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Thread: Character Depository

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    Hex Character Depository

    My own little vault with no locking mechanism.
    =
    So you're talkin' about a thermonuclear explosion and Adiós, Muchachos =
    =

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    Re: Character Depository


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    Arrow COSMO-KNIGHT, hero enough

    COSMO_KNITE - Josiah Providence
    Code:
    VAL   CHA   Cost   Total   Roll      Notes
    23    STR     13   23      14-       HTH Damage 4 1/2d6  END [2]
    18    DEX     24   18      13-       OCV 6 DCV 6
    33    CON     46   33      16-
    12    BODY    4   12      11-
    12    INT     2   12      11-       PER Roll 14-
    33    EGO     46   33      16-       ECV: 11
    33    PRE     23   33      16-       PRE Attack: 6 1/2d6
    13    COM     2   13      12-
    16    PD      3   16             16 PD (8 rPD)
    16    ED      1   16             16 ED (8 rED)
    4    SPD     12   4                 Phases:  3, 6, 9, 12
    12    REC     0   12
    65    END     0   65
    41    STUN    0   41
    7    RUN      2   7"                  END [1]
    15    SWIM     8   15"                  END [2]
    5    LEAP     0   4 1/2"                4 1/2" forward, 2" upward
    
    CHA Cost: 185
    
    Cost   POWERS
    12     LIVE_SUIT   : Elemental Control, 24-point powers - END=
    8     1)  Living Suit - Star Knight Knock-Off: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2) - END=
    4     2)  Instant Change (re-Arrangement of Living Suit): Cosmetic Transform 4d6 (standard effect: 12 points) (Armor into Armor, When KOed), Variable Special Effects (Limited Group of SFX; +1/4) (25 Active Points); Requires An INT Roll (Disguise; -1), OIF (-1/2), No Range (-1/2), Limited Target ([Limited]; -1/2) - END=2
    8     3)  Clinging (66 STR) (24 Active Points); OIF (-1/2) - END=
    112     4)  (Total: 199 Active Cost, 119 Real Cost) Mind Control 18d6 ( Human, Alien, Animal and Additional Class of Minds classes of minds) (100 Active Points); OIF (Living Suit has a Psionic Shunt; -1/2) (Real Cost: 67) plus Desolidification  (affected by mental or magic), Reduced Endurance (0 END; +1/2) (60 Active Points); Linked (???; Linked to Mind Control; -1/2), Lesser Power can only be used when character uses greater Power at full value (-1/4) (Real Cost: 34) plus Clinging (41 STR), Affects Physical World (x1 Active Points; +1/4) (20 Active Points); Only for Clinging to Jacked Body Power loses about half of its effectiveness (-1), Linked (Body-Jacking - Riding Within; -1/2), Lesser Power can only be used when character uses greater Power at full value (-1/4) (Real Cost: 7) plus Mind Link , Any Bodyjacked Target and Additional Class of Minds classes of minds, One Specific Mind, Affects Real World (x1 Active Points; +1/4) (19 Active Points); Linked (Body-Jacking - Merging; -1/2), Lesser Power can only be used when character uses greater Power at full value (-1/4) (Real Cost: 11) - END=10
    16     5)  Gliding: Gliding 13", Position Shift, x8 Noncombat (28 Active Points) - END=
    29     6)  Killing Attack - Hand-To-Hand 3d6 (4d6 w/STR), +1 STUN Multiplier (+1/4) (56 Active Points); No Knockback (-1/4), Extra Time (Extra Segment, Only to Activate Constant or Persistent Power, -1/4) - END=6
    13     7)  Life Support  (Eating:  Character only has to eat once per week; Immunity:  All terrestrial diseases and biowarfare agents; Longevity:  200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping:  Character only has to sleep 8 hours per week) (32 Active Points); OIF (-1/2) - END=
           - END=
    9     +3 PER with all Sense Groups - END=
    10     Discriminatory Sense with Smell/Taste Group - END=
    4     Mental Defense (11 points total) - END=
    8     Swimming +5" (15" total) (Improved Noncombat Movement (x4)) (10 Active Points); Turn Mode (-1/4) - END=1
    10     Earpieces: Active Sonar (Hearing Group) (15 Active Points); IIF Expendable (Difficult to obtain new Focus; -1/2) - END=
           - END=
    22     Vibro Gun: Energy Blast 12d6 (60 Active Points); OIF Expendable (Difficult to obtain new Focus; -3/4), 8 Charges (-1/2), Beam (-1/4), No Knockback (-1/4) - END=
    4     Earpieces: Hearing  Group Flash Defense (5 points) (5 Active Points); IIF (-1/4) - END=
    3     Helmet: Sight  Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) - END=
    10     Earpieces: High Range Radio Perception (Radio Group) (12 Active Points); IIF (-1/4) - END=
    
