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Nightwalker


Weldun

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EDIT: This character has since been revised. Previous version left posted for comparison.

 

 

[b]Nightwalker - Joshua Walks-by-Night[/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]
18    DEX     24   18      13-       OCV 6 DCV 6
15    CON     10   15/20      12- / 13-
15    BODY    10   15      12-
13    INT     3   13      12-       PER Roll 12-
18    EGO     16   18      13-       ECV: 6
13    PRE     3   13      12-       PRE Attack: 2 1/2d6
13    COM     2   13      12-
4    PD      1   4/23             4/23 PD (0/19 rPD)
4    ED      1   4/21             4/21 ED (0/17 rED)
5    SPD     12   5                 Phases:  3, 5, 8, 10, 12
6    REC     0   6
30    END     0   30
50    STUN    4   50
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: 91[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
12     [b][i]Headware Radio/Cellphone and Image Link[/i][/b]: High Range Radio Perception (Radio Group) - END=0
15     [b][i]Synaptic Accelerator[/i][/b]: (Total: 15 Active Cost, 15 Real Cost) Lightning Reflexes: +3 DEX to act first with All Actions (Real Cost: 4) [b]plus[/b] +1 SPD (Real Cost: 10) - END=0
22     [b][i]Tauma Damper[/i][/b]: (Total: 25 Active Cost, 22 Real Cost) +5 CON (10 Active Points); No Figured Characteristics (-1/2) (Real Cost: 7) [b]plus[/b] +15 STUN (Real Cost: 15) - END=0
      - END=
43     [b][i]Summoning Magics[/i][/b]: Multipower, 75-point reserve,  (75 Active Points); all slots Requires A Conjuring Roll  (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=
3u     1)  [b][i]Spirit Summoning[/i][/b]: Summon 300-point Nature Spirit, Expanded Class of Beings Very Limited Group (+1/4) (75 Active Points); Requires A Conjuring Roll  (-1/2), Summoned Being Must "Inhabit" Locale (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=7
3u     2)  [b][i]Control Spirit[/i][/b]: Mind Control 12d6 (Summoned class of minds), Telepathic (+1/4) (75 Active Points); Limited Class Of Minds [subset of a class] (Nature Spirits; -1/2), Requires A Conjuring Roll  (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=7
3u     3)  [b][i]Banishment[/i][/b]: Dispel Summon 25d6 (75 Active Points); Only vs. Spirits, Elementals and other such creatures (-1/2), Requires A Conjuring Roll  (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=7
9     [b][i]Astral Perception[/i][/b]: Detect Aura/Astral Entity  and Physical Objects 12- (Sight Group), Discriminatory, Analyze (20 Active Points); Lockout (Normal Sight; -1/2), Side Effects (-2 To Attack/Skill Rolls Involving Physical World; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), Limited Power (Limited Discriminatory Sensing of Physical World; -1/4) - END=0
12     [b][i]Astral Projection[/i][/b]: Extra-Dimensional Movement (Astral Space/Metaplanes, Location as corresponds to real-world loacation.), Reduced Endurance (0 END; +1/2) (37 Active Points); Meat Body (character's body remains in the real world, cannot move, percieve, or act, and damage to either the astral form [in astral space/the metaplanes] or the real body [in the real world] can hurt or kill the character; -1), Self Only (-1/2), May Only Take Bound Magical Items (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) - END=0
11     [b][i]Sorcery[/i][/b]: Elemental Control, 40-point powers,  (20 Active Points); all slots Requires A Sorcery Roll  (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=
9     1)  [b][i]Power Bolt[/i][/b]: Killing Attack - Ranged 2d6, No Range Modifier (+1/2) (45 Active Points); Requires A Sorcery Roll  (-1/2), Increased Endurance Cost (x2 END; -1/2), Spell (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=8
9     2)  [b][i]Stun Bolt[/i][/b]: Ego Attack 4d6 (40 Active Points); Spell (-1/2), Requires A Sorcery Roll  (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=4
11     3)  [b][i]Personal Armor[/i][/b]: Force Field (16 PD/16 ED), Costs END Only To Activate (+1/4) (40 Active Points); Requires A Sorcery Roll  (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=3
5     4)  [b][i]Heal[/i][/b]: Healing BODY 4d6 (40 Active Points); Extra Time (1 Minute, -1 1/2), Requires A Sorcery Roll  (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (3d6 STUN Damage; -1/2), Concentration (1/2 DCV; -1/4) - END=4
      - END=
15     [b][i]Magesword[/i][/b]: (Total: 40 Active Cost, 15 Real Cost) Killing Attack - Hand-To-Hand 1d6+1, Affects Desolidified One Special Effect of Desolidification (Spirits/Astral Forms; +1/4), Reduced Endurance (0 END; +1/2) (35 Active Points); OAF (Sword; -1), STR Minimum (12; -1/2), Real Weapon (-1/4) (Real Cost: 13) [b]plus[/b] +1 OCV (5 Active Points); OAF (Sword; -1), Real Weapon (-1/4) (Real Cost: 2) - END=0
3     [b][i]Form-Fitting Body Armor[/i][/b]: Armor (3 PD/1 ED) (6 Active Points); Activation Roll 12- (-3/4), IIF (-1/4), Real Armor (-1/4) - END=0

