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Susano

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  1. WALTER C. DDOLLNEAZZ Val CHA Cost Roll Notes 15 STR 5 12- Lift 200 kg; 3d6 HTH Damage 23 DEX 39 14- OCV: 8/ DCV: 8 16 CON 12 12- 10 BODY 0 11- 10 INT 0 11- PER Roll 11- 18 EGO 16 13- ECV: 6 15 PRE 5 12- PRE Attack: 3d6 14 COM 2 12- 8 PD 5 Total: 8 PD (0 rPD) 8 ED 5 Total: 8 ED (0 rED) 4 SPD 7 Phases: 3, 6, 9, 12 6 REC 0 32 END 0 30 STUN 4 Total Characteristics Cost: 100 Movement: Running: 6" / 12" Swimming: 2" / 4" Cost Powers & Skills 90 Monowire Gloves: Multipower, 157-point pool; all OIF (gloves; -1/2), Gestures (-1/4) 6 1) u Single Target: HKA 3d6, Penetrating (+1/2), Invisible To Sight Group (only for the wires themselves; +1/4), Reduced Endurance (0 END; +1/2) 9 2) u Group: HKA 3d6, Area Of Effect (10" Any; +1), Selective (+1/4), Penetrating (+1/2), Invisible To Sight Group (only for the wires themselves; +1/4), Reduced Endurance (0 END; +1/2); 40 Monowire Gloves: Stretching 12", Reduced Endurance (0 END; +1/2); OIF (gloves; -1/2), Limited Body Parts (wires in gloves; -1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) 5 He's Seen It All Before: +10 PRE; Defensive Only (-1) 34 Superspeed: Running +12" (18" total); Increased Endurance (x2 END; -1/2), No Noncombat Movement (-1/4) plus +6 DCV; Linked (+1 DCV per 3" Running; -1/2), END +5 Perks: 1 Membership: Hellsing Organization Skills: 12 Combat Skill Levels: +4 with Gloves 10 Skill Levels: +2 with all Interaction Skills 12 Targeting Skill Levels: +8 versus Hit Locations Modifiers with Small Arms 2 AK: England 11- 3 Bureaucratics 12- 2 CK: London 11- 0 Climbing 8- 3 Combat Pilot 14- 0 Concealment 8- 0 Conversation 8- 0 Deduction 8- 3 High Society 12- 3 Interrogation 12- 3 KS: Computer Operations 12- 5 KS: Firearms 14- 0 Language: English (native) 0 Paramedic 8- 5 PS: Butler 14- 1 PS: Ex-Field Agent 8- 5 Rapid Attack (HTH) 0 Shadowing 8- 0 Stealth 8- 3 Systems Operations (Radio) 11- 3 Tactics 11- 1 TF: Helicopter, Small Motorized Ground Vehicles 2 Weaponsmith (Firearms) 11- 263 Total Powers & Skills Cost 363 Total Character Cost 150+ Disadvantages 5 Distinctive Features: Monocle (EC) 5 Hunted: Vatican/Section 13 (AsPow, Watching) 8- 10 Psychological Limitation: Always Well Mannered (C, M) 25 Psychological Limitation: Utterly Loyal To Integra (VC, T) 10 Reputation: "Angel of Death" 11- 20 Social Limitation: Subject To Orders (VF, M) 138 Walter Is The Man! Bonus 363 Total Disadvantage Points Background/History: Walter is a former Hellsing field agent who now acts as Integra's butler and personal assistant. At best guess he's been associated with the Hellsing Organization his entire life, as there is a secondary Hellsing manga detailing the adventures of a 14 year-old Walter and Arucard fighting Nazis in World War II. At any rate, he's long since retired, and now works within the Hellsing mansion, seeing to the needs of Integra, Arucard, and Seras. Walter first appears in Episode 2, Club M, and then periodically through out the series. He is shot down while piloting a helicopter in Episode 12, Total Destruction, but is seen alive and in a hospital gurney in Episode 13, Hellfire. Personality/Motivation: Walter is invariably polite, respectful, and well-mannered, even when insulting someone like Jan Valentine. He always calls Seras "Miss Seras," while Arucard is "Mr. Arucard" (actually, in the anime, it's "Arucard-sama," showing a deference to rank and power). Much like Integra, he almost never makes jokes, unless he's alone with Arucard and/or Seras and showing them a new toy (such as their new guns in Episode 7, Duel). For someone who talks about being retired, it is quite obvious that Walter misses field work. He virtually says as such in Episode 2 and in Episode 5, Brotherhood, and arms himself to take on the Valentine brothers' army with relish. When he does meet up with Jan Valentine, he is less than impressed with the vampire or his ghouls, and informs him that he's "...waged war against the true armies of the undead," right before wiping out a dozen or so ghouls in an eyeblink. Walter is utterly devoted to Integra and her well being, and in Episode 12 nearly sacrifices himself to see her safe (lowering her to the ground with his monowires while the Royal Air Force kills his helicopter with holes). There is virtually nothing he won't do for her and in return, she seems to use him as more than just a butler and major domo, in may ways she is the one she can turn to in her private moment as a confidant and sympathetic ear. Quotes: "I guess I'm not as spry as I used to be." "The old dog and the new girl. What a team we would make." "Miss Seras, would you please provide artillery support?" Powers/Tactics: For a man who looks to be well over 60, Walter is very physically fit. He comments on not being as fast or spry as he used to, and then virtually teleports to avoid a burst of gunfire, making one wonder what he was like in his prime. His weapon of choice is a pair of gloves with monowires strung between (or extending from) the fingers. He can use them like a whip -- slashing Jan's cigarette from his mouth, for example, or as a snare, lopping off the heads of about a dozen ghouls in one strike. He can also use them to entangle a foe, grabbing Jan's arm for example, of lowering Integra to the ground from a helicopter. In the former case, Jan's attempts to escape resulted in his arm being severed (r, more accurately, he let his arm be severed in order to escape). It is possible that Walter's Multipower needs a third slot, an Entangle, Transparent to Attack, Backlash, with the Backlash being in Killing Damage (alternatively, the Entangle has a linked Damage Shield). Appearance: Walter is anywhere between 60 and 90 years of age, with a rough guess putting him at around 75. He has a lined face, with rich black hair. It's receding on top, while he wears it long enough to be put in a ponytail. Walter's eye's are pale blue (or gray), and he wears a monocle over his left eye (with a short chain running to a clasp on his ear. He wears gray trousers, a white long-sleeved shirt, black vest, and a red tie. Designer's Notes: Walter in his prime must have been scary. Arucard fondly refers to him as the "Angel of Death" and shows genuine respect and liking for the man (a rare gesture to be sure). In addition to his combat powers, I am guessing he is Hellsing's resident gunsmith, as Arucard asks him about the status of the Jackal and Walter tells him to be patient. it is also Walter who gives Seras and Arucard their new guns, explaining the details of each. Of course, I could be wrong and he could just be the go-between... Personally, I have no idea what Walter's last name is supposed to be or even how it's pronounced. My best guess is that it's supposed to be "Donaldson". Max Fauth says "Donnelly." (Walter C Ddollneazz created by Kourta Hirano and Studio Gonzo, character sheet created by Michael Surbrook)
  2. SERAS VICTORIA Val CHA Cost Roll Notes 30 STR 20 15- Lift 1600 kg; 6d6 HTH Damage 20 DEX 30 13- OCV: 7/ DCV: 7 21 CON 22 13- 13 BODY 6 12- 13 INT 3 12- PER Roll 12- 13 EGO 6 12- ECV: 4 15 PRE 5 12- PRE Attack: 3d6 14 COM 2 12- 10 PD 4 Total: 10 PD (0 rPD) 10 ED 6 Total: 10 ED (0 rED) 4 SPD 10 Phases: 3, 6, 9, 12 10 REC 0 42 END 0 40 STUN 1 Total Characteristics Cost: 115 Movement: Running: 6"/12" Swimming: 2"/4" Cost Powers & Skills 82 Haloconnen Anti Midian 30mm Cannon: Multipower, 165-point pool; OAF (-1) 5 1) u DU Round: RKA 4d6, Area Of Effect (10" Line; +1), Armor Piercing (+1/2), +1 Increased STUN Multiplier (+1/4); 4 Clips Of 1 Shot (-1 1/4), OAF (-1), AOE Line Only Affects "Soft" Targets (i.e. unarmored targets or armored targets with a pre-AP DEF of 9 or less; -1/2) 5 2) u Explosive Round: RKA 4d6, Area Of Effect (One Hex, Extended; +3/4), Armor Piercing (+1/2), +1 Increased STUN Multiplier (+1/4); 4 Clips Of 1 Shot (-1 1/4) OAF (-1), 16 Heckler & Koch MK23: RKA 2d6-1, +1 Increased STUN Multiplier (+1/4); 12 shots (-1/4), OAF (-1) plus +1 OCV; OAF (-1) 7 Fangs: HKA 1 point (1/2d6 with STR), Reduced Endurance (0 END; +1/2) 33 Blood Drain: RKA 1d6, NND (defense is not having blood or protective skin or equipment too thick to bite through; +1), Does BODY (+1), Continuous (+1), Reduced Endurance (0 END; +1/2); No Range (-1/2), Bite Must Do BODY First (-1/2) 45 Undead Corruption: Major Transform 10d6 (human/human corpse into ghoul, does not heal back), Reduced Endurance (0 END; +1/2); Extra Time (roughly 15-30 minutes from attack to onset of corruption; -2), No Range (-1/2), All Or Nothing (-1/2), Limited Target (humans; -1/2), Bite Must Do BODY First (-1/2) 12 Undead Vitality: Physical Damage Reduction, Resistant, 1/4; STUN Only (-1/2) 15 Undead Body: Does Not Bleed 44 Undead Vitality: Life Support: Total (except Diminished Eating and Diminished Sleep; including Longevity: Immortality) 18 Can Sense Her Kind: Detect True Vampires 13-, Increased Arc Of Perception (360 Degrees), Range, Sense 2 Sharp Sense Of Smell: Enhanced Perception +2 with Smell Sense 5 Creature Of The Night: Nightvision 18 Supernatural Eyesight: Telescopic Sense (Sight Group) +12 To Offset Range Penalties 17 Vampiric Regeneration: Healing 3d6 (3 BODY per Day), Reduced Endurance (0 END; +1/2), Persistent (+1/2); Self Only (-1/2), Extra Time + Increased Time Increment (3 BODY/Day; -2) 10 Bonded To Arucard: Mind Link, Arucard, Psychic Bond Martial Arts: Police Training Maneuver OCV DCV Damage 4 Block +2 +2 Block, Abort 4 Dodge +0 +5 Dodge Versus All, Abort 4 Elbow Strike +2 +0 8d6 Strike 3 Joint Lock -1 -1 Grab Two Limbs; 40 STR To Hold On 4 Punch +0 +2 8d6 Strike 4 Restraining Hold +0 +0 Grab Two Limbs; 45 STR To Hold On; You/Target Fall; Must Follow Joint Lock 3 Takedown +1 +1 6d6 Strike; Target Falls Perks: 1 Membership: Hellsing Organization Talents: 22 Strong Intuition: Danger Sense (Sense, Out Of Combat, Immediate Vicinity, Intuitional) 12- Skills: 24 Combat Skill Levels: +3 with Combat 3 Bureaucratics 2 CK: London 11- 3 Climbing 13- 0 Concealment 8- 0 Conversation 8- 1 Criminology 8- 3 Deduction 12- 2 KS: Police Tactics And Procedure 11- 0 Language: English (native) 3 Paramedic 12- 2 PS: Police Officer 11- 3 Shadowing 12- 0 Stealth 8- 1 Streetwise 8- 0 TF: Small Motorized Ground Vehicles 4 WF: Small Arms, Autocannon, Nightstick/Tonfa 434 Total Powers & Skills Cost 549 Total Character Cost 200+ Disadvantages 10 Distinctive Features: Fangs, Red Eyes (C) 5 Distinctive Features: Hellsing Uniform (EC) 15 Hunted: Iscariot Organization/Section 13 (Mo Pow) 8- 15 Psychological Limitation: Must Obey Arucard's Orders (C, S) 15 Psychological Limitation: Tries To Hold On To Her Humanity (C, S) 15 Psychological Limitation: Wants To Prove Herself (C, S) 10 Reputation: vampire 11- 20 Social Limitation: Subject To Orders (VF, M) 25 Susceptibility: to silver, takes 2d6 per Phase she is in contact with it (Common) 219 Little Police Girl Bonus 549 Total Disadvantage Points Background/History: Sera Victoria is the daughter of Senior Police Officer Victoria, who has died (or was killed) sometime before the first episode of Hellsing. Following in her father's footsteps, Seras became a police officer herself, first with the London Police Authority, before being promoted to a position within the D-11 squad, a special-operations unit. While investigating a rash of deaths in the village of Cheddar (the deaths including a number of villagers as well as a unit of police officers sent in to arrest the village priest), Seras's unit comes under attack by ghouls. Most of her squad members are killed and the rest are wounded. While tending to their wounds Seras is horrified to discover her fellow officers becoming ghouls themselves. Running for her life, she escapes into the woods. Eventually ending up at a church, she goes inside, only to meet the priest of Cheddar -- who is a vampire himself. He attempts to drink her blood, but is interrupted by Arucard. After a short and messy gun battle with the priest's ghouls, Arucard makes a bargain with Seras: he can kill the priest in one shot, but to do so he needs to shoot through her body (since the priest is using her as shield). If she is to survive the night, he will need to drink her blood and turn her into a vampire. Seras, who might not understand exactly what it is she is agreeing to, assents to the proposition. Having been turned into a vampire, Seras is then made a member of the Hellsing Organization, a secret paramilitary unit who's sole purpose is to kill vampires. She quickly finds herself immersed in a dark and dangerous world in which the forces of humanity are at war with a variety of undead opponents, both technologically-created chipped vampires as well as true vampires like herself. Seras appears