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Character Posting Game: Restart


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Guest Worldmaker

I'm not precisely sure what happened to this thread, but it was fun while it was going on. In any case, I think it needs to be restarted, so I'm going to see if anyone still wants to play.I'll post the first character, then make the challenge for the next one.First up, a World-Beater:AbyssPlayer: NPC

Val** Char*** Cost
30** STR 20
23** DEX 39
30** CON 40
20** BODY 20
33** INT 23
20** EGO 20
33** PRE 23
10** COM 0
*
10/25** PD 4
10/25** ED 4
5** SPD 17
14** REC 4
60** END 0
55** STUN 5
*6"**RUN02"**SWIM06"**LEAP0Characteristics Cost: 219
Cost** Power END
200** Ready Biotechnology: Variable Power Pool, 150 base + 50 control cost, (225 Active Points); Biotechnical Special Effects Only Slightly Limited (-1/4), Only Foci and Armor Attachments Slightly Limited (-1/4)*
0** 1) Cloning: Summon 750-point Being Identical to Any Individual From Whom Abyss Has Acquired a DNA Sample (150 Active Points); Extra Time (1 Month, -5), OAF Immobile (Cloning Pods; -2) Real Cost: 19* 15
0** 2) Clone Army: Summon 128 200-point Cloned Agents, Slavishly Devoted (+1) (150 Active Points); Extra Time (1 Month, -5), OAF Immobile (Cloning Pods; -2) Real Cost: 19* 15
0** 3) Death Spores: Killing Attack - Ranged 1d6+1, Explosion (+1/2), Uncontrolled (+1/2), No Normal Defense (Immunity to All Disease; +1), Does BODY (+1), Continuous (+1) (100 Active Points); OIF Fragile (Spore Pods; -3/4), Limited Power Not vs. A Fully-Insulated Target (-1/4), Limited Power Only in Environments in Which the Spores Could Survive (-1/4) Real Cost: 44* 10
0** 4) Lifeleech Glove Symbiont: Drain CON 10d6 (100 Active Points) Real Cost: 100* 10
0** 5) Narcotic Spores: Energy Blast 5d6, No Normal Defense (Self Contained Breathing; +1), Area Of Effect (5" Radius; +1) (75 Active Points); OAF Fragile (Spore Pods; -1 1/4) Real Cost: 33* 7
0** 6) Regenerative Serum: Healing BODY 4d6 (standard effect: 12 points), 16 Charges (+0) (40 Active Points); OAF (Healing Serum; -1) Real Cost: 20* [16]
0** 7) Symbiotic Pseudopods: Extra Limbs (4) (5 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 4* 1
0** 8) Thermal Projection Cannon: Energy Blast 20d6 (100 Active Points) Real Cost: 100* 10
100** Wisdom of the Ages: Multipower, 100-point reserve*
2u** 1) Analyzing the Evidence: Retrocognitive Clairsentience (Sight Group), Reduced Endurance (0 END; +1/2) (60 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Limited Power Only to Determine the Exact Chain of Events in a Given Circumstance (-1/2), Limited Power Must Have Some Sort of Data (-1/4)* 0
1u** 2) Manipulation: Mind Control 10d6, Reduced Endurance (0 END; +1/2), Cumulative (+1/2) (100 Active Points); Extra Time (1 Week, -4 1/2), Limited Power Cannot Override Psychological Limitations (-1/2), Limited Power Must Achieve "Target Will Remember Actions And Think They Were Natural" (-1/2), Limited Power Not vs. Targets Who Know They Are Being Manipulated (-1/2), Does Not Provide Mental Awareness (-1/4)* 0
2u** 3) Observation: Telepathy 13d6, Reduced Endurance (0 END; +1/2) (97 Active Points); Extra Time (5 Minutes, -2), No Range (-1/2), Limited Power Only for Figuring Out Target's Intentions, Truthfulness, or Things They Are Trying to Hide (-1/2), Receive Only (-1/2), Limited Power Must Be Able to Observe Target (-1/2), Does Not Provide Mental Awareness (-1/4)* 0
2u** 4) Predicting Outcomes: Precognitive Clairsentience (Sight Group), Reduced Endurance (0 END; +1/2) (60 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Limited Power Only to Predict Likely Outcomes and Results (-1/2), Limited Power Must Have Some Sort of Data (-1/4)* 0
33** Biotechnical Armor Systems: Elemental Control, 66-point powers*
34** 1) Buffering Plates: Force Field (15 PD/15 ED), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (67 Active Points)* 0
42** 2) Propulsion Systems: Flight 30", Usable Underwater (+1/4) (75 Active Points)* 7
50** 3) Self-Repair Systems: Healing BODY 6d6 (standard effect: 18 points), Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (170 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2)* 0
15** An Ancient Mind: Mental Defense (19 points total)* 0
30** Bio-Organic Armor I:: Energy Damage Reduction, Resistant, 50%* 0
30** Bio-Organic Armor II: Physical Damage Reduction, Resistant, 50%* 0
10** Bio-Organic Armor III: Damage Resistance (10 PD/10 ED)* 0
45** Bio-Organic Armor IV: Total Life Support (Eating Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents; 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)* 0
60** Energy Supply: Endurance Reserve (300 END, 30 REC) (60 Active Points)* 0
5** Eternal: Life Support (Longevity Immortal)* 0
5** Infrared Sensors: Infrared Perception (Sight Group)* 0
5** Light Amplification Sensors: Nightvision* 0
5** Ultraviolet Sensors: Ultraviolet Perception (Sight Group)* 0
Powers Cost: 676
Cost** Skill
40** +10 Overall (100 Active Points); Limited Power Only If He Has Time to Prepare (-1 1/2)*
24** +3 with All Combat*
3** Acrobatics 14-*
3** Acting 16-*
3** Analyze: Technology 16-*
3** AK: The Planet Earth 16-*
3** Bugging 16-*
3** Bureaucratics 16-*
3** Concealment 16-*
5** Cramming *
5** Cramming *
5** Cramming *
5** Cramming *
5** Cramming *
3** Cryptography 16-*
3** Deduction 16-*
3** Forensic Medicine 16-*
3** Interrogation 16-*
3** Inventor 16-*
3** Lipreading 16-*
3** Mimicry 16-*
4** Navigation (Air, Land, Marine) 16-*
3** Paramedics 16-*
3** Power Skill: Biotechnology Tricks 16-*
3** PS:: Master Villain 16-*
3** PS: Ecoterrorist 16-*
3** Scholar*
2** 1) KS: Biotechnology (3 Active Points) 16-*
2** 2) KS: Every Species on Planet Earth (3 Active Points) 16-*
2** 3) KS: Evolutionary Theory (3 Active Points) 16-*
2** 4) KS: The History of Planet Earth (3 Active Points) 16-*
3** Scientist*
2** 1) SS: Applied Biotechnology 16- (3 Active Points)*
2** 2) SS: Biology 16- (3 Active Points)*
2** 3) SS: Ecology 16- (3 Active Points)*
2** 4) SS: Forced Evolution 16- (3 Active Points)*
2** 5) SS: Genetic Engineering 16- (3 Active Points)*
2** 6) SS: Terraforming 16- (3 Active Points)*
3** Shadowing 16-*
3** Stealth 14-*
12** Survival (Arctic/Subarctic, Marine, Temperate/Subtropical, Tropical, Desert, Mountain) 16-*
3** Tactics 16-*
Skills Cost: 194
Cost** Perk
15** Money: Filthy Rich*
60** Vehicles & Bases*
Perks Cost: 75
Cost** Talent
3** Absolute Range Sense*
3** Absolute Time Sense*
3** Bump Of Direction*
37** Danger Sense (any area, out of combat, Function as a Sense) 16-*
5** Eidetic Memory*
3** Lightning Calculator*
20** Universal Translator 16-*
Talents Cost: 74
Val** Disadvantages
20** Distinctive Features: Obvious Superhuman (Permanently Grafted Biotechnical Armor) (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)*
20** Hunted: Checkmate 8- (Mo Pow, NCI, Harshly Punish)*
20** Hunted: Global Guardians 8- (Mo Pow, NCI, Harshly Punish)*
15** Hunted: Local Law Enforcement 8- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish)*
15** Physical Limitation: Weird Biochemistry Requires Special Medical Care (Frequently, Greatly Impairing)*
20** Psychological Limitation: Amoral (Very Common, Strong)*
15** Psychological Limitation: Cautious Long-Term Thinker (Common, Strong)*
15** Psychological Limitation: Dedicated to the Preservation of Life on Earth (Common, Strong)*
15** Psychological Limitation: Thinks About the Big Picture (Common, Strong)*
20** Reputation: Massively Powerful Psychotic Eco-Terrorist, 14- (Extreme)*
10** Rivalry: Professional (Doctor Simian; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry)*
20** Social Limitation: Known Supervillain (Very Frequently, Major)*
15** Social Limitation: Permanent Identity (Abyss) (Frequently, Major)*
Disadvantage Points: 220

