ForceUser
Explorer
GREYSTOKE, ZARIEL
HERO’S IDENTITY: Zariel Greystoke (secret)
BASE OF OPERATIONS: Roaming in North America (family home in England)
GROUP AFFILITATON: None
ORIGIN: Random Mutant
FIGHTING Remarkable/26
AGILITY Excellent/16
STRENGTH Good/8
ENDURANCE Remarkable/26
REASON Good/8
INTUITION Remarkable/26
PSYCHE Incredible/36
INITIATIVE +2
HEALTH 76
KARMA 50
FUND 142 (to buy the Tumbling skill)
RESOURCES Excellent/16
POPULARITY Feeble/1
HEIGHT 6’
WEIGHT 190 lbs.
HAIR Bleach blond
EYES Blue
AGE 28
KNOWN POWERS-
Zariel Greystoke is a gifted caster in the School of Order and is able to wield all magical energies.
True Invulnerability (Good/8): Zariel has a combination of Resistance and Body Armor. He is immune to any physical harm, up to his rank’s limit. The immunity includes the following Resistances: fire, heat, cold, electricity, radiation, corrosives, disease, poison, brute force, sonics, and kinetic bolts. The rank of the Invulnerability reduces the rank of the attack form (-4CS). This power costs double the amount to advance and crest.
PERSONAL ENERGY SPELLS-
Astral Projection (Remarkable/30) The caster can separate his astral self—the sheath of his life essence—from his physical self and travel through space unbound by physical laws while retaining human consciousness. The astral from (also sometimes called the ethereal form or ectoplasmic form) is invisible, intangible, and incapable of being harmed except by the most powerful magic or by opponents who are themselves in astral form. If the caster wishes to project his astral self while under duress, during a combat or while he is being mentally attacked, he must make his spell rank FEAT roll.
The duration of effect determines how long the caster can remain in this form without physical form. If the astral form does not return to its physical body before the duration of effect has elapsed, the caster’s body dies; and the astral form can only enter it as it would any other corpse or dummy, creating a blind, zombie-like creature. If the caster’s body is destroyed while the astral form is projecting, the caster is stranded in his astral form.
If a character is stranded in his astral form due to the death of his physical body, the astral form itself will dissolve after an amount of time equal to the normal spell duration associated with the character’s Psyche rank. (For example, the astral from of a character with Incredible Psyche would endure for one day; the astral form of someone with an Unearthly Psyche would last indefinitely.)
The caster can transport other willing subjects to the astral plane along with himself. When attempting to do so, he must make a Psyche FEAT roll: a white or green result means that the caster traveled and the other(s) did not, a yellow or red result means that the multiple astral travel worked perfectly. Astral projection cannot affect someone against his will.
Characters who are in their astral forms can see and communicate with each other, if both parties desire to be seen, they may have to hide behind solid items, just as if they were in their physical form. If the astral character who is seeking has a lower power rank than the astral character who is attempting to avoid being seen, he must make a Psyche FEAT roll, even if that character is in plain, astral view. If seen, they can have magical combat in that form.
Magical items, though left behind on the physical plane, also have a counterpart that can be taken into the astral plane. It acts in the same manner as its physical counterpart, but its powers are lessened by one rank on the astral plane. The owner’s astral self can control any magic item that the character possesses on the physical plane.
Time alteration spells cast from the astral plane work within the physical plane, but do not affect the astral plane.
Sensing—Evil (Incredible/40): The caster can mystically sense the presence of great evil in his area of spell. This includes the presence of evil creatures (demons, evil magic wielders, super villains bent on destruction, etc.), artifacts of evil design or exceptionally evil deeds. This spell is automatic (FEAT rolls are not needed). As the caster gets closer to the source of evil emanations, his sensing gets stronger. Thus, he can usually root out the evil if he goes looking for it.
If the spell duration is permanent, the spell functions constantly, even when the caster is asleep.
