Decorative
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Zachriel
Identity: Jeremy Michael Green
Player: Chris Tavares
Experience: 2250
Training:
Affiliation: The Host
Campaign: City of Angels
Sex: Male
Age: 37
Level: 2
Archetype: Romantic
Power Synopsis: Former MEDUSA agent with a moldable kinetic energy manipulation battle suit
  1. MEDUSA Agent Training:
    • Combat Training: +4 Evasion vs. HTH / RN; +2/+1d4 unarmed or improvised weapons; RN attack base vs. normals is 12 with improvised weapons; Throw improvised weapon 30 feet, balanced weapon 75 feet with free bounce.
    • Training and Field Experience: +7 Intelligence; x2 Detection chances. +15 years for espionage careers; +4 on all intelligence-gathering and analysis rolls; Hyper Connection once per game; Identify agents by name/face/rep with 21 or less on d40.
    • Force Of Will: +7 Willpower & Endurance. Photographic memory; Automatically feel outside influences, -1 die resistance difficulty vs. outside influence; +4 reactions for short term Con, Intimidate and Seduce. Variant Powers and Tactics: Power/Training/Weakness Extrapolation with one action in combat, any range; Trump powers once per session with Career/Hobby check.
  2. Battle Suit: This has a self perpetuating energy supply, based on molecular motion absorption and redirection.
    • Aquatic Systems: Breathe water; Adaptation vs. airborne toxins; +8 Strength; Swim at 100 MPH; kinetic sonar in forward arc, 150 feet in water, 75 feet in air.
    • Molding Systems: The suit can take the shape of fifteen different normal outfits. 15 pt. invulnerability vs. Kinetic damage
    • Cold Attack: 2d8 damage cold attack, range is 75 feet.
    • Fog Generation: create up to 75 cubic inches of thick fog (Darkness). 1attack/turn to maintain. 1 minute (4 turns) to dissipate. Fog can carry toxins, 1d20 resistance for hallucinations or wooziness (sleep for mooks) per turn in fog. Once save missed in fog, effects constant until out of fog. Once out of fog, new saves to resist. 10 charges for each toxin, 1 charge to start, remains 8 turns (2 minutes)/charge or until fog dissipates.20
  3. (W) Power Handicap: Invulnerability only vs. Kinetic. Provides no defense the phase after it blocked damage, even if defense left.
Weight: 180

Strength: 12/ 20
   Bonus (+1/ +3)
Agility: 16
   Bonus (+2) physical accuracy
Endurance: 20
   Bonus (+3)
Basic Hits: 4      Agility Mod: -

