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Shard 5E (350)


TheQuestionMan

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Work In Progress

 

Background/History: Chris Tall was born June, 21, 1994 to Adrian Tall, a Private Investigator and Moria (nee Kelda) Tall, an Occult Bookstore Owner in Avalon City. His older fraternal twin sisters Brenda, an archeologist and linguist works at the Avalon City Museum and Raina, Private Investigator. 

He was raised by his old sisters and both grandparents until he was six years old and then was sent to a private school. Where he excelled in academics and athletics before graduating at sixteen with honors. Chris attended a private prep school again graduating with honors and took a "Year Off" to join the family business as a Private Investigator. 

Their parents were killed in Vibora Bay during the apocalypse crisis. Chris joined his sisters in Vibora Bay for the funeral. At that point all records of the family stopped. What happened was a mystery, but the truth was something much stranger. The Tall family secret was something unexpected. Their "True Name" was Warwick and Chris was really William Warwick a Mystic/Mage and former member of The Trismegistus Council. The Warwick's were descendants of Baron Thomas Warwick, a Mystic/Mage born in the early 1300s during the Black Death and contender for the all-powerful position of Archmage.  

In the aftermath Chris Tall was assigned to a group responsible for cleaning up the Church where the Elemental Gems were destroyed. The loss of his parents and rage at those who caused their deaths and drove his to create the Elemental Rings using shards from the Elemental Gems. When the Council discovered the theft it was too late and he was suspended from the Order. 

 
Chris had a plan. The Superheroes of the Modern World where its new Champions. Using his training and powers he would join them. Taking the name Shard he began his crime-fighting career. A few years later he returned to Avalon City and continued his crusade. 

 
Personality/Motivation: Chris Tall is a complicated young man determined to protect the innocent and bring the guilty to justice. He believes in the sanctity of life and would do everything in his power preserve it, but at the same time he understands the need to use lethal force to protect others. This has on occasion gotten him into trouble with his more high minded compatriots.   

When not working he spends his time studying in the parks and libraries. At night he cruises the night clubs and streets.  

 
Quote: As Chris Tall, PI - "Fortunes found, fiends foiled, and maidens rescued. Note costs extra for return of same."
 
As Shard - "I have seen Evil with Power that would make even you crawl back under your rock. And I have seen it fall. " 
 

Powers/Tactics: Chris is a skilled brawler and uses his Magic Pool and Enchanted Gadgets and Gear to Deception and Subterfuge against his opponents in combat. Often fleeing the battlefield only to return using one of his elemental forms. He tries to optimize his Elemental Forms in combat and tries to exploit their vulnerabilities and exploit theirs.  
 
When expecting Combat he will use the elemental form best suited to the terrain and his companions battle plans. While not as skilled and experienced as his teammates he does make up for it with versatility and magic. 
 

Appearance:  Chris Tall is a fit and handsome young man with short dark brown hair and light brown almost amber colored eyes. He likes wearing expensive and well cut suits and ties. Living in Avalon City, New Hampshire he is usually wearing an overcoat, fedora, and sunglasses. Making look like an Government Agent or Pulp Era Detective.  
 
 
Campaign Use/Subplot: 1.) Mystic/Magic Threats, 2.) Mystic/Magic Problem Solving, 3.) Occult Detective, 4.) Hunteds and Watchers,5.) The Trismegistus Council.  

 

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Shard
Player: Eddie

 

Val   Char    Cost

15   STR 5

23   DEX 39

20   CON 20

15   BODY 10

23   INT 13

11   EGO 2

25   PRE 15

16   COM 3      

8/18   PD 5

8/18   ED 4

4   SPD 7

8   REC 2

40   END 0

40   STUN 7      

8"   RUN 4

2"   SWIM 0

3"   LEAP 0

Characteristics Cost: 136

 

 

Cost   Power END

50  Garb of Protection: Force Field (10 PD/10 ED/10 Mental Defense/10 Power Defense/10 Flash Defense: Sight Group/10 Flash Defense: Hearing Group), Costs END Only To Activate (+1/4) (75 Active Points); IIF (-1/4), Increased Endurance Cost (x2 END; -1/4)  12 21  

