Post by Xenocide on Feb 27, 2014 16:03:36 GMT -8
Character Name: Nicodiemus Blackraven
Player Name: William Lockette II
Alias: Nico / Raven
Family/Allies/Friends: None
Archetype: Mutant
Age: 30
Height: 6’ 2”
Weight: 220lns
Hair: White
Eyes: Silver/violet
Nationality: American
Description:
Occupation: Private Investigator
_____________________________________________________________
STATISTICS
F - Good
A - Excellent
S - Typical
E - Excellent
R - Excellent
I - Remarkable
P - Typical
_____________________________________________________________
Health - 56
Mental Health - 56
Karma -0
Popularity – Good - 10
Contacts – Vampi
Resources - Good
Appearance - Good
_____________________________________________________________
Talents:
Criminology: The hero with this Talent has an understanding of the criminal mind and behavior, either from studies or first-hand observation. The character with this Talent gains a +1CS on all Reason and Intuition FEATs involving criminal practices ("If I were a crook, where would I hide?"). The hero also gains a Contact in either the police or crime areas.
Detective/Espionage: The hero with this Talent has been trained to notice small clues in solving crimes. The character with this Talent gains a + 1CS to discover clues to a crime, and in addition gains a Contact in either crime, law enforcement, law, or espionage.
Guns: Individuals without this Talent fire guns (all handguns, rifles, and sub-machine guns, including laser, stun. and concussion varieties) at their Agility rank. Those with this Talent fire such weapons at +1CS.
Marksman: The character with this Talent gains a + 1CS to hit with any distance weapon that requires line of sight to hit (the character could benefit when firing heavy artillery, but not when controlling a teleguided missile). Such a weapon in the hands of a marksman does not suffer penalties to hit from range.
Tumbling: The hero with this Talent knows how to fall and land without undue injury. Individuals with this Talent may make an Agility FEAT to land feet-first after any fall that does not inflict damage.
Psychiatry: The hero with this Talent has a background in studies of the mind, and as such gains a + 1CS on all FEATs involving the mind. This is a popular Talent with those heroes and villains with Mental Powers, and the character with these Talents gains a +1CS on FEATs involving Mental Control, Domination, Hypnosis, Emotion Control, and Mental Probe Powers.
_____________________________________________________________
Powers:
Energy Sponge: Unearthly (maximum capacity = 100)
The hero can absorb any form of energy, whether natural or Power-based, and not suffer any damage. The hero can absorb energy equal to his Power rank number. This stored energy can be released at any time the hero desires; upon release it has a lower Intensity than its original state (-2CS). The hero may also choose to harmlessly dissipate the energy over a long period; this is a number of turns equal to the Intensity rank number. For example, your hero soaks up an Incredible radiation blast. He chooses to re-release it later as a single, Excellent Intensity blast that could really muck up whatever it hit, or he could let the radiation slowly seep away (this takes 40 turns, or four minutes). When the hero reaches his limit, three things can happen. One, the hero simply cannot absorb any more energy until he releases what he has already soaked up. This assumes the hero is in control of the situation and has a choice in his actions. The second possibility is that a "gag reflex" takes effect. Just as a human expels all food when the intake limit is reached, so too will the hero simply, uncontrollably release all absorbed energy at once. This situation assumes the hero doesn't know his own limit, or has a low Intuition (Typical or lower). The third possibility is dangerous for the hero. If he attempts to absorb more than his limit, he may suffer physical damage. The hero can temporarily absorb greater amounts of energy by making repeated red FEATs. Each successful FEAT enables him to absorb the next higher Power rank number worth of energy, minus the number already absorbed. When the hero fails the red FEAT, trouble occurs. All absorbed energy is released in a single turn, doing full damage to the hero. If the hero makes one last red FEAT, he takes only half damage but loses the Power permanently. Example: The alien hero Sukupp possessed an Excellent level of the Energy Sponge Power. While he was visiting Charleston, terrorists detonated an atomic bomb of Monstrous Intensity. Sukupp had no choice but to try to absorb the blast. He made his first red FEAT and absorbed 30 points of the blast. He didn't have time to release it, nor was this the proper place; the fireball was growing. He made his next red FEAT and absorbed another 10 points. A third red FEAT allowed him to absorb an Amazing amount of radiation, minus the points already absorbed (50-40=10). Sukupp now had 50 points of the Ablast's 75 soaked into his body. There was still enough free to contaminate the city. Sukupp had to absorb it all. He tried. He failed the last red FEAT. For second, his body glowed like a small star. Than, he was gone. When creating the character, the player can raise the Power rank by +1CS by specializing in absorbing a single type of energy.
