Post by jarrod on Jun 28, 2013 16:40:55 GMT -8
Character Name: Gregory Simms
Player Name: Jarrod`
Alias: Slide/Drifter
Family/Allies/Friends: His father is his only family not estranged. He's allied with the X-Men
and New Mutants, being a member of the latter. He's also a reserve member of the Justice
League, and is friends with the majority of the Avengers and some members of S.H.I.E.L.D,
especially in the GI Joe division. **** At least all this was true prior to the reboot. Now he is
a member of the Avengers.
Age: 22
Archtype:- Mutant - a person born with abilities that tend to manifest around teenage years or
from strife. The power is latent until awakened but was always there. i.e. Storm, Jean Grey,
Professor X, Magneto
STATISTICS
-=Physical=-
Fighting - Remarkable
Agility - Remarkable
Strength - Excellent
Endurance - Excellent
-=Mental=-
Reasoning - Excellent
Intuition - Incredible
Psyche - Excellent
____________________________________________________________
Health - 100
Mental Health - 80
Karma - 2640
Resources - Poor
Popularity - 0
Contacts - 1 - Father.
Powers
Friction Manipulation - Amazing
With this he can do the following things as of this time. He has only begun to experiment with
his powers, so additions will likely come later.
* Wall climb - On surfaces he can climb with Amazing ability, provided he is not climbing on a
straight ceiling or being pulled away directly as though he's hanging upside down.
* Friction Slip - Slide has the ability to make one surface lose friction.
- Limit: the characters in knockdown status are affected but also others going into the area
will also be affected. He can select one surface and use it as his focus. Also, he can name
from 2 feet to 100 feet how much of the specific area he wishes to affect with removing the
friction.
* Friction Slip will work in water as well, making it rather impossible for a character to
move about effectively in it. The most they could do is try to be buoyant and float, or
otherwise they could drown.
* Sliding - Slide has the ability to reduce friction around him on a surface which he can use
in a perpetual motion around him to slide along on surfaces that are smooth enough to allow
for it. Going uphill will reduce or stop the use of this if there is no downward hill to gain
momentum first. He can use this to grab onto vehicles and such and basically slide along at
speeds with them without having to worry about losing momentum or he can use a skateboard or
even slide on cardboard etc on his own.
* Increase Friction - This is done by touch or at Slide himself.
* Reduce Sharp Edged attacks - By increasing the friction around his body, sharp edged weapons
will hit more as blunt edged weapons instead, which will remove the bonuses given to any sharp
weapon used. i.e. If a person slashes him with a sword, use the character's Strength but do
not add in the weapon damage. If Slide encounters sharp objects that he may fall on or
something of similar nature, reduce the damage to half damage. Treat also edged weapons as
blunt damage.
* Anti-Friction Bomb - A glowing orb appears Slide's hand and he can throw it in a circular
area of 20 feet. He is unaffected by this but opponents in this area, after the bright light
flashes for about 2 rounds, will suffer the effects of having no friction about. This can
affect their clothes, they will likely be in knockdown status and blinded for 2 rounds, but
also stunned for 1d4 rounds after the light fades, if blinded. Characters can roll a Yellow
Feat check for Endurance to avoid being stunned. It is important to note that any characters
caught in this area are affected.
Limit: Slide loses 30 HP when doing this act and is considered exhausted. He will need rest to
recuperate.
* Friction Sense - With the assistance of several of his friends, Slide has learned to sense
sources of friction within (enter distance here) of himself.
Talents
1) Gambling (Intuition) - +1CS to Reasoning or Intuition as needed.
Greg's father was a professional gambler, and taught his son the various games of skill to
have someone around to always practice with. Greg's become rather proficient at it.
2) First Aid (Reasoning) - +1CS to Reasoning
Greg's a gentle man at heart, and when he had the opportunity to assist in the medical
facilities of the mansion, he jumped on it - this is where he's learned basic first aid.
3) Strong Will (Psyche)
Greg's always been stubborn, and that helps him resist temptations of all kinds.
4) Martial Arts E (Fighting) +1CS to Fighting when in use.
Greg's had some rudimentary training in martial arts designed to help him against armed
opponents.
5) Sleight of Hand - +1 CS to Agility or Intuition as needed.
Greg's learned some sleight of hand - going somewhat hand to hand with his poker skills,
though he never uses them to cheat. Mostly he uses it for magic tricks.
6) Acrobatics - +1 CS to performing acrobatic feats, especially parkour.
7) Sneaking - +1 CS to performing an action stealthily.
History
-=What's Pwned=-
PERSONALITY: Greg is a happy-go-lucky, and fairly optimistic guy. He doesn't mind leaving
things up to chance now and then, or taking a gamble. He's confident when it comes to himself,
and doesn't care a whole lot what others think of him. He's funny, and a little quirky - being
a Frank Sinatra fan, and wearing an old fashioned pork-pie hat. He's also fairly flirty.
HISTORY: Gregory's childhood was very different from most other children. Traveling often,
never knowing from week to week if they'd be rich or poor tomorrow it was the kind of life
that made you appreciate the little things as well as the grand ones. That was the way life
went with Rodger Simms, professional gambler, as a father.
