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cheerios18

PostPosted: Fri Nov 28, 2008 8:36 pm


Remember to read the Battle System before you make on of these!

User name:
Posting:

Character

Wiki/ information website:

Name:
Alias:
Age:
Gender:
Powers:
Weaknesses:

Appearance

Exp:
Hair:
Eyes:
Physical description:
Clothing:
Background:
Personality:
Other:

Stats

Hp:
Ep:
Mhp:

Strength: mod:
Dexterity: mod:
Constitution: mod:
Intelligence: mod:
wisdom: mod:
Charisma: mod:
Energy: mod:

Dodge bonus:

Base Attack Bonus:
Attack Melee:
Attack Ranged:
Attack Will:
Will powers/spells

Damage:

Equipment

Weapons:
Money:
Valuables:
PostPosted: Fri Nov 28, 2008 9:47 pm


User name:Cheerios18
Posting:daily

Character

Wiki/ information website: http://en.wikipedia.org/wiki/Spider-Man

Name razz eter Parker
Alias: Spider-man
Age:21
Gender:male
Powers:Spider-Sense
Spider-Man possesses many incredible abilities, but his most amazing power must be his uncanny spider-sense. This strange tingling sensation originates in the back of his skull, warns him of danger. The danger could be something immediate, like a gun being aimed at him. Even point blank no escape and he's already gone. It can also be a punch being thrown at the back of his head or in front of his face. Or it could be something subtle, like a slippery floor or a sandwich that contained tainted meat. While his spider-sense cannot tell Spider-Man the exact nature of a particular threat, it always lets him know when and which way to move in order to avoid the danger. Spider-Man's spider-sense is like having a personal radar unit. He doesn't have to worry about watching where he's walking or web-slinging because it always guides him away from danger. Loose ceiling tiles or rotted rooftops don't trouble Spider-Man because his spider-sense warns him in plenty of time to avoid them. Even if he were trapped in complete darkness, his spider-sense would prevent him from bumping into anything. And Spidey's spider-sense tingles if someone can see the webslinger out of costume, warning him that he may be spotted. Spider-Man's senses can also detect radio signals he also can ignore is spider-sense. His spider-sense also doesn't go off for those he doesn't feel are threats. His spider-sense can also be used like Daredevil's radar sense. Peter's spider-sense can be used to communicate with spiders and other arthropods and is a possibly part of his spider-sense. Spider-Man can also sense air currents with his body hairs and can use his webs to sense vibrations. He is also able to see in the dark using his spider-sense. He can also locate things he is searching for with it
.
Wall Crawling
One of Spider-Man's most valuable assets is his clinging ability. Like a giant spider, his hands and feet support him against the pull of gravity as though they have thousands of tiny suction cups.

Perhaps as remarkable as his clinging ability itself is the ease with which Spidey can use it. There is never any hint of strain, or difficulty in his climbing to walls or ceilings. In fact, he is just as much at home on any surface as an actual Spider would be.

No one knows exactly how Spider-Man's wall-crawling ability works. Peter Parker has often theorized that he has a form of bio-magnetic power that allows him to increase the attraction between the molecules in his body with those of the surfaces he climbs. On a History Channel special about Spider-Man, scientists had come up with a theory that the wall clinging is technically possible for Spider-Man. They believe that Spider-Man's wall-clinging ability is similar to a certain spider that emits very thin strands of hair on it's feet, allowing it to cling on all kinds of surface including glass. All that is known for certain is that he can stick to anything. No matter how smooth or slippery a surface may be, Spidey can attach himself to the surface. He just has to keep concentrating until he bonds with it. Unlike his spider-sense, the web head's clinging power is strictly a conscious act. He can never stick to something by accident. He must deliberately press his hands against an object and choose to adhere to it. Of course, Spidey likes to show off as much as the next fellow. He occasionally runs upside down along a ceiling or strides up a wall. Peter can now stick to things throughout his whole body. He is also able to stick things onto his body, like a spider does for it's young. This was shown in the last issue of the Other.

