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Fox in the Hole (One Shot) OOC Thread

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  • #16
    Re: Fox in the Hole (One Shot, Recruiting)

    Well, here goes. Gemma here is not a nice person.
    Breach aka Diamond aka Gemma "Jimmy" Deminov
    (Hero; PL: 8; PP: 135/135)
    Strength: -1; Agility: 2; Fighting: 2; Awareness: 6
    Stamina: 2; Dexterity: 2; Intellect: 7; Presence: 0
    Dodge: 6, Parry: 6, Fortitude: 8/2, Toughness: 10, Will: 8

    COMBAT
    Initiative: +6; Close: +2; Ranged: +2
    • Grab: +2 (Special DC 9) Range: Close
    • Paralytic Poison: Progressive Affliction 10: +6 (Fortitude DC 20)
    • Rapid Strike: Damage 6: +10 (DC 21) Crit: 19-20 [Cybernetic / Biological]
    • Throw: +2 (DC 14)
    • Throwing Knifes: Damage 6: +10 (DC 21) Range: 60/150/300 ft.
    • Unarmed: +2 (DC 14) Range: Close

    SKILLS: Athletics -1; Deception +15 (15r); Expertise: Biology/Medicine +8 (1r); Expertise: Security Systems +8 (1r); Insight +10 (4r); Intimidation +0; Investigation +8 (1r); Perception +10 (4r); Persuasion +0; Stealth +8 (6r); Technology +18/+8 (1r); Treatment +8 (1r)
    LANGUAGES: English
    ADVANTAGES: Attractive 2, Improved Critical: Rapid Strike: Damage 6, Improved Initiative, Improvised Tools (free), Luck 2, Power Attack
    POWERS
    • Eye for Detail and Reality: Senses 18 - Analytical (Type): Visual, Counters All Concealment: Visual, Counters Illusion: Visual, Danger Sense: Visual, Microscopic Vision 1 (Dust-size), Penetrates Concealment: Visual, Radius (Type): Visual, Ultravision; Descriptors: Cybernetic, Biological (18 PP)
      If it can be seen, she can see it. Even if it is covered by something, she can see it. Being able to see through clothing is no picnic. Being able to see through skin is worse.
    • Eye for Insecurity: Quickness 3 Perform routine tasks in -3 time ranks - Flaws: Limited to One Task: Overcoming Security Systems/Locks with Eye for Technology (1 PP)
      This works with her eye for Technology to make her fast at breaking through security devices/systems.
    • Eye for Technology: Enhanced Trait 6 - Traits: Technology +10; Advantages: Improvised Tools; Flaws: Limited: Only for skill checks where her X-Ray eyes apply (3 PP)
      The sensors in her eyes and hands are effectively improvised tools for breaching secure systems.
    • Eye for Uninterrupted Sight: Immunity 5 - Sensory Affliction Effects; Flaws: Limited: Sight only (3 PP)
    • Leg Enhancements: Speed 2 Speed: 8 miles/hour, 120 feet/round - Descriptors: Cybernetic, Biological (2 PP)
    • Rapid Strike: Damage 6 - Extras: Accurate 4 (+8), Multiattack; Descriptors: Cybernetic, Biological (18 PP)
      • Alt: Paralytic Poison: Progressive Affliction 10 - 3rd degree: Paralyzed, Resisted by: Fortitude; Extras: Accurate 2 (+4), Insidious, Progressive, Reversible, Subtle 2 (Undetectable); Flaws: Limited Degree (third only), Limited: Cannot be used in successive rounds (1 PP)
      • Alt: Throwing Knifes: Damage 6 - Extras: Accurate 4 (+8), Increased Range (Ranged), Ricochet (1 bounce); Flaws: Diminished Range (1 PP)
    • Subdermal Nanites - (16 PP)
      Modifications to her skin allow it to become very dense or very sparse but no densities in between.
      • Alt: Ghost Form - (1 PP)
        • Immunity: Immunity 1 - Suffocation: Solid Objects
        • Insubstantial: Insubstantial 4 Incorporeal - Flaws: Activation 2 (Standard action), Concentration
      • Enhanced Trait: Enhanced Trait 6 - Traits: Fortitude +6
      • Protection: Protection 8 +8 Toughness - Extras: Subtle (Subtle); Descriptors: Biological, Chemical

    Gender: Female Age: 27
    Eyes: Blue Hair: Brown
    Height: 5' 10" Weight:148 lb.