    POWERS Cost: 282
    
    
    Cost   SKILLS
    3      Acting 16-
    3      Bureaucratics 16-
    1      Computer Programming 8-
    1      TF:  Small Planes
    3      Conversation 16-
    5      Cramming 
    3      Criminology 11-
    3      High Society 16-
    3      Interrogation 16-
    2      KS 11-
    1      Language:  French (Basic Conversation)
    3      Systems Operation 11-
    1      Streetwise 8-
    9      +3 with any three related Skills [Notes: Law, Politics, and Oratory]
    2      PS: Lawyer 11-
    3      Persuasion 16-
    3      Oratory 16-
    3      Tracking 11-
    
    SKILLS Cost: 52
    
    Cost   PERKS
    5      Contacts:  Senior  Members (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has:  extremely useful Skills or resources) (11 Active Points); Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 5 Active Points -1) 15-
    14      Fringe Benefits:  Federal/National Police Powers, License to Kill, License to practice a profession
    3      Reputation (A small to medium sized group) 8-, +3/+3d6
    1      Vehicles  - sky-van
    1       Bases - league central
    
    PERKS Cost: 24
    
    Cost   TALENTS
    2      Environmental Movement (aquatic)
    
    TALENTS Cost: 2
    Value  DISADVANTAGES
    15     Accidental Change:  armor goes black-n-white gothic look:  knocked out Very Frequently (14-), Uncommon
    10     Distinctive Features:  green hair & green eyes (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    20     Enraged:  shooting Common, go 11-, recover 11-
    10     Hunted:  alien armor builders 8- (Occasionally), As Powerful, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Harshly Punish
    15     Psychological Limitation:  braggart (Common, Strong)
    15     Psychological Limitation:  wants to be earth's star knight (Common, Strong)
    15     Reputation:  berzerk cowboy , fallen hero, Frequently (11-), Extreme
    15     Social Limitation:  public ID (Frequently, Major)
    10     Susceptibility:  faith items and holy relics, 2d6 damage Instant Uncommon
    10     Vulnerability:  2x Effect faith weapons and holy attacks Uncommon
    
    DISADVANTAGES Points: 135
    
    Base Pts: 350 - Exp Required: 60 - Total Exp Available: 60 -  Exp Unspent: 0
    Total Character Cost: 545
    COSMO_KNITE - Josiah Providence
    PERSONALITY/MOTIVATION: driven, show off, seeks approbation
    wants to be a superhero desperately

    QUOTE: stand back fools

    POWERS/TACTICS: almost allhis powers come from foci
    tries possession, or dropping foes from great height

    APPEARANCE: Humanoid Male. Has a bunch of armor and equipment to simulate the powers he used to have.
    Armor is changeable, malleable, and is a living synthezoid. It consumes sweat and wastes from the wearer to function.

    CAMPAIGN USE: wants to be team leader
    Attached Images
    Last edited by Egyptoid; Jun 3rd, '08 at 07:53 PM. Reason: not arrogant enough
    =
    So you're talkin' about a thermonuclear explosion and Adiós, Muchachos =
    =

  4. #4
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    Re: Character Depository

    oh hey... just had to wait a minute

    going to store these on the HeroDesigner site eventually?

  5. #5
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    Hex Re: Character Depository

    patience, youngling! you posted 2 seconds after I did !
    I suppose I could put them in the HD files area.

