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Post Your Character Here!!!!


jonstryder

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Well we have this thread at the Wizards of the Coast, Star Wars Message board, and I didn't see one here, so I figured I'd start one up

 

So here's what you do:

Post your Character...Thats it.

 

Stats, background if you got it, (but keep it short, we don't want to take up too much room), and pictures if you got them (keep them clean of course).

 

Have fun. :king:

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Re: Post Your Character Here!!!!

 

Well it looks like its up to me to kick it off.

 

-------------------------------------------------

 

Name: Torrent

Real Name: Jason Greyholme

Base Pts: 250

Disadvantages: 100

Total Pts: 350

 

STR: 20---10pts

DEX: 20---30pts

CON: 25---30pts

BOD: 16---12pts

INT: 14---4pts

EGO: 10---__pts

PRE: 14---4pts

COM: 14---2pts

 

PD: 10---6pts

ED: 10---5pts

SPD: 5---20pts----Phases: 3,5,8,10,12

REC: 12---6pts

STUN: 40---1pt

END: 50---__pts

(TOTAL = 130)

 

Noncombat Skills (Total = 30)

Uses "Modern" everyman skill list. Has pts in the following skills.

[3] Deduction 12-

[2] Paramedics 11-

[3] Persuasion 12-

[3] Streetwise 12-

[3] PS: Detective 12-

[3] Criminology 12-

[3] Forensic Medicine 12-

[3] Interrogation (not torture) 12-

[3] KS: Super-Criminals 12-

[2] Criminal Law 11-

[2] FBI Procedures 11-

 

Combat Skills (Total = 20)

[3] Stealth 13-

[3] Acrobatics 13-

[2] WF: Small Arms

[4] PSL: Range w/Powers +2

[2] CSL: Force Blast +1 OCV

 

Talents/Perks (Total = 7)

[3] Federal/National Police Powers

[3] Lightning Reflexes

[1] Security Celarance (FORCE)

 

Powers (Total = 171)

[10] Increased Molecular Density (Damage Resistance): 10 PDr / 10 EDr---AP 10

[5] UV Vision---AP 5

[2] Safe Environment: High Radiation---AP 2

 

[60] Energy Manipulation (Multipower): 75pt; Activation Roll 15- (-1/4)---AP 75

---[6u] Force Blast (Energy Blast): 12d6; Half END Cost (+1/4); Activation Roll 15- (-1/4)---AP 75

---[6u] Vari-Blast (Energy Blast): 8d6; Variable Special Effect (+1/2); Half END Cost (+1/4); Activation Roll 15- (-1/4)---AP 70

---[3u] Charged Punch (H-to-H): +8d6 (12d6 w/STR); Zero END (+1/2); Only in Hand to hand (-1/2); Activation Roll 15- (-1/4)---AP 60

---[3u] Energy TK (TK): 40 STR; Affects Whole Object (-1/4); Gestures (-1/4); Visible (-1/4); Activation Roll 15- (-1/4)---AP 60

---[4u] Hyper Charge (Aid): 7d6 to END (42 max); Self Only (-1/2); Activation Roll 15- (-1/4)---AP 70

---[1u] Minor Mater Control (Transform, Cosmetic): 3d6; Improved Results (Anything, +1); Zero End (+1/2); Non Living/inorganic objects only (-1/2); Full Phase Action (-1/2)---AP 37

 

[19] Energy Control (Elemental Control): 37pts

---[18] Flight: 15”; Half END Cost (+1/4)---AP 37

---[18] Force Field: 15 PDr / 15 EDr; Hardened (+1/4)---AP 37

---[14] Absorption (Energy): 6d6 to END & END Rec. (36 max); Variable Effect (50/50, END pool & END Recovery, +1/4); Reduced Fade (5/min +1/4); END to Activate only (-1/4)---AP 37

 

Disadvantages (Total = 100)

[10] Distinctive Feature: Constantly emits low grade energy emissions when

not actively using his powers, when using his powers the grade jumps to high

levels. Not Concealable [15]; Can cause a reaction [+5]; Detectable only

with specialized equipment or senses [-10]

[10] Distinctive Feature: Silver shoulder length hair, Glowing blue eyes.

Concealable [10], Cause a reaction [0], Detectable with normal senses

[15] Psychological Limitation: Honorable; Common [10], Strong [+5]

[15] Psychological Limitation: Hunts Drug Dealers. Very Common [15];

Moderate [0]

[15] Psychological Limitation: Over Confident; Very Common [15],

Moderate [0]

[10] Hunted: Graff) Graff is a powerful super villain and Torrent’s nemesis.

Torrent is the only one whom Graff fears and the two have clashed several

times, each time with Torrent being the victor. Graff seems to have a

weakness toward Torrent’s powers…even if it is minor, but still very effective.

Graff calls himself the plotter of destinies and claims to be behind some

people coming into power or gaining powers. Hunter is as powerful than PC [

10]; Occasional Appearance 8- [0]; Wants the PC dead [0]

[15] Hunted: GenCo Research) A multi national corporation. Torrent initially

gained his powers through a fight in one of their buildings when chasing after

a suspect. The company wants Torrent for medical experimentation to see

how it was possible that he acquired his powers from those chemicals when

no others did. Does work for the US government and has gotten in trouble

with the law on a couple of occasions. More Powerful [15];

Extensive NCI [5]; Occasional 8- [0]; Capture & Test[-5]

[10] Social Limitation: Subject to orders) Occasional 8- [5]; Major [5]

 

 

BACkGROUND

[b]Hair:[/b]  Silver, shoulder length, tied back
[b]Eyes:[/b]  Glowing Blue (just the irises, not the whole eye)
[b]Height:[/b]  6’				[b]Weight:[/b]  185lbs

[b]Appearance:[/b]  When not as a hero, Jason typically wears a black long-
coat with a white shirt, black slacks, and a red tie.  He wears a pair of 
sleek/stylish sunglasses over his eyes.  As Torrent, His uniform appears as a 
red and black padded suit (not actual armor), a star/sunburst emblem of 
yellow white adorns his chest.  His sunglasses are typically worn as well.  
When actively using his powers, his eyes glow more brightly/intensely and 
electricity crackles occasionally around his body (harmlessly).  He generally 
keeps his bright silvery hair tied back in a tail.

[b]Profession:[/b]  Jason was initially a detective for the Santa Clara police 
force.  Since becoming a super-hero Torrent has moved to Seattle where he 
acts as a “licensed” super-hero, he still works with the police as a detective 
on occasions, but is technically a government employee working for FORCE.  
Torrent does not maintain a secret identity at this time.

[b]Powers: [/b] Jason is capable of manipulating pure energy.  This is neither 
electrical, magnetic, heat/fire, kinetic, or plasma, but is a sort of combination 
of all of these in some aspect or another.  Jason constantly emits low wave 
energy pulse that is only detectible with special equipment.  When he is 
actively using his powers this energy pulse increases drastically.  The growth 
of his powers is often considered to be nearly unlimited.  Machines that have 
tried to chart his levels of power have all shorted out or exploded.

[b]Nemesis: [/b] A powerful villain named Graff, the self professed plotter of 
destinies.  He is typically garbed in black with a wide brimmed hat (or hood 
on occasions) on his head and a black cloak over his shoulders.  Graff’s face 
is either covered with a scarf or uncovered revealing a metallic face with 
almost skull like features, his eyes are solid white.  Torrent has displayed that 
Graff has some sort of a weakness to his powers…although it is minor.  Graff 
claims to have given actual super powers to individuals, or given power to 
individuals in positions of authority.  His age is unknown, but he has appeared 
time again throughout history according to rare journals and records.  His 
existence was mostly myth up until Torrent met him.  Graff desired Torrents 
power and even offered Torrent other powers in exchange for his own.  
Torrent refused and the two fought.  They have met time and again each 
time with Torrent succeeding in foiling his some plot or another of Graff’s.

[b]Villains Gallery:[/b] Graff the Plotter of Destinies (Nemesis); Drug Lord Silencer and his thugs;

[b]-Family-[/b]
Jason is the older son of Lisa & Bill Greyholme.  He had a younger brother (by 
2 years) named Jesse.  Jesse was the black sheep of the family, and lived up 
to that title.  The brothers got along well for several years, that is until Jesse 
hit his teens.  Jesse went to a party, and did drugs for the first time.  Jesse 
changed after that, becoming the family black sheep.  Jesse’s personality 
became steadily more and more unstable as the year wore on.  He joined a 
gang near the end of his 2nd year in Jr. High.

Jason tried to speak to his brother about it, having gone on a few ride along’s 
with a police officer for carrier week in high school.  Jesse’s reaction was 
typical for a younger brother, he yelled and screamed at Jason.  And when 
Jason took a swing at his brother, clocking him.  Jesse pulled a knife and 
threatened to kill him.

Jason called the police and Jesse was arrested.  They found his rather large 
stash of drugs in his room under a floor board.  More things about Jesse came 
to light after this during his trial.  Jesse, aside from being in a gang, was 
dealing drugs here and there.  He was violent in school toward students.  
And since he was in custody, those students were a bit braver to come 
forward.  Jesse was sentenced and taken to juvenile hall.  Initially his 
sentence was two years…however his violence in juvenile hall toward other 
prisoners only added another year to his sentence.

Jesse got out of juvenile hall as Jason was exiting his senior year.  He was 
already taking collage classes necessary to get into police work and become 
a detective.  Jesse’s personality didn’t change.  He refused to speak with his 
brother when he came home, and when he was able to leave home, he was 
rarely home.

