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Post by Manah on Jan 9, 2011 23:00:23 GMT -5
MINAKO The ProtagonistMinako and OrpheusMinako and TanathosQUOTES: "Who, me?...... Nah. I'm just an ordinary girl. Seriously... a small, weak girl such as myself could simply not destroy a huge monster like that.."
"I think... I think I understand it all now. Death wasn't the end at all... it was just the beginning."
"No matter how much you wish all of this is just a dream... the darkness won't simply go away because you want it to. You must stand strong... and fight it with all of your might!"Full Name: Arisato Minako Other aliases: Mina, Mako Age: 19 Blood Type: O Arcana: Fool, Death, Judgment, Universe Occupation: Gekkoukan High School student, S.E.E.S Member (and Leader) Height: 5'3" Weight: 113 lbs Eye color: Red Hair: Reddish Brown Species: Mystically Enhanced Human (Persona User) ABILITIESInt: 6 Str: 2 Agl: 3 Spd: 2 Dur: 4 HEALTH: 4 / 1 ENERGY: 21(i) / 3 REGEN: 17 / 1 ACTIONSClose Combat: 6 (Agl.bonus and Wpn.modifier) -Efficient -Martial arts -Swords -Naginata -Vel Vel Muruga -SEES Training -Use of powers in combatRanged Combat: 5 (Agl.bonus and Wpn.modifier) -Efficient -Vel Vel Muruga -Bows -Thrown objects -SEES Training -Use of powers in combatAcrobatics: 3 (Str.bonus) Persona: 10 (Int.bonus) -Super-Efficient -Persona User (This Action reflects Minako's ability to summon Persona [said to be "a mask one uses to face hardships and difficulties", but also the dark side of one's soul... and a shadow under the Persona User's control] to either lend her their powers, to fight by her side or to help her with various things.) -Wild Card (Minako is unique even among Persona users. Normally, few and far between are those who can use even a single Persona. But in her case, she has over a hundred fifty of them in the sea of her soul, and can not only switch from one to another in the blink of an eye, but she can also call on the powers of several at once. This ability is quite probably linked to her main Arcana being that of the Fool, whose possibilities are essentially limitless.) -Can be used as any Magical Action (including Magical Healing [she can heal up to twice this action's AN per day], Telepathy, Hex Spheres, Transform Self By Touch) but Summoning (read this action for details about Summoning Persona) -Alchemy (May also use for Imbuement [and may sacrifice one MN of Power Level for one day to make the imbuement permanent]) -Focus (May use to increase/decrease Magical/Physical Attacks/Effects or defense power by up to AN; must pay 1 stone per panel of Duration and 1 stone per target. This power may be countered by a foe's Sorcery action [or Witchcraft, Voodoo or Asgardian Sorcery] if he uses an action and as many stones as the effect itself in it [not including Duration or number of target].) -The Becoming (As Metamorphosis; need not spend stones for Duration, can revert at will, Transformation occurs in the same panel, increasing Durability requires only 1 stone/increase, Intelligence cannot be increased; appearance cannot vary too much, so Minako will still be somewhat recognizable, although there might be changes obvious enough for her humanity to be questionable... or not. This power is basically her drawing too much power from one of her Persona, so much so that she assumes a shape more similar to its own.) -Summon Persona (Minako can draw up to one half this action's AN [in this case, 5] Persona out of the sea of her soul to assist her in battle or for some other reason. She must spend 1 stone per 10 stones used on a given Persona's CAD, and for each Persona summoned in this manner, her action's AN will be temporarily reduced [until the summoned Persona either "dies" or is sent back from where it came] by -1 [or -2 if she had to Accumulate Energy to summon a more powerful Persona, such as Messiah or Thanatos], so this isn't a power she'll use lightly.) -Inner Power (half this action's AN adds directly to Minako's Energy regeneration per panel.) -Accumulate Energy for greater effect (1 panel for "Summon Persona", two for the rest; isn't stunned after use) -True Master (Unlike normal Persona Users, Minako CAN call upon the power of her Persona without her Evoker... but it is difficult for her to do so. In game terms, she'll get a -3 sit.mod to this action if trying to use it without an Evoker being activated. Velvet Room Key: 8 -Access the Velvet (This power represents Minako's ability to enter the Velvet Room, a mysterious room where most everything is blue, and nearly everything is covered in velvet. This room exists outside of normal time and space, and is essentially impossible for any other being than its inhabitants and Minako to get in. It is the home of a mysterious man named Igor, and his servant Elisabeth, both of whom are clearly not human, yet seem dedicated to helping Minako fight the growing darkness that threatens the world.) -Velvet Healing (resting for a few hours in the Velvet Room only takes a few minutes in the real world. It allows Minako to heal 1w per panel spent there, up to AN per day. For each 1w of Health regenerated in that way, one minute, or two panels, pass in the real world. While entering the Velvet room to heal can be done almost anytime and will also refuel her Energy and any lost Power Levels, she can't do it in the middle of a fight.) -Velvet Storage (Minako uses her connection to the Velvet Room to store all that she needs, and couldn't otherwise carry around... for example, at school. Walking around with a naginata soaked in blood risks getting you into trouble faster than you can spell it. Simply put, she can store object by spending 1 stone per stone of weight of a given object in this action, up to [three times this action's AN] objects at once. Retrieving them after they're stored requires only a single stone to be spent. As for money, any amount can be stored in the Velvet Room without nor stones or action being used. Essentially, when she puts money in her pocket, it is warped to the Velvet Room, and when she needs some, she searches her pocket and draws the exact, precise amount she needs out of it instantly.)Thieving: 4 (Agl.bonus) -Stealth -Blend in -Search room/area -LockpickingGeneral Knowledge: 6 (Int.bonus) -Common facts and trivia -Myths and legends -Persona and their powers -The Arcana -Tartarus -Occult loreTechnology: 4 (Int.bonus) -Computers -Repair/maintenance -Videogames -Build EvokersPerform: 4 (Int.bonus) -Singing -Violin -Drawing -PianoLeadership: 4 Social Skills: 6 -Socialize -Charm -Humor/Sarcasm -Intimidate -Feign weakness -SEES MemberMODIFIERSAttractive +2 -Adds to all uses of Social Skills save Intimidate and similar usesPower Level 1 -Power Level Regeneration -Regenerates after one hour or after going into the Velvet RoomHealing Factor Embodiment of the Fool Arcana +3 -As the unquestionable Master of the Fool Arcana, Minako has untold energy reserves and is essentially tireless despite her seemingly weak built. This modifier acts as both Energy Battery and Deep Reserves. -Combined with the fact she holds Death itself within her body, this power also means she can use Persona from any Arcana, as like the Number 0... the Fool Arcana may be empty, but its possibilities are limitless.Master of the Fool/Death/Justice/Universe arcana +2 -Adds to all uses of those four Arcana, including mostly (but not restricted to) powers related to luck and destiny, death and endings, justice and retribution, creation and destruction.Prodigy +2 -Adds to all Physical/Magical ActionsReflexive Dodge +3 Toughness +2 -No AP -No 2x damageMental Defense +7 Magical Defense +6 Enhanced Vision 5 -See in Darkness, See Auras and Magical forcesReconstitute Self, Special -While Minako can die, her spiritual essence and power annot be destroyed, and as such, various beings of great power are able to bring her back to life by concentrating enough. Also, she might come back to life on her own if the world is in grave danger, so that she might fight and attempt to bring balance to the world (both of these Reconstitute Self uses depend basically on the GM and the story). It is a fact that this power is also related to her being the Embodiment of the Fool Arcana, and having the Death Arcana sealed within her body.The Potential -Minako is one of the few people who doesn't turn into a coffin during, and who actually experiences, the Dark Hour; every night at midnight. This means that to her, there are 25 hours in a day... except that during the 25th one, the world becomes a twisted reflection of its own self, coffins are everywhere and so is blood, and demons known as "Shadows" roam the world, hungry for people. Normal people with the Potential would probably be scared to death... but she's one of the (if not "The") deadliest Persona Users ever. For some reason, she feels right at home in the Dark Hour. Perhaps it has something to do with her body being the host of the Death Arcana, and her very soul being one with the Fool Arcana.Wealth: 3 -One US Dollar is worth more or less 83 Japanese yen. -Minako has around 20,750,000 yen in the Velvet Room, and will gain 830,000 every issue/month.CHALLENGES-Psychological (-2; while Minako usually seems cheerful and friendly, people who actually pay attention will notice that she seems to carry the weight of the world on her shoulders. As one of the few agents of good against the darkness during the Dark Hour, and having witnessed untold horrors countless times, it may very well be so.) -Compulsion to stick up for underdog (-4; despite her somewhat distant and aloof demeanor at times, Minako is actually very compassionate and willing to give it her all to help and protect people in need. She will gladly go out of her way to help others.) -Haunted past (-2; both of her parents died several years ago, leaving her an orphan. Of course, the wounds have mostly closed and she has become only more independent from the ordeal, but she hasn't forgotten them... and sometimes she still wishes they were still there with her.) -Deadly enemies (-5; the Shadows roaming the