Arandmoor_Keet Posted June 13, 2003 Report Share Posted June 13, 2003 I'm trying do design supporting characters and prefabs for a fantasy setting of my own design and I had an idea for a character but I don't know how to create him in the system (i'm kind of new to Hero) I'm looking to make an assassin who kicks into overdrive when he's hit with enough magick. The point total will be somewhere between 150 and 225 points so this power needs to fall between (or around) 75 and 100 points. I was thinking using a multiform with an absorbtion: magick, but I'm having trouble working it out in system. Little help? Arandmoor Keet Quote Link to comment Share on other sites More sharing options...
Lord Liaden Posted June 13, 2003 Report Share Posted June 13, 2003 A bit more detail would help to figure out how to help you : what exactly would happen to the assassin when he "kicks into overdrive," i.e. what ability does he gain and what would he do with it? What would be "hit with enough magic": a particular threshold of attacks accumulating until the ability "kicks in;" one attack large enough to trigger the ability; or every magical attacking increasing this ability until it reaches its maximum? How long would the overdrive last, and would it have any detrimental effects on the assassin? Quote Link to comment Share on other sites More sharing options...
Arandmoor_Keet Posted June 13, 2003 Author Report Share Posted June 13, 2003 Well, i was thinking of a gradual building up of magical power finally triggering the transformation (think were-beast) once he reached "critical mass" The transformation would be a secondary form (using the multiform power) that is considerably stronger than his normal form. As a side effect, he goes into a berserk killing rage when he changes (limitation: Enraged: Threshold (Uncommon), go 14-, recover 14-, Berserk) or something of the like. I'm wondering how to do the whole "count-down to melt-down" portion of the power... ...after all designing his alternate form isn't all that hard... Arandmoor Keet Quote Link to comment Share on other sites More sharing options...
Arandmoor_Keet Posted June 13, 2003 Author Report Share Posted June 13, 2003 Actually... Actually...looking at FREd...I think I might have it figured out... I'll post him tomorow...time for bed... ...but I'd still like to see some ideas from the audience... Arandmoor Keet Quote Link to comment Share on other sites More sharing options...
Col. Orange Posted June 13, 2003 Report Share Posted June 13, 2003 XD6 Energy Absorbtion; vs. Magic only? (-1/2 in fantasy games?) Of course, the bonuses would be gradually building up. How about... Xpt Multiform; only after taking X amount of magical damage (limitation based on how messed up this leaves you) Just build the extra form as a pure combat monster and it shouldn't be too expensive. Quote Link to comment Share on other sites More sharing options...
Zaratustra Posted June 13, 2003 Report Share Posted June 13, 2003 4d6 Kicking Into Overdrive (When hit with enough magick; -1/2) Well, what did you expect with a description like that? Quote Link to comment Share on other sites More sharing options...
pinecone Posted June 13, 2003 Report Share Posted June 13, 2003 Heck Absortion: STD effect STR and Speed +1/2 Lim minnimun amount before any is acessed (ie must aborb in chunks of 10 each 10 gives +1 spd and+10 str SE:beserk in combat (14)(8) ???? Quote Link to comment Share on other sites More sharing options...
AlHazred Posted June 13, 2003 Report Share Posted June 13, 2003 Multiform is not really necessary if he doesn't radically change forms. It could just be a special effect for an Aid that covers a list of abilities simultaneously; the Aid is attached to an Absorption vs. All Magical Effects. But I'm sure that you figured it out. Be interested to see the final result. Quote Link to comment Share on other sites More sharing options...
