Post by lydia on Aug 11, 2013 21:45:56 GMT -8
Character Name: Zoe Scarletti
Player Name: Lydia
Alias: New Moon
Family/Allies/Friends: Isaiah Jackson, Carmen Jackson, Gino Scarletti
Archtype: Mutant
Age: 16
Height: 5'6"
Weight: 120
Hair: Dark brown/Black
Eyes: Brown
Nationality: American, Italian.
Description:
Occupation: Daddy's Girl, student.
_____________________________________________________________
STATISTICS
F: Good
A: Good
S: Typical
E: Good
R: Remarkable
I: Remarkable
P: Incredible
_____________________________________________________________
Health - 42
Mental Health - 100
Karma -
Popularity - +2cs
Appearance - ~.^
Contacts -
Resources - Excellent
Flaws -
_____________________________________________________________
Talents:
Martial Arts B
Guns
Languages: Italian, French, Spanish, Latin
Mystic Background
Thief
Business/Finance
_____________________________________________________________
Powers:
L7/Forced Reincarnation: Places a soul in a creature or object. If the Soul is willing, this happens automatically, but takes a full minute of concentration and a Psyche check. Otherwise, the reincarnation is temporary as the soul fights to escape back into the cycle of life and death. In this case, the soul deals its own Psyche in 'damage' to the object or creature it is placed inside, minus magical protection, every round until the host is destroyed.
The incarnation is loyal to Zoe, willingly or not, and must do as she says even as it tries to escape. A particularly clever soul may refuse to dodge unless she demands otherwise, hastening its own destruction.
*True Incarnation: Places the soul in a formerly living body. It gains HP up to the total Mental Points, plus Zoe's Psyche (Modified by the roll she checks), up to its maximum in life. It retains its physical stats and abilities, but gains the mental stats of the soul placed inside. Physical abilities can be preformed clumsily at a roll no higher than the Soul's Reasoning. "Mental" abilities and skills are lost, while mental abilities and skills of the soul carry over.
*Talen Incarnation: By placing a soul into an item instead, its traits are enhanced.
Weapons are increased in effectiveness, dealing the soul's Psyche in damage in place of the typical Strength of the wielder or the weapon itself behind them. Half the damage it does this way is dealt to itself, slowly depleting the soul.
Armor or clothing gains soak equal to half the Psyche of the soul, but this slowly depletes the HP of the soul by the amount of damage it blocks and overwrites its natural protection.
Particularly potent souls may grant unique traits to weapons and armor based on what they were in life... But only at the GM's discretion, and on a Yellow roll.
L5/Exorcism: A single attack rolled at Psyche VS Psyche against a supernatural entity. This works particularly well against ghosts or undead, and can directly damage creatures that are possessing a host, without harming the host. Deals Amazing damage and ignores damage resistances and natural armor of ghosts and undead.
Against a creature killed by Exorcism, Zoe can make an instant check to Soul Capture without spending a full round.
L19/Spirit Storage: Zoe can store captured souls and spirits within her body. The amount of 'space' a spirit takes up is equal to half its maximum Mental Health, and her total capacity is equal to her own max Mental Health. Alternatively, she can carry a single soul of up to twice this. Totems can be stored this way too for incognito carrying about and 'Soul Synchro'.
*Soul Capture: Zoe can snatch a soul from its path to its final destination if she makes a full-round action within one round of the target's death. This is Psyche VS Psyche if the soul resists. If the soul is already pledged to another, she will have to contest their Psyche as well, and may incur the wrath of extraplanar entities if she takes a soul they particularly value...
*Soul Synchro: Zoe can choose a single spirit or Totem in her 'collection' and synergize with it. If Zoe takes damage, the synchronized spirit's HP is lost first. This effect ends, naturally, if the spirit runs out of HP or is summoned, and the effect must be re-established through ten minutes of meditation out of combat. Special Synchro effects may be unlocked if Zoe spends enough time with the spirit...
