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Beast

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  1. Fantasy version of Nemisis(an Orrichalcum golem

    Nemesis
    Anastasia Romanova
    Background
    Anastasia was the not so bright apprentice to a great and evil mage(Koschei the deathless)
    The mage needed a soul he could control to power his iron golem to protect his estate from fairies and other threats
    During this time  the mage added many spells to aid his creation  to look normal ,as the times warranted it he needed to disguise her
    later she became his lover and assassin posing as his apprentice with a wandering eye
    later the mage died in a lab accident(not her fault) and Anastasia was left without being controlled
    She is looking to right the wrongs she did while  controlled  in her past most of her magic skills have been suppressed
     
    Motovations
    Anastasia was a assassin for over 5 thousand years and is now trying to atone for that
    she has been free of that mage for just over 100 years
    and only recently broken the magics that limited her learning
     
     
    VAL    CHA    Cost    Roll    Notes
    35    STR    5    16-    HTH Damage 7d6  END [1]
    18    DEX    16    13-
    20    CON    10    13-
    13    INT    3    12-    PER Roll 12-
    13    EGO    3    12-
    13    PRE    3    12-    PRE Attack: 2 1/2d6
    7    OCV    20
    4    DCV    5
    3    OMCV    0
    3    DMCV    0
    4    SPD    20    Phases:  3, 6, 9, 12
    7    PD    5    7/15 PD (0/8 rPD)
    7    ED    5    7/15 ED (0/8 rED)
    15    REC    11
    40    END    4
    12    BODY    2    
    40    STUN    10
    Movement    Cost    Meters    Notes
    RUNNING    0    22m/44m    END [2]
    LEAPING    -2    20m    20m forward, 10m upward
     
    TUNNELING        2m/4m
    Characteristics Total: 118
    Cost    Powers
        Orachalcum body(Iron) - END=
    30    1)  +20 STR, Reduced Endurance (0 END; +1/2) (30 Active Points) - END=
    24    2)  Resistant Protection (8 PD/8 ED) - END=0
          - END=
        Magics attached to golem body, all slots Unified Power (-1/4) - END=
    29    1)  Life Support  (Eating:only once per week; Immunity All terrestrial diseases and poisons;Immortal; Safe in High Pressure; Radiation; Intense Cold;Heat in Low Pressure/Vacuum; Self-Contained Breathing;only has to sleep 8 hours per week) (36 Act Pts) - END=0
    9    2)  Tongues spell: Universal Translator 13-, Invisible Power Effects (Invisible to [one Sense Group]hearing an accent; +1/2) (31 Active Points); Extra Time (1 Day, Only to Activate, -2) - END=
    4    3)  Library of the ages: +1 with all Non-Combat Skills (10 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 1/2) - END=
    6    4)  Shape Shift(humanoids)  (Sight, Smell/Taste, Touch and Hearing Groups, limited group of shapes), Costs END Only To Change Shape (+1/4) (31 Active Points); Extra Time (5 Minutes, Only to Activate, Character May Take No Other Actions, -1 1/4), Increased Endurance Cost (x5 END; -1), Concentration (0 DCV; Character is totally unaware of nearby events; -3/4), Gestures (Requires both hands; Complex; -3/4) - END=10
          - END=
        gems of seeing, all slots Increased Endurance Cost (x5 END; -2), Lockout (normal sight; -1/2), Perceivable (unnatural eye colors white or gold depending on which is in use(superceeds shape shift); -1/2), Unified Power (-1/4), Costs Endurance (Only Costs END to Activate; -1/4), Extra Time (Full Phase, Only to Activate, -1/4) - END=
    4    1)  White eyes Magic based: Radar (Radio Group), +1 to PER Roll, Discriminatory (21 Active Points) - END=10
    5    2)  Golden eyes: Detect and read/ analyze magic(stopped by gold)) A Large Class Of Things 13- (Unusual Group), Discriminatory, Range, Sense (23 Active Points) - END=10
          - END=
    8    Various magics blended into the Iron Golem : Multipower, 10-point reserve,  (10 Active Points); all slots Unified Power (-1/4) - END=
    1f    1)  Magic  from Boots of Striding and Leaping: Running +10m (22m total) (10 Active Points) [Notes: Max NC per turn 176m/31.68 mph] - END=1
    1f    2)  Magic  from Boots of Striding and Leaping w/ a lot of levitation: Leaping +20m (20m forward, 10m upward) (10 Active Points) [Notes: 80m per turn/ 14.4 mph] - END=1
    1f    3)  Magic  from Boots of Striding and Leaping blended in to a Super Parkour movement style: Running 1m, x4 Noncombat, Usable [As Second Mode Of Movement] (Leaping; +1/4) (10 Active Points) [Notes: Max NC 208m/turn/37.44 mph max span 52m] - END=1
    1f    4)  wedging/poking in her frail looking fingers to climb: Clinging (normal STR) (10 Active Points) - END=0
    1f    5)  HKA 1/2d6 (3d6 w/STR) (10 Active Points) - END=1
    1f    6)  Reforging metal: Healing BODY 1 point, Decreased Re-use Duration (1 Turn; +1 1/2) (7 Active Points); Limited Power Power loses about half of its effectiveness (only vs metal; -1) - END=1
          - END=
    Powers Total: 125

    Cost    Skills
        Presence Skills may add + 2 for Striking Appearance
    3    1)  Acting 12-
    3    2)  Charm 12-
    3    3)  Streetwise 12-
    3    4)  High Society 12-
        
        Int based +1 from Library
    3    Navigation 12-
    3    Inventor 12-
        
        Dex skills
    5    1)  Stealth 14-
        
        Everyman skills
    0    1)  Climbing 8-
    0    2)  Concealment 8-
    0    3)  Deduction 8-
    0    4)  Language:  English (completely fluent; literate) (4 Active Points)
    0    5)  Paramedics 8-
    0    6)  Persuasion 8-
    0    7)  PS: Assassin 11-
    0   😎 Shadowing 8-
    0    9)  TF:  Everyman Skill, Small Motorized Ground Vehicles
    0    10) AK 8-
    Skills Total: 23

    Cost    Talents
    6    +2/+2d6 Striking Appearance (vs. all characters)
    3    Bump Of Direction
    Talents Total: 9
    Value    Complications
    5    Distinctive Features:  Detects as magical (Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
    10    Distinctive Features:  usually the hottest woman around (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    10    Hunted:  Artifact collectors(she is a magical artifact) Infrequently (As Pow; Harshly Punish)
    10    Physical Complication:  she has no organs(normal healing powers have no effect on her Iron Golem body (Infrequently; Slightly Impairing)
    15    Psychological Complication:  protective of the inocent (Common; Strong)
    Complications Points: 50
    Base Points: 275
    Experience: 0
    Experience Unspent: 0
    Total Character Cost: 275

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  2. Shield Maiden

    Shield Maiden
    Vigdis  Augustdottior
    VAL    CHA    Cost    Roll    Notes
    45    STR    35    18-    HTH Damage 9d6  END [4]
    18    DEX    16    13-
    30    CON    20    15-
    18    INT    8    13-    PER Roll 13-
    13    EGO    3    12-
    18    PRE    8    13-    PRE Attack: 3 1/2d6
    9    OCV    30
    6    DCV    15
    3    OMCV    0
    3    DMCV    0
    5    SPD    30    Phases:  3, 5, 8, 10, 12
    20    PD    0    20/57 PD (10/47 rPD)
    20    ED    0    20/57 ED (10/47 rED)
    15    REC    11
    75    END    7
    13    BODY    3    
    60    STUN    20
    Movement    Cost    Meters    Notes
    RUNNING    8    20m/40m    END [2]
    SWIMMING    0    4m/8m    END [1]
    LEAPING    0    4m    4m forward, 2m upward

    TELEPORTATION        20m/40m

    Characteristics Total: 214
    Cost    Powers
    51    Personal magic to create her Shield : Multipower, 64-point reserve,  (64 Active Points); all slots Unified Power (-1/4) - END=
    5f    1)  Shield  Defending: Resistant Protection (Default slot) (11 PD/11 ED/10 Mental Defense/10 Power Defense) (63 Active Points) - END=0
    4f    2)  Throwing her shield to smack a lot of foes: Blast 8d6+1, Area Of Effect Nonselective (32m Cone; +1/2) (63 Active Points); No Range (-1/2) - END=6
    4f    3)  Shield wall push: Hearing Group Flash 8 1/2d6, Does Knockback (+1/4), Double Knockback (+1/2), Area Of Effect (8m Long, 2m Tall, 8m Wide Line; +3/4) (64 Active Points); No Range (-1/2) [Notes: A wall of 8 ghostly images of Shield Maiden 1 every meter push the hordes back with a clap of thunder off their shields( for an area 8m long  x 8m wide and 3m tall)] - END=6
    5f    4)  Shield wall: Barrier 15 PD/15 ED, 2 BODY (up to 12m long, 2m tall, and 1/2m thick) (62 Active Points) [Notes: each meter is 1 ghostly image of Shield Maiden] - END=6
          - END=
    6    Taliored Magic: Reduced Endurance (1/2 END; +1/4) for up to 45 Active Points of Strength (11 Active Points); Perceivable (Godly Meim; -1/2), Unified Power (-1/4) - END=0
          - END=
        Magical armor, all slots Costs Endurance (Only Costs END to Activate; -1/4), Unified Power (-1/4), Perceivable (Godly Meim; -1/4) - END=
    17    1)  Magic Armor/godly Meim: Resistant Protection (10 PD/10 ED) (30 Active Points) - END=3
    8    2)  Rune infused under garments: Regeneration (1 BODY per Minute) (14 Active Points) - END=1
    6    3)  Helm: Sight Group Flash Defense (11 points) (11 Active Points) - END=1
    8    Magical padding/ Godly meim: (Total: 16 Active Cost, 8 Real Cost) +8 ED (8 Active Points); Perceivable (-1/4), Unified Power (-1/4), Costs Endurance (Only Costs END to Activate; -1/4*) (Real Cost: 4) plus +8 PD (8 Active Points); Perceivable (Godly Meim; -1/4), Unified Power (-1/4), Costs Endurance (Only Costs END to Activate; -1/4*) (Real Cost: 4) - END=2
          - END=
    8    Morphing weapon: Multipower, 15-point reserve,  (15 Active Points); all slots Restrainable (-1/2), Unified Power (-1/4) - END=
    1f    1)  Sword: HKA 1d6 (4d6 w/STR) (15 Active Points) - END=1
    1f    2)  Short Spear: HKA 1/2d6 (2 1/2d6 w/STR), Armor Piercing (x2; +1/2) (15 Active Points) - END=1
    Powers Total: 124
    Cost    Martial Arts
    4    Fast Strike:  1/2 Phase, +2 OCV, +0 DCV, 11d6 Strike
    4    Martial Block shield:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
    4    Disarm Foes:  1/2 Phase, +1 OCV, -1 DCV,  55 STR , Disarm
    4    Breaking free:  1/2 Phase, +0 OCV, +0 DCV, 60 STR vs. Grabs
    3    Tossing Enemies:  1/2 Phase, +1 OCV, +0 DCV,  9d6, Strike + v/10 target falls
    5    Putting her all into this strike:  1/2 Phase, +1 OCV, -2 DCV, 13d6 Strike
    4    Shove:  1/2 Phase, +0 OCV, +0 DCV, 60 STR to Shove
    1    Weapon Elements Shield,:  Default Element, Empty Hand
    Martial Arts Total: 29
    Cost    Skills
        Pre skills
    3    1)  Oratory 13-
    3    2)  Conversation 13-
        Int skills
    3    1)  Concealment 13-
    3    2)  KS 13-
    3    3)  Tracking 13-
        General Skills
    3    1)  Power 11-
    3    2)  Language:  English (completely fluent; literate) (4 Active Points)
    3    3)  Language:  Norwegian (completely fluent; literate) (4 Active Points)
        
    0    Language:  Old Norse (idiomatic; literate) (5 Active Points)
    0    Paramedics 8-
    0    Acting 8-
    0    Climbing 8-
    0    AK: Asguard 8-
    0    Persuasion 8-
    0    PS (Custom Adder) 11-
    0    Shadowing 8-
    0    TF:  Custom Adder, Equines
    Skills Total: 24
    Cost    Perks
    3    Money:  Well Off
    Perks Total: 3
    Cost    Talents
    6    +2/+2d6 Striking Appearance (vs. all characters)
    Talents Total: 6
    Value    Complications
    15    Hunted:  Foes of Asguard Infrequently (Mo Pow; Harshly Punish)
    10    Distinctive Features:  Tall, striking beautiful blond  (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    10    Enraged:  when normals are harmed (Common), go 8-, recover 14-
    15    Psychological Complication:  Will only kill if the foe proves to be a killer themselves, otherwise strike to subdue (Common; Strong)
    15    Social Complication:  Subject to orders from Odin Frequently, Major
    10    Social Complication:  Secret Id Infrequently, Major
    Complications Points: 75
    Base Points: 400
    Experience: 0
    Experience Unspent: 0
    Total Character Cost: 400

    16 downloads

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  3. Ghost Girl

    Ghost Girl

    VAL    CHA    Cost    Roll    Notes
    15    STR    5    12-    HTH Damage 3d6  END [1]
    18    DEX    16    13-
    20    CON    10    13-
    18    INT    8    13-    PER Roll 13-
    10    EGO    0    11-
    13    PRE    3    12-    PRE Attack: 2 1/2d6
    7    OCV    20
    9    DCV    30
    3    OMCV    0
    3    DMCV    0
    7    SPD    50    Phases:  2, 4, 6, 7, 9, 11, 12
    2    PD    0    2/15 PD (0/13 rPD)
    2    ED    0    2/15 ED (0/13 rED)
    10    REC    6
    40    END    4
    12    BODY    2    
    40    STUN    10
    Movement    Cost    Meters    Notes
    RUNNING    0    12m/24m    END [1]
    SWIMMING    0    4m/8m    END [1]
    LEAPING    0    4m    4m forward, 2m upward
    FLIGHT        40m/160m
    TELEPORTATION        10m/20m

