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Foundation Redbook - Characters from the Foundation Chronicles / Warden Chronicles


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This is Anna Kozarin, a.k.a. Aura, an NPC from the Wardens Campaign - First Edition.

 

This version is shortly after she made her first appearance in the campaign.

 

As always, your comments are welcome.

AURA - Anna Kozarin

 

VAL...CHA...Cost...Total...Roll......Notes

15....STR......5...15......12-.......HTH Damage 3d6 END [1]

14....DEX.....12...14......12-.......OCV 5 DCV 5

18....CON.....16...18......13-

14....BODY.....8...14......12-

18....INT......8...18......13-.......PER Roll 13-

23....EGO.....26...23......14-.......ECV: 8

20....PRE.....10...20......13-.......PRE Attack: 4d6

16....COM......3...16......12-

.5....PD.......2...5/20..............5/20 PD (0/15 rPD)

.5....ED.......1...5/20..............5/20 ED (0/15 rED)

.4....SPD.....16...4.................Phases: 3, 6, 9, 12

10....REC......6...10

40....END......2...40

40....STUN.....9...40

.6....RUN......0...6"................END [1]

.2....SWIM.....0...2"................END [1]

.3....LEAP.....0...3"................3" forward, 1 1/2" upward

 

CHA Cost: 124

 

Cost...POWERS

18.....Mind Shield: Mental Defense (23 points total) - END=0

12.....Psychic Communications: Mind Link, Human Minds, Specific Group, Number of Minds (x8)

........(25 Active Points); Only With Others Who Have Mind Link (-1)

........[Notes: Specific Group is Kerenski/Leonidas School students] - END=0

20.....Psychic Sensitive: Mental Awareness, Disc, Analyze, 360 Degrees, Tracking - END=0

15.....Psychic Shield, Basic: Armor (5 PD/5 ED) - END=0

25.....Psychic Shield, Enhanced: FF (10 PD/10 ED), Reduced Endurance (1/2 END; +1/4)

........(25 Active Points) - END=1

52.....Telepathic Abilities: Multipower, 52-point reserve

5u.....1) Mind Flood: Ego Attack 5d6 (50 Active Points) - END=5

5u.....2) Mind Touch: Telepathy 6d6 (Human Minds), 1/2 END (+1/4), Fully Invisible (+1/2)

...........(52 Active Points) - END=2

 

POWERS Cost: 152

 

Cost...MARTIAL ARTS

.......Russian Self-Defense Training

4......1) Basic Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4......2) Basic Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

5......3) Basic Kick: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike

3......4) Basic Punch: 1/2 Phase, +1 OCV, +0 DCV, 5d6 Strike

 

MARTIAL ARTS Cost: 16

 

Cost...SKILLS

3......Power Use 14-

3......Acrobatics 12-

3......Acting 13-

3......Breakfall 12-

3......Conversation 13-

3......High Society 13-

3......KS: Business Management 13-

3......KS: Economics 13-

3......KS: International Business 13-

3......KS: International Economics 13-

3......Linguist

3......1) Language: Byelorussian (completely fluent; literate) (4 Active Points)

5......2) Language: English (imitate dialects; literate) (6 Active Points)

3......3) Language: French (completely fluent; literate) (4 Active Points)

3......4) Language: Georgian (completely fluent; literate) (4 Active Points)

4......5) Language: German (idiomatic; literate) (5 Active Points)

0......6) Language: Russian (imitate dialects; literate) (6 Active Points)

3......7) Language: Spanish (completely fluent; literate) (4 Active Points)

3......8) Language: Ukranian (completely fluent; literate) (4 Active Points)

3......PS: Economist 13-

3......Persuasion 13-

3......Seduction 13-

2......WF: Small Arms

 

SKILLS Cost: 68

 

 

Value..DISADVANTAGES

15.....Hunted: Kerenski Faction 8- (Mo Pow, Harshly Punish)

.5.....Hunted: Leonidas Faction 8- (Mo Pow, Watching)

20.....Hunted: Russian Law-Enforcement 11- (Mo Pow, NCI, Limited Geographical Area, Capture)

10.....Psychological Limitation: Fears Kerenski (Uncommon, Strong)

10.....Psychological Limitation: Hates Kerenski (Uncommon, Strong)

10.....Psychological Limitation: Lonely (Uncommon, Strong)

20.....Psychological Limitation: Wants to Make Amends for Past Crimes (Very Common, Strong)

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

15.....Susceptibility: Psi-Damper Fields, 2d6 damage per Turn (Uncommon)

10.....Vulnerability: 2 x Effect Mind Control (Uncommon)

 

DISADVANTAGES Points: 130

 

Base Pts: 200

Exp Required: 30

Total Exp Available: 30

Exp Unspent: 0

Total Character Cost: 360

 

BACKGROUND/HISTORY

 

Anna Ekaterina Kozarin was born on August 10, 1970 in Kovoromsk, a small commune about 40 miles west of Moscow in the Soviet Union. Her father, Nikolai, was a worker on the village collective farm and her mother, Hanna, worked at the village childcare center. Anna was an only child.

 

Anna had a gift for languages and in addition to her native Russian was speaking German, Byelorussian, Ukrainian and Georgian by the time she was five. Her talent for languages got her noticed by the local agriculture commissar and she was tested to see if she had any other academic aptitudes. The tests showed that she had a high IQ in addition to her talent with languages. Anna was sent to the Shalagin Academy in Moscow, a boarding school for bright youngsters. She did well in her studies and learn two new languages, English and French, while there. At age 12, Anna again was tested and was placed at the Malina Nikanova Academy for Young Women. The Nikanova Academy was a finishing school that taught young women business skills that would be of use to the Soviet Union. Anna took business courses and also picked up another language, Spanish, while at the academy. She graduated the Nikanova Academy with degrees in Business Management, Economics, International Business and International Economics, in 1988. Anna was immediately hired by Udovin Gas and Oil, and assigned as the executive assistant to Boris Petrovin, chief of European Sales for Udovin. Anna's new job took her all over Europe and to a couple of conferences in the United States. As the political climate in the Soviet Union changed and Russia gained its independence, Udovin was absorbed by the YUKOS Oil Company in 1993. Anna left the company and took a consultant position with Emmett-Roskov, a United States firm that solicited foreign investment in the states of the former Soviet Union. Anna moved to New York City in 1994, to take a position at the Emmett-Roskov home office. Anna left the firm in 1995.

 

SECRET HISTORY

 

The Shalagin Academy was a cover organization for KGB recruitment of young children that showed aptitudes that may be useful in intelligence work. Anna talent for languages was why she was placed at the academy.

 

The Malina Nikanova Academy was also a KGB affiliated school. This one with a much more active role in producing field agents. Young women at the academy received training in various skills useful for working and maintaining a cover identity in field espionage activities. It was at the Nikanova Academy where Anna was discovered by Ivan Kerenski. Once identified by Kerenski, Anna training took a different turn. Kerenski taught Anna to use her psychic abilities to serve him and his KGB masters. Anna job with Udovin was arranged by the KGB. The downfall of the Soviet Union caused the KGB to splinter. Kerenski seeing an opportunity, "recruited" most of his former students and went freelance. Anna job at Emmett-Roskov was arranged by Kerenski. When Anna saw an opportunity to get away from Kerenski, she escaped to San Francisco. It only took a few months for him to find Anna and send a team to recover her. However, the recovery attempt attracted the attention of a couple of the paranormals who would become the Wardens and they rescued Anna.

 

Anna story continues in the Wardens Chronicles - First Edition.

 

PERSONALITY

 

Anna is a former KGB operative that has just gained her freedom from her former spymasters and her mentor. She will make any deal necessary short of "selling her soul" to stay free of them.

 

Anna is driven by her desire to make amends for her past crimes. As such, she will sometimes forget about her own safety if one of her teammates or an innocent is in danger.

 

Her feelings for Kerenski also play mightily on her psyche. Her fear of him makes her want to keep running to escape him, while her hatred of him has her wanting to stay in one place to force a final showdown with her former mentor.

 

Anna loneliness is a result of being taken from her family at an early age and never being allowed to have romantic relationships during her time as a KGB operative. She has fixated on Shelby (Nightstick) and sees him as a "knight in shining armor," who rescued her from Kerenski.

 

QUOTE

 

"I owe a great debt, so I will help you."

 

TACTICS

 

Due to her training from Kerenski, Anna always has her Psychic Sensitive and Basic Psychic Shield abilities active. She wakes in the morning and activates them without much thought or effort. It has become second nature to her.

 

When she was performing espionage activities, Anna would also have her Mind Shield and Mind Touch abilities active. She would then walk through conferences, parties and other functions touching minds to find potential candidates for mind probing and communicate to her teammates via her Psychic Communications ability.

 

When in combat, Anna would have her Psychic Sensitive, Basic and Enhanced Psychic Shields and Mind Shield abilities active. She uses her Mind Flood to overload a target's mind causing the target's brain to shutdown. Anna depended on other teammates for rapid egress from combat situations.

 

When in her Aura identity, she uses similar combat tactics but tries to stay on the edge on the engagement zone to take advantage of her extended range capabilities and minimize the effects of her limited mobility. Aura depends on one of the other Wardens for transport into and out of combat situations.

 

APPEARANCE

 

Height: 5' 2"

Weight: 110 lbs

Hair: Blonde

Eyes: Green

 

Since she was athletic and petite, Anna's look was cultivated by her KGB masters to fit the "cute little Russian gymnast" profile. Her blonde hair was worn in a short pixie cut and she wore very little makeup. Her business dress was conservative blazer and knee-length skirt combinations that were tailored to show off her athletic figure and legs.

 

When she moved to San Francisco, Anna adopted a thoroughly western style of casual dress. Tight jeans, tight pullover shirts, a black leather jacket and black leather athletic shoes became her normal attire. She still refrains from using a lot of makeup.

 

As Aura, she wears a form-fitting sky blue bodysuit with a half-mask that leaves her hair, mouth and nose uncovered. Her hair, as Aura, is really a black wig secured to her mask and tied back in a ponytail. Her gloves, sash-style belt and boots are black. When Aura's Enhanced Psychic Shield is active, she is surrounded by a blue nimbus.

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  • 2 weeks later...

Mandrake

 

This is Drake Moorland, a.k.a. Mandrake, a PC from the Wardens Campaign - First Edition.

 

This version is shortly after he made his first appearance in the campaign.

 

Unfortunately, his character story is only on hard copy at this time. I will get it in electronic format one day.

 

As always, your comments are welcome.

 

MANDRAKE - Drake Moorland

 

VAL...CHA...Cost...Total...Roll......Notes

15....STR......5...15......12-.......HTH Damage 3d6 END [1]

23....DEX.....39...23......14-.......OCV 8 DCV 8

18....CON.....16...18......13-

10....BODY.....0...10......11-

23....INT.....13...23......14-.......PER Roll 14-

14....EGO......8...14......12-.......ECV: 5

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

12....COM......1...12......11-

.4....PD.......1...4/21..............4/21 PD (0/17 rPD)

.4....ED.......0...4/21..............4/21 ED (0/17 rED)

.5....SPD.....17...5.................Phases: 3, 5, 8, 10, 12

10....REC......6...10

40....END......2...40

30....STUN.....3...30

.6....RUN......0...6"................END [1]

.2....SWIM.....0...2"................END [1]

.3....LEAP.....0...3"................3" forward, 1 1/2" upward

 

CHA Cost: 116

 

 

Cost...POWERS

12.....Apprentice's Gratitude: Aid Mystic/Magic Powers 2d6 (standard effect: 6 points),

........Can Add Maximum Of 30 Points, any magical power one at a time (+1/4) (36 Active Points);

........Costs Endurance (-1/2), Extra Time (Full Phase, -1/2), Concentration (0 DCV; -1/2),

........Requires A Magic Skill Roll (-1/2)

........[Notes: END from END Battery - An apprentice is taught to show his appreciation

........to his master by sharing his Mana Reserve.] - END=4

45.....Heir to a Mage: Variable Power Pool (Magic Pool), 35 base + 10 control cost, (52 Active Points);

........all slots Limited Class Of Powers Available: Decoded Spells and Items Limited (-1/2),

........VPP Can Only Be Changed Between Scenes (-1/4)

........[Notes: Drake's father left him an encrypted journal. Decoding the passages gives Drake

........access to magic spells and items.]

