Metatide

Metatide – Form Zero

Player: Dustin Evermore

Val   Char    Cost
15   STR 5
20   DEX 30
15   CON 10
15   BODY 10
18   INT 8
15   EGO 10
13   PRE 3
18   COM 4
     
25   PD 17
23   ED 15
4   SPD 10
6   REC 0
30   END 0
31   STUN 0
     
6″   RUN 0
2″   SWIM 0
3″   LEAP 0

Characteristics Cost: 122

Metatide's Mundane Identity
Metatide
Cost   Power END
26   Shapeshifting Powers: Elemental Control, 64-point powers, (32 Active Points); all slots Limited Power Power loses about a fourth of its effectiveness (Does not work in intense sonic fields; -1/4)   
22   1) Multiform (305 Character Points in the most expensive form) (x4 Number Of Forms) (71 Active Points); Costs Endurance (Only To Change; -1/2), Limited Power Power loses about a fourth of its effectiveness (Does not work in intense sonic fields; -1/4)  7
26   2) Shape Shift (Sight, Hearing, Touch, Smell/Taste and Radio Groups, limited group of shapes), Cellular, Imitation, Costs END Only To Change Shape (+1/4) (65 Active Points); Limited Power Power loses about a fourth of its effectiveness (Does not work in intense sonic fields; -1/4)  5
11   Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)  0
10   Damage Resistance (10 PD/10 ED)  0
5   Water Breathing: Life Support (Expanded Breathing)  0
16   Liquid Form Powers: Multipower, 20-point reserve, (20 Active Points); all slots Limited Power Power loses about a fourth of its effectiveness (Cannot use when Shape Shifted; -1/4)   
3m   1) Swinging 15″, x4 Noncombat (20 Active Points); Limited Power Power loses about a fourth of its effectiveness (Cannot use when Shape Shifted; -1/4)  2
3m   2) Gliding 15″, x4 Noncombat (20 Active Points); Limited Power Power loses about a fourth of its effectiveness (Cannot use when Shape Shifted; -1/4)  0
2u   3) Stretching 4″ (20 Active Points); Limited Power Power loses about a fourth of its effectiveness (Cannot use when Shape Shifted; -1/4)  2
1u   4) Clinging (normal STR) (10 Active Points); Limited Power Power loses about a fourth of its effectiveness (Cannot use when Shape Shifted; -1/4)  0
      

Powers Cost: 125

Cost   Skill
3   Acrobatics 13- 
5   Acting 13- 
3   Breakfall 13- 
3   Musical Familiarity: Synthesizers 13- 
16   +2 with All Combat 
3   Contortionist 13- 
3   KS: Kung Fu 13- 
3   Paramedics 13- 
3   SS: Biochemistry 13- 
3   SS: Biology 13- 
3   Stealth 13- 
3   Streetwise 12- 
2   TF: Science Fiction & Space Vehicles 
6   WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Small Arms 

Skills Cost: 59

Cost   Equipment END
   Energy Cloth Armor, all slots IIF Expendable (Easy to obtain new Focus; -1/4)   
   1) Armor (5 PD/5 ED) (15 Active Points); IIF Expendable (Easy to obtain new Focus; -1/4)  0
   2) Life Support (Extended Breathing: 1 END per Minute; Safe Environment: Zero Gravity; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum), 1 Recoverable Continuing Charge lasting 1 Hour (+0) (11 Active Points); IIF Expendable (Easy to obtain new Focus; -1/4)  [1 rc]
   3) Energy Weave Body Reinforcement: Damage Resistance (5 PD/5 ED) (5 Active Points); IIF Expendable (Easy to obtain new Focus; -1/4)  0

Equipment costs shown above are for reference only, and are not included in Total Cost.

Val   Disadvantages
10   Accidental Change: When struck by electrical attack, may become the evil Dr Zaris 8- (Common) 
15   Mysterious and Enigmatic: (Common, Strong) [Notes: This character believes that the less anyone knows about him the better. He may work well with others (though most characters who take this Disadvantage also take Loner or Never Lets Anyone Get Close). He may even be a staunch member of an established team. Regardless, the character never reveals anything he doesn’t have to.                 