[b]POWERS Cost: 185[/b]


[b][u]Cost[/u]   [u]SKILLS[/u][/b]
9      Power:  Conjuring (PRE) 15-
3      Power:  Sorcery (EGO) 13-
3      Analyze:  Aura 12-
12      +4 with Conjuring, Sorcery and Analyze Aura

2      Animal Handler (Canines) 12-
3      Combat Driving 13-
1      Computer Programming 8-
3      Scholar
1      1)  KS: Arcane and Occult Lore 11-
1      2)  KS: Shamanism 11-
1      3)  KS: Thaumaturgy 11-
0      Language:  English (idiomatic; literate)
4      Language:  Séliš (fluent conversation; literate)
3      Mechanics 12-
3      Paramedics 12-
3      Stealth 13-
3      Streetwise 12-
3      Tracking 12-
0      TF:  One-Wheeled Muscle-Powered Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles
3      WF:  Small Arms, Blades, Clubs, Fist-Loads, Unarmed Combat

[b]SKILLS Cost: 61[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
8      Contact:  Wolf (Very Good relationship with Contact), Spirit Contact (x2) (8 Active Points) 11-
3      Anonymity
1      False Identity
2      Reputation:  Champion of the Underdog (A small to medium sized group [Millennium City Homeless]) 14-, +2/+2d6

[b]PERKS Cost: 14[/b]

[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
20     Normal Characteristic Maxima
5     Distinctive Features:  Cybernetic/Biological Implants (Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
10     Distinctive Features:  Mystic Aura (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
5     Dependent NPC:  Sarah Sharpe, volunteer worker at the local homeless shelter. 8- (Normal; Useful Noncombat Position or Skills)
30     Enraged:  Berserk When character takes BODY or is Stunned (Common), go 11-, recover 11-
10     Hunted:  Local Mob 8- (As Pow, NCI, Limited Geographical Area, Harshly Punish)
5     Money:  Poor
5     Physical Limitation:  Unfamiliar with this Earth's customs and technology (Infrequently, Slightly Impairing)
10     Psychological Limitation:  Casual Killer (Common, Moderate)
10     Psychological Limitation:  Champion of the Downtrodden. (Common, Moderate)
15     Psychological Limitation:  Distrustfull of Large Corporations and Government (Very Common, Moderate)
15     Psychological Limitation:  Vengefull (Very Common, Moderate)
10     Unluck: 2d6
[b]DISADVANTAGES Points: 150[/b]

Base Pts: 200
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 350



 

