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Nemsis (heroine) 1.1.0


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Nemesis

 

Val Char Cost Roll Notes

55 STR 5 20- Lift 51.2tons; 11d6 [1]

18 DEX 16 13- OCV: 9/DCV: 7

25 CON 15 14-

13 INT 3 12- PER Roll 12-

13 EGO 3 12- ECV: 3 - 3

18 PRE 8 13- PRE Attack: 3 ½d6

 

9 OCV 30

7 DCV 20

3 OMCV 0

3 DMCV 0

6 SPD 10 Phases: 2, 4, 6, 8, 10, 12

 

10+15 PD 0 Total: 10/25 PD (0/15 rPD)

10+15 ED 0 Total: 10/25 ED (0/15 rED)

10 REC 6

60 END 8

10 BODY 0

60 STUN 20 Total Characteristic Cost: 140

 

Movement: Running: 56m/112m

Flight: 40m/80m

 

Cost Powers END

Golem body, all slots Unified Power (-¼)

48 1) +40 STR, Reduced Endurance (0 END; +½) (60 Active Points)

36 2) Resistant Protection (15 PD/15 ED) (45 Active Points) 0

6 3) Tough outer layer: +8 PD (8 Active Points)

6 4) Tough outer layer: +8 ED (8 Active Points)

24 5) Haste spell: +3 SPD (30 Active Points)

28 6) Life Support (Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (35 Active Points) 0

8 7) Gems of true sight for eyes: Sight Group Flash Defense (10 points) (10 Active Points) 0

12 😎 Gems of true sight for eyes: Radar (Radio Group) (15 Active Points) 0

9 9) Regeneration (1 BODY per Turn) (16 Active Points); Linked (Gate to hell fire; -½) 0

 

 

24 Magics to move an Iron Golem: Multipower, 30-point reserve, (30 Active Points); all slots Unified Power (-¼)

2f 1) Turning off the levitation spell: Knockback Resistance -20m (20 Active Points) 0

Notes: +6m running total 18m can weigh 102,400kg

4v 2) the magic from boots of striding and leaping: Running +22m (56m total), Reduced Endurance (½ END; +¼) (30 Active Points) 1

2f 3) the magic from boots of striding and leaping and levitation spell: Leaping 40m (Accurate, x4 Noncombat) (30 Active Points) 3

Notes: 160m x 80m

2f 4) Flight 20m, Usable [As Second Mode Of Movement] (swimming; +¼), Reduced Endurance (½ END; +¼) (30 Active Points) 1

 

12 Magics to alter self: Multipower, 22-point reserve, (22 Active Points); all slots Concentration (0 DCV; -½), Extra Time (Full Phase, Only to Activate, -¼)

1f 1) Bright Sunlight(gate to sun): Change Environment (-1 to Normal Sight PER Rolls, Varying Combat Effects), Personal Immunity (+¼), Area Of Effect (8m Radius; +½) (21 Active Points) 2

1f 2) Shape Shift (Sight and Hearing Groups, limited group of shapes), Costs END Only To Change Shape (+¼) (22 Active Points) 2

1f 3) Intense Magnetic Field: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼) (21 Active Points) 2

1f 4) Cold Iron: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼) (21 Active Points); No Range (-½) 2

1f 5) Gate to hell fire: Killing Attack - Ranged 1 point, Area Of Effect (2m Surface; +¼), Costs Endurance Only To Activate (+¼), Personal Immunity (+¼), Constant (+½), Penetrating (x3; +1 ½) (19 Active Points) 2

1f 6) Endurance sapping cold from the negative material plane: Drain END 1d6, Area Of Effect (2m Surface; +¼), Constant (+½), Reduced Endurance (0 END; +½) (22 Active Points); No Range (-½) 0

 

Perks

1 Money invested from the past: Money: Well Off

 

Talents

9 +3/+3d6 Striking Appearance (vs. all characters)

 

Skills

0 Presence Skills may add + 3 for Striking Appearance

3 1) Acting 13-

3 2) Charm 13-

3 3) Streetwise 13-

0 Dex skills

3 1) Breakfall 13-

3 2) Stealth 13-

0 Int based

3 1) Deduction 12-

0 general

3 1) Power: magic skill 11-

0 everyman skills

0 1) Climbing 8-

0 2) Language: English (completely fluent; literate) (4 Active Points)

0 3) Paramedics 8-

0 4) Persuasion 8-

0 5) PS: model 11-

0 6) Shadowing 8-

0 7) TF: Everyman Skill, Small Motorized Ground Vehicles

0 😎 AK 8-

 

Total Powers & Skill Cost: 260

Total Cost: 400

 

400+ Matching Complications

5 Distinctive Features: Detects as magical (Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)

10 Distinctive Features: usually the hottest woman around (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Hunted: Magic seeking villain Infrequently (Mo Pow; Harshly Punish)

