lynod
Mutant Threat
Posts: 8
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Post by lynod on Jul 30, 2013 1:28:44 GMT -5
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Name: Mark Codename: None
Age: 17 Height: 6'5" Weight: 240 lbs Hair: Blonde Eyes: Blue Nationality: Anglo-American
Occupation: Student
Appearance: Mark is a big guy. Big shoulders, big muscles, and big heart. His hair is constantly gelled into a faux-hawk and he constantly smells of Axe body spray (Phoenix, to be exact). Despite this, he generally carries a smile on his face and a relaxed manner. Because of his constant regimen of weight-lifting and exercise, he always looks like he's been stuffed into his clothes. There are allegations that his year 'round tan is derived from a tanning bed. He refuses to comment. When his mutant powers are activated, crystals cover Mark's arms. The higher up on his arms, the more pronounced the crystal protrudes. Nearly foot long segments extend from his shoulders, creating a fearsome, if sparkling, appearance.
Personality: One would expect a football player to be exclusionary, mocking and downright cruel. Mark manages to be none of these things. Since he was little, his mother instructed him to protect his plethora of little brothers and sisters. Being a momma's boy, he took that to heart. Not only did he protect his siblings from assorted grade school scuffles, but he stepped in whenever the weak were in need of being defended. No matter if he was facing off with multiple opponents or bigger adversaries, Mark always stood his ground. He likes a good laugh, but can be a bit on the quiet side. He enjoys listening to others rather than leading a conversation. When a situation requires action, though, he's always ready to step up to the plate.
Background: Mark comes from a big family in the Midwest. His dad was drunk and negligent at best, violent at work. His mother was the backbone of the family, sheltering Mark and his various siblings that were to follow. One day, a ten year-old Mark woke up, his mother holding a few duffel bags in her hands. They had to go. He was tasked with getting the smaller children and keeping them quiet. They rode off into the night, leaving his father, and the violence, behind. His mother continued to make the family work, but Mark took a stronger role in it. He did his best to be the man of a house, the man he had never seen his father be. He took summer jobs, babysat his siblings, and probably cured the blind with his acts of kindness. As he grew older and stronger, he took up various sports but fell in love with football. With his newfound status of a jock, he sought to protect anyone in need. It was one of the values his mother instilled in him. One that he cherished. -----------------------------------------------------------------------------------------
Fighting----- (#) Mark's by no means professional, but he can handle a scrap. He's often been outmatched, but what he lacks in skill, he makes up for in determination. Agility------ (#) Not the most agile sort, Mark is used to running through an obstacle rather than avoiding it. Strength----- (#) Mark is as strong as a bull. Before his mutation, he could pick up the backends of vehicles for show. Now he can toss cars as if they were popcorn. Endurance---- (#) Our hero is made of stern stuff! Constant weight-training and running has made Mark able to keep going no matter what he inflicts on himself. Numerous fights have also made it where Mark can take punches like nobody's business. His mutation has only increased his threshhold for punishment.
Reasoning---- (#) Maybe not the sharpest tool in the shed, Mark still can figure his way out of a problem. Though he never excelled at school, he's always been good with physical activities and working with his hands. Intuition---- (#) Mark watches and waits. He can pick up the undertones of a conversation, or see a troublemaker when they're coming. Psyche------- (#) Mark is pretty health psychologically, though his willingness to take one for the team has landed him in trouble. He often believes he needs to put others above himself.
Hit Points: Ignore this Mental health: Ignore this
Resources: Poor. Source of Income- The school provides an allowance to those who need it.
Origin of Powers: Mutant
Powers: Mark is able to grow crystaline protrusions on his arms. They cut like diamond and are just as hard, but the rest of his body is visually unchanged. Because of his mutation, he has superhuman strength and enhanced endurance.
Crystal Arms-
Super Strength-
Enhanced Endurance-
*Stunt- Stunts directly related to a power should be posted directly under that power.
Equipment: None.
Equipment- None.
Weaknesses: None, as of now.
Weakness-
Contacts: Mother, Football Coach, a parcel of siblings.
Knowledges: Football, general sports knowledge, woodworking, housepainting, exercise routines.
Skills: See above!
