Post by lynod on Oct 4, 2010 21:02:15 GMT -5
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STUDENT
Player: Lynod
Name: Jake Reibacht
Codename:Flashfire Flashback
Age: 18
Height: 6'
Weight: 140
Hair: Black
Eyes: Brown
Nationality: Fifth-generation German-American.
Occupation: Senior - Highschool
Appearance: "Gangly" is one way to describe Jake. While his height is nothing to write home, he appears to have the frame of someone much smaller, giving him a rakeish appearance and the illusion that he is taller than inches would reveal. Serious brown eyes stare from his face while a mane of spikey, wild black hair adorns his head. His realm of taste incorporates T-shirts, hoodies, and jeans, though he's been known to dress formally when threatened.
Personality: Normally Jake is a soul who in normal life uses words sparingly and knows the value of holding his silence. His youth, or perhaps his mutation, also makes him impetuous, and he is known to act very quickly without thinking about the full rammifications of his actions on himself or others. Jake's quiet nature can also land him into trouble as he tends to not say as much as he should to prevent trouble or help a situation. When he does speak, Jake tends to be rather blunt or sarcastic, though a steady, easy smile and relaxed air tends to keep his words from being taken too seriously. Behind closed doors, Jake tends to be self-loathing, a trait that appears to stem from his sister's accident.
In costume Jake feels less restricted, more powerful, and is thus a great deal more talkative, focusing more on sarcasm and dialogue, though the latter is still not used to its best degree.
Insignia: A minimalist hourglass with flames inside instead of sand.
Background: Jake had the typical suburban childhood until age twelve. While at Emily's, his sister's fourth birthday party, Jake, an ever-doting brother and not yet too cool to be seen with small children, was chasing his sisterand her friends through the park in a game of tag. As Jake was pursuing Emily, his mutation manifested
itself. When he was finally able to stop, he found his sister on the ground, unmoving.
Several days and an emergency surgery later, the doctors announced that Emily would never walk again. Jake took the news to heart and grew more isolated. Though his parents nor Emily never verbally blamed him, the appearance of mutant powers and Emily's maiming made the normal family grow distant. Some months after the incident, his parents found the Sunshine of Destiny School for Promising Youth.
Aside from occassional calls and the random holiday, Jake does not communicate with his family despite an exceedingly close proximity.
Later, Jake traveled to space to help staunch the threat of the Universe Keys. His powers were re-written in the process, turning him into a flaming, speeding, time-blaster.
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Fighting----- Incredible (40)
Agility------ Incredible (40)
Strength----- Good (10)
Endurance---- Amazing (60)
Reasoning---- Good (10)
Intuition---- Remarkable (20)
Psyche------- Incredible (40)
Hit Points: 150
Mental health: 70
Resources: Poor.
Source of Income- School allowance, occassional stipends from home.
Origin of Powers: Mutant, remutated by Universe Keys.
Powers: Jake's powers were altered, taking away a few in exchange for many others.
Superspeed Anatomy- Jake's body is a miracle of bioengineering, designed to keep up with his energy powers. He has very large, powerful lungs, extremely light and strong bones, shock-absorbing structures in his joints, and excessive masses of stretchy cartilage between his joints that allow his body to 'stretch' ever so slightly for longer strides. This physical mutation cannot be taken away by conventional X-factor nullification.
*Unpowered Superspeed- Without the aid of his other powers, Jake can still run at Remarkable(20) Ground Speed (40 mph). This ability is overwritten by other super speed powers he may have.
Chrono-Manipulation- Jake has the Spectacular(50) ability to influence chronophilic particles called Chronitons. The energies he produces allow him to gather or disperrse these particles, and increase or reduce their charge. This allowes him to affect the flow of time in his local area, along with some other stunts.
*First-Timer- Jake rolls Intiative at Monstrous(100)
*Chroniton Vision- Though they are microscopic, Jake can see chronitons with his naked eyes.
*Fastball- Flashback can charge a ball of chronitons and throw it as an attack. This does no impact, but the areas it touches are briefly disjointed ahead of time by a few instants and this is damaging to the structure and shocking to the system. Deals Fantastic(30) damage. This damage only falls under the category of 'time'.
Note: Flashback can also make this a 'slowball' which disjoints time in the opposite direction, but normally this has no different effect.
*Chrono-Armor- Jake has Spectacular(50) Armor vs time-based attacks and can roll this same rank to resist time effects. This also keeps his own age from being affected by his endeavors.
*Hard Time- Chronitons are particles and can be charged to attack like any other. These attacks do normal blugeoning damage. He can fire ranged bolts that do Remarkable(20) damage, or a Poor(6) Continuous beam that does Good(10) damage, or as a full-round action he can fire a massive chrono-cannon that does Spectacular(50) damage.
*Fast-Forward- By rolling Chrono-Manipulation, Flashback can move himself or another target upward in the Initiative. The target moves up 4 spaces on the Initiative on a Yellow. He may only roll against a single target once per round. Unwilling targets may dodge this with Fighting.
*Rewind- By rolling Chrono-Manipulation, Flashback can move himself or another target downward in the Initiative. The target moves down 4 spaces on the Initiative on a Yellow. He may only roll against a single target once per round. Unwilling targets may dodge this with Fighting.
