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Guest Worldmaker

Lost out on a concept.

 

Heh. That's okay, 'hawk... I had this great idea for a duplicating mentalist. Maybe I'll post it anyway...

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One Alien Prince in Exile with Cosmic Power, ready to rumble. Since he's a cosmic-powered character, I decided to make him a bad guy and a master-villain type. Sadly, I do not possess the Hero Designer thingy, so I can't put that up. :(

 

Achelous

Zqikkl N'Harzhakar

Cost Effect

13 STR 23, Lift 600 kg. 4½d6 damage, roll 14-.

84 DEX 38, roll 17-, CV 13

46 CON 33, roll 16-

0 BODY 10, roll 11-

28 INT 38, roll 17-

26 EGO 23, roll 14-, ECV 8

28 PRE 38, roll 17-, 7½d6 presence attack

6 COM 23, roll 14-

0 PD 5 (total 42)

0 ED 7 (total 42)

0 REC 12

0 END 66

0 STUN 39

27 SPD 9.0

0 Swim speed 2"

0 Run speed 6"

0 Leap 4½"

42 Destabilization Shock Energy Blast 6d6, No Normal Defense (defense is possessing shapeshifting powers or otherwise being accustomed to shapeshifting, or being amorphous), 0 End, Continuous, Damage Shield (any attack), Only to Con Stun

50 Rejuvenation I Total Life Support + Does Not Age

28 Rejuvenation II Regeneration Healing 1d6 (1 Body), Resurrection (Not vs. effects that would either totally destroy cells or that don't cause physiological damage), Regrow Limbs

47 Blindsight Detect Physical Objects, Discriminatory, Analyze, 360', Range, Sense, Targeting

3 Psuedopods Extra Limbs, Nonpersistant

60 Amorphous Form I 75% Physical Damage Reduction, Resistant

60 Amorphous Form II 75% Energy Damage Reduction, Resistant

76 Amorphous Form III 21 PD/ 20 ED Armor, Hardened

46 Amorphous Form IV 16 PD/ 15 ED Armor

15 Amorphous Form V Lack of Weakness -15 for Resistant Defenses

20 Amorphous Form VI Power Defense 20

20 Alien Mind Mental Defense 25

61 Flow Away Teleportation 21", Position Shift, x128 mass (12,800 kg), No Relative Velocity, Must Pass Through Intervening Space, No Noncombat Movement

69 Shape-control powers Multipower, 121-point pool, Linked to Destabilization Shock (lesser to greater, full power only)

7u Increase Density Density Increase, 6,400,000 kg, +80 STR, -16 KB, +16 PD, +16 ED, 0 End

5u Gaseous Form/Choke Desolidification (still affected by air powers), 0 End, Cannot Pass through Solid Objects plus HKA ½d6, Area of Effect (radius), 0 End, No Normal Defense (Life Support: Self-contained Breathing), Does Body, Continuous, Uncontrolled (ended by blowing it away), Strength Does Not Add to Damage (note: does not follow Achelous, each time he activates his desolidification and chooses to activate Choke as well, the cloud radiates out and then stays in place until blown away or it disperses. Multiple uses overlap, but do not stack damage)

7u Shapeshift Mastery Dispel 32d6, Any Shapeshifting Power, One at a Time

5u Protoplasm Bonds Entangle 8d6, 16 DEF, No Barriers, Vulnerable to Acid

5u Hardened Protoplasm Force Wall 14 PD/ 14 ED, +3" Wide, +2" Tall, 0 End, No Englobement

7u Boost Size Growth, 80" Tall, 40" Wide, 6,400,000 kg, +16 BODY, +16 STUN, -16 KB, +80 STR, -10 DCV, +10 to PER rolls against, 0 End

7u Undetectable Bodies Invisibility to Sight, Hearing, and Smell, No Fringe, 0 End, Ranged, Useable On Others (up to 128)

7u Grow Weapons HKA 2d6 (total with STR varies depending on whether advantages increase DC or not), Variable Special Effects, Variable Advantages, +1/2 from (0 End, Ranged, Armor Piercing, Affects Desolid), Variable Advantages, +1 from (Area of Effect [cone], Autofire, Reduced Endurance, Increased Stun Multiplier)

7u Reflective Adaption Missile Reflection, Any Attack, Any Target, Ranged Deflection (full advantage), +17 to roll when blocking attacks on self, +8 otherwise

7u Shapeshift Shape Shift (Sight, Hearing, Smell, Taste, Touch), Cellular, Imitation, Instant Change, 0 End, Uncontrolled, Persistant

7u Decrease Size Shrinking, .008m, 6 micrograms, -16 to PER rolls against, +16 DCV, +24 KB, 0 End

7u Control Shapes Major Transform 4d6, Any Target to Anything

7u Secrete Poison Drain Con 12d6

7u Wormhole Form FTL Travel (4,000 light years/year), Useable on others (up to 128), Ranged

Skills: 0 PS: Fop 11- (Everyman Skill Selection)

