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Hero Goes to the Movies (or TV Shows)!

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Re: Hero Goes to the Movies (or TV Shows)!

 

A Double Feature!

 

Dean Winchester

 

Dean.jpg

 

[b]Dean Winchester - [/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
15    STR     5   15      12-       HTH Damage 3d6  END [1]
15    DEX     15   15      12-       OCV 5 DCV 5
17    CON     14   17      12-
12    BODY    4   12      11-
13    INT     3   13      12-       PER Roll 12-
15    EGO     10   15      12-       ECV: 5
15    PRE     5   15      12-       PRE Attack: 3d6
16    COM     3   16      12-
5    PD      2   5             5 PD (0 rPD)
3    ED      0   3             3 ED (0 rED)
3    SPD     5   3                 Phases:  4, 8, 12
10    REC     8   10
40    END     3   40
34    STUN    5   34
6    RUN      0   6"                END [1]
2    SWIM     0   2"                END [1]
3    LEAP     0   3"                3" forward, 1 1/2" upward

[b]CHA Cost: 82[/b]


[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
     Cinematic Brawling
4      1)  Backhand:  1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike
4      2)  Low Blow:  1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
5      3)  Roundhouse:  1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike
3      4)  Tackle:  1/2 Phase, +0 OCV, -1 DCV, 3d6 +v/5 Strike; You Fall, Target Falls; FMove

[b]MARTIAL ARTS Cost: 16[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
20      +5 with Firearms

3      Breakfall 12-
7      Bribery 14-
5      Bureaucratics 13-
7      Climbing 14-
11      Combat Driving 16-
9      Concealment 15-
7      Conversation 14-
5      Cramming 
3      Criminology 12-
3      Cryptography 12-
5      Deduction 13-
5      Defense Maneuver I-II 
1      Disguise 8-
9      Fast Draw 15-
6      Forgery (Documents) 14-
1      High Society 8-
7      Interrogation 14-
9      Lockpicking 15-
11      Mechanics 16-
6      Navigation (Land) 14-
3      Paramedics 12-
9      Persuasion 15-
5      Research 13-
3      Scholar
5      1)  KS: Classic Legend & Lore 15-
4      2)  KS: Classic Rock 14-
2      3)  KS: Muscle Cars 12-
5      4)  KS: Paranormal 15-
5      5)  KS: Urban Folklore 15-
7      Security Systems 14-
3      Seduction 12-
9      Shadowing 15-
5      Sleight Of Hand 13-
9      Stealth 15-
7      Streetwise 14-
10      Survival (Temperate/Subtropical, Mountain, Urban) 14-
7      Teamwork 14-
7      Tracking 14-
2      TF:  Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
2      WF:  Handguns, Rifles, Shotguns

[b]SKILLS Cost: 249[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
10      False Identity Pool (Variable Identities)
15      Vehicles & Bases
4      Reputation:  One of the Winchester Boys (A small to medium sized group) 11-, +4/+4d6
27      Contact:  John Winchester's friends (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Very Good relationship with Contact), Organization Contact (x3) 13-

[b]PERKS Cost: 56[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
6      Combat Luck (3 PD/3 ED)
8      Combat Shooting
14      Fearless
5      Rapid Healing

[b]TALENTS Cost: 33[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
0     Normal Characteristic Maxima
25     Hunted:  Demons 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15     Hunted:  Hunters Who Think Sam's a Demon 8- (As Pow, NCI, Harshly Punish)
15     Psychological Limitation:  Hunts Supernatural (Common, Strong)
20     Psychological Limitation:  Protective of Brother (Common, Total)

[b]DISADVANTAGES Points: 75[/b]

Base Pts: 75
Exp Required: 286
Total Exp Available: 286
Exp Unspent: 0
Total Character Cost: 436

 

Background: Dean Winchester was born on January 24, 1979 to John and Mary Winchester. Dean was the couple's first-born child and oldest son, four years older than his younger brother, Samuel Winchester. He drives a black four-door 1967 Chevrolet Impala (which was given to him by his father) and is a fan of classic rock music. He always wears a brass amulet[1] on a long black cloth band necklace. While the significance of the necklace is unknown, it is clearly quite important to Dean (Ackles has claimed in an interview that it is an Egyptian protection amulet, but this has been yet to be proved in an episode). The necklace was revealed in the episode "A Very Supernatural Christmas" (aired Dec. 13, 2007) to be a present from his brother Christmas 1991 when their father didn't come home for Christmas. The necklace was originally meant for John, but in the end, Sam gave it to him for telling him the truth about monsters. Dean wears different watches and wristbands. He also always wears a silver ring.

From an early age, he was trained by his father John Winchester to hunt down and kill things of the supernatural, but unlike his brother he shows no resentment toward his father for being "raised like a warrior", feeling that after his mother's violent death, his father raised him and his younger brother the only way that he knew how at the time. He seems to prefer "the hunt" to the possibility of a normal life. Due to his father's training, he has several notable advantages for a human: he is an exceptional shot, has knowledge beyond the norm regarding the supernatural, is a skilled fighter, and appears to have some proficiency with melee weapons. He is also the only one allowed to call his brother "Sammy". When giving false names, he frequently gives the names of rock musicians. He also appears to be a fan of Jack Nicholson and possibly watches Oprah. He tends to make light of some of his and Sam's adventures and is known to use crude humor and make sexual innuendos. He is terrified of flying and claims that it is the reason why he drives everywhere. Dean values his family's safety over anything else, even going so far as to kill a demon and its human host in order to save Sam's life.

 

Season 1

When Dean was four years old, his mother Mary was killed in his younger brother Sam's bedroom. Twenty-two years later, The Demon responsible for their mother's death kills Sam's girlfriend, Jessica Moore. Together, Dean and Sam go on a road trip to fend off supernatural creatures and search for their father, John, who occasionally leaves new missions for them to complete.

Early in the season ("Skin"), Dean and Sam battle a shapeshifter responsible for a string of brutal murders in the St. Louis, MO area. During the course of the episode, the shapeshifter assumes Dean's form, causing police to believe that Dean is responsible for the murders. However, Dean kills the shapeshifter while it is still in his form, and the authorities officially declare him dead.

In the last episode of this season "The Demon" possessed Dean's father in an attempt to get The Colt for his own. After Dean realises this, "The Demon" pins him and Sam to a wall and reveals that John favors Sam over Dean. the demon also tells Dean that he was responsible for sending his children back to hell, after Dean makes a sarcastic remark about the situation, the demon tortures him, Dean pleads for his father's help before losing consciousness. Sam manages to get free and shoots the demon/John in the leg, releasing the demon from John's body.

The season finale concluded with Sam, Dean, and John escaping from a clash with "The Demon" in Salvation, Iowa. While Sam was driving to a hospital after Dean and John were injured, a demonically possessed driver drove his truck into the Impala, causing massive damage to the car and the Winchesters inside.

 

Season 2

All three of the Winchesters survive the wreck, although Dean is more severely injured than his father or brother. In the first episode of Season 2 ("In My Time of Dying"), Dean is in a coma and a reaper, Tessa, tries to convince him to die. In order to save him, John makes a deal with The Demon, trading his life for Dean's. Before he dies, John whispers something in Dean's ear which the audience cannot hear.

Throughout the first half of the second season, Dean struggles with the death of his father, as well as with the knowledge that he was the one who was supposed to have died. Furthermore, he is haunted by his father's last words to him, and at the midpoint of the season, it is revealed that John told Dean that The Demon intends to turn Sam evil, and if Dean can not save Sam, Dean must kill his brother.

