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Show me the PC


JmOz

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Re: Show me the PCZL'FPlayer: Steve Willson (Trebuchet)

Val Char Cost
15 STR 5
43 DEX 39
18 CON 16
12 BODY 4
13 INT 3
14 EGO 8
13 PRE 3
20 COM 5
12 PD 3
12 ED 2
9 SPD 7
12 REC 10
36 END 0
29 STUN 0
30" RUN08" SWIM012" LEAP0Characteristics Cost: 105
Cost Power END
22 Enhanced Reflexes: Multipower, 45-point reserve, all slots Restrainable (-1/2), OIHID (-1/4), Affected by SPD or DEX Drains (-1/4)
1u 1) Thrown Objects: Energy Blast 6d6 (vs. PD), Armor Piercing x1 (+1/2); OIF (Objects of Opportunity) (-1/2), Restrainable (-1/2), Range Based On Strength (-1/4), No Knockback (-1/4), OIHID (-1/4), Affected by SPD or DEX Drains (-1/4) 4
1u 2) Superspeed Strikes: Hand-To-Hand Attack +4d6, Variable Advantage (+1/2 Advantages; +1); Hand-To-Hand Attack (-1/2), Restrainable (-1/2), No Knockback (-1/4), OIHID (-1/4), Affected by SPD or DEX Drains (-1/4) 4
1u 3) Precision Strike: EB 5d6 (vs. PD), NND (Rigid Armor or PD Force Field; +1/2) (37 Active Points); No Range (-1/2), Restrainable (-1/2), OIHID (-1/4), Affected by SPD or DEX Drains (-1/4) 4
1u 4) Blink of an Eye: Teleportation 11", No Relative Velocity, Position Shift; Restrainable (-1/2), Must Pass Through Intervening Space (-1/4), No Noncombat Movement (-1/4), OIHID (-1/4), Affected by SPD or DEX Drains (-1/4) 4
2u 5) Catching Bullets: Missile Reflection (Bullets & Shrapnel), Reflect At Any Target; Restrainable (-1/2), Will Not Work Against Heavy Missiles (-1/4), OIHID (-1/4), Affected by SPD or DEX Drains (-1/4) 0
1u 6) Superhuman Legs: Leaping +9" (12" forward, 6" upward) (Accurate), (0 END; +1/2); Restrainable (-1/2), OIHID (-1/4), Affected by SPD or DEX Drains (-1/4)
1u 7) Superhuman Legs: Running +10" (30" total), (0 END; +1/2); Restrainable (-1/2), OIHID (-1/4), Affected by SPD or DEX Drains (-1/4)
1u 8) Superhuman Musculature: Swimming +6" (8" total), Combat Acceleration/Deceleration (+1/4), Rapid Noncombat Movement (+1/4), (0 END; +1/2), Noncombat Acceleration/Deceleration (+1); Restrainable (-1/2), OIHID (-1/4), Affected by SPD or DEX Drains (-1/4)
30 Phenomenal Coordination: +20 DEX; No Figured Characteristics (-1/2), OIHID (-1/4), Affected by SPD or DEX Drains (-1/4)
33 Amazing Speed: +5 SPD; OIHID (-1/4), Affected by SPD or DEX Drains (-1/4)
23 Superfast Muscles: Running +14" (30" total), (1/2 END; +1/4); OIHID (-1/4), Affected by SPD or DEX Drains (-1/4) 1
2 Vibrational Field: Damage Resistance (2 PD/2 ED) 0
11 Phenomenal Eyesight: +4 PER with Sight Group and Rapid (x10): +1 0
4 Ultraviolet Vision: Ultraviolet Perception (Sight Group) (5 Active Points); Flashed as Sight (-1/4) 0
1 Ultrasonic Hearing: Ultrasonic Perception (Hearing Group) (3 Active Points); High Frequencies Only (-1) 0
7 Super-Efficient Metabolism: Life Support (Extended Breathing (1 END/Turn) 1 END per Turn; Longevity 800 Years; Reduced Sleep Only needs 2 hours/night; Safe in Extreme Cold) 0
5 Enhanced Metabolism: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2) 0
2 Team Radio (Earbug): Radio Perception/Transmission (Radio Group); Team Discount (-1 3/4), IIF Fragile (Earbug; -1/2), Limited Frequencies (-1/2), Flashed as Hearing (-1/4) 0
Powers Cost: 149
Cost Martial Arts Maneuver
12 +3 Hand to Hand Damage Classes
5 Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, 10d6 Strike
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike
4 Shove: 1/2 Phase, +0 OCV, +0 DCV, 45 STR to Shove
3 Legsweep/Wrist Throw: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls
3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls
4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs
3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on
2 Weapon Element: Empty Hand, Staffs, Sticks
Martial Arts Cost: 53
Cost Skill
11 Acrobatics 22-
3 Breakfall 18-
3 Dexterity Tricks (DEX-based) 18-
5 Rapid Attack (HTH)
3 Teamwork 18-
1 WF: Fist-Loads, Staffs, Sticks, Unarmed Combat
3 PS: Executive Assistant (INT-based) 12-
3 Bureaucratics 12-
3 Computer Programming 12-
3 High Society 12-
0 Language: Russian (Native)
3 Language: English (Completely Fluent, w/Accent)
4 Language: Norwegian (Idiomatic)
0 Language: Danish (Fluent conversation)
0 Language: Swedish (Fluent conversation)
3 Riding (Horses) 18-
2 Animal Handler (Equines) 12-
3 Combat Driving: Skis 18-
1 Combat Piloting 8-
2 TF: Automobiles, Ice Skating, Miniature Submarines, Small Aircraft
0 KS: Chess 11-
0 PS: Gymnastics 11-
0 AK: Russia 8-
20 +2 Overall
Skills Cost: 76
Cost Perk
2 Contact: Colonel Kershenko, Russian superagent (Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity) 8-
2 Alternate Identity: Pavla Sergetov
Perks Cost: 4
Cost Talent
12 Combat Luck (6 PD/6 ED)
3 Supreme Balance (Narrow Surfaces)
Talents Cost: 15
Val Disadvantages
15 Social Limitation: Secret ID: Pavla Sergetov Frequently (11-), Major
10 Social Limitation: Small, looks like and often taken for a minor Frequently (11-), Minor
15 DNPC: Gräfeldr Family (Hrolf, Gyda, Inge, Eirik) 8- (Infrequently), Normal, Useful noncombat position or skills, Group DNPC (x4 DNPCs) [Notes: Only Inge knows Zl'f's true identity]
10 Physical Limitation: Small and light: (4'10" tall, 100 lbs., +3" KB) (Infrequently, Greatly Impairing)
10 Physical Limitation: Colorblind (Sees only UV color): Infrequently, Greatly Impairing
25 Susceptibility: Desolidified Objects, 2d6 damage per Segment Uncommon
15 Hunted: Radical Russian Nationalists: 8- (Occasionally), As Powerful, NCI, Harshly Punish
20 Psychological Limitation: Code vs. Killing Common, Total
15 Psychological Limitation: Overconfident Common, Strong
15 Psychological Limitation: Protect Innocents Common, Strong
Disadvantage Points: 150

Base Points: 200Experience Required: 52Total Experience Available: 52Experience Unspent: 0Total Character Cost: 402

Height: 1.47 m Hair: Blonde
Weight: 46.00 kg Eyes: Gray
Appearance: A tiny yet stunningly beautiful girl who physically appears to be about 14 years old, Elena is 147 cm tall and weighs 46 kg; most people would describe her as elfin. She has a lithe and obviously athletic figure with the broad shoulders and sleek musculature characteristic of world-class gymnasts. Elena has the full lips, triangular face and high cheekbones common to many ethnic Russians. She has gray eyes and a fair and flawless complexion with light freckles; she sunburns very easily. Although when she was competing she cut her thick blond hair very short, it is now a full meter long and hangs to mid-thigh. While adventuring she keeps her hair in a ponytail, in normal guise she generally wears her hair coiled up or in a French braid. Her costume is a strapless one-piece white spandex bodysuit cut high on the hips, with an off-the-shoulder woven white shirt belted over it. She wears no jewelry (except a small gold Russian Orthodox crucifix), mask, gloves or footwear.Personality: While she originally regarded superheroing as almost a lark, of late she has come to take her responsibilities more seriously and as a result has evolved into a much more effective heroine. She is still only 22, but has been a superheroine now for more than 5 years. Deeply religious, for Elena superheroing is a method both to help others and to challenge herself in a way she no longer can with gymnastics. A classic overachiever, Elena is never satisfied with being "just good enough" at anything. As a superheroine she tends to adopt a very somber demeanor, since it is often difficult to be taken seriously when you're smaller than most 12-year olds. On the other hand, people are often struck by how much poise Elena has for someone who seems so young.

 

When not saving the world, Elena is an energetic, warm and friendly girl who is liked by everyone who knows her. She has an innocent way about her that most people find very appealing, with a warm smile and a kind word for everyone. She is never too busy to help out. She rooms with a Norwegian family, the Gräfeldrs, who have become her surrogate family. The family's daughter, Inge, is Elena's age and has become her best friend and the only person outside MidGuard to know Elena's true identity and of her activities as a superheroine. Her favorite leisure activities are swimming and horseback riding; in 2002 she bought herself an Appaloosa stallion she named Comanche. (She even shovels out the stables when she is in town.)

