JimLotFP
May 29th, '07, 04:27 PM
'allo... just futzing around a bit preparing for my HERO campaign to finally get started, figured I should make some characters for practice before making them "for real"... here's my first attempt... he's a bit combat-light and has a really implausible origin (I had the idea for who I wanted him to be but not a clue about how to get him there...), and just a touch of exaggerated autobiographical content. :)
So is it "legal" to participate in WWYCD threads with characters you've never actually played? heh.
Anyway, suggestions on how to toughen this guy up while keeping true to the character conception would be most appreciated. :)
No-One - Richard Hardinson
VAL CHA Cost Total Roll Notes
20 STR 10 20 13- HTH Damage 4d6 END [2]
23 DEX 39 23 14- OCV 8 DCV 8
23 CON 26 23 14-
19 BODY 18 19 13-
18 INT 8 18 13- PER Roll 13-
13 EGO 6 13 12- ECV: 4
13 PRE 3 13 12- PRE Attack: 2 1/2d6
10 COM 0 10 11-
4 PD 0 4/10 4/10 PD (0/6 rPD)
5 ED 0 5/26 5/26 ED (0/21 rED)
3 SPD 0 3 Phases: 4, 8, 12
9 REC 0 9
46 END 0 46
41 STUN 0 41
6 RUN 0 6" END [1]
2 SWIM 0 2" END [1]
4 LEAP 0 4" 4" forward, 2" upward
CHA Cost: 110
Cost POWERS
13 Mental Defense (23 points total) (20 Active Points); Limited Power (No Defense vs Ego Attack; -1/2) - END=0
29 Taser: Energy Blast 8d6, No Normal Defense ([Standard]; Defense is Insulated ED; +1) (80 Active Points); OAF (-1), No Range (-1/2), 12 Charges (-1/4) - END=[12]
12 Kevlar Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) - END=0
15 Armor (0 PD/15 ED) (23 Active Points); Only Works Against Radiation Limited Type of Attack (-1/2) - END=0
28 Invisibility to Sight and Hearing Groups , No Fringe, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points); Limited Power (Only vs. Machines; -1), Always On (-1/2) - END=0
7 Power Defense (10 points) (10 Active Points); Only Works Against Radiation Limited Type of Attack (-1/2) - END=0
2 Life Support (Safe in High Radiation) - END=0
POWERS Cost: 106
Cost MARTIAL ARTS
4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/5, Target Falls
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike
MARTIAL ARTS Cost: 15
Cost SKILLS
3 Bureaucratics 12-
3 Climbing 14-
3 Combat Driving 14-
3 Demolitions 13-
2 CuK: Music Scene 11-
0 Language: English (idiomatic) (4 Active Points)
2 Language: Latin (fluent conversation)
3 Lockpicking 14-
3 Mechanics 13-
3 Oratory 12-
2 PS: Musician 11-
2 SS: Anthropology 11-
2 SS: Archeology 11-
3 Shadowing 13-
50 +5 Overall
3 Stealth 14-
3 Streetwise 12-
3 Tracking 13-
4 TF: Common Motorized Ground Vehicles, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles
2 SS: Sociology 11-
2 AK: Atlanta 11-
SKILLS Cost: 101
Cost PERKS
13 Vehicles & Bases
PERKS Cost: 13
Cost TALENTS
5 Eidetic Memory
TALENTS Cost: 5
Value DISADVANTAGES
25 Dependent NPC: The Band 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x4 DNPCs)
10 Distinctive Features: Emits (harmless) unusual radiation (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
15 Hunted: Police 8- (As Pow, NCI, Harshly Punish) [Notes: The character is known as a vigilante, so only "by the book" cops will want to bring him in. The Hunted frequency indicates that most interactions with police will be with "average" officers who see a non-killing masked man as an aid to their efforts.]
