Wi-Fi (Human Mutant Psychic, APPROVED) LEVEL UP!

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Wi-Fi (Human Mutant Psychic, APPROVED) LEVEL UP!

Postby Wi-Fi » Wed Jan 15, 2014 9:50 pm

Player Name: Shawn
YIM Handle: Shawnaster@Yahoo.ca
Character Name: Clarica Ellison
Power Category: Human Mutant (Psychic)
Alias: Wi-Fi (Also uses the name 'Tesla' online)
Occupation: Freelance Programmer, Computer Hacker and ex-Member of Nest (Vigilante Group)
Alignment: Aberrant (Lives by her own code)
XP Level: 7
XP Points: 39,451 (Updated 6/10/17 - Blackhaunt)
Next Level @ XP: 49,801
Birth Order/Family Ties: 2nd child (one older brother in New York)
Land of Origin: Blue Cove, Delaware, United states
Childhood Environment: raised in Corporate made small town
When Extraordinary Abilities First Manifested: at 12
Disposition:
While spunky and sometimes capricious Wi-Fi does have the very redeeming quality in her ability to keep information to herself. Wi-Fi will not reveal any secret told in confidence or personal information as a rule. This includes protecting sources or others in her charge that wish to remain unknown. She is quietly seeking to bring out the best in others around her and make life as easy as she can for herself or others; even if means crossing a few lines. Clarica just makes sure she chooses her lines very carefully so her friends, allies and sources are unharmed as possible.

Clarica is pleasant and open-minded with friends, is a Team and 'pack' orientated individual, works well with others and can adept to others method reasonably well. She shows excellent restraint in her personal views and feelings when among allies, group members and others she does not like. She is Professional will put any team goals before her own personal agendas.

Insanity: OPTIONAL

ATTRIBUTES
bonuses in Blue apply only when Force aura is active.
I.Q.: 18 (+4% to all skills)
M.E.: 25 (+8 vs. Insanity, +5 vs. Psionic attack)
M.A.: 13
P.S.: 17 (27 with Aura, considered Superhuman)
P.P.: 18 (+1 to strike, parry and dodge)
P.E.: 14 (18 with aura)
P.B.: 13
Speed: 24 (21 MPH or 33 kph)

PHYSICAL DATA
bonuses in blue apply only when Force aura is active.
PPE: 15
ISP: 136+10/level
HP: 31
SDC: 47 (+200 +10 per level Current total: 270)
Age: 25
Sex: female
Height: 5'9"
Weight:130 lbs. (She's been working out.. so its muscle mass and she only looks 120-128 lbs. in weight)
Description: She tends to dress normally preferring Jeans and pants to skirts or dresses and likes T-shirts and White thick material dress shirts. She mostly wears dark shades or white/dark color combos. Her figure looks to be about 120-128.

Mutant Characteristics:
Naturally bald, does not grow any body hair (No need to shave legs even.) Aside from eye brows and lashes which are Onyx like her eyes. Her lips are also naturally onyx

Natural Abilities:
bonuses in blue apply only when Force aura is active.
IQ bonus: +4% to all skills
Lift: 680 lbs. (normal) 8100 (aura)
Carry: 340 lbs. (normal) 5400 (aura)

Perception Bonus:
※Natural/Master Psionic: +2(5); +1 @ levels 2, 4, 7, 10, 13
General Perception Table
4+: An easy situation/circumstance
8+: Moderate
14+: Challenging
17+: Difficult!

Mutant Abilities:
Force Aura:
-Recovers at a rate of 4D6 S.D.C. Per 10 minutes.
Bonuses when active:
+4 to roll Punch, Fall and impacts
+10 to P.S. (Considered Superhuman)
+4 to P.E.
can protect one additional person at 4th, 8th and 12th level (those in the field Wi-Fi included are rooted to there spot. they must be within 4 feet)

Combat augments:
A.R. 14: all attacks 14 and under do no damage, those 15 and higher inflict damage to the force field.
200+10 SDC/level (current total: 270) The aura works as natural Armour rating and defense.

Horror factor (10)
Note: the field gives her equipment and clothing, as well as those of people protected a metallic sheen.