Thus, the character’s identity, information sources, and abilities will be kept secret – and the character will go to great lengths to keep it that way. Characters with this Disadvantage tend to show up out of nowhere with crucial information and no explanations, and just as quickly vanish into the shadows. At the Strong level, this character can open up to others if it is absolutely necessary by making an Ego Roll. At Total, the character never opens up to anyone, even if he really needs to.] 

10   Mystery Disad Pts 
10   Self-Assured: (Common, Moderate) [Notes: The character has a positive but not overestimated self-image. As such, he acts with poise and calm assurance in almost every situation. It’s a little difficult for him to realize when he’s overmatched or in over his head, but not as difficult as for those with more grandiose self-images. Characters with this Disadvantage should not have other Psychological Limitations related to confidence or self-image.] 
15   Trusting: (Common, Strong) [Notes: This character feels that everyone is basically honest and kind. They feel no apprehension with asking total strangers for help, or for helping out “strangers in distress”, and never suspect that another person could be planning to harm them. At the Strong level the character must make an Ego Roll in order to act in any way suspicious of others.] 
20   Vulnerability: 2 x STUN Sonic Attack (Common) 
20   Will Not Kill: (Common, Total) 

Disadvantage Points: 100

Base Points: 200
Experience Required: 6
Total Experience Available: 6
Experience Unspent: 0
Total Character Cost: 306

Height: 1.70 m Hair: (any)
Weight: 57.00 kg Eyes: silvery (any)
Appearance: As Lake Rain – blonde, 5’7″, 125 lbs human female with intelligent blue eyes. She looks to be in her mid to late twenties.          
     

Natural form – Translucent, bluish humanoid form. Generally without clothes but doesn’t usually display sexual features other than a generally femenine form (i.e. hips breasts but not nipples, what appears to be the suggestion of long hair, etc.)

Metatide Martial Attack Form I

Player: Dustin Evermore

Val   Char    Cost
15   STR 5
20   DEX 30
15   CON 10
15   BODY 10
18   INT 8
15   EGO 10
13   PRE 3
18   COM 4
     
20   PD 12
20   ED 12
5   SPD 20
6   REC 0
30   END 0
31   STUN 0
     
6″   RUN 0
2″   SWIM 0
3″   LEAP 0

Characteristics Cost: 124

Cost   Power END
39   Shape Shift (Sight, Hearing, Touch and Smell/Taste Groups, limited group of shapes), Imitation, Costs END Only To Change Shape (+1/4) (49 Active Points); Limited Power Power loses about a fourth of its effectiveness (Does not work in intense sonic fields; -1/4)  4
11   Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)  0
17   Hand-To-Hand Attack +4d6, Variable Special Effects (Limited Group of SFX; Shapeshifted Hands/Feet/Body; +1/4) (25 Active Points); Hand-To-Hand Attack (-1/2)  2
5   Water Breathing: Life Support (Expanded Breathing)  0
      

Powers Cost: 72

Cost   Martial Arts Maneuver
   Kung Fu 
4   1) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4   2) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm 
4   3) Martial Dodge: 1/2 Phase, — OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
4   4) Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs 
3   5) Joint Lock/Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR 
5   6) Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike 
3   7) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls 
4   8) Punch: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike 
3   9) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls 
4   10) Tien-hsueh: 1/2 Phase, -1 OCV, +1 DCV, 2D6 NND 
12   11) +3 HTH Damage Class(es) 

Martial Arts Cost: 50

Cost   Skill
3   Acrobatics 13- 
5   Acting 13- 
3   Breakfall 13- 
3   Climbing 13- 
16   +2 with All Combat 
3   Contortionist 13- 
3   Paramedics 13- 
3   SS: Biochemistry 13- 
3   SS: Biology 13- 
3   Stealth 13- 
3   Streetwise 12- 
2   TF: Science Fiction & Space Vehicles 
6   WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Small Arms 
3   KS 13- 

Skills Cost: 59

Cost   Equipment END
   Energy Cloth Armor, all slots IIF Expendable (Easy to obtain new Focus; -1/4)   
   1) Armor (5 PD/5 ED) (15 Active Points); IIF Expendable (Easy to obtain new Focus; -1/4)  0
   2) Life Support (Extended Breathing: 1 END per Minute; Safe Environment: Zero Gravity; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum), 1 Recoverable Continuing Charge lasting 1 Hour (+0) (11 Active Points); IIF Expendable (Easy to obtain new Focus; -1/4)  [1 rc]
   3) Energy Weave Body Reinforcement: Damage Resistance (5 PD/5 ED) (5 Active Points); IIF Expendable (Easy to obtain new Focus; -1/4)  0

Equipment costs shown above are for reference only, and are not included in Total Cost.

