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Greywind's Characters


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Re: Greywind's Characters

 

Anton Darque

Hgt: 6'3”

Wgt: 215#

 

Hair: Black

Eyes: Brown

 

30 STR 20

25 DEX 45

20 CON 20

14 BODY 8

30 INT 20

30 EGO 40

30 PRE 20

16 COM 3

10 PD 4

9 ED 5

5 SPD 15

10 REC 0

40 END 0

39 STUN 0

6 RUN

2 SWIM

6 LEAP

 

Char: 200

 

Skills

 

Acting 16-

Analyze: Magic 15-

Analyze: Demonic creatures 15-

Breakfall 14-

Conversation 15-

Deduction 15-

Disquise 15-

High Society 15-

Lipreading 15-

Magic Skill 25-

Mimicry 15-

Oratory 15-

Persuasion 15-

Seduction 15-

Sleight of Hand 15-

Stealth 14-

Tactics 15-

WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Flails, Lances, Off Hand, Staffs, Whips

Scholar

KS: Arcane And Occult Lore (3 Active Points) 15-

KS: Business 15-

KS: History (3 Active Points) 15-

KS: Legends And Lore (3 Active Points) 15-

 

Skills: 95

 

Perks

 

Well-Connected

Money: Filthy Rich

 

Perks: 18

 

Talents

 

Absolute Time Sense

Ambidexterity (-2 Off Hand penalty)

Danger Sense (immediate vicinity, any danger, Function as a Sense) 16-

Simulate Death

 

Talents: 42

 

Martial Arts

 

Offensive Strike

Martial Strike

Defensive Strike

Martial Block

Martial Dodge

Nerve Strike

Weapon Element: Axes, Maces, Hammers, and Picks, Blades, Chain & Rope Weapons, Clubs, Empty Hand, Flails, Karate Weapons, Lances, Mourn Staff, Ninja Weapons, Off Hand, Polearms and Spears, Rings, Staffs, Staffs, Two-Handed Weapons, War Fan, Whips

 

Martial Arts: 44

 

Powers

 

Variable Power Pool (Magic Pool), 200 base + 100 control cost

Life Support (Longevity: Immortal)

Mental Defense (16 points total)

 

Powers: 315

 

Disads

 

Dependent NPC: Angelique D'aarque 14- (Slightly Less Powerful than the PC)

Hunted: Various groups 8- (As Pow; Harshly Punish)

Distinctive Features: Supernatural Aura (Concealable; Noticed and Recognizable; Detectable By Virtually Everyone)

Psychological Limitation: Honorable (Has own code of honor) (Very Common; Strong)

Reputation: Manipulative Sorcerer, 8- (Extreme)

 

Anton is, first and foremost, a manipulator. He rarely gets directly involved as, in his eyes, it makes the game less of a challenge for him.

 

His sense of honor is such that, in a duel he would abide by any restrictions placed on it, with conditions. For instance, in a martial combat duel, he would opt not to use magic. If in the course of the fight he found himself losing, he would use magic to save himself (regen, bolstered defenses) and continue the fight, but he would not allow himself to allow that battle to be anything other than a draw.

 

If he goes into a battle his spells would, by necessity, have some form of Reduced END attached.

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  • 1 month later...

Re: Greywind's Characters

 

Spellbinder

 

Adalene Masters

 

Hgt: 5'4”

Wgt: 116#

 

Hair: Blonde

Eyes: Blue

 

10 STR 0

20 DEX 30

16 CON 12

10 BODY 0

20 INT 10

20 EGO 20

15 PRE 5

20 COM 5

6 PD 4

5 ED 2

4 SPD 10

6 REC 2

32 END 0

23 STUN 0

6 RUN

2 SWIM

3 LEAP

 

Char: 100

 

Skills

Analyze: Magic 16-

Breakfall 13-

Conversation 12-

Deduction 13-

High Society 12-

KS: Aikido 13-

KS: Occult 13-

KS: History 13-

KS: Mythology 13-

Magic Skill 14-

Paramedics 13-

Persuasion 12-

PS: Researcher 16-

SL: +5 with any three related Skills (Magic Skill, Analyze and Occult) (15 Active Points); Limited Power (Only in regards to countermagics; -1)

