Post by Trish on Mar 15, 2014 22:49:51 GMT -5
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STUDENT
Player: Lybod
Name: Baxter Orlando Powers
Codename: Wolf
Age: 18
Height: 5'10''
Weight: 160
Hair: Black
Eyes: Green
Nationality: Caucasian
Occupation: Student
Appearance: Baxter is sharp, and neat. He has every ounce of the style of a cut-throat wall street wolf. His short black hair is thick and brushed upward, his green eyes are penetrating and aggressive. He has a handsome face with predatory features; if looks could kill there's be a lot of dead ladies in New York. He normally wears a suit for all occasions, but when out of it can be seen he is surprisingly well-built and muscular. Overall he is built tall and lean.
Picture:
Personality: Baxter powers is a very serious individual. He is assertive, bordering on aggressive. He is confident, bordering on self-important. He does not appreciate changes to his world view or other things that challenge is position of power over his life, but can grudgingly learn to accept things. He's extremely smart, though, and his position of self-importance is at least partially deserved. His quick-thinking hard-logic take-charge attitude can be life-saving when it is needed, just... frustrating when it is not. Baxter has a cold and mathematical east-coast business sense. He despises Black Pouwlos and the girl repels him like a magnet.
---Baxter's powers are violent and he is disposed to think all powers are dangerous; he is uncomfortably having them used around him and takes having powers used on casually him very personally
Background: Baxter Powers is the next man in line in the Powers dynasty and was born with a silver spoon in his mouth. His parents loved him and named him Baxter and then a few weeks later handed him off to the staff to be raised and turned into an adult. This meant he's had very little contact with his parents. He knows what they want him to be and presumably they'll hang out with him when he becomes that, so he's had a mission in life since an early age.
Baxter has gotten out of bed and put on a suit nearly every day of his life since he was three years old. He was sent to prep school and given advanced classes with all the other rich little boys, but he took to it well. As he matured he learned about all facets of business, except for ethics. At home, he was tended to the staff and studied for school and had dinner with his parents on alternating Thursdays. He had some friends, but they were mostly drones doing his bidding. When Baxter realized he was a mutant, he took the powers for what they were - another asset in his collection, and one that needed to mature. By this point in his life he was secure enough in his own self-righteousness that he did not fear what looked back at him from the mirror, even if it wasn't his own face anymore.
When he got the offer from the school, he took it without hesitation. He'd continue his advanced business education online and take the chance to improve his gift. He actually misses his bi-weekly meetings with his parents - but they'll understand, certainly. It's just business.
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Fighting----- Incredible (40)
Agility------ Fantastic (30)
Strength----- Remarkable (20)
Endurance---- Spectacular (50)
Reasoning---- Remarkable (20)
Intuition---- Fantastic (30)
Psyche------- Remarkable (20)
Hit Points: 140
Mental health: 70
Resources: Fantastic
Source of Income- Parents & personal investments.
Origin of Powers: Mutant
Powers: Baxter is the apex life form, evolving and adapting to any threat.
Atavism- Baxter has the ability to change his body, growing parts of lesser animals. This ability is equal to his default Endurance.
*Apex Mode- As an action, Baxter may assume Apex Mode. This causes him to turn black, and grow large matte black shield-shaped scale mail armor all over his body. These cover and conceals his face, save for his eyes. A clear shield grows over his eyes to protect them, and his slick hair turns into even slicker spikes. Armored claws form on his fingers and toes made of the same material as his scales. He is granted all the associated stunts below.
**Armor- Good (10) Armor vs all damage.
**Hyper Leap- Leap his Strength in feet straight up or twice that forward.
**Claws- +4 Damage with Good(10) Armor Piercing. He can climb rough surfaces with the claws.
**Bite- How uncouth! The scales on his face can lift up to reveal a horrible mouth full of serrated fangs. His bites do twice his strength in damage. However, getting in position to bite puts him at -2CS to evasion until he states he is out of position, and he cannot do this till the beginning of his next turn. It also makes him taste his opponent and transfers body fluids and all and all it's the sort of thing Baxter avoids.
**Low-Light Vision- Apex-mode Baxter can see in any level of light except the absence of light.
Physical Atavism- Baxter has a pool of Atavism points equal to his default Endurance score. The points are devoted to an ability and are returned when that ability is retracted. Physical Atavism changes are free actions.
