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Post by Claire Redfield on Feb 2, 2014 0:17:42 GMT -8
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Post by Claire Redfield on Feb 2, 2014 0:17:56 GMT -8
EccoECCO THE DOLPHINAffiliations: S OLO D8, B UDDY D6, T EAM D10 Distinctions: M ARKED BY D ESTINYC HOSEN OF THE A STERITED EFENDER OF THE F UTUREPower Sets:TIME-TRAVELING DOLPHINE NHANCED D URABILITY D8, E NHANCED R EFLEXES D8, E NHANCED S TAMINA D8, E NHANCED S TRENGTH D8, S UPERHUMAN S ENSES D10, S UPERHUMAN S WIMMING D10 SFX: Asterite's Blessing. Spend 1 PP to recover your physical stress or step back your physical trauma by -1. SFX: Immunity. Spend 1 PP to ignore stress, trauma or complications from poisons, disease or cold. SFX: Second Chance. Spend 1 PP to reroll when using any TIME-TRAVELING DOLPHIN power. Limit: Exhausted. Shutdown any TIME-TRAVELING DOLPHIN power to gain 1 PP. Recover power by activating an opportunity or during a Transition Scene. ATLANTEAN GIFTSS HAPESHIFTING D10, S ONIC B LAST D8 SFX: Song of Confusion. Add a D6 and step up your effect die by +1 when inflicting Confused complication on a target. SFX: Burst. Step up or double an ATLANTEAN GIFTS die against a single target. Remove the highest rolling die and add 3 dice for your total. SFX: Focus. If a pool includes an ATLANTEAN GIFTS power, you may replace two dice of equal size with one die +1 step larger. Limit: Exhausted. Shutdown any ATLANTEAN GIFTS power to gain 1 PP. Recover power by activating an opportunity or during a Transition Scene. Specialties:A CROBATIC E XPERT D8, C OMBAT E XPERT D8, M YSTIC E XPERT D8 Milestones:SWIM THE TIDES OF TIMEYou are the one given the power to swim the Tides of Time, capable of changing past, present and future. Discover secrets lost throughout time and change history forever.1 XP when you swim a new current, whether literally or figuratively. 3 XP when you travel to a different era, or when you learn from a new font of wisdom. 10 XP when you swim into the Tides of Time and your actions greatly alter the distant past or far future. DEFEAT THE VORTEXThe alien Vortex have come to feed upon Earth's oceans, and they have captured your podmates, as well as many other living things. Stop them from consuming the world's biomass before it's too late.1 XP when you rescue a podmate, or brave danger to save a cetacean from the Vortex. 3 XP when you defeat a dangerous oceanic or Vortex creature, or when your ingenuity wins you a new ally or weapon. 10 XP when you defeat the Vortex Queen. ID: Ecco (Public) History:Ecco was always a special dolphin, marked with five stars on his forehead which reflect the constellation Delphinus. He and his pod lived a peaceful, playful life in the ocean, until one day Ecco met a challenge to see how high he could jump. As though spared by fate, at that very moment, a vortex sucked up Ecco's pod, along with myriad marine life. Alone and forlorn, Ecco searched for his pod, as the storm had shaken all the ocean to its core. Directed to seek out the wise blue whale Big Blue by a friendly orca, Ecco learned from Big Blue that such storms had occurred every five hundred years for time out of mind. Big Blue directed Ecco to find the Asterite, the world's most ancient creature. Ecco found the Asterite, who was weakened by missing a vital piece of itself. The Asterite sent Ecco to the sunken city of Atlantis, to use the time machine built by the long-lost Atlanteans. He succeeded in restoring the Asterite, and then learned that the marine life was captured by an alien race called the Vortex, who had lost the ability to make their own food. Blessed with the power to breathe underwater and enhance his sonar into a deadly force, Ecco traveled first into Earth's prehistory, and then to the very moment the Vortex captured his pod. Ecco traveled into their vessel and battled the Vortex Queen, saving his pod and the rest of the ocean. The Vortex Queen was not defeated, however. She traveled to Earth to create a new hive, and Ecco lost the powers given to him by the Asterite. However, he met Trellia, his descendant and a dolphin from a future wherein dolphins can fly via helium sacs and possess some telekinetic powers. In this future, the ocean itself has developed a mind of sorts and great waterways connect the world's seas. Ecco once again met the Asterite and learned that his own actions had fractured the time stream. He would have to repair the damage done, but without the Asterite's help, as the Vortex Queen killed the eons-old being in the past. In order to restore the Asterite so that their conversation could even happen, Ecco ventured into the past and future and once again found the missing pieces of the Asterite. With his powers restored by the Asterite, Ecco fought through a mechanical Vortex hell in the present. He defeated the Vortex Queen, though she escaped death once more. However, forced to retreat, weakened and reverting to a larval state, the Queen used the Atlantean time machine to escape into the Mesozoic. Weakened, she was unable to rule the powerful creatures of that time, and the Vortex eventually integrated into Earth's ecosystem. Rather than destroying the time machine as the Asterite bid, Ecco instead used it one final time, swimming into the Tides of Time and disappearing. Personality:Ecco is a brave young dolphin. His nobility leads him to help all marine life, and oppose the terrifying Vortex and their insatiable hunger. Like all dolphins, he is curious and playful at times, but also a courageous warrior. By the end of his quest, Ecco has gained much wisdom and power from his journeys across time, second perhaps only to the eons-old Asterite itself in his enlightenment. Abilities and Resources:At first, Ecco had all the abilities of a dolphin, if perhaps somewhat greater: he was faster and more agile than his podmates. As he journeyed through time, he gained new abilities; of these, the most powerful were those granted to him by the Asterite. He gained the power to breathe underwater and turn his sonar into a devastating song of power and confusion. Ecco also learned to use many Atlantean artifacts, including a time machine and "metaspheres", which allowed him to change his shape into other oceanic life, or even a Vortex itself.
