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Character Posting Game.


Enforcer84

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Re: Character Posting Game.

 

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.

Thanks Fireg0lem, I owe you one. Here's the rest of Ace of Spades done to Golden Age-type points.

 

Ace of Spades

Val Char Cost

23 STR 13

23 DEX 39

15 CON 10

15 BODY 10

13 INT 3

10 EGO 0

13 PRE 3

14 COM 2

8 PD 3

8 ED 5

5 SPD 17

10 REC 4

30 END 0

35 STUN 0

 

8" RUN 4

2" SWIM 0

5" LEAP 0

Characteristics Cost: 113

OCV/DCV: 8/8

ECV: 3

STR Roll: 14

DEX Roll: 14

CON Roll: 12

INT Roll: 12

PER Roll: 12

EGO Roll: 11

Cost Power END

15 Crack Shot: Line of Sight for Ranged Killing Attacks up to 3d6 (+1/2) - Concentration at 0 DCV (-1/2)

26 Two Six-Shooters: Killing Attack, Ranged 2d6+1 - Autofire x3 (+1/4), 12 Charges x 4 Clips Each (+1/4), OAF: Pair of Revolvers (-1)

Powers Cost: 41

 

Cost Talent

12 Dodging Bullets: Combat Luck (6 PD/16 ED)

Talents Cost: 12

Cost Skill

2 Analyze: Shooting Skills 11-

3 Animal Handler (Equines, Bovines) 12-

3 Area Knowledge: From the Rockies to the Mississippi 12-

2 Artistic Skill: Guitar 11-

3 Breakfall 14-

3 Climbing 14-

6 Combat Skill Levels: +2 with Pistols

3 Concealment 12-

3 Defense Maneuver I

0 Everyman Skills

Acting 8-

Area Knowledge: Great Falls, Montana 11-

Climbing 8-

Concealment 8-

Conversation 8-

Deduction 8-

Language: English - Idiomatic

Paramedics 8-

Persuasion 8-

Professional Skill: Cowboy 11-

Shadowing 8-

Stealth 8-

Transport Familiarity: Small Ground Vehicles N/A

 

3 Fast Draw 14-

2 Gambling (Card Games) 12-

3 Interrogation 12-

3 Knowledge Skills: Golden Age Bad Guys of the Northern Plains 12-

2 Navigation (Orienteering) 12-

6 Penalty Skill Levels: +3 to Offset Range Modifiers with Pistols

3 Persuasion 12-

3 Professional Skill: Superhero 11-

3 Riding (Equines) 14-

3 Security Systems 12-

10 Skill Level: +1 Overall

3 Stealth 14-

2 Transport Familiarity: Two-Wheeled Motorized Ground Vehicles, Railed Vehicles

10 Two-Weapon Fighting

2 Weapon Familiarity: Small Arms

Skills Cost: 86

Val Disadvantages

15 DNPC: Jacqueline Diamond, 11- (Normal)

10 Physical Limitation: Farsighted

20 Psychological Limitation: In Love with Jacqueline Diamond

20 Psychological Limitation: Overconfident

1 Quirk: Calling Card, Ace of Spades

1 Quirk: Spits a Lot

20 Social Limitation: Public ID (Alec Spade)

15 Social Limitation: Known Criminal (Frequently, Major)

 

Base Points: 150

Disadvantage Points: 102

Experience Points Spent: 0

Total Points: 252

Characteristics: 113

Powers: 41

Skills/Talents/Perks: 98

Total Character Cost: 252

 

Sorry, I don't have HD.

Neil

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Re: Character Posting Game.Gernsback The Future DogPlayer:

Val Char Cost
30 STR 0
20 DEX 30
13 CON 6
12 BODY 4
23 INT 8
13 EGO 6
25 PRE 9
10 COM 0
27 PD 5
26 ED 7
4 SPD 0
11 REC 4
26 END 0
39 STUN 5
12" RUN02" SWIM06" LEAP0Characteristics Cost: 84
Cost Power END
30 Bite: HKA 2d6 (4d6 w/STR) 3
1 Combat-Acclimated: +3 PRE (3 Active Points); Only To Protect Against Presence Attacks (-1)
9 Canine Senses: +3 PER with All Sense Groups 0
5 Canine Nose: Tracking with Normal Smell 0
18 Dermal Armoring: Armor (6 PD/6 ED) 0
3 Canine Ears: Ultrasonic Perception (Hearing Group) (Hearing Group) 0
3 Combat-Acclimated: +3 PRE
22 Swiftness: (Total: 22 Active Cost, 22 Real Cost) Running +6" (12" total) (Real Cost: 12) plus +1 SPD (Real Cost: 10) 1
10 Ferocious Strength: +10 STR 1
3 Camouflage Coloration: +4 to Concealment (8 Active Points); Only In Specific Environment/Situations (-1), Self Only (-1/2)
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.]
4 Adapted To Space: Environmental Movement: Zero-G Training
40 Space Travel: Flight 20" 4
10 Space Travel: Faster-Than-Light Travel 0
10 Strong Body: +10 STR 1
30 Tough Body: Armor (10 PD/10 ED) 0
6 Vacuum Adaption: Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Low Pressure/Vacuum) 0
Powers Cost: 213
Cost Skill
5 Concealment 16- (7 Active Points); Self Only (-1/2)
2 PS: Dog 11-
12 +4 with Bite, Grab, Move Through
5 Navigation (Air, Hyperspace, Land, Space) 14-
3 Stealth 13-
3 Criminology 14-
3 Deduction 14-
3 Tracking 14-
2 Animal Handler (Canines) 14-
3 Streetwise 14-
2 Survival (Urban) 14-
2 CK: Campaign City 11-
2 AK: Earth 11-
Skills Cost: 47
Cost Perk
3 Anonymity
Perks Cost: 3
Cost Talent
3 Lightsleep
Talents Cost: 3
Val Disadvantages
5 Physical Limitation: Small (no larger than about 1m; +3" KB) Infrequently, Slightly Impairing
15 Physical Limitation: Very Limited Manipulation Frequently, Greatly Impairing
15 Physical Limitation: Can not form most human words (Frequently, Greatly Impairing)
5 Social Limitation: Illiteracy (Frequently, Minor, Not Limiting In Some Cultures)
15 Social Limitation: Object of a Steryotype: Only a dog (Very Frequently, Major, Not Limiting In Some Cultures)
15 Social Limitation: Angel of Death (Very Frequently, Major, Not Limiting In Some Cultures)
5 Social Limitation: Odious Personal Habit: Dog behavoirs (Occasionally, Minor)
5 Social Limitation: Imaginary (Occasionally, Major, Not Limiting In Some Cultures) [Notes: A few comic book junkies might be very surprised to see Gernsback, and no one believes in intelligent dogs]
10 Enraged: If Innocent People Harmed (Uncommon), go 8-, recover 11-
10 Psychological Limitation: Idolizes The Futurist, The Man of the Future (Uncommon, Strong)
15 Psychological Limitation: Protective of Innocent Humans (Common, Strong)
10 Psychological Limitation: Hides powers from non-supers as much as possible (Common, Moderate)
10 Psychological Limitation: Seeks attention and praise (Common, Moderate)
15 Psychological Limitation: Sense of Duty (Common, Strong)
Disadvantage Points: 150

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

Height: 1.00 m Hair: White
Weight: 24.00 kg Eyes: Brown
Appearance: Personality: In his own world Gernsback was a hero, and was recognized as such. He had his beloved master, his Fortress of Dogitude, and the support of the Society of Super-Pets. In this strange new world his powers seem weaker, his mind less keen, the humans less willing to accept him as an equal. Still, he remains dedicated to the same ideals he was taught by his master. He will defend the innocent and bring evil men to justice. Such is the solemn duty of Earth’s Mightiest Dog.Quote:“Woof! Grrrrr! Woof-Woof!â€Background: â€œHey, commissioner, look! It’s that dog again!â€

“Great Augustus’ Ghost! What has he done now!â€

“Well, somehow he seems to have found the stolen diamonds and captured Foxbat! That dog is a hero!â€

“Don’t be ridiculous! It’s only a dog!â€

 

This super-powered white dog from the year 3000 was once the pet and canine companion of The Futurist, The Man of the Future. A member of the Society of Super-Pets, Gernsback once wore a yellow dog collar and a flowing white-and-yellow cape modeled after The Futurist’s. Journalists frequently referred to Gernsback as the Dog of Tomorrow.