Background/History: I blink the spots out of my eyes. I'm lying in a pile of rubble, it's night time, and there are sirens blaring everywhere. "Spirits!" I curse, as I try to pick myself up. The run had gone south the instant the dragon had shown up. "It's just a short snatch and grab out of Chicago" Badger had said, "How bad could it get?" I chuckle, ruefully. "How bad? How about a Dragon, a Mantis shaman, a Wasp-spirit hive with one seriously pissed off Queen and some sort of Hard Core covert ops team? Inside the quarantine zone!?" Details were starting to get clearer now and I can actually sit up now. Just as I finally coax some feeling back into my legs, some sort of sec-goon flies over to me. Wait, flies? Yep, those are boot jets. Never even heard of those, must be cutting edge mil-spec. No logo, not good. To tired for a spell, where's the predator? Frag! No gun? The sec-goon lands next to my head, "Hold still, emergency workers will be here for you soon." Emergency workers? In the QZ? I scope him out astrally. This fragger's clean! No magic, no cyber. What's going on here? I look to my left and see my sword's aura peeking through the rubble. I doubt that'll help, but at least the goon probably can't see it. I switch my perception pack to the physical world and start scanning frequencies on my headcomm. A lot of chatter on a tight group of channels, search and rescue stuff. Okay, maybe I've been out of it longer than I thought, but if so, why aren't I bug chow. The sec goon is still hovering near me. "Go, I'll be fine. Other people might need you more than me." The goon nods and the flies off. I decide to risk summoning a small spirit, nothing too big. With the Chi-town manasphere so fragged up and with all this damage, I don't want to run the risk of a toxic, so I call to the heavens. "Spirits and Fire!" That was too easy. Way too easy. The wind spirit waits patiently, it seems ammused. "It has been some time since we have been called." It's voice resonates in my skull. "Come away, oh little one, come away. This place is not safe for you." With that, it picks up my sword and I feel it presence wrap around me, a the familiar feeling of a spirit's concealment. As I stumble out of the ruined building, I am overwhelmed by the sight of several people flying, while dressed in brightly coloured clothes. And more sec goons, not as heavily armoured as the other one, with UNTIL stamped on their shoulders. What the frag is going on?

 

Nightwalker has found himself a stranger in a strange land. The world he left behind was a world of magic and cybernetics. Life on Earth had fractured into races once thought to exist only in fairy tales, and magic had returned as force to be harnessed and channelled by those select few with the talent to do so. Corporations ruled their dominions as nations unto themselves and a great many people didn't officially exist at all. In this new world, he sees nations that only existed in history for him, technology that is at once, decades or even centuries ahead of his worlds, and yet is prevalently antiquated by his reckoning. He has assured himself that this is not his world and although the relative dates place him in the past, it is not his world's past. For a time, he survived on the street, bouncing from shelter to shelter, as Detroit is rebuilt as Millennium City. All he has from his own world are his implants, his sword and his under-armour. And his magic. As the days went on, he began to notice that many of the homeless were being rounded up for construction work by heavy set men. He decided it could be a good way to earn some money, but discovered that while the workers were technically being paid, they had to "rent" hard hats, tools, and the only food and water available was on-site at exhorbitant prices. Enraged, Nightwalker called up a spirit to aid him, and thrashed the mobsters within an inch of their lives. He made them give the workers their money back and then sent the workers home. But he should have realised. He had just made powerful enemies, and he had no friends. No safe houses to hole up in, no fixers to broker a truce through. This was worse than being hung out to dry, because at least then he could try throwing some cred at the problem, but even that wasn't an option. All he had going for him was that it had been particularly cold that day, and his scarf had concealed his features. As mob enforcers began to rough up some of the homeless, trying to find the "freak", he kept stepping in, and even killed a few of the more viscious gangsters to make a point. Soon, the mob placed a bounty on "The Nightwalker's" head. Things were looking up.

 

Personality/Motivation: Nightwalker is still a little bewildered by this world, but has learned to adapt. Through the rescue of a prominent hacker, he even has a basic identity, but he doesn't use it too often, knowing how flimsy falsified identities can be. He has come to identify with the homeless of Millennium city, most of whom were displaced either by Destroyer's attack or the subsequent rebuilding. Having been displaced by some unknown event in his own world, he has no friends or family apart from the ones he has made here, and having known the pain of having it all taken away from you, he will fight tooth and nail to keep what he has gained here.

