The Omen
Am(50) Member
"...I will endeavor to refrain. That is the best I can offer..."
Posts: 304
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Post by The Omen on Nov 15, 2013 0:22:32 GMT -5
Forge is perfect but (and I really can't believe I'm saying this) I'm going to have to veto Zatanna. Why will become apparent very shortly, but for now I'll just say that you guys shouldn't mistake The Wanderer's intro for the thrust of the game. Ty, tweak Vong Jing's history a bit...it'll be easier if he's on his way to gotham at the start of the story (this games only 12 chapters long after all... )...otherwise he's good to go. (just pm me the revised back story and I'll add it to his "sheet" later when I post it)
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Post by skinwalker on Nov 16, 2013 0:10:42 GMT -5
This application is for Omen’s “Present” game which is taking place in the early 90s (that is what I understand, if I’m wrong, just let me know). As Omen mentioned, the character have to work well with military types, with that in mind I would like to apply for the character Ben Santini of Wildstorm’s I.O. (International Operations) Black Razors Unit.
The Black Razors are the special covert ops soldiers specially trained for fighting super powered beings. They are mostly regular humans, but some are “special” with power levels that are much lower than regular super humans. They have special gear and equipment meant to augment their combat and survivability potential.
Ben Santini is a soldier through and through. He lives for the combat and respects of the chain of command. He loves the idea of normal humans being able to take down super power beings. He is highly trained covert operative; the Black Razors Unit is the Alpha Team of I.O. Their unit has access to advance technology that has been reversed engineered from alien technology, most notably the Daemonites.
Note: I created Ben Santini’s STATS using an old Dragon Magazine #197 (Sept. 1993) Marvel Super Heroes article THE MARVEL-PHILE “Heroes of the Streets Arise!”
BEN SANTINI – BLACK RAZOR TEAM LEADER in 1992 (Age 30) F: EX20 Formal Training A: EX20 Intensive Training in Accuracy S: GD10 Press 400# E: EX20 Regular Exercise R: RM30 Understand Advance Technology I: RM30 Detective Skills P: EX20 Some Experience with Mental Forces
Health: 70 Karma: 80 Resources: EX20 Personal / MN75 I.O. Popularity: 0 Public / +25 I.O. / -25 Villains
Powers: 1. TRV (Tactical Response Vantage) Suit: RM Material Strength. Light cybernetic armor that protects and enhances their strength to peak human levels without compromising agility (ComicVine.com). The sectional armor is applied over an insulated sheath. The suits are treated with refractory coating which provides additional protections against energy attacks (DC WIKIA). I found some armor stats on WRITEUPS.ORG that I was able to convert from DC to Marvel stats with the help of Classic Marvel RPG. a. Strength Enhancements: EX20 Press 800# b. Body Armor: Physical Protection EX20, Energy Protection IN40 c. Life Support: RM30 The armor allows him to survive in hostile conditions for longer periods of time; 30 turns before an Endurance Feat must be made. d. Infravision: EX20 The helmet can see into darkness up to power rank in 5 areas. If the darkness is greater than the power rank only 2’ is visible. e. Radio communication: IN40 The helmets communication system is a secured channel. 2. Weapons a. Plasma Guns: EX20 Energy Damage b. EMP Grenades: IN40 Energy Damage, disables technology less than power rank strength.
Talents: 1. Military: +1CS to all Feat rolls in military matters. Plus able to take a contact in the Military. 2. Espionage: +1CS to notice clues of a crime. Plus able to take a contact in Espionage. 3. Guns: Agility +1CS to shoot with firearms 4. Martial Arts B: Fighting +1CS in unarmed combat 5. Martial Arts C: Strength +1CS for Grapple Attacks and Damage, and escaping Holds, +1Cs Agility for Dodging. 6. Leadership: Bonus +50 Karma to Karma pool.
Contacts: 1. Army Rangers Special Forces 2. Delta Force 3. I.O. International Operations
Background Story:
Everything has a history, like where I work. In 1964, the Central Intelligence Agency created a secret covert branch called International Operations. It's mission was to safe guard the United States from threats that where deemed to fantastic, too supernatural, too incredible to be real. The world was changing fast and the US needed to have a means to protect itself from these changes.
I have a history, but I prefer not to remember it. An abusive father who thought of himself as the "Great Santini." A shy mother who did her best to mitigate my father's wrath. A sister who hid herself in our walls to avoid taking punishment. I on the other hand took it. I loved it. His beating were a testament to my endurance. I took those beats to tire him out. So he would not have the strength to take it out on my mother or sister. I looked forward to those beating because I knew he could not beat me. I would never break to a man so low that he need to beat children and women to feel better about himself.
When I was old enough I enlisted in the Army, then the Ranger school. I knew I could take it. I took it all my life. The military was going to be a cake walk. I was wrong. Taking a beating is not as important as to knowing why. Some things are important, the lives the safety of an entire nation, of an entire world. I learned that the sins we do for our country are worth it. It keeps those people protected from the the horrors that they do not know exist out there. Our universe is dangerous, murderous, and evil place to live, and even though I am lowly baseline human, I'm the one that will keep this world spinning safely.
Why am I telling you this? I am telling you this because your strapped to that chair. Because me and my team caught you. Because even though you are the "great super human" I am the one who will make your suffering last. I am the lowly baseline human who will end your pathetic life. Your greatness ends here. Enjoy your last minutes on earth or in this reality.
So what was my point about everything having a history? Your history. I'll give you a moment to take that in.
BLAM!
This conversation was redacted.
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Post by skinwalker on Nov 17, 2013 1:00:03 GMT -5
This application is for the use of ROND VIDAR for Omen’s “Future” game. As I understand it, the “Future” game takes place within the 5 Year Gap of The Legion of Super Heroes time line, 2989 – 2994. All the information gathered on Rond Vidar come from LegionWiki.com, GreenLanternWikia.com, Wikipedia.org, DCWikia.com, and Comicvine.com.
Rond Vidar was introduced to the DC Universe in 1966, and he operated in the time line of the Legion of Super Heroes in the 30th Century. His father is Universo, a power hungry villain who want to control the earth. His power is hypnosis, and every time he tried to control the earth it was with a scheme that involved his hypnosis power and being defeated by the Legion. Working with the Legion at the time of Universo’s defeat is his son Rond, who has keep the true identity of father a secret to his fellow Legionnaires.
Before Rond’s Legion career, he was a very young and gifted scientist, and he won a prize for his work in temporal theory. He created a device called the Time Cube, which could transport matter through the timestream. This invention proved invaluable in defeating his father. Because of his action and invention he was made an honorary member of the Legion. During that time he work with Brainic 5 on many experiments, one of which was responsible for the creation of misguided antagonist, the Infinite Man, who was their former colleague Professor Jaxon Rugarth. Though he proved to be a problem to the Legion, in time they were able to deal with him by trapping him in a time loop.
At some point after the time loop with the Infinite Man, Rond was approached by the Guardians of the Universe to become the new Green Lantern of Sector 2814, but he had to keep his Lantern status a secret because Earth had outlawed Green Lanterns in their sector. He keep this secret from his fellow Legionnaires until at some point his father returned, tried to kill him, he played dead so he could save his friends, and was forced to reveal his secret. Due to earth’s ban on Lanterns he was forced to leave.
During his exile he was off the grid, not much is written about that time; so now begins his 5 year gap. (During the 1994 “reboot” of the Legion, Rond was stylistically modeled after The Doctor from Doctor Who. I thought it would be fun to bring a touch of that time traveling curiosity and whimsy to his 5 Year Gap.)
