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Enforcer84

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Challenge AnsweredThis character is a variation on an NPC from my competent Normal thread. He's playable, and odd...;)

Combat Information Page

Character Name: MASTER THESPIAN - Jack Love

Alternate Identities: John Lieberman

Player Name:

attachment.php?s=&postid=101723
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
15 STR 10 5 15 12- HTH Damage 3d6 END [0]
20 DEX 10 30 20 13- OCV 7 DCV 7
12 CON 10 4 12 11-
12 BODY 10 4 12 11-
18 INT 10 8 18 13- PER Roll 13-
20 EGO 10 20 20 13- ECV: 7
75 PRE 10 65 75 24- PRE Attack: 15d6
20 COM 10 5 20 13-
             
             
3 PD 3 0 3   3 PD (0 rPD)
2 ED 2 0 2   2 ED (0 rED)
4 SPD 3.0 10 4   Phases: 3, 6, 9, 12
5 REC 5 0 5  
24 END 24 0 24  
26 STUN 26 0 26    
6" Running 6 0 6"    
2" Swimming 2 0 2"    
3"/1 1/2"" Leaping 3 0 3" 151 Total Characteristics Points
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 350
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (3") 3"
V. Leap (2") 1 1/2"
APPEARANCE
Hair Color:  Black
Eye Color:  Green
Height:  5' 10"
Weight:  150 lbs
Description:
Extraordinarily handsome with a slim, ahtletic build and perfect physique.

DEFENSES
Type Amount Notes
Physical Defense 3 Current BODY:
Res. Phys. Defense 0  
Energy Defense 2 Current END:
Res. Energy Defense 0  
Mental Defense 0 Current STUN:
Power Defense 0  
COMBAT INFORMATION
OCV: 7 DCV: 7
 
Combat Skill Levels:
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

POWERS
Cost  Power END
22 Protected by the Script: Desolidification (affected by Surprise Attacks, Invisible Attacks, Attacks that can't be dodged), Costs END Only To Activate (+1/4) (50 Active Points); Cannot Pass Through Solid Objects (-1/2), Restrainable (-1/2), Can't pass through tiny spaces (-1/4) 4
25 Multiple Picture Contract: 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)
5 Life Support , Longevity: Immortal
37 +0 STR, Reduced Endurance 0 END (+1/2), Affects Physical World (+2) (37 Active Points) (Modifiers affect Base Characteristic)
89 Total Powers Cost
PERKS
Cost  Name
15 Money: Filthy Rich
11 Fringe Benefit: International Driver's License, License to practice a profession, Member of the Aristocracy/Higher Nobility, Membership, Passport
Notes: "Member of the Aristocracy" and "Membership" both represent the wide range of fringe benefits Jack receives as one of the world's most popular actors. People in official positions will bend over backwards to help him, an army of lawyers is only a phone call away, powerful politicians listen to his opinions, etc.
26 Total Perks Cost
TALENTS
Cost  Name
5 Eidetic Memory
4 Speed Reading (x10)
9 Total Talents Cost

SKILLS
Cost  Name
3 Bribery 24-
3 Bureaucratics 24-
3 Conversation 24-
3 High Society 24-
3 Oratory 24-
3 Persuasion 24-
3 Seduction 24-
3 Trading 24-
3 Acting 24-
3 Streetwise 24-
3 Disguise 13-
3 Breakfall 13-
3 SS: Psychology (INT-based) 13-
3 Jack of All Trades
2
1) PS: Movie Star (PRE-based) (3 Active Points) 24-
1
2) PS: Investing (2 Active Points) 11-
2
3) PS: Pop Psychologist (PRE-based) (3 Active Points) 24-
3 Linguist
2
1) Language: French (completely fluent) (3 Active Points)
2
2) Language: Spanish (completely fluent) (3 Active Points)
2
3) Language: Italian (completely fluent) (3 Active Points)
2
4) Language: Cantonese (completely fluent) (3 Active Points)
2
5) Language: Japanese (completely fluent) (3 Active Points)
3 Scholar
1
1) KS: The Occult (2 Active Points) 11-
1
2) KS: Acting Theory (2 Active Points) 11-
1
3) KS: Hollywood History (2 Active Points) 11-
1
4) KS: Myths and Legends (2 Active Points) 11-
1
5) KS: Literature (2 Active Points) 11-
1
6) KS: Thaumaturgy (2 Active Points) 11-
3 Traveler
1
1) AK: Hollywood (2 Active Points) 11-
1
2) AK: World Capitals (2 Active Points) 11-
1
3) AK: Major Cities (2 Active Points) 11-
75 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
5 Distinctive Features: Tests positive as a metahuman (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)
10 Distinctive Features: Impossibly Handsome (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
15 Reputation: World Famous Movie Star 14-
15 Social Limitation: Subject to orders from The Director (Occasionally; Severe)
15 Social Limitation: Public Identity (Frequently; Major)
20 Hunted: The Director 11- (Mo Pow; Watching; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)
25 Hunted: Demon 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)
10 Psychological Limitation: Ladies Man (Common; Moderate)
5 Rivalry: Professional and Romantic (Other Actors; Rival is Less Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Psychological Limitation: Overconfidence (Very Common; Moderate)
15 Psychological Limitation: Glory Hound (Very Common; Moderate)
150 Total Disadvantages Cost
Height: 5' 10" Hair: Black
Weight: 150 lbs Eyes: Green
Appearance: Extraordinarily handsome with a slim, ahtletic build and perfect physique.
Personality: Jack is shallow, self centered, insanely self confident, and desperate to be loved. In other words, he's a typical actor. He feels some slight guilt over what he must do to pay back his part of the bargain, but not enough to break it. Not yet. Played as a hero, Jack will eventually find the strength to pay off his Subject to Orders and Watched disads, maybe replacing them with Hunted by The Director. As a villain, he will eventually slip into meglomania.
Quote:"Surrender Villains, for I am Master Thespian!"

"Don't worry little girl. I won't hurt you."

