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Enforcer84

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This isn't for the "inexperienced mage" challenge. This is the character I had in mind when I came up with the "little kid who uses chocolate pudding" challenge that seemed to be too hard :P

 

Anyway...

 

At a very rambuctious 8 years old...

 

The Commander of the Pudding Men!

 

Player: Young NPC

 

Val Char Cost
8 STR 1
10 DEX 0
9 CON 0
9 BODY 0
10 INT 0
9 EGO 0
12 PRE 6
18 COM 5
32 PD 0
32 ED 0
2 SPD 0
4 REC 0
18 END 0
18 STUN 0
6" RUN02" SWIM01 1/2" LEAP0Characteristics Cost: 12

 

Cost Power END
Animation Powers, all slots: Conditional Power Power does not work in Very Common Circumstances (-1) [Notes: There must be a sufficient ammount of thick liquids within a short range.]
10 1) Goop In the Face!: Flash 3d6 (Sight Group), No Normal Defense Standard (+1) (30 Active Points); Does Not Work Against Desolidified Characters (-1/4), Beam (-1/4), Can Be Missile Deflected (-1/4), No Knockback (-1/4) 3
18 2) The Great Pudding Man!: Summon 75-point Liquid Automaton, Ranged (+1/2), Amicable Slavishly Devoted (+1) (37 Active Points) 4
Powers Cost: 28

 

 

Cost Skill
13 Contortionist 16-
1 Concealment 8-
9 KS: Local Superheroes 18-
1 Power 8-
7 PS: Little Kid 16-
1 Stealth 8-
5 Trading 12-
Skills Cost: 37

 

Cost Perk
3 Anonymity
Perks Cost: 3

 

Cost Talent
60 Combat Luck (30 PD/30 ED)
Talents Cost: 60

 

 

Total Character Cost: 140

 

Val Disadvantages
20 Normal Characteristic Maxima
15 Age: 10-
25 Social Limitation: 7:00 Bedtime (Very Frequently; Severe)
5 Money: Weekly Allowance Poor

Disadvantage Points: 65

 

Base Points: 70

Experience Required: 5

Total Experience Available: 5

Experience Unspent: 0

 

Quote: "Awh Moooooooooooom!"

 

Powers/Tactics: Danny Smith is a mutant with the ability to mentally control matter. Presently he is limited to control semi-solid liquids (he's not very good yet) and can only hold the shapes for a short time before he grows to tired to keep them formed. His mom (another mutant and part-time crime fighter) is teaching him to control his powers, and he has exibited an unusual ammount of ability for someone so young (he's only eight years old...give him a break!)

His favrite food in the world is chocolate pudding, and he is growing quite addept at making his pudding cup dance across the table during lunch before he finishes the rest of his food...

 

Campaign Use: Little Danny Smith is your average pain in the butt mutant-kid whose powers manifested at an extrodanairaly young age. He has an annoying tendency to want to "help out" and is constantly on the lookout for his mother who knows that if she's not looking at him he's probably getting into trouble.

 

 

And...after tragically losing his family during the battle of Detroit!

 

Golem

 

Player: NPC

 

Val Char Cost
10 STR 0
10 DEX 0
13 CON 6
13 BODY 6
14 INT 4
13 EGO 6
20 PRE 10
18 COM 4
4/54 PD 2
4/34 ED 1
3 SPD 10
10 REC 10
50 END 12
40 STUN 15
6" RUN02" SWIM02" LEAP0Characteristics Cost: 86

 

