Velma Dinkley – Scooby Native

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  • Origin Form: Human Caucasian Female
    • Detective Skills
    • Run For Your Life: When frightened or surprised, you are able to run at a significantly increased speed.  Even in normal circumstances you’re still a little faster than you used to be.
    • Clue: A keen sixth sense for discovering evidence of a crime. This ability will lead you right to nearby hints that can provide a good idea to a solution for a mystery, but only if you interpret the information correctly.
  • RWBY Import
    • Form ?: Verma Dinkley, a female Calico Cat Faunus
    • Student: A current student of a Combat school, preparing for a Hunter academy.
    • Faunus: You’re a little bit beastly, aren’t you? Gain free nightvision, a cosmetic trait & quirk of some animal, and a lifetime of derision and suspicion.
    • Intellectual: Studies and research come to you easily, turning the efforts of what normally would be an all-nighter into a coffee break.
    • Remnant Arcana: As a side effect of your studies, you have become a master codebreaker, mystery finder and translator. You learn dead arts twice as fast, and cast magic or Dust arts better for it too.
    • Variable Weapon: It’s a thing that turns into another thing! One gun and one melee weapon, together at last.
      • Laser Helmet w/ HUD + Baseball Bat
    • Dust for Dummies Pro: A book teaching the manufacture, refinement and applications for energy propellant. Not only do you become a more proficient Dust user, mixing your own, upon mastery you discover how to make substitutes!
    • Abs: You are more aerobic, physically fit and dextrous than before. You also favor midriff baring outfits and puns.
    • Semblance: ???
    • Martial Arts Training: {SJ Provides}
  • Touhou Project Import
    • Form ?: a female Vampire Drop-In
    • Drop-In: You are nobody but yourself, a stranger to this mythical world. Though you are without a history and deprived of connections or resources in Gensokyo, you are also without conflicting memories and established foes. With a clean slate, it’s up to you to paint your own canvas in this strange, yet beautiful world.
    • Vampire: Vampires are feared for their incredible physical feats that rivals both Tengu and Oni just as much as they are known for their incredible intellect and charisma. Of course, they are no slouches at performing magic either. But bearing the curse of a vampire, even the most basic feat cannot be done if they are in the presence of sunlight or if they are starved of blood. Extended periods of time exposed to sunlight will reduce even the most powerful vampire to nothing but ash, and without blood, a vampire will remain dormant in a death-like state until they taste blood once more. Compared to other forms of Youkai, vampires are also perhaps one of the rarest kinds.
    • Magician’s Mind: Magic does not come naturally for some, but by taking this perk, you will gain the potential of shattering the barrier to perform magic that many fail to overcome. Even for those already proficient in magic, your own magical be polished as well, allowing you to learn new kinds of magics and special abilities with far greater ease. Additionally, once you do learn a new skill or ability, you will never forget how to perform it.
    • Doctor of Miracles: You will gain the skills of medical professionals across all fields whose raw skill is unrivaled by any ordinary doctor. You however, take things one step further by seamlessly incorporating magic into your medical procedures as well. No disease or ailment, mundane or supernatural, will overpower you or your patients. Your specialty however, lies in making drugs, potions and tonics of any kind, as well as the skills to replicate or create more for an unimaginably wide variety of uses. As one would expect, you are not able to make medicines that would require a physically impossible process in order to produce, nor can you make the medicine if you do not have the ingredients.
  • Fairy Tail Import
    • Title: ‘Verity Truehart’, a female human
    • Archive: A C-Class Magic that allows the user to store information in a magic database, as well as shield themselves with the UI screens and identify other magics.
    • Solid Script: A B-Class Magic that allows the user to cast spells by writing words corresponding to the effect… for instance writing the word “FIRE” in the air would create an image of the word “FIRE” made out of fire that could be launched at opponents. This cannot be used to bring about any spell more powerful than the caster could otherwise use.
