Randy Dodgson - DM Spiral - 09-07-2024
WILDCARD
NAME: Randy Dodgson | SUPERHUMAN TYPE: Ascended | ORIGIN PATH: - Child Prodigy: Randy had graduated college by the time he was fourteen and finished his 1st PHD by Sixteen. |
ASPIRATION: Do Gooder, Randy will always do what he thinks is right. | ARCHETYPE: Genius | ROLE PATH: - Scientist: Randy makes a point to uncover and pioneer new ways of improving the human condition. |
DEFENCE: 1 | EXPERIENCE TOTAL: 471 | SOCIETY PATH: - Aeon Society: Works with the most respected and established organization for superhuman affairs in the world. |
ARMOR: 1 | APPROACH: Force | POWER: Base Target Number = 7. |
POWER: * * * * * * | POWER POOL: 60 / 60 | HEALTH: (Bruised -1): 2 / 2 | (Injured -2): 2 / 2 | (Maimed-4): 1 / 1 | Taken Out | DEAD | |
Intellect: * * * * * * | Heroic Intellect, able to Pioneer fields of study. | Might: * * * | You go to the Gym regularly. Can lift 750 lbs. | Presence: * * * | Skilled Speaker. Able to deliver a good business presentation. |
Cunning: * * * * * * | You react to things almost before they happen | Dexterity: * * * * | Champion, Dancer or Master of Sleight of Hand | Manipulation: * * * | Skilled, Good at Parties, Decent Friend. |
Resolve: * * * * * | Heroic Focus, Zen Master | Stamina: * * * * * * | Astonishing, Durability of Titanium | Composure: * * * * | Expert at keeping a cool head. |
Aim: * * * | (Spec: Powers) |
Athletics: * * * * | (Spec: Dodging) |
Close Combat: * * * * * | (Spec: Martial Arts and Throws) Deadly Strike: Mixed Action/Maximum Die Pool. Wing Chun: Upon miss, may strike again. Kung-Fu Master: Activate to purchase an additional Inflict Injury. |
Command: * * | - |
Culture: * * | - |
Empathy: * * | - |
Enigmas: * * * | (Spec: Animal Behaviors) |
Humanities: * | - |
Integrity: * * * | (Spec: Resisting Fear) Meditative Stance: Spnd 1 Momentum, add Integrity dice to defense action |
Larceny: | - |
Medicine: * | - |
Persuasion: * * | - |
Pilot: | - |
Science: * * * * * | (Spec: BA in Zoology and Biology) |
Survival: * * * * * | (Spec: Animal Taming and Tracking) Animal Empathy. Difficulty lowered by 1 when taming, calming or training animals |
Technology:* * * * * | (Spec: PHD in Pharmaceutical Science and Genetic Engineering.) |
Striking: 2 | Very attractive. Gains 2 Enhancement to any Social Attempts that benefits for their appearance. |
Wealth: 5 | Each rank represents the overall wealth of a character from 1 being barely getting by to 5 being a C.E.O. or trust fund baby. |
Loaded: 1 | Requires Wealth 5: Can purchase anything. Gains 1 dot of Fame. Comes with the Government is watching Complication. |
Forceful Martial Arts: 3 | Attacks Gains Weighted tag. Gains the Brutal Tag. Gains 2 Enhancement to Defence. |
Precise Martial Arts: 3 | Ignore 2 points of Targets armor. Increase the Difficulty of their attack by +1. Gains 2 Soft Armor or 2 Enhancement to Defense vs Grappling. |
Iron Will: 3 | Gains 3 Enhancements to resist fear, torture, interrogation, mind-altering drugs, and even supernatural powers of cohesion, control and manipulation |
Photographic Memory: 2 | Trained mind, may add Photographic memory rating to any dice checks to recall information of any sort. |
Animal Ken: 5 | Can +2 Enhancement to all Survival Checks to tame Domesticated and gains the ability to tame Wild Animals. Can use Social rolls on with a +1 Enhancement to Domestic Animals and Wild Animals. |
Wild Ambassador: 1 | Requires Animal Ken 5: Part of your spirit has either merged with or has become in-tune with the wild, untamed psi energies that exist in the universe. They gain the attune themselves to those wild energies. While surrounded by such energies, they gain Power regeneration of 1 power point per minute and cannot botch survival checks, Difficulty (Metropolis, +1 million pop. 4), (Large City, + hundred thousand pop. 3), (Town, + thousand pop. 2), (No large cities nearby, Below a thousand people. 1) |
Attributes: Starting: +25 | 9/7/5 | Force: 3 | Bonus (Intelligence 1) |
Skills: +33 | Starting: 6 | Starting Path Skills: 9 | Awarded Path Skills: 18 |
Edges: +18 | Starting Path Bonus: 6 | Awarded Path Edges: 12 |
Starting Psi: 3 |
Paths: 9 | Starting Path 3 / Awarded Path Levels 6 |
Starting Mode: Teleportation, Translocation 1 |
Attributes: +12 / Exp cost 120 |
Mega-Attributes: +3 / Exp cost 36 |
Skills: +10 / Exp costs 50 |
Skill Tricks: +5 / Exp costs 15 |
Edges: +5 / Exp costs 15 |
Enhanced Edges: +2 / Exp Costs 12 |
Mega-Edges: +3 / Exp Cost 36 |
Psi: +3 / Normal Exp cost 24 / Ascended Exp Cost 24 |
Aptitudes: +17 | Exp cost 102 |
Advanced Aptitudes: +3 / Exp Costs 36 |
Spent Exp: 470 Unspent: 1 |
RE: Randy Dodgson - DM Spiral - 09-08-2024
Mega-Intellect: * | If possesses Keen Sense Edges they gain an additional +1 Enhancement. Gain's Enhancement equal to Rating to all Intelligence checks. Re-Roll 9's. |
Inventor 2 | Adds Mega-Int rating as Enhancements to engaging in Crafting and Mega-Crafting. |
Mega Cunning: * | If possesses Keen Sense Edges, they gain an additional +1 Enhancement. Gains Enhancement rating to Cunning checks. Re-Roll 9's. |
Mega-Stamina: * | Time to resolve Injury complications lowered by 1 time rank. Gain's Enhancement rating on all Stamina related checks. Reroll 9's. |
Toughness: 1 | Adds Armor rating equal to Mega-Stamina rank to soft armor. Armor is treated at Complete (3). Current +1 Soft Armor. |
