Post by Trish on Dec 12, 2011 2:04:01 GMT -5
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EVO FORCE
Player: Fayth
Name: Daphne Styx
Codename: Nereid
Age: 26
Height: 5'8"
Weight: 130
Hair: Black
Eyes: Light blue
Nationality: Caucasian
Occupation: Teacher of chemistry at the school.
Appearance: Daphne is a beautiful young woman. Ever-so-slightly tall, she is built like a dancer, lithe as a faerie. Pale blue eyes shine in a fair, heart-shaped face. Black hair cascades down her back, past her waist, shimmering with every movement. Her proportions are so finely sculpted, to look at her one may think she leapt from an ancient Greek vase. Still, a sense of modesty shows in her choice of clothing and mannerisms.
Costume: Nereid wears a surprisingly (for her) form-fitting two-piece outfit with loosely flared arms and legs. It is blue in color, with a generic drop of water on the chest. The costume is temperature-sensitive; at regular temperatures it is medium blue and decorated with raindrops; at lower temperature it is darker blue and decorated with snowflakes, and at higher temperatures it is sky blue with little clouds. Its appearance may change in different spots when she is partially transformed. The costume can also change with her, as can the Evo force bade clipped over her left hip bone. Her identity is concealed by a pair of chic, blue-tinted and smoothly rounded dive goggles.
Picture:
Personality: Daphne is a smart and self-confident woman. She is truly passionate about her fields of study, and dedicated to educating others. She is sweet and calm, not seemingly capable of the amazing violence her element can portray. She knows she is pretty, but after a rough incident earlier in her life she is shy or defensive of anyone treating her so or showing attraction to her. She wants to be respected for her mind, and definitely deserves to be.
Background: Daphne was born to a simple fishing family in New England. An only child, she took well to her father and spent much time out at sea. She developed an interest in the water and all the creatures in it, and looked forward to following in the family trade. Fortunately, her parents saw her perform in school and out, and realized their daughter was too smart to leave to such a future. Scrimping and saving, they got her into a good coastal prep school and then college. She pursued biology and chemistry, crossing over into marine biology and biochemistry. With a minor in journalism, she soon got a job with a oceanic science magazine!
The job was promising! They did not publish many of her articles, but they put pictures of her in every issue. Images of every expedition she went on plastered the pages and hogged the covers. She even began to appear in photos for articles she had nothing to do with. They began to print her writing less and less, and one day she opened an issue to find a picture of herself swimming with a school of fish in a bikini that used less ink than the caption.
She complained to the editor and requested that for the next few issues she have no pictures and just have her articles published. This request was denied, many excuses given. She began to realize that this magazine had no interest in her articles. She was being put in the magazine as eye-candy. This, of course, offended her, and she quit.
Daphne had realized her mutant powers earlier in her life, but they'd never really been part of her life. Everything had seemed to be going so exceptional, there was no need to be further exceptional. With that direction in her life, gone, however, new doors had to be explored. She was contacted by the school, someone referring to herself as the Headmistress had read her articles - and somehow, knew she was a mutant. She was invited, and she came to the school to spread her intellect and try to make a difference in the world.
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Fighting----- Remarkable (20)
Agility------ Fantastic (30)
Strength----- Good (10)
Endurance---- Fantastic (30)
Reasoning---- Remarkable (20)
Intuition---- Remarkable (20)
Psyche------- Remarkable (20)
Hit Points: 90
Mental health: 60
Resources: Remarkable
Source of Income- Paid by the school, ghostwritten science articles
Origin of Powers: Mutant
Powers: Daphne is a Spectacular (50) hydro-metamorph, able to turn part of all of her body into Water. She may become liquid, vapor, or ice, but not hot steam.
Power- Partial transformation - free action to do any of this.
*Water Arm- The water arm is cohesive liquid. It is at -1CS Strength but can reach up to 30 feet. It is limited to what sort of damage it can do and whatever it touches gets wet.
*Vapor Arm- The vapor arm is a prehensile cloud. It can reach up to 300 feet! But, it only has enough strength to move objects under a pound and is considered to be Shift0 Strength. In anything more than a breeze it can only travel downwind. Anything it touches gets misted.
*Ice Arm- The Ice Arm is mighty at +2CS Strength! It is also at -1 to actually being used for anything. It can reach up to 10 feet, and it can tough things without getting them wet so long as the objects themselves are not too warm. The Ice Arm turns into the Water Arm if hit with 20 points of Heat damage.
*Ice Claws- Big talons of ice do +6 damage on a regular arm.
