albatross
Player
Omega Shield game master
Posts: 2,021
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Post by albatross on Jan 1, 2009 17:38:47 GMT -5
These are the potential recruits for the upcoming Three Demons adventure.
Shards - Lightning Reflexes, Healing Factor, Energy Fists, Matter Explusion: Bone. Genius, High Agility, Age: sixteen.
Foxglove - Brain Boost, Alter Physical Body, Extraordinary Mental Affinity, Extraordinary Physical Beauty, Awe, Heightened Sense of Taste. Also immune to poison. High Genius, Athletic Agility, Age: eighteen.
Dragon Hatchling - Fly, nightvision, see the invisible, bio-regenerate, metamorphosis, teleport, fire breath. Supernatural Genius, Super Agility, Age: seven days.
Dancer - Can preform any move or maneuver. Super Genius, Excellent Agility, Age: fourteen.
Shadow - Darkness Control, Nightstalking, Physical Prowess, Physical Endurance, Brain Boost. High Genius, Excellent Agility, Age: fifteen.
Rock - Supernatural Physical Strength, Increased S.D.C., Enhanced Healing, Increased Range, Tremendous Physical Strength, Focus on Agility and Speed, Power Punch, Power Kick, Force of Will. Average intelligence, Super Agility, Age: fourteen.
Merrow - Supernatural Physical Prowess, Bend Light, Extraordinary Mental Endurance, Healing Factor, Increased S.D.C., Enhanced Healing, Increased Range, Swimming, Genius, Super Agility, Age: sixteen.
Zee - Bioroid, Natural Combat Ability, Super Genius, Excellent Agility, Age: sixteen.
Peacemaker - Mindprancer Immortality, Draw Wounds, Enhanced Healing, Supernatural Strength, Heightened Sense of Hearing, Heightened Sense of Smell, Heightened Sense of Taste, Heightened Sense of Touch, Supervision: Advanced Sight. Genius, High Agility, Age: fourteen.
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albatross
Player
Omega Shield game master
Posts: 2,021
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Post by albatross on Jan 1, 2009 17:39:37 GMT -5
NAME: Jackson Ferguson HP: 32 ALIASES: Jack , Shards S.D.C: 80 CLASS: mutant HEIGHT: 5'10" RACE: human WEIGHT: 162lbs GENDER: male AGE: 16 ALIGNMENT:Unprincipled LAND ORIGIN: US
DISPOSITION: Jake is somewhat shy and withdrawn. He finds it hard to make new friends because of his family's constant moving around. With his family, or anyone that can get close enough, he opens up and has a warm, caring personality and a dry sense of humor.
APPEARANCE: Jake has unusally black hair, blue eyes , a wiry build a pale complexion (mutant trait). He has his left ear pierced twice and has been considering getting his eyebrow done. He also has a tattoo of a chinese dragon on his left shoulderblade that his parents don't know about. He has glasses, but doesn't have to wear them all the time.
Though not completely into the goth scene, he does tend to paint his fingernails black and wear black clothing alot, or army fatigues. He is almost always wearing earbuds listening to " anything with guitars in it" on either his ipod or discman.
ATTRIBUTES: IQ: 15 Skill Bonus: +0 ME:10 Save Vs. Psionics/Insanity: 0 MA: 9 Trust/Intimidate: 0 PS: 17 S.D.C. Damage Bonus: +2 PP: 18 Melee Combat Strike/Parry/Dodge Bonus: +2 PE: 24 Save Vs. Magic/Poison: +5 Coma/Death: +18 PB: 15 Charm/Impress: 0 SPD:23 Running:
EDUCATION AND SKILLS: ( Programs, +%) SKILLS: Bonus Base %/lvl Total
Computer Program Computer Operations 5 40 5 45 Basic Electronic 5 30 5 35 Computer Programming 5 30 5 35 Computer Repaairs 5 25 5 30
Domestic Program: basic mathematics 5 45 5 50 Play Musical Instrument: Drums 5 35 5 40 Play Musical Instruments: Guitar 5 35 5 40 Cook 5 5 35 40
Secondary
HtH: Matial Arts First Aid 5 45 45 Photography 5 35 35 Pilot motorcycle 4 60 60 Radio:Basic 5 45 45 Fishing 5 40 40 WP: Blunt body building/weightlifting WP: Paired weapons
Bonuses: Attacks: 5 Parry: +2 Roll: + 5 Strike: +2 Dodge: +2 Disarm: +1 Initiative: + 5 Pull Punch: +6 Perception: +1 Damage: +2 automatic dodge +3
+8 save vs magic +3 vs toxins +8 vs poisons +3 vs psionics +38 vs coma/death
Powers
Lightning Reflexes: Tends to be fidgety and has trouble sleeping
Healing Factor – Recover 3SDC every 10 mins, recover 1 HP every 15, instantly regen 4d6HP twice/day. Does not fatigue, Fire/Cold do half damage, resistant to drugs, toxins, and poisons, no scars from healing, bones heal 10 times faster
Energy Fists
1. Energized Punch: 2D6 per punch, or 4D6 for a power punch attack; plus any bonus for a P.S. of 16 or higher. Attacks per Melee: Each punch counts as one melee attack, a power punch counts as two. Bonus: +1 to strike with fists and arms.