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Post by Claire Redfield on Feb 2, 2014 0:18:17 GMT -8
Aquamarine BayECCO THE DOLPHINAffiliations: S OLO D8, B UDDY D6, T EAM D10 Distinctions:M ARKED BY D ESTINYN OBLE D OLPHIND EFENDER OF THE F UTURE Power Sets:CARETAKER DOLPHINE NHANCED D URABILITY D8, E NHANCED R EFLEXES D8, E NHANCED S TAMINA D8, E NHANCED S TRENGTH D8, S UPERHUMAN S ENSES D10, S UPERHUMAN S WIMMING D10 SFX: Immunity. Spend 1 PP to ignore stress, trauma or complications from disease or cold. SFX: Multipower. Use multiple CARETAKER DOLPHIN powers in the same dice pool. Step back each power once for each additional die. SFX: Second Chance. Spend 1 PP to reroll when using any CARETAKER DOLPHIN power. Limit: Exhausted. Shutdown any CARETAKER DOLPHIN power to gain 1 PP. Recover power by activating an opportunity or during a Transition Scene. ANCIENT POWERSA NIMAL C ONTROL D8, I NVISIBILITY D8, S HAPESHIFTING D8, S ONIC B LAST D8 SFX: Song of Confusion. Add a D6 and step up your effect die by +1 when inflicting Confused complication on a target. SFX: Glyph of Power. Step up or double an ANCIENT POWERS die for one action. If that action fails, add a die to the Doom Pool equal to the power's normal rating. SFX: Focus. If a pool includes an ANCIENT POWERS power, you may replace two dice of equal size with one die +1 step larger. Limit: Exhausted. Shutdown any ANCIENT POWERS power to gain 1 PP. Recover power during a Transition Scene or by activating an opportunity. Specialties:A CROBATIC M ASTER D10, C OMBAT E XPERT D8, M YSTIC E XPERT D8 Milestones:RESTORE THE NOBLE TRAITS OF DOLPHINSThe Foe have scattered the five Noble Dolphin Traits across time and warped history. You must recover them to repair the timeline and restore both dolphin and mankind.1 XP when you unite those set apart by the fractured time stream. 3 XP when you find one of the five Noble Dolphin Traits, or when the opportunity is snatched away from you. 10 XP when you restore the five Noble Dolphin Traits, or when your actions rewrite history. DEFEAT THE FOEThe alien Foe have come to destroy humanity and dolphinkind, and they have shattered history in the process. Defeat the aliens and save Earth for all people.1 XP when you rescue a dolphin, or brave danger to save a cetacean from the Foe. 3 XP when you defeat a dangerous oceanic creature, or when you use the tools of extinct mankind to overcome an obstacle. 10 XP when you defeat the Foe Queen. ID: Ecco (Public) History:By the 30th century, mankind and dolphins lived as one society, even explored the stars together. Not all aliens they encountered were friendly; the race known only as "the Foe" to dolphins sought to wipe out the peoples from Earth. They lost the resulting war and were nearly rendered extinct themselves. Man and dolphin had left en masse to explore space, leaving behind caretaker dolphins, including Ecco. The Foe sought vengeance on Earth, finding the one weak point of the Guardian — a sentient crystalline planetary defense system — and destroying it. With Earth now vulnerable to a Foe invasion, Ecco bravely journeyed to the lost city of Atlantis on a quest to restore the Guardian. He succeeded, but a cataclysmic event occurred when a battle with the Foe tore the fabric of time. The five great Noble Dolphin Traits all scattered through time: Intelligence, Ambition, Compassion, Wisdom, Humility. With the loss of each one, history rewrote itself, often with mankind extinct or dolphins rendered stupid and subservient. Using tools both from the ancient past and bleak future, Ecco began a long journey to recover the Noble Traits and restore the peoples of Earth. His quest started in a future where mankind was extinct, but their great machines had altered and polluted the oceans. Using a powerful technological artifact, Ecco recovered Intelligence and Ambition when he stopped the doomsday weapon called "the Engine of Salvation", with which humans had planned to destroy their now-extinct enemy. In the next future, Man and Dolphin had suffered a schism which left Dolphins with their own society and a decidedly militaristic bent. Ecco fought for the dolphin outcasts and enslaved whales, and from the Outcasts he recovered Compassion, and from the ruling Clan he recovered Wisdom. Time changed yet again. Though four of five Noble Traits were restored, and the two societies rejoined, in this future Earth had lost the war with the Foe. Without Humility, they were untempered and reckless. The Foe conquered Earth, and their great Queen herself took the Trait of Humility as a treasure. After making his way through a Foe hatchery and destroying it, Ecco venture into the Foe Queen herself to destroy her very heart. With her demise, he regained the Noble Trait of Humility and restored the future for Man and Dolphin. Personality:Ecco is a brave young dolphin. His nobility leads him to help all marine life, and oppose the terrifying Foe and their insatiable hunger. Like all dolphins, he is curious and playful at times, but also a courageous warrior. By the end of his quest, Ecco has gained much wisdom and power from his journeys across time. Abilities and Resources:Ecco is a superb dolphin specimen, fast, strong and graceful. His journeys through twisted futures gave him even greater strength, and he mastered many Ancient Powers: metamorphosis, songs of control, even powers of invisibility or sonic destruction. In the water, Ecco is a formidable and versatile force.