Strength and Agility

Having the proportionate strength of a spider. Spider-Man is one of the most powerful super-heroes. Only Thor, the Hulk , and the Thing have greater strength. (And one must remember that Peter Parker is still a teen-ager, not having quite reached his full maturity yet.)

Among the most nimble of all adventurers, Spider-Man's leaping ability also deserves mention. He is able to leap the width of an average city street, and can attain a height of three stories with one spider-powered spring.

With his assumption of the proportionate strength of a spider, it is only natural for the costumed crusader to possess the uncanny balancing ability of the wonderful arachnids as well. Suffice it to say that the amazing Spider-Man is easily the greatest balancer of any human being on Earth.

Shortly after he was bitten by the radioactive spider that gave him his amazing powers, Peter Parker accidentally crushed a steel pipe as if it was paper. He was astonished to discover that he now possessed superhuman strength. Since then, Spider-Man has often told people that he has the proportionate strength of a spider.(Although it also should be noted the strength could come more from the radiation) Spider-Man's super strength adds to his durability as strength usually does makes his muscle and tissue density super durable, although he still not invulnerable. While not as strong as the Incredible Hulk, the Mighty Thor, or the Thing, our friendly neighborhood Spider-Man is able to lift almost 10 tons. He can bend a solid iron bar with his bare hands and shatter a concrete wall with a single punch. And in one, spider-powered spring, he has leaped the height of three stories, or the width of a highway. After the Other Spider-Man's strength was increased to 20 tons.

Even more impressive than his spider-like strength is Spider-Man's amazing speed and agility. When it comes to quick-thinking, death-defying, lightning-swift acrobatic stunts, the wall-crawling wonder is truly without equal. Spider-Man moves with a fluid and casual grace that can't be equaled by trained super-humans such as Captain America or Daredevil. He dodges bullets and energy blast mid flight, runs faster then a car and web swings faster then that, leaps from rooftops, somersaults over flagpoles, tumbles off water towers, and balances on top of light poles as he routinely travels across the city in his own unique manner. Spider-Man's reflexes were originally 15 times that of a normal humans, they are now around 18 times.

Webbing

He has evolved a pair of biological web shooters that allow him to generate his own web in his forearms and shoot it from his wrists in a similar manner to what his web shooters would do. He has not demonstrated much of an upper limit to this ability yet, and is able to generate massive amounts of webbing very quickly when he focuses. He was able to produce enough webbing when he "let loose" to stop Iron Man and almost cover the alley they were in.

Stingers
Spider-Man grew retractable stingers that appear from under his wrists. The stingers are covered in venom and can paralyze a person. Spider-Man has trouble controlling them and they only appear in serious moments of stress however Miss Arrow said they would only appear when facing someone rooted in chaos and darkness. Whether this is true is unknown. Since Brand New Day it is hard too see if Spidey still has them.

Healing Factor
After being attacked by Rhino recently Spider-Man says that he has been healing far faster than he used to which was already super humanly fast do to his metabolism. He also entered into a state of hibernation were all old wounds were healed such as his lost eye and even his lost tonsils.

Wall Crawling User Image
Weaknesses:

Appearance
User Image
User Image
Hair: Short dark brown
Eyes: light blue
Physical description: Peter has a lean bodybuilder type body, which is less noticeable in his nerd clothes, Because he is more agile than strong.
Clothing: He usually wears a dress shirt, with an old pale jacket and jeans.
Background:
Personality:
Other sad he has not given away his identity yet)

Stats

Exp:255
Hp:855
Ep:720
Mhp:855

Strength:14+33=47 mod:23
Dexterity:14+35=49 mod:24
Constitution:14+26=40 mod:20
Intelligence:14+24=39 mod:19
wisdom:14+18=29 mod:16
Charisma:14+15=29 mod:14
Energy:14+21=35 mod:17

Dodge bonus:46

Base Attack Bonus:21
Attack Melee:21+23=44
Attack Ranged:21+24=45
Attack Will:21+16=37
Will powers/spells:


Name:The Other
Description: Peter loses control of his body to The Other. He becomes stronger and faster, while his eyes glow crimson, and his teeth become razor sharp.
Effect:
+100 to all of his stats (not mods),
All other will powers energy cost is cut in half.
Lasts for 10 posts or less.
When returned to normal, Peter's Mhp is 0 and he is vunrable to any further attacks. He must reamain resting, or in a hospital for the next 2 days(or 40 posts)
Energy:500
special: Peter feels no pain and takes no damage while in the Other form, however full damage is taken as soon as he returns to normal.
When using this power Peter gains an extra attack called Bite.

