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Post by Claire Redfield on Mar 19, 2014 14:19:01 GMT -8
The world of Sonic the Hedgehog is one of blazing speed and wicked cool adventures. The series tells the tale of its eponymous hero, a cool blue hedgehog with a unique gift of incredible speed. It takes place upon an Earth that features humans and anthropomorphic animals, gods (such as the sun god, Solaris, of the country of Soleanna, as well as Light and Dark Gaia), and mystic forces such as as the mysterious Chaos Emeralds. The series takes place in an unknown future, showcasing the struggles between Sonic and his archnemesis, the villainous Dr. Ivo Robotnik. The evil doctor seeks the ultimate power of the Chaos Emeralds so that he can finally conquer the world and remake it in his own egg-shaped image. His schemes run into opposition in the form of Sonic and his friends, the only ones who can stop the evil super-genius' mad bid for power. Great music, colorful characters, high-octane action and grand adventure make Sonic's Earth as cool and blue as its titular hero! HeroesKnuckles the Echidna • Super KnucklesShadow the HedgehogSilver the HedgehogSonic the Hedgehog • Super SonicMiles "Tails" ProwerVillainsDr. RobotnikIblis, Flames of DisasterArtifactsChaos Emeralds
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Post by Claire Redfield on Mar 19, 2014 14:19:12 GMT -8
Theme: His World"What you see is what you get: just a guy who loves adventure! I'm Sonic the Hedgehog!" SONIC THE HEDGEHOGSolo D10 • Buddy D8 • Team D6Fastest Thing Alive Free Spirit True Blue HeroBurrowing D10 • Enhanced Senses D8 • Enhanced Stamina D8 • Quills D8 • Superhuman Reflexes D10 • Superhuman Speed D10 SFX: Area Attack. Against multiple targets, add a D6 and keep an additional effect die for each additional target. SFX: Dangerous. Add a D6 to your dice pool for an attack action and step back the highest die in your pool by -1. Step up physical stress inflicted by +1. SFX: Focus. If a pool includes a Supersonic Hedgehog power, you may replace two dice of equal size with one die +1 step larger. SFX: Sonic Speed!. When using a Supersonic Hedgehog power in an action pool for movement-related stunts, add a D6 and keep an additional effect die. SFX: Spin Dash. Step up or double any Supersonic Hedgehog power for one action. If the action fails, add a die to the doom pool equal to the normal rating of your power die. Limit: Exhausted. Shutdown any Supersonic Hedgehog power to gain 1 PP. Recover power by activating an opportunity or during a Transition Scene.
Energy Blast D10 • Energy Resistance D10 • Teleport D8 SFX: Area Attack. Against multiple targets, add a D6 and keep an additional effect die for each additional target. SFX: Burst. Step up or double an Energy Blast die against a single target. Remove the highest rolling die and add 3 dice for your total. SFX: Second Chance. Spend 1 PP to reroll when using any Chaos Control power. SFX: Versatile. Split Energy Blast into 2D8 or 3D6. Limit: Gear. Shutdown Chaos Control and gain 1 PP. Take an action against the doom pool to recover the power set. Limit: Resource. Chaos Control must be created as a resource during an Action or Transition Scene and cannot be made persistent.Acrobatic Master D10 • Combat Expert D8Milestone: Run Like the Wind | There is no freedom like running, nothing so pure and simple as feeling the wind in your quills. You must keep moving, always seeking new adventures and new horizons. 1 XP when you set out running toward a new destination. 3 XP when you run to escape a pointless conflict or into conflict with an old foe. 10 XP when you give up one important goal to pursue another, or when you pass up on an important goal of yours in order to help someone else pursue theirs.
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Milestone: Open Your Heart | What you give shape to when you reach into the infinite well of Chaos potential represents your innermost self. You become a shining beacon of freedom and unassailable purity. 1 XP when you use Chaos Control in defense of another's freedom or to effect your own. 3 XP when you claim a Chaos Emerald. 10 XP when you become Super Sonic. |
ID: Sonic • Base: Green Hill Zone • Group Affiliations: -History: Sonic was born on Christmas Island with a gift for unrivaled speed. He runs free and enjoys life to its fullest. Inevitably his travels brought him into conflict with Doctor Ivo Robotnik, a megalomaniacal super-genius leading a mechanical army. Robotnik sought the infinite power of the Chaos Emeralds with which to conquer the world. Sonic raced him to the Emeralds and then defeated the mad doctor, toppling his fortress. Their enmity soon resumed when Robotnik resurfaced and built the Death Egg, a giant warship molded in his image. He intended to use the Chaos Emeralds to power it and rule the world. A young fox born with two tails joined Sonic in his second journey to stop Robotnik and free the creatures enslaved within his robots. Besting a mechanical copy of himself, Sonic vanquished Robotnik's war mecha and then sent the Death Egg plunging into ruin.
Sonic's next adventure took him to idyllic Angel Island, home of the long since vanished Echidna race. There he met the last of that race, a guardian of the Master Emerald named Knuckles the Echidna. Tricked by Robotnik, Knuckles hindered Sonic and Tails throughout the island. When Robotnik showed his true colors and stole the Master Emerald, Sonic and Knuckles teamed up to stop him. Knuckes battled Mecha Sonic, while Sonic journeyed to the Death Egg and confronted his nemesis. As Super Sonic he chased the fleeing Robotnik into space and once more defeated him. A victorious Sonic returned the Master Emerald to its home in Angel Island.
Sonic has since encountered many other foes and made new allies. He met a time-traveling Hedgehog from the future named Silver, a dark Hedgehog with mysterious power named Shadow, fought the god of Chaos, and battled Robotnik each time he thought to conquer. Sonic remains a wanderer, traveling the world on his own two feet and battling evil wherever he finds it.Personality: Sonic is a a free-spirited hedgehog, often likened to the wind. His greatest desire is to run free and experience whatever new things his path brings. He's a good-hearted hedgehog, always willing to go out of his way to help others, asking nothing in return (except maybe a chili dog or two). Though he has an attitude, particularly toward his enemies, Sonic is not cruel or vain. He's even shown mercy to his greatest enemy, Dr. Ivo Robotnik (called "Eggman" by his enemies). At times Sonic does show impatience, mostly when he's prevented from moving on by someone slower than he is. He never wants to stop moving, because to him, running is living.Abilities & Resources: Sonic is the fastest thing alive in his world. He can run at mach speeds and reacts just as quickly. Sonic is incredibly agile, capable of astonishing acrobatic feats as he flips, rolls, tumbles, and springs about with greater ability than the finest athletes.
Derived from a hedgehog's tendency to roll into a ball of spines when threatened, Sonic has learned to roll into a ball in a way that utilizes his quills and his great speed. His patented Spin Dash move propels him at tremendous speed as a sort of living buzzsaw, allowing him to blast through enemies and even burrow into the earth. He can also use the incredible forces he generates while moving at such speeds to temporarily shield himself from harm. As a hedgehog, Sonic also possesses a heightened sense of smell and excellent nightvision.
Like several of his friends and enemies, Sonic has the power of "Chaos Control", allowing him to direct the limitless cosmic energy of the Chaos Emeralds. When he wields an Emerald, Sonic can use its power to project energy blasts, teleport and, in one case, travel through time. If Sonic gathers all seven Chaos Emeralds, he can tap into their power to manifest his true potential, becoming the mighty golden Super Sonic.
