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rjd59

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  1. Roadie Robots Val Char Cost Roll Notes 20 STR 10 13- Lift 400.0kg; 4d6 [2] 10 DEX 0 11- OCV: 3/DCV: 3 15 CON 5 12- 12 BODY 2 7 INT -3 10- PER Roll 10- 0 EGO 0 9- ECV: 0 - 0 10 PRE 0 11- PRE Attack: 2d6 20 PD 18 Total: 20 PD (0 rPD) 5 ED 3 Total: 5 ED (0 rED) 3 SPD 10 Phases: 4, 8, 12 8 REC 4 0 END -4 0 STUN -10 Total Characteristic Cost: 35 Movement: Running: 12m/24m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END 15 Automaton: Cannot Be Stunned 36 Life Support (Eating: Character does not eat; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Longevity: 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) Skills 24 +3 with HTH Combat Total Powers & Skill Cost: 75 Total Cost: 110 110+ Disadvantages 10 Vulnerability: 2 x BODY from electrical attacks (Uncommon) 25 Enraged: Berserk after taking BODY from electrical attacks (Uncommon), go 8-, recover 8- Total Disadvantage Points: 110 Background/History: Every rock band has roadies to do all the moving and setting up. To fit Road Kill's need for super Roadies, strong and unquestioning, Screech designed humanoid robots to do the job. These robots are super strong and often assist Road Kill in combat. Appearance: Each Roadie is 6'6" tall and wears jeans and a black tee-shirt with "ROAD KILL ROADIE" printed across th chest. Pasty makeup and wigs make sure that they pass as humans at a distance. Roadie Robots.hdc
  2. Damon Falmier Val Char Cost Roll Notes 10 STR 0 11- Lift 100.0kg; 2d6 12 DEX 4 11- OCV: 4/DCV: 4 12 CON 2 11- 11 BODY 1 13 INT 3 12- PER Roll 12- 10 EGO 0 11- ECV: 3 - 3 10 PRE 0 11- PRE Attack: 2d6 4 PD 2 Total: 4 PD (0 rPD) 4 ED 2 Total: 4 ED (0 rED) 2 SPD 0 Phases: 6, 12 6 REC 2 20 END 0 21 STUN 1 Total Characteristic Cost: 27 Movement: Running: 12m/24m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END 5 Luck 1d6 7 .38 Revolver: Killing Attack - Ranged 1d6+1 (20 Active Points); OAF (Pistol; -1), 6 Charges (-3/4) [6] Perks 10 Money: Wealthy 10 Contact: Music Producers (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 14- 8 4 Record Producers, 4 Lawyers: Favor Skills 3 Streetwise 11- 7 Bureaucratics 13- 3 CK: New York 12- 3 CK: Los Angeles 12- 5 PS: Band Manager 14- 3 KS: Music Industry 12- 3 KS: Accounting 12- Total Powers & Skill Cost: 68 Total Cost: 94 95+ Disadvantages 10 Psychological Complication: Vengeful (Common; Moderate) Total Disadvantage Points: 94 Background/History: DamonFalmier was a nobody. He tried to make it big as a music agent but apparently didn't have what it took. He did much of his work from a bar stool, studying his listings, sending groups here and there, getting them their "Big break" in small bars and clubs. It was at a bar that Damon heard a young man singing outside in the street. The boy was Neal Basman. Damon struck upon an alchohol-induced idea and approached the boy, asking him to become Heavy Metal, lead singer of a new rock group. He then proceeded to form the rest of Road Kill from a few of his more unusual, unstable, or stagnent musicians. By chance (obviously not through talent of his own) his creation became a multi-million dollar success and has made him a very rich man; however, the heat generated by Road Kill's criminal activities is becoming too uncomfortable and Damon is thinking of getting out before he is implicated. Not a combat oriented member of Road Kill, Falmier attends most concerts but has been absent more and more often during Road Kill's criminal charades. He carries a .38 Revolver and can use it, but he generally lets the band cause a distraction and runs for safety. When at a concert, he can be found backstage with Sparks. Personality/Motivation: Damon Falmier is slick. Unfortunately, there are those out there, particularly in the music business, who are slicker. Damon would liked to have been a big time music agent, but before Road Kill came along, he never managed to find the right talent. Now that he has found his ticket to fame, he has become somewhat arrogant - which has caused him to make more than a few mistakes. Quote: "You boys are really going to make it big someday - I can feel it!" Appearance: Falmier is 5'9", 182 pounds, has thining brown hair and brown eyes. He is forty-one years old and always wears a business suit, brown, unkempt, and usually in need of washing. Damon Falmier.hdc
  3. Sparks Val Char Cost Roll Notes 10 STR 0 11- Lift 100.0kg; 2d6 18 DEX 16 13- OCV: 6/DCV: 6 12 CON 2 11- 9 BODY -1 18 INT 8 13- PER Roll 13- 10 EGO 0 11- ECV: 3 - 3 10 PRE 0 11- PRE Attack: 2d6 6 PD 4 Total: 6 PD (0 rPD) 5 ED 3 Total: 5 ED (0 rED) 3 SPD 10 Phases: 4, 8, 12 5 REC 1 38 END 4 26 STUN 3 Total Characteristic Cost: 80 Movement: Running: 12m/24m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END 11 PORTABLE BATTERY PACK: Endurance Reserve (60 END, 9 REC) Reserve: (21 Active Points); Requires electrical outlet to recover (-2) Notes: Powers 60 pt Multipower (Effects Console) 30 Lighting Effects Console: Multipower, 60-point reserve, (60 Active Points); all slots OIF Bulky (-1) 1f 1) Sight Group Flash 6d6 (30 Active Points); OIF Bulky (-1) 3 2f 2) Killing Attack - Ranged 2d6, Autofire (2 shots; +1/4) (37 Active Points); OIF Bulky (-1) 4 2f 3) Blast 8d6, Area Of Effect (1m Radius Explosion; +1/4) (50 Active Points); Only on Stage (-1), OIF Bulky (-1) 5 1f 4) Darkness to Sight Group 4m radius, Personal Immunity (+1/4) (25 Active Points); OIF Bulky (-1) 2 1f 5) Sight Group Images, -4 to PER Rolls, Area Of Effect (4m Radius; +1/4) (16 Active Points); OIF Bulky (-1) 2 2f 6) Spatial Awareness (Unusual Group) (32 Active Points); OIF Bulky (-1) 62 GADGET POOL: Variable Power Pool (Gadget Pool), 50 base + 50 control cost, (75 Active Points); all slots OIF Bulky (Focus - Lighting Console; Only stage show related effects; -1) 5 Luck 1d6 Skills 8 +2 with Multipower 3 Charm 11- 3 Electronics 13- 3 Mechanics 13- Total Powers & Skill Cost: 135 Total Cost: 214 250+ Disadvantages 10 Psychological Complication: Kleptomaniac (Common; Moderate) 20 Hunted: by Police Infrequently (Mo Pow; NCI; Harshly Punish) 20 Hunted: by FBI Infrequently (Mo Pow; NCI; Harshly Punish) 10 Social Complication: Public ID Frequently, Minor Total Disadvantage Points: 214 Background/History: Cindy Jones was a street punk much like Heavy Metal, roaming the streets of New York, and making money how and when she could. The turning point in her life was the day she went to see a Road Kill concert. She loved the band's show, particularly the high-tech instruments and light show. When she began corresponding with Screech, he found her to be highly knowledgeable in wiring and electronics. Eventually he asked her to help the group with their shows. When the group turned to crime, she became Sparks, special effects technician of Road Kill. Under Screech's tutelage, many of her arrangements are masterpieces of effect that highlight Road Kill's performances. Personality/Motivation: Growing up on the streets of New York has given Sparks a hard edge, and she can be as tough as any other member of the group. She does have a side that wishes for the more normal life of dating, careers, marriage, etc., but that only shows around people that she is very close to and that she doesn't worry about keeping up her "image" with. Quote: "Forget it jerk, I work with Road Kill, and we're the coolest thing there is!" Powers/Tactics: Sparks uses control boards to activate equipment around the stage. Her equipment includes weapons, traps and more conventional effects gear. Spark's stage show usually includes strobe lights (6d6 Flash), laser lights (2d6 RKA), pyrotechnics (*d6 Explosive EB), smoke machine (Darkness), imager generators (Images), image enhancing scanners (Spatial Awareness), and a number of new or specially designed devices (Gadget Pool). In a fight, Sparks is an offstage member of Road Kill. She often uses her equipment to back the group up when thet're in trouble and cover their escape when necessary. Appearance: Sparksstnads 5'3", weighs 99 pounds and is 19 years old. She has long, red hair and green eyes. She has no standard costume, prefering to change outfits often. Sparks.hdc
  4. I was only going to post Boomer today, but just found out the rest of my week and weekend will not be as free as I thought, so I'll psot the rest of the characters today. Thanks for taking the time to check this thread out! Ted Val Char Cost Roll Notes 50 STR 30 19- Lift 25.6tons; 10d6 [5] 23 DEX 26 14- OCV: 8/DCV: 8 30 CON 20 15- 18 BODY 8 5 INT -5 10- PER Roll 10- 4 EGO -6 10- ECV: 3 - 3 20 PRE 10 13- PRE Attack: 4d6 18 PD 16 Total: 18 PD (0 rPD) 10 ED 8 Total: 10 ED (0 rED) 4 SPD 20 Phases: 3, 6, 9, 12 18 REC 14 70 END 10 63 STUN 22 Total Characteristic Cost: 223 Movement: Running: 16m/32m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END 12 +10 STR, Reduced Endurance (1/2 END; +1/4) (12 Active Points) 1 120 Damage Negation (-16 DCs Physical, -8 DCs Energy) 4 Running +4m (16m total) 1 Perks 10 Money: Wealthy Skills 24 +3 with HTH Combat 7 PS: Drummer 16- Total Powers & Skill Cost: 178 Total Cost: 400 400+ Disadvantages 40 Enraged: Berserk when frustrated (Common), go 14-, recover 8- 35 Physical Complication: Cannot Speak (All the Time; Fully Impairing) 15 Dependence: Special Drug Takes 3d6 Damage per day (Uncommon; 1 Day) 15 Distinctive Features: Maniacal (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10 Reputation: Rock Musician, Frequently 15 Social Complication: Public ID Frequently, Major Total Disadvantage Points: 400 Background/History: Ted's background and place of birth are unknown, though his full name, Ted Granger, is known by Damon Flamier. His early life obviously included much abuse of drugs. Ted tended to party all the time, ignoring school, and was eventually thrown out of his home. He started wandering state to state, playing with many small bands, and becoming more and more devastated by drugs. His agent, Damon Flamier, finally connected him with Road Kill. Ted took advantage of Screech's black market connections and soon suffered an overdose of various drugs, resulting in his extraordinary powers and the destruction of his mind. Although Road Kill is happier with the new Ted, Ted is not. Constant pain runs throughout his body's muscles and nerves. Personality/Motivation: One might say that Ted has violent mood swings except there is no normalcy, only the extremes. He either sits ominously quiet or he is in a frenzied rage behind his drums or in combat. Quote: Powers/Tactics: Ted's stregnth, speed, and stamina are extraordinary. He is a physical dynamo. His flesh is like armor, and he is nearly impervious to physical attack. In combat, Ted is maniacal. He goes crazy when frustrated - and almost everything frustrates him. His tactics are simple since he is mindless - he bashes his target until it doesn't move anymore, then moves to the next. Appearance: Ted stands 6'4" tall and weighs 280 pounds. His eyes are brown and his wild, shoulder-length hair is black and sprouts like a mane. He has a distant look in his eyes. His face is always half shaven. He wears blue jeans, leather boots, and a black leather vest. He acts like a monster, hunched over, panting loudly, staring evilly. His hands are clenched at his sides, and his muscles bulge. Ted.hdc