Psionic Powers
Healing:
-Psychic purification (8) Range: Touch, Duration Immediate, Trance: 6d6, Slows metabolism and destroys chemicals, drugs, Poisons and Toxins. effects cease at beginning of Meditation)
-Bio-regeneration (6) Range: self, Duration: permanent, Heal 2d6 (HP) or 3d6 (SDC)
-Deaden Pain (4) Range: 3ft, Duration: 1 hour/lvl, Trance: two Minutes
-Psychic Diagnosis (4) Range: 3 ft. Duration: Immediate knowledge, Trance: 2d4 melee rounds
-Healing touch (6) Range: touch, Duration: Instant, Heals 2d6 SDC or Hitpoints
-Psychic Surgery (14) Range: Touch, Duration: Varies with injury, Trance 2d6 Minutes+ half of the time modern surgery would take.
-Exorcism Range: immediate, touch or with in 8 feet. Duration: Length of trance 30 minutes of preparation and 6d6 minutes with the possessed person or animal. Isp: 10, Success ratio to remove the entity: 35%+7%/level and 28%+7% to force the entity back to its dimension.
Physical:
-Telekinesis (small: 3, Medium: 8, Large: (over 20 lbs/9kg): 8+1/10 lbs)
Combat bonuses for TK: +3 strike, +4 Parry , can block with sheer TK force as if lifting a medium heavy object: 8 ISP cost)
-Telekinetic Punch (6) Punch 4d6, Kick 5d6 (save or take 1d6 damage)
-Telekinetic Leap (8) Range: 3ft high/level, 5ft across/level: current 9 feet, 15 feet
-Telekinetic Push (4) Equal to Body block in combat terms: 1d4 sdc/hit points

Sensitive:
-Mask ISP & Psionics (7) 10 minutes/level
-Telepathy (4) Range: 140ft., duration: 2 minutes/Level
-See invisible (4) Range: 120ft., duration: 1 minute/Level
-Empathy (4) Range: 100ft., duration: 2 minutes/Level
-Total recall (2) percentile Roll: 01-50 remembered in full detail word for word, 51-80: details are forgotten but full essence of ideas are clear, 81-00: remembers only basic concepts, no detail or strong comprehension.
-Object Reading Range: Touch Duration: Varies can be up to about 2d6 minutes ISP: 6
Impressions: 68%+2%/level
Detects general alignment and state of mind last owner, General purpose of items, Whether or not the last owner is living and if the item was used with/by magic or supernatural forces.
Images: 58%+2%/level
isolated images of events in the past of owners, Details of significant users like height/weight , age or special features of specific users.
Present: 50%+2%/level
can read present images and impressions.



Super Psionics:
-Telemechanics
Hack/Communicate with machines: Range:touch; Duration: as long as touched; Hack/Communicate with machines: 10
Mechanical Knowledge: Range: Touch; Duration: 10 minutes +2/L; Mechanical Knowledge (Skill: 80%); ISP: 10

-Telekinesis (Super)
Range: 100' per lvl Damage: 1d4*10 per 100 lbs
Duration: 2 minutes per lvl
ISP:10+ ISP per 100 lbs

-Electrokinesis (Varies)
Electrical Resistance: Self; Duration: 3 minutes per level; Electrical Resistance: 4/use
Electrical Discharge: Range: Touch or 30ft+ 10 feet/level, Duration: Instant, ISP: 2/little or 4/jolt
Manipulate Electrical devices: 60 feet +5/level; 12 functions/level ISP: 4
Sense Electrical Device Range: 60 feet +5/level; Duration: 2 minutes; ISP: 2/ use (Detection ability: 75%+5%/level (Failed roll: detects only 1d6*10% of all devices could be detected.)

Mind Block Auto defense:
The moment she is psychically probed this ability alerts her and activates Mind block (at no cost to her ISP) note to allow a probe, telepathic or contact she must lower this defense willingly. (With Zhana she has an exception built in similar to a virus blocking programming allowing Zhana, Brute other omegas to communicate with her.)

EDUCATION LEVEL: 4 years college (+20%) (4 programs)

Scholastic Skills:
Basic Skills:
Pilot Automobile -- 76%(+2%)
Speak–English -- 99%(+5%) (104%)
Read/Write English -- 84%(+5%)
Basic Math -- 79% (+5%)

Skill program: Criminal Program
Streetwise -- 68% (+4%)
Pick locks -- 89% (+5%)
Computer Hacking -- 84% (+5%)
Safe Cracking -- 68% (+4%)
Find Contraband & Illegal Weapons -- 74% (+4%)

Skill program: Communications
Radio: Basic -- 99% (+5%)
Radio: Scramblers -- 89% (+5%)
TV/Video -- 89% (+5%)
Cryptography -- 84% (+5%)

Skill program: Computer Programming
Basic electronics -- 84% (+5%)
Computer Operation -- 94% (+5%)
Computer Programming -- 84% (+5%)
Computer Repair -- 79% (+5%)

Skill Program: Technical
Art: Sculpture -- 84% (+5%)
Art: Holography -- 84% (+5%)
Law -- 76% (+5%)
Business & Finance -- 76% (+5%)

Secondary Skills
Mathmematics: Advanced 54% (+5%, 2nd lvl)
Body Building +2 P.S. and +10 SDC (1st lvl)
Swim -- 84% (+5%)
Basic Mechanics -- 64% (+5%)
First Aid 76% -- (+5%)
HTH: Basic
Pilot Motorcycle -- 88% (+4%)
Climb -- 76% (+5%)
-Rappelling -- 66% (+5%)
Prowl -- 54% (+5%)
(2nd) Running (+4d4 speed, +1 PE and +1d6 SDC)
(2nd) General Athletics (+1 Parry, +1 to roll w/Punch or fall, +1 P.S., +1d6 speed, and +2d4 SDC)

