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Some Aberrant Conversions


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Some of the Player characters from my Aberrant PBEM. Just done up for fun

Belle Maverick

 

Player: Chris Bayliss

 

Val Char Cost
75 STR 15
15 DEX 15
40 CON 20
15 BODY 10
12 INT 2
18 EGO 16
15 PRE 5
15 COM 3
33/43 PD 18
33/43 ED 25
3 SPD 5
23 REC 0
80 END 0
71 STUN -2
6" RUN02" SWIM015" LEAP0Characteristics Cost: 132

 

Cost Power END
12 Quantum Pool: Endurance Reserve (100 END, 5 REC) Reserve: (15 Active Points) REC: (5 Active Points); Slow Recovery 1 Hour (-2)
Quantum Enhancements
75 1) Mega Strength: +50 STR, Reduced Endurance 0 END (+1/2) (75 Active Points)
70 Mega Strength Enhancements: Multipower, 70-point reserve
3u 1) Crush: Killing Attack - Hand-To-Hand 2d6 +1 (plus STR) (vs. PD) (35 Active Points) (uses Personal END) 3
1u 2) Quantum Leap: Mega Scale on Leaping Normal Leaping Distance, Megascale (1" = 1 km; +1/4), Can Be Scaled Down: 1" = 1km (+1/4) (7 Active Points) (uses Personal END) 1
3u 3) Shockwave: Explosion and Personal Immunity on Strength, Personal Immunity (+1/4), Explosion (+1/2) (52 Active Points); Only effects targets on ground Power loses about a third of its effectiveness (-1/2) (uses Personal END) 5
3u 4) Thunderclap: Energy Blast 5d6 (vs. ED), Personal Immunity (+1/4), Explosion (+1/2), No Normal Defense:Hearing Flash Defense Standard (+1) (69 Active Points); No Range (-1/2), Restrainable (-1/2) (uses Personal END) 7
1u 5) +50 STR (50 Active Points); Increased Endurance Cost 5x END (-2), For Lifting Only Power loses about half of its effectiveness (-1), No Figured Characteristics (-1/2) (uses Personal END) 25
Mega Stamina Enhancements
40 1) +20 CON
48 2) Adaptibility: Life Support , Eating: Character does not eat, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: 800 Years, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing, Sleeping: Character does not sleep, Does not work is Quantum Pool is empty Power loses less than a fourth of its effectiveness (+0)
6 3) Tireless: Half Endurance on base strength, Reduced Endurance 1/2 END (+1/4) (6 Active Points)
3 4) Tireless 2: Half Endurance on Base running, Reduced Endurance 1/2 END (+1/4) (3 Active Points)
17 5) Hardbody: Power Defense (25 points) (25 Active Points); Only vs AVLD Killing Killing Damage "Aggravated" Power loses about a third of its effectiveness (-1/2)
16 6) Immovable Object: Knockback Resistance -8"
16 7) Regeneration: Healing 4 BODY (Can Heal Limbs) (45 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) (uses Personal END) 4
33 Damage Resistance (33 PD/33 ED)
17 Super Heavy Armor: Armor (10 PD/10 ED) (30 Active Points); Side Effects:Loses 3 points of Dex and 2 inches of running, Side Effect occurs automatically whenever Power is used (Side Effect does a predefined amount of damage -1/2), Costs Endurance Only Costs END to Activate (-1/4) (uses Personal END) 3
18 Invulnerability to the tempatures: Armor (0 PD/24 ED) (36 Active Points); Only vs Heat/cold Power loses about half of its effectiveness (-1)
12 Invulnerability to Drug/toxins based special effects: Power Defense (24 points) (24 Active Points); Only Works Against Limited Type Of Attack:Drugs/Toxins Very Limited Type of Attack (-1)
10 Hyperunning: 0" Running (6" total), x8 Noncombat (uses Personal END) 1
20 Adrenelin Surge: Aid: Dexterity and Speed 2d6, Variable Effect Two Powers Simultaneously (+1/2) (30 Active Points); Self Only (-1/2)
18 Danger Sense (Function as a Sense, Intuitional, Sensitivity: Out of Combat) 12-
Powers Cost: 442

 

Cost Martial Arts Maneuver
Brawling/Wrestling
3 1) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on
4 2) Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs
3 3) Punch: 1/2 Phase, +1 OCV, +0 DCV, STR +2d6 Strike
5 4) Upper Cut: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike
Martial Arts Cost: 15

 

