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Fearless, 5e


Enforcer84

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Fräulein Furchtlos -

 

VAL...CHA...Cost...Total...Roll......Notes

20....STR.....10...20......13-.......HTH Damage 4d6 END [1]

23....DEX.....39...23......14-.......OCV 8 DCV 8

20....CON.....20...20......13-

15....BODY....10...15......12-

15....INT.....5...15......12-.......PER Roll 12-

15....EGO.....10...15......12-.......ECV: 5

20....PRE.....10...20......13-.......PRE Attack: 4d6

16....COM.....3...16......12-

10....PD......6...10/19.............10/19 PD (0/9 rPD)

9....ED......5...9/18.............9/18 ED (0/9 rED)

6....SPD.....27...6.................Phases: 2, 4, 6, 8, 10, 12

9....REC.....2...9

40....END.....0...40

40....STUN....5...40

9....RUN......0...9"................END [2]

4....SWIM.....0...4"................END [2]

6....LEAP.....0...6"/18"................6"/18" forward, 3"/9" upward

 

CHA Cost: 152

 

Cost...POWERS

20.....Adrenaline Control: Aid 2d6, Can Add Maximum Of 20 Points, any Physical power one at a time ((STR, CON, END, or Movement Powers only); +1/4) (30 Active Points); Self Only (-1/2) - END=0

20.....Billy Club: Multipower, 30-point reserve, (30 Active Points); all slots OAF (-1) [Notes: (x2 number of items)] - END=

1u.....1) Club: HA +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) - END=1

1u.....2) Hanging Onto Projections: Clinging (normal STR) (10 Active Points); OAF (-1), Requires A STR Roll (-3/4), No Movement Allowed (-1/2), Cannot Resist Knockback (-1/4) - END=0

1u.....3) Hurled Club: EB 6d6 (30 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (cannout use any slot in Multipower until Charge is recovered; -1/2), Range Based On STR (-1/4) - END=[1 rc]

1u.....4) Swingline: Swinging 10" (10 Active Points); OAF (-1), Lockout (cannot use any other slot in same Phase in which Swinging is used; -1/2) - END=1

30.....Utility Belt: Multipower, 45-point reserve, (45 Active Points); OIF (-1/2) - END=

1u.....1) Advanced Lockpick Set: +2 with Lockpicking (4 Active Points); OAF (-1) - END=

1u.....2) Boomerang: Energy Blast 4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1) - END=0

1u.....3) Calculator: Lightning Calculator (3 Active Points); OAF (-1) - END=

1u.....4) Flash Pellets: Sight Group Flash 2d6 (10 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) - END=[6]

1u.....5) Flashlight: Sight Group Images 1" radius, +4 to PER Rolls (22 Active Points); OAF (-1), Only To Create Light (-1), Limited Range (10"; -1/4), 1 Continuing Fuel Charge lasting 1 Hour (refueled by recharging; -0) - END=[1 cc]

1u.....6) Laser Torch: Killing Attack - Ranged 1 point, Reduced Endurance (0 END; +1/2), Penetrating (x2; +1) (12 Active Points); OAF (-1), No Range (-1/2) - END=0

1u.....7) Medkit: +2 with Paramedics (4 Active Points); OAF (-1), 4 Charges (-1) - END=

1u.....8) Mini-Camera: Eidetic Memory (5 Active Points); OAF (-1), Visual Images Only (-1/2) - END=

1u.....9) Mini-Console: High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1) - END=0

1u.....10) Mini-bolos: Entangle 3d6, 4 DEF, Entangle And Character Both Take Damage (+1/4) (44 Active Points); 3 Charges (-1 1/4), OAF (-1), Range Based On Strength (-1/4), Cannot Form Barriers (-1/4) - END=[3]

1u.....11) Mini-recorder: Eidetic Memory (5 Active Points); OAF (-1), Sound Only (-1/2) - END=

1u.....12) Nightsight Monocular: (Total: 14 Active Cost, 6 Real Cost) Infrared Perception (Sight Group) (5 Active Points); OAF (-1) (Real Cost: 2) plus +6 versus Range Modifier for Sight Group (9 Active Points); OAF (-1) (Real Cost: 4) - END=0

1u.....13) Parabolic Mini-Mike: +6 versus Range Modifier for Hearing Group (9 Active Points); OAF (-1) - END=0

