Jump to content

Preview of Street Super Hero Character


JmOz

Recommended Posts

I thought I would show off one of the characters, while I have not written up his description, he is the Protege of the main hero of the city. He is a 14 year old boy, training to eventually replace the Fox. While it is not on his character sheet he is wanted by the cops, however most will not pursue (thus worth very few if any points). I will be changing one of his complications to indicate he is a minor.

 

The points are 300 with 50 complication

There is a optional rule he will be using to lower the cost of followers

Defenses and damage are slightly on the low side, OCV and DCV are high (DCV is maxed when using Martial Strike)

 

Cub

 

 

VAL CHA Cost Roll Notes

10 STR 0 11- / 14- HTH Damage 2d6/5d6 END [1]

20 DEX 20 13-

15 CON 5 12-

13 INT 3 12- PER Roll 12-

13 EGO 3 12-

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

9 OCV 30

10 DCV 35

3 OMCV 0

3 DMCV 0

5 SPD 30 Phases: 3, 5, 8, 10, 12

2 PD 0 2/10 PD (0/8 rPD)

2 ED 0 2/10 ED (0/8 rED)

5 REC 1

25 END 1

12 BODY 2

25 STUN 3

 

Movement Cost Meters Notes

RUNNING 0 12m/24m END [1]

SWIMMING 0 4m/8m END [1]

LEAPING 1 5m/9m 5m/9m forward, 2 1/2m/4 1/2m upward

 

SWINGING 30m/120m

 

 

 

Characteristics Total: 136

 

Cost Powers

6 Combat Luck: Resistant Protection (3 PD/3 ED), Hardened (+1/4), Impenetrable (+1/4) (13 Active Points); Restrainable (-1/2), Nonpersistent (-1/4), Does not protect vs Self inflicted dammage (Move by's, getting in front of an attack) (-1/4) - END=0

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

10 1) SynthTech Fiber: Resistant Protection (5 PD/5 ED) (15 Active Points); OIF (-1/2) - END=0

6 2) Built in Communications System: High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As Radio, Hearing & Sight [very common Sense] (-1/2), OIF (-1/2) - END=0

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

3 4) Self Tinting Lenses: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) - END=0

3 5) Camoflage: +2 Stealth, Convealment, & Shadowing (6 Active Points); Ony in Appropriate Terrain (-1/2), OIF (-1/2) - END=

20 Equipment: Multipower, 30-point reserve, (30 Active Points); all slots OIF (-1/2) - END=

1f 1) Collapsable Staff: (Total: 30 Active Cost, 12 Real Cost) +15 STR, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Combat Only (-1/2) (Real Cost: 9) plus Stretching 2m, Reduced Endurance (0 END; +1/2) (3 Active Points); Reach (-1), OAF (-1) (Real Cost: 1) plus +1 with any single attack (2 Active Points); OAF (-1) (Real Cost: 1) plus Leaping +4m (5m/9m forward, 2 1/2m/4 1/2m upward), Reduced Endurance (0 END; +1/2) (3 Active Points); OAF (-1) (Real Cost: 1) - END=0

1f 2) Skill Kits: +3 with all Non-Combat Skills (30 Active Points); Extra Time (Extra Phase (or More), Only to Activate, -1/2), OIF (-1/2) - END=

1f 3) Grappler: Swinging 30m, x4 Noncombat, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1) - END=0

1f 4) Grappler II: Stretching 10m, x8 Noncombat, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), Range Modifier Applies (-1/4), Limited Body Parts (-1/4) - END=0

1f 5) Flashbangs: Sight and Hearing Groups Flash 3d6, Area Of Effect (6m Radius Explosion; +1/4) (25 Active Points); 6 Charges (-3/4), OIF (-1/2), Range Based On Strength (-1/4) - END=[6]

1f 6) Smoke Bombs (CE Version): Change Environment (-5 to Normal Sight PER Rolls, Long-Lasting 1 Turn), Area Of Effect (3m Radius; +1/4), Autofire (3 shots; +1 1/4) (30 Active Points); OIF (-1/2), 6 Continuing Charges lasting 1 Turn each (-1/4), Can Be Deflected (-1/4), Range Based on Strength (-1/4) - END=[6 cc]

 

Powers Total: 57

 

Cost Martial Arts

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

4 Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 20 STR / 35 STR to Disarm

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

5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 6d6 / 9d6 Strike

4 Strike: 1/2 Phase, +0 OCV, +2 DCV, 4d6 / 7d6 Strike

3 Throw: 1/2 Phase, +0 OCV, +1 DCV, 2d6 / 5d6 +v/10, Target Falls

2 Weapon Element: Blades, Empty Hand, Karate Weapons

 

Martial Arts Total: 26

 

