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Enforcer84

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Originally posted by Brandi I think this makes THREE undone challenges now:3) Popeye.
Be afraid...
Combat Information Page

Character Name: Popeye, The Sailor Man

Alternate Identities:

Player Name:

attachment.php?s=&postid=101723
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
15 STR 10 5 15/50 12- / 19- HTH Damage 3d6/10d6 END [1]
14 DEX 10 12 14/23 12- / 14- OCV 5/8 DCV 5/8
18 CON 10 16 18/28 13- / 15-
13 BODY 10 6 13 12-
10 INT 10 0 10 11- PER Roll 11-
18 EGO 10 16 18 13- ECV: 6
15 PRE 10 5 15/25 12- / 14- PRE Attack: 3d6 / 5d6
6 COM 10 -2 6 10-
             
             
8 PD 3 5 8/23   8/23 PD (0/15 rPD)
4 ED 4 0 4/14   4/14 ED (0/10 rED)
3 SPD 2.4 6 3/5   Phases: 4, 8, 12/3, 5, 8, 10, 12
7 REC 7 0 7  
36 END 36 0 36  
30 STUN 30 0 30/50    
6" Running 6 0 6"/11"    
4" Swimming 2 0 4"    
3"/1 1/2"" Leaping 3 0 3"/10" 69 Total Characteristics Points
attachment.php?s=&postid=249417
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 96
Disad Points: 165
Total Points: 261
MOVEMENT
Type Total
Run (6) 6"/11" [12"/22" NC]
Swim (2) 4" [8" NC]
H. Leap (3") 3"/10"
V. Leap (2") 1 1/2"/5"
APPEARANCE
Hair Color:  Negligible
Eye Color:  Brown
Height:  1.72 m
Weight:  75.00 kg
Description:
See picture.

DEFENSES
Type Amount Notes
Physical Defense 8/23 Current BODY:
Res. Phys. Defense 0/15  
Energy Defense 4/14 Current END:
Res. Energy Defense 0/10  
Mental Defense 0 Current STUN:
Power Defense 0  
COMBAT INFORMATION
OCV: 5/8 DCV: 5/8
 
Combat Skill Levels: +4 with HTH 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
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
Spinach, all slots OAF Expendable (Easy to obtain new Focus; -1), 1 Recoverable Continuing Charge lasting 1 Minute (-1/2)
Notes: Charge recovers by getting a new can of Spinach
12
1) Strong To The Finich: +35 STR; No Figured Characteristics (-1/2)
9
2) Vitaliky: +9 DEX; No Figured Characteristics (-1/2)
7
3) Healt': +10 CON; No Figured Characteristics (-1/2)
4
4) Emboldened By Theme Music: +10 PRE
8
5) Vitaliky: +2 SPD
8
6) Healt': +20 STUN
15
7) Square Jaw: Armor (15 PD/10 ED)
12
8) Can Survive Cartoon Trauma: Physical Damage Reduction, Resistant, 50%
8
9) Immovable: Knockback Resistance -10"
4
10) Runnin': Running +5" (6"/11" total)
45 Other Improbable Spinach-Induced Feats: Variable Power Pool, 30 base + 15 control cost, Cosmic (+2); Limited Class Of Powers Available Limited (-1/2); all slots OAF Expendable (Easy to obtain new Focus; Spinach; -1), 1 Recoverable Continuing Charge lasting 1 Minute (-1/2)
6 Cutting Torch: Killing Attack - Hand-To-Hand 1d6; OAF (Pipe; -1), No STR Bonus (-1/2) 1
2 Swimming +2" (4" total) 1
140 Total Powers Cost
PERKS
Cost  Name
5 Contact: Jeep (Contact has extremely useful Skills or resources) 11-
5 Total Perks Cost

