Post by Trish on Mar 15, 2014 22:49:11 GMT -5
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STUDENT
Player: Trish
Name: Black Olive Pouwlos
Codename:
Age: 17
Height: 5'8''
Weight: 120
Hair: Black
Eyes: Gray w/ limbal ring
Nationality: Greek/Caucasian
Occupation: Student
Appearance: Black is athletic girl of Greek features who is mostly legs. She has a smooth complexion and taut flesh. Her hair is black and very long, generally hanging below her belt line. Her hair is thick and strong and straight, and is always neat and even. Black's stormy gray eyes are especially striking due to the presence of dark limbal rings, causing a bold black border around the iris. She's prone to dark or boldly colored clothing that shows off her hips, and is rarely seen without her black cowboy hat.
Picture:
Personality: Black is a very nice person and very modern girl. Highly intelligent and wise beyond her years, she is concerned with the future of the planet as well as her own future life. She is a lover of nature and music and life in general. Her concerns may be a bit trying for those who don't share them, but she does a good job of keeping them in check around people she does not want to irritate. Black has a progressive and thoughtful west-coast business sense. She hates Baxter Powers and cannot stand to be around him.
Background: Black's parents are a couple of hippies that bought some cheap land in Oregon to start an organic farm and found out they were sitting on a copper deposit. This quickly changed their business model from free love and cruelty-free turnips to investment and financial planning. They learned they could do a lot more for the world with money than they could with just ideas, and this strange relationship between economy and ecology was the world Black was born into.
The wanted to name her after her grandmother, Olive, but also wanted to give her a unique name that no one she met would ever have. They decided to give her 'Olive' as a middle name, and for a first name they named her Black after her dark dark hair. As a result, they named her Black Olive. Great planning there, mom and dad!
Olive, or someone else on the family tree, must have been pretty sharp because Black grew up to be much smarter than her silly parents. While she was subjected to many weirdos from Portland, she was subjected to just as many hardcore business folk. At a young age she was able to filter out the cutthroat parts of business and the inane parts of 'green' concepts and put together her own little view of how the world should be. She started making little investments when she was 10 years old, though was sure not to put all her money into the outside world and kept enough to keep herself in guitars and surfboards to her heart's content.
Her mutant powers were taken in stride. She kept them from her parents for the sake of simplicity, and was less concerned with them than her business prospects. Still, as her powers were related to her music, she learned to use them - when she wasn't feeding funds into unobstructive arboreal tomato farms. She was contacted by the school, and the prospect of independence plus being close to Los Angeles was enough to get her to move in.
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Fighting----- Fantastic (30)
Agility------ Incredible (40)
Strength----- Typical (8)
Endurance---- Spectacular (50)
Reasoning---- Remarkable (20)
Intuition---- Incredible (40)
Psyche------- Incredible (40)
Hit Points: 128
Mental health: 100
Resources: Excellent
Source of Income- Parents/Investments
Origin of Powers: Mutant
Powers: Black commands, amplifies, concentrates, and solidifies sound waves - though she does not generate them any more than anyone else.
Sonic Swimming- Black can perform True Flight by reflecting soundwaves against her body. She retains her normal Agility and can Poor(6) air speed (20 Mph). Airborne Black gets +1CS to dodging all attacks. The soundwaves around her protect her from the ravages of flight.
*Sonic Boost- As a free action, Black can spend Decibels (see below) to increase her Sonic Swimming score on a point-for-point basis. This lasts for one round. This takes her to a maximum of Good(10) Air Speed (120 MPH).
Sonic Collection- Black can draw in ambient sound and store it as points called Decibels. She has the Fantastic(30) ability to do this but gets +2CS from a fine instrument, taking her up to Spectacular(50). She collects Decibels based on her CS and roll result. This takes an action.
*Decibel Storage- Black can store Decibels up to her Mental Health rank. Any unused Decibels beyond that fade at the end of her turn.
*Backbeat- Playing a guitar gives her Remarkable(20) free Decibels at the beginning of each turn.
*Decibubble- Black can store her Decibels in a glowing blue sphere around her body. This does not 'use' them and they are all still available to be spent. This gives her Good(10) Armor vs all attacks. She may also spend 2 Decibels to negate 1 point of incoming damage. Black is stull able to fly with her Decibubble.
