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Urban Fantasy Setting: Here There Be Monsters


Killer Shrike

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Re: Urban Fantasy Setting: Here There Be Monsters

 

I would not have invisible on the healing ability' date=' the fact that the person is healed is proof of something, but that is a small issue IMO[/quote']

 

What is trying to be invisible here is not that healing has occurred but rather the source of the healing. Bought normally, it might be obvious at least to someone who knows what to look for that 'magic' is being done. Bought this way, anyone watching will see nothing untoward except for a paramedic doing their work, and simply being miraculously good at their job. It could be argued that this is an unnecessary chrome for a character. However some chrome is usually a good thing, it gives shtick.

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Re: Urban Fantasy Setting: Here There Be Monsters

 

What is trying to be invisible here is not that healing has occurred but rather the source of the healing. Bought normally' date=' it might be obvious at least to someone who knows what to look for that 'magic' is being done. Bought this way, anyone watching will see nothing untoward except for a paramedic doing their work, and simply being miraculously good at their job. It could be argued that this is an unnecessary chrome for a character. However some chrome is usually a good thing, it gives shtick.[/quote']

 

The invibility was added because I understood it as required for psi to be invisible. However, if it's not required it'll probably stay anyway: it's a good shtick. Especially if you have him denying he's doing it.

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Re: Urban Fantasy Setting: Here There Be Monsters

 

Another Professsional, HTH combat specialist... though not as good as he could be (again apologies for the lack of HDC) think Poor version of Batman Year One with a jack o lantern mask and you are getting the idea. The Equipment pool had certain liberties taken with them, and he may not then fit. overall he would probably be more effective with a gun than the rapier which is why I built it that way and in the Equipment pool.

 

Character Name: Smoking Jack Alternate Identities: Mack Butch

Characteristics

Val Char Base Points Total Roll Notes

15 STR 10 5 10 12- HTH Damage 3d6 END [1]

13 DEX 10 6 10 12-

10 CON 10 0 10 11-

13 INT 10 3 13 12- PER Roll 12-

13 EGO 10 3 13 12-

13 PRE 10 3 13 12- PRE Attack: 2 1/2d6

 

5 OCV 3 10 3

5 DCV 3 10 5

3 OMCV 3 0 3

3 DMCV 3 0 5

4 SPD 2.0 20 3 Phases: 3, 6, 9, 12

 

5 PD 2 3 3 5-9 PD (0-4 rPD)

5 ED 2 3 3 5-9 ED (0-4 rED)

8 REC 4 8 6

35 END 20 3 30

11 BODY 10 1 11

22 STUN 20 1 22

 

12 Running 12 0 12m

4 Swimming 4 0 4m

4m/2m Leaping 4 0 4m

 

60 Total Characteristics Points

 

RESOURCES

6 Gear Pool: 30/30

1) Smoking Armor: this nearly theatrical slightly foppish armor is a variant on various internet ordered and SCA built armors. 3 RPD/3 RED Armor, (11A), OIF (-1/2), Locations (all but Head and Shoulders and lower legs to Feet, -3/4) (-1/4) Real Armor (-1/4), Has Mass (-1/2) 4 real Cost

 

2a) Toro Toro! Mack has developed a skill to make capes more useful than modern scribes would have you believe. In addition because it isn’t as dangerous of a focus, nor as easy to destroy as it could be it is downgraded to OIHID. +2 DCV Vs All (10 A), OIHID Cape (-1/4) RSR (PS: Martial Artist Fencer, -1/2). 6 Real Cost

2b) Nothing Up my Sleeve: +1 to concealment rolls (4 A) OIHID Cape (-1/4)

 

3) Fencing Blade: Needle Sharp Tip, Hand Killing Attack1d6 Armor Piercing (x2, +1) (30 A) OAF (-1), Real Weapon (-1/4), PLUS Scalpel Blade Hand Killing attack 1d6 (15A), Linked (-1/2), OAF (-1), Real Weapon (-1/4), (13+5=18 Real Cost)

