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HD Character files (.hdc)

161 files

  1. 4th Edition Champions rebuilds for 6th edition

    This archive is a collection of 6th edition rebuilds of the original 4th edition Champions team, their base, and their vehicle, rebuilt for 6th edition.

    292 downloads

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  2. A-Team (Superhero name)

    Player character: Duplicater Teleporter Martial Artist 350 points

    41 downloads

    0 comments

    Submitted

  3. Aeromobil V2.5 Roadable Aircraft

    This is the Aeromobil V2.5, a roadable aircraft that achieved its first flight in 2013.

    38 downloads

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  4. Aesisinos 6th Edition Rebuild

    The villain group Aesisinos, from the 4th edition Champions book (BBB), offered as a sample for GMs to use in the adventure provided in the back. They've been updated to 6th edition here.

    178 downloads

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  5. Against the Black Tide NPC: Gonmuranon (Sample Orc)

    Sample Orc for Fantasy Hero game based on Monster Hunter International rules

    28 downloads

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  6. Against the Black Tide NPC: Laerilla (Sample Human Normal w Corruptive)

    Sample character as NPC for Fantasy Campaign based on Monster Hunter International rules

    20 downloads

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  7. Against the Black Tide NPC: Landasathcon Against the Black Tide NPC: Against the Black Tide NPC: (Sample Elf)

    Sample Elf for Fantasy Hero game based on Monster Hunter International rules

    22 downloads

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  8. Against the Black Tide NPC: Valaldómion (Sample Human Mutant)

    Sample character as NPC for Fantasy Campaign based on Monster Hunter International rules

    18 downloads

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  9. Against the Black Tide NPC:Falasmaedhdal (Sample Bullman)

    NPC (Sample Minotaur) for my Fantasy Hero campaign

    30 downloads

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  10. Alonso Peretti

    Sample character for a little different kind of Monster Hunter International game on www.herocentral.net
     
    http://www.herocentr...paignId=1202992
     
    At 29 years of age, Al is a highly trained professional software engineer who inexplicably finds himself unable to keep--or lately get--a job. He is completely oblivious to his utter lack of personal hygene standards or work ethic, and believes his unwillingness to buy into the "Big Business Conspiracy" to make bad code ubiquitous is to blame.
     
    Al consoles himself by working, sporadically on his own software for a "killer game" that will make him rich and "show them all"...when he isn't gaming. Al finds all the commercial computer games too "flawed", so mostly plays with local gamers in face to face role playing and table top strategy games, though he is prone to side-tracking even these sessions to "fix the rules".
     
    Al prides himself on having "high standards" and won't even take on a project, personal or professional, unless it's going to be "done right". He tends to ask a lot of questions up front, and then lose interest when the time comes to actually do the work. He plays in other peoples' games, constantly talking about "improvements" he will make when he runs his own game, but never quite gets around to doing his own games.
     
    Al will put a lot of energy--relatively--into testing game systems and their assumptions, and has acquired basic familiarities with clubs, handguns and "home-made weapons" in the course of proving game system assumptions "wrong".
     
    Quote: "No, see that's not right. Everybody always gets that wrong."
     
    Al is a big guy, both in height and (moreso) in weight. He doesn't shave or get haircuts often, and doesn't seem to shower or change clothes very much either. He looks younger than his years due to his "baby fat", and always has a serious expression.
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Face to face role-playing gamers become involved in events way beyond their experience and competency level when they encounter real-life monsters and learn they can get paid for killing them, which is the only way for them to survive the encounters anyway!
     
    Low powered, Hero System 6th edition as described in the licensed, "Monster Hunter International" rule and setting book.
     
    NOTE: CHARACTERS MAY DIE! "Low Powered" means teamwork will be essential, and just getting unlucky could result in a "party wipe out", so please don't play if having a character die would traumatize you irreparably.
     
    Character Creation: Starting characters to be built on fifteen character(15) points, total. All fifteen character points (15) must be matched by Complications.
     