L20/Summoning: Summons a Totem Spirit crafted from bits and pieces of other souls. being 'Crafted' does not destroy the essence of the soul, allowing the rest to go wherever it was going. Crafting a spirit takes a full week of effort, ending with a successful Psyche check. This may be contested by the souls if they wish. On a failure, she must go another week. These creatures are generally friendly to Zoe, with loyalty ranging from passive obedience to zeal. In the rare case of a truly hostile summon, it may break free of control and attack her if it tries hard enough.
It takes three souls to make a whole construct, which can take generally any shape she likes. Its ATTACK rolls will be based on the Reasoning of one of the souls used, the DEFENSE rolls will be based on the Intuition, and the attack DAMAGE will be based on the Psyche of the third. The same soul cannot contribute more than one stat to the final product. Its HP will be the total of these three stats.
On a Yellow creation, a trait from any of the souls can be worked into the final creation...
Summoning a creature costs one third of the creature's HP worth of Zoe's MP. On a Green, the creature will be 'sick' for one round and unable to act, while on a Yellow it appears ready to act immediately. On a White, she pays only half the cost and fails to call anything.
Only one Summon can be out at once. A 'killed' spirit takes a full week to recover to usability.
L21/Undead Control: One of Zoe's simpler tricks. By making a Psyche check against an undead or supernatural creature of less than Typical Reasoning, she can take control. If the creature is already under control of an object or other necromancer, she must instead contest their Psyche, which can be challenged again once per round. Zoe can control any number of creatures this way as long as she passes and maintains all the checks, but only one of her entourage can act in any given round, and at the cost of her own action.
Power Name - Rank - Points.
_____________________________________________________________
Personality - Outgoing, friendly, secretly a little self loathing. She's Daddy's princess and knows it, with a number of very practical skills because of who her father is. The nature of her powers is disturbing to her, but as a pragmatist, she knows its better to beg forgiveness for using them, than let them fall by the wayside.
History - The daughter of a successful businessman, devout catholic, and member of a mafia crime family who was raised to remove the family's enemies, Zoe was sheltered from the worst of the family expectations. Zoe's father was a strict man, despite her impressive skill at melting his heart, and from a young age taught her many of the basics of self defense and survival in a world where other people are out to get you... including how to handle finances.
Otherwise normal, her abilities didn't manifest until her early teens, when, mourning the loss of a beloved pet... its body rose to come and comfort her. Mr Scarletti immediately spirited her way to a secure location to learn as much as he could about her powers, intent on hiding them from the people he worked for, for her protection and to keep them from having access to the.. impressive feats. Zoe was sent away to live abroad, with various tutors, never being left in one city for overlong, eventually coming ot land in New York, where she hopes to set up shop at very least for long enough to spend quality time with her family.
Equipment -
Pistol - Good (10) damage handgun.
Taser - Deals Good (10) damage, but can only be fired every other turn and the battery only lasts for three firings. A Yellow attack forces an Endurance check VS Remarkable pain, or the target cannot act.
Lockpicks - +1CS to lockpicking attempts.
Property:
Apartment
Nice Car
Sweet Computer
All of the clothes.
_____________________________________________
Totem Spirits; Listed here for posterity as they're created.
Salud - A protective spirit created from the souls of a pet wolf, a bodyguard that died in her protection, and her favorite priest that suffered a fatal heart attack. The creature takes the form of a humanoid wolf, and is fiercely loyal to the end.
Excellent attacks, dealing Excellent damage. Excellent defense checks. 60 HP.
*Guard Dog - Can forego its turn to instead take all damage Zoe takes. This is unmodified by any armor or protection and cannot be Dodged.
*Soul Synchro - While set as Zoe's Guardian, Salud can be instantly summoned as a counter attack after a melee attack is made on her. He will preform a basic attack on the one who triggered the summon, and Guard Dog will be active until he takes his first proper turn.
