RPMiller Posted November 4, 2007 Report Share Posted November 4, 2007 Re: Wild Card's Hero Oh! Good point! Probably just a 75% damage reduction and a sizable hardened force field would be enough. Quote Link to comment Share on other sites More sharing options...
OzMike Posted November 4, 2007 Report Share Posted November 4, 2007 Re: Wild Card's Hero You could simulate Jack Braun with a massive 0 range/Self Only Hardened Forcewall and Indirect TK too Quote Link to comment Share on other sites More sharing options...
Susano Posted November 4, 2007 Author Report Share Posted November 4, 2007 Re: Wild Card's Hero Susano, Are you going to be making/posting Jack "Golden Boy" Braun? He was always one of my favorites and I'd be interested in seeing how you build his force field since hero system doesn't have a true invulnerability power. Yeah, he's all done and all written up for HERO. My take is derived from the GURPS stats, so it might not be what you think. Quote Link to comment Share on other sites More sharing options...
garou Posted November 4, 2007 Report Share Posted November 4, 2007 Re: Wild Card's Hero Susano, Are you going to be making/posting Jack "Golden Boy" Braun? He was always one of my favorites and I'd be interested in seeing how you build his force field since hero system doesn't have a true invulnerability power. But he's not really invulnerable. IIRC, he doesn't get shot with anything bigger than 20mm shells. (In fact, he says "They were scared to try anything bigger than a 20mm on their tests. So was I. If I were hit with a real cannon, instead of just a big machine gun, I'd probably be oatmeal.") So a sufficiently high Force Field and/or Damage Reduction should work. Quote Link to comment Share on other sites More sharing options...
mallet Posted November 4, 2007 Report Share Posted November 4, 2007 Re: Wild Card's Hero True, I forgot about that. I guess a high force field, plus damage reduction, plus Life support: Immortal, plus regeneration (resurection) would cover his abilities. but that is still pretty good mix for any hero. Quote Link to comment Share on other sites More sharing options...
Susano Posted November 7, 2007 Author Report Share Posted November 7, 2007 Re: Wild Card's Hero DEADHEAD (Glen Stephens) [b]Val CHA Cost Roll Notes[/b] 6 STR -4 10- Lift 57.4 kg; 1d6 HTH Damage [1] 8 DEX -6 11- OCV: 3/DCV: 3 8 CON -4 11- 8 BODY -4 11- 15 INT 5 12- PER Roll 12- 10 EGO 0 11- ECV: 3 8 PRE -2 11- PRE Attack: 1 1/2d6 8 COM -1 11- 2 PD 1 Total: 2 PD (0 rPD) 2 ED 0 Total: 2 ED (0 rED) 2 SPD 2 Phases: 6, 12 3 REC 0 16 END 0 15 STUN 0 [b]Total Characteristic Cost: -13 Movement:[/b] Running: 6"/12" Leaping: 1"/2" Swimming: 2"/4" [b]Cost Powers & Skills[/b] 18 [b]Reliving Past Lives:[/b] Retrocognitive Clairsentience (Sight, Smell/Taste And Hearing Groups), Reduced Endurance (0 END; +1/2); Must Eat The Brains/Living Tissue Of Desired Subject (-2), Retrocognition Only (-1), No Range (-1/2), Only Through The Senses Of Others (-1/2) [b]Perks[/b] 15 Contact: Shadowfist Society (Contact has very useful Skills or resources), Organization Contact (x3) 12- [b]Skills[/b] 3 KS: Art 12- 4 KS: Nutrition 13- 0 Language: English (idiomatic; literate) 6 PS: Artist 15- 3 Streetwise 11- [b] Total Powers & Skill Cost: 49 Total Cost: 36 0+ Disadvantages[/b] 10 Distinctive Features: Babbles And Chatters Constantly, Mostly To Himself (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 0 Normal Characteristic Maxima 10 Psychological Limitation: Afraid Of Food And Eating (Common, Moderate) 15 Psychological Limitation: Believes That He *Must* Eat Human Flesh (Common, Strong) 5 Reputation: Disgusting Ace Geek, 8- (Extreme; Known Only To A Small Group [NYC Aces and the like]) [b]40 Total Disadvantage Points[/b] Description: Deadhead is tall and exceedingly thin, standing 5'10" and weighing 120 lbs. He is only about 20 years old, but looks much older due to his dead white skin , black hair, and staring eyes. He is bothered by a constant nervous tic and babbles almost nonstop. Deadhead's power is the ability to experience the memories of anything he eats. If he has a burger (for example) then he'll relive the life of the cow that made up the meat. If he eats brain tissue, the memories become very clear, and he can often "relive" the subject's last moments. Being an excellent artist, he can then sketch what he sees. It should be noted that Deadhead is very much on the edge of insanity (or over it). People who know him find him disgusting to say the least. Campaign Use and Designer’s Notes: Deadhead just begs to be placed into a Horror Hero setting (or a Fantasy Hero setting -- imagine him as a ghoul with this power.) Oddly enough, he also would fit into something like Heroes -- I mean, Sylar already does something like this! If you really want to expand on this power, give him a VPP of Skills he can use for a bit after eating someone’s brain. If you really want to push the Sylar analogy, let him temporarily use their powers, too. (Deadhead created by John J Miller, character sheet created by Michael Surbrook) Quote Link to comment Share on other sites More sharing options...