11.....Mana Reserve: Endurance Reserve (100 END, 1 REC) (11 Active Points) - END=0

14.....Mystic Force Control: Elemental Control, 42-point powers, (21 Active Points);

........all slots Requires A Magic Skill Roll (-1/2) - END=

22.....1) Mystic Force Bolt: EB 12d6, Power Can Draw END from Character or END Reserve (+1/4)

...........(75 Active Points); OIF Unbreakable Expendable (Very Difficult to obtain new Focus; -1),

...........Requires A Magic Skill Roll (-1/2) - END=7

14.....2) Mystic Force Riding: Flight 17", Power Can Draw END from Character or END Reserve (+1/4)

...........(42 Active Points); Requires A Magic Skill Roll (-1/2) - END=4

14.....3) Mystic Force Shield: FF (17 PD/17 ED), Power Can Draw END from Character

...........or END Reserve (+1/4) (42 Active Points); Requires A Magic Skill Roll (-1/2) - END=4

 

POWERS Cost: 132

 

 

Cost...SKILLS

13.....Power Use: Magic Skill 19-

10.....Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers,

........Mainframes and Supercomputers, Military Computers) 14-

.3.....Conversation 12-

.3.....Cryptography 14-

.3.....Electronics 14-

.3.....High Society 12-

.2.....Systems Operation (Communications Systems) 14-

.3.....Traveler

.1.....1) AK: India (2 Active Points) 11-

.1.....2) AK: United States (2 Active Points) 11-

.2.....3) CK: San Francisco (3 Active Points) 14-

.1.....4) CuK: India (2 Active Points) 11-

.3.....Scientist

.2.....1) SS: Communications Engineering 14- (3 Active Points)

.2.....2) SS: Electrical Engineering 14- (3 Active Points)

.2.....3) SS: Mechanical Engineering 14- (3 Active Points)

.0.....Language: English (idiomatic; literate) (5 Active Points)

.4.....Language: Hindustani (completely fluent; literate)

.1.....Custom Literacy: Runic

.3.....Scholar

.1.....1) KS: Communications Industry (2 Active Points) 11-

.1.....2) KS: Communications Technologies (2 Active Points) 11-

.1.....3) KS: Mystic Items and Literature (2 Active Points) 11-

.1.....4) KS: Other Dimensions (2 Active Points) 11-

.1.....5) KS: The Enclave (2 Active Points) 11-

.3.....PS: Businessman/CEO 14-

.3.....PS: Researcher 14-

 

SKILLS Cost: 73

 

 

Cost...PERKS

10.....Money: Wealthy

.3.....Well-Connected

.6.....1) Contact: Andrew Perry, Sanf Francisco Mayor (Contact has access to major institutions,

...........Contact has significant Contacts of his own, Contact has very useful Skills or resources,

...........Good relationship with Contact) (7 Active Points) 11-

.3.....2) Contact: Francine Crocker, FCC Commisioner (Contact has access to major institutions,

...........Contact has significant Contacts of his own, Contact has useful Skills or resources)

...........(4 Active Points) 8-

.6.....3) Contact: Mortimer Symthe, Enclave Member (Contact has very useful Skills or resources,

...........Contact is slavishly loyal to character) (7 Active Points) 11-

.6.....4) Contact: Walter Conrad, CEO PacCom (Contact has access to major institutions,

...........Contact has significant Contacts of his own, Contact has very useful Skills or resources,

...........Good relationship with Contact) (7 Active Points) 11-

 

PERKS Cost: 34

 

 

Value..DISADVANTAGES

10.....DNPC: Pankaj Shindar (Marut), Business Partner/Apprentice 11- (Slightly Less Powerful than the PC)

10.....DNPC: Theresa Moreland, Mother 8- (Normal)

20.....Hunted: The Enclave 8- (Mo Pow, NCI, Capture)

10.....Hunted: The Sable Rose Society 8- (Mo Pow, Limited Geographical Area, Harshly Punish)

15.....Psychological Limitation: Code Against Killing (Common, Strong)

15.....Psychological Limitation: Protects Innocents (Common, Strong)

15.....Psychological Limitation: Sworn to Fight Evil Mystics/Magics/Monsters (Uncommon, Total)

.5.....Reputation: Businessman/CEO - Supportive of Paranormals, 8-

15.....Social Limitation: Secret Identity: Drake Moorland, CEO Courier Communications (Frequently, Major)

 

DISADVANTAGES Points: 115

 

Base Pts: 200

Exp Required: 40

Total Exp Available: 40

Exp Unspent: 0

Total Character Cost: 355

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Starling

 

This is David Starling, a PC from the Wardens Campaign - First Edition.

 

This version is shortly before he made his last appearance in the campaign as a PC. He made several appearances later as an NPC.

 

Unfortunately, he is another character with a story that is only on hard copy at this time.

 

As always, your comments are welcome.

 

STARLING - David Starling

 

VAL...CHA...Cost...Total...Roll......Notes

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

20....DEX.....30...20......13-.......OCV 7 DCV 7

20....CON.....20...20......13-

10....BODY.....0...10......11-

18....INT......8...18......13-.......PER Roll 13-

30....EGO.....40...30......15-.......ECV: 10

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

10....COM......0...10......11-

15....PD......11...15................15 PD (10 rPD)

15....ED......11...15................15 ED (10 rED)

.4....SPD.....10....4................Phases: 3, 6, 9, 12

10....REC......4...10

40....END......0...40

30....STUN.....0...30

.6....RUN......0...6"................END [1]

.2....SWIM.....0...2"................END [1]

.4....LEAP.....0...4"................4" forward, 2" upward

 

CHA Cost: 152

 

Cost...POWERS

.7.....Telekinetic Field: Damage Resistance (10 PD/10 ED) (10 Active Points);

........Activation Roll 14- (-1/2) - END=0

.7.....Mind Shield: Mental Defense (15 points total) (9 Active Points); Always On (-1/4) - END=0

60.....Psionic Abilities: Multipower, 60-point reserve - END=

6u.....1) Healing BODY 4d6, any of BODY, STUN, END; one at a time (+1/4),

...........Decreased Re-use Duration (6 Hours; +1/4) (60 Active Points) - END=6

6u.....2) Mental Illusions 12d6 (60 Active Points) - END=6

6u.....3) Telekinesis (32 STR), Fine Manipulation (58 Active Points) - END=6

6u.....4) Teleportation 5", x1,024 Noncombat, x2 Increased Mass (60 Active Points) - END=6

.1.....Home in San Francisco: Teleportation: Fixed Location (1 Locations) - END=0

10.....Shiban Eye Glasses: +10 versus Range Modifier for Sight Group (15 Active Points);

........IAF (Shiban Eye Glasses; -1/2) [Notes: A gift from the CEO of Shiban Industries.

........The glasses appear to be a normal pair of prescription eye glasses but have an

........electronic vision enhancement system built into them.] - END=0

.6.....GPS Location Scanner: Detect Location 17- (Unusual Group), Disc (12 Active Points);

........OAF (GPS Location Scanner; -1) - END=0

 

POWERS Cost: 115

 

 

Cost...SKILLS

3......Acting 13-

3......Bureaucratics 13-

4......Computer Programming (Computer Networks, Personal Computers) 13-

3......Conversation 13-

3......High Society 13-

1......KS: Business Management 8-

1......KS: Diplomacy 8-

1......KS: History 8-

1......KS: Import/Export Law 8-

1......KS: International Business 8-

1......KS: Philosophy 8-

1......KS: Political Science 8-

3......KS: Psychology 13-

3......Linguist

4.......1) Language: Arabic (idiomatic; literate) (5 Active Points)

4.......2) Language: Cantonese (idiomatic; literate) (5 Active Points)

0.......3) Language: English (imitate dialects; literate) (6 Active Points)

4.......4) Language: French (idiomatic; literate) (5 Active Points)

4.......5) Language: German (idiomatic; literate) (5 Active Points)

4.......6) Language: Japanese (idiomatic; literate) (5 Active Points)

4.......7) Language: Korean (idiomatic; literate) (5 Active Points)

4.......8) Language: Russian (idiomatic; literate) (5 Active Points)

4.......9) Language: Spanish (idiomatic; literate) (5 Active Points)

4......10) Language: Vietnamese (idiomatic; literate) (5 Active Points)

3......Lipreading 13-

3......PS: Interpreter 13-

3......Persuasion 13-

 

SKILLS Cost: 74

 

 

Cost...PERKS

10.....Contact: Rebecca Miller, MD - Paranormal Medicine (Contact has access to major

........institutions, Contact has very useful Skills or resources, Very Good relationship

........with Contact) 14-

.1.....Fringe Benefit: Passport

.5.....Money: Well Off

 

PERKS Cost: 16

 

 

Value..DISADVANTAGES

25.....Hunted: Nagaroth 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very

........easy to find, Harshly Punish)

15.....Hunted: United States Government 8- (Mo Pow, NCI, PC has a Public ID or is

........otherwise very easy to find, Watching)

10.....Psychological Limitation: Always Keeps Word (Uncommon, Strong)

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

10.....Psychological Limitation: Curious (Common, Moderate)

10.....Psychological Limitation: Dislikes Crowds (Common, Moderate)

.5.....Reputation: Healer, 8-

15.....Social Limitation: Public Identity Frequently (11-), Major

10.....Susceptibility: from Flash Attacks, 2d6 damage Instant (Uncommon)

.5.....Unluck: 1d6

10.....Vulnerability: 2 x Effect From Sight group Flash attacks (Uncommon)

 

DISADVANTAGES Points: 135

 

Base Pts: 200

Exp Required: 22

Total Exp Available: 20

Exp Unspent: 0

Total Character Cost: 357

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  • 1 month later...

Re: Foundation Redbook - Characters from the Foundation Chronicles / Warden Chronicles

 

Well the Wardens Campaign is rolling again... and here are the PC's for the Fourth Edition of the campaign...

 

Note: All of the character stories are being finalized and will be posted to the Wardens Chronicles website in the June 2005 update.

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Amethyst

 

First up is Amethyst... Former lawyer and Hollywood stunt person who always dreamed of being a paranormal... then it happened...

 

As always your comments are welcome

 

AMETHYST - Karalyn Nicholas

 

VAL...CHA...Cost...Total...Roll......Notes

60....STR.....50...60......21-.......HTH Damage 12d6 END [6]

15....DEX.....15...15......12-.......OCV 5 DCV 5

30....CON.....40...30......15-

30....BODY....40...30......15-

18....INT......8...18......13-.......PER Roll 13-

15....EGO.....10...15......12-.......ECV: 5

30....PRE.....20...30......15-.......PRE Attack: 6d6

20....COM......5...20......13-

15....PD.......3...15/25.............15/25 PD (5/15 rPD)

15....ED.......9...15/25.............15/25 ED (5/15 rED)

.4....SPD.....15...4.................Phases: 3, 6, 9, 12

20....REC......4...20

60....END......0...60

70....STUN....-5...70

.6....RUN......0...6"/12"............END [1/2]

.2....SWIM.....0...2"................END [1]

12....LEAP.....0...12"...............12" forward, 6" upward

 

CHA Cost: 214

 

 

Cost...POWERS

24.....Amethyst Aura: Armor (10 PD/10 ED) (30 Active Points); Costs Endurance

........(Only Costs END to Activate; -1/4) - END=3

.5.....Tough Skin: Damage Resistance (5 PD/5 ED) - END=0

25.....Concussion Force: EB 10d6, Explosion (+1/2) (75 Active Points); 4 Charges (-1),

........Costs Endurance (-1/2), Increased Endurance Cost (x2 END; -1/2) - END=14

10.....Enhanced Metabolism: LS (Eating: Character only has to eat once per week;

........Extended Breathing: 1 END per 20 Minutes; Longevity: 200 Years; Safe in Intense

........Cold; Safe in Intense Heat) - END=0

12.....Fast Runner: Running +6" (6"/12" total) - END=1

 

POWERS Cost: 76

 

 

Cost...SKILLS

15......+3 with HTH Combat

.......Everyman Skills

0......1) AK: California 8-

0......2) Acting 8-

0......3) Conversation 8-

0......4) Deduction 8-

0......5) Paramedics 8-

0......6) Shadowing 8-

0......7) Stealth 8-

3......Acrobatics 12-

3......Breakfall 12-

3......Bureaucratics 15-

3......CK: San Francisco 13-

3......Climbing 12-

3......Combat Driving 12-

3......Concealment 13-

3......Criminology 13-

3......KS: Criminal Law 13-

3......Language: American Sign Language (completely fluent)

0......Language: English (idiomatic; literate) (5 Active Points)

3......Lipreading 13-

3......Oratory 15-

3......PS: Lawyer 13-

2......PS: Stunt Person 11-

3......Persuasion 15-

1......TF: Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

 

SKILLS Cost: 60

 

 

Value..DISADVANTAGES

.5.....Distinctive Features: Strange Energy Signature (Not Concealable; Noticed and

........Recognizable; Detectable Only By Unusual Senses)

25.....Hunted: "MYSTERY" 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very

........easy to find, Harshly Punish)

15.....Hunted: The Grand Empire 8- (As Pow, NCI, Harshly Punish)

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

20.....Psychological Limitation: Feels Need to Help Others (Very Common, Strong)

10.....Psychological Limitation: Thrillseeker (Common, Moderate)

15.....Social Limitation: Secret Identity - Karalyn Nicholas (Frequently, Major)

10.....Susceptibility: Great Injury to Others Nearby, 2d6 damage Instant (Uncommon)

10.....Vulnerability: 1 1/2 x STUN From Sonic Attacks (Common)

10.....Vulnerability: 1 1/2 x BODY From Sonic Attacks (Common)

 

DISADVANTAGES Points: 140

 

Base Pts: 200

Exp Required: 10

Total Exp Available: 10

Exp Unspent: 0

Total Character Cost: 350

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Boost

 

Next is Boost... student studying paranormals then a lab accident gave him paranormal abilities...

 

As always your comments are welcome

 

BOOST - Mark Owens

 

VAL...CHA...Cost...Total...Roll......Notes

25....STR.....15...25......14-.......HTH Damage 5d6 END [2]

23....DEX.....39...23......14-.......OCV 8 DCV 8

25....CON.....30...25......14-

24....BODY....28...24......14-

26....INT.....16...26......14-.......PER Roll 14-

20....EGO.....20...20......13-.......ECV: 7

20....PRE.....10...20......13-.......PRE Attack: 4d6

20....COM......5...20......13-

.8....PD.......3...8/18..............8/18 PD (0/10 rPD)

.8....ED.......3...8/18..............8/18 ED (0/10 rED)

.4....SPD......7...4.................Phases: 3, 6, 9, 12

10....REC......0...10

50....END......0...50

50....STUN.....0...50

10....RUN......8...10"...............END [2]

.5....SWIM.....3...5"................END [1]

.6....LEAP.....1...6"................6" forward, 3" upward

 

CHA Cost: 188

 

 

Cost...POWERS

23.....Armored Costume and Helmet: (Total: 35 Active Cost, 23 Real Cost) Armor (10 PD/10 ED)

........(30 Active Points); OIF (Armored Costume; -1/2) (Real Cost: 20)

.......plus Sight Group Flash Defense (5 points) (5 Active Points); OIF (Polarized

........Visor; -1/2) (Real Cost: 3) - END=0

10.....Bio-Stabilization Field: Power Defense (10 points) - END=0

23.....Biomanipulation Abilities: Multipower, 23-point reserve

1u.....1) Agility Enhancement: Aid DEX 1d6+1, Delayed Return Rate (points return at the

...........rate of 5 per Minute; +1/4), Ranged (+1/2) (23 Active Points);

...........Costs Endurance (-1/2) - END=2

1u.....2) Inteligence Enhancement: Aid INT 1d6+1, Delayed Return Rate (points return at

...........the rate of 5 per Minute; +1/4), Ranged (+1/2) (23 Active Points);

...........Costs Endurance (-1/2) - END=2

2u.....3) Reaction Reduction Reduction: Drain DEX 1d6+1, Delayed Return Rate (points return

...........at the rate of 5 per Minute; +1/4), Ranged (+1/2) (23 Active Points) - END=2

2u.....4) Stamina Reduction: Drain END 1d6+1, Delayed Return Rate (points return at the