3 Acrobatics 17-

3 Acting 17-

2 AK: Zounia 17-

2 AK: Earth 17-

8 AK: The Universe 23-

3 Bribery 17-

3 Bureacratics 17-

2 CK: Campaign City 17- 3 Concealment 17- 3 Conversation 17-

5 Cramming

2 CuK: The Underworld 17- 2 CuK: Superhumans 17- 3 Deduction 17-

10 Defense Manuever IV

3 Forgery 17-

2 Gambling (card games) 17-

2 Gambling (Zounian games) 17-

3 High Society 17-

3 Interrogation 17-

2 KS: Politics 17-

2 KS: Alien Races

2 KS: Space Traver

2 KS: History of Zounia

2 KS: History of Earth

3 Lockpicking 17-

3 Oratory 17-

3 Persuasion 17-

3 Security Systems 17-

30 +3 Skill Levels Overall

3 Sleight of Hand 17-

3 Stealth 17-

3 Tactics 17-

3 Tracking 17-

2 TF: Starships

3 Skill Enhancer: Traveler

3 Skill Enhancer: Scholar

Perquisites:

3 Anonymity

10 Stargazer Cult Leader

15 Filthy Rich

Talents:

20 Universal Translator

Disadvantages:

35 Berserk if made a fool of, 14- to enter, 8- to recover

35 Enraged if insulted, 14- to enter, 8- to recover

10 Hunted by the Zounian Rebels, 8- (less powerful, NCI)

20 Hunted by the Law, 14- (less powerful, NCI)

15 Hunted by the Heroes, 11- (as powerful)

25 Completely Heartless (Very Common, Total)

15 Overconfidant (Uncommon, Total)

20 Selfish (Very Common, Strong)

15 Greedy (Common, Strong)

15 Reputation: Ruthless, 14-, Extreme, Only Stargazer Cult and Underworld

15 Social Limitation, Secret: Alien

20 Double Stun and Body from Acid

686 Villain Bonus

Total Character Cost: 1126

The planet Zounia exists over a thousand light-years away from Earth. The Zounians are a race of natural shapeshifters; any Zounian can make himself look like any race of being, and thus the Zounians are employed the galaxy over as spies and assassins. For centuries the Zounian people were ruled over by the dynasty of the N'Harzhakar. The N'Harzhakar brutally oppressed the Zounians for their own benefit and amusement.

In the time of the 22nd N'Harzhakar ruler (the short periods of rulership compared to the typical Zounian life span of 200 years, typically 15 years per monarch, were due to the numerous assassinations), the prince Zqikkl was born. Zqikkl was exception for two reasons: first, he was cruel and evil even for a N'Harzhakar, and second, he possessed shapeshifting powers that were incredible, even for a Zounian. Unlike the other Zounians who could merely disguise their features, or at most, with practice, slip through cracks, Zqikkl could actually modify his basic composition. More surprisingly, Zqikkl could extend his abilities to others. Zqikkl was also immensely physically and mentally gifted; he never really tried to apply his skills to anything but his own enjoyment but he could easily have become one of his world's most brilliant scientists or most talented athletes.

During this time, one of the many rebellions faced by the N'Harzhakar came onto the scene. Unlike the other rebellions, this one was successful, toppling the monarch and placing a democratically elected Senate in charge for the first time in anyone's memory. When the rebellion came, Zqikkl at first tried to fight the impudent rebels, but, outnumbered, was forced to retreat. He ran back to the royal treasury, and suddenly had an idea for how to escape. He transformed his own body into a space anamoly, a wormhole, and traveled through it with as much of the royal treasury as he could fit.

Zqikkl eventually arrived, after months of travel, on a small backwater planet covered largely in water. He assumed the form of a native, and quickly picked up the speech patterns of the primitive humanoids living there. He liquidated some of the valuables in the royal treasury for native currency, and used the funds along with his immense charisma to gather a cult of worshippers who treated him as a god, called the Stargazers. Zqikkl learned that he could use his powers to change the shape of his followers as well, granting them new abilities, and has been experimenting with such mutations [note: this is a use of Control Shapes], getting some powerful results, some lethal results, and some results he finds humorous. Zqikkl has also taken to calling himself Achelous, after the figure of Greek mythology.

Zqikkl quickly grew bored with mere worship, and has embarked on a plan to gather as much wealth and power as possible. His plan is to get as many superhumans in his service, whether by blackmail, hiring them as mercenaries, tricking them into helping him, or however else is possible, and then launch a crusade to recapture Zoun. Of course, Zqikkl also wants to enjoy himself on his "vacation" to Earth, and will engage in whatever activities (such as torture, or toying with superheroes for no particular reason) that he finds amusing.

Unbeknownst to Zqikkl, the Zounian rebels have managed to track him to the Earth, and are planning to exterminate him before his plans come to completion. Unfortunately for them, they don't have the capacity to take him down by themselves, especially not with his fanatical cultists. Therefore, they are trying to help local law enforcement or superheroes track down and defeat Zqikkl, rather than fighting him themselves.