    Characteristics Total: 164
    Cost    Powers
        Sub-Atomic Particle manipulation, all slots Unified Power (-1/4), OIAID (-1/4), Perceivable (-1/4) - END=
    22    1)  Resistant Protection (13 PD/13 ED) (39 Active Points) - END=0
    39    2)  Partially Desolid(Quantum state in flux): (Total: 70 Active Cost, 39 Real Cost) Energy Damage Reduction, 50% (20 Active Points) (Real Cost: 11) plus Physical Damage Reduction, 50% (20 Active Points) (Real Cost: 11) plus Mental Damage Reduction, 50% (30 Active Points) (Real Cost: 17) - END=0
    16    3)  LS  (Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (29 Active Points) - END=0
    20    4)  Energy: Detection A Large Class Of Things 13- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Targeting (35 Active Points) - END=0
          - END=
    41    Quantom physics manipulation: Multipower, 50-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (62 Active Points); all slots Unified Power (-1/4), OIAID (-1/4) - END=
    2f    1)  Quantum radiation field: Blast 3d6, Area Of Effect (4m Radius; +1/4), Constant (+1/2), Affects Desolidified Any form of Desolidification (+1/2), Does BODY (+1) (49 Active Points); Attack Versus Alternate Defense (Power Defense; -1/2) - END=2
    7v    2)  Flight 40m, Position Shift, x4 Noncombat (50 Active Points) - END=2
    3f    3)  Teleportation 10m, x4 Increased Mass, MegaScale (1m = 100 km; +1 1/2) (50 Active Points) - END=2
    3f    4)  Desolidification  (affected by strong magnetic and gravity fields) (40 Active Points) [Notes: 10m of flight] - END=2
    2f    5)  Invisibility to Sight, Radio and Hearing Groups and Spatial Awareness  (35 Active Points) [Notes: 15m of flight] - END=1
    3f    6)  Quantum rearranging: Healing BODY 2d6, Decreased Re-use Duration (1 Turn; +1 1/2) (50 Active Points) - END=2
    Powers Total: 158
    Cost    Martial Arts
    4    Fast Strike:  1/2 Phase, +2 OCV, +0 DCV, 11d6 Strike
    5    Flying Dodge:  1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
    3    Legsweep:  1/2 Phase, +2 OCV, -1 DCV, 10d6 Strike, Target Falls
    3    Martial Throw:  1/2 Phase, +0 OCV, +1 DCV, 9d6 +v/10, Target Falls
    4    Sacrifice Lunge:  1/2 Phase, +2 OCV, -2 DCV, 9d6 +v/10; FMove
    24    +6 HTH Damage Class(es)
    Martial Arts Total: 43
    Cost    Skills
    4    PS: Scientist 13-
    3    Scientist
    2    1)  SS:  Particle Physics 12- (3 Active Points)
    2    2)  SS:  Physics 12- (3 Active Points)
    3    3)  SS:  Quantum Physics 13- (4 Active Points)
        Dex Skills
    3    1)  Stealth 13-
        Int skills
    3    1)  Shadowing 13-
    3    2)  Computer Programming 13-
    3    3)  Concealment 13-
    3    4)  Deduction 13-
    3    5)  Electronics 13-
    3    6)  Inventor 13-
        Everyman skills
    0    1)  Acting 8-
    0    2)  Climbing 8-
    0    3)  Conversation 8-
    0    4)  Paramedics 8-
    0    5)  Persuasion 8-
    0    6)  TF:  Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill]
    Skills Total: 35
     
    Value    Complications
    20    Accidental Change:  High energy fields 11- (Very Common)
    10    Distinctive Features:  (Concealable by turning off her powered up form), Noticed and Recognizable, Detectable By Commonly-Used Senses
    15    Hunted:  S.U.S.H.I.(High tech villain group Infrequently (Mo Pow; Harshly Punish)
    10    Physical Complication:  Has no organs in energy form (Infrequently; Slightly Impairing)
    10    Psychological Complication:  Careless use of high energy  (Uncommon; Strong)
    10    Social Complication:  Secret Id Infrequently, Major
    Complications Points: 75
    Base Points: 400
    Experience: 0
    Experience Unspent: 0
    Total Character Cost: 400
    Ghost Girl.HTML

    15 downloads

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  4. Layla Tudor cyberhero

    Layla Piety Tudor

    VAL    CHA    Cost    Roll    Notes
    20    STR    10    13- / 15-    HTH Damage 4d6/6d6  END [4/6]
    18    DEX    16    13-
    20    CON    10    13-
    13    INT    3    12-    PER Roll 12-
    13    EGO    3    12-
    20    PRE    10    13-    PRE Attack: 4d6
    5    OCV    10
    5    DCV    10
    1    OMCV    -6
    3    DMCV    0
    3    SPD    10    Phases:  4, 8, 12
    15    PD    4    15 PD (9 rPD)
    15    ED    4    15 ED (9 rED)
    5    REC    1
    40    END    4
    10    BODY    0    
    40    STUN    10
    Movement    Cost    Meters    Notes
    RUNNING    0    12m/24m    END [1]
    SWIMMING    0    4m/8m    END [1]
    LEAPING    0    4m    4m forward, 2m upward
     
     
    Characteristics Total: 99
    Cost    Powers
        Synthetic body structure, all slots Unified Power (-1/4) - END=
    14    1)  Combat Luck (9 PD/9 ED) (18 Active Points) - END=
    10    2)  +4/+4d6 Striking Appearance (vs. all characters) (12 Active Points) - END=
    8    3)  Base note to rattle teeth and bones: HKA 1/2d6 (1 1/2d6 / 2d6 w/STR), Area Of Effect (16m Cone; +1/2), Thin Cone (-1/4) (12 Active Points); Requires A Roll (12- roll; -1/4) - END=1
    7    4)  extra strength: +10 STR (10 Active Points); Requires A Roll (12- roll; -1/4) - END=2
    Powers Total: 39

    Cost    Skills
        Int Skills
    3    1)  Disguise 12-
    3    2)  Deduction 12-
        General
    4    1)  PS: Singer/songwriter 13-
    2    2)  WF:  Blades, Handguns, Unarmed Combat
        Pre skills may get bonus of +4 from Striking Appearence
    3    1)  Acting 13-
    3    2)  Conversation 13-
    3    3)  Streetwise 13-
    3    4)  Oratory 13-
    3    5)  Persuasion 13-
        Everyman skills
    0    1)  Climbing 8-
    0    2)  Concealment 8-
    0    3)  Language:  English (completely fluent; literate) (4 Active Points)
    0    4)  Paramedics 8-
    0    5)  Shadowing 8-
    0    6)  Stealth 8-
    0    7)  TF:  Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill]
    Skills Total: 27
     
    Value    Complications
    10    Distinctive Features:  Hottest woman in the room (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    20    Psychological Complication:  Cannot remember she was built to be an assassin (Common; Total)
    10    Hunted:  those that created her Infrequently (As Pow; Harshly Punish(capture and reprogram her))
    Complications Points: 40
    Base Points: 165
    Experience: 0
    Experience Unspent: 0
    Total Character Cost: 165

    10 downloads

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  5. Abby Wayne: The Blind Detective

    Abby Wayne
     
    Val Char Cost Roll Notes
    15 STR 5 12- Lift 200.0kg; 3d6 [1]
    18 DEX 16 13- OCV: 9/DCV: 9
    15 CON 5 12-
    23 INT 13 14- PER Roll 14-
    15 EGO 5 12- ECV: 3 - 3
    15 PRE 5 12- PRE Attack: 3d6
     
    9 OCV 30
    9 DCV 30
    3 OMCV 0
    3 DMCV 0
    4 SPD 20 Phases: 3, 6, 9, 12
     
    14 PD 0 Total: 14 PD (12 rPD)
    14 ED 0 Total: 14 ED (12 rED)
    10 REC 6
    40 END 4
    20 BODY 10
    50 STUN 15 Total Characteristic Cost: 164
     
    Movement: Running: 24m/96m
    Leaping: 4m/8m
    Swimming: 4m/8m
     
    Cost Powers END
    Mystical force manipulation, all slots Unified Power (-¼), Perceivable (blindness has them moving her head around listening/smelling/feeling the force; -¼)
    68 1) Mystical force sensitivity: Danger Sense (any area, any danger, Analyze, Discriminatory, Function as a Sense, Targeting Sense, Telescopic (+34), Tracking) (102 Active Points) 15-
    Notes: no range mods for 1024km(634.9miles)
    16 2) Combat Luck (12 PD/12 ED) (24 Active Points)
    7 3) Defense Maneuver I-IV (10 Active Points)
    54 4) -knowing when to roll with it: (Total: 120 Active Cost, 54 Real Cost) Energy Damage Reduction, 75% (40 Active Points); Linked (Mystical force sensitivity; Lesser Power can only be used when character uses greater Power at full value; -¾) (Real Cost: 18) plus Physical Damage Reduction, 75% (40 Active Points); Linked (Mystical force sensitivity; Lesser Power can only be used when character uses greater Power at full value; -¾) (Real Cost: 18) plus Mental Damage Reduction, 75% (40 Active Points); Linked (Mystical force sensitivity; Lesser Power can only be used when character uses greater Power at full value; -¾) (Real Cost: 18) 0
    10 5) Moving with the flow of the mystical force: Running +12m (24m total), x4 Noncombat, Reduced Endurance (½ END; +¼), Usable [As Second Mode Of Movement] leaping (+¼), Rapid Noncombat Movement (+¼) (39 Active Points); Linked (Mystical force sensitivity; Lesser Power can only be used when character uses greater Power at full value; -¾) 1
    Notes: max NCM 64 mph/96 kph can span gaps of 48m
    Danger sense works both ways(knowing where to hit and finding weaknesses
    Maneuver OCV DCV Notes
    4 Fast Strike +2 +0 14d6 Strike
    5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove
    3 Martial Throw +0 +1 12d6 +v/10, Target Falls
    5 Offensive Strike -2 +1 16d6 Strike
    4 Sacrifice Disarm +2 -2 Disarm, 70 STR to Disarm
    36 +9 HTH Damage Class(es)
     
    Perks
    1 always picking the right horse: Money: Well Off
     
    Talents
    3 Absolute Range Sense
    5 Eidetic Memory
     
    Skills
    0 Dex Based skills
    3 1) Climbing 13-
    3 2) Stealth 13-
    3 Concealment 14-
    3 Streetwise 12-
    3 Teamwork 13-
    0 Acting 8-
    0 Deduction 8-
    0 Language: English (completely fluent; literate) (4 Active Points)
    0 Paramedics 8-
    0 Persuasion 8-
    0 PS 11-
    0 Shadowing 8-
    0 Stealth 8-
    0 TF: Everyman Skill, Small Motorized Ground Vehicles
    0 AK 8-
     
    Total Powers & Skill Cost: 236
    Total Cost: 400
     
    400+ Matching Complications
    35 Blind: (All the Time; Fully Impairing)
    15 Brash: (Common; Strong)
    20 Believes She Is Sanctioned By A Higher Power: (Common; Total)
    5 Social Complication: Public ID Infrequently, Minor
     
    Total Complications Points: 400
     
    Background/History:
     
    Personality/Motivation:
     
    Quote: your best defence is to not be where the damage lands
     
    Powers/Tactics:
     
    Campaign Use:
     
    Appearance:
     

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  6. Nemsis (villain)

    Nemesis
     
    Val Char Cost Roll Notes
    45 STR 5 18- Lift 12.8tons; 9d6 [1]
    18 DEX 16 13- OCV: 9/DCV: 7
    25 CON 15 14-
    13 INT 3 12- PER Roll 12-
    13 EGO 3 12- ECV: 3 - 3
    18 PRE 8 13- PRE Attack: 3 ½d6
     
    9 OCV 30
    7 DCV 20
    3 OMCV 0
    3 DMCV 0
    6 SPD 10 Phases: 2, 4, 6, 8, 10, 12
     
    11+15 PD 0 Total: 11/26 PD (0/15 rPD)
    11+15 ED 0 Total: 11/26 ED (0/15 rED)
    10 REC 6
    60 END 8
    10 BODY 0
    60 STUN 20 Total Characteristic Cost: 140
     
    Movement: Running: 42m/84m
    Swimming: 42m/672m
    Teleportation: 10m/20m
     
    Cost Powers END
    Golem body, all slots Unified Power (-¼)
    36 1) +30 STR, Reduced Endurance (0 END; +½) (45 Active Points)
    7 2) it may look like a soft fragile hand, it isn't: HA +2d6 (10 Active Points); Hand-To-Hand Attack (-¼) 1
    7 3) Iron fingers : Clinging (normal STR) (10 Active Points); Perceivable (leaves a trail of finger sized holes when climbing; -¼) 0
    36 4) Resistant Protection (15 PD/15 ED) (45 Active Points) 0
    7 5) Tough outer layer: +9 PD (9 Active Points)
    7 6) Tough outer layer: +9 ED (9 Active Points)
    24 7) Haste spell: +3 SPD (30 Active Points)
    26 😎 Life Support (Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Longevity: 400 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 only has to sleep 8 hours per week) (32 Active Points) 0
    8 9) Using Gates to Hell to reform her body: Regeneration (1 BODY per Turn) (16 Active Points); Linked (Gate to hell fire; Lesser Power can only be used when character uses greater Power at full value; -¾) 0
     
     
    32 Magics to move an Iron Golem: Multipower, 40-point reserve, (40 Active Points); all slots Unified Power (-¼)
    6v 1) Running +30m (42m total), Reduced Endurance (½ END; +¼) (40 Active Points) 1
    3f 2) overpowered and directed levitation spell: Leaping 50m (Accurate, x8 Noncombat) (40 Active Points) 4
    3f 3) limited flight under water: Swimming +12m (42m total) (x8 Noncombat), No Gravity Penalty (+½), Noncombat Acceleration/Deceleration (+1) (40 Active Points) 4
    2f 4) Teleportation Mega scale 10m, Safe Blind Teleport (+¼), MegaScale (1m = 1,000 km; +1 ¾) (30 Active Points) 3
    2f 5) Turning off the levitation spell: Knockback Resistance -30m (30 Active Points) 0
    Notes: she could weigh close to 1.6kt call her fat and you die can add +6" of running total 18m
     
    12 Magics to alter self: Multipower, 22-point reserve, (22 Active Points); all slots Concentration (0 DCV; -½), Extra Time (Full Phase, Only to Activate, -¼)
    1f 1) Bright Sunlight(gate to sun: Change Environment (-1 to Normal Sight PER Rolls, Varying Combat Effects), Personal Immunity (+¼), Area Of Effect (8m Radius; +½) (21 Active Points) 2
    1f 2) Shape Shift (Sight and Hearing Groups, limited group of shapes), Costs END Only To Change Shape (+¼) (22 Active Points) 2
    1f 3) Intense Magnetic Field: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼) (21 Active Points) 2
    1f 4) Cold Iron: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼) (21 Active Points); No Range (-½) 2
    1f 5) Gate to hell fire: Killing Attack - Ranged 1 point, Area Of Effect (1m Surface; +¼), Costs Endurance Only To Activate (+¼), Constant (+½), Penetrating (x3; +1 ½) (17 Active Points) 2
    1f 6) Endurance sapping cold from the negative material plane: Drain END 1d6, Area Of Effect (2m Surface; +¼), Constant (+½), Reduced Endurance (0 END; +½) (22 Active Points); No Range (-½) 0
    1f 7) Wyld Magic: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼) (21 Active Points) 2
     
    Talents
    9 +3/+3d6 Striking Appearance (vs. all characters)
     
    Skills
    0 Presence Skills may add + 3 for Striking Appearance
    3 1) Acting 13-
    3 2) Charm 13-
    3 3) Persuasion 13-
    3 4) Streetwise 13-
    0 Dex skills
    3 1) Breakfall 13-
    3 2) Stealth 13-
    3 Concealment 12-
    3 Deduction 12-
    2 Navigation (Land) 12-
    0 everyman skills
    0 1) Climbing 8-
    0 2) Language: English (completely fluent; literate) (4 Active Points)
    0 3) Paramedics 8-
    0 4) PS: Thug for hire 11-
    0 5) Shadowing 8-
    0 6) TF: Everyman Skill, Small Motorized Ground Vehicles
    0 7) AK 8-
     
    Total Powers & Skill Cost: 260
    Total Cost: 400
     
    400+ Matching Complications
    5 Distinctive Features: Detects as magical (Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
    10 Distinctive Features: usually the hottest woman around (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    15 Hunted: law enforcement Infrequently (Mo Pow; Harshly Punish)
    10 Physical Complication: Ferrous body (Infrequently; Slightly Impairing)
    15 Psychological Complication: Amoral (Common; Strong)
    10 Psychological Limitation: Capricious and Playful (Common; Moderate)
    10 Social Complication: Secret Id Frequently, Minor
     
    Total Complications Points: 400
     
    EQUIPMENT CARRIED
     
    Equipment END
    Multipower, 40-point reserve
    1) Teleportation 10m, Safe Blind Teleport (+¼), No Range Modifier (+½), MegaScale (1m = 100,000 km; +2 ¼) (40 Active Points) 4
    2) Swimming +30m (42m total) (x4 Noncombat), Reduced Endurance (½ END; +¼), No Turn Mode (+¼), No Gravity Penalty (+½) (40 Active Points) 1
     
