braincraft
Nov 15th, '07, 09:47 PM
I haven't even finished the game yet, but I figure this is a pretty good-looking Altair (someone else can do the little accent over the i in his name):
ALTAIR
Val Char Cost Roll Notes
15 STR 5 12- Lift 200.0kg; 3d6 [1]
23 DEX 39 14- OCV: 8/DCV: 8
18 CON 16 13-
13 BODY 6 12-
13 INT 3 12- PER Roll 12-/14-
10 EGO 0 11- ECV: 3
15 PRE 5 12- PRE Attack: 3d6
10 COM 0 11-
7/13 PD 4 Total: 7/13 PD (0/6 rPD)
5/9 ED 1 Total: 5/9 ED (0/4 rED)
4 SPD 7 Phases: 3, 6, 9, 12
8 REC 2
36 END 0
30 STUN 0 Total Characteristic Cost: 88
Movement: Running: 8"/16"
Leaping: 6"/12"
Swimming: 2"/4"
Cost Powers END
8 Blade In the Crowd: Invisible to Sight Group (+1/2) for up to 40 Active Points of Hidden Blade (20 Active Points); Requires A Stealth Roll (-1/2), Requires a crowd or other concealment (-1/2), Cannot be used in combat (-1/2) 2
4 Death Comes Swiftly: Running +2" (8" total) 1
4 Eagle Eyes: +2 PER with Sight Group
5 Fearless: +10 PRE (10 Active Points); Only vs PRE Attacks (-1)
3 Free Running: Leaping +3" (6" forward, 3" upward) 1
7 Leap of Faith: Leaping 20" (20 Active Points); Only to reduce falling damage (-1), Requires A Breakfall Roll (-1/2), Only with suitable landing zone (-1/2) 2
6 Ledge Grasp: Clinging (normal STR) (10 Active Points); Requires A Climbing Roll (-1/2), Cannot Resist Knockback (-1/4)
Assassin's Gear
5 1) Concealed Armor: Armor (3 PD/1 ED) (6 Active Points); IIF (Concealed Armor; -1/4)
9 2) Crossbow: Killing Attack - Ranged 1d6+1, Armor Piercing (+1/2) (30 Active Points); 8 clips of 1 Charge (-1), OAF (Crossbow; -1), Beam (-1/4) [1]
32 3) Hidden Blade: Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR), Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2) (40 Active Points); IIF (Concealed Blade Mechanism; -1/4)
18 4) Long Blade: Killing Attack - Hand-To-Hand 1 1/2d6 (2 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (37 Active Points); OAF (Long Sword; -1)
17 5) Short Blade: Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR), Autofire (2 shots; +1/4), Reduced Endurance (0 END; +1) (34 Active Points); OAF (Short Sword; -1)
11 6) Throwing Blades: Killing Attack - Ranged 1d6, 12 Recoverable Charges (+1/4) (19 Active Points); OIF (Throwing Blades; -1/2), Range Based On Strength (-1/4) [12 rc]
Martial Arts
Assassin's Aim
Maneuver OCV DCV Notes
4 Basic Shot +0 +0 Strike, +2 DC
4 Offensive Shot -1 -1 Strike, +4 DC
4 Quick Shot +1 +0 Strike, +2 DC
1 Weapon Element: Crossbows
Assasin's Arts
Maneuver OCV DCV Notes
4 Counterstrike +2 +2 Weapon +2 DC Strike, Must Follow Block
4 Fast Strike +2 +0 Weapon +2 DC Strike
4 Martial Block +2 +2 Block, Abort
4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort
4 Sacrifice Lunge +2 -2 Weapon +v/5; FMove
5 Sacrifice Strike +1 -2 Weapon +4 DC Strike
Assassin's Hands
Maneuver OCV DCV Notes
3 Defensive Throw +1 +1 Block, Target Falls
4 Martial Strike +0 +2 5d6 Strike
3 Takedown +1 +1 3d6 Strike; Target Falls
Talents
6 Hard to Kill: Combat Luck (3 PD/3 ED)
9 Left Hand of Doom: Ambidexterity (no Off Hand penalty)
5 Not as bad as it looked: Rapid Healing
Skills
5 Eagle's Challenge: Defense Maneuver I-II
6 Free Running: +2 with Acrobatics, Breakfall, and Climbing
6 Killing Blow: Penalty Skill Levels: +2 vs. Hit Location modifiers with All Attacks
5 Master Assassin: +1 with all Assassin skills
6 Master Swordsman: +2 with Blades
8 Trained Killer: +1 with All Combat
3 Acrobatics 14-
3 Breakfall 14-
3 Climbing 14-
3 Concealment 12-
3 Fast Draw 14-
3 Interrogation 12-
3 KS: Hashashim Doctrine 12-
2 KS: Hashashim Sect 11-
3 Shadowing 12-
3 Sleight Of Hand 14-
3 Stealth 14-
3 WF: Blades, Crossbows, Thrown Knives, Axes, and Darts
Total Powers & Skill Cost: 268
Total Cost: 356
200+ Disadvantages
5 Distinctive Features: Nine-fingered (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Hunted: City guards 11- (As Pow, Limited Geographical Area, Harshly Punish)
20 Hunted: Crusaders 11- (Mo Pow, Harshly Punish)
15 Hunted: Hashashim Sect 14- (Mo Pow, Watching)
10 Psychological Limitation: Arrogant/Overconfident (Common, Moderate)
25 Psychological Limitation: Totally Devoted to Sect (Very Common, Total)
71 Experience Points
Total Disadvantage Points: 356
Background/History: An elite but hubristic killer from the ancient order of warriors from which all assassins take their title. Trained in a variety of physical disciplines useful in carrying out assassinations.