Presence: 16
   Bonus (+2/ +6) reactions, mental accuracy
Intelligence: 20
   Bonus (+3) damage modifier
Willpower: 18
   Bonus (+2)
HP Mods (1.25/ 1.75)(2.5)(1.2) = 3.75/ 5.25
Healing Rate: 1.6
Carrying Capacity: 130/ 450
Basic HTH: 1d4/ 1d8
Hit Points: 15/ 21
Fatigue Points: 16
Wound Points: 20
Evasion Score: -1/ -5
Powers Description (30 facets base)
MEDUSA Field Agent Jerry Green was a top MEDUSA field agent for many years until political differences led to his resignation.
  • Combat Training: Since Jeremy was a field agent who did a lot of undercover and infiltration work, he has become an excellent improvisation combatant. He has a -4 to be hit by HTH/RN attacks when he has room to move and is aware of the attack. In addition to having a +2 attack base and +1d4 damage in unarmed HTH, Jerry can pick up and use almost anything as an improvisational weapon, applying those same unarmed bonuses to whatever he's picked up at the moment, be it an ashtray or a baby stroller. His attack base in HTH or Ranged Normal, unarmed or with improvisation weapons, is a 12 when fighting normals. Finally, Jerry can throw any improvised weapon with a range of 30 feet, no matter how unbalanced. If he's throwing something vaguely balanced, his range increases to 75, with a free bounce for trick shots.
  • Training and Field Experience: Jerry's time in the field has heightened his intellect and awareness. His intelligence score is increased by +6, and he has double normal detection rates for all circumstances. He has +15 years to his effective age for buying espionage related skills, and has a further +4 on all Career rolls relating to Intelligence Gathering and Analysis. Jerry has connections everywhere, and intimately knows the espionage field—once per session he can generate a contact "from thin air" anywhere, and he can make a Career Check (plus bonuses) on d40 to identify any field agent from any country or organization by name, face or reputation (both within GM parameters).
  • Force Of Will: Jerry has exceptional willpower, and gains a +6 on his Willpower and Endurance. His memory is photographic, letting him recall small details easily, and scroll through text in his mind. He has been trained to be exceptionally resistant to mind control—he can automatically feel outside influences unless incredibly subtle, and resists them at one die code lower than normal (d20 rather than d40, etc.). Jerry is also able to project extreme intensity or affability for brief periods, vastly increasing his chances for people to believe him, fear him or spill information over a casual drink. This gives him a +4 on reactions when attempting to fast talk, intimidate, seduce or con people in the short term (up to one hour).
  • Variant Powers and Tactics: As a MEDUSA field agent, Jerry was expected to be able to identify and counter variant threats. With one action of watching an opponent, he develops a very accurate estimation of the opponent's displayed abilities and tactics (the nature of the powers, what other powers he's likely to possess, weaknesses of the powers [and the opponent's rolled weakness, if logical], where training was received and how much, whether Jerry can take them, etc.) This provides no direct combat modifiers, but will tell Jerry how to trump his opponent's abilities. Once per session, Jerry is able to make that Trump more likely, either locating or quickly manufacturing what he would need to circumvent or short circuit his opponent's powers—sometimes this can be done on the fly, but others he must get somewhere where he can "whip together" what he'll need (in either case, it requires a Career/Hobby roll against his Variant Science skills to put the pieces together—this is similar to hyper-connection: if Jerry already knows how to do it and has the equipment available, it costs nothing).
Battle Suit Zachriel's battle suit constantly absorbs kinetic energy, specifically molecular motion, and uses that as a self- perpetuating power source.
  • Aquatic Systems: The suit filters and oxygenates water or air, allowing Zachriel to breath under water and giving him an Adaptation defense vs. airborne toxins. The suit also redistributes the kinetic energy around it, allowing him to swim at 100 MPH and increasing his strength score by eight points. The suit's ability to sense kinetic energy gives him a strange area sense, operating in a forward arc—this is similar to radar or sonar, but has no telltale energy signature. The kinetic sense has a range of 150 feet underwater or 75 feet on land.
  • Molding Systems: The suit is very adaptable, and can shape itself and its protective abilities in a variety of fashions. It senses incoming kinetic energy and redistributes itself to protect Zachriel, providing him 15 points on invulnerability from attacks (see his weakness below, for more information). The suit can also change its outward appearance and coloration, letting it mimic fifteen pre-recorded outfits (these can be changed at Host HQ). In theory, this can be expanded to duplicating faces, but Zachriel has not yet done so.
  • Cold Attack: Zachriel can focus his molecular motion absorption onto particular objects or people within a 75 foot range. This attacks as cold, and does 2d8 damage. As with all cold attacks, rather than directly damaging non-living targets, the cold attack reduces the structural rating of the object against future attacks. This power is invisible to the naked eye, and Zachriel is practiced at using it without any physical cues.
  • Fog Generation: Zachriel can use his molecular motion absorption on the air round him, generating a cloud of thick fog that acts as darkness. He can create up to 75 cubic inches of thick fog (Darkness). It takes one attack to start the fog, and one per turn to maintain it. If left unattended, the fog dissipates in one minute (4 turns). People trapped in the fog are assumed to be blind (-4 to hit, d40 save vs. agility with rapid movement to avoid mishap) unless they have a compensating sense. Zachriel carries around supplies of water in the costume to provide a basis for the fog in dry areas, and this water can be laced with a variety of drugs. Laced fog is resisted with a d20 check on endurance per turn the opponent is within the fog. Once they fail, they are affected by either hallucinations or unconsciousness (though people with strong wills and constitution will simply be woozy, and -3 on all dice rolls) until they recover with a d20 check vs. End, done outside the fog. The laced aspects of the fog last 2 minutes (8 turns) or until the fog dissipates. Zachriel carries 10 doses of both fog toxins
Careers & Hobbies (41 years base)
  • MEDUSA Field Agent (30 years Broad Career, 12 + bonuses): Jerry spent years as a field agent for the Military Espionage Department, United States of America, the USA's covert international variant surveillance and reaction team. He is an expert in variant tactics and activities worldwide, and is knowledgeable with the world's key variants in political, national and paramilitary organizations. Jerry is an expert at clandestine intelligence gathering, information analysis, stealth, infiltration, interrogation and seduction. He can pilot planes, cars, helicopters and small boats with skill. He is a well trained martial artist and a tolerable pistol shot, though he prefers other means. He knows the basics of variant physics and bio-chemistry, and is an able computer hacker. He has traveled all over the world, speaks several languages fluently, and has contacts with other spies, foreign nationals, and government agents. Jerry is NOT an assassin or wetworks agent, and has no exceptional skill at killing; his specialty has always been gathering and integrating information by any means necessary
  • Sleight of Hand (3 years focused hobby, added to MEDUSA Agent, 16+ bonuses): Jerry has very nimble fingers, and knows basic stage magic tricks, such as palming items. He is also a highly skilled pickpocket, and knows some card tricks.
  • Piano (3 years Focused Hobby, 8 or less): Jerry is a capable piano player who dabbles in a variety of styles.
  • Classic Cars (3 years focused hobby, 8 or less): Jerry is a fan of classic cars—he can identify them, and if need be, rebuild them.
  • Golf (3 years, focused hobby, 8 or less): After his retirement from the field, Jerry started playing a lot of golf and is getting tolerably good at it. Hes not professional, but he seldom slices anymore.
Weakness: Power Handicap Zachriel's invulnerability is based on the molding and energy absorbing properties of his suit, which are unfortunately limited. Not only does the invulnerability only protect him against kinetic-based damage, but once used the suit has to re-configure and re-stabilize itself—giving Zachriel's opponents a moment of opportunity. If Zachriel is hit on the phase after he used his invulnerability, his remaining invulnerability does not defend him—the remaining points are not lost, they are just inoperative while the suit is recovering from the last attack.

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Copyright © 1998 Brian Rogers