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Moody Loner

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Everything posted by Moody Loner

  1. Re: Sex and the Single Superhuman Speaking as a married person, it's really not that bad. Children, on the other hand...
  2. Re: H-League Learn something new every day. Even if you don't want to
  3. Re: Background Cliches Lazarus Long's internal monolgue? Yeah, I know it doesn't quite fit. I'm making a funny.
  4. Re: Sex and the Single Superhuman Spartacus: Currently lusting after Weather Girl. Weather Girl has a 20+ COM, and is the only female in the group, so he's competing with an Atlantean prince, a powerful sorceror, an intelligent and charismatic martial artist, and a rugged military hero. Bad. However, Spartacus has an edge, as his player is married to Weather Girl's.
  5. Re: Show me the PC Point.
  6. Re: Show me the PC Got me. There have been some excellent characters posted, though. Maybe everyone's just intimidated Hey, out there, I inflicted my characters on the thread, so can you! I think Nexus just makes us all feel lazy
  7. Re: Show me the PC Tell me about it. Part of it is, I want to leave the backgrounds open so that my GM gets plot ideas, but part of it is I'm not used to writing them down.
  8. Re: Looking for a Symbol I know, just have part of the chest of the costume torn off. If anyone asks the character what the story is, you respond "Restraining order"
  9. Re: Redid Moody Loner: Now even more abusive That, sir, he does.
  10. Re: Redid Moody Loner: Now even more abusive Went back for another look at Keiko. You're much more subtle in ripping off DBZ than I am I can see Moody Loner going "God, I'm going to get sued for this, but... KAAAAAAAA MEEEEHHHH HAAAAAAH MEEEEH HAAAAAAAAHHHHH!!!" I originally intended to buy a Super Sayaijin mode with Multiform, but I couldn't afford one worth the points. Thanks, and good pics. I was going to say something snarky about the cheesecake, then I looked back at my portfolio and realized I didn't have room to talk.
  11. Re: Redid Moody Loner: Now even more abusive
  12. The BafflerAs I threatened...The BafflerPlayer: Moody Loner Val Char Cost 40 STR 30 15 DEX 15 25 CON 30 20 BODY 20 8 INT -2 12 EGO 4 10 PRE 0 10 COM 0 20 PD 12 16 ED 11 5 SPD 25 25 REC 24 50 END 0 53 STUN 0 18" RUN42" SWIM08" LEAP0Characteristics Cost: 173Cost Power END 55 Baffling Undetectability: Invisibility to Mystic Group, Mind Scan, Mental Awareness, Detect, Combat Sense and Danger Sense , No Fringe, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (83 Active Points); Always On (-1/2) 0 12 Baffling Resistance: Damage Resistance (15 PD/10 ED) 0 20 Baffling Speed: Running +10" (18" total) 2 Powers Cost: 87Cost Skill 20 +4 with HTH Combat 3 KS: The Underworld (INT-based) 11- 3 KS: Organized Crime (INT-based) 11- 3 KS: Extortion Rackets (INT-based) 11- 1 KS:: Riddles and Clues 8- Skills Cost: 30Val Disadvantages 15 Psych. Lim.: Believes Self Criminal Mastermind (Common, Strong) 25 Psych. Lim.: Must Send Clues to Police/Leave Clues at the Scene (Very Common, Total) 10 Soc. Lim.: Ex-Con (Frequently, Minor) 10 Unluck: 2d6 10 Hunted: Parole Officer 11- (Less Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 15 Psychological Limitation: Greedy (Very Common, Moderate) 15 Social Limitation: Honor among Thieves (Frequently, Severe, Not Limiting In Some Cultures) Disadvantage Points: 100Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 290 Height: 2.00 m Hair: Bald Weight: 100.00 kg Eyes: Brown Appearance: The Baffler is a bald giant of a man wearing a flight cap and goggles, orange pants, and a yellow shirt with a violet question mark in the center. Yes, apparently, he dresses himself.Personality: The Baffler is motivated by his greed, and the desire to be taken seriously as a criminal mastermind. Quote:"The bank will be robbed at four o'clock, and you can tell by my tights that I have no...hey, wait a minute! "Background: See an excellent writeup of the Baffler's history at obscure.dcuguide.com.Powers/Tactics: The Baffler generally acts as an enforcer and thug for higher-powered villains...those that don't mind having their plans leaked (incompetently) to the police, press, and any handy superheroes. Cunning villains would use the Baffler to feed misinformation, if cunning villains hired him in the first place. His immunity to magical detection would be a stunning advantage in a Mystic campaign, if he had any idea he possessed the power.Campaign Use: Generally, the Baffler is a good comedic villain for the players to mock. Go to town with him. Have a friendly six-year-old write his "clues" in crayon to hand out to the players. His immunity to mystical detection will keep him from being easily tracked by Mystic heroes...unless they follow him physically, or get a good relationship with his parole officer. To increase his power, you can give him some Combat Levels, a small Brick Tricks MP, and even increase his Characteristics and defenses to real brick levels. I don't see why you'd need to make him less powerful.