Special Police Skills (Gained at Level 3)
- Radio: Basic -- 71% (+5%, 3rd lvl)
- Criminal Science (doesn't include Forensic Medicine) -- 64% (+5%, 3rd lvl)
- Law (general) -- 54% (+5%, 3rd lvl)l)
- Intelligence -- 56% (+4%, 3rd lvl))

New skill: (EP)
(2nd Level) Field Armorer/Munitions Expert: 45%(+5%/level)
Boxing
Wrestling

Combat Data
bonuses in blue apply only when Force aura is active.
- Attacks Per Melee Round: 7
- Strike Bonus: +2 (+5 w/Telekinesis),
- Parry Bonus: +5 (+7 Parry w/Telekinesis)
- Dodge Bonus: +5
- Roll With Punch Bonus: +5 (+9 with aura)
- Roll With Fall Bonus: +5 (+9 with aura)
- Roll With Impact Bonus: +2 (+6 with aura)
- Pull Punch Bonus: +2
- Initiative Bonus: +3
- Critical Strike on natural 19 or 20 (Double Damage)
- Damage: +4 (+12 with aura)
- Other Bonuses Of Note:
A.R. 14: all attacks 14 and under do no damage, those 15 and higher inflict damage to the force field.
Punch (Damage: 1d4+2 or 1d4+12 in aura), Kick (Damage: 1d4+2 or 1d4+12 in aura) Knee/elbow (Damage: 1d4+2 or 1d4+12 in aura), Karate Kick (Damage: 2d4+2 or 2d4,+12 in aura), or snap kick (Damage: 1d6+2 or 1d6+12 in aura), Body Block Tackle (Damage: 1d4+2 or 1d4+12 in aura +Knock down), Crush/squeeze (Damage: 1d4+2 or 1d4+12 in aura damage)Pin/Incapacitate on a roll 18,19 or 20, Stun/Knock out automatically on a natural 20 (Duration 1d6 rounds, Can happened unannounced)

Weapon Proficiency
W.P. automatic pistol (Training: 58%+6%/L, Aimed: +5, Burst: +3 Wild: +/-0, Add a +1 to strike rolls@4, 7, 10, 13)
W.P. Knife (Training: 58%+6/L, thrown: +2 @1, 7, 11, 15 Strike: +2 @2 , 7, 11, 15 Parry: +2 @2, 4, 8, 11, 15)
W.P. Shotgun (Training: 58%+6/L, Aimed: +5, Burst: +3 Wild: +/-0, Add a +1 to strike rolls@4, 7, 10, 13)

W.P. Revolver (Training: 52%+6%/L, Aimed: +4 Burst: +1 Wild: +/-0, Add a +1 to strike rolls@4, 7, 10, 13) (3rd lvl)
W.P. (2nd Level) Archery & Targeting 34% (+4%, ) (+20 feet per level to normal range, +1 Parry, +1 strike at levels: 2, 4, 6, 8, 11, and 14 Rate of fire: 2 per round +2 at level 3, +1 at 5, 7, 9 and 12)
W.P.(2nd Level) Targeting (Throwing/Missile Weapons 34% (+4%, ) (+1 strike at levels 1,3,5, 7, 10 and 13, Add +1 to strike with Bow, Crossbow at Levels 2, 5 and 10, Rate of Fire: As per normal HtH)
--- Recognize Weapon Quality -- 46% (+6%)

Saving Throw Bonuses
bonuses in Blue apply only when Force aura is active.
Coma/Death: (+6% with aura)
Toxins (15+):
Magic (varies): (+2 with aura)
Lethal Poison (14+): (+2 with aura)
Non-Lethal Poison (16+): (+2 with aura)
Insanity (12+): +8
Psionics (12+): 6 or higher to save (+5 M.E. and +1 Mind Block Auto Defense)
1d6 = 4
1d6 = 5

HP: 1d6 = 1
Last edited by Wi-Fi on Mon Jul 10, 2017 10:15 am, edited 96 times in total.
OOC Comments
Wi-Fi's character sheet
[OOC]bonuses in green apply only when Force aura is active.
PPE: 15
ISP: 130/140
HP: 30 (34 with aura)
SDC: 47 (260)

Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6


Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)
[/OOC]
User avatar
Wi-Fi
 
Posts: 503
Joined: Sat Jan 11, 2014 3:28 am

Re: Wi-Fi

Postby Wi-Fi » Wed Jan 15, 2014 9:56 pm

Worn:
Advanced Hard Armor Vest

M.D.C. by Location:
• AR: 12
• SDC: 83/120
Weight: 9lbs (4 kg)
Features:
• Multiple storage attachments
• Can be fitted with extra armor AR+2, 5lbs


Omega Suit
A.R.: 17
SDC: 250
Features:
1) Hyper-mimetic alloy fibers change size and molecular composition to fit wearer regardless of APS powers, shape or size changes.
2) Built-in short range encrypted radio transceiver (Omega freq only).
3) Built-in RFID transponder for C.S.P.D. verifies wearer is a Centurion to all C.S.P.D. and their precise GPS location within 20'

Additional Items:
-goggles (with an infrared lenses that can be put on when needed)
-re-breather/gas mask (air tank for underwater use required).