Cost Power END
40 Animation: Elemental Control, 100-point powers, all slots: (50 Active Points); Conditional Power Power does not work in Uncommon Circumstances (-1/4) [Notes: All powers in Golem's Animation Elemental Control require a sufficient ammount of solid material within arms reach to use.]
40 1) Material Animation: Summon 200-point Automatons (x4 Number Of Beings), Amicable Slavishly Devoted (+1) (100 Active Points) [Notes: Requires a large ammount of solid material within reach to animate.] 10
48 2) Matter Fist: Energy Blast 14d6 (vs. PD), Double Knockback 2x KB (+3/4) (122 Active Points); Limited Range (-1/4) 12
47 3) Material Armor: Armor (50 PD/30 ED) (120 Active Points); Costs Endurance Only Costs END to Activate (-1/4) 12
40 4) Line Spike: Killing Attack - Ranged 4d6 (vs. PD), Area Of Effect (24" Line; +1) (120 Active Points); No Knockback (-1/4), Limited Range (-1/4) [Notes: The spikes only range out to 10" due to Golem's poor depth perception.] 12
Powers Cost: 215

 

 

Cost Skill
3 Bureaucratics 13-
3 Conversation 13-
5 Cramming
3 Deduction 12-
3 High Society 13-
5 KS: Marketing (INT-based) 14-
7 KS: Buisness (INT-based) 16-
4 Language: German (completely fluent; literate)
4 Language: French (completely fluent; literate)
4 Language: Japanese (completely fluent; literate)
3 Oratory 13-
7 Power (PRE-based) 15-
6 PS: Buisness Man (INT-based) 15-
7 SS: Economics (INT-based) 16-
13 Trading 18-
Skills Cost: 77

 

Cost Perk
4 Fringe Benefit: International Driver's License, Membership [Notes: Membership: Avant Guard]
10 Money: Wealthy
Perks Cost: 14

 

Cost Talent
6 Lightning Reflexes: +6 DEX to act first with Single Action [Notes: With Animation Multipower]
Talents Cost: 6

 

 

Total Character Cost: 398

 

Val Disadvantages
5 Unluck: 1d6
20 Psychological Limitation: Code Against Killing (Common; Total)
20 Physical Limitation: Poor Deapth Perception (All the Time; Greatly Impairing) [Notes: No right eye.]
10 Distinctive Features: Eyepatch (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Hunted: Dr. Destroyer 8- (Mo Pow; Watching; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)
30 Hunted: VIPER 11- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)
20 Hunted: The Autocracy 11- (As Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find)
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
20 Social Limitation: Public ID: Daniel Smith (Frequently; Severe)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 48

Total Experience Available: 48

Experience Unspent: 0

 

Background/History: While Daniel's early forays into the superhero buisness as "The Commander of the Pudding Men" as a young boy when his mutant powers first manifest didn't exactly work out, he still managed to somehow have a relitively normal childhood with a mother who was also a mutant. Unfortunately, Daniel's happy home life, as hectic as it was with a part-time crime fighting mother and an overstressed father who did his best to cope in a constructive way rather than drinking or cheating, suddenly ended when their detroit apartment complex was obliterated by a sky scraper toppled by Dr. Destroyer. Deprived of both of his parents, who had both been in the apartment at the time, the 12 year old mutant could do nothing by watch as DD's robots made short work of his weak constructs...at least untill Daniel managed to gain control of one of the Destroids with his emerging powers. While even his new pet robot didn't last long against Destroyer, is did gain the attention of a nearby super who flew the kid to safety before returning to the battle.

After the death of his parents, Daniel was placed into an orphanage. While there were some initial offers of adoption, they soon dried up when it was discovered that he was a mutant. Tortured by the other kids and abused by the matron, he took his revenge in small ways using his powers to control various things around the house and playing pranks that gave an eye-for-an-eye untill people stopped picking on him. Even so, he left the institution as soon as he was old enough to legally live on his own.

While his home life may have not been the best, Daniel excelled in school. His teachers preached all day long about how a good education would make a person's future, and Daniel grabbed onto his one ray of hope. Graduating from High School as Validictorian, Daniel was accepted into the new Mellinium City University on a full ride scholarship and once again graduated at the top of his class. He made his way out of university straight into the buisness world, and made his first ten million dollars within his first year.

Now, ten years after Destroyer's apparent death, Daniel has take up crime fighting with DD's return as a member of the Avant Guard. Already independently wealthy, he has the time and money to devote himself to the superhero gig full time with no worries at all.