    I. Things not allowed (or not included) in the MHI rulebook: Combat Luck, Missile Deflection, etc.
     
    II. Things imposed as Campaign "House Rules":
     
    Characteristics are Base 8 and Max 13 with x2 cost per point over 13; CV's base 3 with x2 cost over 4; Speed base 2 with x2 cost over 2; PD & ED base 2 w x2 cost over 3; Talents and Perks and Skills x2 cost after first 3 points.
     
    Characters are unemployed and geeks (pick an area of specialization: board games (includes strategy games), card games (includes deck based, i.e. "Magic" ™), comic books, computer games, movies (Action, Fantasy, Horror, SciFi, etc), Role Playing games, video games, etc).
     
    Player characters must be human with no magic spells or previous knowledge about the real world of monsters and magic
     
    Campaign disadvantages that all characters must take for no points:
     
    Wealth: poor
    Social Limitation: negative 3d6/-3 modifier to PRE-based rolls (special effect can vary from geek to geek)
    Distinctive Features: Geek Clique (Easily Concealed; Noticed and Recognizable)
    Hunted: Geek Clique character belongs to 11- (As Pow, NCI, Watching)
    Rivalry: Geek Clique character belongs to 11- (As Pow, NCI, Watching)
     
    Additionally, each character must have a Complication that keeps them from being on the actual, MHI team, something that either got them "washed out" of training or kept them from being invited at all, either Physical or Psychological or something else we collaborate on (it can be a "mystery complication" that the PC isn't aware of too).
     
    Each character needs to have an area of "Geek specialization" which represents a useless area of expertise. Examples: "Civil War Re-enactment", "Superheroes", "Star Wars", "Prime Numbers", etc.
     
    Characters will get six (6) free points of Knowledge Skills in this area of expertise, but they must be useless and impractical.

    43 downloads

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  11. Apokoliptian Aero-Troopers

    Every guard, Aero-Trooper, Parademon and Dog Cavalryman was once a Hunger Dog.

    14 downloads

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  12. Asp

    The Asp was recruited by the villain Sidewinder in becoming a founding member of his newly-formed criminal team, the Serpent Society.

    49 downloads

    1 comment

    Submitted

  13. Atlantic Sentinels 6th edition rebuild

    The third official Canadian team from the Champions of the North sourcebook, updated to 6th edition: the Atlantic Sentinels, out of Halifax.

    145 downloads

    1 comment

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  14. Atlas Unleashed 6th edition rebuild

    The 6th edition rebuilds of all characters featured in the 3rd Edition Champions sourcebook Atlas Unleashed. Includes agents and paper miniatures.

    133 downloads

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  15. 0 comments

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  16. Barry Allen 6E 400

    Here's my beginning version of the Barry Allen Flash for the Justice League.
     
    For a 6e template preview see
    http://www.herocentral.net/herocentral/get/files/premium/Barry+Allen+6e+400.HTML
    http://www.herocentral.net/get/files/premium/Barry+Allen+6e+400.HTML
    Export previews no longer working due to HeroCentral being down for the count:
    http://www.herogames.com/forums/topic/91292-herocentral-gone/?do=findComment&comment=2453010
     
    For this and other 400 point 6e JLA members see my forum thread:
    http://www.herogames.com/forums/index.php?/topic/86936-beginning-versions-of-the-justice-league-for-6e-on-400-points/?hl=%2Bbeginning+%2Bversions+%2Bjustice+%2Bleague+%2Bpoints
     
    edited 3/10/15
    Updated to v1.4 of export which corrected XP block.
    Updated Dispell and added another Aid to VPP.
     
    edited 4/11/15
    Updated Superspeed Spin (Drain)
     
    edited 9/23/15
    Added Superspeed Clothes-Line (AOE Trail, from APG1 pg135)
     
    edited 4/30/16
    Updated Superspeed Invisible Punch (confirmed in Rules Forum that both IPE and Reduced END Advantages on HA do NOT apply to STR)
    Added Molecular Control Strength (Affects Physical World) using Naked Advantage on STR to replace HA version with Advantage.
    Updated Faster Than a Speeding Bullet v2.1 (No Gravity Penalty) for Running up Walls.
    Saved using most recent version of export format (v1.5.4a - cleaner font and includes ALL Background options from Hero Designer).