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Post by Trish on Aug 8, 2013 21:02:52 GMT -5
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Player: Lybod
Name: Mark Stelae Codename: Gravestone
Age: 17 Height: 6'5" Weight: 240 Hair: Blonde Eyes: Blue Nationality: Greek-Caucasian
Occupation: Graveyard Shift
Appearance: Mark is a big guy. Big shoulders, big muscles, and big heart. His hair is constantly gelled into a faux-hawk and he constantly smells of Axe body spray (Phoenix, to be exact). Despite this, he generally carries a smile on his face and a relaxed manner. Because of his constant regimen of weight-lifting and exercise, he always looks like he's been stuffed into his clothes. Since his induction into the Graveyard Shift, his tan has suffered, but there's still a noticeable pleasant darkness to his otherwise graying flesh. Off-center on his chest is a perfectly round pink scar, 12 centimeters across. A few longer scars spiral down into it, but the rest of his chest is mostly unmarked. His back, on the other side, is a roadmap of scars from where the exit wound was quilted back together.
Personality: One would expect a football player to be exclusionary, mocking and downright cruel. Mark manages to be none of these things. Since he was little, his mother instructed him to protect his plethora of little brothers and sisters. Being a momma's boy, he took that to heart. Not only did he protect his siblings from assorted grade school scuffles, but he stepped in whenever the weak were in need of being defended. No matter if he was facing off with multiple opponents or bigger adversaries, Mark always stood his ground. He likes a good laugh, but can be a bit on the quiet side. He enjoys listening to others rather than leading a conversation. When a situation requires action, though, he's always ready to step up to the plate. While the darkness of the grave makes its presence known, Mark has not really changed that much.
Background: Mark comes from a big family in the Midwest. His dad was drunk and negligent at best, violent at work. His mother was the backbone of the family, sheltering Mark and his various siblings that were to follow.
One day, a ten year-old Mark woke up, his mother holding a few duffel bags in her hands. They had to go. He was tasked with getting the smaller children and keeping them quiet. They rode off into the night, leaving his father, and the violence, behind.
His mother continued to make the family work, but Mark took a stronger role in it. He did his best to be the man of a house, the man he had never seen his father be. He took summer jobs, babysat his siblings, and probably cured the blind with his acts of kindness. As he grew older and stronger, he took up various sports but fell in love with football. With his newfound status of a jock, he sought to protect anyone in need. It was one of the values his mother instilled in him. One that he cherished.
One that would cost him.
He didn't know what the younger children had done. All he knew is that he was sitting in his room in his family's apartment and an Gridd Industries AX-40 Sentinel came stomping down his street. He looked out the window at the fantastic sight and saw that it was not merely in transit - it was bearing down. The Sentinel was approaching a group of people - younger then him, twelve or thirteen. Just old enough to begin manifesting any latent X-factors. Mark knew that the AX-40 was zealous in its work and was not one to ask questions and that there was no good outcome for these smaller, weaker ones.
Mark went outside and activated his powers, growing a chunk of crystal on his wrist; however, the Sentinel favored quantity over quality and ignored him. Mark broke the crystal from his arm and threw it at the machine's back, and this 'attack' got the beast to turn to him.
The Sentinel locked onto the dangerous mutant, aimed its fist at him, and to prevent any further scratches to its paint it fired upon him with a single 120mm tank round. The young man was hit in the chest and that seemed the end of his story.
He awoke an unknown amount of time later, feeling no pain - only a cold numbness in his limbs. He felt a strange tug in his chest as he rose, and upon examination found his flesh grey and cold with only a strange scar on his chest. He met Alice Danvers, who informed him she'd raised him from the dead to join her cause. They would stalk the night, protect mutants, punish those who persecuted mutants, and above all - get revenge on the Sentinels. Mark had a sweet heart when he was alive and thought he should have felt disgusted, horrified, angry, about what had been done to him. However, now, he had a scar deep in his chest, and this talk of vengeance only made him feel... excitement.
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Fighting----- Remarkable (20) Agility------ Excellent (14) Strength----- Incredible (40) Endurance---- Amazing (60)
Reasoning---- Good (10) Intuition---- Fantastic (30) Psyche------- Incredible (40)
Hit Points: 134 Mental health: 80
Resources: Poor Source of Income- Money they can scrounge and anything they can steal
Origin of Powers: Magical Zombie Mutant
Powers:
Enhanced Strength- Mark's Strength is naturally at Remarkable(20) this is a physical mutation.
