Nightmask's Characters

Posted by Nightmask 
Z Fighter Character Sheet
May 07, 2008 01:41PM
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Z Fighter

Super-Hero ID: Z Fighter
Name: Martin Lane
Power Category-Normal Human
Source of Super-human Powers: Extensive martial arts training mixed with mystical study.
Appearance: Martin is a buff and well-toned Caucasian male with glossy black hair who wears elaborate martial arts outfits copied from various anime.
Height: 6’
Weight: 176 lbs
Sex: Male
Age: 25

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

Health: 140
Karma: 100
Resources: Incredible
Popularity: 23

POWERS

Life-Force Manipulation: Z Fighter can manipulate the energies of life, sometimes known as Chi, with Unearthly ability and channel these energies into a variety of effects, with known feats including the following:
-By directing energy through the palms of his hands he may manifest a 1.5’ to 2’ disc-shaped field of force capable of blocking incoming attacks of up to Unearthly damage, although as the disc is a manifestation of his life force for every column shift of damage he suffers one point of health damage, up to 10 points of health in successfully blocking an Unearthly rank attack. This also requires a successful parry in order to get the disc in place in time.
-Z Fighter may manifest energy fields around his fists or feet allowing him to strike for greater damage, letting him increase the damage he does per strike by a column shift for every point of health used to fuel the fields, up to Unearthly damage. Once created he doesn’t continue to use up health for the duration of the fields.
-Fire force or energy blasts from his hands doing up to Unearthly damage, with each column shift of damage using up one point of health.
-By manipulating his energies Z Fighter may fly at Unearthly speeds as well as hover in place. This does not deplete his health unless he’s attempting to push his speeds higher, using up an extra point of health for every column shift over Unearthly up to Shift Z speed he pushes for per turn.
-Augment his physical abilities by directing his energies internally, increasing any of his FASE by one column shift for each point of health he channels, up to Unearthly rank. Attempting to increase all four abilities at once is possible but extremely taxing, burning through 14 health for each turn he does so.
-By entering into a meditative state (requires a successful Psyche Feat) Z Fighter may accelerate his recovery of lost health, recovering one health per minute until fully healed. If he has suffered damage or loss of internal organs or limbs he may on a Red Psyche feat regrow such lost organs as well, although this drastically slows his recovery of lost health related to the organs down to one health per hour until fully restored.
-By manipulating the energy aura of his body he can increase his natural durability far beyond human norms, developing Body Resistance at a rate of one column shift for every point of health dedicated towards it, up to Unearthly Body Resistance at a cost of 10 health that cannot be regained so long as it’s devoted towards increasing his durability.
-Z Fighter can sense the location and relative strengths and weaknesses of any living creature with power rank ability and up to 10 areas from his current location. This allows him to track anyone within range and renders him immune to surprise attacks save from attacks from outside that sphere of detection that are moving faster than 10 areas per turn.
-While physically taxing Z Fighter may develop Hyper-Speed at a cost of one health for every column shift of Hyper-Speed he wishes to manifest up to Unearthly Hyper-Speed at a cost of 10 health per turn.

TALENTS

Martial Arts A-E; Acrobatics; Tumbling; Trance; Trivia (Anime); Languages-English, Chinese, Japanese, Korean; Calligraphy; Heir to Fortune;

HISTORY

Martin Lane always held an obsession with anime from as far back as he could remember, rushing out to get the latest pirated fan-subbed material and action figures and other material as quickly as he could get the money together to afford it. He especially loved the martial arts combat anime and trained diligently in the martial arts during what breaks he had between watching anime and school, doing his best to emulate his heroes from his favorite series. In any other world he perhaps would have become a skilled but otherwise unremarkable but he wasn’t in any of those; he was in one where superheroes and villains were real.

His search through old records and ancient oriental mysticism and martial arts unwittingly brought him to the point of accessing lost knowledge that could tap into latent potential all humans possessed. Combining his training with the specialized moves and meditative techniques awakened his buried potential and left him to realize he could indeed become one of those heroes he revered. From the breakthrough of his first moment’s success further successes seemed to cascade along once that brief moment’s belief was rewarded.

Flush with that success he realized that he was approaching the limits of mastery for what he already had available to him to learn and hadn’t truly tested himself in combat like his heroes had, and how could he continue to advance without such testing? Realizing the time had come he put together a costume with the features he most loved from his various anime heroes and villains and dubbing himself Z Fighter he set out to fight the good fight and advance himself to the ever-expanding limits of his unlimited potential.

CONTACTS

Jordan Hasterfield (Lawyer);

ENEMIES

Dice Master;

PERSONALITY

Martin’s obsession with anime leads him to a somewhat simplistic view on good against evil, as those were the anime he most favored. As such he lives as nobly and heroically as any human can, placing himself without hesitation into harm’s way in order to save others and lecturing others on the virtues of good even in the midst of a fight. Also much like those heroes he’s not one to kill anyone save the most ruthless and evil for whom he can see no redemption for, although will never kill save as a last resort.

"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.
Flexor, NPC Villain Character Sheet
May 07, 2008 04:18PM
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Flexor

Super-Villain ID: Flexor
Name: Derrik Johnson
Power Category-Induced Mutant
Source of Superhuman Powers: Exposure to toxic waste of unknown chemical composition.
Appearance: In his normal form Derrik is a slightly below average height, slim male with black hair, green eyes, and a disarming smile and charming personality dressed always in the most expensive and fashionable clothes at the time. As Flexor he stands a full 6’ in height, with an impressive looking physique, thick head of red hair, brown eyes and dresses in a concealing black outfit with a bright red cape to pretend that he’s trying to hide his true identity and misdirect people into thinking the form they see is his natural one.
Height: 5’ 7”
Weight: 138 lbs
Sex: Male
Age: 29

Fighting: Good (10)
Agility: Good (10)
Strength: Good (10)
Endurance: Excellent (20)
Reason: Good (10)
Intuition: Good (10)
Psyche: Excellent (20)

Health: 50
Karma: 40
Resources: Amazing (Resulting from skillful business practices and sales of valuable and hard to get elements, compounds, and items, both by legal and illegal means).
Popularity: S36/V-23

POWERS

Power Selection: Flexor may select any power in the Ultimate Powers Book save those in the Magical and Power Control categories with the following restrictions. He may possess one power at Unearthly Rank, two at Monstrous, three at Amazing, or a maximum of four powers at Incredible rank. Selected powers remain in effect until he chooses to change them and will remain in effect even when asleep or unconscious or he decides to cancel any or all of them. He may quickly switch his power selection, rearranging them each turn (although trying to swap repeatedly requires a Psyche feat to keep from becoming confused and being stuck with his current powers for a turn instead). Common power selections include the following:
-The suitable power to boost a specific FASERIP by the chosen power rank (Hyper-Strength, Hyper-Endurance, Hyper-Intelligence, etc.)
-True Flight
-True Invulnerability
-Elemental Conversion
-Molecular Conversion
-Molding
-Human Changeling (Used to primarily change his features sufficiently between his original form and his super-villain ID to prevent discovery based on common physical characteristics)
-Self-Duplication (duplicates only have those powers that the original had at time of duplication and may not create duplicates themselves)
-Resistance to Mental Attacks
-Regeneration
-Serial Immortality (Spontaneous Creation)
-Teleport (Self)
-Clairvoyance
-Clairaudience
-Danger Sense

NOTE: When engaged in his normal activities he generally maintains the following powers as his defaults: Resistance to Mental Attacks, True Invulnerability, Hyper-Intelligence, Danger Sense. Power selections may vary depending upon the situation however, and will be tailored to whatever his chosen activities might be at the time. High-Risk locations will have him replacing Hyper-Intelligence with Immortality to ensure his survival.

TALENTS

Business/Finance; Criminology; Chemistry; Persuasion +3CS;

HISTORY

Derrik was always something of a fast talker and con man growing up, so much so he easily breezed through life while pretending to be an upright and respectable young man as he earned his degree in business management and banking. He moved up in the business world rapidly while carefully cultivating connections in the legal and illegal sides of business. Unfortunately for him it eventually caught up with him after cheating someone he shouldn’t have and found himself shot and left for dead in an out of the way dump site for bodies as well as chemical waste.

Fortunately for him though he wasn’t quite dead as the chemicals that had been brewing in the area for decades leaked into his system and quickly spread with each beat of his heart to every cell in his body, killing some but mutating others as his DNA broke down and reassembled in new and fantastic ways. Awakening hours later he found himself inexplicably healed of all the damage worked by the bullets that ripped through his system as his body instinctively developed regenerative abilities in order to survive.

Making his way from the graveyard and picking his way around the corpses in various states of decay and rotted waste disposal drums he didn’t question his good luck as he was too dazed at first and too horrified to question things at the time. Returning to his upscale home he cleaned up and switched to clean clothes only to end up targeted again as the crime lord arranged another hit after an informant notified him that Derrik was still alive. To his shock his terror caused him to switch to a new power, True Invulnerability, and survived the hail of bullets this time without a scratch. A sudden burst of physical prowess and strength led him to accidentally killing the dumfounded and stunned thugs before they could react to his still being alive.

Mind reeling at the rapid string of events happening to him that seemed impossible he sub-consciously drew upon his newfound power to augment his intelligence to figure it out and upon doing so his greedy con-man nature quickly saw all sorts of newfound ways of enriching himself and quickly got over the three dead thugs bleeding out on his carpet. He even managed to work out how to get out of the murderous situation with the crime lord he’d unintentionally ripped off and how to clean up before the police arrived and make it appear as if nothing was wrong.

Drunk on the power he now had he spent months experimenting to learn just how far he could stretch it and what he could and could not do before putting together his ultimate scheme for there never was a con-man who could settle for a small score when he could go for the moon instead. Putting together his new appearance and image as the villainous Flexor he set himself up thanks to his previous ties (and judicious use of the appropriate telepathic powers) as THE villain to go to for that hard to find, buy, or steal item and selling his services at a premium plays at the respectable businessman and philanthropist by day and the charming but calculating villain Flexor by night.

CONTACTS

Flexor has a variety of both legitimate and illicit contacts at the mid and high-levels of business and crime, both in his secret and villain IDs, and is scrupulous about keeping them separate let he give himself away.

ENEMIES

Flexor has had run-ins with Spider-man, as well as Daredevil and Gadget (who nearly caught him before he switched to having Teleportation and escaped).

PERSONALITY

Like most con men Derrik is very charming and beguiling, with the ability to lie so convincingly you’d have trouble trusting your own senses even without his using a power to bolster his efforts. His selfish belief that no one’s needs are as important as his own and that anything that they earn really belongs to him reveals his true colors though as someone who’d have no problems setting someone up and destroying their life (even literally) if that is what it took to get what he wanted. While he knows he has to provide a certain amount of reliability to keep getting the lucrative contracts, particularly in the criminal underworld, he’ll sell out anyone and break any agreement he has to in order to keep himself free and enjoying the high life.

"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: Flexor, NPC Villain Character Sheet
May 07, 2008 05:08PM
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One of my personal favorites. Thanks for bringing him home. smiling 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
Knock-Off, NPC Villain Character Sheet
May 07, 2008 04:33PM
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Knock-Off

Super-Villain ID: Knock-Off
Name: Frederick ‘Freddie’ Cooper
Power Category-Induced Mutant
Appearance: Frederick is a fairly non-descript young black male with a preference for expensive yet subdued attire, preferring not to flaunt his ill-gotten wealth with gold and jewels dripping from him like many lower-class thugs, preferring to be above all that and feeling secure in his superiority and not needing the outside validation of others like those who flaunt their wealth do.
Height: 5’ 10”
Weight: 172 lbs
Sex: Male
Age: 24

Fighting: Excellent (20)
Agility: Typical (6)
Strength: Good (10)
Endurance: Remarkable (30)
Reason: Good (10)
Intuition: Good (10)
Psyche: Amazing (50)

Health: 66
Karma: 70
Resources: Amazing (Courtesy of embezzlement and theft through the use of his duplicates)
Popularity: S6/V0 (Few people know about the existence of Knock-Off and his villainous activities at present)

POWERS

Duplication: Knock-off can create near-perfect duplicates of anyone that he touches with CL1000 ability. These copies possess all the powers, abilities, talents, and equipment of the original at the time of contact, although at 1CS below that of the original where appropriate. All copies are otherwise identical in appearance and memories to the original save that they will obey without question and to the best of their abilities the orders or wishes of Knock-off. The duration of each copy is one day from the moment of creation; although this may be extended by one day provided Knock-off is able to touch the copy before time runs out and succeeds on a yellow power feat. This may be done indefinitely. It is possible (although has yet to be proven) that if a copy lasts long enough it could conceivably become permanent, as well as improve to the point of equaling the stats of the original. Knock-off may maintain up to ten duplicates at one time and may even create weaker copies of himself when looking to create an unshakeable alibi or otherwise help conceal his superhuman and criminal nature. His own copies however lack the ability to create duplicates themselves, although he as yet does not understand why.