10 Social Limitation: Secret ID (Occasionally, Major)
15 Psychological Limitation: Speaks with the royal "we" (Common, Strong)
15 Psychological Limitation: Talks to Self (Common, Strong)
20 Psychological Limitation: Code of the Comic Book Hero (Common, Total)
10 Reputation: Insane Vigilante, 14- (Only in Hero ID)
20 Psychological Limitation: Disdainful of the Common Person as Lazy and Ignorant (Very Common, Strong)
10 Social Limitation: Poor (Frequently, Minor)
DISADVANTAGES Points: 150
Base Pts: 200
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 350
Background/History: Richard Hardinson has always had a rough life. Born to a single mother (nobody can say exactly who his father is) in Atlanta public housing, Hardinson never had a positive role-model growing up. Instead of falling prey to the more insidious temptations of the street, the rather bright boy threw himself into music and comic books (both quite cheap forms of entertainment when you become skilled in shoplifting...). Enthralled by the comic book stories of people with power over their lives (Firestorm and The Question were his favorites), and impressed by the ability of bands like Sodom, Kreator, and Celtic Frost to express the way he felt, he aspired to be a creative person to separate himself from those around him, whom he increasingly considered inferior because of their lack of ambition. However, this focus did not include schoolwork, and his dislike for being told what to do, and his desire to pursue his music, led him to drop out of high school at the age of 16.
Working various labor jobs enabled him to rent his own meager apartment and buy his own guitar, and after some practice he joined the local band Mass Graves as guitar player and vocalist. His vision and attitude impressed the band, and within a year they had cut a demo and were signed. Now they are enjoying some small popularity in their scene, but the band is not a money-generating entity and the band doesn't even play out much. Richard is more than happy with this arrangement though, and the band intentionally takes steps to not attract wider press or record label attention.
At the age of 22, still eking out a living doing what jobs he can during the day and exorcising his frustrations and fantasies in the rehearsal room at night, everything changed. He was on a mid-afternoon bus out to the suburbs where his band was playing a gig later that night. A local terrorist cell had chosen the bus as a test target for a new type of low-yield dirty bomb. The bomb exploded, but the blast and the radiation had a most unusual effect. While the force of the blast tore the bus apart, all of the radiation had been absorbed by Hardinson, who had been sitting above the tire well where the bomb had been planted. The driver and four other passengers were killed instantly, but Hardinson had not a scratch on him. He decided to flee the scene rather than deal with rescue personnel... but he soon realized the explosion had changed him somehow.
The consciousness of his four fellow bus passengers had somehow invaded his mind, and he had access to their memories and talents. Or rather, they could tell him about what they knew. When he showed up for his gig that night, he first discovered the next strange thing to happen to him. Machines and electronic devices could not detect his presence. His microphone couldn't pick up his voice, his friend's videocamera didn't pick him up on stage.
He (and his four new mental friends) were quite puzzled at the situation. The new personalities (they were an ex-Marine mercenary, a career criminal, an archeology professor, and a man running for a seat on the city council) all had different ideas of what to do. Richard had a better idea. He had already followed in the footsteps of his idols for one of his passions, now he would follow in the footsteps of his idols from another passion: He would become a comic book-style superhero!
Personality/Motivation: Hardinson is not a pleasant person to be around. He believes that most of humanity is following the wrong path and in particular that his fellow Americans are a willfully shallow, ignorant people. He has become a costumed crimefighter not for their sake, but because Richard believes the only way to validate his worldview is to be better than the people around him. He comes across as arrogant and unlikeable, and this is entirely intentional on his part to avoid having to deal with the people around him.
As part of his hero persona, he has sworn himself to a strict code of heroic ethics, based on what he believes is the only "real" era of comic books, the 1970s. He will not kill, he always keeps his word, and he will sacrifice himself and his personal life to protect the innocent... not because he is a good person, but because this is the way that people with special powers are supposed to act. It's the proper, true way and he believes that overly violent, morally troubled heroes of the modern comics age suck and he refuses to be one of them. If he encounters heroes that match this description, he'd probably be more enthusiastic about kicking the crap out of them for "doing it wrong" than fighting villains.
Besides, being a goody-goody superhero really ticks off the other personalities in his head, and that's the least he can do to repay them for invading his private headspace.
Quote: "So you say no one can stop you?"
Powers/Tactics: No One is a low powered hero and he knows he can't take on the heavy hitters in a fight. He was always in good shape, but the added combat knowledge of the mercenary (and the fitness regimen he encourages) has turned No One into a fighter that can easily deal with non-powered criminals.