2. Power Clap/Burst: Range: 10 feet / level Damage: 1D4 points per level of experience. Attacks per Melee: Each power clap counts as two melee attacks.
3. Parry/Deflect: Roll a normal parry at +2, plus any P.P. attribute bonuses (no other parry bonuses apply). If successful, the attack is deflected and hits the ground 4D6 yards/meters away. allow parry melee weapons with his energy covered hands, even energy-based melee weapons, like a flaming sword, Psi-Sword, energy blade, plasma axe, etc., without fear of damage or injury.
Matter Expulsion: Bone
1. Create Bone Claws: Damage: 3D6 +2. Bonuses: +1 on initiative, +1 to parry and disarm, and +2 to pull punch when using Bone Claws.
2. Fire Shards of Bone: Range: 100 feet+50 feet/level Damage: 1D6 per each shard fired. He can fire one from each of the four fingers, one at a time or in volleys of 2, 3, or 4 (doing 2D6, 3D6, or 4D6 dmg Attacks per Melee: Each single shot or volley of 2-4 counts as one melee attack.
3. Create Bone Spear: . Range: Close combat or thrown up to 100 feet (30.5 m) +10 feet /level Damage: 3D6 + 2 Bonuses: +2 to strike when thrown, +1 to parry and disarm with the spear.
4. Bone Armor: A.R.: 14; has 100 S.D.C. +20/level+2 to roll with punch, cracked bones heal completely within 1D6+6 hours ;immune to disease that .
Equipment:
Bio: Air Force Colonel Jackson Alexander Ferguson Sr. always wanted a son to do all those father/son things with, and on the fifth try, he got one, sort of. Jack Jr., unfortunately, wasn't what the Colonel was looking for and was a dissapointment to his father which has caused an animosity between the pair over the years. He also resents that his father has tried to make it up for the lack of connection by buying him off with gifts and is thankful that they don't see each other much due to his father's assignment. He is close with his mom (Lydia), and confied in her when he needs someone to talk to. She tries to play down his feelings towards his father, but otherwise she favors him over his sisters.
Jack is one of those kids that never really fits in to a group at school, partly because his family moved around so much that he gave up trying. It has made him a bit of a loner and and outcast, but he has gotten used to it and now in his first year of high school, it no longer bothers him. This has also made him the target of abuse of other students. He is usually withdrawn and shys away from others, and more than one bully has taken advantage of this. He was never one for sports except for his skateboard, and prefers to spend his free time on his computer or toying with his electric guitar and drums, playing and singing along with the latest hits. He has considered trying to join a band with other students, but he isn't brave enough to ask. He also enjoys tinkering with his motorbike, but he usually does more harm than good. Since his father's latest posting has been made semi-permanent due to his impending retirement, Jack has toyed with the idea of getting up the nerve to try to make some friends.
Jack is the fifth child and only son in a family of six. He has four older sisters ( Alexandria(23), Diana(21), Tina and Claudia (18, twins)) and a younger sister ( Josephine( 13) ). He had dreaded high school because he would be in the same school as his twin sisters, but it never turned out to be a problem and he hardly sees them. At home is a different story. Being outnumbered five to one, he spends alot of time holed up in his room with his cat Deacon and his drums or his computer to keep himself from fighting with his sisters, especially Joe. He especially hates it when they call him any of the long list nicknames they have for him (Junior, Little Jack, etc, etc). « Last Edit: Dec 2, 2008, 10:58am by dakota »
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albatross
Player
Omega Shield game master
Posts: 2,021
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Post by albatross on Jan 1, 2009 17:40:13 GMT -5
Foxglove
She is eighteen and currently studies education, with a focus on teaching physical education, at the University in Toyko and enjoys the Toyko nightlife. She is an active vigilante in Toyko, her enemies have given her the name Nightshade (they don't actually know who she is, the rumor is she never looks the same twice). She also works in various establishments throughout the city to support her lifestyle of fancy food, drinks, and large donations to charities. She is the most popular date for philanthropists attending galla events and a renowned charity fund raiser, though she is hard to track down.