    Mainly this is for anyone who cares (0.75 people, total)
    about the names behind my entries in the WWYCD threads.
    =========================================

    did you get Cheez Whiz for me boy ?!?
    =
    So you're talkin' about a thermonuclear explosion and Adiós, Muchachos =
    =

  6. #6
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    Hex WHITE KNIGHT, bearer of the Power Stone


    WHITE KNITE - Cosmic Policeman
    Code:
    VAL   CHA   Cost   Total   Roll      Notes
    14    STR     4   14      12-       HTH Damage 2 1/2d6  END [1]
    19    DEX     27   19      13-       OCV 6 DCV 6
    33    CON     46   33      16-
    11    BODY    2   11      11-
    22    INT     12   22      13-       PER Roll 13-
    22    EGO     24   22      13-       ECV: 7
    31    PRE     21   31      15-       PRE Attack: 6d6
    12    COM     1   12      11-
    8    PD      5   8/18             8/18 PD (0/10 rPD)
    8    ED      1   8/18             8/18 ED (0/10 rED)
    5    SPD     21   5                 Phases:  3, 5, 8, 10, 12
    10    REC     0   10
    66    END     0   66
    35    STUN    0   35
    7    RUN      2   7"                  END [1]
    3    SWIM     1   3"                  END [1]
    4    LEAP     1   3 1/2"                3 1/2" forward, 1 1/2" upward
    
    CHA Cost: 168
    
    Cost   POWERS
    70     KNIGHT POWERS: Variable Power Pool (Magic Pool), 60 base + 10 control cost,  (90 Active Points); Limited Class Of Powers Available Very Limited (-1); all slots Limited Effect not versus dark force, darkness powers, perfectly black objects (-1/4), Only In Heroic Identity (-1/4), Gestures (-1/4), Visible (-1/4) - END=
    5     Mental Defense (15 points total) (11 Active Points); Ablative BODY or STUN (-1) - END=
    5     Power Defense (5 points) - END=
    7     empathy single emotions: Telepathy 3d6 ( Human class of minds) (15 Active Points); Empathy Single Emotion (-1) - END=1
    10     knight suit powers: Elemental Control, 30-point powers,  (15 Active Points); all slots OIF (Focus  : Space Suit; -1/2) - END=
    10     1)  Armor (10 PD/10 ED) (30 Active Points); OIF (Focus  : Space Suit; -1/2) - END=
    10     2)  Life Support  (Eating:  Character only has to eat once per year; Immunity:  Neuro Toxins; Immunity:  Nerve Gases; Longevity:  200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping:  Character only has to sleep 8 hours per year) (30 Active Points); OIF (Focus  : Space Suit; -1/2) - END=
    10     3)  OIF face mask: Spatial Awareness (Unusual Group), +1 to PER Roll, Increased Arc Of Perception (360 Degrees), Telescopic (+1 versus Range Modifier) (29 Active Points); OIF (Focus  : Space Suit; -1/2) - END=
    10     4)  Gliding 15", x16 Noncombat (30 Active Points); OIF (Focus  : Space Suit; -1/2) - END=
    
    POWERS Cost: 137
    
    
    Cost   SKILLS
    3      Computer Programming 13-
    3      Criminology 13-
    3      Deduction 13-
    3      Forensic Medicine 13-
    2      AK 11-
    2      KS 11-
    9      Power:  will power my lad 14-
    2      Language (basic conversation; literate)
    2      PS 11-
    3      Paramedics 13-
    2      Navigation 13-
    2      PS 11-
    3      Teamwork 13-
    2      TF:  Science Fiction & Space Vehicles
    3      Systems Operation 13-
    3      Streetwise 15-
    2      SS 11-
    3      Security Systems 13-
    6      +2 with any three related Skills
    
    SKILLS Cost: 58
    
    Cost   PERKS
    16      Fringe Benefit:  Galactic Computernet Access Card, International Police Powers, Knight, Membership, Security Clearance
    1      Vehicles & Bases
    1      Contact 8-
    
    PERKS Cost: 18
    
    Cost   TALENTS
    1      Absolute Time Sense (3 Active Points); OAF (-1)
    1      Bump Of Direction (3 Active Points); OAF (-1)
    2      Eidetic Memory (5 Active Points); OAF (-1)
    