*Time Skip- With a Chrono-Manipulation roll and the spending of an action, Jake can take himself and two friends (targets his is touching) on a trip, to the future!! He and his crew vanish, only to reappear a few seconds later in the same spot. Up to 2 full turns skipped on a Yellow, reappear on Jake's turn.
*Time Scar- By rolling at -2CS, Flashcback can make an attack that resists healing. On a Yellow, in addition to the damage, the wound will not begin to heal (or get worse) for six days. Unusual healing techniques are reduced in effectiveness by 5/6ths rounded down, on a Yellow.
*Wicebowle- A special full-round melee attack. If the attack succeeds, Flashback loses a rank of Endurance (and the associated hit points). His target takes Strength in damage, and is instantly transported into the future - up to 4 days on a Yellow. On a normal Red or a Yellow Called Shot, this is seven days. The target reappears in the spot they left. If there is something occupying the spoace, they appear behind it. Endurance lost to time effects can only be healed with a full night's rest at full HP and reappears at one rank per night.
*Insta-Nap- Touch a target and roll Chrono-Manipulation. On a Yellow, the target gains the benefits of a full night's rest. However, they lose one rank of Endurance afterward. Endurance lost to time effects can only be healed with a full night's rest at full HP and reappears at one rank per night. Insta-Nap has no effect on people with no injuries or effects to cure.
*Time Travel- Flashback can travel through time to the furture or past. To do so, he meditates and rolls Chrono-Manipulation. Upon a success, he loses 3 ranks of Endurance and is off toward his destination. However, this time travel is not precise and rarely lands him exactly when he wanted to go.
On a Green, roll 1d200. On a Yellow, roll 1d100. On a Red, roll 1d50. Multiply this result by .001. Take the resulting number, Flahback misses his mark by that percentage of the total time he intended to travel. If his original roll ended on an odd number, he shows up late. On an even roll, he shows up early.
Endurance lost to time effects can only be healed with a full night's rest at full HP and reappears at one rank per night.
Flashback may take people with him, but each passenger costs an additional rank of Endurance.
Example: Flashback wants to go back 10 years, or 3,650 days. He meditates, and rolls Chrono-Manpulation. He gets a 64% Yellow, and rolls 1d100, getting a 100. 100 x .001 = .1, so he misses by .1% of the 3650 days. This means he shows up 3.65 days earlier than he intended to.
**Time Anchor- To go home, Flashback needs only meditate and spend the 3 ranks of Endurance (+1 for each passenger). He may return to the exact moment he left, or up to as much later as he spent in the different time period. i.e.; if he was gone for three days, he can return to the point he left, 3 days from the point he left, or any point in between.
High-Energy Superspeed- The same energy Jake generates can be used to power his anatomy to move at extreme speeds. He can comfortably run at Spectacular(50) Air Speed (8000 mph/Mach1). Please note, Jake's time-dilation abilities are linked to his powers. If he cannot affect chronitons for some reason, all his superspeed abilities get -3CS.
*Water/Wall Running - Monstrous(100). Can run cross the surface of water or along walls for 1000 feet.
*Timely Evasion- Jake gets +2CS to all dodge rolls from attacks he knows is coming.
*Enhanced Endurance- Jake's anatomy is poised to use energy for all its functions, granting him Amazing(60) Endurance. This drops to Good(10) if he loses his powers.
*Lightning Attack- Jake can throw punches at Incredible(40) Full Auto if he has not done a Full-Auto attack this round. When Jake makes a full-auto melee attack, he does not need to announce it, and can choose how many 'rounds' to release after the attack is resolved.
**Lightning Strike- When armed, Jake can continue to make Full-Auto Melee attacks, but reduced to Remarkable(20) if he has not done a Full-Auto attack this round..
*Wind Funnel- By spinning his arm, Flashback can make a funnel of wind that does Good(10) Damage at up to 10 feet. Targets hit with a Yellow or better must* succeed on an Agility or Strength roll, or be knocked prone or blown back 10 feet on a Yellow (Flashback's choice). He may only do this twice per round.
Note: Garuntee void against oversized opponents.
Time Fire/Chronoflame- A strange artifact of his old powers shaped by his new powers, Jake can now emit a unique energy called 'Time Fire'. This resembles normal flame, but is blue. It feeds from matter like fire does, but instead of chemical bonds, it consumes the 'time' in the matter to create light and heat.
How flammable an object is to these light-blue flames is dependant upon its longevity - how long it would last left alone in its own environment. There is a great deal of correlation between what regular fire and this fire will happily burn. For example; rocks do not burn well to regular flame, and will last eons unmolested. Gasoline left to the air will evaporate in minutes, propane will disperse in moments. Paper and cloth go right up, wood burns readily but slowly. Most things that burn well with regular fire burn just as well with time fire.
There are some good exceptions. Plastics, for example, burn well with regular flame, but time flames barely touch them, especially the non-biodegradable ones. Coal and oil are standard fuels, but stable, and will be barely effected by the blue flames. Nonliving flesh and picked fruits do not burn well at all, but their lifespan is so short the time fire will eat them right up.