Total Character Cost: 305

Val   Disadvantages
10   Accidental Change: When struck by electrical attack, may become the evil Dr Zaris 8- (Common) 
15   Mysterious and Enigmatic: (Common, Strong) [Notes: This character believes that the less anyone knows about him the better. He may work well with others (though most characters who take this Disadvantage also take Loner or Never Lets Anyone Get Close). He may even be a staunch member of an established team. Regardless, the character never reveals anything he doesn’t have to.          

Thus, the character’s identity, information sources, and abilities will be kept secret – and the character will go to great lengths to keep it that way. Characters with this Disadvantage tend to show up out of nowhere with crucial information and no explanations, and just as quickly vanish into the shadows. At the Strong level, this character can open up to others if it is absolutely necessary by making an Ego Roll. At Total, the character never opens up to anyone, even if he really needs to.] 

10   Mystery Disad Pts 
10   Self-Assured: (Common, Moderate) [Notes: The character has a positive but not overestimated self-image. As such, he acts with poise and calm assurance in almost every situation. It’s a little difficult for him to realize when he’s overmatched or in over his head, but not as difficult as for those with more grandiose self-images. Characters with this Disadvantage should not have other Psychological Limitations related to confidence or self-image.] 
15   Trusting: (Common, Strong) [Notes: This character feels that everyone is basically honest and kind. They feel no apprehension with asking total strangers for help, or for helping out “strangers in distress”, and never suspect that another person could be planning to harm them. At the Strong level the character must make an Ego Roll in order to act in any way suspicious of others.] 
20   Vulnerability: 2 x STUN Fire (Common) 
20   Will Not Kill: (Common, Total) 

Disadvantage Points: 100

Base Points: 200
Experience Required: 5
Total Experience Available: 5
Experience Unspent: 0

 

Metatide Defense Form II

Player: Dustin Evermore

Val   Char    Cost
15/95   STR 5
20   DEX 30
15   CON 10
15/23   BODY 10
18   INT 8
15   EGO 10
13   PRE 3
18   COM 4
     
8/36   PD 0
8/36   ED 0
5   SPD 20
6   REC 0
32   END 1
31/39   STUN 0
     
6″   RUN 0
2″   SWIM 0
3″/19″   LEAP 0

Characteristics Cost: 101

Cost   Power END
39   Shape Shift (Sight, Hearing, Touch and Smell/Taste Groups, limited group of shapes), Imitation, Costs END Only To Change Shape (+1/4) (49 Active Points); Limited Power Power loses about a fourth of its effectiveness (Does not work in intense sonic fields; -1/4)  4
11   Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)  0
20   Shapeshifted Defense Powers: Elemental Control, 50-point powers, (25 Active Points); all slots Limited Power Power loses about a fourth of its effectiveness (Does not work in intense sonic fields; -1/4)   
23   1) Armor (20 PD/20 ED) (60 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Limited Power Power loses about a fourth of its effectiveness (Does not work in intense sonic fields; -1/4)  6
20   2) Density Increase (25,600 kg mass, +40 STR, +8 PD/ED, -8″ KB), Costs END Only To Activate (+1/4) (50 Active Points); Limited Power Power loses about a fourth of its effectiveness (Does not work in intense sonic fields; -1/4) [Notes: Special Effect: Absorbing ambient moisture allows increased density.]  4
20   3) Growth (+40 STR, +8 BODY, +8 STUN, -8″ KB, 25,600 kg, -4 DCV, +4 PER Rolls to perceive character, 8 m tall, 4 m wide), Costs END Only To Activate (+1/4) (50 Active Points); Limited Power Power loses about a fourth of its effectiveness (Does not work in intense sonic fields; -1/4) [Notes: Absorbing ambient moisture allows growth.]  4
12   Life Support (Safe in Low Pressure/Vacuum; Self-Contained Breathing)  0
      

