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Project XIII: images from my campaign


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Re: Project XIII: images from my campaign

 

PULSAR

Marcus Rose, PhD

 

Pulsar.jpg

 

VAL CHA Cost Roll Notes

20 STR 10 13- HTH Damage 4d6 END [2]

15 DEX 10 12-

18 CON 8 13-

23 INT 13 14- PER Roll 14-

13 EGO 3 12-

13 PRE 3 12- PRE Attack: 2 1/2d6

6 OCV 15

8 DCV 25

3 OMCV 0

3 DMCV 0

5 SPD 30 Phases: 3, 5, 8, 10, 12

20 PD 11 20 PD (7 rPD)

20 ED 11 20 ED (7 rED)

7 REC 3

45 END 5

10 BODY 0

40 STUN 10

 

Movement Cost Meters Notes

RUNNING 0 12m/24m END [1]

SWIMMING 0 4m/8m END [1]

LEAPING 0 4m 4m forward, 2m upward

FLIGHT 41m/82m

 

Characteristics Total: 157

 

 

Powers:

Altered Molecular Structure

25 1) Dense Molecular Structure: Resistant Protection (7 PD/7 ED) plus Knockback Resistance -4m - END=0

26 2) EM-Wave Energy Diffusion: Damage Negation (-9 DCs Energy); Only Works Against EM radiation attacks (visible and non-visible light) (-3/4) - END=0

4 3) Cellular Resistance: Life Support (Safe in High Radiation; Safe in Intense Heat) - END=0

50
Atomic Control Powers
: Multipower, 75-point reserve, (75 Active Points); all slots Requires ambient EM radiation (-1/4), Unified Power (-1/4)

5f 1) Atomic Blast: Blast 10d6, Double Knockback (+1/2) (75 Active Points); Requires ambient EM radiation (-1/4), Unified Power (-1/4) - END=7

5f 2) Atomic Condensation: Shrinking (0.0141 m tall, 0.0002 kg mass, -14 PER Rolls to perceive character, +14 DCV, takes +42m KB), Reduced Endurance (1/2 END; +1/4), Normal Mass (retains normal mass; +1/2) (73 Active Points); Requires ambient EM radiation (-1/4), Unified Power (-1/4) - END=3

15
EM-Emitting Atomic Powers
: Multipower, 31-point reserve, all slots No Range (-1/2), Unified Power (-1/4), Requires ambient EM radiation (-1/4)

1f 1) Low/Visible Wavelength Emission: Sight and Radio Groups Images, +/-5 to PER Rolls (30 Active Points); Only to Create Visible or Low-Frequency Light (-3/4), No Range (-1/2), Unified Power (-1/4), Requires ambient EM radiation (-1/4) - END=3

1f 2) Wide-Frequency EM Burst: Sight and Radio Groups Flash 4d6, Area Of Effect (10m Radius Explosion; +1/4) (31 Active Points); No Range (-1/2), Unified Power (-1/4), Requires ambient EM radiation (-1/4) - END=3

1f 3) Ultra-High Frequency Ionizing EM Emissions: Change Environment (+3 Points of Damage), Area Of Effect (10m Radius; +3/4) (26 Active Points); No Range (-1/2), Unified Power (-1/4), Requires ambient EM radiation (-1/4) - END=3

1f 4) IR Emission: Change Environment (+1 Points of Damage, +4 Temperature Level Adjustment), Area Of Effect (10m Radius; +3/4) (30 Active Points); No Range (-1/2), Unified Power (-1/4), Requires ambient EM radiation (-1/4) - END=3

Other Atomic Control Powers
, all slots Unified Power (-1/4), Requires ambient EM radiation (-1/4)

29 1) Electromagnetic Repulsion: Flight 41m, Usable As Swimming (+1/4); Requires a magnetic field to "ride" (-1/4), Unified Power (-1/4), Requires ambient EM radiation (-1/4) - END=5

6 2) Proportional Eye Structures: Microscopic ( x100) with Sight Group; Proportional to Shrinking power in use (-1/4), Unified Power (-1/4), Requires ambient EM radiation (-1/4) - END=0