Approved by: Gradius, August 20th 2013
Player Name: Lydia
Alias: New Moon
Family/Allies/Friends: Isaiah Jackson, Carmen Jackson, Gino Scarletti
Archtype: Mutant
Age: 16
Height: 5'6"
Weight: 120
Hair: Dark brown/Black
Eyes: Brown
Nationality: American, Italian.
Description:
Occupation: Daddy's Girl, student.
_____________________________________________________________
STATISTICS
F: Good
A: Good
S: Typical
E: Good
R: Remarkable
I: Remarkable
P: Incredible
_____________________________________________________________
Health - 42
Mental Health - 100
Karma -
Popularity - +2cs
Appearance - ~.^
Contacts -
Resources - Excellent
Flaws -
_____________________________________________________________
Talents:
Martial Arts B
Guns
Languages: Italian, French, Spanish, Latin
Mystic Background
Thief
Business/Finance
_____________________________________________________________
Powers:
L7/Forced Reincarnation: Places a soul in a creature or object. If the Soul is willing, this happens automatically, but takes a full minute of concentration and a Psyche check. Otherwise, the reincarnation is temporary as the soul fights to escape back into the cycle of life and death. In this case, the soul deals its own Psyche in 'damage' to the object or creature it is placed inside, minus magical protection, every round until the host is destroyed.
The incarnation is loyal to Zoe, willingly or not, and must do as she says even as it tries to escape. A particularly clever soul may refuse to dodge unless she demands otherwise, hastening its own destruction.
*True Incarnation: Places the soul in a formerly living body. It gains HP up to the total Mental Points, plus Zoe's Psyche (Modified by the roll she checks), up to its maximum in life. It retains its physical stats and abilities, but gains the mental stats of the soul placed inside. Physical abilities can be preformed clumsily at a roll no higher than the Soul's Reasoning. "Mental" abilities and skills are lost, while mental abilities and skills of the soul carry over.
*Talen Incarnation: By placing a soul into an item instead, its traits are enhanced.
Weapons are increased in effectiveness, dealing the soul's Psyche in damage in place of the typical Strength of the wielder or the weapon itself behind them. Half the damage it does this way is dealt to itself, slowly depleting the soul.
Armor or clothing gains soak equal to half the Psyche of the soul, but this slowly depletes the HP of the soul by the amount of damage it blocks and overwrites its natural protection.
Particularly potent souls may grant unique traits to weapons and armor based on what they were in life... But only at the GM's discretion, and on a Yellow roll.
L5/Exorcism: A single attack rolled at Psyche VS Psyche against a supernatural entity. This works particularly well against ghosts or undead, and can directly damage creatures that are possessing a host, without harming the host. Deals Amazing damage and ignores damage resistances and natural armor of ghosts and undead.
Against a creature killed by Exorcism, Zoe can make an instant check to Soul Capture without spending a full round.
L19/Spirit Storage: Zoe can store captured souls and spirits within her body. The amount of 'space' a spirit takes up is equal to half its maximum Mental Health, and her total capacity is equal to her own max Mental Health. Alternatively, she can carry a single soul of up to twice this. Totems can be stored this way too for incognito carrying about and 'Soul Synchro'.
*Soul Capture: Zoe can snatch a soul from its path to its final destination if she makes a full-round action within one round of the target's death. This is Psyche VS Psyche if the soul resists. If the soul is already pledged to another, she will have to contest their Psyche as well, and may incur the wrath of extraplanar entities if she takes a soul they particularly value...
*Soul Synchro: Zoe can choose a single spirit or Totem in her 'collection' and synergize with it. If Zoe takes damage, the synchronized spirit's HP is lost first. This effect ends, naturally, if the spirit runs out of HP or is summoned, and the effect must be re-established through ten minutes of meditation out of combat. Special Synchro effects may be unlocked if Zoe spends enough time with the spirit...
