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Corax

Dagmar Hergesson

Val Char Cost
12 STR 2
16 DEX 18
15 CON 10
16 BODY 12
13 INT 3
18 EGO 16
18 PRE 8
18 COM 4
3/9 PD 1
3/9 ED 0
3 SPD 4
5 REC 0
30 END 0
30 STUN 0
6" RUN 0
2" SWIM 0
5" LEAP 3
Characteristics Cost: 81
attachment.php?s=&postid=98855

Cost Power END
33 Raven-skin: Multiform (200 Character Points in the most expensive form) (Instant Change, x2 Number Of Forms) (50 Active Points); Costs END Only To Change (-1/2) 5
75 Raven-touched: Elemental Control, 150-point powers
27 1) Raven-calling: Summon 1-point RAVENS (Bestiary pg 139) (x4096 Number Of Beings), Reduced Endurance 0 END (+1/2), Amicable Slavishly Devoted (+1) (150 Active Points); Arrives Under Own Power (-1/2), Summoned Being Must Inhabit Locale (-1/2), Extra Time Full Phase (-1/2), Concentration 1/2 DCV (-1/4)
27 2) Raven-speech: Telepathy (Animal Class) 6d6, Reduced Endurance 1/2 END (+1/4), Area Of Effect (7578" Radius; +3 3/4) (150 Active Points); Limited Class Of Minds Ravens/Crows only (-1), No Range (-1/2), Communication Only (-1/4) 7
19 3) Raven-blessing: Aid: Ravens/Crows 3d6, Can Add Maximum Of 20 Points, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4), Area Of Effect (10" Radius; +1), Variable Effect All Powers Simultaneously (+2) (132 Active Points); Ravens/Crows only (-2), Others Only (-1/2), Costs Endurance Costs END Every Phase (-1/2) 13
Avian Vision
5 1) Nightvision
4 2) Enhanced Perception (+2 to PER Rolls for Sight Group)
6 3) Telescopic +4 to PER Rolls (only to offset the Range Modifier) (Sight Group)
7 Regeneration: Healing 1d6 (max. Healed Points: 6), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (20 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) [Notes: No Healing Max (see FREd p. 120).]
Powers Cost: 203

Cost Martial Arts Maneuver
5 Split out: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
4 Beat it: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs
4 Fingernails: 1/2 Phase, -2 OCV, +0 DCV, HKA 0 1/2d6
4 Eye Gouge: 1/2 Phase, -1 OCV, -1 DCV, Flash 4d6
4 Low Blow: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
1 Weapon Element: Blades
Martial Arts Cost: 22

Cost Skill
20 +2 Overall
6 Animal Handler (Birds) 15-
3 Conversation 13-
3 Deduction 12-
3 Mimicry 12-
3 Oratory (Storytelling) 13-
3 Persuasion 13-
3 Seduction 13-
3 Sleight Of Hand 12-
3 Stealth 12-
3 Streetwise 13-
6 Survival (Arctic/Subarctic, Mountain, Urban) 12-
8 TF: Bobsleds, Skating (iceskating or rollerskating), Skiing (snow), Sleds, Small Motorized Ground Vehicles, Snowmobiles, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles
1 WF: Blades, Thrown Rocks
3 Language: English (fluent conversation; literate)
0 Language: Norwegian (imitate dialects; literate, Native Tongue)
Skills Cost: 71

Cost Perk
3 Anonymity (Presumed dead, using false papers)
1 Fringe Benefit: Passport (fake, rotated often)
1 Fake ID
Perks Cost: 5

Cost Talent
18 Combat Luck (9 PD/9 ED)
Talents Cost: 18

Val Disadvantages
20 Normal Characteristic Maxima
10 Accidental Change: To Bird Form when frightened 11- (Uncommon)
10 Accidental Change: To Were Form when angry 11- (Uncommon)
5 Distinctive Features: Incredible raven black hair, slightly irridescent (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Distinctive Features: Mystic Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
20 Facinated: Particularly shiny things like diamond necklaces, crystal, etc (Uncommon), go 11-, recover 8-
5 Money: Poor
20 Psychological Limitation: Shiny Klepto (Steals shiny things compulsively -- often doesnt realize she is doing it) (Very Common; Strong)
15 Susceptibility: Cold Iron 1d6 damage, per Phase (Uncommon)
15 Unluck: 3d6
10 Vulnerability: 2 x STUN Cold Iron (Uncommon)
10 Vulnerability: 2 x BODY Cold Iron (Uncommon)
Disadvantage Points: 150
Cost Summary:Base Points:200Disadvantage Points: 150Experience Required: 50Total Experience Available: 50Total Character Cost: 400Height: 5' 8"Hair: Blue BlackWeight: 160 lbsEyes: BlackAppearance: Beautiful raven-haired hottie with pale skin and sexy curves. Looks a lot like Jennifer Connely, which has proved to be fortuitous of late, getting Dagmar into more events than usual. Attire varies, but is usually subtley seductive.Personality:  Dagmar is a survivor, first and foremost. She is also fairly immoral and seems to lack most of the ethical restraints typical of humanity. She also has a mercurial streak that can be cruel at times. The sad thing is she has not real motivation. She has a wanderlust and lets it take her where it may. Her life has been a long succesion of random mishaps and tragedies, and it has marked her. She became a cynical realist long ago. She does not believe in "happily ever after", and keeps foremost in her mind to look out for number one.Quote:"Hello stranger, you look dashing; with that air of command you must be an important man...."; "CAW!!!"Background: 

Born in Norway, Dagmar's parents were killed in a car accident during a suprise blizzard when she was 6. Dagmar was put into a state-run home, which she hated, until she was selected for adoption by an American family via an outreach program. Dagmar was put on a plane and flown off to NYC to meet her new family when she was not quite 7. The sensation of flying awoke something deep within Dagmar, and she felt a need to stretch imaginary wings and fly away.