ROND VIDAR in 2989 – 2994 (Age mid 20s) (I found his Stats on DC Heroes RPG Legion of Super Heroes Vol.1 and converted them using a DC to Marvel conversion table on Classic Marvel RPG). F: GD10 Some Formal Training A: GD10 Some Formal Training S: TY6 Bench Press 200# E: GD10 Moderate Exercise R: AM60 Create Leading-Edge technologies such as Star Drives (or Hyper Time Drives, Time Cubes, Time Beacons) and Time Travel I: IN40 Gut Feeling P: AM50Indomitable Willpower
Health: 36 Karma: 150 Resources: IN40 Multimillionaire Popularity: 10
Powers: 1. Indomitable Willpower: He has the capacity to control his emotions and impulses, overcome fear, and resist mind control (DC WIKIA.COM). The DC Super Heroes RPG Legion of Super Heroes Vol.1 (1986) lists his power as “IRON WILL,” with a power rank equivalent to MN75. That power is a resistance to all form of Mental Control Powers, including (but not limited to) Broadcast Empathy, Control, and Hypnotism. It doesn’t protect against Mental Attacks, like Mind Blast or Aura of Fear. I believe in the Marvel Universe RPG it would be the following power: a. Resistance to Emotional Attacks: MN75 able to resist attacks like Emotion Control, Hallucinations, Domination, and attacks on his Intuition.
2. Genius Level Intellect: Naturally gifted intellect without enhancements (DC WIKIA.COM). The DC Super Heroes RPG Legion of Super Heroes lists his intellect as Skills: Scientist (MN75), Computer Science (UN100), Temporal Physics (UN100), and Gadgetry (RM30). In the Marvel Universe RPG it would be the following: a. Ultimate Skill: Physics: UN100 This power makes him the best at what he does. In this case this power would make his talent in Physics UN100 for the purpose of understanding the nature of Time and Space, Energy and Matter, Atomic and Quantum Particles in direct relation to Temporal Physics, like the skill Rond possessed in the DC Universe. b. Ultimate Skill: Computers: UN100 Much like the above power, he would gain the equivalent of his DC RPG counterpart skill in the field of Computer Science. c. Hyper-Intelligence: RM30 This augmentation would permanently raise his Reason to AM60, and with a Science Talent that would make it a +1CS to MN75, therefore giving him the DC RPG equivalent to Scientist MN75. d. Weapons Tinkering: RM30 This power allows for the design and assemblage of an device that can be made with available materials, provided he has the Resources to build a functional device. This power would be the DC equivalent of Gadgetry.
3. Equipment: (DC WIKIA.COM). a. Time Cube: Instant transport matter through time (past or future). Objects transported in time must be in the same location as they arrived within 24 hours or be stranded in time.
b. Hyper Time Drive: (I can only infer what it may be) It is an engine which allows for the ability to travel in Hyper-Time, the super-dimensional construct that allows an infinite number of alternate realities to interact with one and other. This has the drawback of creating divergent timelines that may or may not have permanent or temporary effects in the infinite number of realities.
c. Time Beacon: (Once again I can only infer what it may be) A device which allows for safer travel through time. (I am only assuming this based off the idea presented in Fringe) It is a homing beacon that allows for safer time travel by sending a signal which can travel in time back to its reality of origin and relay the coordinates to a specific point in time in Hyper-Time.
d. Power Ring: (Ben Riley’s site did an amazing job gathering all the information regard the ring and its battery. I’m going to do my best to paraphrase its content). i. Material Strength: UN100 ii. Electromagnetic Manipulation: UN100 The ability to manipulate all electromagnetic energy, including gravity, radiation, heat and light. Only 4 effects can be maintained at one time, a 5th effect can be maintained with a successful Psyche Feat roll. Solid objects are at the discretion of the GM. iii. Energy or Force Blast: UN100 iv. Force Field: UN100 v. Energy Solidification: UN100 vi. True Flight: IN40 in Earth like atmospheres, CL3000 in Space vii. Life Support: CL1000 when required viii. Energy Sheath: Psyche Rank vs attacks ix. Electromagnetic Detection: UN100 x. Linguistics: MN75 xi. Regeneration and Recovery: EX20 xii. Energy Absorption: UN100 xiii. Invisibility: MN75 xiv. Energy Doppelganger: EX20 Self remains motionless xv. Life Detection: CL1000 Green Lantern only xvi. “Mind Tampering”: Psyche Rank (Ben Riley’s site list this power but I’m not sure how to classify it in Marvel RPG terms. Is it Hypnotic Control or Mind Control? I’m inclined to believe it is something subtle, so I’ll go with Hypnotic Control, considering it can be achieved with Illusion Casting and Light Control, and the Ring functions by manipulating the Electromagnetic Spectrum.) xvii. “Full Environmental Playback” UN100 This seems to be a combination of powers, maybe Post-Cognition + Energy Solidification + Illusion Casting + Time Travel to be able create a realistic simulation of past events in a certain location. xviii. Emergency Beacon: CL1000 distress calls to let neighboring Lanterns know you’re in danger. xix. Raise Power: Boost an ability or power +1CS at the expense of Psyche -2CS penalty roll. xx. LIMITATIONS: 1. The ring must be charged every 24 hours. 2. If he can be kept from using his Willpower or Psyche, the power of the ring can be disrupted. 3. The ring is forbidden from taking life. 4. The rings energy leaves a residual trace for a few hours that can be used to track the ring bearer by someone with enhanced senses. 5. The ring is susceptible to time alterations, either freezing the power or accelerating time to run out its charge. 6. A Xanthra charge weapon can kill a Green Lantern. 7. Qward or Apokolips technologies have developed nullification fields.
e. Power Battery: i. Material Strength: UN100 ii. Energy Source: UN100 iii. Invisibility: AM50 When not in use the battery can be hidden in a pocket dimension. (I have always felt that Internal Limbo was a better description of this power).
Talents: 1. Physics: This involves everything pertaining to physics. (This skill is needed in order to fulfill the Ultimate Skill requirement). 2. Computers: This involves all matters pertaining to computers and equipment. (This skill is needed to fulfill the Ultimate Skill requirement). 3. Electronics: Reason +1CS to matters involving the creation and repair of electronic devices. 4. Chemistry: Reason +1CS to matters involving chemistry and its relation to universe. 5. Biology: Reason +1CS to matters involving biology and its relation to the universe.
Contacts: 1. Legion of Super Heroes 2. Guardians of the Universe 3. Time Institute 4. Misc. Sector 2814 individuals
Background Story:
Querl (Brainac 5),
It is hard to believe that this is the same Mars we visited just a few years ago. Sure, it’s probably no different than any other Untied Planet after the Great Economic Collapse of 2989. But this was MARS! This was the capital of fun in the universe. Are lives in the Legion didn’t leave much time for leisure, with my father (Universo) trying to kill us every now and then, but Mars was the “stomping ground.”
Remember how Irma (Saturn Girl) always had to check in with the Science Police Academy before we headed off to the strip! “Just checking in with them, just in case they need to contact us while were here” she would always say. I always felt like she was just hoping the worst to happen so we could be called in to work.
Then Grim (Colossal Boy), Thom (Star Boy), and Chuck (Bouncing Boy) would just disappear as soon as we touched ground. We wouldn’t see those guys all weekend. We would just hear from the door men that they just left. Those guys were always just a few steps ahead of us.
Carter Boulevard is not what it use to be. It has a “sadness” to it. All the best watering holes like Bar Soom, Clark’s Bar, Spiders, Manhattan’s, Major Tom’s, are just a shadow of their former glory. Remember that door man at Ares Tavern gave Brin a hard time about getting in, Brin was like “I’m Timber Wolf!” Who? The door man said, and that went on for a bit before Brin said “I’m Furball.” The the door man was like, “well why didn’t you say that in the beginning?”
Those days seem so far away my friend, and now it is the dark times. This Sector (2814) is just over ridden with crime. I have my hands full. Economic collapse will cause desperation in people. I can’t tell you what I’m working on right now, but I do need your help. Even though our technology is nearly non-existent because of the Magic Wars, I need your investigating insight in something. I’m following a lead right now of mass murders being release from earth prisons. Some of these escapees are saying they were set free by Earthgov. Now what would be their motivation for freeing these murders? I’m also hearing those old rumors of the “Shadow Government.” Please use that big brain of yours to give me some insight as to possible strategic advantages in this scenario.