Base Points: 200Experience Required: 818Total Experience Available: 818Experience Unspent: 0Total Character Cost: 1238

Height: 2.00 m Hair: Brown
Weight: 100.00 kg Eyes: Brown
Appearance: Abyss's true appearance is as unknowable as his methods. Locked as he is in his bio-organic armor, no one has ever seen his face or heard his true voice. The armor, however, is both reptilian and insectile in aspect, and truly frightening to those no expecting its appearance.Personality: Abyss is a very patient man, quite willing to spend time reflecting on any particular move before making it. When he finally does act, he is hard to stop because he's accounted for all possible contingencies.

 

A man of few words, he nevertheless has a deep rooted need to be in the company of others. He is quite willing to work with anyone to achieve his ends (the preservation of sentient life on earth) and has been known to work both with and against Dr. Simian. However, ultimately, he prefers to keep his plans to himself having found it too frustrating to explain himself to lesser creatures.

 

While he abides by a personal sense of honor and a code of ethics, his rules of engagement are draconian in the extreme and creatures who haven't lived as long as he often find his sense of integrity unfathomable.

Quote:"This might hurt for a little while, but you cannot make omelets without breaking eggs."Background: Abyss is so old; he doesn't even remember his previous life.

 

Many millions of years ago, an Ardipithicus ramidus was captured by the P!k gardening ship and forced to evolve into a sentient being. He was forced to spend countless ages trapped in the abyss of an alien hell attended to by soulless machines whose sole purpose was to understand him and evolve him.

 

Unfortunately, as he began to achieve sentience and upon realizing the enormity of the hell he was in, he attempted suicide. The machines restored his life. He attempted suicide again and again, each time the machines restored his life. The P!k gardening ship was unable to comprehend why a sentient being would continue to destroy itself and its alien psychology failed to realize that it, itself, was the cause. There is a fundamental need in the genetic makeup of humans (and stretching all the way back to Ardipithicus) for freedom.

 

In an attempt to cure this problem, the P!k gardening ship analyzed and recognized the need for social contact in this creature. It wired him up to its external sensors and forced the creature to observe from the pit of hell

as time passed by outside. He witnessed the passing of time at a glacier's pace. He was there, first hand, as global ecological catastrophes occurred and new life came about.

 

Finally, after millions of years, the ship began to fall apart. Abyss was able to escape. Many people have assumed that Abyss is a mutant. He is actually an alien experiment. Many people have assumed that Abyss is a nihilist. The fact is, after so long without the company of others, he desperately needs for life to go on and is fearful of being without the company of others.

 

Many people have assumed that Abyss is insane. Okay, they are probably right about this one. However, he also has seen the signs of another global catastrophe coming and is ready to avert it no matter the cost. Unfortunately for the heroes, Abyss has little concern for individual peoples' lives. To a being who has lived for five million years, the fact that another creature's life ended 40 years short is just academic.

Powers/Tactics: The alien ship has evolved Abyss to the greatest extent his species was able to achieve. As a result, he is stronger, smarter, and faster than any human. His extraordinary senses are heightened further by the armor he wears. He can heal at a remarkable rate, no longer ages, and can use his advanced brain and skills gained from five million years of observation to achieve remarkable feats of intellect (various forms of clairvoyance, mind control, etc.)

Inside his armor, he is capable of nearly anything...

Campaign Use: Abyss works best as the sort of "near-unstoppable force" that the players must think around rather than outgun and outfight. Its easier to stop his plans than beat him in a straight fight.Now, my challenge: an energy blaster with both wind and cold powers as a special effect/theme.Anyone want to step up to the plate?
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Re: Character Posting Game: Restart

 

Here goes:

 

(With apologies to people who actually speak Swedish as I have no idea what I have done to your language with an online translator)

 

The Frost King

 

Player: Alias X, a.k.a. Dougmc

 

Val Char Cost
40 STR 30
23 DEX 39
30 CON 40
15 BODY 10
13 INT 3
14 EGO 8
25 PRE 15
16 COM 3
15/30 PD 7
11/46 ED 5
5 SPD 17
14 REC 0
84 END 12
50 STUN 0
6" RUN02" SWIM08" LEAP0Characteristics Cost: 189

 

Cost Power END
10 Toughness: Damage Resistance (10 PD/10 ED)
8 Toughness: Life Support , Longevity: 1600 Years, Safe in Intense Cold, Safe in Intense Heat
16 Cold Creature: +20 ED (20 Active Points); Only versus Cold and Heat Attacks (-1/4)
4 Cold Creature: Damage Resistance (10 ED) (5 Active Points); Only versus Cold and Heat Attacks (-1/4)
5 Cold Sight: Infrared Perception
16 Sense the Winds: Radar (Increased Arc of Perception: 360-Degree) (20 Active Points); Does not work underwater or in a vacuum (-1/4)
14 Winter Wind Magic: Elemental Control, 50-point powers, all slots: (25 Active Points); OIF (-1/2), Does not work underwater or in a vacuum (-1/4)
14 1) Cloak of the North Wind: Force Field (15 PD/15 ED) (Protect Carried Items), Reduced Endurance 1/2 END (+1/4) (50 Active Points) 2
14 2) Winter's Icy Breath: Energy Blast 4d6 (vs. ED), Area Of Effect (One Hex; +1/2), No Normal Defense Cold Powers or Appropriate Life Support (+1) (50 Active Points) 5
14 3) Wintry Wings: Flight 15", Position Shift, x16 Noncombat (50 Active Points) 5
52 Cloak of the North Wind: Multipower, 91-point reserve, all slots: (91 Active Points); OIF (-1/2), Does not work underwater or in a vacuum (-1/4)
5u 1) Wind Blast: Energy Blast 10d6 (vs. PD), Reduced Endurance 1/2 END (+1/4), Area Of Effect (One Hex; +1/2) (87 Active Points) 4
5u 2) Blinding Sleet Blast: (Total: 90 Active Cost, 46 Real Cost) Energy Blast 6d6 (vs. PD), Area Of Effect (One Hex; +1/2) (45 Active Points) (Real Cost: 45) plus Flash 3 1/2d6 (Sight Group), Area Of Effect (One Hex; +1/2), No Normal Defense Solid Protective Eye Covering (+1) (45 Active Points); Linked to Energy Blast (-1/2) (Real Cost: 30) 8
5u 3) Wind Gust: Energy Blast 6 1/2d6 (vs. PD), Double Knockback 2x KB (+3/4), Area Of Effect (13" Cone; +1) (91 Active Points) 9
5u 4) Blizzard: Change Environment 32" radius, -5 PER Roll: Sight Group, 6 Temperature Level Adjustment, Long-Lasting: 20 Minutes, Multiple Combat Effects, Reduced Endurance 1/2 END (+1/4) (87 Active Points) 3
The Frost King's Magic Sword
22 1) Kold Strykjarn or "Cold Iron": Killing Attack - Hand-To-Hand 1 1/2d6 (plus STR) (vs. ED), Reduced Endurance 1/2 END (+1/4), Penetrating (+1/2) (44 Active Points); OAF (-1) [Notes: Side Effect: Damage Shield 1d6 Killing NND does body, defensive only] 2
12 2) Kold Strykjarn's or "Cold Iron's" Touch: Killing Attack - Hand-To-Hand 0 1/2d6 (plus STR) (vs. ED), Reduced Endurance 0 END (+1/2), Damage Shield (+1/2), Penetrating (+1/2), Continuous (+1) (35 Active Points); OAF (-1), Damage Shield only applies to someone in contact with sword (-1)
Powers Cost: 221