TALENTS

Martial Art B, C; Streetsmart; Breaking and Entering;

HISTORY

Frederick grew up on the mean streets of Chicago, surviving as best he could on his wits and ability to blend in with the background, with the occasional job of breaking and entering and theft from unsuspecting people’s homes to bribe the local gangs and pay for the things his mother couldn’t. Unfortunately he chose to rob one house too many when he went for the recently renovated home in a nearby neighborhood that looked to have plenty of rich pickings from what had he’d seen being moved in.

Dr. Claudius Sharpton was a successful scientist up until his experiments in matter replication resulted in several injuries when he attempted to copy some of his lab assistants and was fired from his company and blackballed from finding new employers. Forced to set up shop in a less savory neighborhood to save on his remaining funds so he could continue his experiments he found the invasion of his home by the thieving Frederick aptly timed in providing him with a lab animal to experiment with copying.

Due to the experimental and incomplete nature of the machine’s design it inflicted enormous pain on any living creature placed within it for copying, and killed smaller organisms outright from the feedback. As such Frederick underwent extremely grueling pain each time he was unsuccessfully copied until weeks into his captivity the lack of sufficient safety precautions due to limited funding resulted in the machine overloading and exploding, killing the doctor outright and leaving Frederick barely alive.

Dragging himself to safely barely in time before the structure burned to the ground as a result of the machine’s destruction he first encountered an enraged pit bull in the yard he was trying to cross and as he touched it spawned the first copy, one that quickly attacked the original and gave him the opportunity to get away. Confused over what just happened he tried to make his way home through the back alleyways and in his weakened state drew the attention of several thugs looking for what they considered a good time. Things proved more of a shock than they expected though as they found themselves faced by themselves when his efforts to defend himself from them resulted in fresh copies of them as well that quickly came to his aid and ran off their originals.

Finally starting to see more clearly thanks to the aid from the copies he remembered the rantings of the doctor about the machine and what it was meant to do and proved canny enough to realize that he’d gained the ability to create copies of what he touched just like the machine was meant to do. Quick to realize the benefits of it he had the thug-clones clean him up and get him medical care courtesy of the copied money in their pockets and found his way home, where he passed off his absence as being a prisoner of one of the local gangs and forced to help them make meth in one of their labs. With her eventually satisfied he settled in to plot what to do with his newfound ability and learn what its limits were.

While he couldn’t seem to copy non-organic matter alone, only what was in the possession of a living being and what he could copy didn’t seem to last he had no problems parlaying it into a financial windfall for himself and his mother, although as his greed grew they eventually grew apart and once he was of adult age he left to use his powers to his full satisfaction. From copying bank presidents, shop owners, and others to gain whatever he wanted to copying any woman he desired he found himself reveling in his power as he felt like a king, or at least the greatest gang-leader alive. One with power enough to rule the world if he wanted to, and the ambitions growing within him as he adopted the slang term Knock-Off for his other life and pondered what it would be like to have not just normal humans serving him but how grand it would be to find and have his own super heroes and villains serving his beck and call, and have nothing that could stop him from satisfying his every dream and desire.

CONTACTS

Knock-off has no contacts outside of his copies.

ENEMIES

If they knew about him he’d be the target of everyone he’s ever victimized with his copies, currently however few even suspect his existence, but if he continues to slide into darkness that’s likely to change soon.

PERSONALITY

Frederick’s growing up on the mean streets along with the experimentation that granted him his powers has left him not quite a sociopath but close enough. The only thing that matters to him is his own pleasure and well-being. As such he’ll do anything he feels is necessary to protect himself or advance his desires, including murder. While he presents a public image of an eccentric living a quiet life away from others he regularly engages in his baser desires without restraint, maintaining a harem of copies of whatever women he has an interest in at the time: at least for those who are too high-profile to simply kidnap and have the original serve him. He also has an array of items stolen through the use of his duplicates that he hides away from the world for his own pleasure. As he goes along unchallenged and un-restrained his lusts for money and power continues to grow, and someday soon these feelings will reach a cresting point and he’ll engage in more blatant and wholesale theft, rape, and murder to indulge his increasingly depraved appetites as well as slip into megalomania and look to conquer the world like many super-villains do.

"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: Knock-Off, NPC Villain Character Sheet
May 07, 2008 05:07PM
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Hands down, one of the most awesome villains ever posted on this website. Him and Flexor working together would be a nightmare for any hero team.

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: Knock-Off, NPC Villain Character Sheet
May 08, 2008 07:14PM
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That they would, although I doubt Flexor would want to risk someone like Knock-Off getting the chance to copy him (and some time spent with Power Detection would give him quite the good idea why to NOT get close to Knock-Off). Would be fun seeing the antics that Knock-Off could get into in a game, like the 'duplicates making heroes look bad' scenarioes, like in the one X-men related game module with the clones.

"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: Knock-Off, NPC Villain Character Sheet
May 08, 2008 08:59PM
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Actually it would not be a bad idea for you to write a short module with him as a villain. I'd be down to run through it with you via e-mail if you wanted to test it out, before running a larger group of player in it.

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
Silverbolt Character Sheet
May 11, 2008 05:09AM
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Silverbolt

Super-hero ID: Silverbolt
Name: Roger Kirkwood
Power Category-Normal Human: High Tech Hero
Appearance: Roger appears as a medium build and oddly blue-eyed black man who manages to retain his boyish appearance. His Silverbolt form is smooth and form fitting, with features that can shift along with his moods, and appears to be slowly evolving a more elaborate style while active, based upon Roger’s subconscious impressions of those armored heroes of his youthful days of comics.
Height: 5’ 10”
Weight: 165 lbs
Sex: Male
Age: 22

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

Health: 60/160
Karma: 100
Resources: Amazing
Popularity: S36/H27

POWERS

Note: All of Silverbolt’s powers come from the Silverbolt Battle Armor that he inadvertently brought into existence and wears.

Silverbolt Battle Armor: Fashioned of a unique nano-tech malleable metallic alloy the Silverbolt Battle Armor provides a number of special abilities and powers while active, including the following:
-Body Armor: Remarkable protection from physical and energy attacks.
-Energy Absorption: Monstrous ability to absorb incoming energy, either to channel it into the weapon systems or to boost strength.
-True Flight: Unearthly flight speed by manipulating gravity, able to lift up to 50 tons in flight by enveloping the mass within the armor’s gravity field.
-Fire Force or Energy Blasts of Amazing intensity and range
-Energy Detection: Incredible rank ability to detect and track any energy contained within the electromagnetic spectrum.
-Full Spectrum Scanners: Grants access to a number of vision-based senses with Amazing ability; including Night-vision, infra-vision, UV-Vision, Telescopic Vision, Microscopic Vision, and see across the entire electromagnetic spectrum.
-Regeneration: The Silverbolt Battle Armor may repair itself at Amazing rates, recovering lost ranks at a rate of one every ten minutes, and may also repair its wearer at well, enhancing their recovery rate to Amazing levels. It may substitute for any lost or damaged organs its wearer has suffered from until such time as it has fully regenerated and rebuilt the missing or damaged tissues.
-Life Support: The armor may maintain safe environmental conditions for the wearer with Unearthly ability, including reprocessing all waste and eliminating the need for food, water, or air while active.
-Protected Senses (All): Amazing buffering of all senses while active.
-Resistance to Toxins, Gases, Drugs, Disease, Radiation: While active the armor provides Unearthly resistance to the listed attack forms, and if the wearer is subjected to such attacks while inactive the armor will automatically activate in order to save the life of its wearer.
-The armor actually possesses its own RIP, allowing it to function when its wearer is otherwise incapacitated. Reason: Unearthly, Intuition: Good, Psyche: Unearthly, Karma: 210. Note that the armor will only act on its own when its wearer is incapacitated or in order to respond to a threat the wearer is unaware of, as it is most comfortable serving its wearer. Being sentient and effectively alive the armor has its own separate Karma that the wearer may not use but the armor may spend on its wearer’s behalf. Attempts by outside forces to manipulate or control the armor check against its Unearthly Psyche in order to usurp its control over its own substance.
-Total Memory: The armor has Unearthly recall of everything that has occurred since its creation and may share this information with its wearer.
-Mental Duplication: The armor retains a complete copy of the memories of everyone that has ever worn it since its creation, and makes this copy with Unearthly ability. Currently it only maintains a record of Roger’s mind and memories.
-Linguistics: The armor is capable of deciphering and translating any language, code, or encrypted signal with Amazing ability. This attempt is made every ten turns that the armor is analyzing a particular sample until successful at which point it may allow its wearer to understand and communicate in the chosen language, code, or encrypted signal with perfect fluency.
-Communication Suite: All-band radio transceiver capable of communicating on any frequency, including encrypted ones, with Amazing ability at a range of 250 miles, as well as tap into GPS location signals, satellite uplink/downlink, and Cell phone services. May also surf the Internet and provide virtual reality linkage through the armor’s cybernetic link-up.
-Create any kind of computer port required in order to plug into and hack any existing computer system with Unearthly ability.
-Adaptability: The armor has the potential to develop new features over time, as well as reconfigure existing systems for greater efficiency/power as the nanites grow and evolve. It’s uncertain how long it would take for the living alloy to improve and evolve any particular feature, and currently is limited to temporarily reducing the effectiveness of all other systems in order to increase the capabilities of another. For each CS increase in a particular ability (Strength and Energy/Force bolts being the most common), impose a similar CS penalty on all other systems, up to a maximum increase of Shift Y.
-Self-Duplication: It is possible under unusual conditions (attempting to save someone’s life for example) that the armor can sacrifice as much as half of its current mass in order to spawn a distinct and separate version of itself to join with the chosen individual in order to heal and restore them. This will result in the original suffering a 2CS reduction on all powers (although not its RIP or defenses against being controlled by outside forces) until it can recover that lost portion or gather and replace the lost mass from existing materials. In the event of the permanent separation both parts will grow up to the listed stats and the ‘child’ will possess both the memories and knowledge of Roger and anyone else who has worn the armor in the meantime. This requires a successful Red Endurance feat and Red Psyche feat in order to succeed and karma may be spent on these checks. This may not be done more than once a year risks killing the armor if overdone.
-When not in use the armor stores itself in an unassuming Silver Metal band worn around its owner’s left wrist, appearing to be nothing more than a wrist chronometer. The armor may still communicate with its wearer in this form, and may access its communication suite and linguistics ability as well as double as a cell-phone.

TALENTS

Blunt Weapons; Martial Arts A, B, C; Engineering; Electronics; Computers; Repair/Tinkering; Quantum Physics; Energy and Particle Physics; Atomic Physics; General Physics; Cybernetics/Bionics; Robotics; Nano-Technology; Metallurgy;

HISTORY

Some people achieve greatness through hard work and sacrifice, others through dumb luck and being in the right place at the right time, and then there are those who get there from a mixture of all the above. This is the story of one of the latter.

Roger Kirkwood was born dirt poor but brilliant, enough so that he endured daily abuse from other kids growing up, who hated the example he set and much preferred tearing him down rather than acknowledge that they were simply too lazy and cowardly to put the effort into school to achieve. His family was little better as his poorly educated parents couldn’t understand their child and often tried to hinder him because of their own beliefs that it was impossible to escape the life he’d been born into. His only escapes were his studies and comic books, with his favorites being the heroes who were otherwise normal humans who got by on their brains or the gadgets that they carried or even armor that they wore.

Years of growing up in such a harsh environment required him to learn how to defend himself and survive in the hell so many are forced to live in, but it didn’t manage to drive out the dreams he had for his future. While he didn’t dream so high to become a super-hero he did imagine someday creating new technologies and perhaps even remake his community into something better. With such dreams in mind he managed to escape to college as soon as he was able to test out of school and enroll in the nearest engineering college available to him.

College in many ways felt like his old neighborhood, without the violence, but with lesser levels of jealousy and rejection of his more brilliant self, no matter how much he tried to fit in. He didn’t let it get to him though as he simply absorbed as much as he could, breezing his way through the various levels until getting called upon to help with several grants studying nano-technology and exotic metallic alloys during his doctoral phase, which he eagerly joined.