Time Flame does not blacken and burn its targets, instead it ages them. A flaming apple will dry out and rot, not turn to ash. However, technically time fire does produce heat, and so it may also cause some materials to ignite.
Water is not affected by time at all, and so it can still be used to put out Time Fire.
Damage dealt by chronoflames is treated as Time and Energy damage in regards to armor.
*Chronofireballs- Jake can throw a ball of chronoflame that deals his Strength in damage. He may throws these at Remarkable(20) Full Auto if he has not done a Full-Auto attack this round.
*Chronoflame Funnel- Flashback can bleed Chronoflames into a Wind Funnel to increase the damage to Fantastic(30).
Super Speed - Fantastic(30) Super Speed on the Airspeed chart. (300 mph). +3CS to dodging ranged attacks.
**Jake's Endurance is considered Monstrous for terms of stamina while using his Super Speed.
**Jake rolls Initative at Monstrous(100)
*Lightning Attack- Good(10) ability to throw multiple punches in 1 action. Successful hit lands 1d10 blows (combine damage before armor)
*Full Speed- To achieve Full Speed, Jake must devote a full round to running.
**While running at Full Speed, any actions are treated as multiple actions, with 'continuing to run' as the first action; i.e. his first voluntary action is at -2CS.
**While running at Full Speed, a person must have Fantastic or better Agility to attack him. All others must roll a Red or better to threaten to hit him.
*Water/Wall Running - Fantastic(30). Can run cross the surface of water or along walls for 300 feet.
*Wind Funnel- By spinning a arm, Jake can make a funnel of wind. It deals Good(10) damage and targets hit must roll vs Remarkable(20) to avoid being knocked down or blown back. Jake can only do this twice per turn.
*Tornado- By devoting an entire round to running, Jake can roll Super Speed make a tornado around up to three targets. Victims roll Agility vs his roll to avoid being caught inside. Trapped victims can roll Strength vs Remarkable to escape, but will take 10 damage for the attempt. After the Tornado is formed Jake must devote one action per turn to maintaining it. (At this point he is considered running at Full Speed).
**Oxygen Drain- While maintaining the Tornado, Jake can spend an action to make everyone inside lose an Endurance rank. Once out of ranks, they are unconcious as though they had been knocked out. Endurance ranks return as soon as they are free of the Tornado.
**Carry Away- Once the Tornado is formed, Jake may choose to move it along with himself. If he decides to do so, trapped characters get a free Strength roll to escape with no damage. If this fails, theymay make no further attempts to escape (unless they have some power to allow them to). Carried Away victims be be deposited up to 30 feet from the Tornado and up to 3 stories straight up.
Heat Generation - Fantastic(30) based on building up heat as he runs. This power and its stunts are only available after he has reached Full Speed (above) at least once in the fight (or immedeatly before it), or he devotes a round to heating up.
**Jake has Fantastic(30) Armor vs heat and cold
*Flame Blast- Blast of dry flame does Excellent(15) damage up to 15 feet away.
*Fireball- Fireball does Good (10) damage as ranged attack.
Combo Powers-
*Fire Funnel- By bleeding heat into a Wind funnel he can make it do Remarkable(30) heat damage instead of the normal damage.
*Fire Tornado- By bleeding heat into his Tornado, he can make it a Fire Tornado. People trapped inside take Good(10) heat damage per round. Those trying to escape take Remarkable(30) damage per attempt.
**Bake- By devoting an extra action to the Tornado, can increase the damage those trapped inside take by +1CS that turn.
Talents:
Isolated Chroniton Use- Jake can use isolated chroniton particles to enhance his powers, though he does not know how to make them. He may use a dose of them to increase the effects of a use of his powers by 10X. A dose of them can also be used in place of a rank of Endurance, or to divide his margin of error on Time Travel by 10. Multiple doses continue to magnify.
Equipment:
Isolated Chronitons- Jake has ONE capsule of these containing FIVE doses. This does not automatically get replaced; when he spends a dose there is no garuntee he will ever get it back.
Weaknesses:
Da Rules- The Time Stream is goverened by forces of the universe, with entities, agents, and rules that Jake can only begin to understand. Attempting to change the past can have terrible repurcussions and often fails anyway. Chroniton-based time travel cannot circumvent these.
Time Daemons- Brown demonic-looking creatures guard the time stream. If Jake messes around too much, these monsters will come for him personally.
The Future is not Written- Cause and effect in the time stream is very chaotic. Nithing Jake sees on a trip to the future should be taken for granted, as his mere act of observing it can change many things. In addition, the powers that run the time stream will oft undo the benefits of any information he brings back.
Tachyons- The chronophobic particles called tachyons work entirely differently than chronitons. They are unnoticed by the time stream, and they tend to trump everything he can do.
Vibranium- Vibranium inhibits Jake's Super Speed and Heat Generation powers.
Flame Trail- When running at Full Speed, Jake leaves a trail of flames that turns into a trail of carbon dust. This makes him very easy to track, and threatens to set fire to highly-flammable surfaces such as carpet.
Contacts: Sally and Bill Reibacht (parents), Emily Reibacht (sister)(sometimes).
Knowledges: Though he enjoys mythology, he only has the knowledge a common highschooler would probably access.
