Ty's Character Repository

Posted by tystates 
Ty's Character Repository
November 12, 2013 04:12PM
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I have characters spread out over a decade here with some over in the archived forum. Gathering them up to find them easier.

Currently playing this character in Rook's DC Universe game.

VONG JING

F- GD (10)
A- GD (10)
S- TY (6)
E- GD (10)
R- RM (30)
I- EX (20)
P- RM (30)

H- 36
K- 80
R- GD
P- 0

KNOWN POWERS:

Free Spirit IN (40)

Spirit Storage IN (40)

Spiritual Telepathy RM (30) 6 miles

Forced Reincarnation EX (20)

Spirit Gestalt AM (50)

SPIRIT FORCE

F- EX (20)
A- EX (20)
S- EX (20)
E- IN (40)
R- RM (30)
I- RM (30)
P- IN (40)

H- 100
K- 100
R- GD
P- 0

KNOWN POWERS:

Free Spirit IN (40)

Spirit Storage IN (40)

Spiritual Telepathy RM (30) 6 miles

Forced Reincarnation RM (30)

Floating Disc RM (15 areas/225 m.p.h.)

Exorcism RM (30)

Summoning (spirits only) RM (30)

Force Field RM (30)

Extradimension Detection (limited to spirit realms) EX (20)

Spirit Tracking IN (40) 2 miles

Thunder (Kinetic) Bolt RM (30) 8 areas/palm

Talents: Occultist, Trance, Mesmerism & Hypnosis, Resist Domination, Psychiatry, Languages - Chinese, English, Martial Arts E.
Contact: Huntress, Zatanna.

BACKGROUND

Real Name: Vong Jing
Race/Gender/Age: Asian / male / 30
Height/Weight: 5'10" / 165 lbs.
Occupation: Psychologist
Legal Status: Chinese citizen with no criminal record; U.S. citizen with no criminal record
Identity: Secret
Place of Birth: Shanghai, China
Marital Status: single
Known Relatives: Vong Min (father), Vong Chun (mother).
Visual Description: black hair, glasses, average build.

Origin/History Recap:

Vong Jing was pretty much a typical Chinese boy, and man, for the majority of his life. He didn't cause problems growing up. Went to school. Did well. His life changed though as he entered college and his early 20s.

Vong excelled all through school. His extracurricular activities included some martial arts study, soccer, basketball and baseball. He enrolled at East China Normal University and earned a bachelor's degree from the School of Psychology and Cognitive Science. He moved to America to get his Master's in Psychology at Gotham University.

It was during his late teens and into his 20s when things started to happen to, or for, Vong. To him it just felt as if his mind was opening up. He could easily see the bigger picture in life. When he started seeing ghosts...that made him take notice. Vong could see spirits and discovered the ability to catch and store those beings somewhere inside himself. This was all quite startling, yet seemed right. As if he was meant to do this.

Soon Vong began finding and capturing more spirits. Some were good. Some bad. Some wanted new homes, ie bodies. As he thought about that, he gave it a try. Lo and behold, it worked. This was something he didn't take lightly though and did his best to properly moves spirits without harm whenever he could.

While concentrating on finding free spirits one day, Vong found his own spirit leaving his body! It was very frightening yet exhillarating. He could travel outside his body, but was very glad to make it back inside on that first time.

His abilities took a big jump though when a very strong spirit came to him. Vong and the spirit merged together and a new being came about. Vong was meant to use these powers to help the spirit world, and protect the people against the evil that can and does reside in this realm. He took the name Siv Yis, who was the forefather of all Shamans in China.

In this new form, Vong gained several new powers. He could create a defensive force field and a floating disc to fly at increased speeds through the air. He could exorcise entities from vessels where they did not belong and summon spirits to aid him. Vong could track spirits down and even search for them in other realms. Lastly he could fire bolts of pure psychic energy which he named Thunder Bolts as that was an ability shamans of his people were reputed to have.

As Spirit Force, the Chinese symbol for spirit is seen on his chest.

After school Vong found work at Gotham General Hospital in Midtown as a Psychologist. This allowed Vong to help people's psychological problems in a normal setting when not working in the spiritual world. At the office he has Lisa Jacobs as a friend and secretary. Vong also went through the process of becoming a U.S. citizen.

During his time in Gotham while at school, Vong was able to get out in the city and see what good he could do with his powers. There seemed to be plenty of work for him. Vong made a mistake that could have cost him greatly, but things worked out and he met one of the costumed denizens of Gotham City.

Vong found himself in a section of town he shouldn't have been. He interrupted a group of thugs attempting to mug a young lady. Being outnumbered, he was put on the defensive by gunfire, but his force field protected him. Before he could decide on a course of action, a figure descended from the rooftops. It was a dark blur with a cape and in mere moments the muggers were out cold on the ground. Vong looked in surprise as the person turned to him, and it was a woman. The Huntress had made the save for him. Their conversation was brief, something about being more careful. He was sure the Huntress was less than impressed by his performance. Vong went home.

While that street encounter didn't quite portray Vong in his best light, he has done well for himself in adventuring. He gained a measure of recognition in helping a member of the Justice League of America -- Zatanna!. While on League business in Gotham, Zatanna enlisted his aid in stopping the minor villain The Gentleman Ghost. He was once again trying to gain his own measure of recognition from the heroes in the mystical community, but was getting in the way and hindering what the League was trying to do. Vong and Zatanna parted on good terms and the young hero felt good about being able to get the job done and help someone of such importance like Zatanna.

Vong is settled into Gotham City as this point as it is definitely a place to try and do some good.




Edited 1 time(s). Last edit at 11/12/2013 04:15PM by tystates.
Re: Ty's Character Repository
November 12, 2013 04:15PM
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This is a character I made on the points system for a campaign world of Rook's making, but he never expanded his game from back on the Earth 009 board to start another one.

Finn
half-Faltine
magic wielder

F- GD (10)
A- EX (20)
S- GD (10)
E- EX (20)
R- GD (10)
I- EX (20)
P- IN (40)

H- 60
K- 70
R- FB
P- 0

Powers

Magic Vampirism RM (30)

Mastery Level - Novice of Order Magic

Personal Spells

Flight TY

Shield - Individual EX (20)

Universal Spells

Eldritch Bolt EX (20)

Equipment

Stave of Colorless Magick (Staff of Polar Power):

The Stave of Colorless Magick is a stout seven-foot long quarterstaff about two inches in diameter. Although it appears to be composed of ice or some other sort of crystal, it was actually created from the blood of the L’haw (pronounced “Law”) tree native to the Dark Dimension, which when molded and cold-forged at extreme temperatures appears as glass but is, in fact, far harder than steel. It is straight as a ray of sunlight and virtually weightless, despite the two thick iron bands circling it six inches from its either ends, both of which are covered in all manner of eldritch runes. The top of the staff expands itself into a short spine of bone, springing from which appears to be the ribcage of some sort of beast. Even in moments when the staff remains quiescent, a gentle, pale light lies within the confines of the skein--as if a heart, perhaps--and a soft plume of frost rises from that like smoke, no matter the temperature. Its origins and creator remain a mystery.

The Stave of Colorless Magick seems to have been created for the purpose of opposing mystical forces tightly tied to any one school or faction (whether Fey or Infernal, Law or Chaos). However, it is highly adept at augmenting its bearer’s mystical prowess--particularly as it relates to magickal combat. The Stave of Colorless Magick allows its bearer to become pure energy for the purpose of floating through dimensions. In such form, a wielder can move through dimensions at a rate of 5 dimensions per Round, ignoring all physical attacks in the process of such travel. Additionally, it allows its possessor to absorb attack spells cast at them (an Agility FEAT roll of a Bullseye indicates the character has intercepted the spell with his staff). Once such a spell has been intercepted in this manner, the staff’s bearer may either elect to utilize the power within it to supplement his own magical might (+1CS to an attribute of a spell cast in a subsequent round) or simply to redirect it at another target (in this case, the staff’s wielder uses his or her Psyche Rank in the place of the original spellcaster’s, as they are forced to refocus the spell themselves). Finally, it allows its possessor to either cast offensive or defensive spells at opponents tightly tied to any school or faction of magic at a +1CS (which stacks with the other effects afforded by the stave) efficiency.

Talents: Bibliophile, Chronicler of Magic, Theoginist, Resist Domination.

Contacts: Clea, Doctor Strange, Clea's Rebels.

Limitation: all ability scores and spell ranks are at -1CS outside of the Dark Dimension.

Background: The Dark Dimension. It isn't named that because of a weak sun not giving off enough light. Or a planet being too far away from its sun. No. It got the name because of the rulers of that dimension, the majority of which could only be described as evil. The likes of Dormammu and Umar, powerful sorcerors of the Faltinian race, took control by force.

Finn lived in this place on one of the small pieces of land that make up the dimension. He never knew his father because he was a Faltinian. His mother, Dola, was a normal inhabitant of the dimension. She raised him by herself and helped him learn how to use magic. The ability to learn the mystic arts is commonplace in the Dark Dimension. Magic is very strong there and it helped Dormammu take over many other dimensions.

Another half-Faltinian very important to everyone in the Dark Dimensin is Clea. She led a rebellion against her mother Umar and would become the new regent and sorceror supreme of the Dark Dimension. Finn was one of her most loyal soldiers.

At the earliest stages of the rebellion, an unknown entity found its way to the Dark Dimension. Travel to and from there is not hard at all, and this creature found Finn alone and attacked him. Clea arrived barely in time to save Finn, and in a way she was too late. Finn was attacked by an extradimension mage vampire. It fed on the magical energy in his body. Clea showed up and was able to destroy it, but Finn had already been drained.

After bringing Finn back to the city, apparently dead, he awoke. Instead of dying, Finn was turned into another mage vampire. It is a terrible curse to bear, but one that he did without losing his zest for life and willingness to help in anyway he could.

The transformation soon proved to be something very helpful to Finn, Clea, and the people of the Dark Dimension. Finn joined the fight against Umar, becoming one of Clea's Rebels. His magical abilities were not quite as good as most of the others that joined the cause. His ability to drain away the magic from a target gave him an edge in battle and went a long way to defeating Umar's Royal Guard.

Finn also employed the Pincers of Power in combat. These small, yellow discs appear on the back of a magic wielder’s hands, and a pair of one foot yellow pincers grow out from each disc. It is a common form of fighting in the Dark Dimension. Finn’s strong sense of will helped him win a lot in these fights.

During one raid by the rebels, Finn found himself locked in battle with one of Umar’s more powerful servants. Finn emerged victorious, and claimed for himself his opponent’s weapon. The staff of polar power went a long way to making up for Finn’s lesser magical abilities.

Aided by the sorceror supreme of the Earth dimension, Doctor Strange, Clea and her rebels were victorious in overthrowing Umar. Clea became the new ruler of the Dark Dimension.

Finn then found it harder to live with his affliction. Now that the fighting was over, his body hungered more for the magical energy he needed. This caused him a lot of problems. It hurt his socialization because he didn’t want anything to happen to those around him. Even his closest friends he would hold away so as not to harm them.

In turn, it cost him any chance at loving a woman. Finn was always outgoing and fun to be around. His good looks never left him by himself for long. Now, he was afraid there would be no one for him. Who would want to get close to a vampire? Even if someone did want to be more than friends, Finn was reluctant to let them get too close.

Finn asked Clea and Doctor Strange to let him travel to Earth. He wanted to see where Strange came from, intrigued by hearing his tales. Finn also wanted to go away where he couldn’t hurt the very people he fought to protect.

Despite trying to help Finn with his condition, they were unable to do so. Strange first wanted to educate Finn on things he would need to know before sending him to Earth. Finn learned about the important books and scrolls that resided on Earth. He was taught about the magic users that reside there and the extra dimensional entities and Gods that have shown an interest in the Earth Dimension.

Lastly, Strange told Finn about some of his friends on Earth that he could go to for help. It was going to be tough for Finn to find his place there, to just make his way on a new world. Strange said his former servant Wong would be ready to assist him. Others he was told about were Jennifer Kale and Topaz. The latter intrigued Finn because of her empathic and healing abilities. He hoped she might lend him a hand in dealing with his condition.