Jason went to collage.  Jesse took lessons of a different sort, learning how to 
manufacture meth.  Jesse was a bit wiser now, but his personality only grew 
more unstable as his addiction to drugs grew to include meth.  He continued 
in the gang, and his parents quickly found their home turned into a haven for 
gang-bangers.  Jesse controlled his parent’s activities, monitoring them so 
that they wouldn’t rat him out again.

While Jesse was a way, a rival gang arrived at his home, bust in and 
demeaned to know where Jesse was and where his operations were.  His 
parents were there, alone and didn’t have answers for them.  They gunned 
down his parents and set house on fire.

Jason got out of the academy at this point.  He spent a month on his own 
time and dime looking for his brother.  Eventually he set up his brother 
ambushing him, alone where he thought someone was looking to score some 
meth.  Jason greeted his brother with a right cross.

There argument quickly degraded into a brawl.  Although he learned to fight 
on the streets, he was no match for Jason, whom had received more 
stringent hand to hand training and was in far better shape, unlike Jesse 
whose body was ravaged by meth.

Jesse managed to get away, telling Jason nothing about what he did to get 
their parents murdered.

Jason spoke to narcotics and arranged a sting on his brother.  While he could 
have no part in the investigation, he did pass on what he had uncovered on 
his own.  Jason’s only request, was to be in the precinct when he was 
brought in.

The captain was not happy with Jason’s actions, but since he wasn’t exactly 
on the clock…nor was he exactly hired at that point, he was suitably 
impressed with Jason’s solo actions.  Jason was there when his brother was 
brought in, battered and with a broken nose that Jason had given him the 
day before, while Jason himself nursed a pair of bruised ribs and a sore groin.

Jesse had killed three police officers before he was taken into custody, 
deliberately surrendering knowing that police could not shoot a surrendering 
suspect.  Jesse of course was still rather delusional at that point having done 
his share of meth prior to the raid.  He was of course very sober come his 
trial and sentencing.  In addition to capital charges for manufacturing and 
dealing meth, (as he was a major meth manufacturer), the 3 murder 1 
charges for the police officers, and around twenty other charges, his lawyer 
was however able to plead his sentence form a death sentence to multiple 
life sentences with no possibility for parole.

Jesse became enraged at the sentence, and turned on Jason, lunging at him 
in the court room.  As he was bodily carried away by the officers, Jesse 
vowed that he’d get even with Jason, he would find a way.

Upon leaving court Jason was asked his feelings on his brother being 
convicted.  Jason’s answer was simple, the brother he knew was dead, killed 
years ago.  This man was not his brother. 


[b]-Origin-[/b]
Jason Greyholme’s carrier as a police detective started after his arranging a 
police raid on his brother’s gang and drug operation.  As a detective, Jason 
was brought into narcotics which he showed a passion for dealing with due 
to the incident with his brother and the loss of his family to drugs.

He was able to spend two years in narcotics when a new incident would change 
his life.  During an investigation in drug trafficking, a new drug 
suddenly popped up on the market.  The team shifted tactics, needing to 
split people and resources.  Being the junior of the team, Jason was put on 
the case investigating this new drug, while the veterans would deal with the 
drug trafficking case.

Jason spent time doing stakeouts, he followed suspects, he brought suspects 
in for questioning.  (With a partner of course.)  Leads were few and far 
between.  The suspects arrested refused to rat out where they got their 
supplies.

Lab analysis of samples of the drug came back after a long time.  The drug 
was a tailored one.  The intricacies of the drugs manufacturing was not 
something one would find in some garage laboratory.  A full lab was needed 
to make the drug.  And no two samples of the drug were ever completely the 
same.  It was like it was still being refined. 

When tested, the chemical seemed to give an extreme euphoric high in the 
lab animals it was tested on.  However it was extremely addictive, and in 
some cases it resulted in such a high that the persons metabolic state would 
slow to dangerous levels resulting in death.


Jason’s investigation continued, and eventually he and his partner were able 
to track down a dealer who was more than willing to roll on the man he got 
his stuff from.  The drug, called Green Sparkles, was gotten from “some dude 
who works at a lab.”  He gave a very detailed description of the man, but 
had little else to offer them to go on.

The pair split up visiting area labs where the chemical could be 
manufactured.  Jason lucked out and ran into the suspect as he was leaving 
the building.  Jason identified himself.  The suspect grabbed a security 
officer’s side arm and opened fire on Jason.  A moving gun fight ensued as 
Jason was backed up by building security, but the man, proving to be either 
lucky or good, managed to killing or wounding several more security officers 
taking their weapons to supplement his dwindling ammunition.

Eventually the gun battle led to a restricted area.  The security guards tried 
to stop Jason, but as a police officer they couldn’t stop him from entering 
restricted space.  Of course they were trying to stop him for his own safety 
as there was a hazardous material being stored in there and there was only 
one way in or out of that room.

The suspect however was not one for surrender, and opened fire on Jason as 
soon as he entered the room.  Jason took cover, but checked his fire as their 
were people in the room.  The two circled each other with the suspect 
shooting anywhere he thought Jason was.  Jason poped up and shot him in 
the shoulder.  The suspect spun around and fire two shots wildly at Jason.  
Both slugs managed to hit him in the chest, throwing him back into a wall of 
tubes filled with a glowing blue liquid.  The particle containment field that 
normally protected the tubes had been damaged by the suspects errant fire.  
The liquide tubes shattered and crashed around Jason.  Fire burned through 
him, but he was conscious long enough to see the suspect attempt to flee 
out the way they had come in, only to be mercilessly gunned down by 
security.

Jason awoke weeks later in the hospital.  Although he didn’t feel like someone 
who had been injured or out of it for over a week.  He felt charged, 
energized.  Heck he looked fine…except for that streak of silver hair…and why 
were his eyes blue; normally they were grey.

The streak of silver and the blue eyes were only the beginning.  Over the 
next few days, his hair only grew more and more silver, until it was 
completely silver.  His eye color only grew in intensity until they seemed to 
be glowing, not exactly casting light, but you could still see them clearly 
during the day, and in a pitch dark room as well.

Finding nothing wrong with him, the doctors released Jason.  The only oddity 
was his bodies elevated bio-electrical levels, which only continued to grow 
with each day…that and his bodies physical density seemed to be 
increasing.  However he was other wise in no pain, and physically he was as 
healthy as an ox.

Upon leaving the hospital Jason and his partner were stopped by a pair of 
lawyers.  They were representatives of GenCo and wished for him to come 
with them for testing.  They felt and could clearly see that the chemicals he 
was exposed to were having adverse health effects and that it was in his 
and everyone’s best interest if he came with them.  Jason of course felt fine, 
better than he had in years.  The lawyers though cited that it was impossible 
for him to know that, and that only they had the equipment and expertise to 
diagnose him.  The scientists, who were in the room all died from exposure 
the chemical when its protective containers were broken, everything living 
exposed to the chemical in their tests died.

Jason of course still refused, if the doctors in one of the cities best hospitals 
couldn’t find anything wrong with him after their tests, then he doubted that 
they would as well.

Jason’s physical change was startling for his coworkers, and he was moved 
to a desk position for the time being.  Mean while GenCo moved to have 
Jason’s mental condition evaluated and they felt that the chemicals were 
altering his perceptions and mind…in addition to gaining custody and guardian 
ship of him for his own safety and well being.

However the police psychiatrist could find nothing at all wrong with Jason.  
The Lawers tried to refute that and wanted their own expert to examine 
Jason.  However the Judge was not impressed with their grand standing and 
insulting of one of the cities best police psychiatrists.

After the trial, and when he was alone in the rest room, a man approached 
Jason after checking the stalls of the room to ensure no one else was 
present.  He laid out that what was said in there would never be provable.  
They would not give up on him.  He never said who “they” were, and left 
without further explanation.

Jason was barely out of the court room when a man in a black suit…along 
with several other suits approached Jason, one of which was holding a 
electronic device similar to a giagar-counter approached Jason.  The flashed 
their badges as being members of FORCE.  They wanted Jason to come with 
them for a unique opportunity.

Jason was putting out oddly high levels of energy, not radiation or 
electromagnetic.  This level was detectable on certain monitoring equipment.

FORCE agent, “Psi-Burner,” wanted to test Jason of the presence of super 
human abilities.  And if he possessed them, he wanted to offer Jason a 
position in FORCE.  Agent Burns told Jason that he could continue to work 
with the police, and could continue his pursuits against drug dealers when 
working with the police, but as a FORCE agent his responsibilities would be 
far greater than dealing with a back street drug dealer.  They took on drug 
lords, as anymore these days they incorporated super-humans into their 
ranks.

Jason didn’t see or find any fault in changing up.  The pay was better, as 
were other benefits…of course it all hinged on him actually having super 
powers.

Six months of training later, and Jason was code named Agent Torrent by 
FORCE.  Like some of the more powerful agents of FORCE, Torrent was given 
a costume to go with his new identity…as well as a very nice black suit (its 
stain and wrinkle resistant).  Of course with his new found ability to alter 
mater, any suit of clothing could become his costume or that nice suit…but 
he kept them anyway.

Jason was assigned to the Seattle FORCE office.  After a few more months of 
local training and orientation, Jason was officially a field agent.

 

[img=http://i177.photobucket.com/albums/w220/jonstryder/Torrent.jpg]


[img=http://i177.photobucket.com/albums/w220/jonstryder/Torrent---streetcloths.jpg]

[img=http://i177.photobucket.com/albums/w220/jonstryder/Torrenttemplate-3.jpg]









...