My challenge: A character who can turn into a living black hole (a comic book black hole, not a real one)

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Guest Worldmaker
Originally posted by Fireg0lem

C'mon guys. Are you all overwhelmed, sickened, in awe, taken aback by my challenge, what?

 

None of the above. You came in second in the Cosmic Alien Prince race is all. First place picks the next challenge.

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Lord EldritchWell, I got wrapped up in Memorial Day Weekend stuff and couldnt get this into the system in time, but here is my outcast cosmically powered "prince":

Lord Eldritch, Magus Maximus of the Unkari Dimension

Eldrith Volstraad Hal-Sek Mistraak Hal-Ran Ektro Hal-Var Eldrihtt

Val** Char*** Cost
25** STR 15
29** DEX 57
25** CON 30
18** BODY 16
25** INT 15
25** EGO 30
25** PRE 15
30** COM 10
*
10/15** PD 5
10/15** ED 5
5** SPD 11
10** REC 0
50** END 0
50** STUN 6
*
6"** RUN 0
2"** SWIM 0
6"** LEAP 1
Characteristics Cost: 216
attachment.php?attachmentid=728

Cost** Power END
15** Heightened Awareness: Enhanced Perception (+5 to PER Rolls for All Sense Groups)*
50** Duoth-Solstrand: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. PD), Reduced Endurance 0 END (+1/2), Armor Piercing x2 (+1) (75 Active Points); OIF Unbreakable (Focus (Sword); -1/2)*
108** Mystique Royale: Ego Attack 3d6, Reduced Endurance 0 END (+1/2), Invisible Power Effects (Fully Invisible; +1), Continuous (+1), Damage Shield (+1/2), Affects Mental And Physical Attackers (+1/2) (135 Active Points); Stops Working If Mentalist Is Knocked Out (-1/4)*
** Dimensional Shifter*
38** 1) Dimensional Shifter: Life Support , Eating: Character only has to eat once per year, Extended Breathing, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: 800 Years, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Sleeping: Character only has to sleep 8 hours per year*
12** 2) Dimensional Shifter: Damage Resistance (10 PD/10 ED), Hardened (+1/4) (12 Active Points)*
20** 3) Dimensional Shifter: +20 Mental Defense (25 points total)*
20** 4) Dimensional Shifter: Power Defense (20 points)*
75** 5) Dimensional Shifter: Force Field (5 PD/5 ED/5 Flash Defense: Mental Group/5 Flash Defense: Sight Group/5 Flash Defense: Hearing Group), Reduced Endurance 0 END (+1/2), Persistent (+1/2), Invisible Power Effects (Fully Invisible; +1) (75 Active Points)*
24** Dimensional Vortex Navigation: Extra-Dimensional Movement (Any Dimension, Any Location), x4 Increased Weight (55 Active Points); Extra Time Full Phase (-1/2), Delayed Phase (-1/4), Requires A Dimensional Navigation Skill Roll (-1/2)* 5
625** Dimensional Vortex Manipulation: Variable Power Pool, 250 base + 375 control cost, Cosmic (+2) (625 Active Points) [Notes: See UNTIL Superpowers Database; any page, any option.]*
Powers Cost: 987

Cost** Martial Arts Maneuver
** The Paths of Ar'kha-Sor'tarkiis*
4** 1) The Path of Hau'salut: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort*
4** 2) The Path of Mhor'aga: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort*
4** 3) The Path of Wor'ganarkis: 1/2 Phase, -1 OCV, -1 DCV, Flash 6d6*
5** 4) The Path of Pi'pa-Stefolgias: 1/2 Phase, -2 OCV, +1 DCV, STR +6d6 Strike*
3** 5) The Path of Cer'ilias: 1/2 Phase, +2 OCV, -1 DCV, STR +3d6 Strike, Target Falls*
3** 6) The Path of Ka'lapari: 1/2 Phase, +0 OCV, +1 DCV, STR +2d6 +v/5, Target Falls*
5** 7) The Path of Go'Jann: 1/2 Phase, -1 OCV, +0 DCV, STR +6d6 Strike*
4** 8) The Path of Gor'loa-ja: 1/2 Phase, +0 OCV, +2 DCV, STR +4d6 Strike*
3** 9) The Path of Sh'zanapa: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +20 STR for holding on*
4** 10) The Path of Th'trati: 1/2 Phase, +0 OCV, +0 DCV, +25 STR vs. Grabs*
8** 11) +2 HTH Damage Class(es)*
1** 12) Weapon Element: Blades*
Martial Arts Cost: 48

Cost** Skill
30** +3 Overall*
3** Acrobatics 15-*
3** Breakfall 15-*
3** High Society 14-*
2** KS: Dimensional Travel 11-*
3** KS: The Paths of Ar'kha-Sor'tarkiis (INT-based) 14-*
14** Navigation (Dimensional) 20-*
3** Persuasion 14-*
3** Seduction 14-*
3** Stealth 15-*
2** Survival (Dimensional) 14-*
Skills Cost: 69