 

Alas, Gernsback’s days of happy adventure with his master ended abruptly when a trip through the Society of Friends who are Super’s (SFS) dimensional chamber went disastrously wrong! Gersnback was stranded on a world not his own, a world where his beloved master was nothing more than a comic book character! Gernsback’s own powers seemed strangely reduced as well, but he could not forget his mission. He would protect these strange humans until his master found him! He would uphold the highest ideals of justice and liberty! He would be, to the best of his ability, a very good dog!

Powers/Tactics: Gernsback is stealthy, clever, hard to hurt, can bite through steel, can fly, and can survive in space. He is the product of the near-magical science of The Futurist, and his powers, reduced as they are, still reflect that. He is also an excellent detective. He will seek out those who need his help, and protect the innocent as best he can. Unfortunately he seems to be followed everywhere by death and violence in this strange new world. No matter how many criminals he subdues, more seem to arrive on the scene. From time to time Gernsback might have despaired, were it not for the hope that his master would one day return for him.Campaign Use: Gernsback might make an excellent very high powered animal companion, or a super in some campaigns. A visit to his home dimension might prove more than interesting, especially as this would restore his full Super Powers.Next Challenge: A Villain based around summoning powers.
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Re: Character Posting Game.

 

Next Challenge: A Villain based around summoning powers.

 

BACKGROUND: Kevin is an eight year old, mildy autistic, mutant prodigy, with the ability to alter reality. Anything Kevin draws comes to life. His powers began to manifest twenty minutes ago. Kevin watches a lot of movies. His favorite is Lord of the Rings. Kevin's mom took Kevin to the park half an hour ago, and he demanded his markers and paper. Ten minutes later, a tyrannosaurus rex went rampaging through the park. One of his first victims was Kevin's mom. Kevin doesn't mind, things don't phase Kevin very easily. Kevin just keeps drawing, at the rate of about one a minute. A few minutes ago he drew a band of orcs, then he drew Arwen (though he calls her Irwin). She gave chase to the orcs, and is now lost somewhere in the city. Kevin is drawing "Sourman" now (Saruman the White). Next, he was thinking about drawing that big evil eye...

 

PERSONALITY: Kevin is mildly autistic, and is unable to form meaningful emotional connections to the events around him. He is very inquistive and curious about the world,but seems strangely detached from it as well. Kevin doesn't mean to hurt anyone, but his drawings have minds - and motivations - of their own, and when Kevin draws evil characters, they do evil things. Kevin's favorite things are Lord of the Rings and Dinosaurs, but he also enjoys most comic books, cartoons, and sci-fi/action movies, and he's also capable of creating his own characters.

 

QUOTE: "Didja ever see Jurassic Park? With the rappers? The rappers are cool. Here, I'll draw you some..."

 

POWERS/TACTICS: Anything Kevin draws comes to life - it becomes a real example of what Kevin drew, assuming he draws it with reasonable profciency (a quick sketch will do).

 

CAMPAIGN USE: Mutant child with dangerous, but inobvious, powers threatens entire city quite by accident. It's an instant classic.

 

Kevin

 

Player: NPC Plot Device

 

Val Char Cost
3 STR -7
7 DEX -9
5 CON -10
4 BODY -12
8 INT -2
25 EGO 30
8 PRE -2
14 COM 2
1 PD 0
1 ED 0
2 SPD 3
2 REC 0
10 END 0
10 STUN 1
2" RUN-80" SWIM-20 1/2" LEAP0Characteristics Cost: -16

 

Cost Power END
270 Drawings: Variable Power Pool, 200 base + 70 control cost, Cosmic (+2); OAF (Pen and Paper; -1), Limited Class Of Powers Available Slightly Limited (Summons Only; -1/4); all slots Extra Time (1 Minute, -1 1/2), Requires A Skill Roll (-1/2)
0 1) Sourman: Summon 665-point Evil Wizard (Use Zoran the Artificer from CCK) Real Cost: 44 13
0 2) T-Rex!: Summon 305-point Tyrannosaurus Rex (see Hero Bestiary) Real Cost: 20 6
0 3) Irwin: Summon 350-point Elven Princess (Use Witchcraft from Champions) Real Cost: 23 7
0 4) Band of Orcs: Summon 16 43-point Orcs (Use Orc from Fantasy Hero) Real Cost: 10 3
0 5) Summon 1000-point Generic Summon Real Cost: 67 20
57 Mind Control 20d6, Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2); Only Vs Summoned Creatures (-1), Set Effect (Don't Let Kevin Get Hurt!; -1), Linked (Summon; -1/2)
Powers Cost: 327

 

 

Cost Skill
23 Drawing 21-
2 KS: Popular Culture 11-
1 SS: Popular Science 8-
1 SS: Palentology 8-
Skills Cost: 27

 

 

 

 

Total Character Cost: 338

 

Val Disadvantages
25 Social Limitation: Child (Very Frequently, Severe)
25 Psychological Limitation: Child (Very Common, Total)
15 Physical Limitation: Child (Frequently, Greatly Impairing)
10 Psychological Limitation: Mildly Autistic (Common, Moderate)
63 Plot Device

Disadvantage Points: 138

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

Oops, forgot something, you'll need to add a big END Reserve to power his summons.

 

Next Challenge: Let's try this again: A hero or villain based on a mythological creature (but not a dragon).

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Re: Character Posting Game.

 

Great character, and proof that vast power need not stem from vast point totals. ;)

 

Personally if I'd use him I'd drop the requires a skill roll, as he doesn't need the point break and its no fun to have his 1000 point version of the Balrog fail to pay a call on our heroes. :)

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Re: Character Posting Game.

 

Great character, and proof that vast power need not stem from vast point totals. ;)

 

Personally if I'd use him I'd drop the requires a skill roll, as he doesn't need the point break and its no fun to have his 1000 point version of the Balrog fail to pay a call on our heroes. :)

 

Well, remember two things: he can get bonuses to his die rolls by taking more time, and the GM can cheat on die rolls. :)

 

I really included it more as an example of how to build such a power. PCs will obviously have to limit themselves to summoning 350 pt beasties (which is still plenty, and surprisingly cheap).

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Re: Character Posting Game.

 

Well' date=' remember two things: he can get bonuses to his die rolls by taking more time, and the GM [i']can cheat on die rolls[/i]. :)

 

I really included it more as an example of how to build such a power. PCs will obviously have to limit themselves to summoning 350 pt beasties (which is still plenty, and surprisingly cheap).

 

I do things a little differently; PCs can summon beasties from Monsters, Minions, and Marauders or the Hero System Bestiary, with options from those books. Point for point in combat a 600+ point HSB demon tends to be no match for a 350 point + GM designed Champions villain, and the non-combat skills are light. The 350 point summons players design for themselves are game breakers at least half the time (YMMV).

