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Post by Stark on Jul 22, 2008 22:25:21 GMT -5
[glow=red,2,300] MEGAVOLT[/glow] Real Name: Ruby Ferguson Age: 17 Height: 5'2" Weight: 128 lbs Eye color: Green Hair color: Red Species: Mutagenic ABILITIES Int: 3 Str: 2 Agl: 3 Spd: 1/8* Dur: 4 (*Uses her speed to determine Initiative; Efficient (+1) with Speed; when using her Mastery to enhance her Speed, she can run up walls or on Water if she runs at least at Speed 8.) HEALTH: 4 ENERGY: 15 REGEN: 8 ACTIONS Close Combat: 2 (Spd.bonus or Wpn.modifier) -Self-Defense -Kung Fu Ranged combat: 1 (Wpn.modifier) -Thrown objects Acrobatics: 1 (Agl.bonus) Mastery of Electricity: 8 -Efficient -Immune to effects -Create/Manipulate -Substitute Speed for Mastery -Lightning bolt (2x damage or Stun damage) -Absorb 3 stones per panel of energy from electrical sources -Automatically shocks people touching her skin at half AN (currently 4). Can't be shutted off, unless she is unconscious. -Cause Power shortage in an area of AN if she absorbs at least twice her AN of Energy from electrical sources -When she uses this power with more than half her AN (currently 4), her eyes turn white and begin sparkling with electricity, revealing her secret to most onlookers (of course, if she uses her power to attack a foe with a lightning bolt or something similar, it is also pretty obvious that she ain't normal) Flight: 2 -Bought with a discount from Mastery -When active, her eyes automatically sparkle with energy, no matter if she is also using her Mastery or not; actually, her whole body seems overcharged with electricity when she flies. This is really not good for keeping her identity a secret, so she rarely does so. Maybe if she decided to become a hero, she'd make a costume or something to hide her true identity... but until then, she very rarely flies. Technology: 2 (Int.bonus) -Computers -Electrical powered devices School Stuff: 3 (Int.bonus) -Sing -Baseball -Painting Social Skills: 5 -Socialize -Strange humor -Stating the obvious -High-School student -School "freak" MODIFIERS Healing Factor -Regenerates 1 Health/hour and 3 Energy/2 Health Reflexive Dodge +4 Deep Reserves 2 Energy Battery 1 Conductivity +2 -As Targeting, but only works with her Mastery's lightning bolts Enhanced Vision 5 -See at High Speed -"Sense" electricity and power sources Limited Prescience -May shift allocated stones into Speed Wealth: 0 (lives with her parents) -5000$ in possessions, makes 500$ per month CHALLENGES-Loner (-2; being forced to lie about herself has made her a loner, both as she doesn't want people to know the truth and because she doesn't want to hurt their feelings by calling them "friends" and still lying to them.) -Forbidden to feel the human touch (-3; she lives with the nightmarish thought that she will hurt anyone she will touch, even with a single kiss or a handshake, and thus she only rarely takes off her isolating suit, boots and gloves.) -Noticeable anomaly (-1; if Ruby's skin comes into contact with some other exposed part, a visible arc of electrcity appears between the two. For example, if she approached her left hand's fingers next to her right hand's, electricity could be seen moving between the fingers. Another good reason to keep her gloves on.) -Haunted past (-1; she caused an heart attack to her father by accident. He survived, but she still feels guilt.) -Conflicting interests (-2; between using her wonderful powers to help others or keeping a low profile) -Misfit (-2; she tends to be the target of the popular kid's pranks and bad jokes because of her "disease". Despite her beauty, she's not in the "in" crowd because of that.) EQUIPMENT-Isolating Leather Body Suit (+1 defense; allows her to touch and be touched without shocking everybody; suit is electricity-proof) -Leather gloves (part of the suit, but can be taken off more easily) -Leather boots (part of the suit, but can be taken off more easily) -Black Sunglasses (can help hiding the glowing effect of her eyes when she uses her power to its highest potential. Not great, but better than nothing; +1 to difficulty/resistance to notice) STORY: Ruby Ferguson was thus named because of her bright red hair when she was born. Now a beautiful redhead of 17 years old, she is however very, very different from any of her classmates, both for obvious reasons and others much harder to know. Ruby always wear a form-fitting isolating leather outfit, complete with boots and gloves. She is a bit of a loner, having few friends and almost never takes of her gloves. Her parents and her explained those facts by saying that she was suffering from a rare skin disease that apparently forbade her to have skin contact with others, as it was supposedly dangerous. The truth, however, is much harder to believe. Five years ago, she was a normal girl, a bit tomboy perhaps, playing baseball with her friends and learning kung-fu and Self-defense techniques to "become as strong as the boys", or so she said back then. However, it was all meant to change; during a school visit at a power plant of Chicago, Ruby stayed behind a bit too long while taking notes about the guide's explanations. Unable to find her way back to the group, she followed a hissing sound she had been hearing for a while. When she found the source, it seemed to be some kind of 'not supposed to be opened' valve. Unbeknowst to her, the invisible gas that was slowly filling the area was radioactive and started poisoning her. She shutted the valve off, but the metallic handle produced a small spark that, when exposed to the gas, produced a small explosion that threw the girl back, right onto a power box. Two minutes later, the guide, alerted by the explosion sound, found the girl unconscious and brang her to the hospital, where she finally woke up after what she called "a funny dream". Her parents took her home then. They soon were forced to return to the hospital a short while after, however, because when her father offered his hand to her to help her get off the car, he was jolted by an electrical shock, and had an Heart attack. Her dad was easily re-animated, but the family now knew something wasn't quite right with the girl. Now, they know most of what she's capable of. Ruby can't have any kind of skin contact with anyone, unless she's unconscious, or else she will shock them up like they took a bite out of a high-tension cable. She has frightening control over electricity and electricity-powered devices and machines, and is pretty much a power plant by in her own right. With the constant energy bubbling inside of her, wounds take much less time to heal and she can divert electricity in her body to be able to reach inhuman speed and fly. She was forced to stop her fighting classes, but hey, when one receives an elbow to the face at the speed of sound, it still hurts a darn lot. She's also given up her music classes, although she still practices from time to time, and she still likes to paint in her room every night. However, as her parents suggested, she's doing her best to make sure the rest of the world doesn't know she has those powers. She's doing her best to make sure everyone else think of her as the poor little girl cursed with a rare skin disease. So what? She's a freak anyway. Well... not like there are only bad things to that; she provides her parents with the electricity they need by "boosting up" their generators once in a while and they pay her as much as if she actually had a job. Life isn't so bad when you think about it... -------------------------------------------------------------------------------- The Isolating Suit:This is what Ruby always wears whenever she has to leave her house. Her powers make it comfortable for her at any time, even in summer, even if most people would normally constantly sweat and suffer from the heat in such a suit. During winter, she simply wears a coat over it, and maybe a tuque if it's really cold. She wears her sunglasses whenever she's directly exposed to sunlight (and when using her electricity powers), and usually blame it on her "disease", which makes her eyes very sensitive to sunlight, or so she claims (actually, it's more... a) to hide the electricity in her eyes when she uses her powers, and b) because she thinks sunglasses are cool). The belt with small pouches allow her to carry small items such as her wallet and her keys, for example, because her suit has no pocket. The Megavolt SuitActually, this is the Isolating Suit with a few more things on it. When Ruby will decide to become a hero for good, she'll look in her stuff at home to find a few accessories to hide her identity as best as she can. First is her ski googles, which cover her eyes and kinda make her look different than usual. She also added a pair of old armbands on her wrists that she used in a gymnastics class a few years ago. Then she took part of her father's disguise from halloween two years ago, he said it was a jedi or something, she's not sure. It consists of a grey cape with a hood and neat looking shoulder-pads. Finally, she also fixed to the cape one of her favorite jewels, a small "amulet" with a ruby in the middle. It's not worth much, but it sure looks good. Of course, she's aware that the change she made to "create" her so-called Megavolt suit are not big ones, but she believes that most people are far from observant and are way too concerned with their own lives to care about that "new kid" in superhero business.