**Ice Claws + Water Arm- Ice Claws on the end of the Water Arm do +4 damage but can attack at the full 30 foot range.
**Ice Claws + Ice Arm- Ice Claws don't add much to the Ice arm, only +2 damage, but also Good(10) Armor Piercing.
**Ice Claws + Vapor Arm- Once per arm per round only, and costs her 5 hp! In exchange, her arm explodes into steam and launches the claws away at range for Fantastic(30) damage. Her arm does not reassemble till the start of her next turn/
*Water Whip- Arm turns to liquid, does Good(10) blunt damage at melee range, +2CS to attack.
*Ice Skates- Bottoms of foots turn to ice, allowing Nereid to skate along at Poor(6) ground speed (30 mph). She has no traction. and must come to a complete stop before changing back or roll Agility to avoid taking her own Strength in damage as she goes a-tumblin'.
*Restore Limb- Aside from her head, Daphne can restore any part of her that is chopped off by reforming it with water and then turning it to flesh. This takes an action and does not restore any hit points.
Alternate Forms- Once per round, Nereid may turn into a body made entirely of a single state of water. She may use her partial-form abilities if her main body is not made of the partial substance, but the partial-forms are based on her regular stats. Hit points do not change.
*Hydro-Healing- Nereid has Monstrous(100) regeneration when in an alt form AND in contact with a large amount of clean water in that same state. Water for water-body, clean ice or snow for ice-body, and thick fog or clouds for vapor-body. Nasty water like sludge, slush, or smog won't work. Impure stuff such as mud does not work either. Oh, the restrictions.
*Homogenous- She transforms completely into water, and as such does not need to breathe. Her only restriction for duration in a form is how long she can go without eating. Use her normal human form Endurance for this.
-Water Body--------------------------------------------------------------------------------
F- Incredible (40)
A- Spectacular (50)
S- Poor (6)
E- Typical (8)
Powers: Being liquid, the water form can soak through any water-permeable membrane.
Liquid form- The body of water has the following resistance and weaknesses:
-Remarkable (20) Armor vs blunt damage.
-Remarkable (50) Armor vs slashing, piercing, and bullets. Not subject to Armor Piercing.
- Completely immune to Heat/Fire damage, though any single attack that delivers 50 or more points of damage, deals half damage and forces her whole body into Vapor Body.
- Double damage from Cold. A single attack doing 50 or more points of Cold damage deals half damage and turns her whole body into Ice Body.
-Other energy attacks deal normal damage.
-Water Body can be damaged by otherwise harmless things, like throwing dirt or cement mix or rubbing alcohol at her.
Water Arms- Her arms are automatically Water Arms as above, with Water Body's base Strength.
Water Whips- Water Whips do Good (10) damage in this form but don't get the attack bonus.
Bubble Up- Nereid can turn this whole body into a column of bubbles that float upward at 100 feet per round! This cannot be done reactively, but she has none of her weaknesses in it and can use none of her powers. She cannot go more than a quarter mile up or she will pop and turn to vapor.
Spray- The water body can spray like a hose, or a shower! It generally doesn't damage anything, but it can put out fires.
Aquatics- The Water body can move at Poor(6) airspeed (60 mph) in large bodies of water.
Solution- She may dissolve water-soluble chemical into part of herself for assorted effects, though this may cost her some hit points. She must be careful not to let any dissolved chemicals remain in her when she turns back to flesh.
*note: Daphne can flow through a machine that's not waterproof to try to short it out, but she'll take electrical damage based on the power of the object
Weaknesses: Water Body can be soaked up in a big sponge and has get the equivalent of a Red to escape D:
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-Ice Body--------------------------------------------------------------------------------
F- Excellent (14)
A- Poor (6)
S- Incredible (40)
E- Good (10)
Powers:
Frozen form- The body of ice has the following resistance and weaknesses:
-Remarkable(20) armor vs physical damage.
-Completely immune to Cold damage. Can't get any more frozen!
-Double damage from heat/fire. Any Heat/fire attack that deals 50 or more damage instead deals half damage and turns her whole Body to Water Body.
-Fantastic(30) Armor vs all other energies.
-The Ice Body can be damaged by things that are not normally dangerous, primarily things that melt ice.
Ice Arms- Arms are automatically Ice Arms, without the Strength bonus.
Ice Skates- Ice Skates in this form can get up to Good(10) speed after a round of movement. (60 mph). She can stop without a roll.
Iceball- After taking an action to move, Nereid can morph into a ball and roll Fighting to roll over people. This does +10 damage. She can do this as a 'multiple attack' but it's all one movement and the victims must be in line and rolled over in order.
Simple Shapeshift- Ice-Nereid can shapeshift into simple forms that do simple things. Nothing that really alters her volume, no moving parts. Like, a pillar or a staircase or a wall.
