Post by Trish on Feb 26, 2013 23:27:00 GMT -5
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Fighting----- Remarkable (20)
Agility------ Incredible (40)
Strength----- Good (10)
Endurance---- Amazing (60)
Reasoning---- Remarkable (20)
Intuition---- Excellent (14)
Psyche------- Remarkable (20)
Hit Points: 130
Mental health: 54
Powers
All-Spectrum Energy Generation- Tommy has the Amazing(60) ability generate within his mass any kind of scientifically legitmate energy within his body. This does not apply to things that are actually forces.
Note: This ability is tied to his Endurance.
Standard Energy Attacks- Thomas can express energy as a simple attack from his body in a few different ways. These may be done with any type of energy but Thomas must announce what kind he is using.
*Hand Blast- deals Incredible(40) damage.
*Finger Shot- Remarkable(20) damage, capable of three-round burst.
*Eye Beam- Fantastic(30) Damage, +2CS to attack.
**Ocular Sweep- Thomas can Sweep with his eye beams as though they were a Continuous weapon, however, this cannot be used with multiple actions.
*Chest Cannon- Fires from his center of mass, cannot be taken as multiple actions, deals Phenomenal(80) damage.
*Body Burst- Explosion of Amazing(60) intensity centered on Thomas- 50% splash damage for Amazing(60) feet. Cannot be used as multiple actions. This attack will generally not deal full damage to anyone unless they are grappling Thomas or similarly close.
*Charge Punch- Strength+10 Energy damage with a physical attack.
Energy Types- Different types of energy have different particulars. These are not nessecarily ALL the forms of energy he can generate and express, but they are the most relevant.
*Heat- Heat is the basest form of energy and as such Thomas cannot get very creative with it. However, all Heat attacks do +1CS damage. NOTE: Heat burns oxygen and can be problematec when such is in limited supply.
**Rocket Propulsion- By expressing Heat in tight points from his feet and other points on his body, Thomas can fly. He is at -3CS to Agility while in motion but has no penalty while hovering. He flies at Excellent(14) Air Speed(120) MPH at full clip.
**Flame- In an oxygen-rich environment, Thomas can express flames that do half damage but can theoretically set things on fire. However, they are dry flames and usually will not.
**Vernier Interrupt- Good(10); Thomas can makee a single attempt to interrupt a person's actions if that person is 10 or less points higher than him on the inititative and he has an action. Doing so costs an action. He may interrupt someone's dodge to take their hits for them; he spends an action and then rolls once the appropriate Dodge ability. On a Green he takes half and his protectee takes half. On a Yellow he takes all and his protectee takes none. On a Red he takes half, on a Super Crit no one is damaged.
**Vernier Uppercut- In the first round of combat, Thomas may sacrfice his turn that round in exchange for this attack. He uses Rocket Propulsion to zoom in and propel his fist at a single target. This does +10 damage. By rolling at -1 to his attack, he can make this a Charge Punch for even more damage. On a Yellow hit, the target loses their first turn as well and is knocked prone.
*Electricity- Electricty is an advanced and cohesive form of energy, able to be controlled mid-flight to a small degree. Attacks with it get +1CS to Attack.
**Arc- Thomas can trade -1CS of Damage for +1CS of Attack on any Electric expression.
*Light- Light is particulate energy, allowing Thomas to express it in creative ways.
**Laser- Thomas can fire concentrated Lasers. These do half damage, but ignore Material Hardness, alowing them to slice through cables or cut and weld sheet metal.
**Light Screen- By spending an action, Thomas can interpose a charged screen of photons that halves the damage of any incoming attack
**Line- 5-foot-wide line of energy deals Incredible(40) damage as an area-of-effect. Cannot be used with multiple actions.
**Cone- Fantastic(30) Area-of-Effect damage to everyone in a given ellipse or triangle. Cannot be used with mulotiple actions.
**Flash- Roll Agility to release a sudden sharp burst of light. Everyone in the vicinity must roll Agility to shield their eyes or be blinded for 2d3 rounds on a Yellow (each victim rolls seprately).
*Anti-Energy- While this comes off as 'cold', it is not. Cold is the absence of energy. Anti-Energy annhilates and negates any energy it comes into contact which results in a 'freezing' effect.
**Cold Snap- Fantastic(30). Thomas can release a light burst of Anti-Energy with a 30 foot radius. On a Yellow, this negates 30 points of energy in the area. This generally does not harm bodies or batteries, however it removes 30 points of damage from energy and projectile attacks in the air, possibly completely negating them or making them drop dead from their spot in the air. It is also useful for putting out fires or defending against area-of-effect attacks.