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Post by Claire Redfield on Mar 19, 2014 14:19:24 GMT -8
Theme: Unknown From M.E."I'll probably be on this floating island forever, guarding the Master Emerald again. I may not know the whole story behind this, but perhaps it's better that way." KNUCKLES THE ECHIDNASolo D10 • Buddy D8 • Team D6The Last Echidna Guardian of the Master Emerald Hot-TemperedBurrowing D8 • Enhanced Durability D8 • Enhanced Senses D8 • Enhanced Speed D8 • Flight D6 • Superhuman Stamina D10 • Superhuman Strength D10 • Wall-Crawling D6 SFX: Area Attack. Against multiple targets, for each additional target add a D6 and keep an additional effect die. SFX: Knuckles. Add a D6 to your dice pool for a physical attack and step back the highest die in your pool to step up stress inflicted by +1. SFX: Martial Arts Mastery. If a pool includes a Guardian Echidna power, you may replace two dice of equal size with one stepped-up die. Limit: Exhausted. Shutdown any Guardian Echidna power to gain 1 PP. Recover power during a Transition Scene or by activating an opportunity. Limit: Gliding. Shutdown Flight to create an aerial complication. Activate an opportunity or remove the complication to recover the power.
Energy Resistance D10 • Master Sorcery D10 • Mystic Blast D10 • Teleport D10 SFX: Chaos Energy Absorption. On a successful reaction against a Chaos-powered energy attack action, convert your opponent's effect die into a Chaos Control stunt or step up a Chaos Control power by +1 for your next action. Spend 1 PP to use this stunt even if your opponent's action succeeds. SFX: Chaos Negation. Spend 1 PP to ignore stress, trauma or complications from Chaos-powered attacks. Limit: Gear. Shutdown Chaos Control and gain 1 PP. Take an action vs. Doom pool to recover. Limit: Resource. Chaos Control must be created as a resource during an Action or Transition Scene and cannot be made persistent.Acrobatic Expert D8 • Combat Master D10 • Mystic Expert D8Milestone: Reassemble the Master Emerald | The Master Emerald has shattered thanks to the machinations of those who would steal it. You must recover and reassemble Angel Island's ancient power source. 1 XP when you set out in pursuit of another shard, or gain a valuable clue to their whereabouts. 3 XP when you recover a shard of the Master Emerald or successfully defend your possession of a shard. 10 XP when you restore the Master Emerald
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Milestone: Control the Chaos | You are the last guardian of Angel Island, and it is your solemn duty to protect its heritage and its power, as well as defend the Emerald Shrine from those who would claim the powers of Chaos for themselves. 1 XP when you claim a Chaos Emerald. 3 XP when you suffer stress while using Chaos Control in defense of Angel Island, or lose a Chaos Emerald after attempting to defend them. 10 XP when you become Super Knuckles.
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ID: Knuckles • Base: Angel Island • Group Affiliations: ChaotixHistory: Knuckles hails from Angels Island, the floating island that once belonged to the Echidna people. The island floats due to the power of the Master Emerald and the Chaos Emeralds. The Echidnae were guardians of the Emeralds, but mysteriously disappeared, leaving Knuckles as the last surviving member. Knuckles knew little of the outside world, and thus the evil Doctor Robotnik was able to trick him into believing Sonic and Tails were invaders. Knuckles waylaid them on their journey throughout the island, allying with Robotnik who worked on repairing the Death Egg in secret. In time, Robotnik attacked Knuckles and stole the Master Emerald. The last Guardian helped Sonic reach the Death Egg, while he went to battle Mecha Sonic.
Knuckles returned to his duty as guardian after the battle. He ventured outside Angel Island more often, serving as both ally and rival to Sonic. Knuckles also teamed up with the Chaotix, a group of skilled warriors who formed their own detective agency. When Robotnik released the destructive entity Chaos from the Master Emerald, Knuckles had to journey across the world and even into the past to unlock the monster's secrets. He reassembled the Master Emerald and used to help seal Chaos away once more. When a rebuilt Mecha Sonic kidnapped Robotnik, manipulating heroes and villains all across the world as part of his sinister gambit, Knuckles teamed up with Sonic and Tails to stop him.
Knuckles remains guardian of the Emeralds, battling those who would try to steal their power to nefarious ends.Personality: In many ways, Knuckles is Sonic's opposite. He's gruff and serious, finding little humor in his duties or in his solitude on Angel Island. He is always willing to lend a helping hand, but is sterner and displays less of an attitude in his adventures. While not stupid, Knuckles is a straightforward thinker and sometimes his enemies use his directness as a way to manipulate him (as Robotnik did when they first met, tricking him into battling Sonic and Tails). His duty is solemn and Knuckles approaches it with an appropriately solemn demeanor.Abilities & Resources: Knuckles is said to be as strong as Sonic is fast. He can shatter boulders, lift tremendous weights, and overpower most other beings in his world. Knuckles rarely tires and can exert himself for long periods, and he can endure harm that would fell lesser beings. While his speed comes nowhere close to Sonic's, Knuckles is swift and agile, a master of martial arts. He can even use his dreadlocks to help him glide for long distances. Knuckles' namesake are his powerful fists, complete with spiked knuckles. He can punch through steal, crush his foes and burrow into the ground as well as Sonic. With a variety of fiery elemental punches and focused strikes, Knuckles makes for a very dangerous combatant.
As guardian of the Master Emerald, Knuckles is skilled with Chaos Control, the power to manipulate Chaos energies. His power differs from that of Sonic and Shadow, as his greatest ability is with the Master Emerald. As its name suggests, the Master Emerald controls the Chaos Emeralds' power. It can neutralize them as well as provide great energy on its own (being a Chaos Emerald, as well). Knuckles and past guardians have used the Master Emerald to seal away godlike beings like Chaos, or used its strange warping powers to obtain visions or even travel into the past and future. When his need is greatest, Knuckles can use the seven Chaos Emeralds to transform into Super Knuckles, gaining godlike power of his own.
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Post by Claire Redfield on Mar 19, 2014 14:19:34 GMT -8
"This is nonsense! You will obey me, or there will be dire consequences!" DOCTOR EGGMANSolo D10 • Buddy D6 • Team D8Mad Scientist I.Q. of 300 Dreams of ConquestEnhanced Durability D8 • Enhanced Senses D8 • Enhanced Strength D8 • Weapon D8 SFX: Eggscape Pod. Spend 2D8 from the doom pool to activate Eggmobile, even if has been shutdown or stressed out this scene. If Eggmobile is active, spend 2D8 from the doom pool to escape the current scene. SFX: I am the Eggman!. Spend a doom die to step up a stunt or resource from Science Master or Tech Master. SFX: Second Chance. Spend a doom die to reroll when using an Eggman power. SFX: Unlimited Resources. When using an Eggman power to create assets, add a D6 and step up the effect die. Limit: Epic Arrogance. Step up the lowest die in the doom pool or add a D6 doom die to step up mental or social stress from opponents that offend or otherwise foil Dr. Robotnik. Limit: Gear. Shutdown Enhanced Senses or Weapon to add a die to the doom pool. Take an action to recover.
