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Character Posting Game.


Enforcer84

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Re: Character Posting Game.Challenge Answered

Rex Danger

Val Char Cost
15 STR 5
18 DEX 24
13 CON 6
12 BODY 4
18 INT 8
14 EGO 8
15 PRE 5
12 COM 1
9 PD 0
9 ED 0
3 SPD 2
6 REC 0
26 END 0
27 STUN 0
7" RUN 2
2" SWIM 0
3" LEAP 0
Characteristics Cost: 65

Cost Power END
422 You Would Have Gotten Away With It Powers: Elemental Control, 844-point powers
211 1) Skeptic Field Alpha: Suppress Magic / Supernatural / Spiritual Powers 25d6 (standard effect: 75 points), all Magic powers simultaneously (+2), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible Power Effects (Fully Invisible; +1), Area Of Effect (264" Radius; +1 1/2) (844 Active Points); No Range (-1/2), Always On (-1/2) 0
211 2) Skeptic Field Beta: Suppress Psionic / Psychic / Chi Powers 25d6 (standard effect: 75 points), all Psionic powers simultaneously (+2), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible Power Effects (Fully Invisible; +1), Area Of Effect (264" Radius; +1 1/2) (844 Active Points); No Range (-1/2), Always On (-1/2) 0
211 3) Skeptic Field Gamma: Suppress Mutant / Alien / Biological Powers 25d6 (standard effect: 75 points), all Mutant powers simultaneously (+2), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible Power Effects (Fully Invisible; +1), Area Of Effect (264" Radius; +1 1/2) (844 Active Points); Always On (-1/2), No Range (-1/2) 0
Powers Cost: 1055

Cost Martial Arts Maneuver
3 Jab: 1/2 Phase, +2 OCV, +1 DCV, Strike
4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Cross: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike
Martial Arts Cost: 11

Cost Skill
15 +3 with DCV [Notes: Knows How To Dodge and Weave]
6 +2 with Dive For Cover, Dodge, and Block
3 Paramedics 13-
3 Sleight Of Hand 13-
3 Breakfall 13-
2 Computer Programming (Hacking and Computer Security) 13-
3 Security Systems 13-
3 Lockpicking 13-
3 Combat Driving 13-
3 Concealment 13-
3 Criminology 13-
3 Conversation 12-
3 Deduction 13-
3 Shadowing 13-
3 Stealth 13-
3 Streetwise 12-
3 High Society 12-
0 Language: English (idiomatic; literate) (5 Active Points)
2 AK: Campaign City 11-
3 Language: Spanish (completely fluent)
3 Scholar
1 1) KS: Boxing (2 Active Points) 11-
2 2) KS: Conspiracy Theories (3 Active Points) 13-
2 3) KS: History (3 Active Points) 13-
2 4) KS: Stage Magic (3 Active Points) 13-
1 5) KS: The Law Enforcement World (2 Active Points) 11-
2 6) KS: The News World (3 Active Points) 13-
2 7) KS: World Events (3 Active Points) 13-
3 Jack of All Trades
2 1) PS: Reporter (3 Active Points) 13-
2 2) PS: Research (3 Active Points) 13-
2 3) PS: Writer (3 Active Points) 13-
Skills Cost: 94

Cost Perk
5 Money: Well Off [Notes: Best Selling Author]
18 Contact: Publishing World and News Organizations (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (18 Active Points) 11-
2 Reputation: Entertaining Lunatic Reporter with a record of catching crooks (A medium-sized group) 8-, +2/+2d6
35 Vehicles & Bases [Notes: House, a sports car and a News Van]
3 Computer Link [Notes: News Organization Sources]
Perks Cost: 63