 

 

Cost Skill
3 Language: Danish (completely fluent)
3 Language: Norwegian (completely fluent)
3 Language: Swedish (completely fluent)
3 Oratory 14-
5 Power (CON-based) 16-
4 Survival (Arctic/Subarctic, Mountain) 12-
3 Tracking 12-
2 +1 with sword
10 +2 with Ranged Combat
Skills Cost: 36

 

 

Cost Talent
2 Environmental Movement (no penalties on/in Slick Surfaces)
2 Environmental Movement (no penalties on/in Snow)
Talents Cost: 4

 

 

Total Character Cost: 450

 

Val Disadvantages
15 Distinctive Features: Tall Figure with Long Platinum Hair, Blue-White Skin, and Ice Blue Eyes (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Reputation: Protector of Scandinavia 11-
15 Hunted: Surtr 8- (Mo Pow; Harshly Punish)
15 Hunted: Ymir 8- (Mo Pow; Harshly Punish)
10 Hunted: Asa Thor 8- (Mo Pow; Mildly Punish)
5 Hunted: Neo-Nazi Occultists 8- (Less Pow; Harshly Punish)
10 Psychological Limitation: Ill-Tempered (Common; Moderate)
15 Psychological Limitation: Overconfident (Very Common; Moderate)
10 Psychological Limitation: Protective of Children (Uncommon; Strong)
20 Enraged: When Taunted (Uncommon), go 14-, recover 11-
15 Social Limitation: Giantling: Ostracized by Giants and Misunderstood by Others (Frequently; Major)
5 Rivalry: Professional (Any giant; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
5 Unluck: 1d6: Cursed by Ymir

Disadvantage Points: 150

 

Base Points: 300

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

Next up: I request a Power Armored Guy who can only use his armor because of his inborn cyberpathic powers.

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Re: Character Posting Game: RestartWell, I was working on this AS the previous one was posted... but since I am basically focusing on a lower powered game, I figure I would go ahead and post this here anyway in case anyone is interested. Can never have too many I suppose... but I will certainly let the initially call for the new character stand.%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#WindchillPlayer:

Val** Char*** Cost
10** STR 0
13** DEX 9
13** CON 6
12** BODY 4
13** INT 3
15** EGO 10
20** PRE 10
12** COM 1
*
3** PD 1
3** ED 0
3** SPD 7
5** REC 0
30** END 2
30** STUN 6
*11"**RUN02"**SWIM02"**LEAP0Characteristics Cost: 59
Cost** Power END
33** Blizzard: Change Environment 4" radius, -2 Temperature Level Adjustment, -2" of any one mode of Movement, -3 OCV, Reduced Endurance (1/2 END; +1/4), Personal Immunity (+1/4) (58 Active Points); No Range (-1/2), Nonselective Target (-1/4)* 2
2** Life Support (Safe in Intense Cold)* 0
5** Temperature Sensing: Infrared Perception (Sight Group)* 0
20** Blizzard Effects: Multipower, 20-point reserve*
2u** 1) Drain- Chill to the bone DEX 2d6 (20 Active Points)* 2
2u** 2) Arctic Blast: Energy Blast 4d6 (20 Active Points)* 2
2u** 3) Ice Wall: Force Wall (4 PD/2 ED; 3" long and 1" tall) (19 Active Points)* 2
2u** 4) Ice Shards: Killing Attack - Ranged 1d6+1 (20 Active Points)* 2
2u** 5) Ice Slides: Running +5" (11" total), x8 Noncombat (20 Active Points)* 2
2u** 6) Ice Blocks: Entangle 2d6, 2 DEF (20 Active Points)* 2
2u** 7) Colling Winds: Suppress Lowers Fire or Heat based powers. 4d6 (20 Active Points)* 2
Powers Cost: 74
Cost** Skill
9** +3 with any three maneuvers or a tight group of attacks*
2** CK: Detroit 11-*
7** Persuasion 15-*
3** Acting 13-*
3** Bribery 13-*
5** Conversation 14-*
3** Mechanics 12-*
2** PS: General laborer 11-*
5** Streetwise 14-*
Skills Cost: 39
Val** Disadvantages
20** Normal Characteristic Maxima*
15** Social Limitation: Secret Identity Frequently (11-), Major*
10** Vulnerability: Fire + Heat Attacks (Common)*
15** Psychological Limitation: Mischevious (Common, Strong)*
10** Reputation: Known alternately as common hero and also a minor crimelord, 11-*
5** Distinctive Features: Silver/Grey hair at an early age. (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)*
Disadvantage Points: 75

Base Points: 75Experience Required: 22Total Experience Available: 22Experience Unspent: 0Total Character Cost: 172

Height: 1.80 m Hair: Gray
Weight: 78.00 kg Eyes: Blue
Appearance: Thin but athletic, Terrance has Icy blue eyes, and gray hair that shines like snow. In his costume he has simple subdued white and grey colors, and a long flowing cloak with a full hood. there always seems to be wind filling his cloak, and wherever he walks the temperature seems to be 10 degrees cooler.Personality: Terrances motivation comes down to 1 thing above all others.

 

Power.

 

he manipulates both citizens and criminals to look to him as protector. His early years as an outcast left him well aware of the feelings of loneliness and isolation many can feel, and he preys on those feelings like a shark. His influence expands exponentially with each mark he brings under his influence, but it is a potential powder-keg if the elements involved realize that he is playing both sides.

Quote:"You do this my way, or I put you on ice till this all blows over!"Background: Life never seemed easy for Terrance. growing up in urban Atlanta never quite settled on him, and for most of his early teen life he was an outcast. With hair that was gray from birth, and a horrible tolerance for the southern heat, he was never one to participate in sports or other events the youths of his neighborhood would. This distanced him form his peers, and caused him to become a regular visitor to the offices of authority.

 

This distance, and his horrible track record for social interactions, made the change of location easy for him when his father took a job in Saginaw Michigan. At 14 he had a chance to start over with clean slate in school, and try to actually become an adjusted youth who coudl mingle with others socially. To his parents surprise, he not only adjusted, but excelled in school and even became an active athlete in High School. Things were going well for Terrance.

 

But beneath the surface, there was more brewing under the cool demeaner than just a happy and adjusted teen. With the bitter northern cold weather, Terrance found that it did not effect him as it did others. In arctic conditions, he was as comfortable in a coat as he was in swimming trunks. And more, as he tested the limits of his abilities in the cold depths of Lake Michigan, he found that he was more than just thick skinned, but he actually harnessed abilities not possessed by normal men. Terrance was a Mutant.

 

Unlike many who develop their powers early, Terrance never had an outburst or tragic display of power, and he never had to deal with the alienation many mutants do. Keeping his powers hidden, he learned to harness them and utilise his abilities to maximise his influence over people. His was the mind of a manipulator, and his was a mind craving power.

 

Shortly after High School, Terrance moved to Detroit, and taking odd labor jobs during the winter that most others would shy away from, he soon ezstablished a basic sense of normalcy and stability, and maintained a steady workload during the winter months, leaving him free time during the summer months off from his seasonal work.

 

It has been 4 years now, and Terrance has finally hatched his plot to gain power and influence. he stalks the streets striking fear into the hearts of those who would do evil... and coerces them into working WITH him instead of against him. While many might see him still as a sort of modern day robin hood, he is more Hood than any of them know. His influecne is starting small, but with each passing day more and more of the criminal element start looking to Windchill for support. He is both protector and enforcer, extolling tribute for his services form the common man and the criminal element alike.

Powers/Tactics: Using his cold and wind powers, the strategic advantage of terrain is key to how Windchill faces opponents. With no real powerhouse abilities, he focuses on creative use of the environment around him to reduce his opponents effectiveness. Everything from icing the surface they stand on, to chilling the area to reduce their overall effectiveness, he is much more likely to impact the area around him completely than focus his attacks on a single individual.

 

One thing that Windchill does use to his advantage is his calm demeaner and ability to influence others. Most confrontations are averted by a show of force and a quick threat before any actual violence ever erupts. But if it does come to physical confrontation, he has many tools to allow him to handle multiple attackers as easily as a single target.