    336 downloads

    1 comment

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  17. Beast 585pts

    When first introduced, the Beast — a mutant — possesses ape-like superhuman physical strength and agility and oversized hands and feet, though he otherwise appears to be a normal human being. Throughout his history, the Beast undergoes progressive transformations to his physiognomy, permanently gaining increasingly animalistic physical characteristics. These include blue fur, feline facial features, pointed ears, fangs, and claws. His physical power increases to even greater levels, as do his senses.
     
    Despite his savage appearance, he is a brilliant man of the arts and sciences; he is a world authority on biochemistry and genetics, the X-Men's medical doctor, and the science and mathematics instructor at the Xavier Institute (the X-Men's headquarters and school for young mutants). He is also a mutant political activist. Fighting his bestial instincts and fears of social rejection, the Beast dedicates his physical and mental gifts to the creation of a better world for man and mutant. He also has a witty sense of humor.

    156 downloads

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  18. Beast- Camel Spider

    For the Modern Bestiary I present the horrid Camel Spider.

    47 downloads

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  19. Big Joe

    One of the leaders of a group of U.S. soldiers that sneaks across enemy lines to get their hands on a secret stash of Nazi treasure.

    10 downloads

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  20. Billy Batson 6E 400

    Here is an incomplete rookie version of Captain Marvel/SHAZAM! for 6e.
     
    Most of the remaining VPP slot options could be ported over from my version of Clark Kent.
    I may add a Summon Magic Lightning* that he can use as a last ditch attack vs. a nearby opponent by dodging it at the last moment.
     
    *Yes, the one that transforms him between forms.
     
    Also see this older 5e version as a point of comparison.
     
    Enjoy!

    150 downloads

    1 comment

    Updated

  21. Black Dragon Society agents

    Made up of fanatical, east Asian Eco-terrorists with the stated intention to put and end to the exploitation of Pacific oil fields by the west.

    0 downloads

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  22. Black Widow 762pts

    The Espionage specialist on the hero side of the Marvel Universe, Natalia Romanova, known to most as Natasha Romanoff, is rumored to be a relative of the Romanoffs, the last ruling czars of Russia, but nothing else is known of her family. During World War II, a Nazi assault upon Stalingrad set the building she was in on fire. A woman, possibly her mother, threw her into the arms of a Russian soldier named Ivan Petrovich before being consumed by the flames. Ivan brought Natasha under his protection and soon had to defend her from her many enemies. In 1941, Natasha was sought by the Nazi Baron Strucker, who presented her to the Hand to become their master assassin. She was saved from Strucker and the Hand by Ivan, the American super-hero Captain America, and the Canadian adventurer Logan.

    196 downloads

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  23. Blip 225pts 1948 super game

    Blip aka Karrin Harrington
     
     
     

    Val Char Cost Roll Notes
    15 STR 5 12- Lift 200.0kg; 3d6 [1]
    18 DEX 16 13- OCV: 7/DCV: 6
    20 CON 10 13-
    18 INT 8 13- PER Roll 13-
    10 EGO 0 11- ECV: 1 - 1
    13 PRE 3 12- PRE Attack: 2 ½d6
    7 OCV 20
    6 DCV 15
    1 OMCV -6
    1 DMCV -6
    4 SPD 20 Phases: 3, 6, 9, 12
    12 PD 3 Total: 12 PD (7 rPD)
    12 ED 3 Total: 12 ED (7 rED)
    8 REC 4
    40 END 4
    10 BODY 0
    40 STUN 10 Total Characteristic Cost: 109  
    Movement: Running: 12m/24m
    Leaping: 4m/8m
    Swimming: 4m/8m
    Teleportation: 32m/64m
     
     

