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Enforcer84

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Challenge Answered

 

Paktanatman

Paktanatman was resting in his celestial palace, surrounded by his wealth and listening to soft music. It had been a long time since he had needed to travel to Earth. A very long time. Divine beings like himself weren't supposed to interfere with humans as much anymore, and it had been a long time he had really had to appear.

Suddenly, his connection with the sacred stream that he guarded flared to life. Many desperate prayers, anger, fear, the promise of death. He had to go.

The naga silently appeared in the streams of his river, softly and invisibly rising to the surface to see what had summoned him here. Strangely dressed humans - what were called superhumans, now - were threatening a group of tied-up civilians. He was outnumbered, but he had his responsibilities. Paktanatman dashed up to the huge man in the metal suit - he knew it was a man, he could see his heat through the metal and hear his heart beating over the machine - and sank his razor-sharp fangs into the openings at the man's underarms. He crumpled as Paktanatman's venom weakened him, and fell to the deck of the ship. Paktanatman lunged for the small man who had suddenly moved next to his armored companion - he was fast, but he couldn't see Paktanatman and couldn't dodge. Paktanatman encircled him and began to drag him into the water. Then the last man hurled a blast of searing flame from his hands that exploded, striking Paktanatman despite his invisibility and causing him to fall to the deck and release the speedster. The flame-wielder prepared to finish Paktanatman with a bolt of flame, before he was knocked off his feet by a surge of lightning from the sky as a new combatant joined the fray. The new arrival and Paktanatman finished off the two conscious supervillains in short order and rescued the hostages.

After the battle was over, Captain Thunder and Paktanatman introduced themselves. Thunder was in India looking for his kidnapped friend, and was flying overhead when he saw the explosion of fire. After Paktanatman thanked his savior, he offered, as his code of honor required, to do whatever Captain Thunder requested in return for his aid. The hero asked for nothing for himself, but requested that Paktanatman lend a hand to help protect innocents from evil, at least for a while.

 

Value Characteristic Cost

13 Strength 3

29 Dexterity 57

23 Constitution 26

11 Body 2

23 Intelligence 13

14 Ego 8

20 Presence 10

13 Comeliness 1

4 PD 1

5 ED 0

6 Speed 21

8 Recovery 0

45 Endurance -1

30 Stun 0

 

30 Elemental Control: Naga Powers

47a Fangs: 2d6+1 Hand-to-Hand Killing Attack, (3d6 with Strength); Armor Piercing (+½), Restrainable (-½) plus Poison: 4d6 Drain Recovery, Delayed Fade Rate (5/minute, +¼), Linked to Fangs and Long-term Poison (-¾), Restrainable (-½), Not vs. Targets with LS: Immune to All Venom (-¼), 6 Recoverable Charges (-¼), HKA must do Body (-½) plus Long-Term Poison: Drain 1d6; All Physical Abilities and Characteristics At Once (+2), Delayed Fade Rate (5/day, +1½), Linked to Poison (-½), Restrainable (-½), Not vs. Targets with LS: Immune to All Venom (-¼), 6 Recoverable Charges (-¼), HKA must do Body (-½), Delayed Effect (1 hour, - 1)

24b Swim through Sea and Sky: Flight 15"; 0 Endurance Cost (+½), Useable Underwater (+¼), Invisible to Hearing (+¼), No NCM (-¼)

30c Mystic Shield: Force Field, 20 PD/ 20 ED; 0 Endurance Cost

24d Invisibility: Invisibility to Normal Sight, Hearing, and Smell/Taste, No Fringe; 0 Endurance Cost (+½), Noisy [magical energy] (-¼)

12e Unbreakable Coils: Strength +67, No Figured Characteristics (-½), Only To Maintain Grab (-1½)