  13. Redid Moody Loner: Now even more abusive Moody Loner Player: Moody Loner Val Char Cost 30 STR 20 20 DEX 30 20 CON 20 15 BODY 10 16 INT 6 12 EGO 4 15 PRE 5 10 COM 0 8/20 PD 2 8/20 ED 4 6 SPD 30 10 REC 0 40 END 0 40 STUN 0 13" RUN142" SWIM012" LEAP6Characteristics Cost: 151 Cost Power END 25 Boost: Succor Chi Attacks, Martial Arts EC Pool, DEX, STR 5d6 (standard effect: 15 points), Requires A STR Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; +0), Delayed Return Rate (points return at the rate of 15 per 5 Minutes; +1/4), Reduced Endurance (1/2 END; +1/4), [four powers] simultaneously (+1) (62 Active Points); Concentration (0 DCV; -1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; Collateral damage to area when boosts. Does not damage opponents.; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Visible (Flaming Aura; -1/4) 3 33 Chi Attacks: Multipower, 60-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (75 Active Points); all slots Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), Gestures (-1/4), Incantations (-1/4), Beam (-1/4) 3u 1) Kamehameha: EB 12d6 (vs. ED) (60 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), Gestures (-1/4), Incantations (-1/4), Beam (-1/4) 3 3u 2) Renzoku Energy Dan: EB 8d6 (vs. ED), Autofire (5 shots; +1/2) (60 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), Gestures (-1/4), Incantations (-1/4), Beam (-1/4) 3 3u 3) Big Bang Attack: EB 8d6 (vs. ED), Explosion (+1/2) (60 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), Gestures (-1/4), Incantations (-1/4), Beam (-1/4) 3 3u 4) Kienzan: EB 8d6 (vs. ED), AP (+1/2) (60 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), Gestures (-1/4), Incantations (-1/4), Beam (-1/4) 3 15 Martial Arts: Elemental Control, 30-point powers 30 1) HA +6d6, Variable Advantage (+1/2 Advantages; +1) (60 Active Points); HA (-1/2) 6 15 2) for up to 60 Active Points of STR, Variable Advantage (+1/2 Advantages; +1) (0 Active Points) 0 25 3) Bukujutsu: Flight 10", Variable Advantage (+1/2 Advantages; +1) (40 Active Points) 4 15 4) FF (12 PD/12 ED/6 Power Defense), Reduced Endurance (1/2 END; +1/4) (37 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; Collateral damage to area when active. Does not damage opponents.; -1/2) 1 6 Teleportation 5" (10 Active Points); Must Pass Through Intervening Space (-1/4), Requires A STR Roll (-1/4), no Noncombat movement (-1/4) 1 Powers Cost: 176 Cost Skill 3 Computer Programming 12- 5 Rapid Attack (HTH) 3 Systems Operation 12- 3 Teamwork 13- 3 Acrobatics 13- 3 Breakfall 13- 3 KS: Computer Network Administration (INT-based) 12- Skills Cost: 23 Total Character Cost: 350 Val Disadvantages 20 Enraged: when injured (Common), go 11-, recover 11- 15 Social Limitation: Secret Identity Frequently (11-), Major 10 Physical Limitation: Must eat 3* normal diet (Frequently, Slightly Impairing) 10 Psychological Limitation: Code Against Killing (Common, Moderate) 10 Psychological Limitation: Introverted (Common, Moderate) 10 Psychological Limitation: Short tempered (Common, Moderate) 5 Reputation: Loose Cannon, 11- (Known Only To A Small Group: Law Enforcement) 20 Psych. Lim.: Loves wife and daughter (Very Common, Strong) 5 Hunted: Government Agency 8- (Mo Pow, Watching) 15 Hunted: Villain 11- (As Pow, Harshly Punish) 15 Hunted: Villain 11- (As Pow, Harshly Punish) 15 Dependent NPC: wife and daughter 11- (Slightly Less Powerful than the PC; Group DNPC: x2 DNPCs) Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  14. Re: WWYCD?: All This Over Mere Bobbles... Spartacus: Missile Deflection is your friend. It sure as hell is mine Goober round to entangle him. Now comes the hard part, cause all the thinky types are bobbleheads, well if the team had any thinky types. Actually, that Russian guy's probably OK, so whenever Dr. Nobody-Knows-Who-I-Am-Or-Where-I-Live shows up, he can tool up a ritual to fix this.
  15. Re: The White Knight defense Looks like they just priced it out of the range of 350 point characters. Dammit. Well, the GM also wants us to make 700 point "experienced" characters...
  16. Re: The White Knight defense Looks like it's time for me to read the FAQ again.
  17. Re: The White Knight defense Yep, a brick. Yes, Autofire is going to be a problem. Particularly as the brick in question is 350 points, so the DCV sucks. It's not Invulnerability, but he should be able to go toe-to-toe with surprisingly powerful opponents, which is all I'm looking for, at least until he has a few exp under his belt. He doesn't have a lot of points to spend on anything else, but that fits the character concept. Hey, thanks for citing my character
  18. Re: Flamethrower tricks Buy the Flight with Side Effects to model the collateral damage .
  19. Re: Show me the PC Not sure if I did the vehicle right.
