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Post by Stark on Jul 29, 2009 21:02:45 GMT -5
[glow=red,2,300] RANMA 1/2[/glow] Full Name: Saotome Ranma Other aliases: Ranma-chan, Pigtailed girl, Girlie boy, many others Ranma would rather forget Age: 16 Height: 6'0" / 5'4" Weight: 157 lbs / 114 lbs Eye color: Blue Hair color: Black / Red Species: Cursed human (male/female form) ABILITIESInt: 3 Str: 9/ 7 Agl: 7 / 8 Spd: 5 Dur: 6 HEALTH: 6 ENERGY: 24 REGEN: 11 ACTIONSMastery of Kung-Fu: 7 (Str.bonus and Wpn.modifier) -Efficient -2x Damage, Stun OR Armor Penetrating -Martial Arts -Acrobatic fighting -Anything goes -Dirty Fighting -Improvised weapons -Thrown objects -Most ancient weapons Options:Catch Projectiles, Blind Fighting, Multiple Opponents, Create/adapt Kung-Fu techniques, Substitute Mastery for Intelligence (only for Mental Defense)Nerve Punch: 5 (Int.bonus) -2x Damage or Stun (1 panel/stone of damage) -Ignores Called shots sitmods Acrobatics: 6 (Agl.bonus) -Efficient Iron Will: 5 -Heal white stones Moko Takabisha: 9 -Force Blast (2x damage, AP) -Ranma focuses the energy of Pride to blast a foe with pure energy -Can't be used when under a feeling of despair, under very severe stress or when sad. -Accumulate Energy Thieving: 5 (Agl.bonus) -Stealth -Pickpocket -Search a room -Escape artist -Avoiding traps Swimming: 4 (Spd.bonus) General Knowledge: 4 (Int.bonus) -Musabetsu Kakutô Ryû kenpo -Unusual and/or Useless Martial Arts styles -Occult ans Supernatural -The Human body and Pressure points Social Skills: 6/7 -Socialize -Bluff -Insult -Bragging -Hero -Intimidate -Charm (Ranma-chan only) MODIFIERSAlter Ego; "Ranma-chan" -As Transform Self, power out of control -Ranma transforms into Ranma-chan whenever he is splashed/falls into/is touched with cold (or even lukewarm) water. To transform back, she must be in contact with hot water, be it from hot sources, a kettle or a warm bath. Healing Factor Energy Battery 2 Deep Reserves 2 Toughness +2 -No 2x damage Reflexive Dodge +5 Headstrong +3 -As Mental Defense Born Fighter -As Photographic Reflexes; only with Physical actions usable in battle Nekoken Technique -As Transform Self, power out of control -When Ranma (or Ranma-chan, it doesn't matter) is confronted to a cat for extended periods of time and cannot escape or avoid it in any way, his fear of cats reach a critical point, and his mind retreats into a condition of galeanthropy, the delusion that he is a cat. This state manifests by fighting like an unrestrained wild animal, using his power more efficiently, as well as the ability to attack his surroundings with air pressure swipes powerful enough to shred trees, floorboards or water blasts. -The following changes apply to his CAD when this happens: Cannot use Nerve Punch, Moko Takabisha, Iron Will, General Knowledge or Social Skills, Mastery of Martial Arts replaced by "Close Combat: 10, Str.bonus, Super-Efficient, Specialities: Cat-fu", Reflexive Dodge reach +7, Ranma acts as if he had "Claws +3" modifier and may use Close Combat at a range of up to 20 yards. His personality becomes that of a territorial, playful and sleepy cat, with an extremely short attention span, and he may only be calmed by resting on the lap of someone he trusts for at least 2 panels. Wealth: 0 -He has some money, some clothes, and enough personal possessions to fill a big backpack, but that's pretty much it.< CHALLENGES-Temper (-1; although he is usually easy-going and friendly enough, Ranma does has a short fuse and is usually easy to piss off.) -Compulsion to stick-up for underdogs (-4; to him, it is a martial artist's duty to protect the common folks from monsters, thugs and supernatural forces) -Extreme Ailurophobia, or "Fear of Cats" (-4; Ranma is utterly and totally terrorized by cats, thanks to a bad experience in his past... due to his father. He will often flee in terror at the mere sight of one, and will sometimes faint if a cat surprises him and gets too close before he notices it. Should he find himself cornered by a cat with no way to escape, Ranma will suffer from galeanthropy (see Nekoken technique).) -Extreme Vanity (-1; Ranma sees himself as one of the greatest martial artists of all time, and though it may very well be true, he does love to brag about it quite often. His pride know few limits, and he even goes as far as to brag about his appearance as a girl.) -Refusal to take a life (-1; unless he has absolutely no choice and it is for the greater good, Ranma would never kill anyone. Except maybe... no... nothing.) -Obsession (-3; Ranma lives to exceed his own limits and beat any opponent. Should he ever fail in battle against someone, he will obsess about it, train like hell, study his opponent and do anything necessary to defeat him the next time he can arrange a rematch.) -Love (-2; although he hates to admit it, he cares deeply for his fiancee, Akane... a fact often used against him by his foes.) -Cursed (-1; Ranma fell victim to a curse a few years ago that makes him turn into a girl when in contact with cold water. This challenge is worth only one point, because since then, Ranma has more or less accepted his condition, although he occasionally tries to revert it.) -Cursed to be cursed (-5; whenever he attempts to revert his curse, sheer bad luck occurs and ruins his efforts inevitably, no matter how hard he tries.) EQUIPMENT-None
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Post by Stark on Jul 29, 2009 22:03:51 GMT -5
[glow=red,2,300] Mega Man XLeader of the Maverick Hunters[/glow] Other aliases: X Affiliation: Maverick Hunters (leader) Height: 5'10" Weight: 235 lbs Eye color: Blue Hair color: N/A Species: Android ABILITIESInt: 5 Str: 5 Agl: 4 Spd: 3 Dur: 5 HEALTH: 5 ENERGY: 18 REGEN: 10 ACTIONSClose Combat: 5 (Str.bonus or Wpn.modifier) -Hand-to-hand -Z-Saber -Improvised weapons -Self-Defense -Variable Weapon system Ranged Combat: 6 (Wpn.modifier) -X-Buster -Energy Weapons -Variable weapon system -Thrown Objects -Improvised weapons -Firearms Acrobatics: 4 (Agl.bonus) Technology: 5 (Int.bonus) -Repair: May use as Medical Healing, only works on robots/androids/powered armor and the like General Knowledge: 3 (Int.bonus) -Reploids & Mavericks -Sigma -Robotic technology Leadership: 4 Vehicle operations: 3 -Light vehicles -Speeders -Military vehicles Social Skills: 5 -Hero -Socialize -Persuade -Maverick Hunter -Intimidate MODIFIERSArtificial Emotions +5 -Act as Mental Defense Accelerated Self-Repair -Through Nanomachines Self-Contained Lifeform -Is an Android Photographic Memory Variable Weapon System/Power Copy -Some opponents that X defeats have a "special power" or "special weapon" that X can copy and store in his systems for his own use. Those weapons and powers may have many uses, be it offense, defense, additional mobility, etc. When copying said power, X copies it at the same AN and with the same options as the original user. -May store up to 8 Wespon systems/Powers at a time; may forget one to learn another. -The GM decides if a particular enemy's power or weapon is possible to copy, and informs X's player when and if said weapon or power is available for him to copy. Energy Battery 1 Deep Reserves 3 Reflexive Dodge +2 Toughness +3 -No 2x damage Targetting +1 Energy Defense +2 Enhanced Vision 5 -See in Darkness -Infrared Wealth: -1 -Is a robot, does not need possessions or money. CHALLENGES-Looking non-human (-4; obviously mechanical parts, is clearly an Android) -Won't break the law (-2; X follows his own code of honor as well as regular human laws and would rather not break them if he can help it.) -Compulsion to stick up for underdogs (-4; X would never let innocents suffer if he can do anything to help them.) -Conflicting interests (-3; he'd rather not have to fight and live a peaceful life... but somebody's gotta do it, and he's that somebody.) -Deadly enemies (-5; Sigma, Mavericks) -Duty (-3; as the leader of the Maverick Hunters, X often has to make difficult decisions that could or could not lead to the death of others.) EQUIPMENT-X-Buster (+1 to +4 Weapon, 2x damage, may deal normal or Stun damage, may be "charged" for one panel to become a +6, Armor Penetrating, 2x damage weapon the next panel.) -Emergency Acceleration System (allows X to "Dash"; this increases X's speed by 1 (from the GP, if it would cost a Red stone to do so) for 1 panel; can't be used in that way for 1 panel after that. It can also be used to perform a "Dash Jump", and thus can be activated to add 1 to an Acrobatics action to jump higher and/or farther.)