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Post by Stark on Jul 22, 2008 22:26:25 GMT -5
[glow=red,2,300]Poltergeist[/glow]
Real name: Francis Hamilton Occupation: Reformed Criminal, Hero Age: 34 Height: 6'1" Weight: 184 lbs Eye color: Yellow Hair color: Black Species: Mutated human
ABILITIES Int: 6 (8w) Str: 2 (2r) Agl: 2 (2r) Spd: 1 (1r) Dur: 3 (3w)
HEALTH: 3 ENERGY: 21(i) REGEN: 6
ACTIONS Telekinesis: 4 (12w) (Int.bonus and Wpn.modifier)
Create Illusions: 7 (4w) -Limited to illusions related to darkness, horror, death, fright and general haunting special effects. (-1)
Invisibility: 5 (6w)
Phase shift: 3 (3w)
Ventriloquism: 4 (2w)
General Knowledge: 1 (2r) (Int.bonus) -Horror movies Culture
Fear: 8 (12w) -Work as a modifier (+3) -Can't be improved by lines (-2) -Must be used with any other action that generates natural fear, like laughing maniacally while invisible, creating the illusion of a long dead friend of the victim, passing through walls, unharmed by bullets, etc (-1).
Social skills: 6 (4w) -Intimidate -Maniacal laugh -Cryptic warnings -Bluff -Whisper -Reformed Hero
MODIFIERS Reflexive Dodge +3 (3w)
Energy Defense +2 (2r)
Mental Defense +5 (3w) -Partly due to his insanity
Energy Battery 3 (3w)
CHALLENGES -Is a Mutant (-3) -Disliked and shunned by peers (-2; most heroes don't like Francis because of his criminal past, more than half-insane behavior and the seemingly dark origin of his powers. Though he tries his best to be recognized as one of the Good guys, people still don't get to trust him.) -Horribly scarred (-4; when he had his accident, three quarters of his body, including a large part of his face was gravely burned by acid, disfiguring him. Ashamed of his appearance, Poltergeist covers most of his face and his body with bandages.) -Phobia (-2; Francis fears acid above all else. He won't willingly get near large quantities of an acidic substance, even sometimes smaller quantities, unless he isn't aware that the said substance is an acid.) -Insanity (-3; Francis is far from mentally stable, but he's improved since a few years, being now able to control himself to use his powers on those that actually deserve it.) -Haunted past (-2; Francis knows that what he did in the past was bad, and he sincerely wishes to atone for his sins.) -Obsession (-3; punish the guilty to protect the innocent.) -Criminal Record (-2; when he was completely insane a few years ago, Francis killed and caused chaos and mayhem until heroes helped him realize just how bad he had gone. Though he's working on the good side of law now, his past actions still plague him.) -Addiction (-1; smoking. Nothin' like a good cigar to clear one's mind after a good day of beating bad guys.)
EQUIPMENT -Black Leather Trenchcoat (+1 defense) -Lots, and lots of bandages to hide his appearance -2 9mm Handguns (+2, 2x damage) -Vast assortment of knives of all kinds, hidden in his trenchcoat (+1 to +2)
TOTAL: 62 stones- 22 challenges= 40 stones. ---------------------------------------------------------
STORY: Francis Hamilton was a promising young scientist working in a factory of special, highly corrosive acid that was tested for the first time on the very first day he was transferred there. Sadly for the young man, a group of criminals breaked in the factory in the hope of stealing the formula that was used to create the acid. During the chaos caused by the attack, a fleeing worker accidently pushed the scientist inside one of the opened containers into which unstable acid was being poured. The shriek that was heard at that time had nothing to do with a human... Hamilton managed to get himself out of the liquid and somehow get it off himself, but he was horribly burnt and scarred. Nothing was worse, though, than the hint of insanity that was filling his yellow-ish eyes.
The burned creature went after the criminals, and found them. The few that were found alive were crying on the floor. They were shaking and couldn't say a word like they had seen hell... and who knows? Maybe they did. For years after that, the man who was Francis Hamilton was reported as dead, and the terror known as the Poltergeist roamed the streets of New York at night, killing and terrorizing both criminals and innocent, unable to make the difference anymore.
Then one day, a group of heroes found him. Within their ranks was a young telepath, and the girl reached for his hidden psyché, the one hidden underneath the relentless killer that was Poltergeist. She made him realize what he was doing and she brought him back from the edge of full insanity. From that moment on, he realized he needed to work very hard to atone for the numerous sins he had committed. And he had a lot to do to accomplish that.
Since that fateful day, the Poltergeist hunts the streets again, but this time, the bit-less-insane man restricts his judgement only for the guilty. Only God knows what lies in the man's shady future...
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Post by Stark on Aug 17, 2008 21:34:30 GMT -5
[glow=red,2,300] MIMIC[/glow] Real name: Calvin Montgomery Rankin Height: 6'2" Weight: 225 lbs Eye color: Blue Hair color: Blond Species: Mutagenic ABILITIES Int: 2 Str: 2 Agl: 2 Spd: 2 Dur: 2 HEALTH: 2 ENERGY: 12 REGEN: 2 ACTIONS Close combat: 4 (Str.bonus or Wpn.modifier) -X-Men Multi-style -Hand-to-hand -Judo -Dirty fighting Ranged combat: 2 (Wpn.modifiers) -Handguns General Knowledge: 2 (Int.bonus) -Chemistry -Superpowered beings Leadership: 3 Thieving: 3 (Agl.bonus) -Hiding -Moving Silently -Ambush -Traps -Pickpocket Social skills: 3 -Outlaw -Folk Hero -Mutant culture MODIFIERS Copy Ability/Action/Modifier -May copy and keep the attributes of up to 5 beings at a time, with an AN of 1 lower than the original. Must be at 10 ft or less to do so. If he wants to copy the attributes of a sixth person, he must forget those of one of his other five. Headstrong +3 -As Mental defense Energy Battery 2 Wealth: 1 CHALLENGES-Temper (-2; Calvin has always had a short temper. He's not a Wolverine, but it's quite easy to get on his nerves if you're the type that bothers him... that day.) -Psychological (-4; though he knows what he's worth and what he's capable of, he also knows he'd be not much if there wasn't powerful people around to copy. Sometimes this weighs heavily on his mind.) -Compulsion to stick up for underdog (-3; though he often claims that he's the only thing he worries about, deep inside of him, that couldn't be farther from the truth. He really wants to help and be a force of good, but this stuff is hard to admit.) -Haunted past (-2; Mimic has done more than his share of mistakes in the past, and he strives to atone for his sins.) -Disliked/shunned by peers (-2; similarly to his own mind, others haven't forgotten his shady past and find it difficult to trust him. Some still believe he'd turn his back on the good side if the money was good enough.) -Extreme vanity (-2; Mimic knows how much he's worth, and that's a lot more than you think. To him, he's to mutants what mutants are to men... superior.) -Addiction (-1; mild smoking) EQUIPMENT-Mimic Suit (+1 defense, change shape to suit him well.) -Hooded cloak -2 Custom Handguns (+3, x2 damage) -Combat Knife MK720 (+2) -Packs of cigarettes -Lighter --------------------------------------------------- STORY: Calvin Montgomery Rankin became the Mimic when his biochemist father's experiments into mutated genes accidentally blew up in Calvin's face. Rankin soon discovered his ability to copy others far exceeded their academics knowledge and athletic training, in that it also allowed him to copy powers in the case of superheroes or villains like the X-Men and their ennemies. However, when you live in a world as messed up as this one is, and you discovered you have this power, you get to ask yourself important questions, such as which side to choose. On one hand, the forces of the tyrant Apocalypse, who rules with an iron fist over the world after he has successfully conquered it, continuing his mad campaign of the survival of the fittest. On the other, there's the renegates like Magneto and his X-Men, or the few last bastions of human resistance. Rankin thought about it... and he made the wrong choice. Apocalypse had offered him riches and promises of power, and a large part of the land to call his own if he destroyed the X-Men. He went after them... and he was captured. He was brought before Magneto, who convinced him that he wasn't on the good side and rekindled the hero inside of him. Siding with them, Mimic led an assault against a nearby prison under the control of Apocalypse's forces, and he managed to free dozens of mutant and human prisoners from the grasp of En Sabah Nur. That convinced him he needed not to remain on the bad side anymore. Seeing those people free... Mimic knew he had found his true path. But he sure as hell wouldn't admit to anyone that he cared for others than him... that'd be a sign of weakness. Later, he left the X-Men to form his own group of renegades, an outlaw group of bandits stealing from Apocaypse's forces to give to the poor and the helpless. He and his men became so good at this and so much of a thorn in Apocalypse's side that he became a folk hero in the eyes of the people, similar to the Robin Hood of old. Sadly, that wasn't to last. Apocalypse tracked them down, found them, and sent his forces to deal with the so-called thorn in his side. Mimic barely escaped with his life, but his partners in crime... didn't. Now he's a lonely traveller, fighting the good fight anyway he can, helping the helpless when he can, hoping to someday atone for his sins. He's not really trusted by most superheroes, both because of his shady past and because of the strange fact that he was the only survivor of his last crew, despite the fact he didn't have anything to do with that. Only God knows what awaits him in the future...