SKILLS
Cost  Name
20 +4 with HTH Combat
2 KS: Wry One-Liners 11-
1 Language: "Popeye-Speak" (a single dialect of English) (imitate dialects)
2 Navigation (Marine) 11-
3 Power: Pipe Tricks (DEX-Based) 12- (14-)
3 Power: Spinach Feats (STR-Based) 12- (19-)
5 PS: Sailor 14-
2 Survival (Marine Surface) 11-
9 TF: Large Military Ships, Large Motorized Boats, Large Rowed Boats, Large Wind-Powered Boats, Rafts, Small Military Ships, Small Motorized Boats, Small Rowed Boats, Small Wind-Powered Boats
47 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
25 Dependent NPC: Olive Oyl 14- (Incompetent)
20 Dependent NPC: Nephews 8- (Normal; Group DNPC: x4 DNPCs)
15 Dependent NPC: Swee' Pea 8- (Incompetent)
5 Distinctive Features: Bald, pop-eyed, tattooed, with freakishly large forearms (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Enraged: When Loved Ones Threatened (Common), go 14-, recover 14-
20 Hunted: Bluto/Brutus 14- (As Pow, Harshly Punish)
10 Hunted: The Sea Hag 8- (Mo Pow, Limited Geographical Area, Harshly Punish)
20 Psychological Limitation: In Love With Olive (Very Common, Strong)
10 Psychological Limitation: Protective Of Innocents (Common, Moderate)
10 Psychological Limitation: Gruff and Curmudgeonly (Common, Moderate)
10 Unluck: 2d6
165 Total Disadvantages Cost
Height: 1.72 m Hair: Negligible
Weight: 75.00 kg Eyes: Brown
Appearance: See picture.
Personality: Popeye's main motivation is to win the hand of the "lovely" Olive Oyl.
Quote:"I yam what I yam."
Background: Popeye is a cartoon sailor. He is (inexplicably) attracted to an exceptionally homely woman named Olive Oyl, and vies for her affections with a thug named Bluto (or Brutus, depending on the era). Others in his life include his crotchety father (with whom he has a strained relationship), a freeloading, hamburger-scarfing bum named Wimpy, a magical, mischevious being named Jeep, a baby of disturbingly indeterminate parentage named Swee' Pea, and his nephews Pupeye, Pipeye, Peepeye, and Poopeye.
Powers/Tactics: Popeye has the (mutant?) ability to gain vast strength and invulnerability after consuming spinach.
Campaign Use: Ye gods! You wouldn't want to USE Popeye in a campaign, would you?
Character created with Hero Designer (version 2.18)
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Originally posted by Killer Shrike

:eek: :eek: :eek: :eek: :eek: FINE! If you guys are going to horse around all night, then Im going to bed!

 

 

Actually, pretty funny. 1000 Cool Points to you "Derek Hiemforth"; dont spend them all on one Red FEAT. ;)

 

Cool indeed, and don't forego patting yourself on the back for an old school Marvel Superheroes reference.

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Chamealia

Allanna Dane

Val Char Cost
40/80 STR 30
18 DEX 24
40 CON 60
20 BODY 20
15 INT 5
17 EGO 14
20 PRE 10
16 COM 3
15/23 PD 7
15/23 ED 7
5 SPD 22
16 REC 0
80 END 0
80 STUN 20
6" RUN 0
2" SWIM 0
8"/16" LEAP 0
Characteristics Cost: 222
attachment.php?s=&postid=254434

