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Nemesis


Beast
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Anastasia Romanova is a homage character based on Fantasia Faust from the Ironwood and Elementals  comics

 

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

 

Nemesis_2(1).png.thumb.jpg.69934351dff6141df1ab02a27c0faacd.jpg

 

stuff to buy or buy up w/ exp

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 sculpted 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 inflict some rare susceptibilities/vulnerabilities

 

Campaign Use: Brick that can hide an infiltrate

 

Appearance: most likely the hottest woman in the room

 

 

Edited by Beast
spelling as format corrections
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I like to get the gist of the universe first and it's lore
there by leaving it sparse ,the GM and I can work on more specific aspects with time
who the great and evil mage was
who she might have killed when controlled in the past that may affect the present(there is a PC character that this might affect)
thanks for the comments

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  • 2 weeks later...
3 hours ago, Black Ops said:

*cough*

 

With that name I imediately thought of a certain Secret Agent assosiated with a certain big franchise, assosicated with a certain extended cinematic universe.

so what did you think of the character?

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she is a PC
2 very different peronalities(wants to be a good person, regards life as sacred)
I did up an evil version for a game on RPOL where she is more sadistic (the players are minions of an evil mastermind )hopefully the game will start soon
she was made on the campaign world when magic was high in the past(she is over a 1000 yrs old, but I do have plans for her to have access to a small pocket dimension to store stuff and maybe teleport)
I plan on giving her Universal Translator where she remembers languages from the past and can figure out new ones(It was not in the budget to start with more than 1)

I'm playing her in an online game right now

 

Thank you

 

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On 7/21/2020 at 2:15 PM, Lord Liaden said:

Nothing to add to the above for the build at first glance, but I have an intense visceral distaste for dominatrix-style cheesecake costumes, which I'll have to suppress before I take a closer look at her character sheet.

 

Also: I do not think the costume is particular Dominatrix like.

Yes its somewhat on the cheesy side, but which Superheroines is not?

I have seen worse things in CO Bulga Lord Liaden.

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6 hours ago, Black Ops said:

 

Also: I do not think the costume is particular Dominatrix like.

Yes its somewhat on the cheesy side, but which Superheroines is not?

I have seen worse things in CO Bulga Lord Liaden.

 

Not cheesy, cheesecake. Invisible Woman, current Captain Marvel, Black Widow, are examples of non-cheesecake. At least no worse than the men.

And if an MMORPG replete with players who are teenage boys is your standard for women's costumes, well, 'nuff said. ;)

But YMMV. It's not my place to tell Beast what he should play.

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2 minutes ago, Lord Liaden said:

For an attempt to be constructive, I would suggest looking at some CSL HTH, since that seems to be her primary mode of combat. And if she's been around a thousand years, a few more background Skills such as Languages and Area Knowledge would be logical.

was not in the budget at 400pts
CV is on the high end already for here current game
skills from the past will be bought  as needed to round her out

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26 minutes ago, Beast said:

was not in the budget at 400pts
CV is on the high end already for here current game
skills from the past will be bought  as needed to round her out

 

Got it. But CSL rather than buying up her OCV would give her a bit more defensive flexibility. Her DEF plus CON combo seems a bit low for a brick in the 11D6 range -- not that hard to Stun her.

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2 hours ago, Lord Liaden said:

 

Not cheesy, cheesecake. Invisible Woman, current Captain Marvel, Black Widow, are examples of non-cheesecake. At least no worse than the men.

 

 

The Invisible Woman technically could selectively turn all or parts of her costume invisible. I've always thought that some writer should have worked that into a story where she used it to her advantage: Is she Invisible Woman or Bikini Girl? It turns out that she has a second power which can stun a guard at range.

 

She could also selectively turn all or parts of her opponent's costumes invisible, which would be equally hilarious.

