Showing posts with label Avengers. Show all posts
Showing posts with label Avengers. Show all posts

Wednesday, November 6, 2013

Eric Draven from 'The Crow' (1994)

Eric Draven





 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

F: In (40)
A: In (40)
S: Ex (20)
E: In (40)
R: Typ (06)
I: Am (50)
P: Rm (30)

Health: 120
Karma: 86
Popularity: (As a member of Hangman's Joke) 2, - 5 (Among Detroit's criminal element after his rising).
Resources: Fe (2) (He is legally dead)

Talents:
Musician
Firearms
Knowledge: Detroit Area
Knowledge: Streetwise - Detroit
Brawling

Powers:
The Risen Dead: Eric Draven was returned from the grave a year after his murder to avenge himself and his fiancée Shelly by supernatural means attributed to a crow. Draven was returned with supernatural abilities to carry out his specific goal. These abilities included:

  • Enhanced FASERIP: Eric Draven was far more agile, strong, and durable than he was in life, hence his increased FASE.
  • Spiritual Connection: The Crow: Although apparently a regular crow, the particular Crow that returned Eric was far more than that. The Crow shared an empathic link with Draven, which explains his greater than normal Intution and Psyche. The crow was the anchor for Draven's power, and as such, anything seen, experienced, or felt by the crow was also experienced by Draven.
  • Undead State: As Draven was essentially undead, he was immune to poisons, toxins, and disease. While the crow was alive, Draven did not need to make stun/kill result checks as he was already dead (Although he could still be slammed and would take 'damage'). Draven healed his End Rank of Damage each round, sealing up wounds within seconds. While Draven was not immune to the damage effects, he could make a simple Endurance FEAT to ignore their effects. Draven also 'regenerated' regardless if resting or in combat, and recovered Endurance Ranks 1 per Round. Draven did not need to eat or sleep after his return.
  • Empath: Although not necessarily apparent, Draven was an empath, capable of sensing emotions ranging from deeply hidden trauma to current emotional states. Draven is able to transfer emotional trauma between himself and others, heal others of crippling injuries and addictions, and 'read' a person's intent or connections. The use of Draven's Empathy requires an Endurance FEAT, which Draven will spend Karma on if the situation warrants (such as completely curing Sarah's mother Darla of Morphine addiction or transferring Shelly's memories into Top Dollar). Draven could also 'read' an object similar to psychometric or postcognition by touch - Items with specific emotional connection to Shelly or Draven during life would be easiest to identify, but would require a Psyche FEAT as the flooding emotions would have a physical/psychic impact on Draven. As an aspect of his empathy, Draven also possessed a type of combat sense which would allow him to anticipate the actions of those around him, most notably seen when facing Tin-Tin. All of these effects are at Am (50) intensity.
  • Hyper-Leaping: Draven could leap between Gd (10) and Ex (20) distances, covering blocks as necessary (and as shown in the police chase). Draven could make a simple Agility FEAT to land without damage or notice.
  • Karma-Loss Immunity: Draven does not lose Karma for killing opponents, and actually gains Karma for killing those responsible for his murder. Draven will not kill indiscriminately, nor will he put innocents in danger. (See Limitations)

Contacts: Although Dead, Draven could rely on two individuals for help and assistance: Sgt. Albrecht (The lead investigator into Draven and Shelly's murder) and Sarah, a young girl that Draven had mentored and considered a friend. Theoretically while Draven was alive, he had connections within musicians circles as a member of Hangman's Joke.

Limitations:
Tied to the Crow: Draven's return was due to the Crow which he was empathically connected to. As Myca, Top-Dollar's Sister/Lover figured out, the crow was the source of all Draven's power. When wounded, it effectively removed the majority of Draven's powers, and made him 'normal'. Draven's FASERIP drops to the following:
F: Typ (06) A: Typ (06) S: Typ (06) E: Typ (06) I: Typ (06)* P: Typ (06). In addition, Draven can be hurt and will not regenerate from damage, nor will Draven be able to access his more combat oriented Empathic powers. As the crow was wounded and not killed, it is uncertain what would happen to Draven should the crow actually die.
Enemies: Draven has several enemies during the short time of his resurrection, including the man who green-lit his murder, Top Dollar, and the majority of the Detroit City Police Department.
Obsession/Purpose: Revenge: Draven is dedicated to finding those responsible for the murders of Shelly and himself, and will go to great lengths to avenge himself on them, even poetic. Draven will kill without remorse any who are responsible, but will go to great lengths to preserve the innocent.
Purpose Completed: Once Draven has completed his purpose, he will return to his rest. Draven will not remain in the land of the living once his goal has been reached, and will simply return to the graveyard in which he awoke.