Background: John Liebowitz, AKA Jack Love, AKA Master Thespian, wanted to be an actor. More, he wanted to be a Star! He wanted it more than anything, and devoted his life to his dream. He learned everything about the art of acting, everything about stage fighting and prat falls, everything about the audience. He was good, but he just couldn't break through. Then one day, he got his lucky break. "Jack" found a book containing a ritual that promised the one who performed it everything he could want, in exchange for his soul. Jack performed the ritual, calling forth the demon he refers to as "The Director." A deal was struck. Jack would become the greatest star there ever was, and in return, sometimes he'd do a few small favors...
Powers/Tactics: As Master Thespian, Jack is impossibly impressive and persuasive. If the "may use skills to perform impossible feats" rule is being used, Jack has a 14 or less chance to persuade almost anyone of almost anything ("And then I mimed a sword..."). He'll usually open by using oratory and make a PRE attack demanding that his targets give up. Almost any non-metahuman will. If forced into combat, Jack will dodge and leap about impressively, Protected by The Script, and attempt to trick his oponent into fleeing with outrageous lies ("This eggplant is acutally an atomic bomb! If I drop it the whole city will be destroyed!"). With Jacks 24 or less persuasion, it will seem very believeable...
Campaign Use: Played as Evil, Jack is a fake hero with a very dark secret. Played as a flawed Good guy, Jack makes a great sponsor for a hero team or team member with a tragic flaw.
Character created with Hero Designer (version 1.47)
Next challenge: A character with Time Powers, from the past.
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Og

Caveman superhero

 

Str 25, 15pts

Dex 23, 39pts

Con 25, 30pts

Bod 20, 20pts

Int 14, 4pts

Ego 13, 6pts

Pre 20, 10pts

Com 10

PD 13/3, 5pts

ED 11/3, 3pts

SPD 5, 17pts

REC 12, 4pts

END 50

STUN 46

Run 8", 4pts

Swim 2"

Jump 5"

 

Total Characteristics cost: 157pts

 

Og SMASH!: HA+5d6, OIF-Any big smashy thing, 12pts

 

Tool-User: +2 OCV with Og SMASH!, 4pts

 

Og is Real Tough: Physical Damage Resistance 50%, 20pts

 

Fire... Bad!: +3 DCV vs. Energy attacks, 10pts

 

Hyperevolve Brain: Aid to Intelligence 4d6, max 24pts, x2 END, Full Phase, Self Only, Fade 5pts/5 minutes, 24pts

and

Aid to Ego 4d6, max 24pts, linked to Int Aid, x2 END, Full Phase, Self Only, Fade 5pts/5 minutes, 20pts

and

+4 Overall levels, linked to Intelligence Aid (1 level for every 6pts of Aid), 27pts

and

Deduction 12, only when Int Aid is active, 2pts

 

Devolve Brains: Drain Intelligence 4d6, max 24pts, x2 END, Full Phase, Recover 5pts/5 minutes, Ranged, 40pts

and

Drain Ego 4d6, max 24pts, Linked to Int Drain, x2 END, Full Phase, Recover 5pts/5 minutes, Ranged, 32pts

 

Hyperevolve Animals: Summon 1x 150-pt expanded class of creatures (hyperevolved animals), Amicable, requires normal animals to work with, x2 END, Full Phase, 26pts

 

Total Powers cost: 217pts

 

 

Animal Handler 13, 3pts

Climbing 14, 3pts

English at 2pt level, 2pts

Prehistoric gutteral language, native, 0pts

Riding 14, 3pts

Survival 13, 5pts

Tracking 13, 5pts

Hand to Hand Skill Levels +2, 10pts

Combat Luck +3/+3, 6pts

 

Total Skills and Talents cost: 37pts

 

Total Character cost: 411pts

 

Stubborn (common, strong) 15pts

Uneasy about using weird brain-futzing powers (common, moderate) 10pts

Unfamiliar with modern technology and society (frequently, greatly) 15pts

Looks and sounds like a caveman (Concealable, Noticed) 10pts

 

 

Og is big tough. Og boss of clan. Og find glowing rock fall from sky, make Og feel funny. Og understand strange things after glowing rock, like how to hunt mammoth better, and how to make better club. Og find out he can make self smarter, or other men dumber. Og can also make animals big and smart. When hunting mammoth, Og fall into snow and feel big cold. Wake up when funny little men cut Og out of ice. Og make them dumb, run away.

 

Og confused by loud, smelly new world. Og want to go home.

 

 

Next challenge: An aquatic gadget-based mentalist, who fights with two chainsaws or chainsaw-like weapons.

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Originally posted by braincraft

Don't make me take my own challenge.

{shrugs} When you make them too outre and/or specific you seriously lower the odds of anyone being interested in making such a character. For reference page back to the "Chocolate Pudding" based character challenge as an excellent example of this phenomenom in action.
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Challenge Answered

Combat Information Page

Character Name: HYBORG (Prince Duke Earl)

Alternate Identities:

Player Name:

attachment.php?s=&postid=101723
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
30 STR 10 20 30 15- HTH Damage 6d6 END [3]
20 DEX 10 30 20 13- OCV 7 DCV 7
23 CON 10 26 23 14-
20 BODY 10 20 20 13-
10 INT 10 0 10 11- PER Roll 11-
11 EGO 10 2 11 11- ECV: 4
20 PRE 10 10 20 13- PRE Attack: 4d6
10 COM 10 0 10 11-
             
             
12 PD 6 6 12/27   12/27 PD (0/15 rPD)
10 ED 5 5 10/25   10/25 ED (0/15 rED)
6 SPD 3.0 30 6   Phases: 2, 4, 6, 8, 10, 12
11 REC 11 0 11  
46 END 46 0 46  
47 STUN 47 0 47    
6" Running 6 0 6"    
7" Swimming 2 0 7"    
11"/5 1/2"" Leaping 6 0 11" 149 Total Characteristics Points
EXPERIENCE POINTS
Total earned: 72
Spent: 72
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 422
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 7" [28" NC]
H. Leap (6") 11"
V. Leap (3") 5 1/2"
APPEARANCE
Hair Color:  None
Eye Color:  Black
Height:  7' 0"
Weight:  330 lbs
Description:
He's a guy! He's a crab! He's some kind of cyborg! No, some kind of Hyborg!

MARTIAL ARTS MANEUVERS
Cost  Maneuver
5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike
Notes: Barracuda Blast
4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs
Notes: Wriggly like the eel
3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on
Notes: Naughty Tentacles
4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
Notes: Manta Wing
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
Notes: Flow Like The Jelly-Fish
20 Total Martial Arts Cost

DEFENSES
Type Amount Notes
Physical Defense 12/27 Current BODY:
Res. Phys. Defense 0/15  
Energy Defense 10/25 Current END:
Res. Energy Defense 0/15  
Mental Defense 12 Current STUN:
Power Defense 0  
COMBAT INFORMATION
OCV: 7 DCV: 7
 
Combat Skill Levels: +2 with All Combat
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
Offensive Strike 1/2 -2 +1 STR +4d6 Strike
Martial Escape 1/2 +0 +0 +15 STR vs. Grabs
Martial Grab 1/2 -1 -1 Grab Two Limbs, +10 STR for holding on
Martial Block 1/2 +2 +2 Block, Abort
Martial Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