*Fighting- Baxter can increase his Fighting score by 1 point by devoting 2 Atavism points.
*Agility- Baxter can increase his Agility score by 1 point by devoting 2 Atavism points.
*Strength- Baxter can increase his Strength score by 1 point by devoting 2 Atavism points.
*Endurance- Baxter can increase his Endurance score by 1 point by devoting 2 Atavism points. This does not add hit points.
*Intuition- Baxter can increase his Intuition score by 1 point by devoting 2 Atavism points. If he puts 20 or more points into Intuition, he gains Tracking at his Intuition -2CS.
*Armor- Baxter can increase his Armor rating by 1 point by devoting 2 Atavism points.
*Claws- Baxter can increase his claw bonus damage by 1 point by devoting 2 Atavism points. Every 4 points put toward this increases his Claws' Armor Piercing by one point.
Advanced Atavism- These reference abilities that do not already exist in the Apex state, and thus all start at 0. Adding, removing, or changing the value if an Advanced Atavism ability is an Action.
*Fast-Healing- Point-for-point. At 30 points this becomes Regeneration.
*Adhesion- Point-for-point. His adhered palms and feet can support weight based on the CS of his Adhesion vs the Strength chart.
*Body Spikes- Thick black keratin spikes ruin his suit. 2 Atavism points get one point of Body Spikes. 1 Atavism point gives him 1 damage on his Body Spikes. When a Melee attack is made against him by an unarmed opponent or opponent with a small weapon like a knife, Baxter may choose to take damage as though they had rolled 1CS higher. The attacker then takes his Body Spikes damage. An opponent with a longer weapon, like a bat or longsword, takes half of this damage.
*Note: When an opponent rolls a White against him, this means he can choose to take Green damage and activate this ability.
*Feral Sense- 10 points for choice of: Echolocation, infrared vision, internal compass, or tremorsense at his Intuition in feet.
*Aquatics- 10 points for Gills & fins to breathe and move in water at -2CS Fighting & Agility. 20 points for gills & merman tail, +2CS Agility in water, -2CS Fighting and Agility on land. Baxter can still breathe air when he has gills.
*Burrowing Claws- Burrow through earth & stone at one foot-per-turn per Atavism point.
*Tail- A long, heavy tail good for slamming. It gets one free attack per round and deals his Strength +10 in damage. Each point spent on it gives the tail 1 point of Fighting, and the tail uses its own Fighting score.
*Extra Arms- Extra set of arms that match the first. They have the same Claws as his existing arms. These get their own turn on Baxter's turn. Initiating arm growth costs 10 Atavism points, then every 1 Atavism points spent on this gives the arms a point of Fighting and Agility. Baxter can grow even more sets of arms, but each set costs 10 points and their Fighting and Agility must be built up separately.
*Flight- Wings! Baxter's flight is based on the Ground Speed chart. 2 Atavism points for one point of Speed. -1 Agility when airborne. If 10 points are invested, he can hover.
*Elemental Attack- A once-per-round ranged attack that deals elemental damage; an action is spent for this attack. The base damage is equal to the Atavism points spent on it. He cannot use this ability on the round he creates it. It may take the form of - Incendiary chemical spray from the mouth, arc of electricity from the center of mass, corrosive spray from glands near the knuckles, or a mutated useless left hand that fires deafening sonic pulses. He must choose which he wants at the time of generation, and may have more than one of them by buying them separately. The range of these attacks are his current Endurance in Feet.
Equipment:
Tube Suit- A complete suit in a sealed can. Wrinkle-proof, it can be removed from the can and put on directly for a stylish look.
Weaknesses: Powers men have no weaknesses.
Contacts: The school, various stock brokers, business contacts.
Knowledges: Baxter Powers is familiar with all manner of financial and industry terms.
He speaks Spanish, French, and Mandarin.
Skills:
Baxter is a finance & math whiz. His mind is good at recognizing and predicting trends and patterns, making him a skilled tactician in and out of the office.
Baxter knows 23 different necktie knots.
Notable Notes:
Baxter's cell phone wallpaper is an image of a topless girl with a cowboy hat over her face who may or may not be Black Pouwlos.