  • SUPERNATURAL IMPORT
    • Hunter Origin: For you demons and monsters aren’t just a bad memory, but something encountered in everyday life. Where some have a cushy life of modern luxuries you have plenty of real world experience with violence and the things regular folk scoff at as superstition. Thanks to over a decade of not only fighting but surviving you’ve become excellent at keeping yourself and others safe from monsters. This wasn’t always the case, and your first encounter with a monster might have ended very differently if not for another hunter having saved you and shown you the ropes. Perhaps this desire to save people was brought on by losing someone before you knew what was out there, or maybe you’re just they type who can’t sit by when you know you could be helping others. Since the day you learned what was really out there you’ve done your utmost to hunt and protect the world.
    • Hunting Things: Stalking and killing monsters is second-nature to you along with identifying news that sounds like monster activity. You’re reasonably familiar with all the habits of monsters indigenous to the United States of America and know quick methods to narrow down what sort of creature you’re dealing with based on the information as well as what’s needed to kill them. This comes with a great understanding of simple hunter tricks like using devil’s traps and salt lines in order to identify who in a given group might be only pretending to be a human.
    • Clap Your Hands if You Believe: It’s not an easy thing to accept that monsters are real, or that the people you love could have been replaced by one. The simple matter is people may refuse to believe the truth if living a lie isn’t as scary. However, they still definitely want to live. You have remarkable ease at getting people to accept the existence of the supernatural quickly when they’re in danger. Instead of being confused or frozen in fear when an unnatural threat shows itself, those you’ve warned will remember your words and run, following your instructions until the threat has passed. Afterwards they’ll want a more complete explanation and be more than willing to take your advice to heart.
    • Family Business: Badges and various business cards that will assist you in infiltrating multiple levels of society for information under a number of fake identities. Anyone suspicious of your involvement in a case will initially call the superior listed on your business card rather than verifying your identity in another manner – so it’ll be good to have someone manning a phone somewhere to back up your story. This includes F.B.I, C.D.C., Federal Marshal, and material identifying you as various local police and health department roles.
    • Bullshit Ballistics: While all hunters seem to be competent with guns, you can put their skill to shame with your own ability to hit a target. While a deft marksman you’re supernaturally skilled in the creation of specialized ammunition for your firearms. With what you might run into in this world having the right weapon for the job is essential. Putting together rock salt shells for a shotgun or melting down silver to use in your bullets is the simplest use of this ability. There are far greater applications for your personal rounds, like melting down an angel blade into angel-slaying bullets, or putting potions into hollow point rounds to make the contained magic trigger against a target. Most curiously you can inscribe sigils or seals you know onto bullets, and they will not be deformed on impact keeping their properties.
    • Saving People: It’s not just about the hunting things and the family business, but what happens after when those you’ve saved have to go on living with the knowledge of the terrors that lurk in the dark corners of their world. Perhaps because of the hope you’ve brought or them simply finding strength in themselves after their ordeal, anyone who goes through trauma that you happen to save will never be burdened by the experience – only coming out better for it after given a brief period to recover from any physical harm they might have endured. No more will you have to worry about those you protect after the battle is over.
    • Clairsentience: Able to detect supernatural energies in the environment around you, especially those of a demonic and/or psychic origin, you can feel the flow of this energy and follow it to a source. While very useful for finding objects and creatures that give off these auras, the true value becomes apparent when getting your hands on the items it leads you to. Those objects with mystical properties can have their histories read by you, helping you understand where they’ve been and when, and the kinds of people that have used the objects in the past. A talent useful to anyone who finds themselves in a world of demons, it holds significantly less utility against stronger people who can mask their auras or objects that are sealed behind things like curse boxes.
    • Monstrous Durability: You get knocked down, but you get up again. They are never going to keep you down. Enjoy being annoyingly hard to kill. Short of decapitation or the possibility of being torn apart by industrial equipment you won’t be kept down for long. Taking a shotgun blast at point-blank range will merely knock the wind out of you, and even after being thrown through a wall you’ll be able to jump right back on your feet. Even having your feet tortured with a blowtorch won’t keep you off them. While this won’t eliminate any of the specific weaknesses you might have it does help avoid being one-shot by them before having a chance to defend yourself in a proper fight.
    • EMF Meter: This handheld gadget will reads electromagnetic fields, helping you to determine the location of spirits and the objects or remains tethering them to the mortal plane. While the equipment of some hunters can be thrown off by other strong sources of electricity like power lines, your device is refined to be able to filter out such man-made interference and only reacts to spiritual energy fields due to differences in the way they change electromagnetic fields. If you have another portable electronic device, this feature can be installed as an app to help save space.