midway though Episode 1, The Undead, and then constantly throughout the rest of the series. Personality/Motivation: Seras is a woman who isn't sure what she is or what she wants. For example, she wants to be strong (as she tells her fellow officers in Episode 1), but can't bear to shoot them (or other ghouls) even when it is obvious they are no longer human (or even alive). She has a hard time shooting known vampires either, and fails on her first mission for the Hellsing Organization. However, she does manage to successfully eliminate Jessica, the psychopathic vampire, and from them on is much more willing to pull the trigger on the undead (or almost anyone else for that matter). Seras also asks Peter Fargason to not give her any special treatment now that she's with Hellsing (especially since he tells her D-111 treated her with kid gloves). He does as she asks and treats her no better or worse than any other trooper, praising her successes and bluntly telling her if she did wrong. However, for all her willingness to be strong and obey orders, she cannot bring herself to follow some of Arucard's requests. It seems that although she accepted her fate and allowed Arucard to turn her into a vampire, she still clings to her humanity. She rarely is seen drinking blood (even when Arucard tells her failing to do so will make her weak), and for the first few episodes flushes the blood packs she is given as food down the toilet. It is not until the end of Episode 4, Innocent as a Human, that she drinks the blood offered to her. Later, she refuses to drink again, but then admits in Episode 8, Kill House, that she does, but only the Hellsing-supplied transfusion backs they give her. An even more telling example of her internal struggle to maintain some sense of humanity is seen when ever she actually comes in contact with blood. Her first view of a transfusion pack resulted an expression of pure lust on her face, followed by one of disgust. She bites her finger watching Arucard drink Kim's blood Episode 4, and obviously has to force herself to not drink Arucard's blood after he offers his arm to her. Even the opening credits show her wanting (and fighting not to) to lick the blood from a knife she's holding in her hand. This struggle covers more than just blood-drinking of course. Early on, when told not to prey on two visitors from the Queen, Seras rather indignantly states "I'd never do that!" Then, later, she informs Walter "I may not be human, but I still scare easily", proving that she's trying to not let her vampiric nature overwhelm her, as it obviously has with Arucard (who constantly informs Integra that he is no longer human). Quotes: "I wanted to be strong, so you and everyone else would stop calling me "little kitty"." "No matter what, my Master will win!" Powers/Tactics: After being embraced by Arucard, Seras was turned into a "true" vampire. Thus, she has a number of supernatural powers, all of which are a great asset in her line of work. First and foremost, she is superhumanly strong, so strong in fact, that she can heft, carry around, and fire the massive 30 mm Haloconnen cannon (which is given to her at the start of Episode 5, Brotherhood). She can also bend the barrel of a Hellsing-issue MP5A5, a stunt she pulls in Episode 9, Red Rose Verligo. Aside from her strength, Seras is also amazingly resistant to harm. Paladin Anderson might run one of his blades through her neck, but it doesn't really slow her down... much. In addition, she is hurled about in fights with other vampires and ghouls, but doesn't seem to suffer much beyond a basic battering and bruising. It is my guess she can regenerate, as Arucard can (and spectacularly so), while Seras does seem to heal quickly from injuries and similar wounds. The Life Support is a guess as well. She does eat and sleep, but doesn't seem to be bothered by much else. She could drink blood from a human if she wished, but she hasn't -- so far... Her senses are supernaturally acute -- for example she "smells" the bomb in Episode 5, knows there is another vampire in the mansion in Episode 9, and can easily see Jessica at 500 yards -- in the dark (Fergason seems to be aware of this, telling her she won't be needing a scope for her sniper rifle!). Based on her ability to so effectively restrain Jan in Episode 8, Kill House, as well as her fight with the Hellsing trooper ghouls (in the same episode) and fight with SAS solider-turned-vampire Paul Wilson in Episode 12, Total Destruction, she certainly has had extensive police training in hand-to-hand combat. She also has the standard police training skills, and is rather good at investigative work, as seen in her tailing of Hellsing officer Steadler. Haloconnen Antimidians 30mm Cannon: This is a huge breech-loading cannon firing both depleted uranium and high-explosive incendiary rounds. When Walter gives it to Seras he tells her it is effective against everything by a main battle tank (he also calls it the "anti-freak" gun). The weapon is really long (it's longer than Seras is tall) but breaks down for easy storage. Even unloaded it's heavy, anyone wanting to fire it has to have a STR of 30 or greater. Seras usually fires it from a prone position -- although in Episode 12 she's seen firing it from the shoulder and hip (and she's slid back a few inches doing so). A DU round will blow right through a line of people, even people dressed in body armor and carrying riot shields (one shot takes out five ghouls in the aforementioned gear, for example). I figured anyone in kevlar or less counted as a soft target, so the round can punch through several parked cars as well (which sounds about right). An incendiary round will detonate into a small fireball, looking to be around 6 meters in diameter (or around 20 feet), so I gave it the One Hex Area of Effect, Extended Advantage. Seras carries the rounds for her cannon in a large box hunger over one shoulder. I have no idea what her typical ammo load is, and decided that four of each made sense. Appearance: Seras is (or was) a young woman in her early twenties. She stands about 5'4" or so, with a trim (but well-endowed, or, at least, gravity-defying) figure, and a face more "cute" than beautiful. She used to have orange-blonde hair and blue eyes. Now her eyes are reddish-pink (a sure sign of a vampire) and her canines are somewhat longer than normal. Her Hellsing duty uniform is a blue over-tunic with twin breast pockets that buttons up the front and belts at the waist. The sleeves are rolled up over her elbows, with a Hellsing patch on the left sleeve. A heavy gorget of what looks like leather goes around her neck (hiding her bite marks). The rest of her uniform is a short (and I do mean short) micro-skirt in matching blue, black stockings to mid-thigh, and low ankle boots. Like all major Hellsing characters, she wears white gloves. Out of uniform she wears casual clothing and sunglasses. Designer's Notes: How powerful can Seras be? It really depends. The BESM Hellsing Ultimate Fan Guide gave her the ability to create ghouls and other vampires, but I'm not sure about the latter power (she should be able to create ghouls, which is why I gave her that ability). Her powers stay pretty consistent throughout the series, although Arucard does comment that her intuition has become sharper over time. One thing that does occur is that she starts to accept her vampiric nature in a way, taking advantage of her strength to carry the Haloconnen, for example. One presumes that if she drank Arucard's blood she'd gain her freedom from his influence and also begin to increase in power. As Arucard tells the chipped vampires Jessica and Leif, "You can't even shape change into for or a bat." and yet Seras does none of this herself, so one has to presume Arucard's hold over her is also restricting her development. Or, she is resisting the idea of doing such things, so hasn't even tried, feeling to do so would be to totally surrender her remaining humanity. (Seras Victoria created by Kourta Hirano and Studio Gonzo, character sheet created by Michael Surbrook. Vampiric version created by Arucard.)
  3. SIR INTEGRA WINGATES HELLSING Val CHA Cost Roll Notes 10 STR 0 11- Lift 100 kg; 2d6 HTH Damage 13 DEX 9 12- OCV: 4/ DCV: 4 11 CON 2 11- 11 BODY 2 11- 20 INT 10 13- PER Roll 13- 23 EGO 29 14- ECV: 8 25 PRE 20 14- PRE Attack: 5d6 18 COM 4 13- 3 PD 1 Total: 3 PD (0 rPD) 3 ED 1 Total: 3 ED (0 rED) 3 SPD 7 Phases: 4, 8, 12 4 REC 0 22 END 0 22 STUN 0 Total Characteristics Cost: 85 Movement: Running: 6" / 12" Swimming: 2" / 4" Cost Powers & Skills 12 Walther PPK-S With Mercury Ignition Rounds (blessed): RKA 1d6; 7 Shots (-1/2), OAF (-1) plus RKA +1d6; 7 Shots (-1/2), OAF (-1), Only Versus Vampires (-1/2) plus +1 OCV; OAF (-1) plus -1 RMod; OAF (-1) Perks: 50 Base: Hellsing Mansion 10 Contact: Queen Elizabeth of England 14- 12 Contact: MI-5 (Organizational) 14- 45 Followers: 256 Hellsing Soldiers (50-point base) 1 Fringe Benefit: Knight 10 Membership: Head Of The Royal Order Of Religious Knights 15 Money: Filthy Rich Skills: 12 Combat Skill Levels: +4 OCV with Small Arms 8 Targeting Skill Levels: +4 versus Hit Locations Modifiers with Small Arms 2 AK: England 11- 3 Bureaucratics 14- 2 CK: London 11- 0 Climbing 8- 0 Concealment 8- 0 Conversation 8- 0 Deduction 8- 3 High Society 14- 0 Language: English (native) 0 Paramedic 8- 3 PS: Administration 14- 3 Oratory 14- 0 Shadowing 8- 0 Stealth 8- 0 TF: Small Motorized Ground Vehicles 3 WF: Small Arms, Blades 3 Scholar 2 1) KS: Hellsing Organization History And Customs 13- 2 2) KS: Magical Ritual 13- 2 3) KS: Vampires And Other Non-Human Beings 13- 2 4) KS: Vampire Legends And Lore 13- 205 Total Powers & Skills Cost 290 Total Character Cost 150+ Disadvantages 15 Hunted: Government of Great Britain (MoPow, NCI, Watching) 11- 10 Hunted: Vatican/Section 13 (AsPow, Watching) 11- 20 Normal Characteristic Maxima 10 Physical Limitation: Nearsighted (I, G) 10 Psychological Limitation: Despises Vampires (C, M) 15 Psychological Limitation: Never Give In, Even If It Means Her Death (U, T) 15 Psychological Limitation: Protective Of The Hellsing Organization (C, S) 5 Rivalry: other anti-vampire organizations (professional) 40 Master Of Monster Bonus 290 Total Disadvantage Points Background/History: Sir Integra Wingates Hellsing is (we presume) a descendent of Dr. Abraham Van Helsing (of Bram Stoker's Dracula). The connection isn't clearly stated in the anime, but is clearly alluded to. At any rate, she is the head of the Hellsing Organization, and was appointed as such by her father while he lay dying. She almost didn't get to accept the offer, however, as her uncle Richard, furious that he wasn't made head of the family after his brother's death, decided to murder the young Integra. Escaping from him and his men by means of the mansion's ventilation system, she made her way to the basement, where her father had told her should go if things ever looked to be at their worst. Once in the basement, Integra found a door covered in wards and sygils. She also had her uncle at her back, ready to gun her down, and willing to make up any story needed to cover up his role in her death. Having nothing to lose, she opened the door and entered the chamber beyond. There, she found Arucard, bound in heavy restraints, his long hair white, his face lined and looking like one dead. The vampire however, was merely dormant, and managed to lick up some of her blood that had dripped onto the ground from a gunshot wound inflicted on Integra by her uncle Richard. Revived, he promptly killed all of Richard's men and tore Richard's arm off, feasting on the blood. Realizing who Integra was, he then made a pact with her: as the daughter of his captor, he would serve her as he had her father. Integra agreed to the bargain, shooting her murderous uncle dead in the process. Now Integra runs the Hellsing Organization, defending Great Britain from various forms of Non-Human Beings (such as vampires), as well as the people who traffic with them. Along the way, she has been made a Knight of the Empire, and is a member of the Knights of the Round Table, a high-ranking inner circle of government officials who work to keep England safe and secure. Integra appears near the beginning of Episode 1, The Undead, and remains throughout the series. Episode 10, Master Of Monster, details her origins and her relationship with Arucard. Personality/Motivation: As a woman surrounded by men, working in what is basically a "man's world", Integra has had to become tough and capable. As near as I can tell, her mother died when she was very young (a flash back shows what could have been her mother's suicide or murder), and so she was brought up by her father. She was around 12 or 13 when she