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Post by Stark on Jul 29, 2009 23:25:46 GMT -5
[glow=red,2,300] EARTHWORM JIM[/glow] Real Name: Jim Other aliases: None... except maybe "the Worm"? Hobby: Collecting snow globes Height: 6'3" (more or less 1' without the suit) Weight: 120 lbs (more or less 8 lbs without the suit) Eye color: Green Hair color: N/A Species: Super-suited, Altered Worm!!! ABILITIESInt: 5 -Rarely uses it. Unless it is absolutely vital, treat his Intelligence as being 2. Str: 7 Agl: 5 Spd: 5 Dur: 6 HEALTH: 6 ENERGY: 33 REGEN: 11 ACTIONSClose Combat: 6 (Str.bonus or Wpn.modifier) -Efficient -Hand-to-hand -Brawling -Every Martial Art ever known -Improvised weapons -Rubber chicken -Head-whipping Ranged Combat: 6 (Wpn.modifier) -Plasma Blaster -Thrown weapons -Thrown cows -Thrown fridges -Improvised weapons -Energy Weapons Acrobatics: 4 (Agl.bonus) Unstoppable: 7 (Str.bonus) -2x Damage, runs through anything of Hardness lower than AN -Generally used for comic reliefs (is scared, run through walls to escape object of his fear); AN is reduced to 5 when used for a serious/useful situation Bovine Airstrike: 10 -Jim contacts the higher powers through the Battery of the Gods inside his suit, and they answer by litterally dropping a few hundred cows in the area around him, smashing everything and everyone but him that did not seek cover (sufficient cover, that is). -2x damage, Area Effect (up to 100 yards of radius) -Causes a LOT of collateral damage, even more than normal Area Effects would -May only use this attack once per issue (thanks God) -Lots of animals were hurt in the making of this attack. Technology: 4 (Int.bonus) -Whacky gadgets Worm-copter: 2 -Using Jim as a propeller, the Supersuit can defy the laws of gravity. -As Fly, except that he may only use it to hover in place, to stop a fall or to glide Jump Rope: 1 (Agl.bonus) -Using Jim as the rope Vehicle operations: 5 -Pocket Rocket -Light vehicles -Motorcycles -Aircrafts -Starships Social Skills: 6 -Socialize -Humor -Bluff -Superhero -Groovy! -Eat dirt!!! MODIFIERSAccelerated Self-Repair -Through Nanomachines Self-Contained Lifeform -The Suit protects Jim from any environmental problems and provides air and life supports. Mental Defense +8 -He's completely INSANE! You don't wanna get into his mind. Reflexive Dodge +2 Toughness +5 -No AP -No 2x Damage Energy Battery 5 -There IS a "Battery of the Gods" in that suit, you know? Deep Reserves 2 Targetting +1 Head-whip +2 -Like claws; the suit can use Jim as a whip-like weapon. Doing this, he can attack opponents up to 10ft away. Power Boost Overdrive +3 -Jim can activate this system to expand his suit's muscles to an incredibly sexy and powerful state, at the cost of mobility... and looking darn silly. This gives him this modifier as a bonus to his Strength and Durability... at the cost of reducing his Agility and Speed to 1, his Reflexive Dodge to 0 and keep him from using Acrobatics. He can't pilot his Pocket Rocket due to his muscles taking too much space (no pun intended). On the other hand, he may use his full Unstoppable AN while Overdrived. Jim can remain in that state for 10 panels per day/issue, whichever comes first. CHALLENGES-Looking non-human (-4; he's a mutated worm inside of a Supersuit!) -Freakin' Insane (-5; he's not only insane, he's freakin' insane. Just speak with him for a minute. You'll understand.) -Compulsion to stick up for underdogs (-4; "I'm... a superhero!") -Deadly Enemies (-5; varied; Evil the Cat, Psycrow, Queen Slug-For-A-Butt, Professor Monkey-For-A-Head, Bob the Goldfish, Chuck and Fifi...etc.) -Extreme Vanity (-1; Jim often takes credit for saving the day when it is obvious that the world is still safe only through sheer luck.) -Clumsy as hell (-1) EQUIPMENT- The "Ultra-high-tech-indestructible-super-space-cyber-suit", or Super Suit for short : This is the suit that gives Jim all of his powers and that makes him able to be... a superhero! Claimed to be one of the most powerful weapon in the Galaxy, it is powered by the infinite energy of the Battery of the Gods, and is Self-Sentient to some extent. Amusingly enough, it seems to have delopped a liking for Jim, and considers him his rightful owner, even if it was built by Professor Monkey-For-An-Head to give to the evil queen Slug-For-A-Butt. The Super Suit is pretty much indestructible, although it can be "defeated"... and it is important to note that it wears white boxers with red hearts underneath its white pants. Jim can only be taken out of the suit if he is defeated. - The Plasma Blaster: Carried and only usable by the Super Suit's wielder, the Plasma Blaster is a devastating weapon of mass destruction at best... and a kid's toy at worst. It is Indestructible, has unlimited ammo, can fire underwater or in space without any ill effects and has five settings: 1) Merciful: This fires bolts of static electricity, shocking the target instead of annihilating it. +2 Weapon, range: 4, Deals stun damage only. 2) Deadly: This is the normal setting. Regular plasma bolts, act as a +3 weapon, 2x damage, range 5. 3) ...the Hell?: This is the kid's toy setting. At this setting, the Plasma Blaster fires lotsa soap bubbles. Have fun. 4) Home-Ing: This setting fires strangely-shaped (like a house... HOME-ing missiles) missiles that follow the target until they hit it and explode. +4, Armor Penetration, ignore 2 points of Reflexive Dodge, but cannot follow a target with no body heat. Range: Line of sight. 5) You gotta be Kidding!: This is the ultimate setting, a +5, AP, 3x damage, Collateral Damage, Range: 6. Basically, it fires a huge plasma blast that obliterates anything in its path. When using this setting, Jim cannot use any setting other than "...the Hell?" for 3 panels. -The Pocket Rocket: This single-person spacecraft is Jim's main means of transportation, and has the particularity of being able to fit in his pocket (possibly through the use of spme pocket dimension technology or another), hence its name. It looks pretty much like a massive turbine engine with handle bars. The Rocket has a Difficulty and Resistance of 3 to operate, and can reach Flight speeds of 10+, or up to 7 if within planetary atmosphere. -------------------------------------------------------------------------------- Jim (if he's ever taken out of the suit for some reason) Int: 5 -Rarely uses it. Unless it is absolutely vital, treat his Intelligence as being 2. Str: 1 Agl: 1 Spd: 1 Dur: 1 HEALTH: 1 ENERGY: 3 REGEN: 1 ACTIONSClose Combat: 1 (Str.bonus) -Biting Acrobatics: 1 (Agl.bonus) Social Skills: 3 -Socialize -Humor -Groovy! MODIFIERSMental Defense +8 -He's completely INSANE! You don't wanna get into his mind.
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Post by Stark on Aug 21, 2009 1:08:39 GMT -5
[glow=red,2,300] CAMILLA "CID" IRENE DENVERS[/glow] (Just picture her with red hair, and she pretty much looks like Camilla.) Real Name: Camilla Irene Denvers Other aliases: Cam, Cid, Mia Age: 16 Height: 4'9" Weight: 91 lbs Eye color: Green Hair color: Red Species: Human ABILITIESInt: 4 Str: 1 Agl: 2 Spd: 2 Dur: 2 HP: 6 (3 hp/white stone of Health) ENERGY: 8(i) REGEN: 4 ACTIONS Close Combat: 1 (Agl.bonus or Wpn.modifier) -Book smash!! Ranged Combat: 1 (Wpn.modifier) -Thrown objects Acrobatics: 1 (Str. and Agl. bonus) Thieving: 2 (Agl.bonus) -Pickpocket -Stealth General Knowledge: 4 (Int.bonus) -Efficient -Obscure facts -The Occult -Myths and legends -Astronomy Social Skills: 5 -Socialize -Charm/Be cute -Persuade -Humor -French/Spanish MODIFIERS Reflexive Dodge +2 Mental Defense +2 Wealth: 2 -Comes from a wealthy family; most kids wish to have half as much things as she has. CHALLENGES-Innocent (-2; Camilla is a kind, very trusting girl, sometimes too much for her own good.) -Inferiority complex (-2; Camilla does not think too highly of her own skills, considering herself as not as good as she could have been, and this no matter how skilled she may be.) -Shortsighted (-1; must wear glasses; y'know, the cute round kind?) -Obsession (-3; quest for knowledge and power... literally. Camilla truly believes that knowledge is power, and if she had more power, she'd maybe trust her skills a bit more, and she could protect those she likes. She's always trying to learn more and more, always seeking to know more than others if she can help it.) -Selfless (-1; Camilla is always willing to help others, even if it causes her trouble. She wouldn't think twice about sharing her lunch with someone who has nothing to eat, for example, even if she was really hungry.) -Clumsy (-1; for all her qualities, Camilla is a bit clumsy, often tripping for no good reason or spilling coffee on her new dress by accident.) EQUIPMENT• Torso: School Uniform (no effect; standard Stewart High school uniform) • Right Arm: Heavy book (+1 weapon; Astronomy Compendium by E. Wallace, "The Stars and their secrets") • Left Arm: Nothing • Legs: School Skirt (no effect; standard Stewart High school mid-length skirt) • Feet: Black shoes (no effect,; standard Stewart High school girl shoes) • Accessory: Pink Bracelet (no effect; very popular among the girls of Stewart High) -School Backpack -Purse -Several other books (include school subjects books, but also other obscure books about Mythology and legends) -------------------------------------------------------------------------------- STORY: Camilla Irene Denvers, known as Cam by most, Mia by some and "Cid" by her closest friends, is the youngest child of one of the wealthiest families of London. A little genius, she had little problem learning other languages, or mastering the mysteries of mathematics, much to the envy of her fellow classmates. Soon, she was admitted in one of the best High Schools England had to offer, the famous Stewart High School, where only the most gifted and smartest children were allowed to study. Camilla proved to be skilled not only in academics, but also at most sports that didn't require too much physical strength, for while she was quick and nimble, she was a bit frail and couldn't throw a punch to save her life. On the other hand, she was a very healthy girl in an unusually good shape for her age, and who needed to throw a punch when she carried extra-heavy books with her with which she could smash the head of any idiot foolish enough to bother her? But her real passion was neither academics nor sports, but myths... legends... and astronomy. She loved to believe that beyond the stars, she could find another world... a world of her own, which she could explore someday. She loved to believe that if she became smart enough and studied enough, she'd find a way to get beyond those stars, into that new world, where she would find all those myths and legends she's always been dreaming to see. Her father, Maxwell Denvers, was a renowned neurosurgeon, who loved "his little angel" very much, but wasn't home very often, and her mother, Virginia, was a very popular author and novel writer who was a bit less talkative than her father, so Camilla spent most of her time at home with her two older brothers, Kyle and Anthony. This made her a bit more independent, but it helped little in making her confident in her abilities, as she was always "the small little sister" of her family. She was a bit sad that she couldn't see her parents as often as she'd want, but she loved them nonetheless... and reading her mother's novels made her feel always a bit closer to her. A bit clumsy and not so lucky, Camilla never had a boyfriend, because those few boys who were interested in her all thought that she already had a boyfriend... and so nobody asked her out at all. Not being particularly attentive to what happened around her, Camilla never noticed that fact and thought that they simply weren't interested. The irony!