    TALENTS Cost: 4
    Value  DISADVANTAGES
    5     Distinctive Features:  uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    10     Vulnerability:  2 x STUN not versus dark force, darkness powers, perfectly black objects  (Uncommon)
    10     Susceptibility:  not versus dark force, darkness powers, perfectly black objects , 2d6 damage Instant (Uncommon)
    5     Hunted:  charnax special forces 8- (Less Pow, Harshly Punish)
    10     Hunted:  galaxo the fallen 8- (As Pow, Harshly Punish)
    5     Hunted:  proximo & mon-serratte 8- (Less Pow, Harshly Punish)
    5     Rivalry:  Professional (UN space patrol; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
    5     Reputation:  good guy, 8-
    5     Reputation:  galactic space cop, 8-
    5     Psychological Limitation:  heterosexual, conservative, pro-life, pro-church, gun-toting, right-winger (Uncommon, Moderate)
    5     Psychological Limitation:  code versus killing, courts will give death penalty (Uncommon, Moderate)
    15     Social Limitation:  public ID : Jonah S. Providence (Frequently, Major)
    5     Social Limitation:  no fraternization with certain types, on call from UN space forces, patrol times (Occasionally, Minor)
    10     Social Limitation:  subject to orders from the Source Crystal (Occasionally, Major)
    
    DISADVANTAGES Points: 100
    
    Base Pts: 250 - Exp Required: 35 - Total Exp Available: 36 - Exp Unspent: 1
    Total Character Cost: 385
    WHITE KNITE - Cosmic Policeman
    PERSONALITY/MOTIVATION: upholding the good

    QUOTE: stand fast, prepare to be boarded

    POWERS/TACTICS: swiss army knife

    CAMPAIGN USE: space cop

    APPEARANCE: grinning typical square jawed galoot
    Last edited by Egyptoid; May 8th, '06 at 11:21 AM. Reason: noogies & wedgies
    =
    So you're talkin' about a thermonuclear explosion and Adiós, Muchachos =
    =

  7. #7
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    Re: Character Depository

    Quote Originally Posted by Egyptoid
    patience, youngling! you posted 2 seconds after I did !
    I suppose I could put them in the HD files area.

    Mainly this is for anyone who cares (0.75 people, total)
    about the names behind my entries in the WWYCD threads.
    =========================================
    Oh hey, now that's a good idea.

    Quote Originally Posted by Egyptoid
    did you get Cheez Whiz for me boy ?!?
    *tosses a can of Cheese Whiz to Egyptoid*

  8. #8
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    Hex Re: Character Depository


    Cosmo Knight's armor has true chameleonic properties.

    He keeps it in the form on the left, which is the traditional aqua green of the Star Knight corps (think Green Lanterns)

    However the white form on the right is the default pattern of the armor as worn by its alien inventors. Armor reverts to the basic colors when user is unconscious.
    =
    So you're talkin' about a thermonuclear explosion and Adiós, Muchachos =
    =

  9. #9
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    Re: Character Depository

    You must spread some Reputation around before giving it to Egyptoid again.


    'nuff said.
    TRI patron of 'The Underdog, Hopeless Romantics, and Wanderers'

    http://www.deviantart.com/deviation/24425577/, avatar used with permission of the creator, please visit.

    Please visit the below, two hero game worlds, I am part of.
    http://games.groups.yahoo.com/group/...ders_Universe/
    http://games.groups.yahoo.com/group/stellarknights/

  10. #10
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    Re: Character Depository

    Quote Originally Posted by TheRavenIs
    You must spread some Reputation around before giving it to Egyptoid again.


    'nuff said.
    I got 'im.

  11. #11
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    Re: Character Depository

    Quote Originally Posted by ghost-angel
    I got 'im.
    good yours is worth more than mine.
    TRI patron of 'The Underdog, Hopeless Romantics, and Wanderers'

    http://www.deviantart.com/deviation/24425577/, avatar used with permission of the creator, please visit.

    Please visit the below, two hero game worlds, I am part of.
    http://games.groups.yahoo.com/group/...ders_Universe/
    http://games.groups.yahoo.com/group/stellarknights/

  12. #12
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    Exclamation Re: Character Depository

    Good Grief, thanks for the input guys...
    =
    So you're talkin' about a thermonuclear explosion and Adiós, Muchachos =
    =

  13. #13
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    Re: Character Depository

    My rep is worth nothing at all...yet.