1u.....14) Rebreather: Life Support (Expanded Breathing: Breathe Underwater) (5 Active Points); OAF (-1), 1 Continuing Fuel Charge lasting 1 Hour (refueled through recharging system; -0) - END=[1 cc]

1u.....15) Smoke Pellets: Darkness to Sight Group 3" radius (30 Active Points); OAF (-1), Range Based On Strength (-1/4), 8 Continuing Charges lasting 1 Turn each (removed by high winds or rain; -0) - END=[8 cc]

1u.....16) Swingline: Swinging 10", Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1) - END=0

1u.....17) Throwing Blades: Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR), Autofire (3 shots; +1/4), Range Based On STR (+1/4), Armor Piercing (+1/2) (20 Active Points); OAF (-1), 6 Recoverable Charges (-1/4) - END=[6 rc]

.....Adventuring Gear - END=

8.....1) Garvity Adjustment Boots: Leaping +12" (6"/18" forward, 3"/9" upward) (12 Active Points); OIF (-1/2) - END=1

7.....2) Gravity Adjustment Boots: Clinging (normal STR) (10 Active Points); OIF (-1/2) - END=0

18.....3) reinforced Costume: Armor (9 PD/9 ED) (27 Active Points); OIF (-1/2) - END=0

.....Athletic - END=

7.....1) Brachiation: Swinging 10" (10 Active Points); OIF (Swingline of Opportunity; -1/2) - END=1

1.....2) Deep-Sea Diver: Life Support (Extended Breathing: 1 END per Turn) - END=0

7.....3) Gymnastic Prodigy: Leaping +2" (6"/18" forward, 3"/9" upward) (Accurate) - END=1

5.....4) Intense Conditioning: Reduced Endurance (1/2 END; +1/4) (5 Active Points) applied to STR - END=

11.....5) Sprinter: Running +3" (9" total), x4 Noncombat - END=1

7.....6) Strong Swimmer: Swimming +2" (4" total) (x4 Noncombat) - END=1

.....Fearless - END=

7.....1) Unbreakable Spirit: Power Defense (20 points) (20 Active Points); Only to Resist Fear (-2) - END=0

10.....2) Undaunted by Charisma: +20 PRE (20 Active Points); Defensive Only (-1) - END=

7.....3) Unshakeable Mind: Mental Defense (23 points total) (20 Active Points); Only to Resist Fear (-2) - END=0

 

POWERS Cost: 186

 

Cost...MARTIAL ARTS

......Ecclectic Style

8......1) +2 HTH Damage Class(es)

4......2) Bearhug: 1/2 Phase, +0 OCV, +0 DCV, 10d6 Crush, Must Follow Grab

4......3) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4......4) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND

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

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

4......7) Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs

3......8) Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 6d6 +v/5 Strike; You Fall, Target Falls; FMove

3......9) Grappling: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on

4......10) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 2d6 NND ; Target Falls

5......11) Kicks/Knee/Roundhouse: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike

3......12) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls

4......13) Punch/Elbow/Short Kick: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike

4......14) Root: 1/2 Phase, +0 OCV, +0 DCV, 45 STR to resist Shove; Block, Abort

3......15) Slam/Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls

1......16) Weapon Element: Clubs

 

MARTIAL ARTS Cost: 62

 

Cost...SKILLS

10......+2 with HTH Combat

6......+2 with thrown weapons

3......Acrobatics 14-

3......Breakfall 14-

3......Climbing 14-

3......Combat Driving 14-

3......Contortionist 14-

3......Hoist 12-

3......Jack of All Trades

1......1) PS: Athlete (2 Active Points) 11-

1......2) PS: Cooking (2 Active Points) 11-

2......3) PS: Model (3 Active Points) 12-

1......4) PS: Waitress (2 Active Points) 11-

3......Linguist

1......1) Language: English (completely fluent) (3 Active Points)

1......2) Language: French (completely fluent) (3 Active Points)

0......3) Language: German (idiomatic) (4 Active Points)

2......4) Language: Greek (completely fluent) (3 Active Points)

2......5) Language: Spanish (completely fluent) (3 Active Points)

