Jump to content

The Blood 6e (Created by Aaron Allston and Reimagined by TheQuestionMan


TheQuestionMan

Recommended Posts

The Blood Package Deal

 

Characteristics Total: 50

 

Cost Powers

The Blood Powers - END=

10 1) +10 STR - END=1

26 2) +13 DEX - END=

13 3) +13 CON - END=

5 4) +5 INT - END=

5 5) +5 EGO - END=

5 6) +5 PRE - END=

25 7) +5 OCV - END=

25 8) +5 DCV - END=

6 9) +2 OMCV - END=

6 10) +2 DMCV - END=

30 11) +3 SPD - END=

8 12) +8 PD - END=

8 13) +8 ED - END=

7 14) +7 REC - END=

6 15) +26 END - END=

5 16) +5 BODY - END=

9 17) +17 STUN - END=

10 18) Recognition: Detect The Blood 14- (Unusual Group), Increased Arc Of Perception (360 Degrees), Sense - END=0

1 19) Life Support (Longevity: 200 Years) - END=0

6 20) Regeneration (1 BODY per 6 Hours) - END=0

- END=

40 The Blood Powers: Multipower, 40-point reserve - END=

1f 1) X-Ray Vision: Penetrative with Sight Group (15 Active Points) - END=0

2f 2) Killing Attack - Hand-To-Hand 1 1/2d6 (3d6 w/STR), (25 Active Points) - END=2

2f 3) Telepathy 4d6 (20 Active Points) - END=2

4f 4) Teleportation 30m, Position Shift, x2 Increased Mass (40 Active Points) - END=4

 

 

Value Complication

The Blood Complications

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

10 2) Hunted: The Black Guard (Bloodletters) Infrequently (As Pow; Harshly Punish)

15 3) Psychological Complication: Choose common Blood Sickness from List <<>> (Common; Strong)

15 4) Psychological Complication: Fear of Insanity (Common; Strong)

20 5) Vulnerability: 2 x STUN Energy Attacks (Common)

 

 

Cheers

 

 

QM

Link to comment
Share on other sites

Re: The Blood 6e (Created by Aaron Allston and Reimagined by TheQuestionMan

 

Champions 6e - The Blood by Aaron Allston (Revised by TheQuestionMan)

 

The Blood

AKA: Ean

The Blood are ...

 

Homeworld:

Ean

Nine Continents

Nine Nations/Kingdoms

The Church of Azor

The Black Guard (Bloodletters)

Renaissance Feudalism

Ancestor Worship

 

Relations:

 

Isolationists

Xenophobic

 

Tech Level:

 

Background:

The Blood are ...

 

References: The Blood and Dr. McQuark and Strike Force by Aaron Allston. Adventures Blood Rites! and Apotheosis Now!

 

Ean

 

U.N.T.I.L. Datafile: Ean

 

Planet Name: Ean (UNTIL Designation; Champions Earth - Hero 21)

 

Classification: Type 1

 

System Data: Two Moons, four planets.

 

Gravity: 1.1 G

 

Day and Year: 30 standard hours in a day; 320 days in a year.

 

Atmosphere: Earth like - 70% Hydrogen; 25% Oxygen; 5% Other.

 

Hydrosphere: Water covers 75% of the planets surface.

 

Meteorological Overview: Ran has the standard range of weather and climates for a type one planet. though the high percentage of vegetation make the overall climate warmer and more humid than Earth's. Active volcanoes active in the large island archipelagos. of the five major continents, four are habitable and one arctic.

 

Sentient Species: None sentient.

 

ATRI Rating: 5+ (Late renaissance era)

 

Government: Monarchy/Magocracy

 

Affiliation: Isolation

 

Resources: Magic

 

Ship Facilities: Water Based only.

 

Population: 100,000,000 Humans (and approximately 100,000 Blood)

 

 

General Description:

 

Architecture:

 

Animal Life:

 

Environmental Conditions:

 

Places of Note: Azortis, capital of Ean.

 

History:

 

The People:

 

Government:

Azor

The Council of the Nine (King's and Queen's of Ean)

The Nobility (The Blood)

 

Famous Eans:

 

Economy:

 

Current Ruler:

 

Captial City: Azortis, capital of Ean.

