Post by Ebon on Oct 5, 2017 22:08:16 GMT -8
Character Name: Rodney Weatherby Player Name: Drew Alias: Ba`Alze-Bro (a.k.a. Brogus) Age: 26(?) Gender: Male Height: 6'11 Build: Husky/Muscular Hair: Black Eyes: Blue (Golden-sulfur yellow when mystically active). Origin/Archetype: Alien (Demon-subclass) Nationality/Planet: American/Earthling Race/Species: Amalgamated Half-Demon Lord Description: See Pic Occupation: Unemployed College Drop-out, reported missing three years ago. Trust-Fund brat. |
PERSONALITY
● Rodney still maintains his human soul and core personality, though his flesh and 'spark' have been altered by his near-death experience with Delta-class succubi, and his subsequent stewing in a hell-realm for the last few years.
● As a whole, Rodney maintains a more positive-realistic outlook about things, and thus is more heroic then 'super-heroic', ultimately respondiong to villany and threats to the public on a sliding scale based on how many people will be hurt or killed. He is not a vigilante, in so much as he doesn't seek to deal out some sort of 'final' justice or such, as he understands that people often need (and can often enough find) a second chance to do things right. He himself is living proof of this, after all.
● Rodney has no particualr calling except to 'do the right thing', more often then not, to balance his karmic debt (perhaps), and to have a good time while doing so. He isn't quite sure on the specifics, but feels that the fact that a demon was able to capture and (partially digested/processed) his soul in the first place, proves that he was lacking in some sort of moral capacity (he's not entirely sure what or which capacity that is, however), and his subsequent kidnapping and stew-time in hell only proves that he was 'doing things wrong'. He is death-on-toast determined not to go back to hell, and so he acts out both on a personal sense that he needs to perform some sort of penance, but also because it's simply the best use of his otherwise hell-spawned powers at this time.
● Rodney has the powers of a demon-lord at his beck and call, but uses them to perform acts of demonic do-goodery more oftne then not, when he's not simply slugging the bad-guy to make him stop doing the nonsense.
● When Rodney isn't out being all heroic (and such), he prefers to party. A lot. He's graduated some from full bro-dom, to a more fashionably laid-back style, preferring rock music to heavy-metal, with a guilty pleasure found in the rise of nu-metal (or some of it, anyway). He had a garage band, and may dig it back up again, or start afresh at a later date. Now if only he can recover his hybrid acoustic/electric guitar...
HISTORY
● It's been something like three years since Rodney's initial transformation, and his time on the streets of Manhattan. He was 23 at the time, running down a generic MBA degree and partying hard 4-out of-7 days of the week. Three long years where spent stewing in a hellpit in an abyssal realm, in a sort of daemonic basic-training course (he's not sure which one, however), but that of course, felt more like an eternity... he's not sure how old he is now, chronologically, but generally puts down 26 to avoid making waves.
● Rodney's mother died a long time ago, and he and his father where distant. He hasn't spoken to the man in three years (cause Rodney was in hell, of course, but he doubts that'll work as a reasonable rational excuse), and dreads having to explain his current life and whereabouts to his old-man. Yet to a certain degree he believes he should at least try... just not this week (or the next).
● Rodney gained his first levels of power when he was claimed by a Delta-class (Delta is worse then Alpha, competentatly speaking), succubi at an extremely raucous fraternity party. That is to say he was 'claimed' and half soul-drained/killed in the act of coitus, in a closet at said party. But that which did not kill him, made him stronger. The succubi herself was 'killed' off by do-gooders in the middle of the act. The result was a backlash of demonic energies that replinished and regenerated Rodney's physical damage, empowered his soul, gifted him with the powers of his would-be-killer, and tainted him, quite possibly for the rest of eternity. His second brush with the powers of the great below, came when demons dragged him off to hell three years ago for 'processing/training', mistaking him for an errant devil that had snuck off for a century or two on the town. In order to escape, he played along and then -permanently- destroyed a demon-lord, using the lords essence to fuel delayed portal back to the real world, and... then he waited, in hiding, basking in the demon-lords energies (absorbing most of the excess) for the right moment to make good his escape. A botched demon-summoning ritual was just the right opportunity, and he snuck out while the time was... 'wrong', ending up in a coma, for a time, but safely hidden in New York. The circumstances where odd, but the ramifications where small. So far, the legions of heck have been too busy with their own affairs to notice that (yet again) another demon/devil has gone AWOL. The fact that he permanently killed a demon-lord to do so, just makes it less likely that a search party would be roused to hunt him down, as the death of that one, meant promotions for many with ambition.