 

32 Professional Pool: 32/32

1) Jack o’ Lantern Helm & Breather: A rather specialized helm of Mack’s design it provides several important features to the fledgling fighter including some interesting Firefighter gear adjusted to fit the helm. (4+4+3+2+2=15 Real Cost)

*Armor 4RPD/4RED, Hardened (+1/4), (15 A), OIF (-1/2), Location, (Head & Shoulders Only, -2) Real Armor (-1/4), Has Mass (-1/2)

*FLIR: +4 to Sight based Per Rolls (8 A) OIF (-1/2), Real Armor (-1/4),

*Infrared Vision (5 A), OIF (-1/2), Real Armor (-1/4),

*SCBA: Life Support No need to breathe, 1 continuing fuel charge of 20 minutes (-0) OIF (-1/2), Real Armor (-1/4),

*Wispy Smoke Projectors: CE 1” radii, -1 to Per Rolls (5 A), 1 continuing fuel charge of 20 minutes (-0) OIF (-1/2), No range (-1/2),

* Scary: +5 to Presence (5 A) OIF (-1/2), Attacks only (-1)

 

2) Tear Gas Pellets: CE 1" radius, -3 to Normal Sight PER Rolls, -2 to Con Rolls, Multiple Combat Effects, Sticky (+1/2) (30 A); 4 Continuing Charges lasting 1 Turn each (-1/2), Range Based On STR (-1/4), May be missile deflected (-1/4) OIF Pellets (-1/2)

[Notes: If Con roll is failed character is stunned, sticky does not include the AE of the power. The cloud dissipates after one turn, but the effect to those in the area last 5 minutes] (12 Real Cost)

 

3) Jack Boots: 5” Superleap, 3 Boostable Recoverable Charges (-1/2), OIF (-1/2), Plus 3 RPD/3 RED Armor, (11A), OIF (-1/2), Locations (Lower legs to Feet, -2), Real Armor (-1/4), Half Mass (-1/4) (2+3=5 real Cost)

 

7 Contacts Pool: 14/14

1) Steven Koning: Bartender at the Lucky Rocks Bar

2) Phillip Racer: Local gambling buddy & narc

3) Tenny Larkson: smart & tough engineering student (helps with costume)

 

Resources Cost: 45

Skills, Perks and Talents:

1 Analyze: Poker Player

1 AK: Bars

2 AK: Local Gambling places

2 CK: Local Campaign City

3 Concealment

3 Conversation

4 Gambler (card games)

3 Interrogation

1 KS: Bar tricks

2 KS: Card Games & Rules

1 KS: Martial Arts

1 KS: Old Southern Families

2 KS: Supernatural Lore

1 Paramedic

1 PS: Bar tricks

3 PS: Hunter

2 PS: Martial Artist Fencer

1 PS: Southern Dileante

3 Stealth

1 Sleight Of Hand

1 Supernatural Hunter License

1 WF: Fencing weapons

2 WF Common Melee Weapons

3 +1 W/Fencing

 

Total Cost of Skills Perks and Talents:

 

COMPLICATIONS

Cost Complication

5 Reputation: Card Shark

10 Psychological Complication: Dislikes Water and/or Cold

10 Hunted: Supernatural Beings Infrequently (As Pow; Harshly Punish)

10 In loving Memory, Psychological Complication: Mac hunts monsters as a way to remind others of his brother’s life and selfless dedication to others.

5 Hiding in plain sight: Secret ID Mack maintains a secret identity as himself, while lending an air of mystery to his brothers death.

10 Heart of A Gambler: Similar to a Thrill seeker, but Jack likes taking more calculated risks

 

50 Total Complications Cost

 

BIOGRAPHY: Mack Butch was a gambling, black sheep, middle son and embarrassment of a wealthy southern aristocratic family. His older brother Jack Butch, who showed the nobility of his family’s origins every day, was working as a firefighter in North Carolina when he went in to rescue something he thought was a person. It wasn’t, it was a monster that turned on Jack and killed him. Mack heard about the creature from the grieving fire chief at his brothers wake then got involved and began hunting down the creature selecting a series of tool that would prevent beasts from hunting him down later. He discovered the Bounty/Monster hunting system afterwards and decided that this was a way to keep his brother’s memory alive as well as fulfill his brothers more admirable shoes. This serves as a reward to some of his gambler instincts as well.