During an investigation in Baltimore, MD ("The Usual Suspects"), Dean is arrested in connection with another series of murders. It is revealed that Dean has a rather impressive police record, with charges over the years including credit card fraud, breaking and entering, and grave desecration. Although Sam and Dean are able to prove that the murders were actually committed by one of the detectives on the case, it is unclear whether or not the charges against Dean were ever officially dropped. However, the problem still remains that the authorities have realized that Dean is not dead, as they had previously believed. A team of FBI agents, led by Special Agent Victor Hendrickson catches up with Dean and Sam in Milwaukee, WI ("Nightshifter"), where attempted bank robbery and several more murders are added to Dean's list of supposed crimes. At the end of All Hell Breaks Loose, Part 1, just as he arrives to rescue his younger brother, Sam is stabbed and collapses into Dean's arms. Amidst his brother's pleas to stay with him, Sam dies, leaving Dean alone as the last living Winchester. Dean, believing he failed Sam, is too upset to deal with the crushing blow delivered when Sam died, and in a last ditch effort travels to a crossroads to make a deal with the "crossroads demon" for Sam's life in exchange for his soul. In the end Dean is allowed one year to live and Sam is then resurrected. At first, Bobby is the only one to know of what Dean did, because Sam can't remember anything past when Jake stabbed him and Dean makes up a lie about Bobby patching him up. Bobby yells at him for what he did and Dean pleads with him not to tell Sam what he did, as he knows it will destroy Sam knowing Dean sold his soul.

However, the "Yellow-Eyed-Demon" questions Dean if he is sure what he brought back in Sam is "pure" after Sam unhesitatingly kills Jake, unloading several bullets into his head without any sign of remorse. Sam figures out what Dean did by the end, and Dean tells him not to be mad, that he couldn't let Sam die, not like that. Sam vows to get him out of this, no matter what. At the end of the second season Dean kills 'The Demon' with the Colt freeing his father's soul but during the battle hundreds of other demons escaped their prison and now Dean and Sam must kill all of them, as well as find a way to save Dean from dying in a year's time.

 

Season 3

In the season premier of season three "The Magnificent Seven", Dean makes the best of his last year, not worrying about his safety, while Sam tries desperately to find a loophole in the crossroad demons deal. While investigating a case with a family who apparently dehydrated in minutes, Dean, Sam and Bobby team up with a pair of hunters, Tamara and Isaac. they soon realize they are fighting the "Seven Deadly Sins" when Isaac is killed by Gluttony, leaving the Winchesters, Bobby and Tamara alone to fight the centuries old demons. when one of the demons, Wrath, take over Isaacs corpse and tortures Tamara with old memories, we learn that the couple had begun hunting when their daughter was killed by something supernatural. Tamara, unable to listen any more rushes out the door, wiping away the salt. As Tamara beats the Demon!Isaac, the waiting demons rush in to begin battle with the brothers and Bobby.

Bobby is able to exorcise Sloth while he is stuck in a devils trap. Dean, who is fighting with Lust, manages to submerge her in a tub of holy water. Sam on the other hand must deal with Pride, Envy, and Greed. When it seems Sam is out numbered he receives help from a mysterious woman who kills the three demons with a just as mysterious dagger.

Dean, Sam and Bobby salt and burn the dead demons (all but Sloth and Lust, who were exorcised) and say their goodbyes to Tamara. Bobby returns to his car and leaves as well, leaving the Winchesters alone. Sam tells Dean about an idea Ellen gave him about the deal with the crossroad demon, Dean refuses and finally tells Sam there is no way out of the deal, that if they try to get out of it, Sam drops dead. Sam asks how he could have made that deal and Dean tells him that he couldn't live with his brother dead, that he was tired of hunting and that this felt like a way out. Sam tells him he's selfish, to which Dean agrees happily, and that he is "unbelievable" which Dean states is "very true". The episode ends with the Winchester brothers driving off in the Impala.

In the second episode of the season "The Kids Are Alright" we see Dean meeting up with an old "acquantance" almost eight years prior and finds out she has an eight year old son Ben who seems to possess many of Dean's characteristics (from his love of classic rock, to his speech "Dude!" and his love of the ladies). While Dean is questioning whether this is his son or not Sam meets the mysterious blonde again who gives him the hint to search for the people his mother used to know. The brother's figure out the kids are Changlings and defeat the 'mother-of-all-changlings'. Dean is put as ease (somewhat) by his old flame Lisa when she assures Dean Ben isn't his son. And Sam finds out the mysterious blonde is a demon.

 

The Impala

Dean's trademark black 1967 Chevrolet Impala, bears a Sedgwick County, Kansas (even though they are from Lawrence, Kansas) license plate KAZ 2Y5, a reference to Kansas, the Winchesters' home state, and 2005, the year the show premiered, was passed down to him by his father.

It has been prominently featured on the series, beginning with the teaser of the pilot which shows John Winchester holding his two sons as he sits on the car and watches his house burn. The car is Dean's most prized possession, and he protects it with nearly the same ferocity with which he protects his family. In the pilot episode, the trunk is revealed to hold various weaponry to fight the supernatural. Though it is damaged at the end of "Pilot," it is repaired and the car is featured throughout the first season until a tragic crash at the end of the season finale. The car is in repairs at the beginning of the second season, though Dean beats the trunk of the car with a tire iron in grief at the end of "Everybody Loves a Clown." It appears for the first time fully repaired in "Bloodlust" in an extended sequence to the soundtrack of AC/DC's "Back in Black". Mind-controlled, Dean cheerfully gives the car to Andy Gallagher in "Simon Said," but the brothers soon recover it. Due to the Winchesters' constant battle with avoiding the authorities toward the end of the 2nd season, the plates on the Impala changed. The famous KAZ 2Y5 was taken off and replaced with Ohio plates: CNK 80Q3.

 

Weaponry

Dean tends to use a chromed Colt 1911 with pearl grips, which John is seen using in a flashback. He also uses a sawed off double barrel shotgun when he needs extra firepower. Dean has also been seen with a sniper rifle in the episode "Simon Said." He is shown to possess a large Machete in " Fresh Blood".

 

Sam Winchester

 

Sam01.jpg

 

[b]Sam Winchester - [/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
14    STR     4   14      12-       HTH Damage 2 1/2d6  END [1]
15    DEX     15   15      12-       OCV 5 DCV 5
16    CON     12   16      12-
12    BODY    4   12      11-
15    INT     5   15      12-       PER Roll 12-
17    EGO     14   17      12-       ECV: 6
15    PRE     5   15      12-       PRE Attack: 3d6
16    COM     3   16      12-
5    PD      2   5             5 PD (0 rPD)
3    ED      0   3             3 ED (0 rED)
3    SPD     5   3                 Phases:  4, 8, 12
10    REC     8   10
50    END     9   50
32    STUN    5   32
6    RUN      0   6"                END [1]
2    SWIM     0   2"                END [1]
3    LEAP     0   2 1/2"                2 1/2" forward, 1" upward

[b]CHA Cost: 91[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
8     [b][i]I Don't Know How I Did That ...[/i][/b]: Telekinesis (20 STR); No Conscious Control (-2), Requires A Psychic Roll  (-1/2) - END=3
14     [b][i]I Have These Visions ...[/i][/b]: Precognitive Clairsentience (Sight And Hearing Groups); No Conscious Control (-2), Requires A Psychic Roll  (-1/2) - END=5
4     [b][i]"Vibe"[/i][/b]: Detect Supernatural A Class Of Things 12- (Unusual Group), Range, Sense; No Conscious Control (-2) - END=0

