Eidolon (Experiment, Inactive)

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Eidolon (Experiment, Inactive)

Postby Eidolon » Sun Jun 27, 2010 1:17 pm

Player Name: Neylana
YIM Handle: neuralarcana

Character Name: Eidolon
Power Category: Experiment
Alias: “Sonya Talon,” real name: Anne Osborn
Occupation: Unemployed
Alignment: Unprincipled
XP Level: 3
XP Points: 4,476 (Updated 7/10/2010 - Blackhaunt)
Next Level @ XP: 8,201
Birth Order/Family Ties: Second Born of Two. Family lives in Georgia. Has not contacted them since her abduction.
Land of Origin: Georgia, United States
Childhood Environment: Small City
Social/Economic Background: Highly Skilled/Upper Middle to Upper Class
When Extraordinary Abilities First Manifested: Late Teens
Disposition: Complainer, constantly aggravated by something.
Insanity: Phobia: Water

I.Q.: 12
M.E.: 7
M.A.: 12
P.S.: 12
P.P.: 11
P.E.: 19
P.B.: 19
Speed: 28

PPE: 10
HP: 26
SDC: 56 (106)
Age: 18
Sex: Female
Height: 5'10"
Weight: 109
Description: She has almond-shaped brown eyes that are like two patches of dried blood. Her silky, curly, brown hair is very long, and worn in a simple style. She is of average height and has a fragile, malnourished build. Her skin is tanned. She has high cheekbones and small ears.

Stats in Blue are the result of Nightstalking being active.
Stats in Green are the result of Inhabitation being active.

Sponsoring Organization & Status: Aliens!
Nature of the Experiment & Type: Exposure to an unknown quantity (abducted by aliens); A deliberate experiment to augment or alter the human body.
Experiment Side-Effects: Chemical Resistance – An automatic saving throw at +5 to save against all chemicals, drugs, toxins and pollution (only +2 to save vs magic potions). Even if the character fails to save, all penalties, effects, duration and damage are half normal. Unfortunately, this applies to good, lifesaving chemicals/drugs, as well as deadly ones.

Natural Abilities:
Carry: 120 lbs
Lift: 240 lbs
Running MPH: 19.6
Charm/Impress: 45%
Perception: (+3 when in darkness at night) (+3 when inside a building)

Super Abilities
Mental Mapping:
Range: One entire building up to 100,000 square feet per level of experience.
Duration: The entire time inside the building, but fades within one minute of leaving the building.
Tap and Use Building Features:
Range: Any fixture within the building that the hero occupies and within 500 feet of the hero.
Duration: The character can control the building's fixtures as long as she remains in the building.
Damage: Normal man-sized doors and windows do 2D6 damage when they strike an opponent, and heavy industrial doors can do as much as 6D6 damage when they come down on someone. Water fixtures can be made to pour out on the floor, making it slippery (01-45% chance of making it slippery enough to make an opponent fall down. Opponents who fall lose the initiative and two melee attacks/actions.) Electrical outlets can be made to send out an electrical discharge, striking an opponent within 20 feet, doing 4D6 damage. Most heavy industrial equipment will do 1D6x10 damage, but heavy hydraulic presses can do as much as 2D6x100 damage. Escalators can be sent out of control, hurling opponents across the floor (same penalties as falling on a wet floor) or elevators, dropping them to their deaths. Heating or cooling systems can make the interior of the building unbearable. These are just a few of the possibilities for a character with this power (other damages are left up to the G.M.)
Limitations & Penalties: The super being cannot influence, use or control alien technology built into the building, but she will know it is present and where it is located. The character cannot use or control any built-in weapon or system that is controlled by an Artificial Intelligence (A.I) nor one that is being manually controlled by a manned operator. In the latter case, if the super being taps that system before an operator is called in to operate or fix the system, the super being maintains control because she tapped it first. She loses control only if she relinquishes her control and an outside operator steps in afterward to take over operations.
Bonuses: Automated and wired systems will never react to or attack the super being, and even those that might be controlled by an A.I. or manned operator are known to the character so she is +4 to dodge any weapon or security systems, and +20% on skills to deactivate, reroute or alter the system.
Condition and Repair of the Building: The character also knows the age and general condition of the building as well as any specific defects, damage, and hazards (bad wiring, rotting stairs, loose railings or tiles, etc.) in the building, and gets a +30% bonus on the skills required to repair them.
Range: Same.
Duration: Repairs are made in half the usual time and are always top notch.