● Rodney had a safe-house, way back when, but that is probably gone by now. He does, however, have several hefty bank-accounts, amd a trust-fund waiting for him, when he ever gets out of that coma.
● Rodney's normal human life, suffice to say, however, is quite over. BUt Rodney himself is not put out by this too much. A normal liufe is boring, which is why he used to party so damn hard in the past, to begin with. To make up for a dull gray future as a business executive, either working for his father or on his own. But now? Now he has the potential to be something extarodinary! ...If he can keep away from daemoning shenanigans, that is.
● At this time, Rodney is not affiliated with any super-group, nor do much if any of them even know of his existence. Vigilance recovered his comatose body and helped usher him to the nearest coma-ward, but otherwise, no one knows who he is. Just yet.
ORIGIN
==Rodney's special circumstances necessitates the Demonic origin for his beginnings.
● Demons are magical beings from other planes of existence. They are both supernatural and corporeal in nature. The main difference between these types is their -general- inherent personality. "Demons" are 'generally' malevolent. Other than that, there isn't much difference between them and their angelic counterparts.
● Demonic beings do NOT necessarily follow the popular traditional behavior patterns. A heroic demon might be fighting a personal war against other, even more evil beings, for example.
● Demons start with a raw base stat of Excellent (Gd) or Remarkable (Ex). Then all their Physical Abilities (their FASE) are raised by +1CS.
● Demons have no initial Contacts but will soon be sought out by groups who see them as symbols or tools.
● Such beings possess a "FREE" (non-benficial) Psychological Weakness that Negates their Power.
● Demons lose -2CS Popularity.
● Demons automatically possess Fire Control and a Specific Invulnerability to Heat and Fire. This is in addition to the base 3 powers they start with, and as they are a sub-class of the 'alien' origin, it likely includes the Immortality or Longevity power as well.
ATTRIBUTES
FIGHTING: RM
AGILITY: RM
STRENGTH: IN
ENDURANCE: IN
REASON: EX
INTUITION: IN
PSYCHE: IN
CONTACTS
● BASE: -Zilch-
● ORIGIN-RELATED: His father. (Note: Rodney should have more contacts. But due to his background and history they're probably all dust by now).
● OCCUPATIONAL: Nada.
● PURCHASED: Goose-Egg.
● TALENT BASED: Nien.
TALENTS
● BASE: Artist, Brawl, Business-Finance, Hell-Weapon Mastery, Mystic-Background, Performer,
● ORIGIN-RELATED: Demonologist
● BONUS: Theoginist
● PURCHASED: Law, Marksmanship.
● TALENT BASED: N/A
POWERS
● BONUS- Demonic-Immunity (N/A): Demons possess a special immunity to fire and heat. All other Immunity rules apply (basically further immunities are cheaper to purchase/earn, later on).
● BONUS- Fire-Control (Rm): Demons, in general, can control existing fire sources. Rodney has trained to the point where he can intensify fires up to the levels of his Power rank, or may reduce the Intensity of the fire by the same amount, reducing fire damage by the rank number. Rodney can manipulate flame, so as to form a fiery shield that will inflict the Power rank number of damage on those who cross it. He has perfected his art to generate rank-worthy Fire-bolts and whip-like streams, as well as fire-based entanglement constructs (which retain up to Rank strength, and -can- but don't automatically do rank damage). He can generate Hellfire: a quasi-caustic mystic version of fire that does both standard OR magical damage (whichever will hurt more). He can control smoke and fire to the point where he can become an intangable smoke (and semi-intangible flame) form, that moves about under his own will, and speed.
● BONUS- Longevity (Gd): The Hero is not Immortal, but has a life span of the Power rank number / 10 in number of years in millions. The hero also has an True invulnerability to all Diseases, Corrosives, Ageing effects and Toxin at Power rank.