 

APPEARANCE: Mac appears as a refined southern gentleman, wearing modern clothes since he lacks being a truly anachronistic individual he speaks in cultured tones with a southern drawl though this is primarily an affectation. He has a level of class and style at local gambling establishment over the ball cap, t-shirt and jeans that frequents his local dens.

As Smoking Jack he cultivates a dark and threatening voice, shadowy cloaked movements with curled wisps of smoke often escaping from his Jack o’ Lantern Helm. His helm is supposed to remind others of Sleepy Hollow, and the rest of the armor (even the boots) adds to that effect. The boots are gas assisted to enable incredible leaps (they are recovered by walking around which then repressurizes the compressed air cells). The technology is good enough in regular use but with exceptional high powered uses it can fail until repaired.

 

Height: 5’, 10” Hair: Black

Weight: 185 lbs Eyes: Hazel

 

PERSONALITY: Mack is a gambler at heart, willing to take risks usually for a reward; this however should not be confused with stupidity. He uses his equipment to help balance the scales against more dangerous foes, but is certainly willing to cut and run if need be. He likes attracting attention whether it is with bar/gambling tricks, or bringing legends to life with his

 

QUOTE: “Muah Ha Ha Ha….”

 

TACTICS: getting up close and personal is his most effective tactic, with some disabling from his Tear gas pellets to make the deal solid he might have a chance. The armor isn’t effective enough to stop most killing attacks so he has to rely upon avoidance instead, with it being enough to keep him from getting disabled (he hopes) while in action. He has several ways to find monsters whether with his contacts or though getting a card game going and subtly pumping his fellow players for information.

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Re: Urban Fantasy Setting: Here There Be Monsters

 

I'm giving serious thought to breaking innately supernatural beings out into a fifth Origin. They are currently under "Mystic", but it blurs the lines a bit and makes things more difficult to describe when I talk about the different sorts of characters. I haven't quite settled on a name yet, or entirely convinced myself that it's worth doing, but I'm leaning towards it.

 

Thoughts?

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Re: Urban Fantasy Setting: Here There Be Monsters

 

Okay, so I'm trying to work on a Detective / Private Eye style character. I am taking on suggestions for ideas (mechanical or otherwise).

 

Basic character idea:

 

Detective Donald was an honest cop in a dishonest world. While working homicide he came across an odd series of serial ritual murders. While diving down into the rabbit whole, he starts to learn too much and getting too close. He had figured out that the people performing the Ritual Murders call themselves "The Burning Hand" and are known for leaving their 'calling card' on their victims. Fearing that he was getting too close, the Hand decided to send him a message. In keeping with their name, they took a torch to his home while he was sleeping. Although they hoped it would scare him straight, it only emboldened him.

 

When they realized they couldn't scare him off, they tried to get him taken off the case. When Donald wouldn't let go, he was put on "indefinite suspension." Jake decides that he must be onto something if they are going this far. He takes up being a Private Eye for income but has devoted himself to continuing his search.

 

 

Below is the Text file and HDC file. I figured some contacts would be good. Weapons and a beat down car (a must have for a detective).