    Golem body, all slots Unified Power (-¼)
    1) LS (Eating: Character only has to eat once per year; Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Longevity: Immortal; 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 only has to sleep 8 hours per week) (37 Active Points) 0
    2) +4 PD (4 Active Points)
    3) +4 ED (4 Active Points)
    4) +5 REC (5 Active Points)
    5) HA +2d6 (10 Active Points); Hand-To-Hand Attack (-¼) 1
     
    Background/History: Anastasia was the not so bright servant to a great and evil mage
    The mage needed a soul he could control to power his iron golem to protect his estate from fairies and other threats
    During this time the mage added many spells to aid his creation to look normal ,as the times warranted it he needed to disguise her
    later she bacame his lover and assassin posing as his apprentice with a wandering eye
    later the mage died in a duel and Anastasia was left with out a somebody to serve
    Over time she took on as a assassin/thug for hireCurrently she is looking for long term employment
     
    Personality/Motivation: Anastasia has been a assassin for over a thousand years
     
    Quote: DAMN IT, you got blood on my new boots
     
    Powers/Tactics: Brick that can hide an infiltrate
    can inflivict some rare susceptibilities/vulerabilities
     
    Campaign Use: Brick that can hide an infiltrate
     
    Appearance: most likely the hottest woman in the room

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  7. Nemsis (heroine)

    Nemesis
    Anastasia Romanova
    VAL    CHA    Cost    Roll    Notes
    55    STR    5    20-    HTH Damage 11d6  END [1]
    18    DEX    16    13-
    30    CON    20    15-
    13    INT    3    12-    PER Roll 12-
    13    EGO    3    12-
    18    PRE    8    13-    PRE Attack: 3 1/2d6
    8    OCV    25
    7    DCV    20
    3    OMCV    0
    3    DMCV    0
    5    SPD    30    Phases:  3, 5, 8, 10, 12
    10    PD    8    10/25 PD (0/15 rPD)
    10    ED    8    10/25 ED (0/15 rED)
    10    REC    6
    50    END    6
    11    BODY    1    
    60    STUN    20
    Movement    Cost    Meters    Notes
    RUNNING    0    32m/64m    END [3]
    LEAPING    -2    38m    38m forward, 19m upward
     
     
    Characteristics Total: 175
    Cost    Powers
    60    +40 STR, Reduced Endurance (0 END; +1/2) (60 Active Points) - END=
    45    Resistant Protection (15 PD/15 ED) - END=0
    36    Life Support  (Eating:only once per week; Immunity All terrestrial diseases and poisons;Immortal; Safe in High Pressure; Radiation; Intense Cold;Heat in Low Pressure/Vacuum; Self-Contained Breathing;only has to sleep 8 hours per week) (36 Act Pts) - END=0
    20    Tongues spell: Universal Translator 12- - END=
          - END=
        Golem body, all slots Unified Power (-1/4) - END=
    14    1)  Shape Shift  (Sight, Hearing and Touch Groups, limited group of shapes), Costs END Only To Change Shape (+1/4) (29 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4) - END=2
          - END=
        gems of seeing, all slots Lockout (normal sight; -1/2), Perceivable (unnatural eye colors white or gold depending on which is in use; -1/2), Unified Power (-1/4) - END=
    10    1)  White eyes Magic based: Radar (Radio Group), +2 to PER Roll, Discriminatory (22 Active Points) - END=0
          - END=
    16    Various magics blended into the Iron Golem for moving,combat and repair: Multipower, 20-point reserve,  (20 Active Points); all slots Unified Power (-1/4) - END=
    1f    1)  Magic  from Boots of Striding and Leaping: Running +20m (32m total) (20 Active Points) [Notes: Max NC per turn] - END=2
    1f    2)  Magic  from Boots of Striding and Leaping w/ a lot of levitation: Leaping +38m (38m forward, 19m upward) (19 Active Points) [Notes: 58.32 mph] - END=2
    1f    3)  Magic  from Boots of Striding and Leaping blended in to a Super Parkour movement style: Running 4m, x8 Noncombat, Usable [As Second Mode Of Movement] (Leaping; +1/4) (20 Active Points) [Notes: Max NC] - END=2
    1f    4)  Reversing the magics that alter the mass of the Iron Golem: Knockback Resistance -20m (20 Active Points); Limited Power Power loses about a fourth of its effectiveness (True weight 1500lb; -1/4) - END=0
    1f    5)  Reforging metal: Healing BODY 1d6, Decreased Re-use Duration (5 Minutes; +1) (20 Active Points); Limited Power Power loses about half of its effectiveness (only vs metal; -1) - END=2
    1f    6)  wedging/poking in her frail looking fingers to climb: Clinging (normal STR) (10 Active Points) - END=0
          - END=
    Powers Total: 207

    Cost    Skills
        Presence Skills may add + 3 for Striking Appearance
    3    1)  Acting 13-
    3    2)  Charm 13-
    3    3)  Streetwise 13-
        
        Dex skills
        
        Int based
        
        general
        
        
    Skills Total: 9

    Cost    Talents
    9    +3/+3d6 Striking Appearance (vs. all characters)
    Talents Total: 9
    Value    Complications
    5    Distinctive Features:  Detects as magical (Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
    10    Distinctive Features:  usually the hottest woman around (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    15    Hunted:  DEMON(she is a magical artifact) Infrequently (Mo Pow; Harshly Punish)
    10    Hunted:  past assassinations coming back to haunt her Infrequently (As Pow; Harshly Punish)
    10    Physical Complication:  she has no organs(normal healing powers have no effect on her Iron Golem body (Infrequently; Slightly Impairing)
    15    Psychological Complication:  protective of the inocent (Common; Strong)
    10    Social Complication:  Secret Id Infrequently, Major
    Complications Points: 75
    Base Points: 400
    Experience: 0
    Experience Unspent: 0
    Total Character Cost: 400

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  8. Elizabeth Perrot

    Elizabeth Perrot Wyldling Bard
     
    Val Char Cost Roll Notes
    35 STR 5 16- Lift 3200.0kg; 7d6 [3]
    18 DEX 16 13- OCV: 7/DCV: 6
    19 CON 9 13-
    18 INT 8 13- PER Roll 13-
    14 EGO 4 12- ECV: 3 - 3
    18 PRE 8 13- PRE Attack: 3 ½d6
     
    7 OCV 20
    6 DCV 15
    3 OMCV 0
    3 DMCV 0
    4 SPD 20 Phases: 3, 6, 9, 12
     
    6+9 PD 0 Total: 6/15 PD (0/9 rPD)
    6+9 ED 0 Total: 6/15 ED (0/9 rED)
    8 REC 4
    40 END 4
    13 BODY 3
    40 STUN 10 Total Characteristic Cost: 126
     
    Movement: Running: 12m/48m
    Leaping: 4m/8m
    Swimming: 4m/8m
     
    Cost Powers END
    Wyld magic mutation, all slots Unified Power (-¼)
    24 1) +20 STR, Reduced Endurance (0 END; +½) (30 Active Points); Unified Power (-¼)
    6 2) Life Support (Eating: Character only has to eat once per week; Longevity: 400 Years; Safe in Intense Cold; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week) (8 Active Points); Unified Power (-¼) 0
    14 3) Combat Luck (9 PD/9 ED) (18 Active Points); Unified Power (-¼)
    3 4) +4 PD (4 Active Points); Unified Power (-¼)
    3 5) +4 ED (4 Active Points); Unified Power (-¼)
    7 6) +3/+3d6 Striking Appearance (vs. all characters) (9 Active Points); Unified Power (-¼)
    11 7) Hearing through time: Retrocognitive Clairsentience (Hearing Group), +1 to PER Roll, Analyze, Discriminatory, Rapid: x100,000, Telescopic: +18 (75 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 ½), Retrocognition Only (-1), Extra Time (1 Minute, Only to Activate, Character May Take No Other Actions, -1), Restrainable (-½), Time Modifiers (-½), No Range (-½), Incantations (Complex; -½), Unified Power (-¼) 7
    Notes: can record 27.78 hrs per second or 83.33 hrs per phase(3.47 days)
    9 😎 having an ear for languages: Universal Translator 13- (20 Active Points); Extra Time (1 day, Only to Activate, It will take Elizabeth a day to pick up a language she has never encounterd be for; -1), Unified Power (-¼)
    3 9) Eidetic Memory (5 Active Points); Limited Power Power loses about a third of its effectiveness (only for what is heard; -½), Unified Power (-¼)
     
    20 Bardic magics: Multipower, 35-point reserve, (35 Active Points); all slots Incantations (Complex; -½), Unified Power (-¼)
    2f 1) a bass note to rattle teeth and bones: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Area Of Effect (16m Cone; +½), Thin Cone (-¼), Penetrating (+½), +2 Increased STUN Multiplier (+½) (34 Active Points); Incantations (Complex; -½), Unified Power (-¼) 3
    2f 2) A bansidhe's wail: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), +1 Increased STUN Multiplier (+¼), Attack Versus Alternate Defense (ED; All Or Nothing; Deaf or sound ear protection; +½), Area Of Effect (16m Cone; +½) (34 Active Points); Incantations (Complex; -½), Unified Power (-¼) 3
    2f 3) a mending song: Healing BODY 3 ½d6 (35 Active Points); Incantations (Complex; -½), Unified Power (-¼) 3
    1f 4) a cry to wake the dead: Healing BODY 1 ½d6, Resurrection (35 Active Points); 4 Charges (-1), Incantations (Complex; -½), Unified Power (-¼) [4]
    2f 5) soothing minor wounds: Healing BODY 1d6, Area Of Effect (8m Radius; +½), Expanded Effect (x2 Characteristics or Powers simultaneously) (Body and stun; +½), Decreased Re-use Duration (1 Turn; +1 ½) (35 Active Points); Incantations (Complex; -½), Unified Power (-¼) 3
    2f 6) Battle song: Aid OCV 2d6, Area Of Effect (8m Radius; +½), Selective (+¼), Delayed Return Rate (points return at the rate of 5 per Minute; +1) (33 Active Points); Incantations (Complex; -½), Unified Power (-¼) 3
    2f 7) a song to boost moral: Aid Pre 2d6, Area Of Effect (16m Radius; +¾), Delayed Return Rate (points return at the rate of 5 per Minute; +1) (33 Active Points); Incantations (Complex; -½), Unified Power (-¼) 3
    1f 😎 hurling insults to maky your sailor mom blush: Drain PRE 2d6, Area Of Effect (32m Cone; +¾) (35 Active Points); 8 Charges (-½), Incantations (Complex; -½), Unified Power (-¼) [8]
    1f 9) Marching song/ sea chantey: Usable [As Second Mode Of Movement] (swimming(sailing); +¼), Costs Endurance Only To Activate (+¼), Usable Nearby (+1 ¼), Grantor pays the END whenever the power is used, Grantor controls the power totally (35 Active Points); Incantations (Complex; -½), Unified Power (-¼) applied to Running 1
    Notes: Crew works more harder and favorible winds occur
    1f 10) a song that feeds the soul , the belly and keeps away bad dreams: Life Support (Eating: Character only has to eat once per week; Safe in Intense Cold; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week), Persistent (+¼), Usable Nearby (+½), Grantor can only grant the power to others, Uncontrolled (+½) (13 Active Points); Incantations (Complex; -½), Unified Power (-¼), 16 Continuing Charges lasting 1 Week each (-0) [16 cc]
     
    Perks
    6 Fringe Benefit: License to practice a profession, Membership, Passport, Press Pass
     
    Skills
    0 Pre based may add striking appearance +3
    3 1) Acting 13-
    3 2) Bureaucratics 13-
    3 3) Conversation 13-
    3 4) High Society 13-
    3 5) Persuasion 13-
    3 6) Streetwise 13-
    0 proffession
    5 1) PS: Song writer 14-
    4 2) PS: Story teller 13-
    0 Everyman skills
    0 1) Climbing 8-
    0 2) Concealment 8-
    0 3) Deduction 8-
    0 4) AK (Custom Adder) 8-
    0 5) Language (idiomatic; Custom Adder)
    0 6) Paramedics 8-
    0 7) PS: Busking (Custom Adder) 11-
    0 😎 Shadowing 8-
    0 9) Stealth 8-
     
    Total Powers & Skill Cost: 149
    Total Cost: 275
     
    160+ Matching Complications
    5 Distinctive Features: detects as magical (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
    10 Distinctive Features: wyldling (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    15 Physical Complication: small person (Frequently; Slightly Impairing)
    15 Hunted: upset nobility Infrequently (Mo Pow; Limited Geographical Area; PC has a Public ID or is otherwise very easy to find; Harshly Punish)
    5 Rivalry: Professional (other bards), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
    115 Experience Points

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  9. Ghost Cat Urban horror 125 pts

    Ghost Cat aka Maggie May Ravenwood
     
    Val Char Cost Roll Notes
    35 STR 5 16- Lift 3200.0kg; 7d6 [1]
    18 DEX 16 13- OCV: 6/DCV: 4
    20 CON 10 13-
    13 INT 3 12- PER Roll 12-
    10 EGO 0 11- ECV: 1 - 3
    13 PRE 3 12- PRE Attack: 2 ½d6
     
    6 OCV 15
    4 DCV 5
    1 OMCV -6
    3 DMCV 0
    4 SPD 20 Phases: 3, 6, 9, 12
     
    15 PD 1 Total: 15 PD (12 rPD)
    15 ED 1 Total: 15 ED (12 rED)
    8 REC 4
    30 END 2
    12 BODY 2
    44 STUN 12 Total Characteristic Cost: 93
     
    Movement: Running: 40m/80m
    Leaping: 50m/100m
    Swimming: 4m/8m
     
    Cost Powers END
     
     
     
     
    Perks
    8 Iron Golem: Innatus pool (Custom Adder)
     
    Talents
    9 +3/+3d6 Striking Appearance (vs. all characters)
     
    Skills
    0 Pre based skills may add +3 for Striking Appearence
    3 Acting 12-
    3 Persuasion 12-
    0 Dex based
    3 1) Stealth 13-
    3 2) Shadowing 12-
    0 Int based
    3 Deduction 12-
    0 Everyman skills
    0 1) Climbing 8-
    0 2) Conversation 8-
    0 3) AK: USA 8-
    0 4) Criminology (Custom Adder) 10-
    Notes: Carry over memories from previous life
    0 5) Language: English (idiomatic; literate) (5 Active Points)
    0 6) Paramedics 8-
    0 7) TF: Custom Adder, Small Motorized Ground Vehicles
     
    Total Powers & Skill Cost: 32
    Total Cost: 125
     
    125+ Matching Complications
    5 Distinctive Features: Mystically Active (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort; Not Distinctive In Some Cultures)
    10 Distinctive Features: will detect as ferrous to magnets (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
    15 Hunted: Magic Villians Infrequently (Mo Pow; Numerous/Various; Capture / Study( how did a normal mind get melded to a golem)
    10 Psychological Complication: Aversion to Killing (Common; Moderate)
    10 Psychological Complication: Striving to Be More Human (Common; Moderate)
    Notes: Because she <b>is</b> still learning how to be 'herself', Ghost Cat can sometimes be manipulated by suggesting to her that 'real humans react X way'. This has the potential to lead her into trouble, but it isn't likely to lead her into BAD trouble ...
     