10 Physical Complication: she has no organs (Infrequently; Slightly Impairing)

15 Psychological Complication: Code vs killing (Common; Strong)

10 Psychological Limitation: Curious (Common; Moderate)

10 Social Complication: Secret Id Frequently, Minor

 

Total Complications Points: 400

 

EQUIPMENT CARRIED

 

Equipment END

Golem body, all slots Unified Power (-¼)

1) LS (Eating: Character only has to eat once per year; Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (37 Active Points) 0

2) Does Not Bleed (15 Active Points) 0

3) +5 REC (5 Active Points)

4) Gems of true sight for eyes: Radar (Radio Group), +2 to PER Roll, Discriminatory, Analyze, Partially Penetrative, Telescopic: +10 (37 Active Points) 0

5) Resistant Protection (5 PD/5 ED) (15 Active Points) 0

6) Power Defense (10 points) (10 Active Points) 0

7) Mental Defense (10 points total) (10 Active Points) 0

 

Magics to move an Iron Golem: Multipower, 30-point reserve, (30 Active Points); all slots Unified Power (-¼)

1) Turning off the levitation spell: Knockback Resistance -20m (20 Active Points)Notes: +6m running total 18m can weigh 102,400kg 0

2) Running +22m (56m total), Reduced Endurance (½ END; +¼) (30 Active Points) 1

3) overpowered and directed levitation spell: Leaping 40m (Accurate, x4 Noncombat) (30 Active Points)Notes: 160m x 80m 3

4) Flight 20m, Usable [As Second Mode Of Movement] (swimming; +¼), Reduced Endurance (½ END; +¼) (30 Active Points) 1

 

Magics to alter self: Multipower, 25-point reserve, (25 Active Points); all slots Concentration (0 DCV; -½), Extra Time (Full Phase, Only to Activate, -¼)

1) Shape Shift (Sight, Hearing and Smell/Taste Groups, limited group of shapes), Costs END Only To Change Shape (+¼) (25 Active Points) 2

2) EMP field: RKA ½d6, Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼), Penetrating (+½), Constant (+½) (25 Active Points); Limited Power Power loses about a third of its effectiveness (only vs electronics; -½) 2

3) Bright Sunlight(gate to sun: Change Environment (-2 to Normal Sight PER Rolls, Varying Combat Effects), Personal Immunity (+¼), Area Of Effect (8m Radius; +½) (24 Active Points) 2

4) Intense Magnetic Field: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Costs Endurance Only To Activate (+¼), Area Of Effect (8m Radius; +½) (24 Active Points) 2

5) Cold Iron: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Costs Endurance Only To Activate (+¼), Area Of Effect (8m Radius; +½) (24 Active Points); No Range (-½) 2

6) Gates to hell fire: Killing Attack - Ranged 1 point, Area Of Effect (2m Surface; +¼), Personal Immunity (+¼), Persistent (+¼), Inherent (+¼), Constant (+½), Reduced Endurance (0 END; +½), Penetrating (x4; +2) (25 Active Points) 0

7) Endurance sapping cold from the negative material plane: Drain END 1d6, Area Of Effect (2m Surface; +¼), Armor Piercing (+¼), Constant (+½), Reduced Endurance (0 END; +½) (25 Active Points); No Range (-½) 0

😎 Choke hold: Change Environment (Suffocation), Reduced Endurance (½ END; +¼) (25 Active Points); No Range (-½) 1

9) bellybutton storage(extra dimensional storage 😞 (Total: 24 Active Cost, 12 Real Cost) Custom Power (20 Active Points) (Real Cost: 20) plus Stretching 3m, Reduced Endurance (0 END; +½) (4 Active Points); Limited Power Power loses almost all of its effectiveness (only works inside extra dimensional space; -2) (Real Cost: 1) 2

 

Background/History: Anastasia was the not so bright apprentice to a great and evil mage

The mage needed a soul he could control to power his iron golem to protect his estate from fairies and other threats

During this time the mage added many spells to aid his creation to look normal ,as the times warranted it he needed to disguise her

later she became his lover and assassin posing as his apprentice with a wandering eye

later the mage died in a lab accident(not her fault) and Anastasia was left without being controlled

She is looking to right the wrongs she did while controlled in her past

 

Personality/Motivation: Anastasia was a assassin for over a thousand years and is now trying to atone for that

 

Quote: really I just got these cleaned

I was scupted by the greatest artists of the time over a thousand years ago

now look at what you made me do

 

Powers/Tactics: Brick that can hide an infiltrate

can inflivict some rare susceptibilities/vulerabilities

 

Campaign Use: Brick that can hide an infiltrate

 

Appearance: most likely the hottest woman in the room


What's New in Version 1.0.0   See changelog

Released

No changelog available for this version.

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