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Please Review: Outsider


Naanomi

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Outsider

Val Char Cost Roll Notes

8 STR -2 11- Lift 75.8kg; 1 1/2d6

13 DEX 6 12- OCV: 3/DCV: 3

10 CON 0 11-

10 BODY 0

13 INT 3 12- PER Roll 12-

23 EGO 13 14- ECV: 3 - 3

45 PRE 5 18- PRE Attack: 9d6

 

 

2/11 PD 0 Total: 2/11 PD (0/9 rPD)

2/11 ED 0 Total: 2/11 ED (0/9 rED)

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

4 REC 0

20 END 0

20 STUN 0 Total Characteristic Cost: 35

 

Movement: Running: 12m/24m

Flight: 27m/54m

Leaping: 4m/8m

Swimming: 4m/8m

Teleportation: 14m/28m

Tunneling: 12m/24m

 

Cost Powers END

31 Power of Authority: Endurance Reserve (42 END, 42 REC) (39 Active Points); Unified Power (PRE; -1/4)

 

14 Servator Bond: (Total: 70 Active Cost, 14 Real Cost) Teleportation: Floating Fixed Location (8 Locations), Linked (Mind Link; Greater Power is Constant or in use most or all of the time; -0) (40 Active Points); Concentration (0 DCV; Character is totally unaware of nearby events; -3/4), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), IAF (-1/2), Costs Endurance (-1/2), Gestures (Requires both hands; -1/2), Only In Alternate Identity (-1/4), Incantations (-1/4), Unified Power (PRE; -1/4) (Real Cost: 8) plus Mind Link , Any Willing Target, Number of Minds (x8) (30 Active Points); Concentration (0 DCV; Character is totally unaware of nearby events; -3/4), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), IAF (-1/2), Eye Contact Required (-1/2), Gestures (Requires both hands; -1/2), Only In Alternate Identity (-1/4), Costs Endurance (Only Costs END to Activate; -1/4), Incantations (-1/4) (Real Cost: 6) 7

 

37 Crown of Highborn Authority: Multipower, 75-point reserve, (75 Active Points); Only In Alternate Identity (-1/4); all slots IAF (-1/2), Unified Power (PRE; -1/4)

2f 1) Call Servators: Summon 32 25-point Various Humans, Expanded Class of Beings (Various Humans; +1/4), Slavishly Devoted (+1) (67 Active Points); No Conscious Control (Only Effects cannot be controlled; -1), Arrives Under Own Power (-1/2), Summoned Being Must Inhabit Locale (-1/2), IAF (-1/2), Unified Power (PRE; -1/4) 7

3f 2) Claim Servant: Severe Transform 1d6+1 (Person into Personal Slave, Anti-Faerie Rituals), Attack Versus Alternate Defense (Mental Defense; +0), Alternate Combat Value (uses OMCV against DMCV; +1/4), Line Of Sight (+1/2), Partial Transform (+1/2), Acts VS PRE instead of BODY (+1/2), Invisible Power Effects (Fully Invisible; +1) (75 Active Points); Limited Target Human Class Minds (-1/2), IAF (-1/2), Unified Power (PRE; -1/4) 7

3f 3) Defend Me, Champion: +3 with All Attacks, Alternate Combat Value (uses OMCV against DMCV; +1/4), Ranged (+1/2), Line Of Sight (+1/2) (67 Active Points); Costs Endurance (-1/2), IAF (-1/2), Usable By Other (-1/4), Grantor can only grant the power to others, Unified Power (PRE; -1/4) 7

4f 4) Die for your Master: Mental Blast 3 1/2d6 (Human class of minds), Does BODY (+1) (70 Active Points); IAF (-1/2), Unified Power (PRE; -1/4) 7

4f 5) Disapproving Gaze: Mental Blast 7 1/2d6 (Human class of minds) (75 Active Points); IAF (-1/2), Unified Power (PRE; -1/4) 7

4f 6) Enforce Authority: Drain PRE 1d6, Attack Versus Alternate Defense (Mental Defense; +0), Alternate Combat Value (uses OMCV against DMCV; +1/4), Line Of Sight (+1/2), Invisible Power Effects (Fully Invisible; +1), Cumulative (96 points; +1 1/2), Delayed Return Rate (points return at the rate of 5 per Year; +3 1/4) (75 Active Points); IAF (-1/2), Unified Power (PRE; -1/4) 7

3f 7) Eyes only for my face, ears only for my voice: Darkness to Sight and Hearing Groups 5m radius, Personal Immunity (+1/4), Alternate Combat Value (uses OMCV against DMCV; +1/4), Sticky (+1/2), Line Of Sight (+1/2) (75 Active Points); Costs END To Maintain (Full END Cost; -1/2), IAF (-1/2), Unified Power (Presence; -1/4) 7

4f 8) Kneel Before Me: Entangle 2d6, 2 PD/2 ED, Attack Versus Alternate Defense (Mental Defense; +0), Alternate Combat Value (uses OMCV against DMCV; +1/4), Works Against PRE, Not STR (+1/4), Takes No Damage From Attacks All Attacks, STR only to break out (+1), Invisible Power Effects (Fully Invisible; +1) (70 Active Points); IAF (-1/2), Unified Power (PRE; -1/4) 7

4f 9) Obey my Command: Mind Control 8 1/2d6 (Human class of minds), Based on PRE (+0), Cumulative (102 points; +3/4) (75 Active Points); IAF (-1/2), Unified Power (PRE; -1/4) 7

