Player: Kentachi
Name: Kevin Treyger
Codename: Godchild?
Age: 24
Height: 6'3"
Weight: 174lbs
Hair: Brown
Eyes: Blue
Nationality: American
Occupation: Vindicator
Appearance:
Standing tall and regal, Kevin has oddly shaped eyes that function like a cat's. His luxurious, straight, and particularly short hair is usually worn in exotic, attractive styles. A beard and mustache are maintained in an attractive manner as well. Light-colored skin, with a slight natural darkening, complements his graceful build and prominent cheekbones.
Costume:
Personality:
While not a social outcast by any standards, Kevin is more comfortable around nature than people. Preferring to spend most of his time in the woods or a garden, he is somewhat naive when it comes to the worlds workings and has a heart that is more trusting than the majority of people. He tends to look for a solution to any problem that paints a person in a better light, even if it is obviously untrue. All possibilities exist to Kevin, and he personally believes that the incorrect summary of Occam's Razor is only half right.
Background:
Born to parents that ran the Eco-goth lifestyle in a particularly large town in California that shared his parents ideals, Kevin grew up within his parents owned house. A small suburban style dwelling with a back and front yard of decent size. His parents worked at a local gardening shop that sold flowers, and other plants that the store grew itself. On a camping trip at sixteen, Kevin wandered through the woods lost. Wandering for nearly an entire week, Kevin nearly died. It was during this time he dreamed. A dream of animals and walking through nature, and fearsome Gods thundering through the heavens. When he awoke, Kevin was laying on his front porch. During the following years, Kevin continued to have these odd dreams and always woke up in different places. In the midst of these times, Kevin turned to various martial arts in order to help him cope with the strange dreams and unusual circumstances. He used the activity and fighting to release stress and a growing instinct to hunt and establish territories. His quest for understanding and aggressive tendencies got him into a situation at a New England casino that... well, his fists couldn't get him back out of. A young man working at the casino took him to an Iroquois medicine man for healing - a sham. This Shaman explained what the truth was; Kevin had an unusual, universal connection to the spirit world. Instead of having sealed off this window, however, Kevin learned that the Shaman had pushed it wide open! Soon Kevin mat Dajoji, and the powerful spirit bound to him. He has since traveled the world, seeking out and meeting 'gods' the world over. Eventually, he decided the power and wisdom he was collecting ought to be put to some use.
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Fighting----- Fantastic (30)
Agility------ Remarkable (20)
Strength----- Remarkable (20)
Endurance---- Spectacular (50)
Reasoning---- Fantastic (30)
Intuition---- Incredible (40)
Psyche------- Spectacular (50)
Hit Points: 240
Mental health: 120
Resources: Vindicators are paid Excellent income if they do not have another source of income.
Source of Income- Vindicator Pay.
Origin of Powers: Bound to a collection of mighty spirits.
Powers:
Everlasting- Kevin does not age, his age cannot be changed by less than Unearthly effects.
Spiritual Fortitude: Phenomenal(80) extra hit points.
V-Toughness- The Vindicators are all enrolled in a Toughness regimen. Some take to it better than others. Godchild gets Incredible(40) extra HP.
Spirit Walker- Fantastic(30) ability to return to the world of the living. He returns at full health in a period of time based on the outcome of his roll.
Blue- On the next full moon.
White- In a week.
Green- In three days.
Yellow- Overnight.
Red- In an hour (after the scene).
Super Crit- On the next turn.
Spirit Speech- Kevin can communicate and understands the general behaviors of high-level spirits and other such entities.
Spirit Totems- Kevin can bond with a God-level spirit, keeping its energies inside him for the long-term.
Divus Fulgo- Once per round, Godchild can channel godly powers into a conical torrent of energy. It deals Incredible(40) damage and it +2CS to attack. Kevin's Divus Fulgo does not bludgeon nor burn, it just seems to rip things apart into smaller and smaller pieces. Kevin can use the Divus Fulgo in his animal forms.