POWERS
Cost  Power END
30 Son of the beach!: Life Support , Eating: Character only has to eat once per week, Expanded Breathing, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Safe in High Pressure, Safe in Intense Cold, Sleeping: Character only has to sleep 8 hours per week
10 Sea me go!: Swimming +5" (7" total) (x4 Noncombat) 1
10 Fly like the fish!: Leaping +5" (11" forward, 5 1/2" upward) (x4 Noncombat) 1
3 Ultrasonic Perception
15 I Speak The Secret Language of Dolphins!: Active Sonar
36 Retractible Cyber-Chainsaws: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. ED), Reduced Endurance 0 END (+1/2) (45 Active Points); Only In Heroic Identity (-1/4)
36 Cyber-Scales: Armor (15 PD/15 ED) (45 Active Points); Only In Heroic Identity (-1/4)
10 Mind Like A Fish!: +10 Mental Defense (12 points total)
15 Pisceopathy: Elemental Control, 30-point powers
Notes: All powers only work on Fish
15
1) Lord of all Fish: Mind Control 6d6 (30 Active Points)
3
15
2) I know what that fish is thinking!: Telepathy 6d6 (30 Active Points)
3
15
3) Fish Finder: Mind Scan 6d6 (30 Active Points)
3
210 Total Powers Cost
PERKS
Cost  Name
3 Fringe Benefit: Membership
Notes: Member of the Beach Patrol hero team
3 Total Perks Cost
TALENTS
Cost  Name
3 Bump Of Direction
3 Total Talents Cost

SKILLS
Cost  Name
2 Navigation (Marine) 11-
4 Language: English (completely fluent; literate)
16 +2 with All Combat
Notes: Watery Action!
15 +5 with Pisceopathy EC
Notes: Master of Pisceopathy!
37 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
5 Dependence: Full Immersion in Water Takes 2d6 Damage (Very Common; 6 Hours)
Notes: My skin dries out.
15 Dependent NPC: Mrs. Paul 8- (Incompetent)
Notes: That sweet old lady taught me everything I know about this strange surface world...
10 Distinctive Features: Silver Scaled armor-shell and huge chain-saws instead of hands (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Physical Limitation: Can't use hands when Chain-Saws extended (Infrequently; Greatly Impairing)
20 Psychological Limitation: Sworn Defender of All Sea Life! (Very Common; Strong)
Notes: I must save those herring!
15 Physical Limitation: Unfamilliar with surface world (Frequently; Greatly Impairing)
5 Physical Limitation: Amnesiac (Infrequently; Slightly Impairing)
10 Hunted: Japanese National Super Team 8- (Mo Pow; Mildly Punish; Limited Geographical Area; PC has a Public ID or is otherwise very easy to find)
Notes: Shouldn't have attacked those fishing boats.
15 Hunted: The Squid! 8- (As Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find)
Notes: My Arch-Enemy!
10 Rivalry: Professional (All Other Aquatic Heroes and Villains; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
20 Social Limitation: Public Identity (Frequently; Severe)
15 Reputation: Complete lunatic aquatic meta-human 11- (Extreme)
150 Total Disadvantages Cost
Height: 7' 0" Hair: None
Weight: 330 lbs Eyes: Black
Appearance: He's a guy! He's a crab! He's some kind of cyborg! No, some kind of Hyborg!
Personality: "Prince" doesn't remember much of his life before waking up in the tuna net. He believes that he was part of the ruling family of the great Atlantean empire, but then he also believes that he was raised in the ocean by dolphins and that he's being followed by an evil clam, so who knows really. At any rate, a little confusion won't stop Hyborg from fighting for Truth, Justice, and the rights of all fish!!! And marine mamals. Anything under the water. Move along.
Quote:"In brightest shallows and darkest deeps, no evil shall evade my peeps! Let those who are such evil creeps, beware my power, I play for keeps!" followed by sound of reving chain-saws.
Background: When the amnesiac who called himself Prince Duke Earl was found trapped in a tuna net in the pacific, there was some brief public interest. The "Royal Mariner" had the ability to survive under water, outperform most olympic athletes, and speak with fish. In a world filled with superhumans, he was quickly forgotten. Still, the Royal Mariner tried his best to fight crime on the high-seas, and did surprisingly well until The Squid de-boned him. R.M. somehow survived long enough for his some-time team-mates of the Beach Watch to come to his aid. Charlie, an alien from a world where man evolved from fish, re-built the deboned Royal Mariner, made him better, faster, stronger. Thus was born The Hyborg!
Powers/Tactics: Lord of all fish and master of the chain saw, none may stand before Hyborg!
Campaign Use: Sad, sick joke.
Character created with Hero Designer (version 1.47)
Next Challenge: A Dark Champions style heroic magician
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Re: Challenge Answered

 

Originally posted by OddHat

Next Challenge: A Dark Champions style heroic magician

 

John Parsidemes

 

Player:

 

Val Char Cost
15 STR 5
20 DEX 30
18 CON 16
20 BODY 20
23 INT 13
18 EGO 16
23 PRE 13
18 COM 4
8 PD 5
5 ED 1
5 SPD 20
10 REC 6
40 END 2
45 STUN 8
7" RUN22" SWIM03" LEAP0Characteristics Cost: 161

 

Cost Power END
15 Astral Projected Self: Multiform (350 Character Points in the most expensive form) (70 Active Points); Limited Power Leave Body Behind (-1), Limited Power Cannot percieve Writing / Art / color or transparent objects (-1), Costs END Only To Change (-1/2), Extra Time Extra Phase, Only to Activate Constant or Persistent Power (-1/2), Limited Power Must return to BODY in EGO / 5 Hours or die (-1/2) (uses Personal END) 7
20 Endurance Reserve (100 END, 10 REC) (20 Active Points)
46 Multipower, 80-point reserve, all slots: (80 Active Points); Gestures (-1/4), Incantations (-1/4), Limited Power MP pool can be reduced to Zero AP by Counter agents (-1/4)
4u 1) Dispel 21d6, Expanded Effect One At A Time (+1/4) (79 Active Points) (uses END Reserve) 8
2u 2) Missile Deflection (Any Ranged Attack), +6 levels with Power, Missile Reflection, Reflect At Any Target (80 Active Points); Only Works Against Limited Type Of Attack Magic SFX, Adjustment powers only (-1), Required Hands Two-Handed (-1/2), Costs Endurance Only Costs END to Activate (-1/4) (uses Personal END) 8
3u 3) Killing Attack - Ranged 2d6 +1 (vs. ED), Affects Desolidified Astral / Magic SFX (+1/4), Autofire (5 shots; +1/2), Reduced Endurance 1/2 END (+1/2) (79 Active Points); No Knockback (-1/4), -1 STUN Multiplier (-1/4) (uses END Reserve) 3
4u 4) Mas Obscurement: Invisibility to Sight Group, Hearing Group, Radio Group, Mental Group, Hole In The Middle 1 Hex rim (+1/4), Area Of Effect (4" Radius; +1) (79 Active Points); Limited Power Only on Observers 32" + from Area (-1/2) (uses END Reserve) 8
5u 5) Personal Obscurement: Transform 2d6: MInd: Memory of Interaction with PC to Memory of Interaction with PC overwritten with "normal" events (Minor), Uncontrolled (+1/2), Damage Shield (+1/2), Invisible Power Effects (Fully Invisible; +1), Continuous (+1) (80 Active Points) (uses END Reserve) 8
10 Obscured Astral Tap: Power Defense vrs. Analyze: Magic (10 points)
Powers Cost: 109

 

 

