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crossoverworldtree · 7 months
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Anya Corazon a.k.a. Spider-Girl II, Araña, Kumo-On’na, Frau Spinne, Kamen Rider Heart
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Motivation: Follow in the footsteps of heroes Date of Birth: 1987 Critter Type: Enhanced Human Attributes: Str 3/8, Dex 5/7, Con 4/7, Int 3, Per 4, Will 4 Ability Scores: Muscle 12/22, Combat 18/20, Brains 13 Life Points: 53/85 Drama Points: 10 Special Abilities: Contacts (Spider-“Family”) 3, Contacts (Government) 1, Attractiveness +2, Adversary (Criminals and costumed monomaniacs) 3, Resistance (pain) 2, Minority (Latino), Martial Travels (Beginner), Kaijin (Dual Form, Armor Value 12, Adversary – Millennium, Gauntlet Punch), Leap 1 (+10ft up, +10 yards across), Wall Crawl, Hard to Kill 5, Nerves of Steel, Fast Reaction Time, Magic 1, Nanjin Adept
Name - Score - Damage – Notes Jab – 20/22 – 8/13 – Bash (+1 Damage in Gauntlet) Punch – 18/20 – 11/21 – Bash (+2 Damage in Gauntlet) Haymaker – 16/18 – 13/29 – Bash (+3 Damage in Gauntlet) Sweep Kick – 17/19 – 8/13 – Bash, can trip Kick – 17/19 – 13/23 – Bash Spin Kick – 16/18 – 14/25 – Bash Web Shooter – 18/20 – None – Various effect, -1 dex per SL, -10 to actions when netted, effective 15 Strength Web Jump – 18/20 – None – Add 4+SL to a jump (9) Web Swing – 16/18 – 16/32 – Bash Add SL of Jump boosted by Web Jump Rider Kick - 17 – 82 – Bash Add SL of Jump boosted by Web Jump Magic - 14 - Varies - By Spell
Spider-Man, Spider-Girl, and their family were not the only ones who could awaken the true potential off the Nanjin.  Si-Fan was not alone in trying to find them.  Millennium found her first, and almost turned her into a full Kaijin. She escaped, thankfully, and became a hero.  She's been through many tough trials, she has the heart of a hero, and a smart mouth.  She lives with her dad (her mom died when she was young), and is somewhat smothered by him, but she likes it.  But don't tell him that.
She enrolled in the Avengers Initiative program in 2005 but has been active as a hero since 2003.  She is one of the last known Shocker Kaijin to have been created, and the last known one to rebel against their tyranny. She has since trained in magic and had a hand in dealing with the aftershocks of "The Crisis".
Known Ki: Wall Walk, Breather, Hail Mary Run, Massive Blow Acrobatic Multi-Tasking, Flying Leap
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crossoverworldtree · 8 months
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Elemental Beings
There are many types of being out there beyond just demons, fae, and ghosts. Spirits of all sorts roam the world. Some are conceptual spirits, while others embody things in the 'real world'.
Elementals are probably the most tied to earth next to animal spirits. They are akin to Gods but lack the accumulated power and solidity, as well as the breadth of abilities they have. Many of them embody a specific aspect or expression of elemental power. A powerful wind spirit may embody a jet stream, while a lake may have its own elemental spirit. A volcano spirit of the spirit of a fault line or a proclaimed hurricane spirit can be a handful to deal with!
Most potent elementals can disguise themselves as humans and take up elemental forms when they express their power more openly/overtly. As spirits, killing them can be quite tricky. Blow up their physical body and it just takes them some time to rebuild one. Elementals are normally spirits, meaning they have several advantages that Ghosts have. They are innately magical, regenerate their Constitution each hour, are immortal unless slain properly, intangible unless they manifest their forms, can 'hear' when they are called up, and while intangible as a spirit, they are largely invisible to mundane humans. They can manifest a body but doing so takes a long time. They must spend as much time 'regenerating' the body's form as if they had been knocked to -10 Life Points. So, an elemental with a being with 60 Life points and 6 Constitution would have to spend 12 hours building itself a body if they lose it or are 'killed' without dealing with the spirit.
If their body 'dies' they become a spirit and are unconscious -- but also extremely vulnerable. Techniques and methods of dealing with ghosts work equally well on elementals... Usually. Earth Elementals are unaffected by Rock Salt for instance. But they can be "Busted" or discorporate with enough spiritual damage after being 'slain' to finally put them down.
Naturally, each Elemental has an Elemental Weakness that affects them both physically and spiritually. Fire is weak to water, water is weak to earth, etc.
All in all, the "Base" Elemental quality costs 12 points.
Air/Wind - Wind spirits are free-wheeling, fast, and hard to pin down. They have Flight (Advanced), +10 speed, +1 Willpower, +4 Dexterity, +3 Constitution, and +1 Strength. When in Elemental Form, they take 1/5th damage from physical attacks. They also have "Fluid Physics," meaning that they can squeeze themselves through smaller things (though it feels weird to do so and can take a bit of time). Air elementals take double damage from fire and can be sucked into vacuums if they are not careful while in elemental form. This adds 22 Points to the cost for a total of 35 Points.
Electricity - Electricity or 'Thunder' spirits are potent and dangerous beings. They take 1/2 Damage from kinetic attacks and 1/5th damage from 'energy' attacks. In the modern age, they can travel along electrical lines at near-light speed. This works as Blink level 5, but is limited by electrical lines. They also have Flight (Advanced), +20 Speed, +1 Willpower, +5 Dexterity, +1 Constitution, and +2 Strength. Their physical attacks can deal an extra 2 damage per SL of the strike in Electrical damage, and those who directly touch them (or hit them with something metallic while not insulated) take 1 point of electrical damage per SL of the attack. On the negative side, they have a weakness to both Water (damages as Holy Water does Vampires, with Saltwater doubling that damage) and conductive metal strikes which ignore their damage reduction and deal an extra point of damage for each success level of the hit. They can also be 'grounded' by pinning them to the earth with a conductive material. It must go 'through' them and deals 30 damage to them if it hits a limb, and double that if through the torso. Rules for ''through the heart' and 'to the head' apply to both attacks. All together, this costs 42 Quality Points.
Earth (Dirt) - Earth Spirits made up of soil, loam, clay, or sand are the 'softest'. They have an armor value of 3, Reduced Damage (1/2 Kinetic, 1/5th Energy). They can 'pass' through the earth and appear elsewhere (akin to Blink level 5, but on the ground only). Dirt Elementals have +2 Constitution and +2 Strength. On the negative side, water messes them up pretty badly (again, as a vampire). Wooden weapons also deal double damage to them (IE: they ignore the damage reduction). All together that costs 34 Points.