7 Scales: 3 PD/ 2 ED Armor

10 Keen Ears: Targeting Hearing

8 Divine Serpent: Life Support: Breathe Water, Does Not Age

5 Snake Eyes: Infrared Vision

5 Tongue Sensing: Discriminatory Smell

9 Alert: Enhanced Senses: +3 to all PER rolls

8 Keen Mind: Mental Defense 10

10 Tougness: Power Defense 10

3 Acting 13-

11 Area Knowledge: Every River and Waterway in the World 22-

4 Combat Skill Levels: +2 with Fangs N/A

3 Conversation 13-

3 Cultural Knowledge: Hindu Divinity 14-

3 Knowledge Skill: Hinduism 14-

3 Persuasion 13-

 

Disadvantages:

Distinctive Feature: Giant Snake 20

Distinctive Feature: Magical Aura 5

Psychological Limitation: Must Obey Precepts of Hinduism 25

Psychological Limitation: Always Remains Calm 10

Psychological Limitation: Prefers Not To Kill 10

Social Limitation: Giant Snake 20

Social Limitation: Bound to Protect Humanity 20

Social Limitation: Limited Knowledge of Modern Times 10

 

Total Character Cost: 400

 

My challenge: A character with Shrinking, and Absorption that goes to Shrinking.

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Another character posting game...

 

There is a mirror character posting game at

http://www.silven.com/forums.asp in the Hero Area.

 

I would be estatic if some of you buzzed by.

 

I have push and pushed the moderators at the site to open up a hero section on their "universal game site". I would just like the hero section to take off if possible and you can make it happen.

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  • 2 weeks later...

Dark Star

 

Dark Star

 

Player:

 

Val Char Cost
15 STR 5
23 DEX 39
23 CON 26
12 BODY 4
18 INT 8
16 EGO 12
16 PRE 6
18 COM 4
7/22 PD 4
7/22 ED 2
5 SPD 17
8 REC 0
46 END 0
33 STUN 1
6" RUN02" SWIM03" LEAP0Characteristics Cost: 128

 

Cost Power END
52 Power of Energy Displacement: Absorption 6d6 (Energy / Shrinking), Can Absorb Maximum of 60 Points, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4) (52 Active Points)
5 Energy Displacement: Shrinking (0.8382 m tall, 0.4191 m wide, 6.8039 kg mass, -2 PER Rolls to perceive character, +2 DCV, +3" KB), Reduced Endurance 0 END (+1/2) (15 Active Points); No Conscious Control (-2)
24 Flight of Stars : Flight only when Shrunk 15" (30 Active Points); Linked to Energy Displacement (-1/4) 3
30 Field of Force Displacement: Force Field (15 PD/15 ED) 3
62 Energy Type Modulation: Energy Blast 10d6 (vs. ED), Variable Special Effects Limited Group of SFX (+1/4) (62 Active Points) 6
Powers Cost: 173

 

 

Cost Skill
2 AK: Greater Seattle Area 11-
2 AK: Seattle Night Life 11-
2 PS: Scientist 11-
10 +2 with a group of similar Skills
8 +4 with any single attack
3 Inventor 13-
3 Electronics 13-
3 Computer Programming 13-
3 Scientist
2 1) SS: Biophysics (INT-based) (3 Active Points) 13-
2 2) SS: Genetics (INT-based) (3 Active Points) 13-
2 3) SS: Micobiology (INT-based) (3 Active Points) 13-
2 4) SS: Nuclear Physics (INT-based) (3 Active Points) 13-
Skills Cost: 44

 

 

Cost Talent
3 Absolute Time Sense
3 Lightning Calculator
Talents Cost: 6

 

 

Total Character Cost: 351

 