Nest Armored Long Coat
She also has a Hooded Long coat with snaps to hold down hood to a mask to help reduce physical profile identification. It is a light leather with Concealed armor to protect wear from some injuries, impacts and cuts.

A.R.: 10
S.D.C.: 70
Coloration: Onyx-Dark blue
-hood that snaps shut and holds down her suit mask to keep it from getting in the way.
-Use of non-magnetic metallic zipper and Non-magnetic.

Advanced Hard Armor Vest (for Combat heavy/assault Missions)

M.D.C. by Location:
• AR: 12
• SDC: 120
Weight: 9lbs (4 kg)
Features:
• Multiple storage attachments
• Can be fitted with extra armor AR+2, 5lbs


Mobile Wireless and Data Access Point system
This harness allows the wearer to use the remote Wireless Router system to hack into or access local area networks and things like security cameras, information databases, Drones or Remotes and such while in the field. Feed can go to a monitor or goggle/Glasses with video feed. The system itself is highly secured and has redundant anti-virus, anti-spyware and Mal-ware protection as well as lead and copper lined pouches holding vital electronics similar to Faraday cage.

Mobile Wireless and Data Access Point system
Role: Mobile Communications/Data Access System
Range: Wireless pick up and transmission range varies with signal and power fed into transmitter.
Weight: 5-8 lbs (Harness) mod adds 6 lbs to a suit
Power System: Battery power/Plug in recharger (12 hours continuous operation or unlimited if plugged in)
SDC: 50-100 depending on how well harness is made

Features:
-Easy maintenance and easy to find parts.

-Flash Pack:
Primary Purpose: disrupt or misdirect pursuers
Secondary Purpose: message beacon
Light may also be used as a torch, signal or for Morse code, altered to emit Infrared or ultra-bright range and has a Light Pattern Recorder. It can repeat and flash as set by the user On/off switch and a Timer are also installed. This device is about the size of a modern hand sized Ipad/phone.

-Voice recorder Pack:
about the size of a a modern hand sized Ipad/phone
Primary Purpose: tactical use to misdirect pursuers and disable them and act as message recorder
Secondary Purpose: Disrupt Sonic abilities and Dampen noises
This device may prevent voice activated powers and vocal based abilities like spells via white noise. It can repeat and play back recorded sounds as set by the user.An On/off switch and a Timer are also installed to better deploy for effect. This device is about the size of a modern hand sized Ipad/phone

-Viral/hacking Memory sticks
Primary Purpose: Varies by Program, can be virus, hack or other non-virus uses. Such use may include: to play a message, call up a certain function at set time, transmit an anti-virus program or other mundane task.
Secondary Purpose: Electronic assault emits a virus to designated target via the computer's USB the stick is attached to or the Router.
When placed in a computers USB or routers it attempts to send a virus or acts as a relay to hack into the attached computer. virus may be set perform a specific task or cause a general virus. An on/off switch and timer are included to synchronize hacks and program activation.

Holstered on person:
Personal Weapons on person: Close quarters Hand pistols (2-6 as needed):
Image
Easy to make and cheap to replace the vigilante group called Nest employed these hand guns extensively. Ideally each member would carry 2-6 of these pistols to reduce re-loading time and some pistols were designated to use special ammunition that damages weapons. Multiple function shots ranging from non-lethal rock salt or pepper spray/mace cocktails to 12 gauge sized explosive and a variety of Flechette rounds. Quick reload packets were also designed to enable faster reload time and they are made of Non-Ferrus materials as well. they load like a double Barrel shotgun to make them easy to use even by novice Nest members.

Range: 200ft for Shotgun rounds
Damage: Varies. Shotgun rounds inflict 4d6sdc (buckshot) to 5d6 SDC (slug)
Payload: 3 shells per full load
Rate of fire: single shot
Proficiency: W.P. Automatic pistol and shotgun both apply to this weapon
Special shotgun shells: Amount and type carried varies by mission payload. a quick load packet has three rounds in it. Rounds are stored at her main stash, but often left out unless combat or the mission specifically calls for the type of ammunition to avoid risk of it being used against her. Rounds with the word (Favored) indicate standard rounds she carries.

