Nightmask's Characters

Posted by Nightmask 
Nightmask's Characters
April 12, 2008 05:44PM
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Nightmask

Name: Nightmask
Power Category-Demihuman: Raccoonoid
Source of Super-human powers: Illegal genetic experimentation
Appearance: Nightmask appears as a fairly slender raccoon, lithe yet muscular, with a silver-furred rather than black raccoon mask, often wearing a simple pair of sturdy green trunks with an ornate N emblem attached to the front.
Height: 5’6”
Weight: 132 Lbs.
Sex: Male
Age: 40

Fighting: Remarkable (30)
Agility: Remarkable (30)
Strength: Remarkable (30)
Endurance: Unearthly (100)
Reason: Excellent (20)
Intuition: Monstrous (75)
Psyche: Shift X (150)

Health: 190
Karma: 245
Resources: Amazing
Popularity: 26

POWERS

Enhanced Senses (All): All of Nightmask’s senses operate at the Monstrous levels of sensitivity, and have a broader sensory range than normal beings allowing him to hear into the infrasonic and ultrasonic range of sound as well as see into the infrared and ultraviolet spectrum's of light.

Nightvision: Monstrous rank ability to see in near total darkness.

Natural Weaponry/Claws: Nightmask possesses Excellent material strength claws allowing him to inflict up to Excellent edged damage.

Natural Weaponry/Teeth: Along with Excellent Material Strength claws Nightmask also possesses Excellent material strength teeth and jaws allowing him to bite for Excellent edged damage.

Telepathy: Unearthly ranked telepathic ability, possessing the following power stunts:
-Mind Probe Unearthly
-Mental Blast Unearthly
-Mind Control Unearthly
-Memory alteration/erasure Monstrous ability
-Invisibility (Telepathic) Monstrous
-Mind-link Unearthly ability to link up to 10 minds together, allowing instant communication amongst all those involved within the range of her telepathic ability.
-Free Spirit at Unearthly ability
-Hallucinations, primarily used to appear human (although machines such as video cameras and non-sentient AI are immune).
-Sensory Link at Monstrous ability
-Monstrous rank Linguistics, allowing rapid learning of any language, provided the target is not somehow shielded against telepathic contact.
-Neural Manipulation with Monstrous ability
-Sense Alteration with Unearthly ability
-Empathy at Unearthly ability
-Nightmask has the Unearthly ability to instill Psionic abilities in others of up to Remarkable rank.

Telekinesis: Unearthly rank ability, capable of affecting matter down to the sub-atomic level. Power stunts include:
-Telekinetic force fields of Unearthly strength. As long as this force field isn’t breached it will remain up even while asleep or unconscious unless consciously dispelled.
-Telekinetic flight at power rank speed. Can carry up to Amazing ranked weight along with him while in flight, and maintain his force field simultaneously.
-Monstrous ability to reshape and mold existing matter into any shape he can envision. His control is subtle and fine enough he can rearrange molecules such as to repair a damaged costume or change an outfit however he wishes.
-Elemental Conversion: Monstrous ability to transmute any element or compound into a single element required.
-Molecular Conversion: Monstrous ability to transmute any element or compound into any molecular compound desired.
-Monstrous ability to influence molecular motion, allowing for power rank cold and heat generation, as well as the ability to create and control flame.
-Monstrous rank Matter Animation, affecting all four states of matter.
-Catalytic Control at Amazing ability and power rank range.
-Biophysical Control (Regeneration): Monstrous ability to rearrange and repair damage to living creatures, including regenerating lost tissue.
-Disruption with Monstrous ability
-When necessary Nightmask may maintain a Monstrous rank Micro-Environment within the confines of his force field. This is a sub-conscious ability that operates automatically whenever exposed to hostile conditions and can be maintained even while unconscious.
-Telekinetic Force Bolts of up to Unearthly strength and range.

Invulnerability to Mental and Emotional Attacks: CL1000

Iron Will: Shift-X control over his mind and body, allowing him to resist attacks that might otherwise incapacitate him, as well as manipulate his bodily functions. Power Stunts include:
-Nightmask regenerates with Unearthly ability, healing one hundred times faster than a normal human and rapidly regenerating any and all lost tissue.
-Temporarily boost any of his physical abilities up to Unearthly levels (without a subsequent boost in health), or Shift X in the case of his endurance, on a Yellow power feat. This lasts for 1d10 turns, plus can be maintained beyond this by a red power feat for each subsequent turn.

Psionic Detection: Shift-X ability to detect and analyze all psionics-related phenomena with power rank range, including but not limited to detecting psionics in use and recognize previously analyzed phenomena and individuals.

Stealth: Nightmask is naturally stealthy at Remarkable ability.

Extra Body Part/Prehensile Raccoon Tail

Immortality: Nightmask’s Psionic powers and life force are so strong as to render him effectively immortal. He is impervious to the effects of disease and aging, and if his body is somehow destroyed it will eventually reassemble within one month (one week on a red Psyche feat). Only the complete negation of his powers might render him vulnerable to permanent destruction.

Free Spirit: Nightmask can free his spirit from his Corporeal form with CL1000 ability and may travel unlimited distances in an instant as well into other dimensions, particularly the astral plane as well as possess others.

TALENTS

Psychiatry, Electronics, Computers, Chemistry, Biology, First Aid.

HISTORY

Nightmask was a normal, fairly average human being until he was kidnapped off the streets and used as part of heinous medical experimentation by a group of rouge scientists known as the Collective. Dedicated to unlocking all the secrets of superhuman mutation and power development they ruthlessly experimented on hundreds before the experiment that would be their undoing.

Already in agony as a result of his body's slow mutation from human form to that of an anthropomorphic raccoon the last phase of experiments pushed him over the edge, while simultaneously triggering a cascade of mutations that rapidly unleashed his full psionic potential in a raw explosion of power that completely devastated the facility, leaving it little more than a crater with Nightmask unconscious at the center. By the time he awoke hours later it was all over, his body full metamorphosized into its current form and his mind clear of the pain and fog of drugs used to sedate him during the procedures.
Aghast at the changes he was close to going insane until he was contacted by Professor X, who'd easily felt, along with most other psis on the planet, the outburst he'd unleashed upon his awakening to power. Reassured by both the Professor's genuine acceptance and the membership of several non-human appearing members (namely Nightcrawler and the Beast), he accepted the Professor's aid in coming to grips with his newfound abilities, although did not remain with them long as he felt the need to strike out on his own, and chart his own destiny. He wasn't on his own long though before circumstances drew him together with others that weren't human yet striving for what was right, and joined together in their own team as the Anthro Force.

CONTACTS

X-Men, Anthro Force, Tigra

ENEMIES

Shadow King; Apocalypse; Mister Sinister; Magneto; Sentinels; SHIELD.

PERSONALITY

Keenly aware of the responsibilities that power brings Nightmask always tries to act with restraint and applying only as much power is required to solve a problem and no more. Given the difficulties his now non-human form brings when trying to interact with family and humanity in general he often comes off distant and aloof rather than risk being hurt reaching out to them and is generally only open and warm with his allies in Anthro Force and the X-men. He also is rarely distracted by the superficial appearance of the outward form of another and looks to see what’s inside before passing judgment.
Re: Nightmask Character Sheet
April 12, 2008 06:07PM
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So nice to have him posted again.

In my opinion he has always been like the guardian of the Your Favorites section. Thank you for getting him back up so quickly.

Feel safe again. ;-)

The Last Duskblade
Q-Class of Earth-009

"We are not so alone in our uniqueness, I am coming to understand. Perhaps though every drop is individual, we all become the rain?"

--Ariadne Oikonomedes

"...whether or not a character is too powerful or not is entirely relative to the power level the capmpaign was designed to accommodate."

--Powersurge
Re: Nightmask Character Sheet
April 15, 2008 12:48PM
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*chuckles and nods* Glad to bring back the protector of the Forums right at the top of the list then, to watch over it all and keep everyone civil.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Help me my raccoonoid friend....your my only hope.
April 16, 2008 11:16PM
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Perhaps you can get him to grant me a few psionic abilities, just to help me out. Remarkable rank sounds pretty sweet to me. winking smiley

The Last Duskblade
Q-Class of Earth-009

"We are not so alone in our uniqueness, I am coming to understand. Perhaps though every drop is individual, we all become the rain?"

--Ariadne Oikonomedes

"...whether or not a character is too powerful or not is entirely relative to the power level the capmpaign was designed to accommodate."

--Powersurge
The Grey Panther: How One More Day could/should have Gone!
April 24, 2008 01:30PM
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Grey Panther

Super-hero ID: Grey Panther
Name: May Reilly Parker
Power Category-Induced Mutant
Appearance: The Grey Panther appears as the more youthful form of Mrs. Parker.
Sex: Female
Age: Apparent age in her mid 40s, likely in her 60s.

Fighting: Incredible (40)
Agility: Monstrous (75)
Strength: Amazing (50)
Endurance: Amazing (50)
Reason: Good (10)
Intuition: Monstrous (75)
Psyche: Remarkable (30)

Health: 215
Karma: 115
Resources: Poor (4)
Popularity: 0

POWERS

Spider-Climb: Grey Panther has the ability to generate a molecular bonding field between any part of her body and anything else she desires with Monstrous ability, as such she most often uses this to climb any surface. This field has limited range and won’t work in most case through anything thicker than thick material like cloth.

Danger Sense: Grey Panther has an automatically functioning danger sense that operates at the Monstrous level of sensitivity with the level of the threat reflected by the intensity of the sensation and allows her to react to virtually any threat before it fully materializes. This sense is discriminating enough to give her some idea of the nature of the threat to her although in situations with multiple threats she requires a Reason feat in order to sort out the various threats and react accordingly. If this sense is somehow negated or shielded against in some fashion it will impose a 1CS penalty on attempts to react to threats outside the awareness of her other senses due to her general dependency on this power for threat-warning. While it doesn’t give her the ability to see behind her she does seem able to perceive to some degree what’s going on behind her (like counting the number of fingers someone holds up). This sense also won’t protect her from anyone she considers close enough to her to feel safe around as once she’s considered them safe her Danger Sense will ignore them.

Enhanced Senses (Hearing, Smell): Grey Panther possesses a Monstrous rank sense of Smell and Incredible rank Hearing, although due to this heightened sensitivity she suffers a 1CS penalty to resisting any attacks based on these senses. She can identify someone by scent alone with Monstrous ability.

Tracking: Grey Panther may track a target by smell with Monstrous ability.

Night-vision: Along with her enhanced senses Grey Panther has Incredible rank nightvision allowing her to see in effectively total darkness.

Regeneration: Having this power at Amazing rank Grey Panther recovers lost health 50 times faster than normal and may regenerate lost or damaged tissue although extreme trauma like decapitation is impossible to recover from without some form of outside help (rushed surgical work and life support to give the body time to repair the damage and finish reattaching the critical systems).

Recovery: Grey Panther recovers lost Endurance ranks far more quickly than a normal being, as such she makes all checks to recover ranks on the Monstrous column, doing a check every hour until fully recovered. Checks to halt Endurance rank losses are also made against this power’s rank of Monstrous.

Animal Empathy: Grey Panther may communicate with mammalian carnivores on a purely emotional level with Amazing ability. While this does not give her any control it does allow her to ‘persuade’ most animals to leave her alone or flee rather than attack him.

Berserker: Grey Panther can enter into a berserker warrior state on a red psyche feat, carrying the following bonuses and penalties: +1CS to Fighting and Strength; Unearthly Iron Will; immune to stun and kill results; will attack anyone, friend or foe, that attempts to stop her unless she makes a yellow or better psyche feat; and will remain dangerous to be around for 10d10 turns after the battle is over unless she passes a yellow psyche feat in order to end the berserker state early (and can only do so when combat is over and all threats nullified).

Resistance to Toxins, Disease, Aging: Due to her enhanced healing capacity Grey Panther enjoys Unearthly resistance to the listed attack forms and ages only one year for every one hundred that passes.

Natural Weaponry/Claws: Grey Panther has three retractable bone claw that she may eject in any combination from the backs of her hands and are concealed within her forearms when not in use. This claws are of Amazing material strength and allow her to inflict up to Monstrous edged damage when in combat.

Web-Shooters: Built into each wrist Grey Panther has a set of organic web-shooters that fire a stream of webbing that starts with Incredible material strength and hardens to Monstrous material strength on the following turn and may be fired up to three areas away. This webbing is commonly used to restrain opponents, hold together damaged structures, or create temporary shields of Monstrous material strength. Due to its chemical composition it will break down and become harmless within an hour. The webbing is also non-conductive in its basic composition and adheres to targets with Monstrous ability.

Armor Skin: Grey Panther’s steel hard skin provides her with Incredible protection from Physical and Energy attacks.

TALENTS

Cooking; Tailoring; Trivia (TV Wrestling); Trivia (Soap Operas).

HISTORY

May Parker is the aunt of Peter ‘Spider-man’ Parker, a feisty woman who survived many hardships in life to raise him along with her deceased husband Ben Parker to become the fine man that grew into the hero he seems destined to become. Unfortunately after his identity was revealed to the world at the encouragement of a smooth-talking con man in an iron suit this opened her up to reprisals from the many villains he’d fought over the years, one of whom sent a sniper that shot and critically wounded the elderly woman.

Desperate to save her life Spider-man sought out every notable luminary in the world whether hero or villain to save her life, until he came to Victor Von Doom, one of those villains many considered the worst the world had ever seen. Villain though he was Doom was not without compassion and having been a man who loved his mother and braved Mephisto’s Realm himself to free her soul Spider-man’s plea touched his heart and he agreed to use his scientific expertise in order to try and save the woman that was the only mother Spider-man had ever known, in exchange for a favor he could call in anytime he wished in the future.

Remembering how interference from a devise possessed by his accursed foe Reed Richards had caused his power transferal device to instead copy powers instead into the target he set about devising a way to modify the devise to copy powers instead into the target rather than transferring them. Then with Spider-man’s encouragement talked several key members of the new Avengers into agreeing to having their powers copied into the dying woman instead in order to revive her, believing her far enough gone that simply acquiring Wolverine’s healing abilities would not be enough to save the day.

In that fateful moment of cooperation between the heroes and villain the device was quickly reconfigured and with Iron Man watching guard in case of treachery even with Doom’s word of honor that nothing untoward would occur. The device was activated and the combined powers of her nephew, Wolverine, Luke Cage, and Captain America were imprinted into the DNA of the dying woman, revitalizing her in a surge of energy. Tissue regenerated quickly and even her age regressed to appearing to be middle-aged as the copied powers successfully staved off death and restored her to not only full health but a vitality that she’d never known before.

CONTACTS

Spider-man; Captain America; Wolverine; Spider-Woman; Power Man (Luke Cage); Iron Man (Tony Stark); Fantastic Four (original line-up); Mary Jane Watson-Parker.

ENEMIES

Kingpin

PERSONALITY

May Parker is a strong-willed woman who’s survived the loss of her husband and all the worst that the world could throw at her. She’ll knuckle under to no one who tries to wrong her or hurt another and with the changes that have seen her empowered like her nephew she’s made tentative moves into more super-heroic actions although remains reluctant at present to be more flamboyant in her actions with the efforts of the government to enslave all superhumans such as she now is and focuses on protecting her nephew’s wife while he continues his career as Spider-man trying to undo his mistake in supporting the SRA initially.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Re: The Grey Panther: How One More Day could/should have Gone!
April 24, 2008 07:24PM
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whaow, cool story.
Aunt May as a superhero, i'm seeing her jumping around the block smiling smiley LOL

btw. i'm not reading comics, so it's maybe a stupid question: Angel's healing power can't cure her ? at Amazing rank it's quite strong, i think.

smileys with beer
Re: The Grey Panther: How One More Day could/should have Gone!
April 24, 2008 07:43PM
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Plenty of things in the Marvel Universe could have cured her, even could have put her into stasis while they arranged things, but quesada's only interest in it was to have a justification, no matter how rediculous or in violation of his previous statements ('no magical retcons going to be happening with spider-man') to wipe out 20+ years of Marvel continuity so he could go back to telling stories that were already worn out back then but couldn't with him married and a grown man who had his own life and a wife to be committed to.

Glad you like the story at least; it was a nice idea and something I'd expect from Dr. Doom as it would resonate with him and his own mother issues. Especially if he had any idea Mephisto would get involved since he'd do anything to screw up Mephisto's plans. Wouldn't be the first time a back-up character, especially a long-term support character, underwent a super-power event. Look at Carol Danvers for example, starting out as a support character until being upgraded with Kree DNA and becoming a powerful super-hero. I suppose the only question is would Mary Jane becoming super-human be far behind after this? smiling smiley

Oh, and you can thank Redman II for the name. When I mentioned this idea to him earlier in the day on yahoo he tossed the name of Grey Panther out and that's all it took to have things click and inspire me to put together this write-up for everyone.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Re: The Grey Panther: How One More Day could/should have Gone!
April 25, 2008 03:07AM
Wow!

That's all I got, but I'm amazed to think that Aunt May can no longer be used as the weakest character in Marvel any more.
Re: The Grey Panther: How One More Day could/should have Gone!
April 25, 2008 07:53AM
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Well there were certainly those weaker than Aunt May around in Marvel, but if you go along with this suggested divergence she does move up quite a few levels from how she was as a normal human. If someone wanted to go with a less-powerful divergence one can simply consider that Wolverine's powers were sufficient to save her and they simply copied his powers alone to her. She'd still have the basics of his powers and some modest improvements to her FASERIP (probably Fighting: Excellent, Agility: Excellent, Strength: Typical, Endurance Excellent, Intuition: Amazing, with a Health=66 and may or may not have the bone claws) which'd still make her much tougher but allow for her to be more in scale with the kind of power-up most would expect for her.

Of course while it wasn't considered part of the general marvel Multiverse we do have a version of What-if of Aunt May becoming a Herald of Galactus briefly, as well as being the one to get the spider-powers instead of Peter in another version of what-if.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Moleculon Character Sheet
April 26, 2008 04:49PM
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Moleculon

Super-hero ID: Moleculon
Name: Jason Teagues
Power Category-Induced Mutant
Source of Super-human Powers: Exposure to unknown and exotic radiations
Appearance: Moleculon is a medium build, average appearing white male with thick red hair and crystal blue eyes. His costume style is patterned after that of Captain America save that it’s a simple black in color and covers his entire body and a prominent red M for the belt buckle.

Height: 5’ 10”
Weight: 136 lbs.
Sex: Male
Age: 33

Fighting: Excellent (20)
Agility: Remarkable (30)
Strength: Excellent (20)
Endurance: Monstrous (75)
Reason: Amazing (50)
Intuition: Incredible (40)
Psyche: Unearthly (100)

Health: 145
Karma: 190
Resources: Incredible (40)
Popularity: S18/H22

POWERS

Bonding: Moleculon is capable of causing matter to bond at a molecular level with Unearthly ability and strength, with the strength of the bond starting at Feeble and increasing one CS per turn until reaching a maximum bond strength of Unearthly after ten full turns. This bond is permanent unless he or someone with access to similar powers reverses it. He’s managed to develop one power stunt:
-Create a short-term adhesion field between his molecules and that of any surface allowing him to Spiderclimb with Monstrous ability.

Molecular Conversion: Moleculon has the Unearthly rank ability to convert anything within one area into any element or compound he desires, affecting up to 100 lbs of matter per turn. Elements and simple compounds (roughly 20 or fewer atoms) require a green power feat in order to succeed, more complex compounds and molecules (more than 20 atoms up to around 100 atoms or alloys of different compounds) requires a yellow feat, extremely complex compounds or alloys (like polymers, proteins, and other highly complex molecules most often associated with life) require a red power feat, as do efforts to create mythical elements or compounds like Uru metal, True Adamantium, or Vibranium.

