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Post by Kentachi on Nov 15, 2010 8:47:17 GMT -5
Player: Kentachi
Name: Thomas "Tommy" Oliver Codename: Marksman
Age: 16 Height: 5'9" Weight: 182lbs Hair: Brown Eyes: Brown Nationality: Caucasian
Occupation: Student
Appearance: Thomas has a body that befits a young man who generally stays indoors and plays video games. He is slightly overweight but does not look fat. Rather, he looks like he could play football. His face is a little rounded, but otherwise attractive. His hair is generally kept cut short enough that he does not look like a girl and usually left alone otherwise.
Picture:
Personality: Thomas is a normal teen with normal teenage angst. He best falls under the nerd category.
Background: Born to Jessica and Patrick oliver, Thomas was the fourth of four children. His family was quite patriotic, and some of it rubbed off on him. Growing up he was told tales of great heroes of past wars who fought for the country. Stories of Captain America were his favorites. Two of his older brothers were tragically lost in a car accident one evening. His family wasn't the same, but his mom took it the most hard. Her normally lively influence was more subdued. When Thomas was eleven years old, his father and older brother were shipped out to fight the good fight for the US Army. Both of which were happy to do so. With them gone, his mother sunk into a robotic lifestyle devoid of much attachments. Thomas turned to video games and computer activities to give him the attention he wanted from his now gone family. Falling into the uncool crowd in school had him picked on a lot. Shortly after his fourteenth birthday his powers manifested to help defend him from a bully. The bully was blasted by a concussive force that smashed him into a wall. He was immediately detained and brought home. Expelled from school for being a mutant, Thomas stayed home and became fascinated with his powers. Ignored mostly now by his mother as well for being a freak, he spent a year on the Internet. In between games and chatting, he worked on his aim with his powers, using soup cans as targets in his room. A chat room pointed him to the Academy. It took him almost an entire year to convince his mother to send him there. When she did, he came with nothing but a bag of clothes.
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Fighting----- Below Average Agility------ Excellent Strength----- Decent Endurance---- Decent
Reasoning---- Excellent Intuition---- Excellent Psyche------- Above Average
Hit Points: Mental health:
Resources: School Allowance Source of Income- School
Origin of Powers: Mutant
Powers: Energy manipulation - Thomas has the ability to psycokinetically produce and blast multiple forms of energy from his body and the area around it.
Concussive Blast- Thomas punches or kicks sending a fist sized ball of concussive physical force at his intended target. *Pebble Gun- Pulling rock from the ground, Thomas shatters the stone into tiny pebble sized pieces and launches them like a machine gun.
Fireball- Thomas creates a ball of flame and throws it.
Icicles- Freezing the water in the air around him, Thomas creates rotating spikes of ice that then zoom at his target.
Electric Arc- From his eyes, arms, or legs, Thomas sends out an electric bolt of energy directed at a target. *Chain- Completely without his control, sometimes the electricity Thomas shoots will arc and strike another target.
Water spear- Pulling water from any source (including moisture in the air) Thomas creates a trident shaped spear of water to throw.
Aero- Thomas launches a sickle shaped blade of wind at his target.
Laser beam- A beam of particles is blasted at the target.
Solar Beam- Thomas punches out a beam of cosmic power. This energy use is extremely taxing on his body. *Solar Flash- A burst of sunlight beams erupt from Thomas's body in all directions.
Equipment:
Equipment-
Weaknesses:
Weakness-
Contacts: Sunshine Academy.
Knowledges: Captain America Stories from World War 2, Table Top Games.
Skills: Thomas has spent years setting up targets and shooting them down with his powers at varying distances and sizes.
Notable Notes:
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Post by Trish on Nov 17, 2010 3:10:01 GMT -5
STUDENT
Player: Kentachi
Name: Thomas "Tommy" Oliver Codename: Marksman
Age: 16 Height: 5'9" Weight: 182lbs Hair: Brown Eyes: Brown Nationality: Caucasian
Occupation: Student
Appearance: Thomas has a body that befits a young man who generally stays indoors and plays video games. He is slightly overweight but does not look fat. Rather, he looks like he could play football. His face is a little rounded, but otherwise attractive. His hair is generally kept cut short enough that he does not look like a girl and usually left alone otherwise.
Picture:
Personality: Thomas is a normal teen with normal teenage angst. He best falls under the nerd category.
