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Show me the PC


JmOz

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Re: Show me the PC

 

That's an interesting character. I like the "metal' date=' glass, and plastic" schtick. Dumb name, though. ;)[/quote']

I guess you haven't heard of "The Mighty Morphin Power Rangers"?

 

Computo, I'm guessing, was taken from the Legion of Superheroes old foe from long ago (or at least inspired by the name). Am I right?

 

I really want to stress to everyone reading this to avoid saying 'That's a dumb name'. Assuming the following people had never hit the comic scene, how much ribbing or joking would the following names get if you or another player had used these names in creation of a hero:

Mr. Fantastic

The Thing

Dr. Strange

The Human Torch

We had someone years ago where we joking game him the name 'Flyboy' and although the ribbing started, when he repeatedly one-punched villains with move-throughs, the jokes stopped.

 

Think about it.

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Re: Show me the PC

 

I guess you haven't heard of "The Mighty Morphin Power Rangers"?

 

Computo, I'm guessing, was taken from the Legion of Superheroes old foe from long ago (or at least inspired by the name). Am I right?

 

We had someone years ago where we joking game him the name 'Flyboy' and although the ribbing started, when he repeatedly one-punched villains with move-throughs, the jokes stopped.

 

Think about it.

 

;D Right on one.

 

Actually the character is fond of changing his hero name as often as the Wasp changes clothes. Sprocket, Kirby, Tekno, and Computo are all names I planned for this character and in my mind all names he has used.

 

As to weird names my fav hero is Powerglide

 

Hawksmoor

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Re: Show me the PC

 

I was wondering if anyone had looked at SCEPTRE, the character I posted on page 1. The posts were #8 , 9 , and 10 . I'd really hoped for some comments, on the character and writeup, from the folks here. I'd certainly apppreciate hearing what everyone thinks. :)

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Re: Show me the PC

 

I did, and he is not a bad character. I am leery of putting DCs on a focus like the Battlestaff (a jade amulet that mystically bestows knowledge of Shalin MA is another matter entirely).

 

I know it seems efficent, but I would prefer Char: STR only to cause damage. Technically Hand to Hand attack, but it bypasses all the little rulets some people have on adding damage from various sources and application of certain limitaions. The staff would act like the lever it is and exponentially increase the amount of force applied with a blow. Simple.

 

Hawksmoor

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Guest bblackmoor

Re: Show me the PC

 

His codename is S.C.E.P.T.R.E. Here is the history and explanation of the name:

 

I like the background. Plenty of plot hooks there.

 

There have been four men who have taken up the mantle of SCEPTRE

 

I count five:

 

Gerald Conner

Richard Matthews

Marcus Andrews

Ryan Winslow

Jefferey Forrester

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Guest bblackmoor

Re: Show me the PC

 

And now the character.

 

I haven't gone over it with a fine-toothed comb, but it looks like he has a good range of powers, nice range of skills, a tight conception, and good reasons for being a "good guy". I might buy the extra staff damage as additional Strength at 0 END, if it were mine, because it would make the staff more flexible. However, that would make him more vulnerable to Drains and the like, so you may not want to do that.

 

I like it.

 

One thing to consider is that he has taken points for having a Secret ID, so you ought to give some consideration to what his home life is like. What does he do when he's not on duty? Who are his friends? What, exactly, is at risk for him if his Secret Identity is revealed? I wouldn't lose sleep over it if you haven't got all that worked out yet. Sometimes that sort of stuff doesn't really gel until you play the character for a while. But maybe give it some thought later.

 

Oh, one other thing: shouldn't he have National Police Powers, rather than Local?

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Re: Show me the PCHere are some beginning characters from my new Teen Supers game. I don't have any backgrounds yet as I am waiting on my players to send me them.Harvey FinkelstienPlayer:

Val Char Cost
10 STR 0
18 DEX 24
10 CON 0
10 BODY 0
25 INT 15
20 EGO 20
8 PRE -2
8 COM -1
4/20 PD 2
4/20 ED 2
4 SPD 12
4 REC 0
20 END 0
30 STUN 10
10" RUN82" SWIM02" LEAP0Characteristics Cost: 90
Cost Power END
28 Untapped Powers of the Mind!: Multipower, 40-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (50 Active Points); all slots Requires An EGO Roll (-3/4)
2u 1) Feel Pain!: Ego Attack 4d6 (40 Active Points); Requires An EGO Roll (-3/4) 2
2u 2) Your mind belongs to me!: Mind Control 8d6 (Human class of minds) (40 Active Points); Requires An EGO Roll (-3/4) 2
2u 3) Your Mind is an open book!: Telepathy 8d6 (Human class of minds) (40 Active Points); Requires An EGO Roll (-3/4) 2
11 Untapped Powers of Mind!: Elemental Control, 40-point powers, (20 Active Points); all slots Requires An EGO Roll (-3/4)
11 1) Psychokinetic Flight!: Flight 16", Reduced Endurance (1/2 END; +1/4) (40 Active Points); Requires An EGO Roll (-3/4) 1
11 2) Psychokinetic Force Screen!: FF (16 PD/16 ED), Reduced Endurance (1/2 END; +1/4) (40 Active Points); Requires An EGO Roll (-3/4) 1
10 3) Minds United!: Mind Link , Human class of minds, Any Willing Target, Any distance, Number of Minds (x16) (40 Active Points); Requires An EGO Roll (-3/4), Costs Endurance (Only Costs END to Activate; -1/4) 4
11 4) Mind over Matter!: Telekinesis (20 STR), Fine Manipulation (40 Active Points); Requires An EGO Roll (-3/4) 4
5 Iron will!: Mental Defense (12 points total) (8 Active Points); Costs Endurance (-1/2) 1
Powers Cost: 93
Cost Skill
2 Survival (Urban) 14-
3 Streetwise 11-
3 Stealth 13-
3 Scientist
2 1) SS: Biology 14- (3 Active Points)
2 2) SS: Chemistry 14- (3 Active Points)
2 3) SS: Electrical Engineering 14- (3 Active Points)
2 4) SS: Mathematics 14- (3 Active Points)
2 5) SS: Mechanical Engineering 14- (3 Active Points)
2 6) SS: Physics 14- (3 Active Points)
2 AK: New York City 11-
2 CuK: Judaism 11-
3 KS: Law 14-
2 KS: Science Fiction 11-
3 Inventor 14-
Everyman Skills
0 1) TF: Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill]
0 2) Stealth 8-
0 3) Shadowing 8-
0 4) Persuasion 8-
0 5) Paramedics 8-
0 6) Deduction 8-
0 7) Conversation 8-
0 8) Concealment 8-
0 9) Climbing 8-
0 10) Acting 8-
3 Electronics 14-
3 Deduction 14-
3 Concealment 14-
5 +1 with DCV
9 +5 with all non-combat Skills (40 Active Points); 1 Charge (-2), Only applies to Knowledge/Wisdom Related Rolls, Not Physical Actions (-1), Activation Roll 14- (-1/2)
Skills Cost: 58
Cost Perk
5 Money: Well Off
Perks Cost: 5
Cost Talent
5 Eidetic Memory
3 Lightning Calculator
4 Speed Reading (x10)
Talents Cost: 12Total Character Cost: 258
Val Disadvantages
5 Dependence: Pepsi Incompetence: -1 to Skill Rolls and related rolls per time increment (Very Common, 1 Hour)
20 Psychological Limitation: Must prove himself (Common, Total)
10 Psychological Limitation: Shy (Common, Moderate)
10 Psychological Limitation: Science Ficton Geek (Common, Moderate)
15 Psychological Limitation: Code Versus Killing Common, Strong
5 Social Limitation: Minor, only 15 years old (Occasionally, Minor)
20 Hunted: DEMON 8- (Mo Pow, NCI, Harshly Punish)
15 Social Limitation: Secret Identity Frequently (11-), Major
Disadvantage Points: 100Base Points: 150Experience Required: 8Total Experience Available: 8Experience Unspent: 0Katline (Katie) DulonPlayer: Marie
Val Char Cost
5 STR -5
20 DEX 30
13 CON 6
7 BODY -6
20 INT 10
13 EGO 6
20 PRE 10
10 COM 0
1/25 PD 0
3/27 ED 0
4 SPD 10
7 REC 6
31 END 3
30 STUN 13
6" RUN02" SWIM01" LEAP0Characteristics Cost: 83
Cost Power END
5 Meditation : Mental Defense (8 points total) 0
19 Confuse them with Philosophy: Drain INT 1 1/2d6, Ranged (+1/2), BOECV (Mental Defense applies; +1), Range Modifiers Apply (-1/4) (34 Active Points); Requires A Skill Roll (Oratory; -1/2), OICID (-1/4) 3
20 Air Powers: Elemental Control, 60-point powers, (30 Active Points); all slots Power Does Not Work In Water (-1/4), Does not work in a vacuum (-1/4)
20 1) Limitless Flight: Flight 15", Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Power Does Not Work In Water (-1/4), Does not work in a vacuum (-1/4) 0
20 2) Air Shield: FF (24 PD/24 ED), Reduced Endurance (1/2 END; +1/4) (60 Active Points); Power Does Not Work In Water (-1/4), Does not work in a vacuum (-1/4) 2
20 3) Form of Air: Invisibility to Sight Group , No Fringe, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Power Does Not Work In Water (-1/4), Does not work in a vacuum (-1/4) 0
20 4) Gust of Wind: EB 6d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect Nonselective (8" Cone; +3/4) (60 Active Points); Power Does Not Work In Water (-1/4), Does not work in a vacuum (-1/4) 2
20 5) Air Blast: EB 6d6, Reduced Endurance (1/2 END; +1/4), Double Knockback (+3/4) (60 Active Points); Power Does Not Work In Water (-1/4), Does not work in a vacuum (-1/4) 2
Powers Cost: 144
Cost Skill
College Skills
3 1) Oratory 13-
5 2) KS 15-
3 3) PS: Writer 13-
Yoga Skills
5 1) KS 15-
3 2) PS: Dance 13-
3 3) Contortionist 13-
4 Language: Hindustani (idiomatic)
0 Language: English (completely fluent) (3 Active Points)
Skills Cost: 26
Cost Perk
5 Money: Well Off
Perks Cost: 5
Val Disadvantages
20 Psychological Limitation: Code Versus Killing Common, Total
10 Rivalry: Professional (Upperclass student; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
20 Psychological Limitation: Must Meditate everyday for one hour or take -1d6 on INT (Common, Total)
15 Social Limitation: Secret Identity Frequently (11-), Major
20 Hunted: DEMON 8- (Mo Pow, NCI, Harshly Punish)
Disadvantage Points: 85