Quote:"What's wrong? I thought you said you were the best hand-to-hand fighter in your regiment? What was it, a regiment of schoolchildren?"Background: Born in Leningrad (Petrograd), Russia in March 1983, Elena Alekseyeva won 2 Bronze Medals at the 1996 Summer Olympic Games in gymnastics (Uneven Bars, Balance Beam) at age 13; well before her superhuman powers developed and were ultimately discovered more than 2 years later. Once discovered, Elena adamantly refused to go to work as a super-agent for her country's government, although they brought considerable pressure to bear. After the (apparent) death of her father in February of 2000 she was forced to flee Russia, and at this time resides in Olso, Norway, where she became a founding member of the world's premier superhero team, MidGuard. She is the Deputy (currently Acting) Team Leader of MidGuard. She now goes by the nom de guerre of Zl'f, which is the Russian word for 'pixie' or 'sprite'.Powers/Tactics: Probably the most agile human being who has ever lived; Elena can perform with ease acrobatic maneuvers most gymnasts would tell you were literally impossible. Combined with her jaw-dropping speed and extraordinary strength Elena is without question one of the top two or three martial artists in the world. Her eclectic fighting style is an acrobatic whirlwind of leaps, cartwheels, tumbles, somersaults, jumps, back flips, bounces, spinning kicks, high speed punches, precision strikes, backhand blows and leg sweeps performed in three dimensions and at a pace that leaves most fighters dizzy. She would defeat a half dozen high-caliber black belts in mere seconds. Her reflexes are so fast she can literally dodge bullets or, if she is so inclined, even redirect them. Although she is light on defenses, Zl'f is an aggressive combatant who typically takes the fight to her opponents, depending on her incredible reflexes to avoid injury. While she is easily stunned if hit, her high recovery generally gets her back into the fight quickly. Her phenomenal running and leaping generally make her the fastest combatant on the battlefield, and she is quick to come to a comrade's aid if needed.Campaign Use: Elena has a carefully constructed cover identity as Pavla Sergetov, a Russian émigré who is executive assistant to billionaire Dr. Eric Thorssen. In his own alternate identity as CyberKnight, Dr. Thorssen is the other founding member of MidGuard. She earns a comfortable $120000 salary as a superheroine with MidGuard. She also attends the University at Oslo, mostly by online courses, with the goal of eventually getting a degree in Computer Science.
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Re: Show me the PC

 

Someone already asked, but I'm curious as well. NND and Penetrating don't seem to go together. NND is pretty much all or nothing.

 

I really don't consider putting Penetrating on anything that no one would harden the defense for as very justifiable. No one is going to harden their LS:SCB, for example.

 

10d6 EB NND, Penetrating: I would imagine that if the individual had said defence they would take x amount of damage anyways, unless the special defence is also hardened, I would consider allowing it (BUT IT HAD BETTER BE FOR A DAMB GOOD REASON, REAL REAL REAL GOOD REASON)

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Re: Show me the PCHere's my PC for our current high powered game. The world is a cross between the Champions U and City of Heroes. He's pretty tough, but he will have a problem with mentalistsHerr UbermechPlayer: Snake Ganhi

Val Char Cost
120 STR 110
15 DEX 15
50 CON 80
40 BODY 60
10 INT 0
20 EGO 20
30 PRE 20
10 COM 0
50 PD 26
52 ED 42
4 SPD 15
34 REC 0
100 END 0
125 STUN 0
8" RUN40" SWIM-222" LEAP-2Characteristics Cost: 388
Cost Power END
28 Bullet Proof: Armor (15 PD/15 ED), Hardened (+1/4); Only vs Conventional Weapons (-1)
30 Invulnerable: Damage Resistance (30 PD/30 ED)
60 Invincible: Physical Damage Reduction, Resistant, 75%
60 Invincible II: Energy Damage Reduction, Resistant, 75%
30 Immeasurable Strength: +60 STR; Only for Casual Strength (-1) 6
48 Unyielding: Knockback Resistance -24"
33 Unstoppable Force: +50 STR (50 Active Points); Only for Move-though (-1/2) 5
30 Life Support (Eating: Character does not eat; Longevity: Immortal; 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)
Powers Cost: 319
Cost Skill
6 Computer Programming (Computer Networks, Personal Computers, Mainframes and Supercomputers) 11-
3 Cryptography 11-
3 Electronics 11-
2 KS: 5th Column 11-
2 AK: Paragon City 11-
4 Language: English (completely fluent; literate)
0 Language: German (completely fluent; literate) (4 Active Points)
3 Tactics 11-
9 +3 with Punch, Throw and Grab
Skills Cost: 32
Cost Talent
3 Absolute Time Sense
5 Eidetic Memory
3 Lightning Calculator
Talents Cost: 11
Val Disadvantages
20 Physical Limitation: Character Weights 2700lbs (All the Time, Greatly Impairing)
20 Distinctive Features: 8 foot Tall Robot (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20 Hunted: 5th Column 11- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15 Hunted: Grond 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15 Psychological Limitation: Reluctant to Kill (Common, Strong)
20 Psychological Limitation: Protect the Innocent (Common, Total)
10 Social Limitation: Does Not Understand Humans (Occasionally, Major)
30 Enraged: When Innocent People Killed (Common), go 14-, recover 8-
Disadvantage Points: 150

Base Points: 600Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 750

Height: 2.38 m Hair: 
Weight: 1225.00 kg Eyes: 
Appearance: Ubermech is nearly 8 feet tall and weights just over a ton.. He is a metallic grey in appearance, similar to the steel used on battleships.Personality: Ubermech is focused on keeping innocent people safe from 'villans', and will do whatever is in his power to do that. He still not sure how to act around humans, and their response to him has been somewhat wary. His new teammates have tried to help him to adjust, doing there best to include him in there social activities, but it is going slowly.Quote:Stand aside, or I will go through youBackground: Created by Dr Totenkampen, a noted scientist in service of the 5th Column before they declared him unstable and dangerous. The Doctor fled, and in secret built Herr Ubermech with one purpose in mind, to destroy the 5th Column. Unfortunately for the good doctor, something went wrong with it's programming. It had a semblance of sentience, and it didn't want to kill people just because the doctor told it too. It was confused and didn't know what it wanted to do.

 

The 5th Column, however, had heard about the good doctors invention and took steps to be rid of it. They assaulted the doctors lab, destroying it and him. Ubermech fought back, and as the battle spilled out on to the streets another hero named Swallow arrived on the scene. She was young and not very powerful, but she did her best to get everyone clear of the fighting. The 5th took the arrival of a hero as interruption, so they turned their attention to the newcomer to keep them out og they way. Swallow wasn't prepared when the rockets exploded around her. She was blown back in to a wall, and as she tried to pull herself up she saw a 5th lieutenant aiming his rifle at her.

 

Ubermech saw all this, and as the 5th prepared to kill someone for trying to help innocent people it found itself experiencing something it had never felt before.

 

Anger

 

Something in it's programmin clicked, and it new what it was going to do from now on. It would not let these 'villians' kill anyone.It launched itself into battle with such force that the 5th was taken aback. The lieutenant found his weapon crushed and himself thrown into the river some distance away. Unable to stand up to this creature the 5th pulled back and scattered. Ubermech approached young Swallow to see if she was harned. She was a bit apprehensive of the giant robot, but when it expressed it's desire to help in the fight against 'villians' she chuckled and relaxed. Soon members of the Alliance arrived, and after some discussion, they asked Ubermech to join them.

Powers/Tactics: Ubermech is incredibly strong and can absord ridiculous amounts of punishment, being made from some kind of metal that no one has been able to identify as of yet. He normally is very direct in his approach, attacking the most powerful member of the opposition in a frontal assault and drawing as much attention as he can as to help protect his teammates.
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Re: Show me the PC

 

I would post mine but he would probable shock most of you he is built on about 750 base pts plus 150 disadvantages and has about 1200 experience .. .. he is played in a Galactic Champions setting game where galactic overlords and dimensional entities are the norm so he had to be potent in order to survive.

lets put it this way his main blast is ....

 

Mystic Blast 30d6 NND Pent (2x) Does body mystic skill roll

 

Whats the point of comboing NND and Pen??

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Re: Show me the PC

 

Whats the point of comboing NND and Pen??

 

That's what I wanted to know, and we still haven't received a satisfactory answer. I think I can see how someone would want it to work*, but I'd never allow it, as it completely defeats the purpose of NND.

 

 

* That is, even if the target has the defense, a certain amount of damage applies anyway.

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Re: Show me the PC

 

Here's my PC for our current high powered game. The world is a cross between the Champions U and City of Heroes. He's pretty tough' date=' but he will have a problem with mentalists[/quote']Very interesting character, and a terrific image of him. Did you do that yourself, maybe with Poser or some other drawing software?