 

7 Immortal Authority: Life Support (Eating: Character only has to eat once per week; Longevity: Immortal; Sleeping: Character only has to sleep 8 hours per week)

 

6 No Scars: Regeneration (1 BODY per Week), Can Heal Limbs (7 Active Points); Only In Alternate Identity (-1/4)

 

21 Otherworld Gates: Multipower, 75-point reserve, (75 Active Points); all slots Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4), Concentration (0 DCV; -1/2), Gestures (Requires both hands; -1/2), Incantations (-1/4), Unified Power (PRE; -1/4), Only In Alternate Identity (-1/4)

2f 1) Healing Spirit: Healing BODY 1d6, Can Heal Limbs, Resurrection, Decreased Re-use Duration (5 Minutes; +1) (70 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4), Concentration (0 DCV; -1/2), Gestures (Requires both hands; -1/2), Incantations (-1/4), Unified Power (PRE; -1/4), Only In Alternate Identity (-1/4) 7

2f 2) Horde of Otherworld Servants: Minor Transform 1 1/2d6 (Anything into Anything Changable Physically), Improved Results Group (+1/2), Partial Transform (+1/2), Area Of Effect (32m Radius; +1), Damage Over Time (512 damage increments, damage occurs every Segment, +6) (72 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4), Concentration (0 DCV; -1/2), Gestures (Requires both hands; -1/2), Physical Manifestation (-1/4), Incantations (-1/4), Unified Power (PRE; -1/4), Only In Alternate Identity (-1/4) 7

2f 3) Open Otherworldly Gate: Teleportation 14m, Usable By Other (+1/4), Area Of Effect (4m Radius; +1/4), Safe Blind Teleport (+1/4), Constant (+1/2), MegaScale (1m = 100 million km; +3) (73 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4), Gate (-1/2), Concentration (0 DCV; -1/2), Gestures (Requires both hands; -1/2), Incantations (-1/4), Unified Power (PRE; -1/4), Only In Alternate Identity (-1/4) 7

2f 4) Summon Otherworldy Brute: Telekinesis (28 STR), Costs Endurance Only To Activate (+1/4), Uncontrolled (+1/2) (73 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4), Concentration (0 DCV; -1/2), Gestures (Requires both hands; -1/2), Physical Manifestation (-1/4), Incantations (-1/4), Unified Power (PRE; -1/4), Only In Alternate Identity (-1/4) 6

1f 5) Gate to the Otherworlds: Extra-Dimensional Movement (Related Group of Dimensions, Any Location corresponding to current physical location), Usable By Other (+1/4), Area Of Effect (4m Radius; +1/4) (48 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4), Gate (-1/2), Concentration (0 DCV; -1/2), Gestures (Requires both hands; -1/2), Incantations (-1/4), Unified Power (PRE; -1/4), Only In Alternate Identity (-1/4) 5

2f 6) Summon Otherworldy Tunnlers: Tunneling 12m through 9 PD material, Costs Endurance Only To Activate (+1/4), Usable By Other (+1/4), Uncontrolled (+1/2), Area Of Effect (4 2m Areas; +1/2) (75 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4), Concentration (0 DCV; -1/2), Gestures (Requires both hands; -1/2), Incantations (-1/4), Unified Power (PRE; -1/4), Only In Alternate Identity (-1/4) 7

2f 7) Summon Unworldly Steed: Flight 27m, No Turn Mode (+1/4), Costs Endurance Only To Activate (+1/4), Persistent (+1/4), No Gravity Penalty (+1/2), Uncontrolled (+1/2) (74 Active Points); OAF Arrangement (-1 1/4), Concentration (0 DCV; -1/2), Gestures (Requires both hands; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Physical Manifestation (-1/4), Incantations (-1/4), Unified Power (PRE; -1/4), Only In Alternate Identity (-1/4) 7

2f 8) Call Unearthly Bodyguard: Summon 185-point Unearthly Bodyguard, Slavishly Devoted (+1) (74 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4), Concentration (0 DCV; -1/2), Gestures (Requires both hands; -1/2), Incantations (-1/4), Unified Power (PRE; -1/4), Only In Alternate Identity (-1/4) 7

 

25 Unearthly Heritage Armor: (Total: 45 Active Cost, 25 Real Cost) Power Defense (18 points) (18 Active Points); OIF (-1/2), Only In Alternate Identity (-1/4) (Real Cost: 10) plus Resistant Protection (9 PD/9 ED) (27 Active Points); OIF (-1/2), Only In Alternate Identity (-1/4) (Real Cost: 15)

 

21 Unearthly Heritage Sword: Killing Attack - Hand-To-Hand 1d6, Area Of Effect Accurate (1m Radius; +1/2), Attack Versus Alternate Defense (Luck; All Or Nothing; +1/2), Reduced Endurance (0 END; +1/2), Variable Advantage (+1/2 Advantages; Limited Group of Advantages; +3/4), Does BODY (+1) (64 Active Points); OAF (-1), No STR Bonus (-1/2), No Knockback (-1/4), Only In Alternate Identity (-1/4)

 

24 Unwordly Grace: +3 SPD (30 Active Points); Only In Alternate Identity (-1/4)

 

20 Unworldy Presence: +30 PRE (30 Active Points); Unified Power (PRE; -1/4), Only In Alternate Identity (-1/4)

 