[b]POWERS Cost: 26[/b]


[b][u]Cost[/u]   [u]SKILLS[/u][/b]
12      +3 with Firearms

3      Breakfall 12-
5      Bribery 13-
7      Bureaucratics 14-
3      Climbing 12-
3      Combat Driving 12-
10      Computer Programming (Hacking and Computer Security, Personal Computers) 15-
9      Concealment 15-
9      Conversation 15-
5      Cramming 
5      Criminology 13-
7      Cryptography 14-
7      Deduction 14-
1      Disguise 8-
3      Fast Draw 12-
2      Forgery (Documents, Papers) 12-
3      High Society 12-
3      Interrogation 12-
7      Lockpicking 14-
1      Mechanics 8-
6      Navigation (Land) 14-
3      Paramedics 12-
7      Persuasion 14-
7      Psychic 14-
9      Research 15-
3      Scholar
5      1)  KS: Classic Legend & Lore 15-
2      2)  KS: Law 12-
5      3)  KS: Paranormal 15-
5      4)  KS: Urban Folklore 15-
7      Security Systems 14-
9      Shadowing 15-
9      Stealth 15-
5      Streetwise 13-
10      Survival (Temperate/Subtropical, Mountain, Urban) 14-
7      Teamwork 14-
3      Tracking 12-
2      TF:  Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
2      WF:  Handguns, Rifles, Shotguns

[b]SKILLS Cost: 211[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
10      False Identity Pool (Variable Identities)
4      Reputation:  One of the Winchester Boys (A small to medium sized group) 11-, +4/+4d6
27      Contact:  John Winchester's friends (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Very Good relationship with Contact), Organization Contact (x3) 13-

[b]PERKS Cost: 41[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
6      Combat Luck (3 PD/3 ED)
14      Fearless
3      Lightsleep
5      Rapid Healing

[b]TALENTS Cost: 28[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
0     Normal Characteristic Maxima
25     Hunted:  Demons 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15     Hunted:  Hunters Who Think He's a Demon 8- (As Pow, NCI, Harshly Punish)
15     Psychological Limitation:  Hunts Supernatural (Common, Strong)
15     Psychological Limitation:  Loyal to His Brother (Common, Strong)
5     Reputation:  Demon Kid, 8- (Extreme;  Known Only To A Small Group)

[b]DISADVANTAGES Points: 75[/b]

Base Pts: 75
Exp Required: 247
Total Exp Available: 247
Exp Unspent: 0
Total Character Cost: 397

 

Background: Sam Winchester was born on May 2, 1983 to John and Mary Winchester. Sam was the couple's second-born child and younger son, four years younger than his older brother, Dean Winchester. Sam is different from his older brother, Dean, in that he is rational, sensitive, and seemingly more concerned with living a "normal life" than his brother; in spite of this, it is apparent that he would do anything for Dean. He also rebelled against his father's attempts to raise him as a demon hunter and enrolled in Stanford University. When Dean came to ask Sam for his help in the first episode, the viewers are introduced to Jessica, Sam's girlfriend. It is apparent that Sam was somewhat popular, despite no one knowing what it is his family really does. His brother, Dean, is the only one allowed to call him by his nickname, Sammy. Sam has also had more love interests than Dean, although Dean has had a few flings on the show.

 

Season 1

Sam Winchester was born on May 2, 1983. When he was only six months old (November 2, 1983), his mother Mary was killed in his nursery by The Demon. Infant Sam was saved when his older brother, Dean, ran outside with him while their father John went back to attempt to rescue Mary, who was stuck on the ceiling and consumed by the flames that later engulfed the entire house.

Twenty two years later to the day, the same demon killed Sam's girlfriend Jessica Moore, which spurs Sam to embark on a journey to find their missing father and get vengeance on the demon. While John Winchester is missing, he occasionally contacts the boys to leave them new missions to complete. The boys fend off mystical creatures and urban legends such as the Woman in White, the wendigo, folklore's Bloody Mary, and shapeshifters. Through these missions, Sam begins experiencing episodes of precognition and once displays telekinesis.

The season finale concludes with Sam, Dean, and their father John escaping from a horrific crash with The Demon in Salvation, Iowa. While Sam is driving the Winchesters to a hospital after Dean and John were hurt, a truck crashes into them, causing massive damage to Dean's Impala with the Winchesters inside.

 

Season 2

In the beginning of the second season, Sam takes a more active role in the hunting. He tells Dean that this is what their dad would have wanted him to do. The Demon's plans for Sam are still unknown. Dean and Sam meet with three people that John once knew: Ellen Harvelle, her daughter Jo, and their computer genius associate Ash. They assist the brothers in their hunting. In the episode "Simon Said", Sam displays immunity to Andy Gallagher's power of mind control, as opposed to Dean who gave him his beloved Impala. He is also immune to the demonic sulfur virus in the episode "Croatoan".

Since "Hunted", Sam has learned what his father told Dean moments before his death: that the Demon plans to cause Sam to become evil and use him and "children like him" as soldiers in an upcoming war. Dean was told that if he could not save Sam, he would have to kill him. Sam is convinced that he must save as many people as he can in order to change his destiny, as he drunkenly states in "Playthings".

In the episode "Born Under a Bad Sign", Sam is possessed by the same demon responsible for Meg's possession in Season 1. It is also hinted at that this is also the same demon that lead to the death Ellen's husband. It becomes clear that if the time comes for Dean to shoot his brother, Dean would not be able to do so. In this episode Sam (while still possessed) also kills another hunter.

In the episode "What Is and What Should Never Be", Sam and Dean aren't close in the alternate reality created by a djinn. Neither Sam nor Dean had ever hunted, and Jessica is Sam's fiancee. As in reverse to reality, their mother is alive, but their father is dead.

The first episode of the season finale of season two, All Hell Breaks Loose, Part 1, Sam is trapped in a haunted abandoned town in South Dakota with "Others" of his kind. It was revealed that there is demon blood in Sam and his mother Mary Winchester knew who the demon was, much to Sam's surprise. He is stabbed by a soldier named Jake and collapses in his older brother's arms just as he and fellow hunter Bobby arrive to the rescue. He dies within the minute, amongst his brother's pleas for him to stay with him. In the second episode of the season finale, Dean made a deal with a "Crossroads Demon" to deliver himself to Hell in one year, in exchange for Sam's life. Sam doesn't know of what happened while he was dead, and is in fact unaware he was ever dead in the first place. In the following battle to prevent Jake and the "Yellow-Eyed Demon" from unleashing a demonic army, Sam shoots and kills Jake, unloading seven bullets into his body - 4 in the back and 3 in Jake's face. This is the first time Sam kills a man, or someone that isn't a demon, and seems to show no remorse, this could be because Jake killed him prior.. The "Yellow-Eyed-Demon" questions Dean if he is sure that what he brought back in Sam is 100% pure. Sam figures out that he was dead, and tells Dean he'll get him out of the deal he made, no matter what.

 

Gear: Sam uses a chromed Beretta 92FS loaded with silver rounds and uses a pistol grip 4-shelled 12 gauge pump shotgun loaded with rock salt.

In season one he owns what appears to be a Dell Precision M65 laptop, which he uses to gather information for hunts. The first time he uses the laptop is in the second episode "Wendigo" where he plays a video message. His possession of the laptop is ambiguous at this point because it is unsure what he did and did not salvage from the fire at Stanford in the episode "Pilot". In that same episode, his brother Dean makes references using computer software which leads viewers to believe that Dean may, in fact, be the owner of the laptop. In episode fifteen, "Tall Tales," Sam claims ownership of the laptop, accusing Dean of misplacing it.