    BACKGROUND
    Gemma Deminov was a smart kid who always liked to get other people in trouble. In high school she would do a bit of shop lifting and sold drugs to the rich kids. Down on her luck she choose to get some body modifications and work for The Exchange in order to pay back a debt. The man who paid for those modifications was killed in a gang war several years ago and Gemma left the Exchange debt free. She now works freelance jobs. She is an excellent personal guard as no one can hide from her. She can also easily crack the toughest safes since she can see the tumblers as they drop.

    COMPLICATIONS
    • Criminal - Safecracker: Gemma was involved with a bank heist when she was double crossed. One of the "minions" turned out to be Lana Flemming, who slapped some power dampers on Gemma before leaving her in the bank vault to be found by authorities.
    • Motivation: Greed
    • Reputation - Man Eater: Gemma is well aware that her looks affect certain men and she will use that to her advantage any time she can. By contrast, people unaffected by her looks look down at her. (Of course, she also uses this to her advantage as people expect her to be stupid.)
    • Rivalry: Lana Flemming has many of the same enhancements Gemma has, her hearing is enhanced instead. They trained together at the underground medical facility around the same time. They have a sometimes friendly, sometimes deadly rivalry when it comes to doing jobs.

    MOVEMENT AND STRENGTH DATA
    Walking: 8 miles/hour; 120 feet/round; Running: 16 miles/hour; 250 feet/round
    Swimming: 1/2 mile/hour; 6 feet/round
    Jumping: Running 10 ft.; Standing 5 ft.; Vertical 2 ft.; Standing Vertical 1 ft.
    Throwing Distances: 100 lbs. up to 6 ft, 25 lbs. up to 30 ft, 6 lbs. up to 120 ft

    TOTALS: Abilities: 40, Powers: 61, Advantages: 7, Skills: 17, Defenses: 10 -> 135

    HOUSE RULES
    • Choose Starting PP
    Last edited by jmucchiello; 13th May 2019, 07:04 PM. Reason: typo

    Comment


    • #17
      Re: Fox in the Hole (One Shot, Recruiting)

      Originally posted by jmucchiello View Post
      Well, here goes. Gemma here is not a nice person.

      Breach aka Diamond aka Gemma "Jimmy" Deminov
      (Hero; PL: 8; PP: 135/135)
      Strength: -1; Agility: 2; Fighting: 2; Awareness: 6
      Stamina: 2; Dexterity: 2; Intellect: 7; Presence: 0
      Dodge: 6, Parry: 6, Fortitude: 8/2, Toughness: 10, Will: 8

      COMBAT
      Initiative: +6; Close: +2; Ranged: +2
      • Grab: +2 (Special DC 9) Range: Close
      • Paralytic Poison: Progressive Affliction 10: +6 (Fortitude DC 20)
      • Rapid Strike: Damage 6: +10 (DC 21) Crit: 19-20 [Cybernetic / Biological]
      • Throw: +2 (DC 14)
      • Throwing Knifes: Damage 6: +10 (DC 21) Range: 60/150/300 ft.
      • Unarmed: +2 (DC 14) Range: Close