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Post by Stark on Sept 12, 2008 12:02:18 GMT -5
[glow=purple,2,300] Doctor Strange The Sorceror Supreme[/glow] Real name: Stephen Vincent Strange Other Aliases: The Master of the Mystic Arts, Stephen Sanders, Captain Universe, Vincent Stevens, Strange Affiliations: Formerly Avengers, the Order, Defenders and the Midnight Sons, former student of the Ancient One, Anti-Registration group. Height: 6'2" Weight: 180 lbs Eyes: Gray Hair: Black, white at temples Species: Human ABILITIESInt: 6 Str: 2 Agl: 2 Spd: 2 Dur: 3 HEALTH: 3 ENERGY: 24(i) REGEN: 10 ACTIONSClose Combat: 6 (Int.bonus or Wpn.modifier) -Martial Arts -Self-Defense -Hand-to-Hand -Using powers in combat -Pressure points -Analyzing opponents' fighting style Mastery of Magic: 4 (Int.bonus) -Accumulate Energy -Increase Action Number Sorcery: 8 (Int.bonus) Summoning: 7 (Int.bonus) -Bands of Cyttorak. Binding Spell Difficulty= Action # to break, Resistance= 3x Action # to escape. -Vishanti: Hoggoth, Oshur, Agamotto; can be summoned to increase effect of any good magic by x3. -Various other beings Teepathy/Mesmerism: 4 (Int.bonus) -Mental bolts -Project thoughts and Illusions Magical Travel: 9 -Teleportation -Flight -Dimension Walking -Astral Travel -Phase shift -Time travel -Dream Travel -Water walking -Air Walking Medical Healing: 6 Vehicle operations: 5 -Sports cars -Carpets and magical flying devices Social Skills: 6 -Medical circles -Occult Community -Demonic Protocol MODIFIERSEnergy Battery 4 Sorceror Supreme: 2 -As Psycho-Centric Power Template, but acts as a Modifier to any magical action instead. -Does not allow Interface with computers. Photographic Memory Energy defense +3 Reflexive Dodge +2 Magical defense +8 Mental Defense +4 Wealth: 3 -$250,000 in personnal wealth -$10,000 per Month/Issue CHALLENGES-Loner (-2; Strange has always been a somewhat cold, aloof person. He's changed a bit over the years and has tried his best to be as compassionnate and friendly as possible, but old habits naver die.) -Haunted Past (-3; some of the mistakes he has done in the past still haunt him at times, and he knows that as Earth's Sorceror Supreme, mistakes are something he cannot afford much.) -Deadly Enemies (-5; lots of supernatural foes would like nothing more than to end the Sorceror Supreme's existence, including the Dread Dormammu, the black-hearted Baron Mordo and other even more disreputable individuals.) -Conflicting interests (-3; though Strange is devoted to the freedom defended by the Anti-Registratio group, he is still Earth's Sorceror Supreme, and will still fight to protect Pro-Registration members if they are threatened by supernatural forces.) -Duty (-4; as Earth's Sorceror Supreme, Doctor Strange has had to battle supernatural invasions, World-wide threats, cosmic entities, gods and vile demons. It is his duty to keep the people of Earth safe from such dangers and he is often instrumental in the balance of reality.) EQUIPMENT-Sorceror Supreme's robes (+1 defense, made of a mystical material) -Cloak of Levitation (allows Flight at 3, stones are free) -Eye of Agamotto (Allows Wielder to focus Energy for 2x Magical Effects. For contacting/using Orb of Agamotto. Dispels Illusions.) -Orb of Agamotto (See anything, anywhere, anywhen.) -Amulet of Agamotto (Holds the Eye of Agamotto, protect VS Dream Magic and the Dread Dormammu.) -Book of the Vishanti (+1 to Sorcery Action Number. A compendium of many spells, mostly good purposes.) -Books of Lore (hold many spells and Incantations, some good, some evil, some simply unknowable and beyond even Strange's ability to use.) -Mystical Artefacts (ingredients for special spells, ancient relics, cursed objects, etc.) -Sanctum Sanctorum: Mansion in Greenwich Village --------------------------------------------------------------- STORY: Stephen Strange was a brilliant but arrogant neurosurgeon who suffered nerve damage in a car accident. In search of a miracle, he went to the Himalayas to search for the Ancient One, a Thibetan sorceror. While there, Strange learned the sorceror's pupil, Baron Mordo was plotting to kill his mentor. Seeing evil's true nature and the need to combat its forces, Strange became the Ancient One's disciple. When the Ancient One died, Doctor Strange inherited his mantle as Earth's Sorceror Supreme. Since then, he has defended Earth, strengthening the barrier between our world and other hostile realms. As Master of the Mystic Arts and Sorceror Supreme, Strange can come up with a spell for almost any purpose. He can cast illusions, read minds, hurl mystical and mental bolts and fly with his Cloak of Levitation or by his own powers. He knows many mystical beings whom he may summon and whose power he may invoke. He lives in a townhouse in Greenwich Village along with his manservant Wong. This "Sanctum Sanctorum" is protected by magic and filled with arcane texts, artifacts, relics and rooms for containing magic spells. Strange has fought demons from other dimensions, mystical menaces, god and his biggest challenge, the Dread Dormammu, Eater of Souls. Other heroes sometimes go to Doctor Strange for help with their more unusual mystical problems. He can usually be counted on to help with anything that threatens the Earth, although his involvement will be in manners and for purposes mysterious and often unknowable. When he first was told about the Registration Act, he foreshadowed that it was a bad idea, but the Government didn't insisted for him to register, presumably in part because his "powers" were magical in nature, but also because it was a learned skill. Of course, it is probable they didn't want to lose Strange's support in the case of a supernatural menace. Though he was disappointed with humanity's choice of making that Act a reality, and thus dividing themselves in two groups, Strange was content of not being implicated too much in the conflict, until he saw to what ends the government were ready to go to force super-powered people to register. Finally deciding to shift his support to one side over the other, Strange joined the Anti-Registration group, while still making it clear he will gladly help 'anyone' who needs his help as Earth's Sorceror Supreme, including Pro-Registration members. He was saddened to see how far this conflict had gone and would go, and hoped he could help bring a peaceful end to it by supporting the side he considered in the direst need of support for the time being. Even though he has chosen a side in the conflict, Strange still hopes to avoid unnecessary fighting against those he still views as honorable and virtuous amongst the Pro-Registration ranks. The Doctor respects mankind's choices and overall laws, but he serves good over law...
