Post by vaelgresh on Jul 16, 2013 16:48:06 GMT -8
Comic Rpg
Character Name: Ray Joule
Player Name: Vaelgresh/Sonder
Alias: Meltdown
Age: 26
Height: 7'
Weight: 238 lb
Hair: Black
Eyes: Bright green. Wears red contact lenses when in costume.
Nationality: Demon American
Description:
Occupation: Nuclear safety inspector
_____________________________________________________________
STATISTICS
Fighting----- (#) Excellent
Agility------ (#) Good
Strength----- (#) Excellent
Endurance---- (#) Amazing
Reasoning---- (#) Poor
Intuition---- (#) Remarkable
Psyche------- (#) Typical
_____________________________________________________________
Health - 100/100
Mental Health - 39/39
Karma -
Popularity -
Resources -
_____________________________________________________________
Talents: Radiology, government, chain prof, knowledge: energy
Talent Name - Statistic Used - Points.
_____________________________________________________________
Powers:
Energy Absorption: Ray can roll Amazing when attacked by energy, or simply spend time if the energy is undirected, to absorb 50 points of damage (On a Yellow) at a time. This requires contact with the energy, so widespread pools of it may prove troublesome to suck up. Ray takes any damage that carries over his absorb.
Energy Reaction: As long as there is a single point of energy in his pool, Ray receives the Passive ability for that energy type. Energy degrades 10 points per turn.
Energy Expulsion: Ends the Reaction effect and fires a blast dealing damage equal to the current energy pool.
The maximum pool for all energy forms but Nuclear is 150, which rises to 300.
Kinetic Absorption: Can be used to absorb blunt force attacks or those that use literal kinetic energy. Piercing or slashing attacks still do half damage automatically.
* Reaction: Strength for striking is increased to half the pool. (Not BY half the pool, TO)
* Expulsion: Rolled on Fighting, the pool is added to the strength of his punch. On a Yellow hit, target is sent flying. Pool is retained on a miss.
Electric: Energy produced by electricity. Can absorb reliably from a source of electricity without needing to roll. (Small batteries = 10, vehicle batteries = 20, an outlet = 30, an industrial outlet or generator = 50).
* Reaction: Round points down to the nearest CS. Super Running Speed is given on this level, a minimum of Good.
* Expulsion: Deals the pool's damage, before spreading to nearby targets, rerolling each to-hit and dealing 1CS less damage with every jump. Cannot hit the same target twice in this way.
Magnetic (how does it work?): Drawn from bolts of pure magnetism, or magnetically hurled weapons, though damage is only halved, or from a magnet following the 'battery' rules above, which depowers a magnet that doesn't actively generate a field. With a Yellow roll of Amazing, can draw 50 points from the field of the earth itself.
* Reaction: Grants an extra Chain attack per round, rolled at the rank of the current Pool, rounded down, with the same damage or binding Strength.
* Expulsion: Target object is imbued with a magnetic strength equal to the current Pool, rounded down. This yanks on any metal objects in range, as if a per-round Strength check using its magnetic rank, or yanks itself toward a larger object with the same value.
Radiant: Electromagnetic waves. Subtle energy given off by high end electronics or EMP bombs. Can also be gathered slowly (10 points per round) by waving his arm in the air like a ninny in a populated area, which disrupts electric communications there.
* Reaction: Passively hears radio transmissions, though if they're encrypted he may not have any idea what they say. Grants modes of super-sight at the following pool amounts (10 = Darkvision, 30 = Infrared, 50 = X Ray)
* Expulsion: Unusually well controlled electromagnetic pulse, which electronics must roll against or fry.
Passively grants super sight, including x-ray vision and dark vision. Also allows Ray to hear incoming radio transmissions. When fired, his hand emits an EMP and a burst of light.
Nuclear: Energy created by nuclear activity. Can gather up to 100 points at a time by crushing any isotope in his right hand, turning it into inert dust. Ray's cap for gathering this form of energy is doubled, and he can subvert up to an including a fission reactor blowing by rolling an Amazing Feat of Yellow or higher. He must then either purge the energy or remain very still and focused (and in pretty great pain) until the gathered bleeds off normally.
* Reaction: Endurance increased by pool, increasing HP as well. This temporary HP is lost first, subtracting from the pool.