Electrical Control: Remarkable control.
The hero can control all forms of electricity, whether natural, artificial, or Power-based. He can control the Intensity and direction of electron streams and alter the conductivity of materials. He can shape electron streams into any desired form. This permits him to develop Power stunts based on lightning–constructs designed to perform certain tasks (shields, cages, barriers, etc.) The hero can increase or decrease the electricity's Intensity and reduce damage by his Power rank number. If the electricity is Power-related, then the target's Power rank determines the Intensity of the FEAT the hero must make to gain control. The hero has Power rank Resistance to Electrical Generation. Optional Powers include Electrical Generation, Energy Doppelganger, Energy Sheath, Energy Body, Carrier Wave, and Energy Path. Because electricity forms the basis for most of our technology, the hero can use his Power to remotely control any electrical device on a Good Intensity FEAT. More complex devices like computers require a more complex form of control and a Remarkable Intensity FEAT.
Circular Vision:
This is simple enough to explain. The hero can see 3 degrees around himself. There are two ways to do this. The first is the hero's eyes are placed far enough apart that they can see in all directions. Since this is somewhat grotesque, the hero loses 1CS on his Popularity. The second, more socially acceptable method is the hero possesses a weird lightwarping field that funnels light into his otherwise normal-looking eyes. The first method adds +1CS to the Fighting rank. This method is immune to interference by power-manipulation Powers. Unfortunately it also marks the hero as a geek or mutant. This Power has no rank. The hero either has it or he doesn't.
Environmental Awareness: Excellent (20 foot range for 100% knowledge, 20 mile range for a general sense of health)
Range column B. The hero has increased sensitivity to conditions in, disturbances in, and influences on the environment. The hero automatically maintains full knowledge of current conditions in his surroundings. This awareness extends to such factors as weather, chemicals, movement, and life. The rank determines the range to which the awareness extends; exceeding it requires a FEAT (+1CS, green; +2CS, yellow; +3CS, red). The hero can gain +1CS by linking his Health to the environment. In this symbiosis, harm to the environment is reflected in the hero's physical welfare.
Telescopic Vision:
Range column E. The hero's eyes can focus on extremely distant targets, objects too small for normal vision to perceive. The eyes function as telescopes, magnifying normal visual images. With this Power, the hero can see anything in his line of sight, even the surfaces of distant worlds. However, the Power is limited by the speed of light. Images of Alpha Centauri, for example, are five years old. If the hero has other vision-based Powers, he can couple them with Telescopic vision to extend their range. When using this Power, the distant objects appear very close. An adversary with a means of altering the hero's control over this Power might make the Telescopic Vision continually override the hero's normal sight. The effect would be disastrous (imagine trying to walk through Manhattan when all you're seeing are the sands of Mars).
Weakness Detection: Good
The hero can detect flaws and stress points in a target. This doesn't guarantee he can exploit this knowledge, though. The rank determines the types of weaknesses he can detect. Good or below: physical weakness only. Excellent to Amazing: mental and physical weaknesses. Monstrous and above: mental physical, and Power-based weaknesses.
_____________________________________________________________
Personality – Cool. Nico prides himself on being mellow and calm, not lashing out too quickly until all the facts are pointing him in that direction. While he keeps a calm demeanor, almost always casual despite the situation, he struggles to fit in with most crowds because of the distance he keeps everyone at.
History –
Growing up, Nicodiemus was obsessed with justice. Not a person, or a branch of government, but the cosmic reality that all things get what they deserve. This often led him to being bullied and picked on by classmates when he would report anyone doing anything wrong, especially if it meant someone getting hurt.
