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Character Posting Game.


Enforcer84

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Re: Character Posting Game.

 

hmm seems like a bit of a problematic challange not because its hard but you've taken all of the fun out of it its a bit to well defined. I mean where's the creativity. how about something abit more open ended

 

Hadn't thought about that. I guess I went into detail because Captain Universe is a relatively obscure character.

 

Howsabout this:

 

A character like Dr. Tachyon from the Wild Cards series or Jericho from the Teen Titans.

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Re: Character Posting Game.

A character like Dr. Tachyon from the Wild Cards series or Jericho from the Teen Titans.
You mean a Mentalist?Doctor Dyad
Val Char Cost
8 STR -2
18 DEX 24
8 CON -4
8 BODY -4
23 INT 13
26 EGO 32
15 PRE 5
10 COM 0
3/8 PD 1
2/7 ED 0
5 SPD 22
4 REC 0
22 END 3
25 STUN 9
8" RUN42" SWIM02 1/2" LEAP1Characteristics Cost: 104
Cost Power END
27 Psionic Affinity: Mind Link , Any Willing Target, No LOS Needed, Number of Minds (x8) (40 Active Points); Stops Working If Mentalist Is Stunned (-1/2)
60 Psionic Disciplines: Multipower, 60-point reserve
3u 1) Telepathy 10d6 (50 Active Points); Stops Working If Mentalist Is Stunned (-1/2) 5
5u 2) Ego Attack 5d6 (50 Active Points) 5
3u 3) Mental Illusions 10d6 (50 Active Points); Stops Working If Mentalist Is Stunned (-1/2) 5
3u 4) Mind Scan 10d6 (50 Active Points); Stops Working If Mentalist Is Stunned (-1/2) 5
5u 5) Sight and Hearing Groups Flash 4d6, Based On EGO Combat Value (Mental Defense applies; +1) (50 Active Points) 5
33 Psychoanalysis: Suppress Mental Defense 6d6, Linked (Telepathy; -1/4), Lesser Power need not be used proportionally to Power with which it is Linked (+1/4), Reduced Endurance (0 END; +1/2), Based On EGO Combat Value (Standard Defenses apply; +1) (75 Active Points); Requires A Skill Roll (-1/2), Stops Working If Mentalist Is Stunned (-1/2), Mandatory Effect (Telepathy) EGO +10 (-1/4)
18 Tremendous Willpower: Endurance Reserve (60 END, 12 REC) (18 Active Points)
14 Mental Defense (15 points total), Hardened (+1/4) (14 Active Points)
0 Mental Awareness
Super Uniform, all slots OIF (Costume; -1/2)
10 1) Reinforced: Armor (5 PD/5 ED) (15 Active Points)
7 2) Voluminous Cape: +2 with DCV (10 Active Points)
Powers Cost: 188
Cost Martial Arts Maneuver
"Akido"
5 1) Breakout Throw: 1/2 Phase, +0 OCV, +0 DCV, 23 STR vs. Grabs, Target Falls
5 2) Circular Block: 1/2 Phase, +0 OCV, +4 DCV, Block, Abort
3 3) Defensive Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls
5 4) Leaping Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
Martial Arts Cost: 18
Cost Skill
3 Analyze: Psionic Abilities 14-
3 Conversation 12-
3 High Society 12-
2 KS: Akido 11-
1 KS: Police Procedures 8-
2 Language: German (fluent conversation)
3 Persuasion 12-
11 Power: Psionic Disciplines & Psychoanalysis 18-
3 PS: Psychoanalyst 14-
3 SS: Psionics 14-
3 SS: Psychoanalysis 14-
Skills Cost: 37
Cost Perk
1 Fringe Benefit: Washington Hero Sanction (associate)
1 Fringe Benefit: Licensed Psionic
1 Fringe Benefit: Licensed Psychoanalyst
Perks Cost: 3
Val Disadvantages
15 Dependent NPC: Wendy Schallit, eager Girl Friday 11- (Incompetent; Useful Noncombat Position or Skills)
25 Hunted: PSI 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15 Reputation: Powerful Mentalist, 11- (Extreme)
10 Social Limitation: Famous (Frequently, Minor)
20 Social Limitation: Known Mentalist (Very Frequently, Major)
5 Physical Limitation: Getting Too Old For This (Infrequently, Slightly Impairing)
20 Psychological Limitation: Code vs Killing (Common, Total)
15 Psychological Limitation: Overconfident (Common, Strong)
15 Psychological Limitation: Physical Coward (Common, Strong)
10 Susceptibility: Contact with electronic Mental Defenses, 1d6 damage Instant (Common)
Disadvantage Points: 150

Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350BACKGROUND: Jim Fuin developed an interest in psychology at an early age, and pursued his dream of understanding the human mind as far as he could. He studied everything about the mind, including the more outre theories of Freud and Jung, theories about "psionic potentials". Combing rigorous scientific discipline and strange Eastern techniques, alongside cutting edge drug therapies, Fuin developed a regime that, when adhered to strictly, would grant it's practioner certain powers over men's minds. Content to simply have powers, Fuin made no attempt to exploit others or benefit himself.One day while shopping in the market, Fuin saw a fight break out between two supervillians, and he managed to single-handley prevent the two from causing any signifigant damage with his mental illusions. While he peeked into their minds, Fuin was fascinated by the complex psychologies he saw. Soon he fashioned himself a simple costume, and took to fighting crime - or, more frequently, talking criminals out of commiting crimes.This went well until he battled a powered armor thug with heavy anti-psi shielding. Unable to stop the juggernaut, Dyad's life was only saved by the timely intervention of Captain Washington. The Captain extended an invittion to join his new team, and the good Doctor, having just recieved a valuable instruction on the need for allies, was quick to join up. He serves as the team's resident counselor.PERSONALITY: Doctor Dyad is fascinated by superhumans and thier psychologies. While it is certainly of benefit to prevent crime and save innocent lives, Dyad is relatively uninterested in heroism, far less so than his teammates. He is far more interested in understanding them, and watching them "tick". He also finds poking around in the minds of supervillians endlessly entertaining.Dyad is a bit aloof, and sometimes overconfident of his abilities.QUOTE: "Every normal person, in fact, is only normal on the average. His ego approximates to that of the psychotic in some part or other and to a greater or lesser extent. This is why you have become a supervillian, because you cannot recognize this about yourself, and so - vis a via the corrupting influnces of your own power - are thus powerless in it's face. Look Gravitar, what I'm saying is that you don't have to be a super-villian, you simply need to learn to apply discipline to your own actions, and end this self-destructive habit of counting on society to prevent you from acting out your entirely normal psychotic urges."POWERS/TACTICS: Jim Fuin is a self-taught psionic. He has developed his abilities through training and discipline, and is not a mutant. Doctor Dyad is a fairly powerful psi, though obviously there are others who are far more powerful. He is unable (or unwilling) to take direct control over another's will, but he can create illusions, induce aphasia, read deep and secret thoughts, as well unleash a person's inner demons on them (he considers his EGO Attack abusive, and avoids using it if he can). Because he is quite possibly the most brillint psychoanalyst of our time, Dyad is amazingly effective once he has breached a target's defense. Once he glimpses their innermost thoughts, he can lower their defenses by talioring his attacks to maximum effect on their psychology.Dyad hates electronic countermeasures. Pushing through them always gives him a pounding headache.While versed in Americanized, highly acrobatic version of Akido (an entirely defensive art), Dyad is a physical coward, and tries hard to avoid any direct combat, prefering to use his Illusions to hide from would-be attackers.CAMPAIGN USE: Doctor Dyad is a recognized expert in both psionics and the psychology of the supercriminal mind. He frequently appears before Congress and other instituitons to provide testimony and make recommendations. He was very important in the field of Psionic Activism, and a major proponent of mandatory registration of psionics. Many people consider him the poster-boy for responsible psionics use.NEXT CHALLENGE: A theme based character in which an innocent theme is turned to evil purposes.

