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Character Posting Game.


Enforcer84

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The next challenge got lost, but here I'll repost it for the forum:

 

A legacy hero (youngun) who's parent was a silver age villain. Post both the Villain and thier Heroic Progeny. While it would be nice if they had the same or similar powers, I won't hold you to a powerset because I am tired and cant think of one.
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Originally posted by Durnin

Ok, I have to post one more off-topic ;)

I was working at KublaCon Memorial weekend, and we sell OGL Soap (It's a gag thing), anyway, this lady comes up to the booth and asks for a bar for her son. I say yea it's a great gag gift, and she says you got the gag part right. She said she was buying it for her son in the hopes that he would actually bathe... is that sad or what? :(

Ok, now back to the character posting!

That is so sad. Maybe you are on to something though. Perhaps if we could come up with a laminated card game that could be played in bathtubs where soap is used instead of stones or whatever... :D
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Originally posted by Agent X

That is so sad. Maybe you are on to something though. Perhaps if we could come up with a laminated card game that could be played in bathtubs where soap is used instead of stones or whatever... :D

hmmm... Go Fish?
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Guest C_Zeree
Originally posted by BenKimball

This seems like an appropriate place to ask: how do you get that nice character formatting when posting a character to these forums? I have an HDC file I'd like to post, and not just as an attachment.

 

Cheers!

Ben

There's an export template you choose when exporting. It is actualy entitled HERO Boards, or something close. KS has begun putting it all in a table, to make the snazy borders. I don't know if he's actually modified an export template though. Check the Free Stuff page / HD Export Templates for the latest and greatest.

 

Hope I helped. :)

 

SO where's those Silver Aged Progeny?????

 

HAHA beat you Durnin! ;) Aren't we both just so helpful? :D

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Originally posted by C_Zeree

There's an export template you choose when exporting. It is actualy entitled HERO Boards, or something close. KS has begun putting it all in a table, to make the snazy borders. I don't know if he's actually modified an export template though. Check the Free Stuff page / HD Export Templates for the latest and greatest.

 

Under Free Stuff there is a zip called ExportTemplatesKS which contains 4 of my templates including a HERO Boards template with the background fields.

 

I use a variant for the Black text on White bg that I havent sent to Ben Seeman yet. Here it is:

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War-ManHere is War-Man, a new character for our group. The player (Silentblac) wanted a true-blue old-school Silver Agish hero, with a Capt America type mentality of heroism. This is a collaborative character; I fleshed out and optimized the concept and bg provided by the player, but the concept was purely Silentblac's.

War-Man

Thomas O'Malley

Val Char Cost
10/30 STR 0
13/25 DEX 9
10/30 CON 0
8/15 BODY -4
13 INT 3
15/20 EGO 10
15/20 PRE 5
16 COM 3
2/15 PD 0
2/15 ED 0
3/6 SPD 7
5/20 REC 2
20/60 END 0
20/50 STUN 2
6" RUN 0
2" SWIM 0
2"/6" LEAP 0
Characteristics Cost: 37
attachment.php?s=&postid=74071