3......Lockpicking 14-

3......Parachuting 14-

3......Paramedics 12-

3......Riding 14-

3......Scholar

1......1) KS: Extreme Sports (2 Active Points) 11-

1......2) KS: Professional Wrestling (2 Active Points) 11-

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

3......Security Systems 12-

3......Shadowing 12-

3......Stealth 14-

3......Streetwise 13-

3......Survival 12-

21......TF: Common Motorized Ground Vehicles, Riding Animals, Bobsleds, Carts & Carriages, Hanggliding, Jetskis, Parachuting, Advanced, Parachuting, Basic, Rafts, SCUBA, Skateboarding, Skiing (snow), Skiing (water), Sleds, Small Rowed Boats, Small Wind-Powered Boats, Snowboarding, Surfing, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles

3......Teamwork 14-

 

SKILLS Cost: 108

 

 

Value..DISADVANTAGES

15.....Psychological Limitation: Action-oriented, can't just stand by and watch events unfold (Common; Strong)

20.....Psychological Limitation: Code vs Killing (Common; Total)

10.....Psychological Limitation: Hyperkinetic (Common; Moderate)

20.....Hunted: Baron Terror 11- (Mo Pow; Harshly Punish)

 

DISADVANTAGES Points: 65

 

Base Pts: 200

Exp Required: 243

Total Exp Available: 0

Exp Unspent: 0

Total Character Cost: 508

 

work in progress. Any ideas for bravery based powers?

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Re: Fearless, 5e

 

"It's not over yet!" Aid to Stun/Endurance, Self Only, 5 pt/min. Requires an Ego roll?

 

"No Pain, No Gain" Damage Reduction, Resistant, Stun Only, Requires an Ego roll, must be Aware of Attack.

 

"Is this where I'm supposed to be Impressed?" Drain Pre, Trigger: Pre Attack fails to affect her, only vs Attacker, Incantation: Scathing putdown, mocking laughter, etc.

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Re: Fearless, 5e

 

heh. Nice

 

Her background is pretty sketchy at the moment.

What's known is that when 'Baron Terror' - I have several better names suggested and I'll get to one of them soon - initially tried to use his fear inspired magics to topple Germany, he was defeated by a waitress with a frying pan.

 

This is she.

Decided, even after seeing Tangled, to lose the frying pan as a weapon. I've been told that Fraulein isn't a popular term (I think) but I liked the way that worked.

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Re: Fearless, 5e

 

I've been told that Fraulein isn't a popular term (I think) but I liked the way that worked.

Well, it is not anymore today. It was a normal designator/pronoum for Unmaried women, the same way Ms.(Miss) is in english.

 

With emancipation the differentiation between Mrs. and Ms., or "Frau" and "Fräulein", became arbitarily.

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Re: Fearless, 5e

 

Nice Idea, will need to dissect more thoroughly, but I have one question- why is Spd not an Aid -able attribute? Bursts of adrenalin tend to increase reaction times as long as you don't completely freak out first.

As for a Bravery based power: Unnerving Calm- 3d6 ranged drain vs Dex (+1/2) at 0 end cost (+1/2); Target must have already attacked target (-1/2), only to affect CV (-1/4), Incantations: "Can't you do any better than that?", etc (-1/4) Active Points: 60/Real Cost: 30

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Re: Fearless, 5e

 

4d6 EB boomerang is pretty unimpressive on it's own, but even more so considering her hurled club is a 6d6 EB

 

Did you mean to purchase 10" of swinging three separate times?

 

CV's seems a bit low side for a character with only 19/18 DEF.

 

Lazily taken from the Gadgets and Gear Prefabs while I work out the kinks.

Thanks for pointing it out though.

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Re: Fearless, 5e

 

Nice Idea, will need to dissect more thoroughly, but I have one question- why is Spd not an Aid -able attribute? Bursts of adrenalin tend to increase reaction times as long as you don't completely freak out first.

As for a Bravery based power: Unnerving Calm- 3d6 ranged drain vs Dex (+1/2) at 0 end cost (+1/2); Target must have already attacked target (-1/2), only to affect CV (-1/4), Incantations: "Can't you do any better than that?", etc (-1/4) Active Points: 60/Real Cost: 30

 

Good point and an interesting take for the power.

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Re: Fearless, 5e

 

Well, it is not anymore today. It was a normal designator/pronoum for Unmaried women, the same way Ms.(Miss) is in english.

 

With emancipation the differentiation between Mrs. and Ms., or "Frau" and "Fräulein", became arbitarily.

 

So I might simply go with Fearless?

Or Frau if it's more common?

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Re: Fearless, 5e

 

So I might simply go with Fearless?

Or Frau if it's more common?