Powers Cost: 145

Cost   Skill
3   Acrobatics 13- 
5   Acting 13- 
3   Breakfall 13- 
3   Climbing 13- 
16   +2 with All Combat 
3   Contortionist 13- 
3   Paramedics 13- 
3   SS: Biochemistry 13- 
3   SS: Biology 13- 
3   Stealth 13- 
3   Streetwise 12- 
2   TF: Science Fiction & Space Vehicles 
6   WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Small Arms 
3   KS 13- 

Skills Cost: 59

Cost   Equipment END
   Energy Cloth Armor, all slots IIF Expendable (Easy to obtain new Focus; -1/4)   
   1) Armor (5 PD/5 ED) (15 Active Points); IIF Expendable (Easy to obtain new Focus; -1/4)  0
   2) Life Support (Extended Breathing: 1 END per Minute; Safe Environment: Zero Gravity; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum), 1 Recoverable Continuing Charge lasting 1 Hour (+0) (11 Active Points); IIF Expendable (Easy to obtain new Focus; -1/4)  [1 rc]
   3) Energy Weave Body Reinforcement: Damage Resistance (5 PD/5 ED) (5 Active Points); IIF Expendable (Easy to obtain new Focus; -1/4)  0

Equipment costs shown above are for reference only, and are not included in Total Cost.

Total Character Cost: 305

Val   Disadvantages
10   Accidental Change: When struck by electrical attack, may become the evil Dr Zaris 8- (Common) 
15   Mysterious and Enigmatic: (Common, Strong) [Notes: This character believes that the less anyone knows about him the better. He may work well with others (though most characters who take this Disadvantage also take Loner or Never Lets Anyone Get Close). He may even be a staunch member of an established team. Regardless, the character never reveals anything he doesn’t have to.         

Thus, the character’s identity, information sources, and abilities will be kept secret – and the character will go to great lengths to keep it that way. Characters with this Disadvantage tend to show up out of nowhere with crucial information and no explanations, and just as quickly vanish into the shadows. At the Strong level, this character can open up to others if it is absolutely necessary by making an Ego Roll. At Total, the character never opens up to anyone, even if he really needs to.] 

10   Mystery Disad Pts 
10   Self-Assured: (Common, Moderate) [Notes: The character has a positive but not overestimated self-image. As such, he acts with poise and calm assurance in almost every situation. It’s a little difficult for him to realize when he’s overmatched or in over his head, but not as difficult as for those with more grandiose self-images. Characters with this Disadvantage should not have other Psychological Limitations related to confidence or self-image.] 
15   Trusting: (Common, Strong) [Notes: This character feels that everyone is basically honest and kind. They feel no apprehension with asking total strangers for help, or for helping out “strangers in distress”, and never suspect that another person could be planning to harm them. At the Strong level the character must make an Ego Roll in order to act in any way suspicious of others.] 
20   Vulnerability: 2 x STUN Fire (Common) 
20   Will Not Kill: (Common, Total) 

Disadvantage Points: 100

Base Points: 200
Experience Required: 5
Total Experience Available: 5
Experience Unspent: 0

 

Metatide Blaster Form III

Player: Dustin Evermore

Val   Char    Cost
10   STR 0
20   DEX 30
15   CON 10
15   BODY 10
18   INT 8
15   EGO 10
13   PRE 3
18   COM 4
     