 

Maybe someday I'll finish Heavy Metal, an scorpion-like alien brick who bolted two warp nacelles to his carapace to provide FTL flight I was designing for a galactic level game. It would be interesting to see how he'd match up to Ubermech in a brawl.

 

Property damage would be, shall we say, extreme? :shock:

 

PS: Welcome to the boards.

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Re: Show me the PC

 

Very interesting character, and a terrific image of him. Did you do that yourself, maybe with Poser or some other drawing software?

 

Maybe someday I'll finish Heavy Metal, an scorpion-like alien brick who bolted two warp nacelles to his carapace to provide FTL flight I was designing for a galactic level game. It would be interesting to see how he'd match up to Ubermech in a brawl.

 

Property damage would be, shall we say, extreme? :shock:

 

PS: Welcome to the boards.

Thank you. The Pic was taken of my City of Heroes character of the same name. The character creator in CoH is great, especially for us non-artistic types who like to make pistures of our Champions characters.

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Guest Worldmaker

Re: Show me the PC

Uncle Sam

Samuel Wilson

Val Char Cost
45 STR 35
21 DEX 33
20 CON 20
10 BODY 0
13 INT 3
13 EGO 6
30 PRE 20
10 COM 0
20 PD 11
20 ED 16
4 SPD 9
15 REC 4
50 END 5
45 STUN 2
6" RUN 0
2" SWIM 0
9" LEAP 0
Characteristics Cost: 164
unclesam.jpg

Cost Power END
8 America's Fighting Spirit: Elemental Control, 16-point powers
8 1) Bold, Fearless, and Strong: Knockback Resistance -8" (16 Active Points) 0
8 2) Citizens, Not Subjects: Damage Resistance (15 PD/15 ED) (15 Active Points) 0
12 3) The Indomitable Spirit of Her People: (Total: 20 Active Cost, 20 Real Cost) Lack Of Weakness (-10) for Normal Defense (Real Cost: 10) plus Lack Of Weakness (-10) for Resistant Defenses (Real Cost: 10) 0
3 4) Last Stand: +15 STR (15 Active Points); Only When Character Is The Last Man Standing (-2) 1
5 American Ingenuity At Its Finest: Luck 1d6 0
15 Just Catching My Breath: +15 REC (30 Active Points); Only When Character Takes A Full Phase Recovery (-1)
11 The Tree of Liberty Must Occasionally Be Fed With the Blood of Patriots: Healing 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2) 0
Powers Cost: 70

Cost Martial Arts Maneuver
Its Not The Dog In The Fight, But The Fight In The Dog
4 1) Break Free: 1/2 Phase, +0 OCV, +0 DCV, 60 STR vs. Grabs
5 2) Fist-Grab: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block
3 3) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 55 STR for holding on
4 4) Punch: 1/2 Phase, +2 OCV, +0 DCV, 11d6 Strike
4 5) Toughness: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
Martial Arts Cost: 20

Cost Skill
15 +3 with HTH Combat
3 Conversation 15-
Everyman Skills (Cost: 0)
0 1) Acting 8-
1 2) AK: Home Area 11 or less
0 3) Climbing 8-
0 4) Computer Programming 8-
0 5) Concealment 8-
0 6) Conversation 8-
0 7) Deduction 8-
0 8) Language: English (idiomatic) (4 Active Points)
0 9) Paramedics 8-
0 10) Persuasion 8-
0 11) PS: Profession 11-
0 12) Shadowing 8-
0 13) Stealth 8-
0 14) TF: Custom Adder, Small Motorized Ground Vehicles
3 Oratory 15-
3 Persuasion 15-
3 Scholar
3 1) KS: American Folk Heroes (4 Active Points) 13-
3 2) KS: American Folk Songs (4 Active Points) 13-
3 3) KS: American Folk Tales (4 Active Points) 13-
3 4) KS: American Geography (4 Active Points) 13-
3 5) KS: American History (4 Active Points) 13-
3 6) KS: Trivia About Americans, Famous and Not-So-Famous (4 Active Points) 13-
Skills Cost: 46

Val Disadvantages
15 Distinctive Features: The Spitting Image of an American Cultural Icon (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Hunted: Foreign Powers That Hold Themselves The Enemies of America 8- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Code Against Killing (Common, Total)
20 Psychological Limitation: My Country, Right or Wrong; If Right, to be Kept Right; and If Wrong, To Be Set Right. (Common, Total)
20 Psychological Limitation: True-Blue Hero (Very Common, Strong)
1 Quirk: Calls Men Younger Than 40 "Son" and All Women "Miss"
1 Quirk: Distrusts "Furreners"
1 Quirk: Hums "Yankee Doodle" When Concentrating on Something
1 Quirk: Never Drinks Anything Stronger Than Milk or Lemonade
1 Quirk: Uses Euphemisms in Situations Where Others Might Swear
10 Social Limitation: Misplaced Notoriety (People Think He's the "Real" Uncle Sam) (Frequently, Minor)
15 Social Limitation: Permanent Identity (Uncle Sam) (Frequently, Major)
Disadvantage Points: 125
Cost Summary:Base Points:175Disadvantage Points: 125Total Experience Available: 0Total Character Cost: 300Height: 1.99 mHair: WhiteWeight: 79.00 kgEyes: BlueAppearance: Uncle Sam looks like he stepped right out of the James Montgomery Flagg’s World War I "I Want You!" recruiting poster. He is a tall, thin, old man (and has been since his 75th birthday), who is visibly in good shape despite being also obviously elderly. Sam's costume is a red-white-and-blue, stars-and-striped tailcoat, complete with top hat. Despite being 75 years old, he is still as spry and able as when he was younger.Personality: Uncle Sam is perhaps the most rabidly patriotic American alive. His patriotism falls just short of the "America, Love It or Leave It", but not by much. He has little patience with people who badmouth his country, its people, or its government. In addition, he has a suspicion of all foreigners, even those with a long history of alliance with the United States (like the Canadians, English, and French). This suspicion is usually subtle, but apparent if one looks for it.

 

When it comes to the general public, Uncle Sam is cheerful, helpful, and polite. He never swears; rather, he tends to use outdated euphemisms instead of profanity.

Quote:"Now, you kids had better just run along... It’s a school night, you know!"Background: Sam Wilson remembers very little that happened before his 75th birthday. To him, those years before he gained his powers are nothing more than a distant blur. However, he remembers clearly the events that occurred on July 4, 1937. He was in a hospital bed, taking a long time to die of old age and neglect. As he lay there, semi-conscious, the Spirit of America appeared before him, clutching the Stars and Stripes to her breast.

 

She told Sam that dark, difficult times were coming for the nation. He had been specially selected to take up the banner and defend the nation from its enemies. He was told that America will be strong again, and that while the current days of the Depression had weakened the American Dream, no human force could ever truly break it.

 

The Spirit of America faded from his view. Sam Wilson got up from his hospital bed a new man. He was no longer appeared to be a short, balding man bent with the burden of age. Instead, he had transformed into the literal figure of the legendary Uncle Sam. He climbed from his bed and left the hospital to do his duty, for God and his country.

Powers/Tactics: Uncle Sam is much, much stronger than a normal human being. He is resistant to injury, and heals quickly. His only other powers seem to be an immense charisma, which he uses with great skill and deftness. Lastly, he hasn't aged a day since his 75th birthday.Campaign Use: Uncle Sam is a player character in the Golden Age campaign, set in the Global Guardians Universe.
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Guest Worldmaker

Re: Show me the PC

Gyro

Andre Mojnier

Val Char Cost
23 STR 13
23 DEX 39
23 CON 26
10 BODY 0
13 INT 3
12 EGO 4
18 PRE 8
14 COM 2
41/49 PD 6
6/14 ED 1
9 SPD 57
12 REC 4
60 END 7
40 STUN 6
21" RUN 0
2" SWIM 0
4 1/2" LEAP 0
Characteristics Cost: 176