      SKILLS: Athletics -1; Deception +15 (15r); Expertise: Biology/Medicine +8 (1r); Expertise: Security Systems +8 (1r); Insight +10 (4r); Intimidation +0; Investigation +8 (1r); Perception +10 (4r); Persuasion +0; Stealth +8 (6r); Technology +18/+8 (1r); Treatment +8 (1r)
      LANGUAGES: English
      ADVANTAGES: Attractive 2, Improved Critical: Rapid Strike: Damage 6, Improved Initiative, Improvised Tools (free), Luck 2, Power Attack
      POWERS
      • Eye for Detail and Reality: Senses 18 - Analytical (Type): Visual, Counters All Concealment: Visual, Counters Illusion: Visual, Danger Sense: Visual, Microscopic Vision 1 (Dust-size), Penetrates Concealment: Visual, Radius (Type): Visual, Ultravision; Descriptors: Cybernetic, Biological (18 PP)
        If it can be seen, she can see it. Even if it is covered by something, she can see it. Being able to see through clothing is no picnic. Being able to see through skin is worse.
      • Eye for Insecurity: Quickness 3 Perform routine tasks in -3 time ranks - Flaws: Limited to One Task: Overcoming Security Systems/Locks with Eye for Technology (1 PP)
        This works with her eye for Technology to make her fast at breaking through security devices/systems.
      • Eye for Technology: Enhanced Trait 6 - Traits: Technology +10; Advantages: Improvised Tools; Flaws: Limited: Only for skill checks where his X-Ray eyes apply (3 PP)
        The sensors in her eyes and hands are effectively improvised tools for breaching secure systems.
      • Eye for Uninterrupted Sight: Immunity 5 - Sensory Affliction Effects; Flaws: Limited: Sight only (3 PP)
      • Leg Enhancements: Speed 2 Speed: 8 miles/hour, 120 feet/round - Descriptors: Cybernetic, Biological (2 PP)
      • Rapid Strike: Damage 6 - Extras: Accurate 4 (+8), Multiattack; Descriptors: Cybernetic, Biological (18 PP)
        • Alt: Paralytic Poison: Progressive Affliction 10 - 3rd degree: Paralyzed, Resisted by: Fortitude; Extras: Accurate 2 (+4), Insidious, Progressive, Reversible, Subtle 2 (Undetectable); Flaws: Limited Degree (third only), Limited: Cannot be used in successive rounds (1 PP)
        • Alt: Throwing Knifes: Damage 6 - Extras: Accurate 4 (+8), Increased Range (Ranged), Ricochet (1 bounce); Flaws: Diminished Range (1 PP)
      • Subdermal Nanites - (16 PP)
        Modifications to her skin allow it to become very dense or very sparse but no densities in between.
        • Alt: Ghost Form - (1 PP)
          • Immunity: Immunity 1 - Suffocation: Solid Objects
          • Insubstantial: Insubstantial 4 Incorporeal - Flaws: Activation 2 (Standard action), Concentration
        • Enhanced Trait: Enhanced Trait 6 - Traits: Fortitude +6
        • Protection: Protection 8 +8 Toughness - Extras: Subtle (Subtle); Descriptors: Biological, Chemical

      Gender: Female Age: 27
      Eyes: Blue Hair: Brown
      Height: 5' 10" Weight:148 lb.

      BACKGROUND
      Gemma Deminov was a smart kid who always liked to get other people in trouble. In high school she would do a bit of shop lifting and sold drugs to the rich kids. Down on her luck she choose to get some body modifications and work for The Exchange in order to pay back a debt. The man who paid for those modifications was killed in a gang war several years ago and Gemma left the Exchange debt free. She now works freelance jobs. She is an excellent personal guard as no one can hide from her. She can also easily crack the toughest safes since she can see the tumblers as they drop.

      COMPLICATIONS
      • Criminal - Safecracker: Gemma was involved with a bank heist when she was double crossed. One of the "minions" turned out to be Lana Flemming, who slapped some power dampers on Gemma before leaving her in the bank vault to be found by authorities.
      • Motivation: Greed
      • Reputation - Man Eater: Gemma is well aware that her looks affect certain men and she will use that to her advantage any time she can. By contrast, people unaffected by her looks look down at her. (Of course, she also uses this to her advantage as people expect her to be stupid.)
      • Rivalry: Lana Flemming has many of the same enhancements Gemma has, her hearing is enhanced instead. They trained together at the underground medical facility around the same time. They have a sometimes friendly, sometimes deadly rivalry when it comes to doing jobs.