Cost Skills

3 AK: The City 12-

3 Acrobatics 13-

3 Breakfall 13-

3 Climbing 13-

3 Combat Driving 13-

3 Concealment 12-

3 Criminology 12-

3 Deduction 12-

1 Forensic Medicine 8-

3 KS: City Underworld 12-

2 KS: Fencing 11-

2 KS: Kung Fu (Way of the Fox) 11-

2 Language: Spanish (fluent conversation)

1 Lockpicking 8-

1 Security Systems 8-

3 Paramedics 12-

3 Shadowing 12-

3 Stealth 13-

3 Streetwise 12-

3 Teamwork 13-

5 WF: Common Martial Arts Melee Weapons, Small Arms, Blades

 

Skills Total: 56

 

Cost Perks

20 Follower:Breeze: Pet Fox (125 Points, 25 Complications)

3 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity) 8-

1 Money: Well Off

1 Positive Reputation (A medium-sized group) 8-, +1/+1d6

 

Perks Total: 25

 

 

Value Complications

15 Social Complication: Secret ID Frequently, Major

25 Hunted: Fox Rogue Gallery Frequently (Mo Pow; NCI; Harshly Punish)

10 Psychological Complication: Thrillseeker (Common; Moderate)

 

Complications Points: 50

 

Base Points: 300

Experience: 0

Experience Unspent: 0

Total Character Cost: 300

 

---------------------------------------------------

 

And here are the stats for the pet fox

 

Breeze

 

 

VAL CHA Cost Roll Notes

5 STR -5 10- HTH Damage 1d6 END [1]

15/20 DEX 10 12- / 13-

10 CON 0 11-

10 INT 0 11- PER Roll 14-

5 EGO -5 10-

10 PRE 0 11- PRE Attack: 2d6

4/6 OCV 5

8 DCV 25

2 OMCV -3

2 DMCV -3

3/5 SPD 10 Phases: 4, 8, 12/3, 5, 8, 10, 12

4 PD 2 4/10 PD (0/6 rPD)

4 ED 2 4/10 ED (0/6 rED)

4 REC 0

20 END 0

10 BODY 0

15 STUN -2

 

Movement Cost Meters Notes

RUNNING 0 12m/24m END [1]

SWIMMING 0 3m/6m END [1]

LEAPING 0 4m 4m forward, 2m upward

 

 

Characteristics Total: 35

 

Cost Powers

8 Bite: HKA 1/2d6 (1d6 w/STR) (10 Active Points); Reduced Penetration (-1/4) - END=1

0 Short Legs: Running -8m (already figured in) - END=0

0 Short Legs: Swimming -2m (already figured in) - END=0

9 Animal Senses: +3 PER with All Sense Groups - END=0

5 Animal Eyes: Nightvision - END=0

13 Combat Luck: Resistant Protection (6 PD/6 ED), Hardened (+1/4), Impenetrable (+1/4) (27 Active Points); Restrainable (-1/2), Nonpersistent (-1/4), Does not protect vs Self inflicted dammage (Move by's, getting in front of an attack) (-1/4) - END=0

Cub's Partner, all slots Only when near Cub (-1/4) - END=

8 1) +5 DEX (10 Active Points); Only when near Cub (-1/4) - END=

16 2) +2 SPD (20 Active Points); Only when near Cub (-1/4) - END=

8 3) +2 OCV (10 Active Points); Only when near Cub (-1/4) - END=

 

Powers Total: 67

 

 

Cost Skills

9 +3 with Concealment, Stealth, Shadowing

7 Concealment 13-

5 Stealth 13- (14-)

3 Shadowing 11-

1 Language: English (understanding only) (basic conversation)

 

Skills Total: 25

 

 

 

Value Complications

10 Physical Limitation: Near Human Intelligence Frequently, Barely Impairing

15 Physical Limitation: Diminutive (typically no larger than about about .5m; +6" KB) Frequently, Slightly Impairing

15 Physical Limitation: Limited Manipulation Frequently, Slightly Impairing

 

Complications Points: 40

 

Base Points: 75

Experience: 0

Experience Unspent: 0

Total Character Cost: 127

Link to comment
Share on other sites

  • 2 weeks later...