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Re: Post Your Character Here!!!!

 

Silverbolt:

 

Str 20

Dex 25

Con 23

Body 15

Int 13

Ego 13

Pre 20

Com 10

PD 10

ED 10

SPD 7

END 46

STUN 40

 

Powers:

Cyberlegs +10 leaping Not in intense magnetic fields

Cyberlegs:

Multipower 48 point pool, not in intense magnetic fields

u-+24" running

u-+14 running 0 end, 0 end on base running

Subdermal armour +10 pd/ed armour

Cybermuscles +10 str, no figured cha. not in intense magnetic fields

Shock absorbers +15 pd only v move tru/by damage

 

Speed tricks: multipower, 40 point pool

u- wrap up: 4d6 4def entangle OIF, no range, extra time(full phase), def depends on materials used, no barriers

u- Dizzying spin: 4d6 dex drain

u-speedster extinguiser: 6d6 suppress any fire power.

 

Skills

Speedster marial arts

+6 with move by, move thru and dodge

Find weaknesss with move by

 

Acrobatics -14

Acting -13

Breakfall -14

Concealment -12

Conversation -13

Criminology -12

Deduction -12

Interrogation -13

KS- Supervillains -12

KS- coventry underworld -12

Paramedics-12

Persuasion-13

Speed tricks-14

PS- private detective -11

PS- researcher -11

PS -Athlete -11

Security Systems-12

Shadowing-12

Stealth-14

Streetwise -14

+1 overall

 

Perks

wealth: £50,000 p.a.

Liscenced private detective

Liscenced Cyborg

Access: police computer network

 

Disadvantages:

Hunted by Yakuza, mo pow, nci, -8

Hunted By green Dragon, as pow, -8

Hunted by Union Jack, as pow -8

 

Psych lim: driven to fight crime, common, strong

Psch lim: protects innocents common, strong

 

DNPC Suzanne, girlfriend normal-8

DNPC The Coventry Clowns, street gang normal, group, -8

 

Vulnerability x2 from electricity attacks

Vulnerability x2 from disease attacks.

Social limitation: secret ID: Flynt Macintyre, Private investigator and former athlete

 

 

Flynt Macintyre was born in 2022, at the end of the second English civil war, in the city of Coventry, the home of the countrys bio-fuel industry and war crimes prison.

 

As a child, he was poor, and had to shoplift to stay alive- fortunatly he was also fast. An athelics coach at school noticed how fast he was, and trained him for track and field events. He was so good, by age 18 he had made the British olympic team. He made a substantial amount of money from endorsements, and loved his job. Life was good.

Then it all went bad. The Yakuza had decided tio fix the Olympics, and ordered Flynt to throw the 100 meters. Flynt, a proud man, refused. The yakuza hired the supervillian Green Dragon to make an example of Flynt, and the martial artist snapped the runners back. Flynt would never walk again.

Flynt spent a year in a deep depression, drinking heavily and collecting press clippings of Yakuza atrocities. Finally he snapped. Liquidating his assets he traveled to Pakistan, where he spent his life savings on state of the art cyberware. His useless legs were amputated at the hips, replaced by plastic and steel. Armoured sheilds were implanted over his vital organs and under his skin, and his muscles were enhanced. Finally,in a gruelling 36 hour operation most of his nervous system was replaced

with superconductive material, granting him superhuman reflexes at the price of a serious vulnerability to elecrical attacks. He is also immunosupressed, and thus highly suseptable to diseases

It took another year of intense physiotherapy before he could walk, let alone run, and many months of training to develop his distinctive fighting style. Finally he was ready. He returned to Coventry and began disrupting Yakuza operations as the vigilante Silverbolt. Once again Green Dragon was called in, but this time Silverbolt ambushed and savagly beat the martial artist, forcing him to beg for his life and earning his undying enimity.

The street gang known as the Coventry Clowns have taken to following Silverbolt around and trying to cause trouble for him. Sadly, the Clowns are so incompetant and unlucky, Silverbolt usually has to rescue them from various menaces.

 

Silverbolt has teamed up with Coventrys immortal defender, John Claymore, a highly experienced martial artist with mysterious energy and telepiortation powers, and milionaire scientist Dr Ian Alistair, creator of the Bio mechanical Blaize battlesuit. Together , they have defended coventry from such menaces as the ultra- nationalist cyborg supervillain Union Jack, who has become a special nemesis of Silverbolt after the speedster used an anglegrinder to interogate him, and the maniacal AI mechanon.

Recently, the three vigilantes realized they had been manipulated into releasing an anceint, Immortal dragon, and as a result, magic is slowly returning to their world.

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Re: Post Your Character Here!!!!

 

Sam is my character that while not retired isnt in current rotation at the moment. She's a flying blaster that does Ice and Fire attacks.

 

[b]Great Beyond - Samantha Knight[/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]
20    DEX     30   20      13-       OCV 7 DCV 7
19    CON     18   19      13-
10    BODY    0   10      11-
18    INT     8   18      13-       PER Roll 13-
18    EGO     16   18      13-       ECV: 6
13    PRE     3   13      12-       PRE Attack: 2 1/2d6
12    COM     1   12      11-
10    PD      7   10/20             10/20 PD (0/10 rPD)
11    ED      7   11/21             11/21 ED (0/10 rED)
5    SPD     10   5                 Phases:  3, 5, 8, 10, 12
9    REC     4   9
56    END     9   56
52    STUN    25   52
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: 141[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
36     [b][i]Fire/Ice Blaster Pool[/i][/b]: Multipower, 81-point reserve,  (81 Active Points); Conditional Power Power does not work in Common Circumstances (Ice doesnt work in hot/dry, fire doesnt work in cold/wet; -1/2), OIF (-1/2), Gestures (-1/4) - END=
8u     1)  [b][i]Ice Blast[/i][/b]: Energy Blast 13d6, Reduced Endurance (1/2 END; +1/4) (81 Active Points) - END=3
8u     2)  [b][i]Artic Breeze[/i][/b]: Energy Blast 7d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect (10" Cone; +1) (79 Active Points) - END=3
6u     3)  [b][i]Bitter Freeze Ray[/i][/b]: Entangle 6d6, 6 DEF, Reduced Endurance (1/2 END; +1/4) (75 Active Points); Vulnerable (Uncommon; Fire attacks; -1/4) - END=3
7u     4)  [b][i]Fire Sword[/i][/b]: Killing Attack - Hand-To-Hand 5d6 (5 1/2d6 w/STR) (75 Active Points) - END=7
5u     5)  [b][i]Fire Sword Sweep[/i][/b]: Killing Attack - Hand-To-Hand 2d6 (2d6+1 w/STR), Personal Immunity (+1/4), Area Of Effect (One Hex; +1/2) (52 Active Points) - END=5
8u     6)  [b][i]Char[/i][/b]: Energy Blast 5d6, Personal Immunity (+1/4), No Normal Defense (Target doesnt breath; +1), Area Of Effect (6" Radius; +1) (81 Active Points) - END=8
6u     7)  [b][i]Ice Slick[/i][/b]: Change Environment 8" radius, -1 DCV, -1 OCV, -1" of any one mode of Movement, -6 to Characteristic Roll or Skill Roll, Alterable Size, Long-Lasting 20 Minutes, Multiple Combat Effects, Personal Immunity (+1/4) (79 Active Points); Only affects characters on ground (-1/4) - END=8
      - END=
26     [b][i]Blizzard[/i][/b]: Energy Blast 10d6, Personal Immunity (+1/4), Armor Piercing (+1/2), Double Knockback (+3/4), Area Of Effect (13" Radius; +1) (175 Active Points); Increased Endurance Cost (x4 END; -1 1/2), 2 charges, continuous for 1 turn (-1), Half recovery for 1 minute (-1), OIF (-1/2), Extra Time (Full Phase, -1/2), Activation Roll 14- (-1/2), Conditional Power Power does not work in Uncommon Circumstances (Not in hot/dry; -1/4), Concentration (1/2 DCV; -1/4), Gestures (-1/4) - END=68
      - END=
67     [b][i]Flight Pool[/i][/b]: Multipower, 100-point reserve,  (100 Active Points); all slots OIF (-1/2) - END=
6u     1)  [b][i]Fly[/i][/b]: Flight 28", No Turn Mode (+1/4), Reduced Endurance (0 END; +1/2) (98 Active Points); OIF (-1/2) - END=0
1u     2)  [b][i]Fast Fly[/i][/b]: Flight 12", MegaScale (1" = 1 km; +1/4), No Turn Mode (+1/4) (36 Active Points); Increased Endurance Cost (x3 END; -1), OIF (-1/2) - END=12
6u     3)  [b][i]Fire Extinguishing[/i][/b]: Suppress Fire powers 13d6, Reduced Endurance (0 END; +1/2) (97 Active Points); OIF (-1/2) - END=0
3u     4)  [b][i]Fly and Throw[/i][/b]: Hand-To-Hand Attack +13d6, Reduced Endurance (0 END; +1/2) (97 Active Points); Hand-To-Hand Attack (-1/2), Extra Time (Full Phase (and a half move), -1/2), Must follow grab (-1/2), OIF (-1/2) - END=0
      - END=
6     +30 STR (30 Active Points); Increased Endurance Cost (x3 END; -1), Increase Lifting STR Only (-1), No Figured Characteristics (-1/2), Linked (Fly; -1/2), Cant add to damage (-1/2), OIF (-1/2) - END=9
7     +1 SPD (10 Active Points); OIF (-1/2) - END=
5     Mental Defense (9 points total) - END=0
5     Power Defense (5 points) - END=0
24     Armor (10 PD/10 ED) (30 Active Points); IIF (-1/4) - END=0
10     [b][i]Magic Sense[/i][/b]: Detect A Class Of Things 13- (Unusual Group), Discriminatory, Ranged (+1/2) (15 Active Points); IAF (-1/2) - END=0