Before being sent on his way, Finn was touched by the kindness of his friends. He was given many small objects that held a little bit of magic within. It would provide something for him to sustain himself without the need of a living being.

Finn knew it would be hard for him on Earth. Even though he looked human, magic was not as easily available as it was in the Dark Dimension. He had to find someone like Topaz quickly and ask her for aid.

Real Name: Finn
Alias: Spirit
Legal Status: Citizen of the Dark Dimension with no criminal record.
Identity: Secret
Place of Birth: The Dark Dimension
Marital Status: Single
Known Relatives: Dola (mother)
Group Membership: Clea's Rebels
Base of Operations: mobile
Height: 5' 10"
Weight: 150 lbs.
Hair: dark auburn
Eyes: Violet — amethyst. This is a very pale, clear, true violet color with no hint of blue.

Re: Ty's Character Repository
November 12, 2013 04:17PM
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Bloodhound was played briefly in Tigger's game. Created for that specific setting as per his rules. Had great rolls for everything and number of powers.

BLOODHOUND
Wade Swick
Mutant

F- RM (30)
A- RM (30)
S- RM (30)
E- IN (40)
R- GD (10)
I- IN (40)
P- IN (40)

H- 130
K- 90
R- EX
P- 0

Powers:

Telelocation* AM (1,000 miles)

Power Detection AM (3 miles)

Mental Probe IN (11 areas)

Weakness Detection IN (Mental and Physical)

Danger Sense AM

Total Memory RM

Stealth RM

Blending RM

Gateway* RM (250,000 miles)
bridges: home, Temple University, Stryke Force base, Pittsburgh Post-Gazette, Washington, D.C., New York, Los Angeles

Mind Blast IN (11 areas)

Neural Manipulation IN (11 areas)

Talents: Martial Arts D, Criminology, Psychiatry, Resist Domination, First-Aid.

Contacts: Crime, Espionage, Journalism, Psychiatry.

Psychological Weakness: loss of Danger Sense, Power Negation, Continuous with Contact

Sex: Male
Born: Feb. 3, 1985
Age: 25
Height: 6'1"
Weight: 220
Hair: bald
Eyes: deep green
Ethnicity: Caucasian
Citizenship: U.S.A.
Build: Athletic/fit
Distinguished Features: near top of chest, five wavy lines arranged in a circle
Power Classification: Category 1, Level 5, Alpha Class
Occupation: Bounty Hunter
Identity: Secret

Background: The world Wade Swick was born into some might say isn't a really good one. There is so much hostility it seems in everybody these days. This young man looked forward to making a lasting mark on his fellow human beings. One for the better.

This very special boy was born in Beaver Falls, PA. He lived a normal life until his early teenage years. After seeing what was happening to the world, regarding the rise of Powers seemingly everywhere, it turned out that he was one of them too. His powers started manifesting. The non-invasive ones first, like an ability to blend in with his surroundings as well as making himself hard to be found or followed. More and more abilities came to the surface, and Wade knew immediately what he wanted to do these powers.

He had a plan for himself, but took the time to do things right. Like going to college at Temple University. A very welcome skill was his ability to pretty much remember anything he'd ever seen, heard, read or experienced. It helped him immensely in school. Wade studied Criminology and Psychiatry, knowing if he could predict what a villain was going to do, well that'd make things a lot easier.

The events of Sept. 11, 2001 were also a great influence on him. He wanted to be one of the Powers that was there trying to help. He understood the way normals thought, or some of them anyway, about people like him. Wade didn't hold it against them. He was going to show the world normals and Powers could exist together. He also knew they had to see the Powers could also get along, and the ones that didn't Wade would take it upon himself to show them the error of their ways.

After Sept. 11 came the group Genocide. These people particularly irked Wade. He couldn't stand such single-minded thinking. He took any chance he could to teach these losers a lesson, and always had getting rid of the group on his mind.

After graduating, Wade went into the required training program for Powers. He ended up being there for a year or so, honing his skill with a lot of different abilities. From there, Wade found work with various government agencies. He managed to stay freelance, being hired on a job by job basis. Wade showed a great knack for tracking down the baddies. He enjoyed it to. At times he developed some criminal contacts for help, but generally his powers were more than enough to help find who they were looking for.

Wade made a friend at the Pittsburgh Post-Gazette in 2008. He wrote an editorial on the list of Powers and the importance of keeping it out of the wrong hands. It gained him a little bit of notoriety, probably both good and bad. It was around this time that the original Power Stryke team disbanded. Wade was one of the Powers who tried to form other teams without much success.

As soon as he learned of a new team with private financial banking starting up, Wade applied. When he received the acceptance letter he was very excited to get started with this new team. He hopes to demonstrate that the Powers can work together, and then show the world they all can live together.

Re: Ty's Character Repository
November 12, 2013 04:19PM
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Created on the points system used by Rook and Mr. Happy. 1,200 points for Happy's cosmic level game. The Ovoids are a canon Marvel alien race. They possess Telekinesis and upon death transfer their life force to previously prepared clones or android bodys. This is the android body of the character.

The game got underway and then died off just as the first encounter with Ripley's Aliens started.

JOHUN

F- RM (30) H- 210
A- RM (30) K- 130
S- AM (50) R- EX
E- UN (100) P- 0
R- AM (50)
I- RM (30)
P- AM (50)

Powers:

Disintegration SH-X (150) 80 areas
Telekinesis UN (100) 60 areas
True Flight CL 3000
Armor Skin - Leather MN (75)
Danger Sense AM (50)
Self-Sustenance

Limitation: Disintegration requires two free hands

Talents: Artificial Intelligence - The study and research of man-made thinking systems.

Astronautics - The science of the construction and design of vehicles for travel in space beyond earth's atmosphere.

Astronautic Engineering - This allows the character to design, build and modify out of atmosphere space craft. Characters with this talent get the benefit of having their projects cost -1CS less in resource rank to build.

Biotechnology - Application to biological and medical science of engineering principles or engineering equipment (as in the construction of artificial organs and bionics).

Catastrophism- The scientific belief system that attempts to pinpoint the end of the world or at least major catastrophes that could signifantly alter man's or the universe's history.

Cryonics - The practice of freezing a dead diseased person in hopes of bringing him back in the future when the cure is found.

Energy and Particle Physics - The study of the electromagnetic spectrum of energy and research into new power sources.

Genetics - A branch of biology dealing with hereditary and variation of organisms. Genetics allows the recognition of signs of genetic tampering, ability to note genetic abnormalities, and conduct genetic experiments or projects.

Pilot - Spacecraft: Includes space shuttles and out of atmosphere ships.

Quantum Physics - Research and development into teleportation, worm holes, warp theory and other MARVELous ideas. The character can even start off by creating a new specialty field. Counts as two talents.

Robotics - This skill allows a +1CS in dealing with Robotic construction, design, maintanence, and theory. When used with the computer skill, the character can design AI constructions.

Contacts: Shi'ar Imperial Guard, Jack of Hearts, Quasar, Adam Warlock, Ovoid Science Division Chairman.

Codename:
Real Name: Johun
Known Aliases:
Occupation: Scientist, adventurer
Citizenship: Ovoid
Legal Status: No criminal record
Identity:
Birthplace: Birkeel
Birthdate:
Marital Status: Single
Known Relatives:
Known Confidantes:
Known Allies: Shi'ar Imperial Guard, Jack of Hearts, Quasar, Adam Warlock
Major Enemies: Unrevealed
Base of Operations: mobile
Group Affiliation: None currently
Past Group Affiliations:
Extent of Education:
Race/Type: Alien
Power Origin: Rebirth

Ht: 8’ Hair: none Build: thin
Wt: 375 Eyes: coal Skin: pale yellow
Apparent Age: True Age:
Other: four fingers, opposable thumbs; egg shaped head

History: The Ovoids occupy the planet Birkeel, third from the sun in the star system Janstak. They are one of the most technologically advanced races in the Milky Way Galaxy. They have developed faster than light space travel, as well as extremely potent weaponry and the ability to prolong their lives by tranferring their minds into bodies that were previously prepared for that purpose upon their death.

Johun was one of the most brilliant minds the Ovoids had ever seen. In the course of his life he was a genius in many different fields. His people have had contact with various powerful races and individuals, and are known to certain people of Earth. They successfully kept Galactus from devouring their planet by killing his herald Air-Walker.

The Ovoids are more careful about their dealings with outsiders and always wary of a possible return visit from the World Devourer. Among the varied things Johun studied was catastrophism, as he was convinced at some point there would be an event or something that would affect the galaxy or the universe. So that he could continue his research as well as become something like a defender of his homeworld, Johun prepared an android body for his death unlike any his people had ever seen before. Upon his death, his life force was transferred to this new body that gave him unbelievable powers and abilities far beyond the telekinesis that all Ovoids possess.

Taking to the stars, Johun explored as much of the cosmos as he could. He always kept look out for that singular event he predicted would come to pass, as well as watching out for any threat to his planet. Among his travels and adventures he met other beings of great power like the Shi'ar Imperial Guard, the Jack of Hearts, Quasar and Adam Warlock. He has also encountered the Silver Surfer and helped the interdimensional police force.

Re: Ty's Character Repository
November 12, 2013 04:21PM
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This was a character made for a specific game-world run by Niniri. We only played this campaign a short time before it fell by the way side.

Agathangelos
(good angel)
Kyron Sarkos
Race: Eternals

F- IN (40)
A- RM (30)
S- IN (40)
E- AM (50)
R- RM (30)
I- IN (40)
P- AM (50)

H- 160
K- 120
R- RM
P- 15 among Eternals / 20 to fans of his books / 6 elsewhere
Appearance - EX

Powers:

Cosmic Energy Manipulation

Immortality
Force Bolts AM (50)
Flight UN (40 areas/rd)
Life Sense - Eternals MN (6 miles)
True Sight AM
CL. 1000 Invulnerability to Heat, Cold, Energy, Electricity, Radiation, Toxins, and Disease.

Chi Powers

The PC can draw on the invisible force of the mind and body called Chi. He/she can utilize this force to accomplish a variety of Power stunts:

Crescent Kick +1CS damage
Iron Fist +1 CS to damage with each fist attack
temporarily increase FASE a +1CS for ten rounds. For this to take effect he needs 1 turn to make a Psyche FEAT.
Danger Sense AM
Force Field IN
Regeneration RM
Telepathy EX
Total Memory AM

Will Force MN
The hero can mentally double his Psyche rank for a duration equal to the color result once a day.
Red: 10 rounds
Yellow: 8 rounds
Green: 5 rounds
White: 3 rounds.
The hero must then make a Psyche FEAT roll or rest for one minute.

Biolink IN
This allows the PC to establish a link between his health points and another character's. This link allows health to be transferred along it if needed between two or more individuals. You cannot exceed maximum health using this power. The power rank determines two things: one is the maximum number of health points per turn that can be transferred per person in the link. The other is the FEAT that must be rolled...
Link with 1 character: Automatic
Link with 2 characters: Remarkable FEAT
Link with 3 characters: Amazing FEAT

No more than 3 characters can be linked to. The other characters in the link must be WILLING, otherwise no link can be established. Range is touch to establish. Example: Lifetap is keeping to the rear of a raging battle. His companions, Inferno and Shamrock are fighting in the forefront and are Biolinked with Lifetap. Both of them get hit. Lifetap's options are absorb health from both of them, absorb from one and give to another, or give to both from his health. His rank is Incredible, so he can give or take 40 with one and 40 with the other.

Power Stunts:
Resucitation: The Hero may form a Bio-Link with another character who’s been dead for less than five minutes and with immortal characters.
Semi-permanent Link: The Hero may create a semi-permanent link with another (willing) character. If that character is within firing distance, the Hero may link with them.

Talents: Biology, Genetics, Philosophy, Psychology, Negotiations, Martial Arts D, G, H, K, Quick-Striking, Resist Domination, Multi-lingual (English, Ancient/ Dead Languages), History - Eternals, Writer.

Contacts: Earth Eternals, Artaxes (sensei), Pocket Star Books.