Blast D8 • Enhanced Durability D8 • Subsonic Flight D8 SFX: Burst. Step up or double a Blast die against a single target. Remove the highest rolling die and add 3 dice for your total. Limit: Piloted Vessel. Your ship takes stress separately from you and is destroyed by taking more than D12 stress. Anyone opposing a roll made using an Eggmobile power may use the ship's stress or the pilot's stress.Business Expert D8 • Crime Master D10 • Science Master D10 • Tech Master D10 • Vehicles Master D10ID: Ivo Robotnik • Base: Metropolis Zone • Group Affiliations: Eggman EmpireHistory: Ivo grew up idolizing his genius grandfather, Gerald, inheriting the old man's scientific intellect. Unlike Gerald, Ivo focused on machines, which he could program to obey him. That desire to rule led Ivo to build an army of robots and gave root to a personal obsession with world conquest. Robotnik studied sources of power both mystical and technological and learned of the legendary Chaos Emeralds, said to be a source of unlimited power. In a bid to conquer the world, Robotnik transformed hordes of animals into robots and sought the Chaos Emeralds. His wicked plans brought him up against his greatest foe: Sonic the Hedgehog. As a kind and free spirit, Sonic represented everything the "good" Doctor was not. Their clash started on South Island, but Robotnik lost the race for the Emeralds. Sonic defeated him in the heart of his mechanical metropolis, dealing Eggman a sore blow. He did not remain idle for long, enacting plans for his so-called "Death Egg," a space station/warship from which he would launch his master stroke.
A new opportunity presented itself in the form of Knuckles the Echidna, guardian of the Master Emerald. Robotnik tricked the gullible Echidna into fighting Sonic and Tails while he went after the Master Emerald and rebuild the Death Egg. Powered by the Master Emerald, the Death Egg launched at long last and Eggman began his conquest. Dreams of world domination were short-lived, as Sonic transformed into Super Sonic and destroyed the Death Egg once and for all.
Since then, Eggman has unfolded many diabolical plans to conquer the green world. He has gone to such lengths as awakening Chaos, the god of destruction, or shattering much of the world with a Chaos-powered cannon in an ill-advised bid to claim the power of Dark Gaia. While he has teamed up with his old foe to stop the complete destruction of the world, Eggman always works toward the glory of the Eggman Empire, seeking immortality through total conquest.Personality: Doctor Robotnik is, above all other things, egotistical. He believes himself to be the smartest person in the world (and there he is correct), but also the only one fit to rule the entire world. He wishes to enslave all others as part of his "Eggman Empire". As a result of his immense arrogance, Robotnik is very short-tempered and prone to angry outbursts when his "perfect" plans are foiled. He can be immensely cruel, caring for nothing other than his own quest for power, despite how many people he must hurt.Abilities & Resources: On his own, Robotnik's size and bulk lend him surprising power. It is his keen mind that makes him most dangerous, however. He is never found without his legions of machines, all designed and employed by Robotnik himself. Robotnik has nearly unlimited resources, possessing whole fleets, warships, armies of robot minions, and a staggering variety of weapons. His Eggmobile pod always gets him out of trouble when his plans crumble around him. Robotnik also wears a special set of goggles capable of scanning energy signatures and never leaves home without them. Given the time and inclination, Robotnik can build any gadget, from power-siphoning devices to Chaos-powered generators and robotic duplicates of his enemies.
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Post by Claire Redfield on Mar 19, 2014 14:19:43 GMT -8
TAILS THE FOXSolo D6 • Buddy D10 • Team D8Flying Fox Mechanical Genius Young & NaiveEnhanced Reflexes D8 • Enhanced Senses D8 • Enhanced Speed D8 • Flight D6 SFX: Focus. If a pool includes a Two-Tailed Fox power, you may replace two dice of equal size with one stepped-up die. SFX: Second Chance. Spend 1 PP to reroll when using any Two-Tailed Fox power. SFX: Turbine Tails. Step up or double Enhanced Speed for a movement action. If the action fails, add a die to the doom pool equal to the normal rating of your power die. Limit: Exhausted. Shutdown any Two-Tailed Fox power to gain 1 PP. Recover power during a Transition Scene or by activating an opportunity.
Acrobatic Rookie D6 • Combat Rookie D6 • Science Expert D8 • Tech Expert D8 • Vehicle Expert D8
Milestone: Hero Worship | You idolize Sonic the Hedgehog, and you'll take any chance you have to tag along on his adventures and help save the day. 1 XP when join in on one of Sonic's adventures, big or small. 3 XP when you get in the way and cost Sonic a victory, or your unique abilities help Sonic defeat a tricky foe. 10 XP when you save the day on your own and make Sonic proud, or when you gather all the Emeralds and become Super Tails.
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ID: Miles Prower • Base: Green Hill Zone • Group Affiliations: Team Sonic History: Tails grew up idolizing the heroics of those like Sonic the Hedgehog. A gifted genius born with two tails, Miles (or "Tails" as he came to be known) developed unique abilities and a burgeoning desire to go on exciting adventures. He got his chance when the evil Doctor Robotnik returned after a defeat at Sonic's hands...er, feet. When Robotnik kidnapped animals and roboticized them into his personal army, intent on conquering the world, Tails found Sonic and joined him. The two of them journeyed to Robotnik's battleship, the Death Egg, and brought it down.
When the Death Egg crashed on Angel Island, Tails joined Sonic in the race to find the Chaos Emeralds before Robotnik could steal them. The guardian Echidna Knuckles intervened, and in the end Robotnik stole the Master Emerald, sending Angel Island plummeting into the ocean. Tails aided Sonic in reach the rebuilt Death Egg, and proved integral in restoring Angel Island to its place in the sky. Afterward, Tails developed his technical genius, opposing Robotnik's own with his advanced vehicles and gadgets. He took part in many adventures, sometimes all on his own, and continues to play a vital role in foiling Robotnik's schemes.
Personality: Tails is young and naive, but very kindhearted and compassionate. He has a love of adventure, exemplified by his idol, Sonic. Sometimes he is a bit of a coward, due to his age, but always inspired to overcome his fear by his desire to do right.
Abilities & Resources: Tails is very fast, due to his namesake. He can spin his tails like propellers to help him run faster, even fly or swim. Unlike Sonic, Tails is a technical genius whose ability rivals even that of Robotnik's. A skilled pilot, Tails has built and maintained his own vehicles for use in his many adventures.
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Post by Claire Redfield on Mar 19, 2014 14:19:55 GMT -8
Themes: His World (Solaris Phase 2)Endless PossibilitiesLive and LearnOpen Your Heart"For the fate of the world... let's go!" SUPER SONICSolo D10 • Buddy D8 • Team D6Fastest Thing Alive Free Spirit Champion of GoodBurrowing D12 • Godlike Durability D12 • Godlike Reflexes D12 • Godlike Speed D12 • Godlike Stamina D12 • Godlike Strength D12 • Space Flight D12 • Superhuman Senses D10 SFX: Area Attack. Against multiple targets, add a D6 and keep an additional effect die for each additional target. SFX: Dangerous. Add a D6 to your dice pool for a physical attack action and step back the highest die in your pool by -1 to step up physical stress inflicted by +1. SFX: Fastest in the Universe. When using a Super Sonic power in an action pool for movement-related stunts, add a D6 and either step up your effect die or keep an additional effect die. SFX: Focus. If a pool includes an Super Sonic power, you may replace two dice of equal size with one stepped-up die. SFX: Immunity. Spend 1 PP to ignore stress, complications or trauma from environmental conditions, fatigue, poisons and disease. SFX: Invulnerability. Spend 1 PP to ignore physical stress or trauma, unless caused by Master Emerald power. SFX: Light Speed Dash. Double any Super Sonic power for one action. If the action fails, add a die to the doom pool equal to the normal rating of your power die. On a movement action, spend 1 PP to add two extra dice to your total. SFX: Super Recovery. Spend 1 PP to recover your physical stress or step back your physical trauma. Limit: Fueled by Chaos. Change any Super Sonic power into a complication to gain 1 PP. Activate an opportunity to recover the power.
