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The One (Loong Story)


zakueins

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I'll tell you his enire background info once I think I have him revised to a good version.

 

Basically, this is a "real world" version of Neo, a'la Keannu Reeves, with the powers that he has at the last few scenes of Matrix Reloaded.

 

Comments, complaints, threats upon my life are welcome.

 

Keannu Reeves

 

Player:

 

Val Char Cost
25 STR 15
29 DEX 57
28 CON 36
23 BODY 26
18 INT 8
17 EGO 14
20 PRE 10
18 COM 4
8/16 PD 3
8/16 ED 2
7 SPD 31
16 REC 10
56 END 0
50 STUN 0
8" RUN42" SWIM072" LEAP2Characteristics Cost: 222

 

Cost Power END
195 "Guns, Lots Of Guns": Variable Power Pool (Gadget Pool), 130 base + 65 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (325 Active Points); OIF (-1/2), Conditional Power Only "Real World" Weapons (No Blasters, Phasers, etc.) (-1/2), Limited Class Of Powers Available Limited (-1/2), Gestures (-1/4), Conditional Power Can Only "Conceal" Weapons Appopriate To Size Of The Jacket (-1/4)
23 "Operator, Load Me A Program": Variable Power Pool (Mimicry Pool), 21 base + 2 control cost (32 Active Points); Extra Time Extra Segment (-1/2), Character May Take No Other Actions (-1/4), Delayed Phase (-1/4), Conditional Power Can Only Be Used For Skills and Perks (-1), OAF (Focus (Any Avalable Cell Phone); -1), VPP Powers Can Be Changed Only In Given Circumstance (-1/2), Incantations (-1/4)
8 Damage Resistance (8 PD/8 ED)
16 Spider Silk Body Armor: Armor (8 PD/8 ED) (24 Active Points); Activation Roll 14- (-1/2)
5 Nifty Sunglasses: Flash Defense (8 points) (Sight Group), Hardened (+1/4) (10 Active Points); OAF (-1)
112 "He Is The One": Multipower, 70-point reserve, all slots: Reduced Endurance 1/2 END (+1/4), Invisible Power Effects (Sight Group, Hearing Group; +3/4) (140 Active Points); Gestures (-1/4)
2u 1) "You're Telling Me I Can Dodge Bullets?": Missile Deflection (Any Ranged Attack) (20 Active Points)
5u 2) "He's Doing His Superman Thing": Flight 32", x4 Noncombat (69 Active Points) 3
5u 3) "Now, We're Even": Healing 4d6 (max. Healed Points: 24) (Can Heal Limbs, Resurrection) (65 Active Points) 3
6u 4) "What If He Makes It?" "Nobody Makes Their First Jump.": Leaping +65" (70" forward, 35" upward) (Accurate) (70 Active Points) 3
5u 5) "Okay, You Have Some Skill": Force Wall (16 PD/10 ED; 3" long and 1" tall) (69 Active Points) 3
3u 6) "No, Something's Wrong": Mind Control 14d6 (70 Active Points); Limited Class Of Minds Only Vs. Machines (-1) 3
Powers Cost: 385

 

Cost Martial Arts Maneuver
3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +2d6 Strike
4 Charge: 1/2 Phase, +0 OCV, -2 DCV, STR +2d6 +v/5 Strike, FMove
4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +2d6 Strike, Must Follow Block
4 Crush: 1/2 Phase, +0 OCV, +0 DCV, STR +4d6 Crush, Must Follow Grab
5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, STR Strike
3 Defensive Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls
5 Disarming Throw: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +5 STR to take weapon away; Target Falls
4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +2d6 Strike
5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
5 Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on; FMove
3 Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, STR +v/5 Strike; You Fall, Target Falls; FMove
5 Grappling Block: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block
3 Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike; Target Falls; Must Follow Grab
5 Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 0 1/2d6, Disable
4 Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6 NND; Target Falls
4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 0 1/2d6
5 Killing Throw: 1/2 Phase, -2 OCV, +0 DCV, HKA 0 1/2d6, Target Falls
3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +1d6 Strike, Target Falls
4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs
3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls
4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike
5 Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, +10 STR to Disarm roll; FMove
5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +v/5; FMove
5 Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, STR +v/5; Target Falls; FMove
4 Reversal: var Phase, -1 OCV, -2 DCV, +15 STR to Escape; Grab Two Limbs
4 Root: 1/2 Phase, +0 OCV, +0 DCV, +15 STR to resist Shove; Block, Abort
4 Sacrifice Disarm: 1/2 Phase, +2 OCV, -2 DCV, Disarm, +10 STR to Disarm roll
4 Sacrifice Lunge: 1/2 Phase, +2 OCV, -2 DCV, STR +v/5; FMove
5 Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, STR +4d6 Strike
3 Sacrifice Throw: 1/2 Phase, +2 OCV, +1 DCV, STR Strike; You Fall, Target Falls
4 Shove: 1/2 Phase, +0 OCV, +0 DCV, +15 STR to Shove
5 Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +10 STR to take weapon away
3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, STR Strike; Target Falls
4 Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, +10 STR
4 Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC
3 Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike
5 Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike , +1 Segment
5 Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike
5 Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, +10 STR
4 Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +4 DC
5 Offensive Trip: 1/2 Phase, +1 OCV, -1 DCV, Range +0, Strike +v/5, Target Falls
4 Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +2 DC
4 Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +15 STR
4 Trip: 1/2 Phase, -1 OCV, -1 DCV, Range +2, v/5, Target Falls
Martial Arts Cost: 216

 