  5. Boomer Val Char Cost Roll Notes 20 STR 10 13- Lift 400.0kg; 4d6 [2] 24 DEX 28 14- OCV: 8/DCV: 8 15 CON 5 12- 12 BODY 2 16 INT 6 12- PER Roll 12- 10 EGO 0 11- ECV: 3 - 3 15 PRE 5 12- PRE Attack: 3d6 10/22 PD 8 Total: 10/22 PD (0/12 rPD) 10/22 ED 8 Total: 10/22 ED (0/12 rED) 5 SPD 30 Phases: 3, 5, 8, 10, 12 13 REC 9 60 END 8 40 STUN 10 Total Characteristic Cost: 179 Movement: Running: 16m/32m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END 37 Multipower, 75-point reserve, all slots 16 Charges (-0) (75 Active Points); all slots OAF (Guitar; -1) 2f 1) Blast 7d6, Area Of Effect (4m Radius Explosion; +1/4) (44 Active Points); OAF (Guitar; -1) 2f 2) Killing Attack - Ranged 2d6 (Reduced Negation (2)), Persistent (only on guitar; +1/4), Constant (only on guitar; +1/2) (59 Active Points); OAF (Guitar; -1), No Range (-1/2), not vs insulated costumes (-1/4) 1f 3) Sight Group Flash 4d6 (20 Active Points); OAF (Guitar; -1) Stolen VIPER Equipment 15 1) VB-S1 "Shorty" Blaster Pistol: EB 7d6 (35 Active Points); OAF (-1), 12 Charges (-1/4) [12] 36 2) VFF-1 Force Field Belt: FF (12 PD/12 ED), Reduced Endurance (0 END; +1/2) (54 Active Points); OIF (-1/2) 8 VIPER BEST (Basic Escape Toolkit): Multipower, 12-point reserve, (12 Active Points); all slots OIF (belt/collection of OAFs; -1/2) 1f 1) Microexplosives: RKA 1/2d6; 2 Charges (-1 1/2), OAF (-1), No Range (-1/2) [2] 1f 2) Pick Gun: Lockpicking 11-; OAF (-1) 1f 3) Miniaturized Laser Torch: RKA 1 point, Penetrating (+1/2); OAF (-1), 10 Charges (-1/4) [10] 1f 4) Pepper Packet: Smell/Taste Group Images, Uncontrolled (+1/2), Usable As Attack ("sticks" to person who breathes it in; +1 1/4); OAF (-1), Only Affects Victims Who Inhale It (-1/4), 1 Continuing Charge lasting 1 Hour (victim can cancel effect by smelling something else equally strong, wind or rain may remove the pepper; -1/4) [1 cc] 10 Missle Deflection (20 Active Points); OAF (Guitar; -1) 2 Notes: All Ranged Attacks 4 Running +4m (16m total) 1 Ninjitsu Maneuver OCV DCV Notes 4 Strike +0 +2 6d6 Strike 5 Back Kick +1 +3 4d6 Strike 4 Nerve Pinch -1 +1 2d6 NND 4 Escape +0 +0 35 STR vs. Grabs 4 Chop -2 +0 HKA 2d6 Perks 10 Money: Wealthy Skills 15 +3 with Martial Arts 16 +2 with HTH Combat 3 Breakfall 14- 3 Stealth 14- 3 Security Systems 12- 3 Streetwise 12- 3 Computer Programming 12- 3 Electronics 12- 7 PS: Bass Guitarist 16- 2 KS: Rock Music 11- 2 KS: VIPER 11- 1 KS: The Superhuman World 8- 2 KS: The Local Underworld 11- 2 KS: Ninjitsu 11- 3 Paramedics 12- 1 Language: Japanese (basic conversation) 3 WF: Small Arms, Blades Total Powers & Skill Cost: 222 Total Cost: 401 400+ Disadvantages 10 Vulnerability: 2 x STUN from EGO attacks (Uncommon) 20 Enraged: when fighting VIPER (Uncommon), go 11-, recover 8- 10 Psychological Complication: Code vs Killing (Common; Moderate) 10 Reputation: Rock Musician, Frequently 20 Hunted: VIPER Frequently (Mo Pow; Harshly Punish) 10 Social Complication: Public ID Frequently, Minor 1 Experience Points Total Disadvantage Points: 401 Background/History: Before Jack Brown became a bass player, he got whatever he needed as a member of a Chicago street gang. He was uneasy with this life though, and left to join a small band of friends traveling the country and playing music. Jack is normally a quiet, even-tempered man. However, he was shattered one day when his girlfriend, band member Ali Stokes, was killed when a van full of VIPER agents ran the band's vehicle off the road where it rolled and exploded. Jack was following the van in his pick-up. He now blames himself for her death and no longer bothers trying to live a good life. Finding out about the VIPER agents from the authorities, Jack craved revenge. His earlier criminal life allowed him to join VIPER. He became a model VIPER agnet while waiting for the perfect opporitunity to carry out his revenge. When VIPER tested a new, experimental weapon, a Sonic Field Projector )SFP), Jack substituted himself for one of the agents guarding the project, then stole it, killing everyone who stood in his way. Without a band or much motivation to do anything else, Jack returned toa life of crime. Using the SFP device, he robbed three banks, but was eventually caught. Before his arrest, however, he managed to hide the SFP device. Because it was his first offense, Jack was paroled one year later for good behavoir. He recovered his hidden SFP device and was soon contacted by his former agent, Damon Falmier, who seemed to have a deal for him. He wanted Jack to become Boomer, a bass player for Road Kill. Personality/Motivation: Boomer is quiet and reserved. He is level-headed and seems to be unaffected by most circumstances, though deep inside he grieves for the loss of Ali and his other friends. Quote: Powers/Tactics: Boomer's powers lie within his bass guitar, specially designed by Screech. His SFP device, which can project a deafing sonic explosion of variable range and power, has been installed into the instrument. as a protective measure, it delivers an electric jolt to anyone who touches it who is not wearing insulated gloves. The glossy, black, chemically treated surface of the guitar is also designed to reflect and magnify light. With a little wrist action, Boomer can temporarily blind and deafen an opponent. As a VIPER agent, Boomer was trained in ninjitsu. His uncanny natural agility make martial arts and missle dodging easy. In combat, Boomer can either stand and fight with Heavy Metal attacking at will where needed, or preferably, he will fight a hide and seek battle, hiding from the heroes and attempting to attack by surprise. Appearance: Boomer is 6'1" tall, weighs 189 pounds and is twenty four years old. He has medium-legnth black hair styled in an afro and has brown eyes always hidden behind dark shades. He wears a costume of bright red and black featuring a military style vest. Boomer.hdc
  6. Jimmy Hendrix, Thin Lizzy, In Living color. Just to name a couple
  7. Next up is Road Kill's lead guitarist, "The Axeman". The Axeman Val Char Cost Roll Notes 25 STR 15 14- Lift 800.0kg; 5d6 [2] 20 DEX 20 13- OCV: 7/DCV: 7 29 CON 15 15- 15 BODY 5 10 INT 0 11- PER Roll 11- 10 EGO 0 11- ECV: 3 - 3 20 PRE 10 13- PRE Attack: 4d6 12 PD 10 Total: 12 PD (0 rPD) 10 ED 8 Total: 10 ED (0 rED) 4 SPD 20 Phases: 3, 6, 9, 12 10 REC 6 50 END 6 41 STUN 11 Total Characteristic Cost: 166 Movement: Running: 16m/32m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END 65 Singing Blade: Multipower, 75-point reserve, all slots Personal Immunity (+1/4), No Range Modifier (+1/2) (131 Active Points); all slots OAF (Guitar; -1) 2f 1) Sonic Shredding: Blast 10d6, Attack Versus Alternate Defense (Deafness or Ear Protection; +0) (50 Active Points); OAF (Guitar; -1), Gestures (Must Play Guitar; -1/4), Only when plugged into an amplifier (-1/4) 5 1f 2) Drain INT 2d6, Area Of Effect (10m Cone; +1/2) (30 Active Points); OAF (Guitar; -1), 8 Charges (-1/2), Limited Power Not vs deafness or ear protection (-1/2) [8] Notes: Returns 5/Turn 12 BATTERY PACK for Guitar: Endurance Reserve (50 END, 7 REC) Reserve: (19 Active Points); OAF (built into Guitar; -1) Notes: Requires electrical outlet to recover Guitar Fu 18 1) Guitar Axe Edge: Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR), Armor Piercing (+1/4) (37 Active Points); OAF (Guitar; -1) 4 9 2) Guitar Flat Edge: Hand-To-Hand Attack +4d6 (20 Active Points); OAF (Guitar; -1), Hand-To-Hand Attack (-1/4) 2 15 3) Missle Deflection: Deflection, All Ranged (+1/2) (30 Active Points); OAF (Guitar; -1) 3 30 4) Electric Guitar Chord: Entangle 3d6, 3 PD/3 ED 3 4 Running +4m (16m total) 1 4 +4 CON Boxing, Modern Maneuver OCV DCV Notes 4 Block +2 +2 Block, Abort 3 Clinch -1 -1 Grab Two Limbs, 35 STR for holding on 4 Cross +0 +2 7d6 Strike 5 Hook -2 +1 9d6 Strike 3 Jab +2 +1 Strike Perks 10 Money: Wealthy Skills 6 +2 with Multipower 6 +2 with Boxing 16 +2 with HTH Combat 5 PS: Guitar Player 14- 7 PS: Rock Music 16- 2 KS: Viking Legends 11- 3 Stealth 13- Total Powers & Skill Cost: 235 Total Cost: 400 400+ Disadvantages 15 Psychological Complication: Claustrophobia (Uncommon; Total) 15 Enraged: in combat (Uncommon), go 11-, recover 11- 10 Distinctive Features: Extremely Violent Behavior (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Reputation: Rock Musician, Frequently 15 Hunted: European Police Infrequently (Mo Pow; NCI; Limited Geographical Area; Harshly Punish) 10 Social Complication: Public ID Frequently, Minor Total Disadvantage Points: 400 Background/History: Guitar player Kile Johanson of Scandinavia dreamed of playing in a rock band. A dream that came patially to fruition as he grew into his late teens. He left Scandinavia and headed for Great Britain. Touring pointlessly throughout Great Britain with no-name bands and seeing his life going no-where, Kile made a decision - a decision that blossomed into tragedy. Dissatisfied with his manager, James Down, Kile confronted him. When Down brushed him off, anger overcame Kile. Kile had brought along his only possession of great value - an authentic Viking axe, used by his ancestors in Viking raids on England - to merely threaten his manager. Down, fearful of his life, pulled out a gun. But Down was too slow. Kile left the room running from the murder he had just committed. Kile was soon caught and imprisoned in a juvenile facility. There he learned to defend himself and discovered his fear of confined spaces after serving time in solitary confinement. Desperate to get away, Kile killed a guard and climbed the fence and ran. Luck was with him, as he managed to elude pursuit and began stealing what he needed to survive. He finally stole away on a ship that took him to the United States where he'd heard, all European rock stars were welcome. Kile's dream of the new world was quicklyDashed. Though he had changed his name to Kile Smythe and thrown off the authorities, he fell into the same rut as in England - associating with a low-life manager named Damon Falmier who started him tpuring again with no-name bands. Kile was about to leave this manager as well when Falmier proposed an idea to him. Kile saw his chance to prove his talents to the rest of the world and agreed to become the Axeman - lead guitarist of Road Kill. Personality/Motivation: The Axeman is a rebel, violent in nature, always angry at anyone who offends him in the least way. He is quick to make decisions, good or bad, and stick to them. He is also proud of his norse heritage. Quote: "I let my music speak for me." (floowed by a loud, screeching guitar riff) Powers/Tactics: The Axeman weilds a special, bright red guitar that Falmier had Screech design. The Axeman has named it the Signing Blade. Its titanium housing and well insulated interior allow the Axeman to use it vio,ently, chappoing up a multitude of props during concerts without harming the components of the guitar. The flat edge of the heavy instrument also makes a powerful club. Upon Road Kill's turn to crime, Screech also installed a Disorienting device which operates by playing certain chords, confusing his target for several seconds. Lastly, the Axeman has found that the titanium casing makes an excellent shield. In combat, the Axeman plays his role of the Viking to the hilt/ He runs about the stage, howling at the top of his lungs, smashing things with his guitar. This stage persona has carried over into his criminal life. He will use mainly the blade and blunt side of his guitar whenever possible resorting to his other attacks if these prove ineffective. Appearance: Axeman is twenty years old, stands 6'2" tall and weighs 179 pounds. His eyes and long braided are brown. His costume is styled after a 9th century Viking warrior - leather coat, breeches, and boots, a horned helmet, etc. His shining guitar is shaped like a large single - bladed axe. The Axeman.hdc
  8. Yes there is a 6th edition Champions Universe. Here's the link... http://www.herogames.com/forums/store/product/39-champions-universe-6th-ed-pdf/