Cost** Perk
130** Follower (The Outcast) (650 Base, 150 Disad)*
5** Reputation (Magus Maximus of the Unkari Dimension) (A small to medium sized group; 14-) +5/+5d6*
Perks Cost: 135

Cost** Talent
3** Absolute Time Sense*
3** Bump Of Direction*
67** Danger Sense (Analyze, Area: Any Area, Discriminatory, Function as a Sense, Sensitivity: Any Danger, Targeting Sense, Tracking) 14-*
22** Universal Translator 16-*
Talents Cost: 95

Val** Disadvantages
15** Distinctive Features: 3 Fingered hands, Pointy Ears, Extremely Angular Features (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)*
25** Psychological Limitation: Arrogant (Very Common; Total)*
10** Psychological Limitation: Casual Killer (Common; Moderate)*
10** Rivalry: Professional (Istvatha V'han; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry)*
15** Hunted: Istvatha V'han 8- (As Pow; Harshly Punish; Extensive Non-Combat Influence)*
15** Physical Limitation: Unfamiliar with Earth Customs (All the Time; Slightly Impairing)*
10** Unluck: 2d6*
15** Enraged: When disrespected (Uncommon), go 11-, recover 11-*
10** Vulnerability: 2 x Effect Sonics (Uncommon)*
Disadvantage Points: 125
Cost Summary:Base Points:500Disadvantage Points: 125Experience Required: 925Total Experience Available: 925Total Character Cost: 1550Height: 6' 3"Hair: BlondeWeight: 180 lbsEyes: BlueAppearance: Tall, angular, blonde, with alien features most often associated with 'Elvenkind' on the CU dimension's planet Earth (many centuries ago some dimensional travelers from Lord Eldritch's dimension made frequent contact with the people of CU dimension's Earth and in fact taught some humans the rudiments of their dimensional manipulation techniques).

 

Lord Eldritch has pointy ears with no lobes and three fingers on each hand with an opposable thumb, and four toes on each foot. He moves with an inhuman grace and, typical of his race, can hold perfectly still for days on end, which is disconcerting to humankind who tend to be more animated in thier movements.

 

Lord Eldritch dresses in rich garments of unusual styles native to his home dimension, which he manufactures with his mastery of dimensional energies.

Personality: Lord Eldritch wants his dimension back, and he doesnt care what has to happen to make that come about. Istvatha V'han must be made to pay for her transgression in his balliwick.Quote:"Cease your prattling, primitive. I am the Lord Eldritch; I was watching stars being born 2000 dimensions away from here when your 6 times removed anceastors were farming dirt and throwing feces to scare away wild beasts. Do not deign to banter words with me, lest ye seek your doom forthrightly."Background: Eldrith Volstraad was born 300+ years ago in a dimension many times removed from our own. His people, who call themselves the Sidhe, are skilled dimensional travelers and manipulators of dimensional energies, and he was born into a powerful House renowned for the power of its members. As he grew to manhood, Eldrith proved to have phenomenal natural talent in the Dimensional arts, and to be a gifted student of the martial arts as well, mastering the style of his house by the tender age of 35. By the time he was past his childhood, at age 60, he had proven his skills time and again, besting his peers and even his teachers on many occasions in all manner of tests and challenges.

 

Due to his incredible talent, he was chosen to become an apprentice to Zorstrand Dhorakat, the Magus Maximus of Eldrith's dimension, traditionally known as Lord Eldritch. After 150 years of apprenticeship and journeymanship, Zorstrand chose Eldrith as his successor from all his many disciples and allowed his ancient body to finally expire. Upon accepting the mantle of the Lord Eldritch, Volstraad also gained the unquestioning protection of the formidable warrior known as the Outcast, who had sworn his life to protecting the office of that dimension's Magus Maximus a millenia prior. Eldrith was certainly the most powerful wielder of dimensional energies living within his dimension at that time, but he was also the most arrogant and self centered. He took to his position with a certain assumption of authority that rankled many.

 

The better part of another century passed with little disturbance of the dimension, during which the new Lord Eldritch continued his studies and visited other nearby dimensions to learn more about the macroverse and his place within it. In his travels he became aware of the cross-dimensional conqueror Istvatha V'han, but sure of his own power he did not feel any particular alarm at her existance. He was certain that he could easily destroy any threat she sent his way, and that his dimension would never fall to her. He even refused several requests for assistance from the Magi Maximi of neighboring dimensions, too Arrogant to lend aid and never expecting the need to request the same. Those who fell to Istvatha V'han were weak, and no concern of his.