 

When she landed she was greeted by some people from the adoption agency and her new family, Carl and Kristi Anderson. She spoke very little English, but her new adoptive father Carl had some Norweigan he had learned from his grandparents in his youth, and they were able to get buy uncomfortably. The family boarded another plane after the necessary paper work and flew to the Anderson's home in Montana, on a small but self-sufficient farm outside of Helena. The next few years were difficult for Dagmar as she learned halting English, and tried to matriculate into her new life. She made some progress, but was always a fey child given to long silences and oddly intense scrutiny. As she grew older, she began to notice that where ever she went, ravens seemed to follow her around. She even discovered that she could communicate with them after a fashion, wordlessly. All of them around her in fact. She also realized when she was around 14 that her vision, which she had always taken for granted, was apparantly much better than normal; she could see things from a distance clearly that other people couldnt even make out; and in the dark as well. She also noticed that she healed fast, and seemed preternaturally lucky when it came to taking injuries in the first place. She fell out of several trees and at one point even opened a long gash on her arm on accident when a pitchfork fell of its hook and hit her on the way down; the gash had healed without a trace within a half a minute. She also discovered that anything made of wrought Iron stung to touch, and even being near it hurt after a while. Kristi's old iron cooking pan soon disappeared, disposed of on the sly by Dagmar and a pair of hay forceps from the barn.

 

As she reached puberty she became increasingly restless. She would often wander out into the nearby woods and sit around lost in thought. In her mind's eye she kept seeing a huge black Raven, which she knew was also her somehow. When she would go off into a trance of this nature, when she awoke she was always surrounded by hundreds of Ravens and Crows, all staring at her, absolutely silent. Join us, they seemed to be thinking. In thier minds eyes, she knew that they saw her as a Raven and not as her self.

 

The ravens werent the only thing to notice Dagmar however. She had grown into quite a little hottie by 15, and a local bully by the name of Chad Stone set his sights upon her. He and his cronies harrassed her at school for weeks, but she refused to give him the pleasure of a response. Finally, exasperated, Chad followed her home one day covertly. On the way home, the day dreaming Dagmar made her way into her favorite litte copse in her little forest to sit around and try to make sense of the strange visions of flying and changing that plagued her. After a minute of watching her walk thru the woods in her tight little blue jeans, Chad made his appearance known and tried to put the moves on her. Dagmar distractedly brushed him off, but this only seemed to infuriate him. Chad became enraged and tried to force himself on the object of his desire. At first startled by the onslaught, anger followed and suddenly Dagmar found herself....changing. Talons grew from her fingers, her eyes seemed to get bigger, and 2 huge lustrous black wings sprang from her back, ripping her shirt in the back. With a savage screech she lashed out, ripping Chad's face from his skull in one fell blow, reducing him to near death. Instantly mortified and frightened, she felt another change sweep over her and suddenly she was the size of a very large raven; was a large raven in fact. Terrified, she flew off and never looked back. When she finally came to her senses she was utterly lost, so she kept flying. Eventually she stopped for awhile in the Rockys, and inexplicably changed back to human form, buck naked.

 

Over the next few days she tried make do as best she could, but couldnt manage to change back into either of the strange forms again. After 3 days she stumbled across a cottage cleverly concealed in a rock hollow, built partially into the mountain itself. The inhabitant of the cabin was an old man named Mordecai Jones, a retired survivalist nut. Before Dagmar could conceal herself, he noticed her and after some questioning invited her in for some food. She told him her story, minus the changing-into-a-raven bit, and being an isolationist paranoiac he told her to hole up with him in the mountain rather than trust herself to the "mercys" of the government. So, he became another adoptive father of sorts.

 

Meanwhile the Andersons reported her missing, Chad's body was found, a search party came up with absolutely nothing, and eventually everyone just assumed that there had been a 3rd party, some kind of nutcase killer that had killed the boy and carried her off after raping her. She was eventually presumed dead.

 

After a few months of living with Mordecai, her powers kicked in again inexplicably, when she became angry at her lot in life, and she changed into her were form. Mordecai saw it, and after some alarm, accepted it as part of her. Mordecai was part Indian on his mothers side, and kind of half-assed interested in Indian spirtualism. He told Dagmar that if he had to guess he would say that she was a skindancer, able to take on the shape of her totem animal. He helped her as best he could to learn how to use her powers, and she eventually became comfortable with them.

 

When she was 19 Mordecai became ill, and went into Helena for a doctors appointment. The prognosis was not good, but the doctor suggested that moving to a dry climate like Arizona would help Mordecai's position. Thus Mordecai and Dagmar moved to Phoenix and moved into a small out of the way house in the desert. Mordecai's health failed rapidly anyway, and Dagmar found the place uncomfortable because there were few ravens or crows to be found. Mordecai passed on within the year, leaving Dagmar with no where to stay or go. After some reflection she decided that she wanted to go back home to Norway, and maybe hunt down a distant relative or something and figure out where her strange abilties come from. Catching a bus she headed east towards NYC, where she had entered the country from Norway so long before. Of course, nothing is that simple.