 

 

 

 

 

VAL CHA Cost Roll Notes

10 STR 0 11- HTH Damage 2d6 END [1]

10 DEX 0 11-

10 CON 0 11-

14 INT 4 12- PER Roll 12-

10 EGO 0 11-

14 PRE 4 12- PRE Attack: 2 1/2d6

3 OCV 0

3 DCV 0

3 OMCV 0

3 DMCV 0

2 SPD 0 Phases: 6, 12

2 PD 0 2 PD (0 rPD)

2 ED 0 2 ED (0 rED)

4 REC 0

20 END 0

10 BODY 0

20 STUN 0

 

Movement Cost Meters Notes

RUNNING 0 12m/24m END [1]

SWIMMING 0 4m/8m END [1]

LEAPING 0 4m 4m forward, 2m upward

 

 

 

 

 

Characteristics Total: 8

 

 

 

Cost Skills

4 +1 with all Intellect Skills

2 PS: Researcher 11-

4 +1 with all Interaction Skills

3 Climbing 11-

5 Cramming

1 Electronics 8-

1 Former Police Detective

2 1) Combat Driving 11-

2 2) Criminology 12-

2 3) Interrogation 12-

1 4) PS: Detective 11-

2 5) Paramedics 12-

2 6) Security Systems 12-

1 7) Teamwork 10-

1 8) Tactics 10-

2 9) Streetwise 12-

1 10) WF: Small Arms

0 Language: English (idiomatic; literate)

1 Language: Latin (basic conversation ; literate)

2 Mechanics 10-

1 P.I.

2 1) Acting 12-

2 2) Bribery 12-

2 3) Concealment 12-

1 4) Disguise 10-

1 5) Forgery (Documents) 12-

1 6) Lipreading 10-

2 7) Lockpicking 11-

2 8) PS: Hunter 12-

2 9) Shadowing 12-

2 10) Sleight Of Hand 11-

2 11) Stealth 11-

2 12) Tracking 12-

3 Scholar

2 1) KS: Burning Hand (Cult) 12-

2 2) KS: Laws and Regs 12-

2 3) KS: Occult 12-

2 4) KS: Supernatural world 12-

3 Traveler

2 1) CK: Hudson City 12-

1 2) CuK: Burning Hand 11-

2 3) CuK: Criminals and Criminal Organizations 12-

2 4) CuK: Legal system 12-

2 5) CuK: Occult 12-

 

Skills Total: 84

 

Cost Perks

1 Fringe Benefit: License to practice a profession (P.I.)

3 Contact: [name] (Contact has useful Skills or resources, Good relationship with Contact) 8- [Notes: Former Partner]

 

Perks Total: 4

 

 

 

Base Points: 150

Experience: 0

Experience Unspent: 0

Total Character Cost: 96

 

 

La Rose.

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Re: Urban Fantasy Setting: Here There Be Monsters

 

I'm giving serious thought to breaking innately supernatural beings out into a fifth Origin. They are currently under "Mystic", but it blurs the lines a bit and makes things more difficult to describe when I talk about the different sorts of characters. I haven't quite settled on a name yet, or entirely convinced myself that it's worth doing, but I'm leaning towards it.

 

Thoughts?

 

I moved forward with this...Innatus Origin

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Re: Urban Fantasy Setting: Here There Be Monsters

 

I cleaned up some sections, changed the names in various examples, sorted out Joseph Blanc's several example mentions to match the version of the character that actually is posted, and tightened up some screws here and there such as the Healing description under Assumptions.

 

At this point, all the docs have at least _something_ provided.

 

 

I'm still waiting for the main background from WilyQuixote (he's supposed to be the GM), but I've started extemporizing based upon things I know are intended to be there from past conversation, and drawing from the past Demon Hunter FBI run 12 years ago and the Monster Hunter International fiction book which collectively Here There Be Monsters is semi-inspired by.

 

Now that the main blanks are filled in, some of the things laid out in broad strokes need to be detailed. I have coverage for Alchemy (cribbed from my FH stuff). We'll need to get some stuff in place for the various Innatus types like lycanthropy.

 

We'll need to detail some typical monsters so we can start to gauge the power scale and see where the slide between Action Adventure (heroes always win) and Horror (heroes are doomed) sits. My expectation is that it will be something like the following, but its up to WilyQ ultimately.