- END=

Filtration Visor
, all slots OIF (-1/2)

12 1) EM-Sensitive Eyes: Detect EM radiation A Large Class Of Things 14- (Sight Group), Discriminatory, Penetrative; OIF (-1/2), Requires A Roll (14- roll; -1/4), One real EM frequency at a time (-1/4) [Notes: Pulsar can see in any wavelength of light, from the lowest to the highest end of the spectrum. With an INT roll, he can filter out one frequency and gain the appropriate benefits. For example: IR vision, UV vision, or higher wavelengths such as x-rays (Penetrative).] - END=0

4 2) Visor Filters: Sight Group Flash Defense (8 points); OIF (-1/2), Not vs. wavelength(s) in use (-1/4) - END=0

 

Powers Total: 185

 

 

Skills:

 

3 PSE: Nuclear Engineer

2 1) PS: Engineer 14-

2 2) Science Skill: Physics 14-

2 3) Science Skill: Quantum Physics 14-

2 4) Science Skill: Astrophysics 14-

2 5) Science Skill: Astronomy 14-

2 6) Science Skill: Physical Sciences 14-

2 7) Systems Operation 14-

2 8) Electronics 14-

2 9) Inventor 14-

1 10) Navigation 14-

 

3 Acting 12-

0 Climbing 8-

0 Concealment 8-

0 Conversation 8-

0 CK: Houston, TX 11-

2 CK: New York, NY 11-

0 Language: English (idiomatic)

1 Language: Latin (basic conversation)

3 Mechanics 14-

3 Paramedics 14-

0 Persuasion 8-

3 Power: Atomic Powers 11-

0 Shadowing 8-

0 Stealth 8-

3 TF: Small Motorized Ground Vehicles, Small Planes, Spaceplanes

 

18 +6 with Atomic attack powers

 

Skills Total: 58

 

 

Complications:

 

0 Rivalry: Professional (Dr. Stephanie Li), Rival is Less Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

5 Psychological Complication: Necrophobia (Uncommon; Moderate) [Notes: Character refuses to go near cemetaries, mortuaries, or morgues.]

15 Psychological Complication: Will Not Kill People (Common; Strong)

10 Physical Complication: Dense- 400kg mass (Infrequently; Slightly Impairing)

15 Physical Complication: Blinded by sensory overload without special visor (Infrequently; Greatly Impairing)

15 Hunted: Interested parties Infrequently (As Pow; NCI; Harshly Punish) [Notes: Many parties interested in the dark matter inversion tech actively hunt Dr. Rose.]

15 Social Complication: Secret Identity Frequently, Major

 

Complications Points: 75

 

Base Points: 325

Experience: 0

Experience Unspent: 0

Total Character Cost: 400

 

Other Info:

 

Real Name: Marcus Rose, PhD

Identity: Secret

Other Aliases: None

Occupation: Theoretical physicist, engineer

Legal Status: US citizen with no criminal record

Place of Birth: Houston, TX

Group Affiliations: New Outsiders Known Relatives: None

 

Height: 5' 11"

Weight: 750 lbs

Eyes: Topaz

Hair: Black (bald)

 

 

POWERS

Marcus Rose's body has been transformed permanently at the atomic level, giving him a variety of superhuman abilities.

 

Pulsar's physiology is far denser and tougher than an ordinary human's. His mass is approximately four times what his size and physique would suggest, and his physical strength is correspondingly greater as well. He is consequently about as strong as an Olympic weightlifter. Pulsar's muscle and bone tissues are strong enough to take considerable punishment without injury, and his skin can resist penetration by most small-arms fire, providing about the same protection as a standard bullet-proof vest. The electrochemical bonds in Pulsar's cell structure and DNA are also more powerful than normal, providing him resistance to the mutating or otherwise damaging effects of particle radiations and high temperatures.

 

Pulsar's eyes have been transformed as well. In addition to the normal rods and cones that normal humans possess, his retina include several new types of cells that together respond to every wavelength of light above and below the normally visible range. Among other sensitivities, he can see patterns of heat in infra-red, he can detect ultraviolet radiation, and he can see through many objects via gamma rays and x-rays. The downside to this ability is that Pulsar must wear special filters (see Equipment) or be blinded due to sensory overload.