  20. Re: Show me the PCOkay, here's the fifth character. He's the most complex, so I saved him for last.[EDIT]: Dammit, just noticed he doesn't have Demolitions. Crap.NyarlathotepPlayer: Moody Loner Val Char Cost 15 STR 5 20 DEX 30 15 CON 10 15 BODY 10 25 INT 15 15 EGO 10 15 PRE 5 10 COM 0 3/8 PD 0 3/8 ED 0 6 SPD 30 10 REC 8 30 END 0 31 STUN 0 6" RUN02" SWIM03" LEAP0Characteristics Cost: 123Cost Power END 20 Multiform (350 Character Points in the most expensive form) (x4 Number Of Forms) (80 Active Points); Personality Loss First Roll After 1 Hour (-1), Activation Roll 14- (-1/2), Costs Endurance (Only To Change; -1/2), Increased Endurance Cost (x2 END; -1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4) 16 8 Pieceing together the Crime: Retrocognitive Clairsentience (Sight Group) (40 Active Points); Extra Time (20 Minutes, Character May Take No Other Actions, Must actually study the scene of the crime; -2 3/4), Requires A Skill Roll And A Skill Roll (RSR Skill is subject to Skill vs. Skill contests; Requires Skill Rolls in Forensics and Criminology; -1) 4 10 Manhunting: Mind Scan 8d6 (Human class of minds), +5 ECV (50 Active Points); Character Cannot Attack Through Link (-1 1/2), Extra Time (1 Hour, Only to Activate, -1 1/2), Requires A Skill Roll (Requires Skill Rolls in Criminology or Criminal Psychology; -1/2), Does Not Provide Mental Awareness (-1/4) 5 7 Armored Costume: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2), Ablative BODY Only (-1/2) 0 20 Utility Belt: Multipower, 30-point reserve, (30 Active Points); OIF (-1/2) 1u 1) Advanced Lockpicking tools: +2 with Lockpicking (4 Active Points); OIF (-1/2) 1u 2) Billy Club: Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 0 1u 3) Bomb Defusing Kit: +2 with Demolitions (4 Active Points); OAF (-1), Only to defuse bombs Power loses about a fourth of its effectiveness (-1/4) 1u 4) Boomerang: Energy Blast 4d6 (vs. PD), Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1) 0 1u 5) Calculator: Lightning Calculator (3 Active Points); OAF (-1) 1u 6) Crime Scene Kit: +3 with any three related Skills: Forensics, Criminology, Deduction (9 Active Points); OAF (-1), 8 Charges (-1/2) 1u 7) Emergency Glider Cape: Gliding 10" (10 Active Points); OAF (-1) 0 1u 8) Fear Darts: Drain PRE 2d6 (standard effect: 6 points), Ranged (+1/2) (30 Active Points); OAF (-1), 6 Charges (-3/4), Must Target Non-Armored Locations Power loses about a fourth of its effectiveness (-1/4) [6] 1u 9) Flashlight: Sight Group Images 1" radius, 1 Continuing Fuel Charge lasting 1 Hour (refeuled by recharging; +0) (10 Active Points); OAF (-1), Only To Create Light (-1), Limited Range 10" (-1/4) [1 cc] 1u 10) Flash Pellets: Sight Group Flash 4d6 (20 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) [6] 1u 11) Freeze Gas: Minor Transform 3d6 (normal object to frozen stiff object, item thawing out) (30 Active Points); OAF (-1), 4 Charges (-1) [4] 1u 12) Grapple Gun: Flight 10", Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), Levitation (-1/2), Limited Power Power loses about a fourth of its effectiveness (Only with solid surface within 10" above character; -1/4), no Noncombat movement (-1/4) 0 1u 13) Laser Torch: Killing Attack - Ranged 1 point (vs. ED), Penetrating (+1/2), Reduced Endurance (0 END; +1/2), Armor Piercing (x2; +1) (15 Active Points); OAF (-1), No Range (-1/2) 0 1u 14) Medikit: +2 with Paramedics (4 Active Points); OAF (-1), 4 Charges (-1) 1u 15) Miniature Climbing Rig: +2 with Climbing (4 Active Points); OAF (-1) 1u 16) Mini-Bolos: Entangle 3d6, 3 DEF (30 Active Points); 3 Charges (-1 1/4), OAF (-1) [3] 1u 17) Mini-camera: Eidetic Memory (5 Active Points); OAF (-1), Visual Images Only Power loses about a third of its effectiveness (-1/2) 1u 18) Mini-Console: High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1) 0 1u 19) Mini-Radios: Mind Link , Human class of minds, One Specific Mind, Number of Minds (x4) (15 Active Points); OAF (-1), Only With Others Who Have Mind Link (-1), Affected as Hearing and Radio Groups, not Mental Group Power loses about a fourth of its effectiveness (-1/4) 0 1u 20) Mini-Recorder: Eidetic Memory (5 Active Points); OAF (-1), Sound Only Power loses about a third of its effectiveness (-1/2) 1u 21) Nightsight Monocular: Infrared Perception (Sight Group), +6 to PER Roll (11 Active Points); OAF (-1) 0 1u 22) Painkillers: Physical and Energy Damage Reduction, Resistant, 25%, 2 Continuing Charges lasting 1 Hour each (+0) (15 Active Points); OAF (-1) [2 cc] 1u 23) Paint Tag Bomb: Cosmetic Transform 4d6 (standard effect: 12 points) (person into brightly colored person, Washing with vinegar), Partial Transform (+1/2) (30 Active Points); OAF (-1), 4 Charges (-1), Range Based On Strength (-1/4) [4] 1u 24) Parabolic Mini-Mike: +6 versus Range Modifier for Hearing Group (9 Active Points); OAF (-1) 0 1u 25) Rebreather: Life Support (Expanded Breathing), 1 Continuing Fuel Charge lasting 1 Hour (+0) (5 Active Points); OAF (-1) [1 cc] 1u 26) Security Systems Analyzer: +2 with Security Systems (4 Active Points); OAF (-1) 1u 27) Sleep Gas Pellets: Energy Blast 3d6 (standard effect: 9 STUN) (vs. ED), No Normal Defense (Life support (self contained breathing) or appropriate Immunity; +1) (30 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) [6] 1u 28) Smoke Pellets: Darkness to Sight Group 3" radius (30 Active Points); OAF (-1), 8 Charges (-1/2), Range Based On Strength (-1/4) [8] 1u 29) Swingline: Swinging 10", Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1) 0 1u 30) Thermite Pellets I: Killing Attack - Ranged 1d6 (vs. ED), Armor Piercing (+1/2), Explosion (+1/2) (30 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) [6] 1u 31) Thermite Pellets II: Killing Attack - Ranged 1d6 (vs. ED), Continuous (+1) (30 Active Points); OAF (-1), Range Based On Strength (-1/4), 6 Continuing Charges lasting 1 