at GM's discretion.
Transform Self - Female Form
-Since cocooning, James hs ended up with the ability to transform from his normal male self to a female version of himself, shorter in height, with long, waist-length auburn hair and a very feminine and pretty body.
-Split Personality (When transforming in his female form, James personality - essentially goes to sleep and is replaced by a tomboyish version of himself with a somewhat Tsundere nature and a bit more hostility towards Zarathos than his original self. This is confirmed to be a separate personality as opposed to 'female James'.)
-Power Out of Control (As far as James knows for the moment, this transformation only activates or deactivates at sunrise and sunset, and during strong feelings of stress or adrenalin; and has a cooldown of at least 1 hour before he can transform again.)
Transform Self - Ghost Rider
-As a living host of Zarathos' power, James has the ability to transform into a Ghost Rider, and back, at will, not restricted to merely transforming at night or within the presence of great evil.
-When so transformed, he assumes the Ghost Rider's demonic form, appearing as a blazing skeleton wearing a black leather biker coat, leather pants, leather boots, leather gloves, with chains around his waist and going from his left shoulder to right hip and back, with a male, muscular form despite his otherwise skeletal appearance. He may feel the urge to transform at night, in the presence of evil, or whenever innocent blood is spilled in his presence, but it isn't mandatory as he can control it. The transformation is very graphic, as his skin and flesh seems to melt and burn off his skeleton as it is set ablaze, his new outfit manifesting from over his charred bones underneath. His appearance and outfit return to normal the moment he turns back, however.
Cartoon Physiology
-While in female form, although she retains her normal appearance, James' physiology becomes akin to that of a cartoon, along with the corresponding powers and abilities. As such, she gains the following passive advantages:
- 2D Shifting (1 stone/panel to use/maintain; allows user to turn into a cartoon-like seemingly drawn and colored version of themselves, and/or to go two-dimensional if necessary, allowing one to, say, stick to a wall with ease, pass between impossibly tight areas, or other similar uses.)
- Accelerated Metabolism (As Immunity to Overeating, overdrinking, poisons, diseases, fatigue and the like. Can consume any amount of food, drinks and so on without suffering any ill effects except possibly for temporary, comedic effect.)
- Anatomical Disassembly (1 stone per limb/organ to detach/reattach; 1 stone to maintain per panel regardless of how many parts active at once. User may harmlessly detach/cut off/rip off/remove their body parts/organs and reattach them at will. Also, may manipulate them from afar as though they were still attached at a range of up to AN.)
- Immortal (As the Modifier. Female James won't get older unlike her male counterpart.)
- Immunity to Reality Distortion (As the Modifier. When made actually real, Toons' very nature makes them excellent at resisting warping effects as potent as their own.)
- Pain Immunity (In general, or alternatively only until the user realizes they have been harmed, usually for comedic effect. Typically, the user feels pain, but it doesn't )
- Self-Contained Lifeform (Toons do not need to eat, drink, sleep or breathe, although they can do all of that at will. Alternately, the user may act like they need to if comically appropriate, and react accordingly.)
- Toon Invulnerability (As Instant Healing Factor, Instant Limb Regrowth and Instant Reconstitute Self. Typically, the user can still take damage, will still feel pain and visibly be wounded, although they have much control about how it looks and how they react to it. For example, an explosion could leave the user covered in ash with only the white of their eyes blinking from the silhouette.)
- Translation, Universal (As the Modifier; cartoons can spontaneously speak, write and read any language, especially for comedic purposes.)
-NOTE: James is currently unaware that he has this power.
EMS Eyes: 10
-James has the ability to activate or deactivate his Eternal Mangekyo Sharingan eyes at will.
-Grants a "Sharingan" modifier to all uses of the Sharingan/Eternal Mangekyo Sharingan actions equal to 1/3 this modifier MN, rounded up (in this case, 4).