Foxglove, Brandy Foxglove, Angel Foxglove, Cheyenne Bassovia, Rose, she has been called Nightshade though she never gives that name or acknowledges it. Her true name is kept secret.
Aberrant, she sees the world in good and evil, black and white. Those of Principled, Scruplous or Unprincipled Alignments are treated with respect and friendship, while those of selfish and evil alignments are marks for tricks, robbery and violence (even many of the Aberrant ones, unless they are charitable or respectable). She volunteers with charities at every opportunity and poisons drug dealers in their sleep.
She is a first class spy, gold digger, escort, stripper and assassin. First level Experiment.
Typically she appears as gorgeous petite brunette around five feet five inches tall. Her eyes are often blue, green, grey or hazel. Her hair is often long and always beautifully done, and she often dresses fashionably or scantily or both.
Strikingly beautiful, bold, friendly and gregarious, she lulls opponents into a vulnerable state using her charms, alcohol and occasionally drugs. She then captures or poisons them, often while they are intoxicated or asleep.
Intelligence Quotient 20 +6% to all skills (included) Mental Endurance 13 Mental Affinity 30 97% trust/intimidate Physical Strength 12 Physical Prowess 12 Physical Endurance 11 Physical Beauty 26-28 80%, 83%, 86% charm/impress Physical Speed 22
She isn't sure how she came by her powers, it appears to have been an accident that occurred in her childhood. As a teenager, she told each of her divorced parents that she was going to live with the other parent and to this day neither of them have figured out the truth. She sends them money, birthday cards and Christmas cards, but prefers her new life and doesn't tell them anything. She grew up dreaming she would be able to fly and have super strength and speed, but none of that came to pass and now she relishes using her unique abilities to defeat much more powerful opponents.
As a side effect, she is immune to all natural poisons, venoms and disease. Magic poisons have full effect, while synthetic poisons have half effect. She can eat poisonous plants and can drink others under the table. An avid drinker, she feels one tenth the effect of alcohol and can drink twice as much as even others of her abilities. She has successfully drunk supernatural beings into a stupor and she never suffers hangovers (super natural creatures can only drink four times normal).
Her powers are all minor powers and include: Brain Boost, Alter Physical Body, Extraordinary Mental Affinity, Extraordinary Phyical Beauty, Awe, and Heightened Sense of Taste.
Alter Physical Body: Change fingerprints at will, copy fingerprints 31%+5, Change Physical Beauty by 5%, Change appearance of age 5% per level, Change eye color any, cannot copy retinas, Change height two inches up or down per level, Change teeth spacing and teeth color by 25%, Lighten of darken hair by 33%, from light brown to deep dark brown, Lighten or darken skin color by 33%, typically tan all over. Add, eliminate or change one birthmark per level.
Extraordinary Mental Affinity: +10% to seduction, pick pockets, deception and sleight of hand (included)
Extraordinary Physical Beauty: +10% to investigation/research, interrogation, seduction, palming and pick pocket skills (included)
Awe: 10, +1 every other level 2, 4, 6, 8 etc.
Heightened Sense of Taste: Identify components. Drugs or chemicals are immediately apparent. May be able to identify point of origin in food, certain ingredients and proportions. Can tell type, year, bottling company and vineyard from a taste of wine. Recognize common items at 86%+4, exotic and poisons at 46%+5. +10% to cooking skill, professional quality (included).
H.P.: 16 S.D.C.: 62 Attacks: 3 Awe 10
Parry+1 Dodge+1 Roll+1
vs Horror Factor/Awe +11 vs Possession +2 vs Illusions +1
Skills:
+6% to all (included) +10% to seduction, pick pockets, deception and sleight of hand (included) +10% to investigation/research, interrogation, seduction, palming and pick pocket skills (included) +10% to cooking skill, professional quality (included).
Street Skills:
Seduction +26% Pick Pockets +26% Palming +26% Photography +6% Streetwise +20% Prowl +11% Dance +6% Cook +16%, professional English: native Literacy +6% Japanese +6% Race Car +6% Motorcyle +6% Athletics General Body Building Climbing +6% Swimming +6% Running
Items:
She has between $10,000 and $20,000 in subtle, high quality jewerly on her most of the time, always trading it in for new pieces or for cash. She has between $3,000 and $70,000 in cash in her purse depending on what she was up to last night, usually between three and thirteen thousand. She can obtain money or jewelry as gifts worth between $10,000 and $25,000 from men all over the world on any given day and she is able to raise between $100,000 and $300,000 on short notice for nearly any charity. She has raised or donated more than $10 million to charity in the past year. She regularly turns down multi-million dollar marketing contracts and frequently alters her appearance so as not to become a well recognized public figure.