 

Along the way she had many misadventures, and arriving in NYC weeks later had no money with which to book a ticket to Norway with. On her trip towards NYC however, she had discoverd a talent for petty theft, and soon employed her unexpected ability to lift wallets and occasional jewelry from passerbys. It took some adjustment, but within a month she had become fairly adept at her new trade and was able to keep herself boarded at a cheap hotel and still save money for her ticket. It took her 7 months to do it, but she managed to afford plane ticket and a fake passport and landed in Oslo, Norway 2 days after her 21st birthday. She spent 2 years in and around Oslo hunting for answers, but found none. No relatives, no real records of interest, nothing.

After her long sting in America, Norway didnt feel like home anymore. She soon felt restless and left Oslo on a slow boat south. She landed in Denmark, and drifted around Europe for a while, alternately posing as a Norweigan or American tourist, and plying her pursesnatching pocketpicking and gladhanding. Somewhere along the way she learned to use her gender, and started to seduce likely marks as well, going for bigger stakes.

 

Eventually she had burned enough bridges she felt the need to get out of Europe and returned to America. However, her stakes are higher now; she doesnt make her way on the streets pilfering anymore; she uses her looks to get in with wealthy men, case thier homes, and then rob them later by stealth using her were and raven form to avoid recognition and fly away, escaping most standard detterents. She's become a catburglar essentially, with a twist. She travels around the country as a jetsetter, hitting all the big cities and hangouts of the rich, making a big score every few months.

Powers/Tactics:  Dagmar thinks, for lack of a better explanation, that her powers are totemic in nature in some way that she does not understand. Apparantly the great spirit of the Raven chose her for some reason.

In reality, she has fey blood in her, and it manifested in her control of Ravens. She theoreticaly could expand her powers to affect any bird, or perhaps even any simple animals altogether. She could also learn to change into more forms if she could realize her potential.

She has some fey attributes, including the ability to heal faster than normal, and a weakness to cold iron. She is also naturally adept as various "skills" which she was never formally trained to use such as Oratory; they just come naturally to her as a byproduct of her fey nature. It is possible that as time passes she might develop more fey attributes.

Campaign Use:  Useful as a non-violent and petty criminal burglar. Useful in a "locked 27th floor apartment" type mysteries. Useful as a "badguy" that is redeemable.
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Corax Wereform

Val Char Cost
15 STR 5
20 DEX 30
15 CON 10
16 BODY 12
13 INT 3
18 EGO 16
18 PRE 8
6 COM -2
3/12 PD 0
3/12 ED 0
6 SPD 30
6 REC 0
30 END 0
30 STUN -2
2" RUN -8
0" SWIM -2
5" LEAP 2
Characteristics Cost: 102

Cost Power END
20 Talons: HKA 2d6 (plus STR) (vs. PD) (30 Active Points); Restrainable (-1/2) 3
25 Wings: Flight 15", Reduced Endurance Half END (+1/4) (37 Active Points); Restrainable (-1/2) 1
Avian Vision
5 1) Nightvision
4 2) Enhanced Perception (+2 to PER Rolls for Sight Group)
6 3) Telescopic +4 to PER Rolls (only to offset the Range Modifier) (Sight Group)
5 4) Bird's Eyes: Increased Arc Of Perception (240-Degree) (Sight Group)
7 Regeneration: Healing 1d6 (max. Healed Points: 6), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (20 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) [Notes: No Healing Max (see FREd p. 120).]
Powers Cost: 72

Cost Skill
2 +1 with Flight
6 +3 Talons
Skills Cost: 8

Cost Talent
18 Combat Luck (9 PD/9 ED)
Talents Cost: 18

Val Disadvantages
5 Accidental Change: To Human Form when Idle 8- (Uncommon)
Disadvantage Points: 5
Cost Summary:Base Points:200Disadvantage Points: 5Total Experience Available: 0Total Character Cost: 200Height: 5' 8"Hair: Bluish BlackWeight: 110 lbsEyes: Black
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Corax Raven

Val Char Cost
-20 STR -30
22 DEX 36
15 CON 10
16 BODY 12
13 INT 3
18 EGO 16
5 PRE -5
10 COM 0
3/12 PD 3
3/12 ED 0
4 SPD 8
5 REC 4
30 END 0
30 STUN 6
1" RUN -10
0" SWIM -2
0" LEAP 0
Characteristics Cost: 51

Cost Power END
10 Beak: HKA 1d6 (plus STR) (vs. PD) (15 Active Points); Restrainable (-1/2) 1
40 Wings: Flight 20", Reduced Endurance 0 END (+1/2) (60 Active Points); Restrainable (-1/2)
0 Short Legs: Running -5" (already figured in)
0 Nonaquatic: Swimming -2" (already figured in)
Avian Vision
5 1) Bird's Eyes: Increased Arc Of Perception (240-Degree) (Sight Group)
6 2) Telescopic +4 to PER Rolls (only to offset the Range Modifier) (Sight Group)
4 3) Enhanced Perception (+2 to PER Rolls for Sight Group)
5 4) Nightvision
32 Magical Communication: Telepathy 6d6, Additional Class of Minds (Birds) (40 Active Points); Communication Only (-1/4) 4
7 Regeneration: Healing 1d6 (max. Healed Points: 6), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (20 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) [Notes: No Healing Max (see FREd p. 120).]
Powers Cost: 109