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Re: Character Posting Game.NEXT CHALLENGE: A theme based character in which an innocent theme is turned to evil purposes.Okiko TakajimaPlayer:

Val** Char*** Cost
40/90** STR 0
11** DEX 3
28** CON 6
20/25** BODY 0
5** INT -5
10** EGO 0
40** PRE 10
10** COM 0
*
8/35** PD 0
6/33** ED 0
3** SPD 9
14** REC 0
56** END 0
55/60** STUN 0
*21"**RUN02"**SWIM08"/18"**LEAP0Characteristics Cost: 23
Cost** Power END
15** Growth Powers: Elemental Control, 30-point powers [Notes: All growth powers activte at once, and proportionately.]*
16** 1) Growth (+25 STR, +5 BODY, +5 STUN, -5" KB, 3,200 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Costs END Only To Activate (+1/4) (31 Active Points)* 2
16** 2) Density Increase (3,200 kg mass, +25 STR, +5 PD/ED, -5" KB), Costs END Only To Activate (+1/4) (31 Active Points)* 2
15** 3) Thick layers of regenerating baby fat: Force Field (12 PD/12 ED), Costs END Only To Activate (+1/4) (30 Active Points)* 2
8** 4) Giant Sized Limbs: Stretching 4", Reduced Endurance (0 END; +1/2) (30 Active Points); no Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Always Direct (-1/4)* 0
15** 5) Giant Legs: Running +15" (21" total) (30 Active Points)* 3
11** 6) Giant Babies Heal Quickly: Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (45 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)* 0
20** +15 CON (30 Active Points); Linked (Growth; Lesser Power can only be used when character uses greater Power at full value; Greater Power is Constant or in use most or all of the time; -1/2)*
20** Big Bones and Chubby: Armor (10 PD/10 ED) (30 Active Points); Linked (Growth; Lesser Power can only be used when character uses greater Power at full value; Greater Power is Constant or in use most or all of the time; -1/2)* 0
13** Cute Giant Baby: +20 PRE (20 Active Points); Linked (Growth; Lesser Power can only be used when character uses greater Power at full value; Greater Power is Constant or in use most or all of the time; -1/2)*
13** +10 BODY (20 Active Points); Linked (???; Lesser Power can only be used when character uses greater Power at full value; Greater Power is Constant or in use most or all of the time; -1/2)*
20** +30 STR (30 Active Points); Linked (Growth; Lesser Power can only be used when character uses greater Power at full value; Greater Power is Constant or in use most or all of the time; -1/2)* 3
16** Big Brain Berserker Baby: Mental Defense (22 points total) (20 Active Points); Only when Enraged (-1/4)* 0
10** Born to Fight Monsters: Power Defense (10 points)* 0
67** Giant Limbs: Area Of Effect (up to One Hex; +1/2) for up to 90 Active Points of Strength, Reduced Endurance (0 END; +1/2) (67 Active Points)* 0
17** Cute Giant Baby Karate: +6 with HTH Combat (30 Active Points); May never add to DCV Power loses about a third of its effectiveness (-1/2), Only at full size (-1/4)*
Powers Cost: 292
Cost** Perk
5** Reputation: Beloved Monster Fighting Baby (A medium-sized group) 11-, +5/+5d6*
30** Contact: Popular Super Powered Parents (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact is slavishly loyal to character), Organization Contact (x3) (30 Active Points) 12-*
Perks Cost: 35
Val** Disadvantages
10** Money: Destitute*
25** Psychological Limitation: Only understands the world at the level of a two year old (Very Common, Total)*
20** Enraged: If frustrated, frightened, or attacked (Common), go 8-, recover 8-*
25** Enraged: If takes Stun or Body (Uncommon), go 14-, recover 8-*
5** Distinctive Features: Giant Baby (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)*
15** Social Limitation: Famous Giant Superbaby (Frequently, Major)*
25** Hunted: Demon 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) [Notes: Wishes to use Okiko in Evil Ritual]*
25** Hunted: Multiple Criminal Organizations 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Capture) [Notes: Wish to kidnap and control Okiko]*
Disadvantage Points: 150

Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350

Height: 2.00 m Hair: Brown
Weight: 100.00 kg Eyes: Brown
Appearance: Chubby, unhappy 20 foot tall two year old Asian girl.Personality: Personality: Okiko is a typical two year old girl, sweet, playful, and with a very bad temper. She wants her mommy, she wants her binky, and she will crush anyone in her way.

 

Quote:WAAAAAAAAAA!!!!!!Background: The wedding of TaiGaru (Big Girl) and ShiboYama (Fat Mountain) was the biggest event on the 2000 Tokyo social calendar. Japan’s premier independent fighters of giant monsters, long time partners, were finally married on the slopes of Mount Fuji itself! TaiGaru looked lovely, 35 full feet of Japanese womanhood, while ShiboYama looked magnificent in a tuxedo made for a 48 foot tall Sumo wrestler. When TaiGaru announced that she was pregnant later that year, the Japanese public went wild!

 

Okiko was born in February, 2001. A strapping 24 pound baby girl, shy quickly demonstrated that she had inherited her parents powers and more so! Japan would be blessed with another generation of monster fighters! Her parents could not have been more proud.

 

But now, Okiko has been kidnapped and taken to Millennium City! Her captor has lost control of his captive, and she wanders the streets in a country not her own, hungry, lost, afraid! And very, very angry.

Powers/Tactics: Tactics: Okiko has no tactics. She will hit anything that is bothering her, and with her metahuman strength and Cute Baby Karate she may hit it very hard. She will probably cause a great deal of damage unless someone is able to calm her down and return her to her parents. Her high PRE is used for “cuteness attacksâ€, especially on heroines and villainesses. SHe will use her 1 hex area fists to strike at foes, and can perform sweep attacks to cover multiple hexes. Left alone, she will wander through the city, hitting things that scare her, putting things in her mouth, and crying loudly. If calmed, she will revert to her normal size, a two and a half foot tall 55 pound two year old girl. Campaign Use: City destroying menace, at least until she is calmed down and returned to her mother. If a hero were to seriously hurt or kill Okiko, that "hero" would earn the undying hatred of Okiko's parents.Next Challenge: An evil Asian Mystic Mastermind
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Re: Character Posting Game.

 

i've got the basic write up for one but im still working on the charecter sheet not to much practice creating mystics.

 

THE BOSS

 

There is a shadowy force at work in the Tokyo criminal underground a force taking control of yakuza operations all across Japan and even the world.

 

Merciless hostile take over of criminal businesses across the country starting with the seemingly accidental death of the key figures within the organization followed by blackmail against the remaining lieutenants in eth form of video and phone records detailing there activities finally the call comes, a sinister disembodied voice on the telephone or the car radio or television of the victim demanding they join the organization.

 

No member of the organization has ever met the secret master of eth organization and yet they are fanatically loyal mostly due to there abject terror at the voice that whispers in the dark and seemingly has eyes, ears and assassins everywhere.

 

None of the hardened yakuza killer bouzouki biker gangers or corrupt politicians and law enforcement officers in the organization have come close to finding eth truth about THE BOSS as the voice is simply know and chances are they wouldn’t accept the truth even if they did because this Asian criminal mastermind

 

Is a cute 14-year-old girl called Midori Watanabi who carries a toy cat with her everywhere she goes has a bag covered in hello kitty stickers and who watches cartoons everyday.

 

Midori 2 years ago was a bright happy girl who loved computers and anime but she wanted something she couldn’t have and she couldn’t accept that. Midori came from a long line of mystical protectors of Tokyo, her father is a powerful sorcerer and as his father before him began training her brother Kenji in the arts so he too can become the cities defender.

 

Midori depsratly wanted to be part of her families obligation and she begged her father to train her but she was told magic was a suitable calling not for girls {her father magic had let him live a long time and he was behind the times even for a conservative nation like Japan}. There was no way Midori was taking that for an answer she knew she was certainly smarter and more capable then her dullard brother.

 

So by night she started to sneak into her fathers study and perused his magic books exploring the mystical artifacts.

 

Midori was also a gifted computer user in fact her abilities where more than human she had minor mutant cyberpathic powers so it as second nature to her to copy her fathers magical scrolls books and images of his many artifacts into her computer and as she explored the works she developed her own form of magic combining the power of the computer and ancient magic’s. She soon was a powerful mage in her own right. Yet she still wanted more.