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Post by Claire Redfield on Feb 2, 2014 0:18:34 GMT -8
ALISIA DRAGOONAffiliations: S OLO D6, B UDDY D10, T EAM D8 Distinctions: P RODIGAL D AUGHTERS EEKING R EVENGES UMMONER S ORCERESSPower Sets:LIGHTNING SORCERESSE LECTRICAL C ONTROL D8, E NHANCED R EFLEXES D8, E NHANCED S ENSES D8, E NHANCED S TAMINA D8, F LIGHT D6, L IGHTNING B LAST D10, M YSTIC R ESISTANCE D10, S ORCERY A DEPT D8 SFX: Area Attack. Against multiple targets, add a D6 for each additional target and keep an additional effect die. SFX: Second Chance. Spend 1 PP to reroll when using any LIGHTNING SORCERESS power. SFX: Unleashed. Step up or double LIGHTNING BLAST for one action. Step back the power by -1 step afterward, or by -2 steps if the action failed. SFX: Versatile. Split LIGHTNING BLAST into 2D8 or 3D6. Limit: Depleting Reserves. For every consecutive action in which LIGHTNING BLAST is used, step back LIGHTNING BLAST by -1, to a minimum of D6. Recover its normal power rating during a Transition Scene, or by spending 1 PP, or recover by +1 step in an Action Scene for each action in which you don't use LIGHTNING BLAST. Limit: Exhausted. Shutdown any LIGHTNING SORCERESS power to gain 1 PP. Recover power by activating an opportunity or during a Transition Scene. ALISIA'S FAMILIARSEach of the following power sets represents one of Alisia's four summoned companions. They are all considered Mutually Exclusive with one another and can all act on their own, independently of Alisia, even if she is stressed out of a scene. The only way Alisia can use more than one companion at once is by creating an asset to represent the others. FRYE THE DRAGONE NHANCED S ENSES D8, E NHANCED S TRENGTH D8, F IRE B REATH D8, S UBSONIC F LIGHT D8, S UPERHUMAN D URABILITY D10 SFX: Dangerous. Add a D6 to your dice pool for an attack action and step back the highest die in the pool by -1. Step up physical stress inflicted by +1. SFX: Immunity. Spend 1 PP to ignore stress, trauma or complications from aging, disease, poison, or environmental extremes. SFX: Multipower. Add more than one FRYE THE DRAGON power die to a pool. Step back each FRYE THE DRAGON power die in that pool once for each die beyond the first. Limit: Summoned Creature. FRYE THE DRAGON may be affected by stress, complications and other effects like a normal character. If stressed out or overcome by a complication, shutdown FRYE THE DRAGON and recover as normal during a Transition Scene, or until a successful recover action is completed. BOOMERANG LIZARDC UTTING B OOMERANG D10, E NHANCED S ENSES D8, E NHANCED S PEED D8, F LIGHT D6, S UPERHUMAN R EFLEXES D10 SFX: Boomerang Burst. Step up or double a C UTTING B OOMERANG die against a single target. Remove the highest rolling die and add 3 dice for your total. SFX: Focus. If a pool includes a BOOMERANG LIZARD power, you may replace two dice of equal size with one die +1 step larger. SFX: Multipower. Add more than one BOOMERANG LIZARD power die to a pool. Step back each BOOMERANG LIZARD power die in that pool once for each die beyond the first. Limit: Summoned Creature. BOOMERANG LIZARD may be affected by stress, complications and other effects like a normal character. If stressed out or overcome by a complication, shutdown BOOMERANG LIZARD and recover as normal during a Transition Scene, or until a successful recover action is completed. BALL O' FIREF IRE A URA D10, F IRE C ONTROL D8, F LIGHT D6, I NTANGIBILITYSFX: Burn! On a reaction against a physical stress melee attack action, inflict physical stress with your effect die at no PP cost or spend a PP to step up your effect die by +1. SFX: Invulnerable. Spend 1 PP to ignore physical stress or trauma unless caused by cold- or water-based attacks. SFX: Multipower. Add more than one BALL O' FIRE power die to a pool. Step back each [ BALL O' FIRE power die in that pool once for each die beyond the first. SFX: Reignite. Spend 1 PP to recover your own physical stress or step back your own physical trauma by -1, unless caused by cold- or water-based attacks. Limit: Fire Elemental. BALL O' FIRE is considered to always be intangible and cannot solidify. Limit: Summoned Creature. BALL O' FIRE may be affected by stress, complications and other effects like a normal character. If stressed out or overcome by a complication, shutdown BALL O' FIRE and recover as normal during a Transition Scene, or until a successful recover action is completed. THUNDER RAVENE NHANCED R EFLEXES D8, S UPERHUMAN S ENSES D10, S UPERSONIC F LIGHT D10, T HUNDER B LAST D10 SFX: Area Attack. Against multiple targets, add a D6 for each additional target and keep an additional effect die. SFX: Thunder Flash. Add a D6 and step up your effect die by +1 when inflicting a deafened or blinded complication on a target. SFX: Multipower. Add more than one THUNDER RAVEN power die to a pool. Step back each THUNDER RAVEN power die in that pool once for each die beyond the first. Limit: Summoned Creature. THUNDER RAVEN may be affected by stress, complications and other effects like a normal character. If stressed out or overcome by a complication, shutdown THUNDER RAVEN and recover as normal during a Transition Scene, or until a successful recover action is completed. Specialties:A CROBATIC E XPERT D8, C OMBAT E XPERT D8, M YSTIC M ASTER D10 Milestones:REVENGE ON BALDOURYou seek vengeance for the murder of your father and the terror wreaked upon your homeland by the dark god Baldour.1 XP when you save someone from the assault of Baldour's forces. 3 XP when you destroy one of Baldour's more powerful servants, or when you lose one of your companions in battle. 10 XP when you defeat Ornah, Baldour's most trusted servant, or face Baldour himself in battle. MASTERING MAGICEver since your father was murdered, you have trained yourself to become an even more powerful sorcerer than he was. You will stop at nothing to master the power of magic.1 XP when you use your magic to awe those who do not know you. 3 XP when you use a magical stunt or resource to overcome a serious threat. 