Post by CJ on Jun 6, 2007 15:06:52 GMT -5
IRC Name: Hal_Emmerich
Name: Edward Alexander Hunter VII (Edward Hunter)
Race: Original/Human?
Age: 18
Weight: 142 lbs
Height: 5'5
General Description:Edward stands, a little shorter than most his age, with light brown hair and a pleasant demeanor. He wears a brown tunic with white sleeves and a thin piece of armor tied to his chest via two thick white ropes. His boots are soft cloth, laced with blue laces. He has small black glasses, and a small leather knapsack he carries with him.
General History: Edward Hunter was born to a wealthy family, James and Diana Hunter, both of whom were almost always away on business, employees of the multinational Aesir Corporation. Edward developed both a penchant and affinity for computers and technology at an early age and was recognized as a child prodigy almost immediately when he demonstrated a knowledge of binary mathematics in grade 3. His parents never being home much, Edward developed a keen interest in self learning and became very independent, a trait that would translate into his loner personality later on. Due to his intelligence, he was a common target for bullies for several years, twisting his personality to somewhat of an introverted state.
At the age of 11, the bullies took things a step too far when they attempted to attack him after school, knocking him to the ground and attacking him. What happened next became a schoolyard myth, as in what was cited as an Act of God, the bullies found the tables turned when objects in the street began striking them. First pebbles, then rocks, and finally mail boxes and large objects, as well as chunks of the street. Edward was in a coma for 6 months, not from the beating surprisingly, but from mental exhaustion. Little did anyone know, Edward especially, that he possessed dormant psionic abilities, and when he became emotionally distraught he allowed his powers to manifest in devastating telekinetic attacks on his attackers.
Since then, more dormant abilities began to manifest. His telekinesis weakened dramatically, and he was never able to repeat the occurance to the scale of throwing anything beyond several pounds. He began to be able to create objects with a focus, something which he used his laptop for,and developed the sub ability to clone objects with concentration. More spectactularly was the ability to see clearly two minutes into the future at any given time, something which he frequently uses to avoid confrontation. His parents fearing more attacks at the school yard and Edwards normally fearful, now paranoid personality, made arrangements for him to attend private schooling, figuring the new, recluse setting would help relax him. Having picked up the classes quickly, he remained an introvert, but at least leaves his room now. His parents are currently still operating in the Station Square branch of Aesir Corporation, and left him with aides at the school. Now 18, Edward has graduated from the private school, and is about to begin university...
What your character hates most: Violence (with exception to necessity), cruelty, confrontation
What your character loves most: Being useful, the feeling he's made a difference
What your character hopes for: To be useful.
Class: Psion
STATS: Level 17
~~
Life: 70
MP: 110
Act Points: 6
~~
Power: 10
Special Power: 80
Special Power 2: 30
Defense: 10
Special Defense: 15
Speed: 40
Accuracy: 35
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ABILITIES
Ability 1: Item Clone - Clones an item in Edward's hands. For every level of quality of the item, point of damage increase, 10% or 10 HP worth of healing/recovery it provides, this move costs 10 HP and causes a loss of 10 to max MP. This max MP drain can be slept off at the same rate as current MP by using Hours to rest. Half of both costs can be negated by immedietely destroying the clone and reabsorbing it.
The finished product will be 1d150 % as powerful as the thing it was cloned from in all respects, though it caps off at 100%.
Ability 2: Chronokinesis: Future Sight - Once per round, Edward can expend 12 MP in order to see 1 Turn into the future. Battle proceeds as normal for that turn, but it doesn't actually happen until everything that would occur has been forecast. Then things go on as normal, with only Edward knowing how they will be. This is considered a MIND element spell.
Ability 3: Draw Creation - Creates an item from thin air. The cost is the same as creating a clone, but without the HP cost, and the max MP damage goes away when the item does, whenever Edward chooses to send it away. Current MP does not recover though when this is done.
In battle only, the 1d150 must be rolled to determine quality of the drawing. If the drawn item is destroyed in some way besides being Unmade by Edward, his max MP will remain drained until he Rests, though it only requires 1 hour regardless of how drained he is by it.
Ability 4: Level 1 Rifle Proficiency - Proficiency with fairly large, single barreled guns.
Ability 5: Rewind - Undoes a single act, setting things to the way they were before the act was initiated. This includes giving back any MP or Act that was spent. Only Edward will remember the undone action. 12 MP cost. MIND element move.