Take care my friend,
Rond
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Post by skinwalker on Nov 17, 2013 16:57:07 GMT -5
I also found a great source of Green Lantern Rings. DC WIKIA.COM has a great description of the Power Ring. I added my thoughts on would be the appropriate Marvel Super Hero counterpart power. I submit this for GM review to decide how they would like to approach the Power Ring. Whether use Ben Riley's info or my interpretation of the powers from DC WIKIA.COM.
Bright Green Energy Conduit: Has the ability to affect and use fundamental forces in the universe, such as Gravity, Radiation, Heat, Light, and Concussive Force, by tapping into the Emotional Electromagnetic Spectrum. The user’s willpower shapes the ring’s energy. 1. Energy Projection: This is an all inclusive “energy” power: Energy Generation, Energy Solidification, and most Energy Control and Energy Emission Powers from the Ultimate Powers Book. 2. Force Field: This is very much like Energy Sheath (a Force Field, Life Support, and Micro-Environment), and it is always on or works automatically. 3. Phasing: able to pass through solid matter. 4. Environmental Playback: This is like a 3D Scanner, Recorder, and Player that uses Holographic images to simulate the real environment. I think it would be a combination of powers like Total Memory + Illusion Casting. This power requires the ring bearer’s attention otherwise the playback will end. 5. Invisibility: This power is specialized form of Light Control called Illusory Invisibility, where the ring would bend light around the user. 6. Energy Twin: This is Energy Doppelganger from Ultimate Powers Book. The user becomes still, motionless, while his “spirit” becomes energy and can travel around. 7. Energy Absorption: The ring can absorb and store other energy(ies), and when it release those energy(ies) it only release what was store. This power sounds like Energy Sponge. 8. Flight: True Flight 9. Super Human Strength: The ring can use construct to life very heavy objects. This sounds like Telekinesis. 10. Wormholes & Special Warps: The ring can locate, create, and navigate this transit systems in space-time to rapidly traverse vast quantities of space. This power sounds like Gateway from the Ultimate Powers Book. 11. Time Travel: 12. Limited Regeneration: 13. Electromagnetic Scanning: The ring is able to scan the electromagnetic spectrum, so it is probably Energy Detection / Electromagnetic. 14. Galactic Encyclopedia: The ring has access to vast amount of knowledge, it’s almost like a computer terminal connected to Oa. This power is has to be Total Memory. 15. Universal Translator: Linguistics 16. Material Alteration: This power summons a uniform which is unique in design to each Green Lantern. I would say it’s Artifact Creation from the Ultimate Powers Book. 17. Ring Duplication: As a safety precaution, the ring can create a duplicate of itself. This power would probably be Artifact Creation + Power Transfer. 18. Emergency Beacon: The ring sends a distress signal to a neighboring Green Lantern. Maybe its Telepathy or Empathy one way? 19. Homing Beacon: The ring’s power signature can be used to track other Green Lanterns to their location, but it can also be turned off to hide themselves. I would say this is probably Energy Detection / Electromagnetic, but the masking of the signal would probably something like the ring’s Mental Invisibility or Illusory Invisibility. 20. Mind Alteration: The ring can be used to tamper with mind, most notably creating a Mental Block of Hal Jordon’s create identity in Major Disaster. This sounds like Mind Drain to me. 21. Pocket Dimension: Internal Limbo. 22. Security Protocols: The rings are programmed to the wear, so it can’t be used if stolen. I’m not sure there is a power like that in the Marvel Universe. It might be just up to the GM’s discretion. 23. Preset Conditions: The ring can be pre-programmed to do a set of things at a later date if the wear is not wearing the ring at the set time. Once again I think this is a GM thing. 24. Thought Relay: This is Telepathy.
LIMITATIONS: 1. Mental Instability Protocol: If the wear doesn’t possess the mental faculties to control the ring it will not function. 2. Yellow Impurity: Accepting Fear lets the ring bypass the color yellow. Being susceptible to fear causes the ring to be ineffective to yellow. 3. Recharge: The ring must be recharged every 24 hours. 4. Vibration Interference: If a vibration of certain frequency is encountered the power of the ring is miniaturized. 5. Red Power Rings: The Power of the Red Rings dissolves the Power of the Green Rings.
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Post by tystates on Nov 17, 2013 18:37:31 GMT -5
Just to throw it out there, here's what I did on becoming a Green Lantern and for the power ring.
ON BECOMING A GREEN LANTERN
BASIC CONCEPTS The Guardians of the Universe founded the Green Lantern Corps approximately 3 billion years ago in order to stem the spread of evil across the cosmos.
The Guardians divided the known universe into 3,600 sectors of equal size. Each sector is assigned its own Lantern, who is responsible for protecting the life forms in that sector from evil and disaster.
A Green Lantern is given awesome responsibilities. Those selected for membership have to possess a superior dedication to the Guardians' cause and a certain uncompromising morality. The only important factors in selection are the being's dedication to duty and willingness to help his fellow creatures.
WHAT IT TAKES TO BE A GREEN LANTERN New Green Lanterns are usually inducted into the Corps by one of two methods. First, if a current Lantern is mortally wounded or unable to continue his duties for some other reason, he has a responsibility to select and induct a suitable replacement. The Power Ring is able to seek out a worth Ring-bearer. Sectors that contain an unusually large number of inhabited worlds, the Guardians will often choose an alternate Lantern to stand ready at a moment's notice.
The second method is to be selected and inducted by the Guardians themselves. Many times a Lantern is unable to pass on the Ring before death or retirement.
NECESSARY CHARACTERISTICS There are three characteristics that any candidate must possess in order to be considered for membership in the Green Lantern Corps. First, he must be worthy, meaning he will always meet the responsibilities of being a Lantern and always use the Ring to uphold the good. The procedure for selecting a Lantern and determining worthiness is so good that in the 3 billion year history of the Corps only one Lantern has ever betrayed this principle: Sinestro of Korugar.
Second, a Lantern must have a strong Psyche. The Power Ring is only as powerful as the Psyche of the wielder. The Guardians or the Ring will always select a candidate with the strongest willpower in order to leave the sector in question in the hands of the most effective Green Lantern possible. Every Lantern will have a Psyche of RM or greater, with most being AM or higher. Finally, a Green Lantern must be completely without fear.
PROBATIONARY PERIOD New Green Lanterns are placed on a brief period of probation, during which they are closely scrutinized by the Guardians. If during this time he is unaware of the Guardians existence and the Corps, after he proves his worthiness he will be summoned to Oa and everything revealed.
RESPONSIBILITIES OF A GREEN LANTERN
As soon as you accept the Power Ring, a Green Lantern pledges to carry out certain responsibilities enumerated below:
1. Protection of Life and Liberty within assigned sector Your first and foremost duty is to protect the inhabitants and territory of your space sector. This includes combating evil wherever and whenever it is encountered, and to do everything within ones power to protect the inhabitants of the sector from natural disasters and cataclysms.
2. Follow the Orders of the Guardians without question Green Lanterns are sworn to follow the orders of the Guardians without hesitation. Lanterns must learn the Guardians always have a valid reason for their instructions.
3. Non-Interference A Green Lantern must never perform any action that will alter a world's culture or political makeup. He must also never perform any action that is against the collective will of its inhabitants.
4. Act within local Laws and subject oneself to local Authority While on inhabited territory, the Lantern must make every effort to conduct himself in accordance with the local laws. He must also submit to local authorities, within reason.
5. Proven Peril Clause A Lantern must not take action against anyone or anything until the objet or creature in question is proven to present a danger to life or liberty.
6. Refusal to Act for Personal Gain A Lantern must never use the powers at their disposal for personal gain. They can also not accept any rewards for services rendered.