Cost Skill
5 Acting 14-
5 Accurate Sprayfire
3 Acrobatics 15-
3 Breakfall 15-
3 Climbing 15-
3 Combat Driving 15-
16 +2 with All Combat
10 +2 with DCV
5 Computer Programming 14-
5 Concealment 14-
7 Conversation 15-
3 Cryptography 13-
3 Deduction 13-
5 Fast Draw 16-
5 Disguise 14-
10 Defense Maneuver: I-IV
5 High Society 14-
3 Interrogation 13-
2 Navigation (Land) 13-
5 Rapid Attack (HTH)
3 Security Systems 13-
3 Sleight Of Hand 15-
3 Stealth 15-
3 Systems Operation 13-
3 Teamwork 15-
12 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, General Purpose/Heavy Machine Guns, Grenade Launchers, Off Hand, Shoulder-Fired Weapons, Small Arms
10 Two-Weapon Fighting (HTH)
10 +5 with Missile Deflection
3 Jack of All Trades
4 1) PS: Acting (PRE-based) (5 Active Points) 15-
3 Scholar
2 1) KS: Zen (INT-based) (3 Active Points) 13-
2 2) KS: Hollywood (INT-based) (3 Active Points) 13-
2 3) KS: Small-Unit Theory (INT-based) (3 Active Points) 13-
1 4) KS: Aikido (2 Active Points) 11-
1 5) KS: An Ch'i (2 Active Points) 11-
1 6) KS: Arnis (2 Active Points) 11-
1 7) KS: Arte Dell'Abbracciare (2 Active Points) 11-
1 8) KS: Bando (2 Active Points) 11-
1 9) KS: Bersilat (2 Active Points) 11-
1 10) KS: Bojutsu/Jojutsu (2 Active Points) 11-
1 11) KS: Ancient Boxing (2 Active Points) 11-
1 12) KS: Boxing (2 Active Points) 11-
1 13) KS: Caporeia (2 Active Points) 11-
1 14) KS: Fencing (2 Active Points) 11-
1 15) KS: Gatka (2 Active Points) 11-
1 16) KS: Hapkido (2 Active Points) 11-
1 17) KS: Hisardut (2 Active Points) 11-
1 18) KS: Hsing-I (2 Active Points) 11-
1 19) KS: Hwarang-Do (2 Active Points) 11-
1 20) KS: Jailhouse Rock (2 Active Points) 11-
1 21) KS: Jeet Kune Do (2 Active Points) 11-
1 22) KS: Jujutsu (2 Active Points) 11-
1 23) KS: Jukenjutsu (2 Active Points) 11-
1 24) KS: Kalaripayit (2 Active Points) 11-
1 25) KS: Kampfringen (2 Active Points) 11-
1 26) KS: Karate (2 Active Points) 11-
1 27) KS: Kenjutsu (2 Active Points) 11-
1 28) KS: Krav Maga (2 Active Points) 11-
1 29) KS: Kuk Sool Won (2 Active Points) 11-
1 30) KS: Kung-Fu (2 Active Points) 11-
1 31) KS: Kuntao (2 Active Points) 11-
1 32) KS: Naginatajutsu (2 Active Points) 11-
1 33) KS: Pakua (2 Active Points) 11-
2 34) KS: Analyze Style (INT-based) (3 Active Points) 13-
1 35) KS: Pentjak-Silat (2 Active Points) 11-
1 36) KS: Qwan Ki Do (2 Active Points) 11-
1 37) KS: Saijutsu (2 Active Points) 11-
1 38) KS: Tae Kwan Do (2 Active Points) 11-
1 39) KS: Tai Ch'i Ch'uan (2 Active Points) 11-
Skills Cost: 206

 

Cost Perk
9 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact limited by identity, Good relationship with Contact), Organization Contact (+2) (9 Active Points) 8-
10 Money: Wealthy
2 Reputation (A large group; 11-) +1/+1d6
Perks Cost: 21

 

Cost Talent
3 Absolute Time Sense
9 Ambidexterity (Eliminate Off Hand Penalty entirely)
12 Danger Sense (Function as a Sense, Intuitional) 13-
5 Eidetic Memory
3 Lightning Reflexes: +2 DEX to act first with All Actions
Talents Cost: 32

 

 

Total Character Cost: 1082

 

Val Disadvantages
15 Social Limitation: Public ID (Keannu Reeves) (Frequently; Major)
15 Psychological Limitation: Honorable ("The Show Must Go On") (Common; Strong)
10 Reputation: Actor With Superhuman Powers 11-
25 Hunted: "Holy Shit, It's An Agent!" 11- (As Pow; Harshly Punish; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)
20 Vulnerability: 2 x STUN Electrical-Based Attacks (Common)
20 Psychological Limitation: Honest (Common; Total)
10 Reputation: THE Martial Artist To Beat 11-
10 Hunted: The Press 14- (Less Pow; Watching; PC has a Public ID or is otherwise very easy to find)
10 Social Limitation: Crusading Superhero (Frequently; Minor)
15 Enraged: When Friends Are Threatened (Uncommon), go 14-, recover 14-

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 732

Total Experience Available: 732

Experience Unspent: 0

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You should post the Char. File I like the idea but don't know if I would make his stats so low or do the V.P.P. options you have. I think the two are both actualy only one power that could be purchased by him. (Of course after having watched the third movie I would give him a small personal V.P.P. or some Aid to reprecent how he starts of casual then goes "Upgrades" and starts fighting as full force.)

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Not bad. I think you wasted quite a few points with the martial maneuvers; many maneuvers from UMA are redundant, such as Fast Strike and Martial Strike. Trim it down to 15 or so basic maneuvers. Likewise with his KS's of so many arts, I'd just buy it as KS: All Martial Arts Styles at a 21- level.

 

I agree with Ndreare. Given how he knocks Smith around in the courtyard brawl, I think a 25 STR is too low. 35-40 STR is probably more accurate. He's a low level brick strength-wise. I'd give him more STUN too, he's really hard to knock out.

 

Is that attack he used on the Sentinels at the end of M:R really Mind Control, or more like an Ego Blast only vs. sentient machines?

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I'll probably trim some of the maneuvers, and definitely boost the STR to 45. I'm keeping all the KS skills, tho. :)

 

I'm saying it's mind-control, mostly from things I saw in Revolutions when Neo controlled the Bombs and made them blow up. I'll probably add a "Hmmm, Upgrades" slot in th multi-power, based upon the KS:Analyze Skill roll, as a personal Aid to DEX.

 

Originally posted by Trebuchet

Not bad. I think you wasted quite a few points with the martial maneuvers; many maneuvers from UMA are redundant, such as Fast Strike and Martial Strike. Trim it down to 15 or so basic maneuvers. Likewise with his KS's of so many arts, I'd just buy it as KS: All Martial Arts Styles at a 21- level.