Skills:
Cooking.
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Original Submission:
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OLDER STUDENT
This sheet is for 18+ mutant students of the school
Player: Lynod
Name: Jake Reibacht
Codename: None
Age: 18
Height: 6'3"
Weight: 171
Hair: Black
Eyes: Brown
Nationality: Fifth-generation German-American.
Occupation: Senior - Highschool
Appearance: "Too tall" is one way to describe Jake. While his height is nothing to write home about in the large scheme, he appears to have theframe of someone much smaller, giving him a rakeish appearance. Serious brown eyes stare from his face while a mane of spikey, wild black hair adorns his head. His realm of taste incorporates
T-shirts, hoodies, and jeans, though he's been known to dress formally when threatened.
Personality: Normally Jake is a soul who in normal life uses words sparingly and knows the value of holding his silence. His youth, or perhaps his mutation, also makes him impetuous, and he is known to act very quickly without thinking about the full rammifications of his actions on himself or others. Jake's quiet nature can also land him into trouble as he tends to not say as much as he should to prevent trouble or help a situation. When he does speak, Jake tends to be rather blunt or sarcastic, though a steady, easy smile and relaxed air tends to keep his words from being taken too seriously. Behind closed doors, Jake tends to be self-loathing, a trait that appears to stem from his sister's accident.
In costume Jake feels less restricted, more powerful, and is thus a great deal more talkative, focusing more on sarcasm and dialogue, though the latter is still not used to its best degree.
Background: Jake had the typical suburban childhood until age twelve. While at Emily's, his sister, fourth birthday party, Jake, an ever-doting brother and not yet too cool to be seen with small children, was chasing his sisterand her friends through the park in a game of tag. As Jake was pursuing Emily, his mutation manifested
itself. When he was finally able to stop, he found his sister on the ground, unmoving.
Several days and an emergency surgery later, the doctors announced that Emily would never walk again. Jake took the news to heart and grew more isolated. Though his parents nor Emily never verbally blamed him, the appearance of mutant powers and Emily's maiming made the normal family grow distant. Some months after the incident, his parents found the Sunshine of Destiny School for Promising Youth.
Aside from occassional calls and the random holiday, Jake does not communicate with his family despite an exceedingly close proximity.
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Fighting----- (#) Though only a blue belt in karate, Jake makes up for it by being able to
attack faster, stronger, and from more angles than the traditional human can defend against due to his mutation.
Agility------ (#) Jake is a literal blur of motion, able to move at speeds that the human eye is unable to process. In addition, he can stop on a dime during his movement and his jumps are augmented by his powers.
Strength----- (#) Though able to throw powerful strikes, Jake's powers do not allow him to pick up heavy objects. He has the strength of an average human being.
Endurance---- (#) Being a near-constant runner, Jake is able to move vast distances without effort. His powers seem to augment his endurance as well, allowing him to run hours without fatigue.
Reasoning---- (#) Jake is somewhat intelligent but exhibits poor reasoning in social settings. He often-times says the wrong thing or doesn't reveal as much as he needs to.
Intuition---- (#) Jake tends to know who to trust or to get away from. He also is able to predict where
an attack will come from. In the social setting, however, he can be exceedingly poor when it comes to guessing the plan of action to take or how to approach someone.
Psyche------- (#) Jake has average mental health, though he still carries a heavy self-loathing from his siter's accident.
Hit Points:
Mental health:
Resources: Poor.
Source of Income- School allowance, occassional stipends from home.
Origin of Powers: Mutant.
Powers:
Super Speed - Jake is able to move really, REALLY fast (put for Trish's editing for balance).
*Flurry- Using his enhanced speed, Jake is able to throw off a number of punches in the span that a normal human can only throw one. His powers also enhance his striking ability, making each hit devestating.
*Charge - Jake is able, at the expense of multiple attacks and his usual agility, to move at an opponent in a dead-run. Using the additional speed, Jake can impact an opponent much more effectively.
*Gravity Defiance - Due to his accelerated speed, Jake is able to run up surfaces (such as walls, tides, etc.) and run across normally impossible substances (for instance, water).
*Dead Stop - Using his speed of movement, Jake is able to generate high-force winds through mere strikes. These winds can be used to counter attacks and projectiles, though it extremely hinders Jake's ability to fight.
*Tornado - By running in circles, Jake is able to produce tornadoes. Depending on his speed, he produce winds strong enough to swirl leaves or powerful enough to lift cars and damage buildings. His agility suffers for such efforts, however.
Pyrokinesis - As a side effect of the energy that he channels, Jake is able to produce low-level flames both intentionally (such as throwing a fireball) and unintentionally (leaving a trail of fire following his movement).
*Fireball- Jake is able to produce a fireball that is able to burn human flesh and flammable items, but has little effect against metals. He is able to throw it a moderate distance.
Equipment: None.
Weaknesses:
Vibranium- When in contact with the energy-leeching metal known as vibranium, Jake's powers, produced by channeling energy from another plane, are nil. For all intents and purposes, Jake has the physical abilities of a normal human being when touched by vibranium.
Contacts: Sally and Bill Reibacht (parents), Emily Reibacht (sister).