*
Avatar Divus Fulgo- Each Mythic Avatar has its own unique Divus Fulgo.
Mythic Avatar Shapeshift- Spectacular(50) ability to assume the form of one of his Totem spirits. He does not have to roll to assume a form, merely spend a full round. He spends a full round to change back. However, he may only use each Avatar once per day.
*
Force Shift- If Kevin wishes to offend the Gods, he may roll his shapeshifting ability to assume a form on the same day as he assumed it prior. A Yellow gets him the form with -1CS to all stats, a Red gets him the normal form, and a Green is a failure. He may only attempt once per turn and each attempt further offends the spirit in question.
Changing puts him in an Alternate Form which changes his physical stats but not his hit points. Totems are as below.
Mythic Avatars-
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Dajoji (Iroquois)
Description: Dajoji the panther is the spirit of the West Wind. When he roars, the sun takes fright and hides in the clouds.
F- Phenomenal (80)
A- Amazing (60)
S- Incredible (40)
E- Spectacular (50)
Powers:
Claws- Claws do Strength in slashing damage with Remarkable(20) Armor Piercing.
Bite- Bite does Strength in damage with Incredible(40) Armor Piercing. Can only bite once per round.
Weather Control- Dajoji has the Incredible(40) ability to manipulate the wind and clouds.
Wind Barrier- As a full round action, Dajoji can raise a swirling barrier of wind around himself. This grants him 10 armor. More importantly, while the barrier is up, any ranged attack against him of less than Spectacular force that rolls a Green automatically fails as its projectile is deflected.
Dajoji Roar- Incredible(40) ability to blacken the sky with a tremendous roar. On a Yellow, the sun is swarmed with clouds that completely block its light. On a Green, the sun is blocked enough to negate any sun-based effects but it is still light enough to see. On a red, all sources of light, even artificial, shut off or go out till end of scene. New sources may be turned on.
Eyes of Darkness- Dajoji can see in even the complete absence of light.
Hyper Leap- Dajoji can leap his Strength in feet straight up or twice that forward.
Godly Cat Feet- Dajoji takes 10% damage from long falls.
Divus Fulgo- Sonic. Amazing(60) Damage, full-round action. Roared from the mouth. Up to three adjacent targets with one attack.
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Fenris (Norse)
Description: A bear-sized wolf of a frozen hell. Jagged brown fur acts as armor and huge fangs look like they could slice through steel.
F- Spectacular (50)
A- Incredible (40)
S- Fantastic (30)
E- Amazing (60)
Powers:
Frigid Talons- +6 slashing damage.
Pelt- Good(10) Armor vs all damage.
Hell's Maw- Bite does Double his Strength in damage with Monstrous(100) Armor Piercing. Can only bite twice per round. Once a bite has landed, Fenris may choose to parlay it into one of the following stunts.
*
Relentless Bite- Upon locking on with his teeth, Fenris has ShiftX(200) Strength for the purpose of maintaining his hold. He cannot Bite or Divus Fulgo while he is holding someone, but at the beginning of each turn he can roll Strength to deal his Strength in damage to the target; this damage has Good(10) Armor Piercing.
*
Crunch- Upon landing a bite, Fenris may spend his next action to crush with his jaws and double his initial bite damage. At this point whatever he latched onto is no longer suitably solid and he loses his grip.
*
Trip- Upon landing a bite, Fenris may spend his next action to flip his opponent prone. He rolls Agility vs their Strength.
Note: For Crunch and Trip, it has to be his very next action. If he rolled multiple actions, he must 'skip' the action after his bite to leave room for one of these.Tracking across the heavens- Unearthly ability to track anything, anywhere, to the ends of the Earth.
Godbane- Having tasted the blood of legends, Fenris the Wolf is immune to Divine effects.
Chainbreaker- Fenris has the Unearthly(150) to destroy any cage, binding, or barrier attempting to contain him. This does not work on things trying to keep him OUT, and does not work on areas that he could exit normally.