Cost Skill
3 Breakfall 12-
3 Climbing 12-
1 Acrobatics 8-
9 TF: Common Motorized Ground Vehicles, Combat Aircraft, Helicopters, Large Planes, Small Planes, Tracked Military Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles, Wheeled Military Vehicles
5 Bureaucratics 13-
3 KS: Military/Mercanary world 12-
1 Security Systems 8-
3 Language: Japanese (English is Native) (completely fluent)
3 Language: Afrikaans (completely fluent)
3 Language: Spanish (completely fluent)
3 Demolitions 11-
5 KS: Business/Finance 14-
2 KS: Psychology 11-
3 Teamwork 12-
3 Tactics 11-
3 PS: Wardrobe and Fashion (COM-based) 12-
1 Interrogation 8-
3 Streetwise 12-
7 Strength Use (STR-based) 26-
20 +4 with HTH Combat
16 +2 with All Combat
15 +3 with Ranged Combat
Skills Cost: 115

 

Cost Perk
10 Money: Wealthy
25 Follower (x2, 100 Base, 0 Disad)
3 Contact (Contact has: useful Skills or resources) 11-
5 Contact (Contact has access to major institutions, Contact has: very useful Skills or resources) 11-
3 Reputation (A large group; 8-) +3/+3d6
Perks Cost: 46

 

Cost Talent
5 Resistance (5 points)
Talents Cost: 5

 

 

Total Character Cost: 755

 

Val Disadvantages
5 Distinctive Features: Huge blonde Amazon (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
5 Dependent NPC: Damion (Husband) 8- (Normal; Useful noncombat position or skills)
10 Physical Limitation: Weird biochemistry requires special medical care (Frequently; Slightly Impairing)
15 Psychological Limitation: Highly Protective of Friends and Family, vengeful if they are hurt (Common; Strong)
10 Psychological Limitation: Lecherous (Uncommon; Strong)
10 Social Limitation: Famous and watched by the media (Occasionally; Major)

Disadvantage Points: 55

 

Base Points: 400

Experience Required: 300

Total Experience Available: 300

Experience Unspent: 0

 

 

Background: Belle Maverick was born into the military life. Her family was army all the way with both her mother and father active in the service until her birth. She grew up on military bases around the world and it was only natural for her to take up the life of a solider. She joined the marine corp and earned a place in Special Forces with her raw talent and sheer determination.

 

Belle erupted on the battlefield, specifically during a covert operation in the Middle East that is still classified in 2008. Her team was cut off and nearly exterminated by insurgent forces. As the rebels closed in, Belle fear and rage seemed to explode behind her eyes, filling her with pain. And power. She tore into the opposing troops, smashing their bodies and vehicles with her bare hands before collapsing after the rage passed.

 

Belle became, after what she WAS actually determined, something of a secret weapon for a few years, performing many covert operations before severing her ties with the military. At the time, there wasn’t much they could do to stop her and her parents had enough to pull to keep things fairly civil. She went into the much more lucrative field of private mercenary work. Her power and near indestructibility combined with her military training was an invaluable asset and Belle was able to retire after a few years.

 

She used her earning to invest in a upscale dance and gentleman’s club called Maverick’s. She eventually took over the business from its aging owner all together and built it up with her natural business acumen into a thriving night spot in San Francisco. Belle was enjoying her retirement but feeling a bit bored. When her old friend and former partner Flak approached her with her new high flown ideals about changing the world and taking a group of fledgling Novas under their wing, Belle decided to go along with it for kicks.

 

It has been quite a wild few years since then. Belle has gone from being a relatively famous Elite to a household, being the first Nova to conceive and bear a child, marrying one of the world’s richest men and being involved in several massive public displays of Nova power (Such as the riotous destruction of Amp Room and most of the surrounding city). She has fame, more money than ever and a family to take care of with dire predictions of what lies ahead for her friends and the world. Its going to be long hard fight but she wouldn’t have it any other way.

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Re: Some Aberrant Conversions

 

Very cool character!

 

I don't suppose you guys have your Aberrant to Hero conversion notes posted anywhere?

 

I don't really use much of a system. Attributes convert pretty well by mulitplying the White Wolf Att by 5. Mega Attributes are a +5 per dot except for Strength which is +10 per dot and Mega Dex which is 3 per dot (Dexterity is much useful in Hero than in White Wolf for combat).

 

Powers, Soak and that sort of thing I try to do by feel but 15-20 ctive points per dot is a good rule of thumb.

 

Bashing is Normal Damage

Lethal is Killing

Aggravated is AVLD Killing with the defense being Power Defense.

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Re: Some Aberrant Conversions

 

I don't really use much of a system. Attributes convert pretty well by mulitplying the White Wolf Att by 5. Mega Attributes are a +5 per dot except for Strength which is +10 per dot and Mega Dex which is 3 per dot (Dexterity is much useful in Hero than in White Wolf for combat).

 

Powers, Soak and that sort of thing I try to do by feel but 15-20 ctive points per dot is a good rule of thumb.

 

Bashing is Normal Damage

Lethal is Killing

Aggravated is AVLD Killing with the defense being Power Defense.