Knowledges: Though he enjoys mythology, he only has the knowledge a common highschooler would probably access.
Skills: Karate (blue belt), running, cooking.
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STUDENT
Player: Lynod
Name: Jake Reibacht
Codename:
Age: 18
Height: 6'
Weight: 140
Hair: Black
Eyes: Brown
Nationality: Fifth-generation German-American.
Occupation: Senior - Highschool
Appearance: "Gangly" is one way to describe Jake. While his height is nothing to write home, he appears to have the frame of someone much smaller, giving him a rakeish appearance and the illusion that he is taller than inches would reveal. Serious brown eyes stare from his face while a mane of spikey, wild black hair adorns his head. His realm of taste incorporates T-shirts, hoodies, and jeans, though he's been known to dress formally when threatened.
Personality: Normally Jake is a soul who in normal life uses words sparingly and knows the value of holding his silence. His youth, or perhaps his mutation, also makes him impetuous, and he is known to act very quickly without thinking about the full rammifications of his actions on himself or others. Jake's quiet nature can also land him into trouble as he tends to not say as much as he should to prevent trouble or help a situation. When he does speak, Jake tends to be rather blunt or sarcastic, though a steady, easy smile and relaxed air tends to keep his words from being taken too seriously. Behind closed doors, Jake tends to be self-loathing, a trait that appears to stem from his sister's accident.
In costume Jake feels less restricted, more powerful, and is thus a great deal more talkative, focusing more on sarcasm and dialogue, though the latter is still not used to its best degree.
Insignia: A minimalist hourglass with flames inside instead of sand.
Background: Jake had the typical suburban childhood until age twelve. While at Emily's, his sister's fourth birthday party, Jake, an ever-doting brother and not yet too cool to be seen with small children, was chasing his sisterand her friends through the park in a game of tag. As Jake was pursuing Emily, his mutation manifested
itself. When he was finally able to stop, he found his sister on the ground, unmoving.
Several days and an emergency surgery later, the doctors announced that Emily would never walk again. Jake took the news to heart and grew more isolated. Though his parents nor Emily never verbally blamed him, the appearance of mutant powers and Emily's maiming made the normal family grow distant. Some months after the incident, his parents found the Sunshine of Destiny School for Promising Youth.
Aside from occassional calls and the random holiday, Jake does not communicate with his family despite an exceedingly close proximity.
Later, Jake traveled to space to help staunch the threat of the Universe Keys. His powers were re-written in the process, turning him into a flaming, speeding, time-blaster.
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Fighting----- Incredible (40)
Agility------ Incredible (40)
Strength----- Good (10)
Endurance---- Amazing (60)
Reasoning---- Good (10)
Intuition---- Remarkable (20)
Psyche------- Incredible (40)
Hit Points: 150
Mental health: 70
Resources: Poor.
Source of Income- School allowance, occassional stipends from home.
Origin of Powers: Mutant, remutated by Universe Keys.
Powers: Jake's powers were altered, taking away a few in exchange for many others.
Superspeed Anatomy- Jake's body is a miracle of bioengineering, designed to keep up with his energy powers. He has very large, powerful lungs, extremely light and strong bones, shock-absorbing structures in his joints, and excessive masses of stretchy cartilage between his joints that allow his body to 'stretch' ever so slightly for longer strides. This physical mutation cannot be taken away by conventional X-factor nullification.
*Unpowered Superspeed- Without the aid of his other powers, Jake can still run at Remarkable(20) Ground Speed (40 mph). This ability is overwritten by other super speed powers he may have.
Chrono-Manipulation- Jake has the Spectacular(50) ability to influence chronophilic particles called Chronitons. The energies he produces allow him to gather or disperrse these particles, and increase or reduce their charge. This allowes him to affect the flow of time in his local area, along with some other stunts.
*First-Timer- Jake rolls Intiative at Monstrous(100)
*Chroniton Vision- Though they are microscopic, Jake can see chronitons with his naked eyes.
*Fastball- Flashback can charge a ball of chronitons and throw it as an attack. This does no impact, but the areas it touches are briefly disjointed ahead of time by a few instants and this is damaging to the structure and shocking to the system. Deals Fantastic(30) damage. This damage only falls under the category of 'time'.
Note: Flashback can also make this a 'slowball' which disjoints time in the opposite direction, but normally this has no different effect.
*Chrono-Armor- Jake has Spectacular(50) Armor vs time-based attacks and can roll this same rank to resist time effects. This also keeps his own age from being affected by his endeavors.
*Hard Time- Chronitons are particles and can be charged to attack like any other. These attacks do normal blugeoning damage. He can fire ranged bolts that do Remarkable(20) damage, or a Poor(6) Continuous beam that does Good(10) damage, or as a full-round action he can fire a massive chrono-cannon that does Spectacular(50) damage.
*Fast-Forward- By rolling Chrono-Manipulation, Flashback can move himself or another target upward in the Initiative. The target moves up 4 spaces on the Initiative on a Yellow. He may only roll against a single target once per round. Unwilling targets may dodge this with Fighting.
