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Occular (Worm x SWTOR)

Discussion in 'Questing' started by Aldsan, Jan 10, 2020.

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  1. Index: Character Sheet
    Aldsan

    Aldsan (Mysterious Heroine)

    Joined:
    Nov 29, 2019
    Messages:
    333
    Likes Received:
    1,683

    • Character Sheet 
      NameTaylor Hebert

      Cape Identity
      Seeker
      StatusTired
      Health5/5
      Base Attack Bonus2
      Armor Class15
      Force Save DC13
        
      Expenses Available2
      Components Available-
      Equipment Description
      Homemade CostumeRoughly made and put together, but still has enough sense of style to give you the first impression as a Hero rather than a villain.
      Collapsible BatonSturdy and useful, though not remarkable.

    • SkillsBonusDescription
      Academics(+4)General ability to study, research, and retain information.
      Diplomacy(+2)The art of speaking with and persuading others. Important for interpersonal relationships as well as PR.
      Investigation(+1)Searching for and finding evidence. Finding clues in the environment. Spotting something hard to see.
      Underworld Connections(+0)Picking up info from the local street hobos. Find the local drug dealers easier. Pick up illicit tinker tech on the black market.
      Treat Injury(+2)Non-powered first aid and knowledge of biology. Later, can also assist with the synthesis of performance-enhancing and healing stimulants.
      Stealth(+3)Sneak effectively without being spotted.
      Slicing(+1)Computer use and hacking. Get that criminal's bank account numbers.
      Artistry(+2)Don't just build something, make it look good. Additionally useful for highly delicate tasks.
      Artifice(+1)Engineer and build weapons, armor, and tech.

    • General Physical Training (5/5) Work out and get your muscles into shape.

      Equilibrium (6/6) Bring your body to it's most "natural" state. You'll find an unmatched sense of balance, but also some resistance to poison and ability to shrug off pain to a degree.​

      Inertia (3/8) Maintain your body's inertia, allowing for impossible feats of acrobatics. Run along walls or even ceilings and vault long distances. This won't maintain indefinitely -- you aren't Spiderman.​

      Flight (0/50) A skill not commonly taught among the Jedi or Sith, but known to the Witches of Dathomir. Use the Force to propel yourself through the air. (Additional Requirement: [Ballistakinesis] NOT MET)​

      Healing Trance (0/8) Put yourself into a Force Trance to heal from wounds and sickness faster. It won't heal anything your body couldn't heal itself, but you should recover faster than you would otherwise. Has the side benefit of largely replacing the need to sleep.​

      Vital Transfer (4/8) Channel life force into someone, healing them at cost to your own health. Spend time sick for healing a single person with major wounds.​

      Force Healing (0/20) Channel the Force to heal injuries, sickness, and poison. This is a concentration intensive process and not necessarily especially quick. Can't heal wounds impossible to otherwise recover from, such as severed limbs.​

      Affliction [Dark Side] (0/12) Infect an enemy with a virulent sickness. It is unlikely to kill, but will leave an enemy either weakened or incapacitated as it runs its course.​

      Life Drain [Dark Side] (0/12) Steal the life from something living to heal yourself.​

      Stun (0/10) Briefly throw off an enemy's sense of proprioception. Will only last a few seconds, but can be useful to gain a quick advantage in combat.​

      Energy Resistance (0/6) Gain damage resistance to forms of energy attacks, whether lasers or electricity. This is not immunity.​

      Negate Energy (0/8) Gain immunity to energy attacks, whether lasers or electricity, as you offset them entirely.​

      Force Lightning [Dark Side] (0/12) Strictly speaking, not an electrical phenomenon, (though, Negate Energy can offset it); it is instead a manifestation of malice. It seeks out nerve clusters and causes as much pain to it's victims as possible.​

      Martial Training (4/6) Generalized training in hand to hand martial arts.​

      Unarmed Specialist (0/16) Advanced hand-to-hand experience. Grappling, holds, and generally laying beat downs.​

      Weapon Training (0/8) Training in a weapon of choice. (Baton, staff, two batons? Maybe something else?)​

      Force Aura (0/10) Wrap yourself in a bubble of Force to telekinetically ward off blows. Acts as a sort of armor.​

      Quick Reflexes (6/6) Focus on increasing the speed of your reflexes.​

      Redirect Shot (0/8) Use your lightsaber to block lasers, or more practically on Earth Bet, use the Force to stop bullets and send them back at the people who shot them.​

      Surge (1/6) Draw on the Force for a quick burst of speed and strength. Excellent for a single strike or jumping a large gap.​

      Force Speed (0/8) Draw on the Force to enhance your speed over a sustained period. You won't win any footraces with Velocity, but you're noticeably faster than what should be human.​

      Slow [Dark Side] (0/8) Physically impose your will upon someone, making their movements and reactions more sluggish and slow than they otherwise would be.​

      Rage [Dark Side] (1/5) Draw on your anger and be rewarded with greater strength and speed.