Molding: Moleculon may manipulate any solid matter within one area with Unearthly ability, affecting up to 10,000 lbs (5 tons) of matter at one time. The complexity of the desired shape reflects the difficulty of the Reason feat involved. Simple single component shapes require a Green Reason feat for success; complex or multi-component designs require a Yellow Reason Feat; Extremely complex designs (trying to reproduce a clock or something more complex) requires a Red Reason feat in order to succeed. Exactly duplicating an existing device also requires a Red Reason feat. The power is automatically successful on non-living, stationary objects unless they have some kind of protection against such manipulation.

Catalytic Control: Due to his control over matter Moleculon may manipulate chemical reactions with Monstrous rank ability and range. Power Stunts include the following:
-Boost Strength and Endurance to Unearthly and Shift X rank respectively so long as he concentrates and lasting for five turns after he stops doing so.
-Extinguish fires and incapacitate devices that depend on chemical reactions like internal-combustion engines with Monstrous ability. Note that if the temperatures of formerly burning objects aren’t reduced before this power is turned off they will likely spontaneously combust if still in an oxygen-bearing environment.

True Flight: Moleculon’s control over his own molecules is great enough to allow him to fly at up to Amazing speeds.

Lung Adaptability: Moleculon’s ability to restructure matter automatically restructures anything he breathes in into the perfect mixture of gases required for him in order to survive. This conversion is permanent and unlike some instances of this power does not cause any particular reduction in sense of taste or smell and as such won’t escape any unpleasant irritation that results from breathing/smelling something foul.

Digestive Adaptation: Along with his ability to restructure whatever he breathes into life-sustaining atmosphere Moleculon may also convert anything he consumes into whatever his body’s currently requiring as nourishment. This process is permanent but as he has no particular increase in physical durability or jaw strength consuming things like shards of broken glass isn’t a good idea given the damage it would inflict in the process.

Invulnerability (Toxins, Disease): Moleculon’s Molecular Conversion power automatically acts internally to convert any toxic or disease-causing agents into harmless or beneficial substances instead, providing CL1000 protection from these attack forms.

Serial Immortality (Spontaneous Creation): In the event of his apparent death Moleculon’s lifeforce is capable of reconstructing him at a different location using converted materials with CL1000 ability, taking 1d10 hrs in order to fully rebuild his body as it was at his peak of physical vitality and youth. If this process is somehow interrupted his life essence will simply try again somewhere else until successful.

TALENTS

Business/Finance; Engineering; Chemistry; Biology; Electronics; Computers; Physics; Artist (Sculpting); Mathematics.

HISTORY

Jason Teagues was a brilliant scientist who spent years researching exotic energies and processes in order to find the means to convert one element or compound into another in order to take materials considered useless or hazardous and convert them into something more useful. Unfortunately (or fortunately depending on how you think about it) faulty shielding on the equipment caused him to be bathed in the very energies he’d been trying to use to change the test elements in his lab set-up. Something in his genetic make-up reacted in a beneficial fashion to the exposure though, instead of dying of cancer or radiation poisoning, triggering a mutational effect throughout his body, enhancing his body and giving him the ability to restructure matter as he desired.

Learning of his newfound bounty he quickly set about exploring it in carefully controlled situations, practicing so he wouldn’t risk injuring or killing someone by accident, and using his scientific genius and business savvy set about ensuring he had a comfortable set of business investments after selling off some converted materials and putting together a simple costume decided to expand beyond his own needs and apply his powers to the benefit of everyone as the super-hero known as Moleculon!

PERSONALITY

Jason is a dedicated scientist, always eager to learn new things and new applications for his powers, both for his scientific study as well as to help others. He tends to be difficult to understand at times due to his habit of speaking about things in complex scientific details but does his best to curb that, and frequently donates to worthy causes and uses his powers to improve his income considerably to better finance both his private and super-heroic endeavors as well as help others.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Seraphim Character Sheet!
April 26, 2008 11:41PM
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Seraphim

Name: Seraphim
Power Category-Demihuman: Vulpinoid
Appearance: Seraphim appears as a slender anthropomorphic vixen with large angelic-feathered wings. [www.imagebucket.net]
Source of Superhuman abilities: Genetic hybridization of the original X-men DNA with that of an evolved anthropomorphic fox.

Height: 5’ 8”
Weight: 128 lbs.
Sex: Female
Age: 28

Fighting: Excellent (20)
Agility: Amazing (50)
Strength: Remarkable (30)
Endurance: Unearthly (100)
Reason: Amazing (50)
Intuition: Amazing (50)
Psyche: Unearthly (100)

Health: 200
Karma: 200
Resources: Poor (4)
Popularity: 30

POWERS

Enhanced Senses (hearing, sight, smell): Seraphim’s highly evolved senses provide her with Unearthly rank sensitivity in regards to her hearing, sight, and sense of smell. She may see and discern details at a greater distance than the sharpest eyed predatory bird, detect invisible/hidden creatures and movement by sound even if she fails to detect them psionically, and detect people by scent as well as differentiate people by scent only on a Green Reason Feat.

Nightvision: Seraphim’s vision is capable of adapting to low-light conditions with Unearthly rank sensitivity, letting her see in near total darkness without penalty.

Natural Weaponry/Claws: Made of Remarkable Material Strength material Seraphim’s claws allow her to inflict Remarkable edged damage in melee combat if desired.

Natural Weaponry/Teeth: Seraphim’s Remarkable Material Strength teeth and hyper-strong jaws allow her to bite for Excellent edged damage.

Flight (Winged): Seraphim may fly at up to Shift-X air speeds in an atmosphere and may hover in one spot or glide on air currents without tiring. Targets on the ground require a red Intuition feat in order to detect her in time to react if she does a blindsiding aerial attack.

Aerial Adaptation: Seraphim is fully adapted for flight, including Incredible body armor against falls, can breathe normally in thin air, can use her feet as an extra set of hands, and perch much like a bird on narrow ledges and surfaces. She may handle extreme G-forces that would cause any human and many super-humans to pass out with little difficulty.

Climbing: Seraphim can climb any surface upon which she can gain purchase with Incredible ability.

Balance: Seraphim’s sense of balance is so exceptional she can balance on a tightrope or similar surface automatically, or on an unstable surface like a slack rope with an Agility +1CS feat.

Body Armor (Ice): Seraphim may coat all or part of her body in Amazing material strength ice, granting Amazing protection against physical and energy attacks. Heat and fire attacks reduce the protection of this armor by the intensity of the attack in question during the turn of the attack and the following turn, until she manages to renew the ice to full strength. While her hands/fists are coated in this ultra-hard ice she gains a +1CS to her blunt damage in melee combat when striking an opponent.

Invulnerability (cold): CL3000

Ice Generation: Seraphim may manipulate the moisture and heat in the air to create ice with Amazing ability and up to power rank range. Power stunts include the following:
-Ice shields and weapons of power rank material strength. Edged weapons do up to Amazing edged damage, Blunt Weapons Strength +1CS, or Incredible blunt damage when wielded by Seraphim.
-Forming snowdrifts to cushion falling creatures with Remarkable ability.
-Radiate Amazing intensity cold.
-Create ice mirrors; either to see around obstacles, make a ‘hall of mirrors’ to confuse an opponent, or to reflect her optic blasts off of.
-Form ice columns and support structures of Amazing strength ice of sufficient thickness to provide Monstrous or where capable Unearthly Material Strength support.

Optic Blasts: Monstrous rank force damage to a range of 5 areas, -1CS for each additional area. As this power is fueled by the absorption of ambient cosmic energy anything that screens her from this energy will quickly result in the depletion and temporary shutting down of this power. Also similar to Cyclops her Optic Blasts are ineffective against synthetic Ruby Quartz and items made up of this material or able to simulate its effects are completely protected from this attack. Power stunts include:
-Attack multiple objects on a successful agility feat, up to 8 objects if reflectors available, reducing damage to Amazing.
-Wide-angle beam doing incredible damage to 3 areas.
-Immune to the optic and plasma blasts of Cyclops and Havok, although they in turn are immune to her own optic blasts.

Psi-Screen: Seraphim possesses a natural Psi-Screen capable of shielding her mind from mental and emotional attacks or detection of her mental energies with CL1000 ability, and may extend this protection to others at a cost of a 1CS reduction in power rank for each additional person under her protection.

Telepathy: Having the genetic potential of both Professor X and Jean Grey Seraphim is easily one of the most powerful telepaths on the planet, possessing as a result Unearthly rank telepathic ability. If she has access to a unit like the X-men’s Cerebro unit (including any she might construct), she may boost her power and range to Shift -Y levels, adding +2CS to all power stunts. Power stunts include:
-Mind Probe: Unearthly
-Mental Blast: Unearthly
-Mind Control/Possession: Unearthly
-Memory alteration/erasure: Monstrous ability to alter or erase memories of a specific target, whether it be to forget the last few minutes, who she might be, or completely wipe a person’s mind and leave it a blank slate. While not as concerned about altering minds as Professor X if she wipes someone’s mind completely she suffers the loss of all karma similar to killing the target, as she effectively is as she’s destroyed what made up that person’s unique being. It is possible in rare cases that some minds, particularly very powerful minds or those with suitable powers, might manage to recover from such tampering (GM’s discretion) as occurred with Magneto after being mind-wiped by Professor X.
-Invisibility (Telepathic): Monstrous ability to make everyone in power rank range simply ignore her presence as if she weren’t there by any senses they happen to possess, and ignore minor disturbances in the environment she might happen to cause, although direct physical contact with someone will end its benefits with that particular individual until she has time to reestablish it. While she may be recorded by cameras and detected by those outside the area of effect those inside that range will ignore all recorded materials or direct observation of her presence until she leaves or ends this power.
-Mind-link: Unearthly ability to link up to 10 minds together, allowing instant communication, reduced to Amazing if forced to use other Psionic abilities, including telekinesis, simultaneously.
-Astral Projection at Unearthly ability
-Hallucinations, primarily used to appear human (although machines such as video cameras and non-sentient AI are immune) with Monstrous effectiveness.
-Power Activation: Seraphim has the Monstrous ability to stimulate a latent mutant’s potential and force their powers to activate by reaching into his or her mind and activating the mental trigger in the brain that governs their previously latent powers. This isn’t necessarily a good thing, at least not initially as the individual’s powers will be running at full power for 1D10 turns until they manage to get them under some level of control, not the best of things for someone with Unearthly Hard Radiation Emission for example.

Telekinesis: Along with her impressive telepathic abilities Seraphim also possesses Amazing rank Telekinesis. With sufficient augmentation by Cerebro or a similarly designed Psionic augmentation device she may push her powers as much as +4CS, although such devices are rarely portable and she prefers relying on her own natural capabilities rather than become dependent on artificial augmentation. Power stunts include:
-Telekinetic force fields of Amazing strength
-Telekinetic force bolts of Amazing force damage.
-Telekinetic flight at power rank speed. While her wings allow her to fly naturally when required to transport loads outside her strength limit she uses her telekinetic ability to substitute, although her flight speed becomes limited to Amazing, as it’s her telekinesis moving her instead of her wings. This also allows her to fly under conditions where her wings are rendered ineffective (wings are restrained, in a vacuum, etc.).
-Amazing ability to reshape and mold existing matter into any shape she can envision, upon passing a feat roll against the material strength of the matter in question. Her control is subtle and fine enough she can rearrange molecules with Incredible ability, such as to repair a damaged costume or change an outfit however she wishes.

Psionic Detection: Seraphim will automatically sense any Psionic activity within her range of sensitivity with Unearthly ability, although requires a feat roll in order to narrow down the location as well as to determine the nature of the psionics involved. If she has access to a unit like the X-men’s Cerebro unit (including any she might construct), she may boost her sensitivity and range to Shift Y levels.

Mutant Detection: Seraphim is uniquely attuned to the unique Psionic signatures of mutants, both latent and active, and automatically detects any mutants within her range with Unearthly ability. She needs a feat roll however to determine where the mutant(s) is(are) located, as well as to get a rough idea what their possible mutation might be. If she has access to a unit like the X-men’s Cerebro unit (including any she might construct), she may boost her sensitivity and range to Shift-Y levels.

TALENTS

Aerial Combat +2CS; Acrobatics; Tumbling; Spatial Geometry +3CS; Psychiatry; Pilot; Engineering; Electronics; Genetics +2CS; Computers; Biology; General Medicine; Emergency Medicine; Surgery; General Physics; Quantum Physics; Energy and Particle Physics; Atomic Physics.

HISTORY

After a chance encounter with the early X-men while engaged in his evolutionary experiments the High Evolutionary was so impressed with their powers and abilities he decided to create his own X-man. Gathering samples from the various X-men and combining them with his own unique focus on evolving natural animals he brought about the creation of Seraphim, the angelic-winged anthropomorphic vixen endowed with the powers of the entire X-men roster of the time.

Trained and indoctrinated in a variety of scientific skills and abilities she served him as one of his most trusted and devoted supporters, gathering genetic material from other animals, humans, mutants, and other specimens chosen by her creator. Her gathering missions brought her into conflict with a number of superhumans, starting with the X-men, who didn’t understand she had no harmful intent and were conditioned by events with Magneto and others like him to perceive everything as a threat at first. The fact she possessed all their powers and abilities didn’t aid in mutual understanding and respect, as it only reminded them of the arrogant Mimic. She managed to fight them to a standstill before being recalled by the High Evolutionary, leaving no clear victor in the fight.

She encountered a number of notable members of the super-human community afterwards, including Him, later known as Adam Warlock, when he was given the Soul Gem in order to cleanse the High Evolutionary’s creation Counter-Earth. Given its malevolent nature she had no problems with it going to Him rather than claim it for herself, and was content to taking care of things in the background and dealing with tasks he couldn’t deal with personally. This preference likely saved her sanity as she was on Earth when he chose to travel to the realm of the Beyonders, where he was driven mad by exposure to their realm (although some speculation has it that they deliberately drove him mad as they found his evolutionary experiments on earth threatening their studies and sought to eliminate him as a problem).

Unable to restore his mind and unwilling to help with the madness-inspired experiments, yet unable to bring herself to oppose her creator directly, she set out to find her own place in the world of humans instead, and carry on his original works before madness took him. This has brought her into conflict on several occasions with both well-meaning but misinformed superhumans as well as with more evil factions seeking to prevent her undoing their works by bringing hope and improving the human condition.

CONTACTS

Seraphim has few contacts, with the most notable being Adam Warlock. It is also possible that Professor X would come to her aid, as he knows from past mental contact that she isn’t an evil being and simply acting to help others how she feels is right, just as he does. She also has developed a connection with the extradimensional mouse Paragon and both would aid the other at a moment’s notice.

ENEMIES

Sentinels; Project: Wideawake; SHIELD; Mister Sinister; Apocalypse.

HEADQUARTERS

Seraphim lives in one of the smaller hidden bases crafted by the High Evolutionary before his bouts of madness, and takes great care to avoid its being located by anyone. Along with living quarters and food synthesizers it contains a number of labs dealing both with engineering and genetics, entertainment center, and teleportation chamber allowing for teleportation to or from any location on earth or the moon with Unearthly ability. There is also a material fabrication lab capable of converting any raw materials into any desired product, effectively giving her access to Amazing resources while in her home.

EQUIPMENT

Evolutionary Accelerator: Concealed within her headquarters is a functional copy of the device used by the High Evolutionary to accelerate evolutionary advancement in any organic creature. This device functions at the Unearthly level, and may raise a normal animal all the way up to humanoid form and sentience, or take a normal human and evolve him up into a more mentally advanced being. For beings already superhumanly empowered its effects are more unpredictable, but will almost certainly either expand the mutations they possess and/or increase them to demi-godlike levels.

Teleport Bracelet: This Remarkable material strength item contains the recall circuitry that allows for her base teleporter to easily recall her at a moment’s thought. Without it she cannot send out the recall signal and must find another means of activating it, and as the bracelet circuitry is keyed to her bio-signature and mental pattern overriding these features requires a Shift-X intensity Reason feat.

Mind Gem: Seraphim has taken up safeguarding the Mind Gem after it appeared to her, and wears it upon her brow, concealed under both her fur and a headband. She currently draws upon it to augment her telepathic and telekinetic powers to Shift-X levels, along with all associated power stunts. It also continually boosts her RIP by +1CS so long as it’s worn. On an associated psyche feat she may push these to greater levels, with each CS boost over their current levels requiring a red psyche feat, and on a failed psyche feat will immediately drop to her former levels.

PERSONALITY

Seraphim is a devout believer in the obligation of those with power to those without, to aid and help those who cannot help themselves. As such she will intervene anytime she encounters a situation where it appears she may better things for anyone in trouble, preferring where possible to help those involved to advance themselves and grow stronger from the experience. Warm, kind, and compassionate she’s almost friendly to a fault; but her time serving the High Evolutionary and her encounters with such threats as the Sentinels, Project: Wideawake, and other groups and individuals dedicated to enslaving or killing those like her who don’t fit their notion of what’s worthy of life have instilled a sense of caution that has served her well over the years.

Given her upbringing she has little trouble with casual mind probes and surface scans of any sentient beings around her to ensure they’ve no hostile intent towards her or others, although generally makes no in-depth probes unless required to by a situation. Her high regard for life also means she will never kill and if somehow forced to do so will be grief-laden for weeks, nor will she torture or intimidate to acquire information or aid. Considering her creator and former mentor’s indoctrination she has a fascination with genetics, human and otherwise, and given the opportunity will collect samples from interesting sources for later study.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

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Cornucopia Character Sheet
April 27, 2008 10:39AM
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Cornucopia

Super-hero ID: Cornucopia
Name: Miranda Jefferson
Power Category-Demihuman: Lapinoid
Source of Super-human Powers: Natural mutation later enhanced by medical experimentation.
Appearance: Miranda is a tall anthropomorphic rabbit of generous curves and pure white fur who prefers wearing a long sapphire-blue gown, although will wear more activity-oriented attire if necessary. While in her holographic disguise she prefers wearing clothing that covers the majority of her body and helps explain any discrepancies someone might notice while coming into contact with her.

[www.imagebucket.net]

Height: 5’ 9”
Weight: 139 lbs.
Sex: Female
Age: 36

Fighting: Excellent (20)
Agility: Incredible (40)
Strength: Excellent (20)
Endurance: Unearthly (100)
Reason: Amazing (50)
Intuition: Excellent (20)
Psyche: Unearthly (100)

Health: 180
Karma: 170
Resources: Excellent/Unearthly (Her Excellent rank reflects her normal Resource level unaffected by her powers, while her Unearthly rank reflects the effective Resource level when including the boost brought about by her powers.)
Popularity: S26/H20 (Miranda maintains the guise of an attractive black woman through the use of a holographic image projector so as to run a medical clinic in the mainly black racially impoverished section of Indianapolis)

POWERS

Enhanced Senses (Hearing, Sight): Miranda senses of hearing and sight function at the Amazing level of sensitivity, allowing her to detect things via these senses at far greater range and far greater sensitivity than one with normal senses can achieve. This extreme sensitivity however also makes her more vulnerable to attacks against these senses, imposing a 1CS penalty to attempts to resist attacks on her hearing or sight and recovery is twice as long compared to other beings.

Nightvision: Amazing rank nightvision allows Miranda to see in near total darkness.