Val Disadvantages
25 Hunted: Eruo Star 11- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
20 Psychological Limitation: Code Versus Killing Common, Total
15 Social Limitation: Secret Identity Frequently (11-), Major
10 Distinctive Features: Detected as a META \ Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
10 Vulnerability to Magnetic Based Attacks: 2 x STUN (Uncommon)
20 Dependent NPC Brother: Tim Vanguard 11- (Normal; Unaware of character's adventuring career/Secret ID)
20 Psychological Limitation: Overconfidance (Very Common; Strong)
5 Unluck: 1d6
5 Reputation: Causes Lots of damage when around 8-
5 Rivalry: Professional (Dr. Emilo Jones), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
15 Hunted: Enormous 11- (As Pow; Harshly Punish)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 1

Total Experience Available: 1

Experience Unspent: 0

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It gurgled as the brown substance swirled in its tank. "Gentlemen, meet your new storage device, I call it GOOP. Generic Overlapping Organizing Prototype", the young scientist beamed. "Yes, the results are quite impressive, but is it safe?" the older scientist asked. "Of course, it passed all the tests, your data is safe in GOOP." It gurgled again. "So, it doesn't fail?" the older scientist stared at his notes. "Nope, it stores information reduntantly, like a human brain. If neccessary, it will compact itself to fit into smaller places." The young scientist, pressed a button and GOOP compact itself down into a small shape and was pushed into a slot. "Your entire storage, can fit in your hand, if you want." The younger scientist reached into the machine and pulled out the small cube to show the older scientist. "Very impressive. It's completely organic?" "Yes, why you could even eat it, it's non-toxic." Something deep within GOOP still stirred, it didn't want to be eaten.

 

There was lots of screaming and blood as it protected itself from the scientists. GOOP managed to slip away as security was not prepared to stop a liquid storage device. GOOP primary goal is to survive and not to be eaten by humans.

 

(Character write-up soon)

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  • 3 weeks later...

Merc. Hero / Detective

 

Wish I had Hero Designer, where oh where to get it.

 

Night's Shadow

 

He is a hero with a need to pay bills, usually at the expense of his client if the client and the subject of investigation are both legal i.e. law abiding. At the cost of the subject it the client is legal and the subject is not. I.E. client is wife with cheating hubby, gets the goods on hubby, but also breaks into hubby's secret fund, and helps to lesson cheating hubby's burden by a few thousand dollars.

Unscrupulous, and money needing, version of Bat-man, uh with out all the money or the car.

Man I like that car. :D

 

He has been used in my campaign as a plot device, "Hey hero, you lookin to bust some VIPER heads...." etc...etc...

 

:cool:

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Originally posted by Enforcer84

What's the latest challenge.

 

 

Originally posted by Argus

Stretching, Growth, and Shrinking.

 

Blue Jogger proposed GOOP as the answer to it, but... well, it's been over two weeks and he still hasn't produced a writeup like he said he would. :( -- Pteryx

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Sorry about that. I've been busy, then there was a fire...

Hmm, stats... He's designed to be group class.

 

20 STR 10

23 DEX 39

23 CON 26

15 BODY 10

23 INT 13

14 EGO 8

5 PRE -5

2 COM -4

10 PD 6

10 ED 5

8 SPD 37

9 REC 0

46 END 0

37 STUN 0

====

145

 

SKILLS AND POWERS

3 Acrobatics

3 Computer Programming

15 KS: Data files that GOOP has memorized (x5)

3 KS: Map of the Sewer System

3 Cyptography

3 Concealment

3 Deduction

3 Electronics

3 Security Systems

3 Tactics

3 Bump of Direction

5 Eidetic Memory

3 Lightning Calculator

10 Clinging

12 Rapid (x1000) on HRRH

12 Rapid (x1000) on Cybertelepathy

8 HRRH (IAF - See Below)

10 Nightvision, 360 degree vision

5 Extra Limbs

3 LS: Does not need to sleep

5 LS: Breathe Water

7 LS: Immune to Bacterial and Viral Infections

 

75 20PD 20 ED Harden Armor

60 75% Resistance Damage Reduction - Physical

30 50% Resistance Damage Reduction - Energy

10 Regeneration - 1 Body

 

