Name: Jarred Williamson
Age: 27
Gender Male
Sex: XY
Personality: Jarred is, despite his short attention span, a really smart guy. He's got a lot of knowledge amount about general science, with special regards towards physics and engineering. Don't ask him about his work unless you're partial to having your ear talked off. Outside of his workplace, he is generally quite jubilant, and enjoys getting drunk with friends, as well as making friends to potentially get drunk with. It's rare to see him without a smile on his face. He is generally energetic, hasty and impulsive, but is capable of recognizing a situation which requires a more serious approach. He's quite easygoing and slow to anger, but everyone has their breaking point...
Appearance: A tall, somewhat overweight man with very long curly brown hair and a rather large frame, he is fairly muscular under his initial layer of fat. He spends most of his time wearing a torn cloth jacket which he has taken a liking to, and on the rare occasion that he removes it a tattoo of a strange, alien (and apparently aquatic) creature on his shoulder becomes visible. He has a short, dark brown beard which covers only a small part of his chin, as well as a very thin mustache. His hands are covered in scrapes and calises, and there is a huge scar stretching from the left side of his head to his left eyebrow. In battle, he wears a set of power armor covered with numerous plates that are covered with intricate patterns, from which an odd navy-blue light glows. The armor covers his body, arms and legs, but lacks a helmet.
Backstory: One day, in the middle of an empty field in the outskirts of Avalon, a strange energy began to permeate the air. Suddenly, there was a flash of pure white light, and an intense glow shone from the center of the field. As suddenly as it had began, this light vanished, and lying where the center of the glow had been, was a man wearing a set of power armor and holding a giant mechanical hammer and shield, all of which were constructed of a design nobody had seen before. The man got up and began looking around, completely disoriented, when two people who had witnessed the lightshow approached him, asking how he got here. His response?
"Well... I might be wrong about this, but I think... I think I may have just been involved in a freak universe-hopping incident."
Over a few hours of chatting, Jarred learned a few important things about the world he had just come to, and told of where he was from. He came from a planet called Septerra, a world split into seven layers which orbited the lowest layer, the core, separately from one another. The layer he came from was more or less, a trash dump, and he had assembled his gear from scrap he'd collected. He was investigating an anomaly of sorts which had cropped up nearby-perhaps a tear in the fabric of reality-and that's about all he remembers of the place. His memory fogged by an unknown force, he seemed to grasp onto the nature of the world he'd come to unusually quickly, as though he had already lived in Avalon for a few years.
Upon seeing what Jarred's gear was capable of, the people who had found him suggested he enroll himself in Avalon Academy. For some reason, he seemed reluctant to be called a hero, but he took their advice, and enrolled in Avalon Academy as a villain. Not just to grow stronger and to make himself known, but to test and develop even more badass gear as well.
Rank: F
Hero Side: Villain trainee.
Stats
Health: 200
Actions: 1.25 (I'm guessing this rounds down.)
Resolve: 3
Power: 8 [10]
Fortitude: 8
Ambition 7
Bravery 1
Skills:
Manipulation- 20
Focus- 5
Resilience- 10
Athletics- 10
Tactics- 5
Stealth- 0
Training- 5
Alertness- 10
Reflex- 0
Determination- 5
Perks: (You get 4. Make them count. You get an additional perk each rank up.)
Augmented arms: Constant upgrades to power armor grant an extra 2 power per rank.
Scrapper's touch: Knowledge of mechanism grants doubled damage against mechanical opponents (like robots), 1.5* on mechanically enhanced opponents (like cyborgs). This multiplier is applied after all other bonuses.
The most badass hammer possible: Grants the hammer charge passive ability.
The best offence is a good defense: Grants the shield charge passive ability and doubles chance to "dodge" physical attacks.
Abilities: [Ability points= Training+1] (Your abilities and powers go here. Specify what Skill they use and if they are active or passive.)
Hammer crush: [active, basic attack, manipulation.] Jarred swings his hammer, delivering a powerful strike with its weight and nothing else. Deals 4d[manipulation]/4 damage.
Hammer charge: [passive, perk ability] Jarred's hammer is capable of storing kinetic energy. Every time Jarred hits with Hammer Shot (even if he's just targeting, say, the ground) the unmodified damage roll is added to his "hammer charge" stat. If this goes above [manipulation*2] the hammer will overload, resetting hammer charge to 0 and preventing it from increasing for d4 turns.
Shield charge: [passive, perk ability] Jarred's shield has the same technology as his hammer, and can absorb blows. Every time Jarred "dodges" a physical attack, he instead blocks it with his shield, and the damage it would have done is added to his "shield charge" stat. If this goes above [manipulation*2] the shield will overload, resetting shield charge to 0 and preventing it from increasing for d4 turns.
Kinetic smash: [active, manipulation, cooldown 3 turns] Jarred swings his hammer, discharging the stored kinetic energy on hit for a heavy, crushing blow. 4d[manipulation]/4 damage, and for the purpose of damage calculation, hammer charge is added to manipulation. This resets hammer charge to 0.
Dragonsbreath blast: [active, manipulation, cooldown 3 turns] Jarred aims his hammer like some sort of cannon, discharging the stored kinetic energy as a blast of intense heat. 4d[manipulation]/8 damage, and hammer charge is added to manipulation. This resets hammer charge to 0. This ability hits d4 enemies besides the selected target (if they are close enough) and burns the targets, dealing fire damage.
Aegis rebuke: [active, manipulation, cooldown 5 turns] Jarred deflects an incoming attack with a burst of kinetic energy from his shield. Can be declared without using an action, and is triggered if an enemy's attack is successfully blocked before next turn. 4d[shield charge]/4 damage. This attack resets shield charge to 0, and shield charge cannot be gained on the same turn this attack is used.
Aegis stunner: [active, manipulation, cooldown 3 turns] Jarred transfers the kinetic energy in his shield into various parts of his target's body, resulting in a very dizzying series of jolts. 4d[manipulation]/8 damage, target is stunned and cannot take action for 1d([shield charge]/4, rounding up) turns.
Overcharge: [active, ultimate ability, cooldown 20 turns] Jarred flips a switch to activate some untold ludicrous mechanism (perhaps a crude perpetual motion device) to overcharge his hammer's kinetic energy storage. Hammer charge is doubled until the end of the next turn, with no regards to the normal limit. Whether or not it is utilized, after the next turn, hammer charge is reset to zero and cannot be raised for 2d4 turns.
Equipment/Items:
Power armor: Armor constructed with kinetic manipulation technology, it absorbs incoming blows and amplifies the user's strength, enough to bring Jarred up to superhero level. Carved into its plates is a complex pattern, which glows with a navy blue energy.
Kinetic hammer: A mechanical warhammer with a very large head, fitted with kinetic manipulation technology. Currently it is capable of storing kinetic energy from physical blows and releasing it in the form of a shockwave or as heat energy, but there's plenty of room for upgrades. Visible in the spaces where parts of the head connect (and in a couple places along the shaft) is a strange navy-blue glow.
Kinetic aegis: A mechanical tower shield with a broad front plate, fitted with kinetic manipulation technology. Currently it is capable of absorbing kinetic energy from incoming attacks and releasing it in the form of a shockwave, or scattering it (with a rather chaotic assortment of vectors) throughout an object it is touching, but there's plenty of room for upgrades. Visible between the front plate and its backing is a strange navy-blue glow.
Is there going to be an issue with me introducing new mechanics for my character to use? Like, the hammer/shield charge thing?
sixth ability will be added... eventually.
edit: oh would you look at that, I added my sixth ability.