7. Cooperation with Fellows A Lanter is obligated to assist and show respect for his fellow Lanterns.
8. Respect for Life A Lantern must never willingly take the life of another living creature, unless it is the only solution to a problem. They are also only allowed to use reasonable force in combatting a menace.
9. Combat the Greatest Danger A Lantern must always give top priority to the greatest danger present within the sector.
10. Preservation of Honor A Lantern must always attempt to maintain the honor of the Corps, and should refrain from dishonesty and the use of treachery.
Note that the Lanterns are trusted to maintain this code. The Guardians have enough confidence in them however to give the Lantern the option of violating any of the above principals if it is warranted in their best judgment. If any principal is violated, be prepared to defend the action before the Guardians.
DISCIPLINE Upon violation of any principal, a Lantern may be summoned to Oa for trial. The charges would be read and an explanation be asked for. If the actions could be explained the matter was forgotten. Otherwise he would be disciplined. The penalty was usually one of the following:
1. Removal from the Corps Before taking such an action, the Guardians would consider the past service record, which may influence them to settle on a lesser form of punishment. This punishment would also be incurred if a Lantern began to fail to meet the three basic requirements for Corps membership.
2. Probation If during the probation period the Lantern took any action resembling an offense, the Guardians would remove him from the Corps.
3. Personal Supervision Sometimes the Lantern would be ordered to move to Oa for a time so the Guardians could instruct and supervise him themselves.
4. Exile If the Guardians determined that personal obligations were interfering with his duties they would often exile the offender from his homeworld for a period of one year.
5. Ritual of Endurance In extreme cases where guilt or innocence could not be determined, or two or more Lanterns disagreed over a comrades guilt, the Guardians would subject him to the Ritual of Endurance. A Lantern must make it through a small pocket of the anti-matter universe unaided. Failure often brought death.
REWARDS The only reward is a hearty thanks and the satisfaction of a job well done. The only special honor was to be appointed to the Guardians own personal guard. The Honor Guard consists of one or more Lanterns who remain on Oa to council the masters.
CONTACT WITH THE GUARDIANS The Guardians kept constant contact with the members of the Corps, advising and directing them. The Guardians would contact a sector's Lantern and dispatch him a troubled area. They communicated through the Power Battery. There is an emergency signalling device that allowed them to instantly send an SOS to the entire Corps.
The Guardians could also summon a Lantern's energy twin to Oa. The energy twin is a living creature's life force. While it is in transit, the physical form lies motionless. Any information passed to the twin is passed to the body when it comes back.
In rare instances the Guardians would summon the physical form of the Lantern. Usually for regular meetings of the Corps. About once a year all Lanterns were expected to attend.
Of the course, the most famous Green Lantern is Hal Jordan.
POWER RING: UN material strength R=AM, I=AM, P=EX Absorption UN (100) Invisibility MN (75)
Weakness - The Power Ring is completely useless against the color yellow.
The Ring must be recharged once every 24 hours with the lantern-shaped Power Battery.
There are two different types of powers that the ring uses, Conscious and Unconscious. Unconscious acts have power ranks generally SH-Z. These powers are the kind that GL just does. No concentration, no focusing.
Comprehend Language, Life support, and Invulnerability: This lessens any damage against him to a lesser degree of damage (Edged to Blunt, Energy or Shooting to Force, etc.). It operates even if the wearer is unconscious and appears as a glowing green energy sheath around the wearer. These powers operate at SH-Z.<P> Regeneration and Recovery are also unconscious acts but at only EX ability.
Conscious acts are the traditional will power needed. The way this works is that all powers are at will power or Psyche rank. If a lantern wants to RAISE the effect of the ring he must roll with -2CS for every +1CS he is hoping for. If Hal wants to fly at SH-X he must make a Psyche check at IN. This is why Lanterns can make HUGE energy blasts but have gritted teeth and sweat pouring down their face. The more powerful the blast the harder it is to do.
These powers are Flight, Force Manipulation (energy solidification), OmniPower (power duplication), Life Sense: GL "Type" Energy only (Kilowog scanned for Sinestro's ring in Guy Gardner #1), Astral Travel, Body Armor.
Stat Increase: GL may increase any stat (unless it is already enhanced ie endurance) by the dodging column with a successful Psyche check. Green= +2cs, Yellow= +4Cs Red = +6cs
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Post by skinwalker on Nov 17, 2013 18:48:57 GMT -5
Tystates,
That is a good write up. I like what you did. Very good info. Thanks.
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Post by ultroniac13 on Jul 27, 2014 17:06:09 GMT -5
(Application for Dead Sidekick's Gang Wars campaign.)
Hero name: Frightener Real name: Guy Smithfield Race: Caucasian. Age- 23 Height- 6'0" (original) Weight- 185 lbs. (original) Hair- Strawberry blonde (original) Eyes- blue (original) Place of birth- Rockwood, TN Occupation- Engineering student Legal Status- American citizen with no criminal record. Marital Status- Single
F Ex (20) A Rm (30) S Ex (20) E Gd (10) R Am (50) I Am (50) P Am (50)
Health: 80 Karma: 150 Resources: In Popularity: 0/0
Origin: Changeling (Ethereal Body/Ghost, Surgical Composite/Golem, Metamorphic Robot/Mummy)
Powers: Intangibility/Invisibility [Ghost Form] - An Ethereal can drift about in any direction he chooses, and can pass through solid matter without any effort. The visibility of an Ethereal varies according to his whim; he can be invisible, transparent, translucent, or opaque. (Monstrous rank)
Ectoplasm Control [Ghost Form] - The PC can manipulate and shape the extradimensional spirit matter called Ectoplasm to perform a variety of Power stunts (with GM approval/power stunt achieval): Blunt attacks at Power rank damage Raw form of Telekinesis at Power rank Construct intangible spirit forms Energy solidification Phasing (Incredible rank)
Body Resistance [Golem Form] - Body armor without apparent changes. (Incredible rank)
Elongation [Mummy Form] - The mummy form can temporarily increase the length of the wrappings of his body without losing leverage or strength. The mummy can elongate any wrapping a maximum number of yards equal to his power rank number. If two or more parts are elongated, this limit is the total combined length for all parts concerned. The mummy can maintain any single act of Elongation for a number of turns up to his power rank number. (Remarkable rank)
Fear [All Forms] - The hero can cause fear in a target within range. Range is found on Column A. The victim must make a psyche feat roll with the power rank as the intensity. The effect lasts five rounds, but if the victim is unable to respond as indicated then they are stunned for 1-20 rounds. Psyche resistance rolls: Red resists Yellow all actions at -1CS Green flees as fast as possible White paralysis (Remarkable rank)
Limitations: Surgical Composite form is -1CS when resisting mental domination. Ethereal form fighting rank is zero on earth dimension. Spirit Vampirism completely destroys Ethereals. Psi-Vampirism destroys the self-image and reduces the Ethereal to a mindless Poltergeist. (Other mental and magical attacks may effect Ethereal as normal.) Metamorphic Robot form is currently locked in mummy state and second form is unknown.
Bonuses: Surgical Composite gains +1 CS to strength, fighting, and endurance. Ethereal form resists physical attacks (-9CS to attack).
Talents: Engineering, Electronics, Repair/Tinkering
Contacts: TBD in game
History: Needing a summer job to help pay his way through engineering school, Guy Smithfield thought he had found the perfect opportunity at the FearLand amusement site. Not only would he make money, but he could keep his mind and hands in training working as a technician's assistant for the rides, robots, and equipment that was used there to frighten tourists in every way imaginable.
Guy nearly laughed when he found out that the technician he would be working with was called The Scary Man. The man was scary alright, with his lazy eyes, short stature, and wart ridden face, but The Scary Man was the chief technician over the entire location, so maybe Guy got lucky after all.
What Guy didn't know was that the chief technician was about to lose his job and was convinced that he could win back the respect he was deserved by creating a horror feature for FearLand that was second to none, no matter what the cost.