took over the family (based on her comments to Arucard in Episode 10), and never really had a normal childhood. I also feel that she's never had any sort of romantic relationship, and is almost certainly still a virgin (both the Boobhanshee and Incognito mention how sweet-tasting her blood is). Her origins and upbringing have served to make Integra strong and cold. She has little to no sense of humor, except for a dark, almost mocking tone. But then, she can't afford one. The Hellsing Organization is her life and her sole purpose, and I can imagine her feeling lost and out of place in more "normal" society. Ever since seeing her father die (and having to deal with her uncle Richard), Integra has resolved to never give in to anyone. She has an almost unshakable will, and although the Boobhanshee was able to control her mind, it didn't last. This strength of character and determination impresses even Arucard, who calls it her "pride and dignity." As he puts it, "Giving up kills people. When people resist giving up they finally win the right to transcend humanity." Integra, in his opinion, will never give up, which is one reason he respects her so (even if normally he doesn't show it). Quotes: "...the Hellsing family will not be shaken." "The Honorable Royal Order of Religious Knights of Great Britain will never give in to anything. We will crush and destroy all obstacles." Powers/Tactics: Being as she is simply a "normal" human, Integra hs no supernatural powers to speak of. However, she does have rank, her wealth, her family's organization, and her ties to the British government, which more than make up for it. She also has been well-trained in the habits of vampires, has an excellent understanding of magical ritual, and is a dead shot with a pistol. Although I included a Walther PPK on her character sheet, Integra could carry just about anything she wants. Aside from the Walther, she's seen using a Berreta 93R as well. Appearance: Standing around 5'6" or so, with a slender build, Integra is coldly beautiful. She has pale blonde hair (almost white) falling to her mid-back, and ice blue eyes behind her rimless glasses. She wears a dark green suit jacket with a white blouse, blue ascot, and a silver cross as a "tie pin". Dark green trousers and low shoes complete her outfit. She wears virtually nothing else, except of a paramilitary "uniform" that adds and ankle-length coat. Integra smokes cigars quite often (Hendi Winzermans from Holland), but usually crushes them out before they are even halfway consumed. Designer's Notes: Integra is about as cold as they come, although she is not entirely without feelings -- as seen in Episode 7, Duel, with the burials of all her former soldiers. However, she is careful to never let anyone see this side of her, and presents a facade of cool efficiency to the world. The anime shows that Integra and Arucard have some feelings for each other. Not romantic, but more of mutual degree of respect. I find it interesting, in Episode 11, Transcend Force, when asked by Arucard if she ever wanted him to drink her blood (and turn her into a vampire) her first reply is to say "Why don't you read my mind?" Her next reply is silence, showing that either she isn't going to say "yes" in front of Arucard, or (more likely) she feels such a question is beneath her dignity to even answer. (Sir Integra Wingates Hellsing created by Kourta Hirano and Studio Gonzo, character sheet created by Michael Surbrook)
  4. SAMPLE HELLSING TROOPER Val CHA Cost Roll Notes 13 STR 3 12- Lift 150 kg; 2 1/2d6 HTH Damage 14 DEX 12 12- OCV: 5 / DCV: 5 13 CON 6 12- 10 BODY 0 11- 13 INT 2 12- PER Roll 12- 13 EGO 6 12- ECV: 4 13 PRE 3 12- PRE Attack: 2 1/2d6 10 COM 0 11- 5 PD 2 Total: PD ( rPD) 4 ED 1 Total: ED ( rED) 3 SPD 6 Phases: 4, 8, 12 6 REC 0 26 END 0 25 STUN 1 Total Characteristics Cost: 42 Movement: Running: 6" / 12" Swimming: 2" / 4" Cost Powers & Skills 10 Martial Arts: Choice (Usually Commando Training) Perks: 1 Membership: Hellsing Organization Skills: 10 Combat Skill Levels: +2 with Small Arms 0 AK: Home Area 8- 3 Breakfall 12- 3 Climbing 12- 0 Concealment 8- 0 Conversation 8- 0 Deduction 8- 3 Demolitions 12- 2 KS: Military/Mercenary/Terrorist World 11- 2 KS: SAS (or other military unit) History And Customs 11- 0 Language: English (native) 3 Paramedic 12- 2 PS: Soldier 11- 3 Shadowing 12- 3 Stealth 12- 2 Survival (choice) 12- 3 Tactics 12- 0 TF: Small Motorized Ground Vehicles, Advanced/Basic Parachuting, Wheeled Military Vehicles 3 WF: Small Arms, Grenade Launcher, Heavy Machine-gun, Knives 53 Total Powers & Skills Cost 95 Total Character Cost 50+ Disadvantages 5 Distinctive Features: Hellsing Uniform (EC) 10 Psychological Limitation: Loyal To Queen And Country (C, M) 20 Social Limitation: Subject To Orders (VF, M) 10 Experience 95 Total Disadvantage Points Designer's Notes: Soldiers of the Hellsing Organization are primarily recruited from the British military, although after the massacre at the estate in Episode 5, Brotherhood and Episode 6, Dead Zone, troopers are recruited from the special forces of other nations. They are trained in urban warfare, and specialize in small unit tactics, fighting in tight-knit groups. This character sheet represents a typical trooper with skills taken from things seen in the anime, as well as from the Special Forces package see in the Dark Champions supplement An Eye For An Eye. Naturally, you can vary the listed skills (and Psychological Limitation) as needed to individualize specific troopers. Aside from their training, Hellsing Troopers are also well-equipped with gear. A rough breakdown is as follows: Helmet: Armor (11 PD/11 ED) (33 Active Points); Activation Roll 8- or Locations 4-5 (-2), OAF (-1). Total Cost: 8 points. Helmet Radio: Radio Perception/Transmission (10 Active Points); OIF (-1/2), Limited Frequencies (-1/2). Total Cost: 5 points. Armored Vest: Armor (9 PD/9 ED) (27 Active Points); Activation Roll 11- or Locations 9-13 (-1/2), OIF (-1/2). Total Cost: 13 points. Glock 17L: RKA 1d6+1, 19 Shots (+1/4) (25 Active Points); OAF (-1). Total Cost: 12 points. Heckler And Koch MP5A5: RKA 1d6+1, Autofire (5 shots; +1/2), 4 Clips of 30 Shots (+1/2) (40 Active Points); OAF (-1) (total cost: 20 points) plus Underbarrel Flashlight: Sight Group Images, 1" radius, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1), Only To Create Light (-1), No Range (-1/2) (total cost: 4 points). Total Cost: 24 points/ (Hellsing Trooper created by Kourta Hirano and Studio Gonzo, character sheet created by Michael Surbrook)
  5. SAMPLE GHOUL Val CHA Cost Roll Notes 10 STR 0 11- Lift 100 kg; 2d6 HTH Damage 10 DEX 0 11- OCV: 3/DCV: 3 10 CON 0 11- 8 BODY -4 11- 5 INT -5 10- PER Roll 10- 0 EGO 0 -- ECV: N/A 15 PRE 5 12- PRE Attack: 3d6 6 COM -2 10- 3 PD 6 Total: 3 PD (3 rPD) 3 ED 6 Total: 3 ED (3 rED) 2 SPD 0 Phases: 6, 12 4 REC 0 0 END -10 -- STUN -- Total Characteristics Cost: -4 Movement: Running: 5"/10" Leaping: 1"/2" Swimming: 0" Cost Powers & Skills 6 Claws: HKA 1 point (1/2d6 with STR), Reduced Endurance (0 END; +1/2); Reduced Penetration (-1/4) 7 Bite: HKA 1 point (1/2d6 with STR), Reduced Endurance (0 END; +1/2) 45 Undead Corruption: Major Transform 10d6 (human/human corpse corpse into ghoul, does not heal back), Reduced Endurance (0 END; +1/2); Extra Time (roughly 15-30 minutes from attack to onset of corruption; -2), No Range (-1/2), All Or Nothing (-1/2), Limited Target (humans; -1/2), , Bite Must Do BODY First (-1/2) 5 Never Tires: Reduced Endurance (0 END; +1/2) on 10 STR 15 Already Dead: Does Not Bleed 45 Already Dead: Takes No STUN 9 Undead Body: Damage Resistance (3 PD/3 ED) 47 Undead Vitality: Life Support: Total (including Longevity: Immortality, excluding Diminished Eating) -2 Slow: -1" Running (Total 5") -2 Doesn't Swim: -2' Swimming 5 Tireless: Reduced Endurance (0 END; +1/2) on 5" Running 1 Tireless: Reduced Endurance (0 END; +1/2) on 1" Leaping 5 See Life: Infrared Perception (Sight Group) Skills: 3 Climbing 8- 1 Language: English (only to understand commands) 2 WF: Small Arms (other skills as desired) 192 Total Powers & Skills Cost 188 Total Character Cost 75+ Disadvantages 15 Distinctive Features: Sunken Eyes, Grayish Skin, Shambling Walk (NC) 10 Physical Limitation: Affected By Vampiric Necromancy (has EGO 10 for purposes of vampiric necromancy) (I, G) 0 Physical Limitation: Human Size 15 Physical Limitation: Machine Intelligence (F, G) 5 Psychological Limitation: Reduced Leap, can only leap 1" (I, S) 68 Already Dead Bonus 188 Total Disadvantage Points Designer's Notes: This character sheet represents the typical Hellsing ghoul. Most ghouls are created by chipped vampires, who seem unable to create other vampires but instead must settled for these mindless walking corpses (Arucard calls them "cannibalistic monsters"). True vampires can make ghouls as well, as seen in Episode 1 (The Undead) with the priest of Cheddar village. I built this character sheet as a simplified ghoul template. You should adjust it to account for the capabilities of the person before they were turned into a ghoul, upping such stats as STR, DEX, and adding skills as needed. For example, when the Hellsing troopers killed by ghouls started coming back in Episode 6, Dead Zone, they certainly had better stats than this version. Technically, ghouls are virtually unkillable, and will only "die" if their head is destroyed or they are shot through the heart (or so it seems from the anime). I didn't give them the power of "No Hit Locations" for just this reason, so that any shots to either location 3-5 (head) or 13 (vitals) would give a x2 BODY result and should effectively destroy them. When killed, ghouls turn into dust, leaving their clothing and equipment. Jan Valentine wanted to create an army of ghouls. This shows they can be trained to use weapons and will follow basic orders. They are virtually fearless, and are unaffected by PRE attacks. (Ghouls created by vampires, Kourta Hirano, and Studio Gonzo, character sheet created by Michael Surbrook)
  6. ARUCARD Val CHA Cost Roll Notes 35* STR 95 16- Lift 3200 kg; 7d6 HTH Damage 24 DEX 42 14- OCV: 8/DCV: 8 25 CON 30 14- 18 BODY 16 13- 28 BODY to determine point of "death" 18 INT 8 13- PER Roll 15- 25 EGO 15 14- ECV: 8 30 PRE 20 15- PRE Attack: 6d6 12 COM 1 11- 10 PD 3 Total: 10 PD (6 rPD) 10 ED 5 Total: 10 ED (0 rED) 5 SPD 16 Phases: 3, 5, 8, 10, 12 12 REC 0 50 END 0 50 STUN 1 *STR Affects The Physical World (+2) Total Characteristics Cost: 252 Movement: Running: 6" / 12" Swimming: 2" / 4" Cost Powers & Skills 89 .454 Casull Longslide Automatic: RKA 2d6+1, Armor Piercing (+1/2), +1 Increased STUN Multiplier (+1/4), Affects Physical World (+2); 2 Clips Of 12 Shots (-0), OAF (-1) plus RKA +1d6, Armor Piercing (+1/2), +1 Increased STUN Multiplier (+1/4), Affects Physical World (+2); 2 Clips Of 12 Shots (-0), OAF (-1), Only Versus Vampires (-1/2), plus +1 OCV; OAF (-1) 96 13mm Jackal Anti-Freak Battle Gun: RKA 3d6-1, Armor Piercing (+1/2), +1 Increased STUN Multiplier (+1/4), Penetrating (+1/2), Affects Physical World (+2); 2 Clips Of 6 Shots (-1/2), OAF (-1) plus RKA +1d6, Armor Piercing (+1/2), +1 Increased STUN Multiplier (+1/4), Penetrating (+1/2), Affects Physical World (+2); 2 Clips Of 6 Shots (-1/2), OAF (-1), Only Versus Vampires (-1/2), plus +1 OCV; OAF (-1) 7 Fangs: HKA 1 point (1/2d6 with STR), Reduced Endurance (0 END; +1/2) 33 Blood Drain: RKA 1d6, NND (defense is not having blood or protective skin or equipment too thick to bite through; +1), Does BODY (+1), Continuous (+1), Reduced Endurance (0 END; +1/2); No Range (-1/2), Bite Must Do BODY First (-1/2) 43 Vampiric Domination: EC, 43-point powers 38 1) He Is The Master Vampire: Dispel Vampiric Magic 20d6, any vampiric Mental Power one at a time (+1/4), Area Of Effect (Hex; +1/2), Megascale (1 km; +1/4); Extra Time (Full Phase; -1/2), No Range (-1/2) 114 2) Illusions: Mental Illusions 14d6 (affects Human class of minds), Area Of Effect (7" radius; +1), Reduced Endurance (1/2 END; +1/4), END 8 29 3) Telepathy: Telepathy 14d6 (affects Human class of minds), Reduced Endurance (1/2 END; +1/4); Concentrate (1/2 DCV, must concentrate throughout; -1/2), END 4 20 Spear Hand Strike: HKA 1d6+1 (2 1/2d6 with STR), END 2 18 Mind Over Matter: TK (10 STR), Invisible To Sight Group (+1/2); Affects Whole Object (-1/4), END 2 52 Undead Corruption: Major Transform 10d6 (human into vampire or ghoul, does not heal back), Improved Target Group (+1/4), Reduced Endurance (0 END; +1/2); Extra Time (roughly 15 Minutes; -2), No Range (-1/2), All Or Nothing (-1/2), Limited Target (humans; -1/2), Bite Must Do BODY First (-1/2) 7 Virtually Immortal: +10 Body; Only Stave Off Point Of Death (-2) 20 Undead Vitality: Physical Damage Reduction, Resistant, 1/2; STUN Only (-1/2) 4 Regenerator: Damage Resistance (6 PD), Hardened (+1/4) 15 Undead Body: Does Not Bleed 44 Undead Vitality: Life Support: Total (except Diminished Eating and Diminished Sleep; including Longevity: Immortality) 40 Shoots Knives Out Of The Air: Missile Deflection (bullets and shrapnel), Ranged (+1), Affects Physical World (+2); Charges Limited To What He Has In His Guns (-0), OIF (either of his handguns; -1/2) 9 Levitation: Flight 3", Position Shift; No Noncombat Movement (-14), END 1 40 Comes And Goes As He Pleases: Teleportation 10", Invisible To Hearing Group (+1/4), Megascale (1" = 10 km; +1/2), Safe Blind Teleport (+1/4), END 4 30 Walking Through Walls: Desolidification, Reduced Endurance (0 END; +1/2); Does Not Protect Against Damage (-1) 34 Can Sense His Kind: Detect True Vampires 13-, Increased Arc Of Perception (360 Degrees), Range, Sense, Megascale (+1) 6 Sharp Senses: Enhanced Perception +2 with All Senses 5 Creature Of The Night: Nightvision 18 Supernatural Eyesight: Telescopic Sense (Sight Group) +12 To Offset Range Penalties 44 Vampiric Regeneration: Healing 3d6 (3 BODY per Turn), Can Heal Limbs, Resurrection (others can stop by burning the body -- I guess...), Reduced Endurance (0 END; +1/2), Persistent (+1/2); Self Only (-1/2), Extra Time + Increased Time Increment (3 BODY/Turn; -1) 10 Bonded To Seras Victoria: Mind Link, Seras, Psychic Bond 38 Shape Shifting: Multiform (assume 76-point insect swarm, 125-point eight-eyed wolf form; 138-point cloud of bats, or true form is 1376-point vampiric form) Cromwell Approval/Initiative: 77 Shadow Form: Shape Shift (Sight, Hearing, and Touch Groups, shapeless black mass covered with multiple red eyes and fanged mouths), Costs END Only To Change Shape (+1/4); Extra Time (Full Phase; -1/2) plus Physical Damage Reduction, Resistant, 3/4; Linked (-1/4) plus Increased Arc Of Perception (360 Degrees) for Sight Group; Linked (-1/2), END 2 30 Grinning Eight-Eyed Wolf's Head: HKA 2d6 (4d6 with STR), END 3 20 Running Wolves: Stretching 6"; No Noncombat stretch (-1/4), No Velocity Damage (-1/4), END 3 Perks: 1 Membership: Hellsing Organization Talents: 4 Double Jointed Skills: 32 Combat Skill Levels: +4 with Combat 16 Targeting Skill Levels: +8 versus Hit Locations Modifiers with Small Arms 2 AK: England 11- 2 CK: London 11- 0 Climbing 8- 0 Concealment 8- 3 Contortionist 14- 0 Conversation 8- 0 Deduction 8- 3 Fast Draw (Pistols) 14- 3 KS: Firearms 13- 4 Language: English (Idiomatic) 0 Paramedic 8- 3 Power: Vampiric Powers 14- 5 Rapid Attack (Ranged) 3 Shadowing 3- 3 Stealth 14- 10 Two Weapon Fighting (Ranged) 1124 Total Powers & Skills Cost 1376 Total Character Cost 200+ Disadvantages 10 Distinctive Features: Fangs, Red Eyes (C) 10 DNPC: Seras Victoria (Less Pow, Useful Skills) 14- 10 Hunted: Iscariot Organization/Section 13 (As Pow) 8- 15 Psychological Limitation: Bored, Craves Excitement (C, S) 20 Psychological Limitation: Loyal To Integra Hellsing (VC, S) 15 Reputation: Master Vampire 11-, Extreme 20 Social Limitation: Subject To Orders (VF, M) 25 Susceptibility: to silver, takes 2d6 per Phase he is in contact with it (Common) 1051 Utter And Total Badass Bonus 1376 Total Disadvantage Points Background/History: Let's get one thing perfectly clear. Arucard is Dracula. The first clue is his name, Arucard (or Alucard) is Dracula spelled backwards (This was first used in the 1943 Universal film Son of Dracula.). The second is the Hellsing Organization and references to its being around for about 100 years (meaning it was started in the very late 1890s, or soon after the events in the novel Dracula). Then comes the name Hellsing itself, an obvious reference to Dr. Abraham Van Helsing. Arucard virtually admits to being Dracula (although not in so many words) in Episode 9, Red Rose Verligo, telling the vampire Incognito; "My name is an anagram too." Finally, in the last episode of the series, Hellfire, Incognito asks "Who are you?" and we see a momentary split screen of Arucard's face with that of a grinning wild-eyed man with a thick mustache. The image resembles period depiction's of Wallachian prince (and later king) Vlad Dracula (a.k.a. Vlad Tepes or Vlad the Impaler). And true to his name, Arucard leaves Incognito impaled on a thick shaft of silver after killing him. The anime never says exactly when Arucard was made part of the Hellsing Organization, or even how or why. We only get a scattering of hints, such as a comment that Integra's father named him "Arucard." There is also Integra's father's message that if she (Integra) was ever in trouble she could find help in the basement -- said help being a bound and restrained Arucard. In addition, Arucard tells the young Integra that he will make the same pact with her that he did with her father -- which is to serve her however she needs. This seems to lend weight to the idea that Integra's father "captured" Arucard in the first place, although I have to wonder how the second manga series with Walter and Arucard fighting Nazis in World War II fits into all this. At any rate, Arucard has been part of the Hellsing Organization for some time. He normally keeps to himself, or associates only with Walter or Integra. He is brought in only when things look bad, or if he's bored and requests the chance to see some action (a request often made). We first meet Arucard in Episode 1, The Undead. He remains a constant figure throughout the series. Episode 6, Dead Zone and Episode 13, Hellfire, show Arucard operating at full power (or close to it). The Hellfire episode also has has some of the strongest clues as to Arucard's real identity as Dracula. Personality/Motivation: Arucard is bored with unlife. Or, more accurately, he's bored with just sitting around doing nothing. He wants (and likes to) test his skills and powers to their limits, and looks for someone -- anyone -- who can give him a proper challenge. He even ask Integra if he can accompany the regular Hellsing troops in Episode 5, Brotherhood, just so he can try out his new gun (the huge 13mm Jackal). In the same vein, he's pretty contemptuous of anyone (especially other vampires) who can't give him the challenge he seeks and desires. He insults the Cheddar Village vampire for being basically an idiot, Jessica and Leif for not knowing what they are, Luke for thinking he was Arucard's equal, and so on. On the other hand, if he finds someone who seems to be able to challenge him to a good fight, he can't wait to throw down and get on with the action. He actually seems to like (in a twisted sense) Alexander Anderson for this very reason, as the priest shows a willingness to fight him one-on-one, and doesn't back down unless obviously unable to continue the fight. A prime example of this is when Arucard shoots both of Alexander's arms off, and the priest responds by picking up one of his swords in his teeth and trying to run Arucard through with that! This is the sort of gesture Arucard can respect in an opponent. And if his foe won't throw down fast enough, Arucard will encourage them with repeated cries of "Hurry! Hurry!! HURRY!!!" Arucard tends to ignore most people, treating them as just part o the landscape. He really only respects Integra and Walter. He seems to like Walter based on Walter's combat abilities and their history of fighting the undead together, fondly calling him "The Angel of Death." He also likes the guns Walter brings him to play with, discussing them in detail when they are handed over. Integra he has an even deeper respect for, based partially around who her father was, the contract he has with her (which he adheres to utterly), and her own indomitable will and unshakable oath to never give up. As for Seras, she is treated somewhere between a servant and an equal. He certainly respects her for her courage and willingness to be shot in order to kill the Cheddar vampire, but her struggle to not totally submit to her vampiric nature does seem to confuse him. Quotes: "Guns are useless against me!" "How pleasant! I haven't had this much fun in a long time." "I have my own reasons for serving humans. But of course, it's not a story for trash like you!" "I'm merely a tool of the special operations agency, Hellsing. I dispose of garbage." Powers/Tactics: Arucard is a very, very powerful vampire, almost absurdly so. He displays an incredibly wide range of powers, some only briefly, some repeatedly, many of which having highly bizarre (and visually impressive) special effects. First and foremost, he is a vampire, and has a large number of classic vampiric abilities (both traditional and literary). He has strength far greater than the human norm (he can lift, swing around, and fire at arm's length the 35 lb Jackal handgun) and can punch his hand through a vampire's chest, fangs, drinks blood, isn't really alive anymore, can turn another person into a vampire with his bite, can shape change, and so on. But Arucard's powers go further than that. He can project illusions (into multiple people at once), read minds (entering into Integra's dreams), dispel such powers in others (with an impressive visual display of the sygil on the back of his gloves floating over head in the sky). He can telekinetically move objects (The Cheddar priest could move Seras, while Arucard is shown lifting the Freak chip and pulling a pistol clip into his gun from across the room, but it only stands to reason Arucard could do the same if not more.). Arucard is capable of interesting and impressive movement powers. He can simply walk through walls, and often enters into Integra's office by doing so (Note: Arucard stuck his arm through the door of a subway car and fired one of his guns to shoot one of Alexander's knives out of the air. This means he can Affect The Physical World with his STR, guns, and Missile Deflection at the very least!). In addition, he has limited powers of levitation, and has floated down through the ceiling to talk to Integra. In that's not enough, he can teleport as well, silently fading away into the night, and capable of traveling unknown distances (he travels from Hellsing mansion to London in one shot). Arucard's most impressive power (aside from his Cromwell Initiative -- see below), is his power of regeneration. Not since Yakumo in 3x3 Eyes has character had such incredible regenerative powers. Arucard can recover from seemingly any amount of damage, especially physical damage such as that caused by bullets. When he's states "Guns are useless against me!" its not mere hyperbole -- he's completely serious. Only Alexander's blessed blades seem to really bother him. At any rate, Arucard is seen rebuilding himself from nothing more than a pool of blood and gore, and coming out whole and unharmed. If the occasion calls for it, Arucard will activate what seems to be called the Cromwell Initiative (or, as Arucard tells Luke: "Now I'll show you how real vampires fight!"). It requires him to remove all the restrictions on his powers but then allows him to assume the form of shapeless and shadowy black mass covered in red eyes and fanged mouths. This mass can bend and stretch easily, and will send out howling eight-eyed dog's heads to attack a foe. Of course, Arucard is still in there (somewhere), and he's been known to produce his handguns out of the dog's mouth to fire on a foe. Although the character sheet doesn't show it (mainly because I wasn't sure how to apply it), Arucard is required (I guess....) to release various controls on his powers before going into action. He is either activating his power, or simply telling someone (Integra?) what he is doing. At any rate, it works like this: before (usually way before) any confrontation, Arucard will announce "Releasing contract restriction system to "X" level." The levels range from five to one, with one being the highest level of power. He will also announce the Situation. This seems to range from C to A, with A being the most dangerous. To reach his highest level of power, he will state: "Unlocking limited release limited release control system to level one. Situation A. Cromwell approval in effect." and then promptly go to town on an enemy vampire. I didn't apply any limitations for all this, as it seems to be window dressing,and doesn't look to limit his powers anyway -- except for in Episode 13, when it looks like Integra activates level one for him, and I wasn't sure how to define that in game terms (since, as I've said, I wasn't sure what was being done). For all his power, Arucard's tactics are really simple: let the other guy shoot you, get up and then shoot him back. He does this repeatedly, allowing Seras to shoot him when they first meet, the priest of Cheddar's ghouls to gun him down, Luke to put a bullet in his head, and so on. Even fighting Incognito he