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Seris Marvos
#1
The Last Power


NAME: Seris MarvosSUPERHUMAN TYPE: Primal SeradrimORIGIN PATH: - Foreigner. Refugee from the Fallen Galactic Federation.
CONCEPT: Federation Hero crashes on Earth to save Humanity.ARCHETYPE: Energy ControllerROLE PATH: - Aberrant Hunter. Hunts down and destroys Aberrants and Flux Monstrosities.
BASE DEFENCE: EXPERIENCE TOTAL:  360COLLEGE PATH: - The Society of the Lion. His escape pod opened and released him inside their vault. 
SOFT ARMOR: 1APPROACH: Resilience TIER 3 POWER: Base Target Number = 7
INSPIRATION: ***** *****MOMENTUM CAPACITY: 4INSPIRATION POOL: 30 / 30 (Regens 1 per scene. Flux zone 1 per 10 min. Gain 1 Inspiration per Momentum)
HEALTH: (Armor): 1 / 1 | (Bruised -1): 2 / 2 | (Injured -2): 2 / 2 | (Maimed-4): 1 / 1 | Taken Out | DEAD |
Destructive: 5
Intuitive: 5
Reflective: 5



ATTRIBUTES
Intellect: ***** I.Q. 300. One of the top minds on the planet.Might: **Average, Not a lot of help on moving day.Presence: ***You give a good business presentation.
Cunning: ***You Handle Rush Hour well.Dexterity: *****Could be one of the top gymnasts in the world.Manipulation: **You manage not to embarrass yourself, usually.
Resolve: *****Zen Master.Stamina:  *****Olympic level Triathlon Competitor.Composure: *****Nothing Ruffles you.
Durability Scale: 5Leadership Scale: 4Mental Scale: 4Might Scale: 4Power Scale: 5 | Godslayer Blast: 8Speed Scale: 3




SKILLS
Aim: *****(Specialty: Energy Powers)
Power Focus(Skill Tricks: When using Energetic powers, spending a Momentum lowers the target number by 1.)
Athletics: *****(Specialty: Dodging)
Close Combat: *****(Specialty: Martial Arts, Effects: Dexterity Defense and Attack.)
Command: *****(Specialty: Battlefield Situations.)
Culture: -
Empathy: 
Enigmas: ***(Specialty: Supernatural and Noetic Situations.)
Humanities: -
Integrity: ***(Specialties: Inspiring Conviction and Honesty.)
Larceny: -
Medicine: -
Persuasion: -
Pilot: -
Science:  ***(Specialties: Noetic Science)
Survival: ***(Specialties: Tracking and Hunting)
Technology: -


EDGES
Genetically Enhanced: ****Biologically Altered to fight Eldritch Horrors and Survive. The characters Base Scale in all areas starts at 2 and their Defense Starts at 2 and they gain +1 Enhancement when resisting Flux powers directed at them.
PATH-EDGES
Energy Sensitive: **This allows the Inspired to detect sources of quantum, psi, or Flux. With an appropriate Cunning + Enigma's check they can even identify or determine the type, source, purpose and strength of such energies.
Danger Sense: *Reflexive Survival + Cunning roll to detect immediate harmful threats.
Always Prepared: **Not affected by losing an Ambush check.
Swift: *The Character is an exceptionally fast runner.  He gains +1 to his Speed Scale
Hardy: ***Edge dots as Enhancement to resist indirect Damage. Heals twice as fast. 
Iron Will: ***Gains 3 Enhancement to resist fear, torture, interrogation, mind-altering drugs, and even supernatural powers of cohesion, control and manipulation.
Indomitable: *Prerequisites: Iron Will ***. The characters mind is their own. They can't be threatened, tortured, humiliated, or even drugged into doing anything that he doesn't want too. He can be made to choose between two bad options, but that choice is still their own. But fear, pain, or even drugs cannot force the character to change her mind or alter their behavior. Your character gains 5 Enhancement to resist all forms of technological and Inspired mind control or emotional influence, and can reflexively spend a point of inspiration to become completely resistant to all forms of mind control or emotional influenced for one full scene.
Striking: **Gains 2 Enhancement when dealing with social situations where his appearance would give him an advantage to those attracted to him.
Artifact: *****Advanced Nanotech Bracelet, This allows him several functions, such as a type of GPS, Mapping systems and entertainment functions. Energy Attack Enhancement 8, Might Scale, Power Scale and Durability Scale gain +2, Soft Armor +1. Hard Armor +1.
Wonderous Item: **Prerequisite: Artifact *****. This character has access to a singularly powerful and truly impressive item.  It bring an Artifact rating up to Rank 6 and each dot afterwards increases the artifacts rank further. This item is hundred perhaps even thousands of years beyond the current eras technology level.
PATH STYLE-EDGES