Years seemed to fly by as they solved problem after problem, both with developing more and more elaborate and complex nanites as well with coming up with a variety of metallic alloys for a variety of purposes. Unfortunately when transporting a container of the latest nanites he’d just finished up constructing for study he overheard the professor in charge of the project talking with someone he later discovered worked for AIM, looking to sell out the research to the terrorist organization in exchange for considerable financial gain. Before he could get away though he was spotted and both the professor and the AIM operative gave chase as he frantically tried to escape.

Running blindly through the research wing of the university he found himself back in the experimental metallurgy department, still clutching the nanites he’d created. He tried to barricade himself in the lab but it was too late and the two pushed their way inside and he was sent crashing into a stack of storage containers of several experimental liquid metal alloys. Weapons fire from the AIM agent ruptured the containers sending the alloys splashing over him and quickly caused the remaining container of nanites to rupture and mix with the alloys as well.

Left for dead by his greedy professor and the AIM agent they failed to witness a most amazing sight, for the nanites and spilled alloys reacted in a most beneficial fashion, causing the nanites to replicate rapidly as they covered the form of their creator, their complexity and intelligence growing along with their exponential reproduction, until they stabilized in the form of a smooth metallic shell covering Roger completely. Built for a variety of functions, especially to learn and adapt, they managed to establish a link with their creator as they reached self-awareness and fashioned themselves and the metallic alloy now their home in the subconscious memories of armored heroes that resided in Roger’s mind.

Awakening in terror at first he quickly calmed (with a little help from the nanites) as he realized something amazing had happened and had a sudden epiphany that what he’d never really believed could happen had in fact done so, and he had the chance now to be like the armored heroes of his comic books. As his new armor had already made use of his memories in its formative stages to learn to create a number of items and features Roger had always felt a hero should have he found himself with a range of things to learn about consciously to use, including just how to walk and move around when the armor helped him along so well.

Several walls and doors ended up demolished as the fledgling hero sought to track down his professor and the AIM agent before he found them, and with his new capabilities proved easily able to capture the pair. Unfortunately there was more evidence that HE was the cause of the destruction around the labs than for them, and little hope to convict them of anything. Only the fact the armor concealed his identity allowed him to escape being held responsible for the costs of repairing the labs, although he felt ashamed that he had to break the law fleeing the police rather than be charged, and returned to work up a plausible way to excuse his surviving the attack.

Thankfully he found that the armor could withdraw from his body and store itself on his wrist looking like a simple if oversized watchband (although he wonders how it manages to store itself in such a compact space and without weighing too much to lift his arm and hopes to figure it out someday). He also realized he had a better chance with the police as himself, called up the police to report the attack, including the appearance of the strange silver-armored being that crashed through after his attackers, but too late for the police to capture and arrest either his professor or the AIM agent.

Over the next several weeks confusion reigned as he dealt with the barrage of questions and interrogations over the events in the lab, made all the more difficult by his having to shift to his armored form many times to protect others or foil crimes. There was much about being a hero the old comics hadn’t really impressed upon him, he came to realize, but eventually sorted things out enough to see his Professor off to jail (and learn of his prompt escape with the help of AIM), finish up his doctoral work, and set about establishing himself as the hero he’d always wanted to be.

CONTACTS

Silverbolt Battle Armor (Roger doesn’t realize it’s sentient but it’s certainly a contact); Kirkwood Industries (his company); Wanda Greene (GF, secret ID only);

ENEMIES

AIM; Hydra; Dr. Hyrom Restlow (former professor);

PERSONALITY

Roger really loves the life of a hero, living it in all the glory the comic book characters of his youth did. He’s noble, kind, generous, helpful, prone to the standard comic book declarations of the hero telling the villain to surrender as evil cannot win, and much of that nature. In spite of the upbringing in some of the worst conditions possible he’s somehow managed to hold onto all the ideals of his youth and fights for what is good and right no matter who seeks to deter him, and will never kill as heroes save lives not take 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.
Re: Silverbolt Character Sheet
May 11, 2008 02:56PM
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Very nice.. Gotta love the adaptability and potential of nanotech winking smiley
Re: Silverbolt Character Sheet
May 11, 2008 04:15PM
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Thanks. This is the somewhat toned-down version as the original is more powerful in general but this write-up includes some tweaks I'd left off the first post that go with it so nicely. Some of the inspiration (but not all) comes from the X-O Man-O-War armor without the problems of the need for a control ring and with the ability to spawn more readily (that class only spawned a new seed every thousand years AND required a sentient being to be a sacrificial lamb for the seed to 'sprout' in, consuming the being and making it part of its essence).

"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.
Scavenger Character Sheet
May 12, 2008 10:20PM
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Scavenger

Super-hero ID: Scavenger
Name: Ishtar Relinquist
Power Category-Demihuman: Squirrel
Source of Superhuman Powers: Accidental exposure to unknown extradimensional energies
Appearance: Ishtar is a tall, well-built and muscular anthropomorphic white squirrel clad in a variant of Dr. Strange’s ornate attire.
Height: 6’
Weight: 142 lbs
Sex: Female
Age: 35

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

Health: 215
Karma: 150
Resources: Monstrous
Popularity: 0 (Scavenger is rarely in any particular dimension long enough to built up a reputation of any sort.)

POWERS

Enhanced Senses (Hearing, Sight, Touch): Incredible

Nightvision: Incredible

Natural Weaponry/Claws: Material Strength Excellent Power Rank Excellent

Spider-climb: Remarkable ability to climb any rough surface upon which she may gain purchase.

Hyper-Leaping: Unearthly

Dimension Travel: Scavenger has the CL1000 ability to transport herself across dimensional barriers to any dimension she desires. So adept is she at crossing dimensional planes she may use her power rank instead of her strength in order to determine how much she may transport at one time. She has developed the power stunt of shifting to her home base and back again in order to simulate teleportation, letting her move between any two points anywhere in any universe she’s inhabiting with unlimited range. This maneuver is similar to that used by Magik with her Stepping Discs.

Extra-dimensional Detection: Just as Scavenger may transport herself into other dimensions she may also peer into any location in any dimension she desires with CL1000 ability.

Extra Body Part/Prehensile Tail

Magical Ability: Scavenger is a mage of Excellent ability and currently at the level of Novice of the Order School of Magic. She may cast the following spells at Excellent level unless otherwise stated:

PERSONAL:
-Telepathy: Remarkable
-Tongues:
-Shield (Individual):

UNIVERSAL:
-Eldritch Beams/Bolts: Remarkable

DIMENSIONAL
-Agamotto: Remarkable
-Environmental Independence:

EQUIPMENT

Unique Weapon-Shield: This CL3000 material strength shield previously belonging to Captain America provides several benefits, key among them being able to block up to Unearthly amounts of damage although unable to protect against stuns and slams, and may be used as a melee as well as a ranged weapon

Soulsword: This blade, created by Illyana Rasputin, otherwise known as Magick, is an Unearthly material strength blade that’s the ultimate expression of her magical might and has several special powers. It may strike magical creatures for Monstrous edged damage while passing harmlessly through non-magical creatures and objects, although living beings require a Yellow or better Psyche feat to avoid being stunned by the shock of thinking they’ve just been cut in two. It may also dispel magical control, possession, or manipulation of any being or object by striking them with the blade and making a Psyche +2CS check in order to dispel the effect or drive out the possession agent and restore the target to normal.

Ebony Blade: Forged by the magician known as Merlin out of the metal core of a fallen meteorite this Unearthly material strength blade has a number of special properties; known properties include the following:
-In her hands it can inflict up to Amazing edged or blunt damage depending on whether or not she makes use of the edge or flat of the blade
-On a successful check to parry it may block spells and energy attacks as if it were a shield of Unearthly strength, as well as absorb non-magical energy attacks and toss them back at an opponent on the following turn. It may also cut through energy barriers and magical force fields of up to Unearthly level.
-On a red psyche feat may either teleport the blade to her or herself to the blade if they are ever separated with CL3000 ability; bridging time, space, and dimensional barriers in order to reunite.

Promethean Body Armor: This magical armor automatically sheathes Scavenger whenever the Soulsword is used in combat, granting Excellent protection against physical and energy attacks and gaining a rank for each round of combat that the blade is used to a maximum of Monstrous. The armor will last for five turns after the blade is no longer in use or no magic is cast in order simply to maintain the armor’s existence.

Cosmic Control Rod: Crafted by the alien insectoid known as Annihilus and ruler of the Negative Zone this one foot long rod allows one to manipulate vast amounts of cosmic energy for a variety of effects, with known powers granted by the Rod as follows; although it is possible one with sufficient will and creativity may be able to develop further powers:
-Flight at Remarkable air speeds in an atmosphere and CL1000 speeds while in Space.
-Boost any physical ability to Unearthly for 1d10 turns once per hour.
-Fire bolts of cosmic energy doing force or energy damage (wielder’s choice) of up to Unearthly rank.
-Manipulate non-organic matter (although not transmute elements) with Unearthly ability
-Grants the power of Machine Animation of Amazing rank
-Wielder ceases to age while in possession of the rod and is invulnerable to Heat, Cold, Radiation, and Disease.
-Due to Scavenger’s exceptional mental faculties she may tap into it for greater effects than Annihilus is known to have done, granting her Life Support at Shift Z rank and allowing her to survive indefinitely in hostile environments without requiring food, water, or air.

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 (its former wielder Dr. Strange used 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.

Eye of Agamotto: Formerly owned by the Dr. Strange of a reality nullified by Michael Korvac the Eye of Agamotto is identical to its Earth-616 counterpart and grants a number of special powers to Scavenger. Drawing on its wielder’s will 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 Scavenger’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.

Ultimate Nullifier: Recovered along with the Cloak of Levitation and Eye of Agamotto Scavenger is in possession of the Ultimate Nullifier that destroyed that earth reality at Korvac’s bidding. Immensely powerful and of unknown origin it is capable of destroying anything, including an entire dimension provided the wielder of the device is capable of encompassing the full nature of the target in question. Use of the Nullifier will generally destroy the one using it whether they succeed or not although at least one known exception does exist, Galactus, unless he chooses to use it upon himself.

HEADQUARTERS

Shield Helicarrier: Acquired from a world decimated by Set and outfitted with supplies scavenged from dozens of worlds this is the primary base for Scavenger. Transported with the aid of the Cosmic Control Rod Scavenger has placed it along with anything she feels a desire for within the otherwise empty expanse of the nullified reality wherein she acquired the Cloak, Eye, and Ultimate Nullifier.

TALENTS

Repair/Tinkering; Computers; Weapon Specialist-Soulsword, Ebony Blade, Shield; Mystic Origin; Scholar of Antiquities; Martial Arts A-E; Thrown Objects; Thrown Weapons;

HISTORY

Ishtar was a relatively normal member of her race on the divergent Earth she was born to, until the day she found herself caught up between two unknown beings and exposed to the unknown energies of the dimensional rifts that they used for transport. Augmented to an astounding degree and granted the natural ability to traverse dimensions she continued to react to life as she had before things, in a fairly dilettante manner and relying on her augmented abilities without making any effort to learn to exploit her full potential to disastrous consequences.

Caught up in herself she ignored the call for champions to defend her world against an unknown threat that turned out to be one of the children of Set randomly wandering the various planes of existence looking for conquests worthy of it. With her power they could have defeated it or at least consigned it to some realm from which it could never return to her world, without that power it laid waste to the planet while she was amusing herself skipping from dimension to dimension to see in person what she’d glimpsed at beforehand through her powers.

Little was left by the time she returned, nearly all life consumed by the serpent’s hunger before it decided to move on and hunt for a richer world to conquer. Horrified, never having believed such a thing could have happened she was shattered and wandered the ruins of her world for years before she experienced the epiphany that changed the entire course of her life. It was too late for her world but there were others that she could help in the endless curves of the multiverse, she had only to apply herself. While she was at it she sought out the greatest fighters she could find to train herself for her new mission in life, training almost constantly with little breaks save to test out her developing skills and seek out artifacts on other doomed worlds like hers to aid her in her quest.

Time seemed to fly by until she had gone from the diamond in the rough she once was to the polished stone she became, outfitted with the finest weapons and artifacts she could find. Feeling she’d reached the plateau she’d been striving for she committed herself to traveling the multiverse saving all that she could and defending all life.