Advantages:

High Stress Capacity: this quirk shows that the character knows how to keep his cool, even in the face of great danger or frustrating circumstances. The character has a +2 CS when attempting to maintain a cool demeanor in the face of adversity.

Likeability: if anything else, this character has charisma. When interacting with others, the character receives NPC reactions that are one place more favorable, unless they are already counted as hostile (per the Using Popularity rules on page 17 of the Player's Handbook).

Reputation: the character has a good rep in his community. This grants him an effective +1 CS to reaction rolls based on his Popularity, concerning folks that know of him. The only problem is that this rep can backfire, especially if the character acts counter to said reputation.

Disadvantages:

Cyber-neurosis: characters with this quirk are especially susceptible to mental illnesses brought on by the implantation of cybernetic devices in their bodies. For the purposes of resisting such maladies, this character's Psyche rank is considered to be -2 CS less than normal.

Gravity Intolerance: unfortunate characters with this quirk have lesser resistance to gravitic effects, such as zero g states, and heavy gravity worlds. This translates into a -2 CS to all Endurance FEATs called for by changing gravity situations.

Honesty: the character is honest. Normally, this is a good thing, but is counted as a negative quirk as it prevents the character from lying, if necessary. In order to tell a lie, or even stretch the truth, the honest character must pass a Psyche FEAT roll at -1 CS.

Real Name: Kyron Sarkos
Alias: Agathangelos (good angel)
Occupation: Eternal historian, author
Legal Status: Citizen of Olympia, citizen of the United Kingdom with no criminal record
Identity: Secret
Date/Place of Birth: 812 CE, Wessex
Marital Status: Single
Known Relatives: Anaximo (father), Danaea (mother), Lexi (sister)
Group Membership: Eternals of Earth
Education: advanced
Base of Operations: Mobile
Height: 6' 1"
Weight: 200 lbs.
Hair: brown
Eyes: green
Build: Fit/Martial Artist
Skin: Lightly Tan
Apparent Age: 20s
True Age: 1,198

Background: Kyron is a very proud member of the Eternal race. From a young age he took to learning about his culture and philosophies. He started writing down everything he learned in school and from his parents, and then began chronicling Eternal history through his lifetime, and researching the past as well.

Anaximo and Danaea, Kyron's father and mother, taught him a great deal about the world and the Eternals. Kyron loved to travel and has seen basically the entire world. He started going out on his own around the end of the ninth century. While born in what is now the United Kingdom, he doesn't speak with much of a British accent after living all around the globe. His parents have since moved off-world to Titan. Kyron doesn't get to see them very much, as his first space flight took a heavy toll on his body, and he didn't do well on the surface of Titan. While he can make it through space and on other worlds it's not something he wants to do very much. Kyron has a younger sister named Lexi. The two have developed a close sibling relationship.

Kyron took an interest in using his abilities to develop his body. In addition to fighting in many battles throughout history, he learned the Martial Arts and how to use his Chi powers from sensei Artaxes. Among the world he lives in are many technological types of beings such as cyborgs and androids. Kyron does use current technology with no problem, though has not shown much interest in learning how it works or for building things. He doesn't have any problem with the cyborg and robot types of life, the thought of having any kind of cybernetics implanted in his body may be his biggest fear.

Later Kyron took to writing stories about the various world events he had been a part of and lived through, and a career as an adventure/fantasty author took off. Kyron also has enjoyed the chances he received to speak at different functions about periods of history he became known as an expert of.

In recent times, Neo-eternals are being born outside the main population of Eternals. Kyron has taken it upon himself to seek out any of these missing members in hopes of bringing them into the core group. To that extent, he has developed some abilities and skills to help him find those that have chosen to stay hidden.

Re: Ty's Character Repository
November 12, 2013 04:24PM
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This character was made for a specific game-world and campaign setting. Another that was only used briefly.

HYPER
Robbie Mireno

Fighting: EX (20)
Agility: RM (30)
Strength: IN (40)
Endurance: FN (60)
Reason: GD (10)
Intuition: EX (20)
Psyche: EX (20)

Health: 150
Mental Health: 50
Karma: 50
Resources PR
Popularity: 0
Appearance: GD

Powers: Frenzy

Hyper can increase both his Fighting and Endurance by a +1CS for 20 rounds per day. An Endurance FEAT must be made in order for this Power to come into effect.

Body Enhancement: Body Resistance RM (30)

Hyper can temporarily gain Body Resistance for 30 rounds once every six hours. At the end of the duration, he must make a Psyche FEAT roll. Failure and Hyper must roll his Endurance with the following effects:

Red no effect

Yellow stunned 1-4 rounds

Green stunned 1-6 rounds

White stunned 1-10 rounds

Iron Will IN (40)

Regeneration IN (40)

Metabolic Resistance AM (50)

Hyper has an innate resistance to Drugs, Toxins, Disease, and other harmful factors involving the metabolism at Power rank.

Hyper-Running RM (6 areas/90 m.p.h.)

Poison Generation RM (30) Sickens - Endurance feat or incapacitation 1-10 rds.

Hyper can administer a specific poison on touch. If a Red result is rolled, the victim takes power rank damage and must roll his Endurance with the following effects:

Red: half damage

Yellow: -1CS on all mental attributes and power FEAT rolls for 1-6 rds

Green: stunned 1-4 rds.

White: stunned 1-10 rds.

This only happens if a Red power FEAT roll is made and is in addition to the specific type of poison. The victim receives an Endurance FEAT vs. the intensity to resist.

Death Field Generation RM (30) 2 areas

The hero can generate an anti-life field that destroys all but 1 Health point of all creatures in range. A power rank feat roll is made to determine the color feat roll the victim needs. The victim rolls their Psyche to reduce the damage to half their health points. The hero will then be unable to perform any actions for 1-20 rounds. This power can only be used once a day.

ADVANTAGES:

Adrenal Surge: this quirk allows Hyper to have minor control over his adrenal gland, able to bolster the production of adrenaline if necessary. This allows him to bolster Strength by +1 CS for 1d10 turns a day.

DRAWBACKS:

Enemy: the character has an enemy. This isn't merely an opponent who the hero opposed on one occasion. This is one hard-boiled jerk bent on extinguishing the character's life. The source of this enmity ought to be heavily tied to the character's origin. By taking this quirk at only one level, the character gains a foe that is in all aspects his equal. By taking multiple levels of enemy, he either a) acquires another enemy of similar stature, or b) still has one enemy, but said foe is increasingly more powerful.

TALENTS: Camoflage, Criminology, Intimidation, Martial Arts H, Pick Pocketing, Streetsmart.

CONTACTS: Streetcrime.

HISTORY: Robbie Mireno grew up in Empire City. He lived there at the time of the great earthquake. He also was the perfect age to get involved in gang activity that took over in the years following the disaster and the restoration. A second strike against him was that his mutant powers became active at the same time, which made him a hot commodity and got him membership in the Triads.

During his years in the gang he used those mutant abilities in whatever kind of illegal activity they were undertaking at the time. It didn't really matter to him what they were doing, as long as he got to hit people or destroy property.

He called himself Hardcore back then, but the gang life also caused a change in his thinking. Robbie's parents were killed during a super-powered gang fight, one that he wasn't involved in but had told his people to move it away from his home. They didn't listen and he failed to stop it.

The police didn't get any resistance from Hardcore from they captured him. Nothing mattered now. He was alone in the world. Robbie gave vital information to the authorities that helped stop a major plot involving his former gang. Unbeknownst to Robbie, this action got him an enemy for life.

His time in prison passed without incident and he was released. The memory of what happened and the things he had done was still fresh. Robbie found a job as a stock boy at a small store, got a small apartment, and tried to live like everyone else. He couldn't.

Robbie still had his powers and started doing little things in his area to make things better. He became Hyper, and never had much of a costume other than a replica wrestling mask of Mexican legend Mil Mascaras. Sometimes he picks up news on the street about things that are going to go down and tries to stop them. How much of a difference can this former gangbanger make on the streets of Empire City?

OCCUPATION: stock boy
LEGAL STATUS: U.S. citizen with a criminal record
IDENTITY: secret
MARITAL STATUS: single
KNOWN RELATIVES: none
BASE OF OPERATIONS: Empire City
GROUP AFFILIATIONS: none
HEIGHT: 6'
WEIGHT: 175 lbs.
HAIR: black BUILD: muscular
EYES: green
OTHER: various scars across his body

Re: Ty's Character Repository
November 12, 2013 04:27PM
avatar
This is one I did get to use some, first in a game of Niniri's, then as an NPC in my Sorcerous Knights campaign.

BIFROST
Tristan Flint

Fighting: RM (30)
Agility: EX (20)
Strength: RM (30)
Endurance: IN (40)
Reason: EX (20)
Intuition: IN (40)
Psyche: AM (50)

Health: 144
Karma: 110
Resources: RM
Popularity: 10
Appearance: EX

Powers: Body Armor TY (6)

Retarded Aging: This power grants FB immunity to the ravaging effects of time. Tristan only physically ages one year for every two years.

Mastery Level: Adept of Asgardian Magic

Personal Energy Spells

Abjuration - Armor IN (40)
Tristan can summon magical body armor in the style of traditional Asgardian battle armor including a helmet. The armor will last for one day unless dispelled. His agility is reduced to GD while wearing the armor.

Divination - Dual Persona EX (20)
Tristan can only use this spell to make contact with his mother's spirit. The duration is 10 rounds and allows them to communicate and Tristan also gains partial access to her memories. While they are joined he receives a +2CS when Feat rolls are allowed to ignore or defend against mental controls and attacks, magic or otherwise, not to exceed MN rank.

Sensing - Danger EX (20)
This spell scans the area using mystic waves that will warn him of danger. Tristan's Intuition is AM while this spell is in affect, and it lasts for 10 rounds.

Sensing - Magic EX (20)
Tristan can detect magic use and it specific source. This spell does not require a great deal of concentration.

Vapors Enhancement - Endurance RM (30)
Magical vapors pour out from around his feet and completely cover his body. This spell lasts for one hour and his Endurance rank becomes AM.

Universal Energy Spells

Eldritch Impact Bolt RM (30)
Tristan can fire a bolt of eldritch energy that causes physical damage at a two area range. The bolt is invisible.

Wave RM (30)
This spell releases a sorcerous 'wave' of mystical force and can cover the complete two area range. Everyone in the areas it passes through must make an Agility feat roll to remain standing or else be knocked to the ground.

Dimensional Energy Spells

Dimensional Aperture RM (30)
This spell causes a temporary opening in the dimension's fabric, allowing Tristan to cross from one dimension to another. He can automatically open a portal to a dimension with which he is familiar, but opening a portal to an unfamiliar dimension requires a successful spell rank FEAT roll. A spell caster who is in a familiar foreign dimension can automatically return to his home dimension. This spell also grants the caster knowledge of a tiny "personal dimension" where he can go with perfect accuracy and safety. This pocket dimension is only accessible from the caster's home dimension and contains no dangerous creatures.

Hammer of Thor MN (75)
Tristan can entreat the Gods of Asgard for the use of this unique spell. When granted the power, Tristan can then send a bolt of force which resembles Mjolnir and does physical damage up to 10 areas away. Alternately, he can launch a blast of energy with the same range.

Advantages:

Hardiness: this character is much more durable than most of equivalent body type. What hardiness will do for you is give one 20% more health points than his F, A, S, and E rank numbers could provide.

Fortitude: characters with fortitude are allowed to calculate their Mental Health score as if their Psyche rank was +1CS. This will result in a much higher Mental Health score, especially if the character already has a high Psyche rank

Drawbacks:

Stubbornness: this character is stubborn. He is always Right, and everybody else is Wrong. Period. Should he wish to capitulate for some reason, he must first pass a Psyche FEAT roll at -1CS.

Loner: characters with this quirk hate other people in general, and hate being around others even more. For each level they take of this negative quirk, they must make a Psyche FEAT at a -1CS in crowded situations, the failure of which indicates that they leave immediately.

Talents: Bibliophile, Runesmith, Occult Lore, Norse Mythology, Martial Arts F, Sharp Weapons, Languages - Norwegian, Swedish, Danish.

Contacts: History Museums, Rare Artifact Community.