27   PD 20
25   ED 17
4   SPD 10
5   REC 0
30   END 0
28   STUN 0
     
6″   RUN 0
2″   SWIM 0
2″   LEAP 0

Characteristics Cost: 122

Cost   Power END
39   Shape Shift (Sight, Hearing, Touch and Smell/Taste Groups, limited group of shapes), Imitation, Costs END Only To Change Shape (+1/4) (49 Active Points); Limited Power Power loses about a fourth of its effectiveness (Does not work in intense sonic fields; -1/4)  4
11   Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)  0
10   Damage Resistance (12 PD/12 ED) (12 Active Points); Costs Endurance (Only Costs END to Activate; -1/4)  1
10   Clinging (normal STR)  0
5   Water Breathing: Life Support (Expanded Breathing)  0
40   Water-based Attack Powers: Multipower, 40-point reserve, all slots Variable Special Effects (Limited Group of SFX; +1/4) (50 Active Points); all slots Limited Power Power loses about a fourth of its effectiveness (Does not work in intense sonic fields; -1/4) [Notes: The attack powers are all based on watery tendrils, but the the shapeshifting powers can cause it to appear like something else. For example, boiling water attacks can emulate fire-based attacks.]   
6m   1) Energy Blast 8d6 (40 Active Points); Limited Power Power loses about a fourth of its effectiveness (Does not work in intense sonic fields; -1/4)  4
3u   2) Entangle 4d6, 4 DEF (40 Active Points); Limited Power Power loses about a fourth of its effectiveness (Does not work in intense sonic fields; -1/4)  4
      

Powers Cost: 124

Cost   Skill
3   Acrobatics 13- 
5   Acting 13- 
3   Breakfall 13- 
3   Musical Familiarity: Synthesizers 13- 
16   +2 with All Combat 
3   Contortionist 13- 
3   Paramedics 13- 
3   SS: Biochemistry 13- 
3   SS: Biology 13- 
3   Stealth 13- 
3   Streetwise 12- 
2   TF: Science Fiction & Space Vehicles 
6   WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Small Arms 
3   KS 13- 

Skills Cost: 59

Cost   Equipment END
   Energy Cloth Armor, all slots IIF Expendable (Easy to obtain new Focus; -1/4)   
   1) Armor (5 PD/5 ED) (15 Active Points); IIF Expendable (Easy to obtain new Focus; -1/4)  0
   2) Life Support (Extended Breathing: 1 END per Minute; Safe Environment: Zero Gravity; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum), 1 Recoverable Continuing Charge lasting 1 Hour (+0) (11 Active Points); IIF Expendable (Easy to obtain new Focus; -1/4)  [1 rc]
   3) Energy Weave Body Reinforcement: Damage Resistance (5 PD/5 ED) (5 Active Points); IIF Expendable (Easy to obtain new Focus; -1/4)  0

Equipment costs shown above are for reference only, and are not included in Total Cost.

Total Character Cost: 305

Val   Disadvantages
10   Accidental Change: When struck by electrical attack, may become the evil Dr Zaris 8- (Common) 
15   Mysterious and Enigmatic: (Common, Strong) [Notes: This character believes that the less anyone knows about him the better. He may work well with others (though most characters who take this Disadvantage also take Loner or Never Lets Anyone Get Close). He may even be a staunch member of an established team. Regardless, the character never reveals anything he doesn’t have to.         

Thus, the character’s identity, information sources, and abilities will be kept secret – and the character will go to great lengths to keep it that way. Characters with this Disadvantage tend to show up out of nowhere with crucial information and no explanations, and just as quickly vanish into the shadows. At the Strong level, this character can open up to others if it is absolutely necessary by making an Ego Roll. At Total, the character never opens up to anyone, even if he really needs to.] 

10   Mystery Disad Pts 
10   Self-Assured: (Common, Moderate) [Notes: The character has a positive but not overestimated self-image. As such, he acts with poise and calm assurance in almost every situation. It’s a little difficult for him to realize when he’s overmatched or in over his head, but not as difficult as for those with more grandiose self-images. Characters with this Disadvantage should not have other Psychological Limitations related to confidence or self-image.] 
15   Trusting: (Common, Strong) [Notes: This character feels that everyone is basically honest and kind. They feel no apprehension with asking total strangers for help, or for helping out “strangers in distress”, and never suspect that another person could be planning to harm them. At the Strong level the character must make an Ego Roll in order to act in any way suspicious of others.] 
20   Vulnerability: 2 x STUN Fire (Common) 
20   Will Not Kill: (Common, Total) 

Disadvantage Points: 100

Base Points: 200
Experience Required: 5
Total Experience Available: 5
Experience Unspent: 0

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