 

Then Istvatha V'han came for his dimension. At first he relished the opportunity to truly test his power against a large scale threat, and swept into battle with her forces. By the time the dimension had completely fallen into her hands less than a year later despite the best efforts of all the dimension's native wielders of dimensional might, Lord Eldritch was exhausted and without options. He was forced to flee the dimension at the last, lest he be captured. Traveling around the omniverse, visiting dimensions not controlled by Istvatha V'han, he heard tale of a dimension that had successfully turned Istvatha V'han away not once, but twice! He has since made his way to that dimension and is trying to determine why this dimension, which has few people capable of bending dimensional energies to thier will, who are so primitive as to disbelieve in dimensional energies outright, or worse, confuse thier study of them with all manner of strange and obstruce superstitious belief, was able to repulse the attacks of the Dominator of the Dimensions, Istvatha V'han.

 

He has made contact with the Magus Maximus of this strangely backwards dimension, the Lord Arcane, and is trying to rally support from the more powerful members of the dimension to assist him in retaking his own dimension. Unfortunately, his hugely overweening arrogance has not won him much support among those he has surruptitiously approached thus far.

Powers/Tactics: Lord Eldritch is what would be considered a magic user to the citizens of the Champions Universe dimension, but an extremely advanced one. To Lord Eldritch's perspective, he merely manipulates dimensional energies directly. To him this is an act no different than walking or breathing is to a normal human of the CU dimension. He is extremely powerful, able to will just about any effect imaginable into existance.Campaign Use: Lord Eldritch is an interesting protagonist/antagonist. He is not a villain per se, but on the other hand his moral code is so altered that many acts which he wouldnt think twice about and would never be made accountible for in his home dimension excite extreme censure in the CU dimension. Foremost among those acts is that of casual killing; in his home dimension he has the ultimate power over life and death, he can choose to kill anyone he wants as a perk of his position. If he deems someone is a threat to the dimension, thats all it takes and since he is seen as the ultimate expert of such no one would ever seriously bring him to task for it. In the CU dimension however, that means that any one who threatens his work to rally support with which to oust Istvatha V'han from his dimension is inviting death by his hand. He would feel justified in such a killing, but to others that dont share his concerns it would be considered outright murder.

 

Ultimately, Lord Eldritch provides an extra-dimensional source of adventure, either as a protagonist or as an antagonist, that doesnt carry the massive infrastructure of a character like Istvatha V'han.

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The Outcast

The Outcast

Sol-lash Rama Hal-Sek Forioni Hal-Ran Pastiir Hal-Var Ostarh

Val Char Cost
50 STR 40
30 DEX 60
30 CON 40
30 BODY 40
11 INT 1
25 EGO 30
40 PRE 30
12 COM 1
20/32 PD 10
20/32 ED 14
8 SPD 40
20 REC 8
60 END 0
80 STUN 10
15" RUN 18
2" SWIM 0
10" LEAP 0
Characteristics Cost: 342
attachment.php?s=&postid=67496

Cost Power END
25 Damage Resistance (20 PD/20 ED), Hardened (+1/4) (25 Active Points)
30 Uraka-Sualot; Armor of 1000 Battles: Armor (12 PD/12 ED), Hardened (+1/4) (45 Active Points); OIF Unbreakable (-1/2)
14 Regeneration: Healing 2d6 (max. Healed Points: 12), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (40 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) [Notes: No Healing Max (see FREd p. 120).]
50 Life Support , Eating: Character does not eat, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: Immortal, 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 does not sleep
10 +10 Mental Defense (15 points total)
15 Power Defense (15 points)
60 Weapons Array: Multipower, 90-point reserve, all slots: (90 Active Points); OIF (-1/2)
6u 1) Axe: Killing Attack - Hand-To-Hand 4d6 (plus STR) (vs. PD), Reduced Endurance 0 END (+1/2) (90 Active Points)
6u 2) Sword: Killing Attack - Hand-To-Hand 3d6 (plus STR) (vs. PD), Armor Piercing x1 (+1/2), Reduced Endurance 0 END (+1/2) (90 Active Points)
6u 3) Daggers: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. PD), Autofire (5 shots; +1/2), Reduced Endurance 1/2 END (+1/2), Penetrating (x2; +1) (90 Active Points) 4
6u 4) Razor Disks: Killing Attack - Ranged 3d6, No Range Modifier (+1/2), Penetrating (+1/2) (90 Active Points) 9
Powers Cost: 228

Cost Skill
10 +1 Overall
24 +3 with All Combat
3 Acrobatics 15-
5 Analyze: Combat 12-
3 Breakfall 15-
3 Climbing 15-
10 Defense Maneuver: I-IV
3 Fast Draw 15-
3 Stealth 15-
16 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Blowguns, Boomerangs and Throwing Clubs, Flails, Garrote, Hook Sword, Off Hand, Sling, Staff Sling, Thrown Chain & Rope Weapons, Thrown Sword
Skills Cost: 80