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Post by Stark on Aug 21, 2009 1:27:11 GMT -5
[glow=red,2,300] THE BLACK KNIGHT[/glow] Real Name: Dane Whitman Other aliases: Sir Dane Whitman, The Pendragon Occupation: Scientist, Adventurer, Reserve member of the Avengers, Champion of Avalon and the Lady of the Lake Height: 6'0" Weight: 190lbs Eyes color: Brown Hair color: Brown Species: Human ABILITIESInt: 4 Str: 3/7 (when using the Photonic Sword to enhance his Strength) Agl: 3 Spd: 2 Dur: 3 HEALTH: 3 ENERGY: 12/15 (when wearing the Black Knight armor) REGEN: 7/8 (when wearing the Black Knight armor) ACTIONSClose Combat: 6 (Str.bonus or Wpn.modifier) -Efficient -Master Duelist (when facing, in close quarters, a single or two opponents at most, the Black Knight receives a +2 bonus from GP to his Close Combat) -Swordfighting -Hand-to-Hand -Fighting from Horseback -Lance -Martial Arts -Trained by Captain America Ranged Combat: 4 (Wpn.modifier) -Energy Rays -Bow -Thrown objects -Firearms Horsemanship: 6 Mastery of Magic: 5 -Accumulate Energy -Does not require one panel to use Magical Healing: 3 General Knowledge: 4 (Int.bonus) -Medieval Era -The Black Knight's ancestors -The Occult -Various Knight orders Technology/Inventing: 5/1 (Int.bonus) Genetic Engineering: 2 (Int.bonus) Social Skills/Leadership: 4 -The Black Knight -Avenger -Chivalry -Scientific Community MODIFIERSEnergy Battery 1 Reflexive Dodge +2 Mental Defense +4 Magical Defense +5 Enhanced Vision 6 -Look past the mundane (see through illusions) -See and feel Magic and magical properties Wealth: 5 -In addition to his family's castle in England and his magical possessions CHALLENGES-Compulsion to stick up for underdog (-3; Dane is a hero, and he's ready to fight to protect the weak and those in need whenever it is necessary.) -Haunted past (-2; although it isn't his own past, some of his ancestors have committed several atrocities and a few murders in their lifetimes, and Whitman tries to atone for his family's past sins.) -Duty (-3; Dane Whitman is the champion of Avalon and the Lady of the Lake, on Earth or anywhere else.) -Love (-1; Whitman is the fiancé of Sersi, a black haired beauty, an Eternal and fellow member of the Avengers. They love and care for each other deeply, and some of their foes sometimes try to use this against one another.) -Knight's Code of Honor (-3; as a true Knight and the champion of Avalon, Dane Withman abides to a special code of honor based on that of the Knights of the Round Table themselves. He refuses to lie, to leave a friend behind if he can do anything to help him, and refuses to attack a foe that isn't ready and able to defend himself. He's not stupid, however, and will defend himself if he believes a foe is simply pretending to be defenseless, but if he has any good reason to believe an opponent isn't able to defend himself, he won't attack.) EQUIPMENT-Black Knight's Necklace (this is actually a magical necklace that holds the Armor, the Shield, and the swords of the Black Knight at the ready whenever he needs them. All he needs is to say the word "Avalon" while thinking about what pieces of equipment he wants, and they automatically appear at the ready [the armor already on, and sword and shield in his hands, for example]. Only Whitman himself or a member of his family can take the necklace off, and it can hold up to 3 swords at once, the Black Knight's armor and the Shield of Night. Right now, he has two swords in it, the Sword of Light and the Ebony Blade.) -Black Knight's Armor (+3 Defense, Grants wielder a basic Healing Factor when worn, as well as +1 in Energy Battery, Virtually Indestructible, Collapsible [turns along with Dane's weapons and shield into a necklace, and can be summoned back on by saying the word "Avalon"]) -The Ebony Blade (+5; Mystical AP [Ignores "No Armor Penetration" modifiers, unless the target is made of Adamantium, Vibranium, Uru, and similar mystical and/or Indestructible materials], +5 to Magical Defense, may be used for one panel specifically to absorb Energy, in which case it acts like Energy/Absorption/Reflection of AN 5 [except that the energy must be redirected next panel or lost], but cannot be used in any other way; also gets a +5 bonus to cut through Magical Force Fields [in addition, the Field is broken for good if the Defense bonus it grants is under 5], Collapsible, Indestructible. The true wielder of the blade can be injured, but cannot be killed as long as the blade is in his possession [in other words, Dane simply cannot be killed as long as the Blade will be his, as he cannot lose his last red stone of Health], which in turn makes him immune to "all or nothing" attacks that kill instantly, like a poison gas or something similar. Just like the Black Knight armor, this weapon turns along with Dane's other weapons and shield into a necklace, and can be summoned back on by saying the word "Avalon". In addition, no matter its location, Dane can teleport next to it by using a ritual through Mastery of Magic. It once was cursed, but it was cleansed in the Brazier of Truth by Withman and Doctor Strange. Dane Withman is very reluctant to use it to kill, because it could taint the sword again and resume its curse.) -Photonic Sword (+4, AP; deals Stun damage VS living beings; this blade, invented by Whitman himself, looks and works very similarly to a lightsaber from Star Wars, cutting effortlessly through most objects. However, when used against a living being, the sword delivers a massive jolt to the target's central nervous system, incapacitating instead of killing. This allows him to effortlessly cut through obstacles and through an opponent's armor, and still be able to spare the victim's life, and as such, is one of Whitman's favorite weapons. In addition, Dane can reverse the energy of his blade to power his arm, making him temporarily much stronger with that arm at the cost of not being able to use the Photonic Sword for anything else [+4 to Strength]. Unlike his other weapons, his shield and his armor, the Photonic Sword is neither collapsible nor indestructible, but Whitman has a few of those both in Castle Garrett and in the Avengers HQ. He usually has one of those on him at all times, just in case.) -Sword of Light (+5; Indestructible, Collapsible, may fire energy beams from the energy absorbed by the Shield of Night. This sword is Whitman's favored weapon and was given to him by the Lady of the Lake when she made him her champion on Earth. Like the rest of the Black Knight's equipment, it turns into a simple necklace when he doesn't need it and can be summoned back by saying "Avalon".) -Nathaniel Garret's Power Lance (+3 weapon; can fire Heat Beams [+6 Heat Blast, Range 2], Ionic Blasts [+4, Area Effect, Range 2], Bolo cables [+2 weapon, Range 2, entangle opponent, D: 1 R:5 to escape], Buzz Discs [red-hot metal discs that attach to objects and drain their electrical energy, Range 3, draisn 6 stones per panel, duration: 6 panels], and holds a concealed .45 Machine Gun [+4, 2x damage]. Like most of his weapons, his shield and his armor, Dane can summon this weapon at will by saying "Avalon".) -Shield of Night (+4 to Defense, Collapsible, Indestructible; also given to Whitman by the Lady of the Lake, this shield can absorb an Energy attack of up to 8 stones that can then be redirected through the Sword of Light as a blast of pure energy. Like the rest of his equipment, the Shield turn into a necklace when not needed and can be summoned by saying "Avalon".) -Avengers Communicard -Strider (A majestic, mystical winged horse, Strider carries his wielder in battle without a single hint of fear. Int: 2, Str: 3, Agl: 3, Spd: 3, Dur: 4; Close Combat: 3 [Str.bonus], Flight: 7, Hooves +2 [as Claws]; Reflexive Dodge +3, Magical Defense +5, Self-Contained Lifeform [also grants this modifier to Whitman when he's mounting it], Immune to Fear. Strider can be verbally summoned from/sent to Avalon at will. Although it technically can die, it will be reborn in Avalon and can be summoned again one day after his "death". Strider is even smarter than he seems, and may understand complex commands from Whitman.) -Castle Garrett, in England -Highly advanced technological instruments (as needed) ============================================== STORY: Dane Whitman was born in Gloucester, Massachusetts and is best known as the modern-day Black Knight, continuing a legacy that began in medieval England. The first Black Knight, Whitman's ancestor Sir Percy of Scandia, lived during the reign of King Arthur. Percy's murder at the hand of his nemesis Modred began a string of successors, all of them Percy's descendants. It was revived by Whitman's uncle Nathan Garrett, who became the supervillain Black Knight II. After being mortally wounded during a battle with Iron Man, he escaped to his estate, summoned his nephew to confess his crimes, and asked him to restore honor to their family legacy and atone for Garrett's misdeeds. Whitman accepted, initially using his uncles armor and weapons to fight crime and protect those in need, becoming the new Black Knight himself. His first encounter with the Avengers resulted in a fight, as the heroes mistook him for his uncle, but the misunderstanding was soon resolved along with the short battle. Dane was later asked to join the group, and would be an on and off, both full time and reserve member of the team, even leading it once in a while. The young man was a true adventurer and hero, joining the Defenders for a while, and becoming one of the only close friends of the mysterious Doctor Strange, fighting the supernatural to his side more than once. After a few misadventures such as being turned to stone by a kiss from the Asgardian goddess Enchantress, and returning to the 12th century where he became the Champion of Avalon and of the Lady of the Lake, Whitman returned to the present and found true love in Sersi, an Eternal. Now more a hero than ever before, the Black Knight rides the skies of New York and England once more, fighting, like a true Knight, for justice and freedom. As Dane Whitman was attempting an experience in his laboratory in Castle Garrett, he noticed a strange anomaly in the energy readings of his computers that seemed to be related to dimensional travels. To the untrained eye, it seemed like a very unusual physical phenomenon, but Whitman knew better. For having trained under Stephen Strange, Merlin himself and the Lady of the Lake in the dark arts, he was fully aware that this was quite probably not a physical phenomenon at all... rather a magical one, and he needed to know more about it. Only one person could help him with this all... so Whitman headed for Greenwich Village to meet his old friend.
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Post by Stark on Aug 24, 2009 15:15:18 GMT -5
[glow=red,2,300] DOCTOR VENKMAN[/glow] Real Name: Peter Venkman Occupation: Scientist, Parapsychologist, Ghostbuster Origin: Brooklyn, New York Date of birth: 25 October 1954 Age: 30 Height: 5'10" Weight: 169lbs Eye color: Black Hair color: Black Species: Human ABILITIESInt: 4 Str: 2 Agl: 2 Spd: 1 Dur: 2 HEALTH: 2 ENERGY: 14(i) REGEN: 6 ACTIONSClose Combat: 2 (Str.bonus or Wpn.modifier) -Hand-to-Hand -Trained by Winston Zeddemore Ranged combat: 4 (Wpn.modifier) -Neutrino Wand -Thrown object -Ghostbuster gadjets -Handguns Acrobatics: 1 (Agl.bonus) Thieving: 2 (Agl.bonus) -Stealth -Search room Parapsychology: 4 (Int.bonus) -Paranormal phenomenon -Psychic abilities -Life after death -Parapsychology technology Inventing: 2 (Int.bonus) -Ghostbusters devices -Technology requirement met by Parapsychology instead Vehicle operations: 2 -Light vehicles -Ecto-1 Leadership: 3 Social Skills: 5 -Ghostbuster -Front man -Sarcasm -Charm -Boast MODIFIERSEnergy Battery 2 Deep Reserves +2 Reflexive Dodge +2 Mental defense +3 Targeting +1 Wealth: 2 CHALLENGES-Flippant (-2; sometimes it is amazing how such a nonchalant and glib person could get any kind of Ph.D at all or even less become the unofficial leader of the most popular team of ghost hunters.) -Womanizer (-2; Peter Venkman's almost obsessed with the fairer sex. It could become distracting at times.) -Extreme vanity (-1; Venkman has a very high opinion of himself, and will let no one forget it.) -Haunted past (-1; Peter's relationship with his father, Charlie Venkman, was never too good, for the man was a negligent and even manipulative father. It doesn't trouble him too often, as he tries to not be in contact with him too often, but it still bothers him once in a while.) EQUIPMENT-Ghostbuster Jumpsuit (+1 defense, resistant to extreme temperatures [+3 Energy Defense VS Cold and Heat, including Fire and Ice to some extent]) -Neutrino Wand (+3 weapon, Range: 3; only deals Stun damage, 2x damage VS Ghosts and Phased opponents, may be used to move a target by 2 yards/stone of damage instead of dealing stun damage; and may be used to hold target in place as per an Entangle attack instead of dealing stun damage. This weapon, also called "Proton Gun", is linked to the Proton Pack, and together with said Pack is referred to as "Positron Collider". It is the main weapon of the Ghostbusters against ghosts, allowing them to stop a ghost in its tracks, move them inside a ghost trap's range, and hold them there until the ghost trap has done its job. It can also stun living beings, but that is another matter. NOTE: Crossing the proton streams is extremely dangerous and not recommended. When doing so, the power of each Neutrino Wand is increased to a +6 weapon, but a single white stone per 5 stones in the attack must be added to the red stones in a bag, and a stone must be drawn. If the stone drawn is a white stone, it results in an Area Effect attack equal to the attack made to everything surrounding the very point where the streams met, resulting in mass destruction. Therefore, it is very powerful against stronger ghosts, but it is extremely dangerous to use, therfore the Ghostbusters seldom do so.) -Proton Pack (this backpack-sized particle accelerator is worn on the back, and it is what powers the Neutrino wand. It can fire at full strength for 30 panels before needing to be recharged either at the Ghostbusters HQ or in Ecto-1 (in which case only a single Proton Pack can be recharged at a time, a process that takes approximately one hour).