seems willing to take a hit or two if it means he can fire back at a clear target. When fighting a powerful foe (as he thought Luke was) or when things look really bad (as with the invasion of Hellsing mansion in Episode 5 or after being "killed" by Incognito), Arucard will drop all his restrictions and activate the Cromwell Initiative, shape shifting into his shadowy form and then tearing his foe to shreds. Arucard's Guns I've left Arucard's two guns for last. They are both large automatic pistols, custom made by the Hellsing Arms Weapons Industries Company, Limited. The first is the Hellsing Arms .454 Casull Longslide Automatic. It is a silver gun, with what looks to be a 12-round clip, and fire the .454 Casull round. The second is the 13 mm Jackal "Anti-Freak Battlegun." It is a huge weapon, 390 mm in length (that's 15.3" inches), weighs 35 pounds (I'd give it around +4d6 of Hand Attack if you pistol-while someone with it), and has a six round clip. The gun is black, and has "Jesus Christ is in Heaven now" written on the side. Both guns use blessed mercury bullets. The Jackal is said to use macadmium-processed pure silver casings with a Marvells Chemical's cartridge type NNA 9. The end result is two weapons capable of punching really big holes in people (and vampires). Appearance: Arucard is tall, standing well over six feet in height. Although he's not as tall as Alexander Anderson, he's close, coming in at around 6'4". He has a trim build, with very long arms, and a face more striking than handsome. His eyes are red and his hair is black. his clothing (which seems a part of him) consists of tall black boots, black trousers, a black jacket, white shirt, red tie, a long red overcoat, and a broad-brimmed red hat. He also wears sunglasses with round yellow lenses. These are not part of his body, and can be broken. The rest will reform with his body to be good as new if he's ever shot up. Arucard's hair seems to be related to his power level. The more power he has released, the longer and wilder it will get. This is seen several times, especially when he fights Incognito or after Alexander cuts his head off in Episode 7. Designer's Notes: Is it "Arucard" or "Alucard"? Technically, it's the latter, as it is quite obvious Arucard is Dracula, and Dracula spelled backwards is "Alucard." However, there is no sound for "L" is Japanese, so such names as "Lebia" (from Silent Mobius) or "Larry Vincent" (from Gunsmith Cats) can be difficult to translate. In the case of "Lebia," Silent Mobius creator Kia Asamiya has written it as "Lebia Mavelick" in his manga (note the "l" in the last name -- her name should be "Lebia Maverick"). In the case of Larry Vincent, her name was mistranslated as "Rally" initially and has remained so ever since. So, you can use either. At 1376 points, Arucard is far too powerful to ever show up in most games, but you can borrow ideas from his write up. One reason he's so expensive is his "Affects Physical World" Advantage, which adds about 200 points to this total. Even if you remove that ability, he's still 1000+ points of master vampire, and not to be taken lightly. And, of course, he might be more powerful still, I haven't read the manga so I'm not sure if I missed any powers (or, if I over did some of his powers, but I doubt it...). (Arucard created by Kourta Hirano, and Studio Gonzo from an idea by Bram Stoker, character sheet created by Michael Surbrook with assistance from Max Fauth)
  7. PALADIN ALEXANDER ANDERSON Val CHA Cost Roll Notes 25 STR 15 14- Lift 800 kg; 5d6 HTH Damage 23 DEX 39 14- OCV: 8/ DCV: 8 25 CON 30 14- 15 BODY 10 12- 25 BODY to determine point of death 18 INT 8 13- PER Roll 13- 21 EGO 22 13- ECV: 7 20 PRE 10 13- PRE Attack: 4d6 10 COM 0 11- 9 PD 4 Total: 9 PD (6 rPD) 9 ED 4 Total: 9 ED (0 rED) 5 SPD 17 Phases: 3, 5, 8, 10, 12 10 REC 0 50 END 0 41 STUN 0 Total Characteristics Cost: 159 Movement: Running: 6" / 12" Swimming: 2" / 4" Cost Powers & Skills 19 Blessed Singled-Edged Short Sword: HKA 1d6 (2d6 with STR), Affects Desolidified (vampiric and spirit forms only; +1/4), Reduced Endurance (0 END; +1/2); OAF (-1) plus +1 OCV; OAF (-1), plus Ranged (+1/2) for HKA 1d6; OAF (-1), 1 Recoverable Charge (-1 1/4), Range Based On STR (-1/4) 25 19 More Swords 8 Throwing Knife: HKA 1/d6 (1d6+1 with STR), Reduced Endurance (0 END; +1/2); OAF (-1) plus Ranged (+1/2) for HKA 1/2d6; OAF (-1), 1 Recoverable Charge (-1 1/4), Range Based On STR (-1/4) 30 59 More Knives 38 Cloud Of Blades: Autofire (10 Shots; +1), Ranged (+1/2), for up to 2d6 HKA, Recoverable Charges Based On 60 Knives Or 20 Swords (+3/4); OIF (numerous blades; -1/2), Ranged Based On STR (-1/4) 23 Holy Writs: EC, 34-point powers; OIF (pages and pages of writs; -1/2) 22 1) Restrain Evil: Entangle 8d6, 8 DEF, Cannot Be Escaped With Teleportation (+1/4), Takes No Damage From Attacks (+1/2); Cannot From Barriers (-1/4), One Charge (-2), Vulnerable (fire/heat; -1) 62 2) Sanctify Area: Suppress Vampiric Magic 10d6, all Powers with a vampiric magic special effect simultaneously (+2), Area Of Effect (Radius; +1), Continuous (+1), Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2); Extra Time (Full Phase; -1/2), Gestures (must hurl knives and holy writs; -1/2), No Range (-1/2), Requires The Use Of All 60 Throwing Knives (-1), Requires A Surface To Attach The Writs To (-1/4) 7 3) I'll Be Back: Teleport 10", No Relative Velocity, Megascale (anywhere on Earth; +1 1/4); One Charge (-2), Extra Time (Full Phase; -1/2), Can Only Teleport To Fixed Location (Vatican; -1), END 7 7 Regenerator: +10 Body; Only Stave Off Point Of Death (-2) 20 Regenerator: Physical Damage Reduction, Resistant, 1/2; Stun Only (-1/2) 4 Regenerator: Damage Resistance (6 PD), Hardened (-1/4) 24 Regenerator: Healing 3d6 (Regeneration; 3 BODY per TURN), Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (1 Turn; -1), Self Only (-1/2) Perks: 2 Membership: Paladin Of Iscariot Organization/Section 13 Skills: 12 Combat Skill Levels: +4 with Blades 5 Accurate Sprayfire 2 CK: London 11- 2 CK: Vatican 11- 0 Climbing 8- 0 Concealment 8- 0 Conversation 8- 0 Deduction 8- 3 KS: Catholic Church History And Customs 13- 3 KS: Iscariot Organization/Section 13 History And Customs 13- 3 KS: Magical Ritual 13- 3 KS: Vampires And Other Non-Human Beings 13- 3 KS: Vampire Legends And Lore 13- 0 Language: English (native) 1 Language: Latin (basic) 0 Paramedic 8- 2 PS: Priest 11- 5 Rapid Attack (HTH) 0 Shadowing 8- 0 Stealth 8- 0 TF: Small Motorized Ground Vehicles 10 Two Weapon Fighting (HTH) 345 Total Powers & Skills Cost 504 Total Character Cost 200+ Disadvantages 10 Distinctive Features: Scarred Face (C) 10 Hunted: Hellsing (As Pow, Lim Geo) 11 10 Physical Limitation: Nearsighted (I, G) 20 Psychological Limitation: Utterly Despises Vampires And Those That Work With Them (C, T) 20 Psychological Limitation: Utterly Loyal To the Iscariot Organization/Section 13 (C, T) 15 Rivalry: Arucard (professional, Arucard is more powerful, Anderson seeks to kill Arucard) 20 Social Limitation: Subject To Orders (VF, M) 199 Kicks Ass For The Lord! Bonus 504 Total Disadvantage Points Background/History: Alexander Anderson is a Catholic priest and a member of the Vatican's super secret Iscariot Organization (which is part of or also known as Section 13). Like Arucard, Seras, and the rest, he is a vampire hunter, using blessed blades and Catholic rituals and magic instead of guns and vampiric powers. Hellsing the anime reveals next to nothing about his origins, although a flashback in Episode 7, Duel, shows Alexander kneeling on a sidewalk facing a tall shadowy figure dressed in archaic clothing of roughly the 18th Century. He is carrying a gun in the flashback and goes from pointing at the figure (who one presumes is a vampire) to placing the gun barrel in his mouth. The flashback ends before we can see what happened next. At some point, Alexander was recruited into Section 13. I feel this must have happened after the flashback, and that Alexander may have even pulled the trigger before being taken in by Section 13. At any rate, the Vatican rebuilt Alexander, using technology to place him on equal footing with the vampires and other supernatural creatures he hunts down and destroys. Alexander appears initially in Episode 3, Sword Dancer. He then returns in Episode 7, Duel, where he gets both arms shot off by Arucard. He leaves, and isn't seen again, until a brief shot of him in a London crowd is seen in Episode 13, Hellfire. Personality/Motivation: Alexander has one mission in life: kill vampires. That's about it. And make no doubt about it, he will destroy any and all vampires he finds, even if they are nominally on the side of good (like Arucard and Seras). He will even go so far as to kill those who freely associate with vampires, as seen when he runs Captain Gareth Henderson through in Episode 3. When he's not killing vampires, Alexander seems like a nice enough guy. He tells the both Channel Tunnel train attendant and a London prostitute "God bless you," and seems to mean it. But then, when it comes time for him to eliminate the undead the gloves (metaphorically speaking) come off. He will show no mercy for any vampire, even one such as Seras. His attitude is pretty well summed up by the quote: "Even if you serve humans, you are still a corrupted non-human!" Quote: "I am a mediator of God! I am the instrument that delivers the punishment of heaven!" Powers/Tactics: Although he doesn't look all that different from normal people (aside from being well over six feet in height), Alexander is very well-equipped to tackle your average vampire (such as Seras... even with the Haloconnen). He is extremely strong, and can slash through steel pipes with his blades, and in one scene runs the length of a subway car, dragging his blades through the walls of the car (causing the car to fall apart after he's done with his attack). He's also very fast, looking to be nearly as fast as Arucard. Under his coat, Alexander carries a seemingly endless supply of blessed short swords. These are curiously shaped weapons, with an "S" curve between the handle and the blade itself (so the blade is lower than the handle). He usually has one in each hand, and can hurl upwards of 10 in an eye blink, and is skilled enough to put four blades through the heads of four men in a single attack. Arucard stats that Alexander's blessed blades can hurt a vampire. I've given them the Affects Desoildified to partially represent this. Aside from his blades, Alexander also has a fairly unique style of "magic." It is based around the use of what look to be holy writs of some sort. he has sued these writs to bind Arucard's arms to the inner posts of a subway card, to ward an area against vampiric magic, and to teleport away from the scene of a battle. My guess is that he really can't do the Entangle trick more than once, although you might want to let him do it a few times. In the anime, the Entangle was preceded by his hurling a book at Arucard. Arucard shot the book and it exploded into streams of pages that then entangled Arucard's arms. His teleportation consisted of him simply standing still for a few moment and then having sheets of writs surrounding his body, at which point he vanished. This leaves his warding power... Alexander's warding power is pretty serious. As in 300 Active Points of serious. Originally I thought of making it a simple Change Environment (ground to sanctified ground), but then that brought up the problem of how to define a vampire's powers. Would it be a Physical Limitation (powerless on sanctified ground), or a -1/4 Limitation on the vampire's power? And which powers? So I ended up using Suppress instead. In order to set up the warded area, Alexander needs to hurl a cloud of writs and then stick them in place with a similar cloud of hurled knives. The one time he does it, he looks to toss out about 20 writs, with 3-4 knives per writ pinning them in place. Thus, I figured he has around 60 knives. There is no reason he can't use the knives as weapons, either, so I bought them as a separate attack power. However, if he does set up a warded area, he will have to use all the knives in his possession. If he's already used some of the knives (say, on another vampire), he might not be able to get full coverage of an area. He also needs vertical surfaces to stick the writs to, although he might be able to get away with sticking them into the ground (face up). Appearance: Alexander Anderson is a tall man, standing around 6' 6" (he looks to be taller than Arucard). he has short blond hair, dark stubble along his chin and lower jaw, green eyes, glasses, and a wedge-shaped scar on the left side of his face. His clothing consists of white trousers and shirt, gray boots, an ankle-length gray trenchcoat with purple trim, and a large silver cross hung around his neck. Like all major characters in Hellsing, Alexander wears gloves. The back of his right glove reads "Jesus Christ is in Heaven," while his left reads "Speak with Dead." Designer's Notes: A lot of Alexander's powers are pure guesswork. He never seems to run out of swords, for example, and uses something like 13 or so in Episode 3 (one in Seras's throat, 10 in Arucard, two still in his hands). As I stated above, I made the smaller knives weapons, as well as the delivery system for his warded area spell. He might have other powers, mostly relating to his holy writs. You might even want to give him some sort of blades martial art, although in his case his bladework looks to be more of raw speed and fighting skill as opposed to any serious technique. (Alexander Anderson created by Kourta Hirano and Studio Gonzo, character sheet created by Michael Surbrook)