 

Quote: "You know your doing well when your opponent starts publicly crying for help."

 

Powers/Tactics: While not particularly powerful, Nightwalker has a wide variety of abilities that mean that he excels at information gathering and can hold his own in a fight. His tendency to enter into a beserker rage whenever he is seriously harmed means that he will often be alone and unsupported, as he will try and put some distance between himself and those he cares about. To compensate for this, he attempts to confound his enemies with his spirits rather than face them head on, although his spells and sword have proven effective in this area so far. He knows that it's only a matter of time before the mob offers enough for one of these "supers" to take up the contract, a prospect he does not look forward to.

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Re: Nightwalker

 

EDIT: This character has since been revised. Previous version left posted for comparison.

 

 

[b]Nightwalker - Joshua Walks-by-Night[/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]
18    DEX     24   18      13-       OCV 6 DCV 6
15    CON     10   15/20      12- / 13-
15    BODY    10   15      12-
13    INT     3   13      12-       PER Roll 12-
18    EGO     16   18      13-       ECV: 6
13    PRE     3   13      12-       PRE Attack: 2 1/2d6
13    COM     2   13      12-
4    PD      1   4/23             4/23 PD (0/19 rPD)
4    ED      1   4/21             4/21 ED (0/17 rED)
5    SPD     12   5                 Phases:  3, 5, 8, 10, 12
6    REC     0   6
30    END     0   30
50    STUN    4   50
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: 91[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
12     [b][i]Headware Radio/Cellphone and Image Link[/i][/b]: High Range Radio Perception (Radio Group) - END=0
15     [b][i]Synaptic Accelerator[/i][/b]: (Total: 15 Active Cost, 15 Real Cost) Lightning Reflexes: +3 DEX to act first with All Actions (Real Cost: 4) [b]plus[/b] +1 SPD (Real Cost: 10) - END=0
22     [b][i]Tauma Damper[/i][/b]: (Total: 25 Active Cost, 22 Real Cost) +5 CON (10 Active Points); No Figured Characteristics (-1/2) (Real Cost: 7) [b]plus[/b] +15 STUN (Real Cost: 15) - END=0
      - END=
43     [b][i]Summoning Magics[/i][/b]: Multipower, 75-point reserve,  (75 Active Points); all slots Requires A Conjuring Roll  (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=
3u     1)  [b][i]Spirit Summoning[/i][/b]: Summon 300-point Nature Spirit, Expanded Class of Beings Very Limited Group (+1/4) (75 Active Points); Requires A Conjuring Roll  (-1/2), Summoned Being Must "Inhabit" Locale (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=7
3u     2)  [b][i]Control Spirit[/i][/b]: Mind Control 12d6 (Summoned class of minds), Telepathic (+1/4) (75 Active Points); Limited Class Of Minds [subset of a class] (Nature Spirits; -1/2), Requires A Conjuring Roll  (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=7
3u     3)  [b][i]Banishment[/i][/b]: Dispel Summon 25d6 (75 Active Points); Only vs. Spirits, Elementals and other such creatures (-1/2), Requires A Conjuring Roll  (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=7
9     [b][i]Astral Perception[/i][/b]: Detect Aura/Astral Entity  and Physical Objects 12- (Sight Group), Discriminatory, Analyze (20 Active Points); Lockout (Normal Sight; -1/2), Side Effects (-2 To Attack/Skill Rolls Involving Physical World; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), Limited Power (Limited Discriminatory Sensing of Physical World; -1/4) - END=0
12     [b][i]Astral Projection[/i][/b]: Extra-Dimensional Movement (Astral Space/Metaplanes, Location as corresponds to real-world loacation.), Reduced Endurance (0 END; +1/2) (37 Active Points); Meat Body (character's body remains in the real world, cannot move, percieve, or act, and damage to either the astral form [in astral space/the metaplanes] or the real body [in the real world] can hurt or kill the character; -1), Self Only (-1/2), May Only Take Bound Magical Items (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) - END=0
11     [b][i]Sorcery[/i][/b]: Elemental Control, 40-point powers,  (20 Active Points); all slots Requires A Sorcery Roll  (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=
9     1)  [b][i]Power Bolt[/i][/b]: Killing Attack - Ranged 2d6, No Range Modifier (+1/2) (45 Active Points); Requires A Sorcery Roll  (-1/2), Increased Endurance Cost (x2 END; -1/2), Spell (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=8
9     2)  [b][i]Stun Bolt[/i][/b]: Ego Attack 4d6 (40 Active Points); Spell (-1/2), Requires A Sorcery Roll  (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=4
11     3)  [b][i]Personal Armor[/i][/b]: Force Field (16 PD/16 ED), Costs END Only To Activate (+1/4) (40 Active Points); Requires A Sorcery Roll  (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=3
5     4)  [b][i]Heal[/i][/b]: Healing BODY 4d6 (40 Active Points); Extra Time (1 Minute, -1 1/2), Requires A Sorcery Roll  (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (3d6 STUN Damage; -1/2), Concentration (1/2 DCV; -1/4) - END=4
      - END=
15     [b][i]Magesword[/i][/b]: (Total: 40 Active Cost, 15 Real Cost) Killing Attack - Hand-To-Hand 1d6+1, Affects Desolidified One Special Effect of Desolidification (Spirits/Astral Forms; +1/4), Reduced Endurance (0 END; +1/2) (35 Active Points); OAF (Sword; -1), STR Minimum (12; -1/2), Real Weapon (-1/4) (Real Cost: 13) [b]plus[/b] +1 OCV (5 Active Points); OAF (Sword; -1), Real Weapon (-1/4) (Real Cost: 2) - END=0
3     [b][i]Form-Fitting Body Armor[/i][/b]: Armor (3 PD/1 ED) (6 Active Points); Activation Roll 12- (-3/4), IIF (-1/4), Real Armor (-1/4) - END=0