Energy Blast D12 • Energy Resistance D12 • Teleport D10 SFX: Area Attack. Against multiple targets, for each additional target add a D6 and keep an additional effect die. SFX: Burst. Double an Energy Blast die against a single target. Remove the highest rolling die and add 3 dice for your total. SFX: Second Chance. Spend 1 PP to reroll when using any Chaos Control power. SFX: Versatile. Split Energy Blast into 2D10 or 3D8. Limit: Controlled Chaos. If a pool includes a Chaos Control power, both 1s and 2s on those dice count as opportunities, but only 1s are excluded from use in totals or effect dice. Limit: Unified Chaos. Shutdown Chaos Control when affected by a Master Emerald-based complication.Acrobatic Grandmaster D12 • Combat Master D10ID: Sonic the Hedgehog • Base: Green Hill Zone • Group Affiliations: -History: Sonic first tapped into the full power of the Chaos Emeralds to destroy Robotnik's Death Egg warship. When the Death Egg crashed on Angel Island, Sonic and Tails raced Robotnik across the island to gather the scattered Emeralds. Doctor Robotnik stole the Master Emerald that kept Angel Island afloat in the sky and used it to power the repaired Death Egg. Sonic again transformed and vanquished Robotnik, retrieving the Master Emerald.
Super Sonic reappeared many times afterward to oppose Robotnik's most evil schemes and the world's worst monsters. When Chaos, God of Destruction, arose and threatened the world with the power of the Emeralds, Super Sonic battled him and healed him of his anger. An old enemy later returned in the form of Metal Sonic, who accumulated enough data and power to become an unstoppable fighting machine. Super Sonic took him down in an epic battle. Sonic even faced one of the two dichotomous deities that periodically destroy and then remake the world: Dark Gaia, awakened eons too early by Robotnik's meddling. Though Dark Gaia threatened to destroy the entire planet, Super Sonic put the entity back to rest.
Perhaps Super Sonic's greatest challenge came in the form of Solaris, the fallen sun god of Soleanna. In a struggled that took place throughout different timelines, Sonic and his friends tried to keep the separated halves of Solaris from rejoining. When they failed, the god's power grew out of control and it began to devour all of time and space. Aided this time by fellow Hedgehogs Shadow and Silver, Super Sonic once more flew into battle and saved all of history.
Since then, Sonic has used the Chaos Emeralds when his need is greatest and the whole world trembles in fear. Transforming into an invincible champion of good, he always rises to the challenge.Personality: If Sonic is carefree and spirited, as Super Sonic he grows much more serious. Empowered by the greatest force in the universe, Super Sonic fears nothing and readily meets the greatest of challenges. Despite his newfound intensity, Super Sonic still lives to make the world a better place. He needs no reason to use his powers for good—once even using the positive energy of the Emeralds to purify the heart of Perfect Chaos. In so doing he freed the monster from the hatred and rage that had held it captive for millennia.Abilities & Resources: Super Sonic is the ultimate expression of Chaos power. Transformed by the positive energy of the Chaos Emeralds, Sonic becomes a shining golden hero with vast cosmic powers. The Chaos Emeralds sustain him and greatly enhance all his physical abilities. In this form, he can run and even fly at superliminal speeds. He can endure the harshest environments without harm, even the vacuum of space. His senses are sharper, he gains tremendous strength, and he can withstand the most powerful forces in the universe. If something does manage to injure him, Super Sonic heals at incredible speed. Combined with his agility, Super Sonic's speed allows him to dodge or outrun lasers, missiles barrages, or decimate whole space armadas. Sonic's Chaos Control also increases to godlike levels. Super Sonic can wield raw Chaos energy in destructive form, but also use it to teleport himself or objects as massive as space stations.
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Post by Claire Redfield on Mar 19, 2014 14:20:16 GMT -8
ThemeSUPER KNUCKLESSolo D10 • Buddy D8 • Team D6The Last Echidna Guardian of the Master Emerald Master of ChaosBurrowing D12 • Godlike Durability D12 • Godlike Stamina D12 • Godlike Strength D12 • Superhuman Senses D10 • Superhuman Speed D10 • Supersonic Flight D10 • Wall-Crawling D10 SFX: Area Attack. Against multiple targets, add a D6 and keep an additional effect die for each additional target. SFX: Immunity. Spend 1 PP to ignore stress, complications or trauma from environmental conditions, fatigue, poisons and disease. SFX: Invulnerability. Spend 1 PP to ignore stress or trauma from physical actions, unless caused by Master Emerald power. SFX: Knuckles. Add a D6 to your dice pool for a physical attack action and step back highest die in your pool to step up stress inflicted. SFX: Martial Arts Mastery. If a pool includes a Super Knuckles power, you may replace two dice of equal size with one stepped-up die. SFX: Super Recovery. Spend 1 PP to recover your physical stress or step back your physical trauma. Limit: Fueled by Chaos. Change any Super Knuckles power into a complication to gain 1 PP. Activate an opportunity to recover the power.
Energy Resistance D12 • Mystic Blast D12 • Supreme Sorcery D12 • Teleport D12 SFX: Chaos Energy Absorption. On a successful reaction against a Chaos-powered energy attack action, convert your opponent's effect die into a Chaos Control stunt or double a Chaos Control for your next action. Spend 1 PP to use this stunt even if your opponent's action succeeds. SFX: Chaos Negation. Spend 1 PP to ignore stress, trauma or complications from Chaos-powered attacks. Limit: Unified Chaos. Shutdown Chaos Control when affected by a Master Emerald-based complication.Acrobatic Master D10 • Combat Grandmaster D12 • Mystic Expert D10ID: Knuckles • Base: Angel Island • Group Affiliations: ChaotixHistory: When Robotnik invaded Angel Island with the goal of stealing the Emeralds, Knuckles battled Mecha Sonic for the fate of the Master Emerald. In the ruins of the Sky Sanctuary zone, Knuckles transformed into Super Knuckles and defeated the robotic duplicate. He has not since had the occasion to transform again.Personality: Super Knuckles is just as serious and fierce as his normal incarnation, but gains a new perspective from his godlike abilities. At this point, Knuckles' dedication to destroying whatever evil has forced his hand is unwavering and he will not stop until he is victorious.Abilities & Resources: As with all who tap into the full power of the seven Chaos Emeralds, Knuckles' transformation into Super Knuckles is a heightening of his already impressive power. He has strength and durability far in excess of mortal understanding, capable of shattering meteors, toppling buildings, or weathering highly destructive attacks without harm. The Emeralds allow him to fly and move much more quickly, as well as sharpen his senses. His Chaos Control also grows in power, allowing him to negate Chaos-based attacks and absorb or redirect Chaos energy.
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Post by Claire Redfield on Mar 19, 2014 14:20:26 GMT -8
"I determine my own destiny." Theme: All Hail ShadowSHADOW THE HEDGEHOGSolo D10 • Buddy D8 • Team D6The Ultimate Life-Form Dark Hero Haunted by the PastBurrowing D8 • Enhanced Senses D8 • Enhanced Strength D8 • Quills D6 • Superhuman Durability D10 • Superhuman Reflexes D10 • Superhuman Speed D10 • Superhuman Stamina 10 SFX: Area Attack. Against multiple targets, add a D6 and keep an additional effect die for each additional target. SFX: Dangerous. For a physical attack action, step back the highest die in your pool to add a D6 to your dice pool for an attack action and step up your effect die. SFX: Focus. If a pool includes a Dark Hedgehog power, you may replace two dice of equal size with one stepped-up die. SFX: Immunity. Spend 1 PP to ignore stress, trauma and complications from aging and disease. SFX: Power Limiters. Step up or double any Dark Hedgehog power for one roll, or spend 1 PP to do both, then shutdown that power. Recover the power during a Transition Scene or by activating an opportunity. Limit: Exhausted. Shutdown any Dark Hedgehog power to gain 1 PP. Recover power by activating an opportunity or during a Transition Scene. Limit: Epic Arrogance. Step up the lowest die in the doom pool or add a D6 doom die to step up mental or social stress from opponents that offend or otherwise anger Shadow.