*Kinetic Energy- Kinetic energy is raw impact, good for slapping stuff around anf often ot considered an energy attack for purposes of Armor.
**Repulsor Beams- Thomas can use continuios beams of Kinetic energy to push an object, allowing to substitue his Energy Generation rank for his Strength. However, he has no fine control beyond pushing it away and the object takes 10 damage for every 10 feet it moves.
**Kinetepult- Tommy can deal +1 damage with any beam-style attack by using it to launch a solif obect he can list. This makes the attack a projectile attack.
**Sonic Disruptor- Tommy can fire one of his attacks at -2CS to make it a Poor(6) Continuios sonic attack that automatically concentrates damage,
**Bang- Roll Agility to release a sudden violent burst of sound. Everyone in the vicinity must roll Agility to shield their eears or be deafened for 2d3 rounds on a Yellow (each victim rolls seprately).
*Gamma- Further up the spectrum from Light, Gamma Rays operate at a frequency that can make matter begin to break apart. Attacks from Gamma Rays have Fantastic(30) Armor Piercing but they deal 20% of their base damage to Tommy. His defenses against energy do not prevent this. Gamma Rays can be easily blocked by lead, and attacks from Gamma Rays will probably eventually kill anyone they damage as the radiation devours their body. This is very dangerous to use and a Botch may irradiate his friends.
*Raw Energy- Energy in its highest form, chaos and power incarnate. This is the form Thomas creates it at, but generally he filters it out of his body in lesser forms. Expressing this is very difficult and dangerous. He gets -3CS to attack and the attacks deal 50% of their base damage back to him. His defenses against energy do not prevent this. However, the attacks do +2cs damage with Remarkable(20) Armor Piercing. Raw Energy expresses as searing, roaring, sparking, bolts of blinding white energy.
*Dark Energy- A strange form of energy permeating the deepest reaches of space. It does not act much like traditional energy, but has a unique prperty of creating 'negative pressure'. Dark Energy attacks do Good(10) Armor Piercing and normally jerk their targets inward instead of pushing them back.
**Tractor Beam- Thomas can use a continous beam of Dark Energy to push, pull, and lift objects at range. He uses his Energy Projection at -2CS in place of his Strengths and gets -2CS to Agility for moving objects heavier than what he can lift normally. This use does nto like things that wriggle and ambuatory targets can resist with Fighting, Agility, or Strength.
**Null Flight- A halo of blackness appears behind Tommy's head and torso, negating the pull of gravity on him at his command. This allows him True Flight with no penalty to Agility but only Feeble(4) Air Speed(30 MPH).
Combo Techniques: Complicated maneuvers using multiple energy types.
*Dark Energy + Heat + atmopshphere= Plasma Beam- A ball of Dark Energy around the fist draws air particles in to be superheated and emitted as plasma. This is -2 to Attack and deals Amazing(60) damage and is 1d4 Continuous. Cannot be used with multiple actions.
*Dark Energy + Electricity + atmosphere= Ion Beam- A ball of Dark Energy draws in particles to be supercharged. This is -2 to Attack but does Monstous(100) Impact damage with Remarkable(20) Armor Piercing. Cannot be used with multiple actions.
*Dark Energy + Anti-Energy + atmsophere= Ice Beam- A ball of Dark Energy around the fist draws air particles in to be near-deadened of energy. This is -1 to Attack and deals Amazing(60) Cold damage. it also build sup ice on targets, giving them -2CS on all actions on a Yellow. Cannot be used with multiple actions.
*Electricity + Heat= Magnetic- Roll at -1CS do do any Standard Energy Attack as magnetic force instead of energy. This may have situational effects such as extra damage against some machines.
*Heat + Light + Gamma= Solar- Roll at -2 to express something that is, scientifically, sunlight. This may have situational effects.
Energy Invulenrability- Thomas has Phenomenal(80) True Invulnerability to all forms of Energy except for Cold or Anti-Energy.
Energy Absorbtion- Any energy damage that makes it to Thomas (after passing through any worn Armor) heals him for 10% of the damage it would have otherwise dealt. Does not work on Cold/Anti-Energy.
*Recharge- By resting for two rounds (not making any attacks or actions beyond moving/defending, not using any energy), at the beginning of the third turn Thomas may roll Energy Generation to regain Fantastic(30) HP on a Yellow.