Rock Salt: 6 quick load packets (Favored Round)
1 point of damage, unarmored targets must save vs. Non-lethal poison or suffer -1 to attacks for 1-4 days. successful save means will reduce time to 1d4 minutes.

Phosphorous: 6 quick load packets uses as flare or to burn through barricades.
range 24 feet, damage 7d6 (35% chance to damage barrel when fired imposing a -4 to strike, a second failure will render weapon unusable.

Flechettes: 6 quick load packets
Sharp silver, projectiles fill this shell. P.V. 2, 6d6 Damage

Armor Piercing: 6 quick load packets (Favored Round)
Damage: 1d4*10
specially shaped Teflon jacketed slugs. +2 strike or reduce AR by 2.

Glaser: 6 quick load packets
Damage: 1d6*10 with a P.V. of 1

Exploding: 6 quick load packets
Damage: 1d6*10 with a P.V. of 9

Shok Lock Cartridges: 8 quick load packets (favored round)
Damage: 5d6 with a P.V. of 5. Special Ceramic rounds that do not shrapnel or leave bullet fragments.

Multi-ball (Low Lethality): 8 quick load packets (favored round)
Damage: 1d6 with a P.V. of 1. shock is equal to a medium caliber pistol

Mace/Pepper spray Round 8 quick load packets (favored round)
Damage: none, saves Mace/Pepper spray, limited to 6 ft range

Sabot encased darts: 4 quick load packets
Damage: 1d4 + tranquillizer/effect desired

Sabot encased darts: Silver 4 quick load packets
Damage: 1d4 Silver (May include: Tranquillizer or other dart injected effects.)

Triton Industries TI Stun Pistol (1 for special assignments when stealth is priority)

• Range: 100'
• Damage: None. This pistol fires an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each blast that strikes. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10 shots per energy clip


Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10 shots per charge (no clip)

In Room at Omega Base

on ,most missions she typically has 1-3 of them unless all 5 are needed for certain. Wi-Fi may let others use them if the team splits up to be able to share visuals with others over a distance. She is protective of them and treats them as she promised DLL she would. As if she created them herself. she does intend on adding a small monitor or hollow emitter on it to better convey messages and images with eventually.
Character Name: TRS-13
Power Category: True Robot
Alias: Spider Bot
Occupation: Evil Robot/Wi-Fi's Network Arachnids
Alignment: Miscreant

ATTRIBUTES
I.Q.: 10
M.E.: N/A
M.A.: N/A
P.S.: 5
P.P.: 16
P.E.: N/A
P.B.: 5
Speed: 40

PHYSICAL DATA
SDC: 50
AR: 6
Height: 2"
Weight: 3 lbs
Description: Silver robot in the shape of a spider.

Robotic Features
Rechargable Battery Powered (12 hours of power before a 2 hour recharge time)
8 Insect Style Legs
Basic Listening System
Basic Robot Optic System
Video Receiver and Transmitter
Spotlight Eye Beam
Combat Computer
Motion Detector and Warning System
Micro-Radar
Finger Laser: Damage: 1 point, 1D4, or 1D6 damage. Range: 250 feet. +1 to strike.
Electrical Discharge: Damage: 2D6. Range: 6 feet. APM: One per melee.
Biting Jaws: Damage: 1D6.
Spike and Towline: Damage: 1D4. 15 foot length of 'web'.
SPECIAL: Can adhere to walls and ceilings due to specialized electromagnetic components.

Combat Data
Number of Attacks: 3
Initiative Bonus: +2
Strike Bonus: +1
Parry Bonus: +1
Dodge Bonus: +5
Other:
Can track 25 targets.

About: Created by Daddy Longlegs (Telluride Robotic Systems) to do his bidding.

military style Duffel bags (2)
Personal Wardrobe: consist of long coats (Black-dark Grey, Dark Grey-Blue, Blue and a black one), a T-shirts, several pair of Safety Hiking shoes (with non-Ferris steel toe, sole and shank to avoid magnetic powers), pairs of close-fitting Cargo style pants that are re-enforced with extra layers and padded to provide some protection from tears and impacts.

Nest Driving suit w/concealed armor built in to it.:
A.R.: 10
S.D.C.: 50
Crash Damage Reduction: 24 damage
Coloration: a pale green color for nest.
Additional Features:
-goggles (with an infrared lenses that can be put on when needed)
-re-breather/gas mask (air tank for underwater use required).

-hood that snaps shut and holds down her hooded long coat and sweater hoods to keep them from getting in the way.

-thermal insulated to reduce detection of heat signature and help maintain temperature balance. in hot or cold environments. this may also provide some resistance to heat and cold as well.

-Sound insulated to reduce detection of heart beat and other internal noise a hyper sensitive hearing type might listen for. In loud and dangerous sonic environments it may offer protection.

-Use of non-magnetic metallic zipper and Non-magnetic.