Campaign Use: Windchill is a 150 pt character, and great for a street level campaign. Nothing overly powerful here, but a great story driven character to have a continuing and evolving plot built around. he may even seem to be a true hero if he is seen first helping innocent citizens, but once one digs deeper they will see he is clearly willing to do whatever neccessary to expand his influence over others.
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Re: Tip to Agent X

 

Agent X,

What you was looking for was "Kallt Jarn" (or "Kallt Järn" if you got the swedish "ä" letter). "Strykjarn" is the iron you use to iron your clothes.

:whistle: I'm having a strange mental image of a large man with spray starch and an attitude in a fight with the Elongated Man.
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Guest Worldmaker

Re: Character Posting Game: Restart

 

Next up: I request a Power Armored Guy who can only use his armor because of his inborn cyberpathic powers.

 

I've got one, but I'm about to pitch forward onto my keyboard if I don't catch some sleep. I'll post him tomorrow if someone hasn't beat me to it.

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Guest Worldmaker

Re: Character Posting Game: RestartSlavePlayer: None Currently

Val Char Cost
50 STR 40
24 DEX 42
26 CON 32
20 BODY 20
18 INT 8
10 EGO 0
23 PRE 13
8 COM -1
20 PD 10
20 ED 15
4 SPD 6
15 REC 0
60 END 4
60 STUN 2
6" RUN02" SWIM010" LEAP0Characteristics Cost: 191
Cost Power END
40 Weapons Suite: Multipower, 60-point reserve, (60 Active Points); all slots OIF (Externally Mounted Weapons Systems; -1/2)
2u 1) Arm-Mounted Net Gun: Entangle 6d6, 6 DEF (60 Active Points); 6 Charges (-3/4), OIF (Externally Mounted Weapons Systems; -1/2), Cannot Form Barriers (-1/4) [6]
4u 2) Arm-Mounted Strobe Flare: Sight Group Flash 12d6 (60 Active Points); OIF (Externally Mounted Weapons Systems; -1/2) 6
3u 3) Shoulder'Mounted Laser I: Energy Blast 12d6 (60 Active Points); OIF (Externally Mounted Weapons Systems; -1/2), Beam (-1/4), No Knockback (-1/4) 6
2u 4) Shoulder-Mounted Laser II: Killing Attack - Ranged 3d6 (45 Active Points); OIF (Externally Mounted Weapons Systems; -1/2), Beam (-1/4), No Knockback (-1/4) 4
8 Mercutio Sarcucci, Slave's Remote Operator: Multiform (40 Character Points in the most expensive form) 0
20 Armored Chasis: Damage Resistance (20 PD/20 ED) 0
20 Back-Mounted Jets: Flight 15" (30 Active Points); OIF (OIF: Back-Mounted Jets; -1/2) 3
39 Remote-Controlled Robot Body: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 0
5 Visual Sensors I: Infrared Perception (Sight Group) 0
5 Visual Sensors II: Ultraviolet Perception (Sight Group) 0
Powers Cost: 148
Cost Skill
9 Bugging 16-
3 Computer Programming 13-
3 Conversation 14-
3 Criminology 13-
3 Deduction 13-
3 Electronics 13-
3 KS: Communications Systems 13-
0 Language: Italian (idiomatic) (4 Active Points)
3 Language: English (completely fluent)
3 Mechanics 13-
3 Navigation (Air, Land) 13-
3 Paramedics 13-
5 PS: Communications Engineer 14-
3 SS: Robotics 13-
5 Systems Operation 14-
Skills Cost: 52
Cost Talent
3 Absolute Time Sense
Talents Cost: 3
Val Disadvantages
20 Distinctive Features: Obvious Superhuman (8' Tall, 500 lb. Robot) (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Social Limitation: Mistaken Identity (Believed to be a Sentient Machine) (Frequently, Minor)
15 Hunted: Genocide 8- (Mo Pow, Harshly Punish)
15 Physical Limitation: Body of Plastic and Metal (Frequently, Greatly Impairing)
15 Physical Limitation: Clumsy Hands (Frequently, Greatly Impairing)
15 Physical Limitation: Off Switch (Turns Off if Connection to Mercutio is Severed) (Infrequently, Fully Impairing)
20 Psychological Limitation: Code vs. Killing (Common, Total)
20 Psychological Limitation: Overconfident (Common, Total)
15 Social Limitation: Secret Identity (Mercutio Sarcucci) (Frequently, Major)
5 Unluck: 1d6
Disadvantage Points: 150

Base Points: 200Experience Required: 44Total Experience Available: 44Experience Unspent: 0Total Character Cost: 394

Height: 2.00 m Hair: Brown
Weight: 100.00 kg Eyes: Brown
Appearance: Mercutio has a reasonably small and lithe form, from enough physical fitness and a diet that keeps him exceptionally trim. He has little muscle mass, instead playing the part of the consummate programmer better than any muscleman. His hair is generally shaggy and all about his eyes, dangling down below his brow and into his deep eyes. His chin is stubble free and narrow, coming to a point. He wears glasses nearly all the time, save when he’s operating Slave.

 

Slave, on the other hand, has a humanoid form, but is obviously a robot. His body is designed to resemble – in joints and structure – a human skeleton, modelled in shining silver. His "eyes" are actually a cluster of sensors and optical units, his ears nothing more than audio transceivers. His mouth contains a voice box that lets everything Mercutio says to come through. His torso has a large collection of holding bins and containers, where his weapons and various other items are stored. His rockets are both on his back and on his boots. His hands and toes number 3, not 5.

Personality: Mercutio is perpetually happy, always anxious to tackle new tasks. He loves personal interaction, and loathes time spent alone – even if that time is spent with Slave. He is not avidly interested in talking about work after hours, interested instead in the "work time / play time" distinctions. He is also a collector of short wave radios and radio equipment; a throw-back hobby from his childhood.Quote:"Please don’t call him ‘the robot’; he has a name, you know?"

 

Quote About Him: "You look at this guy... just a scrawny-looking shlub in a wheelchair... and you think, 'This is a Global Guardian?'. And then he puts on that helmet and hooks into the control system and this eight foot tall, six foot wide robot comes at you, and you think, 'Now **this** is a Global Guardian!" -- Bullseye, Former Teammate

Background: Mercutio Saccucci’s life has always been, for lack of better terms, normal and plain. He was born the son of two middle class parents that loved and cared very deeply for both him and the world around them. Active participants in more groups, protests and public action societies than even they could count, their love for their son was tempered only by their compassion for the state of the world. They were frequently mocked for being "tree huggers" or naturalists, their ways often found antiquated in a world that had taken easily to the technological mainstream. Still, their interest in society was rooted deeply in a belief that the buck-driven economics of Italy, San Marino and most of Europe would eventually degrade all.

 

Mercutio himself never shared most of those views. Growing up as a child with horribly atrophied legs limited some of his hobbies, but his interests included most things boys found fun; video games, brief periods of inspired homework, playing outside, and making friends. His only odd hobby was his fascination with an old short-wave radio his father had bought. The beastly machine was cast in an old wood-grain brown, with a filthy grate covering the mouthpiece and an old wand-style microphone that wobbled on the table with the slightest motivation. Mercutio was fascinated at the possibilities. Using every old electronic trick in the book to finally fix it, the young boy played for hours – he’d talk to distant truckers, grounded pilots, and other kids and families just like him all across the country. His legs kept him limited in his real world, but the short wave radio let him fly faster and farther than anything else.

 

It was of no surprise that Mercutio grew up to become a radio and electronic communications expert. Graduating amongst the top in his class in electrical engineering, Mercutio joined the Italian military and operated for many years there as a communications specialist. Again, his legs made actually joining the military impossible, but as a civilian leader in the realm of telecommunications, he was brilliant. Enough that he merrily went about all his assigned tasks, anxious to contribute and make a difference.

 

As time passed, the ever-motivated Mercutio found his stay with the Italian military had staled. He was anxious for something more, and as such, he quickly joined Checkmate as a civilian communications advisor. Officially promoted to Private, he worked there for many months making minute revisions to specific communicators as they were requested by the Guardians and Checkmate operatives on the field. His ability in the field had allowed numerous Guardians, Checkmate operatives and even field commanders with odd disabilities to function with the rest of their team. Communicators for the deaf, for the mute, even to some degree, for those whose bodies wouldn’t allow transplants. Not all cases were successes, but enough that Mercutio had developed a reputation as a world leader in telecommunications.