 

To gain the power she so desperately desired she made a pact with a dark power trapped {by one of her own ancestors} deep under Tokyo and now oozing out to corrupt the web of power and communication lines that form the heart of modern Tokyo. But the old saying is true power corrupts and her pact turned Midori's heart taking on the essence of the demon her normal morals destroyed she became a cruel calculating killer.her funloving schoolgirl image a carfully constructed façade.

 

With the gifts of knowledge and power from this dark entity Midori drew more mystical energy to her self and began building her strength, creating her criminal empire and using it to establish a power base and acquire artifacts of great power and to plan for the day she can free her patron and show her father and that imbecile of a brother just who should have been the one to be the heir to the families power.

 

Appearance

A seemingly ordinary Japanese school girl, right down to the sailor type school uniform and the cute soft toy she’s never without at least 3 electronic devoices often more but that’s not too unusual though hers seem a little more state of the art than you would expect.

 

Tactics and style

 

The Boss is invisible it will take a very long time to even realize she exists let alone to track her down none of her agents know who she is none most of her magic’s are secret even her assassinations are hidden using her techno-mancy she causes electronics to malfunction slaying her targets she also has digital Oni that monitor the phones and computers of her agents and enemies and report back to her she cam see via any working camera and in Tokyo with so many camera phones she has eyes everywhere.

 

If some one finds her without knowledge of her true nature she will use her cuteness and seeming innocence and defenselessness to learn all she can about her opponents and hopefully striking at them without revealing her self.

 

If she is directly threatened the cat toy she carries around is in fact bound to a powerful demonic force that will grow to great size and defend her she is also capable of causing electrical cable and appliances to form into crude zombie like creatures to defend her she also has the ability to make just about any electronically operated device come to life and if that wasn’t enough she has a range of ordinary magic’s at her disposal as well.

 

She is truly ferocious and already deeply corrupted by the influence of the dark being she has awoken.

 

The bosses lair is an abandoned basement in a near by building that she owns via front companies it contains her mystically enhanced super computer and her collection of techno-magical weapons and mystic artifacts from around the world acquired by her organization and has a huge number of internet lines into it she also has a number of booby trapped false bases around the city as well as other storage sites for her acquisitions.

 

 

anyway I'll try and finish her sheet tommorow but if I win I would like a pacifist super hero with offensive powers

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Re: Character Posting Game.

 

yeah but also some good themes in general corruption of the innocent the effect of the search for power etc.

 

she can go either way .

total possesion by dark forces her family killed by her hand and her power amped up even further,

 

or she could be freed from the taint and be taken on by a hero team to train and eventually become a great force for good.

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Re: Character Posting Game.

 

ok this is my first go at the character sheet for the boss im going to have another go later and see if I can make her on 350 points Ie just her normal self without the boost from the darkness in the machine.

 

The boss 745 points total

Val** Char*** Cost

7** STR -3

18** DEX 24

10** CON 0

10** BODY 0

33** INT 23

20** EGO 1620

10** PRE 0

14** COM 2

*

1** PD 0

2** ED 0

4** SPD 12

3** REC 0

20** END 0

19** STUN 0

*

6"** RUN 0

2"** SWIM 0

1"** LEAP 0

 

 

 

Cost Power END

Personal powers

8 1. Analyze with Sight Group and Hearing Group (20 Active Points); Limited Power Power loses about two-thirds of its effectiveness (only for computerized information; -1 1/2)

8 2. Discriminatory with Sight Group and Hearing Group (20 Active Points); Limited Power Power loses about two-thirds of its effectiveness (only for computerized information; -1 1/2)

8 3. +7 PER with all Sense Groups (21 Active Points); Limited Power Power loses about two-thirds of its effectiveness (only for information on computer screens; -1 1/2)

12 4. High Range Radio Perception (Radio Group)

10 5. Protected mind: Mental Defense (14 points total)

10 6. Fearless: +20 PRE (20 Active Points); only for protection Power loses about half of its effectiveness (-1)

6 7. Rapid (x1,000) with Sight Group (15 Active Points); Limited Power loses about two-thirds of its effectiveness (only for information on computer screens; -1 1/2)

Mystical artifacts, all slots OIF (-1/2)

32 1. Amulet of protection: Armor (16 PD/16 ED) (48 Active Points); OIF (-1/2)

20 2. Runes of fortitude: Physical Damage Reduction, Resistant, 50% (30 Active Points); OIF (-1/2)

15 3. Scrolls of flight: Flight 15", x16 Noncombat (45 Active Points); Gestures, Requires Gestures throughout (Requires both hands; -1), 3 Continuing Charges lasting 1 Minute each (-1/2), OIF (-1/2)

10 4. Wards of mystical resistance: Power Defense (15 points) (15 Active Points); OIF (-1/2)

52 All seeing eyes of the boss: Retrocognitive Clairsentience (Sight, Hearing And Radio Groups), +4 to PER Roll, 1,024 Perception Points, Mobile Perception Point (can move up to 6" per Phase), Rapid (x1,000), Mega Scale (1" = 1,000 km; +1), Can Be Scaled Down: 1" = 1km (+1/4) (288 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 1/2), Incantations (Requires Incantations throughout; Complex; -1), Gestures, Requires Gestures throughout (Complex; -1), Only Through The Senses Of Others (only through non independent machines; -1/2), IAF (mystic laptop; -1/2) 29

37 mystical energy: Endurance Reserve (300 END, 30 REC) Reserve: (60 Active Points) REC: (30 Active Points); Gestures, Requires Gestures throughout (Requires both hands; Complex; -1 1/2), Incantations (Requires Incantations throughout; Complex; -1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2)

 

100 Techno magic and mystic artifacts: Variable Power Pool (Magic Pool), 85 base + 15 control cost, (128 Active Points); IAF (spell index; -1/2); all slots Variable Limitations (requires -1 1/2 worth of Limitations; ; -3/4), Gestures (Complex; -1/2)

0 1. EMP pulse: Dispel electronic devices 14d6, Area Of Effect (4" Radius; +1) (84 Active Points); Gestures, Requires Gestures throughout (Complex; Requires both hands; -1 1/2), Incantations (Complex; -1/2) 8

0 2. Electronic Armageddon: Killing Attack - Ranged 2 1/2d6, Explosion (-1 DC/2"; +3/4), Selective Target (+1/4) (80 Active Points); Gestures, Requires Gestures throughout (Complex; Requires both hands; -1 1/2), Limited Power Power loses about half of its effectiveness (only against machines; -1), No Range (-1/2), Incantations (Complex; -1/2) 8

0 3. Mecha-body: Growth (+85 STR, +17 BODY, +17 STUN, -17" KB, 1.311E7 kg, -10 DCV, +10 PER Rolls to perceive character, 64 m tall, 32 m wide) (85 Active Points); Gestures, Requires Gestures throughout (Complex; Requires both hands; -1 1/2), Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4), OIF (suitable high-tech materials; -1/2), Incantations (Complex; -1/2) 8

0 4. Fatal malfunction: Killing Attack - Ranged 2d6, Indirect (Any origin, any direction; +3/4), Variable Advantage (+1/2 Advantages; +1) (82 Active Points); Gestures, Requires Gestures throughout (Complex; Requires both hands; -1 1/2), Incantations (Complex; -1/2), Limited Power Power loses about a fourth of its effectiveness (only to targets near devices that could explode or malfunction; -1/4) 8

0 5. Long range fatal malfunction: Killing Attack - Ranged 2d6, Indirect (Any origin, any direction; +3/4), Mega Scale (1" = 1,000 km; +1) (82 Active Points); Gestures, Requires Gestures throughout (Complex; Requires both hands; -1 1/2), Incantations (Complex; -1/2), Limited Power Power loses about a fourth of its effectiveness (only to targets near devices that could explode or malfunction; -1/4) 8

0 6. Summon tech-zombies: Summon 128 250-point creatures (85 Active Points); Gestures, Requires Gestures throughout (Complex; Requires both hands; -1 1/2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), Incantations (Complex; -1/2), IIF (suitable materials; -1/4) 8

0 7. Summon the cuddle monster: Summon 400-point creatures (80 Active Points); Gestures, Requires Gestures throughout (Complex; Requires both hands; -1 1/2), IAF (suitable materials; -1/2), Incantations (Complex; -1/2), Extra Time (Delayed Phase, -1/4) 8