Natural Weaponry/Claws: These Excellent material strength claws on her hands and feet allow Miranda to strike for Excellent edged damage.

Natural Weaponry/Teeth: Along with her claws Miranda has Excellent material strength jaws and teeth allowing her to bite for Good edged damage.

Stealth: Miranda may move when desired in such a fashion as to leave virtually no trail that can be followed with Remarkable ability, imposing a 6CS penalty on any attempts to track her and rendering her effectively untraceable by less than Incredible means.

Hyper-Digging: Miranda has the natural digging ability of rabbits enhanced to superhuman levels of effectiveness, granting her Excellent rank Hyper-Digging, allowing her to tunnel at up to 5 areas per turn. Any tunnel she digs remains stable within 10’ of her current position although unless digging through particularly stable ground the tunnel will collapse behind her once she’s more than 10’ away. Areas of greater than Excellent material strength are impassable to her and she must tunnel around, or else use more conventional means of tunneling in order to continue. She can make an attempt to shore up the tunnels while she’s digging although this will reduce her speed to half her normal movement rate. It is also possible to use this power with care and consideration to create underground quarters and permanent tunnel networks.

Mechanical Creation: Cornucopia has the CL1000 rank ability to create complex mechanical devices seemingly from thin air, by assembling existing elements or creating those absent in order to reproduce any mechanical device for which she has the pattern memorized. She may create up to one pound per point of health, which recovers at the natural rate of health recovery, with a duration of 100,000 turns on a green power feat, 10,000,000 turns on a yellow power feat, and a permanent duration on a red feat. For items beyond her creation limit she may create portions and latter assemble them after she’s finished. She may also memorize the nature of an existing element or compound in order to create modified versions of previously learned pattern. For example, if she knows the nature of silver or platinum and a DVD player she may create the normal plastic-cased DVD player or create one with a silver or platinum case. She requires a green feat on the CL1000 table in order to memorize an existing item (she must be within 1 area and study the object for 10 minutes), or a red feat in order to memorize the pattern of an object created solely within her imagination.

Artifact Creation: Cornucopia has the CL1000 rank ability to create artifacts seemingly from thin air, by assembling existing elements or creating those absent in order to reproduce any artifact for which she has the pattern memorized. She may create up to one pound per point of health, which recovers at the natural rate of health recovery, with a duration of 100,000 turns on a green power feat, 10,000,000 turns on a yellow power feat, and a permanent duration on a red feat. She may also memorize the nature of an existing element or compound in order to create modified versions of previously learned pattern. For example if she knows the nature of diamond and the pattern of a marble statue she may create a normal marble statue or one made of diamond instead. She requires a green feat on the CL1000 table in order to memorize an existing item (she must be within 1 area and study the object for 10 minutes), or a red feat in order to memorize the pattern of an object created solely within her imagination. This may also be used to create unliving copies of living things, although these things can’t be granted life (although zombie animation is a gray area). A chicken or egg created this way would still cook up just fine though, and a more grisly use is to create body parts, such as to mislead others into thinking a particular individual is dead (Well sheriff that sure looks like Bob’s head you’ve got there.).

Weapons Creation: Cornucopia has the CL1000 rank ability to create weapons seemingly from thin air, by assembling existing elements or creating those absent in order to reproduce any weapon for which she has the pattern memorized. For weapons greater than her health limit she may create the various portions and assemble the complete weapon once all the parts are created. She may create up to one pound per point of health, which recovers at the natural rate of health recovery, with a duration of 100,000 turns on a green power feat, 10,000,000 turns on a yellow power feat, and a permanent duration on a red feat. She may also memorize the nature of an existing element or compound in order to create modified versions of previously learned pattern. For example, if she knows the nature of adamantium and the pattern for a dagger she may create the normal steel dagger she knows or may create an adamantium one instead. She requires a green feat on the CL1000 table in order to memorize an existing item (she must be within 1 area and study the object for 10 minutes), or a red feat in order to memorize the pattern of an object created solely within her imagination.

Life-form Creation: Cornucopia has the CL1000 rank ability to create living creatures or biological components seemingly from thin air, by assembling existing elements or creating those absent in order to reproduce any life-form for which she has the pattern memorized. She may create up to one pound per point of health, which recovers at the natural rate of health recovery, with a duration of 100,000 turns on a green power feat, 10,000,000 turns on a yellow power feat, and a permanent duration on a red feat. Unlike her other powers life-forms must be created completely and cannot be assembled, therefore her weight limit is her available health. She requires a green feat on the CL1000 table in order to memorize an existing creature (she must be within 1 area and study the object for 10 minutes), or a red feat in order to memorize the pattern of an object created solely within her imagination. She may also create other biologicals instead of entire lifeforms; with possibilities including but not limited to sugar, blood, insulin, human growth hormone, vaccines, etc.

Molecular Creation: Instead of creating complete objects Cornucopia may instead create raw elements or compounds with CL1000 rank ability. She may create up to one pound per point of health, which recovers at the natural rate of health recovery, with a duration of 100,000 turns on a green power feat, 10,000,000 turns on a yellow power feat, and a permanent duration on a red feat.

Hyper-Intelligence: Cornucopia is treated as if having a CL1000 reason for all reason-dependent feats and requirements of her creation powers (duration of created objects, feat checks for learning new items, number of available item slots, etc.)

Hyper-Invention: Amazing enhancement to Reason to in regards to comprehending, designing, repairing, or improving upon existing technology as well as developing new technologies as needed, and provides a bonus of a —2CS reduction to the Resource feat required to construct something before the feat roll is made.

Serial Immortality (Spontaneous Creation): Cornucopia has the CL1000 rank ability whenever she dies to create a new body at a safe location as she was at the peak of her youthful health and vigor.

EQUIPMENT

Holographic Image Projector: Similar to the one previously used by Nightcrawler this wrist-mounted device projects a Monstrous rank resolution image of whatever she desires, often an image of her chosen human disguise, although may be set to any one of a dozen pre-recorded images and may also add up to 5 more by recording anyone within one area of her.

Scanner Mask: Designed to fool devices intended to scan and determine her true nature it grants Unearthly protection from any devices or powers that attempt to analyze her, feeding them false data to appear in all ways as a normal human being.

Medical Bag: Cornucopia routinely carries a deluxe medical bag around with her anywhere she goes; both to cut down on the delays in treating someone in an emergency and to reduce the risk of problems with created medical supplies on the scene lacking sufficient duration in order to ensure full medical benefits for a patient.

TALENTS

Engineering; Electronics; Computers; Repair/Tinkering; Robotics; Nano-technology; Cybernetics/Bionics; General Physics; Atomic Physics; Energy and Particle Physics; Quantum Physics; Chemistry; Biology; Botany; Ecology; Metallurgy; Mathematics; Genetics; General Medicine; Emergency Medicine; Surgery; Pilot; Biochemistry; Biotechnology; Immunology and Virology; Business/Finance; Security and Surveillance Systems.

HISTORY

Miranda was never a normal rabbit, being both larger and more intelligent and having paws with semi-opposable thumbs instead of the standard rabbit paws. Her unusual nature led to her capture by a hunter who sold her off as a curiosity to a medical research lab. Years past as the scientists poked, prodded, and exposed her to all manner of experimental and often inhumane treatments as they studied her in every conceivable way, but she studied them in return. Already intelligent enough to learn from her tormenters over time the various chemical, biological, and radiation exposures stimulated further mutation in her already mutant cells, spurring her growth along as well as activating powers locked away in her DNA.

Keeping her full intelligence and capabilities a secret she learned everything she could while planning her escape, and taking advantage of her newly advanced hands she defeated the locks on her cage (with some help from tools she created for the process), and escaped through the ductwork; which while too small for a human was just fine for the small rabbit. Making it into the woods around the facility after frantically digging her way beneath the security fence she spent more years hiding from humans and slipping through the fringes while spying on the science and engineering courses being provided for the students at the Rose-Human Institute of Technology during the day and raiding the libraries at night.

Eventually growing too large and humanoid in shape to continue learning from the outside she spent weeks considering the problem before realizing she’d have to find a way to move about in human society safely. Combining all the knowledge she’d picked up at the college with her own genius she developed the first of her holographic image projectors. With that first device she was able to make her first direct contact with humans outside the lab, learning how to work inside human society and build up a history that would allow her to exist as a legal entity.

Forced to keep some distance from people lest they discover her secret she still managed to develop connections with the humans around her, all while passing through the most difficult of courses at the college as she soaked up everything available to her and clearing her doctorates in Engineering in record time, even as she proved capable of handling the grueling workload of a medical student at the same time. Enduring the prejudice regarding her chosen heritage and regarding her brilliance she proved able to remain good-natured through it all.

It was during her time in college she learned just how terrible so many humans lived, and how it seemed as if little was done to help the disadvantaged, as if one’s earning or job defined their value instead of all humans rating a basic level of respect and encouragement. Being totally colorblind (figuratively) she decided to bring her skills and powers to bear on a local area known for its disadvantaged, and asking around from her friends settled on a stretch of neighborhood in Indianapolis that sounded particularly broken down.

Looking the area over she settled on a section where a number of abandoned buildings were available for purchase and after struggling with the rezoning, certifications, renovations, and other needs opened up her clinic on Easter day, favoring the symbolism of new beginnings the day marked, and its association with rabbits left her with a tongue-in-cheek bit of humor as well. Slow going at first to convince the community to come to her things quickly grew as her charming personality and proven skills soon had her swamped by needy people and expanding to a half-dozen nurses and several part-time doctors coming by to help with the demand.

Content to spend her time remaking the community and living out her time (she has no idea she’s immortal) doing good and improving her small part of the world she’s found herself drawn into more heroic action over the years, from her first encounter with Spider-man during his book tour to market his book Webs in his secret identity of Peter Parker to later encounters with the X-men (which prompted the creation of her scanner mask).

CONTACTS

Miranda has a number of contacts in her secret ID in her local community, as her social work in the area has earned her great respect and love from many of the families she cares for. She also has some low and mid-level contacts in the city and state governments, primarily used to ensure her clinic remains open and to try where she can to encourage creation of programs to turn around the rundown nature of her community. In her Heroic ID she has Spider-man and many of the X-men as contacts (Beast and Nightcrawler in particular, given their own non-human natures).

PERSONALITY

Miranda is a kind, gentle, and caring creature devoted to helping others, often putting herself at a disadvantage in the process. Mature and motherly she’s especially protective of children and always seems to have treats for them wherever she goes, and makes house calls without complaint if their parents are unable to bring them by her clinic. She’s not weak or easily manipulated however, and has a diamond-hard will and won’t back down from anything when defending others, especially children. As such most of the gangs and street toughs in her area have learned she’s not one to mess with and even have a grudging respect for her, for she will treat them for injuries without much more than a long lecture on better ways of living. Indeed she’s been responsible for more than a few of the young men and women shaping up enough to at least turn respectable and even saw some off to college. Something of a reluctant hero she prefers to focus on the local level problems of her chosen community, but will never turn down anyone truly in need, but will do everything she can to not jeopardize her human identity and as such keeps her activities as Cornucopia completely separate from her activities as Dr. Miranda Jefferson.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Frostfire Character Sheet
April 28, 2008 05:37AM
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Frostfire

Super-hero ID: Frostfire
Name: Frostfire
Power Category-Demihuman: Vulpinoid
Appearance: Frostfire is a tall, well-built, and striking anthropomorphic vixen clad in sapphire-blue fur in her natural form. In human form she takes whatever strikes her fancy, or suits the situation involved. For attire she’ll dress in whatever suits the situation, although tends towards elaborate outfits designed to show her off when she’s ‘relaxing’ or designed to enhance her intimidation value when having the opportunity to prepare for possible conflict (and sometimes just because she still gets off on scaring people).
Height: 5’ 11”
Weight: 148 lbs.
Sex: Female
Age: Unknown, easily thousands of years old

Fighting: Unearthly (100)
Agility: Amazing (50)
Strength: Amazing (50)
Endurance: Unearthly (100)
Reason: Amazing (50)
Intuition: Monstrous (75)
Psyche: Unearthly (100)

Health: 300
Karma: 225
Resources: Incredible (Being the intelligent demon she is her safe pocket dimension features a world rich in resources she can exploit, particularly mineral wealth, and not simply a good sheltered home.)
Popularity: -22 (She’s a demon, no surprise she’s not very popular, even if she is sexy as hell so to speak and trying to be good.)

POWERS

Enhanced Senses (Hearing, Sight, Smell): Frostfire’s senses of Hearing, Sight, and Smell all operate at the Monstrous level of sensitivity, allowing her to perceive things based on these senses that are outside the normal detection threshold for each. As such she is naturally difficult to surprise and may detect and track invisible creatures by sound and smell and eliminating under most instances any penalties in combat with such creatures.

Nightvision: Monstrous ability to see in total darkness, including magical and power-based.

Natural Weaponry/Claws: Frostfire’s demonic nature grants her Monstrous material strength claws capable of inflicting Monstrous edged damage.

Natural Weaponry/Teeth: Due to her demon fox nature Frostfire also possesses Amazing material strength teeth and jaws allowing her to bite for Amazing edged damage.

Fire Generation and Control: Frostfire can generate and control a cold-burning mystical flame with Unearthly ability and intensity. This flame burns for up to Unearthly magical damage, only defenses against magic or cold provide any protection, and she may adjust the damage all the way from Unearthly down to Shift-0. She can use this flame for a variety of effects, including the following:
-Create cages, walls, barriers, etc. of Unearthly intensity.
-Energy Sheath (Fire): Shroud her body, whole or in part, in Unearthly intensity flame, providing Unearthly protection against physical and energy attacks, including magical attacks. Any attempts to strike her will result in taking damage equal to the intensity of the flame at the time, up to Unearthly damage. Non-living objects of less than Monstrous material strength will become brittle and shatter to dust without inflicting injury as a result of such extreme magical cold.
-Ride a wave of flame, effectively surfing upon it for up to Monstrous land speed.
-Create a bridge across gaps, allowing for crossing from separate points up to 3 areas apart.
-Energy Solidification: Frostfire may solidify her mystical flames, rendering them into Unearthly material strength constructs. These may be as elaborate as she desires, provided she passes an appropriate reason feat related to the item in question. Common constructs include physical restraints and support structures.
-Fashion up to 6 flame duplicates of herself, to use as decoys or simulated fire elementals. She may cause these duplicates to explode for Amazing damage to a range of 1 area and use them to explore unknown areas, as she may see and hear through them all and control them up to a range of one mile.
-By concentrating and clearing a red power feat she may explode for Shift Z damage to a range of 20 areas, although this reduces her FASE and power rank down to Feeble temporarily, recovering 1CS per turn until she’s fully restored.

Life Support: Frostfire does not require food, water, or air in order to survive, sustained by her innate mystical energies, and may survive in hazardous environmental conditions with CL1000 ability for unlimited amounts of time.

Invulnerability (Heat, Flame, Cold, Radiation, Toxins, Disease, Aging): Frostfire’s demonic nature grants her CL1000 resistance to any of these attack forms.

Immortality: Frostfire’s demonic nature renders her effectively immortal, able to recover from otherwise lethal attacks, including the total destruction of her body. Only attacks from more powerful mystical or demonic entities have a chance of ending her existence permanently.

Human Changeling: Like many demons Frostfire may appear as a perfectly normal human with Monstrous ability, either copying an existing human or appearing as a unique human of her own devising. She will appear as a normal human under all means of analysis save those of a magical or Psionic nature that penetrate her Monstrous rank. This does not prevent her making use of her mystical flames or the majority of her powers, save those dependent on her normal demonic form (i.e. her True Invulnerability and Enhanced Senses for example).

Linguistics: Amazing ability to mystically read, write, and speak fluently in any language that she is exposed to. She may make this check every 10 turns until she is successful, at which point she fully absorbs the language in question.

Dimension Travel: Frostfire may cross dimensional barriers with Monstrous ability, with a natural affinity for the demonic realm of her birth and the Earth dimension, and has developed the power stunt for a safe pocket dimension in which to retreat. She may develop other dimensions as power stunts and often uses this power to travel from world to world by using her pocket dimension as a transitional point in between, much like Magick used her Limbo realm.

Psi-Screen: Frostfire’s demonic mind and alien nature give her a natural psi-screen of Shift-Y strength.

True Invulnerability: Frostfire’s tough, resilient demonic form provides Amazing rank protection from all attacks, reducing all incoming attacks by 8CS before applying damage. The benefits of this power are forfeit while maintaining her flame sheath, superceded by its Unearthly rank protection.

Regeneration: Monstrous rank Regeneration and Recovery, allowing her to recover lost health 75 times faster than a normal being as well as recover lost limbs and organs, and lost Endurance ranks every 10 turns on a successful feat check.

Demon Sense: Frostfire may detect any demons within 10 miles of her location with Unearthly ability and determine how powerful they are relative to her on a feat check. Demonic entities near or above her level in power will automatically be sensed unless they’re taking extraordinary (Monstrous or greater) efforts to mask their presence, and may still be detected if she’s consciously attempting to detect them unless they’re shielded at Shift-Y levels or greater.

Extra Body Part/Prehensile Fox Tail

Mystical Abilities: While Frostfire has a number of innate powers and abilities due to her demonic nature she has untapped magical potential of Monstrous ability as well. This does however give her an innate ability to sense magic being used within her proximity, as well as work magical rituals and learn spells provided she can find appropriate mystical texts or tutors.

TALENTS

Mystic Origin; Psychology; Criminology; Persuasion; Seduction +3CS; Intimidation +3CS; Zoologist of Magic; Theogony; Ritual Magics; Demonologist; Torture +4CS (No longer used).

HISTORY

Frostfire originates in one of the many demonic pocket dimensions that exist in the nigh-infinite layers of the multiverse, where the concepts of love, compassion, respect, and honor were alien to the inhabitants. Growing to maturity in this hazardous environment she lost many siblings (some at her own hand) along the way while she developed into the tough, capable adult she became. In many ways she was an up-and-coming contender for great power in the hierarchy of her home dimension as the centuries went by, until a fateful encounter with an outsider to the realm.

Ambushed by a powerful rival Frostfire was well on her way to what would have likely been her final end when the Silver Surfer was unintentionally shunted into her realm during a battle with the demonic entity known as Mephisto. Compared to Mephisto they were little trouble to scatter and rescue the seriously wounded Frostfire, who at first reacted as any other would in her dimension, fear and defenses at maximum while she tried to see what was in it for this alien being that had just saved her. Prone to lecturing as he is the Silver Surfer wasted little time espousing the ways of virtuous existence and the obligation of all beings to each other.

Naturally she thought he was crazy at first, and kept waiting for the REAL reason he’d saved her to come out; instead he simply ensured her recovery and with some last words regarding the benefits of good he used his own powers to restore himself to the Earth dimension. Initially relieved he’d left without requiring anything of her her curiosity got the best of her and using her own innate power to cross the dimensional divide she followed him back to the Earth dimension and set about tracking him down. Difficult as he was to locate given his wanderlust she found herself exposed along the way to many examples of those curious things he’d spoken about. Examples of cooperation, love, sacrifice, and many other things never seen by her before, each conflicting with the values she’d been taught.

Seeing such behavior as weaknesses from her demonic origins she had trouble reconciling that with the obvious strength it seemed to bring so many, often winning out even when confronted by those who sought to exploit such apparent flaws. Realizing in time the ways of her people were what kept them from achieving greatness, as resources were squandered in eternal conflict with one another, she began to slowly assimilate some of the values of the creatures she was exposed to. Her intimate knowledge of the way evil thinks (since she herself was still much that way), and a craving for what she has seen these mortal creatures taking so often for granted, has driven her to explore this thing called Good, to know the riches her people have never known.