*Handshift- She can change the shape of her hands to make them do slashing, piercing, or bludgeoning damage, but not extra damage.
Ice Spikes- Ranged attack. Can fire off up to 5 with a single action. Good(10) damage.
Weaknesses:
Slippery- Ice Body is at -3CS for traction or keeping a grip on something.
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-Vapor Form--------------------------------------------------------------------------------
F- Good (10)
A- Good (10)
S- Shift0 (2)
E- Incredible (40)
Powers:
Gaseous form- The body of vapor has the following resistance and weaknesses:
- Vapor Body ignores any blunt or piercing attack that deals less than Fantastic (30) damage, but any
- Completely immune to all slashing damage.
- Completely immune t all heat/fire attacks.
- Double damage from cold/ice attacks. Any cold/ice damage dealing 50 points or more deals half damage and automatically turns her whole body to water.
-Vapor Body can be damaged by otherwise harmless things, like smoke or cloud seeding or some other shit I don't know.
Fog Bank- Nereid can turn her vapor body into a fog dome of up to 50 foot diameter, blinding everyone inside.
Cloud Mode- The Fog body can turn into an indistinguishable cloud.
True Flight- Feeble(4) Air Speed (30 mph)
Weaknesses:
Just a cloud- This body is insubstantial, a fluff of vapor. It can really not affect anything more than a few pounds, other than getting it moist.
Light as a cloud- The vapor body cannot control its movements vs winds better than Good(10) strength.
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Equipment:
Costume- As described above.
Evo Force Badge- The Evo Force badge acts as a communicator, able to contact the other badges, the E2 badges, and the home base. It has walkie-talkie range of 10 miles, or can be routed through the home base to work anywhere in North America.
Weaknesses:
Daphne has no weaknesses inherent to her normal human form.
Contacts: Special people or places you have access to and can get help from.
Knowledges: Ms. Styx has a Masters in Chemistry and Biology, and Minors in biochemistry, marine biology, and journalism.
Skills:
Diving- mastered everything from skin to scuba.
Boating- Daphne remembers how to drive a good fishing boat.
Fishing- Daphne is a good fisherperson, could go pro! But all that glamour is too much for her.
Notable Notes: You can find that picture on the internet. Heh heh heh.
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EVO FORCE
Player: Fayth
Name: Daphne Styx
Codename: Nereid
Age: 26
Height: 5'8"
Weight: 130
Hair: Black
Eyes: Light blue
Nationality: Caucasian
Occupation: Teacher of chemistry at the school.
Appearance: Daphne is a beautiful young woman. Ever-so-slightly tall, she is built like a dancer, lithe as a faerie. Pale blue eyes shine in a fair, heart-shaped face. Black hair cascades down her back, past her waist, shimmering with every movement. Her proportions are so finely sculpted, to look at her one may think she leapt from an ancient Greek vase. Still, a sense of modesty shows in her choice of clothing and mannerisms.
Costume: Nereid wears a surprisingly (for her) form-fitting two-piece outfit with loosely flared arms and legs. It is blue in color, with a generic drop of water on the chest. The costume is temperature-sensitive; at regular temperatures it is medium blue and decorated with raindrops; at lower temperature it is darker blue and decorated with snowflakes, and at higher temperatures it is sky blue with little clouds. Its appearance may change in different spots when she is partially transformed. The costume can also change with her, as can the Evo force bade clipped over her left hip bone. Her identity is concealed by a pair of chic, blue-tinted and smoothly rounded dive goggles.
Picture:
Personality: Daphne is a smart and self-confident woman. She is truly passionate about her fields of study, and dedicated to educating others. She is sweet and calm, not seemingly capable of the amazing violence her element can portray. She knows she is pretty, but after a rough incident earlier in her life she is shy or defensive of anyone treating her so or showing attraction to her. She wants to be respected for her mind, and definitely deserves to be.
Background: Daphne was born to a simple fishing family in New England. An only child, she took well to her father and spent much time out at sea. She developed an interest in the water and all the creatures in it, and looked forward to following in the family trade. Fortunately, her parents saw her perform in school and out, and realized their daughter was too smart to leave to such a future. Scrimping and saving, they got her into a good coastal prep school and then college. She pursued biology and chemistry, crossing over into marine biology and biochemistry. With a minor in journalism, she soon got a job with a oceanic science magazine!
The job was promising! They did not publish many of her articles, but they put pictures of her in every issue. Images of every expedition she went on plastered the pages and hogged the covers. She even began to appear in photos for articles she had nothing to do with. They began to print her writing less and less, and one day she opened an issue to find a picture of herself swimming with a school of fish in a bikini that used less ink than the caption.