Earth (Rock) - Rock spirits are similar to Earth Spirits, but tend to be more-so. Their armor value increases to 6. Their Reduced damage remains as it was. They can do 'move through substance' trick, but add cement and other rocks/stones to the list on top of dirt, and have higher attribute bonuses: +4 to both Strength and Constitution. The total quality cost for this is 41 Quality Points.
Earth (Crystal) - Spirits of crystals, diamonds, pearls, and others are the hardest to find and deal with. They have +5 to both Strength and Constitution and increase the armor value to 13. This makes the Earth (Crystal) Elemental cost 50 points. This quality can also be used for Earth (Metal) Elementals.
Fire - Sometimes called Salamanders, or Pyros, these are beings of fire and plasma. They have Advanced flight, and they take 1/2 Damage from kinetic attacks and 1/5th damage from 'energy' attacks. They gain +10 Speed, +1 Willpower, +3 Dexterity, +2 Constitution, and +3 Strength. Their physical attacks can deal an extra 2 damage per SL of the strike in Fire damage, and those who directly touch them take 1 point of fire damage per SL of the attack. On the negative side, they have a weakness to Water (damages as Holy Water does Vampires) and the effects of suffocation are doubly effective against them.
Water - Undines, these beings are potent for simply how important water is to all life on earth. In their elemental forms, they take 1/5th damage from physical attacks, and while they can be frozen 'solid' this barely affects them damage-wise, so they take 1/10th damage from 'cold' effects. They are amphibious and have "Fluid Physics," meaning that they can squeeze themselves through smaller things (though it feels weird to do so and can take a bit of time). elementals take double damage from electricity and can be sucked into vacuums if they are not careful while in elemental form. This adds 30 Points to the cost for a total of 43 Points.
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crossoverworldtree · 9 months
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Half-Dragons/Sárkány/Dragon Men (13 point quality)
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Art by Stjepan Sejic
Some Dragons interbreed with humans, creating dragon scions, or half-dragons. They usually alternate between a human form and a draconic form. Like dragons, they are extremely potent creatures. In modern times, such beings are extremely rare, and were similarly rare in ancient times. Some people claim to have such beings as part of their family lineages (often to give legitimacy to their reigns). And sometimes the 'draconic' side just flares up again out of nowhere (hellmouth proximity heps).
Half Dragons have +4 Strength, +2 Dexterity, +3 Constitution, +2 Perception, and Willpower. They have thick-scaled hides, granting them an Armor Value of 8 and Innate Magic. They recover their Constitution in Life Points every hour and have claws and powerful jaws which each deal 2 x Strength (slash/Stab damage).
Not all have wings, but many do, or fly by more supernatural means.
They do suffer from the dual form drawback which affects their claws/teeth, and scales. Like their forbears, they have Adversary (lots) from storm gods, angels, other dragons, dragon slayers, phoenixes, centipede monsters/demons, and so on. They also have the Following Weaknesses: Alcohol (have to roll Con singled to resist intoxication/passing out more rapidly than people), Centipede Venom forces similar singled con tests, Multipliers for attacking the heart have a +1 to the damage modifier, Lightning deals double damage, Oranges repel them like Garlic for vampires, and the herb Rue can be used to negate some of their supernatural abilities -- such as fire, venom, and magics they wield.
In their draconic form, they have Attractiveness -4, from being scaley, toothy reptiles.
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crossoverworldtree · 10 months
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Special Metals
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Adamantium: 9 Points for a weapon, 14 for Armor. One of the strongest metals known, this extremely dense Vibranium-Steel Alloy is almost impossible to reforge.  When used on hand-to-hand weaponry, it provides a +3 to Strength (effectively, for damage only), and grants it AP 3.  Any armor built with the metal increases the AV by 1/3rd, rounded down.  It also ignores the first layer of Armor Penetration (AP 2 is ignored, AP 3 is reduced to AP 2, etc). 
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Vibranium: 6 points for a weapon 7 points for armor Vibranium is unique in its ability to absorb kinetic energy, especially sound waves. All Virbanium pieces, even just worn as jewelry provide a +2 to all stealth rolls.  Weapons have a bonus +2 to strength for the purpose of damage only and have AP 2.  Armors gain an additional 1/6th again as much armor as it would normally (so full plate would have 14) and does so again against kinetic damage (against Kinetic damage, that same full plate armor would provide 16 armor). It also ignores the first layer of Armor Penetration (AP 2 is ignored, AP 3 is reduced to AP 2, etc). 
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crossoverworldtree · 11 months
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Shared Slayer Dream-Space (1 Point Quality)
When the number of active slayers was changed from 1 to over 2000, this had a profound effect on the dreams of Slayers. Before, Slayers shared a subconscious connection with past slayers through their dreams, experiencing what they went through and their battles. Now? Whenever a Slayer is asleep, any other Slayer that’s asleep shares the same dream space. This comes with a few boons and a few burdens. First of all, they now have Recurring Nightmares, because if even ONE slayer has the drawback, it can draw other Slayers into it. They also have 2 Point Supernatural Contact with other Slayers. Since everyone is in the same boat and dreaming the same, they tend to get to talking, sharing info, or even providing emotional support. Getting in full contact with each other is rather difficult since remembering dreams in full is hard enough, remembering someone’s phone number is almost impossible. So, they may WANT to help, but getting there is a problem. Or understanding them, since, in dreams, everyone speaks the same language. Which is not true in the waking world. On the further negative side, there are clicks among Slayers and they do not always agree on things, so you have friends there, but also mean girls. The Wildcard (Lucid Dreaming) skill can be used to shape the Dream-Space to the dreamer’s needs, and there are a few very powerful dreamers among Slayers (Faith Lehane having about 2 years of equivalent practice on everyone else). This spills over into the Shared Slayer Dream Space, providing them a +1 to the skill. The full details of what it can do can be found in the Witchcraft RPG supplement The Book of Hod.