Guy wasn't sure what he had gotten himself into this time. The chief tech was using technology that Guy had never even dreamed of, much less seen. It was like something out of the movie Metropolis with its weird gears and glowing tubes and vibrating coils. Then there was the chanting. At first guy thought the crazy old coot was just humming to himself, but it was definitely chanting.
There was a powerful explosion and Guy couldn't feel anything. He couldn't see his hands, his feet, nothing. And he felt like he was floating. Until he could feel something and maybe he wished he hadn't. Especially after he saw what had happened.
The Scary Man had performed some sort of techno-magic ritual and Guy's body had been sacrificed as part of the payment. That wasn't all. Besides his ghost form, Guy was now phase-shifted to a cheesy robot mummy and some sort of flesh golem! There had to be a way to fix this. Guy couldn't live the rest of his life as a one-man monster show.
Game Audition Writing:
Guy scoured the workshop area, but there was no sign of the chief technician. What was worse was that there was no sign of Guy's original body either. Had it really been sacrificed in some arcane rite or was it just hidden away somewhere? One thing was certain, he wouldn't find any answers just standing here horrified, panicked, and shocked.
Besides, he'd already gone that route for the last hour. Now he needed to look around all of FearLand. If he didn't find his body, or the technician, maybe he could at least find a clue. There was no way he was going to run around as a Frankenstein knock-off, especially one crafted from real body parts. He didn't want to think of where those parts came from either.
The mummy-like robot gave him the best physical option, but he was afraid that one of the other workers might see it moving around out of character and try to shut it down for repairs. That left the form he was in now. The ghost form. It was weird not actually having a physical body, but it did make movement a lot easier. He could even move through walls. He'd checked. As a ghost, he might frighten away a lot of people, if they saw him. If so, then they were only getting what they paid for in FearLand.
Guy drifted toward the door. Even if he could pass through walls, old habits died hard. So he floated through the door and out into FearLand looking for answers.
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Post by Painkiller on Aug 1, 2014 15:36:43 GMT -5
Painkiller
ALIAS - Painkiller REAL NAME - Zoey McKenziePLACE OF BIRTH - Philadelphia, Pennsylvania OCCUPATION - Nurse at Manhattan Hospital, 5 year Student with a Bachelor of Science in Nursing (BSN) at Empire State University and striving for Masters BASE OF OPERATIONS - Home in Greenwich Village AGE - 25 LEGAL STATUS - American Citizen, No Criminal Record HEIGHT - 5" 7' WEIGHT - 143 EYES - Neon Purple (Most People assume they are cool eye contacts) HAIR - Golden, Shoulder Length RACE / GENDER - Female Caucasian Humanoid Race
FIGHTING - Good (10)AGILITY - Typical (6)STRENGTH - Typical (6)ENDURANCE - Remarkable (30)REASON - Good(10)INTUITION - Good (10)PSYCHE - Good (10)
HEALTH - 52KARMA - 3 0RESOURCE - Typical (6)POPULARITY - Shift 0 (0) / Feeble (1)As a Nurse at Manhattan Hospital and a student, she's not that quite well known apart from the 'miracle worker' who always has someone in her care feel better as if a miracle occurred, and rumors have started around in the hospital about her, and those near her, that she/they may be mutants. As a Hero however, she is known for publicly speaking about the Mutant Registration Act, and why she opposes it. Some Superheroes also know Painkiller from her services for heroes free of charge. Among others, she heals innocents and cures things that may be 'incurable', all for free as a charity. Psychological Weakness - Being a hostage/prisoner & being in such an instance with others that are in such situations. Power Negation - Continuous With Contact
At a young age, it left an impression on her of being held/restrained against her will, and subconsciously, this seals her powers as long as she or someone else who is in the situation is being restrained/is a hostage/prisoner. She is unaware of this weakness, and plays it off as her not wanting to do anything to provoke the matter at hand.POWERS -NOTE: All of her powers 'manifested' at different times, and from her research, mutants typically mutate their powers all at once. This leads her to believe she either isn't a normal mutant, or is something else entirely. Biophysical Control (Regeneration) - Incredible (40)High School life is tough, especially if you are a latent mutant accident about to happen. Jeffery, still to this day a close friend of Zoey's, sprouted a long, devil-like tail in the middle of their walk home. While they were freaking out about the situation, a group of 'Mutie-Haters' just happened along at the wrong time. Caught at the dead-end of the alley-way, Jeffery suffered through the beating of a life-time while Zoey was restrained and received a minute beating. In the aftermath, Jeffery was unconscious and bleeding out and Zoey hyper-ventilating from the situation that just happened. In a fit of trauma-induced panic, she crawled over to Jeffery, trying to shake him awake, to make sure he wasn't dead like she thought. That was when she began to feel wracking pain in her whole body, her bones being broken, bruises sprouting over her chest and face. As this happened though, Jeffery was being healed by a miracle, and was waking up! Tears of joy and pain were the last things Zoey remembers before waking up in the hospital herself, all alone. Painkiller has the power to cure others of their pain, their injuries, harmful foreign materials, and in some extreme cases, re-attach limbs or begin a slow process of growing them back. Whenever she touches someone with her hand, the healing process begins, whether she wants it to or not. A single person in an entire day can heal 40 points of Health (if she does more than that, she begins to take the damage herself, see below.) She cannot heal any less than 40 due to her capabilities of controlling her power. Ex. Someone is at 15/75 Health. Painkiller touches them, and heals them back up to 55/75 Health instantly. If someone is at 20/30 Health, they are healed to 30/30, and can still receive another 30 Health that day.Depending on the wound, the difficulty of repairing the injury/condition increases: - On a Green Feat, she can set bones to regenerate properly, cure non-fatal diseases and virus, and close small, simple wounds such as cuts or punctures.
- On a Yellow Feat, she can handle any physical trauma suffered, damage to organs (like from a bullet), non-fatal poisoning, and terminal diseases and viruses.
- On a Red Feat, which she has only accomplished few and far between (She takes damage regardless and she knows it, see below) she cures mortal wounds, coronary attacks, strokes, toxic poisoning, and major physical trauma.
In addition to curing someone, regeneration of body parts can be done. She can do it either slowly, her normal rate, or immediately. - Doing it slowly, over 1-10 days (Judge's Call) grants a +2 CS to regrow the missing/destroyed part(s).
- Doing it over her normal rate, a day, provides her no bonuses.
- Doing it immediately strains her, and takes a -2 CS from the wracking pain she suffers as her same part(s) simultaneously destroy and regrown themselves (effectively giving the patient her own body part and regrowing her own.
Green can regrow limbs (arms, legs, even parts of the head). Yellow allows her to replace bad/missing organs with new ones. Red preforms a medical miracle flawlessly, regenerating brain and neural tissues. THE PAINKILLER (Painkiller's ability she named herself from) [Powerstunt (?) Tried Once (See Next Post)](Acting as a Class 5000 ~Damage Transferal~ power for the purposes of healing/taking damage) Painkiller can take ALL the pain away, literally. When she does this, she has to be touching the recipient and do this consciously. She can only do this once to a person a day (like above). Gathering all the mental fortitude and physical endurance she can muster, she heals the target of ALL THEIR HEALTH. In repercussion, she takes on the same injuries/traumas/conditions that the recipient had. She takes all of their damage, regardless of how much they had (even if it kills her, she has no say in how much she heals), and takes half of it straight to her health (Bypassing any and all resistance to that damage type), the other half of the damage taken is regenerated from her own built in Biophysical Control, Neural Manipulation, and Regeneration powers over-clocking to keep herself alive. When she does this, she makes a Feat Roll: - On a Blue, she is dying and makes an endurance check from there being a mishap- in her power, causing her entire body, inside and out, to begin disintegrating itself.
- On a White, she is knocked unconscious until she is healed back the damage she took, passing out from the pain (Or Judge Call).