  9. Screech Val Char Cost Roll Notes 10 STR 0 11- Lift 100.0kg; 2d6 20 DEX 20 13- OCV: 4/DCV: 4 13 CON 3 12- 10 BODY 0 20 INT 10 13- PER Roll 13- 18 EGO 8 13- ECV: 3 - 3 10 PRE 0 11- PRE Attack: 2d6 8 PD 6 Total: 8 PD (0 rPD) 7 ED 5 Total: 7 ED (0 rED) 3 SPD 10 Phases: 4, 8, 12 6 REC 2 30 END 2 25 STUN 3 Total Characteristic Cost: 79 Movement: Running: 12m/24m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END 14 BATTERY PACK: Endurance Reserve (90 END, 9 REC) Reserve: (29 Active Points); Requires electrical outlet to recover (-2) Notes: Powers 75 pt Multipower (Stage Keyboards) and Gadget Pool 30 STAGE KEYBOARDS: Multipower, 75-point reserve, (75 Active Points); OAF Bulky (Stage Keyboards; -1 1/2) 3f 1) Blast 4d6, Autofire (2 shots; +1/4), Attack Versus Alternate Defense (Deafness or ear protection; +1/2) (35 Active Points) 3 6f 2) Blast 6d6, Penetrating (+1/2), Area Of Effect (10m Cone; +1/2) (60 Active Points) 6 5f 3) Entangle 6d6, 6 PD/6 ED, Entangle And Character Both Take Damage (+1/4) (75 Active Points); not vs deafness or ear protection (-1/2) 7 1f 4) Darkness to Hearing Group 3m radius (9 Active Points) 1 7f 5) Force Field: Barrier 24 PD/24 ED, 0 BODY (up to 1m long, 1m tall, and 1/2m thick) (75 Active Points) 7 72 GADGET POOL: Variable Power Pool (Gadget Pool), 60 base + 60 control cost, (90 Active Points); all slots OAF Bulky (-1 1/2) Notes: Only sound related effects, anly change between adventures 11 PORTABLE BATTERY PACK: Endurance Reserve (60 END, 9 REC) Reserve: (21 Active Points); Requires electrical outlet to recover (-2) Notes: Powers 52 pt Multipower (Portable Keyboard) 26 PORTABLE KEYBOARD: Multipower, 52-point reserve, (52 Active Points); all slots OAF (portable Keyboard; -1) 3f 1) Barrier 8 PD/6 ED, 0 BODY (up to 2m long, 2m tall, and 1/2m thick), Usable By Other (+1/2), Grantor pays the END whenever the power is used, Recipient must be within Standard Range of the Grantor for power to be granted, Ranged (+1/2) (52 Active Points); OAF (portable Keyboard; -1) 5 2f 2) Blast 7d6, Armor Piercing (+1/4) (44 Active Points); OAF (portable Keyboard; -1) 4 1f 3) Blast 4d6, Attack Versus Alternate Defense (Deafness or Ear Protection; +0), Area Of Effect (1m Radius Explosion; +1/4) (25 Active Points); OAF (portable Keyboard; -1) 2 2f 4) Spatial Awareness (Unusual Group) (32 Active Points); OAF (portable Keyboard; -1) 37 PORTABLE GADGET POOL: Variable Power Pool (Gadget Pool), 30 base + 30 control cost, (45 Active Points); all slots OAF (Portable Keyboard; -1) Notes: Only sound related effects Dirty Infighting/Fisticuffs/Cinematic Brawling Maneuver OCV DCV Notes 4 Eye Gouge -1 -1 Flash 4d6 4 Low Blow -1 +1 2d6 NND Perks 6 Contact: Black Market, Organization Contact (x3) (6 Active Points) 11- 10 Money: Wealthy Talents 5 Eidetic Memory 4 Speed Reading (x10) 1 Ambidexterity (-2 Off Hand penalty) 4 +2/+2d6 Striking Appearance (vs.opposite sex) Skills 8 +2 with Multi-powers 8 PS: Keyboard Player 17- 6 KS: Music 15- 14 Gadgeteering 15- 9 Inventor 16- 9 Computer Programming 16- 3 Electronics 13- 3 Mechanics 13- 3 Streetwise 11- Total Powers & Skill Cost: 322 Total Cost: 400 400+ Disadvantages 20 Psychological Complication: In love with Sparks (Common; Total) 10 Psychological Complication: Trusting (Common; Moderate) 20 Characteristic Maxima 15 Reputation: Rock Musician, Very Frequently 15 Social Complication: Public ID Frequently, Major Total Disadvantage Points: 400 Background/History: Mark Kowalski was the son of a well-paid New York prostitue. Not knowing what his mother did, Mark wandered the streets of New York during the days while his mother slept. Here he made connections with the black market. Mark used his innocent appearance to help ferry their stolen goods. The youth realized that what he was doing was against the law, but he was paid with stereos, televisions, and other high-tech electronics, which kept him happy. Though Mark was a high school drop-out, his mother insisted that he continue studying at home. He was tutored and taught to play the piano. Mark proved to have a genius potential far beyond the school he attended. He also became a skilled keyboardist. A speed reader with photographic memory, he soon took an interest in large technical manuals, and by the time he turned sixteen, he was highly proficent in mechanical and electrical engineering. With computers and keyboards from the black market, MArk built himself a large music system. Being much a follower, Mark fell in with Neal Basman (Heavy Metal) and the two pursued their common interest in music. Their friendship was such that, when Damon Falmier offered Neal stardom, he refused unless Mark could join him. Thus Mark became Screech, keyboardist of Road Kill. Personality/Motivation: Screech is curious, quiet, and unobtrusive outside of Road Kill's activities. Between "gigs" he immerses himself in his gadgetry. He is also rather trusting of and loys; to his friends. Quote: "The keys to your doom are right at my fingertips," Powers/Tactics: Screech's powers are in his keyboards. His most powerful weaponry is in his stage keyboard but it is too bulky to take on field missions and requires extensive setup. It normally includes ultralow sonic eruptions (8d6 Penetrating EB), a "dance inducer" (6d6 Entangle), which causes its target to thrash uncontrolably, a sound deadening background noise (3" Darkness). and a strafing sonic attack (6d6 AVAD) as well as a number of other sound related powers specially designed for each"performance" (Gadget pool). His portable keyboard is a less powerful unit but can be taken anywhere. Its functions include a focused sound wave projector (7d6 EB), a burst of stunning sound (4d6 EB), and passive sonar, it too has a small bank of adjustable effects Gadget Pool). All powers are activated by playing musical notes In combat, Screech is the team player of Road Kill. While the other members showboat their powers and talents, Screech covers them with his powers. His keyboards are described in his character stats as they will be set up when the heroes first encounter Screech. After that, Screech will modify his keyboards to exploit the heroes; weaknesses. Appearance: SCreech os 5"11" tall and weighs 169 pounds. He has curly auburn hair and blue eyes. He wears dark glasses and a white jumpsuit adorned with a keyboard design. Screech.hdc
  10. Hello All, For my next project, I've decided to update the characters from the adventure "Road Kill" to 6th Edition. First up is the singer, Heavy Metal Heavy Metal Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 21 DEX 22 13- OCV: 4/DCV: 4 22 CON 12 13- 15 BODY 5 13 INT 3 12- PER Roll 12- 13 EGO 3 12- ECV: 3 - 3 30 PRE 20 15- PRE Attack: 6d6 10 PD 8 Total: 10 PD (0 rPD) 10 ED 8 Total: 10 ED (0 rED) 4 SPD 20 Phases: 3, 6, 9, 12 10 REC 6 44 END 5 34 STUN 7 Total Characteristic Cost: 134 Movement: Running: 12m/24m Leaping: 11m/22m Swimming: 4m/8m Cost Powers END 50 Sonic Pwoers: Multipower, 75-point reserve, (75 Active Points); Limited Power Invisible to sight, not underwater or in vacuum (-1/2) 7f 1) Song of Destruction: Blast 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points) 3 3f 2) Song of Insanity: Mental Blast 5d6 (50 Active Points); Limited Power not vs deaf or ear protection (-1/2) 5 4f 3) Moan of Death: Blast 6d6, Attack Versus Alternate Defense (Deafness or Ear Protection; +1/2) (45 Active Points) 4 17 Roadkill Grenades (Flat Animal Bombs): Blast 8d6, Area Of Effect (3m Radius Explosion; +1/4) (50 Active Points); 4 Charges (-1), OAF (-1) [4] 17 Darkness to Sight Group 7m radius (35 Active Points); 4 Continuing Charges lasting 1 Turn each (-1/2), Linked (Roadkill Grenades (Flat Animal Bombs); -1/2) [4 cc] 60 Armored Costume: Damage Negation (-10 DCs Physical, -8 DCs Energy) (90 Active Points); OIF (-1/2) 4 Superleap: Leaping +7m (11m forward, 5 1/2m upward) 1 Dirty Infighting/Fisticuffs/Cinematic Brawling Maneuver OCV DCV Notes 4 Block/Chin Block +2 +2 Block, Abort 4 Disarm -1 +1 Disarm; 25 STR to Disarm roll 4 Eye Gouge -1 -1 Flash 4d6 5 Hoist 'n' Heave -2 -2 Grab Two Limbs, 20 STR to Throw 4 Kidney Blow -2 +0 HKA 2d6 +1 4 Low Blow -1 +1 2d6 NND 4 Punch/Backhand +0 +2 5d6 Strike 5 Roundhouse/Two-Fisted Smash -2 +1 7d6 Strike 3 Tackle +0 +0 +v/5; You Fall, Target Falls Perks 10 Money: Wealthy Talents 3 Perfect Pitch Skills 6 +2 with Sonic Multipower 7 Acrobatics 15- 3 Streetwise 15- 8 PS: Rock Singer 17- 5 PS: Guitar Player 14- 5 PS: Musical Composition 14- 5 KS: Rock Music 14- 3 KS: Literature 12- 4 AK: New York 13- 5 Oratory 16- 3 Persuasion 15- Total Powers & Skill Cost: 267 Total Cost: 400 400+ Disadvantages 5 Distinctive Features: Registars as a Mutant on scanners (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Psychological Complication: Overconfidence (Common; Strong) 20 Vulnerability: 2 x STUN from EGO attacks (Common) 20 Dependence: Drug Addiction Powers Gain 11- Activation Roll (Easy To Obtain; 20 Minutes; Addiction) 20 Negative Reputation: Rock Singer, Very Frequently (Extreme) 15 Dependent NPC: Damon Falmier Infrequently (Incompetent) 15 Hunted: by Super-powered Mercenaries Infrequently (Mo Pow; Harshly Punish) 10 Hunted: by Father Frequently (Less Pow; Harshly Punish) 10 Social Complication: Public ID Frequently, Minor Total Disadvantage Points: 400 Background/History: Born in New Jersey, Neal Basman was a young punk, spoiled by his mother. After his mother died, he discovered his father's true disgust for him. Carl Basman, a wealthy but alchoholic businessman, did not approve of his son's obsession with songwriting. He considered Neal nothing more than a lazy brat. One day when Neal was fourteen, his life changed. His father was yelling at him once again for being lazy, but this time Neal yelled back. The force of his voice nearly killed his father. Though he did not realize it, Neal's mutant power had mementarily burst free in that second of anger. Afraid and confused, Neal ran, leaving the state in order to lose himself in Manhatten. While making a living as a sidewalk singer, Neal met Mark Kowalski (Screech), who soon became his best friend. Mark introduced Neal to the evil of drugs and to his black market friends who could get him plenty. Neal became a thief to support his habit. Hunted by the police, Neal began to move around from place to place. Then he was discovered by Damon Falmier. Falmier made Neal the singer of his new conception, Road Kill, and gave him the name of Heavy Metal. Personality/Motivation: Heavy Metal is nothing but a scheming, selfish bully, showing off when he's ahead, running when faced with a real threat. He is a very angry young man, wnating to get back at a world he feels should be catering to him. Quote: "You see before you the lords of the new order of youth - an order that facist oppressors like you don't fit into/" Powers/Tactics: Heavy Metal's powers, his Songs of Oppression as he calls them, come from his mutated larynx, which allows him to alter his voice to extreme, even ultrasonic, levels. By altering the waves of his voice, he can cause a variety of sonic attacks from wide and painful to concentrated and deadly. When Heavy Metal makes his attacks, he often sings, fitting his attacks into lyrics ha makes up on the spot. His general attack, the Song of Destruction, throws wide sound waves into a damaging force (12d6 EB). His second attack, the Song of Insanity, is a mental one (5d6 EGO attack). His final vocal attack, the Moan of Death, is a concentrated assault against the nervous systam (6d6 EB, AVAD). Heavy Metal also carries grenades styled in the group's trademark - flattened animals. These critter crepes detonate and generate dark smoke to cover an escape. In combat, Heavy Metal is a performer. His comments, rude behavier, and dinging act to distract heroes. He prances around stage antaganizing heroes into attacking recklessly, then will dodge or roll with the attack. He then feigns cowardice and surprise attacks the hero when they are off guard. Appearance: Heavy Metal stands 6 feet tall, weighs 182, and is 20 years old. His eyes are hazel, and his hair is cut into a red and white mohawk. He also weras war paint on his cheeks and nose. Looking like a post-apocalyptic warrior. Heavy Meatl wears black leather clothing and boots, chemically treated to resist damage. Heavy Metal.hdc
  11. Last Bonus Cardstock characters of the Blood! The Blood.pdf