 

It was then that a communiqué from his parents drew the anxious young boy briefly back to San Marino. There, his parents looked at the boy who’d chased his dreams with the eyes that only a mother and father can have. They were exceptionally proud of their son and his accomplishments; so much so that, now more than ever, they believed he was capable of succeeding at the one thing he had failed at.

 

Mercutio was taken into their all-reclusive basement. A location which required his own father to carry him down, due to the wheelchair’s inability to maneuver down the rickety old wooden stairs. Each step groaned under their collective weight, the pair sharing a pleasant giggle at the irony of it all. A single bulb swung innocently back and forth in the basement, with sterile cold concrete floors and sheets thrown over old discarded furniture and toys.

 

Into the freezer they went, and there, Mercutio for the first time viewed Slave.

 

It was a beast to him. Huge and cold, with joints that were dripping with water and rust. The sensor bar was bare, while circuitry hung uselessly off the ends of its hands. It was propped up against the wall like an old ironing board, apparently unable to even support it’s own weight. If anything, it resembled more of a castaway icon from an old science fiction show than any future crime fighting machinery.

 

There, Mercutio’s parents told the tale of Slave. It was built shortly before Mercutio was born, the ultimate extension of their defiance of a material world. They hoped to curb violence and hatred, theft and pain, by using the robot as other heroes used themselves. Only Slave would keep their identities and their lives safe. Naturally, when Mercutio himself had been born, there was no more time for Slave. He was forgotten.

 

But still needed.

 

With odd inspiration and a new found sense of family pride, Mercutio and some of his closest friends in Checkmate took to rebuilding Slave so that he was up to date. The five of them – Mercutio, a weapons specialist, a propulsion specialist, a tactical specialist and a computer programmer – all struck to the task with determination and vigour. Their off hours were spent working on it, night and day, for months. Scrap material was taken from broken-down powered armour, old cars, even lost and useless mechanical / electrical toys. If it had circuits, if it once served a purpose, it could easily become a part of Slave.

 

 

Since then, Slave had changed. Mercutio controls him remotely using Virtual Reality and sensory input cables that allow him to see and feel everything Slave feels. The robot’s parts have been vamped up, improved, and recalibrated to future specs. He’s a Guardian now. Slave is known as the robotic Guardian, who deals out justice without fear of bleeding or death. The public has come to know this oddity to heroism as a true and just champion.

 

Little do they know of the man who controls him, and the legacy that Slave serves to the Saccucci family. Even other Guardians, upon assignment to Slave, are surprised to find that indeed he his not an automaton. Slave has a master, and he’s always sitting in his wheelchair at home, doing the job that he’s always wanted to do – help.

Powers/Tactics: None, really. Mercutio Saccucci is a perfectly normal human being, unless his perpetual happiness and energy are considered powers.

 

Slave, on the other hand, is a totally artificial "lifeform" in it’s third incarnation. Including everything from powered thrusters, target lock sensors, thermographic / infrared vision, and the utmost in up-to-date weapons systems money can buy, Slave was designed for his combat applications more than anything else. He is a fighting machine, granted, albeit one controlled by the most pacifistic of men.

Campaign Use: Slave was a player character in a now defunct campaign.Mercutio SarcucciPlayer:
Val Char Cost
10 STR 0
8 DEX -6
10 CON 0
10 BODY 0
18 INT 8
10 EGO 0
10 PRE 0
14 COM 2
2 PD 0
2 ED 0
2 SPD 2
4 REC 0
20 END 0
20 STUN 0
6" RUN02" SWIM02" LEAP0Characteristics Cost: 6
Cost Skill
9 Bugging 16-
3 Computer Programming 13-
3 Conversation 11-
3 Criminology 13-
3 Deduction 13-
3 Electronics 13-
3 KS: Communications Systems 13-
0 Language: Italian (idiomatic) (4 Active Points)
3 Language: English (completely fluent)
3 Mechanics 13-
3 Navigation (Air, Land) 13-
3 Paramedics 13-
5 PS: Communications Engineer 14-
3 SS: Robotics 13-
5 Systems Operation 14-
Skills Cost: 52
Cost Talent
3 Absolute Time Sense
Talents Cost: 3Total Character Cost: 61
Val Disadvantages
20 Psychological Limitation: Code vs. Killing (Common, Total)
20 Psychological Limitation: Overconfident (Common, Total)
Disadvantage Points: 40Base Points: 20Experience Required: 1Total Experience Available: 1Experience Unspent: 0Now, for the next challenge... a low-powered villain suitable for a "Mystery Men"-style semi-comic campaign, using a baseball theme.
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Re: Character Posting Game: Restart

 

Here's Slugger, a mob hitman who loooves baseball and his Louisville... Slugger. I just threw him together, like Frost King, so you can flesh him out how you like. This character seems pretty straightforward to me anyway.

 

Slugger

 

Player:

 

Val Char Cost
15 STR 5
20 DEX 30
20 CON 20
11 BODY 2
13 INT 3
10 EGO 0
20 PRE 10
10 COM 0
16 PD 7
14 ED 4
4 SPD 10
7 REC 0
40 END 0
30 STUN 1
9" RUN62" SWIM04" LEAP1Characteristics Cost: 99

 

Cost Power END
12 Louisville Slugger: Hand-To-Hand Attack +4d6, Reduced Endurance 0 END (+1/2) (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2)
14 Battin' the Ball: Energy Blast 8d6 (vs. PD) (40 Active Points); OAF (-1), 8 Charges (-1/2), Extra Time Delayed Phase (-1/4)
4 Hittin' it Outta the Park: Missile Deflection (Arrows, Slings, Etc.) (10 Active Points); OAF (-1), Will Not Work Against Heavy Missiles (-1/4)
12 Spit (Chaw) in your Eye: Flash 4d6 (Sight Group), No Normal Defense Protective Eye Covering,Force Field/Wall (+1/2) (30 Active Points); 8 Clips of 2 Charges (-3/4), OIF (-1/2), Limited Range: Spitting Distance (-1/4)
4 Cup: Lack Of Weakness (-10) for Normal Defense (10 Active Points); Only Works Against Limited Type Of Attack Only versus Groin Shots (-1), IIF (-1/4)
Powers Cost: 46

 

Cost Martial Arts Maneuver
Bat-Fu
3 Slide: 1/2 Phase, +0 OCV, -1 DCV, STR +v/5 Strike; You Fall, Target Falls; FMove
5 Base Run: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
4 Line Drive: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
5 Homer: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike
Ranged Bat-Fu
5 Hittin' the Long Ball: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike
3 Base Hit: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike
4 Ground Ball: 1/2 Phase, -1 OCV, -1 DCV, Range +2, v/5, Target Falls
0 Weapon Element: Clubs, specifically Bats
Martial Arts Cost: 29

 

Cost Skill
3 Breakfall 13-
6 +2 with Bat
3 Fast Draw 13-
7 Gambling (Baseball) 15-
2 Language: Sign Language (fluent conversation)
3 Lipreading 12-
12 +4 with all attacks
9 Shadowing 15-
3 Streetwise 13-
Skills Cost: 48

 

Cost Perk
4 Reputation (A small to medium sized group; 11-) +4/+4d6
Perks Cost: 4

 

Cost Talent
3 Absolute Range Sense
9 Ambidexterity (Eliminate Off Hand Penalty entirely)
12 Combat Luck (6 PD/6 ED)
Talents Cost: 24

 

 

Total Character Cost: 250

 

Val Disadvantages
20 Psychological Limitation: Obsessed with Baseball (Common; Total)
10 Psychological Limitation: Casual Killer (Common; Moderate)
10 Psychological Limitation: Code of the Obsessive Hitman (Uncommon; Strong)
15 Reputation: Suspected Mob Hitman 14- (Known Only To A Small Group (Extreme))
5 Rivalry: Professional (Other Hitmen; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
20 Enraged: When he misses (Common), go 11-, recover 11-
15 Hunted: Da Mob 8- (Mo Pow; Watching; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)
5 Hunted: Police 11- (As Pow; Watching)