10 XP when you gain a new familiar or unravel a great magical mystery. ID: Alisia Dragoon (Public) History:Alisia is the daughter of a powerful mage, who once fought the dark alien god named Baldour. She was raised as a sorceress herself and showed great promise with the magical arts, more potential than even her father. Yet she suffered tragedy, like so many others, when Baldour descended upon the world. Unable to slay the god, Alisia's father instead trapped him within a cocoon and banished him from the world. In turn he was slain by Ornah, the servant of Baldour, and his minions, shattering the lives of Alisia's family. In the time that followed, with Ornah's forces held at bay by the bravery of many, Alisia trained in the magical arts. She became a sorceress of great renown and power, ultimately becoming the greatest mage in the world as only a young woman. Her courage, purity and power earned her the companionship of four magical creatures, each with different abilities. Knowing some day that Baldour would return, Alisia trained and pushed herself hard to prepare for the day when she would exact her revenge. Just as she knew it would, Baldour's cocoon crashed down upon the planet once more and the dark god awakened. Aided by her familiars, Alisia set out on a dangerous journey across war-torn lands, determined to destroy Baldour once and for all. Personality:Alisia is a thoughtful young woman, introspective and quick-witted. Though deeply hurt by the loss of her father, Alisia is not embittered, instead living as her parents always wished her to live. She is kind and compassionate, and her heart drives her to protect others. Though quiet and reserved, Alisia also possesses a fierce spirit which is revealed in battle. Like the lightning she wields, Alisia's calm demeanor can suddenly give way to thunder and fury. Friendly, spirited, Alisia is a paragon of purity. She is wholly dedicated to her arts and to improving the lot of others through that power. Abilities and Resources:Alisia's rigorous training keeps her in excellent shape, with the agility and stamina of a dancer. Her greatest power by far, however, is her sorcery. Gifted in magical potential even from a young age, time and intense training has turned Alisia Dragoon into the most powerful mage in perhaps the world. She favors lightning elemental magic, controlling primal electrical forces in the environment with great skill. She can channel this power into destructive blasts, though to do so drains her reserves of magical energy for a time. Alisia can also fly through spells and conjure magical creatures and forces. Four such creatures of great power accompany Alisia in battle, though she can generally only maintain the mystic link to one of them at a time. Though smaller than his kin, Frye the dragon can breathe scorching blasts of fire and possesses a durable, armored hide. He can also carry Alisia, in a pinch. Though smaller and weaker, the Boomerang Lizard is very quick and throws piercing blades of energy with great precision. Conversely, the aptly named Ball o' Fire is a fire elemental, quite literally manifesting as a sentient floating fireball. Though it is not solid in form and cannot carry Alisia or shield her physically, its fiery body scorches all who touch it and allows it to control fire over a large area. Finally, the Thunder Raven possesses unmatched swiftness on the wing, its senses have no equal and it can emit devastating thunder blasts which deafen or even blind enemies. Working as a team, Alisia and her companions form a powerful and versatile fighting force capable of opposing the armies of Baldour, prevailing where larger forces fail.
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Post by Claire Redfield on Feb 2, 2014 0:19:04 GMT -8
Theme: Mexican Flyer"Hey there, space cats! Ulala here, comin' at you from Spaceport 9!" ULALAAffiliations: S OLO D10, B UDDY D8, T EAM D6 Distinctions:S TAR R EPORTERC ONFIDENCE IS S EXYD ANCING D IVAPower Sets:DANCIN' FEVERE NHANCED R EFLEXES D8, E NHANCED S TAMINA D8, S PEED D6 SFX: Bust a Move. Add more than one DANCIN' FEVER power die to a pool. Step back each DANCIN' FEVER power die in that pool once for each die beyond the first. SFX: Groove Energy. Step up or double any DANCIN' FEVER power for one action. If the action fails, add a die to the Doom pool equal to the normal rating of your power die. SFX: Second Chance. Spend 1 PP to reroll when using any DANCIN' FEVER power. SFX: Second Wind. Before you make an action including a DANCIN' FEVER power, you may move your physical stress die to the Doom pool and step up the DANCIN' FEVER power by +1 for this action. Limit: Exhausted. Shutdown any DANCIN' FEVER power to gain 1 PP. Recover power by activating an opportunity or during a Transition Scene. Limit: Low Ratings. Step up emotional stress caused by by +1. SWINGIN' REPORTER GEARE NERGY B LAST D8, F LIGHT D6, T ELEPORT D6 SFX: Burst. Step up or double a SWINGIN' REPORTER GEAR die against a single target. Remove the highest rolling die and add 3 dice for your total. SFX: Chu! If a pool includes a SWINGIN' REPORTER GEAR power, you may replace two dice of equal size with one die +1 step larger. Limit: Gear. Shutdown a SWINGIN' REPORTER GEAR power to gain 1 PP. Take an action vs. the Doom pool to recover power. Specialties:A CROBATIC M ASTER D10, P SYCH E XPERT D8, T ECH R OOKIE D6, V EHICLE E XPERT D8 Milestones:IT'S A DANCE-OFFThose malicious aliens have captured innocent people and are forcing them to dance, dance, dance the night away! You must defeat the aliens and rescue the hostages before they dance themselves silly! Oh, too late for the last part...1 XP when you rescue a hostage. 3 XP when you defeat one of the eeeeevil aliens in a dance battle, or when your moves aren't smooth enough and more people are captured. 