Crystal Growth- Mark has the Incredible(40) power to create dazzling white crystals from his body; generally growing from a point between his shoulders, forming tall spires across his back and spreading along his skin. *Crystallization- As the crystals spread across his skin, they augment him offensively and defensively. Note: the various stages of armor do not stack with the previous stage and only provide what was in their original description. **Shoulder Plate- As an action, Mark can spread the spiky crystals down his arms and hands. It gives him +1CS to Fighting and +10 Damage to his unarmed attacks. He also gets Good(10) Armor vs vibrant energy attacks. **Breast Plate- If he had the Shoulder Plate on his previous turn, he may spend an action to thicken the existing crystals and spread them across his chest. This gives him +10 Damage and Good(10) Armor Piercing to his unarmed attacks. This gives him Good(10) Armor vs all damage, except for vibrant energy which is resisted by Remarkable(20) Armor. **Half Plate- If he had the Breast Plate on his previous turn, he may spend an action to make it fully armor his torso and move down to partially armor his thighs. this gives him -1CS to Agility, +1CS to Strength, +10 damage and Good(10) Armor Piercing to his unarmed attacks. It gives him Remarkable(20) Armor against most damage but Incredible(40) vs vibrant energy. **De-Crystallization- It takes as many actions to remove the armor as it did to generate it.
*Spire- A spire is present when Mark undergoes Crystallization. As a free action, he can wrench the largest spire from his back and use it for various things. Once the spire has been ripped off, it does not grow back (even if he upgrades his armor) but he can spend an action to grow it back. If he has not formed his armor, he can spend an action to grow a spire equal to the one from his Breast Plate. **Spire Toss-Mark can throw the spire. The spire from his Shoulder Plate does Strength in Damage. The one from his Half Plate does Strength+10. The one from his Half Plate does Strength+30. The attack is at +3CS and has Remarkable(20) Armor Piercing. **Spire Weapon- While holding the spire, he can swing it around as a weapon. The spire from his Shoulder Plate does Strength in Damage. The one from his Breast Plate does Strength+10. The one from his Half Plate does Strength+20. They all have Remarkable(20) Armor Piercing. Each time he lands an attack with it, its damage bonus gets -10. When he lands an attack with no damage bonus, it shatters. Loss of damage bonus also applies to throwing it, if he attacks with it before throwing it. **Spire Shield- While holding the spire, if he fails to evade an attack he may choose to intercept it with the spire. If he does, the damage is halved, and damage is dealt to the spire before it hits him. The spire from his Shoulder Plate has 1 single HP. The one from his Breast Plate has 10 HP. The one from his Half Plate has 20 HP. When the spire loses all its HP it shatters. If he has been attacking with it, it loses 10 HP on each successful attack. **Spire Prism- If Mark is holding the spire, he may spend an action and roll Agility to intercept a ranged energy attack, even if he does not have the initiative. If he beats the incoming attack, he may re-direct it at any target other than the one who fired it. That person must dodge the initial attack roll. Doing this does not damage the spire, but if it redirects more energy than it has HP it shatters afterward. *Chunk- Mark can freely rip off a chunk of his crystal and throw it for Strength in damage with Good(10) Armor Piercing. - The powers no longer work this way for the dead man.[/i]
Gravestone- Mark's death has replaced his pristine white crystals with cold, grey granite. His crystal coating is replaced by a cracked layer of the laminated stone, his spires are replaced by flattened, round-topped slabs. *Entombment- The granite can be used in the same ways as the crystals once were, but the effects are slightly different. Note: the various stages of armor do not stack with the previous stage and only provide what was in their original description. **Shoulder Plate- As an action, Marc can spread the cracked stone, studded with small slabs, down his arms and hands. It gives him +1CS to Fighting and +10 Damage to his unarmed attacks. He also gets Good(10) Armor vs all damage, except for electromagnetism which is resisted by Remarkable(20) Armor. **Breast Plate- If he has the Shoulder Plate on his previous turn, he may spend an action to thicken the existing stone and spread it across his chest. This gives him +10 Damage his unarmed attacks. He gets Remarkable(20) Armor vs all damage, except for Electromagnetism which is resisted by Incredible(40) Armor. Electromagnetic effects in the area not directed at him get +1CS. **Half Plate- If he had the Breast Plate on his previous turn, he may spend an action to make it fully armor his torso and move down to partially armor his thighs. this gives him -1CS to Agility, +1CS to Strength, and +10 damage to his unarmed attacks. It gives him Fantastic(30) Armor against most damage but Amazing(60) against Electromagnetic effects only. Electromagnetic effects in the area not directed at him get +2CS. **Walking Mausoleum- If he had the Half Plate on his previous turn, he can spend two actions to increase his coating to a full-body covering, smooth and laminated - open only for his eyes and the scar on his chest. He gets -1CS to each Fighting and Agility, but +2CS to Strength. He gets Incredible(40) Armor vs all damage except for Phenomenal(80) vs Electromagnetic. Electromagnetic effects in the area not directed at him get +3CS. Note: electromagnetic is only electromagnetism - not electricity by itself, not magnetism by itself. **Exhume- It takes as many actions to remove the armor as it did to generate it.