 

The other half of the time I allow them.

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Re: Character Posting Game.A Mythical Creature:SuccubusPlayer:

Val** Char*** Cost
10** STR 0
20** DEX 30
15** CON 10
13** BODY 6
20** INT 10
20** EGO 20
40** PRE 30
24** COM 7
*
6** PD 4
6** ED 3
4** SPD 10
6** REC 2
30** END 0
30** STUN 4
*6"**RUN02"**SWIM02"**LEAP0Characteristics Cost: 136
Cost** Power END
30** Irresistible Embrace: Mind Control 12d6, Reduced Endurance (0 END; +1/2) (90 Active Points); Skin Contact Required (-1), Only To Inspire Lust For The Succubus Power loses about half of its effectiveness (-1)* 0
109** Slavery Of Lust: (Total: 375 Active Cost, 109 Real Cost) Major Transform 6d6 (male into succubus's willing slave, heals back through sincere repentance and a priest's blessing), Reduced Endurance (0 END; +1/2), BOECV (Mental Defense; Mental Defense applies; +1) (225 Active Points); Skin Contact Required (-1), All Or Nothing (-1/2), No Range (-1/2), Limited Target (human males) Slightly Limited (-1/4) (Real Cost: 69) plus Major Transform 4d6 (male into male with corrupted soul, heals back through sincere repentance and a priest's blessing), Reduced Endurance (0 END; +1/2), BOECV (Mental Defense; Mental Defense applies; +1) (150 Active Points); Skin Contact Required (-1), All Or Nothing (-1/2), No Range (-1/2), Linked (Transform; -1/2), Limited Target (human males) Slightly Limited (-1/4) (Real Cost: 40)* 0
49** Seductive Form: Shapeshift (Sight and Touch Groups, four (max) shapes), Imitation, Reduced Endurance (0 END; +1/2) (49 Active Points)* 0
22** Succubus Claws: HKA 1d6 (1d6+1 w/STR), Armor Piercing (+1/2) (22 Active Points)* 2
10** Seductive Mien: +20 PRE (20 Active Points); Only For Friendly Presence Attacks (-1)*
60** Infernal 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
5** Infernal Form: Life Support (Longevity Immortal)* 0
5** Demon's Eyes: Infrared Perception (Sight Group) (Sight Group)* 0
40** Magicial Protection: (Total: 40 Active Cost, 40 Real Cost) Magic Damage Reduction, Resistant, 50% (Real Cost: 30) plus Power Defense (10 points) (Real Cost: 10)* 0
100** Demonic Powers: VPP, 40 base + 60 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (100 Active Points)*
Powers Cost: 430
Cost** Skill
3** Concealment 13-*
3** Conversation 17-*
3** High Society 17-*
3** Persuasion 17-*
7** Seduction 19-*
3** Stealth 13-*
3** Bribery 17-*
3** Bureaucratics 17-*
3** Streetwise 17-*
3** Deduction 13-*
3** Oratory 17-*
3** Trading 17-*
3** Acting 17-*
3** Scholar*
2** 1) KS: Dark Magics (3 Active Points) 13-*
2** 2) KS: Infernal Affairs (3 Active Points) 13-*
2** 3) KS: Terrible Secrets (3 Active Points) 13-*
2** 4) KS: The Occult World (3 Active Points) 13-*
3** Traveler*
1** 1) AK: Babylon (2 Active Points) 11-*
1** 2) AK: Hell (2 Active Points) 11-*
1** 3) AK: The Astral Plane (2 Active Points) 11-*
Skills Cost: 60
Cost** Perk
60** Followers, up to 16 Magicians, Cultists or Supers built on up to 350 points*
30** Contacts in Human World (Contact has access to major institutions, 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) 11-*
84** Contacts in Spirit World (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact), Organization Contact (x3), Spirit Contact (x5) (84 Active Points) 14-*
15** Money: Filthy Rich*
2** Deep Cover*
Perks Cost: 191
Cost** Talent
20** Universal Translator 13-*
Talents Cost: 20
Val** Disadvantages
0** Physical Limitation: Human size (up to about 3m tall and 650 kg)*
15** Physical Limitation: Must Obey Anyone Who Knows Its True Name Infrequently, Fully Impairing*
15** Physical Limitation: Restricted By Pentagrams, if confined within a pentagram cannot leave or affect anyone or anything outside the pentagram Infrequently, Fully Impairing*
25** Psychological Limitation: Utterly Evil Very Common, Total*
20** Psychological Limitation: Coward Common, Total*
25** Susceptibility: when demon is on holy ground, in a holy place, or within 1" of a holy object, 2d6 damage per Phase Common*
20** Hunted: Forces of Good 8- (Mo Pow, NCI, Harshly Punish)*
Disadvantage Points: 120

Base Points: 500Experience Required: 217Total Experience Available: 229Experience Unspent: 12Total Character Cost: 837

Height: 1.84 m Hair: Brown
Weight: 62.00 kg Eyes: Brown
Appearance: Personality: Sally acts for the pure joy of causing shame, fear, pain and despair. She does not wish to return home; she knows that her personal power is insufficient to compete in hell. On Earth she can gather almost limitless influence, and cause almost limitless damage, while never needing to bow down before her "betters." It's a good life.Quote:"Please, help me! You're my only hope!" "My hero!" "Please, be gentle."Background: The Demon now calling herself Sally Randall was called to this Earth in 1884 by an occultist with high hopes of power in New York Society. "Sally" enslaved him almost at once. In the years since she has built a network of willing slaves in the Occult world, encouraged an endless range of petty and not so petty evils, and created at least two situations that very nearly resulted in the end of human life on Earth. She has been having a wonderful time.Powers/Tactics: Sally does not directly engage in combat. She will seduce and subtly corrupt heroes, villains, and politicians, delighting in the pain she can cause. Her massive army of contacts and followers can do endless harm to heroes she chooses to hunt, all without "Sally" ever showing her face. Sally might even choose to sponsor a hero group, if only to guide it to its eventual destruction. However, she does not wish to see the world conquered, nor does she wish to rule. Both situations would be terribly dull, and possibly dangerous. Against powerful agents of Supernatural Evil that are close to world conquest, Sally might prove an unexpeted ally.Campaign Use: Villain in the shadows, evil contact. Next Challenge: One of the Justice League or JSA, re-imagined as a Villain
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Guest Worldmaker

Re: Character Posting Game.

 

Did so much work on it (including writing up the "Angel of Death" Limitation) that I'd like to show the thing off.

 

 

As the person who did the other 70% of the work on that list, I totally agree with you.

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Guest Worldmaker

Re: Character Posting Game.

 

You'll enjoy knowing that I printed it up and handed it to my players for use during character creation. A damn fine list.

 

Heh. And we're adding to it all the time.

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Re: Character Posting Game.

 

thread hijacking/

 

Heh. And we're adding to it all the time.

 

I know you've already done with some (like my favorite disad ever, "Weirdness Magnet"), but you should mine GURPS for more stuff. A lot of GURPS disads transfer over almost point for point. The Social and Physical limitations section could both use more stuff. Though, I must admit, you've already really opened my eyes to the possibilities in the Social Limitation disad.

 

/thread hijacking

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Guest Worldmaker

Re: Character Posting Game.

