Post by kdpimm on Jul 17, 2015 2:17:19 GMT -8
Character Name: Michael Murphy
Player Name: Nevermore/TheRaven
Alias: Mathew Axelson / Nevermore
Family/Allies/Friends: Mercenaries and thieves.
Archetype: Gadgeteer/Battlesuit
Age: 32
Height: 5'11"
Weight: 188 lbs
Hair: Black, shaved short.
Eyes: Hazel
Nationality: Australian
Description: (pic can be used)
To be written.
Occupation: Ex-Army/Ex-Mercenary
Karma: 200
_____________________________________________________________
STATISTICS
Fighting: Remarkable
Agility: Remarkable
Strength: Excellent
Endurance: Excellent
Reasoning: Excellent
Intuition: Remarkable
Psyche: Incredible
_____________________________________________________________
Health - 100/100 HP
Mental Health - 90/90 HP
Karma -
Popularity -
Contacts - Two Street contacts. (Burnt the military ones going Mercenary)
Resources -
Appearance -
_____________________________________________________________
Talents:
Talent Name - Statistic Used - Points.
*Military: Base boosts reflected in stats. This grants a +1CS to Reasoning checks when working on standard issue, modern grade military tech.
**Professional/Ex-Military: Extensive enough training that Stunts can be learned off it, relating to various military techniques.
***Special Conditioning: Specially seasoned to resist torture or pain in general. Nevermore can roll Psyche instead of Endurance when resisting any pain-based effect. Keep in mind that ignoring pain can be dangerous in some cases... You might keep fighting on that splintered leg, or you might go ahead and break it proper.
*Street Smart: Character know the streets and how to survive there. Character also gains 2 contacts at the street level.
*Engineering: Engineering includes all the varied types of that profession dedicated to the design of functional items: civil, chemical, mechanical, etc. A character with Engineering Talent gains a +1CS to all FEATs involving building things, including the Resource FEAT to determine if an object can be built.
**Battle-suit Design: This skill allows the character +1cs to design and build battlesuits, harnesses, etc.
**Battle-suit Operation: The Hero gains the ability to use a battlesuit without penalty. This ability, while not conferring a +CS, eliminates the -CS for using unfamiliar technology, new weapons systems, or new versions of said suit.
*Gadgetry: Can build gadgetry, micronize scientific and industrial devices and receive a +1cs to all FEATs involving the same.
*Security: This Talent has two benefits: First, the hero gets a +1 CS to Reason to create or remove security devices. Second, the hero gets a +1 CS to Intuition for noticing installed security devices.
_____________________________________________________________
Quirks & Flaws
Quirks =( Points)= :Ramifications
* Professional/Ex-Military:
Flaws =( Points)= :Ramifications
Albinoism: while this may look cool, albinism is a quirk that does have it's disadvantages. While no damage will occur, the character is nonetheless uncomfortable when exposed to direct sunlight, and will have a -1 CS penalty applied to all his actions until out of the sun.
*Unregistered Mutant: Not every mutant who is unregistered has this flaw. This quirk is only for the mutants who have taken a visual stand against mutant registration, and thus are on a known database somewhere. With this flaw comes another -5 or -1cs to popularity for either a mutant or a mutant's secret identity (but a +2cs popularity with other anti-mutant registration forces).
*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. *
_______________________________________________
Powers:
Power Name - Rank - Points.
Teleport Self/Shadow Jump: A method of teleportation with a base ability of Excellent. This rank is modified circumstancially by the general shadowiness of the area
At the GM's discretion, the area he's aiming for can be adjusted up or down. When moving to an area with a different rating, he uses whichever modifier is 'brighter'.
+6CS:: Absolute, pitch darkness.
+4CS: Very Dark. Outdoors during a stormy night. Underground areas like subways.
+3CS: Dark. Outdoors during an overcast night. Very dark indoor areas like abandoned buildings or shadey alleys.
+2CS: Murky. Outdoors during a clear night. Dark indoors areas like arcades and theaters.
-2CS: Dim. Outdoors during a stormy day. Dimly lit indoors areas like private residences or stores.
-3CS: Bright. Outdoors on an overcast day. Fairly lit indoors areas like office buildings, museums.
-4CS: very Bright. Outdoors on a clear day, well indoors areas like hospitals, banks, laboratories, and government buildings.
Shift0: Extremely Bright. An area like this won't generally happen on accident. It probably goes without saying that his powers won't work at all in areas devoid of shadow.
**As the Crow Flies: Not really a 'stunt', but a ruling based on a looming, obvious question. If Nevermore uses rapid jumps simply to move in a direction as fast as he can, he moves at Typical land speed. This is altered by the modifiers above. Keep in mind that he isn't actually moving this fast; It's just an average amount ground he'll cover.