Turn each (-1/4) [6 cc] 1u 32) Throwing Blades: Killing Attack - Hand-To-Hand 1/2d6 (1d6 w/STR) (vs. PD), Autofire (3 shots; +1/4), Range Based On STR (+1/4), Armor Piercing (+1/2) (20 Active Points); OAF (-1), 6 Recoverable Charges (-1/4) [6 rc] 1u 33) Vertigo darts: Drain DEX 2d6, Ranged (+1/2) (30 Active Points); OAF (-1), 6 Charges (-3/4), Must Target Non-Armored Locations Power loses about a fourth of its effectiveness (-1/4) [6] 1u 34) Weakness darts: Drain STR 2d6, Ranged (+1/2) (30 Active Points); OAF (-1), 6 Charges (-3/4), Must Target Non-Armored Locations Power loses about a fourth of its effectiveness (-1/4) [6] Powers Cost: 99Cost Martial Arts Maneuver 5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 3d6 Strike 5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, 3d6 Strike; Target Falls 4 Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +4 DC 4 Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, 30 STR to Disarm 3 Weapon Element: Boomerangs and Throwing Clubs, Clubs, Thrown Knives, Axes, and Darts Martial Arts Cost: 35Cost Skill 3 Criminology 14- 3 Forensics 14- 3 Deduction 14- 3 Shadowing 14- 3 Stealth 13- 3 Streetwise 12- 3 Lockpicking 13- 3 Security Systems 14- 3 Climbing 13- 3 Paramedics 14- 10 +2 with HTH Combat 3 +1 with Martial Maneuvers 3 Combat Driving 13- 0 AK: Home country or region 8- 0 Acting 8- 0 Concealment 8- 0 Conversation 8- 0 Native Language (idiomatic; Literate) (4 Active Points) 0 PS: Choice (Everyman Skill) 11- 0 Persuasion 8- 0 TF: Small Motorized Ground Vehicles Skills Cost: 46Cost Perk 15 Money: Filthy Rich 22 Vehicles & Bases 10 Contact: Police Chief (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Contact limited by identity, Very Good relationship with Contact) 14- Perks Cost: 47Val Disadvantages 15 Social Limitation: Secret Identity Frequently (11-), Major 10 Psychological Limitation: Code Against Killing (Common, Moderate) 15 Psychological Limitation: Seclusive (Common, Strong) 15 Hunted: Criminal Organization 11- (As Pow, Harshly Punish) 10 Hunted: Villain 8- (As Pow, Harshly Punish) 10 Accidental Change: when damaged by magical attack 11- (Uncommon) 15 Hunted: Underworld Figure 11- (As Pow, Harshly Punish) 10 Psychological Limitation: Brooding (Common, Moderate) 10 Psychological Limitation: Introverted (Common, Moderate) 20 Susceptibility: while on holy ground, 3d6 damage per Turn (Uncommon) 15 Susceptibility: Holy Water, 1d6 damage per Phase (Uncommon) 5 Physical Limitation: Cant carry a tune in a bucket (Infrequently, Slightly Impairing) Disadvantage Points: 150Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350 Height: 1.80 m Hair: Black Weight: 100.00 kg Eyes: Brown Appearance: Personality: Quote:"Criminals are a cowardly, superstitious lot. Especially after I'm through with them."Background: Powers/Tactics: Campaign Use: Howler in the WoodsPlayer: Val Char Cost 55 STR 0 10 DEX 0 35 CON 50 39 BODY 40 5 INT -5 15 EGO 10 35 PRE 5 3 COM -3 40 PD 29 38 ED 31 4 SPD 20 19 REC 2 70 END 0 94 STUN 0 10" RUN83" SWIM16" LEAP-5Characteristics Cost: 183Cost Power END 5 Extra Limbs (3), Inherent (+1/4) (6 Active Points); Limited Manipulation (-1/4) 0 45 +45 STR 4 18 +9 BODY 9 +9 STUN 18 Knockback Resistance -9" 0 18 Stretching 4", Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (45 Active Points); Limited Power: Only to Extend Reach Power loses about half of its effectiveness (-1), Always On (-1/2) 0 10 +20 PRE (20 Active Points); Limited Power Power loses about half of its effectiveness (Only for Presence attacks causing fear; -1) 20 Damage Resistance (20 PD/20 ED) 0 Powers Cost: 143Cost Skill 24 +8 with any three maneuvers or a tight group of attacks Skills Cost: 24Total Character Cost: 350Val Disadvantages 10 Physical Limitation: Alien Physique (Infrequently, Greatly Impairing) 10 Physical Limitation: Extremely Large and Heavy, cannot use normal clothes or items (Frequently, Slightly Impairing) 15 Physical Limitation: No Hands[ Can Use Feet] (All the Time, Slightly Impairing) 15 Physical Limitation: Blocked by Pentegrams (Infrequently, Fully Impairing) 10 Psychological Limitation: Fear of Holy Symbols (Uncommon, Strong) 10 Psychological Limitation: Ignorant of Earth Culture (Common, Moderate) 15 Susceptibility: Holy Water, 1d6 damage per Phase (Uncommon) 20 Susceptibility: while on holy ground, 3d6 damage per Turn (Uncommon) 10 Enraged: when attacked (Common), go 8-, recover 14- 20 Enraged: when injured (Uncommon), go 14-, recover 11- 15 Distinctive Features: (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses) Disadvantage Points: 150Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Whisperer in the DarknessPlayer: Val Char Cost 30 STR 20 29 DEX 57 20 CON 20 20 BODY 20 25 INT 15 20 EGO 20 20 PRE 10 3 COM -3 10/25 PD 4 10/25 ED 6 6 SPD 21 10 REC 0 40 END 0 45 STUN 0 12" RUN126" SWIM410" LEAP4Characteristics Cost: 210Cost Power END 30 Flight 20", x4 Noncombat (45 Active Points); Restrainable (-1/2) 4 5 Alien Mind: Mental Defense (9 points total) 0 45 Slimy Skin: Armor (15 PD/15 ED) 0 5 Nightvision 0 35 Whispers: Major Transform 2d6 (Sane to insane, Therapy), Based On EGO Combat Value (Mental Defense applies; +1), Range Modifiers Apply (-1/4) (52 Active Points); Incantations (-1/4), Reduced By Range (-1/4) 5 5 tail: Extra Limb (1) 0 Powers Cost: 125Cost Martial Arts