    • Salt: An invaluable tool for hunters, this common condiment is a symbol of purity that can force spirits to disappear for a short time. When made into a line, it prevents both demons and spirits from crossing. When force-fed to a person controlled by a poltergeist it can release them from that possession. Salt lines can only be broken by creatures it does not affect. For actually defeating such vengeful spirits in a permanent way this is basically a requirement, as ghosts will not pass on until their tethers to the world have been salted and burned. This particular container never seems to run out.
    • Hunter’s Journal: The single most valuable possession for most hunters, books like these are passed down through families and hold extensive records on the demons and monsters encountered over generations. A constant companion for any hunter this notebook is used to keep track of where they’ve gone, what they’ve hunted, and who they’ve helped along the way. It includes many hand-drawn illustrations, newspaper clippings, and the occasional photograph to help identify creatures as well as keep track of rumours and lore about creature sightings. If well maintained, it allows other hunters to avenge their family or at least tie-up loose ends and give some closure.
    • Laptop: “We should call the internet and find out as much as we can about these people. Did I say that right?” Not exceptional as far as computers go, even for 2005, but this can fulfill your research needs as well as any other machine of the era will. If destroyed or shut down unexpectedly it retains all data. No matter how many explicit websites you may use for “research”, you’ll find the device is unable to be permanently damaged by viruses or malware – though there is a high chance the screen could freeze at inopportune times to embarrass you.
  • A Certain Scientific Import
    • Title: Red Popper
    • Teleporter: Teleport Small Objects > Teleport Heavier Objects > Teleport Objects Rapidly > Teleport Yourself, total 130.7kg > Country-Wide Teleportation. This is a pretty rare ability, as you’ll be the 20th that can teleport multiple things at once. Anything you teleport displaces whatever it’s teleported into, but teleporting yourself into solids still hurts. To teleport things, you’ll have to do 11th dimensional calculations, so if something such as pain is impacting your ability to think, it won’t work. You also have a cooldown that’s proportionate to distance travelled. Despite you only being able to teleport objects, as you get stronger, your cooldown time decreases while the number & total weight of objects and range of teleportation increases. Hell, I’ll throw in the ability to teleport objects from your warehouse to you at level 4 for free. This has a lot of raw power, considering that teleporting things into people can be really lethal.
  • Psychonauts Import
    • Instructor Background: You are a fully trained and realized Psychonaut. While you are fully capable of dealing with the psychic threats of the world, journeying into the minds of the mad and fighting their inner demons, and using your powers to their true potential.
    • Basic Braining: You have training in mental obstacle courses, an ordeal that instructed you in the basics of acrobatic feats (jumping, trapeze, and the art of the double jump), psychically-assisted hand-to-hand combat, sorting another’s mental baggage, and accessing someone’s mental vaults. As an added bonus, you are less disoriented by astral projecting or entering someone’s mind.
    • Merit Badge Belt: This camp sash will allow you to display your Jumper powers/skills as merit badges. This has only a cosmetic effect, but might impress some people if you explain that each one is a superpower, area of science/magic/martial arts, or other skill. Despite being properly fitted to you at all times, it always has space for each badge.
    • Department of Paranormal Education: You are fully trained in the art of educating young psychics. This gives you better methods of developing the present psychic abilities within your students (no matter how small), the ability to set up psychic training grounds within your mind, improved control over your mental censors (wouldn’t do to have your censors trying to evict your students, at least until combat practice), and the willpower to deal with a summer camp full of hormonal kids. Note that control over your censors is something you should pay attention to, as they are your mind’s immune system.
    • Cobweb Duster: This device allows you to collect mental cobwebs while inside another’s mind. This has the benefits of clearing up their mind and memory, not improving their mental faculties as much as dusting off old skills and uncovering old memories. Includes a Psychic Loom attachment for the Warehouse.
    • Psycho-Science: You are familiar with everything from the cutting edge to the earliest tests of the Psychic Sciences. You know how a Brain Tumbler works, how to construct a Geodesic Isolation Chamber, how to make your own Psycho-Portal (most available ones will include a built-in block to protect underage minds from being entered), how to build Psychic Death Tanks (and properly store brains so they stay alive and can be easily transported), and how to make people sneeze out their whole brains and stay alive using nothing but a pepper mill! That last one doesn’t work on people with a stuffy nose though. Also comes with knowledge of how to put brains back inside a person’s head.