 

Action Adventure <---||-------> Horror

(Heroes usually win unless they are dumb or unlucky. A PC will probably die every now and then)

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Re: Urban Fantasy Setting: Here There Be Monsters

 

 

I know you were wanting help getting some things translated to HDC and thought I'd help. I can help you get a couple of them translated but wanted to not step on your or anyone else's toes. If we can decide which of us will do which ones, that should help keep things flowing. I can probably get two transferred tonight / tomorrow. Just let me know which two.

 

La Rose.

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Re: Urban Fantasy Setting: Here There Be Monsters

 

I know you were wanting help getting some things translated to HDC and thought I'd help. I can help you get a couple of them translated but wanted to not step on your or anyone else's toes. If we can decide which of us will do which ones' date=' that should help keep things flowing. I can probably get two transferred tonight / tomorrow. Just let me know which two. [/quote']

I had said I might help with their translation myself, but have not started on any of them. I came close to weighing in on Shadow Hawk's Psychic because I had already commented on that one, but have not yet done anything with it. I am intending to do a proper background for both Kilroy and Sabrina as a first priority and am waiting for inspiration, which for at this instant seems elusive.

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Re: Urban Fantasy Setting: Here There Be Monsters

 

Another Skip, please check out this text file for the Believer you listed. I updated it as best as I could to 6th Ed. You did not, however, list any skill levels only prices, so my levels are compared to price cost. Comeliness does not exist in 6th ed. OCV and DCV were put to value they would have been in 5th ed (thus costing 20pts). Also, I had to make some assumptions on the Languages. Greek I took to mean Koine (Classical). Hieroglyphs I took to mean Ancient Egyptian (which had Hieroglyphs). Arabic I took to mean Egyptian Arabic. Requires a Skill roll has been replaced for a simple "Requires a Roll." I set it at 11- since that was the same limitation value you had. Also, you listed "faith" as the skill, but you have no Faith Skill (or Power).

 

 

 

 

 

VAL CHA Cost Roll Notes

13 STR 3 12- HTH Damage 2 1/2d6 END [1]

14 DEX 8 12-

13 CON 3 12-

18 INT 8 13- PER Roll 13-

18 EGO 8 13-

8 PRE -2 11- PRE Attack: 1 1/2d6

5 OCV 10

5 DCV 10

3 OMCV 0

3 DMCV 0

3 SPD 10 Phases: 4, 8, 12

3 PD 1 3 PD (0 rPD)

3 ED 1 3 ED (0 rED)

6 REC 2

25 END 1

13 BODY 3

27 STUN 4

 

Movement Cost Meters Notes

RUNNING 0 12m/24m END [1]

SWIMMING 0 4m/8m END [1]

LEAPING 0 4m 4m forward, 2m upward

 

 

 

 

 

Characteristics Total: 70

 

Cost Powers

5 Ring of Faith: HA +1d6, Attack Versus Alternate Defense (ED; All Or Nothing; Being good; +1), Does BODY (+1); Limited Power (Linked to a HtH attack.; -1/2), Requires A Roll (11- roll; -1/2), IIF Expendable (Difficult to obtain new Focus; -1/2), Hand-To-Hand Attack (-1/4), Limited Power (Must Be In Good Standing With Faith; -1/4) - END=1

5 Holy Dirt: Blast 2d6, Attack Versus Alternate Defense (ED; All Or Nothing; Being Good; +1); 1 Charge (-2), OIF Expendable (Holy Dirt of Santuario de Chimayo; Difficult to obtain new Focus; -3/4), Range Based On STR (-1/4), Limited Power (Must Be In Good Standing With Faith; -1/4) - END=[1]

11 A Prayer Most Benevolent: Change Environment (-4 toMagical Skill Rolls), Area Of Effect (32m Radius; +1); Incantations (Requires Incantations throughout; -1/2), Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) - END=2

 

Powers Total: 21

 

 