Cost Skill
3 Scholar
3 Combat Driving 13-
0 TF: Small Motorized Ground Vehicles
1 TF: Two-Wheeled Motorized Ground Vehicles
3 Combat Piloting 13-
1 TF: Flying Beasts
1 TF: Huge Beasts
1 TF: Swimming Beasts
3 Stealth 13-
3 Shadowing 14-
3 Concealment 14-
3 Interrogation 14-
3 Streetwise 14-
3 KS: the magic World 12-
5 Analyze: MAgic : Agility Skills 15-
13 Magic 19-
3 Forensic Medicine 14-
5 Criminology 15-
5 KS: Magic Theory 14-
5 KS: Conjuration, Black Art 14-
4 KS: Crime: Homocide, Magic Assissted 13-
3 Inventor 14-
4 KS Alcheyt, Aid 13-
24 +3 with All Combat
5 Accurate Sprayfire
2 WF: Small Arms
1 WF: Three-Section Staff
-5 Scholar Offset
Skills Cost: 105

 

 

 

 

Total Character Cost: 375

 

Val Disadvantages
20 Psychological Limitation: Sacrifice Anything (not Anyone) to Destroy "the Taint": (Common; Total)
20 Psychological Limitation Vigilant Justice over Due Process: (Very Common; Strong)
15 Psychological Limitation Sole Arbiter of Evil: (Uncommon; Total)
10 Physical Limitation Shooting Pains in prescense of "Holy" SFX: (Infrequently; Greatly Impairing)
5 Physical Limitation Can only eat raw meat, preferably alive: (Infrequently; Slightly Impairing)
10 Reputation Dealer in the Black Arts, thief of same: 11-
30 Hunted Fheyd al'Mahir, Leader: Pages of ghenn'Razon: 14- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
15 Hunted the Blade of Uruk: 11- (As Pow; Harshly Punish)

Disadvantage Points: 125

 

Base Points: 200

Experience Required: 50

Total Experience Available: 50

Experience Unspent: 0

 

Astral Form: John P

 

Player:

 

Val Char Cost
15 STR 5
38 DEX 84
18 CON 16
15 BODY 10
23 INT 13
18 EGO 16
20 PRE 10
10 COM 0
8 PD 5
8 ED 4
5 SPD 2
7 REC 0
40 END 2
45 STUN 13
0" RUN-120" SWIM-20" LEAP-3Characteristics Cost: 163

 

Cost Power END
35 Astral Form Properties: Elemental Control, 70-point powers
35 1) Adtral Projected Self: Desolidification (affected by Magic), Difficult To Dispel (x2 Active Points) (+1/4), Reduced Endurance 0 END (+1/2) (70 Active Points)
20 2) Invisibility to Sight Group, Hearing Group, Smell/Taste Group, Radio Group, Touch Group, No Fringe, Reduced Endurance 0 END (+1/2) (75 Active Points); Limited Power Does Not work vrs. Other Astral Entities (-1)
19 3) Manifestation, Ghostly Astral projection: Sight Group and Hearing Group Images, +/-2 to PER Roll, IPE, All: Only vrs. Machines / Equipment (+1/2), Affects Physical World (+2) (73 Active Points); Set Effect (-1) 7
41 4) Flight 13", x64 Noncombat, Custom Modifier (+0), Reduced Endurance 0 END (+1/2) (76 Active Points)
37 5) Detect: Emotional / Psychological State A Large Class Of Things 16-, Discriminatory, Range, Sense, Affects Physical World (+2) (72 Active Points)
100 All Skills of Original Corporeal Form (100 Active Points) 10
Powers Cost: 287

 

 

 

 

 

 

Total Character Cost: 450

 

 

Base Points: 375

Experience Required: 75

Total Experience Available: 0

Experience Unspent: 0

 

Next Challenge: Pulp Adventurer taken offplanet, now returned with unknown Alien Technology

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Well, this isn't a Pulp Adventurer, but...

 

I finally managed to finish rebuilding a char. It seems all my old 4th edition stuff has vanished over the years, so it took me a while to put this char back together from memory. He should be pretty close to how I originally designed him, though there are some differences. Basically, this char is a moderately powerful brick with a bit of a twist. Let me know what you think, bearing in mind this is for a 200 point campaign.

 

Since I don't have Hero Designer I put this together in one of the character sheets available on this site (in Excel). I planned to export to images and display them here, but apparently this board doesn't support displaying images directly, so please follow this link.

 

EDIT: Updated like to point to the Hero Designer version Killer Shrike posted on this site...

 

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Challenge Answered!

Combat Information Page

Character Name: INDOMITABLE WILL

Alternate Identities: William Lionheart

Player Name:

attachment.php?s=&postid=101723
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
30 STR 10 20 30 15- HTH Damage 6d6 END [3]
29 DEX 10 57 29 15- OCV 10 DCV 10
28 CON 10 36 28 15-
20 BODY 10 20 20 13-
23 INT 10 13 23 14- PER Roll 14-
23 EGO 10 26 23 14- ECV: 8
30 PRE 10 20 30 15- PRE Attack: 6d6
20 COM 10 5 20 13-
             
             
27 PD 6 6 27/42   27/42 PD (15/30 rPD)
27 ED 6 6 27/42   27/42 ED (15/30 rED)
6 SPD 3.9 21 6   Phases: 2, 4, 6, 8, 10, 12
12 REC 12 0 12  
56 END 56 0 56  
49 STUN 49 0 49    
6" Running 6 0 6"    
2" Swimming 2 0 2"    
6"/3"" Leaping 6 0 6" 230 Total Characteristics Points
EXPERIENCE POINTS
Total earned: 350
Spent: 350
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 700
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (6") 6"
V. Leap (3") 3"
Flight 10" [20" NC]
APPEARANCE
Hair Color:  Blond
Eye Color:  Blue
Height:  6' 0"
Weight:  200 lbs
Description:
Tall, blond, handsome, INDOMITABLE!

MARTIAL ARTS MANEUVERS
Cost  Maneuver
Dirty Infighting/Fisticuffs/Cinematic Brawling
4
1) Block/Chin Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4
2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll
4
3) Eye Gouge: 1/2 Phase, -1 OCV, -1 DCV, Flash 4d6
5
4) Hoist 'n' Heave: 1/2 Phase, -2 OCV, -2 DCV, Grab Two Limbs, +20 STR to Throw
4
5) Kidney Blow: 1/2 Phase, -2 OCV, +0 DCV, HKA 0 1/2d6
4
6) Low Blow: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
4
7) Punch/Backhand: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
5
8) Roundhouse/Two-Fisted Smash: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike
3
9) Tackle: 1/2 Phase, +0 OCV, +0 DCV, STR +v/5; You Fall, Target Falls
3
10) Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls
1
11) Weapon Element: Clubs
41 Total Martial Arts Cost

DEFENSES
Type Amount Notes
Physical Defense 27/42 Current BODY:
Res. Phys. Defense 15/30  
Energy Defense 27/42 Current END:
Res. Energy Defense 15/30  
Mental Defense 16 Current STUN:
Power Defense 0  
COMBAT INFORMATION
OCV: 10 DCV: 10
 