* Expulsion: Extremely dangerous blast of atomic force, dealing twice the pool in damage to one target per twenty points (Before the halving). The area, and those it effects, may remain radioactive for some time after a particularly large blast.
* Seriously, be careful about using this shit.
Gravitational: Energy produced between two objects. Can gather 10 point per round from the earth itself by pressing his hand to the ground.
* Reaction: Grants Weightlessness until 20 points are gathered, at which point it grants flight speed equal to the overflow (30 = Good, 40 = Excellent, ect)
* Expulsion: Increases the weight of an object equal to the Strength that would be required to lift it.
Passively allows flight. Firing it causes objects in front of Ray to drastically increase in weight.
Thermal: Energy created by heat. Simple enough! Each round, can gather 1 point per 10 degrees of heat latent in the air, creating a cool zone around himself.
* Reaction: Renders Ray immune to poisons and toxins once pool hits a grade as high as the quality/damage of the poison. Damages things that touch him automatically for one quarter the pool.
* Expulsion: A cone of fire dealing damage equal to the pool released. For every 2CS beyond Excellent, strikes a larger area and one more enemy.
Sound: Energy created by vibration.
* Reaction: Grants Super Hearing at the rank of the pool, rounded down, usable in place of Intuition to hear things. This functions even if Ray is deafened, and allows him to place his hand against something to listen through any material lower than his current rank.
* Expulsion: Deals one half damage of the pool to an entire area with a sonic boom. This is particularly devastating to crystalline objects like glass or gemstone.
_____________________________________________________________
Weaknesses:
Inner Demon: Somewhere in Ray lurks the heart of a chaotic demon. While normally suppressed, extreme amounts of stress, body or mind, may cause him to snap. Overdoing it with his powers may yield the same result.. The following factors can cause Ray to berserk into full demon, barring a Red Psyche check;
*151+ energy, or 301+ Nuclear energy, must be immediately 'fired' even on a successful check on the next possible opportunity, or the transformation occurs.
*Absorbing a different kind of energy than he already has stored. Grants both abilities at a tallied up rank, and when fired both Expulsions occur at once.
*Both. If the combined pool of two energies exceeds 150, Ray transforms immediately without even a check.
*Failing to halt a nuclear disaster. Ray will respawn, eventually, in the place where the explosion killed him as a Nuclear Demon with 300 pool.
Insulated: Sources that can hinder or eliminate different energies have a negative impact on Ray, should he have the wrong energy in him at the wrong time. Contact with such things will weaken the energy in him whenever exposed to it, reducing his energy pool by the damage done.
Examples include ice (thermal), insulators (electric), and lead (radiant.)
Cold weakness: Cold is a lack of energy in general, and therefore is more or less Ray's bane. Exposure to low temperatures dispels any energy he has stored, stops him from absorbing it, and overall lowers his performance. Cold attacks and environments are universally damaging to his energy stores, reducing his Pool by the damage dealt or severity of the cold every round of exposure, and all Amazing energy rolls above are reduced to Remarkable until he warms up.
Negative Energy absorption: Still technically energy, Ray is forced to absorb negative energy he is exposed to, causing his inner demon to feed off it and emerge, more destructive than he would be if he were to snap normally. Ray must either avoid the attack completely or beat its roll with a Remarkable power check, while taking full damage, to avoid absorbing Negative Energy. A Called Shot to his arm must be flat out dodged. Absorbed energy is still deducted from the damage he takes himself though.
* Reaction: -1CS to all physical stats per 20 points
* Expulsion: Deals Pool damage to one target. Deals twice that amount to Ray.
* Ray's Maximum Pool for Negative Energy is 50.
Nega Demon: Even more terrible, the demon half of Ray can be not only awakened but empowered in the following circumstances, transforming him into the even more vicious Nega-Demon.
*51+ Negative Energy absorption
*Negative energy joining any other energy pool.
*Being brought to zero HP by the Expulsion of Negative Energy.
_____________________________________________________________
Personality - Despite his unnerving appearance and sinister-sounding voice, Ray is (mostly) benevolent, although he has a mischievous streak. He enjoys observing the behavior of others, which tends to get mistaken for lurking.