Base Points: 50Experience Required: 123Total Experience Available: 0Experience Unspent: 0Total Character Cost: 258

Height: 1.69 m Hair: Blonde
Weight: 51.00 kg Eyes: Green
Appearance: Personality: Quote:"Realizing that from which all words turn back and thoughts can never reach, one knows the bliss of Brahman and fears no more." a quote from The Upanishads.Background: Born in london, England. She moved to Delhi, India when she was 5 and lived there for 13 years. She became enthralled with the custom, culture, and mythology of India and eventually converted to Hinduism.Powers/Tactics: Campaign Use: Rachel Kirkham RothchildPlayer: Lee LeMaster
Val Char Cost
20 STR 10
23 DEX 39
18 CON 16
10 BODY 0
18 INT 8
10 EGO 0
10 PRE 0
18 COM 4
6/18 PD 2
5/17 ED 1
4 SPD 7
10 REC 4
36 END 0
42 STUN 13
9" RUN02" SWIM04" LEAP0Characteristics Cost: 104
Cost Power END
22 Longbow of Power: Multipower, 45-point reserve, all slots 16 Charges (+0) (45 Active Points); all slots OAF (-1)
2u 1) Force Arrow: EB 9d6 (45 Active Points); OAF (-1) 0
2u 2) Exploding Force Arrow: EB 6d6, Explosion (+1/2) (45 Active Points); OAF (-1) 0
2u 3) Lethal Force Arrow: RKA 3d6 (45 Active Points); OAF (-1) 0
2u 4) Lightning Arrow: EB 4d6+1, NND ([standard]; Insulated clothing; +1) (44 Active Points); OAF (-1) 0
24 Magic Chainmail Armor: Armor (12 PD/12 ED) (36 Active Points); OIF (-1/2) 0
10 Magic Quarterstaff: (Total: 25 Active Cost, 10 Real Cost) HA +4d6 (20 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) (Real Cost: 8) plus Stretching 1" (5 Active Points); OAF (-1), no Noncombat Stretching (-1/4) (Real Cost: 2) 3
6 Athletic: Running +3" (9" total) 1
Powers Cost: 70
Cost Martial Arts Maneuver
Dirty Fighting
4 1) Eye Gouge: 1/2 Phase, -1 OCV, -1 DCV, Flash 4d6
4 2) Kidney Blow: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
3 3) Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/5, Target Falls
Staff Fighting
4 1) Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 30 STR
4 2) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5 3) Poke: 1/2 Phase, +1 OCV, +3 DCV, 4d6 Strike
4 4) Shove: 1/2 Phase, +0 OCV, +0 DCV, 35 STR to Shove
4 5) Strike: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike
3 6) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 4d6 Strike; Target Falls
0 7) Weapon Element: QuarterStaff
Martial Arts Cost: 35
Cost Skill
3 Acrobatics 14-
3 Breakfall 14-
9 +3 with Bows
5 Cramming
3 Deduction 13-
3 Language: Afrikaans (completely fluent)
3 Paramedics 13-
6 Penalty Skill Levels: +3 vs. Range Modifier with Longbow of Power
3 Persuasion 11-
3 Survival 13-
5 WF: Common Melee Weapons, Common Missile Weapons, Rifles
Skills Cost: 46
Cost Perk
3 Money: Well Off
Perks Cost: 3Total Character Cost: 258
Val Disadvantages
15 Psychological Limitation: Doesn't understand American Culture (Very Common, Moderate)
15 Psychological Limitation: Dark secret concerning upbringing (Uncommon, Total)
5 Rivalry: Professional (Other Archer; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity Frequently (11-), Major
15 Hunted: KGB 8- (Mo Pow, Harshly Punish)
15 Psychological Limitation: Code Versus Killing Common, Strong
20 Hunted: DEMON 8- (Mo Pow, NCI, Harshly Punish)
Disadvantage Points: 100Base Points: 150Experience Required: 8Total Experience Available: 8Experience Unspent: 0Marla SingerPlayer:
Val Char Cost
30 STR 20
15 DEX 15
20 CON 20
15 BODY 10
15 INT 5
15 EGO 10
0 PRE -10
0 COM -5
12/27 PD 6
12/27 ED 8
4 SPD 15
10 REC 0
40 END 0
40 STUN 0
8" RUN42" SWIM06" LEAP0Characteristics Cost: 98
Cost Power END
Powered Armor, all slots OIF (-1/2)
17 1) BootJets: Flight 15" (30 Active Points); OIF (-1/2), Activation Roll 14-, Burnout (-1/4) 3
26 2) Armored Suit: Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2), Real Armor (-1/4) 0
7 3) Built-in transistor radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) 0
3 4) Binocular Vision: Nightvision (5 Active Points); OIF (-1/2) 0
3 5) Binocular vision: +3 versus Range Modifier for Sight Group (5 Active Points); OIF (-1/2) 0
3 6) Helmet visor: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 0
10 7) Batteries: Endurance Reserve (85 END, 7 REC) (15 Active Points); OIF (-1/2) 0
20 Homemade RayGun: Multipower, 45-point reserve, (45 Active Points); all slots OAF (-1), Real Weapon (-1/4)
2u 1) Basic Blaster : EB 9d6 (45 Active Points); OAF (-1), Real Weapon (-1/4) 4
2u 2) Stun Setting: EB 4d6+1, NND (Force Field or no nerve endings; +1) (44 Active Points); OAF (-1), Real Weapon (-1/4) 4
2u 3) Lethal Setting: RKA 3d6 (45 Active Points); OAF (-1), Real Weapon (-1/4) 4
Powers Cost: 95
Cost Martial Arts Maneuver
Commando Training
3 1) Aikido Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls
4 2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike
4 3) Choke: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
4 4) Escape Hold: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs
4 5) Karate Chop: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
4 6) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
2 7) Weapon Element: Blades, Clubs
4 8) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm
Martial Arts Cost: 29
Cost Skill
2 WF: Small Arms
2 SS: Robotics 11-
3 PS: Electician 12-
3 Mechanics 12-
Everyman Skills
0 1) TF: Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill]
3 2) Stealth 12-
3 3) Shadowing 12-
0 4) Persuasion 8-
0 5) Paramedics 8-
0 6) Deduction 8-
0 7) Conversation 8-
0 8) Concealment 8-
0 9) Climbing 8-
0 10) Acting 8-
3 Electronics 12-
3 Bugging 12-
3 Breakfall 12-
1 AK: Military Bases 8-
Skills Cost: 26
Cost Perk
10 Follower
Perks Cost: 10Total Character Cost: 258
Val Disadvantages
10 Distinctive Features: Buck Teeth and Braces (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
30 Enraged: When appearance is made fun of (Common), go 14-, recover 8-
10 Vulnerability: 1 1/2 x STUN Hits to face (Common)
15 Social Limitation: Secret Identity Frequently (11-), Major
20 Hunted: DEMON 8- (Mo Pow, NCI, Harshly Punish)
10 Social Limitation: Social Anxiety (Frequently, Minor)
5 DNPC: Father 8- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)
Disadvantage Points: 100Base Points: 150Experience Required: 8Total Experience Available: 8Experience Unspent: 0
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Re: Show me the PC