Cost Skills

3 Jack of All Trades

1 1) PS: Architect 11-

2 2) PS: Hunter 13-

2 3) PS: Instructor & Physical Trainer 13-

1 4) PS: Remote Control Hobbyist 11-

2 5) PS: Researcher 13-

3 Scholar

1 1) KS: Believers and their Powers 11-

1 2) KS: Building & Architectural Designs 11-

2 3) KS: Instruction & Training Techniques 13-

1 4) KS: RC toys and items 11-

2 5) KS: Research Techniques 13-

2 6) KS: Supernatural Lore 13-

5 WF: Common Melee Weapons, Common Missile Weapons, Handguns

3 +1 with Handguns

3 Stealth 12-

3 Linguist

3 1) Language: Arabic (Eastern) (idiomatic; literate)

3 2) Language: Egyptian, Ancient (idiomatic; literate)

3 3) Language: Greek (Koine) (idiomatic; literate)

3 4) Language: Sumerian (idiomatic; literate)

2 Survival (Desert) 13-

3 Concealment 13-

3 Paramedics 13-

3 Traveler

1 1) AK: Sewers 11-

2 2) CK: Campaign City (Hudson City) 13-

2 3) CuK: Campaign City (Hudson City) 13-

1 4) CuK: Egypt 11-

2 5) CuK: New Mexico 13-

 

Skills Total: 68

 

Cost Perks

1 Fringe Benefit: License to practice a profession (Supernatural Hunter)

 

Perks Total: 1

 

 

Value Complications

15 DNPC: Girl-Friend Infrequently (Normal; Unaware of character's adventuring career/Secret ID)

5 Distinctive Features: Souless Eyes (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Psychological Complication: Irrational (or perhaps not so) hatred of Monsters (Common; Moderate)

15 Psychological Complication: Frustrated Idealist, Hates Injustice (Very Common; Moderate)

5 Rivalry: Professional (Other Observers / Researchers; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Unaware of Rivalry)

 

Complications Points: 50

 

Base Points: 150

Experience: 0

Experience Unspent: 0

Total Character Cost: 160

 

 

Please have a look through on this. GA is likely to adjust things to better fit his paradigm, but at least this is a start.

 

Attached is the HDC file.

 

Enjoy,

 

La Rose.

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Re: Urban Fantasy Setting: Here There Be Monsters

 

Another Skip, please check out this text file for the Believer you listed. I updated it as best as I could to 6th Ed. You did not, however, list any skill levels only prices, so my levels are compared to price cost. Comeliness does not exist in 6th ed. OCV and DCV were put to value they would have been in 5th ed (thus costing 20pts). Also, I had to make some assumptions on the Languages. Greek I took to mean Koine (Classical). Hieroglyphs I took to mean Ancient Egyptian (which had Hieroglyphs). Arabic I took to mean Egyptian Arabic. Requires a Skill roll has been replaced for a simple "Requires a Roll." I set it at 11- since that was the same limitation value you had. Also, you listed "faith" as the skill, but you have no Faith Skill (or Power).

 

 

Please have a look through on this. GA is likely to adjust things to better fit his paradigm, but at least this is a start.

 

Attached is the HDC file.

 

Enjoy,

 

La Rose.

 

Cool, and thanks. However, I'm not Ghost Angel, I'm that other guy ;)

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Re: Urban Fantasy Setting: Here There Be Monsters

 

Okay, this is my submission version of "Father Jacob," The believer. By the Website's standards, he best fits as a blend of Consecrator and Blessed. He makes use of the Supernatural Resistance (5pts) among other things to protect himself and fellow travelers.

 

 

Enjoy,

 

La Rose.

 

 

Father Jacob

 

I really like this character; very flavorful. Great pic too; good find.

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Re: Urban Fantasy Setting: Here There Be Monsters

 

I'll be sending you a bio and the second draft later (got your email). Not going to work on it now, it's almost midnight and I've taken my meds.

 

(Don't get high blood pressure. The meds are no fun.)

 

Second drafts are no fun either. Try to get all your changes in one go please; I don't want to get into a wave of revisions, it just turns into a time sink.

 

On the plus side, between your original concept and Panpiper's and mine own tweaks, I think Ben turned out to be pretty good. He tracks very nicely against the other starting iconics.

