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White Bow

 

Val   Char    Cost    Roll     Notes

  20    STR      10      13-      Lift 400.0kg; 4d6 [2]

  25    DEX     30      14-

  23    CON     13      14-

  13    INT        3       12-      PER Roll 12-/15-

  11    EGO      1       11-

  20    PRE      10      13-      PRE Attack:  4d6

 

   8     OCV     25     

   7     DCV     20     

   3     OMCV  0      

   4     DMCV  3      

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

 

  16    PD        14                  Total:  16/30 PD (0/14 rPD)

  16    ED        14                  Total:  16/30 ED (0/14 rED)

  15    REC     11

  40    END      4

  15    BODY   5

  50    STUN   15      Total Characteristic Cost:  208

 

Movement:    Running:  22m/44m

                         Leaping:  14m/28m

                         Swimming:  4m/8m

                         Swinging:  40m/80m

 

Cost   Powers                                                                                    END

30      Compound Battle Bow:  Multipower, 60-point reserve,  (60 Active Points); OAF (-1)    

1f       1)  Acid Arrow:  Killing Attack - Ranged 1d6, Constant (+½), Penetrating (+½), Uncontrolled (+½) (37 Active Points); 3 Charges (-1 ¼), OAF (-1), Beam (-¼)                                    [3]

1f       2)  Blunt Arrow:  Blast 8d6 (40 Active Points); OAF (-1), 6 Charges (-¾), Beam (-¼)    [6]

1f       3)  Bolo Arrow:  Entangle 4d6, 4 PD/4 ED, Entangle And Character Both Take Damage (+¼) (50 Active Points); 3 Charges (-1 ¼), OAF (-1), Beam (-¼)                                                         [3]

1f       4)  Boomerang Arrow:  Killing Attack - Ranged 2d6, Indirect (Source Point is the Character, path can change with every use; +½) (45 Active Points); 3 Charges (-1 ¼), OAF (-1), Beam (-¼)        [3]

1f       5)  Boomerang Grabber Arrow:  Telekinesis (20 STR) (30 Active Points); 3 Charges (-1 ¼), OAF (-1), Only Works On Limited Types Of Objects Limited Group of Objects (objects small enough to be grabbed by the pincer on the arrow; -½), Affects Whole Object (-¼)                                                                    [3]

1f       6)  Broadhead Arrow:  Killing Attack - Ranged 2d6 (30 Active Points); OAF (-1), 6 Charges (-¾), Beam (-¼)          [6]

1f       7)  Chisel-Point Arrow:  Killing Attack - Ranged 2d6, Armor Piercing (+¼) (37 Active Points); OAF (-1), 6 Charges (-¾), Beam (-¼)                                                                                  [6]

2f       8)  Exploding Arrow:  Blast 8d6, Area Of Effect (18m Radius Explosion; +½) (60 Active Points); 3 Charges (-1 ¼), OAF (-1) [3]

1f       9)  Flare Arrow:  Sight Group Flash 8d6 (40 Active Points); 3 Charges (-1 ¼), OAF (-1), Beam (-¼)          [3]

1f       10) Glue Arrow:  Entangle 4d6, 4 PD/4 ED (40 Active Points); 3 Charges (-1 ¼), OAF (-1), Beam (-¼)      [3]

1f       11) Grapnel Arrow:  Swinging 40m (20 Active Points); OAF (-1), 6 Charges (-¾)          [6]

1f       12) Incendiary Arrow:  Killing Attack - Ranged 1 ½d6, Armor Piercing (+¼) (31 Active Points); 3 Charges (-1 ¼), OAF (-1), Beam (-¼)                                                                                  [3]

2f       13) Knockout Gas Arrow:  Blast 5d6, Area Of Effect (1m Radius; +¼), Attack Versus Alternate Defense (defense is Life Support [self-Contained Breathing or appropriate Immunity]; All Or Nothing; +1) (56 Active Points); 3 Charges (-1 ¼), OAF (-1)                                                                                                [3]

2f       14) Net Arrow:  Entangle 4d6, 4 PD/4 ED, Area Of Effect (1m Radius; +¼), Entangle And Character Both Take Damage (+¼) (60 Active Points); 3 Charges (-1 ¼), OAF (-1)                    [3]