150 Multipower

5u 4 DEF/ 6D6 BODY Entangle

5u +30 STR, 0 END

5u 3d6K RKA (Acid)

5u 30 pts of Growth, 0 END

5u 30 pts of Shrinking, 0 END

5u 6" Stretching, 0 END

10u 20d6 CyberTelepathy

10u 20d6 CyberControl

5u +15" Run, 0 END

5u +30" Swim, 0 END

4u +50 PRE, (-1/4 Offensive only)

 

===

514 + 145 = 659

 

Disadvantages

20 Distinctive Features - Grey Goop (Not Conceal, Major Reaction)

30 Enraged when feeling threatened (Common, 14-, 8-)

10 Cannot Speak

15 Extremely Curious (Common, Strong)

10 Reputation: Unpredictable

10 x2 BODY to uncommon attack

10 x2 BODY to well-aimed attacks

 

 

NOTES

GOOP doesn't understand humans and therefore seems unpredictable to most people. He does have certain goals that he tries for. He wants knowledge and will go after databanks of information to try and understand his strange world. He has a amazing cleverness to outthink most tacticians and avoids humans. He will sometimes perform elaberate tests to try and understand humans (from a safe distance). He avoids combat normally, but when he feels threatened will lash out with deadly force.

 

His HRRH is a wiretap into a nearby transceiver, it is not an inherient power. His cybertelepathy and cybercontrol is based on a direct (or wireless) link into a computer system that he is attacking. Direct is more difficult, but has the advantage of not being jammed.

 

Campaign Uses

GOOP can be quite friendly over the Internet (assuming he hasn't figured out nearly everyone is human). Imagine when he meets with them and they suddenly attack for no reason.

 

GOOP may be trying to help someone and be unaware of the massive damage that he's doing. If the heroes manage to communicate with him, he might be persaded to help them occasionally. His curiousity will prevent him from staying in their headquarters.

 

Quote (recorded on access files):

"Your databanks have been archieved to the GOOP unit. Have a nice day."

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Let's See, how about Living in the Past?GallantPlayer: NPC Hero; Member of the Lost Legion