In the beginning of season two, when Sam and Bobby are surveying the wreckage of the totaled Impala, Sam pulls the broken pc from the passenger seat. Then, in the second season's eighth episode, "Crossroad Blues," Sam is seen using an Apple 15" PowerBook or MacBook Pro, though interestingly, its display shows a Windows OS.

Sam also appears to own a Verizon-branded Motorola Q which has on at least one occasion (in "Hollywood Babylon") been used to visually track unseen ghosts. This phone however was destroyed in the season 3 episode "Fresh Blood".

 

Many thanks to Wikipedia for Sam's and Dean's background

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Re: Hero Goes to the Movies (or TV Shows)!

 

Jamie Sommers (2007)

 

JaimeSommersProfile.jpg

 

[b]The Bionic Woman - Jamie Sommers[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
13    STR     3   13      12-       HTH Damage 2 1/2d6  END [1]
15    DEX     15   15      12-       OCV 5 DCV 5
16    CON     12   16      12-
12    BODY    4   12      11-
14    INT     4   14      12-       PER Roll 12-
14    EGO     8   14      12-       ECV: 5
13    PRE     3   13      12-       PRE Attack: 2 1/2d6
16    COM     3   16      12-
5    PD      2   5             5 PD (0 rPD)
3    ED      0   3             3 ED (0 rED)
3    SPD     5   3                 Phases:  4, 8, 12
12    REC     16   12
50    END     9   50
30    STUN    3   30
16    RUN      0   16"                END [3]
2    SWIM     0   2"                END [1]
18    LEAP     0   17 1/2"                17 1/2" forward, 8 1/2" upward

[b]CHA Cost: 87[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
30     [b][i]Anthrocytes[/i][/b]: Simplified Healing 3d6 - END=3
27     [b][i]Bionic Ear[/i][/b]: Ultrasonic Perception (Hearing Group), +3 to PER Roll, Discriminatory, Increased Arc Of Perception (360 Degrees), Targeting, Telescopic:  +1 - END=0
    [i]Bionic Eye[/i] - END=
5     1)  [b][i]IR Setting[/i][/b]: Infrared Perception (Sight Group) - END=0
5     2)  [b][i]Night Sight Setting[/i][/b]: Nightvision - END=0
26     3)  [b][i]Eye Cam[/i][/b]: Radio Perception, Targeting, Telescopic:  +1, Tracking, Transmit - END=0
24     4)  [b][i]Targeting System[/i][/b]: +3 with All Combat - END=
20     [b][i]Bionic Legs[/i][/b]: Multipower, 20-point reserve - END=
2u     1)  Running +10" (16" total) - END=2
1u     2)  Leaping +15" (17 1/2" forward, 8 1/2" upward) - END=1
13     [b][i]Bionic Right Arm[/i][/b]: +20 STR; No Figured Characteristics (-1/2) - END=2

[b]POWERS Cost: 152[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
     Commando Training
3      1)  Akido Throw:  1/2 Phase, +0 OCV, +1 DCV, 2 1/2d6 +v/5, Target Falls
4      2)  Boxing Cross:  1/2 Phase, +0 OCV, +2 DCV, 4 1/2d6 Strike
4      3)  Escape:  1/2 Phase, +0 OCV, +0 DCV, 28 STR vs. Grabs
4      4)  Judo Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 23 STR to Disarm
4      5)  Kung-Fu Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort

[b]MARTIAL ARTS Cost: 19[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
6      +2 with Martial Maneuvers

7      Acrobatics 14-
7      Breakfall 14-
5      Climbing 13-
3      Combat Driving 12-
2      Computer Programming (Personal Computers) 12-
3      Concealment 12-
7      Conversation 14-
3      Deduction 12-
8      Defense Maneuver I-III 
3      High Society 12-
6      KS: English Literature 15-
3      Paramedics 12-
7      Persuasion 14-
5      PS: Bartender 14-
7      Shadowing 14-
7      Stealth 14-
3      Tactics 12-
2      TF:  Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
1      WF:  Handguns

[b]SKILLS Cost: 95[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
30      Contact:  Berkut Group (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact), Organization Contact (x3) 13-

[b]PERKS Cost: 30[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
6      Combat Luck (3 PD/3 ED)

[b]TALENTS Cost: 6[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
0     Normal Characteristic Maxima
15     Dependent NPC:  Becca Sommers 11- (Normal)
25     Hunted:  Sarah Corvus 11- (Mo Pow, NCI, Harshly Punish)
25     Hunted:  Berkut Group 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
15     Psychological Limitation:  Fear of Flying (Common, Strong)
20     Psychological Limitation:  Protective of Sister (Common, Total)
10     Psychological Limitation:  Suspicious of Berkut Group (Common, Moderate)
10     Rivalry:  Professional (Sarah Corvus; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

[b]DISADVANTAGES Points: 120[/b]

Base Pts: 200
Exp Required: 69
Total Exp Available: 64
Exp Unspent: 0
Total Character Cost: 389

 

Background: The new version of the character is a San Francisco bartender. She was born in Van Horne, Iowa, to political activists, Ethan and Madeline Jo Sommers. Both parents traveled a lot for their causes, and could be away for days or weeks at a time. When he would return home, Ethan always brought back photographs of his travels for Jaime, and, even at a young age, influenced Jaime's love for photography. In 1992, Jaime's sister, Becca Sommers, was born.

Jaime attended the local public school, Meskwaki High School, in Van Horne. She was a very active student; she was the forward on the school's field hockey team, contributed to and edited the school literary magazine, was a success on debate squad, and participated in the photography club. She was popular among the students and a favorite of her professors. With neither of her parents in lucrative professions, Jaime helped contribute to the family by getting jobs around the neighborhood. She baby-sat, delivered newspapers, and was hired as a host and waitress at a family-style restaurant called Jelly's Eatery.

A year before Jaime was to graduate high school, Madeline was diagnosed with malignant stage II breast cancer. Jaime, who always believed her parents' busy life on the road prevented Madeline from getting an earlier diagnosis, quit most of her extracurricular activities to help care for her mom. Her grades slowly began to suffer, but she managed to graduate in the top 7% of her class in 2001. She was accepted into Harvard University, where she hoped to study Irish literature. When her mother's condition worsened, Jaime threw aside her plans for college to stay close to her. She continued to work, but became more and more involved as a caretaker for her mother.

In 2004, after a lengthy battle with cancer, Madeline Jo Sommers died. Immediately after the funeral, Jaime left for the west coast, leaving Becca behind. Upon her arrival on the west coast, Jaime quickly found herself a cramped apartment in a college town and a job working at a local bar. She enrolled in the psychology program at the nearby college and was able to afford tuition since she had saved up a little bit of money while taking care of her mother. In a bioethics class she took as an elective a few semesters later, she met a highly regarded professor, Dr. Will Anthros, whom she eventually started dating.

Tracking Jaime down, Becca showed up on her doorstep in 2006 with a duffel bag of a few belongings, asking to stay with her. Jaime allowed Becca to move in, but again the need to provide for her family, this time her sister, forced Jaime to drop out of college.