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updated version 1.1
Nemesis-2.png

 

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: 34m/68m

Flight: 20m/40m

 

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: magic based 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, Custom Adder (20 Active Points) 0

Notes: +6m running total 18m can weigh a lot

4v 2) the magic from boots of striding and leaping: Running +22m (34m 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) Shape Shift (Sight and Hearing Groups, limited group of shapes), Costs END Only To Change Shape (+¼) (22 Active Points) 2

1f 2) Gate to hell fire: Killing Attack - Ranged 1 point, Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼), Personal Immunity (+¼), Constant (+½), Uncontrolled (+½), Penetrating (x3; +1 ½) (22 Active Points); Leaves A Trail (+¼*) 2

1f 3) Bright Sunlight(gate to sun): Change Environment (-2 to Normal Sight PER Rolls, Varying Combat Effects), Area Of Effect (8m Radius; +½) (21 Active Points) 2

1f 4) 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 5) 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 6) bellybutton storage(extra dimensional storage 😞 (Total: 22 Active Cost, 12 Real Cost) Custom Power (20 Active Points) (Real Cost: 20) plus Stretching 2m (2 Active Points); Limited Power Power loses almost all of its effectiveness (only inside the extra dimensional space; -2), No Velocity Damage (-¼), no Noncombat Stretching (-¼), Limited Body Parts (arm only; -¼) (Real Cost: 1) 3

 

 

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

 

Stuff to buy w/ exp

 

 

Golem body, all slots Unified Power (-¼)

1) LS (Eating: Character does not eat; 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) (38 Active Points) 0

2) Gems of True sight :Seeing the magic: Detect and read/ analyze magic A Class Of Things 14- (Unusual Group), Discriminatory, Analyze, Penetrative, Range (32 Active Points) 0

3) Gems of true sight: Spatial Awareness (Unusual Group), +2 to PER Roll, Discriminatory, Analyze, Telescopic: +1, Tracking (50 Active Points) 0

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

5) Remembering Languages through the ages: Universal Translator 15- (23 Active Points); Extra Time (1 Minute, Only to Activate, -¾)

6) mIND LIKE A STEEL TRAP: Eidetic Memory (5 Active Points)

7) Teleportation: Floating Fixed Location (4 Locations) (20 Active Points) 0

😎 Teleportation: Fixed Location (8 Locations) (8 Active Points) 0

 

for move multipower

1) Teleportation 10m, MegaScale (1m = 10,000 km; +2) (30 Active Points) 3

 

Multi-function hands: Multipower, 10-point reserve, (10 Active Points); Restrainable (-½), Unified Power (-¼)

1) wedging/poking in her frail looking fingers to climb: Clinging (normal STR) (10 Active Points) 0

2) sharp nails: HKA ½d6 (4d6+1 w/STR) (10 Active Points)Notes: normal damage with balance 4d6-1 HKA spend 1 HAP to get 4d6+1 1

3) Spot welding repairs using Hellfire and a bit of pounding to repair metal: (Total: 10 Active Cost, 6 Real Cost) Healing BODY 1 point, Decreased Re-use Duration (1 Turn; +1 ½) (7 Active Points); Limited Power Power loses about half of its effectiveness (not on flesh and bones we are talking about welding and repairing metal; -1) (Real Cost: 3) plus PS: Sculpting 12- (Real Cost: 3) 1

 

Does Not Bleed, Inherent (+¼) (19 Active Points) 0

Power Defense (10 points) 0

Mental Defense (10 points total) 0

+5 REC

+10 EGO

+10 PRE (10 Active Points); Limited Power Power loses about half of its effectiveness (only for defense; -1)

+10 PRE

+10 BODY

+1 SPD

+5 PD

+5 ED

Power: magic skill 15-

Concealment 12-

Conversation 13-

Deduction 12-

Electronics 12-

Defense Maneuver I-IV

High Society 13-

Interrogation 13-

Navigation 12-

Paramedics 12-

Persuasion 13-

PS: Modeling 15-

Shadowing 12-

KS: World history 13-

+2 with all Non-Combat Skills

 

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) Gate to sunlight cone: Change Environment (-3 to Normal Sight PER Rolls, Varying Combat Effects), Area Of Effect (16m Cone; +½) (24 Active Points); No Range (-½) 2