 

And here's mine.

 

MIDNIGHT

 

Player: Michelle Travis

 

Val Characteristic

12 STR

20 DEX

13 CON

10 BODY

23 INT

25 EGO

18 COM

9 PD

10 ED

4 SPD

5 REC

40 END

39 STUN

6" RUN

2" SWIM

2" LEAP

 

COST END POWER

(15 Shadow: Elemental Control, 30-point powers)

25/ 4/ 1) Walk the Twilight Path: Teleportation 10", No Relative Velocity, x2 Increased Mass, x4 Noncombat

15/ 3/ 2) Shadowfall: Change Environment 4" radius, -4 to Sight Group PER Rolls, Personal Immunity

15/ 0/ 3) The Mantle of Night: Invisibility to Sight and Mental Groups and Danger Sense, Reduced Endurance (0 END), Limited Power Only Works in Shadows or Darkness

30/ 4/ 4) Cloud Men's Minds...: Mind Control 3d6 (Human Class of Minds), Telepathic, Invisble Power Effects, Source Only (Fully Invisible), Penetrating, Cumulative

25/ 4/ 5) Touched by Darkness: Ego Attack 4d6 (Human Class of Minds)

8/ 3/ 6) Guided by Shadows...: Clairsentience (Sight Group and Detect Minds), +2 to PER Roll, Increased Arc of Perception (360 Degrees), Concentration, Must Concentrate throughout use of Constant Power (0 DCV)

 

3 Eyes of the Night Dragon: +4 PER with Normal Sight; Only to counteract normal shadows/darkness modifiers

1 My Thoughts are Shrouded: Mental Defense (6 points total)

 

COST Martial Arts Maneuvers

4 Jain's Hand of Shadow: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND

4 Saigo's Body of Shadow: 1/2 Phase, -OCV, +5 DCV, Dodge, Affects All Attacks, Abort

4 Sublime Fist of the Night Dragon: 1/2 Phase, +0 OCV, +2 DCV, 4d6 Strike

 

SKILLS

+1 with Martial Arts

Acrobatics 13-

Acting 8-

AK: New York City 8-

Breakfall 13-

Climbing 8-

Concealment 14-

Conversation 13-

Deduction 8-

Language: English (idiomatic, literate)

Language: Spanish (fluent converation, literate)

Language: French (fluent conversation, literate)

Language: Japanese (basic conversation, literate)

Gambling (Blackjack, Craps, Poker, Roulette) 14-

High Society 13-

Persuasion 8-

Shadowing 15-

Sleight of Hand 13-

Stealth 14-

 

PERK

Money: Wealthy

 

TALENTS

Eidetic Memory

Environmental Movement - Shadows/Darkness (not total) (no penalties)

Lightning Calculator

 

PTS DISADVANTAGES

10 Distinctive Features: Extremely attractive (Concealable, Noticed and Recognizable; Detectable by Commonly-Used Senses)

20 Hunted: Leila D'Arcy/Shroud 11- (As Pw, NCI, Harshly Punish)

15 Physical Limitation: Susceptibility to Bright Light (Causes Incapacitating Migraine) (Frequent, Greatly Impairing)

10 Psychological Limitation: Fear of Teleporting with Anyone Else (Uncommon, Strong) (Note: only applies when she Teleports and brings someone else, not if someone else Teleports and brings her)

10 Psychological Limitation: Fear of Pushing Limits of Powers (Uncommon, Strong)

5 Psychological Limitation: Hedonist (Uncommon, Moderate)

15 Psychological Limitation: Risk-Taker (Common, Strong) ) (Note: takes wild chances with everything EXCEPT her powers)

10 Reputation: Gambler (as Maureen D'Arcy) 11-

10 Rivalry: Professional, Midnight vs. Shroud, Equally Powerful, Seek to Imprison or Kill Her, Rival Aware of Rivalry

15 Secret Identity: Maureen D'Arcy

10 Social Limitation: High Society (as Maureen D'Arcy) (Frequently, Minor)

20 Vulnerability: 2 x Effect Flash or Intense Light (Common)

 

Height: 1.79m

Weight: 59.00kg

Hair: Dark Auburn

Eyes: Jade green

 

Appearance: A tall, beautiful woman in her late twenties, Midnight wears a form-fitting black bodysuit, black gloves, boots, and trenchcoat, a black flat-brimmed hat with dark red band, and a dark red mask that covers her lower face. As Maureen D'Arcy, she wears the latest international fashions from casual to formalwear, and unless completely inappropriate, wears dark-tinted sunglasses.

