Post by Ebon on Feb 16, 2016 8:51:46 GMT -8
Character Name: Player Name:
HISTORY ●Toliver Banes was a Shield Operative who was mauled and left for dead by a werewolf (The later of which is still at large). He was dosed with an experimental, mutant-dna based, anti-lycanthropy 'cure', that instead merely neutralized and defanged the mystic disease. Now Toliver is 'cursed' with noninfectious kyanthropy (were-dog, yo), and stuck in his dog-man form. In exchange for his ability to visually pass as a human being, he gained major psychic abilities, canine based powers of tracking and resiliance, and the Kyanthrope's natural damage resistance, regenerative powers... and weaknesses. Sort of. The mutant DNA doner possessed a number of powers that where unexpectedly passed through to Toliver, and he has spent the last five years in training, trying to prove himself 'worthy' of being back in SHIELD (He was forced to resign after his first and final transformation). In the mean-time TOliver fights crime as a Private Detective ATTRIBUTES Fighting--> Rm Agility---> Rm Strength--> In Endurance-> Am Reason----> Gd Intuition-> Mn Psyche----> Am CONTACTS ● HeroWerks ● SHIELD Section-8 TALENTS Boxing, Detective, Law-Enforcement, Martial-Arts B, Stealth, Streetwise, Survival, Tracking, WP: Blunt. WP: Sharp. Weaponmaster: Guns POWERS THE BASICS THAT COME FROM BEING A WERE-DOG. ● Hyper Running (Pr): 30mph, 2 Areas/Turn ● Natural Attack (Na): Edged - This would be his fangs and claws. They add nothing to his damage perse`, but change it to potentially lethal. ● Tracking: Same as the skill, and stacking with it. Toliver rolls -normal- tracking at Mn+2cs, minus prevailing factors like being in the city, or near a manure truck. THE EXTRA GOODIES ● Alpha Invisibility (Am): Toliver can turn himself, his clothes, his gear, and maybe up to five people with him, invisible. Toliver doesn't know it, but if he -had- a pack of other kyanthropes, he'd most likely be the pack Alpha. This gives him other abilities above and beyond that of a normal were-dog. For a good hunt he can ensure that the rest of his pack, and himself, are invisible. Mystic chromataphores in his fur take him to a state of invisibility far more enhanced and advanced then the power of Chamoflauge. This does not make Toliver silent. He may not be visually recorded or seen, with anything less then monstrous instincts or higher, and those will need to roll to get detailed specifics of his appearance, etc. Magic sight, mind detection, heat vision and the like, things that do not necessarily depend on visual awareness work on him just fine. (Infra-red & UV special stuff? do not). Toliver still makes noise, and he and his passengers must still make regular checks to avoid being overheard. He still leaves tracks, lays a scent trail, appears as sillouette in precipitation (rain and snow). ● Body Resistance (Rm): Toliver has a damage resistance to physical and energy damage based upon his supernatural physiology (that of kynanthrope). It retards but does not stop damage, and blessed silver weapons bypass it entirely ● Magic Resistance (Ex): Toliver is resistant to magic due to his own mystic nature, but this is just to direct magical damage, or damaging effects. Dr. Strange's "Bolts of Bedevilment" for example -which are made of pure magic energy- would do 20-less damage to him then they would to an unprotected target. Strange would still end up bitch-slapping Toliver for Amazing damage. ● Regeneration (Ex): When at rest, and not exherting himself, Toliver regenerates 2hp a turn, or (due to the magic of marvel math) 20 a minute. Toliver may regrow meat and organs, but cannot immediately repair bone, meaning there will be a need to bind and wrap accordingly lest the regeneration goes wrong. Likewise, Toliver may not regenerate limbs. ● Supernatural Tracking (Rm): Toliver adds his CS (+3) to any rolls for tracking, and tracks on a supernatural level. Provided there is animpressively imbedded trail of evidence, he can follow his quarry even across the depths of space. ● Telepathic/Empathic Control Resistance (Rm): As an alpha kyanthrope, Toliver is majorly resistant to most forms of mind fuckery, and any attempt to read his mind ends with a confused state of the reader (unless they roll higher then an opposed roll of Remarkable). Attempts to 'Control' or mentally damage him have their Class roll reduced by -3cs. His skull is simply to thick and magically dense to allow such things. WEAKNESSES= BLESSED Wolvesbane <TSDR edition>: Toliver has a weakness, an allergy to actively blessed wolvesbane that is more psychological then physical. The beast in him responds to it instinctively, recoiling despite the fact that he is otherwise not affected by it anymore then anyone else is. It does him fake, illusionary, but still physically crippling damage when handled, touched, or worse, consumed ("I drank what?"). When the stuff should kill him, he instead collapses prone/unconcious comatose for 1d100 turns. *Stimuli (1) Psychological Weakness: A specific event, condition, or mental state has an adverse effect on the hero. This Stimulus directly affects the hero's mind; any resulting physical damage is psychosomatic in nature. That is, any physical damage results are due to the hero's instinctive belief in those results. Examples include being physically bound, even if the hero could normally snap the binding material; facing a foe covered in a specific color; or feeling extremely confused. Psychological Weaknesses can be temporarily overcome by an RED Intensity Psyche FEAT. They can be permanently overcome by a 100 Intensity Psyche FEAT. *Effects (1) Incapacitation: The hero becomes physically ill after exposure to the Stimulus. Beginning with the initial contact, the hero loses one point of Health per turn. This loss continues for the Duration of the Effect. However, the loss stops when Health reaches zero; this Effect does not directly kill the hero. The hero retains his Powers but finds it harder to use them as his condition worsens. *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. BLESSED Silver <TSDR edition>: Toliver has a weakness, an allergy to blessed/sacred silver that is more psychological then physical. The beast in him responds to it instinctively, recoiling despite the fact that he is otherwise not affected by it anymore then anyone else is. It does him fake, illusionary, but still physically crippling damage when handled, touched, or worse, stabbed into him and left ("OW!"). When the stuff should kill him, he instead collapses prone/unconcious comatose for 1d100 turns. *Stimuli (1) Psychological Weakness: A specific event, condition, or mental state has an adverse effect on the hero. This Stimulus directly affects the hero's mind; any resulting physical damage is psychosomatic in nature. That is, any physical damage results are due to the hero's instinctive belief in those results. Examples include being physically bound, even if the hero could normally snap the binding material; facing a foe covered in a specific color; or feeling extremely confused. Psychological Weaknesses can be temporarily overcome by an RED Intensity Psyche FEAT. They can be permanently overcome by a 100 Intensity Psyche 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 *Intimidating:Mn *Karmic Shell: Cop rules for Karma loss. License to legally put someone down. *Likeability: Am BOOK-KEEPING Health --------> 150 Mental Health -> 135 Karma ---------> 035* Popularity ----> Gd <Likeability AM (50%), Intimidating (75%) Resources -----> Gd EQUIPMENT ● Carried: 'Borrowed Police Equipment. Beater Car, GOOD condition, Transformable Hover/Motorcycle (Wait, what?) ● Owned: Office/Apartment in shitty/seedy part of town, beat up computer, immaculately kept case files, Book: Art of War, and Zen and the Art of Hover-Cycle Maintenance. NOTES: Approved by: (GM puts in Nick and Date)
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