-Allows user to Sense Chakra (as Sense Power) at this action's MN
-Grants a Genjutsu/Sharingan Defense equal to this Modifier's MN
Sharingan Copy
-Through Sharingan Eyes
Healing Factor/Instant Healing Factor
-Instant Regrow Limbs
Energy Battery 2
Deep Reserves +3
Fox Tail +1
-Semi-Prehensile
Ki Boost +4
-Adds to all Ki-based actions
-Via Spirit Control
Reflexive Dodge +11
-6 from Ki Control
Toughness +10/+13
-No 2x damage from firearms
-6 from Ki Control
Ki Defense +12
Mental Defense +6
Magical Defense +12
Genjutsu Defense +10
-Protects against all forms of Illusions, including the powers of Sharingan.
Physical Invulnerability
-Negated only by Divine/Heaven-forged weapons
-Only active when Zarathos is in control of his body as opposed to James himself.
Immunities
-Fatigue
-Fire/Hellfire, Poisons, Diseases, Pain, Reality Distortion
Targeting +3
Inferno: 9
-2x damage, 3x damage VS evil/demonic/corrupted targets, Normal and Stun damage, Sets flammable objects on fire, Burns underwater, May only be extinguished by a Hellfire user, blood, milk or holy water.
-Only affects attackers who touch the burning parts of Ghost Rider's body (any exposed skeleton parts such as his skull or any other body parts if he removes parts of his outfit), although at his discretion, he can touch or be touched safely and without any harm if he so wishes.
Prescience
-Through Sharingan Eyes
Interdimensional Travel
Enhanced Vision: 6
-See in Darkness, Sense Auras and Magical Forces, See into Other Dimensions, Sense Guilt/Evil
-With Sharingan eyes active: Perceive minute details, Fast Sight, Perceive an opponent's next move
Magical Potential
-While their race isn't known for producing a lot of mages or psychics, Fae'Rhal do have an innate capacity to learn several different mystic arts including Ki, Chakra, Magic, Kido, Ginto, Alchemy, and possibly many others. A Fae'Rhal who takes the time to study one or more of these displines is a valuable asset to their clan, and often of revered status.
Wealth: 10
-Gains $10 billion per month/issue
-Currently has: $1,280,000,000,000
-Last updated on 2022/07/29, issue "Green with Envy"
CHALLENGES
-Looking Non-Human (-2; has a long, semi-prehensile fox tail the same color as his hair, no body hair outside the head, tail, and eyebrows, and produces excessive earwax.)
-Psychological (-3; split personality disorder. James' female form literally replaces his personality with a different one for the duration, as opposed to being a female version of himself. And said personality is apparently in love with Travis.)
-Psychological (-2; moderate compulsion to be armed at all times. James shares his species' love/obsession with weapons and arms of all kind, as well as the desire to be armed at all times, despite his own, personal power and his own preference for physical might and martial arts. His favorite weapons are weapons which are naturally associated with such combat styles, such as combat gloves/gauntlets/knuckles, weaponized shoes, and to a lesser extent, guns.)
-Psychological (-2; battlethirst. Like most Fae'Rhals, James loves a good scrap, and will eagerly get in a fight when necessary. And sometimes even when it's just fun. He isn't stupid, however, and won't start fights for no good reason or in poor timing/situations.)
-Psychological (-2; moderate recklessness. While Travis can be a bit hot-headed at times, James is about as action-before-thought as one can get without being a constant threat to one's own life.)
-Psychological (-1; short temper. Additionally, he tends to be noticeably easier to piss off than his brother usual is, especially around idiots, fools and assholes.)
-Code of honor (-3; James was raised with Fae'Rhal traditions and beliefs, acting accordingly to their values and views of what actually makes up 'honor'. He is a born warrior, respects the values of strength, courage and honor, loves weapon and combat, supports his clan, and so on. He fights honorably, doesn't cheat or lie, keeps his word, and respects strong and similarly honorable opponents.)