Energy Blast D10 • Energy Resistance D10 • Teleport D10 • Temporal Control D8 SFX: Area Attack. Against multiple targets, add a D6 and keep an additional effect die for each additional target. SFX: Burst. Step up or double an Energy Blast die against a single target. Remove the highest rolling die and add 3 dice for your total. SFX: Second Chance. Spend 1 PP to reroll when using any Chaos Control power. SFX: Versatile. Split Energy Blast into 2D8 or 3D6. Limit: Gear. Shutdown Chaos Control and gain 1 PP. Take an action against the doom pool to recover gear. Limit: Resource. Chaos Control must be created as a resource during an Action or Transition Scene and cannot be made persistent.Acrobatic Master D10 • Combat Master D10 • Menace Expert D8 • Vehicle Expert D8Milestone: I'm the Coolest | In all the worlds, there are few more powerful and willful than Shadow the Hedgehog. You will run your own way no matter what. 1 XP when your example inspires fear or awe in others. 3 XP when your pride compels you to challenge another and you lose, or you make a new enemy out to take you down a peg. 10 XP when you reject friends and allies and save the day your way, or else swallow your pride and accept help against a great challenge.
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Milestone: Haunted by the Past | Your dark deeds and tainted heritage haunt your every step, no matter how fast you run. You will stop at nothing to break away from your haunted past. 1 XP when you confront something from your past. 3 XP when you choose to do something heroic, despite your heritage, or instead reject the light and instead seek out vengeance. 10 XP when you become Super Shadow and destroy the one attempting to drag you into your own darkness.
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ID: Shadow • Base: Varies • Group Affiliations: -History: Shadow's history begins more than fifty years ago, in the laboratory of Professor Gerald Robotnik. "Project Shadow" was a collaboration between Gerald and an alien called Black Doom, using the latter's DNA in an attempt to create the ultimate life-form. They succeeded after several attempts, and Shadow the Hedgehog was the result. Immortal, powerful and arrogant, Shadow befriended Maria Robotnik, granddaughter of Gerald. Later the space colony ARK where they lived came under attack by the Guardian Unit of Nations. G.U.N. killed Maria in the crossfire and imprisoned Shadow in suspended animation for fifty years afterward. Gerald in his grief began to plot revenge and even altered Shadow's memories to ensure that his vengeance lived on even after the doctor was executed.
Doctor Ivo Robotnik later freed Shadow, who immediately agreed to help Robotnik and carry out Maria's final wish: make humanity pay for their crimes. They boarded the space colony ARK and used the Chaos Emeralds to awaken its full power, that of the Eclipse Cannon. Shadow encountered Sonic and his allies during this event, and discovered that Gerald's true plan was to destroy the world for the death of Maria. Shadow also realized (with the help of the heroes) that Maria's wish was to save humanity, not destroy them, so he joined the heroes in stopping Gerald Robotnik's mad plans.
Thought dead in the aftermath of the ARK incident, Shadow survived his fall to Earth and returned again when Metal Sonic enacted a grand scheme of revenge. He went on to confront Black Doom and his alien army, the Black Arms, ultimately destroying Doom and choosing to move on with his life. Shadow joined Sonic and Silver the Hedgehog in the battle against Solaris, sun god of Soleanna, helping to save the entire universe. He's gone on to fight other battles, a dark hero using his haunted past to propel him into the future.Personality: Shadow is a serious Hedgehog, cold and detached even in chaotic situations. He finds little humor in life and has no time for games or silliness. Shadow is arrogant an sure of his abilities, though with good reason, and is always willing to back up his words with actions. Despite his stoic demeanor, Shadow is compassionate and lionhearted, willing to risk his life for those in need. He fears no challenge and always keeps a cool head.Abilities & Resources: Shadow is a powerful entity, living up to his moniker of "the ultimate life-form." He can run at supersonic speeds and maneuver with the agility of the finest athletes—not quite as fast as Sonic, but one of the few creatures capable of rivaling the blue Hedgehog. Due to his heritage, Shadow is incredibly strong and tough. He can sustain intense levels of activity for hours. Like Sonic, Shadow can curl into a ball that becomes a powerful living buzzsaw with his speed, and he's proficient in many forms of combat, including vehicles and weapons. When he needs to, Shadow can remove the power limiters on his wrists and tap into his vast energy reserves, gaining tremendous power at the cost of great fatigue. Shadow's Chaos Control abilities are second to none, allowing him to teleport himself or others, warp time, project destructive blasts, and more. He can also utilize the greatest form of Chaos Control and become Super Shadow when he has gathered all seven Chaos Emeralds.
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Post by Claire Redfield on Mar 19, 2014 14:20:41 GMT -8
CHAOS EMERALDSChaos is the most powerful force in the universe. This force manifests in the forms of the seven Chaos Emeralds and the Master Emerald, each filled with a fraction of its limitless power. Ancient and mysterious, many have sought the power of the Emeralds throughout the millennia. Said to be the gateway to ultimate power, the seven CHAOS EMERALDS can make any mortal into a god. With their power, a user can shape—or destroy—whole worlds. The MASTER EMERALD is reputed to have been created by gods as a way to control the great power of the CHAOS EMERALDS. Some beings are more skilled at utilizing this power than others. Bringing all seven jewels together and tapping into the unlimited energy of Chaos transforms the user. Two poles exist within Chaos: positive energy and negative energy. In its natural state, Chaos energy comprises both forms. Those who channel the positive energy of Chaos become godlike reflections of themselves, gifted with immense power and determination. By contrast, negative Chaos energy turns the wielder into a destructive monster, reflecting their innermost darkness. When beings empowered by these opposing forces clash, the results are cataclysmic. General Rules: POSITIVE ENERGYPositive energy transformations step up most powers and Specialties by +1, if possible. The character gains GODLIKE DURABILITY D12 and GODLIKE STAMINA D12 and the Invulnerability and Immunity SFX (if he or she does not already possess them), allowing the character to survive in space or underwater. If the character has a movement power at D8 or lower, it is bumped up to D10, and he or she also gains SUPERSONIC FLIGHT D10 (if not already possessed). Finally, the character also gains at least SUPERHUMAN STRENGTH D10, regardless of whether or not he or she has the STRENGTH trait. SFX: Immunity. Spend 1 PP to ignore stress, complications or trauma from environmental conditions, fatigue, poisons and disease. SFX: Invulnerability. Spend 1 PP to ignore stress or trauma from physical actions, unless caused by Master Emerald power. SFX: Super Recovery. Spend 1 PP to recover your physical stress or step back your physical trauma. General Rules: NEGATIVE ENERGYNegative energy transformations are dramatically different. Most users are transformed into gigantic, monstrous forms of earth-shattering power. They become large-scale threats with at least three D12s in their SOLO Affiliation (or an additional two if they already have them) as well as GODLIKE STAMINA D12, GODLIKE DURABILITY D12 and GODLIKE STRENGTH D12. The monster gains Immunity and Invulnerability SFX in the same power set. Most powers, except for movement powers, step up by +1. Attack powers are bumped up to D12, and the creature gains the Area Attack SFX (if not already possessed). Rarely, a character using negative Chaos energy will retain normal size, and the transformation behaves more like positive energy transformations as described above. This seems to be a matter of will and desire, or perhaps great need. SFX: Immunity. Spend 1 PP to ignore stress, complications or trauma from environmental conditions, fatigue, poisons and disease. SFX: Invulnerability. Spend 1 PP to ignore stress or trauma from physical actions, unless caused by Master Emerald power.
