Post by Xenocide on May 30, 2014 21:10:49 GMT -8
Character Name: Xenocide
Player Name: William Lockette II
Alias: Xenocide
Family/Allies/Friends:
Sister – Vampi
Archtype: Mutant
Age: 65 (Appears 30)
Height: 6’
Weight: 150
Hair: Red
Eyes: Blue
Race: Human (Genetically engineered Vampire)
Nationality: American
Description: i247.photobucket.com/albums/gg149/BakkarMorales/Characters/Comic%20RPG/Xen2.jpg
Occupation: Assassin
_____________________________________________________________
STATISTICS
Fighting – Remarkable (30)
Agility - Remarkable (30)
Strength – Remarkable (30)
Endurance – Excellent (20)
Reason – Good (10)
Intuition – Excellent (20)
Psyche – Typical (6)
_____________________________________________________________
Health – 110 HP
Mental Health - 36
Karma -
Popularity - 0
Appearance - Amazing
Contacts - Deadpool
Resources - Good
Weaknesses- Vampiric Thirst, Sociopath, Direct sunlight for prolonged periods of time (hours) will cause her to tan and burn in short order, before her skin begins to truly burn, flake and bleed.
*Sunlight: Due to Xenocide's unusual toughness, it takes one hour of exposure before the below starts to happen.
Automatically loses 10 Max HP per round while in direct sunlight. Sunlight filtered through anything but translucent glass is harmless. In indirect sunlight such as on a cloudy day, takes 10 subdual damage per round or per minute out of battle; This cannot kill or incapacitate her, but if it rises above her current HP, she will be forced into a panic, able to think of nothing but escaping the light.
Lost Max HP is recovered by Endurance per 24 hours of rest.
Subdual damage is recovered automatically after a minute in total darkness, or an hour inside.
*Blood Thirst: Xenocide requires blood to survive. Every day she goes without feeding takes her one step down the chart below. A volunteering source can lose their Endurance worth of blood per week without ill effect, while a "fatal" feeding will give twice the target's HP worth of blood.
70 points of blood will take her a step up on the chart, while 35 will keep her from slipping down it for that day. 10 points ("Just a taste"), or animal blood can halt her cravings for one day, but each solution only works once between proper feedings.
Uberfed: All physical stats +1CS.
Stuffed: This state takes two days instead of one before she drops down to normal. Healing or point gain from the drinking of blood is doubled, but not both.
Stage 0: Xenocide's average state. No change.
Stage 1: All physical stats -1CS.
Stage 2: All physical stats reduced to Typical, all mental stats reduced by 1CS
Stage 3: Immortality lost
Stage 4: Delayed, this only occurs after a week without feeding while in Stage 3. Xenocide falls into a coma. She won't die, but must be fed 100 HP worth of blood to wake up.
_____________________________________________________________
Talents:
Criminology: +1CS Reasoning + 1 underworld contact
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.
*Seduction: +1CS Psyche to persuasion attempts.
The character receives +1 to Persuasion attempts with members of the opposite sex
*Weapons Specialist: +2CS when using her Kitana
The character with this Talent gains a + 2CS with a single weapon of choice. This may be any type of weapon, missile or melee. The character who is a weapon specialist will also increase his initiative when using this weapon by 1
*Acrobatics: +1CS to dodge attempts, Evade attempts and Escape attempts
The hero with this Talent is very limber and as such gains advantages when under attack. The hero has a +1CS when dodging, evading, and escaping.
*Wrestling: +2 CS to grappling moves
The hero with this Talent is proficient in applying holds. It includes familiar types of wrestling as well as the sumo forms of the art. The hero with this Talent gains a + 2CS when making Grappling attacks, but gains no benefit in damage. (A hero with Martial Arts B and this Talent gains a +3CS to hit in a Grappling attack, and a + 1CS for damage.)