Once reaching high school he devoted himself to the persuit of law enforcement and educating himself in all matters pertaining to law. Not going down the same route as others like Daredevil and the sort, but more to be a freelance distributor of justice and truth. The private investigator field was what finally caught his attention, and once he graduated, he attempted to do just that. His age as a limitation he was shunned by the community he so tried to fit in with, but was relentless in getting to know as many as possible who wouldn’t just see him as some kid off the street trying to get info on how to pull off the perfect crime. His first break came with the emergence of a small band of mutants who were looking to take over the lower east side of New York City.
Buying himself a pistol, and a liscense to be an investigator and operate in that field, he set to busting all of them. His first collar, a fire weilder by the name of Infernus is what made him aware he wasn’t the typical guy he thought he was. He was caught in an ambush in a dark alley, and the fire wielding mutant leveled cannons of flame at him, completely engulfing him, burning clothes… though nothing else. The fire was sucked in to his skin, absorbed, and wave after wave of the heat seemed to pour in to him rather than scald him.
After blacking out, his powers released in a huge torrent of electricity, blowing the main power grid for the entire sector and plunging the neighborhood in to a two week blackout while they tried to narrow down the source of the disturbance, having little to go on but this average seeming kid who was in the wrong place at the wrong time.
Since then, he has strived to master his powers, and continue his work, working with the local police department whenever possible to offer tips on how to deal with violent offenders, provide an occasional profile for a criminal, or point local law enforcement in the right direction in various cases, trying to get in their good graces while taking on side-cases here and there to help members of the community at little to no cost.
Equipment –
-Forensics Tools: Basic materials to brush for fingerprints, analyze pieces of evidence, and do other tasks required of his job. This grants no bonus and only allows checks to be made in the first place.
-Ordinary equipment: Phone, camera, notebook, pens, etc. These are assumed to be on his person.
-Handcuffs: These can be applied to remove the use of a characters arms, with a full round action at -1CS Fighting. On a Yellow the arms can be pinned behind the body, or one hand can be locked to an object. Generally it requires at least Excellent Agility or Strength to attempt to escape the cuffs.
-Taser: Rolled Agility VS Agility OR Excellent VS Endurance, this can keep a target helpless for one round before it needs to be recharged. On a Green or White success this is reduced to simply acting at -2CS.
-Handgun: Deals Good (20) damage on a hit,
_____________________________________________
Approved by: (GM puts in Nick and Date)
Player Name: William Lockette II
Alias: Nico / Raven
Family/Allies/Friends: None
Archetype: Mutant
Age: 30
Height: 6’ 2”
Weight: 220lns
Hair: White
Eyes: Silver/violet
Nationality: American
Description:
Occupation: Private Investigator
_____________________________________________________________
STATISTICS
F - Good
A - Excellent
S - Typical
E - Excellent
R - Excellent
I - Remarkable
P - Typical
_____________________________________________________________
Health - 56
Mental Health - 56
Karma -0
Popularity – Good - 10
Contacts – Vampi
Resources - Good
Appearance - Good
_____________________________________________________________
Talents:
Criminology: The hero with this Talent has an understanding of the criminal mind and behavior, either from studies or first-hand observation. The character with this Talent gains a +1CS on all Reason and Intuition FEATs involving criminal practices ("If I were a crook, where would I hide?"). The hero also gains a Contact in either the police or crime areas.
Detective/Espionage: The hero with this Talent has been trained to notice small clues in solving crimes. The character with this Talent gains a + 1CS to discover clues to a crime, and in addition gains a Contact in either crime, law enforcement, law, or espionage.
Guns: Individuals without this Talent fire guns (all handguns, rifles, and sub-machine guns, including laser, stun. and concussion varieties) at their Agility rank. Those with this Talent fire such weapons at +1CS.
Marksman: The character with this Talent gains a + 1CS to hit with any distance weapon that requires line of sight to hit (the character could benefit when firing heavy artillery, but not when controlling a teleguided missile). Such a weapon in the hands of a marksman does not suffer penalties to hit from range.
Tumbling: The hero with this Talent knows how to fall and land without undue injury. Individuals with this Talent may make an Agility FEAT to land feet-first after any fall that does not inflict damage.
Psychiatry: The hero with this Talent has a background in studies of the mind, and as such gains a + 1CS on all FEATs involving the mind. This is a popular Talent with those heroes and villains with Mental Powers, and the character with these Talents gains a +1CS on FEATs involving Mental Control, Domination, Hypnosis, Emotion Control, and Mental Probe Powers.