[b]POWERS Cost: 185[/b]


[b][u]Cost[/u]   [u]SKILLS[/u][/b]
9      Power:  Conjuring (PRE) 15-
3      Power:  Sorcery (EGO) 13-
3      Analyze:  Aura 12-
12      +4 with Conjuring, Sorcery and Analyze Aura

2      Animal Handler (Canines) 12-
3      Combat Driving 13-
1      Computer Programming 8-
3      Scholar
1      1)  KS: Arcane and Occult Lore 11-
1      2)  KS: Shamanism 11-
1      3)  KS: Thaumaturgy 11-
0      Language:  English (idiomatic; literate)
4      Language:  Séliš (fluent conversation; literate)
3      Mechanics 12-
3      Paramedics 12-
3      Stealth 13-
3      Streetwise 12-
3      Tracking 12-
0      TF:  One-Wheeled Muscle-Powered Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles
3      WF:  Small Arms, Blades, Clubs, Fist-Loads, Unarmed Combat

[b]SKILLS Cost: 61[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
8      Contact:  Wolf (Very Good relationship with Contact), Spirit Contact (x2) (8 Active Points) 11-
3      Anonymity
1      False Identity
2      Reputation:  Champion of the Underdog (A small to medium sized group [Millennium City Homeless]) 14-, +2/+2d6

[b]PERKS Cost: 14[/b]

[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
20     Normal Characteristic Maxima
5     Distinctive Features:  Cybernetic/Biological Implants (Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
10     Distinctive Features:  Mystic Aura (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
5     Dependent NPC:  Sarah Sharpe, volunteer worker at the local homeless shelter. 8- (Normal; Useful Noncombat Position or Skills)
25     Enraged:  When character takes BODY or is Stunned (Common), go 14-, recover 11-
15     Hunted:  Local Mob 11- (As Pow, NCI, Limited Geographical Area, Harshly Punish)
5     Money:  Poor
5     Physical Limitation:  Unfamiliar with this Earth's customs and technology (Infrequently, Slightly Impairing)
10     Psychological Limitation:  Casual Killer (Common, Moderate)
10     Psychological Limitation:  Champion of the Downtrodden. (Common, Moderate)
15     Psychological Limitation:  Distrustfull of Large Corporations and Government (Very Common, Moderate)
15     Psychological Limitation:  Vengefull (Very Common, Moderate)
10     Unluck: 2d6

[b]DISADVANTAGES Points: 150[/b]

Base Pts: 200
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 350



 

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  • 1 month later...