Ability 6: Temporal Anomoly - MIND type move. For 6 MP, decrease Speed of one enemy by twice his SPwr Bonus+3. This move deals no other damage.
Trained Ability 1: Slow Time - At the cost of 15 MP, lubricates Edward's personal timeline for a number of turns equal to his SPwrII Bonus, or that number of his actions, whichever happens first. Actions cost half their normal Act. MIND element.
Ability 10 - 1: Level 2 Slow Time - 20 MP, same as L1 Slow Time, only lasts instead for SPwrII Bonus*1.5 turns/actions.
Ability 12 - 2: Level 3 Slow Time - 25 MP, same as L2 Slow Time, but can target others.
Trained Ability 2: Temporal Incursion - Uses a burst of intense magic to alter the timeline, weakening an item's hold on the present or erasing it completely. Requires knowledge of the item to be altered. For every question that Edward can answer of the following to a reasonable level of accuracy, deal twice his SPwr Bonus of damage to the item's effectiveness (For a weapon, damage decreases by 1 per point of damage, and for an armor, the damage is split evenly among it's Special and Physical defense). Uses 12 MP regardless of how many questions are answered. MIND type. Each circumstance can only be affected once by this move. Answers to these questions can be guessed, but a failed guess will still expend MP. Using this move requires three turns of intense concentration if guessing, two if only a vague answer is known, or one if he has an exact answer. This concentration time is per-question.
When was it made? (Most important. This MUST be done for the move to be used)
Who made it?
Where was it made?
How was it made? (Prerequisite; Must know 'who' for knowing this to apply)
What is it made of (Prerequisite; must know 'where' for knowing this to apply)?
Ability 9: Oracle - Costs 12 MP and any number of turns Edward choose to expend upon activation of the move. Edward goes into a trance and sorts through a specific items history. For every turn spent, spend 3 MP and find the answer to any question about the item. Edward is -completely- helpless in this trance and not even aware of the world around him.
Ability 10 - 2: L2 Oracle - Same as Oracle, but costs 15 MP to start and 4 MP per turn. Can target people as well as objects, but the target is entitled to a resist roll if they can tell they're being scanned. This resist is SPwr VS SDef.
Ability 11 - Psi Flux Alpha - Harms the target with compression and distension of spacetime. +6 MIND damage, 4 MP.
Ability 12 - 1: Psi Flux Beta - +9 MIND damage, 6 MP.
Racial Ability: Level 1 Telekinesis - Can fling up to 5 pounds of weight, or push up to 20 pounds, for 10 MP and 1 Act
IC SKILLS
See further information in the Item Creation section in game info.
10 Points to distribute among the following:
Blacksmithing
Writing 1
Crafting
Spellcraft 3
Machinery 4
Alchemy
Compounding
Cooking 2
~~~~
STUFF:
1x Laptop - Contains 5 units of energy. These units can be recharged out of battle by any viable source of electricity. A unit can be expended to grant a +10 to the % roll of Clone and Drawing, +5 Tool Bonus to the Writing IC, a +3 competence bonus to Engineering work, or force an SPwr Check against any machine (use the total level of it's parts as the machine's "SPwr Stat"), with a success on Edward's part allowing him to tamper with it's programming. Generally he can change one word of programming per success, though a crit allows full control. Regardless, utilizing any of these functions costs 1 Act.
1x Tazer Pistol (Non Lethal) - Deals +12 armor ignoring LIGHTNING damage, with Accuracy as the base stat. This weapon cannot kill a target, no matter what, though it will knock them out if it would normally deal enough damage to do so.
1x paintball gun - Deals +12 damage per shot, and has 5 bullets in the one clip inside it - Water damage
1x Paintball extra clip - Holds 6 shots
1x Bottle Rocket
1x Baseball Bat - Deals +8
20 coins
Heroism: A blue crystal that contains the spirit of the hero, so great that the world bends to make way for their splendor. It can be activated without Act at any time, and a list of effects will be provided. This list changes depending on the current situation, so don't just use it willy nilly! Once used, the Heroism loses it's glow and must be recharged.
FUSION MATERIALS:
Fusionist Handbook: A book detailing the process of the lost Item Creation art, Fusion.
Pandora's Box: A mysterious black cube used in the art of Fusion.
G Token: A black token engraved with a faint image of a foxes face. Mysterious power can be evoked during frustrating Item Creation attempts.