    • Psychonautics: Your skill at diving into the psyche is unparalleled, with the insight to truly understand the mind at its core levels. You have the full training of a Psychonaut and the field of Psychonautics in general. You know how to truly explore the human condition, the various methods of achieving the altered states of consciousness to do so (and in your case can do it through will alone), and you make connections through the Collective Unconscious easier allowing you to visit the minds of those you have a connection to over any distance. You can even explore the Collective Unconscious itself as well as Crowd Psychologies! As an added bonus, you also have an increased ability at understanding truly alien, inhuman minds.
    • Psychic Specialization x4: You are really good in a particular area of psychic powers. You might be able to go Invisible for a full day before having to recharge, Telekinetically wrestle the bears at camp, telepathically talk to plants (a rare ability), or your Oarsmanship might be strong enough to let your treat a canoe as a speedboat with nothing but the push of your mind! Keep in mind you’re not the best at your specialization, and to keep your area reasonable (use the cast of Psychonauts as an example). Can be taken more than once (doubling up a specialty will put you among the top 3 in that area with little practice) for a maximum of two ranks per specialty. Remember, this is just your baseline in that field and that with the amount of time you have as a Jumper to practice (not to mention learning and training perks) you will notice you have further to go to reach your limit than most.
      • Levitation x2
      • Psychic Transparency (mental attacks and scans might simply pass through her)
      • Psy-Suppression (a general dampener).
  • Bleach Upgrade
    • Shinigami Transformation: Thanks to Nimiya’s techniques, Velma has become a Shinigami… though she’s not a great fighter, she’s better than most Soul Reapers.  Her Zanpakuto takes the form of a Roman Gladius.
  • Demon’s Souls Import
    • Heightened Capacity: Magic requires those that use it to be more than just dumb brutes. This is reflected in your improved intelligence and increased mana capacity. You can cast some basic spells (Flame Toss, Soul Arrow, and Water Veil) without them failing on you.
    • Acolyte’s Knowledge: You’re not a fool dabbling in magic, no not at all. Whereas some amateur might know how to cast a spell or two, you’re well-versed in magic. It seems that your constant studies have improved the damage of all your spells.
  • Marvel Cinema Universe Import
    • Drop-In: You wake up in the location you have rolled, with the skills and equipment you have purchased. No one knows you are here yet, and you have no ID to prove who you are. Where you go from here is up to you.
    • Darcy Time: Most people try to AVOID alien invaders or rampaging gods or whatnot. Not you! You’re cool like that, and you know just where to find cool things. Whether it’s an alien invasion, or a heck of a superpowered throwdown, or some cataclysmic event going on, you have a knack for making it there. Actively seeking it out will have better results, but with this you can choose to have it work on a passive level, drawing you into the plot in some way.
    • Yaka Arrow: This curious arrow is a weapon forged from Yaka metal by the Centaurians. Yaka Arrows respond to a specific range of sonic frequencies which change the material’s behavior, and the arrows themselves are able to defy gravity and move freely through the air at great speeds. These arrows are highly durable and sharp, allowing them to pierce through most targets, including the hull of a small spacecraft. I highly recommend you train your whistling skills before utilizing this thing.
    • Tactical Suit [Free]: A  standard bodysuit made of a polymer blend with ten layers of treated composite materials, allowing for state of the art protection. Default appearance of a SHIELD logo and emblem, but you may choose a different style upon acquiring this.
  • Dragon’s Crown Import
    • Form 2: Hydelandian Sorceress
      • Base Stats: STR: E | CON: D | INT: A | MGR: S | DEX: B | LUC: A
      • A skilled magic user talented in controlling the battlefield and supporting her allies and minions. Magic and manipulation have been your life’s blood for as long as you can remember. Though born into luxury, the child of a lord’s mistress, it was impressed on you early on that you would have to find your own way. Too bad you learned this lesson after you learned a taste for fine things. Now you seek your fortune, willing to endure a few adventures for the sake of a lifetime of luxury.