Re: Nightwalker

 

What will probably be the final starting write-up for Nightwalker, after having confered with the GM and some of the other players.

[b]Nightwalker - Joshua Walks-by-Night[/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]
17    DEX     21   17      12-       OCV 6 DCV 6
15    CON     10   15/20      12- / 13-
11    BODY    2   11      11-
13    INT     3   13      12-       PER Roll 12-
18    EGO     16   18      13-       ECV: 6
13    PRE     3   13      12-       PRE Attack: 2 1/2d6
13    COM     2   13      12-
4    PD      1   4/23             4/23 PD (0/19 rPD)
4    ED      1   4/23             4/23 ED (0/19 rED)
5    SPD     13   5                 Phases:  3, 5, 8, 10, 12
6    REC     0   6
30    END     0   30
40    STUN    8   40
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: 85[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
10     [b][i]Headware Radio/Cellphone and Image Link[/i][/b]: High Range Radio Perception (Radio Group)
       (12 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4) - END=0
15     [b][i]Synaptic Accelerator[/i][/b]: (Total: 15 Active Cost, 15 Real Cost) Lightning Reflexes: +3 
       DEX to act first with All Actions (Real Cost: 4) [b]plus[/b] +1 SPD (Real Cost: 10) - END=0
12     [b][i]Trauma Damper[/i][/b]: (Total: 15 Active Cost, 12 Real Cost) +5 CON (10 Active Points); No
       Figured Characteristics (-1/2) (Real Cost: 7) [b]plus[/b] +5 STUN (Real Cost: 5) - END=0
10     [b][i]Biomonitor[/i][/b]: Detect Own Biological Signs 12- (no Sense Group), Discriminatory, Analyze,
       Sense, Transmit (17 Active Points); Sense affected as Sight Group (-1/2), Restrainable (Only by 
       means other than Grabs and Entangles; -1/4) - END=0
7     [b][i]Smartlink[/i][/b]: (Total: 15 Active Cost, 7 Real Cost) Detect Ammuntion Level/Weapon 
      Settings 12- (Touch Group) (5 Active Points); Sense affected as Sight Group (-1/2), OIF (Any 
      Smartlinked Weapon; -1/2) (Real Cost: 2) [b]plus[/b] +2 OCV (10 Active Points); OIF (Any 
      Smartlinked Weapon; -1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4), 
      Counts as a Sense (Sight Group; -1/4) (Real Cost: 5) - END=0 - END=
35     [b][i]Summoning Magics[/i][/b]: Multipower, 62-point reserve,  (62 Active Points); all slots Requires
      A Conjuring Roll  (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=
3u     1)  [b][i]Spirit Summoning[/i][/b]: Summon 250-point Nature Spirit, Expanded Class of Beings Very 
       Limited Group (+1/4) (62 Active Points); Requires A Conjuring Roll  (-1/2), Summoned Being Must 
       "Inhabit" Locale (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=6
3u     2)  [b][i]Control Spirit[/i][/b]: Mind Control 10d6 (Summoned class of minds), Telepathic (+1/4) (62
       Active Points); Limited Class Of Minds [subset of a class] (Spirits, Elementals and other such 