 

Personality/Motivation: Daniel Smith is a confident man who has worked hard for the things he has through some extremely tough times since his parents died. While he can come across as a bit prideful at times, he feels that he has earned what he has and takes offence at people who will blame him for their troubles or for other wrongs simply because he has money. In his identity as Golem, he will do his best to protect the less fortunate, and when Daniel Smith, he frequently donates money and time to disadvantaged children.

 

Quote: "Oh I may not be tough...but I can't say the same about THEM!"

 

Powers/Tactics: Golem, as he like to be called while in the line of duty, has a mutant power that allows him to animate and control inorganic material with shards of his own mind. While his main power allows him to create his "golems", he is also able to manipulate matter to both protect himself and injure his enemies.

Strangely, his ability to manipulate liquids has vanashed as he got older. He tries not to think about it, but if asked about it he believes it to simply be from lack of practice.

 

Campaign Use: Use him however you like...but I reccomend his as part of the Avant Guard

 

Appearance: Danial Smith is a moderately attractive young man of average height who is going prematurely white at the temples. The rest of his dark hair is worn to his shoulders, sometimes in a pony tail. He favors suits and sport jackets -- when he wants to dress casually -- with jeans, and the small ammount of jewlery he has is always of a higher quality. While he does not sport a wedding ring, he has his right ear pierced and favors a gold chain around his neck. Additionally, when he wares a suit, he adds a diamond studded tie clip.

 

Arandmoor

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Originally posted by Killer Shrike

Well done. What did you use for the rock texturing?

 

From the Top

 

1) I used judicious smudging to remove the face and rivets. Then I re-shaded/High-lit the face.

 

2) I selected a "T" shaped section of face and used variation to bring out the red and yellow.

 

3) The Chest Disc received the same treatment as the T and then I select those areas and went to the green channel and added a noise filter (creating the "Molten" effect) and then blurred the areas.

 

4) For the Rock texture I selected the areas and used variations to change them to an earthenware brown (using green and red) and add the Cranqueline Texture and then fading it about 80%.

 

5)The jets of flame were just selected areas that were painted red with the same noise and blur as above. Then to give is a "Kirby" effect I added thick blurry black dots to the mass and then faded the border (Selected, expanded the selection by 1px, modified the border 1px and feathered 1px, and hit delete twice) to white.

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Originally posted by Killer Shrike

Nicely done. Did WOTC have the original pic on thier website? The filename would suggest so. More importantly, do they have more pics available of similar quality? ;)

 

Yeah, they have a HUGE gallery of Images for most of their books. They prove very handy...WOTC Art Gallery

 

The links to the books are on the Right. The Monster Manual, MM2 and Fiend Folio are full of nice stuff as is the monster section of the Epic handbook

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Originally posted by MisterVimes

Yeah, they have a HUGE gallery of Images for most of their books. They prove very handy...WOTC Art Gallery

 

The links to the books are on the Right. The Monster Manual, MM2 and Fiend Folio are full of nice stuff as is the monster section of the Epic handbook

Well, thats quite handy, isnt it? :)

 

Thanx!

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Doctor Evocator

 

This is retired superhero, current headmaster of Star Academy in Plovik, Ontario. The school specializes in ... ahem... special needs students.

The link to the campaign page is http://www.angelfire.com/comics/okum/wrongcrowd.html

 

This is a teen hero campaign. Player characters are built on 75 points plus 75 disadvantages. Teachers range from 250 (Justice League level in my campaigns) to 200 points (standard starting hero level).

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I started on the challenge yesterday, but felt it wasn't a good focus, so I gave up, until today, when I got an inspiration for an idea. I'll try to start on it tonight, depending on how easily the idea gels together, I could have it up by tommorow. [smiles]

 

Ragdoll.