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crossoverworldtree · 1 year
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Jay and Silent Bob
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Name: Jason "Jay" Derris Date of Birth: 1974 Motivation: Sell Weed, Sex, hang with Silent Bob Critter Type: Human Attributes: Str 2, Dex 2, Con 4, Int 2, Per 3, Will 3 Ability Scores: Muscle 10, Combat 12, Brains 10, Life Points: 49 Drama Points: 10 Special Abilities: Criminal, Wild Card (Drugs) +4, Contacts (Criminal) 2, Covetous (Greed, Lechery), Cruel, Hard to Kill 5, Resistance (inebriation) 3, (had Addiction: Weed, Booze, Smokes -- until 2004/5) Name - Score - Damage - Notes Punch - 12 - 6 - Bash Kick - 11 - 8 - Bash Name: Robert "Silent Bob" Blutarski Date of Birth: 1974 Motivation: Sell Weed, Hang with Jay, contemplation Critter Type: Human Attributes: Str 3, Dex 3, Con 4, Int 3, Per 4, Will 4 Ability Scores: Muscle 12, Combat 14, Brains 14, Life Points: 53 Drama Points: 10 Special Abilities: Criminal, Contacts (Criminal 2), Hard to Kill 5, Honorable (minimal), Science +2, Mr. Fixit +2, Wild Card (law) +2, Love (Tragic) Name - Score - Damage - Notes Punch - 14 - 9 - Bash Kick - 13 - 11 - Bash
Two drug dealers from New Jersey, Jay and his hetero life mate Silent Bob, spent most the millennium loitering and selling drugs. In 1999 they prevented to Fallen Lesser Powers from taking their revenge on the powers that wronged them. And in2001 they crossed the country to stop a film of a comic book they inspired from getting made (so people would stop badmouthing them on the internet), got involved with international jewel thieves and an escaped orangutan. Aside from these, however, they remained outside a small Quickstop in Redbank, New Jersey. Until it burned down in 2005. To note, Silent Bob's Great-Uncle was a burly, cruel sailor who bullied most people he encountered.
Another uncle of his shared his great uncle's name but was far less cruel (though he did spend an inordinate amount of time in college).
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crossoverworldtree · 1 year
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Expanded Magical Abilities (Dresden Files)
Magical Thug/Magical Artisan (1 Point Quality) Some people have "Blunt Force" magic whilst others are good at delicate work but can't quite master strong attacks or forceful actions with their magic. The former is called a "Magical Thug" whilst the latter is called a "Magical Artisan". Either way, the caster gains a +2 for their special form of Magic and a -2 for the forms they are not good at. The spells of a magical thug's specialty include powerful attack spells and defensive magics. Artisans are better at illusions, influencing, and mental magic. Both stink at altering their physical form. Murphyonic Field Hexing (1 point drawback) Some wizards have problems controlling their magic and when their emotions run high, wild magic flies around them and fries Technology. This effect has a range of 100ft and is resisted with a Willpower (Doubled) with a negative modifier equal to the magic level + any additional modifier based on the degree of emotional stress (-1 to -3 usually, -4 for when someone's love is in danger or otherwise causing related stress). It can be intentionally activated but tends to be extremely wide in its reach. Any adjacent technology will also be fried (as will any technology on or adjacent to the user). Soulfire (5-point quality) Soulfire is a power that can be bestowed on those chosen by the Archangels. It is essentially the ability to tap into the “fires of creation” and make things “more than themselves”. By accessing the Soulfire ability, a person or being can put a piece of their soul into a spell and increase its power. Using too much Soul will weaken the caster and they will eventually die if it is overused to a significant degree.
A person with Soulfire may add a +5 bonus to any spell for every point of willpower they possess every day. They may also choose to do so more than once per spell, but suffer 3 + (SL of the spell roll) damage from each additional use on the same spell. Normal use of Soulfire deals 5 damage to the user, which usually manifests in the form of numbness in the extremities. If they use up all of their soul in padding spells (IE: a person with Willpower 5 uses Soul Fire 5 times), they are immediately dropped to -30 Life points and must make a survival test.
White Council Wizard Member (7-point quality) When Willow and Tara asked if they were registered and how powerful they were by the Watchers Council, it was with these guys that they were being rated. Members of the White Council gain one level of Magic (as they restrict their membership to mages who have at least 3 levels or more of magic). They train their wizards to open up their third eye. They gain both the Sight as well as Insight. However, the strength with which they enact this third eye is truly amazing--and almost detrimental (indeed, humans who have taken the Third Eye drug had their third eyes forcibly opened and were driven insane by it). Both abilities must be forcibly activated (dual form) and activated together. Opening the Third Eye can create long-term psychological damage if the person has been through something horrendous in their life (forcing a fear test at 1.5 times the normal penalty (rounded up)), and things that are currently horrifying to the viewer (say, a dead body), are doubly so). Furthermore, when making eye contact with a person, you gain insight into them, and they also gain insight into you. It reveals them but also reveals yourself.
Finally, there's the membership itself--which sucks. White Council Member (Hierarchical Order) (-4 point drawback)
Members are expected to aid one another when they are in need
(-1)
Share Knowledge and Teaching (+1)
Members Abide by code of Honor (7 Laws of Magic) (-1)
Members must obey commands of leaders (-2)
Cannot leave the group without permission/Will kill you if you break the laws (-3)
Wealthy/Powerful (+2)
Occult Library (5) (Bureaucratic hiding (-2)) (3)
Bonus, Occultism +2 (2)
Test to get in (-1)
Adversary (Unseelie Accords (a "peace" treaty between many magical groups and forces in the world including the two fairy courts and the major courts of vampires among others and a few individuals "Free Holding Lords". It mostly focuses on how to settle disputes between them--namely, dueling codes. So, you can be challenged to duels to the death by any of the other signatories) (-4)
The 7 Laws of Magic:
Thou shall Not Slay a Human with Magic
Though Shall Not Transform Another
Never Invade the Thoughts of Another
Though Shall Not Enthrall Another
Though Shall Not Reach Beyond the Borders of Life
Though Shall Not Swim Against the Currents of Time
Though Shall Not Seek Beyond the Outer Gates (Read: Open Hellmouths)
Yeah, Willow's broken most of them: She's killed with magic. Invaded the thoughts of others. Resurrected the dead (though it's really a law against Necromancy/making zombies) and did some temporal travel (in a sense). You could also call the mind wiping she did basic Enthrallment.
The White Council doesn't like her, and she has gone to a different group of powerful mages for protection. She is technically under the Doom, but as she's not a member, so it's not included on her sheet. She had the protection of the witch Agatha Harkness (and her pupil Wanda Maximoff) during her time in England recovering from her near apocalypse.
Doom of Damocles (3 point drawback) When someone breaks a law of magic under mitigating circumstances, the White Council puts them on parole. This is the Doom of Damocles. A person with this drawback is under the near-constant watch of the White Council's enforcers/cops, the Wardens, to see if you break another law (or breaks the same one again). If they catch you, they take your head right then and there. Further, if people know about it, all influence rolls are done at a (variably) negative modifier based on the severity of the crime. Warden (8-point quality, Prerequisite: White Council member) Wardens are the cops of the White Council, as well as their front-line troops. They protect people from monsters and track down rouge wizards (and kill them) among other duties. A Warden receives a +1 to any 2 Physical Attributes (that cannot stack) as well as +1 to any two combat skills, and +1 to Occultism. They gain 2 levels of contact with other Wardens (and can gain many more) and have the force of law in their organization. However, they gain another level of Adversary beyond that of the White Council due to their role. Warden’s Sword (7 Point Quality)
Most Wardens receive a specially crafted sword upon their inception (though since Halloween of 2002, those swords have been in short supply). These swords are extremely sharp (+4 damage per SL) and are specially designed with silver to cut through enchantments. This activates with a strike and forces a dispel attempt against an incoming or ongoing spell. The Success Levels/Power Level of the spell defends against the Success Levels of the swing +4. It grants a +1 to getting medieval and may strike ghosts and other incorporeal beings freely.