    Cost Powers END
    Mutant Teleportation powers, all slots Unified Power (-¼)
    17 1) Teleport redirection field: Resistant Protection (7 PD/7 ED) (21 Active Points) 0
    4 2) Teleportation: Floating Fixed Location (1 Locations) (5 Active Points) 0
    12 3) Extra Dimensional Space: Custom Power (30 Active Points); Restrainable (-½), Gestures (Requires both hands; -½), Costs Endurance (Only Costs END to Activate; -¼) 3
    Notes: 4m wide x 4m deep x 2m high 32 hex area APG2 pg 27  

    32 Teleportation: Multipower, 40-point reserve, (40 Active Points); all slots Unified Power (-¼)
    2f 1) Teleporting move bys: Area Of Effect (8m Radius; +½), Selective (+¼) for up to 40 Active Points of attacks +2 ocv and 6d6 damage, Variable Special Effects (Limited Group of SFX; +¼) (37 Active Points); Extra Time (Full Phase, -½) 4
    3f 2) Combat 1 : Teleportation 32m, Reduced Endurance (½ END; +¼) (40 Active Points) 1
    3f 3) Portal effects: Stretching 23m, Does Not Cross Intervening Space (+¼), Reduced Endurance (0 END; +½) (40 Active Points); No Velocity Damage (-¼) 0
    3f 4) Medium range non combat: Teleportation 10m, No Relative Velocity, x32 Noncombat (40 Active Points) 4
    3f 5) Escape : Teleportation 13m, x8 Noncombat, Safe Blind Teleport (+¼), Armor Piercing (x2; +½) (40 Active Points) 4
    3f 6) Long range porting: Teleportation 12m, Safe Blind Teleport (+¼), Armor Piercing (+¼), MegaScale (1m = 1,000 km; +1 ¾) (39 Active Points) 4  

    4 Fast Strike +2 +0 7d6 Strike
    3 Legsweep +2 -1 6d6 Strike, Target Falls
    5 Takeaway +0 +0 Grab Weapon, 35 STR to take weapon away
    8 +2 HTH Damage Class(es)  

    Talents
    3 +1/+1d6 Striking Appearance (vs. all characters)  

    Skills
    2 Navigation (Land) 13-
    3 Stealth 13-
    3 Streetwise 12-
    3 Language: Japanese (completely fluent)
    0 Everyman Skills
    0 1) Language: English (idiomatic; literate) (5 Active Points)
    0 2) Acting 8-
    0 3) Climbing 8-
    0 4) Concealment 8-
    0 5) Deduction 8-
    0 6) Paramedics 8-
    0 7) Persuasion 8-
    0 8) PS: Courier 11-
    0 9) Shadowing 8-
    0 10) TF: Everyman Skill, Small Motorized Ground Vehicles
    0 11) AK 8-  
    Total Powers & Skill Cost: 116
    Total Cost: 225
     
     

    300+ Matching Complications
    5 Distinctive Features: Mutant (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
    10 Distinctive Features: Looker (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    10 Enraged: Innocents harmed (Common), go 8-, recover 14-
    15 Hunted: Mutant Haters Infrequently (Mo Pow; Harshly Punish)
    5 Hunted: Street gang Infrequently (Less Pow; Harshly Punish)
    15 Psychological Complication: Protective of innocents (Common; Strong)
    (2 points unspent)  

    Total Complications Points: 225  
    EQUIPMENT CARRIED
     
     
    Equipment END
    Knife fighting: HKA 1 point (1d6+1 w/STR) (5 Active Points); Unified Power (-¼)Notes: 3d+1HKA with martial artsno focus as she has tons of cheap blades in an extra dimensional pocket 1
    weapon element: Custom Power (1 Active Points) 0
    Portal vision: Penetrative with Sight Group and Normal Hearing 0
    +22 versus Range Modifier for Sight Group and Normal Hearing 0
    Tracking with Sight Group 0
    Transmit with Hearing Group and Normal Sight 0
     