Arandmoor_Keet Posted June 14, 2003 Author Report Share Posted June 14, 2003 Here he is! Jitohiri Kamanuse Background/History: Three decades ago, a preistess of the Black Cabal made a dark pact with a demon from the neither realm: He would grant her great power if she would bear him a child. Jitohiri was thus born the product of an unholy union that forced him into matricide with the very act of comming into the world. Being born into death, and half demon at that, it was small wonder that he took to the arts of death and assassination like a fish to water. By his 13th winter he had already completed his first professional contract when he killed a corrupted shopkeeper's nephew so the fat man could possess his dead brother's wealth. The years since then have only been filled with more blood for Jitohiri. Personality/Motivation: Jitohiri is evil to the core. He is a cold blooded killer who will stop at nothing to get the job done, and is even proud at his own track record of cruelty. His greatest estacy in life is his transformation into his full demon form, and he will go to great lengths to bait magick users into letting him absorb more magick. Presently his various employers do not know that HE is the demon that appears from time to time and he would rather that they never find out (especially the Black Cabal because out of all of the magickal organizations in the lands, they have the greatest experience dealing with demons.) Quote: "More. Give me MORE! Before you die." Powers/Tactics: He's not an idiot. He'll kill melee fighters first and go after magick users last because he knows full well that they can't actually hurt him. Usually he'll try to bait magickers into thinking their spells are actually having some effect with his acting skill so that they'll throw more spells at him. He knows full well that he's addicted to his transformation and that when transformed he has no control over his actions. However, it's part of his nature so he tries to work around it and is extremely adept at using it to his advantage. Campaign Use: Jitohiri is a killing machine. When the heroes become a large pain in the butt, he will be hired to kill them plain and simple. Due to his regeneration and his unusual nature killing him is truely a chore allowing him to come back again, and again, and again, and agin...etc... Apperance: Jitohiri is of average height although his build is quite light. Toned to fighting perfection he is obviously a warrior of some type. He dresses in functional clothing prefering dark, earthy tones, and shuns high society. His purple hair is usually ruffled and hangs down to his shoulders, although when his END reserve hits 20 points or so it starts to stick straight up. He has a hoop earing hanging from his left ear and an arcane symbol of an eye tatooed on his right shoulder, both of which carry over to his demon form. Player: Val Char Cost 20 STR 10 14 DEX 12 14 CON 8 13 BODY 6 10 INT 0 10 EGO 0 10 PRE 0 10 COM 0 4/10 PD 0 3 ED 0 4 SPD 16 10 REC 6 30 END 1 40 STUN 10 8" RUN42" SWIM06" LEAP2Characteristics Cost: 75 Cost Power END 19 Demonic Regeneration: Healing 1 BODY (Can Heal Limbs, Resurrection), Reduced Endurance 0 END (+1/2) (52 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) [Notes: The only way to truely kill Jitohiri is to overload his END reserve which will result in his immediate demise.] 5 Light Armor: Armor (6 PD/0 ED) (9 Active Points); OIF (-1/2), Real Armor (-1/4) [Notes: Standard light armor constructed of metal.] 20 Curve Bladed Sword: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. PD), Required Hands One-Handed (+0), Reduced Endurance 0 END (+1/2) (45 Active Points); OAF Durable (-1), No Knockback (-1/4) [Notes: A curved sword with a crule edge and a blood grove running the length of the blade.] 13 Full Demon Form: Multiform (300 Character Points in the most expensive form) (60 Active Points); No Conscious Control (-2), Costs END To Stay In Form (-1), Reversion (-1/2) (uses END Reserve) [Notes: Jitohiri's terrifying demon form is an unconcious transformation on his part whenever his END reserve reaches 30 points or more, and ends when the END in his reserve can no longer support the transformation.] 6 8 Magick Threshold: Endurance Reserve (80 END, 0 REC) REC: ; Limited Recovery (-2) [Notes: The END in this reserve are used to power his multiform power.] 25 Magick-Eater: Absorption 10d6 (Energy), Delayed Return Rate (points return at the rate of 5 per Hour) (+1) (100 Active Points); No Conscious Control (-2), Limited Special Effect Common SFX (-1/2), Only Restores To Starting Values (-1/2) [Notes: Magick drained in this fassion are converted into END in his END reserve.] Powers Cost: 90 Cost Martial Arts Maneuver 3 Weapon Element: Blades, Default Element, Garrote, Whips 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike 5 Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, Weapon +4 DC Strike Martial Arts Cost: 20 Cost Skill Standard Everyman Package 0 1) Conversation 8- 0 2) Deduction 8- 0 3) Streetwise 8- 0 4) Survival 8- 0 5) Trading 8- 5 +1 with HTH Combat 3 Breakfall 12- 3 Acting 11- 3 Concealment 11- 3 Disguise 11- 3 Shadowing 11- 3 Stealth 12- 3 Streetwise 11- 3 Tracking 11- 3 Acrobatics 12- 1 Tactics 8- 5 Rapid Attack (HTH) 3 Fast Draw 12- 5 +1 with DCV Skills Cost: 46 Cost Perk 4 Contact (Contact has significant Contacts of his own, Contact has: useful Skills or resources, Good relationship with Contact) 8- 10 Reputation (A large group; 11-) +5/+5d6 Perks Cost: 14 Cost Talent 5 Eidetic Memory Talents Cost: 5 Total Character Cost: 250 Val Disadvantages 10 Reputation: A Dangerous Assassin 11- (Known Only To A Small Group (Extreme)) [Notes: He is known to the Black Cabal, the Imperial Striders, the Guild, and a handfull of additional evil groups as an extremely dangerous hald-breed assassin-for-hire.] 15 Hunted: The Guild 8- (As Pow; Harshly Punish; Extensive Non-Combat Influence) [Notes: As an independent mercenary assassin, the Guild would like nothing more than to see him dead, although it is not their top priority.] 