      MOVEMENT AND STRENGTH DATA
      Walking: 8 miles/hour; 120 feet/round; Running: 16 miles/hour; 250 feet/round
      Swimming: 1/2 mile/hour; 6 feet/round
      Jumping: Running 10 ft.; Standing 5 ft.; Vertical 2 ft.; Standing Vertical 1 ft.
      Throwing Distances: 100 lbs. up to 6 ft, 25 lbs. up to 30 ft, 6 lbs. up to 120 ft

      TOTALS: Abilities: 40, Powers: 61, Advantages: 7, Skills: 17, Defenses: 10 -> 135

      HOUSE RULES
      • Choose Starting PP
      I like your character. A couple points.
      1. You describe your ability as moving your particles apart. This is more consistent with insubstantial 2.
      2. If you keep the ability as insubstantial 4, the book says "Choose one other reasonably common effect or descriptor that works on you while you are incorporeal." So you would need to specify something other than a sensory or will ability that you are susceptible to.


      Otherwise, it looks good.
      Fox in the Hole: GM
      A Call to Adventure: Arcanum

      Comment


      • #18
        Re: Fox in the Hole (One Shot, Recruiting)

        Originally posted by nowhereman2 View Post
        I like your character. A couple points.
        1. You describe your ability as moving your particles apart. This is more consistent with insubstantial 2.
        2. If you keep the ability as insubstantial 4, the book says "Choose one other reasonably common effect or descriptor that works on you while you are incorporeal." So you would need to specify something other than a sensory or will ability that you are susceptible to.


        Otherwise, it looks good.
        When her particles spread apart they REALLY spread apart The idea was to be able to go through walls and to not have have her physical powers. Note: She has nothing that affects corporeal. Probably electricity effects would still affect her, since she uses nanites.

        Comment


        • #19
          Re: Fox in the Hole (One Shot, Recruiting)

          Originally posted by jmucchiello View Post
          When her particles spread apart they REALLY spread apart The idea was to be able to go through walls and to not have have her physical powers. Note: She has nothing that affects corporeal. Probably electricity effects would still affect her, since she uses nanites.
          We could describe her powers as being some sort of active process. Her atoms are being carried through the wall by the nanites. This would explain the permeation and the electricity weakness.
          Fox in the Hole: GM
          A Call to Adventure: Arcanum

          Comment


          • #20
            Re: Fox in the Hole (One Shot, Recruiting)

            Neat idea. I'm going to move a couple powers into the "normal" side of the nanite powers so that she's also slower when incorporeal, afterall, the nanites are busy moving atoms they can do much else. The goal originally was to have some concealment while in "escape" mode. So that will help pay for that. Moved and New powers in red below.

            POWERS
            • Eye for Detail and Reality: Senses 18 - Analytical (Type): Visual, Counters All Concealment: Visual, Counters Illusion: Visual, Danger Sense: Visual, Microscopic Vision 1 (Dust-size), Penetrates Concealment: Visual, Radius (Type): Visual, Ultravision; Descriptors: Cybernetic, Biological (18 PP)
              If it can be seen, she can see it. Even if it is covered by something, she can see it. Being able to see through clothing is no picnic. Being able to see through skin is worse.
            • Eye for Technology: Enhanced Trait 6 - Traits: Technology +10; Advantages: Improvised Tools; Flaws: Limited: Only for skill checks where her Eyes for Detail apply (3 PP)
              The sensors in her eyes and hands are effectively improvised tools for breaching secure systems.
            • Rapid Strike: Damage 6 - Extras: Accurate 4 (+8), Multiattack; Descriptors: Cybernetic, Biological (18 PP)
              • Alt: Paralytic Poison: Progressive Affliction 10 - 3rd degree: Paralyzed, Resisted by: Fortitude; Extras: Accurate 2 (+4), Insidious, Progressive, Reversible, Subtle 2 (Undetectable); Flaws: Limited Degree (third only), Limited: Cannot be used in successive rounds (1 PP)
              • Alt: Throwing Knifes: Damage 6 - Extras: Accurate 4 (+8), Increased Range (Ranged), Ricochet (1 bounce); Flaws: Diminished Range (1 PP)
            • Subdermal Nanites - (22 PP)
              Modifications to her skin allow it to become very dense or very sparse but no densities in between.
              • Alt: Ghost Form - (1 PP)
                • Concealment: Concealment 6 - All Visual Senses, Sense - Hearing, Sense - Smell; Flaws: Blending
                • Immunity: Immunity 1 - Suffocation: Solid Objects
                • Insubstantial: Insubstantial 4 Incorporeal - Flaws: Activation 2 (Standard action), Concentration
              • Enhanced Trait: Enhanced Trait 6 - Traits: Fortitude +6
              • Eye for Insecurity: Quickness 3 Perform routine tasks in -3 time ranks - Flaws: Limited to One Task: Overcoming Security Systems/Locks with Eye for Technology
              • Eye for Uninterrupted Vision: Immunity 5 - Sensory Affliction Effects; Flaws: Limited: Sight Only
              • Leg Enhancements: Speed 2 Speed: 8 miles/hour, 120 feet/round -
              • Protection: Protection 8 +8 Toughness - Extras: Subtle (Subtle); Descriptors: Biological, Chemical