Cost Power END
Both MAN and MACHINE (War-Man HERO ID), all slots: Only In Heroic Identity (-1/4)
10 1) Metal Skin: Damage Resistance (10 PD/10 ED), Hardened (+1/4) (12 Active Points)
34 2) Internal Control Systems: Life Support , Eating: Character only has to eat once per week, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: 200 Years, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing, Sleeping: Character only has to sleep 8 hours per week (42 Active Points)
13 3) Visual Sensors: (Total: 16 Active Cost, 13 Real Cost) Infrared Perception (Real Cost: 5) plus Ultraviolet Perception (Real Cost: 5) plus Telescopic +4 to PER Rolls (only to offset the Range Modifier) (Sight Group) (Real Cost: 6)
10 4) Radio Sensors: High Range Radio Perception (12 Active Points)
5 5) Sensor Enhancements: Enhanced Perception (+2 to PER Rolls for All Sense Groups) (6 Active Points)
26 6) War-Man Form: +20 STR, Reduced Endurance 0 END (+1/2) (35 Active Points) (Modifiers affect Base Characteristic)
29 7) War-Man Form: +12 DEX (36 Active Points)
32 8) War-Man Form: +20 CON (40 Active Points)
11 9) War-Man Form: +7 BODY (14 Active Points)
8 10) War-Man Form: +5 EGO (10 Active Points)
4 11) War-Man Form: +5 PRE (5 Active Points)
9 12) War-Man Form: +9 PD, Hardened (+1/4) (11 Active Points) (Modifiers affect Base Characteristic)
9 13) War-Man Form: +9 ED, Hardened (+1/4) (11 Active Points) (Modifiers affect Base Characteristic)
16 14) War-Man Form: +2 SPD (20 Active Points)
11 15) War-Man Form: +7 REC (14 Active Points)
2 16) War-Man Form: +3 STUN (3 Active Points)
3 17) War-Man Form: 0" Running (6" total), Reduced Endurance 0 END (+1/2) (6 Active Points)
1 18) War-Man Form: Leaping 0" (2"/6" forward, 1"/3" upward), Reduced Endurance 0 END (+1/2) (1 Active Points)
1 19) War-Man Form: Swimming 0" (2" total), Reduced Endurance 0 END (+1/2) (1 Active Points)
32 20) War-Man Form: Flight 10", Combat Acceleration/Deceleration (+1/4), Usable Underwater (+1/4), Reduced Endurance 0 END (+1/2) (40 Active Points)
2 21) War-Man Form: Lack Of Weakness (-2) for Normal Defense
2 22) War-Man Form: Lack Of Weakness (-2) for Resistant Defenses
3 23) War-Man Form: Knockback Resistance -2" (4 Active Points)
13 24) War-Man Form: +2 with All Combat (16 Active Points)
46 Operational Weapons Array: Multipower, 80-point reserve, all slots: (80 Active Points); Restrainable (-1/2), Only In Heroic Identity (-1/4) [Notes: SFX: Force (Bright white nimbus, hums as it displaces air)]
4u 1) Overcharged Salvo: Energy Blast 16d6 (vs. PD) (80 Active Points); Beam (-1/4) 8
4u 2) Tactical Weapons Assortment: Energy Blast 8d6 (vs. PD), Variable Advantage (+1/2 Advantages +1) (80 Active Points); Beam (-1/4)

[Notes: Green = Penetrating, Yellow = AP, Red = Explosion, etc.]

8
4u 3) Concussive Stunner: Energy Blast 8d6 (vs. PD), No Normal Defense (FF, FW, LS: High Pressure) Standard (+1) (80 Active Points); Beam (-1/4) 8
4u 4) Primary Cannon: Energy Blast 10 1/2d6 (vs. PD), Reduced Endurance 0 END (+1/2) (79 Active Points); Beam (-1/4)
3u 5) Point-blank Primary Cannon Discharge: Hand-To-Hand Attack +10 1/2d6, Reduced Endurance 0 END (+1/2) (79 Active Points); Hand-To-Hand Attack (-1/2)
3u 6) Force Lance: Hand-To-Hand Attack +9d6, Personal Immunity (+1/4), Explosion (Line -1 DC/3"; +1/2) (79 Active Points); Hand-To-Hand Attack (-1/2) 8
Powers Cost: 354

Cost Skill
3 PS: Street Musician (INT-based) 12-
3 PS: Trumpeteer (DEX-based) 12- (14-)
Skills Cost: 6

Cost Perk
3 Contact (Street People) (Contact limited by identity), Organization Contact (+2) (3 Active Points) 11-
Perks Cost: 3

