Jump to content

tribe

HERO Member
  • Posts

    755
  • Joined

  • Last visited

Everything posted by tribe

  1. Character Sheet: Paladin (Casper Jay) Name: Alice Darroussin Player: Ben Langdon (langdon.ben.b@edumail.vic.gov.au) Val Char Cost 25 STR 15 20 DEX 30 18 CON 16 10 BODY 0 14 INT 4 23 EGO 26 13 PRE 3 18 COM 4 9/23 PD 4 9/17 ED 5 5 SPD 20 9 REC 0 36 END 0 36 STUN 4 8" RUN 0 2" SWIM 0 5" LEAP 0 Characteristics Cost: 131 Cost Power 40 Possession: Multipower, 60-point reserve, (60 Active Points); all slots Stops Working If Mentalist Is Stunned (-1/2) 4u 1) Casual Possession I: Mind Control 8d6 ( Human class of minds), Telepathic (+1/4), Reduced Endurance (1/2 END; +1/4) (60 Active Points); Stops Working If Mentalist Is Stunned (-1/2) 4u 2) Casual Possession II: Mind Control 8d6 ( Animal class of minds), Telepathic (+1/4), Reduced Endurance (1/2 END; +1/4) (60 Active Points); Stops Working If Mentalist Is Stunned (-1/2) 4u 3) Casual Possession III: Mind Control 8d6 ( Alien class of minds), Telepathic (+1/4), Reduced Endurance (1/2 END; +1/4) (60 Active Points); Stops Working If Mentalist Is Stunned (-1/2) 4u 4) Focussed Possession: Mind Control 12d6 (60 Active Points); Stops Working If Mentalist Is Stunned (-1/2) 4u 5) Latent Possession: Mind Control 8d6, Time Delay (+1/4), Reduced Endurance (1/2 END; +1/4) (60 Active Points); Stops Working If Mentalist Is Stunned (-1/2) 4u 6) Multiple Possession: Mind Control 6d6, Telepathic (+1/4), Area Of Effect (2" radius; +3/4) (60 Active Points); Stops Working If Mentalist Is Stunned (-1/2) 40 Telepath: Multipower, 60-point reserve, (60 Active Points); all slots Extra Time (Full Phase, -1/2) 4u 1) Omniscience: Clairsentience (Sight Group And Normal Hearing), Mobile Perception Point (can move up to 6" per Phase), Based On EGO Combat Value (Mental Defense applies; +1) (60 Active Points); Extra Time (Full Phase, -1/2) 4u 2) Psychic Exchange: (Total: 60 Active Cost, 40 Real Cost) Mind Link , Any Willing Target, Any distance, No LOS Needed, Number of Minds (x8) (45 Active Points); Extra Time (Full Phase, -1/2) (Real Cost: 30) plus Force Field (6 Mental Defense), Reduced Endurance (0 END; +1/2), Usable Simultaneously (up to 8 people at once; +1) (15 Active Points); Extra Time (Full Phase, -1/2) (Real Cost: 10) 4u 3) Psychic Scramble: Drain EGO 4d6, Ranged (+1/2) (60 Active Points); Extra Time (Full Phase, -1/2) 4u 4) Psychic Slam: Ego Attack 6d6 (60 Active Points); Extra Time (Full Phase, -1/2) 4u 5) Telepathic Probe: Telepathy 12d6 (60 Active Points); Extra Time (Full Phase, -1/2) 9 Durability of the Paladins: Armor (6 PD/0 ED) 10 Mental Shields: Mental Defense (15 points total) 14 Microweave Kevlar Armour: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2), Real Armor (-1/4) 4 Peak Performance: Running +2" (8" total) Powers Cost: 161 Cost Skill 6 +2 with Possession Powers 2 AK: East Coast of United States 11- 2 AK: London, United Kingdom 11- Everyman Skills (Cost: 0 Points) 0 1) Language: French (idiomatic) (4 Active Points) 0 2) AK: Marseilles, France 11 or less 0 3) Acting 8- 0 4) Climbing 8- 0 5) Computer Programming 8- 0 6) Concealment 8- 0 7) Conversation 8- 0 8) Deduction 8- 0 9) PS: Vigilante 11- 0 10) Paramedics 8- 0 11) Persuasion 8- 0 12) Shadowing 8- 0 13) Stealth 8- 0 14) TF: Small Motorized Ground Vehicles 2 KS: Known Superhuman Criminals 11- 1 KS: Tarot 8- 3 Language: English (idiomatic) 2 Language: Italian (completely fluent) Team Package (Cost: 2) 3 Persuasion 12- 3 Stealth 13- 1 Streetwise 8- 2 Survival (Urban) 12- Skills Cost: 29 Cost Perk 4 Contact: Dawnstars (Contact has: very useful Skills or resources) 11- Perks Cost: 4 Total Character Cost: 325 Pts. Disadvantage 15 Accidental Change: After Sleeping 11- (Common) 10 Accidental Change: When Stunned 11- (Uncommon) 5 Distinctive Features: Composite Psyche (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses) 15 Hunted: Motte and Bailey 8- (Mo Pow, Harshly Punish) 15 Physical Limitation: Weird Biochemistry Requires Specialist Medical Care (Frequently, Greatly Impairing) 15 Psychological Limitation: Reluctant to Kill (Common, Strong) 15 Psychological Limitation: Wants Her Life Back (Common, Strong) 15 Social Limitation: Secret Identity (Frequently, Major) 20 Susceptibility: Mind Control, 3d6 damage per Turn (Uncommon) Disadvantage Points: 125 Base Points: 200