Susano Posted November 7, 2007 Author Report Share Posted November 7, 2007 Re: Wild Card's Hero XAVIER "DES" DESMOND [b]Val CHA Cost Roll Notes[/b] 7 STR -3 10- Lift 66 kg; 1d6 HTH Damage [1] 8 DEX -6 11- OCV: 3/DCV: 3 8 CON -4 11- 7 BODY -6 10- 18 INT 8 13- PER Roll 13- 15 EGO 10 12- ECV: 5 15 PRE 5 12- PRE Attack: 3d6 6 COM -2 10- 2 PD 1 Total: 2 PD (0 rPD) 2 ED 0 Total: 2 ED (0 rED) 2 SPD 2 Phases: 6, 12 3 REC 0 16 END 0 15 STUN 0 [b]Total Characteristic Cost: 5 Movement:[/b] Running: 6"/12" Leaping: 1"/2" Swimming: 2"/4" [b]Cost Powers & Skills[/b] 3 [b]Trunk For A Nose:[/b] Extra Limb (1), Inherent (+1/4); Trunk Can Only Lift Small Objects/Weights (-1) [b]Perks[/b] 3 Fringe Benefit: "Mayor of Jokertown" 5 Money: Well Off Skills 3 CK: Jokertown 13- 1 High Society 8- 2 KS: Economics 11- 4 KS: Politics And The Political Scene 14- 0 Language: English (idiomatic; literate) 3 Oratory 12- 3 PS: Investment Banking 13- 2 PS: Owner/Manager Of The Funhouse 11- 3 PS: Writer 13- 3 Persuasion 12- 3 Streetwise 12- 3 Trading 12- [b]Total Powers & Skill Cost: 41 Total Cost: 46 25+ Disadvantages[/b] 10 Age: 60+ 10 Distinctive Features: Two Foot Pink Trunk (With 7 Fingers) In Place Of A Nose (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures (Jokertown)) 0 Normal Characteristic Maxima 15 Psychological Limitation: Feels A Sense Of Duty To Aid His Fellow Jokers Everywhere (Common, Strong) 15 Social Limitation: Joker (Very Frequently, Minor) [b]75 Total Disadvantage Points[/b] Designers Notes: Xavier Desmond is a large man, standing 6' tall and weighing 180 lbs. He was born in 1917, and was afflicted with the Wild Card virus when Jetboy fought Dr. Tod over New York in 1946 He became a joker, having a two-foot trunk, complete with seven fully functional fingers, in place of a nose. He lost his wife, his job, and his home soon after. Moving to Jokertown, he found work at the Funhouse, eventually becoming the owner. With time, he founded the JADL (Joker Anti-Defamation League) fighting for joker's rights. His work resulted in his being called "The Mayor of Jokertown." Xavier died in 1987 (at the end of Wild Cards Book VII). Campaign Use and Designer’s Notes: Remove the nose and Xavier becomes a Pulp Hero or Dark Champions nightclub manager/Contact for the PCs. (Xavier Desmond created by George R R Martin, character sheet created by Michael Surbrook) Quote Link to comment Share on other sites More sharing options...
Susano Posted November 7, 2007 Author Report Share Posted November 7, 2007 Re: Wild Card's Hero DIGGER DOWNS (Thomas Downs) [b]Val CHA Cost Roll Notes[/b] 9 STR -1 11- Lift 87.1 kg; 1 1/2d6 HTH Damage [2] 10 DEX 0 11- OCV: 3/DCV: 3 12 CON 4 11- 10 BODY 0 11- 15 INT 5 12- PER Roll 14-/19- 13 EGO 6 12- ECV: 4 10 PRE 0 11- PRE Attack: 2d6 12 COM 1 11- 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 24 END 0 21 STUN 0 [b]Total Characteristic Cost: 15 Movement:[/b] Running: 6"/12" Leaping: 1"/2" Swimming: 2"/4" [b]Cost Powers & Skills[/b] 17 [b]Can Smell An Ace:[/b] Detect Wild Card Aces 18-/21- (Smell/Taste Group), Increased Arc Of Perception (360 Degrees), Range 7 [b]Can Smell Your Lies:[/b] Detect Lies 16-/19- (Smell/Taste Group) 6 [b]Enhanced Senses:[/b] +2 PER with all Sense Groups 10 [b]Enhanced Sense Of Smell:[/b] +5 PER with Smell/Taste Group [b]Perks[/b] 1 Fringe Benefit: Press Pass [b]Skills[/b] 10 +2 with Interaction Skills 4 AK: United States Of America 13- 5 CK: New York City 14- 3 Conversation 11- 0 Language: English (idiomatic; literate) 4 PS: Reporter 13- 2 PS: Writer 11- 5 Persuasion 12- 3 Streetwise 11- [b]Total Powers & Skill Cost: 77 Total Cost: 92 50+ Disadvantages[/b] 0 Normal Characteristic Maxima 10 Psychological Limitation: Overconfidence (Common, Moderate) 10 Psychological Limitation: Pushy And Obnoxious In His Efforts To Get A Story (Common, Moderate) 10 Reputation: Reporter for Aces Magazine tabloid, 11- 15 Social Limitation: Secret ID (He's an Ace) (Frequently, Major) [b]95 Total Disadvantage Points[/b] Designers Notes: Digger is of average size, 5'10" and 150 lbs. He has brown hair and brown eyes. He is a reporter for Aces Magazine, and a more pushy, obnoxious "news-hound" you will never meet. His ace power is the ability to smell aces, detecting them by a sweet pleasant odor. This sense can also clue him into a person's emotional state allowing him to readily tell if someone is lying. He is not very well liked by most other aces and has made virtual enemies of a few (such as Carnifex, Peregrine, and Hiram Worchester). Campaign Use and Designer’s Notes: Probably the easiest way to port Digger over to your game is to switch his “Detect Ace” to “Detect [catalyst for supers in your world].” For example, he could detect an active metagene, or an active Gestalt, or detect mutants, or… well, you get the idea. (Digger Downs created by Steve Perrin, character sheet created by Michael Surbrook) Quote Link to comment Share on other sites More sharing options...
