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character concept...


Stargazer

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id like to hear your character concepts guys... as were about to start a new champion campaing ..andf frankly ive run out of ideas... all i keep thinking is of well-known comic book heroes..... and i want something different then that...:)

 

thanx in advance:)

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You want our concepts????

*Holds them close*

 

Ha! You think I'll let you ruin my chance to write my own comics, to direct my own movies, to....*calculates the odds of this ever happening*

 

Mmm okay, I'll try to think of one, any archetype in particular?

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One Concept

 

I got this idea (but was too lazy to write it up, AND I lack HD) when another thread was asking for a Luck character. It was inspired by a concept in an EDDINGS book.

 

Johny Random (The man with no fate)

Johny was (and to some degree still is) a slacker, a drifter, and a gambler. He was also very, very lucky. All his life things just kept going his way. The only reason he didn't get totally out of shape was because he happened to like taking risks in other areas besides gambling. He even studied Tae Kwan Do, but more because it 'looked cool' than for any philophical reason.

 

On a lark, he even slipped into a 'private club casino' for 'members only'. He had supposed it was just a group of self important snobs. To his surprise, it was instead a bunch of whack jobs in funky robes with arcane symbols on it.

 

"It is foreordained," Their leader declared to rest of the demented Shriners, or whatever they were, "The masters will soon be brought to this world, and we shall serve at their unholy left hands. All is written..."

 

That's when Johny laughed. He couldn't help it, who were these guys? Mousketeers from hell?

 

They turned,and seemed shocked.

"This area was clean!"

"How could he have gotten in?"

 

"It is the one with no destiny! The Fate bender! The Random number! He could ruin everything..."

When their eyes started glowing and they started speaking in the funky sumerian, Johny stopped laughing, and ran for his life. He's been running ever since.

 

He ran to some heroes for help... and their local mystic explained it to him.

"You don't have a destiny, in fact....you seem to ignore fate's weave all together. That's.. that's not right."

Alas, these DEMON whack jobs aren't letting up, and Johny has pretty much been forced into becoming a super hero. He insists he's only doing this because chicks dig supers....and to rely on the protection of other heroes... but the truth is, he's starting to enjoy the feeling he gets helping people. He maybe the man with no destiny, but that doesn't mean he has no purpose.

 

(Power wise) Give Johny Luck out the wazoo of course, combat luck as well. Missile Deflection ("you missed!") and Damage Reduction on an activation roll might also be in order. He also is totally invisible to both Danger Sense and Precognition... there is litterally no predicting him. Aside from that, he relies on his martial arts, and an experimental energy pistol he 'borrowed' from VIPER. He does have some flash defense in the form of some ultra cool polarized shades. He excells at stealth, gambling, acrobatics and certain Area knowledges. He also has seduction, but he's not nearly the master of that that he THINKS he is.

 

:)

 

(Naturally, if anyone decides to write this guy up, and play him, make sure he's not too cheesy for your GM)

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Children of the Scalpel

 

They came from all walks of life: doctors, artists, housewives, drifters. All they shared in common was an emptiness, a feeling that something was missing from their lives. Each of them felt shut out of their own lives, alienated in some way, until the Children of the Scalpel took them in and showed them their true destiny.

 

As cults went, the Children were pretty typical. what was shocking was the speed at which this cult grew. In six months it grew from twelve disciples to nearly 5,000 members in all fifty states. Neither the FBI nor the Cult watchers were prepared for it, nor were they prepared for the Night of Knives.

 

Through a broadcast transmitted simultaneously to 100 meeting halls, warehouses, and abandoned buildings, an enigmatic figure introduced himself as the Surgeon. He spoke of knowledge and ignorance, and the thin blade that separates them. Balanced on that knife edge is power. Some call it religion, some magic. the Surgeon promised to wield that knife. To some it would be a butcher's tool. But to others, it would be a scalpel, cutting out the sickness in them and transforming them.

 

That night, 100 meeting halls, warehouses, and abandoned buildings erupted in flames and chaos. 4,500 men and women perished in the explosions heard around the world.

 

500 did not perish, though. Emerging from the rubble, and changed forever by the skill of the Surgeon, they have gone into hiding. Soon they will gather, and recieve the word of their spiritual leader. UNTIL estimates their combined might would exceed that of all known superheroes.

 

What will that word be? Who is the Surgeon, and what is his motivation?

 

(personally, I am using this concept to trot out my character clones, so that Good Guys, Inc. can clobber twisted versions of the original X-Men, the Fantastic Four, and the Doom Patrol...)