- On a Green, until she heals all the health she just took back, she is at a -2 CS for ALL Abilities and Powers, except her Regeneration and Endurance. This does not lower her health.
- On a Yellow, until she heals all the health she just took back, she is at a -1 CS for ALL Abilities and Powers, except her Regeneration and Endurance. This does not lower her health.
- On a Red, she takes the conditions/injuries from the recipient and manages to keep a clear head, powering through it regardless of the pain and taking no penalties.
Ex. She is saving Jeffery from what seems to be certain death. without knowledge of her power and with it just manifesting, she does her last resort. Jeffery is currently at 0 / 20 Health and dying. Painkiller, at the time, had 11 / 16 Health. She takes all of his damage (20) and takes half of that immediately (10), giving her 1 / 16 Health and Jeffery 20 / 20 Health. She now makes her Feat Roll, and end up rolling a White, causing her to fain and be unconscious until she heals that damage. Force Field vs. Hostiles - Remarkable (30)Ever since that first beating she had taken, she had to learn to defend herself and Jeffery, so she convinced her parents to immediately enroll her into some Self-Defense Courses. She encouraged Jeffery to do the same, but with his 'condition', he feared the worse would happen when getting the training. Even his parents still didn't know, only her. And Zoey was still traumatized from their last 'outing' together, and unsure if she wanted to be his friend anymore. But after thinking it over for some time, she came to the realization that if she had the power to protect Jeffery, then she had to, even if it means her going to the hospital again. Soon after this realization, she was protecting Jeffery from anyone, even at School. At one time, it even got so bad as to get in a fight with one of the biggest bullies in school - Billy Hanson. It was shortly to fisticuffs-cuffs after Billy began to beat on Jeffery. Zoey managed to interject from behind and began her own assault, attracting Billy's attention. After a few exchanges and Billy having the upper-hand, suddenly as Billy went in for the final knock-out punch, his hand broke upon 'hitting' her. Or what it seemed like to everyone. Her own protection had manifested. All of her mental fortitude and ability to manipulate others' biological functions has created a field that detects a specific chemical composition going on inside of anyone within an area of Painkiller. This only detects Hostile intentions, and the chemicals are located only in living things. Anything mechanical, something that can hide physical features, or even mentally mask themselves can avoid detection of this. This shield made of the 'life force' only protects against a being in the area of this who harms Painkiller with something that their are either holding or is attached to them. Ex. Light Pole, Fist, Sword.Ex. Billy is punching Painkiller with Typical (5) Strength damage. Painkiller's Force-Field detects hostile intentions, and her shield activates against the punch, a Remarkable (30) resistance to this physical melee attack. The damage is negated, and Billy has a broken hand for punching something as hard as reinforced concrete.This power is always active, and only detects 1 area around her. The range of the Force Field projection is Contact Only, only protecting her from harm at the last second and preventing someone from harming her (Or at least absorbing some of the damage). If it looks like that she is about to be a hostage or prisoner, then it is up to Judge discretion to determine when it is on and off. Regeneration - Good (10)Things got quiet for a while, and by now both her and Jeffery graduated High School and both bunked together as they traveled to Manhattan to study at the Empire State University. Jeffery wanted to be a doctor, and Zoey was studying to be a nurse as to hopefully not arouse suspicion with her own powers. Jeffery has simply grew a tail, small white horns, red-er skin, and fiery red eyes, all but the eyes he could retract into his body. So he wasn't in any trouble for being 'discovered'. After a few months of studies and practical experience, Jeffery was soon suffering in his studies, and Zoey offered to help by letting him 'use her body' for practice on procedures and cuts since she can heal herself. One day, after so many attempts at this particular series of cuts, Zoey's healing quit working, and they both stopped then and there, struggling to wonder what they were going to do now that her healing quit working (did she lose it?!). Besides making fuss of it, and since they can do it, they bound her wounds the best they could with a few months of medical practice. It was only when they went to change the bandages later that night that the wound had healed itself for the most part. Apparently she didn't lose her healing: she had healing all along! Just super slow.Painkiller has a constant built-in biophysical control that allows her to regenerate her own wounds slowly, over time. In practice, even when she is unable to 'heal' herself with her other power, she can duplicate the effects of that ability (even regeneration, though she's never lost a limb) on herself an infinite number of times, but time is the main question. She can attempt to heal much quicker, and she knows she can, but has yet to attempt to try due to her 1) Hardly ever being harmed and 2) not knowing what the side-effects will be. 30 Health every 54 minutes, 5 Health every 9 Minutes (According to the '600 turns = one hour I read up in the Advanced Player's Handbook)Life Detection - Typical (6) [Used in Conjunction with Neural Manipulation and Force Fields Vs. Hostiles ]
Painkiller can detect life via 'strings' connected to her and the individual(s), even through walls, but only at a short distance [1 Area]. She can study the biological functions and/or gleam information from a specific individual by focusing on them and doing the appropriate FEAT (Red to gleam information about the individual's Psycological data. She can also pick out a specific person from a multitude of people based on their unique 'string' via a Red feat. Neural Manipulation (Disruption) - Excellent (20)During her third year 'on-site' training at the Manhattan Hospital, she was tending to a Leanne Mavely with an issue with her heart. She was taking notes on how to properly care for such a patient when a man wearing a patient's dress stormed in, screaming at the top of his lungs about the future, a book of mad-men, and utter non-sense about paladins; something straight from a fantasy book. Believing that the man was suffering from illness (perhaps in the brain?), she walked over to the man and touched him to no effect, at which point he turned around, knocking her down, and ran away out through Leanne's door and into the hospital! In the moment she touched the man, she saw this faint purple aura emanating from him in, and noticed how the aura had a string from him to her. Curious and now lost in her own world, she pulled on the string, and before her eyes, the man crumbled into a limp, numb body on the floor. Quickly after that, security guards managed to grab the man and haul him off. But the faint purple aura was on everyone, and later that day looking in the mirror, her eyes had changed color!
When she manipulates a person's 'string' of life force, she simultaneously disrupts all the signals from the nerves of that target to their brain, causing the person to drop into a numb, motionless heap.
This has an area of 1 area for both the 'detection' and usage of Neural Manipulation.
Grafting - Poor (4)Last semester, Zoey was transporting all the spare medical tools Jeffery had lying around his house that he had to return to the school since Jeffery works the 9 to 9 shift. On her way to Empire State University, a gunshot rang throughout the streets and someone ran out of an alleyway wearing bright, neon colors with a 'BD-' written on the shirt. Fearing the worse, Zoey rushed over to the alleyway to discover an elderly man shot in the gut, dying and meekly calling for help. Strangely enough, her healing didn't work on him, but she didn't take note of it at the time. All she cared about was his well being. In that moment, all of her medical knowledge 'clicked' into place, and all of the missing pieces were filled in. It just all made sense now, even concepts she used to struggle with that Jeffery would inform her of in their college years. All because of these neural-auras that she saw. They highlighted focal points, connected dots, spoke words of things she can do and how to do them...And she did them.Painkiller has the intuitive, natural ability to actually preform hospital procedures anywhere, even in dirty sewers, and successfully save whoever is receiving the operation, regardless of how she did it and how they end up 'looking' by the end of it. This 'knowledge' is something that allows her to know her limits when preforming surgeries. She has only ever 'used' this once. Every attempt counts as a Power Stunt for that particular Body-Area.
- On a Green, Painkiller preforms the run-of-the-mill surgery that the local hospital can preform.
- On a Yellow, Painkiller can do the type of surgery that specially equipped hospitals can preform, such as Manhattan Hospital.
- On a Red, Painkiller can do things that technology has yet to preform to full success - neural or brain transplants for example.