10 XP when you out-dance one of the alien leaders and free the hostages, or when your failure drops the ratings and your show is canceled. NUMBER ONE REPORTERYou won't settle for anything less than being the top reporter in the galaxy. No matter how dangerous, ridiculous or insane the scoop, you'll get it and the ratings!1 XP when you discover a new scoop. 3 XP when you report on something dangerous or risky and get caught up in the action, or when a rival steals your thunder. 10 XP when you sacrifice something important to close the biggest story of your career, or when you choose to bury an important story in order to help someone. ID: Ulala ( Very public) History:Ulala always wanted to be a reporter, ever since she was a kid and watched the Galaxy Kids News program. She became determined even then to be the best reporter in the galaxy. Unfortunately, she suffered tragedy along the way when a spaceship accident killed everyone aboard... except young Ulala, who was rescued by a Space Channel 5 reporter. The act inspired her to become a reporter for the very same channel, and she soon became Space Channel 5's most sensational and sexy reporter. Her first big story occurred during the invasion of a space station by the aliens called Morolians. The Morolians captured people and cruelly forced them to dance, perhaps to harvest energy, perhaps simply to watch humans without try to dance. You really never can tell with those alien dance troupes. Confident and fearless, Ulala went to report on the situation, racing her rival Pudding, from Space Channel 42. She out-danced the aliens to free the hostages with her trusty pistols and unbeatable dance moves. Ultimately, she confronted a mad television executive who had masterminded the whole affair, manipulating even the Morolians in the search for all-important ratings. Ulala, with the help of some friends, managed to blast the one called Blank into deep space, vanquishing him forever! Or until the fall season. Ulala did not sit idle, however, now that she was a ratings sensation and the galaxy's biggest star reporter. When an unknown alien dance troupe called the Rhythm Rogues attacked a cruise ship and took it over, Ulala went in to get the story and be a heroine once more. She took on the Rhythm Rogues in fierce dance battles, used her trusty Chu Beam and Rescue Beam to vanquish the aliens and their robots, or free captives respectively. With the help of such allies as sexy Space Police Chief Pine, her rival Pudding, and even Space Michael, the prince of cosmic pop, Ulala took on Purge, leader of the Rhythm Rogues, and defeated him. Personality:Youthful, vivacious and confident, Ulala is a diva of dance. She has full faith in herself, almost to the point of recklessness. Though far from stupid, Ulala is more than willing to meet any challenge head-on. With a bright smile, a gleam in her eye and a twist of her hips, she overcomes adversity through sheer determination, bravery, and a little help from her friends. As befits her profession, Ulala has a keen eye for a story and once she's on the scent, she won't give it up without a fight. Her fashion sense is impeccable; Ula knows what people want, what keeps the masses happy, how to maximize those ratings. She is quite good at reading people and, as a consummate performer, is always willing to give the people what they want. Abilities and Resources:As Space Channel 5's star reporter, Ula has many abilities well-suited to her task, as well as a body honed by many long hours dancing. She is lithe and quick on her feet, with an incredible sense of balance. Ulala knows nearly every dance known to man and has mastered all those she knows; few can watch her shake and groove, moving her body sinuously and gracefully and not be hypnotized. Or horrified, in the case of enemy alien entertainers! In addition to her quick wits and quick feet, Ulala also has the gear a truly swingin' reporter needs: her microphone, a jet pack and a pair of retro beam guns. The two guns have different purposes: the Chu Beam vanquishes the enemies of free dance everywhere, while the Rescue Beam teleports hostages out of a tight spot.
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Post by Claire Redfield on Feb 2, 2014 0:19:18 GMT -8
Theme: Dreams, DreamsNiGHTSAffiliations: S OLO D10, B UDDY D8, T EAM D6 Distinctions: F IRST-L EVEL N IGHTMARENS OARING S PIRITC APRICIOUS T RICKSTERPower Sets:INTO DREAMSEnhanced Durability D8 • Enhanced Reflexes D8 • Enhanced Stamina D8 • Enhanced Strength D8 • Novice Sorcery D8 • Shapeshifting D10 • Subsonic Flight D8 • Teleport D8 SFX: Drill Dash. Spend 1 PP or add a Doom die to double S UPERSONIC F LIGHT as part of an attack or movement action. SFX: Multipower. Add more than one INTO DREAMS power to a single dice pool. Step back each INTO DREAMS power die in that pool once for each die beyond the first. SFX: Nightmaren. Spend 1 PP or add a Doom die to ignore stress, trauma or complications from poisons, disease or fatigue. SFX: Paraloops. When using T ELEPORT with a stunt as part of an attack, or inflicting a banished complication step up the T ELEPORT die. Stressing out an opponent with the attack or the complication removes them from the current scene. Limit: Dream Creature. Earn 1 PP when affected by complications and tech which specifically target mystic beings. Limit: Nightmare Creature. If a pool includes an INTO DREAMS power, both 1s and 2s on those dice count as opportunities, but only 1s are excluded from being used for totals or effect dice. Specialties:A CROBATIC M ASTER D10, C OMBAT M ASTER D10, M YSTIC M ASTER D10 Milestones:REBELLIOUS JESTERYou detest your creator and often oppose his schemes simply because it pleases you, not even because it's the right thing to do. That you get to stymie Wizeman's cruel plans is just an added bonus.1 XP when you escape or elude capture by the forces of Nightmare. 3 XP when you defeat a second-level Nightmaren or snatch away an object Wizeman the Wicked desires. 10 XP when you oppose Wizeman himself in the heart of Nightmare, despite knowing your fate. FLY FREEOf all the creatures of the dream world, none soar so effortlessly or gracefully as NiGHTS. As the shark must swim, so must you fly to live, fly to new horizons and new dream vistas.1 XP when you soar to new heights and new horizons. 