When Gregory was young, his father used to joke with him that he'd been won in a poker game.
When he got older, though, he learned about his mother's death. It had occurred while he was
an infant. She'd been killed by a building that collapsed as a result of combat between two
super-powered beings.
He had a fun time as a child - because of how well his father was known, they let him on the
floors of the casinos when he was 10 (with his father, of course). He learned how all the
games worked, knew about the strategies behind betting schemes, knew how to spot a crooked
game, and knew how to read a tell. It was great fun, and his father was his hero. When they
were rich, they lived it up, when they were poor, they had one another so it didn't matter.
When he was twelve, though, and he began to show signs of having 'powers' of his own, it
started to make him feel guilty. After all, it was this kind of thing that had killed his
mother. He managed to hide it from his father for a year, but eventually his father found out,
and discovered how it was affecting his son's emotional state too.
His father stayed home instead of going to a big tournament to talk to his son, and explain to
him how it wasn't his fault his mother died. How these things he could do were gifts, and he
should be grateful for them, like they were for everything they had in their lives. Loving his
father as much as he did, and truly believing he was the smartest man alive, he took his
father's words to heart. Besides, Gregory's love of life and fun was too strong for guilt and
despair to take too solid a hold on him.
When Gregory was 16, his father hit a run of bad luck, and stopped being able to pay for the
private tutors that until now had been keeping Gregory up to date in his schooling. His father
tried to take over, but the school work took him away from his work, and he wasn't the best at
it, so it contributed to things getting worse. The run of bad luck continued, as well, and
their savings began to dwindle. His father began to get warnings from social services that if
he could not support his child, that he'd be placed in a foster home.
Things were starting to look pretty bleak when Rodger got a letter from Xavier's School for
the Gifted. They wanted Gregory at the school, and they were willing to waive the fees until
Rodger could get on his feet. It wasn't a perfect solution, but at least Gregory would be
getting an education, have a roof over his head, food in his belly, and his father could come
visit when he wanted. It wasn't long before Gregory was packed, and on his way to New York...
Appearance: Gregory is a pretty regular looking kid, with long red hair and hazel eyes. He
wears jeans and t-shirts typically, the only 'oddity' in his style being the black porkpie hat
he wears with red hat-band, and his tendency to go barefoot when possible.
EQUIPMENT: Porkpie Hat - This was given to him by his mother, and thus it is very special to
him, he also believes it brings him good luck.
Deck of Cards - Greg doesn't go anywhere without a deck of cards.
PROPERTY: Extensive collection of Sinatra CDs and films, various gambling paraphernalia.
Player Name: Jarrod`
Alias: Slide/Drifter
Family/Allies/Friends: His father is his only family not estranged. He's allied with the X-Men
and New Mutants, being a member of the latter. He's also a reserve member of the Justice
League, and is friends with the majority of the Avengers and some members of S.H.I.E.L.D,
especially in the GI Joe division. **** At least all this was true prior to the reboot. Now he is
a member of the Avengers.
Age: 22
Archtype:- Mutant - a person born with abilities that tend to manifest around teenage years or
from strife. The power is latent until awakened but was always there. i.e. Storm, Jean Grey,
Professor X, Magneto
STATISTICS
-=Physical=-
Fighting - Remarkable
Agility - Remarkable
Strength - Excellent
Endurance - Excellent
-=Mental=-
Reasoning - Excellent
Intuition - Incredible
Psyche - Excellent
____________________________________________________________
Health - 100
Mental Health - 80
Karma - 2640
Resources - Poor
Popularity - 0
Contacts - 1 - Father.
Powers
Friction Manipulation - Amazing
With this he can do the following things as of this time. He has only begun to experiment with
his powers, so additions will likely come later.
* Wall climb - On surfaces he can climb with Amazing ability, provided he is not climbing on a
straight ceiling or being pulled away directly as though he's hanging upside down.
* Friction Slip - Slide has the ability to make one surface lose friction.
- Limit: the characters in knockdown status are affected but also others going into the area
will also be affected. He can select one surface and use it as his focus. Also, he can name
from 2 feet to 100 feet how much of the specific area he wishes to affect with removing the
friction.
* Friction Slip will work in water as well, making it rather impossible for a character to
move about effectively in it. The most they could do is try to be buoyant and float, or
otherwise they could drown.
* Sliding - Slide has the ability to reduce friction around him on a surface which he can use
in a perpetual motion around him to slide along on surfaces that are smooth enough to allow
for it. Going uphill will reduce or stop the use of this if there is no downward hill to gain
momentum first. He can use this to grab onto vehicles and such and basically slide along at
speeds with them without having to worry about losing momentum or he can use a skateboard or
even slide on cardboard etc on his own.
* Increase Friction - This is done by touch or at Slide himself.
* Reduce Sharp Edged attacks - By increasing the friction around his body, sharp edged weapons
will hit more as blunt edged weapons instead, which will remove the bonuses given to any sharp
weapon used. i.e. If a person slashes him with a sword, use the character's Strength but do
not add in the weapon damage. If Slide encounters sharp objects that he may fall on or
something of similar nature, reduce the damage to half damage. Treat also edged weapons as
blunt damage.