*Sound Cannibal- If a sonic attack threatens Black, she may roll Sonic Collection as a free action. She retains the bonus from an instrument. She absorbs that many points of damage as Decibels, to a maximum of however much damage the attack would have dealt. If it is an area-of-effect attack, the damage dealt to everyone is reduced by how much she absorbed. Unabsorbed points still threaten her.
*Note: Damage for Sound Cannibal is calculated before armor.
**Cannibal Echo- If Black absorbs a sonic attack, she may choose to instantly make a free attack, blasting the sound back at +2CS accuracy. The base damage of this free attack is equal to what she absorbed, and she can spend Decibels on a point-for-point basis to increase the damage. Decibels must be spent before the attack is rolled.
*Note: If Black absorbs a flurry of sonic attacks from the same source, she may choose instead to collect them all and make a single free attack with their combined damage.
*Thunder Hammer- Black absorbs her entire Decibel store into her guitar (or other acoustic item she is holding). This does not require an action. From this point she cannot use any of her powers. She may store excess Decibels beyond her turn in the guitar, however at the beginning of each turn she takes 1 point of damage for every 10 points (rounded up) she holds over her max. The instrument rumbles and cannot be played but is functionally indestructible. The guitar may be swung as a club; upon the first target it connects with it discharges its entire store of Decibels, dealing that many points of damage plus her Strength. This attack has 1 point of Armor Piercing for every 10 Decibels (rounded down). Until the attack is discharged, Black can roll Sonic Collection but does not get the benefit of her instrument as it is otherwise occupied.
**Overcharge Blast- In lieu of a melee attack, Black can release the Decibels as a roaring beam from her guitar that slices through the air. She rolls her base attack 3 times at the same CS as one action; the first attack that connects is the only one that resolves. The base damage is the number of Decibels that had been stored. This damage deals 10% of itself (rounded up) back to Black and she cannot absorb it. She may not user her powers till the beginning of her next turn.
**Whammy- If the charged Thunder Hammer leaves Black's grip or touches the ground, the Decibels discharge automatically. This is an area-of-effect threatening everyone and everything within her Mental health in feet. It deals 1 point of damage for each 4 decibels. Treat the guitar as having rolled a Spectacular 50% Yellow attack. This damage threatens Black, she cannot absorb it, and she is at -2CS to evade it as she is at its epicenter.
Sonic Projection- Black's stored decibels can be projected as beams or bolts or in other creative ways.
*Amplify- Black can increase the intensity of sound she is not using by +2CS. This allows her to play and sing without an amp, but it is already factored into the powers on her sheet and does not otherwise affect the,.
*Sonic Cannon- Black may fire a ranged attack by spending Decibels. The base damage is the number of Decibels spent.
**Flame Cannon- Black may compress soundwaves into a burst of heat. The base damage is 1 point for every 2 Decibels.
**Lightning Cannon- Black may supercompress soundwaves into an arc of electricity. The base damage is 1 point for every 3 decibels but the attack is rolled at +2CS.
*Sonic Bolt- Black may spend 30 Decibels to fire a bolt of Fantastic(30) damage at +1cs to attack.
*Chord- For free, if equipped with her guitar, Black may fire a bolt of Remarkable(20) damage.
*Sweeping Sonic Beam- This costs 10 Decibels to initiate, and then any number of Decibels to power. Black may set the base damage at any number she likes, not to exceed the initial charge. Black chooses a target and fires an attack. The damage that attack deals is removed from her total charge. If charge remains, she may then attack the next enemy in the initiative at the same CS rolled for the original attack. This continues until she runs out of charge or has targeted every enemy in the initiative. She may not skip active, threatenable enemies in the initiative. To add more points to the charge after the fact, she must spend 10 Decibels and then the Decibels she wants to add.
*Thundercast- Black can cast an area-of-effect reaching from herself as the center up to her Mental Health in feet. She spends Decibels to do this. The base damage of a Line is 1 point per 2 Decibels. The base damage of a Cone is 1 point per 3 Decibels. The base damage of a Circle of Half-Circle is 1 point per 4 Decibels.