3 XP when you do battle with your only aerial rival, Reala, or ignore a problem in order to fly free. 10 XP when you Dualize with a Visitor to allow them to fly as you do, or you sacrifice your freedom to help a Visitor. ID: NiGHTS (Secret) History:NiGHTS was created in ancient times by the lord of the realm of Nightmare, Wizeman the Wicked. It—NiGHTS is genderless and its appearance often changes to suit a particular dream or Visitor, or its own capricious whims—is a Nightmaren, the inhabitants of Nightmare. Wizeman created NiGHTS to steal Ideya, the very essence of dreams, with which he might conquer the whole of the Night Dimension. NiGHTS rebelled millennia ago and has been at odds with Wizeman and the Nightmarens ever since. Ever does the jester escape their grasp, opposing Wizeman out of sheer distaste for his creator and his wicked schemes. Throughout the endless count of years, NiGHTS has been imprisoned by Wizeman many times, to keep it out of the way, or broken and reforged into a more obedient creature. With the help of Visitors, rare dreamers who possess the Red Ideya of Courage, NiGHTS escapes imprisonment and does battle with Wizeman. With the help of two such Visitors, Will and Helen, NiGHTS apparently destroyed Wizeman, and all of his creations—including NiGHTS. Even knowing it would lead to its own demise, NiGHTS defeated Wizeman the Wicked and caused their dissolution. Or so it seemed... Personality:NiGHTS is childish in many ways, both good and bad. It is an impatient creature, eager to flit away and explore new dreams. NiGHTS is also quite mischievous and particularly enjoys causing trouble for the creatures of Nightmare, which often lands the jester in trouble, as well. Despite this, NiGHTS is both kind and compassionate, and will go to great lengths to help Visitors conquer their nightmares and taste the freedom of Nightopia. In its heart, NiGHTS simply wishes all the creatures of the Night Dimension and all Visitors to be free to dream as they will. Abilities and Resources:Don't let its appearance fool you—NiGHTS is no mere jester, and far more powerful than it looks. As a First-level Nightmaren, NiGHTS is one of the most powerful creatures ever made by Wizeman. Its most notable ability is that of flight, a gift few enjoy to the degree that NiGHTS does. A gifted acrobat and incredibly swift in the air, NiGHTS weaves effortlessly through legions of Nightmarens, dodges enemy attacks and avoids the unearthly environmental forces of Nightmare. As a part of its flying ability, NiGHTS can also use its patented Drill Dash (perhaps a reference to a certain hedgehog's Spin Dash) to increase speed or attack enemy Nightmaren. Despite its slight build, NiGHTS seems very strong, its blows capable of knocking around monstrous Nightmaren several times its own size. This strength may be an effect of the Twinkle Dust, sparkling streams of tiny stars that trail from NiGHTS' hands as it flies through the Night Dimension. NiGHTS can also use this Twinkle Dust to form "Paraloops" by flying in a circle, which create portals to various parts of the Night Dimension. NiGHTS often uses the Paraloops as an attack, to banish enemy Nightmaren or damage larger beasts. As befits a creature of dream, NiGHTS can change its shape into many forms, including dolphins, bobsleds, boats, roller coasters, even dragons and rockets. It is possible that NiGHTS can adopt any shape that might be found in a dream.
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Post by Claire Redfield on Feb 2, 2014 0:19:31 GMT -8
Theme: OpeningKEIL FLUGEAffiliations: S OLO D8, B UDDY D10, T EAM D6 Distinctions: B URDEN OF R ESPONSIBILITYS KILLED H UNTERD RAGON R IDERPower Sets:HUNTER'S EYEE NERGY P ISTOL D8, E NHANCED R EFLEXES D8, E NHANCED S TAMINA D8, S ENSES D6 SFX: Focus. If a dice pool includes a HUNTER'S EYE power, you may replace two dice of equal size with one die +1 step larger. SFX: Second Chance. Spend 1 PP to reroll when using any HUNTER'S EYE power. Limit: Exhausted. Shutdown ENHANCED REFLEXES, ENHANCED STAMINA or SENSES to gain 1 PP. Recover power by activating an opportunity or during a Transition Scene. Limit: Gear. Shutdown ENERGY PISTOL to gain 1 PP. Take an action vs. Doom Pool to recover. Specialties:C OMBAT E XPERT D8, V EHICLE E XPERT D8 Milestones:STOP THE EMPIREIf left unchecked, the Empire will unleash the same ancient weapons of war that once brought human civilization to ruin. You must stop them before they bring about a second apocalypse.1 XP when you take flight against the Empire's force. 3 XP when you escape an Imperial hunting party. 10 XP when you defeat one of the Empire's top weapons, or accidentally unleash one upon the world. RIDE THE WINDYou soar over the water and half-buried ruins of the old world on azure wings. Your destiny is a pivotal one: you can be a weapon or a wind of change.1 XP when you inspire hope in a new tribe or new nation. 3 XP when you convince a group to discard the warlike ways of the past. 10 XP when you forsake war in order to help rebuild the world, or depart to find a new purpose after a bloody war. ID: Keil Fluge (Public) History:Keil Fluge is a hunter in the distant future, upon whose shoulders fell the responsibility to fight a new war. Thousands of years after human society collapsed in a bio-weaponry war, humanity slowly started to recover. One nation in particular had formed a growing Empire, and began excavation of ancient ruins, unearthing weapons of the old world. At first they used their power benevolently, protecting others against the dangers of the post-apocalyptic world, but as it ever does, power corrupts, and soon the Empire turned its eye toward conquest. Led by the enigmatic Black Dragon, the Empire inexorably crushed the resistance. One part of that resistance consisted of riders with psychic talents who formed bonds with their winged mounts, many of which were dragons. Keil was