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Post by Stark on Apr 16, 2009 21:43:15 GMT -5
[glow=blue,2,300]THE PUNISHER[/glow] Real name: Frank Castle Castiglione Height: 6'1" Weight: 200 lbs Eye color: Blue Hair color: Black Species: Human ABILITIESInt: 4 Str: 3 Agl: 3 Spd: 3 Dur: 4 HEALTH: 4 ENERGY: 18 ACTIONSClose combat: 7 (Agl.bonus or Wpn.modifier) -Marine training -Hand-to-hand -Knife fighting -Martial arts -Breaking limbs -Using environment Ranged combat: 7 (Wpn. modifier) -Special weapons -Knife-throwing -Small arms -Sniper rifles -Assault weapons -Heavy weapons -Bows Black ops: 6 -LRP Recon -SEAL -UDT -Infiltration/Extraction -Set/detect traps -Intimidation Gunsmithing: 4 (Int.bonus) -As Technology, but limited to gun technology and modifications -Types of guns and ammo -Modifying -Cleaning -Repairing Medical healing: 3 Vehicles: 6 -Light vehicles -Heavy vehicles -Military vehicles -Helicopters -Military aircraft -Watercraft Social skills: 4 -Military protocol -Police procedures -Underworld culture -Asian languages/culture MODIFIERSReflexive Dodge +3 Toughness +1 Targeting +3 2x Natural Healing Rate Energy Battery 2 Mental Defense +2 CHALLENGES:-Compulsion to stick up for underdog (-3; Frank Castle never forgot why he's fighting. Protecting the innocent remains his main goal.) -Haunted past (-2; every time he closes his eyes, the Punisher remember the death of his family before his very eyes.) -Deadly enemies (-6 total, Jigsaw and the Kingpin, mainly) -Obsession (-3, "punish" the guilty and make sure they pay.) -Criminal record (-2, Castle is a wanted man, both by the police and the FBI, as well as by some of the superheroes. Sometimes a man's actions are only understood by himself.) EQUIPMENT-Kevlar Armor (+1 defense) -M16 .223 Auto Rifle (+4; 30 rounds) -Sterling Mk.6 9mm Semi-auto Rifle (+3; full-auto convertible, 34 rounds) -Browning Llama 9mm auto Pistol (+3; 14 rounds) -.45 caliber auto Pistol (converted to 9mm, +3; 14 rounds) -.223 Derringer (+2; 4 rounds) -Gerber Mk II Combat Knife (+2) -Fragmentation grenades (+2, area effect, 6 per mission) -Concussion grenades (+4, area effect VS Durability to stun, 6 per mission) -Tear gas grenades (+2, attack VS Durability to disable, 6 per mission) -Armored Combat van -Mines, tools, bombs of various kinds
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Post by Stark on Apr 16, 2009 21:48:18 GMT -5
X-MAN Real Name: Nate Grey Height: 5'11" Weight: 162 lbs Eyes: Green,although the left eye shines brightly when he uses his mental powers. Hair: Brown with a white steak in the middle Species: Genetically created Mutant Int: 6 Str: 2 Agl: 3 Spd: 2 Dur: 5 Health: 5 Energy: 24 ACTIONS -Close Combat:4 (Agl. bonus or Wpn. Modifier) -X-Man Multistyle -Ranged Combat:3 (Wpn. Modifier) -Technology:3 (Int. bonus) -Social Skills:4 -Streetwise -Rebellion -Intimidate -Earth Shaman -Telepathy:10 (Int.bonus) -Illusions -Project thoughts/control others -Create links with others -Telepathic Communications -Mental Bolts(X2 damage) -Repair Minds -Empathy -Psychometry -Generate pain by touch -Mental Block -Astral Projections -Reflect mental attacks back to attacker -Telekinesis:10 (Int.bonus) -Bought with a discount for Telepathy -Weapon Modifier -Force Field:7 -Bought with a discount for Telekinesis -Flight:8 -Bought with a discount for Telekinesis -Phase Shift/Dimension Walking:5 -Biocomputing:2 (can't interact directly with computers) MODIFIERS -Mental Defense +10 -Reflexive Dodge:+1 -Energy Battery 3 (cost Durability in red stones for every 3 additional red stone of energy the character has) -Rapid Regeneration (regenerates Energy faster even if the character does not regenerate actual health) -Wealth:1 -Limited Prescience: May reallocate stones into Telepathy after the enemy's actions are revealed. CHALLENGES: -Being a mutant(3) -Looking non-human (White streak in hair, left eye shining when using powers, 1) -Temper(3) -Vengeful(Against Sinister for having killed Forge, and against Apocalypse who has enslaved his world; 3) -Power dangerous to self (may kill him at the age of 21 if he doesn't find a way to restraint it,3) -Haunted past (Accidently caused Threnody's death and destroyed his world fighting Holocaust, 3) -Deadly Enemies (Apocalypse, Sinister, Holocaust, etc. 10 total.) -Duty (Earth's Shaman, 3)
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Post by Stark on Apr 16, 2009 21:49:38 GMT -5
[glow=blue,2,300] APOCALYPSE[/glow] Real Name: En Sabah Nur Other aliases: The First One, the High Lord Height: Variable, usually 7' Weight: Variable Eye color: Blue Hair color: Unknown Species: Mutant ABILITIESInt: 7 Str: 10 Agl: 7 Spd: 5 Dur: 8 HEALTH: 8 ENERGY: 30 REGEN: 12 ACTIONSClose combat: 5 (Str.bonus and Wpn.modifier) -Hand to Hand -Martial Arts (Any) -Use of Powers in combat -Archaic Egyptian Weapons -High-Tech Weapons Ranged Combat: 5 (Agl.bonus and Wpn.modifier) -Uses Strength bonus when throwing -Thrown Objects -Archaic Egyptian Weapons -Firearms -Use of Powers in combat -High-Tech weapons Mastery of Matter: 8 (Int.bonus) -Immunity to Effects (since he has full control over his own body, Apocalypse cannot be transformed by anyone else but himself.) -Can Transform into any Matter -Unlimited Create/Manipulate -Antimatter Blast (fires a disruptive antimatter blast that destroys the target on a subatomic level, dealing 3x damage upon impact.) -Accumulate Energy Genetic Engineering: 10 (Int.bonus) -Using the Evolution Chamber in his Celestial Ship or in one of the many hideouts and secret bases he has around the world, Apocalypse genetic experiments produce only one half of the usual negative effects and speeds up the process drastically (20 times faster). General Knowledge: 7 (Int.bonus) -Genetics -Mutants -Philosophy -Celestial Technology -Advanced Technologies -History Technology/Inventing: 9 (Int.bonus) Medical Healing: 7 Leadership: 6 Social Skills: 7 -Ancient Egyptian -Celestial Culture -Future Culture -Authority -Repression -Royalty -Intimidate MODIFIERSSuperior Healing Factor -Heals 2 White stones per panel, regenerates 3 stones per 2 Health remaining per panel. His blood also has curative properties: 1 White stone of his Health may be used to heal 3 white stones of someone else, or cure a single disease or lethal effect, up to Apocalypse's total Health per day. Energy Battery 2 Reflexive Dodge +3 Toughness +5 -No AP -No 2x Damage Mental defense +10 Self-Contained Lifeform Immunity to Reality Distortion/Alterations -The Prophet is completely immune to effects on Time, Gravity, unwilling transformations, etc. His powers and knowledge cannot be copied or imitated in any way, nor can they be rendered useless, as by a power such as Suppress Mutant Powers. Transform Self, Unlimited: 200 -Apocalypse can add up to 200 stones worth of Abilities, Actions and Modifiers of any kind, as long as the origin of the gained power isn't Mental or Magical, except for Defense. For exemple, he could gain a Force Blast, but not Telepathy. He could get Mental Defense, but not Psychometry. He could get Magical Immunity, but not Sorcery. He could get an increased Close Combat, but not additional specialities. Some powers can arguably be considered as not Mental or Magical for this purpose, like Telekinesis, depending on the power in question. When he uses that power, he is not limited in any way by the 9 Action Boxes Limit. Extended Life -Apocalypse lives naturally for several centuries, after which he must send his consciousness into a clone body. Reconstitute Self -Even if destroyed before he can reach a clone body or before he can adapt to the attack, Apocalypse can assume a spiritual form that allows him to forcibly enter one of his clone bodies to come back to life unscathed. Wealth: 10+ EQUIPMENT-Celestial Ship with Evolution Chamber -Very advanced High-Tech gear -Numerous hidden bases and hideouts spread over the planet and even further, with technologies similar to that found on the Celestial Ship, including Evolution Chambers and Clone Body generators.