            And, I'm adding a complication: Insensitive - Gemma's tactile sense is blunted. She makes perception (touch) checks at -5 and generally does not feel things as well as a normal human.
            Yes, she's a flirt even though pleasurable feelings are also dulled for her.

            I might also move Eyes for Technology into the nanite power. Not sure it's appropriate as I'm not sure I want the Technology boost to be mostly the nanites or mostly her just being smart.
            Last edited by jmucchiello; 20th April 2019, 07:49 AM.

            Comment


            • #21
              Re: Fox in the Hole (One Shot, Recruiting)

              I'm interested! I always jump at the opportunity to play as a villain (even if we're working for the authorities).

              Let me think something. I'll probably post at least a concept in a few hours.

              Comment


              • #22
                Re: Fox in the Hole (One Shot, Recruiting)




                In those days lived an innocent nereid, whose beauty threatened that of the gods. He was pursued by several suitors, and that made the resentful Aphrodite jealous. She sent the evil sorceress Circe to take away her beauty. And the sorceress did so by brewing a dreadful potion with one of Aphrodite's hair. She mixed the potion in Syclla's pool, and when the nereid swam in it, she was transformed in a hideous monster! Her head morphed to that of a terrible reptile, her neck elongated and turned she grew two extra heads full of teeth! Her body turned into a mass of tentacles. In despair and sorrow, she fled from her pond to the deeps of the sea. There she grew large and resentful of the gods. However, Father Poseidon took pity on her and gave her a purpose. She would flood the islands of the humans, and steal land from Zeus for him alongside another monster, Charybdis. Charybdis was a beautiful and powerful Atlantean witch. Scylla was happy to be respected by her father and be of use to the inhabitants of the seas. However Zeus wasn't going to stand idle and let her and Charybdis turn his people into water. He singlehandedly defeated them and turned Charybdis into an even more hideous monster, and chained both in the strait of Sicily.
                Scylla waited and waited for Father Poseidon to come to rescue them, but he never came. But Scylla never forgot. She was supposed to devour humans from ships, but instead stole cattle and the occasional sailor. She would pretend to devour them, but instead kidnapped them so they could tell her about the world, both of the surface and of Atlantis, as some of her victims were atlanteans, and after that she released them.
                Ages passed in a blink, and more than once Scylla was at the edge of loosing her sanity, as her companion did centuries ago. She kept attacking ships and eating people, she had to otherwise she would starve, but in her mind she was planning her vengeance. As the ages passed, the magic of Zeus debilitated, and Scylla was able to escape her imprisonment. She swam to the civilized world, and as she touched to coasts, the effect of Circe's potion grew weaker, and soon Scylla found herself almost in her old self! She was quite delighted by this of course, and promptly forgot about vengeance, justice and the problems that plagued the world of men. The world was hers for the taking, none of the old gods were there to stop her. Her gaze would enthrall men, and if any would resist they would find themselves turned into a puddle of saltwater, a gift spell from Charybdis. So did she when robbing a jewellery, the clerk turned into her personal slave and the unlucky policemen into a sparkle of saltwater. However she did not take into account the other powered individuals that now walked this earth. Sppn she found herself overwhelmed and captured, again against her will. But this time there was a deal. And she would take any deal to escape imprisonment. Any deal.

