Post by gruegirl on Aug 24, 2014 16:42:14 GMT -8
Character Name: Diz
Player Name: Gruegirl
Alias: Family/Allies/Friends:
Archetype: Alien
Age:31
Height: 3'1"
Body Type: Athletic
Hair: Blue
Eyes: Black, no whites.
Nationality:
Great Green Goblin Empire (alternate dimension)
Description: Link to pic
Occupation: Professional Hero/Private investigator
_____________________________________________________________
STATISTICS
F Good
A Remarkable
S Typical
E Excellent
R Excellent
I Excellent
P Excellent
_____________________________________________________________
Health - 66
Mental Health - 60
Karma - 350
Popularity - Typical
Contacts - Law enforcement (NYPD), Espianage (SHIELD), Alien (Goblin Imperial Inquisition)
Resources - Poor
Appearance - Excellent
_____________________________________________________________
Talents:
Paired Weapons
Guns
Demonology
Mystic Background (True faith)
Gadgetry
Thief
Detective (Inquisition) x2
Occult Lore
Runesmith
Ritual Magics
Talent Name - Statistic Used - Points.
_____________________________________________________________
Quirks & Flaws
Quirks =( Points)= :Ramifications
Ambidexterity
Magical Potential (dimensional)
Fighting Logistics
Flaws =( Points)= :Ramifications
Dwarfism
Fanaticism
Alien Background
Wierdness magnet
Personal code (Combat the Demonic, Kill any and all who worship the demonic, Pray to the emperor for all you kill, Protect the innocent even if it means your life)
Dietary Requirement (Strict carnevore)
_____________________________________________________________
Powers:
Base Power>
d10-Reflection (Incredible: power is derived from Dimensional source (Diz's True faith))
Bonus Power> Immortality (The emperor will not allow his favored servant to die) (Regeneration: remarkable)
*-Secondary Power>
*-Stunt Power>
Base Power>
DT10/Magic Detection (Incredible: Power is derived from dimensional source (Diz's true faith))
Bonus Power>
*-Secondary Power> DT13/Power Detection (excellent)
*-Stunt Power>
Base Power> L5/Exorcism (Monstrous: power is derived from dimensional source (Diz's true faith))
Bonus Power>
*-Secondary Power>
*-Stunt Power>
*D10/Reflection: The hero can turn any attack back onto the attacker. The attack may be of any nature: brute fore, Power, or magic. The Power absorbs the energy of the attack up to this rank and redirects it. A Typical FEAT send the attack off in a random direction. An Amazing FEAT reflects some of the attack back onto the attacker; it is now -3CS in Intensity. An Unearthly FEAT sends the entire attack back onto the attacker. If the attack's Intensity is higher that this Power's rank, some of the damage passes through and affects the hero. The Power rank is subtracted from the attack's Intensity. While most of the attack is reflected, the remainder gets through to the hero. Example: The terrible Turnabout is battling X-Factor. Cyclops fires an optic blast of Remarkable Intensity. Turnabout possesses Excellent Reflection. His Power splits the blast in two. A Feeble blast penetrates his Power and knocks Turnabout back. The bulk of the blast was reflected. Turnabout made an Amazing FEAT, so some of Cyclops' blast returns to him. Cyke takes Typical damage from his own Power. Normally, this Power is consciously controlled and only appears when the hero wills it. However, the Power can be turned against the hero by such means as Power Control/Magnification and Power Domination. In such cases, the Power can be magnified beyond the hero's control to a level where it reflects everything, including air, food, and water. The Power can be used indefinitely, so long as it isn't overcome by superior force. After the first time the Power is breached, the hero must make a green FEAT. Failure to do so means his Power has failed. After the second breach, the hero must make a yellow FEAT. For each breach following that, he must make a red FEAT. This applies to a continual use of the Power. If his Power fails, the hero cannot regain it until 24 hours have passed.