Cost Power END
12 Gyroscopic Effects: Elemental Control, 30-point powers, (15 Active Points); all slots Only In Heroic Identity (-1/4)
12 1) Equilibrium: Knockback Resistance -15" (30 Active Points) 0
7 2) Spinning Dodge: +6 with DCV (30 Active Points); Only If Gyro Has Moved at Least 1" in His Most Recent Phase (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) 3
7 3) Impact Resistance: +30 PD (30 Active Points); Only to Protect Against Moves Through Gyro Performs (-1)
18 4) Whirlwind Travel: Running +15" (21" total), Reduced Endurance (1/2 END; +1/4) (37 Active Points) 1
34 Spinning Effects: Multipower, 60-point reserve, (60 Active Points); all slots Shared Framework Effects (-1/2), Only In Heroic Identity (-1/4)
3u 1) Dizzying Spin: Drain DEX 6d6 (60 Active Points); Must Follow Grab (-1/2) 6
1u 2) Grab and Drop: Hand-To-Hand Attack +8d6 (40 Active Points); Hand-To-Hand Attack (-1/2), Extra Time (Full Phase, -1/2), Must Follow Grab (-1/2) 4
2u 3) I'll Take Those: Telekinesis (17 STR), Area Of Effect (3" Radius; +1), Selective (+1/4) (57 Active Points); No Range (-1/2), Only to Grab/Disarm Objects (-1/2) 6
2u 4) The Pinball Effect: Hand-To-Hand Attack +5d6, Area Of Effect (3" Radius; +1), Selective (+1/4) (56 Active Points); Must Move Through Area Between Targets (-1), Hand-To-Hand Attack (-1/2) 6
1u 5) Slapping Bullets Out of the Air: Missile Deflection (Any Ranged Attack) (20 Active Points); Physical Missiles Only (-1), Costs Endurance (Only Costs END to Activate; -1/4) 2
3u 6) Spinning Punch: Hand-To-Hand Attack +6d6, Personal Immunity (+1/4), Area Of Effect (2" radius; +3/4) (60 Active Points); Hand-To-Hand Attack (-1/2) 6
2u 7) Spinning Throw: +60 STR (60 Active Points); No Figured Characteristics (-1/2), Must Follow Grab (-1/2), Only for Throwing (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) 6
1u 8) Whirlwind Drill: Tunneling 4" through 10 DEF material (38 Active Points); Only Straight Down (-1) 4
14 Body Armor: Armor (8 PD/8 ED) (24 Active Points); OIF (Body Armor; -1/2), Real Armor (-1/4) 0
8 Quick Change: Cosmetic Transform 2d6 (Clothing Into Costume and Vice Versa), Improved Target Group (Any Item of Clothing) (+1/4) (12 Active Points); Limited Target Character's Own Clothing (-1/2) 1
4 Whirlwind Vision: Increased Arc Of Perception (360 Degrees) with Normal Sight (5 Active Points); Only In Heroic Identity (-1/4) 0
Powers Cost: 131

Cost Skill
15 +3 with Spinning Like a Top Multipower
3 Artistic Skill: Ballet Dancing 14-
3 Athletic Skill: Dancing 14-
3 Breakfall 14-
3 Contortionist 14-
3 Conversation 13-
Damocles Directive Package (Cost: 14)
2 1) Team Base Donation
20 2) Team Communicator
10 3) Team Vehicle Donation
2 4) TF: Battlevan, Carrier
-20 5) Physical Limitation: Deadlok Device
Everyman Skills (Cost: 0)
0 1) Acting 8-
0 2) AK: St-Eglise, France 11-
0 3) Climbing 8-
0 4) Computer Programming 8-
0 5) Concealment 8-
0 6) Conversation 8-
0 7) Deduction 8-
0 8) Language: French (Idiomatic) (4 Active Points)
0 9) Paramedics 8-
0 10) Persuasion 8-
0 11) PS: Dancer 11-
0 12) Shadowing 8-
0 13) Stealth 8-
0 14) TF: Custom Adder, Small Motorized Ground Vehicles
3 High Society 13-
3 KS: Ballet World 12-
3 KS: Best Nightclubs in the World 12-
2 KS: Child-Porn Underground 11-
3 KS: World-Wide Gay Scene 12-
2 Language: English (Completely Fluent) (3 Active Points)
3 Power: Spinning 14-
3 PS: Ballet Dancer 12-
3 Seduction 13-
3 Streetwise 13-
Skills Cost: 72

Cost Perk
2 Contact: Undefined Coke Dealer 11-
Perks Cost: 2

Cost Talent
12 Combat Luck (6 PD/6 ED)
2 Environmental Movement (No Penalties On Narrow Surfaces)
15 Combat Sense 12-
Talents Cost: 29

Val Disadvantages
10 Distinctive Features: Twitchy... Can't Seem to Stand Still (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Hunted: The Global Guardians 8- (Mo Pow, NCI, Capture)
25 Hunted: The Damocles Directive 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
15 Physical Limitation: Weird Biochemistry Requires Specialized Medical Care (Frequently, Greatly Impairing)
10 Psychological Limitation: Addicted to Cocaine (Uncommon, Strong)
1 Quirk: Always Angry About Something
1 Quirk: Big Chip on His Shoulder
1 Quirk: Bitter About the Loss of His Performing Career
1 Quirk: Gets Sentimental About the Shows He's Performed
1 Quirk: Party Animal
15 Reputation: Known Supervillain, 11- (Extreme)
10 Reputation: Artist Who Fell From Grace Because Of A Child-Sex Scandal, 11-
15 Social Limitation: Known Child Molester (Frequently, Major)
15 Social Limitation: Secret Identity (Andre Mojnier) (Frequently, Major)
20 Social Limitation: Supervillain (Frequently, Severe)
Disadvantage Points: 160
Cost Summary:Base Points:250Disadvantage Points: 160Total Experience Available: 0Total Character Cost: 410Height: 1.88 mHair: BlackWeight: 77.00 kgEyes: BlackAppearance: Gyro is a tall, muscular young black man. He keeps himself impeccably groomed and dresses as well as he can. He wears a black and white costume with yellow goggles and ballet slippers.Personality: Gyro is a man consumed by his past. He lives in a perpetual state of anger and embarrassment over his fall from grace, and as such feels the rest of the world must be made to pay for it. He is loyal to Ricochet because Ricochet gave him a chance to at least try and put a life together. Unfortunately, he still hasn't overcome his fascination with "pretty young boys", or for cocaine.

 

Gyro is generally regarded with scorn by most law-enforcement agencies. This is generally because of his sexual tastes. Unfortunately, this means he is sometimes presented as less of a threat than he actually is.

Quote:"Are you stupid or something? You can't sneak up on me!"Background: Andre Mojnier's passion was ballet. He lived to dance. His passion for the dance, combined with his natural talent, lead him to be proclaimed "the new Nureyev". His performances with the Paris ballet, and later with the Bolshoi and London theatre troops, would be remembered forever as some of the greatest expressions of the art in history. He was a star, and he lived like a star. The cocaine kept him going, the pills let him sleep, and the boyfriends... All the pretty young boyfriends... let him really relax...

 

When the end came, it was because of the boyfriends. He was caught in bed with a thirteen year old boy. The ensuing scandal caused his drug use to escalate. He watched his career plunge, along with the rest of his life. The overdose was inevitable. Andre had enough cocaine in his system to kill a cow, but he himself did not die. Instead, he sped up. The overdose sparked his metagene.

 

Calling himself Gyro, Andre at first embarked on a revenge scheme, vandalizing the Paris ballet's offices and theatre and assaulting its managers. He was still making the occasional attack when Ricochet found him and offered him a place with the Prime Movers.

 

His most recent capture at the hands of the Global Guardians put him in prison for the first time. It was there that he received the offer...

Powers/Tactics: Gyro is capable of high-speed spinning... His rotations per minute have never been actually timed, but it is known that any normal person exposed to the kind of rotational movement he accomplishes on a daily basis would be long dead. The spinning allows Gyro to move quickly, making 180 degree turns on a dime. He is able to use the spinning as a weapon: he has become practiced in grabbing his opponents and taking them for "a little ride". He has also been known to slap bullets from the air.

 

The special effects of his increased running is that he is spinning very rapidly. The "Only in Hero Identity" limitation that that most of his powers are purchased with indicates the fact that, to use the power, he must be spinning. If he isn't spinning he cannot use the power.

Campaign Use: Gyro is a player character in the Damocles Directive campaign.
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Re: Show me the PC

 

I'd love to post some writeups here, but unfortunately my newer PC, the one with HD installed, is down, leaving me with my older PC, the one with CW installed. So I have some older 4th Ed. writeups on there, but none of my current PCs.

 

A summary of the PCs I've played:

Meson, a brick physicist and amateur sleuth, Dr. James Gordon(yeah, I know :P ), a consultant on building the first superhuman detention facility

Edge, a former superspy turned detective, looks like James Dean(actually he is, the government helped him fake his own death, and later injected him with the "super agent serum" that retarded his aging)--detective/martial artist/gadgeteer

Serena, goddess of physical love and personal combat, love child of Zeus and Isis--hybrid brick/martial artist/mentalist/energy projector

Novastar, alien brick/energy projector who crash landed on the planet--could fly, grow, throw stellar blasts, and survive in space...but at a loss to understand human inhibitions("But that's how we greet each other on my planet!")

Blue Dragon, 60 year old master of kung fu and chi powers, Howard Long has a pretty young wife and a young mutant son. The interesting thing is that he only had a 10 STR but had scads of DC levels with his kung fu.

Vigilance, former gang member turned criminologist/substitute teacher, Robert Johnson dons a suit of high tech body armor and cybernetic cape to glide over the streets of Richmond California, protecting the innocent and bringing criminals to justice. Kind of a cross between Luke Cage, Batman, and the Punisher. Slightly superhumanly strong, martial artist, carried first a large magnum automatic, then a telescoping steel whip, currently an electric gun. Top notch detective.

Morph , a genetic experiment which was first considered a failure, then engulfed the two people driving it to a toxic dump site, Morph was a natural shapeshifter, basically a stretching brick who could fly, grow, shrink, etc. Very short attention span, tendency to morph into famous people and mimic famous movie lines.