**Shadowboxing: Nevermore can replace his Offensive or Defensive rolls with his current Teleport score, as it's assumed he's constantly porting around in a fight where it's feasible to do so. He chooses whether to fight aggressively or defensively on his action, and can't change his mind until his next turn. Shadowboxing doesn't work if Nevermore is stunned, addled, or doesn't have full range of movement. He needs a clear head to use teleportation this effectiveness
*** Quoth the Raven: A desperation maneuver. Nevermore goes into a frenzy of attacks, striking at his full Teleportation score a number of times dependent on the shadiness of the area. If he has multiple targets, Nevermore can double the number of attacks and spread it evenly among all of them. Nevermore burns himself out pretty bad doing this, rolling at -2CS and unable to teleport until he passes a Yellow Endurance check to rally up. Using Psyche to pass this removes the -2CS, but any use of teleportation will knock him out.
Murky - 2
Dark - 3
Very Dark - 5
Pitch - 8
_____________________________________________________________
Personality -
History -
Raised by a mutant mother and father, "Matthew"'s life was largely lived on the move, being shipped from one place to another so his parents could avoid suspicion or otherwise continue on with their lives. Matthew grew up largely allienated from others, rarely making friends giving his tendency to move within half a year. Always being the new kid he developed a thick skin and an almost callouss attitude. When he turned sixteen, he signed up for the Army hoping to gain some form of stability.
He was placed through university, and earned himself a degree in mechanical engineering at the age of 19, as well as performing exceptionally in a collection of relating subjects. By the age of 20 he had received his employment training, placing him as an officer in the Australian Riflemen. His 'power' had manifested when he turned 18, and he successfully hid it beneath the excuse as a simple skin disorder.
He served faithfully and with mild distinctions up until he was ousted four years later. At which point, he "discretely excused" himself from the army, to prevent himself ending up disected or otherwise abused. He excused himself from the country. He found shelter in Nigeria, where he took on work as a soldier of fortune, after a while finding himself fighting in Pakistan and Afghanistan for a PMC. A 'buddy' of his put him in touch with a hirer, the deal smelt shady but it involved importation to the United States and a false citizenship. Since then he was working as little more then security for some mastermind, or criminal genius or so forth. continuing to "discretely excuse" himself each time his place of employment came under attack by other mutants, or supers, or other heros. Stockpiling the money he earnt, he began putting his past to use. Stealing from his previous employers, and some occassional heists on other engineering companies, he began to assemble his own devices and techs. Largely inspired by the largest name out there 'Stark'. Now however, he was out of debt, he had his gear, he had some sins to make up for and enough knowledge about the streets to make a dint. He idly played with the thought of becoming a vigilante. ... Or just staying an exceptional thief.
Equipment -
Light Exo-Skeleton: A self designed light exo-skeleton, enhances his ability to jump, climb, hang from ledges, softens falling from heights. Bears weight. Thin layer of high-impact resistent armor making it suitable to lessen the impact of small arms and melee weapons. Would be largely ineffective against heavy weapons, high calibre small arms or being hit by gods. In built power supply to power gadgets and additions. (Covers from feet to neck)
Grants +1CS Strength, but only for the purposes of jumping, climbing, or lifting actual weight. The exosuit can completely cushion a fall of up to 20 feet, and any fall damage after that is halved up to a maximum of 50 feet which will ruin Nevermore's day no matter how cool his pants are.
Has Excellent protection (-15 damage from all damage sources, +10 Max HP which is only recovered between missions) and a modular design, allowing up to three extra gadgets to be hooked onto it, one on each arm and one on the helmet.
Hand mounted Repulser: capable of expelling various levels of force/thrust. Capable of blasting objects at people, performing non-lethal and lethal damage. Deals either 20 Nonlethal or 30 Lethal damage, plus the hardness rating of any object they are hurled into or that is hurled into them.
Grappeling hook: ... Always useful. This hook has a 20 foot range and the same weight tolerance as Excellent strength.
Mask: A full face mask with a vague crow like design, fitted with various vision ranges. Nightvisions, Thermal, IR.
Large, feathered cloak: Used to obscure his movements and identity on thefts and to help hide his equipment. -2CS to Intuition checks to find Nevermore's gear when searching him, or figure out where the hell he is at any given time.
Workshop hideout: A place to manufacture his gadgets and equipment, aside his shitty little apartment. Largely serving as his secret lair. Probably a basement or cellar beneath an abandoned building or infrequently used warehouse.