                Complications
                Justice... Sorta: Scylla has a very narrow vision of justice, it could be described as "Anything I consider just is just, your point of view is meaningless"
                Charybdis : Charybdis is dear to Scylla, although she is not sane anymore, Scylla hopes to be able to return her to who she was.
                Fey: A capricious child of the gods, Scylla often does what she pleases, and her playful manner might hide darker, deeper consequences.
                Criminal: She robbed jewels and killed two policemen.

                Abilities ( 26 pp)
                Strength 0/10 , Stamina 0/10 , Agility 2 , Dexterity 0 , Fighting 6 , Intellect 0 , Awareness 1 , Precence 4 .

                Powers ( 55 pp)
                - Scylla the Monster ( Alternate form : Activation: One standard action. -2pp ) · 29 point/s
                - Lashing out ( Elongation 4 : 360 feet in +2 size rank from growth. +4 grab attacks )
                - Three heads and five Tentacles ( Extra Limbs 5 : Fast grab, Improved Grab, Improved Hold )
                - Monstrous size ( Growth 10 : +8STR, +8STA, +4 Intimidate, -8 Stealth, -4 active defenses, size rank 0 (30 ft tall). Permanent. )

                - A Fish ( Immunity 2 : Drowning. Disease ) · 2 point/s
                - Eyes of the deep ( Senses 2 : Darkvision ) · 2 point/s
                - Child of the Sea ( Swimming 5 ) · 5 point/s

                - Spell of the Nereids ( Affliction 8 : Vulnerable & Impaired, Defenseless & Stunned. Extra condition, limited degree. Burst area. Resisted by Will ) · 16 point/s
                - Charybdis´ Legacy ( AP: Transform 5 : Organic into water (3/r). Increased mass 1. Affects 200 lb ) · 1 point/s


                Advantages ( 18 pp)
                Attractive 2 , Diehard 1 , Evasion 2 , Favoured environment (Water) 1 , Improved aim 1 , Improved defense 1 , Inspire 4 , Luck 4 , Power attack 1 , Interpose 1

                Skills ( 19 pp)
                Acrobatics 0 (+ 2 ), Deception 8 (+ 12 ), Athletics 0 (+ 10 ), Expertise () 0 (+ 0 ), Insight 4 (+ 5 ), Treatment 0 (+ 0 ), Persuacion 8 (+ 12 ), Technology 0 (+ 0 ), Close 0 (+ 6 ), Ranged 0 (+ 0 ), Vehicles 0 (+ 2 ), Sleight of Hand 0 (+ 0 ), Perception 6 (+ 7 ), Intimidation 6 (+ 10 ), Investigation 0 (+ 0 ), Stealth 6 (+ 8 )

                Offence
                Initiative: 2
                Dreadful bite (unnarmed) + 6 Attack for DC: 25 Range: 0 ( )
                Tentacle entanglement (Grab) + 6 Attack for DC: 25 Range: 0 ( )
                Spell of the Nereids (Affliction) + Burst area Attack for DC: 18 Range: 0 ( )
                Charybdis´ Legacy (transform) + 6 Attack for DC: 15 Range: 0 ( )

                Defence ( 17 pp)
                Parry: Rank ( 4 ) + Feat/power ( 0/-4 ) + Equipment ( 0 )= 10/6
                Dodge: Rank ( 8 ) + Feat/power (0/-4 ) + Equipment ( 0 )= 10/6
                Toughness: 0 Feat/power ( 0 ) + Equipment ( 0 )= 0/10
                Fortitude: Rank ( 0 ) + Feat/power ( 0 ) + Equipment ( 0 )= 0/10
                Will: Rank ( 5 ) + Feat/power ( 0 ) + Equipment ( 0 )= 6
                Last edited by Evolución; 7th May 2019, 05:30 AM.
                [B][SIZE=3]心のコスモ を 抱きしめて 遥かな 銀河 へ[/SIZE][/B]

                Comment


                • #23
                  Re: Fox in the Hole (One Shot, Recruiting)

                  Originally posted by Sriseru View Post
                  I'm interested! I always jump at the opportunity to play as a villain (even if we're working for the authorities).