Following a nearly fatal car accident, Will arranges for Jaime to receive cybernetic implants, known as bionics. These implants replace both her legs and her right arm, which give her superhuman strength and speed. She also has a bionic ear which allows her to hear at low volumes, at different bandwidths to most humans, and over uncommonly long distances, as well as a bionic eye that gives her 2000/20 vision and mathematical analysis of objects, their speeds, trajectories and so forth. The original version of the character did not have a bionic eye; this was a component of Steve Austin, the protagonist of the original novel Cyborg and subsequent television series The Six Million Dollar Man, which in turn spun-off the original Bionic Woman series. Sommers' rebuilt body contains "anthrocites", a nanite-like technology that causes rapid healing of physical wounds. The fourth episode confirms that Sommers can feel pain through her bionic limbs, such as when she accidentally damages a toe after a jump.

In the original series, Rudy Wells was one of the creators of the bionics technology; in the 2007 remake of the series, Jaime Sommers has the middle name Wells.

Subsequent episodes of Bionic Woman have revealed that Sommers has additional bionic components, including a tracking system implanted in her brain that allows her supervisors to see through her bionic eye and track her location, although Sommers subsequently learns how to disable this feature at will.

The reimagined version of Sommers is recruited by a covert anti-terrorist organization and early episodes of the series have shown her training to be an agent, while trying to uncover who within the agency is actually trustworthy. Meanwhile, Sommers has to balance her life as a secret agent with being a surrogate mother to her rebellious 15-year-old sister, whom she has taken care of since the death of their mother and abandonment by their father.

Early episodes have revealed assorted information: Will Anthros, whose father invented bionics, is apparently shot to death by Sarah Corvus, a renegade and the first Bionic Woman. After his funeral in the second episode, Jaime Sommers discovers he had kept a secret dossier on her dating back two years which contained her IQ test results, photos and personal history. In the series' fourth episode, Sommers discovers that her bionic systems have a maximum five-year life span. She is also for the first time shown experiencing bionic-hand tremors similar to that exhibited by Corvus, whose first-generation bionics are shown to be slowly failing, affecting her physical and mental health. The fourth episode also reveals that Jaime is afraid of flying.

 

History thanks to Wikipedia and image thanks to BionicWiki

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Re: Hero Goes to the Movies (or TV Shows)!

 

Can I suggest that Dean Winchester needs a KS:Muscle Cars and PS: Monster Hunter?

 

Also, both Winchester boys should at least have contacts with Bobby and Ellen. Maybe a generic "other monster hunters".

 

Also, Jamie Summers should have a PS: Bartender since that was her day job when the series started and maybe a love interest disad with her CIA boyfriend.

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Re: Hero Goes to the Movies (or TV Shows)!

 

Can I suggest that Dean Winchester needs a KS:Muscle Cars and PS: Monster Hunter?

 

Also, both Winchester boys should at least have contacts with Bobby and Ellen. Maybe a generic "other monster hunters".

 

I'll agree with the KS: Muscle Cars and Contacts (as expressed above), but the PS should be expressed in the KS they have, as well as some of the other skills. :)

 

Also' date=' Jamie Summers should have a PS: Bartender since that was her day job when the series started and maybe a love interest disad with her CIA boyfriend.[/quote']

 

Added the PS: Bartender. But as far as the romance thing ... that may be added later on. I could almost see that becoming a Contact more than a disad.

 

Thanks for the comments :)

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Re: Hero Goes to the Movies (or TV Shows)!

 

I'll agree with the KS: Muscle Cars and Contacts (as expressed above), but the PS should be expressed in the KS they have, as well as some of the other skills. :)

 

 

 

Added the PS: Bartender. But as far as the romance thing ... that may be added later on. I could almost see that becoming a Contact more than a disad.

 

Thanks for the comments :)

 

Your welcome :D

 

My understanding of the rules was that if you want to KNOW about something, you buy a KS. If you want to DO something, you buy a PS. If my characters do it as a profession and are knowledgeable about their profession, I usually buy both. It's like buying KS: Stage magic. I know how all the tricks work and who's famous etc. but I sure has hell can't get on stage and perform them or be successful at it without PS: Stage Magic. I figure Dean's been hunting monsters all his life (unlike Sam) so I figured he was more a doer but it works either way I guess.

 

The CIA guy has been more of a skilled DNPC so far but yeah, that could change. She could have him as both too. A contact that's also a disad that she has to keep bailing out of trouble.

 

And since I forgot mention it before, nice job on everybody's "entries"! A lot of good work there.:thumbup:

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Guest steamteck

Re: Hero Goes to the Movies (or TV Shows)!

 

Man I love this thread very usable fun characters with the numbers filed off

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Re: Hero Goes to the Movies (or TV Shows)!

 

Is it just me or do all these characters seem to have really high strengths for being Norms. Jamie Summers with a 13 STR before the cybernetic limb...

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Re: Hero Goes to the Movies (or TV Shows)!

 

Is it just me or do all these characters seem to have really high strengths for being Norms. Jamie Summers with a 13 STR before the cybernetic limb...

 

Depends on what you are simulating. 13 STR is an athletic normal person in the Hero System. It is used for several of the published action-oriented templates like soldiers, cops and secret agents. Most TV and movie characters are by default better than normal people, so you don't see many 8 or 10 STR stats unless the character is depicted as being physically weak for effect. You know, the out of shape computer geek type and the like. YMMV.

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Re: Hero Goes to the Movies (or TV Shows)!

 

The Beautiful Miss Bela Talbot.

 

My first attempt, please be kind. ;-) Feedback would be great!

 

SLC

 

[b]Bela Talbot - (Bela) Lugosi[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
10    STR     0   10      11-       HTH Damage 2d6  END [2]
15    DEX     15   15      12-       OCV 5 DCV 5
14    CON     8   14      12-
12    BODY    4   12      11-
16    INT     6   16      12-       PER Roll 12-
14    EGO     8   14      12-       ECV: 5
26    PRE     6   26      14-       PRE Attack: 5d6
16    COM     3   16      12-
2    PD      0   2             2 PD (0 rPD)
3    ED      0   3             3 ED (0 rED)
3    SPD     5   3                 Phases:  4, 8, 12
5    REC     0   5
30    END     1   30
30    STUN    6   30
6    RUN      0   6"                END [1]
2    SWIM     0   2"                END [1]
2    LEAP     0   2"                2" forward, 1" upward

[b]CHA Cost: 62[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
4     [b][i]Unshakeable[/i][/b]: +10 PRE (10 Active Points); Only Vs. Intimidation (-1), Requires A Persuasion (14-) Roll  (-1/2) - END=

[b]POWERS Cost: 4[/b]


[b][u]Cost[/u]   [u]SKILLS[/u][/b]
3      +3 with any single attack with one specific weapon, Handguns

1      Language (basic conversation) French
1      Language (basic conversation) Spanish 
1      Language (basic conversation) Italian
3      Acting 14-
3      Bribery 14-
3      Bureaucratics 14-
3      Conversation 14-
7      Disguise 14-
10      Forgery (Documents) 16-
7      High Society 16-
3      Deduction 12-
3      Interrogation 14-
11      Lockpicking 16-
5      Persuasion 15-
7      Security Systems 14-
5      Seduction 15-
7      Shadowing 14-
7      Sleight Of Hand 14-
7      Stealth 14-
3      Trading 14-
3      Paramedics 12-
1      WF:  Handguns
2      TF:  Common Motorized Ground Vehicles
3      Scholar
6      1)  KS (7 Active Points) 16-Artifacts
4      2)  KS (5 Active Points) 14-Occult
5      3)  KS (6 Active Points) 15-Paranormal

[b]SKILLS Cost: 124[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
5      Follower/Contact Points: 10
10      Vehicles & Bases
5      Follower/Contact Points: 14
10      Favor
6      Money:  Wealthy
1      Reputation (A small to medium sized group) 11-, +1/+1d6