Originally(before 19th Yearhundret) it was a desingation only for unmarried noblewomen, and was later expanded to every umarried women.

In the time after that, is was also used for all working women - because a women working after the marriage was very untypical. Especially female teachers were in some peroids required to be unmarried.

It was still relatively common around 1970 (even if it was not required anymore), to refer to every women that was never married. It was kept long after it's meaning had faded, both for teachers and generally in the GDR/East Germany.

 

Modern women will with 99% not use it. It is considered sexist to use it since the Female Emanzipation, by the UNESCO and the Legislature.

 

But I must say, "Fräulein Furchtlos" has a certain ring. Consider changing her background (if nessesary) so she has a reason to use such a old word. Perhaps she is from the past (literally), or she wants to stress that she is unmarried, or she is a umarried noblewomen, or perhaps just that it sounds better than "Fruchtlos" and "Frau Furchtlos".

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Re: Fearless, 5e

 

Originally(before 19th Yearhundret) it was a desingation only for unmarried noblewomen, and was later expanded to every umarried women.

In the time after that, is was also used for all working women - because a women working after the marriage was very untypical. Especially female teachers were in some peroids required to be unmarried.

It was still relatively common around 1970 (even if it was not required anymore), to refer to every women that was never married. It was kept long after it's meaning had faded, both for teachers and generally in the GDR/East Germany.

 

Modern women will with 99% not use it. It is considered sexist to use it since the Female Emanzipation, by the UNESCO and the Legislature.

 

But I must say, "Fräulein Furchtlos" has a certain ring. Consider changing her background (if nessesary) so she has a reason to use such a old word. Perhaps she is from the past (literally), or she wants to stress that she is unmarried, or she is a umarried noblewomen, or perhaps just that it sounds better than "Fruchtlos" and "Frau Furchtlos".

 

Coolness!

 

my background so far is:

 

Johanna Richter was always a physical prodigy. The grandchild of a disgraced East German Olympian (her Grandmother was an alternate on the 1968 swim team - who was disqualified when she was caught taking intravenous steroid concoctions), Johanna was tested several times growing up, her reaction time, strength, endurance, and speed were legendary for her age group. Though the tests universally came back negative for chemical enhancement or genetic manipulation, her tainted legacy ensured that she was never considered to represent a united Germany in the Olympics herself.

Undaunted and given to fits of hyper-kinetic fury, Johnna became something of an extreme athlete, motocross, mountain climbing, skateboarding, sky diving, even martial arts and later professional wrestling - she tried it all.

However, her lifestyle and moderate infamy was expensive and she constantly found herself accused of cheating. Even as a professional wrestler, her major story-lines involved her as a heel who used steroids to achieve her physical might though she's never even touched them.

Johanna was between careers, working at a diner when the madman tried to take over Berlin. Dubbed "Baron Terror" by the British tabloid press, and eventually calling himself Schreckensherrschaft (translated Reign of Terror), the villain's fear based magic seemed to hold sway over everyone who stood in his path. Johanna watched people flee from him in terror, national heroes, costumed crime fighters...they all seemed powerless to stop this mad man.

 

Johanna, however, felt anger. Arming herself with one of the cast-iron skillets the head cook loved so dearly, she bolted from the diner with the fleeing crowds, but rather than run to safety, she scaled the building and moved along the rooftops until she could get a clear path to him. While the well-dressed villain gloated, the waitress without fear rushed to his location and before he could sense her presence, introduced the business end of her skillet to the (rather foolishly) unprotected back of his head. And Berlin was saved.

 

The news of her heroism spread throughout Europe and again the UK tabloids with their quick wit and phone hacking skills, dubbed her Miss Fearless 2009. The German government, after checking her background made her an offer to join either the official German super team, or to represent Germany in UNITY the European Union's "official" organization of costumed heroes. She took the job, received a patriotic costume and then decided on a lark to take the name the Tabloids gave her - in part to tweak some of the people who she thinks "Let the past define them," Johanna became Fräulein Furchtlos - though many in her country simply refer to her simply as Furchtlos.

 

Personality/Motivation:

Fearless isn't just a name, it's a way of life. Johanna will try anything once. Probably twice if it doesn't kill her the first time. She has found a niche in the costumed hero game and over the last three years has been wondering why it took her so long to consider the occupation.