world during the Dark Hour consider any human with the Potential as food... and any Persona User as their worst enemy. As one of the best if not the strongest Persona User ever known, the Shadows despise her even more... and she returns the feeling.) -Honorable (-2; Minako adheres to a strict code of honour, be it at school or in life. She always does her best yet shows humility, always is on time yet won't bother you [too much, lol] if you're late, she's generous without expecting anything in return. She never lies, either... except to protect people from what could only hurt them [such as knowing about the Dark Hour when they don't even have the Potential].) -Secret (-2; the Dark Hour and Persona Users. If the truth was to become known to, and believed by, the masses, it would only cause chaos and widespread fear. So Minako and other Persona Users must risk their lives and fight the good fight without ever being recognized or thanked for their efforts.) -Love magnet (-2; due to her good lucks, her charming personality, her confidence and God knows what other reasons, Minako is pretty popular with guys... and some girls, too. Wether she returns those affections or not, she can't help but attract attention from would-be love interests.) EQUIPMENT-Vel Vel Muruga (this mystical weapon was the one she used in her final battle against Nyx and its forces, and is essentially Minako's own ultimate weapon. Created by sealing one of her strongest Persona within a masterfully crafted Naginata, it increases her already impressive powers to incredible levels. A +5 Armor Penetrating, Indestructible weapon, it radiates a reddish aura of power when used with Minako's powers. It adds +3 to all Persona action uses, and can only be used and held by her. When held firmly and aimed at a foe, this weapon will unleash a blast of red energy whenever Minako states its name, allowing it to be used as a Ranged Weapon as well. Finally, it also deals 2x damage VS demons, angels, gods and of course, Shadows.)-SEES Uniform (Looks like a normal Gekkoukan High schoolgirl uniform, but is actually a special armored suit designed with battle against the shadows in mind. It is a +2 [No AP] armor, yet is light as normal clothing.)-Neck strap mp3 player with clip-on red earphones -Cellphone -Evoker (looks like a semi-automatic handgun, but is actually a mystical device used to allow [or in Minako's case, facilitate] the use of Persona.) -Various weapons and personal objects held within the Velvelt Room --------------------------------------------- STORY: Arisato Minako was, as far as most of the whole world knows (or more accurately, totally ignores and doesn't really care about), yet another student among so many in one of the numerous high schools in Japan. To people who knew her, however, she was much more than this. To her comrades and friends in SEES, she was a trusted ally and friend, and to the forces of darkness... she was a frighteningly skilled and experienced opponent. It all began when the small, seemingly shy exchange student first came to Gekkoukan High. It so happened that she arrived somewhere around midnight, a few days before school. When midnight did finally happened, something happened.The whole world changed, shifted. It became dark, twisted, and plain weird. Buildings seemed damaged and older, trees were suddenly... so alive, and menacing. Where there was water a moment ago, all that could be seen was blood... be it in the river, in a nearby fountain, or on the streets after the rain. Stranger still were the dozens of coffins found everywhere, standing where people used to be. It was exceedingly strange... ...but for some reason, it had never bothered her before, nor then. It wasn't the first time it had happened. It had happened before, and it'd happen again. The Dark Hour. The hidden hour between 12:00:00 A.M and 12:00:01 A.M... during which the world showed its dark reflection and allowed monsters to roam free. Of course, at the time, she didn't know all that. She went to her new dorm, met with her dorm mates, who by chance happened to be all members of SEES (Specialized Extracurricular Execution Squad), a "School Club" aware of the Dark Hour and the Shadows' existence, an dedicated to their eradication. They soon learned that Minako had the Potential (she didn't turn into a coffin during the Dark Hour), and of her power (not only that of a Persona User, but her unique ability of switching between one Persona and another). In only a few days, they convinced her to join them. Over the year that followed, she assisted SEES in their epic and secret battle against the darkness, and they gained victory after victory, with her becoming eventually the leader of the group. Exploring the dark, huge tower Tartarus (a mysterious Shadow nest at night, their school during the day), they learned of the secrets of the Dark Hour and investigated its mysteries until they learned of the threat of Nyx, an entity made of the sorrow and pain present within all humans. Its goals...? To destroy the Earth using its real body... the Moon, itself. Minako fought it alongside her allies, and was seemingly defeated. However, her allies cheered her up and convinced her not to give up, and with the help of Igor, she unleashed the power of the ultimate Arcana, the Universe, to seal Nyx away forever, sacrificing her own life in the process... dying a true heroine. Yet... it seems that destiny would require her to be back to fight for the world once again.
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Post by Manah on Feb 23, 2011 11:02:38 GMT -5
PHOENIX II The Bird of Prey"Play with fire and you'll get burned... But mess with me, and I'll burn you to ashes."Full Name: Rachel Anne Summers Other aliases: Ray, Marvel Girl, Red Height: 5'7" Weight: 125 lbs Eye color: Green Hair color: Red Species: Mutant ABILITIESInt: 4 Str: 2 Agl: 3 Spd: 3 Dur: 4 HEALTH: 4 ENERGY: 12 / 14 REGEN: 4 / 14 ACTIONSClose Combat: 4 (Agl.bonus or Wpn.modifier) -Hand-to-Hand -X-Men Multi-style -Martial arts -Use of powers in combatRanged Combat: 3 (Wpn.modifier) -Handguns -Energy Weapons -Thrown objectsTelekinesis: 6 (Int.bonus and Wpn.modifier) Telepathy: 6 (Int.bonus) -Illusions -Create links with others -Project thoughts/control others -Telepathic Communications -Mental Bolts -Edit MemoriesPhoenix Force: 7 -2x AN free red stones of Energy per panel -May become an enormous phoenix -Force Blast 2x damage, AP -Immune to Energy -Manipulate time, matter and energy -Self-Contained Lifeform -Teleport and Time Travel (up to AN)Force Field: 5 Flight: 9 Hunting/Tracking: 6 -Stealth -Stalk -Following mutants -Spot/set ambush -Spot/set traps -InterrogationSocial Skills: 6 -Socialize -Persuade -Hound -Intimidate -Dark humor -X-Force memberMODIFIERSAttractive +2 -Adds to all uses of Social Skills except Intimidate and the likeReflexive Dodge +2 Mental Defense +6 Sense Mutants 3 Wealth: 1 CHALLENGES-Mutant (-3; as a mutant, Rachel faces prejudice more often than most, and is also susceptible to suffer from anti-mutant technology or similar problems, such as sentinels) -Psychological (-2; insecurity and short temper. Rachel's difficult experiences in life have left her somewhat emotionally scared and unstable. She can be somewhat hot-tempered at times, and more easily troubled than most by either stressful or difficult situations, although she wouldn't admit it.) -Psychological (-3; her past experiences and guilt about her actions as a "Hound" have left her with a mental problem similar to a split personality. When something really pushes her over the edge, or when something triggers her memories as a Hound, she may revert to her "second personality", which is that of a ruthless hunter, who stops at nothing to get her prey.) -Haunted past (-2; even though she is much more at peace with it than years ago, her time as a Hound has scarred her soul for life, not mentionning the traumatic events of her childhood.) -Conflicting interests (-3; Xavier's dream against making criminals pay for their sins.) -Hatred/prejudice (-2; against anyone with anti-mutant sentiment. While most mutants don't enjoy the way these people treat them or talk about them, Rachel can't stand them one bit and is hardly afraid to prove it.) EQUIPMENT-Costume of Unstable Molecules (+1 defense) -Communicator --------------------------------------------------------------------------------------- STORY: The life of Rachel Anne Summers, a young redhaired mutant usually known as the X-Man "Phoenix II", has been a long series of hardships, terrible ordeals and waking nightmares, with a few good memories and times once in a while. The daughter of Scott Summers and Jean Grey in another dimension, she lived peacefully at Charles Xavier's School for Gifted Youngsters, along with her parents... until Senator Robert Kelly was assassinated, a tragic event which caused massive anti-mutant hysteria and led to the election of a strongly anti-mutant president, who supported projects like Sentinels to eradicate the mutant threat. Xavier's School was targeted first. Everyone she knew, everyone she loved, all her friends, family, teachers... including both of her parents, and Charles Xavier himself... they all died that day. They all died around her. She was the sole survivor. And they took her and brainwashed her to make her into the first of the "Hounds", a group of mutant-hunting mutants. During her time as a Hound, she did unspeakable things and captured and killed dozens of mutants, and even to this day she still has nightmares from back then. Fortunately, she managed to escape eventually, helping other mutant survive a few more days. Several losses and terrifying events later, she fled her dimension using her powers, and ended up in this one. Safe, at last. She returned to this world's School for Gifted Youngsters, and found a new family in the X-Men, once again surrounded by friends and people who loved her. Once again able to live with the hope of the dream of peace of Charles Xavier. But how would she feel if someone were to shatter that dream?...