Combat Skill Levels: +4 with All Combat , +10 Overall (100 Active Points); Costs Endurance Only Costs END to Activate (-1/4)
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
Block/Chin Block 1/2 +2 +2 Block, Abort
Disarm 1/2 -1 +1 Disarm; +10 STR to Disarm roll
Eye Gouge 1/2 -1 -1 Flash 4d6
Hoist 'n' Heave 1/2 -2 -2 Grab Two Limbs, +20 STR to Throw
Kidney Blow 1/2 -2 +0 HKA 0 1/2d6
Low Blow 1/2 -1 +1 2d6 NND
Punch/Backhand 1/2 +0 +2 STR +2d6 Strike
Roundhouse/Two-Fisted Smash 1/2 -2 +1 STR +4d6 Strike
Tackle 1/2 +0 +0 STR +v/5; You Fall, Target Falls
Throw 1/2 +0 +1 STR +v/5, Target Falls
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

POWERS
Cost  Power END
80 Indomitable Will: +10 Overall (100 Active Points); Costs Endurance Only Costs END to Activate (-1/4) 10
15 Brave To The Bone: +11 Mental Defense (16 points total), Hardened (+1/4) (15 Active Points)
7 You Can't Stop Me!: Healing 1 BODY, Reduced Endurance 0 END (+1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)
116 Strange Alien Technology: Variable Power Pool (Gadget Pool), 90 base + 26 control cost (135 Active Points); VPP Powers Can Be Changed Only In Given Circumstance (-1/2), Limited Class Of Powers Available Slightly Limited (-1/4)
Notes: Can only be changed with the Mother Box.
0
1) Blazing Rocket Boots: Flight 10", 1 Continuing Fuel Charges lasting 1 Hour each (+0) (20 Active Points); OIF (-1/2) Real Cost: 13
0
2) Silver Silk Armor Of The Spider Men: Armor (15 PD/15 ED) (45 Active Points); Ablative BODY Only (-1/2), OIF (-1/2) Real Cost: 22
0
3) Superamalgamated Ray Blaster : Energy Blast 9d6 (vs. ED), Reduced Endurance 0 END (+1/2) (67 Active Points); OAF (-1), Activation Roll 15-, Jammed (-3/4) Real Cost: 24
0
4) The Scepter of Galactic Justice: Hand-To-Hand Attack +6d6, Reduced Endurance 0 END (+1/2), Armor Piercing x1 (+1/2), Affects Desolidified Any form of Desolidification (+1/2) (75 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) Real Cost: 30
218 Total Powers Cost
PERKS
Cost  Name
5 Money: Well Off
3 Anonymity
8 Total Perks Cost
TALENTS
Cost  Name
30 Combat Luck (15 PD/15 ED)
15 Combat Sense 14-
5 Eidetic Memory
3 Lightsleep
4 Speed Reading (x10)
20 Universal Translator 14-
77 Total Talents Cost

SKILLS
Cost  Name
3 Acrobatics 15-
3 Acting 15-
3 Analyze: Combat 14-
3 Analyze: Style 14-
3 Breakfall 15-
3 Climbing 15-
3 Combat Driving 15-
3 Combat Piloting 15-
3 Concealment 14-
3 Contortionist 15-
3 Conversation 15-
3 Criminology 14-
3 Deduction 14-
3 Disguise 14-
3 High Society 15-
3 Interrogation 15-
3 Lockpicking 15-
3 Mechanics 14-
3 Oratory 15-
3 Paramedics 14-
3 Persuasion 15-
3 Streetwise 15-
3 Mimicry 14-
3 Tactics 14-
3 Shadowing 14-
3 Sleight Of Hand 15-
3 Stealth 15-
3 Tracking 14-
32 +4 with All Combat
3 Seduction 15-
3 Scholar
2
1) KS: Istvatha V'Han (INT-based) (3 Active Points) 14-
1
2) KS: The Empire of Istheva V'Han (2 Active Points) 11-
1
3) KS: The Technology of The Empire (2 Active Points) 11-
126 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
20 Hunted: Istheva V'Han 11- (Mo Pow; Watching; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)
15 Hunted: Mobsters, Gangsters & Super-Scum 11- (As Pow; Harshly Punish)
10 Hunted: Law Enforcement & Super-Heroes 8- (As Pow; Mildly Punish; Extensive Non-Combat Influence)
10 Reputation: Maniac Vigilante Metahuman 11-
10 Physical Limitation: No knowledge of Earth post 1938 (Frequently; Slightly Impairing)
20 Psychological Limitation: Never Give up, Never Give In, Never Surrender! (Common; Total)
20 Psychological Limitation: Fights For The Rights of The Common Man! (Very Common; Strong)
15 Psychological Limitation: Duty Before All (Common; Strong)
15 Psychological Limitation: The Wages of Sin Are Death!!!! HAHAHAHAHAH!!!! (Common; Strong)
10 Unluck: 2d6
5 Distinctive Features: Very Strange Dimensional Energy Signiture (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)
150 Total Disadvantages Cost
Height: 6' 0" Hair: Blond
Weight: 200 lbs Eyes: Blue
Appearance: Tall, blond, handsome, INDOMITABLE!
Personality: Bill Lionheart is a man very much in the wrong time. As an American Hero of the Common Man in the 1930s he was intolerable to the wealthy but admired by many of America's poor. His violence may have been deplorable, but he brought down criminal after criminal who would otherwise have rested safe behind walls built of wealth and status. In the Empire of Istheva V'Han he was indisputably a hero to all those who still loved freedom. In today's America, a land filled with heroes who jail purse snatchers and minor street thugs while drug lords and white collar criminals live in splendor, The Man of Indomitable Will is seen as a monster, an anachronism out of an unremembered chapter of America's past. Still, he does not despair. The Man of Indomitable Will Never Gives Up! Social Justice Shall Prevail!
Quote:"For Social Justice!"

"Never Give Up! Never Give In! Never Surrender!"

Background: The strange alien energies tore into his flesh, but that meant nothing to The Man of Indomitable Will! Forward he crawled, then rose, then charged, then leaped through the air and struck the mighty alien gladiator, struck a blow that shattered the beast, smashing it beyond recognition! Rising, glorious in his victory, he spoke!

 

"Empress Istheva V'Han, I have defeated your Champion! By your own laws the Earth is safe! You will withdraw your armies!"

 

The Empress, beautiful yet cold, distant and unattainable and yet with a spark of untamed passion in her eye, spoke!

 

"You have won, Earth-man. Your planet is safe...for the moment."

 

"You are a woman of honor. Now return me home, for I must continue my battle for Social Justice!"

 

"No."

 

The Empress turned to the high eunuch. "Wash him, dress him as befits a royal concubine, and send him to my chambers."