-Obsession (-2; to get stronger. James loves to train hard, learn new moves, better his fighting skills, and generally grow stronger even if only for the sake of it.)
-C.T.S.U.F.U (-3; like pretty much the rest of the Howlet family, James is very much a hero, fighting evil, helping people in need and protecting those in danger, even though he's not a big fan of being seen or treated as a hero.)
-Inhuman appetite (-2; like all Fae'Rhals, James has a massive appetite, and a tendency to eat like a wild, famished beast even when the food is cooked.)
-Rivalry (-3; James has an ongoing more or less friendly rivalry with his twin brother Travis. Regardless of the difference in power there might be between them, James tries his damnedest to be stronger, faster, generally better than Travis in whatever Travis is good at.)
-Deadly Enemies (-3; Ginryu Syndicate, a Fae'Rhal version of the Yakuza. Travis Howlet Sr. had dealt with them before, causing the loss of a hand to one of its members, who then saw James and decided to go after him and his girlfriends in revenge, leading to getting his hand crushed again.)
-Soul Bound (-3; James' soul is bound to Zarathos, and if he ever dies for good, he is supposed to end up in Hell in service to the entity. While he would hate to be separated from his family if such a thing happened, he is not either completely opposed to it, as he is grateful for the power Zarathos granted him throughout the years.)
-Special Vulnerability (-4; as a living host of Zarathos and due to the demonic power within himself, James takes 2x damage from Holy/Divine/Heavens-crafted weapons, and his Physical Invulnerability as the Ghost Rider is ignored by such weapons.)
EQUIPMENT
-Currently Worn: White tank top, black pants, black leather jacket and boots
-Smartphone
-2x 14" Bowie Knives (+3)
-2x Custom-modified Colt M1911 Handgun (+3, 2x damage, Range 3; May equip screw-on suppressors. Hold 10 rounds per magazine +1 in the chamber.)
-Custom Compound Bow (+4, Range 4, Requires Str 5 to use, or 4 if user has significant archery training. A unique bow made of alien materials with a draw weight of 550 lbs.)
-2x extra Extended 10-rounds magazines for Handguns
-Quiver with 20 arrows
RESERVE EQUIPMENT (Kept at home)
-Ghost Rider's Chain (A +2, 2x damage Weapon capable of altering itself as per Weapon Morphing modifier, and may have a Range of 3-5 as a variable-length chain. A mystical length of chain manifested at will via James' power as the Ghost Rider. It obeys his mental commands, can be imbued with her Hellfire as the Rider with the same effects as his Inferno modifier if an enemy comes into contact with the imbued weapon, is essentially indestructible (and can be reformed at will if destroyed), is only usable, and may only be manifested, as his Ghost Rider self.)
-Japanese-style Kimono
-Black Suzuki Katana Motorcycle (Originally a normal black Suzuki Katana motorcycle, although the original was destroyed and replaced by a copy created via James' Ghost Rider's power out of solidified hellfire matter. Its stats are as follows: Description: 2 people maximum; Difficulty to Operate: 2; Resistance to Operate: 1; Defense Modifier: 2; Vehicle Damage: 6; Maneuver Modifier: 4; Speed: 5; Weight: 2)
-The Golden Gun (+7, 2x damage, Range 3, Holds 1 round. -3 situational modifier to any attempt to figure out there is anything unusual about its disassembled components upon examination. A custom 4.2mm golden pistol belonging to the legendary assassin, Francisco Scaramanga. It can be disassembled in a full panel into four separate components: a fountain pen, a lighter, a cigarette case, and a cufflink. It holds a single 4.2mm 23 carats gold with traces of nickel dum-dum bullet, which can be fitted into the breech of the cigarette lighter.)
-Mehrunes' Razor (Daedric Artifact of Mehrunes Dagon. To be statted later.)
-Ascalon, Sword of St-George (From Index series. To be statted later.)
-Spear of Destiny (From DCU. To be statted later.)