Perks

2 World Traveler: Fringe Benefit: Basic 8- Contact, Passport

3 Faerie Nobility: Fringe Benefit: Membership

1 Positive Reputation: 'Light Court' Spirit Member (A small to medium sized group) 8-, +1/+1d6

 

Talents

6 Combat Luck (3 PD/3 ED)

14 Authoritative Mein: +6/+6d6 Striking Appearance (vs. all characters) (18 Active Points); Only In Alternate Identity (-1/4)

11 Voice of Authority: Universal Translator 12- (20 Active Points); IAF (-1/2), Only In Alternate Identity (-1/4)

 

Skills

2 AK: Otherworldly Dimensions 11-

2 AK: USA 11-

2 CuK: Otherworldly Culture 11-

2 KS: Otherworldly Creatures 11-

28 +7 with all Mental Powers (42 Active Points); Unified Power (PRE; -1/4), Only In Alternate Identity (-1/4)

0 PS: Bartender 11-

0 TF: Equines

3 Breakfall 12-

0 Climbing 8-

1 Contortionist 8-

3 Riding 12-

0 Stealth 8-

3 Teamwork 12-

0 Concealment 8-

0 Deduction 8-

3 Disguise 12-

0 Paramedics 8-

0 Shadowing 8-

3 Acting 18-

3 Bribery 18-

3 Bureaucratics 18-

3 Charm 18-

3 Conversation 18-

3 High Society 18-

3 Interrogation 18-

3 Persuasion 18-

3 Streetwise 18-

 

Total Powers & Skill Cost: 365

Total Cost: 400

 

400+ Disadvantages

10 Distinctive Features: Unearthly Beauty (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

5 Hunted: 'Dark' spirit court members Infrequently (As Pow; Mildly Punish)

15 Social Complication: Secret ID Frequently, Major

20 Susceptibility: Cultural Superstition (Cold Iron, Paper Wards, Etc) 1d6 damage per Turn (Very Common)

10 Physical Complication: Counts as Alien (spirit) Class Mind (Infrequently; Slightly Impairing)

10 Distinctive Features: Magical Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)

30 Dependent NPC: Random Innocent Followers Frequently (Incompetent; Group DNPC: x4 DNPCs)

 

Total Disadvantage Points: 100

 

Background/History: Along side our world exists another... an unseen world connected to ours, built on nature but unnatural, that effects our world while being built from the effects of our world. Some call it the land of Faerie, or the spirit world. The inhabitants of that world are equally strange, and go by many names. In some places, they are called Faeries, in others they are called Spirits, or Kami, or a host of other names. Our world and theirs interact subtly, and rarely do the two touch directly. When they do, the results can be amazing.

 

One such incident occured to a young woman named Rachel Channing. Rachel was born to military parents in Virginia, and she was born blind. She lived a normal, if sheltered life, growing up to study poetry and even becoming an english professor at a prestigious east-coast university. While attending a university event, she met a young man and during a single blissful summer had the romance of her life... after which he disappeared, never to see her again.

 

Nine months later, she gave birth to Maria. She was smart, stubborn, sociable, but generally normal girl growing up on the east coast. She did, however, suffer from insomnia and chronic nightmares, which escalated into her teen years. On the solctice, following her 16th birthday, she lapsed into a brief coma. Upon awakening, she knew the truth.

 

She met her father in the land of dreams. He was not a human, he was not even really a 'he'... it was a spirit being from the Otherworld, attracted to her mother's poetry and able to interact directly with her because of her blindness. It offered to take her to her 'rightful home' in the spirit world, but Maria refused. Her spirit-father understood, and returned her to the waking world with his blessing.

 

After this point, she understood her spirit-heritage, and was able to take on her spirit form. He also left her with a collection of Otherworld relics, items befiting her 'heritage'. With her new powers, she attempted a small career of Teen Heroing in Virginia before giving it up, finishing school, and attempting to live a normal life.

 

The recent death of her mother, to natural causes and peacefully in her sleep, changed all that. The dreams of her spirit world life got stronger, and the fringes of the Other came to her more and more often. She is now seeking to return to her heroing roots.

 

Personality/Motivation: In her Secret ID, Maria is a social, headstrong, but unassuming young lady. In her Otherworld form, she instinctively takes on a regal and authoritative bearing. She is also moderately mischeivious and capricious, as befiting one of her lineage.

 

She seeks to return to the heroing that captivated her late teen years. More deeply, she cannot resist the urge to 'do something' with her abilities, and secretly fears that it could just as easily be something villainous in attempting to dominate those around her if not given a constructive channal.

 

Quote: "Bow down and surrender"

 

Powers/Tactics: Outsider's spiritual heritage grants her several unique abilities. She is, even when concealing her true form, unaging, and able to recover from any non-fatal injuries. Her true powers come when she unleashes her spiritual form, gaining the grace, poise, and authority of spiritual nobility. She can call minor Otherworld entities to do her bidding and open gates to the Otherworld through simple rituals.

 

Furthermore, she has a small collection of Otherworld artifacts. She carries a sword and plate armor forged from the Otherworld, but her most potent artifact is the Crown depicting her status as a spiritual Highborn. It grants her wide authority of command over the spirits of mankind, including commanding their movements, damaging their souls directly, and enslaving their minds.

 

She prefers to use her social wiles to stop combat situations before they begin. If that fails, she will attempt to dominate a weak-willed opponant quickly, and use decisive blows to force a surrender with as few losses as possible on either side.