EQUIPMENT - 'Field Medic Kit' -This is a set of assorted surgical tools and equipment that was 'borrowed' from Manhattan Hospital so that Zoey can preform medical procedures when her healing power is ineffective. It's all tucked away in a tan, multiple-pouch roll-out bag that is so large that it covers her back. TALENTS -Martial Arts C - Self - Defense Courses, testing it more than a few times during multiple times in her life This form of martial arts concentrates on holds and escapes. Painkiller gains a + 1CS to her Strength for Grappling attacks (including damage), a + 1CS to Strength for Escaping and a +1CS to Agility for purposes of Dodging. Acrobatics - Gymnastics during High-School, running around the chaotic environment of a hospital and neighborhood street, Self - Defense Courses Painkiller is very limber and as such gains advantages when under attack. The hero has a +1CS when dodging, evading, and escaping. Medicine - Part of her Degree she studied at the university and knowledge that Jeffery has taught her over the years.Painkiller has extensive knowledge of medicine, and as such limited Talents in healing. In general. a character losing Endurance Ranks as the result of a lethal situation can have those losses stopped by any character checking on him. Painkiller may bring back characters that have reached the Shift 0 level up to 20 turns after they have reached that level. She may also restore one rank of Endurance to a wounded character per week, in addition to natural healing. Finally, she benefits from a +1CS on Reason FEATs that involve medical problems, medications, poisons, and surgery. Chemistry - Part of her degree she studied at the universityA +1CS on matters of chemistry, including developing new formulas, finding cures for inorganic poisons, and identifying chemicals by smell, touch, or taste. CONTACTS -Hero(s) (Group?) - [ ]
((I'm actually looking for some input on this one, and to perhaps give DSK some leeway on an easy way to give the party a Painkiller))Medical - Jeffery Jones, Medical DoctorIn the Manhattan Hospital, her old friend Jeffery, a fellow mutant with the ability to 'invoke' certain positive feelings in others (And thus Zoey nicknamed him 'Dr. Feel Good'). He knows what Zoey does both in and out of the costume, and typically has her accompany him to all of his patients due to her 'ability' to help make the hospital a better place. HISTORY-
Born to Martha and Anthony McKenzie, Zoey was your typical average child who was slightly above average compared to her peers. She constantly got into fights on the receiving end because she constantly tried to protect others 'weaker' than herself. This even carried over into High-school, until her mutant-powers began manifesting - then she became a momentary recluse and refused to talk to anyone and all of her schooling practically halted. Jeffery managed to snap her out of it, but she still carries the scars to this day. After graduating High School, she moved in with Jeffery and both of them attended the Empire State University in Manhattan, both of them studying in the medical field. After 4 years, they parted ways and lived on their own, before they found out that they were still attending the same school and worked at the same hospital. Because she enjoys her job so much (She doesn't want to be exposed as a mutant) and because of the recent rise of gang-activity (casualties, people getting hurt, drugs...) she has decided last semester that she'd start dressing up like a hero of sorts to do some extra good for both Mutants and the civilians of her town! She might be in over her head a little, especially since guns are involved... She has taken on the name of Painkiller, and has publicly spoken out against the Mutant Registration Act and has ran mini-rallies. Garnering attention from that and from all of the free services she hands out to anyone in need, even other heroes, and a small reputation has began to build for her. PERSONALITY-
She is a caring, loving person who believes violence is completely unnecessary and uncalled for. When violence arises, she's the first to almost always interject in between the assailant and victim, regardless of the situation going on. She's strong-willed and will go to great lengths to accomplish her goals. ((I'm looking for some critique on her. I do not think in any way she is ' unbalanced' apart from the fact that she does Typical Damage. Everything else is either heal, possibly die but heal, heal self slowly, and make you a numb pile of flesh with all the pain taken away!))
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Post by Painkiller on Aug 8, 2014 6:53:42 GMT -5
So, after a few days of contemplation, I decided to put up my thoughts on possible things that can be changed if Painkiller is to be chosen as a character. In the next few days I'll be posting a few other characters for submission, either to be cool people for others to look at, used as an NPC, or picked from the characters I posted by the group/DSK that would most benefit us. Things I've included below are changes to continuities for easy integration, cool ideas for power stunts, slight modifications to things I've thought in the aftermath, and WHY I decided to pick the powers (and THE PAINKILLER ability) the way I did.
OCCUPATION - Nurse at Manhattan Hospital, 5 year Student with a Bachelor of Science in Nursing (BSN) at Empire State University and striving for Masters [The other alternative for her schooling, if so desired, can be anywhere else... Metro College for example!]RACE / GENDER - Random Mutant [I've been debating this one myself for a long time, and as much as I enjoy the mutant hate that is about to happen... I think she could be something even better. Again, can be as desired, but I think for now I will change it to:] Humanoid Race
FIGHTING - Good (10) [She is slightly better than the 'Typical' person since she took Self-Defense, thus Good. Don't know if this should go higher or not.]ENDURANCE - Remarkable (30) [Lower than Excellent would be a no go - THE PAINKILLER + No Resistance to the most common thing (Ranged Damage) vs. 32 Health... funny! I think that given her powers and 'Race', she is somewhat of a tough cookie and is resistant to a lot of things physically due to her connection to the 'Red', or whatever she happens to be connected to, since she is effectively is a 'pinnacle' of life-force that people connect to. Such a big connection to life-force somehow has to give her physical endurance, me thinks.)REASON - Excellent (20) [Changing to Good(10) because I can't think of an EXCELLENT reason to giver her that much knowledge other than school and not having to 'think on her feet' unless in a hospital situation (in which case the Medicine and Biology talent helps out)INTUITION - Remarkable (30)[Changing to Excellent (20) because she has to be constantly on the alert with everything going on around her in a hospital setting, and is 'tuned-in' to the Life-force around her, though I suppose that it could also be Good(10) because being able to see 'Red' might not be a benefit and is more of a burden that doesn't grant her insight to things around her... Good(10) it is.]PSYCHE - Excellent (20)[Changing to Good(10) also since I don't see her resisting very many things besides the fact of seeing so many 'things' in a hospital setting, she hasn't had any need to steel herself against many things, and given the incentive, she will more than likely cave in to whatever is affecting her mentally depending on the situation.. though as I write this, I'm tempted to at least take the 'Resist Domination' talent since she would be able to shrug off anything overcoming her own ability to think since she's experienced in taking large amounts of pain, which does build up a mental fortitude...]POPULARITY - Shift 0 (0) / Poor (4)[Changing to Shift 0 (0) / Feeble (1) due to the fact of what I'm writing up for a 'character diary' while we wait in the mean time for her]Psychological Weakness - Being a hostage/prisoner & being in such an instance with others that are in such situations. Power Negation - Continuous With Contact
At a young age, it left an impression on her of being held/restrained against her will, and subconsciously, this seals her powers as long as she or someone else who is in the situation is being restrained/is a hostage/prisoner. She is unaware of this weakness, and plays it off as her not wanting to do anything to provoke the matter at hand.
POWERS -NOTE: All of her powers 'manifested' at different times, and from her research, mutants typically mutate their powers all at once. This leads her to believe she either isn't a normal mutant, or is something else entirely. [Again, this is only if her race doesn't change/ she is uninformed of what she is]
[Also, all of the stories were just little insights on the story of the first time with her powers, and may seem cheesy, but also might provide background yummy-ness, such as one I suggest below]Biophysical Control (Regeneration) - Incredible (40)
Whenever she touches someone with her hand, the healing process begins, whether she wants it to or not. [Yes, think like Rogue from X-men... Baddies might want to capture her for their purposes, or at least try to get her to touch them... ]Depending on the wound, the difficulty of repairing the injury/condition increases: - On a Green Feat, she can set bones to regenerate properly, cure non-fatal diseases and virus, and close small, simple wounds such as cuts or punctures.
- On a Yellow Feat, she can handle any physical trauma suffered, damage to organs (like from a bullet), non-fatal poisoning, and terminal diseases and viruses.
- On a Red Feat, which she has only accomplished few and far between (She takes damage regardless and she knows it, see below) she cures mortal wounds, coronary attacks, strokes, toxic poisoning, and major physical trauma.