Personality: Midnight is a thrill-seeker and hedonist, and acts the same way in her secret identity. A daredevil and risk-taker, she acts as though she has all the luck in the world at her disposal, the thrill of the gamble being a stronger lure than any sense of self-preservation. The only time she does not take excessive risks is with her powers.

Quote: "You're not afraid of the dark, are you?"

Background: Maureen D'Arcy leads a carefree life of wealth and prestige, mingling with New York's crème de la crème, haunting casinos worldwide as a professional gambler. But the beautiful society patron has a dark secret.

In childhood, Maureen had an identical twin, Leila. Not only did the two look exactly alike, but they often thought, dressed, and acted alike. Together, the girls played hide-and-seek in the darkness, fooled servants and governesses with wide-eyed innocence, even moving from room to room in the mansion without passing through a single door. Their parents, John and Elizabeth D’Arcy were not surprised - they had such gifts themselves, had encouraged the girls' skills, and after all, great-grandparents Lamont and Margo Cranston had been playing with the twins since they were toddlers.

Through childhood and early adolescence, the twins lived a luxurious life as befitted the daughters of a wealthy pair of New York socialites. They attended the finest schools, were both trained in the martial arts for self-defense, and were introduced early on to the high society life they would one day join themselves. By the age of sixteen, both girls had actually earned enough credits to graduate high school with honors, two of the youngest graduates in the history of their private school. And their private games continued.

Then one day, the game went horribly wrong. Just before the twins’ seventeenth birthday, Leila and Maureen both walked into the darkness... but only Maureen came back out.

Sitting in the mansion’s library, John and Elizabeth were horrified to see one of their daughters stumble out of a shadow, her eyes wide with terror. She stared at her parents with unseeing eyes, and could only gasp out that Leila was missing and she couldn’t find her. Her parents used their own gifts to try and find their missing daughter, but the elder D’Arcys’ talents were not nearly as strong as that of the twins.

Lunging back into the darkness, Maureen called her sister's name again and again, searching the shadows with all her talent, but to no avail. Try as she might, she could not find a trace of her sister's presence - Leila had disappeared completely. Day and night, she roamed the darkness, praying for even a glimpse of Leila’s mind. Eventually, Maureen spent so much time in the shadows that her vision suffered to the point where bright light caused her incredible pain.

Her parents publicly called it a kidnapping for ransom, since to draw attention to the family’s dark talents would be an unthinkable risk. An enormous reward was offered for information, full-page advertisements appeared in the papers, Elizabeth even went on national TV to beg for her daughter’s safe return. But Leila was never found, and after seven long years of agonized waiting, was declared legally dead. Maureen was determined to keep on living, to enjoy life to the fullest since it could be snatched away from her at any moment. But from then on, terrified that something in the darkness had stolen her sister, she never went into the shadows ever again.

She went on to attend university to study Mathematics, obtaining her Bachelors degree at nineteen from Columbia University, and her Masters degree at twenty-two from NYU. With a phenomenally high level of intelligence and a gift for numbers and statistics, Maureen could have had a brilliant career in business. Instead, she turned her talents to a profession that was not only more fun, but also paid much more – high-stakes gambling.

While the D’Arcys disapproved of their daughter pursuing such a frivolous lifestyle, Lamont Cranston looked on his great-granddaughter with a certain amusement and nostalgia of his own high-living days. To placate her parents, she kept her gambling image professional and high-class. She also gave generously to numerous charities, and even had a wing built on New York’s largest hospital in her sister’s name. Besides, no one could deny that Maureen was fantastic at her new career – between playing the stock market with uncanny accuracy and secretly using her mental gifts at the casino tables, within three years, Maureen had an effective income of over five million dollars a year. And that didn’t even count her trust fund, her shares in her parents’ corporate conglomerate, or her inheritances from the Cranstons when they died two years later.

Ten years after Leila’s disappearance, Elizabeth and John D’Arcy were assassinated by persons unknown, and Maureen came home from a charity ball to find them murdered together in the mansion's library. Her only clue was one that shook her to her very soul - a shadow on the wall before her... while the lit fireplace was to her right.

Maureen was initially suspected by NYPD, as she was now the sole heiress to a multi-million fortune, but too many witnesses at the charity ball testified to her presence there since well before and well after the double homicide. Her generous contributions to society and her extensive volunteer time spoke well of her character, and thanks to her grandfather, a well-respected New York lawyer, Maureen was removed from the suspect list and given a public apology.

The tingling in her mind that this was not just a simple hit on two prominent members of high society nagged their daughter so much that after burying her parents, Maureen became Midnight, a vigilante using the powers of darkness and suggestion to fight crime in the same manner as her great-grandfather, the Shadow.

Maureen searches for her parents' murderer, using her substantial wealth and position to help her, making subtle contact with the fringe in her gambling pursuits.

As Midnight, she haunts the streets fighting crime and putting pressure on the criminal underground for information.

Her latest leads have all led her to Millennium City, so she has purchased a house at Grosse Point in keeping with her society status, and can often be found pursuing her hedonistic lifestyle at any of the city’s three casinos, the Barlowe Hotel, and the Millenium City Yacht Club. But at night, she pursues her mission with a single-minded dedication. The answers are here, somewhere. And perhaps, even her sister.

As Maureen, she prays with all her heart that her sister might still be alive.

But as Midnight, she fears with all her soul that she is.

Powers/Tactics: Midnight is a formidable martial artist, using ninja talents she learned as the result of beating an undercover Japanese Intelligence agent in a game of Go. She uses her charm to get her what she wants, sometimes resorting to using her phenomenal intelligence and gambling gift. But her real gifts are her dark talents - invisibility in her native shadows, using her mind to persuade or attack, even the ability to teleport at great range. In combat, she willl watch, learn, strike swiftly, then vanish - and only get flashy if it will intimidate her opponent.

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Guest bblackmoor

Re: Show me the PC

 

And here's mine.

MIDNIGHT

 

Invisibility to Danger Sense. Aren't we tricky? :)

 

I'm not sure a 18 Comeliness warrants a Distinctive Features for extraordinary beauty, though.

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Re: Show me the PC

 

Invisibility to Danger Sense. Aren't we tricky? :)

 

I'm not sure a 18 Comeliness warrants a Distinctive Features for extraordinary beauty, though.

 

If you live in a world where 18 com isn't extraordinary, I want to live there. :)

 

Depends on the scale of campaign but an 18 Com IS very attractive. The character is a supermodel/comic book type beauty and definiately would stand out and find it hard to blend into a crowd without effort. Its only a 5 point disadvantage, after all.

 

I really think sometimes the high attributes that are so common in Champions skew the perception of what 18-20 mean in "real life" terms sometimes.

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Re: Show me the PC

 

Invisibility to Danger Sense. Aren't we tricky? :)

 

I'm not sure a 18 Comeliness warrants a Distinctive Features for extraordinary beauty, though.

 

Hey, I'm a mentalist/martial artist. Believe me, if there's a brick or blaster anywhere NEAR me, I'm gonna hide from that f***er as best I can.

 

Then from the shadows, I can mess with their minds like a Rubik's cube.