Susano Posted November 7, 2007 Author Report Share Posted November 7, 2007 Re: Wild Card's Hero DOCTOR TACHYON (Prince Tisianne brant Ts'ara sek Halima sek Ragnar sek Omian of House Ilkazam) [b]Val CHA Cost Roll Notes[/b] 12 STR 2 11- Lift 132 kg; 2d6 HTH Damage [1] 20 DEX 30 13- OCV: 7/DCV: 7 15 CON 10 12- 12 BODY 4 11- 28 INT 18 15- PER Roll 15- 32 EGO 44 15- ECV: 11 20 PRE 10 13- PRE Attack: 4d6 14 COM 2 12- 5 PD 3 Total: 5 PD (0 rPD) 3 ED 0 Total: 3 ED (0 rED) 4 SPD 10 Phases: 3, 6, 9, 12 6 REC 2 40 END 5 26 STUN 0 [b]Total Characteristic Cost: 140 Movement:[/b] Running: 6"/12" Leaping: 2"/4" Swimming: 2"/4" [b]Cost Powers & Skills[/b] 50 [b]Psi-Lord Powers:[/b] Elemental Control, 100-point powers 50 1) [b]Sleep Strike:[/b] Ego Attack 8d6 (Human class of minds), Reduced Endurance (1/2 END; +1/4), END 4 55 2) Mind Control 14d6 (Human class of minds), Reduced Endurance (0 END; +1/2) 50 3) Mind Scan 12d6 (Human class of minds), +10 ECV, Reduced Endurance (1/2 END; +1/4), END 4 55 4) Telepathy 14d6 (Human class of minds), Reduced Endurance (0 END; +1/2) 20 [b]Mind Shield Cutting:[/b] Find Weakness 13- with Psi Lord Elemental Control; Costs Endurance (-1/2), END 3 11 [b]Smith & Wesson Model 19 .357 Magnum:[/b] RKA 1 1/2d6, +1 Increased STUN Multiplier (+1/4); OAF (-1), 6 Charges (-3/4), Beam (-1/4), Real Weapon (-1/4) [b]plus[/b] +1 OCV; OAF (-1), Real Weapon (-1/4), [6] 19 [b]Mental Shields:[/b] Mental Defense (25 points total) 17 [b]Deathlock:[/b] +25 Mental Defense (50 points total); Costs Endurance (-1/2), END 2 5 LS (Longevity: (virtually) Immortal) [b]Martial Art:[/b] [i]Fencing[/i] [b]Maneuver OCV DCV Damage[/b] 5 Ballestra +2 -2 Weapon +4 DC, Half Move Required 4 Fleche +2 -2 Weapon +v/5, FMove 5 Lunge +1 -2 Weapon +4 DC Strike 4 Parry +2 +2 Block, Abort [b]Notes:[/b] Also Karate Block 4 Prise de Fer +1 +0 Bind, 22 STR 5 Thrust +1 +3 Weapon Strike 0 Weapon Element: Blades [b]Martial Art:[/b] [i]Karate[/i] [b]Maneuver OCV DCV Damage[/b] 4 Disarm -1 +1 Disarm; 22 STR to Disarm 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 3 Legsweep +2 -1 3d6 Strike, Target Falls 4 Punch/Snap Kick +0 +2 4d6 Strike 5 Side/Spin Kick -2 +1 6d6 Strike [b]Perks[/b] 1 Fringe Benefit: License to practice medicine 5 Money: Well Off 3 Reputation: Doctor Tachyon, a well-respected doctor and authority on the Wild Card virus (world-wide) 14-, +1/+1d6 [b]Skills[/b] 16 +2 with All Combat 8 +2 with Psi Lord Elemental Control 2 CK: Jokertown 11- 2 CK: New York City 11- 5 Combat Piloting (small starships) 14- 2 Computer Programming (Personal Computers) 15- 7 High Society 15- 3 KS: Dance 15- 1 KS: Fencing 8- 3 KS: Flower Arranging 15- 2 Navigation (Space) 15- 3 PS: Physician 15- 3 PS: Surgeon 15- 5 PS: Violin 15- 3 PS: Zero-G Operations 13- 3 Paramedics 15- 0 TF: Personal Use Spacecraft 3 WF: Blades, Handguns, Personal Use Spacecraft Weapons 3 Linguist 4 1) Language: English (idiomatic; literate) 4 2) Language: French (idiomatic; literate) 4 3) Language: German (idiomatic; literate) 3 4) Language: Russian (completely fluent; literate) 3 5) Language: Spanish (completely fluent; literate) 0 6) Language: Takasian (idiomatic; literate) 3 Scientist 2 1) SS: Biochemistry 15- 2 2) SS: Chemistry 15- 2 3) SS: Genetics 15- 2 4) SS: Mathematics 15- 2 5) SS: Psychology 15- [b]Total Powers & Skill Cost: 493 Total Cost: 633 200+ Disadvantages[/b] 10 DNPC: Blaise Jeannot Andrieux 11- (Slightly Less Powerful than the PC) 10 Distinctive Features: Alien Features And Mannerisms; Flamboyant Manner Of Dress (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Psychological Limitation: Feels A Sense Of Responsibility To Wild Card Victims (Very Common, Strong) 15 Psychological Limitation: Impulsive And Overconfident (Common, Strong) 15 Psychological Limitation: Lecherousness -- Inordinately Fond Of Women (Common, Strong) 15 Reputation: Doctor