Equipment:

Traditional Asgardian Sword
IN material strength
IN (40) Edged or Blunt damage
Tristan's sword is not enchanted but is made of the strong metals wrought by the smiths of Asgard. It was a gift from his father, given to his mother until such a time as he was ready for it.

BIOGRAPHICAL DATA:
Codename: Bifrost
Real Name: Tristan Flint
Current Occupation: Relic Hunter
Race/Type: Human Asgardian/Mage
Power Origin: Natal/Self-Achievement (arcane study)
Citizenship: Norway and the United States of America
Legal Status: No Criminal Record
Identity: Secret
Marital Status: Single
Place of Birth: Norway
Sexual Orientation: straight
Known Relatives: Nora Flint, (mother), Dar Gova (Asgardian, father)
Base of Operations: Otherworld
Former Base of Operations: Earth, mobile
Group Affiliation (s): None
Past Group Affiliation (s): None

PHYSICAL DESCRIPTION:
Height: 6' 2
Weight: 300
Hair: black
Build: muscular
Eyes: brown
Skin: dark
Apparent Age: 25
True Age: 50

BACKGROUND:

Personality: At times Tristan struggles to handle the interaction of and the expression of his feelings as part human, part Asgardian. This makes him a hard person to understand and deal with, at least at first. Tristan is able to work with others when he has to but always prefers to try and do things himself. He is both serious and single-minded when trying to accomplish a task, but also can be entertaining with stories when among others and is no stranger to alcoholic beverages.

History: The story of Tristan Flint begins with his mother. Nora was born in Norway and seemed to be living a normal life like anyone else. Until the day she met a very different man.

Dar Gova lived in Asgard and enjoyed his existence as a god and a sorcerer. He also liked to observe the humans on Midguard. His attention was drawn to a woman that also possessed limited magical ability. Dar Gova decided to make a sojourn to Earth. Nine months later Tristan was born.

Once he knew about his son, Dar Gova couldn't ignore the boy and his mother. He knew it was best not to become anymore involved than he already was but did so anyway. Dar Gova met Nora a few more times and tutored her in the mystic arts to better defend her family. He even once brought her to Asgard and did not escape punishment for that from Odin.

Nora in turn passed that magical knowledge onto to Tristan, but at Dar Gova's request did not tell him his father's name. Tristan gained a much tougher and stronger physical body from being part Asgardian and excelled in his magical training. Tristan also aged half as fast as normal humans and this would give him more time to study and research the use of magic.

After finishing high school Tristan's mother passed away after battling cancer. This left him alone but he knew there was another world he was a part of. Tristan focused all of his efforts into learning more about magic and finding a way to reach fabled Asgard. Nora gave Tristan his father's sword before she died and he trained himself into an expert swordsman.

Dar Gova had left with Nora enough items of value to sustain the family for some time. This enabled to Tristan to focus most of his time on research, spell casting, and travel. He went all over the world in search of ancient ruins and relics, other people that may have knowledge of magic and other realms such as Asgard. On occasion he would bring some items back and sell them to reputable museums or dealers.

Tristan knew it would be a good idea to spend enough time in the United States to gain citizenship and while there stayed in New York City. It was in New York where most superhuman activity occurred and it gave him at least an opportunity to catch a glimpse of the Son of Odin himself, the Mighty Thor. On those rare chances he did get to see the Thunder God it inspired him even more to find his way to Asgard.

Whenever his abilities were needed while in public, Tristan's magical armor provided a 'costume' to keep his identity protected. The Rainbow Bridge that connects Asgard and Midguard is called Bifrost. To honor the home he strives to reach, he adopted the name Bifrost.

Tristan's goal is to reach Asgard and find his father. He is not expecting anything at all. He merely wants to make sure his father knows he is out there and show that he has lived as a proud warrior.

Re: Ty's Character Repository
November 12, 2013 04:29PM
avatar
I did get to use this character some in a game of Niniri's and I think at least one other time.

THUNDERBIRD
Jason "Jay" Youngblood

Fighting: AM (50) Health: 200 Mental Health: 145
Agility: AM (50) Karma: 145
Strength: AM (50) Resources: RM
Endurance: AM (50) Popularity: 20
Reason: EX (20) Appearance: AM (Stunning)
Intuition: MN (75)
Psyche: AM (50)

Known Powers: Enhanced Senses
Sight (Thermal Vision, Telescopic Vision: TY - 250 miles), Hearing, Smell and Taste all operate at UN rank.

Environmental Awareness UN (10 mile range)

Life Detection AM (3 mile range)

Magic Detection AM (3 mile range)

True Sight AM (50)

Tracking MN (75)

Stealth MN (75)

Invulnerability GD (10) resistance to Physical attacks.

Fog: Thunderbird can generate a thick fog with a Psyche feat roll. Those trying to spot him in the fog are at -2CS penalty.

Healing: Thunderbird knows a ritual that can boost Resistance to Poison by +1CS with an Endurance feat roll.

Paralysis Gaze: Thunderbird can paralyze an opponent with his gaze at IN rank.

Alter Ego - Thunderbird can transform his body into three different forms, retaining all of his normal abilities and powers:

Puma Form: Thunderbird can transform into a fur-covered humanoid-Puma. In this form he gains two powers -

Lightning Speed GD 4 areas per round (60 m.p.h.) and he can run as if possessing MN Endurance.

Claws IN (40) Edged damage

Crow Form: Thunderbird can transform into a normal or giant-size crow. Either crow can fly at GD speed (8 areas/round, 120 m.p.h.). In giant form the crow does IN Edged damage.

Lightning Form: in this energy form Thunderbird can travel at CL. 3000 speed. He can move up to 50 areas per round but attacking still takes one round. He does IN damage in this form.

Advantages: Attractive, Iron Nerves, Lightning Reflexes, Likeability, Rapid Healing, Sharp Eye.

Drawbacks: Attack Vulnerability (targeted at his senses), Honesty, Weirdness Magnet.

Talents: Leadership, Acrobatics, Thrown Weapons, Bows, Wrestling, Martial Arts A, C, D, E, G, J, Mesmerism/Hypnosis, Occult Lore, Hunting, Survival Skills, Seduction, Archaeology, Business/Finance, Languages - all Indian Languages, English, Spanish; American Indian Mysticism, Indian Lore, Native American History.

Contacts: American Eagle, Dr. Strange, Captain America.

Equipment: Magical Weapons
These powerful items are kept safe by Shaman Billy White Wolf for such a time when Thunderbird will need them.

UN poison that can be placed on the tip of any edged weapon but usually placed on the end of arrows.

Crossbow: fires specially designed bolts that inflict UN damage against any evil spirit up to six areas away.

Bow/Arrows: fires enchanted arrows that breach magical defenses up to UN rank and cause AM Edged damage.

Shaman Billy White Wolf may have other magically enhanced items if the need arises.

Personality: Thunderbird is a pretty straight-forward person, and while patient, prefers action to talk. He takes his duty as the protector of the Indian people very seriously. Trust is something of his that must be earned, but once you have he will be there for you like a member of the family. Honor is also of utmost importance to Thunderbird. Sometimes the focus on his duty prevents him having normal interaction with people, but he is learning that he can relax and enjoy himself when it is an appropriate time.

Codename: Thunderbird
Real Name: Jason "Jay" Youngblood
Occupation: Indian Protector
Citizenship: U.S.A.
Legal Status: Free
Identity: secret
Birthplace: Wolf Point, Montana
Birthdate:
Marital Status: single
Known Relatives: Chief Jay Strongbow (father); Alere Little Feather (mother); Wenona Little Heart (sister); Thomas Fireheart (grandfather), William Talltrees (uncle).
Base of Operations: mobile
Group Affiliation:
Past Group Affiliations:
Race/Type: American Indian
Power Origin: mystical experiment

Ht: 6' 4" Hair: Black Build: muscular
Wt: 275 lbs. Eyes: Green Skin:
Apparent Age: 25 True Age: 28
Other:

History: All of the different American Indian tribes have a vast history of spiritual and magical abilities. Despite the shamans and spirits that help and watch over them, they were still driven from their land by the white man.

The different Indian nations also had their own allies and enemies. They fought amongst themselves long before their land was invaded.

Now they have been reduced to living on government sanctioned reservations. They are still a very proud people but know that time can not be reversed and their life will never be like it was again.

There are many different beliefs and legends weaved into the fabric of the Indians. The Cheyenne believe in Owayodata, the Wolf-Spirit. The Navaho say there is a "spirit of the Earth." Still another tribe foretells the coming of a being of infinite power who would pose a tremendous threat to the entire world. They are the ones that began a secret program which combined mysticism with controlled breeding in an effort to produce one perfect warrior to act as their protector.

It was a success and they had their perfect warrior. But he could be even better if all the Indian tribes worked together and contributed their own unique magic and beliefs.

After a long period of time they were successful once more. One man was born with the legendary powers and abilities of many different tribes. His name was Jason Youngblood, and he was given the very prestigious name of Thunderbird.

Billy White Wolf was the shaman that trained Youngblood, and still is today. Thunderbird still has untapped magical abilities, as well as possibly other powers, that White Wolf will teach him how to use.

Youngblood became the symbol of a unified Indian nation. He represents the innate powers and magic of their beliefs. His job was to protect and defend the Indian way of life and try to forge a new bond between them and the modern world. He tries to act as a link between the old Indians ways and the white-man of today.

Thunderbird is described as being descended from various tribes. In the end Youngblood is a mix of Apache, Cherokee, Souix, Cheynne, Navajo and Crow.

Youngblood was given plenty of interaction with the modern world growing up since he was going to be an emissary for the Indian nation. It was decided that archaeology would be his major in college as it would benefit him later for such things as working at ancient burial sights. Youngblood decided to take a double-major with business/finance to help his people and their financial situations.

With the Indian nations unified, a joint council was formed with the chiefs of each tribe. Chief Wahoo McDaniel was elected the groups leader.

When Thunderbird is in an official capacity at some event he wears a cermonial headdress of white feathers tipped in red. This is not something he normally puts on when going into combat. He wears a necklace of animal teeth and a pair of typical moccasins. A blue mask comes over his head and covers his eyes but leaves his nose and mouth open. The shirt is blue with assorted tribal markings in white, no sleeves or sides and animal-skin pants. Red leather tassels are tied around his biceps.

Re: Ty's Character Repository
November 12, 2013 04:33PM
avatar
This character was made to be an NPC for the next character I will post.

MASTER AEGIS

Fighting: GD (10) Health: 80 Mental Health: 180
Agility: EX (20) Karma: 155
Strength: EX (20) Resources: RM
Endurance: RM (30) Popularity: 0
Reason: RM (30) Appearance: GD
Intuition: AM (50)
Psyche: MN (75)

Known Powers: Master of Atlantean Magic

Enchanted Eye (P) AM (50)
Aegis can create an enchanted eye when he wishes. He can automatically summon the enchanted eye for one round only. A successful spell rank FEAT roll brings the eye forth for the full duration of the spell. It can only see as far as sight normally would, but can penetrate darkness (real or magical), show the caster mystical existences (such as astral projections, invisible magical objects, mystical shields, and so on), and see through illusions. The caster is mentally linked with the eye and sees everything it sees.

The enchanted eye is a separate magical creation capable of flight. Its movement rate is the same as that of Aegis. The maximum distance it can be be separate from him is 12 areas. The eye can be attacked physically or magically; the eye has 75 Health points, equal to Aegis' Psyche, and any FEAT roll the eye is required to make use of his appropriate ability rank. Aegis is not affected by any damage suffered by the enchanted eye.

Gramarye (P) AM (50)
Aegis can magically learn information from an item with this spell. He must make a successful spell rank FEAT roll to learn anything from the item (if the item is of an unfamiliar alien
design, the Judge can apply a -1CS to the spell rank).

The first information that can be gleaned by a successful spell rank FEAT roll is what the item's purpose is and how to use it. If the caster has no talent in an area that the item might be used for, then he only has a rank of Typical when using it.