 

Michelle

aka

Samuraiko

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Guest bblackmoor

Re: Show me the PC

 

If you live in a world where 18 com isn't extraordinary' date=' I want to live there. :)[/quote']

 

I surround myself with beautiful people. :)

 

But seriously, 18 is exceptionally attractive, but not 10 pt. Disad-level attractive. Generally speaking, I don't think you should get more points for the Disad than you spent on the stat. Personally, I wouldn't consider taking a Disad for that until the stat got well into the superhuman range, say 30+.

 

I really think sometimes the high attributes that are so common in Champions skew the perception of what 18-20 mean in "real life" terms sometimes.

 

I do think you are right about that. Dex, I think, is the most well-worn example. Nearly every Champions character has the reflexes of a world-class gymnast, regardless of their background. But that's the way the game system is written, and forcing everyone to have low stats out of some misguided aesthetic would be obnoxious. You just have to grin and bear it. :)

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Re: Show me the PC

 

I surround myself with beautiful people. :)

 

But seriously, 18 is exceptionally attractive, but not Disad-level attractive. Generally speaking, I don't think you should get more points for the Disad than you spent on the stat. Personally, I wouldn't consider taking a Disad for that until the stat got well into the superhuman range, say 30+.

 

I would say that is DF:Unearthly Beauty (Concealable with effort, noticed) or even higher. But its a matter of opinion.

 

 

I do think you are right about that. Dex, I think, is the most well-worn example. Nearly every Champions character has the reflexes of a world-class gymnast, regardless of their background. But that's the way the game system is written, and forcing everyone to have low stats out of some misguided aesthetic would be obnoxious. You just have to grin and bear it. :)

 

Actually, I've run several games with the characters limited to more "human" attribute levels where the only superhuman stats were related directly to their powers. Worked fine, you just have to set benchmarks and ask for rationales such as "Why is your 30 year old janitor more agile than a gold medal gymnast?" and don't except "because he needs to hit better?" as answer. It takes players willing to trust that you're not going to screw them over and are going to hold the NPCs to the same criteria, scaling the setting accordingly. Its a little extra work so I generally don't do it unless I'm going for a "real world with superpowers" feel for the game.

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Re: Show me the PC

 

I count five:

 

Gerald Conner

Richard Matthews

Marcus Andrews

Ryan Winslow

Jefferey Forrester

 

You are absolutely right. I was originally going for 4, but I couldn't get the timeline to fit without them having 18 or 19 year careers. I just forgot to correct the first line. I'll take care of that.

 

I might buy the extra staff damage as additional Strength at 0 END' date=' if it were mine, because it would make the staff more flexible. However, that would make him more vulnerable to Drains and the like, so you may not want to do that.[/quote']

 

Yeah, Hawksmoor suggested STR only for doing damage. I think I'm going to change that power.

 

One thing to consider is that he has taken points for having a Secret ID, so you ought to give some consideration to what his home life is like. What does he do when he's not on duty? Who are his friends? What, exactly, is at risk for him if his Secret Identity is revealed? I wouldn't lose sleep over it if you haven't got all that worked out yet. Sometimes that sort of stuff doesn't really gel until you play the character for a while. But maybe give it some thought later.

 

Oh, one other thing: shouldn't he have National Police Powers, rather than Local?

 

Since I've moved, I need to get back into a regular game so that I can play him. Then I'll be able to firm up that part of his background. And yes, I do need to change the police powers. Oops.

 

I like it.

 

Thanks, and I appreciate the comments. :)

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Re: Show me the PC

 

I think I may have posted this before but...

 

Keiko

Val Char Cost Roll Notes

18 STR 8 13- Lift 303.1kg; 3 1/2d6 HTH damage

30 DEX 60 15- OCV: 10/DCV: 10

24 CON 28 14-

15 BODY 10 12-

10 INT 0 11- PER Roll 11-

15 EGO 10 12- ECV: 5

15 PRE 5 12- PRE Attack: 3d6

18 COM 4 13-

12 PD 8 Total: 21 PD (9 rPD)

11 ED 6 Total: 20 ED (9 rED)

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

9 REC 0

50 END 1

42 STUN 6 Total Characteristics Cost: 160

Movement: Run: 8"/NC"

Swim: 2"/NC"

 

Cost Powers END

33 Chi Powers and Martial Arts Mastery: Multipower, 50-point reserve, all slots: (50 Active Points); Requires A Skill Roll (-1/2)

2u 1) Thunder Dragon Kick: Hand-To-Hand Attack +5d6, Double Knockback 2x KB (+3/4) (44 Active Points); Hand-To-Hand Attack (-1/2) 4

2u 2) Seven Butterfly Strike: Energy Blast 4d6 (vs. ED), No Normal Defense:Hardened PD Standard (+1) (40 Active Points); Requires precision Strikes (-3 OCV) Power loses about a third of its effectiveness (-1/2) 4

1u 3) 1000 Thunders Fist: Hand-To-Hand Attack +5d6, Autofire (3 shots; +1/4) (31 Active Points); Hand-To-Hand Attack (-1/2), All Must aimed at same target Power loses about a third of its effectiveness (-1/2), Extra Time Delayed Phase (-1/4) 3

2u 4) Breath of the Fire Dragon Energy Wave: Energy Blast 10d6 (vs. ED) (50 Active Points); Extra Time Extra Segment (-1/2), Gestures (-1/4), Incantations (-1/4) 5

1u 5) Wing of the Air Dragon Technique: Flight 6", Position Shift (17 Active Points); Most end movement on a surface Power loses about a third of its effectiveness (-1/2), Needs object to "rebound" off to turn Power loses about a fourth of its effectiveness (-1/4) 2

 

15 Chi Focusing: Aid: Strength, Dexterity, Stun and Constitution 3d6, Can Add Maximum Of 20 Points, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4), Variable Effect One Power At A Time (+1/4) (46 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Concentration 1/2 DCV (-1/4), Gestures (-1/4), Incantations (-1/4)

7 Chi Aura: Detect:Chi A Single Thing 11-, Discriminatory, Range (13 Active Points); Concentration 1/2 DCV, Must Concentrate throughout use of Constant Power (-1/2), Costs Endurance Only Costs END to Activate (-1/4) 1

 

Martial Arts: MA NAME

Maneuver OCV DCV Notes

4 1) Punch/Snap Kick +0 +2 STR +4d6 Strike

5 2) Ax Kick -2 +1 STR +6d6 Strike

5 3) Flying Kick +1 +0 STR +2d6 +v/5; FMove

3 4) Legsweep +2 -1 STR +3d6 Strike, Target Falls

5 5) Flying Evasion -- +4 Dodge All Attacks, Abort; FMove

4 6) Counterstrike +2 +2 STR +4d6 Strike, Must Follow Block

5 7) Empty Hand Defense +1 +3 Block, Abort

4 8) Escape +0 +0 +25 STR vs. Grabs

3 9) Shoulder Throw +0 +1 STR +2d6 +v/5, Target Falls

3 10) Monkey Flip +2 +1 STR +2d6 Strike; You Fall, Target Falls

4 11) Nerve Strike -1 +1 3d6 NND

 

Talents

18 Combat Luck (9 PD/9 ED)

16 Combat Sense 12-

 

Skills

3 Acrobatics 15-

3 Breakfall 15-

5 Analyze: Combat 12-

9 Power (EGO-based) 15-

8 Defense Maneuver: I-III

12 +4 with any three maneuvers or a tight group of attacks

 

Total Powers & Skills Cost: 190

Total Cost: 350

 