15 Psychological Limitation: Addicted to the Change (Common; Strong) [Notes: He will take un-necessary risks to absorb magick.] 20 Distinctive Features: Demonic Heritage (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 15 Hunted: Imperial Striders 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence; Limited Geographical Area) [Notes: Due to his record as a successful assassin, the Imperial Striders will kill him on sight.] 0 Normal Characteristic Maxima Disadvantage Points: 75 Base Points: 100 Experience Required: 75 Total Experience Available: 75 Experience Unspent: 0 ------------------ Magick Eater Demon Background/History: The history if the infamous "magick-eater" demon is tied closely to the mercenary assassin Jitohiri Kamanuse as they are one and the same being. Personality/Motivation: The demon represents Jitohiri's inner demon; his heritage. While this is a plague to some half-breeds, Jitohiri sees it as his greatest strength and is actually addicted to the rush his transformation brings him. When in his demon form, Jitohiri seeks simply to kill. Quote: "Raaaaaaaaaaaaggghhh!" Powers/Tactics: The demon exists to smash and kill, and since he usually ends up going berserk once he's wounded in combat anyway, tactics asside from hitting them as hard as possible are mostly out of the question. Campaign Use: The Magick-eater is Jitohiri's ace in the hole. If you fight Jitohiri, you fight the demon. Additionally, the only way to actually kill Jitohiri is through fighting the demon so... Appearance: Standing over seven feet tall, the demon usually looks to be much shorter due to its slouching posture. The demon is covered with shaggy blue fur from head to toe and it has a stripe of purple that runs from the top of its head down its back. Its heavily muscled arms are longer than its legs and it most often walks like a primate on its hands although it is fully capable of running on its powerful legs at a surprizingly fast pace for a creature that appears so bulky. In addition, the demon's back is adorned by two large scaly wings. Like Jitohiri, the demon's left ear is decorated by a hoop earing, and the fur on its right shoulder is discolored in an arcane pattern resembling an eye. Player: Val Char Cost 50 STR 70 10 DEX 0 20 CON 20 20 BODY 20 10 INT 0 10 EGO 0 15 PRE 5 2 COM -4 10/30 PD 0 4/14 ED 0 3 SPD 10 17 REC 12 40 END 0 64 STUN 18 10" RUN84" SWIM212" LEAP0Characteristics Cost: 161 Cost Power END 25 Magick-Eater: Absorption 10d6 (Energy), Delayed Return Rate (points return at the rate of 5 per Hour) (+1) (100 Active Points); No Conscious Control (-2), Limited Special Effect Common SFX (-1/2), Only Restores To Starting Values (-1/2) [Notes: Magick drained in this fassion are converted into END in his END reserve.] 8 Magick Threshold: Endurance Reserve (80 END, 0 REC) REC: ; Limited Recovery (-2) [Notes: The END in this reserve are used to power his multiform power.] 45 Demon Skin: Armor (20 PD/10 ED) [Notes: The demon's thick hide can reflect all but the strongest blows.] 30 Demonic Resistance: Energy Damage Reduction, Resistant, 50% [Notes: All but the most brutal blows are healed by the demon's intense regenetive capabilities in mere moments making it look as though no wound had been inflicted.] 35 Demonic Fortitude: Healing 4 BODY (Can Heal Limbs, Resurrection), Reduced Endurance 0 END (+1/2) (97 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) [Notes: Being of demonic blood, Jitohiri heals at a supernatural rate. It is no surprize that his full demon form regenerates far faster.] 31 Wings: Flight 8", x4 Noncombat, Reduced Endurance 0 END (+1/2) (31 Active Points) [Notes: The demon has a 12 foot wing span.] 40 Magick Breath: Energy Blast 4d6 (vs. ED), Area Of Effect (2" Any Area; +1) (40 Active Points) (uses Personal END) [Notes: The demon exhails a deadly fog of pure magical energy to damage its adversaries.] 4 30 Demon Claw: Hand-To-Hand Attack +4d6, Required Hands One-Handed (+0), Reduced Endurance 0 END (+1/2), Double Knockback 2x KB (+3/4) (45 Active Points); Hand-To-Hand Attack (-1/2) [Notes: With its massive strength, the demon can send foes flying with ease with its deadly claw attack.] Powers Cost: 244 Total Character Cost: 405 Val Disadvantages 45 Enraged: Attacked (Very Common), go 14-, recover 8-, Berserk 15 Hunted: Imperial Striders 11- (As Pow; Harshly Punish; Extensive Non-Combat Influence; Limited Geographical Area) 20 Hunted: Black Cabal 11- (As Pow; Harshly Punish; Extensive Non-Combat Influence) 25 Distinctive Features: Demonic Form (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 0 Normal Characteristic Maxima Disadvantage Points: 105 Base Points: 300 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
Guest Celt Posted June 14, 2003 Report Share Posted June 14, 2003 Looks interesting. Just to be clear, what level of ability are the players at? This looks like it would be a nigh-impossible opponent for 75+75 characters. Quote Link to comment Share on other sites More sharing options...
Arandmoor_Keet Posted June 14, 2003 Author Report Share Posted June 14, 2003 I'm not sure yet how many points the characters would be built from, but to be sure, this guy is one of the toughest in the entire world...as in "only after LOTS of xp do they earn his ire." Although, bringing his demon form down around 150 points orso isn't out of te question...it's only a rough draft after all... Oh...BTW...what's a general guidline to follow to determine what could or couldn't mercilessly kick a group of heroe's butts? I'm still reading FREd... Arandmoor Keet Quote Link to comment Share on other sites More sharing options...
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