 

Through concentration, Pulsar can affect the energy states of particles within the atoms of his body to achieve different effects. By exciting the electrons within a fraction of the atoms comprising his body, he can emit light of any wavelength omnidirectionally outward. In this manner he can project radio signals, heat his environment with infra-red waves, emit visible light, or project deadly ionizing radiation. He can also fire a short burst of intense, wide-spectrum light that will temporarily blind those around him and disrupt radio communications.

 

Pulsar can choose to split the nuclei of a very small number of his atoms (usually on the surface of his hands) and project the resulting explosive energy at an opponent in the form of a column of heat, concussive force, and trace electromagnetic radiation. With concentration, he can alter the accompanying electromagnetic radiation to suit specific needs.

 

Pulsar can also overcome the nuclear and electromagnetic repulsive forces within his body, causing his atoms, and therefore his entire frame, to shrink considerably in volume. Pulsar can condense himself to a minimum of approximately half an inch in height. His mass, however, remains the same (about 750 lbs), making the resulting pressure he exerts on an object upon which he stands considerable. When he initiates this dramatic change in his atoms' energy states, Pulsar is unable to perform other feats of atomic alteration.

 

Like most reactions in nature, Pulsar's atomic powers require an energy source to catalyze their initial reaction. All of his atomic alteration abilities require at least a small amount of ambient electromagnetic light energy. In the absence of such energies, he is unable to use those abilties. However, such a condition is rare in nature without technological means. As a mechanism of trapping and utilizing such ambient energies, Pulsar's cell membranes contain ionic pathways that continually absorb a portion of the energy in electromagnetic waves and dissipate them throughout his body. This mechanism also makes him highly resistant to damaging effects from all wavelengths of light. When Pulsar initiates one of his atomic alteration powers, or when his body is absorbing high levels of energy from an attack, this cellular characteristic causes him to appear as a black silhouette for an instant.

 

With effort, Pulsar can use his cells' EM-wave-resonant characteristics while in the presence of ambient EM radiation to "ride" the earth's natural magnetic field and levitate at speeds up to about 75 mph.

 

EQUIPMENT

Pulsar wears a visor he designed in collaberation with Dr. Edgar Allen. With the visor, he can selectively filter out light frequencies, allowing him to see in only the narrow range of frequencies he wishes at any given moment. Without the device, Pulsar would be unable to make out any details of his surroundings due to conflicting sensory input provided by wavelengths along the entire spectrum of light. The visor requires a moment's adjustment to switch filtration wavelengths. Additionally, the visor has an automated polarization feature which reflexively increases filtration in the presence of an overabundance of EM input, providing protection against sensory overload from bright lights and other sources. The visor would be largely useless to an ordinary human wearing it, excepting for the protection it provides.

 

In his civilian identity, Dr. Rose wears a more discrete, but less rugged and utilitarian, version of the visor that appears to the casual observer to be a pair of gold-tinted sunglasses.

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Re: Project XIII: images from my campaign

 

SCORPION

 

Scorpion.jpg

 

VAL CHA Cost Roll Notes

5 Size 25

35 STR 0 16- HTH Damage 7d6 END [3]

13 DEX 6 12-

 

5 OCV 10

5 DCV 10

5 SPD 30 Phases: 3, 5, 8, 10, 12

 

17 PD -2 17 PD (17 rPD)

17 ED -2 17 ED (17 rED)

15 BODY 0

 

 

Movement Cost Meters Notes

RUNNING -12 40m/80m END [0]

 

 

Characteristics Total: 61

 

 

Powers:

PROPULSION SYSTEMS

31 1) POD-Walker Segmented Legs: Ground Movement +40m (40m total), No Turn Mode (+1/4); Restrainable (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) plus Stretching 5m, Reduced Endurance (0 END; +1/2); Cannot Do Damage (-1/2), Always Direct (-1/4), Limited Body Parts (Legs only; -1/4), no Noncombat Stretching (-1/4) - END=0

