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[character review] American Spirit


JmOz

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I am currently working on a team for demoing with maybe an article for Digital hero, as such I thought I would give you all a taste, the team would be all/mostly flagsuits, and have a patriotic flavor

 

So here is a taste, tell me what you think

 

Liberty Spirit

 

Player:

 

Val Char Cost

13 STR 3

13/23 DEX 9

15 CON 10

10 BODY 0

18 INT 8

18 EGO 16

18 PRE 8

20 COM 5

 

3 PD 0

3 ED 0

3/5 SPD 7

6 REC 0

30 END 0

25 STUN 0

 

4" RUN -4

2" SWIM 0

2 1/2" LEAP 0

Characteristics Cost: 62

 

Cost Power

1 Disiplined Mind: MD (5 points total)

20 Ghostly Form: Elemental Control, 50-point powers, (25 Active Points); all slots Only on Material Planes (-1/4)

37 1) Ghostly Form: Desolidification , Reduced Endurance (0 END; +1/2), Persistent (+1/2) (80 Active Points); Custom Modifier (-1/4)

36 2) Ghostly Visage: Invisibility to Sight, Radio, Hearing and Smell/Taste Groups , Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points)

28 3) Ghostly Travel: Flight 10", Inherent (+1/4), Usable Underwater (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Variable Advantage (+1/4 Advantages; +1/2) (60 Active Points)

20 4) Ghostly Body: LS (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: Immortal; 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 does not sleep) (50 Active Points)

14 5) Possesion: Mind Control 3d6, Telepathic (+1/4), Reduced Endurance (0 END; +1/2), Continuous (+1), Cumulative (72 points; +1), Affects Physical World (+2) (86 Active Points); Feedback: Stun (-1), No Range (-1/2), Victim cannot be ordered to use skills/mental abilities, etc (-1/2), Must Achieve +30 effect (-1/4), Stops Working If Mentalist Is Knocked Out (-1/4), Does Not Provide Mental Awareness (-1/4), Possesion (-1/4)

Possesed Secondary Effects, all slots Linked (Possesion; -1/2), Only on Material Plane (-1/4)

8 1) Possesion: Clinging (normal STR), Affects Solid (+2) (30 Active Points); Only to merge with Possesed victim (-2)

11 2) Shared Speed: +10 DEX (30 Active Points); Only to Match Possesed (-1)

4 3) Shared Speed: +1 SPD (10 Active Points); Only to match merged individual (-1)

14 4) Shared Body: Naked Modifier: Stun Useable simultaniously, Affects Solid (+2) (36 Active Points); Only with Merged Individual (-1)

14 5) Shared Skills: UBO (+1/4) for up to 50 Active Points of Skills, Affects Physical World (+2) (36 Active Points); Only with Merged individual (-1)

Powers Cost: 207

 

Cost Martial Arts Maneuver

4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4 Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

4 Punch: 1/2 Phase, +0 OCV, +2 DCV, 4 1/2d6 Strike

5 Haymaker: 1/2 Phase, -2 OCV, +1 DCV, 6 1/2d6 Strike

Martial Arts Cost: 17

 

Cost Skill

16 +2 with All Combat

3 Acting 13-

3 Breakfall 12- (14-)

3 Bureaucratics 13-

0 CK: Washington DC (INT-based) 8-

0 Climbing 8-

0 Combat Driving 8-

1 Computer Programming 8-

0 Concealment 8-

3 Conversation 13-

0 Deduction 8-

1 High Society 8-

3 KS: American History (INT-based) 13-

3 KS: Superhuman World (INT-based) 13-

0 Language: English (idiomatic) (4 Active Points)

2 Language: French (fluent conversation)

3 PS: Law Enforcment (INT-based) 13-

0 PS: Woman's Duties (Late 1700's) (Everyman) 11-

3 Paramedics 13-

0 Persuasion 8-

1 Riding 8-

0 Shadowing 8-

0 Stealth 8-

2 TF: Common Motorized Ground Vehicles, Equines, Two-Wheeled Motorized Ground Vehicles

1 Tactics 8-

3 Teamwork 12- (14-)

4 WF: Early Firearms, Small Arms

Skills Cost: 55

 

Cost Perk

9 Fringe Benefit: Federal/National Police Powers, Membership: Freedom Squad, Security Clearance

Perks Cost: 9

 

 

Total Character Cost: 350

 

Pts. Disadvantage

15 DF: "Someone walking over your grave" (Not Concealable; Noticed and Recognizable; Detectable By Virtually Everyone)

15 DNPC: Great (x10) granddaughter 8- (Normal; Unaware of character's adventuring career/Secret ID)

20 Hunted: Demon 8- (Mo Pow, NCI, Harshly Punish)

15 Hunted: US Goverment 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

15 Hunted: PLACEHOLDER 8- (Mo Pow, Harshly Punish)

10 Psych. Lim.: Extremly Concervative (Common, Moderate)

15 Psych. Lim.: Patriotic (Common, Strong)

15 Psych. Lim.: Fear of Commitment (making friends etc...) (Very Common, Moderate)

5 Reputation: Member of ***********, 8-

10 Soc. Lim.: Dead (Occasionally, Major)

5 Soc. Lim.: Secret ID (Occasionally, Minor)

10 Soc. Lim.: Subject to Orders (Frequently, Minor)

Disadvantage Points: 150

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

APPEARANCE

Hair Color: Light Brown

Eye Color: Green

Height: 5'2"