Iron Golem, Texan demolitions/construction foreman(and former special forces demo expert) Randall "randy" McDaniel is exposed to mystic energies when mysterious shards are embedded into his skin. when he concentrates, he becomes a rampaging iron golem with a big glowing star of david on his chest. tough strong brick, could also project various forms of energy from his eyes. Divorced, with an estranged son, a drinking problem, and post-traumatic stress from his last black ops job(in which a drug lord missed being killed, but an unintended target, his little girl, didn't). Probably the most "grown up" of the PCs I've played.

Kid Wonder, basically a superboy ripoff with a twist--VIPER's attempt to duplicate Viperia. Grown in a lab, Tommy Flanagan escaped with his brother, Kid Miracle(Eric Flanagan), and sought refuge with the campaign's mutant academy. A hybrid, light brick, martial artist, speedster, energy projector, mentalist, KW has a tendency to use his powers to get whatever he wants, a tendency only curbed by the memory of what his brother, amped up by a superpower booster drug, did on his rampage in Oakland(800 people died, and the USS Hornet was picked up and dropped on the freeway, before he was stopped).

Techno-Wizard, aka TechWiz, aka Cybermage, aka the Megaplayboy, aka Metamage, gadgeteer/psionic, whose gadgets work because he believes they will. Son of Serena and Edge(whom he almost never sees), prophesied to be some sort of meta-deity, but cursed by a jealous Hera with normal characteristic maxima and mortality. Built an android lab assistant, Lisa, who looks like Jeri Ryan. Favorite gadget: his atomic gloves, which whine like the proton accelerators in Ghostbusters while powering up, and which he could pummel people with, or punch huge holes in walls(bought as 2" tunneling through pretty high DEF). Incredibly smart, and eventually ridiculously charismatic, once the megaplayboy persona emerged. Kind of a perv, but in a sweet way :D

Gunther Rall, the Overman, a humanoid bioweapon custom-engineered by the Infinite Reich to assist them in their temporal and dimensional conquests. Rebelled and broke his conditioning. A reluctant superhero, he'd rather be recording new music with his all-mutant power trio, Zarathustra, or acting and directing in his own big budget or art films. Basically a Supes type, but with the capacity to develop almost any power via evolutionary adaptation. "what does not kill me makes me stronger" is more than a slogan for Gunther. the more duress he is put under in combat, the stronger and tougher and more capable he becomes. A PC for a cosmic-level game.

Ominus Deus Rex, the Deus Ex Machina, a bored dimensional conqueror who built a giant mystical spartan warrior colossus, hoping to be accepted as a supervillain. Ran into an actual supervillain first, and soundly defeated them--and found he enjoyed heroics more. secretly wracked with guilt about the drastic measure he took to protect his realm(and which backfired on him). Unspeakably powerful, but collapses if physically assaulted by powerful male opponents(abused by father), and needs to gesture with hands to use almost all of his active powers.

 

there's maybe a half dozen more I've played once or twice, but those are most of the major ones.

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Re: Show me the PC

 

Well, Cyrande is already posted in another thread around her, but I suppose I could give you Nox. She's been a lot of fun so far. Note, the charateristics are in front, the cost behind them.

 

Nox

10 STR 0 11-

Lift 100.0kg; 2d6; [1]

 

17/27 DEX 21 12- / 14- OCV 6/9 DCV 6/9

25 CON 30 14-

 

10 BODY 0 11-

 

13 INT 3 12- PER Roll 12-

 

17 EGO 14 12- ECV: 6

 

20/60 PRE 10 13- / 21- PRE Attack: 4d6 / 12d6

 

12 COM 1 11-

 

5/20 PD 3

Total: 5/20 PD (0/15 rPD)

 

5/20 ED 0

Total: 5/20 ED (0/15 rED)

 

3/5 SPD 3

Phases: 4, 8, 12/3, 5, 8, 10, 12

 

7 REC 0

 

50 END 0

 

45 STUN 17

Total Characteristic Cost: 102

 

 

Movement: Running: 6" / 12"

Swimming: 2" / 4"

Leaping: 2" / 4"

Teleportation: 20" / 80"

 

 

Martial Arts:

2 Use art Barehanded, w/ Staff, w/ Telekinesis

 

Maneuver/OCV/DCV/Notes

 

5 Defensive Block +1/+3 Block, Abort

3 Legsweep +2/-1 3d6 Strike, Target Falls [Can be performed with TK (add +3d6 damage) or Shadow Staff (+6d6)]

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

4 Martial Strike +0/+2 4d6 Strike [Can be performed with TK (add +3d6 damage) or Shadow Staff (+6d6)]

1 Weapon Element: Staffs

 

 

18 Shadow Armor: Armor (15 PD/15 ED) (45 Active Points); Only In Heroic Identity (-1/4), Dispelled By One Minute Bathed In Unusually Intense/Bright Light (-1/4), Visible (-1/4), Extra Time (Half Phase, Only to Activate, -1/4), Requires Area of Deep Darkness/Shadow To Activate (-1/4), Gestures Required To Activate (-1/4) 0

 

24 Darkness Powers: Elemental Control, 60-point powers, (30 Active Points); all slots Only In Heroic Identity (-1/4)

 

24 1) Mistress of Darkness: Darkness to Sight Group 4" radius, Costs END Only To Activate (+1/4), Personal Immunity (+1/4) (60 Active Points); Only In Heroic Identity (-1/4) 5

18 2) Reaching Shadows: Telekinesis (10 STR), Fine Manipulation, BOECV (+1), 0 END Only To Activate (+1/2) (63 Active Points); Only In Heroic Identity (-1/4), Requires Darkness/Shadow (-1/4)

 

62 Darkness Powers II: Multipower, 77-point reserve, (77 Active Points); all slots Only In Heroic Identity (-1/4)

 

2u 1) Shadow Staff: Hand-To-Hand Attack +6d6, Costs END Only To Manifest (+1/4) (37 Active Points); Hand-To-Hand Attack (-1/2), Physical Manifestation (-1/4), Only In Heroic Identity (-1/4) 3

5u 2) Wrapped In Darkness: Entangle 6d6, 7 DEF (Stops A Given Sense Group Sight Group) (75 Active Points); Requires Darkness/Shadow (-1/4), Only In Heroic Identity (-1/4) 7

1u 3) Frightening Demeanor: +40 PRE (40 Active Points); Limited Power Only To Make Fear-Based PRE Attacks (-1), Requires Darkness/Shadow (-1/4), Costs Endurance (Only Costs END to Activate; -1/4), Only In Heroic Identity (-1/4) 4

3u 4) Shadow Form: Desolidification (affected by Light-Based Attacks) (40 Active Points); Only In Heroic Identity (-1/4) 4

2u 5) Blend Into Shadows: Invisibility to Sight and Hearing Groups , No Fringe (35 Active Points); Only In Heroic Identity (-1/4), Only In Darkness/Shadow (-1/4) 3

7m 6) Shadow Walking: Teleportation 20", x4 Increased Mass, x4 Noncombat (55 Active Points); Only In Heroic Identity (-1/4), Only From And To Darkness/Shadow (-1/4) 5

3u 7) The Shadows Speak To Me: Retrocognitive, Precognitive Clairsentience (Hearing And Sight Groups) (70 Active Points); Only From/To Darkness Shadow And Only To View Events Within Darkness/Shadow (-1/2), Vague and Unclear (Pre/Retrocognition Only) (-1/2), Only In Heroic Identity (-1/4) 7

 

24 Shadow Speed: +10 DEX (30 Active Points); Only In Heroic Identity (-1/4)

 

8 Shadow Speed: +1 SPD (10 Active Points); Only In Heroic Identity (-1/4)

 

5 Night Sight: Nightvision 0

 

 

Skills

3 KS: Finance 12-

3 First Aid 13

2 Interrogation 13- (21-) (3 Active Points); Only In Heroic Identity (-1/4)

5 KS: Superbeings 14-

3 Perception 13-

3 PS: Banking 12-

3 Stealth 12- (14-)

5 Teamwork 13- (15-)

1 WF: Staffs

 

Base: 5

 

Total Powers & Skill Cost: 254

Total Cost: 354

 

200+ Disadvantages

15 Distinctive Features: Aura of Eeriness/Creepy Powers, Easily Mistaken For A Villain (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

15 Hunted: Holocaust 8- (Mo Pow, Harshly Punish)

20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)

20 Psychological Limitation: Code Against Killing (Common, Total)

20 Psychological Limitation: Protective Toward Those In Need (Common, Total)

10 Psychological Limitation: Sarcastic (Common, Moderate)

10 Social Limitation: Public Identity - Sherry Brown (Occasionally, Major)

10 Vulnerability: 1 1/2 x Effect Light-Based Flash Attacks (Common)

30 Mystery Diadvantages

 

Experience Points Exp: (4)/8 = 8 exp bonus

Total Disadvantage Points: 358

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Re: Show me the PC

 

Background/History: 1994: Chicago, nearly two and one-half years after the Battle of Detroit.