 

 

Languages:

Ean

 

Major Resources:

 

Religion:

 

Racial Mix:

 

Overview:

 

Azortis, capital of Ean.

 

Layout:

 

Style:

 

Famous Places and Landmarks:

 

Visiting Ean:

 

Travel and Comunications:

 

Trade and the Economy:

 

Religion and Philosophy:

 

The Underworld:

Link to comment
Share on other sites

"This is Spatha !"

 

Spatha

Scott O'Hara - McKenna

 

VAL CHA Cost Roll Notes

30 STR 10 15- HTH Damage 6d6 END [3]

23 DEX 0 14-

23 CON 0 14-

23 INT 8 14- PER Roll 14-

15 EGO 0 12-

25 PRE 10 14- PRE Attack: 5d6

8 OCV 0

8 DCV 0

5 OMCV 0

5 DMCV 0

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

10 PD 0 10/20 PD (0/10 rPD)

10 ED 0 10/20 ED (0/10 rED)

15 REC 4

50 END 1

15 BODY 0

50 STUN 7

 

Movement Cost Meters Notes

RUNNING 0 12m/24m END [1]

SWIMMING 0 4m/8m END [1]

LEAPING 0 4m 4m forward, 2m upward

 

 

TELEPORTATION 30m/60m

 

 

Characteristics Total: 50

 

Cost Powers

The Blood Powers - END=

10 1) +10 STR - END=1

26 2) +13 DEX - END=

13 3) +13 CON - END=

5 4) +5 INT - END=

5 5) +5 EGO - END=

5 6) +5 PRE - END=

25 7) +5 OCV - END=

25 8) +5 DCV - END=

6 9) +2 OMCV - END=

6 10) +2 DMCV - END=

30 11) +3 SPD - END=

8 12) +8 PD - END=

8 13) +8 ED - END=

7 14) +7 REC - END=

6 15) +26 END - END=

5 16) +5 BODY - END=

9 17) +17 STUN - END=

10 18) Recognition: Detect The Blood 14- (Unusual Group), Increased Arc Of Perception (360 Degrees), Sense - END=0

1 19) Life Support (Longevity: 200 Years) - END=0

6 20) Regeneration (1 BODY per 6 Hours) - END=0

- END=

40 The Blood Powers: Multipower, 40-point reserve - END=

1f 1) X-Ray Vision: Penetrative with Sight Group (15 Active Points) - END=0

3f 2) Killing Attack - Hand-To-Hand 1 1/2d6 (3d6 w/STR), Armor Piercing (+1/4) (31 Active Points) - END=3

2f 3) Telepathy 4d6 (20 Active Points) - END=2

4f 4) Teleportation 30m, Position Shift, x2 Increased Mass (40 Active Points) - END=4

4f 5) Invisibility to Sight and Hearing Groups and Detect , No Fringe (38 Active Points) - END=4

4f 6) Shape Shift (Sight, Touch and Hearing Groups, Any humanoid Shape), Imitation, Instant Change (38 Active Points) - END=4

- END=

Combat Enviromental Suit - END=

5 1) Nightvision - END=0

9 2) Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); Costs Endurance (-1/2), OIF (-1/2) - END=2

40 3) Resistant Protection (10 PD/10 ED/5 Mental Defense/5 Power Defense/5 Flash Defense: Sight Group/5 Flash Defense: Hearing Group) (Impermeable) (60 Active Points); OIF (-1/2) - END=0

 

Powers Total: 327

 

Cost Martial Arts

4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm

4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on

4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike

3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/10, Target Falls

1 Weapon Element: Blades

 

Martial Arts Total: 23

 

Cost Skills

6 +2 with Martial Arts

3 Acrobatics 14-

3 Acting 14-

3 Breakfall 14-

3 Bureaucratics 14-

3 Charm 14-

3 Climbing 14-

3 Computer Programming 14-

3 Conversation 14-

3 Criminology 14-

3 Deduction 14-

10 Defense Maneuver I-IV

3 Demolitions 14-

3 Forensic Medicine 14-

3 High Society 14-

3 Interrogation 14-

3 Jack of All Trades

1 1) PS: Actor (2 Active Points) 11-

1 2) PS: Detective (2 Active Points) 11-

1 3) PS: Translator (2 Active Points) 11-

0 4) PS: Instructor 11-

3 Linguist

1 1) Language: Ean (fluent conversation) (2 Active Points)