 

Ah. Understood.

 

I'm a fan of the Aberrant setting, and even kind of liked the mechanics. Some good art as well. The usual White Wolf two-punch combo was there (absurdly designed NPCs and railroad-adventures), but it was a great game world.

 

Looking forward to seeing your other conversions. :)

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Re: Some Aberrant Conversions

 

Ah. Understood.

 

I'm a fan of the Aberrant setting, and even kind of liked the mechanics. Some good art as well. The usual White Wolf two-punch combo was there (absurdly designed NPCs and railroad-adventures), but it was a great game world.

 

Looking forward to seeing your other conversions. :)

 

I posted a few conversions of official characters to the board awhile ago. They've probably fallen into oblivion and (IMO) that aren't totally accurate since I was using a slightly different concept in conversion (Like not using End Reserve to represent quantum pool), but you might find them useful/intertaining. I convert the Church of Astaroth, several Team Tomorrow memebers and some Terats.

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Re: Some Aberrant Conversions

 

I posted a few conversions of official characters to the board awhile ago. They've probably fallen into oblivion and (IMO) that aren't totally accurate since I was using a slightly different concept in conversion (Like not using End Reserve to represent quantum pool)' date=' but you might find them useful/intertaining. I convert the Church of Astaroth, several Team Tomorrow memebers and some Terats.[/quote']

 

Cool, I'll do a search. :)

 

Thanks.

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  • 1 month later...

Re: Some Aberrant Conversions

 

Chaos

 

Player: Chris Bayliss

 

Val** Char*** Cost
20** STR 10
15** DEX 15
40** CON 60
12** BODY 4
33** INT 23
18** EGO 16
15** PRE 5
18** COM 4
*
8/38** PD 4
16/46** ED 8
5** SPD 25
12** REC 0
80** END 0
41** STUN -1
*6"**RUN02"**SWIM04"**LEAP0Characteristics Cost: 148

 

Cost** Power END
29** Dormancy: Multiform (144 Character Points in the most expensive form)*
** *
10** Quantum Pool: Endurance Reserve (80 END, 7 REC) Reserve: (15 Active Points) REC: (7 Active Points); Slow Recovery 1 Hour (-2)*
90** Entropic Control: Multipower, 90-point reserve*
9m** 1) Entropic Sheild: Force Field (30 PD/30 ED), Reduced Endurance 0 END (+1/2) (90 Active Points); Doesn't affect living attacks (Barehanded punches, etc) Power loses about a third of its effectiveness (-1/2), Cost endurance Once a turn (-1/2)*
12m** 2) Bioentropic Storm: Killing Attack - Ranged 3d6 (vs. ED), Area Of Effect (5" Radius; +1) (90 Active Points); Only effects living targets Power loses about a third of its effectiveness (-1/2) (uses Personal END)* 9
12m** 3) Breakdown: Transform 4d6: Functional Machine to Broken Machine (Major), Improved Target Group:Any complex machine (+1/2) (90 Active Points); All Or Nothing (-1/2) (uses Personal END)* 9
18m** 4) Probability Corruption: Transform 6d6: Target into Target with 6d6 Unluck (Major) (90 Active Points) (uses Personal END)* 9
12m** 5) Entropic Blast: Energy Blast 10d6 (vs. ED), Penetrating (+1/2) (75 Active Points); No Knockback (-1/4) (uses Personal END)* 7
** *
11** Pretercognition (Enhanced Deductive ability): Precognitive , Retrocognitive Clairsentience (Sight Group) (60 Active Points); Extra Time 20 Minutes (-2 1/2), Precognition/Retrocognition Only (-1), Must be able to gather evidence, examine scene, etc Power loses about a third of its effectiveness (-1/2), One Sense Only (-1/4), Requires A Skill Roll (No Active Point penalty to Skill Roll, RSR Skill is subject to Skill vs. Skill contests -1/4) (uses Personal END)* 6
7** Human Lie Detector: Detect: Spoken Lies A Single Thing 20-, Sense Affected As Another Sense: Hearing Group (+0)*
19** Natural Empath: Detect: Suface Emotions A Class Of Things 20-, Discriminatory, Range*
43** Natural Leader: +3 Overall, Usable at Range (+1/2), Usable By Other (x8 Number of Targets +1) (75 Active Points); Only for group actions that she coordinates Power loses about a third of its effectiveness (-1/2), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4)*
15** Enhanced Reflexes: Lightning Reflexes: +10 DEX to act first with All Actions*
38** Quantum Powered Physiology: Life Support , Eating: Character does not eat, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: 400 Years, 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 (47 Active Points); Must Have Endurance in her pool Power loses about a fourth of its effectiveness (-1/4)*
16** Quantum Enhanced Healing: Healing 4 BODY (Can Heal Limbs) (45 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) (uses Personal END)* 4
10** Tireless: 0 Endurance on Strength, Reduced Endurance 0 END (+1/2) (10 Active Points)*
6** Tireless 2: 0 Endurance on Running, Reduced Endurance 0 END (+1/2) (6 Active Points)*
Powers Cost: 357