Cost Talent
12 Combat Luck (6 PD/6 ED)
Talents Cost: 12

Val Disadvantages
25 Psychological Limitation: There are no such things as Magic, Aliens or Super Powers (Very Common, Total)
20 Psychological Limitation: A Vast Conspiracy is trying to Fool Us All (Very Common, Strong)
15 Psychological Limitation: I Will Spread The Truth (Common, Strong)
15 Social Limitation: If his powers were discovered, Rex would be hunted by every criminal organization and government on Earth (Occasionally, Severe)
10 Reputation: Crusading Fringe Journalist and Crime Buster, 11-
10 Physical Limitation: Halucinates a Rational Explanation for Everything (Frequently, Slightly Impairing) [Notes: Faced with evidence of the Supernatural, Rex will "see" flaws in the film, hidden devices, trap doors, special effects tricks, and other proof that the situation is not as it seems. The fact that such evidence is always gone when he points it out to others just proves the power of the Conspiracy.]
55 Scooby Doobie Bonus
Disadvantage Points: 150
Cost Summary:Base Points:1150Disadvantage Points: 150Total Experience Available: 0Total Character Cost: 1300Height: 1.80 mHair: BrownWeight: 100.00 kgEyes: BrownAppearance: Tall, slim man in his early forties with a worn yet handsome face, a friendly smile, and a wild look in his eye. Usually wears jeans and a loose sweater that has seen better days.Personality: Rex is charming and friendly when dealing with normal people, but becomes deeply suspicious when dealing with supers. At best he thinks of them as well meaning lunatics, and he treats most as liars, fools, or tools of the Conspiracy. Rex has seen more than one Super leap to his death to prove he could fly, or get shot to pieces while boasting of his invulnerability; he knows that many of these masked madmen really do believe that they have powers. It must be some form of brainwashing …

 

Rex has no idea that he is (arguably) one of Earth’s most powerful Supers, and would mock the suggestion.

Quote:“Yes, of course you’re a God. Now please, get away from the ledge, and let’s take a nice, safe elevator ride, and you can tell me all about it.â€

 

“He would have gotten away with it if it hadn’t been for us nosy kids.â€

Background: Rex Danger: Ace freelance reporter, best selling author, journalist, conspiracy theorist, and quite possibly the world’s most powerful Super.

 

It all started in 1969 with a gang of college kids wandering the country in their groovy Mystery Van. Dobie Gilman was the leader of the group then, a football hero whose dreams of becoming a cop would be derailed by a life long battle with addiction. Nicole Jape was a journalism student, and Heather South was a pre-med student with a desperate crush on Dobie and a talent for recreational pharmacology second to none. And Rex? Rex was a wreck, a journalism student who’d eat, smoke, or swallow anything for a thrill. From a strict religious background, Rex sought freedom in that summer trip, and planned to open his mind even if he needed to use a crowbar.

 

That summer was insane, on every level. The gang, stoned out of their minds and driven by Dobie’s urge to play detective and Rex’s budding journalistic instincts, solved over a dozen minor crimes in the Midwest, making the police of several states look like fools. In the process they encountered cultists, crooks, self proclaimed mystics, even a few Super Villains. Every time, every single time, it turned out that the “magic†and “super powers†they encountered were nothing more than sleight of hand and technological trickery.

 

Then came the Thing in the House. A deformed freak, it terrorized the gang past the edge of sanity, capturing them one by one, until it came to Rex. It cornered him, he screamed … and it vanished. Rex searched the room, and found a rigged projector and sound equipment! It had been a fake! He tried to tell the others, but their minds had broken. None of them would ever be the same.

 

When the police investigated the scene, they found no projectors or sound equipment. That’s when Rex first understood the power of the Conspiracy.

 

Rex got off drugs and re-committed himself to journalism. He was good, one of the best. He uncovered frauds, solved mysteries the police couldn’t handle, and won a trunk full of awards. He also learned how to box, and turned his long, lanky frame into a tower of lean muscle. Despite a lifetime of effort, he has yet to break the Super-Conspiracy.

 

Now in his early forties, Rex continues to fight the good fight, writing book after book and even sometimes managing to get a TV special as he debunks the lie of Super Humanity. Rex knows that maniacs like Doctor Destroyer have access to incredible technology, and that some so-called Super Heroes are good men and women trying to serve their fellow citizens. He just can’t understand why they claim to have “powersâ€, or why so many of his fellow journalists seem ready to swallow the lies.

 

Still, Rex loves a mystery, and he’ll never stop searching. He owes it to the gang.