...........rate of 5 per Minute; +1/4), Ranged (+1/2) (23 Active Points) - END=2

1u.....5) Strength Enhancement: Aid STR 1d6+1, Delayed Return Rate (points return at the

...........rate of 5 per Minute; +1/4), Ranged (+1/2) (23 Active Points);

...........Costs Endurance (-1/2) - END=2

17.....Biomanipulation Abilities: Variable Power Pool, 10 base + 7 control cost, Powers Can

........Be Changed As A Zero-Phase Action (+1) (20 Active Points); Limited Special Effect

........Biomanipulation Powers (Biomanipulation Powers; -1/2)

.0.....1) Characteristic Enhancement: Aid CON 0 1/2d6, Can Add Maximum Of 5 Points, Delayed

...........Return Rate (points return at the rate of 5 per Minute; +1/4), Ranged (+1/2)

...........(10 Active Points); Costs Endurance (-1/2) Real Cost: 7 - END=1

.0.....2) Characteristic Reduction: Drain BODY 0 1/2d6, Delayed Return Rate (points return at the

...........rate of 5 per Minute; +1/4), Ranged (+1/2) (9 Active Points) Real Cost: 9 - END=1

.0.....3) Cure Disease: Dispel 3d6+1 (10 Active Points) Real Cost: 10 - END=1

.0.....4) Strain System: EB 0 1/2d6, AVLD (Power Defense; +1 1/2) (7 Active Points)

...........Real Cost: 7 - END=1

.0.....5) Stun optic nerves: Sight Group Flash 1d6, AVLD (Power Defense; +3/4) (9 Active Points)

...........Real Cost: 9 - END=1

22.....Biosense: Detect Biofield 14- (no Sense Group), Discriminatory, Analyze, Range, Sense - END=0

10.....Hyper-Immunity: LS (Immunity All terrestrial diseases and biowarfare agents) - END=0

18.....Self Restoration: Healing BODY 1d6 (standard effect: 3 points), Reduced Endurance

........(0 END; +1/2), Persistent (+1/2), all Characteristics (except Stun and END) powers

........simultaneously (+2) (40 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4) - END=0

 

POWERS Cost: 130

 

 

Cost...SKILLS

5......Biomanipulation Abilities - Power Use, 14-

.......Everyman Skills

0.......1) AK: Home Country, Region, Area, City 8-

0.......2) Acting 8-

0.......3) Climbing 8-

0.......4) Concealment 8-

0.......5) Conversation 8-

0.......6) Deduction 8-

0.......7) Language: English (idiomatic; literate) (5 Active Points)

0.......8) PS: Researcher 8-

0.......9) Paramedics 8-

0......10) Persuasion 8-

0......11) Shadowing 8-

0......12) Stealth 8-

0......13) TF: Small Motorized Ground Vehicles

1......Acrobatics 8-

3......Breakfall 14-

1......Bureaucratics 8-

2......Computer Programming (Personal Computers) 14-

3......KS: Paranormals 14-

3......Scientist

2......1) SS: Biology 14- (3 Active Points)

2......2) SS: Chemistry 14- (3 Active Points)

2......3) SS: Medicine 14- (3 Active Points)

2......4) SS: Paranormal Biology 14- (3 Active Points)

 

SKILLS Cost: 26

 

 

Cost...PERKS

4......Contact: Robert Fergan, Grad Student at UC-Berkeley (Contact has access to major

........institutions, Contact has useful Skills or resources, Good relationship with Contact) 8-

1......Fringe Benefit: Membership: Student at UC-Berkeley

 

PERKS Cost: 5

 

 

Value..DISADVANTAGES

10.....DNPC: Randy MacLeod (gymnist attending UC, Berkley dating Boost) 8- (Normal)

.5.....Distinctive Features: Unusual Bio-field (Not Concealable; Noticed and Recognizable;

........Detectable Only By Technology Or Major Effort)

25.....Hunted: Doctor Von Hausser 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very

........easy to find, Harshly Punish)

10.....Hunted: Activist Paranormal Group Looking to Recruit Him 8- (Mo Pow, PC has a Public

........ID or is otherwise very easy to find, Watching)

.5.....Physical Limitation: Increased metabolism requires more food than normal

........(Infrequently, Slightly Impairing)

20.....Psychological Limitation: Code vs. Killing (Common, Total)

15.....Psychological Limitation: Insecure (Very Common, Moderate)

20.....Psychological Limitation: Protective of Others (Common, Total)

15.....Social Limitation: Public Identity - Mark Owens, UC-Berkeley Student (Frequently, Major)

.5.....Vulnerability: 1 1/2 x BODY Poisons/Chemicals (Uncommon)

.5.....Vulnerability: 1 1/2 x Effect Poisons/Chemicals (Uncommon)

.5.....Vulnerability: 1 1/2 x STUN Poisons/Chemicals (Uncommon)

 

DISADVANTAGES Points: 140

 

Base Pts: 200

Exp Required: 9

Total Exp Available: 9

Exp Unspent: 0

Total Character Cost: 349

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Kitsune

 

Next up is Kitsune... a student who wanted to be a criminal profiler for the FBI but her application was denied by the Bureau... could they have learned her secret?

 

As always your comments are welcome

 

KITSUNE - Sara O'Connor

 

VAL...CHA...Cost...Total...Roll......Notes

15....STR......5...15......12-.......HTH Damage 3d6 END [1]

18....DEX.....24...18/23...13-/14-...OCV 6/8 DCV 6/8

15....CON.....10...15......12-

15....BODY....10...15......12-

18....INT......8...18......13-.......PER Roll 13-

23....EGO.....26...23......14-.......ECV: 8

23....PRE.....13...23......14-.......PRE Attack: 4 1/2d6

22....COM......6...22......13-

.3....PD.......0...3/18..............3/18 PD (0/15 rPD)

.3....ED.......0...3/18..............3/18 ED (0/15 rED)

.4....SPD.....12...4/5...............Phases: 3, 6, 9, 12/3, 5, 8, 10, 12

10....REC......8...10

40....END......5...40

40....STUN.....9...40

.6....RUN......0...6"................END [1]

.2....SWIM.....0...2"................END [1]

.3....LEAP.....0...3"................3" forward, 1 1/2" upward

 

CHA Cost: 136

 

 

Cost...POWERS

36.....Kami's Blessing: Armor (15 PD/15 ED) (45 Active Points);

........Only in Fox and Hybrid Form (-1/4) - END=0

48.....Kitsune Eye of Reality: Mental Illusions 10d6 (Human and Animal Minds)

........(60 Active Points); Does Not Provide Mental Awareness (-1/4) - END=6

27.....Kitsune Shapeshift: Shape Shift (Sight, Mystic, Smell/Taste, Hearing and

........Touch Groups, Three Shapes - Human, Fox, Hybrid) - END=3

16.....Kitsune Swiftness: (Total: 25 Active Cost, 16 Real Cost) +5 DEX (15 Active Points);

........No Figured Characteristics (-1/2), Only in Fox and Hybrid Form (-1/4) (Real Cost: 8)

.......plus +1 SPD (10 Active Points); Only in Fox and Hybrid Form (-1/4)

........(Real Cost: 8) - END=0

31.....Fox and Hybrid Forms: Multipower, 39-point reserve, (39 Active Points);

........all slots Only in Fox and Hybrid Form (-1/4) - END=

3u.....1) Fox Form - Small and Fleet of Paw with Fangs and Claw: (Total: 39 Active, 31 Real)

...........Shrinking (1.0033 m tall, 12.4738 kg mass, -2 PER Rolls to perceive character,

............+2 DCV, takes +3" KB), Reduced Endurance (0 END; +1/2) (15 Active Points);

............Only in Fox and Hybrid Form (-1/4) (Real Cost: 12)

...........plus Running 7" (14 Active Points); Only in Fox and Hybrid Form (-1/4) (Real: 11)

...........plus HKA 1d6-1 (1d6+1 w/STR) (10 Active Points); Only in Fox and Hybrid Form

............(-1/4) (Real Cost: 8) - END=2

3u.....2) Hybrid Form - Fleet of Paw with Fang and Claw: (Total: 39 Active Cost, 31 Real Cost)

...........Running 12" (24 Active Points); Only in Fox and Hybrid Form (-1/4) (Real Cost: 19)

...........plus HKA 1d6 (2d6 w/STR) (15 Active Points); Only in Fox and Hybrid Form (-1/4)

............(Real Cost: 12) - END=3

 

POWERS Cost: 164

 

 

Cost...SKILLS

.......Everyman Skills

0......1) AK: Northen California 8-

0......2) Climbing 8-

0......3) Concealment 8-

0......4) Shadowing 8-

0......5) Stealth 8-

3......Acting 14-

3......CK: San Francisco 12-

3......Combat Driving (Small Ground Vehicles) 13- (14-)

3......Conversation 14-

3......Criminology 13-

3......Deduction 13-

3......Forensic Medicine 13-

3......High Society 14-

1......Language: English (Native) (imitate dialects; literate) (6 Active Points)

4......Language: Japanese (completely fluent; literate)

3......PS: Investigator 13-

3......Paramedics 13-

3......Persuasion 14-

3......SS: Criminal Psychology 13-

3......SS: Psychology 13-

3......Seduction 14-

3......Streetwise 14-

 

SKILLS Cost: 50

 

 

Cost...PERKS

3......Contact: Detective Maribella Johnson, SFPD (Contact has useful Skills or resources,

........Contact of Sara O'Connor, Good relationship with Contact) 11-

 

PERKS Cost: 3

 

 

Value..DISADVANTAGES

.5.....Accidental Change: High Magic Environment 8- (Uncommon)

20.....DNPC: Random Fans 8- (Incompetent; Group DNPC: x2 DNPCs)

10.....Distinctive Features: Mystical Nature - Kitsune (Not Concealable; Always Noticed and

........Causes Major Reaction; Detectable Only By Unusual Senses)

20.....Hunted: Ogushi Masahiro, CEO of Ogushi Industries (Secretly, Asakura Sodan - an Oni no

........Kistune) 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

.5.....Hunted: Sakura, Former Mentor and a Kami no Kitsune 8- (Mo Pow, Watching)

10.....Psychological Limitation: Curious and Inquisitive (Common, Moderate)

15.....Psychological Limitation: Feels Need to Help Others (Common, Strong)

.5.....Psychological Limitation: Mischievious Prankster (Uncommon, Moderate)

.5.....Psychological Limitation: Sometimes wants Old Life versus New Life (Uncommon, Moderate)

15.....Psychological Limitation: Wants to Fit In and Be Liked (Common, Strong)

.5.....Social Limitation: Public Figure - Kitsune - Adoring Fans (Occasionally, Minor)

15.....Social Limitation: Secret Identity - Sara O'Connor (Frequently, Major)

10.....Susceptibility: Cold Iron Touches Skin or Fur, 2d6 damage per Minute (Uncommon)

 

DISADVANTAGES Points: 140

 

Base Pts: 200

Exp Required: 13

Total Exp Available: 13

Exp Unspent: 0

Total Character Cost: 353

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Nexus

 

Next up is Nexus... a paranormal with a past haunted by failure... this time, failure is not an option...

 

As always your comments are welcome

 

NEXUS - Jamison "Jamie" Smith

 

VAL...CHA...Cost...Total...Roll......Notes

40....STR.....30...40......17-.......HTH Damage 8d6 END [4]

20....DEX.....30...20......13-.......OCV 7 DCV 7

28....CON.....36...28......15-

10....BODY.....0...10......11-

18....INT......8...18......13-.......PER Roll 13-

14....EGO......8...14......12-.......ECV: 5

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

12....COM......1...12......11-

10....PD.......2...10/25.............10/25 PD (0/15 rPD)

10....ED.......4...10/25.............10/25 ED (0/15 rED)

.5....SPD.....20...5.................Phases: 3, 5, 8, 10, 12

10....REC.....-8...10

56....END......0...56

45....STUN.....1...45

.6....RUN......0...6"................END [1]

.2....SWIM.....0...2"................END [1]

.8....LEAP.....0...8"................8" forward, 4" upward

 

CHA Cost: 140

 

 

Cost...POWERS

22.....Energy Manipulation: Elemental Control, 56-point powers, (28 Active Points);

........all slots IIF (Bracers; -1/4)

32.....1) Energy Sheath: (Total: 70 Active Cost, 53 Real Cost) FF (15 PD/15 ED) (Protect Carried Items),

...........Costs END Only To Activate (+1/4) (50 Active Points); IIF (Bracers; -1/4) (Real Cost: 40)

..........plus LS (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation;

...........Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained

...........Breathing) (20 Active Points); Costs Endurance (Only Costs END to Activate; -1/4),

...........IIF (Bracers; -1/4) (Real Cost: 13) - END=6

22.....2) Flying: Flight 20", x4 Noncombat, Usable Underwater (+1/4) (56 Active Points);

...........IIF (Bracers; -1/4) - END=6

70.....Energy Projection: Multipower, 87-point reserve, (87 Active Points); all slots IIF (Bracers; -1/4)

7u.....1) Energy Manipulation: Telekinesis (40 STR), Fine Manipulation, Reduced Endurance

...........(1/2 END; +1/4) (87 Active Points); IIF (Bracers; -1/4) - END=3

6u.....2) Energy Blast: EB 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points);

...........IIF (Bracers; -1/4) - END=3

6u.....3) Blinding Blast: Sight Group Flash 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points);

...........IIF (Bracers; -1/4) - END=3

6u.....4) Energy Constructs: FW (10 PD/10 ED; 5" long and 2" tall), Reduced Endurance (1/2 END; +1/4)

...........(75 Active Points); IIF (Bracers; -1/4) - END=3

4u.....5) Electromagnetic Sense: (Total: 54 Active Cost, 36 Real Cost) Detect Electromagnetic Energy 13-

...........(no Sense Group), Discriminatory, Analyze, Range, Sense (27 Active Points); Costs Endurance

...........(Only Costs END to Activate; -1/4), IIF (Bracers; -1/4) (Real Cost: 18)

..........plus HRRP (Radio Group) (12 Active Points); Costs Endurance (Only Costs END to

...........Activate; -1/4), IIF (Bracers; -1/4) (Real Cost: 8) plus Radar (Radio Group)

...........(15 Active Points); Costs Endurance (Only Costs END to Activate; -1/4),

...........IIF (Bracers; -1/4) (Real Cost: 10) - END=5

.1.....Long Life: LS (Longevity: 200 Years) - END=0

 

POWERS Cost: 176

 

 

Cost...SKILLS

6......+2 with Energy Powers

.......Everyman Skills

0.......1) AK: United States 8-

0.......2) Acting 8-

0.......3) Climbing 8-

0.......4) Concealment 8-

0.......5) Conversation 8-

0.......6) Deduction 8-

0.......7) Language: English (Idiomatic, native accent; literate) (5 Active Points)

0.......8) PS: College Professor 11-

0.......9) Paramedics 8-

0......10) Persuasion 8-

0......11) Shadowing 8-

0......12) Stealth 8-

0......13) TF: Small Motorized Ground Vehicles

3......CK: San Francisco 13-

2......CK: Vancouver, BC 11-

3......Computer Programming (Personal Computers, Local Networks) 13-

3......Electronics 13-

3......Scientist

2......1) SS: Astronomy 13- (3 Active Points)

2......2) SS: Astrophysics 13- (3 Active Points)

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

2......4) SS: Physics 13- (3 Active Points)

3......Tactics 13-

3......Teamwork 13-

 

SKILLS Cost: 34

 

 

Value..DISADVANTAGES

10.....Distinctive Features: Cosmic Radiation Source (Not Concealable; Always Noticed and

........Causes Major Reaction; Detectable Only By Unusual Senses)

20.....Hunted: The Grand Empire 8- (Mo Pow, NCI, Harshly Punish)

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

20.....Psychological Limitation: Code vs Killing (Common, Total)

15.....Psychological Limitation: Fear of Failure (Common, Strong)

15.....Psychological Limitation: Must Protect Innocents (Common, Strong)

15.....Social Limitation: Secret ID (Frequently, Major)

20.....Susceptibility: Darkness Fields, 2d6 damage per Phase (Uncommon)

 

DISADVANTAGES Points: 135

 

Base Pts: 200

Exp Required: 15

Total Exp Available: 15

Exp Unspent: 0

Total Character Cost: 350

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Sir William

 

Finally, we have Knight of St Michael... a Norman knight banished from his 11th century home by fell magics... why did he end up in the here and now?