Cost Skill
10 +2 with DCV
5 +4 to Concealment (8 Active Points); Self Only (-1/2)
Skills Cost: 15

Cost Talent
3 Bump Of Direction
4 Environmental Movement (no penalties on/in High Winds)
18 Combat Luck (9 PD/9 ED)
Talents Cost: 25

Val Disadvantages
10 Physical Limitation: Diminutive, (from about .3m up to about .6m; 1/4"; +6" KB) Frequently, Slightly Impairing
15 Physical Limitation: Very Limited Manipulation Frequently, Greatly Impairing
Disadvantage Points: 25
Cost Summary:Base Points:200Disadvantage Points: 25Total Experience Available: 0Total Character Cost: 200
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Originally posted by aylwin13

'Shrike, I like were-raven idea a lot. I'm might need to "borrow" her for my game... ;) Would it be possible for you to post the .hdc file?

More than possible -- its SOP. I just forgot to do it last night ;) Ill try to remember to do it tonight when I get home......
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Originally posted by Killer Shrike A Speedster!
Be gentle, this is my first character post. Hope you don't mind my taking a little artistic license with your archetype.The Deliverator

With Apologies to Neal Stephenson

Val Char Cost
15 STR 5
20 DEX 30
12 CON 4
11 BODY 2
18 INT 8
10 EGO 0
13 PRE 3
18 COM 4
4/12 PD 1
4/12 ED 2
4 SPD 10
10 REC 10
40 END 8
25 STUN 0
18" RUN02" SWIM09" LEAP0Characteristics Cost: 87
Cost Power END
10 In The Nick Of Time: Luck 2d6
Powers Cost: 10
Cost Skill
7 Acrobatics 15-
7 Combat Driving 15-
3 Combat Piloting 13-
3 Fast Draw 13-
1 High Society 8-
6 CK: L.A./Cisco Metroplex (INT-based) 16-
3 Lockpicking 13-
1 Mechanics 8-
10 Navigation 18-
8 PS: Urban Delivery 17-
5 Security Systems 14-
9 Streetwise 15-
3 Systems Operation 13-
8 TF: Common Motorized Ground Vehicles, Equines, Helicopters, SCUBA, Skateboarding, Skiing (snow), Small Motorized Boats, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles
Skills Cost: 74
Cost Perk
3 I Smell Pizza Pie!: Access
3 It's Just The Pizza Guy: Anonymity
6 Not To Be Trifled With: Reputation (Among security personnel; 14-) +3/+3d6
5 Fringe Benefit: International Driver's License, Membership (Mafia), Passport
Perks Cost: 17
Cost Talent
3 30 Minutes Or It's Free: Absolute Time Sense
5 Hair Trigger: Lightning Reflexes: +3 DEX to act first with All Actions
4 Where's This Pie Going?: Speed Reading (x10)
Talents Cost: 12
Cost Equipment END
14 Kevlar Bodysuit: Armor (8 PD/8 ED) (24 Active Points); Activation Roll 14- (-1/2), Real Armor (-1/4)
33 Taser: Energy Blast 4d6 (vs. ED), STUN Only (+0), Reduced Endurance 0 END (+1/2), No Normal Defense Standard (+1) (50 Active Points); No Range (-1/2) [Notes: Defense is Hardened ED]
19 Retractable Rollerblades: +12" Running (18" total), x4 Noncombat (29 Active Points); Only On Appropriate Terrain (-1/2) 3
8 Fingertip Suction Cups: Clinging (normal STR) (10 Active Points); Requires an Acrobatics Roll (-1/4)
Equipment costs shown above are for reference only, and are not included in Total Cost.Total Character Cost: 200
Val Disadvantages
15 Dependent NPC: Mrs. Livery 14- (Normal; Useful noncombat position or skills)
25 Dependent NPC: Baby Speedy 14- (Incompetent)
15 Hunted: FBI 8- (Mo Pow; Harshly Punish)
25 Psychological Limitation: Must accomplish deliveries at all costs (Very Common; Total)
15 Psychological Limitation: Superstitious (Common; Strong)
5 Rivalry: Professional (Pie Ping Hot; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
0 Normal Characteristic Maxima
Disadvantage Points: 100Base Points: 100Experience Required: 0Total Experience Available: 0Experience Unspent: 0Background:Ernest "Speedy" Delanor Livery was born in 2023 to a wealthy family living in the suburbs of the L.A./Cisco metroplex. Nimble and dextrous from a young age, his parents enrolled him in riding lessons, and Ernest gained his nickname after winning his first National Junior Steeplechasers title. As he grew up, however, he traded in his horses for motorbikes, then exotic sports cars, even helicopters, always in search of an adrenaline rush. But things weren't as they seemed at the Livery home; while Speedy was in his freshman year at Stanford his parents were arrested by the FBI for racketeering and other Mob-related crimes. The IRS seized all of the family assets, and Speedy was left with no one to turn to but his godfather, Enzo. Now he works for a living, upholding the Mafia honor by ensuring that every single delivery from Enzo's Pizza arrives in 30 minutes or less, no matter what it takes. Speedy won't let Enzo down.Powers/Tactics: As a deliverer for Enzo's Pizza, Speedy has access to many otherwise secure facilities. Security guards throughout the metroplex know that to delay Speedy is to anger Uncle Enzo, so he never waits for clearance to enter a building or gated community. Speedy is the very best at what he does-- though his chief rival, the Chinese-American Pie Ping Hot, would argue the point.Appearance: A natural jockey, Speedy stands a diminutive 4' 11", but is far more imposing in full dress uniform. His black armored bodysuit fits snugly, and he never removes his black full-face motorcycle helmet while on the job.