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Post by Claire Redfield on Mar 19, 2014 14:20:50 GMT -8
Theme: Dreams of an Absolution"To kill someone to save the world...is that really the right thing to do?" SILVER THE HEDGEHOGSolo D8 • Buddy D10 • Team D6Optimistic Youth Brash & Naive Strong Sense of JusticeBurrowing D6 • Enhanced Senses D8 • Subsonic Flight D8 • Telekinetic Blast D8 • Telekinetic Control D8 • Teleport D6 SFX: Area Attack. Against multiple targets, for every additional target add a D6 and keep an additional effect die. SFX: Boost. Shutdown your highest rated Psychokinetic Hedgehog power to step up another Psychokinetic Hedgehog power by +1. Recover power during a Transition Scene or by activating an opportunity. SFX: Psychic Stun. Add a D6 and step up your effect die when inflicting a dazed complication on a target. SFX: Refined Telekinesis. Add a D6 and step up your effect die by +1 when using Psychokinetic Hedgehog to create assets. Limit: Collateral Damage. When using a Psychokinetic Hedgehog power, both 1s and 2s on your dice count as opportunities, but only 1s are excluded from being used for totals or effect dice. Limit: Exhausted. Shutdown any Psychokinetic Hedgehog power to gain 1 PP. Recover power during a Transition Scene or by activating an opportunity.
Combat Expert D8
Milestone: Kill the Iblis Trigger | You will stop at nothing to kill the Iblis Trigger, the one who unleashed damnation upon your future. 1 XP when you get a new clue about the Iblis Trigger's location. 3 XP when you encounter one of the Trigger's allies and force them to tell you where he is or are defeated by them. 10 XP when you corner the Iblis Trigger and either kill him or choose to spare him.
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Milestone: Save the Future | Time and again you have fought Iblis, and each time it returns, you are more determined to destroy it permanently. 1 XP when you leave a temporary home behind. 3 XP when you fight iblis and temporarily destroy it, or gain a new ally in the ruined future. 10 XP when you become Super Silver and fight for the future.
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ID: Silver • Base: Ruined Future • Group Affiliations: - History: Silver hails from a future doomed to burn by a monster called Iblis. His world is an apocalyptic ruin, and his only friend is Blaze the Cat. Silver and Blaze constantly fight with Iblis, though every time they destroy him, the monster just returns again, seemingly immortal. The two were approached by an enigmatic being called Mephiles, who explained that Iblis was resurrected in the past by the Iblis Trigger. If Silver went back in time and killed the Iblis Trigger, he could save his future. Mephiles transported all three back to Sonic's time, and Silver hunted down the true blue hedgehog.
After several confrontations, Silver cornered Sonic and nearly killed him, but for the intervention of Shadow. When Silver and Shadow used their Chaos Control against one another, it opened a rift in time and the two saw the truth in the past. Mephiles was actually the other half of Iblis, and the two were once Solaris, the sun god of Soleanna, separated in a hubristic experiment gone wrong. Mephiles' dark plan was to kill Sonic, releasing Iblis and allowing them to merge once more into an even more powerful god.
When he realized the truth, Silver joined Sonic and Shadow and their allies in opposing Mephiles, but it was too late. Mephiles killed Sonic, and the grief it caused released Iblis from its vessel: Princess Elise of Soleanna. Mephiles rejoined with Ibilis and became Solaris once more. The wrathful god began to devour time itself. Silver aided Sonic's allies in gathering the Chaos Emeralds, with which they resurrected Sonic and all three Hedgehogs transformed into their Super forms. All three did battle with Solaris in a void outside of time, and they defeated him. In the end, Sonic and Elise went back in time and extinguished Solaris before he could split into two beings, erasing the events from history and saving Silver's future.
Personality: Silver is a troubled young Hedgehog, though he remains hopeful that he can save his future. Brave and fiercely determined, Silver is quick to act, which can land him in trouble. Silver is no fool, however, and often questions his decision to kill the Iblis Trigger, wondering if there is another way. He never gives up and always tries to do the right thing.
Abilities & Resources: Silver's world is a burning ruin. Rather than developing super-speed, because it is impossible to run most places, his latent telekinetic powers grew to enormous levels. Silver can use them to levitate large objects, throw blasts of telekinetic force, and even teleport short distances. By levitating himself he can fly, and if he focuses his concentration is capable of amazing feats of psychokinetic power. Teaming up with Blaze the Cat, Silver has even defeated the monster Iblis on several occasions. Silver has also demonstrated Chaos Control, though his abilities are not as refined as those of Shadow or Sonic. Thanks to the two more experienced Hedgehogs, however, Silver was able to tap into the power of all seven Chaos Emeralds and become the godlike Super Silver.
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Post by Claire Redfield on Jul 25, 2014 13:18:38 GMT -8
IBLISSolo D10/D10/D10 • Buddy D8/D8/D8 • Team D6/D6/D6Flames of Disaster Spirit of Fire Rage UncheckedGodlike Durability D12 • Godlike Stamina D12 • Godlike Strength D12 • Superhuman Senses D10 SFX: Area Attack. Against multiple targets, for each additional target add a D6 and keep an additional effect die. SFX: Berserk. Add a die from the doom pool to an attack action. After that action, step back the die by -1 and return it to the doom pool. SFX: Immunity. Spend a doom die to ignore stress, trauma or complications from aging, poison, disease and environmental extremes. SFX: Invulnerable. Spend a doom die to ignore physical stress or trauma unless caused by cold-based attacks or those made with a Targeted Eye asset. SFX: Reformed from Ashes. Spend a doom die to recover your physical stress or step back your physical trauma by -1. Limit: Large-Scale Threat. Defeat an Affiliation die for each D12 stress die applied to Iblis.
Fire Blast D10 • Fire Supremacy D12 • Psychic Resistance D10 • Shapeshifting D8 • Supersonic Flight D10 SFX: Burst. Step up or double a Fire Blast die against a single target. Remove the highest rolling die and add 3 dice for your result. SFX: Fiery Forms. Add a D6 and step up your effect die when using Fire Supremacy to create assets. SFX: Fire Absorption. On a successful reaction against a fire or heat attack action, convert your opponent's effect die into a Sun God's Flame stunt or step up a Sun God's Flame power by +1 for your next action. Spend a doom die to use this stunt if your opponent's action succeeds. Limit: Growing Dread. Both 1s and 2s count as opportunities when using a Sun God's Flame power, but only 1s are excluded from use for totals or effect dice. Limit: Mindless Rage. Add a doom die to step up any opponent's asset or complication based on tricking Iblis.Combat Expert D8 • Menace Master D10ID: Fire of the Sun God • Base: Ruined Future • Group Affiliations: -History: When the hubris of men split the sun god Solaris into two beings, Iblis emerged as the embodiment of his fiery wrath. Immortal and driven only to destroy, Iblis reduced the world to a scorched wasteland. In this bleak future Silver the Hedgehog tried again and again to slay Iblis, until he realized he had to travel into the past to unmake the creature. Iblis in its time faced Sonic the Hedgehog and his allies and resisted all attempts to stop it.Personality: Iblis is rage unchecked. It is simply the all-consuming hunger of fire without remorse, pity or reason. Anything in its path is destroyed.Abilities & Resources: ARepresenting the pure power of a sun god's fire, Iblis commands the power to burn on a huge scale. Its fury reduces kingdoms, even worlds, to ashes and ruins. Iblis can summon meteors, firestorms capable of burning entire cities, even create mindless creatures from fire. The monster's great size lends it incredible strength to tear down any structure. In battle it smashes broken buildings down on its foes, inundates them in flame and proves highly resistant to all forms of attack.