Val Disadvantages
35 Dependent NPC: kids at the orphanage 8- (Incompetent; Group DNPC: x8 DNPCs; Unaware of character's adventuring career/Secret ID)
10 Dependent NPC: Father Paul Trevain (Catholic Priest) 8- (Normal; Unaware of character's adventuring career/Secret ID; Useful noncombat position or skills)
15 Psychological Limitation: Code vs Killing (Common; Strong)
15 Psychological Limitation: Code of the HERO (Common; Strong)
20 Psychological Limitation: Action HERO (Very Common; Strong)
20 Normal Characteristic Maxima
10 Vulnerability: 1 1/2 x STUN Physical HKA (Common)
12 Physical Limitation: Noisy Movement (All the Time; Slightly Impairing; OIHID)
16 Susceptibility: Electromagnetic Fields 2d6 damage, per Phase (Uncommon; OIHID)
Disadvantage Points: 153
Cost Summary:Base Points:250Disadvantage Points: 153Total Experience Available: 0Total Character Cost: 400Height: 7' 6"Hair: NoneWeight: 400 lbsEyes: Glowing WhiteAppearance: In human form an unassuming 5'9" 150 lbs, with auburn hair, blue eyes, freckled skin, and a shy smile. In hero form, a hulking armored man-bot with no exposed skin or visible human features, glowing white eyes, and energy flares on the backs of his palms. He clanks when he walks in this form. Personality: Dedicated to stopping crime, but with a boy scout mentality.Quote:[sTOP WHERE YOU ARE; SURRENDER AND WAR-MAN WILL NOT HARM YOU]Background: Thomas O'Malley was born and raised in Chicago to a long line of Irish cops. One great-uncle was a member of the Untouchables, various uncles, cousins, and second cousins hold positions ranging from beat cop to district chief. His father and older brother were both shot in the line of duty. All he ever wanted to do with his life was to follow in his father’s footsteps, and become a police officer as well. During high school Thomas took part in the Sheriff's Explorers program in addition to his other passion, the marching band, and was all lined up to transition smoothly into the Police Academy after high school. He aced the entrance exam, but out of nowhere failed the physical due to a heart murmur he hadn't even known he had. Devastated, Thomas left the Academy and slowly wandered the streets in a daze. Fate seemed to have a different plan for young Thomas than being a police officer however, for as he drifted down a deserted alley in his stupor he was blinded by a very bright flash of light and felt an incredible, searing pain that dropped him to his knees and then into unconsciousness. Thomas awoke many hours later to the sound of a woman struggling. Coming to his senses, Thomas discovered that he saw the world differently now than he had before, in much greater clarity and across a greatly expanded wavelength; he could also ?hear? radio transmissions. Looking down at his arms, his skin was metallic and his veins looked like circuitry; his fingertips were shaped like nozzles and sealed by something like an iris. And when he moved, he felt tremendously powerful and coordinated. In fact, his reaction time was so accelerated, the world seemed to be moving at half speed. Then he remembered the girl sounds. Looking to the side he saw 3 young thugs attempting to sexually assault a woman behind the shelter of a dumpster. Moving with an alarming quickness, Thomas crossed the intervening distance in an eye blink and set into the villainous scum from behind. The first he grabbed by the back of the shirt and threw backwards across the alley into a wall, the second he struck across the face as he turned to confront Thomas, but the third pulled a gun, and without thinking Thomas reflexively fired a green bolt of energy from the fingertips of his right hand, striking the gunman squarely and propelling him backwards into the side of the dumpster which caused the lid to slam down and crush the would-be rapists head. Stunned by the suddenness of the fatality Thomas froze for a moment, but fortunately the other two goons turned tail and ran. Pulling himself together, Thomas got the girl to a rape shelter nearby, and then found his way to a corner of a quiet park near the alleyway as night settled in. The body was found that night and Detective Jamie O?Malley, one of Thomas’s uncles, took the case. Watching from the park, Thomas was haunted by the sound of the thugs head popping like a melon; it invaded any unguarded moment and wouldn?t let him rest. Finally he resolved never to take another life if it could be avoided by any means. Further, he realized if he didn?t leave town he might be forced to elude the custody of a kinsman, or worse, perhaps become in an armed conflict with him. As the thug’s death proved, Thomas couldn?t be sure of his own capabilities for mayhem; he might kill his uncle by mistake. Thus, though it pained him to do so, Thomas departed his beloved Chicago that night. At first he traveled on foot, but for some reason after awhile felt an urging which resulted in him trying to fly, and succeeding.After reaching the outskirts of Millennium City, Thomas holed up in an abandoned warehouse and began to discover more about his state. After several days of self experimenting he discovered he could switch back to his normal form by an act of will, after finally succumbing to sleep after a week of no need to rest, and waking up normal. At first he thought the whole thing had been a dream, or that perhaps he was going crazy, but merely thinking about the other form was enough to cause his transformation back. Struck by an idea Thomas thought about being his normal self again, and after some initial difficulty he learned how to switch back and forth with a mere moments thought.Able to blend in if necessary, Thomas went out to learn more about this new city and perhaps make a new home for himself. He found shelter at a halfway house run in South Dearborn by an kindly older priest called Father Paul Tremain, and started to get his life in order. However he quickly found himself obliged by his code of behavior to protect many innocents and victims from the despoliations of street scum of various stripes. Eventually he managed to get a trumpet from a pawn shop and started applying his only real job skill, playing the Trumpet by day in downtown Millennium city, parks, or on trains for sympathy cash, and fighting street crime by night.After his initial foray into crime fighting, Thomas decided he needed a call sign like other superheroes have and started calling himself War-Man, for he had decided that he had been made into a holy avenger by God to carry out a war on crime. He has since rethought that, but the name stuck.WHAT HAPPENED (Silentblac)Across the city a set of Dr. Destroyer’s wardroids were embroiled in a fight with some hero’s, one of the sustained a massive injury to its systems and core programming. This caused it to randomly teleport away in the middle of the fight.As Thomas was moving down the Alleyway the wardroid teleported in right on top of him causing the two of them to merge together and become one being. Then new being that stood there when the merge was complete has the abilities of the wardroid with the memories of Thomas and human emotions (though slightly subdued) of Thomas. The wardroids core programming was damaged in such a way that it no longer new who or what it was supposed to be fighting or for whom. Its systems were integrated with Thomas’s nervous system, but its CPU did not survive the merger. The resulting entity is a molecular molding of both organic and artificial properties.Powers/Tactics: War-Man has a strange intertwined exisitance of man and machine. Both living and not living, War-Man is a unique entity, able to assume a semi-robotic form at will which grants him phenomenal physical ability, and also allows the projection of force based energy.Campaign Use: Blaster/Light BrickChallenge: A super-gadgeteer with more than just a gadget pool or 'cyberkinetics'; i.e. some interesting spin on thier tech.....
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Originally posted by Durnin