 

Campaign Use:

 

Appearance: In her Secret ID, Maria is a rather plain looking woman who appears to be in her mid to late teens. She has red hair, green eyes, and a freckled face framed by glasses. She dresses fashionably, although with a limited budget.

 

In her Otherworldy form, she is undescribably beautiful. Her hair is platinum white, her skin is a flawless alabaster. Her eyes change colors rapidly across every color of the rainbow. Other details vary from person to person, even people seeing photographs and movies fail to agree on descriptions.

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Re: Please Review: Outsider

 

They are PRE based powers, they are me exercising my authority over Otherworld Minons... who wouldn't listen as well if I were not so Majestic.

 

The Transformation is a fluff power... *summon pixies* : paint this wall, clean up my bedroom, make me a sandwich!

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Re: Please Review: Outsider

 

Transform seem about right actually, Change Environment can't really create stuff.

 

I presume that the very low PD/ED is an intentional weak spot - if not, it could definitely use boosting. It might make sense to have a little Mental Defense too, at least 5-10 points. Right now, you'd be easily KO'd by your own Disapproving Gaze.

 

Build-wise, it looks good. The mental powers are potentially very potent, but whether that's an issue depends on what the other characters are like. The only thing I'd question is "Alien Class of Mind" as a Complication. That's a benefit! I 'd call it a 10-point Talent, with maybe a 5-point Complication (could be 10 points, but only if you're frequently allied with other mentalists).

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Re: Please Review: Outsider

 

I like the defend me power

a sort of boost to moral

 

They are PRE based powers, they are me exercising my authority over Otherworld Minons... who wouldn't listen as well if I were not so Majestic.

 

The Transformation is a fluff power... *summon pixies* : paint this wall, clean up my bedroom, make me a sandwich!

 

I understand but if summoning is the case

what's to stop the character from buying any power with the explaination that a summoned creature does it.

 

I command the air molecules to ionize therfor I have lightning

I command them to agitate there for I have fire

I summon spiders the weave webs under my hands and thus have clinging

...

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Re: Please Review: Outsider

 

what's to stop the character from buying any power with the explaination that a summoned creature does it.
Uh, nothing? That's what we call "special effects" - a major part of the system. The book does advise against literally using the Summon power to accomplish everything via single-purpose creatures, but that's not what's going on here.
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Re: Please Review: Outsider

 

For me it's always the skills and perks that define the character.

With this one I'd question the viability or applicability of the Disguise 12- ability when you've got 2 sets of Distinctive features in the Disads. Likewise the Teamwork skill when her quote is "Bow down and surrender" and she has all this mind control ability. Maybe it ties into her "normal" personality, but it seems forced.

 

Several of the other skills again seemed forced, The Charm skill when she has a PRE of 45? Likewise why the Bureacratics of 18- (yes, it's a form E3445J initialed on pages 4, 17 and 35 but signed on pages 6 and 11, copies to the PPS, APPS and JAPPS within 3 days of permit issue) when she can just order something done? And the rest overlap in many areas...

 

The powers build themselves are amazing. Munchkin but amazing, and deserving Kudo's.

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Re: Please Review: Outsider

 

I've noticed that here is no comeliness stat.

This strikes down the vanity points many characters have spent.

There well be fewer comparison about looks among heroes and villains.

Perhaps good looking can be brought as a perk.

In the case of this character, Unearthly Beauty is bought as a disadvantage.

which reminds me of a song "Thank God I'm Pretty".

I am not familiar with the charm skill.

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Re: Please Review: Outsider

 

I've noticed that here is no comeliness stat.

This strikes down the vanity points many characters have spent.

There well be fewer comparison about looks among heroes and villains.

Perhaps good looking can be brought as a perk.

In the case of this character, Unearthly Beauty is bought as a disadvantage.

which reminds me of a song

I am not familiar with the charm skill.

 

Charm for all purposes replaces seduction.

 

Check under Talents: Striking Appearance is the unearthly beauty.

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Re: Please Review: Outsider

 

I don't have the books

 

Outsider

Val Char Cost Roll Notes

8 STR -2 11- Lift 75.8kg; 1 1/2d6

13 DEX 6 12- OCV: 3/DCV: 3

10 CON 0 11-

10 BODY 0

13 INT 3 12- PER Roll 12-

23 EGO 13 14- ECV: 3 - 3

45 PRE 5 18- PRE Attack: 9d6

 

 

2/11 PD 0 Total: 2/11 PD (0/9 rPD)

2/11 ED 0 Total: 2/11 ED (0/9 rED)

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

4 REC 0

20 END 0

20 STUN 0 Total Characteristic Cost: 35

 

Movement: Running: 12m/24m

Flight: 27m/54m

Leaping: 4m/8m

Swimming: 4m/8m

Teleportation: 14m/28m

Tunneling: 12m/24m

 

Cost Powers END

31 Power of Authority: Endurance Reserve (42 END, 42 REC) (39 Active Points); Unified Power (PRE; -1/4)

 