TELEPORTATION |
Spatial Sense: The teleporter expends his senses and spends a scene concentrating on the noetic totality of her location. Success achieves a Psionic Connection that enrudres for the month. The teleporter is aware of anything in this location with a range equal to his Power Ratings Range. |
Spacial Integrity: This reveals any spatial warping powers used within the Ascended's range in the last number of Power rating days. |
Translocation: * * * * * * |
Blink: Instinctively dodge an attack that they are unaware of, as a Reaction. Like a dodge stunt, roll Translocation + Power. Successes must be overcome by the attacker to inflict injury. Blink will teleport the Ascended to the nearest cover or away from the attacker. Teleporting cancels stealth entirely. The Character cannot choose the destination and will appear within a single range band. |
Jump: Costs 1 psi point. Teleports the Ascended to any spot she can see or that she has attunement to within 10 kilometers. |
Flicker: Costs 2 psi points. This allows the Ascended to use teleportation offensively. Adding half their mode as an Enhancement to their close combat attacks. Used outside of combat, the Ascended can cause themselves to hover but teleporting rapidly, or quickly with an increased speed scale equal to half their mode. Or space speed 1. Last a number of rounds equal to the Mode rating. |
Long Jump: Cost 3 psi points. Can teleport to any distant location where they can or have established a noetic connection. Jumping in this manner will protect the Ascended from materializing inside an object, but it won't protect them from other environmental hazards. Difficulty is equal to the Noteic Connection. Once success is need to teleport the Character with just her personal belongings no larger than size 0. |
Bilocation: Costs 4 psi points. The teleporter can be in more than one place at a time. This does not actually create two versions of the Ascended. They are simply able to phase through space to exist in both spots. So, they are limited to the same number of actions and multiple action rules as normal, only they are able to act in both places regardless of distance. Lasts one scene. |
Translocation Master: Costs 1 psi points. To increase the scale of any power with all Translocation Modes by 1. |
Tranmassion: * * * * * * |
Relay Object: The teleporter can teleport any object or bioware they have a noetic connection too and the target location (Meaning you have to be able to see it, been there, or have owned the object). Must be within 10 kilometers. |
Relay Person: Costs 1 psi points. The teleporter can teleport a person they have a noetic connection to, within close range of themselves or away from themselves. 10 Kilometer range. That person is teleported with whatever they are carrying up to size 0. Unwilling targets resist with with Roll Away Defensive Stunt to escape. Target who are teleported to a space where they fall take the appropriate falling damage if they cannot avoid the fall. Core Book page 111 for falling damage. |
Transmit Mass: Costs 2 psi points. Can teleport a single object to any location they have Noetic Connection too. They can move 1 object equal to her size parameter. Cannot transmit living creatures with this power. If they want to teleport larger objects, they can do so with every two success or two power points spend to increase their size parameter by 1 step. |
Transmit Person: Costs 2 psi points. Instead of objects, the Ascended can now carry people anywhere on earth, or even to distant planets. Can transmit up to five times their Power in people or other living creatures of their size parameter. For more people, every success or one power point spent increases the multiple by 1 up to a total of 50 people. |
Selective Transmission: Costs 2 psi of inanimate targets. Costs 4 points for animate targets. Take two rounds. One to utilize spatial sense on the target. The second round to teleport a portion of the target away. Ripping a chunk of the object away is difficulty 1. Teleporting away a specific part is Difficulty 2. Teleporting pieces away from a living being, Costs 5 power points. Targets oppose this attack with a Stamina + Power Stat roll. The attack has both Aggravated and Brutal tags. If the Ascended wins the contest, they Inflict 1 Maimed level of damage on the target. Choosing to have a character taken out, does not prevent the Mained condition, but does prevent additional injury conditions gain through success. It ignores armor except for natural armor. |
Transmission Mastery: Costs 1 psi points to increase the scale of any power within Transmission modes by 1 |
Transportal: * * * * * * |
Window: Costs 1 psi points. The Ascended creates a portal large enough for a hand and arm or any object up to medium sized through. Both ends of the portal can be no more than medium range appart, must be within the characters field of vision and must be within his spatial sense. Used defensively, the character can increase a targets difficulty to inflict damage by the Ascended Transmission Mode/2 round up. |
Skein: Costs Variable. Spends the listed cost per limitation type,(Aeon pg 258) to prevent passage through any portal the Ascended creates. |
