revanick
Jul 30th, '03, 12:51 PM
I have yet to play the game, and this is the first characters I've finalised. Any recommendations? For you GMs out there, would you let this Multiform fly in a 150/100 game?
Thanks in advance.
Harold Farnsworth
History
Harold is a genuinely nice guy. He'll take you to the airport, pick you up when you're too drunk to drive, help you move, baby-sit your four year old so you can have a night out with your S.O.
He has one vise. He is.. well... curious.
Harold has always had a love of seeing what's behind door number three. As a child, he would sneak into places where he wasn't supposed to be, from the neighbor's houses to the warehouse's in the middle of the night. He wasn't interested in taking things, just seeing what was there. His older brother is a member of the FBI. Phil tried to keep an eye on little brother growing up without much success. When Phil started working for the FBI, he made the mistake of talking of a case he was assigned but was totally stumped. That night, Harold broke into the feild office of a crooked corperation, hacked the computer system, and came away with records without leaving a trace. When he presented the info to Phil, Phil was outraged, but ended up using the information to crack the case. And when things get bad on cases, Harold turns out to frequently be a good "reliable source".
Everything is going with with his life until he is on vacation in Japan. After doing the usual touristy type stuff, he becomes interested in a well known family of the area, and hears the rumor that they are shugensa, or magic users. Being his usual self, he sets out to look around their home while they aren't there. He had just found an interesting amulet and had just reached for it when he was discovered and attacked with a magic spell. He manages to get away, but the result is his being bound with Kudo, a kami of martial arts.
Motivation
He loves finding out secrets and what is behind closed doors. He has no desire to do anything with what he finds out, just knowing is enough. The exception is when innocent people are being threatened, then he will do what he can to end the threat, usually by passing an annonomous tip to the appropriate law enforcement agency. He has no interest in fighting. His objective in a fight is to just get away. His biggest weakness is a damsel in distress. Where normally he would try to just get out of a fight, or get away when it starts, for a woman (or a girl, or an old lady), he will stick it out and try to make the guy too tired from punching and in too much pain (from buised fists) to bother the lady any more.
Powers: Breaking and entering, either buildings or security systems.
Tactics: Don't get caught. If caught, try not to get hit.
Val Char Cost Roll Notes
10 STR 0 11- Lift 100.0kg; 2d6 HTH damage
17 DEX 21 12- OCV: 6/DCV: 6
10 CON 0 11-
10 BODY 0 11-
18 INT 8 13- PER Roll 13-
10 EGO 0 11- ECV: 3
10 PRE 0 11- PRE Attack: 2d6
10 COM 0 11-
2 PD 0 Total: 2 PD (0 rPD)
2 ED 0 Total: 2 ED (0 rED)
2 SPD 0 Phases: 6, 12
4 REC 0
20 END 0
20 STUN 0 Total Characteristics Cost: 31
Movement: Run: 7"/NC"
Swim: 2"/NC"
Cost Powers END
50 Kudo-: Multiform (250 Character Points in the most expensive form)
0 0" Running (7" total)
Martial Arts: MA NAME
Maneuver OCV DCV Notes
4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort
Perks
5 Computer Link
9 Contact (Contact has significant Contacts of his own, Contact has: useful Skills or resources), Organization Contact (+2) (9 Active Points) 8-
Skills
11 Acrobatics 16-
9 Acting 14-
11 Bugging 17-
11 Climbing 16-
13 Computer Programming 18-
7 Concealment 15-
9 Cryptography 16-
7 Deduction 15-
9 Disguise 16-
7 Electronics 15-
11 Lockpicking 16-
11 Persuasion 15-
9 Security Systems 16-
7 Shadowing 15-
7 PS 16-