And my challenge is... Buddhist Warrior-Priest!

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Re: nitpick

 

Originally posted by Patriot

Shouldnt that raven have a few points of Shrinking with always on?

OTOH, A 6 ft tall raven could kick the snot out of some people

In FREd you don't buy Shrinking Always On. You buy stats and powers to reflect it and disads as appropriate. Just an FYI.
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Re: nitpick

 

Originally posted by Patriot

Shouldnt that raven have a few points of Shrinking with always on?

OTOH, A 6 ft tall raven could kick the snot out of some people

Not in 5th edition. Rathre than take Growth or Shrinking Always On you buy the good parts that you want as powers andskills, and take the downside as a Phys Lim.

 

In this case:

 

10 Physical Limitation: Diminutive, (from about .3m up to about .6m; 1/4"; +6" KB) Frequently, Slightly Impairing

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Lei Fei

The Seeker

Val Char Cost
15 STR 5
27 DEX 51
20 CON 20
12 BODY 4
13 INT 3
14 EGO 8
18 PRE 8
10 COM 0
14 PD 5
14 ED 4
6 SPD 23
7 REC 0
40 END 0
40 STUN 10
6" RUN 0
5" SWIM 0
10" LEAP 0
Characteristics Cost: 141
attachment.php?s=&postid=100933

Cost Power END
62 Martial arts maneuvers: Multipower, 62-point reserve
4u 1) Thousand Dragon Strikes: Hand-To-Hand Attack +5d6, Reduced Endurance 1/2 END (+1/2), Autofire (10 shots; +1) (62 Active Points); Hand-To-Hand Attack (-1/2) 2
3u 2) Mountain Stomp: Hand-To-Hand Attack +6d6, 1 Hex Hole In The Middle Fixed Size (+1/4), Explosion (-1 DC/2"; +3/4) (60 Active Points); Hand-To-Hand Attack (-1/2), Only vs Targets on the Ground Power does not work in Common Circumstances (-1/2) 6
6u 3) Lamented Butterfly Strike: Entangle 5d6, 5 DEF, Works Against EGO, Not STR (+1/4) (62 Active Points) 6
6u 4) Golden Dragon Claw: Killing Attack - Hand-To-Hand 3d6 -1 (plus STR) (vs. ED), +2 STUN Multiplier (+1/2) (60 Active Points) 6
30 Seeking Hand of Huac Lo: Find Weakness 15- (Single Attack (Martial Punch))
4 Horse Stance: Knockback Resistance -3" (6 Active Points); Costs Endurance Costs END Every Phase (-1/2) 1
5 Shields of the Immortals: Lack Of Weakness (-5) for Resistant Defenses
22 Walk to the Skies: Leaping +7" (10" forward, 5" upward) (Accurate, Position Shift, x4 Noncombat) 2
6 Life Support , Extended Breathing, Immunity: Alcohol, Longevity: 200 Years
10 Luck 2d6
7 Iron Will: +7 Mental Defense (10 points total)
15 Missile Deflection (Bullets & Shrapnel)
3 Swimming +3" (5" total) 1
Powers Cost: 183

Cost Martial Arts Maneuver
Kung Fu (Wu Shu)
12 1) +3 HTH Damage Class(es)
5 2) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +25 STR to Disarm roll
4 4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 5) Escape: 1/2 Phase, +0 OCV, +0 DCV, +30 STR vs. Grabs
5 6) Flying Kick: 1/2 Phase, +1 OCV, -2 DCV, STR +7d6 Strike
3 7) Joint Lock/Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +25 STR for holding on
5 8) Kick: 1/2 Phase, -2 OCV, +1 DCV, STR +7d6 Strike
4 9) Knife Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6
3 10) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +4d6 Strike, Target Falls
4 11) Punch: 1/2 Phase, +0 OCV, +2 DCV, STR +5d6 Strike
3 12) Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +3d6 +v/5, Target Falls
4 13) Tien-hsueh Strike: 1/2 Phase, -1 OCV, +1 DCV, 3 1/2d6 NND
4 14) Tiger/Dragon Claw: 1/2 Phase, +0 OCV, +0 DCV, STR +7d6 Crush, Must Follow Grab
4 15) Uproot/Sand Palm: 1/2 Phase, +0 OCV, +0 DCV, +30 STR to Shove
1 16) Weapon Element: Axes, Maces, and Picks
1 17) Weapon Element: Blades
1 18) Weapon Element: Chain Weapons
1 19) Weapon Element: Clubs
1 20) Weapon Element: Hook Sword
1 21) Weapon Element: Polearms
1 22) Weapon Element: Staffs
1 23) Weapon Element: Three-Section Staff
1 24) Weapon Element: Whips
1 25) Weapon Element: Wind and Fire Wheels
Martial Arts Cost: 78