5) Intense Magnetic Field: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Long-Lasting 1 Turn, Varying Combat Effects), Area Of Effect (8m Radius; +½) (24 Active Points); No Range (-½) 2

6) Cold Iron: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Long-Lasting 1 Turn, Varying Combat Effects), Area Of Effect (8m Radius; +½) (24 Active Points); No Range (-½) 2

7) Cold Iron Hands: Change Environment (-3 Characteristic Roll and all Skill Rolls based on Characteristic, Long-Lasting 1 Turn, Varying Combat Effects) (24 Active Points) 2

😎 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

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

10) 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), no Noncombat Stretching (-¼), No Velocity Damage (-¼) (Real Cost: 1) 2

 

Magics to alter self: Multipower, 45-point reserve, (45 Active Points); all slots Concentration (0 DCV; -½), Extra Time (Full Phase, Only to Activate, -¼)

1) Improved Illusions: Shape Shift (Sight, Hearing and Smell/Taste Groups, limited group of shapes), Imitation, Makeover, Costs END Only To Change Shape (+¼) (44 Active Points) 3

2) EMP field: RKA 1d6, Costs Endurance Only To Activate (+¼), Penetrating (+½), Constant (+½), Area Of Effect (16m Radius; +¾) (45 Active Points); Limited Power Power loses about a third of its effectiveness (only vs electronics; -½) 4

3) Bright Sunlight(gate to sun: Change Environment (-2 to Normal Sight PER Rolls, -2 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Personal Immunity (+¼), Area Of Effect (16m Radius; +¾) (44 Active Points) 4

4) Gate to sunlight (finger cone flashlight: Change Environment (-3 to Normal Sight PER Rolls, -3 Characteristic Roll and all Skill Rolls based on Characteristic, Long-Lasting 1 Turn, Varying Combat Effects), Area Of Effect (16m Cone; +½) (45 Active Points); No Range (-½) 4

5) Intense Magnetic Field: Change Environment (-3 Characteristic Roll and all Skill Rolls based on Characteristic, Long-Lasting 1 Turn, Varying Combat Effects), Area Of Effect (16m Radius; +¾) (42 Active Points); No Range (-½) 4

6) Cold Iron: Change Environment (-4 Characteristic Roll and all Skill Rolls based on Characteristic, Long-Lasting 1 Turn, Varying Combat Effects), Area Of Effect (8m Radius; +½) (42 Active Points); No Range (-½) 4

7) Cold Iron Hands: Change Environment (-3 Characteristic Roll and all Skill Rolls based on Characteristic, Long-Lasting 1 Turn, Suffocation, Varying Combat Effects) (44 Active Points) 4

😎 Gates to hell fire: Killing Attack - Ranged 1d6, Area Of Effect (2m Surface; +¼), Costs Endurance Only To Activate (+¼), Constant (+½), Penetrating (x2; +1) (45 Active Points) 4

9) Ringing their bell: Change Environment (-5 to Characteristic Roll or Skill Roll, Stunning) (45 Active Points) 4

10) unbreakable grip: (Total: 45 Active Cost, 20 Real Cost) Change Environment (Long-Lasting 1 Turn, Suffocation), Reduced Endurance (½ END; +¼) (27 Active Points); No Range (-½) (Real Cost: 12) plus +18 STR (18 Active Points); Limited Power Power loses about a third of its effectiveness (only to hold grabbed targets; -½) (Real Cost: 12) 3

11) extra dimensional storage (2m x 2m x 2m area): Custom Power, Costs Endurance Only To Activate (+¼) (44 Active Points) 3

 

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

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When you say "bellybutton" storage, are you saying that there is a pocket dimension where the bellybutton otherwose would be? Or a hollow space behind the bellybutton, which takes the place of the stomach? Or that the skin of the stomach stretches over whatever is pushed into there, so you could theoretically carry, say, a medicine ball (as a ludicrously heavy example) or a ten foot pole (as a ludicrously awkwardly shaped example) and just have that distending the stomach out of all proportion, but successfully carrying things?

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