    Hopscotch
    I grew up a Marvel Zombie, and my Best friend a hardcore DC fan.
    Whenever he would point out the stupid characters in my comics like Turner D. Century,
    I could shut him up with three little words.
    "Matter Eater Lad"

  14. #14
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    Post Re: Character Depository: SANDOR

    SANN-DORR the MYSTIC
    Code:
     CHARACTERISTICS
    Val 	Char 	Base 	Points 	Total 	Roll 	Notes
    13 	STR 	10 	3 	13 	12- 	HTH Damage 2 1/2d6 END [1]
    23 	DEX 	10 	39 	23 	14- 	OCV 8 DCV 8
    28 	CON 	10 	36 	28 	15- 	
    11 	BODY 	10 	2 	11 	11- 	
    15 	INT 	10 	5 	15 	12- 	PER Roll 12-
    26 	EGO 	10 	32 	26 	14- 	ECV: 9
    25 	PRE 	10 	15 	25 	14- 	PRE Attack: 5d6
    11 	COM 	10 	1 	11 	11- 	
    						
    						
    7 	PD 	3 	4 	7/14 		7/14 PD (0/7 rPD)
    7 	ED 	6 	1 	7/14 		7/14 ED (0/7 rED)
    5 	SPD 	3.3 	17 	5 		Phases: 3, 5, 8, 10, 12
    9 	REC 	9 	0 	9 		
    56 	END 	56 	0 	56 		
    40 	STUN 	32 	8 	40 		
    6" 	Running 	6 	0 	6" 		
    2" 	Swimming 	2 	0 	5" 		
    2" 	Leaping 	3 	0 	2 1/2" 	163 	Total Characteristics Points
    
     DISADVANTAGES
    Cost  	Disadvantage
    5 	Social Limitation: Pariah (Occasionally, Minor)
    10 	Hunted by Various Old Russkies, Cthulians, and other rebel Atlanteans: 8- (Less Pow, NCI, Harshly Punish)
    10 	Hunted: Enemies of Neptune City 8- (As Pow, Harshly Punish)
    10 	Distinctive Features: shadows and dust follow me all my days (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    10 	Reputation: weirdo, 8- (Extreme)
    10 	Rivalry: Professional and Romantic (Mentallia Witches Society; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
    10 	Susceptibility: spells, incantations, prayers, ceremonies, spoken in Latin or Greek, 2d6 damage Instant (Uncommon)
    15 	Dependent NPC: Zodiac the Familiar 11- (Normal)
    15 	Enraged: if counterspelled (Uncommon), go 11-, recover 11-
    15 	Psychological Limitation, sorta of a C V K: If you arent thinking things through, youre not a Hero. Unintended consequences loom everywhere (Common, Strong)
    20 	Dependence: Daily Meditation Time; if not - Powers Gain 14- Activation Roll (Difficult To Obtain, Addiction)
    20 	Hunted: Soulless Necrania from Dimension Zero 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
    
     SKILLS
    Cost  	Name
    3 	Deduction 13- (5 Active Points); Extra Time (Full Phase, -1/2), Team Skill (2 people; -1/4)
    3 	Tactics 12-
    0 	Acting 8-
    0 	CK: Neptune City 8-
    0 	Climbing 8-
    3 	Concealment 12-
    3 	Conversation 14-
    2 	KS: Magic, Mysticism, Dimensional 11-
    3 	Language: Latin, Sanskrit, Necronomian: Old Atlantean, Russian, English, Greek, (fluent conversation; literate)
    3 	Lipreading 12-
    0 	Native Language: Atlantean (idiomatic; Literate) (4 Active Points)
    2 	Navigation (Marine) 12-
    0 	Paramedics 8-
    2 	SS: Metallurgy, Geology, Etc. 11-
    0 	Shadowing 8-
    1 	Streetwise 14- (3 Active Points); Extra Time (1 Minute, -1 1/2)
    3 	Stealth 14-
    2 	Survival (Marine) 12-
    0 	TF: Small Motorized Ground Vehicles , Ships and Boats
    30 	Total Skills Cost
    
    PERKS
    Cost  	Name
    5 	Money: Well Off
    3 	Computer Link
    1 	Cell Phone
    7 	Follower (20 Active Points); Independent (-2)
    1 	Contact (Contact limited by identity) 11-
    2 	Follower (10 Active Points); Extra Time (20 Minutes, -2 1/2), Independent (-2)
    19 	Total Perks Cost
    