    Total Complications Points: 125
     
    EQUIPMENT CARRIED
     
    Equipment END
    enhanced body total cost 38pts: Multipower, 35-point reserve, (35 Active Points); all slots Unified Power (-¼)
    1) Fur ball cat fight : (Total: 35 Active Cost, 17 Real Cost) Stretching 5m (5 Active Points); Unified Power (-¼) (Real Cost: 4) plus +6 with a large group of attacks (30 Active Points); Limited Power Power loses about half of its effectiveness (Only to counter negatives for sweep maneuvers; -1), Unified Power (-¼) (Real Cost: 13) 1
    2) Super Parcour: Running 6m, x4 Noncombat, Usable [As Second Mode Of Movement] (Leaping; +¼), Usable [As Second Mode Of Movement] swiming (+¼), Reduced Endurance (½ END; +¼), Rapid Noncombat Movement (+¼) (34 Active Points); Unified Power (-¼)Notes: 96mph can span 18m on 1st phase 36m on 2nd phase phase 72m on 3rd phase 1
    3) Running +28m (40m total), Reduced Endurance (½ END; +¼) (35 Active Points); Unified Power (-¼) 1
    4) controled levitation effects: Leaping +46m (50m forward, 25m upward) (Accurate), Reduced Endurance (½ END; +¼) (35 Active Points); Unified Power (-¼) 1
    5) melding with targets brain: Telepathy 3d6+1, Alternate Combat Value (uses OCV against DCV; +0), Cumulative (76 points; +1) (34 Active Points); No Range (-½), Unified Power (-¼)Notes: mostly to copy targets mind to impersonate them 3
     
    Magical construction, all slots Unified Power (-¼)
    1) +20 STR cost 24pts, Reduced Endurance (0 END; +½) (30 Active Points); Unified Power (-¼)
    2) Cold Iron Skeleton cost 14 pts: Change Environment (Varying Combat Effects), Area Of Effect (2m Surface; +¼), Reduced Endurance (0 END; +½) (17 Active Points); Unified Power (-¼) 0
    3) Shape Shift real cost 15pts (Sight, Touch, Hearing and Smell/Taste Groups, limited group of shapes), Imitation, Makeover, Costs END Only To Change Shape (+¼) (50 Active Points); Extra Time (1 Minute, Only to Activate, Character May Take No Other Actions, -1), Increased Endurance Cost (x5 END; -1), Unified Power (-¼) 20
    4) Infrared Perception 14 pts (Sight Group), Discriminatory, Analyze, Partially Penetrative, Tracking (25 Active Points); Lockout (-½), Unified Power (-¼)Notes: Normal Vision locks out -- cannot see usual details, read, see pictures or images, etc. 0
    5) Sharp claws and knows to use them cost 8pts: Killing Attack - Hand-To-Hand ½d6 (3d6 w/STR) (10 Active Points); Unified Power (-¼) 1
    6) Life Support cost 22pts (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week) (27 Active Points); Unified Power (-¼) 0
    7) Regeneration cost 15pts (1 BODY per Minute), Can Heal Limbs (19 Active Points); Unified Power (-¼) 0
    😎 Resistant Protection cost 29pts (12 PD/12 ED) (36 Active Points); Unified Power (-¼) 0
    9) Eidetic Memory cost 4 pts (5 Active Points); Unified Power (-¼)Notes: to remember what was gleened from targets mind to impersonate them most of the time
    10) Absolute Range Sense cost 2 (3 Active Points); Unified Power (-¼)
    11) Bump Of Direction cost 2 (3 Active Points); Unified Power (-¼)
    12) Simulate Death cost 2pts (3 Active Points); Unified Power (-¼)
     
     
    Background/History: Cocept stolen from Pandora Faust from the Iromwood comics
     
    Maggie May is a human flesh & iron skeleton golem construct done by the original Silk Detective just after WW2 with magical book/equipment SD captured from the Nazis and others during WW2
    Maggie was created as a decoy so the real SD could retire
    The basis of Maggie is DNA from SD along with the Ubermensh project the Nazis had been working on during the war
     
    SD found that she did not need to use Maggie,but she did want a child
    so she arranged for Maggie's paper work with the OSS(now the CIA)
    Maggie appears as a 22 yr old woman
    she has all of SD's memories but knows they are false but they give her a working template to grow on
     
    Now with the sudden disappearance of SD the CIA has suggested that GC join the(insert group name here) to complete her training and be part of a bigger picture
     
    Personality/Motivation: wants to do the right thing
     
    Quote: shush
     
    Powers/Tactics: Brick
    Stealth
    Detective
     
    Campaign Use:
     
    Appearance: appears to be 22 but is 2 yrs old
    35c-24-35
     
     
     
     

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  10. Haunted 450pts

    Haunted John Dresden and Karrin Zatana
     
    Val Char Cost Roll Notes
    15 STR 5 12- Lift 200.0kg; 3d6 [1]
    18 DEX 16 13- OCV: 8/DCV: 8
    25 CON 15 14-
    23 INT 13 14- PER Roll 14-
    18 EGO 8 13- ECV: 3 - 3
    20 PRE 10 13- PRE Attack: 4d6
     
    8 OCV 25
    8 DCV 25
    3 OMCV 0
    3 DMCV 0
    4 SPD 20 Phases: 3, 6, 9, 12
     
    2+28 PD 0 Total: 2/30 PD (0/15 rPD)
    2+28 ED 0 Total: 2/30 ED (0/15 rED)
    10 REC 6
    50 END 6
    11 BODY 1
    50 STUN 15 Total Characteristic Cost: 165
     
    Movement: Running: 12m/24m
    Leaping: 4m/8m
    Swimming: 4m/8m
    Teleportation: 10m/20m
     
    Cost Powers END
    24 Haunting :My girlfriend the ghost(Karrin "Spitfire" Zatana: Multipower, 60-point reserve, all slots Reduced Endurance (0 END; +½) (90 Active Points); all slots No Conscious Control (-2), No Range (-½), Conditional Power Power does not work in Uncommon Circumstances (Hallowed grounds; -¼)
    2f 1) My girlfriend is bansihde keening your death: Change Environment (-5 to Characteristic Roll or Skill Roll, Long-Lasting 1 Turn, Stunning), Area Of Effect (16m Cone; +½), Thin Cone (-¼) (59 Active Points); Limited Power Power loses less than a fourth of its effectiveness (Vs Pre not Con; -0) 0
    1f 2) My girlfriend's the ghost is breath taking: Change Environment (+2 Wind Levels, -2 Temperature Level Adjustment, Long-Lasting 1 Turn, Suffocation), Area Of Effect (16m Cone; +½) (57 Active Points) 0
    2f 3) My girlfriend the ghost talks with her ghost friends: <i>My girlfriend the ghost talks with her ghost friends:</i> Retrocognitive Clairsentience (Hearing And Sight Groups), Telescopic(vs time): +20 (60 Active Points) 0
    2f 4) My girlfriend the poltergeist: Change Environment (+1 Points of Damage, +1 Wind Levels, +3 Points of Telekinetic STR, -1 Temperature Level Adjustment, Long-Lasting 1 Turn), Area Of Effect (32m Radius; +1) (60 Active Points) 0
    1f 5) My girlfriend the ghost says lights out: Darkness to Sight Group 9m radius, Personal Immunity (+¼) (56 Active Points) 0
    2f 6) My girlfriend the ghost was a cop and a crack shot: RKA 1d6+1, Penetrating (+½), Area Of Effect (16m Cone; +½), Thin Cone (-¼), Selective (+¼), +4 Increased STUN Multiplier (+1) (60 Active Points) 0
     
    14 +4 SPD (40 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only for ghost girlfriend's actions; -1 ½), Conditional Power Power does not work in Uncommon Circumstances (Not on hollowed ground; -¼)
     
    120 Variable Magic Power Pool, 80 base + 80 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (160 Active Points); all slots Restrainable (-½), Incantations (Complex; -½)
    0 1) Soulfire blast: Blast 7d6, STUN Only (+0), Area Of Effect (4m Radius; +¼), Attack Versus Alternate Defense (Power Defense; All Or Nothing; +1) (79 Active Points) Real Cost: 39 8
    0 2) Napalm for the soul: Blast 4 ½d6, STUN Only (+0), Area Of Effect (16m Cone; +½), Thin Cone (-¼), Reduced Endurance (½ END; +¼), Constant (+½), Uncontrolled (+½), Attack Versus Alternate Defense (Power Defense; All Or Nothing; +1) (80 Active Points) Real Cost: 40 3
    0 3) Hell fire: RKA 3d6-1, Area Of Effect (16m Cone; +½), Thin Cone (-¼), +1 Increased STUN Multiplier (+¼), Penetrating (+½) (80 Active Points) Real Cost: 40 8
    0 4) Stinging hellfire: RKA 2d6, Area Of Effect (16m Cone; +½), Thin Cone (-¼), +5 Increased STUN Multiplier (+1 ¼) (75 Active Points) Real Cost: 37 7
    0 5) Be gone minions of hell: Dispel summoned 9 ½d6, Area Of Effect (32m Cone; +¾), Thin Cone (-¼), Cumulative (456 points; +1 ¼) (78 Active Points) Real Cost: 39 8
    0 6) quick healing: Healing BODY 2 ½d6, Characteristics (+½), Decreased Re-use Duration (1 Turn; +1 ½) (75 Active Points) Real Cost: 37 7
    0 7) Major trama healing: Healing BODY 8d6 (80 Active Points) Real Cost: 40 8
    0 ? Teleportation 10m, x4 Increased Mass, Safe Blind Teleport (+¼), MegaScale (1m = 10 million km; +2 ¾) (80 Active Points) Real Cost: 40 8
    0 9) Extra-Dimensional Movement (Any Dimension, Any Location), x128 Increased Weight (80 Active Points) Real Cost: 40 8
     
    Morning magical rituals, all slots Concentration (0 DCV; Character is totally unaware of nearby events; -¾), Gestures (Requires both hands; Complex; -¾), Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -¾), Limited Power Power loses about a fourth of its effectiveness (all effects turn off at dawn; -¼)
    8 1) invisible aura of protection: (Total: 26 Active Cost, 8 Real Cost) +13 PD (Real Cost: 13) plus +13 ED (Real Cost: 13) 0
    13 2) invisible protective wards: Resistant Protection (15 PD/15 ED) (45 Active Points) 0
    3 3) Power Defense (10 points) (10 Active Points) 0
    14 4) Communications with my dead girlfriend the ghost: Danger Sense (general area, any danger, Discriminatory, Function as a Sense, Targeting Sense) (52 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Hallowed ground; -¼) 14-
     
    2 Teleportation: Fixed Location (2 Locations) 0
    Notes: His Base and team base
    10 Teleportation: Floating Fixed Location (3 Locations) (15 Active Points); Unified Power (-¼), Requires A Roll (14- roll; -¼) 0
    8 Personal Pocket Dimension: Custom Power (55 Active Points); Increased Endurance Cost (x6 END; -2 ½), Extra Time (5 Minutes, Only to Activate, -1), Gestures (Requires both hands; Complex; -¾), Incantations (Complex; -½), IIF (-¼), Unified Power (-¼), Limited Power Power loses about a fourth of its effectiveness (Not on Hallowed grounds; -¼) 30
    Notes: 2,048 sq m this makes for a 512x512x4m area
     
    Perks
    5 always knows which horse to pick: Money: Well Off
    3 Anonymity
    2 Fringe Benefit: Private Investigator License
     
    Skills
    0 Pre based skills
    3 1) Acting 13-
    3 2) Bureaucratics 13-
    3 3) Conversation 13-
    3 4) Persuasion 13-
    0 Int based skills
    3 1) Criminology 14-
    3 2) Deduction 14-
    15 3) Kit bashing magic: Inventor 20-
    3 4) Navigation (Dimensional, Land) 14-
    3 5) Security Systems 14-
    0 General based skills
    4 1) PS: Mage: all in practioner of the dark arts 13-
    0 Dex based skills
    3 1) Stealth 13-
    3 2) Streetwise 13-
    0 Everyman skills
    0 1) Climbing 8-
    0 2) Concealment 8-
    0 3) Language: English (completely fluent; literate) (4 Active Points)
    0 4) Paramedics 8-
    0 5) PS: Detective of the Occult 11-
    0 6) Shadowing 8-
    0 7) TF: Everyman Skill, Small Motorized Ground Vehicles
    0 ? AK: USA 8-
     
    Total Powers & Skill Cost: 285
    Total Cost: 450
     
    450+ Matching Complications
    20 Hunted: Demons,dark gods,elder things and really ancient somethings Infrequently (Mo Pow; NCI; Harshly Punish)
    15 Hunted: US government Frequently (Mo Pow; NCI; Watching)
    15 Psychological Complication: Smart mouth (Common; Strong)
    20 Psychological Complication: Protective of normals (Very Common; Strong)
    5 Rivalry: Professional (other mages; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
     
    Total Complications Points: 450
     
    EQUIPMENT CARRIED
     
    Equipment END
    Haunting :My girlfriend the ghost: Multipower, 60-point reserve, all slots Inherent (+¼*), Reduced Endurance (0 END; +½) (105 Active Points); all slots No Conscious Control (-2), No Range (-½), Conditional Power Power does not work in Uncommon Circumstances (Hallowed grounds; -¼)
    1) My girlfriend the ghost can use unearthly forces to protect me: Barrier 10 PD/10 ED, 11 BODY (up to 6m long, 2m tall, and ½m thick), Non-Anchored (60 Active Points) 0
    2) My girlfriend the ghost just spoke of your DOOOOOM: Mental Blast 4 ½d6, Alternate Combat Value (uses OCV against DCV; +0), Area Of Effect (16m Cone; +½), Thin Cone (-¼) (56 Active Points) 0
    3) My girlfriend the ghost say I belong to her and you cannot have me: RKA 4d6 (60 Active Points) 0
    4) My girlfriend the ghost's love warms my soul and protects me: Change Environment (+6 Points of Telekinetic STR, +6 Temperature Level Adjustment), Area Of Effect (4m Radius; +¼) (60 Active Points) 0
     
    Our wedding rings tapping energy from the afterlife, all slots Gestures (Complex; -½), Incantations (Complex; -½), IIF (-¼), Limited Power Power loses about a fourth of its effectiveness (Not on Hallowed ground; -¼)
    1) Endurance Reserve (100 END, 10 REC) (33 Active Points) 0
    2) Absorption 10 BODY (energy, to end reserve) (10 Active Points) 0
    3) Absorption 10 BODY (physical, to end reserve) (10 Active Points) 0
    4) Naked Advantage: Endurance may come from personal or reserve (+¼) for up to 80 Active Points (20 Active Points) 2
     
    Fringe Benefit: License to practice a profession, Passport
    Analyze: Magic 14-
    Sleight Of Hand 13-
    Systems Operation 14-
    Teamwork 13-
    Bump Of Direction
    Simulate Death
    Eidetic Memory
    Speed Reading (x100)
    Contortionist 13-
    Inventor magic 23-
    +2/+2d6 Striking Appearance (vs. all characters)
     
    Morning magical rituals, all slots Concentration (0 DCV; Character is totally unaware of nearby events; -¾), Gestures (Requires both hands; Complex; -¾), Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -¾), Limited Power Power loses about a fourth of its effectiveness (all effects turn off at dawn; -¼)
    1) Improved Mystical Barriers: Resistant Protection (15 PD/15 ED/10 Mental Defense/10 Power Defense/10 Flash Defense: Sight Group) (90 Active Points) 0
    2) My Girlfriend the ghost is warning me: Defense Maneuver I-IV (10 Active Points); Limited Power Power loses about a fourth of its effectiveness (not on hallowed grounds; -¼)
    3) I know all tongues: Universal Translator 14- (20 Active Points)
     
    Variable Power Pool, 75 base + 75 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (150 Active Points); all slots Incantations (Complex; -½), Gestures (-¼)
     