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Post by Manah on Feb 23, 2011 11:03:52 GMT -5
HIRO Time-travelling cheerful hero"We all have destiny. When people hear the call to be a hero... they must answer it."Hiro with his Kensei SwordTrue Name: Nakamura Hiro Other aliases: The Master of Time and Space, Japanese Guy, Super Hiro, The Little Man, Samurai Warrior Age: 30 Occupation: Former Yamagato computer programmer, CEO of Yamagato Industries, Adventurer Height: 5'6" Weight: 159 lbs Eye color: Dark Brown Hair color: Black Species: Evolved Human ABILITIESInt: 4 Str: 1 Agl: 2 Spd: 1 Dur: 2 HEALTH: 2 ENERGY: 14(i) REGEN: 7 ACTIONSClose Combat: 5 (Agi.bonus or Weapon Modifier) -Swords -Katana -Mulitiple opponents -Use of powers in combat -Trained by his fatherRanged Combat: 2 (Wpn.modifier) -Thrown objects -Use of powers in combatTeleporting: 10 -Efficient -Can Travel through time -Use for Initiative -Can use as speed ability -Must touch others to transport them with him -Anyone he touches also have Initiative at ANTime Stop: 5 -Special Action: Basically allows Hiro, and up to half AN (rounded down) people he touches (and wants to bring with him) to perform up to AN actions in one panel (and/or do something that would normally require up to AN panels to perform in only one panel, such as, for example, escape a crime scene before the police shows up; GM's discretion), but he can't hurt directly anyone during that time (although he may "indirectly" harm people, read below. NOTE: While time is freezed, Hiro can use an action more than once if necessary and if it makes sense. -For each stone used in this action, Hiro (and whoever follows him in the "Time Stop") gets 2 free stones to use on his actions during that panel. If he doesn't use them during that panel, those additional free stones are lost. -Alter surroundings: While time is stopped, Hiro (and anyone not freezed) may affect their surroundings normally, in such effect that some things may be altered to his advantage. For example, if someone fell off a building, Hiro could use this action to freeze time, get a couple of mattresses where the poor guy is gonna fall, and unfreeze time, saving him. Or, if an enemy is shooting at him, he could, for example, freeze time and move the shooter so he gets hit by his own bullets when he unfreezes time. The effect of this use of this action are mostly left to the GM and depend mostly on hoe clever the player makes use of it for. -While it does look like Hiro is really "stopping time" with this action, what he really does is slowing time very, very much. A speedster with at least 11 in Speed (or a special ability such as the Speed Force from DC comics) will be able to act normally during such panels, despite time being slowed, because they can catch up with the "speed" at which Hiro moves while time is stopped. Such a speedster does not get the benefits of the time being stopped, however, and can both harm, or be harmed by, Hiro. Such speedsters are also immune to most effects of this action because of their speed. -Other people with power over time are apparently immune to this action and actually receive the same benefits from their use. For example, if Peter Petrelli is around when Hiro stops time, Peter will be able to move during that panel, get all the action bonus and free stones Hiro gets, and could harm, and be harmed, by Hiro (not that either would, but still.) -After using this power, Hiro must wait AN panels before using it again.Bending Time and Space: 5 -As Force Field -Can't be used offensivelyBusiness Skills: 4 (Int.bonus) Computers: 5 (Int.bonus) -Programming -Hacking -Search the web -Geeky databases -Technical supportGeneral Knowledge: 2 (Int Bonus) -Anything Comics -Geek CultureSocial Skills: 5 -Socialize -Persuade -Humor -Geek Speech -Japanese lore and cultureMODIFIERSEnergy Battery 2 Deep Reserves 3 Reflexive Dodge +1 Mental Defense +2 Wealth: 2 CHALLENGES-Compulsion to stick up for Underdog:-4 (Hiro has always wanted to be a hero and save the innocent.) -Shortsighted (-1; must wear glasses to see clearly from a distance.) -Fear of heights (-2; Hiro tends to feel slightly less courageous when he's far from the ground.) -Psychological (-1; mild recklessness. The "Master of Time and Space" can be somewhat overconfident at times, maybe trying to bite off more than he can chew.) -Conflicting interests (-2; between his life as the successor of his father and inheritor of his company, and his destiny as a hero.) -Haunted past (-2; Hiro tried to change the past a few times; it didn't turn out very well. He's slightly more careful around the past now, not wanting to disrupt the future by his actions.) EQUIPMENT-Glasses -Kensei Sword (+3) -Cellphone
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Post by Manah on Feb 23, 2011 11:04:26 GMT -5
SYLAR Redemption-seeking hero"A few months ago, I'd have opened your skull and looked at that lovely brain of yours to see what makes you tick. Be thankful I'm not that guy anymore.""Hello, New York City... missed me?"True Name: Gabriel Gray Other aliases: Gabe, Gabriel Sylar, Patient Zero, The Boogeyman, Brain Man Age: Unknown (possibly in his mid-thirties) Occupation: Former watchmaker and restorer, former serial killer and criminal; currently an adventurer Height: 5'10" Weight: 164 lbs Eye color: Dark Brown Hair color: Brown Species: Evolved Human ABILITIESInt: 5 Str: 2 Agl: 3 Spd: 2 Dur: 4 HEALTH: 4 ENERGY: 21 REGEN: 10 ACTIONSClose Combat: 4 (Str.bonus or Wpn.modifier) -Hand-to-hand -Grappling -Dirty fighting -Use of powers in combatRanged Combat: 3 (Wpn.modifier) -Handguns -Thrown objects -Use of powers in combatAcrobatics: 1 (Agl.bonus) Telekinesis: 7 (Int.bonus and Wpn.modifier) -Efficient -Telekinetic Mastery: Sylar holds great control over this ability, even more than over his others. He may deal Stun damage or 2x damage, can avoid killing even when dealing gruesome wounds to his opponents, and can perform very precise manipulations using only his Telekinesis and his other abilities (for example, he could successfully remove a brain tumor by telekinesis and use of his Intuitive Aptitude ability).Kinetic Bolt: 8 -As Force Blast -2x damage, AP -May be stopped at a given object despite it being AP; for example, Sylar could use it to break a glass without making a hole in the wall behind said glass.Mastery of Cold: 7 -Immune to element -Force Blast (Normal damage, or Stones VS Durability to freeze.) -Create/ManipulateMastery of Electricity: 10 -Immune to element -Create/manipulate -Force blast (2x damage, Normal or Stun damage) -May drain up to 3 more stones of Energy per panel from Electrical sourcesMastery of Radioactivity: 10 -Immune to element -Create/Manipulate -Nuclear Explosion (as a Force Blast, Area Effect, centered on self; 2x damage, AP. Sylar himself would be harmed by the blast despite his immunity to radiation [cause there's also heat, sheer kinetic energy and well, the whole explosion thing], but he will regenerate even from that.)Sonic Scream: 8 -As Force Blast; deals Sonic-type Normal AND Stun Damage, and shatters any object whose Hardness is inferior to the amount of stones played.Metallic Liquification: 7 -Stones VS metallic material hardness and size of the object to liquify it.Psychometry/Empathy: 5 (Int.bonus) -Psychometry: By touch, Sylar is able to "see" the memories and emotions surrounding a given object (for example, if he touched a murder weapon, he could see what the weapon was used for, by whom, and the very moment it happened, among other things.) -Empathy: Sylar can feel the emotions, hopes, desires and dreams of others.Shape Shifting: 6 -Does not need to spend stones to maintain disguiseIntuitive Aptitude: 6 -Efficient -May be used as General Knowledge (Any Speciality of whatever he's looking at), Technology, Concentration, Medical Healing, Vehicle Operation and Computers, as well as various lesser actions where understanding how things work has an impact (for example, Sylar could use this to play the piano by simply understanding how said piano works) -This is Sylar's ability to understand how things work, and how to repair it if it's broken, without any training or study. This ability is reflexive and acts partly like a modifier (as if there are always 6 stones in it) for technical purposes. He can also spend stones in this action, which are added to the base 6, for more practical uses or to make sure he understands all he can about a given object or person. (For example, Sylar has the base 6 stones active to understand how a mechanism works by mere sight. If he wants to make sure he understands it perfectly, he can spend 6 more stones on top of that for a total of 12. Then, if he wants to repair it, he must spend stones in this action, but still receives the base 6 stones as a bonus, for up to 12 stones.) -Evolved Brain Functions: Sylar can open the skull of a mutant, evolved human or being with powers of some kind without killing the victim, look at their brain for a moment, and acquire their power(s) or ability(ies) at the same AN and the same options as the original owner (NOTE: Except "Out of control" and similar disadvantages. Due to his greater understanding of how things work, Sylar has much control over his abilities). Of course, the victim soon dies from blood loss and trauma moments after unless they have some sort of ability to prevent that. -Lesser Empathic