[b]POWERS Cost: 250[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
5      Flying Grab:  1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 23 STR for holding on; FMove
4      Martial Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3      Basic Strike:  1/2 Phase, +1 OCV, +0 DCV, 4 1/2d6 Strike

[b]MARTIAL ARTS Cost: 12[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
3      Scholar
2      1)  KS (3 Active Points) 13-
2      2)  KS (3 Active Points) 13-
2      3)  KS (3 Active Points) 13-
2      4)  KS (3 Active Points) 13-
3      Linguist
2      1)  Language:  Aramaic (completely fluent) (3 Active Points)
1      2)  Language:  Egyptian (fluent conversation) (2 Active Points)
1      3)  Language:  Klingon (fluent conversation) (2 Active Points)
2      4)  Language:  Latin (completely fluent) (3 Active Points)
1      5)  Language:  Sanskrit (fluent conversation) (2 Active Points)
1      6)  Language:  Welsh (fluent conversation) (2 Active Points)
3      PS: Shopkeeper 13-
5      PS: Stage Magic 15-
3      PS: Pool Shark 13-
9      Conversation 15-
7      Sleight Of Hand 15-
7      Contortionist 15-
7      Lockpicking 15-
3      Streetwise 12-
6      Gambling (Card Games, Dice Games, Roulette) 13-
6      Penalty Skill Levels:  +2 vs. Range Modifier with All Attacks
3      Penalty Skill Levels:  +2 vs. Flying Grab modifiers with a single attack

[b]SKILLS Cost: 81[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
3      Contact:  Business Contacts 12-
5      Money:  Well Off

[b]PERKS Cost: 8[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
4      Double Jointed
3      Ambidexterity (-2 Off Hand penalty)

[b]TALENTS Cost: 7[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
20     Dependent NPC:  Miranda 11- (Normal; Also a Key segment)
5     Guardian of Mystical antiquities
10     Vulnerability:  2 x STUN Earth/Air magic (Uncommon)
10     Hunted:  Red Ocktober 8- (As Pow, Harshly Punish)
15     Hunted:  Council of Ten 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
15     Hunted:  Angry Earth 8- (Mo Pow, Capture)
5     Physical Limitation:  Under orders from Council (Infrequently, Slightly Impairing)
10     Physical Limitation:  Farsighted (Infrequently, Greatly Impairing)
15     Social Limitation:  Secret ID (Frequently, Major)
10     Psychological Limitation:  Glory Hound (Uncommon, Strong)
5     Psychological Limitation:  Wanderlust (Uncommon, Moderate)
5     Psychological Limitation:  Sucker for a sob story (Uncommon, Moderate)
10     Psychological Limitation:  The Lone Ranger creed (Uncommon, Strong)
15     Psychological Limitation:  Stright Shooter (Common, Strong)

[b]DISADVANTAGES Points: 150[/b]

Base Pts: 200
Exp Required: 149
Total Exp Available: 149
Exp Unspent: 0
Total Character Cost: 499

 

BACKGROUND

Donovan Knight was a stage magician working the Las Vegas strip. Despite great talent, he never rose above being a second tier opening act in the Casino circuits or beyond performing at children's birthday parties. When he died, he left the world in relative obscurity and with hundreds of happy children in his wake.

 

His daughter Samantha always knew that her father was special, but she didn’t know exactly how special until she was going through her father's possessions. It was 1942 - Great Beyond lead the charge against the darkness as Hitler's evil talons sank themselves into the free countries of Europe. After many adventures and the defeat of the axis, he returned to the states and retired.

 

Raised on the road, part of her father's act in a traveling circus, magic and the occult had always been a part of her life. But it had never been real - until now. Armed with his tomes of knowledge, artifacts of power and journals of his adventures, Sam sat back and began to read. It was a side of her father she never knew.

 

It wasn’t too long after, late one night on part of the strip tourists shouldn’t go, when she came across a mugging. While she didn’t know much from her fathers bag of tricks, she knew she had to try something. With surprise was on her side, she saved the couple and thwarted the mugger. Afterwards, she was amazed on how good it felt to help people, to make a difference. After studying in earnest, she took up her father's cape - and Great Beyond flew again.

 

PERSONALITY/MOTOVATION:

In her youth, Sam was pretty freewheeling and immature, loving to travel whenever she could. From working on as a riverboat blackjack dealer in the south to helping load equipment for a punk band in England, she never turned down an opportunity to meet new people and see the world.

 

When her father died, all that changed. Becoming the guardian of her sixteen year old sister Miranda, coupled with the newfound responsibility of being a superhero and a role model, she has to keep that side of herself in check.

 

Despite her playful nature, she takes the superhero business very seriously. Perhaps it’s a little outdated, but she likes the Lone Ranger mentality - if a man must die, it's up to the law to decide that, not the person behind a mask. To treat other as one would want to be treated. Never dishonor your word or yourself. It may be hokey, but Sam sees nothing wrong with having some old fashion values, and being a role model.

 

POWERS/TACTICS:

Sam, without her Ring, is just another average citizen. She's picked up slight of hand and lock picking from her father, but beyond an assortment of skills from the other side of the tracks, she's just like everyone else. With her focus, she's able to tap into the primal ice and fire magic to great effect, relying mostly on the freezing blast to snare her opponents, resorting to the ranged as necessary - and usually only deploying the physically demanding Blizzard in times of great need. She's also learned to heat and cool the air around her, lifting her into the air.

 

There's no doubt she can be formidable when needed, but Sam prefers to out-think and out-run her enemies instead of out-fighting them.

 

CAMPAIGN USE:

Since Sam is an (occasionally unwilling) freelance troubleshooter for the Council of Ten - a magical overseer watchdog group - she can easily be transplanted into the local city for a one-off mission. Or since she is the owner/operator of a small magic and occult shop (dealing in rare and obscure antiquities), she could be a contact in her civilian ID for matters occult.

 

Sam sports shoulder length orange-ish red hair. She's in reasonable shape, and fairly good looking. Not drop dead gorgeous, but still easy on the eyes. Her hero costume tends to run along an old school cut - red suit, red large brim hat, long cape with a black lining. It's very much what The Shadow or The Gray Ghost would wear back in the 1940's.

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Re: Post Your Character Here!!!!

 

However Kennedy here, my trick arrow defender (to steal a CoH term), is in current usage. . . .

 