 

As always your comments are welcome

 

KNIGHT OF ST MICHAEL - Guillaume de Rouen / William Rouen

 

VAL...CHA...Cost...Total...Roll......Notes

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

18....DEX.....24...18......13-.......OCV 6 DCV 6

20....CON.....20...20......13-

15....BODY....10...15......12-

18....INT......8...18......13-.......PER Roll 13-

18....EGO.....16...18......13-.......ECV: 6

20....PRE.....10...20/30...13-/15-...PRE Attack: 4d6 / 6d6

16....COM......3...16......12-

.5....PD.......1...5/25..............5/25 PD (0/20 rPD)

.5....ED.......1...5/25..............5/25 ED (0/20 rED)

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

10....REC......4...10

40....END......0...40

40....STUN.....5...40

.6....RUN......0...6"................END [1]

.2....SWIM.....0...2"................END [1]

.4....LEAP.....0...4"................4" forward, 2" upward

 

CHA Cost: 124

 

 

Cost...POWERS

.8.....Aura of the Righteous: +10 PRE (10 Active Points); OIHID (-1/4)

.7.....Mystically Enhanced Boots: +3 with DEX based skills requiring footwork

........(9 Active Points); OIHID (-1/4)

36.....Mystically Enhanced Chain Hauberk: Armor (15 PD/15 ED)

........(45 Active Points); OIHID (-1/4) - END=0

.7.....Mystically Enhanced Helmet: +3 with Strategy, Tactics and Teamwork

........(9 Active Points); OIHID (-1/4) - END=

16.....Mystically Enhanced Shield: (Total: 30 Active Cost, 16 Real Cost) +3 with DCV

........(15 Active Points); Activation Roll 14- (-1/2), OIHID (-1/4) (Real Cost: 8)

.......plus Armor (5 PD/5 ED) (15 Active Points); Activation Roll 14- (-1/2),

........OIHID (-1/4) (Real Cost: 8) - END=0

56.....Power of the Righteous: Multipower, 70-point reserve, (70 Active Points); all slots OIHID (-1/4)

2u.....1) "Holy Dagger": (Total: 50 Active Cost, 22 Real Cost)

...........HA +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), OIHID (-1/4) (Real Cost: 11)

...........plus HA +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Only versus Evil or

............Unholy Foes (-1), Hand-To-Hand Attack (-1/2), OIHID (-1/4) (Real Cost: 11) - END=2

4u.....2) "Holy Lance and Noble Steed": (Total: 70 Active Cost, 38 Real Cost)

...........HA +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), OIHID (-1/4) (Real Cost: 11)

...........plus HA +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Only versus Evil and

............Unholy Foes (-1), Hand-To-Hand Attack (-1/2), OIHID (-1/4) (Real Cost: 11)

...........plus Running 10", Requires a Riding Skill Roll (No Active Point penalty to Skill

............Roll; +0) (20 Active Points); OIHID (-1/4) (Real Cost: 16)

...........[Notes: A ghostly steed with a lance secured to its saddle appears when summoned.

............Sir William must mount the steed (Riding Skill roll) to use steed's movement. When

............mounted, Sir William's running is replaced by the steed's running.] - END=4

4u.....3) "Holy Light": (Total: 70 Active Cost, 45 Real Cost)

...........EB 8d6 (40 Active Points); OIHID (-1/4) (Real Cost: 32)

...........plus EB, +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Only versus

............Evil or Unholy Foes (-1), OIHID (-1/4) (Real Cost: 13) - END=4

3u.....4) "Holy Shield": FF (20 PD/20 ED), Reduced Endurance (0 END; +1/2) (60 Active Points); Only when

............has 5 BODY or less; Cannot take any offensive action (-1/2), OIHID (-1/4) - END=0

3u.....5) "Holy Sword": (Total: 60 Active Cost, 28 Real Cost)

...........HA +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2), OIHID (-1/4) (Real Cost: 17)

...........plus HA +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Only versus Evil or

............Unholy Foes (-1), Hand-To-Hand Attack (-1/2), OIHID (-1/4) (Real Cost: 11) - END=3

.8.....Soul Sight: Detect Evil or Unholy Acts 13- (Mystic Group), Disc, Analyze (15 Active Points);

........Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) - END=0

16.....Visions: Precognitive, Retrocognitive Clairsentience (Sight Group), Discriminatory (65 Active)

........No Conscious Control (-2), Precognition/Retrocognition Only (-1) - END=6

 

POWERS Cost: 170

 

 

Cost...SKILLS

15.....+3 with HTH Combat - Melee Weapons

.......Archaic Knowledges

.2.....1) AK: Early 12th Century Northern France and Southern England 11-

.3.....2) High Society - 12th Century Courtier 13- (15-)

.2.....3) KS: Early 12th Century Catholic Church Layman 11-

.2.....4) KS: Early 12th Century Court Politics 11-

.2.....5) KS: Early 12th Century English, Norman, Saxon, Welsh Nobles 11-

.1.....AK: San Francisco Bay Area 8-

.1.....CK: San Francisco 8-

.3.....KS: Strategy 13-

.3.....Oratory 13- (15-)

.3.....Persuasion 13- (15-)

.3.....Riding 13-

.3.....Stealth 13-

.2.....Survival (Temperate/Subtropical) 13-

.3.....Tactics 13-

.3.....Teamwork 13-

.5.....WF: Common Melee Weapons, Siege Engines, Lances

 

SKILLS Cost: 56

 

 

Value..DISADVANTAGES

15.....Distinctive Features: "Holy Aura" (Not Concealable; Extreme Reaction; Detectable Only

........By Unusual Senses)

15.....Geas: Must Give Foes Chance for Absolution if "Evil or Unholy" (Frequently, Greatly Impairing)

15.....Geas: Must Treat Foes Fairly and with Leniency if they are not "Evil or Unholy"

........(Frequently, Greatly Impairing)

15.....Hunted: Enemy 8- (Mo Pow, Capture)

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

10.....Psychological Limitation: Aloof (Uncommon, Strong)

10.....Psychological Limitation: Introverted (Uncommon, Strong)

15.....Psychological Limitation: Relentless and Unforgiving Against Foes (Common, Strong)

20.....Social Limitation: Unfamiliar with Modern Era (Frequently, Severe)

10.....Vulnerability: 2 x STUN From Darkness based Attacks (Uncommon)

 

DISADVANTAGES Points: 135

 

Base Pts: 200

Exp Required: 15

Total Exp Available: 15

Exp Unspent: 0

Total Character Cost: 350

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  • 4 weeks later...

Kika

 

This is Kika... her name is an obscure Japanese word for Sunflower... she is one of the NPC members of the Wardens in the Fourth Edition campaign... her background and other info is including at the link below...

 

As always your comments are welcome...

 

KIKA (SUNFLOWER) - Kimberly Saito

 

VAL...CHA...Cost...Total...Roll......Notes

15....STR......5...15......12-.......HTH Damage 3d6 END [1]

15....DEX.....15...15......12-.......OCV 5 DCV 5

15....CON.....10...15......12-

14....BODY.....8...14......12-

14....INT......4...14......12-.......PER Roll 12-

16....EGO.....12...16......12-.......ECV: 5

10....PRE......0...10......11-.......PRE Attack: 2d6

16....COM......3...16......12-

.5....PD.......2...5/25..............5/25 PD (0/20 rPD)

.5....ED.......2...5/25..............5/25 ED (0/20 rED)

.4....SPD.....15...4.................Phases: 3, 6, 9, 12

.6....REC......0...6

30....END......0...30

30....STUN.....0...30

.6....RUN......0...6"................END [1]

.2....SWIM.....0...2"................END [1]

.3....LEAP.....0...3"................3" forward, 1 1/2" upward

 

CHA Cost: 76

 

 

Cost...POWERS

10.....Solar Battery: Endurance Reserve (70 END, 5 REC) Reserve: (12 Active Points);

........REC: (5 Active Points); Limited Recovery (Only in Sunlight; -1/2) - END=0

60.....Shield of Flames: FF (20 PD/20 ED), Power Can Draw END from Character or

........END Reserve (+1/4), Reduced Endurance (1/2 END; +1/4) (60 Active Points) - END=2

20.....See the Flames: IR Perception (Sight Group), +5 to PER Roll, Discriminatory, Analyze - END=0

60.....Flight of Flames: Flight 20", Power Can Draw END from Character or END Reserve (+1/4),

........Combat Acceleration/Deceleration (+1/4) (60 Active Points) - END=6

75.....Blast of Flames: EB 12d6, Power Can Draw END from Character or END Reserve (+1/4)

........(75 Active Points) - END=7

 

POWERS Cost: 225

 

 

Cost...SKILLS

2......AK: Aichi Prefecture, Japan 11-

2......AK: Nagoya, Japan 11-

1......AK: San Francisco 8-

0......Acting 8-

0......Climbing 8-

0......Concealment 8-

0......Conversation 8-

2......CuK: American Culture 11-

1......CuK: San Francisco Culture 8-

0......Deduction 8-

2......KS: Basic Science 11-

2......KS: General Knowledge and World Events 11-

2......KS: History and Geography 11-

2......KS: Mathematics 11-

5......Language: English (idiomatic; literate)

0......Language: Japanese (idiomatic; literate) (5 Active Points)

0......PS: Tour Guide 8-

0......PS: Translator 8-

0......Paramedics 8-

0......Persuasion 8-

0......Shadowing 8-

0......Stealth 8-

1......TF: Two-Wheeled Motorized Ground Vehicles

 

SKILLS Cost: 22

 

Cost...PERKS

1......Fringe Benefit: Passport

1......Fringe Benefit: International Driver's License

 

PERKS Cost: 2

 

Value..DISADVANTAGES

.5.....Accidental Change: High Emotion Level 8- (Uncommon) [Notes: Kimberly's Shield of Flames power

........will sometimes activate if she is in a highly emotional situation.]

.5.....Dependence: Sunlight; -30 Active Points from "Flames" Powers (Very Common, 1 Day)

.0.....Dependence: Sunlight; Loses "Solar Battery" Power (Very Common, 1 Week)

.5.....Distinctive Features: Distinctive Energy Signature (Not Concealable; Noticed and Recognizable;

........Detectable Only By Technology or Unusual Senses)

10.....Hunted: Asahi; 11- (Mo Pow, Watching)

15.....Hunted: The Grand Empire; 8- (As Pow, NCI, Harshly Punish)

20.....Psychological Limitation: Code Versus Killing (Common, Total)

15.....Psychological Limitation: Needs to Prove Self (Common, Strong)

15.....Psychological Limitation: Protective of Others (Common, Strong)

15.....Social Limitation: Secret Identity: Kimberly Saito (Frequently, Major)

10.....Vulnerability: 2 x BODY Darkness Based Attacks (Uncommon)

10.....Vulnerability: 2 x STUN Darkness Based Attacks (Uncommon)

 

DISADVANTAGES Points: 125

 

Base Pts: 200

Exp Required: 0

Total Exp Available: 0

Exp Unspent: 0

Total Character Cost: 325

 

BACKGROUND/HISTORY

 

Kimi was living a happy life in Nagoya. She had just finished her primary schooling and would be starting at the university in the fall. She was earning money as a tour guide and translator for the English speaking tourists that came to her home in Aichi Prefecture.

 

Then it all changed.

 

She was riding her scooter on the way to meet a tour group at Nagoya castle when she was hit by a delivery van. No one understood why Kimi or the van burst into flames. What was even more puzzling was why Kimi had not been harmed by the fire, not even a hair had been singed. No one except her father.

 

His family had lived on the outskirts of Hiroshima for many generations. As had he, before he took a job with Toyota and moved to Nagoya. Working in one of the factories had made it easy to hide his abilities. No one questioned why he tolerated the heat at the foundry so well and he never told his wife.

 

After the accident, Kimi's father made arrangements for her to move to San Francisco and live with one of his cousins. He made arrangements for her to attend San Francisco State University. He also made arrangements for her to talk to Jiisan (Grandfather).

 

Kimi did not understand. Her father assured her again and again that she had not disgraced the family, but she knew she had. Why else would he send her away?

 

Kimberly moved to San Francisco and started attending college as per her father's wishes.

 

Then she met Jiisan.

 

He was a wise and kind man. He told Kimberly that her abilities were a gift and that she should use her gift to help those in need. Jiisan told her that fate had brought her to San Francisco because the Wardens would help her learn to use her abilities to fulfill her destiny.

