Post by lydia on Apr 27, 2014 21:07:14 GMT -8
Character Name: Karen Lumina
Player Name: Lydia
Alias: Paladin
Family/Allies/Friends:
Archetype: Mutant
Age: 16
Height: 5'2"
Weight: 115
Hair: Blond
Eyes: Catlike, yellow.
Nationality: Americanus Gothamus
Description:
Occupation: Hero/Student
_____________________________________________________________
STATISTICS
F: Incredible
A: Incredible
S: Good
E: Excellent
R: Good
I: Excellent
P: Remarkable
_____________________________________________________________
Health - 110
Mental Health - 60
Karma -
Popularity -
Contacts -
Resources - Poor
Appearance -
Weaknesses:
Rap sheet: While she was never formally charged, anyone who digs can find her record.
Horrible curiosity: Her ability to resist looking where she shouldn't is reduced.
_____________________________________________________________
Talents:
Mystic Background
Occult Lore
Forgery
Dodging
Pick Pocketing
Thief
Weapon specialist: Spear - In addition to the +1CS to Fighting, Karen is proficient in striking weak points in armor. The effectiveness of any physical armor against her is reduced by 1CS.
Talent Name - Statistic Used - Points.
_____________________________________________________________
Powers:
Danger sense: An animalistic cue in that something bad is going to happen before it happens. This allows a reroll of Intuition at +1CS to notice that something bad is going to happen, or a single roll if an initial one isn't offered by the GM. On a success, this negates the advantages of sneak attacks, as Karen will be on edge, and grants her a +2CS to her first roll to avoid the Bad Thing.
Catlike eyes: She can see in low light. As long as it isn't pitch black, she can see normally.
Healing(Talisman): A magic spell that heals damage done to an ally. This is preformed at with a Psyche check, and recovers Remarkable (30) HP on a Yellow. This can be done up to twice per round as a multi-action, but requires a religious symbol of some kind to act as a focus.. Which also takes Karen's hand, disabling the use of her spear until she pockets it (Taking the symbol out or putting it back takes an action, thus applying a -1CS to the next action preformed)
Warding(Chant): Sets up a safe zone that protects allies within, doubly so against supernatural foes. A target must beat Karen's Psyche with an opposed check to enter the warded zone as long as she continues chanting, and the damage of ranged attacks from without are reduced by 20. Supernatural creatures in particular, even if they force entry, will take 20 damage per round they spend in the area.
Minor blessings: Party tricks and minor magic, making light, water to wine, that sort of thing.
_____________________________________________________________
Personality - Inquisitive, and generally helpful. Stays pretty mum about her past.
History - Raised in Gotham, Karen was always a little bundle of energy, with a pair of unusual eyes the sister's at the orphanage could never really explain. Karen never took well to discipline, and the sisters never took well to her free spirit, or possible demonic possesion. Around age nine she ran away, relying on her animal like instincts to see her through, and scratching out the best life she could... usually through theft. She was good, and managed to avoid the police... Unfortunately, as good as she felt she was, she got Batmanned upside the head. Torn, and already having an orphan pet, he entrusted her care to Bastion, another hero.. on the hope that she could salvage herself before she became a real criminal. Bastion was hard, but fair. Teaching her the way of the protector, and keeping her mostly on the straight and narrow. Years passed, and while Bastion was willing enough to continue to mentor Karen, he decided to enroll her in the Vigilance program to give her a chance to grow more into her own person, instead of just his sidekick.
Equipment -
Spear - +1CS damage. The range advantage of a spear grants a +1CS to Fighting when avoiding counter attacks made by enemies with shorter weapons.
Antique light armor - Good armor VS physical attacks, Excellent VS energy attacks. Unfortunately very old and prone to damage, making it susceptible to sundering attempts. It can be forcibly unequipped with two successful Called Shots, and effects that mitigate armor function at +1CS.
_____________________________________________
Approved by: (GM puts in Nick and Date)
Player Name: Lydia
Alias: Paladin
Family/Allies/Friends:
Archetype: Mutant
Age: 16
Height: 5'2"
Weight: 115
Hair: Blond
Eyes: Catlike, yellow.
Nationality: Americanus Gothamus
Description:
Occupation: Hero/Student
_____________________________________________________________
STATISTICS
F: Incredible
A: Incredible
S: Good
E: Excellent
R: Good
I: Excellent
P: Remarkable
_____________________________________________________________
Health - 110
Mental Health - 60
Karma -
Popularity -
Contacts -
Resources - Poor
Appearance -
Weaknesses:
Rap sheet: While she was never formally charged, anyone who digs can find her record.
Horrible curiosity: Her ability to resist looking where she shouldn't is reduced.
_____________________________________________________________
Talents:
Mystic Background
Occult Lore
Forgery
Dodging
Pick Pocketing
Thief
Weapon specialist: Spear - In addition to the +1CS to Fighting, Karen is proficient in striking weak points in armor. The effectiveness of any physical armor against her is reduced by 1CS.
Talent Name - Statistic Used - Points.
_____________________________________________________________
Powers:
Danger sense: An animalistic cue in that something bad is going to happen before it happens. This allows a reroll of Intuition at +1CS to notice that something bad is going to happen, or a single roll if an initial one isn't offered by the GM. On a success, this negates the advantages of sneak attacks, as Karen will be on edge, and grants her a +2CS to her first roll to avoid the Bad Thing.
Catlike eyes: She can see in low light. As long as it isn't pitch black, she can see normally.
Healing(Talisman): A magic spell that heals damage done to an ally. This is preformed at with a Psyche check, and recovers Remarkable (30) HP on a Yellow. This can be done up to twice per round as a multi-action, but requires a religious symbol of some kind to act as a focus.. Which also takes Karen's hand, disabling the use of her spear until she pockets it (Taking the symbol out or putting it back takes an action, thus applying a -1CS to the next action preformed)
Warding(Chant): Sets up a safe zone that protects allies within, doubly so against supernatural foes. A target must beat Karen's Psyche with an opposed check to enter the warded zone as long as she continues chanting, and the damage of ranged attacks from without are reduced by 20. Supernatural creatures in particular, even if they force entry, will take 20 damage per round they spend in the area.
Minor blessings: Party tricks and minor magic, making light, water to wine, that sort of thing.
_____________________________________________________________
Personality - Inquisitive, and generally helpful. Stays pretty mum about her past.
History - Raised in Gotham, Karen was always a little bundle of energy, with a pair of unusual eyes the sister's at the orphanage could never really explain. Karen never took well to discipline, and the sisters never took well to her free spirit, or possible demonic possesion. Around age nine she ran away, relying on her animal like instincts to see her through, and scratching out the best life she could... usually through theft. She was good, and managed to avoid the police... Unfortunately, as good as she felt she was, she got Batmanned upside the head. Torn, and already having an orphan pet, he entrusted her care to Bastion, another hero.. on the hope that she could salvage herself before she became a real criminal. Bastion was hard, but fair. Teaching her the way of the protector, and keeping her mostly on the straight and narrow. Years passed, and while Bastion was willing enough to continue to mentor Karen, he decided to enroll her in the Vigilance program to give her a chance to grow more into her own person, instead of just his sidekick.
Equipment -
Spear - +1CS damage. The range advantage of a spear grants a +1CS to Fighting when avoiding counter attacks made by enemies with shorter weapons.
Antique light armor - Good armor VS physical attacks, Excellent VS energy attacks. Unfortunately very old and prone to damage, making it susceptible to sundering attempts. It can be forcibly unequipped with two successful Called Shots, and effects that mitigate armor function at +1CS.
_____________________________________________
Approved by: (GM puts in Nick and Date)