    Background/History: John Dresden and Karrin Zatana where in love (took them long enough, everybody else knew it)
    John is a mage PI
    Karrin was a police detective who dealt with "unusual happenings"
    The 2 of them teamed up on many cases
    they also made some deadly enemies
    one day their enemy struck while the 2 of them where in the shower
    Karrin was killed instantly, John was shielded by Karrin's body from the gunfire
    John was able kill the assassin as Karrin died in his arms
     
    Later John after a few missions wonders what unnatural forces seems to be helping and protecting him
    He finds out it is Karrin's spirit
    now the 2 of them still solve mysteries and try to have a relationship
     
    Personality/Motivation: Smart ass to cover his grief
     
    Quote: Damn Wanker
    Haunted mk6.hdc



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  11. Haunted

    Stolen idea from Pizza Man

    Haunted is an urban fantasy mage, who's dead girlfriend watches over him
    comments encouraged
     
    Haunted
     
    Val Char Cost Roll Notes
    15 STR 5 12- Lift 200.0kg; 3d6 [1]
    18 DEX 16 13- OCV: 8/DCV: 8
    25 CON 15 14-
    23 INT 13 14- PER Roll 14-
    18 EGO 8 13- ECV: 3 - 3
    20 PRE 10 13- PRE Attack: 4d6
     
    8 OCV 25
    8 DCV 25
    3 OMCV 0
    3 DMCV 0
    4 SPD 20 Phases: 3, 6, 9, 12
     
    2+23 PD 0 Total: 2/25 PD (0/10 rPD)
    2+23 ED 0 Total: 2/25 ED (0/10 rED)
    10 REC 6
    50 END 6
    11 BODY 1
    46 STUN 13 Total Characteristic Cost: 163
     
    Movement: Running: 12m/24m
    Leaping: 4m/8m
    Swimming: 4m/8m
    Teleportation: 10m/20m
     
    Cost Powers END
    24 Haunting :My girlfriend the ghost: Multipower, 60-point reserve, all slots Reduced Endurance (0 END; +½) (90 Active Points); all slots No Conscious Control (-2), No Range (-½), Conditional Power Power does not work in Uncommon Circumstances (Hallowed grounds; -¼)
    2f 1) My girlfriend is bansihde keening your death: Change Environment (-5 to Characteristic Roll or Skill Roll, Long-Lasting 1 Turn, Stunning), Area Of Effect (16m Cone; +½), Thin Cone (-¼) (59 Active Points); Limited Power Power loses less than a fourth of its effectiveness (Vs Pre not Con; -0) 0
    1f 2) My girlfriend the ghost is breath taking: Change Environment (+2 Wind Levels, -2 Temperature Level Adjustment, Long-Lasting 1 Turn, Suffocation), Area Of Effect (16m Cone; +½) (57 Active Points) 0
    2f 3) My girlfriend the ghost talks with her ghost friends: Retrocognitive Clairsentience (Hearing And Sight Groups), Telescopic: +20 (60 Active Points) 0
    2f 4) My girlfriend the poltergeist: Change Environment (+1 Points of Damage, +1 Wind Levels, +3 Points of Telekinetic STR, -1 Temperature Level Adjustment, Long-Lasting 1 Turn), Area Of Effect (32m Radius; +1) (60 Active Points) 0
    1f 5) My girlfriend the ghost says lights out: Darkness to Sight Group 9m radius, Personal Immunity (+¼) (56 Active Points) 0
    2f 6) My girlfriend the ghost was a cop and a crack shot: RKA 1d6+1, Penetrating (+½), Area Of Effect (16m Cone; +½), Thin Cone (-¼), Selective (+¼), +4 Increased STUN Multiplier (+1) (60 Active Points) 0
     
    14 +4 SPD (40 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only for ghost girlfriend's actions; -1 ½), Conditional Power Power does not work in Uncommon Circumstances (Not on hollowed ground; -¼)
     
    90 Variable Magic Power Pool, 60 base + 60 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (120 Active Points); all slots Restrainable (-½), Incantations (Complex; -½)
    0 1) Soulfire blast: Blast 5d6, STUN Only (+0), Area Of Effect (4m Radius; +¼), Attack Versus Alternate Defense (Power Defense; All Or Nothing; +1) (56 Active Points) Real Cost: 28 6
    0 2) Napalm for the soul: Blast 3d6+1, STUN Only (+0), Area Of Effect (16m Cone; +½), Thin Cone (-¼), Reduced Endurance (½ END; +¼), Constant (+½), Uncontrolled (+½), Attack Versus Alternate Defense (Power Defense; All Or Nothing; +1) (59 Active Points) Real Cost: 29 2
    0 3) Hell fire: RKA 2d6, Area Of Effect (16m Cone; +½), Thin Cone (-¼), +1 Increased STUN Multiplier (+¼), Penetrating (+½) (60 Active Points) Real Cost: 30 6
    0 4) Stinging hellfire: RKA 2d6, Area Of Effect (16m Cone; +½), Thin Cone (-¼), +3 Increased STUN Multiplier (+¾) (60 Active Points) Real Cost: 30 6
    0 5) Be gone minions of hell: Dispel summoned 6 ½d6, Area Of Effect (32m Cone; +¾), Thin Cone (-¼), Cumulative (624 points; +1 ½) (58 Active Points) Real Cost: 29 6
    0 6) quick healing: Healing BODY 2d6, Characteristics (+½), Decreased Re-use Duration (1 Turn; +1 ½) (60 Active Points) Real Cost: 30 6
    0 7) Major trama healing: Healing BODY 6d6 (60 Active Points) Real Cost: 30 6
    0 ? Teleportation 10m, x4 Increased Mass, MegaScale (1m = 10,000 km; +2) (60 Active Points) Real Cost: 30 6
     
    Morning magical rituals, all slots Concentration (0 DCV; Character is totally unaware of nearby events; -¾), Gestures (Requires both hands; Complex; -¾), Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -¾), Limited Power Power loses about a fourth of its effectiveness (all effects turn off at dawn; -¼)
    8 1) invisible aura of protection: (Total: 26 Active Cost, 8 Real Cost) +13 PD (Real Cost: 13) plus +13 ED (Real Cost: 13) 0
    8 2) invisible protective wards: Resistant Protection (10 PD/10 ED) (30 Active Points) 0
    14 3) Communications with my dead girlfriend the ghost: Danger Sense (general area, any danger, Discriminatory, Function as a Sense, Targeting Sense) (52 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Hallowed ground; -¼) 14-
     
    2 Teleportation: Fixed Location (2 Locations) 0
    Notes: His Base and team base
     
    Perks
    5 always knows which horse to pick: Money: Well Off
    3 Anonymity
    10 Vehicles & Bases
     
    Skills
    3 Acting 13-
    3 Bureaucratics 13-
    3 Conversation 13-
    3 Criminology 14-
    3 Deduction 14-
    15 Kit bashing magic: Inventor 20-
    3 Navigation (Dimensional, Land) 14-
    4 PS: Mage: all in practioner of the dark arts 13-
    3 Persuasion 13-
    3 Security Systems 14-
    3 Stealth 13-
    3 Streetwise 13-
    0 Everyman skills
    0 1) Climbing 8-
    0 2) Concealment 8-
    0 3) Language: English (completely fluent; literate) (4 Active Points)
    0 4) Paramedics 8-
    0 5) PS: Detective of the Occult 11-
    0 6) Shadowing 8-
    0 7) TF: Everyman Skill, Small Motorized Ground Vehicles
    0 ? AK: USA 8-
     
    Total Powers & Skill Cost: 237
    Total Cost: 400
     
    400+ Matching Complications
    15 Hunted: Demons,dark gods,elder things and really ancient somethings Infrequently (Mo Pow; Harshly Punish)
    15 Psychological Complication: Smart mouth (Common; Strong)
    15 Psychological Complication: Hates being ordered around (Common; Strong)
    20 Psychological Complication: Protective of normals (Very Common; Strong)
    5 Rivalry: Professional (other mages; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
    5 Susceptibility: Holy relics 1d6 damage Instant (Uncommon)
     
    Total Complications Points: 400
     
    future stuff w/ exp
     
    Equipment END
    Haunting :My girlfriend the ghost: Multipower, 60-point reserve, all slots Inherent (+¼*), Reduced Endurance (0 END; +½) (105 Active Points); all slots No Conscious Control (-2), No Range (-½), Conditional Power Power does not work in Uncommon Circumstances (Hallowed grounds; -¼)
    1) My girlfriend the ghost can use unearthly forces to protect me: Barrier 10 PD/10 ED, 11 BODY (up to 6m long, 2m tall, and ½m thick), Non-Anchored (60 Active Points) 0
    2) My girlfriend the ghost just spoke of your DOOOOOM: Mental Blast 4 ½d6, Alternate Combat Value (uses OCV against DCV; +0), Area Of Effect (16m Cone; +½), Thin Cone (-¼) (56 Active Points) 0
    3) My girlfriend the ghost say I belong to her and you cannot have me: RKA 4d6 (60 Active Points) 0
     
    Our wedding rings tapping energy from the afterlife, all slots Gestures (Complex; -½), Incantations (Complex; -½), IIF (-¼), Limited Power Power loses about a fourth of its effectiveness (Not on Hallowed ground; -¼)
    1) Endurance Reserve (100 END, 10 REC) (33 Active Points) 0
    2) Absorption 10 BODY (energy, to end reserve) (10 Active Points) 0
    3) Absorption 10 BODY (physical, to end reserve) (10 Active Points) 0
    4) Naked Advantage: Endurance may come from personal or reserve (+¼) for up to 60 Active Points (15 Active Points) 1
     
    Fringe Benefit: License to practice a profession, Passport
    Analyze: Magic 14-
    Sleight Of Hand 13-
    Systems Operation 14-
    Teamwork 13-
    Bump Of Direction
    Simulate Death
    Eidetic Memory
    Speed Reading (x100)
    Contortionist 13-
    Inventor magic 23-
    +2/+2d6 Striking Appearance (vs. all characters)
     
    Morning magical rituals, all slots Concentration (0 DCV; Character is totally unaware of nearby events; -¾), Gestures (Requires both hands; Complex; -¾), Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -¾), Limited Power Power loses about a fourth of its effectiveness (all effects turn off at dawn; -¼)
    1) Improved Mystical Barriers: Resistant Protection (15 PD/15 ED/10 Mental Defense/10 Power Defense/10 Flash Defense: Sight Group) (90 Active Points) 0
    2) My Girlfriend the ghost is warning me: Defense Maneuver I-IV (10 Active Points); Limited Power Power loses about a fourth of its effectiveness (not on hallowed grounds; -¼)
    3) I know all tongues: Universal Translator 14- (20 Active Points)
     
    Variable Power Pool, 75 base + 75 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (150 Active Points); all slots Incantations (Complex; -½), Gestures (-¼)
     
    Background/History:
     
    Personality/Motivation:
     
    Quote:
     
    Powers/Tactics:
     
    Campaign Use:
     
    Appearance:
     
     

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  12. Blip 225pts 1948 super game

    Blip aka Karrin Harrington
     
     
     

    Val Char Cost Roll Notes
    15 STR 5 12- Lift 200.0kg; 3d6 [1]
    18 DEX 16 13- OCV: 7/DCV: 6
    20 CON 10 13-
    18 INT 8 13- PER Roll 13-
    10 EGO 0 11- ECV: 1 - 1
    13 PRE 3 12- PRE Attack: 2 ½d6
    7 OCV 20
    6 DCV 15
    1 OMCV -6
    1 DMCV -6
    4 SPD 20 Phases: 3, 6, 9, 12
    12 PD 3 Total: 12 PD (7 rPD)
    12 ED 3 Total: 12 ED (7 rED)
    8 REC 4
    40 END 4
    10 BODY 0
    40 STUN 10 Total Characteristic Cost: 109  
    Movement: Running: 12m/24m
    Leaping: 4m/8m
    Swimming: 4m/8m
    Teleportation: 32m/64m
     
     

    Cost Powers END
    Mutant Teleportation powers, all slots Unified Power (-¼)
    17 1) Teleport redirection field: Resistant Protection (7 PD/7 ED) (21 Active Points) 0
    4 2) Teleportation: Floating Fixed Location (1 Locations) (5 Active Points) 0
    12 3) Extra Dimensional Space: Custom Power (30 Active Points); Restrainable (-½), Gestures (Requires both hands; -½), Costs Endurance (Only Costs END to Activate; -¼) 3
    Notes: 4m wide x 4m deep x 2m high 32 hex area APG2 pg 27  

    32 Teleportation: Multipower, 40-point reserve, (40 Active Points); all slots Unified Power (-¼)
    2f 1) Teleporting move bys: Area Of Effect (8m Radius; +½), Selective (+¼) for up to 40 Active Points of attacks +2 ocv and 6d6 damage, Variable Special Effects (Limited Group of SFX; +¼) (37 Active Points); Extra Time (Full Phase, -½) 4
    3f 2) Combat 1 : Teleportation 32m, Reduced Endurance (½ END; +¼) (40 Active Points) 1
    3f 3) Portal effects: Stretching 23m, Does Not Cross Intervening Space (+¼), Reduced Endurance (0 END; +½) (40 Active Points); No Velocity Damage (-¼) 0
    3f 4) Medium range non combat: Teleportation 10m, No Relative Velocity, x32 Noncombat (40 Active Points) 4
    3f 5) Escape : Teleportation 13m, x8 Noncombat, Safe Blind Teleport (+¼), Armor Piercing (x2; +½) (40 Active Points) 4
    3f 6) Long range porting: Teleportation 12m, Safe Blind Teleport (+¼), Armor Piercing (+¼), MegaScale (1m = 1,000 km; +1 ¾) (39 Active Points) 4  

    4 Fast Strike +2 +0 7d6 Strike
    3 Legsweep +2 -1 6d6 Strike, Target Falls
    5 Takeaway +0 +0 Grab Weapon, 35 STR to take weapon away
    8 +2 HTH Damage Class(es)  

    Talents
    3 +1/+1d6 Striking Appearance (vs. all characters)  

    Skills
    2 Navigation (Land) 13-
    3 Stealth 13-
    3 Streetwise 12-
    3 Language: Japanese (completely fluent)
    0 Everyman Skills
    0 1) Language: English (idiomatic; literate) (5 Active Points)
    0 2) Acting 8-
    0 3) Climbing 8-
    0 4) Concealment 8-
    0 5) Deduction 8-
    0 6) Paramedics 8-
    0 7) Persuasion 8-
    0 8) PS: Courier 11-
    0 9) Shadowing 8-
    0 10) TF: Everyman Skill, Small Motorized Ground Vehicles
    0 11) AK 8-  
    Total Powers & Skill Cost: 116
    Total Cost: 225
     
     

    300+ Matching Complications
    5 Distinctive Features: Mutant (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
    10 Distinctive Features: Looker (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    10 Enraged: Innocents harmed (Common), go 8-, recover 14-
    15 Hunted: Mutant Haters Infrequently (Mo Pow; Harshly Punish)
    5 Hunted: Street gang Infrequently (Less Pow; Harshly Punish)
    15 Psychological Complication: Protective of innocents (Common; Strong)
    (2 points unspent)  

    Total Complications Points: 225  
    EQUIPMENT CARRIED
     
     
    Equipment END
    Knife fighting: HKA 1 point (1d6+1 w/STR) (5 Active Points); Unified Power (-¼)Notes: 3d+1HKA with martial artsno focus as she has tons of cheap blades in an extra dimensional pocket 1
    weapon element: Custom Power (1 Active Points) 0
    Portal vision: Penetrative with Sight Group and Normal Hearing 0
    +22 versus Range Modifier for Sight Group and Normal Hearing 0
    Tracking with Sight Group 0
    Transmit with Hearing Group and Normal Sight 0
     