Cost Power END
98 Alter Self: Shapeshift (Sight, Hearing, Touch, Radio and Smell/Taste Groups, Limited Group of Shapes), Imitation, Instant Change, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (98 Active Points)
40 Density Manipulation: Multipower, 40-point reserve
4u 1) Density Enhancement: Density Increase (14,800 kg mass, +40 STR, +8 PD/ED, -8" KB) (40 Active Points) 4
4u 2) Intangibility: Desolidification (affected by Force, Gravitic, Magnetic Attacks) (40 Active Points) 4
2 Minimize Breathing: Life Support (Extended Breathing (1 END per Minute) 1 END per Minute)
15 Innate Toughness: Damage Resistance (15 PD/15 ED)
200 Shape Powers: VPP (Shape Powers Pool), 100 base + 100 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (250 Active Points); all slots Linked (Alter Self; -1/4), Only To Create Powers Of Shifted Forms (-1/4)
0 1) Grow Gills: Life Support (Expanded Breathing) (5 Active Points); Costs Endurance (-1/2), Linked (Alter Self; -1/4), Only To Create Powers Of Shifted Forms (-1/4) Real Cost: 2 1
0 2) Grow Wings: Flight 12" (24 Active Points); Restrainable (-1/2), Linked (Alter Self; -1/4), Only To Create Powers Of Shifted Forms (-1/4) Real Cost: 12 2
0 3) Larger Forms: Growth (+30 STR, +6 BODY, +6 STUN, -6" KB, 3,712 kg, -4 DCV, +4 PER Rolls to perceive character, 7 m tall, 3 m wide) (30 Active Points); Linked (Alter Self; -1/2), Lesser Power need not be used proportionally to Power with which it is Linked (+1/4), Only To Create Powers Of Shifted Forms (-1/4) Real Cost: 20 3
0 4) Natural Weaponry: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (15 Active Points); Linked (Alter Self; -1/4), Only To Create Powers Of Shifted Forms (-1/4) Real Cost: 10 1
100 Two-Dimensional Form: (Total: 153 Active Cost, 100 Real Cost) Desolidification (affected by any attack) (40 Active Points); Does Not Protect Against Damage (-1), Only To Pass Through Long, Narrow Cracks (-3/4) (Real Cost: 14) plus Invisibility to Sight Group , No Fringe, Reduced Endurance (0 END; +1/2) (45 Active Points); Only Versus A Single Person At Once (-1), Chameleon (-1/2) (Real Cost: 18) plus Gliding 8" (Real Cost: 8) plus 2-D Poke On STR, Armor Piercing x2 (x2; +1), Affects Physical World (+2) (60 Active Points) (Real Cost: 60) 10
Powers Cost: 463

Cost Martial Arts Maneuver
Boxing
3 1) Clinch: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 50 STR / 90 STR for holding on
4 2) Cross: 1/2 Phase, +0 OCV, +2 DCV, 10d6 / 18d6 Strike
4 3) Guard up: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5 4) Hook: 1/2 Phase, +1 OCV, -2 DCV, 12d6 / 20d6 Strike
5 5) Jab: 1/2 Phase, +1 OCV, +3 DCV, 8d6 / 16d6 Strike
5 6) Uppercut: 1/2 Phase, -2 OCV, +1 DCV, 12d6 / 20d6 Strike
Martial Arts Cost: 26

Cost Skill
3 Acting 13-
3 Breakfall 13-
3 Bribery 13-
3 Bureaucratics 13-
3 Concealment 12-
3 Contortionist 13-
3 Cryptography 12-
3 Deduction 12-
15 Disguise 18-
3 High Society 13-
3 Interrogation 13-
3 Jack of All Trades
1 1) PS: Actress (2 Active Points) 11-
1 2) PS: Cook (2 Active Points) 11-
1 3) PS: Courier (2 Active Points) 11-
1 4) PS: Model (2 Active Points) 11-
1 5) PS: Plumber (2 Active Points) 11-
1 6) PS: Secretary (2 Active Points) 11-
2 KS 11-
2 KS: Sixties Era Superheoes and Villains 11-
2 KS: The Superhero World 11-
4 Language: Spanish (idiomatic)
3 Lockpicking 13-
15 Mimicry 18-
3 Paramedics 12-
3 Persuasion 13-
3 Security Systems 12-
3 Seduction 13-
3 Shadowing 12-
3 Sleight Of Hand 13-
3 Stealth 13-
3 Streetwise 13-
3 Tracking 12-
Skills Cost: 109