10 2) Gyroscopic Intelligent Balance System and Adaptable Footgear: Clinging (normal STR); Only climbable objects (-1/2), Cannot Resist Knockback (-1/4) plus Environmental Movement (no penalties on cluttered terrain) plus Environmental Movement (no penalties on snow/ice) - END=0

- END=

FUSELAGE

64 1) Armored Hull: Resistant Protection (17 PD/17 ED), Hardened (+1/4) - END=0

6 2) Pressurized and Insulated Hull: Life Support (Electrically Insulated ; Safe in High Pressure; Safe in Intense Cold) - END=0

10 3) Rebreather Systems: Life Support (Self-Contained Breathing) - END=0

- END=

COMMUNICATIONS/SENSORY SYSTEMS
, all slots OAF Bulky (-1 1/2)

4 1) Multi-Screen Video Monitors: Increased Arc Of Perception (360 Degrees) with Sight Group (10 Active Points); OAF Bulky (-1 1/2) - END=0

4 2) Audio/Video Communications Panel: High Range Radio Perception (Radio Group), +1 to PER Roll; OAF Bulky (-1 1/2), Sense Affected As More Than One Sense Sight and/or Hearing (-1/2) - END=0

1 3) Compass Display: Bump Of Direction; OAF Bulky (-1 1/2) - END=

7 4) Public Address System: Hearing Group Images, +/-5 to PER Rolls, Reduced Endurance (0 END; +1/2); OAF Bulky (-1 1/2), Set Effect (Only to amplify user's voice; -1), No Range (-1/2) - END=0

 

WEAPON SYSTEMS

2 1) Piezoelectric Robotic Tail, Claw Limbs, and Retractable Forelimbs: Extra Limbs (5); OIF Bulky (-1) - END=0

11 2) Tail: Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2), Double Knockback (+1/2); OIF Bulky (-1), Restrainable (-1/2), Lockout (with other tail powers; -1/2), Hand-To-Hand Attack (-1/4), Cannot Be Used With Move Through (-1/4) plus Stretching 9m, Reduced Endurance (0 END; +1/2); OIF Bulky (-1), Only To Cause Damage (-1/2), Restrainable (-1/2), Always Direct (-1/4), no Noncombat Stretching (-1/4), Measured from base of tail (-1/4) - END=0

19 3) Tail-Mounted Web Slick Projector: Entangle 3d6, 7 PD/4 ED, Area Of Effect (16m Line; +1/4), Constant (+1/2), Takes No Damage From Attacks All Attacks, STR only to break out (+1); Does Not Prevent The Use Of Accessible Foci (-1), OIF Bulky (-1), Set Effect - rapidly rotating parts only (-1), 3 Continuing Charges lasting 1 Turn each (-3/4), Lockout (with Tail HTH Attack; -1/2), Restrainable (-1/2), Only on appropriate surface (-1/4) [Notes: This power only activates against wheels or tracks if the target is moving greater than 12m per phase] - END=[3 cc]

16 4) Claw Manipulators: Killing Attack - Hand-To-Hand 1 1/2d6 (3d6+1 w/STR), Armor Piercing (+1/4), Reduced Endurance (0 END; +1/2); OIF Bulky (-1), Restrainable (-1/2), Limited Arc Of Fire (180 degrees; -1/4) - END=0

 

Powers Total: 185

 

 

Skills:

 

15 Security Systems 15-

 

Skills Total: 15

 

 

 

Complications:

 

15 Distinctive Features: Bug-Shaped Flying Craft (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Physical Complication: Requires Occasional Recharging (Infrequently; Greatly Impairing)

10 Hunted: Law Enforcement Frequently (As Pow; NCI; Watching)

 

Complications Points: 40

 

Base Points: 247

Experience: 0

Experience Unspent: 0

Total Character Cost: 261

 

 

Other Info:

 

Make: Life Systems

Model: POD-Walker Armored Transport

Owner: Gold Bug (Edgar Allen, PhD)

Registration/Legal Status: Unregistered vehicle

Required TF: POD-Walker

 

HISTORY

Dr. Edgar Allen designed and built the Scorpion vehicle as a crimefighting tool. Those components which could not be fabricated in his personal workspace were contracted out to several manufacturers modularly, so as to conceal their intent.