Tachyon (actual reputation varies, see text), 14- 15 Social Limitation: Secret ID (Tachyon was once an KGB agent) (Frequently, Major) 15 Social Limitation: Public ID (Easily recognizable, known in most parts of the world) (Frequently, Major) 15 Susceptibility: to "Deathlock" being broken 3d6 BODY damage Instant (Uncommon) 15 Susceptibility: to "Deathlock" being broken 3d6 STUN damage Instant (Uncommon) 288 [b]Experience Points 633 Total Disadvantage Points[/b] Background/History: Doctor Tachyon is one of the central characters from the Wild Cards shared world series. He is an alien, a native of the planet Takis, who came to earth in 1946 in a vain attempt to prevent the release of an experimental virus (aka the "wild card virus") in to Earth's atmosphere by other members of his family. He failed in the attempt, and ended up stranded on Earth, his fellow Takisians all dead, and his own ship (a.k.a. Baby) captured by the US Government. Tachyon then spent the next few years trying to help wild card victims in the New York area before being brought before HUAC (House Un-American Activities Committee) in 1950. He was then deported as an undesirable alien. Tachyon spent the next 10 years in an alcoholic haze, wandering about Europe. He was recruited by the KGB, who gave him food, and a bed (and most importantly, drink) in exchange for information. After John F Kennedy won the 1960 election, however, Tachyon was allowed to return to the US. He came to New York's Jokertown, and lived in the gutter, drowning his guilt in sorrow in yet more booze. Finally, in 1963 the Turtle managed to bring him around, restoring his confidence and helping him pull his life together. Vowing to cure the effects of the Wild Card virus, Tachyon founded the Blythe van Renssaeler Memorial Clinic in 1966. Here, he provided medical care for jokers and aces of all types, as well as spending time trying to devise a cure for the wild card virus. His life remained relatively stable until 1986 when he discovered his grandson, Blaise Jeannot Andrieux, who was living in Paris aiding a terrorist cell with his powerful mind control powers. Tachyon brought the 11 year old back to New York, setting himself up as the boy's legal guardian. The version of Tachyon presented is from right about this time. He will contract the Wild Card virus from Typhoid Croyd in late 1987, and loose his right hand to Mackie Messer in 1988 at the Democratic national convention. Eventually he will have Blaise, who has never been a stable individual, turn on him. The end result of this falling out will have Tachyon's mind placed in the body of a young, 16 year old girl, while the girl's mind is placed in his body. Blaise will then get the new, female, Tachyon pregnant before abandoning him on Earth by stealing Tachyon's personal spaceship. Tachyon then pursues Blaise to Takis, where Blaise manages to start a world war before being defeated by Tachyon, Tachyon's family, Captain Trips, and Jay Ackroyd. After all is said and done, Tachyon has a new daughter (Illyana); he’s returned to his original body; Kelly (the girl he was switched with) stays on Takis; Jay Ackroyd gets a Takisian wife, and Starshine (one of Captain Trips "friends") dies. For the full story, read Wild Cards Volume X Double Solitaire. Personality/Motivation: Tachyon's Disadvantages are pretty simple. He's an alien, albeit a very human looking one. He dresses funny (a least, according to Earth standards), and tends to sprinkle his speech with Takisian oaths and curses. Since he's a prince, he acts like one. He can be arrogant and overconfident at times, and tends to carry himself as if he was still a Psi Lord. On the other hand, he does truly care for his patients (although deep down most joker deformities disgust him) and has run his hospital for over 30 years. His primary weakness is women, alcohol and, the