12 TF: Common Motorized Ground Vehicles, Hanggliding, Helicopters, Large Motorized Boats, Large Wind-Powered Boats, SCUBA, Small Motorized Boats, Small Planes, Small Rowed Boats, Snowmobiles, Two-Wheeled Motorized Ground Vehicles
Total Powers & Skills Cost: 219
Total Cost: 250
150+ Disadvantages
20 Hunted: Organised crime 8-, Organised crime, Harshly Punish, Extensive Non-Combat Influence
15 Psychological Limitation: Hates fighting (Common; Strong)
10 Dependent NPC: Brother, FBI agent 11- (Normal; Useful noncombat position or skills)
20 Physical Limitation: Normal Human Stats (All the Time; Greatly Impairing)
10 Psychological Limitation: Compulsive rescuer of women in distress (Common; Moderate)
10 Psychological Limitation: Nice Guy syndrom. (Common; Moderate)
15 Hunted: Super Villians 8- (Mo Pow; Harshly Punish)
Total Disadvantage Points: 250
Kudo
History
In Japanese Mytho's, Kami's are a bit lower then demi-gods but above mortals. The can be kami's of the home, the farms, boats or woods. Kudo is one of martial arts. A few hundred years ago Kudo was bound to an amulet. Harold Farnsworth accidentally managed to partially free Kudo. Rather than being bound to an amulet that gives the wearer remarkable skills in martial arts, he is now bound to Harold. Most of the time he spends in the spirit world, but if Harold gets into a fight, Kudo swaps places with him in the physical world and takes over the fight. Once he is called, Kudo stays around until the fighting is done, even if Harold's talents are more appropriate to the situation. Oh, and Kudo only understands Japanese. He knows who Harold's friends are, he just can't understand a word they say.
Personality
Kudo is a spirit of martial arts. He loves to fight, even when he is out matched. About the only thing that comes close to matching his love of fighting is his love of drinking, and a good bottle of sake is one of the few things that will slow him down in a good free for all. His biggest disapointment is when a foe surrenders.
Tactics
Kudo never shows up with a weapon. He loves to take weapons away from others and then use them against people who are still attacking.
Val Char Cost Roll Notes
20 STR 10 13- Lift 400.0kg; 4d6 HTH damage
30 DEX 60 15- OCV: 10/DCV: 10
10 CON 0 11-
10 BODY 0 11-
10 INT 0 11- PER Roll 11-
10 EGO 0 11- ECV: 3
10 PRE 0 11- PRE Attack: 2d6
10 COM 0 11-
4 PD 0 Total: 16 PD (12 rPD)
2 ED 0 Total: 14 ED (12 rED)
7 SPD 30 Phases: 2, 4, 6, 7, 9, 11, 12
15 REC 18
27 END 4
39 STUN 14 Total Characteristics Cost: 150
Movement: Run: 12"/NC"
Swim: 2"/NC"
Cost Powers END
45 Find Weakness 14- (All Attacks)
Martial Arts: MA NAME
Maneuver OCV DCV Notes
4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort
4 Martial Strike +0 +2 STR +10d6 Strike HtH
4 Martial Strike +0 +2 STR +10d6 Strike Weapon
3 Martial Throw +0 +1 STR +8d6 +v/5, Target Falls
4 Nerve Strike -1 +1 6d6 NND HtH
4 Nerve Strike -1 +1 6d6 NND Weapon
5 Passing Strike +1 +0 STR +8d6 +v/5; FMove
4 Weapon Bind +1 +0 Bind, +50 STR
4 Basic Shot +0 +0 Strike, +2 DC
Talents
24 Combat Luck (12 PD/12 ED)
Skills
7 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Thrown Chain & Rope Weapons
56 +7 with All Combat
Total Powers & Skills Cost: 201
Total Cost: 350
250+ Disadvantages
25 Psychological Limitation: Cannot leave a fight in progress (Very Common; Total)
15 Distinctive Features: Fox like features, 3 tails (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Hunted: Other Japanese dieties. He is not supposed to be in the open. 8- (Mo Pow; Harshly Punish)
20 Custom Disadvantage-doesn't understand English.
10 Psychological Limitation: Will stop in the middle of a fight to drink, loves Sake (Uncommon; Strong)
15 Custom Disadvantage - Cannot use modern weapons
Total Disadvantage Points: 350
Thanks in advance.