Name: Bite
Description: A Bite with The Other's Razor sharp teeth.
Damage:10-16, 5 bleeding posts with -5 health each.
Energy: n/a

Name: Stingers
Description: Biologically produced poison stingers shoot from peters wrist.
Effect biggrin amage 1-6, Damage from poison each turn, until you reach the hospital -20.
Energy:10 each
Special: The infected area turns black.

Name: Healing Hibernation
Description razz eter slips into a coma and super heals.
Effect:All Damage is healed, all lost appendages regrow, and any poison is dissipated. Hibernation lasts for 5 days.
Energy:700
Special razz eter Cannot wake up during hibernation.

Damage:24-30

Equipment

Weapons:
Money:
Valuables:

cheerios18


Shadowwalker7

PostPosted: Fri Nov 28, 2008 10:02 pm


User name: Shadowwalker7
Posting: Daily

Character

Name: Nightcrawler
Age: 27 (Estimate)
Gender: Male
Powers: Teleportation, speed
Weaknesses: He can't teleport through walls and can only teleport to places he's been or he can see at the moment.

Appearance

Hair: Black
Eyes: Yellow/Green
Physical description: Thin, but strong, tall, tatoo/scars all over his body. One for every sin. He's also blue. He also has a tail.
Clothing: Trenchcoat, and black pants (Not sure on the pants.)
Background:
Personality: Nice, forgiving, brave
Other:

Stats

Exp:0
Hp: 540
Ep: 990
Mhp: 495

Strength:14+20 mod: 16
Dexterity:14+50 mod: 32
Constitution:14+10 mod: 12
Intelligence:14+8 mod: 11
wisdom:14+30 mod: 22
Charisma:14+ mod: 7
Energy:14+30 mod: 22

Dodge bonus:

Base Attack Bonus: 27
Attack Melee: 43
Attack Ranged: 59
Attack Will:49
Will powers/spells
Power: intra-dimensional teleport (BAMF) or for the oldies, (BAMPF)

Description: Whether by mutation, inate talent, or technology, the user has the ability to move through space in an almost instantaneous fashion. There are literally hundreds of ways this can be done: Some are as simple as ceasing to interact with the physicalities of your current dimension and staying still as the universe moves around you, interacting with it again when you reach the desired location, while others require the user to open a rift to an alternate dimension, traveling through it and reemerging at your desired location in this dimension. Not to be confused with trans-dimensional teleportation, which allows one to travel to a point in another dimension.

Energy cost (leisure teleporting): 1 EP +2 for every additional person, or for every additional 200 pounds. allows the user to BAMF to another location.
special: Ummmm... You get to BAMF?

Energy cost (evasive BAMF'ing.): 3 EP. Allows you to add an additional half of your wisdom modifier to your dodge bonus, not to mention the fun sounds. icon_smile.gif
special: DB + 1/2 wis. mod.

Energy cost (combat BAMF'ing): 10 EP. Allows the user to initiate an attack either before or in between the two BAMF's and finish it afterwards, the resulting change in position and relative velocity confuses the opponent and allows for a harder hit.
special:
add half of your dex. mod to your attack bonus,
add half of your wis. mod to your damage roll
can be followed by an evasive BAMF immediately at the total cost of 20 EP.

super special: With a critical on a combat BAMF, and at the cost of 500 EP, the BAMF'er can grab an opponent's bodypart and BAMF with just it. This multiplies your damage by 4 and can be used on any non-vital extremity. If the roll would normally kill the opponent, then any body part can be chosen.
(The high cost is due both to the severity of the attack, its permanence, the high concentration required, and the big baddie: the bleeding. The bleeding is -50 HP per post until treated)

Energy cost (compound BAMF): 15 EP. allows the BAMF'er to grab their enemy and BAMF with them, using the additional speed or height to attack after they teleport. (can also be used to propel someone else to attack another)

damage: add an additional 20 + wis. mod to your damage roll, (or to your partner's damage)

Mutation: prehensile tail
Special: Is usable as an additional grasper, but also as an additional attack. It can strike once a turn independently, causing 1 - 4 + str. mod damage, or weapon damage.