200+ Disadvantages

5 Accidental Change: If undergoing extreme negative emotion (Anger, fear, etc) 8- (Uncommon)

10 Distinctive Features: Taint of the diabolic (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)

5 Money: Poor

15 Hunted: Her father 11- (Mo Pow; Mildly Punish)

10 Physical Limitation: Susceptible to anti demon magics (Infrequently; Greatly Impairing)

10 Dependent NPC: DNPC of the week 8- (Normal)

5 Distinctive Features: Beautiful Asian girl (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

20 Psychological Limitation: Honorable (Common; Total)

15 Psychological Limitation: Enjoys fighting and testing her skills (Common; Strong)

15 Psychological Limitation: Naieve and trusting by nature (Common; Strong)

10 Psychological Limitation: Relunctant to use lethal force (Common; Moderate)

10 Hunted: Black Lotus 8- (As Pow; Harshly Punish)

10 Social Limitation: Little legal id (Frequently; Minor)

10 Social Limitation: Legally a minor (Occasionally; Major)

 

Total Disadvantage Points: 350

 

Background summary: Keiko’s sensei rescued the infant girl from the cadre of demonic warriors hunting her and her mother. Unfortunately, her mother suffered a fatal injury during the battle, but made the wandering warrior promise to watch her over her daughter and uttered a name “Ryohachi†before she died. Taking is promise to heart, Master Ch’ian raised the girl and grew to care for her, in his gruff fashion. He was already an old man and realized, despite his superb physical conditioning and mastery of his Chi, that he did not have long in the mortal world. As the sole heir of his style he feared it would die with him.

Thus began Keiko’s lifelong training in the Celestial Dragon style. She took to it naturally and Master Chi’an felt a great hidden power in the girl. But it was tainted with darkness so he focused his lessons on the less lethal techniques of the style and emphasized peace and control of her warrior spirit over desire for battle. Keiko learned quickly and grew up strong and healthy. She was occasionally tormented by nightmares; horrible dreams of a man calling to her surrounded by flames but over all her childhood were fairly happy.

This all changed on her 16th birthday. Keiko returned from a run to find her home destroyed and Master Chi’an dying among the ruins. A dark and powerful figure stood over him; the man from her dreams. She attacked and her rage lent her power, a dark energy coursed threw her body but it was not enough. She feared that darkness on some level and held back The man defeated her easily and, with a mocking laugh, told her to grow stronger then find him again. He vanished and left the girl to mourn the death of the only father she’d ever known.

 

Notes: Keiko’s power set is pretty straightforward. The taint inside her is from her father (The dark man) another warrior who sold his soul for power and some of that taint resides in Keiko. She has a demonically powered form that takes over when she becomes truly enraged or feels some other extreme negative emotion. Part of me feels I should pay for that a multiform or something similar. It IS somewhat more powerful, but on the other hand its murderous, violent and only slightly under my control as a player and totally out of the characters control. When I first statted her out, paying the multiform basically made her pretty much below par for the campaign. The GM agreed to just call it a limitation but I still feel like I’m power gaming.

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Guest bblackmoor

Re: Show me the PC

 

I think I may have posted this before but...

Keiko

 

I really like the mix of Chi powers. You may have gone a little overboard on the Martial Arts maneuvers, though. You have three "target falls" attacks, for example. As for the not-quite-multiform, you have plenty of Endurance. A simple explanation is that the "dark" Keiko has no compunctions about Pushing (2 DC for +10 End) her powers, unlike normal Keiko, who has a psych lim preventing it. That by itself would make dark Keiko more effective in combat, at least in the short term.

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Redid Moody Loner: Now even more abusive

 

Moody Loner

 

Player: Moody Loner

 

Val Char Cost
30 STR 20
20 DEX 30
20 CON 20
15 BODY 10
16 INT 6
12 EGO 4
15 PRE 5
10 COM 0
8/20 PD 2
8/20 ED 4
6 SPD 30
10 REC 0
40 END 0
40 STUN 0
13" RUN142" SWIM012" LEAP6Characteristics Cost: 151

 

Cost Power END
25 Boost: Succor Chi Attacks, Martial Arts EC Pool, DEX, STR 5d6 (standard effect: 15 points), Requires A STR Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; +0), Delayed Return Rate (points return at the rate of 15 per 5 Minutes; +1/4), Reduced Endurance (1/2 END; +1/4), [four powers] simultaneously (+1) (62 Active Points); Concentration (0 DCV; -1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; Collateral damage to area when boosts. Does not damage opponents.; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Visible (Flaming Aura; -1/4) 3
33 Chi Attacks: Multipower, 60-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (75 Active Points); all slots Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), Gestures (-1/4), Incantations (-1/4), Beam (-1/4)
3u 1) Kamehameha: EB 12d6 (vs. ED) (60 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), Gestures (-1/4), Incantations (-1/4), Beam (-1/4) 3
3u 2) Renzoku Energy Dan: EB 8d6 (vs. ED), Autofire (5 shots; +1/2) (60 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), Gestures (-1/4), Incantations (-1/4), Beam (-1/4) 3
3u 3) Big Bang Attack: EB 8d6 (vs. ED), Explosion (+1/2) (60 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), Gestures (-1/4), Incantations (-1/4), Beam (-1/4) 3
3u 4) Kienzan: EB 8d6 (vs. ED), AP (+1/2) (60 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), Gestures (-1/4), Incantations (-1/4), Beam (-1/4) 3
15 Martial Arts: Elemental Control, 30-point powers
30 1) HA +6d6, Variable Advantage (+1/2 Advantages; +1) (60 Active Points); HA (-1/2) 6
15 2) for up to 60 Active Points of STR, Variable Advantage (+1/2 Advantages; +1) (0 Active Points) 0
25 3) Bukujutsu: Flight 10", Variable Advantage (+1/2 Advantages; +1) (40 Active Points) 4
15 4) FF (12 PD/12 ED/6 Power Defense), Reduced Endurance (1/2 END; +1/4) (37 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; Collateral damage to area when active. Does not damage opponents.; -1/2) 1
6 Teleportation 5" (10 Active Points); Must Pass Through Intervening Space (-1/4), Requires A STR Roll (-1/4), no Noncombat movement (-1/4) 1
Powers Cost: 176

 

 

Cost Skill
3 Computer Programming 12-
5 Rapid Attack (HTH)
3 Systems Operation 12-
3 Teamwork 13-
3 Acrobatics 13-
3 Breakfall 13-
3 KS: Computer Network Administration (INT-based) 12-
Skills Cost: 23

 

 

 

 

Total Character Cost: 350

 

Val Disadvantages
20 Enraged: when injured (Common), go 11-, recover 11-
15 Social Limitation: Secret Identity Frequently (11-), Major
10 Physical Limitation: Must eat 3* normal diet (Frequently, Slightly Impairing)
10 Psychological Limitation: Code Against Killing (Common, Moderate)
10 Psychological Limitation: Introverted (Common, Moderate)
10 Psychological Limitation: Short tempered (Common, Moderate)
5 Reputation: Loose Cannon, 11- (Known Only To A Small Group: Law Enforcement)
20 Psych. Lim.: Loves wife and daughter (Very Common, Strong)
5 Hunted: Government Agency 8- (Mo Pow, Watching)
15 Hunted: Villain 11- (As Pow, Harshly Punish)
15 Hunted: Villain 11- (As Pow, Harshly Punish)
15 Dependent NPC: wife and daughter 11- (Slightly Less Powerful than the PC; Group DNPC: x2 DNPCs)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Show me the PC