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Post by Claire Redfield on Mar 29, 2015 11:37:30 GMT -8
"Time to unleash the ultimate power!" Theme: I Am...All of MeSUPER SHADOWSolo D10 • Buddy D8 • Team D6The Ultimate Life-Form Dark Hero Chaos-powered ChampionBurrowing D12 • Godlike Durability D12 • Godlike Reflexes D12 • Godlike Speed D12 • Godlike Stamina D12 • Godlike Strength D12 • Space Flight D12 • Superhuman Senses D10 SFX: Area Attack. Against multiple targets, add a D6 and keep an additional effect die for each additional target. SFX: Dangerous. For a physical attack action, step back the highest die in your pool to add a D6 to your dice pool and step up your effect die. SFX: Focus. If a pool includes a Super Shadow power, you may replace two dice of equal size with one stepped-up die. SFX: Immunity. Spend 1 PP to ignore stress, trauma and complications from environmental conditions, fatigue, poisons, and disease. SFX: Invulnerability. Spend 1 PP to ignore physical stress or trauma, unless caused by Master Emerald power. SFX: Super Recovery. Spend 1 PP to recover your physical stress or step back your physical trauma. SFX: Ultimate Power. Double any Super Shadow power for one action. If the action fails, add a die to the doom pool equal to the normal rating of your power die. Limit: Epic Arrogance. Step up the lowest die in the doom pool or add a D6 doom die to step up mental or social stress from opponents that offend or otherwise anger Shadow.
Energy Blast D12 • Energy Resistance D12 • Teleport D12 • Temporal Control D10 SFX: Area Attack. Against multiple targets, add a D6 and keep an additional effect die for each additional target. SFX: Burst. Double an Energy Blast die against a single target. Remove the highest rolling die and add 3 dice for your total. SFX: Second Chance. Spend 1 PP to reroll when using any Chaos Control power. SFX: Versatile. Split Energy Blast into 2D10 or 3D8. Limit: Controlled Chaos. If a pool includes a Chaos Control power, both 1s and 2s on those dice count as opportunities, but only 1s are excluded from use in totals or effect dice. Limit: Unified Chaos. Shutdown Chaos Control when affected by a Master Emerald-based complication.Acrobatic Grandmaster D12 • Combat Grandmaster D12 • Menace Master D10 • Vehicle Expert D8ID: Shadow • Base: Varies • Group Affiliations: -History: Super Shadow is Shadow the Hedgehog's ultimate transformation. He first used the Chaos Emeralds alongside Sonic to save the Earth from Gerald Robotnik's vengeance. They battled the Biolizard—transformed into the Final Hazard by the Emeralds—in orbit above the planet. After defeating the monster, Super Shadow used his Chaos Control along with Super Sonic to teleport the space colony ARK away from Earth. Shadow seemed to die as his Super powers faded and he fell to Earth, but he survived the fall and later returned to help Sonic and friends against Mecha Sonic. Shadow once again called upon the Chaos Emeralds when he fought Black Doom, leader of the Black Arms, an army of demonic aliens. Black Doom had lent his own DNA to Shadow's creation fifty years prior, and returned to reclaim that which he felt belonged to him. When Black Doom transformed into Devil Doom, Super Shadow battled and defeated him.
Shadow's greatest test came when the sun god Solaris rampaged out of control, becoming a "super-dimensional being" bent on devouring space and time. Sonic, Shadow, and Silver all transformed into Super Hedgehogs and battled Solaris, casting him down and saving past, present, and future.Personality: Super Shadow is as serious and focused as ever. Flush with power, he becomes very proud and sure of his abilities, but with good reason—Super Shadow is one of the mightiest beings in the universe. He looks down on most foes and only regards godlike entities as anything approaching a worthy foe.Abilities & Resources: With his full Chaos power, Super Shadow is capable of destroying worlds. His speed and strength increase to incalculable levels, and his Chaos Control grows to a cosmic scale. He can run and fly faster than light, endure the worst conditions and forces the universe can throw at him, and warp space-time with his Chaos power. Few beings in the universe can even conceive of the power Super Shadow possesses, much less threaten him.
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Post by Claire Redfield on Mar 30, 2015 7:37:42 GMT -8
Theme: His World (Solaris Phase 2)"I will protect the future!" SUPER SILVERSolo D8 • Buddy D10 • Team D6Optimistic Youth Brash & Naive Strong Sense of JusticeBurrowing D10 • Godlike Durability D12 • Godlike Senses D12 • Godlike Stamina D12 • Godlike Strength D12 • Supersonic Flight D10 • Telekinetic Blast D12 • Telekinetic Supremacy D12 • Teleport D10 SFX: Area Attack. Against multiple targets, for every additional target add a D8 and keep an additional effect die. SFX: Boost. Shutdown your highest rated Super Silver power to double another Super Silver. Recover power during a Transition Scene or by activating an opportunity. SFX: Immunity. Spend 1 PP to ignore stress, trauma and complications from environmental conditions, fatigue, poisons, and disease. SFX: Invulnerability. Spend 1 PP to ignore physical stress or trauma, unless caused by Master Emerald power. SFX: Psychic Stun. Add a D6 and step up your effect die when inflicting a dazed complication on a target. SFX: Refined Telekinesis. Add a D6 and step up your effect die when using Super Silver to create assets. SFX: Super Recovery. Spend 1 PP to recover your physical stress or step back your physical trauma. Limit: Collateral Damage. When using a Super Silver power, both 1s and 2s on your dice count as opportunities, but only 1s are excluded from being used for totals or effect dice.
Combat Master D10
ID: Silver • Base: Ruined Future • Group Affiliations: - History: In the race to save his ruined future world from the menace of Iblis, Silver teamed up with Sonic the Hedgehog and his allies in the past. They fought to end Mephiles the Dark's evil scheme spanning multiple eras, but in the end Mephiles succeeded. Solaris was reborn, more powerful than ever, transcending the limits of a mere sun god to the point that it began to devour the space-time continuum. Mephiles even succeeded in killing Sonic the Hedgehog. Silver journeyed with the others to recover the Chaos Emeralds, and with their power resurrected Sonic. In order to battle a super-dimensional being like Solaris, Sonic, Silver, and Shadow all transformed into Super forms. Super Silver engaged Solaris in the void outside of time and space. The three Super Hedgehogs vanquished the sun god in an epic battle and Silver returned to his timeline, which had been saved from Iblis after Solaris was erased from history.
Personality: Silver retains his optimism, now enhanced by the influx of tremendous Chaos power. He doesn't hold anything back in this form, fighting for the sake of everything and everyone he's ever known. Super Silver is confident and fierce in his pursuit of justice.
Abilities & Resources: Vast Chaos energies enhance Silver's abilities to godlike levels. His psychic senses allow him to see incredible distance and penetrate any obscuration. Super Silver's psychokinetic powers allow him to manipulate and wield asteroids as weapons, or project telekinetic blasts capable of shattering moons. He can fly and survive in any atmosphere, and his Super form is nearly impervious to harm. Despite his inexperience with the transformation and his youth, Super Silver is one of the mightiest beings in the universe.