*Silence Cannon- Powerful attack. Black spends her full round charging it; as she does the entire area goes completely silent. No sound can be heard or transmitted. The Gm determines the intensity of sound in the area, this becomes the power of her attack. All unresolved sonic attacks present when she announces this are absorbed as well and their base damage is added to the power of the attack. Likewise, all sonic constructs are absorbed and their HP added to the power. Further sonic effects performed during the silent period are automatically absorbed and added to the attack power. The period of silence remains till Black's next turn, during which she can fly. On her next turn, she divides the accumulated power points into one or more attacks and fires them all. She must use them all. After this, if she was flying or surfing she drops from the air. She may not use any of her powers till the beginning of her next turn.
*Note: Living or intelligent sonic entities are not automatically absorbed. They roll Psyche, Endurance, or other appropriate stat against a single roll of Sonic Collection from Black. She does not get the instrument bonus to this roll. Any entities who fail take appropriate damage as if they'd been attacked and Decibels are added to the power for each HP lost this way.
Sonic Construction- If Black has a fine instrument she can weave soundwaves into physical mostly-transparent objects that glow blue. Anything beyond geometric shapes may require a GM call. Constructs have HP and as a free action Black may re-absorb a construct and regain its HP as Decibels. If Black goes beyond her Mental health in yards from the construct, it fades and the investment is lost. Soundproof barriers erected between herself and the construct may also banish it. Points invested in constructs to not count against her maximum storage.
*Wall Construct- 10 Decibels and an action gets a 10'x10'x1' wall panel with 10 HP. Additional Decibels may be spent at time of construction to give the panel more HP. Panels may be fitted together seamlessly. Black can make any number of panels at once by spending a single action so long as she has the Decibels to invest. Walls need some sort of solid foundation.
*Ramp Construct- 10 Decibels and an action gets a ramp suitable for walking up that ascends 10 feet. It's about 5 feet wide and has 5 HP. Additional decibels may be spent to give it more HP. Multiple ramps can link up to add up to 10 feet of ascension. Black can make any number of ramps at once by spending a single action so long as she has the Decibels to invest. Ramps to support vehicles must be twice as wide and therefore cost twice as much. Ramps need some sort of solid foundation.
*Platform Construct- 10 Decibels gets a 1'x10'x10' stationary platform with 2 HP. Additional decibels may be spent to give it more HP. It can support the weight of people walking on it, and does NOT require any kind of solid foundation. It takes 3 or more combined platforms to support vehicles. Platforms may be fitted together seamlessly. Black can make any number of platforms at once by spending a single action so long as she has the Decibels to invest.
*Tube Construct- 10 Decibels and an action gets a 10 foot long 5 foot wide tube section with 10 HP. The tube is suitable to crawl through. Additional Decibels may be spent at time of construction to give the section more HP. Sections may be fitted together seamlessly. Black can make any number of sections at once by spending a single action so long as she has the Decibels to invest. Tubes need some sort of solid foundation. Tubes need not be straight.
*Puppet- Black can create a moving, active construct shaped like a creature or similar. She spends 20 Decibels and rolls Sonic Collection, with her instrument bonus. On a Yellow, her result is 50, and this is the maximum amount of Decibels that can be invested in the puppet's Strength score. She invests any number of Decibels and these are spread as she likes across the puppets FASE; they also determine its HP. Puppets only have FASE stats and are only good for melee combat. It may have claws or clubs or other weapons, but these only change the damage type and does not increase it. A single attack that does damage greater than the puppet's Endurance destroys it. Creating the puppet is a full-round action for Black, but the puppet may take its turn right away.
**Puppet Buffs- By spending an additional 10 HP on the creation roll, the puppet may gain one of the following: Flight as per her Sonic Swimming, Good(10)Armor vs all damage except Vibranium, or ability to carry 1 passenger per 20 HP it has. These buffs cannot be added multiple times on one puppet.
**Puppet Defense- By eschewing all her other actions per turn, Black cannot be attacked by normal means while her puppet is out. She is restricted to playing and flying and maintaining her Decibubble. She may make one Sonic Collection roll per round. The puppets must be destroyed before she can be targeted.
**Puppet Healing- As an action, Black can spend Decibels to restore HP to her puppet. This is done at a rate of 2 Decibels for 1 HP. If she is in defensive mode and cannot act, she may do this once per round.
**Clone Puppet- for 150 HP flat, a full round action, and no roll needed, Black can make a puppet shaped like herself to do battle. It has her stats, +3SC to Strength, Sonic Swimming, Good(10) Armor vs all damage but Vibranium.