Disadvantage Points: 100

 

Base Points: 150

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Character Posting Game: Restart

 

It's annoying how it doesn't show the descriptors on the Hero Board Template so if you wanna know what the maneuvers are called, enjoy this text mess:

 

Slugger

 

Player:

 

Val Char Cost

15 STR 5

20 DEX 30

20 CON 20

11 BODY 2

13 INT 3

10 EGO 0

20 PRE 10

10 COM 0

 

16 PD 7

14 ED 4

4 SPD 10

7 REC 0

40 END 0

30 STUN 1

 

9" RUN 6

2" SWIM 0

4" LEAP 1

Characteristics Cost: 99

 

Cost Power

12 Louisville Slugger: Hand-To-Hand Attack +4d6, Reduced Endurance 0 END (+1/2) (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2)

14 Battin' the Ball: Energy Blast 8d6 (vs. PD) (40 Active Points); OAF (-1), 8 Charges (-1/2), Extra Time Delayed Phase (-1/4)

4 Hittin' it Outta the Park: Missile Deflection (Arrows, Slings, Etc.) (10 Active Points); OAF (-1), Will Not Work Against Heavy Missiles (-1/4)

12 Spit (Chaw) in your Eye: Flash 4d6 (Sight Group), No Normal Defense Protective Eye Covering,Force Field/Wall (+1/2) (30 Active Points); 8 Clips of 2 Charges (-3/4), OIF (-1/2), Limited Range: Spitting Distance (-1/4)

4 Cup: Lack Of Weakness (-10) for Normal Defense (10 Active Points); Only Works Against Limited Type Of Attack Only versus Groin Shots (-1), IIF (-1/4)

Powers Cost: 46

 

Cost Martial Arts Maneuver

Bat-Fu

3 Slide: 1/2 Phase, +0 OCV, -1 DCV, STR +v/5 Strike; You Fall, Target Falls; FMove

5 Base Run: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove

4 Line Drive: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike

5 Homer: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike

Ranged Bat-Fu

5 Hittin' the Long Ball: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike

3 Base Hit: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike

4 Ground Ball: 1/2 Phase, -1 OCV, -1 DCV, Range +2, v/5, Target Falls

0 Weapon Element: Clubs, specifically Bats

Martial Arts Cost: 29

 

Cost Skill

3 Breakfall 13-

6 +2 with Bat

3 Quick Bat Fast Draw 13-

7 Gambling (Baseball) 15-

2 Language: Sign Language (fluent conversation)

3 Stealin' Calls Lipreading 12-

12 +4 with all attacks: Penalty Skill Levels with Bat

9 Shadowing 15-

3 Streetwise 13-

Skills Cost: 48

 

Cost Perk

4 Reputation: Made Man (A small to medium sized group; 11-) +4/+4d6

Perks Cost: 4

 

Cost Talent

3 Designated Hitter Absolute Range Sense

9 Switch Hitter Ambidexterity (Eliminate Off Hand Penalty entirely)

12 Grit Combat Luck (6 PD/6 ED)

Talents Cost: 24

 

Total Character Cost: 250

 

Pts. Disadvantage

20 Psychological Limitation: Obsessed with Baseball (Common; Total)

10 Psychological Limitation: Casual Killer (Common; Moderate)

10 Psychological Limitation: Code of the Obsessive Hitman (Uncommon; Strong)

15 Reputation: Suspected Mob Hitman 14- (Known Only To A Small Group (Extreme))

5 Rivalry: Professional (Other Hitmen; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

20 Enraged: When he misses (Common), go 11-, recover 11-

15 Hunted: Da Mob 8- (Mo Pow; Watching; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)

5 Hunted: Police 11- (As Pow; Watching)

Disadvantage Points: 100

Base Points: 150

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Character Posting Game: RestartIs it Cheating to post a PC you entered into the PBEM?If not Agent X here is Crimson Seraph...a guy with wings.The Crimson SeraphPlayer: Hawksmoor

Val Char Cost
15/40 STR 5
14/26 DEX 12
13/28 CON 6
12/18 BODY 4
18 INT 8
18 EGO 16
13/23 PRE 3
14/30 COM 2
7/24 PD 4
7/24 ED 4
4/6 SPD 16
6/14 REC 0
26/56 END 0
27/54 STUN 0
7" RUN02" SWIM03"/8" LEAP0Characteristics Cost: 80
Cost Power END
25 Infinite Weapon: Multipower, 50-point reserve, (50 Active Points); all slots OAF (-1)
2u 1) Sword Form: Killing Attack - Hand-To-Hand 2d6 (3d6 / 4d6 w/STR), Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1) 0
2u 2) Flame Blast: Energy Blast 10d6 (50 Active Points); OAF (-1) 5
2u 3) Flame Burst: Sight Group Flash 10d6 (50 Active Points); OAF (-1) 5
2u 4) Aegis: Force Wall (10 PD/8 ED; 3" long and 1" tall) (49 Active Points); OAF (-1), No Range (-1/2) 5
1u 5) Mace Head: Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 0
1u 6) Staff Body: Stretching 2", Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1), No Noncombat Stretching (-1/4) 0
25 Wings: Multipower, 44-point reserve, (44 Active Points); all slots Restrainable (-1/2), Only In Heroic Identity (-1/4)
2u 1) Gliding 31", Position Shift (36 Active Points); Restrainable (-1/2), Only In Heroic Identity (-1/4) 0
2u 2) Flight 17", Improved Noncombat Movement (x8) (44 Active Points); Restrainable (-1/2), Only In Heroic Identity (-1/4) 4
10 Music Of the Spheres: Multipower, 20-point reserve, (20 Active Points); all slots Increased Endurance Cost (2x END; -1/2), Incantations (-1/4), Only In Heroic Identity (-1/4)
1u 1) Healing Hands: Healing 2d6 (20 Active Points); Increased Endurance Cost (2x END; -1/2), Incantations (-1/4), Only In Heroic Identity (-1/4) 4
1u 2) Illusions and Halos: Sight Group Images 1" radius, +/-3 to PER Roll (19 Active Points); Increased Endurance Cost (2x END; -1/2), Incantations (-1/4), Only In Heroic Identity (-1/4) 4
1u 3) Words of the Wise: Mind Control 2d6, Cumulative (x4 max.) (48 points; +1) (20 Active Points); Increased Endurance Cost (2x END; -1/2), Incantations (-1/4), Only In Heroic Identity (-1/4) 4
1u 4) Command the Spheres: Dispel Magic 5d6, One At A Time (+1/4) (19 Active Points); Increased Endurance Cost (2x END; -1/2), Incantations (-1/4), Only In Heroic Identity (-1/4) 4
1u 5) Magic Suppression: Suppress 3d6, One Power At A Time (+1/4) (19 Active Points); Increased Endurance Cost (2x END; -1/2), Incantations (-1/4), Only In Heroic Identity (-1/4) 4
12 Crimson Armor: Damage Resistance (15 PD/15 ED), Difficult To Dispel (x4 Active Points) (x4 Active Points; +1/2) (22 Active Points); Incantations (-1/4), Extra Time (Delayed Phase, -1/4), Custom Modifier (-1/4) [Notes: Physical Manifestation] 0
126 Enhanced Physiology: (Total: 157 Active Cost, 126 Real Cost) +25 STR (25 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 20) plus +12 DEX (36 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 29) plus +15 CON (30 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 24) plus +6 BODY (12 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 10) plus +10 PRE (10 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 8) plus +16 COM (8 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 6) plus +12 PD (12 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 10) plus +14 ED (14 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 11) plus +1 SPD (10 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 8) 2
10 MageSight: Detect (Magic) A Single Thing 13- (Unusual Group), Discriminatory, Analyze (13 Active Points); Only In Heroic Identity (-1/4) 0
6 Mental Defense (10 points total) 0
7 Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 0
2 Running +1" (7" total) 1
Powers Cost: 242
Cost Skill
3 Acrobatics 12- (14-)
3 Bureaucratics 12- (14-)
3 Computer Programming 13-
3 Electronics 13-
3 Inventor 13-
3 Mechanics 13-
3 Paramedics 13-
3 Persuasion 12- (14-)
3 SS: Electronics 13-
3 SS: Computer Science 13-
3 Systems Operation 13-
4 Weaponsmith (Energy Weapons, Muscle-Powered HTH, Muscle-Powered Ranged) 13-
3 Analyze: Magic 13-
5 Language: Celestial Tongue (idiomatic; literate)
3 CuK: Magical Beings 13-
3 KS: Occult Lore 13-
6 +1 with All Combat (8 Active Points); Only In Heroic Identity (-1/4)
Skills Cost: 57
Cost Perk
5 Money: Well Off
9 Contact (NYU) (Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (9 Active Points) 8-
7 Contact: Officer James Bartlett (Contact has access to major institutions, Contact has very useful Skills or resources, Contact limited by identity, Very Good relationship with Contact) 12-
Perks Cost: 21
Val Disadvantages
5 Distinctive Features: Angelic Resonance Not Concealable, Noticed and Recognizable, Detectable Only By Unusual Senses
20 Distinctive Features: Angelic Being (Wings/Golden Hair/Silver Eyes) (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
10 Dependent NPC: Molly Mathers (Archeologist and Adventurer 11- (Occasionally), Normal, Useful noncombat position or skills
15 Hunted: Crimelord 11- (Less Pow, NCI, Harshly Punish)
15 Hunted: Demonic Entity (Thanagog) 11-, As Powerful, Harshly Punish
20 Psychological Limitation: Seeking Justice (Very Common, Strong)
15 Psychological Limitation: Code vs.Killing Common, Strong
15 Social Limitation: Secret Identity Frequently (11-), Major
10 Susceptibility: Splashed with Holy Water, 2d6 damage Instant Uncommon
10 Vulnerability: 1 1/2x STUN Sonic Attacks Common
10 Vulnerability: 1 1/2 x BODY Sonic Attacks (Common)
Disadvantage Points: 145