Financial Info:
Life savings: none spent on gear since a vigilante doesn't make a lot of cash.
Weekly paycheck: does online programming and computer repair work for cash.

Transportation:
Can Am Spider

Wishlist:

Mobile Holographic Projecting Wireless and Data Access Point system
-Future version will hopefully contain holographic and satellite relay capability.

Built into: Nest Driving suit w/concealed armor or Omega.:
Other ideas for the suit she has/had:
-Sensitive touch microphone on index and middle fingers that permits eavesdropping through solid surfaces or at a distance. The recording can be played and downloaded into a chip or other personal comm device.

-Electromagnetic pads in the soles of the boots for adhesion to certain surfaces.

Educational goals:

Long term:
Medical investigation skill program
Physical skill program

EP goals:


Edit: Added Goals so I don't forget them.
Attachments
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Last edited by Wi-Fi on Thu Jul 13, 2017 12:05 pm, edited 60 times in total.
OOC Comments
Wi-Fi's character sheet
[OOC]bonuses in green apply only when Force aura is active.
PPE: 15
ISP: 130/140
HP: 30 (34 with aura)
SDC: 47 (260)

Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6


Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)
[/OOC]
User avatar
Wi-Fi
 
Posts: 503
Joined: Sat Jan 11, 2014 3:28 am

Re: Wi-Fi (Mutant Psychicl, Needs aproval)

Postby Wi-Fi » Wed Jan 15, 2014 9:58 pm

Background:
Born to a fairly well off family her and her now estranged brother were the survivors of a fire that tragically killed their parents. both were raised by an elderly (now dead) uncle. What the young mutant did not know was that she had far more power than she was aware of. she was a Psychic. A potentially dangerous one at that. Learning to control what power she had was not easy and needed to be guided by others. her uncle,also a Mutant started to train her up until his death from a cancer he gained by stopping a radioactive villain. He asked her to continue his cause of protecting those who could not defend themselves. It was around this time she started to lose faith in humanity and its ability to be what they could truly be. All the chaos and destruction..they seemed doomed to turn on themselves. Attempting to push both her unknown future and lingering doubts about the fates of those around her aside she did what any person of reasonable conscience did. Strive to make a difference and to show them what they could be.

Given heroes were not so inclined to the new vigilante style the young woman decided to go in a pack of like minded people. This pack ran for several years during which she learned a lot of hard lessons and lost good friends. When a group of unknown villains managed to take out the pack's headquarters in quick, brutal assault. The band of feisty vigilantes' fought back repelling the assault and fled to an old safe house and regrouped, but the safe house was also known to the villains.

Fortunately a group of heroes who were tracking the unknown villain group struck as they attacked the vigilantes. During the chaos that ensued she and three of her allies took advantage of the fight and left the scene. When the fighting ended and the Centurions arrived taking the few surviving villains and heroes into custody and sending the heroes for medical attention. Of the Pack only 4 survived and each decided reforming was not an option, raided the last hidden caches of equipment and went there separate ways. The ex-pack mates Stay in contact today. she and the other 3 still talk with one another and occasionally help each other. Two of them retired from the business because they were getting to old, and one became a father. The Ex-vigilante now father moved to safer place to raise his children and wished his former allies luck in whatever path they took.

As for our would-be hero she started a solo career as a hacker and freelance programmer to make ends meat. Seeing little excitement in that Clarica thought about joining a real hero team as fate would have it. Wi-Fi was in a job and found out she was helping a hero that was undercover. She saw an opportunity to improve her lot in life and boldly asked to get a job upgrade. The hero took her request to heart and saw some potential in her to do more good than she was as rogue hero or vigilante. He put in a good word and she was sent to a meeting with a new future, One she hopes will not end as grimly as her vigilante career did. Her few remaining possessions in hand, a reference and a newspaper it was off to find this hero team she was told might be a good start.

BACKGROUND INFORMATION:
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Photos:




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Wi-Fi in a Cos Play "Lara Zor-el" during college
Lara_-_Gods_and_Monsters.jpg
Lara_-_Gods_and_Monsters.jpg (9.17 KiB) Viewed 684 times

Wi-Fi in a Cos Play "Lara Zor-el" during college


Interests:
Computer games (maintains an active account on a couple of MMO and other online games.) and Sculpture/Holography. Would like to get Gymnastics and/or Acrobatics lessons (Physical Program)

Musical Taste:
Motorhead, Danko Jones, some Prodigy, Chemical brothers and a variety of songs. She has no one particular genre she favors. She prefers mid-hue music as it does not strain her eyes much.

Quirks:
Hates paintings. She likes sculptures, and were she not a chromesthesia, might have been an Professional artist. May still be yet if she ever put her mind to the task.

Religion:
Atheist

Philosophy/Politics:
Libertarian (minarchist)
minarchists propose a state limited in scope to preventing aggression, theft, breach of contract and fraud. she favors the existence of minimal states and see them as necessary or inevitable.