 

The next day Kika went to Alcatraz to join the Wardens.

 

Kika has not revealed her identity to the other members of the Wardens and she wears her mask at all times around the headquarters. When she engages in "personal" conversations, Kika pretends that she is second generation Japanese-American, but every now and then she slips up revealing a little more than what she intended. Mr. Gray, Alacran and Scorpion suspect that Kika is hiding something. Not really sure of what it is, they keep a close eye on her.

 

PERSONALITY

 

Kika pretends to be the stereotypical cocky American college kid when around the Wardens.

 

In actually, Kika is driven by the three major events in her life; the van crash and fire, being sent away by her father and her meeting with Jiisan.

 

Kika watched the driver of the van perish and knows that she caused the fire that took his life. It was an accident, she understands this but it has left her somewhat scared to use her powers to full effect. She has promised herself that she will never take another life, accidentally or otherwise.

 

Even though she has come to accept that she has not disgraced her family, there is a part of her that still feels a need to prove herself in her father's eyes. This need to prove herself sometimes causes Kika to put herself at risk in situations where a more discreet course of action might be the better solution.

 

Kika has also taken the words of Jiisan to heart and feels that it is her duty to use her gift to help others. This desire to help others also causes Kika to sometimes take risks that she would normally avoid.

 

QUOTE

 

"Stop... or you might find things getting a little... hot for you."

 

TACTICS

 

Kika has not yet learned to efficiently manage her energy expenditures when using her abilities and will frequently tax herself to the point of exhaustion during combat.

 

She is enamored with flying and will rarely land during an encounter situation. Due to her enhanced mobility, Kika will close with targets sometimes exposing her self to attacks that she could have avoided by staying a little farther away.

 

Early in training, Mr. Gray noticed Kika's reluctance to use her "Blast of Flames" at full strength against living targets. After some discussion, he helped her develop a tactic for allowing her blast to spread a little resulting in what Kika feels is a twofold benefit; better targeting with a lesser effect on the target. She has adopted this as her standard tactic against living targets.

 

APPEARANCE

 

Height: 5' 2" Weight: 95 lbs Hair: Dark Brown Eyes: Brown

 

Kika wears a yellow gold colored skin-tight bodysuit as well as yellow gold colored boots and gloves. Her yellow gold colored mask covers most of her face but leaves her mouth and chin as well as her hair exposed. Kika's "Shield of Flames" is yellow gold in color and has an unnatural look to it, almost as if it was a computer generated image.

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  • 3 weeks later...

Re: Foundation Redbook - Characters from the Foundation Chronicles / Warden Chronicles

 

This is Alacran... his name comes from the Spanish word for Scorpion... he is one of the NPC members of the Wardens in the Fourth Edition campaign... he started out as a PC in the Wardens Chronicles - First Edition and has undergone a lot of changes since then... :)

 

As always your comments are welcome...

 

ALACRAN - St. John (Sinjin) Miles

 

VAL...CHA...Cost...Total...Roll......Notes

30....STR.....20...30......15-.......HTH Damage 6d6 END [3]

23....DEX.....39...23......14-.......OCV 8 DCV 8

28....CON.....36...28......15-

18....BODY....16...18......13-

18....INT......8...18......13-.......PER Roll 13-

18....EGO.....16...18......13-.......ECV: 6

20....PRE.....10...20......13-.......PRE Attack: 4d6

14....COM......2...14......12-

10....PD.......4...10/25.............10/25 PD (5/20 rPD)

10....ED.......4...10/25.............10/25 ED (5/20 rED)

.5....SPD.....17...5.................Phases: 3, 5, 8, 10, 12

12....REC......0...12

60....END......2...60

50....STUN.....3...50

10....RUN......0...10"................END [2]

.2....SWIM.....0...2".................END [1]

.6....LEAP.....0...6".................6" forward, 3" upward

 

CHA Cost: 177

 

Cost...POWERS

.8.....Fast Runner: Running +4" (10" total) - END=1

.5.....Tough Skin: Damage Resistance (5 PD/5 ED) - END=0

.8.....Two of One Mind: Mind Link , One Specific Mind, Psychic Bond with Cynthia

........(10 Active Points); Does Not Provide Mental Awareness (-1/4) - END=0

40.....Whips - Scorpion Cyberwhips: Multipower, 50-point reserve, (50 Active Points);

........all slots OIHID (-1/4)

2u.....1) Cyberwhips: Stretching 4", Reduced Endurance (1/2 END; +1/4) (25 Active Points);

...........OIHID (-1/4) - END=1

1u.....2) Scorpion Sting: HA +4d6, Reduced Endurance (1/2 END; +1/4) (25 Active Points);

...........Hand-To-Hand Attack (-1/2), OIHID (-1/4) - END=1

2u.....3) Whip Shield: Armor (10 PD/10 ED) (30 Active Points); Activation Roll 14- (-1/2),

...........OIHID (-1/4) - END=0

2u.....4) Whip Shield: Missile Deflection (Any Ranged Attack) (20 Active Points);

...........OIHID (-1/4) - END=0

.......Alacran Battlesuit, all slots OIHID (-1/4)

36.....1) Matrix Weave Battlemail: Armor (15 PD/15 ED) (45 Active Points); OIHID (-1/4) - END=0

.8.....2) Polarized Eye Shield: Hearing Group Flash Defense (10 points) (10 Active Points);

...........OIHID (-1/4) - END=0

12.....3) Retractable Glider Wings: Gliding 15" (15 Active Points); OIHID (-1/4) - END=0

35.....4) Visual Sensor Suite: (Total: 44 Active Cost, 35 Real Cost) IR Perception (Sight Group),

...........Discriminatory (10 Active Points); OIHID (-1/4) (Real Cost: 8)

..........plus Nightvision, Discriminatory (10 Active Points); OIHID (-1/4) (Real Cost: 8)

..........plus +8 versus Range Modifier for Hearing Group and Sight Group

...........(24 Active Points); OIHID (-1/4) (Real Cost: 19) - END=0

25.....5) Zed-2 Communications Suite: HRRP (Radio Group), +3 to PER Roll, Discriminatory, Analyze,

...........Rapid: x100 (31 Active Points); OIHID (-1/4) - END=0

 

POWERS Cost: 184

 

Cost...SKILLS

20.....Scorpion Cyberwhips Mastery: +4 with Scorpion Cyberwhips

.0.....AK: Alamosa, Colorado 8-

.2.....AK: California 11-

.2.....AK: San Francisco 11-

.1.....AK: San Francisco Underground 8-

.3.....Acrobatics 14-

.3.....Acting 13-

.2.....CK: San Francisco 11-

.3.....Climbing 14-

.3.....Combat Driving 14-

.3.....Concealment 13-

.3.....Conversation 13-

.3.....Deduction 13-

.3.....Electronics 13-

.2.....KS: Demon Magic 11-

.2.....KS: Demons 11-

.2.....KS: Psychology 11-

.2.....KS: Sociology 11-

.0.....Language: English (idiomatic; literate) (5 Active Points)

.4.....Language: Spanish (completely fluent; literate)

.2.....PS: Social Worker 11-

.3.....Paramedics 13-

.3.....Persuasion 13-

.3.....Shadowing 13-

.3.....Stealth 14-

.3.....Streetwise 13-

.3.....Tactics 13-

.5.....Teamwork 15-

 

SKILLS Cost: 88

 

Cost...PERKS

.5.....Contact: Lt. Robert Jones, SFPD (Contact has access to major institutions, Contact has

........significant Contacts of his own, Contact has very useful Skills or resources, Good

........relationship with Contact, Sinjin's Contact) 8-

.6.....Contact: The Monitor (Contact has significant Contacts of his own, Contact has useful

........Skills or resources, Very Good relationship with Contact) 11-

 

PERKS Cost: 11

 

Value..DISADVANTAGES

.5.....DNPC: Cynthia Miles, Sister and Pararnormal Adventurer 11- (As powerful as the PC)

10.....DNPC: Wendy Miller, Fiance and Madame Mystery newspaper columnist 8- (Normal)

.5.....Distinctive Features: Distinctive Energy Aura (Not Concealable; Noticed and Recognizable;

........Detectable Only By Technology Or Major Effort)

.5.....Hunted: Olmetec Avatars 8- (Mo Pow, Watching)

10.....Hunted: Sable Rose Society 8- (Mo Pow, Limited Geographical Area, Capture)

15.....Hunted: The Grand Empire 8- (As Pow, NCI, Harshly Punish)

20.....Psychological Limitation: Code versus Killing (Common, Total)

15.....Psychological Limitation: Need to Help Others (Common, Strong)

15.....Psychological Limitation: Sense of Duty to the Wardens (Common, Strong)

15.....Social Limitation: Secret Identity - St. John (Sinjin) Miles (Frequently, Major)

15.....Susceptibility: Cynthia/Scorpion takes BODY, 3d6 damage Instant (Uncommon)

20.....Vulnerability: 2 x STUN Magnetic Attacks (Group of Uncommon)

 

DISADVANTAGES Points: 150

 

Base Pts: 200

Exp Required: 110

Total Exp Available: 110

Exp Unspent: 0

Total Character Cost: 460

 

BACKGROUND/HISTORY

 

Sinjin and his sister, Cynthia, were raised by their mother in Alamosa, Colorado. Even at a young

age, the twins seemed odd to outsiders, able to know when the other was hurt or lost.

 

The twins learned they were paranormals at the age of sixteen.

 

Cynthia was on a date at high school football game when her date and his friends tried to have

their way with her. She "called" out for Sinjin, he heard her cry in his mind and ran to where the

boys were holding her. He was able to take care of two of them before another boy pulled a knife

and stabbed Sinjin in the back. The last thing Sinjin remembered before he passed out was how warm

it was getting.

 

The fire was thought to have been from the cans of gasoline in the storage shed the kids were

fighting in, and none of the boys remembered much due to the explosion. But Sinjin and Cynthia

knew they were different.

 

The next day, their mom told them something that she had been hiding from the twins. She said that

she had been involved with an organization that was trying to produce mystic super-soldiers. She

had escaped when she realized what they would do to her children and had been in hiding ever

since. Now that the twins were older and their powers were starting to manifest there was only one

way to protect them. She told them to pack their things and go to San Francisco. Once there, they

needed to find a priest, Father Michael St. Gerain. He was an old friend and would help them. She

told them that they had to leave that night. The twins argued but she insisted it was for their

safety. She promised that they would meet again, someday.

 

That night the twins caught a bus east to Denver, they figured they could lose anyone following

them in the city. Once they were sure they weren't being followed, they started hitchhiking to San

Francisco. Sinjin’s growing strength proved useful, in helping secure day labor jobs to pay their

way and also chasing off predators of both the four legged and two legged variety. Cynthia soon

discovered that her strength was increasing as well, much to her amusement.

 

They made it to San Francisco and found Father Michael. After he heard their story, he agreed to

help them. He gave them quarters and put them to work as helpers at the Santa Clara Mission, a

mission for the homeless and runaways.

 

They liked the work but they felt a need to do more, to use their powers more overtly. Cynthia

soon learned how to transform into her enhanced state and encouraged Sinjin to do the same. They

thought about what they would call themselves when in their enhanced forms, Sinjin joking said

Hellfire and Brimstone. Cynthia laughed then said sure why not.

 

Their first few forays as Hellfire and Brimstone were tentative, mostly patrolling around the bus

stations and trains stations to keep as eye out for people trying to prey on runaways.

 

They ran into a group known only as 13. The group was snatching runaways for nefarious purposes,

but their activities were thwarted by the new dynamic duo. While working on stopping 13, the twins

met The Monitor, a mystic who appeared to them in the guise of a talking bat. He gave them info on

13 than helped lead to their capture.

 

A few months after stopping 13, Hellfire and Brimstone met Mandrake while working on a case. He

lends a hand in helping locate some missing children. A few weeks later, Mandrake invited them to

join with him and some others in forming a Radley-Gold group to help the people of the bay area.

Hellfire and Brimstone agreed and were part of the founding members of the Wardens.

 

During one of the early exploits of the Wardens, the twins found themselves captured by the

Darkling Entity. Brimstone volunteered to stay behind while the others escaped. The Darkling

Entity was furious at his loss and as payment he drained Brimstone's magical essence and leaves

Sinjin for dead. Well he didn't die, his team came back and rescued him but he was left without

his mystical abilities.

 

Sinjin still has some paranormal abilities and stayed on active status with the Wardens. He

started wearing an armored battlesuit and operated under the codename, Scorpion. On a raid of a

Grand Empire base he acquired some experimental cyber-whips and had them integrated into his

Scorpion battlesuit.

 

Scorpion was a member of the Wardens up until he disappeared along with several other members of

the Wardens and some of their paranormal associates during the Phantom Castle incident.

 

The castle took Sinjin, the Wardens and their friends on the start of a dimension hopping

adventure. While away they helped save a fairie realm from a civil war, helped turn the tide of a

war with genocidal goals against the tyrants trying to wipe out the paranormals of their world and

helped Dameon fulfill a prophecy where he would overthrow his father bringing justice to the realm

of Alcathar. Their final exploit before Sinjin returned to Earth caused the overthrow of a group

that were trying to destroy the multiverse and remake it in a manner more to their liking.

 

Sinjin returned to Earth a battle hardened veteran but his strange dimensional touring had not

come to an end, yet. His return found him confronted by a paranormal named Kuchera who presented

him with a tale of android soldiers trying to destroy the survivors of an apocalyptic war in what

Kuchera believed was Earth's future. Sinjin along with Cynthia, Pulse and the Wardens Reserve went

with Kuchera to the "future" to save the embattled natives. They were successful in their quest

and discovered that the world they had traveled to, was the world of the Kronians. Afterwards,

they traveled to the Bay area of the "future" and through a dimensional portal to return home.

 

The Wardens Reserves ended up in San Francisco as they had hoped. No one knew what had happened to

Sinjin, Cynthia and Pulse.

 

Sinjin and Cynthia remember waking up at the Wardens warehouse headquarters in San Francisco. They

had been in possession of amulets that had somehow given them back their mystical abilities.

Brimstone and Hellfire had faced off against the Wardens who had captured them and freed them from

the amulets.