*Mirror Move- If an energy attack hits Tommy with a Yellow or better, he may make a free attack instantly dealing back however much damage would have reached him. Alternatively, he may be able to 'keep' the energy and express energy of that type for the rest of the scene.
WEAKNESSES
Life Energy- Energy is a very important aspect og Tommy's physiology. Things that deaden or negate energy (Cold, Anti-Energy, Vibranium) deal double damage to him.
EQUIPMENT
BlackBody Armor- This shuny, smooth black armor covers every inch of Thomas. It is transparent from the inside, black from the outside, so Thomas can see through the faceplate. The suit is almost perfectly efficient to conduct energy, so it allows him to use his abilities through it. However, it also offers Good(10) Armor vs physical damage. The detailing of the suit changes color in relation to the type of energy he is expressing, which is a useful warning to his teammates but a potential giveaway to repeat enemies.
*BlackBody Helmet- Incredible(40) Armor vs physical attacks to the head.
Raw Energy ------ White
Electricity ---- Violet
Anti-Energy ------ Blue
Kinetic Energy -- Green
Gamma ---------- Yellow
Light ---------- Orange
Heat -------------- Red
Dark Energy ----- Black
Special Power:
Charge Armor- The BlackBody Armor gives Thomas a new power. By charging its structure with a certain energy type, he can get different effects. When the Armor is charged, he can only use energy of the type he has Charged it with.
Heat- Flame Armor- +10 Armor vs all attacks. Enemies who strike him with a brawling attack take 10 points of Fire damage, and his own brawling attacks do that damage. He may set other things on fire unintentionally and he will very quickly burn up oxygen if it is in short supply.
Electricity-
Light- Brilliant Armor- Becoming a blinding figure, individuals capable of being overwhelmed by excessive light have diffiulty attack him. He gets +2CS to dodging, and those afflicted cannot make Called Shots against him. He gets -1000CS to Stealth.
Anti-Energy-
Kinetic- Deflector Armor- addtional +20 Armor against physical attacks as the armor shoves them away. Botched projectile attacks may reflect back at an enemy.
Gamma-
Raw Energy-
Dark Energy- Void Armor- -2CS to dodging, the Void Armor takes his Energy Absorbtion ability up to 50% and negates the 'Life Energy' weakness. It also makes him move completely silently (he can still talk) and gives him -3CS to Stealth. It makes his Recharge ability act 1 turn faster in bright sunlight.
Fighting----- Remarkable (20)
Agility------ Incredible (40)
Strength----- Good (10)
Endurance---- Amazing (60)
Reasoning---- Remarkable (20)
Intuition---- Excellent (14)
Psyche------- Remarkable (20)
Hit Points: 130
Mental health: 54
Powers
All-Spectrum Energy Generation- Tommy has the Amazing(60) ability generate within his mass any kind of scientifically legitmate energy within his body. This does not apply to things that are actually forces.
Note: This ability is tied to his Endurance.
Standard Energy Attacks- Thomas can express energy as a simple attack from his body in a few different ways. These may be done with any type of energy but Thomas must announce what kind he is using.
*Hand Blast- deals Incredible(40) damage.
*Finger Shot- Remarkable(20) damage, capable of three-round burst.
*Eye Beam- Fantastic(30) Damage, +2CS to attack.
**Ocular Sweep- Thomas can Sweep with his eye beams as though they were a Continuous weapon, however, this cannot be used with multiple actions.
*Chest Cannon- Fires from his center of mass, cannot be taken as multiple actions, deals Phenomenal(80) damage.
*Body Burst- Explosion of Amazing(60) intensity centered on Thomas- 50% splash damage for Amazing(60) feet. Cannot be used as multiple actions. This attack will generally not deal full damage to anyone unless they are grappling Thomas or similarly close.
*Charge Punch- Strength+10 Energy damage with a physical attack.
Energy Types- Different types of energy have different particulars. These are not nessecarily ALL the forms of energy he can generate and express, but they are the most relevant.
*Heat- Heat is the basest form of energy and as such Thomas cannot get very creative with it. However, all Heat attacks do +1CS damage. NOTE: Heat burns oxygen and can be problematec when such is in limited supply.
**Rocket Propulsion- By expressing Heat in tight points from his feet and other points on his body, Thomas can fly. He is at -3CS to Agility while in motion but has no penalty while hovering. He flies at Excellent(14) Air Speed(120) MPH at full clip.
**Flame- In an oxygen-rich environment, Thomas can express flames that do half damage but can theoretically set things on fire. However, they are dry flames and usually will not.