    Background/History: Karrin's father was an american mad scientist who fled america w/ his wife and child, back to his wife's home country of Japan as he was a wanted fugitive in the USA
    Karrin's father was recruited to work with Unit 731 http://en.wikipedia.org/wiki/Unit_731
    Toward the end of the war Karrin and her family where all together in Hiroshima when the atomic bomb was dropped there
    the bomb caused a cave in in her father's lab
    Both her mother and father where killed in the cave in
    Karrin survived because she was inside her father's teleport pod which was finished but needed a large burst of energy to make it function
    Little Boy provided more than enough power to over power the machine and dump dimensional energies into Karrin
    Karrin survived for a week underground protecter from most of thev deadly radiation effects
    Karrin soon learned to control and manipulate the dimensional energies infused into her body in the 3 yrs since the bomb
     
    Personality/Motivation: generally happy ,till innocents get hurt then watch out
     
    Quote:
     
    Powers/Tactics: Martial Artist
    agent stomper
    Long range trannsport
     
    Campaign Use: Scout
    Commando
     
    Appearance: Amer-Asian ancestory

    45 downloads

    0 comments

    Updated

  24. Blip 6th ed 400p pts w/ VPP

    Teleporting MA
     
     
    Blip
     
     

    Val Char Cost Roll Notes
    25 STR 15 14- Lift 800.0kg; 5d6 [2]
    18 DEX 16 13- OCV: 9/DCV: 10
    25 CON 15 14-
    18 INT 8 13- PER Roll 13-
    10 EGO 0 11- ECV: 1 - 1
    10 PRE 0 11- PRE Attack: 2d6
    9 OCV 30
    10 DCV 35
    1 OMCV -6
    1 DMCV -6
    4 SPD 20 Phases: 3, 6, 9, 12
    22 PD 0 Total: 22 PD (12 rPD)
    22 ED 0 Total: 22 ED (12 rED)
    10 REC 6
    45 END 5
    12 BODY 2
    45 STUN 13 Total Characteristic Cost: 153 Movement: Running: 12m/24m
    Leaping: 4m/8m
    Swimming: 4m/8m
    Teleportation: 121m/242m
    Tunneling: 10m/20m
     
     
     

    Cost Powers END
    Mutant Teleportation powers, all slots Unified Power (-¼)
    29 1) Teleport redirection field: Resistant Protection (12 PD/12 ED) (36 Active Points) 0
    12 2) Teleportation redirection field: (Total: 16 Active Cost, 12 Real Cost) +8 PD (Real Cost: 8) plus +8 ED (Real Cost: 8) 0
    12 3) Teleport redirection field: Power Defense (15 points) (15 Active Points) 0
    2 4) Instinct : Absolute Range Sense (3 Active Points)
    16 5) Teleportation: Floating Fixed Location (4 Locations) (20 Active Points) 0
    2 6) Teleportation: Fixed Location (3 Locations) (3 Active Points) 0  

    Equipment
    2 1) Double Wakizashai: HKA 1 point (2d6 w/STR) (5 Active Points); OAF (-1) 1
    Notes: 3d6 hka w/ Basic Strike / Blades sheath into the other's blades handle forming a 15" wooden rod of Red Heart wood//Both blades are offset from center w/ full tangs// Blades are 7" with a 7 ½" handle
    8 2) Polarizing contacts: Sight Group Flash Defense (12 points) (12 Active Points); IAF (-½) 0  