*Rewind- By rolling Chrono-Manipulation, Flashback can move himself or another target downward in the Initiative. The target moves down 4 spaces on the Initiative on a Yellow. He may only roll against a single target once per round. Unwilling targets may dodge this with Fighting.
*Time Skip- With a Chrono-Manipulation roll and the spending of an action, Jake can take himself and two friends (targets his is touching) on a trip, to the future!! He and his crew vanish, only to reappear a few seconds later in the same spot. Up to 2 full turns skipped on a Yellow, reappear on Jake's turn.
*Time Scar- By rolling at -2CS, Flashcback can make an attack that resists healing. On a Yellow, in addition to the damage, the wound will not begin to heal (or get worse) for six days. Unusual healing techniques are reduced in effectiveness by 5/6ths rounded down, on a Yellow.
*Wicebowle- A special full-round melee attack. If the attack succeeds, Flashback loses a rank of Endurance (and the associated hit points). His target takes Strength in damage, and is instantly transported into the future - up to 4 days on a Yellow. On a normal Red or a Yellow Called Shot, this is seven days. The target reappears in the spot they left. If there is something occupying the spoace, they appear behind it. Endurance lost to time effects can only be healed with a full night's rest at full HP and reappears at one rank per night.
*Insta-Nap- Touch a target and roll Chrono-Manipulation. On a Yellow, the target gains the benefits of a full night's rest. However, they lose one rank of Endurance afterward. Endurance lost to time effects can only be healed with a full night's rest at full HP and reappears at one rank per night. Insta-Nap has no effect on people with no injuries or effects to cure.
*Time Travel- Flashback can travel through time to the furture or past. To do so, he meditates and rolls Chrono-Manipulation. Upon a success, he loses 3 ranks of Endurance and is off toward his destination. However, this time travel is not precise and rarely lands him exactly when he wanted to go.
On a Green, roll 1d200. On a Yellow, roll 1d100. On a Red, roll 1d50. Multiply this result by .001. Take the resulting number, Flahback misses his mark by that percentage of the total time he intended to travel. If his original roll ended on an odd number, he shows up late. On an even roll, he shows up early.
Endurance lost to time effects can only be healed with a full night's rest at full HP and reappears at one rank per night.
Flashback may take people with him, but each passenger costs an additional rank of Endurance.
Example: Flashback wants to go back 10 years, or 3,650 days. He meditates, and rolls Chrono-Manpulation. He gets a 64% Yellow, and rolls 1d100, getting a 100. 100 x .001 = .1, so he misses by .1% of the 3650 days. This means he shows up 3.65 days earlier than he intended to.
**Time Anchor- To go home, Flashback needs only meditate and spend the 3 ranks of Endurance (+1 for each passenger). He may return to the exact moment he left, or up to as much later as he spent in the different time period. i.e.; if he was gone for three days, he can return to the point he left, 3 days from the point he left, or any point in between.
High-Energy Superspeed- The same energy Jake generates can be used to power his anatomy to move at extreme speeds. He can comfortably run at Spectacular(50) Air Speed (8000 mph/Mach1). Please note, Jake's time-dilation abilities are linked to his powers. If he cannot affect chronitons for some reason, all his superspeed abilities get -3CS.
*Water/Wall Running - Monstrous(100). Can run cross the surface of water or along walls for 1000 feet.
*Timely Evasion- Jake gets +2CS to all dodge rolls from attacks he knows is coming.
*Enhanced Endurance- Jake's anatomy is poised to use energy for all its functions, granting him Amazing(60) Endurance. This drops to Good(10) if he loses his powers.
*Lightning Attack- Jake can throw punches at Incredible(40) Full Auto if he has not done a Full-Auto attack this round. When Jake makes a full-auto melee attack, he does not need to announce it, and can choose how many 'rounds' to release after the attack is resolved.
**Lightning Strike- When armed, Jake can continue to make Full-Auto Melee attacks, but reduced to Remarkable(20) if he has not done a Full-Auto attack this round..
*Wind Funnel- By spinning his arm, Flashback can make a funnel of wind that does Good(10) Damage at up to 10 feet. Targets hit with a Yellow or better must* succeed on an Agility or Strength roll, or be knocked prone or blown back 10 feet on a Yellow (Flashback's choice). He may only do this twice per round.
Note: Garuntee void against oversized opponents.
Time Fire/Chronoflame- A strange artifact of his old powers shaped by his new powers, Jake can now emit a unique energy called 'Time Fire'. This resembles normal flame, but is blue. It feeds from matter like fire does, but instead of chemical bonds, it consumes the 'time' in the matter to create light and heat.
How flammable an object is to these light-blue flames is dependant upon its longevity - how long it would last left alone in its own environment. There is a great deal of correlation between what regular fire and this fire will happily burn. For example; rocks do not burn well to regular flame, and will last eons unmolested. Gasoline left to the air will evaporate in minutes, propane will disperse in moments. Paper and cloth go right up, wood burns readily but slowly. Most things that burn well with regular fire burn just as well with time fire.
There are some good exceptions. Plastics, for example, burn well with regular flame, but time flames barely touch them, especially the non-biodegradable ones. Coal and oil are standard fuels, but stable, and will be barely effected by the blue flames. Nonliving flesh and picked fruits do not burn well at all, but their lifespan is so short the time fire will eat them right up.