Cost Talent
3 Ambidexterity (-2 Off Hand penalty)
Talents Cost: 3

Val Disadvantages
5 Accidental Change: To normal form when knocked unconscious or stunned 8- (Uncommon)
15 DNPC: Parents 11- (Normal; Useful Noncombat Position or Skills; Group DNPC: x2 DNPCs)
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
10 Hunted: Doppleganger 8- (As Pow, Harshly Punish)
20 Hunted: Institute for Human Advancement 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
10 Physical Limitation: Her internal anatomy is nothing like human norm. -6 to Paramedics unless KS: Chamealia Anatomy roll made (Infrequently, Greatly Impairing)
20 Psychological Limitation: Code vs Killing (Common, Total)
10 Psychological Limitation: Dreams of true love (Common, Moderate)
10 Psychological Limitation: Fiercely protective of Family (Uncommon, Strong)
15 Psychological Limitation: Optimistic; upbeat and positive in the face of any hardship. (Very Common, Moderate)
15 Social Limitation: Secret Identity (Allanna Dane) (Frequently, Major)
Disadvantage Points: 160
Cost Summary:Base Points:200Disadvantage Points: 160Experience Required: 463Total Experience Available: 448Total Character Cost: 823Height: 1.68 mHair: Red/BaldWeight: 58.00 kgEyes: Brown/WhiteAppearance: Altough she has been accused of "enhancing" her appearance, Allanna is quite attractive in her normal appearance, she is of medium height with chin length red hair and brown eyes. She has a slim build, long legs and *ahem* traditional comic book "assets". Her "Heroic" identity is a similarly built but more muscular woman with no hair, pointed ears, and white eyes. As Personality: Chamealia wants to do good. She realizes that, as tough as her early life was, it could have been a lot worse. She doesn't blame others for her misfortunes but occasionally wonders what ever became of her true parents. She cares very much for her mom and dad; the fact that they try to "help" out occasionally with her life worries her but as yet they've never been in too much danger.Quote:"Looks can be decieving."

Background: Allanna Dane grew up unhappy and alone; a mutant with shape uncontrolled shapechanging abilities, he parents abandoned her at a hospital when she was eleven months old. Remanded to foster care, her appearance and distant nature made her the target of cruel jokes and physical bullying. Around the time she turned 13, her apeparance began to change and her control of her abilties began to improve. She was adopted by an older couple who were experiencing empty nest syndrome after their youngest son had finally moved away. The stable homelife and a new start in a new school proved to be what Allanna needed. She graduated from highschool soon after and attended college on academic scholarships. Upon graduation from college, the 22 year old, Allanna moved back in with her parents only to make a startling discovery; her mother had been a superhero! Cleaning out the attic with her father; she found the evidence (that her parents had hoped she'd find) that linked her mother to the sixties crime fighter the Gray Witch! Her parents sat her down and told her about their past; her mother, the Gray Witch and her father, a scientist at the university who helped her out with some of her cases. They had adopted her in part because of her powers; they knew how alone she must have felt, as they had encountered all manner of so-called "Monsterous" heroes and villains over the years. It was then that her mother asked her if she'd given any thought to being a crime fighter. The truth is, she had indeed and had been trying to figure a way do so without arrising their suspicions.

Over the next few months, Allanna and her parents put alot of effort into her name and identity. she took the name Chamealia and decided on a slightly "unusual" base form for her heroic career. She has worked with a few independant heroes and smaller teams in her San Fransisco "beat" but having independance thrust on her at such a young age, she tends to be a loner.