Weight: 0 lbs

 

Description: She appears as a woman in Male Colonial Era dress in red, whites and blues, she has an etherial quality to her. While she is able to change the appearence of her outfits, it takes as much time as changing cloths, and has to do with self image, as such it is worth 0 points

 

BACKGROUND: Abigail Harriat was born in Boston MA during the colonial period. Her life was fairly normal for a woman of that era, she married at 16, her son was born 1 day before her 18th birthday. Her husband worked as a blacksmith, she made some money on the side by taking in laundry. The only thing special was that both her and her husband were supporters of the Revolution.

 

Her husband died in battle, that night the British came to throw her in jail, she rushed them with a kitchen knife, and was shot dead. Her last words were that her eternal soul would fight for America for as long as she could.

 

Then Darkness, till she felt herself rising from the ground, a ghost, but not something to be feared. She could do little, but she was there, at first she could not even make herself heard or seen without great effort, but she still provided the founding fathers valuable information, in the form of wispers.

 

She has been a part of every conflict america has ever had, she has never wavered

 

PERSONALITY: Abigail is a woman out of place, she finds that making friends is hard for her for they will all die and unlike they will not remain. She loves her country more than she loves anything else. Coming from such a conservitive time she finds it almost imposible to deal with "Modern Woman" who she finds to be bossy, egotistical, and immodest.

 

QUOTE: The free will never die

 

POWERS/TACTICS: Liberty Spirit is a ghost, with powers based on her ghostly nature. She is able to turn invisible at will (Actualy this is her natural state), she is always desolid, not able to touch the physical world). And she is able to possess people, her possesion only works on normal people as a small amount of MD will prevent it from working. Possesion works similar to body jacking, except that when she goes into the body it takes a few phases to take control. Up to a

 

 

Note: GM Permision would be required do to Life Support in the EC

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Re: [character review] American Spirit

 

I like the concept, but some quick thoughts:

 

Only on Material Planes doesn't seem like a limit for a character without Extradimensional Movement, unless it's a dimension travel campaign.

 

With that Cumulative Mind Control, she's going to be able to possess almost anyone out of combat but not able to do much in combat unless she brings a body with her. Demo game players are going to have trouble making her work.

 

A ghost character can work in a demo game, but this build may need to be simplified.

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Re: [character review] American Spirit

 

I like the concept, but some quick thoughts:

 

Only on Material Planes doesn't seem like a limit for a character without Extradimensional Movement, unless it's a dimension travel campaign.

 

With that Cumulative Mind Control, she's going to be able to possess almost anyone out of combat but not able to do much in combat unless she brings a body with her. Demo game players are going to have trouble making her work.

 

A ghost character can work in a demo game, but this build may need to be simplified.

 

Dimensional travel can/will come up some, not the focus of the campeign by any means, but still a posibility (About as common as vacuum's I figure =) )

 

The possesion is aimed at agent types, who in my game suffer a x2 to mental powers (Most normals do), I should have posted that before hand.

 

She is definatly the most "Non combat" orientated team member I have planned right now...

 

In the character right up for her I will make sure I mention that this character will be a chalange to play, and some suggestions to make it work

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Re: [character review] American Spirit

 

Made a couple of changes: still to complicated of a build on a couple of powers, especialy the possesion, actualy made it a little bit more complicated.

 

however: Now it will not be able to effect anyone with an ego of 19 or higher and mental defence in the 7 range will be a great defence against it, and it has a above average chance of getting a Ego 10 in 2 phases

 

Liberty Spirit changes

 

Cost Power

 

12 5) Possesion: Mind Control 2d6, Telepathic (+1/4), Continuous (+1), Cumulative (48 points; +1), Reduced Endurance (0 END; +1), Autofire (3 shots; +1 1/4), Affects Physical World (+2) (75 Active Points); Feedback: Stun (-1), No Range (-1/2), Victim cannot be ordered to use skills/mental abilities, etc (-1/2), Must Achieve +30 effect (-1/4), Stops Working If Mentalist Is Knocked Out (-1/4), Does Not Provide Mental Awareness (-1/4), Possesion (-1/4)

 

Cost Skill

 

2 +1 with possesion

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Re: [character review] American Spirit

 

Okay, got to work on the second character, found out that for how I wanted him to work I would need the whole team to be more powerful, so instead of "standard" I decided on making them 450 point characters. As such American Spirit has got a upgrade

 

I was able to modifie that ugly ugly possesion power somewhat, still heavily limited, however in the final version I think alot of the details will be lumped into one limitation (called possesion) with in the discription a detailed explanation of what the limitation includes