Elemental Gems Shards & Soul Gem: Multiform (350 Character Points in the most expensive form) (x8 Number Of Forms) (85 Active Points); Increased Endurance Cost (x3 END; -1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Activation Roll 14- (-1/2), Costs Endurance (Only To Change; -1/2), IIF (-1/4) [Notes: Associate Files; Astral Form, Air Elemental Form, Earth Elemental Form, Fire Elemental Form, & Water Elemental Form. Body of Gems]  24 12  

Magesight: Detect Magic 14- (no Sense Group), Discriminatory (15 Active Points); IIF (Focus (Sunglasses); -1/4)  0 56  

Thaumaturgy: VPP (Magic Power Pool), 40 base + 20 control cost, (60 Active Points); Limited Class Of Powers Available Magic (-1/4)          

Powers Cost: 139

 

 

Cost   Skill

3   Acting 14- 

3   Analyze: Magic 14- 

1   AK: Astral Plane 8- 

1   AK: Avalon City, New Hampshire (Everyman Skill) 14- 

0   Climbing 8- 

3   Concealment 14- 

0   Conversation 8- 

2   Cryptography 14- (3 Active Points); Translation Only (-1/2) 

3   Deduction 14- 

3   Inventor (Enchantment) 14- 

3   Navigation (Astral, Dimensional) 14- 

3   Linguist 

0   1) Language: English (idiomatic; literate) (5 Active Points) 

2   2) Language: Greek (fluent conversation; literate) (3 Active Points) 

2   3) Language: Latin (fluent conversation; literate) (3 Active Points) 

2   4) Language: Sanskrit (fluent conversation; literate) (3 Active Points) 

0   Paramedics 8- 

0   Persuasion 8- 

3   Power: Magic 14- 

3   PS: Private Investigator 14- 

1   PS: Research (Everyman Skill) 14- 

3   Scholar 

2   1) KS: Arcane & Occult Lore (3 Active Points) 14- 

2   2) KS: Extra Dimensional Beings & Threats (3 Active Points) 14- 

2   3) KS: Legends & Lore (3 Active Points) 14- 

2   4) KS: The Mystic World (3 Active Points) 14- 

1   5) KS: The Superhuman World (Everyman Skill) 14- 

0   Seduction (Charm) 8- 

3   Shadowing 14- 

3   Stealth 14- 

0   Streetwise 8- 

3   Tactics 14- 

1   Teamwork 8- 

0   TF: Common Motorized Ground Vehicles, Everyman Skill  0  

WF: Clubs, Fist-Loads, Unarmed Combat 

Skills Cost: 60

 

 

Cost   Perk 2   Fringe Benefit: Private Investigator License 

Perks Cost: 2

 

Total Character Cost: 337

 

Val   Disadvantages

10   Distinctive Features: Mystic Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 

15   Hunted: Circle of the Scarlet Moon 8- (Mo Pow; Harshly Punish) 

15   Hunted: Talisman 11- (As Pow; Harshly Punish) 

10   Hunted: The Trismegistus Council 8- (Mo Pow; NCI; Watching) 

10   Psychological Limitation: Code vs Murder (Uncommon; Strong) 

15   Psychological Limitation: Must Protect The World From Supernatural Threats (Common; Strong) 

15   Psychological Limitation: Adventurous Spirit (Common; Strong) 

15   Social Limitation: Secret ID (Frequently; Major) 

5   Vulnerability: True Name (Uncommon) 

5   Vulnerability: 1 1/2 x BODY Chaos Magic (Uncommon) 

5   Vulnerability: 1 1/2 x STUN Chaos Magic (Uncommon) 

 

Disadvantage Points: 120
Base Points: 200
Experience Required: 17
Total Experience Available: 0
Experience Unspent: 0

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Some thoughts on possible  powers for your elemental forms:

 

In D&D Earth Elementals can "Earth-Glide" which could either be Desolid to travel through earth and stone (and concrete, bricks and mortar) or Tunneling with Fill-in-the-hole and "Self Only". They also had an ability called Earth Mastery, which grants bonuses in melee against anyone physically touching the ground.

 

Obviously Air Elementals can fly, but they also had "Air Mastery" which was similar to Earth Mastery in that it grants bonuses to anyone not touching the ground. They also had a cyclone ability (STR or TK with AoE Radius and/or cone).

 

Fire Elementals have a Damage Shield.

 

Water Elementals have Water Mastery (bonuses against anyone in contact with a body of water or submerged IIRC) as well as Whirlpool ability (STR or TK w/ AoE in water).

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