[b]Scarlet Arrow - Veronica Kennedy Lovecraft[/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]
20    DEX     30   20      13-       OCV 7 DCV 7
18    CON     16   18      13-
15    BODY    10   15      12-
18    INT     8   18      13-       PER Roll 13-/16-
13    EGO     6   13      12-       ECV: 4
19    PRE     9   19      13-       PRE Attack: 3 1/2d6
14    COM     2   14      12-
8    PD      5   8/23             8/23 PD (8/23 rPD)
8    ED      4   8/23             8/23 ED (8/23 rED)
4    SPD     10   4                 Phases:  3, 6, 9, 12
13    REC     12   13
50    END     7   50
50    STUN    19   50
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: 141[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
37     [b][i]Bow and Arrow[/i][/b]: Multipower, 90-point reserve, all slots Indirect (Same origin, always fired away from attacker; +1/4) (112 Active Points); all slots OAF (-1), Requires Both Hands (-1/2), Conditional Power Does Not Work In Water (-1/4), Requires An INT Roll  (No Active Point penalty to Skill Roll; -1/4) - END=
2u     1)  [b][i]Arrow Attack[/i][/b]: Energy Blast 12d6, Increased Maximum Range (1,500"; +1/4) (75 Active Points); OAF (-1), 8 Charges (-1/2), Requires Both Hands (-1/2), Conditional Power Does Not Work In Water (-1/4), Requires An INT Roll  (No Active Point penalty to Skill Roll; -1/4) - END=[8]
2u     2)  [b][i]Sniper Shot[/i][/b]: Killing Attack - Ranged 4d6, +1 Increased STUN Multiplier (+1/4), Increased Maximum Range (1,875"; +1/4) (90 Active Points); OAF (-1), Extra Time (Extra Segment, -1/2), 8 Charges (-1/2), Requires Both Hands (-1/2), Conditional Power Does Not Work In Water (-1/4), Requires An INT Roll  (No Active Point penalty to Skill Roll; -1/4) - END=[8]
2u     3)  [b][i]Sonic Arrow[/i][/b]: Energy Blast 5 1/2d6, Personal Immunity (+1/4), Based On EGO Combat Value (Standard Defenses apply; +1), Range Modifiers Apply (-1/4), Area Of Effect (6" Radius; +1) (84 Active Points); OAF (-1), 8 Charges (-1/2), Requires Both Hands (-1/2), Can Be Missile Deflected (-1/4), Conditional Power Does Not Work In Water (-1/4), Requires An INT Roll  (No Active Point penalty to Skill Roll; -1/4) - END=[8]
2u     4)  [b][i]EMP Burst[/i][/b]: Energy Blast 5d6+1, Personal Immunity (+1/4), Area Of Effect (6" Radius; +1), No Normal Defense ([standard]; +1) (88 Active Points); OAF (-1), 8 Charges (-1/2), Requires Both Hands (-1/2), Can Be Missile Deflected (-1/4), Conditional Power Does Not Work In Water (-1/4), Requires An INT Roll  (No Active Point penalty to Skill Roll; -1/4) - END=[8]
2u     5)  [b][i]Boxing Glove Arrow[/i][/b]: Energy Blast 8d6, Indirect (Same origin, always fired away from attacker; +1/4), No Normal Defense ([standard]; +1) (90 Active Points); OAF (-1), 8 Charges (-1/2), Requires Both Hands (-1/2), Can Be Missile Deflected (-1/4), Conditional Power Does Not Work In Water (-1/4), Requires An INT Roll  (No Active Point penalty to Skill Roll; -1/4) - END=[8]
2u     6)  [b][i]Acid Arrow[/i][/b]: Drain PD 5d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Ranged (+1/2) (87 Active Points); OAF (-1), 8 Charges (-1/2), Requires Both Hands (-1/2), Can Be Missile Deflected (-1/4), Conditional Power Does Not Work In Water (-1/4), Requires An INT Roll  (No Active Point penalty to Skill Roll; -1/4) - END=[8]
2u     7)  [b][i]Flash Arrow[/i][/b]: Sight and Hearing Groups Flash 7d6, Personal Immunity (+1/4), Area Of Effect (5" Radius; +1) (90 Active Points); OAF (-1), 8 Charges (-1/2), Requires Both Hands (-1/2), Can Be Missile Deflected (-1/4), Conditional Power Does Not Work In Water (-1/4), Requires An INT Roll  (No Active Point penalty to Skill Roll; -1/4) - END=[8]
2u     8)  [b][i]Glue Arrow[/i][/b]: Entangle 4d6, 4 DEF, Personal Immunity (+1/4), Area Of Effect (5" Radius; +1) (90 Active Points); OAF (-1), 8 Charges (-1/2), Requires Both Hands (-1/2), Cannot Form Barriers (-1/4), Can Be Missile Deflected (-1/4), Conditional Power Does Not Work In Water (-1/4), Requires An INT Roll  (No Active Point penalty to Skill Roll; -1/4) - END=[8]
2u     9)  [b][i]Ice Arrow[/i][/b]: Entangle 8d6, 10 DEF (90 Active Points); OAF (-1), 8 Charges (-1/2), Requires Both Hands (-1/2), Can Be Missile Deflected (-1/4), Conditional Power Does Not Work In Water (-1/4), Requires An INT Roll  (No Active Point penalty to Skill Roll; -1/4) - END=[8]
2u     10) [b][i]Suction Cup Arrow[/i][/b]: Telekinesis (40 STR), Persistent (+1/2) (90 Active Points); OAF (-1), 8 Charges (-1/2), Requires Both Hands (-1/2), Works only towards character (-1/4), Conditional Power Does Not Work In Water (-1/4), Requires An INT Roll  (No Active Point penalty to Skill Roll; -1/4) - END=[8]
2u     11) [b][i]Smoke Arrow[/i][/b]: Darkness to Sight Group 5" radius, Personal Immunity (+1/4), 8 Continuing Charges lasting 5 Minutes each (+1/2) (87 Active Points); OAF (-1), Requires An INT Roll  (-3/4), Required Hands Two-Handed (-1/2), Requires Both Hands (-1/2), Can Be Missile Deflected (-1/4), Conditional Power Does Not Work In Water (-1/4) - END=[8 cc]
3u     12) [b][i]Oil Slick Arrow[/i][/b]: Change Environment 8" radius, -10 to Characteristic Roll or Skill Roll, -5" of any one mode of Movement, Long-Lasting 20 Minutes, Multiple Combat Effects, Personal Immunity (+1/4) (90 Active Points); OAF (-1), Requires Both Hands (-1/2), Only Affects characters on the ground (-1/4), Conditional Power Does Not Work In Water (-1/4), Requires An INT Roll  (No Active Point penalty to Skill Roll; -1/4) - END=9
2u     13) [b][i]Itching Powder Arrow[/i][/b]: Drain DEX 4 1/2d6, Ranged (+1/2), Area Of Effect (One Hex; +1/2) (90 Active Points); OAF (-1), Requires An INT Roll  (-3/4), 8 Charges (-1/2), Required Hands Two-Handed (-1/2), Requires Both Hands (-1/2), Can Be Missile Deflected (-1/4), Conditional Power Does Not Work In Water (-1/4) - END=[8]
      - END=
    Equipment - END=
30     1)  [b][i]Body Armor[/i][/b]: Armor (15 PD/15 ED) (45 Active Points); IIF (-1/4), Real Armor (-1/4) - END=0
1     2)  [b][i]That Costume Makes You Look Good[/i][/b]: +3 COM (2 Active Points); IIF (-1/4) - END=
5     3)  [b][i]That Costume Makes You Look Scary[/i][/b]: +6 PRE (6 Active Points); IIF (-1/4) - END=
10     4)  [b][i]Polarized mask[/i][/b]: Sight Group Flash Defense (15 points) (15 Active Points); IAF (-1/2) - END=0
3     5)  [b][i]Advanced Optics[/i][/b]: Nightvision (5 Active Points); IAF (-1/2) - END=0
7     6)  [b][i]Scarlet's Lucky Arrow[/i][/b]: +10 to Hit with Any One Arrow (30 Active Points); 1 Charge (-2), OAF (-1) - END=[1]
8     7)  [b][i]Tracking device[/i][/b]: Detect A Single Thing 15- (Radio Group), Concealed (-7 with Detect PER Rolls), Increased Arc Of Perception (360 Degrees), MegaScale (1" = 1,000 km; +1) (34 Active Points); 2 Charges (-1 1/2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), IAF (-1/2), Requires Multiple Foci or functions at reduced effectiveness (+1/4) - END=[2]
5     8)  [b][i]Fiberoptic Camera[/i][/b]: Clairsentience (Sight Group), Increased Maximum Range (100"; +0) (20 Active Points); 1 Continuing Charge lasting 1 Minute (-1), Gestures (Requires both hands; -1/2), Extra Time (Extra Segment, -1/2), Physical Manifestation (-1/4), One Sense Only (-1/4), Attack Roll Required (-1/4), Can Be Missile Deflected (-1/4) - END=[1 cc]
1     9)  [b][i]Suction Cup Arrow II[/i][/b]: Swinging 5" (5 Active Points); OAF (-1), Linked (Arrow Attack; Lesser Power can only be used when character uses greater Power at full value; -3/4), Gestures (Requires both hands; -1/2), Conditional Power Power Does Not Work In Water (-1/4) - END=1
2     10) [b][i]Quick Change[/i][/b]: Cosmetic Transform 1d6 (Street Clothes into Hero Clothes) (5 Active Points); Extra Time (Extra Phase, Delayed Phase, -1), OIF (-1/2) - END=1
      - END=
    Natural Abilities - END=
8     1)  Damage Resistance (8 PD/8 ED) - END=0
20     2)  [b][i]Good Ears[/i][/b]: Targeting with Hearing Group - END=0
3     3)  [b][i]Damn good ears[/i][/b]: +3 PER with Normal Hearing - END=0
1     4)  [b][i]Hover[/i][/b]: Flight 1", Difficult To Dispel (x2048 Active Points; +2 3/4) (7 Active Points); Increased Endurance Cost (x8 END; -3 1/2) - END=8

[b]POWERS Cost: 168[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
4      Ranged Disarm:  1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +3 DC to Disarm

[b]MARTIAL ARTS Cost: 4[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
     Combat Stuff
15      1)  +5 with any three maneuvers or a tight group of attacks
8      2)  Penalty Skill Levels:  +4 vs. Range Modifier with a tight group of attacks
3      3)  Fast Draw 13-
     Stealth Stuff
5      1)  Stealth 14-
3      2)  Shadowing 13-
3      3)  Lockpicking 13-
3      4)  Security Systems 13-
5      5)  Concealment 14-
3      6)  Sleight Of Hand 13-
3      7)  Climbing 13-
     Arrow Making Stuff
3      1)  Inventor 13-
9      2)  Weaponsmith (Arrows, Bolts, And Darts, Bows) 16-
     Playing the Crowd Stuff
3      1)  Conversation 13-
2      Language:  Sign Language (fluent conversation)
3      3)  Oratory 13-
3      4)  Interrogation 13-
3      Scholar
1      1)  KS: Kyujutsu (2 Active Points) 11-
1      2)  KS: Special Effects Makeup (2 Active Points) 11-
1      3)  KS: Team Sports (2 Active Points) 11-
3      Combat Driving 13-
2      PS: Assorted Arts and Crafts 11-
3      Tracking 13-
1      Survival 8-
3      Acrobatics 13-
3      Paramedics 13-

[b]SKILLS Cost: 95[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
9      Vehicles & Bases
3      Vehicles & Bases

[b]PERKS Cost: 12[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
3      Ambidexterity (-2 Off Hand penalty)
8      Combat Archery
8      Combat Shooting
3      Absolute Range Sense
6      Lightning Reflexes: +4 DEX to act first with All Actions