Divus Fulgo- Cold damage fired from the mouth. Incredible(40) damage with Remarkable(20) Armor Piercing. Can be used multiple times per normal multiple actions.
Weaknesses:
Pretty Little Ribbon- There is one sort of restraint that can hold Fenris. If a person knows the ingredients and how to craft them, they can conceivably make it. If Fenris is bound by this he cannot use Chainbreaker - but if he DOES somehow break it, the ramifications will be epic.
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Quetzalcoatl (Mayan)
Description: A feathered serpent of indescribable glory and beauty. His coils suspend in the air as his wings keeps his body aloft.
F- Fantastic (30)
A- Amazing (60)
S- Incredible (40)
E- Spectacular (50)
Powers:
Bite- Bite deals Strength in damage with Remarkable(20) Armor Piercing. Can only bite once per turn. Upon a bite that deals damage, Quetzalcoatl can inject one kind of venom.
*
Neurotoxin- A resprioparalytic neurotoxin. Upon being injected, and on every turn thereafter, the victim must roll Endurance. If they fail, they get -2CS to Strength and Endurance. If they get five Red results on these rolls, the toxin stops affecting them. The venom kills by paralyzing the respiratory system. Additional injections of venom call for an on-the-spot Endurance check and if it is failed 2 Reds are added to the number needed to fight off the toxin.
*
Acid- Incredible(40) additional damage that completely ignores armor.
*
Death's Kiss- Upon injection, the victim must succeed on a Psyche roll or fall into a deathlike trance. If in the trance, they are helpless and have bizarre dreams. At the beginning of each turn they roll Psyche, but need the equivalent of two Yellow results to wake up. They wake up on the turn after they get enough successes.
Acid Spit- Ranged jet of acid deals Incredible(40) damage.
Venom Spit- Called Shot to the eyes can blind a target until they fight it off by rolling a Red Endurance check.
Tail Strike- Melee attack that can be performed at range. Deals Strength in damage. On a Crit, Quetzalcoatl can attempt a free Grapple check.
Coils- Quetzalcoatl can roll Agility in place of Fighting to attempt a grapple. His Strength is Amazing(60) for the purpose of maintaining the grapple and Incredible(40) for the sake of damaging with it. Quetzalcoatl's body is very long and he can constrict around even very very large entities.
Slender Shape- Quetzalcoatl can use Agility to dodge melee attacks.
Divine Scales- Good(10) Armor vs all damage.
Glorious Wings- Flight at Poor(4) Airspeed (60 MPH), fully capable of hovering. Quetzalcoatl is generally hovering and rarely touches the ground. He does not actually use the wings to fly.
Call the Dawn- Incredible(40). Calling up the sun, Quetz raises the air temperature by 50 degrees on a Yellow. He can send the sun away freely, but not further than it was when he drew it in.
Knower of Truth- When presented with two people telling of the same issue, Quetzalcoatl can toll Intuition at +1cs to tell which one of them is telling the truth. This relies, however, on the two being able to function in Quetzalcoatl's presence.
Divus Fulgo- Rainbow flames dealing Magic damage. Fantastic(30) Damage. As a free action, once per turn Quetzalcoatl can fire any number of these at his full Agility, though he cannot target the same target twice. Alternatively, he may spend a normal actions to fire a massive one dealing Spectacular(50) damage at a single target at a time. These fire from random points on his wings.
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Sun Wukong (Japanese)
Description: A charismatic ape-man, with lanky limbs and colorful clothing. The Monkey King!
F- Amazing (60)
A- Amazing (60)
S- Incredible (40)
E- Incredible (40)
Powers:
Hands for Feet- Awesome. Wukong has Poor(6) Adhesion and can climb anything within reason so long as he is not resisted. By taking -2 to Fighting and Agility, he may stand on one foot and get a free action with said appendage each turn. Wukong may choose any two limbs to be his feet and the other two to be his arms at any time.
