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Jemma the Nuclear Doctor EmptyThu Sep 19, 2019 10:42 pm by SgtSarros
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 Jemma the Nuclear Doctor

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Xarat
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Jemma the Nuclear Doctor Empty
PostSubject: Jemma the Nuclear Doctor   Jemma the Nuclear Doctor EmptySat Oct 28, 2017 1:31 pm

Name:Jemma Patience Matheson
Sex: Female
Species: Altered Human (mutant)
Height: 130lbs
Weight: 5'7
Age: 22
Age in appearance: 28
Hair Color: blonde
Eye Color: blue
Skin Color: normal
Personality: Jemma is a very shy and secretive person, not wanting to share much with anyone. She's very wary and doesn't trust people easily.
Weakness: heights, closed spaces
Profession: Student
Weapons: None
Armor: None
Items: Books, glasses, mp3 player
Skills:
 
Martial Arts A - +1 CS to Fighting when opponent is unarmed as well
Gymnastics - +1 CS to Agility. Applies both skills above against ranged attacks only.
Parkour - +1 CS to Agility
First Aid - +1 CS to Reasoning for stabilizing an injury on another person to aid in healing. If someone is dying this skill can help save them. A green roll instead of a yellow roll is needed for stabilization, and a yellow roll instead of a red roll is needed to bring them to 1hp
Medcine - +1CS to Reasoning
 
Picture:
 
 
F - Excellent
A - Good
S - Good
E - Excellent
 
R - Good
I - Excellent
P - Incredible
 
_____________________________________________________________
 
Health 60
 
Mental Health 70
 
_________
 
 
Spells / Special Abilities:
 
Plasma Manipulation
Cost: N/A
Uses: Psyche if needed.
Description: This enbles Enigma to creatue thigns out of plasma such as a torch or a blowtorch, that she can use to see in the dark or cut through metal doors and other objects. Other uses can be done with GM approval. She can create up to Amazing intensity. On a requested roll, it goes up to Remarkable intensity on a green, and Excellent on a white.


Plasma Orb Level 1
Cost: N/A
Uses: Remarkable
Description: This allows Enigma to create a small plasma ball in each hand. These can be fired together. On hit roll 1d2 and do Excellent fire damage.


 
Plasma Orb Level 2
Cost: N/A
Uses: Remarkable
Description: This allows Enigma to create a large plasma ball together in both hands. On hit does Remarkable fire damage.


Plasma Orb Level 3
Cost: N/A
Uses: Remarkable
Description: On round one, Engima starts focused on creating an extra large orb. No roll is needed on round one. On round two, she fires this at an opponent, and it does Incredible damage, Amazing on a crit. ( no 3d6 bonus applied, 5d10 operates as normal off incredible. )
 

 
Fire/Heat Tolerance - Enigma is virtually immune to naturally occuring fires ( able to survive in a a house fire or even a furnace for an extended period of time without being injured, though she could still perish from heat exhaustion ). She is also immune to her own fire / plasma balls. When it comes to magical fires, she has Amazing resistance.
 
Pain Tolerance - Enigma, despite how damaged she might get, cannot feel pain. This is to her advantage and disadvantage as she may injure herself and not know how bad off she truly is. She will have to heal as per normal. However, it does aid her in such things as interrogations and being able to drive herself on despite how twisted her body might look.
- This only works on the physical plane so if she is attacked via psionics on the Astral or some other method of attack that is spiritual, she will feel it.


Soul Orbs:

Arma Felix - Transforms caster into a panther. +1 CS to Agility & Fighting, -1 CS to Psyche & Reasoning. Can better fit into tight spaces. 5 MP to invoke, 3 MP per round to maintain.


 
Biography: Jemma was born in California on feb 21st, with a rare genetic condition called CIPA (Congenital insensitivity to pain with anhidrosis) Her parents didn't know this until she was about a year old. They realised that she didn't react to pain in the way normal children should. Finally after dozens of tests, she was diagnosed with the rare condition. This led her parents, especially her mother, to be very protective of her to ensure she did not hurt herself. Despite their best efforts, she would continually hurt herself as she could not feel the pain.
 
When she was 5 years old, she fell out of a tree she was climbing onto a fence. She still bears the scars today from that event, and the many other accidents she has been in. Her mother grew very cautious and wouldn't allow her to do 'dangerous' activities. This led to many arguments throughout her childhood years, as she wanted to be treated just like a normal child.
 
On the eve of her 12th birthday, something else happened to her. One night, after a particularly unpleasant argument between her and her parents, she went to her room to sleep. Waking to the sound of a large explosion, she discovered that a hole had been blasted into her bedroom wall and was still smouldering. Believing this to just be a freak accident, she thought no more of it, even though her hands seemed to be red and burnt. Over the next year, she realised that she had developed some kind of ability to throw plasma from her hands. Not understanding this ability, she tried to hide it from her parents but was unable to.
 
When she turned 14, an almost fatal accident occurred in her science lab. She fled from the scene and rushed home to hide in her room, terrified. Several of the pupils were taken to hospital but no one was killed.
 
Some people came to the house that night, and spent several hours talking to her parents about her. Later that night after the men had left, she overheard her parents arguing about where to send her. Fearful of her destructive capabilities she grabbed a few belongings and climbed out of the window into the night, leaving only a note to her parents to let them know she was leaving to protect them.
 
For the last 5 years, she has wandered from state to state working as a waitress for the most part, though she takes whatever jobs she can get wherever she can. As soon as they realised she wasn't quite normal, she would move on. Usually what happens is that her powers go off without her being able to control it, sometimes going unnoticed, other times it creates a scene such as blowing the side of a motel out.
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