STORY POINTS
Attributes: Starting: +26 | 7/9/5 | Resilience: 3 | Bonus: (Stamina 1) | Inspired Bonus: (Dexterity 1) 
Skills: +30 | Starting: 6 | Starting Path Skills: 9 | Awarded Path Skills: 15
Skill Tricks: +1
Edges: +20 | Starting: 4 | Starting Path Bonus: 6 | Awarded Path Edges: 10
Paths: +8 | Starting Path 3 | Purchased Path Levels 5
Starting Inspiration 1 | Starting Facets 3 | Starting Gifts 4

EXPERIENCE EXPENDITURE
Attributes: +9 | Exp cost 90
Skills: +2 | Exp costs 10
Specialties: +0 | Exp costs 0
Skill Tricks: +0 / Exp costs 0 
Edges:  | Exp costs
Path Edges: +3 | Exp Cost: 6
Enhanced Edges: +3 | Exp Cost: 18
Facets: +12  | Exp Cost: 120
Path Gifts: +6 | Exp Costs: 24
Path Increases: +5 | Exp Cost: 90
Spent Exp: 358 | Unspent: 2
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#2
INSPIRATION POWERS
Inspired DefenseCosts 1 Inspiration point. Gains a bonus to the characters defense equal to their lowest rated Facet for the rest of the scene.
Destructive Action: *****Costs 1 Inspiration point. Intention. Activate to add Destructive facet rating to any dice check that would be destructive. Examples: Breaking up a relationship, kicking in a door, ruining someone's reputation or overthrowing a government, etc. This does not apply to direct damage inflicted in combat.
Intuitive Action: *****Costs 1 Inspiration point. Luck. Activate to add Intuitive facet rating to any dice check that requires quick thinking or acting instinctively in the moment.  Examples: Shouting a warning, tackling or grabbing someone to save them, fast talking a guard or the police, etc.
Reflective Action: *****Costs 1 Inspiration point. This is a measure of the characters capacity for patience, careful thought, planning, and focus and is a measure of his Resilience.  Examples: Most extended actions, or actions meant to recall information or put an established plan into action.

SERADRIM POWERS
DevastateCosts 1 Inspiration.  Primal Seradrim have one specific type of direct damage attack that they can add their Destructive Facet too. The categories for these types of attacks are very specific and only affect 1 of the Characters Specialties: Current Attack (Aim, Energy Powers).
Administrative AccessCosts 1 Inspiration. Those few Ancient Aliens who arrived on the AEON have an innate authorized access over the nanite colonies or Ambrosia as the locals call it. In this regard, this gives them the ability to add their Intuitive Facet to command any creature or construct infused or empowered by Ambrosia.  When targeted by a power that was the result of Ambrosia,  The Character may add their Reflective Facet as an active complication when attacked with Inspired Powers, even if no resistance is normally available.  When no resistance is offered, a Clash results and the character rolls Inspiration + Reflective Facet vs whatever power was used.