0 8. Hound target: Ego Attack 8d6 (Human class of minds) (80 Active Points); Gestures, Requires Gestures throughout (Complex; Requires both hands; -1 1/2), Incantations (Complex; -1/2) 8

0 9. Animate cables: Telekinesis (38 STR), Area Of Effect (One Hex; +1/2) (85 Active Points); Gestures, Requires Gestures throughout (Complex; Requires both hands; -1 1/2), Incantations (Complex; -1/2), Affects Whole Object (-1/4), Physical Manifestation (-1/4) 8

10 Minor magic’s: Multipower, 45-point reserve, (45 Active Points); Gestures, Requires Gestures throughout (Requires both hands; Complex; -1 1/2), Incantations (Complex; -1/2), IAF (spell index; -1/2); all slots Gestures (Requires both hands; Complex; -3/4)

2u 1. Eyes of the wolf: (Total: 30 Active Cost, 18 Real Cost) +4 PER with all Sense Groups (12 Active Points); Gestures (Requires both hands; Complex; -3/4) (Real Cost: 7) plus Night vision (5 Active Points); Gestures (Requires both hands; Complex; -3/4) (Real Cost: 3) plus Ultrasonic Perception (Hearing Group) (3 Active Points); Gestures (Requires both hands; Complex; -3/4) (Real Cost: 2) plus Ultraviolet Perception (Sight Group) (5 Active Points); Gestures (Requires both hands; Complex; -3/4) (Real Cost: 3) plus Infrared Perception (Sight Group) (5 Active Points); Gestures (Requires both hands; Complex; -3/4) (Real Cost: 3)

2u 2. Fist of might: Hand-To-Hand Attack +8d6 (40 Active Points); Gestures (Requires both hands; Complex; -3/4), Hand-To-Hand Attack (-1/2)

1u 3. Cloak of nothingness: Invisibility to Sight and Hearing Groups (25 Active Points); Gestures (Requires both hands; Complex; -3/4) 2

2u 4. Incantation of safety: Life Support (Immunity: All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (39 Active Points); Gestures (Requires both hands; Complex; -3/4) 4

2u 5. Glamour: Shape Shift (Sight and Hearing Groups, any shape), Imitation (43 Active Points); Gestures (Requires both hands; Complex; -3/4) 4

2u 6. Spirit doctor: Healing BODY 4d6 (40 Active Points); Gestures (Requires both hands; Complex; -3/4)

 

24 Cyber-pathy: Multipower, 60-point reserve, (60 Active Points); all slots Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 1/2)

2u 1. Mental Illusions 12d6 ( Machine class of minds) (60 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 1/2), cannot cause harm (-1/4) 6

2u 2. Mind Control 12d6 (60 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 1/2) 6

2u 3. Cyber illusion: Sight, Hearing and Radio Groups Images Increased Size (4" radius; +1/2), +/-6 to PER Rolls (38 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 1/2) 6

2u 4. Telepathy 12d6 (Machine class of minds) (60 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 1/2) 6

2u 5. Major Transform 1 1/2d6, Partial Transform (+1/2), Based On EGO Combat Value (Mental Defense applies; +1), Target Chooses Defense (-1/4) (56 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 1/2), No Range (-1/2), Limited Target ([Limited]; software and programs; -1/2) 6

2u 6. Mind Scan 12d6 (Machine class of minds) (60 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DVD; Character is totally unaware of nearby events; -1 1/2) 6

 

385

 

 

Cost** Talent

3 Ambidexterity (-2 Off Hand penalty)

3 Absolute Time Sense

3 Absolute Range Sense

3 Bump Of Direction

5 Eidetic Memory

Talents Cost: 17

 

Cost** Skill

3 Acting 15-

3 Bribery 15-

3 Bugging 16-

3 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Artificial Intelligence, Mainframes and Supercomputers, Military Computers) 16-

3 Concealment 16-

3 Conversation 15-

2 Criminology 16-

4 Cryptography 16-

15 Demolitions 16-

10 Electronics 16-

3 Forgery (Documents, Paper Money) 16-

3 Gambling (Sports Betting, Other (General): online) 16-

3 High Society 15-

3 Interrogation 15-

3 Inventor 16-

3 Lockpicking 13-

3 Mechanics 16-

3 Mimicry 16-

3 Navigation (Astral, Other: cyberspace) 16-

3 Scholar-

2 KS: undecided (3 Active Points) 16-

2 KS: electronic devices (3 Active Points) 16-

2 KS: Japanese criminal organizations (3 Active Points) 16-

2 KS: Japanese law enforcement (3 Active Points) 16-

2 KS: magic (3 Active Points) 16-

3 SS: psychology 16-

3 Security Systems 16-

40 +5 with all non-combat Skills

3 Sleight Of Hand 13-

3 Stealth 13-

3 Streetwise 15-

12 Systems Operation (Communications Systems, Environmental Systems, Medical Systems, Air/Space Traffic Control Systems, Medical Sensors, Metal Detectors, Radar, Sensor Jamming Equipment, Sonar) 16-

3 Tactics 16-

3 Teamwork 13-

13 TF: Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Combat Aircraft, Helicopters, Large Motorized Boats, Large Planes, Railed Vehicles, Small Motorized Boats, Small Planes, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles

4 WF: Beam Weapons, Small Arms

3 Oratory 15-

3 Trading 15-

176

Skills Cost: 143

 

Cost** perk

2 Midori watanabe: Deep Cover

10 Money: Wealthy

50 Vehicles & Bases

10 Yakuza boss: Fringe Benefit: Membership

10 Anonymity

7 Fringe Benefit: Security Clearance

89

Perks cost 19

 

Val** Disadvantages

20 Dependence: mains electrical power -30 Active Points from Affected Power (Very Common, 20 Minutes)

15 Dependent NPC: watanabe family 8- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID; Group DNPC: x4 DNPCs)

15 Hunted: japanese law enforcment 8- (As Pow, NCI, Harshly Punish)

15 Enraged: when told she can't do something (Common), go 11-, recover 14-

20 Hunted: the darkness in the machine 14- (Mo Pow, NCI, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Watching)

10 Physical Limitation: short (Frequently, Slightly Impairing)

15 Psychological Limitation: always wants more mystical knowlage (Very Common, Moderate)

10 Enraged: acts of mindless stupidty (Uncommon), go 11-, recover 14-

5 Rivalry: Professional (wants to out do her father; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Unaware of Rivalry)

15 Social Limitation: teenage girl (Very Frequently, Major, Not Limiting In Some Cultures)

20 Vulnerability: 2 x STUN magnetics (Common)

30 Vulnerability: 2 x STUN electricity (Very Common)

10 Vulnerability: 2 x Effect mind control by the darkness (Uncommon)

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Re: Character Posting Game.

 

a pacifistic hero with ofensive powers like vash from trigun etc

 

I don't understand the challenge.

 

Who is Vash, what is Trigun? That's animae right? Can you give an example that isn't animae?

 

Will any character with "Psych Lim: Pacifist (Common, Strong)" and an attack power do? Because that's kind of boring.

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Re: Character Posting Game.

 

umm the idea is that the charecter has an extremly deadly power and will not kill or possibly even injure with it and to build his pwoers insuch a wa that he is still useful.

 

vash is the best example i can think of he carries a gun but uses it excusivly to nofatally disarm and incapacitate his enemies.

alternativly a gentle giant a guy with super strength who goers out of his way not to harm others.

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Re: Character Posting Game.

 

Vash is a gunfighter who uses his weapons in an extremely non lethal manner and ultimately refuses to ever take a life or allow others too. In allot of ways he's a poster boy for "Code Against Killing:Common, Total". He's is so good with his weapons though he's still useful as he's able to incapcitate foes, destroy their weapons and even shoot their bullets out of the air.