hunting one day when he was caught up in a battle between the Black Dragon and the Blue Dragon. The Blue Dragon's rider was mortally wounded in the fight, and through a psychic mind-meld showed Keil the true terror of the Empire. With the Blue Dragon looking upon him expectantly, Keil Fluge did the only thing he could do... he leaped into the saddle of destiny and rode upon leathern wings to save the world. Personality:Keil is depicted as a brave young man, willing to take on the great responsibility of riding the Blue Dragon in battle against the Empire. Once shown the scale of the conflict and the consequences of failure by the psychic visions, he knew he had to act and leaped at the chance. Even before that, Keil was an intrepid and stout-hearted hunter and explorer, never hesitating to act or to seek out new thrills. Abilities and Resources:Keil himself is a skilled hunter and woodsman, as well as a highly competent rider. Normally he is armed with a crossbow and similar weaponry, but after taking up the mantle of the fallen dragon rider, he gained a powerful energy pistol of the ancient world. The Blue Dragon itself is a large, powerful animal with a tough, scaly hide and great wings upon which it flies at high speed. It is quite agile and graceful in the air, and its senses are very sharp. It doesn't breathe fire, but instead generates laser-like energy bolts which can home in on enemies or cascade down upon them in a rain of searing power. _____________________________________________________________ Theme: FlightARMORED BLUE DRAGONAffiliations: S OLO D8, B UDDY D10, T EAM D6 Distinctions:H UNTED BY THE E MPIREL IVING W EAPONS OARING F REEPower Sets:FLYING DRAGONE NHANCED R EFLEXES D8, E NHANCED S ENSES D8, S UBSONIC F LIGHT D8, S UPERHUMAN D URABILITY D10, S UPERHUMAN S TAMINA D10, S UPERHUMAN S TRENGTH D10 SFX: Dangerous. Add a D6 to your dice pool for an attack action and step back the highest die in the pool by -1. Step up physical stress inflicted by +1. SFX: Immunity. Spend 1 PP to ignore stress, trauma or complications from poisons, disease and cold. SFX: Second Chance. Spend 1 PP to reroll when using any FLYING DRAGON power. Limit: Exhausted. Shutdown a FLYING DRAGON power to gain 1 PP. Recover power by activating an opportunity or during a Transition Scene. LASER BREATHH OMING L ASER D8 SFX: Charged Blast. Step up or double HOMING LASER for one action. If the action fails, add a die to the Doom Pool equal to the normal rating of your power die. SFX: Burst. Step up or double HOMING LASER against a single target. Remove the highest rolling die and add 3 dice for your total. Limit: Exhausted. Shutdown LASER BREATH to gain 1 PP. Recover power set by activating an opportunity or during a Transition Scene. Specialties:A CROBATIC E XPERT D8, C OMBAT E XPERT D8 NoteThis game was incredibly fun, atmospheric and had one of the greatest soundtracks in game history. Absolutely play it if you can, and if not, watch some videos, listen to the OST on YouTube. The selections here are good examples of the awesomeness of the soundtrack, but so is, say, the title theme.
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Post by Claire Redfield on Feb 2, 2014 0:19:51 GMT -8
WIZEMAN THE WICKEDAffiliations: S OLO D10/D10/D10/D10, B UDDY D8/D8/D8/D8, T EAM D6/D6/D6/D6 Distinctions: L ORD OF N IGHTMAREA NCIENT E VILG ODLY A RROGANCEPower Sets:DREAMING GODF IRE/I CE/W ATER B LAST D10, G ODLIKE D URABILITY D12, G ODLIKE S TAMINA D12, G ODLIKE S TRENGTH D12, M YSTIC R ESISTANCE D12, S UPERSONIC F LIGHT D10 SFX: Area Attack. Against multiple targets, for each additional target add a D6 and keep an additional effect die. SFX: Immunity. Spend a Doom die to ignore stress, trauma or complications from poisons, disease, psychic attack and environmental effects. SFX: Invulnerable. Spend a Doom die to ignore physical stress or trauma unless caused by magical attacks. Limit: Dream Creature. Earn a Doom die when affected by complications and SFX which specifically target mystic beings. Limit: Nightmare Creature. If a pool includes a DREAMING GOD power, both 1s and 2s on those dice count as opportunities, but only 1s are excluded from being used for totals or effect dice. NIGHTMARE CONJURERF IRE S UPREMACY D12, I CE S UPREMACY D12, S ORCERY S UPREMACY D12, S UPERHUMAN S ENSES D10, T ELEPATHY D10, T ELEPORT D10, W ATER S UPREMACY D12 SFX: Area Attack. Against multiple targets, for each additional target add a D6 and keep an additional effect die. SFX: Lord of Terror. Add a D6 and step up your effect die by +1 when inflicting fear-based complications on a target. SFX: Lord of the Unreal. When using NIGHTMARE CONJURER to create assets, add a D6 and step up your effect die by +1. SFX: Second Chance. When in Nightmare, spend a Doom die to reroll when using any NIGHTMARE CONJURER power. Limit: Born of Night. Outside the realm of Nightmare, step back all NIGHTMARE CONJURER powers by -1. His SOLO dice also become 3D10, and his BUDDY Affiliation is reduced to 2D8.Limit: Nightmare Creature. If a pool includes a NIGHTMARE CONJURER power, both 1s and 2s on those dice count as opportunities, but only 1s are excluded from being used for totals or effect dice. Specialties:C OMBAT E XPERT D8, C OSMIC E XPERT D8, M ENACE M ASTER D10, M YSTIC M ASTER D10 History:Wizeman is by all accounts as ancient as nightmares themselves. He is the creator of the realm of Nightmare, the dark half of the Night Dimension, and its absolute master. Within his realm, Wizeman's power is nearly complete, and he has for eons drawn power from those terrorized in their dreams. Wizeman has long sought the Ideya, fragments of the soul, including the rare Ideya of Courage. By taking the Ideya from a dreaming Visitor's soul, Wizeman desires to open a way into the mortal realm so that he may rule it, as well. Sometime in the past, Wizeman created powerful Nightmaren named NiGHTS and Reala. While Reala stayed loyal to his cruel and domineering creator, the capricious NiGHTS disliked his former master and rebelled, defecting