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But before we get to those choices, here's the magickal character challenge submission. Hope it's acceptable. [smiles]

 

Name: Jessica Grimmel

Alias: Witch

 

10 STR (00)

18 DEX (24)

15 CON (10)

10 BOD (00)

18 INT (08)

18 EGO (16)

18 PRE (08)

14 COM (02)

5 PD (03)

5 ED (02)

5 SPD (22)

10 REC (10)

40 END (05)

38 STN (15) [125]

 

-POWERS-

15 Images: Sight and Hearing images, +0 to PER rolls; Increased size (256" radius, +2), 0 END (+1/2), Indirect: Always appears just a few inchest 'behind' the character's back (+1/4), Linked to Multipower (-1/2), Full Power Only (-1/4), Set Effect: a translucent, glowing blue gigantic figure cracking with white energy, and ending at the waist (-1), No Range(-1/2).(43 active points).

12 Images: Sight, +0 PER rolls; Increases Side (265" radius +2), 0 END (+1/2), Indirect: Always appears at the location of the primary image of the figure (+1/4), Linked to Images power number 1 (-1.2), Full power only (-1/4), Set Effect: Blue light (-1), No Range (-1/2). (38 active points).

 

50 Multipower: 75 point pool; Incantation (-1/4), Gestures

(-1/4).

m6 Mind Speech Spell of the Unwilling [Telepathy]: 12D; Broadcast only (-1/2), Visible (-1/4), 1/2 End (+1/4).

u1 Mordicai's Bothersome Migrane: [Change Enviornment] 4" radius, -4 to INT rolls and INT based skill rolls; 1/2 END (+1/4), Full power only (-1/4).

u1 Gregor's Apeish Strength: +10 STR; costs END (+1/2); Usable by one other (+1/4), Full power only (-1/4), Linked

to shapeshift (-1/2).

u1 Gregor's Apeish Strength: Shapeshift one form (gorilla);

Sight group, 0 END (+1/2), Usable by one other (+1/4).

m4 Maevis' Crystal Cylinder [Force Wall]: 15 PD/15 ED; Visible (-1/4), No range (-1/2), One hex only (-1), Restricted shape: Cylinder (-1/4), May not move while power in in use (-1).

m3 Maevis' Stone Carapace [Force Field]: 15 PD/ 15 ED; 0 END. May not volutarily move while power is in use (-1), Visible (-1/4)

m2 Maevis' Stone Carapace [Knockback Resistance]: -15" KB; Uses END (-1/2), Linked to Force Field (-1/2)

u4 Quiggley's Miraculous Matter Swimming: [Tunnling] 2" through DEF 10 Material, leaves no tunnel; 0 END (+1/2), Cannot volutarily leave a tunnel (-1/4).

m7 Tanis' Touch of Earth Spell: [Energy Blast]; 6D; Explosion(+1/2), Indirect: Any direction (+3/4), Visible

(-1/4), Must has earth or stone nearby (-1/4).

 

-SKILLS-

3 High Society 13-

3 Seduction 13-

3 Persuasion 13-

3 Conversation 13-

3 KS: Popular Clique 13-

3 Acting 13-

 

-DISADVANTAGES-

25 Hunted: By Sketch; More Powerful; 14-, Capture.

15 Social Lim: Secret ID, Frequently, Major

10 Reputation: Untrustworthy, Amoral 11-

20 Psychological Limitation: Amoral; Common, Total

15 Psychological Limitation: Can't pass up the chance for

more magickal power; Common, Strong.

15 Psychological Limitation: Overconfident; Very Common,

Moderate.

00 Psychological Limitation: Lazy; Very Common, Moderate.

 

Characteristics: 125

Powers: 107

Skills: 18

Disadvantages: 100

Total: 250.

 

History: Briefly, Jessica is the classic spoiled rich girl.

Her life was one of idle pleasure and decadence, until her natural magickal talent manifested. The Grimmel's had past their magickal aptitudes through generations of Grimmels. Her father became her and her sister's teacher. Jessica, intrigued, played along. The idea of being able to bend reality through her magickal power, interested her greatly. Never a stupid person, merely lazy, Jessica mastered her abilities quickly, but 'only' enough to get by, much to her father's disproval. Her sister, by contrast, showed less of an apptitude, but a feverent drive to learn the craft.