Time Flame does not blacken and burn its targets, instead it ages them. A flaming apple will dry out and rot, not turn to ash. However, technically time fire does produce heat, and so it may also cause some materials to ignite.
Water is not affected by time at all, and so it can still be used to put out Time Fire.
Damage dealt by chronoflames is treated as Time and Energy damage in regards to armor.
*Chronofireballs- Jake can throw a ball of chronoflame that deals his Strength in damage. He may throws these at Remarkable(20) Full Auto if he has not done a Full-Auto attack this round.
*Chronoflame Funnel- Flashback can bleed Chronoflames into a Wind Funnel to increase the damage to Fantastic(30).
**Jake's Endurance is considered Monstrous for terms of stamina while using his Super Speed.
**Jake rolls Initative at Monstrous(100)
*Lightning Attack- Good(10) ability to throw multiple punches in 1 action. Successful hit lands 1d10 blows (combine damage before armor)
*Full Speed- To achieve Full Speed, Jake must devote a full round to running.
**While running at Full Speed, any actions are treated as multiple actions, with 'continuing to run' as the first action; i.e. his first voluntary action is at -2CS.
**While running at Full Speed, a person must have Fantastic or better Agility to attack him. All others must roll a Red or better to threaten to hit him.
*Water/Wall Running - Fantastic(30). Can run cross the surface of water or along walls for 300 feet.
*Wind Funnel- By spinning a arm, Jake can make a funnel of wind. It deals Good(10) damage and targets hit must roll vs Remarkable(20) to avoid being knocked down or blown back. Jake can only do this twice per turn.
*Tornado- By devoting an entire round to running, Jake can roll Super Speed make a tornado around up to three targets. Victims roll Agility vs his roll to avoid being caught inside. Trapped victims can roll Strength vs Remarkable to escape, but will take 10 damage for the attempt. After the Tornado is formed Jake must devote one action per turn to maintaining it. (At this point he is considered running at Full Speed).
**Oxygen Drain- While maintaining the Tornado, Jake can spend an action to make everyone inside lose an Endurance rank. Once out of ranks, they are unconcious as though they had been knocked out. Endurance ranks return as soon as they are free of the Tornado.
**Carry Away- Once the Tornado is formed, Jake may choose to move it along with himself. If he decides to do so, trapped characters get a free Strength roll to escape with no damage. If this fails, theymay make no further attempts to escape (unless they have some power to allow them to). Carried Away victims be be deposited up to 30 feet from the Tornado and up to 3 stories straight up.
Heat Generation - Fantastic(30) based on building up heat as he runs. This power and its stunts are only available after he has reached Full Speed (above) at least once in the fight (or immedeatly before it), or he devotes a round to heating up.
**Jake has Fantastic(30) Armor vs heat and cold
*Flame Blast- Blast of dry flame does Excellent(15) damage up to 15 feet away.
*Fireball- Fireball does Good (10) damage as ranged attack.
Combo Powers-
*Fire Funnel- By bleeding heat into a Wind funnel he can make it do Remarkable(30) heat damage instead of the normal damage.
*Fire Tornado- By bleeding heat into his Tornado, he can make it a Fire Tornado. People trapped inside take Good(10) heat damage per round. Those trying to escape take Remarkable(30) damage per attempt.
**Bake- By devoting an extra action to the Tornado, can increase the damage those trapped inside take by +1CS that turn.
Talents:
Isolated Chroniton Use- Jake can use isolated chroniton particles to enhance his powers, though he does not know how to make them. He may use a dose of them to increase the effects of a use of his powers by 10X. A dose of them can also be used in place of a rank of Endurance, or to divide his margin of error on Time Travel by 10. Multiple doses continue to magnify.
Equipment:
Isolated Chronitons- Jake has ONE capsule of these containing FIVE doses. This does not automatically get replaced; when he spends a dose there is no garuntee he will ever get it back.
Weaknesses:
Da Rules- The Time Stream is goverened by forces of the universe, with entities, agents, and rules that Jake can only begin to understand. Attempting to change the past can have terrible repurcussions and often fails anyway. Chroniton-based time travel cannot circumvent these.
Time Daemons- Brown demonic-looking creatures guard the time stream. If Jake messes around too much, these monsters will come for him personally.
The Future is not Written- Cause and effect in the time stream is very chaotic. Nithing Jake sees on a trip to the future should be taken for granted, as his mere act of observing it can change many things. In addition, the powers that run the time stream will oft undo the benefits of any information he brings back.
Tachyons- The chronophobic particles called tachyons work entirely differently than chronitons. They are unnoticed by the time stream, and they tend to trump everything he can do.
Flame Trail- When running at Full Speed, Jake leaves a trail of flames that turns into a trail of carbon dust. This makes him very easy to track, and threatens to set fire to highly-flammable surfaces such as carpet.
Contacts: Sally and Bill Reibacht (parents), Emily Reibacht (sister)(sometimes).
Knowledges: Though he enjoys mythology, he only has the knowledge a common highschooler would probably access.
Skills:
Cooking.