(allows for a free attack each round)


Damage:

Equipment

Weapons:
Money:
Valuables:

Wki: en.wikipedia.org/wiki/Nightcrawler_(comics)
PostPosted: Sat Nov 29, 2008 8:29 pm


User name: PonPon-kun
Posting: When I want.. XD

Character

Wiki/ information website: Kinda like this.

Name: Egret Snou (Egret Snow)
Alias: Egret or Snow
Age: 17
Gender: Male
Powers: Telethapy and Non-elemental Magic
Weaknesses: Physical Attacks
Alliance: Villain

Appearance
User Image


Hair: Black McSqueeb
Eyes: Crimson
Height: 5'7
Weight: 127
Clothing: White leotard (rarely seen) under a white cloak with a hood.
Background: Egret is the "unclaimed" Sons of Trigon. And was born in the "Virgin Mary" way.
Little is known of his childhood but he is known to do his father's (Trigon) bidding.
Personality: Egret is not anti-social like his more popular half sister Raven.
Though he doesn't trust easily. Egret is very sarcastic and may come off as
rude but it's mearly a phisade. He also has a bit of an anger problem, Egret does not
enjoy being yelled at or being told what to do.
Other: ( Will update as necisarry )

Stats

Hp: 300
Ep: 270
Mhp: 330
Exp:0


Strength: 10+7 mod: 8
Dexterity: 10+10 mod: 10
Constitution: 10+10 mod: 10
Intelligence: 10+12 mod: 11
Wisdom: 10+14 mod: 12
Charisma: 10+7 mod: 8
Energy: 10+8 mod: 9

Dodge bonus: 32

Base Attack Bonus: 17
Attack melee: 17+8=25
Attack ranged: 17+10=27
Attack will: 17+12=29
Will powers/spells


Damage:1-6 +8= 9-14


Equipment

Weapons: A simple quarterstaff
Money: I'm a villain.. I don't need money.. haha
Valuables: His book of spells and the ruby that is the button of his cloak.

PonPon-kun

Gracious Gaian

6,850 Points
  • Gaian 50
  • Contributor 150
  • Person of Interest 200


Emily Marneth

Captain

PostPosted: Mon Dec 01, 2008 12:07 am


User name: Emily Marneth
Posting: All the time. (literally.)

Character

Wiki/ information website: none.

Name: Naomi Katherine "Kit OR Kat" Tola
Alias: Tease / Whiplash
Age: 16
Gender: female

Powers:
teleportation (2.5 miles, regardless of direction)
superhuman spatial awareness
heightened logical reasoning
prehensile tail
prehensile feet
wall clinging
sharpened sight (dark and light) (and depth perception)
Pheromones on a wide spectrum

Weaknesses:
extremely playful, to the point of recklessness
sex-addicted?
very little self-control, except over her anger, which is about normal.
the price of shampoo and conditioner?
neon green stripes?
Can't stand people calling her 'Kit-kat'
red and purple clash with her fur?

Alliances: leans toward good, because she likes the positive attention

Appearance:
User Image

Exp: 55
Hair: See picture
Eyes: Glowing green
Physical description:

see the picture.

A fine black fur covers her body, the green stripes are a feature on most of her body
Clothing: She almost always dresses to accentuate her features, (all of them)
Background: When she was little, she was abandoned by her parents to a back woods orphanage, to keep her as off their books as possible.

She was adopted by a guy who ignored her appearance. When she got a little older after an uneventful childhood, the man began to overstep certain boundaries. She didn't mind at all. She thought she was in love for a while... And then things turned sour. Her 'love' began to overstep boundaries that weren't allowable. She warned him once that if he didn't stop that instant, she would kill him. Men. She grabbed his head, giving him one last quick kiss, and her teleportation manifested for the first time. With the smell of lavender and roses in the air, she appeared on the other side of the room, still kissing him. His body never followed his head. She had warned him.