Next Challenge: One of the Justice League or JSA' date=' re-imagined as a Villain[/quote']Here's my campaign's take on Superman as a villain:KhofPlayer: NPC
Val Char Cost
100 STR 90
23 DEX 39
30 CON 40
20 BODY 20
13 INT 3
13 EGO 6
30 PRE 20
14 COM 2
30 PD 10
30 ED 24
6 SPD 27
30 REC 8
60 END 0
85 STUN 0
6" RUN02" SWIM065" LEAP0Characteristics Cost: 289
Cost Power END
97 Brick Tricks: Multipower, 97-point reserve
5u 1) Armsweep: Area Of Effect (up to One Hex; +1/2) for up to 100 Active Points of Strength, Reduced Endurance (1/2 END; +1/4) (62 Active Points); Can Be Blocked (-1/4) 2
2u 2) Barrier Penetration: Indirect (Same origin, Up To The Character's Reach In Front Of Him; +1/4) for up to 100 Active Points of Strength (25 Active Points) 2
3u 3) Bear Hug: Energy Blast 8d6, Reduced Endurance (1/2 END; +1/4), No Normal Defense (Self Contained Breathing; +1) (90 Active Points); Must Follow Grab (-1/2), No Range (-1/2), Requires A Brick Tricks Roll (-1/2), Side Effects (If Brick Tricks Roll Fails, Target Takes Full Strength Damage; -1/2) 4
6u 4) Breaking Things: Dispel Technological Device 20d6, Any Technological Device Power One at a Time (+1/4), Reduced Endurance (1/2 END; +1/4) (90 Active Points); No Range (-1/2) 3
3u 5) One Man Army: Area Of Effect Nonselective (up to 10" Radius; +3/4) for up to 100 Active Points of Strength (75 Active Points); Only for Move Throughs (-1), Only vs. Groups of Normal Strengthed People (-1/4) 7
5u 6) Poke: Armor Piercing (+1/2) for up to 100 Active Points of Strength (50 Active Points) 5
10u 7) Super-Strong Lungs I: Dispel Fire Powers 10d6, Reduced Endurance (1/2 END; +1/4), All Fire Powers Simultaneously (+2) (97 Active Points) 4
10u 8) Super-Strong Lungs II: Dispel 10d6, Reduced Endurance (1/2 END; +1/4), All Gas/Smoke/Mist Powers Simultaneously (+2) (97 Active Points) 4
6u 9) Super-Strong Lungs III: Energy Blast 11d6, Double Knockback (+3/4) (96 Active Points); Does Only Knockback (-1/2) 10
6u 10) Tear You Limb From Limb: Killing Attack - Hand-To-Hand 4d6 (8d6 w/STR) (60 Active Points) 6
67 Hyper-Flight: Multipower, 67-point reserve
7u 1) Basic Flight: Flight 27", Reduced Endurance (1/2 END; +1/4) (67 Active Points) 2
7u 2) Mach Speed: Flight 15", Reduced Endurance (1/2 END; +1/4), MegaScale (1" = 1,000 km; +1) (67 Active Points) 3
30 Super-Strong Legs: Multipower, 30-point reserve
3u 1) Super-Leaping: Leaping +30" (65" forward, 32 1/2" upward) (30 Active Points) 3
2u 2) Mega-Leaping: Leaping +15" (65" forward, 32 1/2" upward), MegaScale (1" = 1 km; +1/4) (19 Active Points) 2
39 Amazing Fortitude: Life Support (Immunity All terrestrial diseases and biowarfare 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) 0
30 Immoveable: Knockback Resistance -15" 0
30 Impenetrable I: Damage Resistance (30 PD/30 ED) 0
15 Impenetrable II: Lack Of Weakness (-15) for Normal Defense 0
15 Impenetrable III: Lack Of Weakness (-15) for Resistant Defenses 0
10 Invulnerable Senses I: Sight Group Flash Defense (10 points) 0
10 Invulnerable Senses II: Hearing Group Flash Defense (10 points) 0
7 Iron Hard Skin I: Hardened (+1/4) for up to 30 Active Points of ED (7 Active Points) 1
7 Iron Hard Skin II: Hardened (+1/4) for up to 30 Active Points of PD (7 Active Points) 1
25 Tireless Strength: Reduced Endurance (1/2 END; +1/4) for up to 100 Active Points of Strength (25 Active Points) 0
Powers Cost: 457
Cost Skill
10 +2 with HTH Combat
3 Conversation 15-
3 Cryptography 12-
3 Demolitions 12-
3 Electronics 12-
Everyman Skills (Cost: 0)
0 1) Acting 8-
0 2) AK: Bismola, Iraq 11-
0 3) Climbing 8-
0 4) Computer Programming 8-
0 5) Concealment 8-
0 6) Conversation 8-
0 7) Deduction 8-
0 8) Language: Arabic (idiomatic) (4 Active Points)
0 9) Paramedics 8-
0 10) Persuasion 8-
0 11) PS: Terrorist 11-
0 12) Shadowing 8-
0 13) Stealth 8-
0 14) TF: Custom Adder, Small Motorized Ground Vehicles
4 Gambling (Other (General) Casino Games) 13-
3 High Society 15-
3 Interrogation 15-
2 KS: The Fight Against The Great Satan And Its History 11-
5 KS: The History of the Middle East As Told By The Islamic Fundamentalist Perspective 14-
3 KS: Islam 12-
2 KS: The Military/Terrorist World 11-
3 KS: Pro-Islam/Anti-Western Propaganda 12-
4 Language: English (completely fluent) (3 Active Points)
3 Language: Hebrew (idiomatic) (4 Active Points)
3 Language: Russian (completely fluent)
3 Oratory 15-
3 Persuasion 15-
11 Power: Strength Tricks 18-
3 Security Systems 12-
3 Streetwise 15-
3 Tactics 12-
Skills Cost: 83
Cost Perk
15 Contact: Undefined Members of Various Islamic Terror Organizations (Contact has significant Contacts of his own, Contact has useful Skills or resources), Organization Contact (x3) (15 Active Points) 12-
3 Fringe Benefit: Federal/National Police Powers
10 Money: Wealthy
Perks Cost: 28
Cost Talent
14 Fearless
Talents Cost: 14
Val Disadvantages
20 Hunted: Checkmate 8- (Mo Pow, NCI, Capture)
15 Hunted: Local Law Enforcement 8- (Mo Pow, NCI, Limited Geographical Area, Capture)
20 Hunted: The Mossad 8- (Mo Pow, NCI, Harshly Punish)
15 Physical Limitation: Weird Biochemistry Requires Special Medical Care (Frequently, Greatly Impairing)
15 Psychological Limitation: Doesn't Really Give A Crap About The Jihad Against The West... He's In It For The Violence (Common, Strong)
15 Psychological Limitation: Sees the Rest of Jihad as Bothersome, Though Sometimes Useful, Gnats (Common, Strong)
20 Psychological Limitation: Sociopath (Common, Total)
5 Reputation: International Terrorist, 8-
15 Social Limitation: Public Identity (Hassan Bismoli) (Frequently, Major)
10 Reputation: One of the Most Powerful Metahumans Alive, 8- (Extreme)
Disadvantage Points: 150

Base Points: 200Experience Required: 521Total Experience Available: 671Experience Unspent: 150Total Character Cost: 871

Height: 2.13 m Hair: Black
Weight: 125.00 kg Eyes: Gold
Appearance: Khôf is tall and imposing. Looking at him, it is easy to believe that he is as powerful as he is. He looks younger than his thirty one years, and is in a shape that world-class bodybuilders would envy. During his off hours, Khôf tends to wear business attire: tailored Armani suits, patent leather shoes, silk ties, and just enough jewelry to be tasteful. He is always clean-shaven and loathes getting dirty. In costume, Khôf wears a black bodysuit, with a red belt, boots, and cape. The cape includes a hood which he wears over his head, but not to disguise his face.Personality: Khôf surrounds himself with the finest things, and can sometimes be found gambling in casino's, because he likes the "pampering touch" most have. He was spotted once at Caesar's Palace in Las Vegas, playing baccarat; by the time that hero teams from San Francisco, Denver, and El Paso arrived, he had left after tipping the drink waitress a thousand dollars.