1f       15) Oil Slick Arrow:  Change Environment (-4 to all DEX-based Rolls to move on/through), Can Only Be Applied To Horizontal Surfaces (e.g., the ground and floors; +0), Area Of Effect (8m Surface; +¾) (21 Active Points); 3 Charges (-1 ¼), OAF (-1)                                                                                    [3]

1f       16) Smoke Arrow:  Darkness to Sight Group 8m radius (40 Active Points); OAF (-1), 3 Continuing Charges lasting 1 Turn each (removed by high winds or rain; -¾)                                 [3 cc]

2f       17) Sonic Arrow:  Blast 8d6, Area Of Effect (8m Radius; +½) (60 Active Points); 3 Charges (-1 ¼), OAF (-1)            [3]

1f       18) Taser Arrow:  Blast 6d6, Attack Versus Alternate Defense (defense is insulated rED covering entire body; All Or Nothing; +½) (45 Active Points); 3 Charges (-1 ¼), OAF (-1), Beam (-¼)        [3]

 

           Costume, all slots OIF (-½)                                                         

22      1)  Armored Costume:  Resistant Protection (11 PD/11 ED) (33 Active Points); OIF (-½)               0

18      2)  Defensive Mask:  (Total: 33 Active Cost, 18 Real Cost) Resistant Protection (3 PD/3 ED); Requires A Roll (8- roll; Must be made each Phase/use; only protects Hit Locations 3-5; -1 ¾), OIF (-½) (Real Cost: 3) plus Hearing Group Flash Defense (8 points) (8 Active Points); OIF (-½) (Real Cost: 5) plus Sight Group Flash Defense (8 points) (8 Active Points); OIF (-½) (Real Cost: 5) plus +8 Mental Defense (8 points total) (8 Active Points); OIF (-½) (Real Cost: 5)           0

3         3)  IR Goggles:  Infrared Perception (Sight Group) (5 Active Points); OIF (-½) 0

3         4)  Light Enhancement Lenses:  Nightvision (5 Active Points); OIF (-½)           0

6         5)  Radio Earphones II:  Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½), Sense Affected As Hearing Group and Radio Group (-¼)                                       0

 

           Physical Attributes                                                                        

5         1)  Athletic:  Leaping +10m (14m forward, 7m upward)         1

6         2)  Keen Sight:  +3 PER with Sight Group                               0

10      3)  Sprinter:  Running +10m (22m total)                                  1

10      4)  Tougher than Two Dollar Steak:  Energy Damage Reduction, 25%             0

10      5)  Tougher than Two Dollar Steak:  Physical Damage Reduction, 25%           0

 

           Commando Training

           Maneuver         OCV    DCV    Notes

4         +1 HTH Damage Class(es)

3         Aikido Throw   +0      +1      5d6 +v/10, Target Falls

4         Boxing Cross    +0      +2      7d6 Strike

4         Choke                -2       +0      Grab One Limb; 2 ½d6 NND

4         Escape               +0      +0      40 STR vs. Grabs

3         Hold                   -1       -1      Grab Two Limbs, 35 STR for holding on

4         Judo Disarm      -1       +1      Disarm; 35 STR to Disarm

4         Karate “Chop”  -2       +0      HKA 2d6 +1

4         Kung Fu Block +2      +2      Block, Abort

5         Side/Axe Kick  -2       +1      9d6 Strike

1         Weapon Element:  Clubs

1         Weapon Element:  Knives

 

           Kyujutsu

           Maneuver         OCV    DCV    Notes

4         +1 Ranged Damage Class(es)

4         Basic Shot         +0      +0      Strike, +3 DC

3         Defensive Shot -1       +2      Strike +1 DC

5         Distance Shot   +0       -2      Strike +1 DC , +1 Segment

5         Far Shot             +1       -1      Strike +1 DC

4         Quick Shot        +1      +0      Strike, +3 DC

4         Ranged Disarm +0      +0      Disarm, 40 STR

0         Weapon Element:  Bows

 

           Perks

6         Double-Barrelled Name:  Money:  Wealthy

12      Workshop:  Vehicles & Bases

 