**Vernier Interrupt- Good(10); Thomas can makee a single attempt to interrupt a person's actions if that person is 10 or less points higher than him on the inititative and he has an action. Doing so costs an action. He may interrupt someone's dodge to take their hits for them; he spends an action and then rolls once the appropriate Dodge ability. On a Green he takes half and his protectee takes half. On a Yellow he takes all and his protectee takes none. On a Red he takes half, on a Super Crit no one is damaged.
**Vernier Uppercut- In the first round of combat, Thomas may sacrfice his turn that round in exchange for this attack. He uses Rocket Propulsion to zoom in and propel his fist at a single target. This does +10 damage. By rolling at -1 to his attack, he can make this a Charge Punch for even more damage. On a Yellow hit, the target loses their first turn as well and is knocked prone.
*Electricity- Electricty is an advanced and cohesive form of energy, able to be controlled mid-flight to a small degree. Attacks with it get +1CS to Attack.
**Arc- Thomas can trade -1CS of Damage for +1CS of Attack on any Electric expression.
*Light- Light is particulate energy, allowing Thomas to express it in creative ways.
**Laser- Thomas can fire concentrated Lasers. These do half damage, but ignore Material Hardness, alowing them to slice through cables or cut and weld sheet metal.
**Light Screen- By spending an action, Thomas can interpose a charged screen of photons that halves the damage of any incoming attack
**Line- 5-foot-wide line of energy deals Incredible(40) damage as an area-of-effect. Cannot be used with multiple actions.
**Cone- Fantastic(30) Area-of-Effect damage to everyone in a given ellipse or triangle. Cannot be used with mulotiple actions.
**Flash- Roll Agility to release a sudden sharp burst of light. Everyone in the vicinity must roll Agility to shield their eyes or be blinded for 2d3 rounds on a Yellow (each victim rolls seprately).
*Anti-Energy- While this comes off as 'cold', it is not. Cold is the absence of energy. Anti-Energy annhilates and negates any energy it comes into contact which results in a 'freezing' effect.
**Cold Snap- Fantastic(30). Thomas can release a light burst of Anti-Energy with a 30 foot radius. On a Yellow, this negates 30 points of energy in the area. This generally does not harm bodies or batteries, however it removes 30 points of damage from energy and projectile attacks in the air, possibly completely negating them or making them drop dead from their spot in the air. It is also useful for putting out fires or defending against area-of-effect attacks.
*Kinetic Energy- Kinetic energy is raw impact, good for slapping stuff around anf often ot considered an energy attack for purposes of Armor.
**Repulsor Beams- Thomas can use continuios beams of Kinetic energy to push an object, allowing to substitue his Energy Generation rank for his Strength. However, he has no fine control beyond pushing it away and the object takes 10 damage for every 10 feet it moves.
**Kinetepult- Tommy can deal +1 damage with any beam-style attack by using it to launch a solif obect he can list. This makes the attack a projectile attack.
**Sonic Disruptor- Tommy can fire one of his attacks at -2CS to make it a Poor(6) Continuios sonic attack that automatically concentrates damage,
**Bang- Roll Agility to release a sudden violent burst of sound. Everyone in the vicinity must roll Agility to shield their eears or be deafened for 2d3 rounds on a Yellow (each victim rolls seprately).
*Gamma- Further up the spectrum from Light, Gamma Rays operate at a frequency that can make matter begin to break apart. Attacks from Gamma Rays have Fantastic(30) Armor Piercing but they deal 20% of their base damage to Tommy. His defenses against energy do not prevent this. Gamma Rays can be easily blocked by lead, and attacks from Gamma Rays will probably eventually kill anyone they damage as the radiation devours their body. This is very dangerous to use and a Botch may irradiate his friends.
*Raw Energy- Energy in its highest form, chaos and power incarnate. This is the form Thomas creates it at, but generally he filters it out of his body in lesser forms. Expressing this is very difficult and dangerous. He gets -3CS to attack and the attacks deal 50% of their base damage back to him. His defenses against energy do not prevent this. However, the attacks do +2cs damage with Remarkable(20) Armor Piercing. Raw Energy expresses as searing, roaring, sparking, bolts of blinding white energy.
*Dark Energy- A strange form of energy permeating the deepest reaches of space. It does not act much like traditional energy, but has a unique prperty of creating 'negative pressure'. Dark Energy attacks do Good(10) Armor Piercing and normally jerk their targets inward instead of pushing them back.
**Tractor Beam- Thomas can use a continous beam of Dark Energy to push, pull, and lift objects at range. He uses his Energy Projection at -2CS in place of his Strengths and gets -2CS to Agility for moving objects heavier than what he can lift normally. This use does nto like things that wriggle and ambuatory targets can resist with Fighting, Agility, or Strength.