 

Shidoku

Val Char Cost Roll Notes

18 STR 8 13- Lift 303.1kg; 3 1/2d6 HTH damage

25 DEX 45 14- OCV: 8/DCV: 8

18 CON 16 13-

12 BODY 4 11-

12 INT 2 11- PER Roll 11-

15 EGO 10 12- ECV: 5

18 PRE 8 13- PRE Attack: 3 1/2d6

18 COM 4 13-

12 PD 8 Total: 21 PD (9 rPD)

11 ED 7 Total: 20 ED (9 rED)

5 SPD 15 Phases: 3, 5, 8, 10, 12

8 REC 0

40 END 2

35 STUN 5 Total Characteristics Cost: 140

Movement: Run: 8"/NC"

Swim: 4"/NC"

 

Cost Powers END

Equipment

4 1) Cybernetic Eye: Infrared Perception (5 Active Points); Restrainable (Only by means other than Grabs and Entangles -1/4)

4 2) Cybernetic eye (UV Setting): Ultraviolet Perception (5 Active Points); Restrainable (Only by means other than Grabs and Entangles -1/4)

3 3) Internal Video Monitor: Eidetic Memory (5 Active Points); Visual Data only Power loses about a third of its effectiveness (-1/2), Restrainable (Only by means other than Grabs and Entangles -1/4)

4 4) Cyber eye transmitter: Transmit (Sight Group) (5 Active Points); Restrainable (Only by means other than Grabs and Entangles -1/4)

2 5) Internal timer: Absolute Time Sense (3 Active Points); Restrainable (Only by means other than Grabs and Entangles -1/4)

2 6) Guidance System: Bump Of Direction (3 Active Points); Restrainable (Only by means other than Grabs and Entangles -1/4)

 

3 Distracting Costume: +10 PRE (10 Active Points); Only to cause appropriate target to delay their phase Power loses about half of its effectiveness (-1), Only once per encounter Power loses about a third of its effectiveness (-1/2), OIF (-1/2)

 

22 Weaponry: Multipower, 50-point reserve, all slots: (50 Active Points); OAF (-1), Real Weapon (-1/4)

2u 1) Katana: (Total: 49 Active Cost, 20 Real Cost) Blade: Killing Attack - Hand-To-Hand 1 1/2d6 (plus STR) (vs. PD), Can be thrown (+1/4), Reduced Endurance 0 END (+1/2) (44 Active Points); Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 35) plus +1 with HTH Combat (5 Active Points); OAF (-1) (Real Cost: 2)

1u 2) Wakizashi: (Total: 26 Active Cost, 11 Real Cost) Blade: Killing Attack - Hand-To-Hand 1d6 (plus STR) (vs. PD), Can be thrown (+1/4), Reduced Endurance 0 END (+1/2) (26 Active Points) (Real Cost: 26)

1u 3) Tonfa: (Total: 32 Active Cost, 12 Real Cost) Hand-To-Hand Attack +3d6, Reduced Endurance 0 END (+1/2) (22 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 15) plus Another Tonfa: Custom Power (5 Active Points) (Real Cost: 5) plus +1 with HTH Combat (5 Active Points); OAF (-1) (Real Cost: 2) 1

1u 4) Sai: (Total: 30 Active Cost, 13 Real Cost) Killing Attack - Hand-To-Hand 0 1/2d6 (plus STR) (vs. ED), Reduced Endurance 0 END (+1/2) (15 Active Points) (Real Cost: 15) plus Another Sai: Custom Power (5 Active Points) (Real Cost: 5) plus +2 with HTH Combat (10 Active Points); OAF (-1), Only with bind, block, disarm and takeaway manuvers (-1/2) (Real Cost: 4)

1u 5) Three Section Staff: (Total: 47 Active Cost, 15 Real Cost) Hand-To-Hand Attack +4d6, Reduced Endurance 0 END (+1/2) (30 Active Points); Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2) (Real Cost: 15) plus Stretching 1", Reduced Endurance 0 END (+1/2) (7 Active Points); Only To Cause Damage (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) (Real Cost: 3) plus +2 with HTH Combat, Only for bind, block, disarm and takeaway manuvers (+0) (10 Active Points); OAF (-1) (Real Cost: 5)

Combat Mutations

30 1) Weapons Mastery: Find Weakness 13- (Related Group of Attacks)

20 2) Never get in a clear shot: (Total: 30 Active Cost, 20 Real Cost) Physical Damage Reduction, Resistant, 25% (15 Active Points); Restrainable (-1/2) (Real Cost: 10) plus Energy Damage Reduction, Resistant, 25% (15 Active Points); Restrainable (-1/2) (Real Cost: 10)

18 3) Instictive Body reading: (Total: 55 Active Cost, 18 Real Cost) Combat Reading: Precognitive Clairsentience (Sight Group), Sense Affected As Another Sense:Sight (+0) (40 Active Points); Precognition/Retrocognition Only (-1), Only to predict her opponents next physical action Power loses about half of its effectiveness (-1), Requires A Skill Roll (RSR Skill is subject to Skill vs. Skill contests, Active Point penalty to Skill Roll is -1 per 20 Active Points -1/2), One Sense Only (-1/4) (Real Cost: 11) plus +3 with DCV (15 Active Points); Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points, RSR Skill is subject to Skill vs. Skill contests -1/2), Must be able to perceive opponent Power loses about a third of its effectiveness (-1/2) (Real Cost: 7) 4

18 4) Moves like a Ghost: Combat Luck (9 PD/9 ED)

8 5) Fast Healer: Healing 3 BODY (30 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2) 3

 

Martial Arts: Kobojutsu

Maneuver OCV DCV Notes

4 Martial Block +2 +2 Block, Abort

5 Offensive Strike -2 +1 STR +4d6 Strike

4 Weapon Bind +1 +0 Bind, +10 STR

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

 

Skills

3 Acrobatics 14-

3 Breakfall 14-

3 Combat Driving 14-

3 Interrogation 13-

2 KS: Pacific Rim criminal organizations 11-

3 CuK: Yakuza Figures 12-

2 Language: English (Japanese is native) (fluent conversation)

1 Language: Cantonese (basic conversation)

2 Language: Korean (fluent conversation)

3 Seduction 13-

3 Streetwise 13-

9 Power (INT-based) 14-

9 +3 with Kobojutsu

 

Total Powers & Skills Cost: 210

Total Cost: 350

 

200+ Disadvantages

5 Distinctive Features: Japanese accent, cybernetic eye (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Hunted: Heihachi Santo, Japanese crime lord 8- (Mo Pow; Harshly Punish)

15 Psychological Limitation: Street honorable (Common; Strong)

20 Psychological Limitation: Vengeful and protective of friends (Common; Total)

15 Psychological Limitation: Never forgets a debt (Common; Strong)

5 Psychological Limitation: Jaded and cynical about human nature (Uncommon; Moderate)

10 Hunted: The 800 Dragons 8- (As Pow; Harshly Punish)

10 Reputation: Ruthless yakuza assasin 8- (Extreme)

10 Enraged: Innocents harmed (Common), go 8-, recover 14-

10 Physical Limitation: Flashbacks and psychological instability (Infrequently; Greatly Impairing)

20 Hunted: The Project 14- (As Pow; Watching; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)

15 Social Limitation: Secret ID (Frequently; Major)

 

Total Disadvantage Points: 350

 

Background

 

*Shunk!*

 

8 inches of razor edged steel sank into the supine man’s back, pinning him to the restaurant floor like a butterfly to a collection pan. He twitched once, gurgled and lay still. Aiko rose smoothly unsheathing her katana from flesh with one sharp jerk. Stillness surrounded her, silence and blood, her two lifelong companions. The riot of battle, rising a fever pitch then ending a sudden, dreadful silence. It was almost like sex but slightly messier. Aiko smirked, a crimson trickle running down her cheek like a tear. Yes, empty, quick and often unsatisfying, she thought, looking over remains of her attackers. Just like sex.