L20/Summoning: Summons a Totem Spirit crafted from bits and pieces of other souls. being 'Crafted' does not destroy the essence of the soul, allowing the rest to go wherever it was going. Crafting a spirit takes a full week of effort, ending with a successful Psyche check. This may be contested by the souls if they wish. On a failure, she must go another week. These creatures are generally friendly to Zoe, with loyalty ranging from passive obedience to zeal. In the rare case of a truly hostile summon, it may break free of control and attack her if it tries hard enough.
It takes three souls to make a whole construct, which can take generally any shape she likes. Its ATTACK rolls will be based on the Reasoning of one of the souls used, the DEFENSE rolls will be based on the Intuition, and the attack DAMAGE will be based on the Psyche of the third. The same soul cannot contribute more than one stat to the final product. Its HP will be the total of these three stats.
On a Yellow creation, a trait from any of the souls can be worked into the final creation...
Summoning a creature costs one third of the creature's HP worth of Zoe's MP. On a Green, the creature will be 'sick' for one round and unable to act, while on a Yellow it appears ready to act immediately. On a White, she pays only half the cost and fails to call anything.
Only one Summon can be out at once. A 'killed' spirit takes a full week to recover to usability.
L21/Undead Control: One of Zoe's simpler tricks. By making a Psyche check against an undead or supernatural creature of less than Typical Reasoning, she can take control. If the creature is already under control of an object or other necromancer, she must instead contest their Psyche, which can be challenged again once per round. Zoe can control any number of creatures this way as long as she passes and maintains all the checks, but only one of her entourage can act in any given round, and at the cost of her own action.
Power Name - Rank - Points.
_____________________________________________________________
Personality - Outgoing, friendly, secretly a little self loathing. She's Daddy's princess and knows it, with a number of very practical skills because of who her father is. The nature of her powers is disturbing to her, but as a pragmatist, she knows its better to beg forgiveness for using them, than let them fall by the wayside.
History - The daughter of a successful businessman, devout catholic, and member of a mafia crime family who was raised to remove the family's enemies, Zoe was sheltered from the worst of the family expectations. Zoe's father was a strict man, despite her impressive skill at melting his heart, and from a young age taught her many of the basics of self defense and survival in a world where other people are out to get you... including how to handle finances.
Otherwise normal, her abilities didn't manifest until her early teens, when, mourning the loss of a beloved pet... its body rose to come and comfort her. Mr Scarletti immediately spirited her way to a secure location to learn as much as he could about her powers, intent on hiding them from the people he worked for, for her protection and to keep them from having access to the.. impressive feats. Zoe was sent away to live abroad, with various tutors, never being left in one city for overlong, eventually coming ot land in New York, where she hopes to set up shop at very least for long enough to spend quality time with her family.
Equipment -
Pistol - Good (10) damage handgun.
Taser - Deals Good (10) damage, but can only be fired every other turn and the battery only lasts for three firings. A Yellow attack forces an Endurance check VS Remarkable pain, or the target cannot act.
Lockpicks - +1CS to lockpicking attempts.
Property:
Apartment
Nice Car
Sweet Computer
All of the clothes.
_____________________________________________
Totem Spirits; Listed here for posterity as they're created.
Salud - A protective spirit created from the souls of a pet wolf, a bodyguard that died in her protection, and her favorite priest that suffered a fatal heart attack. The creature takes the form of a humanoid wolf, and is fiercely loyal to the end.
Excellent attacks, dealing Excellent damage. Excellent defense checks. 60 HP.
*Guard Dog - Can forego its turn to instead take all damage Zoe takes. This is unmodified by any armor or protection and cannot be Dodged.
*Soul Synchro - While set as Zoe's Guardian, Salud can be instantly summoned as a counter attack after a melee attack is made on her. He will preform a basic attack on the one who triggered the summon, and Guard Dog will be active until he takes his first proper turn.
Approved by: Gradius, August 20th 2013