Powers/Tactics: A master shape shifter, Allanna has absolute control of her molecular structure. She can alter her appearance, her voice, even her smell and touch. She can assume much larger and smaller sizes and can even affect her density. Campaign Use:  Edit, forgot to add her res defenses. Fixed now
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Sanzo Akira

 

Sanzo Akira

 

Player: NPC

 

Val Char Cost
20/50 STR 10
17 DEX 21
18 CON 16
18 BODY 16
13 INT 3
13 EGO 6
15 PRE 5
16 COM 3
7/51 PD 3
7/47 ED 3
5/8 SPD 23
10 REC 4
50 END 7
65 STUN 28
6"/16" RUN02" SWIM04"/30" LEAP0Characteristics Cost: 148

 

Cost Power END
7 Buddist Mantras: Multipower, 30-point reserve, all slots: (30 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Activation Roll 12- (-3/4), OIF Fragile (-3/4), Incantations (-1/4) [Notes: To invoke a mantra, Sanzo is required to sit or kneel in prayer, and must have his prayer beads.]
1u 1) Mantra of the Earth: Absorption 5d6 (Physical into PD), Can Absorb Maximum of 40 Points (30 Active Points); Costs Endurance Only Costs END to Activate (-1/4) 3
1u 2) Mantra of Flame: Force Field (9 PD/8 ED), Damage Shield (+1/2), Offensive (+1/4) (30 Active Points) 3
1u 3) Mantra of Stone: +30 STR (30 Active Points); No Figured Characteristics (-1/2) 3
1u 4) Mantra of Thunder: Hand-To-Hand Attack +2d6, Delayed Effect (x1 number active) (+1/4), Area Of Effect (20" Cone; +1 3/4) (30 Active Points); Hand-To-Hand Attack (-1/2) 3
1u 5) Mantra of the Wind: +3 SPD (30 Active Points); Costs Endurance Only Costs END to Activate (-1/4) 3
14 Ofuda: Multipower, 35-point reserve, all slots: (35 Active Points); OIF (-1/2), Gestures (-1/4), Requires both hands (-1/4), Incantations (-1/4), Range Based On Strength (-1/4)
1u 1) Ofuda of the Dark Flame: Energy Blast 5d6 (vs. ED), Autofire (3 shots; +1/4) (31 Active Points); Beam (-1/4) 3
1u 2) Warding: Force Wall (5 PD/5 ED; 4" long and 3" tall) (35 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1) [Notes: The wall created only works against energy attacks, and supernatural creatures.] 3
1u 3) Ofuda of the Holy Light: Flash 4d6 (Sight Group), Explosion (-1 DC/2"; +3/4) (35 Active Points) 3
1u 4) Ofuda of Protection: Force Field (17 ED), Area Of Effect Nonselective Target (2" Radius; +3/4) (30 Active Points); Instant (-1/2) 3
60 Martial Arts Tricks: Variable Power Pool (Physical Pool), 30 base + 30 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (75 Active Points); Limited Class Of Powers Available Limited (-1/2) [Notes: Powers must be physical feats.]
0 1) Bio-Feedback: Life Support , Extended Breathing, Immunity: Alcohol, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Safe in Intense Cold, Safe in Intense Heat (30 Active Points) Real Cost: 30
0 2) Body Control: Healing 3d6 (max. Healed Points: 18) (30 Active Points); Self Only (-1/2) Real Cost: 20 3
0 3) Defensive Techniques: Armor (20 PD/0 ED) (30 Active Points) Real Cost: 30
0 4) Dodge Like Crazy: Combat Luck (15 PD/15 ED) (30 Active Points) Real Cost: 30
0 5) Flurry of Blows: Hand-To-Hand Attack +3d6, Autofire (10 shots; +1) (30 Active Points); Hand-To-Hand Attack (-1/2) Real Cost: 20 3
0 6) God-like Leaping: Leaping +20" (4"/30" forward, 2"/15" upward) (Accurate, x4 Noncombat) (30 Active Points) Real Cost: 30 3
0 7) God-like Speed: Teleportation 15" (30 Active Points); Must Pass Through Intervening Space (-1/4), No Noncombat Movement (-1/4) Real Cost: 20 3
0 8) God-like Swiftness: +10" Running (6"/16" total), x8 Noncombat (30 Active Points) Real Cost: 30 3
Powers Cost: 90

 