 

POWER PLANT

The Scorpion is powered by a high-yield battery system designed by Dr. Allen and improved through collaberation with Dr. Udo Warner (Volt). The vehicle's batteries are highly efficient, reducing waste through energy-recapture systems such as acceleration dampers and friction-heat converters. They constantly recharge from any available environmental energy source, drawing power from solar energy, external charge differentials, fluid heat layer disparities, and atmospheric static discharges. The storage capacity and superconductive nature of the Voltanium material contributed by Dr. Warner, combined with the efficiency of the system, allow for days of operation without significant drain on power reserves. The Scorpion's batteries do, however, require occasional charging and maintenance, and refueling can be done through most standard electrical power sources.

 

PROPULSION SYSTEM

The Scorpion's walking system is comprised of six POD (Piezoelectric Oscillation Drive) units. Each POD unit acts as an independent, telescoping leg that can provide momentum in any horizontal direction, as well as extend the Scorpion's clearance to over 6m from the ground. The Scorpion's POD units are balanced and coordinated not by digital computation, but rather by a sophisticated analog response system that receives input from dedicated gyroscopic balance units and stretch-receptor feedback mechanisms and translates that information into synchronized movements.

 

Additionally, each "foot" carries adaptable gear that enables it to traverse uneven or loose terrain, or even climb objects that are properly composed and sturdy enough to bear the Scorpion's weight. The Scorpion is able to climb objects such as cliffsides and buildings with no special maneuvering required by its pilot. The Scorpion can move along the ground in this manner at a top speed of 75 mph.

 

SPECIAL SYSTEMS

The Scorpion is sealed and insulated, able to operate safely in deep sea and arctic environments. It has a reserve oxygen supply, and with the aid of CO2 scrubbers, the Scorpion can keep its occupants in relative comfort in those environments indefinitely.

 

The Scorpion has an advanced communications and sensory system operated from stations within the cabin, including: cellular hi-range visual and audio radio capability, compass, and GPS system. The crew cabin also contains multi-panel video displays that can provide a 360-degree view of the exterior of the Scorpion as an aid to battle and reconnaisance. Headlights and exterior public address systems are operated from workstations inside the cabin as well.

 

The Scorpion has a sophisticated passcode entry system.

 

WEAPON SYSTEMS

The Scorpion has three primary weapons systems that serve distinct purposes: its piezoelectric tail, claws, and forelimbs.

 

The Scorpion's tail is a flexible "limb" that can be extended up to 10 meters from its base at the rear of the vehicle and can be swung accurately about as a club, generating a great deal of force due to its mass and strength. The tail can deliver enough impact energy to flip or toss a sizeable civilian vehicle. Housed within the tip of the tail is a chemical delivery device that can spray a stream of Gold Bug's 'web spinner' fluid. Unlike Gold Bug's personal sidearm, however, the Scorpion's tail device does not submit the fluid to high-speed rotation upon delivery, and as a result, the fluid remains liquid and ineffectual until another object (such as a vehicle's wheels or rotors) spins it and activates its adhesive and tensile properties, freezing said rotating mechanism.

 

The Scorpion also has sizeable claws with edges that are hardened and extremely sharp. The robotic claws are powerful enough to pierce and rend extremely tough materials and can destroy a civilian vehicle very quickly.

 

Under the crew cabin of the Scorpion are housed a pair of retractable forelimbs capable of fine dexterity and strong enough to lift over 3 tons. The limbs can retract into the Scorpion's hull for convenience or to bring an object through a pressurized airlock system into the vehicle's interior.

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  • 2 weeks later...

Re: Project XIII: images from my campaign

 

Okey doke...

 

So I couldn't find an export format for the boards. I used a plain text format and organized the results a bit for display here and edited the last posts of our characters. I didn't fix all the formatting weirdness, but it should be good enough for those of you who don't have HeroDesigner to transcribe the characters. I'll post the rest when I get the other players to flesh out their backgrounds, etc.

