Post by Blake on Oct 6, 2010 16:05:41 GMT -5
STUDENT
Player: Blake
Name: Mac "Sparky" Angus Campbell
Codename: Power Field
Age: 17
Height: 5'9"
Weight: 143
Hair: Light Brown
Eyes: Hazel
Nationality: Caucasian (British Isles)
Occupation: Student
Appearance: Of an average height and fairly slim build, Mac is for the most part unremarkable. He prefers to shave his hair short, keep his face clean shaven, and wear relaxed clothes, often a button up polyester shirt and blue jeans.
Picture:
Personality: Relaxed, and at the same time tense. He is used to taking life as it goes, yet now finds himself destroying things he loves if he slips up his control, tempering his usual disregard with a certain level of care.
Mac is a good friend with those he gets to know. However, despite having picked up roots several times in his life, he has always had an awkward time getting to know new people, initially coming off as shy to the average person he may meet. Once he adjusts to a person, he quite often loosens up quickly in their presence, and can become a very laid back character.
Background: Mac was originally born in London, United Kingdoms, but his family moved to Canada when he turned five, then to America at ten, and bounced around the states a few times since then. Because of this Mac has often found it difficult to keep in touch with friends he'd made.
The use of the World Wide Web certainly made things easier for him, and quickly he turned into an avid gamer with his spare time, and seemed to become unusually capable of predicting what a game was about to throw at him.
At fifteen, however, his mouse all but exploded in his hand, and his keyboard short circuited at the same time. A trend began to kick up with a veritable mountain of destroyed circuitry until he was sixteen and three months old and this began to occur at school, where an old CRT monitor lit on fire as he put his hand on top of it.
Being that at that point his parents had long since stopped buying him electronics, this was the final straw, and they asked professionals to look into his problem. With no real explanation able to be given, the only suggestion he could be given was to ground himself out when using anything, and he was sent off to the Sunshine of Destiny School for Promising Youth by recommendation of the possibility they could help him.
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Fighting----- Remarkable (20)
Agility------ Fantastic (30)
Strength----- Good (10)
Endurance---- Remarkable (20)
Reasoning---- Remarkable (20)
Intuition---- Remarkable (20)
Psyche------- Incredible (40)
Hit Points: 80
Mental health: 80
Resources: Poor
Source of Income- His school allowance.
Origin of Powers: Mutant
Powers:
Contact Electricity- Mac's body generates large amounts of electricity at Incredible(40) level. He cannot project this energy, but he can send it to any part of his body to charge or electrify something he is touching. He can deal Incredible(40) damage to someone with a touch (Agility) attack, or he can automatically discharge the damage if he connects with a physical attack. He can discharge this energy through a suitable metal weapon, like a chain. These are both modified by the color of the roll.
*Electro Resistance- Mac has Armor against electricity equal to his Contact Electricity rank. Other electrical effects must be of a higher power rank than his to affect him.
*Tazer- With a touch attack, Mac can release a small electric jolt. This does Good(10) damage, but a victim hit must roll Endurance vs Incredible(40) or be paralyzed for 1d6 rounds.
*Palmpoint Lightning Strike- With a touch attack, Mac ca release an Amazing(60) intensity charge of electricty with Remarkable(20) Armor Piercing. If this attack is used and discharges, Mac cannot use his electricity agai until his next turn.
Electromagnetic Telekinesis- Mac has telekinesis in the presence of an electromagnetic field. The strength depends on the power of the field.
Equipment: Powerfield Armour.
Weaknesses:
Grounding- Mac's electricity has no effect on people or objects that have been properly grounded.
Exception: His Palmpoint Lightning Strike does half damage to a grounded target.
Electrical overload- If Mac rolls to use any of his electrical powers and gets a Blue result, he may go into Overload. In this state, his body bleeds electricity without his control.
*Anyone who touches or is touched by Mac (except someone he has attacked with an electrical ability) is subject to is Taser effect.
*All his electrical attacks are at -1CS damage.
*Use of his Palmpoint Lightning Strike does not inhibit his powers for the rest of the round.
*If Mac attempts an electrical attack, an arc of electricty comes off him at a random person. This is Incredible(40) to avoid and deals Remarkable(20) damage.