Powers/Tactics: Any form of non-technologically based power under 75 active points will simply fail within around half a kilometer of Rex, unless Rex or the user of the power are under full cover (for purposes of Rex’s Suppress, non technological Force Walls and Entangles do not count as cover even if opaque). Powers over 75 active points will lose 75 points of effect. This power is fully invisible, and Rex has no idea that he has it. Even Superhuman characteristics are affected.

 

If threatened with physical violence, Rex is a big, well muscled man and a trained boxer. He is also blessed with quick reflexes. He will try to talk his way out of trouble, but is not adverse to backing talk with a good right hook.

Campaign Use: Rex makes an absurdly annoying foil for a Super group; just having him show up at a crime in progress is enough to cripple most Supers, both heroes and villains. Only gadget using Supers and Martial Artists are unaffected, and even they may find any mystic abilities or inhumanly high characteristics (any stat over 20 or SPD over 4 unless the character has NCM) nullified. More than one villainous plot has fallen to pieces because Rex happened to be taking a picture, and more than one hero has been severely injured trying to prove his Powers to Rex.

 

Plot Seed: Rex decides to “debunk†the team. How can they fight crime when their powers keep mysteriously failing?

 

Plot Seed: Viper suspects the existence of an incredible Power Nullifying Super in the city. The heroes suspect that Rex may be the Null. Can they stop Viper from getting their hands on Rex? Do they want to?

Next Challenge: A 350 Point Vehicle Master, with at least two vehicle write-ups
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Re: Character Posting Game.

 

Speed Racer

 

13 STR 3

16/33 DEX 9+28*

18 CON 16

16 BODY 12

13 INT 3

13 EGO 6

8 PRE 0

14 COM 2

6 PD 3

6 ED 2

4/6 SPD 14+2*

7/14 REC 12*

36 END 0

32 STUN 0

Total: 112

 

* IIF - Black Market Cyberline

 

...1.......Passport

20......Transport Familiarity: All groups, and a few extra ones

16.......Danger Sense 17- (-1/2 Only vs. Driving or Piloting Hazards)

...3......Combat Driving 16-

...3......Combat Piloting 16-

...3.......PS: Race Car Driver 16-

12.......KS: Race Courses of the World 16-

12.......KS: Race Cars of the World 16-

...3.......Traveler

30......AK: Various Cities around the world that have race tracks

...3......Acrobatics 16-

...3.......Breakfall 16-

...3.......Climbing 16-

...3........Navigation 12-

12........Mechanic 16-

12........Electronic 16-

...3........Bump of Direction

...3........Stealth 16-

...3........Shadowing 12-

...3........Lightsleep

..............Martial Arts

...3.............Legsweep

...5.............Offensive Strike

...4.............Martial Disarm

 

Disadvantages

10.............Addicted to Black Market Cyberline

15.............Psychological Limitation: Code vs. Killing (Total)

 

Speed Racer was a promising young race car driver, however, as time past, his youthful speed slipped away and he was faced with an early retirement. His mechanic friend suggested that he used something to pick him up, claiming it was all natural, but instead it was Cyberline. This black market version proved to be addictive, but made him incredible fast, able to have supernatural reflexes, this plus his native ability to sense dangerous hazards once again made him a demon on wheels (or in the air).

 

Quote: "Let's break that speed record!"

 

 

Note:

I'm stuck. I had a great idea of doing Speed Racer in his 40s addicted to Cyberline, but I can't seem to spend 350 points on him. Any suggestions?

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Re: Character Posting Game.

 

Speed Racer

 

13 STR 3

16/33 DEX 9+28*

18 CON 16

16 BODY 12

13 INT 3

13 EGO 6

8 PRE 0

14 COM 2

6 PD 3

6 ED 2

4/6 SPD 14+2*

7/14 REC 12*

36 END 0

32 STUN 0

Total: 112

 

* IIF - Black Market Cyberline

 

...1.......Passport

20......Transport Familiarity: All groups, and a few extra ones

16.......Danger Sense 17- (-1/2 Only vs. Driving or Piloting Hazards)

