Post by Blake on Nov 28, 2010 18:43:09 GMT -5
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EVO FORCE
Player: Blake
Name: Race Falconi
Codename: Drift
Age: 32
Height: 5'10"
Weight: 160 lbs
Hair: Black
Eyes: Dark Blue
Nationality: Italian American
Occupation: Teacher (Sociology, Italian) / Evo Force
Appearance: Race is not a huge guy, but he's got a big chest and thick arms for his size, rippling musculature underneath his shiny olive skin. His deep blue eyes look out from under a strong brow and the bangs of his medium-short black hair; hair that he spends more time on than Ms Rodhull does on hers. He's a slick tough guy with big strong hands, built like a scrapper. He prefers his clothes casual as possible and will likely never be seen dressed like a teacher. He usually wears at least short sleeves around the kids, though, to conceal the 'Mom' tattoo on his left bicep and the naked cowgirl on his right.
Costume: Drift wears a thick strechy bodysuit. It's blue along the torso and transitions to be black on the legs, and it is fitted with small kevlar plates. Over this, he wears a nice black leather jacket with his six swords sheathed on the back. His face is covered by a mirrored plate; silver with a blue band across the eyes, strapped to his head with a wide band. His hair, of course, is uncovered.
Personality: Race tries to be a laid-back guy most of the time, but he is very serious about the things that are important to him. Stay in school, love your mother, don't do drugs, live life with an honor code, take care of things you invest in, respect the ladies, etc. Cross him on these and you're in for something ranging from a lecture to an ass-kicking. Otherwise, he's probably the coolest guy you'll meet. Don't touch the hair.
Background: Mr. Falconi started life as a rebellious hooligan. He was an only child meant to be part of a big family, and without alot of people around him he was hard to fence in. He grew up doing things for attention, and trying to prove himself fearless.
His teenage years led him to darker places; more violent and drastic attempts to flex his will onto the world. He fell in with a group of thugs, and began to stray from his own moral code. Stealing cars, ripping off liquor stores, gang fights, all the misdemeanors he could manage. He was this way for several years, but he snapped out of it when his 'buddies' started targeting women.
It only took his friends hurting one girl for him to turn on them. As he took on his whole gang at once, he began to realize things. He'd always been this way, but it began to occur to him that he could 'see' their movements well before they did them. Even if a punch was coming at the back of his head, he knew it was there a good measure of time before it was even thrown. His body would defy gravity to the slightest degree, allowing him to glide across the pavement and avoid the incoming blows. Of course, it wasn't enough that he didn't get his ass kicked, but he got them worse and was the one who got to walk away from it.
After recovering (surprisingly quickly) he sought out a more wholesome brand of hooligan, and ended up as an illegal street racer. Tapping into his newly realized potential, he found he could become one with the mighty machines of the road. A mixture of X-Factor and natural talent made him unstoppable, and soon he was frustrating the police and striking back at The Man without really hurting anyone.
How far can a one push The Man, though? Law enforcement can only be pushed so far, made impotent so long, before they refuse to take anymore. Outrunning their cars, maneuvering around their traps, jumping over their roadblocks - for five years, he was uncatchable by local, state, highway, federal cops. His status as a legend of the road reached its limit at five years and The Man would take no more.
His last day as a street racer started off much like any other. He raced some guys, dared some devilsm and eluded some cops on a long stretch of empty highway. All was peaceful, until his mind told him there was danger. SuperCobra helicopters swng out from behind a ridge and descended upon him. He managed to maneuver around even these, but when when he looked in his rear-view mirror and saw an F/A-18 Hornet in it, he knew it was over. The plane shot the side of his car up and sent him off the road, and he was taken in. The cops had, somehow, called in the Marines.
He was given a well-earned ass-kicking and then tried and sent to prison. He sat in a little jail cell for two years, but in the end he hadn't really done a great deal. A great benefactor sent him a lawyer, who got him out with time served. He now honors his benefactor by serving as a teacher and a defender of justice, and does his best to keep kids from heading down the same road as him.