 

Cost** Martial Arts Maneuver
** Police Hand to hand training*
4** 1) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort*
4** 2) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll*
3** 3) Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +2d6 Strike*
3** 4) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on*
4** 5) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND*
1** 6) Weapon Element: Clubs, Empty Hand*
Martial Arts Cost: 19

 

Cost** Skill
3** Acrobatics 12-*
3** Breakfall 12-*
3** Criminology 16-*
3** PS: Police Detective (INT-based) 16-*
5** Teamwork 13-*
7** Deduction 18-*
5** Security Systems 17-*
3** Paramedics 16-*
2** Survival (Urban) 16-*
1** KS: Make up and Fashion 8-*
7** Interrogation 13-*
1** Streetwise 8-*
15** +3 with HTH Combat*
3** WF: Common Melee Weapons, Handguns*
Skills Cost: 61

 

Cost** Perk
4** Fringe Benefit: Concealed Weapon Permit (where appropriate), Local Police Powers*
3** Contact (Contact has: useful Skills or resources) 11-*
1** Contact (Contact has been blackmailed by the character, Contact has: useful Skills or resources) 11-*
3** Contact 12-*
Perks Cost: 11

 

 

 

Total Character Cost: 596

 

Val** Disadvantages
10** Distinctive Features: Blue skin, white hair, forehead gem (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)*
10** Hunted: The Directive 8- (As Pow; Mildly Punish; Extensive Non-Combat Influence)*
10** Physical Limitation: Weird Physiology that requires special medical care (Frequently; Slightly Impairing)*
10** Social Limitation: Famous (Frequently; Minor)*
15** Psychological Limitation: In love with Alquonda Mills (Common; Strong)*
10** Psychological Limitation: Code against Killing (Common; Moderate)*
10** Psychological Limitation: Loves a Mystery (Common; Moderate)*

Disadvantage Points: 75

 

Base Points: 400

Experience Required: 121

Total Experience Available: 51

Experience Unspent: 0

 

Background: San Francisco Police detective Marie Andrews, while investigating a racket run by the Campelli-Zuckerov Mega Syndicate (against the advice of her more jaded partner) got far to close to some of the big names in the organization. She was targeted by an assassin named Vislley Chekov and nearly killed in her own home. The stress of the battle caused the police woman’s latent MR Node to erupt in spectacular fashion. Her natural luck went berserk and Chekov was torn apart in a storm of warped probability, but the back lash brought the entire building as well. Marie was injured but her new Nova body saved her life but she required long term hospitalization.

At first Marie was bitter at the attention she received as new Nova. It was as if the other people killed in her Eruption didn’t matter. She was even more angered that a certain part of her mind considered the possibility that they didn’t. The Teragen recruiter made that possibility, as a pathway out of her guilt, sound very tempting. But the charismatic Nova leader known as Flak made a counter proposal. Marie could use her powers for the greater good. It wasn’t her fault, but still she could earn a form of forgiveness and live the life she enjoyed, solving crimes and mysteries of all sorts. Marie inner good nature won out and, under the name Chaos, Marie joined the New Watch.

 

Powers: Chaos’ quantum powers are based primarily on probability and entropy. She can alter the innate probability fields surrounding an object in several discrete ways such as causing mechanical devices to fail or a living target to experience extreme bad luck. By concentrating, Chaos can cause a literal storm of improbability/entropy that makes living objects tear themselves apart. She can focus this effect down to a beam with a little effort.

The circumstances of her eruption also granted Marie low end Nova durability. She is nearly tireless, no longer has to eat, sleep or drink and can survive extreme environments as long as she has quantum energies to sustain herself. Chaos can heal herself from practically any injury but must be conscious and aware to do so.

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Re: Some Aberrant Conversions

 

Masked Dragon

 

Player: Michael Telford

 

Val** Char*** Cost
25** STR 15
31** DEX 63
40** CON 60
12** BODY 4
15** INT 5
24** EGO 28
20** PRE 10
26** COM 8
*
18** PD 13
18** ED 10
7** SPD 29
13** REC 0
80** END 0
45** STUN 0
*6"**RUN02"**SWIM05"**LEAP0Characteristics Cost: 245

 