Maneuver 4 Crush: 1/2 Phase, +0 OCV, +0 DCV, 10d6 Crush, Must Follow Grab 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on 5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike 3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls Martial Arts Cost: 15Total Character Cost: 350Val Disadvantages 10 Physical Limitation: Inhuman Physiology (Infrequently, Greatly Impairing) 15 Physical Limitation: Cannont appear in direct light (Infrequently, Fully Impairing) 15 Physical Limitation: Cannot speak above a whisper (All the Time, Slightly Impairing) 10 Physical Limitation: Constantly Whispers (Frequently, Slightly Impairing) 10 Psychological Limitation: Aversion to Sunlight (Common, Moderate) 10 Psychological Limitation: Overconfidance (Common, Moderate) 10 Psychological Limitation: Short tempered (Common, Moderate) 25 Susceptibility: Sunlight, 1d6 damage per Phase (Very Common) 15 Susceptibility: Holy Water, 1d6 damage per Phase (Uncommon) 15 Social Limitation: Secret Identity Frequently (11-), Major 15 Psychological Limitation: Seclusive (Common, Strong) Disadvantage Points: 150Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0the Crawling ChaosPlayer: Val Char Cost 25 STR 0 30 DEX 60 15 CON 10 15 BODY 10 10 INT 0 15 EGO 10 15 PRE 5 3 COM -3 5 PD 0 6 ED 3 5 SPD 10 14 REC 12 60 END 15 48 STUN 12 15" RUN1815" SWIM130" LEAP-6Characteristics Cost: 169Cost Power END 20 Stretching 4" 2 27 Spatial Awareness (Unusual Group), Increased Arc Of Perception (360 Degrees) 0 43 Total Life Support: Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) 0 33 Desolidification (affected by Electricity), Reduced Endurance (1/2 END; +1/4) (50 Active Points); Cannot Pass Through Solid Objects (-1/2) 2 45 +15 STR, Affects Physical World (+2) (45 Active Points) 4 Powers Cost: 168Cost Martial Arts Maneuver 3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, 5d6 Strike; Target Falls 3 Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike; Target Falls; Must Follow Grab 4 Crush: 1/2 Phase, +0 OCV, +0 DCV, 9d6 Crush, Must Follow Grab 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 35 STR for holding on Martial Arts Cost: 13Total Character Cost: 350Val Disadvantages 15 Distinctive Features: Amorphous blob (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses) 15 Physical Limitation: Mute (All the Time, Slightly Impairing) 10 Psychological Limitation: Curious (Common, Moderate) 15 Psychological Limitation: Fear of Fire (Common, Strong) 15 Psychological Limitation: Wants to return home (Common, Strong) 15 Susceptibility: Holy Water, 1d6 damage per Phase (Uncommon) 20 Susceptibility: while on holy ground, 3d6 damage per Turn (Uncommon) 15 Physical Limitation: Blind (Frequently, Greatly Impairing) 20 Physical Limitation: Amorphous Blob (All the Time, Greatly Impairing) 10 Psychological Limitation: Fear of Holy Symbols (Uncommon, Strong) Disadvantage Points: 150Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0N-Car Player: Moody LonerVal Char Cost 25 STR 0 18 DEX 24 13 BODY 0 4 SPD 12 21" RUN012" SWIM00" LEAP0Characteristics Cost: 75Cost Power END 40 Engine: Ground Movement +15" (21" total), x8 Noncombat 6 Communications System: High Range Radio Perception (Radio Group) (12 Active Points); OIF Bulky (-1) 0 2 Nightvision System: Nightvision (5 Active Points); OIF Bulky (-1) 0 6 Headlights: Sight Group Images Increased Size (8" cone) (+3/4), Reduced Endurance (0 END; +1/2) (22 Active Points); OIF Bulky (-1), Only To Create Light (-1), Limited Arc Of Fire (60 degrees forward; Only on same horizontal level; -3/4) 0 4 Heating/Air Conditioning: Life Support (Safe in Intense Cold; Safe in Intense Heat) 0 43 Flight 20", x64 Noncombat (65 Active Points); Stall Velocity Vehicles Maximum Combat Velocity (-1/2) 0 15 Swimming +10" (12" total) (x4 Noncombat) 10 Vehicular Cameras: Increased Arc Of Perception (360 Degrees) with Sight Group 0 19 Retractable Armor: +8 DEF (24 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4) 35 Vehicular Laser: Killing Attack - Ranged 2 1/2d6 (standard effect: 7 BODY, 14 STUN) (vs. ED), No Range Modifier (+1/2), 64 Charges (+1/2) (80 Active Points); OIF Bulky (-1), Limited Arc Of Fire (180 degrees; -1/4) [64] 5 Second Vehicular Laser (5 Active Points) [64] 2 Waldo Tentacles: Extra Limb (1) (5 Active Points); OIF Bulky (-1) 0 Powers Cost: 187Total Character Cost: 262Val Disadvantages 15 Distinctive Features - Techno-Organic: (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Vulnerability: 2 x BODY Magic (Common) 10 Vulnerability: 2 x BODY Electromagnetic Pulses (Uncommon) 20 Vulnerability: 2 x Effect Magic (Common) 10 Hunted: Corporation 11- (As Pow, Limited Geographical Area, Capture) 20 Susceptibility: Insect Repellants and Bug Sprays, 2d6 damage per Phase (Uncommon) 10 Hunted: Villain 8- (As Pow, Harshly Punish) 15 Hunted: Government Conspiracy 8- (As Pow, NCI, Capture) 20 Susceptibility: while on holy ground, 3d6 damage per Turn (Uncommon) 10 Hunted: Villain Organization 8- (As Pow, Harshly Punish) Disadvantage Points: 150Base Points: 112Experience Required: 0Total Experience Available: 0Experience Unspent: 0
  21. Re: Show me the PC No.The character is frozen for twenty minutes, or unless the Focus is destroyed. The target can't be affected in any way unless the Focus is destroyed, and doesn't notice any time passing.