Sherry Brown, a bank teller, was walking home from work, completely exhausted after a long, difficult day, when her day got even worse. She ended up getting caught in the crossfire during a running gun battle between police and a squad of VIPER operatives. She fell and lay dying in the dirty, early-winter snow as the day's last light faded As she lay dying in the winter alley, the night falling, some small portion of her wished her city's superheroes had not died in the Battle of Detroit, so that this might not have happened to her, and for the sake of so many others. As her consciousness faded, she heard a voice in her head - something that had sensed her need, her desperate seeking for help somewhere, anywhere. The voice asked her if she thought darkness could act as light. Sherry does not recall the answer she gave, but whatever it was, it must have satisfied the voice, because what rose from that alley was not Sherry. The being that did rise wore dark, crystalline armor and was able to reach out into shadow and turn it into a weapon, or a long arm with which to reach out and smite those who had injured her. Striking by surprise, she tore into the VIPER agents while also protecting other bystanders and the injured cops. She was no longer just Sherry, and whatever she was, a bunch of people saw her turn into it. She assumed the public super-identity Nox and hasn't looked back.

Since then, Nox has had a very exciting superhero career, and Sherry has led a simularly exciting one as misunderstandings seem to follow her around. She emits an aura of strangeness and menace that many find quite unnerving, and more than one hero has mistaken her for a villain upon first encountering her. Despite that, she's proven herself time and again and has found a team of super-companions to fight alongside, and they and many another Chicagoan has learned that even through her shadows, Nox is one of the true blue heroes of the city.

 

Personality/Motivation: Sherry barely maintains a civilian identity at this point - why go back to the dreary life of a bank teller when she can be fighting crime and protecting those in need? - but when not fighting crime she usually goes out in her normal form, if only to avoid the notice and misunderstandings Nox seems to draw. When in her normal form, she behaves in a very warm and bubbly manner, especially around her other teammates and with other superheros; this is her her way of making up for how creepy Nox is to be around. Nox has thrown herself full force into being a hero, and she dislikes creeping others out and would hate to lose her companions - not to mention her powers.

In contrast, Nox is rather sarcastic, with a sharply-honed sense of dark humor, but despite that, she is strongly protective of anyone she feels needs the help - particularly innocent bystanders and injured teammates. She is also completely dedicated to using only non-lethal force, and does not relate well to anyone who does rely on lethal attacks or who habitually causes unnecessary injuries.

 

Quote: "Did you think by hiding from the light, you hid from justice? Face me then, and learn otherwise."

 

Powers/Tactics: Nox possesses a wide range of powers based or dependent on darkness or shadows. She is able to project fields of intense darkness, solidify areas of darkness to produce a fighting staff or to manipulate objects at a distance, and move instantaneously between areas of darkness or shadow. She also has several weirder abilities, such as being able to turn her own body into shadow (rendering herself immaterial), render herself invisible within shadow, project a frightening, supernatural aura and, most strangely, the ability to use remote-viewing and remote listening to view distant areas of darkness and shadow - and the ability to look within dark areas and witness past events that occurred in the dark - or future events likely to occur.

In addition to her strange powers, Nox is quite a bit faster and more agile than Sherry - or most metahumans, in fact - and in either form she can see in the dark. Sherry also has some basic training in aikido and staff fighting which she can use in either form, and as Nox can also utilize via her telekinesis or with her shadow staff.

To assume her superhero identity, Sherry has to reach into an area of deep shadow or darkness, which allows her to pull a bit of it out and use it to trace lines and runes on her face. This causes her armor to manifest, and her powers along with it. Once manifest, she remains armored and in superhero form unless she is exposed to intense, bright light for a minute or more; this same condition prevents her from assuming superhero form. Conversely, she is unable to return to her mundane identity unless she has access to bright light.

 

Campaign Use: Sherry/Nox has no idea who granted her powers, or why, or what the runes on her armor mean. So far, nobody she's met can supply those answers, though it is clear that her powers are mystical in origin.

 

Appearance: Sherry is a Caucasian woman standing 5'8", 175 lbs, is a bit plump, with brown wavy hair, cut short, with blue eyes. As Nox, she looks almost elvish, standing 6 feet tall and weighs 170 lbs in her armor, with silver skin, straight, black hair that hangs down her back, and black eyes that pulse with dark energy. Her armor looks like full plate carved from smoky quartz crystal and decorated with black runes that reflect no known language or culture and which pulse with black energy.

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Guest bblackmoor

Re: Show me the PC

 

Always the GM' date=' never the player.[/quote']

 

Never?? Dude, you need to find a new gaming group. Or at least recruit some new players. Or at the very least, smack around the other players (metaphorically speaking) and get them to stop being such sheep. The next time you get together, try saying, "Okay, so who wants to run?"

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Re: Show me the PC

 

Here is a character I am going to play in the Global Guardians- Dawnstars game

 

Character Name: Scorpia

Real Name: Allegra Viticultore AKA Marina Berlusconi

Player Name:

Affiliation:

Hair/Eye Color: Brown (dyed Blonde) / Green

Height/Mass: 1.62 m (5’ 4â€) / 49.00 kg (108 pounds)

Nationality: Italian

Place of Birth: Milan, Italy

Date of Birth: September 7, 1978

 

Background Story:

[Note: Marina Berlusconi is a real person. Marina Berlusconi is the eldest daughter of Italian Prime Minister and Billionaire Media and Real Estate mogul Silvio Berlusconi. I have exercised dramatic license to transfer her and her family in to the superheroic milieu. One of the many changes was reducing her age from a respectable 37 to a more playable 26. I have also given her new skills; she was originally a student of business, now she is a scientist and in her cover identity a skilled weapons designer. It was all in the name of fun.]

 

An inscrutable figure hovers over the Mediterranean Ocean close to a current oceanographers have noted as ME203h-75. The figure hangs in the air, his head downward as if in deep thought. Moving with deliberate slowness the figure extends an arm over the water. It seems some unknown quality meets with the mysterious figure’s approval for in the desolation he utters the words:

 

“It is time.â€

 

The figure above the waves begins to writhe, the armor that encases him bulges and twists. Fluids of unearthly design seep from his form. Tendrils of tissue rope around his form slowly growing together in a dense knot astride his back. A sound of pain filled ecstasy escapes his lips for birth is never without pain.

 

The knot slithers along his back to be cradled in armored hands. As the moonlight glistens along its shell it hardens. Life can be senses pulsing within it. The figure strokes the hardening shell like a caring parent one last time and then lets gravity embrace his offspring.

 

As the seed bobs in the complex interplay of tide and wind the figure announces, “Journey well blood of my blood, thrive in this harsh world, we will meet again.â€

 

---------

 

[“Do you not care what I want to do with my own life?â€]* Marina asked her father.

 

[“Do you not care what your father wishes you to do with that life?â€], he retorted trying to keep Marina on the disadvantage, [Marina, you are my daughter, my life, the businesses I have created are for you and the family. You must do you duty to the family.]

 

[“I am Poppa!] Marina shouted back.

 

[“Then you will take your place at the company as a directing Vice President. I can only trust family to do the job right.â€] her father continued.

 

[“Then let Persilvio do it. He loves this stuff.â€] Marina retorted.

 

[“I have already informed your younger brother, he is willing to make this sacrifice in the name of the family.â€] Her father replied coolly. [i have indulged you in this science fixation of yours. I have given you the best education I could provide. You are smarter than me, and your brother, use that intellect for the good of the family.â€]

 

[“I can do so much more though.â€] Marina said weaker this time.

 

[“That is why it is a sacrifice. That is why I will appreciate it more. It is for the good of the family.â€] Silvio said stroking his daughter’s cheek.

 

[“Alright Poppa.â€] She told him resting her head in the cup of his palm. [When I return from summer vacation I’ll join you at the company.â€]

 

*Translated from Italian

 

Yet, Marina never meant to keep her promise. She knew she could do more for herself and her family by exploring other avenues. Being a Vice President or eventually President of one of the Berlusconi Group companies paled in comparison to the level of success she could bring as a leading industrialist. Her brilliance would guarantee success. Her father would forgive her betrayal when she returned home with millions of dollars of contracts, patents, and development pipelines on new technologies that would ensure a brighter future than any he currently possessed.

 

Instead she used her summer vacationing in Grecian Islands, the south of France, and other parts of Europe. In Switzerland, she purchased a new identity. In Venice, she purchased new degrees from sister schools of her Alma Mater. By the end of the summer all was in readiness, Marina Berlusconi would disappear and Allegra Viticultore would take her place. She would rely on secured channels of credit to Swiss banks to provide any needed funds, but would be untraceable to her father.

 

As she walked along the beaches of Sardinia in the moonlight she recorded a goodbye message to her father. She told him that she would be fine, but that she had to see if she could do this on her own. [“I love you Poppa.â€] She said into the recorder before she switched it off.

 

As she did so she noticed a strange object moving in the break of the little waves on the beach. It looked like a crab. She was intrigued so she stepped closer to investigate. The thing looked a bit like a crab. It was hard shelled and had four appendages. But it was not a crab, it was unlike anything she had ever seen before. Marina backed away from the water’s edge. Before she got a few steps the crab-like thing lunged. Marina screamed as it struck her, bowling her to the ground.

 

They tumbled in the surf. The crab-thing twisting her, constricting her as it wrapped itself around her. Waves covered her face, water entered her mouth, ‘I am going to drown and be eaten!†her brain screamed at her. The crab thing twisted around her limbs and slithered across her torso, devouring her.