 

Enjoy!

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Re: Project XIII: images from my campaign

 

Okey doke...

 

So I couldn't find an export format for the boards. I used a plain text format and organized the results a bit for display here and edited the last posts of our characters. I didn't fix all the formatting weirdness, but it should be good enough for those of you who don't have HeroDesigner to transcribe the characters. I'll post the rest when I get the other players to flesh out their backgrounds, etc.

 

Enjoy!

 

Thanks!

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  • 5 months later...

Re: Project XIII: images from my campaign

 

I'll be wrapping up a short fantasy campaign soon, and then Mojo Bones will be running a low-powered supers game for us. Here's my character:

 

Grendel.jpg

 

Val**Char**Cost**Roll**Notes

15****STR*****5******12-****Lift 200.0kg; 3d6 [1]

18****DEX*****16******13-****OCV:**8/DCV:**10

20****CON*****10******13-

10****BODY****0******

13****INT*******3******12-****PER Roll 12-

18****EGO*****8******13-****ECV:**3 - 3

15****PRE******5******12-****PRE Attack:**3d6

 

 

18****PD*********8******Total:**18 PD (8 rPD)

18****ED*********16******Total:**18 ED (0 rED)

5****SPD*******30******Phases: 3, 5, 8, 10, 12

8****REC*******4

20****END*****0

36****STUN***8******Total Characteristic Cost:**181

 

Movement:

Running:**20m/40m

Flight:**20m/40m

Leaping:**4m/62m/16m/248m

Swimming:**4m/8m

 

 

Cost**Powers**END

25**Psychic Abilities:**Multipower, 51-point reserve, (51 Active Points); all slots 11- Roll and Increased Endurance without a polarized crystal in hand (-1/2), Unified Power (Psychic Phenomena; -1/4), Special Effect Limitations (Psychic; -1/4)

 

2f**1) Psychokinetic Lightning Bolt:**Blast 8d6, Armor Piercing (+1/4) (50 Active Points); 11- Roll and Increased Endurance without a polarized crystal in hand (-1/2), Unified Power (Psychic Phenomena; -1/4), Special Effect Limitations (Psychic; -1/4) 5

 

2f**2) Psychokinetic Flame Projection:**Blast 8d6, Area Of Effect (8m Cone; +1/4) (50 Active Points); No Range (-1/2), 11- Roll and Increased Endurance without a polarized crystal in hand (-1/2), Unified Power (Psychic Phenomena; -1/4), Special Effect Limitations (Psychic; -1/4) 5

 

2f**3) Psychokinetic Ectoplasm Bolt:**Blast 5d6, Affects Desolidified Any form of Desolidification (+1/2), Attack Versus Appropriate Mental or Power Defense (ED; All Or Nothing; +1/2) (50 Active Points); 11- Roll and Increased Endurance without a polarized crystal in hand (-1/2), Unified Power (Psychic Phenomena; -1/4), Special Effect Limitations (Psychic; -1/4) 5

 

2f**4) Transvective Leaping:**Leaping +58m (4m/62m forward, 2m/31m upward) (x4 Noncombat), Reduced Endurance (0 END; +1/2) (51 Active Points); 11- Roll and Increased Endurance without a polarized crystal in hand (-1/2), Not usable when Orgone Well is depleted (-1/4), Unified Power (Psychic Phenomena; -1/4), Special Effect Limitations (Psychic; -1/4)

 

2f**5) Transvective Levitation:**Flight 20m, Reduced Endurance (1/2 END; +1/4), Usable [As Second Mode Of Movement] (Swimming; +1/4), No Gravity Penalty (+1/2), Invisible Power Effects (Invisible to [one Sense Group]; +1/2) (50 Active Points); 11- Roll and Increased Endurance without a polarized crystal in hand (-1/2), Unified Power (Psychic Phenomena; -1/4), Special Effect Limitations (Psychic; -1/4) 2