deep sense of guilt he has over what the virus has done to so many innocent people. Powers/Tactics: Tachyon's powers are pretty straight forward. He can read, control, and search for minds, as well as render opponents asleep (his Ego Attack). His shields are very powerful, rendering him immune to almost every other telepath on Earth. He is also rather adept at penetrating another's mind shields (his Find Weakness). If faced with a life or death situation, all Takisian Psi Lords can erect a powerful mind shield called a "deathlock". Breaking this mental barrier (which can take a very long time, Tachyon took seven hours to do it at one point) is so traumatic the individual will usually die. Aside from his Psi Lord abilities, Tachyon is reasonably adept at self defense. He has learned Takisian fencing, as well as Earth karate. He often carries a .357 magnum revolver when expecting trouble. Appearance: Dr. Tachyon is a short, fine featured man with a long nose and a small pointed chin. Tachyon's hair is a metallic-red shade and falls to his shoulders, his eyes are lilac. He stands 5'3" and weighs all of 115 lbs. He is in good physical shape, and is quite strong for his size. Tachyon dresses in fancy outfits using a lot of lace, silk, and velvet. The look is reminiscent of early 1800s court dress. Campaign Use and Designer’s Notes: The first question is “do you keep Tachyon as an alien?” He’d fit in many universes as an alien (including Marvel, DC, the CU, and so on), but not all. In any event, he works just fine as a relly, really, really powerful human mentalist (which, technically, he is anyway) who’s been around since WWII, has had ups and downs in his life, and is now trying to be a better person by running a health care clinic in the bad part of town in your campaign city. Dump the Fencing, the Deathlock, and his DF and you’re pretty much all set. (Dr. Tachyon created by Melinda Snodgrass, character sheet created by Michael Surbrook) Quote Link to comment Share on other sites More sharing options...
Susano Posted November 7, 2007 Author Report Share Posted November 7, 2007 Re: Wild Card's Hero CHARLES DUTTON [b]Val CHA Cost Roll Notes[/b] 9 STR -1 11- Lift 87.1 kg; 1 1/2d6 HTH Damage [2] 10 DEX 0 11- OCV: 3/DCV: 3 13 CON 6 12- 12 BODY 4 11- 18 INT 8 13- PER Roll 13- 15 EGO 10 12- ECV: 5 15 PRE 5 12- PRE Attack: 3d6 6 COM -2 10- 2 PD 0 Total: 2 PD (0 rPD) 2 ED -1 Total: 2 ED (0 rED) 2 SPD 0 Phases: 6, 12 5 REC 0 26 END 0 24 STUN 0 [b]Total Characteristic Cost: 29 Movement:[/b] Running: 6"/12" Leaping: 1"/2" Swimming: 2"/4" [b]Cost Powers & Skills Perks[/b] 10 Money: Wealthy [b]Skills[/b] 2 CK: Jokertown 11- 0 Language: English (idiomatic; literate) 4 PS: Accountant 14- 3 PS: Museum Curator 13- 3 PS: Stockbroker 13- 4 SS: Accounting 14- 3 Streetwise 12- 7 Trading 14- [b]Total Powers & Skill Cost: 36 Total Cost: 65 25+ Disadvantages[/b] 0 Normal Characteristic Maxima 5 Age: 40+ 10 Psychological Limitation: Sense Of Duty To Help Jokers (Common, Moderate) 15 Social Limitation: Joker (Very Frequently, Minor) 10 [b]Experience Points 64 Total Disadvantage Points[/b] Description: Dutton is tall, standing 6'3" and very lean, weighing 180 lbs. His face is a yellowish living skull. He’s a prime player in the Jokertown community, owning the Bowery Wild Card Dime Museum, a portion of the Crystal Palace, and a number of other businesses. Dutton is reclusive, preferring to work behind the scenes, but is well known in Jokertown. He’s a major collector of ace "souvenirs" and displays his collection in his museum. Campaign Use and Designer’s Notes: As with Xavier Desmond, remove the Distinctive Features and Charles Dutton becomes a multi-genre inner-city Contact. (Charles Dutton created by Walter Simons, character sheet created by Michael Surbrook) Quote Link to comment Share on other sites More sharing options...