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Re: Character Posting Game.Ohayo SirubaPlayer:

Val** Char*** Cost
15** STR 5
29** DEX 57
13** CON 6
10** BODY 0
18** INT 8
13** EGO 6
25** PRE 15
10** COM 0
*
3** PD 0
3** ED 0
5** SPD 11
6** REC 0
26** END 0
25** STUN 0
*7"**RUN22"**SWIM03"**LEAP0Characteristics Cost: 110
Cost** Power END
28** Heroes Live Forever: Healing 1 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (105 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2)* 0
7** Mystic Cowboy Toughness: Mental Defense (10 points total)* 0
5** Mystical Defenses: Power Defense (5 points)* 0
8** Ghost Sight: Detect Magic and The Supernatural 13- (Sight Group), Discriminatory (10 Active Points); Only In Heroic Identity (Must Wear His Mask, Mask appears on command ; -1/4)* 0
40** Hi-ho Silver, Away!: Summon 315-point creatures, Devoted (+3/4) (110 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Incantations (-1/4), Only In Heroic Identity (Must call Mask first; -1/4) [Notes: Summons a Divine Light Warhorse (Light Warhorse with Divine advantage) with 15" Flight, 60" non-combat. See Hero System Bestiary. Warhorse has saddle bags that always contain fresh clothing, rations sufficient to feed one person for one day, and basic 19th century survival equipment.]* 11
48** Divine Six-Guns: Multipower, 60-point reserve, (60 Active Points); Only In Heroic Identity (Must be wearing Mask; -1/4) [Notes: The Divine Six Guns may not be destroyed, and will return to Ohayo's hands when called.]*
6u** 1) Endless Silver Bullets: Killing Attack - Ranged 2 1/2d6, Reduced Endurance (0 END; +1/2) (60 Active Points)* 0
6u** 2) Sunlight Bullets: Killing Attack - Ranged 2d6, Affects Desolidified Any form of Desolidification (+1/2), Reduced Endurance (0 END; +1/2) (60 Active Points)* 0
6u** 3) Spirit Bullets: Entangle 2d6, 4 DEF, Takes No Damage From Attacks All Attacks (+1/2), Reduced Endurance (0 END; +1/2) (60 Active Points) [Notes: These bullets rip into their target and cause a numb paralysis that remains for hours ; especially large or strong targets may be able to shake this effect off. ]* 0
6u** 4) Shooting Attacks Out Of The Air: Missile Deflection (Any Ranged Attack), Usable Simultaneously (up to 2 people at once; ; +1/2), Reduced Endurance (0 END; +1/2), Full Range (+1) (60 Active Points)* 0
Powers Cost: 160
Cost** Skill
2** Animal Handler (Equines) 14-*
3** Breakfall 15-*
3** Deduction 13-*
3** Fast Draw 15-*
3** Oratory 14-*
3** Persuasion 14-*
2** PS: 19th Century US Marshal 11-*
3** Riding 15-*
3** Tracking 13-*
3** Tactics 13-*
2** WF: Small Arms*
3** Stealth 15-*
4** Survival (Desert, Mountain) 13-*
2** Navigation (Land) 13-*
0** Language: Japanese (idiomatic; literate) (5 Active Points)*
3** Language: English (fluent conversation; literate)*
2** Language: Spanish (fluent conversation)*
Skills Cost: 44
Cost** Perk
3** Anonymity*
Perks Cost: 3
Cost** Talent
24** Combat Luck (12 PD/12 ED)*
Talents Cost: 24
Val** Disadvantages
20** Psychological Limitation: Will Not Kill (Common, Total)*
15** Psychological Limitation: Protect the Weak against the Evil Strong (Common, Strong)*
20** Psychological Limitation: Never Lie, Steal, or Seek to Profit from an Evil Act (Common, Total)*
10** Psychological Limitation: Kind to animals and children (Common, Moderate)*
5** Distinctive Features: Aura of Divine Magic (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)*
10** Physical Limitation: No memory of life before The Mask (Frequently, Slightly Impairing)*
70** Who Was That Masked Man Bonus*
Disadvantage Points: 150

Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 341

Height: 1.83 m Hair: Brown
Weight: 73.00 kg Eyes: Brown
Appearance: Personality: Ohayo Siruba is a classic cowboy hero. He protects the weak against the evil strong, speaks only truth, and absolutely will not kill. He has no memory of his past and little interest in his own life before he put on the mask. When he must mix with the public in “normal†dress, he uses the name John Reid. He’s not sure why, but he does not feel that he is lying.

 

Ohayo has no civilian identity. He survives on the bounties he accepts for the delivery of captured criminals, and on the ever renewing rations found in Siruba’s saddle bags.

Quote: “Ohayo, Siruba! Away!â€Background: Toshiharu Homma loved cowboys. The trip to the Cavendish Ranch cost him most of his savings, but it was worth it! Two weeks of riding and roping in the real American west!

 

The first four days had been dreams come true. Day five was the last day of Toshi’s life. He was riding alone, playing cowboy, when he heard a scream from a nearby gully. Maybe it was because he was wearing the hat. Maybe it was just because it was the right thing to do. Toshi lead his horse into the gully, only to find Collin Cavendish, son of the ranch owner, forcing himself on a female ranch hand. Without thinking, Toshi charged the larger man.

 

Collin shot Toshiharu Homma in the heart, and then shot the girl. He fled.

 

The man came awake to the gentle nuzzling of a huge silver stallion. On the saddle rested a pair of shining silver six guns and a pair of saddle bags containing fresh clothes, rations, and a mask. Without thinking, the man tied on the mask. The hero examined his guns.

 

He had no memory of who he was, or how he came to be here. All he knew was that a girl was dead. He would track the killer, and bring him to justice. The horse nuzzled him. The man patted the horse, muttering, “Ohayo, Siruba.â€

Powers/Tactics: Ohayo Siruba must “call†his mask and put it on before he can make use of many of his powers. Taking the mask away would not prevent him from calling it back in the next round. He is impossibly accurate with his guns, but he will not use his deadly Silver Bullets on humans. Against most foes he relies on his Spirit Bullets, while supernatural targets are subjected to Silver and Sunlight bullets. If protecting innocents or working with a partner, he may choose to save an action to shoot attacks out of the air.

 

Ohayo can only truly die if his mask, guns and body are burned to ash. Otherwise, he will inevitably recover.

Campaign Use: Ohayo makes an excellent support hero for player groups. To make him more useful, add 12-18 points in KS related to supernatural evil and history. To make him more powerful, add points to his defenses, physical stats and multipower. Adding the ability to summon an Indian Companion would also fit the character.

 

The question of who granted him these strange powers and skills, and why, could make for an interesting short adventure.

And here is Siruba, the Divine Horse:
Siruba

Val Char Cost
25 STR 15
18 DEX 24
20 CON 20
16 BODY 12
13 INT -2
5 EGO -10
22 PRE 6
10 COM 0
7/8 PD 2
4/5 ED 0
3 SPD 2
9 REC 0
40 END 0
39 STUN 0
12" RUN 0
2" SWIM 0
5" LEAP 0
Characteristics Cost: 69

Cost Power END
5 Bite: HKA 1 point (1/2d6 w/STR) 1
10 Kick/Rear: HA +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2) 1
1 Tough Skin: Damage Resistance (1 PD/1 ED) 0
1 Combat-Acclimated: +3 PRE (3 Active Points); Only To Protect Against Presence Attacks (-1)
6 Heavy: Knockback Resistance -3" 0
12 Horse's Legs: Running +6" (12" total) 1
6 Sharp-Eared And Keen-Nosed: +2 PER with All Sense Groups 0
40 Divine Awareness: (Total: 40 Active Cost, 40 Real Cost) Infrared Perception (Sight Group) (Sight Group) (Real Cost: 5) plus Ultrasonic Perception (Hearing Group) (Hearing Group) (Real Cost: 3) plus Ultraviolet Perception (Sight Group) (Sight Group) (Real Cost: 5) plus +6 versus Range Modifier for Sight Group and Hearing Group (Real Cost: 27) 0
5 Divine Form: Life Support (Longevity Immortal) 0
60 Divine Shield: (Total: 60 Active Cost, 60 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30) 0
40 Holy Aura: (Total: 67 Active Cost, 40 Real Cost) Sight Group Images 1" radius, Reduced Endurance (0 END; +1/2) (15 Active Points); Only To Create Light (-1), No Range (-1/2), Linked (RKA; -1/2) (Real Cost: 5) plus RKA 1d6, Damage Shield (+1/2), Penetrating (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (52 Active Points); Only Affects Evil Beings (-1/2) (Real Cost: 35) 0
3 Brave: +3 PRE [Notes: Optional, if the animal is also Battle-Trained]
5 Insightful: +5 INT
1 Understanding: Language: English (Basic Conversation) [Notes: The animal can only understand speech, not speak back, though it may find other ways to communicate.]
25 Divine Flight: Flight 10", x4 Noncombat 2
10 Magic Saddle Bags: Major Transform 2d6 (Create Simple Food, Water, and Clean Clothing) (30 Active Points); 1 Charge (-2) [Notes: Bags may be removed, but will re-appear in 24 hours.] [1]
3 Divine Toughness: Armor (1 PD/1 ED) 0
Powers Cost: 233