  22. Re: Show me the PCHere's the fourth character. I see him as kind of a Victorian watchmaker, although I haven't written his background yet.WatchmanPlayer: Moody Loner Val Char Cost 10 STR 0 10/25 DEX 0 10 CON 0 10 BODY 0 10 INT 0 10 EGO 0 10 PRE 0 10 COM 0 2/17 PD 0 2/17 ED 0 2/9 SPD 0 4/34 REC 0 20/100 END 0 20 STUN 0 6" RUN02" SWIM02" LEAP0Characteristics Cost: 0Cost Power END 43 Flight 30", x4 Noncombat, Reduced Endurance (0 END; +1/2) (97 Active Points); OAF (Focus: Watch; -1), Only In Contact With A Surface (-1/4) 0 31 Hand-To-Hand Attack +10d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points); Hand-To-Hand Attack (-1/2), IAF (Focus: Watch; -1/2) 2 30 +6 SPD (60 Active Points); OAF (Focus: Watch; -1) 30 +30 REC (60 Active Points); OAF (Focus: Watch; -1) 27 Stasis Field Watch: Extra-Dimensional Movement (Single Point in Time: 20 Minutes into the Future), Area Of Effect (One Hex; +1/2), Usable As Attack (+1) (100 Active Points); 2 Charges (-1 1/2), OAF Fragile (Focus: Time-Grenade Watch; -1 1/4) [2] 27 Invisibility to Sight, Hearing, Mental, Radio and Smell/Taste Groups , Reduced Endurance (0 END; +1/2) (60 Active Points); OAF (-1), Limited Power Power loses about a fourth of its effectiveness (Only when moving; -1/4) 0 27 Killing Attack - Ranged 2 1/2d6 (vs. ED), Reduced Endurance (0 END; +1/2) (60 Active Points); OAF (Focus: Flashlight; -1), Reduced By Range (-1/4) 0 22 +15 DEX (45 Active Points); OAF (Focus: Watch; -1) 20 +80 END (40 Active Points); OAF (Focus: Watch; -1) 20 Armor (15 PD/15 ED) (45 Active Points); OAF (Focus: Watch; -1), Limited Power Power loses about a fourth of its effectiveness (Only when moving; -1/4) 0 20 +8 with HTH Combat (40 Active Points); OAF (Focus: Watch; -1) Powers Cost: 297Cost Martial Arts Maneuver 5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove Martial Arts Cost: 5Cost Skill 16 +4 with all non-combat Skills (32 Active Points); OAF (Focus: Watch; -1) 1 Combat Piloting 9- (3 Active Points); OAF (Focus: Watch; -1) 1 Acrobatics 9- (3 Active Points); OAF (Focus: Watch; -1) 1 Breakfall 9- (3 Active Points); OAF (Focus: Watch; -1) 5 SS: Temporal Engineering (INT-based) 13- 3 Lockpicking 11- (14-) 3 Mechanics 11- 2 Navigation (Land) 11- 2 Power (Time Manipulation Tricks) (DEX-based) 10- (5 Active Points); OAF (Focus: Watch; -1) 12 +5 with a group of similar Skills (25 Active Points); OAF (Focus: Watch; -1) 2 Rapid Attack (HTH) (5 Active Points); OAF (Focus: Watch; -1) 0 AK: Home country or region 8- 0 Acting 8- 0 Climbing 8- 0 Concealment 8- 0 Conversation 8- 0 Native Language (idiomatic; Literate) (4 Active Points) 0 PS: Clockmaker (Everyman Skill) 11- 0 Paramedics 8- 0 Persuasion 8- 0 Shadowing 8- 0 Stealth 8- 0 TF: Small Motorized Ground Vehicles Skills Cost: 48Val Disadvantages 15 Social Limitation: Secret Identity Frequently (11-), Major 15 Psychological Limitation: Cant resist mechanical devices (Common, Strong) 15 Psychological Limitation: Seclusive (Common, Strong) 25 Susceptibility: in Strong Magnetic Fields, 3d6 damage per Phase (Uncommon) 20 Dependent NPC: Current SO 11- (Incompetent) 15 Hunted: Villain 11- (As Pow, Harshly Punish) 20 Hunted: Villain organization 8- (Mo Pow, NCI, Harshly Punish) 10 Vulnerability: 2 x Effect Dimensional Manipulation (Uncommon) 15 Hunted: Villain 8- (Mo Pow, Harshly Punish) Disadvantage Points: 150Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350 Height: 1.73 m Hair: Black Weight: 100.00 kg Eyes: Blue Appearance: Personality: Quote:Background: Powers/Tactics: Campaign Use:
  23. Re: Show me the PCThis am not third character for campaign.BizarroPlayer: Moody Loner Val Char Cost 70 STR 0 15 DEX 0 30 CON 0 16 BODY 0 5 INT -5 5 EGO -10 8 PRE -2 6 COM -2 24 PD 0 16 ED 0 5 SPD 0 20 REC 0 60 END 0 66 STUN 0 20" RUN282" SWIM020" LEAP6Characteristics Cost: 15Cost Power END 48 +60 STR (60 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not around kryptonite; -1/4) 6 12 +5 DEX (15 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not around kryptonite; -1/4) 32 +20 CON (40 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not around kryptonite; -1/4) 10 +6 BODY (12 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not around kryptonite; -1/4) 24 +3 SPD (30 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not around kryptonite; -1/4) 18 Now Me Am Smart: Variable Power Pool, 15 base + 3 control cost, (22 Active Points); all slots Only for INT skills Power loses about half of its effectiveness (-1) 30 Flight 15" 3 20 Heat Vision: Killing Attack - Ranged 2d6 (vs. ED) (30 Active Points); No Knockback (-1/4), Concentration (1/2 DCV; -1/4) 3 37 Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points) 0 15 Energy Damage Reduction, Resistant, 25% 0 15 Physical Damage Reduction, Resistant, 25% 0 14 +50% Energy Damage Reduction, Resistant: Custom Power (25 Active Points); Limited Power Power loses about a third of its effectiveness (Not vs. Magic/Mystic special effect; -1/2), Limited Power: Not against kryptonite Power loses about a fourth of its effectiveness (-1/4) 0 14 +50% Physical Damage Reduction, Resistant: Custom Power (25 Active Points); Limited Power Power loses about a third of its effectiveness (Not vs. Magic/Mystic special effect; -1/2), Limited Power: Not against kryptonite Power loses about a fourth of its effectiveness (-1/4) 0 23 Absorption 4d6 (standard effect: 12 points) (physical, BODY, STUN, END, Absorption Cap), [four powers] simultaneously (+1) (40 Active Points); Only Restores To Starting Values (-1/2), Limited Power: Not against kryptonite Power loses about a fourth of its effectiveness (-1/4) 0 23 Absorption 4d6 (standard effect: 12 points) (energy, BODY, STUN, END, Absorption Cap), [four