_____________________________________________________________
Powers:
Energy Sponge: Unearthly (maximum capacity = 100)
The hero can absorb any form of energy, whether natural or Power-based, and not suffer any damage. The hero can absorb energy equal to his Power rank number. This stored energy can be released at any time the hero desires; upon release it has a lower Intensity than its original state (-2CS). The hero may also choose to harmlessly dissipate the energy over a long period; this is a number of turns equal to the Intensity rank number. For example, your hero soaks up an Incredible radiation blast. He chooses to re-release it later as a single, Excellent Intensity blast that could really muck up whatever it hit, or he could let the radiation slowly seep away (this takes 40 turns, or four minutes). When the hero reaches his limit, three things can happen. One, the hero simply cannot absorb any more energy until he releases what he has already soaked up. This assumes the hero is in control of the situation and has a choice in his actions. The second possibility is that a "gag reflex" takes effect. Just as a human expels all food when the intake limit is reached, so too will the hero simply, uncontrollably release all absorbed energy at once. This situation assumes the hero doesn't know his own limit, or has a low Intuition (Typical or lower). The third possibility is dangerous for the hero. If he attempts to absorb more than his limit, he may suffer physical damage. The hero can temporarily absorb greater amounts of energy by making repeated red FEATs. Each successful FEAT enables him to absorb the next higher Power rank number worth of energy, minus the number already absorbed. When the hero fails the red FEAT, trouble occurs. All absorbed energy is released in a single turn, doing full damage to the hero. If the hero makes one last red FEAT, he takes only half damage but loses the Power permanently. Example: The alien hero Sukupp possessed an Excellent level of the Energy Sponge Power. While he was visiting Charleston, terrorists detonated an atomic bomb of Monstrous Intensity. Sukupp had no choice but to try to absorb the blast. He made his first red FEAT and absorbed 30 points of the blast. He didn't have time to release it, nor was this the proper place; the fireball was growing. He made his next red FEAT and absorbed another 10 points. A third red FEAT allowed him to absorb an Amazing amount of radiation, minus the points already absorbed (50-40=10). Sukupp now had 50 points of the Ablast's 75 soaked into his body. There was still enough free to contaminate the city. Sukupp had to absorb it all. He tried. He failed the last red FEAT. For second, his body glowed like a small star. Than, he was gone. When creating the character, the player can raise the Power rank by +1CS by specializing in absorbing a single type of energy.
Electrical Control: Remarkable control.
The hero can control all forms of electricity, whether natural, artificial, or Power-based. He can control the Intensity and direction of electron streams and alter the conductivity of materials. He can shape electron streams into any desired form. This permits him to develop Power stunts based on lightning–constructs designed to perform certain tasks (shields, cages, barriers, etc.) The hero can increase or decrease the electricity's Intensity and reduce damage by his Power rank number. If the electricity is Power-related, then the target's Power rank determines the Intensity of the FEAT the hero must make to gain control. The hero has Power rank Resistance to Electrical Generation. Optional Powers include Electrical Generation, Energy Doppelganger, Energy Sheath, Energy Body, Carrier Wave, and Energy Path. Because electricity forms the basis for most of our technology, the hero can use his Power to remotely control any electrical device on a Good Intensity FEAT. More complex devices like computers require a more complex form of control and a Remarkable Intensity FEAT.
Circular Vision:
This is simple enough to explain. The hero can see 3 degrees around himself. There are two ways to do this. The first is the hero's eyes are placed far enough apart that they can see in all directions. Since this is somewhat grotesque, the hero loses 1CS on his Popularity. The second, more socially acceptable method is the hero possesses a weird lightwarping field that funnels light into his otherwise normal-looking eyes. The first method adds +1CS to the Fighting rank. This method is immune to interference by power-manipulation Powers. Unfortunately it also marks the hero as a geek or mutant. This Power has no rank. The hero either has it or he doesn't.