       creatures; -1/2), Requires A Conjuring Roll  (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) 
       - END=6
3u     3)  [b][i]Banishment[/i][/b]: Dispel Summon 20d6 (60 Active Points); Only vs. Spirits, Elementals 
      and other such creatures (-1/2), Requires A Conjuring Roll  (-1/2), Extra Time (Full Phase, Only to 
      Activate, -1/4) - END=6
9     [b][i]Astral Perception[/i][/b]: Detect Aura/Astral Entity (A Class Of Things) and Physical Objects 12- 
      (Sight Group), Discriminatory, Analyze (20 Active Points); Lockout (Normal Sight; -1/2), Side Effects 
      (-2 To Attack/Skill Rolls Involving Physical World; -1/4), Extra Time (Full Phase, Only to Activate, 
      -1/4), Limited Power (Limited Discriminatory Sensing of Physical World; -1/4) - END=0
12     [b][i]Astral Projection[/i][/b]: Extra-Dimensional Movement (Astral Space/Metaplanes [Group of 
      Related Dimensions], Location as corresponds to real-world loacation.), Reduced Endurance (0 END;
      +1/2) (37 Active Points); Meat Body (character's body remains in the real world, cannot move, 
      percieve, or act, and damage to either the astral form [in astral space/the metaplanes] or the real 
      body [in the real world] can hurt or kill the character; -1), Self Only (-1/2), May Only Take Bound 
      Magical Items (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) - END=0
11     [b][i]Sorcery[/i][/b]: Elemental Control, 40-point powers,  (20 Active Points); all slots Requires A 
      Sorcery Roll  (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=
8     1)  [b][i]Power Bolt[/i][/b]: Killing Attack - Ranged 2d6, LOS (+1/2) (45 Active Points); Requires A 
      Sorcery Roll  (-1/2), Increased Endurance Cost (x2 END; -1/2), Spell (-1/2), Extra Time (Full Phase, 
      -1/2), -2 to Sorcery Roll when casting spell on objects that have no aura (-1/4) - END=8
11     2)  [b][i]Stun Bolt[/i][/b]: Ego Attack 3d6 (Human, Animal and Alien classes of minds) (50 Active 
      Points); Spell (-1/2), Extra Time (Full Phase, -1/2), Requires A Sorcery Roll  (-1/2), -2 to Sorcery 
      Roll when casting spell on objects that have no aura (-1/4) - END=5
11     3)  [b][i]Personal Armor[/i][/b]: Force Field (16 PD/16 ED), Costs END Only To Activate (+1/4) (40
      Active Points); Requires A Sorcery Roll  (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) 
      - END=3
5     4)  [b][i]Heal[/i][/b]: Healing BODY 4d6 (40 Active Points); Extra Time (1 Minute, -1 1/2), Requires 
      A Sorcery Roll  (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (3d6 
      STUN Damage; -1/2), Cannot heal objects that have no aura (-1/2), Concentration (1/2 DCV; -1/4) 
      - END=4
12     5)  [b][i]Dispelling[/i][/b]: Dispel Magic 12d6, Variable Special Effects (Any Non-Summoning Magic, 
      One Power at a Time; +1/4) (45 Active Points); Extra Time (Full Phase, -1/2), Requires A Sorcery 
      Roll  (-1/2) - END=4