Val Disadvantages
20 Psychological Limitation: Doesnt Speak (Very Common; Strong)
30 Enraged: If Lord Eldritch is endangered (Uncommon), go 14-, recover 11-, Berserk
25 Psychological Limitation: Subject to Orders from Lord Eldritch (Very Common; Total)
5 Dependent NPC: Lord Eldritch 14- (More powerful; Useful noncombat position or skills)
15 Distinctive Features: 3 Fingered hands, Pointy Ears, Stern Slightly Angular Features (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
15 Psychological Limitation: Casual Killer (Common; Strong)
15 Hunted: Istvatha V'han 8- (As Pow; Harshly Punish; Extensive Non-Combat Influence)
15 Physical Limitation: Unfamiliar with Earth Customs (All the Time; Slightly Impairing)
10 Vulnerability: 2 x Effect Sonics (Uncommon)
Disadvantage Points: 150
Cost Summary:Base Points:500Disadvantage Points: 150Total Character Cost: 650Height: 7' 0"Hair: BrownWeight: 350 lbsEyes: Steel BlueAppearance: Sol-lash Rama is a Sidhe-Human halfbreed, and his features are a mix of both races, though he favors his Human anceastry. He has brown hair and slightly pointy ears, with lobes. His face does not have as much angularity as is normal for Sidhe, but rather is very stern by human standards. He has the characteristic Sidhe peaked hairline, but the texture of his hair is more like that of Human hair. His muscular build favors his Human heritage, but he moves with the grace and agility of the Sidhe.

 

The Outcast is always seen wearing Uraka-Sualot, the indistructible Armor of 1000 Battles, which is an ornate, highly detailed suit of armor that was crafted as a gift to him by Ophan, a Magus Maximus of past years.

Personality: Sol-lash Rama redefines inscrutable. He doesnt talk. He keeps his thoughts to himself. He seems to truly exist to serve the office to which he has sworn his life.

 

Interestingly, Sol-lash Rama actually does not like the current Lord Eldritch, despite, or perhaps because of the fact that unlike many of the Magi that Sol-lash has served in the past, Eldrith Vostraad is a Sidhe. He reminds Sol-lash Rama all to much of the arrogant and cruel Sidhe that harrassed him unmercifully as a child. He also thinks that none of the past Magi he has served would have alienated potential allies nor been so arrogant to underestimate Istvatha V'han. Nevertheless he serves him as best he can.

Quote:"....." {menacing stare}Background: Over 2000 millenia ago, Sol-lash Rama was born to a woman of the dimensional hopping Sidhe, the product of a rape by a member of a primitive race of sentients from another dimension. Sol-lash was born without the dimensional manipulation abilities typical of the Sidhe, but was instead invested with incredible physical strength and durability. His Sidhe grandfather Forioni Rama always detested the strange half-breed child and cast the boy out of his House as soon as he achieved his adulthood at age 60. Throughout this time Sol-lash was denied the training and attention normally the birthright of any true Sidhe, and was mocked and harrassed by the other children. If he ever used his freakish strength to teach them a lesson, he was punished severely for it by his elders.

 

Exiled from his home, he wnadered the world of the Sidhe, seeking to find his place. Finally, he came to the attention of the Magus Maximus of the Unkari Dimension, wherein the world of the Sidhe existed. The Magus Maximus of that time was seeking allies to fight off the depradations of dimensional raiders, and saw value in the incredible strength of Sol-lash Rama. The Outcast at first did not believe that the Magus Maximus had any real use for him, thinking that it was yet another cruel prank played by yet another arrogant Sidhe youth. But when he came to realize that the offer was real, he was filled with eternal gratitude and gladly pledges not only service in the oncoming battle, but a lifetime of service to the Magus Maximus of the Unkari Dimension, until his death. Sol-lash has honored this pledge to the current time, through a succession of Magi Maximi.

Powers/Tactics: Sol-lash Rama is a Sidhe-Human halfbreed that evinces superhuman strength and physical prowess unusual for either race. He has impressive strength, stamina, and agility, and is damage resistant. His natural capabilities have been further augmented by Magi Maximi of the past two millenia, to better enable Sol-lash to accomplish various tasks on thier behalf. He is practically immune to environmental dangers, does not need to eat or sleep, and is apparantly immortal. Further, he is a formidable combatant, able to fight toe to toe with all manner of opponent without suffering a significant disparity in skill. He wields an array of weaponry that is all quite lethal. Campaign Use: The Outcast defends Lord Eldritch and will do so unto death.
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Personally, I think the Axe should get the armor piercing. The reason being, Axes have the capability of cleaving through helms and the like, due to the weight centered on the heavy head. With enough force behind it, it just Splits armor.

 

Then again, I guess it just depends on the sword then. :)

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Originally posted by Rechan

Personally, I think the Axe should get the armor piercing. The reason being, Axes have the capability of cleaving through helms and the like, due to the weight centered on the heavy head. With enough force behind it, it just Splits armor.

Fair enough. I was coming at it from the perspective that the sword is more precise and strikes at joints and openings, whereas the axe slams down with a heavy impact. I also considered leaving off on the advantages and just having the Axe be another d6 of killing.

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Guest C_Zeree
Originally posted by Morningstar70

So what's the next challenge? :)

Originally posted by Fireg0lem

My challenge: A character who can turn into a living black hole (a comic book black hole, not a real one)

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Originally posted by Killer Shrike

Fair enough. I was coming at it from the perspective that the sword is more precise and strikes at joints and openings, whereas the axe slams down with a heavy impact. I also considered leaving off on the advantages and just having the Axe be another d6 of killing.