                  Let me think something. I'll probably post at least a concept in a few hours.
                  The more the merrier.
                  Fox in the Hole: GM
                  A Call to Adventure: Arcanum

                  Comment


                  • #24
                    Re: Fox in the Hole (One Shot, Recruiting)

                    I've only got the build so far, but I'll add fluff as soon as I can. The concept is basically an alien hedonist.




                    Massari - PL 8
                    Place of Birth: Qaval Empire
                    Age: 116 | Species: Va'kar | Gender: Female
                    Eyes: None | Skin: Various Shades of Turquoise and Purple
                    Height: 6'9" (206 cm) | Weight: 231 lb. (105 kg)

                    Strength 6, Stamina 8, Agility 2, Dexterity 0, Fighting 4, Intellect 4, Awareness 0, Presence 4

                    Advantages
                    All-out Attack, Attractive 2*, Close Attack 4, Eidetic Memory, Great Endurance*, Languages 1, Power Attack, Takedown 2
                    * Advantage granted by power.

                    Skills
                    Acrobatics 4 (+6), Deception 2 (+18/+6), Insight 4 (+4), Perception 6 (+6), Persuasion 2 (+18/+6)

                    Powers
                    Deadly Jaws & Talons: Strength-based Damage 2 (DC 23; Dangerous 4)
                    Extreme Resilience (Advantages: Great Endurance)
                    . . Enhanced Ability: Enhanced Stamina 4 (+4 STA)
                    . . Protection: Protection 4 (+4 Toughness)
                    Eyeless Perception: Senses 5 (Accurate, Acute, Radius, Ranged Mental Sense)
                    Heartbreaker: Enhanced Trait 12 (Traits: Deception +12 (+18), Persuasion +12 (+18); Limited: only on Infatuated characters (see Psionic Allure))
                    Psionic Allure: Concentration Cumulative Perception Area Affliction 8 (3rd degree: Infatuated (Attitude changed to Helpful), Resisted by: Will, DC 18; Perception Area: DC 18 - Sight, Concentration, Cumulative, Insidious; Distracting, Limited Degree (third only))
                    Psionically Enhanced Beauty: Enhanced Trait 2 (Advantages: Attractive 2; Insidious, Variable Descriptor: Regardless of Species or Gender, if it can feel attraction it is attracted to Massari)
                    Superhuman Muscles
                    . . Enhanced Ability: Enhanced Strength 4 (+4 STR)
                    . . Leaping: Leaping 1 (Leap 15 feet at 4 miles/hour)
                    . . Speed: Speed 1 (Speed: 4 miles/hour, 60 feet/round)
                    Unaging
                    . . Immunity: Immunity 4 (Aging, Disease, Poison, Sleep)
                    . . Regeneration: Regeneration 1 (Every 10 rounds)

                    Offense
                    Initiative +2
                    Deadly Jaws & Talons: Strength-based Damage 2, +8 (DC 23)
                    Grab, +8 (DC Spec 16)
                    Psionic Allure: Concentration Cumulative Perception Area Affliction 8 (DC Will 18)
                    Throw, +0 (DC 21)
                    Unarmed, +8 (DC 21)

                    Languages
                    Qavalian (native language), English

                    Defense
                    Dodge 4, Parry 4, Fortitude 8, Toughness 12, Will 8

                    Power Points
                    Abilities 40 + Powers 66 + Advantages 10 + Skills 9 (18 ranks) + Defenses 10 = 135


                    Complications
                    Completely Desensitized to Violence: Massari comes from a culture where violence has no real consequences, and as a result she often forgets that people die for real on Earth. The one advantage of her old life is that her brain has been conditioned to associate fun and excitement with her own pain.