A 'night-watchman' state, or a minimal state, is variously defined by sources. In the strictest sense, it is a form of government in political philosophy where the state's only legitimate function is the protection of individuals from assault, theft, breach of contract, and fraud, and the only legitimate governmental institutions are the military, police, and courts. In the broadest sense, it also includes various civil service and emergency-rescue departments (such as the fire departments), prisons, the executive, the judiciary, and the legislatures as legitimate government functions.

Advocacy of a night-watchman state is known as minarchism. Minarchists argue that the state has no right to use its monopoly on the use of force to interfere with free transactions between people, and see the state's sole responsibility as ensuring that transactions between private individuals are free. As such, she generally believes an economic environment in which transactions between private parties are free from government restrictions and this approach to the economy is most likely to lead to economic prosperity.

Psychological background: Chromesthesia
(This condition is largely due to her Psionic talents. Should her abilities be rendered inoperable or she is masking her Psionic abilities this condition lessens. When her mask Psionics is in operation her synesthesia decreases until she turns off the mask. She hates masking her Psionics as it takes away her modified view of the world. but realizes it does aid her to mask in certain situations she may be hindered)

sound → color synesthesia, or chromesthesia is "something like fireworks": voice, music, and assorted environmental sounds such as clattering dishes or dog barks trigger color and firework shapes that arise, move around, and then fade when the sound ends.

Sound often changes the perceived hue, brightness, scintillation, and directional movement. Some individuals see music on a "screen" in front of their faces. Deni Simon, for whom music produces waving lines "like oscilloscope configurations – lines moving in color, often metallic with height, width and, most importantly, depth." Wi-fi's favorite music has lines that extend horizontally beyond the 'screen' area. this psychic sees people as shades of colored pattern. Its by spotting colored patterns with out non-light bodies that she spots invisible objects or people.

Synesthetes show the same trends as non-synesthetes do. For example, both groups say that loud tones are brighter than soft tones, and that lower tones are darker than higher tones. Synaesthetes nevertheless choose more precise colors than non-synesthetes and are more consistent in their choice of colors given a set of sounds of varying pitch, timbre and composition.

Personal Code of conduct and behavior:
1. May or may not keep her word to Villains willing to hurt innocents. Will keep her word with the non-violent or more professional Criminals (Aberrant types) so long as it does not conflict with her team loyalties or personal codes. Will always keep her word with teammates.

2. May lie to and cheat to Violent Criminals and Known Traitors. will never lie or cheat a teammate.

3. Will not kill an unarmed/non-powered foe. (But may knock out or take advantage of one)

4. Will never kill and avoid harming an innocent if possible, Particularly a child.

5. Never torture for pleasure or extract information. May use a situation that happens by chance to extract information, but not likely too.

6. Never kill for pleasure.

7. May or may not help a Violent Criminal or known traitor in need. Will always aid a teammate however she feels about them.

8. Attempts to work with in laws when possible.

9. Breaks laws only when saving innocents and when no one is injured in the process if possible. Will compensate for damage if able to do so. when working on Official team business she will break no laws or not act in a conduct that is against its code.

10. Respects the professional Criminals code (never rat out a partner and such), enforce that code if dealing with a honorable/professional Criminals.

11. Will use Honorable/professional criminals as information Sources in an effort to save innocents and capture the Violent criminals. But will never betray her group/allies or commit crimes in exchange to get info.

12. May take "dirty" money and give it to worthy causes, Return it to the owner or those needing it more than the criminals. (will not take it for herself or when working on Official team business.)

13. Never betray a friend, teammate or fellow professional (Source or otherwise).


Rules of power:
Never Appear Too Perfect

Appearing better than others is always dangerous, but most dangerous of all is to appear to have no faults or weaknesses. Envy creates silent enemies. It is smart to occasionally display defects, and admit to harmless vices, in order to deflect envy and appear more human and approachable. Only gods and the dead can seem perfect with impunity.”

When dealing with 'inferiors', henchmen and Fools
“Never assume that the person you are dealing with is weaker or less important than you are. Some people are slow to take offense, which may make you misjudge the thickness of their skin, and fail to worry about insulting them. But should you offend their honor and their pride, they will overwhelm you with a violence that seems sudden and extreme given their slowness to anger. If you want to turn people down, it is best to do so politely and respectfully, even if you feel their request is impudent or their offer ridiculous.”

Friends, enemies and Potential allies:
“Be wary of friends—they will betray you more quickly, for they are easily aroused to envy. They also become spoiled and tyrannical. But hire a former enemy and he will be more loyal than a friend, because he has more to prove. In fact, you have more to fear from friends than from enemies. If you have no enemies, find a way to make them.”

Honesty and true loyalty:
“Remember: The best deceivers do everything they can to cloak their roguish qualities. They cultivate an air of honesty in one area to disguise their dishonesty in others. Honesty is merely another decoy in their arsenal of weapons.”