 

From 1927 to 1938 The Man of Indomitable Will fought for The Rights of The Common Man. He fought gangsters, villains, and madmen of every description. He fed brutal factory owners headfirst into the machines with which they crushed the spirits of their workers, broke the backs of slum lords across his mighty knee, and beat union busting businessmen within an inch of their lives! No fat-cat or big-wig was safe from the Champion of the People! Then at the beginning of the second Great War, as Hitler's armies brought darkness to Europe, the Man of Indomitable Will prepared to leave to fight the Good Fight. His country might not be in this yet, but he would not stand by and see the armies of oppression grind down the very lives of common men! However, as his small private plane traveled through the Bermuda triangle, a strange green-blue light filled the sky, and Bill Lionheart found himself drawn to a strange alien world, an alternate dimension ruled by the Empress Istheva V'Han. His adventures on that world were many, as he fought to free its people and prevent the Empress from bringing her imperialist ambitions to his small and fragile Earth! Finally, after six decades of struggle, he has returned to his home world, bringing with him the fabulous Mother Box! America may have changed, but now more than ever there is a need for the Man of Indomitable Will!

 

Meanwhile, an amused Istheva V?Han watches her escaped lover, her escaped toy, with great interest. Perhaps this little Earth man could still be of some use?

Powers/Tactics: The Man of Indomitable Will has a vast range of physical skills and is a master of detection and disguise. A superb combatant both hand to hand and with weapons, he also possesses the Mother Box, a small sentient nanite-factory that can manufacture virtually any technological device using the plans recorded in its database. At the moment Bill is not particularly adept at using the Mother Box, but he's learning fast. The devices listed are his default crime-fighting set, but he can certainly come up with vehicles, robots, false identification, or almost anything else he could need given time. The Mother Box could be stolen from its hiding place, but only one attuned to its use could get it to function.

 

His Indomitable Will can allow him to do the impossible with many of his skills, resist unbearable tortures, strike blows of extraordinary force and accuracy, avoid attacks with ease, and do yet more. The use of such abilities can be draining.

Campaign Use: Any shady businessman or graft taking politician could be targeted by the Man of Indomitable Will, and he has no compunctions about beating or killing enemies of The People. He is also the sworn enemy of Viper, PSI, ARGENT, or almost any criminal organization. Finally, one day Istheva V'Han may choose to make use of her little run-away. She can't control him, but she has had more than half a century to learn how his mind works.
Character created with Hero Designer (version 1.47)
Next Challenge: A low powered Super suitable for use as a DNPC romantic interest.
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Glaive (Elaine Uldenst of Borellia)
Val Char Cost
15
14
18
13
13
11
10
10
5
4
3
7
36
30
STR
DEX
CON
BODY
INT
EGO
PRE
COM
PD
ED
SPD
REC
END
STUN
5
12
16
6
3
2
0
0
2
0
6
0
0
0
Cost Powers and Talents END
6
 
2
 
 
31
4
4
16
15
 
1
 
1
1
1
1
 
12
4
 
11
 
 
1
1
1
1
10
 
 
 
Combat Luck: +3 rPD/rED, Hardened (+1/4), Luck-Based (-1/2),
Non-persistent (-1/4)
+1" Running (7" Total)
Soul of the Spearmaiden: Focus (IAF, personal, breakable,
fragile, self-repairing (1 day), -3/4)
1. Characteristics: +6 DEX, +8 PRE, +2 SPD, +15 STUN
2. Mental Defense: +7 (9 Total)
3. Presence Defense: +12 PRE, only vs. PRE attacks (-1)
4. Skills: Martial Arts - Borellian Spearmaiden (28 AP of skills)
Glaive of the Defender: Multipower, 31 AP Reserve, Focus (OAF,
personal, unbreakable, -1)
1.(u) Slash: 1 1/2d6 HKA (2 1/2d6 w/STR), 1/2 END Cost (+1/4),
Reduced Penetration (-1/4)
2.(u) Impale: 2d6 HKA (3d6 w/STR)
3.(u) Reverse: 5d6 HA (8d6 w/STR), 1/2 END Cost (+1/4), HA Lim (-1/2)
4.(u) Throw: 1d6+1 HKA (2d6+1 w/STR), Ranged (+1/2)
5.(u) Deflect: Missile Deflection III (bullets & shrapnel), Not vs. Heavy
Missiles (-1/4), plus +8 w/ Missle Deflect (OCV+19-AOCV)
Armour: +6 rPD, +6 rED (OIF: Blood-red Leather Armour)
Cape: Lack of Weakness: -3, for Normal & Resistant defenses, plus
LS: Intense Cold (OAF: Fur Cape)
Boots of Springing & Striding: Multipower, 20 AP Reserve,
Focus (OIF, universal, unbreakable, -1/2), 1 Continuous
Recoverable Fuel Charge (1 min, recover charge: rest 1 min, -1/4)
1.(u) Quick Stride: +10" Running (17" Total)
2.(u) Long Stride: +5" Running (12" Total), x8 NCM
3.(u) Quick Spring: +20" Leaping (23" Total)
4.(u) Long Spring: +10" Leaping (13" Total), x8 NCM
Horn of the Guardian: Summon, 8x100-pt. Spearmaiden Shades
(35 AP), Amicable (Friendly, +1/4), Focus (OAF, unbreakable,
personal, -1), 3 Charges (per day, use END, -1 3/4),
Extra Time (Full Phase, -1/2)
 
 
1
 
 
 
 
 
 
 
 
1
 
3
1
3
 
 
 
 
 
 
 
 
 
 
 
 
4
 
 
 
Soul of the Spearmaiden Skills OCV DCV Effect
 
 
 
 
 
 
 
 
 
 
Martial Arts: Borellian Spearmaiden
1. Strike/Throw: Martial Strike
2. Block: Martial Block
3. Disarm: Martial Disarm
4. Hook: Martial Throw
Weapon Elements: Unarmed, Staves,
Spears/Polearms, Thrown Spears
CSL: +1 w/ HTH combat
Defense Maneuver II (No back shot,
No multiple attacker bonus)
 
+0
+2
-1
+0
 
 
 
 
 
 
+2
+2
+1
+1
 
 
 
 
 
 
STR or Weapon, +2 DC
Block, Abort
Disarm, +10 STR
STR or Weapon, +v/5 DC
 
 
 
 
 
Cost Skills and Perks Roll
1
1
1
2
0
2
3
1
2
3
2
1
1
3
1
Icewalk: No penalties from slippery or poor footing
Acrobatics
Breakfall
KS: Spearmaiden Style
Language: Borellian (native)
Language: English (Fluent conversation)
Healing (Paramedics)
Power: Spear tricks (DEX-based)
PS: Bodyguard
Stealth
Survival: Arctic
Teamwork
Transport Familiarity: Motorcycle
Weapon Familiarity: Staves, Spears/Polearms, Thrown Spears
Unspent
 