Base Points: 250Experience Required: 5Total Experience Available: 0Experience Unspent: 0Total Character Cost: 400

Height: 1.88 m Hair: Golden
Weight: 77.00 kg Eyes: Liquid Silver
Appearance: Mattiew Malakim is an older gentleman. He looks much, much fitter than his age. In fact since his empowerment he is fitter than many 18 year old athletes. His grey hair is kept closely cropped to his head and his favored attire screams “College Professor!†For an image I think Patrick Stewart is a fine choice, plus Mattiew has that French accent, although over the years he has forgotten all but the most simple phrases and kid songs.

 

When he transmutes into the Seraph he gains muscle mass, height and hair! Although his weight remains the same since his form is infused with a mystical quality. As an Angel-like being, the Seraph has three sets of ivory wings sprouting from his back; his wings must be free for him to fly. Although he can fly in relatively small places, in cramped situations he relies on his two smaller wings, his wings need at least 5 feet of room to work properly. His armored suit is made of unknown materials and is a deep red color with tiny golden rivets, it seems to remarkably stay clean and untorn despite the rigors underwhich it is used, if damaged it is completely repaired the next time he summons it. When his Infinite Weapon is not in use it transforms into a bracer and sits on his right forearm ready to respond to his commands, although it does not wrap tightly around his forearm and can be easily removed.

Personality: Quote:Swooping down from the dark, dingy gothic skyline, The Seraph sweeps up a Dealer and slams him against a wall. Leaning in to his ear he whispers with harsh clarity

“I am here to tell you something…Heaven might not be watching you…but I AM!â€

Background: Mattiew Malakim was born in the village of Nantes in the French countryside. His was born days before World War II began. His father sent his wife and their young son to England as the war broke out. His father died in the early days of the war. Mattiew was never to learn exactly what happened to his father.

 

His mother, Mariah Malakim worked as a seamstress in Wales, and cared for her young son throughout the horrible early years of the conflict. In 1942, the Malakim’s were granted a visa to the United States, as part of a population protection move designed by Roosevelt and Churchill.

 

His mother was given a job as a seamstress in a parachute making factory. Mattiew quickly proved to be exceptionally bright and was entered into kindergarten when he was four years old. Academics proved easy for him, plus after school he could slip into the factory and spent time with this mother, reading to her from his books as she worked.

 

Mattiew attended good public schools and applied himself well. He attended a major University. Mattiew pursued an academic career as a Professor of Computer Science, a new and exciting field of inquiry. Additionally, his academic interests culminated in a second degree in electrical engineering.

 

He married a nice young woman who worked at the University. After marriage they moved to Newport City to start anew. He and Josephine never had children; he believed it might have to do with the EM fields and exotic chemicals he was exposed to for years in the labs. Nonetheless, they were happy. Time moved on though and the city slowly slipped into decay around them.

 

The tension of the city grew palpable, Mattiew looked for a way to cope with the harsh realities of Newport City, and in the early sixties he found God. Catholic by birth and tradition he had never really believed or possessed faith. Through God, Mattiew found himself a changed man. He looked around him and saw that no matter how bad things were, God had a plan.

 

Then Josephine was murdered. She was stabbed during a rape. Her assailant had been preying upon women in their neighborhood sporadiacally for months. The Police had no leads. Josephine, the light of his life, was extinguished.

 

Mattiew lost his faith the day Josephine was buried. He refused to attend the chapel services at the University as he had for 20 years. He drifted through his work at the department. In his grief he was lost. In one moment of rage and grief, he left his class in the middle of lecture and strode towards the Campus Chapel.

 

There he railed at God for causing so much suffering; for killing his father, who he never knew; for working his mother into an early grave; for taking Josephine, and for not taking him instead. He shook his fist at the altar. And as he did a glow filled the stained glass behind it. Bursting forth into the room, the light covered Mattiew and entered him. The Light changed him.

 

Recovering he felt a peace, a completeness he had never known was lacking. The statue of the Archangel Gabriel was visible as he sat up in the chapel. Tears on his face he thanked God for his grace and stood up to leave and return to his home.

 

Over the next nights, Mattiew was changed mentally, his dreams became profound vehicles to impart major truths of the universe and God and man’s place in it. He found he knew more obscure details about Angels, Demons, Witches and other ‘magical things’ than he was certain was recorded. He was also changing physically. He was in fact not growing older, but younger and stronger. But the changes would not stop there.

 

A younger faculty member in the Humanities department saw his black board one day and noticed something odd. Instead of recording notes in English he was using the mystical language of the Celestials. Dr. Molly Mathers just happens to have a book on Angelic glyphs so she recognizes and comments to him on it. Dr. Malakim is stunned and begins to hastily erase the board. She stopped him and asked if he knew what he was doing. She asked him what a few of the symbols meant to him. He responded at first dismissing it as a freshman prank but she would not relent. So he told her and as he spoke the words he had written a terrible transformation occurred to him. No longer did Dr. Mattiew Malakim a mild mannered professor of advancing years stand before her instead a vision of divinity and grace hovered in the air, Golden-maned and six winged rippling with power and glory.

 

At that moment Mattiew knew. He knew he was destined for something greater. That the Powers-That-Be wanted to help mankind, and through empowering him with a fraction of their essence he would be that tool. He knew that his powers would continue to grow, but his divine spark was complete in instructing him on how to use his abilities.

He set out that day to help people, oppose evil in all its forms, and bring down righteousness on those that need it.

Powers/Tactics: Mattiews transformation into the Seraph has endowed him with greater vitality than he has ever known, he is tougher, faster, and stronger than men 1/3 his age. Moreover the magical energies flowing through him have greatly increased his recuperative abilities. He has recovered from a broken leg in less than a week.

As the Seraph his physical characteristics are far, far above human norms. His physical presence, unearthly appearance and aura make him fantastically impressive and attractive. His armor is a manifestation of his nature, and although it can be damaged, it will be instantly repaired if he transmutes back to Mattiew and resummons it again. His wings are his most memorable feature; Seraph possesses three pairs of wings. They allow him to fly and glide on thermals. A common tactic is to swoop down upon a foe with Gliding and perform a move by with the mace head of the Infinite Weapon. Seraph can reach 300 mph using his wings.