*Slab- A slab is present when Mark undergoes Entombment. As a free action, he can wrench the largest slab from his back and use it for various things. Once the slab has been ripped off, it does not grow back (even if he upgrades his armor) but he can spend an action to grow it back. If he has not formed his armor, he can spend an action to grow a slab equal to the one from his Breast Plate. Sometimes the slabs have inscriptions on them; he does not usually seem to consciously control this. **Slab Toss-Mark can throw the slab. The slab from his Shoulder Plate does Strength+10 in Damage. The one from his Half Plate does Strength+20. The one from his Half Plate does Strength+40. The one from the Walking Mausoleum does Strength+40. The attack can be done at range or in melee and is at +2CS. Regardless, he lets go of it and it is gone. **Slab Weapon- The slab from his Shoulder Plate does Strength+10 in Damage. The one from his Half Plate does Strength+20. The one from his Half Plate does Strength+40. The one from the Walking Mausoleum does Strength+40. These melee attacks ate at +1CS. Each time he lands an attack with it, its damage bonus gets -10. When he lands an attack with no damage bonus, it shatters. Loss of damage bonus also applies to throwing it, if he attacks with it before throwing it. **Slab Shield- While holding the slab, if he fails to evade an attack he may choose to intercept it with the slab. If he does, the damage is halved, and damage is dealt to the slab before it hits him. The slab from his Shoulder Plate has 10 HP. The one from his Breast Plate has 20 HP. The one from his Half Plate has 30 HP. The one from the Walking Mausoleum has 40 HP. When the slab loses all its HP it shatters. If he has been attacking with it, it loses 10 HP on each successful attack. **Ghost Rock- If Mark is holding the slab, he may spend an action and roll Agility to intercept a ranged electromagnetic attack, even if he does not have the initiative. If he beats the incoming attack, he may have the slab absorb the attack up to its current HP. Any excess damage is dissipated, but if the slab is 'full' it cannot be used like this. Damage to the slab reduces the maximum amount of energy it can hold. If the slab is charged, he can break it as a ranged or melee attack to release an attack that does damage equal to the stored energy. *Slab Stop- Mark may force his slab into the ground. The slab from his Shoulder Plate has 10 HP, Good(10) Hardness, and requires Good(10) Strength to move. The one from his Breast Plate has 20 HP, Remarkable(20) Hardness, and requires Remarkable(20) Strength to move. The one from his Half Plate has 30 HP, Fantastic(30) Hardness, and requires Fantastic(30) Strength to move. The one from the Walking Mausoleum has 40 HP, Incredible(40) Hardness, and requires Incredible(40) Strength to move. If the slab has been damaged, give it -1CS for each 10 HP it has lost. **What do you want on your Tombstone?- By spending 30 MH, Mark can put someone's name on his slab. This special slab can be used normally for defensive purposes. However, attacking anyone other than his target with a throw or swing is at -1CS instead of the normal bonus. Attacking the named target, however, allows him to make called shots for targeting or extra damage at no penalty. This attack is partially magical. Note: He doesn't actually have to know the target's name; the slab is just inscribed with some designation he attributes to them. *Chunk- Mark can freely rip off a chunk of his stone and throw it for Strength+10 in damage.