 

It all depends on how you look at it.

 

For instance, a mace could be armor piercing, or penetrating, simply because the armor doesn't protect as much from the crushing blows that break stuff under the armor. Same for a morning star, because while it does what a mace can do, it also punctures things with the spikes.

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Originally posted by Rechan

It all depends on how you look at it.

 

For instance, a mace could be armor piercing, or penetrating, simply because the armor doesn't protect as much from the crushing blows that break stuff under the armor. Same for a morning star, because while it does what a mace can do, it also punctures things with the spikes.

Ya, I know. It doesnt really matter what you call the power construct; its just a slot with a different way of inflicting damage than the other slots.

 

I just made the Axe do an extra D6 instead of being advantaged. Works out.

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Not exactly a "black hole", but give him a few years to degrade into one ;)

White Dwarf

Robert Nash

Val Char Cost
15/70 STR 5
18 DEX 24
20/25 CON 20
15/20 BODY 10
13 INT 3
18 EGO 16
18 PRE 8
18 COM 4
5/40 PD 2
5/30 ED 1
4 SPD 12
10 REC 6
40 END 0
50 STUN 17
6" RUN 0
2" SWIM 0
3"/14" LEAP 0
Characteristics Cost: 128
attachment.php?s=&postid=69995

Cost Power END
23 Unflagging Strength: Naked Modifier, Reduced Endurance 0 END (+1/2) on up to 70 STR (35 Active Points); Linked to Cohesion (-1/2)
23 Density Perforation: Naked Modifier, Armor Piercing x1 (+1/2) on up to 70 STR (35 Active Points); Linked to Cohesion (-1/2) 3
27 Cohesion: Density Increase (102200 kg mass, +50 STR, +10 PD/ED, -10" KB), Costs END Only To Activate (+1/4) (62 Active Points); Gradual Effect (10 points/ TURN) 1 Minute (-1/2), Visible (-1/4), Linked to Compaction (-1/2), Greater Power is Constant or in use most or all of the time (+1/4), Linked to Energy Spilloff (-1/2), Lesser Instant Power can be used in any Phase in which greater Constant Power is in use (+1/4) 5
27 Compaction: Shrinking (0.0619 m tall, 0.031 m wide, 0.003 kg mass, -10 PER Rolls to perceive character, +10 DCV, +15" KB), Costs END Only To Activate (+1/4) (62 Active Points); Gradual Effect (10 points/TURN) 1 Minute (-1/2), Easily Perceived (-1/4), No Growth Momentum (-1/4), Linked to Cohesion (-1/2), Greater Power is Constant or in use most or all of the time (+1/4) 5
28 Energy Spilloff: Flash 3d6 (Sight Group), Linked to Cohesion (-1/4), Greater Power is Constant or in use most or all of the time (+1/4), Personal Immunity (+1/4), Uncontrolled (+1/2), Reduced Endurance 0 END (+1/2), Continuous (+1), Area Of Effect (5" Radius; +1) (64 Active Points); Gradual Effect (1"/TURN) 5 Minutes (-3/4), No Range (-1/2)
32 Hyper-Dense Flesh: Armor (20 PD/10 ED), Hardened (+1/4) (56 Active Points); Gradual Effect (6 points/TURN (4 PD/2 ED)) 1 Minute (-1/2), Linked to Compaction (-1/2), Greater Power is Constant or in use most or all of the time (+1/4)
The Importance of Being Dense, all slots: Only In Heroic Identity (-1/4)
4 1) Dense Skin: Damage Resistance (5 PD/5 ED) (5 Active Points)
12 2) Dense Flesh: Armor (5 PD/5 ED) (15 Active Points)
3 3) Dense Muscle: +5 STR; No Figured Characteristics (-1/2), Only In Heroic Identity (-1/4) 1
6 4) Dense Bones: +5 CON (10 Active Points); No Figured Characteristics (-1/2)
6 5) Dense Body: +5 BODY (10 Active Points); No Figured Characteristics (-1/2)
4 6) Heavier than Stone: Lack Of Weakness (-5) for Resistant Defenses (5 Active Points)
4 7) Heavier than Stone: Lack Of Weakness (-5) for Normal Defense (5 Active Points)
16 8) Heavier than Stone: Knockback Resistance -10" (20 Active Points)
7 9) Pressure-proof sub-nuclear super-colliding Man: Life Support , Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum (9 Active Points)
Powers Cost: 222