  12. Bonus Number 3 As an additional bonus for those that may not have the actual book, I’ve condensed much of the seven pages of the history of the Blood that is in the book, to what is below. This way you’ll be able to know some of their background. I personally enjoy the Blood characters and have had a blast updating them to 6th edition. Not sure what I may work on next, but will try to come up with something older and unrepresented in 6th Ed. Thanks! rjd59 A brief history of the “Blood” The race known as the “Blood” sprang from a society of tribal hunters in Europe 20.000 years ago. At that time, a mutant child named Azor was born. As he grew, he became ruthless, with ambitions of conquering. He became ruler of his tribe using his powers to control their minds. When Azor was thirty, he discovered the existence of dark and malefic creatures who had for eons been trapped within the confines of the Earth. These inhuman creatures were virtually immortal, immensely powerful, and hideously evil. Most of them had been imprisoned in alternate realities, but some were entombed within caverns, sunken cities, and other confines of the Earth. Over the eons, their powers were diminished but were still great enough to mentally influence and corrupt humans and gain followers, but they couldn’t escape. Azor struck a bargain with them, if they would provide him with immortality and great power, plus the ability to pass some of these powers on to his decendants, then he would remove himself to a distant world and work to free them for as many millennia as it took to do the job. The beings saw nothing to lose in the bargain and granted Azor what he asked for. Azor was now thoroughly insane. His dealing with these creatures saw to that. He lost all compassion for human life and experimented on them mercilessly, knowing the beings intended to warp and destroy the Earth itself upon their release. He gathered his horde and departed Earth making his way to a world unknown even to his benefactors. This was an Earth-like planet eventually to be known as Ean. As time passed, it was evident that Azor’s benefactors kept their part of the bargain, as the children of Azor born on Ean, began to manifest limited forms of his powers. As Ean and his children grew, he placed his children in charge of the various tribes as each was old enough. This all took several hundred years to develop, but in the end, Ean grew in its technological and agricultural areas. Through all this Azor was worshipped as a god by his people – he was the All-father, the creator of the world. To be of his blood was to be semi- divine. Azor’s Downfall In time, Azor’s madness grew. His study of the magic’s holding his benefactors in their prisons divorced him further from mankind. His thinking grew very ridgid as he grew older; it grew increasingly difficult for him to deal with change in the society of his peoples. Change was confusing to him. He didn’t trust it. Over these hundreds of years, Azor’s tribal horde had divided into numerous nations spread across two continents. Azor’s decenants followed his wishes, but it was they, not Azor, who ruled.Sometimes they objected to his studies, particularly to the blood sacrifices he demanded. They began to suspect that the All-father was doing something hideously evil, though they still didn’t understand the full extent of it. They began to conspire against him, to study what he was doing, to research his investigations. The All-father eventually noticed this unwanted attention, and took steps to preoccupy his decendants with other matters. This plan worked for a while, for thousands of years in fact. Then came the Council of the Nine. Around 8000 BC (Earth time), some ten thousand years after the journey from Earth, the rulers of the existing nine wartorn nations met in secret and established an uneasy peace agreement. Among them, they discovered Azor’s goals and put an end to his manipulations. Then they staged a coup, uniting hundreds of Blood against the All-father. They captured and imprisoned him, utilizing the very magic’s he was trying to learn to dispel. Then they, as the Council of Nine, took control of their world. Ean under the Council Now that the Council was in control, in order to cover up the truth, they declared that Azor had made the ascension to glory. They also surpressed knowledge of the Earth and of which Azor had been seeking to accomplish. They destroyed or doctored manuscripts that dealt with Earth, especially any information on how to reach Earth. To this end, they commissioned an order of Blood assassins: The Black Guard, also known as “Bloodletters:. The council also studied the warding magic’s Azor had been learning. Dimensional barriers were erected which made it difficult to wander the planes of space and time. These measures made it more likely that the existence of Earth would be discovered by accident. Conditions on Ean improved with the Council in control. Hostilities between nations were suspended. Oppresion of humans at the hand of the Blood was less vigorously maintained. Industry grew, and the lives of everyone improved. Under the Council of Nine, it became possible for even humans to own land. The Blood on Earth In 1927, two heroes of the Blood decided to penetrate the veil of secrecy that surrounded Ean’s legends of Earth. They eventually pieced together enough mythical references and discovered enough documents to determine that Earth actually existed. What they didn’t know was the reason knowledge of that world was being suppressed and that was what they were determined to find out. Soon, seven Blood left Ean in search of Earth. Eventually, the Council of Nine discovered the sevens forbidden trip to Earth and summoned the finest Bloodletter of the Black Guard named Vyss. They gave him the mission of tracking the seven to Earth and eliminating them and any other Blood on Earth, and when complete, to take his own life so as no Blood were left on the planet. His family would be greatly rewarded for his service. Vyss accepted this mission and left for Earth. Through their years on Earth, many of the Blood have made lives for themselves, having children and such. Bloodletter hasn’t been successful in eliminating any as of yet. Being Blood All Blood have the following talents that have not been represented on their character sheets. RECOGNITION All Blood coming into close proximity with another Blood, will always Recognize them as Blood, no perception roll is required. Humans taken as mates by Blood will acquire, over a period of years, a lesser Recognition factor, at which point they are reffered to as “adopted Blood”. DISADVANTAGES On Earth, all Blood will read as mutants to mutant-scanning devices.
  13. Bonus Number 2 - The Captain Blood's Lifeboats The Captain Blood's Lifeboats Val Char Cost Roll Notes 20 STR 0 13- Lift 400.0kg; 4d6 11 DEX 2 11- OCV: 3/DCV: 3 10 BODY 0 2 PD 0 Total: 2 PD (2 rPD) 2 ED 0 Total: 2 ED (2 rED) 2 SPD 0 Phases: 6, 12 Total Characteristic Cost: -11 Movement: Swimming: 10m/20m Cost Powers END 1 Rowed Lifeboat: Swimming +4m (10m total) (2 Active Points); Surface Only (-1), OAF (Oars; -1), Costs Endurance ((Rowers END); -1/2) 1 7 Carrying Capacity: +10 STR, Reduced Endurance (0 END; +1/2) (15 Active Points); Only to Overcome Emcumbrance Penalties (-1) Total Powers & Skill Cost: 8 Total Cost: -3 1+ Disadvantages Total Disadvantage Points: -3 The Captain Blood - Lifeboats.hdc
  14. Bonus Number 1 - Commodore's Galleon, The Captain Blood The Captain Blood Val Char Cost Roll Notes 140 STR 10 37- Lift 6710.9ktons; 28d6 [7] 10 DEX 0 11- OCV: 3/DCV: 3 35 BODY 5 6 PD 6 Total: 6 PD (6 rPD) 6 ED 6 Total: 6 ED (6 rED) 3 SPD 10 Phases: 4, 8, 12 Total Characteristic Cost: 73 Movement: Swimming: 5m/10m Cost Powers END 1 Sailed Watercraft: (Total: 1 Active Cost, 1 Real Cost) Swimming +1m (5m total) (1 Active Points); Surface Only (-1), OAF (sails; -1), Limited Maneuverability Only 1 turn per Turn at Combat speed; only 1 turn per Minute at Noncombat speed (-3/4), Cannot Move Backwards (-1/4) (Real Cost: 1) 4 Full RIg: +10 BODY (10 Active Points); Partial Coverage (covers 1 m^3; sails only; -1 1/4) 40 Thirty-Two Pounders: Killing Attack - Ranged 3d6 (Real Weapon), Increased Maximum Range (1,760m; +1/2) (66 Active Points); Extra Time (1 Turn (Post-Segment 12), (to load and fire); -1 1/4), OIF Bulky (cannons; -1), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1), 12 Charges (-1/4) [12] Notes: (x24 number of items) 35 Eighteen-Pounders: Killing Attack - Ranged 2d6, Increased Maximum Range (1,200m; +1/2) (45 Active Points); Extra Time (1 Turn (Post-Segment 12), (to load and fire); -1 1/4), OIF Bulky ((cannons); -1), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1), 12 Charges (-1/4) [12] Notes: (x30 number of items) 25 Swivel Guns: Killing Attack - Ranged 1d6 (15 Active Points); OIF Bulky (-1), Extra Time (Extra Phase, (to load and fire); -3/4), 12 Charges (-1/4) [12] Notes: (x12 number of items) 51 Large Boat's Anchor: +70 STR (Partial Coverage), Reduced Endurance (0 END; +1/2) (102 Active Points); OIF Bulky (-1) Perks 17 Lifeboats: Vehicles & Bases Total Powers & Skill Cost: 173 Total Cost: 246 246+ Disadvantages 25 Distinctive Features: Spanish Galleon (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) Total Disadvantage Points: 246 Background/History: The Captain Blood is a reproduction of a Spanish Galleon, a large sailing ship built by various European powers in the sixteenth and seventeenth centuries. It derives from an earlier type of vessel, the carrack. Mainly a warship, it was used for exploration; it's closely associated, in the minds of many, with pirate adventures on the Spanish Main, and holds full of dubloons and treasures from the Americas. A typical galleon has a square stern with a narrow poop deck and a forecastle that ends at the stem rather than projecting forward over the water. Made of heavy wood, it weighs about 400 - 550 tons and can carry up to 400 tons of cargo. It carries a full rig of sail, typically on three masts (but sometimes four on later, larger versions), and can reach a maximum speed of about six knots. With good weather, a journey by galleon from Spain to the Americas took around two months. For military purposes, this galleon mounts 24 thirty-two pound cannon (12 along each side), 30 eighteen-pound cannon (15 along each side), and 12 swival guns (six forward and six aft). The latter are small guns, also known as "murderers," mounted on swivels and used mainly against enemy crew. The Captain Blood - Galleon.hdc
  15. And last but not least, the All-father, the Emporer of Ean, the one, the only, AZOR!!!! Azor Val Char Cost Roll Notes 30 STR 20 15- Lift 1600.0kg; 6d6 [3] 15 DEX 10 12- OCV: 5/DCV: 4 28 CON 18 15- 20 BODY 10 30 INT 20 15- PER Roll 15- 26 EGO 16 14- ECV: 3 - 3 28 PRE 18 15- PRE Attack: 5 1/2d6 6 PD 4 Total: 6 PD (0 rPD) 6 ED 4 Total: 6 ED (0 rED) 5 SPD 30 Phases: 3, 5, 8, 10, 12 12 REC 8 56 END 8 49 STUN 15 Total Characteristic Cost: 195 Movement: Running: 12m/24m Leaping: 4m/8m Swimming: 4m/8m Teleportation: 15m/30m Cost Powers END 75 Blood Powers: Multipower, 75-point reserve 7f 1) Mind Control 12d6 (Human class of minds), Reduced Endurance (1/2 END; +1/4) (75 Active Points) 3 2f 2) Darkness to Sight Group 3m radius, Reduced Endurance (1/2 END; +1/4), Difficult To Dispel (x2 Active Points; Impervious up to Radar; +1/4) (22 Active Points) 1 7f 3) Force Field: Barrier 15 PD/15 ED, 0 BODY (up to 1m long, 1m tall, and 1/2m thick), Hardened (+1/4), Reduced Endurance (1/2 END; +1/4) (72 Active Points) 3 5 Life Support (Longevity: Immortal) Notes: Must free the beings who gave him his powers or his immortallity will be lost. 50 Teleportation 15m, Inter-dimensional, x64 Increased Mass 5 33 Teleportation: Floating Fixed Location (10 Locations) (50 Active Points); Linked (Teleportation; -1/2) 75 Warding Magic: Variable Power Pool (Magic Pool), 60 base + 30 control cost Notes: Warding Magic, imprisoning powers or defensive powers only. 0 1) Entangle 3d6, 3 PD/3 ED (30 Active Points) Real Cost: 30 3 Perks 25 Fringe Benefit: Emperor, Member of the Aristocracy/Higher Nobility 50 Legions of Ean: Follower Skills 15 Magic Skill 20- 14 KS: Warding Magic 23- 13 Persuasion 20- Total Powers & Skill Cost: 372 Total Cost: 566 566+ Disadvantages 10 Vulnerability: 1 1/2 x STUN vs light based attacks (Common) 30 Enraged: Berserk When disobeyed (Common), go 14-, recover 14- 15 Hunted: thye Council of Nine and their followers Infrequently (Mo Pow; Harshly Punish) 20 Psychological Complication: Extremely Ridgid Thinking (Common; Total) 20 Psychological Complication: Unrelentingly Evil (Common; Total) 15 Psychological Complication: Always keeps his