 

Jessica's sister learned to focus her talents through her natural talent in art. With practice, Jessica's sister could literally cause anything she drew to 'come to life' as a loyal servant. Jessica's powers were far more diverse. She picked spells to learn that seemed fun and novel but with little practicality. Again, just enough to keep 'under' her father's radar. When she became bored with her father 'demanding' schedule, she secretly poisoned his drink over a series of months, slowly spelling his demise.

 

Jessica's sister, confronted her the day of their father's burial, and Jessica blithely admitted her handy work. But before, Jessica's sister could act, Jessica escaped with an matter swimming spell. By the time Jessica's sister arrived back at the family home, Jessica had fled. Jessica's sister took the moniker 'Sketch', and now searches the city every night to catch her sister unware, and bring her into custody for the murder of their father.

 

Powers: Jessica's natural magickal aptitude allows her to master spells quickly. She has a repertoire that she's learned, but is always looking for more. As a result of her own twisted psyche and overblown ego, when her spells are cast, her inherent magickal energies twists itself into a massive 'image' of Jessica from the top of her head, and cutting off at the waste. It looms behind her, bathing everything about her in a pale blue light. Naturally, Jessica is overly flamboyant in her methods of attack, and most of her spells are 'overly' visible beyond what would be normally expected. When Witch decides to use her spells..'everyone' notices.

---------------------------------------------------------------------------------------

As to the next challenge, let's keep the ball 'rolling' with Patriot's challenge. [smiles, waves]

 

Ragdoll.

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Guest C_Zeree

Atilius Tiberius

 

Originally posted by Ragdoll

As to the next challenge, let's keep the ball 'rolling' with Patriot's challenge. [smiles, waves]

Ragdoll.

 

Originally posted by Patriot

Maybe this will get the provebial ball rolling again.

1) a sentient planet

2) A Vigilante,whos background is based in christainity

"I absolve you of you sins....Blam!"

3) Not the superman, but your games equivalent

 

Lets get this moving again!!! :)

 

I choose #2, at least something close.

 

Atilius Tiberius

 

Hell hath no fury like a Christian burned.

 

History:

Atilius Tiberius was a Captain among the praetorians the year Rome burned. He cried for his city as he watched the flames consume his home, and followed Emperor Nero as he tried to save the city. Nero helped fire-fighting teams, and sent his praetorians to direct evacuation. However, to Nero’s amazement the commoners screamed he had done nothing, watching from Palatine, playing his lyre as the city burned.

 

Angered at the audacity of the rabble, Nero searched for a group to take the blame, and chose the Christians. At that time they were few in number, believed in a bizarre religion, and held a great animosity for most Romans, a perfect scapegoat. Nero claimed they had set fires to cast down the Romans, sacrificing them to their one god.

 

Romans cried out in rage, shouting for death. Nero was happy to comply and sent out Atilius and his praetorians to round up as many Christians as he could. Not pleased with his task, believing the Christians to be innocent, but not knowing what caused the fire, Atilius was loyal to the Emperor and followed his orders.

 

Nero wished to see those he would condemn before sentencing them, and Atilius accompanied him as a personal guard. Cell after cell, it was the same haggard rabble, scorched clothes, and soot stained faces. Kept in dismal conditions, many had died.

 

Happening upon one cell, Nero and Atilus found a family huddled in a corner. Mother, father, and little girl sobbed over a little boy. Their son’s many burn wounds had festered, infected by the abundant pestilence, and he dyed beneath the noses of the indifferent roman guard. The father, seeing the two resplendent Roman figures standing before him, knowing in his heart they had caused all his pain, snapped, and began raving. He called upon the fury of his god and laid a curse upon them, blaming these two before him for his death, and all their suffering.