Once an artifact's purpose is identified another spell rank FEAT roll is allowed. If successful, it allows the caster to "read" the psychic impressions left on it by the last person who used it. Information that can be gained includes what the user looked like, what he thought of while using it, what he was doing for the last few hours before the item was lost, stolen, or otherwise left his possession, etc. The longer the item has been untouched, the dimmer the impression.

This spell is increased or diminished if the item is magical. If the magic is of the same school as the caster, he receives a +2CS. If the magic is not of the same school as the caster, he receives a -1CS. If the magic is of a school hostile to the caster, he suffers an additional -1CS.

Vapors - Enhancement, Endurance (P) AM (50)
Magical vapors pour out from around his feet and completely cover his body. This spell lasts for one month and his Endurance rank becomes AM.

Conjure (U) RM (30)
This spell is used to teleport an item, plant, creature or character from its current location to the caster's location. This spell can even restore a broken or decayed item to its original form while in the act of teleporting.

If conjuring a trivial item, plant, or harmless animal, the caster need make no FEAT roll, it simply appears. If conjuring a complex or dangerous item, plant, or dangerous creature, or
attempting to conjure a broken or decayed item, the caster must make a successful spell rank FEAT roll before it appears. If conjuring forth a willing character (teammate, friend, etc.) the caster must make both a successful spell rank FEAT roll and a successful Psyche FEAT roll before
the character appears. If conjuring forth an unwilling character, the caster must make a successful spell rank FEAT roll. The subject is allowed a Psyche FEAT roll to resist being brought forth; if the resistance FEAT is successful, the conjuration fails.

The conjuration of the body of a dead character is far beyond the abilities of any caster who does not have an Unearthly spell rank in this spell. The conjure spell only summons or recreates the physical body; however, if the dead character's astral form survives (see the Astral Projection spell), it can reanimate the body, restoring it to true life.

Eldritch Breath - Cold Beam (U) AM (50)
This spell unleashes a magical beam of freezing universal energy that is pure blue in color, causing AM damage. It affects only one target in the target area with a range of 12 areas. The beam issues forth from his mouth.

Revival (U) RM (30)
This spell counters the effects of other spells that preventing a character from acting or thinking with complete control. Spells that can be countered by a Revival spell include Mesmerism, Emotion Control, Confusion, Fear, Illusion, Charm, Mental Control, Paralyze, Forgetfulness, and the like.

If the spell rank of the Revival spell is stronger than the spell rank of the controlling
spell, then the controlling spell is automatically broken. If the spell ranks are equal, a successful spell rank FEAT roll is needed to break the spell. If the holding spell is a higher spell rank than the Revival spell, then the caster must make a successful spell rank FEAT roll to break the spell subtracting as many ranks from his spell's normal spell rank as the holding spell exceeds it.

A Revival spell can only be used against a specific spell enthralling a specific character once a day.

Damage Absorption (D) AM (50)
This spell enables Aegis' body to absorb without harm some of the damage from energy attacks,
both magical and non-magical. He is still vulnerable to physical, missile, and mental attacks. The spell rank indicates how much damage will be absorbed per round before the caster is
harmed (i.e., a Remarkable rank would prevent the first 30 points of damage from an energy attack).

Environmental Independence (D) IN (40)
Aegis can surround himself with an aura of magic that maintains a livable environment for him. He does not need to sleep, eat, drink, or breathe, but can if he wants to. He feels no non-magical cold or heat and can survive in outer space, under water, within the earth, in hostile atmospheres, etc. This spell does not provide protection from or immunity to attack, but it does allow the caster to survive in conditions where survival would normally be impossible. The
area of spell is usually just around the caster himself, though the aura can contain an additional character for every rank of the caster's Psyche above Remarkable.

This is a particularly long-lived spell, often used by magic wielders stranded in hostile circumstances or alien dimensions. The duration of this spell is left to the Judge, as different conditions and circumstances (time passage in other dimensions for example) can affect the
duration. It is suggested that the caster receive a +3CS on the duration of the spell. An Unearthly duration means that the spell lasts indefinitely, usually until the caster escapes
from the hostile conditions that caused him to cast the spell.

Pishogue (D) IN (40) - this group spell allows Aegis to cast any of the following spells. He must choose one spell that he can use each day.

Confusion
The effects of this spell are unpredictable, but can be devastating. When it is cast, all targets within five areas receive a Psyche FEAT roll to avoid the effect. If a target fails the roll, he is affected by the confusion. The Judge rolls a die for each affected target and checks the Confusion Results table to see how each is affected. The duration is 1-10 rounds, rather than the normal duration associated with the spell rank.

Confusion Results
Die Roll / Confusion Results

1- The target sits down and tries to think things over. If attacked, he defends himself, but otherwise ignores everyone else.
2- The target begins weeping or laughing uncontrollably. He receives a -1CS to all actions.
3- The target walks around randomly as if lost. If attacked, he defends himself, but takes no other action.
4- The target becomes fascinated with one trivial action and will perform or watch it repeatedly. If attacked, he defends himself, but otherwise ignores everyone else.
5- The target attacks the nearest character, no matter who he is.
6- The target attacks everyone (different character each round.)
7- The target attacks the nearest large building, machine, or creature.
8- The target walks up to the nearest character, throws an arm around his shoulder, and begins
discussing his philosophy of life.
9- The target is extremely disoriented; apply a -2CS to all his actions.
10- The target rolls over and falls asleep.

Fear
This spell affects all targets within two areas. It releases an unreasoning fear from the target's mind. All victims receive a Psyche feat roll to resist. If it is failed they want nothing more than to run away and hide. All actions are at -2CS. They will try to avoid or if necessary attack anyone attempting to stop or restrain them. They can only perform actions that will help him escape. They always flee away from the caster even if they cannot see him. After three rounds of running away and every round after that another Psyche feat is allowed to regain their composure. Once made it still takes one round to get complete control of themselves. Aegis must maintain a high concentration level on this spell and can't make attacks or cast other spells. He also does not know when the spell has been broken until they take an action that shows they are no longer afraid.

Forgetfulness
Aegis can magically effect other characters' minds and cause them to forget events. This is usually used by heroic magic wielders to protect innocent bystanders from the awesome psychic shock caused by some of the sights to be seen during magical combat, etc. It is also used by most magic wielding characters to protect their secret identities. Evil magicians may also use this spell to cover up their trail or their crimes.

The duration of the spell is permanent (unless another sorcerer uses a Revival spell of at least equal spell rank to break the spell of Forgetfulness). Aegis can ensorcel everyone within one square mile with this spell.

Any character with a Psyche equal to or greater than the caster's may make a Psyche FEAT roll to reduce the effects of the spell. Magic wielding characters have a +2CS for this FEAT roll. A green result means that vague recollections of the event sometimes surface in the character's
memory. A yellow result means that the character knows most of the highlights of the event, but cannot remember who cast the spell of forgetfulness. A red result means that the character can remember everything.

Mesmerism (Fish)
This is a basic magical form of hypnotism that permits Aegis to communicate with and command specific creatures of less than human intelligence. To communicate with a creature requires a
successful Psyche FEAT roll. Commanding a creature is possible only if the caster's spell rank is greater than the creature's Endurance rank, and also requires a successful spell rank FEAT roll.

The target must be able to see the caster to be affected by this spell. If the caster is affected by an attack in the round he casts this spell, the mesmerism is automatically broken. As he
becomes experienced he can learn how to mesmerize other types (Judge's discretion).

Paralyze
This spell creates a magical tendril that attacks the target's mind, making him unable to move. If the caster's spell rank FEAT roll is unsuccessful, the target will not even suspect he has been attacked. It the caster's spell rank FEAT roll is successful, the target is allowed a
Psyche FEAT roll to resist. If the target's resistance roll is successful, he is unaffected but knows that he has been attacked. If the target's resistance roll is unsuccessful, he becomes completely paralyzed for a number of rounds equal to the roll of one die, plus 2 additional rounds. A paralyzed character cannot move or speak, but he can see, hear, smell, and use
mental spells (it he has any). Only a creature with a brain (including cyborgs) can be paralyzed. Medical treatment cannot cure magical paralysis.

Ancient One (D) MN (75)
"By the power of the Ancient One." Used as a supportive incantation. When used with a "white" school magic spell for the furthering of order it adds a bonus of +2CS for all FEAT rolls related to the spell. This can only be used once a day by Aegis.

Cyttorak (D) IN (40)
"Crimson Bands of Cyttorak", "Crimson Circle of Cyttorak", "Cyttorak's Crimson Band", and the "Crimson Rings of Cyttorak." All act as variants on the Bands power. The power and material rank is always UN for Aegis. The bands can be shaped as rings, a thick circle, a box, a large gem, and so forth, whatever the caster desires

In addition, the Crimson Bands can also be manipulated like a whip for snatching things or like a rope for pulling characters out of danger. All of the bands can be severed easily by the Shades of the Seraphim spell.

"Scarlet Sphere of Cyttorak." Acts as above, but requires great concentration as it renders its victim completely helpless.

[Bands spell for the above: This spell manifests itself in a variety of ways, as the caster chooses: vapors, rings, threads, circles, and so on. When the caster calls up this enchantment, bands (or whatever) form around the target and entrap him. It takes a full round for the bands to completely form. The target can try to dodge through the bands only in the round in which they form and only if the area being entrapped is as large as a 10 foot cube. If the spell is directed at the individual himself, he cannot dodge through it. When a character is surrounded by the bands there is a 75% chance that he is bound, a 25% chance that he is gagged, and a 10% chance that he is blinded (seethe Bound, Gag, & Blind rule in the Miscellany of Mysticism). A separate roll is made for each of these effects.

[The bands cause no damage to the entrapped character. While normal attacks Will not affect bands, magical attacks may free the victim. If the magic attack's spell rank is higher than the bands material rank, it will shatter the bands if the attacker makes a green FEAT roll. If the material rank is the same rank as the magical attack, the attacker must make a successful yellow FEAT roll to shatter the bands. If the material rank is higher than the spell rank of the magical attack, the attacker needs a successful red FEAT roll to break the bands.

[The caster does not have to maintain a high level of concentration to maintain the bands; he can move, cast spells, perform normal actions, etc. However, if the caster is affected by a hostile attack or spell, he must make a successful Psyche FEAT roll to keep the bands from breaking. Bands automatically break if the caster is rendered unconscious.]

"Crimson Crystals of Cyttorak." Acts as the Eldritch Crystals power of an IN power rank. They also can form mystical gemstones that, when given to the Icons of the Infinite, bestow upon them the ability to unleash the fearful Zom from the Legendary Amphora.

[Eldritch Crystals for the above: The caster unleashes a stream or swarm of magical crystals that will bombard a target upon his command. The crystals will appear, attack the target, cause physical damage equal to the spell rank, then disappear. These are physical manifestations of magic and are affected by defenses that protect the target from physical damage (body armor, force fields, battlesuits, bullet-proof clothing, etc.). The crystals will attack only one target chosen by the caster, if there are several targets in a single area.]

"Seven Bands of Cyttorak." Acts as the Net power of a RM power rank.

[Net spell for the above: The caster can weave an enchanted net from his magical energy. This net radiates from the caster in all directions, and imprisons anyone within a one area range, whether it is friend or foe (ignore the usual area of effect). The web is a physical manifestation that has a material rank equal to the spell rank. It can be ripped or shredded, and will disappear if the caster is knocked unconscious. The caster can move when radiating this net only if he makes a successful red Psyche FEAT roll; the net disappears if he fails the roll. If he teleports out of the net, or in some other mystical way leaves the net without physically moving it, the net will remain in place and intact for the duration of effect.]

"Conjured Crystal of Cyttorak." Acts as a Shield-Aura of an AM power rank, but does not allow movement.

[Shield-Aura spell for the above: The caster surrounds himself or another character with a shining aura that acts as body armor against all forms of attack. It does not hinder the caster in any way. An aura shield has an armor rank equal to the spell rank -1CS. If it is hit by an attack with a higher power rank it is shattered and disappears, though no damage reaches the caster during that round. Only one aura shield can surround a character at any given time.]

Seraphim (D) AM (50)
"Great Shield of the Seraphim." Acts as the Shield-Great spell at UN rank.