Her only weapons are kitchen knives and a large collection of natural poisons, most of which taste delicious or go well with certain dishes and drinks. Since she is immune, she often shared poison with her victims.
She has an extensive collection of perfumes worth more than $100,000, lingerie worth $44,000, a wine and liquor collection worth $700,000, an apartment with a huge kitchen, walk in pantry and two large refrigerators stocked by the doorman, and a relatively small collection of clothes with only a few nice ones - she gets all her dates to take her shopping and donates her clothes immediately afterwards, has never been photgraphed at a charity event in the same outfit. « Last Edit: Dec 5, 2008, 8:58am by albatross »
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albatross
Player
Omega Shield game master
Posts: 2,021
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Post by albatross on Jan 1, 2009 17:40:46 GMT -5
Great Horned Dragon Hatchling
Lacks a name. A child, considered anarchist alignment, though no real alignment yet. No occupation. First level Dragon Hatchling.
Seven days old, will reach full size in five weeks growing to about twenty feet long. Scales are a light bronze color, and the head, neck, back, wings and tail have spikes or horns. Can metamorphosis for two hours per level. Frequently appears as a short boy with dark hair hanging over one eye or the other.
IQ 32 +17/16/12% to skills (with base percentages of 0-30/30-60/60+) ME 28 +7 vs Psionics, Insanity MA 26 88% Trust/Intimidate PS 25 +10 to damage PP 30 +8 to Strike, Parry and Dodge PE 21 +3 vs Magic, Poison, +12% vs Coma/Death PB 30 92% Charm/Impress Spd 19, flying is 70mph
Can fly at 70 mph Nightvision is 90ft See the invisible Fire and cold resistant (half-damage) Bio-regenerate 1D4 x 10 per five minutes Metamorphosis, two hours, plus two hours per level Teleport 28%+2 Claws 2D6 Bite 2D4 Fire Breath 2D6, 60ft range Life span 6,000 years Trust/Intimidate 88% Charm/Impress 92%
Major Psionic
Psychic Diagnois Psychic Surgery See Aura Sixth Sense Speed Reading Total Recall Object Read Mind Block
Magic Knowledge: Full understanding, techno-wizard devices, read magic, use scrolls, recognize magic circles and enchantment. Can sense ley lines, nexus points and other dragons (general direction). Can learn two spells per level starting at level three.
HP 250 SDC PPE 80 ISP 100 Attacks: 3 Damage +10 Strike +8 Parry +8 Dodge +8 Pull punch +2 Roll+2
+3 vs Magic +3 vs Poison +7 vs Psionics +7 vs Insanity +12 % vs Coma/Death
Skills:
+17/16/12% to skills (with base percentages of 0-30/30-60/60+)
Dragonese - 98% Literacy - 98% Basic Math - 98% American - 98% Literacy - 98% Hand to Hand: Basic, +1 attack.
Cryptography Computer Operation Pilot Sailing Ship Pilot Power Armor Robot Combat: Elite
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albatross
Player
Omega Shield game master
Posts: 2,021
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Post by albatross on Jan 2, 2009 21:39:21 GMT -5
DANCER
Giselle ‘Gisa’ Otylia Viatrix Gisa Viatrix is her stage name. Principled Good. She would be reluctant to fight anyone save the most diabolic. Even then her opposition tends to be indirect. Heroic Dancer Experience: 1st level Mystic Transformation
When she isn’t transformed she is unsure, clumsy and easily distracted and frustrated. When transformed she is quietly confident, is exceedingly graceful and is persistent. She is always generous and gently. Asymmetrically clever.
A short, skinny kid with big blue-grey eyes and long auburn hair. When transformed she is a beautiful ballerina swan princess, with her long hair perfectly done up out of the way, toe shoes and a tutu. She is fourteen years old.
Her patron is Amaterasu, she was created and has no parents – she often views others as surrogates. She has a kind agent who hides her identity as a meta and furthers her international dancing career.
IQ 21 --- +7% to all skilled ME 10 MA 12 --- 24 transformed, 80% trust intimidate PS 9 --- 18 transformed, +3 to damage PP 10 --- 22 transformed, +4 to strike, parry, dodge PE 14 PB 13 --- Appears radiant when transformed, has a costume. Spd 16 --- 80 transformed
Powers:
When transformed, she can perform any move, maneuver or physical technique she has ever seen without fail. If she has seen a triple lutz or a reverse-turning kick she can do it flawlessly. She cannot replicate powers, so this doesn’t apply to Chi techniques, Karmi-Jutsu or super powers like flight or super speed.