 

For all of his cultured demeanor, Khôf is still an undisciplined child. He is dangerously temperamental, self-indulgent, sociopathic, and has no moral base. What self-control he does have he learned under the tutelage of the Voice of God. However, this "self-control" is not reliable. These traits exhibit themselves in battle by a basic defiance of orders. When in the field, Khôf can be counted on to accomplish his part of the mission... unless something distracts him from it somehow. (This is not something most people want.) When something else attracts his attention, he will go off mission on a whim.

Quote:"Mika'il says that infidels deserve only death... As painful a death as possible." "It is a way to pass the afternoon, I suppose."Background: By the end of 1973, the war between Iraq and Kuwait was almost over, and the military forces of General Ahmad Hassan al-Bakr, President for Life of Iraq, were paying more attention to putting down rebellions than fighting the war. Their country was overrun by scavengers and spies, including an intelligence team working for Libya.

 

It was this team who found the child that would become Khôf wandering the ruins of his village. The child was surrounded by dead bodies... The bodies of the villagers, and the bodies of the soldiers that had been sent by the Iraqi government to eliminate the village.

 

The villagers had been shot. The soldiers were missing their arms and legs. It took them several minutes to realize that the child had done it. After that, they were very nice to the child. They were even nicer when the child casually lifted the American-built Jeep they were driving with one hand. The child, Hassan Bismoli, accompanied the men back to Libya. There, the government decided to place him with a nice, caring family and train him to be a loyal enforcer of the Libyan government.

 

Khôf, as the boy was called, had killed everyone in five of the nice, caring families before the Libyan government realized that perhaps a family environment wasn't what was best. Instead, the boy was given over to Mika'il al-Khumyeh, better known as the Voice of God. The only safe place to keep the boy was Jihad.

Powers/Tactics: Khôf is a being of massive physical power. It is believed that perhaps only Strength of Tarot and Rampage have a higher level of physical strength. In addition, he is almost impervious from harm, can move with great speed, and is known to be able to survive in a vacuum.Campaign Use: Khof is a member of Jihad, a group of metahuman terrorists supporting the Islamic Fundamentalist jihad against the west.
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Re: Character Posting Game.

 

In what way?

 

I'd never given it much thought, beyond Secret ID and Public ID, and a different way to buy bad Reputations, or to represent unfair reputations, like being the subject of harmful stereotypes.

 

Some of the things you've got on the social ist, like "Biggest Fan", "Always Broke", and "Nine To Five Job" are absolutely brilliant, but I never would have thought of using the Social Lim that way.

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Guest Worldmaker

Re: Character Posting Game.

 

Well he's scary.

 

You forgot the next challenge.

 

 

I keep doing that.

 

 

Okay, next challenge: A Silver-to-Bronze Age "Commie Rat" character from Soviet Russia who, despite being a villain here, is a hero there.

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Re: Character Posting Game.

 

Snow Blind

 

10/20 STR 0

16/29 DEX 18

18 CON 16

13 BODY 6

10 INT 0

18 EGO 16

10 PRE 0

18 COM 4

 

2 PD 0

3 ED 0

4/5 SPD 14

5/10 REC 0

36 END 0

40 STUN 23

 

6" RUN 0

12" SWIM 0

2" LEAP 0

 

Cost Power

12 Strength of Winter: +10 STR, 0 END, Not in Hot Temperature (-1/4)

39 Acrobatic Grace: +13 DEX, +1 SPD

3 Acrobatics 12-/14-

6 PS: Skier 12-/14-, Ice Skater 12-/14-

25 Snow Blind: Spacial Awareness

7 Snow Vision: N-ray, only through ice,snow,water (-1)

2 Ultraviolet "Vision", Can sense high concentrations only (-1)

15 Aware of her Surroundings: +5 PER

5 Bump of Direction

8 Acclimated to the Cold: +5 REC, Not in Hot Temperatures (-1/4)

1 Language: Braille

3 Language: English (Russian Native)

2 LS: Intense Cold

17 Seduction 18-

 

20 10PD/10ED Force Field

100 Snow Multipower

6u Ice Daggers: 4D6 RKA

6u Snow Ball: 12D6 Energy Blast

5u Block of Ice: 6D6 Entangle, Melts quickly in Hot Temperatures (-1/4)

3u Combat Flight: 20" Flight, Not in Hot Temperatures (-1/4)

3u Fast Flight: 5" Flight, 0 END, Megascale, Not in Hot Temperatures (-1/4)

1u Skating: +10" Running, 0 END, Only on Ice or Snow (-1)

1u Snow Plow: 6" Tunneling, 6 DEF, O END, Only through Ice or Snow (-1)

1u +10" Swim, 0 END

 

Disadvantages

20 Psychological Limitation: Plight of the Common Man

10 Psychological Limitation: Young

10 x2 Effect from Sonic Flashes

10 Watched by Russians

15 Hunted by Superhero Team

 

Appearance: Snowblind looks like to be about late teens to early 20s. With blond, almost white hair, and a deceivingly delicate build. Her eyes and voice, when not filled with cold-war anger, are enchanting and seductive.

 

Personality: Snowblind is definately a defender of the plight of the common man who, in her opinion, is often forgotten in the superheroic world. She is known for rescuing people trapped in snowstorms and those fallen in the ice and helping people rebuild after disasters.

 

Quote: "I am not so blind, that I can not see what a true hero is. And you, are no hero."

 

Background: Snowblind's lost her sight in a bizzard, however, her mutant abilities give her an amazing ability to see and move through snow, ice and water. The Russian government has been watching her as she has become a favorite hero of the people. If she is sent over seas to fight, she will fight ruthlessly (but not to directly kill) to defend her commades from the evil supervillians and rob banks to "recapture money stolen from the Russian people".

 

Powers/Tactics: She usually goes on the defensive, drawing enemy fire away and firing ice daggers to disarm or as an impressive warning. (Ice daggers can embed into concrete near the heroes, but she will never fire them directly at a hero.)

 

Campaign Use: Young, sexy, misunderstood supervillian who fights for the right reasons, but the wrong side.

 

Next Challenge: A heroic monster

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Re: Character Posting Game.

 

How's this one for a Heroic Monster? I've played it as a Fantasy hero character, and I'm now playing it as a modern day superhero.

 

Crystal Stone (Gargoyle)

 

Background

Crystal's earliest memories were of being raised in a Wizards tower by the illusionist Edward Stone. Although she was as large as she would ever be, it took 20 years of training until she was ready to go out into the world. Although her Quartz gargoyle body made her a fighter, most of her early training was as a sage, learning the world situation and the languages needed to be understood. Crystal wasn't very bright, so she was a slow learner. But she liked to learn, and didn't need to sleep, so eventually she did learn what she needed.

 

Crystal spent several years exploring the world and doing good deeds, but her monstrous appearance worked against her. Few were the people who would trust the 'glass' gargoyle. Eventually she went home to her master, and the small village which knew her.

