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Elizabeth Perrot


Beast

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a character I did for a game here but was to late to enter

the GM liked her but had no space at this time

just want to see what others thought

 

 

[b]Legend - /Elizabeth Perrot [/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
35    STR     25   35      16-       HTH Damage 7d6  END [3]
20    DEX     30   20      13-       OCV 7 DCV 7
20    CON     20   20      13-
17    BODY    14   17      12-
18    INT     8   18      13-       PER Roll 13-
11    EGO     2   11      11-       ECV: 4
5    PRE     -5   5/30      10- / 15-       PRE Attack: 1d6 / 6d6
4    COM     -3   4/34      10- / 16-
7    PD      0   7/13             7/13 PD (0/6 rPD)
7    ED      3   7/13             7/13 ED (0/6 rED)
4    SPD     10   4                 Phases:  3, 6, 9, 12
11    REC     0   11
40    END     0   40
40    STUN    -5   40
7    RUN      2   7"                END [1]
1    SWIM     -1   1"                END [1]
7    LEAP     0   7"                7" forward, 3 1/2" upward

[b]CHA Cost: 100[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
9     [b][i]hearing past songs[/i][/b]: Retrocognitive Clairsentience (Hearing Group), +1 to PER Roll, Discriminatory, Rapid:  x10, Telescopic:  +16 (57 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 1/2), Limited Power Power loses about two-thirds of its effectiveness (only to recall songs and music; -1 1/2), Incantations (Requires Incantations throughout; Complex; -1), Blackout (-1/2), No Range (-1/2) - END=6
    After effects of an encounter with Wild magic(mutated human), all slots Limited Power Power loses about a fourth of its effectiveness (All powers turn off at dawn and must be restarted; -1/4), Conditional Power Power does not work in Uncommon Circumstances (not on hallowed grounds; -1/4) - END=
12     1)  Armor (6 PD/6 ED) (18 Active Points); Limited Power Power loses about a fourth of its effectiveness (All powers turn off at dawn and must be restarted; -1/4), Conditional Power Power does not work in Uncommon Circumstances (not on hallowed grounds; -1/4) - END=0
7     2)  Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2) (22 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Conditional Power Power does not work in Uncommon Circumstances (Not in the presence of cold iron; -1/4), Limited Power Power loses about a fourth of its effectiveness (All powers turn off at dawn and must be restarted; -1/4) - END=0
21     3)  Life Support  (Eating: Character only has to eat once per week; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity Immortal; Safe in Intense Cold; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week) (31 Active Points); Limited Power Power loses about a fourth of its effectiveness (All powers turn off at dawn and must be restarted; -1/4), Conditional Power Power does not work in Uncommon Circumstances (not on hallowed grounds; -1/4) - END=0
8     4)  [b][i]Intimidating beauty/Fearful countanunce[/i][/b]: (Total: 40 Active Cost, 8 Real Cost) +30 COM (15 Active Points); Extra Time (5 Minutes, Only to Activate, -1), Concentration (0 DCV; Character is totally unaware of nearby events; -3/4), Gestures (Requires both hands; Complex; -3/4), Incantations (Complex; -1/2), Limited Power Power loses about a fourth of its effectiveness (All powers turn off at dawn and must be restarted; -1/4), Conditional Power Power does not work in Uncommon Circumstances (not on hallowed grounds; -1/4) (Real Cost: 3) [b]plus[/b] +25 PRE (25 Active Points); Extra Time (5 Minutes, Only to Activate, -1), Concentration (0 DCV; Character is totally unaware of nearby events; -3/4), Gestures (Requires both hands; Complex; -3/4), Incantations (Complex; -1/2), Limited Power Power loses about a fourth of its effectiveness (All powers turn off at dawn and must be restarted; -1/4), Conditional Power Power does not work in Uncommon Circumstances (not on hallowed grounds; -1/4) (Real Cost: 5) - END=0
      - END=
      - END=
20     [b][i]Minor muse magics[/i][/b]: Multipower, 40-point reserve,  (40 Active Points); all slots Others Only (-1/2), Incantations (-1/4), Conditional Power Power does not work in Uncommon Circumstances (on holy ground or in the presence of cold iron; -1/4) - END=
2u     1)  [b][i]Battle song[/i][/b]: Aid  all combat(up to 2 levels) 1d6, Can Add Maximum Of 18 Points, Area Of Effect (4" Radius; +1 1/4), Selective (+1/4) (40 Active Points); Others Only (-1/2), Incantations (-1/4), Conditional Power Power does not work in Uncommon Circumstances (on holy ground or in the presence of cold iron; -1/4) - END=0
2u     2)  [b][i]song to inspire[/i][/b]: Aid  all non-combat skills(8pt level max of 3) 1d6, Can Add Maximum Of 26 Points, Area Of Effect (2" Radius; +1) (40 Active Points); Others Only (-1/2), Incantations (-1/4), Conditional Power Power does not work in Uncommon Circumstances (on holy ground or in the presence of cold iron; -1/4) - END=0
2u     3)  [b][i]song of mending[/i][/b]: Healing BODY 3 1/2d6, Can Heal Limbs (40 Active Points); Others Only (-1/2), Incantations (-1/4), Conditional Power Power does not work in Uncommon Circumstances (on holy ground or in the presence of cold iron; -1/4) - END=4
2u     4)  [b][i]Rejuvenating song[/i][/b]: Healing body, stun or endurance 1d6+1, any [special effect] power one at a time (+1/4), Area Of Effect (8" Radius; +1 1/2), Selective (+1/4) (39 Active Points); Others Only (-1/2), Incantations (-1/4), Conditional Power Power does not work in Uncommon Circumstances (on holy ground or in the presence of cold iron; -1/4) - END=4
2u     5)  [b][i]Morale Boosting song[/i][/b]: Aid  Presence 1d6, Can Add Maximum Of 13 Points, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Area Of Effect (8" Radius; +1 1/2), Selective (+1/4) (40 Active Points); Others Only (-1/2), Incantations (-1/4), Conditional Power Power does not work in Uncommon Circumstances (on holy ground or in the presence of cold iron; -1/4) - END=0
2u     6)  [b][i]Song of enrapture[/i][/b]: Drain PRE 0 1/2d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), NND ([standard]Deaf, Flash vs hearing,hard ear covering; +1), Invisible Power Effects, Hide effects of Power (Fully Invisible; +2), Area Of Effect (96" Radius; +2 1/4) (36 Active Points); Others Only (-1/2), Incantations (-1/4), Conditional Power Power does not work in Uncommon Circumstances (on holy ground or in the presence of cold iron; -1/4) - END=0