           Talents

6         Altertness, Dodging and Luck Set:  Combat Luck (3 PD/3 ED)

3         Good-Looking Man:  +1/+1d6 Striking Appearance (vs. all characters)

 

           Skills

16      +2 with HTH Combat

24      +3 with Ranged Combat

12      +4 +4 versus the Range Modifier with All Ranged Attacks

3         Acrobatics 14-

3         Breakfall 14-

3         Climbing 14-

3         Defense Maneuver I

3         Demolitions 12-

5         Fast Draw:  Bows 15-

0         Language:  English (idiomatic) (4 Active Points)

3         Language:  Japanese (completely fluent)

3         Lockpicking 14-

3         Riding 14-

3         Scholar

1         1)  KS: Bow Making (2 Active Points) 11-

1         2)  KS: History of Archery (2 Active Points) 11-

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

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

3         Security Systems 12-

3         Shadowing 12-

3         Sleight Of Hand 14-

3         Stealth 14-

3         Streetwise 13-

3         Survival 12-

3         Tactics 12-

3         Teamwork 14-

3         Tracking 12-

6         WF:  Common Melee Weapons, Common Missile Weapons, Small Arms

4         Weaponsmith (Firearms, Muscle-Powered HTH, Muscle-Powered Ranged) 12-

 

Total Powers & Skill Cost:  367

Total Cost:  575

 

400+ Matching Complications

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

10      Psychological Complication:  In love with Crystal Carson (Gray Huntress) (Uncommon; Strong)

10      Psychological Complication:  Competitive (Common; Moderate)

15      Hunted:  Rogues gallery Frequently (As Pow; Harshly Punish)

10      Hunted:  Bow Related Rivals Infrequently (As Pow; Harshly Punish)

10      Distinctive Features:  Style Disadvantage (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

175    Experience Points

 

Total Complications Points:  575

 

Background/History:  A wealthy layabout with a swashbuckling streak, Jeff spent most of his life coasting through academia and excelling at sports. Not through trianing but preternatural grace and agility. He always liked sport, but even here he had trouble applying himself. When he met Crystal Carson who was studying in the UK on an exchange program in the US. In this slight, intense, and intensely beautiful girl, Jeff found a spark of competition and a whole lot of desire.

 

Crystal seemed to be just as naturally gifted as Jeff but she was driven to perfect those gifts in ways he couldn't even fathom at 17. She had singled him out as the school's alpha and set about topping him and Jeff found himself working really hard to keep up. By the time she returned to America with her degree and his heart in her hands Jeff had been transformed from a lazy savant into a disciplined, self-motivated paragon in his chosen field of Archery.

 

 He medalled at the 2012 London Olympics and then in 2013 the crime-fighter known as White Bow appeared both in the UK and Internationally.

 

Personality/Motivation:  Jeff still carries a torch for Crystal but the distance has made a relationship mostly a pipe dream at this point. They are good friends, fellow crimefighters, and friendly competitors in all things.

 

Jeff feels that the UK is underrepresented in the Superhero Game. He's a staunch supporter of the official team having served a few stints with them but just as often operating solo. He travels the world as Geoffrey Llewelyn-Cantor, Chairman of Cantor Athletics and still practices Archery competitively. Though he's in a semi-retirement. His identity as White Bow is one of the worlds more poorly kept secrets but he keeps up the "illusion" for fun.

 

Quote:

 

Powers/Tactics:  Peerless archer and gifted athlete, White Bow is also a capbable hand to hand combatant. He has studied Kyojutsu as well as other archery styles. He has a trick arrow arsenal a mile long.

 

Campaign Use:

 

Appearance:  Jeff is fit. Good Looking, athletic, muscularm, and with an effortless grace, he's quite the ladies man, but that's mostly for show. As Jeff Llewelyn-Cantor, he dresses for the occasion, in well tailored clothing.

 

As White Bow he wears a white and black armored suit with mask and matching weaponry.