      Force Scream [Dark Side] (0/8) Let your pain back out upon the world as a scream of sonic force, rupturing the eardrums of anyone nearby, and probably breaking any glass as well. Get those Shatterbird associations.​

      Hatred [Dark Side] (0/12) Seethe in Hatred so deep that it physically rolls off of you, making your proximity painful to those you fight. This will enhance other Dark Side abilities, but will also affect Taylor's general judgement of a situation.​

      Meditation (5/5) Focus your mind.

      Serenity (6/6) Continue your meditation to the point that you can keep a cool mind even under pressure.​

      Valor (9/10) Extend an aura through the Force to protect nearby allies against harmful external mental effects. Particularly helpful against emotion-based Masters, but won't assist against body hijackers such as Regent. This won't help people who have been under an effect for such a long time that they have internalized it as being normal.​

      Cleanse Mind (0/30) Connect with an ally's mind to heal harmful long-term effects, such as Heartbreaker's thralls.​

      Basic Telekinesis (6/6) Use the Force to move small objects.​

      Push (8/8) Send a strong directed Force to push a person or object away from you.​

      Whirlwind (0/16) Use the Force the lift and spin a person, leaving them disorientated and effectively incapacitated. The concentration required for this means only one person can be engaged this way at a time. A person with a ranged weapon can still fire it, though they will have extreme trouble aiming.​

      Kinetic Combat (0/20) Use the Force to manipulate many small objects in the area simultaneously. Often used in conjunction with weapons to control several at once, attacking from all sides. (Additional Requirement: [Redirect Shot] NOT MET)​

      Wave (0/16) Send the Force out from you as an omnidirectional wave, with yourself at the center. An area attack that packs a bit of power behind it, useful when surrounded.​

      Ballistakinesis (0/24) Lift and throw even massive and extremely heavy objects. Become the walking siege artillery you were meant to be.​

      Wound [Dark Side] (0/8) Cause a painful spasm in the target's lungs. Probably won't kill them, but will at least incapacitate them for a few seconds. Probably.​

      Choke [Dark Side] (0/10) Cut off the target's ability to breathe, choking them to unconsciousness, or death.​

      Basic Awareness (6/6) Have a faint sense of danger in your surroundings.​

      Prescience (8/8) Short-term precognition. No more than a few seconds.​

      Visions (0/16) Gain vague visions of the future when you dream.​

      Prognostication (0/20) Meditate to begin charting possible futures. The future is a fluid, ever changing thing. The further out you go, the more difficult and time consuming it is to read different possibilities, as more and more branch out.​

      Psychometry (0/16) Read the history of an object and grasp how it's been used and by who.​

      Life Sense (0/8) Gain a sense of where everything living is around you in a radius of a few hundred yards. Great for situational awareness or trying to keep fighting even when blinded.​

      Object Sense (0/10) Gain of sense of non-living objects in the area, effectively giving total awareness of your immediate surroundings.​

      Empathy (8/8) Gain awareness of the emotions of others. This isn't mind-reading, but you could probably make good educated guesses based on a person's emotional state.​

      Mind Trick (0/12) Cause a general state of confusion and suggestibility in the target. Can't make them act against their natures and can be resisted by the strong-willed.​

      Beast Trick (0/12) Take control of an animal's mind to soothe it or confuse it into attack your enemies.​

      Fear [Dark Side] (0/6) Inspire terror in your foes. Most will flee, but some might try to fight despite the fear. Their attacks will be sloppier for their desperation however.​

      Soothe (0/12) Soothe a person's emotions, calming them.​

      Blind (0/8) Momentarily shut down a person's sight, blinding them. It will only last for a few seconds, but often that's all the time needed in a fight.​

      Obscure (0/18) Wrap yourself in the Force,making yourself less noticeable to those around you. It is not true invisibility, but people who see you are less likely to pay attention to your presence.​