Sonic Surfing- While on her Acoustic Surfboard or a similar object, Black can ride the soundwaves. This is not the same as Sonic Swimming. It gives her +2CS to Agility, +1CS to Dodge, and -2CS to attack and rolling Sonic Collection. She must be playing an instrument for this to work. She is treated as having Excellent(14) Flight (100 mph). Black can switch between Sonic Swimming and Sonic Surfing once per round. The soundwaves around her protect her from the ravages of flight.
*Lesser Sonic Surfing- Without actively playing, she can still use this ability. Background audio alone gives her +1CS to Agility, and -1CS to attack and rolling Sonic Collection. This can be upgraded to Sonic Surfing without playing if there is extreme background noise (heavy combat, multiple explosions, concert).
Talents:
Thrash Metal- Black can play her guitar in combat at no penalty, save for both her arms being occupied.
Equipment:
Guitar- Black has a collection of guitars but generally into battle she carries a sturdy black electric with a built-in amp. It's a black flying V.
Acoustic Surfboard- This smooth black surfboard is made of materials primed to reflect and resonate sound waves. It allows her to use her Sonic Surfing ability. It also functions as a passable regular surfboard.
Hat- Don’t mess with Black's hat. If someone takes it she gets +2CS to all physical stats as she pursues retrieving it, until she gets it back. If it is destroyed, she gets this bonus pursuing her vengeance and does not lose it till she has gained satisfaction and/or gotten over it.
Weaknesses:
Vibranium- Vibranium messes with the stuff Black works with. Vibranium on her person at best will halve the number of Decibels collected at any time, and double the Decibel cost of any powers.
Contacts: The school, her parents, the copper industry, Portland weirdos, Green startup companies across the west coast.
Knowledges:
Black is well-educated in finance and business.
Black is informed on ecology and 'green' concepts, as well as existing 'bad for the environment' stuff.
She speaks fluent French.
Skills:
Black is an accomplished surfer.
She sings and plays guitar, piano, flute, and cello at a professional level.
Black can ride a horse.
Notable Notes: Black has a cowboy hat and her home is a ranch but she does not have an accent.
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STUDENT
Player: Trish
Name: Black Olive Pouwlos
Codename:
Age: 17
Height: 5'8''
Weight: 120
Hair: Black
Eyes: Gray w/ limbal ring
Nationality: Greek/Caucasian
Occupation: Student
Appearance: Black is athletic girl of Greek features who is mostly legs. She has a smooth complexion and taut flesh. Her hair is black and very long, generally hanging below her belt line. Her hair is thick and strong and straight, and is always neat and even. Black's stormy gray eyes are especially striking due to the presence of dark limbal rings, causing a bold black border around the iris. She's prone to dark or boldly colored clothing that shows off her hips, and is rarely seen without her black cowboy hat.
Picture:
Personality: Black is a very nice person and very modern girl. Highly intelligent and wise beyond her years, she is concerned with the future of the planet as well as her own future life. She is a lover of nature and music and life in general. Her concerns may be a bit trying for those who don't share them, but she does a good job of keeping them in check around people she does not want to irritate. Black has a progressive and thoughtful west-coast business sense. She hates Baxter Powers and cannot stand to be around him.
Background: Black's parents are a couple of hippies that bought some cheap land in Oregon to start an organic farm and found out they were sitting on a copper deposit. This quickly changed their business model from free love and cruelty-free turnips to investment and financial planning. They learned they could do a lot more for the world with money than they could with just ideas, and this strange relationship between economy and ecology was the world Black was born into.
The wanted to name her after her grandmother, Olive, but also wanted to give her a unique name that no one she met would ever have. They decided to give her 'Olive' as a middle name, and for a first name they named her Black after her dark dark hair. As a result, they named her Black Olive. Great planning there, mom and dad!
Olive, or someone else on the family tree, must have been pretty sharp because Black grew up to be much smarter than her silly parents. While she was subjected to many weirdos from Portland, she was subjected to just as many hardcore business folk. At a young age she was able to filter out the cutthroat parts of business and the inane parts of 'green' concepts and put together her own little view of how the world should be. She started making little investments when she was 10 years old, though was sure not to put all her money into the outside world and kept enough to keep herself in guitars and surfboards to her heart's content.