Skills: Equal to a Dedicated Martial Artist +7% to all skills
Speak German Literate: German Basic Mathematics Speak French Speak English Social Contacts in the world of Ballet - 37% recognize major figure, 12% have met.
H.P.: 22 S.D.C.: 35 155 transformed Chi: 17 Attacks: 2 Damage +0 +3 transformed Strike+0 +4 transformed Parry+0 +4 transformed Dodge+0 +4 transformed Pull Punch+2
Trust / Intimidate 0% 80% transformed vs Magic +1 vs Negate Magic/Anti-Magic Cloud +4 vs Possession +1 vs Horror Factor +2
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albatross
Player
Omega Shield game master
Posts: 2,021
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Post by albatross on Jan 2, 2009 22:32:01 GMT -5
SHADOW
Timothy Anderson, aka Shadow Unprincipled, leans good. Spy Experience: 1st level Super Soldier
Tim is a short, timid boy of fifteen with dark hair constantly hanging in his brown eyes and a quiet demeanor. He was created by a secret intelligence agency, but he escaped easily. He typically blends in and works odd jobs, but he can’t help himself from spying – it has become a habit. He occasionally performs jobs for local gangs, but only if they don’t threaten him – he disappears if they do.
Intelligence Quotient 20 Brain Boost +6% to all skills Mental Endurance 9 Mental Affinity 10 Physical Strength 8 Physical Prowess 21 +3 to strike, parry, dodge Physical Endurance 20 +8% vs coma/death, +2 vs magic/poison Physical Beauty 9 Physical Speed 30
Powers:
Sensitive to light, must wear sunglasses during the daytime and prefers to sleep during the day and be active at night. -5% to all skills if without sunglasses in daytime.
Darkness Control, Nightstaking, Extraordinary Physical Prowess, Extraordinary Physical Endurance.
Darkness Control: Create darkness, those within are -8. Infrared optics, thermo-imaging and exceptional hearing are -4. Move darkness speed six, expand and contract at will. Range 140ft +10ft/lvl. Affects 30ft +10ft/lvl. Duration 5 minutes. Counts as one attack. He can see 30ft in his own darkness (see also Nghtvision). The darkness has a Horror Factor of 13. Shadow Meld in his own darkness or other shadows.
Nightstalking: Sense the exact moment of the rising and setting of the sun. Recognizes vampires and Shadow Beasts even when they are in shadow. Can see those cloaked in unnatural or magical darkness. Cannot be turned into the undead. +10% tracking, land navigation, prowl (included). Nightvision 1000ft. Horror Factor 13, applies to him.
Extraordinary Physical Prowess and Physical Endurance
Skills: +6% to all skills, +10% to tracking, land navigation, prowl. +10% to physical skills requiring dexterity such as prowl, gymnastics, acrobatics, climb, etc. (all included) Prowl +31% Streetwise +20% Barely literate – 36%+2 W.P. Knife Concealment +6% Pick Locks +6% Find Contraband and Illegal Weapons +6% Cook +6% Play Guitar +6% Art +6% Photography +6% Running Swimming +6% Scuba Advanced Swimming +6% Climbing +16% Pilot Motorcycle +6% Pilot Automobile +6% Pilot Water Scooters +6% Hand to Hand: Basic
H.P.: 31 +1D4 per level additional S.D.C.: 143 +50 only at night Attacks: 5 Damage +1D6 only at night Initiative +1 Automatic Dodge +3 Strike+3 Parry+3 Dodge+3 Roll+2 Pull Punch+2
vs Illusions +1 vs Magic +2 vs Poison +2 vs Possession +2 vs Horror Factor +2 vs Coma / Death +8%
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albatross
Player
Omega Shield game master
Posts: 2,021
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Post by albatross on Jan 3, 2009 10:25:27 GMT -5
ROCK
Jack Tabner, ‘Rock’ Principled Good Gung-ho Hero Experience: 1st level Physical Training Mega
A short boy with a broad back. Brown eyes, brown hair. Socially awkward, an earnest, somewhat simplistic person who is annoyingly positive. He doesn’t hold a grudge, but his low self-esteem drives him far, far beyond normal meta limits and behavior. A superb athlete, he seems magnificent until he opens his mouth. The Keanu Reeves of training. Age fourteen.
Powers:
Supernatural Physical Strength, Increased S.D.C., Enhanced Healing, Increased Range, Tremendous Physical Strength, Focus on Agility and Speed, Power Punch, Power Kick, Force of Will.