      Probe (0/10) Scan a person's surface thoughts. No deep diving for memories or information.​

      Drain Knowledge [Dark Side] (0/12) Rip knowledge and skills directly from a person's mind. Learn languages overnight. This process is violent and can harm the mind of the person it's performed on.​

      Memory Walk (0/20) Step through the memories of a person to find out details of their past. This method is much gentler, but also slow, and the person will be aware of what you're doing.​

      Telepathy (0/12) Talk directly with someone through your mind. No need to air sensitive conversations to surrounding audiences.​

    • Purchasable ItemsCostDescription
      Components1Components with which to build using Artifice or Artistry.
      Costume (Professionally Designed)30A high quality stylish costume. You can feel yourself being more respected by wearing it. (Gain a Diplomacy bonus while in costume).
      Kevlar Vest30Ballistic armor to protect you against gunfire.
      Moped30
      Travel around town without relying on the bus. However, has a relatively low max speed limit, not particularly useful for chasing someone down.
      Pistol10You can't purchase one of these legally, but there's always a black market, especially in a town like Brockton Bay. Requires a low Underworld Connections check to purchase.
      Sword4Largely a collector's item in this day and age, but there are enough Medieval enthusiasts around to find something functional.
      Taser6A low power taser for quick self-defense.
      Collapsible Staff2A collapsible staff. Wide sweeps and long range makes it useful for fending off multiple enemies, and can help with vaulting jumps.
      Padded Gloves1Lightly padded gloves to make you more effective at punching and blocking with fists.
      Flash Grenade2Useful for blinding enemies, whether for a surprise attack or a quick escape. Requires a medium Underworld Connections check to purchase.
      Smartphone10A higher end phone, useful for day to day life.
      Burner Phone1A cheap disposable phone. Useful for calling in crimes and avoiding being tracked, but has a limited number of uses before you'll have to replace it.
      Police Scanner4Keep track of police radio signals to find crime easier. Increases chance of combat encounters each week. More likely to find encounters in which criminals are already engaged with the Police or Protectorate where you can lend your assistance.
      Portable Medkit3A first aid kit to help treat people without relying on the Force.
      Walkie Talkie2Communicate unobtrusively with teammates over distance. A cheaper alternative than a phone, but less secure.
      Tools2A set of various tools for tinkering and building. Required for more advanced Artifice or Artistry checks.
      Chemistry Set2A set of beakers, vials, burners, and all the other essentials needed for the home chemist. Required for synthesizing chemical based items.

    • CraftingCostDescription
      Lightsaber80A sword made using contained plasma. Extreme cutting efficiency and can sear wounds closed. Requires both high Artifice and high Artistry checks to build.
      Blaster Pistol50A laser pistol the relies on super heated gas for it's primary mode of fire. Comes with a stun setting for the nonlethal take down. Requires a high Artifice check to build.
      Electrostaff15A staff built to deliver a current with each hit. Requires a medium Artifice check to build.
      Vibroblade15A dagger built to cut through most material by way of intense vibration on it's cutting edge. Requires a medium Artifice check to build.
      Shock Gloves10Punching gloves built to deliver a current with each hit. Requires a medium Artifice check to build.
      Dart Gun10A gun built to fire darts by means of pressurized air blasts. Requires a low Artifice check to build.
      Fiber Armor10Densely woven armor treated with a special chemical to make it resistant to heat and impact. Requires a medium Artifice check to build.
      Shield Generator20A wrist mounted shield generator. Generates a one-direction force field from the user's arm, protecting them from harm. Requires a high Artifice check to build.
      Stealth Field Generator30A belt mounted stealth generator. Hides the user from view by bending light around them. This isn't quite true invisibility, as a heat shimmer effect can be visible to the highly observant. Requires a high Artifice check to build.
      Stealth Field Generator30A belt mounted stealth generator. Hides the user from view by bending light around them. This isn't quite true invisibility, as a heat shimmer effect can be visible to the highly observant. Requires a high Artifice check to build.
      Cybernetic Implant15Cybernetic implants can accomplish a number of different tasks depending on how they are designed, from speeding up reaction time, to helping a user resist poison. Requires a high Artistry and high Treat Injury check to build.
      Grappling Hook10A grappling hook attached to a liquid cable dispenser. The liquid cable harden on contact with air, allowing for easy storage. Requires a low Artifice check to build.
      Comlinks5Configure an earpiece into a communications device that is linked only to similarly built earpieces. A good, moderately secure way to stay in touch with your team, though Encrypting them may become necessary against those determined to listen in. Requires a low Artistry check to build.
      Aquatic Rebreather5A breath mask designed to operate underwater by filtering the water to create breathable oxygen. Requires a low Artifice check to build.
      Aquatic Rebreather5A breath mask designed to operate underwater by filtering the water to create breathable oxygen. Requires a low Artistry check to build.
      Tranquilizer Dart1A dart filled with a chemical solution meant to render a person unconscious. Requires a low Treat Injury check to build.
      Antitox Kit5A set of chemical cocktails meant to help deal with various poisons and toxins. Requires a medium Treat Injury check to build.
      Adrenal1A chemical cocktail meant to enhance the user's strength, dexterity, and reaction times for a short period. The user is left feeling worn out and tired after it wears off. Requires a low Treat Injury check to build.
     