14 Servator Bond: (Total: 70 Active Cost, 14 Real Cost) Teleportation: Floating Fixed Location (8 Locations), Linked (Mind Link; Greater Power is Constant or in use most or all of the time; -0) (40 Active Points); Concentration (0 DCV; Character is totally unaware of nearby events; -3/4), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), IAF (-1/2), Costs Endurance (-1/2), Gestures (Requires both hands; -1/2), Only In Alternate Identity (-1/4), Incantations (-1/4), Unified Power (PRE; -1/4) (Real Cost: 8) plus Mind Link , Any Willing Target, Number of Minds (x8) (30 Active Points); Concentration (0 DCV; Character is totally unaware of nearby events; -3/4), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), IAF (-1/2), Eye Contact Required (-1/2), Gestures (Requires both hands; -1/2), Only In Alternate Identity (-1/4), Costs Endurance (Only Costs END to Activate; -1/4), Incantations (-1/4) (Real Cost: 6) 7

 

37 Crown of Highborn Authority: Multipower, 75-point reserve, (75 Active Points); Only In Alternate Identity (-1/4); all slots IAF (-1/2), Unified Power (PRE; -1/4)

2f 1) Call Servators: Summon 32 25-point Various Humans, Expanded Class of Beings (Various Humans; +1/4), Slavishly Devoted (+1) (67 Active Points); No Conscious Control (Only Effects cannot be controlled; -1), Arrives Under Own Power (-1/2), Summoned Being Must Inhabit Locale (-1/2), IAF (-1/2), Unified Power (PRE; -1/4) 7

3f 2) Claim Servant: Severe Transform 1d6+1 (Person into Personal Slave, Anti-Faerie Rituals), Attack Versus Alternate Defense (Mental Defense; +0), Alternate Combat Value (uses OMCV against DMCV; +1/4), Line Of Sight (+1/2), Partial Transform (+1/2), Acts VS PRE instead of BODY (+1/2), Invisible Power Effects (Fully Invisible; +1) (75 Active Points); Limited Target Human Class Minds (-1/2), IAF (-1/2), Unified Power (PRE; -1/4) 7

3f 3) Defend Me, Champion: +3 with All Attacks, Alternate Combat Value (uses OMCV against DMCV; +1/4), Ranged (+1/2), Line Of Sight (+1/2) (67 Active Points); Costs Endurance (-1/2), IAF (-1/2), Usable By Other (-1/4), Grantor can only grant the power to others, Unified Power (PRE; -1/4) 7

4f 4) Die for your Master: Mental Blast 3 1/2d6 (Human class of minds), Does BODY (+1) (70 Active Points); IAF (-1/2), Unified Power (PRE; -1/4) 7

4f 5) Disapproving Gaze: Mental Blast 7 1/2d6 (Human class of minds) (75 Active Points); IAF (-1/2), Unified Power (PRE; -1/4) 7

4f 6) Enforce Authority: Drain PRE 1d6, Attack Versus Alternate Defense (Mental Defense; +0), Alternate Combat Value (uses OMCV against DMCV; +1/4), Line Of Sight (+1/2), Invisible Power Effects (Fully Invisible; +1), Cumulative (96 points; +1 1/2), Delayed Return Rate (points return at the rate of 5 per Year; +3 1/4) (75 Active Points); IAF (-1/2), Unified Power (PRE; -1/4) 7

3f 7) Eyes only for my face, ears only for my voice: Darkness to Sight and Hearing Groups 5m radius, Personal Immunity (+1/4), Alternate Combat Value (uses OMCV against DMCV; +1/4), Sticky (+1/2), Line Of Sight (+1/2) (75 Active Points); Costs END To Maintain (Full END Cost; -1/2), IAF (-1/2), Unified Power (Presence; -1/4) 7

4f 8) Kneel Before Me: Entangle 2d6, 2 PD/2 ED, Attack Versus Alternate Defense (Mental Defense; +0), Alternate Combat Value (uses OMCV against DMCV; +1/4), Works Against PRE, Not STR (+1/4), Takes No Damage From Attacks All Attacks, STR only to break out (+1), Invisible Power Effects (Fully Invisible; +1) (70 Active Points); IAF (-1/2), Unified Power (PRE; -1/4) 7

4f 9) Obey my Command: Mind Control 8 1/2d6 (Human class of minds), Based on PRE (+0), Cumulative (102 points; +3/4) (75 Active Points); IAF (-1/2), Unified Power (PRE; -1/4) 7

 

7 Immortal Authority: Life Support (Eating: Character only has to eat once per week; Longevity: Immortal; Sleeping: Character only has to sleep 8 hours per week)

 

6 No Scars: Regeneration (1 BODY per Week), Can Heal Limbs (7 Active Points); Only In Alternate Identity (-1/4)

 

21 Otherworld Gates: Multipower, 75-point reserve, (75 Active Points); all slots Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4), Concentration (0 DCV; -1/2), Gestures (Requires both hands; -1/2), Incantations (-1/4), Unified Power (PRE; -1/4), Only In Alternate Identity (-1/4)

2f 1) Healing Spirit: Healing BODY 1d6, Can Heal Limbs, Resurrection, Decreased Re-use Duration (5 Minutes; +1) (70 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4), Concentration (0 DCV; -1/2), Gestures (Requires both hands; -1/2), Incantations (-1/4), Unified Power (PRE; -1/4), Only In Alternate Identity (-1/4) 7

2f 2) Horde of Otherworld Servants: Minor Transform 1 1/2d6 (Anything into Anything Changable Physically), Improved Results Group (+1/2), Partial Transform (+1/2), Area Of Effect (32m Radius; +1), Damage Over Time (512 damage increments, damage occurs every Segment, +6) (72 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4), Concentration (0 DCV; -1/2), Gestures (Requires both hands; -1/2), Physical Manifestation (-1/4), Incantations (-1/4), Unified Power (PRE; -1/4), Only In Alternate Identity (-1/4) 7