Mimicry: Gabriel recently learned he could copy the abilities of others without killing them, through a lesser form of Empathic Mimicry. Just being with others and discussing with them, understanding them, is enough for him to gain their abilities in time. In game terms, he will get their power at half their AN (or MN), all disadvantages (NOTE: Except "Out of control" and similar disadvantages. Due to his greater understanding of how things work, Sylar has much control over his abilities) and at least one advantage by discussing and hanging out with them for at least half an hour, then the AN or MN will increase by 1 per 5 minutes, along with one additional advantage, until he reaches the same ability as the original. It takes longer, but he doesn't need to kill to gain their abilities anymore.Flight: 6 Thieving: 5 (Agl.bonus) -Stealth -Move silently -Stalk -Streetwise -Escape artistGeneral Knowledge: 3 (Int.bonus) -Evolved humans and their abilities -Timepieces and all things related -Common triviaVehicle Operations: 1 -Light vehiclesPsychiatry: 3 (Int.bonus) -Mind games -Outsmart others -Criminal psychologySocial Skills: 6 -Persuade -Charm -Twisted humor/Sarcasm -Lie -Intimidate -SylarMODIFIERSScary as heck +2 -Sylar is inherently and undoubtedly scary when he wants to be. Whenever he uses an action with the intent of scaring someone, he gets that bonus to it for that purpose.Rapid Cellular Regeneration -As Enhanced Healing Factor; also includes the ability to Regrow Limbs, Immortality and Reconstitute Self (Special; five minutes)Energy Battery 3 Deep Reserves 4 Mental Defense +5 Fear Defense +3 Reflexive Dodge +2 Photographic Memory Metal Mimicry -As "Transform By Touch", only works on metals. Also, Sylar can "keep in memory" his last metal used in order to transform back into it later.Thoughtography -Also known as "Imprinting", this ability allows Sylar to mentally "write" on surfaces using his mind, and the result looks like it was written in ink.Lie Detection -Basically, this is an Immunity to Lies. Sylar instantly knows when people are lying to him, no matter how well they do so.Alchemic Transmutation -Sylar can transform objects he touches into gold if he so wishes.Paint the Future -As Precognitive Flashes, but with various changes. First, this ability is activated willingly. Second, when using it, Sylar gets into a trance-like state during which his eyes turn white, and he will use available material to paint, or draw, the future as if he was possessed. He will usually make more or less five paintings/drawing per use of this ability, and each of them has the potential to come true, although the future may be changed. No future is written is stone.Wealth: 3 -Could be more thanks to his powers, but he doesn't need much more than this.CHALLENGES-Psychological (-2; the Hunger. Sylar's ability to understand how things work also come with a curse. His ability is so strong that it actually causes a "need" for it. He needs to know how things work, and how things function. In the past, it led him to kill people with powers so he could understand them. Thankfully, he has now found another way of gaining their abilities, removing his desire to kill and allowing him to seek redemption... and yet, the hunger remains, even if it is less strong than it used to be.) -Psychological (-2; severe cruelty. For all his desire to make up for his mistakes and to become a hero, old habits die hard. While Sylar wishes to avoid killing again, he has little problem with making people suffer if he thinks they deserve it.) -Compulsion to stick up for underdog (-3; in order to atone for his past and become a hero, Sylar has decided to work hard to help people in need and to fight for the helpless with all his might. He will go out of his way to help those in trouble, although he will do things his way.) -Haunted past (-2; even a former hardened serial killer like him cannot escape his past. He still thinks about his victims and regrets his actions, and most people think of him as a murderer and criminal... something that he doesn't deny.) -Extreme Vanity (-2; Sylar has a very high self-esteem. Okay, scratch that. Sylar has a god complex, plain and simple. He considers himself [and most evolved humans, for what it matters] as clearly superior to humankind, and thinks that he's the very best evolved human of all evolved humans.) -Refusal to take a life (-1; if at all possible, Sylar wants to avoid killing again. One can't atone for his sins if he keeps committing them.) -Criminal record (-2; Sylar is wanted for his past crimes, and is still public enemy number one, as far as "normal" authorities are concerned... and a couple of special ones.) -Prejudice (-2; against people with powers who can't accept that they are different, that their power is a gift, not a curse.) EQUIPMENT-Black clothes -Cellphone --------------------------------------------------------------------------------------- STORY: Gabriel Grey had one messed-up childhood. His biological father killed his biological mother, after selling him for money to his foster parents who couldn't have a child of their own. His father was an ordinary timepiece restorer without anything worth mentionning, and his mother was an ordinary woman who liked collecting snow globes. Gabriel grew up with his adoptive family, disgusted by how ordinary they were. Also, his mother kept on repeating how exceptional he was, how great his potential was... In time, Gabriel became pretty much like his father. An ordinary, boring watchmaker and restorer. He was unbelievably good at what he did, of course. For some reason, he understood perfectly how every single clock worked. He knew exactly how every single mechanism in his workshop had to be repaired to work properly and be perfectly on time. But he hated his life. He wanted to be more... to be exceptional, like his mother told him he'd be. He wanted nothing with any of this boring, ordinary life fate seemed to have in store for him. That's when something happened that would change his life forever. He received a call from a mysterious doctor, "Chandra Suresh", who apparently had been doing research on evolution, and "evolved humans", people with abilities that made them special, superhuman. And Gabriel Grey's name was on Suresh's list. The two arranged for a meeting to verify the doctor's theory, but after a few hours of testing, Suresh did not manage to find any trace of an ability in Grey. Enraged, Gabriel left, bringing a copy of the list of people with abilities that Suresh had put together. Heading towards the home of the first one on the list, one Brian Davis, he introduced himself to Davis as doctor Suresh, and witnessed the man's power to move objects with his mind. Davis requested that "Suresh" removed or turned off this ability, wanting nothing to do with it. Angry that one with an actual power would refuse it, Grey grabbed a blunt object and hit Davis on the head. That's when he realized... somehow, he understood. He understood everything he had to. Kneeling next to the unconscious man with a knife, he cut open his head and looked into his brain, searching for answers... and he found them. Brian Davis was the first of a long series of victims from the murderer who called himself "Sylar". His newly discovered ability to understand everything allowed him to steal the powers of others by removing the upper part of their skull and studying their brain, and the immense hunger for understanding his power gave him made him lose control of himself time and time again. Months later, various encounters with others evolved humans, including but not restricted to, Peter Petrelli, Claire Bennet and various others, made him think again about his actions and brought remorse back into his mind. But it not until Peter's father, Arthur Petrelli, made him realize he had another way of getting other people's powers that he started thinking that maybe he could be something else than a monster. Maybe he, too, could be a hero. After a few battles and dome thinking, Sylar decided to change. With the help of Peter Petrelli, he managed to find some peace with his past and attempt to change for the best. Now he's doing his best to make up for his past and to become a better man... and a hero.
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Post by dorkknight23 on Feb 23, 2011 11:41:52 GMT -5
PHOENIX II The Bird of Prey I'm sorry to be nitpicky here. Rachel Summers is actually the 3rd person to use the codename Phoenix in Marvel. I: Captain Britain villain, unrelated to the others. II: "Phoenix Force" entity (this was the entity posing as Jean as the Phoenix/Dark Phoenix) III: Rachel Summers IV: Jean Grey
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Post by Manah on Feb 23, 2011 11:58:23 GMT -5
LOL. Thanks for the overinformation, DK. (No, seriously... I always thought Jean was the first to call herself Phoenix, so you teached me something. ^_^) I never really cared about Captain Britain, so I didn't know a villain of his was named Phoenix. As far as I am concerned, he doesn't count. So, according to your list and considering my willful ignoring of the Captain Britain's foe existence, Rachel is indeed Phoenix II. Meaning, "you're probably right, but I'll keep the name as it is because I like it the way it is." ;D Thanks for pointing it out, though. Always good to have more knowledge about stuff.