Val Char Cost
30 STR 10
23 DEX 39
30 CON 20
10 BODY 0
13 INT 3
20 EGO 20
20 PRE 10
14 COM 2
12/24 PD 6
12/24 ED 6
5 SPD 17
14 REC 4
60 END 0
50 STUN 10
7" RUN23" SWIM16" LEAP0Characteristics Cost: 150
Cost Power END
22 Bastion of Camalot (Enchanted Shield): Multipower, 45-point reserve, (45 Active Points); all slots: OAF Unbreakable (-1)
2m 1) Missile Deflection (Any Ranged Attack) (20 Active Points); OAF Unbreakable (-1)
2m 2) Partial Cover: +4 with DCV (20 Active Points); OAF Unbreakable (-1)
1m 3) Shield Bash: Hand-To-Hand Attack +2d6 (10 Active Points); OAF Unbreakable (-1), Hand-To-Hand Attack (-1/2) 1
30 Sword of Destiny: Multipower, 60-point reserve, (60 Active Points); all slots: OAF Unbreakable (-1)
3u 1) Blade of Destiny: Killing Attack - Hand-To-Hand 2 1/2d6 (4 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (60 Active Points); OAF Unbreakable (-1), No Knockback (-1/4)
2u 2) Transport: Teleportation 15", x2 Increased Mass, Safe Blind Teleport (+1/4) (44 Active Points); OAF Unbreakable (-1) 4
7 Sword of Destiny: Luck 3d6 (15 Active Points); OAF Unbreakable (-1)
20 Sword of Destiny: Danger Sense (immediate vicinity, out of combat, Function as a Sense, Targeting Sense) (40 Active Points); OAF Unbreakable (-1) 15-
4 Iron Will: Mental Defense (8 points total)
Rune Armor, all slots: OIF (-1/2)
30 1) Enchanted Chain Mail: Armor (12 PD/12 ED), Hardened (+1/4) (45 Active Points); OIF (-1/2)
4 2) Rune of Protection: Lack Of Weakness (-6) for Resistant Defenses (6 Active Points); OIF (-1/2)
5 3) Rune of Defense: Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (7 Active Points); OIF (-1/2)
7 4) Rune of Strength: +10 STR (10 Active Points); OIF (-1/2) 1
13 5) Rune of Fortitude: +10 CON (20 Active Points); OIF (-1/2)
Powers Cost: 152
Cost Martial Arts Maneuver
Weapons Combat
4 1) Weapon Element: Axes, Maces, Hammers, and Picks, Blades, Empty Hand, Lances, Shields
5 2) All Out Attack: 1/2 Phase, +1 OCV, -2 DCV, Weapon +4 DC Strike
4 3) Attack: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike
4 4) Charge: 1/2 Phase, +0 OCV, -2 DCV, Weapon +2 DC +v/5 Strike, FMove
4 5) Defend: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5 6) Probe: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike
4 7) Resist: 1/2 Phase, +0 OCV, +0 DCV, 45 STR to resist Shove; Block, Abort
4 8) Shove: 1/2 Phase, +0 OCV, +0 DCV, 45 STR to Shove
Martial Arts Cost: 34
Cost Skill
15 +3 with HTH Combat
2 Animal Handler (Equines) 13-
3 High Society 13-
2 KS: Arthurian Lore 11-
2 KS: Knights of the Round Table 11-
2 KS: Chivalric Codes 11-
4 Language: Olde English (Idiomatic, native accent)
3 Persuasion 13-
5 Riding 15-
3 Tactics 12-
3 Teamwork 14-
6 WF: Common Melee Weapons, Common Missile Weapons, Flails, Lances
5 TF: Common Motorized Ground Vehicles, Equines, Small Rowed Boats, Small Wind-Powered Boats, Two-Wheeled Motorized Ground Vehicles
Skills Cost: 55
Cost Perk
8 Fringe Benefit: Member of the Lower Nobility, Membership: Leader of the Lost Legion, Weapon Permit (where appropriate)
5 Money: Well Off
Perks Cost: 13
Val Disadvantages
5 Distinctive Features: Incredibly polite, has an odd english accent Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses, Not Distinctive In Some Cultures
20 Hunted: Black Paladin 8- (Occasionally), More Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish
25 Hunted: DEMON 8- (Occasionally), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish
20 Psychological Limitation: Code of Chivalry Common, Total
20 Psychological Limitation: Sworn to defend the United Kingdom Common, Total
10 Psychological Limitation: Enjoys games of Strategy Common, Moderate
15 Reputation: Heroic "Paladin", Frequently (11-), Extreme
15 Social Limitation: Public Identity Frequently (11-), Major
Disadvantage Points: 130

Base Points: 200Experience Required: 74Total Experience Available: 100Experience Unspent: 26Total Character Cost: 404

Height: 1.75 m Hair: Brown
Weight: 79.00 kg Eyes: Brown
Appearance: A handsome young man with black hair and blue eyes. He has a nobility and sense of purpose about him that makes him seem more impressive than a man his size should be. He wears enchanted elvan created chain mail with a white tunic over it. His shield, a gift from Merlin has the crest of Arthur Pendragon on the Welsh family colors. The Sword of Destiny is a bastard sword that he weilds one handed most often but he can weild it two handed if necessary. It has a silvered blade and the hilt is in the shape of two golden wings. The pommel holds a brilliant blue sapphire.Personality: Sir Justin seeks nothing more than Justice and peace. He strives to be an example to the youth of today. He is bold, decisive and honorable. He understands the laws of today and does his utmost to defend them.Quote:Your black hearted reign of terror ends to day Giles de Morphant; oh and I'm going to eat that damned bird of yours too!Background: Justin Welsh grew up during the time of Camalot. His father was a squire who had attained knighhood and Justin hoped to follow in his footsteps. He served ably and was eventually made a knight of the round table. Sir Justin was sent to the east by Merlin, on a quest for an enchanted sword that was fortold to have a great destiny. He and his men travelled for seven weeks before they arrived at the keep that Merlin had seen in his prophacy.

