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My take on The Badger in 5th ED


rjd59

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I still need to get the newest version of HD so I can upgrade to 6th ED, but here's my take on "The Badger" in 5th anyway.  Constructive comments and suggestions are more than welcome! This is the first time I've ever posted anything like this, hope everything works correctly! Well here goes...

 

Badger

Val      Char   Cost    Roll     Notes

20        STR     10        13-       Lift 400.0kg; 4d6 [2]

18        DEX    24        13-       OCV:  6/DCV:  6

19        CON   18        13-

15        BODY            10        12-

11        INT     1          11-       PER Roll 11-

12        EGO    4          11-       ECV:  4

12        PRE     2          11-       PRE Attack:  2d6

10        COM   0          11-

 

7/13     PD       3          Total:  7/13 PD (3/9 rPD)

7/13     ED       3          Total:  7/13 ED (3/9 rED)

5          SPD     22        Phases:  3, 5, 8, 10, 12

8          REC    0

38        END    0

35        STUN  0          Total Characteristic Cost:  97

 

Movement:     Running:         10"/20"

            Leaping:          7"/14"

            Swimming:      2"/4"

 

Cost    Powers            END

25        Motor Mouth Animal Communication:  Telepathy 5d6 (Animal class of minds), Autofire (2 shots; +1 1/4) (56 Active Points); No Range (-1/2), Communication Only (-1/4), Incantations (-1/4), Perceivable (-1/4)         6

3          Toughness:  Damage Resistance (3 PD/3 ED)

8          Running +4" (10" total)          1

3          Leaping +3" (7" forward, 3 1/2" upward)       1

7          Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2)       1

             

10        Luck 2d6

             

            <B.<U>Battlesuit and Mask</B></U>

8          1)  Bulletproof Spandex:  Resistant Protection (6 PD/6 ED) (12 Active Points); OIF (-1/2) 1

4          2)  Polarized Mask Lenses:  Sight Group Flash Defense (5 points) (5 Active Points); IIF (-1/4)

4          3)  Nightsight Mask Lenses:  Nightvision (5 Active Points); IIF (-1/4)

4          4)  Insulated Ear Covers:  Hearing Group Flash Defense (5 points) (5 Active Points); IIF (-1/4)

8          +2 HTH Damage Class(es)

 

            Shorin ryu Karate

            Maneuver       OCV   DCV   Notes

5          Block   +1        +3        Block, Abort

4          Disarm -1         +1        Disarm; 40 STR to Disarm roll

4          Dodge --          +5        Dodge, Affects All Attacks, Abort

4          Escape +0        +0        45 STR vs. Grabs

5          Flying Kick     +1        -2         10d6 Strike

3          Joint Lock/Grab          -1         -1         Grab Two Limbs, 40 STR for holding on

5          Kick    -2         +1        10d6 Strike

4          Knife Hand     -2         +0        HKA 2d6

3          Legsweep        +2        -1         7d6 Strike, Target Falls

4          Punch  +0        +2        8d6 Strike

3          Throw  +0        +1        6d6 +v/5, Target Falls

4          Tien-hsueh Strike        -1         +1        3d6 NND

4          Tiger/Dragon Claw     +0        +0        10d6 Crush, Must Follow Grab

4          Uproot/Sand Palm      +0        +0        45 STR to Shove

1          Weapon Element:  Axes, Maces, and Picks

1          Weapon Element:  Blades

1          Weapon Element:  Chain Weapons

1          Weapon Element:  Clubs

1          Weapon Element:  Staffs

1          Weapon Element:  Three-Section Staff

 

            Dirty Infighting/Fisticuffs/Cinematic Brawling

            Maneuver       OCV   DCV   Notes

4          Block/Chin Block       +2        +2        Block, Abort

4          Eye Gouge      -1         -1         Flash 6d6

5          Hoist 'n' Heave            -2         -2         Grab Two Limbs, 30 STR to Throw

4          Kidney Blow  -2         +0        HKA 2d6

4          Low Blow       -1         +1        3d6 NND

4          Punch/Backhand         +0        +2        8d6 Strike

5          Roundhouse/Two-Fisted Smash         -2         +1        10d6 Strike

3          Tackle  +0        +0        2d6 +v/5; You Fall, Target Falls

 

            Talents

20        Animal Friendship

15        Beast Speech

6          Combat Luck (3 PD/3 ED)

13        Combat Sense (16 Active Points); Only In Heroic Identity (-1/4) 12-

 

            Skills

9          +3 with Martial Maneuvers

20        +2 Overall

10        Defense Maneuver I-IV

             

7          Acrobatics 15-

5          Breakfall 14-

5          Climbing 14-

3          Concealment 11-

3          KS: Military Life 12-

1          Language:  Vietnamese (basic conversation)

3          Stealth 13-

3          Tactics 11-

3          TF:  Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

4          WF:  Assault Rifles/LMGs, Chain & Rope Weapons, Handguns, Rifles, Staffs, Thrown Grenades

 