word (Common; Strong) 15 Psychological Complication: Very Paranoid (Common; Strong) 15 Unluck: 3d6 Total Disadvantage Points: 566 Background/History: Azor, "who draws the dark," was born 20,000 years ago. Normally, if combat threatens, Azor will teleport to safty and summon followers to deal with it. If a situation arises in which he cannot escape, he'll turn his mental powers against the most dangerous opponent, and try to force his victem to turn on his enemies. His expression is fevered, and when he doesn't keep himself under the strictest control it should be evident to any perceptive observer that he's borderline psychotic. When Azor returns to Ean, he'll resume his efforts to free the beings who gave him his powers. Within the year, thanks to secrets he discovered duriring his millenia of exile, he will be ready to break the seals that imprison them. In the meantime, he'll be reveling in the adoration of his people. He won't notice that, after a time, that adoration will slaken. When he first returns, he;ll be hailed as the All-father and accorded godlike status, but as he reasserts his rule and begins to grind down the mere humans, who have accumulated too much power to suit his tastes, and restore warfare as a tool of diplomacy, discontent will begin to rise. The Council of Nine will have escaped from Azor's immediate grasp, and will begin spreading the word that Azor is not what he seems to be. Rumors of Azor's excesses will abound, and revolution will be in the air. Azor will have his Legions of Ean to deal with armed rebellion, but these fanatically loyal soldiers will not be able to change by force the minds of those who have realized what Azor is. Only after his Terran benifactors are freed will Azor militarize the entire population and seek to conquer and rule, conquer and rule. Until then, the Council may be able, with help, to strike against them. You'll notice by looking at his character sheet that Azor is formidable, but not powerful enough to carry thousands of tribesman from Earth to Ean. This is because his power is waning. He doesn't realize it , though. The beings who gave him his power were clever enough to allow for failure and betrayal; they set things up so that if Azor hadn't succeeded in freeing them within a reasonable period of time, he would weaken and die. Azor's immortality was conditional; if this last effort to free his benefactors fails, he won't be around much longer. Appearance: Azor is short and stocky, with striking features including sharp-cheekbones, a prominent nose, and arresting eyes. He wears black robes with gold and silver trim, carries a cerimonial dagger, and is constantly alert for danger or treachery. Azor.hdc
  16. And... Marie Debray Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 15 DEX 10 12- OCV: 4/DCV: 20 18 CON 8 13- 15 BODY 5 15 INT 5 12- PER Roll 12- 15 EGO 5 12- ECV: 3 - 3 13 PRE 3 12- PRE Attack: 2 1/2d6 8 PD 6 Total: 8 PD (0 rPD) 8 ED 6 Total: 8 ED (0 rED) 4 SPD 20 Phases: 3, 6, 9, 12 7 REC 3 36 END 4 32 STUN 6 Total Characteristic Cost: 96 Movement: Running: 12m/24m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END 80 Precognitive Clairsentience (Mental And Sight Groups), +16 to PER Roll, Custom Adder, Persistent (+1/4) (80 Active Points) 8 30 Telepathy 4d6, Invisible Power Effects (Invisible to Mental Group; +1/4), Reduced Endurance (1/2 END; +1/4) (30 Active Points) 1 40 +16 DCV (80 Active Points); Depends on danger sense skill roll (-1) 96 Gadget Pool VPP (Gadget Pool), 64 base + 64 control cost 0 1) Stun Pistol: Blast 12d6, STUN Only (+0) (60 Active Points); OAF (-1), 12 Charges (-1/4), No Knockback (-1/4), Beam (-1/4) Real Cost: 22 [12] 5 Distracting Costume: +20 PRE (20 Active Points); Only To Make Seductive/Friendly Presence Attacks Solely For Purposes Of Causing Target To Delay His Action In Combat (-1), Only Versus Targets Of Appropriate Sexual Orientation (-1), OIF (-1/2), Only Works Once Per Target Per Scene (-1/2) Akido Maneuver OCV DCV Notes 4 Block +2 +2 Block, Abort 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 3 Throw +0 +1 3d6 +v/5, Target Falls Talents 9 +3/+3d6 Striking Appearance (vs. all characters) 24 Danger Sense (self only, any danger, Function as a Sense) (36 Active Points); Instant (-1/2) 21- Skills 2 PS: Sailor 11- 3 Paramedics 12- 2 Blood Medicine 11- 2 WF: Assault Rifles/LMGs, Handguns, Rifles, Shotguns, Submachine Guns, Thrown Grenades Total Powers & Skill Cost: 305 Total Cost: 400 400+ Disadvantages 30 Vulnerability: 2 x STUN vs bullets (Very Common) 20 Vulnerability: 2 x STUN vs energy killing attacks (Common) 10 Hunted: Affrighter Infrequently (As Pow; Harshly Punish) 10 Hunted: Bloodletter Infrequently (As Pow; Harshly Punish) 15 Psychological Complication: Deep need of family (Common; Strong) 15 Psychological Complication: Hyperactive (Common; Strong) 15 Psychological Complication: Feels alienated (Common; Strong) Total Disadvantage Points: 400 Background/History: Marie Debray, "who wards the unseen," was born in Paris in 1962. Marie has the "sport" Blood ability of precognition. She lives in two times: the here-now, and tha few seconds in the future. She often has to bite back from answering a question which hasn't been asked. She often sees herself in the future answering a question which has been put to her, and sometimes neglects to answer, thinking that she's already done it. To one who doesn't understand her, she can seem very strange, indeed. Marie and her twin brother Jacques, were the children Affrighter stole from Jilen. For years, Marie was able to resist Affrighter's techniques of persuasion because she was able to anticipate what he would do, but Jacques was not so lucky. By the time Jacques faced Commodore in the service of Affrighter, he was totally evil, probably unredeemable, and Commodore had to kill him or be killed himself. Marie joined the crew of the "Captain Blood" as Commodore's second mate, and Affrighter added them to his list of people to be destroyed. Marie is hyperactive. She's unable to relax when many people are about, because she's seeing too many possibilities all at the same time. Nevertheless, her power does yield some apecific advantages. Because she can see a couple of seconds into the future, she has a phenomenal Danger Sense, and she is horrifyingly difficult to hit in combat. Marie shows up in almost every adventure involving the "Captain Blood." How great a role she plays depends on how well the player-characters react to her. She can also be encountered in whichever psycic research institute is most commonly used in your campaign, as she tries to understand the nature of her ability to see images of the immediate future. She has lived with Blade and Bryn, and is very interested in medicine. She's likely to become the next expert on Blood physiology. Because so many people are put off by her solemnity and her strange manner, Marie has a tendancy to become very attached to people who treat her well. She bears Commodore no ill will regarding the death of her twin; she blames Affrighter for ot. Any occasion that brings Affrighter together with the Commodore and Marie is bound to lead to violence. Marie Debray.hdc
  17. Her's the swashbuckling member of the Blood, Commodore! Commodore Val Char Cost Roll Notes 20 STR 10 13- Lift 400.0kg; 4d6 [2] 20 DEX 20 13- OCV: 4/DCV: 4 23 CON 13 14- 10 BODY 0 18 INT 8 13- PER Roll 13-/14- 17 EGO 7 12- ECV: 3 - 3 20 PRE 10 13- PRE Attack: 4d6 14 PD 12 Total: 14 PD (0 rPD) 14 ED 12 Total: 14 ED (0 rED) 5 SPD 30 Phases: 3, 5, 8, 10, 12 9 REC 5 46 END 6 32 STUN 6 Total Characteristic Cost: 149 Movement: Running: 12m/24m Flight: 15m/30m Leaping: 4m/8m Swimming: 4m/8m Teleportation: 15m/60m Cost Powers END 60 Blood Powers: Multipower, 60-point reserve 2f 1) Teleportation 15m, x2 Increased Mass, x4 Noncombat (25 Active Points) 2 2f 2) Flight 15m, Reduced Endurance (1/2 END; +1/4) (19 Active Points) 1 2f 3) Invisibility to Sight Group (20 Active Points) 2 1f 4) +1 PER with Sight Group (2 Active Points) 1f 5) +1 versus Range Modifier for Sight Group (3 Active Points) 36 Variable Power Pool (Gadget Pool), 21 base + 30 control cost 0 1) Long Sword: Killing Attack - Hand-To-Hand 1d6+1 (2d6+1 w/STR), Armor Piercing (+1/4), Reduced Endurance (1/2 END; +1/4) (30 Active Points); OAF (-1), STR Minimum (-1/2), Real Weapon (-1/4) Real Cost: 11 1 0 2) Blaster Pistol: Energy Blast 5d6 (25 Active Points); IAF (-1/2), 8 Charges (-1/2) Real Cost: 12 [8] Battlesuit and Cape 4 Cybernetic Circuitry in Mask: Mental Defense (9 points total) (9 Active Points); OAF (-1) 20 Physical Damage Reduction, Resistant, 50% (30 Active Points); OIF (-1/2) 4 Mask Lenses: Sight Group Flash Defense (9 points) (9 Active Points); OAF (-1) 15 Entangle 2d6, 2 PD/2 ED, Area Of Effect (1m Line; +1/4), Cannot Be Escaped With Teleportation (+1/4) (30 Active Points); OAF (Cape; -1) 3 4 Martial Strike +0 +2 6d6 Strike 4 Martial Block +2 +2 Block, Abort 5 Kick -2 +1 8d6 Strike Perks 5 Money: Well Off 50 Safe Harbor: Base 5 The Black Swan (Galleon): Vehicle Talents 12 +4/+4d6 Striking Appearance (vs. all characters) Skills 8 +1 with HTH Combat 3 Inventor 13- 3 WF: Small Arms, Blades 2 Science Skill: Marine Biology 11- 2 Language: French (fluent conversation) 4 TF: Combat Aircraft, Helicopters, Large Wind-Powered Boats, Small Planes 3 Gunsmith 13- Total Powers & Skill Cost: 258 Total Cost: 406 400+ Disadvantages 20 Vulnerability: 2 x STUN vs energy killing attacks (Common) 30 Vulnerability: 2 x STUN vs bullets (Very Common) 10 Hunted: Affrighter Infrequently (As Pow; Harshly Punish) 10 Hunted: Bloodletter Infrequently (As Pow; Harshly Punish) 30 Enraged: Berserk when allies are seriously hurt (Uncommon), go 14-, recover 11- 15 Psychological Complication: Likes to fight (Common; Strong) 15 Psychological Complication: Loves to romance (Common; Strong) 5 Psychological Complication: Conceited (Uncommon; Moderate) 10 Dependent NPC: Marie Debray Frequently (Slightly Less Powerful than the PC) 10 Social Complication: Secret ID: Peter Morganthall Infrequently, Major 5 Unluck: 1d6 6 Experience Points Total Disadvantage Points: 406 Background/History: Peter Morganthall, "who sails the seas," was born in 1956, in Waterford, Ireland. He's a swashbuckling figure who sports Errol Flynn mannerisms and a devilish Flynn moustache. If Commodore develops an interest in some beautiful heroine, it will be almost impossible for the other heroes to avoid interacting with him. How does one get rid of a friendly fellow who teleports, has telescopic N-Ray vision, and flies around in invisible ships? Peter Morgamthall spent the first several years of his life in Waterford, and still has an Irish accent. From his father he gained his aptitude for mechanics and electronics, and from his mother he gained a keenness of the mind that enabled him to to exceed even his father's talents. He makes the bulk of his money in venting innovative marine-oriented devices and, as Peter Morganthall, might be consulted by player characters on any matter concerning electronic devices. As far back as he can remember, Peter has been entranced by the sea, and by the romance of swashbuckling adventurers of the cinema and fiction. After his father's death and his mother's remarriage, Peter spent the next several years in New York living with Blade, Bryn, and Sabre. There he learned how to use the firearms in Blade's private collection, and the art of the cutlass under Blade's tutelage. His training, coupled with his good looks and his romantic nature, would have made Peter an ideal actor to cast in the few swashbuckling adventure movies being made these days, but he wanted to live his fantasy, not play it. After spending a few years with Blade's clan, Peter enlisted in Britain's Royal Navy. There, he honed his electronics ability and learned to pilot jet aircraft. After his term was up, a chance encounter with a wealthy shipping magnate in the in the Caribbean led to an interesting offer: money and technology would be supplied and Peter would have the ship he wanted if he would perform certain services involving the