  2. Character Sheet: Paladin (Casper Jay) Name: Paladin Real Name: Casper Jay Player: Ben Langdon (langdon.ben.b@edumail.vic.gov.au) Val Char Cost 25 STR 15 20 DEX 30 18 CON 16 10 BODY 0 14 INT 4 13 EGO 6 18 PRE 8 18 COM 4 9/23 PD 4 9/17 ED 5 5 SPD 20 9 REC 0 36 END 0 36 STUN 4 8" RUN 0 2" SWIM 0 5" LEAP 0 Characteristics Cost: 116 Cost Power 15 Psychic "Black Hole": Elemental Control, 30-point powers 10 1) Break the Psychic Chains: Suppress Mind Control 2d6, Cumulative (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Area Of Effect (3" Radius; +1) (35 Active Points); Always On (-1/2), No Range (-1/2) 10 2) Psychic Dampener: Suppress Telepathy 2d6, Cumulative (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Area Of Effect (3" Radius; +1) (35 Active Points); Always On (-1/2), No Range (-1/2) 10 3) Reveal The Truth: Suppress Mental Illusion 2d6, Cumulative (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Area Of Effect (3" Radius; +1) (35 Active Points); Always On (-1/2), No Range (-1/2) 25 Composite Psyche: Multiform (325 Character Points in the most expensive form) (Instant Change) (70 Active Points); Activation Roll 15-, Jammed (-3/4), Costs Endurance (Only To Change; -1/2), Increased Endurance Cost (x2 END; -1/2) 9 Durability of the Paladins: Armor (6 PD/0 ED) 38 Mental Shields: Mental Defense (33 points total), Hardened (+1/4) (38 Active Points) 14 Microweave Kevlar Armour: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2), Real Armor (-1/4) 4 Peak Performance: Running +2" (8" total) Powers Cost: 135 Cost Martial Arts Maneuver Martial Arts - Boxing 4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 3 2) Clinch: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 45 STR for holding on 4 3) Cross: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike 4 4) Duck and Weave: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 5 5) Hook: 1/2 Phase, -2 OCV, +1 DCV, 11d6 Strike 8 6) +2 HTH Damage Class(es) Martial Arts Cost: 28 Cost Skill 12 +4 with Boxing 3 Acrobatics 13- 2 AK: London, United Kingdom 11- 2 AK: Paris, France 11- 2 AK: Venice, Italy 11- 2 AS: Composition 11- 3 AS: Guitar 13- 4 AS: Singing 14- 2 AS: Soccer 11- 3 Conversation 13- Everyman Skills (Cost: 0 Points) 0 1) Language: English (idiomatic) (4 Active Points) 0 2) AK: Wales, United Kingdom 11 or less 0 3) Acting 8- 0 4) Climbing 8- 0 5) Computer Programming 8- 0 6) Concealment 8- 0 7) Conversation 8- 0 8) Deduction 8- 0 9) PS: Musician 11- 0 10) Paramedics 8- 0 11) Persuasion 8- 0 12) Shadowing 8- 0 13) Stealth 8- 0 14) TF: Small Motorized Ground Vehicles 1 KS: Boxing 8- 2 KS: European Soccer 11- 2 KS: Dawnstars 11- 3 KS: Music 12- 2 KS: Peers of Charlemagne 11- 3 Language: French (idiomatic) 2 Language: German (completely fluent) 2 Language: Italian (fluent conversation) Team Package (Cost: 2) 3 Stealth 13- Skills Cost: 57 Cost Perk 4 Contact: Dawnstars (Contact has: very useful Skills or resources) 11- Perks Cost: 4 Cost Talent 6 Combat Luck (3 PD/3 ED) 3 Perfect Pitch Talents Cost: 9 Total Character Cost: 349 Pts. Disadvantage 15 Accidental Change: After Sleeping 11- (Common) 15 Accidental Change: When Stunned 14- (Uncommon) 5 Dependent NPC: Erin Jay 8- (Normal; Useful Noncombat Position or Skills) 20 Dependent NPC: "Nine" - Casper's Band (Ramsey Porter and Jude Orville-Leonek) 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs) 5 Distinctive Features: Composite Psyche (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses) 15 Hunted: Motte and Bailey 8- (Mo Pow, Harshly Punish) 15 Physical Limitation: Weird Biochemistry Requires Specialist Medical Care (Frequently, Greatly Impairing) 10 Psychological Limitation: Self-Conscious About Sharing His Body With Alice Darroussin (Common, Moderate) 15 Psychological Limitation: Will Never Break His Word (Common, Strong) 20 Psychological Limitation: Will Not Kill (Common, Total) 15 Social Limitation: Secret Identity (Frequently, Major) Disadvantage Points: 150 Base Points: 200