powers] simultaneously (+1) (40 Active Points); Only Restores To Starting Values (-1/2), Limited Power: Not against kryptonite Power loses about a fourth of its effectiveness (-1/4) 0 Powers Cost: 335Cost Skill 0 AK: Home country or region 8- 0 Acting 8- 0 Climbing 8- 0 Concealment 8- 0 Conversation 8- 0 Deduction 8- 0 Native Language (idiomatic; Literate) (4 Active Points) 0 PS: Choice (Everyman Skill) 11- 0 Paramedics 8- 0 Persuasion 8- 0 Shadowing 8- 0 Stealth 8- 0 TF: Small Motorized Ground Vehicles Skills Cost: 0Val Disadvantages 10 Distinctive Features: Chalk-white Shambling Parody of Superman (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Vulnerability: 2 x STUN Blue Kryptonite (Uncommon) 10 Vulnerability: 2 x BODY Blue Kryptonite (Uncommon) 30 Susceptibility: Blue Kryptonite, 3d6 damage per Segment (Uncommon) 10 Reputation: Stupid: , 11- 15 Enraged: when takes BODY (Common), go 11-, recover 14- 15 Psychological Limitation: Overconfident (Very Common, Moderate) 10 Physical Limitation: Bizarro Speak: (Frequently, Slightly Impairing) 20 Vulnerability: 2 x STUN Magic/Mystic (Common) 20 Vulnerability: 2 x Effect Magic/Mystic (Common) Disadvantage Points: 150Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350 Height: 1.98 m Hair: Black Weight: 99.00 kg Eyes: Black Appearance: Personality: Quote:Background: Powers/Tactics: Campaign Use: Managed to get the "White Knight" defense, or a version of it at least, on a 350 point character
  24. Re: Show me the PCHere's the second character I submitted, which will look familiar to anyone who has been reading the Circle thread. Yeah, I could have just linked there. Screw it.Tao (Taiji Tu)Player: Moody Loner Val Char Cost 15/25 STR 5 15/25 DEX 15 15 CON 10 12 BODY 4 15/22 INT 5 15 EGO 10 10/18 PRE 0 10/26 COM 0 3/14 PD 0 3/14 ED 0 4/6 SPD 15 6/16 REC 0 30 END 0 28/33 STUN 0 10"/20" RUN82" SWIM03"/5" LEAP0Characteristics Cost: 72Cost Power END 9 Thane Servitor Uniform : Armor (6 PD/6 ED) (18 Active Points); OIF (Focus: Costume; -1/2), Ablative BODY Only (-1/2) 0 37 Diagram of the Supreme Ultimate: Multipower, 75-point reserve, (75 Active Points); all slots OAF Unbreakable (Focus: Mystic Shield; -1) 2u 1) Interpose the Unbreakable Shield: Force Wall (10 PD/10 ED), Reduced Endurance (0 END; +1/2) (75 Active Points); OAF Unbreakable (Focus: Mystic Shield; -1), No Range (-1/2), Self Only (-1/2) 0 4u 2) Heave It Like a Big Discus: Energy Blast 10d6 (vs. PD), Reduced Endurance (0 END; +1/2) (75 Active Points); OAF Unbreakable (Focus: Mystic Shield; -1) 0 3u 3) Your Focus is an Illusion: Killing Attack - Hand-To-Hand 2d6+1 (3d6 / 3d6+1 w/STR) (vs. ED), Ranged (+1/2), Reduced Endurance (0 END; +1/2) (70 Active Points); OAF Unbreakable (Focus: Mystic Shield; -1) 0 3u 4) Interpose the Do of the Mystic Shield with the Way of Your Forehead: Hand-To-Hand Attack +7d6, Reduced Endurance (0 END; +1/2), Area Of Effect Accurate (One Hex; +1/2) (70 Active Points); OAF Unbreakable (Focus: Mystic Shield; -1), Hand-To-Hand Attack (-1/2) 0 2u 5) Your Attacks Redirected with Harmony and Grace: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points); OAF Unbreakable (Focus: Mystic Shield; -1) 0 8 Passed Down From Mother to Daughter, Thane Mystic Enhancement: +10 STR (10 Active Points); Only In Heroic Identity (-1/4) 1 24 All These Too: +10 DEX (30 Active Points); Only In Heroic Identity (-1/4) 6 No, I Can't Figure Out Why: +7 INT (7 Active Points); Only In Heroic Identity (-1/4) 6 Maybe It Was Alone Too Long: +8 PRE (8 Active Points); Only In Heroic Identity (-1/4) 6 And Got Lonely: +16 COM (8 Active Points); Only In Heroic Identity (-1/4) 2 But We Are Trying to Attribute Human Motivations to an Alien: +2 ED; Only In Heroic Identity (-1/4) 8 And It Was a Very Long Time Ago: +1 SPD (10 Active Points); Only In Heroic Identity (-1/4) 13 So I Guess We'll Never Know: +8 REC (16 Active Points); Only In Heroic Identity (-1/4) 16 Fast, Not Easy: Running +10" (10"/20" total) (20 Active Points); Only In Heroic Identity (-1/4) 2 8 Trust Your Feelings: Mystic Awareness: Spatial Awareness (Unusual Group), Range (27 Active Points); Activation Roll 11- (-1), IAF Unbreakable (-1/2), Concentration (0 DCV; -1/2), Conditional Power Power Only Works In Darkness (-1/2) 0 10 Keeps Coming Back for More: Regeneration: Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Only In Heroic Identity (-1/4) 0 Powers Cost: 167Cost Martial Arts Maneuver 4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR / 35 STR to Disarm 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 30 STR / 40 STR vs. Grabs 5 Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, + 10 STR to Disarm 4 Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, 30 STR / 40 STR to Disarm 4 Trip: 1/2 Phase, -1 OCV, -1 DCV, Range +2, v/5, Target Falls Martial Arts Cost: 25Cost Skill 2 +1 with HTH Combat (5 Active Points); OAF Unbreakable (Focus: Mystic Shield; -1), Only to bounce shield to return Power loses about a fourth of its effectiveness (-1/4) 5 Defense Maneuver I-IV (10 Active Points); OAF Unbreakable (Focus: Mystic Shield; -1) 3 KS: Chinese History (INT-based) (4 Active Points); IAF Unbreakable (Focus: Mystic Shield; -1/2) 10- 2 KS: Arcane And Occult Lore (INT-based) (3 Active Points); IAF Unbreakable (Focus: Mystic Shield; -1/2) 9- 2 Tactics 9- (3 Active Points); IAF Unbreakable (Focus: Mystic Shield; -1/2) 3 Language: Mandarin (idiomatic; literate) (5 Active Points); Only In Heroic Identity (-1/4) 5 Language: Cantonese (idiomatic; literate); Only In Heroic Identity (-1/4) 4 Rapid Attack (HTH) (5 Active Points); Only In Heroic Identity (-1/4) 2 Acrobatics 12- (14-) (3 Active Points); Only In Heroic Identity (-1/4) 2 Breakfall 