Friends and Contacts
“Keep your friends for friendship, but work with the skilled and competent”
― Robert Greene, The 48 Laws of Power

Initiative and the creation of legend
“Few are born bold. Even Napoleon had to cultivate the habit on the battlefield, where he knew it was a matter of life and death. In social settings he was awkward and timid, but he overcame this and practice boldness in every part of his life because he saw its tremendous power, how it could literally enlarge a man(even one who, like Napoleon, was in fact conspicuously small).”
― Robert Greene, The 48 Laws of Power

Wi-Fi on Friends:

Wi-Fi on Battle tactic that work.
Last edited by Wi-Fi on Mon Nov 13, 2017 9:27 pm, edited 22 times in total.
OOC Comments
Wi-Fi's character sheet
[OOC]bonuses in green apply only when Force aura is active.
PPE: 15
ISP: 130/140
HP: 30 (34 with aura)
SDC: 47 (260)

Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6


Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)
[/OOC]
User avatar
Wi-Fi
 
Posts: 503
Joined: Sat Jan 11, 2014 3:28 am

Power Grid

Postby Blackhaunt » Mon Apr 28, 2014 7:20 pm

Image
Let the GAMES begin.
ImageImageImage
User avatar
Blackhaunt
Dimension Master
 
Posts: 654
Joined: Sun Dec 14, 2008 1:39 am
Location: DIMENSION MASTER: CENTURY STATION

Re: Wi-Fi (Human Mutant Psychic, APPROVED)

Postby Wi-Fi » Tue Jun 07, 2016 11:53 am

Hitpoints:
1d6 = 4
OOC Comments
Wi-Fi's character sheet
[OOC]bonuses in green apply only when Force aura is active.
PPE: 15
ISP: 130/140
HP: 30 (34 with aura)
SDC: 47 (260)

Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6


Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)
[/OOC]
User avatar
Wi-Fi
 
Posts: 503
Joined: Sat Jan 11, 2014 3:28 am

Re: Wi-Fi (Human Mutant Psychic, APPROVED)

Postby Wi-Fi » Sat Jun 18, 2016 10:04 am

"Greater choice of individual powers":

Post one roll to determine your power category.
Post three rolls to determine the specific powers within that category.
Choose your preferred specific power.

Better power options
Catagory: 1d100 = 2

Power Option:
1d100 = 48 Force Manipulation
1d100 = 36 Force Aura
1d100 = 83 Super Punch


Wrestling and Boxing:
SDC:
4d6 = 8

3d6 = 14
OOC Comments
Wi-Fi's character sheet
[OOC]bonuses in green apply only when Force aura is active.
PPE: 15
ISP: 130/140
HP: 30 (34 with aura)
SDC: 47 (260)

Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6


Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)
[/OOC]
User avatar
Wi-Fi
 
Posts: 503
Joined: Sat Jan 11, 2014 3:28 am

Re: Wi-Fi (Human Mutant Psychic, APPROVED)

Postby Wi-Fi » Mon Apr 03, 2017 10:36 am

Wi-Fi's Play book:
Ajax Pattern: (All Offensive Combat)
Basalisk Pattern: (All Defensive combat)
Chimera Pattern: (Mixed Component, Even = ,Defense Odd = attack)

Grand slam: (Flyers fly and grab a target that cannot fly, carry to a designated point. Gramercy or Police Station. This includes if Target can survive orbit in orbit. IF going to gramercy or police station radio ahead and confirm they can take. If not drop them in a spot they won't be trouble or hurt anyone.)

What is defensive combat?

Hitting to entangle, disrupt or trip/tackle. In short to disrupt until you can get help, keep target busy or withdraw.

What is offensive?
kill, disable/KO and put an enemy down. Kill is a last resort only.

Wi-Fi's Combat philosophy:
-in any pattern or Fight to win, even if it means fight dirty. This includes taking one enemy and throwing them into another enemy.
-fight in pairs and set up partners.
OOC Comments
Wi-Fi's character sheet
[OOC]bonuses in green apply only when Force aura is active.
PPE: 15
ISP: 130/140
HP: 30 (34 with aura)
SDC: 47 (260)

Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6


Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)
[/OOC]
User avatar
Wi-Fi
 
Posts: 503
Joined: Sat Jan 11, 2014 3:28 am

Re: Wi-Fi (Human Mutant Psychic, APPROVED) LEVEL UP!

Postby Wi-Fi » Mon Nov 13, 2017 8:52 pm

Journal:
OOC Comments
Wi-Fi's character sheet
[OOC]bonuses in green apply only when Force aura is active.
PPE: 15
ISP: 130/140
HP: 30 (34 with aura)
SDC: 47 (260)

Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6


Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)
[/OOC]
User avatar
Wi-Fi
 
Posts: 503
Joined: Sat Jan 11, 2014 3:28 am


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