Susano Posted November 7, 2007 Author Report Share Posted November 7, 2007 Re: Wild Card's Hero CAPTAIN ANGELA ELLIS [b]Val CHA Cost Roll Notes[/b] 10 STR 0 11- Lift 100 kg; 2d6 HTH Damage [2] 18 DEX 24 13- OCV: 6/DCV: 6 13 CON 6 12- 13 BODY 6 12- 14 INT 4 12- PER Roll 12- 18 EGO 16 13- ECV: 6 15 PRE 5 12- PRE Attack: 3d6 12 COM 1 11- 4 PD 2 Total: 4 PD (0 rPD) 3 ED 0 Total: 3 ED (0 rED) 3 SPD 2 Phases: 4, 8, 12 5 REC 0 26 END 0 25 STUN 0 [b]Total Characteristic Cost: 66 Movement:[/b] Running: 6"/12" Leaping: 2"/4" Swimming: 2"/4" [b]Cost Powers & Skills Martial Arts:[/b] [i]Kenpo Karate[/i] [b]Maneuver OCV DCV Damage[/b] 4 Block +2 +2 Block, Abort 4 Disarm -1 +1 Disarm; 20 STR to Disarm 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 3 Legsweep +2 -1 3d6 Strike, Target Falls 4 Punch/Snap Kick +0 +2 4d6 Strike 2 [b]Observant:[/b] +1 PER with Sight Group [b]Perks[/b] 4 Contacts (4 points' worth) 8 Fringe Benefit: Concealed Weapon Permit (where appropriate), Local Police Powers, Police captain [b]Skills[/b] 9 +3 with Handguns 3 +1 with Kenpo Karate 3 Breakfall 13- 3 Bureaucratics 12- 2 CK: Jokertown 11- 2 CK: New York CIty 11- 1 Combat Driving 8- 7 Criminology 14- 7 Deduction 14- 3 Interrogation 12- 5 KS: Criminal Law and Procedure 14- 5 KS: Kenpo Karate 14- 3 KS: The Law Enforcement World 12- 0 Language: English (idiomatic; literate) 2 PS: Police Officer 11- 3 Shadowing 12- 3 Streetwise 12- 2 WF: Small Arms [b]Total Powers & Skill Cost: 96 Total Cost: 162 75+ Disadvantages[/b] 5 Distinctive Features: Uniform and/or Badge (Easily Concealed) 10 Hunted: New York Police Department 8- (Mo Pow, NCI, Watching) 0 Normal Characteristic Maxima 10 Psychological Limitation: Addicted To Cigarettes, Chain Smokes (Common, Moderate) 15 Psychological Limitation: Honest Cop Who Does Things "By The Book" (Common, Strong) 10 Psychological Limitation: Workaholic Who Drinks Far To Much Coffee (Common, Moderate) 20 Social Limitation: Subject To Orders (Very Frequently, Major) 17 [b]Captain of Fort Freak bonus 162 Total Disadvantage Points[/b] Description: Captain Ellis is a Korean woman who stands 5'1" with long black hair and green eyes. Adopted by a US Army officer, she was raised an "army brat" and shows little interest in her Asian origins. She is a committed police officer and is very honest in operations, observing the proper legalities and not allowing any one to cross the line. She is a workaholic, smokes constantly (and coughs because of it), drinks coffee like it was water, studies kenpo karate, is an excellent shot, and was wounded in the line of duty. Her precinct is popularly called "Fort Freak" and Ellis has to live with the knowledge that the previous two precinct captains were both murdered (and that one was an flunky of the Astronomer). Campaign Use and Designer’s Notes: I’ve used Angela Ellis in two of my games (Silent Mobius Zeta and the Phenomena Department) because something about her description (and character sheet) just “clicks” with me. She makes an excellent Dark Champions experienced cop (as well as a good “Gordon” to a PC’s “Batman”), and at 162 points is pushing high-end heroic, low-end super heroic. You could easily adapt her to most modern, near future, and even far-future settings, just make the proper changes to her origin, skills and martial arts. (Angela Ellis created by [unknown], character sheet created by Michael Surbrook) Quote Link to comment Share on other sites More sharing options...
Susano Posted November 7, 2007 Author Report Share Posted November 7, 2007 Re: Wild Card's Hero THE ENVOY (David Harstein) [b]Val CHA Cost Roll Notes[/b] 10 STR 0 11- Lift 100 kg; 2d6 HTH Damage [1] 10 DEX 0 11- OCV: 3/DCV: 3 13 CON 6 12- 12 BODY 4 11- 20 INT 10 13- PER Roll 13- 15 EGO 10 12- ECV: 5 15 PRE 5 12- PRE Attack: 3d6 18 COM 4 13- 3 PD 1 Total: 3 PD (0 rPD) 3 ED 0 Total: 3 ED (0 rED) 3 SPD 10 Phases: 4, 8, 12 5 REC 0 26 END 0 24 STUN 0 [b]Total Characteristic Cost: 50 Movement:[/b] Running: 6"/12" Leaping: 2"/4" Swimming: 2"/4" [b]Cost Powers & Skills[/b] 175 [b]Pheromones:[/b] Mind Control 20d6 (Human class of minds), Telepathic (+1/4), Invisible Power Effects (Fully Invisible; +1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Uncontrolled (can be disrupted by strong winds, fans, air conditioners, and so on; +1/2), Area Of Effect (43" Radius; +1), Continuous (+1); Always On (-1/2), No Range (-1/2), Set Effect (you agree [with me]; -1/2), Does Not Provide Mental Awareness (-1/4), Relies On Subject's Sense Of Smell (-1/4) [b]Skills[/b] 10 +2 with Interaction Skills 2 