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Alice Dodgson - Printable Version

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Alice Dodgson - DM Spiral - 10-07-2024

FADE



NAME: Alice Dodgson  SUPERHUMAN TYPE: Ascended ORIGIN PATH: - Child Prodigy: Alice had graduated college by the time she was fourteen and finished her 1st PHD by Sixteen. 
ASPIRATION: Do Gooder, Randy will always do what he thinks is right.ARCHETYPE: GeniusROLE PATH: - Scientist: Alice makes a point to uncover and pioneer new ways of enhancing the human condition.
DEFENCE: 1 EXPERIENCE TOTAL:  329 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 = 8.
POWER: * * * * *  POWER POOL: 50 / 50 HEALTH: (Bruised -1): 2 / 2 | (Injured -2): 2 / 2 | (Maimed-4): 1 / 1 | Taken Out | DEAD |


ATTRIBUTES
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 happenDexterity: * * * *Champion, Dancer or Master of Sleight of HandManipulation: * * * * *Master Socialite, Can blend in anywhere.
Resolve: * * * * *Heroic Focus, Zen Master Stamina:  * * * * *Astonishing, Durability of TitaniumComposure: * * * * *Master Composure, Mass Murderers and Dictators don't ruffle you.


SKILLS
Aim: 
Athletics: * * * * *(Spec: Physical Resistance and Balance)
Close Combat: * * * * *(Spec: Martial Arts: Wing Chun)
Command: * *-
Culture: * * *(Spec: Business)
Empathy: *-
Enigmas: * * *(Spec: Crafting)
Humanities: *-
Integrity: * * *(Spec: Resisting Fear)
Larceny: -
Medicine: * * *(Spec: Anatomy)
Persuasion: * * *(Spec: Coercion)
Pilot:-
Science:  * * * * *(Spec: PHD in Genetics and Chemistry)
Survival: *
Technology:* * * * *(Spec: PHD in Bioengineering and Genetic Engineering.) 


EDGES
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: 3Ignore 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.
Superior Trait: 2 Able to boost Intelligence 1 above their normal maximum.



STORY POINTS
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: Vitakinesis,  Algesis 1

EXPERIENCE EXPENDITURE
Attributes: +15 / Exp cost 150
Mega-Attributes: +1 / Exp cost 12
Skills: +7  / Exp costs 35 
Skill Tricks and Specialities: / Exp costs
Edges: +2 / Exp costs 6 
Enhanced Edges: +1 / Exp Costs 6
Mega-Edges:  Exp Cost 0
Psi: +2  / Normal Exp cost 24 / Ascended Exp Cost  
Aptitudes: +16 | Exp cost 96
Advanced Aptitudes: / Exp Costs 
Spent Exp: 329 Unspent:  



RE: Alice Dodgson - DM Spiral - 10-07-2024

MEGA-EDGES

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.


APTITUDES
VITAKINESIS
Kirlian Eye: This allows the psion to detect flaws in any lifeforms pattern, such as sickness, damage, or other problems that life forms body is currently experiencing.
Knit: The psion automatically heals her most severe wound condition (7- Psi rating in hours) and this even effects Persistent wound conditions. As long as damage doesn't kill the psion outright they will always recover from any source of injury or disease in a few days.
Algesis: * * * * *
Misfire: Roll with a Difficulty equal to the targets stamina to inflict, pain, nausea, or disorientation on the target. Successes can be spent to inflict 1 complication or +1 difficulty depending on the effect.
Assault: Costs 1 psi point. This charges the vitakinetics close combat strikes with psi energy, imbuing their hands with Mode/2 Enhancement. Can use successes to buy Aggravated, Brutal, Combined Stun, Non-lethal, Stun, and Weighted. This only harms living creatures.
Ruin: Costs 2 psi points. The target actively opposes this power with Power Trait + Composure. Failure means the psion can remove one skill dot or one attribute dot per success. With two successes they can remove an appropriate edge dot.
Atrocity: Costs 3 psi points.  This power tears away portions of the victims noetic template, inflicting massive damage as a result. The targets stamina is the difficulty. If the vitakinetic succeeds, they inflict one maimed injury. They inflict an additional one injury condition for every two successes rolled. This wound is Aggravated and Brutal. This attack ignores armor except natural armor and formatted bio-tech armor.
Morbidity: Costs 5 psi points. Massively disrupts a targets noetic template to outright kill a target. Must use Kirlian eye on a target to gain that targets imprint. Target can roll psi + mode vs the targets a difficulty equal to the targets stamina.  Success instantly kills the target. If the target is powered, they can contest this check with Stamina + Power trait to resist with a difficulty equal to the targets psi. Failure the target dies. Success drops the target to Taken Out. 3 or more successes leave the target with all health levels expended, so at the Maimed condition but able to act. 
Latrosis: * * *
Relief: Successes remove 1 point per success from Injury Conditions, Illnesses, or Status conditions that impose an increased difficulty. This last Mode dots in duration.
Accelerate: Success  rolled equal bonus Enhancements to resist damage from toxins, illness, or mental trauma and can divide the time needed to heal those afflictions by their Mode dots + Successes.
Mending: Costs 1 psi point. This allows them to heal a target by rolling Psi + Mode.  Bruised level = 1 success. Injured level = 2 successes, Maimed level = 4 successes, Status condition = 3 successes, Taken out or Dead (Life support only) = 5 successes.
Augendis: * *
Reinforce: If successful, the patient gains an armor value of Mode dot's/2, as well as reducing the damage rating of all toxins by the same amount and giving them enhancement in Mode dot's/2 to resist getting sick or taking damage from illnesses. They can also gain additional points of soft armor for 1 point per two successes.
Stoicism: May increase a defensive attribute by 1 per success.  May increase these attributes up to a total max rank of 7.  This can also be used to apply single type of resistance to a target vs environmental damages equal to their mode dots.  This only allows one type of environmental damage resistance at a time.


 
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.


 
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. Weapons have Mode/2 Enhancement.



PATHS & CONTACTS
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: * * - Endeavours to create new technologies and Discover new secrets of the universe in order to further mankind.
Marion Franks, Genetics Professor at 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
Supernatural Outcast: * * - Haunted and Stalked by Supernatural Events and Beings. Skills: (Empathy, Enigmas, Integrity, and Science). Edges: (Danger Sense, Iron Will, Cool Under Fire, Keen Sense, Indomitable, Striking).
Lyl, Associated Flux Spirits - A demonic presence that until recently was tied to her. Sevren removed this spirit from her, but she can still contact it.
Hades and Hel, Associated Gods of Death - Keepers of the Underworld and the transition of Mortal souls.