Cost** Power END
35** Dormancy: Multiform (266 Character Points in the most expensive form) (53 Active Points); Extra Time Delayed Phase (-1/4), Character May Take No Other Actions (-1/4)*
5** Quantum Pool: Endurance Reserve (40 END, 4 REC) Reserve: (8 Active Points) REC: (4 Active Points); Slow Recovery 1 Hour (-2)*
8** Enhanced Reflexes: Lightning Reflexes: +5 DEX to act first with All Actions*
19** Enhanced Combat Ability: +3 with All Combat (24 Active Points); Costs Endurance Only Costs END to Activate (-1/4)* 2
38** Quantum Enhanced Physiology: Life Support , Eating: Character does not eat, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: 400 Years, 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 (47 Active Points); Only as long as she has Endurance in her pool Power loses about a fourth of its effectiveness (-1/4)*
10** Nova Resiliancy: Damage Resistance (10 PD/10 ED)*
30** Quantum Enhanced Martial arts: Multipower, 30-point reserve*
2u** 1) Quantum Enhanced Killing Blow: Killing Attack - Hand-To-Hand 1 1/2d6 (plus STR) (vs. PD) (25 Active Points) (uses Personal END)* 2
2u** 2) Quantum Enhanced Blow: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2) (uses Personal END)* 3
1u** 3) Walk like the Wind: Gliding 6" (6 Active Points); Ground Gliding (-1/4)*
1u** 4) Wuxia Leaping: Flight 10" (20 Active Points); Must end movement on a surface Power loses about a fourth of its effectiveness (-1/4), Needs a surfaec to rebound off to turn Power loses about a fourth of its effectiveness (-1/4) (uses Personal END)* 2
** *
10** Hundred Eyes Technique: Defense Maneuver: I-IV *
12** Dragon Stance: Knockback Resistance -6"*
14** Appearance Alteration: Shapeshift (Sight Group; Additional Sense Group: Touch Group, Variety of Shapes:Humanoid females: Limited Group of Shapes), Costs END Only To Change Shape (+1/4) (29 Active Points); Only minor changes to physical form Power loses about half of its effectiveness (-1) (uses Personal END)* 2
14** Seductive Aura: Seduction (17 Active Points); Costs Endurance Only Costs END to Activate (-1/4) 20-* 2
28** Soothe: Mind Control 8d6, Telepathic (+1/4), Area Of Effect (5" Radius; +1) (90 Active Points); Set Effect:Do not fight (-1/2), Costs END To Maintain Full END Cost (-1/2), Stops Working If Mentalist Is Stunned (-1/2), No Range (-1/2), Does Not Provide Mental Awareness (-1/4) (uses Personal END)* 9
8** Psychic Shield: +8 Mental Defense (13 points total)*
Powers Cost: 237

 

Cost** Martial Arts Maneuver
** Kung Fu*
4** 1) Punch: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike*
5** 2) Kick: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike*
4** 3) Dragon Claw: 1/2 Phase, -2 OCV, +0 DCV, HKA 0 1/2d6*
4** 4) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort*
3** 5) Dragon Tail: 1/2 Phase, +2 OCV, -1 DCV, STR +1d6 Strike, Target Falls*
3** 6) Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls*
5** 7) Weapon Element: Blades, Staffs, Three-Section Staff, War Fan, Wind and Fire Wheels*
Martial Arts Cost: 28

 

Cost** Skill
9** Acrobatics 18-*
9** Breakfall 18-*
5** Stealth 16-*
7** High Society 15-*
3** Paramedics 12-*
2** Language: Cantonese (English is Native) (fluent conversation)*
2** Language: Japanese (fluent conversation)*
1** Streetwise 8-*
4** PS: Actress (PRE-based) 14-*
2** KS: Martial World 11-*
2** KS: Kung Fu 11-*
9** +3 with Shao Lin Kung Fu*
20** +4 with Melee Combat*
8** WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Hook Sword, Rope Dart, Staffs, Wind and Fire Wheels*
Skills Cost: 83

 

Cost** Perk
5** Money: Well Off*
4** Contact (Contact has: useful Skills or resources) 12-*
7** Contact (Contact has significant Contacts of his own, Contact has: very useful Skills or resources, Good relationship with Contact) 12-*
6** Reputation (A large group; 11-) +3/+3d6*
15** Follower (75 Base, 75 Disad)*
Perks Cost: 37

 

 

 

Total Character Cost: 630

 

Val** Disadvantages
10** Distinctive Features: Extremely attractive naked women (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)*
10** Physical Limitation: Weird Physiology needs special medical care (Frequently; Slightly Impairing)*
10** Hunted: The Directive 8- (As Pow; Watching; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)*
10** Psychological Limitation: Exhibitionist (Uncommon; Strong)*
15** Psychological Limitation: Code of the Chinese Knight (Common; Strong)*
15** Psychological Limitation: Overconfident Show off (Common; Strong)*
10** Dependent NPC: Ayane 11- (Slightly Less Powerful than the PC)*

Disadvantage Points: 80

 

Base Points: 400

Experience Required: 150

Total Experience Available: 0

Experience Unspent: 0

 

Background: Lara Hensley was a pampered young socialite with too much time on her hands, too much energy and few places to direct it. Searching for any diversion from her privileged, but suffocating life she directed her energies into the martial arts and Eastern culture (In a somewhat shallow, anime obsessed fashion). This served the duel purpose of giving her life some focus and scandalizing her conservative parents that their daughter will indulge in so rude a profession. Lara would never admit to herself that that was a large part of the thrill.