CONTACTS

Silver Surfer

PERSONALITY

One doesn’t changed thousands of years of demonic upbringing overnight, so Frostfire often reverts to the demon way of thought in a situation and has to stop herself carrying out her first impulse, which is often to simply kill whatever’s hindering her or spend some time torturing them for amusement. She has been getting better at controlling herself however, as she forges new ways of thinking and responding to situations. She’s also completely uninhibited and frequently angered when someone who catches her eye rejects her (she’s still trying to comprehend things like modesty and marital fidelity).

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

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Godiva Character Sheet
April 28, 2008 06:03AM
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Godiva

Name: Godiva
Power Category-Demihuman: Raccoonoid
Source of Super-human Powers: Exposure to unknown experimental bio-chemicals.
Appearance: Godiva is a tall, mature, and curvaceous anthropomorphic raccoon comfortable with wearing whatever’s available. Given the world she’s forced to live in she makes do with whatever she can.
Height: 5’ 9”
Weight: 138 Lbs.
Sex: Female
Age: 34

Fighting: Excellent (20)
Agility: Incredible (40)
Strength: Remarkable (30)
Endurance: Unearthly (100)
Reason: Incredible (40)
Intuition: Amazing (50)
Psyche: Unearthly (100)

Health: 190
Karma: 190
Resources: Feeble
Popularity: -20 (+20 to mutants and sympathetic humans)

POWERS

Enhanced Senses (all): All of Godiva’s senses operate at the Unearthly level of sensitivity and effectiveness. She may identify people by scent alone on a green feat and negate the penalties of fighting in darkness or against an invisible opponent so long as her senses are unimpeded. This extreme sensitivity renders her vulnerable to attacks against these senses however imposing a 2CS penalty to resist, although her recovery from a failed resistance attempt is half that of a normal being due to her advanced regenerative capabilities.

Nightvision: Monstrous ability to see in near total darkness.

Natural Weaponry/Claws: Godiva possesses Remarkable material strength claws capable of inflicting Remarkable edged damage.

Natural Weaponry/Teeth: Godiva’s teeth are made up of Remarkable material strength material and she may bite for up to Excellent edged damage.

Life Detection: CL1000 ability to detect and identify any and all life within 80 miles of her current location, and probe any individual life form for more detailed physiological data on a Red power feat. She may also locate a specific individual within her sphere of detection that she’s previously encountered or has sufficient details in order to distinguish him from the rest (like the only Asgardian in a group of humans) on a Red feat. This also allows her to detect individual life forms that have some variation relative to the rest of the surrounding life forms, and can function as a form of Mutant Detection.

Regeneration: Ever since her mutation Godiva’s ability to heal has been augmented to an astounding level, granting her CL1000 rank Regeneration and Recovery, gaining lost health a thousand times faster than a normal being, and recovering lost Endurance ranks almost automatically every 10 turns (only a roll of 01 on a d100 meaning she fails to recover a rank at that point). This means she never needs to spend karma to prevent Endurance losses or save against kill results.

Prehensile Hair: Godiva’s most obvious power is her prehensile hair, which she manipulates for a variety of effects at Unearthly level of ability. 30’ long at full extension she may perform up to six simultaneous actions at one time if using just her hair. Power stunts include the following:
-By bracing herself with a portion of her hair she may use her hair to lift as if having Monstrous strength, and strike blows inflicting up to Monstrous blunt damage.
-Scale walls, swing through trees, etc. up to 3 areas/turn and may carry up to Amazing rank loads with her, provided the surfaces in question can support such weights. This will allow her to carry up to 5 passengers at a time (two hair tendrils for movement, four divided to carry an individual a piece, and one carried in her arms).
-Entangle/restrain/grapple others with Monstrous strength.
-Channel her other powers through her hair, extending their range up to 30’ before losing ranks due to distance.
-Allow her to heal multiple targets at once, letting her heal up to seven creatures simultaneous, with a drop of 1CS for each being over the first (this means trying to heal the maximum will drop the rate of recovery down to Typical levels for each). While relatively inefficient, in cases where a large number of wounded are available this allows her to stabilize large groups at one time, then return later to fully treat them. Healing one per turn increases the chances of someone dying before she reaches them, an unacceptable result, since she’s not guaranteed able to revive them if they pass before she reaches them.
-Make up to six attacks in a turn against multiple attackers, inflicting up to Excellent blunt damage to each.

Biophysical Control-Regeneration: Godiva may extend her regenerative abilities to others at Unearthly level, allowing her to restore up to 100 health/turn to anyone she is in physical contact with, dropping one rank for every 10’ or fraction thereof she is away from the target. She may also restore lost limbs and organs on a power feat relative to the degree of damage she’s trying to undo, and restores lost endurance ranks at a rate of one rank per turn once health is fully restored.

Biophysical Control-Decay: As a perversion (from her perspective) of her regenerative powers Godiva may also cause cellular decay and corruption with Unearthly ability, inflicting up to 100 health/turn damage on an opponent upon contact, dropping one rank for every 10’ or fraction thereof between he and her target. She almost never uses this power above Good level of ability if she uses it at all, as she dislikes inflicting such harm (even though she knows she can as easily undo it as inflict it), nor does she wish to risk killing someone. If she must she will use it at higher levels, up to her maximum, but only on targets she’s previously analyzed with her Life Detection power in order to ensure they can survive it.

Biophysical Control-Revival: Just as Godiva herself is immortal and capable of surviving any injury she has the Amazing ability to revive the recently deceased, with the degree of difficult based on the means of death. A green feat for a relatively intact un-embalmed and un-decayed corpse, yellow for a decayed but still intact corpse, and a red feat for partial or embalmed remains.

Biophysical Control-Aging: Unearthly ability to affect the aging rate in a chosen target, allowing her to either accelerate or reverse the aging rate to power rank levels, or turn-off natural aging completely (in effect giving a limited form of immortality, as one could still be killed, they simply stop aging). Speeding up aging is easy, a green feat can accomplish this, stopping it is doable on a yellow feat, and most difficult is reversing it, this requires a red feat. These changes remain in effect until reversed, either by herself or others with appropriate powers, and she may also set a time-limit for how long they might be in effect.

Biophysical Control-Genetic Manipulation: Unearthly ability to analyze and manipulate the genetic structure of any biological organism, including but not limited to increasing/decreasing the FASERIP of a target and instilling or removing powers. Some limitations include a moral code against inflicting any harm via such manipulation, a loss of 100 karma and health per such manipulation, and a need to have previous encountered someone with a given power or ability in order for her to have analyzed it (although on a red reason feat with her +3CS bonus due to her genetics talent allows her to overcome this restriction). She generally uses this power to repair genetic defects or to instill minor beneficial powers, such as resistances to disease and toxins or regenerative abilities, rather than massive, super-hero/villain creating events. She has one power stunt for this power:
-A self-directed use of this power grants her Unearthly resistance to attempts to alter her DNA and Power Manipulation.

Immortality: Godiva’s regenerative abilities render her effectively immortal, capable of recovering from any and all injuries up to and including complete disintegration. They also grant her CL5000 resistance to toxins, disease, radiation, and attempts to induce aging.

Extra Body Part/Prehensile Raccoon Tail

TALENTS

Medicine +3CS, Biology +3CS, Genetics +3CS, Chemistry, Botany, Acrobatics, Tumbling, Detective/Espionage, Law-Enforcement, Criminology.

CONTACTS

Nightstalker (Divergent Earth Variant); Black Velvet (Divergent Earth Variant); Seraphim (Divergent Earth Variant).

HISTORY

Godiva began life as a relatively normal member of her race on a divergent earth where raccoons evolved sentience and humanoid form instead of apes. While a relatively normal member of her species she was possessed of an above-the-norm reason and intuition and sharper senses she put to use initially enforcing the laws of her world (due to a well-developed sense of decency and morality) and later working independently as an investigator and criminologist when she felt the law wasn't doing enough to help those in need. It was during an investigation into the theft of biomedical technology that her life changed forever, when overconfidence led to her capture by the high-tech thieves involved.

During her efforts to escape she found herself exposed to a mixture of the experimental bio-chemicals as the gunfire from the thugs shattered the containers she was attempting to hide behind. Left for dead after being riddled with bullets by the gang and soaked in the chemicals she instead underwent vast genetic restructuring as the chemicals permeated her form until she awakened completely healed and bursting with life. Over the next week she quickly came to realize the vastness of the changes the chemicals and near-death experience had worked upon her and rededicated herself to helping others.

Given the nature of her powers she turned her intellect towards learning all that she could about the fields of medicine and biology, to exploit her powers to the best of her ability, graduating in record time and soon rising to the best in her field and spent several years healing all those she could while hiding her powers under the guise of her medical career. During this time she had several adventures within the growing super-powered community which lead to her displacement from her world by the villainess WorldWalker, who'd been engaged in battle with her earth's premiere super-group the Justice Force, to one of the nightmarish divergent futures of the mainline marvel universe detailed as the Nightmares of Future Past, and forced to cope with both the loss of her world and her displacement to one so far removed from her own and constantly forced to defend herself from the local population and its robotic hunters that made no distinction between her and mutated members of their own kind.

PERSONALITY

Godiva is a caring and considerate individual of strong will and commitment to helping others. With the loss of her home world she’s subject to bouts of melancholy whenever she’s reminded by her surroundings that she’s in a strange land with strange beings but seeing the misery around her quickly reminds her that there’s much more to worry about than herself and sees her returning to doing whatever she can to free this new world of hers of the evil that grips it. She hasn’t given up hope though on returning to her own world someday.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Stealth Character Sheet
April 28, 2008 06:16AM
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Stealth

Super-hero ID: Stealth
Name: Juliana
Power Category-Demihuman: Ferret
Source of Super-human powers: Magically-induced mutation augmented by extensive martial arts training.
Appearance: Stealth is a slender black-footed anthropomorphic ferret, sleek and well toned who favors wearing traditional martial arts or ninja attire or other garb of an oriental nature. While using her necklace to appear human she adopts an attractive oriental female form in which she maintains her secret identity and earns her living.
Height: 5’ 10”
Weight: 134 lbs.
Sex: Female
Age: 32

Fighting: Amazing (50)
Agility: Amazing (50)
Strength: Excellent (20)
Endurance: Incredible (40)
Reason: Good (10)
Intuition: Monstrous (75)
Psyche: Monstrous (75)

Health: 160
Karma: 160
Resources: Good (Stealth primarily earns her income teaching self-defense and martial
arts courses)
Popularity: S16/H26

POWERS

Enhanced Senses (all): All of Stealth’s senses operate at the Monstrous level of sensitivity, allowing her to detect things far outside the range that a normal human being is capable of. As such she is extremely difficult to surprise and may track others with Amazing ability due to a combination of scent and tracking otherwise imperceptible traces in the environment or by scent alone with Incredible ability. She may also identify individuals by scent alone with Incredible ability.

Nightvision: Monstrous rank ability to see in light levels far below that of normal human sensitivity, letting her function in near total darkness without penalty.

Natural Weaponry/Claws: Stealth possesses Excellent Material Strength claws capable of inflicting Excellent edged damage.

Natural Weaponry/Teeth: Along with her claws Stealth possesses Excellent Material Strength teeth and jaws capable of biting for Excellent edged damage.

Spider-Climb: Incredible ability to climb any rough surface with sufficient flaws to allow her claws to gain purchase.

Stealth: A combination of natural ability and training grants Stealth Incredible ability to move without leaving any evidence of her passage. As such she imposes a -7CS penalty on any attempts to tracking her and making her unable to be tracked by less than Amazing rank means.

Martial Arts Supremacy: Intensively trained in a variety of Martial Arts Stealth has achieved the following features when engaging in combat with Amazing power rank ability unless otherwise noted:
-Add her power rank number to her strength when desired in order to determine damage, letting her inflict up to Monstrous (70) blunt or edged damage as desired.
-By studying an opponent for 1 turn she may bypass body armor and force fields to inflict full damage to a protected target on a successful power rank feat roll.
-Stealth can choose to attempt to shatter an object with a single powerful blow by studying it for one turn and clearing a red power feat. She can destroy objects up to Monstrous material strength in a single blow.
-On a successful power rank feat roll she may avoid taking damage from a fall from any height.
-Stealth has Amazing control over her physiology, allowing her to regulate her heart rate, breathing, bleeding, and other physical responses and grants her Amazing rank Regeneration so long as she concentrates/meditates on increasing her healing rate. She may also bolster her resistances to poisons and disease to Unearthly levels on a green feat roll, allowing her another check to resist if she’s already failed her Endurance check. When cleansing her system of disease or poison it will require a period of 1d10 minutes in a trance-like state in order for her to wipe her system clean.
-By combining her enhanced senses with her training she may fight without penalty while blinded or when forced to fight without the benefit of sight (battling an invisible foe for example).
-Stealth may make 2 attacks/actions in a turn on a green feat roll, 3 on a yellow feat roll, and 4 on a red feat roll.
-Instead of using the traditional CS bonus for her martial arts she adds her power rank number instead to the relevant FASERIP to determine her final rank for feat checks.
-Similar to her adjustment to her martial arts when fighting with ancient weapons either ranged or melee she uses her power rank number rather than the standard CS addition to the relevant FASERIP in order to determine what rank she checks for success upon.
-Treats her Intuition as Unearthly when determining Initiative, as such she adds +7 to her die roll for determining who acts when in the combat turn.
-On a red feat she may make a power strike or kick, inflicting Unearthly damage on either the edged or blunt table, whichever she favors. This attack is briefly tiring and will leave her unable to do anything but defend on the next turn but will force a stun check on any living target subjected to this attack.
-On a yellow or better feat roll she may inflict a paralyzing strike upon her target, rendering a limb of her choice temporarily paralyzed for 1d10 minutes. Three such strikes affecting the same opponent at the same time will automatically render an opponent unconscious for 10d10 minutes without some form of power or special aid to speed recovery.
-Leap with Unearthly ability and may rebound off up to three surfaces before striking an opponent.
-Years of body hardening techniques and training have left her with Excellent resistance to Physical attacks and Good against Energy.
-Catch or deflect extremely fast-moving objects, like arrows or bullets, on a Yellow or better feat check.

Extra Body Part/Prehensile Tail

EQUIPMENT

Jaden’s Heart: This enchanted necklace appears to be a simple silver chain mail weave a half inch wide with a heart-shaped blue sapphire adorning the front and resting snuggly over the throat. Enchanted to Monstrous material strength it bestows upon its wearer the power of Human Changeling with Unearthly ability, allowing him or her to appear as anyone they desire. Only powers or spells capable of defeating the Unearthly rank of this spell have any hope of discerning Stealth’s true nature.

Shuriken: Spread across or hidden within her outfit are six black shuriken made of Remarkable Material Strength steel capable of inflicting Remarkable edged damage in her hands.

Quarterstaff: Unearthly material strength enchanted wooden staff carved from oak with several minor abilities. She may adjust its length from six inches to six feet in length, or anywhere in between, and may change the ends from blunt to sharp in order to use it as a javelin or spear, although if thrown it does not return to her automatically. Combined with her training she may inflict up to Monstrous blunt damage or Amazing edged with spear-points although rarely does more than Excellent unless it’s necessary.

Other Weapons: She may bring along other ancient or martial arts weapons if she desires, based upon her mood and her impressions on what alternatives she may require.

TALENTS
Martial Arts A-E; Wrestling; Acrobatics; Tumbling; Ancient Weapons Master; Marksman; Trance; Survival; Language-English, Japanese, Chinese, Korean; Calligraphy; Art (Sculpting); Art (Painting); Bows; Thrown Weapons; Thrown Objects; Mystic Origin; Occult Lore.

HISTORY

Juliana was the pet of Tobias Wayne, a minor master of the order school of magic, living in the city of the Peoria, Illinois. She lived an innocent life of exploring, eating, and sleeping, as pets often do, at least until a raid by the forces of evil her master had been opposing struck at their home. Unfortunately for her she’d picked the wrong time to come looking to play with her master as she found herself caught up in the forces of magic released during the battle, forces that reacted in completely unexpected ways with the ferret’s body and mind. Instead of killing her it jumpstarted her growth and evolution and left her owner with quite the quandary of how to deal with this rapidly developing creature he had on his hands. Then he remembered his teacher’s partner in dealing with the hidden mystical evils in the world, who handled the more physical aspects of things.

With some effort he managed to track down the retired defender of good teaching martial arts out of a rundown studio in the nearby city of Bloomington and convinced her to help him in the raising of the evolving ferret. Things were slow-going at first, as they had to deal with not just educating the newly renamed ferret (Squeak hardly being a proper name for a grown being) but with the efforts to keep the city and rest of the state from being overtaken by the forces of evil as well. Things smoothed out as she grew older though, as she was bright and proved a natural when it came to the martial arts, the growing and developing nature of her form leaving it particularly flexible and readily able to adapt to both the physical training as well as the mental.

Juliana’s graduation day came during an attack on her instructor’s studio by the Dead-Siders, a group of nihilist martial artists dedicated to death, and ended with much of the studio damaged or destroyed, and the deaths of all the members of the Dead-Siders who attacked and the near-fatal wounding of her teacher. Shocked out of the protected world she’d lived in growing up she realized just how fragile life is, and how far too many lived by goals meant to hurt and exploit others, and dedicated herself from that point on to protecting others, while taking over running her teacher’s martial art studio while disguised as a human by her necklace, a parting gift from her former owner.

CONTACTS

Tobias Wayne (Incredible Magical ability, Mystic Origin, Occult Lore, Incredible Psyche, Excellent Resources); Rosemary Jenkins (Teacher, no longer able to fight due to crippling injuries in last battle); Brother Voodoo.

ENEMIES

Black Talon; Baron Mordo; Taskmaster; Dead-Siders.

PERSONALITY

As a result of her upbringing by her creator and martial arts instructor Juliana presents an image of calm, controlled, and seemingly passive of mind, but this is not so, for beneath her exterior she’s filled with sharp and brightly shining emotions carefully guided by the need to maintain the façade expected of her. She does not hesitate to respond to all situations promptly, coolly, and efficiently, seeking to put an end to problems as quickly as possible. She knows she’s a powerful and deadly creature and feels no need to posture or behave in an outlandish manner, although may on occasion if particularly peeved with an individual or group may resort to reducing a boulder or other inanimate object to dust in a single blow to get the point across to leave her alone or behave. In her downtime when she’s not practicing her moves or trying to improve herself she tends to occupy herself sculpting or painting to relax and express herself.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Sappho Character Sheet
April 28, 2008 05:27AM
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Sappho

Super-hero ID: Sappho
Name: Sappho
Power Category-Demihuman: Lapinoid
Source of Super-Human Powers: Permanent transformation by magical means into an anthropomorphic rabbit.
Appearance: Sappho is a tall, well-toned and attractively curved anthropomorphic rabbit covered in smoke grey fur with lighter grey camouflage patterns winding through it, clad in a leather breastplate fitted with bronze plates and leather skirt for her normal attire. More detailed description at bottom.
Height: 5’ 8”
Weight: 141 Lbs.
Sex: Female
Age: 37

Fighting: Amazing (50)
Agility: Incredible (40)
Strength: Excellent (20)
Endurance: Amazing (50)
Reason: Excellent (20)
Intuition: Amazing (50)
Psyche: Amazing (50)

Health: 160
Karma: 120
Resources: Good (10) Note: Sappho earns her income via guest appearances at historical recreations and SCA events as a historical accuracy advisor, letting her brains be picked by historians, and demonstrations of ancient craft skills and sales of authentic-style medieval weapons. She also has a financial advisor thanks to some advise from Brittany to help her manage her money better in the complex world of today.
Popularity: 14

POWERS

Enhanced Senses (Hearing, Sight): Sappho’s senses of Hearing and Sight operate at the Monstrous level of sensitivity, allowing her to perceive things based on these senses that are outside the normal detection threshold for each. As such she is naturally difficult to surprise and may detect and track invisible creatures (other than those using telepathic or magical means to effectively make one ‘forget’ that the person’s there) by sound and eliminating under most instances any penalties in combat with such creatures.