CONTACTS

Scavenger rarely has any contacts available to her on a particular world as the near-infinite number of worlds around she rarely has time or opportunity to revisit any she’s previously saved but has many scattered across the firmament given time she could call upon for aid, including alternate reality counterparts of the FF, Avengers, and several versions of Juggernaut and other lone survivors she’s rescued from otherwise dead worlds.

ENEMIES

Scavenger has thwarted the plans of a number of powerful entities across the Multiverse, including a number of versions of Mephisto, Thanos, and Dormammu. She’s especially obsessed with defeating any plans of Set and his children and has destroyed several versions of both (although she required the aid of the Cosmic Avengers and two Professor X Juggernaut’s to destroy Set).

PERSONALITY

While she is still capable of enjoying life Ishtar rarely manages to do so, the guilt and grief she feels over the loss of her home world tends to quickly get in the way anytime she takes time out just to be herself. She will often put herself at risk in conflict in order to protect others and take the hit for herself, subconsciously seeking punishment for her selfishness, although doesn’t take insane risks as her fear of dying and leaving a world without her aid in a dire crisis helps to moderate he risk-taking somewhat. She’s extremely lacking of a sense of humor when it comes to conflict, finding it the last place for wise-cracking and very curt and sometimes hostile when it comes to dealing with those who cope with conflict in such a fashion.

"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.
Wildcard Character Sheet
May 11, 2008 05:14AM
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Wildcard

Superhero Name - Wildcard
Character Name - Tabatha Elayne Clarkson
Physical Form-Demihuman: Mephitisoid
Source of Superhuman Powers: Genetic mutation resulting from exposure to environmental pollution from illegal toxic waste disposal.
Appearance: Tabatha’s natural form is that of a large anthropomorphic skunk with a large prehensile fluffy striped tail. Her standard human form is that of a tall, tanned, curvaceous Caucasian human female with long lustrous black hair down to her waist. Both forms have green eyes and speak with a Midwestern accent.

Height: 5’ 9”
Weight: 139 lbs
Sex: Female
Age 25

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

Health: 190
Karma: 170
Resources: Incredible (40)
Popularity: Secret ID 37/Public ID 14 NOTE: The public assumes she is a mutant human with an animal form rather than a mutated evolved animal.

POWERS
Enhanced Senses (Sight): Remarkable

Nightvision: Remarkable

Natural Weaponry/Claws Material Strength: Remarkable Power Rank: Remarkable As an established power stunk with her shapeshifting powers she can boost the material strength and damage to Monstrous levels, although rarely does so unless a situation requires it, favoring attacks less likely to result in potentially lethal effects.

Natural Weaponry/Teeth Material Strength: Remarkable Power Rank: Excellent As an established power stunk with her shapeshifting powers she can boost the material strength and damage to Monstrous levels, although rarely does so unless a situation requires it, favoring attacks less likely to result in potentially lethal effects. She rarely bites in any case given the range of options her shapeshifting powers grant her.

Stink Spray: Remarkable intensity stink spray, requiring an endurance feat or opponent is incapacitated for 2d10 turns while they attempt to keep from losing their lunch. Those directly struck as well as those caught in the cloud are at —1CS to seeing as their eyes burn and water and blinds them until they can get into clean air. The odor is distinctive and clings to the target for 1d6 days unless they have some means of neutralizing the chemical clinging to them and grants a +2CS to anyone tracking them by smell.

Shapeshifting: Unearthly ability to assume any form she desires and maintain it indefinitely, including while asleep or unconscious. Power stunts include:
-Human Changeling: Unearthly ability to replicate any human, right down to retinal patterns and DNA signature if she’s previously encountered the individual. While this won’t allow her to copy any powers they might possess it grants her Unearthly shielding from detection by any means, and where possible she may use her own powers to emulate those of whoever she’s copying (Wolverine and Colossus being easy for her to pretend to be courtesy of her own powers, although she has trouble faking the attitude of Wolverine).
-Plasticity: Unearthly
-Elongation: Unearthly
-Flight (Winged): Amazing
-Reshape herself into protective body armor granting the following benefits to whomever she’s protecting: Fighting: Incredible, Agility: Incredible, Strength: Incredible, Endurance: Unearthly, Health 220, Body Armor: Monstrous vs physical and energy attacks, Life Support: CL1000, Natural Weaponry/Claws: Monstrous.
-Transform herself into support structures and protective barriers of Monstrous material strength (she has yet to learn the molecular structures of more powerful materials like secondary adamantium so is limited to Monstrous rank material rather than Unearthly).
-Weapons Creation: She can reshape her substance into any handheld weapon she can envision. These items are of up to Monstrous Material strength and inflict up to Incredible edged or blunt damage depending upon the item in question.
-Self-Duplication: Wildcard can split herself into several identical copies of herself, each with the same abilities and powers, although for each extra copy of herself all copies receive a —1CS (i.e. if there are 3 duplicates for a total of 4 Wildcards all take a penalty of —3CS to their powers, while FASERIP remains unaffected). All copies share a group mind, what each knows they all know, and can remerge whenever close enough to each other to do so.
-Circular Vision: By creating eyes in the back and sides of her head Wildcard can see all around her (and above if she feels the need to do so), with incredible ability.
-Blending: Monstrous ability to blend in with her surroundings, generally by reshaping herself to either match whatever is already there or by molding herself around an existing item, examples include reshaping herself to cover a wall as a false front or appear as a rug on a floor.
-Entrap others by enveloping and wrapping up around them with Unearthly ability.
-Form herself into restraints of Monstrous Material Strength
-By surrounding an explosive device and transforming into her hardest and most resilient form she can absorb up to Shift-X damage, although when taxed to her limits in that fashion it will take her 10d10 turns to reassemble herself and will have taken Amazing damage due to the effort required to repress the explosive force.
-Form herself into cushions able to absorb up to Unearthly falling damage, as well as catch slammed people and items to prevent injury or damage up to Unearthly levels.

Body Transformation-Self: Unearthly ability to transform herself, in whole or in part, into any element, compound, or mixture of compounds desired. Combined with her Shapeshifting ability she can assume literally any form she can envision, whether it be an organic being, vehicle, water, or anything else she desires. She has complete control over every molecule of her body and may reassemble herself if some outside force successfully disperses her while in an altered molecular state.

True Invulnerability: Due to her extremely malleable and adaptive physical structure she has Incredible rank True Invulnerability, reducing the damage from all attacks save those of a magical or Psionic nature without a physical component by 7CS before applying damage. This power is only functional when she isn’t mimicking a less malleable material, such as stone, metal, or glass, and is replaced by the benefits and limitations of those material forms instead. For example, if she transforms into steel she gains remarkable rank body armor but increased vulnerability to magnetic attacks. She has normal resistances towards magical and psionic attacks.

Regeneration: Unearthly rank regenerative abilities, regaining health 100 times faster than a normal human being and quickly regenerates any lost or damaged body parts. She also recovers lost Endurance ranks on a feat check every 10 turns until fully recovered.

Body Adaptation-Self: CL3000 ranked ability to swiftly adapt to any harmful environmental conditions, including the vacuum of space, the depths of the oceans, and can even exist in such harmful conditions as the surface of Venus without injury for an unlimited amount of time. This requires a continuous environmental effect, like being in the middle of a flaming forest, and won’t adapt defenses to brief or momentary events, like a flame blast from the Human Torch or electrical blast from Electro. However any attacks related to environmental conditions she’s adapted to will be resisted with full effect.

Immortality: Wildcard has such a powerful life force that she cannot be killed, and can fully regenerate her body from complete disintegration in 1d10 months. This power functions in all dimensions save those that somehow negate her powers. She is impervious to toxins, gases, drugs, disease, and aging.

Extra Body Part/Prehensile Skunk Tail: As long as she is tall she can use her tail for an extra attack each round, inflicting Excellent blunt damage, as well as to bind and catch others, and as a shield to block incoming attacks and protect others on a successful Agility feat. She often will shape it into a shield of Monstrous strength for maximum protection.

TALENTS

Chemistry; Metallurgy; Biology; General Physics; Atomic Physics; Quantum Physics; Energy and Particle Physics; Engineering; Business/Finance; Electronics; Computers; Microchip/micro-electronics fabrication and design; Repair/Tinkering; Languages-English, Japanese, Spanish;

HISTORY

David and Virginia Clarkson were a retired college professor and research scientist respectively living a quiet life in the mountains of West Virginia when they came upon the young creature that they ended up taking into their lives and hearts. Born to a pair of skunks part of a group that had lived for generations in an illegal dump site that had been leaking and poisoning the area for decades. Unlike the majority that suffered from deformities or were stillborn she benefited from a beneficial alignment of mutations that bumped her up the evolutionary scale tremendously and gave her incredible powers of adaptation even at her young age.

Curious about the strange creatures that lived nearby she began watching them for days on end, feeling drawn to them until one day while studying them she jumped to the aid of the husband after some effort to clean dead trees from the area resulted in his being caught beneath one instead. Fearful at first the couple were eventually overcome by both their curiosity and their generally kind and tolerant natures and with much effort eventually managed to entice the young mephitisoid into their care. Taking her under their wing they soon grew to love her as they taught her about the world and helped her to learn about herself.

Research grants and careful business management had left them wealthy enough to get papers produced faking an impeccable trail of adoption and home-schooling for her, and gave her the unused name for a daughter if they’d ever been blessed with one, instead of the ungrateful son that they hadn’t seen in years instead. Careful socialization over the years allowed her to blend into human society easily as she acquired the college degrees to validate her extensive education by her adoptive parents and set up her own engineering design firm to make her own way in the world. Well-adjusted and with a love and respect for all life she found herself drawn into using her powers to help the people around her and joining the super-hero community under the heroic ID of Wildcard.

CONTACTS

David Clarkson (adoptive father), Virginia Clarkson (adoptive mother), Margaret Reed (Law contact, Reason Excellent, Law talent), Jasper Westfield (Engineering Contact, Reason Remarkable, Engineering and Electronics Talent), Terrence Edwards (Business contact, Reason Excellent, Incredible Resources, Business/Finance Talent)

PERSONALITY

Tabatha is a very well-adjusted young woman, as such she tends to get along well with most people while human and even manages to get through to the occasional bigoted type with her warm, outgoing attitude when in her natural mephit form. She regularly puts herself in harm’s way for the sake of others, willing to take the painful hits if it means saving others, although as she values life far more over property (property after all can be replaced, a life cannot) she generally doesn’t rush to defend property if lives are at stake unless it has some essential value or capable of providing a greater threat to the area around her. While she knows she can survive just about anything she realizes how precious life is and would never kill anyone, or even injure them unless injury was unavoidable to prevent them from hurting or killing 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.
Re: Wildcard Character Sheet
May 11, 2008 08:42PM
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This character's abilities remind me a great deal of Mr Happy. Was he the inspiration? Interesting character to be sure. One question, when Wild Card becomes a body armor for someone, why is the recipients fighting and agility ranks higher than Wildcards?
Re: Wildcard Character Sheet
May 11, 2008 09:13PM
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Actually Wildcard was posted to Classic Marvel long before you ever started posting here, but with how many characters I've posted I'm not surprised that you missed her since she was like on page 7 or 8 by the time you got active. So their similarities are purely coincidental. As far as why the Fighting and Agility go up it's because she's augmenting the potential of whoever's wearing her so I grant a bit of lattitude there with them effectively working together. She's basically more power armor than body armor.

"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: Wildcard Character Sheet
May 11, 2008 09:22PM
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Nightmask,

You posted her on December 04, 2006 10:49AM, to be exact. Actually, I just went looking for Wildcard in the Archive Forum earlier because I didn't remember her at all. Apparently she is another of your characters from the old board that came up missing. Nice write-up.

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: Wildcard Character Sheet
May 11, 2008 09:31PM
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Yes sadly all my characters (outside of a few that somehow got missed) I posted are gone, so I've been reposting them a few at a time to restore them. Hard to believe it's been nearly a year and a half since I posted her the first time though, time does fly. Glad you find her so entertaining, I had a lot of fun working on her although left off some power stunts since I worried about the twits at the time flaming her as it is for being so versatile. I should put in everything I left out originally for her sometime.