 

Liberty Spirit

Player:

 

Val Char Cost

15 STR 5

18/28 DEX 24

15 CON 10

10 BODY 0

18 INT 8

18 EGO 16

18 PRE 8

20 COM 5

 

5 PD 2

5 ED 2

4/6 SPD 12

6 REC 0

30 END 0

30 STUN 4

 

3" RUN -6

1" SWIM -1

3" LEAP 0

Characteristics Cost: 89

 

Cost Power END

1 Disiplined Mind: MD (5 points total) 0

20 Ghostly Form: Elemental Control, 50-point powers, (25 Active Points); all slots Only on Material Planes (-1/4)

37 1) Ghostly Form: Desolidification , Reduced Endurance (0 END; +1/2), Persistent (+1/2) (80 Active Points); Custom Modifier (-1/4) 0

36 2) Ghostly Visage: Invisibility to Sight, Radio, Hearing and Smell/Taste Groups , Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points) 0

52 3) Ghostly Travel: Flight 15", Inherent (+1/4), Usable Underwater (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Variable Advantage (+1/4 Advantages; +1/2) (90 Active Points) 0

20 4) Ghostly Body: LS (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: Immortal; 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 does not sleep) (50 Active Points) 0

43 5) Possesion: Mind Control 8d6, Telepathic (+1/4), Cumulative (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1), Affects Physical World (+2) (210 Active Points); Feedback: Stun (-1), No Range (-1/2), Victim cannot be ordered to use skills/mental abilities, etc (-1/2), Must Achieve +30 effect (-1/4), Stops Working If Mentalist Is Knocked Out (-1/4), Does Not Provide Mental Awareness (-1/4), Possesion (-1/4) 0

Possesed Secondary Effects, all slots Linked (Possesion; -1/2), Only on Material Plane (-1/4)

8 1) Possesion: Clinging (normal STR), Affects Solid (+2) (30 Active Points); Only to merge with Possesed victim (-2) 0

11 2) Shared Speed: +10 DEX (30 Active Points); Only to Match Possesed (-1)

4 3) Shared Speed: +1 SPD (10 Active Points); Only to match Possesed (-1)

14 4) Shared Body: Naked Modifier: Stun Useable simultaniously, Affects Solid (+2) (36 Active Points); Only with Merged Individual (-1) 0

17 5) Shared Skills: UBO (+1/4) for up to 50 Active Points of Skills, Reduced Endurance (0 END; +1/2), Affects Physical World (+2) (42 Active Points); Only with Merged individual (-1) 0

Powers Cost: 263

 

Cost Martial Arts Maneuver

4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4 Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

4 Punch: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike

5 Haymaker: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike

3 Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls

Martial Arts Cost: 20

 

Cost Skill

20 +2 Overall

4 +2 with possesion

3 Acting 13-

3 Breakfall 13- (15-)

3 Bureaucratics 13-

0 CK: Washington DC (INT-based) 8-

0 Climbing 8-

3 Combat Driving 13- (15-)

1 Computer Programming 8-

0 Concealment 8-

3 Conversation 13-

3 Deduction 13-

1 High Society 8-

3 KS: American History (INT-based) 13-

3 KS: Superhuman World (INT-based) 13-

0 Language: English (idiomatic) (4 Active Points)

2 Language: French (fluent conversation)

3 PS: Law Enforcment (INT-based) 13-

0 PS: Woman's Duties (Late 1700's) (Everyman) 11-

3 Paramedics 13-

0 Persuasion 8-

1 Riding 8-

0 Shadowing 8-

0 Stealth 8-

2 TF: Common Motorized Ground Vehicles, Equines, Two-Wheeled Motorized Ground Vehicles

1 Tactics 8-

3 Teamwork 13- (15-)

4 WF: Early Firearms, Small Arms

Skills Cost: 69

 

Cost Perk

9 Fringe Benefit: Federal/National Police Powers, Membership: America's Elite, Security Clearance

Perks Cost: 9

 

Total Character Cost: 450

 

Val Disadvantages

15 DF: "Someone walking over your grave" (Not Concealable; Noticed and Recognizable; Detectable By Virtually Everyone)

15 DNPC: Great (x10) granddaughter 8- (Normal; Unaware of character's adventuring career/Secret ID)

20 Hunted: Demon 8- (Mo Pow, NCI, Harshly Punish)

15 Hunted: US Goverment 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

20 Normal Characteristic Maxima

10 Psych. Lim.: Extremly Concervative (Common, Moderate)

15 Psych. Lim.: Fear of Commitment (making friends etc...) (Very Common, Moderate)

15 Psych. Lim.: Patriotic (Common, Strong)

5 Reputation: Member of America's Elite, 8-

10 Soc. Lim.: Dead (Occasionally, Major)

10 Soc. Lim.: Subject to Orders (Frequently, Minor)

 

Disadvantage Points: 150

Base Points: 300

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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