    Background/History: Karrin's father was an american mad scientist who fled america w/ his wife and child, back to his wife's home country of Japan as he was a wanted fugitive in the USA
    Karrin's father was recruited to work with Unit 731 http://en.wikipedia.org/wiki/Unit_731
    Toward the end of the war Karrin and her family where all together in Hiroshima when the atomic bomb was dropped there
    the bomb caused a cave in in her father's lab
    Both her mother and father where killed in the cave in
    Karrin survived because she was inside her father's teleport pod which was finished but needed a large burst of energy to make it function
    Little Boy provided more than enough power to over power the machine and dump dimensional energies into Karrin
    Karrin survived for a week underground protecter from most of thev deadly radiation effects
    Karrin soon learned to control and manipulate the dimensional energies infused into her body in the 3 yrs since the bomb
     
    Personality/Motivation: generally happy ,till innocents get hurt then watch out
     
    Quote:
     
    Powers/Tactics: Martial Artist
    agent stomper
    Long range trannsport
     
    Campaign Use: Scout
    Commando
     
    Appearance: Amer-Asian ancestory

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  13. Joni Lightspeed

    Flying Energy Blaster
    weak in power output but has trained and created her own ranged martial art to better focus her energy attacks
     
    Joni Lightspeed
     
    Val Char Cost Roll Notes
    7/15 STR -3 10- / 12- Lift 66.0kg/200.0kg; 1d6/3d6
    10/18 DEX 0 11- / 13- OCV: 3/9/DCV: 3/9
    10/25 CON 0 11- / 14-
    18 INT 8 13- PER Roll 13-
    11 EGO 1 11- ECV: 1 - 1
    18 PRE 8 13- PRE Attack: 3 ½d6
     
    3/9 OCV 0
    3/9 DCV 0
    1 OMCV -6
    1 DMCV -6
    2/6 SPD 0 Phases: 6, 12/2, 4, 6, 8, 10, 12
     
    2/25 PD 0 Total: 2/25 PD (0/15 rPD)
    2/25 ED 0 Total: 2/25 ED (0/15 rED)
    4/15 REC 0
    20 END 0
    10 BODY 0
    20/50 STUN 0 Total Characteristic Cost: 1
     
    Movement: Running: 12m/24m
    Flight: 85m/10880m
    Leaping: 2m/4m
    Swimming: 4m/8m
     
    Cost Powers END
    Energy form, all slots Only In Alternate Identity (-¼), Unified Power (-¼)
    5 1) +8 STR (8 Active Points) 1
    11 2) +8 DEX (16 Active Points)
    10 3) +15 CON (15 Active Points)
    20 4) +6 OCV (30 Active Points)
    20 5) +6 DCV (30 Active Points)
    27 6) +4 SPD (40 Active Points)
    5 7) +8 PD (8 Active Points)
    5 ? +8 ED (8 Active Points)
    7 9) +11 REC (11 Active Points)
    10 10) +30 STUN (15 Active Points)
    31 11) Endurance Reserve (180 END, 25 REC) (63 Active Points); Perceivable (-½) 0
    43 12) Resistant Protection (15 PD/15 ED/10 Mental Defense/10 Power Defense) (75 Active Points); Perceivable (-¼) 0
    13 13) Absorption 12 BODY (energy, Body, Stun,End reserve), Characteristics (+½), Expanded Effect (x3 Characteristics or Powers simultaneously) (+1) (30 Active Points); Only Restores To Starting Values (-½), Perceivable (-¼) 0
    24 14) Life Support (Eating: Character only has to eat once per week; Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Longevity: Immortal; 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 only has to sleep 8 hours per week) (36 Active Points) 0
    13 15) Energy awareness: Spatial Awareness (Sight Group) (20 Active Points) 0
     
    87 Energy Manipulation: Multipower, 130-point reserve, (130 Active Points); all slots Only In Alternate Identity (-¼), Unified Power (-¼)
    5f 1) Gravity bolt: Blast 9d6, Reduced Endurance (½ END; +¼), No Range Modifier (+½) (79 Active Points) 3
    Notes: 11d6 w/ ranged MA
    5f 2) Laser Bolt: Killing Attack - Ranged 3d6, Reduced Endurance (½ END; +¼), No Range Modifier (+½) (79 Active Points) 3
    Notes: 4d6-1 RKA w/ ranged MA
    4f 3) Maser: (Total: 80 Active Cost, 38 Real Cost) Killing Attack - Ranged 1 point, Reduced Endurance (½ END; +½), Area Of Effect Nonselective (128m Cone; +1), Penetrating (x2; +1), Autofire (3 shots; +¼), Non-Standard Attack Power (+1) (24 Active Points); No Range (-½), Limited Power Power loses about a third of its effectiveness (Only vs Electronics and EMP sensitive persons or stuff; -½) (Real Cost: 10) plus Sight and Radio Groups Flash 4d6, Area Of Effect (128m Cone; +1 ¼) (56 Active Points); No Range (-½) (Real Cost: 28) 7
    3f 4) Combat flight: Flight 28m, Position Shift, Usable [As Swimming] (+¼), Costs Endurance Only To Activate (+¼) (49 Active Points) 4
    9f 5) Really fast mover in atmosphere: Flight 57m, x128 Noncombat, Costs Endurance Only To Activate (+¼), Rapid Noncombat Movement (+¼) (130 Active Points) 11
    Notes: Max Non-combat 21,888 mph or Mach 28.43 at sea level
    4f 6) Space Flight 10m, Costs Endurance Only To Activate (+¼), MegaScale (1m = 1 light year; +4 ¼) (55 Active Points) 5
    5 Basic Shot +2 +0 Weapon, ranged attack
    Notes: +2 damage classes +1 for no range mod
    5 Basic Disarm +2 +0 Weapon, Strike
    Notes: +2 DC's +1 for no range
    5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove
     
    Perks
    2 Money: Well Off
     
    Talents
    3 +1/+1d6 Striking Appearance (vs. all characters)
     
    Skills
    3 Scientist
    1 1) Nuclear Physics: Science Skill 11- (2 Active Points)
    1 2) Physics: Science Skill 11- (2 Active Points)
    1 3) Quantum Physics: Science Skill 11- (2 Active Points)
    0 Pre based may add +1 for Striking Appearance
    3 1) Charm 13-
    3 2) Persuasion 13-
    3 Computer Programming 13-
    3 Navigation 13-
    0 everyman skills
    0 1) Acting 8-
    0 2) Climbing 8-
    0 3) Concealment 8-
    0 4) Deduction 8-
    0 5) Language: English (completely fluent; literate) (4 Active Points)
    0 6) Paramedics 8-
    0 7) PS: Scientist 11-
    0 ? Shadowing 8-
    0 9) Stealth 8-
    0 10) TF: Everyman Skill, Small Motorized Ground Vehicles
    0 11) AK: USA 8-
     
    Total Powers & Skill Cost: 399
    Total Cost: 400
     
    400+ Matching Complications
    10 Distinctive Features: Glows like a freaking star (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    20 Enraged: when normals are harmed (Common), go 11-, recover 11-
    20 Hunted: by the corperation that caused her transformation Infrequently (Mo Pow; NCI; Harshly Punish)
    20 Psychological Complication: Protective of normals (Very Common; Strong)
    5 Social Complication: Secret Id Infrequently, Minor
     
    Total Complications Points: 400
     
    Background/History: Substandard equipmet used by the company Joan use to work for is the cause of her transformation
     
    Personality/Motivation: Protect the innocent
     

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  14. Precision 507pts 6th ed

    Martial Artist w/telekinetic and telepathic abilities
    Ranged through manifesting a telekinetic cloak
     
     
    Precision
     
     
    Val Char Cost Roll Notes 30 STR 5 15- Lift 1600.0kg; 6d6 [1] 18 DEX 16 13- OCV: 9/DCV: 9 25 CON 15 14- 18 INT 8 13- PER Roll 13- 13 EGO 3 12- ECV: 1 - 3 18 PRE 8 13- PRE Attack: 3 ½d6  
    9 OCV 30 9 DCV 30 1 OMCV -6 3 DMCV 0 5 SPD 30 Phases: 3, 5, 8, 10, 12  
    8+12 PD 6 Total: 8/20 PD (0/12 rPD) 8+12 ED 6 Total: 8/20 ED (0/12 rED) 10 REC 6 50 END 6 10 BODY 0 50 STUN 15 Total Characteristic Cost: 178  
    Movement: Running: 12m/24m
    Flight: 43m/172m
    Leaping: 4m/8m
    Swimming: 4m/8m
     
    Cost Powers END Telepathic and telekinetic enhacement of his body, all slots Unified Power (-¼) 18 1) Telekinetic enhancement: +15 STR, Reduced Endurance (0 END; +½) (22 Active Points) 32 2) Telekinetic Radar : Detect A Class Of Things Objects 14- (Touch Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Partially Penetrative, Targeting, Telescopic: +5, Transmit (41 Active Points) 0 29 3) Telekinetic shielding: Resistant Protection (12 PD/12 ED) (36 Active Points) 0 8 4) Telepathic Shielding: Mental Defense (10 points total) (10 Active Points) 0 8 5) Telekinetic shielding: Power Defense (10 points) (10 Active Points) 0 13 6) Sub conscience telekinetic repair: Regeneration (1 BODY per Turn) (16 Active Points) 0 8 7) Clinging (normal STR) (10 Active Points) 0 8 😎 Telepathic Awareness: Defense Maneuver I-IV (10 Active Points)   48 Telekinetic Cloak Manifestation : Multipower, 60-point reserve, (60 Active Points); all slots Unified Power (-¼) 4v 1) Cloak stretching abilities: Stretching 30m, x2 body dimension, Reduced Endurance (½ END; +¼) (44 Active Points); Limited Power Power loses about a fourth of its effectiveness (no fine manipulation; -¼), Limited Body Parts (arms only; -¼), No Velocity Damage (-¼) 1 1f 2) Hardening the corners(30m range): HKA 1d6 (3d6 w/STR) (15 Active Points) 1 Notes: 4d6 HKA when adding in martial arts 5f 3) Puffer fish spikes attack: Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR), Reduced Endurance (½ END; +¼), Penetrating (+½), Area Of Effect (30m Radius; +1), Selective (+¼) (60 Active Points) 2 3f 4) Shocking Pufferfish Attack: HKA 1d6+1 (2d6 w/STR), +2 Increased STUN Multiplier (+½), Area Of Effect (30m Radius; +1), Selective (+¼) (55 Active Points); Limited Power Power loses about a third of its effectiveness (Does no body; -½) 5 3f 5) Mental Puffer fish attack: Blast 3 ½d6, Attack Versus Alternate Defense (ED; Vs Menbtal Def; +1), Area Of Effect (30m Radius; +1), Selective (+¼) (58 Active Points); No Range (-½) 6 4f 6) Mental spike: Blast 4d6+1, Armor Piercing (+¼), No Range Modifier (+½), Attack Versus Alternate Defense (ED; Mental Def; +1) (60 Active Points); Limited Range (30m; -¼) 6 5f 7) Telekinetic: Flight 43m, x4 Noncombat, Reduced Endurance (½ END; +¼) (60 Active Points) 2 Notes: 143 mph at spd 5 114.67 at spd 4   Equipment 5 1) Armored Costume : Resistant Protection (6 PD/6 ED) (18 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Does not stack w/ other resistant def; -1 ½), Only In Alternate Identity (-¼), Perceivable (-¼), Requires A Roll (14- roll; -¼) 0 13 2) Armored Costume: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF (-½) 0   Precision MA Maneuver OCV DCV Notes 1 Weapon Element: Default Element(empty hand), Whips(cloak) 2 Weapon Element: Blades, Clubs 4 Fast Strike +2 +0 12d6 Strike 5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove 3 Legsweep +2 -1 11d6 Strike, Target Falls 4 Martial Escape +0 +0 65 STR vs. Grabs 3 Martial Throw +0 +1 10d6 +v/10, Target Falls 5 Takeaway +0 +0 Grab Weapon, 60 STR to take weapon away 16 +4 HTH Damage Class(es)  
    Talents 0 Precision Talents 3 1) just a little handsome: +1/+1d6 Striking Appearance (vs. all characters)  
    Skills 0 Precision Skills 3 1) Acrobatics 13- 3 2) Acting 13- 3 3) Breakfall 13- 3 4) Climbing 13- 3 5) Charm 13- 3 6) Combat Driving 13- 3 7) Combat Piloting 13- 3 😎 Conversation 13- 3 9) Deduction 13- 3 10) Disguise 13- 3 11) Electronics 13- 3 12) Inventor 13- 3 13) Mechanics 13- 3 14) Navigation 13- 3 15) Power 11- 3 16) Shadowing 13- 3 17) Stealth 13- 3 18) Streetwise 13- 10 19) TF: Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Combat Aircraft, Hanggliding, Helicopters, Large Planes, Parachuting, Basic, Small Planes, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles 4 20) WF: Common Melee Weapons, Small Arms 0 everyman skills 0 AK: California USA (Custom Adder) 11- 0 KS: Stunt Gags (Custom Adder) 11- 0 PS: Stuntman 11- 0 Language: English (idiomatic; Everyman, literate) 0 Persuasion 8-  
    Total Powers & Skill Cost: 329
    Total Cost: 507
     
    500+ Matching Complications 0 Precision Complications 30 1) Hunted: Men in Black Very Frequently (Mo Pow; NCI; Harshly Punish) 10 2) Hunted: Eden Institute Frequently (Mo Pow; Watching) 15 3) Psychological Complication: Not a murder but will kill to protect (Common; Strong) 15 4) Psychological Complication: Loves playing it flashy swashbuckler type (Common; Strong)   Notes: This Disadvantage is most appropriate for male characters. This character feels that an exciting and adventuresome life is the only life to live. The character regularly trades jibes with friends, but accepts no insult from strangers. He lives to sweep women off their feet (and does so with style, of course) with poetry and flowers. The character will accept any challenge, no matter what the odds. He fights aggressively and confidently. In order to avoid acting in this manner, the character must make an Ego Roll. This Disadvantage works well with Fearless and Showoff. 15 5) Psychological Complication: Fearless (Common; Strong)   Notes: Such a character risks himself without a thought to his own survival. He takes no consideration of the odds against him, or what might happen to him if he fails. He simply does what he does with no fear. Such a character wouldn't hesitate to enter a burning building, or skydive off of a skyscraper, or go toe to toe with a foe when he knew he was outmatched. At the Strong level, the character must make an Ego Roll in order to consider the potential danger. At Total commitment the character is completely oblivious to danger in all but the most dire of situations, and even in those he must make an Ego Roll. 10 6) Rivalry: Professional, Men in Black, Rival is More Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 5 7) Rivalry: Professional (other swashbuckler types), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 7 Experience Points  
    Total Complications Points: 507  
    EQUIPMENT CARRIED
     
     
    Equipment END
    Vehicles x8 200pt base
    Mimicry 13-
    Persuasion 13-
    Concealment 13-
    +2/+2d6 Striking Appearance (vs. all characters)
     
    Background/History: Robert Mitchell is a stuntman
     
    Since finding out he has super powers( he landed badly and broke his ankle only to find it mostly healed by the time the stunt crew got to him )
    Robert has been secretly testing out what he can do,and taking riskier stunts
     
    The most visible effect is his ability to manifest a cloak and mask(too many Zorro ,Scarlet Pimpernel,Errol Flynn movies)that moves and stretches itself at Robert's beck and call
     
    doing many different effect including flight
     
    Stretching cloak as far as 30m
     
    forming various types of spikes some lethal some not
     
    Personality/Motivation: Swashbuckler daredevil type
     
    Quote: Watch this
     
    Powers/Tactics:
     