Tracking: Amazing ability to track someone by disturbances left in the environment.

Nightvision: Due to her exceptional visual acuity and animal heritage Sappho possesses Amazing rank nightvision, allowing her to see in near total darkness due to this natural form of low-light sensitivity. Note that this is NOT infra-vision and she does not see in the infrared spectrum nor may she see any better in a totally dark condition than anyone else, although see her enhanced senses above for other means of compensating in such situations.

Natural Weaponry/Claws: Sappho possesses Excellent material strength claws capable of inflicting Excellent edged damage.

Natural Weaponry/Teeth: Along with her claws Sappho possesses Excellent material strength teeth and jaws capable of inflicting Excellent edged damage.

Hyper-Leaping: Incredible rank leaping ability, allowing her to jump up to 50’ up or across and up to ’75 down without injury and may safely do so with a passenger without either suffering injury.

Hyper-Running: Remarkable land speed, 6 areas per turn, functions as if possessing Monstrous Endurance while running.

Stealth: Remarkable ability to move without leaving traces in the environment for another to track her, imposing a 6CS penalty on all such checks, effectively rendering her untraceable by less than Incredible means.

Invulnerability to Transformation: Sappho possesses CL1000 resistance to any power, effect or spell that might attempt to reshape or otherwise alter her form from that of the anthropomorphic lapine into which she has been transformed. She also enjoys CL1000 resistance to Power Manipulation as it in some fashion also attempts to alter her form. Some downsides to this include being unable to enjoy any beneficial use of such effects, like power enhancements, or being restored to human form.

Enchantment: Amazing rank ability to imbue items of a weapon or protective nature with a variety of effects. She must craft these items herself as the empowerment process occurs during the creation of the item in question. It takes one day to create and enchant an item once the materials are assembled, although simple items (arrows, shuriken, etc.) may be enchanted by the dozen, so long as they are intended to possess identical enchantments. She also requires a workshop of some sort she has prepared herself, in much the same way a mage sets up a Ceremonial site for enhancing the effectiveness of their spells. It is possible she can enchant a wider range of items than she believes she can as well, but has yet to find reason to make such an attempt. Some possible effects include the following:
-Raise Material Strength to Amazing.
-Improve the range of ranged weapons by up to 3 areas.
-Increase damage up to Amazing blunt or edged, depending on weapon.
-Inflict up to Amazing energy damage (select type: electrical, microwave, heat, cold, etc.)
-Provide up to Amazing protection from physical and/or energy attacks (restricted to protective devices like armor)
-Produce an Amazing material strength line capable of supporting up to 1 ton from point of origin to impact (Used primarily with ranged items like arrows to create lines in order to gain entry into difficult locations or escape hazards). Degrades and disappears within an hour.
-‘Key’ items to specific individuals (will always include herself as part of the enchantment), so that it may only be used by the authorized users or those that they designate. Unauthorized users will suffer Excellent magical damage each turn of contact until relinquishing the item.
-Enchant arrows to function as flares, producing Excellent intensity light over a 10 area range. These arrows may be reused if not destroyed. These arrows will drift down at a rate of 1 area per minute until reaching ground or forcibly brought down.
-Enchant arrows to unleash a blinding burst of light, requiring all within one area of the target zone to make an endurance feat against Amazing intensity or be blinded for 1d10 turns.
-Explosive blunt arrows doing Amazing force damage to a range of one area.
-While rarely used she may enchant edged attack weapons decreasing the feat required to achieve a kill result from red to yellow.
-Enchant blunt attack items to increase the range at which they can stun a target, allowing them to stun on a Yellow as well as a Red feat.
-She may enchant thrown or fired weapons like daggers or arrows to return to their owner on the following turn after an attack, provided it isn’t destroyed in the process. They will reappear in their appropriate containers; sheathes for daggers, quiver for arrows, etc.
-Create arrows that transform into Amazing strength restraints upon impact, rather than causing damage with a duration of 1d10 hrs after impact.
-Amazing sound dampening within one area, duration of 10 turns.
-Instead of inflicting damage inflict up to Amazing stunning instead, requiring an Endurance feat with each strike to avoid being stunned for 1d10 turns.
-Other attributes may be developed as power stunts.

Magical Ability: As a result of her transformation Sappho has mostly untapped magical potential of Incredible ability and the capacity to access energies from all three fields: Personal, Universal, and Dimensional. With a competent teacher and motivation she could develop into a formidable spellcaster in her own right, although at present relies on her warrior skills as she’s more comfortable with them. Currently her only magical activities are her enchanting of various items to improve her offensive and defensive capabilities.

EQUIPMENT

Composite Long Bow: This powerful bow has been enchanted to Amazing material strength and requires at least an Excellent strength in order to use. It has a range of 10 areas and she may fire up to 3 arrows per turn.

Quiver: Contains 36 arrows. Always carries 12 arrows capable of inflicting Excellent edged damage and 6 arrows with blunted ends doing Good blunt damage. Other types of arrows commonly carried include the following:
-Excellent edged damage arrow enchanted to inflict Amazing electrical damage upon impact.
-Flare arrows, inflicting Good edged damage if used as a weapon.
-Line arrows, capable of sticking to a structure with Amazing ability, and leaving a line behind capable of supporting up to 1 ton from point of origin to impact. Degrades and disappears within an hour.
-Sound-dampening arrows, generating a sound-nullifying field of Amazing strength and one area range, 10 turn duration.
-Cold generating arrows, creating an Amazing intensity cold field to a range of one area, often used to put out fires and temporarily freeze water.
-Blunt arrows doing good damage and Amazing stunning, requiring an Endurance check to avoid being stunned for 1d10 turns.
-Restraint arrows that transform into Amazing material strength restraints upon impact, rather than causing damage, with a duration of 1d10hrs for unbroken restraints.
-Other arrows may be carried, depending on the situations she expects to encounter. It is possible she might acquire and make use of more modern arrows such as Hawkeye carries, or attempt to emulate them from a magical standpoint, if she learns of them and considers them useful.

Silver Daggers: Sappho has two enchanted silver daggers, each of Amazing material strength, capable of inflicting excellent edged damage and return on the following turn if thrown. May be thrown up to 6 areas. Against werewolves and other creatures negatively affected by silver they inflict Amazing edged damage.

Long Sword: Amazing material strength enchanted steel, capable of inflicting Amazing edged or Remarkable blunt damage.

Short Sword: Amazing material strength enchanted steel, capable of inflicting Incredible edged or Remarkable blunt damage.

Body Armor: Sappho wears enchanted leather armor with bronze plates magically augmented to Amazing material strength that projects an invisible protective aura around her granting Amazing protection against physical and energy attacks.

Cell Phone: With some encouragement from Brittany, Sappho has learned how to use a cell phone, and carries one at her insistence, both as a means to keep in touch and because the journalist likes the opportunity to help showcase the lapine heroine and boost her own popularity with the news coverage.

TALENTS

Weapon Specialist-Bow; Weapon Specialist-Paired Weapons; Ancient Weapons Master; Marksman; Thrown Weapons; Thrown Objects; Ancient Weapon Crafting; Leadership; Bowyer/Fletcher +3CS; Ancient Armor Crafting; Blacksmithing; Metallurgy; Survival; Runesmith; Pickpocket; Languages-Ancient Greek, Latin, English; History (Ancient Greece and Rome); Horseback Riding; Mystic Origin; Acrobatics; Tumbling; Ambidexterity; Shield Use.

HISTORY

Sappho was born in the days when the Greek Gods held sway over much of the known world and epic tales were told of their exploits and that of their champions. Orphaned at a young age she was taken in by an elderly knight who himself was left without hearth and home and had nothing to lose in taking in such a lost waif. Going against the conventions of the day he taught her the way of the sword and the bow, training in which she excelled as she grew into a powerful warrior.

Unfortunately her ego grew as well as she matured into adulthood and proved herself superior to warrior after warrior and she boasted of her skill, especially when it came to the bow, feeling she had no equal. Such hubris often won a mortal a dire punishment when the gods were so closely involved with mortal affairs, and in this case things were no different. Artemis, Mistress of the Hunt, offended by her boasts cursed her instead, stripping her of her humanity and reforming her into the anthropomorphic lapine she became.

Initially horrified by her new form she sought out mage after mage to find some means of restoring herself to her original human form, but all failed, as her new form was now her natural form and impervious to further attempts to reshape it. Her travels weren’t completely without benefit however, as she now was in essence a magical being and learned how to imbue various weapons and armor with enchantments to enhance them in a variety of ways.

In time she grew comfortable with her new form, and her overweening pride faded, although not her confidence on her abilities, and she traveled about giving aid where she could, difficult as it was given her now non-human appearance. It was during these travels that she encountered the nightmarish Bloodhound, a demonic entity murdering its way across the countryside. Her effort to kill him dragged on for weeks as one or the other drew close to defeat and retreated, until they both fell victim to a hastily convened ritual by a group of hedge mages that was meant to banish only the demon but accidentally swept her up as well due to her magical nature.

Appearing in modern times her battle with Bloodhound was quickly overshadowed by the bewildering and in many cases terrifying changes in the centuries she’s skipped over. Worse her alien appearance and the resumed murder trail of her foe (who didn’t care about anything but finding fresh victims, and there were so MANY now he was engaged in a gluttony of killing) brought her to the attention of Excalibur. Conflict was fierce as they appeared to be demons from her perspective and with no common language available to them Excalibur felt she was the killer that was stalking the area.

For a change the almost ubiquitous media reporter who shows up to get in the way proved of benefit instead, as she recognized the ancient Greek Sappho was shouting and thanks to modern telecommunications technology found someone able to translate what was being said. Involving herself in the battle, with a little help from the translator, she was able to open communications and calm the battle enough for breaking news to point the way to the true culprit.

As luck would have it her foe’s lack of self-control when surrounded by so many possible victims drove him to kill again, and in flashy enough fashion the news report generated enough doubt of her guilt that Sappho was able to convince Excalibur to let her join them in bringing down the demon. With such help she was able to see to Bloodhound’s defeat and gain enough credibility to find the aid she needed to try and fit in in this strange new time she was now part of. Already fluent in several ancient languages and literate as few were in her time English proved no challenge to her (although the colloquialisms and other quirks all languages have still trip her up frequently), and with the help of the reporter who’d originally aided her she’s been slowly acclimating to the perils of modern life. Some of her greatest difficulties have been in dealing with the complicated and illogical laws and strange outlooks on morality and sexuality compared to her birth time, where killers aren’t simply hung on the spot and the new royalty sit on corporate boards and hold more wealth and power than many of the kings and queens of old.

CONTACTS

Brittany Wentworth (Journalist, Good Resources, Good Reason, Remarkable Intuition; Journalism, Detective/Espionage, Criminology); Elizabeth Montgomery (Historian/Archaeologist, Excellent Reason, Good Resources, Historical Focus Ancient Rome and Greece); Hero Group (Excalibur); Gordon Boone (Financial Advisor, Remarkable Resources, Good Reason, Excellent Intuition, Business/Finance talent).

PERSONALITY

Sappho is a confident and bold warrior quick to speak her mind and take action if she feels it’s required of her. Her many years of combat experience make it difficult for anything to rattle her in combat (although she’s still coming to terms with the many strange new things, both technological and super-human), and she adapts quickly to new situations. She is also warm and outgoing and doesn’t mind kicking back enjoying some drinks at a local bar or tavern and socializing with any patrons willing to set aside her appearance and accept her as she is (she loves playing darts). Given the greater acceptance of females as equal rather than inferior to males she’s also been enjoying the opportunities to compete in what contests she can against modern males, particularly archery competitions (using a normal bow so as to compete on a more equal footing). She also finds historical recreation groups and SCA events fascinating and attends as many as she can when not busy earning a living and defending the innocent.

APPEARANCE

Smoky gray fur climbs up Sappho's statuesque form, shading tracing through it in darker and lighter patches as it gives this rabbit a uniquely recognizable pattern and look that doubles as perfect camouflage whenever in some forest or shadowy realm. Topping off around 5' 8" in height not counting her foot long ears she's quite the impressive sight, striking just the right balance between strength and agility that one doesn't interfere with the other but adds to the whole instead. One would almost think her some artist's creation whenever she's still, so well proportioned is she, with her powerfully muscled lapine legs and shapely torso and arms frozen in that timeless moment, yet moves with the twisting grace of smoke upon the air when in motion, her every gesture smooth and flowing.

Hair the same smoke gray as her fur spilled in a wave down her back, almost touching her tail as it ran down from beneath the helm covering her head, the polished bronze helm shielding from the nape of her neck with a bridge covering her nose and flanges covering her cheeks and neck. Her violet eyes gaze about with the look of experience behind them as she seems ever watchful for danger, the occasional glint in her eye warning though that unlike her unevolved ancestors running from danger is not in her nature.

For attire she moves about clad in a well-tooled breastplate of leather with fitted bronze plates to shield her vital organs and her mature endowments, both leather and metal skillfully embossed and covered in engravings. So too are the matching bracers that cover her from wrist to elbow with extensions over the backs of her hands as well as the leggings that guard from her knees down to her ankles, her footpads bare as they prove able to handle all but the worst of terrains. Encircling her waist is a pleated skirt of leather strips dropping down to her knees, her modesty well taken care of, her soft fluffy tail poking out the back with the strips drawn in around it to conceal all beneath.

She seems to travel relatively light, her travel-worn and well-patched backpack snug against her back, partnered with a quiver full of arrows in several compartments, apparently designed to divide the arrows based on their use, her powerful composite longbow carried about the other shoulder, the wood well lacquered and glossy, with intricate carvings worked into the wood and metal. Fitted to her waist, hilt flashing from its scabbard, rests a long-sword, with a matching short sword upon the other hip, and paired throwing daggers attached to her leggings.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

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Re: Sappho Character Sheet
April 28, 2008 10:28AM
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Very nice. I like the creativity in her applications for empowered weapons and armor, as well as the notations regarding the downsides of her Invulnerability to Transformation and Manipulation. I also like the detailing of her Talents.

I'm guessing that the version of Excalibur Sappho encountered did not include Meggan, since I imagine Meggan's empathic abilities would've helped calm things quicker.
Re: Sappho Character Sheet
April 28, 2008 12:06PM
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Thanks, she was a challenge to work up properly. Listing her downsides under her invulnerabilities also seemed like a good idea just in case anyone looking at her only saw the benefits and missed how they also have considerable downsides to her as well. As she is now she's a good challenge in a campaign around Captain America's level or Hawkeye's since her stats are in the Max human range, her talent range doesn't really exceed someone like Cap and her natural abilities don't exceed someone like Daredevil for the most part.

Well Meggan's empathic abilties are only so good and Brian does have that hot-headed thing where he doesn't necessarily listen when someone tells him to hold back particularly early on. She would help moderate things though until communications were established.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Retribution Character Sheet
April 28, 2008 04:52PM
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Retribution

Super-hero ID: Retribution
Name: Jeremy Anderson
Power Category-Normal Human
Appearance: Out of his body armor Jeremy is a well-toned and muscular individual who prefers to conceal this wearing clothing that covers him from the next down at all times in public, generally non-descript attire that won’t draw attention to him. In his body armor he appears bulkier but not too much so, as it’s smooth and lacking in identifying features, and in a non-glossy black finish to aid in blending into the shadows.
Height: 5’ 5”
Weight: 126 Lbs.
Sex: Male
Age: 28

Fighting: Remarkable (30)
Agility: Remarkable (30)
Strength: Excellent (20)
Endurance: Remarkable (30)
Reason: Excellent (20)
Intuition: Remarkable (30)
Psyche: Remarkable (30)

Health: 110
Karma: 80
Resources: Incredible
Popularity: S0/H26 (-26 with most police and other authorities)

POWERS

Retribution has no known super powers and relies solely upon his physical training, equipment, and skills.

EQUIPMENT

Body Armor: Retribution wears a suit of full body armor created from advanced, experimental materials granting Excellent protection from physical attacks, Good vs. most energy attacks, and incredible protection from Radiation and Electricity. It also contains built-in air filtration systems as well as concealed compressed air tanks, allowing for Amazing protection against airborne attacks or when sealed and living on stored air complete protection for up to one hour before being forced to rely upon filtered air.

Helmet Radio: All-band radio transceiver with a range of 25 miles built into the helmet allowing him to receive and transmit on any frequency with Amazing ability, although encrypted frequencies will require a Red Reason feat in order to decrypt. Also contains an untraceable cell-phone for making and receiving calls and a built-in voice modulator to conceal his voice with Monstrous ability. May also transmit video via concealed high-resolution digital video/audio recorders. There is both a primary camera and two redundant video feeds in case the main camera is damaged/blocked/destroyed.

Battle Staves: Two collapsible Remarkable material strength steel staves that are three feet long at full extension, doing up to Remarkable blunt damage.

Daggers: Strategically placed around the costume are two Remarkable material strength steel daggers and two Excellent material strength silver daggers, doing up to Remarkable edged damage.

Gas projectors: Built into the backs of the hands on his body armor they release a Remarkable intensity paralyzing gas that on a failed Endurance feat will paralyze the target for 1d10hrs.

Gauntlets: Designed to fit over the normal coverings for his hands these Remarkable material strength gauntlets increase the damage in hand-to-hand combat to Remarkable blunt damage.

Grenades: Retribution carries two each of the following grenades at all times with him: Remarkable intensity tear gas, standard grenade doing Remarkable damage to one area, Remarkable intensity smoke grenade, fragmentation grenade doing Remarkable edged damage to one area, Remarkable intensity flash grenade. May carry others if feels the situation warrants.

Climbing Gear: Stored within the body armor is sufficient equipment to allow Retribution to climb any surface with Incredible ability, along with a Grapple and five area long climb line capable of supporting up to one ton.

Surveillance Gear: Allows for seeing and hearing what’s going on from up to three areas away, including night-vision and thermal imaging optics. May also tap into phone lines and carries bugs and trackers that function with Incredible ability and a range of one mile.

Optional Equipment: Retribution may carry other items he feels suitable for whatever particular mission he’s on, as such he may have up to three other items of up to Incredible rank features concealed upon his person.

TALENTS

Law; Detective/Espionage; Criminology; psychology; Acrobatics; Tumbling; Martial Arts A, B; Weapons Master; Thrown Weapons; Thrown Objects; Swimming; Stealth; Tracking; Demolitions and Explosives Disposal; Security and Surveillance Systems; Climbing; First Aid; Electronics; Computers; Chemistry; Engineering.

HISTORY

There’s always at least one in every school, the kid who’s bright but not quite as bright as the brightest to get the special treatment, not quite as strong to be accepted into sports, not quite charming enough to be well-liked by everyone and instead left to be the odd kid who everyone seems to pick on and never has any friend. Jeremy was one of those kids.

Nothing he did ever seemed good enough, with the teachers seeming to always weight things against him when he tried to break into the top spots, and if he ever did manage to show up one of the chosen kids some punishment always came his way, whether in poorer grades than he should have gotten on assignments or bullied by the other kids for trying to reach higher than they wanted him to.