Multiple Lives
The life force, can travel up to 100 miles (160 km) in its search for a safe and isolated location for regeneration. Note: Only the body is recreated, not material possessions, weapons, armor, or implants. The recreated body will be perfect in the sense of being disease free, healthy, unscathed, and with all body parts complete and fully functional. The new body will look identical to the previous one, including attributes (other than P.E.), moles and birthmarks. Memories, insanities, and phobias are part of the life force and will be included in the regenerated character. Finally, no additional insanities result when the character dies, since death is actually a normal part of its existence.
The regeneration process takes 6D6 minutes per level of the dead character. Unfortunately, the life force is drained with each regeneration and results in a somewhat weaker character - one experience level lower and minus two points from the P.E. attribute. Reduce Hit Points, skills, and experience points appropriately. Experience points are dropped to the minimum number for that level. Consequently, a ninth level character with a P.E. of 18 would be reborn as an eighth level character with a P.E. of 16 and the regeneration process would last 6D6 minutes times nine; as long as five and a half hours.
The character can regain and exceed the lost level by gaining new experience points in the usual way, however the P.E. is permanently lost.
1. Vulnerabilities:
While in energy form (when seeking a regeneration location), the life force is immune to all attacks. However, while engaged in the act of regeneration, the character is vulnerable and can be destroyed. The swirling mass of ectoplasm and crackling life energy has a character's physical amount of Hit Points. If damage is inflicted upon it during regeneration, and that damage exceeds 33% more than the available Hit Points, the character is slain and the ectoplasm and energy vanishes as if it never existed!
A character's life force is able to regenerate itself 8+1D4 times. The last time is it. To die afterward means final death.
2. Other bonuses:
Can regenerate missing or damaged limbs and organs in 48 hours; never scars.
Heals twice as quickly as normal humans.
+1D6 to P.E. (a one time bonus).
+ 10% to save vs coma and death.
Impervious to the effects from a vampire's bite; can't be turned into the undead.

Hide in shadows/darkness: Similar to a motionless prowl -not likely to be seen or heard when hiding motionless in darkness. 73% +3% per level of experience.
Sense the exact moment of the rising and setting of the sun.
Recognizes vampires and sees Shadow Beasts even when they are in shadow. Likewise, can see those cloaked in unnatural or magical darkness.
Cannot be turned into the undead.
+10% on the skills tracking, land navigation, and prowl.
Nightvision 1000 feet (305 m) .
Horror Factor of 13 (optional) .
+ 1 on initiative.
+1D6 to damage (only at night).
+50 S.D.C. (only at night).

EDUCATION LEVEL: One year of college

Scholastic Skills
Computer Operation—60% (80% when rerouting building systems) (+5%)
Research—70% (+5%)
Photography—55% (+5%)
Writing (Journalistic Style)—45% (+5%)

Hand to Hand - Expert
Prowl --45% (55%) (+5%)

Secondary Skills
Art—45% (+5%)
W.P. Automatic Pistol
Concealment—28% (+4%)
Pilot Motorcycle—60% (+4%) - (Acquired at 3rd Level)
Running (Acquired at 3rd Level)
W.P. Sword
Paired Weapons
W.P. Blunt
W.P. Knife
W.P. Targeting

Special Skills
Hide in shadows/darkness: Similar to a motionless prowl--not likely to be seen or heard when hiding motionless in darkness. 79% (+3% per level).