Instead of listing War-Man Form over and over could you just make a list with that title and put the powers under it? It would be easier to read.

 

Other than that, I like the ideas.

They are already in a list (Both MAN and MACHINE) and since you cant nest lists, there you go. I could put them in a seperate list but that has overhead/clutter as well.

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Originally posted by Killer Shrike

They are already in a list (Both MAN and MACHINE) and since you cant nest lists, there you go. I could put them in a seperate list but that has overhead/clutter as well.

Ah, yes I see that. Might still be easier to read though. Just a thought.
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Well, I don't know how 'interesting' Hardwire is; or if some of the effects I have are um, legal? but here he is.BTW the two types of defenses the Find Weakness works against are PD and rPD. If that is redundant and unneccessary, make it PD and ED.HardwirePlayer: NPC Hero

Val Char Cost
50 STR 40
18 DEX 24
25 CON 30
12 BODY 4
25 INT 15
13 EGO 6
18 PRE 8
14 COM 2
20/25 PD 10
20/25 ED 15
5 SPD 22
15 REC 0
50 END 0
50 STUN 0
6" RUN02" SWIM015" LEAP0Characteristics Cost: 176
Cost Power END
10 Tough as nails: Damage Resistance (10 PD/10 ED)
2 Heavy Duty: Knockback Resistance -1"
15 Up up and Away!: Leaping +5" (15" forward, 7 1/2" upward) (Accurate, x4 Noncombat) 1
7 Life Support , Safe in High Pressure, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum
15 So that's the problem!: Find Weakness 11- (All Attacks), Sense Affected As Sight (+0) (30 Active Points); Does Not Apply Against Certain Types Of Defenses Affects Two Types Of Defense (-1/2), Only Affects Machines (-1/4), Concentration 1/2 DCV (-1/4)
14 Cyberpathic Awareness: Mental Awareness (Analyze, Discriminatory, Transmit) (17 Active Points); Only vs Cyberkinisis Power does not work in Uncommon Circumstances (-1/4) [Notes: So attuned to machines; Julius can actually communicate with Cyberkinetics via their machine telepathy. He cannot, oddly enough actually communicate with machines.]
6 +6 Mental Defense (9 points total)
28 Object Read: Detect A Large Class Of Things( Can detect the Nature, Makeup, and Use of any Mechanical or Electronic Device) 20-, Analyze, Discriminatory, Sense
Common (Favorite) Gadgets
14 1) Overload Belt: Force Field (5 PD/5 ED/5 Power Defense) (Protect Carried Items) (25 Active Points); IAF (-1/2), 4 Continuing Charges lasting 1 Minute each (-1/4)
27 2) Inertia Bubble: Entangle 4d6, 4 DEF, Backlash (+1/2) (60 Active Points); OAF (-1), 8 Boostable Charges (-1/4)
18 3) Neuro Stunner Blast: Ego Attack 4d6, Does Knockback (+1/4) (50 Active Points); OAF (-1), 2 Clips of 8 Charges (-1/4), Normal Range (-1/4), Beam (-1/4)
15 4) Radio Bracer: High Range Radio Perception (Concealed (-1 to PER Roll), Telescopic (+1), Tracking), Sense Affected As Hearing (+0) (19 Active Points); IIF (-1/4)
20 5) MacroVisor: (Total: 44 Active Cost, 20 Real Cost) Thermal Imaging: Infrared Perception, Sense Affected As Sight (+0) (5 Active Points); OAF (-1) (Real Cost: 2) plus Magnification Lenses: Microscopic x1000 (Sight Group) (15 Active Points); OAF (-1) (Real Cost: 7) plus Telescopic +5 to PER Rolls (only to offset the Range Modifier) (Sight Group) (8 Active Points); OAF (-1) (Real Cost: 4) plus Ear Piece: Ultrasonic Perception (3 Active Points); OAF (-1) (Real Cost: 1) plus UV Imager: Ultraviolet Perception (5 Active Points); OAF (-1) (Real Cost: 2) plus Flash Defense (8 points) (Sight Group) (8 Active Points); OAF (-1) (Real Cost: 4)