Force of Will: This is the incredible ability to stay on one’s feet even after all S.D.C. and hit points have been reduced to zero or below. In this physically ravaged state, the character has only one attack per melee, no power punch or kick is possible, speed is reduced by half, and bonuses to strike, parry and dodge are reduced to zero (unmodified rolls only). The character can function in this state for 24 hours or until hit points are reduced to – 40, whichever comes first. At that point, the character lapses into a coma. Although – 40 may be below the character’s P.E. limit, the force of will keeps him or her alive, but only professional treatment can save the character’s life. If the treatment is successful, the person will be brought back up to 2 hit points and recovers at the usual rate. Remember to consider blood loss (1 hit point per minute/4 melees) when the character is below zero hit points. Blood loss can be stopped with first aid or paramedic treatment/skills.
Intelligence Quotient 10 Mental Endurance 19 Mental Affinity 12 Physical Strength 54 Tremendous Supernatural Strength +39 damage Physical Prowess 30 +8 to strike, parry and dodge Physical Endurance 26 Physical Beauty 16 Physical Speed 38
Skills: High School +5% to Skill Programs
Acrobatics +10% Gymnastics +10% Athletics General Swimming +5% Climbing +25% Wrestling Detect Ambush +10% Detect Concealment +10% Escape Artist +10% Tracking +10% Wilderness Survival +15% Land Navigation +5% Carpentry +5% Boat Building +5% Hunting +5% Fishing First Aid Holistic Medicine Recognize Weapon Quality Pilot Automobile Pilot Sail Pilot Water Scooters Basic Mechanics General Repair/Maintenance
Hand to Hand:
Hit Points: 41* S.D.C.: 88 +50% to S.D.C. *Heals five times faster. Spells, drugs, disease is half duration. Increased vision, hearing and other senses by 50%. Also applies to ability ranges. Death Blow on 16-20, must announce. Pin on 18, 19 or 20 Crush 1D4 Kick 2D4 Initiative+2 Attacks +2 Damage +39 Strike+8 Parry+9 Dodge+9 Roll+5 Pull Punch +3
Vs Magic +7 Vs Poison +6 Vs Possession +2 Vs Horror Factor +2 Vs Psionics +2 Vs Insanity +2 Vs Coma / Death +32%
Defensive and Fast Combat Attacks: 6 Paired Weapons (all) Disarm Backflip Body Flip/Throw Punch 2D4 Backward Sweep Kick Power Punch, Power Kick, 2 attacks, double damage (or can damage to invulnerable)
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albatross
Player
Omega Shield game master
Posts: 2,021
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Post by albatross on Jan 19, 2009 14:44:01 GMT -5
Merrow Merrow, Nüy Principled Good Experience: 1st level Mega Alien Hero of the Oceans
A quiet, wise young alien with an iron will. She possesses an eerie physical beauty and willowy grace. Her eyes are entirely black and light frequently bends around her. Her hands and gills are webbed and she has an eel like-tail nine feet long. Her skin looks smooth, but is somewhat rough to the touch, like a ray or shark. She is sixteen years standard.
Powers:
Super Physical Prowess (major), Bend Light, Extraordinary Mental Endurance, Healing Factor, Supernatural Strength (carry 300 times, lift 500times, fatigues at 1/10th), Enhanced Healing (twice as fast), Increased S.D.C., Increased Range (50%). She can see and hear farther than normal. Gills, Swim 98%, swimming speed 80, depth tolerance 9,000ft.
She needs water to breathe, drowns in air. She also suffers certain penalties while out of water.
Bend Light 150ft +15ft/lvl. Separate bands of light by color or radiate (10 x 10ft room) red, yellow, blue, green, purple, orange, infrared and ultraviolet. Blank Spot: Must roll 18 or higher to notice the blank spot. Parry laser and other light beams (even flashlights) +3. Protective 10ft bubble up to 150ft away, deflects lasers. Ricochet light beams. Straight parry, straight strike. Can see infrared and ultraviolet 150ft per level.
Intelligence Quotient 15 Mental Endurance 27 +6 vs Psionics, +10 vs Insanity Mental Affinity 11 Physical Strength 14 Supernatural Physical Prowess 36 in water, half in air +8 to strike, parry, dodge Physical Endurance 21 Does Not Fatigue Physical Beauty 23 Charm/Impress 65% Physical Speed 80 swimming, 8 in air
Skills: No familiarity with Earth’s culture. Pilot +15% pilot and pilot related, +5% all skills. +10% to Physical skills requiring dexterity.