It all seemed to come to a head when he fell victim to yet another humiliating encounter with one of the golden boys on the athletic team for the school and just snapped from the abuse. Everything boiled up into a moment of rage that even though he was smaller and weaker all the years of abuse being released in that moment carried him through to crippling the bully, who was totally unprepared for his victim’s savage counter response, but like everything else his victory over his tormenter ended up being just another loss.

Ignoring the years of abuse that had been helped along by the blind eye paid to it by the school administration, the school turned everything around holding Jeremy responsible for the assault because he won, rather than his tormenter, and expelled him from school. His parents were little help as they only concerned themselves with his beating up another kid instead of why he had to fight back, and tossed him out to live on the streets.

With nowhere to live, school taken from him, outraged at the injustice in life, Jeremy wandered the streets for weeks, scavenging food and temporary shelter wherever he could. Surviving several attempts to force him into gangs or prostitution he sought every opportunity to escape and turn his life around. Difficult as it was the challenges strengthened him as well, toughening his body and mind as he was forced to draw upon his full potential to succeed.

Fighting his way to a GED he spent every moment he could in study but couldn’t find any college he could get into with his background, once again falling into that place where he wasn’t seen as poor enough off to rate any special help, yet more than poor enough off he couldn’t do it himself. The best he could do was find work on the maintenance and janitorial staff of a nearby college; it didn’t do him any good getting a degree but at least it gave him access to the classes, library, and other school facilities to learn on his own.

He’d gone far in his education, learning a great deal even if he hadn’t the degrees to prove it, when tragedy struck in the form of a serial rapist on the campus. His past assault as a juvenile promptly brought him onto the radar of the police, who much favored him for the crimes even with no evidence to really link him to the crimes. It didn’t help that his studies in the law library and skilled defense of himself only served to further anger the police, who despised what they saw as a punk outwitting them and twisted it to justify the belief he was more than capable of committing the rapes and covering them up.

Pushed beyond his limits with yet another injustice being worked upon him he took inspiration from a news report on the Punisher to fashion a new identity, one in which he could act in ways he couldn’t as himself. Scavenging materials from around the university he fashioned the first of his costumes and set out to catch the rapist himself and clear his name. Finding the pattern the police missed he managed to determine where the next rape would occur and stepped in to stop the rape and capture the rapist, who turned out to be one of the faculty.

Filled with the adrenalin rush and sense of accomplishment for rescuing the girl and getting to thumb his nose at the police at the same time he realized that this was what he was meant to do in life; to defend those who needed protection and bring justice to those deserving of it, and so he would, as Retribution.

CONTACTS

Having grown up as an outcast and loner Retribution has trouble trusting others enough to consider anyone a contact, although once he feels someone rates it he would do anything he could to help another in trouble. It’s possible though he may come across someone from any walk of life who’s heard of him and might do something to help him as thanks for his efforts to balance the scales of justice and bring retribution to those deserving of it.

ENEMIES

Retribution has a long list of people he’s seen off to jail or simply left beaten down who’d love to get even with him, either personally or by hiring someone to do it for them.

PERSONALITY

Retribution is a driven individual, seeking to redress the wrongs he sees in the world as a result of the blind eye so many turn on the ills around them, bringing payback to those inflicting pain while shielded by the majority. He has no problems leaving someone bloodied and broken if he feels they warrant it, and killing someone guilty of brutal crimes like rape or murder doesn’t bother him a bit, although will always make sure that there is no doubt that the person is deserving of it. Given his own past though he never makes snap judgments or leaps into a situation without being certain as to who deserves his brand of justice before meting it out.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
The Naturals! Character sheets
April 30, 2008 11:23AM
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Consolating the return of The Naturals under one thread here since they're an associated team and make finding the entire group easier, I hope they enjoy as much popularity if not moreso than they had in the old days!

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.



Edited 1 time(s). Last edit at 04/30/2008 11:23AM by Nightmask.
Tsunami Character Sheet
April 30, 2008 11:25AM
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Tsunami

Super-hero ID: Tsunami
Name: Tsunami
Power Category-Demihuman: Felinoid
Source of Super-human Powers: Natural powers inherent to her race.
Appearance: Tsunami is a slender ocean-blue anthropomorphic feline appearing to be of the domestic feline persuasion, attired in a white swim-suit with an ocean wave across the front.
Height: 5’ 6”
Weight: 128 lbs.
Sex: Female
Age: Impossible to determine, easily millions of years old.

Fighting: Excellent (20)
Agility: Incredible (40)
Strength: Amazing (50)
Endurance: Amazing (50)
Reason: Good (10)
Intuition: Remarkable (30)
Psyche: Amazing (50)

Health: 160
Karma: 90
Resources: Poor
Popularity: 12

POWERS

Enhanced Senses (Hearing, Sight): Amazing

Nightvision: Amazing

Natural Weaponry/Claws: Material Strength Incredible Power Rank Incredible

Natural Weaponry/Teeth: Material Strength Incredible Power Rank Incredible

Water Generation and Control: Tsunami has the Unearthly ability to generate and control water due to her connection to the Elemental Plane of Water. She may produce up to one ton of water per turn at present, and control up to 100 tons of already existing water. Power stunts include the following:
-Create protective barriers and cages of hardened water of up to Unearthly material
strength as long as she concentrates on it and for 10d10 afterwards.
-Fire bolts of hardened water capable of doing up to Unearthly Force damage.
-Create and ride a wave of water, letting her move at up to Unearthly ground speed as she surfs this wave, and may transport up to 100 tons of weight on a successful feat check against the weight in question.
-Encase herself in a protective layer of water to shield her from dangerous environmental conditions with Unearthly ability as she continually recycles the water by exchanging it with fresh water from the extradimensional plane of water. This provides Unearthly protection from physical and energy attacks and Unearthly Life-Support while active.
-Fashion water columns for support or in order to lift objects as if having Unearthly strength.
-Instead of create water she may instead drain water into the elemental plane of water up to the same rate at which she can summon it, one ton per turn.
-Use her mastery of water to isolate any impurities and concentrate them where they may be removed or shunt them instead into the plane of water.
-Transform herself into water, allowing her to manipulate her form at will, as well as pass through any opening through which any molecule of water might. If her form is somehow dispersed it will take her 1d10 hrs in order to reassemble herself and will involuntarily revert to her physical form for 1d10 minutes from the strain as a result.

Elemental Affinity: Due to Tsunami’s connection with water she may sense water in all its forms with Unearthly ability up to 10 miles from her current location. She may also determine any impurities the water may contain as well as objects or beings attempting to move through it. Given her sensing abilities it’s therefore impossible to surprise or blindside her while she’s immersed in a body of water unless her attacker is somehow intangible, astral, or otherwise in a form that wouldn’t displace water molecules.

Water Freedom: Due to her affinity with water Tsunami is unhindered by any detrimental effects of water, no matter how intense the effects, whether intense riptides or the pressures in the depths of the deepest ocean trench. This won’t, however, protect her from say a solid object being dragged along in the water, only from the water itself.

Self-Sustenance: Tsunami does not require food, water, or air while she is immersed in water, sustained by her connection to water.

Hyper-Swimming: Tsunami may move at up to Shift-X air speeds while underwater, covering up to 50 areas per turn and moving without tiring.

Teleport-Self: Provided there is sufficient water available (at least a bathtub’s worth), Tsunami may enter into a nearby body of water and emerge from any other body within her sensing range one turn later. This form of teleportation is not disorientating and she may transport one other being with her but must be in her water form and fully envelop them first.

Linguistics: Tsunami’s magical nature provides her with the Amazing rank ability to learn any language to which she is exposed, checking once every 10 turns of exposure until successful at which point she may speak it as if she were a native.

Immortality: Due to the magical nature of her existence Tsunami does not age and may only be slain by attacks that overwhelm her with the element opposing her nature, in this case magical fire attacks. Any other attack that reduces her to zero health and Shift-0 Endurance will only cause her body to revert to water for 1d10 days before fully reforming at the nearest body of water.

Extra Body Part/Prehensile Tail

LIMITATIONS

As a magical elemental being Tsunami is vulnerable to powers and spells intended to control creatures such as herself, as such she requires a Red psyche feat to resist any such attempts to manipulate her.

TALENTS

Hydrology +3CS; Oceanography +3CS; Underwater Combat; Mystic Origin; Elemental Lore +3CS.

HISTORY

Tsunami is one of four elemental beings summoned by a cabal of minor wizards seeking to use their powers to work devastation on the surrounding cities in order to extort billions in payoffs. Unfortunately the wizards made an error in the summoning due to their haste with crafting the summoning circles and as such when she and the others appeared they easily overcame the flimsy binding magics and eliminated the would-be world conquerors. This left the four elementals with something of a quandary, as their ability to draw upon their own elements wasn’t sufficient to return them home and they had no understanding of the world they’d been summoned to.

Contrary to popular belief not all elemental creatures of opposing elements instantly wished to war upon each other, and the four allied together in order to safeguard each other as they set out to explore their new world. Various mishaps ended up drawing them to the attention to the authorities, from accidentally burning down several businesses to various destroyed vehicles and other misunderstandings that resulted in even greater conflict as they simply sought to preserve themselves and explain to the humans they meant them no harm.

Eventually escaping through a combination of teamwork and talented uses of their powers they found an out-of-the-way location in order to regroup and learn more about the world they were currently trapped on. Between her and Windsurfer’s abilities to get around unseen they were able to gather enough reconnaissance to formulate a plan on how to fit in until they could find a way home.

Since the world has a variety of super-beings on it they’d simply pretend to be native super-humans, fighting against the things defined by humans as crimes and appear to be part of the public order, all while trying to learn how to get themselves back to their home realities. Reading up on as much as they felt they could at the time they set themselves up with flashy costumes and set forth to give their first public appearance but certainly not the last as The Naturals!

CONTACTS

Geode; Pyre; Windsurfer.

PERSONALITY

Tsunami has many personality traits associated with water, allowing her to flow with events going on around her without them disrupting her for any length of time yet when the situation calls for it prove as unrelenting and irresistible as the tsunami for which she’s named. Pure as only the purest water can be she almost radiates an inner light that anyone around her can feel after just a short period of time, with a peaceful calming aura and desire to spread that tranquility to everyone around her.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

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Windsurfer Character Sheet
April 30, 2008 11:25AM
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Windsurfer

Super-hero ID: Windsurfer
Name: Windsurfer
Power Category-Demihuman: Chiropteran
Appearance: Windsurfer appears as a short, curvy, pure-white furred anthropomorphic bat with her wings along the insides of her arms and running down along her sides to her ankles. For attire she wears a specially modified swimsuit with inserts to ensure a snug fit along her sides and provide maximum flexibility and deal with human modesty concerns.
Height: 5’
Weight: 100 lbs.
Sex: Female
Age: Impossible to calculate, easy millions of years old.

Fighting: Excellent (20)
Agility: Amazing (50)
Strength: Incredible (40)
Endurance: Amazing (50)
Reason: Good (10)
Intuition: Remarkable (30)
Psyche: Amazing (50)

Health: 160
Karma: 90
Resources: Poor
Popularity: 2 (her bat-like appearance means she gains popularity more slowly than her companions)

POWERS

Enhanced Senses (Hearing, Sight): Amazing

Nightvision: Amazing

Natural Weaponry/Claws: Material Strength Remarkable Power Rank Remarkable

Natural Weaponry/Teeth: Material Strength Remarkable Power Rank Excellent

Air Generation and Control: Windsurfer has the Unearthly ability to generate and control air due to her affinity with the Elemental Plane of Air, capable of drawing forth up to 100 cubic feet of pure air per turn. This gives her access to a number of power stunts, including the following:
-Flight at up to Shift-X air speed
-Fire bolts of hardened air doing up to Unearthly force damage
-Surround herself in hurricane force winds capable of dispersing incoming attacks, granting Unearthly protection from physical and energy attacks.
-Since sound is carried on the air she may generate a sound-dampening field of Unearthly intensity within her area of effect and decreasing all sonic effects by -10CS, although for a distance over 10 areas she requires a green feat in order to succeed, a yellow feat for over 1 mile, and a red feat in order to dampen sound over her maximum sensing range of 10 miles.
-Just as she may dampen sound she may also use her control over air to extend the range she may hear speech by concentrating on a distant location and ‘reading’ the various sounds within the area she’s focused upon.
-Create and maintain a sphere up to ten areas in radius of pure air to protect against harmful environmental effects dependent upon air for transport (so ineffective against radiation, light, and similar hazards), including such things as heat, fire, airborne toxins and disease, and other effects. Only effects or attacks that exceed her power rank have any chance of affecting the occupants, but she must maintain the majority of her concentration on the sphere and can do little more than talk and move slowly while reinforcing it against ongoing attacks.
-Transform herself into air, rendering herself undetectable except by extraordinary means, and allowing her to enter into any area that is not perfectly sealed against the entrance of any air. If some force manages to disperse her (Red feat required against her Unearthly control over her form) she will require 1d10hrs in order to reassemble herself, but will be otherwise undamaged.
-Generate a vacuum around a target by withdrawing all the air, subjecting it to the detrimental effects of hard vacuum. Since this is a killing attack she generally goes for only a partial vacuum sufficient to render a person unconscious upon failing an Endurance feat to avoid suffocation.

Elemental Affinity: Due to her connection with air Windsurfer is aware of everything moving through air within a 10-mile radius, allowing her to detect anything attempting to blindside or sneak-attack her. Only someone capable of moving without disturbing air in the process (phasing, ethereal body, astral projecting, etc) or capable of covering 10 miles in less than a turn have any hope of surprising her.

Linguistics: Windsurfer’s magical nature provides her with the Amazing rank ability to learn any language to which she is exposed, checking once every 10 turns of exposure until successful at which point she may speak it as if she were a native.

Immortality: Due to the magical nature of her existence Windsurfer does not age and may only be slain by attacks that overwhelm her with the element opposing her nature, in this case magical earth attacks. Any other attack that reduces her to zero health and Shift-0 Endurance will only cause her body to revert to water for 1d10 days before fully reforming at the nearest body of water.

Elemental Freedom: Windsurfer may move through air without detriment, and is completely unharmed by any attacks based on air alone, although she isn’t immune to things carried on the air, such as cars, arrows, or poisons and may be still affected by them.

LIMITATIONS

As she is a magical being Windsurfer is also subject to powers and spells intended to control elementals of her type, requiring a red psyche feat in order to remain in control of herself.

TALENTS

Metrology +3CS; Aerial Combat; Mystic Origin; Elemental Lore +3CS.

HISTORY

Windsurfer is one of four elemental beings summoned by a cabal of minor wizards seeking to use their powers to work devastation on the surrounding cities in order to extort billions in payoffs. Unfortunately the wizards made an error in the summoning due to their haste with crafting the summoning circles and as such when she and the others appeared they easily overcame the flimsy binding magics and eliminated the would-be world conquerors. This left the four elementals with something of a quandary, as their ability to draw upon their own elements wasn’t sufficient to return them home and they had no understanding of the world they’d been summoned to.

Contrary to popular belief not all elemental creatures of opposing elements instantly wished to war upon each other, and the four allied together in order to safeguard each other as they set out to explore their new world. Various mishaps ended up drawing them to the attention to the authorities, from accidentally burning down several businesses to various destroyed vehicles and other misunderstandings that resulted in even greater conflict as they simply sought to preserve themselves and explain to the humans they meant them no harm.

Eventually escaping through a combination of teamwork and talented uses of their powers they found an out-of-the-way location in order to regroup and learn more about the world they were currently trapped on. Between her and Tsunami’s abilities to get around unseen they were able to gather enough reconnaissance to formulate a plan on how to fit in until they could find a way home.

Since the world has a variety of super-beings on it they’d simply pretend to be native super-humans, fighting against the things defined by humans as crimes and appear to be part of the public order, all while trying to learn how to get themselves back to their home realities. Reading up on as much as they felt they could at the time they set themselves up with flashy costumes and set forth to give their first public appearance but certainly not the last as The Naturals!

CONTACTS

Tsunami; Pyre; Geode.

PERSONALITY

Much like Tsunami Windsurfer can be quite mercurial and almost impossible to restrain, and is much the free spirit who delights in living life and exploring the limits of her new existence in the world of humans. Given her alien nature she’s quite confused at how often humans react to her with fear or disgust but it rarely registers for long as she eventually finds something enjoyable to focus her attention upon. As she’s learned the relative tolerances of humans and that they’re quite weak compared to her she tries to be as gentle as she can be when stopping human criminals, and given how easily they can reach a final end tries very hard not to kill them.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Pyre Character Sheet
April 30, 2008 11:26AM
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Pyre

Super-hero ID: Pyre
Name: Pyre
Power Category-Demihuman: Dragonoid
Appearance: Pyre appears as a female anthropomorphic dragon in a wave pattern of flame red, blue, and yellow scales winding around her form. Unlike many dragons she lacks wings although has some mammalian characteristics, including breasts and the ability to bear live young rather than eggs.
Height: 6’
Weight: 194 lbs.
Sex: Female
Age: Impossible to determine, easily millions of years old.

Fighting: Excellent (20)
Agility: Incredible (40)
Strength: Amazing (50)
Endurance: Unearthly (100)
Reason: Excellent (20)
Intuition: Excellent (20)
Psyche: Unearthly (100)

Health: 210
Karma: 140
Resources: Poor (Has little understanding or concern about money and its uses, although given reason to desire it she could easily increase her resources offering her services for fire control as well as arson investigation)
Popularity: 2 (Given her draconic appearance and her fire affinity she has difficulty growing in popularity)

POWERS

Enhanced Senses (all): Incredible

Nightvision: Monstrous

Natural Weaponry/Claws: Material Strength Amazing Power Rank Amazing

Natural Weaponry/Teeth: Material Strength Amazing Power Rank Amazing

Fire Generation and Control: Pyre can draw forth flames from the Elemental plane of Fire, as well as control any existing flames, whether from her or others with Unearthly ability. The flames drawn from the elemental plane are not natural flames and require no fuel of any sort in order to function and as such will burn in the vacuum of space or the depths of the ocean. These flames will continue to exist as long as she is concentrating and up to 1d10 minutes afterwards until dissipating due to being cut off from the elemental plane of Fire. They may also ignite existing flammable materials that they come into contact with. Power Stunts include the following:
-Flame bolts inflicting up to Unearthly damage.
-Create flame barriers, cages, etc of up to Unearthly intensity.
-Energy Sheath (Fire): Pyre may surround herself in flames drawn forth from her elemental plane, granting her Unearthly protection from physical and energy attacks, as well as providing complete life support for the duration of her sheath.
-Nova Explosion: Pyre may trigger her final fireball ability consciously; inflicting Shift-Z damage up to 10 areas away, but as a result will be 1d10 days regaining control of herself to rebuild her physical form in the nearest fire of suitable size.
-Pyre may extend limited protection from heat and flame to others at will, granting Unearthly protection for up to 1d10hrs before the protection runs out.
-Pyre may fly via the expulsion of flames from beneath her at Monstrous speeds and may carry passengers provided she has first extended protection from her flames to them or if they already possess such powers for themselves. As these flames are not normal flames she may even use them to maneuver in the vacuum of space or under water, although never willingly goes into water even with her flames to protect her.
-Rather than generate flame Pyre may absorb unlimited amounts of flame with Unearthly ability instead, converting it into self-healing if needed, although cannot draw forth flames from the elemental plane purely to feed upon them.