 

Beyond the thrill-seeker nature, Fräulein Furchtlos is a dedicated public servant as well. She has trained very hard in complimentary skills - paramedics, systems operations, public speaking, etc. in order to better help in times of crisis - where her powers allow her to act when others would be stricken. She gets along very well with the authorities and most of her fellow European superheroes.

 

Campaign Use:

Though she wears a patriotic costume (flag suit) and is considered a national hero, Johanna isn't a super patriot in some people's eyes. There are those who, despite appreciating her bravery and dedication to heroism think she's too outspoken and too frivolous. A few women who struggled for equality find her chosen alliterative name to be something of an insult.

 

Despite this, she is quite popular and her image is in high demand. Being a civil employee, she refuses to accept payment but has appeared in calenders or other advertisements for various charities.

 

She also has quite a following in Hero Worshiping America.

 

Appearance:

Johanna Richter is a beautiful young woman with perfect symmetry and a toned, athletic body. She has long strawberry blond hair and blue eyes, she tends to wear glasses (cause she thinks they make her look smarter as well as a nod to the classic Secret Identity) and bemoans her freckles, though she notices they haven't exactly kept men from coming on to her.

 

I haven't designed the costume yet :(

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WIP part 2

 

FRÄULEIN FURCHTLOS

Val Char Cost Roll Notes

25 STR 15 14- Lift 800.0kg; 5d6 [1]

25 DEX 45 14- OCV: 8/DCV: 8

25 CON 30 14-

15 BODY 10 12-

15 INT 5 12- PER Roll 12-

15 EGO 10 12- ECV: 5

20 PRE 10 13- PRE Attack: 4d6

16 COM 3 12-

 

10+12 PD 5 Total: 10/22 PD (0/12 rPD)

10+12 ED 5 Total: 10/22 ED (0/12 rED)

6 SPD 25 Phases: 2, 4, 6, 8, 10, 12

10 REC 0

50 END 0

50 STUN 9 Total Characteristic Cost: 172

 

Movement: Running: 10"/40"

Leaping: 7"/19"/14"/38"

Swimming: 4"/16"

Swinging: 10"/25"/20"/50"

 

Cost Powers END

20 Adrenaline Control: Aid 2d6, Can Add Maximum Of 20 Points, any Physical power one at a time ((STR, CON, SPD, END, or Movement Powers only); +¼) (30 Active Points); Self Only (-½) 0

20 Billy Club: Multipower, 30-point reserve, (30 Active Points); all slots OAF (-1)

Notes: (x2 number of items)

1u 1) Club: HA +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-½) 1

1u 2) Hanging Onto Projections: Clinging (normal STR) (10 Active Points); OAF (-1), Requires A STR Roll (-½), No Movement Allowed (-½), Cannot Resist Knockback (-¼) 0

1u 3) Hurled Club: EB 6d6 (30 Active Points); 1 Recoverable Charge (-1 ¼), OAF (-1), Lockout (cannout use any slot in Multipower until Charge is recovered; -½), Range Based On STR (-¼) [1 rc]

1u 4) Swingline: Swinging 15" (15 Active Points); OAF (-1), Lockout (cannot use any other slot in same Phase in which Swinging is used; -½) 1

30 Utility Belt: Multipower, 45-point reserve, (45 Active Points); OIF (-½)

1u 1) Advanced Lockpick Set: +2 with Lockpicking (4 Active Points); OAF (-1)

1u 2) Calculator: Lightning Calculator (3 Active Points); OAF (-1)

1u 3) Flash Pellets: Sight Group Flash 2d6 (10 Active Points); OAF (-1), 6 Charges (-¾), Range Based On Strength (-¼) [6]

1u 4) Flashlight: Sight Group Images 1" radius, +4 to PER Rolls (22 Active Points); OAF (-1), Only To Create Light (-1), Limited Range (10"; -¼), 1 Continuing Fuel Charge lasting 1 Hour (refueled by recharging; -0) [1 cc]

1u 5) Medkit: +2 with Paramedics (4 Active Points); OAF (-1), 4 Charges (-1)

1u 6) Mini-Camera: Eidetic Memory (5 Active Points); OAF (-1), Visual Images Only (-½)

1u 7) Mini-Console: High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1) 0

1u 8) Mini-bolos: Entangle 3d6, 4 DEF, Entangle And Character Both Take Damage (+¼) (44 Active Points); 3 Charges (-1 ¼), OAF (-1), Range Based On Strength (-¼), Cannot Form Barriers (-¼) [3]