Immortality: The character with this Power does not age or die in a normal fashion. Now, before you all run out and grab this Power for your young hero, note the fine print. The hero can still suffer loss of Endurance ranks as the result of wounds, poisons, and damages, but if the results call for perishing. then the character is left at Shift 0 Endurance but does not die. The character cannot move or act until Endurance reaches Feeble, however. so throwing an Immortal character into an active volcano will keep him out of the way for a while. (He cannot heal while taking damage.)
If Endurance reaches Shift 0, or the character otherwise dies, the immortal character loses all Karma, including that set aside for advancement. The character may be out of luck, but at least he has his Health. If an immortal character is part of a Karma pool, then an amount of Karma is subtracted as if the character had left the group. This is done each time the immortal character becomes "dead.
An immortal character's body will slowly regenerate lost parts and heal. so that short of atomizing the remains and spreading that collection of atoms through a large portion of space, or some other ruling, mandated by a GM, the immortal character will return at some point in the future
*P9/Regeneration: The hero can rapidly recover from any wound. Cuts quickly close and disease symptoms disappear. The hero heals at an accelerated rate equal to the Power rank number divided by 10 and rounded up to the nearest whole number. In other words A person with a Regeneration Rank of Feeble, Poor, Typical, or Good all heal at 1hp per action. With time, the hero can regrow large areas of lost tissue, especially severed limbs. Lost limbs or organs require a red FEAT. It cannot repair losses that resulted in the hero's death unless the hero is revived. If such a fatal loss and subsequent revival occurs, the hero requires life-support equipment to give his Power time to function.
*DT10/Magic Detection: The hero can detect and identify magic and its effects. The Power can detect both magic in actual use and in potential. As such, this is another way to detect mutants, although it cannot differentiate them from normal magic-users. The hero can identify the past use of magic (a green FEAT), a yellow FEAT identifies the magic-user, and a red FEAT identifies the actual spell.
*DT13/Power Detection: Range column B. This is another Power that can function as "Mutant Detection." The hero can detect and identify superhuman Powers. He can also identify specific superhumans by their characteristic Powers (an Unearthly FEAT). The hero can identify the presence of previously invoked power when examining former targets of Power on a Good Intensity FEAT; identify a specific Power on a Remarkable Intensity FEAT; and identify the actual user of the Power on an Amazing Intensity FEAT, provided the hero knows of him.
*L5/Exorcism: The hero can release a being from any external domination imposed by a third party. Such controls include Possession, Mental Domination, Serial Immortality, and Magic. If there's a control, this Power can break it. This Power rank is compared to that of the Power controlling the subject. A Typical Intensity FEAT can sever a lower ranking control Power. A Remarkable Intensity FEAT severs a controlling Power of equal rank, and an Amazing Intensity FEAT severs one of one or more ranks higher. Upon severing the being's control over the subject, that being is immediately teleported to its home dimension. This Power commonly appears as a spell used by sorcerers and holy men. The hero must be within 10' of the subject in order to perform the Exorcism. The hero can use this Power to resist the initial attempt by another to control him, but if this attempt fails (as per the FEATs listed above), he cannot Exorcise himself later.
Power Name - Rank - Points.
_____________________________________________________________
Personality - Harsh but with a slight sense of humor. Diz views her percieved Duty to the goblin Inquisition as her primary drive. She takes her faith VERY Seriously and is quick to lash at anyone who questions it.
History - Diz is an "inquisitor" a sort of combination soldier/detective/priest/demon-hunter from another earth. In this earth, an ancient race known only as the Annunaki colonized earth hundreds of millennia ago.This race was strong in magic, as well as science. They had created many other species from the DNA of the native humans. Amungst these were Goblins, who's largest nation ("Geerinzza" translated: The Great Green Goblin Empire) controls all of the surface and "Undercavern" of north and south america. This Undercavern is the ruined remains of Annunaki civilization, an interconnected series of caverns spanning the globe.