Cost Skill
3 +1 with Bite, Kick/Rear
2 PS: Attack 11-
2 PS: Stop Attacking 11-
1 Riding 13- (3 Active Points); Complementary To Rider's Skill Only (-1)
Skills Cost: 8

Val Disadvantages
15 Physical Limitation: Animal Intelligence Frequently, Greatly Impairing
5 Physical Limitation: Large (4m; -2 DCV, +2 to PER Rolls to perceive) Infrequently, Slightly Impairing
15 Physical Limitation: Very Limited Manipulation Frequently, Greatly Impairing
20 Psychological Limitation: Domesticated Very Common, Strong
180 Divine Horse Bonus
Disadvantage Points: 235
Cost Summary:Base Points:75Disadvantage Points: 235Total Experience Available: 0Total Character Cost: 310Height: 1.98 mHair: SilverWeight: 220.00 kgEyes: BrownAppearance: Personality: Quote:Background: Powers/Tactics: Campaign Use: Next Challenge: A Golden Age Hero gone bad!
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Re: Character Posting Game.

 

Hi,

 

I thought that I'd give a try at this and kill two birds with one stone. I'll finish the character sheet by tomorrow night, but don't have Hero Designer.

 

Ace of Spades

 

Real Name: Alec Spade

Affiliation: none

Concept: Weapon Master

Nationality: American

Hair/Eyes: Blonde/Blue

Place of Birth: Great Falls, Montana

Height/Weight: 1.73 m/81 kg

Date of Birth: December 4, 1919

Appearance: Ace of Spades still wears his superhero outfit. White tights laced up in the front with a large black spade. With a white cowboy hat and black boots and gloves. He now wears a black bandana over the bottom half of his face, but most people already know who he is. He has a pair of black leather gun belts across his waist and a black leather bandolero of bullets slanting across his torso.

Personality: Ace of Spades is sure with his shooting and quick with his looting, but ever in conflict with himself. Something inside of him wants to be a hero just like cowboys are supposed to be. But he is very much in love with Jacqueline Diamond, whom he calls his Queen of Hearts. And what she wants, he does. He still uses his playing card calling cards, but now he leaves them at the scenes of crimes that he commits.

Quote: "Get out of my way, Queen of Hearts wants it."

Background: Alec Spade was the hero of big sky country. Robbers, ruffians, and other lawbreakers from Boise to Minneapolis, from Calgary to Salt Lake City, trembled when they saw a single playing card was stuck in the wooden post next to them. When they flipped the card over to see the Ace of Spades, they knew that their trouble-making days were over. Most knew that the best thing to do was drop whatever they were holding and reach for the sky.

All that changed when Jacqueline Diamond and her gang were robbing a bank in Billings. Sure, they were easily captured by Ace of Spades. But before the police came to clean things up, Jackie Diamond had captured Alec's heart.

Picking up the choicest sparklers from the bank's safe deposit vault, the pair fled together into the night. And Jackie knew from then on that she didn't need a team of thugs, just the one man smitten by her, Ace of Spades.

 

Powers/Tactics: Able to shoot a coke bottle off of an outfield fence from home plate, Ace of Spades prefers to use his six-guns to do most everything - whether actually blazing away or just as a threat. However, he can use his fists as well or even the handy chair or bottle. One thing that he rarely uses anymore is his own brain.

 

Campaign Use: Ace of Spades is a Golden Age villain that carries out crimes for his girlfriend, Jacqueline Diamond, whom he calls his Queen of Hearts. On occassion he may work for a mastermind type of villain if it is in the best interest of Jacqueline.

 

If I finish before anyone else posts to the last challenge, then I'd like the next challenge to be: A Golden Age Gangster with a weird name/look (like a Dick Tracy villain or one of Spiderman's gangster villains - you know like Hammerhead, Pruneface, Shakey). Maybe with an equally weird name/look sidekick thug.

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Re: Character Posting Game.

 

I'd recommend the word document that is attached, as the formatting goes poof when I post and I don't have the skill to un-poof it without spending a long time doing so.

 

Background Information, White Wizard

 

Header Information:

Real Name: William J. Simmons

Player: NPC

Hair: White

Eyes: Blue

Height: 1.9 m

Weight: 89 kg

Nationality: American

Date of Birth: September 27th 1893

Place of Birth: Stone Mountain, Georgia

Background Story: Will Simmons was born in Stone Mountain, Georgia, over one hundred years ago. His father was a traveling preacher who had settled down, and had a great deal of influence on Will’s life – James Simmons had fought in the Civil War, and had lost his right arm to a Union bayonet. He was still bitter about it, blaming the “darkies†for all the troubles of his life, from his arm to his poverty.

 

Will decided he wanted to be a preacher, just like his father, although he would stay in Stone Mountain. When his father had to retire due to poor health, he took up the job of preaching to the people of Stone Mountain. He was a gifted orator – he had a real talent for stirring up the spirits of others.

 

He was the one who brought about a revival of the Ku Klux Klan, partly at the urging of his father, and partly in response to a noticeable influx of black Americans to the area. Although Father Simmons was well known as an agitator, he was never charged or arrested, largely because of how much of the local law enforcement was friendly to him.

 

Father Simmons might just have preached and burned crosses in Georgia until someone finally arrested him, but that was not to be. His father’s poor health finally caught up with him, but before he died, he gave William something he had found. He never explained where it had come from. It was an old, moldy book, looking several hundred years old. Inside of it were magical runes – runes his father couldn’t comprehend. But William, for some reason, could. The runes told him about magic.

 

William was still deciding what he should do when Pearl Harbor was attacked. That ended any questions; for all his flaws, William was a patriot. He went the local recruitment office, explained that he was a wizard, and demonstrated.

 

Before long, he was sent to the Liberty Legion for training. He quickly proved to be a superb soldier and a natural leader, as well as exceptionally powerful. As American Archmage, he won battle after battle against the Axis super-soldiers.

 

During the Battle of the Bulge, he was called upon for special duty. Eight of the best of the Liberty Legion were to try to destroy the Warlords, the command unit of the Vanguard, Germany’s superhuman army. Titan, the commander of the Liberty Legion, was going to lead personally, and American Archmage was to be the transporter.

 

The battle was very, very close. Several of the Liberty Legionnaires lost their lives. In the end, the only ones left standing were American Archmage, and Monitor (a battlesuit) on the Allied side, and Krieg (the commander of Vanguard), with the others having traded off. The Legionnaires attacked Krieg with everything they had, but the Nazi juggernaut refused to fall. He hammered American Archmage with his mighty blows, knocking him to the ground. He was about to finish him off when Monitor slammed into him from behind at top speed.

 

Despite a blow that could have caved in a tank, and had disabled Monitor’s armor, Krieg stood back up, albeit limping. He raised his fist to deliver a coup de grace on his helpless opponent, when American Archmage, in desperation, used the last spell he had left that might work – a powerful spell that would banish the target from existence for all time. Finally, something had an effect – Krieg simply disappeared.

 

When American Archmage went to try and assist Monitor, he discovered that the man he had just been fighting alongside was black. Stunned, he went to assist other Liberty Legionnaires, and as soon as the survivors were recovered, he demanded that Monitor be discharged. When Titan refused, American Archmage quit the Liberty Legion and threw away his medals.

 

After the end of the war, American Archmage resurfaced as White Wizard, the white-supremacist “hero.†Decades later, as he began to feel the effects of his age, he recruited other like-minded superhumans, forming what may be the least liked group of superhumans in America: Homeland.