Name: Edward Alexander Hunter VII (Edward Hunter)
Race: Original/Human?
Age: 18
Weight: 142 lbs
Height: 5'5
General Description:Edward stands, a little shorter than most his age, with light brown hair and a pleasant demeanor. He wears a brown tunic with white sleeves and a thin piece of armor tied to his chest via two thick white ropes. His boots are soft cloth, laced with blue laces. He has small black glasses, and a small leather knapsack he carries with him.
General History: Edward Hunter was born to a wealthy family, James and Diana Hunter, both of whom were almost always away on business, employees of the multinational Aesir Corporation. Edward developed both a penchant and affinity for computers and technology at an early age and was recognized as a child prodigy almost immediately when he demonstrated a knowledge of binary mathematics in grade 3. His parents never being home much, Edward developed a keen interest in self learning and became very independent, a trait that would translate into his loner personality later on. Due to his intelligence, he was a common target for bullies for several years, twisting his personality to somewhat of an introverted state.
At the age of 11, the bullies took things a step too far when they attempted to attack him after school, knocking him to the ground and attacking him. What happened next became a schoolyard myth, as in what was cited as an Act of God, the bullies found the tables turned when objects in the street began striking them. First pebbles, then rocks, and finally mail boxes and large objects, as well as chunks of the street. Edward was in a coma for 6 months, not from the beating surprisingly, but from mental exhaustion. Little did anyone know, Edward especially, that he possessed dormant psionic abilities, and when he became emotionally distraught he allowed his powers to manifest in devastating telekinetic attacks on his attackers.
Since then, more dormant abilities began to manifest. His telekinesis weakened dramatically, and he was never able to repeat the occurance to the scale of throwing anything beyond several pounds. He began to be able to create objects with a focus, something which he used his laptop for,and developed the sub ability to clone objects with concentration. More spectactularly was the ability to see clearly two minutes into the future at any given time, something which he frequently uses to avoid confrontation. His parents fearing more attacks at the school yard and Edwards normally fearful, now paranoid personality, made arrangements for him to attend private schooling, figuring the new, recluse setting would help relax him. Having picked up the classes quickly, he remained an introvert, but at least leaves his room now. His parents are currently still operating in the Station Square branch of Aesir Corporation, and left him with aides at the school. Now 18, Edward has graduated from the private school, and is about to begin university...
What your character hates most: Violence (with exception to necessity), cruelty, confrontation
What your character loves most: Being useful, the feeling he's made a difference
What your character hopes for: To be useful.
Class: Psion
STATS: Level 17
~~
Life: 70
MP: 110
Act Points: 6
~~
Power: 10
Special Power: 80
Special Power 2: 30
Defense: 10
Special Defense: 15
Speed: 40
Accuracy: 35
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ABILITIES
Ability 1: Item Clone - Clones an item in Edward's hands. For every level of quality of the item, point of damage increase, 10% or 10 HP worth of healing/recovery it provides, this move costs 10 HP and causes a loss of 10 to max MP. This max MP drain can be slept off at the same rate as current MP by using Hours to rest. Half of both costs can be negated by immedietely destroying the clone and reabsorbing it.
The finished product will be 1d150 % as powerful as the thing it was cloned from in all respects, though it caps off at 100%.
Ability 2: Chronokinesis: Future Sight - Once per round, Edward can expend 12 MP in order to see 1 Turn into the future. Battle proceeds as normal for that turn, but it doesn't actually happen until everything that would occur has been forecast. Then things go on as normal, with only Edward knowing how they will be. This is considered a MIND element spell.
Ability 3: Draw Creation - Creates an item from thin air. The cost is the same as creating a clone, but without the HP cost, and the max MP damage goes away when the item does, whenever Edward chooses to send it away. Current MP does not recover though when this is done.
In battle only, the 1d150 must be rolled to determine quality of the drawing. If the drawn item is destroyed in some way besides being Unmade by Edward, his max MP will remain drained until he Rests, though it only requires 1 hour regardless of how drained he is by it.
Ability 4: Level 1 Rifle Proficiency - Proficiency with fairly large, single barreled guns.
Ability 5: Rewind - Undoes a single act, setting things to the way they were before the act was initiated. This includes giving back any MP or Act that was spent. Only Edward will remember the undone action. 12 MP cost. MIND element move.