...3......Combat Driving 16-

...3......Combat Piloting 16-

...3.......PS: Race Car Driver 16-

12.......KS: Race Courses of the World 16-

12.......KS: Race Cars of the World 16-

...3.......Traveler

30......AK: Various Cities around the world that have race tracks

...3......Acrobatics 16-

...3.......Breakfall 16-

...3.......Climbing 16-

...3........Navigation 12-

12........Mechanic 16-

12........Electronic 16-

...3........Bump of Direction

...3........Stealth 16-

...3........Shadowing 12-

...3........Lightsleep

..............Martial Arts

...3.............Legsweep

...5.............Offensive Strike

...4.............Martial Disarm

 

Disadvantages

10.............Addicted to Black Market Cyberline

15.............Psychological Limitation: Code vs. Killing (Total)

 

Speed Racer was a promising young race car driver, however, as time past, his youthful speed slipped away and he was faced with an early retirement. His mechanic friend suggested that he used something to pick him up, claiming it was all natural, but instead it was Cyberline. This black market version proved to be addictive, but made him incredible fast, able to have supernatural reflexes, this plus his native ability to sense dangerous hazards once again made him a demon on wheels (or in the air).

 

Quote: "Let's break that speed record!"

 

 

Note:

I'm stuck. I had a great idea of doing Speed Racer in his 40s addicted to Cyberline, but I can't seem to spend 350 points on him. Any suggestions?

 

I like the idea. You can easilly sink the points into the Mark 5 and a base to store it, plus some contacts and maybe followers. Also, Luck and some action hero tricks, and maybe a light Martial Art (just some basic Karate and Judo).

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Re: Character Posting Game.

 

Mach Five

 

STR 25

BODY 15

SIZE 2"X1"

DEF 8 (Defense covers entire car if Button D is used to seal the top)

 

DEX 23

SPD 5

MOVE 31" x4 (620") 207 MPH

+1 Non-Combat Acceleration and Deceleration

 

Cost: 199

 

6.....+3 Reduced Turn Mode

 

Button A: Powerful Jumping Jacks

20........2" Stretching, 10" Superleap

 

Button B: Special Grip Tires

10.......Clinging

 

Button C: Twin Front Mounted Rotary Blades

75.......Tunneling 31" x4 Non-combat, 6 DEF (-1 Only through Forests)

45........3D6 RKA, Area Effect Hexes, No Range, Front Only (-1/2)

 

Button E: Special Lights

15.........Nightvision and Infrared Vision

 

Button F: Internal Oxygen Supply, Periscope

15........Life Support: Does not need to breathe, Use by self and 1 other, 1 Fuel Charge for up to 30 Minutes

12........Periscope: HRRP

 

Button G: Homing Robot

20........100 pt. Homing Robot with Recorders, X-ray Vision, and Camera

 

Powers and Skills: 218

Total: 417

 

Disadvantages:

15..........Distinctive Features: Mach Five (Not concealable, noticed)

15..........Public Identity: Mach Five

10..........Hunted by those who want the Mach Five's design (8-, As Pow, Easy to Find)

10..........Hunted by those who want to win so badly to attack the Mach (8-, As Pow, Easy to Find)

 

Total: 367 / 5 = 74

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  • 2 months later...
  • 1 year later...
  • 6 months later...

Re: Character Posting Game.

 

Charlene Mcgee

Val Char Cost Roll Notes

8 STR -2 11- Lift 75.8kg; 1 1/2d6 [1]

8 DEX -6 11- OCV: 3/DCV: 3

8 CON -4 11-

10 BODY 0 11-

10 INT 0 11- PER Roll 11-

13 EGO 6 12- ECV: 4

9 PRE -1 11- PRE Attack: 1 1/2d6

16 COM 3 12-

 

2 PD 0 Total: 2 PD (0 rPD)

2 ED 0 Total: 2 ED (0 rED)

2 SPD 2 Phases: 6, 12

4 REC 0

16 END 0

18 STUN 0

 

Running: 6"/12"

Leaping: 1"/2"

Swimming: 2"/4"

 

Cost Powers END

50 Wreath of Pyrokenetic Heat: +10 with DCV

 

10 Endurance Reserve (100 END, 0 REC)

6 Endurance Reserve (1 END, 10 REC);

REC: Slow Recovery 5 Minutes (-1)

37 Pyrokenesis: Multipower, 90-point reserve

all slots Personal Immunity (+1/4)

all slots Limited Power Full Power: Must Use Power skill to lower from full active (-1)

Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; -1/2)

Concentration (0 DCV; -1/2)

3u 1) RKA 5 1/2d6 (vs. ED)

Limited Power Full Power: Must Use Power skill to lower from full active (-1)

Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; -1/2)

Concentration (0 DCV; -1/2)

-1 Decreased STUN Multiplier (-1/4) (uses Personal END) 8

3u 2) RKA 3d6 (vs. ED)

AOE (5" Any Area; +1)

Limited Power Full Power: Must Use Power skill to lower from full active (-1)

Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; -1/2)

Concentration (0 DCV; -1/2)

-1 Decreased STUN Multiplier (-1/4) (uses Personal END) 9

3u 3) Dispel RKA, Fire SFX 15d6

AOE (5" Radius; +1)

Limited Power Full Power: Must Use Power skill to lower from full active (-1)

Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; -1/2)

Concentration (0 DCV; -1/2) (uses END Reserve) 9

 

Perks

6 Reputation: Pyrokenetic weapon of near limitless power

(A small to medium sized group) 14-, +6/+6d6

1 False Identity

 

Talents

13 Lightning Reflexes: +13 DEX to act first with Single Action: Use of Multipower

 

Skills

9 Pyrokenetic Control: Power (EGO-based) 15-

 

3 Acting 11-

3 Analyze: Professional Skills 11-

 

0 Climbing 8-

0 Concealment 8-

0 Conversation 8-

0 Deduction 8-

0 Paramedics 8-

0 Persuasion 8-

0 Shadowing 8-

0 Stealth 8-

0 TF: Small Motorized Ground Vehicles

 

 

Total Characteristic Cost: -2

Total Powers & Skill Cost: 147

Total Cost: 145

 

 

Next: A Mutant tyrant, ala Gamma World / Rifts

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  • 3 weeks later...

Re: Character Posting Game.

 

Hmmm...so long as I'm on a fantasy high (World of Warcraft...)

 

Challenge: Give me a character whos powers is bringing sketched monsters to life! The more time he spends detailing the sketch, the more powerful the monster.

 

Arandmoor

 

Bennet “B & E” Emerson

Val Char Cost Roll Notes

8 STR -2 11- Lift 75.8kg; 1 1/2d6 [1]

13 DEX 9 12- OCV: 4/DCV: 4

8 CON -4 11-

8 BODY -4 11-

10 INT 0 11- PER Roll 11-

10 EGO 0 11- ECV: 3

10 PRE 0 11- PRE Attack: 2d6

16 COM 3 12-

 

2 PD 0 Total: 2 PD (0 rPD)

2 ED 0 Total: 2 ED (0 rED)

2 SPD 0 Phases: 6, 12

4 REC 0

16 END 0

16 STUN 0

Running: 5"/10"

Leaping: 1"/2"

Swimming: 2"/4"

 

Cost Powers END

57 Summon 750-point creatures 30

Expanded Class of Beings Any Type of Being (+1)

Extra Time (20 Minutes, -2 1/2)

OAF (-1)

Concentration (0 DCV; -1/2)

Requires A Skill: Any Art of Piant / Draw / Sketch Roll

(Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4)

 

Perks

2 Reputation: Mad skills with Graffiti

(A small to medium sized group) 14-, +2/+2d6

1 Fringe Benefit: Hack License

1 Fringe Benefit: Permission to travel in gang territory

 

Skills

1 Language: French (basic conversation)

 

3 Conceptual Artist (Skill Enhancer)

5 PS: Anime Illustrator 15-

5 PS: Computer Aided Designer 15-

5 PS: Graphic Designer 15-

2 PS: Taxi Driver 12-

 

2 CK: Hudson City 11-

2 CK: Hudson City: Museums & Art centers 11-

2 KS: Hudson City: Graffiti Artists 11-

2 KS: the Art World 11-

3 KS: Art History 12-

 

3 Combat Driving 12-

3 Shadowing 11-

 

1 High Society 8-

 

 

Total Characteristic Cost: 0

Total Powers & Skill Cost: 100

Total Cost: 100

 

75+ Disadvantages

10 DF: Always talks about art or relates places / people to Art (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Experience Points

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