* Anti-Friction Bomb - A glowing orb appears Slide's hand and he can throw it in a circular
area of 20 feet. He is unaffected by this but opponents in this area, after the bright light
flashes for about 2 rounds, will suffer the effects of having no friction about. This can
affect their clothes, they will likely be in knockdown status and blinded for 2 rounds, but
also stunned for 1d4 rounds after the light fades, if blinded. Characters can roll a Yellow
Feat check for Endurance to avoid being stunned. It is important to note that any characters
caught in this area are affected.
Limit: Slide loses 30 HP when doing this act and is considered exhausted. He will need rest to
recuperate.
* Friction Sense - With the assistance of several of his friends, Slide has learned to sense
sources of friction within (enter distance here) of himself.
Talents
1) Gambling (Intuition) - +1CS to Reasoning or Intuition as needed.
Greg's father was a professional gambler, and taught his son the various games of skill to
have someone around to always practice with. Greg's become rather proficient at it.
2) First Aid (Reasoning) - +1CS to Reasoning
Greg's a gentle man at heart, and when he had the opportunity to assist in the medical
facilities of the mansion, he jumped on it - this is where he's learned basic first aid.
3) Strong Will (Psyche)
Greg's always been stubborn, and that helps him resist temptations of all kinds.
4) Martial Arts E (Fighting) +1CS to Fighting when in use.
Greg's had some rudimentary training in martial arts designed to help him against armed
opponents.
5) Sleight of Hand - +1 CS to Agility or Intuition as needed.
Greg's learned some sleight of hand - going somewhat hand to hand with his poker skills,
though he never uses them to cheat. Mostly he uses it for magic tricks.
6) Acrobatics - +1 CS to performing acrobatic feats, especially parkour.
7) Sneaking - +1 CS to performing an action stealthily.
History
-=What's Pwned=-
PERSONALITY: Greg is a happy-go-lucky, and fairly optimistic guy. He doesn't mind leaving
things up to chance now and then, or taking a gamble. He's confident when it comes to himself,
and doesn't care a whole lot what others think of him. He's funny, and a little quirky - being
a Frank Sinatra fan, and wearing an old fashioned pork-pie hat. He's also fairly flirty.
HISTORY: Gregory's childhood was very different from most other children. Traveling often,
never knowing from week to week if they'd be rich or poor tomorrow it was the kind of life
that made you appreciate the little things as well as the grand ones. That was the way life
went with Rodger Simms, professional gambler, as a father.
When Gregory was young, his father used to joke with him that he'd been won in a poker game.
When he got older, though, he learned about his mother's death. It had occurred while he was
an infant. She'd been killed by a building that collapsed as a result of combat between two
super-powered beings.
He had a fun time as a child - because of how well his father was known, they let him on the
floors of the casinos when he was 10 (with his father, of course). He learned how all the
games worked, knew about the strategies behind betting schemes, knew how to spot a crooked
game, and knew how to read a tell. It was great fun, and his father was his hero. When they
were rich, they lived it up, when they were poor, they had one another so it didn't matter.
When he was twelve, though, and he began to show signs of having 'powers' of his own, it
started to make him feel guilty. After all, it was this kind of thing that had killed his
mother. He managed to hide it from his father for a year, but eventually his father found out,
and discovered how it was affecting his son's emotional state too.
His father stayed home instead of going to a big tournament to talk to his son, and explain to
him how it wasn't his fault his mother died. How these things he could do were gifts, and he
should be grateful for them, like they were for everything they had in their lives. Loving his
father as much as he did, and truly believing he was the smartest man alive, he took his
father's words to heart. Besides, Gregory's love of life and fun was too strong for guilt and
despair to take too solid a hold on him.
When Gregory was 16, his father hit a run of bad luck, and stopped being able to pay for the
private tutors that until now had been keeping Gregory up to date in his schooling. His father
tried to take over, but the school work took him away from his work, and he wasn't the best at
it, so it contributed to things getting worse. The run of bad luck continued, as well, and
their savings began to dwindle. His father began to get warnings from social services that if
he could not support his child, that he'd be placed in a foster home.
Things were starting to look pretty bleak when Rodger got a letter from Xavier's School for
the Gifted. They wanted Gregory at the school, and they were willing to waive the fees until
Rodger could get on his feet. It wasn't a perfect solution, but at least Gregory would be
getting an education, have a roof over his head, food in his belly, and his father could come
visit when he wanted. It wasn't long before Gregory was packed, and on his way to New York...
Appearance: Gregory is a pretty regular looking kid, with long red hair and hazel eyes. He
wears jeans and t-shirts typically, the only 'oddity' in his style being the black porkpie hat
he wears with red hat-band, and his tendency to go barefoot when possible.
EQUIPMENT: Porkpie Hat - This was given to him by his mother, and thus it is very special to
him, he also believes it brings him good luck.
Deck of Cards - Greg doesn't go anywhere without a deck of cards.
PROPERTY: Extensive collection of Sinatra CDs and films, various gambling paraphernalia.