    Campaign Use: hand to hand to med range combatant
    stealth

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  15. Ghost Cat

    Demi Brick MA
     
    Ghost Cat
     
     
     

    Val Char Cost Roll Notes
    45 STR 5 18- Lift 12.8tons; 9d6 [1]
    18 DEX 16 13- OCV: 8/DCV: 8
    25 CON 15 14-
    18 INT 8 13- PER Roll 13-
    10 EGO 0 11- ECV: 1 - 1
    13 PRE 3 12- PRE Attack: 2 ½d6
    8 OCV 25
    8 DCV 25
    1 OMCV -6
    1 DMCV -6
    6 SPD 40 Phases: 2, 4, 6, 8, 10, 12
    25 PD 0 Total: 25 PD (10 rPD)
    25 ED 0 Total: 25 ED (10 rED)
    15 REC 11
    50 END 6
    10 BODY 0
    50 STUN 15 Total Characteristic Cost: 157 Movement: Running: 40m/65m/160m/260m
    Flight: 18m/144m
    Leaping: 50m/104m/100m/208m
    Swimming: 4m/8m
     
     

    Cost Powers END
    34 Nanite and genetic construct manipulation: Multipower, 43-point reserve, (43 Active Points); all slots Unified Power (-¼)
    2f 1) Fur Ball Cat fight: Area Of Effect (4m Radius; engaging all targets in an 4m radius; +¼), Selective (+¼) for up to 50 Active Points of Fast Strike +2 OCV 8DCs,Legsweep +2 OCV -1 DCV,9DCs,Takeaway 50 Str, Variable Special Effects (Limited Group of SFX; Martial maneuvers; +¼) (31 Active Points); Restrainable (-½) 3
    3f 2) Running +25m (40m/65m total), x4 Noncombat, Reduced Endurance (½ END; +¼) (40 Active Points) 1
    3f 3) Leaping +54m (50m/104m forward, 25m/52m upward) (Accurate), Reduced Endurance (½ END; +¼) (40 Active Points) 1
    3f 4) Desolidification (affected by area effects) (40 Active Points) 4
    3f 5) Shape Shift (Sight, Touch and Hearing Groups, limited group of shapes), Imitation, Costs END Only To Change Shape (+¼) (41 Active Points) 3  

    Nanite ,alien tech enhancements, all slots Unified Power (-¼)
    4 1) Sharp claws and knows to use them: Killing Attack - Hand-To-Hand 1 point (3d6+1 w/STR) (5 Active Points) 1
    Notes: 4d6-1 HKA with fast strike
    24 2) Resistant Protection (10 PD/10 ED) (30 Active Points) 0
    20 3) (Total: 26 Active Cost, 20 Real Cost) +13 PD (Real Cost: 13) plus +13 ED (Real Cost: 13) 0
    11 4) Infrared Perception (Sight Group), Discriminatory, Partially Penetrative, Tracking (20 Active Points); Lockout (-½) 0
    Notes: Normal Vision locks out -- cannot see usual details, read, see pictures or images, etc.
    36 5) +30 STR, Reduced Endurance (0 END; +½) (45 Active Points)
    4 6) Power Defense (5 points) (5 Active Points) 0
    4 7) Mental Defense (5 points total) (5 Active Points) 0
    13 8) Regeneration (1 BODY per Turn) (16 Active Points) 0
    8 9) Clinging (normal STR) (10 Active Points) 0
    25 10) Life Support (Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Longevity: 400 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) (31 Active Points) 0  
     

    4 Fast Strike +2 +0 11d6 Strike
    3 Legsweep +2 -1 10d6 Strike, Target Falls
    4 Martial Escape +0 +0 60 STR vs. Grabs
    1 Weapon Element: Claws  

    Talents
    6 +2/+2d6 Striking Appearance (vs. all characters)  

    Skills
    0 Pre based skills may add +2 for Striking Appearence
    3 Charm 12-
    5 Acting 13-
    0 Dex based
    3 1) Breakfall 13-
    3 2) Stealth 13-
    0 Int based
    3 1) Concealment 13-
    3 2) Deduction 13-
    3 3) Mimicry 13-
    2 4) Navigation (Land) 13-
    3 5) Security Systems 13-
    0 Everyman skills
    0 1) Climbing 8-
    0 2) Conversation 8-
    0 3) AK: USA 8-
    0 4) Criminology (Custom Adder) 10-
    Notes: Carry over memories from Silk Detective
    0 5) Language: English (idiomatic; literate) (5 Active Points)
    0 6) Paramedics 8-
    0 7) Persuasion 8-
    0 8) Shadowing 8-
    0 9) TF: Custom Adder, Small Motorized Ground Vehicles  
    Total Powers & Skill Cost: 243
    Total Cost: 400
     
     

    400+ Matching Complications
    5 Distinctive Features: Mystically Active / Nanotech Infused (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
    10 Hunted: Tech Villians Infrequently (As Pow; Numerous/Various; Capture / Study)
    20 Hunted: CIA Frequently (Mo Pow; NCI; PC's ID Known to Watcher; Watching)
    0 Hunted: Guardian Program Infrequently (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching; Custom Adder)
    10 Psychological Complication: Aversion to Killing (Common; Moderate)
    10 Social Complication: Emotionally Detached Frequently, Minor
    Notes: Because her memories are not <i>actually</i> her own, there is a slight, subtle, but distinct detachment between what happens and how Ghost Cat reacts. She does not usually <i>react</i> incorrectly, but there's often a slight hesitation between action and reaction that would not be there in a 'normal' human. As she gets older and claims more experience, this will be able to be bought off -- but because of it, people tend to be just a <i>touch</i> uneasy around her.
    10 Psychological Complication: Striving to Be More Human (Common; Moderate)
    Notes: Because she <b>is</b> still learning how to be 'herself', Ghost Cat can sometimes be manipulated by suggesting to her that 'real humans react X way'. This has the potential to lead her into trouble, but it isn't likely to lead her into BAD trouble ...
    10 Physical Complication: Affected as both Human and Machine re: Mental Powers (Infrequently; Slightly Impairing)
    Notes: Due to the fact that she is not just human but also highly infused with nanobots, Ghost Cat can be affected by mental powers that target either humans (her brain), or machines (her nanobots, which then control her brain).  

    Total Complications Points: 400  
     
    Background/History: Maggie May is a human genetic,nanite and alien tech construct done by the original Silk Detective just after WW2 with technology SD captured from the Nazis and others
    Maggie was created as a decoy so the real SD could retire
    The basis of Maggie is DNA from SD along with the Ubermensh project the Nazis had been working on during the war
     
    SD found that she did not need to use Maggie,but she did want a child
    so she arranged for Maggie's paper work with the OSS(now the CIA)
    Maggie appears as a 22 yr old woman
    she has all of SD's memories but knows they are false but they give her a working template to grow on
     
    Now with the sudden disappearance of SD the CIA has suggested that GC join the(insert group name here) to complete her training and be part of a bigger picture
     
    Personality/Motivation: wants to do the right thing
     
    Quote: shush
     
    Powers/Tactics: Demi brick
    Stealth
    Detective
     
    Campaign Use:
     
    Appearance: appears to be 22 but is 2 yrs old
    36d-24-36

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  16. Silk Detective and her Dragon multiform 400pts 6th ed

    Detective/ Scientist/Gunslinger and her multiform a Dragon
    Silk just by herself
     
    Silk Detective
     
     
     

    575]Val Char Cost Roll Notes
    575] 15 STR 5 12- Lift 200.0kg; 3d6 [1]
    575] 18 DEX 16 13- OCV: 8/DCV: 7
    575] 25 CON 15 14-
    575] 18 INT 8 13- PER Roll 13-
    575] 13 EGO 3 12- ECV: 1 - 3
    575] 13 PRE 3 12- PRE Attack: 2 ½d6  

    575] 8 OCV 25
    575] 7 DCV 20
    575] 1 OMCV -6
    575] 3 DMCV 0
    575] 4 SPD 20 Phases: 3, 6, 9, 12  

    575]2+23 PD 0 Total: 2/25 PD (0/15 rPD)
    575]2+23 ED 0 Total: 2/25 ED (0/15 rED)
    575] 10 REC 6
    575] 20 END 0
    575] 10 BODY 0
    575] 40 STUN 10 Total Characteristic Cost: 123  
    Movement: Running: 12m/24m
    Leaping: 2m/4m
    Swimming: 2m/4m
    Teleportation: 45m/90m
    Tunneling: 12m/24m
     
     

    Cost Powers END
    Aquired knowledge(,alien,super tech), all slots Concentration (0 DCV; Character is totally unaware of nearby events; -¾), Unified Power (-¼), Only In Alternate Identity (-¼)
    24 1) Force field: Resistant Protection (15 PD/15 ED) (Protect Carried Items) (55 Active Points) 0
    11 2) Force Field: (Total: 28 Active Cost, 11 Real Cost) +8 PD (Real Cost: 8) plus +8 ED (Real Cost: 8) plus +7 Mental Defense (7 points total) (7 Active Points) (Real Cost: 3) plus Power Defense (5 points) (5 Active Points) (Real Cost: 2) 0
    7 3) LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing) (17 Active Points) 0  
     

    51 Custom M1911a1 .45 Pistols w/ child safe interlocks: Multipower, 60-point reserve, all slots Reduced Endurance (0 END; +½) (90 Active Points); all slots Restrainable (-½), Unified Power (-¼)
    3f 1) Mercy rounds single target Neural suppessor: Mental Blast 6d6, Alternate Combat Value (uses OCV against DCV; +0) (60 Active Points) 0
    2f 2) Mercy Rounds Cone Neural suppessor: Mental Blast 3d6+1, Area Of Effect Nonselective (64m Cone; +¾) (58 Active Points); No Range (-½), Extra Time (Full Phase, -½) 0
    2f 3) Force field jacketed shape charge rounds: Killing Attack - Ranged 1d6, Affects Desolidified Any form of Desolidification (+½), Penetrating (x2; +1), Area Of Effect (64m Radius; +1 ¼), Selective (+¼) (60 Active Points); No Range (-½), Extra Time (Full Phase, -½) 0
    3f 4) Depleted Uranium ammo: RKA 4d6 (60 Active Points) 0
    3f 5) Blasting holes in walls: Tunneling 12m through 24 PD material (60 Active Points) 0  

    34 Gloves and belt extra dimensional manipulation equipment: Multipower, 60-point reserve, (60 Active Points); all slots IIF (-¼), 8 clips of 4 Charges (-¼), Gestures (-¼)
    4f 1) Combat porting 1: Teleportation 45m, No Relative Velocity, Position Shift (60 Active Points) 0
    4f 2) Short ranged Non-combat teleporting: Teleportation 9m, No Relative Velocity, x16 Noncombat, Safe Blind Teleport (+¼), Armor Piercing (x2; +½) (59 Active Points) 0
    4f 3) Global teleporting: Teleportation 10m, No Relative Velocity, Safe Blind Teleport (+¼), MegaScale (1m = 1,000 km; +1 ¾) (60 Active Points) 0  

    Gloves and belt extra dimensional manipulation equipment, all slots IIF (-¼), Gestures (-¼), 8 clips of 4 Charges (-¼)
    8 1) Teleportation: Floating Fixed Location (3 Locations) (15 Active Points) 0
    9 2) Extra dimensional space: Custom Power (35 Active Points); Increased Endurance Cost (x3 END; -1), Extra Time (Extra Phase, -¾), Costs Endurance (-½) 9
    Notes: area 64 cubic meters 4x8x2h
    3 Basic Strike +1 +0 10d6 Strike
    4 Martial Escape +0 +0 55 STR vs. Grabs
    5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove
    20 +5 HTH Damage Class(es)  

    Talents
    20 Universal Scientist 13-  

    Skills
    2 WF: Small Arms
    10 TF: Science Fiction & Space Vehicles, Combat Aircraft, Helicopters, Large Military Ships, Large Motorized Ground Vehicles, Large Planes, Small Military Ships, Small Planes, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles
    0 Everyman skills
    0 1) AK: USA 8-
    0 2) Acting 8-
    0 3) Climbing 8-
    0 4) Conversation 8-
    0 5) PS: Archeologist 11-
    0 6) Language: English (idiomatic; Everyman, literate)
    0 7) Paramedics 8-
    0 8) Persuasion 8-
    0 9) Shadowing 8-
    0 10) TF: Everyman, Small Motorized Ground Vehicles
    0 Normal skills
    3 Analyze: Tech 13-
    3 Combat Driving 13-
    3 Combat Piloting 13-
    3 Stealth 13-
    3 Computer Programming 13-
    3 Concealment 13-
    3 Criminology 13-
    3 Deduction 13-
    3 Electronics 13-
    3 Super Tech: Inventor 13-
    3 Mechanics 13-
    3 Navigation 13-
    3 Systems Operation 13-
    2 Weaponsmith (Firearms) 13-
    3 Her Pistols: +1 with a small group of attacks  
    Total Powers & Skill Cost: 277
    Total Cost: 400
     
     

    400+ Matching Complications
    15 Enraged: If refered to as a mad scientist (Uncommon), go 11-, recover 11-
    15 Hunted: SUSHI Infrequently (Mo Pow; Harshly Punish)
    15 Hunted: Nazis Infrequently (Mo Pow; Harshly Punish)
    15 Psychological Complication: Hates Nazis (Common; Strong)
    15 Psychological Complication: Loves to discover stuff and explore (Common; Strong)  

    Total Complications Points: 400  
    EQUIPMENT CARRIED
     
     
    Equipment END
     
     
    Background/History: Curiosity has nearly killed her many a time and she just keeps proving Nietzsche right "That which does not kill us makes us stronger"
     
    Child of an explorer who always got into trouble
    And a knack for figuring stuff out
     
    Personality/Motivation: thrill seeker and explorer
     
    Quote: let me have a look at that
    you get it to work by doing pushing this button
    this is one of those "man was never suppose to know kind of things"good thing I'm a woman
     
    Powers/Tactics: Gunslinger
    Martial artist
    Teleporter
     
    Campaign Use: Detective
    Scientist
     
    Appearance: late 20's

    153 downloads

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  17. Wraith 400pts 6th ed

    Gravity based Brick using a spooky motif
     
    WRAITH
     
    Val Char Cost Roll Notes
    15+45 STR 5 12- / 21- Lift 200.0kg/102.4tons; 3d6/12d6 [1]
    18 DEX 16 13- OCV: 3/9/DCV: 3/6
    10+15 CON 0 11- / 14-
    18 INT 8 13- PER Roll 13-
    12 EGO 2 11- ECV: 1 - 1
    13 PRE 3 12- PRE Attack: 2 ½d6
     
    3+6 OCV 0
    3+3 DCV 0
    1 OMCV -6
    1 DMCV -6
    2+2 SPD 0 Phases: 6, 12/3, 6, 9, 12
     
    20 PD 0 Total: 20 PD (15 rPD)
    20 ED 0 Total: 20 ED (15 rED)
    4+11 REC 0
    20+30 END 0
    11 BODY 1
    20+30 STUN 0 Total Characteristic Cost: 23
     
    Movement: Running: 12m/24m
    Flight: 53m/106m
    Leaping: 4m/8m
    Swimming: 4m/8m
    Teleportation: 5m/10m
    Tunneling: 6m/12m
     