Background: Born to Jessica and Patrick Oliver, Thomas was the fourth of four children. His family was quite patriotic, and some of it rubbed off on him. Growing up he was told tales of great heroes of past wars who fought for the country. Stories of Captain America were his favorites. Two of his older brothers were tragically lost in a car accident one evening. His family wasn't the same, but his mom took it the most hard. Her normally lively influence was more subdued. When Thomas was eleven years old, his father and older brother were shipped out to fight the good fight for the US Army. Both of which were happy to do so. With them gone, his mother sunk into a robotic lifestyle devoid of much attachments. Thomas turned to video games and computer activities to give him the attention he wanted from his now gone family. Falling into the uncool crowd in school had him picked on a lot. Shortly after his fourteenth birthday his powers manifested to help defend him from a bully. The bully was blasted by a concussive force that smashed him into a wall. He was immediately detained and brought home. Expelled from school for being a mutant, Thomas stayed home and became fascinated with his powers. Ignored mostly now by his mother as well for being a freak, he spent a year on the Internet. In between games and chatting, he worked on his aim with his powers, using soup cans as targets in his room. A chat room pointed him to the Academy. It took him almost an entire year to convince his mother to send him there. When she did, he came with nothing but a bag of clothes.
Thomas joined his fellows on an adventure to save reality as we know it from the Universe Keys. He returned from this trip with a much better understanding of his powers and a bag of new tricks.
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Fighting----- Remarkable (20) Agility------ Incredible (40) Strength----- Good (10) Endurance---- Amazing (60)
Reasoning---- Remarkable (20) Intuition---- Excellent (14) Psyche------- Remarkable (20)
Hit Points: 130 Mental health: 54
Powers
All-Spectrum Energy Generation- Tommy has the Amazing(60) ability generate within his mass any kind of scientifically legitimate energy within his body. This does not apply to things that are actually forces. Note: This ability is tied to his Endurance. Tommy's Endurance is part of his powers, it is Remarkable(20) if he is depowered.
Standard Energy Attacks- Thomas can express energy as a simple attack from his body in a few different ways. These may be done with any type of energy but Thomas must announce what kind he is using.
*Hand Blast- deals Incredible(40) damage. *Finger Shot- Remarkable(20) damage, capable of three-round burst. *Eye Beam- Fantastic(30) Damage, +2CS to attack. **Ocular Sweep- Thomas can use his eye beams as though they were a Poor(1d6) Continuous weapon, however, this cannot be used with multiple actions. *Chest Cannon- Fires from his center of mass, cannot be taken as multiple actions, deals Phenomenal(80) damage. *Body Burst- Explosion of Amazing(60) intensity centered on Thomas- 50% splash damage for Amazing(60) feet. Cannot be used as multiple actions. This attack will generally not deal full damage to anyone unless they are grappling Thomas or similarly close. *Charge Punch- Strength+10 Energy damage with a physical attack.
Energy Types- Different types of energy have different particulars. These are not necessarily ALL the forms of energy he can generate and express, but they are the most relevant.
*Heat- Heat is the basest form of energy and as such Thomas cannot get very creative with it. However, all Heat attacks do +1CS damage. NOTE: Heat burns oxygen and can be problematic when such is in limited supply. **Rocket Propulsion- By expressing Heat in tight points from his feet and other points on his body, Thomas can fly. He is at -3CS to Agility while in motion but has no penalty while hovering. He flies at Excellent(14) Air Speed(100) MPH at full clip. **Flame- In an oxygen-rich environment, Thomas can express flames that do half damage but can theoretically set things on fire. However, they are dry flames and usually will not. **Vernier Interrupt- Good(10); Thomas can make a single attempt to interrupt a person's actions if that person is 10 or less points higher than him on the initiative and he has an action. Doing so costs an action. He may interrupt someone's dodge to take their hits for them; he spends an action and then rolls once the appropriate Dodge ability. On a Green he takes half and his protectee takes half. On a Yellow he takes all and his protectee takes none. On a Red he takes half, on a Super Crit no one is damaged. **Vernier Uppercut- In the first round of combat, Thomas may sacrifice his turn that round in exchange for this attack. He uses Rocket Propulsion to zoom in and propel his fist at a single target. This does +10 damage. By rolling at -1 to his attack, he can make this a Charge Punch for even more damage. On a Yellow hit, the target loses their first turn as well and is knocked prone. **Vernier Shuffle- Once per round as an action Thomas can roll Agility. On a Yellow, he rerolls Initative. This ends his turn. However, if he ends up lower on the Initiative then he gets another turn when his number comes up. On a Green, he does not get this extra turn. On a Red, he may choose to increase his new Initiative enough to beat the person (or tied persons) above him by 1 point.
*Electricity- Electricity is an advanced and cohesive form of energy, able to be controlled mid-flight to a small degree. Attacks with it get +1CS to Attack. **Arc- Thomas can trade -1CS of Damage for +1CS of Attack on any Electric expression.