 

Children of the Scalpel

More Children of the Scalpel

More Children of the Scalpel

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Transcend

 

Here's a 4th edition character sketch I never completed. He was similar in feel to Peter Cannon, Thunderbolt.

 

This one has a few archetypal or cliched elements, but could be something interesting.

 

The character might have a name like Transcend. He is a Westerner from the Orient; his family were explorers in the Himalaya Mountains, and when they accidentally trespassed on the mysterious Yengtao Temple, their lives were forfeit. However, their young son was allowed to live and train at the temple. For now, we'll call him John Gunn.

 

The Yengtao Temple accepts students from all over the Orient. They seek to uncover and train the reincarnation of the Vajra, who will defend this age from the evil spirit known to some as the Death Dragon or Death Pig. Surprisingly, young John Gunn was one of the temple's top students at the time, and developed a rivalry with Lo Duc Tran, the other top competitor. Tran was bigoted against Westerners and Gunn, to annoy him further, adopted many of the stereotypical Western flaws, such as antagonizing and disrespectful talk towards his enemy. Tran was always too emotional, and could usually be goaded into making a mistake which would allow Gunn to defeat him.

 

When he reached adulthood, Gunn was told he would be this generation's defender, and after that he would begin deeper training and immersion in Yengtao secrets. Tran challenged him and tried to kill him. Gunn was badly wounded, but survived, and Tran was banished.

 

Today, Gunn has emerged from the Temple of Yengtao to set himself against practitioners of other arts and wielders of strange powers. Gunn is a powerful martial artist, with the mental or mystical ability to control his body and boost his own characteristics beyond normal human levels. Such an act usually is accompanied by the mantra, "I can, I must, I will !".

 

20 STR

26 DEX

25 CON

10 BODY

10 INT

18 EGO

15 PRE

10 COM

12 PD

12 ED

6 SPD

10 REC

50 END

32 STUN

150 points

 

EC - Mental Mastery/ Mind over Body, all require an EGO roll (10)

a 50% Damage Reduction, physical, resistant, STUN damage only, requires an EGO roll (7)

b 50% Damage Reduction, physical and energy, resistant, STUN damage only, requires an EGO roll (7)

c +30 STR, requires an EGO roll, 4x END, 12 END (5)

d 3D6 Aid, all characteristics one at a time, self only, only to starting values, requires an EGO roll, 4 END (9)

Damage Resistance 6,6 (6)

+3" Running, 1 END / 5" (6)

 

Martial Arts - classic comic book or other (23)

+4 damage classes (16)

KS: Martial world (3)

KS: Analyze style (3)

KS: Martial art of Yengtao (3)

Local Police Powers (2)

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Hellion

 

When I get a chance to play, this is my character...

 

Hellion

 

Player:

 

Val Char Cost
25 STR 15
23 DEX 39
33 CON 46
12 BODY 4
10 INT 0
18 EGO 16
18 PRE 8
10 COM 0
13 PD 8
13 ED 6
6 SPD 27
12 REC 0
66 END 0
42 STUN 0
9" RUN02" SWIM05" LEAP0Characteristics Cost: 169

 

Cost Power END
28 Cursed: Healing 2 BODY (Can Heal Limbs, Resurrection), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (90 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Resurrection Only (-1/2), Self Only (-1/2)
8 Eternal Torment: Physical Damage Reduction, Resistant, 25% (15 Active Points); BODY Only (-1/2), Requires A CON Roll (-1/4)
8 Eternal Torment: Energy Damage Reduction, Resistant, 25% (15 Active Points); BODY Only (-1/2), Requires A CON Roll (-1/4)
8 Seen Hell: +20 PRE (20 Active Points); vs. mortal danger Power loses about two-thirds of its effectiveness (-1 1/2)
5 Fighting Spirit: +5 Mental Defense (9 points total)
20 Cursed Immunity: Life Support , Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents
6 Run like Hell: +3" Running (9" total) 1
5 Cursed Immortality: Life Support , Longevity: Immortal
1 No Rest for the Wicked: Life Support , Sleeping: Character only has to sleep 8 hours per week
Powers Cost: 89

 