She took what she needed and left, slowly grasping her powers in their entirety. She soon came to the City and settled here. She always needed to travel: What better place than one she can go anywhere and never leave?
Personality: Playful, flirtatious, and unforgiving. She will be kind and cheerful to anyone, no matter their appearance or their mannerisms. But she can hold a grudge for a lifetime, and it takes a lot to convince her to drop one once it's been seriously established.
Other: She is a devout sexual addict. She admits it, but she doesn't think it's a problem. She will go to great lengths to get her fix. Her appetite is insatiable, which, consequently, is how she got the nickname 'Tease.'

Stats

Hp: 150
Ep: 150
Mhp: 150

Strength: 10 + 0 mod: 5
Dexterity: 10 + 33 mod: 21
Constitution: 10 + 0 mod: 5
Intelligence: 10 + 0 mod: 5
Wisdom: 10+ 24 mod: 17
Charisma: 10 + 18 mod: 14
Energy: 10 + 0 mod: 5

Dodge bonus: 48

Base Attack Bonus: 16
Attack Melee: 21
Attack Ranged: 37
Attack Will: 33
Will powers/spells

Damage: 6 - 11

pistols: 31-39

Equipment

Weapons:
3 pistols. 10-18 base damage each
107 rounds
Money: $187
Valuables:



powers


Power: intra-dimensional teleport (BAMF) or for the oldies, (BAMPF)

Description: Whether by mutation, inate talent, or technology, the user has the ability to move through space in an almost instantaneous fashion. There are literally hundreds of ways this can be done: Some are as simple as ceasing to interact with the physicalities of your current dimension and staying still as the universe moves around you, interacting with it again when you reach the desired location, while others require the user to open a rift to an alternate dimension, traveling through it and reemerging at your desired location in this dimension. Not to be confused with trans-dimensional teleportation, which allows one to travel to a point in another dimension.

Energy cost (leisure teleporting): 1 EP +2 for every additional person, or for every additional 200 pounds. allows the user to BAMF to another location.
special: Ummmm... You get to BAMF?

Energy cost (evasive BAMF'ing.): 3 EP. Allows you to add an additional half of your wisdom modifier to your dodge bonus, not to mention the fun sounds. smile
special: DB + 1/2 wis. mod.

Energy cost (combat BAMF'ing): 10 EP. Allows the user to initiate an attack either before or in between the two BAMF's and finish it afterwards, the resulting change in position and relative velocity confuses the opponent and allows for a harder hit.
special:
add half of your dex. mod to your attack bonus,
add half of your wis. mod to your damage roll
can be followed by an evasive BAMF immediately at the total cost of 20 EP.

super special: With a critical on a combat BAMF, and at the cost of 500 EP, the BAMF'er can grab an opponent's bodypart and BAMF with just it. This multiplies your damage by 4 and can be used on any non-vital extremity. If the roll would normally kill the opponent, then any body part can be chosen.
(The high cost is due both to the severity of the attack, its permanence, the high concentration required, and the big baddie: the bleeding. The bleeding is -50 HP per post until treated)

Energy cost (compound BAMF): 15 EP. allows the BAMF'er to grab their enemy and BAMF with them, using the additional speed or height to attack after they teleport. (can also be used to propel someone else to attack another)

damage: add an additional 20 + wis. mod to your damage roll, (or to your partner's damage)


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



Power: Pheromones

Description: Pheromones are chemicals naturally released by most organisms that influence behaviour. There are pheromones that make ants walk in a straight line, bees to swarm, rabbits to nurse, and most animals to mate. The user has the ability to control these pheromones more than most, and can use them to influence those around them.

Energy cost: 5 EP per dose for a general effect, such as tension, nervousness, etc.