AK: World Geography 11- 3 Acting 12- 7 Gambling (Chess) 16- 3 High Society 12- 4 KS: Poetry 14- 0 Language: English (idiomatic; literate) 3 Oratory 12- 3 Persuasion 12- [b]Total Powers & Skill Cost: 210 Total Cost: 260 150+ Disadvantages[/b] 20 Normal Characteristic Maxima 15 Psychological Limitation: Feels A Sense Of Duty And Responsibility To Humanity As A Whole (Common, Strong) 10 Psychological Limitation: Likes To Play Harmless Practical Jokes With His Power (Common, Moderate) 10 Social Limitation: Jew in 1950s America (Frequently, Minor) 55 [b]Experience Points 260 Total Disadvantage Points[/b] Description: The Envoy is a young man (aged 26), standing 5'9" and weighing 150 lbs. He has black hair, brown eyes, a wry smile and a handsome face. His power is the ability to emit pheromones that make people want to agree with anything he says. He was recruited into the Four Aces and had a number of successes, before HUAC sent him to prison for three years for contempt of court. Campaign Use and Designer’s Notes: The Envoy’s power is pretty scary. He can sway a whole room of people and ask them to do all sorts of foolish things, and they’ll go along with it (because “they agree” with his “suggestions.”) However, a 43” Radius might be a bit much, but seeing as his power can be disrupted by wind and the like, I doubt he’d ever be able to actually affect everyone in such an area. You could apply some sort of “Reduced By Range” Limitation, to reflect the further away you are, the less you’re affected. (this write up is for the 1950's version of The Envoy) (Envoy created by George R. R. Martin, character sheet created by Michael Surbrook) Quote Link to comment Share on other sites More sharing options...
Susano Posted November 7, 2007 Author Report Share Posted November 7, 2007 Re: Wild Card's Hero EZILI-JE-ROUGE (Red-Eyed Ezili) [b]Val CHA Cost Roll Notes[/b] 11 STR 1 11- Lift 114.9 kg; 2d6 HTH Damage [2] 15 DEX 15 12- OCV: 5/DCV: 5 13 CON 6 12- 10 BODY 0 11- 14 INT 4 12- PER Roll 13- 14 EGO 8 12- ECV: 5 18 PRE 8 13- PRE Attack: 3 1/2d6 24 COM 9 14- 3 PD 1 Total: 3 PD (0 rPD) 3 ED 0 Total: 3 ED (0 rED) 3 SPD 5 Phases: 4, 8, 12 5 REC 0 26 END 0 23 STUN 0 [b]Total Characteristic Cost: 57 Movement:[/b] Running: 6"/12" Leaping: 2"/4" Swimming: 2"/4" [b]Cost Powers & Skills[/b] 3 [b]Sharp Senses:[/b] +1 PER with all Sense Groups [b]Perks[/b] 8 Contact: Ti Malice (Very Good relationship with Contact) 15- 5 Money: Well Off [b]Skills[/b] 2 +1 OCV with Knives 1 CK: Port-au-Prince 8- 5 Disguise 13- 5 KS: Poison Brewing 14- 5 KS: Poisons 14- 7 KS: Sexual Techniques 16- 3 Language: English (completely fluent) 4 Language: French (idiomatic) 0 Language: Haitian Creole (idiomatic) 9 PS: Sexual Companion 18- 3 Poisoning 12- 5 Seduction 14- 3 Streetwise 13- 1 WF: Blades (knives) [b]Total Powers & Skill Cost: 69 Total Cost: 126 75+ Disadvantages[/b] 15 Dependence: Ti Malcie's "kiss" Weakness: -3 To Characteristic Rolls and related rolls per time increment (Easy To Obtain [for her], Addiction) 15 Distinctive Features: Very Beautiful albeit with red eyes (Concealable; Always Noticed and Causes Major Reaction [lust]; Detectable By Commonly-Used Senses) 0 Normal Characteristic Maxima 1 Physical Limitation: Illiterate (Frequently, Fully Impairing) 15 Psychological Limitation: Addicted To Assorted Narcotics (Common, Strong) 20 Psychological Limitation: Addicted To Ti Malice's "Kiss" (Common, Total) 10 Psychological Limitation: Amoral Lecherousness (Very Bisexual) (Common, Moderate) 20 Psychological Limitation: Protective Of Ti Malice (Very Common, Strong) 171 Total Disadvantage Points Description: Ezili is very beautiful light-skinned black woman from Port-au-Prince, Haiti. She's 5'6" in height and weighs 125 lbs, with red eyes surrounding a black iris. Her hair is thick wild mane that falls to her waist. She is chief among Ti Malice's mounts and is totally devoted to him. She will do anything Ti Malice asks, and is often the one who acquires new mounts for him. She is totally amoral and will do whatever she must to protect Ti Malice, regardless of the cost. Campaign Use and Designer’s Notes: Remove the references to Ti Malice (or swap them for some one else), and you have an instant Pulp Hero femme fatale of the “exotic beauty” mold. If you want to play up the pulp angle, have her be in league with a voodoo priest, seducing men to be captured and turned into zombies. (Ezili-je-Rouge created by John J Miller, character sheet created by Michael Surbrook) Quote Link to comment Share on other sites More sharing options...
