Post by devaelli on Aug 29, 2014 20:26:17 GMT -8
Character Name: Trig Player Name: Connie Alias: Trig Concept: Nanotechnological Bounty-Hunter Android with a Soul Age: (Smiley Face) Gender: Varies. (Female) Height: Varies (5'0) Build: Slight. Hair: Neon Blue Eyes: Violet and Glowy Nationality/Planet: Race/Species: Nano-sapien Description: See Picture. Occupation: Bounty Hunter/Hero |
HISTORY
● Trig was created for the sole purpose of bounty hunting. She is a techno-being from the future, from an alternate time-line, and far from Earth. Trig is only awakened when 'they' require her to do a job. If she is destroyed during the course of her mission she can be replaced though it's quite expensive to create a new being made of nanites (made from unique metals and programmed specifically for her abilities). Prior to arriving on Earth she was tracking down her latest bounty, a terrorist, who'd blown up several nanite-cloning vats; important places where people were created, maintained, and upgraded, when not actually laboring. Only a few exist due to their expense. Once her latest upgrades were complete she was awakened, and then she quickly entered her spaceship and began her search for the target. She followed some leads pointing to an asteroid where he was known to frequent. And after a quick search she found him preparing for another attack. After a few dodges by him and a few hits by her goo balls he released one of the bombs at her which exploded and threw her back into a wall but instead of her hitting the wall, something strange happened, the strange energy released flung her through space and time, causing her to appear in New York, in the present day. Trig now has no idea how to get back to her place of origin.
● Since she is made out of nanites she does not need to eat breathe or such like organics but uses the neutrinos given off by any stars to energize her and her items in her backpack the gatling gun and the nuke ray must be charged up by her and no one else will be able to use her weapons because they are connected specifically to her.
PERSONALITY
● Hyperactive inquisitive and curious!
ATTRIBUTES
Fighting--> Rm
Agility---> In
Strength--> Rm
Endurance-> Rm
Reason----> Rm
Intuition-> Rm
Psyche----> RM
CONTACTS
Maxxim & Herowerks
TALENTS
- Biology
- Computers
- Cooking
- Crime/Criminology
- Detective/Espionage
- Marksmanship
- Martial Arts - B (+1CS to hand-to-hand combat)
- Martial Arts - C (+1CS to Dodging and resisting Grapple Attacks)
- Military
- Streetwise
- Survival
- Thief
POWERS
Immortal (NA)
Self-Revival (NA)
Self-Sustenance (NA)
*Shape-Shifting <Limit Humanoid form> (In): This Power allows the hero to radically modify his shape to resemble other objects or beings, to the point of being that object to all appearances (touch, taste, etc.). The degree of success of the shape change is determined by a Power rank FEAT against the investigating creature's Reason, Intuition, or Psyche, whichever is higher (compare with Imitation). A character may not gain more than half his height or shrink to half his original size. Only obvious, visible physical Powers may be gained by shifting shape (claws, gliding membranes, etc.). True super powers may not be gained in this fashion. A character who shape-shifts may be able to develop other Power Stunts:
• Develop claws and/or teeth, allowing the shape-shifting character to inflict Edged Attack damage.
• Develop Gliding Power (but not true flight) at -2 Power rank ability.
• Duplicate material strength to the point of providing Body Armor of the material strength of the object imitated - 1CS or the Power rank -2CS, whichever is less.
*Telelocation (Rm)
• Clairvoyance/Clauradience Fb range Senses (2miles), 25 mile range to Trig. (Poor).
*Trig Weapons (<can be disarmed> Requires reloading> Am)
• Laser-gun (Pew-pew gun): Regular intensity, like a normal hand-gun, at Good-Ex energy damage (indefinitely), or a charged shot for Remarkable-to Incredible, that can only be fired 10x per hour, and then will need 15 minutes to recharge.
• Gatling Gun (In): Does damage to multiple targets within a 1-2 area span, 5 area range.
• Nuke-Ray Intensifier (Shark-Cannon): This focuses Trig's nuke-ray blast, (Placing it at Amazing), but affecting only one target per Area. It can only be fired x5 times hour, afterwards she will need Stamina roll to fire again.
• Goo balls: Hits target encasing them in a gel like substance which immobilizes to aid in capturing bounties. Eventually the gel will withdraw after a set time and return to her in ball form to be used later. A larger human or anything bigger can easily escape one ball. Thus multiple balls must be used for containment. A Yellow Strength check will escape the ball, but Amazing is required to attempt it. This requirement is enhanced by +1CS per ball used.