History - It began with with a chance encounter between one Dr. Damon Joule and a nameless demoness sent to Earth on a mission to sow evil seeds; In the heart of the demoness though, spite and boredom came together to create a plan, to do her duty yet still annoy her overseers. She found a suitable mate with a kind heart, and together they created a demon spawn indeed, but one who would be loved and grow into a good man. Her 'duty' complete, she vanished as quickly as she had come, leaving only Ray behind as a testement to their togetherness. Ray's childhood was a gentle one, all but unaware of his heritage but for the occasional temper tantrums. In his teenhood, tragedy finally struck his idyllic life, as a mishap with a radiation scanning machine the good doctor was maintaining left him with terminal poisoning, too slowly but too quickly taking him from this world. In light of this tragedy, Ray began taking his life more seriously and entered schooling to make sure no more orphans came about, becoming a sharp and effective safety inspector with zero tolerance for subpar construction. While examining a power plant in Diablo Canyon, he noticed a fatal error in the cooling rods, and knew they were doomed to go up. He evacuated the area immediately, then returned to try to save the plant. Despite his efforts, the rods exploded, sending shrapnel at him that shredded the arm of his suit and exposing the glow of uranium to the unprotected room. With nothing left to lose, out of total desperation, Ray reached his unprotected arm into the breach and grabbed the glowing stone of power... Moments later there was no power left in it, much to his own bewilderment, but a great deal could be found in his red, mutated arm.
Equipment -
Metal chain: A long chain that is part of Meltdown's costume. Can effectively be used as a weapon. Attacks at semi-range, and increases Strength and Fighting for purposes of grapples by +1CS.
_____________________________________________
Approved by: (GM puts in Nick and Date)
Demon Ray;
Fighting----- (#) Remarkable
Agility------ (#) Excellent
Strength----- (#) Remarkable
Endurance---- (#) Amazing
Reasoning---- (#) Good
Intuition---- (#) Excellent
Psyche------- (#) Excellent
HP: 130/130
MP: 50/50
Demon Ray functions otherwise much like Meltdown. He has Amazing immunity to any form of energy in his Pool, and his Pool isn't spent when he fires it, only degrading naturally over time or affected by the Insulator weakness. His starting pool is equal to whatever pushed him over, and he can only absorb forms of energy already in his pool.
*Berserker - Ray must pass a Feeble check to control his rampaging body, calling out from whatever of him remains human. On a Yellow he can choose his target, while on a Green he can only choose his form of attack. On a Red, he retains control and can spend his turn deep in thought to double the loss of Pool at the end of that round.
*Death Throe - If Ray is knocked out, he will revert to human form at 0 HP in an explosion dealing half his current Pool to the area around him.
*Expulsion (Special) - If Ray transforms due to holding two forms of energy, he gains both passive effects but chooses on Expulsion or the other when attacking. Ray cannot multi-attack with Expulsion blasts.
Negademon Ray
Fighting----- (#) Remarkable
Agility------ (#) Remarkable
Strength----- (#) Incredible
Endurance---- (#) Amazing
Reasoning---- (#) Good
Intuition---- (#) Excellent
Psyche------- (#) Excellent
HP: 150/150
MP: 50/50
* Negademon Ray starts with a pool of 50 Negative Energy. Reaction accounts for high stats and is ignored otherwise. If formed by Negative energy mixing with another type, he gains the Reaction for that type as if it were at 100 Pool.
*Berserkest: Negademon Ray requires a Yellow success on a Feeble check simply to decide how he attacks his randomized target, with a Red allowing him to hold completely still for one round.
The Negademon is cunning and dastardly, doing the most damaging thing it can think to do at any given time.
* Insulator weakness is narrowed down to holy objects and sufficiently divine energy.
* Amazing resistance to all energy except Kinetic. Half of all damage prevented by this armor is added to his Pool.
* Excellent physical armor, Remarkable VS blunt force.
*Death Throe - If Ray is knocked out, he will revert to human form at 0 HP in an explosion dealing twice his current Pool to the area around him, damaging reality itself. The area will be a 'thin spot' in the wall between universes until repaired.
*Expulsion (Special) - If Ray transforms due to adding Negative energy to another, his Expulsion is treated as that of whatever energy he had, ignoring nonmagical armor and assuming 50 Pool at all times.
* Negative Expulsion - If transformed by pure Negative energy absorption, Expulsion deals 20 damage per hit, ignoring all armor. These bolts of pure negative force can be volleyed via multi-attack.