 

The moonlight still sparkled on the waves as a shuddering figure pulled itself from the waves many minutes later. It was human shaped, hard shelled and brightly colored. It was also Marina Berlusconi. She coughed up seawater as she heaved herself on to the beach. She could see the tiny scuttling things her movement disturbed move, she could hear the tinkling of tiny legs on stone and sand, she could feel the individual grains of sand on her body.

 

Marina looked down at herself. Incredibly, she was covered in the creature. ‘It must be some sort of symbiote.’ She said rhetorically, after all the waves and sea creatures were unlikely to respond in a way she could understand. Marina looked at her arms encased in their tough chitinous shells. She flexed her muscles to sense the interplay of human and unknown muscles. She felt with armored fingers the smooth transition of plate and fiber.

 

“[Wow!] She said simply.

 

The next day Marina sent her recorded message to her father over her G3 cell. She then promptly discarded the cell phone in the rubbish bin and got into a taxi waiting to take her to a ferry back to Italy. She spent the whole trip leaning on the starboard rail gazing at the water and wondering about her bizarre new ‘pet’.

 

[‘Well I am certainly not giving up my plans after so long putting them into motion, what ever it is I am just going to have to figure out what it is as Allegra.’] She thought to herself as the ship neared the harbor.

 

Allegra Viticultore went to Rome and proceeded to submit curricula vitae’s to all of the major European technology firms. She could access the accumulated wealth of Marina Berlusconi but to do so too much or too frequently would blow her cover. She needed a job with the proper access to technology to fulfill her goals.

 

Soon she was hired as a researcher in the Industrial Technology Center or ITC. Allegra worked diligently in her daytime hours applying her skills and intellect to the many problems her managers faced her with. She also spent considerable time evaluating the level and degree of research being completed in her high technology field, in preparation for her own inventions. To her superiors she was considered talented and motivated capable of dealing with nearly any problem they could assign her to.

 

In her off hours though, Allegra was frustrated. Her ‘pet’ was unlike anything she had heard of. It was biological, not electronic, and thus she had little frame of reference to work with. So far she had discovered that when she held it to her chest she could somehow command it to merge or cover her, and reverse that process. The more she studied it the more she became determined that it was of alien manufacture. And the more she used it the more she wanted to keep it to herself.

 

It was on an early spring night in Rome, that Allegra heard the sounds of a siren outside her flat. She was already wearing the alien suit in preparation for an electrical conductance test. She looked out the window and saw a rare high speed chase. When a bullet exploded through her window and ricocheted off her armored chest, Allegra was compelled to act.

 

Throwing open her windows, Allegra leapt from the third story and hit the ground running without a thought to her safety. The biosuit kept her safe. Allegra engaged in a series of high yield leaps that covered dozens of meters as she steadily caught up with the police and fleeing vehicle. With one last mighty leap she cleared the police car and landed with a crunch on the hood of the fleeing Opel. Bullets from a Czechoslovakian submachine gun danced in sparks on her body as she crawled up to the roof of the speeding car, her fingers ripping into sheet metal and plastic like cellophane.

 

[“Stop the bloody car!â€] she yelled as she ripped the roof open above the driver.

 

She got a brilliant, if harmless, shot to the head with a shotgun in the way of a reply. Blinking away the muzzle flash, Allegra noticed a T-intersection ahead. An outdoor café was serving warm food and coffee drinks to patrons not 100 yards away. Allegra knew about physics, there was little chance these goons would be able to swerve to avoid the people in time at their current speed. So without thinking she leapt off the roof and landed in the path of the speeding car. Allegra braced herself, her armored feet digging into the cobbles of the narrow road.

 

In mere seconds the car struck her, irresistible force meets unmovable object. Allegra gave way her mass and strength unable to counteract the inertia of the car. She was pushed in front of the car, the meters between the now panicking patrons being chewed up by the damaged car. Allegra tried to right herself, to regain purchase on the ground, her mouth twisted in a soundless scream of ’No!’ Almost at the last instant her armor responded and a green glow suffused from seams along the back of her armor as the biosuit’s impulse thrusters activated to give her the additional force she needed to arrest the careening car’s momentum.

 

The combined mass stopped only inches and one toppled table into the café. Allegra dropped the front end of the Opel with a gesture and motioned with her index finger for the driver and his crew to come out. Allegra, like Marina who she had been for so long, had never before been excited by physical confrontation, but she wanted it badly now. The thugs obliged her. It wasn’t pretty, but it was fast. Allegra had the goons incapacitated or wrapped up by the time the cops arrived. It took 9 seconds.

 

[“They are yours Officer.â€] Allegra said as they came over to her.

 

[“Thanks for the assist.â€] a young officer replied, [“Who are you?â€]

 

[You can call me Scorpia.â€] She told him as she leapt in to the sky trailed by a green glow.

 

Allegra was uncertain why she chose that particular name, although later she would rationalize it by the coloration of the biosuit and its obvious exoskeleton, but really it was just inspiration. In any case helping out left her with a warm feeling in a place that she didn’t even know existed. Scorpia would be back she decided.

 

Now Allegra has two missions, become a success and return to her father in glory and learn to use her biosuit to become a great super heroine. The only problem she has is that the two demands on her time are causing her to spend more time as Scorpia and less time as Allegra. A situation which has lessened her prestige at work

 

Quote:

 

“I can do things you cannot possibly imagine Neaderthal I suggest you surrender before I am forced to give you a display of that potency! Followed quickly and quietly by “Ah, I am sorry Nordcapp Man. I forget sometimes.â€

 

“She is fast, strong, and unbelievably good looking. It is any wonder she has every Italian man in the city wanting her number?†Man on the street when asked by RAI about Italy’s newest hero.

 

Appearance:

 

Out of armor Allegra/Marina is an attractive twenty something with blond hair and green eyes. She favors trendy clothes, interspersed with designer pieces from her days as an heiress. She tends to wear a lot of jewelry that is not in line with a junior engineer’s salary however. Her physique is honed and tanned by years of Pilates and Aerobic training, which is only improving as she spends her nights patrolling Rome.

 

In her biosuit, Scorpia stands only slightly taller than her five foot four inch frame. The biosuit is primarily red in the torso, with black upper legs and arms and red boots and gauntlets. Her head is covered by a sleek black armored cap that leaves her mouth and chin exposed ordinarily. A topknot of blonde hair is also often seen flowing from the helmet, but this affectation is not uniform. The suit is crisscrossed in silver ridges that delineate plates and connections. The biosuit is covered in nearly invulnerable carapace of a nonmetallic nature. When Scorpia activates her biothrusters vents open on her back and emit a green glow. Allegra has measured these emissions and found them to be high energy plasma.

 

Her Venom staff is the one piece of equipment she uses that is obviously technological. It is a collapsing rod of 12 inches that telescopes to 6 feet. Composed of alloyed Titanium and Molybdenum, the bluish metal rod is her primary weapon. When not in use the she carries it in a holster the biosuit grew to match her ‘request’ for a place to hold it.

Her “Venom blasts†are bioelectric charges created by the biosuit and focused by a special array designed by Allegra. The energy emissions are green in color.

 

Personality:

Allegra/Marina is a very dedicated, energetic, and outgoing woman. She abandoned almost all of her vast fortune and power to fulfill a dream. She hopes to one day reunite with her family, but she wants it to be on her terms: as a successful industrialist. She is however very concerned over how her family is viewed publicly. She is a staunch and verbal supporter of her father and his companies. As a result of her relatively sheltered lifestyle Allegra is out of touch with the standard European. She often finds herself at the limits of her credit, because she is so used to obtaining the best with out thought for expense. As Scorpia, bolstered by her biosuit’ impressive defensive capacities, Allegra is almost entirely fearless, leaping into dangerous situations with a thought to her own safety.

 

 

Powers:

 

Marina Berlusconi/Allegra Viticultore possesses the fitness level of a woman that engages in regular strenuous regular exercise.

 

The Biomorphic Carapace or Biosuit is a symbiotic organism that in many ways operates analogously to a more mundane powered armor system. It acts as a defensive system capable of repelling military weapon hits with minimal damage. It also provides sophisticated sensor and life support to the wearer.

 

The unit bonds with the wearer by temporarily grafting neural tissue in the user, allowing increased responsiveness and decreased reaction times. The biosuit also injects a complex battery of hormones and other chemicals into the body of the wearer granting increased stamina and energy. Lastly, the enhanced myolin fibers of the biosuit’s musculature provide the wearer with tremendous strength.

 

The Biosuit possesses a biologically derived ion drive used for propulsion. The unit can be set for microbursts which greatly enhance jumping capability, or fine tuned to provide exceptional speed in aquatic environments. The final option provides efficient if relatively slow true flight capability.

 

The biosuit currently possesses a nascent intelligence of its own; it is entirely capable of enforcing its will or directives of its progenitor on the wearer. During these times the wearer is typically rendered unconscious as the symbiote performs tasks dictated by its enigmatic master.