50 Toys: Variable Power Pool (Gadget Pool), 40 base + 10 control cost (60 Active Points); VPP Can Only Be Changed Between Adventures (-1/2), OIF (Minimum) (-1/2)
Powers Cost: 241
Cost Skill
10 +2 with HTH Combat
8 +1 with All Combat
3 Technoanalysis: Analyze: Technological Elements 14-
3 Combat Driving 13-
3 Combat Piloting 13-
3 Computer Programming 14-
3 Demolitions 14-
3 Electronics 14-
3 Inventor 14-
2 KS: Haiku 11-
3 KS: Hi-Tech Heroes & Villains (INT-based) 14-
3 KS: Hollis Family History (INT-based) 14-
2 KS: Origami 11-
3 KS: Scientific Community (INT-based) 14-
4 Language: Japanese (idiomatic)
3 Lockpicking 13-
3 Mechanics 14-
4 Navigation (Air, Land, Space) 14-
3 SS: Cybernetics (INT-based) 14-
3 SS: Robotics (INT-based) 14-
3 SS: Vehicular Design (INT-based) 14-
3 Security Systems 14-
3 Systems Operation 14-
22 TF: Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Balloons & Zeppelins, Combat Aircraft, Helicopters, Jetskis, Large Military Ships, Large Motorized Boats, Large Planes, Mecha, Railed Vehicles, Science Fiction & Space Vehicles, Small Military Ships, Small Motorized Boats, Small Planes, Snowmobiles, Submarines, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles, Wheeled Military Vehicles
13 WF: Early Firearms, Emplaced Weapons, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons, Siege Engines, Small Arms, Vehicle Weapons
Skills Cost: 116
Cost Perk
10 Money: Wealthy
8 Fringe Benefit: International Driver's License, Membership: ForeRunner Technologies Boardmember, Passport, Security Clearance
4 Scientific Community: Contact (Contact has access to major institutions, Contact has: useful Skills or resources, Contact limited by identity, Good relationship with Contact) 11-
4 Academic Community: Contact (Contact has access to major institutions, Contact has: useful Skills or resources, Contact limited by identity, Good relationship with Contact) 11-
Perks Cost: 26
Cost Talent
3 Lightning Calculator
8 Speed Reading (x1000)
Talents Cost: 11
Val Disadvantages
10 Dependent NPC: Clan Hollis (Parents, Sister, Grandparents ) 8- (Slightly Less Powerful than the PC; Useful noncombat position or skills; Group DNPC: x4 DNPCs)
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
20 Hunted: Institute for Human Achievement 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
20 Hunted: ARGENT 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
10 Hunted: Ankylasaur 8- (As Pow; Harshly Punish)
20 Psychological Limitation: Code vs Killing (Common; Total)
15 Psychological Limitation: Altruistic; loves to help those in need (Common; Strong)
10 Psychological Limitation: Feels he must live up to family reputation for acadamia & altruism (Common; Moderate)
5 Psychological Limitation: Quirks: Talks to machines, Loves 70's era Rock & Funk, Enjoys travel, talks in great detail about anything that strikes his fancy, loves children (Common; Moderate; Quirks (x5))
5 Reputation: Famous Academic Progeny. 11- (Known Only To A Small Group)
15 Social Limitation: Secret Identity (Frequently; Major)
10 Susceptibility: Telepathic Communication 2d6 damage, Instant (Uncommon) [Notes: Julius' mind is so attuned to the machines he comes into contact with, he gets some sort of feedback from standard Telepathy.]
Disadvantage Points: 150