2f 3) Open Otherworldly Gate: Teleportation 14m, Usable By Other (+1/4), Area Of Effect (4m Radius; +1/4), Safe Blind Teleport (+1/4), Constant (+1/2), MegaScale (1m = 100 million km; +3) (73 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4), Gate (-1/2), Concentration (0 DCV; -1/2), Gestures (Requires both hands; -1/2), Incantations (-1/4), Unified Power (PRE; -1/4), Only In Alternate Identity (-1/4) 7

2f 4) Summon Otherworldy Brute: Telekinesis (28 STR), Costs Endurance Only To Activate (+1/4), Uncontrolled (+1/2) (73 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4), Concentration (0 DCV; -1/2), Gestures (Requires both hands; -1/2), Physical Manifestation (-1/4), Incantations (-1/4), Unified Power (PRE; -1/4), Only In Alternate Identity (-1/4) 6

1f 5) Gate to the Otherworlds: Extra-Dimensional Movement (Related Group of Dimensions, Any Location corresponding to current physical location), Usable By Other (+1/4), Area Of Effect (4m Radius; +1/4) (48 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4), Gate (-1/2), Concentration (0 DCV; -1/2), Gestures (Requires both hands; -1/2), Incantations (-1/4), Unified Power (PRE; -1/4), Only In Alternate Identity (-1/4) 5

2f 6) Summon Otherworldy Tunnlers: Tunneling 12m through 9 PD material, Costs Endurance Only To Activate (+1/4), Usable By Other (+1/4), Uncontrolled (+1/2), Area Of Effect (4 2m Areas; +1/2) (75 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4), Concentration (0 DCV; -1/2), Gestures (Requires both hands; -1/2), Incantations (-1/4), Unified Power (PRE; -1/4), Only In Alternate Identity (-1/4) 7

2f 7) Summon Unworldly Steed: Flight 27m, No Turn Mode (+1/4), Costs Endurance Only To Activate (+1/4), Persistent (+1/4), No Gravity Penalty (+1/2), Uncontrolled (+1/2) (74 Active Points); OAF Arrangement (-1 1/4), Concentration (0 DCV; -1/2), Gestures (Requires both hands; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Physical Manifestation (-1/4), Incantations (-1/4), Unified Power (PRE; -1/4), Only In Alternate Identity (-1/4) 7

2f 8) Call Unearthly Bodyguard: Summon 185-point Unearthly Bodyguard, Slavishly Devoted (+1) (74 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4), Concentration (0 DCV; -1/2), Gestures (Requires both hands; -1/2), Incantations (-1/4), Unified Power (PRE; -1/4), Only In Alternate Identity (-1/4) 7

 

25 Unearthly Heritage Armor: (Total: 45 Active Cost, 25 Real Cost) Power Defense (18 points) (18 Active Points); OIF (-1/2), Only In Alternate Identity (-1/4) (Real Cost: 10) plus Resistant Protection (9 PD/9 ED) (27 Active Points); OIF (-1/2), Only In Alternate Identity (-1/4) (Real Cost: 15)

 

21 Unearthly Heritage Sword: Killing Attack - Hand-To-Hand 1d6, Area Of Effect Accurate (1m Radius; +1/2), Attack Versus Alternate Defense (Luck; All Or Nothing; +1/2), Reduced Endurance (0 END; +1/2), Variable Advantage (+1/2 Advantages; Limited Group of Advantages; +3/4), Does BODY (+1) (64 Active Points); OAF (-1), No STR Bonus (-1/2), No Knockback (-1/4), Only In Alternate Identity (-1/4)

 

24 Unwordly Grace: +3 SPD (30 Active Points); Only In Alternate Identity (-1/4)

 

20 Unworldy Presence: +30 PRE (30 Active Points); Unified Power (PRE; -1/4), Only In Alternate Identity (-1/4)

 

Perks

2 World Traveler: Fringe Benefit: Basic 8- Contact, Passport

3 Faerie Nobility: Fringe Benefit: Membership

1 Positive Reputation: 'Light Court' Spirit Member (A small to medium sized group) 8-, +1/+1d6

 

Talents

6 Combat Luck (3 PD/3 ED)

14 Authoritative Mein: +6/+6d6 Striking Appearance (vs. all characters) (18 Active Points); Only In Alternate Identity (-1/4)

11 Voice of Authority: Universal Translator 12- (20 Active Points); IAF (-1/2), Only In Alternate Identity (-1/4)

 

Skills

2 AK: Otherworldly Dimensions 11-

2 AK: USA 11-

2 CuK: Otherworldly Culture 11-

2 KS: Otherworldly Creatures 11-

28 +7 with all Mental Powers (42 Active Points); Unified Power (PRE; -1/4), Only In Alternate Identity (-1/4)

0 PS: Bartender 11-

0 TF: Equines

3 Breakfall 12-

0 Climbing 8-

1 Contortionist 8-

3 Riding 12-

0 Stealth 8-

3 Teamwork 12-

0 Concealment 8-

0 Deduction 8-

3 Disguise 12-

0 Paramedics 8-

0 Shadowing 8-

3 Acting 18-

3 Bribery 18-

3 Bureaucratics 18-

3 Charm 18-

3 Conversation 18-

3 High Society 18-

3 Interrogation 18-

3 Persuasion 18-

3 Streetwise 18-

 