CorPse Posted November 7, 2007 Report Share Posted November 7, 2007 Re: Wild Card's Hero ... more great work ... Quote Link to comment Share on other sites More sharing options...
OzMike Posted November 7, 2007 Report Share Posted November 7, 2007 Re: Wild Card's Hero Indeed. I would rep if I could. But you keep on doing stuff that makes me rep you and I just can't seem to spread it around quick enough to get back to you. Quote Link to comment Share on other sites More sharing options...
Susano Posted November 7, 2007 Author Report Share Posted November 7, 2007 Re: Wild Card's Hero Not a problem. I'll be here for a while. Quote Link to comment Share on other sites More sharing options...
Air Pirate Posted November 8, 2007 Report Share Posted November 8, 2007 Re: Wild Card's Hero A bit of additional trivia. I believe Cordelia Chaisson's nickname was "Cardiac". Excellent work Susano, and please don't forget Jetboy! Repped . Quote Link to comment Share on other sites More sharing options...
Susano Posted November 8, 2007 Author Report Share Posted November 8, 2007 Re: Wild Card's Hero A bit of additional trivia. I believe Cordelia Chaisson's nickname was "Cardiac". Excellent work Susano, and please don't forget Jetboy! Repped . Sorry, I never did a Jetboy character sheet. And, oddly enough, GURPS Wild Cards doesn't have one.... Quote Link to comment Share on other sites More sharing options...
sinanju Posted November 8, 2007 Report Share Posted November 8, 2007 Re: Wild Card's Hero Was I the only one that gave powers to the PCs without them choosing? Well mostly. They could give suggestions' date=' but those were only considerations. All the players were pleasantly surprised at what powers they got. I think that is one of the reasons I like the Heroes TV series. It is very Wild Card-esque.[/quote'] So is The 4400, which I also enjoyed this season (first season I've watched) for largely that reason. In fact, 4400 is arguably MORE Wild Cards-esque than Heroes, if only because of the existence of the Promycin shot. For those who don't watch, Promycin a drug that has a 50/50 chance of giving your 4400-style powers...or killing you. (Which, frankly, is a much better risk than the Wild Card it's 90% death rate and 1% superpower result.) It was widely distributed started with the finale of the previous season and is a real problem in the just completed season. It's highly illegal, but lots of people are willing to risk death for a chance at gaining superpowers. They even had a guy who took the shot and turned into Typhoid Croyd. His "power" was to spread the Promycin drug like a cold virus. Everywhere he went people started keeling over and dying (or acquiring powers). Eventually he had to be put out of everyone's misery. Quote Link to comment Share on other sites More sharing options...
Susano Posted November 8, 2007 Author Report Share Posted November 8, 2007 Re: Wild Card's Hero For those who don't watch' date=' Promycin a drug that has a 50/50 chance of giving your 4400-style powers...or killing you. (Which, frankly, is a much better risk than the Wild Card it's 90% death rate and 1% superpower result.) [/quote'] If I recall, it's 90% death rate. If you live, it's 90% joker, 9% deuce, 1% ace. However, some jokers are "joker-aces." Quote Link to comment Share on other sites More sharing options...
CorPse Posted November 8, 2007 Report Share Posted November 8, 2007 Re: Wild Card's Hero If I recall' date=' it's 90% death rate. If you live, it's 90% joker, 9% deuce, 1% ace. However, some jokers are "joker-aces."[/quote'] Hmmm... I don't know the series. Is a deuce someone w/o powers or alterations of any kind? Quote Link to comment Share on other sites More sharing options...
Susano Posted November 8, 2007 Author Report Share Posted November 8, 2007 Re: Wild Card's Hero A deuce is someone who isn't mutated (a joker) but doesn't have a really useful power. Like a guy who can hover about 6" off of the ground at will. Or who can fly -- while sleeping. Or who can change the color of his skin. And so on. A "gee, that's nice" power. Quote Link to comment Share on other sites More sharing options...
Drhoz Posted November 9, 2007 Report Share Posted November 9, 2007 Re: Wild Card's Hero Puddleman, for example. Quote Link to comment Share on other sites More sharing options...
Drhoz Posted November 9, 2007 Report Share Posted November 9, 2007 Re: Wild Card's Hero If I recall' date=' it's 90% death rate. If you live, it's 90% joker, 9% deuce, 1% ace. However, some jokers are "joker-aces."[/quote'] don't forget, a lot of the people infected become carriers - Xenovius Takis-A inserts a recessive gene... Quote Link to comment Share on other sites More sharing options...
Drhoz Posted November 9, 2007 Report Share Posted November 9, 2007 Re: Wild Card's Hero But he's not really invulnerable. IIRC' date=' he doesn't get shot with anything bigger than 20mm shells. (In fact, he says "They were scared to try anything bigger than a 20mm on their tests. So was I. If I were hit with a [i']real[/i] cannon, instead of just a big machine gun, I'd probably be oatmeal.") So a sufficiently high Force Field and/or Damage Reduction should work. Tachyon pointed out that even falling from a tall building could kill him with internal injuries. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.