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crossoverworldtree · 1 year
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Proper Duels (Code Duello, Trial by Combat, and...)
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Among the supernatural nations, realms, and major powers settle disputes. Generally, there are three ways:
Full War - the two nations simply go to war with each other, usually until the other is completely destroyed or subsumed into the victor.
Duel of Champions - To prevent or end a war, the aggrieved parties (or their representatives) agree to a duel to the death to settle the matter. This usually results in minor reparations being paid.
Mortal Combat - In lieu of war, the two parties agree to a wider duel with similarly high stakes, it consists of a mystical martial arts competition. If one side can achieve ten victories in a row, the loser is subsumed/absorbed into the winner's group, including all assets, areas of control, and people.
Of these, war has the least rules as the Unseelie Accords don't really have things like the Geneva Convention preventing nastier weapons (like gas) being used.
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Code Duello:
The etiquette of this duel style is ancient. The Challenger gets to pick when and where the fight takes place. The Challenged gets to pick from a list of weapons. However, the Challenger must agree to the weapon's use. Since sometimes a person may not be able to use the weapon in question.
Among the Supernatural nations, the weapons available are:
Will - To gage which is the most determined.
Skill - Specifically, skill at arms, with each having a weapon of the individual's choice. (They must decide if it is to be ranged or melee on top).
Energy - Magic (and related energies such as Ki and Psionics).
Flesh - Unarmed Combat (Ki is barred from use in such contests).
A third accorded power is brought in to officiate the event. The duel is decided by submission or death (the submitting loser is killed after judgment is rendered, as per the rules). '
This is a separate thing from Trial by Combat, where the rules are more flexible as to what is and is not allowed. Generally, it's any weapon the sides wish to use, with victory decided by death or surrender (upon which the losing party is often executed). Other stipulations can be placed upon the duel at the behest of the host (though objections can be made to some changes).
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Mortal Kombat
Mortal Kombat, for thousands of years, was the way realms and dimensions went to war without the cost of war. Earth is technically not a realm, but that hasn't stopped Outworld from trying to take it over through this. It went so badly for them in the last two rounds of their winning streak that they had one thrown out on a technicality, and when they were handled a 'legitimate' loss, they tried to go to war with earth, only to run into some of its more potent defenders.
Still, organizations and realms still occasionally engage in Mortal Kombat tournaments. The rules are as follows. They hold an event every year (for organizations and individual powers) or 10 years (for realms and similar dimensional rulers). The first side to gain 10 victories in a row or eliminate the competition completely wins.
10 victories in a row and the winner may annex the loser's realm.
The actual contest is one of power and skill. 10 Fighters are chosen for each team and they are set in either a battle royale or individual fights. The tournament ends when all the fighters on one side are defeated. In Battle Royales, the fights are settled via ring out, and intentionally killing an opponent is frowned upon. That's done to the losing side afterward. In 1 v 1 matches, a winner is determined by knockout, submission, or death of the opponent.
When Mortal Kombat is declared, only Skills may be used. Natural Armor (as well as worn armor), Increased Life Points, and Damage Reduction have no effect when Mortal Kombat is declared. Magic, Ki, and other abilities can still be used, but they can only be used with a roll of the appropriate skill.
Similarly, Damage from the attacks is calculated using the skill instead of Strength when applied.
Finally, Life Points are capped at 80 for the contest.
Attacks outside of a declared Mortal Kombat anger the gods who enforce the rules, usually ending with a smiting of the offending party.
Mortal Kombat has not been invoked as it was originally intended since approximately 1994, when the aforementioned Outworld's leader Shao Khan (a.k.a. Mongul, a hellgod) attempted to win over the earth. His follow-up straight up invasion did not go well either for two reasons:
Eiko Megami was taking a vacation at the location they entered in.
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crossoverworldtree · 1 year
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Ghoul
Ghouls are the Dresden Files equivalent of standard Vampires in the Buffyverse with even less chances of advancement. They are fast breeding footsoldiers and mercenaries of various supernatural forces. Strong, fast, resilient, and with a near addiction to eating human flesh, Ghouls are dangerous and also rather stupid and ruled by their vices.
What? You want to play as a Ghoul?
Okay, fine. Ghouls have +3 to Strength, Dexterity, and Constitution. They regenerate their Constitution every Minute, often messily, and start with 3 levels of Hard to Kill. They can crawl up walls with ease thanks to their claws and strength. They can also look human, but only lose their claws (2 x Strength Slash/Stab) and Teeth (2 x Strength+1 Slash/Stab) when they do so.
Their natural form, big-jawed and long-armed, is pretty darn ugly (-4 Attractiveness), but that's just the tip of the iceberg. They have Deranged Cruelty and Violence, and they have a 3-point Addiction to eating human flesh above all others (life or long dead). Also, they aren't too bright, with a -1 to Intelligence.
Physically, they have a few weaknesses: Holy water, Holy Symbols, and Blessed weapons turn their regeneration down a level (to Per Hour).
Other than that, no one has found a weakness for these things beyond "Hit them really, really hard."
They are like Cockroaches with how tough they can be. All and All, this costs ... 3 points, but a 'playable' version would have to ditch the cruelty and violent impulses, and likely reduce the addiction to 1 or 2 points, leaving a 'playable' Ghoul at 10-11 Point quality.