*The next round after he goes into Overload, at the beginning of his turn he rolls his Contact Electricity rank. A Yellow ends the effect and he may resume using his powers on his next turn. If he fails, at the beginning of his next turn he rolls at -1CS. If he reaches Shift0, the effect ends and he loses his powers for 1d3 hours.
**If powers are lost, he retains his Electro Resistance, and expoosure to an Amazing(60) or better electrical source will restore his powers.
Contacts: Sunshine of Destiny Academy for Promising Youth
Knowledges:
Mac has knowledge of how electricity behaves.
Skills:
+1CS to video games
Notable Notes: In his room, there is a large battery that is hooked up to all his electronics so he doesn't raise the power bill in the school any. He charges up this battery himself often. He may use this battery to take himself out of an Overload, but his powers are still gone for the normal time frame.
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Powerfield Armor: An armoured suit of custom design. The armor is blue with bronze trim, designed with a Tesla-punk feel. The helmet visor had strong LED's giving it colour and hiding the users identity. The armour isn't terribly bulky, roughly the size of, say, Master Chief.
Armor- Provides Remarkable(20) vs all damage except electricity. The armor is made primarily of aluminum, ceramic, nylon, copper, and a little bronze. It is largely nonmagnetic.
Surge Protection- Provides Amazing(60) TruIn vs Electricity, except when in Overload.
Electrical Containment- As the suit protects the user from outside harm, it protects the outside form the user. Electricity can only escape the suit at conductive points.
Terminals- The terminals of the suit are in the palms of the hands. The right is positive and the left is negative.
Lightning Beam Cannon- This cigar-shaped cylinder slides back onto the forearm to allow the use of the hand, or slides over the hand to be used as a weapon. Fires a beam of electricity with a range of 40 feet.
*Variable Output- The Beam Cannon can be fired at 10, 20, or 30 damage instead of it's regular 40 if the user wants to be sure not to hit something too hard.
*Power Beam- The cannon can Power Attack at -1CS instead of -2. Doing this increases the range to 60 feet.
*BLG- The Big Lightning Gun. Fires a large 'blob' of electricity that explodes on impact for 100 damage, whether targets are grounded or not. After firing this, major electrical features of the suit may not be used until the beginning of his next turn.
**EMP- Instead of the BLG, the user can attempt to release an EMP with a radius of 60 feet and Amazing(60) intensity. Roll Agility at -3CS, on a failure the BLG fires in whatever direction the arm cannon was pointed.
Plasma Arc Emitter- Two long wires pop out of the Beam Cannon, overriding the normal effect. It now shoots out wide arcs of plasma that does Remarkable(20) heat damage to up to 4 lined-up targets per use.
Electron Blade- A thin short sword worn on the hip. Useless until plugged into the end of the beam cannon, when active it does +10 damage with Fantastic(30) Armour Piercing due to a fast stream of electrons moving along the edge. The blade cannot channel electricity.
Electric Mine- A disk worn on the small of the back, charged up with Amazing(60) electricity. Can be detached and left to explode when something moves within a few inches of it. Damages grounded targets. The Powerfield armour suit only carries one at a time. The mine is pre-charged and will work if the rest of the suit has been depowered.
Taze-Box- A box crossbow(it has no arms, just a long box) that fires bolts. The bolts have forked tips and the shafts have glass capacitors that are visible charged with electricity. Pump action, targets struck receive a 'Tazer' effect. Requires two hands to operate, holds 5 bolts. Worn on the other hip. The bolts are pre-charged and will work if the rest of the suit is depowered.
Conductive Dusters- The knuckles of the gauntlets conduct electricity, allowing the user to deal electric damage in addition to the damage from a punch.
Tazer Tips- The first and second fingertips of the left hand are conductive and can be used to taze; however, since it is the left hand it is at -1CS to attack.
Lightning Tips- The tips of the index and thumb are conductive on the right hand. This can be used to grab someone and unleash Amazing(60) Electric damage with Remarkable(20) Armour Piercing. After this, major electric equipment cannot be used until the next turn.
Helmet- The Helmet offers Incredible(40) Armour to the head vs all damage. It has a visor backlit with adjustable colour LEDs to hide the identity of the user. The visor is battery-powered and will work if the rest of the suit is depowered.