Her mutant powers were taken in stride. She kept them from her parents for the sake of simplicity, and was less concerned with them than her business prospects. Still, as her powers were related to her music, she learned to use them - when she wasn't feeding funds into unobstructive arboreal tomato farms. She was contacted by the school, and the prospect of independence plus being close to Los Angeles was enough to get her to move in.
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Fighting----- Fantastic (30)
Agility------ Incredible (40)
Strength----- Typical (8)
Endurance---- Spectacular (50)
Reasoning---- Remarkable (20)
Intuition---- Incredible (40)
Psyche------- Incredible (40)
Hit Points: 128
Mental health: 100
Resources: Excellent
Source of Income- Parents/Investments
Origin of Powers: Mutant
Powers: Black commands, amplifies, concentrates, and solidifies sound waves - though she does not generate them any more than anyone else.
Sonic Swimming- Black can perform True Flight by reflecting soundwaves against her body. She retains her normal Agility and can Poor(6) air speed (20 Mph). Airborne Black gets +1CS to dodging all attacks. The soundwaves around her protect her from the ravages of flight.
*Sonic Boost- As a free action, Black can spend Decibels (see below) to increase her Sonic Swimming score on a point-for-point basis. This lasts for one round. This takes her to a maximum of Good(10) Air Speed (120 MPH).
Sonic Collection- Black can draw in ambient sound and store it as points called Decibels. She has the Fantastic(30) ability to do this but gets +2CS from a fine instrument, taking her up to Spectacular(50). She collects Decibels based on her CS and roll result. This takes an action.
*Decibel Storage- Black can store Decibels up to her Mental Health rank. Any unused Decibels beyond that fade at the end of her turn.
*Backbeat- Playing a guitar gives her Remarkable(20) free Decibels at the beginning of each turn.
*Decibubble- Black can store her Decibels in a glowing blue sphere around her body. This does not 'use' them and they are all still available to be spent. This gives her Good(10) Armor vs all attacks. She may also spend 2 Decibels to negate 1 point of incoming damage. Black is stull able to fly with her Decibubble.
*Sound Cannibal- If a sonic attack threatens Black, she may roll Sonic Collection as a free action. She retains the bonus from an instrument. She absorbs that many points of damage as Decibels, to a maximum of however much damage the attack would have dealt. If it is an area-of-effect attack, the damage dealt to everyone is reduced by how much she absorbed. Unabsorbed points still threaten her.
*Note: Damage for Sound Cannibal is calculated before armor.
**Cannibal Echo- If Black absorbs a sonic attack, she may choose to instantly make a free attack, blasting the sound back at +2CS accuracy. The base damage of this free attack is equal to what she absorbed, and she can spend Decibels on a point-for-point basis to increase the damage. Decibels must be spent before the attack is rolled.
*Note: If Black absorbs a flurry of sonic attacks from the same source, she may choose instead to collect them all and make a single free attack with their combined damage.
*Thunder Hammer- Black absorbs her entire Decibel store into her guitar (or other acoustic item she is holding). This does not require an action. From this point she cannot use any of her powers. She may store excess Decibels beyond her turn in the guitar, however at the beginning of each turn she takes 1 point of damage for every 10 points (rounded up) she holds over her max. The instrument rumbles and cannot be played but is functionally indestructible. The guitar may be swung as a club; upon the first target it connects with it discharges its entire store of Decibels, dealing that many points of damage plus her Strength. This attack has 1 point of Armor Piercing for every 10 Decibels (rounded down). Until the attack is discharged, Black can roll Sonic Collection but does not get the benefit of her instrument as it is otherwise occupied.
**Overcharge Blast- In lieu of a melee attack, Black can release the Decibels as a roaring beam from her guitar that slices through the air. She rolls her base attack 3 times at the same CS as one action; the first attack that connects is the only one that resolves. The base damage is the number of Decibels that had been stored. This damage deals 10% of itself (rounded up) back to Black and she cannot absorb it. She may not user her powers till the beginning of her next turn.
**Whammy- If the charged Thunder Hammer leaves Black's grip or touches the ground, the Decibels discharge automatically. This is an area-of-effect threatening everyone and everything within her Mental health in feet. It deals 1 point of damage for each 4 decibels. Treat the guitar as having rolled a Spectacular 50% Yellow attack. This damage threatens Black, she cannot absorb it, and she is at -2CS to evade it as she is at its epicenter.