-Bike Teigu (To be statted later)
-3x Mind Scrambler Grenades (+4, Area Effect; Deals no damage; As Telepathy (Swap Minds with others; 'damaged' targets have their minds swapped within the area. Duration of 1 panel/red stone of damage.)
-11x Ultra Balls containing:
- Blacephalon (Lvl 80 Fire/Ghost pokemon, nicknamed UB Burst. Resembles a colorful white, grey, blue, yellow and pink cross between a flower and a court jester.)
- Buzzwole (Lvl 80 Bug/Fighting pokemon, nicknamed UB-02 Absorption. Resembles a large, muscular, anthropomorphic red and black mosquito.)
- Celesteela (Lvl 80 Steel/Flying pokemon, nicknamed UB-04 Blaster. Resembles a grey, white and blue cross between a space shuttle and a bamboo shoot.)
- Guzzlord (Lvl 80 Dark/Dragon pokemon, nicknamed UB-05 Glutton. Resembles a massive, black, yellow and blue cross between a dragon/dinosaur and an armored knight, with a monstrous mouth on its torso out of which two fanged tendrils serve as natural weapons/additional arms.)
- Kartana (Lvl 80 Grass/Steel pokemon, nicknamed UB-04 Blade. Resembles a white, yellow and orange samurai-like origami humanoid.)
- Magnezone (Lvl 62, Giant in size)
- Naganadel (Lvl 80 Poison/Dragon pokemon, nicknamed UB Stinger. Resembles a purple, pink and white cross between a wasp and a dragon.)
- Nihilego (Lvl 80 Rock/Poison pokemon, nicknamed UB-01 Symbiont. Resembles a white and blue jellyfish.)
- Pheromosa (Lvl 80 Bug/Fighting pokemon, nicknamed UB-02 Beauty. Resembles a white and gold feminine anthropomorphic cockroach.)
- Stakataka (Lvl 80 Rock/Steel pokemon, nicknamed UB Assembly. Resembles a grey and blue four-legged walking tower made of bricks.)
- Xurkitree (Lvl 80 Electric pokemon, nicknamed UB-03 Lightning. Resembles a very tall black and white, relatively vaguely humanoid mass of electrical wiring.)
______________________________________________________________
STORY: James Howlet is a member of the Howlet family, son of Travis Sr. and Henrietta Howlet, twin brother of Travis, and older brother of Clara, Janet, Kyle and Kylie. Renowned for his formidable cooking skills, rather short temper and somewhat reckless personality, James likes to think of himself as his brother Travis' main rival in terms of sheer power and combat skills. He is very protective and loyal to his family, although often a bit too serious and grumpy for his own good.
James, like his brother, is an absolute powerhouse. He is formidable in a fight, has access to multiple skills, powers and special techniques he can use to maximize his extensive combat experience, as well as other powers with more versatility. His bond with Zarathos incidentally makes him a surprisingly powerful spellcaster, and his EMS eyes grant him multiple useful, more mind-focused abilities to round up his abilities a little. Finally, his Awakening power downright makes him one of the strongest warriors in the entire universe.
For all his power and prowess, however, James has a few noticeable flaws which cannot be ignored. The same bond to Zarathos means his soul would be headed straight to Hell if he dies. James' recklessness and short temper tend to get him in trouble more often than not. His desire to prove himself and outdo his brother when possible has often come back to bite him in the ass as well... but he loves being who he is too much to act much on changing those aspects of himself.
SKILL POINT SYSTEM DETAILS
- Unarmed Combatants gain a third Energy Pool called Skill Points.
- Skill Point Pool is 2/3 of your Close Combat Action Number
- Skill Point Regeneration is 1/3 of your Close Combat Action Number
- Use Skill Points to add Advantages to your attacks for a Panel on a Point per Cost Level Basis.
- If Purchasing Area Effect, Area = 2, Spend extra SP for more area.