10 EP per dose for a targeted effect, such as anger, jealousy/possessiveness, relaxation or excitement

40 EP per dose for a specific effect, such as slight sexual arousal, rage, fear, or recklessness

80 EP per dose for a POWERFUL specific effect, such as intense sexual arousal, berserk rage, petrifying terror, or protective instinct.

160 EP per dose for an overwhelming effect, such as suicidal fury, devotion, or severe recklessness

Resisting: To resist a pheromone, the victim must roll a 1d20 + wis. mod vs. the producer's 1d20 + cha. mod. Success means that the user is not affected by that dose. Failure means that they must follow the instructions listed.

Doses: One dose is sufficient to intoxicate ONE person. The producer is immune to their own pheromones, and can target anyone in their area specifically with the dose. (there are no partial dosings.)

each dose lasts for a total of five rounds, starting when the victim fails their will roll or not at all.


Special: allows the user to influence the behaviour of those around them.

general effects:

nervousness causes any mental damage to the victim to be + 10
tension causes the victim's muscles to tighten, either causing minus OR plus 1 to their DB, according to the producer's wishes

targeted effects:

anger forces the victim to roll 1d20 against a DC of 5 each turn to prevent themselves from attacking something near them, ignorant of their surroundings and gaining a +5 to their damage, this CAN be used in battle to provide the bonus, but once the battle is started, the victim must roll a 1d20 against a DC of seventeen to stop pummeling the target until the pheromones wear off
jealousy/possessiveness forces the victim to become protective of the producer, rolling a 1d20 against a DC of 5 per turn to prevent themselves from taking action to make sure they are safe and theirs alone. (including punching their best friend in the face, if they have to.)
relaxation forces the victim to roll a 1d20 against a DC of 5 per turn to keep from sitting down and resting until the pheromone wears off. there is a bonus +5 to all stats regained as you rest while affected by this pheromone. To get up and do something, it takes a 1d20 versus a DC of 10 to get up. If you move while affected, you receive a -4 to all checks and damage rolls.
excitement forces the victim to roll a 1d20 versus a DC of 5 each turn to keep from doing something. While affected, the victim cannot rest or sleep.

specific effects:

slight sexual arousal forces the victim to begin thinking with other parts of their anatomy, cutting their attack bonuses and damage by one quarter to the producer, furthermore, they must roll a 1d20 versus a DC of 7 to prevent themselves from submitting to a command of the producer. (unless it is STRONGLY against their moral code, restricted to killing an innocent person for a superhero, killing a person to a Jainist, etc.) in which case it is vs a DC of 3
rage forces the victim to roll a 1d20 against a DC of 10 to refrain from striking something (or someone) near them. They gain an addition + 15 to their damages, and must roll a 1d20 vs. a DC of 18 to stop hitting something until the pheromones wear off.
fear The victim suffers a -7 to all checks, and must roll a 1d20 vs a DC of 5 to continue fighting. Failing the check results in the terrified flight of the victim, and it requires a roll of 18 or higher on a 1d20 to gather yourself and stand to fight again.
recklessness Results in the wild abandon of the victim. They suffer a -10 to their dodge bonus, but a + 25 to all of their damage.

POWERFUL specific effects:

intense sexual arousal (can result in physical arousal on a critical roll for the producer, if they will it) compels the victim to give in to their sexual instincts, willing to please the producer in any way to feed their instinctual hopes for compensation. The victim suffers a cut of 1/2 off of their attack bonus and their damage versus the producer, and must roll 1 1d20 versus a DC of 10 to resist following the command of the producer.
berserk rage forces the victim to let go of all restraint and floods their system with adrenaline. The victim must roll a 1d20 versus a DC of 15 to refrain from striking with wild abandon at anything and everything near them, the victim gains a bonus +20 damage to all their strikes, and must beat a DC of 18 to stop pummeling something
petrifying terror Forces the victim to dismiss their fight or flight response, paralyzing them in the face of the producer. The victim loses their entire DB, and are unable to attack while affected. The victim must roll a 1d20 vs a DC of 15 to break free once captured, (the DC is 10 if they are following a strike from an opponent)
protective instinct Forces the victim to protect the producer. In order to prevent themselves from stepping in and preventing harm of the producer, they must roll a 1d20 and beat 10. (note: the victim will do anything necessary to prevent harm of the producer if affected, although self-preservation is still functioning.)