 

White Bow.hdc

post-198-0-65247400-1463974509_thumb.jpg

Artist Phil Cho

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Kim Paler

 

   Val     Char    Cost    Roll           Notes

15+30  STR       5       12- / 18-   Lift 200.0kg/12.8tons; 3d6/9d6 [¼]

    20      DEX     20      13-

    20      CON     10      13-

    20      INT       10      13-            PER Roll 13-

    18      EGO      8       13-

    15      PRE       5       12-            PRE Attack:  3d6

 

     7       OCV     20     

     7       DCV     20     

     5       OMCV  6      

     5       DMCV  6      

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

 

8+12   PD          6                         Total:  8/20 PD (0/12 rPD)

8+12   ED         6                         Total:  8/20 ED (0/12 rED)

    10      REC       6

30+60  END      2

    10      BODY   0

    40      STUN   10      Total Characteristic Cost:  170

 

Movement:       Running:  12m/24m

                            Flight:  40m/80m

                            Leaping:  4m/8m

                            Swimming:  4m/8m

 

Cost   Powers                                                                                    END

30      "The Arms" (1):  Multipower, 45-point reserve,  (45 Active Points); all slots OIF (-½)   

3f       1)  Blast 9d6 (45 Active Points); OIF (-½)                               4

3f       2)  Killing Attack - Hand-To-Hand 3d6 (4d6 / 6d6 w/STR) (45 Active Points); OIF (-½) 4

 

30      "The Arms" (2):  Multipower, 45-point reserve,  (45 Active Points); all slots OIF (-½)   

3f       1)  Blast 9d6 (45 Active Points); OIF (-½)                               4

3f       2)  Killing Attack - Hand-To-Hand 3d6 (4d6 / 6d6 w/STR) (45 Active Points); OIF (-½) 4

 

30      "The Arms" (3):  Multipower, 45-point reserve,  (45 Active Points); all slots OIF (-½)   

3f       1)  Blast 9d6 (45 Active Points); OIF (-½)                               4

3f       2)  Killing Attack - Hand-To-Hand 3d6 (4d6 / 6d6 w/STR) (45 Active Points); OIF (-½) 4

 

30      "The Arms" (4):  Multipower, 45-point reserve,  (45 Active Points); all slots OIF (-½)   

3f       1)  Blast 9d6 (45 Active Points); OIF (-½)                               4

3f       2)  Killing Attack - Hand-To-Hand 3d6 (4d6 / 6d6 w/STR) (45 Active Points); OIF (-½) 4

 

           Arms, all slots OIF (-½)                                                               

45      1)  Concentrated Fire:  Penetrating (+½) for up to 180 Active Points of Blast (90 Active Points); OIF (-½), All four Arms must blast same foe (-½)                                                                      9

15      2)  The Arms:  +30 STR, Can't Use with Martial Arts (+0) (30 Active Points); Only with Extra Limbs (-½), OIF (-½)                3

3         3)  The Arms:  Extra Limbs  (4) (5 Active Points); OIF (-½), Limited Manipulation (-¼) 0

 

           Battlesuit, all slots OIF (-½)                                                        

24      1)  Armored Costume:  Resistant Protection (12 PD/12 ED) (36 Active Points); OIF (-½)               0

8         2)  Bioenergy Reserves:  +60 END (12 Active Points); OIF (-½)        

5         3)  Communications :  Radio Perception/Transmission (Radio Group) (10 Active Points); Sense Affected As More Than One Sense Hearing as well as Radio (-½), OIF (-½)                        0

9         4)  Environmental Suit:  Life Support  (Extended Breathing: 1 END per 20 Minutes; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (13 Active Points); OIF (-½)   0

20      5)  Jet Pack:  Flight 40m (40 Active Points); Lockout (Arms 3 and 4 are used for flight, none of their attacks can be used in flight. ; -½), OIF (-½)                                                                  4

3         6)  Light Enhancing Lenses:  Nightvision (5 Active Points); OIF (-½)                0

10      7)  Polarized Lenses:  Sight Group Flash Defense (15 points) (15 Active Points); OIF (-½)            0

 

           Karate

           Maneuver         OCV    DCV    Notes

4         Atemi Strike      -1       +1      2d6 NND

4         Block                 +2      +2      Block, Abort

4         Disarm               -1       +1      Disarm; 25 STR  / 55 STR to Disarm roll

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

4         Knifehand Strike ("Chop")  -2 +0           HKA 2d6 +1 / HKA 4d6 +1

3         Legsweep          +2       -1      4d6 / 10d6 Strike, Target Falls

4         Punch/Snap Kick        +0      +2 5d6 / 11d6 Strike

5         Side/Spin Kick  -2       +1      7d6 / 13d6 Strike

1         Weapon Element:  Karate Weapons

1         Weapon Element:  Staffs

 