Armor Skin (Scales): Due to her draconic appearance Pyre has hardened scales that grant her Amazing protection against physical and energy attacks, save those of an elemental water nature, in which case she has no protection.

Elemental Affinity: Pyre may sense any and all flames within a 10 mile radius of her current position and determine size, rate of burn, what is fueling them, and anything else fire-related. As such she is capable of telling if a fire was natural or if someone started it and if so how, no matter how complex the process that led to the fire.

Elemental Freedom: Due to her connection with fire Pyre is impervious to any detrimental effects from exposure to flame and fires, no matter how intense. This includes being impervious to the most intense heat available, although cannot survive on the surface or deeper within a star as they are not fires per say and generate their heat by fusion leaving her vulnerable to the other detrimental effects of such intense nuclear plasma.

Self-Sustenance: Pyre draws her sustenance from her connection to her elemental plane, as such she requires no food, water, or air in order to survive unless subjected to a force powerful enough to impair her connection sufficiently enough to close off her energy conduit. She could still however immerse herself in mundane flames in order to feed or restore her connection.

Linguistics: Pyre’s magical nature provides her with the Amazing rank ability to learn any language to which she is exposed, checking once every 10 turns of exposure until successful at which point she may speak it as if she were a native.

Immortality: As an elemental being Pyre is effectively immortal and does not die when reduced to zero health and Shift-0 Endurance unless subjected to attacks from her opposing element, in this case magical water attacks. If reduced to these levels by non-water attacks Pyre will explode in a Shift-Z intensity fireball destroying everything within five areas as she dissipates, only to reform within 1d10 days within the nearest source of flame of at least bonfire level.

Extra Body Part/Prehensile Tail: Pyre’s long serpentine tail allows her one extra attack/action per turn, letting her strike for up to Amazing Blunt damage, trip or entangle an opponent, or manipulate objects while her hands are busy.

LIMITATIONS

As a magical elemental being Pyre is vulnerable to powers and spells intended to control creatures such as herself, as such she requires a Red psyche feat to resist any such attempts to manipulate her.

TALENTS

Mystic Origin; Elemental Lore +3CS; Combustibles +3CS (The knowledge of fires and what items may be combined to create fires, no matter how obscure);

HISTORY

Pyre is one of four elemental beings summoned by a cabal of minor wizards seeking to use their powers to work devastation on the surrounding cities in order to extort billions in payoffs. Unfortunately the wizards made an error in the summoning due to their haste with crafting the summoning circles and as such when she and the others appeared they easily overcame the flimsy binding magics and eliminated the would-be world conquerors. This left the four elementals with something of a quandary, as their ability to draw upon their own elements wasn’t sufficient to return them home and they had no understanding of the world they’d been summoned to.

Contrary to popular belief not all elemental creatures of opposing elements instantly wished to war upon each other, and the four allied together in order to safeguard each other as they set out to explore their new world. Various mishaps ended up drawing them to the attention to the authorities, from accidentally burning down several businesses to various destroyed vehicles and other misunderstandings that resulted in even greater conflict as they simply sought to preserve themselves and explain to the humans they meant them no harm.

Eventually escaping through a combination of teamwork and talented uses of their powers they found an out-of-the-way location in order to regroup and learn more about the world they were currently trapped on. Between Tsunami’s and Windsurfer’s abilities to get around unseen they were able to gather enough reconnaissance to formulate a plan on how to fit in until they could find a way home.

Since the world has a variety of super-beings on it they’d simply pretend to be native super-humans, fighting against the things defined by humans as crimes and appear to be part of the public order, all while trying to learn how to get themselves back to their home realities. Reading up on as much as they felt they could at the time they set themselves up with flashy costumes and set forth to give their first public appearance but certainly not the last as The Naturals!

CONTACTS

Geode; Windsurfer; Tsunami.

PERSONALITY

Pyre is always filled with energy and looking for something to do, preferably something filled with activity. Quite outgoing she’s the most human-friendly member of the group, although much like Windsurfer has problems getting humans to accept her company, but those that do find her charming and helpful in a variety of ways with her boundless enthusiasm and energy.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Geode Character Sheet
April 30, 2008 11:27AM
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Geode

Super-hero ID: Geode
Name: Geode
Power Category-Demihuman: Lapinoid
Appearance: Geode is an extremely tall, moderately husky anthropomorphic rabbit whose fur is primarily in earth tones, light and dark brown shading with patches of rust red on her tail and long lapine ears. Her fur tends to be thick enough to provide her sufficient coverage for modesty in most situations, which is good since she’s having the most difficulty understanding the concept of modesty and only wears a costume when she must.
Height: 7’ 2”
Weight: 325 lbs.
Sex: Female
Age: Impossible to calculate, easily millions of years old.

Fighting: Incredible (40)
Agility: Remarkable (30)
Strength: Unearthly (100)
Endurance: Unearthly (100)
Reason: Good (10)
Intuition: Good (10)
Psyche: Monstrous (75)

Health: 270
Karma: 95
Resources: Poor (If she had a better understanding of or desire for money she could easily have Unearthly resources due to her earth-creating powers)
Popularity: 12

POWERS

Enhanced Senses (Hearing, Sight): Remarkable

Nightvision: Remarkable

Natural Weaponry/Claws: Geode possesses razor sharp claws of Unearthly material strength materials, capable of inflicting Unearthly edged damage.

Natural Weaponry/Teeth: Similar to her claws Geode possesses hyper-durable teeth of Unearthly material strength materials and is capable of biting for Monstrous edged damage.

Earth Generation and Control: Geode can draw forth an unlimited amount of material from the Elemental plane of Earth, as well as control any naturally occurring materials with Unearthly Ability. She may manipulate up to 100 tons of earth per turn, as well as generate as much as one ton of earth per turn taken from her native dimension. The following power stunts are currently possessed by Geode:
-Unleash bolts of super-dense earth capable of inflicting up to Unearthly blunt or edged damage depending on their shape.
-Generate up to one ton per turn of any naturally occurring mineral or earth that exists, including such materials as raw diamonds, uranium-bearing ore, or other exotic rare earths. However she cannot produce pure elements unless it is possible for them to occur in such a state in nature (gold being the most commonly known example).
-Reshape naturally occurring materials of an earth nature anywhere within her range, allowing her to create earthen walls, cages, restraints, etc so long as she’s got sufficient material available or time enough to generate the material herself. She may also use this to create underground passages, cave networks, and lairs. So long as she is concentrating on them cages and the like have power rank material strength, reverting to their normal material strength only when she is no longer in direct control of them.
-Rather than create earth she may transfer natural materials into the realm of Earth instead at the same rate she may create it. She often uses this in order to clean up after herself as her powers, unlike those of Windsurfer or Tsunami, don’t naturally dissipate into the environment.
-Create Groundquake: Similar to the shockwave attack of the Hulk she may cause powerful vibrations to ripple through the earth anywhere within the range of her powers and up to power rank range and intensity. These shockwaves may inflict up to Unearthly damage on any structures within the area of effect and require anyone attempting to move about to make an agility feat against Monstrous intensity vibrations in order to remain upright and move about.
-Create a rising column of Earth up to ten areas in radius moving upward at a rate of one area per turn and able to lift up to 100 tons with ease, as well as support any structure requiring it.

Body Resistance: Much like the element to which she is tied Geode is incredibly durable, having Monstrous resistance to all attacks save those of an elemental air nature against which she has no resistance. She is also completely immune to harm from any attack using natural materials, with some examples being struck by a granite block or caught under a rockslide. So long as the material is natural it cannot harm her, even if it has been cut or shaped as long as it has not had its basic nature altered.

Elemental Freedom: Due to her connection with the earth she may move without impediment through any naturally occurring earth available to her at up to Shift-X air speeds, leaving no trace of her passage in the bargain.

Elemental Affinity: Because of her connection with the earth Geode is aware of everything occurring within the earth up to 10 miles from her current location. This includes any artificial structures cut into it, natural cave structures, fault-lines, aquifers, and anything else that might exist within the earth. This means she cannot be surprised by anything attempting to attack her through the earth unless it can somehow move without affecting the environment around it (ethereal, astral body, etc), or she is on sufficient artificial materials to shield the attacker from detection. She is also able to automatically identify any naturally-occurring materials that she comes into contact with.

Hyper-Digging: If she chooses to create a tunnel for others to travel through Geode my dig through the earth at up to Unearthly land speeds and automatically reinforce the tunnel as she passes.

Linguistics: Geode’s magical nature provides her with the Amazing rank ability to learn any language to which she is exposed, checking once every 10 turns of exposure until successful at which point she may speak it as if she were a native.

Immortality: Due to the magical nature of her existence Geode does not age and may only be slain by attacks that overwhelm her with the element opposing her nature, in this case magical air attacks. Any other attack that reduces her to zero health and Shift-0 Endurance will only cause her body to revert to earth for 1d10 days before fully reforming at some safe location within the earth.

Self-Sustenance: So long as Geode is in contact with or immersed within earth she has no need for food, water, or air in order to survive, as she is sustained by the element she is aligned with.

LIMITATIONS

As an elemental being Geode is vulnerable to any powers, spells, or other affects intended to control elemental beings such as herself, and requires a red psyche feat in order to resist.

TALENTS

Geology +3CS; Mineralogy +3CS; Mystic Origin; Elemental Lore +3CS; Art (natural earth formations).

HISTORY

Geode is one of four elemental beings summoned by a cabal of minor wizards seeking to use their powers to work devastation on the surrounding cities in order to extort billions in payoffs. Unfortunately the wizards made an error in the summoning due to their haste with crafting the summoning circles and as such when she and the others appeared they easily overcame the flimsy binding magics and eliminated the would-be world conquerors. This left the four elementals with something of a quandary, as their ability to draw upon their own elements wasn’t sufficient to return them home and they had no understanding of the world they’d been summoned to.

Contrary to popular belief not all elemental creatures of opposing elements instantly wished to war upon each other, and the four allied together in order to safeguard each other as they set out to explore their new world. Various mishaps ended up drawing them to the attention to the authorities, from accidentally burning down several businesses to various destroyed vehicles and other misunderstandings that resulted in even greater conflict as they simply sought to preserve themselves and explain to the humans they meant them no harm.

Eventually escaping through a combination of teamwork and talented uses of their powers they found an out-of-the-way location in order to regroup and learn more about the world they were currently trapped on. With the help of her allies Tsunami and Windsurfer and their abilities to get around unseen they were able to gather enough reconnaissance to formulate a plan on how to fit in until they could find a way home.

Since the world has a variety of super-beings on it they’d simply pretend to be native super-humans, fighting against the things defined by humans as crimes and appear to be part of the public order, all while trying to learn how to get themselves back to their home realities. Reading up on as much as they felt they could at the time they set themselves up with flashy costumes and set forth to give their first public appearance but certainly not the last as The Naturals!

CONTACTS

Pyre; Windsurfer; Tsunami.

PERSONALITY

A generally placid and friendly creature with a personality as stable as the earth she may erupt in an explosion of emotion much like an erupting volcano or earthquake if provoked, at which point the source of her eruption had best get far away as they could quickly become a bloody smear before her companions could get her under control otherwise. She enjoys spending her time ‘beautifying’ areas, which often means finding some despoiled area of the earth where natural formations have been damaged or destroyed by construction or vandalism and rebuild them in new and wondrous ways.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Wavelength Character Sheet
April 30, 2008 02:52PM
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Wavelength

Super-hero ID: Wavelength
Name: Beverly
Power Category-Demihuman: Mouse
Origin of Super-human Powers: Medical experimentation
Appearance: Anthropomorphic mouse, pure white fur save for a deep blue diamond of fur on her forehead, the lower point resting just above her eyes. Her costume tends to consist of a simple but sturdy one-piece leotard covering her from the neck down, in a deep blue coloration matching that of her diamond, with several concealed pockets.
Height: 5’ 5”
Weight: 129 Lbs.
Sex: Female
Age: Apparent age 25, actual age 6.

Fighting: Good (10)
Agility: Amazing (50)
Strength: Good (10)
Endurance: Unearthly (100)
Reason: Excellent (20)
Intuition: Amazing (50)
Psyche: Unearthly (100)

Health: 170
Karma: 120
Resources: Excellent
Popularity: 7

NOTE: Her resources are a result of a mixture of donations from the occasional grateful individual and salvaging of metallic and other junk she finds using her powers. She’s very big on cleaning up the environment, as she much prefers clean air and a natural setting over the polluted mess many places have become.

POWERS

Enhanced Senses (Hearing, Sight, Smell): Wavelength’s natural senses of Hearing, Sight, and Smell all operate at the Amazing level of sensitivity allowing her to detect things at a distance or at levels of sensitivity way below what is normal for human senses.

Nightvision: Due to her original animal origin’s Wavelength has natural nightvision allowing her to see in near total darkness with Amazing ability.

Natural Weaponry/Claws: Wavelength has Excellent Material Strength claws allowing her to inflict Excellent edged damage.

Natural Weaponry/Teeth: Similar to her claws Wavelength has Excellent material strength teeth and jaws allowing her to bite for Good Edged Damage.

Electromagnetic Energy Generation: Unearthly generation/emission of any energy contained within the electromagnetic spectrum. Power Stunts include the following:
-Energy or Force blasts of any type of energy from the electromagnetic spectrum, inflicting up to Unearthly damage.
-Generate a Shift-X intensity electro-magnetic pulse, capable of destroying all unshielded electronics up to power rank range and inflicting Unearthly damage to robotic life-forms and battle-suit wearing characters. May increase intensity and damage to Shift-Z rank on a successful red power feat.
-Recharge or substitute for depleted energy sources with Unearthly ability.
-Unleash an explosive mixture of energies inflicting Shift-Z damage out to 10 areas, Shift-X out to 15 areas from there, and Unearthly damage from 15 areas to 20 areas away. Afterwards reduce all physical abilities and powers save her Invulnerabilities down to feeble, recovering one rank per turn until fully restored.
-Transmit radio and TV signals with Unearthly ability and complexity.
-Overload sensors and scanners with Unearthly ability.
-Generate light to illuminate up to 40 areas around her
-Produce a blinding flash of light requiring a Yellow or better Endurance feat in order to avoid being blinded for 1d10 turns (She purposely limits the intensity to avoid causing permanent blindness or eye damage.).

Electromagnetic Energy Control: Unearthly ability to control all forms of energy in the electromagnetic spectrum, power stunts include:
-Render herself and others invisible to the entire electromagnetic spectrum with Monstrous ability.
-Shield herself and others from various scanners and devices meant to detect or analyze her nature with Unearthly ability and range.
-Unearthly rank Energy Detection
-Create gateways allowing for instant transport between any two locations with Monstrous ability.
-Manipulate light to create convincing holograms with Monstrous ability
-Manipulate all magnetically susceptible materials with Unearthly ability
-Receive radio transmissions and television signals with Unearthly ability. Encrypted transmissions require a Yellow or better Reason feat in order to decode.
-Use GPS signals to determine her precise location anywhere on Earth
-Able to override and control any electrically based device with Unearthly ability, and if necessary supply any power it might require.
-See across the electromagnetic spectrum with Unearthly ability.
-Perceive the prevalent energy fields around her and sense disturbances within them (invisible items, teleporting creatures, etc.) and always knows magnetic north.
-With great practice Wavelength has learned how to analyze substances and objects similar to how devices such as X-ray machines, PET scanners, and other devices that make use of specific energy bands to probe existing materials do. As such she may analyze anything susceptible to such scanning with Monstrous ability and recognize any material that she’s had previous exposure to on a successful Reason feat.
-Related to her ability to run a spectroscopic analysis on something she has developed the means to detect weaknesses and flaws in a substance (if any) on a successful Reason feat roll following one turn of subjecting the target to a scanning bath of energy and studying the backscatter information.

Energy Solidification: Unearthly Power Stunts include:
-Form cages of Unearthly Material Strength
-Create restraints of Unearthly Material Strength
-Create transport bubbles in order to carry cargo or passengers in flight, able to carry up to 100 tons.

True Flight: Wavelength is capable of flying at up to CL3000 speeds although within an atmosphere is limited to Shift-Z.

Life Support: Drawing life-giving energy from the spectrum of energy around her Wavelength no longer requires food, water, or air in order to survive and possesses CL1000 resistance to environmental extremes.

Absorption Power (Electromagnetic Energy): Shift Y ability to absorb incoming energy attacks and channel them into healing. May also temporarily boost Strength by the intensity of the attack, up to Shift-Y rank, on the following turn, rather than channel the energy into healing.

Force Field: Wavelength can create an Unearthly strength electromagnetic force field, reduced by 1CS for each additional area, capable of blocking physical, energy, and mental attacks, including mind-control and possession. On a red power feat she may maintain the force field at Unearthly strength up to the maximum range of 10 areas for 1d10 minutes, but taxing herself in this fashion will reduce her Force Field, Energy Solidification, and Energy generation powers to feeble rank immediately afterwards. She will recover these lost ranks at a rate of 1 rank per turn until fully recovered.

Invulnerability (Electromagnetic Energy): Wavelength possesses CL3000 resistance to any and all energies contained within the electromagnetic spectrum.

Extra Body Part/Prehensile Mouse Tail

TALENTS

Physics +3CS, Spectroscopy, Computers, Electronics, Repair/Tinkering, Engineering, Aerial Combat, Chemistry, Metallurgy.

HISTORY

Beverly began life as one of thousands of generic white lab mice at Benton Pharmaceuticals testing various processes intended to develop new ways of protecting against tissue damage resulting from the increasing levels of electromagnetic radiation in the environment. Unlike the rest of the batch she was part of the combination of experimental drug and the electromagnetic bath had a favorable mutagenic affect upon her, triggering a rapid series of evolutionary advancements.

Luckily for her one of the lab assistants noticed her before she was discovered by the rest of the staff, and took her home instead, driven by curiosity and a desire to exploit it for his own financial gain. While somewhat lacking character-wise he proved a good scientist, his observations of her development combined with his educational programming giving her a fairly well rounded understanding of the world. In fact he taught her far better than he realized, producing a moral compass that once she was fully mature produced an imperative within her to do what she could to benefit the world around her. Since then she has dealt with many threats, all while dealing with the prejudices her non-human nature attracts.

CONTACTS

Sidney Meijer (Research Scientist; Remarkable Reason; Chemistry, pharmacology, biology, Medicine; Excellent Resources).