Language translator 88% Submersible +15 Water Scooters +15 Sail boats +15 Robots & Power Armor +15 Navigation +15 Navigation: Space +15 Read Sensory Equipment +15 Radio: Basic +5 Optic Systems +5 Robot Mechanics+5 Basic Mathematics+5 Advanced Mathematics+5 Computer Operation+5 Astronomy Fishing Holistic Medicine
H.P.: 37 Recovers 2 per fifteen minutes, 8 per hour. Regenerate 4D6 per day. S.D.C.: 67 Add +50% to SDC. Recovers 6 per ten minutes, 36 per hour No scarring when healed. Broken bones heal 20 times faster, 1D4 days.
Initiative +2 Attacks: 3 Strike +8 Parry +8, +11 lasers Dodge +8 Automatic Dodge+3 Pull Punch+2
Charm/Impress 65% Fire half damage Cold half damage Vs Psionics +9, 12 or higher to save Vs Mind altering Drugs +6 Duration, effect, penalties and damage are half. Vs Horror Factor +6 Vs Possession +6 Vs Insanity +10 Vs Magical Illusions +4 Vs Magic+6 Vs Poison +6 Duration, effect, penalties and damage are half. Vs Coma/Death +32%
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albatross
Player
Omega Shield game master
Posts: 2,021
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Post by albatross on Feb 16, 2009 10:54:31 GMT -5
ZEE
Zee Principled Good Even keeled, quiet and methodical. She seldom says or does anything without thinking it through. Pilot Experience: 1st lvl Alien
Born on a low gravity world, she is 5ft, 5 inches and weighs four hundred pounds, though she looks like she weighs a hundred. She has platinum hair and purple-grey eyes. Her skin looks lightly tanned from a distance, but those close enough to touch her realize she has slight metallic shine, as if she is wearing some kind of glitter paint.
She arrived on earth very recently, in a crash landing and has no familiarity with Earth customs or clothing (none).
Intelligence Quotient 24 +10% to all skills (included). Mental Endurance 24 +5 vs psionics, +7 vs insanity Mental Affinity 24 80% trust/intimidate Physical Strength 24 Supernatural. + 9 to damage (included) Physical Prowess 24 +5 to strike, parry and dodge (included) Physical Endurance 24 Never tires. Rarely sleeps, three to four hours rest. Physical Beauty 24 70% charm/impress Physical Speed 12 Includes penalty for 1 gravity.
Powers/Curses:
Bioriod. Artifical life-form. Immune to non-physical psionic powers. Her powers are unaffected by negate super powers or mimic abilities.
Natural Combat Ability: Within one melee round adapts to comparable style of any martial art, even alien. Otherwise the equivalent of Hand to Hand Expert. Instinctively understands all weapons. Cannot learn forms or weapon proficiencies.
Hit Points: 30 S.D.C.: 20 A.T. Capacity is 1/3 Inititive +1 Attacks: 5, +1 ranged weapons Paired Weapons (all) Disarm+1 Strike+5, +2 all weapons Parry+5 Dodge+5 Automatic Dodge Pull Punch+1 Back Flip 72%+2/lvl Exceptional Balance 70%+2
Punch 1D6+2, Power Punch (2 attacks) 2D6+2 per lvl, Kick 2D4, Karate Kick 2D6+2, Jump Kick (2 attacks, critical strike), Jump 10ft by 15ft plus 50% with running start, Leap Attack (critical strike), Head Butt 1D6, Knockout/stun on 19, 20, Judo flip/throw 2D4 victim loses initiative and one attack.
Vs Psionics +7 Immune to non-physical psionic powers Vs Insanity+7 Vs Magic+5 Vs Poison+5 Vs Coma/Death+18%
Skills: +10% to all skills
Hover craft +25% Jet Packs +25 Space Shuttle +25 Spacecraft +25 Robots and Power Armor +25 Navigation: Space +25 Read Sensory Equipment +25 Weapon System +25 Cryptography +15 Radio: Scrambler +15 Basic Mathematics +15 Advanced Mathematics +15 Computer Operation +15 Radio: Basic +10 Basic Electronics +10 Basic Mechanics +10 Recognize Weapon Quality +10 English and literacy – 90%
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albatross
Player
Omega Shield game master
Posts: 2,021
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Post by albatross on Feb 16, 2009 11:01:28 GMT -5
Peacemaker
Peacemaker, the Happy Warrior, Eliana Kanodia Principled Good, though she extremely fierce and leans scrupulous. Cunning and outgoing. A bright, fun loving kid with an uncompromising sense of justice and a violently stubborn sense of right and wrong. A joyful fighter. Warrior for Justice Experience: 1st level Mega. A mutant genetic aberration with no unusual traits.