Environmental Awareness: Excellent (20 foot range for 100% knowledge, 20 mile range for a general sense of health)
Range column B. The hero has increased sensitivity to conditions in, disturbances in, and influences on the environment. The hero automatically maintains full knowledge of current conditions in his surroundings. This awareness extends to such factors as weather, chemicals, movement, and life. The rank determines the range to which the awareness extends; exceeding it requires a FEAT (+1CS, green; +2CS, yellow; +3CS, red). The hero can gain +1CS by linking his Health to the environment. In this symbiosis, harm to the environment is reflected in the hero's physical welfare.
Telescopic Vision:
Range column E. The hero's eyes can focus on extremely distant targets, objects too small for normal vision to perceive. The eyes function as telescopes, magnifying normal visual images. With this Power, the hero can see anything in his line of sight, even the surfaces of distant worlds. However, the Power is limited by the speed of light. Images of Alpha Centauri, for example, are five years old. If the hero has other vision-based Powers, he can couple them with Telescopic vision to extend their range. When using this Power, the distant objects appear very close. An adversary with a means of altering the hero's control over this Power might make the Telescopic Vision continually override the hero's normal sight. The effect would be disastrous (imagine trying to walk through Manhattan when all you're seeing are the sands of Mars).
Weakness Detection: Good
The hero can detect flaws and stress points in a target. This doesn't guarantee he can exploit this knowledge, though. The rank determines the types of weaknesses he can detect. Good or below: physical weakness only. Excellent to Amazing: mental and physical weaknesses. Monstrous and above: mental physical, and Power-based weaknesses.
_____________________________________________________________
Personality – Cool. Nico prides himself on being mellow and calm, not lashing out too quickly until all the facts are pointing him in that direction. While he keeps a calm demeanor, almost always casual despite the situation, he struggles to fit in with most crowds because of the distance he keeps everyone at.
History –
Growing up, Nicodiemus was obsessed with justice. Not a person, or a branch of government, but the cosmic reality that all things get what they deserve. This often led him to being bullied and picked on by classmates when he would report anyone doing anything wrong, especially if it meant someone getting hurt.
Once reaching high school he devoted himself to the persuit of law enforcement and educating himself in all matters pertaining to law. Not going down the same route as others like Daredevil and the sort, but more to be a freelance distributor of justice and truth. The private investigator field was what finally caught his attention, and once he graduated, he attempted to do just that. His age as a limitation he was shunned by the community he so tried to fit in with, but was relentless in getting to know as many as possible who wouldn’t just see him as some kid off the street trying to get info on how to pull off the perfect crime. His first break came with the emergence of a small band of mutants who were looking to take over the lower east side of New York City.
Buying himself a pistol, and a liscense to be an investigator and operate in that field, he set to busting all of them. His first collar, a fire weilder by the name of Infernus is what made him aware he wasn’t the typical guy he thought he was. He was caught in an ambush in a dark alley, and the fire wielding mutant leveled cannons of flame at him, completely engulfing him, burning clothes… though nothing else. The fire was sucked in to his skin, absorbed, and wave after wave of the heat seemed to pour in to him rather than scald him.
After blacking out, his powers released in a huge torrent of electricity, blowing the main power grid for the entire sector and plunging the neighborhood in to a two week blackout while they tried to narrow down the source of the disturbance, having little to go on but this average seeming kid who was in the wrong place at the wrong time.
Since then, he has strived to master his powers, and continue his work, working with the local police department whenever possible to offer tips on how to deal with violent offenders, provide an occasional profile for a criminal, or point local law enforcement in the right direction in various cases, trying to get in their good graces while taking on side-cases here and there to help members of the community at little to no cost.
Equipment –
-Forensics Tools: Basic materials to brush for fingerprints, analyze pieces of evidence, and do other tasks required of his job. This grants no bonus and only allows checks to be made in the first place.
-Ordinary equipment: Phone, camera, notebook, pens, etc. These are assumed to be on his person.
-Handcuffs: These can be applied to remove the use of a characters arms, with a full round action at -1CS Fighting. On a Yellow the arms can be pinned behind the body, or one hand can be locked to an object. Generally it requires at least Excellent Agility or Strength to attempt to escape the cuffs.
-Taser: Rolled Agility VS Agility OR Excellent VS Endurance, this can keep a target helpless for one round before it needs to be recharged. On a Green or White success this is reduced to simply acting at -2CS.
-Handgun: Deals Good (20) damage on a hit,
_____________________________________________
Approved by: (GM puts in Nick and Date)