0 2) Language: English (completely fluent; literate) (4 Active Points)

1 3) Language: Japanese (fluent conversation) (2 Active Points)

1 4) Language: Mandarin (fluent conversation) (2 Active Points)

1 5) Language: Spanish (fluent conversation) (2 Active Points)

3 Mimicry 14-

3 Oratory 14-

3 Paramedics 14-

3 Persuasion 14-

3 Scholar

1 1) KS: Current Events (2 Active Points) 11-

1 2) KS: Economics (2 Active Points) 11-

1 3) KS: History (2 Active Points) 11-

1 4) KS: Law (2 Active Points) 11-

1 5) KS: Politics (2 Active Points) 11-

1 6) KS: Religion (2 Active Points) 11-

1 7) KS: The Blood (2 Active Points) 11-

1 8) KS: The Law Enforcement World (2 Active Points) 11-

1 9) KS: The Superhuman World (2 Active Points) 11-

1 10) KS: The Underworld (2 Active Points) 11-

3 Security Systems 14-

3 Shadowing 14-

3 Stealth 14-

3 Streetwise 14-

1 TF: Small Motorized Ground Vehicles

3 Tactics 14-

3 Teamwork 14-

3 Traveler

1 1) AK: Ean, Strike Force Universe (2 Active Points) 11-

1 2) AK: Earth, Champions Universe (2 Active Points) 11-

1 3) CK: Bay City, California (2 Active Points) 11-

1 4) CK: Geneva, Switzerland (2 Active Points) 11-

1 5) CK: New York City, N.Y. (2 Active Points) 11-

3 Ventriloquism 14-

4 WF: Common Melee Weapons, Small Arms

 

Skills Total: 130

 

Cost Perks

1 Fringe Benefit: Passport

5 Money: Well Off

4 Positive Reputation: One of the Good Guys (A large group) 11-, +2/+2d6

 

Perks Total: 10

 

Cost Talents

6 +2/+2d6 Striking Appearance (vs. all characters)

 

Talents Total: 6

 

Value Complications

15 Enraged: When Innocents Harmed (take BODY) (Uncommon), go 11-, recover 11-

15 Hunted: Affrighter Frequently (As Pow; Harshly Punish)

15 Psychological Complication: Noble Oblige (Common; Strong)

15 Psychological Complication: Protective of Innocents (Common; Strong)

15 Social Complication: Secret Identity Frequently, Major

 

The Blood Complications

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

10 2) Hunted: The Black Guard (Bloodletters) Infrequently (As Pow; Harshly Punish)

15 3) Psychological Complication: Overconfident (Common; Strong)

15 4) Psychological Complication: Fear of Insanity (Common; Strong)

20 5) Vulnerability: 2 x STUN Energy Attacks (Common)

 

Complications Points: 145

 

Base Points: 400

Experience: 0

Experience Unspent: 0

Total Character Cost: 545

 

Background/History:

 

 

Personality/Motivation:

 

 

Powers/Tactics:

 

 

Quote: "THIS IS SPATHA !"

 

 

Appearance:

 

 

Campaign Use:

 

 

Resources:

Spatha

http://en.wikipedia.org/wiki/Spatha

 

 

Cheers

 

 

QM

Link to comment
Share on other sites

  • 3 weeks later...

Re: The Blood 6e (Created by Aaron Allston and Reimagined by TheQuestionMan

 

Spatha v6.2

Ward Collins

 

VAL CHA Cost Roll Notes

30 STR 10 15- HTH Damage 6d6 END [3]

23 DEX 0 14-

23 CON 0 14-

23 INT 8 14- PER Roll 14-

15 EGO 0 12-

25 PRE 10 14- PRE Attack: 5d6

8 OCV 0

8 DCV 0

5 OMCV 0

5 DMCV 0

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

20 PD 10 20 PD (20 rPD)

20 ED 10 20 ED (20 rED)

15 REC 4

48 END 1

15 BODY 0

48 STUN 6

 

Movement Cost Meters Notes

RUNNING 0 12m/24m END [1]

SWIMMING 0 4m/8m END [1]

LEAPING 0 4m 4m forward, 2m upward

TELEPORTATION 30m/60m

 

Characteristics Total: 68

 