[Shield-Great spell for the above: This shield protects an area. Unlike the other shields, the great shield is immobile and the caster assigns it to a fixed position when he casts it. The size of the great shield can be anywhere from the size of an individual shield up to a plane that is 1 area wide and 3 stories tall. It can be located anywhere within the area of effect, but the caster must see the location to place it. The great shield has an armor rank equal to the spell rank +2CS. It is usually transparent, but strange runes can be seen scrawled around the edge. If it is struck by an attack with a higher power rank it is shattered and disappears, though no damage penetrates it to harm the caster during that round. A caster can have only one great shield in effect at any time.]

"Unscathable Shield of the Sacred Seraphim." Acts as the Shield-Aura spell of an AM spell rank, but appears as shining golden armor.

"Many Shields of the Seraphim." Acts as the Shield-Multiple spell of an IN spell rank.

[Shield-Multiple spell for the above: This spell uses extradimensional energies to create a Multiple Shield. It is identical to an Individual Shield, except that there are actually multiple shields behind the one that appears. For every spell rank above Good, the caster has another Shield that immediately appears when the previous shield has been shattered. If the outermost shield is struck by an attack that is at least one rank higher than the shield rank, one or more inner shields are also broken; if the attack is 2 ranks higher, a second shield is broken, at 3 ranks higher, a third shield, and so on. No damage will reach the caster in the round the last shield is broken.]

"Shining Circle of the Seraphim." Creates a ring of "anti-force" around any character the user desires to act as a defense. It has a RM spell rank vs. anything that tries to enter it, except air and gas. Only one character can have a shining circle around him at a time.

"Seraphim's Grim Shield." Acts as the Shield-Individual spell of RM spell rank. Once the Grim Shield is created, it can indicate where great evil exists near to the user (Judge's discretion). This will also indicate to the user, by glowing, if a particular individual is evil (as in a villain).

[Shield-Individual spell for the above: The caster create a sorcerous shield to protect himself. The shield has an armor rank equal to the spell rank. This shield is usually invisible to all but
magic wielders and can be projected out away from the caster's outstretched hand a few feet. The caster moves the shield to block attacks. If the caster is attacked from a number of sources at once the shield will only protect him from one attack. If the caster is surprised, or if the attacking character succeeds in targeting a magical beam or bolt as a bull's-eye, it means the
caster could not move his shield fast enough to deflect the attack. If the shield is hit by an attack with a higher spell rank it shatters, though no damage penetrates it to harm the caster during that round. The caster can also use this spell to encircle himself with four weaker shields (armor rank equalling the spell rank -1CS). If any of the shields are broken, the remainder are unaffected. The caster cannot leave the circle of shields until they dissipate or are destroyed.]

"Secrets of the Seraphim." Acts as the magical Flight spell at SH-X rank. Normal speed is 14 areas but a Psyche feat roll allows him to reach an unlimited maximum speed. The Psyche feat is needed every five rounds to maintain top speed. If it is failed his speed is reduced to normal. The caster must make a successful spell rank FEAT roll to perform intricate flight maneuvers, fight while aloft, or perform other magic while aloft.

"Sign of the Seraphim." Powerful spell that is risky to use. A mage attempting it must make a Psyche FEAT roll with a -3CS modifier. If he fails, he is stunned for 1-100 hours. If he succeeds, he is not only protected from the next magical attack, he completely takes control of the attack. He decides who is attacked and to what degree, but the spell rank consideration is
based on the original caster. This can be extremely effective against someone like Dormammu.

"Shades of the Seraphim." Incantation used to create one of the following spells, each with a spell rank of RM.
a) Acts as the Scrying spell (Enchanted Eye, Foretelling, Post-Cognition, Sensing-Clairaudience, Sensing-Clairvoyance).
b) Combination Dimensional Aperture and Interdimensional Teleport.
c) An Eldritch Bolt that severs any of Cyttorak's holding or entrapment spells.

Innate Powers
Water Breathing
Water Freedom
Hyper-Swimming PR (2 areas)
Restistance to Cold EX

Advantages: Fortitude: Aegis calculates his Mental Health score as if his Psyche rank was +1CS. This will result in a much higher Mental Health score, especially if the character already has a high Psyche rank.

Iron Nerves: Aegis is unusually resiliant to fear and fear based attacks as well as intimidation attempts made against him. He recieves +2CS to such situations.

Quick Learning: Aegis is a very fast learner. In game terms, he can acquire new talents at half the normal rate, and at 75% of the original cost. This also applies to powers that are learned talent-equivalents, such as magic spells.

Drawbacks: Weak bones: Aegis was born with a slightly weaker skeletal structure than normal Atlanteans. This has a dangerous effect on a character. He will take an additional 20% damage from Blunt attacks, as his body is less able to resist such damage inflicted upon it.

Talents: Bibliophile, Chronicler of Magic, Runesmith, Scholar of Antiquities, Theoginist, Underwater Combat.

Contacts: Atlantean Mage Guild, Thetis.

Equipment: Magical Items

Necklace - symbol of the sun
Sensing - Evil AM (50)
the necklace is gold with a turquoise medallion depicting the image of the sun.
Aegis can mystically sense the presence of great evil up to 12 areas away. This includes the presence of evil creatures (demons, evil magic wielders, super villains bent on destruction, etc.), artifacts of evil design or exceptionally evil deeds. This spell is automatic (FEAT rolls
are not needed). As the caster gets closer to the source of the evil emanations, his sensing gets stronger. Thus, he can usually root out the evil if he goes looking for it. If the spell duration is permanent, the spell functions constantly, even when the caster is asleep.

Ring - symbol of the moon
Sensing - Danger IN (40)
the ring is a pretty shade of purple with the image of a silver 3/4 moon in the center.
Aegis can scan up to five areas away using mystic waves that will warn him of danger. Aegis receives a +1CS when making Intuition feat rolls.

One-Man Propulsion System
This is a small, cylindrical platform that clamps to the users feet. It is steered by flexing the feet and legs. It can maintain EX speed (75 mph) for 2,000 miles in the water. Its usefulness in the air is limited to a short hop of 10 to 20 feet, enough to get onto a dock or the shore.

Personality: The Atlantean mage master Aegis is a man at peace with himself. When around others he gives off an aura of confidance borne from experience. Even those that have never met him feel as if they should respect him. Aegis is more outgoing than in his younger days and is now at ease among groups of people, although he still enjoys his private time for reflection, meditation and study. He is usually able to carry on a conversation about anything. His passions are magic, artifacts and items of power or knowledge. Aegis is versed in other areas like history, philosophy and admires artists and musicians for the things they can create. As most Atlanteans are he is proud of his heritage. It has been his personal mission in life to protect Atlantis not only from itself but from outsiders. The surface world is now full of powerful beings that must be watched. The ancient arts of magic were starting to be ignored and lost by his people but he is glad to have continued that tradition and is passing it down to his student Thetis.

Normal Mannerisms
Talks very softly, especially when involved in major arguments
Never uses contractions
Hesitates before speaking; always considers his words first
Talks of objects as if they were people
Always talks of "the good old days"
Strokes head when thinking
Always smooths the wrinkles out of what he/she's wearing
Always treats members of the opposite sex with courtesy
Believes magic is the supreme power

History: Aegis showed an affinity for school and the use of magic at an early age. To this end he was helped in a way by being born slightly weaker than most Atlantean males so he wasn't pressed into military service. While displaying great intelligence and quick learning in school he started learning the ways of Atlantean magic as soon possible. Master Tauran began training him in the use of magic.

Tauran focused on studying magical texts and items of power. These interests rubbed off on Aegis and he put to good use his ability to learn a great deal in shorter time than others. Aegis' skill progressed rapidly and he performed missions and quests most admirably.

When Master Tauran passed away of old age Aegis was greatly affected. For a time he sheltered himself from others. He soon became somewhat of a recluse but still acted on behalf of Atlantis whenever he was needed.

Aegis was brought out of lonesome existence when he met a young boy named Thetis. He also showed great potential for magic so Aegis took him as his student. Thetis has since reached the level of Adept and is off adventuring on his own.

Aegis has ventured to the surface world on several occasions when that action was warranted. By helping other mages such as the Sorceror Supreme Doctor Strange and Morgan LeFay his reputation as a great master returned.

In addition to a dire threat, the chance to find new magical items and information will get him to leave the dome of Atlantis. Aegis has amassed his own collection of books, scrolls and other materials with magical power imbued into them. Any type of danger to Atlantis will also prompts a response from Aegis.

Re: Ty's Character Repository
November 12, 2013 04:35PM
avatar
I think this was the first character I ever played in an online pbp game. Another of Niniri's campaigns.

PISCES
Thetis

F- GD (10)
A- GD (10)
S- RM (30)
E- RM (30)
R- EX (20)
I- IN (40)
P- IN (40)
H- 80
K- 100
R- EX
P- 0

Mastery Level: Adept of Atlantean Magic

Immovability IN (P)
Resistance Aura - Heat and Flame EX (P)
Vapors - Enhancement, Agility IN (P)
Mental Probe EX (U)
Fear RM (U)
Wave RM (U)
Eldritch Beams/Bolts (Bolt of Bedevilment) IN (U)
Damage Conversion AM (D)

Powers: Water Breathing
Water Freedom
Hyper-Swimming PR (2 areas)
Restistance to Cold EX

Equipment: Sword
Traditional Atlantean sword
EX material strength
GD (10) Edged damage

One-Man Propulsion System
This is a small, cylindrical platform that clamps to the users feet. It is steered by flexing the feet and legs. It can maintain EX speed (75 mph) for 2,000 miles in the water. Its usefulness in the air is limited to a short hop of 10 to 20 feet, enough to get onto a dock or the shore.

Talents: Bibliophile, Runesmith, Edged Weapons.
Contacts: Atlantis.

Advantages: can breath underwater
Drawbacks: none
Fighting Skills: normal Atlantean training
Other Skills: extensive knowledge of informational magic items (books, scrolls, etc.) and can translate ancient magical runes.
Paranormal Physical Abilities: slight superhuman strength due to Atlantean physiology
Paranormal Mental Abilities: Adept at Atlantean Magic, able to cast various defensive and offensive spells
Special Limitations: none
Source of Paranormal Powers: trained in Atlantean magic

PARAPHENALIA:
Armor Specifications: none

Personal Weaponry: Atlantean Sword
Overall length: 38 7/8-inched
Blade Length: 28 1/8-inches from emergence from casting, 21.25-inches from end of langets
Blade width at end of langets: 3-inches
Blade width at curve to point: 2.1-inches
Grip length: 5.35-inches
Blade thickness: .25-inches at base, 50% distal taper toward point
CoG: 4.5-inches from end of grip (1-inches from blades emergence from casting) Weight: 7 lbs 12 oz

Special/Unique Weaponry: none.
Other Accessories: Atlantean underwater propulsion system, used for long journeys
Transportation: swimming or the use of various underwater craft
Design/Manufacture: Atlantean technicians and armourers

BIOGRAPHICAL DATA:
Real Name: Thetis
Other Current Aliases: none
Former Aliases: none
Dual Identity: Master Aegis
Current Occupation: Atlantean Wizard
Former Occupation: student
Species: Homo Mermanus
Citizenship: Citizen of Atlantis
Legal Staus: Free Citizen of Atlantis
Place of Birth: Atlantis
World of Origin: Earth
Marital Status: single
Sexual Orientation: straight
Known Relatives: none
Known Confidantes: Master Aegis
Known Allies: Master Aegis
Major Enemeis: none
Usual Base of Operations: Atlantis
Former Base of Operations: Atlantis
Current Group Affiliation(s): none
Former Group Affiliation(s): Atlantean Mage Guild
Extent of Education: equivalent of college degree

PHYSICAL DESCRIPTION:
Height: 6' 6"
Weight: 178 lbs.
Age: 65
Hair: yellow
Eyes: blue
Skin: blue
Other distinguishing Features: pointed ears and blue skin
Uniform/Costume: gold headband with purple gemstone, v-neck vest
Usual Style/Clothes: same

BACKGROUND:

Personality: Thetis is a young student of Atlantean Magic. As an adept magic wielder he is excited to get away from his master and begin to learn on his own. Thetis loves the mystic arts, the study of, the use of, and just talking about magic. To him it is a shame that Atlantean magic, a major part of Atlantis' history, is being relied on less and less. He is also proud of his heritage as most Atlanteans are and deeply respects his Master Aegis. The surface world has always had a special fascination for him and the chance to do good for Atlantis and see the world above the waves is exactly what he wants.