Prehensile Tail- Tail has Fantastic(30) Strength. It can do one free additional action per turn at Fantastic. It is able to wield a weapon.
Hyper Leap- Sun Wukong can leap his Strength in feet straight up or twice that forward.
*
Cloud Dancing- Wukong can leap into the air, removing himself from the scene, to land anywhere up to his agility in miles away. This does not hurt him, but takes a reasonable amount of time.
Enlarge- As an action, Sun Wukong can grow larger. For every 10 feet he enlarges, he gets -1CS to attacking and dodging but +1CS to Strength. He may Enlarge up to additional 40 feet tall.
Shrink- As a full-round action, Wukong can shrink to any size, to as small as a flea. When shrunken, Wukong cannot engage in combat.
Shapeshift- Wukong can roll Amazing(60) to transform into any other creature. This is a cosmetic transformation, reducing him to his target's Fighting and Agility, but he is unable to attack till he changes back.
Pluck- Sun Wukong can pluck out one of his own hairs and roll Incredible(40) to turn it into any mundane, simple object - like a sword or umbrella or life-size replica of himself. Sometimes these vanish later, sometimes they do not. Extremely specific objects do not usually work, though nonworking replicas do. GM discretion.
Diamond Eyes- Wukong's intelligent eyes are as hard as diamonds and have Monstrous(100) Armor vs being damaged directly, and he cannot be blinded by any means save as noted below.
*
Diamond Sharp Eyes- Upon spotting a magically shapechanged or disguised being, a secret GM roll is made at Amazing(60) for Wukong to see through it.
Note: Sun Wukong has many, many tricks and powers for Kevin to discover.Divus Fulgo- Searing light damage, Fantastic(30), fired from the fingertip. Able to hit at any range, and may deal double damage to unholy or unnatural or spiritually evil things. Can be used multiple times as per multiple actions.
Equipment:
Monkey Pole- This pole is completely indestructible, and can grow or shrink to any length. As a weapon, it deals Strength in damage with Remarkable(20) Armor Piercing. For every 20 feet Wukong Enlarges, the pole does +10 damage. He may make a melee attack with it against anyone he can see at any distance. It can be balanced perfectly on its tip and Sun Wukong may climb it freely. When not un use, it is usually shrunk down and tucked behind Wukong's ear.
Weaknesses:
Iron Crown- Wukong wears an iron crown. There is a secret spell that makes it constrict upon his head, rendering him helpless.
Smoke- Wukong is afraid of smoke in large quantities. A sufficient quantity makes him succeed on a Psyche roll, or flee the scene. Actually being within a cloud of smoke makes him roll Endurance or go blind as his eyes well up. When Wukong flees, he goes far enough that it takes 2 rounds for Kevin to shift away from him and return - normally.
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Garuda (Hindu)
Description: A huge and terrifying bird, so garish and bizarre it hardly looks like a bird at all.
F- Incredible (40)
A- Phenomenal (80)
S- Incredible (40)
E- Spectacular (50)
Powers:
Flight- In combat, Garuda can hover or can fly up to Good(10) Airspeed (120 mph). From a standing start, in 1 round's time Garuda can reach Monstrous(100) Airspeed (750 MPH/Mach 1) for cruising flight. One at that speed and cruising, he may triple that speed. Garuda is usually hovering and rarely lands.
Talons- Talons deal Strength in slashing damage with Good(10) Armor Piercing.
Beak- Garudabites deal +10 Damage with Remarkable(20) Armor Piercing.
Dive- If Garuda leaves combat during one of his turns, and is gone for at least one full round, he may return on a later round. He may reappear at any point in the initiative, diving from the sky, and may attack with Agility, rolling either one Beak attack or two Talon attacks. These attacks have double their normal Damage and Armor Piercing. He may take no further actions that turn, though he is not Exhausted and can still dodge.
Shrink- As an action, Garuda can shrink to the size and stats of the Eagle form. As another action, he can change back.
Sense Evil- Garuda can roll Intuition to sense dark things and spiritual evil. When flying high, the radius of this increases to one mile.