 

I agree with Ndreare. Given how he knocks Smith around in the courtyard brawl, I think a 25 STR is too low. 35-40 STR is probably more accurate. He's a low level brick strength-wise. I'd give him more STUN too, he's really hard to knock out.

 

Is that attack he used on the Sentinels at the end of M:R really Mind Control, or more like an Ego Blast only vs. sentient machines?

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Newest Revision of The One. Yes, we now have the "hmm, upgrades" ability.

 

Keannu Reeves

 

Player:

 

Val Char Cost
40 STR 30
29 DEX 57
28 CON 36
23 BODY 26
18 INT 8
17 EGO 14
20 PRE 10
18 COM 4
9/17 PD 1
9/17 ED 3
7 SPD 31
20 REC 12
56 END 0
60 STUN 3
8" RUN42" SWIM075" LEAP2Characteristics Cost: 241

 

Cost Power END
195 "Guns, Lots Of Guns": Variable Power Pool (Gadget Pool), 130 base + 65 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (325 Active Points); OIF (-1/2), Conditional Power Only "Real World" Weapons (No Blasters, Phasers, etc.) (-1/2), Limited Class Of Powers Available Limited (-1/2), Gestures (-1/4), Conditional Power Can Only "Conceal" Weapons Appopriate To Size Of The Jacket (-1/4)
23 "Operator, Load Me A Program": Variable Power Pool (Mimicry Pool), 21 base + 2 control cost (32 Active Points); Extra Time Extra Segment (-1/2), Character May Take No Other Actions (-1/4), Delayed Phase (-1/4), Conditional Power Can Only Be Used For Skills and Perks (-1), OAF (Focus (Any Avalable Cell Phone); -1), VPP Powers Can Be Changed Only In Given Circumstance (-1/2), Incantations (-1/4)
10 Power Defense (10 points)
9 Damage Resistance (9 PD/9 ED)
16 Spider Silk Body Armor: Armor (8 PD/8 ED) (24 Active Points); Activation Roll 14- (-1/2)
5 Nifty Sunglasses: Flash Defense (8 points) (Sight Group), Hardened (+1/4) (10 Active Points); OAF (-1)
112 "He Is The One": Multipower, 70-point reserve, all slots: Reduced Endurance 1/2 END (+1/4), Invisible Power Effects (Sight Group, Hearing Group; +3/4) (140 Active Points); Gestures (-1/4)
3u 1) "Hm, Upgrades": Aid: Dex 7d6 (70 Active Points); Self Only (-1/2), Requires A KS: Analyze Skill Roll (-1/2)
2u 2) "You're Telling Me I Can Dodge Bullets?": Missile Deflection (Any Ranged Attack) (20 Active Points)
5u 3) "He's Doing His Superman Thing": Flight 32", x4 Noncombat (69 Active Points) 3
5u 4) "Now, We're Even": Healing 4d6 (max. Healed Points: 24) (Can Heal Limbs, Resurrection) (65 Active Points) 3
6u 5) "What If He Makes It?" "Nobody Makes Their First Jump.": Leaping +65" (73" forward, 36 1/2" upward) (Accurate) (70 Active Points) 3
5u 6) "Okay, You Have Some Skill": Force Wall (16 PD/10 ED; 3" long and 1" tall) (69 Active Points) 3
3u 7) "No, Something's Wrong": Mind Control 14d6 (70 Active Points); Limited Class Of Minds Only Vs. Machines (-1) 3
Powers Cost: 399

 

Cost Martial Arts Maneuver
4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +2d6 Strike, Must Follow Block
5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, STR Strike
3 Defensive Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls
5 Disarming Throw: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +5 STR to take weapon away; Target Falls
4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +2d6 Strike
5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
5 Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on; FMove
3 Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, STR +v/5 Strike; You Fall, Target Falls; FMove
5 Grappling Block: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block
3 Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike; Target Falls; Must Follow Grab
5 Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 0 1/2d6, Disable
4 Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6 NND; Target Falls
4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 0 1/2d6
3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +1d6 Strike, Target Falls
4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs
3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls
4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike
4 Reversal: var Phase, -1 OCV, -2 DCV, +15 STR to Escape; Grab Two Limbs
4 Root: 1/2 Phase, +0 OCV, +0 DCV, +15 STR to resist Shove; Block, Abort
4 Sacrifice Disarm: 1/2 Phase, +2 OCV, -2 DCV, Disarm, +10 STR to Disarm roll
4 Sacrifice Lunge: 1/2 Phase, +2 OCV, -2 DCV, STR +v/5; FMove
5 Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, STR +4d6 Strike
3 Sacrifice Throw: 1/2 Phase, +2 OCV, +1 DCV, STR Strike; You Fall, Target Falls
4 Shove: 1/2 Phase, +0 OCV, +0 DCV, +15 STR to Shove
5 Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +10 STR to take weapon away
3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, STR Strike; Target Falls
4 Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, +10 STR
4 Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC
3 Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike
5 Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike , +1 Segment
5 Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike
5 Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, +10 STR
4 Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +4 DC
5 Offensive Trip: 1/2 Phase, +1 OCV, -1 DCV, Range +0, Strike +v/5, Target Falls
4 Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +2 DC
4 Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +15 STR
4 Trip: 1/2 Phase, -1 OCV, -1 DCV, Range +2, v/5, Target Falls
Martial Arts Cost: 185

 