Character Name: Ray Joule
Player Name: Vaelgresh/Sonder
Alias: Meltdown
Age: 26
Height: 7'
Weight: 238 lb
Hair: Black
Eyes: Bright green. Wears red contact lenses when in costume.
Nationality: Demon American
Description:
Occupation: Nuclear safety inspector
_____________________________________________________________
STATISTICS
Fighting----- (#) Excellent
Agility------ (#) Good
Strength----- (#) Excellent
Endurance---- (#) Amazing
Reasoning---- (#) Poor
Intuition---- (#) Remarkable
Psyche------- (#) Typical
_____________________________________________________________
Health - 100/100
Mental Health - 39/39
Karma -
Popularity -
Resources -
_____________________________________________________________
Talents: Radiology, government, chain prof, knowledge: energy
Talent Name - Statistic Used - Points.
_____________________________________________________________
Powers:
Energy Absorption: Ray can roll Amazing when attacked by energy, or simply spend time if the energy is undirected, to absorb 50 points of damage (On a Yellow) at a time. This requires contact with the energy, so widespread pools of it may prove troublesome to suck up. Ray takes any damage that carries over his absorb.
Energy Reaction: As long as there is a single point of energy in his pool, Ray receives the Passive ability for that energy type. Energy degrades 10 points per turn.
Energy Expulsion: Ends the Reaction effect and fires a blast dealing damage equal to the current energy pool.
The maximum pool for all energy forms but Nuclear is 150, which rises to 300.
Kinetic Absorption: Can be used to absorb blunt force attacks or those that use literal kinetic energy. Piercing or slashing attacks still do half damage automatically.
* Reaction: Strength for striking is increased to half the pool. (Not BY half the pool, TO)
* Expulsion: Rolled on Fighting, the pool is added to the strength of his punch. On a Yellow hit, target is sent flying. Pool is retained on a miss.
Electric: Energy produced by electricity. Can absorb reliably from a source of electricity without needing to roll. (Small batteries = 10, vehicle batteries = 20, an outlet = 30, an industrial outlet or generator = 50).
* Reaction: Round points down to the nearest CS. Super Running Speed is given on this level, a minimum of Good.
* Expulsion: Deals the pool's damage, before spreading to nearby targets, rerolling each to-hit and dealing 1CS less damage with every jump. Cannot hit the same target twice in this way.
Magnetic (how does it work?): Drawn from bolts of pure magnetism, or magnetically hurled weapons, though damage is only halved, or from a magnet following the 'battery' rules above, which depowers a magnet that doesn't actively generate a field. With a Yellow roll of Amazing, can draw 50 points from the field of the earth itself.
* Reaction: Grants an extra Chain attack per round, rolled at the rank of the current Pool, rounded down, with the same damage or binding Strength.
* Expulsion: Target object is imbued with a magnetic strength equal to the current Pool, rounded down. This yanks on any metal objects in range, as if a per-round Strength check using its magnetic rank, or yanks itself toward a larger object with the same value.
Radiant: Electromagnetic waves. Subtle energy given off by high end electronics or EMP bombs. Can also be gathered slowly (10 points per round) by waving his arm in the air like a ninny in a populated area, which disrupts electric communications there.
* Reaction: Passively hears radio transmissions, though if they're encrypted he may not have any idea what they say. Grants modes of super-sight at the following pool amounts (10 = Darkvision, 30 = Infrared, 50 = X Ray)
* Expulsion: Unusually well controlled electromagnetic pulse, which electronics must roll against or fry.
Passively grants super sight, including x-ray vision and dark vision. Also allows Ray to hear incoming radio transmissions. When fired, his hand emits an EMP and a burst of light.
Nuclear: Energy created by nuclear activity. Can gather up to 100 points at a time by crushing any isotope in his right hand, turning it into inert dust. Ray's cap for gathering this form of energy is doubled, and he can subvert up to an including a fission reactor blowing by rolling an Amazing Feat of Yellow or higher. He must then either purge the energy or remain very still and focused (and in pretty great pain) until the gathered bleeds off normally.
* Reaction: Endurance increased by pool, increasing HP as well. This temporary HP is lost first, subtracting from the pool.