Cost Skill
12 +4 with Kung Fu
3 Analyze: Style 12-
10 Defense Maneuver: I-IV
2 Language: English (fluent conversation)
3 Shadowing 12-
3 Stealth 14-
4 Survival (Arctic/Subarctic, Mountain) 12-
3 Tracking 12-
Buddhist Warrior-Monk Package Deal
Kung Fu (Wu Shu)
3 1) Acrobatics 14-
3 2) Breakfall 14-
3 3) Contortionist 14-
2 4) KS: Buddhism 11-
2 5) KS: Chinese Healing 11-
2 6) KS: Chinese Philosophy 11-
2 7) KS: Kung Fu 11-
2 8) PS: Lion Dancing 11-
3 9) Sleight Of Hand 14-
2 10) WF: Common Melee Weapons
2 11) WF: Common Martial Arts Melee Weapons
1 12) WF: Hook Sword
1 13) WF: Three-Section Staff
1 14) WF: Wind and Fire Wheels
1 15) WF: Off Hand
Skills Cost: 70

Cost Perk
Buddhist Warrior-Monk Package Deal
1 1) Fringe Benefit: Right to Marry: Can perform the marriage ceremony
1 2) Fringe Benefit: Buddhist Monk
Perks Cost: 2

Cost Talent
12 Combat Luck (6 PD/6 ED)
15 Combat Sense 12-
Talents Cost: 27

Val Disadvantages
10 Distinctive Features: Style Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses, Detectable by Large Group
10 Distinctive Features: Budhist Warrior monk (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Psychological Limitation: Code Of The Buddhist Monk Common, Strong
15 Psychological Limitation: Seeking the "Forbidden Art" (Common; Strong)
20 Psychological Limitation: Selfish and Ego driven (Very Common; Strong)
10 Hunted: The Temple 11- (Mo Pow; Watching)
10 Hunted: Assassins 8- (As Pow; Harshly Punish)
10 Reputation: Skilled fighter 11-
10 Rivalry: Professional (Hung Wei; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry)
15 Social Limitation: Subject to orders from temple (Frequently; Major)
Disadvantage Points: 125
Cost Summary:Base Points:200Disadvantage Points: 125Experience Required: 176Total Experience Available: 176Total Character Cost: 501Height: 5' 8"Hair: Brown (Shaved)Weight: 175 lbsEyes: BrownAppearance: See illustrationPersonality: Lei Fei follows the precipts of his order but he is a very selfish individual. His personality clashes with his training.Quote:"I am on a journey, this will not keep me from my duty."

Background: Lei Fei was sent by his order to find the user of a forbidden martial arts. Unbeknownst (at least to his knowledge) to his masters he seeks the art not to destroy it, but to steal it. Powers/Tactics: A skilled martial artist who can summon several quasi-mystical attacks.Campaign Use: a potential help or hinderance for superteams
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TRAINER DAN Dan Conte

 

Player:

 

Val Char Cost
30/80 STR 20
14 DEX 12
28 CON 36
18/23 BODY 16
13 INT 3
11 EGO 2
20 PRE 10
20 COM 5
12/41 PD 6
12/41 ED 6
4 SPD 16
12 REC 0
56 END 0
48/53 STUN 1
6" RUN02" SWIM06"/16" LEAP0Characteristics Cost: 133

 

Cost Power END
72 Rock Hard Muscle: Armor (24 PD/24 ED)
25 Long Term Side Effects: Healing 1 BODY (Can Heal Limbs, Resurrection), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (70 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)
31 Pump Me Up: Density Increase (3200 kg mass, +25 STR, +5 PD/ED, -5" KB), Reduced Endurance 1/2 END (+1/4) (31 Active Points) 1
31 I'm Huge: Growth (+25 STR, +5 BODY, +5 STUN, -5" KB, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide, 3,193 kg mass), Costs END Only To Activate (+1/4) (31 Active Points) 2
Powers Cost: 159

 

 

Cost Skill
3 Streetwise 13-
3 Training 13-
3 Persuasion 13-
3 Seduction 13-
9 +3 with Steroid and Bodybuilding Skills
15 +5 with Puch, Grab, and Throw
5 Inventor 13-
3 Scientist
1 1) SS: Steroid Pharmacology (2 Active Points) 11-
1 2) SS: Pharmacology (2 Active Points) 11-
1 3) SS: Biology (2 Active Points) 11-
1 4) SS: Physiology (2 Active Points) 11-
1 5) SS: Body Building (2 Active Points) 11-
1 6) SS: Dietary Supplements (2 Active Points) 11-
Skills Cost: 50

 

Cost Perk
5 Money: Well Off
3 Reputation (A small to medium sized group; 8-) +3/+3d6
Perks Cost: 8

 

 

 

Total Character Cost: 350

 

Val Disadvantages
20 Hunted: US Law Enforcement 11- (Mo Pow; Watching; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)
5 Reputation: Steroid dealing Super 8-
10 Reputation: That guy from the Infomercial! 11-
10 Physical Limitation: Needs daily doses of illegal drugs or severe withdrawl symptoms (Infrequently; Greatly Impairing)
15 Psychological Limitation: Greedy (Very Common; Moderate)
20 Psychological Limitation: Overconfident (Very Common; Strong)
15 Psychological Limitation: Compulsive Conman (Very Common; Moderate)
10 Vulnerability: 2 x Effect Drugs (Uncommon)
10 Distinctive Features: Huge Buff Bodybuilder (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 Dependent NPC: Bodybuilder Girlfriend of the week 8- (Normal; Useful noncombat position or skills)
15 Social Limitation: Public ID (Frequently; Major)
15 Enraged: If challenged or insulted (Very Common), go 8-, recover 14-

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Background/History: Trainer Dan was a wannabe, and he knew it. Not quite smart enough to get to the top in the hard sciences, not quite good enough to get to the top in bodybuilding, not quite shrewd enough to get to the top in business. He just couldn't succeed, but not for lack of trying. Step by step he slipped out of academia and into petty victimless crime, eventually making a good living as a steroid guru, helping athletes and bodybuilders prepare for competition and beat the drug tests. That might have been his life, but then...