"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.
Athena, NPC Villain Character Sheet
May 11, 2008 10:48PM
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Athena

Super-Villain ID: Athena
Name: Dr. Margaret Blayne
Power Category-Cyborg: Mechanical Augmentation
Appearance: Margaret is an above-average height black woman with an almost too perfectly tone body and ample bosom as a result of the augmentation she’s had installed (why not make oneself look their best if they’re going to undergo that kind of surgery anyway?). While in public Margaret dresses in the most expensive and fashionable outfits available, with a number of outfits custom-designed for her, and makes use of dark, sturdy attire the public instantly associates with ninjas and assassins to completely conceal her features.
Height: 5’ 9”
Weight: 142 lbs
Sex: Female
Age: 33

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

Health: 170
Karma: 110
Resources: Amazing
Popularity: S38/V-17

POWERS

Athena has no natural powers and gains all of her abilities courtesy of the cybernetics that she has been outfitted with.

CYBERNETICS

Athena is outfitted with a series of implants, neural network overlays, and other artificial improvements that grant her the following powers and abilities:
-Due to the augmentation that has been installed throughout her body Athena’s FASERIP is increased to the listed levels, if they were somehow removed without killing her all her stats would drop to Typical except for her Reason.
-Athena has a specialized computer interface allowing her to access her central computer from any location on the Earth’s surface with Unearthly ability. This allows her to make use of its stored information during any situation for which it is useful.
-Due to her specialized brain implants Athena has Unearthly recall of everything she has ever experienced, read, or heard.
-Specialized treatments have rendered Athena’s bones as durable as high-grade steel, giving them a material strength of Amazing, although if broken she also requires specialized treatments in order to repair the damage.
-Athena may incorporate any talent possessed by the minds stored in NIMiRC into her own mind, although risks assimilating personality traits or quirks in the process (Red Psyche Feat to avoid).
-Due to the incorporation of parts of dozens of people’s memories into her own mind along with her brain implants Athena has Unearthly resistance to powers and spells that attempt to read, contact, control, attack or otherwise influence her mind.

EQUIPMENT

Neural Interfacing Mind Recording Computer, or NIMiRC for short: This cutting edge and unique computer system is capable of recording and storing the mind of anyone who has been connected to it with Unearthly ability and unlimited duration as well as transfer those memories to anyone outfitted with the appropriate brain implants (currently only Athena has them). This allows someone to learn anything contained within a copied mind, and a side-effect will resort in improved memory recall and a +1CS to RIP for any subject for 1d10 months. The computer itself has an Unearthly Reason and also functions as a conventional computer system although is kept isolated currently from any kind of direct outside contact. All data transfers with the outside world are through electronically isolated devices to prevent back-hacking and other attacks on the system.

NIMiRC Helmet: This portable version of the mind-copying helmet at her main lab allows her to copy the mind of someone else after 10 turns of placement upon someone’s head. Only resistances to mental or energy attacks or powers capable of suppressing or concealing one’s mental/electromagnetic energies allow one a chance to resist this Amazing rank attack (Unearthly rank for the scanners at her base). The only other way to escape being scanned is to destroy the helmet before it has completed the process.

TALENTS

General Medicine; Surgery; Cybernetics +3CS; Biochemistry; Biotechnology; Neurosciences; Electronics; Computers; Engineering; Martial Arts A-E; Acrobatics; Tumbling; Psychology; Art (Writer, Painter); Musical Composition; Forensics; Ballistics; Law; Mathematics; Detective/Espionage; Military; Guns; Trivia (US sitcoms, Fashion); History (Development of Weapons and Armor);

HISTORY

Margaret Blayne was a happy, carefree child devoted to her mother and no thought to tomorrow, as is often the case with children, until her mother began to change around her tenth birthday. It was subtle at first, she’d forget an appointment for something fun to do together or something that they’d done just last week together, but as the months went by and it became progressively worse her father eventually talked his wife into seeing a doctor where the tragic news was revealed to them; her mother had a terminal neurological condition that was slowly destroying her brain and would kill her within the year.

Devastated at the news all she and her father could do was watch as the person they both loved most in the world withered away, unable to do anything to help her or ease her passing. Worse wrapped up in his own grief he failed to give Margaret the support she needed to cope with things or get her the help she needed as those terrible days burned themselves forever into her mind. The more distant her father became after her mother’s death the more wrapped up inside of herself she became, the more she railed against the cruelty of life and swore she’d find a way to preserve someone’s mind in the future.

Single-mindedly devoting herself to absorbing any information she could, however obscure or potentially in error, she grew up into an emotionally distant woman who’s sole distinguishing mark was the brilliance she brought to the field of brain research and neurology. While she contributed some amazing advances the most impressive ones she retained for herself, researching in secret far from the prying eyes of government watchdogs and oversight as her obsession finally paid off. Discovering the means to record a human mind as easily as one records a show on TV she constructed the prototype of what would later become NIMiRC and used it to lure in the wealthy, the powerful, the geniuses for her original obsession to save minds so others would not suffer from such agony at the loss of a loved one had mutated into an obsession to copy and make use of the knowledge she then acquired.

Passing off her device as a treatment to improve memory and intelligence it was easy to lure in the desperate, the hypochondriac, and the researcher seeking to become more intelligent in hopes of getting an edge over others in his field. The fact that it wore off over time ensured that they’d return to unwittingly update her copies of their minds in the bargain. As information accumulated she worked out the means of transferring that information into other minds and began downloading that information into her own mind, rendering it even more unstable as the clash of memories ate at her mind in spite of the safeguards she thought she’d developed to protect against such an occurance.

Her final breakthrough came about with the development of the cybernetic enhancements she enticed several of the NIMiRC-enhanced medical researchers to install throughout her body and mind. Fully integrated into her nervous system they gave her not only the ability to make full use of physical talents downloaded from copied minds but improved her overall mental and physical capabilities in the bargain. Flush with the power it provided by the newly-installed implants she found herself desiring a more active physical role in acquiring new minds and knowledge, constructing a portable mind-scanning helmet and all-concealing costume to seek out and copy the minds of anyone she deems an acceptable target.

CONTACTS

Margaret may rely upon anyone who comes to her for her ‘memory-enhancing’ treatments to help her out, provided that they haven’t any idea she uses her technology to copy their minds and reveal their innermost secrets to her and anyone she decides to share them with.

ENEMIES

Pretty much anyone who might learn how much she’s violated their minds, as well as various government and criminal organizations due to the breach of their security she’s managed in copying surreptitiously the minds of members of their organizations.

PERSONALITY

Margaret long ago lost sight of her noble goal of helping those suffering mental degradation and loss and preserve the minds of others and ironically enough does a better job remembering those memories stolen from others than her own personal ones. Now she is obsessed with copying the minds of exceptional individuals and assimilating choice information into her own mind as well as sell that knowledge to others. She rarely shows many emotions beyond arrogant pride and superiority unless something triggers one of the emotional quirks added hodgepodge to her mind. This means she might end up distracted by an overly endowed female, lust after a sports car she’s just seen, or start lecturing someone on the importance of hygiene, or any of dozens of random personality traits she’s picked up due to her earlier memory-transferring experiments.

"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: Athena, NPC Villain Character Sheet
May 12, 2008 11:55AM
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Very nasty cyborg villain here. I wonder, though, if the Mind Recording Computer could potentially copy mental or psionic powers.. Adds a whole new level of threat if so..
Re: Athena, NPC Villain Character Sheet
May 12, 2008 01:36PM
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Hmmmm, an interesting thought. I hadn't considered it originally but perhaps she could be engaging in some of her criminal activities to find critical components to upgrade the machine so that she could in fact increase her already formidable abilities with the psionic powers of people like Jean Grey or 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.
Onyx, Heroine out of Time Character Sheet
May 12, 2008 10:26PM
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Onyx

Super-Hero ID: Onyx
Name: Onyx
Power Category-Demihuman: Badger
Appearance: Onyx is a mature, stocky yet not unattractive anthropomorphic badger. She favors sturdy work attire capable of handling the rigors of her activities, although will dress in flashier and flimsier attire if a situation warrants it.
Height: 5’ 5”
Weight: 143 lbs.
Sex: Female
Age: 31

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

Health: 300
Karma: 70
Resources: Excellent
Popularity: 6 (46 with most environmental groups, -46 with polluting industries and extremist environmental groups that do more destroying than positive change since she opposes both groups)

POWERS

Nightvision: Unearthly ability to see in total darkness.

Natural Weaponry/Claws: Onyx’s claws are of Unearthly material strength and she may strike for Unearthly edged damage or Shift X damage when berserk.

Natural Weaponry/Teeth: Along with her claws Onyx has Unearthly material strength teeth and jaws allowing her to bite for Monstrous edged damage (Unearthly when berserk).

Hyper-Digging: Onyx has the natural burrowing ability of a badger enhanced to superhuman levels of effectiveness, granting her Unearthly Hyper-Digging, allowing her to tunnel up to 10 areas/turn indefinitely. Normally any tunnel she digs collapses within 10 turns of her passage, although if tunneling through rock or other hard substances the tunnels will remain (although considering they’ll be filled with the debris from her digging anyone attempting to follow her will require heavy equipment or appropriate powers in order to clear the pathway out in order to do so).

Environmental Awareness: Onyx has a limited awareness of her environment, giving her complete knowledge of everything beneath the surface of the earth up to 10 miles from her current location; including but not limited to mineral deposits, artificial structures, caves, etc., with Monstrous ability. This awareness allows her to dig at maximum speed without fear of cutting thru underground power or gas lines, digging into someone’s bomb shelter or underground vault by mistake, etc.

Underground Direction Sense: Any time Onyx is underground, whether in a natural cave setting, mine, or making use of her Hyper-Digging ability, she has an instinctive awareness of her location and may tell where she’s at relative to her starting point or any point on the surface with Monstrous ability.

True Invulnerability: Onyx’s dense, husky physical structure grants her Amazing protection from all attacks, save Psionic and magical attacks that lack a physical manifestation.

Regeneration: Onyx heals at Remarkable speed, recovering lost health 30 times faster than the average creature and may regrow lost limbs and organs, with greater damage requiring more time to replace. She may also recover lost Endurance ranks on a Remarkable feat check every 10 turns.

Lung Adaptability: Onyx possesses an internally directed version of molecular conversion that functions at the Unearthly level of effectiveness, automatically converting anything she breathes into the perfect mixture of gases her body requires. This conversion is permanent although converted gases may be converted once again by another source once they’ve been exhaled.

Digestive Adaptation: As a result of an internally directed molecular conversion ability Onyx has the Unearthly ability to consume any solid or liquid material and convert it into whatever elements or compounds her body requires. This conversion is permanent and negates the poisonous penalty to her flesh those with the temporary version possess.

Body Adaptation-Self: Shift X ability to adapt to dangerous environmental conditions, generating defenses up to Shift X rank and developing whatever physical features would be required in order to function as if a native to the conditions to which she’s exposed. This requires continuing exposure so she won’t, for example, adapt to the flames of the Human Torch or electrical attacks of Electro unless the attacks continue from one turn to the next. These defenses will remain for 10 minutes after the stimulus that required them has ended.

Invulnerability to Toxins and Disease: As a result of her body’s adaptability, durability, and ability to breathe and consume anything Onyx enjoys CL3000 resistance to all Toxins and Disease.

Berserker: Onyx 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 red psyche feat in order to end the berserker state early. Afterwards she will be —2CS to Fighting, Strength, and Endurance, with subsequent reduction in Health, recovering 1CS per hour until fully recovered.

TALENTS

Geology +3CS; Archaeology; Architecture; Metallurgy; Structural Engineering; Cartography; Architecture; Art (Sculpting); Languages-English, Hebrew, Arabic, Egyptian;

CONTACTS

Vivian (Salvage); Sakura (Juice)

HISTORY

Onyx comes from a possible future Earth in the 24th century, where much of the planet is polluted and toxic due to the accumulated pollution of centuries of environmental abuse. Rife with a sickening array of carcinogenic and mutagenic compounds little un-mutated life remained outside scattered enclaves of fortress-like super-cities or had fled the planet to set up outposts on the various planets and moons of the solar system and beyond.

Born to one of the small tribes of evolved, mutated animals scattered around the planet where some adapted relatively uniform powers to survive the deadly world they’d been born into, so it was with Onyx’s people. Strong, durable, living filters who left anywhere they lived in time toxin free and habitable they were highly sought after for their abilities and forced to move often and fight hard when they couldn’t keep ahead of the swarms of creatures looking to enslave them for their abilities. It was during one of these conflicts where Onyx met up with the young fox kit going by the handle Salvage, as she helped Onyx and her people escape from a cunningly planned trap meant to net them all in one fell swoop.