[b]PERKS Cost: 37[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
6      Combat Luck (3 PD/3 ED)

[b]TALENTS Cost: 6[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
10     Hunted:  Various People She Has Blackmailed 8- (As Pow, Harshly Punish)
0     Normal Characteristic Maxima
15     Psychological Limitation:  Greedy (Common, Strong)
15     Psychological Limitation:  Hunts Artifacts of Value (Common, Strong)
15     Psychological Limitation:  Determined to a Fault (Common, Strong)
10     Reputation:  Wouldn't Trust Her as Far as I Could Throw Her, 11- (Extreme;  Known Only To A Small Group)
5     Rivalry:  Professional (The Winchester Boys; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
5     Unluck: 1d6

[b]DISADVANTAGES Points: 75[/b]

Base Pts: 75
Exp Required: 83
Total Exp Available: 83
Exp Unspent: 0
Total Character Cost: 233



 

 

BACKGROUND

Bela maintains an apartment in Queens, New York. Bela Talbot makes a career out of scamming, trading, buying, selling, and thieving supernatural objects. She has crossed paths with the Winchester boys several times, and has managed to become both a help and a hinderance to them, and always in such a way that it suits her needs. There seems to be some attraction between Bela and Dean, though it hasn't yet been called that. It has been implicated that Bela is responsible for the death of a close relative.

 

PERSONALITY

Bela seems to be a consumate professional at what she does. She will lie, cheat, steal, manipulate, and severely hurt others to obtain her object of desire. She seems to have little desire to KILL anyone, but certainly does not go out of her way to save others.

 

QUOTE

"Maybe next time I'll hang YOU out to dry." Bad Day at Black Rock

 

"Let me tell you a little something about me. I don't respond well to threats. But you make me an offer, and I think you'll find me highly cooperative." Fresh Blood

 

POWERS/TACTICS

Bela has some skill in the occult, most notably being able to use a Ouija board to divine information on the whereabouts of persons and objects she is interested in. Bela has great skill in bargaining with and manipulating others to achieve her goals. She is a fairly good shot with a pistol. Whenever possible and practicle, Bela will hire others to do her dirty work.

 

CAMPAIGN USE

Bela is a thief and con artist. She will appear wherever the item of her desire is located, and will make her best attempts to get her hands on it before anyone else. This has lead to plenty of backstabbing, manipulating, and other trickery to achieve her goals.

 

 

Thanks to http://www.supernaturalwiki.com/index.php?title=Main_Page for the info and pic.

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Re: Hero Goes to the Movies (or TV Shows)!

 

Not sure how to do this... lets see how it goes

 

This is Lost's John Locke.

 

[ATTACH]26656[/ATTACH]

 

Don't know how to do anything else...hope that worked.

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Re: Hero Goes to the Movies (or TV Shows)!

 

Not sure how to do this... lets see how it goes

 

This is Lost's John Locke.

 

[ATTACH]26656[/ATTACH]

 

Don't know how to do anything else...hope that worked.

 

Here's some comments:

 

John Locke

Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

13 DEX 9 12- OCV: 4/DCV: 4

13 CON 6 12-

10 BODY 0 11-

18 INT 8 13- PER Roll 13-

15 EGO 10 12- ECV: 5

15 PRE 5 12- PRE Attack: 3d6

10 COM 0 11-

 

7 PD 5 Total: 7 PD (0 rPD)

3 ED 0 Total: 3 ED (0 rED)

3 SPD 7 Phases: 4, 8, 12

15 REC 0

26 END 0

30 STUN 8 Total Characteristic Cost: 58

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

25 Healing BODY 5d6 (50 Active Points); Limited Power Power loses about half of its effectiveness (Only works on island; -1) 5

10 +10 REC (20 Active Points); Limited Power Power loses about half of its effectiveness (Only works on island; -1)

 

Since all of the adventures are on the island, are you sure this is a -1?

 

Perks

10 The Shack In The Jungle: Contact: Jacob (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own), Spirit Contact (x2) (10 Active Points) 8-

 

Why the spirit modifier?

 

Talents

3 Absolute Time Sense

3 Bump Of Direction

2 Environmental Movement (no penalties on jungle)

3 Lightsleep

 

Skills

2 Small Arms: +2 with any single attack with one specific weapon

6 Knife throwing: +6 with any single attack with one specific weapon

 

These are bought incorrectly. In both cases, the character gets the OCV bonus with only one specific knife or only one specific firearm. And then, with only one specific combat maneuver. In both cases you need to buy a different form of CSL. At least at the 3 point level for Small Arms.

 

2 AK: Island 11-

 

Does the island have a name?

 

2 AK: Jungles 11-

 

Which jungle? Where?

 

3 Acting 12-

3 Bureaucratics 12-

3 Climbing 12-

3 Concealment 13-

3 Conversation 12-

3 Cryptography 13-

3 Demolitions 13-

2 KS: Animal Habits 11-

2 KS: Backgammon 11-

 

This should be bought as Gambling.

 

2 KS: Con men 11-

2 KS: Games 11-

2 KS: Island Hallucination Drugs 11-

2 KS: Spirit shacks 11-

2 KS: Walkabouts 11-

2 KS: Woodwork 11-

3 Oratory 12-

2 PS: Box Company Worker 11-

2 PS: carving 11-

7 Persuasion 14-

3 Shadowing 13-

6 Survival (Temperate/Subtropical, Tropical, Desert) 13-

7 Tracking 15-

3 Trading 12-

2 WF: Blades, Thrown Knives, Axes, and Darts

2 WF: Small Arms

 

You can combine all of this into one WF

 

Total Powers & Skill Cost: 146

Total Cost: 204

 

100+ Disadvantages

5 Distinctive Features: scar on face (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

20 Normal Characteristic Maxima

 

At 100 points base, he should be built as on the Hero level, so this should be 0 points.

 

15 Physical Limitation: One Kidney (All the Time, Slightly Impairing)

 

How is this "All the time"? Does his one kidney come up every adventure?

 

20 Psychological Limitation: Must Protect Island (Very Common, Strong)

20 Psychological Limitation: Resents Father (Very Common, Strong)

15 Psychological Limitation: Believes In Destiny (Uncommon, Total)

 

In what destiny?

 

10 Rivalry: Professional (Ben Linus; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

5 Rivalry: Professional (Jack Shepherd; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

10 Social Limitation: Secret (once was a cripple) (Frequently, Minor)

 

How is this a limitation? Just curious.

 

Total Disadvantage Points: 120

 

Background/History: John Locke grew up in orphanages, not knowing his parents. When he was approached by his birth mother one day at work, he was intriqued. His mother said he had no father, but Locke knew that was a lie. He hired an investigator to find his ftaher. The investigator returned with a name, Anthony Cooper. Locke went to see Cooper and the father and son bonded. Then Locke foundout that Cooper needed a kidney transplant. Locke offered Cooper his kidney. After the surgery, Locke awoke to realize that his father had left him. Cooper had set the whole meeting with Locke's mother up to "con" his son out of his kidney. This began a downward spiral in Locke's life as he could never understand the reason his father would do that to him. Locke wandered around the country, doing many different jobs until a young man approached him. He said that his mother was going to marry a man who he did not trust and he wanted John to support him. John didn't understand why. The kids said that John had donated a kidney to the man. Locke's father had moved on to his next mark. Locke lied by saying that the donation was anonymous, and he didn't know Cooper. Then the boy wound up dead. Locke went to confront his father and was thrown out of an eight story window, by Cooper. Having his back broken, Locke spent three years in a wheelchair. Working at a box company, Locke prepared to go on a spiritual walkabout in Australia. Going to Sydney, Locke was denied the opportunity to go on the walkabout because of the wheelchair. Locke wound up on Ocenaic Flight 815 which crashed on a mysterious island. After the crash, amazingly Locke could walk. Locke became connected to the island and began searching to understand the mysteries of the island.