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Post by Stark on Aug 24, 2009 19:19:50 GMT -5
[glow=red,2,300] DOCTOR "RAY" STANTZ[/glow] Real Name: Raymond "Ray" Stantz Other aliases: Thurman Occupation: Physicist, Parapsychologist, Ghostbuster Origin: Bronx, New York Date of birth: 13 October 1959 Age: 25 Height: 5'9" Weight: 174 lbs Eye color: Brown Hair color: Brown Species: Human ABILITIESInt: 5 Str: 2 Agl: 1 Spd: 1 Dur: 2 HEALTH: 2 ENERGY: 13(i) REGEN: 5 ACTIONSClose Combat: 2 (Str.bonus or Wpn.modifier) -Hand-to-Hand -Trained by Winston Zeddemore Ranged combat: 3 (Wpn.modifier) -Neutrino Wand -Thrown object -Ghostbuster gadjets Acrobatics: 1 (Agl.bonus) Parapsychology: 5 (Int.bonus) -Paranormal phenomenon -Psychic abilities -Life after death -Parapsychology technology -Near Death Experiences General Knowledge: 4 (Int.bonus) -Metallurgy -The Bible -Agnosticism -Physics Inventing: 3 (Int.bonus) -Ghostbusters devices -Technology requirement met by Parapsychology instead Vehicle operations: 2 -Light vehicles -Small planes Social Skills: 4 -Socialize -Ghostbuster -Humor -Scientific community MODIFIERSEnergy Battery 1 Reflexive Dodge +2 Mental defense +2 Targeting +1 Wealth: 2 CHALLENGES-Childlike enthusiasm (-1; Ray is possibly the most childish of the four Ghostbusters when it's about his job. To him, it's all about fun, adventures and playing the hero, and people tend to wonder about just how serious he really is about it all.) -Clown (-1; even in the direst situations, Ray will usually have something funny in mind. And at times, it can be irritating... if now downright dangerous. Giant stay puft marshmallow man, anyone?) EQUIPMENT-Ghostbuster Jumpsuit (+1 defense, resistant to extreme temperatures [+3 Energy Defense VS Cold and Heat, including Fire and Ice to some extent]) -Neutrino Wand (+3 weapon, Range: 3; only deals Stun damage, 2x damage VS Ghosts and Phased opponents, may be used to move a target by 2 yards/stone of damage instead of dealing stun damage; and may be used to hold target in place as per an Entangle attack instead of dealing stun damage. This weapon, also called "Proton Gun", is linked to the Proton Pack, and together with said Pack is referred to as "Positron Collider". It is the main weapon of the Ghostbusters against ghosts, allowing them to stop a ghost in its tracks, move them inside a ghost trap's range, and hold them there until the ghost trap has done its job. It can also stun living beings, but that is another matter. NOTE: Crossing the proton streams is extremely dangerous and not recommended. When doing so, the power of each Neutrino Wand is increased to a +6 weapon, but a single white stone per 5 stones in the attack must be added to the red stones in a bag, and a stone must be drawn. If the stone drawn is a white stone, it results in an Area Effect attack equal to the attack made to everything surrounding the very point where the streams met, resulting in mass destruction. Therefore, it is very powerful against stronger ghosts, but it is extremely dangerous to use, therfore the Ghostbusters seldom do so.) -Proton Pack (this backpack-sized particle accelerator is worn on the back, and it is what powers the Neutrino wand. It can fire at full strength for 30 panels before needing to be recharged either at the Ghostbusters HQ or in Ecto-1 (in which case only a single Proton Pack can be recharged at a time, a process that takes approximately one hour). -Ecto-Goggles (also known as Spectro-Visors, allows the wearer to visually trace P.K.E readings [Psycho-Kinetic Energy], allowing the wearer to see invisible ghosts and track them within a visible field of search. In game terms, it grants the wearer an Enhanced Vision 6 [See Invisible Ghosts, Detect P.K.E].)
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Post by Stark on Aug 24, 2009 19:20:06 GMT -5
[glow=red,2,300] DOCTOR SPENGLER[/glow] Real Name: Egon Spengler Occupation: Scientist, Parapsychologist, Ghostbuster Origin: Ohio Date of birth: 21 November 1957 Age: 27 Height: 6'0" Weight: 152 lbs Eye color: Black Hair color: Black Species: Human ABILITIESInt: 7 Str: 1 Agl: 2 Spd: 1 Dur: 1 HEALTH: 1 ENERGY: 14(i) REGEN: 7 ACTIONSClose Combat: 1 (Agl.bonus or Wpn.modifier) -Trained by Winston Zeddemore Ranged combat: 3 (Wpn.modifier) -Neutrino Wand -Thrown object -Ghostbuster gadjets Acrobatics: 1 (Str.bonus) Parapsychology: 6 (Int.bonus) -Efficient -Paranormal phenomenon -Psychic abilities -Life after death -Parapsychology technology -Near Death Experience -Paranormal/Quantum science Inventing: 5 (Int.bonus) -Ghostbusters devices -Technology requirement met by Parapsychology instead General Knowledge: 3 (Int.bonus) -Efficient -Spores, molds and fungus -Various sciences -Witchcraft and rituals Mastery of Magic: 3 (Int.bonus) -Very reluctant to use (considers magic to be strongly irrelevent, despite being skilled in its use) Vehicle operations: 1 -Light vehicles Social Skills: 3 -Ghostbuster -Scientific community -Awkward MODIFIERSReflexive Dodge +1 Mental defense +4 Magical Defense +3 Targeting +1 Wealth: 2 CHALLENGES-Laconic (-1; Spengler does not speak much, and when he does, he wastes no time in lengthy explanations, except perhaps when asked about quantum science or his studies in paranormal phenomenons. Because of that, he often seems to not be interested in speaking with others... while he actually is simply not good at it.) -Naive (-1; for all his intelligence, Spengler is kind of easy to fool and will have trouble realizing when people are making fun of him.) -Awkward (-2; Spengler is seriously lacking in social ability and will often have trouble speaking with others, explaining his opinion or even simply discussing for discussion's sake. Most of the time, he will need Peter or Ray to speak for himself. This gets worse when it comes to his love interest, the Ghostbusters' secretary, Janine Melnitz.) -Sugar junkie (-1; Spengler LOVES sweets, and will often be eating candies like Twinkies and Nestle Crunch bars for just about any reason.) -Haunted past (-2; kind of... When he was younger, Egon accidentally burned down his family's garage; until recently, his father never recognized his job as "worth [his] son's intellect" until he got a proof that ghosts were real; and Spengler also thinks of his family's history of witchcraft to be somewhat bothersome from his viewpoint.) -Bordering on insanity (-2; although he is mostly sane most of the time, Egon Spengler is definitely an "eccentric" genius, having once almost attempted self-trepanation before Peter Venkman stopped him. Sometimes Spengler will attempt things that simply aren't supposed to be attempted according to a normal human's mind.) EQUIPMENT-Ghostbuster Jumpsuit (+1 defense, resistant to extreme temperatures [+3 Energy Defense VS Cold and Heat, including Fire and Ice to some extent]) -Neutrino Wand (+3 weapon, Range: 3; only deals Stun damage, 2x damage VS Ghosts and Phased opponents, may be used to move a target by 2 yards/stone of damage instead of dealing stun damage; and may be used to hold target in place as per an Entangle attack instead of dealing stun damage. This weapon, also called "Proton Gun", is linked to the Proton Pack, and together with said Pack is referred to as "Positron Collider". It is the main weapon of the Ghostbusters against ghosts, allowing them to stop a ghost in its tracks, move them inside a ghost trap's range, and hold them there until the ghost trap has done its job. It can also stun living beings, but that is another matter. NOTE: Crossing the proton streams is extremely dangerous and not recommended. When doing so, the power of each Neutrino Wand is increased to a +6 weapon, but a single white stone per 5 stones in the attack must be added to the red stones in a bag, and a stone must be drawn. If the stone drawn is a white stone, it results in an Area Effect attack equal to the attack made to everything surrounding the very point where the streams met, resulting in mass destruction. Therefore, it is very powerful against stronger ghosts, but it is extremely dangerous to use, therfore the Ghostbusters seldom do so.) -Proton Pack (this backpack-sized particle accelerator is worn on the back, and it is what powers the Neutrino wand. It can fire at full strength for 30 panels before needing to be recharged either at the Ghostbusters HQ or in Ecto-1 (in which case only a single Proton Pack can be recharged at a time, a process that takes approximately one hour). -PKE Meter (an handheld device that allows measurement of P.K.E [Psycho-Kinetic Energy] in a given area. It takes a panel to make a reading with it. In game terms, the PKE Meter has four levels of warning; the first has a very low amount of PKE or none at all, meaning no ghost has been around the nearby area in a very long time... the second has a low amount, meaning that either a ghost was there a long time ago [more than a few days] or is nearby, but not in the immediate area [in the same city block, three floors above, etc]; the third has a high amount of PKE, which means either a ghost was there not long ago or is pretty close, and the fourth reading has a very high amount of PKE [sometimes through the roof], meaning... well... often that there's a ghost right behind you, or something equally troublesome.)