Cost Martial Arts Maneuver
Dirty Infighting
4 1) Chin Block/Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +30 STR to Disarm roll
4 3) Eye Gouge: 1/2 Phase, -1 OCV, -1 DCV, Flash 8d6
16 4) +4 HTH Damage Class(es)
4 5) Kidney Blow: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
4 6) Low Blow: 1/2 Phase, -1 OCV, +1 DCV, 4d6 NND
4 7) Punch/Backhand: 1/2 Phase, +0 OCV, +2 DCV, STR +6d6 Strike
5 8) Roundhouse/Two-Fisted Smash: 1/2 Phase, -2 OCV, +1 DCV, STR +8d6 Strike
3 9) Tackle: 1/2 Phase, +0 OCV, -1 DCV, STR +4d6 +v/5 Strike; You Fall, Target Falls; FMove
3 10) Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +4d6 +v/5, Target Falls
1 11) Weapon Element: Clubs
Martial Arts Cost: 52

 

Cost Skill
15 +3 with HTH Combat
2 AK: Hell 11-
2 AK: Chicago 11-
3 Combat Driving 14-
3 Interrogation 13-
2 Gambling 11-
2 KS: The Occult 11-
2 KS: Crime 11-
2 KS: Street Gangs 11-
2 KS: Death 11-
3 Shadowing 11-
3 Streetwise 13-
2 WF: Blades, Clubs, Handguns
Skills Cost: 43

 

Cost Perk
1 Reputation: Serious Ass Kicker (A medium-sized group, 11-) +1/+1d6
Peacekeeper
3 1) Fringe Benefit: Membership: The Peacekeepers
1 2) Money: Stipend from the Kendrick Foundation: Well Off
Perks Cost: 5

 

Cost Talent
5 Resistance: 5 points
Talents Cost: 5

 

 

Total Character Cost: 363

 

Val Disadvantages
5 Dependent NPC: Santeria 11- (Occasionally), As powerful as the PC
10 DF: Damned Soul Not Concealable, Always Noticed and Causes Major Reaction, Detectable Only By Unusual Senses
20 Enraged: vs. Opponents who have killed him Common, go 11-, recover 11-
30 Hunted: DEMON 11- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)
10 Hunted: Slaughterhouse 5 8- (Occasionally), As Powerful, Harshly Punish
5 Hunted: Hellhound 8- (Occasionally), As Powerful, Mildly Punish
5 Phys: Heavy Sleeper (when he dares) Infrequently, Slightly Impairing
20 Psych: Reckless & Headstrong Very Common, Strong
20 Psych: Seeks Redemption Very Common, Strong
10 Psych: Ill Tempered and Edgy Common, Moderate
15 Rep: Loose Cannon Frequently (11-), Extreme

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 13

Total Experience Available: 13

Experience Unspent: 0

 

Background: "Pay up, Grandma!"

Daniel 'Red' O'Bannon didn't know when the curio shop opened, but it was on his 'route' and the street tax needed to be paid. He began smashing the odd objects on display to the floor. The old woman didn't seemed to be phased. The little bell over the door rang, and in walked a teenaged boy. By the resemblance, Red knew they were related.

"Well, if your stuff don' mean anything to you, maybe the kid does!" Red threw the kid a beating, not a bad one; Red had suffered far worse at the lad's age. The old woman dug into to the till for the payoff. As she handed over the money, she grabbed Red's wrist (strong grip for an old gal), looked into his eyes, and simply said "May you live forever".

Red didn't give the incident much thought until he was shot five times over a twenty dollar game of pool. He knew he was a goner. There was no bright light or feeling of floating, just wailing, horrible, horrible wailing. And the Devil didn't have horns and a tail, he wore a tailored suit, and talked like a corporate shark, about Red being his new 'special project'. Red thought he was about to spend an eternity in Hell when he awoke on the slab at the morgue. Not entirely convinced of what had happened, Red went to settle the score with his pool-playing chum. 12 stab wounds and another trip downstairs later, Red realized that he was in trouble. The old woman damned him to an existence of painful death, followed by a short stay in Hell, only to be completely regenerated to start the whole process over again. He went back to the curio shop to apologize, but it and the old woman were gone. Red even tried to drown his sorrows in drink, but alcohol no longer had any effect on him.

 

Half-mad at the thought of his existence, Red was living on the streets when Santeria found him. "You must redeem yourself for all that you have done", she told him. "I have seen that you can saved from damnation." If Red was going to have to pay the Devil his due, he was going to make sure He had a hard time collecting. Now, one of the Damned would tread where angels feared, and God help anyone who stood in the Hellion's path to redemption.

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Guest Celt

Re: Hellion

 

Originally posted by winterhawk

Enraged: vs. Opponents who have killed him Common, go 11-, recover 11-

 

I found this diasad extremely funny, not because of the general idea but rather the frequency. "Hellion, did you die again?! "

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