Personality/Motivation: Do your master's bidding. Be badass. Kill people, in other words.
Quote: "Nothing is true. Everything is permitted."
Powers/Tactics: Sneak up on people and kill them. Altair is good enough that he can walk up to a man in a crowd, stab him to death, and walk away with no one the wiser until he's already long gone. He is assisted in this by a variety of armaments, the most unique of which is the mechanically-telescoping stabbing blade concealed up his left sleeve and operated with a connected pinky ring. Altair's left ring finger has actually been amputated to leave room for the blade to extend from his fist. It's sharp enough and accurate enough to slay even armored knights. Apart from the hidden blade, he usually carries around a long arming sword, a shorter curved blade, and a collection of throwing knives.
As far as his own skills, Altair has no real supernatural abilities, though his agility and athleticism are extraordinary. He can sprint very quickly, climb almost anything, and leap great distances. Altair also has superb visual acuity, and has been trained in breaking long falls, to the point where almost anything remotely soft can serve as a cushion to negate controlled drops of as much as a dozen stories.
Naturally, he has been trained in fighting arts by a warrior cult, and is more than capable of handling himself against even multiple trained opponents, though he is only human and can be overwhelmed if surrounded or sufficiently outnumbered. His assassin's training includes the arts of stealth and infiltration and even picking pockets.
Campaign Use: Bad ass assassin for Fantasy Hero games, or a bad ass assassin for Pulp, Dark Hero, or similar campaigns.
Appearance: Wears a nondescript white robelike garment with the hood shadowing his face and any identifying features. By adopting the proper mannerisms, this can allow him to blend in as a scholar or a beggar, both common enough sights in Crusades-era Palestine.
ALTAIR
Val Char Cost Roll Notes
15 STR 5 12- Lift 200.0kg; 3d6 [1]
23 DEX 39 14- OCV: 8/DCV: 8
18 CON 16 13-
13 BODY 6 12-
13 INT 3 12- PER Roll 12-/14-
10 EGO 0 11- ECV: 3
15 PRE 5 12- PRE Attack: 3d6
10 COM 0 11-
7/13 PD 4 Total: 7/13 PD (0/6 rPD)
5/9 ED 1 Total: 5/9 ED (0/4 rED)
4 SPD 7 Phases: 3, 6, 9, 12
8 REC 2
36 END 0
30 STUN 0 Total Characteristic Cost: 88
Movement: Running: 8"/16"
Leaping: 6"/12"
Swimming: 2"/4"
Cost Powers END
8 Blade In the Crowd: Invisible to Sight Group (+1/2) for up to 40 Active Points of Hidden Blade (20 Active Points); Requires A Stealth Roll (-1/2), Requires a crowd or other concealment (-1/2), Cannot be used in combat (-1/2) 2
4 Death Comes Swiftly: Running +2" (8" total) 1
4 Eagle Eyes: +2 PER with Sight Group
5 Fearless: +10 PRE (10 Active Points); Only vs PRE Attacks (-1)
3 Free Running: Leaping +3" (6" forward, 3" upward) 1
7 Leap of Faith: Leaping 20" (20 Active Points); Only to reduce falling damage (-1), Requires A Breakfall Roll (-1/2), Only with suitable landing zone (-1/2) 2
6 Ledge Grasp: Clinging (normal STR) (10 Active Points); Requires A Climbing Roll (-1/2), Cannot Resist Knockback (-1/4)
Assassin's Gear
5 1) Concealed Armor: Armor (3 PD/1 ED) (6 Active Points); IIF (Concealed Armor; -1/4)
9 2) Crossbow: Killing Attack - Ranged 1d6+1, Armor Piercing (+1/2) (30 Active Points); 8 clips of 1 Charge (-1), OAF (Crossbow; -1), Beam (-1/4) [1]
32 3) Hidden Blade: Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR), Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2) (40 Active Points); IIF (Concealed Blade Mechanism; -1/4)
18 4) Long Blade: Killing Attack - Hand-To-Hand 1 1/2d6 (2 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (37 Active Points); OAF (Long Sword; -1)
17 5) Short Blade: Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR), Autofire (2 shots; +1/4), Reduced Endurance (0 END; +1) (34 Active Points); OAF (Short Sword; -1)
11 6) Throwing Blades: Killing Attack - Ranged 1d6, 12 Recoverable Charges (+1/4) (19 Active Points); OIF (Throwing Blades; -1/2), Range Based On Strength (-1/4) [12 rc]
Martial Arts