Sonic Projection- Black's stored decibels can be projected as beams or bolts or in other creative ways.
*Amplify- Black can increase the intensity of sound she is not using by +2CS. This allows her to play and sing without an amp, but it is already factored into the powers on her sheet and does not otherwise affect the,.
*Sonic Cannon- Black may fire a ranged attack by spending Decibels. The base damage is the number of Decibels spent.
**Flame Cannon- Black may compress soundwaves into a burst of heat. The base damage is 1 point for every 2 Decibels.
**Lightning Cannon- Black may supercompress soundwaves into an arc of electricity. The base damage is 1 point for every 3 decibels but the attack is rolled at +2CS.
*Sonic Bolt- Black may spend 30 Decibels to fire a bolt of Fantastic(30) damage at +1cs to attack.
*Chord- For free, if equipped with her guitar, Black may fire a bolt of Remarkable(20) damage.
*Sweeping Sonic Beam- This costs 10 Decibels to initiate, and then any number of Decibels to power. Black may set the base damage at any number she likes, not to exceed the initial charge. Black chooses a target and fires an attack. The damage that attack deals is removed from her total charge. If charge remains, she may then attack the next enemy in the initiative at the same CS rolled for the original attack. This continues until she runs out of charge or has targeted every enemy in the initiative. She may not skip active, threatenable enemies in the initiative. To add more points to the charge after the fact, she must spend 10 Decibels and then the Decibels she wants to add.
*Thundercast- Black can cast an area-of-effect reaching from herself as the center up to her Mental Health in feet. She spends Decibels to do this. The base damage of a Line is 1 point per 2 Decibels. The base damage of a Cone is 1 point per 3 Decibels. The base damage of a Circle of Half-Circle is 1 point per 4 Decibels.
*Silence Cannon- Powerful attack. Black spends her full round charging it; as she does the entire area goes completely silent. No sound can be heard or transmitted. The Gm determines the intensity of sound in the area, this becomes the power of her attack. All unresolved sonic attacks present when she announces this are absorbed as well and their base damage is added to the power of the attack. Likewise, all sonic constructs are absorbed and their HP added to the power. Further sonic effects performed during the silent period are automatically absorbed and added to the attack power. The period of silence remains till Black's next turn, during which she can fly. On her next turn, she divides the accumulated power points into one or more attacks and fires them all. She must use them all. After this, if she was flying or surfing she drops from the air. She may not use any of her powers till the beginning of her next turn.
*Note: Living or intelligent sonic entities are not automatically absorbed. They roll Psyche, Endurance, or other appropriate stat against a single roll of Sonic Collection from Black. She does not get the instrument bonus to this roll. Any entities who fail take appropriate damage as if they'd been attacked and Decibels are added to the power for each HP lost this way.
Sonic Construction- If Black has a fine instrument she can weave soundwaves into physical mostly-transparent objects that glow blue. Anything beyond geometric shapes may require a GM call. Constructs have HP and as a free action Black may re-absorb a construct and regain its HP as Decibels. If Black goes beyond her Mental health in yards from the construct, it fades and the investment is lost. Soundproof barriers erected between herself and the construct may also banish it. Points invested in constructs to not count against her maximum storage.
*Wall Construct- 10 Decibels and an action gets a 10'x10'x1' wall panel with 10 HP. Additional Decibels may be spent at time of construction to give the panel more HP. Panels may be fitted together seamlessly. Black can make any number of panels at once by spending a single action so long as she has the Decibels to invest. Walls need some sort of solid foundation.
*Ramp Construct- 10 Decibels and an action gets a ramp suitable for walking up that ascends 10 feet. It's about 5 feet wide and has 5 HP. Additional decibels may be spent to give it more HP. Multiple ramps can link up to add up to 10 feet of ascension. Black can make any number of ramps at once by spending a single action so long as she has the Decibels to invest. Ramps to support vehicles must be twice as wide and therefore cost twice as much. Ramps need some sort of solid foundation.
*Platform Construct- 10 Decibels gets a 1'x10'x10' stationary platform with 2 HP. Additional decibels may be spent to give it more HP. It can support the weight of people walking on it, and does NOT require any kind of solid foundation. It takes 3 or more combined platforms to support vehicles. Platforms may be fitted together seamlessly. Black can make any number of platforms at once by spending a single action so long as she has the Decibels to invest.