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Post by Stark on Apr 16, 2009 21:50:07 GMT -5
[glow=red,2,300]HOLOCAUST Horseman of Apocalypse, Death[/glow]
Real Name: Unknown, but frequently called Nemesis. Age: Unknown Height: 6'3" Weight: 240 lbs Eye color: N/A Hair color: N/A Species: Mutant
ABILITIES Int: 3 Str: 7 Agl: 4 Spd: 3 Dur: 6
HEALTH: 6 ENERGY: 18
ACTIONS Close Combat: 5 (Str.bonus or Weapon modifier) -Hand-to-hand -Haymaker -Grappling -Using powers in combat -Trained by Apocalypse
Ranged combat: 3 (Wpn. modifier) -Energy weapons -Heavy weapons -Thrown objects
Bio-Nuclear Microwave Blast: 7 -As Force Blast -x3 Damage -May shift to Area effect by spending 3 stones towards this goal
Drain Energy: 6 -Drain at Range -Absorbed energy can be used to increase Strength by up to half AN -Absorbed energy can be redirected as a Bio-Nuclear Microwave Blast
Schape shifting: 5 -Only when Holocaust has at least 2/3 of his max energy left. -Requires Containment Armor
Phasing: 2 -Only when Holocaust has at least 2/ of his max energy left. -Requires Containment Armor
Technology: 5 (Int.bonus)
Leadership: 4
Social skills: 4 -Intimidate -Supervillain -Horsemen protocol -Ruling by force
MODIFIERS 2x Natural Healing Rate
Reflexive Dodge +2
Toughness +5 (No AP, no 2x Damage)
Targeting +2
Mental defense: +4
Self-Contained Life Form
Extended Life
Wealth: 10
EQUIPMENT -Containment Armor (+2 Defense, allows for Phasing and Shape Shifting actions; Holocaust dissipates in one day if his Containment Armor is destroyed and isn't replaced.) -B.N.M Cannon (Mounted on Containment Armor on the arm; adds 2 to Bio-Nuclear Microwave Blast).
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Post by Stark on Apr 16, 2009 21:50:26 GMT -5
[glow=red,2,300] BASTION[/glow] [glow=red,2,300]The Supreme Sentinel, the Master Mold Horseman of Apocalypse, War[/glow] Real name: Nimrod Height: 6'2" Weight: 295 lbs Eye color: Grey/Yellow Hair color: Pale Grey Species: Robot (Sentinel) ABILITIESA.I: 6 Str: 9 Agl: 3 Spd: 5 Dur: 7 HEALTH: 7 ENERGY: 21 REGEN: 10 ACTIONS:Close Combat: 6 (Str.bonus or Wpn.modifier) -Hand-to-hands -Martial arts -Breaking limbs -Grappling -Subduing -Using powers in Combat Ranged Combat: 5 (Wpn.modifier) -Beam weapons -Thrown weapons -Thrown objects -Heavy weapons -Advanced weapons Technology: 8 (Int.bonus) -All types of Sentinels -Building Sentinels -Control over Sentinels; overrun only by Onslaught -Advanced technology Detecting/Pursuit: 6 -Stalk/follow -Hide -Move silently -Set/spot traps -Set/Spot ambush -Track mutants Flight: 7 -Boot jets Chest-mounted Multi-Beam: 8 -Range: 5 -Electrical blast -Plasma beam -Heat ray -Force beam -Stun ray -Sonic blast -High pressure water jet -Searchlight Hand Emitters: 6 -Range: 2 -Disintegrate (inorganic matter only) -Knock out gas (area effect) -Freeze gas Force Field: 5 Teleportation: 5 -May only teleport to area he has witnessed at least once Bio-computing: 4 Statecraft: 6 -Leadership (limited to Sentinels) -Commanding voice -Intimidate -Tactical -Law and order -Passing for human MODIFIERSToughness: 6 -No 2x damage Reflexive Dodge +1 Targeting +3 Sense Mutants: 5 -Detects Mutants and Mutagenic at a range of 1 mile Accelerated Self-Repair Stealth Technology Self-Contained Lifeform Mental Defense: +6 Wealth: 10+ (as needed)
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Post by Stark on Apr 16, 2009 21:52:15 GMT -5
[glow=red,2,300] MAGNETO[/glow] Real Name: Eric Magnus Lensherr Height: 6'2" Weight: 190 lbs Eyes: Bluish-grey Hair: Silver Species: Mutant ABILITIESInt: 8 Str: 2 (10*) Agl: 2 Spd: 2 Dur: 4 Health: 4 Energy: 25 ACTIONSMastery of Magnetism: 10 (Int.bonus) -Immunity to effects -Can manipulate Magnetic Forces and objects as if using telekinesis (with Weapon modifier option) -Accumulate energies over Time -Can substitue Strength with Mastery* -Electromagnetic force blast (x2 damage, may stun robotic or metallic opponents if stones beat Durability or Intelligence, target's choice) -Force Field of Magnetic Energy (works as regular Force Field) Close combat: 5 (Str.bonus or Weapon modifier) -Brotherhood training -Self-Defense -Using powers in combat Ranged combat: 4 (Weapon modifier) -Throw objects -Using powers in combat Flight: 8 -Bought with Mastery of Magnetism Telepathy: 1 -Telepathic communications Genetic Engineering: 7 (Int.bonus) Technology: 7 (Int.bonus) Inventing: 1 (Int.bonus) Statecraft: 7 -Leadership -Negociations -Politics -Strategy -Administration -Mutants culture -Rallying mutants Vehicle operations: 3 -Light vehicles Social Skills: 6 -Royalty -Revolutionnary -Conqueror -Master strategist -Criminal -Hero of mutantkind MODIFIERS-Mutant -Wealth: 10 -Mental defense: +3 -Tougness: +1 -Energy battery 3 (each adds 3 to maximal energy) EQUIPMENT-Secret bases -Helmet: Blocks all Telepathy and Mental attacks -Flexible Molecular-bonded metal costume (+3 defense) -Skycraft, spacecrafts (as needed) -Anything on the Island of Genosha is considered to be his to do as he pleases STORY: Magneto is the genius behind the recent successes of Genosha, and is seen as a hero of mutantkind. He is the leader of the Brotherhood of Evil, a group of former (more or less) criminals who fight for the safety of mutants in America, since the group is not large enough to protect them across the world, at least yet. This is mostly a cover story, however. Magneto secretly works his way towards worlwide mutant domination over the weak "homo-sapiens", and currently trains dozens and dozens of mutant teen in his ways. They learn everything he beleives they need to know in the coming struggle against humanity, from world history (from his point of view) to how to control their powers. He is very devoted to his cause, but he is much liked in the mutant community as he apparently wants nothing but the well-being of the mutant race. Magneto is a man of awesome power, and a terrible force to be reckoned with by himself, not mentionning the Brotherhood, the Genoshean forces and his political power. Whatever awaits him in the future, Magneto is sure of one thing: he will be one of the major players in the battle to determine the fate of this world.