DNP. It was potentially deadly, but a legal herbal form might be the key to a billion dollar weight-loss empire! Tribulous testeratis. A natural testosterone booster. Together they could be the bodybuilder's legal dream stack! Add a little tiger's penis, some bull's testicle, some fungus, monkey semen, creatine, ribose, this that and the other...Dan plotted and planned, brewed and schemed, mixed and matched, and finally came up with The Juice! It would make him rich, but first, it would make him huge!

Dan was right about the "Hyooge" part.

Dan sunk all of his cash into an infomercial for the perfectly legal Juice, and demonstrated the Amazing Powers it had granted him in exciting and only slightly edited before and after shots. Millions of dollars poured in! A half dozen more people became Hyooge...and several dozen died. Three exploded.

Dan was ruined. All of his money went to paying lawyers and settlements, and his chances of breaking into the supplement main stream were shot. Currently Dan works for bodybuilders and athletes again, and tries to figure out what went wrong with The Juice. One day, he will be rich again.

 

Personality/Motivation: Trainer Dan wants nothing more than to be rich, loved, and respected. Mostly rich. If he can get what he wants legally, great. If not, well, he can deal with that...

 

Quote: "Now with twice the power!"

 

Powers/Tactics: Dan is a simple soul. If forced into combat, he'll grow as large as he can and hit somebody. Not very sophisticated, but it works more often than you'd think.

 

Campaign Use: Dan makes an excellent surprise for heroes who break into a villain's secret lab. Dan could also show up working for an NPC hero or villain team as a trainer, or as an independant "hero" promoting a new product. His temper will eventually get him in trouble; at that point the heroes might be asked to bring in a very large science geek.

To make Dan more powerful, a "Drugs" VPP gadget pool would fit the character.

 

Next Challenge: An Indian (i.e. from India) super with powers that have nothing to do with Hindu Mythology or Tantric Magic.

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Thread necromancy

 

Mohandas Rex:

Ghandi from an alternate Earth!

 

Str 30, 20pts

Dex 30, 60pts

Con 30, 40pts

Bod 20, 10pts

Int 30, 20pts

Ego 30, 40pts

Pre 30, 20pts

Com 20, 5pts

PD 10 (30/20), 4pts

ED 10 (30/20), 4pts

SPD 6, 20pts

REC 12

END 60

STUN 60, 10pts

Run 10", 8pts

Swim 4", 2pts

Jump 6"

 

Total Characteristics cost: 263pts

 

Zeta Rays Multipower (120pt reserve), 120pts

Zeta Ray, alpha frequency: Energy Blast 12d6 vs ED, 0 END, Armor Piercing, ultra slot, 12pts

Zeta Ray, beta frequency: Ranged Killing Attack 4d6K vs rED, 0 END, Armor Piercing, ultra slot, 12pts

Zeta Ray, delta frequency: Energy Blast 12d6 vs ED, 0 END, Explosive, ultra slot, 12pts

Zeta Ray, omega frequency: Ranged Killing Attack 8d6K, vs rED, ultra slot, 12 pts

 

Genetically Enhanced Physique: see characteristics

 

Invincible Ego: Mental Defense 20(26), 20pts

and

Resistance +5, 5pts

 

Antigravity/Force Field Belt: Flight 20" (x32 noncombat multiplier), 0 END, IIF-belt, 72pts

and

Force Field +10/+10, 0 END, IIF-belt, 24pts

and

Safe Environment (All options), IIF-belt, 7pts

 

Armor of Zergal Hide: Armor +5/+5, OIF-zergal hide armor, 10pts

 

Invincible Warrior/Improved Combat Luck: as normal combat luck, but at +5/+5, 11pts

 

A Thousand Ancient Fighting Arts, Improved Upon By My Genius: HA+6d6, 0 END, standard limitation, 30pts

and

+5 combat skill levels with all combat, 40pts

 

But... But... I CAN'T Die! Not Yet!: +10 Body, Invisible Power Effects, Does Not Affect Figured Characteristics, 20pts

 

Always On Guard: Danger Sense(20), Noncombat, sense, 22pts

and

Defense Maneuver IV, 10pts

and

Lightsleep, 3pts

 

Genetically Enhanced Senses: +5 to all Per rolls(20), 15pts

 

Perfection of Mind and Body: +5 Overall Skill Levels, 50pts

and

Lack of Weakness -5, 5pts

and

Ambidexterity, 3pts

and

Eidetic Memory, 5pts

and

Longevity (1/4 aging rate), 2pts

and

Diminished Sleep (8 hours a week), 1pt

and

Power Defense 10, only vs sfx that target health of body or mind (-1/2), 7pts

 

Total Powers cost: 501pts

 