Re: Preview of Street Super Hero Character

 

I decided to include a house rule, involving paying for everyman skills. I also realized that I did not post her back-story any. I made some revisions, tell me what you think

 

Cub

Emily Romero

 

VAL CHA Cost Roll Notes

10 STR 0 11- / 14- HTH Damage 2d6/5d6 END [1]

23 DEX 26 14-

15 CON 5 12-

13 INT 3 12- PER Roll 12-

13 EGO 3 12-

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

8 OCV 25

8 DCV 25

3 OMCV 0

3 DMCV 0

6 SPD 40 Phases: 2, 4, 6, 8, 10, 12

2 PD 0 2/10 PD (0/8 rPD)

2 ED 0 2/10 ED (0/8 rED)

5 REC 1

25 END 1

11 BODY 1

25 STUN 3

 

Movement Cost Meters Notes

RUNNING 0 12m/24m END [1]

SWIMMING 0 4m/8m END [1]

LEAPING 1 5m 5m forward, 2 1/2m upward

 

SWINGING 30m/120m

 

 

 

Characteristics Total: 136

 

Cost Powers

6 Combat Luck: Resistant Protection (3 PD/3 ED), Hardened (+1/4), Impenetrable (+1/4) (13 Active Points); Restrainable (-1/2), Nonpersistent (-1/4), Does not protect vs Self inflicted dammage (Move by's, getting in front of an attack) (-1/4) - END=0

 

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

10 1) SynthTech Fiber: Resistant Protection (5 PD/5 ED) (15 Active Points); OIF (-1/2) - END=0

3 2) SynthTech Fibers: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold) (5 Active Points); OIF (-1/2) - END=0

6 3) Built in Communications System: High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As Radio, Hearing & Sight [very common Sense] (-1/2), OIF (-1/2) - END=0

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

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

3 6) Camouflage: +2 Stealth, Convealment, & Shadowing (6 Active Points); Ony in Appropriate Terrain (-1/2), OIF (-1/2) - END=

 

20 Equipment: Multipower, 30-point reserve, (30 Active Points); all slots OIF (-1/2) - END=

1f 1) Blunted Rapier: (Total: 29 Active Cost, 14 Real Cost) +15 STR, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Combat Only (-1/4) (Real Cost: 10) plus Stretching 1m, Reduced Endurance (0 END; +1/2); Reach (-1), OAF (-1) (Real Cost: 1) plus +2 with Rapier (6 Active Points); OAF (-1) (Real Cost: 3) - END=0

1f 2) Skill Kits: +3 with all Non-Combat Skills (30 Active Points); Extra Time (Extra Phase (or More), Only to Activate, -1/2), OIF (-1/2) - END=

1f 3) Grappler: Swinging 30m, x4 Noncombat, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1) - END=0

1f 4) Grappler II: Stretching 10m, x8 Noncombat, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), Range Modifier Applies (-1/4), Limited Body Parts (-1/4) - END=0

1f 5) Flashbangs: Sight and Hearing Groups Flash 3d6, Area Of Effect (6m Radius Explosion; +1/4) (25 Active Points); 6 Charges (-3/4), OIF (-1/2), Range Based On Strength (-1/4) - END=[6]

1f 6) Smoke Bombs (CE Version): Change Environment (-5 to Normal Sight PER Rolls, Long-Lasting 1 Turn), Area Of Effect (3m Radius; +1/4), Autofire (3 shots; +1 1/4) (30 Active Points); OIF (-1/2), 6 Continuing Charges lasting 1 Turn each (-1/4), Can Be Deflected (-1/4), Range Based on Strength (-1/4) - END=[6 cc]

 

Powers Total: 60

 

Cost Martial Arts

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

5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 3d6 / 6d6 Strike

4 Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR / 40 STR to Disarm

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

5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 7d6 / 10d6 Strike

4 Strike: 1/2 Phase, +0 OCV, +2 DCV, 5d6 / 8d6 Strike

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

1 Weapon Element: Blades, Empty Hand

4 +1 HTH Damage Class(es)

 

Martial Arts Total: 34

 

Cost Skills

3 AK: The City 12-

3 Acrobatics 14-

1 Acting 8-

3 Breakfall 14-

3 CK: City Underworld 12-

3 Climbing 14-

1 Combat Driving 8-

3 Concealment 12-

1 Conversation 8-

3 Criminology 12-

3 Deduction 12-

1 Forensic Medicine 8-

3 High Society 12-

3 KS: Common Knowledge 12-

2 KS: Fantasy Literature 11-

3 KS: Fencing 12-

2 KS: Kung Fu (Way of the Fox) 11-

1 KS: Myths & Legends 8-

4 Language: English (idiomatic)

2 Language: Spanish (fluent conversation)

3 Lockpicking 14-

1 PS: Buisnes 8-

3 PS: Vigilante 12-

3 Paramedics 12-

1 Persuasion 8-

3 Security Systems 12-

3 Shadowing 12-

3 Stealth 14-

3 Streetwise 12-

0 TF: Small Motorized Ground Vehicles

3 Teamwork 14-

5 WF: Common Martial Arts Melee Weapons, Small Arms, Blades

 

Skills Total: 79

 