PERSONALITY

Beverly comes across positive and somewhat idealistic; although she knows from everything she’s seen and heard (particularly what she’s picked up from various radio and TV signals she’s intercepted) that humans are far from perfect and often as much a disappointment as they are a delight. This hasn’t stopped her from hoping for the best however, and doing her best to set a good example every chance she gets. That being said she hasn’t let herself get too close to humans in general just yet, and while she relies upon her rescuer/educator she doesn’t go beyond the professional relationship that they’ve settled into since she grew out of the phase where she perceived him as a parent/father figure.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Professor X, Sorceror Supreme
May 01, 2008 04:10PM
avatar
Professor X

Super-hero ID: Professor X
Name: Charles Xavier
Power Category-Random Mutant
Source of Super-human Powers: Random mutation augmented by later mystical studies.
Height: 6’
Weight: 190 lbs.
Eyes: Blue
Sex: Male

Fighting: Typical (6)
Agility: Good (10)
Strength: Typical (6)
Endurance: Remarkable (30)
Reason: Incredible (40)
Intuition: Monstrous (75)
Psyche: Unearthly (100)

Health: 52
Karma: 215
Resources: Incredible
Popularity: 10

POWERS

Telepathy: As perhaps the most powerful mutant mind on the planet Charles Xavier possesses Unearthly rank telepathic ability with the following power stunts established currently:
-Mental Probe: Unearthly
-Mind Blast: Unearthly
-Memory Alteration/Erasure: Monstrous rank ability to alter or erase the memories of a single mind, including completely wiping a mind blank. Minor alterations tend to be easier and of longer duration than more major events, particularly wiping an entire mind, as a particularly resilient and powerful mind may be able to recover and restore itself in time.
-Invisibility (Telepathic): Amazing ability to ‘cloud men’s minds’ and cause them to ignore his presence and that of his companions.
-Power Activation: Monstrous ability to take a latent mutant and effectively ‘switch-on’ the mutant’s powers by reaching into their mind and activate the Psionic trigger required to made the power function. This will result in the mutant’s powers activating at full power and effect and likely causing a great deal of destruction depending on the powers involved for 1d10 turns until they manage to get them under control.
-Mind Control: Unearthly
-Mind-link: Unearthly ability to link up to 10 minds together, allowing instant communication, reduced to Amazing if forced to use other Psionic abilities.
-Astral Projection: Charles Xavier may project his astral form via Psionic means with Unearthly ability, allowing him to circumvent means meant to restrain his astral form that don’t take into account such abilities and attempt to restrain purely magical means of projection.
-Hallucinations: Unearthly

Psi-Screen: Shift-Z

Psionic Detection: Charles Xavier may automatically detect Psionic activity with Unearthly ability and power rank range although requires a power feat in order to determine greater details including the exact location of said activity or to examine Psionic phenomena to which he is exposed. Through the use of advanced technology or mystical means he may raise the rank as high as Shift-Y level and expand the range up to the entire planet on a red power feat.

Mutant Detection: Charles Xavier may automatically detect mutants, whether active or latent, with Unearthly ability and power rank range although requires a power feat in order to determine greater details including the exact location of said mutant or to determine roughly the nature of the mutant’s powers/mutation. Through the use of advanced technology or mystical means he may raise the rank as high as Shift-Y level and expand the range up to the entire planet on a red power feat.

Immortality: As a result of mystic trials he’s been forced to undergo and embrace Eternity Professor X no longer ages and is immune to anything that attempts to age him, although he may still be slain and has no special protections against death beyond no longer aging.

Magical Ability: Charles Xavier is the Sorcerer Supreme of the divergent Earth dimension to which he is a native and a Master of the Order School of Magic, possessed of Amazing rank magical ability and may use any spell subject to the limitations on Personal, Universal, and Dimensional Energies. These spells function at the Amazing level unless otherwise noted. The following spells are most commonly used by Xavier:

Personal Energies:
-Alteration (Appearance): Amazing
-Astral Projection: Unearthly
-Sense Magic (Automatic): Unearthly
-Sense Evil (Automatic): Unearthly
-Levitation: Incredible
-Shield (Personal): Amazing
-Astral Projection: Unearthly

Universal Energies:
-Conjure: Monstrous
-Eldritch Beams/Bolts: Amazing
-Spell of Silence: Prevents someone from speaking of a blocked event or subject and only those with an Amazing Psyche or better have the ability to attempt a feat roll to overcome it.
-Teleportation: Unearthly
-Mists of Morpheus: Monstrous

Dimensional Energies:
-Environmental Independence: Amazing
-Dimensional Aperture: Monstrous
-Agamotto: Unearthly
-Hoggath: Amazing
-Vishanti: Unearthly
-Seraphim: Amazing
-Raggadorr: Monstrous
-Cyttorak: Monstrous
-Oshtur: Monstrous

EQUIPMENT

Cloak of Levitation: The product of an ancient and virtually forgotten creator the Cloak is an Incredible material strength item capable of granting magical flight up to Shift-X rank, although one requires some means of protection in order to breathe at speeds above Remarkable (Xavier uses a minor magical spell for this). It can respond to its owner’s mental commands at an unknown but vast distance away and is considered as having Incredible strength for the purposes of how much weight it may carry. The cloak is capable of amazing feats, including tripping or entangling opponents and can even conceal itself within objects like a hollow staff with a simple mental command. A common tactic is to use it to move his body while astrally projecting in order to move it to a safer location.

Eye of Agamotto: Identical to its Earth-616 counterpart the Eye grants a number of special powers to Xavier. Drawing on its wielder’s willpower it performs the following at Unearthly level unless otherwise specified:
-Radiate a blinding mystical light capable of the following: See through disguises; invoke images of the immediate past; track both corporeal as well as ethereal beings by their mystical or Psionic essence.
-Grant a +2CS to mental powers or spells that contact or probe the minds of others (Telepathy, Mind Probe, Mind Control). When doing so the eye will detach from the broach and attach itself to the center of Xavier’s forehead.
-Open dimensional apertures on a successful Psyche feat. When doing so it will separate from the broach and expand to the desired size and open to reveal a gateway to other dimensions.
-Exposure to the mystical light of the eye can seriously weaken monsters and creatures in or from other dimensions that are considered to ‘Dwell in Darkness’, as well as practitioners of ‘black’ magic, imposing a 2CS penalty on all abilities and powers that they possess.
-When entering into Astral Form the eye will create an astral copy nearly as powerful as the physical form (reduce effectiveness by 1CS) that will be attached to the forehead of his astral body due to the psychic bond they share.
-The eye only functions for those of a spiritually pure nature and will not respond to anyone of a corrupt nature, although sufficiently powerful mystical entities have the potential to force the eye to comply with their wishes, but will be constantly fighting to maintain in control.

Book of the Vishanti: This tome of white magic is said to be the most powerful source of such spells known to exist in the Earth dimension. While its origins are unknown it has had millennia of sorcerers contributing to its contents as it always seems to have fresh pages available for writing upon. It is said to contain every spell of a defensive or protective nature, as well as every counter-spell known to the order school of magic. Due to the haphazard nature of the contributions and being written in a variety of ancient and in many cases dead languages it requires a Reason feat and 1d10hrs of research in order to find a desired spell. There is even a counterspell capable of freeing one from possession by the Darkhold but it is particularly dangerous to use. The book itself may also function as a protective device as it is effectively indestructible and capable of reflecting a magical attack back onto the caster if used to parry the attack unless the attacker rolls a Bulls-Eye on the attack roll.

Orb of Agamotto: Identical to the one possessed by the Earth-616 Dr. Strange this mystic orb allows Professor X to view distant regions and targets with CL1000 ability, although sufficiently powerful magicks can ‘blind’ it. It may also be keyed to activate when certain mystical disturbances occur and provide immediate warning to the specified event. It also allows one to access a pocket dimension wherein Agomotto resides (he generally maintains a landscape reflective of Alice in Wonderland and takes up the roll of the Caterpillar and has unless he finds it necessary does not let anyone know who he actually is).

TALENTS

Military; Engineering; Electronics; Genetics; Mystic Origin; Occult Lore; Psychology; Leadership.

HISTORY

Charles Xavier’s history is the same as his earth-616 counterpart up until the point at which his stepbrother acquired the mystical gem that transformed him into the Unstoppable Juggernaut. Unable to free his brother from the temple’s ruins he found himself seeking the mysteries hidden in the magical world the majority rarely see as it distracted him from his goal of creating a mutant team in order to fight for good. His search eventually bore fruit as he learned of a mysterious temple where an ancient mage taught those he deemed worthy known as the Ancient One.

As luck would have it he arrived just as another came seeking the Ancient One’s help, a broken-down and destitute surgeon known as Dr. Strange. Snowed into the temple he found himself involved in the struggle between the Ancient One and his traitorous student Baron Mordo he bested the Baron courtesy of his powerful telepathic abilities, impressing the Ancient One enough for him to accept the mutant as his student instead of Dr. Strange as it occurred in the Earth-616 continuity.

Compassionate person that he is Xavier applied himself to more than just the study of magic and treated Strange just as he had many others who’d suffered tragic loss and required the help of others to set them right again. By the time the snows had cleared a renewed Dr. Strange thanked Xavier and the Ancient One for their help and having accepted his injuries and dealt with the loss returned to the outside world to take up teaching new doctors if he could no longer be a surgeon himself.

During this time the mutant Magneto and his Brotherhood of Mutants made their move to conquer a tiny nation in efforts to set up their own mutant nation, an event Xavier eventually detected and found himself involved him as a test of his fledgling magical abilities. Backed by his master the Ancient One he managed to free the nation from his former friend and found himself reminded of his original dream of fostering human/mutant relations. Caught between two desires he sought to combine the two together, forging a team of mutants to both train in their abilities as well as in the mystic arts alongside him to deal with mystic threats no single person could as well as those of the mundane world to prove that mutants were not inherently evil and just as good as any normal human.

CONTACTS

Agamotto; Hoggath; Vishanti; Seraphim; Ancient One; Raggadorr; Cytorrak; Oshtur; Dr. Strange; X-men (Divergent Reality Version).

ENEMIES

Too many to mention with notables including Dormammu, Magneto, Dominus, Satannish, Baron Mordo, and any mystical threat to the Earth plane that comes along, as well with any mutant and non-mutant threat.

PERSONALITY

Charles Xavier has known the responsibilities of power for most of his life with the development of his telepathic powers and the fragility of life from his experiences in the military and as such every action he takes is almost always done with those concerns firmly in mind. One thoroughly devoted to the concept of great power bringing great responsibility he’s only grown more serious with the expansion of his role in life beyond that of just spokesman for the peaceful interaction of humans and mutants to protector of earth and the entire dimension from any and all mystical threats that may come. Filled with great compassion and humbled in ways his Earth-616 counterpart is not he could never abide by any act of evil no matter how slight on his part or that of those around him, so many of the questionable acts he’s been known for in the main continuity have never occurred in his reality.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Perceptor from The_Rook's game
April 15, 2008 10:59AM
avatar
Perceptor

Super-hero ID: Perceptor
Name: Martin Edwards
Power Category-Induced Mutant
Source of Super-human Powers: Accidental exposure to unknown extra-dimensional energies.
Appearance: Martin Edwards is a plain Caucasian male with a far-off look in his eyes, as if he were seeing right through everyone around him and off into infinity. He often favors dress pants and shirts although with his current financial setbacks settles for regular blue jeans and shirts. If acting in a more super-heroic fashion he prefers sturdy black one-piece attire with a half-mask covering his head, face, and nose and a knee-length black trench coat with hood suitable for carrying things and granting both added concealment as well as protection from the elements.

Height: 5’ 6”
Weight: 124 lbs.
Sex: Male
Hair: Auburn
Eyes: Blue

Age: 21

Fighting: Good (8)
Agility: Good (8)
Strength: Good (9)
Endurance: Amazing (46)
Reason: Amazing (46)
Intuition: Amazing (46)
Psyche: Amazing (46)

Health: 71
Karma: 64 |Karma Saved for Advancement: 100
Resources: Good (8)
Popularity: 0

POWERS

Cosmic Awareness: Excellent (17)
-Abnormal Sensitivity: Pheromones - one try power stunt

Force Field: Perceptor may generate a Typical (7) rank Force Field, providing Typical (7) protection against physical, energy, magical, and Psionic attacks.

TALENTS

Engineering; Business/Finance; Mathematics; Quantum Physics.

CONTACTS

Eternity; One floating Professional Contact not yet set.

HISTORY

Martin Edwards was a genius even at a young age, a child prodigy in the field of mathematics who seemed to absorb any mathematical formulas put to him, no matter how complex or esoteric. By the time most would have just been entering college he’d already graduated with Doctorates in Engineering and Mathematics that served him well as he applied his knowledge to the business world as an independent consultant on a variety of subjects. It was during his consulting work that he decided to embark on an ambitious project known only to him.

Genius though he was Martin required something more than the conventional computers of the day to keep up with the complex computations and calculations he required and chafed at the time it took for modern systems to resolve his work. Driven by that need he began a grand project to create the world’s first quantum computer, capable of performing calculations beyond what conventional electronics could achieve.

Unfortunately things didn’t work out quite as he’d planned during its first full-power test as manipulating reality on such a tiny scale breached the boundaries between conventional reality and the greater awareness of existence, all with Martin right at ground zero. His already great mind found itself linked in some small fashion with the multiverse as a whole, information constantly flitting through his awareness as his mind and body expanded to adapt to the new demands placed upon it due to the exposure to such power.

Shocked and confused by the sudden turn of events he found himself unable to concentrate on his original life as he attempted to master the changes worked upon him by the accident and lost much of his finances before he felt in the sea of information the awareness of where he could go for the guidance and experience to master his new abilities to the fullest, the school founded by the creator of the X-men, Professor X.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Re: Perceptor from The_Rook's game
April 15, 2008 08:02PM
avatar
Very nice.. Maybe I'll get around in the next couple days and post mine.. Or some semi-reasonable approximation thereof winking smiley
How he might have gone
May 01, 2008 05:40PM
avatar
This is how I could have seen Perceptor going if Rook’s game had been able to continue, to reach what could perhaps be seen as his mature, ultimate form. While he could have gone many ways this is how I think he might have gotten to go.

Perceptor

Super-hero ID: Perceptor
Name: Mark Edwards
Power Category-Induced Mutant
Source of Super-human Powers: Accidental exposure to unknown extra-dimensional energies.
Appearance: Mark Edwards is a plain Caucasian male with a far-off look in his eyes, as if he were seeing right through everyone around him and off into infinity. He often favors dress pants and shirts although with his current financial setbacks settles for regular blue jeans and shirts. If acting in a more super-heroic fashion he prefers sturdy black one-piece attire with a half-mask covering his head, face, and nose and a knee-length black trench coat with hood suitable for carrying things and granting both added concealment as well as protection from the elements.

Height: 5’ 6”
Weight: 124 lbs.
Sex: Male
Hair: Auburn
Eyes: Blue

Age: 21

Fighting: Excellent (20)
Agility: Remarkable (30)
Strength: Excellent (20)
Endurance: Monstrous (75)
Reason: Monstrous (75)
Intuition: Unearthly (100)
Psyche: Unearthly (100)

Health: 145
Karma: 275
Resources: Monstrous
Popularity: 30

POWERS

Cosmic Awareness: His primary power resulting from the accident that linked him to the cosmos Perceptor is Cosmically-Aware at the Unearthly level, his mind functioning in a detected, semi-omniscient fashion at all times. Natural and automatically functioning features of this power include detecting any being with CL1000 or better abilities whenever within 10 miles of his current location and allowing him to gain a 1CS increase to his damage in combat by striking weak spots in a target. Power stunts include the following:
-Abnormal sensitivity to Pheromones, detecting them with power rank ability.
-Perceptor cannot be blindsided or surprised as his Cosmic Awareness functions as an always-active danger sense warning him of any danger no matter the source.
-Perceptor makes all defensive moves (Dodge, Blocks, Etc.) on the Unearthly column due to the guidance and warning his Cosmic Perceptions provide him.
-Perceptor’s Cosmic Awareness allows him to make use of the Weakness Detection power at Monstrous level of ability.
-Due to his awareness of his surroundings Perceptor has no need of his eyes or other senses and may engage in any maneuver as if in a well-lit room no matter what the existing conditions. As such invisible opponents or other forms of concealment are ineffective against him and he enjoys the full benefits of his abilities under all such situations.

Force Field: Perceptor may generate an Unearthly rank Force Field, providing Unearthly protection against all attacks; including gas attacks as the force field is selectively permeable to only those gases natural to the atmosphere but can be sealed against even that if so desired. Power stunts include the following:
-Inflict attacks up to Unearthly edged or blunt damage depending upon the shape of the attack bolt.
-Create Force fields of virtually any simple or complex shape desired, often used to imprison others or as temporary supports.
-Shatter objects simply by creating a force bubble inside of them and expanding the bubble until it breaks, capable of even shattering Unearthly material strength materials on a successful Red power feat.
-Open locks by inserting a force wedge and shaping it into the appropriate shape of the key on a successful Reason feat.
-Generate extra limbs as expressions of his force field, producing up to four such extra limbs at one time.
-Emulate Elongation by creating force field limbs and tendrils up to power rank range.
-As the force field’s color is selectively adjustable Perceptor possesses fine enough control to generate any image he desires with Monstrous ability. Common uses include creating a flat field and using it like a video display to show equations, pictures, or relay information where silence is a must by creating text to convey critical information or battle plans.
-Crush objects trapped within his Force Field with Monstrous rank crushing force.
-By creating force field wings Perceptor may fly with Remarkable ability or glide at Amazing rank.
-Create Force Field cushions capable of absorbing up to Unearthly damage in order to protect someone falling or having been knocked or tossed towards an object at dangerously high speeds.
-Fashion Force Field restraints to bind an opponent with Unearthly rank restraints.

Hyper-Invention: As a development of his hyper-evolved mind Perceptor receives a Monstrous rank increase to Reason in all matters pertaining to the use, development, improvement, construction and destruction of any technology no matter how alien or advanced. He also reduces the Resource cost for constructing anything by 2CS before making the Resource feat in order to begin construction.

Total Memory: Unearthly rank recall of anything he’s ever experienced.

Linguistics: Monstrous ability to translate any language, code, or source of storing or encrypting data that Perceptor can perceive (and few things are beyond his perception), allowing him upon successfully learning it to communicate within it as fluently as a native or if he lacks the ability to speak it can still understand it and perhaps find a means to make himself understood.

Invulnerability (Mental & Emotional Attacks): Due to his mind being constantly immersed and filled with the knowledge of the cosmos it is virtually impossible to contact or otherwise influence Perceptor’s mind. As such he possesses CL1000 resistance to Mental and Emotional Attacks.

EQUIPMENT

Energy Pistol: A gift from the Mephitisoid Hepzibah (daughter of the original Hepzibah and half-sister of Cyclops and Havok) this energy weapon does Amazing damage to a range of 5 areas.

TALENTS

Engineering; Business/Finance; Mathematics; Quantum Physics; Energy and Particle Physics; General Physics; Atomic Physics; Chemistry; Biology; Psychology; Weapon Specialist-Guns, Force Field Weapons; Martial Arts A-E.

CONTACTS

Eternity; Infinity; Q Class (Alternate Reality training-team for the X-men).

HISTORY

Martin Edwards was a genius even at a young age, a child prodigy in the field of mathematics who seemed to absorb any mathematical formulas put to him, no matter how complex or esoteric. By the time most would have just been entering college he’d already graduated with Doctorates in Engineering and Mathematics that served him well as he applied his knowledge to the business world as an independent consultant on a variety of subjects. It was during his consulting work that he decided to embark on an ambitious project known only to him.

Genius though he was Martin required something more than the conventional computers of the day to keep up with the complex computations and calculations he required and chafed at the time it took for modern systems to resolve his work. Driven by that need he began a grand project to create the world’s first quantum computer, capable of performing calculations beyond what conventional electronics could achieve.

Unfortunately things didn’t work out quite as he’d planned during its first full-power test as manipulating reality on such a tiny scale breached the boundaries between conventional reality and the greater awareness of existence, all with Martin right at ground zero. His already great mind found itself linked in some small fashion with the multiverse as a whole, information constantly flitting through his awareness as his mind and body expanded to adapt to the new demands placed upon it due to the exposure to such power.

Shocked and confused by the sudden turn of events he found himself unable to concentrate on his original life as he attempted to master the changes worked upon him by the accident and lost much of his finances before he felt in the sea of information the awareness of where he could go for the guidance and experience to master his new abilities to the fullest, the school founded by the creator of the X-men, Professor X.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Re: Perceptor from The_Rook's game
May 01, 2008 05:41PM
avatar
It would be nice to actually get to see your character, especially since we never got to see what he could do and you never got to show him off.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
 
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