    100 Teleport,, Gates and Portals: Variable Power Pool (Teleport ,gates and portals), 60 base + 60 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (150 Active Points); Limited Special Effect Uncommon SFX (-1), Unified Power (-¼)
    0 1) Portal viewing 0.0Default: Penetrative with Sight Group (15 Active Points) Real Cost: 15 0
    0 2) Portal viewing lensing effect 0.1Default: +6 versus Range Modifier for Sight Group (9 Active Points) Real Cost: 9 0
    0 3) Portal see and hear: Clairsentience (Sight And Hearing Groups), Analyze, Discriminatory, Telescopic: +12, Transmit, Reduced Endurance (½ END; +¼) (60 Active Points) Real Cost: 60 2
    0 4) Combat Default 0.2: Teleportation 36m (36 Active Points) Real Cost: 36 4
    0 5) Combat 1 : Teleportation 35m, Position Shift, Reduced Endurance (½ END; +¼), Safe Blind Teleport (+¼) (60 Active Points) Real Cost: 60 2
    0 6) Combat 2 saving yourself: Teleportation 23m, No Relative Velocity, Position Shift, Safe Aquatic Teleport, x2 Increased Mass, Safe Blind Teleport (+¼) (60 Active Points) Real Cost: 60 6
    0 7) Combat 3: Teleportation 60m (60 Active Points) Real Cost: 60 6
    0 8) Short to mid-range non-combat teleporting: Teleportation 5m, x2 Increased Mass, x256 Noncombat, Safe Blind Teleport (+¼) (56 Active Points) Real Cost: 56 6
    0 9) Combat Escape 1.0: Teleportation 25m, Position Shift, Safe Blind Teleport (+¼), Reduced Endurance (½ END; +¼), Armor Piercing (x2; +½) (60 Active Points) Real Cost: 60 2
    0 10) Non-Conbat Escape 1.0: Teleportation 9m, x16 Noncombat, x4 Increased Mass, Safe Blind Teleport (+¼), Armor Piercing (x2; +½) (59 Active Points) Real Cost: 59 6
    0 11) Short range gate: Teleportation 12m, x8 Noncombat, Safe Blind Teleport (+¼), Constant (+½), Usable Simultaneously (up to 8 people at once; +1) (60 Active Points) Real Cost: 60 6
    0 12) Long range porting: Teleportation 5m, No Relative Velocity, x2 Increased Mass, Safe Blind Teleport (+¼), MegaScale (1m = 1,000 km; +1 ¾) (60 Active Points) Real Cost: 60 6
    0 13) Long range gate: Teleportation 10m, Costs Endurance Only To Activate (+¼), Safe Blind Teleport (+¼), Constant (+½), Armor Piercing (x2; +½), Usable Simultaneously (up to 32 people at once; +1 ½), MegaScale (1m = 1,000 km; +1 ¾) (57 Active Points) Real Cost: 57 5
    0 14) Slow explosion(2 objects in the same place at the same time): Hearing Group Flash 10d6, Does Knockback (+¼), Area Of Effect (8m Radius Explosion; +¼), Double Knockback (+½) (60 Active Points) Real Cost: 60 6
    0 15) Portal Punch: Stretching 40m, Does Not Cross Intervening Space (+¼), Reduced Endurance (½ END; +¼) (60 Active Points) Real Cost: 60 2
    0 16) Can opener: Drain PD 4d6, Armor Piercing (+¼), Reduced Endurance (½ END; +¼) (60 Active Points); Limited Power Power loses about half of its effectiveness (Drain only last 1 segment the returns to normal value; -1), No Range (-½), Linked (Double Wakizashai; -¼) Real Cost: 22 2
    0 17) Extra-Dimensional Movement (Any Dimension, Any Location), x8 Increased Weight (60 Active Points) Real Cost: 60 6
    0 18) Tunneling 10m through 25 PD material (60 Active Points) Real Cost: 60 6
    0 19) Removing it from this dimension: Killing Attack - Hand-To-Hand 3d6 (4d6+1 w/STR), Area Of Effect (8m Cone; +¼) (56 Active Points) Real Cost: 56 6
    0 20) Portal to her private pocket dimension 12 levels 4m tall x 22.6m x 22.6m 512m square: Custom Power (60 Active Points) Real Cost: 60 0  

    3 Basic Strike +1 +0 11d6 Strike
    5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove
    3 Legsweep +2 -1 10d6 Strike, Target Falls
    5 Takeaway +0 +0 Grab Weapon, 55 STR to take weapon away
    16 +4 HTH Damage Class(es)
    2 Weapon Element : Blades, Empty Hand,Portal attacks  