1u 9) Mini-recorder: Eidetic Memory (5 Active Points); OAF (-1), Sound Only (-½)

1u 10) Nightsight Monocular: (Total: 14 Active Cost, 6 Real Cost) Infrared Perception (Sight Group) (5 Active Points); OAF (-1) (Real Cost: 2) plus +6 versus Range Modifier for Sight Group (9 Active Points); OAF (-1) (Real Cost: 4) 0

1u 11) Parabolic Mini-Mike: +6 versus Range Modifier for Hearing Group (9 Active Points); OAF (-1) 0

1u 12) Rebreather: Life Support (Expanded Breathing: Breathe Underwater) (5 Active Points); OAF (-1), 1 Continuing Fuel Charge lasting 1 Hour (refueled through recharging system; -0) [1 cc]

1u 13) Smoke Pellets: Darkness to Sight Group 3" radius (30 Active Points); OAF (-1), Range Based On Strength (-¼), 8 Continuing Charges lasting 1 Turn each (removed by high winds or rain; -0) [8 cc]

Adventuring Gear

11 1) Gravity Adjustment Boots: Leaping +12" (7"/19" forward, 3 ½"/9 ½" upward) (Accurate) (17 Active Points); OIF (-½) 2

7 2) Gravity Adjustment Boots: Clinging (normal STR) (10 Active Points); OIF (-½) 0

18 3) reinforced Costume: Armor (9 PD/9 ED) (27 Active Points); OIF (-½) 0

Athletic

7 1) Brachiation: Swinging 10" (10 Active Points); OIF (Swingline of Opportunity; -½) 1

1 2) Deep-Sea Diver: Life Support (Extended Breathing: 1 END per Turn) 0

7 3) Gymnastic Prodigy: Leaping +2" (7"/19" forward, 3 ½"/9 ½" upward) (Accurate) 1

6 4) Intense Conditioning: Reduced Endurance (½ END; +¼) (6 Active Points) applied to STR

13 5) Sprinter: Running +4" (10" total), x4 Noncombat 1

7 6) Strong Swimmer: Swimming +2" (4" total) (x4 Noncombat) 1

Fearless

7 1) Unbreakable Spirit: Power Defense (20 points) (20 Active Points); Only to Resist Fear (-2) 0

10 2) Undaunted by Charisma: +20 PRE (20 Active Points); Defensive Only (-1)

7 3) Unshakeable Mind: Mental Defense (23 points total) (20 Active Points); Only to Resist Fear (-2) 0

Ecclectic Style

Maneuver OCV DCV Notes

8 +2 HTH Damage Class(es)

4 Bearhug +0 +0 11d6 Crush, Must Follow Grab

4 Block +2 +2 Block, Abort

4 Choke Hold -2 +0 Grab One Limb; 3d6 NND

4 Disarm -1 +1 Disarm; 45 STR to Disarm

4 Dodge -- +5 Dodge, Affects All Attacks, Abort

4 Escape +0 +0 50 STR vs. Grabs

3 Flying Tackle +0 -1 7d6 +v/5 Strike; You Fall, Target Falls; FMove

3 Grappling -1 -1 Grab Two Limbs, 45 STR for holding on

4 Joint Lock/Throw +1 +0 Grab One Limb; 2d6 NND ; Target Falls

5 Kicks/Knee/Roundhouse -2 +1 11d6 Strike

3 Legsweep +2 -1 8d6 Strike, Target Falls

4 Punch/Elbow/Short Kick +0 +2 9d6 Strike

4 Root +0 +0 50 STR to resist Shove; Block, Abort

3 Slam/Throw +0 +1 7d6 +v/5, Target Falls

1 Weapon Element: Clubs

 

Perks

3 Salaried: Money: Well Off

5 Bennies: Fringe Benefit: Federal/National Police Powers (Germany), International Driver's License, Passport

3 The Union Blues: Contact: UNITY (Contact has useful Skills or resources) 11-

 

Talents

3 Perfect Symmatry: Ambidexterity (-2 Off Hand penalty)

6 Missed!: Combat Luck (3 PD/3 ED)

3 Undaunted: Environmental Movement (no penalties in tight spaces or on ledges)

 