Name: Young Ghoul Motivation: FLESH! Critter Type: Ghoul Attributes: Str 5, Dex 5, Con 5, Int 1, Per 2, Will 2 Ability Scores: Muscle 16, Combat 14, Brains 9 Life Points: 59 Drama Points: 0-1 Special Abilities: Ghoul, Hard to Kill 3,
Name - Score - Damage – Notes Bite - 13 - 15 - Slash/Stab Claw - 14 - 13 - Slash/Stab Grapple - 16 - None - Impairments Vary Punch - 14 - 13 - Bash Kick - 13 - 15 - Bash
Name: Ghoul Motivation: Find opportunities for FLESH Critter Type: Ghoul Attributes: Str 6, Dex 6, Con 6, Int 2, Per 3, Will 3 Ability Scores: Muscle 18, Combat 16, Brains 12 Life Points: 73 Drama Points: 2-4 Special Abilities: Ghoul, Hard to Kill 5
Name - Score - Damage – Notes Bite - 15 - 18 - Slash/Stab Claw - 16 - 16 - Slash/Stab Grapple - 18 - None - Impairments Vary Punch - 16 - 16 - Bash Kick - 15 - 18 - Bash
Name: Clan Lieutenant Ghoul Motivation: Order Minions around to gain FLESH! Critter Type: Ghoul Attributes: Str 6, Dex 7, Con 7, Int 2, Per 3, Will 3 Ability Scores: Muscle 16, Combat 18, Brains 12 Life Points: 83 Drama Points: 2-4 Special Abilities: Ghoul, Hard to Kill 7
Name - Score - Damage – Notes Bite - 17 - 19 - Slash/Stab Claw - 18 - 17 - Slash/Stab Grapple - 20 - None - Impairments Vary Punch - 18 - 17 - Bash Kick - 17 - 19 - Bash
Name: Clan Leader Ghoul Motivation: Keep the flow of income coming for FLESH! Critter Type: Ghoul Attributes: Str 8, Dex 7, Con 8, Int 3, Per 3, Will 4 Ability Scores: Muscle 22, Combat 20, Brains 14 Life Points: 104 Drama Points: 0-1 Special Abilities: Ghoul, Hard to Kill 10
Name - Score - Damage – Notes Bite - 19 - 23 - Slash/Stab Claw - 20 - 21 - Slash/Stab Grapple - 22 - None - Impairments Vary Punch - 20 - 21 - Bash Kick - 19 - 23 - Bash
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crossoverworldtree · 1 year
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White Court Vampires (NPC)
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Name: White Court Virgin Motivation: Live Life Well Critter Type: Human Attributes: Str 2, Dex 2, Con 2, Int 2, Per 2, Will 2 Ability Scores: Muscle 10, Combat 10, Brains 10 Life Points: 26 Drama Points: 0-1 Special Abilities: White Court Virgin, Attractiveness +3, Emotional Influence
Name - Score - Damage – Notes Punch – 10 – 5 – Bash Kick – 9 – 7 – Bash Grapple – 12 – none – Impairments vary Influence - 13 - None - Lust, resisted at -3. White Court vampires are born 'human' and need to feed once (usually their first time, usually lethal for their partner) before they awaken into their full powers. They aren't much different from humans but are quite pretty and have an emotional influence. Lust is the most common, but Despair and Fear are other things they can feed on.
Name: White Court Worker Motivation: The Power of Sex Critter Type: Vampire Attributes: Str 4, Dex 4, Con 4, Int 2, Per 3, Will 3 Ability Scores: Muscle 14, Combat 12, Brains 10 Life Points: 42 Drama Points: 0-3 Special Abilities: White Court Vampire, Attractiveness +3, Emotional Influence (Lust), Variable Yield
Name - Score - Damage – Notes Punch – 12 – 10– Bash Kick – 11 – 12 – Bash Grapple – 14– none – Impairments vary Feed - 14 - 33 - Bash, Must Grapple First, drain life Influence - 13 - None - Lust
A young member of the White Court who doesn't quite have a 'menagerie' of their own yet. They often work to advance their own power, but some get lost in the base instincts.
Name: White Court Escort Motivation: The Power of Sex, Move up the Ranks Critter Type: Vampire Attributes: Str 4, Dex 4, Con 5, Int 2, Per 4, Will 4 Ability Scores: Muscle 14, Combat 14, Brains 12 Life Points: 69 Drama Points: 1-3 Special Abilities: White Court, Attractiveness +4, Emotional Influence (Lust), Well Fed 2, Hard to Kill 1, Contacts (Various) 3, Variable Yield
Name - Score - Damage – Notes Punch – 14 – 11– Bash Kick – 13– 13 – Bash Influence - 19 - None - Lust Grapple – 16– None – Impairments vary Feed - 16 - 34 - Bash, Must Grapple First, Drain Life
An established member of the White Court, they can call in favors from their menagerie, but aren't quite clever with those moves as they should be.
Name: White Court Courtesan Motivation: Gather Power, Maintain Power (and sex) Critter Type: Vampire Attributes: Str 5, Dex 5, Con 5, Int 3, Per 4, Will 4 Ability Scores: Muscle 16, Combat 16, Brains 14 Life Points: 109 Drama Points: 2-4 Special Abilities: White Court Vampire, Attractiveness +5, Emotional Influence (Lust), Well Fed 5, Hard to Kill 3, Contacts (Various) 4, Variable Yield
Name - Score - Damage – Notes Punch – 16 – 14 – Bash Kick – 15 – 16 – Bash Influence - 19 - None - Lust Grapple – 18– none – Impairments vary Feed – 18 – 35– Bash, Must Grapple First, Drain Life
A player in the higher politics of the White Court, with a decently sized menagerie, and who is clever enough to know which strings to pull most of the time.
Name: White Court Lord/Lady Motivation: Order Power, Be Indirect Critter Type: Vampire Attributes: Str 6, Dex 6, Con 6, Int 3, Per 3, Will 4 Ability Scores: Muscle 18, Combat 18, Brains 14 Life Points: 153 Drama Points: 2-4 Special Abilities: White Court Vampire, Attractiveness +5, Emotional Influence (Lust), Well Fed 8, Hard to Kill 5, Contacts (Various) 5, Variable Yield
Name - Score - Damage – Notes Punch – 18 – 17 – Bash Kick – 17 – 19 – Bash Influence - 19 - None - Lust Grapple – 20– none – Impairments vary Feed – 20 – 35– Bash, Must Grapple First, Drain Life
An established player in the Court. They have multiple other White Court Vampires working under them, their menagerie, and their contacts.
Name: White Court Royal Motivation: Maintain Power, Manipulate Others Critter Type: Vampire Attributes: Str 7, Dex 7, Con 7, Int 4, Per 5, Will 5 Ability Scores: Muscle 20, Combat 20, Brains 16 Life Points: 201 Drama Points: 3-7 Special Abilities: White Court Vampire, Attractiveness +5, Emotional Influence (Lust), Well Fed 12, Hard to Kill 5, Variable Yield
Name - Score - Damage – Notes Punch – 20 – 19 – Bash Kick – 19– 21– Bash Influence - 21 - None - Lust Grapple – 22 – none – Impairments vary Feed – 22 – 36– Bash, Must Grapple First, Drain Life
The leaders of the White Court. Some are explicitly called "Kings" or Queens", others (indeed, most of them) do not have the title beyond effectively "prince/princess" but rule as White Court Vampires prefer to rule: From the shadows. The "King" people see is often a puppet.