[b]POWERS Cost: 89[/b]


[b][u]Cost[/u]   [u]SKILLS[/u][/b]
0      Climbing 8-
0      Concealment 8-
0      Paramedics 8-
0      Survival 8-
0      KS: Heraldry 8-
0      Stealth 8-
0      AK: Vordir (Custom Adder) 11-
0      PS: Bard (Custom Adder) 11-
0      KS: Legends And Lore (Custom Adder) 11-
0      PS: Instructor singing (Custom Adder) 11-
3      Breakfall 13-
3      Magic 13-
8      MIF (Chordophones, Hurdy-Gurdy, Membranophones) 13- [Notes: Chordaphones(stringed instruments),Membranaphones(drums)]
3      Acting  10- (15-)
3      High Society 10- (15-)
3      Persuasion 10- (15-)
3      Seduction 10- (15-)
6      PS: Actor 15-

2      WF:  Common Melee Weapons
5      +1 with HTH Combat

3      Linguist
0      1)  Language (idiomatic; Custom Adder, literate) (6 Active Points)
3      2)  Language:  Enochian (idiomatic) (4 Active Points)
3      3)  Language:  Kmer (idiomatic) (4 Active Points)
1      4)  Language:  Pidgin (fluent conversation) (2 Active Points)
3      5)  Language:  Serianask (idiomatic) (4 Active Points)

[b]SKILLS Cost: 52[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
3      Money:  Well Off

[b]PERKS Cost: 3[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
3      Perfect Pitch
3      Eidetic Memory (5 Active Points); Limited Power Power loses about a third of its effectiveness (only for songs and the spoken word; -1/2)

[b]TALENTS Cost: 6[/b]