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STUDENT
Player: Lybod
Name: Baxter Orlando Powers
Codename: Wolf
Age: 18
Height: 5'10''
Weight: 160
Hair: Black
Eyes: Green
Nationality: Caucasian
Occupation: Student
Appearance: Baxter is sharp, and neat. He has every ounce of the style of a cut-throat wall street wolf. His short black hair is thick and brushed upward, his green eyes are penetrating and aggressive. He has a handsome face with predatory features; if looks could kill there's be a lot of dead ladies in New York. He normally wears a suit for all occasions, but when out of it can be seen he is surprisingly well-built and muscular. Overall he is built tall and lean.
Picture:
Personality: Baxter powers is a very serious individual. He is assertive, bordering on aggressive. He is confident, bordering on self-important. He does not appreciate changes to his world view or other things that challenge is position of power over his life, but can grudgingly learn to accept things. He's extremely smart, though, and his position of self-importance is at least partially deserved. His quick-thinking hard-logic take-charge attitude can be life-saving when it is needed, just... frustrating when it is not. Baxter has a cold and mathematical east-coast business sense. He despises Black Pouwlos and the girl repels him like a magnet.
---Baxter's powers are violent and he is disposed to think all powers are dangerous; he is uncomfortably having them used around him and takes having powers used on casually him very personally
Background: Baxter Powers is the next man in line in the Powers dynasty and was born with a silver spoon in his mouth. His parents loved him and named him Baxter and then a few weeks later handed him off to the staff to be raised and turned into an adult. This meant he's had very little contact with his parents. He knows what they want him to be and presumably they'll hang out with him when he becomes that, so he's had a mission in life since an early age.
Baxter has gotten out of bed and put on a suit nearly every day of his life since he was three years old. He was sent to prep school and given advanced classes with all the other rich little boys, but he took to it well. As he matured he learned about all facets of business, except for ethics. At home, he was tended to the staff and studied for school and had dinner with his parents on alternating Thursdays. He had some friends, but they were mostly drones doing his bidding. When Baxter realized he was a mutant, he took the powers for what they were - another asset in his collection, and one that needed to mature. By this point in his life he was secure enough in his own self-righteousness that he did not fear what looked back at him from the mirror, even if it wasn't his own face anymore.
When he got the offer from the school, he took it without hesitation. He'd continue his advanced business education online and take the chance to improve his gift. He actually misses his bi-weekly meetings with his parents - but they'll understand, certainly. It's just business.
-----------------------------------------------------------------------------------------
Fighting----- Incredible (40)
Agility------ Fantastic (30)
Strength----- Remarkable (20)
Endurance---- Spectacular (50)
Reasoning---- Remarkable (20)
Intuition---- Fantastic (30)
Psyche------- Remarkable (20)
Hit Points: 140
Mental health: 70
Resources: Fantastic
Source of Income- Parents & personal investments.
Origin of Powers: Mutant
Powers: Baxter is the apex life form, evolving and adapting to any threat.
Atavism- Baxter has the ability to change his body, growing parts of lesser animals. This ability is equal to his default Endurance.
*Apex Mode- As an action, Baxter may assume Apex Mode. This causes him to turn black, and grow large matte black shield-shaped scale mail armor all over his body. These cover and conceals his face, save for his eyes. A clear shield grows over his eyes to protect them, and his slick hair turns into even slicker spikes. Armored claws form on his fingers and toes made of the same material as his scales. He is granted all the associated stunts below.
**Armor- Good (10) Armor vs all damage.
**Hyper Leap- Leap his Strength in feet straight up or twice that forward.
**Claws- +4 Damage with Good(10) Armor Piercing. He can climb rough surfaces with the claws.
**Bite- How uncouth! The scales on his face can lift up to reveal a horrible mouth full of serrated fangs. His bites do twice his strength in damage. However, getting in position to bite puts him at -2CS to evasion until he states he is out of position, and he cannot do this till the beginning of his next turn. It also makes him taste his opponent and transfers body fluids and all and all it's the sort of thing Baxter avoids.
**Low-Light Vision- Apex-mode Baxter can see in any level of light except the absence of light.
Physical Atavism- Baxter has a pool of Atavism points equal to his default Endurance score. The points are devoted to an ability and are returned when that ability is retracted. Physical Atavism changes are free actions.