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crossoverworldtree · 1 year
Text
Ben 10 (Part 2)
Name: Diamondhead Critter Type: Earth Elemental Attributes: Str 6, Dex 2, Con 4, Int 2, Per 3, Will 4 Ability Scores: Muscle 18, Combat 13, Brains 12, Life Points: 50 Drama Points: 10 Special Abilities: Jock, Delusions (Grandeur), Omnitrix, Reckless Supernatural Form (Dual form) (-1), Attractiveness -4 (-4), Natural Weapons (2 Diamond Blades x3 Slashing) (4), Natural Weapon (2 Ranged Dart x1 Slashing) (2), Reflector (Can reflect rays and beams) (4), Reduced Damage (1/5 Energy beams) (5), Armor Value 7 (7), Weakness (Sonic attacks stuns no matter what and deal x4 damage) (-5)
Name - Score - Damage - Notes Punch - 13 - 15 - Bash Blade - 13 - 21 - Slash/Stab Darts - 12 - 8 - Slash/Stab, Ranged Reflector - 13 - None - Reflects Beams
The form he calls Diamondhead is a earth elemental (crystal).
Name: Fourarms Critter Type: Demon (Green Martian) Attributes: Str 10, Dex 3, Con 6, Int 2, Per 3, Will 4 Ability Scores: Muscle 26, Combat 14, Brains 12, Life Points: 74 Drama Points: 10 Special Abilities: Jock, Delusions (Grandeur), Omnitrix, Reckless, Second Set of Arms (4), Supernatural Form (Dual form) (-1), Attractiveness -4 (-4), Weakness (Rhinovirus twice as debilitating) (-2), Armor Value 3 (3), Increased Jumping Distance 2 Yards (2),
Name - Score - Damage - Notes Punch - 14 - 23 - Bash Kick - 13 - 25 - Bash
The form he calls Four Arms is a green Barsoomian Martian of immense strength. He once encountered M'gan M'rze in this form, but she was sorely disappointed to learn it was simply a summoned being she was attracted to.
Name: Ghostfreak Critter Type: Disease Demon Attributes: Str 3, Dex 3, Con 4, Int 2/4, Per 3/4, Will 4/6 Ability Scores: Muscle 12, Combat 14, Brains 12/14, Life Points: 38 Drama Points: 10 Special Abilities: Jock, Delusions (Grandeur), Omnitrix, Reckless, Incorporeal (20), Mind of its Own (-5), Attractiveness -6, Emotional Influence (Fear) at -3 (5), Supernatural Form (Dual form) (-1)
Name - Score - Damage - Notes Punch - 14 - 9 - Bash
Ghostfreak is a strange disease demon, one who was aware of its copy in the Omnitrix--and not please about it. The numbers after the slash represent the hidden mind that will exert control every now and again--if it can pass 5 resisted willpower tests it can break free of the Omnitrix and escape. It has Deranged Cruelty and Obsession (Revenge on Captors).
Name: Graymatter Critter Type: Genius Loci Attributes: Str 1, Dex 6, Con 3, Int 12, Per 3, Will 4 Ability Scores: Muscle 8, Combat 14, Brains 19, Life Points: 26 Drama Points: 10 Special Abilities: Jock, Delusions (Grandure), Omnitrix, Reckless, Grey Matter Genius Loci, +3 Dodge, +2 Crime, Supernatural Form (Dual form) (-1), Attractiveness -2 (-2), +1 Mr. Fix It, Computers (2)
Name - Score - Damage - Notes Tinker - 20 - None - Alters or damages machines
Graymatter is a small Genius Loci, a city spirit, from an alien world. Ben dislikes this form due to its apparent weakness in battle. Hes thick that way.
Name: Heatblast Critter Type: Salamander Attributes: Str 4, Dex 6, Con 5, Int 2, Per 3, Will 4 Ability Scores: Muscle 14, Combat 16, Brains 12, Life Points: 46 Drama Points: 10 Special Abilities: Jock, Delusions (Grandeur), Omnitrix, Reckless, Reduced Damage (1/10 Fire), Supernatural Attack (Major, Ranged, fire), Supernatural Form (Dual form), Attractiveness -5, Weakness (5 damage per SL by fire extinguishers, water as Vampire)
Name - Score - Damage - Notes Fire Blast - 15 - 34 - Fire Fire Touch - 16 - 34 - Fire Punch - 16 - 12 - Bash Kick - 15 - 14 - Bash
Heatblast is a Salamandera fire elemental from a world composed of lava and flames.
Name: Ripjaw Critter Type: Mutant Deep One Attributes: Str 4, Dex 6, Con 6, Int 2, Per 3, Will 4 Ability Scores: Muscle 14, Combat 16, Brains 12, Life Points: 50 Drama Points: 10 Special Abilities: Jock, Delusions (Grandeur), Omnitrix, Reckless, Amphibious (3), Natural Weapon (Bite) (x4 slashing) (3), Natural Weapons (Claws) (2 x2 Slashing) (2), Attractiveness -4 (-4), Increased Swimming Speed +30 (3), Weakness (x2 fire) (-2), Armor Value 3 (3)
Name - Score - Damage - Notes Bite - 15 - 20 - Slash/Stab Claw - 16 - 12 - Slash/Stab Kick - 15 - 14 - Bash
Ripjaw is a Deep One, a servitor race of Cthulhu. Ben's grandfather Max keeps the truth about what exactly this form means in order to save his innocence.
Name: Stink Fly Critter Type: Demon Insect Attributes: Str 4, Dex 6, Con 4, Int 2, Per 3, Will 4 Ability Scores: Muscle 14, Combat 16, Brains 12, Life Points: 34 Drama Points: 10 Special Abilities: Jock, Delusions (Grandeur), Omnitrix, Reckless, Flight (winged) (3), Increased Flight Speed +30 (3), Second Set of Arms (4), Natural Weapons (4 sets of claws) (x2 slashing) (4), Attractiveness -6 (-6), Weakness (Cant fly if wings are wet, Negative Boyancy, -4 vs. Gas Attacks ) (-5), Sticky Spit (-1 dexterity per SL a hit) (5), Acute Senses (Vision) (2)
Name - Score - Damage - Notes Mucus - 16 - None - -1 Dexterity per SL Claw - 16 - 12 - Slash/Stab
Stinkfly is your average insect demon with sticky spit.