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Post by Manah on Feb 23, 2011 14:43:09 GMT -5
BLACKJACK The CardmasterBlackjack as he/she appears in casinos, wearing his maskIn "Antediluvian" appearance, looking mighty boredAs "Trevor Solaris"As "Mayna Schwarzteufel"QUOTE: "Power comes in many forms. There is power in names, numbers, colors, materials, concepts, series, potential, significances, and the link between all of those ideas. A deck of cards have much of all of those... and mine has even more. And I will use this power to restore peace and justice wherever my path leads me."True Name: Unknown Other aliases: The Antediluvian, Trevor Solaris, Mayna Schwarzteufel, The Black Devil, The Masked One, The Game Master, The Lord of Gambling, Lady Luck, Destiny, The Black Thief of the Golden City Age: Unknown (but most definitely, very ancient) Occupation: Gambler, Thief, Adventurer, Noble and Wizard Height: Varies Weight: Varies Eye color: Varies Hair color: Varies Species: Magister ABILITIES Int: 6 Str: 2 Agl: 4 Spd: 3 Dur: 3 HEALTH: 3 ENERGY: 21(i) REGEN: 12 ACTIONSClose Combat: 3 (Agl.bonus or Wpn.modifier) -Martial Arts -Fencing -Using powers in combatRanged Combat: 2 (Wpn.modifier) -Thrown objects -Thrown cardsAcrobatics: 2 (Str.bonus) Mastery of Magic: 5 (Int.bonus) -Efficient -Accumulate Energy -Requires hand gestures -Requires words of power -Most "basic" spells such as visual tricks and illusions, mystical blasts, protective force fields, telekinesis (w/weapon modifier), analyze magical effects and items, etc.Supreme Arcana: 6 (Int.bonus) -As Asgardian Sorcery -Efficient -Requires hand gestures -Requires words of power -The greater grip on reality that Magisters enjoy. Includes, but certainly isn't restricted to, Love charms and potions, Luck and bad luck, Transform Self and Others, Endowment and Imbuement, Granting wings, Scrying, Various hypnotic effects such as altering memories and hypnotic suggestion, Navigational magic, astrology, misdirection, puzzles, tricks and practical jokes, Shape shifting, talking to animals and trees, etc.Mesmerism: 2 (Int.bonus) -Read minds -Telepathic communications -Mental bolts -Repair minds -Requires eye contact, or skin contactMagical Healing: 5 -Requires skin contact -May heal up to 2x AN of White stones of Health per dayMagical Travel: 7 -Requires hand gestures -Requires words of power -Flight -Teleportation -Phase shift -Astral travel -Dream walking -Super speed -Ground warpGambling: 5 (Int.bonus, and Agl.when cheating/using card tricks) -Efficient -Poker -Blackjack -Dice -Card tricks -Calculate the oddsGeneral Knowledge: 3 (Int.bonus) -Occult lore -All things games and casinos -Myths and legendsSocial Skills: 5 -Socialize -Etiquette -Bluff/Poker face -Humor/Sarcasm -IntimidateMODIFIERSImmortal Presence +2 -Adds to all uses of Social SkillsLuck Magister +2 -Adds to all Magical Actions, and to GamblingEnergy Battery 3 Deep Reserves 1 Reflexive Dodge +2 Mental Defense +4 Magical Defense +5 Fast Spellcasting +3 -As Fast-draw, but for spells Photographic Memory Precognitive Flashes CHALLENGES-Psychological (-5; shattered mind; the Antediluvian's mind has suffered greatly over the countless years of its existence and the various conflicts and cataclysms it has witnessed. Also, possessing this much power has made things slighlty worse over the last millenias, and as a result, her mind is fragmented into various personalities, with a few more surfacing every now and then. She doesn't remember who is the real her [or him, for that matter], isn't entirely aware that all of hers are the same person, and tends to have heavily varied beliefs and opinions between all of her personalities. She also alters her appearance and changes her name depending on what personality is dominant at a given time. The only one common denominator between all personalities is Blackjack. All of them are Blackjack, and he is all of them. This, of course, only adds to the mystery of the Cardmaster.) -Aura of power (-2; although it is invisible to the naked eye, Blackjack's body is surrounded constantly by a bright, mystical aura of pure, purplish energy. This fiery aura is present at all times, and requires a spell to be suppressed. Anyone with an ability to see the supernatural or perceive auras and/or magical or mystical forces [or other similar special visions] can see this aura easily at up to 1 kilometer.) -Compulsion to stick up for underdog (-2; also a common factor between all of the Antediluvian's sides, all of them want to help people in need, as much as possible... well, some more than others, but still.) -Haunted past (-2; as much as she is proud of her accomplishments as Blackjack, she fears the memories of her past as the Antediluvian. For if some of them are to be believed, and although they might simply be misunderstandings brought upon by the many legends going about the Antediluvian, it is possible that she caused the Great Flood eons ago.) -Extreme vanity (-1; no matter the form or personality, Blackjack thinks of him/herself as the ultimate gambler, especially when cards are concerned, and will rarely if ever walk away from a challenge at a game, nor take any insult from anyone related to his/her gambling aptitude and skill lightly. If it would ever come to pass that Blackjack loses, however, he/she is classy enough to admit defeat and walk away... but will DEFINITELY vent its rage at losing somewhere where it's safe to do so.) -Addiction (-1; mild, to gambling. Any kind of game, bet, session of gambling or something similar is required for Blackjack to feel good. If it didn't have the chance to do any of this in a while, he'll feel uneasy, tired. And uncharacteristically unergetic. The thrill of the game is something he can't ignore.) -Varying challenges (-5; each side of Blackjack's personality has its own little quirks and traits which vary depending on who's in control, in addition to those aforementionned.) EQUIPMENT-The Deck of Fate (This legendary artefact has been linked and tied to the Antediluvian's soul since times immemorial. Made of pure, divine energy and primordial crystal matter, this deck of mystical cards has an infinite number of cards in it yet can be hold in one hand. Given to the Antediluvian when she was but a child, it triggered her potential as a Cardmaster, and as the Magister of Luck. Aside from being usable for anything from writing to weaponry (+1 wpn.mod), the deck's greatest power is its ability as a magical focus, and adds +5 to all Magical Actions and Gambling. It is indestructible, and cannot be taken away from the Antideluvian no matter the force or power used. However, its power is so immense that when used, its wielder's aura expands for all to see in a manner appropriate to the spell in use, and the power causes vast collateral damage depending on the spell effect [powerful winds occur in the area if no other effect seems appropriate].) (4w) -Blackjack Suit (+1 defense; still active no matter what form she takes) -Pocket watch (seems old and all noble-like, but actually includes a cellphone, calculator, mini-computer, flashlight, camera and recording device. In Fortuna, this little gadget is the high fashion of the noble caste.) -Cane-sword (+3 with blade "drawn", +1 as a cane. This weapon and its sheathe are both retractable, and can be carried in a pocket as a small cylinder.) -Normal decks of cards, trick cards and coins -Blank-shot revolver (+2 weapon, deals stun damage only; only works once per foe that has not witnessed this weapon in use so far. May also be used with only one bullet for the russian roulette.) -Revolver (+2 weapon, an actual revolver that looks just like the Blank-shot revolver.) --------------------------------------------------------------------------------------- STORY: Not only can the being known as the Antediluvian remember a time when Istanbul was Constantinople, but she can even remember a time when Constantinople was Byzantium. Well... actually, no she can't, but had she been existing in our own world, she would have lived through all this and much, much more. The Antediluvian herself cannot remember her name, nor many other things, because having lived through millions of years and having held an immense power within her soul for most of that time has started to take its toll on her memory and fragmented mind. She does remember that she hails from the world of Fortuna, a vast planet with a lot of water and four vast continents, and that once upon a time, it was a beautiful, peaceful world rich in natural, material and technological ressources. Until the Great Flood. One day, under mysterious circumstances, a huge, monstrous tidal wave washed over the lands for days. It destroyed everything, killed almost everyone, and ravaged the land for centuries to come. No one knows for sure what caused the tidal wave. All that is known is that this terrible catastrophe marked the end of the rule of the Magisters, for as far as anyone knows, the Masters of Magic all perished on that fateful day. Stories abounded among survivors, how the Magisters themselves had caused the Great Flood, or how they tried to stop it but failed, or how they had simply made a mistake that led to it. Of course, as would be the case with most if not all stories to come regarding the Antediluvian, the Great Flood and the Magisters, none of those stories were entirely accurate about the exact events that occured. The Antediluvian herself has no idea either about the truth, and lives with the burden of the idea that maybe, just maybe, she was the one who caused it. Who caused it all. For when the tidal wave finally came crashing down to a devastating end, almost all of the possessions, wealth, materials, food and what-have-you it had swept away was dropped onto one of the four continents, leaving all the others to starve and suffer. Over the centuries, the three other continents slowly rebuilt themselves, attempting to live on and survive, but it wasn't easy. The ground was damaged and had become dry and merciless, making it difficult to grow plants and trees. The food was scarce, as were materials to build, clean water, decent tools and medical supplies. Diseases and crime were very common. On the fourth continent, however, the people had used what they had on hand to rebuild their homes and develop their technology, expanding their borders quickly. Living in abundance, they built great towers and buildings, made more wealth out of what they had already, and re-established laws and order that soon guaranteed their survival. From then on, a couple of handfuls of individuals had already built power bases. With their followers, they assumed control of what soon became known as "the Golden City", expanding their influence over the whole continent as crime lords, and began transforming the continent into what it is today: an immense agglomeration of huge casino-towers and gambling dens, along with luxurious shops and hotels, only a few kilometers away from vast slums and poor sectors of homeless and desperate people who travelled there in the hopes of winning a better life. Word travelled fast, of course. Lies created by the crime lords that, if one were to travel to the south-western continent, to the famed Golden City, one was sure to see all his dreams come true. Countless people went there only to lose everything and end their days in despair and loneliness. For no matter how much hope one enters in the Golden City with, the house always win in the end. Almost always. In the last few decades, there is word whispered on the streets about a mysterious figure, a gambler with a mask who never loses and distributes his gains to the poor and the desperate. A crime fighter who challenges