 

Sinjin and Cynthia took time off to recuperate and catch up with each other. Sinjin found Wendy

and confessed his secret to her. They resumed dating. A few months later Sinjin proposed and Wendy

accepted. They have not yet set a date.

 

After a couple of months of rest and relaxation, Sinjin and Cynthia returned to duty with the

Wardens. Since Cynthia had been using the codename Scorpion after Sinjin's disappearance, Sinjin

needed a new codename. He decided upon Alacran, the Spanish word for Scorpion.

 

PERSONALITY

 

After all of the trials and travails that Sinjin has experienced there is only one thing that is

keeping him as an active member of the Wardens, his sense of duty to the team.

 

Due to his psychic connection to his sister, he has experienced every emotional crisis that she

has faced. Her breakdown over the loss of Ocelot, Pantera, Puma and Tigre has left Sinjin very

shaken.

 

Only his experiences in the wars he has fought in have allowed him to keep the recent loss of his

teammates and Cynthia's breakdown from pushing him over the edge.

 

Sinjin volunteered to be leader of the Wardens out of his sense of duty and his desire to put the

public at ease. With the team's membership turnover as a result of the encounter with Void, Sinjin

hopes to reassure the public that the new members will do just fine under Alacran's veteran

leadership.

 

Once some time passes and one of the new members is reading to take the reins, Sinjin has

convinced himself he will retire from active status. Whether or not this happens remains to be

seen.

 

QUOTE

 

"Here we go again..."

 

TACTICS

 

Over the years, Sinjin has mastered the use of his Scorpion cyber-whips.

 

His first impulse in combat is to take the fight to the adversary. He tries to focus his attacks

on foes with hand to hand combat abilities using his whips' reach to allow him to attack without

being attacked.

 

If he has to face an opponent with ranged attacks that he cannot close with or his team needs to

withdraw, he will go to defensive mode using his whip shield maneuver to protect himself or his

teammates.

 

As a leader, Alacran pushes his team to take the offensive in an encounter with other paranormals.

When combat is joined, he will take time to analyze the threat using his sensor suite and advise

the team on tactics to help bring the issue to a quick and decisive end.

 

It situations where combat is not eminent, he will use his sensor suite to analyze the situation

and formulate a plan of action.

 

APPEARANCE

 

Height: 6' 2"

Weight: 220 lbs

Hair: Brown

Eyes: Green

 

Sinjin is a handsome man with an athletic build. Although he is only 26, he looks to be in his

late 30s. This is a result of the time rate flow in the different dimensions he has visited as

well as the toll his adventures as a paranormal have taken upon him.

 

When working at the mission, he wears khaki slacks and golf shirts unless he is helping out with a

building project, then it is jeans and a t-shirt. When attending mission fundraisers, he wears

blue suits with white shirts and conservative red ties and avoids any black tie functions. The

only time that Sinjin has considered wearing a tuxedo is for his wedding and only if Wendy insists

on it. Away from the mission, Sinjin tends to dress casually in jeans and golf shirts with a black

leather bomber jacket when the weather calls for it.

 

Alacran armored battlesuit is a dark red colored full bodysuit. The mask/helmet is also dark red

and fully covers his head. His gloves and boots are black. His cyberwhips are mounted in housings

on the back of his wrists. The whips and their housings are steel gray in color.

 

__________________

Bill Beane

Wardens Chronicles - Champions Campaign - http://wardens.angeva.com

Foundation Chronicles - The World of the Wardens - http://foundation.angeva.com

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Re: Foundation Redbook - Characters from the Foundation Chronicles / Warden Chronicles

 

This is a monster encountered by the Wardens in the last session...

 

As always your comments are welcome...

 

DARKLING CREATURE

 

VAL...CHA...Cost...Total...Roll......Notes

75....STR.....65...75......24-.......HTH Damage 15d6 END [4]

15....DEX.....15...15......12-.......OCV 5 DCV 5

30....CON.....40...30......15-

30....BODY....40...30......15-

10....INT......0...10......11-.......PER Roll 11-

10....EGO......0...10......11-.......ECV: 3

30....PRE.....20...30......15-.......PRE Attack: 6d6

.0....COM.....-5....0.......9-

30....PD......15...30................30 PD (10 rPD)

30....ED......24...30................30 ED (10 rED)

.6....SPD.....35....6................Phases: 2, 4, 6, 8, 10, 12

30....REC.....18...30

60....END......0...60

120...STUN....37...120

.6....RUN......0...6"................END [1]

.2....SWIM.....0...2"................END [1]

15....LEAP.....0...15"...............15" forward, 7 1/2" upward

 

CHA Cost: 304

 

Cost...POWERS

120....Energy Syphon: Multipower, 120-point reserve

10u....1) Life Syphon: (Total: 120 Active Cost, 96 Real Cost) Drain STUN 4d6 (standard: 12 pts),

...........Reduced Endurance (1/2 END; +1/4), Delayed Return Rate (points return at the rate of

...........5 per Minute; +1/4), Ranged (+1/2) (80 Active Points); Limited Power: Range 10" (-1/4)

...........(Real Cost: 64)

..........plus Drain BODY 2d6 (standard effect: 6 points), Reduced End (1/2 END; +1/4),

...........Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Ranged (+1/2)

...........(40 Active Points); Limited Power: Range 10" (-1/4) (Real Cost: 32) - END=4

10u....2) Life Transference: (Total: 97 Active Cost, 97 Real Cost) Drain BODY 2d6 (standard: 6 pts),

...........Reduced Endurance (0 END; +1/2), Delayed Return Rate (points return at the rate of

...........5 per Day; +1 1/2) (60 Active Points) (Real Cost: 60)

..........plus Healing BODY 2d6 (standard effect: 6 points), Can Heal Limbs, Limited Power:

...........Can Only Heal BODY equal to amount Drained (+0), Reduced Endurance (0 END; +1/2)

...........(37 Active Points) (Real Cost: 37) - END=0

.7u....3) Matter Syphon: Drain BODY 6d6 (standard effect: 18 points), Reduced End (1/2 END; +1/4),

...........Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Ranged (+1/2)

...........(120 Active Points); Limited Power: Only vs Non-Living Things (-1/2), Limited Power:

...........Range 10" (-1/4) - END=5

16.....Unearthly Mind: Mental Defense (18 points total) - END=0

10.....Unearthly Protective Aura: Damage Reduction - Energy, 25% - END=0

10.....Unearthly Protective Aura: Damage Reduction - Physical, 25% - END=0

12.....Unearthly Protective Aura: Damage Resistance (10 PD/10 ED), Hardened (+1/4) (12 Active)

.7.....Unearthly Protective Aura: Hardened (+1/4) (7 Active Points) applied to ED

.7.....Unearthly Protective Aura: Hardened (+1/4) (7 Active Points) applied to PD

39.....Unearthly Resistance: LS (Immunity All terrestrial poisons and chemical warfare agents;

........Immunity: All terrestrial diseases and biowarfare agents; Safe in High Pressure;

........Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low

........Pressure/Vacuum; Self-Contained Breathing) - END=0

50.....Unearthly Senses: Spatial Awareness (Unusual Group), +8 to PER Roll, Discriminatory,

........Analyze, Increased Arc Of Perception (360 Degrees), Telescopic: +10 - END=0

20.....Unearthly Strength: Knockback Resistance -10" - END=0

19.....Unearthly Strength: Reduced Endurance (1/2 END; +1/4) (19 Active) applied to STR

 

POWERS Cost: 337

 

 

Cost...SKILLS

25.....+5 OCV with "Syphons"

25.....+5 OCV in HTH Combat

.3.....AK: San Francisco Underground 12-

.3.....Concealment 11-

.3.....Stealth 12-

 

SKILLS Cost: 59

 

 

Value..DISADVANTAGES

25.....Berserk: When Overcome by Hunger (Uncommon), go 11-, recover 11-

.0.....Dependence: Absorbing Life Energies (Takes 1d6 Damage, Very Common, 1 Season)

25.....Distinctive Features: Unearthly Aura of Death (Not Concealable; Extreme Reaction;

........Detectable By Commonly-Used Senses)

20.....Physical Limitation: Can Only Gain Sustenance Through Life Transference Ability

........(All the Time, Greatly Impairing)

.5.....Physical Limitation: Driven by Hunger (Infrequently, Slightly Impairing)

25.....Physical Limitation: Self Preservation Instinct (All the Time, Fully Impairing)

25.....Psychological Limitation: No Respect For Life Except Own (Very Common, Total)

15.....Susceptibility: Healing or Aids, 3d6 damage Instant (Uncommon)

15.....Susceptibility: Telepathy or Mind Control, 3d6 damage Instant (Uncommon)

 

DISADVANTAGES Points: 155

 

Base Pts: 200

Exp Required: 345

Total Exp Available: 345

Exp Unspent: 0

Total Character Cost: 700

 

BACKGROUND/HISTORY

 

One of the Darkling Entity's minions attacked San Francisco in December 5, 1995. This was to serve

as a prelude for an attack by the Darkling Entity and more of his minions three days later. The

major attack was stopped by the newly formed Wardens, several other paranormals, the FSS and SFPD's

Silver Knights.

 

With its defeat the Darkling Entity returned to its home dimension.

 

It was later found by the Wardens that some of its or its minions energies were still in this

dimension allowing for the creation of the creature known as Nekros. This creature was responsible

for the deaths of approximately 20 people during the Summer and Fall of 2001 and was captured by

the Wardens. Nekros was imprisoned by Marut in a magical field until a means of destroying it

could be found.

 

The Wardens received an alert from the FSS regarding a major disturbance near Lafayette Park. On

the way they were updated with the information that a Nekros like being was rampaging through the

area...

 

PERSONALITY

 

The creature exists to recharge the Darkling essence that created it. It sole purpose is to steal

life energies in order to continue its existence.

 

QUOTE

 

None

 

TACTICS

 

The creature seeks out victims whose life force in can drain through its Life Transference ability.

 

The creature is highly resistant to damage as well as being immune to the effects of all

terrestrial diseases, poisons, biowarfare agents and chemical warfare agents.

 

It uses its great strength as well as its Life Syphon and Matter Syphon abilities to capture its

victims.

 

The creature has an innate sense of its surroundings that allows it to perceive, identify and

track its victims.

 

APPEARANCE

 

Height: 9' 0" Weight: 500 lbs Hair: White Eyes: Yellow

 

The creature is a large humanoid with bluish-black skin. It is massively built with shoulders

almost as wide as the creature is tall. The only clothing it wears is a tattered loincloth.

 

 

__________________

Bill Beane

Wardens Chronicles - Champions Campaign - http://wardens.angeva.com

Foundation Chronicles - The World of the Wardens - http://foundation.angeva.com

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  • 2 weeks later...

Fortaleza

 

This is Fortaleza... her name comes from the Spanish word for Fortress... she is one of the NPC members of the Wardens in the Fourth Edition campaign...

 

As always your comments are welcome...

 

FORTALEZA - Solana Amendola

 

VAL...CHA...Cost...Total...Roll......Notes

13....STR......3...13......12-.......HTH Damage 2 1/2d6 END [1]

15....DEX.....15...15......12-.......OCV 5 DCV 5

13....CON......6...13......12-

13....BODY.....6...13......12-

28....INT.....18...28......15-.......PER Roll 15-

18....EGO.....16...18......13-.......ECV: 6

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

16....COM......3...16......12-

.3....PD.......0...3/22..............3/22 PD (0/19 rPD)

.3....ED.......0...3/22..............3/22 ED (0/19 rED)

.4....SPD.....15...4.................Phases: 3, 6, 9, 12

.6....REC......0...6

30....END......2...30

30....STUN.....3...30

.6....RUN......0...6"................END [1]

.2....SWIM.....0...2"................END [1]

.3....LEAP.....0...2 1/2"............2 1/2" forward, 1" upward

 

CHARACTERISTICS Cost: 92

 

 

Cost...POWERS

.......Armadura del Pulso del Campo, all slots OIHID (-1/4) - END=

17......1) Armadura: Armor (7 PD/7 ED) (21 Active Points); OIHID (-1/4) - END=0

19......2) Campo del Pulso: FF (12 PD/12 ED), 4 clips of 2 Continuing Charges lasting 20 Minutes

............each (+0) (24 Active Points); OIHID (-1/4) - END=[2 cc]

48.....Manipulación del Campo del Pulso: Multipower, 60-pt reserve; all slots OIHID (-1/4)

3u......1) Ráfaga Amplia del Pulso: EB 12d6 (60 Active); 5 Charges (-3/4) - END=[5]

3u......2) Ráfaga Estrecha del Pulso: EB 8d6, AP (+1/2) (60 Active); 5 Charges (-3/4) - END=[5]

3u......3) Ráfaga Rápida del Pulso: EB 8d6, AF 5 (+1/2) (60 Active); 5 Charges (-3/4) - END=[5]

3u......4) Ráfaga del Pulso de la Burbuja: Entangle 4d6, 8 DEF (60 Active Points);

............5 Charges (-3/4) - END=[5]

2u......5) Ráfaga del Pulso del Ãrea: EB 8d6, Area Of Effect Nonselective (9" Cone; +3/4),

............Two-Dimensional (-1/4) (60 Active Points); 5 Charges (-3/4), No Range (-1/2) - END=[5]

74.....Vuelo del Campo del Pulso: (Total: 92 Active Cost, 74 Real Cost)

........Flight 20", x8 Noncombat, 4 clips of 2 Continuing Charges lasting 20 Minutes each (+0),

.........Usable as Gliding (+1/4) (62 Active Points); OIHID (-1/4) (Real Cost: 50) - END=[2 cc]

........plus Knockback Resistance -15" (30 Active); OIHID (-1/4) (Real Cost: 24)

.1.....Sleep, Who Needs Sleep? - Life Support (Sleeping: Only has to sleep 2 hours per night)

 

POWERS Cost: 173

 

 

Cost...SKILLS

10.....Battlesuit Training: +2 with Battlesuit

.0.....Acting 8-

.0.....Climbing 8-

.4.....Computer Programming (Hacking and Computer Security, Personal Computers) 15-

.0.....Concealment 8-

.0.....Conversation 8-

.0.....Deduction 8-

.3.....Electronics 15-

.3.....Inventor 15-

.3.....Linguist

.3......1) Language: English (completely fluent; literate) (4 Active Points)

.3......2) Language: French (completely fluent; literate) (4 Active Points)