[b]TALENTS Cost: 28[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
5     Distinctive Features:  Minor Metagene (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
5     Reputation:  "Hey, aren't you the one who got thrown out of the Olympics for cheating?", 8-
5     Psychological Limitation:  Sucker for the underdog (Uncommon, Moderate)
10     Psychological Limitation:  Squeamish (Common, Moderate)
15     Psychological Limitation:  Won't Kill (Common, Strong)
10     Psychological Limitation:  Vegetarian (Common, Moderate)
5     Psychological Limitation:  Competitive (Uncommon, Moderate)
5     Psychological Limitation:  Self Esteem issues/depression prone (Uncommon, Moderate)
15     Social Limitation:  Secret ID (Frequently, Major)
5     Hunted:  Adoring Fan 8- (As Pow, Mildly Punish) [Notes: This would be Selina Corvus, Kennedy's closest friend on the Olympic team. When she found out about Kennedy's lone power, she sold her out to the officials and was promoted to team captain. Since then, there's been bad blood between the two, with Selina antagonizing her former friend whenever she can.]
15     Dependent NPC:  Adoring Fan 8- (Normal; Unaware of character's adventuring career/Secret ID) [Notes: While Selina hates Kennedy, she is a HUGE fan of Scarlet Arrow, almost to the point of obsession and getting in the line of fire. Little does she know that her idol is her former friend. Kennedy, on the other hand hates her friend but will rescue as necessary - because that's what heroes do.]
10     Watched by:  Athena 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Watching) [Notes: For whatever reason, the Goddess said "Hey, you'd make a great avatar!", and nudged events to get her outted to the Olympic team (an event that was going to go down anyway, she just accelerated the process). Being an athiest to the core, this is quite a turn of events for Kennedy.]
10     Hunted:  The Other Side 8- (As Pow, Harshly Punish) [Notes: The law of cosmic balance demands that if one side gets an agent in the field (Scarlet), then The Other Side gets one too.]
10     Vulnerability:  2 x Effect Sound flashes (Uncommon)
10     Dependent NPC:  Ariel 8- (Normal)
10     Dependent NPC:  Marco 8- (Normal)
5     Dependent NPC:  Starbucks 8- (Slightly Less Powerful than the PC)

[b]DISADVANTAGES Points: 150[/b]

Base Pts: 200
Exp Required: 98
Total Exp Available: 109
Exp Unspent: 11
Total Character Cost: 448

 

BACKGROUND:

While one in a million people have full blow meta-human powers, the number of folks who have the latent meta gene is significantly higher - about one in a thousand. Of the entire population of the planet, the number of people who have a minor power is also pretty high - about one in every hundred thousand. The best these people can ever do is minor party tricks - some telekinesis, the ability to see in the dark and so on.

 

Normally this isn’t a big deal - unless you’re an up and coming Olympic athlete, like Kennedy Lovecraft. A promising young athlete, Kennedy was poised to take the top spot of the US archery team when the number two archery contender (and longtime friend) revealed her and her lone superpower. No super reflexes, no super speed - just the ability to fly very, very slowly - but it was enough for the Olympic committee to bar her from competing.

 

Her Olympic dreams crushed, she could have wallowed in self pity. But Kennedy decided to use her skill for good, donning a mask and becoming . . . The Scarlet Arrow!

 

PERSONALITY/MOTOVATION:

Kennedy's parents were an also-ran. Mom was an Olympic contender in track, but was just never quite good enough to make the cut. Dad was a high school all star quarterback until he blew out his knee during a crucial play during the final seconds of The Big Game, losing it all for his team. He was never able to play football again, and retired from the sport in shame.

 

Since they were unable to actually fulfill their dreams themselves, Kennedy's parents decided to live vicariously through their children, forcing their hobbies on them. Kennedy had an aptitude for archery, and took to it quite well. But she'd always been subjected to the "I'm only hard on you because it's what's best for you" school of parenting. So while Kennedy is a nice enough kid, she has some serious self esteem issues. She's exceptionally hard on herself for simple mistakes (like pulling the wrong arrow) that anyone could make.

 

POWERS?TACTICS

Aside from her minor flight, she has no Metahuman abilities. She is simply a very skilled archer, coupled with some gymnastic abilities and several skills she picked up running on the "seedy" side of the tracks.

 

CAMPAIGN USE:

Scarlet could be on either side of the law. She won't kill, but she has no problem breaking the law. The Heroes could easily run afoul of one of her humanitarian missions, like stealing a supply of medicine with the intent to distribute the stolen goods at a senior center in the poor part of town.

 

APPERANCE:

Scarlet is a 18 year old good looking girl, with long blond hair usually tied back in a pony tail. Her "work clothes" consist of a tight fitting red jumpsuit with white trim. Sadly no cape, since it interferes with the arrows slung on her back.

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Re: Post Your Character Here!!!!

 

So I got inspired by this thread and then this thread came along. Since this character is essentially just a super powered homage with no real background I thought I would post her here see what people thought of the build.

 

Nameless Woman

Value Char Base Cost Roll Notes

18 STR 10 8 13- 3 1/2d6 / 303.1kg

23 DEX 10 39 14-

18 CON 10 16 13-

18 BODY 10 16 13-

18 INT 10 8 13- PER Roll 13-

18 EGO 10 16 13-

13 PRE 10 3 12- 2 1/2d6

12 COM 10 1 11-

 

4/26 PD 4 0

4/26 ED 4 0

6 SPD 3.3 27

8 REC 8 0

36 END 36 0

36 STUN 36 0

 

Movement

Running: 8"/16"

Swimming: 2"/4"

Leaping H: 6 1/2"

Leaping V: 3"

 

Basic Combat Stats

BaseOCV: 8 BaseDCV: 8 BaseECV: 6

Adjustments: Adjustments: Adjustments:

Total: Total: Total:

Levels: +1 with DCV

 

Range 0-4 5-8 9-16 17-32 33-64 65-128

RMod 0 -2 -4 -6 -8 -10

Phases: 2, 4, 6, 8, 10, 12

4/26 PD (0/22 rPD) 4/26 ED (0/22 rED) 5 MD 0 PwrD

END: 36 STUN: 36 BODY: 18

 

Martial Arts

Pts. Maneuver

5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort

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

4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1

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

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

3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, 3 1/2d6 Strike; Target Falls

3 Defensive Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls

2 Weapon Element: Ninja Weapons, Two-Handed Weapons

 

Skills

Pts.

5 +1 with DCV

3 Acrobatics 14-

3 Breakfall 14-

3 Climbing 14-

3 Deduction 13-

3 Interrogation 12-

3 Linguist

3 1) Language: Cantonese (completely fluent; literate) (4 Active Points)

0 2) Language: English (idiomatic; literate) (5 Active Points)

3 3) Language: Japanese (completely fluent; literate) (4 Active Points)

3 4) Language: Mandarin (completely fluent; literate) (4 Active Points)

3 Shadowing 13-

3 Stealth 14-

3 Streetwise 12-

3 Survival 13-

 

Perks

Pts.

1 False Identity

1 Reputation: Retired Assassin (A small to medium sized group) 11-, +1/+1d6

1 Fringe Benefit: Passport

 

Talents

Pts.

30 Combat Luck (15 PD/15 ED)

 

Powers

Pts. END

 

1 Iron Will: Mental Defense (5 points total) 0

 

14 Motorcycle Leathers : Armor (7 PD/7 ED) (21 Active Points); OIF (-1/2) 0

 

8 Missile Deflection (Any Ranged Attack) (20 Active Points); Linked (Master's Blade; Lesser Power can only be used when character uses greater Power at full value; -3/4), Limited Coverage [61-180] Degrees (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) 2

 

37 Master's Blade: Killing Attack - Hand-To-Hand 2d6 (2d6+1 w/STR), Reduced Endurance (1/2 END; +1/4), Does BODY (+1), Attack Versus Limited Defense (Combat Luck and/or Dodge/Evasion SF Defense; +1 1/2) (112 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Lockout (-1/2) vs PD. 5

 

40 Diǎnxuè: Killing Attack - Hand-To-Hand 2 1/2d6 (3d6 w/STR), No Normal Defense anatomy ([Equally Common Defense]; Hard Armors or non-human ; +1/2), Does BODY (+1) (100 Active Points); Extra Time (Extra Segment, -1/2), Increased Endurance Cost (x2 END; -1/2), No Knockback (-1/4), Concentration (1/2 DCV; -1/4) vs PD. 20

 

Character Information

Height: 1.83 m Hair: Blond

Weight: 65.00 kg Eyes: Blue

 

Disadvantages Pts.