* Expulsion: Extremely dangerous blast of atomic force, dealing twice the pool in damage to one target per twenty points (Before the halving). The area, and those it effects, may remain radioactive for some time after a particularly large blast.
* Seriously, be careful about using this shit.
Gravitational: Energy produced between two objects. Can gather 10 point per round from the earth itself by pressing his hand to the ground.
* Reaction: Grants Weightlessness until 20 points are gathered, at which point it grants flight speed equal to the overflow (30 = Good, 40 = Excellent, ect)
* Expulsion: Increases the weight of an object equal to the Strength that would be required to lift it.
Passively allows flight. Firing it causes objects in front of Ray to drastically increase in weight.
Thermal: Energy created by heat. Simple enough! Each round, can gather 1 point per 10 degrees of heat latent in the air, creating a cool zone around himself.
* Reaction: Renders Ray immune to poisons and toxins once pool hits a grade as high as the quality/damage of the poison. Damages things that touch him automatically for one quarter the pool.
* Expulsion: A cone of fire dealing damage equal to the pool released. For every 2CS beyond Excellent, strikes a larger area and one more enemy.
Sound: Energy created by vibration.
* Reaction: Grants Super Hearing at the rank of the pool, rounded down, usable in place of Intuition to hear things. This functions even if Ray is deafened, and allows him to place his hand against something to listen through any material lower than his current rank.
* Expulsion: Deals one half damage of the pool to an entire area with a sonic boom. This is particularly devastating to crystalline objects like glass or gemstone.
_____________________________________________________________
Weaknesses:
Inner Demon: Somewhere in Ray lurks the heart of a chaotic demon. While normally suppressed, extreme amounts of stress, body or mind, may cause him to snap. Overdoing it with his powers may yield the same result.. The following factors can cause Ray to berserk into full demon, barring a Red Psyche check;
*151+ energy, or 301+ Nuclear energy, must be immediately 'fired' even on a successful check on the next possible opportunity, or the transformation occurs.
*Absorbing a different kind of energy than he already has stored. Grants both abilities at a tallied up rank, and when fired both Expulsions occur at once.
*Both. If the combined pool of two energies exceeds 150, Ray transforms immediately without even a check.
*Failing to halt a nuclear disaster. Ray will respawn, eventually, in the place where the explosion killed him as a Nuclear Demon with 300 pool.
Insulated: Sources that can hinder or eliminate different energies have a negative impact on Ray, should he have the wrong energy in him at the wrong time. Contact with such things will weaken the energy in him whenever exposed to it, reducing his energy pool by the damage done.
Examples include ice (thermal), insulators (electric), and lead (radiant.)
Cold weakness: Cold is a lack of energy in general, and therefore is more or less Ray's bane. Exposure to low temperatures dispels any energy he has stored, stops him from absorbing it, and overall lowers his performance. Cold attacks and environments are universally damaging to his energy stores, reducing his Pool by the damage dealt or severity of the cold every round of exposure, and all Amazing energy rolls above are reduced to Remarkable until he warms up.
Negative Energy absorption: Still technically energy, Ray is forced to absorb negative energy he is exposed to, causing his inner demon to feed off it and emerge, more destructive than he would be if he were to snap normally. Ray must either avoid the attack completely or beat its roll with a Remarkable power check, while taking full damage, to avoid absorbing Negative Energy. A Called Shot to his arm must be flat out dodged. Absorbed energy is still deducted from the damage he takes himself though.
* Reaction: -1CS to all physical stats per 20 points
* Expulsion: Deals Pool damage to one target. Deals twice that amount to Ray.
* Ray's Maximum Pool for Negative Energy is 50.
Nega Demon: Even more terrible, the demon half of Ray can be not only awakened but empowered in the following circumstances, transforming him into the even more vicious Nega-Demon.
*51+ Negative Energy absorption
*Negative energy joining any other energy pool.
*Being brought to zero HP by the Expulsion of Negative Energy.
_____________________________________________________________
Personality - Despite his unnerving appearance and sinister-sounding voice, Ray is (mostly) benevolent, although he has a mischievous streak. He enjoys observing the behavior of others, which tends to get mistaken for lurking.