Harold Farnsworth
History
Harold is a genuinely nice guy. He'll take you to the airport, pick you up when you're too drunk to drive, help you move, baby-sit your four year old so you can have a night out with your S.O.
He has one vise. He is.. well... curious.
Harold has always had a love of seeing what's behind door number three. As a child, he would sneak into places where he wasn't supposed to be, from the neighbor's houses to the warehouse's in the middle of the night. He wasn't interested in taking things, just seeing what was there. His older brother is a member of the FBI. Phil tried to keep an eye on little brother growing up without much success. When Phil started working for the FBI, he made the mistake of talking of a case he was assigned but was totally stumped. That night, Harold broke into the feild office of a crooked corperation, hacked the computer system, and came away with records without leaving a trace. When he presented the info to Phil, Phil was outraged, but ended up using the information to crack the case. And when things get bad on cases, Harold turns out to frequently be a good "reliable source".
Everything is going with with his life until he is on vacation in Japan. After doing the usual touristy type stuff, he becomes interested in a well known family of the area, and hears the rumor that they are shugensa, or magic users. Being his usual self, he sets out to look around their home while they aren't there. He had just found an interesting amulet and had just reached for it when he was discovered and attacked with a magic spell. He manages to get away, but the result is his being bound with Kudo, a kami of martial arts.
Motivation
He loves finding out secrets and what is behind closed doors. He has no desire to do anything with what he finds out, just knowing is enough. The exception is when innocent people are being threatened, then he will do what he can to end the threat, usually by passing an annonomous tip to the appropriate law enforcement agency. He has no interest in fighting. His objective in a fight is to just get away. His biggest weakness is a damsel in distress. Where normally he would try to just get out of a fight, or get away when it starts, for a woman (or a girl, or an old lady), he will stick it out and try to make the guy too tired from punching and in too much pain (from buised fists) to bother the lady any more.
Powers: Breaking and entering, either buildings or security systems.
Tactics: Don't get caught. If caught, try not to get hit.
Val Char Cost Roll Notes
10 STR 0 11- Lift 100.0kg; 2d6 HTH damage
17 DEX 21 12- OCV: 6/DCV: 6
10 CON 0 11-
10 BODY 0 11-
18 INT 8 13- PER Roll 13-
10 EGO 0 11- ECV: 3
10 PRE 0 11- PRE Attack: 2d6
10 COM 0 11-
2 PD 0 Total: 2 PD (0 rPD)
2 ED 0 Total: 2 ED (0 rED)
2 SPD 0 Phases: 6, 12
4 REC 0
20 END 0
20 STUN 0 Total Characteristics Cost: 31
Movement: Run: 7"/NC"
Swim: 2"/NC"
Cost Powers END
50 Kudo-: Multiform (250 Character Points in the most expensive form)
0 0" Running (7" total)
Martial Arts: MA NAME
Maneuver OCV DCV Notes
4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort
Perks
5 Computer Link
9 Contact (Contact has significant Contacts of his own, Contact has: useful Skills or resources), Organization Contact (+2) (9 Active Points) 8-
Skills
11 Acrobatics 16-
9 Acting 14-
11 Bugging 17-
11 Climbing 16-
13 Computer Programming 18-
7 Concealment 15-
9 Cryptography 16-
7 Deduction 15-
9 Disguise 16-
7 Electronics 15-
11 Lockpicking 16-
11 Persuasion 15-
9 Security Systems 16-
7 Shadowing 15-
7 PS 16-