8-
8-
11-
 
 
12-
8-
11-
12-/13-
11-
8-
8-
 
 
100+ Disadvantages
20
0
5
 
5
 
15
15
10
15
15
 
Normal Characteristic Maxima
DNPC: Harpoon (AsPow, 8-)
Distinctive Features: Temporal Signature (Not Concealable, Noticed,
Unusual Senses Only)
Distinctive Features: Always in hero ID (Easily Concealed, Noticed,
Common Senses)
Hunted by Slug (MoPow, 8-, Imprison)
Watched by Temporal Police (MoPow, NCI, Easily Found, 8-, Watched)
Psych Lim: Honourable (Common, Moderate)
Psych Lim: Overconfidence/Underconfidence (Very Common, Moderate)
Social Lim: Unfamiliar with Modern Societal Conventions/Technology
(Very Frequent, Minor)
OCV:5 DCV:5 ECV:4 Phases:4, 8, 12
Costs Char
52
Powers
148
Total
200
Disads
100
Base
100
Height: 5' 8" || Weight: 100kg || Hair: Blond, Single Waist-length Braid || Eyes: Blue || Skin: Caucasian Appearance: Glaive is a reasonably good-looking young woman, with classically Nordic features, but her typically impassive and forbidding facial expression tend to make her less appealing. She always wears her form-fitting blood-red leather armour and leather boots, with her horn at her side, and usually has her cape and spear close at hand. She also wears a small crystalline bird-shaped pendant over her armour. Her preferred weapon is a double-bladed glaive; each end has a crescent-shaped blade, sharpened on the inward edge and blunt on the outward side, culminating in a broad spear point for thrusting. In combat it handles much like a quarterstaff for the most part, and it is aerodynamically shaped and balanced for throwing with a spiral cast.Personality: Glaive is very business-like under normal circumstances, and doesn't let anything get in her way of doing what she thinks is best for the welfare of her client. This includes ignoring her client's orders if necessary, though she does recognize that her clients may know more about some types of threats than she does. Glaive is quite casual about inflicting pain or injury, since there is no taboo about use of lethal force in her native culture, and in fact will pretend to enjoy it if she thinks it will give her an advantage; this is part of her way of deterring would-be attackers. Normally, Glaive is quite confident in her ability to handle most would-be assailants, but if events prove otherwise or she's obviously well out of her league to start with, she's quick to recognize the realities of the situation. However, if deprived of her pendant for whatever reason, much of her confidence evaporates; she reverts to being "trainee Elaine," and needs a bit of coaching/coaxing to get through hazardous situations. Normally she is not very interested in romantic interludes and will typically rebuff potential suitors in no uncertain terms. However, there is a certain romantic tension between herself and Harpoon; despite their verbal sparring, they do share a certain comradely bond, which may some day mature into genuine affection. Quote: "And just where do you think you're going?"Powers/Tactics: Glaive rarely initiates an attack, but if trouble looks to be brewing she will hold an action for a block, throw, or missle deflect. If someone starts a fight, though, she has no qualms about finishing it. She will usually stick with her Slash attack, using a Strike or Hook maneuver, unless she has reason to do otherwise. If outnumbered, or obviously outclassed, she will instead use her Horn to summon assistance. The Horn will summon up to 8 Shades, whose bodies are magically coalesced from shadows, governed by spirits of deceased Spearmaidens. (Guidelines: STR 15, DEX 14, SPD 3, with MA skills and a HKA similar to Glaive's.)Campaign Use: Glaive comes from a society where women fighters are traditionally defensively-oriented and male fighters are traditionally offensively-oriented. As a heroine, it would not be much of a stretch for her to translate her protectiveness for an individual to protectiveness for society in general. Otherwise, she's most likely to wind up as a mercenary bodyguard, protecting whoever she is hired to protect, regardless of what she thinks of them. Harpoon is a Borellian man who has also been yanked forward in time and has a similar background, skillset, and powers to Glaive, though he trades in some of her movement and summon abilities for a multiform; he can change into a seal, a seahawk, and possibly other forms. If the GM doesn't want to have him in the campaign, the disadvantage can be easily removed as it's worth 0 points. In order to use Glaive as a DNPC for a more powerful super, remove the DNPC disadvantage and change her comradeship with Harpoon to comradeship with the PC in question. If Slug is not present in the campaign world, any magic-using villain interested in trying to use Glaive to channel power from the past would be a suitable replacement.Background: Background: Elaine grew up in Jarviksholm, a fair-sized town in the province of Astoria, situated at the outskirts of a huge and dense boreal forest that covered the bulk of the province. Youngest in a family of 8 children, Elaine grew up with tales of combat and valor singing in her blood, as her family had a long tradition of prowess as warriors. Most of the men were hunters of one stripe or another, while the Sisterhood of the Spear counted her family as one of the oldest and most prestigious of its Astorian members. Elaine had plenty of role models to follow, as her grandmother, mother, and more than one older sister were all members of that elite fighting organization.When Elaine came of age, she naturally joined the ranks of the initiates into the Sisterhood. She soon realized that the training would be even more gruelling than she had anticipated, and her family history began to weigh on her. She felt tremendous pressure to live up to the high standards her siblings and ancestors had set for themselves, and much of the time she felt inadequate to the task. She knew she had done as well as or better than most of her trainee colleagues in their courses of instruction in the healing arts, and the time spent on the hunt with her older brothers had certainly left her much better at quiet movement than they. But, when it came to what she perceived as the meat and bones of the matter -- combat -- she felt hopelessly behind. She could run farther and take a blow better than many of them, but that was little comfort when she routinely found herself on the floor or in an armlock.In point of fact, Elaine was actually doing passably well in her training; she was by no means exceptionally gifted, but it was clear to her instructors that, given time, she would come to be quite a capable young woman. Still, no matter how often this was impressed upon her, or how often her mother approved of the progress she had made, the message didn't seem to sink in. Her instructors realized that this problem was one that Elaine could and eventually would cure on her own, given time, so they resolved to do nothing about it but simply wait for Elaine to come to the same realization on her own. Ultimately, though, events conspired to rob her of that opportunity.One afternoon, Elaine was surprised when her instructors informed her that classes would end early that day, on account of a meeting of the Sisterhood. Such meetings were normally held outside of regular class hours, so this was a matter of some note. Even more disturbing, when Elaine arrived home, neither her mother nor father were present, and she wound up eating a dinner prepared by an older sister and going to bed even more puzzled as to the strange goings on. The next morning when Elaine awoke, her mother told her that her grandmother, Elaine's elderly great-grandmother, who lived in Fierenhavn, on the other side of the forest near the southern border of Astoria, was quite ill, and had requested that the youngest member of the family come to visit her. Elaine's mother asked her to go, but warned her that no-one could be spared to escort her on the trip; if she stayed on the main road she ought to be safe, but said she would understand if the trip was too long for her to go unaccompanied. Elaine was a bit nervous about the long journey ahead, but agreed to go nonetheless. Elaine had met the elderly matriarch a number of times previously at family reunions and had always liked her, so Elaine felt obligated to provide what comfort she could, especially when specifically requested.Fortunately, the trip to Fierenhavn was long but uneventful. When she arrived, however, things started getting a bit more unusual once again. When Elaine arrived at her great-grandmother Aliza's house, and was greeted by her great-grandmother Aliza, a bright-eyed old woman of about Elaine's size with silvery