Quote: "The ancient of arts of magic are being forgotten. I will make people remember."

Quirks: none

Hobbies: There is little Thetis enjoys doing that is not related to the mystic arts. When not studying and practicing his magic, he likes to watch what is going on around him, whether it be in Atlantis or off on an adventure under the seas observing the habits of fish.

History: As a young boy Thetis was told all the important stories about the history of Atlantis and its past sorcerers. Magic immediately made an impression on him and soon he was noticed as having mystic potential by the mage guild. Thetis soon began studying under Master Aegis and devoted his life to this profession after completing his regular schooling. He soon noticed that not much importance was placed on magic anymore by Atlantis, but he wanted to bring it back into prominence. Once becoming strong enough to adventure on his own, Thestis did just that. He has often helped humans in trouble on the high seas without them ever knowing it. A chance to do something for Atlantis is what he is looking for, and the mental call of Professor Xavier was his chance.

Sample RP: Thetis stood outside the door to the chambers of Master Aegis. He had been pacing here for several minutes. Would he be allowed to leave Atlantis and journey to the surface world to help with whatever dire happenings are going on? He took a deep breath and knocked on the door.
A voice beckoned him to enter. "Master Aegis. I have a request. You heard the psychic message from the surface world asking for help. I wish to go and do what I can to help. I don't expect official permission from King Namor, but hope to get your blessing for this mission."
He strapped on the propulsion system and prepared himself for the long trip ahead. He was heading to the surface world and couldn't wait to get there.

Re: Ty's Character Repository
November 12, 2013 04:37PM
avatar
I only got to play this one for a short time.

TAURINE
Physical Gestalt
Quartz Mineral Lifeform

F- EX (20)
A- EX (20)
S- AM (50)
E- AM (50)
R- TY (6)
I- EX (20)
P- GD (10)
H- 280
K- 36
R- N/A
P- 0

Armor Skin, Visually Inorganic - Aventurine Quartz AM (50)
Taurine's entire body is composed of very hard quartz, which provides him protection from damage.

Claws AM
By shifting the appearance of rock-form Taurine can cause sharp edges to appear around his fists or forearms and cause edged damage.

Hyper-Digging MN (9 areas)
Regeneration GD
Resistance to Disease and Poison CL. 1000

Limitations:
vulnerable to attacks with special effects against Quartz
normal movement is limited to two areas per round
Taurine can only remain in existence for 10 hours at a time
Only comes into being when the twin Norris brothers merge

CRAIG "NORBO" NORRIS
F- GD (10)
A- TY (6)
S- GD (10)
E- EX (20)
R- EX (20)
I- TY (6)
P- TY (6)
H- 46
K- 32
R- GD
P- 0

Talents: Wrestling, Chemistry, Medicine, First Aid, General Surgeon, Music - Trumpet.
Contacts: Keith Norris.

Disadvantages: Gullibility - Craig always believes people are mostly honest, good folks. To disbelieve something being fed to him by unscrupulous types, he must make a Reason feat roll at -1CS.

KEITH NORRIS
F- TY (6)
A- TY (6)
S- GD (10)
E- GD (10)
R- RM (30)
I- GD (10)
P- TY (6)
H- 32
K- 46
R- GD
P- 0

Talents: Biology, Business/Finance, Chess, Engineering, Wrestling, Music - Trumpet.
Contacts: Craig Norris.

Advantages: Quick Learning - Keith is a very quick learner. He can acquire new talents at half the normla rate, and at 75% of the original cost.

Disadvantages: Honesty - Normally this is a good thing but it prevents Keith from lying. In order to tell a lie, or even stretch the truth, he must pass a Reason feat roll at -1CS.

BIOGRAPHICAL DATA:
Callsign: none
Real Name: Craig Norris/Keith Norris
Other Current Aliases: none
Former Aliases: none
Dual Identity: Craig & Keith Norris
Current Occupation: Earth defender
Former Occupation: surgeon/engineer
Species: human
Citizenship: USA
Legal Staus: Free citizen of the USA
Place of Birth: Huntingdon, PA
World of Origin: Earth
Marital Status: single
Sexual Orientation: hetero
Known Relatives: Dewayne Norris (Father), Lois Norris (Mother), Craig and Keith are brothers
Known Confidantes: none
Known Allies: none
Major Enemeis: none
Usual Base of Operations: mobile
Former Base of Operations: mobile
Current Group Affiliation(s): none
Former Group Affiliation(s): none
Extent of Education: Masters (Craig Norris), Bachelors (Keith Norris)

PHYSICAL DESCRIPTION:
Height: 6' (Craig Norris) 5'11" (Keith Norris)
Weight: 185 lbs. (Craig Norris) 175 lbs. (Keith Norris)
Hair: Light Brown (Craig Norris) Dark Brown (Keith Norris)
Eyes: Green (Craig/Keith Norris)
Skin: white
Other distinguishing Features: none
Uniform/Costume: none
Usual Style/Clothes: casual

Advantages: Quick Learning - Keith is a very quick learner. He can acquire new talents at half the normla rate, and at 75% of the original cost.

Drawbacks: Gullibility - Craig always believes people are mostly honest, good folks. To disbelieve something being fed to him by unscrupulous types, he must make a Reason feat roll at -1CS.
Honesty - Normally this is a good thing but it prevents Keith from lying. In order to tell a lie, or even stretch the truth, he must pass a Reason feat roll at -1CS.

Source of Paranormal Powers: When the twin brothers make contact with each other and trigger their physical gestalt, the two are joined and the rock-like being Taurine comes into existence. The two are breed mutants.

BIOGRAPHICAL DATA:
Callsign: Taurine
Real Name: Craig/Keith Norris
Other Current Aliases: none
Former Aliases: none
Dual Identity: none
Current Occupation: Earth defender
Former Occupation: Earth defender
Species: Mineral - Quartz
Citizenship: n/a
Legal Staus: n/a
Place of Birth: n/a
World of Origin: Earth
Marital Status: single
Sexual Orientation: n/a
Known Relatives: none
Known Confidantes: none
Known Allies: none
Major Enemeis: none
Usual Base of Operations: mobile
Former Base of Operations: mobile
Current Group Affiliation(s): none
Former Group Affiliation(s): none
Extent of Education: n/a

PHYSICAL DESCRIPTION:
Height: 7'
Weight: 450 lbs.
Hair: none
Eyes: Blue
Skin: light green quartz
Other distinguishing Features: entire body is composed of aventurine quartz
Uniform/Costume: none
Usual Style/Clothes: none

Advantages: none
Drawbacks: none
Fighting Skills: above average
Other Skills: none
Paranormal Physical Abilities: greatly enhanced strength and endurance, resistance to injury
Paranormal Mental Abilities: none
Special Limitations: Taurine can only remain in existence for 10 hours at a time
Source of Paranormal Powers: When the twin brothers Craig and Keith Norris make contact and trigger their physical gestalt, they join together and Taurine is formed.

BACKGROUND:

Personality: Taurine is a very action-oriented creature and since the twin Norris brothers control when he appears, there is usually something for him to do when he arrives. Once the fighting is over, the Earth is no longer in danger, or he feels there is nothing left for him to do Taurine will usually trigger the separation back into Craig and Keith Norris. Taurine is all business when it comes to protecting the Earth and really isn't concerned with anything else. Should he be around long enough or be in contact with someone on more than one occasion, he does become friendly with them, very protective, and is looked at as the likable-giant type of person.
Quote: "Now the Earth has someone to fight back with."
Quirks: none
Hobbies: none
History: The creature known as Taurine is brought into existence when the twin Norris brothers make contact with each other and merge. Taurine is one of Earth's defenders. He is made of extremely hard quartz and does whatever is necessary to protect the Earth.

BACKGROUND:

Personality: Craig is a very likable, outgoing person that can make friends with anyone. Keith is equally as likable but not quite as outgoing. He is only slightly quieter. Craig is a little more laid back while Keith is more serious about things.
Quote: none
Quirks: none
Hobbies: none

History: Craig and Keith Norris are twin brothers, born within two minutes of each other but not identical. They were also born into a family of breed mutants. The special gift these two inherited didn't come to light until they were adults. Craig became a surgeon while Keith went into engineering in New Hampshire and Rhode Island respectively. One time the pair began brawling a little after going back and forth on something when the brothers disappeared. They actually merged together and the quartz-being Taurine came into existence. Taurine is an earth defender and uses his strength and toughness to their utmost. When Taurine is summoned, he 'remembers' what was happening when the Norris' decided to join and bring him into being. Taurine has his own mind and will normally send the Norris' back when his job is finished. Taurine can only remain in existence for 10 hours at a time.

Re: Ty's Character Repository
November 12, 2013 04:39PM
avatar
I did get to play this one for just a little bit way back when. I submitted Barrage for Brotherless One's Journey into Mystery game.

BARRAGE
Thoven

F- RM (30)
A- AM (50)
S- IN (40)
E- UN (100)
R- AM (50)
I- AM (50)
P- AM (50)
H- 220
K- 150
R- n/a
P- 0

Powers: Plandanium Armor
Flight - UN in space; MN in an atmosphere
MN ability and range to locate space warps, allowing him to take a shortcut through space with CL. 1000 range
Body Armor - IN vs. Physical, Radiation, Heat and Cold based attacks
MN Resistance to Cosmic Energy
Regeneration GD

Unique Weapon - Battle Stave
UN Plandanium material
MN Cosmic Energy Emission (40 area range)

Talents: Weapons Specialist - Battle Stave

Energy and Particle Physics (The study of the electromagnetic spectrum of energy and research into new power sources)

Radio Astronomy (Astronomy dealing with electromagnetic radiations of radio frequency received from outside earth's atmosphere)

Spectroscopy (Physics that deal with the theory and interpretation of interactions between matter and radiation)

Advantages: 3-D Sense, with the ability to think in 3-D Thoven is never at a disadvantage against foes simply based on their position relative to himself.

Drawbacks: unable to assume his normal human form; strange appearance

Fighting Skills: very talented, capable hand-to-hand fighter; is an expert with his battle stave in combat

Other Skills: extremely knowledgeable in the fields of Energy and Particle Physics, Radio Astronomy and Spectroscopy.

Paranormal Physical Abilities: unbelievably quick by normal human standards, possesses super strength, never tires and can survive in outer space.

Paranormal Mental Abilities: none
Special Limitations: none
Source of Paranormal Powers: all of Thoven's powers and abilities are derived from his Galadorian Space Armor and Battle Stave.

PARAPHENALIA:
Armor Specifications: Galadorian Space Armor
Personal Weaponry: none
Special/Unique Weaponry: Galadorian Battle Stave, 6' long made of Plandanium metal, fires cosmic energy blasts
Other Accessories: none
Transportation: armor provides flight
Design/Manufacture: Galadorian scientists

BIOGRAPHICAL DATA:
Callsign: Barrage
Real Name: Thoven
Other Current Aliases: none
Former Aliases: none
Dual Identity: only the few remaining Spaceknights know his real name
Current Occupation: space protector
Former Occupation: guardian of Galador
Species: Galadorian
Citizenship: Citizen of Galador
Legal Staus: Free citizen of Galador
Place of Birth: Galador
World of Origin: Glador
Marital Status: single
Sexual Orientation: straight
Known Relatives: none
Known Confidantes: Rom
Known Allies: Rom
Major Enemeis: none
Usual Base of Operations: space
Former Base of Operations: Galador
Current Group Affiliation(s): Spaceknights
Former Group Affiliation(s): Spaceknights
Extent of Education: equivalent of masters degreee

PHYSICAL DESCRIPTION:
Height: as humanoid 6' 1", as cyborg 6' 11"
Weight: as humanoid 245 lbs., as cyborg 825 lbs.
Hair: Brown
Eyes: Brown, as cyborg had red visual sensors
Skin: White
Other distinguishing Features: armor is all in deep blue, eyes are red visual sensors
Uniform/Costume: Galadorian Space Armor
Usual Style/Clothes: always in his space armor

BACKGROUND:

Personality: Thoven is very proud to be a Galadorian Spaceknight. He truly respects and admires Rom, their leader. He strives to do what is right at all times and swears to take action whenever it is needed. Thoven is very serious about his duties and enjoys engaging in combat. It is tough for him to stay still when the fighting is over. Among the others of his kinds, his social ability is as good as anyone elses. Since he is alone in space for long periods of time, Thoven has trouble when he has to communicate with new people until around them for awhile.