    Last edited: May 29, 2020
  2. Index: Influence and Reputation
    Aldsan

    Aldsan (Mysterious Heroine)

    Joined:
    Nov 29, 2019
    Messages:
    333
    Likes Received:
    1,683


      • TaylorNeutral(+0)The City has little knowledge or opinion of Taylor.
        SeekerNeutral(+0)The City has little knowledge or opinion of Seeker.
        Brockton Bay, located on the eastern coast of New Hampshire, acts as the headquarters for the Protectorate East North East division. A relatively small city for it's importance, Brockton Boasts an abnormally high amount of capes for it's population. Unfortunately, most of these are villains, and the city finds itself divided by the local gangs, with the Protectorate only just barely managing to maintain the status quo.


      • TaylorCordial(+2)This person considers Taylor a well-liked acquaintance.
        SeekerCordial(+2)This person considers Seeker a well-liked acquaintance.
        Once Taylor's best friend, things turned sour between them about two years ago. Taylor had come back from summer camp and discovered Emma had a new friend - Sophia - and no longer wished to be Taylor's friend. After that, she conducted a prolonged bullying campaign against Taylor until it culminated in Taylor's near death from a prank gone wrong.

        While Emma is working to repair her relationship with Taylor, things are still uncomfortable between them.


      • TaylorAntagonistic(-5)This person will be easily provoked to violence with Taylor.
        SeekerNeutral(+0)This person has little knowledge or opinion of Seeker.
        A former vigilante turned Ward, Shadow Stalker has a history of violence and willingness to use lethal force. Her power allows her to turn into insubstantial shadows, allowing her to dodge hits, walk through walls, or even phase her iconic crossbow bolts through armored defenses.

        In her civilian identity as Sophia Hess, she has spent the last two years bullying Taylor. Meanwhile, Sophia is currently on the run from the police and blames Taylor for much of her present problems. The two share a largely antagonistic relationship.


      • TaylorNeutral(+0)This organization has little knowledge or opinion of Taylor.
        SeekerNeutral(+0)This organization has little knowledge or opinion of Seeker.
        The Parahuman Response Team and the Protectorate were the United States' answer to the emergence of people with powers. These two organizations stand as a bulwark against any abuse of parahuman powers in the civilian population, and make it their primary duty to arrest and detain parahuman criminals.

        At least, that's the case in theory. In truth, they have a tendency to receive a great deal of criticism from the general populace, with most complaints running along the lines that they are ineffectual and act mostly as a public relations stunt, both due to the difficulty in capturing villains and how often villains seem to escape custody.

        Taylor has stopped a few minor crimes, enough put her on the PRT's radar, but not enough to gain any real notoriety.


        • TaylorNeutral(+0)This person has little knowledge or opinion of Taylor.
          SeekerNeutral(+0)This person has little knowledge or opinion of Seeker.
          The youngest, yet most experienced of the Brockton Bay Wards, Vista is a relatively popular figure in Brockton. Her power is the ability to distort space, whether through compressing, stretching, or bending. However, her ability is unable to affect people and is generally much more limited around crowds.

          Vista has happened across Taylor out of costume before. They've chatted once or twice, but have no in-depth relationship.