  8. HELL'S GATE ARRESTED Gaming in the World of Hellsing "In the name of God, impure souls of the living dead will be banished into eternal damnation. Amen." What is Hellsing? Hellsing is a 13-episode animated series that was shown on Japanese television during the 2001 season (in the 2:25 AM to 2:50 AM timeslot!). Taken from the manga from the same name (written and drawn by Kourta Hirano), it is the story of the Hellsing Organization and their war against the forces of the supernatural (specifically vampires). In some ways it is reminiscent of other monster hunter anime (such as Geobreeders, Ghost Sweeper Mikami, Phantom Quest Corp, and Silent Mobius), while it also calls to mind supernatural horror anime such as Vampire Hunter D and Vampire Princess Miyu. While it features the team-aspect of many monster hunter series, Hellsing has a dark and serious tone, similar to the latter two series. Overall, Hellsing stands out not for its animation (which is roughly average, although with some nice directorial touches and CGI additions), but for its content. It is an exciting series and presents a thrill-ride through a world that's not our own (but could almost be), as well as an eerie creepiness in which virtually none of the main characters are cute, friendly, or in some ways even likable. However, one of the main drawbacks to the series is it's length. At only 13 episodes, it can't spend a lot of time concentrating on anyone one character (with the exception of Integra in Episode 10, Master of Monster). In addition, it only presents a small part of the original manga series, and a second season has been delayed until the manga series is completed. At the moment, the Hellsing manga is not available in the United States in a translated form. Apparently, Dark Horse Comics has bought the English license, and will be distributing the first volume in December of 2003. The Music of Hellsing One of the more interesting things about Hellsing is its soundtrack. There are two albums, titled Raid and Ruins, each with 60 minutes or more of music. The music is a wide mix of material, and fits very well with the anime (although there are some really odd touches -- like the sound effect of Godzilla's roar in one song, or a Tarzan yell during another). I recommend both albums for those who wish some interesting background and theme music for runs involving the supernatural. As a final note, the ending song Shine partially written and produced by Richie Zito, who was also behind the soundtrack to Project: A-ko. Paladin Alexander Anderson: Monster! Arucard: People say that to me all the time. The Hellsing Universe The world of Hellsing is our world with one major exception: vampires are real. In fact, Hellsing looks to take place in the late 1990s, and might even be meant to be occurring in the same as it's broadcast date (i.e. it takes place in the year 2001). History The anime doesn't go into much detail about the past history of the Hellsing universe. A few comments made by Integra Wingates Hellsing make it apparent the events in Bram Stoker's novel Dracula actually occurred, and that Count Dracula came to London, England in the late 1890s. As for the Hellsing Organization itself, it seems to date from around the turn of the century, and is roughly 100 years old as of the Hellsing anime. Technology The technology of the Hellsing universe is the technology today. There are no examples of far future technology with two major exceptions. The first is the so-called "Freak Chip." This chip is some form of bio-chip placed into the body and causing the body to assume a vampiric state. The second is Alexander Anderson's regenerative abilities. More about this below. Weapons: In Hellsing everyone uses projectile weapons. The standard Hellsing trooper uses a Heckler and Kock MP5, while police officer Seras Victoria uses a Heckler and Kock M23 automatic pistol, and Integra Hellsing is seen with both a Walther PPK and a Berreta 93R. For vampire killing the Hellsing Organization uses a variety of light machine-guns and heavy sniper-rifles that are probably similar to the .50 Barrett. Of course, when dealing with superhumanly-strong vampires, then one can build and use guns requiring superhuman strength to lift and fire. This, the Hellsing Arms Weapons Industries Company, Limited, has designed and built several impossibly large guns to be used by several of its operatives, namely the .454 Casull longslide automatic and 13mm Jackal used by Arucard, and the 30mm single-shot breech-loading cannon used by Seras Victoria. Other weapons seen in the series include the FN-P90 (used two at a time by the Freak-Chipped vampire Jan Valentine), a cut-down M-1 rifle (also used two at a time by the chipped vampire Luke Valentine), an Armscore 40mm grenade launcher (used by the True Vampire Incognito), and a variety of submachineguns and shotguns. About the only impossible weapon (aside from the aforementioned firearms) is the monowire gloves of Walter C Ddollneazz (see his character sheet for more). Vehicles: As with weapons, there are no real surprises with the vehicles seen in Hellsing. most vehicles seen are typical British military helicopters and armored personnel carriers. About the only notable vehicle is Integra's car, which is a Rolls Royce Silver Cloud II. Computers: Computer technology is pretty much on par with the real world. Walter mentions the internet and chatrooms, while the Hellsing Organization looks to have its own OS (Hellsing OS), that looks suspiciously like the Macintosh OS (but then, so do a lot of anime computer systems...). Medical: Medical technology has advanced to the point where the creation of the "Freak Chip" is possible. This chip, if placed in the human body (only one is needed), turns the recipient into a vampire. It is described as an "artificial vampirisation catalyst semiconductor" or as a biotechnological computer chip with an electrical transmitter mechanism. How this chip works is never explained, although one doctor theorizes that placing the chip in the body activates a dormant "freak" gene in humans, turning them into vampires. The other example of unusual medical technology is Alexander Anderson's ability to regenerate from virtually any damage done to him. Not even a close-range gunshot to the head from Arucard's .454 stops him. He either ignores or heals most any damage in a short period of time, and seems to be able to regrow (or have replaced) any limbs lost in combat. Magic: Although it isn't exactly obvious from the series, the world of Hellsing seems to be crawling with magic. Bullets used in various guns are said to have undergone ritual blessings, Alexander Anderson uses blessed swords (which can hurt a vampire) and casts various "spells" using holy Catholic writs (such as purifying an area against vampiric powers). Arucard and Incognito exhibit vast magical abilities, including changing shape, summoning demons, and mentally influencing others. Finally, when the basement under the Hellsing mansion is described, a "black magic" laboratory is mentioned. Vampires: The statement is made in Hellsing Episode 5, Brotherhood, that non-human beings (a.k.a. "true" vampires, or "NHBs" for short) have existed from the earliest times, while Freak-Chipped vampires have only appeared in the last 18 months or so. In addition, both types of vampire are capable of creating that is called a "ghoul" (basically an animated corpse), from a human victim. Ghouls: A ghoul is what you get when a vampire kills a human through feeding on the human's blood. A ghoul can also create more ghouls simply by biting another person, infecting them (or so it seems), and causing them to transform into an undead state. Ghouls have gray skin, sunken eyes, and shamble about when walking. They cannot speak, but can understand simple commands, and are unable of being turned back into a living human. They will readily feed on human flesh, and will usually attack any living human they find. Chipped Vampires: A Chipped Vampire is someone who has had a Freak Chip implanted in their body. The chip turns them into a vampire (or, a vampire-like being), giving them many of the benefits of being a vampire, and few of the drawbacks. A Chipped Vampire is superhumanly strong, superhumanly resistant to damage, can regenerate most wounds, no longer ages, and can create ghouls. At best guess, the basic powers for a Chipped Vampire are as follows (this presumes the starting character has characteristics of 10 in all stats): Superhumanly Strong: +15 STR (15 Active Points). Total Cost: 15 points. Fangs: HKA 1 point (1/2d6 with STR), Reduced Endurance (0 END; +1/2) (7 Active Points). Total Cost: 7 points. Blood Drain: RKA 1d6, NND (defense is not having blood or protective skin or equipment too thick to bite through; +1), Does BODY (+1), Continuous (+1), Reduced Endurance (0 END; +1/2) (67 Active Points); No Range (-1/2), Bite Must Do BODY First (-1/2). Total Cost: 33 points. Undead Corruption: Major Transform 10d6 (human/human corpse into ghoul, does not heal back), Reduced Endurance (0 END; +1/2) (225 Active Points); Extra Time (roughly 15-30 minutes from attack to onset of corruption; -2), No Range (-1/2), All Or Nothing (-1/2), Limited Target (humans; -1/2), Bite Must Do BODY First (-1/2). Total Cost: 45 points. Undead Vitality: Physical Damage Reduction, Resistant, 1/4 (15 Active Points); STUN Only (-1/2). Total Cost: 12 points. Undead Body: Does Not Bleed (15 Active Points). Total Cost: 15 points. Undead Vitality: Life Support: Total (except Diminished Eating and Diminished Sleep; including Longevity: Immortality) (44 Active Points). Total Cost: 44 points. Vampiric Regeneration: Healing 3d6 (3 BODY per Day [minimum -- should be faster]), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Self Only (-1/2), Extra Time + Increased Time Increment (3 BODY/Day; -2). Total Cost: 17 points. We see several Chipped Vampires during the course of the Hellsing anime. They all have the listed powers (or seem to), and some can do even more. Arucard calls Luke Valentine an "instant" for his superhuman speed (virtually a form of teleportation) and also labels him a Category A vampire, indicating that someone has broken down vampires into types based on what they can do. True Vampires: A True Vampire is just that, a genuine, honest-to-goodness creature of the night, created when a True Vampire drains the blood from willing victim (there may be more to the process than simply drinking the blood of a victim, but the anime doesn't show it). A True Vampire is everything a Chipped Vampire is, and more. True Vampire's have (or can have) vast supernatural powers far beyond anything a Chipped Vampire can even conceive of obtaining. The base stats for a True Vampire are almost identical to that of a Chipped Vampire with a few additional powers (this presumes the starting character has characteristics of 10 in all stats): Superhumanly Strong: +15 STR (15 Active Points). Total Cost: 15 points. Fangs: HKA 1 point (1/2d6 with STR), Reduced Endurance (0 END; +1/2) (7 Active Points). Total Cost: 7 points. Blood Drain: RKA 1d6, NND (defense is not having blood or protective skin or equipment too thick to bite through; +1), Does BODY (+1), Continuous (+1), Reduced Endurance (0 END; +1/2) (67 Active Points); No Range (-1/2), Bite Must Do BODY First (-1/2). Total Cost: 33 points. Undead Corruption: Major Transform 10d6 (human/human corpse into ghoul, does not heal back [a more powerful True Vampire can also make another True Vampire]), Reduced Endurance (0 END; +1/2) (225 Active Points); Extra Time (roughly 15-30 minutes from attack to onset of corruption; -2), No Range (-1/2), All Or Nothing (-1/2), Limited Target (humans; -1/2), Bite Must Do BODY First (-1/2). Total Cost: 45 points. Undead Vitality: Physical Damage