Dependent NPC: Daughter Zoe 8- (Incompetent) 15

 

Distinctive Features: Steel Plate in head (Not Concealable; Noticed and Recognizable; Detectable By Simple Tests; Not Distinctive In Some Cultures) 5

 

Enraged: Daughter is threatened (Uncommon), go 11-, recover 11- 15

 

Hunted: Japanese Crime Families 11- (Mo Pow, NCI, Harshly Punish) 25

 

Hunted: The New Breed 8- (As Pow, Harshly Punish) [Notes: As the Nameless Woman was once considered the one of the greatest assassins alive she is often targeted by younger assassins in an attempt to prove themselves. ] 10

 

Hunted: Daughter of old friend/rival 8- (Less Pow, Harshly Punish) 5

 

Reputation: Former Assassin , 8- (Extreme; Known Only To A Small Group) 5

 

Reputation: Assassin, 8- (Extreme) 10

 

Social Limitation: Secret Identity (Many Enemies) Frequently (11-), Severe 20

 

Social Limitation: Mercenaries Code of Conduct (Frequently, Severe, Not Limiting In Some Cultures) 15

 

Social Limitation: Lives off the grid (Frequently, Major) 15

 

Vulnerability: 1 1/2 x Effect From Hallucinogenic/Psychotropic Drugs (Common) 10

 

Combat Maneuvers

Name Phs OCV DCV Effect

Block 1/2 +0 +0 Block, Abort

Brace 0 +2 1/2 +2 vs. Range Mod

Disarm 1/2 -2 +0 Can Disarm

Dodge 1/2 -- +3 Abort, Vs. All Att

Grab 1/2 -1 -2 Grab 2 Limbs

Grab By 1/2 -3 -4 Move and Grab

Haymaker 1/2 +0 -5 +4 DC, Delayed Phs

Move By 1/2 -2 -2 STR/2 + v/5

MoveThru 1/2 -v/5 -3 STR + v/3

Set 1 +1 +0 Ranged Att Only

Strike 1/2 +0 +0 STR or Weapon

Defensive Block 1/2 +1 +3 Block, Abort

Fast Strike 1/2 +2 +0 5 1/2d6 Strike

Killing Strike 1/2 -2 +0 HKA 1d6 +1

Martial Strike 1/2 +0 +2 5 1/2d6 Strike

Offensive Strike 1/2 -2 +1 7 1/2d6 Strike

Takedown 1/2 +1 +1 3 1/2d6 Strike; Target Falls

Defensive Throw 1/2 +1 +1 Block, Target Falls

 

Character Costs

Characteristics: 141 Martial Arts: 30

Skills: 46 Perks: 3

Talents: 30 Powers: 100

 

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Re: Post Your Character Here!!!!

 

Granite's History....

 

 

Liam “Lucky” Malone was anything but. It was one of those true “nickmanes” like calling a big guy Tiny. Liam grew up big a strong and used his natural strength and love of weightlifting to catapult him to a career as a professional Body Builder. He was Mr. Natural for the longest time, but then everybody started doing ‘roids and he inevitably followed suit. He got a job at Gold’s Gym, working out and being a physical trainer to others. His wry smile and Irish Brogue left him with no end of female company. All the Body Builders at the gym knew their RX…..they called him Doc. He brought them their ‘roids and kept them happy. Lucky was at the pinnacle of his career; he was a shoo in for Mr. Universe. The ‘roids and weights weren’t enough…..they Body Building federations were getting smarter, someone actually watched you give your Urine sample….they caught on to the ol piss switcheroo. Liam needed an edge…..and Doc had it. He had been messing with some compounds and came up with a grand idea…….liquid mass…..trace elements of liquefied stone mixed with natural strength enhancers……but it hadn’t been tested yet. Liam didn’t care…..so Doc injected him and it seemed to work. That is seemed to work until that moment on stage during the competition where Liam began his posing routine and turned to solid stone!!!!! It was if someone had erected a statue of him right on the spot. It took several stage hands to finally get Liam off the stage. There was no pulse, no breath………he had become a statue. Liam woke to find himself backstage, alone and covered in webs. He opened his eyes and caught his reflection in a mirrored stage piece. He could move, talk, see hear….but didn’t need to breathe….he also discovered he didn’t need to sleep or eat either. He had become a living hunk of granite. When he spoke his Irish Brogue was gone, replaced by a gravely deep voice that sounded like mountains grinding together. When he flexed it was the same thing. He had turned completely into a human shaped, mobile hunk of stone. His mother’s warnings of reaping what you have sown came back to him. He must find Doc and make him reverse this so that he can atone for his shameful ways. Doc had fled and no one knew where he was. He went to the local College where a Geology Professor examined him and determined he was composed of Granite….so that’s what he called himself. He remembered the comics he read as a kid and thought of the Hulk. He felt like the big green guy right now and was determined to show the Fates that he was ready for the punishment to end. So he became a “righter of wrongs” in the hopes that all of his good deeds would somehow pay back all of the bad Karma and help him find a way to become normal again.

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Re: Post Your Character Here!!!!

 

This is Adonis, a character I wrote up for possable use in a con run...not quite done yet though....Origon created by Mechanon useing the de-evolution ray, the same origon as Ogre. Mechanon destroyed the ray in disgust after Adonis escaped....

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Re: Post Your Character Here!!!!

 

The Skilz....real light...

 

Seduction

Oratory

Climbing

Breakfall

Acrobatics (He's real agile for a Brick...)

Stealth

 

KS: Superworld

Favor: The Governator

 

+1 w/ Combat

 

 

29 points so far, 16 left to spend....

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Re: Post Your Character Here!!!!

 

The mad powers, I especially love having Environmental mayhem as a power set....

 

 

Enviro. Mayhem! Multi(62) All OIF: Objects of availability

u Wrap it up! Entangle 5D6 REnd>1/2, OIF

u Heads up! E-Atk 12D6 (PD) OIF

u Havok! HKA 2D6 AP,REnd>0 OIF

u Toss stuff Flash 6D6 NND OIF (Sand, crushed concrete etc...)

U Rip it down! HA+6D6 AE: any shape OIF (Pull down walls, telephone poles, smash with cars etc...)

 

Bullet proof DR 16/16 Hardened +1/4

Perfect physique Lack of weak (5)

Ripped REnd STR >1/2

" I jog" +3" Running

 

Towering Ego Mental def (12)

 

 

Total cost 115 points

 

Adonis is being built on 225 plus 150........for 375 total

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Re: Post Your Character Here!!!!

 

[b]Annie Belle Buckley - Sparkle[/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 [3]
28    DEX     54   28      15-       OCV 9 DCV 9
18    CON     16   18      13-
18    BODY    16   18      13-
13    INT     3   13      12-       PER Roll 12-/15-
18    EGO     16   18      13-       ECV: 6
18    PRE     8   18      13-       PRE Attack: 3 1/2d6
20    COM     5   20      13-
5    PD      2   5/30             5/30 PD (0/25 rPD)
10    ED      6   10/35             10/35 ED (0/25 rED)
5    SPD     12   5                 Phases:  3, 5, 8, 10, 12
10    REC     6   10
40    END     2   40
40    STUN    6   40
6    RUN      0   6"                END [1]
3    SWIM     1   3"                END [1]
3    LEAP     0   2 1/2"                2 1/2" forward, 1" upward

[b]CHA Cost: 156[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
70     FF (25 PD/25 ED/5 Power Defense/5 Flash Defense:  Sight Group) (Protect Carried Items) - END=7
75     Multipower, 75-point reserve - END=
4u     1)  [b][i]Illusionary Environment[/i][/b]: Sight Group Images Increased Size (4" radius; +1/2), +/-5 to PER Rolls (37 Active Points) - END=4
6u     2)  [b][i]Illusionary Disguise[/i][/b]: Shape Shift  (Sight Group, limited group of shapes), Imitation, Usable Simultaneously (up to 8 people at once; +1) (60 Active Points) - END=6
5u     3)  [b][i]Flight[/i][/b]: Flight 20", x8 Noncombat (50 Active Points) - END=5
7u     4)  [b][i]Laser[/i][/b]: EB 15d6 (75 Active Points) - END=7
5u     5)  [b][i]Blinding Light[/i][/b]: Sight Group Flash 10d6 (50 Active Points) - END=5
4u     6)  [b][i]Whiteout[/i][/b]: Darkness to Sight Group 3" radius, Alterable Size, Personal Immunity (+1/4) (44 Active Points) - END=4
7u     7)  [b][i]Distracting Sparkles[/i][/b]: Change Environment 4" radius, -12 DCV (70 Active Points) - END=7
7u     8)  [b][i]Distracting Sparkles[/i][/b]: Change Environment 4" radius, -12 OCV (70 Active Points) - END=7
7u     9)  [b][i]Strobe-induced Seizure[/i][/b]: Energy Blast 7d6, No Normal Defense ([standard]; Defense is Flash Defense or Total Blindness; +1) (70 Active Points) - END=7
6     +3 PER with Sight Group - END=0
8     +5 versus Range Modifier for Sight Group - END=0
5     UV Perception (Sight Group) - END=0
5     Infrared Perception (Sight Group) - END=0

[b]POWERS Cost: 221[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
4      Martial Escape:  1/2 Phase, +0 OCV, +0 DCV, 28 STR vs. Grabs
4      Martial Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

[b]MARTIAL ARTS Cost: 8[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
5      Acting 14-
3      Bureaucratics 13-
3      Persuasion 13-
3      Breakfall 15-
3      Conversation 13-
9      Disguise 15-
2      Forgery (Documents) 12-
7      Lockpicking 17-
7      Seduction 15-
5      Stealth 16-
11      Streetwise 17-
25      +5 with Ranged Combat
15      +3 with DCV

[b]SKILLS Cost: 98[/b]


[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
10     Social Limitation:  Police Record (Frequently, Minor)
15     Social Limitation:  Secret Identity Frequently (11-), Major
10     Psychological Limitation:  Likes to be Center of Attention (Common, Moderate)
10     Distinctive Features:  tendancy to glow (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
15     Psychological Limitation:  Survivor (Common, Strong)
20     DNPC:  Mom (in nursing home) 8- (Incompetent; Unaware of character's adventuring career/Secret ID)
20     Hunted:  Tedious Mob Ex-Boyfriend 11- (As Pow, NCI, Harshly Punish)

[b]DISADVANTAGES Points: 100[/b]

Base Pts: 250
Exp Required: 133
Total Exp Available: 145
Exp Unspent: 12
Total Character Cost: 483



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Re: Post Your Character Here!!!!