           Talents

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

5         Never Forgets:  Eidetic Memory

2         Quick:  Lightning Reflexes (+2 DEX to act first with All Actions)

 

           Skills

20      +2 with All Attacks

3         Breakfall 13-

3         Bugging 13-

3         Charm 12-

3         Concealment 13-

5         Cramming

3         Demolitions 13-

3         Electronics 13-

3         Inventor 13-

3         Language:  English (idiomatic) (4 Active Points)

4         Language:  German (idiomatic)

0         Language:  Polish (idiomatic) (4 Active Points)

3         Lockpicking 13-

3         Mechanics 13-

3         Scholar

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

1         2)  KS: The Black Market (2 Active Points) 11-

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

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

1         5)  KS: The Technology World (2 Active Points) 11-

3         Scientist

3         1)  SS:  Chemistry 14- (4 Active Points)

3         2)  SS:  Mathematics 14- (4 Active Points)

3         3)  SS:  Physics 14- (4 Active Points)

3         4)  SS:  Robotics 14- (4 Active Points)

3         Security Systems 13-

3         Shadowing 13-

3         Stealth 13-

2         WF:  Common Melee Weapons

4         Weaponsmith (4pts worth) 13-

 

Total Powers & Skill Cost:  430

Total Cost:  600

 

400+ Matching Complications

20      Hunted:  Heroic Authorities Frequently (As Pow; NCI; Harshly Punish)

15      Physical Complication:  Powers can be affected by Cyberkinesis. Use her EGO to defend (Infrequently; Greatly Impairing)

15      Psychological Complication:  Greedy (Common; Strong)

10      Psychological Complication:  Vindictive (Common; Moderate)

15      Social Complication:  Secret Identity Frequently, Major

200    Experience Points

 

Total Complications Points:  600

 

Background/History:  Inventor and slightly mad thief for hire, Dr. Kimberly Szwarc is better known to the world at large as Kim Paler.

 

A Polish national who studied in Germany and the United States, she developed her "Arms" for her country's military but her superiors tried to force her out of the picture, taking credit and promotions for themselves. Kim was smarter and more ruthless than they anticipated. She caught wind of their schemes and stole the arms, incorporating the four prototypes into a battlesuit and destroyed the facility.

 

Shortly afterwards she entered the mercenary scene. She's had a long, and successful criminal career. Getting stopped less often than she escapes.

 

Personality/Motivation:  Driven, greedy, vindictive, but otherwise surprisingly easy to get along with; Kim Paler is a sought after mercenary. She's level-headed, cool under fire, willing to do wet-work and operates under a personal code of conduct. She's also interested in networking with other women in her field, establishing relationships and spending down-time in friendly persuits.

 

Defeat doesn't really send her on a vengeance cycle, but betrayal, humilition, or general douche-baggery can.

 

Quote:

 

Powers/Tactics:  Kim Paler is a brawler with a battlesuit. Her arms can operate independantly of one another dealing with 4 targets or 4 attacks on one target. The arms get strength damage on "Punches" and their Killing Attacks but dont' get any martial arts bonuses. She can fly by using arms 3 and 4 to form a jet pack. Arms 1 and 2 can still be used for fighting but the other two are locked into flight.

 

Her Concentrated Fire advantage just allows however many of her blasts hit the target to be penetrating, up to all four 9d6 attacks. This does not work for her killing attack.  (arbitrarily)

 

She's also fit and a devote of Karate.

 

Campaign Use:  Merc Villain. Can lead teams or serve as gadgeteer. To make her more powerful give the arms bigger pools. To cut her down some lower the pools or get rid of Concentrated Fire.

 

 

Appearance:  Kim is an athletic redhead in a purple and black costume. The arms are purple and silvery metal.

 

 

Artist: Garret Blair

post-198-0-67029000-1463978915_thumb.jpg

 

Kim Paler.hdc

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