*Martial Arts B: +1CS to unarmed combat moves (Combined with Wrestling, +3CS to grapple and +1CS to damage during hold)
This form of martial arts is keyed on offense and inflicting damage in short, quick bursts, and includes such disciplines as boxing. The practitioner of this form of martial arts gains a +1CS to Fighting ability when engaged in unarmed combat.
_____________________________________________________________
Powers:
Immortality - Xenocide cannot die without extreme action being taken to ensure she stays dead. Being reduced past her Endurance in negative HP means nothing more than that it takes a longer time to heal, and her timeless body is unaffected by time based effects.
Blood Drink - A lesser version of a 'real' vampires ability to drink blood at an almost supernatural rate with a simple bite. Xenocide must unfortunately find her own ways of actually getting the stuff out; Any Cutting or Piercing wound inflicted will leave half its damage worth of blood laying around, which Xenocide can take a full round action to drink from, gaining 10 points at a time. She can either use this to heal half the amount ingested, or add it to the bloodthirst graph up above.
Personality – Serious. Xenocide did not have the luxury of Vampi in escaping from BioCorps while on a mission. She was being specially trained to be the bodyguard of the corrupt head of the organizations bankrollers. She sees death as something that isn’t fun but necessary in order for the world to continue to run smoothly. Though, as of late, she has been second guessing herself due to some of the orders she’s received about going and “making an appearance” somewhere without killing anyone.
History – She, and her sister, were taken off the streets of Seattle for the experiments with The Ladder DNA sequencing device. Once Vampi made her grand escape, Xenocide wasn’t locked down, but rather promoted to more important positions. She went from being an errand girl to a field agent, then a specialized attack weapon for the company’s more dark projects, all the while being lied to and fed misinformation that made her targets in to enemies of the world in her eyes. As of late, her last order was to go to the city of New York, and see about finding some new talent. Supposedly a rogue agent was running around making a name for herself. The brainwashing and programming of her blood leaves Xenocide in a state where it’s difficult to do much but follow orders, but how she goes about this task shall be up to her, as will the consequences of the mission’s failure or success. Unlike their last test subject, Xenocide has been given training, tools, power, and a tracking device just beneath the skin of her scalp.
Equipment – Kitana
Player Name: William Lockette II
Alias: Xenocide
Family/Allies/Friends:
Sister – Vampi
Archtype: Mutant
Age: 65 (Appears 30)
Height: 6’
Weight: 150
Hair: Red
Eyes: Blue
Race: Human (Genetically engineered Vampire)
Nationality: American
Description: i247.photobucket.com/albums/gg149/BakkarMorales/Characters/Comic%20RPG/Xen2.jpg
Occupation: Assassin
_____________________________________________________________
STATISTICS
Fighting – Remarkable (30)
Agility - Remarkable (30)
Strength – Remarkable (30)
Endurance – Excellent (20)
Reason – Good (10)
Intuition – Excellent (20)
Psyche – Typical (6)
_____________________________________________________________
Health – 110 HP
Mental Health - 36
Karma -
Popularity - 0
Appearance - Amazing
Contacts - Deadpool
Resources - Good
Weaknesses- Vampiric Thirst, Sociopath, Direct sunlight for prolonged periods of time (hours) will cause her to tan and burn in short order, before her skin begins to truly burn, flake and bleed.
*Sunlight: Due to Xenocide's unusual toughness, it takes one hour of exposure before the below starts to happen.
Automatically loses 10 Max HP per round while in direct sunlight. Sunlight filtered through anything but translucent glass is harmless. In indirect sunlight such as on a cloudy day, takes 10 subdual damage per round or per minute out of battle; This cannot kill or incapacitate her, but if it rises above her current HP, she will be forced into a panic, able to think of nothing but escaping the light.
Lost Max HP is recovered by Endurance per 24 hours of rest.
Subdual damage is recovered automatically after a minute in total darkness, or an hour inside.
*Blood Thirst: Xenocide requires blood to survive. Every day she goes without feeding takes her one step down the chart below. A volunteering source can lose their Endurance worth of blood per week without ill effect, while a "fatal" feeding will give twice the target's HP worth of blood.