Multiportal: Costs 2 psi points. The Ascended can link two or more locations in space. They have complete control over the pathways and designate one as an entrance and another as an exit. Have multiple gateways lead to one location or one location lead to multiple locations. |
Gateways: Costs 3 to 5 psi points. The Ascended can create portals whose range is now limited only by the noetic connections they possess to the target or targets. Can create a portal up to size 3. Once formed, the portal or portals remain open for the characters mode dots times their duration. |
Warp: Costs 4 psi points. This allows the Ascended to create a warp sphere that transports everything within the sphere. The Character concentrates for one scene and rolls Power. It grows at 1 range band to a maximum of their radius. This costs one success per round. They may spend power points to instead or to supplement a low roll. Once the sphere has grown to its desire size, everyone within the warp sphere transports to the other. If the Ascended is interrupted before they can finish, the power fails and power points are lost. |
Transportal Mastery: Costs 1 power point to increase the scale of any power within Transportal modes by 1. |
BIOKINESIS |
Biosense: Biokinetics are keenly aware of individual life forms around them. Each creature registers a unique signature to the Ascended's senses. If successful the Ascended senses all individual living beings within short range. They can even screen out microscopic life with a thought, and can spied successes to refine types of life, such as mammal, reptile, human, etc. Biosense has duration equal to Power rating. |
Form Mastery: The player crafts her desired shape from the various Transmogrification powers available to them. The Ascended may choose a number of specific forms equal to their power, to always be able to shift into and stay in permanently, if they so choose. These forms take one week to craft and must be crafted using his or her existing shapeshifting Modes. Example, a Biokinetic can choose to use Adjust to move around her Attributes, then use Gross Manipulation to alter that forms eye and hair color, or facial structure, effectively creating an alternate body. This allows them to store that body and switch between it a will |
Transmogrify: * * |
Plasticity: This allows the Biokinetic to shrink or expand the bodies in order to slip through smaller openings, build shapes such as wings that would be able to glide or make themselves complete resistant to falling damage. This gives them the ability to add the Reach tag and the Entangle tag. It gives them 1 enhancement to per mode to escape from bonds or confinement by shrinking. Or 1 Enhancement, per mode to Close combat by growing your hands and feet, or elongating them as you strike in close combat. The biokinetics reach is increase by a number of meters equal to their Power Rating. |
Gross Manipulation: Costs 1 psi points. This allows the Biokinetic to alter their bodies to gain quick offensive, defensive or utility changes, such as claws, bone knuckles, thicker skin, extra appendages, or Sensory organs. Lasts Mode dots times their duration. Gains a pool of points in Mode dots + Success to add weapon tags. |
Life of Leisure: * * *- You grew up being offered every opportunity and having every door open for whatever choice or goals you might have in life. |
Anna Devries, school friend to Alice and Randy. Current CEO of DeVries Agency. |
Alan M. Garber, Current headmaster (President) of Harvard. Will become the headmaster of Aeon University. |
Eliot Grimm, Rich sociality that Alice and Randy went to Harvard with. He was a party animal, and now is a massive movie star. They still always get an invite to any Hollywood party. - |
Scientist: * * - Strives to protect those he cares about and to a lesser degree mankind as a whole. |
Kyle Marlow, Zoology Professor from Harvard.. |
Arthur Stone, Chief Research scientist at Triton Industries |
Aeon Society: * * - Works with the most respected and established organization for superhuman affairs in the world. |
Arthur Stone, Chief Research scientist at Triton Industries |
Master Han - Founder of the Aeon Society and a member of the Aeon Council. |
ADDITIONAL PATHS & CONTACTS |
Avatars of the Wild: * * - Ancient Spirits and Energies who have coalesced from specific masses of living creatures to form a collected consciousness. Ancient religions would refer to them as Avatars or Totem Spirits. Athletics, Close Combat, Empathy, and Survival | Always prepare, Danger Sense, Direction Sense, Keen Sense, Animal Ken and Wild Ambassador. |
The Great Cat: Avatar of Felines - Usually appears as a massive black panther. This consciousness can be tapped into in the presence of any large feline, from a wild cat to a Lion. The stronger the cat, the more likely one can make contact. It can provide information based on what Cats have seen or experienced. |
The Cat King: - A representative of Cat Individuality and Independence. Domesticated cats have broken away from the greater mass consciousness and now have individual awareness, so now they have the 1st cat to gain individuality speak for them. He is known as the Cat King. You Can request an audience to speak with the Cat king from any domesticated or feral house cat. |
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