Gullet- Garuda has Amazing(60) Strength to suck up large amounts of material. He may store up to 60 cubic feet of material. He may then blast it back out for a nondamaging torrent of Amazing(60) Strength. It takes 1 round to fill his gullet and the blast is a full-round action. He can fill it with air. However, he generally cannot attempt to suck up combat targets.
*
Bullet Catch- If Garuda evades a successful attack ranged by at least one color, he may suck up that attack in a different gullet. He stores damage equal to its base damage. Later, he can spend a full round action and make a ranged attack to release all the stored damage in one go.
Note: A 'successful' attack is a Green or better. Garuda can suck up a Green is he rolls a Yellow or Red dodge; he can suck up a Yellow attack if he rolls a Red. He can only suck up a Red if he Super Crits. He cannot suck up Whites.Note: 60 cubic feet is about 450 gallons of water.Divus Fulgo- Fired from the mouth, deals slashing damage in the form of many large cuts. Amazing(60) Damage, able to be used up to three times per round.
Weaknesses:
Huge- -1CS to Attack and Dodge
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Ka-moho-ali'i (Hawaiian)
Description: 100 feet and 200 tons of massive, muscular shark. It has thick blue skin and a massive mouth with countless rows of teeth. The body is covered in markings akin to Hawaiian tribal tattoos; lots of dots and jagged bars.
F- Spectacular (50)*In water
A- Amazing (60)*In water
S- Phenomenal (80)
E- Incredible (40)
Powers:
Megabite- +20 damage with Phenomenal(80) Armor Piercing. Once per round.
Maelstrom- Once per round, while in water, Kamohoalii may roll Phenomenal(80) to create a whirlpool leading into his mouth. This is a full-round action. It affects any number of targets within 80 feet with a total weight of no more than 50 tons. Potential victims roll their swimming ability vs the original roll or get sucked in and take bite damage.
Breach- By spending a round diving, Kamohoalii can at the beginning of his next turn leap twice his Strength in feet out of the water.
Godly Shagreen- Remarkable(20) Armor vs all damage. Anyone botching a melee attack against the shark risks taking half their Yellow damage as the skin shreds their flesh. Anyone landing an unarmed attack takes this damage anyway. This damage reflection can be bypassed with a called shot for regular damage.
Selachimorphic Resurrection- Kamohoalii can bring back to life any body that has not been dead more than a few days. However, they come back as a shark.
Tracking Across the Seas- Amazing(60) ability to track anything throughout all the seas.
Command Sharks- Kamohoalii can communicate with and command sharks in the sea! These sharks generally have the stats of the regular shark form above.
King of Fishes- The shark king can turn into any fish in the sea, but he cannot engage in combat without reverting to his mythic or animal form.
Current- A wave of his tail deals half his Strength in damage to any number of targets in the water or on the surface. Roll Strength to do this; targets roll swimming ability and need a Yellow to avoid.
Tsunami- Kamohoalii can roll Strength to summon a tidal wave that does his Strength in damage, but we'd all rather he didn't. He can power attack & stack power attacks with this.
Divus Fulgo- Crushing damage, Phenomenal(80) damage. Full-round action, cannot use if he used it the turn before. However, due to the positioning, if he is in the water her can follow this up with a bite at the same target per normal multiple actions.
Weaknesses:
Massive- Kamohoalii gets -2cs to attack and dodge, though he should get far more than that. This does not affect his Tsunami or Divus Fulgo.
Gills- Breathes underwater. Exclusively.
All Fins- Even moreso than most creatures, Kamohoalii has no real manipulation body parts. Also, it has no sense of touch outside its mouth. Since he has to position his whole body for any strike, he can only attack once per round.
Fish- On land, the Kamohoalii has Good(10) Fighting and Agility. He must roll Endurance at the beginning of each turn ashore or lose a rank of Endurance. Needs a Yellow to avoid this.