retrieval of escaped super-villains. Combining his own inventiveness with the technology and money available to his patron, Peter constructed two ships styled after 16th-century Spanish galleons. The first, the "In Like Flynn", was capable of submerging and cruising underwater at 75 knots: the second, the "Captains Blood," was capable of flying a 100 mph. Both ships could become invisible at the touch of a button. Commodore - the only name by which Peter was known to his patron - undertook his first action soon after the galeons were built. Taking the sunmersible, Commodore set about his task, only to find that the "villain" he was supposed to retrieve was Phosphene, who was not only a well-known superhero, but who turned out to be one of Commodore's cousin's. After escaping from Phosphene's teammates, the angry Commodore returned to his "benefactor," tore up the construction facility, reclaimed his notes, and took the "Captain Blood." Commodore has decided to live his pirate's life for real, but he chooses not to prey on the innocent. Instead, he stalks and sinks drug-runners, terrifies tuna-fishers of the dolphin-slaying variety, and otherwise picks on the bad guys of the high seas. The authorities officially deplore the vigilante tactics of the Commodore, but in practice they turn a blind eye to his actions. In addition to down the drug trade, COmmodore has performed some harrowing rescue missions in hurricane weather, which has endeared him to the civillian population. Commodre is not technically a superhero, but he interacts with them on a regular basis, and can often be persuaded to provide assistance when circumstances warrents, especially if there are beautiful heroines to impress, seagoing villains to fight, or new technology to absorb. Our modern-day pirate is extremely easy to bring into adventures. Anything dealing with the seas might attract his attention. He can also be found at the occasional Errol Flynn Film Festival, or at any cinematic event involving his seafaring obsession. While he confines his nautical activities mostly to the Caribbean, he likes to spend time in the big cities - a taste he probably picked up from his mother. His habit of breaking innocent men out of jail could throw him up against an unsuspecting group of player characters. Commodore.hdc
  18. Posted 4 today cause I couldn't get on the site for the last couple days. Any way, this is the last one for today. Only three of them left to go! Sala Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 15 DEX 10 12- OCV: 4/DCV: 4 20 CON 10 13- 15 BODY 5 20 INT 10 13- PER Roll 13-/15- 20 EGO 10 13- ECV: 3 - 3 18 PRE 8 13- PRE Attack: 3 1/2d6 10 PD 8 Total: 10 PD (0 rPD) 10 ED 8 Total: 10 ED (0 rED) 4 SPD 20 Phases: 3, 6, 9, 12 10 REC 6 40 END 4 33 STUN 7 Total Characteristic Cost: 121 Movement: Running: 12m/24m Flight: 10m/20m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END 83 Explosive Tremors: Blast 30d6, Area Of Effect (2m Radius; +1/4) (187 Active Points); No Range (-1/2), Only along the ground (-1/4), 12 Charges (per day; -1/4), Extra Time (Extra Segment, Only to Activate, -1/4) [12] 20 Blood Powers: Multipower, 20-point reserve 1f 1) X-Ray Vision: +2 PER with Sight Group (4 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 1 1f 2) Flight 10m (10 Active Points) 1 2f 3) Invisibility to Sight Group (20 Active Points) 2 2f 4) Telepathy 4d6 (Human class of minds) (20 Active Points) 2 1f 5) Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (15 Active Points) 1 2v 6) Radio Hearing, +2 to PER Roll (10 Active Points) 97 Barrier 7 PD/7 ED/3 Mental Defense/4 Flash Defense: Hearing Group/4 Flash Defense: Sight Group, 4 BODY (up to 1m long, 1m tall, and 1/2m thick), Reduced Endurance (1/2 END; +1/4), Hardened (x2; +1/2), Constant (+1/2) (121 Active Points); IIF (Concealed Force Field Harness; -1/4) 5 5 Luck 1d6 Perks 11 Money: Filthy Rich Talents 15 +5/+5d6 Striking Appearance (vs. all characters) Skills 9 Seduction 16- 3 Charm 13- 3 Language: English (completely fluent) 3 Language: French (completely fluent) 3 Language: Polish (completely fluent) 4 CuK: Culture 13- 4 CuK: France Culture 13- 2 CK: Paris 11- 3 Conversation 13- 5 High Society 14- Total Powers & Skill Cost: 280 Total Cost: 400 400+ Disadvantages 20 Vulnerability: 2 x STUN vs bullets (Common) 20 Vulnerability: 2 x STUN vs energy killing attacks (Common) 15 Psychological Complication: Thrillseeker (Common; Strong) 10 Hunted: Affrighter Infrequently (As Pow; Harshly Punish) 10 Social Complication: Secret ID: Sheila Kowalski Debray Morganthall d'Algeaux Infrequently, Major Total Disadvantage Points: 400 Background/History: Sala Kowalski Debray Morganthall d'Algeaux was born on Ean in 1910. She's impulsive, quick-witted, and seductive. She's also an entertaining hostess who's inclined to throw her money around for effect. She looks to be in her early 30s, and prefers to be known only by her first name. After she arrived on Earth, Sala went to New York, gathered a small firtune from favors thrown her way, and built a larger one through shrewd investment. By 1930, she had enough money to devote her life entirely to the pursuit of fun. She was particularly fond of men who belonged to the famed Empire Club, and may have been involved in some of the more scandalous adventures of the period. In the mid-1930s, Sala finagled papers, changed her name, and moved to Paris to be near her sister. She still led a life of thrill and amusement, but she was more cicumspect about it. Evidently, the attack by Vyss in 1930 had taught her the value of caution. To her own surprise, Sala fell in love with a man named James Morganthall, an American electronics expert living in Ireland. She revealed to him the secret of her alien ancestry, married him, and bore him a son. She stayed with him until his death in 1970. In 1972, she married again, to wealthy industrialist Maurice d'Algeaux. Her relationship with d'Algeaux was affectionate, but it was more a marriage of convenience than of love, and d'Algeaux never acquired the Blood Recognition factor. These days, the widow d'Algeaux again spends most of her time in Paris. She isn't likely to be the first Blood somebody meets, but if that's your intent then she might be found at social functions in New York, Paris, Kingston, Rio, or any other fun city. She's not going to let on that she's superhumsn unless something nasty happens. But if it does, then she'll be quite willing to "put her foot down." Sala's ability to generate extremely powerful earth tremors in localized areas could bring down any skyscraper in the world. Sala.hdc
  19. Sabre Val Char Cost Roll Notes 40 STR 30 17- Lift 6400.0kg; 8d6 [4] 20 DEX 20 13- OCV: 4/DCV: 4 23 CON 13 14- 14 BODY 4 14 INT 4 12- PER Roll 12- 13 EGO 3 12- ECV: 3 - 3 13 PRE 3 12- PRE Attack: 2 1/2d6 13 PD 11 Total: 13 PD (0 rPD) 12 ED 10 Total: 12 ED (0 rED) 4 SPD 20 Phases: 3, 6, 9, 12 13 REC 9 46 END 6 46 STUN 13 Total Characteristic Cost: 156 Movement: Running: 12m/24m Leaping: 4m/8m Swimming: 4m/8m Teleportation: 15m/60m Cost Powers END 75 Sword and Marbles: Variable Power Pool (Gadget Pool), 50 base + 50 control cost 0 1) Sword, Broad/Long: Killing Attack - Hand-To-Hand 1d6+1 (4d6 w/STR), Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (Sword; -1) Real Cost: 15 Notes: BODY 5 DEF 5 0 2) Killing Attack - Ranged 2 1/2d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points); OAF (Marbles; -1) Real Cost: 25 2 0 3) Killing Attack - Ranged 2 1/2d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points); OAF (Marbles; -1) Real Cost: 25 2 25 Teleportation 15m, x4 Increased Mass, x4 Noncombat, Safe Blind Teleport (+1/4) (37 Active Points); Extra Time (Extra Segment, -1/2) 4 12 1/2 END on STR, Reduced Endurance (1/2 END; +1/4) (12 Active Points) 1 30 Physical Damage Reduction, Resistant, 50% 4 Nightvision, Telescopic: +1 (6 Active Points); Extra Time (Extra Segment, -1/2) Perks 5 Money: Well Off 1 Positive Reputation: Linguistics Expert (A small to medium sized group) 11-, +1/+1d6 24 Contact: United Nations (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact), Organization Contact (x3) (24 Active Points) 11- 5 Fringe Benefit: Accredited Instructor, Passport, Security Clearance Talents 1 Ambidexterity (-2 Off Hand penalty) 9 +3/+3d6 Striking Appearance (vs. all characters) Skills 3 Linguist Notes: Native: German, Ean, Greek 2 1) Language: Arabic (Classical) (completely fluent) (3 Active Points) 2 2) Language: Bantu (completely fluent) (3 Active Points) 2 3) Language: Chinese (completely fluent) (3 Active Points) 2 4) Language: French (completely fluent) (3 Active Points) 1 5) Language: Italian (fluent conversation) (2 Active Points) 2 6) Language: Japanese (completely fluent) (3 Active Points) 2 7) Language: Russian (completely fluent) (3 Active Points) 2 8) Language: Spanish (completely fluent) (3 Active Points) 2 9) Language: Swahili (completely fluent) (3 Active Points) 1 10) Language: Swedish (fluent conversation) (2 Active Points) 7 Mimicry 14- 4 PS: Juggling 13- 5 PS: Tanslator 14- 3 PS: Stage Magician 12- 3 Sleight Of Hand 13- Total Powers & Skill Cost: 235 Total Cost: 390 400+ Disadvantages 20 Vulnerability: 2 x STUN vs energy killing attacks (Common) 20 Vulnerability: 2 x STUN vs Magic (Common) 10 Hunted: Affrighter Infrequently (As Pow; Harshly Punish) 20 Psychological Complication: Overconfident (Very Common; Strong) 15 Psychological Complication: Fear of breaking things, ecspecially people (Common; Strong) 10 Social Complication: Secret ID: Sabre Carstairs Infrequently, Major 5 Unluck: 1d6 Total Disadvantage Points: 390 Background/History: Sabre Carstairs , " who fares", was born in London in 1960. He looks like a younger and cleaner-shaven version of his father. For protection, he carries a handful of steel marbles; no policeman in the world would mistake them for weapons, but Sabre can flick them at supersonic velocities, and they're also good for juggling. He likes expensive clothes, and the good life in general. Due to his maternal ancestry, Sabre is stronger than normal Blood, and his powers manifested themselves when he was only four, much sooner than he was equipped emotionally to handle them. Eventually, the necessity to control his stregnth led to a highly developed sense of coordination, but while young he couldn't play with other children lest he break them. Only after Peter Morganthall came to live with Blade's family did Sabre have any real companionship. With his cousin Peter, Sabre shared an intense love of old movies. With his naturally versatile voice and a quick ear, Sabre soon became an accomplished mimic, and remains inclined to toss out a classic line here and there in the voice of the person who originally spoke it. Another benefit of his quick ear is his aptitude for languages. By the time he was three, he spoke perfect English, German, and Ean, and has added language after language in the years that followed. He's known to the U>N> as a brilliant linguist and talented translator for hire, so questions of linguistic importance may bring him in as a consultant. But he makes most of his money in sound studios, dubbing foreign films and cartoons, so any episode revolving around the film industry in New York or Hollywood might serve as well to introduce him. Sabre.hdc