Sir Justin and his men entered the seemingly deserted keep and found themselves beset upon by all manner of vile demons and beasts. They fought bravely but in the end, only Justin remained. On the run from the creatures of darkness; Justin made his way deeper into the Keep. The seemingly endless catacombs lay before him and he constantly heard the fall of footsteps and spied flitting shadows in his peripheral vision.

Finally, exhausted he found his way into a room with a fountain. The room was a stark contrast to the dark and malevolent keep. It was polished white marble, gold trimmings and frescas on the cielling depicting angels and creatures of goodness. Weary of a trap, he slowly approached the fountain. In the center was the sword of Destiny; it was just as Merlin had described! Grasping the blade, Sir Justin felt his strength return tenfold. He turned to leave the room when a voice called out to him.

"Justin, your destiny no longer lies with Camalot."

He spun around and saw an ethereal image of a stately older man.

"You are needed elsewhere, another time, another battle."

With these words, Sir Justin fell into an enchanted slumber. He did not awaken until the year 1997. Once awakened, he sensed the presence of a dark and evil power. Taking up the Sword of Destiny and his shield of Purity, he strode out of the room to meet the dark presence.

He appeared on the streets of Bristol, England. His enchanted slumber had somehow allowed him to learn while he slept, he understood modern english and the technological marvels of the day. Clad in his armor and shield as he was he was quickly approached by the police. He went without a struggle and after talking with the New Knights of the Round Table; he began his career as a costumed adventurer.

He eventually found himself drawn to other displaced heroes and they formed the Lost Legion. He leads them to this day. He and his Lost Legion have encountered a similar group in America known as the Crusaders. They have compared notes and have a good working relationship but rarely encounter each other working on separate continents as they do.

Powers/Tactics: A chivilrous knight of the round table, Justin is brave, honorable, and very skilled in battle. He has the Weapon Fighting martial art, is a fair brawler as well and has a few enchanted items to back up his training. He generally is a front line fighter teaming with SEIGE to soften up opponents. He isn't fond of NightRunner's guerilla tactics, but as long as lethal force is avoided he over looks it.Campaign Use: Ho Hum, another temporally displaced warrior. I have at least nine of them in my Champions Universe. Maybe they should form a union. Justin is a mid card hero and a front line fighter. He can also be used as a historian for the Arthurian times if it is needed. He has access to a fiarily potent mystic as well and the Lost Legion can get involved in Arcane matters. By the way, the evil he sensed is the Black Paladin. Somehow, Sir Giles is going to become a major threat.
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Originally posted by Enforcer84

Ho Hum, another temporally displaced warrior. I have at least nine of them in my Champions Universe. Maybe they should form a union.

 

I busted up laughing with that line. We are the Union of Temporally Displaced Superheroes!

 

Starring:

Gallant the Knight

Ugg the Caveman

Future Boy

Yesterday Girl

The Magical Princess

Paradox (future alternate versions of the same person)

 

and the cute fuzzy thing that goes "eep" and we don't know what or when it is from but showed up when the time portal malfunctioned.

 

Together, THEY FIGHT CRIME!

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  • 2 weeks later...