In Diz's personal history, she is an inquisitor of great skill and exceptional faith. She has been awarded the "Tritzza" (Translated: Hero of the Empire) more than once, and has captured or killed nearly 5 dozen heretics and masters of forbidden magics. Her last mission in her home was to face a Demon worshiper. She arrived a hair too late, as the worshipper, mad with the dark magics' effect on his mind, had opened a portal for a Demon-Prince to claw through. Diz threw herself at the beast. Peppering bullets into it until the thing died... Plunging both herself and her target through the vast multiverse. She and the corpse emerged in Madison Square Garden, the day after new years.
Needless to say her appearance shocked people and law enforcement was called. Diz is many things, but stupid is not one of them. She surrendered into custody willingly and spent a week in jail while things got sorted out. SHIELD got involved briefly if only to use a spellcaster to question Diz about the incident. Her intentions known, SHIELD organized her release from wrongdoing. Diz maintained a close relationship to Detective Marcus Jones and the spellcaster SHIELD used (Maria Schultz). Between them, Diz was able to learn nearly-fluent english in the six months since her arrival. She has taken and repaired her equipment and taken to the streets. Curruption exists here, and until she can find a way home, it is her duty to her Empire and to its Eternal Emperor that she cleanse it, with faith... fury... and firepower. She has been, and continues to be just an inquisitor.
Equipment -
Two "Beast's Teeth" model pistols (Similar to the Calico Liberty III) (Incredible damage)
Extra ammo
Grapple-gun
Grapple-harness (harness has "Retractors" in the chest, back, and belt areas allowing diz rapid hands-free ascent on the grapple-gun's line facing the direction she needs to) (quality: Typical, 50 MPH)
Holy Symbol
Blessed Water
Cell phone (cheap)
Possessions - (things she owns but doesn't carry her with her)
Cheap run-down apartment
Workbench+tools.
_____________________________________________
Approved by: (GM puts in Nick and Date)
Rank Bot Code
Value
Shift-0
Sh-0 0
Feeble Fb 2
Poor Pr 4
Typical Ty 6
Good Gd 10
Excellent Ex 20
Remarkable Rm 30
Incredible In 40
Amazing Am 50
Monstrous Mn 75
Unearthly Un 100
Shift-X X 150
Shift-Y Y 200
Shift-Z Z 500
Player Name: Gruegirl
Alias: Family/Allies/Friends:
Archetype: Alien
Age:31
Height: 3'1"
Body Type: Athletic
Hair: Blue
Eyes: Black, no whites.
Nationality:
Great Green Goblin Empire (alternate dimension)
Description: Link to pic
Occupation: Professional Hero/Private investigator
_____________________________________________________________
STATISTICS
F Good
A Remarkable
S Typical
E Excellent
R Excellent
I Excellent
P Excellent
_____________________________________________________________
Health - 66
Mental Health - 60
Karma - 350
Popularity - Typical
Contacts - Law enforcement (NYPD), Espianage (SHIELD), Alien (Goblin Imperial Inquisition)
Resources - Poor
Appearance - Excellent
_____________________________________________________________
Talents:
Paired Weapons
Guns
Demonology
Mystic Background (True faith)
Gadgetry
Thief
Detective (Inquisition) x2
Occult Lore
Runesmith
Ritual Magics
Talent Name - Statistic Used - Points.