to Nightopia, the other half of the Night Dimension. NiGHTS chose to fly free, and though Wizeman detested that freedom, he always sought to regain command of his creation rather than destroy him. Every time they clashed, NiGHTS defeated his former master with the help of Visitors, but always Wizeman returned to haunt the Night Dimension. Wizeman has come into conflict with NiGHTS and others many times over his unimaginably long life. Always he schemes to take control of the whole Night Dimension, and from there the waking world. He is opposed by the tremendous difficulty of the task as well as NiGHTS and other dreamers. Personality:True to his name, Wizeman the Wicked is cruel, cunning and megalomaniacal. He delights in conjuring the nightmares of dreamers and Nightopians, but he does not hesitate to torment his own creations when they fail him. Ancient and godlike in power, Wizeman is arrogant in the extreme, believing it is his right to rule everything that dreams. He considers himself above mortals and most mortal emotions, save the fear that permeates his being and sustains him. Abilities and Resources:Wizeman wields godlike power as the Lord of Nightmare. Within his own realm, he is nearly omnipotent, having almost complete command over every aspect of dreaming reality. The elements of Nightmare dance to his whims and he can summon creatures, forces and illusions, including those ripped straight from the minds of his victims. He can fly and appear anywhere within Nightmare, making escape nearly impossible. Though the realm is ever-changing, Wizeman knows its lands intimately, and there is nowhere dreamers can hide where he cannot find them. Outside of Nightmare, Wizeman's power is greatly diminished, though he is still a mighty sorcerer and god of dreams. On the rare occasions he must do battle in Nightopia or even in the mortal world, Wizeman is a true terror: conjuring nightmares, illusions and monsters or directing the elements of the waking world against his foes. Towering over most opponents, his presence always casts a shadow of fear over the world.
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Post by Claire Redfield on Feb 2, 2014 0:20:07 GMT -8
ThemeVECTORMANAffiliations: S OLO D10, B UDDY D8, T EAM D6 Distinctions: H ERO BY F ORTUNEC OOL A TTITUDEP LAYS TO W INPower Sets:ORBOTE NHANCED S ENSES D8, E NHANCED S TRENGTH D8, L EAPING D6, S HAPESHIFTING D8, S UPERHUMAN D URABILITY D10, S PEED D6 SFX: Immunity. Spend 1 PP to ignore stress, trauma or complications from aging, poisons, disease or radiation. SFX: More Than Meets the Eye. Add a D6 and step up your effect die by +1 when using Shapeshifting to create assets. SFX: Second Chance. Spend 1 PP to reroll when using any ORBOT power. Limit: Robot. Earn 1 PP when affected by robot-specific complications and tech. GUN HANDW EAPON D8 SFX: Area Attack. Against multiple targets, for each additional target add a D6 and keep an additional effect die. SFX: Burst. Step up or double a WEAPON die against a single target. Remove the highest rolling die and add 3 dice for your total. Limit: Gear. Shutdown GUN HAND and gain 1 PP. Take an action vs. the Doom Pool to recover. Specialties:C OMBAT E XPERT D8, V EHICLE E XPERT D8 Milestones:GRAPHICAL WARFAREThe orbot Raster has become the dangerously insane Warhead and plans to wage war on humanity when they return. You're the only one who can stop him.1 XP when you reach a new battleground in your pursuit of Warhead. 3 XP when you defeat a high-level orbot or reboot a large part of the global network. 10 XP when you take stress in a battle with Warhead. ID: Vectorman History:In the future world of Vectorman, humanity has left Earth to colonize other worlds. Because they left Earth so polluted, humans left an army of advanced robots behind to clean up the planet, connected by a global computer network. Vectorman was one of a type of robot called an "orbot", whose bodies are composed of orbs. He was a sludge barge driver, tasked with piloting a garbage barge to the sun and disposing of it. He was fortunately off-world doing that very thing when a terrible mistake happened on Earth: a low-level orbot erroneously connected Raster, a high-level orbot to a nuclear warhead. Raster went insane and renamed himself Warhead, taking over the worldwide network and arming for war. Warhead prepared to exterminate humanity when they returned. Vectorman was off the planet when this happened, and so he was the only one spared from Warhead's control. Returning to Earth, he took it upon himself to stop Warhead and liberate Earth. Battling his way to the would-be dictator, Vectorman destroyed Warhead and returned to his job as the coolest sludge barge driver around. He wouldn't have much of a chance to rest, however, as his barge was shot down. Vectorman descended to Earth to find it under siege by a legion of mutant insects led by the Black Widow Queen. Once more called to action, Vectorman grooved his way through the Queen's forces and finally destroyed the Queen herself. Personality:Vectorman is pretty cool for a robot. He likes rockin' tunes and enjoys his job as much as any orbot can. He sincerely wants to see the Earth cleaned up and humans return to a world in much better shape. When he sees that the planet needs him, Vectorman doesn't hesitate to leap into action—and that's not just the programming. Abilities and Resources:As an orbot, Vectorman possesses a measure of superhuman physical abilities by default. He is strong and fast, and can take quite a beating thanks to the orb-based design of his body. His hands are equipped with high-energy plasma blasters, usually for destroying garbage or cutting through debris but easily modified for use as weapons. Thanks to his jet boots, Vectorman can also leap quite high or slow his descent. Even more powerful, however, is his ability to reshape his orbot body into different forms, such as drills, charging rhinos, aquatic forms or even an explosive bomb.
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