Seraph has a mastery of small magics. By saying special words in Celestial tongue and empowering them with his angelic essence, Seraph can heal light injuries, project simple illusions and haloes of light, impose his will upon weak willed individuals, and lastly disrupt magic in his vicinity.

When Mattiew says his magic words he is transformed into the embodiment of an angel. Crimson armor shields him and a golden blade is summoned to his grasp. As a note, unless Mattiew is actually in his angelic form he cannot possess the blade, it will vanish back to Elsewhere as soon as Mattiew grasped it. Further, if removed from him, it does not vanish, it does not return to him, etc;. Someone could steal his weapon!

 

As to the powers of the Infinite Weapon, the magitech construction shifts fluidly from form to form. It can change its shape from that of a shield bracer to that of a sword, mace or staff. At command it can burst into flame creating a blinding light or project the flame to a reasonable distance. Lastly it is a powerful defense capable of creating a screen of living flame that protects rather than burns. Mattiew is a master at its use, the empowerment he received has left him quite proficient in its use although he is certain other capabilities are yet to be unlocked.

Campaign Use: Seraph is a Mystical Flying Energy Projector Brick.NEXT: ChallengeI would like an Alien Walker RobotHawksmoor
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Re: Character Posting Game: Restart

 

I know it’s a bit late. But I really wanted to post my Flying Hero inspired by Mercedes Lackey’s song, “The Silver Gryphon.†I hope you don’t mind.

 

 

The Silver Gryphon

 

Stats:

 

50 STR 40

23 DEX 39

40 CON 60

25 BODY 30

13 INT 3

13 EGO 6

20 PRE 10

20 COM 5

 

20 PD 10

20 ED 12

6 SPD 39

18 REC 0

80 END 0

70 STUN 0

 

8 OCV

8 DCV

4 ECV

30/10 PDr

24/4 EDr

 

 

Total Stat Points: 254

 

Skills: 44

 

15 Combat Skill Levels +3 with HTH

3 Power: Flight Tricks (dex based) 14-

3 Criminology 12-

5 Oratory 14-

5 Paramedics 13-

3 Persuasion 13-

4 Survival (Temperate/Mountains) 12-

3 Tracking 12-

3 KS: Fantasy 12-

 

Talents:

 

6 Ambidexterity

 

Powers: 146

 

21 Armor (10 PDr, 4 EDr) (21 active points)

4 Wings: Extra Limbs (5 active points), Limited Manipulation (-1/4)

16 Eagle Eyes: +16 vs Range for normal sight

6 Keen Senses: +2 PER with all sense groups

40 Enhanced Physique: Life Support (Extended Breathing (4), Diminished Eating (3), Diminished Sleep (3), Safe in Low Pressure, High Presure and Intense Cold (5), Longevity (5), All Immunities (20)

 

50 Wings Multipower

3 Flying: Flight (25â€) (50 active points), Restrainable (-1/2) (33 points)

3 Gliding: Gliding (25â€) (25 points), Reduced END (0 END; +1/2), (38 active points); Restrainable (-1/2), (25 points)

2 Strong Breeze: Telekineseis (30 STR) (45 points) Affects whole object (-1/4), Only to push object away (-1), Restrainable (-1/2) (16 points)

1 Kicking up Dust: Darkness vs Sight 2†radius (20 active points), Restrainable (-1/2) (13 points)

59

 

 

Disadvantages: 150

 

20 Code vs Killing: Common/Total

20 Code of the Hero: Very Common/Strong

20 Protective of Innocents: Very Common/Strong

15 Overconfident: Very Common/Moderate

15 DNPC: Jenny (Normal, Occasionally)

15 Public Identity

10 DF: Large Silvery White Wings tinted with various color

5 DF: Always plays his Theme Song when he swoops in to fight crime or rescue someone

10 Hunted: Chose someone appropriate for the campaign (As powerful, 8-)

20 Vulnerable: Flash Attacks (Sight group) (Common, x2 effect)

 

 

Base Points: 300

Disadvantages: 150

Total Points: 450

 

 

Appearance:

 

A classically handsome man who appears to be in his early 20s. He has black hair and bright blue eyes. More significantly he has a large pair of silvery white wings which are tinted in various colors depending on his mood. He wears a dark blue costume with an silver gryphon emblem on the front.

 

Where ever he goes, he is accompanied by the sound of his theme music (sung by Jenny who actually has a rather good voice) played on the radio at his waist.

 

 

Personality:

 

The Silver Gryphon is a true four-color hero. Honorable, brave, loyal and true. However, he can also be rather annoying, in that he believes his theme song. While he doesn’t deliberately mean to be patronizing to other super-heroes, he is quite certain that he is the best person. And he has every intention of keeping this city and especially Jenny and those she cares about, safe.

 

Theme Music:

 

“Send in the Silver Gryphons†By Mercades Lackey

 

“Bad news is coming by to call. Bad times are here. Bad guys are smashing through the walls. Time to know fear. Bad dreams are cruising like a shark. Bad as can be. Bad things are laughing in the dark. Nowhere to flee.

 

It’s time to make a stand, it’s time to pay the cost. The Reaper’s scythe is sweeping in. Amazed and desperate, the day is all but lost. There’s just one chance you have to win. Send in the Silver Gryphons!

 

No way of leveling the odds. No hope to win. No use in calling on the Gods. They’ve got you pinned. No time to make another plan. No breath to shout. No strength to make a final stand. Luck has run out.

 

Your life is on the line, the blade is at your chest. It’s time to play the game to win. Call back the amateurs; it’s time to send the best. Call us or call your next of kin. Send in the Silver Gryphons!

 

Bad news is coming by to call. Bad times are here. Bad guys are smashing through the walls. Time to know fear. Hard folk make sure the job is done. Hard as a stone. Hard fights can surely still be won. You’re not alone. Send in the Silver Gryphons!

 

Gryphons fight causes that are lost. Gryphons defend Gryphons don’t try to count the costs. You can depend on Gryphons, as smart as they are tough. Gryphons don’t rest. Gryphons, when good is not enough Send in the best.

 

Send the Gryphons Send the Silver Gryphons Send in the Silver Gryphons. Send in a Gryphon. Send in the Silver Gryphons! You gotta call for the Gryphons Send in the Gryphons. Call for the Gryphons Send in the Gryphons! Gryphons!â€

 

Background:

 

Sometimes a girl just needs a hero. Jenny, a gifted preteen, was one of those girls. Artistic and shy, she had a hard time fitting in at school and was frequent target of bullies. Unwilling or unable to deal with the situation on her own, she instead retreated and created a wonderful world for herself via her art. A world where everyone was keep safe by an elite group of crime fighters and soldiers known as the Silver Gryphons. She wrote about them, drew them, made up songs about them, dreamed about them. She invested tons of emotional energy into her dream world. And then….one day…..one of her dream heroes stepped out of the picture she was drawing and into the real world.

 

The Silver Gryphon was in some way created by Jenny’s desires and dreams, and though he is real and independent of her, he feels a very strong attachment and a great deal of protectiveness towards her.

 

He has managed to begin to make a life for himself in this new world. To keep Jenny and his origins a secret, he simply says that “I came to this world from another Realm. When I realized that you needed my help and protection so badly, I felt it was best if I stayed.â€

 

 

Powers:

 

The Silver Gryphon is a fairly straight forward flying brick. Much like the Gryphon from which he draws his name he is strong, tough, quick, and able to endure a wide range of harsh environments. He has enhanced sense to enable him to see what is going on during his flights.

 

His powerful wings can be used to fly or to glide (giving him a chance to rest). He can also use them to push objects back by producing a stiff breeze or to darken an area by blowing up dirt and debris.

 

Tactics:

 

The Silver Gryphon prefers to attack from flight. He makes use of frequent move-bys and grab-bys. Unwilling to do more damage than is necessary, he generally attempts to restrain his foes or pulls his punches until he determines how much damage it will take to subdue them.

 

 

 

Since I was the second to post for this challenge. I won’t make a challenge of my own.

 

Michelle

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Guest Worldmaker

Re: Character Posting Game: Restart

 

I forgot about the Automaton rules. :stupid:

 

Actually anything would do I would just like a non-piloted construct of some sort to compare to my ideas of a Xorn Warstrider.

 

Speaking of the Xorn, don't forget to send me that encyclopedia entry.

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