*High Beams- Two banks of clustered, powerful LEDs reside in the helmet behind squares of gold mirrored glass. These can be lit up with up to Incredible(40) light intensity.
*Voice Modulator- Makes the user sound like some kind of robot, adjustable to different vocal settings. Battery-powered, works if the suit is depowered.
ElectroMag Boots- The soles of the boots contain power electromagnets, enabling the user to walk on ferrous metal surfaces, or on structures with a thinly-veiled metal infrastructure, which includes most city buildings. They also make the user about two and a half inches taller.
Note- He can also use these to zip along bullet train tracks if he comes across any.
Tesla Coils- Two Tesla coils folded into a backpack built into the suit. These can unfold to stand out from his shoulders. These allow him, the user, Electromagnetic Telekinesis at Incredible(40). he can move up to 40 pounds of nonmagnetic matter with a harmless electromagnetic arc, or 400 pounds of magnetic material. No fine manipulation, and the arcs can be severed.
Utility Belt- A belt of bronze boxes that contain assorted electrician tools. The longest box contains arc welding rods that fit into a slot on the left wrist; he can grip an object with his right hand to complete the circuit. This is not a weapon.
Servo Assistants- Four narrow bronze 'limbs' normally folded on the sides of his backpack, they can unfold and attach to his knees, elbows, wrists, and ankles. This increases his Strength to Incredible(40) (5tons) but reduces his movements to Feeble. He cannot attack with his body in this mode, as he is too slow to throw a punch or aim a weapon.
Overload Control- When the user goes into an Overload status, the normal negative effects do not apply, instead, the suits electrical abilities increase by +2CS for the duration. EMTK increases even more, to the point that the user can throw cars and trucks. He must still roll to end Overload state, however he can choose to vent the excess electricity into the sky through his Tesla Coils, ending the Overload instantly but depowering the suit for 1d3 rounds.
Note: the Electron Blade's damage does not increase, but its Armour Piercing does.
*Force Overload- The user can force the suit into Overload state by connecting to a powerful electrical source, and the state ends harmlessly when he disconnects. However, as his Terminals are in his palms this might mean his hands will be full.
Player: Blake
Name: Mac "Sparky" Angus Campbell
Codename: Power Field
Age: 17
Height: 5'9"
Weight: 143
Hair: Light Brown
Eyes: Hazel
Nationality: Caucasian (British Isles)
Occupation: Student
Appearance: Of an average height and fairly slim build, Mac is for the most part unremarkable. He prefers to shave his hair short, keep his face clean shaven, and wear relaxed clothes, often a button up polyester shirt and blue jeans.
Picture:
Personality: Relaxed, and at the same time tense. He is used to taking life as it goes, yet now finds himself destroying things he loves if he slips up his control, tempering his usual disregard with a certain level of care.
Mac is a good friend with those he gets to know. However, despite having picked up roots several times in his life, he has always had an awkward time getting to know new people, initially coming off as shy to the average person he may meet. Once he adjusts to a person, he quite often loosens up quickly in their presence, and can become a very laid back character.
Background: Mac was originally born in London, United Kingdoms, but his family moved to Canada when he turned five, then to America at ten, and bounced around the states a few times since then. Because of this Mac has often found it difficult to keep in touch with friends he'd made.
The use of the World Wide Web certainly made things easier for him, and quickly he turned into an avid gamer with his spare time, and seemed to become unusually capable of predicting what a game was about to throw at him.
At fifteen, however, his mouse all but exploded in his hand, and his keyboard short circuited at the same time. A trend began to kick up with a veritable mountain of destroyed circuitry until he was sixteen and three months old and this began to occur at school, where an old CRT monitor lit on fire as he put his hand on top of it.
Being that at that point his parents had long since stopped buying him electronics, this was the final straw, and they asked professionals to look into his problem. With no real explanation able to be given, the only suggestion he could be given was to ground himself out when using anything, and he was sent off to the Sunshine of Destiny School for Promising Youth by recommendation of the possibility they could help him.
-----------------------------------------------------------------------------------------
Fighting----- Remarkable (20)
Agility------ Fantastic (30)
Strength----- Good (10)
Endurance---- Remarkable (20)
Reasoning---- Remarkable (20)
Intuition---- Remarkable (20)
Psyche------- Incredible (40)
Hit Points: 80
Mental health: 80
Resources: Poor
Source of Income- His school allowance.