**

**Other Psychic Abilities, all slots 11- Roll and Increased Endurance without a polarized crystal in hand (-1/2), Special Effect Limitations (Psychic) (-1/4), Unified Power (Psychic Phenomena; -1/4)

4**1) Radiesthesia:**Detect human auras, magnetism, and other esoteric energies A Large Class Of Things 12- (Sight Group); 11- Roll and Increased Endurance without a polarized crystal in hand (-1/2), Sense Affected By Flashes to Normal Sight Normal Sight (-1/4), Special Effect Limitations (Psychic) (-1/4), Unified Power (Psychic Phenomena; -1/4)

**

12**Orgone Well:**Endurance Reserve (53 END, 6 REC) Reserve: Unified Power (Psychic Phenomena; -1/4); REC: Slow Recovery 1 Minute (-1), Limited Recovery (Only recovers while meditating; -1), Unified Power (Psychic Phenomena; -1/4)

**

**Chimeric Polyploid DNA

8**1) Morphogenetic Field Control:**Shape Shift (Sight Group, limited group of shapes), Imitation, Costs END Only To Change Shape (+1/4); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Affects Body Only (-1/2), Concentration (0 DCV; -1/2), Limited Effect (Normal sight only; -1/4) 2

13**2) Chimeric Adaptibility:**Life Support (Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Sleeping: Character does not sleep)

12**3) Resilient Tissue Structures:**Resistant Protection (8 PD)

**

**Preternatural Athleticism

3**1) Natural Agility:**Acrobatics: [+1 OCV PER 3 ON SKILL ROLL; AVOID TRIPS AND SHOVES AT -1 PER 1 ON ATTACK ROLL; AVOID THROWS (NOT DMG) AT -3; AVOID SOME ENV PENS] 13-

7**2) Wall-Crawling:**Clinging (normal STR) (10 Active Points); Cannot Resist Knockback (-1/4), Only to simulate exceptional climbing ability (-1/4)

 

Perks

 

3**Anonymity

 

Skills

 

3**Parapsychology Expert

1**1) PS: Parapsychology 11-

1**2) KS: Psychic Phenomena 11-

1**3) Language: German (completely fluent; literate)

**

3**Genetics Expert

1**1) Science Skill: Biology 11-

1**2) Science Skill: Genetics 11-

1**3) KS: Genetic Engineering Projects and Accomplished Personnel 11-

**

0**Acting 8-

0**Climbing 8-

3**Concealment 12-

0**Conversation 8-

0**Deduction 8-

0**AK: Home City 11-

0**Language: English (idiomatic; literate)

0**Paramedics 8-

0**PS: Researcher 11-

0**Shadowing 8-

3**Stealth 13-

0**TF: Small Motorized Ground Vehicles

 

Total Powers & Skill Cost:**115

Total Cost:**296

 

300+ Disadvantages

10**Distinctive Features: Inhuman features (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

10**Physical Complication: Magnetically responsive body (Infrequently; Slightly Impairing)

20**Psychological Complication: Will not kill (Common; Total)

5**Psychological Complication: Envies those with "normal" human interactions (Uncommon; Moderate)

5**Psychological Complication: Seeks to solve the mystery of his origin (Uncommon; Moderate)

5**Social Complication: Doesn't fit in - lives outside the system Infrequently, Minor

5**Vulnerability: 1 1/2 x Effect Telepathic attacks (Uncommon)

 

Total Disadvantage Points:**296

 

Background/History:**The details of Grendel's origins are unknown. Grendel was discovered as a child by monster-hunter and hoax-buster Carson Greeley shortly after the fall of the Berlin Wall and reunification of Germany. Greeley was responding to local accounts of a monstrous child raiding farms and attacking livestock in a rural part of what had recently been East Germany. Intrigued by locals' stories and by rumored evidence that a KGB cloning facility may have been operating in the area before the political upheaval, he scoured the hills in the area and baited traps with food. With perseverance, Greeley eventually found a very young boy with an inhuman appearance and some paranormal abilities living in a feral state, unable to communicate with or relate to others. He took the child into his care and raised him in secret in the United States, helping the boy to learn to control the superhuman abilites that accompany his unusual form. Isolated from society by his differences, the boy empathized with the alienation of the monster in the epic 'Beowulf,' and he eventually adopted the name 'Grendel' as his own.