She threw herself heavily into her studies and showed some real talent, enough to attract the attention of Master Li Han, a prominent Kung Fu stylist and Sifu. He agreed to take the girl under his tutelage, but only if she would return with him to China for her final stages of training. Lara’s parents steadfastly refused. For the first time in her life, young Lara stood up to her parents prompting hours of screaming argument. The stress and emotional turmoil triggered her MR node and the girl erupted, transforming into an all together new person, a fantasy figure drawn from her anime fantasies and her subconscious wish to rebel. Masked Dragon was born. Fleeing her scandalized parent’s house, Lara/Masked Dragon sought out her old High School friend Serena (who’d recently erupted herself) for advice and comfort.

For a time, things were rough for Lara. Her parents officially disowned her, embarrassed by her alter ego’s exhibitionist exploits and bizarre film career. Shortly afterward, her father died of a heart attack and Lara’s mother blamed the stress she’d put on him. Lara accepted the blame with comment and lost touch with her family for years, seeking her own fortune among in the Asian film community and XWF fighting tournaments. That is until recently when her mother made contact with her again. She wanted to make amends and welcome her daughter back. The fact the Hensley family had fallen on hard times and Lara was nearly independently wealthy... well, that was just a side benefit.

 

Powers: Lara’s transformation into Masked Dragon completely changes her persona and appearance. Lara is a slim, athletic white girl. Marked Dragon is tall, muscular and Asian. She often wears a red mark, boots and gloves. And nothing else. As a living manifestation of Lara’s rebellious side, MD does all the things Lara would never do, including being a utter exhibitionist and overconfident warrior. Her quantum powers reflect this giving her enhanced strength, speed and resilience along with the power to emulate some of the more outrageous stunts seen in the anime Lara is so passionate about. Masked Dragon has a remarkable Presence to offset Lara’s mousy nature and can end some battles just by willing it so. As she has come to understand her nature as a manifestation of Lara, MD has learned to control her physical form an extent. She alter minor details about her appearance but cannot truly change shape.

 

The pic below is censored, but may be offensive to some viewers.

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  • 3 weeks later...

Re: Some Aberrant Conversions

 

I don't now if I mentioned it before' date=' but I'm impressed with the art work you managed to get for these guys. Art is not an area where I've had much luck in my groups.[/quote']

 

Yep, I've been lucky in that regards. One of my players is an artists and he does allot of free drawings for me.

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  • 3 weeks later...

Re: Some Aberrant Conversions

 

Mercy

Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6 HTH damage

15 DEX 15 12- OCV: 5/DCV: 5

30 CON 40 15-

12 BODY 4 11-

15 INT 5 12- PER Roll 12-

30 EGO 40 11- ECV: 3

35 PRE 25 16- PRE Attack: 7d6

36 COM 13 16-

2 PD 0 Total: 2/32 PD (0/30 rPD)

6 ED 0 Total: 6/36 ED (0/30 rED)

2 SPD 0 Phases: 6, 12

8 REC 0

60 END 0

32 STUN 0 Total Characteristics Cost: 102

Movement: Run: 6"/NC"

Swim: 2"/NC"

 

Cost Powers END

60 Force Manipulation: Multipower, 60-point reserve

6u 1) Force Field (30 PD/30 ED) (60 Active Points) (uses Personal END) 6

6u 2) Force Wall (12 PD/12 ED) (60 Active Points) (uses Personal END) 6

3u 3) Telekinesis (20 STR) (30 Active Points) (uses Personal END) 3

 

75 Bio Manipulation: Multipower, 75-point reserve

7u 1) Healing 7d6 (max. Healed Points: 42) (Can Heal Limbs) (75 Active Points) (uses Personal END) 7

7u 2) Induced Paralysis: Drain Dexterity 4 1/2d6, Ranged (+1/2) (67 Active Points) (uses Personal END) 7

 

20 Animal Mastery: Elemental Control, 40-point powers

20 1) Animal Communication: Telepathy 8d6 (40 Active Points) (uses Personal END) 4

20 2) Animal Control: Mind Control 8d6 (40 Active Points) (uses Personal END) 4

Quantum Enhancements

36 1) Soothe: Mind Control 8d6, Telepathic (+1/4), Area Of Effect (5" Radius; +1) (90 Active Points); Set Effect:Stop Fighting (-1/2), Costs END To Maintain Full END Cost (-1/2), No Range (-1/2) (uses Personal END) 9