_____________________________________________
Karma Log:
+200 for Closing the Gate in Gothiropolis
Player Name: Nevermore/TheRaven
Alias: Mathew Axelson / Nevermore
Family/Allies/Friends: Mercenaries and thieves.
Archetype: Gadgeteer/Battlesuit
Age: 32
Height: 5'11"
Weight: 188 lbs
Hair: Black, shaved short.
Eyes: Hazel
Nationality: Australian
Description: (pic can be used)
To be written.
Occupation: Ex-Army/Ex-Mercenary
Karma: 200
_____________________________________________________________
STATISTICS
Fighting: Remarkable
Agility: Remarkable
Strength: Excellent
Endurance: Excellent
Reasoning: Excellent
Intuition: Remarkable
Psyche: Incredible
_____________________________________________________________
Health - 100/100 HP
Mental Health - 90/90 HP
Karma -
Popularity -
Contacts - Two Street contacts. (Burnt the military ones going Mercenary)
Resources -
Appearance -
_____________________________________________________________
Talents:
Talent Name - Statistic Used - Points.
*Military: Base boosts reflected in stats. This grants a +1CS to Reasoning checks when working on standard issue, modern grade military tech.
**Professional/Ex-Military: Extensive enough training that Stunts can be learned off it, relating to various military techniques.
***Special Conditioning: Specially seasoned to resist torture or pain in general. Nevermore can roll Psyche instead of Endurance when resisting any pain-based effect. Keep in mind that ignoring pain can be dangerous in some cases... You might keep fighting on that splintered leg, or you might go ahead and break it proper.
*Street Smart: Character know the streets and how to survive there. Character also gains 2 contacts at the street level.
*Engineering: Engineering includes all the varied types of that profession dedicated to the design of functional items: civil, chemical, mechanical, etc. A character with Engineering Talent gains a +1CS to all FEATs involving building things, including the Resource FEAT to determine if an object can be built.
**Battle-suit Design: This skill allows the character +1cs to design and build battlesuits, harnesses, etc.
**Battle-suit Operation: The Hero gains the ability to use a battlesuit without penalty. This ability, while not conferring a +CS, eliminates the -CS for using unfamiliar technology, new weapons systems, or new versions of said suit.
*Gadgetry: Can build gadgetry, micronize scientific and industrial devices and receive a +1cs to all FEATs involving the same.
*Security: This Talent has two benefits: First, the hero gets a +1 CS to Reason to create or remove security devices. Second, the hero gets a +1 CS to Intuition for noticing installed security devices.
_____________________________________________________________
Quirks & Flaws
Quirks =( Points)= :Ramifications
* Professional/Ex-Military:
Flaws =( Points)= :Ramifications
Albinoism: while this may look cool, albinism is a quirk that does have it's disadvantages. While no damage will occur, the character is nonetheless uncomfortable when exposed to direct sunlight, and will have a -1 CS penalty applied to all his actions until out of the sun.
*Unregistered Mutant: Not every mutant who is unregistered has this flaw. This quirk is only for the mutants who have taken a visual stand against mutant registration, and thus are on a known database somewhere. With this flaw comes another -5 or -1cs to popularity for either a mutant or a mutant's secret identity (but a +2cs popularity with other anti-mutant registration forces).
*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. *
_______________________________________________
Powers:
Power Name - Rank - Points.
Teleport Self/Shadow Jump: A method of teleportation with a base ability of Excellent. This rank is modified circumstancially by the general shadowiness of the area
At the GM's discretion, the area he's aiming for can be adjusted up or down. When moving to an area with a different rating, he uses whichever modifier is 'brighter'.
+6CS:: Absolute, pitch darkness.
+4CS: Very Dark. Outdoors during a stormy night. Underground areas like subways.
+3CS: Dark. Outdoors during an overcast night. Very dark indoor areas like abandoned buildings or shadey alleys.
+2CS: Murky. Outdoors during a clear night. Dark indoors areas like arcades and theaters.
-2CS: Dim. Outdoors during a stormy day. Dimly lit indoors areas like private residences or stores.
-3CS: Bright. Outdoors on an overcast day. Fairly lit indoors areas like office buildings, museums.
-4CS: very Bright. Outdoors on a clear day, well indoors areas like hospitals, banks, laboratories, and government buildings.
Shift0: Extremely Bright. An area like this won't generally happen on accident. It probably goes without saying that his powers won't work at all in areas devoid of shadow.
**As the Crow Flies: Not really a 'stunt', but a ruling based on a looming, obvious question. If Nevermore uses rapid jumps simply to move in a direction as fast as he can, he moves at Typical land speed. This is altered by the modifiers above. Keep in mind that he isn't actually moving this fast; It's just an average amount ground he'll cover.