 

Quote: - "You’ve tarnished America. Corrupted her spirit. Defiled our homeland and spat upon what God has granted us."

 

Personality: White Wizard is bitter and depressed, but he hasn’t given up yet. In his opinion, he should be a hero. He’s dedicated over fifty years to fighting for what (he thinks) is right, and his reward is being ostracized, hated, and hunted by the very country he cares so much about.

 

But, still, he’ll never give up. He says it’s because he that’s how much he cares. In reality, it’s because without his crusade, there would be nothing left of him. He is totally consumed by his dream, to the point where he allows nothing to get in his way.

 

Appearance: White Wizard always dresses in a KKK-style robe and hood with magical glowing runes all over it. He carries a large, gnarled staff made of white ash, often leaning on it for support. Without the robe on, he looks like a middle-aged but fit man with white hair, always clean-shaven, and a deeply lined face. His face is usually twisted into an expression somewhere between a grimace and a frown.

 

Powers: White Wizard is a very powerful wizard, with decades of experience. He normally has a number of basic attack and defense spells on hand, as well as spells of flight for quick transport. He also has a large collection of spellbooks, and so long as he has access to them, he can prepare any number of other spells. Although he is fairly flexible, White Wizard is primarily a combat mage, although his other abilities are still quite impressive.

 

White Wizard

 

Characteristics:

Cost Characteristic Value

5 Strength 15

30 Dexterity 20

16 Constitution 18

20 Body 20

13 Intelligence 23

26 Ego 23

10 Presence 20

2 Comeliness 14

1 Physical Defense 4 (Total 40)

0 Energy Defense 4 (Total 40)

10 Speed 4

0 Recovery 7

0 Endurance 36

13 Stun 50

Combat and Roll Information:

OCV: 7

DCV: 7

ECV: 8

Combat Phases: 3, 6, 9, 12

Strength Roll: 12

Dexterity Roll: 13

Constitution Roll: 13

Intelligence Roll: 14

Perception Roll: 14

Ego Roll: 14

Resistant Physical Defense: 10

Resistant Energy Defense: 10

Running Speed: 6"

 

Powers:

Cost Power

56 Readied Battle Magic: Elemental Control – 112-point powers

56 (1) Magical Wards: Force Field (25 PD/ 25 ED/ 10 Power Defense/ 10 Mental Defense/ 15 Flash Defense [sight, hearing]) – Endurance Only to Activate (+¼), Hardened (+¼) Endurance Cost 9

37 (2) Repertoire of Attack Spells: Energy Blast 10d6 - +½ Variable Advantage (+1), Variable Special Effects (Any Magic; +¼); -1 Variable Limitations (OAF: Staff; Gestures, Incantations, and Extra Time: Full Phase; Activation 14- and 5d6 Side Effect [identical to What He Tried to Use]; Increased Endurance Cost x3; -½) Endurance Cost 11

56 (3) Spells of Flight: Flight 23†– +¼ Variable Advantage (+½), 0 Endurance Cost (+½) Endurance Cost 0

 

56 Magical Lore: Variable Power Pool, 50 Active Points + 6 Control Cost – Needs Bulky Books to Change Spells (-½), All Powers Must Be Built With Charges (-½), Only Magical Spells (-¼), Gestures with Both Hands (-½), Incantations (-¼), Full Phase (-½), IAF (Components Specific to Each Spell; - ½)

 

5 Magically Slowed Metabolism: Life Support (Extended Breathing: 1 END per Turn; Diminished Eating: Once per Week; Diminished Sleep: 8 Hours per Week; Longevity: 400 Years) Endurance Cost 0

36 Magical Power: Endurance Reserve 300 END, 6 REC Endurance Cost 0

3 Magic Resistance: Power Defense +7 – Magic Only (-1) Endurance Cost 0

5 Resolve: Mental Defense +5 (10 Total) Endurance Cost 0

26 Robes of the White Archmage I: Armor (11 PD/ 11 ED) – OIVID (-¼) Endurance Cost 0

10 Robes of the White Archmage II: Power Defense 13 – OIVID (-¼) Endurance Cost 0

 

Talents:

5 Eidetic Memory

Skills:

Cost Skill Roll

Skills:

6 +3 with Repertoire of Attack Spells N/A

15 +3 with Ranged Combat N/A

30 +3 Overall N/A

3 Analyze 14

3 Bribery 13

3 Bureaucratics 13

3 Conversation 13

3 Deduction 14

10 Defense Manuever IV N/A

0 Everyman Skills

Acting 8

Area Knowledge: Stone Mountain, Georgia 8

Climbing 8

Computer Programming 8

Concealment 8

Conversation 8

Deduction 8

Language Skill: English N/A

Paramedic 8

Persuasion 8

Professional Skill: Preacher 11

Shadowing 8

Stealth 8

Transport Familiarity: Small Ground Vehicles N/A

3 High Society 13

3 Interrogation 13

2 Knowledge Skill: Magical Lore 14

2 Knowledge Skill: White Supremacism 14

2 Knowledge Skill: American-centric History 14

2 Knowledge Skill: The Liberty Legion 14

2 Knowledge Skill: Early 20th Century Protestant Dogma 14

3 Oratory 13

3 Persuasion 13

3 Professional Skill: Mage 14

3 Professional Skill: Supervillain 14

3 Scholar N/A

3 Tactics 14

3 Teamwork 13

Disadvantages:

Classification Disadvantage Roll Points

Distinctive KKK Robe 5

Distinctive Permanent Magical Aura 10

Hunted The FBI 14 20

Hunted The (Modern) Liberty Legion 14 25

Psychological Racist 25

Psychological Bitter Pride 15

Psychological Misguided Patriot 20

Reputation Golden Age Hero Gone Bad 14 20

Social Public Identity (William J. Simmons AKA White Wizard) 15

Social Well Known Racist 25

Social Universally Hated 25

 

Total Character Cost: 600

 

For my challenge, I'll just let Synergy's one stand, on condition that he post the character he's working on. I seem to have poor luck with my challenges being to hard/obscure/dull or whatever.

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Re: Character Posting Game.

 

Here's a fellow I created as an archenemy for my Golden Age character, the Mask of Justice, who sorta fits Synergy's challenge.

 

 

 

 

THE FACELESS ONE

 

Real Name: Unknown (uses many aliases)

Concept: Master Villain

Affiliation: Leads own gang, archenemy of the Mask of Justice

Hair: Bald, black eyebrows

Eyes: Pale gray

Height/Weight: 169 cm/64 kg

Nationality: Believed to be American

Place of Birth: Unknown

Date of Birth: Unknown

Creator: Scott K. Jamison skjam@yahoo.com

 

 

Background: The Faceless One's true identity and history are unknown. From hints dropped in conversation, it is believed that he was a minor criminal during Prohibition. If his story is to be believed, he was doublecrossed by his gang and left for dead. But he found a convenient corpse to substitute for his own body and fled the country. For over a decade, the man who would become the Faceless One toured Europe, learning the arts of disguise and showmanship. Eventually he returned to the United States and resumed his criminal career, but this time as the leader none dare cross.

 

The Faceless One first crossed paths with the Mask of Justice when the latter foiled the "Dead Presidents Robberies", in which the Faceless One's minions were costumed as deceased former chief executives to rob banks. The MoJ quickly realized that the banks being robbed were on streets named after presidents, and were being robbed in chronological order of presidency. It was then easy to trace the gang back to its lair. The Faceless One apparently died when he set off explosives in an attempt to stop the Mask, but in reality survived.

 

Since then, the two have clashed several times, each seemingly ending with the Faceless One's death. But the Mask of Justice knows better now.

 

 

Personality: The Faceless One embodies two conflicting impulses. To live a life of luxury and ease, with no one pursuing him; and to be recognized as the most brilliant crimelord of all time. Thus his double life as a "respected citizen" (which one is not known at this time), and as the bizarrely-garbed Faceless One. Perhaps the Faceless One's greatest weakness is his tendency toward theatricality. It is not enough for him simply to shoot a downed opponent; they must be placed in an elaborate deathtrap. He doesn't just rob banks, they must be robbed with flair.