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Re: Urban Fantasy Setting: Here There Be Monsters

 

Combat Sheet and Averages Thus Far:

 

Name		OCV	DCV	OMCV	DMCV		Levels					Gear					Maneuvers	Speed	Origin
Father Jacob	3	6	6	6												N		2	Believer
Big T		4	3	3	3		+2 w Bare Knuckle Brawlin							Y		2	Believer

Clark Dugard	5	5	3	3		+3 w Desert Eagle								Y		3	Professional
Jimmy Chen	5	5	3	3		+1 w Insidious Snake Style							Y		4	Professional
Killroy		4	8	3	3		+2 w Barret 95				Scope +2 w Attached Gun			N		3	Professional

Ben Newman	4	7	3	3		+1 w Pistols				Scope +2 w Attached Gun			N		3	Psychic
Sabrina		3	5	3	5		+2 with Glock 20			Scope +2 w Attached Gun			N		3	Psychic
Franken-Doc	3	3	3	3		+1 Overall									N		2	Psychic

Joseph Blanc	5	5	3	3												N		3	Mystic
Murgatroyd	4	4	4	4		+1 w Ring of Arcane Blasting, 							N		2	Mystic
						+3 with Arcane Magic (Offensive Use Only)



Average		4	5.1	3.4	3.6														2.67	

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Re: Urban Fantasy Setting: Here There Be Monsters

 

Is that meant to use them at their highest possible CV? Father Jacob, for example, has a native 3 DCV but can have a 6 DCV.

 

La Rose.

 

He's a special case to be sure; its bought as raw DCV per 6e (though limited); the assumption is he'll usually have it "on" when it matters.

 

 

The main purpose is that there was some discussion regarding CV's between me and Panpiper, and me and WilyQ (the apparently mute person who is the actual GM of the HtbM campaign) yesterday in response to the original version of Ben Newman who had a more extreme CV than the rest of the characters. So, I thought it would be helpful for all of us as we make characters to flesh out the way this setting works to have those numbers near at hand, to allow us to be comfortable with where we are statting characters at.

 

Doing a little analysis, its clear that the 3 Professionals are on the higher end of CV's and SPD overall, though all three thus far are combat monsters in their own way (sniper, martial artist, pistoleer) so this isn't surprising. One or two "scholarly" Pros will even that sub average out a bit.

 

Really, everyone is tracking pretty well between concept and competitiveness / survivability, and I'm very happy where the numbers are falling out thus far.

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Re: Urban Fantasy Setting: Here There Be Monsters

 

Really' date=' everyone is tracking pretty well between concept and competitiveness / survivability, and I'm very happy where the numbers are falling out thus far.[/quote']

 

Always good to hear.

 

The attached file is of Skip's Innatus. Below is the Text File. I will not swear to its complete accuracy. It does not have complications listed on it due to them (despite being described) not being written out mechanically. I noticed a couple other oddities while transferring it (like 2 levels of luck costing 24pts. Also, CL is natively hardened so I wasn't sure if I should add the hardened advantage) but pushed through so that at least there is a digital version to work with. Please examine closely to ensure everything is okay.

 

 

 

VAL CHA Cost Roll Notes

18 STR -2 13- HTH Damage 3 1/2d6 END [2]

13 DEX 6 12-

10 CON 0 11-

13 INT 3 12- PER Roll 12-

8 EGO -2 11-

33 PRE 3 16- PRE Attack: 6 1/2d6

3 OCV 0

7 DCV 10

2 OMCV -3

5 DMCV 6

3 SPD 10 Phases: 4, 8, 12

3 PD 1 3/6 PD (0/3 rPD)

3 ED 1 3/6 ED (0/3 rED)

6 REC 2

30 END 2

12 BODY -2

22 STUN 1

 

Movement Cost Meters Notes

RUNNING 0 12m/24m END [1]

SWIMMING 0 4m/8m END [1]

LEAPING 0 4m 4m forward, 2m upward

FLIGHT 10m/20m

 

 

 

 

Characteristics Total: 36

 