Quote: "I do what is right. That's who I am."

Quirks: Compulsiveness - whenever not actively doing anything Thoven is constantly playing with his battle stave, whether just spinning it or practicing combat moves. In order to stop this he must make a Psyche feat roll at -1CS.

Personal Code - Thoven believes deeply in right and wrong and fighting for the right reasons. He tends to see things in black and white and wants to do the right thing whatever that may be. In order to disregard this code he must make a Psyche feat roll at -1CS.

Shyness - When around his fellow Spaceknights Thoven is a good friend and has no problems interacting with others. Since he spends so much of his time alone in space he becomes shy when encountering new people. If he needs to assert himself while in a group it will take a Psyche feat roll at -1CS.

Hobbies: practicing his battle stave is at times more of an obsession than a hobby for Thoven. He does enjoy studying his areas of expertise, physics and astronomy. Thoven also likes to learn any other form of combat that he can, especially unarmed varieties for the rare occasion he is separated from his stave.

History: Thoven was one of millions that answered the call to sacrifice their human bodies to become a Space knight in defense of Galador. He is a close friend of Rom, the most celebrated of all the Spaceknights. Following many adventures, Thoven is one of the few remaining original Spaceknights. His job now is to remain in space to defend Galador and right any wrongs that he sees.

The first generation of Spaceknights were recruited from the young men and women of Galador to repel the Dire Wraith fleet that attempted to invade Galador. They were required to take many oaths, including pledges not to take an innocent life and not to use his or her powers for personal glorification. After successfully defeating the Wraiths, these Spaceknights then separately pursued their enemy throughout the cosmos, seeking to eradicate the Dire Wraiths from the universe. Many of those that succeeded returned to Galador, but were cryogenically frozen by Mentus. These Spaceknights were rescued by Rom. The only remaining Spaceknights have set out to continue protecting the universe from evil, as well as safeguarding Galador for its new inhabitants.

Following adventures with Rom, the greatest of the Spaceknights, against Mentus and Galactus, Thoven left his homeworld to patrol the spaceways and do his part to keep order in the galaxy. Thoven was able to do just that in his travels, often encountering other heroes like the Silver Surfer, Jack of Hearts, Gannymede and Quasar.

Thoven is one of the few original Spaceknights still alive. He shows no fear in battle and is armed with a Galadorian Battle Stave. He is an expert in hand-to-hand combat with this weapon and it also fires tremendous blasts of cosmic energy.

Recently Thoven stumbled upon something the likes he had never seen before in all his time in space. A vast group of alien monsters were on the verge of annihilating everything on the surface of a planet. Without hesitation he joined the fight but quickly realized not only was it too late to save this place he would be unable to defeat such a large force of unknown creatures.

Thoven was able to speak with one of the planet's residents for only a moment. This person wasted no time in asking him to warn Earth of the aliens that were here and heading that way.

Reluctanly but having seen enough and knowing there was nothing more he could do, Thoven made it back through the monsters and started the trip to Earth.

Re: Ty's Character Repository
November 14, 2013 01:36PM
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stack em up!!
Re: Ty's Character Repository
March 02, 2014 02:27PM
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Here's my character for Niniri's Geek Squad game when it resumes play.

Flynn Lumiere
random mutant

F- TY (6)
A- TY (6)
S- TY (6)
E- EX (20)
R- IN (40)
I- EX (20)
P- GD (10)

H- 38
K- 70
R- EX
P- 0

Powers:

Hyper Intelligence RM (30) permanent

Hyper Invention AM (50) - Robotics

Total Memory RM (30)

Bonding RM (30)

Collection EX (20) 6 miles

Molding MN (75) metal only, range Poor 1 area

Talents: Engineering, Electronics, Computers, Artificial Intelligence, Programming, Robotics.

Background: The son of a Frenchman and an American woman, Flynn Lumiere is seemingly someone who could do great things with his life. To say the boy had an aptitude for science would be an understatement. It didn't take long to see the kid was exceptionally bright, even before he started going to school. Once in school, he had to be moved up in grade to find something to challenge him for a moment. He graduated from high school at 12, then went to MIT and completed his bachelors and masters degrees in Engineering and Computer Science by the age of 19.

His "geek" status and being in school with kids older than him made him into a sort of outcast, but he handled it well enough. He didn't have many friends, but again just dealt with it, knowing everything would get better socially some day. He hoped.

His interests turned to robotics and that became his specialty. His intelligence allows him great abilities in many areas, but robots is where it's at as far as Flynn is concerned.

Flynn has done his best to keep his "abilities" under wraps and not let anyone find out about them. Who knows what people might want him to do for them. He's got it in mind to find out what he can do to help in anyway he can with these powers. For now, he's done computer work with mobile apps and a few things in the gaming industry for money.

Race/Gender/Age: Caucasian / male / 19
Height/Weight: 5'11" / 155 lbs.
Occupation: freelance programmer
Legal Status: U.S. citizen with no criminal record
Identity: Secret
Place of Birth: Schenectady, NY
Marital Status: single
Known Relatives: Philbert Lumiere (father), Sierra Harrison (mother).
Visual Description: wavy brown hair, blue eyes, glasses, thin body.

Re: Ty's Character Repository
April 08, 2014 04:52PM
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For Barna's game on the Dark Forum.

REMEDY
Wiley Leeper
breed mutant

F- GD (8)
A- EX (16)
S- EX (16)
E- IN (36)
R- EX (16)
I- IN (36)
P- GD (8)

H- 76
K- 60
R- PR
P- 0

Powers: Biophysical Control - Healing IN (36)

Talents: Medicine, Trance.
Contacts: none.

Background: Wiley Leeper seemed to be on the path to success. What everyone strives for. He was happy to have some benefits most don't, that being born into a family of mutants.

Wiley and his mother had special gifts. Charlesetta was a plague carrier. While able to inflict disease upon a target, she chose to use the beneficial aspects of her ability. She went into medicine and used the power to cure people at Mercy St. Anne Hospital in Toledo, Ohio.

Charlesetta's son had the gift of healing. He could cure physcial damage to the body. His studies took him all the way through medical school at Case Western Reserve University - School of Medicine in Cleveland, Ohio.

Wiley's father Ardis did not have any powers. He too went into the health field as a physical therapist at Maumee Physcial Therapy in Toledo.

Wiley had begun work in the emergency room at Community-General Hospital of Greater Syracuse when the war started. The path he thought he was on no longer mattered. Now the world just wanted to survive.

During the war with the robots Wiley found himself helping the troops on the ground. He did what he could to keep people alive while fighting to survive himself.

Since the end of the war he's wondered, helping wherever he could. At the moment he's heading for Lake Erie.

Re: Ty's Character Repository
June 07, 2014 09:39AM
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I'm playing Taurine (above) in Barna's new game. Here is my character in Chronomancer's game.

ARCHON
Angel

F- RM (30)
A- IN (40)
S- EX (20)
E- IN (40)
R- RM (30)
I- MN (75)
P- MN (75)

H- 130
K- 180
R-
P- 10

Powers: True Flight EX (10 areas)

Astral Body GD (10)

Imitation GD (10)

Suspended Animation EX (20)

Mental Invisibility IN (40)

Solar Regeneration AM (50)

Phasing EX (20)

Sonar EX (25 areas)

True Sight RM (30)

Psionic Detection RM (12 miles)

Magic Detection RM (30)

Empathy IN (40)

Exorcism AM (50)

Sonic Generation AM (50) 20 areas

Artifact Creation - Magical Sword EX (20)

Talents: Interrogation, Demonologist, Mesmerism & Hypnosis, Occult Lore, Weapons Specialist - Sword, Aerial Combat.
Contacts: none.

History: Since the creation of man there has always been conflict. Inevitably, sides are taken and confrontation escalates to the taking of life. Archon is an angel of Heaven sent to Earth to aid in the fight against evil.

Archon is ever ready to go into battle in the name of the Lord. He has chosen abilities that not only aid in his own defense but also to seek out those who's sole purpose is evil.

Re: Ty's Character Repository
August 08, 2014 01:13PM
Ty:

I really like these characters, especially Bloodhound. Neat power set.
Re: Ty's Character Repository
May 26, 2017 02:44PM
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My character from Niniri's game last year.

Hesodus Linard

F- GD (10)
A- GD (10)
S- GD (10)
E- RM (30)
R- EX (20)
I- RM (30)
P- IN (40)

H- 60
K- 90
R- GD
P- 0 (6 in academic community)

Talents: Occultist, Edged Weapons, Ecology (Central Park Conservancy), Stamina, Poetry.
Contacts: academic, family, philanthropy.

homo magii

Personal Spells


Apparition RM (30)

Dual Persona RM (30)

Gramarye RM (30)

Sensing - Mystical Detection IN (5 areas)

Universal Spells

Revival RM (30)

Shield - Aura AM (IN protection)

Wave RM (2 areas)

Miscellaneous Spells (from RoM)

Spell of Silence EX (20) This spell guarantees a character cannot speak about a certain subject, reveal certain facts, etc. The spell is automatic when placed upon a character with a Psyche less than the caster’s. A successful spell rank FEAT roll is needed if the target’s Psyche is equal to or higher than the caster’s. It is through the use of this spell (and the spell, Forgetfulness) that Doctor Strange has kept the general world unaware of his activities.

Talons of Cosmic Fire RM (30) This attack spell sends white-hot, magical talons ripping at the target. The chance to hit is determined as a Bite-Claw attack with the caster’s Psyche used as the Fighting rank. The spell rank for damage is Remarkable.

Pincers of Power EX (20) These small yellow discs appear on the back of the magic wielder’s hands for the purpose of combat. When ready to fight, a pair of curved 1 foot yellow pincers appear, growing out from each disc. The character then fights with these pincers. The general Bite-Claw fighting with these pincers uses the character’s Psyche ability instead of his Fighting ability. If the character wishes to target his opponent, he may, but only a hit to the head makes any difference as it stuns the brain for 10 hours (see Agility and Targeting on the Magic Effects Table).

The damage of a pincers hit to anywhere but the head is Excellent.

Equipment: short sword, olive tree figurine (needed for use of Dual Persona)

School of Grecian Magic Adept

father: Alexis Linard (architect - School of Pedagogical and Technological Education); mother: Demetra Linard (sculptor - Athens School of Fine Arts); sister: Koralia Linard (teacher - New York College, Athens campus)

Height: 6'1
Weight: 190
Hair: dark blonde
Eye: green
Skin: light brown
Build: fit

Those who know the fiercely Greek Linard family would say they were pretty typical. They fit the perception of a Greek family. Very loyal. Loving. Caring. Happy. Proud. Good people.

But this particular Greek family was not typical. There was something more to them. Something that the majority would say is unbelievable. Or impossible.

There are many things in the world that the bulk of the population don't know about. Aliens. Gods. Various other types of humanoids. The Linard's were not normal, but no so different as to be alien. They just had special abilities.

Hesodus Linard, the eldest son, was a magician. Mage. Wizard. Witch. Sorceror. Whatever term you liked, he could use magic. Each of his family had their own special abilities and traits. He had been home schooled in his talents. Through the use of a small totem in the form of an olive tree, communication was possible with a past ancestor.

Hesodus was always curious about what else might be out there. So he tried to find whatever he could about the hidden parts of this world. He studied. Observed. Tracked. Put himself against the forces of evil. There were even times when his whole family defended the innocent.

Unbeknownst to anyone, New York City has a defender, ready to do what he must when those things in the dark find their way into the light.

 
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