His defensive abilities are the most impressive. Machines can not detect him, which does give him problems if he tries to go through airport security or renew his driver's license, but more importantly it allows him to infiltrate secure areas without fear of detection.
The multiple personalities inhabiting his brain make any sort of mind control, manipulation, or mind scanning very difficult as the "signal" is very confused. Mental attacks are unhindered, however, as there is no need for the attacker to interpret the mess in there in these cases. No One is also resistant to radiation, and he wonders if this is a result of the bombing or what saved his life in the first place...
His main assett is the combined knowledge of all the consciousnesseseseseses in his brain and this is represented by the impressive Overall Skill Levels he has. He depends on combining that with his Martial Dodge for an incredible 18 DCV to keep him out of danger when things get violent.
Using a stash known to the mercenary, he has outfitted himself with a taser gun, kevlar jacket, and a fancy foreign motorcycle to fight crime. He can't afford new crime fighting equipment himself, so he is hoping to raid the underworld to be able to get some heavier hitting equipment in the future as well as continuing physical training so his body can use all of the combat knowledge he has in his head.
Campaign Use: No One seeks to join a superhero team. As far as power level, he would definitely be a support player in such a team... he won't be a frontline fighter, but his unique personality will keep him from being overshadowed and his non-combat abilities will certainly be useful to any team. No One would hope that he could learn from the example of great heroes, but nobody would be able to live up to his standards. He would set himself as the "moral compass" of the team, and always be attempting to give the rousing speeches a la The Shoveler from Mystery Men (his favorite character from that movie), but would usually come across as a self-righteous ass instead.
On his own, he's definitely a street-level hero. He'd go after the types that make life miserable for the lower classes such as drug dealers, ethnic street gangs (including white power types), and especially corrupt policemen and politicians.
Appearance: In his normal identity, Hardinson looks like a typical heavy metal musician... very long unstyled hair, dresses in denim and leather and various band T-shirts. In his No One identity, he takes a nod from one of his favorite heroes, The Question, and wears a suit (nobody familiar with his regular identity would ever suspect he would wear a suit!) complete with fedora (into which his hair is all tucked) and face mask, all grey.
So is it "legal" to participate in WWYCD threads with characters you've never actually played? heh.
Anyway, suggestions on how to toughen this guy up while keeping true to the character conception would be most appreciated. :)
No-One - Richard Hardinson
VAL CHA Cost Total Roll Notes
20 STR 10 20 13- HTH Damage 4d6 END [2]
23 DEX 39 23 14- OCV 8 DCV 8
23 CON 26 23 14-
19 BODY 18 19 13-
18 INT 8 18 13- PER Roll 13-
13 EGO 6 13 12- ECV: 4
13 PRE 3 13 12- PRE Attack: 2 1/2d6
10 COM 0 10 11-
4 PD 0 4/10 4/10 PD (0/6 rPD)
5 ED 0 5/26 5/26 ED (0/21 rED)
3 SPD 0 3 Phases: 4, 8, 12
9 REC 0 9
46 END 0 46
41 STUN 0 41
6 RUN 0 6" END [1]
2 SWIM 0 2" END [1]
4 LEAP 0 4" 4" forward, 2" upward
CHA Cost: 110
Cost POWERS
13 Mental Defense (23 points total) (20 Active Points); Limited Power (No Defense vs Ego Attack; -1/2) - END=0
29 Taser: Energy Blast 8d6, No Normal Defense ([Standard]; Defense is Insulated ED; +1) (80 Active Points); OAF (-1), No Range (-1/2), 12 Charges (-1/4) - END=[12]
12 Kevlar Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) - END=0
15 Armor (0 PD/15 ED) (23 Active Points); Only Works Against Radiation Limited Type of Attack (-1/2) - END=0
28 Invisibility to Sight and Hearing Groups , No Fringe, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points); Limited Power (Only vs. Machines; -1), Always On (-1/2) - END=0
7 Power Defense (10 points) (10 Active Points); Only Works Against Radiation Limited Type of Attack (-1/2) - END=0
2 Life Support (Safe in High Radiation) - END=0
POWERS Cost: 106
Cost MARTIAL ARTS