Cost Martial Arts Maneuver
20 +5 HTH Damage Class(es)
8 Weapon Element: Chain & Rope Weapons, Hook Sword, Lajatang, Pendjepit, Staffs, Three-Section Staff, Thrown Knives, Axes, and Darts, Wind and Fire Wheels
Martial Arts, all slots: Double Knockback 2x KB (+3/4)
5 1) Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +7d6 Strike
7 2) Charge: 1/2 Phase, +0 OCV, -2 DCV, STR +7d6 +v/5 Strike, FMove
7 3) Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +7d6 Strike, Must Follow Block
7 4) Crush: 1/2 Phase, +0 OCV, +0 DCV, STR +9d6 Crush, Must Follow Grab
9 5) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
7 6) Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +7d6 Strike
9 7) Grappling Block: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block
5 8) Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, STR +7d6 Strike; Target Falls; Must Follow Grab
9 9) Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 1d6 +1, Disable
7 10) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 3 1/2d6 NND; Target Falls
7 11) Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
9 12) Killing Throw: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1, Target Falls
5 13) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +6d6 Strike, Target Falls
7 14) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +7d6 Strike
7 15) Reversal: var Phase, -1 OCV, -2 DCV, +40 STR to Escape; Grab Two Limbs
7 16) Shove: 1/2 Phase, +0 OCV, +0 DCV, +40 STR to Shove
Martial Arts Cost: 142

 

Cost Skill
3 Acrobatics 12-
9 Analyze: Combat 15-
7 Breakfall 14-
10 +2 with HTH Combat
20 +4 with DCV
7 Conversation 14-
10 Defense Maneuver: I-IV
5 CuK: Buddhists (INT-based) 14-
6 KS: Buddhist Teachings (INT-based) 15-
3 Language: Cantonese (fluent conversation; literate)
3 Language: Thai (fluent conversation; literate)
3 Oratory 12-
7 Power (PRE-based) 14-
7 Power (INT-based) 14-
7 Power (STR-based) 15- (21-)
5 Rapid Attack (HTH)
2 Weaponsmith (Muscle-Powered HTH) 12-
Skills Cost: 114

 

Cost Perk
3 Anonymity
6 Fringe Benefit: Member of the Lower Nobility, Membership, Right to Marry: Can perform the marriage ceremony [Notes: Member of Lower Nobility: As a Priest with the name Sanzo, he is afforded a great ammount of respect by Buddists around the world and by the Japanese people.

Membership: He is a member of the Buddist priesthood.]

Perks Cost: 9

 

Cost Talent
3 Bump Of Direction
20 Combat Sense (Sense) 15-
Talents Cost: 23

 

 

Total Character Cost: 526

 

Val Disadvantages
15 Distinctive Features: The Mark of the Sanzo (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) [Notes: This is a red mark on his forehead that he is forbidden to ever conceal by his vows of priesthood, his pride, and his honor.]
15 Psychological Limitation: Forbidden from Budhist Holy Ground (Uncommon; Total) [Notes: Due to his "dishonor" for the greater good of his order, he will, for no reason whatsoever, ever set foot on ground sacred to Buddha.]
15 Social Limitation: Ignores some tenants of the Budhist Faith. (Very Frequently; Major; Not Limiting In Some Cultures) [Notes: Sanzo is, first and formost, a pragmatist. He has a tendency that annoys most Buddists he encounters to take part in almost every vice (excluding sex and illeagle drugs) that he comes into contact with. He is never without his trusty pack of smokes, or a bottle of whisky within easy reach, and likes to pile his plate high with red meat when he eats. This offends Buddists to no end.]

Disadvantage Points: 45

 

Base Points: 200

Experience Required: 281

Total Experience Available: 281

Experience Unspent: 0

 

hehehe...I had this guy 95% compleated in HD about a month ago and forgot about him...

It's been a while...