*Fighting- Baxter can increase his Fighting score by 1 point by devoting 2 Atavism points.
*Agility- Baxter can increase his Agility score by 1 point by devoting 2 Atavism points.
*Strength- Baxter can increase his Strength score by 1 point by devoting 2 Atavism points.
*Endurance- Baxter can increase his Endurance score by 1 point by devoting 2 Atavism points. This does not add hit points.
*Intuition- Baxter can increase his Intuition score by 1 point by devoting 2 Atavism points. If he puts 20 or more points into Intuition, he gains Tracking at his Intuition -2CS.
*Armor- Baxter can increase his Armor rating by 1 point by devoting 2 Atavism points.
*Claws- Baxter can increase his claw bonus damage by 1 point by devoting 2 Atavism points. Every 4 points put toward this increases his Claws' Armor Piercing by one point.
Advanced Atavism- These reference abilities that do not already exist in the Apex state, and thus all start at 0. Adding, removing, or changing the value if an Advanced Atavism ability is an Action.
*Fast-Healing- Point-for-point. At 30 points this becomes Regeneration.
*Adhesion- Point-for-point. His adhered palms and feet can support weight based on the CS of his Adhesion vs the Strength chart.
*Body Spikes- Thick black keratin spikes ruin his suit. 2 Atavism points get one point of Body Spikes. 1 Atavism point gives him 1 damage on his Body Spikes. When a Melee attack is made against him by an unarmed opponent or opponent with a small weapon like a knife, Baxter may choose to take damage as though they had rolled 1CS higher. The attacker then takes his Body Spikes damage. An opponent with a longer weapon, like a bat or longsword, takes half of this damage.
*Note: When an opponent rolls a White against him, this means he can choose to take Green damage and activate this ability.
*Feral Sense- 10 points for choice of: Echolocation, infrared vision, internal compass, or tremorsense at his Intuition in feet.
*Aquatics- 10 points for Gills & fins to breathe and move in water at -2CS Fighting & Agility. 20 points for gills & merman tail, +2CS Agility in water, -2CS Fighting and Agility on land. Baxter can still breathe air when he has gills.
*Burrowing Claws- Burrow through earth & stone at one foot-per-turn per Atavism point.
*Tail- A long, heavy tail good for slamming. It gets one free attack per round and deals his Strength +10 in damage. Each point spent on it gives the tail 1 point of Fighting, and the tail uses its own Fighting score.
*Extra Arms- Extra set of arms that match the first. They have the same Claws as his existing arms. These get their own turn on Baxter's turn. Initiating arm growth costs 10 Atavism points, then every 1 Atavism points spent on this gives the arms a point of Fighting and Agility. Baxter can grow even more sets of arms, but each set costs 10 points and their Fighting and Agility must be built up separately.
*Flight- Wings! Baxter's flight is based on the Ground Speed chart. 2 Atavism points for one point of Speed. -1 Agility when airborne. If 10 points are invested, he can hover.
*Elemental Attack- A once-per-round ranged attack that deals elemental damage; an action is spent for this attack. The base damage is equal to the Atavism points spent on it. He cannot use this ability on the round he creates it. It may take the form of - Incendiary chemical spray from the mouth, arc of electricity from the center of mass, corrosive spray from glands near the knuckles, or a mutated useless left hand that fires deafening sonic pulses. He must choose which he wants at the time of generation, and may have more than one of them by buying them separately. The range of these attacks are his current Endurance in Feet.
Equipment:
Tube Suit- A complete suit in a sealed can. Wrinkle-proof, it can be removed from the can and put on directly for a stylish look.
Weaknesses: Powers men have no weaknesses.
Contacts: The school, various stock brokers, business contacts.
Knowledges: Baxter Powers is familiar with all manner of financial and industry terms.
He speaks Spanish, French, and Mandarin.
Skills:
Baxter is a finance & math whiz. His mind is good at recognizing and predicting trends and patterns, making him a skilled tactician in and out of the office.
Baxter knows 23 different necktie knots.
Notable Notes:
Baxter's cell phone wallpaper is an image of a topless girl with a cowboy hat over her face who may or may not be Black Pouwlos.
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