Cost Skill
5 Acting 14-
5 Accurate Sprayfire
3 Acrobatics 15-
3 Breakfall 15-
3 Climbing 15-
3 Combat Driving 15-
16 +2 with All Combat
10 +2 with DCV
5 Computer Programming 14-
5 Concealment 14-
7 Conversation 15-
3 Cryptography 13-
3 Deduction 13-
5 Fast Draw 16-
5 Disguise 14-
10 Defense Maneuver: I-IV
5 High Society 14-
3 Interrogation 13-
2 Navigation (Land) 13-
5 Rapid Attack (HTH)
3 Security Systems 13-
3 Sleight Of Hand 15-
3 Stealth 15-
3 Systems Operation 13-
3 Teamwork 15-
12 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, General Purpose/Heavy Machine Guns, Grenade Launchers, Off Hand, Shoulder-Fired Weapons, Small Arms
10 Two-Weapon Fighting (HTH)
10 +5 with Missile Deflection
3 Jack of All Trades
4 1) PS: Acting (PRE-based) (5 Active Points) 15-
3 Scholar
2 1) KS: Zen (INT-based) (3 Active Points) 13-
2 2) KS: Hollywood (INT-based) (3 Active Points) 13-
2 3) KS: Small-Unit Theory (INT-based) (3 Active Points) 13-
1 4) KS: Aikido (2 Active Points) 11-
1 5) KS: An Ch'i (2 Active Points) 11-
1 6) KS: Arnis (2 Active Points) 11-
1 7) KS: Arte Dell'Abbracciare (2 Active Points) 11-
1 8) KS: Bando (2 Active Points) 11-
1 9) KS: Bersilat (2 Active Points) 11-
1 10) KS: Bojutsu/Jojutsu (2 Active Points) 11-
1 11) KS: Ancient Boxing (2 Active Points) 11-
1 12) KS: Boxing (2 Active Points) 11-
1 13) KS: Caporeia (2 Active Points) 11-
1 14) KS: Fencing (2 Active Points) 11-
1 15) KS: Gatka (2 Active Points) 11-
1 16) KS: Hapkido (2 Active Points) 11-
1 17) KS: Hisardut (2 Active Points) 11-
1 18) KS: Hsing-I (2 Active Points) 11-
1 19) KS: Hwarang-Do (2 Active Points) 11-
1 20) KS: Jailhouse Rock (2 Active Points) 11-
1 21) KS: Jeet Kune Do (2 Active Points) 11-
1 22) KS: Jujutsu (2 Active Points) 11-
1 23) KS: Jukenjutsu (2 Active Points) 11-
1 24) KS: Kalaripayit (2 Active Points) 11-
1 25) KS: Kampfringen (2 Active Points) 11-
1 26) KS: Karate (2 Active Points) 11-
1 27) KS: Kenjutsu (2 Active Points) 11-
1 28) KS: Krav Maga (2 Active Points) 11-
1 29) KS: Kuk Sool Won (2 Active Points) 11-
1 30) KS: Kung-Fu (2 Active Points) 11-
1 31) KS: Kuntao (2 Active Points) 11-
1 32) KS: Naginatajutsu (2 Active Points) 11-
1 33) KS: Pakua (2 Active Points) 11-
2 34) KS: Analyze Style (INT-based) (3 Active Points) 13-
1 35) KS: Pentjak-Silat (2 Active Points) 11-
1 36) KS: Qwan Ki Do (2 Active Points) 11-
1 37) KS: Saijutsu (2 Active Points) 11-
1 38) KS: Tae Kwan Do (2 Active Points) 11-
1 39) KS: Tai Ch'i Ch'uan (2 Active Points) 11-
Skills Cost: 206

 

Cost Perk
9 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact limited by identity, Good relationship with Contact), Organization Contact (+2) (9 Active Points) 8-
10 Money: Wealthy
2 Reputation (A large group; 11-) +1/+1d6
Perks Cost: 21

 

Cost Talent
3 Absolute Time Sense
9 Ambidexterity (Eliminate Off Hand Penalty entirely)
12 Danger Sense (Function as a Sense, Intuitional) 13-
5 Eidetic Memory
3 Lightning Reflexes: +2 DEX to act first with All Actions
Talents Cost: 32

 

 

Total Character Cost: 1084

 

Val Disadvantages
15 Social Limitation: Public ID (Keannu Reeves) (Frequently; Major)
15 Psychological Limitation: Honorable ("The Show Must Go On") (Common; Strong)
10 Reputation: Actor With Superhuman Powers 11-
25 Hunted: "Holy Shit, It's An Agent!" 11- (As Pow; Harshly Punish; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)
20 Vulnerability: 2 x STUN Electrical-Based Attacks (Common)
20 Psychological Limitation: Honest (Common; Total)
10 Reputation: THE Martial Artist To Beat 11-
10 Hunted: The Press 14- (Less Pow; Watching; PC has a Public ID or is otherwise very easy to find)
10 Social Limitation: Crusading Superhero (Frequently; Minor)
15 Enraged: When Friends Are Threatened (Uncommon), go 14-, recover 14-

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 734

Total Experience Available: 734

Experience Unspent: 0

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This is not "The One", aka Neo, played by Keannu Reeves.

 

This is Keannu Reeves, whom somehow has the powers and the abilities of "The One".

 

And, yes, he had tried to jack out at least once. No luck. :)

 

Originally posted by Magmarock

Hey Levi! Put a sock in it! I think Keanu is an awesome actor. Plus, he is hot! ;)

 

Zakueins: Dude, you forgot DNPCs! Lots of DNPCs! Also, at the very least, Trinity and Morpheus(?) are his sidekicks, right?

 

And don't forget his PSYCH LIM: In love with Trinity- will do ANYTHING to save her ass. ;)

 

Mags

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  • 2 months later...

Character background shortly-this represnets Keannu at the day "Matrix Revolutions" was released.

 

Keannu Reeves

 

Player:

 

Val Char Cost
45 STR 35
30 DEX 60
30 CON 40
24 BODY 28
18 INT 8
18 EGO 16
20 PRE 10
20 COM 5
9/17 PD 0
9/17 ED 3
7 SPD 30
21 REC 12
60 END 0
64 STUN 2
8" RUN42" SWIM097" LEAP3Characteristics Cost: 256

 