Cost Perks

11 Contact: The Fox (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Very Good relationship with Contact) 15-

4 Contact: Police Captain (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity) 11-

1 Money: Well Off

 

Perks Total: 16

 

 

Value Complications

20 Dependent NPC: Father Frequently (Normal; Unaware of character's adventuring career/Secret ID)

15 Psychological Complication: Heroic (Very Common; Moderate)

15 Social Complication: Secret ID Frequently, Major

10 Social Complication: Young Frequently, Minor

 

Complications Points: 60

 

Base Points: 325

Experience: 0

Experience Unspent: 0

Total Character Cost: 325

 

BackgroundFifteen years ago a child was born in tragedy, her name was Emily Romero. The delivery was hard, and her mother, Rose, laid dying in the hospital. The only moment Emily ever had with her mother was a couple minutes of being laid on her chest. It was while Rose held baby Emily that she passed from a life of pain to the next life. Years later, her father would say that the only time her mother looked truly happy were those few minutes at the end of her life.

 

Her father loved her with all of his heart, but with no education and a failing economy he had very little job opportunities. That is until someone came to him and offered him a thousand dollars a week, for almost no work. All he had to do was pick up a package, drop it off on the address listed, and bring back an envelope and follow three rules: Don't ask about it, Don't talk about it, Don't snoop. He was sure that it was illegal, but seeing no other hope for himself or his daughter he agreed.

 

Emily grew up, not realizing what her dad did for a living, he was her dad, wasn't hat a good job for anyone. Unfortunately this happy life could not last forever. What neither Emily or her father knew was that (Crimelord name here) had a few debts to pay off, and his police captain needed a good drug bust to raise public opinions. Emily's father got called, and offered an extra two thousand dollars to drive a SUV and drop it off for a friend of his Boss who was moving. The cops pulled him over and he was sentenced to jail for the next twenty years. Emily was sent to live with her uncle.

 

Her uncle ran a popular website supporting the masked heroes of the city and critical on the underbelly of crime in the city. A month after she had moved in with him (The crimelord) decided to make an example of her uncle by sending men to "take care" of him. The masked hero known at the time as The Cub had gotten word of the hit and rushed to save him. Unfortunately Cub arrived in time to capture the hit men, but not to stop the crime. An eight year old girl saw the whole thing.

 

The cub took the child to the hidden base of her mentor, The Fox. The Fox agreed to take her in (where she could not hear him). Soon she was the foster child of (Fox's real name here) one of the most wealthy men in the city. After a few months of therapy she would learn the secret of the Fox and start training. When The Cub decided that she needed to be her own person and took the name Vixen, she would give her blessing on Emily becoming the new Cub.

 

She still sees her dad every weekend, he was just released on good behavior and has gotten a job, ironically, making deliveries for a local laundromat. He knows that it is his daughters foster father that has gotten him the job and he is thankful. He also realises that the best thing for her is to stay where she is, but he does miss her...

 

Personality: The cub is a mix of exuberant energy, and yet has a dark and serious side to her. The conflict in her created by a loving dad who had to do things he did not want to to support her still weighs heavily on her. She takes special enjoyment in taking down anyone who has led someone else into a life of crime.

 

However she loves crime-fighting, she loves helping those who are less fortunate than she has been, in some ways she understands the plight of those she and the Fox help better than he does, for it was her early life.

 

Tactics: Cub has literally been training to do this for years. She is an expert fencer, a good investigator, and can crack most security systems. Like her mentor she has been taught to out-think not outfight her opponents however.

 

She wears SynthTech body armor designed by the Fox and carries a small group of weapons including a blunted and collapsible Rapier.

 

In combat she will keep moving around, often taunting her opponents until they make a mistake, using her natural speed and grace she will then go for the win.

Link to comment
Share on other sites

Re: Preview of Street Super Hero Character

 

Blunted Rapier:

I know it is hard to fit "Sword/Rapier" and "CvK" in the same character. On the one had you don't waht to loose the "feel" of having a classical weapon like rapier or sword, on the otehr killing isn't an option.

 

My concept had a magical weapon and I had two ideas of how to combined both worlds with little effort:

1. The rapier delivers some sort of energy (a taser shock; magical damage) taht is nonlethal. All taht is nessesary is to touch the enemy with the blade, mabe make a very shallow cut.

HTH attack vs. Energy, Linked to at least 1 DC of the Rapiers KA (might still be to much for a normal mook).

 

2. The weapon can be used eitehr as normal weapon (dealing HKA vs. PD) or to deliver energy. If in energy mode, it just "passes" through mater but armor/protection can still stop the energy. So the rapier can be use normally agaisnt humans, without fear of killing somebody while still being able to block an attack.

 

There is no implied "looks like a lightsaber" effect.

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...