Val Disadvantages
15 Accidental Change: Turn back to normal form when Density Increase maxed out 8- (Very Common)
15 Accidental Change: Activate Density Increase when stressed in normal form 11- (Common)
10 Distinctive Features: Mutant (Not Concealable; Extreme Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)
20 Normal Characteristic Maxima
10 Psychological Limitation: Aggressive and militant (Common; Moderate)
10 Psychological Limitation: Vengeance Seeker (Uncommon; Strong)
10 Reputation: Militant member of a fringe group, M-Force 11- (Extreme (Known Only To A Small Group))
25 Susceptibility: When Density Increase is maxed 1d6 damage, per Phase (Very Common)
15 Unluck: 3d6
10 Vulnerability: 2 x STUN Sonics (Uncommon)
10 Vulnerability: 2 x BODY Sonics (Uncommon)
Disadvantage Points: 150
Cost Summary:Base Points:200Disadvantage Points: 150Total Experience Available: 0Total Character Cost: 350Height: 6' 6"Hair: WhiteWeight: 220 lbsEyes: WhiteAppearance: As both Robert Nash and White Dwarf, wears various all-white suit and tie ensembles without a mask. Robert Nash has short white hair and pinkish-white eyes naturally, as he appears to be an albinoid as a side effect of his mutation (although he actually suffers no ill effect from such). His features are nordic, chiseled and stern. He is muscular and abnormally tall at 6'6" in his normal form.Personality: Militant and direct. Robert Nash is involved in a war with terribly personal ties. He will stop at nothing to destroy the IHA.Quote:"I will crush you beneath my heel, evo-suppressor scum.";"A war is going on beneath your very nose. You can chose to be either a willing combatant or a walking breathing casualty to the cause; its up to you to determine your own level of involvement."Background: Born in 1976 in Nova Scotia, Robert Nash's parents moved to America when he was 12, settling in Maine. They lived a fairly normal life, with the small exception of Robert's "albinism". In 1994 however the families remote rural home was attacked mercilessly by Minutemen robots! Robert's parents Frida and Albert were killed instantly, but Robert's latent mutant abilities were triggered by the stress of the situation and he managed to destroy several Minutemen with vast superhuman strength before fleeing. With nowhere to go, he was chased through the hinterlands by IHA agents and Minutemen, but was rescued by the mutant group called M-Force, which opposes IHA when it can. White Dwarf was trained in the use of his powers and joinged M-Force, taking part in many battles against the IHA, seeking vengeance for the deaths of his parents.

 

Robert makes no secret of his real identity, as he has no one close to him left to strike at. He has risen to become a warleader among M-Force, and is currently assigned to recruiting new members, a task he undertakes alone.

Powers/Tactics: White Dwarf has the mutant power to compact his atoms closer together. This process causes him to both become smaller and denser simultaneously. He also emits a bright blinding light uncontrollably when he does this, which seems to be a by product of his molocules being forced closer together. This process is not instantaneous, taking about a minute to progress to full compresion. Being fully compressed also causes some stress to White Dwarfs body, and can eventually knock him out. Once he is knocked unconscious, he immediately resumes his normal size. White Dwarf has no powers in his "normal" non-compressed form.

 

At full compresion, White Dwarf is phenomenally strong, but his small stature can make it somewhat difficult to interact with normal sized objects. As a side effect of his small size and molocular density however White Dwarf is able to punture many conventional forms of armor and cause significant damage.

 

White Dwarf's greatest drawback is a lack of battle field mobility. Also, his powers are not completely under controlled or reliable. He also seems to be sensitive to Sonic vibrations.

 

Power breakdown:

Turn 1: Pay 10 END, Activate Cohesion & Compaction; 1m tall, 200kg Mass; +2 DCV, 30 STR 25 CON 20 BODY 16/14 PD 14/12 ED, -9" KB, Lack of Weakness -5 Resistant, non-Resistant; 1" 1 pip Flash vs Sight.

 

Turn 2: Pay 0 END; .5m tall, 400kg Mass; +4 DCV, 40 STR 25 CON 20 BODY 22/18 PD 18/14 ED, -8" KB, Lack of Weakness -5

Resistant, non-Resistant; 2" 1/2d6 Flash vs Sight

 

Turn 3: Pay 0 END; .25m tall, 800kg Mass; +6 DCV, 50 STR 25 CON 20 BODY 28/22 PD 22/16 ED, -7" KB, Lack of Weakness -5 Resistant, non-Resistant; 3" 1d6 Flash vs Sight

 

Turn 4: Pay 0 END; .125m tall, 1600kg Mass; +8 DCV, 60 STR 25 CON 20 BODY 34/26 PD 26/18 ED, - 6" KB, Lack of Weakness -5 Resistant, non-Resistant; 4" 2d6 Flash vs Sight

 

Turn 5: Pay 0 END; .0625m tall, 3200kg Mass; +10 DCV, 70 STR 25 CON 20 BODY 40/30 PD 30/20 ED, - 5" KB, Lack of Weakness -5 Resistant, non-Resistant; 5" 3d6 Flash vs Sight. Take 1d6 from Susceptibility. Make Accidental Change (back to normal) Check; on an 8- White Dwarf returns to normal size immediately, both Cohesion and Compaction shutting off.

Campaign Use: BrickChallenge: Music based super (that isnt completely lame) :D
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