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Fighting----- Fantastic (30)
Agility------ Fantastic (30)
Strength----- Remarkable (20)
Endurance---- Incredible (40)
Reasoning---- Remarkable (20)
Intuition---- Incredible (40)
Psyche------- Amazing (60)
Hit Points: 120
Mental health: 120
Resources: Excellent
Source of Income- Paid by the school
Origin of Powers: Mutant
Powers: Race is technically a psionic, and all his powers extend from that.
Short-Step Clairvoyance- Spectacular(50) ability to constantly see a few seconds into the future. This increases his Initiative roll by 50 points, and lets him treat Initiative rolls to detect danger as if he rolled one color better.
*Eyes on the Road- Race takes no penalties to Intuition while doing things that would require great focus from most people.
*Combat Precognition- +2CS to attacking and dodging all attacks.
Telekinesis- Telekinesis equal to his Psyche rank. He can lift is Psyche rank x10 in pounds (Amazing(60) x10 = 600lbs). Captured people may roll Psyche as an action on their turn and must beat his original Telekinesis roll to escape.
*TK Punch- Good(10) damage on a TK punch. Rolls Psyche to attack; targets roll Agility to avoid.
Other telekinetics can try to roll Psyche instead of Agility to defend against TK attacks. Race can do the same with TK attacks directed at him.
*TK Melee- Race can make an enitre additional round of melee attacks on his turn using his Psyche instead of his Fighting. Both rounds can consist of multiple actions. His 'Strength' for a wielded weapon is considered Good(10).
**TK Throw- Race can 'throw' a weapon with Psyche as a ranged attack, but far away from his body he cannot control it and drawing it back into melee range is an additional action.
*TK Leap- Race can launch himself with his TK his Psyche X10 in feet straight up, or twice that forward. He may take another person with him. He does not have to roll if the combined weight is less than Psyche x10 pounds; otherwise he does but he cannot crit on this roll.
*TK Drift- Using TK, Race can control his traction and gravity, allowing him to selectively hover and glide millimeters off the ground. This allows him to zip along at Typical(8) ground speed and maneuver at Agility +2CS.
Body Resistance-
*True Invulnerability- Poor(6) TruIn vs all damage.
*Fast Healing- Remarkable(50) Fast Healing (5 points per round)
*Iron Lung- +3CS to Endurance to resist airborne contaminants and toxins.
Mechanikinesis- Fusing his other powers with his love of vehicles, he becomes one with the machine. He can use his TK Drift on a vehicle. Vehicles he is driving have Good(10) Armor vs all damage and Monstrous(100) regeneration (10 HP per round). They lose these when he is no longer operating them.
*Push It- Vehicles driven by Race get +2SC to their speed.
*Vehicular TK Leap- In a regular land vehicle, Race can make it TK leap half his Psyche rank upward and and his full rank forward. He may attempt to go further on a roll.
*Vehicular Mastery- A regular land vehicle driven by Race is treated as having +4CS to maneuverability. Non-land or unusual vehicles are only at +3CS.
*Read the Machine- Race may roll Psyche to figure out how to operate any vehicle he does not already know how to drive. He may also start a regular vehicle simply by touching it, or shut off the engine of a vehicle by touching it and rolling Psyche.
*Night Vision- Race can see without penalty in any light level from blinding to anything short of pure darkness.
Equipment: As Powers above, you don't need to write anything here but hey feel free. 'Equipment' is stuff you carry, from a weapon to a high tech gadget. If you have a gun, post it here.
Swords- As Drift, he carries six swords to use with his powers; these are short-bladed straight-edge katana like swords he uses both with his hands and his powers. They deal +10 damage.
Cars- Race owns a few very nice assorted cars.
Costume- Drift's costume gives him Good(10) Armor, but this does not stack with his TruIn
Evo Force Badge- The Evo Force badge acts as a communicator, able to contact the other badges, the E2 badges, and the home base. It has walkie-talkie range of 10 miles, or can be routed through the home base to work anywhere in North America.
Contacts: Race is trusted by the more noble networks of hooligans throughout LA.
Knowledges:
Speaks Italian
Sociology teacher.
Skills:
Driving- Race gets +2CS to operating cars and +1CS to other vehicles.
Skilled fighter with short swords and knives.
Notable Notes:
The pretty ladies, they can touch his hair.