Fried Fish- Kamohoalii takes double damage from fire! But there's not much of that underwater.
Awa- Kamohoalii must roll Psyche or become favorable toward anyone who offers him Kava.
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The Dragon (Older than History)
Description: A dripping collection of shadow and ichor in the shape of massive, long-necked, bat winged, fanged and clawed fire-belching horror that has dominated our minds for longer than we can remember. He defies man's ability to label him with a 'name', he is only The Dragon.
F- Incredible (40)
A- Incredible (40)
S- Amazing (60)
E- Amazing (60)
Powers:
Shapeless- Once per round, Dragon may rearrange his mass. This allows him to increase one of his physical attributes to Monstrous(100). Alternatively, he can shrink down to about the size of a bus and lose his 'massive' weakness.
Bite- +40 Damage. Can only bite once per round.
Claws- +20 damage. Can only claw twice per round.
Flight- Winged flight at Feeble(2) airspeed (30 MPH); -3CS to Agility while airborne.
Tail- Free attack once per round for Strength in damage. Cannot use on the same round as Divus Fulgo.
Draco Scale- Fantastic(30) Armor vs all damage. Immune to Fire.
Hold Breath- Dragon can hold his breath for his Endurance in minutes.
Divus Fulgo- Fire. Breathed from the mouth, Dragon's attack is massive. He must spend an action and announce that he is 'priming' it and it will begin to charge. On a following turn, he may use it as a full-round action. It deals Unearthly(150) Fire damage. Dragon rolls to attack an area, and everyone in the area rolls to evade the attack. The maximum radius is 25 feet and the attack does not discriminate. He may also choose to attack only a single target. Dragon cannot prime his Fulgo if he used it on the previous turn.
Weaknesses:
Massive- The size of a 3-story building (without even counting the neck and tail), Dragon gets -2CS to attack and defense. This does not affect his Divus Fulgo attack.
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Animal Shapeshift- Kevin can assume any of his animal forms or change back from them simply by spending an action. He has no limit on these. He can speak and use his human Divus Fulgo in animal form.
Animal Forms-
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Panther- A rippling ink-black jaguar. From Dajoji.
+2CS Fighting
+1CS Agility
Claws- Strength in damage with Good(10) Armor Piercing.
Bite- Once per round. Strength in damage with Remarkable(20) Armor Piercing.
Night Vision- The panther can see in all light levels except for 'no light'.
Hyper Leap- The panther can leap his Strength in feet straight up or twice that forward.
Cat Feet- The panther takes half damage from long falls.
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Wolf- A sleek silver timberwolf. From Fenris.
+1 Fighting
+1 Agility
Claws- +4 slashing damage.
Fur- Feeble(4) Armor vs all damage.
Bite- Bite does double Strength damage with Good(10) Armor Piercing. Can only bite once per round.
*
Trip- Upon landing a bite, the wolf may spend his next action to flip his opponent prone. He rolls Agility vs their Strength.
Nose- Fantastic(30) tracking by scent under normal conditions.
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Snake- A slithery, colorful coral snake. From Quetzalcoatl.
+3 Agility
-4 Strength
-2 Endurance
Bite- Strength in damage with Good(10) Armor Piercing. If it deals damage, Kevin may choose to inject venom.
*
Venom- A resprioparalytic neurotoxin. Upon being injected, and on every turn thereafter, the victim must roll Endurance. If they fail, they get -1CS to Strength and Endurance. If they get three Red results on these rolls, the toxin stops affecting them. The venom kills by paralyzing the respiratory system. Additional injections of venom call for an on-the-spot Endurance check and if it is failed 1 Red is added to the number needed to fight off the toxin.
Burrow- The snake can burrow his Strength in feet per round. He can get himself entirely underground in one round.
Noodly- The snake may use his Agility to dodge melee attacks.
Tremorsense- The snake can detect anything in contact with the same patch of ground as him within his Intuition in feet.
Al Dente- Being so small and thin, the snake takes double damage from everything.