    Cost Powers END
    Mutation:Graviton energy form, all slots OIAID (-¼), Unified Power (-¼)
    53 1) Flight 53m, Costs Endurance Only To Activate (+¼), Usable [As Second Mode Of Movement] (Underwater; +¼) (79 Active Points) 7
    45 2) +45 STR, Reduced Endurance (0 END; +½) (67 Active Points); Unified Power (-¼)
    20 3) +6 OCV (30 Active Points)
    10 4) +3 DCV (15 Active Points)
    10 5) +15 CON (15 Active Points)
    13 6) +2 SPD (20 Active Points)
    7 7) +11 REC (11 Active Points)
    10 8) +30 STUN (15 Active Points)
    4 9) +30 END (6 Active Points)
    29 10) Gravitic perception: Detect A Large Class Of Things 13- (Touch Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Partially Penetrative, Range, Targeting, Telescopic: +6 (43 Active Points) 0
    13 11) Knockback Resistance -20m (20 Active Points) 0
    7 12) Teleportation: Floating Fixed Location (2 Locations) (10 Active Points) 0
     
    Muation:Graviton energy form, all slots Unified Power (-¼), Perceivable (-¼), Only In Alternate Identity (-¼)
    19 1) LS (Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (34 Active Points) 0
    26 2) Resistant Protection (15 PD/15 ED) (45 Active Points) 0
    2 3) +3 PD (3 Active Points)
    2 4) +3 ED (3 Active Points)
    5 5) Power Defense (9 points) (9 Active Points) 0
     
    40 Multipower, 60-point reserve, (60 Active Points); all slots Unified Power (-¼), Only In Alternate Identity (-¼)
    4f 1) Gravtic crush: Drain BODY 6d6 (60 Active Points) 6
    4f 2) Warping the EM spectrum: Invisibility to Sight, Radio and Hearing Groups , No Fringe, Reduced Endurance (0 END; +½) (60 Active Points) 0
    4f 3) Gravitic warping of time and space: Teleportation 5m, No Relative Velocity, x2 Increased Mass, MegaScale (1m = 10,000 km; +2) (60 Active Points) 6
    4f 4) Tunneling 6m through 21 PD material, Costs Endurance Only To Activate (+¼) (60 Active Points) 5
    3f 5) Gravity field: Area Of Effect (16m Radius; +¾), Selective (+¼) for up to 48 Active Points of Strength (48 Active Points) 5
     
     
    Perks
    5 Money: Well Off
     
    Talents
    6 +2/+2d6 Striking Appearance (vs. all characters)
     
    Skills
     
    3 Concealment 13-
    3 Criminology 13-
    3 Deduction 13-
    3 Forensic Medicine 13-
    5 Horror writer: PS 14-
    3 Navigation 13-
    3 Scholar
    1 1) All the worlds monster of myth,legend of earth: KS (2 Active Points) 11-
    1 2) Criminal Law and Procedures: KS (2 Active Points) 11-
    1 3) Criminal Underworld: KS (2 Active Points) 11-
    1 4) Current Events: KS (2 Active Points) 11-
    1 5) Law Enforcement World: KS (2 Active Points) 11-
    1 6) Literature (Horror fiction): KS (2 Active Points) 11-
    3 Streetwise 12-
    0 Everyman skills
    0 1) Conversation 8-
    0 2) Language: English (idiomatic; literate) (5 Active Points)
    0 3) Climbing 8-
    0 4) AK: USA 8-
    0 5) Paramedics 8-
    0 6) Persuasion 8-
    0 7) Comic artist: PS (Custom Adder) 11-
    0 8) TF: Custom Adder, Small Motorized Ground Vehicles
     
    Total Powers & Skill Cost: 377
    Total Cost: 400
     
    400+ Matching Complications
    15 Dependent NPC: Editor Infrequently (Incompetent; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)
    20 Enraged: if normals are endangered (Common), go 11-, recover 11-
    10 Psychological Complication: Code vs killing (Common; Moderate)
    10 Psychological Complication: Loves playing up the spooky motif (Common; Moderate)
    10 Psychological Complication: hates dealing with incompetence (Uncommon; Strong)
    5 Distinctive Features: Mutant (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
    5 Distinctive Features mental energy attraction: detectable by mental sense (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
     
    Total Complications Points: 400
     
    Background/History: Rena is a ,but has only had her powers for a year though she is in her late 20's
    she has had good success writing horror/action books(3 books since she started at 25)
    she has taken the past year to learn and develop her powers and the Wraith persona
    she has yet to make an appearance in public
    Before her writing career took of Rena worked as a Crime scene Investigator
     
    Personality/Motivation: thrill seeker
    a way to expand her writings
    develope a new character to write about
     
    Quote: she is generally silent
     
    Powers/Tactics: Str 55:just pretty much brick tactics
    Flight:flys upright and strides when moving
    She becomes an semi solid energy being when powered up
    N-ray perception:mass detection based on touch(and can easily id targets by it)
    Speed:she is using gravity to warp time/space(slowing everything vs her)
    Teleportation:using gravity to warp 2 points in space
    Drain:she is creating an intense gravity field to crush her target into a singlularity(think of a sub going past crush depth)
    Tunneling:just a movement version of Drain
    Knockback resistance:using gravity to lock her in place
    Invisibility:expanding and refining of her skin tight field to include her clothing
     
    Campaign Use: Flying Brick
    Transport
     
    Appearance: 34c-22-35
    she looks like a set of animated clothing(nobody looks to be in the clothing but they look as if being worn)
    when in her energy form she looks like a very strong heat shimmer(a very bad invisiblity fringe effect visible beyong 2m)
    see picture

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  18. Blip 6th ed 400p pts w/ VPP

    Teleporting MA
     
     
    Blip
     
     

    Val Char Cost Roll Notes
    25 STR 15 14- Lift 800.0kg; 5d6 [2]
    18 DEX 16 13- OCV: 9/DCV: 10
    25 CON 15 14-
    18 INT 8 13- PER Roll 13-
    10 EGO 0 11- ECV: 1 - 1
    10 PRE 0 11- PRE Attack: 2d6
    9 OCV 30
    10 DCV 35
    1 OMCV -6
    1 DMCV -6
    4 SPD 20 Phases: 3, 6, 9, 12
    22 PD 0 Total: 22 PD (12 rPD)
    22 ED 0 Total: 22 ED (12 rED)
    10 REC 6
    45 END 5
    12 BODY 2
    45 STUN 13 Total Characteristic Cost: 153 Movement: Running: 12m/24m
    Leaping: 4m/8m
    Swimming: 4m/8m
    Teleportation: 121m/242m
    Tunneling: 10m/20m
     
     
     

    Cost Powers END
    Mutant Teleportation powers, all slots Unified Power (-¼)
    29 1) Teleport redirection field: Resistant Protection (12 PD/12 ED) (36 Active Points) 0
    12 2) Teleportation redirection field: (Total: 16 Active Cost, 12 Real Cost) +8 PD (Real Cost: 8) plus +8 ED (Real Cost: 8) 0
    12 3) Teleport redirection field: Power Defense (15 points) (15 Active Points) 0
    2 4) Instinct : Absolute Range Sense (3 Active Points)
    16 5) Teleportation: Floating Fixed Location (4 Locations) (20 Active Points) 0
    2 6) Teleportation: Fixed Location (3 Locations) (3 Active Points) 0  

    Equipment
    2 1) Double Wakizashai: HKA 1 point (2d6 w/STR) (5 Active Points); OAF (-1) 1
    Notes: 3d6 hka w/ Basic Strike / Blades sheath into the other's blades handle forming a 15" wooden rod of Red Heart wood//Both blades are offset from center w/ full tangs// Blades are 7" with a 7 ½" handle
    8 2) Polarizing contacts: Sight Group Flash Defense (12 points) (12 Active Points); IAF (-½) 0  

    100 Teleport,, Gates and Portals: Variable Power Pool (Teleport ,gates and portals), 60 base + 60 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (150 Active Points); Limited Special Effect Uncommon SFX (-1), Unified Power (-¼)
    0 1) Portal viewing 0.0Default: Penetrative with Sight Group (15 Active Points) Real Cost: 15 0
    0 2) Portal viewing lensing effect 0.1Default: +6 versus Range Modifier for Sight Group (9 Active Points) Real Cost: 9 0
    0 3) Portal see and hear: Clairsentience (Sight And Hearing Groups), Analyze, Discriminatory, Telescopic: +12, Transmit, Reduced Endurance (½ END; +¼) (60 Active Points) Real Cost: 60 2
    0 4) Combat Default 0.2: Teleportation 36m (36 Active Points) Real Cost: 36 4
    0 5) Combat 1 : Teleportation 35m, Position Shift, Reduced Endurance (½ END; +¼), Safe Blind Teleport (+¼) (60 Active Points) Real Cost: 60 2
    0 6) Combat 2 saving yourself: Teleportation 23m, No Relative Velocity, Position Shift, Safe Aquatic Teleport, x2 Increased Mass, Safe Blind Teleport (+¼) (60 Active Points) Real Cost: 60 6
    0 7) Combat 3: Teleportation 60m (60 Active Points) Real Cost: 60 6
    0 8) Short to mid-range non-combat teleporting: Teleportation 5m, x2 Increased Mass, x256 Noncombat, Safe Blind Teleport (+¼) (56 Active Points) Real Cost: 56 6
    0 9) Combat Escape 1.0: Teleportation 25m, Position Shift, Safe Blind Teleport (+¼), Reduced Endurance (½ END; +¼), Armor Piercing (x2; +½) (60 Active Points) Real Cost: 60 2
    0 10) Non-Conbat Escape 1.0: Teleportation 9m, x16 Noncombat, x4 Increased Mass, Safe Blind Teleport (+¼), Armor Piercing (x2; +½) (59 Active Points) Real Cost: 59 6
    0 11) Short range gate: Teleportation 12m, x8 Noncombat, Safe Blind Teleport (+¼), Constant (+½), Usable Simultaneously (up to 8 people at once; +1) (60 Active Points) Real Cost: 60 6
    0 12) Long range porting: Teleportation 5m, No Relative Velocity, x2 Increased Mass, Safe Blind Teleport (+¼), MegaScale (1m = 1,000 km; +1 ¾) (60 Active Points) Real Cost: 60 6
    0 13) Long range gate: Teleportation 10m, Costs Endurance Only To Activate (+¼), Safe Blind Teleport (+¼), Constant (+½), Armor Piercing (x2; +½), Usable Simultaneously (up to 32 people at once; +1 ½), MegaScale (1m = 1,000 km; +1 ¾) (57 Active Points) Real Cost: 57 5
    0 14) Slow explosion(2 objects in the same place at the same time): Hearing Group Flash 10d6, Does Knockback (+¼), Area Of Effect (8m Radius Explosion; +¼), Double Knockback (+½) (60 Active Points) Real Cost: 60 6
    0 15) Portal Punch: Stretching 40m, Does Not Cross Intervening Space (+¼), Reduced Endurance (½ END; +¼) (60 Active Points) Real Cost: 60 2
    0 16) Can opener: Drain PD 4d6, Armor Piercing (+¼), Reduced Endurance (½ END; +¼) (60 Active Points); Limited Power Power loses about half of its effectiveness (Drain only last 1 segment the returns to normal value; -1), No Range (-½), Linked (Double Wakizashai; -¼) Real Cost: 22 2
    0 17) Extra-Dimensional Movement (Any Dimension, Any Location), x8 Increased Weight (60 Active Points) Real Cost: 60 6
    0 18) Tunneling 10m through 25 PD material (60 Active Points) Real Cost: 60 6
    0 19) Removing it from this dimension: Killing Attack - Hand-To-Hand 3d6 (4d6+1 w/STR), Area Of Effect (8m Cone; +¼) (56 Active Points) Real Cost: 56 6
    0 20) Portal to her private pocket dimension 12 levels 4m tall x 22.6m x 22.6m 512m square: Custom Power (60 Active Points) Real Cost: 60 0  

    3 Basic Strike +1 +0 11d6 Strike
    5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove
    3 Legsweep +2 -1 10d6 Strike, Target Falls
    5 Takeaway +0 +0 Grab Weapon, 55 STR to take weapon away
    16 +4 HTH Damage Class(es)
    2 Weapon Element : Blades, Empty Hand,Portal attacks  

    Talents
    6 +2/+2d6 Striking Appearance (vs. all characters)  

    Skills
    3 Breakfall 13-
    3 Climbing 13-
    3 Conversation 11-
    3 Deduction 13-
    3 Disguise 13-
    2 Navigation (Land) 13-
    3 Security Systems 13-
    3 Stealth 13-
    0 Everyman skills
    0 1) Concealment 8-
    0 2) AK: USA 8-
    0 3) Language: English (idiomatic; literate) (5 Active Points)
    0 4) Persuasion 8-
    0 5) PS: Stunt Actor (Custom Adder) 11-
    1 6) TF: Custom Adder, Small Motorized Ground Vehicles  
    Total Powers & Skill Cost: 248
    Total Cost: 400
     
     
     

    400+ Matching Complications
    10 Distinctive Features: Mutant (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
    10 Distinctive Features: Looker (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    10 Enraged: Innocents harmed (Common), go 8-, recover 14-
    15 Hunted: Mutant Haters Infrequently (Mo Pow; Harshly Punish)
    15 Psychological Complication: Protective of innocents (Common; Strong)
    15 Psychological Complication: Code vs killing (Common; Strong)  

    Total Complications Points: 400  
    EQUIPMENT CARRIED
     
     
    Equipment END
    Equipment
    1) Video recorder hiddin in N-space seeing and hearing what Blips sees and hears: Eidetic Memory (5 Active Points); Unified Power (-¼), IIF (-¼)
    Skills
    1) Acting 11-
    2) Bribery 11-
    3) Charm 11-
    4) Contortionist 13-
    5) Conversation 11-
    6) Criminology 13-
    7) Deduction 13-
    8) High Society 11-
    9) Navigation (Air, Dimensional, Land, Marine, Space, Temporal) 13-
    10) Tracking 13-
    Stats
    1) possitive thinking: +10 EGO
    2) Self confidence: +13 PRE
    Powers and training
    1) Mental Defense (12 points total) 0
    2) Combat Sense (Sense) (17 Active Points); Unified Power (-¼) 13-
    3) Instict: Defense Maneuver I-IV (10 Active Points); Unified Power (-¼)
     
    Background/History: the simple version might be that her parents got killed standing up to a gang or triad, and they are the moral fiber in her life
    it may also be where powers first appeared
    as the bullets struck her parents, her power kicked in an protected her from them(figure 9mm and 12 ga 3d6ka reduced penatration)
    Her only thought was to get away to her favorite place the roof of their home/business
    While down below the gang/triad saw Blip disappear,they decided to firebomb the place and leave
     
    the killers are not caught for 5yrs,by then Karrin has been moved to live with an uncle,a Master Sargent in the U.S.Army
    Life goes well for Karrin,she masters her powers,learns to defend herself and enjoy most of her teenage years
    Then just before she turns 20, her parents killers are caught and Karrin is asked to ID them
     
    Before she and her uncle can leave to return to her home town ,others in the gang/triad ambush Blip and her uncle killing him
    Blip looses it and cripples the new killers
    Later she goes and Id's her parents killers and they are convicted getting LWoP
    Word later gets to Blip that she and the gang/triad are at war
    Blip just says "Bring it on Scum"
     
    Karrin spent 5yrs with her uncle karrin knew one day she would have to take up defending the weak
    So she spent her time learning how to defend herself and takedown bad guys
     
    Personality/Motivation: generally happy ,till innocents get hurt ,then watch out
     
    Quote: Bring it on scum
     
    Powers/Tactics: Martial Artist
    agent stomper
    terrain changer
    Long range trannsport
     
    Campaign Use: Scout
    Commando
     
    Appearance: early 20's
    Amer-Asian ancestory
    34c-23-35

    122 downloads

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