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[recruiting maybe] Simple Superheroes - Artifice City
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<blockquote data-quote="Zerith" data-source="post: 6116444" data-attributes="member: 99953"><p>I'm wondering what you think of this character concept :3</p><p></p><p>[sblock=Harbinger]</p><p>Identity: Alexander Ravensworth</p><p></p><p>Talents</p><p>Accuracy: 2-Defiler’s Grace[F]</p><p>Mobility: 2-Feind’s Fleet Feet[F]</p><p>Toughness: 5-Immortal Defiance [D, R], 4-Death Defied [D], 3-Wrath of Madness[O, A], 2-Ichor of Undeath [O, R, A]</p><p>Might:</p><p>Brains: 3-Terror[C, F, R]</p><p>Senses:</p><p></p><p>Superpower Finesse: Pending</p><p></p><p>Weakness: Harbinger is unable to cross the threshold of hollowed ground without being invited by an authority to do so.</p><p></p><p>Inchor of undeath is involuntary, and he may not chose to ‘not’ use it, placing anything, friends and foes alike, nearby him in peril if he comes to harm.</p><p></p><p>Lifepoints: 6</p><p>Strainpoints: 6</p><p></p><p>Relations: 2-Remediation, 1-Truth/Truth sayer, 1-Revenge</p><p></p><p><strong>Description of Talents:</strong></p><p></p><p>Defiler’s Grace[Accuracy-2]: Harbinger has never been one to avoid dramatically walking into ‘peril’, but he is able to sneak his way by when so he chooses.</p><p>Fiend’s Fleet Feet[Mobility-2]: Harbinger is fleet of foot and able to move swiftly<strong>.</strong></p><p></p><p>Immortal Defiance[Toughness-5]: Harbinger is, arguably, Immortal, recovering from wounds that sunder flesh and bone without breaking stride, knitting himself and his attire until whole.</p><p>Immediately at the end of his turn, and after being harmed, Harbinger rolls to regain LP up to his max LP.</p><p>Rolls 2d6, 5+ to regains a LP</p><p></p><p>Death Defied [Toughness-4]: Harbinger’s body is not made of mortal flesh and bone, when ‘gravely’ wounded his interior is exposed, appearing as a hellish ether that steams and smolders out of the wound until it closes, it smells of brimstone.</p><p>Harbinger treats Death Defied as a rank 3 talent vs physical harm, but treats all attack attempts (successful or not) as if he was harmed for the purposes of Immortal Defiance and Ichor of Undeath.</p><p></p><p>Inchor of Undeath[Toughness:-2]: Harbinger’s body reacts violently to harm; creating a spray of thick ichor whenever he is harmed, the Ichor is highly acidic and gnaws through whatever it lands on.</p><p>[Harbinger, and his wardrobe, are immune]</p><p>-Wrath of Maddness[Toughness-3]: Harbinger ruptures his form and envelops an area with his inner ether; cording it away within the miasma; The action is is not without respite, however, Harbinger is harmed and loses 1 LP doing so.</p><p></p><p>Terror[Brains-3]: Harbinger is frightening to behold, when he so chooses, he sheaths the air in a miasma that causes a deep sense of foreboding in those who beholds him.</p><p>Those who look at him must either focus their actions on him, getting away from him, or roll to overcome the fear.</p><p></p><p>Group: TBA</p><p>Orientation: Anti-Hero</p><p>Role: Bullet magnet/Distraction[/sblock]</p></blockquote><p></p>
[QUOTE="Zerith, post: 6116444, member: 99953"] I'm wondering what you think of this character concept :3 [sblock=Harbinger] Identity: Alexander Ravensworth Talents Accuracy: 2-Defiler’s Grace[F] Mobility: 2-Feind’s Fleet Feet[F] Toughness: 5-Immortal Defiance [D, R], 4-Death Defied [D], 3-Wrath of Madness[O, A], 2-Ichor of Undeath [O, R, A] Might: Brains: 3-Terror[C, F, R] Senses: Superpower Finesse: Pending Weakness: Harbinger is unable to cross the threshold of hollowed ground without being invited by an authority to do so. Inchor of undeath is involuntary, and he may not chose to ‘not’ use it, placing anything, friends and foes alike, nearby him in peril if he comes to harm. Lifepoints: 6 Strainpoints: 6 Relations: 2-Remediation, 1-Truth/Truth sayer, 1-Revenge [B]Description of Talents:[/B] Defiler’s Grace[Accuracy-2]: Harbinger has never been one to avoid dramatically walking into ‘peril’, but he is able to sneak his way by when so he chooses. Fiend’s Fleet Feet[Mobility-2]: Harbinger is fleet of foot and able to move swiftly[B].[/B] Immortal Defiance[Toughness-5]: Harbinger is, arguably, Immortal, recovering from wounds that sunder flesh and bone without breaking stride, knitting himself and his attire until whole. Immediately at the end of his turn, and after being harmed, Harbinger rolls to regain LP up to his max LP. Rolls 2d6, 5+ to regains a LP Death Defied [Toughness-4]: Harbinger’s body is not made of mortal flesh and bone, when ‘gravely’ wounded his interior is exposed, appearing as a hellish ether that steams and smolders out of the wound until it closes, it smells of brimstone. Harbinger treats Death Defied as a rank 3 talent vs physical harm, but treats all attack attempts (successful or not) as if he was harmed for the purposes of Immortal Defiance and Ichor of Undeath. Inchor of Undeath[Toughness:-2]: Harbinger’s body reacts violently to harm; creating a spray of thick ichor whenever he is harmed, the Ichor is highly acidic and gnaws through whatever it lands on. [Harbinger, and his wardrobe, are immune] -Wrath of Maddness[Toughness-3]: Harbinger ruptures his form and envelops an area with his inner ether; cording it away within the miasma; The action is is not without respite, however, Harbinger is harmed and loses 1 LP doing so. Terror[Brains-3]: Harbinger is frightening to behold, when he so chooses, he sheaths the air in a miasma that causes a deep sense of foreboding in those who beholds him. Those who look at him must either focus their actions on him, getting away from him, or roll to overcome the fear. Group: TBA Orientation: Anti-Hero Role: Bullet magnet/Distraction[/sblock] [/QUOTE]
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