 

Skills: 57

 

Perks

Contact: Lightning (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of

his own, Very Good relationship with Contact) 14-

Money: Wealthy

 

Perks: 22

 

Talents

Danger Sense (Any Area, Any Danger, Discriminatory, Function as a Sense) 13-/16-

 

Talents: 47

 

Martial Arts

Martial Throw

Martial Grab

Defensive Strike

Martial Dodge

Martial Escape

Redirect

Joint Lock/Throw

Takedown

WE: Blades, Polearms and Spears, Staffs

 

Powers

+3 PER with Sight Sense Group

Life Support (Longevity: 400)

Variable Power Pool (Magic Pool), 150 base + 75 control cost

 

Powers: 230

 

Disads

NCM

Hunted: Blizzard 14- (As Pow; Harshly Punish)

Hunted: Arkayne 14- (Mo Pow; Watching)

PL: CAK (Common; Total)

PL: Overconfident (Common; Strong)

Secret ID: Adalene Masters

 

Adalene Masters is a mystic. Her specialty lies in countermagics, the undoing of spells and rituals. She is often approached for knowledge. Some consider her a charlatan dealing in tarot readings and tea leaves. For those that know and believe, her powers are far greater.

 

Her contacts within the superhero community are many; The Guardians (friends and allies as well), the first Shadow Hunter, Red Star, the Ghost, as well as many others.

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Re: Greywind's Characters

 

All of the mystics I've put up so far have been strictly NPC, so there wasn't a lot of need for me to actually build specifics. It helped me to deal with group of players I had running around to be able to do on the fly.

 

Anton and the Blood Guard are high on that list of villains. I'll be looking at getting the rest of the Guard up, as well as some of the referenced and seen allies.

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Re: Greywind's Characters

 

Heavy Exterminator Robotic Orientation

 

HERO Slayer Mk I

 

Hgt: 6'7”

Wgt: 880#

 

Hair: None

Eyes: Red

 

55 STR 45

20 DEX 30

25 CON 30

15 BODY 10

10 INT 0

0 EGO 0

20 PRE 10

0 COM 0

12 PD 1

12 ED 7

3 SPD 0

16 REC 0

50 END 0

0 STUN 0

6 RUN

0 SWIM

0 LEAP

 

Char: 59

 

Powers

Damage Resistance 12 PD/12 ED

Does Not Bleed

Cannot Be Stunned

High Range Radio Perception (Radio Group)

Infrared Perception (Sight Group)

Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR)

Knockback Resistance -3"

Life Support (Eating: Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and

biowarfare agents; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep)

Multipower, 45-point reserve, (45 Active Points); all slots Beam (-1/4)

1) Energy Blast 9d6 (45 Active Points); No Knockback (-1/4), Beam (-1/4)

2) Killing Attack - Ranged 3d6 (45 Active Points); No Knockback (-1/4), Beam (-1/4)

 

Powers: 183

 

Disads

Distinctive Features: Robotic Killing Machine (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

Hunted: Most Heroes 14- (Mo Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

PH: No Senses but Sight and Hearing

PH: Limited to Program (usually neutralize any given target)

Rep: Killing Machine

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Re: Greywind's Characters

 

Heavy Exterminator Robotic Orientation

 

HERO Slayer Mk II

 

Hgt: 6'7”

Wgt: 880#

 

Hair: None

Eyes: Red

 

50 STR 40

30 DEX 60

45 CON 50

15 BODY 10

12 INT 2

0 EGO 0

30 PRE 10

0 COM 0

15 PD 5

15 ED 6

4 SPD 0

19 REC 0

90 END 0

0 STUN 0

16 RUN

0 SWIM

10 LEAP

 

Char: 143

 

Powers

Damage Resistance 15 PD/15 ED

Does Not Bleed

Cannot Be Stunned

Shock Blast: Energy Blast 5d6, No Normal Defense ([standard]; +1) (50 Active Points)