All of his vehicles are equipped with a swapping license plate at the push of a button, the extra plate is always an Illinois Plate with that reads BDR 529
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EVO FORCE
Player: Blake
Name: Race Falconi
Codename: Drift
Age: 32
Height: 5'10"
Weight: 160 lbs
Hair: Black
Eyes: Dark Blue
Nationality: Italian American
Occupation: Teacher (Sociology, Italian) / Evo Force
Appearance: Race is not a huge guy, but he's got a big chest and thick arms for his size, rippling musculature underneath his shiny olive skin. His deep blue eyes look out from under a strong brow and the bangs of his medium-short black hair; hair that he spends more time on than Ms Rodhull does on hers. He's a slick tough guy with big strong hands, built like a scrapper. He prefers his clothes casual as possible and will likely never be seen dressed like a teacher. He usually wears at least short sleeves around the kids, though, to conceal the 'Mom' tattoo on his left bicep and the naked cowgirl on his right.
Costume: Drift wears a thick strechy bodysuit. It's blue along the torso and transitions to be black on the legs, and it is fitted with small kevlar plates. Over this, he wears a nice black leather jacket with his six swords sheathed on the back. His face is covered by a mirrored plate; silver with a blue band across the eyes, strapped to his head with a wide band. His hair, of course, is uncovered.
Personality: Race tries to be a laid-back guy most of the time, but he is very serious about the things that are important to him. Stay in school, love your mother, don't do drugs, live life with an honor code, take care of things you invest in, respect the ladies, etc. Cross him on these and you're in for something ranging from a lecture to an ass-kicking. Otherwise, he's probably the coolest guy you'll meet. Don't touch the hair.
Background: Mr. Falconi started life as a rebellious hooligan. He was an only child meant to be part of a big family, and without alot of people around him he was hard to fence in. He grew up doing things for attention, and trying to prove himself fearless.
His teenage years led him to darker places; more violent and drastic attempts to flex his will onto the world. He fell in with a group of thugs, and began to stray from his own moral code. Stealing cars, ripping off liquor stores, gang fights, all the misdemeanors he could manage. He was this way for several years, but he snapped out of it when his 'buddies' started targeting women.
It only took his friends hurting one girl for him to turn on them. As he took on his whole gang at once, he began to realize things. He'd always been this way, but it began to occur to him that he could 'see' their movements well before they did them. Even if a punch was coming at the back of his head, he knew it was there a good measure of time before it was even thrown. His body would defy gravity to the slightest degree, allowing him to glide across the pavement and avoid the incoming blows. Of course, it wasn't enough that he didn't get his ass kicked, but he got them worse and was the one who got to walk away from it.
After recovering (surprisingly quickly) he sought out a more wholesome brand of hooligan, and ended up as an illegal street racer. Tapping into his newly realized potential, he found he could become one with the mighty machines of the road. A mixture of X-Factor and natural talent made him unstoppable, and soon he was frustrating the police and striking back at The Man without really hurting anyone.
How far can a one push The Man, though? Law enforcement can only be pushed so far, made impotent so long, before they refuse to take anymore. Outrunning their cars, maneuvering around their traps, jumping over their roadblocks - for five years, he was uncatchable by local, state, highway, federal cops. His status as a legend of the road reached its limit at five years and The Man would take no more.
His last day as a street racer started off much like any other. He raced some guys, dared some devilsm and eluded some cops on a long stretch of empty highway. All was peaceful, until his mind told him there was danger. SuperCobra helicopters swng out from behind a ridge and descended upon him. He managed to maneuver around even these, but when when he looked in his rear-view mirror and saw an F/A-18 Hornet in it, he knew it was over. The plane shot the side of his car up and sent him off the road, and he was taken in. The cops had, somehow, called in the Marines.
He was given a well-earned ass-kicking and then tried and sent to prison. He sat in a little jail cell for two years, but in the end he hadn't really done a great deal. A great benefactor sent him a lawyer, who got him out with time served. He now honors his benefactor by serving as a teacher and a defender of justice, and does his best to keep kids from heading down the same road as him.
-----------------------------------------------------------------------------------------
Fighting----- Fantastic (30)
Agility------ Fantastic (30)
Strength----- Remarkable (20)
Endurance---- Incredible (40)
Reasoning---- Remarkable (20)
Intuition---- Incredible (40)
Psyche------- Amazing (60)
Hit Points: 120
Mental health: 120
Resources: Excellent
Source of Income- Paid by the school
Origin of Powers: Mutant
Powers: Race is technically a psionic, and all his powers extend from that.