 

I've posted so many characters I can't count.

You can see some of my high powered Marve/DC conversions in my SIg.

 

Same with me.(though enforcer has alot more)..I have a character thread as well. Many of which were pc's at one point of either mine or my friends who now are npc's in my Champions universe. I have 4 current pc's which I am playing in various pbem games.

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Re: Post Your Character Here!!!!

 

Here's B-ko, regressed to 13 years old for a Teen Champions game:

 

Biiko Daitokuji – Character Description

 

 

“Yes, father.”

 

“Yes, mother.”

 

It's always been “yes, father” and “yes, mother.”

 

“Study hard.” “Yes, father.”

 

“Be popular with the other girls.” “Yes, mother.”

 

Biiko Daitokuji is in many ways a typical Japanese 13 year old girl. Her parents expect her to excel at school, and she often has time for little else. She does her utmost to live up to her parents' expectations, but things don't always work out.

 

Biiko is a genius, and comes from a long line of gifted inventors. Her grandfather was a powerful industrialist in Nagasaki during WW II. Her father is one of the most powerful businessmen in Japan today, still making weapons for both Japan and the US. Her mother is equally brilliant but only keeps a home in deference to Japanese culture.

 

Biiko is a bit conflicted. Even though modern Japan offers her the opportunity to follow in her father's footsteps, she currently desires to be an artist, and has a great love of comic books. She hides this fact from her parents. She believes that they would not accept her love of art instead of science.

 

Biiko is tall for a 13 year old girl, and pretty. She will be a knock-out in just a few years. She is a mutant and has lavender hair. Her only mutation however is her hair color. Her genius is got the old fashioned way: good genetics and hard work. She has never had any trouble in Japan due to her status as a mutant. In Japan, when your family name is Daitokuji, no one hassles you about anything. At Ravenswood, she may use her image inducer to make herself appear more normal.

 

This character is of course a homage to B-ko in the anime Project A-ko. B-ko is actually the antagonist, but as both her and A-ko are school girls and nothing really bad happens (save for trying to kill each other), I thought she would make a good hero. She's built on the princess template you posted, but I removed Seduction as I thought that inappropriate, and I added a butt load of other skills, especially sciences.

 

Her Stats with her battlesuit: 20 STR, 18 DEX, 18 CON, 4 SPD, 8 PD, 8 ED, 6 CV, 12 PD/6 rPD, 12 ED/6 rPD with both her her uniform and her forcefield.

 

B-ko from the anime, at 17.

 

Bko.jpg

 

 

Back to age 13 and Ravenswood:

Character Name:				Biiko “B-ko” Daitokuji					
Player Name:				Gojira					

Total Points:		CHA	52					
		PWR	71					
		SKILL	46					
		DISA	100					
GRAND TOTAL			69					

Stat		Pts	A	L	Real	END			
8	STR	-2			-2	1			
13	DEX	9			9				
10	CON	0							
10	BOD	0							
18	INT	8			8				
10	EGO	0							
15	PRE	5			5				
14	COM	2			2				

6	PD	4			4				
6	ED	4			4				
3	SPD	7			7				
8	REC	8			8				
24	END	2			2				
24	STUN	5			5				

OCV	4							
DCV	4							
ECV	3							



Pts	Power Desc				A.P.A.	L	rd. END	Base Pts.	END
27	40 Pt. Multipower (OIF Daitokuji Industries Battlesuit (-1/2))					0.5		40	
2	1) (m) Nuerolash (4” Stretching, 20 active points; No fine manipulation or movement (-1/4), No velocity modifier (-1/4), OIF Battlesuit (-1/2), real cost 10)					1		20	2
2	2) (m) Nuerolash 2 (+4d6 HtH, 20 active points; OIF Battlesuit (-1/2), Only for HtH (-1/2), real cost 10)					1		20	2
3	3) (m) Flight (10”,  20 active points; OIF Battlesuit (-1/2), real cost 13)					0.5		20	2
4	4) (m) Force Field (10 PD, 10 ED, No End (+1/2), 30  active points; OIF Battlesuit (-1/2), real cost 20)					0.5	0.5	20	0


6	STR (+12 STR, 12 active points, OIF Battlesuit (-1/2), No figured characteristics (-1/2), 6 real points)					1		12	1
8	CON (+8 CON, 16 active points; OIF Battlesuit (-1/2), No figured characteristics (-1/2), 8 real points)					1		16	
7	DEX (+5 DEX, 15 active points; OIF Battlesuit (-1/2), No figured characteristics (-1/2), 7 real points)					1		15	
7	SPD (+1 SPD, 10 active points; OIF Battlesuit (-1/2), 7 real points)					0.5		10	

0									
0									
0									0

5	Wealth							5	



Pts	Skill Description						Skill Roll		
2	Computer Science						11		
1	Physics						8		
1	Metallurgy						8		
1	Electrical Engineering						8		
2	Mechanical Engineering						11		
1	Mathematics						8		
1	Genetics						8		
1	Biology						8		
1	History						8		
2	Computer Science						11		
4	Martial Block								
4	Martial Escape								
3	Martial Throw								
3	Persuasion						12		
3	High Society (Japan)						12		
7	Inventor						15		
1	PS Cook (Japanese food)						8		
1	PS Artist (Drawing & painting)						8		
3	English (fluent with accent)								
2	AK: Nagasaki						11		
2	AK: Neighborhood in Nagasaki						11		

Everyman Skill List								
Acting						8		
Climbing						8		
Concealment						8		
Conversation						8		
Deduction						8		
KS: Japan						8		
Language: Japanese (native)								
Paramedic						8		
Persuasion						8		
Shadowing						8		
Stealth						8		
Transport Familiarity: Bicycle						8		

Pts	Disadvantage Description								
20	Watched (school staff and parent's personal staff, MoPow, 14-, NCI, ltd geo area, PC easy to find)								
10	Soc Lim “Minor” (Frequently, Minor)								
20	Psych Lim “Over-achiever,” must be the best at everything (very common, strong)								
5	Quirks: Likes comics, wants to be an artist, reserved & polite, plays Go, has lavender hair								
5	Unluck								
15	Secret Identity (Frequent, Major)								
10	Psych Lim “Can't be honest with her parents” (Uncommon, strong)								
15	Psych Lim “Code vs Killing, won't harm innocents, won't allow innocents to be harmed” (common, strong)								



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Re: Post Your Character Here!!!!

 

Value Characteristic Points

13 STR 3

20 DEX 30

20 CON 20

15 BODY 10

19 INT 9

13 EGO 6

13 PRE 3

16 COM 3

8 PD 5

8 ED 4

4 SPD 10

10 REC 6

40 END 0

40 STUN 8

Total 117

 

Points Powers END

60 Multipower (60-pt reserve)

u-3 15" Flight (NC: 60"); Non-Combat Multiplier: ×4, +5; Non-Combat (MPH): 89 3

u-5 Telekinesis (STR 25); Range: 235; Manipulation: Fine, +10 5

u-4 3d6 Ego Attack; Damage Shield: +½ 4

u-6 6d6 Energy Blast; Range: 300; Versus: ED; No Normal Defense: +1 6

u-6 12d6 Energy Blast; Range: 300; Versus: ED 6

u-1 12d6 Mind Scan; Attack Roll Bonus: 0; Number of Minds: 99,999,997,952; Concentrate: Throughout & 0 DCV, -1; Extra Time: 1 hour, -2½; Focus: Obvious Accessible, -1; Gestures: Instant Power, -¼ 6

7 Elemental Control (7-pt reserve)

a-38 Armor (15 PD/15 ED)

b-8 Damage Reduction (Physical, 25% Resistant)

c-8 Mental Defense (18 pts); Add to Total

5 Discriminatory Sense: Magic (Normal Sight)

151 Total Powers

 

Points Skills, Talents, Perks Roll

16 Aikido

(3) Throw (OCV +0, DCV +1, 2½d6+v/5)

(5) Strike (OCV +1, DCV +3, 2½d6)

(4) Dodge (OCV --, DCV +5)

(4) Escape (OCV +0, DCV +0, STR 28)

5 Luck (1d6)

9 +3 level w/Tight Group

3 Disguise 11-

3 Breakfall 13-

4 Knowledge Skill: Magic 13-

3 Lip Reading 11-

4 Contact: Family; Usefulness: Very, +1 12-

5 Contact: Mystical Community; Usefulness: Very, +1 13-

3 Streetwise 12-

3 Combat Driving 13-

3 Concealment 13-

5 Stealth 14-

66 Total Skills, Talents, Perks

 

150+ Disadvantages

20 Normal Characteristic Maxima

10 DNPC: Father (Normal, 8-); Skills: Normal, +0

15 DNPC: Grandmother (Incompetent, 11-); Skills: Useful, -5

15 Hunted: GM Option (8-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0

10 Hunted: Relgious Right (8-); Capabilities: Less Powerful, 5; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0

15 Secret Identity

20 Honorable (Common, Total)

20 Cannot Refuse a Direct Appeal for Help (Common, Total)

15 Living up to brother's memory (Very Common, Moderate)

10 Reputation: Will not break word (11-)

150 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base Exp.

117 + 217 = 334 334 = 150 + 150 + 34

 

 

I was just so happy to find her character sketch, though, that I'm posting it anyway:

 

picture.php?albumid=32&pictureid=544

 

Shinobi was a magic based superhero. One grandmother had been a temple priestess and the other had been a voudouienne and she'd learned from both.

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