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Original Submission:
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OLDER STUDENT
This sheet is for 18+ mutant students of the school
Player: Lynod
Name: Jake Reibacht
Codename: None
Age: 18
Height: 6'3"
Weight: 171
Hair: Black
Eyes: Brown
Nationality: Fifth-generation German-American.
Occupation: Senior - Highschool
Appearance: "Too tall" is one way to describe Jake. While his height is nothing to write home about in the large scheme, he appears to have theframe of someone much smaller, giving him a rakeish appearance. Serious brown eyes stare from his face while a mane of spikey, wild black hair adorns his head. His realm of taste incorporates
T-shirts, hoodies, and jeans, though he's been known to dress formally when threatened.
Personality: Normally Jake is a soul who in normal life uses words sparingly and knows the value of holding his silence. His youth, or perhaps his mutation, also makes him impetuous, and he is known to act very quickly without thinking about the full rammifications of his actions on himself or others. Jake's quiet nature can also land him into trouble as he tends to not say as much as he should to prevent trouble or help a situation. When he does speak, Jake tends to be rather blunt or sarcastic, though a steady, easy smile and relaxed air tends to keep his words from being taken too seriously. Behind closed doors, Jake tends to be self-loathing, a trait that appears to stem from his sister's accident.
In costume Jake feels less restricted, more powerful, and is thus a great deal more talkative, focusing more on sarcasm and dialogue, though the latter is still not used to its best degree.
Background: Jake had the typical suburban childhood until age twelve. While at Emily's, his sister, fourth birthday party, Jake, an ever-doting brother and not yet too cool to be seen with small children, was chasing his sisterand her friends through the park in a game of tag. As Jake was pursuing Emily, his mutation manifested
itself. When he was finally able to stop, he found his sister on the ground, unmoving.
Several days and an emergency surgery later, the doctors announced that Emily would never walk again. Jake took the news to heart and grew more isolated. Though his parents nor Emily never verbally blamed him, the appearance of mutant powers and Emily's maiming made the normal family grow distant. Some months after the incident, his parents found the Sunshine of Destiny School for Promising Youth.
Aside from occassional calls and the random holiday, Jake does not communicate with his family despite an exceedingly close proximity.
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Fighting----- (#) Though only a blue belt in karate, Jake makes up for it by being able to
attack faster, stronger, and from more angles than the traditional human can defend against due to his mutation.
Agility------ (#) Jake is a literal blur of motion, able to move at speeds that the human eye is unable to process. In addition, he can stop on a dime during his movement and his jumps are augmented by his powers.
Strength----- (#) Though able to throw powerful strikes, Jake's powers do not allow him to pick up heavy objects. He has the strength of an average human being.
Endurance---- (#) Being a near-constant runner, Jake is able to move vast distances without effort. His powers seem to augment his endurance as well, allowing him to run hours without fatigue.
Reasoning---- (#) Jake is somewhat intelligent but exhibits poor reasoning in social settings. He often-times says the wrong thing or doesn't reveal as much as he needs to.
Intuition---- (#) Jake tends to know who to trust or to get away from. He also is able to predict where
an attack will come from. In the social setting, however, he can be exceedingly poor when it comes to guessing the plan of action to take or how to approach someone.
Psyche------- (#) Jake has average mental health, though he still carries a heavy self-loathing from his siter's accident.
Hit Points:
Mental health:
Resources: Poor.
Source of Income- School allowance, occassional stipends from home.
Origin of Powers: Mutant.
Powers:
Super Speed - Jake is able to move really, REALLY fast (put for Trish's editing for balance).
*Flurry- Using his enhanced speed, Jake is able to throw off a number of punches in the span that a normal human can only throw one. His powers also enhance his striking ability, making each hit devestating.
*Charge - Jake is able, at the expense of multiple attacks and his usual agility, to move at an opponent in a dead-run. Using the additional speed, Jake can impact an opponent much more effectively.
*Gravity Defiance - Due to his accelerated speed, Jake is able to run up surfaces (such as walls, tides, etc.) and run across normally impossible substances (for instance, water).
*Dead Stop - Using his speed of movement, Jake is able to generate high-force winds through mere strikes. These winds can be used to counter attacks and projectiles, though it extremely hinders Jake's ability to fight.
*Tornado - By running in circles, Jake is able to produce tornadoes. Depending on his speed, he produce winds strong enough to swirl leaves or powerful enough to lift cars and damage buildings. His agility suffers for such efforts, however.
Pyrokinesis - As a side effect of the energy that he channels, Jake is able to produce low-level flames both intentionally (such as throwing a fireball) and unintentionally (leaving a trail of fire following his movement).
*Fireball- Jake is able to produce a fireball that is able to burn human flesh and flammable items, but has little effect against metals. He is able to throw it a moderate distance.
Equipment: None.
Weaknesses:
Vibranium- When in contact with the energy-leeching metal known as vibranium, Jake's powers, produced by channeling energy from another plane, are nil. For all intents and purposes, Jake has the physical abilities of a normal human being when touched by vibranium.
Contacts: Sally and Bill Reibacht (parents), Emily Reibacht (sister).
Knowledges: Though he enjoys mythology, he only has the knowledge a common highschooler would probably access.
Skills: Karate (blue belt), running, cooking.
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