the local crime lords at every turn, and keeps a shining light of hope alive in the hearts of the helpless. The rumors abound, as usual, and no one is entirely sure wether it is a man or a woman, a kid or an adult, or even if it is human at all. And no one has ever made the connection between the mysterious "Blackjack" and the Antediluvian spoken about in tales of old. ************************************************************ THE ANTEDILUVIAN Blackjack's original self, this black haired woman with grey eyes has a black tattoo on her left shoulder that goes on and on to the end of her fingers. She is very nice and incredibly pretty, but is exceptionally lazy and hates doing anything when it doesn't absolutely needs to be done, often hanging about in pajamas or a nightgown (too much trouble to get dressed). She likes to pretend she doesn't know a thing about magic, but she's actually at her most fearsome under that appearance, because she isn't afraid one bit to do what must be done, no matter the consequences. She's a pretty heavy smoker and seldom do any kind of chore unless she has a very good reason to do so. ************************************************************ TREVOR SOLARIS According to the official records, Solaris is one of the numerous high-ranked nobles who's not yet part of the inner circle of the powerful and wealthy, and who will probably never be, because he is too kind, honest and good-natured. Trevor is extremely popular in the Golden City and out of it, because of the man's natural charisma and air of nobility. He rarely loses his cool, always seems in control and to have a plan of his own for any situation, and will go out of his way to even grant but a few minutes of his time for the lowest inhabitants of the city, no matter what it might do to his public image. Of course, some nobles don't like him for it, but he politely waves away any negative comment about his actions. Besides, his political know-how is well-known and feared, so few of his enemies have the guts to bother him directly. Trevor is publicly known as one of the few people in the world who still has the ability to use some magic, a fact that is both admired and feared, but the extents of his "power" is unknown, only adding more weight to the idea that bothering the young friendly noble is a very bad idea. ************************************************************ MAYNA SCHWARZTEUFEL Nicknamed "the Black Devil" by the authorities of the Golden City, Mayna is a young girl, seemingly of 17 years old or so, with silver hair and purple eyes, and a professional thief. She's always dozens of steps ahead of the authorities and the crime lords, and is, all things considered, a severe pain in their ass. Mayna favors goth looks and fake black demon wings on her back, and is pretty for a girl of her age. She has been known to leap from very tall buildings to the ground without any trouble, and it is said that she, like Trevor Solaris, is a magical user, although her power is quite obviously devastating, leading many people to think that she may very well be the mysterious Blackjack. Quite literally a "nice, little brat", she is reckless, never prepared for anything ("It's more fun that way!") and quite a little troublemaker, but she still is loved by the little folk because she helps them and protects them as she goes. It is common knowledge that she and Trevor Solaris fought on the rooftop of the Lady Luck Memorial Cathedral three years ago, and their battle damaged the belltower, and left Trevor badly wounded for a few days. When questioned about the fight in question, Trevor merely smirked, coughed in pain, and replied: "These wounds are nothing... you should have seen the Black Devil's." ************************************************************ BLACKJACK The enigmatic gambler/crime fighter known as Blackjack always wears a white mask with a neutral expression, and black clothes with a cloak. It is a mythical figure more than anything, because almost everyone "believe they saw him this once", but can't tell for sure or prove it. Nor can anyone tell for sure if it's a man or a woman. Heck, some swear he's one or the other, but so do other people with different opinions, so no one knows what to believe anymore. The crime lords hate him, the people adore him. As for the authorities and forces of "the law", it depends wether they are more loyal to the crime lords or the people. It is said that he can enter any building no matter how well guarded, that he could fight against whole armies and win. It is said it is a ghost, or a god. Some say he is the incarnation of freedom. The truth is, no one knows for sure what he is, but his mask, his name and his shadow against the light of the moon have become a symbol, a symbol that brings hope to the hopeless and fear to the heartless. Also, Blackjack is obviously powerful in magic, although how powerful is as much a mystery to everyone as the rest. Most people like to believe that Mayna Schwarzteufel is Blackjack, and her power in her famed battle against Trevor stands as a testament to this theory. Some nobles, however, like Trevor himself as the real man behind the mask. Of course, no one could prove it, but some guards did relate a similarity or two with the young noble in Blackjack's appearance and demeanor. No one ever dared to believe that he was actually both, and several more, all at once.
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Post by Hoots Rowlet on Feb 23, 2011 18:18:10 GMT -5
Actually the first Phoenix was Helmut Zemo before he got scarred in his fight with Captain America.
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Post by Manah on Mar 30, 2011 15:08:34 GMT -5
[glow=red,2,300] WILDCATThe not-green, female Beast-Boy wannabe and defender of all animals![/glow] (picture by "Marylou" my sister, using picture from Fire Emblem character "Lethe"! ) Real name: Lydiah "Country cat" Carter Age: 17 Height: 5'2" Weight: 98 lbs Eyes: Yellow Hair: White Species: Mutant ABILITIESInt 3 Str 3 Agl 4 Spd 3 Dur 4 Energy Pool 4 Energy Regeneration 6 HEALTH 4 ENERGY 20 REGEN 6 ACTIONSClose combat 5 (Agl.bonus or Weapon.modifier) -Swift strikes -Acrobatic fighting -Silent strikes -Kicking in the groin -Fighting larger opponents Acrobatics 3 (Agl.bonus) Thieving 5 (Agl.bonus) -Moving silently -Hiding -Shadowing -Pickpocket -Lose pursuers Dance/Sing 3 -May combine with Social Skills... but Wildcat is actually reluctant to use this action when she knows someone's watching. Is she shy? Or does she think no one deserve to hear her voice or something? Only Bast, goddess of cats, knows for sure. T_T; Hunting/tracking 3 -Stalking -Looking for tracks -Scent Social skills 5 -Persuade -Intimidate -Be cute/sexy (like, playing with a wool ball, or seducing someone) -Punch lines -Cat/Big cat language MODIFIERSTransform Self, Semi-Unlimited: 41 stones plus reasonable and logical Animal Form's challenges... if any.- Only into animal forms or to gain animal qualities
- All animal forms get the following challenges (already included in Transform Self stones):
1) -Uncontrollable activities (-3, as soon as she takes the form of any animal, her mind mixes with the animal's she is transforming into, which may make her do really silly things, from a human's viewpoint at least.) 2) -Animal fears and weaknesses (-4, when she turns into any animal, she has the fears and weaknesses of those animals. So as a cat, she would have nothing but hatred for water, for example. She can't speak normally when in animal form either, obviously, having to rely on her wits to communicate.)
- Transformation requires a full panel and costs no stones; Health and Energy are fully healed once it is completed.
- Transformation may be done instantly and allow Wildcat to act immediately in the same panel, but doing so leaves her with half the new form's max energy to play with at first.
- Obviously, "Looking non-human" is included in all transformations and doesn't add any stones to the new form.
Animal senses 4 (cat) Healing factor -Does not increase Energy Regeneration per panel Reflexive dodge +3 Wealth: -1 (being a less-recognized hero can be hard sometimes... especially when we are as independent as she is.) CHALLENGES-Is a mutant (-3) -Looking non-human (-3, cat ears, yellow cat eyes and a long cat tail) -Girl from the campaign (-2, she tends to be looked down upon by the "city dwellers". She always talk in a strange way.) -Reckless (-2), act first, think later... -Showoff (-2), and look good doing it. -Can't drive a car (-1, she never learn how to. She may ride in it, but she still doesn't like "the big metal monsters") -Unfamous (-4, she's nicknamed "Fluffy" in the superhero community) -Stubborn (-3, very headstrong, she couldn't care less what city dwellers may think about her) -Temper (-2, as cats, she's easy to piss off.) -Compulsion to stick up for underdog (-4, especially for mistreated mutants and animals) -Extreme vanity (-1, she's as haughty as a cat) -Cat loving (-3, she cares extremely deeply for all cats, even more than she does for others animals, and if anyone was to threaten to kill a cat if she didn't surrendered, she might just do so. Except if she knows that the person would do so even if she surrendered) -Hatred/Prejudice against hunters who kill more than they need to eat, taxidermists, poachers and pound workers (-3) -Haunted past (-2, she fled from her home as soon as her cat's ears and powers manifested themselves. She still wonders if they are well or if she will ever see them again.) -Deadly Enemy (-1, The Vulture) -Psychological (-2; Severe Phobia of Tentacles) EQUIPMENT:-Thor's Autograph!! Except her clothes (a deep red t-shirt, brown shorts, a pair of reddish running shoes, fingerless gloves and a black cloak with a hood for when it rains), and some bandages, Lydiah has nothing but her attitude, her loyalty to her teammates and her love for animals. She tends to turn into a cat and hunt mices to eat. ___________________________________________________ STORY: Lydiah Carter was a sweet teenage girl who lived an easy life with her loving family. She was having a good time mostly, partying with her friends, studying (sometimes) and slowly starting a brilliant skateboarding and animal caring career. She had heard of the recent stories about the mutants, and was a bit reluctant to think about it. Her friends, her older brother and even her parents reacted negatively about mutants. "They should all work for the government, instead of endangering the whole human race", once said her father. So when she woke up one morning after a violent argument with her dad on the subject, and she saw that her normal brown hair had turned milky white, and that she bore the same ears and tail as a cat, she couldn't stay. She took her skateboard, ran away, and swore to never turn back. She was one of them now, and she didn't deserve what she once had anymore, at least in her family and friend's eyes. After having run away for some months, she had time to experiment with her powers and admit that she was now a mutant. And if she was one, she might as well use her powers for something. She decided that humans were sometimes cruels and that animals didn't deserve it. She swore to protect them from all threats, as well as humans who loved their animals well. Other superheroes didn't consider her as a hero worthy of that title, although some respected her dedication and courage, but she couldn't care less. However, when she was recruited by other not very-recognized heroes, she decided that fighting alone was not the winning way to do it. Besides, maybe "country cat" could learn how to behave amongst heroes if she did not belong to the normal human world.