Zombie Powers: Undead- The dead body is not affected by diseases or most poisons, it is not affected by effects that stun or make one bleed. *Only Good Mutant- Sentinels that scan the undead mutant will detect it as an already dead mutant, even if it is using its power, and largely ignore it. The zombie must be significantly aggressive to the Sentinel or another party to get the Sentinel to attack it. *Undeath- The zombie is dead and has trouble dying further. Unless the body is completely annihilated, they will come back eventually. However, any serious removal of body parts may have to be manually replaced. Enhanced Strength- +2CS to Strength, reflected in stats. Darkvision- The undead can see without light. Feral Senses- The undead have hearing and smell like animals, and only get -1CS when blinded. *Tracking- Roll Intuition to track by scent. Ghoul's Grin- As a free action, the zombie can transform their mouth - cheeks pulling back ear-to-ear, every tooth transforming into a large, sharp, flesh-ripping grey fang. Biting is clumsy, and it is -1 to attack and an additional -1 for every consecutive bite (in addition to the multiple action penalty), but it does double Strength in damage and has Fantastic(30) Armor Piercing. The zombie can change their mouth back to normal as a free action. Claws- As a free action, the zombie can transform their nails into horrible sharp claws. These do Strength in damage with Good(10) Armor Piercing. At Half-Plate or better, Mark cannot use his claws. *Skullbite- A special move, the zombie can announce this and roll Claw, Claw, Bite - the bite not suffering the normal penalty. If all three attacks hit with a Yellow or better, the Zombie deals their Bite damage directly to the victim's head like a called shot. If all three attacks do NOT score a yellow or better, each successful attack does Strength in damage with no Armor Piercing. This does not work on PCs or major NPCs. As the Walking Mausoleum, he cannot bite. Regeneration- If the zombie is well fed, it has Good(10) Regeneration (10 HP per round).
Death Throes: The ritual that revives the dead grants them a power based upon the wound that slew them. The hole in Mark's chest aches for vengeance, and can dish it out as well as it took it. Vengeance Cannon- Any damage stopped by Mark's stone armor (but not his shields or any worn armor) Is added to a 'Pool'. The pool is full at 100 points and can store no more, though his armor continues to protect him. When he has 100 points he may at any time open his wound. This releases the pent up energy as a gleaming magical bolt. This is a free action rolled at Monstrous(100) to attack at range. It does Monstrous(100) Damage with Spectacular(50) Armor Piercing. Unused energy fades at the end of the scene.
Talents:
Long Bomb- The football star can make a thrown attack at any target he can see with no penalty to the extended range, so long as there is sufficient airspace for it to arc.
Equipment: As Powers above, you don't need to write anything here but hey feel free. 'Equipment' is stuff you carry, from a weapon to a high tech gadget. If you have a gun, post it here.
Phylactery- Each zombie carries a phylactery for Alice, their leader. Mark's is his class ring.
Weaknesses:
The Hunger- The zombies eat human flesh. They can eat other things, but the human flesh is generally mandatory every couple days. It is best to feed every few days. The results of denying oneself are predictable. -Day One, A healthy glow- Throughout the first day the zombie has gone without feeding, they can still pass for a weird human and they maintain their Regeneration. -Day Two, the Grave starts to show- On the second day, the eyes and cheeks start to sink in, the face begins to gray - a good look at the face or body will warn that this is not a human. Regeneration is halved. -Day Three, the Hunger's in your head- On the third day, the corpse appearance is enhanced, and madness is in the eyes. There is no regeneration. The body calls for sustenance, and the Hunger's demands give -1CS to all rolls that do not directly relate to chowing down on a person, and +2cs to all that do! -Day Four, everyone you love is dead- On the fourth day, the Hunger does not want to wait. -2CS to anything not directly related to feeding. Whenever any living human is seen, roll Psyche. On a Yellow, the Zombie can resist the hunger, for the moment, and get away. On a Red, the zombie can stick around for a few minutes without harming anyone. On a Green, the Hunger is as strong as the zombie and the zombie may only hold perfectly still and say one word. On a White or worse, the zombie must attack and attempt to feed on someone in the vicinity they see. The Psyche roll does not get the -2 penalty,. however the roll is at -1 each time they encounter the same person before they manage to feed. Every day beyond this, the Psyche roll to not attack gets an additional -1CS, and the Zombie loses a rank of Endurance. Should they manage to lose all their Endurance, they will die again. Should they run out of Psyche before Endurance, the Hunger takes over and they go looking for someone to eat. The Hunger takes them to where it knows there will be people, and that usually leads back home... *The Hunger Mantra- The Zombie can push themselves back to the effects of the previous day by taking -2CS to all actions and repeating the Hunger Mantra whenever their condition is aggravated.
Unholy- Despite the zombie's actual alignment, their magic comes from a dark place. They are considered to be a dark/unholy/negative creature.
Big Brother- Mark is compelled to protect anyone he sees being 'picked on' that does not seem like they can handle it himself. Now that he is undead, this can blow his cover. Now that he eats people, this can get out of hand.
Contacts: None, the zombie has no contact with its family or anyone it knew in life.
Knowledges: Mark knows, uh, football terms.
Skills: He is a pretty good defensive center.
Notable Notes: The slabs look like tombstones. If you didn't get that.
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