  20. Pathfinder Val Char Cost Roll Notes 10 STR 0 11- Lift 100.0kg; 2d6 18 DEX 16 13- OCV: 4/DCV: 4 15 CON 5 12- 12 BODY 2 20 INT 10 13- PER Roll 13- 24 EGO 14 14- ECV: 3 - 3 10 PRE 0 11- PRE Attack: 2d6 12/20 PD 10 Total: 12/20 PD (0/8 rPD) 12/20 ED 10 Total: 12/20 ED (0/8 rED) 5 SPD 30 Phases: 3, 5, 8, 10, 12 7 REC 3 40 END 4 25 STUN 3 Total Characteristic Cost: 117 Movement: Running: 12m/24m Leaping: 4m/8m Swimming: 4m/8m Teleportation: 15m/30m Cost Powers END 98 Blood Powers: Variable Power Pool, 65 base + 65 control cost 0 1) Mental Blast 3d6 (Human class of minds), Armor Piercing (+1/4) (37 Active Points) Real Cost: 37 4 0 2) Teleportation 15m, x16 Increased Mass (35 Active Points) Real Cost: 35 3 0 3) Mental Illusions 10d6 (Human class of minds), Reduced Endurance (1/2 END; +1/4) (62 Active Points) Real Cost: 62 2 0 4) Life Support (Expanded Breathing; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum), Usable By Other (+1/4), Recipient must be within Limited Range of the Grantor for power to be granted, Recipient must remain within Line of Sight of Grantor, Area Of Effect (3m Radius; +1/4) (21 Active Points) Real Cost: 21 52 Extra-Dimensional Movement (Any Dimension, Any Location), x16 Increased Weight (65 Active Points); Requires A Dimensional Navigation Skill Roll (14- roll; failure of role means possible wrong dimension; -1/4) 6 51 Resistant Protection (8 PD/8 ED/11 Mental Defense/3 Flash Defense: Hearing Group/3 Flash Defense: Sight Group) 25 Perceive into any dimension with Mental Group 10 Shape Shift (Sight Group), Instant Change (13 Active Points); Only when not concious (-1/4) 1 15 Luck 3d6 Talents 3 Bump Of Direction Skills 6 +3 with Teleportation 5 Disguise 14- 4 Dimensional: Navigation (Dimensional) 14- 4 KS: Dimensional Pathways 13- 3 Persuasion 11- 4 Language: English (completely fluent; literate) 3 Stealth 13- Total Powers & Skill Cost: 283 Total Cost: 399 400+ Disadvantages 5 Distinctive Features: Old dirty Hobo (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Vulnerability: 2 x STUN from physical killing attacks (Uncommon) 10 Vulnerability: 2 x STUN vs Illusions (Uncommon) 20 Psychological Complication: Believes that the Warrior still lives (Common; Total) 15 Psychological Complication: Doesn't know about his illusion and metamorh powers (Common; Strong) 15 Psychological Complication: Alchoholic (Common; Strong) 10 Hunted: Bloodletter Infrequently (As Pow; Harshly Punish) 20 Hunted: "the Warrior" Very Frequently (Less Pow; NCI; Harshly Punish) Total Disadvantage Points: 399 Background/History: Otto "Pathfinder" McLean was born on Ean in 1820. He's a skinny, stooped old man with rheumy blue eyes, shaky hands, and thin graying hair. He usually wears ratty old clothes, and carries a lot of money (which he tries to avoid spending) and a bottle of "the finest liquer in the Cosmos." A fact remains unknown to Pathfinder's children is that the Warrior was Pathfinder's father. So heavily did the murder of the Warrior weigh on Pathfinder's mind that he began wandering restlessly, drinking heavily, on Earth and through the dimensional planes. Pathfinder is known throughout the dimensions, and he owes money to most of the people he's met. Were a high-powered sorcerer to be asked by player characters for assistance in locating an alternative dimension, he might recommend that they hire Pathfinder, then split Pathfinder's fee. Pathfinder is even more powerful than he himself realizes, in addition to his power to walk the dimensions, he has subconcious abilities of illusion and metamorphosis. Given the extent of his feelings of guilt, it was inevitable that he would begin to see the Warrior through dark windows on stormy nights. Believing that the Warripr was alive and tormenting him terrified Pathfinder. But his subconcious mind was relieved that he had not slain his own father, and set about creating still more appearances. Pathfinder began to metamorphose in his sleep, and would stalk the streets in the Warrior's form, fighting crime and doing good deeds. Pathfinder's children have seen the evidence, and also believe the Warrior is out there somewhere, though none of them have seen him since 1927. If you'd care to run this scenario, Pathfinder might grow desperate after more than fifty years of suffering unending pursuit, and beg a group of heroes to save him. Dealing with the appearance of Warrior will make for mystery and an intriguing adventure that could be climaxed with a trip into Pathfinder's mind. Pathfinder can be dangerous, ecspecially when he's drunk; his primary mode of defense is his ability to teleport, say, someone's head three feet to the left of his body. But, though Pathfinder is known as "the meanest hobo in the Universe," he's at heart a good-natured and non-violent man who's on good terms with all his children and grandchildren, including Affrighter, who knows of nothing he wants from him. Pathfider.hdc
  21. Here's the next Blood installment. Phosphene / Phantasm Val Char Cost Roll Notes 20 STR 10 13- Lift 400.0kg; 4d6 [2] 26 DEX 32 14- OCV: 5/DCV: 5 23 CON 13 14- 10 BODY 0 10 INT 0 11- PER Roll 11- 10 EGO 0 11- ECV: 3 - 3 10 PRE 0 11- PRE Attack: 2d6 17 PD 15 Total: 17 PD (0 rPD) 17 ED 15 Total: 17 ED (0 rED) 8 SPD 60 Phases: 2, 3, 5, 6, 8, 9, 11, 12 10 REC 6 54 END 7 32 STUN 6 Total Characteristic Cost: 184 Movement: Running: 12m/24m Flight: 16m/32m Leaping: 4m/8m Swimming: 4m/8m Swinging: 0m/12m/0m/24m Teleportation: 20m/320m Cost Powers END 70 Blood Powers: Multipower, 70-point reserve 2f 1) Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Armor Piercing (+1/4) (19 Active Points) 2 Notes: depends on teleport power 4f 2) Combat Teleportation: Teleportation 20m, x16 Noncombat, x2 Increased Mass (40 Active Points) 4 1f 3) Teleportation: Floating Fixed Location (1 Locations) (5 Active Points) 1f 4) N-Ray Vision (5 Active Points) 1f 5) Gliding: 16m (16 Active Points); Gliding (-1) 1f 6) Instant Change (1 Active Points) 1 40 Energy Damage Reduction, Resistant, 75% (60 Active Points); OIF (Battlesuit; -1/2) 9 Mental Defense (13 points total) (13 Active Points); OIF (Battlesuit; -1/2) 14 Gadget Pool: Variable Power Pool (Gadget Pool), 10 base + 7 control cost 0 1) Swingline: Swinging 12m (6 Active Points) Real Cost: 6 1 0 2) Crime Scene Kit: +2 with Criminology (4 Active Points); OAF (-1), 8 Charges (-1/2) Real Cost: 2 0 3) Medkit: +2 with Paramedics (4 Active Points); OAF (-1), 4 Charges (-1) Real Cost: 1 0 4) Mini-recorder: Eidetic Memory (5 Active Points); OAF (-1), Sound Only (-1/2) Real Cost: 2 0 5) Rebreather: LS (Expanded Breathing: Breathe Underwater) (5 Active Points); OAF (-1), 1 Continuing Fuel Charge lasting 1 Hour (refueled through recharging system, easy to obtain; -0) Real Cost: 2 [1 cc] 0 6) Security Systems Analyzer: +2 with Security Systems (4 Active Points); OAF (-1) Real Cost: 2 0 7) Laser Watch (Chronometer): Absolute Time Sense (3 Active Points); OAF (-1) Real Cost: 1 Martial Arts Maneuver OCV DCV Notes 4 Martial Strike +0 +2 6d6 Strike 4 Martial Block +2 +2 Block, Abort 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort 3 Legsweep +2 -1 5d6 Strike, Target Falls 3 Martial Throw +0 +1 4d6 +v/10, Target Falls 4 Martial Escape +0 +0 35 STR vs. Grabs Perks 14 Money: Filthy Rich 6 Mystery Writer: Positive Reputation (A medium-sized group) 14-, +3/+3d6 Skills 6 +3 with Teleportation 3 Acrobatics 14- 3 Stealth 14- 3 Security Systems 11- 5 Detective Work: Criminology 12- 3 Sleight Of Hand 14- 3 Streetwise 11- 1 WF: Handguns 2 PS: Writer 11- 2 CK: New York CIty 11- Total Powers & Skill Cost: 217 Total Cost: 400 400+ Disadvantages 10 Vulnerability: 1 1/2 x STUN vs energy killing attacks (Common) 10 Hunted: crime syndicate Frequently (Less Pow; Harshly Punish) 10 Hunted: Bloodletter Infrequently (As Pow; Harshly Punish) 15 Psychological Complication: Loves to embarass his enemies (Common; Strong) 15 Psychological Complication: Overconfident in single combat (Common; Strong) 10 Social Complication: Secret ID: Richard McLean Infrequently, Major 5 Unluck: 1d6 Total Disadvantage Points: 400 Background/History: Richard McLean, wasbornin 1952 in Brooklyn. He lost most of his Brooklyn accent, but he still lapses into it occasionally. Richard McLean's father was Tyrkan, who settled for a time in New York, briefly married, sired a son, then burned down a few block's of tenement and left. After his mother died, Richard gravitated into petty crime and eventually came under the influance of a local syndicate chief. In 1981, a new particle-beam weapon slipped free of its housing and sprayed the laboratory, and Richard leaped in front of the beam to save his boss's life. When he awakened in the hospital, Richard was offered a deal by the by the district attorney's office: immunity from prosecution in exchange for state's evidence against the crimelord. Richard decided that he'd done enough for his employer , and accepted the offer. Unfortunately, the crimelord got wind of what Richard had done, and decided to eliminate him. To his surprise, Richard didn't fall when he was thrown out of a seventh-story window; instead, he began to glide. Somehow, the particle beam had activated his latent Blood powers. Out of irritation at the murder attempt, Richard immediately set out to use his newfound abilities of teleportation, gliding, and see-through vision to bring his ex-employer to justice. As Phosphene, he wore a skin-tight black costume and fought petty crime. Eventually, he became the leader of a small superhero team. During this period, Phosphene encountered Commadore, "Recognized him, and learned about the Blood. When he suffered a minor nervous breakdown as a result of the tension involved in leading the life of a hero, he contacted his aunt Sala, who shook him out of his depression for a time with her no-nonsense approach to living life to its fullest, but the cure was only temporary. Eventually, the potential for madness which threatens all Blood caught up with Richard, and he began to consider how he might best use his special abilities not to help others, but to diminish them. He designed a new costume, all in red, with a layered flowing cape, and began a new life as Phantasm. As Phantasm, Richard became adept at terorizing the superhero community. His favorite tactics involved the complete humilliation of a hero, after which he would disappear, twirling the layers of his cape about him, leaving one behind for the heroes to keep as a souvinir. On one memorable occasion, Phantasm teleported into the headquarters of a super-team, rifled their medical records, concocted a knockout drug keyed specifically to the team leader, kidnapped her out of the midst of her own birthday party, and caused her to reappear completely unclad in a stage magician's cabinet on live national television. Eventually, Richard's former allies tracked him down and defeated him. After they verified that Phantasm was acctually Phosphene, they were able, with the help of the Blood, to restore his sanity, but Richard was never quite the same man he'd been before. These days, Richard fights crime in both his Phosphene and Phantasm identities; as Phantasm, he's aggressive, fast-thinking, and fast-talking. Except for his habit of humilliating villains, he's an honorable fellow; he cooperates with police, aids other teams, and lends his expertise where it's needed. He can be encountered as a non-player superhero, fighting and embarrassing criminals wherever he finds them. Alternatively, any detective adventure can feature his secret identity as mystery writer and amatuer detective "Matt Quarry." Quarry has started to sell his titles to motion picture producers, so Hollywood adventures involving the studios might come to his attention while he visits the set. Phosphene - Phantasm.hdc