Base Points: 200Experience Required: 220Total Experience Available: 0Experience Unspent: 0Total Character Cost: 570

Height: 6' 6" Hair: Black
Weight: 220 lbs Eyes: Brown
Appearance: Tall, well built, African American, male with brown eyes and short black hair. His costume consists of a black tee shirt, gray pants, black boots, a white H over his heart, a black visor and black bracers over his wrists.Personality: Julius is a kind hearted, keenly curious young man who talks to machines. He gathers information just by touching them. While he cannot control machines telepathically like his second cousin Technique, he can learn to build, maintain, and operate virtually any machine in existance. He enjoys helping others and often spends his 'down time' working on labor saving and other benificial technologies. Quote:Oddly enough, Mechannon, you actually do have a weak spot, its just that inorder to exploit it, I need encase you in this magnetic field generator first. By the way, I think the design of your Organic Matter Phaser is extremely tight.Background: "JV" Hollis was the fourth generation of his family going to MIT. The Hollis clan was known through out the academic world if not the mainstream. Brilliant inventors, students, designers, they were the cream of the intellectual crop in the US. What the world didn't know was that they were also mutants. Each and every member of the Hollis bloodline for eleven generations was a mutant; each developed a dizzying intellect, often specailizing in one field or another. Their exact abilities varied from just high intelligence, to cyberkinisis, to savant style logistical leaps. Occasionally other abilties surfaced; like JV's physical abilities.