Acrobatics 15, 3pts

Breakfall 15, 3pts

Climbing 15, 3pts

Combat Pilot 15, 3pts

Computer Programming 15, 3pts

Electronics 15, 3pts

Deduction 15, 3pts

High Society 15, 3pts

Inventor 15, 3pts

Mechanics 15, 3pts

Oratory 15, 3pts

PS: Dictator 15, 3pts

Persuasion 15, 3pts

Stealth 15, 3pts

Seduction 15, 3pts

Tactics 15, 3pts

TF: Futuristic hovercraft and spacecraft, 4pts

WF: All sorts of crazy nasty alien weapons, swords, energy blasters, 5pts

All sorts of sciences, knowledges, and languages, 50pts

Linguist, Scientist, and Scholar, 9pts

Combat Sense 15, 15pts

Speed Reading, 3pts

Simulate Death, 3pts

 

Total Skills and Talents cost: 134pts

 

Total Character cost: 898pts

 

Overconfident (Often, Strong) 15pts

Egotistical and Arrogant (Often, Total) 20pts

Dedicated towards returning to own dimension (Not usually, Strong) 10pts

Obsessed with taking over the universe (Always, Total) 25pts

Looks exactly like Ghandi, only in excellent shape (Easily concealable, noticed) 5pts

Genetically altered structure (Not concealable, noticed, only detectable with specialized equipment) 10pts

Hunted by US Military and Government 11- (Collectively as Pow; Detain ; Extensive Non-Combat Influence) 20pts

Still somewhat unfamiliar with this planet's culture and history (Not usually, not much) 5pts

 

Total Disadvantages value: 110pts

 

'Mohandas' Ghandi-238 knew from the moment he was processed from the vats of Calcutta that he was destined for greatness. Perhaps it was some mutation that made him different from the other clones... superior. He grew up stronger, smarter, healthier than the other vatboys, but the Bureau wanted him to go to work in the factories with the rest. He would have none of it, and staged a clone revolt, using the confusion to make his own escape into the underground, where he spent ten long years struggling against the mutants there until he finally gathered enough power to resurface, leading an army of rebels and mutants in a coup against the Bureau's leadership.

 

With control over the Bureau, Ghandi then struck out at the other nation-states, taking them over one by one until the whole of the planet had fallen under his control. This was not enough for Ghandi, however. His ambition was a restless, firey passion that drove him to develop the spacefaring technology to travel to other stars, where he found yet more to conquer and subjugate. Using Bureau technology to enhance his already impressive physique beyond the limits of human potential, training in the fighting arts of those he conquered, and even developing some mutant ability to control and produce the deadly Zeta waves, it seemed that the Rex would soon bring all the galaxy under his opressive thumb.

 

A new rebellion formed to overthrow Ghandi. But he was cautious well beyond the point of paranoia, and it would be a long, hard battle. Eventually, a band of rebels tricked Ghandi into getting hit with his own experimental DD device (Dimensional Drift), throwing him out of their universe...

 

...and into ours.

 

When he first landed, Ghandi panicked and had a short but brutal run-in with some local superheroes. Later on, he realized what a golden opportunity he had. He would conquer this world as he had every other, and use its power to return to his own dimension and slaughter the traitors that dared stand against him.

 

Earth would soon know the name of Mohandas Ghandi... and DESPAIR!

 

Powers/Tactics: Ghandi is a brilliant warrior, and will study his opponents carefully before committing to battle. However, he is no more a coward than he is a fool, and is not afraid to stand on the front lines and kick some superpowered ass. He prefers to solve his problems with his fists, or some sort of high-powered weapon, but if necessary he will unleash the power of his deadly Zeta rays.Ghandi hates going into battle without a plan, but thinks brilliantly on his feet, and will try to trick and outsmart enemies to show off his superior intellect. He loves to make presence attacks and will do so at any opportunity.If it looks like he might be killed or captured, he will probably flee, content to wreak his vengeance for the delay in his master plans another day.

 

Personality/Motivation: Ghandi wants to rule over everything, and won't stop until he does. In the meantime, he wants to kill, conquer, and destroy, not necessarily in that order. Despite his brilliant mind in matters of battle or sciences, Ghandi is impatient and direct when it comes to everything else.

 

Other Notes: Ghandi is utterly arrogant and completely egotistical. He believes that he is the smartest and most powerful being in the universe, and will take anyone on to prove it. He doesn't mind cheating, though, as he considers any tactic that gives him a win to be perfectly valid and good. He is charming, in an intense way, and quite handsome, though some Earth women might be turned off by his nearly-exact resemblance to his less-sexy Earth counterpart. He will almost always wear his armor and antigravity/force field belt.

 

His resources are limited at the moment, but he will try as soon as possible to procure some high technology to begin rebuilding his empire and its bounty of futuristic and alien science. He will almost certainly hire, brainwash, or otherwise convince some henchmen into joining him. He accepts no one as an equal and will not associate with anyone who is not a subordinate.

 

His Zeta rays work by disintegrating matter and disrupting energy. Zeta rays can best be described as negative energy, a counterpart to antimatter. Channeling too much Zeta energy can tax even Ghandi's body, and he generally limits himself to the slots in the given multipower. He is capable even more powerful manifestations of the Zeta rays, but anything more than the 'omega frequency' listed (actually a toned-down version of the real omega frequency, which is a larger, armor piercing, penetrating, area-effect RKA) will cause him to take body damage, which he is much loathe to do. Higher manifestations of the Zeta power are best left as story elements.

 

Whoo! Did that without consulting the book, so I probably made some mistakes.

 

My request: Someone whose only power is that they are the best actor/actress in the world, and somehow make it playable.

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