She complained to the editor and requested that for the next few issues she have no pictures and just have her articles published. This request was denied, many excuses given. She began to realize that this magazine had no interest in her articles. She was being put in the magazine as eye-candy. This, of course, offended her, and she quit.
Daphne had realized her mutant powers earlier in her life, but they'd never really been part of her life. Everything had seemed to be going so exceptional, there was no need to be further exceptional. With that direction in her life, gone, however, new doors had to be explored. She was contacted by the school, someone referring to herself as the Headmistress had read her articles - and somehow, knew she was a mutant. She was invited, and she came to the school to spread her intellect and try to make a difference in the world.
-----------------------------------------------------------------------------------------
Fighting----- Remarkable (20)
Agility------ Fantastic (30)
Strength----- Good (10)
Endurance---- Fantastic (30)
Reasoning---- Remarkable (20)
Intuition---- Remarkable (20)
Psyche------- Remarkable (20)
Hit Points: 90
Mental health: 60
Resources: Remarkable
Source of Income- Paid by the school, ghostwritten science articles
Origin of Powers: Mutant
Powers: Daphne is a Spectacular (50) hydro-metamorph, able to turn part of all of her body into Water. She may become liquid, vapor, or ice, but not hot steam.
Power- Partial transformation - free action to do any of this.
*Water Arm- The water arm is cohesive liquid. It is at -1CS Strength but can reach up to 30 feet. It is limited to what sort of damage it can do and whatever it touches gets wet.
*Vapor Arm- The vapor arm is a prehensile cloud. It can reach up to 300 feet! But, it only has enough strength to move objects under a pound and is considered to be Shift0 Strength. In anything more than a breeze it can only travel downwind. Anything it touches gets misted.
*Ice Arm- The Ice Arm is mighty at +2CS Strength! It is also at -1 to actually being used for anything. It can reach up to 10 feet, and it can tough things without getting them wet so long as the objects themselves are not too warm. The Ice Arm turns into the Water Arm if hit with 20 points of Heat damage.
*Ice Claws- Big talons of ice do +6 damage on a regular arm.
**Ice Claws + Water Arm- Ice Claws on the end of the Water Arm do +4 damage but can attack at the full 30 foot range.
**Ice Claws + Ice Arm- Ice Claws don't add much to the Ice arm, only +2 damage, but also Good(10) Armor Piercing.
**Ice Claws + Vapor Arm- Once per arm per round only, and costs her 5 hp! In exchange, her arm explodes into steam and launches the claws away at range for Fantastic(30) damage. Her arm does not reassemble till the start of her next turn/
*Water Whip- Arm turns to liquid, does Good(10) blunt damage at melee range, +2CS to attack.
*Ice Skates- Bottoms of foots turn to ice, allowing Nereid to skate along at Poor(6) ground speed (30 mph). She has no traction. and must come to a complete stop before changing back or roll Agility to avoid taking her own Strength in damage as she goes a-tumblin'.
*Restore Limb- Aside from her head, Daphne can restore any part of her that is chopped off by reforming it with water and then turning it to flesh. This takes an action and does not restore any hit points.
Alternate Forms- Once per round, Nereid may turn into a body made entirely of a single state of water. She may use her partial-form abilities if her main body is not made of the partial substance, but the partial-forms are based on her regular stats. Hit points do not change.
*Hydro-Healing- Nereid has Monstrous(100) regeneration when in an alt form AND in contact with a large amount of clean water in that same state. Water for water-body, clean ice or snow for ice-body, and thick fog or clouds for vapor-body. Nasty water like sludge, slush, or smog won't work. Impure stuff such as mud does not work either. Oh, the restrictions.
*Homogenous- She transforms completely into water, and as such does not need to breathe. Her only restriction for duration in a form is how long she can go without eating. Use her normal human form Endurance for this.
-Water Body--------------------------------------------------------------------------------
F- Incredible (40)
A- Spectacular (50)
S- Poor (6)
E- Typical (8)
Powers: Being liquid, the water form can soak through any water-permeable membrane.
Liquid form- The body of water has the following resistance and weaknesses:
-Remarkable (20) Armor vs blunt damage.
-Remarkable (50) Armor vs slashing, piercing, and bullets. Not subject to Armor Piercing.
- Completely immune to Heat/Fire damage, though any single attack that delivers 50 or more points of damage, deals half damage and forces her whole body into Vapor Body.
- Double damage from Cold. A single attack doing 50 or more points of Cold damage deals half damage and turns her whole body into Ice Body.
-Other energy attacks deal normal damage.