After he finished at MIT (at the age of 15), JV went to work for ForeRunner Technologies, the family business. Like his gandfather and his great-grandmother before him, he was determined to use his gifts to help mankind as a costumed adventurer.

Powers/Tactics: Hardwire is surprisingly physical for a gadgeteer, he has superhuman strength and endurance and as often as he uses a gadget to win the day, he smacks a villain in the chops. He enjoys physical and mental channelges and will often get caught up in them and lose sight of his original goals.Campaign Use: An interesting variant Gadgeteer/Brick and, though I fear thread death, my challenge is this: A mystic Martial artist with a decidedly "Nordic" bent. (Just to be difficult)
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Ulfwyn

I hope this works, I've never posted from hero designer before...

 

Val Char Cost
15 STR 5
23 DEX 39
18 CON 16
15 BODY 10
12 INT 2
12 EGO 4
18 PRE 8
16 COM 3
15/20 PD 12
15/20 ED 11
6 SPD 27
7 REC 0
40 END 2
50 STUN 18
9" RUN02" SWIM07" LEAP0Characteristics Cost: 157

 

Cost Power END
11 Runecasting Divination: Clairsentience (Sight Group; Additional Sense Group: Hearing Group, Precognition, Retrocognition) (70 Active Points); Extra Time (1 Hour; -3), Character May Take No Other Actions (-1/4), OAF (Focus - Bag of Runes; -1), Activation Roll 14- (-1/2), Incantations, Requires Incantations throughout (-1/2) 7
4 Magical Energies - Strength affects desolid: +0 STR, Affects Desolidified (One Special Effect of Desolidification; +1/4) (4 Active Points) (Modifiers affect Base Characteristic) [Notes: Affects only supernatural/magical desolidification.] 1
30 Tyr's Eye for Battle: Find Weakness 11- (All Attacks)
6 Runs like Thialfi: Running +3" (9" total) 1
6 Hero's Feats: Leaping +4" (7" forward, 3 1/2" upward) (Accurate) (9 Active Points); Requires Acrobatics Roll (-1/2) 1
14 A sense for evil: Detect Supernatural beings A Class Of Things 13-, Discriminatory, Sense
22 Axe Blow: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. PD), Affects Desolidified (One Special Effect of Desolidification; +1/4), Reduced Endurance (1/2 END; +1/4) (45 Active Points); OAF (-1) [Notes: Affects supernatural/magical desolid only] 2
10 Armoured Jerkin & Breeches: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2)
Powers Cost: 103

 

Cost Martial Arts Maneuver
Dance of the Eights
4 1) Thurisaz - Killing Blow: 1/2 Phase, -2 OCV, +0 DCV, HKA 0 1/2d6
5 2) Tiwaz - Warrior's Fist: 1/2 Phase, -2 OCV, +1 DCV, STR +5d6 Strike
4 3) Sigel - Swift Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +3d6 Strike
4 4) Ansuz - Gone like the wind: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 5) Algiz - Impenetrable Shield: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 6) Fehu - Blinding Strike: 1/2 Phase, -1 OCV, -1 DCV, Flash 5d6
5 7) Raido - Travelling Blow: 1/2 Phase, +1 OCV, +0 DCV, STR +1d6 +v/5; FMove
3 8) Isa - Binding hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +15 STR for holding on
4 9) +1 HTH Damage Class(es)
Martial Arts Cost: 37

 

Cost Skill
7 Acrobatics 16-
3 Breakfall 14-
3 Climbing 14-
10 +2 with HTH Combat
3 Defense Maneuver: I
4 KS: Rune Magic (INT-based) 12-
3 KS: Supernatural Evil Beings (INT-based) 11-
3 Stealth 14-
Skills Cost: 36

 

 

Cost Talent
15 Norn's Blessing: Danger Sense 11-
Talents Cost: 15

 

 

Total Character Cost: 348

 