 

Personality/Motivation:

 

Quote: 'Don't ever tell me what I can't do"

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

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Re: Hero Goes to the Movies (or TV Shows)!

 

DARK SEEKER

(generic)

 

Val	CHA	Cost	Roll	Notes
15	STR	5	12-	Lift 200 kg; 3d6 HTH Damage [1]
20	DEX	30	13-	OCV:  7/DCV:  7
20	CON	20	13-
15	BODY	10	12-
5	INT	-5	10-	PER Roll 10-/13-
8	EGO	-4	11-	ECV:  3
15	PRE	5	12-	PRE Attack:  3d6
4	COM	-3	10-

6	PD	3		Total:  6 PD (0 rPD)
6	ED	2		Total:  6 ED (0 rED)
3	SPD	0		Phases:  4, 8, 12
7	REC	0
40	END	0
35	STUN	2		Total Characteristic Cost:  65

Movement:	Running:	7"/14"
Leaping:	4"/8"
Swimming:	2"/4"

Cost	Powers & Skills
4	Bite:  HKA 1 point (1/2d6 w/STR); Reduced Penetration (-1/4), END 1
5	Doesn't Hold Back:  HA +1d6, Reduced Endurance (0 END; +1/2); 
Hand-To-Hand Attack (-1/2)
40	Hard To Put Down:  Physical Damage Reduction, Resistant, 50%; 
STUN Only (-1/2) plus Energy Damage Reduction, Resistant, 50%; 
STUN Only (-1/2)
1	Powerful Leaper:  Leaping +1" (4" forward, 2" upward), END 1
2	Frighteningly Fast:  Running +1" (7" total), END 1
6	Can Cling To A Ceiling:  Clinging (normal STR); Cannot Move Using 
Clinging, Cannot Cling To Sheer Surfaces (see text; -1/2), Cannot 
Resist Knockback (-1/4)
5	Can See In The Dark:  Nightvision
3	Can Smell Your Blood:  +3 PER with Normal Smell

Skills
4	+2 with Grab

3	Climbing 13-
9	Concealment 13-
3	Contortionist 13-
3	Teamwork 13-
9	Tracking 13-

Total Powers & Skill Cost:  97
Total Cost:  162

75+	Disadvantages
15	Distinctive Features:  Increased Respiration, Heart Rate, And Body 
Temperature (Not Concealable; Noticed and Recognizable; Detectable 
By Commonly-Used Senses)
30	Enraged:  in combat/the scent of blood/when they come across prey 
(Common), go 14-, recover 8-
15	Physical Limitation:  Animal Intelligence (Frequently, Greatly 
Impairing)
15	Psychological Limitation:  Always Hungry/Lusts For Fresh Meat and/or 
Blood (Common, Strong)
15	Psychological Limitation:  Unable To Tolerate Sunlight/Bright Light 
(Uncommon, Total)
20	Susceptibility:  UV light 1d6 damage per Segment (Uncommon)
Notes:  This Does 1d6 of Normal Damage (i.e. it does 1d6 of STUN 
and 0-2 BODY per Segment). The Dark Seeker gets none of its 
defenses against this. That includes its Damage Reduction.
185	Total Disadvantage Points

 

Ecology: In 2008 a cure for cancer was discovered by modifying the measles virus. In 2009 this cure mutated into a new virus, manifesting with symptoms similar to rabies in those it was supposed to save. By 2012, over 90% of the world’s population is dead. The rest are divided into two groups -- the immune humans, who originally only numbered around 12 million, but have been drastically reduced in numbers, and the dark seekers, infected humans who have lost almost all forms of normal human behavior, and exist only to feed their ravenous hunger.

 

Dark seekers live in “nests,” which is any place the sun’s rays can’t reach. The virus has mutated dark seekers so they are stronger and faster than an immune human, but has also made then very susceptible to strong light -- especially ultraviolet light, which will cause burns on a dark seeker’s skin. Thus, dark seekers come out only at night, to hunt and feed on virtually any living thing they can catch, although they seem to prefer the flesh and blood of immune humans.

 

Personality/Motivation: Dark seekers are virtually mindless individuals, with any former human reasoning and intelligence burned out by the effects of the virus. They seem to behave much like dog and wolf packs, with an alpha male leading the nest (usually the biggest and strongest male), although this isn’t certain. When hunting, the dark seekers will cooperate to an extent, with some attempting to drive prey before them (or cut it off its escape route) so that others can tackle it and bring it down. However, this sort of behavior isn’t always a given, and some dark seekers are mindless enough to attack their own kind in order to get to prey.

 

As a rule, dark seekers are exceedingly hostile. They will readily attack any intruder into their nests (once they detect one), and are quick to purse and hunt down any thing they perceive as prey while out hunting. Once they begin an attack, dark seekers will continue until dead or driven off by strong UV light sources. Negotiation is not an option.

 

Powers/Tactics: Having forgotten the use of tools, dark seekers have become pursuit predators, who run down their prey in either singly or in packs. The virus has made them very strong and agile, with incredible powers of endurance and durability. Dark seekers have been seen to hurdle parked cars, tear through interior walls, and take multiple shots from military-grade weapons before falling. At least one was able to cling to the ceiling of a home and tear his way up and out to the roof. Dark seekers can be captured and restrained, but it can take upwards of six times the normal sedative levels to put one out, while thick chains are required to one from breaking free.

 

Capable of easily outrunning an immune human, dark seekers are also able to climb most any surface. As mentioned before, one dark seeker was seen to cling to a residential ceiling with one arm, bracing himself with his feet, and rip away at the structure with free arm. It seems likely that dark seekers can cling to similar surfaces, provided they have sufficient hand and toe holds. However, once they start to move, they still run the risk of falling.

 

Once it has cornered its prey, a dark seeker will try to Grab, pulling its victim in close so it can administer a bite. These bites are usually delivered with all the dark seekers strength behind it, and the dark seeker may attempt to Grab with its bite, so it can continue to do damage to it’s target by virtually chewing its way in.

 

Stopping a dark seeker’s attack is no easy task. Their adrenaline-fuel bodies seem to ignore most wounds, even from gunshots, and unless they take an immediately fatal wound (such as a head shot) will continue to attack. However, strong light sources (especially UV light) will serve to drive them off almost instantly.

 

Appearance: Dark seekers appear as hairless humans. Their skin is pale in color, the pupils seem to be dilated, while the gums have receded, leaving the teeth to project like fangs. Clothing might be worn, but it is usually ragged and dirty. A dark seeker’s respiration is far higher than normal, as is their body temperature (roughly 106° F), and they have a heart rate of around 200 beats per minute.

 

Designer's Notes: This is only a rough template for the dark seekers from the 2007 movie I Am Legend. I decided to tone down the seeker’s stats with the idea that most people in IAL would have all 8s or so, meaning a 15 STR and 20 DEX would make then really powerful in a fight. Of course, you can easily add to these values, but I think this makes for a good starting point.

 

As written, dark seekers are something akin to “super zombies” as opposed to the vampire analogs of the original novel. However, they still contain some “vampiric” traits, such as their aversion to sunlight and their taste for blood. Much like zombies (and vampires) they are very hard to kill, mainly because they tend to keep coming until either their head or heart is destroyed.