12- (14-) (3 Active Points); Only In Heroic Identity (-1/4) 2 Persuasion 11- (13-) (3 Active Points); Only In Heroic Identity (-1/4) 2 Teamwork 12- (14-) (3 Active Points); Only In Heroic Identity (-1/4) 2 AK: Chinatown, early 1940's (INT-based) (3 Active Points); Only In Heroic Identity (-1/4) 12- (13-) 2 CuK: Chinese-American 1940s (INT-based) (3 Active Points); Only In Heroic Identity (-1/4) 12- (13-) 3 Computer Programming 12- (13-) 0 AK: Campaign city 8- 0 Acting 8- 0 Climbing 8- 0 Concealment 8- 0 Conversation 8- 0 Deduction 8- 0 Native Language: English (idiomatic; Literate) (4 Active Points) 0 PS: Choice (Everyman Skill) 11- 0 Paramedics 8- 0 Persuasion 8- 0 Shadowing 8- 0 Stealth 8- 0 TF: Small Motorized Ground Vehicles Skills Cost: 41Cost Perk 10 Money: Wealthy 9 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity, Very Good relationship with Contact) 14- Perks Cost: 19Cost Talent 6 Combat Luck (3 PD/3 ED) 10 Skill Master (+3 with all Skills based on INT) (15 Active Points); IAF Unbreakable (Focus: Mystic Shield; -1/2) 10 Skill Master (+3 with all Skills based on DEX) (15 Active Points); IAF Unbreakable (Focus: Mystic Shield; -1/2) Talents Cost: 26Val Disadvantages 20 Vengeance is Mine: Social Limitation: Harmful Secret: Killed Yakuza Oyabun (Frequently, Severe) 20 Endless Cycle of Violence: Hunted: Yakuza 11- (As Pow, NCI, Harshly Punish) 20 The Most Obvious Vulnerability: Dependent NPC: Tracy and Robert Karlson, Wife and Son 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs) 15 If My Wife Finds Out I'm Being Another Woman...:Social Limitation: Secret Identity: Nick Karlson Frequently (11-), Major 15 The Devil You Don't Know: Hunted: 8- (Mo Pow, Capture) 10 Never Again: Psychological Limitation: Code Against Killing (Common, Moderate) 10 Here to Protect My People: Psychological Limitation: Overprotective of women and Chinese (Common, Moderate) 10 Losing the Magic: Accidental Change: when successfully Drained, Transferred, etc. with Magic/Mystic Special Effect 11- (Uncommon) 10 Evil Must be Punished: Psychological Limitation: Vengeful (Uncommon, Strong) 10 Like a Sitcom in My Head: Psychological Limitation: Personalities Clash (Common, Moderate) 10 Envy the Power: Hunted: DEMON 8- (As Pow, Harshly Punish) 5 Yeah, We're Gonna Sneak Up on that MORBANE: Distinctive Features: Thane Magical Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures) 0 Jonesing for the Heroine: Dependence: changing to Tao Weakness: -3 To Characteristic Rolls and related rolls per time increment (Very Common, 6 Hours) Disadvantage Points: 155Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350 Height: 1.65 m Hair: Black Weight: 52.00 kg Eyes: Black Appearance: Personality: Nick's motivation at this point is the addiction the mystic shield has implanted. He cannot go too long without changing to Chang Jia Li, or he suffers trembling and debilitating weakness. He's noticed that he's becoming stronger and faster as well, and is worried that the shield is gradually making the change to Tao permanent.Quote:Nick: "Someone else will take care of this. I hope. Ahh, dammit, okay, I'll be...umm...back in a minute"Jia Li: "No, it's pronounced...oh, never mind." Background: Nick Karlson wishes he'd never found the shield. It's happened so often it's a cliche. You're out hiking in the wilderness, or working on the archeological dig, and you happen to stumble across the mystic artifact that grants you the power to fight Evil. Naturally there's the scene where the mystic guardian/ancestor spirits/aged sensei explains the powers and responsibilities and shows you how to call on the powers of Captain Whatever, but then you can go on to the good part, kicking ass and getting your name in the papers, right? Well, not for Nick. There have been benefits. Nick Karlson, despite never having had any formal study in the subject, is now reckoned one of the world's top experts on Chinese history and culture, thanks to the ancestor spirits in the shield. His textbooks and novels have enabled him to support his family while quitting his dead-end job in technical support, and in fact have made his family independently wealthy. There are the secrets no Westerner knows, about the secret branch of the Chang family who have passed down the uniform and shield, mother to daughter, since a Thane observer first augmented a Chinese peasant woman with his mystic powers and provided her with a servitor uniform and an enchanted sorvak'kall fighting shield millenia ago. How the Taiji Tu came to the United States in the 1800's to guide and protect her people in the West. And, how the last wielder, now calling herself Tao, fought mystic threats and Bundist saboteurs in the thirties and forties. There is the story of her forbidden love affair with a Japanese man, their wedding against the wishes of both families, and his internment as an enemy alien while his uncle, a sorceror in the service of the Yakuza, lured Tao to the wilderness, murdered her, and left her in a shallow grave. There is the price for his wealth and knowledge, as the Diagram of the Supreme Ultimate transforms him, and Chang Jia Li resumes her mission:to protect her people from the mystic threats of ancient China and modern America. Powers/Tactics: Well, Captain America, kind of. Not exactly the leader-type at this point in her career, Tao will attack enemy blasters, reflecting their attacks back at them or at tougher opponents to soften them up. She attempts to disarm or destroy enemy Foci, and trip enemy Bricks at range. Martial Artists get a shield-bash.Campaign Use: I like Tao. Hope that this one gets picked, but there are three more to go .
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