**Shadowboxing: Nevermore can replace his Offensive or Defensive rolls with his current Teleport score, as it's assumed he's constantly porting around in a fight where it's feasible to do so. He chooses whether to fight aggressively or defensively on his action, and can't change his mind until his next turn. Shadowboxing doesn't work if Nevermore is stunned, addled, or doesn't have full range of movement. He needs a clear head to use teleportation this effectiveness
*** Quoth the Raven: A desperation maneuver. Nevermore goes into a frenzy of attacks, striking at his full Teleportation score a number of times dependent on the shadiness of the area. If he has multiple targets, Nevermore can double the number of attacks and spread it evenly among all of them. Nevermore burns himself out pretty bad doing this, rolling at -2CS and unable to teleport until he passes a Yellow Endurance check to rally up. Using Psyche to pass this removes the -2CS, but any use of teleportation will knock him out.
Murky - 2
Dark - 3
Very Dark - 5
Pitch - 8
_____________________________________________________________
Personality -
History -
Raised by a mutant mother and father, "Matthew"'s life was largely lived on the move, being shipped from one place to another so his parents could avoid suspicion or otherwise continue on with their lives. Matthew grew up largely allienated from others, rarely making friends giving his tendency to move within half a year. Always being the new kid he developed a thick skin and an almost callouss attitude. When he turned sixteen, he signed up for the Army hoping to gain some form of stability.
He was placed through university, and earned himself a degree in mechanical engineering at the age of 19, as well as performing exceptionally in a collection of relating subjects. By the age of 20 he had received his employment training, placing him as an officer in the Australian Riflemen. His 'power' had manifested when he turned 18, and he successfully hid it beneath the excuse as a simple skin disorder.
He served faithfully and with mild distinctions up until he was ousted four years later. At which point, he "discretely excused" himself from the army, to prevent himself ending up disected or otherwise abused. He excused himself from the country. He found shelter in Nigeria, where he took on work as a soldier of fortune, after a while finding himself fighting in Pakistan and Afghanistan for a PMC. A 'buddy' of his put him in touch with a hirer, the deal smelt shady but it involved importation to the United States and a false citizenship. Since then he was working as little more then security for some mastermind, or criminal genius or so forth. continuing to "discretely excuse" himself each time his place of employment came under attack by other mutants, or supers, or other heros. Stockpiling the money he earnt, he began putting his past to use. Stealing from his previous employers, and some occassional heists on other engineering companies, he began to assemble his own devices and techs. Largely inspired by the largest name out there 'Stark'. Now however, he was out of debt, he had his gear, he had some sins to make up for and enough knowledge about the streets to make a dint. He idly played with the thought of becoming a vigilante. ... Or just staying an exceptional thief.
Equipment -
Light Exo-Skeleton: A self designed light exo-skeleton, enhances his ability to jump, climb, hang from ledges, softens falling from heights. Bears weight. Thin layer of high-impact resistent armor making it suitable to lessen the impact of small arms and melee weapons. Would be largely ineffective against heavy weapons, high calibre small arms or being hit by gods. In built power supply to power gadgets and additions. (Covers from feet to neck)
Grants +1CS Strength, but only for the purposes of jumping, climbing, or lifting actual weight. The exosuit can completely cushion a fall of up to 20 feet, and any fall damage after that is halved up to a maximum of 50 feet which will ruin Nevermore's day no matter how cool his pants are.
Has Excellent protection (-15 damage from all damage sources, +10 Max HP which is only recovered between missions) and a modular design, allowing up to three extra gadgets to be hooked onto it, one on each arm and one on the helmet.
Hand mounted Repulser: capable of expelling various levels of force/thrust. Capable of blasting objects at people, performing non-lethal and lethal damage. Deals either 20 Nonlethal or 30 Lethal damage, plus the hardness rating of any object they are hurled into or that is hurled into them.
Grappeling hook: ... Always useful. This hook has a 20 foot range and the same weight tolerance as Excellent strength.
Mask: A full face mask with a vague crow like design, fitted with various vision ranges. Nightvisions, Thermal, IR.
Large, feathered cloak: Used to obscure his movements and identity on thefts and to help hide his equipment. -2CS to Intuition checks to find Nevermore's gear when searching him, or figure out where the hell he is at any given time.
Workshop hideout: A place to manufacture his gadgets and equipment, aside his shitty little apartment. Largely serving as his secret lair. Probably a basement or cellar beneath an abandoned building or infrequently used warehouse.
_____________________________________________
Karma Log:
+200 for Closing the Gate in Gothiropolis