Cost Power END
195 "Guns, Lots Of Guns": Variable Power Pool (Gadget Pool), 130 base + 65 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (325 Active Points); OIF (-1/2), Conditional Power Only "Real World" Weapons (No Blasters, Phasers, etc.) (-1/2), Limited Class Of Powers Available Limited (-1/2), Gestures (-1/4), Conditional Power Can Only "Conceal" Weapons Appopriate To Size Of The Jacket (-1/4)
23 "Operator, Load Me A Program": Variable Power Pool (Mimicry Pool), 21 base + 2 control cost (32 Active Points); Extra Time Extra Segment (-1/2), Character May Take No Other Actions (-1/4), Delayed Phase (-1/4), Conditional Power Can Only Be Used For Skills and Perks (-1), OAF (Focus (Any Avalable Cell Phone); -1), VPP Powers Can Be Changed Only In Given Circumstance (-1/2), Incantations (-1/4)
10 Built-In Anti-Virals: Power Defense (10 points)
39 "Do You Think That's Air That You're Breathing?": Life Support , Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing
11 Tough Skin: Damage Resistance (9 PD/9 ED), Hardened (+1/4) (11 Active Points)
16 Spider Silk Body Armor: Armor (8 PD/8 ED) (24 Active Points); Activation Roll 14- (-1/2)
6 Nifty Sunglasses: Flash Defense (10 points) (Sight Group), Hardened (+1/4) (12 Active Points); OAF (-1)
162 "He Is The One": Multipower, 90-point reserve, all slots: Reduced Endurance 0 END (+1/2), Invisible Power Effects (Sight Group, Hearing Group; +3/4) (202 Active Points); Gestures (-1/4)
4u 1) "Hm, Upgrades": Aid: Dex 9d6 (90 Active Points); Self Only (-1/2), Requires A KS: Analyze Skill Roll (-1/2)
7u 2) "You're Telling Me I Can Dodge Bullets?": (Total: 90 Active Cost, 72 Real Cost) Missile Deflection (Any Ranged Attack) (Real Cost: 20) plus +35 with Missile Deflection (Real Cost: 70)
7u 3) "He's Doing His Superman Thing": Flight 36", Combat Acceleration/Deceleration (+1/4) (90 Active Points)
7u 4) "Now, We're Even": Healing 6d6 (max. Healed Points: 36) (Can Heal Limbs, Resurrection) (85 Active Points)
7u 5) "What If He Makes It?" "Nobody Makes Their First Jump.": Leaping +85" (94" forward, 47" upward) (Accurate) (90 Active Points)
7u 6) "Okay, You Have Some Skill": Force Wall (20 PD/12 ED; 4" long and 2" tall) (88 Active Points)
4u 7) "No, Something's Wrong": Mind Control 12d6, Armor Piercing x1 (+1/2) (90 Active Points); Limited Class Of Minds Only Vs. Machines (-1)
Powers Cost: 505

 

Cost Martial Arts Maneuver
4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +2d6 Strike, Must Follow Block
5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, STR Strike
3 Defensive Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls
5 Disarming Throw: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +5 STR to take weapon away; Target Falls
4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +2d6 Strike
5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
5 Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on; FMove
3 Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, STR +v/5 Strike; You Fall, Target Falls; FMove
5 Grappling Block: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block
3 Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike; Target Falls; Must Follow Grab
5 Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 0 1/2d6, Disable
4 Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6 NND; Target Falls
4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 0 1/2d6
3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +1d6 Strike, Target Falls
4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs
3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls
4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike
4 Reversal: var Phase, -1 OCV, -2 DCV, +15 STR to Escape; Grab Two Limbs
4 Root: 1/2 Phase, +0 OCV, +0 DCV, +15 STR to resist Shove; Block, Abort
4 Sacrifice Disarm: 1/2 Phase, +2 OCV, -2 DCV, Disarm, +10 STR to Disarm roll
4 Sacrifice Lunge: 1/2 Phase, +2 OCV, -2 DCV, STR +v/5; FMove
5 Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, STR +4d6 Strike
3 Sacrifice Throw: 1/2 Phase, +2 OCV, +1 DCV, STR Strike; You Fall, Target Falls
4 Shove: 1/2 Phase, +0 OCV, +0 DCV, +15 STR to Shove
5 Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +10 STR to take weapon away
3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, STR Strike; Target Falls
4 Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, +10 STR
4 Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC
3 Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike
5 Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike , +1 Segment
5 Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike
5 Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, +10 STR
4 Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +4 DC
5 Offensive Trip: 1/2 Phase, +1 OCV, -1 DCV, Range +0, Strike +v/5, Target Falls
4 Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +2 DC
4 Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +15 STR
4 Trip: 1/2 Phase, -1 OCV, -1 DCV, Range +2, v/5, Target Falls
Martial Arts Cost: 185

 

Cost Skill
5 Acting 14-
5 Accurate Sprayfire
3 Acrobatics 15-
3 Breakfall 15-
3 Climbing 15-
3 Combat Driving 15-
16 +2 with All Combat
10 +2 with DCV
5 Computer Programming 14-
5 Concealment 14-
7 Conversation 15-
3 Cryptography 13-
3 Deduction 13-
5 Fast Draw 16-
5 Disguise 14-
10 Defense Maneuver: I-IV
5 High Society 14-
3 Interrogation 13-
2 Navigation (Land) 13-
5 Rapid Attack (HTH)
3 Security Systems 13-
3 Sleight Of Hand 15-
3 Stealth 15-
3 Systems Operation 13-
3 Teamwork 15-
12 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, General Purpose/Heavy Machine Guns, Grenade Launchers, Off Hand, Shoulder-Fired Weapons, Small Arms
10 Two-Weapon Fighting (HTH)
10 +5 with Missile Deflection
3 Jack of All Trades
4 1) PS: Acting (PRE-based) (5 Active Points) 15-
3 Scholar
2 1) KS: Zen (INT-based) (3 Active Points) 13-
2 2) KS: Hollywood (INT-based) (3 Active Points) 13-
2 3) KS: Small-Unit Theory (INT-based) (3 Active Points) 13-
1 4) KS: Aikido (2 Active Points) 11-
1 5) KS: An Ch'i (2 Active Points) 11-
1 6) KS: Arnis (2 Active Points) 11-
1 7) KS: Arte Dell'Abbracciare (2 Active Points) 11-
1 8) KS: Bando (2 Active Points) 11-
1 9) KS: Bersilat (2 Active Points) 11-
1 10) KS: Bojutsu/Jojutsu (2 Active Points) 11-
1 11) KS: Ancient Boxing (2 Active Points) 11-
1 12) KS: Boxing (2 Active Points) 11-
1 13) KS: Caporeia (2 Active Points) 11-
1 14) KS: Fencing (2 Active Points) 11-
1 15) KS: Gatka (2 Active Points) 11-
1 16) KS: Hapkido (2 Active Points) 11-
1 17) KS: Hisardut (2 Active Points) 11-
1 18) KS: Hsing-I (2 Active Points) 11-
1 19) KS: Hwarang-Do (2 Active Points) 11-
1 20) KS: Jailhouse Rock (2 Active Points) 11-
1 21) KS: Jeet Kune Do (2 Active Points) 11-
1 22) KS: Jujutsu (2 Active Points) 11-
1 23) KS: Jukenjutsu (2 Active Points) 11-
1 24) KS: Kalaripayit (2 Active Points) 11-
1 25) KS: Kampfringen (2 Active Points) 11-
1 26) KS: Karate (2 Active Points) 11-
1 27) KS: Kenjutsu (2 Active Points) 11-
1 28) KS: Krav Maga (2 Active Points) 11-
1 29) KS: Kuk Sool Won (2 Active Points) 11-
1 30) KS: Kung-Fu (2 Active Points) 11-
1 31) KS: Kuntao (2 Active Points) 11-
1 32) KS: Naginatajutsu (2 Active Points) 11-
1 33) KS: Pakua (2 Active Points) 11-
2 34) KS: Analyze Style (INT-based) (3 Active Points) 13-
1 35) KS: Pentjak-Silat (2 Active Points) 11-
1 36) KS: Qwan Ki Do (2 Active Points) 11-
1 37) KS: Saijutsu (2 Active Points) 11-
1 38) KS: Tae Kwan Do (2 Active Points) 11-
1 39) KS: Tai Ch'i Ch'uan (2 Active Points) 11-
Skills Cost: 206