9 2) Regeneration: Healing 2 BODY (Can Heal Limbs) (25 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) (uses Personal END) 2

5 3) Sexy: +4 with any three related Skills (12 Active Points); Only with Seduction against one target at a time Power loses about half of its effectiveness (-1), Costs Endurance Only Costs END to Activate (-1/4), Visible:Changes to conform to Target's sexual ideal (-1/4) 1

 

17 Quantum Pool: Endurance Reserve (100 END, 7 REC) (17 Active Points)

 

Perks

20 Follower (x2, 75 Base, 75 Disad)

 

Skills

3 Acrobatics 12-

3 Breakfall 12-

5 Combat Driving 13-

9 Paramedics 15-

5 PS: Doctor (INT-based) 14-

4 SS: Biology (INT-based) 13-

2 Survival (Temperate/Subtropical) 12-

3 KS: Battlefeild Psychology (INT-based) 12-

3 Streetwise 16-

3 Tactics 12-

3 Teamwork 12-

4 WF: Common Melee Weapons, Small Arms

6 +2 with Small Arms

 

Total Powers & Skills Cost: 364

Total Cost: 466

 

400+ Disadvantages

15 Distinctive Features: Extreme Unearthly Beauty (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

5 Physical Limitation: Requires large caloric intake (Infrequently; Slightly Impairing)

10 Dependent NPC: Hiro (Her son) 8- (Normal)

5 Physical Limitation: Weird Body Chemistry (Infrequently; Slightly Impairing)

15 Psychological Limitation: Driven to help the sick and needy (Common; Strong)

10 Psychological Limitation: Code Aginst Killing (Common; Moderate)

5 Reputation: "Angel of the Battlefeild" pacifist crusader 8-

5 Social Limitation: Famous Face (Occasionally; Minor)

 

Total Disadvantage Points: 506

 

Background Summary: Janine Taylor went into mercenary work more out of sense of a tradition than any real desire. Even then, she gravitated naturally toward field medic rather than anything more aggressive. She had an instinctive understanding of medicine and natural empathy that made her an exceptional medic and she often found herself spending more time with the aid workers and Red Cross in the war torn areas she was assigned too rather than working with the actual soldiers.

Her Eruption occurred during one such time. A refugee camp came under attack but insurgents in a small African skirmish. Janine and her patients were caught in a cross fire of small arms fire and mortars while both side blissfully ignored the trapped civilians. As she was struck by several stray rounds, Janine’s MR Node roared to life, instantly healing her broken body and erecting a powerful defensive field. In seconds, she’d swept away the soldiers from both sides then she promptly passed out.

Janine was recovered by Utopia shortly afterward, but decided to avoid working with that organization. Her time in the Third World had left her somewhat suspicious of its motives. Instead, she went out on her own, traveling and using her substantial healing powers where they were most needed. It was during this time Mercy, as she now called herself, met the charismatic Nova Flak. The two women formed a nearly instantaneous bond having similar backgrounds and beliefs. Flak’s proposed “Caretaker Network†intrigued Mercy enough to for her to join on and act as a spokeswoman.

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Re: Some Aberrant Conversions

 

As always, an interesting character, and Uber-Cheescake art. :)

 

Your PBEM looks like it must be interesting.

 

I like Mercy enough that I may copy her as an NPC, with changes (as always).

 

Thanks!

 

Made a small error though. Increase her Ego to 30 and her Point total to 506.

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Re: Some Aberrant Conversions

 

Flak

Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 HTH damage

21 DEX 33 13- OCV: 7/DCV: 7

45 CON 70 18-

14 BODY 8 12-

20 INT 10 13- PER Roll 13-

21 EGO 22 13- ECV: 7

35 PRE 25 16- PRE Attack: 7d6

16 COM 3 12-

12 PD 9 Total: 12/30 PD (12/30 rPD)

12 ED 3 Total: 12/30 ED (12/30 rED)

4 SPD 9 Phases: 3, 6, 9, 12

12 REC 0

90 END 0

45 STUN 0 Total Characteristics Cost: 197

Movement: Run: 6"/NC"

Swim: 2"/NC"

 

Cost Powers END

6 Explosive Powers: Elemental Control, 12-point powers

73 1) Create Explosion: Killing Attack - Ranged 3d6 (vs. PD), Personal Immunity (+1/4), Explosion (+1/2) (79 Active Points) (uses Personal END) 8

34 2) Explosive Fight: Flight 20" (40 Active Points) (uses Personal END) 4

6 3) High Speed Explosive Flight: Flight 5", Megascale (1" = 1 km; +1/4) (12 Active Points) (uses Personal END) 1

 