 

Since Samantha, Robert Neville’s dog was infected with the virus after a fight with two infected dogs (both of whom were virtually hairless), it seems likely that the dark seekers can do the same with their bite. You can add this in as a Major Transform with Advantages and Limitations similar to those of the Vampire’s Transform in the Hero System Bestiary. In addition, the alpha male of the dark seekers (the one who leads the attack on Robert Neville’s house) should have much higher stats than the generic one presented here. I suggest a 20 STR, a 4 SPD (maybe even 5), an 8 INT, 20 PRE, Shadowing, Stealth, Tactics, and Weaponsmith (defined as the ability to set snares and the like). You could also give him Animal Handler (canines) and +10 PRE defined as his roar.

 

(Dark Seekers created by Mark Protosevich, Akiva Goldsman, and Richard Matheson, character sheet created by Michael Surbrook)

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Re: Hero Goes to the Movies (or TV Shows)!

 

10 +10 REC (20 Active Points); Limited Power Power loses about half of its effectiveness (Only works on island; -1)

 

Since all of the adventures are on the island, are you sure this is a -1?

 

This season of Lost, there will be people off the island, so , maybe it should be lower, but I thought that was appropriate.

Perks

10 The Shack In The Jungle: Contact: Jacob (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own), Spirit Contact (x2) (10 Active Points) 8-

 

Why the spirit modifier?

Jacob is a mysterious force... very possibly a spirit himself.

Skills

2 Small Arms: +2 with any single attack with one specific weapon

6 Knife throwing: +6 with any single attack with one specific weapon

 

These are bought incorrectly. In both cases, the character gets the OCV bonus with only one specific knife or only one specific firearm. And then, with only one specific combat maneuver. In both cases you need to buy a different form of CSL. At least at the 3 point level for Small Arms.

ok, you're right about that.

2 AK: Island 11-

 

Does the island have a name?

No it does not. It is just called the island

2 AK: Jungles 11-

 

Which jungle? Where?

I guess it should be a KS. John shows knowledge of jungles.

2 KS: Backgammon 11-

 

This should be bought as Gambling.

I disagree. Again, John has been shown on the show playing backgammon and also discussing the history of the game, but he has not been shown doing anything more than that. Gambling is too wide of a skill.

2 WF: Blades, Thrown Knives, Axes, and Darts

2 WF: Small Arms

 

You can combine all of this into one WF

ok

20 Normal Characteristic Maxima

 

At 100 points base, he should be built as on the Hero level, so this should be 0 points.

Thought I had. New to Hero Designer and still working on some of the features

15 Physical Limitation: One Kidney (All the Time, Slightly Impairing)

 

How is this "All the time"? Does his one kidney come up every adventure?

I guess I pictured all the time as not happening every adventure, but always a problem. He never has 2 kidneys. He always has 1. It is slightly imparing. That is how I perceived the wording. I guess I was wrong.

 

15 Psychological Limitation: Believes In Destiny (Uncommon, Total)

 

In what destiny?

Again, he is constantly talking about destiny on the show... His destiny, the island's destiny, the other castaways destiny. It is one of the main themes of the entire show.

10 Social Limitation: Secret (once was a cripple) (Frequently, Minor)

 

How is this a limitation? Just curious.

It is a secret that he has continually trying to keep hidden from the others on the island. It is a weakness from his past that he wants to keep hidden.

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Re: Hero Goes to the Movies (or TV Shows)!

 

This season of Lost, there will be people off the island, so , maybe it should be lower, but I thought that was appropriate.

 

Okay. But if you're simulating the character from before Season 3, when there is no way off the island, than that Limitation doesn't fit.

 

Jacob is a mysterious force... very possibly a spirit himself.

 

But that's not what the spirit modifier means. It means you can contact different spirits, not that the contact is is a spirit.

 

No it does not. It is just called the island

 

Then you need to retype that as "AK: The Island" since "AK: Island is kind of vague.

 

I disagree. Again, John has been shown on the show playing backgammon and also discussing the history of the game, but he has not been shown doing anything more than that. Gambling is too wide of a skill.

 

You can buy Gambling to reflect skill with boardgames. Backgammon is one of those. If you use the expanded skill sets with Hero Designer, you can see it listed there. And yes, backgammon is a gambling game (or, used to be).

 

I guess I pictured all the time as not happening every adventure, but always a problem. He never has 2 kidneys. He always has 1. It is slightly impairing. That is how I perceived the wording. I guess I was wrong.

 

Although his one kindey is "all the time" the question is "how often is it an issue?" For example, having one eye is something that's always going to be there, but how often will it adversely affect the character?

 

Again, he is constantly talking about destiny on the show... His destiny, the island's destiny, the other castaways destiny. It is one of the main themes of the entire show.

 

Hmm... I think you need to re-word the Psych Lim to make that clear. As written it's a little vague.

 

It is a secret that he has continually trying to keep hidden from the others on the island. It is a weakness from his past that he wants to keep hidden.

 

This sounds more like a Psych Lim. I don't see this affecting him socially (it's not like everyone is going to suddenly shun him). I mean "Committed murder" is a dark secret sort of Social Lim, once it comes out, people might and will treat you differently. But here it sounds more like something he'd like to keep unknown, so it sounds more like a Psych Lim issue.

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Re: Hero Goes to the Movies (or TV Shows)!

 

Although his one kindey is "all the time" the question is "how often is it an issue?" For example, having one eye is something that's always going to be there, but how often will it adversely affect the character?

 

 

I would think that "how often is it an issue" falls under the "slightly imparing" section of the disad.

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Re: Hero Goes to the Movies (or TV Shows)!

 

Although his one kindey is "all the time" the question is "how often is it an issue?" For example, having one eye is something that's always going to be there, but how often will it adversely affect the character?

 

 

I would think that "how often is it an issue" falls under the "slightly imparing" section of the disad.

 

No, because "slightly impairing" refers to how it inhibits the character when the issue comes up. Actually, let's look at it this way -- how does having only one kidney affect the character sufficiently to result in a Physical Limitation. What does it make the character unable to do?

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Re: Hero Goes to the Movies (or TV Shows)!

 

 

No, because "slightly impairing" refers to how it inhibits the character when the issue comes up. Actually, let's look at it this way -- how does having only one kidney affect the character sufficiently to result in a Physical Limitation. What does it make the character unable to do?

 

I've changed it, but I still don't agree. The Hero Designer program itself says the "Limitation occurs" beside the choice of infrq. etc. The limitation is one kidney. It doesn't occur part of the time. He always has one kidney. It may not affect the character physically as much, but you can not argue that it doesn't affect him at all. And by terms in HDv3, it was right at first. When I first did the character, I thought 15 pts was too much for the disad, but by the terms listed, that is what it was.

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Re: Hero Goes to the Movies (or TV Shows)!

 

Does anyone else have any thoughts on this? How would you deal with it?

 

Limitation Occurs refers to how often the limitation actually shows up in game. Limitation Impairs refers to how much the limitation impairs the character in game. And, as always, a disadvantage that doesn't affect the character is worth no points.

 

With something like "one kidney", if I didn't expect it to come up in play regularly enough to mean anything, I'd make a note in the background section but give no points.

 

Ultimately, how much a disad is worth comes down to the individual GM and campaign.

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Re: Hero Goes to the Movies (or TV Shows)!

 

[ATTACH]26701[/ATTACH]

 

Not sure how to post him any other way....

 

You can export it as an rtf (use the Writer's Guide option), and then paste it into the reply window. Wrap the Code tag around the stats and you're all set.

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