 

Cost Perk
9 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact limited by identity, Good relationship with Contact), Organization Contact (+2) (9 Active Points) 8-
10 Money: Wealthy
2 Reputation (A large group; 11-) +1/+1d6
Perks Cost: 21

 

Cost Talent
3 Absolute Time Sense
9 Ambidexterity (Eliminate Off Hand Penalty entirely)
12 Danger Sense (Function as a Sense, Intuitional) 13-
5 Eidetic Memory
3 Lightning Reflexes: +2 DEX to act first with All Actions
Talents Cost: 32

 

 

Total Character Cost: 1205

 

Val Disadvantages
15 Social Limitation: Public ID (Keannu Reeves) (Frequently; Major)
15 Psychological Limitation: Honorable ("The Show Must Go On") (Common; Strong)
10 Reputation: Actor With Superhuman Powers 11-
25 Hunted: "Holy Shit, It's An Agent!" 11- (As Pow; Harshly Punish; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)
20 Vulnerability: 2 x STUN Electrical-Based Attacks (Common)
20 Psychological Limitation: Honest (Common; Total)
10 Reputation: THE Martial Artist To Beat 11-
10 Hunted: The Press 14- (Less Pow; Watching; PC has a Public ID or is otherwise very easy to find)
10 Social Limitation: Crusading Superhero (Frequently; Minor)
15 Enraged: When Friends Are Threatened (Uncommon), go 14-, recover 14-

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 855

Total Experience Available: 855

Experience Unspent: 0

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Background/History-The two films produced after 1999's cult classic The Matrix were filmed after the First Advent on 9/11/01. On the set, during a gun-fight scene, Keannu Reeves was shot at by a machine gun that was supposed to have been loaded wtih blanks, but had live ammo.

 

And, he made the bullets stop in mid-air.

 

Since then, it hasn't gotten any better. Every time he shows up somewhere to film a movie, something happens. From his appearance in England (where he helped some heros in England defeat a group of Nameless Horrors) to some in New York (during a gunfight when he got caught in the crossfire between two rival drug gangs, a man whom was the spitting image of an Agent appeared and nearly killed Keannu-and killed either with his bare hands or a gun all of the gang bangers), whenever he appears something happens.

 

And, the movie studios consider it perfect free publicity.

 

Personality/Motivation:Keannu Reeves is responsable, whatever else he is. He'll film through a broken leg if he has to, because the show must go on. And, whenever there's trouble, he's going to solve it-however and whatever it takes.

 

One thing that worries him is this-how did he get his powers and is he truly in the "Real World"? Several times that he's tried to "jack out", something has gone wrong. That he's starting to develop some mystical senses (in the next revision, after Constantine comes out) means that maybe it's superhuman beings that are migrating into his skin.

 

Quote:"Woah."

 

Powers/Tactics:Keannu Reeves is the metahuman martial artist to beat. Besides superhuman strength and agility, he can take quite a bit of abuse before he's down for the count. As well, he can "summon" guns and equipment from under his jacket, so long as the jacket is long enough to reasonably conceal it. A gift from a "unknown admirer" gave him a torso/upper legs/upper arm set of Spider Silk armor, and he has the abilities of Neo-powers and the ability to change skills on-the-fly if he has access to a phone. Recently, his "phone power" has allowed him to get maps of an area ahead of time, even the most secure.

 

In combat, he's fast-he'll take down the biggest threats hard, no matter what it takes. He'll pull his punches in terms of damage on "normals", but metahumans he goes all out for. He does know the value of retreat, and will use terrain and manuever to his advantage.

 

Campaign Use:This was built for the Modern Champions! game that I hope to run one day. For other games, he could be anything from one of Dr. Destroyer's agents to a superhero that gains his powers from the movies (30 minutes per film, perhaps?).

 

Appearance:It's Keannu Reeves

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Originally posted by levi

Acting?!? NO version of Keanu Reaves should have Acting...lol

 

Say what you will about Keanu's acting (and I think he's a better actor than he's given credit for; too many still think of him as "Ted"), it's Neo who was the really good actor--in the Merovingian's restaurant he had to make himself believe he was kissing Trinity when he was actually kissing Persephone, so that she would feel the passion and devotion that he felt towards Trinity.

 

Now I don't know what Neo's Acting skill roll is, but at that moment he beat it by better than half. Probably rolled a three, I'd say.

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  • 1 year later...