Total Powers & Skill Cost:  309

Total Cost:  406

 

400+    Disadvantages

20        Multiple Personality Disorder:  7 Personalities (Common, Total)

10        Post-Traumatic Stress Disorder:  War and POW flashbacks (Uncommon, Strong)

20        Enraged:  When someone hurts an animal (Common), go 11-, recover 11-

10        Dependent NPC:  Mavis (Wife) 8- (Normal)

5          Social Limitation:  Secret ID (Norbert Sykes) (Occasionally, Minor)

10        Hunted:  8- (As Pow, Harshly Punish)

 

Total Disadvantage Points:  406

 

Background/History:  Norbert Sykes grew up in Madison, Wisconson. Norbert's father "Larry", left his mother when he was five. Sykes was an abused child, suffering for years at the hands of his step-father "Rolan Sykes", whom his mother married when he was seven. As an adult he joined the US Marines and went to Vietnam, He saw many unsettling things in combat until he was captured by the Vietcong where he spent several months as a POW. His fragile sanity finally snapped and he adopted several distinct personalities to cope with the trauma's in his life. One of these is Badger, a vigilante who believes god is a badger named Myrtle - this is now his dominant personality, and the one with the best knowledge of martial arts.  Back in the US, he was institutionalized for awhile, after he was caught by the police beating up some punks who had annoyed him, until he escaped.

 

Personality/Motivation:  Personalities:

Norbert Sykes - Real Name and identity

Badger - Now dominant personality

Emily - 9yr old girl - related to child abuse at the hands of his step-father, Rolan Sykes

Pierre - Homicidal personality who speaks with a french accent

Leroy - a dog. Norbert had a dog that his step-father beat to death

Gastineau Grover Depaul - Inner city African-American. He is unaware of the other personalities.

Max Swell - Architect - Stereotypical gay man.

 

Quote:  He often calls people "Larry"

 

Powers/Tactics:  Badger is a martial artist who has the ability to speak with animals.

 

Campaign Use:

 

Appearance:  

 

 

I'm attaching the HDC file, a pic, and the cardboard standup I made for him just in case anyone is interested!

 

 

 

 

 

post-128-0-37743800-1418821728_thumb.jpg

post-128-0-07721600-1418821742_thumb.jpg

Badger.hdc

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I still need to get the newest version of HD so I can upgrade to 6th ED, but here's my take on "The Badger" in 5th anyway.  Constructive comments and suggestions are more than welcome! This is the first time I've ever posted anything like this, hope everything works correctly! Well here goes...

 

Badger

Val      Char   Cost    Roll     Notes

20        STR     10        13-       Lift 400.0kg; 4d6 [2]

18        DEX    24        13-       OCV:  6/DCV:  6

19        CON   18        13-

15        BODY            10        12-

11        INT     1          11-       PER Roll 11-

12        EGO    4          11-       ECV:  4

12        PRE     2          11-       PRE Attack:  2d6

10        COM   0          11-

 

7/13     PD       3          Total:  7/13 PD (3/9 rPD)

7/13     ED       3          Total:  7/13 ED (3/9 rED)

5          SPD     22        Phases:  3, 5, 8, 10, 12

8          REC    0

38        END    0

35        STUN  0          Total Characteristic Cost:  97

 

Movement:     Running:         10"/20"

            Leaping:          7"/14"

            Swimming:      2"/4"

 

Cost    Powers            END

25        Motor Mouth Animal Communication:  Telepathy 5d6 (Animal class of minds), Autofire (2 shots; +1 1/4) (56 Active Points); No Range (-1/2), Communication Only (-1/4), Incantations (-1/4), Perceivable (-1/4)         6

3          Toughness:  Damage Resistance (3 PD/3 ED)

8          Running +4" (10" total)          1

3          Leaping +3" (7" forward, 3 1/2" upward)       1

7          Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2)       1

             

10        Luck 2d6

             

            <B.<U>Battlesuit and Mask</B></U>

8          1)  Bulletproof Spandex:  Resistant Protection (6 PD/6 ED) (12 Active Points); OIF (-1/2) 1

4          2)  Polarized Mask Lenses:  Sight Group Flash Defense (5 points) (5 Active Points); IIF (-1/4)

4          3)  Nightsight Mask Lenses:  Nightvision (5 Active Points); IIF (-1/4)

4          4)  Insulated Ear Covers:  Hearing Group Flash Defense (5 points) (5 Active Points); IIF (-1/4)

8          +2 HTH Damage Class(es)

 