    TALENTS
    Cost  	Name
    3 	Simulate Death
    7 	Magesight, Discriminatory, Perceive into a single other dimension 
    (15 Active Points); Extra Time (Extra Segment, Character May Take No Other Actions, -3/4), Sense Affected As More Than One Sense [very common Sense] (-1/2)
    POWERS Cost Power END 14 Force: Armor (7 PD/7 ED) (21 Active Points); Gestures (-1/4), Incantations (-1/4) 0 8 Mental Defense (13 points total) 0 8 Life Support (Extended Breathing: 1 END per 20 Minutes;
    Longevity: 200 Years; Safe in High Pressure; Safe in Intense Cold) 0
    8 Swimming +3" (5" total) (x4 Noncombat) 1 8 Magical: Power Defense (8 points) 0 5 Nightvision 0 44 Spell Slots: Multipower, 66-point reserve, (66 Active Points); Requires A Skill Roll (-1/2) 2m 1) Extensive Allies amongst the Poltergeists: Luck 5d6 (25 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect affects both character and recipient of Power's benefits; practical jokes and petty thievery; -1), 2 3u 2) Major Transform 4d6+1 (Metal, Earth, or Stone Objects into Earth, Stone, or Metal ,
    Undone by my death, counterspells, leap year day, or the fountain at Angkor Wat) (65 Active Points); OIF (any wand, amulet, talisman, or certain of my elixirs.; -1/2), Can Be Missile Deflected (-1/4), Gestures (-1/4)
    6 3u 3) Entangle 6d6, 6 DEF (60 Active Points); OAF (water; -1),
    Can Be Missile Deflected (-1/4)
    6 2u 4) Astral Movement (Related Group of Dimensions, Any Location),
    x2 Increased Weight (40 Active Points); Requires An INT Roll (-3/4), Side Effects (Side Effect affects both character and recipient of Power's benefits; dimensional rifts, dim. intrusions, 10 plagues of egypt; -3/4)
    4 7u 5) Suppress Mystic, Elemental, Metallic Magical 7 1/2d6, any [special effect] power
    one at a time (+1/4), Variable Special Effects (Limited Group of SFX; +1/4), Reduced Endurance (1/2 END; +1/4) (66 Active Points) 3
    7u 6) Dust Walk: Invisibility to Sight, Mental, Radio, Smell/Taste, Hearing and
    Touch Groups, Spatial Awareness and Detect , Reduced Endurance (1/2 END; +1/4) (66 Active Points)
    2 5u 7) Flinging Shrapnel into the Cracks in Your Mind: Killing Attack -
    Ranged 1d6, +4 Increased STUN Multiplier (+1), Attack Versus Limited Defense (Power Defense; +1 1/2) (52 Active Points)
    5 7u 8) Telekinesis (22 STR), Affects Porous, Fine Manipulation,
    Affects Desolidified One Special Effect of Desolidification (+1/4) (66 Active Points)
    7 6u 9) Teleportation 18", x4 Noncombat, Armor Piercing (+1/2) (61 Active Points)
    Character Name: Sann-dorr the Mystic
    Alternate Identities: Sandor Sann, the Atlantean Man
    Player Name: ELD

    APPEARANCE
    Hair Color: Dust
    Eye Color: Oxide
    Height: 2.00 m
    Weight: 100.00 kg
    Description:
    Dark Cloak, he fights crime ! _ Pointed Ears, Webbed Fingers and Toes
    ==================================================
    BACKGROUND
    Atlantean Anti-Hero, appeared in WW2
    • and sided with the Russians temporarily in the 4Os,
    • - - then went away to Dimension Zero for most of the 5Os,
    • - - fought crime in the North Atlantic during the 6Os,
    • - - then fell into the Planes of Kholadan during the 7Os,
    • - - then fought crime world-wide in the 8Os,
    • - - then whisked away to the Zone Magionic for the duration of the 9Os,
    • - - and now fights crime in Neptune City.

    ROLE
    Utility Character, not a fighter per se. _ set up others for the killing blow _
    We Need To Make Some Ape, Gorilla Warriors as Card-board Heroes for Chuck

    PERSONALITY/MOTIVATION
    Tries to be wise, tries to see the future, tries to weigh consequences, _
    tries to fight crime with an eye to stopping global chaos. _
    If you do not master your Powers, your Powers will be your master.
    SANN-DOR
    =
    So you're talkin' about a thermonuclear explosion and Adiós, Muchachos =
    =

  15. #15
    Join Date
    Mar 2005
    Location
    Ft. Worth TX
    Age
    43
    Posts
    139
    Rep Power
    5527

    Re: Character Depository

    These are some interesting characters. Thanks for sharing.
    Give a man a match and he'll be warm for a moment. Set a man on fire and he'll be warm for the rest of his life.

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