 

Despite, or perhaps because of, his melodramatic ways, the Faceless One is a natural leader, and is easily able to recruit new thugs to replace any lost in previous plans.

 

Quote: "So, Mask of Justice, we meet again...for the last time."

 

Quote About Him: "Hey, remember that time the boss made us kidnap that scientist with the shrinking formula? That was a lot of fun, except for the part where the police kept me in a birdcage. The Faceless One is a real hoot to work for."--Joe, low-life thug.

 

Powers and Tactics: The Faceless One is a master of disguise, able to use makeup and accessories to change his appearance completely in a matter of minutes. He's also an accomplished escape artist, and a miracle worker when it comes to avoiding certain death. As well, he's very cunning, and fancies himself a master planner. While the Faceless One has no actual superhuman abilities, he can often lay his hands on experimental weapons or exotic creatures to help him commit crimes.

 

The Faceless One prefers to avoid direct combat, as that is what he has minions for. If cornered, he can use his holdout pistol or flash bombs as a last resort. His plans tend toward the elaborate, even the Byzantine, often involving the Faceless One impersonating a public figure or a government official.

 

Appearance: Under his many diguises, the Faceless One is a slim man of average height. He's bald, and has unusally small ears and nose. His flat face makes it easy to add distinguishing features. In his full glory as the Faceless One, he wears scarlet and purple robes with a hood, and a gauze veil allowing him to see without being seen.

 

Campaign Use: In the Global Guardians world, the Faceless One is meant to be a recurring foe for a player character, reasonably easy to foil, but difficult to put away permanently. He's meant primarily for two-fisted adventurer types to battle, and would be suitable for wilder pulp genre campaigns. If he's not powerful enough for your campaign, add more/tougher followers, and perhaps another permanent gadget or two that he can use to disable/distract foes with, in addition to increasing the size of his "master plan" pool. As a Hunter, the Faceless One tends to overly complex revenge schemes, and his ego makes it difficult for him to conceal his handiwork for long.

 

 

Cost Characteristic Value

0 Strength 10

6 Dexterity 12

4 Constitution 12

0 Body 10

6 Intelligence 16

8 Ego 14

10 Presence 20

0 Comeliness 10

0 Physical Defense 2

0 Energy Defense 3

8 Speed 3

0 Recovery 5

0 Endurance 28

0 Stun 21

 

OCV 4 DCV 4 ECV 5 Phases: 4,8,12

STR Roll 11- DEX Roll 11- CON Roll 11- INT Roll 12- PER Roll 12- EGO Roll 12-

PD/rPD 2/0 ED/rED 3/0 Running speed 6"/12"

 

Cost Powers END

50 "Master Plan" 50 pt. Variable Power Pool

14 Control Cost for VPP (25 AP); only changes between adventures -1/2,

only for Followers, Vehicles, Bases and Foci -1/4

11 "No one could survive that!" +10 BODY (10 AP), no figured characteris-

tics -1/2, only to not be dead -1/4

6 "The body was right here!" 6" Teleportation (12 AP), only when no one 1

is looking -1/2, Requires Contortionist Roll -1/2

5 "Holdout Pistol" 1d6 RKA (15 AP), OAF pistol -1, 6 charges -3/4 0

4 "Flash Bombs" 2d6 Flash vs. Sight Group, Explosive +1/2 (15 AP), OAF 0

flash bombs -1, 2 charges -1 1/2

 

Cost Skills

3 Acting 13-

3 Area Knowledge: New York City and environs 12-

3 Area Knowledge: Europe 12-

3 Breakfall 11-

7 Contortionist 13-

3 Conversation 13-

9 Disguise 15-

0 Everyman Skills

Acting 8-

Area Knowledge: USA 8-

Climbing 8-

Concealment 8-

Conversation 8-

Deduction 8-

Language Skill: 4 pts. of American English

Paramedic 8-

Persuasion 8-

Professional Skill: Bootlegger 11-

Shadowing 8-

Stealth 8-

Transport Familiarity: Small Ground Vehicles

3 Gambling 12-

3 High Society 13-

3 Interrogation 13-

3 KS: American Underworld 12-

3 KS: Circus Life 12-

3 KS: European Underworld 12-

4 KS: Famous Plays & Playwrights 13-

3 KS: Who's Who 12-

9 Languages: Idiomatic French, German, Spanish

1 Language: Can imitate dialects in English

5 Lockpicking 12-

5 Mimicry 13-

4 Professional Skill: Criminal Mastermind 13-

3 Security Systems 12-

3 Stealth 13-

3 Streetwise 13-

 

Cost Talents

4 Double Jointed

5 Simulate Death, +2 to EGO Roll

 

Cost Perks

3 Anonymity

4 Contact: Fence 13-

20 Followers: 8 25-pt thugs

1 Money: Well Off $100,000/year

 

 

150+ Disadvantages

15 Hunted by Mask of Justice 11-

20 Hunted by Police 8-

10 Psychological Limitation: Greedy

20 Psychological Limitation: Compulsively melodramatic, must be larger than life

15 Social Limitation: Secret Identity (unknown)

10 2d6 Unluck

18 Unbalanced

 

 

Point Totals

42 Characteristics

90 Powers

89 Skills

9 Talents

28 Perks

258 Overall

 

 

Still with me? The challenge this time is: A character with the Social Limitation: Angel of Death and at least one other limitation from the Master List of Limitations that you've never used for a character before.

 

 

SKJAM!

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Re: Character Posting Game.

 

Still with me? The challenge this time is: A character with the Social Limitation: Angel of Death and at least one other limitation from the Master List of Limitations that you've never used for a character before.

 

 

SKJAM!

 

Can you post an URL to that list? I can't find anything but dead links.

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Re: Character Posting Game.

 

Background: When Boss Grissom needs to take someone out all subtle like, that's when he calls on Dino "the Rat" Donacelli. Dino is a sleazy, ammoral operator with a penchant for sticking his nose in other people's business. Sometimes a problem that can't be killed can be convinced to simply go away - skeletons in the closet can hold tremendous power after all.

 

Nobody is particularly scared of Dino, and he's not much to look at, but lord help anyone who crosses him. While Dino himself isn't very scary, he knows everyone, and they all owe him a favor - or if they don't, he knows something about them he can use to extract one.

 

Personality: Dino is a small, weak, ugly man. He's scared of other people, and desperate to have power over them. He discovered a long time ago that people want to keep their image clean, and that if you can dirty it, that gives you power over them. So, Dino has found a way to be powerful despite his lack of looks, charisma, strength, courage or much of anything else.

 

Quote: "Hey, you want to know who I saw coming out of the fairy club last night? yeah, that's right Senator, it was you. I got negatives you see, and they're gonna cost ya..."

 

Dino the Rat

 

Player: NPC Blackmailer

 

Val Char Cost
8 STR -2
18 DEX 24
13 CON 6
10 BODY 0
13 INT 3
13 EGO 6
8 PRE -2
6 COM -2
3 PD 1
3 ED 0
4 SPD 12
5 REC 0
26 END 0
24 STUN 3
6" RUN02" SWIM01 1/2" LEAP0Characteristics Cost: 49

 

 

 

Cost Skill
3 Acting 11-
3 Bribery 11-
3 Bugging 12-
3 Bureaucratics 11-
3 Concealment 12-
3 Conversation 11-
3 Deduction 12-
3 Interrogation 11-
2 KS: Photography 11-
2 KS: Other People's Secrets 11-
3 Lipreading 12-
3 Lockpicking 13-
3 Persuasion 11-
2 PS: Blackmailer 11-
3 Shadowing 12-
6 +3 with PRE Roll
15 +3 with PRE Skills
3 Stealth 13-
3 Streetwise 11-
Skills Cost: 69

 

Cost Perk
2 Made Man
5 Favors
Perks Cost: 7

 

 

 

Total Character Cost: 125

 

Val Disadvantages
15 Psychological Limitation: Ammoral (Rat Fink) (Common, Strong)
10 Distinctive Features: Rat-Like Appearance (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Reputation: Rat Fink, 11-
15 Hunted: Various People He's Burned 11- (As Pow, Harshly Punish)

Disadvantage Points: 50

 

Base Points: 75

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

Next Challenge: A hero or villain based on a mythological creature (but not a dragon).

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