[b][u]Cost[/u]   [u]EQUIPMENT[/u][/b]
     Future Spells
     [i][b]Minor muse magics: [/i][/b]Multipower, 40-point reserve,  (40 Active Points); all slots Incantations (-1/4), Conditional Power Power does not work in Uncommon Circumstances (on holy ground or in the presence of cold iron; -1/4) [Notes: need 7 pts to buy off others only]
     1)  [i][b]puppy dog eyes: [/i][/b]Drain EGO 0 1/2d6, Costs END Only To Activate (+1/4), Continuous (+1), NND ([standard]not into women or slavishly loyal; +1), Damage Shield (Offensive; Affects Mental And Physical Attackers; +1 1/4), Delayed Return Rate (points return at the rate of 5 per Day; +1 1/2), Invisible Power Effects, Hide effects of Power (Fully Invisible; +2) (40 Active Points); Incantations (-1/4), Conditional Power Power does not work in Uncommon Circumstances (on holy ground or in the presence of cold iron; -1/4)
     2)  [i][b]High note 1: [/i][/b]EB 2d6+1, NND ([standard]Deaf,hard ear covering,sound flash def; +1), Area Of Effect (11" Cone; +1 1/4) (39 Active Points); No Range (-1/2), Incantations (-1/4), Conditional Power Power does not work in Uncommon Circumstances (on holy ground or in the presence of cold iron; -1/4)
     3)  [i][b]High note 2: [/i][/b]HKA 1d6-1 (1d6 w/STR), NND ([standard]only vs ridged objects; +1), Does BODY (+1), Area Of Effect (7" Cone; +1) (40 Active Points); Incantations (-1/4), Conditional Power Power does not work in Uncommon Circumstances (on holy ground or in the presence of cold iron; -1/4)
     4)  [i][b]low base note to rattle teeth and bones: [/i][/b]HKA 1d6 (2d6 w/STR), Reduced Endurance (1/2 END; +1/4), Area Of Effect (9" Cone; +1 1/4) (37 Active Points); Incantations (-1/4), Conditional Power Power does not work in Uncommon Circumstances (on holy ground or in the presence of cold iron; -1/4)
     5)  [i][b]a song all can understand: [/i][/b]Universal Translator 18- (25 Active Points); Incantations (-1/4), Conditional Power Power does not work in Uncommon Circumstances (on holy ground or in the presence of cold iron; -1/4)

[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
5     Distinctive Features:  detects as magic (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)
5     Distinctive Features:  long pointed ears (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
15     Hunted:  New Dawn 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
10     Physical Limitation:  Short (Frequently, Slightly Impairing)
15     Psychological Limitation:  must do morning spells before she will see anyone (Common, Strong)
10     Psychological Limitation:  Courious Common, Moderate
20     Social Lim:  Amnesia (Very Frequently, Major)
15     Social Limitation:  Subject to order by New Dawn (Frequently, Major)
5     Vulnerability:  1 1/2 x STUN Cold Iron Uncommon

[b]DISADVANTAGES Points: 100[/b]

Base Pts: 150
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 250



 

Background/History: Elizabeth Perrot is a blank slate

she has no memory save for the last year

she just knows that she is strong(Like an ox) and that her voice when she sings can have magical effects on herself and others

she has been singing for her supper for as long as she can remember(a yr)

 

Personality/Motivation: Courious to find out more of her heritage

 

Quote: what kind of song do you want

 

Powers/Tactics: Brick who can help her friends with various songs

Str 35 7d6 damage no special tricks

 

Campaign Use: 01/04/01

 

Brick primary

 

Appearance: Female

human w/ long pointed ears

30b-16-30

very fair skin

could pass for 16 real age 22

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Re: Elizabeth Perrot

 

She'd fit in my campaign save for the elfness as we have none in Edean, she could be a Yggridsil, and would then have to take that package ...but I like her. Its an interesting build but the lack of background makes it hard for me to say "Great!"

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Re: Elizabeth Perrot

 

here is the original background it is earth based

 

Background/History: Piety was born of Sidhe parents who where killed by by the agents of the King Phillip of Spain in 1574 in England j(at the behest of sidhe agents who promised help in the coming war w/ England)

the child was rescued by Vice Adm Sir John Perrot and his lover Eliziabeth Hatton(daughter of Sir Kitt Hatton and boy was he pissed)

QE1 asked Sir John(her bastard 1/2 brother) and Mistress Hatton to raise the child as their own(their daughter Elizabeth was lost in the fire that killed Piety's parents and to conceal that the child still lived)

they did as they where asked

The Queen had given asylum to Piety/s parents because they had been banished to earth and did help a young Princess Elizabeth survive the yrs her sister Mary was on the throne and in the Tower with her life in jepardy

Piety/Elizabeth was raised at court had access to her adopted father's estates(one of the richest men in England)

she has laid low for 500 yrs and now that more power beings have made their presence know she feels it is safe to come out a shine just a bit

 

Piety knows she is not human but only very little about the Sidhe

 

Personality/Motivation: Courious to find out more of her heritage

 

Quote: name a song I can play it

 

Powers/Tactics: Brick who can help her friends with various songs

 

Campaign Use: 01/04/01

 

Brick primary

aid/healer/range

 

Appearance: Female

Sidhe

30b-16-30

very fair skin

over 500 yrs old but looks to be 16( has ID for 22 yrs old)

 

 

 

She'd fit in my campaign save for the elfness as we have none in Edean' date=' she could be a Yggridsil, and would then have to take that package ...but I like her. Its an interesting build but the lack of background makes it hard for me to say "Great!"[/quote']
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