Re: The One (Loong Story)

 

Keannu Reeves

 

Player:

 

Val Char Cost
50 STR 40
30 DEX 60
40 CON 60
24 BODY 28
18 INT 8
18 EGO 16
35 PRE 10
20 COM 5
11/21 PD 1
11/21 ED 3
7 SPD 30
24 REC 12
80 END 0
69 STUN 0
8" RUN42" SWIM0105" LEAP0Characteristics Cost: 277

 

Cost Power END
7 True Divine/Infernal Form: Detect A Class Of Things 13- (Unusual Group), Sense 0
208 "Guns, Lots Of Guns": Variable Power Pool (Gadget Pool), 130 base + 78 control cost, No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1) (325 Active Points); Limited Class Of Powers Available Limited (Only "Real World" Items (i.e. no super-gadgets); -1/2); all slots OIF (-1/2), Gestures (-1/4), Conditional Power Can Only "Conceal" Weapons Appopriate To Locations Within The Clothing (-1/4)
22 "Operator, Load Me A Program": Variable Power Pool (Mimicry Pool), 20 base + 2 control cost, (30 Active Points); VPP Powers Can Be Changed Only In Given Circumstance (-1/2); all slots Extra Time (Extra Segment, Character May Take No Other Actions, Delayed Phase, -1), Conditional Power (Can Only Be Used For Skills, Perks, and Clarsentience of Public Locations Only) (-1), OAF (Focus (Any Avalable Cell Phone); -1), Incantations (-1/4)
12 Built-In Anti-Virals: Power Defense (10 points), Hardened (+1/4) (12 Active Points) 0
39 "Do You Think That's Air That You're Breathing?": Life Support (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 0
14 Tough Skin: Damage Resistance (11 PD/11 ED), Hardened (+1/4) (14 Active Points) 0
24 Spider Silk Body Armor: Armor (10 PD/10 ED) (30 Active Points); Activation Roll 15- (-1/4) 0
6 Nifty Sunglasses: Sight Group Flash Defense (10 points), Hardened (+1/4) (12 Active Points); OAF (-1) 0
90 "You're Telling Me I Can Dodge Bullets?": (Total: 90 Active Cost, 90 Real Cost) Missile Deflection (Any Ranged Attack) (Real Cost: 20) plus +35 with Missile Deflection (Real Cost: 70) 0
15 Internal Mental Firewalls: Mental Defense (15 points total), Hardened (+1/4) (15 Active Points) 0
12 Seen It Before (And Wasn't Impressed Then): +15 PRE (15 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Only To Resist PRE Rolls; -1/4)
88 "He Is The One": Multipower, 110-point reserve, (110 Active Points); all slots Gestures (-1/4)
5u 1) "Hm, Upgrades": Aid Dex 11d6 (110 Active Points); Self Only (-1/2), Requires A KS: Analyze Skill Roll (-1/2), Gestures (-1/4) 0
9u 2) "He's Doing His Superman Thing": Flight 41", x4 Noncombat, Combat Acceleration/Deceleration (+1/4) (109 Active Points); Gestures (-1/4) 11
8u 3) "Now, We're Even": Healing 8d6, Can Heal Limbs, Resurrection (105 Active Points); Gestures (-1/4) 10
9u 4) "What If He Makes It?" "Nobody Makes Their First Jump.": Leaping +95" (105" forward, 52 1/2" upward) (Accurate, x8 Noncombat) (110 Active Points); Gestures (-1/4) 11
9u 5) "Okay, You Have Some Skill": Force Wall (23 PD/16 ED; 6" long and 2" tall) (110 Active Points); Gestures (-1/4) 11
5u 6) "No, Something's Wrong": Mind Control 12d6+1, Reduced Endurance (1/2 END; +1/4), Armor Piercing x1 (+1/2) (108 Active Points); Limited Class Of Minds Only Vs. Machines (-1), Gestures (-1/4) 4
141 "The Name is John Constantine, Asshole": Variable Power Pool (Magic Pool), 100 base + 41 control cost, all slots Personal Immunity (+1/4) (162 Active Points); all slots Gestures (-1/4), Incantations (-1/4)
Powers Cost: 723

 

Cost Martial Arts Maneuver
4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 12d6 Strike, Must Follow Block
5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 10d6 Strike
3 Defensive Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls
5 Disarming Throw: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 55 STR to take weapon away; Target Falls
4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 12d6 Strike
5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
5 Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 60 STR for holding on; FMove
3 Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 10d6 +v/5 Strike; You Fall, Target Falls; FMove
5 Grappling Block: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block
3 Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, 12d6 Strike; Target Falls; Must Follow Grab
5 Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 1d6 +1 , Disable
4 Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6 NND ; Target Falls
4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 11d6 Strike, Target Falls
4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 60 STR to Disarm roll
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 65 STR vs. Grabs
3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 60 STR for holding on
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 12d6 Strike
3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 10d6 +v/5, Target Falls
4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 14d6 Strike
4 Reversal: var Phase, -1 OCV, -2 DCV, 65 STR to Escape; Grab Two Limbs
4 Sacrifice Disarm: 1/2 Phase, +2 OCV, -2 DCV, Disarm, 60 STR to Disarm roll
4 Sacrifice Lunge: 1/2 Phase, +2 OCV, -2 DCV, 10d6 +v/5; FMove
5 Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, 14d6 Strike
3 Sacrifice Throw: 1/2 Phase, +2 OCV, +1 DCV, 10d6 Strike; You Fall, Target Falls
4 Shove: 1/2 Phase, +0 OCV, +0 DCV, 65 STR to Shove
5 Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 60 STR to take weapon away
3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, 10d6 Strike; Target Falls
4 Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 60 STR
4 Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC
3 Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike
5 Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike , +1 Segment
5 Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike
5 Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, 10 STR
4 Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +4 DC
5 Offensive Trip: 1/2 Phase, +1 OCV, -1 DCV, Range +0, Strike +v/5, Target Falls
4 Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +2 DC
4 Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, 65 STR
4 Trip: 1/2 Phase, -1 OCV, -1 DCV, Range +2, v/5, Target Falls
Martial Arts Cost: 181

 