 

Aiko made her across the dining come battlefield. One Dragon remained the first one that had tried to jump her. He clawed at the sai that pinned him to the wall right below the Specials. Nice touch if she did say so herself. Shidoku grabbed his chin and turned him to face her. “You’re bleeding to death. You’ve got maybe 3 minutes? I have one question. Where are the Osakis?†She whispered in Japanese. She wanted to be perfectly clear.

 

He just glared for a moment then smiled, blood and spittle seeping past broken teeth. “Heihachi Santo….sends his regards.†Shidoku saw his jaw tensed, the way the way muscles in his throat were working and jerked her head to the side just enough to the avoid the wad of bloody phlegm that came next. Her grip tightened and she repeated her question, adding a slow twist on the blade embedded in shoulder for emphasis. He groaned, but said nothing his eyes flickered toward the back. Answer enough.

 

She left the punk hanging, hurrying into the back, nauseous with terror and a sense of familiarity, like déjà vu. Shidoku rushed threw the kitchen doors and froze there, horror written on her face. Kenzo and Ms Osaki lay there, their blood congealing around their bullet riddled bodies long dead. She felt numb and her katana fell to the floor from nerveless fingers. And she was back, back in that small apartment in Osaka, years ago.

 

Her father Ryo was a simple but honorable man. A teacher by trade and nature, he ran a local dojo. Popular enough with is students, he had the misfortune of offending one of the local crime bosses by taking insult at the thug’s advances on business and his lovely wife, an American woman named Rose.. Refusing to bow to their intimidation, Ryo fought the gangsters at every turn, by whatever means he could muster but physical violence. He was, despite his art, a peaceful man. The conflict came to a head when Santo and a group of thugs broke into Hanamura home intent on putting an end to Ryo’s interference once and for all. Aiko never saw what happened. Her parents hid her away in a closet.

 

But, she remembers hearing the sounds fighting, her father’s cries of rage, screams and breaking furniture as she huddled in the darkness. Aiko sank to her knees, the images playing out in her mind again. She’d pressed her eye to the door when it had gotten quiet and peered out into what used to be her home. She saw bodies, several of the thugs lay broken and moaning but her father was terribly still. Santo tossed her mother across the bed and…

 

Aiko’s throat tightened around a sob. Too much, but she’d seen it, watched it all until she couldn’t take anymore and she’d dashed out screaming at him to stop hurting her mother. Santo had struck her then. A casual brutal knife thrust that knocked her out and took her right eye. Her mother survived but was never the same. The scars were too deep and from that night on her mother was more a shell than a woman mechanically going threw life as Aiko’s rage grew. She poured her anger into rebellion, turning to the streets and a bad crowd. As if by some dark design, her body responded growing hard and strong. She discovered a natural instinct for violence and knack for reading people, understanding their weaknesses and how to exploit them.

 

It was a talent the served her well. From streetfights to underground tournaments, Aiko tried to work out of her anger on any convenient target. She’d formed a half mad plan. Work her way into the underworld to get close to Santo again and kill him. She held onto that threw long nights of fighting, pain and madness, going from underground fighter to enforcer to assassin. She found she possessed. a singular talent for mayhem. Now, looking back, she saw that part of her even grew to like it, her goal of vengeance fading in the light of acclaim and fortune. At least in part, she could always look in the mirror for reminder. It took years and allot of bodies but she got what she wanted. A shot at Santo. He’d fallen out of favor with his syndicate. One too many power grabs, a little too much attitude. There was truly no honor among criminals. His “friends†wanted him out of the picture and she was contracted to do so.

 

And someone tipped him off. She didn’t know who but it was all a set up to sniff out who he could trust or not. There were a few dozen heavies waiting for her when she made her stab at him. And she cut her way threw them. It was perhaps the most glorious moment of her life. Until the police arrived on the scene before she could get to her goal. She could almost feel the rage again as she instinctively tore into them as well without realizing to caught up to stop and battle spilled out into the streets of Hong Kong. . It was the screaming that stopped her, the child screaming as her parents were cut down. She’d become one of them, one of what she’d hated for years. She broke off the attack then and ran, ran from her former allies, the police, from what she’d become. It was the act of a coward, but she hadn’t cared. Anything was better than facing what she’d become.

 

Or so she’d thought. Now it had come it come home on her. The family that had taken her in was dead. Because they’d been kind to her, because she’d lied to them and because she’d been to weak to take care of her own problems. Akio dropped to her knees, sobbing. The cops closed in slowly, ordering her to freeze. Her instincts screamed at her to run, to lash out, to do something. She did nothing and said nothing. It was her right after all.

 

The United States’ policy toward metahuman criminals was extremely draconian. Aiko’s mixed legal made her processing complicated, but eventually she was confined to the US’ Fortress metahuman criminal containment facility, a bleak slab of reinforced concrete and steel located in virtually unknown area far from civilization and hope. It wasn’t a prison, it was a landfill where the rejects of society were dumped to rot.

 

Akio was less than a model prisoner you couldn’t be and survive very long. But she didn’t make more trouble than it took and no one died. After two years, certain sectors of the government remembered her and found a use for her talents. A skilled operative always had uses. One with few options and total expendability along with superhuman powers even more so. Akio was given an offer she’d had to have been a fool to refuse: a chance to get out of the fortress and have something approaching freedom. Part of her still felt the need to be punished, but more so she wanted another crack at her tormentors. So why not make everyone happy? Yeah, a totally win-win situation, right? Sure…

 

Personality:

 

Akio is jaded, violent and cynical. She's seen the worst side of life since a very young age and its colored her personality perhaps irrevocably. Years of living in a kill or be kill environment have made her somewhat jumpy with a healthy paranoia. She has little tolerance for social and head games and tends to be blunt and to the point. Akio also has an unbelievably foul mouth and curses fluently, often and in a couple of languages. She has peculiar sense of honor for her background and keeps her given word. She also never forgets a debt or a favor owed in either direction. Akio has taken too many lives to be squeamish about lethal force but she's trying to learn restraint and use regulated amounts of force, but old habits die hard. Her trainers have committed at its almost like she doesn't know how -not- to kill in combat and has to work at it, but she does try if that counts for anything. Also for what its worth, she tries to minimize or eliminate any danger to innocent bystanders, particularly children. Threatening them is a certain way to earn her ire. This is one of the reason Shidoku disdains the use of firearms and explosives along with the fact her mutant powers don't readily increase her ability with them. Shidoku is bad with money, spending freely and is thus often broke. She figures work hard, play hard.

 

Appearance: Shidoku is a short, wiry Japanese girl with close cropped black hair. She wears a black leather half jacket, mech short and breif loin cloth like affair as a costume and favors jeans and casual wear in "civilian" id with a longer wig. Her cyborg eye is a red lens, but she conceals with an eye patch off duty. No, she doesn't really think she's fooling anyone determined to find her just like to draw a line between her work and her "free" time.

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