Not sure if she qualifies as a Wonder Woman caveate or not, but here she is:

 

Valkyrie

 

Player:

 

Val Char Cost
40 STR 30
18 DEX 24
28 CON 36
18 BODY 16
15 INT 5
18 EGO 16
20 PRE 10
20 COM 5
25 PD 2
25 ED 4
5 SPD 22
14 REC 0
56 END 0
52 STUN 0
6" RUN02" SWIM08" LEAP0Characteristics Cost: 170

 

Cost Power END
30 Valkyrie Armor: Armor (15 PD / 15 ED) (45 Active Points); OIF (-1/2) (added to Primary Value)
26 Valkyrie Spear Powers: Multipower, 52-point reserve, all slots: (52 Active Points); OAF (-1)
2u 1) Odin's Touch: Energy Blast 10d6 (vs. ED) (50 Active Points) 5
3u 2) Thor's Hammer: Energy Blast 6d6 (vs. PD), Double Knockback (2x KB; +3/4) (52 Active Points) 5
2u 3) Justice's Light: Flash 4d6 (Sight Group), Area Of Effect (2" Radius; +1), Selective Target (+1/4) (45 Active Points) 4
2u 4) Justice Shield: Force Wall (10 PD / 10 ED) (50 Active Points) 5
35 Flight 15" (Improved Noncombat Movement (x4)) 3
4 Life Support (Eating: Character only has to eat once per week, Longevity: 400 Years, Sleeping: Character only has to sleep 8 hours per week)
4 Healing 1 BODY (10 Active Points); Extra Time (Regeneration-Only) (1 Turn (Post-Segment 12); -1 1/4) 1
12 Spear: Hand-To-Hand Attack +6d6 (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 3
9 Spear: Missile Deflection (Any Ranged Attack) (20 Active Points); OAF (-1), Will Not Work Against Heavy Missiles (-1/4)
3 Helmet: Flash Defense (5 points) (Sight Group) (5 Active Points); OIF (-1/2)
Powers Cost: 132

 

 

Cost Skill
24 +3 with All Combat
2 KS - Norse Mythology 11-
2 KS - Scandanivan History 11-
2 Weaponsmith 12-
2 WF: Blades, Polearms and Spears
3 Persuasion 13-
3 Oratory 13-
3 Language: English: Fluent Conversation (Literacy)
3 Bureaucratics 13-
3 Interrogation 13-
Skills Cost: 47

 

Cost Perk
1 Favor - Odin
Perks Cost: 1

 

 

 

Total Character Cost: 350

 

Val Disadvantages
20 Social Limitation: Subject to Odin's command, Frequently (11-), Severe
10 Social Limitation: Feminist, Frequently (11-), Minor
10 Social Limitation: Often speaks in middle ages dialect, Frequently (11-), Minor
20 Hunted: Demon, More Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence
20 Enraged: Innocents Injured, Common, go 11-, recover 11-
10 Distinctive Features: Tall (6'5"), long blond hair and very blue eyes, Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses
15 Psychological Limitation: Protection of Innocents, Common, Strong
15 Psychological Limitation: Patriot, Common, Strong
15 Psychological Limitation: Feels she must always prove herself in combat, Common, Strong
10 Vulnerability: Heat/Fire based attacks, Uncommon, Vulnerability Multiplier (2x STUN)
5 Vulnerability: Heat/Fire based attacks, Uncommon, Vulnerability Multiplier (1 1/2x BODY)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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I'd say she qualifies, and based on her "motif" I think the background will support this. However, I do have one complaint - shouldn't the Valkyrie Spear Powers have some sort of a hit things in melee slot, either HKA or HA? I mean, it IS a spear. As it is, she's more an EBer than a hand-to-hand fighter, which isn't terribly appropriate for a Valkyrie archetype character.

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Originally posted by Fireg0lem

I'd say she qualifies, and based on her "motif" I think the background will support this. However, I do have one complaint - shouldn't the Valkyrie Spear Powers have some sort of a hit things in melee slot, either HKA or HA? I mean, it IS a spear. As it is, she's more an EBer than a hand-to-hand fighter, which isn't terribly appropriate for a Valkyrie archetype character.

 

Originally I had a HA linked w/a drain in the MP, but though it was a little too much. So I put the HA outside the MP. I thought about the HKA, but not really a big fan of KA's without a good reason for them.

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