12 TF: Common Motorized Ground Vehicles, Hanggliding, Helicopters, Large Motorized Boats, Large Wind-Powered Boats, SCUBA, Small Motorized Boats, Small Planes, Small Rowed Boats, Snowmobiles, Two-Wheeled Motorized Ground Vehicles
Total Powers & Skills Cost: 219
Total Cost: 250
150+ Disadvantages
20 Hunted: Organised crime 8-, Organised crime, Harshly Punish, Extensive Non-Combat Influence
15 Psychological Limitation: Hates fighting (Common; Strong)
10 Dependent NPC: Brother, FBI agent 11- (Normal; Useful noncombat position or skills)
20 Physical Limitation: Normal Human Stats (All the Time; Greatly Impairing)
10 Psychological Limitation: Compulsive rescuer of women in distress (Common; Moderate)
10 Psychological Limitation: Nice Guy syndrom. (Common; Moderate)
15 Hunted: Super Villians 8- (Mo Pow; Harshly Punish)
Total Disadvantage Points: 250
Kudo
History
In Japanese Mytho's, Kami's are a bit lower then demi-gods but above mortals. The can be kami's of the home, the farms, boats or woods. Kudo is one of martial arts. A few hundred years ago Kudo was bound to an amulet. Harold Farnsworth accidentally managed to partially free Kudo. Rather than being bound to an amulet that gives the wearer remarkable skills in martial arts, he is now bound to Harold. Most of the time he spends in the spirit world, but if Harold gets into a fight, Kudo swaps places with him in the physical world and takes over the fight. Once he is called, Kudo stays around until the fighting is done, even if Harold's talents are more appropriate to the situation. Oh, and Kudo only understands Japanese. He knows who Harold's friends are, he just can't understand a word they say.
Personality
Kudo is a spirit of martial arts. He loves to fight, even when he is out matched. About the only thing that comes close to matching his love of fighting is his love of drinking, and a good bottle of sake is one of the few things that will slow him down in a good free for all. His biggest disapointment is when a foe surrenders.
Tactics
Kudo never shows up with a weapon. He loves to take weapons away from others and then use them against people who are still attacking.
Val Char Cost Roll Notes
20 STR 10 13- Lift 400.0kg; 4d6 HTH damage
30 DEX 60 15- OCV: 10/DCV: 10
10 CON 0 11-
10 BODY 0 11-
10 INT 0 11- PER Roll 11-
10 EGO 0 11- ECV: 3
10 PRE 0 11- PRE Attack: 2d6
10 COM 0 11-
4 PD 0 Total: 16 PD (12 rPD)
2 ED 0 Total: 14 ED (12 rED)
7 SPD 30 Phases: 2, 4, 6, 7, 9, 11, 12
15 REC 18
27 END 4
39 STUN 14 Total Characteristics Cost: 150
Movement: Run: 12"/NC"
Swim: 2"/NC"
Cost Powers END
45 Find Weakness 14- (All Attacks)
Martial Arts: MA NAME
Maneuver OCV DCV Notes
4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort
4 Martial Strike +0 +2 STR +10d6 Strike HtH
4 Martial Strike +0 +2 STR +10d6 Strike Weapon
3 Martial Throw +0 +1 STR +8d6 +v/5, Target Falls
4 Nerve Strike -1 +1 6d6 NND HtH
4 Nerve Strike -1 +1 6d6 NND Weapon
5 Passing Strike +1 +0 STR +8d6 +v/5; FMove
4 Weapon Bind +1 +0 Bind, +50 STR
4 Basic Shot +0 +0 Strike, +2 DC
Talents
24 Combat Luck (12 PD/12 ED)
Skills
7 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Thrown Chain & Rope Weapons
56 +7 with All Combat
Total Powers & Skills Cost: 201
Total Cost: 350
250+ Disadvantages
25 Psychological Limitation: Cannot leave a fight in progress (Very Common; Total)
15 Distinctive Features: Fox like features, 3 tails (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Hunted: Other Japanese dieties. He is not supposed to be in the open. 8- (Mo Pow; Harshly Punish)
20 Custom Disadvantage-doesn't understand English.
10 Psychological Limitation: Will stop in the middle of a fight to drink, loves Sake (Uncommon; Strong)
15 Custom Disadvantage - Cannot use modern weapons
Total Disadvantage Points: 350