[More like a rules clarification... I always roll for WHAT I can heal, but the damage I heal (up to 40) always happens, it never goes up or down without the proper stunt? Also note the change that she has to the Red FEAT.]In addition to curing someone, regeneration of body parts can be done. She can do it either slowly, her normal rate, or immediately. - Doing it slowly, over 1-10 days (Judge's Call) grants a +2 CS to regrow the missing/destroyed part(s).
- Doing it over her normal rate, a day, provides her no bonuses.
- Doing it immediately strains her, and takes a -2 CS from the wracking pain she suffers as her same part(s) simultaneously destroy and regrown themselves (effectively giving the patient her own body part and regrowing her own.
[This is more of a limitation that I decided to make since, well, Painkiller kills the pain, regardless of the time, and she is only 'Human' after all... Hope it flies. I just don't like being able to regenerate AND heal at the same time to start, and though I like regeneration, I think with her ability (could easily be power-stunted in the future to do both though) she can only regenerate slowly or super-quickly at a penalty.]THE PAINKILLER (Painkiller's ability she named herself from) (Acting as a Class 5000 ~Damage Transferal~ power for the purposes of healing/taking damage) Painkiller can take ALL the pain away, literally. When she does this, she has to be touching the recipient and do this consciously. She can only do this once to a person a day (like above). Gathering all the mental fortitude and physical endurance she can muster, she heals the target of ALL THEIR HEALTH. In repercussion, she takes on the same injuries/traumas/conditions that the recipient had. She takes all of their damage, regardless of how much they had (even if it kills her, she has no say in how much she heals), and takes half of it straight to her health (Bypassing any and all resistance to that damage type), the other half of the damage taken is regenerated from her own built in Biophysical Control, Neural Manipulation, and Regeneration powers over-clocking to keep herself alive. When she does this, she makes a Feat Roll: - On a Blue, she is dying and makes an endurance check from there being a mishap- in her power, causing her entire body, inside and out, to begin disintegrating itself.
- On a White, she is knocked unconscious until she is healed back the damage she took, passing out from the pain (Or Judge Call).
- On a Green, until she heals all the health she just took back, she is at a -2 CS for ALL Abilities and Powers, except her Regeneration and Endurance. This does not lower her health.
- On a Yellow, until she heals all the health she just took back, she is at a -1 CS for ALL Abilities and Powers, except her Regeneration and Endurance. This does not lower her health.
- On a Red, she takes the conditions/injuries from the recipient and manages to keep a clear head, powering through it regardless of the pain and taking no penalties.
[My first thought for this was that "Wait, ONLY 40 points a day per person?! SHENANIGANS! Especially since it looks like we'll have more gruesome fights coming, and more gruesome after that... so I decided that there should be something that makes her 'unique' in the sense that she takes the damage away from her allies and takes SOME of it to herself, healing them and damaging herself. I guess this is a powerstunt(?), but I don't want to assume things I don't know, this IS kind of it's own power uniquely made just for her.. I can also list it as another power, or change Bio-physical Control to ONLY do this power with the same limitations as above, difference being she ALWAYS takes damage when she heals. But then, would she be able to possibly heal more? If the actual power WAS damage-transferal with the 'Resist Anything by 1/2' built in, I can totally see some power stunting to siphon life-force from others, a vampiric touch... Depends on how well this is received and if it should be re-worded/re-powered.] Force Field vs. Hostiles - Remarkable (30)
This power is always active, and only detects 1 area around her. The range of the Force Field projection is Contact Only, only protecting her from harm at the last second and preventing someone from harming her (Or at least absorbing some of the damage). [I wanted her to have a resistance of sorts (can't go in just as a glass-jaw healer who numbs people up with no protection...) so this was the most situation one that I feel works. It manipulates her life force (which is almost like a 'glitch/focal point' that gathers near-by people's life-force and manipulates it to protect herself against ill-intentions. I'm sure this can, eventually, power-stunted to throw it on others as well, expand the field of influence as a 'barrier' to prevent hostiles entering (though it could have been that, I thought that was a bit too much... *Walks into Faces of Fear Hideout, everyone not strong enough is shoved against the wall, unable to move* Too much for me to start, but definitely a power stunt to keep hostiles out.]Regeneration - Good (10)Painkiller has a constant built-in biophysical control that allows her to regenerate her own wounds slowly, over time. In practice, even when she is unable to 'heal' herself with her other power, she can duplicate the effects of that ability (even regeneration, though she's never lost a limb) on herself an infinite number of times, but time is the main question. She can attempt to heal much quicker, and she knows she can, but has yet to attempt to try due to her 1) Hardly ever being harmed and 2) not knowing what the side-effects will be. 30 Health every 54 minutes, 5 Health every 9 Minutes [90 Rounds?] (According to the '600 turns = one hour I read up in the Advanced Player's Handbook)[As I described above, I could probably power-stunt a Regeneration to do it much quicker, but how knows, maybe increasing her own regeneration drains near-by people's health in order to fuel her own...? Nah, too awesome of a power -stunt, perhaps.. (AoE Health-Drain) But it'd be cool if something happened!]Neural Manipulation (Disruption) [With built in Life Detection at Poor 4] - Excellent (20)
[For the Neural Manipulation, since she's effectively 'connected' with a person's life-force, I can see the power-stunt of doing ranged healing, using people's body like puppets 'on a string' via manipulating their life-force or Nerves, knocking people out (Nerve / pressure points)... lots of nasty things I can think of too, which can be summarized into damage <] Might develop power-stunts from Life-Detection for Thermal Vision, True Sight, Penetration Vision.. maybe even circular vision! Environmental awareness... lots of options ]
This has an area of 1 area for both the 'detection' and usage of Neural Manipulation. [The '1 area' is also the limit of which her Force Field works.. coincidence?! I THINK NOT! Which means that I could easily expand the field's range for all of the powers effectively to the 'max' of her Life Detection, which I will branch off into its own power to make some clarification clearer since that was actually a last minute change/realization I had made!]Grafting - Poor (4)Last semester, Zoey was transporting all the spare medical tools Jeffery had lying around his house that he had to return to the school since Jeffery works the 9 to 9 shift. On her way to Empire State University, a gunshot rang throughout the streets and someone ran out of an alleyway wearing bright, neon colors with a 'BD-' written on the shirt. Fearing the worse, Zoey rushed over to the alleyway to discover an elderly man shot in the gut, dying and meekly calling for help. Strangely enough, her healing didn't work on him, but she didn't take note of it at the time. All she cared about was his well being. In that moment, all of her medical knowledge 'clicked' into place, and all of the missing pieces were filled in. It just all made sense now, even concepts she used to struggle with that Jeffery would inform her of in their college years. All because of these neural-auras that she saw. They highlighted focal points, connected dots, spoke words of things she can do and how to do them...And she did them.[First thing..the story. HYDRA seems to be playing a big part in all of this shenanigans, and to perhaps fuel that fire and a possible link to the story, what if this Elderly Man was actually an LMD sent by HYDRA (or an unseen 'player') to test her abilities / study her? Which means they have their eye on her, and could experience some problems in the near future...]
EQUIPMENT - 'Field Medic Kit' -This is a set of assorted surgical tools and equipment that was 'borrowed' from Manhattan Hospital so that Zoey can preform medical procedures when her healing power is ineffective. It's all tucked away in a tan, multiple-pouch roll-out bag that is so large that it covers her back. [How else would she heal others when they cannot be healed? ;P]CONTACTS -Hero(s) (Group?) - [ ]
((I'm actually looking for some input on this one, and to perhaps give DSK some leeway on an easy way to give the party a Painkiller))Other people should be up here in the next few weeks. Ones the 'alternate version' of Painkiller who would link in rather well because of 'The Omen', and the other is more of the 'HYDRA' angle if we wanted more of their stuff! Questions or Comments or Concerns?
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