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Post by Stark on Aug 24, 2009 19:20:38 GMT -5
[glow=red,2,300] ZEDDEMORE[/glow] Real Name: Winston Zeddemore Occupation: Former Marine, Former Construction Worker, Ghostbuster Origin: Brooklyn, New York Date of birth: 2 May 1953 Age: 31 Height: 5'11" Weight: 172 lbs Eye color: Black Hair color: Black Species: Human ABILITIESInt: 3 Str: 2 Agl: 2 Spd: 2 Dur: 3 HEALTH: 3 ENERGY: 15 REGEN: 7 ACTIONSClose Combat: 4 (Str.bonus or Wpn.modifier) -Hand-to-Hand -Martial Arts -Knife -Military Training Ranged combat: 5 (Wpn.modifier) -Neutrino Wand -Thrown object -Ghostbuster gadjets -Handguns -Automatic firearms Acrobatics: 3 (Agl.bonus) Black Ops: 5 -Stealth -Communications -Tactics -Surveillance -Escape artist Vehicle operations: 4 -Light vehicles -Ecto-1 -Aircraft -Military vehicles Technology: 4 (Int.bonus) -Repairs and maintenance General Knowledge: 4 (Int.bonus) -Mystery novels -Baseball -Classical litterature -Egyptology Construction Worker: 3 (Int.bonus) -Plans -Building -Repairs Social Skills: 4 -Socialize -Intimidate -Ghostbuster -Voice of Reason MODIFIERSRapid Regeneration Energy Battery 2 Deep Reserves +3 Reflexive Dodge +2 Toughness +1 Mental defense +2 Targeting +2 Wealth: 2 CHALLENGES-Minority (-1; Winston is afro-american, and as much as people like to claim that they aren't racist, it is still a fact that sometimes, people will look down on him for that reason.) -Supernatural duty (-2; apparently, Zeddemore is the reincarnation of Shima Buku, a shaman in war with an immortal demon known as the Undying One.) EQUIPMENT-Service Handgun (+2, 2x damage, range: 4; rarely carried) -Ghostbuster Jumpsuit (+1 defense, resistant to extreme temperatures [+3 Energy Defense VS Cold and Heat, including Fire and Ice to some extent]) -Neutrino Wand (+3 weapon, Range: 3; only deals Stun damage, 2x damage VS Ghosts and Phased opponents, may be used to move a target by 2 yards/stone of damage instead of dealing stun damage; and may be used to hold target in place as per an Entangle attack instead of dealing stun damage. This weapon, also called "Proton Gun", is linked to the Proton Pack, and together with said Pack is referred to as "Positron Collider". It is the main weapon of the Ghostbusters against ghosts, allowing them to stop a ghost in its tracks, move them inside a ghost trap's range, and hold them there until the ghost trap has done its job. It can also stun living beings, but that is another matter. NOTE: Crossing the proton streams is extremely dangerous and not recommended. When doing so, the power of each Neutrino Wand is increased to a +6 weapon, but a single white stone per 5 stones in the attack must be added to the red stones in a bag, and a stone must be drawn. If the stone drawn is a white stone, it results in an Area Effect attack equal to the attack made to everything surrounding the very point where the streams met, resulting in mass destruction. Therefore, it is very powerful against stronger ghosts, but it is extremely dangerous to use, therfore the Ghostbusters seldom do so.) -Proton Pack (this backpack-sized particle accelerator is worn on the back, and it is what powers the Neutrino wand. It can fire at full strength for 30 panels before needing to be recharged either at the Ghostbusters HQ or in Ecto-1 (in which case only a single Proton Pack can be recharged at a time, a process that takes approximately one hour).
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Post by Stark on Aug 24, 2009 22:10:32 GMT -5
[glow=red,2,300]ADDITIONAL EQUIPMENT[/glow]The Ecto Trap, or "Ghost Trap": These are strange box-like devices with a split, hinged lid, remote-controlled by a simple pedal switch, attached to the end of the box by a long cable. Invented, like most of the Ghostbusters' equipment, by Egon Spengler, these Traps are the only way to capture a ghost for good. When activated, its lid opens, and a force field draws the ghost inside it until it is trapped once and for all. The ghost to be drained must be within 2 yards of the Ghost Trap to be within the area of effect of the field, and it must either be tricked to go there or thrown in it by the use of the Neutrino Wands. Also, Spengler recommended to his comrades to not look directly at the trap when it is activated. In game terms, every panel a ghost spends within the field drains a virtual white stone of Health from the ghost. When no white stone is left, the ghost is absorbed within the trap and is caught as the trap shuts itself close. In other words, the higher Durability (and thus Health) a Ghost has, the harder it is to catch it with a Ghost Trap. A Ghost Trap may hold more than one Ghost, as long as the total amount of Ghosts trapped in do not exceed the Trap's maximum Durability limit. A trap that is opened to catch another ghost when another is already in must be closed after 3 panels at most, or else the previous ghost can escape. Also, if an Ecto Trap is destroyed, cut in half or whatever, all ghosts trapped within it can flee. Looking directly at an opened Ghost Trap blinds a person for 3 panels (-2 to all actions requiring visual contact), but it isn't dangerous to be in the area of effect when it is activated if one is a human (except if there's a ghost being absorbed in the vortex, as the ghost can still attack you as it spins towards its end!). Setting a trap requires an action and takes 1 panel (to both set it and get a safe distance away from it). The user can be as much as 10 yards away from the trap and still be able to activate it thanks to the long cable attached to it. Several types of Ecto Traps exist, with a different capacity for each, with some able to drain more Health stones per panel from ghosts (although those are rare and very difficult and time-consumming to replace). - Basic Ecto Trap: Can hold a ghost of up to Dur 2 within (as 70% of the ghosts are of Dur 2 or lower), or two Ghosts of Dur 1. (Requires one hour of work for the Ghostbusters to create, and at least 4 stones in Inventing per hour. Spengler, Venkman and Stantz are all capable of making those.)
- Greater Ecto Trap: Can hold a ghost of up to Dur 3, or more ghosts of lower Dur up to the max of 3. (Requires 3 hours of work for the Ghostbusters to create, and at least 6 stones in Inventing per hour. Spengler, Venkman and Stantz are all capable of making those.)
- Superior Ecto Trap: Can hold a single ghost of up to Dur 5, or more ghosts of lower Dur up to the max of 5. (Requires 5 hours of work for Spengler to create, and at least 10 stones in Inventing per hour. Spengler is the ony one capable of making those.)
- Master Ecto Trap: Can hold a single ghost of up to Dur 6, or more ghosts of lower Dur up to the max of 6. (Requires 6 hours of work for Spengler to create, and at least 12 stones in Inventing per hour. Spengler is the ony one capable of making those.)
In any case, making a trap that can drain 2 Health per panel from a ghost requires twice as much time to create. The Ghost busters have a very large amount of Basic and a good quantity of Greater Ghost Traps available at any one time, a handful of Superior and usually none better (so they must make new ones if they need better traps). Only Spengler knows how to make Traps that drain 2 white stones of health per panel. ============================================== TACTICS TO TRAP GHOSTSAfter locating a ghost, the Ghostbusters typically use the following tactic: 1) One of them will try to distract the ghost in some way, while two fire at it with their Neutrino Wand to drain away its energy. All of this to take its attention away from the fourth, who is at that time busy setting the Ghost Trap. 2) Once the trap is set, the trap setter usually joins the distractor to fire on the ghost with the intent of moving it towards the trap (using the "move 2 yards per stone of damage instead of dealing stun damage" option of the Neutrino wands), while the two others keep firing at it with the intent of draining its energy even more. 3) When the ghost is within the trap's area of effect (2 yards all around it, usually) the trap setter will activate the trap, and three ghostbusters will use their Neutrino Wand in order to keep the ghost where it is (the "Entangle" option of the Wand) to ensure a steady loss of Health every panel, while the last Ghostbuster fires at it and keep draining its energy to keep it from escaping. Through those three steps, a ghost is usaully easily captured. Of course, sometimes the ghosts have more tricks up their sleeves or have more Durability than the trap used, in which case the Ghostbusters can be in trouble... but in the case of most basic weakling ghosts, that's how the job is usually done.
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Post by Stark on Oct 29, 2009 12:59:26 GMT -5
[glow=red,2,300] SANJIThe Black-Leg[/glow] 94.img.v4.skyrock.net/94c/sanji-aniki/pics/1163228260_small.jpg[/img] Other aliases: Love-Cook, The Hunter, Eyebrow Freak (by Zoro) Age: 19 Birthday: March 2nd Bounty: Wanted for 77,000,000 berries Height: 5'9" Weight: 149 lbs Eye color: Black Hair color: Blond Species: Human (Pirate) ABILITIESInt: 4 Str: 5 Agl: 7 Spd: 4 Dur: 5 HEALTH: 5 ENERGY: 18 SKILL: 4 (regen 2 per panel) REGEN: 10 ACTIONSBlack-Leg Fighting: 7 (Agl.bonus and Wpn.modifier/Agl.bonus and 2 Wpn.modifiers - Used only against foes using food as weapons) -Efficient (only when using his kicks; Sanji isn't as skilled with weapons.) -Skill point system -Going all out (Overstrain) -Lightning Fast kicks -High-power kicks -Muton shot -Anti-Manner Kick Course -Diable Jambe -Handstand kicks -Straw-Hat Crew Multistlye Ranged combat: 3 (Wpn.modifier) -Thrown objects -Rarely used in battle; Sanji prefers to get close and personal. Acrobatics: 5 (Agl.bonus) Thieving: 4 (Agl.bonus) -Disguise -Stealth -Impersonate -Search General Knowledge: 3 (Int.bonus) -Piracy and notorious pirates -Legends and fairy-tales stories -Tactics Diable Jambe +3 -As Psi-Weapon; adds as Fire damage; Sanji spins rapidly in place, heating his legs to a very-high temperature, and burning anyone or anything he strikes with his kicks as he does so. -Dangerous to self: Sanji can't use Diable Jambe for more than 10 panels per day, or else he'll injure himself. If he wishes to exceed the 10 panels per day, he willingly loses 1 Health per additional panel of Diable Jambe or gets knocked out for 6 hours per additional panel as soon as he stops using it. Cooking: 7 (Int.bonus) -Efficient -Haute cuisine -French cuisine -Speed cooking -Spicy Sea food pasta -Knowledge of all things food -Great Chef -Countless recipes Vehicle operations: 2 -Small boats -Crewman on larger ships Medical Healing: 2 Social Skills: 6 -Outspoken -Humor -Straw-Hat pirate -Master cook -Charm/flirt -Trash talker MODIFIERSEnhanced Sight, taste and Smell: 5 -Read any woman's three sizes by sight -Recognize ingredients only by the scent of food (and of course by tasting it) Healing Factor Energy Battery 1 Deep Reserves +3 Reflexive Dodge +5 Toughness +2 Super-strong legs +3 -Adds to any use of Sanji's legs, such as any kick, leap, running, pushing with his legs, etc. As long as it's done with his legs, the bonus adds. Cooking with Love +1 -Adds to Cooking! Fire Defense +5 CHALLENGES-Pirate (-3; Sanji is a member of the Straw-Hat pirates, one of the most successful and renowned band of pirates known... but he's a pirate, and many folks despise pirates.) -Wanted (-2; although he isn't yet one of the most wanted pirates ever, Sanji is wanted for 77,000,000 berries, which is a huge reward... almost as much (and sometimes more) than some pirate captains.) -Heavy smoker (-2; Sanji is pretty much never seen without a cigarette in his mouth, and gets more easily irritated when he has none left.) -Unusual trait (-1; his right eyebrow is curly. Zoro keeps making fun of him with that, nicknaming him "Eyebrow freak".) -Diminished vision (-1; Sanji's left eye is always hidden behind his hair. Wether he actually has any left eye at all is still uncertain even amongst the crew members.) -Emotional (-2; unlike some people [and most men], Sanji isn't afraid to show his emotions. Be it happiness, sadness, love or pure anger. When Sanji feels something, it is usually pretty obvious unless he is undercover or something, in which case he does his best to control himself.) -Very amorous (-2; Sanji is an incorrigible flirt, using his charm on most beautiful ladies he meets.) -Oath (-4; Sanji has sworn to never let any woman be insulted or injured while he still stands, and takes it very seriously. In fact, he'd never attack a woman willingly, and if attacked by one, would simply defend himself by parrying and dodging attacks, but he wouldn't counter-attack himself. Additionally, any female he perceives as a friend or potential love conquest can usually order him around without him noticing he's being used like a slave.) -Feed the hungry (-2; Sanji knows very well what it means to starve, and he would never refuse to give a meal to anyone hungry, friend or foe.) -Loyal (-3; to his fellow Straw-Hat pirates) -Rivalry (-2; to Roronoa Zoro. Although the two truly respect each other in their own way, they often get into verbal and physical fights over just about anything, be it for training or for the fun of it. Sanji still can admit when Zoro is right or when he says something that makes sense, and he admires him for his qualities, but if there's any good enough reason to start a fight with him and doing so doesn't compromise their current task, he'll be glad to do so.) EQUIPMENT-Various "classy" clothes, such as his usual three-piece black suit, tie and blue shirt -Chef hat, apron and gloves -Various knives and cleavers (+1 to +3 weapons; almost never uses in fights unless his opponent use food as weapons, something he considers as an insult and unacceptable behavior.) -Heavily Reinforced dress shoes (+2 weapons, very strong material, hard to break. Those shoes are Sanji's favored weapon and foot wear. They have been reinforced to handle Sanji's unusual type of fighting, are fire-proof to survive his Diable Jambe technique and are so hard he can parry blades with them.) -Packs of "King Ground" cigarettes (several. He's rarely seen without one.) -Lighter 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. ------------------------------------------------------------------ STORY: Here!