-Water Body can be damaged by otherwise harmless things, like throwing dirt or cement mix or rubbing alcohol at her.
Water Arms- Her arms are automatically Water Arms as above, with Water Body's base Strength.
Water Whips- Water Whips do Good (10) damage in this form but don't get the attack bonus.
Bubble Up- Nereid can turn this whole body into a column of bubbles that float upward at 100 feet per round! This cannot be done reactively, but she has none of her weaknesses in it and can use none of her powers. She cannot go more than a quarter mile up or she will pop and turn to vapor.
Spray- The water body can spray like a hose, or a shower! It generally doesn't damage anything, but it can put out fires.
Aquatics- The Water body can move at Poor(6) airspeed (60 mph) in large bodies of water.
Solution- She may dissolve water-soluble chemical into part of herself for assorted effects, though this may cost her some hit points. She must be careful not to let any dissolved chemicals remain in her when she turns back to flesh.
*note: Daphne can flow through a machine that's not waterproof to try to short it out, but she'll take electrical damage based on the power of the object
Weaknesses: Water Body can be soaked up in a big sponge and has get the equivalent of a Red to escape D:
------------------------------------------------------------------------------------------------
-Ice Body--------------------------------------------------------------------------------
F- Excellent (14)
A- Poor (6)
S- Incredible (40)
E- Good (10)
Powers:
Frozen form- The body of ice has the following resistance and weaknesses:
-Remarkable(20) armor vs physical damage.
-Completely immune to Cold damage. Can't get any more frozen!
-Double damage from heat/fire. Any Heat/fire attack that deals 50 or more damage instead deals half damage and turns her whole Body to Water Body.
-Fantastic(30) Armor vs all other energies.
-The Ice Body can be damaged by things that are not normally dangerous, primarily things that melt ice.
Ice Arms- Arms are automatically Ice Arms, without the Strength bonus.
Ice Skates- Ice Skates in this form can get up to Good(10) speed after a round of movement. (60 mph). She can stop without a roll.
Iceball- After taking an action to move, Nereid can morph into a ball and roll Fighting to roll over people. This does +10 damage. She can do this as a 'multiple attack' but it's all one movement and the victims must be in line and rolled over in order.
Simple Shapeshift- Ice-Nereid can shapeshift into simple forms that do simple things. Nothing that really alters her volume, no moving parts. Like, a pillar or a staircase or a wall.
*Handshift- She can change the shape of her hands to make them do slashing, piercing, or bludgeoning damage, but not extra damage.
Ice Spikes- Ranged attack. Can fire off up to 5 with a single action. Good(10) damage.
Weaknesses:
Slippery- Ice Body is at -3CS for traction or keeping a grip on something.
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-Vapor Form--------------------------------------------------------------------------------
F- Good (10)
A- Good (10)
S- Shift0 (2)
E- Incredible (40)
Powers:
Gaseous form- The body of vapor has the following resistance and weaknesses:
- Vapor Body ignores any blunt or piercing attack that deals less than Fantastic (30) damage, but any
- Completely immune to all slashing damage.
- Completely immune t all heat/fire attacks.
- Double damage from cold/ice attacks. Any cold/ice damage dealing 50 points or more deals half damage and automatically turns her whole body to water.
-Vapor Body can be damaged by otherwise harmless things, like smoke or cloud seeding or some other shit I don't know.
Fog Bank- Nereid can turn her vapor body into a fog dome of up to 50 foot diameter, blinding everyone inside.
Cloud Mode- The Fog body can turn into an indistinguishable cloud.
True Flight- Feeble(4) Air Speed (30 mph)
Weaknesses:
Just a cloud- This body is insubstantial, a fluff of vapor. It can really not affect anything more than a few pounds, other than getting it moist.
Light as a cloud- The vapor body cannot control its movements vs winds better than Good(10) strength.
------------------------------------------------------------------------------------------------
Equipment:
Costume- As described above.
Evo Force Badge- The Evo Force badge acts as a communicator, able to contact the other badges, the E2 badges, and the home base. It has walkie-talkie range of 10 miles, or can be routed through the home base to work anywhere in North America.
Weaknesses:
Daphne has no weaknesses inherent to her normal human form.
Contacts: Special people or places you have access to and can get help from.
Knowledges: Ms. Styx has a Masters in Chemistry and Biology, and Minors in biochemistry, marine biology, and journalism.
Skills:
Diving- mastered everything from skin to scuba.
Boating- Daphne remembers how to drive a good fishing boat.
Fishing- Daphne is a good fisherperson, could go pro! But all that glamour is too much for her.
Notable Notes: You can find that picture on the internet. Heh heh heh.
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