High Range Radio Perception (Radio Group)

Infrared Perception (Sight Group)

Flight 10"

Armor Piercing (+1/2) (25 Active Points) applied to STR

Killing Attack - Ranged 2d6, Armor Piercing (+1/2) (45 Active Points); Beam (-1/4)

Harpoon: Killing Attack - Ranged 4d6, Armor Piercing (+1/2) (90 Active Points); 1 Charge (Recovers Under Limited Circumstances; -3), OIF (-1/2)

Knockback Resistance -4"

Life Support (Eating: Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and

biowarfare agents; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in IntenseHeat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep)

 

Powers: 287

 

Disads

Distinctive Features: Robotic Killing Machine (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

Hunted: Most Heroes 14- (Mo Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

PH: No Senses but Sight and Hearing

PH: Limited to Program (usually neutralize any given target)

Rep: Killing Machine 14-

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  • 2 weeks later...
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Re: Greywind's Characters

 

Red Coil

 

Hgt: Varies

Wgt: Varies

 

15 STR 5

15 DEX 15

15 CON 10

10 BODY 0

13 INT 3

14 EGO 8

10 PRE 0

10 COM 0

6 PD 3

4 ED 1

3 SPD 5

6 REC 0

30 END 0

26 STUN 0

9 RUN 6

2 SWIM

9 LEAP

 

Char: 66

 

Skills

 

+1 with Power Armor

KS: Military Protocols

Shadowing 12-

Stealth 14-

Tracking 12-

 

Skills: 17

 

Talents

 

Absolute Time Sense

Lightsleep

 

Talents: 6

 

Powers

 

Red Coil Armor

Armor 20 PD/20 ED

+30 STR

+10 DEX

+15 CON

+10 PRE

+2 SPD

Energy Blast 14D6 Stun Only, No Knockback, No Range, Linked (Entangle)

Entangle 5D5, 5 Def, No Range

Stretching 1” Linked (Entangle)

Flight 10”

Endurance Reserve 100 END 10 REC Linked (Red Coil Armor)

HRRH

IR Vision

Nightvision

Flash Defense (Hearing) 8

Flash Defense (Sight) 8

Powers: 170

 

Disads

 

Distinctive Features: Recognized Armor

Hunted: Project: Tinman 14- (Watching)

PS: Super Patriot

PS: Overconfident

Rivalry: Other Squad Members

SL: Secret ID

PS: Follows Orders

V: 2x STUN Magnetics

V: 1 1/2x Body Magnetics

Susc: Intense magnetic fields 2D6/minute

 

The red Coil armor was built based off the designs of Professor Christopher Coil as a capture unit. The suits are built under, and licensed to various organizations, though the auspices of Project: Tinman. The Tinman project was begun under the DOD utilizing the minds the likes of David Wainwright (ref.: Warmonger), Charles Scott (Scott Enterprises), Jordan Kendall (Kendall Industries), and many others, in order to create powered combat suits for the military.

 

The red armor's primary combat ability are two cybernetic "whips" that are used to wrap around a given target. If further pacification is necessary, an electrical charge, much like a taser, is sent into the whips.

 

Note: The Red Coil was originally built to be a non-lethal combat suit for a player.

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  • 7 years later...
  • 2 weeks later...
  • 7 months later...

Bloodbath

 

Royce Gideon

 

Hgt: 6' 7”

Wgt: 250#

 

25 STR 15

31 DEX 63

25 CON 30

18 BODY 16

15 INT 5

20 EGO 20

20 PRE 10

18 COM 4

20 PD 15

15 ED 10

7 SPD 29

10 REC

50 END

44 STUN

11 RUN

2 SWIM

5 LEAP

 

Char: 217

 

Skills

     Acrobatics 15-

     Breakfall 15-

     Shadowing 12-

     Stealth 15-

     Streetwise 13-

     Survival 14-

     Tactics 12-

     Tracking 12-

     Defense Maneuver I-II

 

Skills: 33

 

