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Princess Ariel

PRINCESS ARIEL


Identity: Princess Ariel

Group Affiliation: Thundarr the Barbarian & Ookla the Mok

Base of Operations: Mobile

Known Quotes: "I'm a sorceress, not a witch!", "These buildings used to be called skyscrapers, Ookla."

Side: Good

Sex: Female

Age: 22

Height: 5' 8"

Hair: Black

Eyes: Dark Brown

Level: 10th

Experience: 56,000

Training: +1 Damage Magical Spell (Energy Blast)


POWERS:

1. Heightened Charisma B +12

2. Heightened Endurance A +6

3. Heightened Intelligence A +8

4. Magical Spells: Princess Ariel has extensive knowledge of magic. Her magical spells all have a range of 40" (Ex2), halved PR cost (already factored in due to her Willpower bonus). The Player and Game MAster are encouraged to expand on the type of spells allowed. Princess Ariel has the following spells:
     a. Cloud of Fog: This spell affects an area of 4". Those within the Cloud of Fog will act as if they were caught within an area of darkness (see as Darkness Power). PR 1 to create the Cloud of Fog, it takes an additional 1 PR and an action to maintain the spell.
     b. Energy Blast: Attacks as Power Baslt. +3 to Hit (included Training Bonuses). Energy shots from her hands. 1d20 +2 Damage (includes Training Bonuses). PR 1/shot.
     c. Energy Cage: Attacks as Paralysis Ray (+1 to Hit - Training Bonus). Yellow energy forms a cage around the target. A successful hit means the target is held captive and unable to move/attack. The energy cage only prevents physical action. The cage will disolve in 1d8+2 Turns. PR 2/shot.
     d. Energy Coils: Attacks as Paralysis Ray (+1 to Hit - Training Bonus). Blue energy coils around the target causing it to be held captive and unable to move/attack. The Energy Coils prevents physical and mental action. The coils will disolve in 1d4+2 Turns. PR 4/shot.
     e. Plant Control: A green energy blast commands plants to do Ariel's bidding (she can control up to 20 HP worth of plants). She can animate plants and attack others (for example, she can make plants grow up from the ground and grab opponents). PR 1/spell. An action must be spent per Turn to command the plants.
     f. Telekinesis: Yellow energy reaches out and acts as the Telekinesis Power (+2 to Hit - Training Bonus). Princess Ariel can manipulate physical objects with the maximum weight of 1200 lbs. Objects can be moved with a speed of 200"/Turn. PR 1/initial grab and an additional point for each Turn afterwards that she manipulates the target.
     g. Wind Vortex: This spell creates a small vortex of intense wind that can cause havoc in an area of 4" radius. Attacks as Vibratory Powers. 3d6 Damage, PR 2/vortex.

5. Willpower: Type B. Years of extensive study of magic allows Princess Ariel to cast all of her spells at half PR cost (1 PR minimum).

6. Weakness (Special Requirement): Princess Ariel must be able to raise her hands above her head to cast her magical spells. Should her hands or arms be bound, she cannot cast her spells.


CHARACTER DATA:

Weight: 136 lbs. Basic Hits: 3 Agility Mod: Nil
Strength: 12 Endurance: 20
Agility: 16 Intelligence: 24
Charisma: 34 Reactions from:   Good: +6     Evil: -6
Hit Mod. (1.2) (2.2) (1.6) (1.5) = 6.336 Hit Points: 20
Damage Mod.: +3 Healing Rate: 1.5
Accuracy: +2 Power: 72
Carrying Capacity: 254 lbs. Basic HTH Damage: 1d6
Movement Rates: 48" ground.
Det. Hidden: 18% Det. Danger: 22%
Inventing Points: 24.0 Inventing (72%):

Knowledge Areas:  Old Earth History, Old Earth Technology & Sorcery

Origin and Background: (Human) Princess Ariel is the stepdaughter of an evil wizard known as Sabian. She learned her magic and the Earth's history from his library. It is possible that her ancestors were of Chinese heritage (see "Battle of The Barbarians"). Thundarr the Barbarian was once a slave of her evil stepfather/wizard, Sabian, but he was freed by Princess Ariel. At times she shows romantic feelings toward Thundarr, but he oblivious to them.

Training Bonuses:
      2nd Level:  +1 Accuracy with Magical Spell (Energy Blast)
      3rd Level:  +1 Damage with Magical Spell (Energy Blast)
      4th Level:  +1 Accuracy with Magical Spell (Telekinesis)
      5th Level:  +1 Accuracy with Magical Spell (Energy Cage)
      6th Level:  +1 Accuracy with Magical Spell (Energy Blast)
      7th Level:  +1 Damage with HTH Magical Spell (Energy Blast)
      8th Level:  +1 Accuracy with HTH Magical Spell (Telekinesis)
      9th Level:  +1 Accuracy with HTH Magical Spell (Energy Coils)
      10th Level:  +1 Accuracy with Magical Spell (Energy Blast)

Legal Status: N/A


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