*Tube Construct- 10 Decibels and an action gets a 10 foot long 5 foot wide tube section with 10 HP. The tube is suitable to crawl through. Additional Decibels may be spent at time of construction to give the section more HP. Sections may be fitted together seamlessly. Black can make any number of sections at once by spending a single action so long as she has the Decibels to invest. Tubes need some sort of solid foundation. Tubes need not be straight.
*Puppet- Black can create a moving, active construct shaped like a creature or similar. She spends 20 Decibels and rolls Sonic Collection, with her instrument bonus. On a Yellow, her result is 50, and this is the maximum amount of Decibels that can be invested in the puppet's Strength score. She invests any number of Decibels and these are spread as she likes across the puppets FASE; they also determine its HP. Puppets only have FASE stats and are only good for melee combat. It may have claws or clubs or other weapons, but these only change the damage type and does not increase it. A single attack that does damage greater than the puppet's Endurance destroys it. Creating the puppet is a full-round action for Black, but the puppet may take its turn right away.
**Puppet Buffs- By spending an additional 10 HP on the creation roll, the puppet may gain one of the following: Flight as per her Sonic Swimming, Good(10)Armor vs all damage except Vibranium, or ability to carry 1 passenger per 20 HP it has. These buffs cannot be added multiple times on one puppet.
**Puppet Defense- By eschewing all her other actions per turn, Black cannot be attacked by normal means while her puppet is out. She is restricted to playing and flying and maintaining her Decibubble. She may make one Sonic Collection roll per round. The puppets must be destroyed before she can be targeted.
**Puppet Healing- As an action, Black can spend Decibels to restore HP to her puppet. This is done at a rate of 2 Decibels for 1 HP. If she is in defensive mode and cannot act, she may do this once per round.
**Clone Puppet- for 150 HP flat, a full round action, and no roll needed, Black can make a puppet shaped like herself to do battle. It has her stats, +3SC to Strength, Sonic Swimming, Good(10) Armor vs all damage but Vibranium.
Sonic Surfing- While on her Acoustic Surfboard or a similar object, Black can ride the soundwaves. This is not the same as Sonic Swimming. It gives her +2CS to Agility, +1CS to Dodge, and -2CS to attack and rolling Sonic Collection. She must be playing an instrument for this to work. She is treated as having Excellent(14) Flight (100 mph). Black can switch between Sonic Swimming and Sonic Surfing once per round. The soundwaves around her protect her from the ravages of flight.
*Lesser Sonic Surfing- Without actively playing, she can still use this ability. Background audio alone gives her +1CS to Agility, and -1CS to attack and rolling Sonic Collection. This can be upgraded to Sonic Surfing without playing if there is extreme background noise (heavy combat, multiple explosions, concert).
Talents:
Thrash Metal- Black can play her guitar in combat at no penalty, save for both her arms being occupied.
Equipment:
Guitar- Black has a collection of guitars but generally into battle she carries a sturdy black electric with a built-in amp. It's a black flying V.
Acoustic Surfboard- This smooth black surfboard is made of materials primed to reflect and resonate sound waves. It allows her to use her Sonic Surfing ability. It also functions as a passable regular surfboard.
Hat- Don’t mess with Black's hat. If someone takes it she gets +2CS to all physical stats as she pursues retrieving it, until she gets it back. If it is destroyed, she gets this bonus pursuing her vengeance and does not lose it till she has gained satisfaction and/or gotten over it.
Weaknesses:
Vibranium- Vibranium messes with the stuff Black works with. Vibranium on her person at best will halve the number of Decibels collected at any time, and double the Decibel cost of any powers.
Contacts: The school, her parents, the copper industry, Portland weirdos, Green startup companies across the west coast.
Knowledges:
Black is well-educated in finance and business.
Black is informed on ecology and 'green' concepts, as well as existing 'bad for the environment' stuff.
She speaks fluent French.
Skills:
Black is an accomplished surfer.
She sings and plays guitar, piano, flute, and cello at a professional level.
Black can ride a horse.
Notable Notes: Black has a cowboy hat and her home is a ranch but she does not have an accent.
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