Ability 6: Temporal Anomoly - MIND type move. For 6 MP, decrease Speed of one enemy by twice his SPwr Bonus+3. This move deals no other damage.
Trained Ability 1: Slow Time - At the cost of 15 MP, lubricates Edward's personal timeline for a number of turns equal to his SPwrII Bonus, or that number of his actions, whichever happens first. Actions cost half their normal Act. MIND element.
Ability 10 - 1: Level 2 Slow Time - 20 MP, same as L1 Slow Time, only lasts instead for SPwrII Bonus*1.5 turns/actions.
Ability 12 - 2: Level 3 Slow Time - 25 MP, same as L2 Slow Time, but can target others.
Trained Ability 2: Temporal Incursion - Uses a burst of intense magic to alter the timeline, weakening an item's hold on the present or erasing it completely. Requires knowledge of the item to be altered. For every question that Edward can answer of the following to a reasonable level of accuracy, deal twice his SPwr Bonus of damage to the item's effectiveness (For a weapon, damage decreases by 1 per point of damage, and for an armor, the damage is split evenly among it's Special and Physical defense). Uses 12 MP regardless of how many questions are answered. MIND type. Each circumstance can only be affected once by this move. Answers to these questions can be guessed, but a failed guess will still expend MP. Using this move requires three turns of intense concentration if guessing, two if only a vague answer is known, or one if he has an exact answer. This concentration time is per-question.
When was it made? (Most important. This MUST be done for the move to be used)
Who made it?
Where was it made?
How was it made? (Prerequisite; Must know 'who' for knowing this to apply)
What is it made of (Prerequisite; must know 'where' for knowing this to apply)?
Ability 9: Oracle - Costs 12 MP and any number of turns Edward choose to expend upon activation of the move. Edward goes into a trance and sorts through a specific items history. For every turn spent, spend 3 MP and find the answer to any question about the item. Edward is -completely- helpless in this trance and not even aware of the world around him.
Ability 10 - 2: L2 Oracle - Same as Oracle, but costs 15 MP to start and 4 MP per turn. Can target people as well as objects, but the target is entitled to a resist roll if they can tell they're being scanned. This resist is SPwr VS SDef.
Ability 11 - Psi Flux Alpha - Harms the target with compression and distension of spacetime. +6 MIND damage, 4 MP.
Ability 12 - 1: Psi Flux Beta - +9 MIND damage, 6 MP.
Racial Ability: Level 1 Telekinesis - Can fling up to 5 pounds of weight, or push up to 20 pounds, for 10 MP and 1 Act
IC SKILLS
See further information in the Item Creation section in game info.
10 Points to distribute among the following:
Blacksmithing
Writing 1
Crafting
Spellcraft 3
Machinery 4
Alchemy
Compounding
Cooking 2
~~~~
STUFF:
1x Laptop - Contains 5 units of energy. These units can be recharged out of battle by any viable source of electricity. A unit can be expended to grant a +10 to the % roll of Clone and Drawing, +5 Tool Bonus to the Writing IC, a +3 competence bonus to Engineering work, or force an SPwr Check against any machine (use the total level of it's parts as the machine's "SPwr Stat"), with a success on Edward's part allowing him to tamper with it's programming. Generally he can change one word of programming per success, though a crit allows full control. Regardless, utilizing any of these functions costs 1 Act.
1x Tazer Pistol (Non Lethal) - Deals +12 armor ignoring LIGHTNING damage, with Accuracy as the base stat. This weapon cannot kill a target, no matter what, though it will knock them out if it would normally deal enough damage to do so.
1x paintball gun - Deals +12 damage per shot, and has 5 bullets in the one clip inside it - Water damage
1x Paintball extra clip - Holds 6 shots
1x Bottle Rocket
1x Baseball Bat - Deals +8
20 coins
Heroism: A blue crystal that contains the spirit of the hero, so great that the world bends to make way for their splendor. It can be activated without Act at any time, and a list of effects will be provided. This list changes depending on the current situation, so don't just use it willy nilly! Once used, the Heroism loses it's glow and must be recharged.
FUSION MATERIALS:
Fusionist Handbook: A book detailing the process of the lost Item Creation art, Fusion.
Pandora's Box: A mysterious black cube used in the art of Fusion.
G Token: A black token engraved with a faint image of a foxes face. Mysterious power can be evoked during frustrating Item Creation attempts.