4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/5, Target Falls
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike
MARTIAL ARTS Cost: 15
Cost SKILLS
3 Bureaucratics 12-
3 Climbing 14-
3 Combat Driving 14-
3 Demolitions 13-
2 CuK: Music Scene 11-
0 Language: English (idiomatic) (4 Active Points)
2 Language: Latin (fluent conversation)
3 Lockpicking 14-
3 Mechanics 13-
3 Oratory 12-
2 PS: Musician 11-
2 SS: Anthropology 11-
2 SS: Archeology 11-
3 Shadowing 13-
50 +5 Overall
3 Stealth 14-
3 Streetwise 12-
3 Tracking 13-
4 TF: Common Motorized Ground Vehicles, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles
2 SS: Sociology 11-
2 AK: Atlanta 11-
SKILLS Cost: 101
Cost PERKS
13 Vehicles & Bases
PERKS Cost: 13
Cost TALENTS
5 Eidetic Memory
TALENTS Cost: 5
Value DISADVANTAGES
25 Dependent NPC: The Band 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x4 DNPCs)
10 Distinctive Features: Emits (harmless) unusual radiation (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
15 Hunted: Police 8- (As Pow, NCI, Harshly Punish) [Notes: The character is known as a vigilante, so only "by the book" cops will want to bring him in. The Hunted frequency indicates that most interactions with police will be with "average" officers who see a non-killing masked man as an aid to their efforts.]
10 Social Limitation: Secret ID (Occasionally, Major)
15 Psychological Limitation: Speaks with the royal "we" (Common, Strong)
15 Psychological Limitation: Talks to Self (Common, Strong)
20 Psychological Limitation: Code of the Comic Book Hero (Common, Total)
10 Reputation: Insane Vigilante, 14- (Only in Hero ID)
20 Psychological Limitation: Disdainful of the Common Person as Lazy and Ignorant (Very Common, Strong)
10 Social Limitation: Poor (Frequently, Minor)
DISADVANTAGES Points: 150
Base Pts: 200
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 350
Background/History: Richard Hardinson has always had a rough life. Born to a single mother (nobody can say exactly who his father is) in Atlanta public housing, Hardinson never had a positive role-model growing up. Instead of falling prey to the more insidious temptations of the street, the rather bright boy threw himself into music and comic books (both quite cheap forms of entertainment when you become skilled in shoplifting...). Enthralled by the comic book stories of people with power over their lives (Firestorm and The Question were his favorites), and impressed by the ability of bands like Sodom, Kreator, and Celtic Frost to express the way he felt, he aspired to be a creative person to separate himself from those around him, whom he increasingly considered inferior because of their lack of ambition. However, this focus did not include schoolwork, and his dislike for being told what to do, and his desire to pursue his music, led him to drop out of high school at the age of 16.
Working various labor jobs enabled him to rent his own meager apartment and buy his own guitar, and after some practice he joined the local band Mass Graves as guitar player and vocalist. His vision and attitude impressed the band, and within a year they had cut a demo and were signed. Now they are enjoying some small popularity in their scene, but the band is not a money-generating entity and the band doesn't even play out much. Richard is more than happy with this arrangement though, and the band intentionally takes steps to not attract wider press or record label attention.
At the age of 22, still eking out a living doing what jobs he can during the day and exorcising his frustrations and fantasies in the rehearsal room at night, everything changed. He was on a mid-afternoon bus out to the suburbs where his band was playing a gig later that night. A local terrorist cell had chosen the bus as a test target for a new type of low-yield dirty bomb. The bomb exploded, but the blast and the radiation had a most unusual effect. While the force of the blast tore the bus apart, all of the radiation had been absorbed by Hardinson, who had been sitting above the tire well where the bomb had been planted. The driver and four other passengers were killed instantly, but Hardinson had not a scratch on him. He decided to flee the scene rather than deal with rescue personnel... but he soon realized the explosion had changed him somehow.