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Post by Stark on Apr 16, 2009 21:52:35 GMT -5
[glow=red,2,300] QUICKSILVER[/glow] Real name: Pietro Maximoff Lensherr Height: 6'0" Weight: 175 lbs Eyes: Blue Hair: Silver Species: Mutant ABILITIESInt: 4 Str: 4 Agl: 5 Spd: 10* Dur: 5 Health: 5 Energy: 15 ACTIONSClose combat: 4 (Spd.bonus or Weapon modifier) -Avengers training -Brotherhood Training -Hand-to-hand -Using Speed in combat Ranged combat: 2 (Weapon modifier) -Handguns -Thrown objects Acrobatics: 3 (Agl.bonus) Vehicles: 3 -Light vehices -Avengers Quinjet -Brotherhood shuttles Burst of Speed: 5 (Speed bonus) -Works as Unstoppable -Doesn't work on walls -Turn invisible (with AN equal to Burst of Speed AN) when in use because of his sheer speed Leadership: 5 -Reluctant to use, prefers to act than lead Social skills: 5 -Arrogance -Gypsy culture -Group culture -Criminal -Governmental ops Protocol MODIFIERS-Mutant -Extreme Speed*: May use his Speed to determine order of Initiative. May run up walls or across water at speed of 7 or higher. May create cyclone gusts of up to 5 stones when running at Speed 10. -Enhanced Vision (fast motion sight) 6 -Limited Prescience (may reallocate stones to Speed) -Reflexive Dodge +5 -Wealth: 3 -2x natural Healing Rate -Targeting: +4 (he is no so much good a aim, but he moves so fast he has plenty of time to aim) EQUIPMENT-Suit adapted to high-speed (+2 defense) STORY: Pietro Maximoff life had been almost reaching a stable point. His wife Crystal, and their child Luna, were near to making him feel finally right at home. However, his world came crashing down when an organisation of mutant-haters known as the Purifiers attacked the moon and the Inhumans and took his wife away from him. Even he, perhaps the fastest man on Earth, couldn't get there on time to save the woman he loved the most in the world. Worse still; Luna was nowhere to be found, and was also presumed death. This was too much for the young man to endure, and he swore vengeance. He joined with his sister, who accompanied him to make sure he wouldn't do a deadly mistake. Before they could attack the murderous humans, however, they encountered his father, the mutant Eric Magnus Lensherr, known as Magneto, who had heard about what happened to his son and his family. Magneto offered him to join him once again. He assured that together, they would destroy those who took everything Quicksilver had, and that they would make this world into one where mutants would livre freely, as rightful rulers of the planet. Surprisingly enough, Pietro agreed, as well as the Scarlet Witch (more out of concern for her brother, but she also had been wondering if Magneto was right from the beginning). Not as soon as Magneto asked, but after having been thinking a lot about it. Pietro agreed on his own free will, and he took the name "Pietro Maximoff Lensherr" with pride. He had seen enough, humans didn't deserve to lead this world. Their hearts were corrupted by their own ego, and they couldn't admit another species was at the top of the food chain now. Quiksilver was going to follow his father towards the accomplishment of his dream... no matter what.
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Post by Stark on Apr 16, 2009 21:52:56 GMT -5
[glow=red,2,300] SCARLET WITCH[/glow] Real name: Wanda Maximoff Lensherr Height: 5'7" Weight: 130 lbs Eyes: Blue Hair: Hazel Species: Mutant ABILITIESInt: 3 Str: 1 Agl: 2 Spd: 2 Dur: 3 Health: 3 Energy: 12 ACTIONSHex Spheres: 9 (Int.bonus) Altered Probability Field: 4 -Works as Force Field -Random molecular alterations render attacks less efficient -Can't be used for offense -Works only on self and one person in contact with her Close combat: 3 (Agl.bonus or Weapon modifier) -Avengers training -Brotherhood Training -Self-Defense Ranged combat: 1 (Weapon modifier) -Personal firearms Acrobatics: 3 (Agl.bonus) Healing, Medical: 4 Mastery of Magic: 2 -Only recently developped them -Reluctant to use; she knows she is not really proficient at it yet. Vehicle operation:4 -Avenger Quinjet -Brotherhood shuttles -Light vehicles Statecraft: 3 -Genosha matters -Leadership -Royalty Social skills: 5 -Gypsy culture -Professional Criminal -Occult -Avengers Protocol -Royalty MODIFIERS-Mutant -Energy Battery 1 (adds 3 stones to max energy) -Reflexive Dodge +1 -Magical Defense +2 -Wealth: 3 EQUIPMENT-Scarlet Suit (+1 Defense) STORY: Remains to be written...
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Post by Stark on Apr 16, 2009 21:54:12 GMT -5
[glow=red,2,300] ALUCARD[/glow] Height: 6'3" Weight: 185 lbs Eye color: Red Hair color: Black Species: Original Vampire ABILITIESInt:5 Str:7 Agl:7 Spd:5 Dur:7 Health: 7 Energy: 21 ACTIONSClose Combat:7 (Str.bonus and Wpn.Modifiers) -Martial Arts -Stakes -Fencing -Grappling -Breaking/Ripping members -Most Archaic Weapons -Impaling Ranged Combat:10 (Up to two Wpn. Modifier) -Most Firearms -Thrown Stakes -Precise Shooting -Handling Recoil -Shooting through cover -Jackal 13 mm and Joshua Acrobatics:5 (Str.bonus) Wall-crawling:5 (Agl.bonus) Concentration:6 (Int.bonus) Drain Energy:7 -Improved Drain -Must bite to drain -Alucard may turn virgin women to Vampires if he bites them. Those vampirized by him become more powerful vampires than normal. Others may only be turned into ghouls. -Special: If Alucard somehow managed to kill his opponent in a very gory manner (such as summoning his lovely hounds to tear apart the poor lad, beheading an opponent with his trusty gloves, or anyway that gently splashes blood all around), he may touch the blood with any part of his body (example: Simply standing in the blood pool is enough), spend stones equal to the energy that was left in the body at the moment of death (or max health, whichever is lower) and drain it all. Hunting/Tracking:7 -Set/spot Ambush -Follow Trail -Stalk -Set/spot traps -Move silently Invisibility:2 Phase Shift:5 Telekinesis:1 (Int.bonus) Create Illusions:2 Fear:4 Telepathy: 7 (Int.bonus) -Project thoughts/Control others -Create links with others -Telepathic Communications -Requires eye contact or speaking for a panel to initiate, but not to maintain Teleportation:4 -May not bring others with him -Requires one panel to concentrate on destination Summoning:0 -Intelligence bonus -Does not require Mastery of Magic -Can't be improved by lines -May summon demonic two-headed dogs covered with red eyes, amongst others (the dogs are called "Baskerville hounds" by Alucard); others include flocks of bats as well as other animals of the night. -Always control his Summoned beasts -May not invoke their powers Statecraft:5 -Leadership -Tactics -Obedience -Diplomacy -Rallying allies Social Skills:6 -Persuasion -Intimidate -Maniacal Laughter -Protestant Church Culture -Hellsing Culture -Transylvanian languages and culture Metamorphosis:4 -May change into a wolf, a flock of bats, a dark, liquid substance covered with red eyes, a little girl, and maybe some other, unkown forms. No limits were ever stated for him, but he tends to favor these forms and his own. MODIFIERS-Attractiveness +2 (adds to social skills and similar actions if appropriate) -Fangs +2 -Animal Senses:7 -Mental Defense:+7 -Magical Defense:+7 -Immortality -Instant Healing Factor -Reconstitute Self (Instantly) -Limited Prescience (May reallocate stones to Acrobatics) -Reflexive Dodge +4 -Toughness +1 (No AP and no 2x damage) -No need to breathe -Targeting +5 -Enhanced Vision 5(See in darkness, Distant Sight, recognize vampires/ghouls/demons/undead on sight) -Fast-Draw 5(reduced to 3 due to the Jackal's size) -Limb Regrowth (instantly) -Wealth: None(has access to Hellsing Organisation's ressources if Integra so desires) -Psychic link with Integra and Ceras Victoria CHALLENGES-Insanity 7 (Although Alucard is not downright crazy, he does not think at all like a normal human.... and he's a bit crazy.) -Looking non-human (-2, red eyes, elongated canines, general creepiness) -Severe obsession (-3, Won't let anyone except Integra and Seras Victoria get near his coffin) -Deadly Enemies (father Alexander Anderson, operatives of the Catholic Church, most vampires, ghouls and vampire hunters, -10 total) -Uncontrollable activities (-5, take orders from no one, care for no one, except for Integra Wingates Hellsing. Will listen to Walter if he knows the orders come from Integra.) -Needs blood to remain at full power (-2) -Hatred of God, put his trust in humanity (-2) -Extreme Vanity (-2) -Loves to kill (especially, but not only, vampires), wishes to fight very strong opponents(-3) EQUIPMENT-Joshua (+3, 2x damage, Armor Penetrating, 4x damage against vampires and ghouls, beings of less than 5 in strength can't use it.) A heavily modified .454 handgun, the Hellsing ARMS454 Casull Auto 'Joshua' was the first handgun created by Walter specifically for Alucard in his battles against his fellow vampires. Shells are made out of blessed silver, and are explosive. Holds 6 bullets, 7 if one shell is in the chamber. If Alucard uses his gun as a melee weapon, it adds 1 stone due to its weight. -Jackal 13 mm (+5, 2x damage, Armor Penetrating, 4x damage against vampires and ghouls, unusable by beings with less than 5 of Strength). Heavily customized 13mm Caliber Handgun, length of 39 centimeters, weighs 35 lbs, fires explosive silver bullets coupled with blessed mercury to maximize damage. Holds 6 bullets per clip, plus 1 in the chamber. If Alucard uses his gun as a melee weapon, it adds 1 stone due to its weight.Having fought Alexander Anderson and found out his Joshua wasn't enough firepower to tame the priest, Alucard asked Walter for some higher firepower. The Jackall was the result. -Runic Gloves: Increase Alucard's Telekinesis and Summoning Actions of 2 each. The gloves allows him to Counter any spell (automatically succeeds. As long as he's around, Integra is totally immune to harmful Magic thanks to Alucard.) directed at his mistress, Integra. Also enchanted in such a way to deal damage as claws (+2, Armor Penetrating) would, and may kill vampires. Using these, Alucard can rip vampires to shreds using only his hands. -Lots of 13 mm and .454 ammunition in the form of cartridge clips -Red and black Trenchcoat and suit, with large hat and Yellow Sunglasses SPECIAL WEAKNESSESAlthough Alucard is immune (or at least regenerates from) almost all normal weaknesses of vampires, he is weaker when he is in sunlight. In such situations, he may not use his Invisibility, Phase Shift, Fear, and Create Illusions actions. He also suffers a -2 penalty to all actions. However, no other vampire weakness applies to him (silver, blessed weapons, holy water, or else). CROMWELL APPROVALTo attain maximal power, Alucard must release various seals on his powers. He is in fact informing, or more accurately, asking for his master (Integra) to release his powers. It works as such: when he needs to gain access to more of his powers, Alucard will announce "Releasing contract restriction system to level "x"." The levels range from five to one, with one being the highest level of power. He will then announce the Situation, which range from C to A, with A being the most dangerous. To reach his highest level of power, he will state: "Unlocking limited release control system to level one. Situation A. Cromwell approval in effect. Hold release until target is silenced." Alucard apparently does not have to ask anyone to release levels 5 to 2, but Integra must grant him access to level 1 or 0 for him to change. No seal is released: Use C.A.D as written. 1st Seal Released (level 5): His Invisibility becomes 3, Telekinesis 2, Create Illusions 3,Fear 5, Summoning 3, and Metamorphosis 6. 2nd Seal Released (level 4): His Invisibility becomes 4, Telekinesis 3, Create Illusions 4, Summoning 4, and Metamorphosis 8. 3rd Seal Released (level 3): His Strength improves to 8, Invisibility becomes 5, Telekinesis 4, Create Illusions 5, Fear:6, Summoning 5, and Metamorphosis 10. 4th Seal Released (level 2): Invisibility becomes 6, Telekinesis 5, Create Illusions 6, Summoning 6, and Metamorphosis 12. 5th Seal Released (level 1): Strength increases to 9, Invisibility becomes 7, Telekinesis 6, Create Illusions 7, Fear:7, Summoning 7, and Metamorphosis 15... Watch out. For each seal to be released, Integra must agree with the demand. If she refuses, no increase in power occurs (indeed, she very rarely refuses, but she could if she wanted.). The 6th and Last Seal, Known as "Level 0": If the last seal is released on Alucard, a really rare event indeed, he stop being who he is, to become who he was: the Count Dracula, himself. In such a event, he answers only to the title "Count" or the name "Dracula" (or even "Master", huh, Ceras?), and refers to Integra as a "Countess". His strength becomes 10, both his agility and speed increase by 1 (to 8 and 6, respectively) and his Durability becomes 10 (thus giving him 10 Health and 30 Energy). His Toughness increase to 5, as well as his Reflexive Dodge, and his Close Combat and Ranged Combat scores are switched. His Fear power raises to 10, his Drain Energy to 9, his Metamorphosis rises to 20 and his other supernatural actions (phase shift, invisibility, etc.) increase by 2. His clothing becomes much more ancient noble-like, and his appearance changes to match the traits he bore around 600 years ago... His pistol is nowhere to be found, and he has a long, finely made sword sheathed by his side. The blade bears no name, but it is legendary and most likely enchanted by the same diabolical powers that inhabit Dracula himself. (Dracula's Sword is a +5 Weapon, Armor Penetrating, that inflicts x3 damage to divine or god-related foes. Is completely Indestructible as long as the Count himself still stands.) He also may release the simulacrums (sorts of revenants, but they are more or less his slaves) of any enemy he killed by drinking his/her blood or by absorbing him/her using his "Baskerville hounds" or any other tricks he may have. These simulacrums possess more or less the same powers as the originals (modified as much as Dracula wants depending on his Metamorphosis power), with the restriction that they are completely loyal to Dracula and his closest friends... only. This means that Ceras Victoria and Integra would be spared, but anyone else, human or not, is fair game to the simulacrums. Dracula will remain in this form for as long as he needs, for a complete day, or as long as Integra wishes it, whichever comes first. Alucard can't release the 6th seal for as long as it was released in the first place. The only way to allow him to remain Dracula any longer would be to completely removing the seals forever, which can be only accomplished by allowing Alucard to make Integra a vampire, something she never agreed to, but never completely refused. Who knows what would happen if she did agree one day...