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Post by Claire Redfield on Mar 30, 2015 8:18:01 GMT -8
Theme: Versus Metal Sonic"Sonic...I was created for the sole purpose of destroying you." METAL SONICSolo D10 • Buddy D8 • Team D6Ruthless Racer Vengeful Robot Sonic Superiority ComplexBurrowing D10 • Superhuman Durability D10 • Superhuman Stamina D10 • Superhuman Reflexes D10 • Superhuman Senses D10 • Superhuman Speed D10 • Superhuman Strength D10 • Supersonic Flight D10 SFX: Area Attack. Against multiple targets, add a D6 and keep an additional effect die for each additional target. SFX: Dangerous. Add a D6 to your dice pool for an attack action and step back the highest die in your pool by -1. Step up physical stress inflicted by +1. SFX: Focus. If a pool includes a Robotic Hedgehog power, you may replace two dice of equal size with one die +1 step larger. SFX: Jet Boost. When using a Robotic Hedgehog power in an action pool for movement-related stunts, add a D6 and keep an additional effect die. SFX: Maximum Overdrive Attack. Step up or double any Robotic Hedgehog power for one roll, or spend a doom die to do both, then shutdown that power. Recover power during a Transition Scene or by activating an opportunity. Limit: Overloaded Circuits. Change any Robotic Hedgehog power into a complication to add a D6 doom die or step up the lowest die in the doom pool. Activate an opportunity or remove the complication to recover the power. Limit: Obsessed with Beating Sonic. Step up the lowest doom die or add a D6 doom die to step up mental stress caused by Hedgehog rivals. Limit: Robot. When affected by machine-specific complications and tech, add a doom die.
Mimic D10 • Stretching D6 • Weapon Systems D8 SFX: Boost. Shutdown your highest-rated Weapons Array power to step up another Weapons Array power. Recover power during a Transition Scene or by activating an opportunity. SFX: Copy Systems. If your Mimic dice pool to copy a power includes a Data Scan asset made with Superhuman Senses, step up your effect die. SFX: Force Field. Spend a doom die to ignore physical stress or trauma unless caused by mystical attacks. SFX: Ring Spark Field. On a successful reaction against a physical attack, inflict physical stress with your effect die at no cost. Spend a doom die to step it up. Limit: Energy Reroute. Shutdown Superhuman Speed and step back Supersonic Flight to activate Ring Spark Field. Activate an opportunity to recover the powers and shutdown the SFX. Limit: Reckless Power. When using a Weapons Array power, both 1s and 2s on your dice count as opportunities, but only 1s are excluded from being used for totals or effect dice.Acrobatic Expert D8 • Combat Master D10 • Menace Expert D8 • Science Expert D8 • Tech Expert D8ID: Metal Sonic • Base: Unknown • Group Affiliations: Eggman EmpireHistory: Doctor Robotnik first created a robotic duplicate of Sonic to guard his Death Egg warship. While Sonic and Tails defeated the so-called "Silver Sonic," Robotnik continued to perfect his design until he created Metal Sonic. Seeking to beat Sonic at his own game, he designed Metal Sonic to wield powerful weapons and movement systems. Robotnik tasked Metal Sonic with going into the past via the powerful Time Stones and ensuring Robotnik's rule in the future. Sonic journeyed to the Little Planet to confront Robotnik and there he met his robotic duplicate. Built with a fierce hatred of his organic counterpart, Metal Sonic raced Sonic several times in an effort to prove his superiority. Sonic defeated him, and so began Metal Sonic's growing hatred and obsession. He returned many times to challenge Sonic, even to the point of defying his creator to amass power and reign supreme as the ultimate machine. Sonic stopped him every time, often with help from his friends, but Metal Sonic refused to give up his quest to utterly defeat his foe.Personality: Metal Sonic is a cold and ruthless robot. He desires more than anything to best Sonic in every way. Power and proving his superiority over Sonic and friends are all that matter to him. Metal Sonic cares nothing for bystanders caught in his path and has no remorse for his actions. Only crushing Sonic matters, and over time he has grown more and more obsessed to the point of madness.Abilities & Resources: Metal Sonic is designed to surpass the real Sonic in every way. His advanced robotic body carries an array of powerful weapons systems and sensors. He can even use his sensors to scan and copy the data of other beings, mimicking their powers in addition to his own. Metal Sonic possesses speed to rival or even exceed Sonic's and can fly at supersonic velocities. Among his many weapons are the ability to stretch his limbs, fire devastating energy blasts or shred metal with his claws, and generate damaging force fields. In desperation Metal Sonic can overload his circuits for increased power at the cost of leaving himself vulnerable. With this battery of speed and power, Metal Sonic is perhaps Sonic's most dangerous foe.
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Post by Claire Redfield on Mar 31, 2015 14:59:26 GMT -8
SONIC UNIVERSE UNLOCKABLESThe universe of Sonic the Hedgehog features many strange and unique forces, characters, and stories. From the legendary Chaos Emeralds to the ruins of lost civilizations and mystic powers, many opportunities exist to uncover secrets, mystic powers, long-lost gods, and more. Players in a campaign set in this universe have a wide variety of unlockable options. A few examples follow. Team Sonic Unlockables The following unlockables are available to any hero connected to Team Sonic. [5 XP/10 XP/15 XP] Chaos Emerald: For 5 XP, you may unlock a Chaos Emerald as a resource (based on your Cosmic or Mystic Specialties) in the next Act. For 10 XP, the character gains a Chaos Control power set (see below for details). For 15 XP, you gain the power set plus the resource for the next Act. [0 XP/0 XP] Name: Description. [15 XP] Ultimate Hero: By purchasing this unlockable during a Transition Scene, Team Sonic helps your hero gather the seven Chaos Emeralds to overcome some epic challenge. For the next Action Scene, you gain access to a Super transformation (as detailed here).Energy Blast D8 • Energy Resistance D10 • Teleport D6 SFX: Area Attack. Against multiple targets, for each additional target add a D6 and keep an additional effect die. SFX: Second Chance. Spend 1 PP to reroll when using any Chaos Control power. Limit: Gear. Shutdown Chaos Control and gain 1 PP. Take an action against the doom pool to recover the power set. Limit: Resource. Chaos Control must be created as a resource during an Action or Transition Scene and cannot be made persistent.Angel Island Unlockables These unlockables are only available to Knuckles, the Chaotix, or heroes connected to Angel Island and the Master Emerald. [5 XP/10 XP] The Last Guardian: For 5 XP you may choose to either unlock Knuckles as a player hero, or use him as a resource in the next Act. For 10 XP, you gain the previous benefits and Knuckles shows up personally to aid you in a single Action Scene. [10 XP] Hidden Palace Zone: For 10 XP, you may gain an Master Emerald's Aura power set, gained by making a pilgrimage to the Hidden Palace Zone and obtaining Knuckles' blessing. The Master Emerald's energy infuses you and grants you the power set until the end of the Act. [5 XP/10 XP] Joining the Chaotix: The Chaotix hire you to help them plumb Angel Island for its lost secrets. By spending 5 XP during a Transition Scene, you can create a resource as if you had one of the following Specialties at Expert level: Acrobatic, Combat, or Mystic. You may also switch your highest Affiliation with Team (if it's not already your highest) or replace a Distinction with a Chaotix detective agency-related one.. For 10 XP, treat the resource as if created by a Master Specialty. In addition, you may switch your Affiliation die and replace a Distinction as noted above.Energy Resistance D10 • Mystic Blast D8 • Novice Sorcery D6 SFX: Energy Absorption. On a successful reaction against an energy attack, convert your opponent's effect die into a Master Emerald's Aura stunt or step up a Master Emerald's Aura power by +1 for your next action. Spend 1 PP to use this stunt if your opponent's action succeeds. Limit: Conscious Activation. If stressed out, asleep, or unconscious, shutdown Master Emerald's Aura. Recover Master Emerald's Aura when stress is recovered or you awake. If physical trauma is taken, remove the power set to recover the trauma.
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