Origin of Powers: Mutant
Powers:
Contact Electricity- Mac's body generates large amounts of electricity at Incredible(40) level. He cannot project this energy, but he can send it to any part of his body to charge or electrify something he is touching. He can deal Incredible(40) damage to someone with a touch (Agility) attack, or he can automatically discharge the damage if he connects with a physical attack. He can discharge this energy through a suitable metal weapon, like a chain. These are both modified by the color of the roll.
*Electro Resistance- Mac has Armor against electricity equal to his Contact Electricity rank. Other electrical effects must be of a higher power rank than his to affect him.
*Tazer- With a touch attack, Mac can release a small electric jolt. This does Good(10) damage, but a victim hit must roll Endurance vs Incredible(40) or be paralyzed for 1d6 rounds.
*Palmpoint Lightning Strike- With a touch attack, Mac ca release an Amazing(60) intensity charge of electricty with Remarkable(20) Armor Piercing. If this attack is used and discharges, Mac cannot use his electricity agai until his next turn.
Electromagnetic Telekinesis- Mac has telekinesis in the presence of an electromagnetic field. The strength depends on the power of the field.
Equipment: Powerfield Armour.
Weaknesses:
Grounding- Mac's electricity has no effect on people or objects that have been properly grounded.
Exception: His Palmpoint Lightning Strike does half damage to a grounded target.
Electrical overload- If Mac rolls to use any of his electrical powers and gets a Blue result, he may go into Overload. In this state, his body bleeds electricity without his control.
*Anyone who touches or is touched by Mac (except someone he has attacked with an electrical ability) is subject to is Taser effect.
*All his electrical attacks are at -1CS damage.
*Use of his Palmpoint Lightning Strike does not inhibit his powers for the rest of the round.
*If Mac attempts an electrical attack, an arc of electricty comes off him at a random person. This is Incredible(40) to avoid and deals Remarkable(20) damage.
*The next round after he goes into Overload, at the beginning of his turn he rolls his Contact Electricity rank. A Yellow ends the effect and he may resume using his powers on his next turn. If he fails, at the beginning of his next turn he rolls at -1CS. If he reaches Shift0, the effect ends and he loses his powers for 1d3 hours.
**If powers are lost, he retains his Electro Resistance, and expoosure to an Amazing(60) or better electrical source will restore his powers.
Contacts: Sunshine of Destiny Academy for Promising Youth
Knowledges:
Mac has knowledge of how electricity behaves.
Skills:
+1CS to video games
Notable Notes: In his room, there is a large battery that is hooked up to all his electronics so he doesn't raise the power bill in the school any. He charges up this battery himself often. He may use this battery to take himself out of an Overload, but his powers are still gone for the normal time frame.
-----------------------------------------------------------------------------------------
Powerfield Armor: An armoured suit of custom design. The armor is blue with bronze trim, designed with a Tesla-punk feel. The helmet visor had strong LED's giving it colour and hiding the users identity. The armour isn't terribly bulky, roughly the size of, say, Master Chief.
Armor- Provides Remarkable(20) vs all damage except electricity. The armor is made primarily of aluminum, ceramic, nylon, copper, and a little bronze. It is largely nonmagnetic.
Surge Protection- Provides Amazing(60) TruIn vs Electricity, except when in Overload.
Electrical Containment- As the suit protects the user from outside harm, it protects the outside form the user. Electricity can only escape the suit at conductive points.
Terminals- The terminals of the suit are in the palms of the hands. The right is positive and the left is negative.
Lightning Beam Cannon- This cigar-shaped cylinder slides back onto the forearm to allow the use of the hand, or slides over the hand to be used as a weapon. Fires a beam of electricity with a range of 40 feet.
*Variable Output- The Beam Cannon can be fired at 10, 20, or 30 damage instead of it's regular 40 if the user wants to be sure not to hit something too hard.
*Power Beam- The cannon can Power Attack at -1CS instead of -2. Doing this increases the range to 60 feet.
*BLG- The Big Lightning Gun. Fires a large 'blob' of electricity that explodes on impact for 100 damage, whether targets are grounded or not. After firing this, major electrical features of the suit may not be used until the beginning of his next turn.