Cool and cautious at first the young fox kit soon won the tribe over and became fast friends with several of group, in particularly the more motherly-minded Onyx, who basically adopted the young vixen since she had no family of her own. Through her as Vivian opened up to her they set about trying to find someplace safe for her tribe to live, which lead to the discovery of an ancient site containing the remains of a number of Dr. Doom’s inventions, including a time platform the vixen was able to decipher and repair. Before they could make use of it though they became involved in the rescue of a number of slaves from the Black Market, where they found an eager supporter of their time portal escape into the past, the Red Panda Sakura. Given that they could explore for years in the past with just seconds passing in their own time Onyx, Vivian, and Sakura set forth through time to find a place in the past where those who would enslave them could never find them or their people.

PERSONALITY

Onyx comes off as the protective, motherly type, spending her time trying to take care of everyone around her and shield them from the harsh realities of the world, a difficult task given the world she was born into. In the 21st century this nature ends up particularly driven as she knows how things can turn out if the excesses and abuses going on aren’t curtailed soon, leading down the road to the dying world she hales from. Very outspoken on environmental protection she mainly focuses on polluters and the worst sources of environmental destruction, and tries to gently direct Vivian’s advanced intellect and technological skills into providing solutions to the problems before they reach the point of no return. She doesn’t see any value in killing because the dead can’t change or be turned to good deeds, but in dire straights or under the influence of her berserker rage it’s possible she might kill someone, especially if she’s just witnessed them killing or appearing to kill someone else.

"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.
Juice, Heroine out of Time Character Sheet
May 12, 2008 10:28PM
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Juice

Super-hero ID: Juice
Name: Sakura
Power Category-Demihuman: Red Panda
Appearance: Sakura appears as a slender anthropomorphic red panda, clad in dark unassuming attire or if she has access and some knowledge it might be necessary will wear any reasonable body armor or attire available.
Height: 5’ 10”
Weight: 137 Lbs
Sex: Female
Age: 23

Fighting: Good (10)
Agility: Remarkable (30)
Strength: Good (10)
Endurance: Unearthly (100)
Reason: Excellent (20)
Intuition: Excellent (20)
Psyche: Monstrous (75)

Health: 150
Karma: 115
Resources: Good
Popularity: 0 (30 in most of Africa, -30 to the corrupt ruling elite and racist extremists)

POWERS
Enhanced Senses (Hearing, Smell, Touch): Juice possesses Amazing rank senses of Hearing, Smell, and Touch.

Tracking: Amazing

Nightvision: Amazing

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

Natural Weaponry/Teeth: Similar to her claws Juice possesses Excellent material strength teeth and hyper-strong jaws allowing her to bite for Good edged damage.

Chemical Touch: Sakura can selectively generate a variety of chemical secretions from her hands and feet of Monstrous potency that have different discrete effects upon contact with a target. These chemicals are potent enough to penetrate up to Amazing rank biological body armor, although not artificial armor unless it is breached. Unless otherwise noted all effects have a duration of 1d10 hrs and an individual can be safely affected by these secretions only once per 24hr period, more frequent exposure (more than 10 times in a week, or more than twice in a 24hr period) requires an Endurance feat to avoid suffering permanent damage to whatever abilities/powers have been repeatedly affected (Loss of 1CS permanently, be fair and allow even a Feeble Endurance a chance on a Red feat to succeed). Currently known secretions include the following:
-Mind Control/Enhancement: This secretion acts to supercharge the mind of anyone exposed to it, giving a +3CS bonus to Reason and Intuition to a maximum of Unearthly, with a temporary penalty of —1CS to Reason and Intuition lasting as long as the initial enhancement. This will also boost any purely mental powers (telepathy, telekinesis, etc.) by +1CS, with similar durations and penalties.
-Stimulate healing, imparting Monstrous rank regeneration and recovery for the duration, with overuse permanently reducing the target’s ability to heal, making all healing and recovery take twice as long as for a normal being.
-Decay organic materials with Monstrous ability, inflicting Monstrous damage on living creatures.
-Corrosive touch, capable of corroding any non-organic material failing its resistance check against Monstrous intensity corrosives.
-Sedate a target, rendering them unconscious. This secretion has no harmful side-effects.
-Stimulate the pleasure centers of the target, requiring a Psyche feat vs Monstrous intensity in order to function at a penalty of —1CS to all feats, otherwise rendered unable to take any offensive action due to the intensity of the pleasure. Likely to just flop down on the nearest surface and simply stare around in a state of bliss.
-Boost Strength and Endurance to Monstrous levels, with subsequent increase in health, with a drop to Feeble for both stats afterwards during the recovery period.
-Secrete a Monstrous Intensity bonding agent that sets in 2d10 turns, as well as a neutralizing agent.
-Instill a Berserker Rage in a target, granting +1CS to Fighting and Strength, Monstrous Iron Will, lasts for 2d10 minutes and penalties of —1CS to all FASE stats for 1 hour until they recover.
-Monstrous rank hallucinatory drugs, inducing vivid fantasies or nightmares depending on the nature of the subject’s unconscious desires.
-Molecular Creation: Sakura can produce one ounce per turn of any chemical to which she has been exposed, up to 75 ounces total per 24hr period. This may be any variety of chemicals she desires in any amount up to her maximum (i.e. 75 ounces of one chemical, or 50 ounces of one and 25 ounces of another, and so on) before temporarily depleting herself. Given the nature of the time she hales from there are few chemicals she lacks awareness of.
-Create an antidote to any poison she’s exposed to that will treat any poisoned creature upon contact, absorbing directly into the blood stream (for creatures with Remarkable or better biological armor she requires a wound or other weak point in order to treat it). Obviously this effect also has no dangerous side-effects.
-Can create any intensity of poison desired, up to Monstrous intensity.
-Paint a target with a tracking chemical only detectable to enhanced senses like her own, granting a +2CS to all tracking attempts. A variation of this chemical is also used to mark her property as well as her chosen mate when she finds one. Duration of roughly 24hrs at full potency, and requires special solvents to remove prematurely.
-Induce feelings of desire and loyalty in another, allowing her to influence their actions with Monstrous ability. Overuse of this ability will permanently lower the target’s Psyche by 1CS for each instance of overexposure until reaching Feeble, at which point its effects are always in active on the victim without need of further exposure.
-Secrete a paralyzing agent capable of paralyzing its target with Monstrous ability.
-By digging her claws into someone she may inject them with sufficient amounts of preservative chemicals to allow someone to be frozen and safely enter a state of Suspended Animation similar to her own power with Monstrous ability. These chemicals will safely metabolize out within 1d10hrs if the individual in question is not frozen within that time.
-Briefly accelerate someone’s reflexes and overall speed, granting Good Hyper-speed and Monstrous Agility for 1d10 minutes. Afterwards individual is exhausted and must rest for one hour, makes all feat rolls at —2CS to success, and unable to manage more than one attack per turn and move no more than one area per turn.

Toxic Blood and Poisonous Flesh: As a result of the various chemicals floating around in her body Sakura’s blood is deadly to those not protected in some fashion against toxins and corrosives, inflicting Incredible corrosive damage and Amazing poison damage on contact, and may eat through natural and artificial body armor of up to Remarkable level. Anything so foolish as to try and eat any part of her will be subjected to Monstrous rank corrosive and poison damage.

Suspended Animation: If subjected to freezing conditions Sakura’s body will produce a mixture of preservative chemicals to protect her tissues with Unearthly ability, allowing her to enter suspended animation safely until such time as she’s later unfrozen.

Invulnerability (Toxins, Corrosives, Drugs, Disease): Sakura is virtually impervious to Toxins, Corrosives, Drugs, and Disease as a result of the cocktail of chemicals permeating her every cell, granting her CL3000 rank resistance to any of these attack forms.

Extra Body Part/Prehensile Tail

TALENTS
Chemistry +3CS; General Medicine; Pharmacology; Biology; Cryonics; Language-Chinese (All dialects), Japanese (All dialects), English, Several African Languages; Calligraphy; Acupuncture; Thrown Weapons; Thrown Objects

EQUIPMENT
Body Armor: This custom non-environmental body armor is the favored attire when she has reason to believe she’s going into combat. It covers her from the neck down and has a collapsible helm that covers the majority of her skull without impeding her hearing or sight and compatible with her powers to allow her to safely use them without harm to the armor. Fashioned of Excellent material strength materials it grants Excellent protection against most physical attacks and Good against energy, and provides Unearthly protection against radiation and corrosives.

Daggers: She often carries several steel daggers of Remarkable material strength and inflicting Excellent edged damage, allowing her to coat the daggers with a chosen chemical and use her chemical touch at a distance provided she succeeds in hitting and injuring the target.

Shuriken: Similar to the daggers she has a half dozen Remarkable material strength steel shuriken attached to her outfit to extend her chemical touch with limited range benefits.

CONTACTS
Onyx; Vivian (Salvage)

HISTORY
The being known as Sakura comes from a possible future Earth in the 24th century, where much of the planet is polluted and toxic due to the accumulated pollution of centuries of environmental abuse. Rife with a sickening array of carcinogenic and mutagenic compounds little un-mutated life remained outside scattered enclaves of fortress-like super-cities or had fled the planet to set up outposts on the various planets and moons of the solar system and beyond. Into this poisonous land Sakura was born.

Evolving sentience and roughly humanoid form the remaining red pandas not kept within small preservation zoos also adapted to the poisonous environment by developing an immunity to all poisons and diseases, as well as varying ability to secrete these chemicals and use them for a variety of effects. These abilities allowed her kind to have a slight edge in the war for survival, and made them highly sought after by both other mutants as well as the jaded occupants of the cities, as the black market in their pleasure secretions and untraceable poisons had them in high demand (their ability to easily kill or permanently cripple a target making them unsuitable for the baser uses and slave trade).

Captured by a black market hunting party she spent years in slavery, supplying the highly prized chemicals they desired, and enduring brutal conditions designed to keep her from fighting back without hindering her ability to produce. Only through the efforts of a young fox kit known as Salvage and a powerful badger female named Onyx did she find herself freed, along with much of the black market’s stable of slaves. Thru the pair she learned of a way out of their poisoned time; the rebuilt remains of one of Dr. Doom’s time platforms.

While the records of the last age of Heroes were fragmented they were complete enough to mark it as a golden age compared to their own time, even with the rampant prejudice and human dominance of the period. Deciding an exploratory mission into the past would be best, to locate a suitable defensible location to transport the small band of refugees to as well as verify the ancient records and fill in the gaps, Sakura volunteered to travel with Salvage and Onyx into the past. Eager to get away from her own time and unconcerned with the risks, seeing it as no worse than her own time period, she set off with the pair into the past to face the challenges of a new day and age in the early 21st century, all in hopes of a better life for all those left behind.

PERSONALITY

Sakura’s time as a slave has left her with deep emotional scars she’s only slowly working her way out of. Fiercely territorial she strives even harder than her companions to find a part of ancient (from her perspective) earth to call her own. Disliking humans in general she still manages to feel compassion for those living in poverty and slavery, feeling a particular affinity for those in Africa. She moves to help as many African villages as she can with medical care when not helping her partners and pondering whether Africa might be the best possible choice for setting up a new home.

Realizing the value of good relations she does what she can to be helpful even if she personally dislikes or despises who she’s forced to help (although isn’t adverse to leaving someone deserving of it to suffer the fruits of their labors if she won’t be found out). She’s generally soft-spoken but won’t let herself be silenced or talked down to by anyone, and will not hesitate to defend herself or others in need with the maximum force possible. Being a creature from another time she also has to adapt to the many cultural differences between the two time periods, particularly on the social interactions between males and females, and what attire and topics are appropriate depending on the social situation.

"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.
Salvage, Heroine out of Time Character Sheet
May 12, 2008 10:22PM
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Salvage

Super-hero ID: Salvage
Name: Vivian
Power Category-Demihuman: Vulpinoid
Appearance: Vivian is an anthropomorphic version of a fennec fox, with sandy-colored fur and very oversized ears compared to other breeds of vulpines. As a still immature fox kit she’s quite the cute and adorable looking young girl, although spends much of her time out of her armor in sturdy clothes best suited for whatever project she’s working on, and is often covered in dirt and grime from her nearly endless tinkering and building.
Height: 4’ (6’ 5” in armor)
Weight: 68 lbs (387 lbs in armor)
Sex: Female
Age: 12

Fighting: Poor (4)/Remarkable (30)
Agility: Excellent (20)/Incredible (40)
Strength: Feeble (2)/Monstrous (75)
Endurance: Remarkable (30)/Unearthly (100)
Reason: Amazing (50)
Intuition: Amazing (50)
Psyche: Amazing (50)

Health: 56/245
Karma: 150
Resources: Remarkable
Popularity: 0 (30 in the scientific community)

POWERS

Enhanced Senses (Hearing, Sight, Smell): Monstrous Hearing, Amazing Sight and Smell

Nightvision: Amazing

Natural Weaponry/Claws: Vivian has Good material strength claws capable of inflicting Good edged damage

Natural Weaponry/Teeth: Along with her claws Vivian has Good material strength teeth and may bite for Typical edged damage.