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Post by Stark on Nov 6, 2009 2:00:00 GMT -5
THE MASKAs the Mask As Stanley Ipkiss Theme Song www.youtube.com/watch?v=WzKEWpSTLwAReal Name: Stanley Ipkiss Aliases: Big Head, Green Head Occupation: Bank clerk Height: 5'11" Weight: 178 lbs Eye color: Brown/ GreenHair color: Brown/ BaldSpecies: Human/ God-like beingABILITIESInt: 3/ 6 (enhanced intelligence at the loss of sanity, inhibitions and self-control)Str: 1/ 4*Agl: 2/ 4*Spd: 1/ 4*Dur: 2/ 4** These are the basic abilities of the Mask, but he can alter them every panel by up to his Reality Fabric Manipulation AN in any way he wants. HEALTH: 2/ 4ENERGY: 6/ 21REGEN: 3/ 10ACTIONS ** Close Combat: 1 (Str.bonus or Wpn.modifier) -Self-Defense Ranged Combat: 1 (Wpn.modifiers) -Thrown objects Acrobatics: 1 (Agl.bonus) Reality Fabric Manipulation: 10 -As Mastery of Reality -Super-Efficient -Unlimited Create/Manipulate (often used to create a huge amount of useless/funny/ridiculous gadgets -Force Blast (many and varied) -Accumulate Energy for major effect -No Normal Defense (ignores most known defenses; only defense is "Immunity to Reality Distortion") -Variable additional effects (may add up to +6 CL of advantages on any given use of this power; for example, he could add, say, "2x damage" and "Area Effect" to a blast for free, although even in that case he can't exceed the maximum range of this power, read below) -Enhance/Add Abilities, Actions, Modifiers (the Mask may add up to this action's AN [10] to the sum of his Abilities as a free action every panel before he does anything else, for example adding 3 to Str, 4 to Agl and 3 to Dur. He may also increase the AN/MN of any Action or Modifier he already have, or add a new Action/Modifier he didn't already have at this action's AN (and by doing so, he can exceed the normal 9 actions limit). As usual, he may add up to +6 CL of Advantages to any such Action or Modifier for free. The mask may add/enhance [up to this action's AN] Actions and/or Modifiers at once only.) -Shape Shifting (at AN, once every panel at most; may assume appearances larger or smaller than human beings; weight and mass shift as willed by up to AN. An onlooker cannot "see through" the "disguise", because the Mask truly transforms into the chosen form.) -Transform surrounding area (when using this power to alter an area, the Mask does not have to create one object at a time; he can change the whole 500 yards area around him in an instant.) -Duplicate any known Action or Modifier that isn't already covered by the previous explanations; in effect, the Mask can do anything. He can duplicate himself, transform himself by touch using any materials, see through the fourth wall, alter the world around him, etc. -Limited range (although the Mask can alter and do pretty much anything on himself and around him, his powers affect only an area of 500 yards around him. It isn't much of a limitation, of course, but it means there are some things he can't do. He couldn't, for example, alter the memory of every person in the world, but he could do so to anyone up to 500 yards away from him.) -Cannot transform/hurt/alter Gods or Cosmic Entities, and Vice-Versa (its power coming from the night god of Mischief, Loki, it allows the Mask to do basically anything, anywhere and to anyone... but not Loki or other gods and cosmic beings, for even Loki's powers cannot so easily defeat his fellow gods. HOWEVER, the Mask can still alter himself and his surroundings, making him still a match for most gods in a fight. it's just that he can't affect them directly. On the plus side, this works in both ways, granting the Mask himself Immunity to Reality Distortion... save his own, of course.)Green Twister: 8 (Spd.bonus) -Super-Efficient -Spinning superhumanly quickly on himself, the Mask becomes a green twister moving at incredible speeds and smashing through obstacles in a very cartoonish way, leaving a hole shaped like its current appearance behind. -As Unstoppable, but also allows the Mask to travel at a Flight Speed equal to the stones played in (up to AN). He must still be in contact with the ground/water/whatever, and as such is restricted to vertical travel with this ability. -2x DamageBusiness: 3 (Int.bonus) -Bank clerk -Economics -Make a deal General Knowledge: 2 (Int.bonus) -The Mask -Writing skills Vehicle Operations: 2 -Light vehicles -Motorcycles Social skills: 4/ 7-Socialize -Humor -Mr. Nice Guy -Bank Clerk -Charm -Inane blabbering -Intimidate** The Mask can alter his existing ANs/add new actions up to his Reality Fabric Manipulation AN, as explained in Reality Fabric Manipulation action. MODIFIERSChosen of the Mask +2 -Stanley Ipkiss is the "chosen wielder" of the Mask. As such, he got better in using it with time, learning how to use it even during day and to control himself a bit more while wielding it. The modifier adds to any action used with the powers of the Mask, stones come from GP. Additionally, the Mask will always mystically return to him if lost, discarded or stolen in a day at most, and much less time if possible. The Mask can manipulate events to return to its wielder as quickly as possible if it feels like it. The only way to prevent this is with the power of a god of equal or greater power than Loki's... something that does not please the God of Mischief. Rapid Regeneration/ "Variable" Instant Healing Factor -The Mask is absolutely immune to any kinds of attacks... although most of the time, he chooses to "look like he's hit" and not heal the wounds immediately if only for the comical effect (drinking juice so it pours through bullet holes in his chest is a good example...).Instant Reconstitute Self -Again, the Mask cannot be killed and is immune to any effects, although they might look like they affect him if he so wishes.Energy Battery 2 Deep Reserves +2Mental Defense +2/ Insanity -As Mental Immunity; as the Mask, Ipkiss is immune to any and all attacks, including mental assaults. Besides, his thoughts can be so chaotic while wearing the Mask that it can be actually dangerous for a telepath to even try to reach into his mind at the time.Self-Contained LifeformReflexive Dodge +1/ +4Toughness +1Wealth: 2 -Successful bank clerk, plus a few extras from the bad guys Stanley defeats... CHALLENGES-Too nice for his own good (-2; often, Stanley prefers others to be happy over and instead of his own happiness. Too often, actually. This makes him easier to manipulate. Also includes "Compulsion to stick up for underdog".) -Psychological (-2; secretly wishes to be great, to be renowned, to be noticed. Stanley would love to be reckless, showoff and loved for it, but he just can't do that normally. The Mask, luckily for him, allows him to do just that.) -Won't break the law (-1; Stanley Ipkiss wouldn't ever do anything against the law. The smae thing cannot be said about his alter-ego, however...) -Unlucky (-1; Stanley does not benefit often from Lady Luck, making his life more difficult at times. This works as the "Clumsiness" challenge; like Stanley's other challenges, the Mask does not suffer from this disadvantage at all.) -Self-appointed duty (-3; to fight crime and protect the innocents as "the Mask"!) -Reluctant to kill (-2; no matter what, Stanley isn't a murderer, and he wouldn't kill an opponent, not even as the Mask... although he would gladly humiliate and/or terrify such enemies.) -Clown (-1/ -3; Stanley can't help joking around even when the situation is far from funny. Saying the same for the Mask would be the udnerstatement of the century, if not the millenia.) -Release the inner self (-3; as the Mask, Stanley becomes much smarter but at the temporary loss of part of his sanity, inhibitions and self-control, essentially making him everything he wants to be as Stanley Ipkiss but wouldn't dare to be. Although this isn't bad in and of itself, sometimes his new personality takes over a bit too much and makes him do things he'd rather not, maybe causing trouble for him later.)EQUIPMENTThe MaskThis incredibly powerful artefact is an apparently ordinary, if ancient, wooden mask. Created by Loki and dropped in the world of men for the simple fun of it, it reveals its powers once worn by a human (and only a human. No superhuman, mutant or metahuman can use its powers in any way), in which case the wielder transforms into a green, bald headed version of himself with a large smile and white, perfect teeth. Wearing it at night unlocks all of the Mask's powers and abilities, and cause the wielder to suffer from the "Release the inner self" challenge, essentially making the wearer into a god-like version of his inner self. Stanley Ipkiss was chosen as its official wielder, however, and can wear it even during the day. The only way to "defeat the Mask" is to remove it somehow, but doing so is exceedingly difficult, if not impossible (it is also not a "weak point" known to most). One must exceed the Mask's Durability + Defense with an appropriate action to remove it, assuming such a being can get close enough, of course. It cannot, for example, be "knocked off" with a bullet, for it is wrapped around the wielder's head like thick skin. It is often easier to trick the wielder into removing it... and even that is exceedingly difficult as well, for the wielder of the Mask of Loki is usually as much a trickster as the god himself, making it unlikely to be fooled by 'mere' mortals. Cellphone Various personal possessions ---------------------------------------------------------------------------------- STORY: Stanley Ipkiss was a simple bank clerk with absolutely no success with women, not much of a personal life and few friends aside his best pal Charlie and his little dog Milo. A very nice guy to pretty much everyone but himself, Stanley lacked the cheek and the nerve to accomplish his dreams, and was bullied by pretty much everyone he knew of like Mrs. Peenman, his landlady; his boss at the bank and even his car mechanics who made him pay for car problems his car didn't have. He was a nice, romantic guy, but he seemed cursed to never keep a part of the cake for himself. This, however, changed entirely when he accidentally found a mysterious mask floating in the canal after a fateful engine failure with his car. When he put it on, he transformed into a green-headed version of his inner self, a confident, showoff ladies' man with nearly unlimited power over reality. At first, he couldn't control himself and did some things he'd rather forget, but in the end, he managed to pull it together, save his new girlfriend Tina and a lot of people from gangster and mafiosi Dorian Tyrell, redeeming himself for his past crimes. When he tried to throw the mask away for good, he found out the mask always came back to him no matter what, and his friend Charlie convinced him it meant something, that he was meant to be the Mask. So Stanley kept it, and still protects humankind in times of need using the powers and the insane sense of humor of the god of Mischief's mask.