Monday, October 1, 2012

Tigra from Marvel Comics

Tigra




 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Greer Grant-Nelson

F: Rm (30)
A: In (40)
S: Rm (30)
E: In (40)
R: Gd (10)
I: In (40)
P: Ex (20)

Health: 140
Karma: 70
Resources: Good (10)
Popularity: 20

Talents:
Tigra possesses many talents based on her time as the Cat, her time as a solo hero, and her time with the Avengers. As such, Tigra possesses the following abilities:
• Law-Enforcement: Tigra is a graduate of the Chicago Police Academy, and has served as a patrolwoman
• Acrobatics
• Tumbling
• Knowledge: Avengers Protocols
• Knowledge: Superhuman Heroes and Villains
• Knowledge: Chicago area
• Detective/Espionage
• Knowledge: Circuses
• Instructor*

Powers:
Legendary Warrior of the Cat People: As the Cat, Greer was genetically re-engineered granting her superhuman abilities. When mortally wounded, the Cat People took Greer and mystically transformed her into one of them, making her the incarnation of their legendary warrior. As such, Greer gained her new appearance and a variety of new powers. These powers were further augmented when she underwent another ritual as a member of the West Coast Avengers. Greer’s powers have shifted again as she’s found peace with her feral nature, and grant her the following abilities:
Superhuman Senses: Greer’s senses have been enhanced through both her genetic restructuring and the rituals that made her Tigra. Greer possesses Mn (75) superhuman senses, allowing her several powers and abilities which include:

  • Tracking: In (40) ability to track individuals over distance.
  • Heighted Senses: Smell, Sight, Hearing, Taste: Mn (75)
  • Night Vision: Greer can see in near perfect darkness
  • Combat Sense: Greer’s Senses allow her to react to danger with greater ability.
  •  Empathy: Greer can determine emotional responses based on sensory input, allowing her to gauge a person’s emotional state, whether they are lying, etc. with Rm (30) ability.
Tiger Nature: Greer shares many characteristics with tigers, ranging from orange and black fur to a tail. Greer’s nature allows her several advantages that are based around her animalistic nature:
  • Natural Weaponry: Claws: Tigra’s claws are made of Gd (10) material, capable of halving effective Body Armor and material strengths and doing Gd (10) damage.
  • Natural Weaponry: Fangs: Tigra’s fangs allow her to do Gd (10) biting damage.
  • Movement: Tigra can run up to three areas per round with a simple Endurance FEAT without resting, as well as push herself to move up to four areas per round with a green Endurance Feat.
  • Leaping: Tigra is considered to have Gd (10) hyper-leaping, which allows her to Pounce onto opponents or groups of opponents as a charge-like action with a simple Agility FEAT.
  • Climbing: Tigra has the ability to scale surfaces and objects with Gd (10) Hyper-Climbing.
  • Stealth: Tigra possesses the ability to sneak with Gd (10) Ability, capable of even sneaking up on Kraven the Hunter as well as others.
  • Tail: Tigra possesses a tail which allows her to maintain her balance and perform complex feats of acrobatics. Tigra’s tail is not prehensile, but grants her an additional +1cs to Agility FEATs to maintain her balance or in addition to her acrobatic skill.
  • Resist: Cold: Tigra is covered in natural fur, as well as the ability to maintain her body heat for long lengths of time. Tigra is considered to have Gd (10) resistance to cold, which in addition makes her Endurance FEATs at Am (50) to resist environmental effects like frostbite and/or freezing.
  •  Physiological Differences: Tigra is far more resistant to diseases and toxins, possessing Gd (10) resistance to both due to her transformation into the Cat. In addition, Tigra’s physiology is similar to a Tigers: She requires a great deal of protein to maintain a healthy diet, reacts as a large cat to stimulus, and gives birth in two months rather than nine.
Equipment:
Cat’s Head Pendant: Tigra has often employed a tiger’s head pendant which depending on the writer, would either allow her to appear normal or allow her to change back to human. For the purposes of this write-up, it is considered to grant her the ability to appear as her new human self as if under an Ex (20) mystical illusion.

Contacts:
Greer has many contacts within the Superhuman and Law Enforcement community, including:
The Avengers
The Defenders
Spider-Man
Red Wolf
She-Hulk
The Initiative
Avengers Academy
Hank ‘Henry’ Pym
Moon Knight
Werewolf by Night Jack Russell
Dr. Tuomolo and the Cat People

Limitations:
  • Unusual Looks: Greer is definitely not human, possessing orange and black fur, a tale, and claws. Greer also does little to hide this fact, doing so only occasionally when the situation warrants it.
  • Bestial Nature: Greer shares many instinctual characteristics with Big cats: the need to hunt, the need to feed, reactions to stimulus, and the like. While Greer has greater control over her animal nature, it has been present several times in the past. Greer must make a Psyche FEAT in order to maintain control over herself in such circumstances.
  • Public Identity: Greer does not hide her dual identity anymore.
  • Enemies: Kraven, The Hood
  • Dependent: William Nelson - Greer had a son with the skrull posing as Dr. Henry Pym, and while the child ages faster than normal, William is still a toddler.