Note: Snakes are deaf, but Kev-snake is not.-------------------------------------------------------------------------------------------------
Ape- A lanky brown-furred ape. From Sun Wukong.
+1 Strength
+1 Agility
Hands for Feet- Still awesome. The ape has Poor(6) Adhesion and can climb anything within reason so long as he is not resisted. The ape may choose any two limbs to be his feet and the other two to be his arms at any time.
Prehensile Tail- Tail has Good(10) Strength. It can do one free additional action per turn at Remarkable.
Hyper Leap- The ape can leap his Strength in feet straight up or twice that forward.
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Eagle- A majestic golden eagle. From Garuda.
Agility +3CS
Strength -1CS
Flight- The eagle can fly at Poor(6) Airspeed(60 MPH) and can hover in combat.
Talons- Talons deal Strength in slashing damage.
Beak- Birdbites deal +4 Damage with Good(10) Armor Piercing.
Dive- If the eagle leaves combat during one of his turns, and is gone for at least one full round, he may return on a later round. He may reappear at any point in the initiative, diving from the sky, and may attack with Agility, rolling either one Beak attack or two Talon attacks. These attacks have double their normal Damage and Armor Piercing. He may take no further actions that turn, though he is not Exhausted and can still dodge.
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Shark- A sharp black-tipped shark. From Ka-moho-ali’i.
+3CS Agility, in the water
Bite- Strength in damage with Good(10) Armor Piercing, once per round.
Power-
Gills- Breathes underwater. Exclusively.
All Fins- Even moreso than most creatures, the shark has no real manipulation body parts. Also, it has no sense of touch outside its mouth. Since he has to position his whole body for any strike, he can only attack once per round.
Fish- On land, the Shark gets -3CS to Fighting and Agility. He must roll Endurance at the beginning of each turn ashore or lose a rank of Endurance. Needs a Yellow to avoid this.
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Crocodile- A big saltwater crocodile. From Dragon.
-1 Fighting
-2 Agility
+2 Strength
Bite- Once per round. Strength in damage. However, when he land a bite he may choose to maintain it. On the victim's turn, they may roll Strength vs the attack roll that got them; if they fail they are still in Kevin's jaws.
*
Death Roll- On his turn, if Kevin has someone in his jaws, he may spend a full-round action and deal his full Strength in damage to them. This had Good(10) Armor Piercing.
Tail- One per round, deals Strength in damage.
Scales- Good(10) Armor vs all damage.
Hold Breath- The crocodile can hold his breath for his Endurance in minutes.
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BOOOOOOOOOOOOOOOOOOOTCH!On a Botch, Kevin may assume the following form.
Alternate Form: Turkey
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F- Feeble(4)
A- Poor(6)
S- Poor(6)
E- Spectacular(50)
Powers:
Flightless: Fantastic(30) ability to not fly.
Turkey Talons: +2 slashing damage.
Consumable: When cooked with a Yellow cooking result, Turkey is Fantastic(30)ally delicious.
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Equipment:
Vindicator Badge- The badge acts as a communicator, able to contact the Vindicator base or any member, anywhere on the planet. If taken off, it is a cellular phone and a digital camera. Each badge contains a homing beacon.
Weaknesses:
Otherworldly: In many ways, with all these beings within him, Kevin is a spirit himself. This has its drawbacks...
Contacts:
Vindicators.
Kevin has constant availability to speak with the divine beings that grant his powers.
Additionally, he may contact Dakuwaqa, Uktena, Tarrasque, Ouroboros, Nidhogger, Nuwisha, and other great spirits - though he will likely have to go to them.
Note: Over-use of these contacts will piss off the GM.Kevin's lab team is extremely well versed in the sort of thing Kevin does.
Knowledges:
Kevin is educated on most 'mythological' religions.
He speaks English, Japanese, Hindi, Mayan, Norse, Iroquois, Hawaiian and the language of the spirits.
Skills:
Martial Arts: Judo, Taijutsu, Karate, Tang Soo Do.