 

Drooling, wild eyed, and shouting, the man leapt at Nero. Atilius reacted with his years of training, blocking the lunge, and splitting the man in two with his blade. Nero hadn’t said a word, and watched as the man slumped to the earth, a gash from waist to shoulder. Looking at Atilius splattered in gore, he then glanced down at himself, noting the blood that speckled his white robe. Nodding, Nero turned and left the cell. Atilius glanced at the family, the horror on their faces boring through him, swelling his disgust of his actions. He staggered to the door, and managed to find an urn before he retched. The next day Nero ordered the Christians sacrificed in the coliseum, as a sport, their death to satiate the masses. Atilius resigned as a praetorian that day.

 

Atilius died years later on the fringes of the empire, a failed farmer, penniless, and little more would be known of him, if not for the curse. Awoken decades later, he was summoned back by a Catholic priest, who had heard of his legend, passed down trough generations. Knowledgeable in mystic ritual he bound Atilius soul in the material world. The priest used him as a tool, sending him against those who opposed the faith. Atilius could choose not to fight, but the priest made him suffer excruciating pain. As a heathen and an enemy of the church, to serve was his “penance.â€

 

Atilius has died and been reborn many times, and seen snippets of history as an unwilling vassal of the Christian Church. His time has been bloody and pointless. Having fought at Constantinople, hunted pagan Celts in Europe, been a warrior in the Crusades, a witch persecutor in the Inquisition, and, most recently, an operative of the Irish Republican Army, Atilius has known only human hatred and strife.

 

Currently:

Atilius has awoken again, use him as you see fit. It is a perfect time for a priest to change his opinion of humanity, willing him to combat evil in general, and help society. Or, DEMON could have some how learned of Atilius, summoning his spirit through dark ritual. They could turn his building disgust of humanity into hatred, and unleash him as one of their chosen unholy warriors.

 

Abilities:

Atilius is a consummate warrior, and he has had countless years to perfect battlefield techniques. It is only recently he has become somewhat skilled with modern firearms, but he prefers to use a blade, spear, or his bare hands.

 

Physically he is above human capability, but not superhumanly so.

 

Also, Atilius is a spirit given physical form, and this has given him some supernatural abilities.

 

Appearance:

5’11†tall, 180 lbs, Atilius is well built, bands of muscle stand out on his arms and legs. He has straight short brown hair and tired blue eyes, revealing his age. A square cut jaw, and of course a roman nose, Atilius is a model ancient Roman.

 

Personality:

Atilius is a very serious man, smiling little, and laughing less. Having seen so much has made him jaded to events that happen around him, and this can lead him to be surprised by some situations. His praetorian training ages ago instilled him with his honor that has many times come in conflict with his orders and those he must work with. But, he has made a promise to the memory of his dead family he will act as honorable as he can even if those he is forced to serve under do not. These experiences have created a growing disrespect for society’s ills, and make him quite pessimistic when it comes to human interaction. Among those that would call him friend he will not stand for non-honorable behavior, expecting them to be above normal society. He would not be the leader of a group by choice, but many might look up to him for his resolution, honor, and determination.

 

Included a blurb about personality, and stats follow below.

 

Enjoy

CZ

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Guest C_Zeree

Atilius Tiberius Stats

 

Atilius Tiberius

 

Val Char Cost
24 STR 14
18 DEX 24
22 CON 24
15 BODY 10
14 INT 4
13 EGO 6
18 PRE 8
16 COM 3
16 PD 5
15 ED 5
5 SPD 22
9 REC 0
44 END 0
50 STUN 12
8" RUN04" SWIM05 1/2" LEAP0Characteristics Cost: 137

 