Total Powers & Skill Cost: 365

Total Cost: 400

 

400+ Disadvantages

10 Distinctive Features: Unearthly Beauty (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

5 Hunted: 'Dark' spirit court members Infrequently (As Pow; Mildly Punish)

15 Social Complication: Secret ID Frequently, Major

20 Susceptibility: Cultural Superstition (Cold Iron, Paper Wards, Etc) 1d6 damage per Turn (Very Common)

10 Physical Complication: Counts as Alien (spirit) Class Mind (Infrequently; Slightly Impairing)

10 Distinctive Features: Magical Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)

30 Dependent NPC: Random Innocent Followers Frequently (Incompetent; Group DNPC: x4 DNPCs)

 

Total Disadvantage Points: 100

 

Background/History: Along side our world exists another... an unseen world connected to ours, built on nature but unnatural, that effects our world while being built from the effects of our world. Some call it the land of Faerie, or the spirit world. The inhabitants of that world are equally strange, and go by many names. In some places, they are called Faeries, in others they are called Spirits, or Kami, or a host of other names. Our world and theirs interact subtly, and rarely do the two touch directly. When they do, the results can be amazing.

 

One such incident occured to a young woman named Rachel Channing. Rachel was born to military parents in Virginia, and she was born blind. She lived a normal, if sheltered life, growing up to study poetry and even becoming an english professor at a prestigious east-coast university. While attending a university event, she met a young man and during a single blissful summer had the romance of her life... after which he disappeared, never to see her again.

 

Nine months later, she gave birth to Maria. She was smart, stubborn, sociable, but generally normal girl growing up on the east coast. She did, however, suffer from insomnia and chronic nightmares, which escalated into her teen years. On the solctice, following her 16th birthday, she lapsed into a brief coma. Upon awakening, she knew the truth.

 

She met her father in the land of dreams. He was not a human, he was not even really a 'he'... it was a spirit being from the Otherworld, attracted to her mother's poetry and able to interact directly with her because of her blindness. It offered to take her to her 'rightful home' in the spirit world, but Maria refused. Her spirit-father understood, and returned her to the waking world with his blessing.

 

After this point, she understood her spirit-heritage, and was able to take on her spirit form. He also left her with a collection of Otherworld relics, items befiting her 'heritage'. With her new powers, she attempted a small career of Teen Heroing in Virginia before giving it up, finishing school, and attempting to live a normal life.

 

The recent death of her mother, to natural causes and peacefully in her sleep, changed all that. The dreams of her spirit world life got stronger, and the fringes of the Other came to her more and more often. She is now seeking to return to her heroing roots.

 

Personality/Motivation: In her Secret ID, Maria is a social, headstrong, but unassuming young lady. In her Otherworld form, she instinctively takes on a regal and authoritative bearing. She is also moderately mischeivious and capricious, as befiting one of her lineage.

 

She seeks to return to the heroing that captivated her late teen years. More deeply, she cannot resist the urge to 'do something' with her abilities, and secretly fears that it could just as easily be something villainous in attempting to dominate those around her if not given a constructive channal.

 

Quote: "Bow down and surrender"

 

Powers/Tactics: Outsider's spiritual heritage grants her several unique abilities. She is, even when concealing her true form, unaging, and able to recover from any non-fatal injuries. Her true powers come when she unleashes her spiritual form, gaining the grace, poise, and authority of spiritual nobility. She can call minor Otherworld entities to do her bidding and open gates to the Otherworld through simple rituals.

 

Furthermore, she has a small collection of Otherworld artifacts. She carries a sword and plate armor forged from the Otherworld, but her most potent artifact is the Crown depicting her status as a spiritual Highborn. It grants her wide authority of command over the spirits of mankind, including commanding their movements, damaging their souls directly, and enslaving their minds.

 

She prefers to use her social wiles to stop combat situations before they begin. If that fails, she will attempt to dominate a weak-willed opponant quickly, and use decisive blows to force a surrender with as few losses as possible on either side.

 

Campaign Use:

 

Appearance: In her Secret ID, Maria is a rather plain looking woman who appears to be in her mid to late teens. She has red hair, green eyes, and a freckled face framed by glasses. She dresses fashionably, although with a limited budget.

 

In her Otherworldy form, she is undescribably beautiful. Her hair is platinum white, her skin is a flawless alabaster. Her eyes change colors rapidly across every color of the rainbow. Other details vary from person to person, even people seeing photographs and movies fail to agree on descriptions.

 

I love the description of magic and the joining of the two worlds

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Re: Please Review: Outsider

 

It is a 6e character, I just exported it into the 5e template accidentally... so no comeliness but plenty of 'striking appearance', which is the same thing.

 

Bureaucratic is fitting with the 'celestial bureaucracy' thing, since my 'otherworld spirits' are tied to Kami and the like as well as traditional Faerie/Nature Spirits.

 

Teamwork is for me + minion working together in most cases... and disguise is for the surprising reveal of my awesome beauty... throw off the robe to reveal: Ta da!

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Re: Please Review: Outsider

 

Looks to me like someone may have just made me an improved version of Istvatha V'Han for 6th edition. Or at least that's what I intend to use Maria Channing for. Very nice work, Naanomi. Evocative.

 

This is a character that could be used in everything from Fantasy HERO to Urban Fantasy HERO, from Pulp to Supers. Surbrook should be asking to display her on his site any minute now.