● Demon-Lord Enhancement [●Hyper-Agility/ ●Strength/ ●Endurance/ ●Inutuition/ ●Psyche]
● Illusion Casting (In): Rodney can create realistic holographic images that have apparent solidity. These Illusions can be mechanically detected and recorded by such means as photography or television. That separates this Power from the psionic, image-generating Power called Hallucinations, which produces images directly in the target's mind and cannot affect mechanical senses. The Illusion can take any size or appearance Rodney desires and is limited only by his imagi nation. The Illusion can be a realistic simulation, a fanciful creation direct from his mind, or an abstract display of light. He is playing with light itself and can create anything that is visible. Since most people depend on vision to gain information on their surroundings, this Power presents the awesome ability to apparently alter the nature of reality. Rodney can cast his Illusions anywhere within his Power rank range, though he must be able to clearly see the area where the Illusion is forming if he wants to make it at all realistic. The normal limit for unaided vision is one area (50 yards). Beyond that range, Rodney can no longer clearly see his Illusion's surroundings and thus cannot alter the Illusion to reflect things going on around it. The Illusion's effect on a viewer varies. A viewer must make an Intuition FEAT against the Power rank of the Illusion-caster (Red or 75+); success means the viewer now recognizes the Illusion's true nature. Players running characters viewing an Illusion are allowed to make a FEAT if they suspect the Illusion. This tends to only occur if they physically touch the Illusion, if the Illusion is somehow flawed, or if the character is just naturally cynical. The Powers of Light Emission and Light Control are innate factors of Illusion Casting. As such, Rodney has the ability to generate any intensity and frequency of light, up to a point. He can warp light, alter its frequency, and change its deg ree of coherency. He can thus do -2CS rank level damage using light-based attacks. The Power includes -2CS Resistance to Light-based attacks; all Rodney needs to do, is simply casts an Illusion of something opaque between himself and the offending assault. Rodney's illusions are so well made that they can convince people that they are tactically real, with semi-solidity. Said illusions will pass a cursory touch examination but might not hold up under a rigerous examination: dollar bills seem real, for example, while bridges might seem real 'enough', but are unlikely to bear the weight of even one person, for long.
● Shapeshifting (In): This Power allows the Rodney 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 roll against the investigating creature's Reason, Intuition, or Psyche, whichever is higher (compare with Imitation). Rodney may not, at this time, gain more than half his height or shrink to half his original size. Rodney has perfected his craft over time, to allow himself control over his physiology at the cellular level, allowing him to repair standard (but not maiming) damage similar to if he had a true-healing factor (4/turn). His stunts include the ability to freely develop and sprout rectractable body-barbs, claws & fangs, which allows him to deal lethal damage at a Power-rank rating. WIth effort he mastered the art of sprouting Wings to temporarily gain the benefits of (winged) true-flight at -2cs Speed (In/ 450mph). His flesh automatically duplicates material strength of some of the more exotic 'natural' damage-resistant materials, to the point of providing Body-resistance of -1cs (Am). Last but not least, is his 'imitation' stunt, which allows Rodney to duplicate the appearance of other humanoid forms, up to the limits of Shape-shifting (half-again or half of original size). He may duplicate the appearance, voice, and mannerisms (but not Powers, Talents, or abilities) of a specific individual. Though he must have seen the individual previously for a sufficient period to duplicate them. The success of the imitation is determined by a Power rank FEAT, against the Reason, Intuition, or Psyche of the person being fooled, whichever is LOWER.
● Telepathy (In): Rodney may establish mind-to-mind communication between himself and other individuals. The telepath only reads surface thoughts, but does so without visible or audible signs. Contact is automatic with willing targets and unwilling targets who have a lower Psyche than Remarkable. Targets of equal Psyche require a yellow FEAT, and those with mental Powers or some form of psionic screening a red FEAT. Individuals with a higher Psyche who are unwilling to be contacted telepathically are impossible FEATs. Rodney can also perform mental probes at rank level. He can search for a specific image in the mind of the target (and he must state what he's looking for to the judge to succeed) before beginning the scan. Each item/object/image he looks for, requires a seperate roll of telepathy. The target mind can make a Psyche FEAT to resist this roll, and this is usually performed without their concious knowledge that something is up (Cagey, psychically 'aware' characters may get an intuiton roll to notice that someone is gently thumbing through their mind like a copy of the Yellow Pages). If unsucccessful, the mind may not be probed again for 24 hours. In either case, the target must make a second (sub-concious) Psyche FEAT. This FEAT determines if the Psyche is at -1 CS for the next 24 hours as well. (Psychic interrogators may try again just at the 24 hour mark, when the mind is capable of being probed but before the Psyche returns to normal). A successful Mental Probe will reveal the information known by the individual being probed, strictly limited to that character's knowledge. Using his abilities to telepathically see through others eyes, Rodney can establish a Clairvoyant/Clairaudiant network, enabling him to see and hear (with some distortion) up to rank distance away, provided that someone living and semi-sentient (be they unconcious or concious) is present. Rodney can detect lies and half-truths, when spoken, on a succesful Power roll, if the speaker is in his Clairaudiant range of 25,000 miles. THis last power is not automatic (or else Rodney would be constantly distracted).
WEAKNESSES
-BONUS WEAKNESS- Holy Ground
::Description.- Rodney labors under the impression that his soul is currently in a 'lost' state, and this belief affects his powers when he should find himself on (benevolent) holy ground. Most Judaeo-Christian sites (but not necessarily all Abrahamic sites) count for this, and the more obvious it is, the more difficult it is for him to resist his own beliefs that he is not worthy to be stand there.