    • Epic Proportions?: The world of Hydeland has a particular aesthetic, and you can selectively redesign your body one time to meet that aesthetic, complete with three enhanced physical features, the more specific, the bigger the boost.
    • Palette Swap: You can recolor the outfit you’re currently wearing so that the pattern and color scheme compliment each other based off your personal preferences.
    • Soundtrack: A sweeping heroic score accompanies your hero’s journey. You can control who hears this score and its volume. This also works for the morally ambiguous and villainous.
    • Basic Attack: You know the basics of melee combat. You can swing a sword without injuring yourself.  If you’re so inclined, you’re good with a shield.  And, if you’re a magic user, you can channel small amounts of magic through a staff in order to bolster your attacks.
    • Create Food: By drawing on the raw energies of the universe, you can create food from nothing.  Your first few attempts at this will create enough fruit to satisfy one person for one meal.  As your skill increases, you will learn how to create more food and a greater variety of food, with each casting of the spell. The food you create, while perfectly nutritious, will be all together ordinary.  Attempting to create magical food or food with fantastical properties will result in poor tasting replicas of your intended food, with none of the magical properties you were going for, full of empty calories.
    • Cheating Ass Magic Users: You don’t play fair, but you’ve got to decide just how it is that you cheat. As a magic user you have one of two ways of evading attacks specifically aimed at you. This selection either gives you the ability to fly and hover, or the ability teleport rapidly over a short distance. Both of these abilities will drain mana based off of how long you use them. (Tport)
    • Animate Skeleton: This spell requires the bones of a formerly living being to act as its focus.  Once a skeleton has been used for this spell, it cannot be used for subsequent castings.  The caster can animate that skeleton for up to 24 hours, starting with one at a time, with masters able to maintain up to 4 at a time. Skeletons raised in this manner will have comparable physical durability and combat ability to the caster.  They will follow simple commands only and are considered undead.
    • Concentrate: By quieting your mind and drawing your focus inward, you can dramatically increase the rate at which you recharge your mana. Instead of waiting minutes for your mana to recharge, you’ll wait seconds. However, in order to use this ability, you must completely focus on the task of mana regeneration.  Slow walking is possible, but fighting, casting, planning, and talking are not.
  • Strike Witches Import
    • Callsign: “Mystery” (Danish Strike Witch)
    • Familiar: A Great Dane named “Hamlet”
    • Striker: Bomber unit
      • Loadout: Gau-8 Minigun, Anti-Tank Rifle
    • Bomber Jacket: Discount Army Surplus, offering customised bomber jacket for free to any and all of our STRIKE WITCH HEROES. Call through and give your Regiment, Callsign, and Address and we’ll mail out in a day with Regiment patch and Callsign embodied. Go get ’em girls!
    • Defensive Sign “Directional Shield”: All Strike Witches are trained to produce a 2 dimensional circle of energy a short distance directly in front of them which can deflect light attacks.  You cannot fire a weapon through a shield.
  • Gargoyles Import
    • Form 3: a female Big Business Gargoyle
      • Winged humanoids of great strength and durability, they are fiercely loyal to their clan and allies. Naturally territorial, they watch over their territory during the night, dealing with invaders and criminals alike. Gargoyles come in a wide variety of forms, mostly resembling demons and occasionally animals, though they loathe the comparisons. Gargoyles turn to stone during the day, rendering them vulnerable to malicious humans, but healing them of most injuries and poisons. They don’t age while sleeping.
    • Big Business Background: You’ve made your way in this world through hard work and a cunning mind. Big dreams and a copy of “The Prince” book-on-tape are all you need to wrap the world around your finger. “Pay a man enough and he’ll walk barefoot through hell.”
    • Xanatos Gambit: You are a master of plans. Dovetailing, back-up plans, and even a bit of off the cuff villainy are as natural to you as breathing. You have plans within plans within plans and no matter what happens, you always seem to come out ahead.
    • Doing Machiavelli Proud: Sometimes people need a little push to join in on your plans. You can calculate just what you have to do or say to get people right where you want them. Friends and enemies alike will fall for your schemes and won’t know what hit them until after you’re long gone. And those public opinion polls? Don’t worry about them, you’re doing just fine.