Invulnerability to Toxins and Disease: Like many creatures in her time Vivian has evolved to be nearly immune to the toxic nature of her environment, as a result she has CL1000 resistance to Toxins and Diseases.

Hyper-Invention: Vivian receives an Unearthly rank increase to her Reason in order to comprehend, design, repair, and improve upon all forms of technology. Anything she attempts to build has a bonus of a 2CS reduction on the Resource cost before any resource feats are made.

Weapons Tinkering: Just as Vivian can comprehend all technology in general her mutated, evolved mind has a unique focus on weapons, granting her this power at Unearthly level. So long as she has sufficient salvage available she can build virtually anything she desires of a weapon nature, from tank to planet-buster, and improvise components she might lack (A common example of this is fashioning Adamantium when lacking the more commonly known components required for its manufacture).

Total Memory: Unearthly ability to recall anything and everything she has ever experienced. Her only established power stunt to date is doing advanced mathematical computations at the speed of thought.

Linguistics: Monstrous ability to learn any language to which she is exposed, whether human, alien, or computer-based. So long as she has some means of perceiving it she may learn to communicate in it.

Extra Body Part/Prehensile Fox Tail

TALENTS

Engineering; Electronics; Computers (+1CS for Hardware, +2CS for Software); Repair/Tinkering; Battlesuit Design and Construction; Battlesuit Operation; Atomic Physics; Quantum Physics; Energy and Particle Physics; General Physics; Mathematics; Temporal Physics and Time Travel; Pilot; Chemistry; Botany; Biology; General Medicine; Emergency Medicine; Surgery; Obstetrics and Gynecology; Agriculture;

HISTORY

Vivian comes from a possible future Earth in the 24th century, where much of the planet is polluted and toxic due to the accumulated pollution of centuries of environmental abuse. Rife with a sickening array of carcinogenic and mutagenic compounds little un-mutated life remained outside scattered enclaves of fortress-like super-cities or had fled the planet to set up outposts on the various planets and moons of the solar system and beyond.

The mutant offspring of already mutant fennec foxes Vivian’s genius was evident almost from the start, as she tinkered with and built things from the scattered remains of the old world anytime she came across it. By the time she was six she was already an accomplished scientist and engineer, creating innovative ways of doing things and improving the lot of mutant creatures, both human and animal, around her. In fact she was so sought after she found she had to flee from a group of mutants who felt she was too valuable to let run free and sought to horde her abilities to themselves. It was while she was fleeing that she stumbled across the ancient archive of technology from the Age of Heroes that she scavenged to craft into the suit of powered armor she now wears, and learned about possible other locations for ancient technologies she could salvage.

During the travels to collect and recover as much of the old knowledge and science as possible she crossed paths with Onyx’s tribe as it struggled to escape a fiendishly clever trap that would surely have succeeded has Vivian not decided to intervene. Her perky and friendly nature soon won the understandably cautious badgers over, and as she revealed her quest to recover all that ancient technology they joined in to help her, seeing it as beneficial to them as well, and they felt it wrong to let such a young female continue on alone, no matter how capable to defend herself she seemed to be.

During this period they came across one of Dr. Doom’s abandoned labs that hosted several of his inventions, although the centuries has left many of them damaged and unusable the vixen’s genius allowed her to repair some of them, including reverse-engineering and deducing the principles behind his most well-known invention, his time platform. Before she could finish repairing it one of the missions to recover some key components brought her and Onyx into conflict with the Black Market, and led to the rescue of a number of their slaves, including the Red Panda Sakura.

Learning about the Time Machine and the possibility of escaping to another time Vivian and Onyx soon found themselves with a third member for their expedition into the past, and together the trio stepped onto the repaired time platform and vanished into the past, seeking to map a new future for themselves and their kin they left behind.

PERSONALITY

Vivian is still quite the young, prepubescent female, quite perky and full of energy and will chatter on endlessly about her latest projects and rarely has empty hands, as she’s almost always tinkering with something or jotting stuff down on a data-pad. While she is quite aware and knowledgeable about more adult things she’s blithely innocent enough to have zero cares about such things except from a scientific standpoint. She often gets lost in her projects and studying a problem almost to the exclusion of everything else, but she’ll quickly drop whatever she’s doing if someone requires help.

EQUIPMENT

Power Armor: Constructed from the salvaged remains of ancient technology from the Age of Heroes this armor is a unique synthesis of a variety of Super Hero and Super Villain equipment. While it vaguely appears like Iron Man’s armor it only contains a relatively small portion of his unique technology. Along with providing the stats above while she’s wearing it there are a variety of other features installed, including the following:

Body Armor: Constructed of Amazing rank materials, reinforced and supported by an electromagnetic array and a protective refractory coating the armor provides the following protection:
-Amazing protection from physical attacks
-Monstrous protection versus most energy attacks
-Shift X resistance to Radiation and Corrosives
-Amazing protection from heat, cold, and acid
-Unearthly resistance to electrical attacks
-Shift X shielding against outside attempts to usurp control of the armor or otherwise hack its systems.

Sensors: The armor has a variety of scanning features built into it, including the following:
-Monstrous rank protection against sonic and light-based attacks.
-Full spectrum radio transceiver covering the full radio bandwidth, including TV and Satellite transmissions, with a range of 500 miles. Built in scramblers/descramblers allow for secure transmissions and hacking of encrypted data on a yellow reason feat.
-Energy Detection: Monstrous ability to scan and detect any and all energy sources within a 10-mile radius, and provide a complete analysis. This can allow for detecting hidden electrical wiring and conduits within walls.
-High-resolution radar, range 10 miles, capable of detecting and tracking objects as small as a bird within the area of effect, with radar-signature analysis to provide possible target ID.
-Nightvision: Both passive light amplification as well as active IR and UV emitters allowing for Amazing clarity up to a range of 5 areas.
-Thermal Imaging: Amazing ability to detect heat and effectively see through walls provided they aren’t sufficiently shielded against the escape of heat. This can allow for tracking someone by the heat traces left behind, provided no longer than an hour has passed (longer if the heat source is much hotter than a human being, like a vehicle).
-HUD display: The helmet has an array of displays around the inside displaying all relevant information, including armor and pilot status, tactical data, and a rear view to prevent sneak attacks.
-Chemical sensors capable of providing a complete breakdown of the air around her as well as any targeted substance with Amazing ability.
-Combat Computer: This computer tracks all designated threats up to 10 miles away, feeding the data to the HUD, and while active grants a +2CS bonus to Agility feats in order to strike targets with any built-in ranged weapons, such as the repulsors.
-The armor maintains a complete bio-scan of Vivian, gathering and analyzing a variety of physical data as it updates constantly. This allows it to determine the physical status of its wearer and report her condition to her or anyone else via radio transmission, and apply whatever measures it may to help preserve her life (equivalent of Remarkable Medical Doctor skill).

Weapon Systems: The armor has a number of weapon systems patched into it or reverse-engineered from the equipment available to her. These include the following:
-Repulsors: These medium-power plasma projectors fire from the palms of the armor, inflicting up to Monstrous force damage at a range of 10 areas. On a yellow agility feat she can strike two separate targets simultaneously, although the damage is reduced to Amazing in this case.
-Shoulder mounted lights: These can be used as a Remarkable intensity light covering up to 3 areas, and might blind someone for 1d10 rounds if struck by it suddenly (endurance feat to avoid). They may also be used as a short-range laser inflicting up to Incredible energy damage to a range of 1 area.
-EMP generator: This Shift X intensity energy pulse can destroy unshielded electronics to a range of 10 areas, inflicts Unearthly damage to other power armors and robotic beings, and temporarily shuts them down for 10d10 turns on a failed Endurance feat. It is also a severe drain on the armor’s systems, temporarily shutting down all other weapons for 1d10 turns before they reboot.
-Web Shooters: Reverse-Engineered from a set of ancient web shooters belonging to the original Spider-man these projectors, built into the backs of the hands on the armor, can fire a spray of webbing that begins at Incredible material strength and hardens to Monstrous in the following turn. She primarily uses these to restrain a target when she has some reason to avoid her more lethal systems.
-Ice Generation: Developed from the remains of the Blizzard’s suit she has Amazing rank ice generation, able to fire ice missiles inflicting Incredible edged or blunt damage, or create Ice walls and barriers of Amazing material strength.

Flight: Using an upgraded version of the anti-grav units in the Wizard’s discs Vivian may flight at up to Monstrous air speeds in an Atmosphere or Shift X in space. The armor may fly into space and up to 1 mile into the ocean’s depths, any deeper and the armor risks being crushed by the building pressure.

Life Support: The armor provides Unearthly rank life support for Vivian, maintaining a safe range of environmental conditions so long as the armor hasn’t been breached. In a hostile environment she can survive up to a week on reprocessed air, water, and stored food concentrates before needing a day to refurbish the systems.

Energy Absorption: The armor can absorb and store up to Unearthly levels of energy each turn, up to 500 points of energy total, before overloading. This energy can be rerouted into the weapon systems, increasing them by +2CS until the stored energy is used up. It may also be used to boost the strength to Shift X, with similar energy-draining results. If this energy is not discharged within 10 turns it may damage Vivian, requiring an endurance feat to avoid. If this feat is failed Vivian takes Excellent damage, the remaining energy is discharged in a burst damaging everything within 1 area by the amount of stored energy left, and the armor shuts down until repaired.

Stealth Systems: The armor has a number of ECM built into it, granting Monstrous protection against detection by electronic measures, including radar, and generates a sound-dampening field of Amazing effectiveness. While the ECM are active she is restricted to passive sensors and loses all bonuses reliant upon active scanning (like the targeting bonus).

Miscellaneous: Included in the armor is an array of electronics tools and multi-purpose mechanical equipment, allowing her to do a variety of diagnostic and construction/repair activities. It also has concealed heavy-duty electrical ports allowing it to substitute for absent or damaged power supplies or generators of up to Amazing power demands.

"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: Salvage, Heroine out of Time Character Sheet
May 12, 2008 10:47PM
avatar
Dude! Why don't you hurry up and post Salvage already.....oh....nevermind. LoL.

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: Salvage, Heroine out of Time Character Sheet
May 12, 2008 11:01PM
avatar
*laughs* I ought to have her in Civil War after having rebuilt that spider-suit Stark gave Spider-man, give it an upgrade and remove all the booby traps and snatch it up for making herself a custom light body armor to use when the big armor is too obvious or overkill.

"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.
Ragnarok, NPC Character Sheet
May 16, 2008 07:32PM
avatar
Ragnarok

Super-hero ID: Ragnarok
Name: Red Norvell
Power Category-Godling
Source of Super-human Powers: Exposure to mystical energies
Appearance: A tall, powerfully built red-haired and bearded individual, Norvell dresses in what one would consider stereotypical barbarian attire, complete with fur-lined cloak, although as a modern-day human he knows how to dress like any modern-day man when the desire exists to do so.
Height:
Weight:
Sex: Male
Age: 22

Fighting: Shift X (150)
Agility: Incredible (40)
Strength: Shift Y (200)
Endurance: Shift Z (500)
Reason: Remarkable (30)
Intuition: Remarkable (30)
Psyche: Shift X (150)

Health: 890
Karma: 210
Resources: Typical
Popularity: 0

POWERS

True Invulnerability: Due to the augmentation of his physical structure with the genetic potential of an Asgardian god Ragnarok enjoys Monstrous protection from all non-magical and non-psionic attacks, providing a 9CS reduction on all affected attacks.

Regeneration: Ragnarok’s enhanced physiology provides him with Amazing regenerative capabilities, allowing him to recover lost health fifty times faster than normal as well as regrow lost or damaged body parts on an appropriate feat roll depending upon the degree of damage.

Invulnerability to Toxins, Disease and Aging: Due to his hybrid human/Asgardian physiology Ragnarok enjoys CL1000 resistance to all toxins, diseases and aging, and only ages physically by one year for every 1000 years that actually pass.