  22. Bloodletter, sent to Earth to eliminate all Blood there. Bloodletter Val Char Cost Roll Notes 10 STR 0 11- Lift 100.0kg; 2d6 10 DEX 0 11- OCV: 3/DCV: 3 10 CON 0 11- 10 BODY 0 10 INT 0 11- PER Roll 11- 10 EGO 0 11- ECV: 3 - 3 10 PRE 0 11- PRE Attack: 2d6 2 PD 0 Total: 2 PD (0 rPD) 2 ED 0 Total: 2 ED (0 rED) 2 SPD 0 Phases: 6, 12 4 REC 0 20 END 0 20 STUN 0 Total Characteristic Cost: 0 Movement: Running: 17m/34m Leaping: 4m/8m Swimming: 5m/10m Cost Powers END 195 Variable Power Pool (Magic Pool), 150 base + 75 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) (206 Active Points); Requires A Magic Skill Roll (15- roll; -1/4) 0 1) Mental Blast 6d6 (Human class of minds), Reduced Endurance (1/2 END; +1/4) (75 Active Points) Real Cost: 75 3 0 2) Mental Blast 5d6 (Human class of minds), Reduced Endurance (1/2 END; +1/4), Area Of Effect Nonselective (4m Radius; +1/4) (75 Active Points) Real Cost: 75 3 0 3) Blast 10d6, Double Knockback (+1/2) (75 Active Points); Gestures (-1/4) Real Cost: 60 7 0 4) Entangle 6d6, 6 PD/6 ED, Reduced Endurance (1/2 END; +1/4) (75 Active Points); Gestures (-1/4) Real Cost: 60 3 0 5) Barrier 8 PD/8 ED/8 Mental Defense/8 Power Defense, 4 BODY (up to 3m long, 3m tall, and 1m thick), Reduced Endurance (1/2 END; +1/4) (75 Active Points); Gestures (-1/4) Real Cost: 60 3 30 Darkness to Sight Group 6m radius, Reduced Endurance (1/2 END; +1/4) (37 Active Points); Gestures (-1/4) 1 15 Mental Defense (15 points total) 15 Killing Attack - Hand-To-Hand 2d6 (2 1/2d6 w/STR) (30 Active Points); OAF (-1) 3 5 Running +5m (17m total) 1 1 Swimming +1m (5m total) 1 15 Luck 3d6 4 Martial Strike +0 +2 4d6 Strike 4 Nerve Strike -1 +1 2d6 NND 4 Martial Block +2 +2 Block, Abort 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort Perks 5 Money: Well Off Skills 6 +2 with Magic attacks 15 Magic Skill 15- 7 Detective Work: Deduction 13- 5 PS: Historian 14- 5 KS: Ancient Cultures and History 14- 7 Oratory 13- 5 Conversation 12- Total Powers & Skill Cost: 347 Total Cost: 347 400+ Disadvantages 20 Vulnerability: 2 x STUN vs Flame-based Attacks (Common) 10 Hunted: Commodore Infrequently (As Pow; Harshly Punish) 15 Hunted: Affrighter Frequently (As Pow; Harshly Punish) 25 Psychological Complication: Driven to Kill all Blood on Earth (Very Common; Total) 20 Psychological Complication: Overconfident (Common; Total) 10 Unluck: 2d6 15 Dependent NPC: Andrea (daughter) Frequently (Normal) 10 Social Complication: Secret ID: Kent Veiss Infrequently, Major Total Disadvantage Points: 347 Background/History: Kent Veiss was born in 1925, though he possesses some aspects of the mentality of a man born eighty years earlier. As Bloodletter, Kent is the enemy of all Blood on Earth. He's a coldly scientific, capable, and versitile enemy; the Terran Blood can't relax so long as he's around. As Dr. Kent Veiss, the Bloodletter writed texts on ancient cultures and history, and tours the country giving lectures on the college circuit. This provides him with opporitunities to investigate Blood activities throughout the United States, and occasionally abroad. His personal staff consists of his secretary, Andrea, who also happens to be his daughter. The Bloodletter's greatest failing is his extreme overconfidence. He also has a disadvantage that isn't reflected in his point total, since it's extremely unlikely it would ever come into play: were he ever to believe that he had succeeded in his mission to eliminate all Blood on Earth, then Kent Veiss would end his own life. Bloodletter.hdc
  23. Next up, Affrighter. He's just not right in right in the head! No other way to put it! Affrighter Val Char Cost Roll Notes 28 STR 18 15- Lift 1212.6kg; 5 1/2d6 [3] 23 DEX 26 14- OCV: 5/DCV: 5 23 CON 13 14- 23 BODY 13 15 INT 5 12- PER Roll 12- 25 EGO 15 14- ECV: 4 - 4 20 PRE 10 13- PRE Attack: 4d6 20 PD 18 Total: 20 PD (0 rPD) 21 ED 19 Total: 21 ED (0 rED) 6 SPD 40 Phases: 2, 4, 6, 8, 10, 12 11 REC 7 50 END 6 59 STUN 20 Total Characteristic Cost: 236 Movement: Running: 12m/24m Leaping: 4m/8m Swimming: 4m/8m Teleportation: 15m/3840m Cost Powers END 96 Variable Power Pool, 55 base + 55 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) (96 Active Points) 0 1) Mind Control 11d6 (Human class of minds) (55 Active Points); Increased Endurance Cost (x8 END; -3 1/2), Fear Only (-1) Real Cost: 10 40 0 2) Barrier 13 PD/13 ED, 0 BODY (up to 1m long, 1m tall, and 1/2m thick), Reduced Endurance (1/2 END; +1/4) (52 Active Points) Real Cost: 52 2 0 3) Teleportation 15m, x2 Increased Mass, x256 Noncombat (55 Active Points); Requires A Roll (11- roll; -1/2) Real Cost: 52 5 Notes: (x5 number of items) 13 Mental Defense (13 points total) Scythe, all slots OAF (-1) 15 1) Thrown Scythe: Killing Attack - Ranged 3d6 (45 Active Points); Must throw Scythe (-1), OAF (-1) 4 22 2) Scythe: Killing Attack - Hand-To-Hand 3d6 (4 1/2d6 w/STR) (45 Active Points); OAF (-1) 4 Skills 16 +2 with HTH Combat 4 Science Skill: Magic Research 13- 4 KS: Science of Apotheosis 13- Total Powers & Skill Cost: 171 Total Cost: 406 400+ Disadvantages 40 Enraged: Berserk when thwarted (Common), go 14-, recover 8- 20 Vulnerability: 2 x STUN vs Energy killing attacks (Common) 10 Vulnerability: 2 x STUN vs Magic (Uncommon) 15 Hunted: Commadore Frequently (As Pow; Harshly Punish) 25 Psychological Complication: Hates everything decent (Very Common; Total) 25 Psychological Complication: Obsessed with achieving apotheosis (Very Common; Total) 10 Unluck: 2d6 15 Distinctive Features: Unusual Looks (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10 Social Complication: Public Identity Infrequently, Major 6 Experience Points Total Disadvantage Points: 406 Background/History: Okor, "who affrights," was born on Ean in 1901. The Blood of Earth say of Affrighter that his only problem is that he hates anybody who's smarter, better-looking, or nicer than he is. Unfortunately, nobody's worse. Affrighter is not an epic villain, but he's tenacious and durable. His choice of costume - the cloak and hood and scythe of Death - coupled with his skinny, nasty pale face provides him with a formidable image. Affrighter has taken his father's word that Earth is his playground to new levels of dementia, and has for the last fifty years abused his toys to find ways to increase his power. You'll find him embarking on any mad scheme appropriate for a megalomaniacal supervillain, ecspecially one which could gain him some mystic or forbidden knowledge. He's usually leading some group of supervillains who fit in with his deathly image, often with mercenary backups. Inevitably, he'll come up with some new plan to gain godlike powers: inevitably, his plan will fail: inevitably, he'll try again. Affrighter doesn't maintain a permanent headquarters: he'll house his henchmen in whatever warehouse or barracks he can afford when he doesn't have enough money for really plush digs. Baffled by his inability to sire chikdren, Affrighter has instead attempted to kidnap his neices and nephews and raise them to follow his desires. If any Blood in your campaign, whether PC or NPC, has a child, count on Affrighter to attempt a kidnapping. Any time Affrighter meets a member of his family, a full-scale combat is likely to ensue. He doesn't really hate them, except for Commadore, but there's a lot of bad blood. An accidental encounter will result in polite inquiries regarding one another's health and latest doings, Affrighter will insist that his sibling help in the execution of his latest plan, the sibling will decline, and Affrighter will resort to force. So far, he's survived internal injuries courtesy of Blade, a horribly smashed leg courtesy of Bryn, and the sudden descent of a Budepest tenament courtesy of Sala. Appearance: He has slimy brown eyes and thin white hair. His face is repulsive, and so is his manner. Affrighter.hdc
  24. Here's Brynhild, Blade's wife. Brynhild Val Char Cost Roll Notes 60 STR 35 21- Lift 102.4tons; 12d6 [5] 23 DEX 26 14- OCV: 4/DCV: 4 28 CON 18 15- 11 BODY 1 10 INT 0 11- PER Roll 11- 14 EGO 4 12- ECV: 3 - 3 15 PRE 5 12- PRE Attack: 3d6 24 PD 22 Total: 24 PD (0 rPD) 20 ED 18 Total: 20 ED (0 rED) 5 SPD 30 Phases: 3, 5, 8, 10, 12 20 REC 16 56 END 8 55 STUN 18 Total Characteristic Cost: 210 Movement: Running: 12m/24m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END 30 Killing Attack - Hand-To-Hand 2d6 (6d6 w/STR) 3 19 +15 STR, Reduced Endurance (1/2 END; +1/4) (19 Active Points) 1 13 Missle Deflection 22- (20 Active Points); OIF (Breastplate; -1/2) 2 8 +2 HTH Damage Class(es) Akido Maneuver OCV DCV Notes 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Escape +0 +0 85 STR vs. Grabs 4 Extend Ki +0 +0 85 STR to resist Shove; Block, Abort 3 Hold -1 -1 Grab Two Limbs, 80 STR for holding on 5 Joint Break -1 -2 Grab One Limb; HKA 6d6 , Disable 4 Joint Lock/Throw +1 +0 Grab One Limb; 2d6 NND ; Target Falls 5 Redirect +1 +3 Block, Abort 5 Strike +1 +3 14d6 Strike 3 Takedown +1 +1 14d6 Strike; Target Falls 3 Throw +0 +1 14d6 +v/5, Target Falls 1 Weapon Element: Blades 1 Weapon Element: Staffs 1 Weapon Element: Polearms Perks 1 Doctor: Fringe Benefit: License to practice a profession 1 Positive Reputation: Authoritive Doctor (A medium-sized group) 11-, +1/+1d6 3 Doctor: Medical Access 5 Money: Well Off Skills 16 +2 with HTH Combat 3 Acrobatics 14- 3 Breakfall 14- 7 Analyze: Agility Skills 13- 3 Scientist 3 1) Science Skill: Blood Medicine 13- (4 Active Points) 1 2) Science Skill: Endocrinology 11- (2 Active Points) 2 3) Science Skill: Genetics 12- (3 Active Points) 2 4) Science Skill: Gynecology 12- (3 Active Points) 3 5) Science Skill: Medicine 13- (4 Active Points) 2 6) Science Skill: Obstetrics 12- (3 Active Points) 1 7) Science Skill: Parapsychology 11- (2 Active Points) 9 Paramedics 14- 3 Linguist 1 1) Language: Ean (fluent conversation) (2 Active Points) 1 2) Language: English (fluent conversation) (2 Active Points) 1 3) Language: Italian (fluent conversation) (2 Active Points) Total Powers & Skill Cost: 185 Total Cost: 394 400+ Disadvantages 20 Vulnerability: 2 x STUN vs Magic (Common) 15 Psychological Complication: Loves Blade (Common; Strong) 10 Psychological Complication: Warlike nature (Common; Moderate) 30 Enraged: Berserk If Blade is injured (Uncommon), go 14-, recover 11- 10 Hunted: Affrighter Infrequently (As Pow; Harshly Punish) 5 Social Complication: Secret ID: Bryn Gunther Infrequently, Minor Total Disadvantage Points: 90 Background/History: Bryn Gunther was born in 1915 in Germany. She is the result of a tryst between a German peasant woman and a supernatural being possessed of a trace of the blood of an ancient Norse dieties, so it's a possible that some ancestor of hers could come looking for her in any of your adventures involving the Norse gods, if that happens to be a feature of your campaign. While she inherited a great warlike spirit from her father, she was also blessed with a compassionate soul that inclined her more to put people back together than to take them apart. Thus, in 1933, when the opporitunity presented itself, Bryn traveled to America to study at a hospital in upstate New York that was sponsored by a famous American adventurer. There, she learned many innovative techniques that would not be released to the outside world for more than twenty years, and trained herself in the disipline of non-lethal martial arts. In 1941, Bryn returned to her native Germany, not to fight on one side or the other, but to protect her childhood friends from the ravages of the War, a task which met with only limited success. By the time she met Blade, she had been reduced to hiding in a cavern near Berlin in order to ensure her own safty. Believing that her home had been invaded, she beat the intruder senseless. Then she nursed him back to health. Blade had found the only woman who would ever impress him, and set out to win her heart. In the years that followed the War, Bryn honed her talents and studied the application of medicine to peculiar metabolisms. By the late 1980's she had become one of the world's foremost authority on medicine for the Blood. Naturally, she has acquired the Blood Recognition factor and, due to her parentage, she ages at least as slowly as her husband. Bryn has a tendancy to behave in an erratic fashion. She might respond to a crude joke with cold hostility, a scathing rejoiner, or the sudden lofting of a Cadillac in the general direction of the jokester. Her first impulse when offended or attacked is to smash the offender; whether or not she follows through on that impulse depends on whether or not she makes her EGO roll in time. However, in spite of this peculiarity, she is far from unstable; she's certainly more stable than most of Blade's family. Bryn is a noted authority on mutant biology, and can often be called into an adventure on that pretext. Since she doesn't register on scanners as a mutant, she doesn't share the risks that are taken by researchers who are mutants themselves. She also has a normal medical practice as a gynecologist. It''s possible that her knowledge of obstetrics, gynecology, and pediatrics will make her a sought-after medic by super-beings who are in a family way. Brynhild.hdc
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