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Re: Please Review: Outsider

 

I don't have 6th either, but here's what I would say if this were a PC and I were GM:

 

Physical Stats are REALLY low. With Mental Powers I'm assuming that you plan on being a Sniper.

 

6 SPD seems out of left field. I normally reserve that for for martial arts characters. I would expect yours to be a 5.

 

Most of your powers have OIHID (or the 6th equivalent), in my games, in order to take this limitation you would need to come up with a way that people could stop you from transforming (like stopping Billy from shouting Shazam and changing into Captain Marvel).

 

I absolutely HATE requires 2 hands gestures in a Champions setting. It's worth +1/4 more than regular gestures and in 20 plus years of playing Champs, it would have limited more than regular gestures all of ZERO times. I was almost willing to give it to you because you use a sword, so I would impose the half phase to draw, and the half phase to sheath (which I don't normally do in Champs games with Black Knight type characters, or gadgeteers ), but with your stats, the only thing you're going to use your sword for is getting through walls, so I would make you drop that to Gestures -1/4.

 

Pretty much all your skills seems very min/maxy and not fitting in with the background

Breakfall - No real background reason to have this, seems like it was just taken for the mechanics value

Contortionist - huh? Where did this come from?

Riding - Again no explination but maybe from an affluent family.

Teamwork - This has already been mentioned.

Disguise - This has been mentioned, but disguise is more than putting on a cloak. If that's what you want just RP it.

Acting - Again, where did this come from?

Bribery

Interrogation

Streetwise

These three really confuse the heck out of me. Background says she led a sheltered life, how did this happen?

 

Bureaucratics

Charm

Conversation

High Society

Persuasion

These all make sense given the background

 

The only other comment I really have is, a perception roll and a disarm, and you're competely screwed.

 

I really like the background, and as others have said, would make a great NPC, but would never allow it as PC in any games I ran.

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Re: Please Review: Outsider

 

Breakfall, Contortionist - Were part of the 'unearthly grace', as was the SPD (the exact value, of course, depends on the game and the range... I was going for 'slightly faster than average')... Faerie type are usually depicted as graceful and quick... perhaps these skills should be OIHI?

Riding - My flight power is summoning a magic horse, I figured the skills would transfer.

Teamwork - Teamwork between yourself and a minion is still teamwork.

Acting, Bribery, Interrogation - These were not so much 'I'm good at these things' but 'I'm so good at social things that stuff like this comes naturally'

Streetwise - Her current Secret ID is a bartender (note the PS)

 

The sword will be in use VS Automatons and Animals and anyone else I can't mentally affect... it may not be huge damage, but it is easy to hit with and it does damage to most anyone.

 

Dropping 'both hands' would not be a problem those powers are limited enough to still be cheap to fit their 'between combat' roles. The OIHI, if such a limitation were required, could easily be stopped by any of the sorts of things I take damage from (IE: Cold Iron, church bells, etc, etc).

 

I'm glad people like the fluff, even if there are some disagreements about the power levels :)

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Re: Please Review: Outsider

 

When I look at the character, I see someone only truly viable as a sniper. A typical hit in a game with 12 DC attacks (which seems a reasonable assumption when the character's powers are 75 AP in general), any hit will stun the character. The character is also easily hit. With this in mind, the character can be rendered pretty ineffectual fairly easily, unless she avoids the field of battle. Whether that's acceptable or not depends on the style of your game, but I expect a lot of GM's would disallow the "stand well clear" character.

 

Pretty much every power has OIAID, IAF and Unified Power. As others have noted, limitations should limit. In my games, this would mean the character can expect to occasionally be unable to assume her alternate ID, but I'm not sure what prevents this in her writeup. Unified Power means drains, etc. of her powers would occur on occasion. I also think "unified powers" should be pretty obvious in their link. I'm not sure I would buy the "PRE Powers" link. Draning that END Reserve seems like it could be very painful. A 6d6 Drain will such out 10.5 points (halved for defensive powers) on average, over a quarter of the END and REC. This could be interpreted as two separate powers (limited END and limited REC) in which case an average roll would cost 10.5 off the REC and all of the END (21 x 5/2 = 52.5). I don't recall how 6e has adjustment powers interact with END reserves. The IAF would be unavailable on some occasions as well.

 

I would expect Otherworld spirit court members would know about the crown, and possibly how to prevent the character shifting ID's.

 

A total of -1 limitations on a power should, in my view, mean significant limiting of the power's availability or scope. None of these limitations impede the scope, so it should be about as easy to lose access as it is to have an OAF rendered inaccessible.

 

The nature of the powers would be problematic in a four colour game, but the tone of your game may allow for summohing innocent bystanders into harm's way, so I'll leave that one alone.

 

I agree with others' comments that the character seems mechanics-driven. "Elves are faster than average" justifies a higher DEX as much as a higher SPD, but only the SPD was purchased.

 

I think others have noted the Unearthly Beauty DF doesn't disappear in secret ID, as defined.

 

I'm not sure how you expect to defend four DNPC's with your power suite. At 30 points of complications, this will be an issue in most scenarios. As a GM, I'd expect more than roleplaying angst at the continued injury/death of these followers toflow from this complication.

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Re: Please Review: Outsider

 

One last "as a GM" comment - I would expect, at some point in the game, to encounter one or more adversaries with similar powers, which will be brought to bear against your teammates. You're a half breed - imagine what someone untainted by human blood would be capable of!

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