.3......3) Language: German (completely fluent; literate) (4 Active Points)

.3......4) Language: Latin (completely fluent; literate) (4 Active Points)

.0......5) Language: Spanish (imitate dialects; literate) (6 Active Points)

.3.....Mechanics 15-

.2.....PS: Research Scientist 11-

.0.....Paramedics 8-

.0.....Persuasion 8-

.3.....Scientist

.2......1) SS: Battlesuit Engineering and Design 15- (3 Active Points)

.2......2) SS: Electrical Engineering 15- (3 Active Points)

.2......3) SS: Magnetics 15- (3 Active Points)

.2......4) SS: Microelectronics 15- (3 Active Points)

.2......5) SS: Physics 15- (3 Active Points)

.2......6) SS: Quantum Physics 15- (3 Active Points)

.2......7) SS: Theoretical Physics 15- (3 Active Points)

.0.....Shadowing 8-

.0.....Stealth 8-

.3.....Systems Operation (Communications Systems, Battlesuit Systems) 15-

.3.....Traveler

.1......1) AK: California (2 Active Points) 11-

.1......2) AK: San Francisco Bay Area (2 Active Points) 11-

.1......3) CK: Palo Alto (2 Active Points) 11-

.1......4) CK: San Deigo (2 Active Points) 11-

.1......5) CK: San Francisco (2 Active Points) 11-

 

SKILLS Cost: 68

 

 

Cost...TALENTS

.3.....Absolute Range Sense

.3.....Absolute Time Sense

.5.....Eidetic Memory

.6.....Speed Reading (x100)

 

TALENTS Cost: 17

 

 

Value..DISADVANTAGES

.5.....Distinctive Features: Pulse Energy Signature (Not Concealable; Noticed and Recognizable;

........Detectable Only By Technology Or Major Effort)

15.....Hunted: Sangre Sociedad 8- (Mo Pow, NCI, PC Very Easy to Find, Watching)

15.....Hunted: The Grand Empire 8- (As Pow, NCI, Harshly Punish)

.5.....Psychological Limitation: As Fortaleza Pretends To Be Male (Uncommon, Moderate)

15.....Psychological Limitation: Code vs. Killing (Common, Strong)

15.....Psychological Limitation: Hides True Extent of Her Genius (Common, Strong)

15.....Psychological Limitation: Protective of Innocents (Common, Strong)

15.....Social Limitation: Secret Identity - Solana Amendola (Frequently, Major)

15.....Susceptibility: When Teleported, 3d6 damage Instant (Uncommon)

10.....Vulnerability: 2 x BODY Phasing Attacks (Uncommon)

10.....Vulnerability: 2 x Effect Phasing Powers (Uncommon)

10.....Vulnerability: 2 x STUN Phasing Attacks (Uncommon)

 

DISADVANTAGES Points: 145

 

Base Pts: 200

Exp Required: 5

Total Exp Available: 5

Exp Unspent: 0

Total Character Cost: 350

 

BACKGROUND/HISTORY

 

Solana Isadora Amendola was born on June 6, 1983 in Orita, California. Her father, Isador, worked

as a veterinary assistant at a local ranch and her mother, Maria, was a stay at home mom who took

care of Solana and her three older sisters.

 

When Solana was four, her family moved to San Diego where her father and mother got jobs as

caretakers working for the Keller Wendell family and estate. Part of the compensation received by

the Amendolas was their own house on the estate property.

 

Solana and her sisters played with the Wendell children and spent much time in the main house.

Solana was the same age as, Kelly, the Wendell's youngest daughter and they became best friends.

So much so that Kelly convinced her parents to send Solana to the same school she attended, the

Kristmann Academy. Solana was a good student but was a misfit socially and had no friends at

school except for Kelly. Solana made straight A's in school. She earned a full scholarship to

Stanford based on a very good SAT score, a very good school background and her Hispanic heritage.

 

At Stanford, Solana took a double major in Applied Physics and Electrical Engineering. By the time

she was 21, she had earned Bachelor's of Science degrees in these fields. She also completed all

the necessary course work for a Master's Degree in Quantum Physics. Solana is currently working on

her master's thesis part time and working on two research projects as a lab assistant. Once she

has earned her Master's degree, Solana plans to work towards getting her doctorate.

 

Kelly was also accepted to Stanford and majored in Sociology. She is currently finishing up her

degree.

 

Solana and Kelly have shared an apartment for the last five years.

 

 

SECRET HISTORY

 

Isador Amendola is in reality, Juan Carlos Santa Maria. He was attending veterinary school in his

native Guatemala when his life took a turn for the worse. Juan Carlos was at a bar relaxing after

finals when a fight broke out. One of the men in the fight was killed. Juan Carlos was mistakenly

identified as both being in the fight and killing the man who died in the fight. Rather than face

trial for a crime he did not commit, Juan Carlos fled to Mexico. He continued to travel north and

entered the United States illegally. In Texas, he took upon the identity of Isador Amendola and

bought a false birth certificate to support his new identity. He moved from town to town in Texas

and then into New Mexico working on cattle ranches and horse farms taking care of the animals.

 

No one knows who Maria Chaves is. She was found wandering in the New Mexico desert with no memory

of who she was or where she was from. When officials could find no information on who she was,

they gave her the identity of Maria Chaves. Maria because she only spoke Spanish and Chaves from

the county where she was found. A woman's shelter ran by the Santa Rita church in Carrizozo took

Maria in. They gave her English lessons and training in secretarial skills.

 

Isador met Maria met while attending Santa Rita church. They fell in love and were married soon

after. He figured it was fate that he, a man running from his past, would fall in love with a

woman who did not know her past.

 

Solana is not aware of her father's and mother's pasts.

 

Solana was always told by her parents that men do not like smart women. Since about the age of

seven, she has hidden her genius from others including her parents. Solana was always studying,

reading and researching things on the Internet, but never showed her true capabilities in school

or at college.

 

Sometime in her late teens, Solana discovered that she only needed to sleep a couple of hours each

night to be properly rested. She took advantage of this to get in extra study and research time.

 

Solana started tinkering with the idea for the Fortaleza battlesuit a couple of years ago after

being invited to observe a couple of research projects working on battlesuit design. Once she had

finished her degrees, she took a job as a lab assistant on one of the battlesuit projects. She has

taken parts and failed prototype modules from the project as the basis for the Fortaleza suit. She

also works as a lab assistant on a project that is developing improved energy storage systems for

use by NASA on deep space exploration missions. This is where she acquired the batteries used in

the Fortaleza suit. Since both projects are government funded, a good case could be made that the

Fortaleza suit is the property of the United States.

 

 

PERSONALITY

 

Solana is a brilliant and gifted young woman, who also happens to be completely inept in social

situations.

 

She was raised in an environment that forced her to retreat into her books and hide her brilliance.

Her parents were always telling her that men did not like smart women and that a woman's place was

in the home raising children.

 

Her social ineptness was further compounded by the fact that she was not a very good liar and had

difficulty pretending not to be smart. She got around this by not talking much in social

situations including the classroom.

 

The only person outside of her family that Solana ever felt comfortable around while growing up

was her friend, Kelly Wendell.

 

Recently, Solana's feelings for Kelly have her very confused. She loves Kelly very much and thinks

her more as a sister than a friend but sometimes Solana feels an attraction for Kelly that goes

beyond just friendship or even sisterly love. Solana has never had a lover and doesn’t know if she

is "in love" with Kelly or not. Solana has not spoken to Kelly about her feelings.

 

It is through Kelly's coaxing that Solana has started to be a bit more outgoing as of late.

However, she does not express this new more outgoing nature as Solana but as Fortaleza.

 

Solana chose to craft the Fortaleza suit in a masculine form with a masculine voice for one reason,

respect. Her upbringing stressed men as the more active and dominant sex, so she thought a male

image would be more respected than a female one. As an afterthought she realized that this also

helps to better preserve her identity as most of her adversaries would be searching for a man

rather than suspecting that Solana is Fortaleza.

 

Solana, even as Fortaleza, still tends to keep quiet in social situations and only offers her

opinion when directly asked even in cases where she would be able to offer an expert assessment of

the issue being discussed.

 

Solana is finding that being Fortaleza is exciting but it also causes her to question herself in

ways she has never had to do before.

 

She is okay with risking her life to help others and she has found great freedom in taking risks

in order to help others. She realizes that the power she has crafted into the Fortaleza armor

enables her to help others but it must be used in a responsible manner. Therefore, she is cautious

in her use of force, her Catholic upbringing makes taking another person's life an unthinkable

action.

 

The issue that is causing her to have a great deal of self doubt is the fact that her teammates

are depending on her. She is finding it very uncomfortable to have others relying on her as she

has seldom had these kinds of demands made upon her in the past. She is used to being the youngest

and always being cared for by others.

 

 

QUOTE

 

In a very matter of fact tone - "Let that hostage go before I let you have it."

 

 

TACTICS

 

Fortaleza's battlesuit is based around a Pulse Field Armor shell. The armor shell is a combination

of mesh and plates that provides the base structure and armored integrity of the battlesuit. It

can be energized to provide an even higher level of protection. The batteries that power the

energized state of the armor shell have a limited duration. There are four sets of dual batteries

with each set capable of powering the armor for 40 minutes. Each set of batteries has to be

manually activated. Fortaleza will not energize the armor when on a routine patrol unless combat

is imminent. When responding to an alert, she energizes the armor as she is leaving the location

from where she is responding.

 

Fortaleza's battlesuit is equipped with a variety of Pulse Blasts. Each type of pulse blast has

its own battery that can support five shots before it is drained. Fortaleza uses her Area Pulse

Blast and Pulse Blast Bubble against most foes. She reserves her Wide Pulse Blast and Narrow Pulse

Blast for well protected or non-living targets. She has never used the Rapid Pulse Blast outside

of training sessions.

 

Fortaleza's battlesuit is also equipped with a Pulse Field flight system. It uses a battery system

with similar performance characteristics to the one used to energize the armor shell. The flight

system also has a kinetic energy damping system that aids in station keeping while the system is

active. The flight system has a battery backup and low-energy mode that allows for a controlled

landing if the flight system's main batteries should be exhausted while the battlesuit is airborne.

Fortaleza stays airborne during combat situations ranging from a couple of feet off the ground to

whatever altitude is required to support team operations.

 

Fortaleza's training sessions with the Wardens have enhanced her ability to use her battlesuit in

combat situations. She tends to stay in close support positions and utilizes her skills with her

battlesuit to enhance her chance of hitting her target. Even when using her Area Pulse Blast, she

tries her best to hit her target and minimize collateral damage.

 

 

APPEARANCE

 

Height: 5' 8"

Weight: 145 lbs

Hair: Black

Eyes: Green

 

Solana is tall and slender. She is also nicely proportioned and attractive. Not that those that

see her on a daily basis would notice the later traits.

 

Solana wears overly large and baggy clothing that hide her figure and refrains from wearing makeup.

Her black hair is shoulder length and though she keeps it clean, it is rather unkempt. Her long

bangs typically hang down over her face. She has dressed and worn her hair this way over the

protestations of Kelly since shortly after she turned fourteen. Her parents like the conservative

way their daughter dresses and keeps her hair. Solana likes it because she doesn’t stand out in a

crowd and others tend to ignore her.

 

As Fortaleza, Solana stands six foot two inches tall and weighs 230 pounds. The armor is built

with a muscular masculine look and appears to be form-fitting rather than a bulky exoskeleton type

of battlesuit. Solana has not had access to the specialized equipment it would take to miniaturize

some of the battlesuit's components, so the extra space inside the armor shell is filled with

system components, battery packs and padding. The battlesuit's armor plates are a dull silver

colored and the mesh portions of the suit are dove gray colored. The helmet has a featureless

faceplate that is black and the rest of the helmet is dull silver colored. The blaster ports

project from the back of the each arm and are black in color. The three flight system disks are

black in color and are located on the back of the battlesuit, one on each shoulder blade and the

other in the small of the back. The battlesuit has a silver glow when the armor shell is energized.

 

__________________

Bill Beane

Wardens Chronicles - Champions Campaign - http://wardens.angeva.com

Foundation Chronicles - The World of the Wardens - http://foundation.angeva.com

Wardens and Foundation Chronicles Updates - http://www.herogames.com/forums/showthread.php?t=29207

Wardens Chronicles Characters - http://www.herogames.com/forums/showthread.php?t=30260

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  • 2 weeks later...

Re: Foundation Redbook - Characters from the Foundation Chronicles / Warden Chronicle

 

The Grand Empire has returned to San Francisco... the Wardens stumbled upon this fact in the last session... here is one of the agent types they encountered...

 

As always your comments are welcome...