*Light- Light is particulate energy, allowing Thomas to express it in creative ways. He uses light in the visible spectrum. **Laser- Thomas can fire concentrated Lasers. These do half damage, but ignore Material Hardness, allowing them to slice through cables or cut and weld sheet metal. **Light Screen- By spending an action, Thomas can interpose a charged screen of photons that halves the damage of any incoming attack **Line- 5-foot-wide line of energy deals Incredible(40) damage as an area-of-effect. Cannot be used with multiple actions. **Cone- Fantastic(30) Area-of-Effect damage to everyone in a given ellipse or triangle. Cannot be used with multiple actions. **Flash- Roll Agility to release a sudden sharp burst of light. Everyone in the vicinity must roll Agility to shield their eyes or be blinded for 2d3 rounds on a Yellow (each victim rolls separately).
*Anti-Energy- While this comes off as 'cold', it is not. Cold is the absence of energy. Anti-Energy annihilates and negates any energy it comes into contact which results in a 'freezing' effect. **Cold Snap- Fantastic(30). Thomas can release a light burst of Anti-Energy with a 30 foot radius. On a Yellow, this negates 30 points of energy in the area. This generally does not harm bodies or batteries, however it removes 30 points of damage from energy and projectile attacks in the air, possibly completely negating them or making them drop dead from their spot in the air. It is also useful for putting out fires or defending against area-of-effect attacks.
*Kinetic Energy- Kinetic energy is raw impact, good for slapping stuff around and often not considered an energy attack for purposes of Armor. **Repulsor Beams- Thomas can use continuous beams of Kinetic energy to push an object, allowing to substitute his Energy Generation rank for his Strength. However, he has no fine control beyond pushing it away and the object takes 10 damage for every 10 feet it moves. **Kinetepult- Tommy can deal +1cs damage with any beam-style attack by using it to launch a solid object he can list. This makes the attack a projectile attack. **Sonic Disruptor- Tommy can fire one of his attacks at -2CS to make it a Poor(6) Continuous sonic attack that automatically concentrates damage. **Bang- Roll Agility to release a sudden violent burst of sound. Everyone in the vicinity must roll Agility to shield their ears or be deafened for 2d3 rounds on a Yellow (each victim rolls separately).
*Gamma- Further up the spectrum from Light, Gamma Rays operate at a frequency that can make matter begin to break apart. Attacks from Gamma Rays have Fantastic(30) Armor Piercing but they deal 20% of their base damage to Tommy. His defenses against energy do not prevent this. Gamma Rays can be easily blocked by lead, and attacks from Gamma Rays will probably eventually kill anyone they damage as the radiation devours their body. This is very dangerous to use and a Botch may irradiate his friends.
*Raw Energy- Energy in its highest form, chaos and power incarnate. This is the form Thomas creates it at, but generally he filters it out of his body in lesser forms. Expressing this is very difficult and dangerous. He gets -3CS to attack and the attacks deal 50% of their base damage back to him. His defenses against energy do not prevent this. However, the attacks do +2cs damage with Remarkable(20) Armor Piercing. Raw Energy expresses as searing, roaring, sparking, bolts of blinding white energy.
*Dark Energy- A strange form of energy permeating the deepest reaches of space. It does not act much like traditional energy, but has a unique property of creating 'negative pressure'. Dark Energy attacks do Good(10) Armor Piercing and normally jerk their targets inward instead of pushing them back. **Tractor Beam- Thomas can use a continuous beam of Dark Energy to push, pull, and lift objects at range. He uses his Energy Projection at -2CS in place of his Strengths and gets -2CS to Agility for moving objects heavier than what he can lift normally. This use does not like things that wriggle and ambulatory targets can resist with Fighting, Agility, or Strength. **Null Flight- A halo of blackness appears behind Tommy's head and torso, suspending him from it and moving at his command. This allows him True Flight with no penalty to Agility but only Poor(6) Air Speed(20 MPH).