Name: Upgrade Critter Type: Advanced Replicator Attributes: Str 3, Dex 3, Con 4, Int 2, Per 3, Will 4 Ability Scores: Muscle 12, Combat 14, Brains 12, Life Points: 38 Drama Points: 10 Special Abilities: Jock, Delusions (Grandeur), Omnitrix, Reckless, Interface (5), Reduced Damage (1/5 Kinetic) (5), Reduced Damage (1/5 Energy) (5), Supernatural Form (Dual form) (-1), Attractiveness -4 (-4), Weakness (Fire, electricity and Acid x3, EMP KOs) (-5), Supernatural Attack (Minor, Ranged) (8)
Name - Score - Damage - Notes Punch - 14 - 9 - Bash Upgrade - 12 - None - Upgrades and merges Blast - 13 - 23 - Bash, Ranged
Possibly worse than Ghostfreak is Upgrade, an advancedbut not quite human formReplicator. How the Omnitrix acquired the form is a mystery, but if it were ever to go out of control
Name: Wildmut Critter Type: Hellhound Attributes: Str 5, Dex 7, Con 6, Int 2, Per 8, Will 4 Ability Scores: Muscle 16, Combat 18, Brains 14, Life Points: 54 Drama Points: 10 Special Abilities: Jock, Delusions (Grandure), Omnitrix, Reckless, Blind/Nanjin Adept (0), Animal Communication (-2), Supernatural Form (Dual form) (-1), Attractiveness -4 (-4), Acute Senses (Smell, Hearing) (4), Natural Weapons (2 Claws x2 Slashing) (2), Bite (x3 Slashing) (2)
Name - Score - Damage - Notes Claw - 18 - 15 - Slash/Stab Bite - 17 - 20 - Slash/Stab Tackle - 16 - 14 - Bash
Wildmut is a simple Hellhound.
Name: XLR8 Critter Type: Cyborg Speed Demon Attributes: Str 3, Dex 7, Con 4, Int 2, Per 3, Will 4 Ability Scores: Muscle 12, Combat 18, Brains 12, Life Points: 38 Drama Points: 10 Special Abilities: Jock, Delusions (Grandure), Omnitrix, Reckless, Attractiveness -4 (-5), +100 Speed (+10), +4 Dexterity (4), Natural Toughness, Visor Guard (Implanted), Natural Weapon (2 Claws x3) (4), Weakness (EMP KOs, Cant run on certain slick surfaces) (-3)
Name - Score - Damage - Notes Claw - 18 - 14 - Bash Speed Claw - 28 - 17 - Bash
A Cybernetically enhanced demon, possibly acquired from Initiative testing days, the creature is built for speed to the point where it has ball-bearings instead of feet.
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crossoverworldtree · 1 year
Text
Ben 10 (Part 1)
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Name: Ben Tennyson Date of Birth: 1995 Motivation: Be a Hero Critter Type: Human Attributes: Str 3, Dex 3, Con 4, Int 2, Per 3, Will 4 Ability Scores: Muscle 12, Combat 14, Brains 12, Life Points: 38 Drama Points: 10 Special Abilities: Jock, Delusions (Grandeur), Omnitrix, Reckless, Schmuck
Name        -        Score        -        Damage        -        Notes Punch        -        14        -        9                -        Bash Kick        -        13        -        11                -        Bash
Ben Tennyson only acquired his fantastic powers in the summer of 2005. He stumbled across an item that has been floating around the earth and related parts of the multiverse for almost fifty years. Originally called the H-Dial, now called the Omnitrix, it allowed the wearer to transform himself into different monstrous forms, be they extra-dimensional or extraterrestrial. Ben himself thinks this is the coolest thing ever and rarely realizes the implications of the creatures he becomes or the danger he faces. He has fought off Dr. Moreau, Cthulhu Spawn and Doppelgangers seeking his power, but so far, he still is, as his cousin would put it an arrogant doofus.
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Name: Gwen Tennyson Date of Birth: 1995 Critter Type: Human Attributes: Str 2, Dex 4, Con 2, Int 5, Per 4, Will 5 Ability Scores: Muscle 10, Combat 16, Brains 16, Life Points: 38 Drama Points: 10 Special Abilities: Nerd, Magic 2, Honorable (serious), Hard to Kill 4, Nerves of Steel, Fast Reaction Time, Cruel (-1)
Name  -  Score  - Damage  - Notes Punch - 16  - 8 - Bash Kick - 15 - 10 - Bash Sweep Kick - 15 - 6 - Bash, Trips Spin Kick - 14 - 11 - Bash Magic - 16 - Varies - By Spell Deflect - 16 - None - Magical Defense Hold - 15 - None - Magical Defense Dispell - 13 - None - Negate Ongoing Effect Volley - 10 - None - Spell Reflection
Name  -  Score  - Damage  - Notes Punch - 16  - 8 - Bash Kick - 15 - 10 - Bash Sweep Kick - 15 - 6 - Bash, Trips Spin Kick - 14 - 11 - Bash Magic - 16 - Varies - By Spell Deflect - 16 - None - Magical Defense Hold - 15 - None - Magical Defense Dispell - 13 - None - Negate Ongoing Effect Volley - 10 - None - Spell Reflection
Gwen Tennyson is Ben's cousin, but might as well be his twin as they share the same birthday. She often finds herself annoyed with her cousins reckless manner. Like her brother, she founder her own paranormal talents over the summer. A budding witch, shes putting her mind to research the subject the best she can. Shes a driven, smart and talented. As she grows, she will likely be a force to be reckoned with.
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Name: Max "Grandpa" Tennyson Date of Birth: 1944 Critter Type: Human Attributes: Str 4, Dex 3, Con 5, Int 3, Per 3, Will 4 Ability Scores: Muscle 14, Combat 14, Brains 14, Life Points: 46 Drama Points: 10 Special Abilities: Occultism +4, Secret History +4, Contacts (Supernatural 4, Governmental 2, Military 3), Tricked Out Car ("The Rust Bucket"), Bag of Tricks, Resources (Well-Off) Name                -        Score        -        Damage        -        Notes Punch                -        14        -        11                -        Bash Kick                -        14        -        13                -        Bash Ray Gun        -        14        -        18                -        Bash
Max Tennyson is an Ex-BPRD operative who managed to reach retirement. As part of it, he wanted to treat his grand-kids to a trip across America in the summer. How it ended up was the furthest thing from what he expected. He still wants to complete the trip, but also finds himself helping them with their new-found abilities.
He doesn't mind the increased pace. He was getting bored in retirement.