**EMP- Instead of the BLG, the user can attempt to release an EMP with a radius of 60 feet and Amazing(60) intensity. Roll Agility at -3CS, on a failure the BLG fires in whatever direction the arm cannon was pointed.
Plasma Arc Emitter- Two long wires pop out of the Beam Cannon, overriding the normal effect. It now shoots out wide arcs of plasma that does Remarkable(20) heat damage to up to 4 lined-up targets per use.
Electron Blade- A thin short sword worn on the hip. Useless until plugged into the end of the beam cannon, when active it does +10 damage with Fantastic(30) Armour Piercing due to a fast stream of electrons moving along the edge. The blade cannot channel electricity.
Electric Mine- A disk worn on the small of the back, charged up with Amazing(60) electricity. Can be detached and left to explode when something moves within a few inches of it. Damages grounded targets. The Powerfield armour suit only carries one at a time. The mine is pre-charged and will work if the rest of the suit has been depowered.
Taze-Box- A box crossbow(it has no arms, just a long box) that fires bolts. The bolts have forked tips and the shafts have glass capacitors that are visible charged with electricity. Pump action, targets struck receive a 'Tazer' effect. Requires two hands to operate, holds 5 bolts. Worn on the other hip. The bolts are pre-charged and will work if the rest of the suit is depowered.
Conductive Dusters- The knuckles of the gauntlets conduct electricity, allowing the user to deal electric damage in addition to the damage from a punch.
Tazer Tips- The first and second fingertips of the left hand are conductive and can be used to taze; however, since it is the left hand it is at -1CS to attack.
Lightning Tips- The tips of the index and thumb are conductive on the right hand. This can be used to grab someone and unleash Amazing(60) Electric damage with Remarkable(20) Armour Piercing. After this, major electric equipment cannot be used until the next turn.
Helmet- The Helmet offers Incredible(40) Armour to the head vs all damage. It has a visor backlit with adjustable colour LEDs to hide the identity of the user. The visor is battery-powered and will work if the rest of the suit is depowered.
*High Beams- Two banks of clustered, powerful LEDs reside in the helmet behind squares of gold mirrored glass. These can be lit up with up to Incredible(40) light intensity.
*Voice Modulator- Makes the user sound like some kind of robot, adjustable to different vocal settings. Battery-powered, works if the suit is depowered.
ElectroMag Boots- The soles of the boots contain power electromagnets, enabling the user to walk on ferrous metal surfaces, or on structures with a thinly-veiled metal infrastructure, which includes most city buildings. They also make the user about two and a half inches taller.
Note- He can also use these to zip along bullet train tracks if he comes across any.
Tesla Coils- Two Tesla coils folded into a backpack built into the suit. These can unfold to stand out from his shoulders. These allow him, the user, Electromagnetic Telekinesis at Incredible(40). he can move up to 40 pounds of nonmagnetic matter with a harmless electromagnetic arc, or 400 pounds of magnetic material. No fine manipulation, and the arcs can be severed.
Utility Belt- A belt of bronze boxes that contain assorted electrician tools. The longest box contains arc welding rods that fit into a slot on the left wrist; he can grip an object with his right hand to complete the circuit. This is not a weapon.
Servo Assistants- Four narrow bronze 'limbs' normally folded on the sides of his backpack, they can unfold and attach to his knees, elbows, wrists, and ankles. This increases his Strength to Incredible(40) (5tons) but reduces his movements to Feeble. He cannot attack with his body in this mode, as he is too slow to throw a punch or aim a weapon.
Overload Control- When the user goes into an Overload status, the normal negative effects do not apply, instead, the suits electrical abilities increase by +2CS for the duration. EMTK increases even more, to the point that the user can throw cars and trucks. He must still roll to end Overload state, however he can choose to vent the excess electricity into the sky through his Tesla Coils, ending the Overload instantly but depowering the suit for 1d3 rounds.
Note: the Electron Blade's damage does not increase, but its Armour Piercing does.
*Force Overload- The user can force the suit into Overload state by connecting to a powerful electrical source, and the state ends harmlessly when he disconnects. However, as his Terminals are in his palms this might mean his hands will be full.