True Invulnerability (Rm)
WEAKNESSES=
● Stimuli: (2) Physiological Weakness: Damage class magnetism harms trig with a +1cs modifier to damage. This Stimulus directly affects the hero's body; any resulting physical damage is truly physical in nature. That is, any physical damage results are due to the the results of actual physical events or attacks. Examples include being physically drained by (a relatively little) amount of blood, even if the hero could normally ignore or regenerate from such damage, the physiological results would be much more detrimental due to this weakness. Physiological Weaknesses can be temporarily overcome by an RED Endurance Psyche FEAT. They can be permanently overcome by a 100 Intensity Endurance FEAT.
● Effects: (3) Fatal: As in the above, the hero gets ill after the initial exposure to the Stimulus. However, the Health loss does not stop at zero. Death will eventually occur if Health and (subsequently) Endurance drop to zero during the Weakness Duration. The hero can be revived if proper medical attention is given, but only after his Health and Endurance have both reached zero.
● Duration:(2) Continuous with Contact: As long as the hero remains within the effective range of the Stimulus, the Effect continues. When the hero is insulated or moved away from the Stimulus, the Effect immediately ceases. Lost Health points are returned at a rate of 2 per turn. If death has occurred, the hero now has the possibility of being revived.
QUIRKS=
FLAWS=
*Alien background (Android/Asexual/Future-Being/Neuter)
*Bounty Hunter's Creed
= Capture By Design, Kill By Necessity: In keeping with the loosely defined hunter code of ethics, killing was sometimes necessary. That was business, pure and simple. However, unnecessary killing was still murder. The hunter, unless otherwise directed by those leveling the bounty, must attempt to deliver the acquisition alive. Often, those leveling the bounty had a vested interest in a live target — and the target might have been better off getting killed by the hunter.
= No Hunter Shall Refuse Aid to Another Hunter: While no hunter had the right to interfere with another's hunt, there came times when even the best of master hunters required assistance. In extreme cases, any hunter could have asked for and expected aid and assistance from another hunter, even if it meant that the latter must temporarily suspend his or her own hunt in the meantime to render such aid. Whatever personal grievances or animosities that would be involved between the two parties, it is known and understood that hunters took care of their own. Of course, such assistance was not without its price tag, and the arbitration of payment after the fact could often put a substantial dent in any expected profit.
*Bluntness: the character with this quirk doesn't see the need to mince words, or simply isn't aware that what he's saying is rather... direct. In game play, the character must pass a Reason FEAT roll at -1 CS to prevent himself from saying the first things that pop into his head. *
*Honesty: the character is honest. Normally, this is a good thing, but is counted as a negative quirk as it prevents the character from lying, if necessary. In order to tell a lie, or even stretch the truth, the honest character must pass a Psyche FEAT roll at -1 CS. *
*Impulsiveness: an impulsive character is one that consistently jumps the gun, doing thing right as they occur to them. To resist the urge to act on a whim, the character must make a Reason FEAT roll at -1 CS, the failure of which indicates that he goes with his 'bad self'.
BOOK-KEEPING
Health --------> 130
Mental Health -> 90
Karma --------->1090
Popularity ----> Ex
Resources -----> Fb (No Personal cash at initial time)
EQUIPMENT
-Backpack of holding - a small backpack that is unique to her, able to dematerialize specific items into the material that she came with here through the portal. They all pertain to her hunting/tracking abilities. Anything else she places within the bag will act accordingly to basic laws of physics.
-Clear balls: size of large marbles .. allow for tracking of multiple targets or scanning vast areas that she may be able to view at a safe distance and if need be the floating balls can light up.
-Silver orb: Translates/Hacks Devices/received and send out signals. It is a very powerful computing device, containing one of her original nanites in its core. It can fly/float without any visible means of doing so. The orb can also track like the clear balls but on top of that it can scan areas with more precise detail. Including heat signatures as well as giving her readouts such as chemical and other sensory scanning devices.
-Flying disk is also held within her backpack-
NOTES:
Approved by: (GM puts in Nick and Date)
Rank | Bot Code | Value |
Shift-0 | Sh-0 | 0 |
Feeble | Fb | 02 |
Poor | Pr | 04 |
Typical | Ty | 06 |
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 | X | 500 |