Skills

10 +2 with HTH Combat

6 +2 with thrown weapons

3 Acrobatics 14-

3 Breakfall 14-

3 Climbing 14-

3 Combat Driving 14-

3 Contortionist 14-

3 Hoist 12-

3 Jack of All Trades

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

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

2 3) PS: Model (3 Active Points) 12-

1 4) PS: Waitress (2 Active Points) 11-

3 Linguist

1 1) Language: English (completely fluent) (3 Active Points)

1 2) Language: French (completely fluent) (3 Active Points)

0 3) Language: German (idiomatic) (4 Active Points)

2 4) Language: Greek (completely fluent) (3 Active Points)

2 5) Language: Spanish (completely fluent) (3 Active Points)

3 Lockpicking 14-

3 Parachuting 14-

3 Paramedics 12-

3 Riding 14-

3 Scholar

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

1 2) KS: Extreme Sports (2 Active Points) 11-

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

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

1 5) KS: Professional Wrestling (2 Active Points) 11-

1 6) KS: Tae Kwon Do (2 Active Points) 11-

1 7) KS: The Martial Arts World (2 Active Points) 11-

2 8) KS: The Olympic Games (3 Active Points) 12-

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

3 Security Systems 12-

3 Shadowing 12-

3 Stealth 14-

3 Streetwise 13-

3 Survival 12-

21 TF: Common Motorized Ground Vehicles, Riding Animals, Bobsleds, Carts & Carriages, Hanggliding, Jetskis, Parachuting, Advanced, Parachuting, Basic, Rafts, SCUBA, Skateboarding, Skiing (snow), Skiing (water), Sleds, Small Rowed Boats, Small Wind-Powered Boats, Snowboarding, Surfing, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles

3 Teamwork 14-

 

Total Powers & Skill Cost: 388

Total Cost: 560

 

200+ Disadvantages

10 Hunted: German Government 8- (Mo Pow; NCI; Watching)

10 Hunted: German Super Criminal 8- (As Pow; Harshly Punish)

20 Hunted: Schreckensherrschaft 11- (Mo Pow; Harshly Punish)

15 Psychological Limitation: Action-oriented, can't just stand by and watch events unfold (Common; Strong)

20 Psychological Limitation: Code of the Hero (Common; Total)

10 Psychological Limitation: Hyperkinetic (Common; Moderate)

5 Reputation: Moderately Controversial Heroine, 8-

270 Experience Points

 

Total Disadvantage Points: 560

 

Background/History: Johanna Richter was always a physical prodigy. The grandchild of a disgraced East German Olympian (her Grandmother was an alternate on the 1968 swim team - who was disqualified when she was caught taking intravenous steroid concoctions), Johanna was tested several times growing up, her reaction time, strength, endurance, and speed were legendary for her age group. Though the tests universally came back negative for chemical enhancement or genetic manipulation, her tainted legacy ensured that she was never considered to represent a united Germany in the Olympics herself.

 

Undaunted and given to fits of hyper-kinetic fury, Johnna became something of an extreme athlete, motocross, mountain climbing, skateboarding, sky diving, even martial arts and later professional wrestling - she tried it all.

 

However, her lifestyle and moderate infamy was expensive and she constantly found herself accused of cheating. Even as a professional wrestler, her major story-lines involved her as a heel who used steroids to achieve her physical might though she's never even touched them.

 

Johanna was between careers, working at a diner when the madman tried to take over Berlin. Dubbed "Baron Terror" by the British tabloid press, and eventually calling himself Schreckensherrschaft (translated Reign of Terror), the villain's fear based magic seemed to hold sway over everyone who stood in his path. Johanna watched people flee from him in terror, national heroes, costumed crime fighters...they all seemed powerless to stop this mad man.

 

Johanna, however, felt anger. Arming herself with one of the cast-iron skillets the head cook loved so dearly, she bolted from the diner with the fleeing crowds, but rather than run to safety, she scaled the building and moved along the rooftops until she could get a clear path to him. While the well-dressed villain gloated, the waitress without fear rushed to his location and before he could sense her presence, introduced the business end of her skillet to the (rather foolishly) unprotected back of his head. And Berlin was saved.

 

The news of her heroism spread throughout Europe and again the UK tabloids with their quick wit and phone hacking skills, dubbed her Miss Fearless 2009. The German government, after checking her background made her an offer to join either the official German super team, or to represent Germany in UNITY the European Union's "official" organization of costumed heroes. She took the job, received a patriotic costume and then decided on a lark to take the name the Tabloids gave her - in part to tweak some of the people who she thinks "Let the past define them," Johanna became Fräulein Furchtlos - though many in her country simply refer to her simply as Furchtlos.