_____________________________________________________________
Quirks & Flaws
Quirks =( Points)= :Ramifications
Ambidexterity
Magical Potential (dimensional)
Fighting Logistics
Flaws =( Points)= :Ramifications
Dwarfism
Fanaticism
Alien Background
Wierdness magnet
Personal code (Combat the Demonic, Kill any and all who worship the demonic, Pray to the emperor for all you kill, Protect the innocent even if it means your life)
Dietary Requirement (Strict carnevore)
_____________________________________________________________
Powers:
Base Power>
d10-Reflection (Incredible: power is derived from Dimensional source (Diz's True faith))
Bonus Power> Immortality (The emperor will not allow his favored servant to die) (Regeneration: remarkable)
*-Secondary Power>
*-Stunt Power>
Base Power>
DT10/Magic Detection (Incredible: Power is derived from dimensional source (Diz's true faith))
Bonus Power>
*-Secondary Power> DT13/Power Detection (excellent)
*-Stunt Power>
Base Power> L5/Exorcism (Monstrous: power is derived from dimensional source (Diz's true faith))
Bonus Power>
*-Secondary Power>
*-Stunt Power>
*D10/Reflection: The hero can turn any attack back onto the attacker. The attack may be of any nature: brute fore, Power, or magic. The Power absorbs the energy of the attack up to this rank and redirects it. A Typical FEAT send the attack off in a random direction. An Amazing FEAT reflects some of the attack back onto the attacker; it is now -3CS in Intensity. An Unearthly FEAT sends the entire attack back onto the attacker. If the attack's Intensity is higher that this Power's rank, some of the damage passes through and affects the hero. The Power rank is subtracted from the attack's Intensity. While most of the attack is reflected, the remainder gets through to the hero. Example: The terrible Turnabout is battling X-Factor. Cyclops fires an optic blast of Remarkable Intensity. Turnabout possesses Excellent Reflection. His Power splits the blast in two. A Feeble blast penetrates his Power and knocks Turnabout back. The bulk of the blast was reflected. Turnabout made an Amazing FEAT, so some of Cyclops' blast returns to him. Cyke takes Typical damage from his own Power. Normally, this Power is consciously controlled and only appears when the hero wills it. However, the Power can be turned against the hero by such means as Power Control/Magnification and Power Domination. In such cases, the Power can be magnified beyond the hero's control to a level where it reflects everything, including air, food, and water. The Power can be used indefinitely, so long as it isn't overcome by superior force. After the first time the Power is breached, the hero must make a green FEAT. Failure to do so means his Power has failed. After the second breach, the hero must make a yellow FEAT. For each breach following that, he must make a red FEAT. This applies to a continual use of the Power. If his Power fails, the hero cannot regain it until 24 hours have passed.
Immortality: The character with this Power does not age or die in a normal fashion. Now, before you all run out and grab this Power for your young hero, note the fine print. The hero can still suffer loss of Endurance ranks as the result of wounds, poisons, and damages, but if the results call for perishing. then the character is left at Shift 0 Endurance but does not die. The character cannot move or act until Endurance reaches Feeble, however. so throwing an Immortal character into an active volcano will keep him out of the way for a while. (He cannot heal while taking damage.)
If Endurance reaches Shift 0, or the character otherwise dies, the immortal character loses all Karma, including that set aside for advancement. The character may be out of luck, but at least he has his Health. If an immortal character is part of a Karma pool, then an amount of Karma is subtracted as if the character had left the group. This is done each time the immortal character becomes "dead.
An immortal character's body will slowly regenerate lost parts and heal. so that short of atomizing the remains and spreading that collection of atoms through a large portion of space, or some other ruling, mandated by a GM, the immortal character will return at some point in the future
*P9/Regeneration: The hero can rapidly recover from any wound. Cuts quickly close and disease symptoms disappear. The hero heals at an accelerated rate equal to the Power rank number divided by 10 and rounded up to the nearest whole number. In other words A person with a Regeneration Rank of Feeble, Poor, Typical, or Good all heal at 1hp per action. With time, the hero can regrow large areas of lost tissue, especially severed limbs. Lost limbs or organs require a red FEAT. It cannot repair losses that resulted in the hero's death unless the hero is revived. If such a fatal loss and subsequent revival occurs, the hero requires life-support equipment to give his Power time to function.
*DT10/Magic Detection: The hero can detect and identify magic and its effects. The Power can detect both magic in actual use and in potential. As such, this is another way to detect mutants, although it cannot differentiate them from normal magic-users. The hero can identify the past use of magic (a green FEAT), a yellow FEAT identifies the magic-user, and a red FEAT identifies the actual spell.
*DT13/Power Detection: Range column B. This is another Power that can function as "Mutant Detection." The hero can detect and identify superhuman Powers. He can also identify specific superhumans by their characteristic Powers (an Unearthly FEAT). The hero can identify the presence of previously invoked power when examining former targets of Power on a Good Intensity FEAT; identify a specific Power on a Remarkable Intensity FEAT; and identify the actual user of the Power on an Amazing Intensity FEAT, provided the hero knows of him.