**Null Flight- A halo of blackness appears behind Tommy's head and torso, negating the pull of gravity on him at his command. This allows him True Flight with no penalty to Agility but only Feeble(4) Air Speed(30 MPH).
Combo Techniques: Complicated maneuvers using multiple energy types.
*Dark Energy + Heat + atmopshphere= Plasma Beam- A ball of Dark Energy around the fist draws air particles in to be superheated and emitted as plasma. This is -2 to Attack and deals Amazing(60) damage and is 1d4 Continuous. Cannot be used with multiple actions.
*Dark Energy + Electricity + atmosphere= Ion Beam- A ball of Dark Energy draws in particles to be supercharged. This is -2 to Attack but does Monstous(100) Impact damage with Remarkable(20) Armor Piercing. Cannot be used with multiple actions.
*Dark Energy + Anti-Energy + atmsophere= Ice Beam- A ball of Dark Energy around the fist draws air particles in to be near-deadened of energy. This is -1 to Attack and deals Amazing(60) Cold damage. it also build sup ice on targets, giving them -2CS on all actions on a Yellow. Cannot be used with multiple actions.
*Electricity + Heat= Magnetic- Roll at -1CS do do any Standard Energy Attack as magnetic force instead of energy. This may have situational effects such as extra damage against some machines.
*Heat + Light + Gamma= Solar- Roll at -2 to express something that is, scientifically, sunlight. This may have situational effects.
Energy Invulenrability- Thomas has Phenomenal(80) True Invulnerability to all forms of Energy except for Cold or Anti-Energy.
Energy Absorbtion- Any energy damage that makes it to Thomas (after passing through any worn Armor) heals him for 10% of the damage it would have otherwise dealt. Does not work on Cold/Anti-Energy.
*Recharge- By resting for two rounds (not making any attacks or actions beyond moving/defending, not using any energy), at the beginning of the third turn Thomas may roll Energy Generation to regain Fantastic(30) HP on a Yellow.
*Mirror Move- If an energy attack hits Tommy with a Yellow or better, he may make a free attack instantly dealing back however much damage would have reached him. Alternatively, he may be able to 'keep' the energy and express energy of that type for the rest of the scene.
WEAKNESSES
Life Energy- Energy is a very important aspect og Tommy's physiology. Things that deaden or negate energy (Cold, Anti-Energy, Vibranium) deal double damage to him.
EQUIPMENT
BlackBody Armor- This shuny, smooth black armor covers every inch of Thomas. It is transparent from the inside, black from the outside, so Thomas can see through the faceplate. The suit is almost perfectly efficient to conduct energy, so it allows him to use his abilities through it. However, it also offers Good(10) Armor vs physical damage. The detailing of the suit changes color in relation to the type of energy he is expressing, which is a useful warning to his teammates but a potential giveaway to repeat enemies.
*BlackBody Helmet- Incredible(40) Armor vs physical attacks to the head.
Raw Energy ------ White
Electricity ---- Violet
Anti-Energy ------ Blue
Kinetic Energy -- Green
Gamma ---------- Yellow
Light ---------- Orange
Heat -------------- Red
Dark Energy ----- Black
Special Power:
Charge Armor- The BlackBody Armor gives Thomas a new power. By charging its structure with a certain energy type, he can get different effects. When the Armor is charged, he can only use energy of the type he has Charged it with.
Heat- Flame Armor- +10 Armor vs all attacks. Enemies who strike him with a brawling attack take 10 points of Fire damage, and his own brawling attacks do that damage. He may set other things on fire unintentionally and he will very quickly burn up oxygen if it is in short supply.
Electricity-
Light- Brilliant Armor- Becoming a blinding figure, individuals capable of being overwhelmed by excessive light have diffiulty attack him. He gets +2CS to dodging, and those afflicted cannot make Called Shots against him. He gets -1000CS to Stealth.
Anti-Energy-
Kinetic- Deflector Armor- addtional +20 Armor against physical attacks as the armor shoves them away. Botched projectile attacks may reflect back at an enemy.
Gamma-
Raw Energy-
Dark Energy- Void Armor- -2CS to dodging, the Void Armor takes his Energy Absorbtion ability up to 50% and negates the 'Life Energy' weakness. It also makes him move completely silently (he can still talk) and gives him -3CS to Stealth. It makes his Recharge ability act 1 turn faster in bright sunlight.