overwhelming effects:

suicidal fury forces the victim to roll a 1d20 vs a DC of 17 to refrain form destroying everything near them. The victim gains a bonus of +40 to all their strikes, and must beat a DC of 19 to stop pummeling something until the pheromones wear off.
devotion causes the victim to become obsessed with the producer, willing to do just about anything to please them. The victim suffers a 75% cut in their attack bonuses and their damages to the producer, and must roll a 1d20 vs a DC of 15 to resist following the orders of the producer.
severe recklessness The victim throws all caution and self-preservation to the wind. They put every ounce of strength they have behind everything they do. The victim gains a bonus of +100 to all damage, and gain a +5 to their attack bonuses, but are unable to dodge any attacks whatsoever ( 0 DB). While under the effects of this potent pheromone, the victim will continue to function until their body becomes completely useless (-20 HP)


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Mutation: prehensile tail
Special: Is usable as an additional grasper, but also as an additional attack. It can strike once a turn independently, causing 1 - 4 + str. mod damage, or weapon damage.

(allows for a free attack each round)
PostPosted: Tue Jan 13, 2009 5:44 pm


--UNDER CONSTRUCTION--

BOLD = not sure on.

User name:Aeros Endeem
Posting: Daily to bi-daily

Character

Wiki/ information website: N/A

Name: n/a
Alias: Legion
Age: Human Age: 35
True age: Unknown

Gender: Male
Powers:
Infamous abilities:
Able to duplicate himself, but there is a weakness. -see weaknesses-

'Mortals', legion calls them, can make deals with him, but when they do, they must follow his instructions to the T. Otherwise, he kills the loved one of the mortal, spiraling them into a state of depression as he convinces them to join their missing one by committing suicide. His infamous 'two for one' deal.

Other abilities:
Ability to form shadowed walls, thus creating a portable dark realm.
Inside of this realm, he also has the ability to warp minds and break individuals in an emotional state.



Weaknesses: In the Duplication ability, His strength is divided evenly amongst his clones I.E. If Legion was to create two clones, both clones will have 1/2 strength, 5 clones= 1/5 strength in each and so on.

Appearance
-Dragon Form-
-NOTE THE DRAGON FORM IS ABOUT ELEPHANT SIZED!-


-Human form-


Background:Legion, the Infamous dragon of the underworld. The one whose name strikes fear into the hearts of those who knows it if even whispered. This infamous Black Dragon has caused mayhem and destruction on a gargantuan scale. In all his years of wandering between the underworld and the upper world, He has grown to be known to wipe out entire cities by simply waving his talon to manipulate the simple minds of the mortals that who fell victim in the estate of his choice to destroy.

Other: His ability to form into a human and dragon form pretty much gives him the genuine respect that he thoroughly deserves. The only thing that is different when it comes to forming into a human, is that while in human form, he's more vulnerable to capture.

How he got this ability is from years and years of practice with his dark magic to manipulate the cells of his own body to be of the same composition as to the human body. Once that was completed, he took the extra step and created his clothing and helmet from the same thing, manipulating what's left of his body cells to produce the elegant clothing that he wears.

Stats

Exp:

Hp: 950

Ep: 950

Mhp: 950

Strength: 16+22=38 mod=19
Dexterity: 16+22=38 mod=19
Constitution: 16+22=38 mod=19
Intelligence: 16+22=38 mod=19
wisdom: 16+22=38 mod=19
Charisma: 16+23=39 mod=19
Energy: 16+22=38 mod=19

Dodge bonus: 10+19+19=48


Attack Melee: 35+19=54
Attack Ranged:35+19=54
Attack Will: 54, (I imagine that you will use this big time, like genjutsu or something.)
Will powers/spells


Damage: 20-25?



Equipment

Weapons: N/A
Money: N/A
Valuables: N/A

Aeros Endeem

1,500 Points
  • Signature Look 250
  • Dressed Up 200
  • Treasure Hunter 100
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Superpower roleplays (cheerios18)

 
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