hair and a jewel-bright crystal pendant of a bird about her neck, the old woman appeared quite spry and not at all ill. Moreover, she had another visitor, a young man not more than three or four years her elder, who she assumed was another relative, probably a second or third cousin of hers she didn't know. After a few moments exchanging pleasantries with Aliza and the young man, who turned out to be named Dreval and who seemed quite taciturn, Aliza revealed the real reason for inviting the pair of them to her house. She told them that she believed something evil was lairing southeast of the town in unclaimed land on the other side of the Astorian border, and she wanted them to root it out. Outwardly, Elaine tried to remain calm, while inwardly she panicked, and most of the rest of Aliza's explanation went in one ear and out the other. All too soon, it seemed, Dreval was nodding in acceptance, and went outside to prepare for the journey, while Elaine remained frozen to her chair, too numb to move. Aliza seemed to recognize her plight. "You think this is too much for you, don't you?" she said, smiling gently. "After all, this is a job some fully trained Sisters would think twice about accepting, fighting an evil magician, and here you are, not even finished your training. How can I possibly ask you to go?" "Well, I can't go myself, that much is plain. Though I may not look it, I really am quite ill; I am just well-practiced at hiding the signs. Besides which, though I was once quite the adventurer in my youth, I'm far too old for this sort of thing now. So, I must use proxies like yourself and young Dreval here.""But why you, and not, say, your mother, or one of your sisters who has completed her training, or one of my many other descendents and colleagues? Any of those would seem to be more suitable choices, at least on the surface. And yet, none of them would be suitable to receive the gift I am about to offer you. Please, come with me."Aliza led Elaine into a back room, where a rack held a set of blood-red leather armour, the hallmark of a full-fledged Spearmaiden, as well as a double-bladed spear and various other accoutrements. All looked to be in perfect condition. As Elaine looked closer to appreciate the craftsmanship, Aliza spoke again. "It is a tradition among the Sisterhood that upon the completion of a new Sister's training, an elder member of her clan should provide suitable fighting gear for her descendent. It seems to me that this time, you will have need of this gift a little earlier than normal. This was once my own fighting gear. It is now yours." As Elaine whirled to stare at her in shock, feeling that she had more to live up to than ever, Aliza smiled once more. "Don't look so surprised. This armour and weaponry are serviceable, to be sure, but not out of the ordinary for any experienced Sister; in fact, I believe your mother has quite a bit better equipment herself, and I expect that in time your sisters will acquire armament at least equal to my own. The least I can do is set you out on this mission with decent gear." As Elaine nodded mutely, Aliza continued. "I think you'll find, however, that this last gift will be, for you, the most precious." And with that, Aliza unclasped the crystal bird-pendant and placed it around Elaine's neck. Elaine's puzzled look begged for further explanation, but Aliza merely smiled cryptically and indicated that she should put on the armour. The next few days of travel passed in a blur as a still-dazed Elaine tried to sort out why she was 20 leagues away from the closest outpost of civilization, travelling with a man she barely knew, on a mission to confront an evil she knew practically nothing about and which terrified her, and not safely back on the road home to her family. On the morning of the fifth day, however, when she awoke, she immediately realized that something had changed. For one thing, she knew that Aliza had died during the night. For another, her gear seemed much more intimately familiar to her than it had before. She hadn't previously known that her gear was enchanted, but now she knew exactly what the properties of the boots that she wore were, how to sound the horn at her side to trigger its power, and how to command the spear she carried so that it could fly swifter and farther than she could have ever thrown it unaided, and yet still return to her hand instantly once it had hit its target, or so that it could deflect even the quickest projectile with a simple flick of the wrist. Finally, she seemed to sense a presence in her mind she hadn't felt before, a youthful, confident, female presence -- the presence of her great-grandmother as she had been, 50 years ago, full of adventurous spirit and ready to tackle anything. That spirit overlaid her own, helping her take in, analyze, and react to her environment quicker and with more skill than ever before, and giving her the confidence she needed to tackle the challenge that lay ahead. She now understood Aliza's cryptic comment concerning how valuable the crystal pendant would prove to be. That morning Elaine broke camp first and set off, following the river as they had been doing, and taking the lead for the first time. Dreval could not help but notice the change, but said nothing. At midday they left the river and headed for a hilly crag, atop which a set of standing stones were dimly visible in the distance. They arrived just as the sun was about to set and the moon rise; unfortunately, however, the only viable approach to the hill was from the east, so as they crested the hill they had no choice but to look into the glare of the setting sun for their quarry. He had been waiting for them.Dreval was quickly assaulted by a brace of skeletal warriors the corrupt priest had summoned, and Elaine barely had time to wind her horn and summon her own spirit allies before she too was swept into the fray. A desperate battle ensued as Elaine and Dreval fought to get to the priest, while the priest stood on the altar at the center of the standing stones and threw elemental blasts of dark magic at them, knocking them away if they got too close. Ultimately the pair realized that the priest was protecting a lens that he had emplaced on the altar, and, knocking the last skeletal warriors aside, they charged the altar, jumping up on it with the priest just as the moon peeked above the horizon and its light brushed the lens. The priest shouted shrilly, seemingly in pain, and then suddenly everything went black.Elaine and Dreval woke some indeterminate amount of time later. The priest was nowhere in sight. Nor, for that matter, were the altar, the standing stones, the hill, or for that matter the surrounding countryside. Instead they were in some kind of forest composed of stone and metal structures. Only one thing was certain: they weren't in Astoria any more.Fast-forward two months. Elaine, now known as Glaive, understands a bit more about the most commonplace artifacts of this strange world she finds herself in. She finds it hard to credit that she's travelled tens of thousands of years into the future, but all the evidence she's been able to uncover points in that direction. As a means of making her way in this new society, she decided to stick with what she knows and become a protector -- a bodyguard. She's been fortunate enough to land a couple of small-time bodyguarding jobs, but her unfamiliarity with the local cultural norms has been causing her grief, and she's lost more than one job for being too uncompromising or just too "weird" for her clients. Still, she feels she's learned some useful lessons in how to approach matters in this society, and continues to try to land bigger and better clients. She still maintains contact with Dreval, who now calls himself Harpoon; he's opened up a bit more with her since they have both become stranded in an alien world. Elaine and Dreval feel it's important to keep tabs on one another, as each is the only one likely to really understand what the other is going through.Meanwhile, elsewhere, an Elder Worm by the name of The Slug has uncovered evidence pointing to the arrival of two new supers in the city, from another era. He concludes that it is possible that one or both of them has the ability to open a rift to an earlier time, perhaps as far back as the age of the Elder Worm. Failing that, perhaps they know of an object of power that might have survived the ages and be waiting, buried somewhere in a relic collection or an archaeological dig, for him to uncover. One plane ticket later, the pair have a new enemy, one they know nothing about...
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