Cost Powers

The Blood Powers - END=

10 1) +10 STR - END=1

26 2) +13 DEX - END=

13 3) +13 CON - END=

5 4) +5 INT - END=

5 5) +5 EGO - END=

5 6) +5 PRE - END=

25 7) +5 OCV - END=

25 8) +5 DCV - END=

6 9) +2 OMCV - END=

6 10) +2 DMCV - END=

30 11) +3 SPD - END=

8 12) +8 PD - END=

8 13) +8 ED - END=

7 14) +7 REC - END=

6 15) +26 END - END=

5 16) +5 BODY - END=

9 17) +17 STUN - END=

10 18) Recognition: Detect The Blood 14- (Unusual Group), Increased Arc Of Perception (360 Degrees), Sense - END=0

1 19) Life Support (Longevity: 200 Years) - END=0

6 20) Regeneration (1 BODY per 6 Hours) - END=0

- END=

40 The Blood Powers: Multipower, 40-point reserve - END=

1f 1) X-Ray Vision: Penetrative with Sight Group (15 Active Points) - END=0

2f 2) Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/4) - END=2

3f 3) Killing Attack - Hand-To-Hand 1 1/2d6 (3d6 w/STR), Armor Piercing (+1/4) (31 Active Points) - END=3

2f 4) Telepathy 4d6 (20 Active Points) - END=2

4f 5) Teleportation 30m, Position Shift, x2 Increased Mass (40 Active Points) - END=4

4f 6) Invisibility to Sight and Hearing Groups and Detect , No Fringe (38 Active Points) - END=4

4f 7) Shape Shift (Sight, Touch and Hearing Groups, Any humanoid Shape), Imitation, Instant Change (38 Active Points) - END=4

- END=

Mystic Costume, all slots OIF (-1/2) - END=

3 1) Mask Lenses: Nightvision (5 Active Points); OIF (-1/2) - END=0

7 2) Life Support (Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing) (14 Active Points); OIF (-1/2), Costs Endurance (-1/2) - END=1

7 3) Resistant (+1/2) for up to 20 Active Points of PD (10 Active Points); OIF (-1/2) - END=0

7 4) Resistant (+1/2) for up to 20 Active Points of ED (10 Active Points); OIF (-1/2) - END=0

3 5) Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) - END=0

3 6) Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) - END=0

3 7) Mental Defense (5 points total) (5 Active Points); OIF (-1/2) - END=0

3 8) Power Defense (5 points) (5 Active Points); OIF (-1/2) - END=0

 

Powers Total: 311

 

Cost Martial Arts

4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm

4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on

4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike

3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/10, Target Falls

1 Weapon Element: Blades, Default Empty Hand

 

Martial Arts Total: 23

 

Cost Skills

6 +2 with Martial Arts

3 Acrobatics 14-

3 Acting 14-

3 Breakfall 14-

3 Bureaucratics 14-

3 Charm 14-

3 Climbing 14-

3 Computer Programming 14-

3 Conversation 14-

3 Criminology 14-

3 Deduction 14-

10 Defense Maneuver I-IV

3 Demolitions 14-

3 Forensic Medicine 14-

3 High Society 14-

3 Interrogation 14-

3 Jack of All Trades

1 1) PS: Actor (2 Active Points) 11-

1 2) PS: Detective (2 Active Points) 11-

1 3) PS: Translator (2 Active Points) 11-

0 4) PS: Instructor 11-

3 Linguist

1 1) Language: Ean (fluent conversation) (2 Active Points)

0 2) Language: English (completely fluent; literate) (4 Active Points)

1 3) Language: Japanese (fluent conversation) (2 Active Points)

1 4) Language: Mandarin (fluent conversation) (2 Active Points)

1 5) Language: Spanish (fluent conversation) (2 Active Points)