Life-Support: Ragnarok’s magically-enhanced physical structure provides him with CL1000 rank Life-Support, allowing him to survive in otherwise hostile environments without injury and no longer requires food, water, or air in order to survive as he is sustained by the mystical energies infusing him.

Weather Control: Ragnarok has inherent weather control powers at the Shift X level of power and all associated power stunts.

Teleport-Self, Others: Ragnarok may teleport himself and others anywhere he desires with CL1000 ability and unlimited range and may even teleport a target across dimensions.

EQUIPMENT

Unique Weapon-Hammer: Crafted of CL1000 material strength Uru metal in the image of Thor’s hammer Mjolnir (and enhanced by the magic it contains to CL3000 material strength) this magical artifact is every bit the equal of the original and provides the following powers and abilitities:
-Does Shift Z blunt damage in combat, whether melee or ranged.
-May be tossed up to 20 areas away and will return to Ragnarok’s hand, and may be summoned across any distance into his grasp on a successful Psyche feat.
-Having bonded to Ragnarok he is the only one that may wield the hammer, to anyone else it is impossible to pick up from its resting place or otherwise displace it. If tossed into somone’s hands it will promptly drop to the ground where it will remain until picked up or summoned by Ragnarok.
-Generate a Shift Z rank Gateway by twirling his hammer and concentrating on the type he seeks to create and its destination, allowing him to transverse space, time, and other dimensions. May carry passengers or create gates allowing others to travel without he himself making use of them if desired.
-As an object of potentially vast mystical potential Ragnarok’s hammer may function as an energy source for anyone sufficiently intelligent enough to craft a device to tap into it, allowing for powering devices with up to Shift Z energy demands.
-The hammer allows Ragnarok to control weather with Shift Z ability and he possesses all associated power stunts. He may easily fire Shift Z rank lightning bolts directly from the hammer without requiring a storm.
-By engaging in an unfettered might attack that takes 5 turns to fully power up for as he twirls the hammer furiously he may toss the hammer at a foe doing CL1000 blunt damage and Shift Z energy damage due to the furious energies that will be released. This will cost him half his current health (minimum 100) and all remaining karma.

TALENTS

Weapon Specialist-Hammer, Shield; Journalism; Photography;

HISTORY

Red Norvell was part of a documentary crew given the privilege of recording the august majesty of Asgard who developed an unhealthy obsession with the Goddess Sif and was tricked into taking up the belt and gauntlets of Thor and merged with a fragment of Thor’s essence Odin had ‘banked’ to ensure his power would always be available during any great crisis. Briefly usurping Thor’s hammer in a macho attempt to impress Sif Norvell died during a staged event on Odin’s part to fake the various prophesies of Ragnarok in order to circumvent them instead, one of which was using Norvell to substitute for and die in the place of his son Thor.

Eventually revived during events that led to all the gods losing their powers and existing for a time as mortals complete with fake human identities Norvell faded in and out of various events until the last and greatest of all, the final Ragnarok and rebirth triggered by Thor. His sharing in the essence of Thor and the reverberations of Ragnarok still echoing his rebirth brought about even greater power as he too gained a small measure of the power the revived Thor possesses. Alive once again he looks once again for purpose and has taken up the name of Ragnarok as a reminder of what could have been his final end and to not waste his third chance at life.

CONTACTS

While his relationship with the norse gods is troubled Norvell can be considered to have contacts with the Asgardian pantheon.

ENEMIES

Norvell can be considered to have the enemies of Asgard as enemies of his as well, in particular those he had directly fought in the past. He can also expect problems with anyone attempting to enforce the SRA by forcing him into servitude.

PERSONALITY

Norvell is quite taken in by his ego, the power of Thor he started with letting him live out the desires he couldn’t indulge in in his original human form. Living that to the tee he was already fairly short-tempered and quick to threaten violence to deal with disagreements. With his latest rebirth and sharing in a small measure of the power Thor now holds he’s become while no less egotistical somewhat more measured and in control of himself than before. His time spent in the Void having proven a learning experience that he is still working on assimilating as his personality continues to change and be shaped by his second death and rebirth.

"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: Ragnarok, NPC Character Sheet
May 17, 2008 12:03AM
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So are you saying he got some of the Odin Power like Thor has now? If so you ought to add power cosmic or mystical power or something along those line to his power set, since he's got the physical upgrade as well.
Re: Ragnarok, NPC Character Sheet
May 17, 2008 09:05AM
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Nice, a bit too Thor like, but still cool.
Re: Ragnarok, NPC Character Sheet
May 17, 2008 12:16PM
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Well it's Red Norvell (or a variant anyway) so he's a bit stuck with the Thor image and what variation I could find that made sense. He could always evolve beyond that though in someone's campaign and become more distinct as he makes himself into his own man (perhaps even managing to somehow reshape his hammer into a weapon he feels is more fitting to him). Glad you like him though.

"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: Ragnarok, NPC Character Sheet
May 17, 2008 12:22PM
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What measure of power he has in regards to the power formerly known as the Odinpower is more latent right now and channeled into his increased stats relative to his original form. Since unlike Thor Red likely hasn't thought to much about it he's likely only subconciously tapping into it for physical might and likely won't tap into the broader range of power without better motivation. He certainly can feel the changes to himself of course but at this point it's too early for him to have actually tapped into that Ragnarokpower for anything like Thor has beyond what he's already got going for him.

"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.
Addiction, NPC Villain Character Sheet
May 16, 2008 04:56PM
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Addiction

Super-Villain ID: Addiction
Name: Kacey Blayne
Power Category-Undead
Source of Super-human Powers: Subject of medical and magical experiments.
Appearance: Kacey is a tall, shapely Caucasian woman with waist-length red hair, black eyes, and a preference for tight leather and PVC outfits sure to draw attention and turn the heads of potential victims while simultaneously lowering their defenses.
Height: 5’ 10”
Weight: 141 lbs
Sex: Female
Age: 32

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

Health: 140
Karma: 135
Resources: Remarkable
Popularity: 10 (No one currently realizes her true nature or the number of deaths she’s been involved in, if and when the truth about her comes out her popularity will quickly plummet.)

POWERS

Life-force Vampirism: Addiction can drain the life force from others with Monstrous ability, siphoning off up to ten health per turn as well as gaining 10 health for every rank of Endurance drained after all health is siphoned off and may kill her target if she chooses to drain the entirety of their life force which will leave them an empty aged husk. Drained health is first used to restore any lost health, with extra health resulting in an increase to the FASE, dividing the extra health evenly among the four attributes, up to a doubling of the original Health and a maximum of Fighting and Agility to Monstrous (65) and Strength and Endurance to Monstrous (75). Extra health bleeds off rapidly, losing one point per minute from each attribute until returned to her base stats, and will drop even faster if engaged in combat as that extra health is effectively eaten up by offsetting that damage. This ability requires physical contact in order to function although when in her comatose death-like state she may jumpstart herself if someone passes within 10’ of her if she manages a Red power feat, recovering just enough health to become conscious and mobile (although if missing limbs and organs will be handicapped by them until feeding enough to restore the lost body parts).

Emotion Control (Special): The act of feeding on a victim’s life force is strangely pleasurable to the victim, inducing a euphoric feeling making it difficult for the victim to fight back. Victims of her feeding require a yellow or better Psyche feat in order to fight off and repulse Addiction and may make this check once per turn until either successful, she’s done feeding, or they die. Even someone who managed to fight it off may suffer cravings for the intense pleasure rivals the high of most drugs and former or current addicts will require a Red Psyche feat to resist.

Mind Control (Special): Victims of her feeding process that have failed to make a Yellow or better Psyche feat during the process (meaning she voluntarily chose to stop feeding rather than being repulsed) are subjected to Amazing rank mind control and will follow her every whim, although are allowed a new Psyche feat check against the rank of her control (or a Red Psyche feat if Psyche is Incredible or lower) whenever required to do something against their moral code or personal integrity. Success will end all control she exercises over them unless she reestablishes it with future feedings.

True Invulnerability: Addiction’s cells react differently to damaging effects than most organic beings, as such she enjoys the benefits of Excellent rank protection from all attacks not magical or Psionic in nature. This provides a 5CS reduction to all non-excluded attacks and renders her immune to any attacks of Excellent rank or less.

Self-Sustenance: Addiction does not require conventional means of nourishment in order to survive and may survive in a vacuum or in the depths of the oceans without ill effects.

Regeneration and Recovery (Special): Addiction will automatically regenerate any and all damage in the process of feeding, rapidly regrowing lost limbs and organs within 1d10 turns of feeding upon a victim and returning to full health. Lost Endurance ranks return at a rank of one CS for every 10 health she feeds on after regaining full Health until fully recovered, at which point the extra health will be applied as listed under Life-Force Vampirism.

Suspended Animation: Addiction enters into a state of involuntary suspended animation whenever reduced to zero health as a result of injury or combat and will appear dead to all outward appearances although suitable powers or medical skill (Amazing Reason feat check) may detect her comatose yet still living status. She will remain this way until supplied with new life force to replenish what she’s lost.

Limited Immortality: Along with the other changes to her body Addiction no longer ages and is immune to toxins and disease and may only be killed by the complete destruction of her body (reduced to ashes and scattered to the winds).

Stealth: Addiction’s strange physiology and physical and mental alterations cause her to have a reduced impact upon her environment, giving her Good rank stealth capabilities and imposing a 4CS penalty on attempts to track her in any fashion.

LIMITATIONS

Addiction requires the life force of others to heal and survive; while she may eat and drink to keep up appearances or for pleasure she derives no nourishment from the process. The only way for her to recover lost health or regenerate her body is to feed upon others. She also loses one point off of every FASE ability with subsequent loss of health for every 24hrs since she last fed and once down to half her starting health she will be ravenous and likely to feed on the nearest human until satiated. This ravenous state also applies if beaten in conflict to half or less of her starting health.

As she no longer breathes (except to speak) and does not possess a living physiology someone may notice that her heart doesn’t beat, she doesn’t sweat, doesn’t breathe when quiet, etc. on a successful intuition check, yellow or better for casual observation, green if having some reason to think something’s wrong. Her only still living physical responses are being able to tan and existing at a normal human body temperature.

TALENTS

Seduction;

HISTORY

Kacey was a normal and fairly average woman who lived a normal average life, at least up until she died as a result of medical malpractice during routine surgery to remove a swollen appendix. Being a conscientious woman she’d donated her body to science and for organ removal if she was intact enough to benefit the organ needy and several of her organs were harvested before her corpse ended up at a medical research facility and came into the hands of an unorthodox doctor working at the facility.

Dr. Warrik Abrams was more than a conventional medical doctor, indeed he’d long been obsessed with life and death and resurrecting the dead and hid his research behind conventional medical research. A dabbler in magic and science he’d done countless experiments upon the dead in his quest to restore life, a quest that met an end with his last and final experiment. Last and final for as his quest was indeed successful, at least partially as Kacy was caught in that place between life and death often called the realm of the Undead and her rebirth had left her hungry and he was the only food around.

Newly revived from the dead and deranged by the experience little of who she was before her death remained, instead a predator was born in her place that left behind dozens of victims at the research facility before she finally left. Satiated for the moment and confused at her new status she spent several weeks skulking around and learning the extent of her abilities, particularly how to feed without killing and the impact it had on her victims if she left them alive.

She loved the feeling of power it left her with as her victims were almost addicted to her and the pleasure her feeding instilled, and with her new life took up her new name to go with her new identity as Addiction.

CONTACTS

Kacey’s contacts vary depending on her current number of surviving victims that she’s kept around to serve her. She tends to discard them on a regular basis as she grows bored with one and eventually decides to feed to her fill until they die.

ENEMIES

Kacey has few enemies currently simply because she doesn’t tend to leave any of her victims alive if they manage to escape her control. Some family members may suspect she was involved in a loved one’s death but so far she’s been successful in escaping discovery although this may change as her feeding becomes more blatant as a result of her success so far in escaping detection.

PERSONALITY

With her rebirth little of Kacey’s original personality remains; while the memories of her old life still exist the emotional connections linked to them are gone. Instead she’s a creature of pleasure and endless hunger who requires the life force of other beings to survive (while she could likely subsist on non-sentient life she prefers the easier to access human ‘cattle’ to feed upon). This makes her extremely cunning and ruthless and has no problems threatening innocents if that’s what it takes to survive or otherwise using others to suit whatever desires she currently has. The chances of any of her original personality returning or her reining in her hunger and choosing to no longer feed and kill humans is very slim.

"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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