 

Personality/Motivation:**Grendel seeks to discover the definitive truth of his origin. He hopes to understand how he came to be and if there are others like him. While pursuing that mystery, he uses his superhuman talents to help others as his adopted father helped him. Grendel's empathic nature makes it impossible for him to kill even animals, and his isolated nature makes him sympathetic to others with similar struggles.

 

Powers/Tactics:**Grendel has a unique genetic makeup. Rather than being a diploid organism, having two sets of chromosomes, he has multiple sets of chromosomes with ever-shifting genetic order. His father coined this condition 'polyploidism.' As a result of genetic makeup, Grendel has an inhuman, almost monstrous, appearance. However, his condition also results in certain advantageous characteristics. Grendel is in superb physical condition and has the strength, speed, and agility of an exceptional athlete. His tissue bonds are superhumanly resilient, affording him significant protection from injury and preventing grave harm from attacks up to small arms fire. He has no need for sleep. Grendel's mutable DNA structure also allows him to, through a little-understood process, change his physical features at will. He can adopt any phenotype he can imagine, including "normal" human features, but he cannot drastically alter his body volume. Grendel can mimic the visual appearance of individuals, but cannot as yet duplicate an individual's voice, scent, or other less-obvious characteristics. It takes several seconds of intense concentration for Grendel to complete a morphological change. Once transformed, he can maintain a given appearance with only slight effort, but he will revert to his natural appearance if stunned ot incapacitated.

 

In addition to his physical abilities, Grendel is sensitive to psychic energies and is able to manipulate them in various ways. Presumably, this is also a result of his unique genetic code, but the mechanism remains a mystery. Grendel can sense magnetism, human auras, and psychic energies with little effort...seeing them as visibly luminescent qualities. He can psychokinetically propel himself in an arc through the air with little effort, and with more concentration, he can accomplish sustained levitation. Grendel can also project psychokinetic energies from his hands (this may be a subconscious limitation of his own devising) in the form of flames, electricity, ectoplasmic force, or other related phenomena. Grendel's ability to summon and focus these abilities is greatly enhanced when he has in his grasp a polarized quartz crystal.

 

In the course of studying his genetic condition throughout his life, Grendel has become proficient in the biological sciences, particularly genetics. He follows news and publications within the genetic engneering community, looking for clues to his origins. Early in life, Grendel and his adopted father noticed similarities between his psychic abilities and phenomena described in the research of many 19th century German parapsychologists. As an aide to his training and perhaps as a means to help discover his true origins, Grendel has educated himself in that field as well.

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Re: Project XIII: images from my campaign

 

Here's a manip I made for a fellow player. His character is still in development, and I made this to try to help and inspire. It's unsolicited, though, so I'm not sure if he'll want to use it.

 

Santero.jpg

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Re: Project XIII: images from my campaign

 

Here's a manip I made for a fellow player. His character is still in development' date=' and I made this to try to help and inspire. It's unsolicited, though, so I'm not sure if he'll want to use it.[/quote']

 

I like trying to figure out the sources of your images. This one is Diablo and Brother Voodoo?

 

- Bill

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Re: Project XIII: images from my campaign

 

Always glad to see the Project XIII stuff! :thumbup:

 

I like trying to figure out the sources of your images. This one is Diablo and Brother Voodoo?

Same here, and I'm pretty sure you're right on those. Grendel is part Dr Strange, but not sure on the head and body. :think:

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Re: Project XIII: images from my campaign

 

...Grendel is part Dr Strange' date=' but not sure on the head and body. :think:[/quote']

 

Dr. Strange is correct. The rest is Quicksilver, Blue Beetle, Belasco, Power Man, and one more that I can't quite remember.

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Re: Project XIII: images from my campaign

 

Another awesome job' date=' bro. Either you need to do a video tutorial on doing these pics, or I need to visit Honolulu to watch you work on one of them.[/quote']

 

Maybe a vid one day...hm....

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