Cost Skill
9 Acting 19-
5 Accurate Sprayfire
3 Acrobatics 15-
3 Breakfall 15-
3 Climbing 15-
3 Combat Driving 15-
16 +2 with All Combat
10 +2 with DCV
5 Computer Programming 14-
5 Concealment 14-
5 Conversation 17-
3 Cryptography 13-
3 Deduction 13-
5 Fast Draw 16-
5 Disguise 14-
10 Defense Maneuver I-IV
5 High Society 17-
3 Interrogation 16-
4 Navigation (Astral, Dimensional, Land) 13-
5 Rapid Attack (Ranged)
5 Rapid Attack (HTH)
3 Security Systems 13-
3 Sleight Of Hand 15-
3 Stealth 15-
3 Systems Operation 13-
3 Teamwork 15-
21 WF: Beam Weapons, Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Emplaced Weapons, Energy Weapons, Small Arms, Energy Blades, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Off Hand, Shoulder-Fired Weapons, Vehicle Weapons
10 Two-Weapon Fighting (HTH)
10 Two-Weapon Fighting (Ranged)
3 Jack of All Trades
5 1) PS: Acting (6 Active Points) 19-
3 2) PS: Exorcism (4 Active Points) 13-
2 3) PS: Guitarist (3 Active Points) 15-
3 Scholar
4 1) KS: Analyze Style (5 Active Points) 15-
5 2) KS: Every Martial Art Known To Man (6 Active Points) 15-
2 3) KS: Baseball (3 Active Points) 12-
2 4) KS: Cardovascular Medicine (3 Active Points) 12-
3 5) KS: Hollywood (4 Active Points) 14-
4 6) KS: Magic (5 Active Points) 14-
3 7) KS: Small-Unit Theory (4 Active Points) 14-
2 8) KS: Surgery (3 Active Points) 12-
2 9) KS: Zen (3 Active Points) 13-
3 Traveler
4 1) AK: Hell (5 Active Points) 14-
4 2) AK: Los Angleles (5 Active Points) 14-
4 3) CuK: The Infernal Hierarchy (5 Active Points) 14-
4 Language: Latin (idiomatic)
5 Gambling (Sports Betting, Poker) 14-
Skills Cost: 238

 

Cost Perk
9 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact limited by identity, Good relationship with Contact), Organization Contact (x3) (9 Active Points) 8-
10 Money: Wealthy
2 Reputation (A large group) ; 11-, +1/+1d6
3 Contact (Contact has useful Skills or resources, Good relationship with Contact) 8-
Perks Cost: 24

 

Cost Talent
3 Absolute Time Sense
9 Ambidexterity (Eliminate Off Hand Penalty entirely)
12 Danger Sense (self only, in combat, Function as a Sense, Intuitional) 13-
5 Eidetic Memory
3 Lightning Reflexes: +2 DEX to act first with All Actions
10 Follow-Through Attack
Talents Cost: 42

 

 

Total Character Cost: 1485

 

Val Disadvantages
15 Social Limitation: Public ID (Keannu Reeves) (Frequently, Major)
15 Psychological Limitation: Honorable ("The Show Must Go On") (Common, Strong)
10 Reputation: Actor With Superhuman Powers, 11-
25 Hunted: "Holy Shit, It's An Agent!" 11- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20 Vulnerability: 2 x STUN Electrical-Based Attacks (Common)
20 Psychological Limitation: Honest (Common, Total)
10 Reputation: THE Martial Artist To Beat, 11-
10 Hunted: The Press 14- (Less Pow, PC has a Public ID or is otherwise very easy to find, Watching)
10 Social Limitation: Crusading Superhero (Frequently, Minor)
15 Enraged: When Friends Are Threatened (Uncommon), go 14-, recover 14-
25 Hunted: Legions of Hell 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

Disadvantage Points: 175

 

Base Points: 200

Experience Required: 1110

Total Experience Available: 1110

Experience Unspent: 0

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Re: The One (Loong Story)

 

Revised to include his most recent film Constantine, and some other weird stuff. This is built for the Advent universe (gotta get the notes together and publish it...), for players in Champions!, I'd add quite a few Hunteds. DEMON, the Demonologist, VIPER, and Takophanes the Undyling Lord come to mind....

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Re: The One (Loong Story)

 

To be honest, I dont think ANY KS: Martial Arts should go on Keanu at all...

 

If you look at the Matrix he was downloaded with several martial arts STYLES, which is being represented by the MA maneuvers he's being given...

 

Now a knowledge skill is the inherent interworkings of a specific thing. To me, this includes background knowledge of when it was made, religious overtones, which cultures practiced it, the spiritual practices (if any) around which the martial arts focuses on, the mindset of what the art represents, and what its place was in historical context. I don't beleive ANY of these apply to Keanu...at all. He didnt "know" anything about the martial art, he just knew HOW to do it...like body reflex.

 

At the same time, many could argue that its also bretahing techniques, how and when to use the MA, and what its weaknesses are, in which case it WOULD apply, however this could just as easily be represented by the skads of manuevers he has as well....It seems that most of the "downloads" in the matrix could be directly related to body memory and reflex (even piloting).

 

With that said, this is your little version of him, so have fun, but KnowledgeSkills really don't apply in this case....

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Re: The One (Loong Story)

 

OK... I know that the character is of your own design.... but making it Keannu Reeves?? Well... not my thing

 

I like the write up that you made. I saw write up on another board which made the character out a little differently. That character had the delusion that he was linked to a super computer that downloaded what he needed. He HAD to use a special cell-phone to make contact. The truth was that he had strong metahuman abilities allowing him to basically create what he wanted. The catch was that he had to "call" for it. It was an interesting twist on things I thought.

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  • 3 weeks later...

Re: The One (Loong Story)

 

I'm making the presumption that he knows the "moves"-i.e. the Manuvers, and he's got some of the basics of what's behind the Art in the first place.

 

To be honest, I dont think ANY KS: Martial Arts should go on Keanu at all...

 

If you look at the Matrix he was downloaded with several martial arts STYLES, which is being represented by the MA maneuvers he's being given...

 

Now a knowledge skill is the inherent interworkings of a specific thing. To me, this includes background knowledge of when it was made, religious overtones, which cultures practiced it, the spiritual practices (if any) around which the martial arts focuses on, the mindset of what the art represents, and what its place was in historical context. I don't beleive ANY of these apply to Keanu...at all. He didnt "know" anything about the martial art, he just knew HOW to do it...like body reflex.

 

At the same time, many could argue that its also bretahing techniques, how and when to use the MA, and what its weaknesses are, in which case it WOULD apply, however this could just as easily be represented by the skads of manuevers he has as well....It seems that most of the "downloads" in the matrix could be directly related to body memory and reflex (even piloting).

 

With that said, this is your little version of him, so have fun, but KnowledgeSkills really don't apply in this case....

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