 

LORDS GUARD - Grand Empire Agent, Class II

 

VAL...CHA...Cost...Total...Roll......Notes

15....STR......5...15......12-.......HTH Damage 3d6 END [1]

15....DEX.....15...15......12-.......OCV 5 DCV 5

15....CON.....10...15......12-

15....BODY....10...15......12-

12....INT......2...12......11-.......PER Roll 11-

12....EGO......4...12......11-.......ECV: 4

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

10....COM......0...10......11-

.3....PD.......0...3/15..............3/15 PD (0/12 rPD)

.3....ED.......0...3/15..............3/15 ED (0/12 rED)

.3....SPD......5...3.................Phases: 4, 8, 12

.6....REC......0...6

30....END......0...30

30....STUN....-1...30

.6....RUN......0...6"................END [1]

.2....SWIM.....0...2"................END [1]

.3....LEAP.....0...3"................3" forward, 1 1/2" upward

 

CHA Cost: 55

 

Cost...POWERS

.......Combat Helmet, all slots OIF (-1/2) - END=

12.....1) Burst Transmission Communicator: Radio Perception/Transmission (Radio Group),

...........Discriminatory, Rapid: x10 (18 Active Points); OIF (-1/2)

.7.....2) Polarized Visor: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2)

.3.....3) Thermal Vision Visor: IR Perception (Sight Group) (5 Active Points); OIF (-1/2)

24.....DuValren Nivel Tres Body Armor: Armor (12 PD/12 ED) (36 Active Points); OIF (-1/2)

31.....MX-4 Blaster Rifle with GL-20: Multipower, 62-point reserve, (62 Active Points);

........all slots OAF (-1)

3u.....1) GL-20 Grenade Launcher: EB 8d6, 15 Charges (+0), Explosion (+1/2) (60 Active); OAF (-1)

3u.....2) MX-4 Blaster Rifle: EB 10d6, 4 clips of 15 Charges (+1/4) (62 Active Points); OAF (-1)

 

POWERS Cost: 83

 

Cost...SKILLS

.......Cover Identity

12.....1) Cover Identity Skills

.0.....AK: South America 8-

.3.....Acrobatics 12-

.0.....Acting 8-

.0.....Climbing 8-

.3.....Concealment 11-

.0.....Conversation 8-

.0.....Deduction 8-

.4.....Language: English (completely fluent; literate)

.0.....Language: Spanish (idiomatic; literate) (5 Active Points)

.2.....PS: Soldier 11-

.0.....Paramedics 8-

.0.....Persuasion 8-

.3.....Shadowing 11-

.3.....Stealth 12-

.3.....Streetwise 12-

.6.....Survival (Temperate/Subtropical, Tropical, Mountain) 11-

.2.....TF: Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

.3.....Tactics 11-

.3.....Teamwork 12-

.5.....WF: Small Arms, Blades, Blasters, Grenade Launchers, Unarmed Combat

 

SKILLS Cost: 52

 

Cost...PERKS

5......Anonymity

1......False Identity

2......Fringe Benefit for False Identity: International Driver's License, Passport

2......Fringe Benefit: International Driver's License, Passport

 

PERKS Cost: 10

 

Value..DISADVANTAGES

20.....Hunted: Law-Enforcement Agencies 8- (Mo Pow, NCI, Harshly Punish)

10.....Psychological Limitation: Dedicated to Cause (Common, Moderate)

20.....Social Limitation: Subject to Orders (Very Frequently, Major)

 

DISADVANTAGES Points: 50

 

Base Pts: 150

Exp Required: 0

Total Exp Available: 0

Exp Unspent: 0

Total Character Cost: 200

 

 

BACKGROUND/HISTORY

 

In every organization there is a need for elite troops that can be used for special assignments.

 

In the Grand Imperium, the Lords Guard is one such group of troops. Although the unit name would

imply that the unit is responsible for protection of the various Lords, this is not the case. The

Lords Guard is tasked with many different missions that may sometimes include supplementing the

protection of one of the Lords, High Lords or Grand Lords.

 

Most of the troopers currently serving in the Lords Guard are from South America and have gone

through extensive training at the various facilities around the continent.

 

Each Lords Guard agent when given their first field assignment is provided with documentation

for an alias identity. This alias is used as the agent's operations identity while on field

assignments. Since the agent's real identity is shielded by the alias identity, they are charged

under the alias if arrested. Orion rulings in regards to first time offenders usually result in

the agent being deported to their country of origin rather than having to face charges in the

country where they committed the crime. This allows the Grand Imperium to "recycle" the agent

preserving the highly trained operative for future missions. Sometimes the agents are returned to

their previous assignment so that they can complete their mission and other times they are

assigned duties at South American training bases before being reassigned to foreign field duty.

An agent's second arrest usually leads to an Orion classification of repeat offender allowing for

trial in the country where the crime was committed rather than deportation.

 

 

PERSONALITY

 

Candidates for the Lords Guard are chosen for the "right thinking" as well as their physical

prowess. Psychological screening and conditioning assures that the primary motivation of Lords

Guard members is a dedication to the Grand Imperium's cause.

 

 

QUOTE

 

Nothing spoken just the Grand Imperium salute.

 

 

EQUIPMENT/TACTICS

 

Lords Guard units are equipped with some of the best equipment in the Grand Imperium armories.

 

Each agent wears a combat suit made from DuValren Level Three armor weave and plates and are

armed with an MX-4 blaster rifle with integral grenade launcher. The agent are also equipped with

an advanced combat helmet that features communications hardware, a polarized visor and an

infra-red vision system.

 

Standard tactics involve trying to maintain range and engaging targets with high explosive

grenades. If the target is able to close or use of grenades would endanger other team members

and/or the mission objective, the MX-4 blaster is used to engage the targets.

 

Lords Guard members have received extensive instruction in small unit tactics and the importance

of massed fire against paranormal adversaries.

 

 

APPEARANCE

 

The combat suit of the Lords Guard features the same armor configuration and navy blue color

scheme used by standard Grand Imperium agents. Armored plates cover the upper torso, upper and

lower arms and the upper legs. Joints areas and the lower torso are covered by flexible armor

weave. This armor weave is what allows for visual identification of Lords Guard agents. Due to

the heavier construction of the DuValren Level Three armor weave, the Lords Guard agents' armor

weave has a ribbed pattern that the standard agents' armor weave lacks. The Lords Guard combat

helmet, armored gauntlets, armored boots and weapons are the same matte black color as the

standard agents' equipment.

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Re: Foundation Redbook - Characters from the Foundation Chronicles / Warden Chronicles

 

The Grand Empire has returned to San Francisco... the Wardens stumbled upon this fact in the last session... here is another of the agent types they encountered...

 

As always your comments are welcome...

 

GEPANZERT KERNTRUPPEN - Grand Empire Agent, Class "X"

 

VAL...CHA...Cost...Total...Roll......Notes

15....STR......5...15/25...12-/14-...HTH Damage 3d6/5d6 END [1]

15....DEX.....15...15/9....12-/11-...OCV 5/3 DCV 5/3

15....CON.....10...15......12-

15....BODY....10...15......12-

12....INT......2...12......11-.......PER Roll 11-

12....EGO......4...12......11-.......ECV: 4

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

10....COM......0...10......11-

.3....PD.......0...3/18..............3/18 PD (0/15 rPD)

.3....ED.......0...3/18..............3/18 ED (0/15 rED)

.3....SPD......5...3.................Phases: 4, 8, 12

.6....REC......0...6

30....END......0...30

30....STUN....-1...30

.6....RUN......0...6"/12"............END [1]

.2....SWIM.....0...2"................END [1]

.3....LEAP.....0...3"/10"............3"/10" forward, 1 1/2"/5" upward

 

CHA Cost: 55

 

Cost...POWERS

-9.....Sluggish Control Servos: -6 DEX (-18 Active Points); OIF (-1/2), No Figured Characteristics

........(-1/2) [Notes: The control servos for the battlesuit were the most complex part of the

........construction equation. In the end, the designers went with the best that they could mass

........produce at an affordable cost. This resulted in a rather poor control system that hampers

........the agent using the battlesuit. To compensate for the poor control system, the

........battlesuit's armor shell was upgraded for more protection and a targeting computer was

........added to provide firing solutions for the weapon system.]

.......Battlesuit Helmet, all slots OIF (Battlesuit Helmet; -1/2)

13.....1) Enhanced Targeting Computer: +4 with Ranged Combat (20 Active Points)

15.....2) Enhanced Communication System: HRRP (Radio Group), Discriminatory, Analyze (22 Active)

10.....3) Enhanced Night Vision Blocks: Nightvision, +3 to PER Roll, Discriminatory, Increased

...........Arc Of Perception (240 Degrees) (15 Active Points)

.7.....4) Mirrored Helmet Visor: Sight Group Flash Defense (10 points) (10 Active Points)

.......Battlesuit, all slots OIF (Battlesuit; -1/2) - END=

30.....1) Delenev Battle Shell: Armor (15 PD/15 ED) (45 Active Points)

12.....2) Enhanced Mobility Servos: Running +6" (6"/12" total), Reduced Endurance (0 END; +1/2)

...........(18 Active Points)

.7.....3) Enhanced Power Servos: +10 STR, Reduced Endurance (0 END; +1/2) (15 Active Points);

...........No Figured Characteristics (-1/2)

.5.....4) Power Leap Servos: Leaping +5" (3"/10" forward, 1 1/2"/5" upward), Reduced Endurance

...........(0 END; +1/2) (7 Active Points)

11.....5) Sealed Pressurized Climate Control System: LS (Safe in High Pressure; Safe in Intense

...........Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)

...........(17 Active Points)

67.....P-1X Weapon System: Multipower, 67-point reserve

4u.....1) AZ-7 Blaster - Integrated: EB 10d6, 4 clips of 16 Charges (+1/4) (62 Active Points)

7u.....2) Rocket Launcher: EB 9d6, 4 clips of 12 Charges (+0), Explosion (+1/2) (67 Active Points)

 

POWERS Cost: 179

 

 

Cost...SKILLS

10.....Battlesuit Operations Training, +2 with DCV

.......Cover Identity

12.....1) Cover Identity Skills

.0.....AK: South America 8-

.3.....Acrobatics 12- (11-)

.0.....Acting 8-

.0.....Climbing 8-

.3.....Concealment 11-

.0.....Conversation 8-

.0.....Deduction 8-

.4.....Language: English (completely fluent; literate)

.0.....Language: Spanish (idiomatic; literate) (5 Active Points)

.2.....PS: Soldier 11-

.0.....Paramedics 8-

.0.....Persuasion 8-

.3.....Shadowing 11-

.3.....Stealth 12- (11-)

.3.....Streetwise 12-

.6.....Survival (Temperate/Subtropical, Tropical, Mountain) 11-

.2.....Systems Operation (Battlesuit Systems) 11-

.4.....TF: Common Motorized Ground Vehicles, Battlesuit, Two-Wheeled Motorized Ground Vehicles

.3.....Tactics 11-

.3.....Teamwork 12- (11-)

.5.....WF: Small Arms, Blades, Blasters, Grenade Launchers, Unarmed Combat

 

SKILLS Cost: 66

 

Cost...PERKS

5......Anonymity

1......False Identity

2......Fringe Benefit for False Identity: International Driver's License, Passport

2......Fringe Benefit: International Driver's License, Passport

 

PERKS Cost: 10

 

Value..DISADVANTAGES

20.....Hunted: Law-Enforcement Agencies 8- (Mo Pow, NCI, Harshly Punish)

20.....Psychological Limitation: Dedicated to Cause (Common, Total)

20.....Social Limitation: Subject to Orders (Very Frequently, Major)

 

DISADVANTAGES Points: 60

 

Base Pts: 200

Exp Required: 50

Total Exp Available: 50

Exp Unspent: 0

Total Character Cost: 310

 

 

BACKGROUND/HISTORY

 

The Gepanzert Kerntruppen is an elite unit within the Grand Imperium ranks. Members are usually

chosen from the more fanatical members of the Lord's Guard or one of the other Class II elite

units.

 

The technical designation of Gepanzert Kerntruppen agents is Class "X", as in the letter "X" not

the Roman numeral for 10, because they are equipped with Delenev Type P-1X Battlesuits. However,

the agents usually refer to themselves as Class 10.

 

Most of the troopers currently serving in the Gepanzert Kerntruppen are from South America and

have gone through extensive training at the various facilities around the continent.

 

The Gepanzert Kerntruppen are organized into 3 man teams and are usually tasked as heavy support

for Class I and Class II agent units as well as for the protection details of the Lords, High

Lords or Grand Lords. On rare occasions, several teams of Gepanzert Kerntruppen will work

independent of other agent units when the environmental conditions involved in the mission

require their enhanced mobility and sealed environment systems.

 

 

PERSONALITY

 

Candidates for the Gepanzert Kerntruppen are chosen for the "right thinking" as well as their

physical prowess. Psychological screening and conditioning assures that these agents are the most

fanatically members of the Grand Imperium's agent corps. Their dedication to the cause far

overshadows any personal motivations that the agent's may possess.

 

 

QUOTE

 

"We shall succeed."

 

 

EQUIPMENT/TACTICS

 

Gepanzert Kerntruppen units are equipped with the Delenev Type P-1X Battlesuit.

 

Each battlesuit is build around an armored Delenev battle shell and features many systems that

enhanced the wearer' abilities. The combat helmet has enhanced communications systems, an

enhanced targeting computer, a mirrored visor and enhanced night vision blocks. The battlesuit is

armed with an integral AZ-7 blaster and mini-rocket launcher system. The battlesuit's power servo

systems enhanced the wearer's mobility, leaping ability and strength. The battlesuit's Sealed

Pressurized Climate Control System has an internal air supply and protects the wearer from high

and low pressure environments as well as temperature extremes.

 

Standard tactics involve engaging targets with the mini-rocket launcher system while at range. If

targets are able to close or use of rockets would endanger other team members and/or the mission

objective, the AZ-7 blaster is used to engage targets. Due to the sluggish servo control system,

hand-to-hand combat is avoided unless the opponent is severely outclassed.

 

Gepanzert Kerntruppen members have received extensive instruction in small unit tactics and the

importance of massed fire against paranormal adversaries.

 

 

APPEARANCE

 

The Delenev Type P-1X Battlesuit stands 7'2" and weighs approximately 500 pounds.

 

The standard Gepanzert Kerntruppen battlesuit and its sub-assemblies have a navy blue finish. The

combat helmet has a mirrored oval visor and secures to the shoulder and collar assembly. The

integrated AZ-7 blaster is housed in the lower right arm with a firing port on the back of the

right gauntlet. The battlesuit has an armored hump on the back about four to six inches in height

that houses the suit's power and environmental control systems. The mini-rocket launcher system

is contained in an armored pack and mounts on top of the hump on the rear of the suit with a

counter weight system projecting over the shoulders and around the waist of the battlesuit.

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  • 6 months later...

Re: Foundation Redbook - Characters from the Foundation Chronicles / Warden Chronicles

 

The Wardens Campaign is back from hiatus... 4 month break... it was a long time...

 

The Foundation Redbook has been updated with some new character sheets, you can find them here: http://redbook.angeva.com/updates.asp

 

I will be posting the character sheets to this thread when I get the chance.

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Re: Foundation Redbook - Characters from the Foundation Chronicles / Warden Chronicles

 

I was just able to get the page to come up by clicking on the posted link...

 

If you are still having trouble, try the main site URL at http://redbook.angeva.com then click on the update link in the top left corner of the home page...

 

Please let me know if you are still having issues...

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  • 1 year later...

Re: Foundation Redbook - Characters from the Foundation Chronicles/Wardens Chronicle

 

The Foundation Redbook website has been updated... http://redbook.angeva.com/updates.asp

 

In addition to a new look, it has the current versions of Amethyst, Knight of Saint Michael and Prime... as well as three new player characters from the Wardens Campaign - Fourth Edition... Delta-Vee, Miss Majestic and Lazarus...

 

More characters will be coming soon...

 

As always, your comments are welcome...

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