3 Lipreading 14-

3 Mimicry 14-

3 Oratory 14-

3 Paramedics 14-

3 Persuasion 14-

3 Scholar

1 1) KS: Current Events (2 Active Points) 11-

1 2) KS: Economics (2 Active Points) 11-

1 3) KS: History (2 Active Points) 11-

1 4) KS: Law (2 Active Points) 11-

1 5) KS: Politics (2 Active Points) 11-

1 6) KS: Religion (2 Active Points) 11-

1 7) KS: The Blood (2 Active Points) 11-

1 8) KS: The Law Enforcement World (2 Active Points) 11-

1 9) KS: The Superhuman World (2 Active Points) 11-

1 10) KS: The Underworld (2 Active Points) 11-

3 Security Systems 14-

3 Shadowing 14-

3 Stealth 14-

3 Streetwise 14-

3 Tactics 14-

3 Teamwork 14-

3 Traveler

1 1) AK: Ean, Strike Force Universe (2 Active Points) 11-

1 2) AK: Earth, Champions Universe (2 Active Points) 11-

1 3) CK: Bay City, California (2 Active Points) 11-

1 4) CK: Geneva, Switzerland (2 Active Points) 11-

1 5) CK: New York City, N.Y. (2 Active Points) 11-

3 Ventriloquism 14-

4 WF: Common Melee Weapons, Small Arms

 

Skills Total: 132

 

Cost Perks

1 Fringe Benefit: Passport

4 Positive Reputation: One of the Good Guys (A large group) 11-, +2/+2d6

 

Perks Total: 5

 

Cost Talents

6 +2/+2d6 Striking Appearance (vs. all characters)

 

Talents Total: 6

 

Value Complications

15 Enraged: When Innocents Harmed (take BODY) (Uncommon), go 11-, recover 11-

15 Hunted: Affrighter Frequently (As Pow; Harshly Punish)

15 Psychological Complication: Noble Oblige (Common; Strong)

15 Psychological Complication: Protective of Innocents (Common; Strong)

15 Social Complication: Secret Identity Frequently, Major

 

The Blood Complications

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

10 2) Hunted: The Black Guard (Bloodletters) Infrequently (As Pow; Harshly Punish)

15 3) Psychological Complication: Overconfident (Common; Strong)

15 4) Psychological Complication: Fear of Insanity (Common; Strong)

20 5) Vulnerability: 2 x STUN Energy Attacks (Common)

 

Complications Points: 145

 

Base Points: 400

Experience: 0

Experience Unspent: 0

Total Character Cost: 545

Link to comment
Share on other sites

Re: The Blood 6e (Created by Aaron Allston and Reimagined by TheQuestionMan

 

Spatha should have one of those Blood titles that's evocative of his powers/skills/personality. Given that what you've written up seems to suit a night-stalking vigilante detective a la Batman (plus appropriate superhuman abilities), may I suggest, "Who Wears the Night."

Link to comment
Share on other sites

Re: The Blood 6e (Created by Aaron Allston and Reimagined by TheQuestionMan

 

Inspiration for Ean Culture from Dragearan Culture.

 

Blood (Dragearans)

http://dragaera.wikia.com/wiki/Dragaeran

 

Humans (Easterners)

http://dragaera.wikia.com/wiki/Easterner

 

Steve Brust's Vlad Taltos series and The Khaavren Romances

http://en.wikipedia.org/wiki/Steve_Brust#Dragaera

 

 

QM

Link to comment
Share on other sites

Re: The Blood 6e (Created by Aaron Allston and Reimagined by TheQuestionMan

 

Good, cause that would just be wrong.

 

 

Its Renaissance era, not the High Middle Ages. ;) Think Assassins Creed II and mix in major Magic. The Church of Azor. Hmmm...

 

 

QM

 

I've always imagined the Blood to be akin to the people of Amber.

Link to comment
Share on other sites

Re: The Blood 6e (Created by Aaron Allston and Reimagined by TheQuestionMan

 

Amber does a lot of Genre Crossing and The Blood as described do not travel to other Dimensions. It is forbidden and when I read Amber that seemed an important component. Also the social structure does not really fit. The Council of the Nine, the Blood Nobility, and the Black Guard (Bloodletters).

 

 

I am not sure it fits.

 

 

QM

Link to comment
Share on other sites

Re: The Blood 6e (Created by Aaron Allston and Reimagined by TheQuestionMan

 

Amber does a lot of Genre Crossing and The Blood as described do not travel to other Dimensions. It is forbidden and when I read Amber that seemed an important component. Also the social structure does not really fit. The Council of the Nine, the Blood Nobility, and the Black Guard (Bloodletters).

 

 

I am not sure it fits.

 

 

QM

 

I think it was where the idea initially came from. But I can't say, exactly.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...