Cost Power END
30 Years of Melee: Multipower, 45-point reserve, all slots: (45 Active Points); OIF (sword of oppertunity; -1/2)
3u 1) Flurry: HKA 2d6 (plus STR) (vs. PD), Autofire (5 shots; +1/2) (45 Active Points) 4
3u 2) Slay: HKA 2d6 (plus STR) (vs. PD), Armor Piercing x1 (+1/2) (45 Active Points) 4
3u 3) Stun: HKA 2d6 (plus STR) (vs. PD), +2 STUN Multiplier (+1/2) (45 Active Points) 4
3u 4) Wounding: HKA 2d6 (plus STR) (vs. PD), Penetrating (+1/2) (45 Active Points) 4
12 Skilled Combatant: Combat Luck (6 PD/6 ED)
17 Nerissa: (Total: 35 Active Cost, 17 Real Cost) HKA 1d6 +1 (plus STR) (vs. PD), Reduced Endurance 0 END (+1/2) (30 Active Points); OAF (-1) (Real Cost: 15) plus +1 OCV (5 Active Points); OAF (-1) (Real Cost: 2) [Notes: Atilius' personal blade]
4 Strong Legs: +2" Running (8" total) 1
1 Strong Legs: Leaping +1" (5 1/2" forward, 2 1/2" upward) 1
2 Strong Swimmer: Swimming +2" (4" total) 1
3 Undead Body: Damage Resistance (3 PD/2 ED)
30 Mystic Resistance: Physical Damage Reduction, Resistant, 50%
15 Mystic Resistance: Energy Damage Reduction, Resistant, 25%
15 Undead Body: Does Not Bleed (15 Active Points)
17 Undead Nature: Life Support , Eating: Character only has to eat once per week, Longevity: Immortal, Self-Contained Breathing, Sleeping: Character only has to sleep 8 hours per week
Powers Cost: 158

 

Cost Martial Arts Maneuver
Praetor Swordsmanship
4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +15 STR to Disarm roll
5 Flying Strike: 1/2 Phase, +1 OCV, +0 DCV, Weapon +1 DC +v/5; FMove
5 Lunge: 1/2 Phase, -2 OCV, +1 DCV, Weapon +5 DC Strike
4 Sidestep: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 Slash: 1/2 Phase, +0 OCV, +2 DCV, STR +3d6 Strike
2 Weapon Element: Blades, Empty Hand, Polearms and Spears
4 +1 HTH Damage Class(es)
Martial Arts Cost: 32

 

Cost Skill
5 +1 with HTH Combat
3 +1 with Years of Melee Multipower
3 +1 with Praetor Swordsmanship
5 +1 with Ranged Combat
10 +2 with DCV
3 Acrobatics 13-
3 Breakfall 13-
1 Bureaucratics 8-
3 Climbing 13-
5 Defense Maneuver: I-II
2 Gambling (Dice Games) 12-
5 KS: Melee Combat 14-
1 Language: Latin (native)
3 Language: English (completely fluent)
4 Language: Italian and Spanish (fluent conversation)
3 Paramedics 12-
3 PS: Soldier 12-
3 Riding 13-
3 Shadowing 12-
3 Stealth 13-
3 Streetwise 13-
2 Survival (Temperate/Subtropical) 12-
3 Tactics 12-
5 Tracking 13-
4 WF: Common Melee Weapons, Small Arms
Skills Cost: 88

 

 

 

 

Total Character Cost: 415

 

Val Disadvantages
10 Distinctive Features: Noble Bearing (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Psychological Limitation: Jaded (Common; Strong)
10 Psychological Limitation: Disgusted by Base Nature (Uncommon; Strong)
15 Psychological Limitation: As Honorable as Possible (Common; Strong)
20 Social Limitation: Subject to Orders (Very Frequently; Major)
10 Susceptibility: When not Following Orders 2d6 damage, per Turn (Very Uncommon)
10 Vulnerability: 2 x STUN Holy Weapons (Uncommon)

Disadvantage Points: 90

 

Base Points: 200

Experience Required: 125

Total Experience Available: 125

Experience Unspent: 0

 

Well here is my idea for Atilius, a standard martial artist that can take some punishment.

 

Next challenge: A metamorph with a nonstandard (not wolf, tiger, bear) animal theme.

 

Enjoy

CZ

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