Short-Step Clairvoyance- Spectacular(50) ability to constantly see a few seconds into the future. This increases his Initiative roll by 50 points, and lets him treat Initiative rolls to detect danger as if he rolled one color better.
*Eyes on the Road- Race takes no penalties to Intuition while doing things that would require great focus from most people.
*Combat Precognition- +2CS to attacking and dodging all attacks.
Telekinesis- Telekinesis equal to his Psyche rank. He can lift is Psyche rank x10 in pounds (Amazing(60) x10 = 600lbs). Captured people may roll Psyche as an action on their turn and must beat his original Telekinesis roll to escape.
*TK Punch- Good(10) damage on a TK punch. Rolls Psyche to attack; targets roll Agility to avoid.
Other telekinetics can try to roll Psyche instead of Agility to defend against TK attacks. Race can do the same with TK attacks directed at him.
*TK Melee- Race can make an enitre additional round of melee attacks on his turn using his Psyche instead of his Fighting. Both rounds can consist of multiple actions. His 'Strength' for a wielded weapon is considered Good(10).
**TK Throw- Race can 'throw' a weapon with Psyche as a ranged attack, but far away from his body he cannot control it and drawing it back into melee range is an additional action.
*TK Leap- Race can launch himself with his TK his Psyche X10 in feet straight up, or twice that forward. He may take another person with him. He does not have to roll if the combined weight is less than Psyche x10 pounds; otherwise he does but he cannot crit on this roll.
*TK Drift- Using TK, Race can control his traction and gravity, allowing him to selectively hover and glide millimeters off the ground. This allows him to zip along at Typical(8) ground speed and maneuver at Agility +2CS.
Body Resistance-
*True Invulnerability- Poor(6) TruIn vs all damage.
*Fast Healing- Remarkable(50) Fast Healing (5 points per round)
*Iron Lung- +3CS to Endurance to resist airborne contaminants and toxins.
Mechanikinesis- Fusing his other powers with his love of vehicles, he becomes one with the machine. He can use his TK Drift on a vehicle. Vehicles he is driving have Good(10) Armor vs all damage and Monstrous(100) regeneration (10 HP per round). They lose these when he is no longer operating them.
*Push It- Vehicles driven by Race get +2SC to their speed.
*Vehicular TK Leap- In a regular land vehicle, Race can make it TK leap half his Psyche rank upward and and his full rank forward. He may attempt to go further on a roll.
*Vehicular Mastery- A regular land vehicle driven by Race is treated as having +4CS to maneuverability. Non-land or unusual vehicles are only at +3CS.
*Read the Machine- Race may roll Psyche to figure out how to operate any vehicle he does not already know how to drive. He may also start a regular vehicle simply by touching it, or shut off the engine of a vehicle by touching it and rolling Psyche.
*Night Vision- Race can see without penalty in any light level from blinding to anything short of pure darkness.
Equipment: As Powers above, you don't need to write anything here but hey feel free. 'Equipment' is stuff you carry, from a weapon to a high tech gadget. If you have a gun, post it here.
Swords- As Drift, he carries six swords to use with his powers; these are short-bladed straight-edge katana like swords he uses both with his hands and his powers. They deal +10 damage.
Cars- Race owns a few very nice assorted cars.
Costume- Drift's costume gives him Good(10) Armor, but this does not stack with his TruIn
Evo Force Badge- The Evo Force badge acts as a communicator, able to contact the other badges, the E2 badges, and the home base. It has walkie-talkie range of 10 miles, or can be routed through the home base to work anywhere in North America.
Contacts: Race is trusted by the more noble networks of hooligans throughout LA.
Knowledges:
Speaks Italian
Sociology teacher.
Skills:
Driving- Race gets +2CS to operating cars and +1CS to other vehicles.
Skilled fighter with short swords and knives.
Notable Notes:
The pretty ladies, they can touch his hair.
All of his vehicles are equipped with a swapping license plate at the push of a button, the extra plate is always an Illinois Plate with that reads BDR 529
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