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Post by Stark on Nov 6, 2009 23:46:57 GMT -5
[glow=red,2,300] NEOThe One[/glow] Thomas Anderson Neo Real Name: Thomas Anderson Height: 5'10" Weight: 172 lbs Eye color: Black Hair color: Black Species: Human (Outsider) ABILITIESInt: 4 Str: 6 Agl: 7 Spd: 6 Dur: 5 HEALTH: 5 P.L: 6 ENERGY: 21 P.L: 18 REGEN: 9 P.L: 9 ACTIONS Close Combat: 7 (Agl.bonus and Wpn.modifier) -Efficient -Martial Arts -Kung Fu -Hand to Hand -Judo -Ancient weapons -Fighting multiple opponents -Use of powers in combat Ranged Combat: 6 (2 Wpn.modifiers) -Handguns -Submachine guns -Thrown objects -Heavy objects -Thrown opponents -Assault Rifles Acrobatics: 5 (Str.bonus) Hacking the Matrix: 9 (Int.bonus) -Efficient -May combine up to AN with Close and Ranged Combat -May fully combine with Acrobatics to perform normally impossible feats -User may alter his physical appearance when entering the Matrix; cannot change it afterwards -Adherence -Bullet Time -Encrypted Code -Flight -Freeze the Matrix -Restoring the Code -Sense the Matrix -Ignore damage -Telekinesis (with Wpn.modifier) Iron Will: 4 -Heal white stones of Health -Heal others -Iron Fist Computers: 6 (Int.bonus) -Programming -Surfing the net -Hacking -Crack codes -Repair/maintenance -The Matrix Black Ops: 5 (Int.bonus) -Stealth -Search room/area -Security systems -Detect/avoid traps -Escape artist Vehicle operations: 5 -Light vehicles -Motorcycles -Military vehicles -Helicopters -Hovercraft Crewman Social Skills: 6 -Socialize -Intimidate -The One -Resistance Hacker -Subtle humor -Hero MODIFIERSPotential 10 Power Level 6 -PL Recovery Healing Factor Energy Battery 2 Deep Reserves 2 Reflexive Dodge +6 Toughness +4 Energy Defense +2 Mental Defense +5 Encryption Defense +4 Targeting +3 Immeasurable Might +2 -As the One and an exceptionally skilled hacker, Neo's physical attacks greatly exceed that of normal beings. This modifier adds to any attacks made in Close Combat. Fast-Draw +2 Enhanced Vision 5 -Perceive the Matrix -See at High Speed -Telescopic Vision Code Vision -See anything in the Matrix as Code -Works as Cybernetic Senses, at line of sight range -Cost 1 stone per panel to use (but no action) Precognitive Flashes CHALLENGES-Self-Doubt (-1; although he has gained a lot of confidence in time, Neo still finds it difficult to fully accept his own importance and his status as the One, and sometimes wonder if he truly has what it takes to save humankind.) -Compulsion to stick up for underdog (-4; if Neo could risk his own life to protect everyone else, he would gladly do so no matter what.) -Haunted Past (-1; the realization that everything he had ever known before being freed from the Matrix was nothing but a lie still angers him even to this day, although he has mostly gotten over it.) -Duty (-5; the One. Neo is believed by most free humans to be the One, and is expected to save them and all of humankind from the machines and the Matrix. This is a very heavy responsibility, and he takes it very seriously.) -Criminal Record (-2; thanks to the machines, as far as the world within the Matrix knows, Thomas Anderson is a wanted criminal and the public enemy #1.) -Deadly enemy (-5; Agent Smith) -Deadly Enemies (-5; varied. The Agents, several exiles, some blue pills inside the Matrix.) EQUIPMENT-Black Leather trenchcoat (+1 defense) -2 Semi-Automatic 9mm Handguns (+2, 2x damage, range: 4, 15 bullets per clip) -2 SMGs (+3, 2x damage, range: 3, 30 bullets per clip) -12 Gauge Pump-Action Remington 870 (+4, AP, 2x damage, range: 3 [damage is best at Range 2 and lower; modifier drops to +2 if used at range 3], 8 shells magazine) -Combat Knife (+2 melee weapon) -Fragmentation Grenades (+3, Area effect [max area=3]; 4 per mission) -Ammo clips (4 of 9mm, 4 of SMGs, 2 shotgun shells magazines) -Cellphone ---------------------------------------------------------------------------------- STORY: Thomas Anderson used to be your basic hacker in New York city. He lived a double life, a computer programmer in a big company by day, hacker and information broker by night, completely unaware of his destiny. That is, until he was contacted by a mysterious, almost legendary hacker known as Morpheus, and he learned the truth. The truth that the world as he knew it was a ole' big lie. All of it. His family, his life, his job, everything he had ever done. He learned of the Matrix, of the war between humankind and the machines, and of the prophecy of the One. The rest, as they say, is history. Fast forward a lot of time, up to that fateful final battle with Smith. At the last moment, where Neo should have been absorbed by Smith to destroy him from within, something... went wrong. Not exactly "wrong", actually, because Neo soon realized that he was still conscious (and therefore probably alive as well)... but still, it shouldn't have happened, and thus it seemed wrong. Opening his eyes, he realized he no longer was in the same world he knew of. It sure looked like it, but... people seemed... normal. Free. And Smith was nowhere to be seen, which was good and to be expected... but he knew it wasn't the same place. It couldn't be "his" real world, because it wasn't destroyed and damaged like his was. There weren't machines almost everywhere, and Neo could feel that there was no "Matrix" there clouding the perceptions of the people of this new world. However, interestingly, his ability to hack reality still worked in this world, although differently. He could still perceive everything around him as Matrix code if he wanted, but he was still aware that there was no Matrix there. How this was even possible was unknown to him, but then again, even in his own world, he had discovered he could use his powers outside the Matrix, so... maybe he shouldn't be surprised. Curious to know what was going on in this world, Neo started exploring...
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Post by Stark on Nov 25, 2009 21:12:24 GMT -5
NOTE: This CAD was made for Presto's Lightbots game, the second game ever one of my CADs wasn't accepted in. Can't win them all, I guess, lol. [glow=green,2,300] LUNA The Maiden of Light[/glow] Identification: M.A.I.D.E.N series Prototype Alpha 01 M.A.I.D.E.N: Mobile Android of Investigation, Detection, Entertainment and Navigation Height: 5'8" Weight: 215 lbs Eye color: Green Hair color: Green Species: Robot (Android) Physical Description: The MAIDEN series prototype, Luna, looks like a teenage girl of more or less 18 years old, but with a reinforced plating covering most of her "body". Obviously mechanical parts can be seen here and there, although her face seems incredibly human-like at first sight. Despite being built with metallic alloys of various kinds, she is rather light... for a robot. Most of her body is either green or purple, including her hair and eyes (which are green), although her arms are a light metalic grey. Slender and less massive than most robots, she has an easier time avoiding notice when the need arise, or getting into narrow spaces. This makes her very useful in several situations for which other bulkier machines would be useless. ABILITIESA.I: 4 -May be used for Communications (both to jam enemy communications and send messages through enemy jams) -Radar: Range 8 -Electronics interface/controller Str: 4 Agl: 6 Spd: 4 Dur: 5 HEALTH: 5 ENERGY: 15 REGEN: 7 ACTIONS Close Combat: 3 (Agl.bonus or Wpn.modifier) -Efficient -Hand-to-Hand -M-Blades -Self-Defense -Improvised weapons Ranged Combat: 4 (Wpn.modifier) -M-Buster -Energy Weapons -Thrown objects -Vehicle weaponry Acrobatics: 3 (Str.bonus) Flight: 3 -Through repulsors located under and around her boots -Only to glide (repulsors aren't powerful enough to allow true flight) Thieving: 5 (Agl.bonus) -Stealth -Search room/area -Infiltration -Escape artist -Security systems Force Field: 3 -Stones can't be split between attack/defense Vehicle Operations: 3 -Light vehicles -Aircars -Warmechs Social Skills: 5 -Socialize -Humor -Charm -Quick wit -Unwilling hero MODIFIERSSelf-Contained Lifeform -Fully autonomous systems; requires nor air, energy or external power supplies to function properly Self-Repair -Nanomachines Cybermorphic -Both arms and legs -Allow Luna to telescope both her arms and legs to up to three times their length Targeting +2 Reflexive Dodge +2 Toughness 3 -No AP Energy Defense +5 Surface Adhesion 3 Stealth Technology +3 -Protects VS detection devices and signals Artificial Emotion +3 -As Mental Defense Cybernetic Senses 3 Photographic Memory Translation -Any human or alien language into another Wealth -1 -Property of Doctor Thomas Light; owns nothing herself CHALLENGES-Robot (-3; Luna is a MAIDEN series android prototype, a robot, which makes her less important than a human as far as most are concerned. However, her prime and secundary directives have been altered by Doctor Light to make her more free-willed and able to make her own choices. Henceforth, she isn't forced to follow the three main laws of Robotics.) -Looking non-human (-2; obvious mechanical parts are easily seen on her body, making it clear that she is not human. This challenge isn't as high as it could be, because of her slightly more slender and smaller body, which makes it easier for her to pass as human if she tries.) -Loyal (-2; to her friends and to Doctor Light, as well as anyone else the doc considers as a friend or loved one. Luna is always trying to be a good friend to any of them and to help them whenever one of them requires her help.) -Duty ([-1 or -2]; although she dislikes violence and being forced to fight, Luna understands that it is her duty to protect humans, and the world in general, from criminals such as doctor Wily and his robots, as well as other threats, whatever they may be.) -Naive (-1; Luna trusts others with ease and rarely suspect that people might be lying to her. When trying to figure out wether someone is lying to her or not, the Resistance is increased by 1.) [NOTE: Will take another Challenge if "Duty" is ruled as a 1 point challenge instead of 2. Probably a psychological challenge such as "Prejudice against people who consider robot as little more than any other tool".] EQUIPMENT-M-Buster +3 (2x Damage, Range: 5, May deal stun damage at will, May be used to cure wounds as per Medical Healing (or repair, for robots) using the beam as a surgical/repair tool, for up to 3 stones of Health per day.) -M-Blades +3 (Two of them, one on each forearm. The +3 weapon modifier is for using both at once. Using only one grants a single +2 wpn.modifier.) -Additional armor plating (+1 defense; unlike her regular plating, it can be removed and isn't resistant to Armor Penetrating attacks) -Communicator (implanted within her head, this handy gadget allows Luna to both send and receive communications to Doctor Light and her allies.) ---------------------------------------------------------------------------------- ORIGINAL PURPOSE: The M.A.I.D.E.N series Android was created by doctor Thomas Light as a multi-purpose robot, specialized mostly in social and stealth duties. Although the two seemed diametrically opposed, it was surprisingly easy for the doc to combine both aspects into a single android successfully. Named "Luna" in regards to her skills in both "light" (discussing and meeting people) and "dark" (hiding from people) areas, the