    Magesword - END=
12     1) Killing Attack - Hand-To-Hand 1d6, Affects Desolidified Spirits and Astral Forms (+1/4), Reduced 
      Endurance (0 END; +1/2), Transdimensional (Near Astral Space; +1/2) (34 Active Points); OAF 
      (Sword; -1), STR Minimum (12; -1/2), Real Weapon (-1/4) - END=0
2     2)  +1 OCV (5 Active Points); OAF (Sword; -1), Real Weapon (-1/4) - END=
4     [b][i]Form-Fitting Body Armor[/i][/b]: Armor (3 PD/3 ED) (9 Active Points); Activation Roll 12- (-3/4), 
     IIF (-1/4), Real Armor (-1/4) - END=0

[b]POWERS Cost: 195[/b]


[b][u]Cost[/u]   [u]SKILLS[/u][/b]
7      Power:  Conjuring (PRE) 14-
3      Power:  Sorcery (EGO) 13-
3      Analyze:  Aura 12-
12      +4 with Conjuring, Sorcery and Analyze Aura

1      Animal Handler (Canines) 8-
3      Combat Driving 12-
1      Computer Programming 8-
3      Scholar
1      1)  KS: Arcane and Occult Lore 11-
1      2)  KS: Shamanism 11-
1      3)  KS: Thaumaturgy 11-
0      Language:  English (idiomatic; literate)
4      Language:  Séliš (fluent conversation; literate)
3      Mechanics 12-
3      Paramedics 12-
3      Stealth 12-
3      Streetwise 12-
3      Tracking 12-
0      TF:  One-Wheeled Muscle-Powered Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles
3      WF:  Small Arms, Blades, Clubs, Fist-Loads, Unarmed Combat

[b]SKILLS Cost: 58[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
4      Contact:  Wolf (Good relationship with Contact), Spirit Contact (x2) (4 Active Points) 8-
4      Contact:  Karl Vorhees, Magic Shop Owner (Contact has significant Contacts of his own, Contact has
      useful Skills or resources) 11-
3      Anonymity
1      False Identity
1      Reputation:  Champion of the Underdog (A small to medium sized group [Millennium City Homeless]) 14-,
      +1/+1d6

[b]PERKS Cost: 13[/b]

[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
20     Normal Characteristic Maxima
10     Distinctive Features:  Cybernetic/Biological Implants (Not Concealable; Noticed and Recognizable; 
       Detectable By Uncommonly-Used Senses)
10     Distinctive Features:  Mystic Aura (Not Concealable; Noticed and Recognizable; Detectable By 
       Uncommonly-Used Senses)
5      Dependent NPC:  Sarah Sharpe, volunteer worker at the local homeless shelter. 8- (Normal; Useful 
       Noncombat Position or Skills)
15     Enraged:  When character takes BODY or is Stunned (Common), go 11-, recover 14-
15     Hunted:  Local Mob 11- (As Pow, NCI, Limited Geographical Area, Harshly Punish)
10     Money:  Destitute
5      Physical Limitation:  Unfamiliar with this Earth's customs and technology (Infrequently, Slightly 
       Impairing)
10     Psychological Limitation:  Champion of the Downtrodden. (Common, Moderate)
10     Psychological Limitation:  Distrustfull of Large Corporations and Government (Common, Moderate)
10     Psychological Limitation:  Casual Killer (Common, Moderate)
15     Psychological Limitation:  Confrontational, Will Not back Down From A Confrontation (Common, 
       Strong)
15     Susceptibility:  Pushing Magic, 3d6 damage Instant (Uncommon)
0     NOTE: Spell Limitation [Notes: In Fantasy Hero, as a default, characters cannot make multiple-Power attacks with spells.  
In Fantasy Hero, as a default, characters cannot perform the following Combat Modifiers with spells: Bouncing An Attack; Spreading. The other Combat Modifiers work with spells in appropriate conditions, or if spells have the appropriate Advantage.
In Fantasy Hero, as a default, characters cannot perform the following Combat Maneuvers with spells: Blazing Away, Grab By, Haymaker, Hipshot, Hurry, Move By, Move Through, Pulling A Punch, Rapid Fire, Snap Shot, Suppression Fire, and Sweep.  The GM can allow spellcasters to use the other Maneuvers in appropriate circumstances (e.g., a Disarm when casting an attack spell that strikes with physical force, a Grab with a Telekinesis spell, Set and Brace with a long-range combat spell). He can also grant exceptions to the list above. By the same token, the GM can add to the list above if he doesn’t think characters should perform some other Maneuvers.]

[b]DISADVANTAGES Points: 150[/b]

Base Pts: 200
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 350



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Re: Nightwalker

 

Hurtled from Shadowrunworld to Darkchampionsworld --- cool idea!!

 

:thumbup:

And yet a suspicious lack of rep for it. :cry:

I kid.

 

Actually, this character is intended for a mystic team in the standard CU, rather than a Dark Champions campaign, but yeah, he's also going to be the the teams own Wolverine. It should be lots of fun. The GM has put a lot of thought into the the campaign, and the other players are excellent role-players who love exploring group dynamics.

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