15 Explosion Proof Sense: Flash Defense (15 points) (Hearing Group)

15 Explosion Proof Senses 2: Flash Defense (15 points) (Sight Group)

18 Natural Toughness: Armor (6 PD/6 ED)

10 Durability: Damage Resistance (12 PD/12 ED) (12 Active Points); Costs Endurance Only Costs END to Activate (-1/4) (uses Personal END) 1

10 Intuition: Danger Sense (Intuitional) 13-

30 Strength Boost: Aid: Strength 3d6

30 Force Field (10 PD/10 ED) (Protect Carried Items) (uses Personal END) 3

Quantum Enancements

7 1) Commanding Presence: +10 PRE (10 Active Points); Costs Endurance Only Costs END to Activate (-1/4), Only for Command Effects Power loses about a fourth of its effectiveness (-1/4) (uses Personal END) 1

14 2) Tactical Prodigy: Tactics (17 Active Points); Costs Endurance Only Costs END to Activate (-1/4) 20- 2

 

14 Quantum Pool: Endurance Reserve (120 END, 7 REC) Reserve: (19 Active Points) REC: (7 Active Points); Slow Recovery 1 Hour (-2)

 

35 Dormancy: Multiform (150 Character Points in the most expensive form) (Instant Change)

Equipment

4 1) Eufiber Trenchcoat: Armor (2 PD/2 ED) (6 Active Points); IIF (-1/4), Only as long as she has quantum in it Power loses about a fourth of its effectiveness (-1/4)

4 2) Eufiber Endurance Reserve: +10 END (5 Active Points); IIF (-1/4)

5 3) Eufiber Transformation: Transform 2d6 (Cosmetic), Improved Target Group:Practically any outfit (+1/4) (12 Active Points); Limited Target Very Limited (-1), IIF (-1/4) (uses Personal END) 1

 

Perks

2 Deep Cover

10 Money: Wealthy

 

Skills

5 Acrobatics 14-

5 Breakfall 14-

3 Combat Driving 13-

3 Combat Piloting 13-

3 Stealth 13-

3 Demolitions 13-

3 Computer Programming 13-

3 Language: English (completely fluent)

2 Language: French (fluent conversation)

3 Paramedics 13-

2 Survival (Tropical) 13-

3 Streetwise 16-

3 Conversation 16-

3 Persuasion 16-

3 Tactics 13-

3 Teamwork 13-

 

Total Powers & Skills Cost: 392

Total Cost: 589

 

400+ Disadvantages

5 Distinctive Features: Eyes blazed and glow with explosive energy (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

5 Distinctive Features: Thich Irish accent (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Physical Limitation: Weird Body Chemistry (Frequently; Slightly Impairing)

10 Reputation: "Living Bomb" 8- (Extreme)

10 Social Limitation: Famous (Frequently; Minor)

15 Psychological Limitation: Detail Obessed and a bit of a control Freak (Common; Strong)

20 Psychological Limitation: Mother hens anyone under her authority (Common; Total)

15 Psychological Limitation: Outspoken and aggressive in her beliefs (Common; Strong)

5 Psychological Limitation: Catholic (lapsed) (Uncommon; Moderate)

 

Total Disadvantage Points: 589

 

Background (Extreme) Summary: Scathach O'Shaughnessy worked for the Los Angeles bomb control squad. She’d been on the force for several years and was a proven selfless, dedicated if slightly obsessive cop. That all changed on N Day. Scathach and her team, pinned down under heavy fire, tried desperately to defuse a massive bomb planted by in an office tower by a nihilist cult. They failed and the device detonated. In that instant of fear, rage and panic, she erupted. Her new powers shielded her completely from the blast. Her men weren’t so lucky.

Utopia approached her shortly after the incident. In the grip of a deep and abiding depression, Scatach simply vanished for the next few years. In that time a powerful Elite mercenary calling herself “Flak†appeared. She cold, efficient and fairly Flak traveled the world during this time, taking just about any job she was offered, living from one day to the next and trying to forget her past and her innate sense of responsibility. Things were done that she is not proud of and doesn’t like to talk about but she made connections and friends that would serve her well later on. During this time she met Belle, Prism, Jake Korelli and a few other later to be famous names. She also first encountered Mercy. The girl’s almost sense of right and wrong reawakened those feelings in Flak. And she decided to put her new powers to some actual use besides personal gain.

Flak has since emerged on scene once more, taken several young Novas under her wing and formed them into a fledgling team along with some of her old associates. She’s also begun forming something she calls “The Caretaker Network†as essentially a independent form of Team Tomorrow which some jokingly refer to as “Flak’s Little Justice Leagueâ€. She’s also become an outspoken opponent of the Teragen and its separatist philosophy including referring to Divas Mal as a “fool†during several interviews. It remains to be seen how much trouble she’s bitten off for herself.

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