 

Her master then taught her some of his illusion spells. Because of her limits, he taught her only the most general spells rather than many specific spells. It took many more years, but Crystal learned a spell for creating images that all could see, and a spell for changing what one person saw. But much more useful to her were the spells that allowed her to disguise herself and the spell that provided an illusionary but very solid protective shell. The disquise spell was a powerful one, affecting all known senses. While she would always be an animated hunk of quartz weighting close to a ton, with this spell active, she could appear as a human, and even sit in a chair despite her wings, tail, and weight. But nothing comes without a price, and in human form she was much weaker, and her hidden wings wouldn't catch the air so she couldn't fly.

 

Crystal was ageless stone, but her master was only human and eventually grew old. But before he died, he gave Crystal her freedom and his name, making her Crystal Stone. He also made her his heir, a daughter of mind since he had no child of the flesh. Crystal didn't know what to do with her freedom, she had always existed to serve and protect, so she continued to do so until her master, now father died.

 

She continued to live in the wizards tower, posing has Edward's human daughter, and protecting the town as best she could. But the middle ages were a time of invasions, and she was only one fighter. Eventually the tower fell, and the town was ransacked. Those that survived left. Crystal had been damaged in the fight, but thanks to the illusionary armor, not fatally. The cracks soon mended, but there was no one left to protect. So she secured what had survived in the tower, books, furniture, magical talismans, all were sealed in the basement, and then she buried the basement stairwell to hide that there was ever a basement to the tower. Crystal then again went out into the world, but this time as a human. Usually she wore the guise she had developed as Edward's daughter, but she changed it to fit what was needed, often taking the guise of a man because women were ignored.

 

Times change and the 20th century found Crystal in the United States. There she learned about museums, and how they preserved as well as displayed ancient artifacts. Going back to England, she recovered what was left of the tower's contents and brought it back to the U.S. There she went looking to make a deal with a museum, that they could display the old family relics if they hired her as its curator. Since she was willing to accept a very low wage, she was able to find a museum that would accept her offer. She remains the owner of the private 'Stone' collection. But it pleases her to have it on display, while being around to guard it.

 

The museum developed a reputation for being guarded at night by some sort of monster, though only attempted thieves ever saw the creature. The only evidence that such a creature might actual exist was the occasional bound thief found when the museum opened. Of course this was simply the unsleeping Crystal, guarding her fathers belongings. With no need to eat or sleep, her small wage went towards buying books and newspapers, with most of it being saved.

 

When superheroes started appearing, Crystal extended her protection to cover the entire city. In order to avoid scaring those she sought to help with her inhuman appearance, she developed and perfected a second form, that of a small human wearing a technological gargoyle suit. This form allows her to use her full abilities, but doesn't cause as much fear as her natural form does. She has learned enough technical terms to sort of explain her 'suit', but it's all meaningless technobabble.

 

Although she knows a great deal about magic, Crystal has never learned about her own origins. She doesn't know how she was made, nor if she has a human soul or if she actually is a soulless monster.

 

Appearance:

In her natural form, Crystal Stone is a 6'2" tall clear quartz gargoyle, with large bat-like wings, tail, claws, and a monstrous visage (Demona from the Gargoyles cartoon, but made of glass). While obviously female in appearance, she is not anatomically correct, and does not normally wear clothes. Her natural voice sounds like talking chimes.

 

In her human form, Crystal is still an imposing 6'2" tall, but she is a well built red-head. She tends to dress conservatively, though any cloths are just an illusion. She disguises her voice as a husky contralto.

 

In her Gargoyle form, she appears to be an oriental woman strapped into a metal Gargoyle exoskeleton. Except for securing straps, the torso, arms and legs are visible, with the exoskeleton extending the feet and arms. The wings are metal, and appear less bat-like. And the tail has radiation warning symbols on either side of it. The lower part of her face is covered by a respirator and voice distorter, while her upper face is exposed, as is her long black hair. Her 'distorted voice' is actually her natural voice, but with a japanese accent.

 

She has also practiced and perfected an illusion of Gargoyle without the exoskeleton suit, for those rare cases where she needs to 'take it off'.

 

Personality:

Crystal is always calm and collected, which gives the feeling that she's cold and distant. The truth is, while she can feel emotions, she never feels them strongly. Both her nature and training are to remain calm even in stressful situations. Also, she is incapable of feeling remorse. Even when she failed to protect the village and her fathers tower, she didn't feel bad about it afterwards.

 

Crystal likes be around people. She is very fond of her job at the museum, and happily answers peoples questions.

 

While Crystal is not very bright, and it takes her a long time to learn something new, this isn't readily apparent from talking to her. She can follow and contribute to most conversations.

 

Powers:

Crystal is basically an ancient stone golom. This gives her incredible strength and durability for the middle ages, but against superheroes, she's a slow, weak brick. Her claws are as effective as a sword, but modern laws keep her from using them for more than climbing walls. Her wings allow her to fly. Actually the flight is magical, her wings aren't nearly large enough to lift her mass. Finally, she can see well in anything less than complete darkness. Her tail is used for balance and does not function as an extra limb.

 

She is also trained in illusion magic. She can either disguise herself, create images, or project illusions into someone's mind. At the same time, she can also project an illusionary, but quite solid shell around herself for additional protection. All of these spells require intricate gestures to start, and a piece of quartz. Of course, Crystal always has the piece of quartz, that's what she's made of. Centuries of practice have made the disguise and protection spells effortless, the other two spells she uses only rarely.

 

Finally, Crystal has centuries of practice in hand to hand fighting. She usually hits what she aims at. In comparison, her defense skills are lacking, she's always counted on her tough body and defensive magic to protect her.

 

Crystal has a good knowledge of history (having lived through it) and magic. She also is keeping up with current events, and knows who is who. And it's hard to protect people you can't talk too, so Crystal knows over a dozen languages.

 

Val Char Max Pts.

35/20 STR 23 10

15 DEX 15 15

15 CON 20 10

13 BODY 23 6

8 INT 13 -2

8 EGO 13 -4

13 PRE 20 3

12 COM 12 1

11/8 PD 8 4

9/6 ED 8 3

3 SPD 3 5

7 REC 10 -6

30 END 50 0

31 STUN 50 -8

Characteristics Cost: 37

 

Skill / END /

Pts. Talent / Perk / Power Roll

Gargolye shape

15 1D6 HKA (2D6 w/STR) 1

18 11" Flight (44" nc, 49.2 mph) 2

Restrainable (-1/2)

4 8" Running (16" nc, 17.9 mph) 2

10 35 STR Clinging

5 Nightvision

Body of Stone

18 7PD 5ED Armor

30 3 lvls Density Increase 0

800kg, +15 STR, -3 kb, +3PD/ED

Always on unless shape shifted

6 1 BODY Regeneration per hour 0

50 LS: Full Life Support + unaging

3 Simulate Death

Illusion Magic

21 7PD 7ED Force Field 0

48 60 pt Multi Power (requires gestures)