Aspects of the beautiful child she once was still shine through. Just fourteen, four feet four inches tall and skinny. Her hair is deep black, one of her eyes is bright green and her eye with a scar across the socket and lid is deep blue. Her dark skin has numerous tiny scars, interrupted by worse scars or else patches of smooth skin. She has received varying degrees of medical care and it is apparent. Her worst scars are a knife wound on her back under the shoulder blade, bullet holes around her stomach and burns on her right leg. She is missing a couple of molars, and some of her other teeth are crooked or cracked in her smile.
Her parents are sanitation workers in India and she left home years ago as a child laborer. Upon learning of her powers she has dedicated herself to fighting for justice and is something of a famous guardian and healer in India and Nepal. Many of her scars are from wounds that were not originally her own.
Intelligence Quotient 17 +3% to all skills (included). Mental Endurance 14 Mental Affinity 20 60% trust/intimidate Physical Strength 40 Supernatural. +25 to damage (included) Physical Prowess 19 +2 to strike, parry and dodge (included) Physical Endurance 24 Fatigue is 1/10th normal. See also Immortality. Physical Beauty * Originally 17, now is 14 face, 12 body. Physical Speed 12
Powers/Curses:
Mindprancer Immortality. She is constantly alert, never needs sleep, and she cannot loose consciousness. She is immune to knockout and stun attacks. She can feel pain and is “hurt” by poison, physical attacks, etc but she will never lapse into a coma or die no matter how badly she is wounded. Even if she is torn limb from limb she will remain fully conscious and aware, and even atomized, her spirit will remain alive and alert. She can heal “normally” if given the opportunity, and she can even re-attach and heal limbs or her head (takes a while). She also accepts transplants well, for example her blue eye. Note: the pain is still felt, and she cannot “heal” from an atomized state.
Draw Wounds. She can draw another person’s wounds, injuries, hurts or poisons into herself by touch. Takes one melee action. While she will not die no matter how many injuries she draws, she does feel the pain. She can re-attach limbs if the victim is still alive.
Enhanced Healing. 1D4+1 times faster. Spells, disease and drugs have half duration.
Supernatural Strength. Carry 200 times, Lift 300 times. Fatigue is 1/10th normal.
Heightened Sense of Hearing Range: 720ft radius 150ft, one decibel; 300ft 10 decibels; 720ft 30 decibels (normal conversation). Reduce range by 10ft if over 70 decibels, and 5ft per additional 10 decibels. Estimate distance of sound 63% +5 Estimate speed or direction approach 53%+5 Recognize voice or sound 43%+5 (-10% disguise, -20% ventriloquism or imitate) Imitate voice 33%+5 Heightened Sense of Smell Roughly 200ft. Can catch scents on the wind at triple range. Recognize/identify specific odors 73%+4 (+10% common) Recognize poisons, toxins and chemicals by scent 53%+4 (some are odorless) Track by scent 43%+3 (-10% in city) Roll every 400 meters. Can smell people, animals and robots within 200ft. Difficult to surprise. Heightened Sense of Taste Touch/taste. Identify components. Drugs or chemicals are immediately apparent. May be able to identify point of origin in food, certain ingredients and proportions. Can tell type, year, bottling company and vineyard from a taste of wine. Recognize common items at 73%+4, exotic and poisons at 33%+5. +10% to cooking skill, professional quality
Heightened Sense of Touch Can easily recognize and locate very slight differences (scratches, cracks, dings, imperfections, etc) in texture by touch. 73%+2 Identify fabric by touch 63%+2. Penalties for being blind are -5 instead of 8. +10% to skills requiring touch (forgery, demolitions, pick pocket, pick locks, cardsharp, etc.).
Supervision: Advanced Sight Can read a small sign or recognize a face up to four miles away. Plus one mile every level beyond two.
Hit Points: 26 S.D.C.: 55 Note: +50% to S.D.C. is added in. Also add in future. Range +50%, vision, hearing, abilities. Attacks: 2 Initiative +8 Strike+ 3 +3 called shot, including thrown or weapon Parry+3 Dodge+5
Most saves are irrelevant. See Immortality and Enhanced Healing.
Pull Punch +2 vs Horror Factor +2 vs Magic +6, half duration, impervious to some types vs Poison +5, half duration, won’t die or lose alertness vs Possession +2
Skills: IQ Bonus +3% to all skills (included) +10% to skills requiring touch (forgery, demolitions, pick pocket, pick locks, cardsharp, etc.).
Native language: English -98% Literacy +3 Basic Mathematics +3 Mountaineering +13 Wilderness Survival +3
Will learn:
Aikido Japanese, full literacy Ikebana floral arranging Bonsai miniature trees And Zen
May trade in a power at second level to obtain more skills.
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