MAGIC ITEMS-
The Umbral Shroud of Har-Udaahn (Typical/5): This cloak of darkness allows Zariel to Shadow Step (teleport) through the Nightlands (a dimension of darkness). If Zariel is familiar with the location he is teleporting to, or is able to see it, then he need make no FEAT roll. If he is attempting to teleport into an unknown location he must make an Unearthly FEAT roll. A failed roll means he could not complete the movement and was “bumped” back to his original point of departure.
If Zariel tries teleporting into a solid object (because he is unaware of its presence) he must make an Endurance FEAT roll; if this roll fails, he materializes outside the object but suffers damage equal to the material rank of the object (ignoring True Invulnerability). Zariel is automatically slammed (1 area) and may be stunned (make a FEAT roll for exact result).
The cloak can reach out an envelope willing characters to be included in the teleportation. All such passengers must succeed at a Psyche FEAT roll or be stunned for 1 round upon reaching the destination. They are also subject to penalties for failed teleportation and “bumping” out of solid objects.
TALENTS-
Demonologist: Zariel has studied accounts of demons in the Universe and he knows how dangerous and hostile they are. He receives a +1CS in any situation involving demons, including research, communication, identification, and combat.
Martial Arts A: Zariel has undergone training in various fighting techniques and philosophy. He may slam or stun opponents whose Endurance rank is higher than his own Strength rank.
Sharp Weapons: Zariel gains a +1CS to hit when attacking with a weapon that resolves attacks on the Edged Attack column of the Battle Effects Table. This includes swords, daggers (unless thrown), and spears, but excludes claws and other natural extensions that inflict this type of damage.
EQUIPMENT-
Longsword
Damage: Good/10
Cost: Poor
Type: Edged Attack
Material Strength: Excellent
Motorcycle
Type: Off-Road
Cost: Ex
Control: Typical
Speed: Excellent
Body: Poor
Protection: 0
CONTACTS-
Edgar, faithful butler
Shelly Ryder, investigative journalist for the San Diego Union-Tribune
BACKGROUND-
As yet unrevealed.
HERO’S IDENTITY: Zariel Greystoke (secret)
BASE OF OPERATIONS: Roaming in North America (family home in England)
GROUP AFFILITATON: None
ORIGIN: Random Mutant
FIGHTING Remarkable/26
AGILITY Excellent/16
STRENGTH Good/8
ENDURANCE Remarkable/26
REASON Good/8
INTUITION Remarkable/26
PSYCHE Incredible/36
INITIATIVE +2
HEALTH 76
KARMA 50
FUND 142 (to buy the Tumbling skill)
RESOURCES Excellent/16
POPULARITY Feeble/1
HEIGHT 6’
WEIGHT 190 lbs.
HAIR Bleach blond
EYES Blue
AGE 28
KNOWN POWERS-
Zariel Greystoke is a gifted caster in the School of Order and is able to wield all magical energies.
True Invulnerability (Good/8): Zariel has a combination of Resistance and Body Armor. He is immune to any physical harm, up to his rank’s limit. The immunity includes the following Resistances: fire, heat, cold, electricity, radiation, corrosives, disease, poison, brute force, sonics, and kinetic bolts. The rank of the Invulnerability reduces the rank of the attack form (-4CS). This power costs double the amount to advance and crest.
PERSONAL ENERGY SPELLS-
Astral Projection (Remarkable/30) The caster can separate his astral self—the sheath of his life essence—from his physical self and travel through space unbound by physical laws while retaining human consciousness. The astral from (also sometimes called the ethereal form or ectoplasmic form) is invisible, intangible, and incapable of being harmed except by the most powerful magic or by opponents who are themselves in astral form. If the caster wishes to project his astral self while under duress, during a combat or while he is being mentally attacked, he must make his spell rank FEAT roll.
The duration of effect determines how long the caster can remain in this form without physical form. If the astral form does not return to its physical body before the duration of effect has elapsed, the caster’s body dies; and the astral form can only enter it as it would any other corpse or dummy, creating a blind, zombie-like creature. If the caster’s body is destroyed while the astral form is projecting, the caster is stranded in his astral form.