Assassin's Aim
Maneuver OCV DCV Notes
4 Basic Shot +0 +0 Strike, +2 DC
4 Offensive Shot -1 -1 Strike, +4 DC
4 Quick Shot +1 +0 Strike, +2 DC
1 Weapon Element: Crossbows
Assasin's Arts
Maneuver OCV DCV Notes
4 Counterstrike +2 +2 Weapon +2 DC Strike, Must Follow Block
4 Fast Strike +2 +0 Weapon +2 DC Strike
4 Martial Block +2 +2 Block, Abort
4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort
4 Sacrifice Lunge +2 -2 Weapon +v/5; FMove
5 Sacrifice Strike +1 -2 Weapon +4 DC Strike
Assassin's Hands
Maneuver OCV DCV Notes
3 Defensive Throw +1 +1 Block, Target Falls
4 Martial Strike +0 +2 5d6 Strike
3 Takedown +1 +1 3d6 Strike; Target Falls
Talents
6 Hard to Kill: Combat Luck (3 PD/3 ED)
9 Left Hand of Doom: Ambidexterity (no Off Hand penalty)
5 Not as bad as it looked: Rapid Healing
Skills
5 Eagle's Challenge: Defense Maneuver I-II
6 Free Running: +2 with Acrobatics, Breakfall, and Climbing
6 Killing Blow: Penalty Skill Levels: +2 vs. Hit Location modifiers with All Attacks
5 Master Assassin: +1 with all Assassin skills
6 Master Swordsman: +2 with Blades
8 Trained Killer: +1 with All Combat
3 Acrobatics 14-
3 Breakfall 14-
3 Climbing 14-
3 Concealment 12-
3 Fast Draw 14-
3 Interrogation 12-
3 KS: Hashashim Doctrine 12-
2 KS: Hashashim Sect 11-
3 Shadowing 12-
3 Sleight Of Hand 14-
3 Stealth 14-
3 WF: Blades, Crossbows, Thrown Knives, Axes, and Darts
Total Powers & Skill Cost: 268
Total Cost: 356
200+ Disadvantages
5 Distinctive Features: Nine-fingered (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Hunted: City guards 11- (As Pow, Limited Geographical Area, Harshly Punish)
20 Hunted: Crusaders 11- (Mo Pow, Harshly Punish)
15 Hunted: Hashashim Sect 14- (Mo Pow, Watching)
10 Psychological Limitation: Arrogant/Overconfident (Common, Moderate)
25 Psychological Limitation: Totally Devoted to Sect (Very Common, Total)
71 Experience Points
Total Disadvantage Points: 356
Background/History: An elite but hubristic killer from the ancient order of warriors from which all assassins take their title. Trained in a variety of physical disciplines useful in carrying out assassinations.
Personality/Motivation: Do your master's bidding. Be badass. Kill people, in other words.
Quote: "Nothing is true. Everything is permitted."
Powers/Tactics: Sneak up on people and kill them. Altair is good enough that he can walk up to a man in a crowd, stab him to death, and walk away with no one the wiser until he's already long gone. He is assisted in this by a variety of armaments, the most unique of which is the mechanically-telescoping stabbing blade concealed up his left sleeve and operated with a connected pinky ring. Altair's left ring finger has actually been amputated to leave room for the blade to extend from his fist. It's sharp enough and accurate enough to slay even armored knights. Apart from the hidden blade, he usually carries around a long arming sword, a shorter curved blade, and a collection of throwing knives.
As far as his own skills, Altair has no real supernatural abilities, though his agility and athleticism are extraordinary. He can sprint very quickly, climb almost anything, and leap great distances. Altair also has superb visual acuity, and has been trained in breaking long falls, to the point where almost anything remotely soft can serve as a cushion to negate controlled drops of as much as a dozen stories.
Naturally, he has been trained in fighting arts by a warrior cult, and is more than capable of handling himself against even multiple trained opponents, though he is only human and can be overwhelmed if surrounded or sufficiently outnumbered. His assassin's training includes the arts of stealth and infiltration and even picking pockets.
Campaign Use: Bad ass assassin for Fantasy Hero games, or a bad ass assassin for Pulp, Dark Hero, or similar campaigns.
Appearance: Wears a nondescript white robelike garment with the hood shadowing his face and any identifying features. By adopting the proper mannerisms, this can allow him to blend in as a scholar or a beggar, both common enough sights in Crusades-era Palestine.