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Post by Manah on Mar 30, 2011 15:45:49 GMT -5
JAMES WINSTON Captain of the Football TeamQUOTE: "You have to try, no matter how many times you fall. Falling often doesn't make you weak... but getting back up is what'll make you strong."Full Name: James Parker Winston Occupation: Student, Football Player Other aliases: Jimmy, Jim, Parker, Jay Height: 6'0" Weight: 173 lbs Eye color: Dark Grey Hair color: Dark Brown Species: Human ABILITIESInt: 2 Str: 2 Agl: 2 Spd: 2 Dur: 3 HEALTH: 3 ENERGY: 9 REGEN: 3 ACTIONSClose Combat: 2 (Str.bonus) -Boxing -Dodge/ParryAcrobatics: 1 (Agl.bonus) Football player: 3 (Str.bonus) -Throw/catch football -Kickoff -TackleLeadership: 2 Social Skills: 3 -Nice Guy -Charm -JockMODIFIERSWealth: 2 CHALLENGES-Honorable (-2; James is definitely what you'd call a "nice guy". He doesn't lie, never cheats and has a very clear idea of what is wrong and what is right. If at all possible, he always keep his promises, and he dislikes unnecessary violence.) -Compulsion to stick up for the underdog (-2; James often goes out of his way to help people when they need a hand. He also can't stand bullying, and tries to stop such practices while he can, possibly without a fight.) -Obsession (-2; to better himself, to improve in whatever way he can, to work hard despite having more than enough contacts and money to lead an easy life.) EQUIPMENT-Cellphone -Shades -Expensive wristwatch (he doesn't care much about its monetary value, but it was a gift from his dad.) ----------------------------------------------------------------------------------- STORY: James Parker Winston is the son of one wealthy jeweller Richard Winston, and the well-known fashion designer Laura Parker. Needless to say, it would have been easy for him to become one of those spoiled, rich, vain kids people always expect him to be before they meet him or hear about him from people who know him. But truth be told, his parents were smart enough to make sure he understood not only the value of money, but that being rich and well-known didn't necessarily make a person better than others. Not necessarily a genius (although not an idiot either), James still managed to perform rather well in his studies, but what he was really into at first was sports. He trained hard, and joined various teams of American Football, quickly turning his natural talent into actual skill, until he became his school's team's captain. Combined with his charm, his nice guy personality, his natural leadership and the fact (quickly spread due to a few rumors, which were proven to be true) that he was more or less rich, his 'football star' side quickly made him "Mr. Popular" at school, as much around the other jocks, the girls, and most other kids around, especially seeing how, unlike other jocks, he both never bullied anyone and stopped most of the others' attempts at bullying people. For all his skill at football and all his money, he neither aims to become a professional football player nor to never work just because he can; that's just not how he does things. In his mind, one can only be a man by doing his best to better himself, no matter what. He doesn't know yet what he'll do with his life, but he hopes to help others somehow. He intends to think about his future eventually, but for the moment, he mostly focuses on football and his studies. He also has a few hobbies, notably stargazing (he doesn't know much about the stars, but he likes looking at them. He'd like to learn, though), and boxing (he's training at this with his uncle, a former boxing coach. James doesn't like unnecessary violence, but he likes boxing as a sport). He doesn't have a girlfriend so far (despite having many fangirls... he'd prefer a girl who'd like him for who he is rather than what he seems to be), and isn't especially in a hurry to get one, but who knows.
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Post by Manah on Apr 8, 2011 20:13:51 GMT -5
CAPTAIN BARBOSSA Captain of the Black Pearl"Oh, but I'm always willing to help a fellow pirate, Jack. 'Especially' one as miserable and worthless as you!"Full Name: Hector Barbossa Age: Unknown; more or less in his mid-50s Occupation: Pirate Captain (due to betraying his former captain, Jack Sparrow), Pirate Lord of the Caspian Sea Height: 6'1" Weight: 196 lbs Eye color: Dark grey Hair color: Greyish brown Species: Human ABILITIESInt: 3 Str: 2 Agl: 3 Spd: 2 Dur: 4 HEALTH: 4 ENERGY: 15 REGEN: 7 ACTIONSClose Combat: 4 (Str.bonus and Wpn.modifier) -Efficient -Brawling -Sword -Dirty Fighting -Fighting multiple opponentsRanged Combat: 5 (Wpn.modifiers) -Flintlock pistol -Thrown objects/weapons -Precise shooting -Headshot -Dirty fightingAcrobatics: 3 (Agl.bonus) -Efficient -As a human, may not leap farther than Leaping Range 3 (25 ft), but is capable of most impressive tricks nonethelessThieving: 4 (Agl.bonus) -Stealth -Lockpicking -Pickpocket -Search room/areaMan of the Sea: 4 -As Vehicle Operations, but only applies to ships and boats of old -Sailing ships -The Black Pearl -Rowboat -Navigational chartsGambling: 4 (Int.bonus, and Agl.bonus if cheating/spotting cheaters) -Liar's Dice -One and thirty -Bone-ace -Heads or tailsGeneral Knowledge: 5 (Int.bonus) -The Carribean Seas -Pirate lore and legends -Treasures and rumors of -Local customs and facts -Davy Jones' lockerSwimming: 2 (Spd.bonus) -Can't exceed max human swimming speedMedical Healing: 1 -May heal up to 2x AN white stones of Health per day, but only up to AN per person healed -First aidLeadership: 2 Social Skills: 5 -Pirate -Humor/Sarcasm -Bluff/Lie -Intimidate -EtiquetteMODIFIERSPirate Lord +2 -Adds to all uses of Thieving, Gambling and Man of the Sea actionsPresence +1 -Adds to all uses of Social Skills and LeadershipRapid Regeneration Energy Battery 1 Deep Reserves 1 Reflexive Dodge +2 Toughness +1 Headstrong +3 -As Mental DefenseFast-draw +2 Targeting +1 Wealth: 0 -Has maybe a few doubloons in his pockets and what clothes and weapons he has on him... thanks to being thrown in another world.CHALLENGES-Psychological (-2; severe greed. As most pirates, Barbossa is mostly motivated by the lure of gold.) -Psychological (-2; mild ambition. Barbossa intends to be remembered as a fearsome pirate, but unlike Jack, he is satisfied with just being the Captain of the Black Pearl.) -Addiction (-2; to alcohol, especially rum.) -Extreme vanity (-2; If anyone's ego is bigger than Sparrow's, it's definitely captain Barbossa's. As far as he's concerned, he's the best at everything, and he can best his rival anytime. The truth, although he wouldn't admit it, is that he usually only wins by treachery and betrayal, but... don't say that to his face.) -Wanted (-1; like most of his fellow pirates, Barbossa is wanted, dead or alive, for piracy.) -Obsession (-3; to be captain of the Black Pearl instead of Jack Sparrow.) EQUIPMENT-Pirate outfit and longcoat (reinforced with hard leather; +1 defense. Also has a lot of hidden pouches; perfect for storing and hiding small objects) -Captain's hat -Various rings, jewels and trinkets -Pirate sword (+3 melee weapon. A well crafted sword for a pirate lord.) -2 Flintlock pistols (+2, 2x damage, range 3, only one bullet may be fired before reloading. Reloading a single gun requires 1 full panel.) -Knife (+1; kept hidden in a boot, just in case.) -Piece of Eight (symbol of Barbossa's rank of Pirate lord.) -A handful of gold doubloons, an handkerchief, various other small and rather insignificant personal items. -Barbossa is also more than likely to have a bottle of rum with him, quite possibly half empty already.