If a character is stranded in his astral form due to the death of his physical body, the astral form itself will dissolve after an amount of time equal to the normal spell duration associated with the character’s Psyche rank. (For example, the astral from of a character with Incredible Psyche would endure for one day; the astral form of someone with an Unearthly Psyche would last indefinitely.)
The caster can transport other willing subjects to the astral plane along with himself. When attempting to do so, he must make a Psyche FEAT roll: a white or green result means that the caster traveled and the other(s) did not, a yellow or red result means that the multiple astral travel worked perfectly. Astral projection cannot affect someone against his will.
Characters who are in their astral forms can see and communicate with each other, if both parties desire to be seen, they may have to hide behind solid items, just as if they were in their physical form. If the astral character who is seeking has a lower power rank than the astral character who is attempting to avoid being seen, he must make a Psyche FEAT roll, even if that character is in plain, astral view. If seen, they can have magical combat in that form.
Magical items, though left behind on the physical plane, also have a counterpart that can be taken into the astral plane. It acts in the same manner as its physical counterpart, but its powers are lessened by one rank on the astral plane. The owner’s astral self can control any magic item that the character possesses on the physical plane.
Time alteration spells cast from the astral plane work within the physical plane, but do not affect the astral plane.
Sensing—Evil (Incredible/40): The caster can mystically sense the presence of great evil in his area of spell. This includes the presence of evil creatures (demons, evil magic wielders, super villains bent on destruction, etc.), artifacts of evil design or exceptionally evil deeds. This spell is automatic (FEAT rolls are not needed). As the caster gets closer to the source of evil emanations, his sensing gets stronger. Thus, he can usually root out the evil if he goes looking for it.
If the spell duration is permanent, the spell functions constantly, even when the caster is asleep.
MAGIC ITEMS-
The Umbral Shroud of Har-Udaahn (Typical/5): This cloak of darkness allows Zariel to Shadow Step (teleport) through the Nightlands (a dimension of darkness). If Zariel is familiar with the location he is teleporting to, or is able to see it, then he need make no FEAT roll. If he is attempting to teleport into an unknown location he must make an Unearthly FEAT roll. A failed roll means he could not complete the movement and was “bumped” back to his original point of departure.
If Zariel tries teleporting into a solid object (because he is unaware of its presence) he must make an Endurance FEAT roll; if this roll fails, he materializes outside the object but suffers damage equal to the material rank of the object (ignoring True Invulnerability). Zariel is automatically slammed (1 area) and may be stunned (make a FEAT roll for exact result).
The cloak can reach out an envelope willing characters to be included in the teleportation. All such passengers must succeed at a Psyche FEAT roll or be stunned for 1 round upon reaching the destination. They are also subject to penalties for failed teleportation and “bumping” out of solid objects.
TALENTS-
Demonologist: Zariel has studied accounts of demons in the Universe and he knows how dangerous and hostile they are. He receives a +1CS in any situation involving demons, including research, communication, identification, and combat.
Martial Arts A: Zariel has undergone training in various fighting techniques and philosophy. He may slam or stun opponents whose Endurance rank is higher than his own Strength rank.
Sharp Weapons: Zariel gains a +1CS to hit when attacking with a weapon that resolves attacks on the Edged Attack column of the Battle Effects Table. This includes swords, daggers (unless thrown), and spears, but excludes claws and other natural extensions that inflict this type of damage.
EQUIPMENT-
Longsword
Damage: Good/10
Cost: Poor
Type: Edged Attack
Material Strength: Excellent
Motorcycle
Type: Off-Road
Cost: Ex
Control: Typical
Speed: Excellent
Body: Poor
Protection: 0
CONTACTS-
Edgar, faithful butler
Shelly Ryder, investigative journalist for the San Diego Union-Tribune
BACKGROUND-
As yet unrevealed.