5 U Shape Shift any shape 0

Sight, sound, smell, touch

5 U Illusionary Images, -6 to PER 6

Sight, sound, 4" radius

5 U 12D6 Mental Illusion 6

Training

3 Scholar

1 KS: History of Europe 11

1 KS: American History 11

1 KS: World History 11

1 KS: Middle Ages 11

1 KS: Heraldry 11

1 KS: Magic 11

1 KS: Illusion Magic 11

1 KS: Magical Creatures 11

1 KS: Magical Places 11

1 KS: Magical Artifacts 11

1 KS: Legends 11

1 KS: Current Events 11

1 KS: Current Political Situation 11

1 KS: Local Laws 11

1 KS: Known Supervillians 11

1 KS: Known Superheroes 11

1 KS: Heads of State 11

1 KS: Important People in city 11

1 KS: (Other) Famous People 11

1 KS: Technobable 11

2 AK: World 11

2 AK: Campaign City 11

3 Linguist

1 Arabic (Fluent, no idiom)

1 English (Imitate dialects)

1 French (Fluent, no idiom)

1 Gaelic (Fluent, no idiom)

1 German (Fluent, no idiom)

1 Greek (Fluent, no idiom)

1 Hebrew (Fluent, no idiom)

1 Italian (Fluent, no idiom)

1 Japanese (Fluent, no idiom)

1 Latin (Fluent, no idiom)

1 Macedonian (Fluent, no idiom)

1 Mandarin (Fluent, no idiom)

1 Norwegian (Fluent, no idiom)

1 Russian (Fluent, no idiom)

1 Spanish (Fluent, no idiom)

2 PS: Sentry 11

2 PS: Musium Curator 11

18 +7 with Punch (Basic Strike), Claw, or Grab

3 Basic Strike (+1 OCV, STR+2d6 Damage)

313 : Skills Cost

37 + Char Cost

350 = Total Cost

 

15 Secret ID (Crystal Stone)

10 DF: Glass Monster (EC, MR)

5 DF: Cannot eat or drink (EC, NR)

5 DF: Powerful Magic Artifact (NC, detect magic only)

10 Never feels remorse (C,M)

15 Purpose in life is to Protect (C,S)

15 Paramedic and most healing doesn't work due to not being alive.

10 1 1/2 x Body & Stun from sonic atks

20 Gargolye characterisk Maxima

20 Hunted by Demon on 8- (MP, NCI) Why does tech hero radiate magic?

15 Always Calm And Collected (C,S)

5 Gregoreous

1 Q: Likes to study

1 Q: Extra running requires running on all fours

1 Q: Flash when takes damage

1 Q: Completely rigid when unconscious

1 Q: Still protects relics from creator

Disadvantages Total: 350

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Re: Character Posting Game.

 

Here's a semi-random power villain from Worldmaker's game. He suggested the parameters. I helped a little with the details.

 

Wheel of Fortune

 

Cost Characteristic Value

8 Strength 18

39 Dexterity 23

26 Constitution 23

16 Body 18

3 Intelligence 13

8 Ego 14

3 Presence 13

0 Comeliness 10

6 Physical Defense10

3 Energy Defense 8

27 Speed 6

12 Recovery 15

17 Endurance 80

1 Stun 40

OCV:8 Strength Roll:13 Intelligence Roll:12

DCV:8 Dexterity Roll:14 Perception Roll:12

ECV:5 Constitution Roll:14 Ego Roll:12

Phases:2,4,6,8,10,12 rPD/rED:9/9 Running:9"

Cost Power END

64 Turn of the Wheel: Multipower (80) - Limit: Can Only Select From a Randomly Chosen Power Set (i.e., Fortune of the Wheel); Non-Random Power Set Selection if Luck Charge is Used (i.e., Fate of Fortune); May Select Next Higher Power Set as ½ Phase Action (i.e., the Wheel Turns) (-¼)

6 u North/Winter (Power Set 1), Freeze: Drain 5d6 vs. Speed - Ranged (+½) 7

6 u North/Winter (Power Set 1), Sap Energy: Drain 5d6 END - Ranged (+½) 7

6 u North/Winter (Power Set 1), Chill: Energy Blast 8d6 - NND (Life Support: Safe in Extreme Cold) (+1) 8

12 a East/Spring (Power Set 2), Rain: Change Environment -1 OCV, -1" Movement, -3 to PER Roll for Sight, Hearing, and Smell Groups, 32" Radius - ½ Endurance Cost (+¼) 3

7 a East/Spring (Power Set 2), Erosion: RKA 3d6 - Indirect (+¾), Limit: Only Against Inorganic Matter (-1) 8

12 a East/Spring (Power Set 2), Growth: Growth 12 Levels - ½ Endurance Cost (+¼) 3

12 a South/Summer (Power Set 3), Firestorm: Energy Blast 10d6 - Explosion (+½) 7

13 a South/Summer (Power Set 3), Summer Winds: Flight 22", 32 x Noncombat Movement - ½ Endurance Cost (+¼) 4

12 a South/Summer (Power Set 3), Mirage: Images vs. Sight, -8 to PER Roll - Increased Size, 32" (+1¼), ½ Endurance Cost (+¼) 4

6 u West/Fall (Power Set 4), Mud: Entangle 8d6, 8 DEF 8

3 u West/Fall (Power Set 4), Decay: RKA 3d6 - Indirect (+¾), Limit: Only Against Organic Matter (-1) 8

6 u West/Fall (Power Set 4), Changing Colors: Shapeshift vs. Sight, Hearing, Smell/Taste, and Touch, Any Shape - ½ Endurance Cost (+¼) 3

 

30 Forces That Drive the Wheel: Elemental Control

24 1 Seasons Turn: . Extra-Dimensional Movement, Through Time, Any Date or Place in Time - Limit: Costs 1 Luck Charge to Use (-¼) 6

116 2 Time Heals All Wounds: Healing 2d6, Heal Limbs, Resurrection - Continuous (+1), Persistent (+½), Inherent (+¼), 0 Endurance Cost (+½) 0

30 3 Permanence of Time: Power Defense 48 - Hardened (+¼) 0

30 4 The Compass: Teleportation 20" - 0 Endurance Cost (+½) 0

 

19 Just in Time: Danger Sense, 15 or Less, Out of Combat, Any Danger - Shared Framework Effects with Elemental Control (-½)