      • TaylorCordial(+2)This person considers Taylor a well-liked acquaintance.
        SeekerNeutral(+0)This person has little knowledge or opinion of Seeker.
        The rising star of New Wave, Victoria has what's commonly referred to as "the Alexandria Package" with flight, super strength, and invulnerability. All of this makes her into a serious heavy hitter. Unfortunately for any property she might be around, she doesn't necessarily have the best control to go with her strength, which has earned her a number of nicknames, including Collateral Damage Barbie.

        As a member of New Wave, her identity as Victoria Dallon is openly known.

        Victoria and Taylor are on decent terms. Victoria thinks well of Taylor and wants to encourage hanging out.


      • TaylorCordial(+2)This person considers Taylor a well-liked acquaintance.
        SeekerNeutral(+0)This person has little knowledge or opinion of Seeker.
        While not exactly famous on a national scale, Panacea is well known among the PRT for being one of the strongest and most efficient healers available. She is often called upon whenever any Heroes in the local Protectorate are injured, and is a frequent volunteer for Endbringer battles. In Brockton Bay, she is well known for her volunteer work at the local hospitals.

        As a member of New Wave, Panacea's identity as Amy Dallon is openly known.

        Amy has hung out once or twice with Taylor. She's mostly okay with it.


      • TaylorNeutral(+0)This person has little knowledge or opinion of Taylor.
        SeekerNeutral(+0)This person has little knowledge or opinion of Seeker.


      • TaylorNeutral(+0)This person has little knowledge or opinion of Taylor.
        SeekerNeutral(+0)This person has little knowledge or opinion of Seeker.


      • TaylorNeutral(+0)This organization has little knowledge or opinion of Taylor.
        SeekerNeutral(+0)This organization has little knowledge or opinion of Seeker.
        The largest and longest lived gang in Brockton Bay, the Empire Eighty-Eight thrives on ideals of racial superiority. The Black Man is an animal, the Asian a degenerate, the Jew a thief. Only by standing together can the good people of America hold onto what is theirs. Officially, the Empire likes to state that it does not endorse violence solely on the basis of race, but this is, in truth, only a recruiting tactic to bring in the somewhat less biased of the population. In reality, it is required for gang members to find and attack those deemed undesirable for any sort of advancement in the organization.

        The Empire has a fondness for Norse iconography which is frequently incorporated as part of their imagery.


      • TaylorNeutral(+0)This person has little knowledge or opinion of Taylor.
        SeekerNeutral(+0)This person has little knowledge or opinion of Seeker.


      • TaylorNeutral(+0)This person has little knowledge or opinion of Taylor.
        SeekerNeutral(+0)This person has little knowledge or opinion of Seeker.


      • TaylorNeutral(+0)This person has little knowledge or opinion of Taylor.
        SeekerCordial(+2)This person considers Seeker a well-liked acquaintance.
        Saved by Taylor's alter ego. Has an initially high opinion of her thanks to that.


      • TaylorNeutral(+0)This organization has little knowledge or opinion of Taylor.
        SeekerWary(-1)This organization has reason to distrust Seeker.
        The Azn Bad Boys is made up almost entirely of the Asian diaspora within Brockton Bay. Once a grouping of several smaller gangs, the Dragon of Kyushu brutally conquered each one after another upon his arrival to the city, pulling them under a single banner. The ABB mostly stick to their territory, but they run a number of protection, gambling, kidnapping, and forced prostitution rackets within the city.

        Taylor has made a public strike against the ABB while in costume, earning their ire.


      • TaylorNeutral(+0)This organization has little knowledge or opinion of Taylor.
        SeekerNeutral(+0)This organization has little knowledge or opinion of Seeker.
        The Archer's Bridge Merchants are the smallest of the major gangs in Brockton Bay. Most of their business comes from the drug trade, and they aren't afraid to forcibly push it. A common tactic is to grab someone off of the street and forcibly inject them with something highly addictive in order to forcibly recruit new customers and foot soldiers. The Merchants prey on the weak, the homeless, and the destitute.


      • TaylorNeutral(+0)This organization has little knowledge or opinion of Taylor.
        SeekerNeutral(+0)This organization has little knowledge or opinion of Seeker.


      • TaylorNeutral(+0)This organization has little knowledge or opinion of Taylor.
        SeekerNeutral(+0)This organization has little knowledge or opinion of Seeker.


      • TaylorNeutral(+0)This organization has little knowledge or opinion of Taylor.
        SeekerNeutral(+0)This organization has little knowledge or opinion of Seeker.
     
    Last edited: May 20, 2020
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