Combo Techniques- Complicated maneuvers using multiple energy types. *Dark Energy + Heat + atmosphere= Plasma Beam- A ball of Dark Energy around the fist draws air particles in to be superheated and emitted as plasma. This is -2 to Attack and deals Amazing(60) damage and is 1d4 Continuous. Cannot be used with multiple actions. *Dark Energy + Electricity + atmosphere= Ion Beam- A ball of Dark Energy draws in particles to be supercharged. This is -2 to Attack but does Monstrous(100) Impact damage with Remarkable(20) Armor Piercing. Cannot be used with multiple actions. *Dark Energy + Anti-Energy + atmosphere= Ice Beam- A ball of Dark Energy around the fist draws air particles in to be near-deadened of energy. This is -1 to Attack and deals Amazing(60) Cold damage. it also builds up ice on targets, giving them -2CS on all actions on a Yellow. Cannot be used with multiple actions. *Dark Energy + Light= Combat Laser- A ball of Dark Energy around the fist makes a focal point for photons, emitting them in a tight beam. Amazing(60) damage with Amazing(60) Armor Piercing, ignores material hardness. Cannot be used with multiple actions. *Electricity + Heat= Magnetic- Roll at -1CS to do any Standard Energy Attack as magnetic force instead of energy. This may have situational effects such as extra damage against some machines. *Heat + Light + Gamma= Solar- Roll at -2 to express something that is, scientifically, sunlight. This may have situational effects. *Electricity + Heat= Pyreball- Pyrevolt's signature attack, a compressed sphere of heat banded together by two or more reciprocating rings of electricity. Hits for Incredible(40) Fire/Electric damage that does 50% splash damage for 10 feet. -1 to attack. *Dark Energy + Heat + Flight= Perfect Flight- Combining the Null Flight with the Rocket Propulsion allows Thomas True Flight at his Rocket Propulsion speed +1CS but without the associated penalties. It takes 1 round to activate this and 1 round to deactivate it. The energy draw gives him -2CS to damage on energy attacks. Note: This creates two Dark Energy disks on his shoulders, enabling him to steer. *Kinetic + Heat= Glass Cannon- By carrying a weak kinetic pulse on a beam of ultraviolet light, Thomas can project a bludgeoning attack that is invisible to the naked eye. These are projected from his hand but cannot be dodged by people who cannot see Thomas or somehow otherwise perceive the attack.
Energy Invulnerability- Thomas has Phenomenal(80) True Invulnerability to all forms of Energy except for Cold or Anti-Energy. *Energy Absorption- Any energy damage stopped by his Energy Invulnerability heals him for 10% of the damage it would have otherwise dealt. Does not work on Cold/Anti-Energy. Note that Energy Invulnerablity is his last line of defense and other worn armor or defenses are calculated first. *Recharge- By resting for two rounds (not making any attacks or actions beyond moving/defending, not using any energy), at the beginning of the third turn Thomas may roll Energy Generation to regain Fantastic(30) HP on a Yellow. *Mirror Move- If an energy attack hits Tommy with a Yellow or better, he may make a free attack using that same energy of damage equal to that which threatened him, to a maximum of his True Invulnerability to that form of damage. This is a ranged attack rolled at his base Agility. Alternatively, he may be able to 'keep' the energy and express energy of that type for the rest of the scene. *Bake- Thomas can absorb energy from a high-energy environment by staying in it for a long period of time. Such an environment could be the inside of a reactor, and the time takes several hours. Doing so can give him a bonus to all energy attacks for the duration of a scene.
WEAKNESSES
Energy Dependant- Energy is a very important aspect of Tommy's physiology. Things that deaden or negate energy (Cold, Anti-Energy, Vibranium) deal double damage to him.
EQUIPMENT
Cosmic Crystal Computer- This computer is a clear crystal block about the size of a pack of gum with only a small speck of circuitry visible inside it. It expands into a 10-inch tablet computer with a no-glasses 3D display. It's about as powerful as a desktop gaming PC. As it was built for flux-based lifeforms, it is not harmed by his powers and is actually recharged by them. It connects to the intragalactic internet used by the 3-6 o'clock quadrant of the Milky Way.
Prototype Cosmic Crystal Armor- Thomas is in the process of developing a BlackBody armor that collapses into a saucer-sized piece on his chest. When complete, this will allow him to don or banish his armor by spending an action; however currently he has insufficient material to construct it.
BlackBody Armor- This shiny, smooth black armor covers every inch of Thomas. It is transparent from the inside, black from the outside, so Thomas can see through the faceplate. The suit is almost perfectly efficient to conduct energy, so it allows him to use his abilities through it. However, it also offers Good(10) Armor vs physical damage. The detailing of the suit changes color in relation to the type of energy he is expressing, which is a useful warning to his teammates but a potential giveaway to repeat enemies. *BlackBody Helmet- Incredible(40) Armor vs physical attacks to the head.
Raw Energy ------ White Electricity ---- Violet Anti-Energy ------ Blue Kinetic Energy -- Green Gamma ---------- Yellow Light ---------- Orange Heat -------------- Red Dark Energy ----- Black
Special Power: Charge Armor- The BlackBody Armor gives Thomas a new power. By charging its structure with a certain energy type, he can get different effects. When the Armor is charged, he can only use energy of the type he has Charged it with. Charging or de-charging the armor takes an action. He cannot dismiss the armor on the same turn he charged it. He cannot switch from one energy type to another.