30 Unpredictability: Invisibility to Sight Group and Normal

Hearing - Area of Effect 5" Radius (+1), Persistent (+½),

Inherent (+¼), 0 Endurance Cost (+½), Limit: Only vs

Precognition (-1½) 0

2 Leaping +2" 1

5 Eternal Wheel: Life Support: Longevity, ImmortalN/A

6 Fortune: Luck 1d6 - Charges: 30 Boostable Charges (+½), Limit: Maximum of 6d6 Luck (-¼) N/A

6 Leaping +3" 1

2 Swimming +2" 1

Cost Skill, Roll

3 Acrobatics, 14

2 Area Knowledge: Cuba, 11

2 Area Knowledge: The Caribbean, 11

2 Area Knowledge: Southeastern United States, 11

21 Athlete

Athletic Skill: High Jump, 13 Athletic Skill: Hurdles, 14

Athletic Skill: Javelin, 14

Athletic Skill: Judo, 14

Athletic Skill: Long Distance Running, 13

Athletic Skill: Long Jump, 13

Athletic Skill: Shot Put, 13

Athletic Skill: Soccer, 14

Athletic Skill: Sprint, 14

3 Climbing, 14

24 Combat Skill Levels: +3 Overall

0 Everyman SkillsActing8

Area Knowledge: Havana, Cuba, 11

Climbing, 8

Computer Programming, 8

Concealment, 8

Conversation, 8

Deduction, 8

Language Skill: Spanish - Idiomatic

Paramedic, 8

Persuasion, 8

Professional Skill: Athlete, 11

Shadowing, 8

Stealth, 8

Transport Familiarity: Small Ground Vehicles

3 Language Skill: English - Fluent with Accent

2 Language Skill: French - Fluent with Accent

3 Paramedic, 12

17 Scholar

Knowledge Skilll: Business Competitors, 12

Knowledge Skilll: Caribbean Drug Organizations, 12

Knowledge Skilll: Nutritional Supplements, 12

Knowledge Skilll: Olympic Games, 12

Knowledge Skilll: Performance-Enhancing Drugs, 12

Knowledge Skilll: Sports Culture, 12

Knowledge Skilll: Sports Drug Testing, 12

1 Science Skill: Kinestesiology, 8

1 Science Skill: Toxicology, 8

3 Teamwork, 14

Cost Martial Arts

35 Ju-jutsu

Atemi Strike-1 OCV+1 DCV-2d6 NND

Block+1 OCV+3 DCV-Block, Abort

Breaking Throw-2 OCV-2 DCV-Grab One Limb, HKA ½d6 (2 DC), Disable, Target Falls

Escape+0 OCV+0 DCV-+15 STR vs. Grabs

Joint Lock/Throw+1 OCV+0 DCV-Grab One Limb, 1d6 NND, Target Falls

Shime-2 OCV+0 DCV-Grab One Limb, 2d6 NND

Slam+0 OCV+1 DCV-Strength + v/5, Target Falls

Strike+0 OCV+2 DCV-STR + 2d6 Strike

Takedown+1 OCV+1 DCV-STR Strike, Target Falls

Breakfall, 15- (5)

Knowledge Skill: Ju-jutsu (3)

Cost Talents

18 Fortune's Armor:Combat Luck 9 PD/9 ED

Cost Perquisites

4 Access: Caribbean Drug Organizations

10 Money: $5,000,000 per Year

Value Disadvantages

20 Psychological Limitation: Amoral

20 Psychological Limitation: Avoids Emotional Commitments

10 Psychological Limitation: Capricious

10 Psychological Limitation: Cold and Aloof (Common, Moderate)

10 Psychological Limitation: Emotionless (Common, Moderate)

15 Psychological Limitation: Manic Depressive

15 Social Limitation: Secret Identity (Sofia Bermudez)

15 Unluck, 3d6

15 Vulnerability: Takes 2x Body from Stasis Attacks, Obvious

15 Vulnerability: Takes 2x Stun from Stasis Attacks, Obvious

Characteristics Cost:169

Powers/Skills/Talents Cost:619

Total Cost:788

Base Points + Disadvantages:445

Experience Spent:343

Total Points:788

Wheel of Fortune

Real Name:Sofia Bermudez

Concept:Energy Blaster

Hair/Eye Color:Brown/Brown

Height/Mass:1.63 meters/55 kilograms

Nationality:Cuban

Place of Birth:Havana, Cuba

Date of Birth:August 14, 1942 (most recent)

Affiliation:Tarot

Background Story: "You are ranked number 5 in the world for nearly all of your events, Sofia. In fact, you haven't medaled, ever, not in the 1960 Olympics, not in any of the smaller matches," the stout man in the green trousers, green shirt, and green cap stroked his beared and took a puff on the cigar. "Cuba has had high hopes for you for quite some time now. You are an excellent physical specimen, that is obvious from the many events in which you qualified. But, you can never finish in the top three. These games in Tokyo will be your last chance. Do you want to show the capitalists that the product of communism is superior? That the product of Cuba is superior?"

"Yes, of course, Comrade," Sofia Bermudez replied.

"Very good. Very good." The man exhaled a puff of smoke from his cigar and snapped his finger loudly. A small man, dressed in a similar manner entered the room, tried unsuccessfully to suppress a cough and gave a weak salute. The larger man proclaimed, "Dr. Hernandez, please administer your drug to Comrade Bermudez."

The large man exhaled another puff of smoke and then left, leaving the doctor and the athlete in the small, white-painted and simply furnished room. He poured a yellow-orange liquid from a flask into a simple cup."This will greatly enhance your performance. You must drink the same amount each day for the next three months."

Lifting the cup to her lips, Sofia sipped. It was a mild flavor unlike anything she had tasted before, slightly like citrus and slightly like a muted spice.

The doctor left the room, leaving Sofia alone. She did not feel any different, though, at least not at first. So, she arose from her seat, but was forced to sit back down as the room seemed to begin spinning.

It was strange, but the spinning of the room felt like it made a 360 degree turn and then abruptly stop. A vision flashed, in her head rather than to her eyes. She was a man, at least twice as large as Sofia, the Cuban athlete. He was still only a junior sumotori and his sumo stablemaster had just reminded her of the pride she could bring to the Yamanaka stable. A doctor had just given him a liquid and he drank it.

The room seemed to spin precisely 360 degrees again. Now she was a woman in a plain gray toga. She was a team gladiator, but her owner knew that she could be much better and make the Gallic company rise to the fore. A physician had just given her a concoction and she drank it.

The room seemed to spin precisely 360 degrees again. Once again she was a man, this time in a plain white toga. He was the second fastest runner and second best javelin thrower in Thessaly. His mentor said that it was he that was destined to bring renoun to the city of Larissa. A physician had just given her a concoction and he drank it.

The spinning and replaying of the scene continued through innumerable lives in innumerable variations of the same theme. At long last, it stopped. She was once again Sophia Bermudez, her soul was bound to the Wheel of Fortune by a very ancient curse that predated even written history. Only in this life, she knew of her past lives, and she even knew of the curse. Most importantly, she had an idea of how to control it - at least to some degree.

To Sofia Bermudez knowledge is the root of amorality rather than evil. In particular, knowledge of how the Wheel of Fortune can bind her fate has made her think about how little of destiny she controls and how much is uncontrollable. When she was walking home to her squalid apartment in the city of Havana, a man, European by his looks and out of place by his clothing, stopped and debated with her about fate, destiny, control, and hubris as well as morality. By the end of the night, Sofia Bermudez left Cuba. Using money granted to her by the Emperor, she opened a health food business, which specialized in nutritional supplements. Now, she runs a large multi-chain operation, Caribbean Health, which has health food stores across the southern United States and Caribbean Islands as well as manufacturing of vitamins and other nutritional supplements. The conglomerate also makes and distributes performance-enhancing drugs and distributes narcotics from the Caribbean and South America.

Quote: "What does it matter? The Wheel of Fortune will turn and things will change."

Quote About Her: "It's not that she wants to do evil. She does not see it as evil." -- Pendragon of the Global Guardians

Personality: Sofia was once a highly competitive, spirited athlete. The Wheel of Fortune changed nearly everything about her. She knows that she is tied to the wheel and that the wheel always turns. What is good fortune one day will be bad fortune soon. She knows that all is predestined and, therefore, anything pleasurable which comes to a person should be enjoyed rather than spurned, for it will be gone some day soon. A toy of the wheel, Sofia has sunk into the despondency of just being. Still, she is tied to the wheel and sometimes feels energetic enough to seek to do herself some good. Appearance:As Sofia Bermudez, she appears an average woman, her weight ever fluctuating with her cyclical diets and binges. She dresses in business clothes on most days or in sweatshirts and sweatpants on others. On manic days, she will carry out Tarot missions, wearing a dress that emulates a color wheel and a belt which is a brass wheel with symbols and characters imprinted.

Powers:The Wheel of Fortune is able to manipulate fortune and probability to some degree. In addition, she has powers which are cyclical in nature, following especially time, the seasons and elements that are associated with the seasons.

 

Again, my apologies for the lack of Hero Designer.

 

If this is acceptable to JSenecal, I'd like the next challenge to be a time-SFX, time-travelling villain who is immune to changes in time events that he/she has created (i.e., this character is so historically insignificant that nothing changes his/her final impact on history despite the fact that he/she wants desperately to become historically important).

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