 

The Biosuit also has a number of weaknesses. It its immature state it is vulnerable to toxins and diseases that effect its plantlike components. The biosuit is also vulnerable to cold attacks that rapidly overwhelm its internal systems. It is one of the most advanced bioengineered organisms on earth. In the event of severe damage very few individuals could repair or heal it. Extensive work by the lesser minds in the field could repair it at great expense and difficulty only after a long period of study. Only a biotechnician on the level of its creator the Abyss could create or freely alter it.

 

The Biosuit grown from Abyss’s own armor is currently immature. It will undoubtedly develop new capabilities as it grows and Allegra increases her connection to it.

 

Scorpia

Player: Jeremiah Pointer

Val Char Cost

15/45 STR 5

14/26 DEX 12

15/30 CON 10

12 BODY 4

20 INT 10

14 EGO 8

15/20 PRE 5

18 COM 4

 

5/30 PD 2

5/30 ED 2

3/5 SPD 6

8/16 REC 4

30/50 END 0

35/50 STUN 7

 

6" RUN 0

17" SWIM 0

3"/24" LEAP 0

Characteristics Cost: 79

Cost Power END

25 Venom Lance: Multipower, 50-point reserve, (50 Active Points); all slots OAF (-1)

2u 1) Venom Blast: EB 10d6 (50 Active Points); OAF (-1) 5

2u 2) Venom Blast (Wide Angle): EB 5d6, Area Of Effect (6" Cone; +1) (50 Active Points); OAF (-1) 5

1u 3) Lance: (Total: 29 Active Cost, 11 Real Cost) HA +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) (Real Cost: 9) plus Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), Only To Cause Damage (-1/2), Limited Body Parts (-1/4) (Real Cost: 2) 0

 

15 Enhanced Mobility Systems: Multipower, 30-point reserve, (30 Active Points); all slots Battlesuit (-1/2), Limited Power Components hard to repair or replace (-1/2)

1u 1) Bioimpulse Thrusters: Flight 15" (30 Active Points); Battlesuit (-1/2), Limited Power Power loses about a third of its effectiveness (Component hard to replace or repair; -1/2) 3

1u 2) Biothruster Assisted Leaping: Leaping +15" (3"/24" forward, 1 1/2"/12" upward) (Accurate) (20 Active Points); Battlesuit (-1/2), Limited Power Components hard to repair or replace (-1/2) 2

1u 3) Bioimpulse Aquathrusters: Swimming +15" (17" total) (x8 Noncombat) (25 Active Points); Battlesuit (-1/2), Limited Power Components hard to repair or replace (-1/2) 2

 

Biomorphic Carapace

48 1) Biomorphic Carapace: Armor (20 PD/20 ED) (60 Active Points); OIHID (-1/4) 0

4 2) Biomorphic Carapace: +5 PD (5 Active Points); OIHID (-1/4)

4 3) Biomorphic Carapace: +5 ED (5 Active Points); OIHID (-1/4)

4 4) Biosuit looks impressive: +5 PRE (5 Active Points); OIHID (-1/4)

9 5) Biological Support Systems: LS (Eating Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (11 Active Points); OIHID (-1/4) 0

 

Biosystems

12 1) Augmented Myolin Fibers: +30 STR (30 Active Points); No Figured Characteristics (-1/2), Battlesuit (-1/2), Limited Power Power loses about a third of its effectiveness (Component hard to replace or repair; -1/2) 3

14 2) Synaptic Accelerators: +12 DEX (36 Active Points); Battlesuit (-1/2), No Figured Characteristics (-1/2), Limited Power Power loses about a third of its effectiveness (Component hard to replace or repair; -1/2)

10 3) Synaptic Accelerators: +2 SPD (20 Active Points); Battlesuit (-1/2), Limited Power Power loses about a third of its effectiveness (Component hard to replace or repair; -1/2)

12 4) Biostablizers and Steroidal Conditioners: +15 CON (30 Active Points); Battlesuit (-1/2), No Figured Characteristics (-1/2), Limited Power Power loses about a third of its effectiveness (Component hard to replace or repair; -1/2)

8 5) Biostabilizers and Steroidal Conditioners: +8 REC (16 Active Points); Battlesuit (-1/2), Limited Power Power loses about a third of its effectiveness (Component hard to replace or repair; -1/2)

5 6) Biostabilzers and Steroidal Conditioners: +20 END (10 Active Points); Battlesuit (-1/2), Limited Power Power loses about a third of its effectiveness (Component hard to replace or repair; -1/2)

7 7) Biostabilizers and Steroidal Conditioners: +15 STUN (15 Active Points); Battlesuit (-1/2), Limited Power Power loses about a third of its effectiveness (Component hard to replace or repair; -1/2)

5 8) Bioradio: HRRP (Radio Group) (12 Active Points); Sense Affected As More Than One Sense [very common Sense] (Flashed as both Sight and Hearing groups; -1/2), Battlesuit (-1/2), Limited Power Power loses about a third of its effectiveness (Component hard to replace or repair; -1/2) 0

2 9) Thermal Waveguides: IR Perception (Sight Group) (5 Active Points); Battlesuit (-1/2), Limited Power Power loses about a third of its effectiveness (Component hard to replace or repair; -1/2) 0

1 10) Acoustic Waveguides: Ultrasonic Perception (Hearing Group) (3 Active Points); Battlesuit (-1/2), Limited Power Power loses about a third of its effectiveness (Component hard to replace or repair; -1/2) 0

Powers Cost: 193

Cost Skill

3 Computer Programming 13-

3 Electronics 13-

3 Inventor 13-

3 Systems Operation 13-

 

0 Language: Italian (Idiomatic, native accent; Native Language)

3 Language: English (completely fluent)

3 Language: French (completely fluent)

 

Millionaire Heiress Package - GGU

1 1) Bribery 8-

3 2) Conversation 12- (13-)

3 3) High Society 12- (13-)

2 4) KS: Lifestyle of the Extremely Rich 11-

3 5) Persuasion 12- (13-)

-10 6) Package Disadvantage:Psychological Limitation: [Out of Touch with Joe Sixpack (Common, Moderate)]

-15 7) Package Disadvantage: Social:[Cannot access the vast majority of her wealth without compromising her cover (Frequently, Major)]

 

Scientist Package- GGU

3 1) PS: Corporate Researcher 13-

2 2) PS: Weapon Systems Engineer 11-

3 3) KS: Research Methods 13-

-10 4) Package Disadvantage: Occupation- Scientist

3 Scientist

1 1) SS: Biology 11- (2 Active Points)

1 2) SS: Biotechnology 11- (2 Active Points)

2 3) SS: Chemistry 13- (3 Active Points)

4 4) SS: Computer Engineering 15- (5 Active Points)

4 5) SS: Electrical Engineering 15- (5 Active Points)

2 6) SS: Mathematics 13- (3 Active Points)

2 7) SS: Physics 13- (3 Active Points)

Skills Cost: 22

Cost Perk

Millonaire Heiress Package -GGU

9 1) Contact: Silvo Berlusconi (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Contact limited by identity, Very Good relationship with Contact) 13-

15 2) Money: Filthy Rich

1 3) Fringe Benefit: Passport

20 4) Vehicles & Bases

 

Scientist Package -GGU

1 1) Fringe Benefit: Doctorate in Engineering: Custom Adder

 

2 Deep Cover (Allegra Viticultore)

Perks Cost: 48

Cost Talent

Biomorphic Carapace Subsystems, all slots OIHID (-1/4)

2 1) Absolute Range Sense (3 Active Points); OIHID (-1/4)

2 2) Absolute Time Sense (3 Active Points); OIHID (-1/4)

2 3) Bump Of Direction (3 Active Points); OIHID (-1/4)

2 4) Lightning Calculator (3 Active Points); OIHID (-1/4)

Talents Cost: 8

Total Character Cost: 350

Val Disadvantages

5 Hunted: Silvo Berlusconi 11- (Less Pow, Mildly Punish)

10 Hunted: Abyss 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Watching)

5 Physical Limitation: Manchurian Candidate (Infrequently, Slightly Impairing)

10 Physical Limitation: Susceptible to plant diseases (Frequently, Slightly Impairing)

5 Physical Limitation: Addicted to Caffine (Infrequently, Slightly Impairing)

20 Psychological Limitation: Code Versus Killing Common, Total

20 Psychological Limitation: Fearlessly Heroic Very Common, Strong

10 Psychological Limitation: Must Live Up To Family Reputation For Achievement Uncommon, Strong

10 Psychological Limitation: Subject to strong media rumors about her moral character (Uncommon, Strong)

15 Social Limitation: Secret Identity (Marina Berlusconi) Frequently (11-), Major

1 Quirk: Workaholic

1 Quirk: Drinks only the finest Italian Coffee

1 Quirk: Reads the Tabloids religiously

1 Quirk: Doesn't go anywhere without her cellphone/PDA

1 Quirk: Feels out of sorts if she cannot go to confessional at least once a week

10 Social Limitation: Seen as unreliable Frequently (11-), Minor

15 Susceptibility: Pesticides, 3d6 damage Instant (Uncommon)

10 Vulnerability: 1 1/2 x STUN Cold (Common)

Disadvantage Points: 150

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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