Cost Powers

10 Miraculous Survival 5/level: Custom Power - END=1

Grear Pool - END=

13 1) Its for cutting boxes: HKA 1d6 (1d6+1 w/STR), Penetrating (x2; +1); OAF (Box Knife; -1), Real Weapon (-1/4) - END=3

45 I buy all my stuff at Home Dept: Variable Power Pool (Gadget Pool), 23 base + 45 control cost, No Skill Roll Required (+1); Equipment can only be changed out with available tools/gear (-1/4); all slots OIF (Specific Tool chosen at 'purchase'; -1/2), Real Equipment (-1/4) - END=

0 1) Cats Claw: +2 with block; OAF (-1), Real Equipment (-1/4) plus +2 with Concealment; OAF (-1), Real Equipment (-1/4) Real Cost: 4 - END=0

0 2) Saws All I-IV: HKA 1d6 (1d6+1 w/STR), Armor Piercing (x2; +1/2), Constant (+1/2); OIF (Specific Tool chosen at 'purchase'; -1/2), Noisy (-1/4), Real Equipment (-1/4), 1 Continuing Fuel Charge lasting 1 Hour (Battery Pack; -0) Real Cost: 15 - END=[1 cc]

0 3) Protective Goggles: Sight Group Flash Defense (10 points); OIF (Specific Tool chosen at 'purchase'; -1/2), Real Equipment (-1/4) Real Cost: 6 - END=0

0 4) Protective Gear: +4 BODY; OIF (Specific Tool chosen at 'purchase'; -1/2), Requires A Roll (14- roll; -1/4), Real Equipment (-1/4) plus +2 DCV; OIF (Specific Tool chosen at 'purchase'; -1/2), Requires A Roll (14- roll; -1/4), Real Equipment (-1/4) plus LS (Safe in Intense Cold); OIF (Specific Tool chosen at 'purchase'; -1/2), Requires A Roll (14- roll; -1/4), Real Equipment (-1/4) plus Resistant Protection (3 PD/3 ED); OIF (Specific Tool chosen at 'purchase'; -1/2), Requires A Roll (14- roll; -1/4), Real Equipment (-1/4) Real Cost: 12 - END=0

- END=

8 Flight of the Succubus: Flight 10m; Custom Modifier (Not for long distances; -1/4) - END=1

8 Lucky Victim: Lucky Damage Dice (2d6); Limited Power (Only with Knives; -1/4) - END=1

8 Demonic Body II: +10 STR; Limited Power (Lost when "Hungry"; -1/4) - END=1

9 Inflict Hopelessness: +20 PRE; Limited Power (Only for PRE attacks; -1), Side Effects (Appearnce changes to be demonic. ; -1/4) - END=

4 Already Changed: Power Defense (5 points); Limited Power (Does not protect carried items; -1/4) - END=0

 

Powers Total: 105

 

 

Cost Skills

6 +2 with knives

1 KS: Supernatural World 8-

3 Sleight Of Hand 12-

3 Charm 16-

3 Stealth 12-

3 Concealment 12-

 

Skills Total: 19

 

Cost Perks

1 Fringe Benefit

 

Perks Total: 1

 

Cost Talents

12 Combat Luck (6 PD/6 ED); Limited Power (Does not protect against called shots; -0)

 

Talents Total: 12

 

 

Base Points: 200

Experience: 0

Experience Unspent: 0

Total Character Cost: 173

 

 

La Rose.

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Re: Urban Fantasy Setting: Here There Be Monsters

 

...Combat Luck is by definition Hardened?

 

Huh. Didn't know that, but it makes sense now that I think about it...

 

Yep. Makes it well worth the while that way. Without that, it is cheaper to buy normal defenses (3pd/ed is 9 active points. Adding on the -1 limitations would make it 4pts and not the six it is at). I was surprised when I realized that too (back in 5th ed).

 

Also, I didn't realize how much different VPP were in 6e until I did this character (first time reading the rules in 6e).

 

La Rose.

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