70 points of blood will take her a step up on the chart, while 35 will keep her from slipping down it for that day. 10 points ("Just a taste"), or animal blood can halt her cravings for one day, but each solution only works once between proper feedings.
Uberfed: All physical stats +1CS.
Stuffed: This state takes two days instead of one before she drops down to normal. Healing or point gain from the drinking of blood is doubled, but not both.
Stage 0: Xenocide's average state. No change.
Stage 1: All physical stats -1CS.
Stage 2: All physical stats reduced to Typical, all mental stats reduced by 1CS
Stage 3: Immortality lost
Stage 4: Delayed, this only occurs after a week without feeding while in Stage 3. Xenocide falls into a coma. She won't die, but must be fed 100 HP worth of blood to wake up.
_____________________________________________________________
Talents:
Criminology: +1CS Reasoning + 1 underworld contact
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.
*Seduction: +1CS Psyche to persuasion attempts.
The character receives +1 to Persuasion attempts with members of the opposite sex
*Weapons Specialist: +2CS when using her Kitana
The character with this Talent gains a + 2CS with a single weapon of choice. This may be any type of weapon, missile or melee. The character who is a weapon specialist will also increase his initiative when using this weapon by 1
*Acrobatics: +1CS to dodge attempts, Evade attempts and Escape attempts
The hero with this Talent is very limber and as such gains advantages when under attack. The hero has a +1CS when dodging, evading, and escaping.
*Wrestling: +2 CS to grappling moves
The hero with this Talent is proficient in applying holds. It includes familiar types of wrestling as well as the sumo forms of the art. The hero with this Talent gains a + 2CS when making Grappling attacks, but gains no benefit in damage. (A hero with Martial Arts B and this Talent gains a +3CS to hit in a Grappling attack, and a + 1CS for damage.)
*Martial Arts B: +1CS to unarmed combat moves (Combined with Wrestling, +3CS to grapple and +1CS to damage during hold)
This form of martial arts is keyed on offense and inflicting damage in short, quick bursts, and includes such disciplines as boxing. The practitioner of this form of martial arts gains a +1CS to Fighting ability when engaged in unarmed combat.
_____________________________________________________________
Powers:
Immortality - Xenocide cannot die without extreme action being taken to ensure she stays dead. Being reduced past her Endurance in negative HP means nothing more than that it takes a longer time to heal, and her timeless body is unaffected by time based effects.
Blood Drink - A lesser version of a 'real' vampires ability to drink blood at an almost supernatural rate with a simple bite. Xenocide must unfortunately find her own ways of actually getting the stuff out; Any Cutting or Piercing wound inflicted will leave half its damage worth of blood laying around, which Xenocide can take a full round action to drink from, gaining 10 points at a time. She can either use this to heal half the amount ingested, or add it to the bloodthirst graph up above.
Personality – Serious. Xenocide did not have the luxury of Vampi in escaping from BioCorps while on a mission. She was being specially trained to be the bodyguard of the corrupt head of the organizations bankrollers. She sees death as something that isn’t fun but necessary in order for the world to continue to run smoothly. Though, as of late, she has been second guessing herself due to some of the orders she’s received about going and “making an appearance” somewhere without killing anyone.
History – She, and her sister, were taken off the streets of Seattle for the experiments with The Ladder DNA sequencing device. Once Vampi made her grand escape, Xenocide wasn’t locked down, but rather promoted to more important positions. She went from being an errand girl to a field agent, then a specialized attack weapon for the company’s more dark projects, all the while being lied to and fed misinformation that made her targets in to enemies of the world in her eyes. As of late, her last order was to go to the city of New York, and see about finding some new talent. Supposedly a rogue agent was running around making a name for herself. The brainwashing and programming of her blood leaves Xenocide in a state where it’s difficult to do much but follow orders, but how she goes about this task shall be up to her, as will the consequences of the mission’s failure or success. Unlike their last test subject, Xenocide has been given training, tools, power, and a tracking device just beneath the skin of her scalp.
Equipment – Kitana