 

I'll come back in a few minutes with a challenge (and it won't involve pudding of any kind this time ;)

 

Arandmoor

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Master of the HuntCanaan

Val Char Cost
30 STR 20
30 DEX 60
30 CON 40
20 BODY 20
20 INT 10
11 EGO 2
20 PRE 10
8 COM -1
20 PD 14
20 ED 14
6 SPD 20
14 REC 4
60 END 0
50 STUN 0
15" RUN02" SWIM015" LEAP0Characteristics Cost: 213
Cost Power END
30 Refuse the Pain: Physical Damage Reduction, Resistant, 50%
20 Trackless Steps: Desolidification , Reduced Endurance (1/2 END; +1/4) (50 Active Points); Only to Never Leave Tracks Power loses about half of its effectiveness (-1), Cannot Pass Through Solid Objects (-1/2) 2
50 Unknown Approach: Invisibility to Sight, Hearing and Smell/Taste Groups , No Fringe, Requires A Stealth Roll (No Active Point penalty to Skill Roll +0), Reduced Endurance (1/2 END; +1/4) (50 Active Points) 2
47 Fearsome Opponent: Drain PRE 1d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Reduced Endurance (0 END; +1/2), Damage Shield (+1/2), Continuous (+1), Area Of Effect (12" Radius; +1 1/2) (47 Active Points)
30 Claws & Fangs: HKA 2d6 (4d6 w/STR) 3
27 Tireless Pursuit: Running +9" (15" total), Reduced Endurance (0 END; +1/2) (27 Active Points)
24 No Barrier to Prey: Leaping +9" (15" forward, 7 1/2" upward) (Accurate), Reduced Endurance (0 END; +1/2) (24 Active Points)
15 Hunter's Senses: +5 PER with all Sense Groups
10 Night Eyes: Nightvision, Discriminatory
20 None Shall Escape: Tracking with Sight Group and Smell/Taste Group
8 All Prey Makes Noise: Ultrasonic Perception (Hearing Group), Discriminatory
Powers Cost: 281
Cost Skill
10 +2 with INT Skills
3 Analyze: Prey Patterns 13-
3 Concealment 13-
3 Shadowing 13-
3 Tracking 13-
-
6 Animal Handler (Canines) 15-
3 Breakfall 15-
3 Climbing 15-
3 Riding 15-
3 Stealth 15-
3 Teamwork 15-
12 Survival (Arctic/Subarctic, Marine, Temperate/Subtropical, Tropical, Desert, Mountain) 13-
6 PS: Hunter 16-
3 KS: Prey Behavior 13-
Skills Cost: 64
Cost Talent
20 Animal Friendship
15 Beast Speech
3 Bump Of Direction
4 Environmental Movement (no penalties in Natural Terrain)
Talents Cost: 42
Val Disadvantages
25 Accidental Change: Hunt Begins / Ends Always (Common), Canaan is a Normal Dog before and after a hunt
20 Distinctive Features: Large Dark Brown Furred Man/Dog Hybrid (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
25 Psychological Limitation: Must Pusue Prey (Very Common, Total)
15 Psychological Limitation: Casual Killer of Prey (Common, Strong)
15 Reputation: Relentless Hunter, 14- (Extreme; Known Only To A Small Group - Occult / Natives)
10 Vulnerability: 2 x Effect Nature Magic (Uncommon)
Disadvantage Points: 110

Base Points: 200Experience Required: 290Total Experience Available: 290Experience Unspent: 0Total Character Cost: 600

Height: 7' 0" Hair: Brown
Weight: 300 lbs Eyes: Black
Now show me a non-Martial Artist Champions character based on mastery of a single Talent.
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I have seen that used many times, but I never understood getting multiple Lims for the same concept.

 

If I hav a Lim that is "ONLY x", then why get an additional Lim for "also doesn't work like this"?

 

I already got a Lim for the "Only" part....maybe its just me.

 

 

Anyway...Next character please, here's a reminder..."Now show me a non-Martial Artist Champions character based on mastery of a single Talent."

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