 

 

 

Personality/Motivation: Fearless isn't just a name, it's a way of life. Johanna will try anything once. Probably twice if it doesn't kill her the first time. She has found a niche in the costumed hero game and over the last three years has been wondering why it took her so long to consider the occupation.

 

Beyond the thrill-seeker nature, Fräulein Furchtlos is a dedicated public servant as well. She has trained very hard in complimentary skills - paramedics, systems operations, public speaking, etc. in order to better help in times of crisis - where her powers allow her to act when others would be stricken. She gets along very well with the authorities and most of her fellow European superheroes.

 

Powers/Tactics: In addition to a peak human physique and legendary athletic ability, Fräulein Furchtlos is almost completely immune to fear, she brushes aside fear-based mental and drain attacks and is undaunted by large presence attacks, as well as having a strength of personality uncommonly seen.

 

To help her counter super powered foes, she's been given some mobility enhancement gadgets as well as a checklist of utility gadgets and her two specialized billy clubs.

 

Campaign Use: Though she wears a patriotic costume (flag suit) and is considered a national hero, Johanna isn't a super patriot in some people's eyes. There are those who, despite appreciating her bravery and dedication to heroism think she's too outspoken and too frivolous. A few women who struggled for equality find her chosen alliterative name to be something of an insult.

 

Despite this, she is quite popular and her image is in high demand. Being a civil employee, she refuses to accept payment but has appeared in calenders or other advertisements for various charities.

 

She also has quite a following in Hero Worshiping America.

 

 

Appearance: Johanna Richter is a beautiful young woman with perfect symmetry and a toned, athletic body. She has long strawberry blond hair and blue eyes, she tends to wear glasses (cause she thinks they make her look smarter as well as a nod to the classic Secret Identity) and bemoans her freckles, though she notices they haven't exactly kept men from coming on to her.

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Re: Fearless, 5e

 

I like it? I kind of thought that too

 

I was hoping to get more of the red/orange in there too but the 4 color scheme didn't play so nice with it.

 

should I have gone maybe white/red with the flag?

 

Hmmm or maybe no flag at all? She's not really a flagsuit...but I liked the idea.

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Re: Fearless, 5e

 

I did fix the Adrenaline to add speed.

I might still use the others.

I was thinking of a PRE drain based on having their badassness being ignored.

 

d'oh! I'd forgotten your powers! I had you confused. I will need to sneak some of those in

 

woohoo!

 

I demand top billing!

 

and 15 percent of the profits!

 

And a bowl of M and Ms with all the green ones removed in my dressing room!

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Re: Fearless, 5e

 

Ok some more messing with costumes.

 

[ATTACH=CONFIG]39586[/ATTACH][ATTACH=CONFIG]39587[/ATTACH][ATTACH=CONFIG]39588[/ATTACH][ATTACH=CONFIG]39589[/ATTACH]

The Plate is the only One I dislike.

The Falcon is the best for me.

 

Something more general:

The mayor difference between the American and German Flag is, that the German has no Symbol by default (whereas America has "White Star on Blue Ground" as a Symbol).

There is on German Flag with symbol whose private use is tolerated:

http://de.wikipedia.org/w/index.php?title=Datei:Flag_of_Germany_%28unoff%29.svg&filetimestamp=20080316220349

And one that is only for official state use only:

http://de.wikipedia.org/w/index.php?title=Datei:Flag_of_Germany_%28state%29.svg&filetimestamp=20060813153536

 

But for "Flags without Symbol", TriColours costume is a good starting point:

She uses only two of the colors in most of her costume (with a differnt tone of blue for most of it), with only the "Flagbearing Parts" (chest Flag and the thing on her Back) having the Full collors.

 

The question would be what Colors to use for a German themed costume:

Using Black as main Color would mean the Flag would need a contrasting Border. A Black/Gold Theme could work, especially when using a Gold Border to contrast the Flag better.

 

Using Red as main Color and espeically a Red/Black theme is just too agressive and too similar to the NS-Flag.

 

Using Gold/Yellow as main color is rather unusual. But it has an exceptional Contrast to Black (Black on Yellow is the best readable Text-Colloring).

 

German footbal Trikot tended to White as Main, Black as Secondary color with a use of Black, Gold, Red Stripes somwhere visible, wich I think is where you got the original Idea.

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