*L5/Exorcism: The hero can release a being from any external domination imposed by a third party. Such controls include Possession, Mental Domination, Serial Immortality, and Magic. If there's a control, this Power can break it. This Power rank is compared to that of the Power controlling the subject. A Typical Intensity FEAT can sever a lower ranking control Power. A Remarkable Intensity FEAT severs a controlling Power of equal rank, and an Amazing Intensity FEAT severs one of one or more ranks higher. Upon severing the being's control over the subject, that being is immediately teleported to its home dimension. This Power commonly appears as a spell used by sorcerers and holy men. The hero must be within 10' of the subject in order to perform the Exorcism. The hero can use this Power to resist the initial attempt by another to control him, but if this attempt fails (as per the FEATs listed above), he cannot Exorcise himself later.
Power Name - Rank - Points.
_____________________________________________________________
Personality - Harsh but with a slight sense of humor. Diz views her percieved Duty to the goblin Inquisition as her primary drive. She takes her faith VERY Seriously and is quick to lash at anyone who questions it.
History - Diz is an "inquisitor" a sort of combination soldier/detective/priest/demon-hunter from another earth. In this earth, an ancient race known only as the Annunaki colonized earth hundreds of millennia ago.This race was strong in magic, as well as science. They had created many other species from the DNA of the native humans. Amungst these were Goblins, who's largest nation ("Geerinzza" translated: The Great Green Goblin Empire) controls all of the surface and "Undercavern" of north and south america. This Undercavern is the ruined remains of Annunaki civilization, an interconnected series of caverns spanning the globe.
In Diz's personal history, she is an inquisitor of great skill and exceptional faith. She has been awarded the "Tritzza" (Translated: Hero of the Empire) more than once, and has captured or killed nearly 5 dozen heretics and masters of forbidden magics. Her last mission in her home was to face a Demon worshiper. She arrived a hair too late, as the worshipper, mad with the dark magics' effect on his mind, had opened a portal for a Demon-Prince to claw through. Diz threw herself at the beast. Peppering bullets into it until the thing died... Plunging both herself and her target through the vast multiverse. She and the corpse emerged in Madison Square Garden, the day after new years.
Needless to say her appearance shocked people and law enforcement was called. Diz is many things, but stupid is not one of them. She surrendered into custody willingly and spent a week in jail while things got sorted out. SHIELD got involved briefly if only to use a spellcaster to question Diz about the incident. Her intentions known, SHIELD organized her release from wrongdoing. Diz maintained a close relationship to Detective Marcus Jones and the spellcaster SHIELD used (Maria Schultz). Between them, Diz was able to learn nearly-fluent english in the six months since her arrival. She has taken and repaired her equipment and taken to the streets. Curruption exists here, and until she can find a way home, it is her duty to her Empire and to its Eternal Emperor that she cleanse it, with faith... fury... and firepower. She has been, and continues to be just an inquisitor.
Equipment -
Two "Beast's Teeth" model pistols (Similar to the Calico Liberty III) (Incredible damage)
Extra ammo
Grapple-gun
Grapple-harness (harness has "Retractors" in the chest, back, and belt areas allowing diz rapid hands-free ascent on the grapple-gun's line facing the direction she needs to) (quality: Typical, 50 MPH)
Holy Symbol
Blessed Water
Cell phone (cheap)
Possessions - (things she owns but doesn't carry her with her)
Cheap run-down apartment
Workbench+tools.
_____________________________________________
Approved by: (GM puts in Nick and Date)
Rank Bot Code
Value
Shift-0
Sh-0 0
Feeble Fb 2
Poor Pr 4
Typical Ty 6
Good Gd 10
Excellent Ex 20
Remarkable Rm 30
Incredible In 40
Amazing Am 50
Monstrous Mn 75
Unearthly Un 100
Shift-X X 150
Shift-Y Y 200
Shift-Z Z 500