Talents

     Fast Healing (Combat Luck) 9 PD/9ED

     Combat Sense 12-

     Lightsleep

 

Talents: 36

 

Martial Arts

     Defensive Strike

     Offensive Strike

     Martial Block

     Martial Dodge

     Martial Escape

 

Martial Arts: 22

 

Powers

     Clinging (Normal STR)

     Discriminatory with Smell/Taste Group

     Ultrasonic Hearing

     Infrared Sight

     Sight Group Flash Def (10 points)

     Tracking with Smell/Taste Group

     HKA 2d6-1 (3d6+1w/STR)

     Life Support: Immunity: All terrestrial diseases and bio-warfare agents

          Immunity: All terrestrial poisons and chemical warfare agents

     Healing (Regen) 2 BODY

     Running +5”

 

Powers: 110

 

Disads

     Distinctive Features: Animalistic Appearance: distended canines, claw-like fingernails

          Tall

     Bestial Fury: Berserk in combat 14-/8-

     Phys Lim: Color Blind: sees everything in black/white/shades of gray

     Psych: Killer (C/S)

     Psych: Hunting Longbow (VC/S)

     Rep: Wanton Killer 8- (Extreme)

     Soc: Secret ID (O/S)

 

Disads: 130

 

Bloodbath is an enigma. No one knows where he came from or how he got his powers. There is some speculation that he is a mutant.

 

His first encounter with the Guardians was when he was part of the crew that kidnapped Comm. Grayson's grandson for ransom.

 

Later, he formed a loose partnership with the assassin Slash. That ended during a cross-country killing spree. They ended up killing the wife and daughter of Bryce Callahan (Longbow). Longbow ended their partnership by killing Slash. Longbow was captured by police, tried, and acquitted. Since then they have both been on the lookout for the other.

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Arlo and Alphonse

 

Arlo

 

Height: 7' 2”

Weight: 300#

Hair: Brown (shaggy and unkempt)

Eyes: Brown

 

35 STR 25

18 DEX 24

30 CON 40

19 BODY 18

8 INT -2

8 EGO -4

30 PRE 20

8 COM -1

20 PD 13

15 ED 9

4 SPD 12

13 REC

60 END

52 STUN

6 RUN

2 SWIM

7 LEAP

 

Characteristics: 154

 

Skills

 

CSL: +4 HtH

 

Skills: 20

 

Powers

 

Phys Damage Reduction, Resistant 25%

KB Resistance -3

Lack of Weakness (Resistant Defenses) -9

Power Def 5

Regen 2 BODY

 

Powers: 49

 

Disads

 

Distinctive Features: Hill giant big (Not Concealable, Noticed, Major Reaction)

Rivalry: Alphonse

Unluck 2d6

Watching: Nova Research 14-

 

Disads: 50

 

Alphonse

 

Height: 7' 3”

Weight: 320

Hair: Dark Brown (shaggy and unkempt)

Eyes: Brown

 

40 STR 30

15 DEX 15

35 CON 50

19 BODY 18

6 INT -4

8 EGO -4

30 PRE 20

6 COM -2

20 PD 12

15 ED 8

3 SPD 5

15 REC

70 END

57 STUN

6 RUN

2 SWIM

8 LEAP

 

Characteristics: 148

 

Skills

 

CSL +5 HtH

 

Skills: 25

 

Powers

 

Phys Damage Reduction, Resistant 25%

KB Resistance -3

Lack of Weakness (Resistant Defenses) -5

Power Def 5

Regen 2 BODY

 

Powers: 45

 

Disads

 

Distinctive Features: Hill giant big (Not Concealable, Noticed, Major Reaction)

Rivalry: Arlo

Phys Lim: Illiterate (Freq, Fully)

Watching: Nova Research 14-

 

Disads: 60

 

Arlo and Alphonse were pulled from another reality by way of an experimental breach by Nova Research. Their rather abrupt arrival ended up in the destruction of the experimental equipment. After many dead Dog Soldiers, the pair were able to be rudimentary communicated and reasoned with.

 

They have since been employed by NR, often loaned out as muscle to others.

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