            Shorin ryu Karate

            Maneuver       OCV   DCV   Notes

5          Block   +1        +3        Block, Abort

4          Disarm -1         +1        Disarm; 40 STR to Disarm roll

4          Dodge --          +5        Dodge, Affects All Attacks, Abort

4          Escape +0        +0        45 STR vs. Grabs

5          Flying Kick     +1        -2         10d6 Strike

3          Joint Lock/Grab          -1         -1         Grab Two Limbs, 40 STR for holding on

5          Kick    -2         +1        10d6 Strike

4          Knife Hand     -2         +0        HKA 2d6

3          Legsweep        +2        -1         7d6 Strike, Target Falls

4          Punch  +0        +2        8d6 Strike

3          Throw  +0        +1        6d6 +v/5, Target Falls

4          Tien-hsueh Strike        -1         +1        3d6 NND

4          Tiger/Dragon Claw     +0        +0        10d6 Crush, Must Follow Grab

4          Uproot/Sand Palm      +0        +0        45 STR to Shove

1          Weapon Element:  Axes, Maces, and Picks

1          Weapon Element:  Blades

1          Weapon Element:  Chain Weapons

1          Weapon Element:  Clubs

1          Weapon Element:  Staffs

1          Weapon Element:  Three-Section Staff

 

            Dirty Infighting/Fisticuffs/Cinematic Brawling

            Maneuver       OCV   DCV   Notes

4          Block/Chin Block       +2        +2        Block, Abort

4          Eye Gouge      -1         -1         Flash 6d6

5          Hoist 'n' Heave            -2         -2         Grab Two Limbs, 30 STR to Throw

4          Kidney Blow  -2         +0        HKA 2d6

4          Low Blow       -1         +1        3d6 NND

4          Punch/Backhand         +0        +2        8d6 Strike

5          Roundhouse/Two-Fisted Smash         -2         +1        10d6 Strike

3          Tackle  +0        +0        2d6 +v/5; You Fall, Target Falls

 

            Talents

20        Animal Friendship

15        Beast Speech

6          Combat Luck (3 PD/3 ED)

13        Combat Sense (16 Active Points); Only In Heroic Identity (-1/4) 12-

 

            Skills

9          +3 with Martial Maneuvers

20        +2 Overall

10        Defense Maneuver I-IV

             

7          Acrobatics 15-

5          Breakfall 14-

5          Climbing 14-

3          Concealment 11-

3          KS: Military Life 12-

1          Language:  Vietnamese (basic conversation)

3          Stealth 13-

3          Tactics 11-

3          TF:  Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

4          WF:  Assault Rifles/LMGs, Chain & Rope Weapons, Handguns, Rifles, Staffs, Thrown Grenades

 

Total Powers & Skill Cost:  309

Total Cost:  406

 

400+    Disadvantages

20        Multiple Personality Disorder:  7 Personalities (Common, Total)

10        Post-Traumatic Stress Disorder:  War and POW flashbacks (Uncommon, Strong)

20        Enraged:  When someone hurts an animal (Common), go 11-, recover 11-

10        Dependent NPC:  Mavis (Wife) 8- (Normal)

5          Social Limitation:  Secret ID (Norbert Sykes) (Occasionally, Minor)

10        Hunted:  8- (As Pow, Harshly Punish)

 

Total Disadvantage Points:  406

 

Background/History:  Norbert Sykes grew up in Madison, Wisconson. Norbert's father "Larry", left his mother when he was five. Sykes was an abused child, suffering for years at the hands of his step-father "Rolan Sykes", whom his mother married when he was seven. As an adult he joined the US Marines and went to Vietnam, He saw many unsettling things in combat until he was captured by the Vietcong where he spent several months as a POW. His fragile sanity finally snapped and he adopted several distinct personalities to cope with the trauma's in his life. One of these is Badger, a vigilante who believes god is a badger named Myrtle - this is now his dominant personality, and the one with the best knowledge of martial arts.  Back in the US, he was institutionalized for awhile, after he was caught by the police beating up some punks who had annoyed him, until he escaped.

 

Personality/Motivation:  Personalities:

Norbert Sykes - Real Name and identity

Badger - Now dominant personality

Emily - 9yr old girl - related to child abuse at the hands of his step-father, Rolan Sykes

Pierre - Homicidal personality who speaks with a french accent

Leroy - a dog. Norbert had a dog that his step-father beat to death

Gastineau Grover Depaul - Inner city African-American. He is unaware of the other personalities.

Max Swell - Architect - Stereotypical gay man.

 

Quote:  He often calls people "Larry"

 

Powers/Tactics:  Badger is a martial artist who has the ability to speak with animals.

 

Campaign Use:

 

Appearance:  

 

 

I'm attaching the HDC file, a pic, and the cardboard standup I made for him just in case anyone is interested!

 

 

I am insulted, I am much more powerful than that (and crazier)   Note: just joking

 

 

Actually, I took the moniker before I heard of this character.  But, I have been (very) slowly looking into him.  Interesting.

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I love the badger, hes one of my all time favorite independent comic characters.  He really is nuts and silly and fun.  Although I'm not sure yet if he really can speak to animals, or if he just believes he can speak to animals.

 

 

I beleive!!!  :stupid:  LOL

 

I believe as well.  Remember, the guy was friends with a Druid who not only was several hundred years old, but could control the weather through blood sacrifice, among other feats of magic.  Talking to animals is downright mundane by comparison.

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