prototype Maiden should have been useful in many situations. Agile, observing and stealthy as well as understanding and easy-going, she could handle several different types of duties. For example, she could have been used as a day-care lady... or a detective or law officer in dangerous situations where it would be risky to send a human being. With a few more programs, her kind demenaor along with her friendly approach to most people would allow her to serve as a good teacher or camp counsellor. More simply, she could have become a good friend for lonely people who simply needed someone to speak with. Of course, time would prove her destiny lied elsewhere... STORY: An unstable chemical component had caused a powerful explosion in the laboratory two days after the completion of one of Thomas Light's latest projects, the M.A.I.D.E.N prototype. The good doctor would have been badly hurt if his brave creation hadn't thrown itself between him and the chemical, but she had been badly damaged. Light deactivated her in order to repair her... although this seemed a bad thing for the robotic girl, this unexpected event was probably what spared her of a grim fate... For she was still under repairs when the vile doctor Wily fled with most of the other robots to make them become criminals under his command. When Light activated her again, he had altered her prime and secundary directives to make her more free-willed and able to make her own choices in life, as a means of thanks for protecting him earlier. Then he asked her if she would allow him to modify her, to turn her into a more combat-oriented robot, and if she would fight to protect humankind and the world against his former friend, doctor Wily... he also mentionned that she had the right to refuse, that it wasn't her responsibility, but his. Much to his surprise, she accepted. As far as she was concerned, this was her duty too, and Light was like a father to her... so if she could help him and humankind by becoming a combat prototype, so it would be. Equipping her body with tougher alloys, repulsors that allowed her to glide, enhanced mechanisms that increased her physical abilities beyond their initial limits, Light also gave her new weapon prototypes he had created specifically for her. The M-Buster, an offensive weapon that also allowed its user to both capture its targets alive and heal or repair its allies... and the M-Blades, plasma armblades located on each of her forearms. Nicknamed the Maiden of Light, Luna was ready to fight for justice... and to protect humankind against the evil of doctor Wily. Thankfully, she wouldn't be alone for this task...
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Post by Manah on Jul 11, 2010 18:25:49 GMT -5
VINCENT TAYLOR The Watcherstatic.tvguide.com/MediaBin/Galleries/Imported/Editorial/R-S/sexy_sci_fi_0808/sexy-david-tennant.jpg[/img] Full Name: Vincent Davis Taylor Age: 28 Other aliases: Vince, He Who Watches, Bookworm Man, Holmes Height: 6'0" Weight: 172 lbs Eye color: Dark Grey Hair color: Brown Species: Human ABILITIESInt: 4 Str: 2 Agl: 4 Spd: 2 Dur: 3 Pool: 3 Regen: 3 HEALTH: 3 ENERGY: 15 REGEN: 3 ACTIONSUnarmed: 1 (Agl.bonus) -Shotokan Karate -Deflect Arrows -Disarm Melee: 2 (Wpn.modifier) -Swords -Disarm Projectile: 2 (Wpn.modifier) Acrobatics: 1 (Str.bonus) Mastery of Magic: 3 General Knowledge: 4 (Int.bonus) -Demonology -Arcana -Research -Myths and legends Vehicle operations: 1 -Light Vehicles Medical Healing: 2 -First Aid -CPR Leadership: 1 Social Skills: 4 -Persuade -Etiquette -Watcher -Pep Talk MODIFIERSTeacher (Once per session, Vincent can select another character to train. When he receives LoEs, he may give up to half of them to the selected character.) Skilled Swordsman +1 -As Dirty Fighting -May add up to MN free stones from GP to any Melee (Swords) action by using a particular technique; Vincent has a pool of MN x 3 (3 in this case) of such stones to use per issue. Reflexive Dodge +1 Mental Defense +2 Photographic Memory Wealth: 2 -Vincent comes from a wealthy family, and he hardly needs to worry about monetary needs. He's not filthy rich, but he can live well without working if he so wished. CHALLENGES-Shortsighted (-1; needs glasses to see properly at more than a few meters) -Compulsion to stick up for underdog (-2; Vince is, when all else is said and done, definitely a hero. He's ready to risk his own life if there's a fairly good chance he can save someone's life and survive.) -Loyalty (-1; to the Watcher's Council. The Watchers are his new comrade and allies in a world that has seen the destruction of his former teaches and friends, and he respects them for every single one of their qualities. He tends to find it more difficult than most of them to "take it easy", however.) -Duty (-3; to protect, train and guide the Slayer. Vincent takes his duty very seriously for everything regarding the Slayer. Actually, he's perfectly ready and willing to patrol the night himself every now and then if it can allow his Slayer to have some time of respite. Additionally, Vincent has extended this duty to the "Scoobies" who joined his protégée recently.) -Overachiever (-1; Vincent isn't from those people who will sit and enjoy life if they can. He doesn't need a job to cover for his expenses, and yet he does work. He doesn't technically have to accompany the Slayer during her patrols, and yet he does just that, as often as possible. When asked to research something, he will try to get every and all bits of info on said subject.) -Mild Cruelty (-1; while Vincent would never injure or harm the innocent or people he knows, he really doesn't mind inflicting pain on those who deserve it... or if doing so is necessary for the greater good. Most of the time, he is a pleasant, funny, nice guy, but if he knew without the slightest doubt that killing a child would destroy evil forever, he'd do it.) -Minority (-1; not unlike a certain fellow Watcher, Vincent is undeniably British, through and through. While this isn't such a big deal most of the time, it does make him stand out in a crowd and a rather stereotypical guy. Tweed and tea, God save the Queen and that sort of things.) EQUIPMENT-Tweed outfit (Classy, very british-like, and according to most Watchers, tougher than Kevlar.) -Glasses (the kind that become tinted in the sun. He just loves that.) -Sword-cane (+1 weapon when used as a cane, +1 weapon, 2x damage when used as the sword. That blade was in the family for three generations, and was forged in particularly good quality steel. Like his father, Vincent is training to become one of the Council's most impressive duelists. He isn't yet, but he'll be making progress eventually.) -Stakes (+1, Staking; Vince always has a few of these hidden in his vest, and of course carries some during night patrols.) -Crosses, vials of Holy water, various weapons (few swords and axes, other stakes, a single crossbow, a few knives of various kinds; most of these are kept at his home or in his office at the High School in a hidden compartment in a cabinet.) -Lots, and lotsa books, mostly but not only about the occult. Most of these are located in his house in the basement, with a few others in his office not far from his weapons. -------------------------------------------------------------------------------------- STORY: Vincent Davis Taylor comes from an old, well-respected family of Watchers. Like his father before him, however, Vincent is not as well known for his smarts and vast knowledge (though like all Watchers, he seems to know much about pretty much anything to the untrained mind) as for his potential for swordsmanship and his dedication to his cause and his beliefs. Years before, he had repeatedly offered his services as the next Watcher to be sent to become the Slayer's protector. Unfortunately, his superiors refused, believing the young man to be a little bit too... reckless. He claimed that he'd help the Slayer during her nightly patrols, and the Watchers didn't like that. To patrol was the job of a Slayer, not her Watcher. Turned out his dream would never happen, or at least not with the former Watchers. The Council was destroyed, along with his father, most of his friends, and his uncle. Vincent had been sent away on an assignment at the time, so he escaped the destruction of the Headquarters and most of his fellow Watchers, mostly. His dream had died with all of his past, or so he believed. He was very glad to learn that Rupert Giles, one of the few Watchers he was truly looking up to, had not died, and he was even happier when the man decided to rebuild the Watcher Council, with most of its qualities but few of its past weaknesses. No longer was it standard to sit back and let the girls do all the work. Maybe now was his chance. He went to meet with Giles and his new council, all of them younger than him (and yet freakingly skilled and knowledgeable about magic, demons and how to hunt them down). After introducing himself, he accepted to be tested by Giles and train some more under him. He was skilled, tougher than most, an already remarkable swordsman, and he was knowledgeable enough in the supernatural and demons to make him worthy in the elder Watcher's eyes. He could speak fluently both french and english, understood spanish somewhat and had a gift with translating less well known languages. More importantly, he was actually willing, as in "very much so", to do the job, while most of the old Watchers preferred to, like their title implied, watch. Therefore, after some additional training and a few spells to locate the new Slayer, Taylor was in the end selected by Giles to become the protector of the new Slayer. After a few calls and talks with the right people, Vincent Davis Taylor was accepted as the local High School's History teacher (his background story actually includes an impressive knowledge of mythology and legends, something which was heavily included in his teaching schedule, and which is responsible for making his history class one of the most popular in all the school) of Belvedere, Ohio. In addition to his class subject being much more interesting than basic history classes, the new young teacher had a certain... confidence, idealistic attitude, that made his students want to learn and do their best. He was a very popular teacher in only a few weeks, and people actually listened during his classes rather than falling asleep. Little did they know that "Mister Taylor", also known as "Bookworm Man" by some students because of just how many books he had with him nearly at all times, was fighting evil and patrolling the streets at night with some of his students. The young Watcher is a moderate optimist, a perfectionnist and kind of an overachiever. He often works much longer than would be expected of him, and most people wonder if he ever enjoys a full night of sleep. That being said, he is a very nice man, willing to go the extra mile if there's any way he can improve or protect the lives of those he cares about. He has an easy smile and a particular sense of humor, going from casual jokes to whipping sarcasm, but if one pays attention, he seems at times to carry a heavy burden, as if he had the weight of the world on his shoulders. As one of the last Watchers, this may actually be very much the case...
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