Reduction, Resistant, 1/4 (15 Active Points); STUN Only (-1/2). Total Cost: 12 points. Undead Body: Does Not Bleed (15 Active Points). Total Cost: 15 points. Undead Vitality: Life Support: Total (except Diminished Eating and Diminished Sleep; including Longevity: Immortality) (44 Active Points). Total Cost: 44 points. Can Sense Their Kind: Detect True Vampires, Increased Arc Of Perception (360 Degrees), Range, Sense (18 Active Points). Total Cost: 18 points. Creature Of The Night: Nightvision (5 Active Points). Total Cost: 5 points. Supernatural Eyesight: Telescopic Sense (Sight Group) +12 To Offset Range Penalties (18 Active Points). Total Cost: 18 points. Vampiric Regeneration: Healing 3d6 (3 BODY per Day [minimum -- gets faster the older the vampire is]), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Self Only (-1/2), Extra Time + Increased Time Increment (3 BODY/Day; -2). Total Cost: 17 points. True Vampires can have many more powers, however. It is possible they have the "No Hit Locations" power, as Arucard, Incognito, and Seras all take hits to the head and/or throat without any noticeable effects beyond basic impact wounds. In addition, Arucard makes mention of a number of powers a True Vampire is either supposed to have or can have. These powers include shape changing into a bat or fog, transforming one's body (possibly into something else than a bat or fog), summoning demonic servants, or regenerating lost limbs. See Arucard's character sheet for an idea of how extensive the powers of a True Vampire can get, while Seras Victoria's character sheet is the perfect example of a newborn True Vampire. Vampiric Disadvantages: There seem to be few concrete disadvantages to being a vampire, either Chipped or True. The most basic, of course, is the intangible (at least in HERO System terms) feeling of no longer being a living being. This might lead to various Psychological Limitations, such as Jan Valentine's feelings of invulnerability (Expressed with the line of "We can cheat in invincible mode, and you can't!"), or Seras attempts to hold on to her humanity by refusing to drink blood for as long as possible. At any rate, the basic disadvantage for vampires is thus: Distinctive Features: Fangs, Red Eyes © (10 points) To be honest, this is about it. It's not that vampires have no problems with their state, it's just hard to figure out what they are, even after viewing 13 episodes of Hellsing. Let me explain. When Seras is first turned into a vampire Walter tells her not to go out during the daytime. Then Arucard tells her "You've become a being who can never walk under the sun." But then she is seen walking around outside during the day. Arucard also tells Seras that she needs to drink blood in order to maintain her strength, and she will weaken without it. However, she doesn't drink much that we can see (only once is it done on camera, although she does allude to it later), yet her strength remains superhuman. Finally, it is shown that Seras can't touch silver without being burned and it is stated that fire can destroy a vampire. Chipped Vampires, seem to have even less problems with sunlight (Jan and Luke attack Hellsing mansion in what is obviously board daylight), and it's hard to say if they have problems with silver or not (it isn't clearly stated). Hopefully the manga will be more explicit on this subject. Now, for all their power, vampires of any type do have one major weakness -- they aren't bulletproof. If you want to kill a vampire, all you need to do is shoot it through the head (location 3-5) or the heart (location 13). Just about any type of bullet will do, although the Hellsing Organization does load Arucard's (at least) weapons with specialized rounds to allow him to do much more damage to his targets. You might want to give vampires of any type a Vulnerability to shots to locations 3-5 and 13. Either that or use hit locations and/or aiming to achieve the right feel. Or all three -- as just about any head or heart hit killed a vampire instantly (at least Chipped Vampires anyway). Fire will work as well, and although vampires doesn't seem to be any more vulnerable to fire than a normal human (no extra damage in other words), they can't regenerate damage from it (or so I am guessing). Important Organizations Hellsing Organization (Honorable Royal Order of Religious Knights of Great Britain): Found over 100 years ago, the Hellsing Organization's duty is to defend Great Britain from vampires and other supernatural threats. Iscariot Organization/Section 13: This is the Vatican's answer to the Hellsing Organization. Their exact age is unknown, and they almost certainly predate the founding of Hellsing. Knights of the Round Table: A group of 12 men (actually, 11 men and one woman -- Integra Wingates Hellsing), the Knights work to keep Great Britain safe from all sorts of threats. SAS: The Special Air Service is where Hellsing recruits most of its soldiers. No fool, Incognito manages to capture some 88 SAS troopers himself, sending them out to destroy the Hellsing Organization. They succeed for the most part. Important and/or Notable People This list describes most of the named characters seen in the 13 episodes of Hellsing. See individual write-ups for more information on specific characters. Paladin Alexander Anderson: Alexander is a holy warrior for the Catholic Church out to kill any and all vampires. See his character sheet for more. Arucard: A True Vampire of great age and staggering power, Arucard is the Hellsing Organization's "ace in the hole." See his character sheet for more information. Boobhanshee (Baobban Sith?): This is a True Vampire (or so I presume) who attacks Integra. She is killed by Arucard. Enrico Maxwell: The head of Section 13, Enrico has no liking for Integra and even less for Arucard. Enrico Stivaletti: A foreign exchange student, Enrico has a Freak Chip implanted. He then tries to turn his gay lover Mick into a vampire, but fails. Eventually he goes on a rampage, killing about a dozen or more police officers and Hellsing troopers before Arucard destroys him. Gareth Henderson: A Hellsing commanding officer, Gareth was Seras's superior before being killed by Alexander Anderson. Harry Anders: An agent for MI-5, Harry introduced Seras to Helena. He is killed im Episode 8, Kill House. Helena: Another True Vampire, Helena was turned when she was very young (no more then 10 years old is my guess). She is very, very old, and currently lives in a small rooftop apartment, surrounded by hundreds of books and classical music records. She has little to no interest in the outside world (aside from her books), and even less in drinking the blood of others. Incognito: A powerful True Vampire from the "dark continent" (I presume Africa), Incognito was created for the anime and never appears in the manga. He is of a similar power level as Arucard, and fights him one-on-one at the end of the series, with both of them drawing on their full powers. Sir Integra Wingates Hellsing: The current head of the Hellsing Organization, Integra is Arucard's master. See her character sheet for more information. Jan Valentine: A Chipped Vampire, Jan is part of an underworld crime duo consisting of him and his brother Luke. His personality is best summed up with the line: "As long as we get to kill people and suck blood, anything is fine!" Killed by Integra. Jessica: A teenaged Chipped Vampire, Jessica goes on a killing spree with her lover Lief in order to become more powerful (whatever that means...). She is killed by Seras. Kim: A reporter, Kim tries to expose the Hellsing Organization and acts as an observer for the vampire snuff films. She is killed by Arucard. Lief: A teenaged Chipped Vampire, Lief goes on a killing spree with his lover Jessica in order to become more powerful (whatever that means...). He is killed by Arucard. Luke Valentine: A Chipped Vampire, Luke is part of an underworld crime duo consisting of him and his brother Jan. He seeks to destroy the Hellsing Organization in order to expand his power base. Certainly not as smart of clever as he thinks he is, he challenges Arucard to a one-on-one duel and gets eaten for his efforts. Mick: Enrico Stivaletti's gay lover, who dies at the start of Episode 3, Duel. Paul Wilson: Former SAS officer, Paul is made into a Chipped Vampire by Incognito. He is killed by Seras. Peter Fargason: Commander of the Hellsing military arm, Peter is an ex-member of the Royal Armed Forces and Gulf War I veteran. He acts as a minor father-figure to Seras. Peter is killed in Episode 12, Total Destruction. Pickman: A Hellsing squad commander, Pickman (a reference to Lovecraft's Richard Pickman?), is wounded by a vampire on 12, Total Destruction, and asks Arucard to kill him before he becomes a vampire. Arucard does (with obvious relish at the thought of using one of his huge handguns on a human) but then leaves his hat over Pickman's now-missing face in an equally obvious sign of respect. Richard Hellsing: Integra's Uncle, Richard tried to have Integra killed so he could take over the family. Unfortunately for him, he ran into Arucard, who tore his arm off. Integra than killed him. Father Ronaldo: Enrico Maxwell's assistant and apparent bodyguard. Seras Victoria: A former police officer, Seras is turned into a vampire by Arucard. See her character sheet for more information. Steadler: A former Hellsing Organization commanding officer, Steadler was arrested for making "snuff" films using humans and vampires. Dr. Trevellian: Integra's personal physician, or, at least, a Hellsing staff doctor. Walter C. Ddollneazz: A former Hellsing field operative, Walter now acts as Integra's butler. See his character sheet for more information. Bibliography Hellsing Volume 1: Impure Souls Hellsing Volume 2: Blood Brothers Hellsing Volume 3: Search And Destroy Hellsing Volume 4: Eternal Damnation Hellsing Ultimate Fan Guide #1 "In the name of God we shall strike down the damned undead with the eternal iron stake."
  9. WARNING!!! Contains spoilers!!!
  10. Re: WEll lets see I disagree. Sakura-hime Sakura, the magical girl example I wrote for my anime and HERO article came in at 295 points. And I figure she's spot on for most magical girls (and might be a bit under-powered for some of the SM cast). I think your typical magical girl (of the SM, Devil Hunter Yoho, and so on type) is 150+100 points with a serious case of Only in Hero ID.
  11. 600? Someone sent me a character sheet for Mink (it's up on my webpage) and she totals in a 281. OTOH, I just finshed Arucard (Hellsing) and he's 1376.
  12. Susano

    Hellsing

    Re: Hellsing Answer: 1376.
  13. Someone who owns Trigun is trying to get me his set of DVDs so I can watch them. Until then... (unless someone else wants to send me the complete set...). Seriosuly, I'd like to do the cast of Trigun as well. Vash, Nicholus D Wolfwood, Meryl, and Mille. Anyay, right now it's the cast of Hellsing.
  14. Just check my webpage (see .sig) for ... uhm... 500+ character write-ups. All genres and settings: anime, manga, comics, movies, books, other RPGS, you-name-it.
  15. Re: Re: Re: Re: Re: Re: Re: Character for review - Shiori Ah... I see... well... it is rather confusing to read. And I'm not sure on your limitations on SPD. What can she do in a phase?
  16. Re: Post Movie Shrek He does and he doesn't. Most of the changes are in his personality, not his powers and skills. The swamp isn't really a base -- all he does is live there. I am not sure about the idea of a Contact for the fairy folk, but he certainly has the dragon as a Contact. Faquaad is gone, and yes, he'd swap Psych Lims. basically. She seems quicker, and has different martial arts, but... yeah. I have no idea if Shrek 2 will add anything new. Probably.
  17. Doesn't change a bit. New Psych Lims maybe.
  18. Re: Re: Re: Re: Re: Character for review - Shiori Can you explain how a 3 SPD costs -20 points, and her 26 PRE costs -4?
  19. I'm fairly sure I won't be doing Jason Bourne, while Captain John Sparrow would require me to get the DVD of the film first.
  20. Re: Re: Re: Character for review - Shiori An 8 INT doesn't mean she's of below average intellegence. In HERO INT is how perceptive you are and how fast you think, not how smart you are (see page 23 of FRED). So if she's slow and scatter-brained an INT of 8 makes perfect sense. Or an INT of 10 and PHys/Psych Lims to the effect of "Scatterbrained."
  21. Oh see it, by all means!!! And Lilo... innocent? Uhm.... (recalls the "My friends need to ne punished" scene...). I've considered a character sheet for the Iron Giant... I was frustrated by a lack of understanding of his weapons systems and such. Oh, and who didn't get all emotional over the Giant's "No Atomo, me Superman" line?