● 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. Psychological Weaknesses can be temporarily overcome by an RED Intensity Psyche FEAT. They can be permanently overcome by a 100 or greater Intensity Psyche FEAT.
● EFFECTS (2) Power Negation: The hero's Powers cease to function when the hero is within the effective radius of the stimulus. The hero's Primary Abilities are also affected; these drop -1CS per 10 turns until a minimum rank of Typical is reached for all of them. If the. If the hero tries to use his Powers -directly- to affect the Stimulus, certain uses of Power automatically fail. Any Power that directly acts on a target cannot affect a Stimulus. Only Powers that indirectly affect the Stimulus succeed, such as using brute force to lob missiles at the Stimulus.
● DURATION (1) Limited Duration with Contact: The Effect begins immediately upon contact with the Stimulus. However, the Effect only functions for a limited amount of time. After that time elapses, the hero is assumed to have either built up a temporary immunity to the Stimulus or the Stimulus has discharged its Effect. In either case, the Stimulus cannot further affect the hero. Duration is 1 -100 turns after initial Contact. The Judge makes a random die roll to determine this.
>>MECHANICS>> It does what it says on the tin: For a limited time, until Rodney comes to his senses, he cannot use any of his expressed powers while on holy ground. HIs shapeshifting snaps back to his standard human form, he loses control of his fire (usually snuffing said fire out), and the like. He is stuck that way until the duration is up (anywhere from 6 seconds to -ten- minutes), or he makes his one shot at a RED success... or he leaves.
TOTAL: -ZILCH-
-WEAKNESS- Blessed-Silver
::Description.- Ever since Judas discarded his thirty shekels of silver, the metal has retained a degree of holy significance within Abrahamic religeous traditions. When a HOLY ritual is performed upon silver, it enhances it's ability to do Rodney damage.
● STIMULI (2) Physiological Weakness: A specific event, condition, or physical state has an adverse effect on the hero. usually this Stimuli has a value of two, however, Physiological Weaknesses that are based upon specific materials are valued by their rarity (If the substance is almost impossible to get then this is worth 1 point. It's worth 2 if it is available but must be whipped special by a non-standard facility (A government lab, etc), and it is worth 3 points if the substance is easily attainable with minimal to moderate effort) and do their effect on contact rather then at range, but can be temporarily overcome by an RED Endurance FEAT. They can be permanently overcome by a 100 or greater 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 not even the Immortality power will prevent the hero from almost certainly permanently dying from this weakness.
● 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 the characters normal rate of healing. If death has occurred, the hero now has the possibility of being revived by POWER based effects and/or medical attention.
>>MECHANICS>> Blessed silver items do +1cs damage to Rodney upon a succesful hit, and may or may not overcome his damage resistance. This effect can stack with the holy weapon weakness, doing +2cs damage instead. Blessed silver has an aura of prickly coolness that Rodney can detect, when within 10 yards of the stuff. 100 yards if the silver is also part of a holy weapon.
TOTAL: -SPENT-
-WEAKNESS- Carbonadium
::Description.- Carbonadium: Is a resilient, unstable radioactive metal that is vastly stronger than steel, but more malleable and cheaper than Adamantium. It was developed when the Russians created the Carbonadium Synthesizer (the only device that can produce carbonadium), in a failed attempt to recreate True Adamantium. While not as durable as Adamantium, it is much more flexible. Carbonadium is toxic to organics like most heavy metals, and slowly poisons those who use it. The metal has the ability to disrupt mutant healing factors. Most commonly associated with Omega Red.
● STIMULI (2) Physiological Weakness: A specific event, condition, or physical state has an adverse effect on the hero. usually this Stimuli has a value of two, however, Physiological Weaknesses that are based upon specific materials are valued by their rarity (If the substance is almost impossible to get then this is worth 1 point. It's worth 2 if it is available but must be whipped special by a non-standard facility (A government lab, etc), and it is worth 3 points if the substance is easily attainable with minimal to moderate effort) and do their effect on contact rather then at range, but can be temporarily overcome by an RED Endurance FEAT. They can be permanently overcome by a 100 or greater 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 not even the Immortality power will prevent the hero from almost certainly permanently dying from this weakness.
● DURATION (3) Limited Duration After Contact: The Effect is continuous with Contact and also lasts for a limited time after the hero is no longer exposed to the Stimulus. Duration is 10-100 turns after the hero's contact, with the Stimulus is broken. The Judge may either randomly determine this or develop his own criteria.