LUCK GIFTS
Savior of the Universe(Luck and Constant) This power improves the Talents base potential. This effect improves them any time they are under the direct influence of quantum, psi, or flux in some fashion or around a source of any energy type. Or if a power takes them off their native planet, this lasts as long as they are in the strange new world. For points in the Destructive Facet, gain Power Scale +1 and Durability Scale +1. For points in the Intuitive Facet, gain Mental Scale +1. For points in the Reflexive Facet gain Leadership Scale +1.
The Bigger they Are(Luck and Momentary) Spend 1 Inspiration. For one round, ignore the restriction stating you cannot effect 3 Scale above your own. The difference in scale is lowered by the characters highest Facet.
APTITUDE GIFTS
PATH GIFTS
Skill Excellence(Aim). Constant and Intention. Prerequisite: Aim *****. Skill acts like a 6th dot. Target number is reduced by 1. Reflective 5, the Talent can use any known skill tricks with no Momentum Costs. At Destructive 5, the Talent can add 1 Scale to all uses of the Skill. Chosen Scale can be Speed, Power, Or number of targets (Multiplied by 5 for a single use of the skill.) Intuitive Facet 5 all successes rolled are doubled, (This does not affect Enhancements.)
Skill Excellence(Command). Constant and Intention. Prerequisite: Command *****. Skill acts like a 6th dot. Target number is reduced by 1. Reflective 5, the Talent can use any known skill tricks with no Momentum Costs. At Destructive 5, the Talent can add 1 Scale to all uses of the Skill. Chosen Scale can be Speed, Power, Or number of targets (Multiplied by 5 for a single use of the skill.) Intuitive Facet 5 all successes rolled are doubled, (This does not affect Enhancements.)
Skill Excellence(Athletics). Constant and Intention. Prerequisite: Athletics *****. Skill acts like a 6th dot. Target number is reduced by 1. Reflective 5, the Talent can use any known skill tricks with no Momentum Costs. At Destructive 5, the Talent can add 1 Scale to all uses of the Skill. Chosen Scale can be Speed, Power, Or number of targets (Multiplied by 5 for a single use of the skill.) Intuitive Facet 5 all successes rolled are doubled, (This does not affect Enhancements.)
Skill Excellence(Close Combat). Constant and Intention. Prerequisite: Close Combat *****. Skill acts like a 6th dot. Target number is reduced by 1. Reflective 5, the Talent can use any known skill tricks with no Momentum Costs. At Destructive 5, the Talent can add 1 Scale to all uses of the Skill. Chosen Scale can be Speed, Power, Or number of targets (Multiplied by 5 for a single use of the skill.) Intuitive Facet 5 all successes rolled are doubled, (This does not affect Enhancements.)
PRIMAL GIFTS
Energy Transfer(Momentary and Fundamental). Costs 1 Inspiration. The Primal can drain an number of Inspiration points equal to their Destructive Facet.  They may also transfer their own Inspiration on a 1 for 1 basis.
Energy Production(Momentary and Energetics). This allows the Primal to generate energy. The Primal gains a number of points equal to their Destructive Facet to generate any form of energy, so long as they keep focus.
Energy Shift(Initial, Momentary and Energetics). Costs 1 Inspiration. The Primal can transform any form on energy into another form of energy into another. Change or transform energy equal to their Intuitive Facet.
Energy Destruction(Momentary and Energetics). Costs 1 Inspiration. The Primal can destroy any form of energy, turning into psionic particles that dissipate in the area. Counter Energy attacks up to their Destructive Facet.
Energy Nullification(Momentary and Energetics). Costs 1 Inspiration. This allows the Primal to change how they and anyone with in short range interacts with energy. They can become transparent to light, conducting electricity without harm or blocking completely is passage through a medium. Examples would be changing how gravity works on her nullifying it complete or altering slightly to hover or even fly or causing fire not to burn. Or cause them to become particularly susceptible to an energy source or even removing their normal resistances to certain energy types.
RegenerationBasic, Continuous and Healing). Your character automatically downgrades his most severe wound injury condition Once per scene, then every hour thereafter, and can heal afflictions. He cumulatively downgrades the damage rating of any disease, ingestible or injectable source of harm within their body by one every hour.





PATHS & CONTACTS
Galactic Survivor: ** - Refugee from the Fallen Galactic Republic. Gifts: (Attribute: Stamina. Skills: Empathy and Integrity.) Skills: (Culture, Enigmas, Humanity, and Science.) Edges: (Artifact, Iron Will, Photographic Memory, Polyglot, Striking, and Wonderous Item.)
Aberrant Hunter: ***** - Honed their bodies, minds and spirits into the perfect monster and aberrant hunters. Gifts: (Attribute: Dexterity. Skills: Close Combat and Survival.) Skills: (Aim, Athletics, Close Combat, and Survival.) Edges: (Danger Sense, Iron Will, Indomitable, One Against the Ocean, Waiting to Greet the Storm, Deflection Adept, Hardy, Keen Senses, Swift, Touch Cookie, and Any Martial Style.)
The Society of the Lion: * - Previously of the Daughters of Jacobins, but has retired. She returns, but is no longer exclusively affiliated. She works mostly for the Daughters, but for other Societies as well. Gifts: (Skills: Command, Enigmas, and Science.)Skills: (Command, Enigmas, Science, Survival.). Edges: (Always Prepared, Artifact, Library, Weak Spots, and Wealth.)
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#3
Artifacts

God SlayerArtifact 5: Wonderous Item 2. The Source of this armor dates back to an ancient galaxy spanning civilization that existed before the Dinosaurs went extinct on Earth.  Forged from what appears to be Nanotech crafted from the metal Orachalcum, this armor rearranges itself to cover the wearer completely. The weapon itself was used to amplify the users own energy and focus it into a weapon. It has the following statistics.
Rank: 7Max Enhancement 8. Up to 16 dots (all types). Max tags 7.
Enhancement: 8Attack Enhancement
Tags: 7(Beam: (Disintegrating 1, Piercing 1, Range 3) Armor: (Hard 1, Soft 1)
Powers: 7Energy Amplifier, Enhanced Strength and Durability
Durability ScaleOrcalcum Nanotech Metal. Durability Scale +2. Might Scale +2 and Power Scale +2
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