  22. SHREK Val CHA Cost Roll Notes 30 STR 30 15- Lift 1600 kg; 6d6 HTH Damage 15 DEX 15 12- OCV: 5 / DCV: 5 21 CON 24 13- 14 BODY 8 12- 10 INT 0 11- PER Roll 11- 10 EGO 0 11- ECV: 3 20 PRE 10 13- PRE Attack: 4d6 6 COM -2 10- 10 PD 4 Total: 10 PD (3 rPD) 8 ED 6 Total: 8 ED (3 rED) 4 SPD 15 Phases: 3, 6, 9, 12 10 REC 0 42 END 0 40 STUN 0 Total Characteristics Cost: 110 Movement: Running: 6"/12" Leaping: 3"/6" Swimming: 2"/4" Cost Powers & Skills 20 Spittle-Laced Roar: +10 PRE; Only For Fear-Based Presence Attacks (-1), Incantations (must roar; -1/4) plus Dispel Fire Powers 6d6, any fire power one at a time (+1/4), Area Of Effect (2" Cone; +1); Extra Time (Full Phase; -1/2), Incantations (must roar; -1/4), No Range (-1/2), Linked (-1/4), END 2 5 Big Fists: HA +1d6, Reduced Endurance (0 END; +1/2); Hand-To-Hand Attack (-1/2) 3 Thick Skin: Damage Resistance (3 PD/3 ED) Martial Arts: Ogre Wrestling Maneuver OCV DCV Damage 3 Body Slam +0 -1 6d6 +v/5 Strike; You Fall, Target Falls; Full Move 3 Clothesline +1 +1 6d6 Strike; Target Falls 5 Drop Kick +1 -2 10d6 Strike 3 Full Nelson -1 -1 Grab Two Limbs, 40 STR to Hold On 5 Joint Lock +0 +0 Grab One Limb, 40 STR to Hold On, 1d6 NND (7) 3 Pile Driver +0 +2 10d6 Strike; Target Falls, Must Follow Grab 4 Scissors Lock -2 +0 Grab One Limb; 2d6 NND (2) 3 Slam +2 +1 6d6 Strike; You Fall, Target Falls Talents: 1 Mud-Wading: Environmental Movement (no penalties while in mud) Skills: 10 Combat Skill Levels: +2 with Hand-To-Hand 2 AK: His Swamp 11- 3 Climbing 12- 2 Concealment 11-; Self Only (-1/2) 0 Conversation 8- 0 Deduction 8- 2 KS: Fairy-Tale Creatures 11- 3 KS: Ogre Legends and Lore 12- 1 Language: Common Tongue (native, literate) 0 Paramedic 8- 3 PS: Cooking 12- 3 Shadowing 11- 3 Stealth 12- 1 Survival (Swamp) 11- 2 WF: Common Melee Weapons 93 Total Powers & Skills Cost 203 Total Character Cost 100+ Disadvantages 20 Distinctive Features: Ogre (NC, E) 15 DNPC: Donkey (normal) 11- 10 Hunted: Lord Farquadd (AsPow) 8- 5 Physical Limitation: Large (I, S) 5 Physical Limitation: Reduced Leap, can only leap half as far as STR indicates (I, S) 15 Psychological Limitation: Wants To Be Left Alone (C, S) 20 Reputation: Ogre -- a dangerous monster/big, dumb, and stupid, 14-, Extreme 13 Ogres Have Layers Bonus 203 Total Disadvantage Points Background/History: Shrek is an ogre trying to do what he likes best -- live alone in his swamp where no one can bother him. Unfortunately, he ends up saddled with Donkey, the talking donkey (who won't shut up...), and after Lord Farquadd arrests a large number of fairy-tale creatures, more elves, dwarves, flying pixies, and witches than he can shake a stick at. So he sets off to see Lord Farquadd and set things straight... Personality/Motivation: Shrek is a reclusive ogre who lies his privacy. He would like the rest of the world to stay out of his swamp, and would be quite happy to never talk to another person (aside from another ogre I presume) as long as he lives. Of course, under that gruff exterior is a somewhat lonely ogre, who has turned his back on the world because the world has turned its back on him. As Shrek says; "The judge me before they know me." which play right into his other line: "There's a lot more to ogres than people think." And in Shrek's case it means he's an accomplished cook, knows quite a bit about other fairy-tale creatures (such as dragons and giants), and is quite knowledgeable about ogre astronomy. Quote: "Ogres are... like onions." Powers/Tactics: As an ogre, Shrek is tall, strong, and tough. He can roll aside a huge boulder, lift a fully-armored man over his head, and doesn't even notice getting shot in the backside with an arrow. When it comes to a fight, Shrek is devastating in hand-to-hand combat, combining his great strength with an assortment of ogre "wrestling" moves. Of course, he's not fool either, and knows when to give up (being faced by roughly 50 crossbowmen will do the trick) or to run (such as when being chased by a fire-breathing dragon). Appearance: Shrek stands roughly 7' in height with green skin and thick features. He wears plaid trousers, a white shirt and a dark brown vest of some sort of scaled hide. Designer's Notes: This character sheet of Shrek is a mix serious and silly. For the most part he's a workable Fantasy Hero character, and could even be turned into a low-powered superhero with a few minor changes. Of course, in a fantasy setting one might one to turn Shrek's "ogre wrestling" (which is just glorified professional wrestling moves) into something more realistic, like Dirty Infighting. Or, leave it as it, and really shake up a party of PCs! Oh, "shrek" translates roughly to "terror" or "fright." (Shrek created by William Stieg and Dreamworks Studios, character sheet created by Michael Surbrook)
  23. Re: Character for review - Shiori Then why the 18 INT? Shouldn't that be more like 8?
  24. EXPERIMENT 626 "STITCH" Val CHA Cost Roll Notes 63 STR 53 22- Lift 150 tons; 12 1/2d6 HTH Damage 20 DEX 30 13- OCV: 7/ DCV: 7 23 CON 26 14- 13 BODY 6 12- 30 INT 20 15- PER Roll 15- 10 EGO 0 11- ECV: 3 15 PRE 5 12- PRE Attack: 3d6 8 COM -1 11- 30 PD 17 Total: 30 PD (30 rPD) 30 ED 25 Total: 30 ED (30 rED) 4 SPD 10 Phases: 3, 6, 9, 12 18 REC 0 46 END 0 57 STUN 0 Total Characteristics Cost: 191 Movement: Running: 6"/12" Leaping: 6"/12" Swimming: 0"/0" Cost Powers & Skills 5 Bite: HKA 1 point (1/2d6 with STR), END 1 7 Claws: HKA 1 point (1/2d6 with STR); Penetrating (+1/2), END 1 30 Bulletproof/Fireproof: Damage Resistance (30 PD/30 ED) 20 Can Catch A Plasma Bolt: Missile Deflection (All Attacks), Reflection, Any Target; Plasma Blasts Only (-1), Extra Time (Full Phase; -1/2) -2 Can't Swim: Swimming -2" 8 Clawed Fingers: Clinging (normal STR); Cannot Resist Knockback (-1/4) 16 Wriggle Through The Cracks: Desolidification; Cannot Pass Through Solid Objects (-1/2), Does Not Protect Against Damage (-1) 20 Sharp Hearing: Enhanced Perception +4 With Hearing Group, +4 Versus Range Modifier 7 Six Arms: Extra Limbs (2), Inherent (+1/4) 5 Can See In The Dark: Night Vision 15 Mutable Form: Shape Shift (Sight and Touch Groups; single form: "dog"), Costs END Only To Change Shape (+1/4); Extra Time (Full Phase; -1/4) Talents: 9 Ambidexterity (No "Off" Hand) Skills: 20 Hard To Hit: +4 DCV 3 Climbing 13- 3 Combat Pilot 13- 3 Concealment 15- 3 Demolitions 15- 3 Fast Draw (Pistol) 13- 2 Language: English (fluent) 0 Language: Galactic (native) 7 Stealth 15- 3 TF: Large Motorized Ground Vehicles (tractor-trailer), Military Spacecraft (Red Police Cruiser), Two-Wheeled Muscled-Powered Vehicles (Big Wheel) 10 Two (Four)-Weapon Fighting (Ranged) 3 WF: Blaster Pistol, Chainsaw, Red Police Cruiser Weapons 3 Thinks Faster Than Supercomputer: Jack-Of-All-Trades 2 PS: Build Model Of San Francisco Out Of Common Household Items 15- 2 PS: Cooking 15- 2 PS: Dancing 13- 2 PS: Guitar 13- 2 PS: Imitate Elvis 15- 2 PS: Imitate Godzilla/Giant Rubber Monster 15- 2 PS: Juggling 13- 217 Total Powers & Skills Cost 408 Total Character Cost 200+ Disadvantages 15 Distinctive Features: Ugly Little Blue Bear/Dog (NC) 25 DNPC: Stitch's Family (Lilo & Nani Pelekai; normal, x2 DNPCs) 14- 10 Hunted: United Galactic Federation (MoPow, NCI, Watching) 8- 15 Physical Limitation: Cannot Swim (I, F) 5 Physical Limitation: Short Arms (I, S) 5 Physical Limitation: Small (1m tall; I, S) 5 Physical Limitation: Reduced Leap, can only leap half as far as STR indicates (I, S) 10 Psychological Limitation: Dislikes Bright Lights/Crowds (U, S) 5 Psychological Limitation: Dislike For Water (U, M) 15 Psychological Limitation: Wants A Family/Protective Of His Family 10 Reputation: Genetically Engineered Engine Of Destruction (Ext) 8- 88 "Oh Good! My Dog Found The Chainsaw!" Bonus 408 Total Disadvantage Points Optional Disadvantages 15 Psychological Limitation: Bad Tempered (C, S) 15 Psychological Limitation: Destructive Programming ("He will be irresistibly drawn to large cities where he will back up sewers, reverse street signs, and steal everyone's left shoe.") (C, S) Background/History: Genetic Experiment 626 is the creation of that Evil Genius Dr. Jumba Jookiba. Why he built 626 is unknown, although as an Evil Genius, it's not like he really needs a reason, right? Anyway, as Jumba's experiments were against the laws of the United Galactic Federation, He ended up in prison, while Experiment 626 was sent off to exile on a distant asteroid. Unfortunately for the Federation, Experiment 626 escaped en route. Stealing a hyped-up police cruiser (the "red" one), 626 hit the hyperdrive and took off, scarcely bothered that his ship was damaged and he'd not set a destination into the autopilot. So, as luck would have it, he (crash) landed on Earth -- specifically the Hawaiian island of Kauai. Leaving the wreckage of his spaceship, 626 is promptly run over by several tractor trailers, at which point he is dropped off at the local animal shelter. There, he is adopted by a little five-year-old girl named Lilo, who wants a dog to be her friend and guardian. Although her older sister and the shelter's operator are less than thrilled about little Lilo adopting a "dog" that was basically dead that morning, they don't stand in her way. Of course, they'd been even less thrilled to learn that Jumba (accompanied by Earth "expert" Agent Pleakley) have arrived intent on capturing Experiment 626 and returning him to the aforementioned asteroid. And so the fun begins... Personality/Motivation: As created by Jumba, Experiment 626 has only one real mission: "to destroy everything he touches!" And for a while, that's all he does. However, life with Lilo has an interesting affect on 626. She gives him a name ("Stitch") and a sense of family -- or more accurately, a sense of loss for not having a family. This causes his destructive programming (Defined as being irresistibly drawn to large cities, backing up sewers, reversing street signs, and stealing everyone's left shoe.) to breakdown, so that he stops destroying and even voluntarily goes near water (which he normally hates). Eventually, Stitch adopts Lilo and her older sister Nani as his family, becoming their caretaker (in a sense). For those who wish to simulate a "pre-Lilo" version of Stitch, just add in the two optional Psychological Limitations, remove his DNPC and current Psych Lim, and you're all set. Quote: "This is my family. I found it all on my own. It's little and broken, but still good. Yeah... still good." Powers/Tactics: While explaining his creation to the Galactic Council early on in the movie, Dr. Jumba gives the following rundown of Stitch's powers: "he is bulletproof, fireproof, and can think faster than super computer. He can see in the dark and can move objects 3,000 times his own size." Although we never see Stitch shot at with a bullet, he does survive the crash of his space ship with nary a scratch, is only briefly stunned by a fall of several thousand feet, and has to be run over by three tractor-trailers in succession to be knocked out. As for fireproof -- well, he does drive a tanker truck of gasoline into a volcano and ends up only a little singed. Thinking faster than a super computer is harder to quantify, but he does figure out how to escape from captivity fairly interestingly, builds a model of San Francisco after only glancing at a postcard, learns to play guitar in just a few minutes, builds a bomb out of a doll and a roller-skate, and generally picks up quick on what is happening around him. I can only guess about seeing in the dark, as it never really comes up as a power. However, his ability to lift objects 3,000 times his own size (meaning if he weighs 50 kgs, he can lift 150,000 kgs!) is demonstrated amply when he picks up the descending blast door, smashes Dr. Jumba with a Volkswagen Beetle ("Blue punch buggy! No punch back!"), and stops an 18-wheeled tanker of gasoline dead in its tracks. Although Stitch has an amazing 63 STR, he can't really use it as effectively as other bricks. His size (about 3' tall -- if that) makes it difficult for him to punch and leap with the same power as a taller person would. So his various Physical Limitations are meant to limit his physical abilities. He can lift, grab, and hurl objects with his full 63 STR, but can't really punch at all, only leap a fraction of what he should, and has trouble with anything requiring leverage (such as many entangles). Exactly how much STR he can really use in these situations is up to you, but I'd say only half (i.e. 30) sounds about right. Appearance: Normally, Stitch is a short (2'-3' tall) blue bear-like creature with six limbs. He can change shape into a four-limbed ... uhm... bear/dog form as well. Designer's Notes: "Lilo and Stitch" has to be one of the funniest, if not the funniest, Disney films ever made. It certainly is the most whacked animated film they've ever done (Although, "The Emperor's New Groove" comes close on both accounts). You pretty much know what kind of film it will be when Lilo gives her reason for feeding Pudge the fish a sandwich: "Pudge controls the weather." And it just gets stranger from there... Building Stitch was fairly easy, as Jumba rattles off everything he can do about 5 minutes into the film. Of course, you can tinker with Stitch's abilities, adding such things as his four blaster pistols (lost when he was hit by a truck), or upping his Missile Deflection to include anything. Dump his silly skills (like most of his PS's), make him around 6' tall, and you have a frightening alien brick (a new gladiator from Malva perhaps?) (Stitch created by Dr. Jumba Jookiba, Chris Sanders and Dean DeBlois, character sheet created by Michael Surbrook)
  25. Personally, I think having Mock Turtle use his flight underwater is a bit much. He'd go too fast (IMO). As for Crackerjack, he probably could get teh KS, but I was unsure to make his swingstaff into a multipower, as I never saw him actually hit anyone with his swing staff. It did see logical, but I couldn't document it.
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