Val Disadvantages
15 Social Limitation: Secret Identity (Ingrid Jarlson) Frequently (11-), Major
20 Psychological Limitation: Protective of innocents (Very Common; Strong)
20 Hunted: Swartalfar (Dark Elves) and their agents 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
15 Psychological Limitation: Disdain for social niceties (Common; Strong)
15 Psychological Limitation: Driven to fight supernatural evil (Uncommon; Total)
5 Distinctive Features - Nordic Pale skin, ice blue eyes: (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Enraged: When innocents endangered by evil/criminal action (Common), go 11-, recover 11-
10 Reputation: Driven fanatic 8- (Extreme)
20 Hunted: DEMON 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
10 Unluck: 2d6

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

Background

 

She was raised in the icy woods of Denmark, isolated, cold and very safe indeed from the Swartalfar and all their human spies. Learning the old names and ways at the feet of her patient uncle.

 

"What does this one mean?" she asked

"This one, little cub, is Thurisaz. The thorn. Sharp and piercing, dangerous to the unwary."

"And this?"

"Sigel, the lightning bolt, sudden and unexpected, deadly, irresistible."

 

Many days, many weeks, learning the old stories, tales of the gods spoken of as familiarly as family friends who could drop in at any time. Tales of other creatures far worse, against whom the door would be barred and no mead offered.

 

The black suited men came in the dead of the night, wielding weapons of flesh that pulsed and oozed and hurt the eyes to look upon. Uncle Jan, hiding the teenaged Ingrid in his cellar, resisted as long as he could, bellowing charms and curses that shredded the skin and turned femurs to vipers, but the last of them finally slew him, stamping on the ravens that pulled themselves free from his dying mouth.

 

All pretense at humanity shrivelled away by the old shaman's magic, the last surviving of the Swartalfar tore apart the cabin with three syllables that were like thunder, and winter, and long death.

 

"Will your sorcery be stronger little wren?" trilled the Swartalf mockingly as the girl arose from the wreckage, pale and slight in the moon's cold illumination.

 

She shook her head, dumbly. Taking her silence for fear the Swartalf trickled toward her across the landscape, human-shape and cloud-of-darkness both at once.

 

"Let's play together," he mocked, "I'll show you where the cats go to weep."

"Weep yourself!" snapped the girl, helpless no longer as she drove her fist through the chest of the creature. Not expecting this direct, physical, *vulgar* assault the demon was helpless to withstand it. Thurisaz.

 

Frail shell and faerie spirit fell together, boiling into maggots on the ground. And only then did Ingrid weep for her Uncle.

 

Her wandering began that night, and never ended.

 

Personality/Motivation

 

Ingrid's crusade against supernatural evil has left her driven and focussed to the point of obsession. She has never bothered cultivating social contacts and is inherently suspicious of anyone that tries to get to know her too well. She believes that the weak need protecting, but at the same time she is equally convinced that they ought also to learn how to protect themselves.

 

Campaign Use

 

Aware how fragile the rational daylight world is, Ingrid has focussed all her energies on protecting the innocent from the ravages of the supernatural. Though the Swartalfar are rare in the USA they do still wield power, often choosing to manifest it through seemingly beneficient organisations and institutions (they love psychiatric hospitals).

 

She is a cold hearted and ruthless opponent of evil and injustice in all its forms, with a particular hatred of the supernatural.

 

Powers/Tactics

 

Ingrid plans her campaigns with the aid of the runestones, allowing her divinatory skills to lead her into the path of danger. When combat occurs she is ruthless using her most powerful attacks against those with proven supernatural origins and showing no quarter.

 

Quote

 

"Get your hand off me now. That is no doctor, but a creature of the depths. If you will stand between me and him then you declare yourself my enemy."

 

 

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I was a bit unsure how to handle the strength-affects-desolid schtick and whether this would cover the increased DC from Martial arts... if not, please advise the best way to represent this.

 

Image file attached too...

 

Next challenge... a Victorian hero trapped in the modern world.

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