    Talents
    6 +2/+2d6 Striking Appearance (vs. all characters)  

    Skills
    3 Breakfall 13-
    3 Climbing 13-
    3 Conversation 11-
    3 Deduction 13-
    3 Disguise 13-
    2 Navigation (Land) 13-
    3 Security Systems 13-
    3 Stealth 13-
    0 Everyman skills
    0 1) Concealment 8-
    0 2) AK: USA 8-
    0 3) Language: English (idiomatic; literate) (5 Active Points)
    0 4) Persuasion 8-
    0 5) PS: Stunt Actor (Custom Adder) 11-
    1 6) TF: Custom Adder, Small Motorized Ground Vehicles  
    Total Powers & Skill Cost: 248
    Total Cost: 400
     
     
     

    400+ Matching Complications
    10 Distinctive Features: Mutant (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
    10 Distinctive Features: Looker (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    10 Enraged: Innocents harmed (Common), go 8-, recover 14-
    15 Hunted: Mutant Haters Infrequently (Mo Pow; Harshly Punish)
    15 Psychological Complication: Protective of innocents (Common; Strong)
    15 Psychological Complication: Code vs killing (Common; Strong)  

    Total Complications Points: 400  
    EQUIPMENT CARRIED
     
     
    Equipment END
    Equipment
    1) Video recorder hiddin in N-space seeing and hearing what Blips sees and hears: Eidetic Memory (5 Active Points); Unified Power (-¼), IIF (-¼)
    Skills
    1) Acting 11-
    2) Bribery 11-
    3) Charm 11-
    4) Contortionist 13-
    5) Conversation 11-
    6) Criminology 13-
    7) Deduction 13-
    8) High Society 11-
    9) Navigation (Air, Dimensional, Land, Marine, Space, Temporal) 13-
    10) Tracking 13-
    Stats
    1) possitive thinking: +10 EGO
    2) Self confidence: +13 PRE
    Powers and training
    1) Mental Defense (12 points total) 0
    2) Combat Sense (Sense) (17 Active Points); Unified Power (-¼) 13-
    3) Instict: Defense Maneuver I-IV (10 Active Points); Unified Power (-¼)
     
    Background/History: the simple version might be that her parents got killed standing up to a gang or triad, and they are the moral fiber in her life
    it may also be where powers first appeared
    as the bullets struck her parents, her power kicked in an protected her from them(figure 9mm and 12 ga 3d6ka reduced penatration)
    Her only thought was to get away to her favorite place the roof of their home/business
    While down below the gang/triad saw Blip disappear,they decided to firebomb the place and leave
     
    the killers are not caught for 5yrs,by then Karrin has been moved to live with an uncle,a Master Sargent in the U.S.Army
    Life goes well for Karrin,she masters her powers,learns to defend herself and enjoy most of her teenage years
    Then just before she turns 20, her parents killers are caught and Karrin is asked to ID them
     
    Before she and her uncle can leave to return to her home town ,others in the gang/triad ambush Blip and her uncle killing him
    Blip looses it and cripples the new killers
    Later she goes and Id's her parents killers and they are convicted getting LWoP
    Word later gets to Blip that she and the gang/triad are at war
    Blip just says "Bring it on Scum"
     
    Karrin spent 5yrs with her uncle karrin knew one day she would have to take up defending the weak
    So she spent her time learning how to defend herself and takedown bad guys
     
    Personality/Motivation: generally happy ,till innocents get hurt ,then watch out
     
    Quote: Bring it on scum
     
    Powers/Tactics: Martial Artist
    agent stomper
    terrain changer
    Long range trannsport
     
    Campaign Use: Scout
    Commando
     
    Appearance: early 20's
    Amer-Asian ancestory
    34c-23-35

    97 downloads

    0 comments

    Updated

  25. Bodybag

    Bodybag is a longstanding member of the otherdimensional bounty hunting team known as the TechNet.

    18 downloads

    0 comments

    Submitted

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