                    Criminal (Crime Spree): Shortly after she landed, Massari psionically enthralled almost a hundred people, engaged in theft, distributed (stolen) narcotics, vandalized or destroyed multiple properties, murdered and maimed several people. She had also set her starship to self-destruct in the event that someone broke in, and when the heroes who had apprehended her did so, it destroyed everything within a 600 feet radius.

                    Genetic Autophobia: Massari's species, the Va'kar, were originally bred to serve as companions. One major aspect of their genetic design is a strong inclination for socializing, which also manifests itself as a kind of autophobia; they are terrified of being alone. If Massari is alone, she suffers a -5 penalty to all mental skill checks.

                    Motivation - Hedonism: All Massari wants to do is try new things and have fun. Unfortunately, she also view most natives as her personal playthings.


                    Personal History
                    Massari spent most of her life in the Qaval Empire, an AI-controlled totalitarian hedonistic society. Her species, the Va'kar, were originally created in the Empire's pre-AI era to serve as pleasure slaves. By Massari's time, however, her kind were full citizens and free to pursue their own drives. Everything she wanted was provided for her by the nigh-omniscient AI ruling the Empire, but after 40 years Massari eventually tired of that existence and joined the underground fighting ring in the hopes of getting some more excitement. The ruling AI was well aware of this subculture, but tolerated its existence for serving as a necessary outlet for some of its subjects, and no matter how violent the fights got, it could easily mend any injuries and even resurrect those who got killed. 56 years later, Massari became the top fighter in the Qaval Empire, and she went undefeated for so long that she eventually tired of the whole thing. She devoted the next couple of decades trying to escape the ruling AI's reach. Eventually, she succeeded by acquiring a starship that had been reprogrammed to take her wherever she wanted to go, and she used it to flee into uncharted space.

                    By chance, the self-exiled Va'kar happened to intercept a stream of broadcasts originating from a primitive, planetbound civilization. They left such a big impression on Massari that she decided to pay a visit to the planet known locally as "Earth." Of course, she first took some time to study this world before making planetfall, and learned that its civilization was in fact a highly fragmented one. As such, she thought it best to focus on the dominant culture. After learning its language, she set down her ship in the outskirts of a city in the United States.

                    It didn't take long before Massari had made quite a few friends thanks to her psionic allure, and from there she began to partake in this world's many pleasures. It turned ugly soon enough, as she considered violence and mayhem to be par for the course, and treated everyone as her personal plaything. Eventually, Massari was caught and beaten by some high-powered natives who thought little of her party. She got the last laugh, however, when those "heroes" broke into her starship, as its AI had been commanded to triggered the self-destruct system in such an eventuality. Everything within a 600 feet radius was completely vaporized, leaving only a glass crater in their place.
                    Last edited by Sriseru; 15th May 2019, 07:10 AM.

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                    • #25
                      Re: Fox in the Hole (One Shot, Recruiting)

                      Only now did I notice that all characters submitted so far are women with Attractive 2. xD

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                      • #26
                        Re: Fox in the Hole (One Shot, Recruiting)

                        Bombshell team
                        [B][SIZE=3]心のコスモ を 抱きしめて 遥かな 銀河 へ[/SIZE][/B]

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                        • #27
                          Hey, is this game still on?
                          I'd like to finish my character, but I'm worried the work will be in vain. uwu

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                          • #28
                            Curious also.

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                            • #29
                              Well the forums are back, look at that.
                              [B][SIZE=3]心のコスモ を 抱きしめて 遥かな 銀河 へ[/SIZE][/B]

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                              • #30
                                Sorry about the late reply. The forums seem to keep going down every so often. Here is my feedback.

                                Scylla: You need the complication Criminal: {crime committed}. Even if you didn't intend to commit the crime (or you don't think you are a criminal), there needs to be a crime listed.

                                Massari: You need the complication Criminal: {Crime Committed}. Note that you do not need to believe that it is a crime (or have been arrested... I'll take care of that).
                                You also have the sense (eyeless perception mental sense) Is this a telepathic sense? How does this sense work?

                                Hopefully I can access this at home as well so that we can continue to build up to the full game.
                                Fox in the Hole: GM
                                A Call to Adventure: Arcanum

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