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Post by Manah on Apr 8, 2011 20:15:23 GMT -5
CAPTAIN JACK SPARROW Former captain of the Black Pearl"Quit spouting nonsense, mate... Of course it can be done. I AM captain Jack Sparrow, savvy?"Full Name: Jack Sparrow (although the "Captain" part is VERY important... to him, at least.) Age: Unknown; more or less in his mid-40s Occupation: Pirate Captain, Pirate Lord of the Caribbean Sea Height: 5'11" Weight: 151 lbs Eye color: Black Hair color: Black Species: Human ABILITIESInt: 5 Str: 2 Agl: 4 Spd: 2 Dur: 3 HEALTH: 3 ENERGY: 16(i) REGEN: 8 ACTIONSClose Combat: 5 (Agl.bonus and Wpn.modifier) -Efficient -Brawling -Sword -Swashbuckling -Improvised weapons -Dirty FightingRanged Combat: 6 (2 Wpn.modifiers) -Flintlock pistols -Thrown objects/weapons -Precise shooting -Improvised weapons -Dirty fighting -Dual PistolsAcrobatics: 4 (Str.bonus) -Efficient -As a human, may not leap farther than Leaping Range 3 (25 ft), but is capable of most impressive tricks nonethelessThieving: 6 (Agl.bonus) -Stealth -Lockpicking -Pickpocket -Legerdemain -Escape artist -Search room/areaMan of the Sea: 5 -As Vehicle Operations, but only applies to ships and boats of old -Sailing ships -The Black Pearl -Rowboat -Navigational charts -Operating a ship with MUCH fewer people than it normally needsGambling: 4 (Int.bonus, and Agl.bonus if cheating/spotting cheaters) -Liar's Dice -One and thirty -Bone-ace -Heads or tailsGeneral Knowledge: 4 (Int.bonus) -The Carribean Seas -Pirate lore and legends -Treasures and rumors of -Local customs and factsSwimming: 3 (Spd.bonus) -Can't exceed max human swimming speedMedical Healing: 2 -May heal up to 2x AN white stones of Health per day, but only up to AN per person healed -First aid -CPRLeadership: 3 Social Skills: 7 -Pirate -Humor/Sarcasm -Common sense -Stating the obvious -Bluff/Lie -Negotiate/Barter -Confuse by wordsMODIFIERSPirate Lord +2 -Adds to all uses of Thieving, Gambling and Man of the Sea actionsPresence +1 -Adds to all uses of Social Skills and Leadership (although Sparrow's Presence is more awkward and strange than impressive and charismatic, but still.Makin' it up as he goes +3 -When Sparrow's initial plan has failed (NOTE: Not "if", but "when". Okay... sigh. He does not always fail, but still), he must improvise, and truth be told, it is exactly what he is actually the best at. This works as Good Luck, but Sparrow must not be acting on an actual plan when using it. Either he must improvise right from the start, or his actual plan must fail, thus forcing him to... make it up as he goes.Energy Battery 2 Deep Reserves 3 Reflexive Dodge +3 Headstrong +3 -As Mental DefenseFast-draw +2 Targeting +1 Wealth: 0 -Has maybe a few doubloons in his pockets and what clothes and weapons he has on him... Thanks to Barbossa.CHALLENGES-Awkward (-3; one of Sparrow's most obvious traits is that he's just plain weird. The way he stands, the way he carries himself, the way he moves, the way he reacts to whatever situation he's in... is usually at the very least awkward, and will often look strange... up to downright crazy. In truth, Sparrow is actually much smarter and agile than his looks tend to suggest, and many of his opponents underestimate him because of it.) -Psychological (-2; severe greed. Money, gold, treasure and jewels, among other things, figure among Jack's favorite words. If he's likely to make a good profit, Captain Sparrow can be convinced to do his best for a given cause.) -Psychological (-2; severe ambition. Jack Sparrow has a lot of dreams, and all of them involve him becoming powerful, well known and feared by most. In fact, he fully intends to be legendary, period.) -Psychological (-1; mild cowardice. While he is not truly a coward per se, Jack Sparrow often likes to think that the better part of valor lies in escaping to fight another day. He usually prefers to get around obstacles by using his wits and negotiation skills rather than by fighting, although he can find the hero within him if the need arise. It's just that he has to search longer than most.) -Addiction (-2; to alcohol, especially rum. Jack spends most of his time either drunk or trying to be.) -Honorable (-1; for all his flaws and despite him being a pirate, Sparrow is more honorable than most, and will often be considered to have a soft heart because of this. For example, he rarely kills his enemies if he can avoid it, and even if he initially considers that he has to look out for number one, he will quite possibly return to save his friends.) -Extreme vanity (-1; "It's CAPTAIN Jack Sparrow, if you please.") -Wanted (-2; in his time and place, Captain Jack Sparrow is wanted for acts of piracy. His head is worth 10,001 guineas. He's wanted dead and anyway, if caught alive, he'd probably be scheduled for execution.) -Obsession (-3; become immortal so he can sail the seas forever and become the most legendary pirate, ever.) EQUIPMENT-Pirate outfit and longcoat (reinforced with hard leather; +1 defense. Also has a lot of hidden pouches; perfect for storing and hiding small objects) -Captain's hat (nothing special, but Sparrow loves his hat. It's one of his most treasured possessions.) -Various rings, jewels and trinkets -Pirate sword (+3 melee weapon. Jack's sword if of superior quality, as is to be expected from a Pirate Lord's weapon.) -2 Flintlock pistols (+2, 2x damage, Range 3, two bullets may be fired before reloading. Sparrow's pistols are regular flintlock ones, but they are equipped with two firing mechanism, allowing two bullets to be set at once instead of only one. Reloading a single gun requires 1 full panel.) -Knives (+1; Sparrow has three of those. He keeps one at his side in a sheath, one in his longcoat, and one in a boot.) -Piece of Eight (Sparrow's identification marker as a Pirate Lord.) -Jack's Broken Compass (Jack Sparrow's broken compass is actually a gift of Tia Dalma, and is enchanted. It does not indicate north; instead, it points towards whatever it is that Sparrow wants the most at a given time. A handy tool for a crafty pirate... and GM.) -A handful of gold doubloons, an handkerchief, various other small and rather insignificant personal items. -Jack is also more than likely to have a bottle of rum with him, quite possibly half empty already. -------------------------------------------------------------------------------------- STORY: He's Captain Jack Sparrow, for crying out loud... read a book or watch the movies, mate.
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Post by Manah on Aug 13, 2011 21:40:15 GMT -5
DOCTOR EGGMAN"Nonsense! These are problems for the common man. A genius couldn't care less about them! And Ivo Robotnik is a genius among geniuses!"Full Name: Ivo Robotnik Age: 50+ Other aliases: Eggman, Doctor Robotnik, The Doctor Height: 6'1" Weight: 282 lbs Eye color: Blue Hair color: Red-brown Species: Human ABILITIESInt: 8 Str: 4 Agl: 2 Spd: 4 Dur: 3 En.Pool: 4 En.Regen: 5 HEALTH: 3 ENERGY: 20 REGEN: 7 ACTIONSClose Combat: 1 (Str.bonus or Wpn.modifier) -Self-DefenseRanged Combat: 4 (Wpn.modifier) -Gadgets and devices -Ray guns -Thrown objects -Vehicle WeaponsVehicle Operations: 6 -Light vehicles -Boats -Egg Mobile -Egg Carrier -Airships -Militarized VehiclesTechnology: 7 (Int.bonus) -Efficient -Repair/maintenance -Computers -Robotics -Egg Mobile and mounted weapons -Gadgets and gizmos -Energy Weapons -Chaos Emeralds-powered devicesInventing: 6 (Int.bonus) General Knowledge: 6 (Int.bonus) -Efficient -The Chaos Emeralds -History/Geography -Egg Mobile and Egg Carriers -Tactical lore -Various sciences -GeneticsMedical Healing: 5 -First aid -CPR -Treat severe wounds -Treat diseases -Treat poisonsSocial Skills: 5 -Persuade -Mad scientist -Intimidate -Grandiose -SupervillainMODIFIERSPresence +1 -Adds to all uses of Social Skills. The Doctor may not look like it, but he can be very convincing and intimidating when he wants to be.Healing Factor Reflexive Dodge +2 Mental Defense +2 Targeting +1 Wealth: 10+ (in secret bases, hundreds of robots, various types of technology, funds, vehicles, aircrafts, etc, etc, etc.) CHALLENGES-Overweight (-3; Eggman has a severe weight problem, wether it seems to affect him or not. Apparently, a mad scientist once bent on conquering the world eats very well... perhaps too much so.) -Showoff (-2; when Eggman does chooses to show himself, he never does so lightly. So when he does show up, expect him to show 'off', too.) -Psychological (-2; hates to lose. If there is one thing Eggman hates above all others, it is to fail at something, especially his carefully planned and thought of plans.) -Psychological (-2; severe cowardice. For all his apparent confidence, vanity and tendency to show off, the Doctor isn't exactly brave when directly faced with danger. Sure, he will fight in his giant robots or his Egg Mobile, or from behind legions of Egg Bots, but face him directly and he's quite likely to surrender... unless it was what he planned for all along.) -Extreme vanity (-2; no matter wether he's all about conquering the world, or redeeming himself, Doctor Eggman thinks of himself, without a single doubt, as the smartest being there could ever be. He is not only a genius, but THE genius. Insult his intellect and you will pay.) -Criminal record (-2; Robotnik used to be public enemy #1 for quite some time. People have not forgotten, nor did the law.) -Deadly enemies (-5; many. Doctor Eggman is a powerful man, so he's made many friends... but not nearly as much as he's made many enemies. Some are out for revenge, some merely want to "defeat" him at something, some wish to humiliate him, others still want to make his life a living hell. Thankfully for him, Ivo Robotnik knows how to protect himself...) EQUIPMENT-Eggman Outfit (+1 defense)
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