>>MECHANICS>> Carbonadium based weaponry ruins Rodney's shape-shifting based healing factor. Wounds dealt by Carbonadium weaponry blades heal instead at a natural pace, and missile wounds don't heal at all until the carbonadium bullet (arrowhead, spear-tip, etc) is removed and the wound flushed of residue. Unlike his other-weaknesses, however, ROdneyy doesn't know he has this problem... yet.
TOTAL: -SPENT-
-WEAKNESS- Enchanted 'Devil's' Gold
::Description.- Devil's-gold is simply any gold mined in hell, or defiled by a specifically UNHOLY ritual performed upon it. It aids in the capture and detention of demons, devils, and the like, and for the moment Rodney is no exception.
● STIMULI (2) Physiological Weakness: A specific event, condition, or physical state has an adverse effect on the hero. usually this Stimuli has a value of two, however, Physiological Weaknesses that are based upon specific materials are valued by their rarity (If the substance is almost impossible to get then this is worth 1 point. It's worth 2 if it is available but must be whipped special by a non-standard facility (A government lab, etc), and it is worth 3 points if the substance is easily attainable with minimal to moderate effort) and do their effect on contact rather then at range, but can be temporarily overcome by an RED Endurance FEAT. They can be permanently overcome by a 100 or greater Intensity Endurance FEAT.
● EFFECTS (1) Incapacitation: The hero takes damage from the stimulus (or it makes them physically ill at exposure, etc). However when damage is calculated from the effect, it stops when the hero is down to 0 health. Damage does not carry-over into the Endurance loss-phase and neither does further exposure to the stimulus. The hero retains his Powers but finds it harder to use them as his condition worsens (at zero health the hero will probably be in a coma and stay there until the Stimulus is removed).
● 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 the characters normal rate of healing. If death has occurred, the hero now has the possibility of being revived by POWER based effects and/or medical attention.
>>MECHANICS>> Devil's gold does +1cs damage to Rodney upon a succesful hit, and may or may not overcome his damage resistance. This effect cannot kill him, as that's not the point. It's used to trap, and detain... usually by cutting or bludgeoning the demonic target into unconciousness.
TOTAL: -SPENT-
-WEAKNESS- Holy Weapons
::Description.- Holy weapons are built to ruin the day of most evil monsters and fiends, but aren't just ritually blessed, but consecrated and sanctioned by a religeous body of some sort. ANY Holy weapon (be the Abrahamic or not) works according to these rules. Forged by a holy priest, blessed by a sacrade shaman, it doesn't matter, any such impliment will do the job as described.
● STIMULI (2) Physiological Weakness: A specific event, condition, or physical state has an adverse effect on the hero. usually this Stimuli has a value of two, however, Physiological Weaknesses that are based upon specific materials are valued by their rarity (If the substance is almost impossible to get then this is worth 1 point. It's worth 2 if it is available but must be whipped special by a non-standard facility (A government lab, etc), and it is worth 3 points if the substance is easily attainable with minimal to moderate effort) and do their effect on contact rather then at range, but can be temporarily overcome by an RED Endurance FEAT. They can be permanently overcome by a 100 or greater 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 not even the Immortality power will prevent the hero from almost certainly permanently dying from this weakness.
● 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 the characters normal rate of healing. If death has occurred, the hero now has the possibility of being revived by POWER based effects and/or medical attention.
>>MECHANICS>> Holy weapons do +1cs damage to Rodney upon a succesful hit, and -halve- his damage resistance, meaning even holy pinking sheers (Weilded by the Sisters of the Sacred Spindle), may pose a permenant threat to his well being. This effect can stack with the blessed silver weakness, doing +2cs damage instead. Holy weapons do not have an aura of sorts, about them until brandished, at which point things are usually too late. However he can sense them at 100 yards if the holy weapon just so happens to mostly contain blessed silver in it's make.
TOTAL: -SPENT-
BOOK-KEEPING
Health --------> 140
Mental Health -> 100
Karma ---------> 100
Popularity ----> -0- "Who?"
Resources -----> Ex
Attractiveness -> (Amazing (AM) With Shapeshifting can go up higher by +4cs Ranks, rounding up to over UN... but that's a -really- damn bad idea.)
Intimidation ---> (+6cs = Mn)
Likeability ----> (+6cs = Mn)
EQUIPMENT
-Carried: Nothing at this time.
-Owned: Owns a trust fund a slowly growing bank-account, and a really sick hybrid accoustic/electric guitar that's in storage, somewhere.
-Vehicles: Nope, but he really doesn't need any.
NOTES: Rodney was first approved as an NPC/PC back around 2014.
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 |