    • CEO: You own a company and it practically runs itself. However, that doesn’t mean you don’t know how this company works. Business acumen is your forte and any steps you make to advance a company pay off three-fold. Expect to receive bonuses often. This applies to any business you can gain control over, or even just create, provided you aren’t intentionally crashing it.
    • Pragmatism: You have an accurate idea of when someone will be useful in the future, as well as when it’s time to cut your losses. Know when to hold ’em, when to fold ’em, and when to run. You’ll also never show more of your hand than necessary for a plot to succeed.
    • Durable: Catch a sword with your hands, take a laser to the gut, whatever your masochistic heart desires. Your skin is now tough as good hard leather armor, with the feel of suede.
    • Gargoyle Strength: Most Gargoyles are already strong, but you’re a cut above the rest. Bend steel bars and crush solid stone in your hands, if you strain yourself you can even throw a car a few yards.
    • Well Read: You have an extensive knowledge of literature and philosophy, especially the works of Shakespeare. Sartre, Nietzsche, Dostoyevsky are all as easy to recall as what you had for lunch today.
  • Tenchi Muyo! Quasi-Import
    • Form ?: ‘Vex’, a 9 foot tall Cabbit-Ogre
  • Star Wars: KOTOR Import
    • Form ?: ‘Vex Bastar’, a Twi’lek Jedi Consular
      • The second most common species in the galaxy, Twi’leks are omnivorous humanoids with colorful skin and long head tails. They can speak galactic basic plus their native language. Twi’leks are one of the many races in the galaxy that are often enslaved, females especially so.
    • Jedi: You’re currently a Padawan in the Jedi Order. You’ve spent nearly your entire life with the Jedi. You have friends, a caring master, and even a rival. You start off on your chosen planet with your master.
    • Enhanced Memory: You Gain perfect Photographic Memory and instant Mental Recall.
    • Advanced Comlink: A portable communicator about the same size and weight as a cell phone. 50 kilometer range by default, security system that prevents unauthorized use. Frequency scanner that detects other communication devices in range. Able to connect to satellites for planetwide range. Powered by a rechargeable battery.
    • Balance Path: The path of the Jedi Sentinels and the Sith Assassins. both your physical and mental abilities are strengthened by a small degree, and you have improved talents in all skills.
    • Force Cloak: A Force Power that allows the user to become invisible by bending the light and sound around them. This power works on both living beings and droids.
    • Force Sensitivity, Force Heal, Persuasion, Force Speed, Force Sight, Precognition / Farsight, Force Empathy, Telepathy, Telekinesis, Mind Trick, Force Stealth, Lightsaber Training, Pistol Training, Single-Bladed Lightsaber
  • Firefly Import
    • Alliance Citizen: This IS a disgusting little dust-ball, isn’t it? You’re trained and educated for the high spires of the Core, not here. You should probably leave as soon as you can. That ship looks like it’s going the right way, doesn’t it?
    • Edumacated: You have a standard Alliance education, just like every true citizen; 17 years, unless you skipped ahead, as opposed to those Rim “characters” who typically drop out after 8. You know the great poets and their works, and can name every planet and moon and their capital. Expect a treasure trove of (mostly useless) knowledge to be at your fingertips.
    • Coin: You have a nice stack of coin. Or maybe an Alliance Credit account. In any case, you’ve got the cash for low-rent room and board on your own for a year or two, or enough to keep a ship and crew in fuel and parts for a few weeks (After all, it’s a hole in space you pour money into). You might be able to pay your way out of a jam, but if the Rim knows you have money, expect to end up in MORE trouble, not less.
    • Things DO Go Smooth: You have a truly impressive reserve of luck. Your Karma somehow always stays in the positive, no matter what you do. Expect to land on the one moon where you’re a folk hero, and you’ll probably lift off just a few seconds before ground control’d lock you in. If you sail with those who have perennial bad luck, you’ll be enough to balance them out. Your luck is not infallible, but people do tend to trip and have misfires when shooting at you; you’ll still be in the hospital, but in the ICU, not the morgue.
  • Dresden Files Import
    • Practitioner – Wizard
    • Magic 101
    • The Sight
    • Wizard Tricks
    • Clued In
    • Refined Spellcasting

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