Combat Data
HTH Type: Basic
Number of Attacks: 5
Initiative Bonus: +2 (+3)
Strike Bonus: +5
Parry Bonus: +5
Dodge Bonus: +5 (+9 vs building defense systems)
Disarm Bonus: +3
HTH Damage Bonus: (1D6)
Bonus to Roll w/Punch: +3
Bonus to Pull a Punch: +2

Weapon Proficiencies
Automatic Pistol - Aimed: +3 to strike. Recognize weapon quality 42%
Blunt - +1 to strike and parry
Knife - +1 to strike and parry. +1 to strike when thrown
Paired Weapons (Sword and Knife)
Sword - +2 to strike and parry
Targeting (Throwing/Missile Weapons) - +2 to strike

Saving Throw Bonuses
Coma/Death: +18%
Toxins (15+): +7
Magic (varies): +2
- Magic Potions: +4
Lethal Poison (14+): +7
Non-Lethal Poison (16+): +7
Insanity (12+):
Psionics (varies):
Other: Chemical Resistance – An automatic saving throw at +5 to save against all chemicals, drugs, toxins and pollution (only +2 to save vs magic potions). Even if the character fails to save, all penalties, effects, duration and damage are half normal. Unfortunately, this applies to good, lifesaving chemicals/drugs, as well as deadly ones.
Last edited by Eidolon on Fri Jul 02, 2010 12:46 am, edited 8 times in total.


Postby Eidolon » Thu Jul 01, 2010 11:17 am


On Person
Polycarbonate Knife
Damage: 1D6
Slimpack Throwing Knife
Damage: 1D6
Binoculars, low magnification
Backpack - Small
Pocket Tape Recorder
Costume and spare

Stored at Apartment
Motorcycle - Light
A.R. 5
S.D.C. 50
Speed: 90 mph
Range: 120 Miles

Cash on hand: $730.00
Bank: $4,000.00


Postby Eidolon » Thu Jul 01, 2010 11:57 am

The child named Anne Osborn was a normal kid in every way. Her father did advertising for a megacorporation, and her mom was the director of a social services organization. She had an older brother, whom she shared an intense sibling rivalry with. About all that could be considered noteworthy was that she was born in an elevator. She had two good friends. One she had a history of rivalry with at school, but they liked each other once they got passed first impressions. The other was her cousin, with whom she'd fish with on yearly camping trips.
At age 15, her father let her travel with him while he was on business trips. She got to see many parts of the world. It was during one of these trips that she vanished without a trace. Her family did everything they could to find her, all in vain.

It happened in a hotel in Sydney. Anne couldn't sleep, as often happened when in a new city. She sat on the balcony and looked out over the busy citylights, feeling the warm summer air on her skin. Suddenly the sky was filled with blinding light. She briefly felt something grab her, a slight pinch on her neck, and she blacked out.

Only snatches of memory exist of the time she was away. Strange non-human faces looking down at her immobile body. Horrifying implements of pain and torture. Brief flashes of combat or training. The sensation that she was somehow inhabiting a body far bigger and more complex than her own...

The next thing she knew, she woke up in a squatter tenement in New York. She had a bag of clothes, a few basic items, a couple knives, and a costume like she remembered superheroes wearing. She could feel most of the building, and use it as if it were her own body, and she had a certainty in her mind that death would not be able to stop her.

She took the name alias "Sonya Talon" to avoid having to face her family again. They wouldn't understand the thing she had become anyway. The tenement building became her home, and many of the regular squatters began to feel as if there were a guardian angel over the building. Slum lords began to avoid the place, saying it was haunted. Eventually, the drives that made her protect this place expanded into an almost compulsive habit to sneak around the neighborhood at night, a predatory and cunning presence that watched the neighborhood. Those who met her in these nightly wanderings either came away with a horror story to tell, or they muttered the name "Eidolon" with gratitude.

Power Grid

Postby Blackhaunt » Sun Jul 04, 2010 4:37 pm

Let the GAMES begin.
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