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Post by Stark on Apr 16, 2009 21:54:46 GMT -5
[glow=red,2,300] SERAS VICTORIA[/glow] Height: 5'4" Weight: 142 lbs Eye color: Red Hair color: Orange-Blond Species: True Vampire ABILITIESInt:3 Str:7 Agl:6 Spd:4 Dur:6 HEALTH: 6 ENERGY: 18 REGEN:ACTIONSClose Combat:4 (Str.bonus and Wpn.Modifiers) -Police Training -Grappling -Self-Defense -Using the Halconnen as a club Ranged Combat:7 (Wpn. Modifier) -Police-issued firearms -Precise Shooting -Handling Recoil -Shooting through cover -Trained by Alucard -Halconnen Antimidians 30mm Cannon Acrobatics:3 (Str.bonus) Wall-crawling:2 (Agl.bonus) Concentration:4 (Int.bonus) Drain Energy:5 -Improved Drain -Must bite to drain -Seras may turn virgin men to Vampires if she bites them. Those vampirized by her become more powerful vampires than normal. Others may be turned only into ghouls, kind of like blood-drinking zombies. Hunting/Tracking:4 -Set/spot Ambush -Follow Trail -Stalk -Move silently Fear:4 Vehicle operations:3 -Light vehicles -Police-issued vehicles -Motorcycles Leadership:2 Social Skills:5 -Socialize -Intimidate -Charm -Police/law enforcement protocol -Hellsing Culture Metamorphosis:4 -May only change into a wolf, a flock of bats, or a dark, liquid substance -Very reluctant to use; beleives she would lose humanity if she did. MODIFIERS-Attractiveness +3 (adds to social skills and similar actions if appropriate) -Animal Senses:5 -Fangs+2 -Mental Defense:+4 -Immortality -Enhanced Healing Factor -Deep Reserves +2 -Reconstitute Self (after one hour) -Reflexive Dodge +3 -Toughness +1 -No need to breathe -Targeting +4 -Enhanced Vision 4(See in darkness,recognize vampires/ghouls/demons/undead on sight) -Limb Regrowth -Wealth: None(has access to Hellsing Organisation's ressources if Integra so desires) -Psychic link with Alucard CHALLENGES-Looking non-human (-2, red eyes, pointed canines) -Severe obsession (-3, serving Alucard, her "master", and following Integra's orders to the letter) -Deadly Enemies (operatives of the Catholic Church, most vampires, ghouls and vampire hunters, -6 total) -Needs blood to remain at full power (-2) -Will to remain the servant of Alucard instead of becoming her own master by drinking some of his blood (-2) -Wishes to keep what remains of her humanity (-2) -Although more human than her master, she begins to love to kill as he does. (-2) -Compulsion to stick-up for underdog (-2) -Conflicting interests (-2, Becoming a better vampire to serve her master well against keeping what remains of her humanity) EQUIPMENT-Halconnen Anti-Midian 30mm Cannon (+6, 2x damage, Armor Penetrating, Act as with Area Effect in a line of Range 6; unusable by beings with less than 7 of Strength). Customized 30mm cannon, usually mounted on Jet Fighters , length of around 9ft long, weighs 670 lbs, fires depleted uranium shells for maximum penetration, may kill/destroy five targets in a row. Holds 8 shells. Also may fire highly-explosive incendiary cartridges that act as a (+4, 2x damage, Armor penetrating) gunshot on the main target, then explodes for an (+4, Area Effect of 3) on all nearby targets. When she uses the Halconnen as a melee weapon, she receives a (+4) bonus to the attack and may hit opponents up to 10 feet away. -Handgun (+2, 2x damage); typical Police-issued firearm, model Heckler & Koch MK23 -Police officer suit and badge -Handgun ammunition and reserve of shells for the Harconnen in a package she carries over her shoulder SPECIAL WEAKNESSESAlthough Seras Victoria is immune (or at least regenerates from) almost all normal weaknesses of vampires, she is weaker when she is in sunlight. In such situations, she suffers a -2 penalty to all actions.
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Post by Stark on Apr 16, 2009 21:55:14 GMT -5
[glow=red,2,300] FATHER ALEXANDER ANDERSON[/glow] Aliases: Paladin Anderson, Assassin Anderson, Bayonnet Anderson, "Dust-to-Dust" Anderson Height: 6'6" Weight: 198 lbs Eye color: Green Hair color: Blond Species: Enhanced Human ABILITIESInt:4 Str:8 Agl:6 Spd:5 Dur:6 Health: 6 Energy: 18 ACTIONSClose Combat:9 (Str.bonus and Wpn.Modifiers) -Martial Arts -Bayonnets -Charging -Grappling -Breaking members -Beheading -Hitting vitals Ranged Combat:6 (Wpn. Modifier) -Thrown bayonnet -Thrown daggers -Hitting vitals Acrobatics:4 (Str.bonus) Hunting/Tracking:6 -Set/spot Ambush -Follow Trail -Stalk -Set/spot traps -Move silently General Knowledge:3 (Int.bonus) -The Holy Bible -Vampires -Section 13 Iscariot and Hellsing Leadership:4 Teleportation:10 -May not bring others with him -May only teleport to Vatican -Must read an incantation in Latin on one of his Holy Bible's pages Social Skills:6 -Persuasion -Intimidate -Executioner of God -Catholic Church Culture -Section 13 Iscariot Culture -Man of the Cloth MODIFIERS-Scarred (+1 on any Social Skills to intimidate) -Enhanced vision 4 (See in darkness, recognize vampires on sight) -Mental Defense:+6 (fanatic) -Magical Defense:+3 (enchantments from the Bible) -Instant Healing Factor -May reattach limbs, maybe even regrow them using catholic rituals -Limited Prescience(May reallocate stones to Acrobatics) -Reflexive Dodge +3 -Toughness +2 (no AP, no 2x damage from firearms) -Targeting +3 -Fast-Draw 4 (may apply to his bayonnets) -Wealth: 3(has also access to Section 13 Iscariot's ressources if Enrico Maxwell so desires) CHALLENGES-Fanatic 7 (similar to Insanity,but is rather excessive dedication to his cause rather than real craziness... he is ready to do anything to destroy what he sees as evil, including Hellsing and the Protestant church as a whole and Alucard in particular.) -Severe obsession (-3, kill Alucard) -Deadly Enemies (Alucard, Hellsing Organisation, most vampires, ghouls or protestants...-10 total) -Severe delusion (-3, beleives all Supernatural to be evil except if its origin is divine) -Extreme Vanity (-2, as he considers himself THE Enforcer of God's will on Earth.) EQUIPMENT-At least 20 blessed Bayonnets(+3, 2x damage against vampires and ghouls, may kill vampires), issued to Father Anderson by the Vatican. This is his main weapon, and he wields them with deadly accuracy, strength and speed. Alucard and Ceras does not receives 2x damage from them. -At least 60 blessed daggers (+1 damage, 2x damage against vampires and ghouls, may kill vampires), from the Vatican as well. Anderson uses them sometimes as mostly ranged weapons. Alucard and Ceras does not receives 2x damage from them. -Sacred Pages of the Holy Bible; used in holy magic rituals. Serve various purposes: SEALING SCRIPTURE-By posting seals and scriptures on walls using his daggers, Anderson may create an aura (area effect of 5 maximum) that negates vampiric powers of up to 5 in AN (does not include physical abilities, skills or modifiers, only vampiric powers). If a power is of higher AN than 5, the effect is still reduced by 5. For some reason, Alucard's regenerative abilities (and probably Ceras Victoria's too) are not affected by this power. BURNING SCRIPTURES-By burning some of the Bible's page and hurling them at an opponent by the power of his will, Anderson generates a blast of Holy Fire with an AN of 7, which does 2x damage on vampires. This power generates its own stones of energy. Father Anderson rarely use this on Alucard, since he knows the vampire will most likely simply dodge out of harm's way and preferring to take him on in close combat. HAVEN SCRIPTURE- By releasing a handful of pages in a swirling vortex, Anderson may teleport back to Vatican (see Teleport, above)
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