The Forge

The Forge
Player: Vertigo Master
Current PID: Rose_Scholtz
Real PID: Annabelle_Shinjou

 

 

 

 

 

 

 

CHARACTERISTICS
Val Char Base Points Total Roll Notes
25 STR 10 15 25 14- HTH Damage 5d6 END [2]
29 DEX 10 57 29 15- OCV 10 DCV 10
23 CON 10 26 23 14-
10 BODY 10 0 10 11-
18 INT 10 8 18 13- PER Roll 13-
11 EGO 10 2 11 11- ECV: 4
15 PRE 10 5 15 12- PRE Attack: 3d6
18 COM 10 4 18 13-
5 PD 5 0 5/15 5/15 PD (5/15 rPD)
5 ED 5 0 5/15 5/15 ED (5/15 rED)
6 SPD 3.9 21 6 Phases: 2, 4, 6, 8, 10, 12
10 REC 10 0 10
46 END 46 0 46 Mental Defense: 12
35 STUN 35 0 35
7″ Running 6 2 19″
2″ Swimming 2 0 2″
5″ Leaping 5 0 5″ 140 Total Characteristics Points
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Fast Strike 1/2 +2 +0 7d6 Strike
Offensive Strike 1/2 -2 +1 Weapon +4 DC Strike
Flying Dodge 1/2 +4 Dodge All Attacks, Abort; FMove
RANGE MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
POWERS
Cost  Power END
15 Pliable Body Morph: Elemental Control, 30-point powers
15
1) Armor (10 PD/10 ED) (30 Active Points)
0
15
2) (Pliable): Physical Damage Reduction, Resistant, 50% (30 Active Points)
0
15
3) (Pliable): Energy Damage Reduction, Resistant, 50% (30 Active Points)
0
10
4) Color Blend: Invisibility to Sight Group , Reduced Endurance (0 END; +1/2) (30 Active Points); Chameleon (-1/2)
0
15
5) rubber snap: Running +12″ (19″ total), Reduced Endurance (1/2 END; +1/4) (30 Active Points)
1
43 Body Manipulation: Multipower, 75-point reserve, (75 Active Points); OIF Expendable (Focus of opportunity (requires appropriate material); Easy to obtain new Focus; -1/2); all slots Extra Time (Delayed Phase, Only to Activate, -1/4)
6u
1) Bladed Arms: Killing Attack – Hand-To-Hand 2 1/2d6 (3 1/2d6 w/STR), Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (70 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4)

Notes: This isn’t set up to use with martial arts because of the Armor Piercing.
3
2u
2) Hammer: Hand-To-Hand Attack +5d6, Reduced Endurance (1/2 END; +1/4) (31 Active Points); Hand-To-Hand Attack (-1/2), Extra Time (Delayed Phase, Only to Activate, -1/4)

Notes: Damage 5d6, Damage with strength 10D6. Damage with strength and fast strike 12d6. Damage with strength and offence strike 14d6.
1
5u
3) Expanding staff Range 10″: 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points); Range Based On Strength (-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4)

Notes: Strength damage is not added do to it being a ranged attack.
3
1 Life Support: Life Support (Extended Breathing: 1 END per Turn) 0
5 Resilient body: Damage Resistance (5 PD/5 ED) 0
5 Sunglasses: Sight Group Flash Defense (10 points) (10 Active Points); OAF (-1) 0
10 Mental Defense (12 points total) 0
5 Nightvision 0
167 Total Powers Cost
MARTIAL ARTS MANEUVERS
Cost  Maneuver
4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 7d6 Strike

Notes: Very high probability of hitting. +2 OCV, +0 DCV, 12D6 Hammer Damage: Bared-handed damage is 7d6.
5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike

Notes: All out attack used to maximize damage at the cost of chances to hit the target. Does Maximum Damage: -2 OCV, +1 DCV, 3d6+1 Armor Piercing Killing Damage: Bare-handed damage is 9d6.
5 Flying Dodge: 1/2 Phase, — OCV, +4 DCV, Dodge All Attacks, Abort; FMove

Notes: Can be used with FULL running speed. Not effective against an Area Of Effect attack. Most effective if used as an Abort.
1 Weapon Element: Axes, Maces, Hammers, and Picks, Empty Hand
15 Total Martial Arts Cost
SKILLS
Cost  Name
0 Acting 8-
3 Breakfall 15-
0 Climbing 8-
3 Computer Programming 13-
0 Concealment 8-
3 Contortionist 15-
0 Conversation 8-
0 TF: Small Motorized Ground Vehicles
0 Deduction 8-
3 Inventor 13-
0 AK: Home country or region 8-
0 Native Language (idiomatic; Literate) (4 Active Points)
0 Paramedics 8-
0 Persuasion 8-
2 PS: Chemist 11-
2 SS: inorganic chemistry 11-
3 Shadowing 13-
3 Stealth 15-
22 Total Skills Cost
DISADVANTAGES
Cost  Disadvantage
15 Distinctive Features: Mutant (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Wached by goverment: 14- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Watching)
15 Hunted by Ex Boyfriend: 11- (Less Pow, PC has a Public ID or is otherwise very easy to find, Capture)
10 Overconfident: (Common, Moderate)
15 Code vs. Killing: Will Kill Only Under Extreme Duress (Common, Strong)
10 Ambitious : (Common, Moderate)
20 Psychological Limitation: Protective Of Innocents (Very Common, Strong)
20 Psychological Limitation: Secretive (Very Common, Strong)
10 Social Limitation: Bad Temper (Frequently, Minor)
15 Social Limitation: Public ID (Frequently, Major)
150 Total Disadvantages Cost
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 344

APPEARANCE
Hair Color:
Eye Color:
Height:
Weight:
Description:

BACKGROUND

Annabelle Shinjou, daughter of Yggdrasil, who wields a power I call The Forge (will probably be her hero name as well). She has the ability to alchemically modify herself or her immediate surroundings, to a degree, like hardening the carbon in the flesh of her arms into diamond-hard gauntlets, or fashioning a sword or spear out of herself.

Akari joined the team out of a desire to help people, but, due to a sheltered upbringing, is relatively new to the workings of the world. Is being watched by a powerful organization who would like nothing more than to recapture her and utilize her to devise an army of next-gen supersoldiers, and perhaps figure out how to exploit her unique ability

POWERS/TACTICS

PERSONALITY/MOTIVATION

 

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