History - It began with with a chance encounter between one Dr. Damon Joule and a nameless demoness sent to Earth on a mission to sow evil seeds; In the heart of the demoness though, spite and boredom came together to create a plan, to do her duty yet still annoy her overseers. She found a suitable mate with a kind heart, and together they created a demon spawn indeed, but one who would be loved and grow into a good man. Her 'duty' complete, she vanished as quickly as she had come, leaving only Ray behind as a testement to their togetherness. Ray's childhood was a gentle one, all but unaware of his heritage but for the occasional temper tantrums. In his teenhood, tragedy finally struck his idyllic life, as a mishap with a radiation scanning machine the good doctor was maintaining left him with terminal poisoning, too slowly but too quickly taking him from this world. In light of this tragedy, Ray began taking his life more seriously and entered schooling to make sure no more orphans came about, becoming a sharp and effective safety inspector with zero tolerance for subpar construction. While examining a power plant in Diablo Canyon, he noticed a fatal error in the cooling rods, and knew they were doomed to go up. He evacuated the area immediately, then returned to try to save the plant. Despite his efforts, the rods exploded, sending shrapnel at him that shredded the arm of his suit and exposing the glow of uranium to the unprotected room. With nothing left to lose, out of total desperation, Ray reached his unprotected arm into the breach and grabbed the glowing stone of power... Moments later there was no power left in it, much to his own bewilderment, but a great deal could be found in his red, mutated arm.
Equipment -
Metal chain: A long chain that is part of Meltdown's costume. Can effectively be used as a weapon. Attacks at semi-range, and increases Strength and Fighting for purposes of grapples by +1CS.
_____________________________________________
Approved by: (GM puts in Nick and Date)
Demon Ray;
Fighting----- (#) Remarkable
Agility------ (#) Excellent
Strength----- (#) Remarkable
Endurance---- (#) Amazing
Reasoning---- (#) Good
Intuition---- (#) Excellent
Psyche------- (#) Excellent
HP: 130/130
MP: 50/50
Demon Ray functions otherwise much like Meltdown. He has Amazing immunity to any form of energy in his Pool, and his Pool isn't spent when he fires it, only degrading naturally over time or affected by the Insulator weakness. His starting pool is equal to whatever pushed him over, and he can only absorb forms of energy already in his pool.
*Berserker - Ray must pass a Feeble check to control his rampaging body, calling out from whatever of him remains human. On a Yellow he can choose his target, while on a Green he can only choose his form of attack. On a Red, he retains control and can spend his turn deep in thought to double the loss of Pool at the end of that round.
*Death Throe - If Ray is knocked out, he will revert to human form at 0 HP in an explosion dealing half his current Pool to the area around him.
*Expulsion (Special) - If Ray transforms due to holding two forms of energy, he gains both passive effects but chooses on Expulsion or the other when attacking. Ray cannot multi-attack with Expulsion blasts.
Negademon Ray
Fighting----- (#) Remarkable
Agility------ (#) Remarkable
Strength----- (#) Incredible
Endurance---- (#) Amazing
Reasoning---- (#) Good
Intuition---- (#) Excellent
Psyche------- (#) Excellent
HP: 150/150
MP: 50/50
* Negademon Ray starts with a pool of 50 Negative Energy. Reaction accounts for high stats and is ignored otherwise. If formed by Negative energy mixing with another type, he gains the Reaction for that type as if it were at 100 Pool.
*Berserkest: Negademon Ray requires a Yellow success on a Feeble check simply to decide how he attacks his randomized target, with a Red allowing him to hold completely still for one round.
The Negademon is cunning and dastardly, doing the most damaging thing it can think to do at any given time.
* Insulator weakness is narrowed down to holy objects and sufficiently divine energy.
* Amazing resistance to all energy except Kinetic. Half of all damage prevented by this armor is added to his Pool.
* Excellent physical armor, Remarkable VS blunt force.
*Death Throe - If Ray is knocked out, he will revert to human form at 0 HP in an explosion dealing twice his current Pool to the area around him, damaging reality itself. The area will be a 'thin spot' in the wall between universes until repaired.
*Expulsion (Special) - If Ray transforms due to adding Negative energy to another, his Expulsion is treated as that of whatever energy he had, ignoring nonmagical armor and assuming 50 Pool at all times.
* Negative Expulsion - If transformed by pure Negative energy absorption, Expulsion deals 20 damage per hit, ignoring all armor. These bolts of pure negative force can be volleyed via multi-attack.