The consciousness of his four fellow bus passengers had somehow invaded his mind, and he had access to their memories and talents. Or rather, they could tell him about what they knew. When he showed up for his gig that night, he first discovered the next strange thing to happen to him. Machines and electronic devices could not detect his presence. His microphone couldn't pick up his voice, his friend's videocamera didn't pick him up on stage.
He (and his four new mental friends) were quite puzzled at the situation. The new personalities (they were an ex-Marine mercenary, a career criminal, an archeology professor, and a man running for a seat on the city council) all had different ideas of what to do. Richard had a better idea. He had already followed in the footsteps of his idols for one of his passions, now he would follow in the footsteps of his idols from another passion: He would become a comic book-style superhero!
Personality/Motivation: Hardinson is not a pleasant person to be around. He believes that most of humanity is following the wrong path and in particular that his fellow Americans are a willfully shallow, ignorant people. He has become a costumed crimefighter not for their sake, but because Richard believes the only way to validate his worldview is to be better than the people around him. He comes across as arrogant and unlikeable, and this is entirely intentional on his part to avoid having to deal with the people around him.
As part of his hero persona, he has sworn himself to a strict code of heroic ethics, based on what he believes is the only "real" era of comic books, the 1970s. He will not kill, he always keeps his word, and he will sacrifice himself and his personal life to protect the innocent... not because he is a good person, but because this is the way that people with special powers are supposed to act. It's the proper, true way and he believes that overly violent, morally troubled heroes of the modern comics age suck and he refuses to be one of them. If he encounters heroes that match this description, he'd probably be more enthusiastic about kicking the crap out of them for "doing it wrong" than fighting villains.
Besides, being a goody-goody superhero really ticks off the other personalities in his head, and that's the least he can do to repay them for invading his private headspace.
Quote: "So you say no one can stop you?"
Powers/Tactics: No One is a low powered hero and he knows he can't take on the heavy hitters in a fight. He was always in good shape, but the added combat knowledge of the mercenary (and the fitness regimen he encourages) has turned No One into a fighter that can easily deal with non-powered criminals.
His defensive abilities are the most impressive. Machines can not detect him, which does give him problems if he tries to go through airport security or renew his driver's license, but more importantly it allows him to infiltrate secure areas without fear of detection.
The multiple personalities inhabiting his brain make any sort of mind control, manipulation, or mind scanning very difficult as the "signal" is very confused. Mental attacks are unhindered, however, as there is no need for the attacker to interpret the mess in there in these cases. No One is also resistant to radiation, and he wonders if this is a result of the bombing or what saved his life in the first place...
His main assett is the combined knowledge of all the consciousnesseseseseses in his brain and this is represented by the impressive Overall Skill Levels he has. He depends on combining that with his Martial Dodge for an incredible 18 DCV to keep him out of danger when things get violent.
Using a stash known to the mercenary, he has outfitted himself with a taser gun, kevlar jacket, and a fancy foreign motorcycle to fight crime. He can't afford new crime fighting equipment himself, so he is hoping to raid the underworld to be able to get some heavier hitting equipment in the future as well as continuing physical training so his body can use all of the combat knowledge he has in his head.
Campaign Use: No One seeks to join a superhero team. As far as power level, he would definitely be a support player in such a team... he won't be a frontline fighter, but his unique personality will keep him from being overshadowed and his non-combat abilities will certainly be useful to any team. No One would hope that he could learn from the example of great heroes, but nobody would be able to live up to his standards. He would set himself as the "moral compass" of the team, and always be attempting to give the rousing speeches a la The Shoveler from Mystery Men (his favorite character from that movie), but would usually come across as a self-righteous ass instead.
On his own, he's definitely a street-level hero. He'd go after the types that make life miserable for the lower classes such as drug dealers, ethnic street gangs (including white power types), and especially corrupt policemen and politicians.
Appearance: In his normal identity, Hardinson looks like a typical heavy metal musician... very long unstyled hair, dresses in denim and leather and various band T-shirts. In his No One identity, he takes a nod from one of his favorite heroes, The Question, and wears a suit (nobody familiar with his regular identity would ever suspect he would wear a suit!) complete with fedora (into which his hair is all tucked) and face mask, all grey.