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crossoverworldtree · 1 year
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Happy Halloween
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Name: Micheal Meyers a.k.a. The Shape Motivation: Kill Family Critter Type: Juiced Human Attributes: Str 6, Dex 4, Con 8, Int 2, Per 3, Will 5 Ability Scores: Muscle 22, Combat 20, Brains 12, Life Points: 166 Drama Points: 5 Special Abilities: Natural Toughness, Regeneration (Con per Minute), Hard to Kill 10, Increased Life Points +70, Situational Awareness, +8 Crime, Obligation (Minimal, The First), Wild Card (Act Dead) +5, Mute
Name                -        Score        -        Damage        -        Notes Punch                -        20        -        18                -        Bash Knife                -        20        -        18                -        Slash/Stab Big Knife        -        20        -        22                -        Slash/Stab Grapple        -        22        -        None                -        Impairments Vary Choke                -        22        -        11                -        Suffocate
Michael Meyers is Evil. Literally evil: a prototype host for the First Evil later refined into the Caleb host. Meyers was a prototype, but also a failure. The First eventually left the boy to his own devices but left with him a portion of his supernatural might. Meyers used it to hunt down his family... no matter how long it takes. Never striking consecutively, he waited for ages for his chance.
After his two initial attacks, the stories and legends around him become muddled, but one thing is absolutely certain: Michael Meyers is, quite simply, evil.
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crossoverworldtree · 1 year
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Painkiller Jane
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Name: Jane Vasko a.k.a. Painkiller Jane Date of Birth: 1967? Motivation: Revenge, Fight Crime Critter Type: Human Mutant Attributes: Str 3, Dex 5, Con 6, Int 3, Per 5, Will 4 Ability Scores: Muscle 12, Combat 16, Brains 14, Life Points: 76 Drama Points: 10 Special Abilities: Regeneration (Con per turn), Ex-Detective, Attractiveness +2, Cruelty (minor), Unique Kill (Total Disintegration), Addiction (painkillers), Honorable (minimal), Reckless, Adversary (mob and cops), Hard to Kill 10, Adversary (Criminals and the Police)
Name - Score - Damage - Notes Pistol - 16 - 16 - Bullet Dodge - 16 - None - Defense Action Punch - 16 - 10 - Bash Kick - 15 - 12 - Bash
A cop turned vigilante after her first death and resurrection (in 1996). Jane Vasko is not a nice person, has few friends, admits to living for revenge, and takes as many Advil a day as one can eat peanuts in order to deal with the pain of her regeneration abilities. In order to keep herself from falling apart, she wraps herself in bandages to ease the regeneration. Because of her powers, shes foregone body armor completely. Historians on Masked Vigilantes consider her a modern incarnation of the Spider anarchist type of vigilante and consider her extremely dangerous.
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crossoverworldtree · 1 year
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STD Body Hopper
Name: Sexually Transmitted Body-Hoper Motivation: Variable, some are trained assassins; others just want the perfect body Critter Type: Alien Attributes: Str +6/1, Dex +4/4, Con +4/1, Int 4, Per 4, Will 4 Ability Scores: Muscle 8, Combat 12, Brains 14, Life Points: 18 Drama Points: 0-3 Special Abilities: Body Transfer, Small Size (+3 Dodge), Weakness (needs host to survive), Emotional influence (Lust/Love) at -3
Name - Score - Damage - Notes Infect - 14 - 5 - Slashing, Infects host.
STBHs are strange organisms, similar to Goa'uld, but far more primitive. They can only transfer between bodies after intercourse. When in a host, they alter its abilities (as listed above) and use its own brains score instead of the hosts. They also add a +2 to their combat score (beyond the increased dexterity). They are generally self-interested and amoral. Like Goa'uld, when they take a host, they have access to that person's memories, which makes infiltration that much easier for them.
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crossoverworldtree · 1 year
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Lara Croft, Tomb Raider
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Name: Lara Croft Date of Birth: 1973 Motivation: Gather artifacts Critter Type: Human Attributes: Str 3, Dex 6, Con 4, Int 4, Per 5, Will 5 Ability Scores: Muscle 12, Combat 16, Brains 16, Life Points: 53 Drama Points: 10 Special Abilities: Hard to Kill 5, Nerves of Steel, Fast Reaction Time, Attractiveness +5, Status (Countess of Abbington) (+4), Honorable (Serious), Adversary (lots), Occult Investigator, Mental Problems (Mild Recklessness), Resources (Rich)
Name - Score - Damage - Notes Bigass Pistols - 16 - 22 - Bullet Dodge - 16 - None - Defense Action Shotgun - 16 - 24 - Bullet Punch - 16 - 10 - Bash Kick - 15 - 12 - Bash
Lara Croft is one of the most prominent explorers and archeologists. So much so that she is largely reviled by other archeologists. She herself has been taken aback at how much of her life has been exaggerated by the media. She's made some great discoveries over the years--and despite her standing in academia, has published some papers on her findings. She just has not published all of them yet. She has made allies of late with the Witchblade on several occasions--one countering the threat posed by the Deep Ones. Lady Croft has, of late, been trying to keep a lower profile, after the horrible backlash she received for the sensationalized adventures published to help fund her research (IE: She is accused of slaughtering various endangered species and she find the very accusation repugnant). Lara's adventures first hit the newsstands in 1996, but she has been adventuring (sometimes against her will) since 1989. 
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crossoverworldtree · 1 year
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Witchblade (Sara Pezzini)
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Name: Sarah Pezzini a.k.a. Witchblade/Wielder of the Witchblade Date of Birth: 1970 Motivation: Fight Crime. Critter Type: Human Attributes: Str 3/6, Dex 6/9, Con 4/7, Int 3, Per 4, Will 4 Ability Scores: Muscle 12/16, Combat 16/19, Brains 14, Life Points: 53/77 Drama Points: 10 Special Abilities: The Witchblade (Av 12 when active, boosts stats, access weapons)), Detective, Contacts (Criminal) 5, Attractiveness +3, Mental Problems (Mild Cruelty), Fast Reaction Time, Situation Awareness, Honorable (Serious), Recklessness (mild), Love (Tragic), Obligation (The Witchblade), Bullet Proof Vest (Armor Value 10/5), Adversary (Criminals, monsters), Hard to Kill 5
Name - Score - Damage - Notes Withcblade - 19 - 29 - Slashing Parry - 20 - None - Defense Action, adds 9 AV on success Gauntlet - 19 - 22 - Bashing Blade Fire - 19 - 25 - Fire Punch - 16/19 - 10/16 - Bashing Kick - 15/18 - 12/19 - Bashing Pistol - 16/19 - 16/17 - Bullet
Sarah Pezzini is the current wielder of the mystical artifact known as the Witchblade. A Lose Cannon New York detective who go results, she has, over her career, fought demons, monsters, mobsters and has, on occasion, run afoul of other capes. She is generally not associated with many other vigilantes, and as a cop, attempts to bring them in. She has made a sparing connection to the Oracle foundation, and has a strong ally in Lady Croft, but any mention of The Darkness as an ally will only get one injured quickly. Until 2006 that is, when various powers conspired against the two, forcing an uneasy alliance.
And, for the record, she does not enjoy the manner in which she is depicted in certain media adaptations.
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