Heat- Flame Armor- +10 Armor vs all attacks. Enemies who strike him with a brawling attack take 10 points of Fire damage, and his own brawling attacks do that damage. He may set other things on fire unintentionally and he will very quickly burn up oxygen if it is in short supply. Electricity- Wave Armor- Arcs of electricity leap in and out and around the armor, all over. He gets +1 to electricity attack rolls. Anyone striking him in melee that rolls a Green and hits him must either withdraw their attack or take Fantastic(30) electrical damage, unless they have an explicitly nonconductive weapon. Light- Brilliant Armor- Becomes a blinding figure, individuals capable of being overwhelmed by excessive light have difficulty attack him. He gets +2CS to dodging, and those afflicted cannot make Called Shots against him. He gets -1000CS to Stealth. Anti-Energy- Null Armor- Frosts over if any humidity available. The Null Armor takes away his weakness to Cold and allows him to defends against it like any other energy type. It annihilates any low-yield energy that hits it, making it invisible to sonar, radar, laser, x-factor detectors, and any other energy-based detection systems short of regular sight. Energy attacks that have effects beyond direct damage must hit him with a crit for those effects to go off. Kinetic- Deflector Armor- additional +20 Armor against physical attacks as the armor shoves them away. Botched projectile attacks may reflect back at an enemy. Gamma- Hot Armor- pulsing armor reveals Thomas's skeleton and gives him x-ray vision. The Hot Armor allows him to use his Gamma abilities without taking damage and protects him from radiation in general. However, when he charges the armor and at the beginning of each turn afterward it deals an automatic Remarkable(20) Gamma Damage with Fantastic(30) Armor Piercing to everyone and everything within 30 feet of him. This leaves the area increasingly irradiated. He should probably never use this. Raw Energy- Roaring Armor- Deals Fantastic(30) damage to Thomas when he charges it and again at the beginning of every turn. His energy defenses do not protect against this. In this state he can use any energy type he can normally generate. Abilities that say 'Cannot be used with multiple actions' lose this restriction. He becomes covered in raw energy that blasts off light, heat, noise, sparks, and all manner of mess everywhere. Dark Energy- Void Armor- -2CS to dodging, the Void Armor takes his Energy Absorption ability up to 50% and negates the 'Energy Dependant' weakness. It also makes him move completely silently (he can still talk) and gives him +3CS to Stealth. It makes his Recharge ability act 1 turn faster in bright sunlight.
Minions- Thomas has a group of alien drone minions of unknown species and origin. They stand 3 feet tall and have the appearance of a small squid standing on short humanoid legs. They speak limited English, and have limited intelligence, but are good at simple tasks and following instructions. They are self-reproducing but accident-prone so the number of them is unknown at any given time. 3d7 at any given time if a number is needed. They live in a cave on the school grounds and cannot survive outside it; Thomas has yet to figure out how to acclimate them to the standard Earth environment.
Contacts: Sunshine Academy.
Knowledges: Captain America Stories from World War 2, Table Top Games.
Earth Languages- Thomas is fluent in Japanese, Mandarin, and Hawaiian Dead Languages- Latin and Ancient Egyptian Alien Languages- Thomas speaks Milky Way Standard 3, the language spoken by about 60% of the 3-6 o'clock quadrant of the Milky Way.
Thomas knows all the words to all the songs in Lilo and Stitch.
Advanced Engineering- Thomas has absorbed the knowledge and notes of a group of advanced scientists. He understands Engineering at his Reasoning +2CS and Quantum Physics at his base Reasoning.
Skills: Thomas has spent years setting up targets and shooting them down with his powers at varying distances and sizes.
Tommoh has developed amateur skills in metallurgy and video electronics.
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Post by Trish on Jun 25, 2011 16:43:45 GMT -5
Added Skinpoint Projection. Foot Rockets changed to Rocket Flight.
Stats changed from: Fighting----- Poor (6) Agility------ Excellent (15) Strength----- Typical (8) Endurance---- Excellent (15)
Reasoning---- Excellent (15) Intuition---- Excellent (15) Psyche------- Excellent (15)
Hit Points: 44 Mental health: 45
Energy Generation defined at Fantastic(30) rank.
Flight Armor, Rocket Punch, and Vernier Interrupt added. 6/25/2011
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Post by Trish on Jul 27, 2013 19:40:20 GMT -5
total rewrite today, pbbbbt
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