Tuesday, March 1, 2011

Captain America, The Sentinel of Liberty

Captain America





Steve Rogers

F: Am (50)
A: In (40)
S: Ex (20)
E: Am (50)
R: Ex (20)
I: In (40)
P: Am (50)

Health: 160
Karma: 110
Resources: Personal Resources: Gd (10), Accessible Resources Am (50) as Captain America
Popularity: 100

Talents
Cap has the following Talents:
Martial Arts A:
Martial Arts B
Martial Arts C
Martial Arts D
Martial Arts E
Leadership*
Weapons Specialist*
Military*
Detective Espionage
Knowledge: Avengers Protocols
Knowledge: Avengers Technology
Pilot
Knowledge: Invaders Protocols
Knowledge: Intelligence Agencies
Knowledge: Superhero/Supervillain Trivia
Knowledge: Counter-force Protocols
Law Enforcement
Artist
Knowledge: World War II History
Knowledge: World War II Threats
Tactics
Repair/Tinkering
Knowledge: History

Powers:
Super Soldier: Cap is the pinnacle of human achievement, gifted with enhanced strength and
stamina. In addition, Cap is far more resistant to disease and toxins than the healthiest person.
- Recovery: Cap possesses Rem (30) recuperative abilities.
- Resist: Disease: Cap is considered immune to normal diseases and has Rm (30) Resistance to exotic or enhanced diseases.
- Resist: Toxins: Cap is considered to have Rm (30) resistance to most earthly based toxins, and cannot be fatigued through normal means. As a result, Cap does not have to make an Endurance FEAT in order to maintain speed or pace while traveling.
- Hyper Running: Cap is capable of running the two minute mile, and is faster than the fastest olympic athlete. Cap is considered to be able to move 4 areas a round on foot.
- Suspended Animation: Cap enters a state of suspended animation under frigid conditions, where his body chemistry halts rather than crystallizes.
- Longevity: In many portrayals of Cap, the super-soldier serum effectively grants Cap extraordinary youth and lifespan. As seen in the alternate universes of Earth X, 1602, and elsewhere, Cap could theoretically live three times the normal lifespan before slowing down.


Indomitable Will: Cap is the symbol of all that is good with America, and possesses great willpower and ability. Cap’s will is considered Un (100) when attempting to break Cap. From Nightmare to Thanos to Mephisto, Cap has resisted the greatest threats who have attempted to overcome Cap's will.

Armored costume: Cap’s costume
provides him with Ex (20) protection against Physical and Ex (20) resistance to Energy attacks. Cap's costume is insulated to provide additional protections against the elements, granting Gd (10) protection against temperatures extreme.

Shield: Cap possesses a shield that is a unique alloy of Adamantium and Vibranium.
It is Cl5000 material, capable of absorbing 100 points of damage per round, or be hurled 3 areas for RM (30) damage. Cap can make the shield rebound up to 5 targets with an agility FEAT, forcing opponents to make a stun/slam attack. The shield is considered to have the following properties: Unbreakable, Signature, Unique.

Contacts:
Cap has dozens of contacts throughout the world and beyond who would come to his aid if needed. Included are:
  • Any member past or present of the Avengers
  • Any member past or present of the Invaders
  • Any member past or present of the Fantastic Four
  • Nick Fury
  • Sharon Carter
  • Any member of SHIELD
  • The President of the United States
  • Spider-Man
  • Wolverine
  • A majority of the X-Men
  • The Secret Avengers
  • The list goes on and on.

Limitations:
  • Sworn enemies: Cap has a series of enemies that are life-long: The Red Skull, Arnim Zola, Baron Zemo I, Baron Zemo II, the Hate Monger, Baron Von Strucker, Count Nefaria, Baron Blood, Master-Man, and Warrior Woman to name but a few.
  • Idealist: Cap is a strong believer in the basic decency of mankind, and will uphold the ideals of America (but not the politics): Truth, Justice, Fairness, and Honesty with all of his being. As such, Cap has been placed in difficult situations due to his desire to uphold those concepts.
  • Public Identity: Cap revealed his identity as Steve Rogers publicly.
  • Reluctance to take a life: Cap is very reluctant to take a life, and has done so after much reluctance and only under extreme conditions when not in wartime.
  • Man  out of time: Cap is from an older generation, and is not as 'caught up' on things in the modern world. His ideology is far older than his appearance, and he is still occasionally put off by the 'modern' world.