  3. I have come to the Boards for some advice, following in the echoing footsteps of a whole host of confused or searching gamers. You see, I had an idea to refresh a character who had fallen out of my campaign. I thought I could pick him up, brush him off and send him into a new campaign and thus (in the latest attempt to join up my characters and campaigns in the Global Guardians Universe) give the guy a second shot at hero life. He was a basic martial artist, originally, but with the new submission I added a twist by sending a disembodied telepath to take up residence inside his mind. So essentially I now have a guy who shares his head with a girl whose own body has been destroyed. I kind of like to place the inspiration in the tradition of Rogue and Carol Danvers, but obviously with a gender-bender twist. The problem I'm having is that something seems kooky about him - Kooky as in it doesn't sit right, rather than the whole idea of having two minds in one body. So, it'd be great if some of you could take a look at the background and character sheets and see if you can spot anything obvious in need of a rewrite. I think one problem is that I am taking an existing character (Paladin) and manipulating him into a new concept (Mentalist). Anyway, thanks for those of you who are still reading! Here is the background, with character sheets to follow: Character Name: Paladin Real Name: Casper Jay Player Name: Ben Langdon (langdon.ben.b@edumail.vic.gov.au) Group Affiliation: ? (former) Dawnstars Hair Colour: Black Eye Colour: Blue Height: 1.82m Mass: 80kg Nationality: British Place of Birth: Barry, Wales, United Kingdom Date of Birth: February 27, 1982 Background: There had been a time when Casper Jay had been oblivious to the intricate sins of his father, a time when he thought Charlemagne was a half-decent bottle of bubbly, a time when he considered himself too insignificant to help change the world. It was also during that time that his sister began to foster an interest in the United Nations and a world where superhumans were as common as 'Yes Prime Minister' re-runs on the BBC. But then he had started to change: his body hardened and became beautiful. There were theories, of course. He was a conduit for the souls of the vanquished Peers of Charlemagne, bound to him through magic that dated back to the abduction and desecration of Ogier the Dane at the hands of an English sorceress, Morgana. His father had been a geneticist with 'dark tendencies', a burning need to fuse magic and science. In the end, the origin of his new-found powers wasn't important to Casper. His life, as it had been, was gone. He was bullet-proof. He could lift cars. His face possessed an unearthly beauty, gifts from Astolpho, that drove him into hiding. Casper never wanted to be a hero, but his sister had other plans for him. Erin Jay wasn't satisfied with Casper's decision to fade into the background of life. She dragged him into the world of superheroes, christened him 'Paladin' and used him as an anchor in her quest to rebuild Europe's super-hero team, the Dawnstars. He soon found himself being ambushed by cyborg assassins in London, assailed by demonic beasts in Barcelona, and hailed as a superhero sex symbol across Western Europe. After three months with the Dawnstars, Casper Jay had had enough. He quit. He returned to London and tried to pick up his life, but he had missed too much of his university course and his apartment had been illegally leased to a second occupant. Casper dropped out of sight, found a place in Hammersmith, and picked up a guitar. Things began to move slower and disasters were once again relegated to the arena of television news. Casper formed a band, called it 'Nine' after a particularly long night at 'The Hammer and Anvil', and made a living on the pub circuit. But one night Fate came and knocked on his door for a second time. It wasn't enough that the ancient spirits of twelve knights had sought him out to take up permanent residence, Casper now found himself the repository for a powerful disembodied telepath known as Alice. The band was in the middle of a set and the patrons had been dividing their time between dowing pints and genuinely listening to the sounds of melancholy rock. Casper was pouring his heart into the microphone, lips brushing against the metal, while his fingers lightly plucked at the guitar. Behind him, Ramsey Porter followed his lead on the bass, and Jude Orville-Leonek tapped away at the drums. ______________________________________________________ Alice Darroussin had watched her own body crumble into dust. She still felt the searing heat, but she moved with instinct, fleeing from the danger and hoping for sanctuary. As she fled, tumbling through the astral plane, she began to hear music and was drawn inexorably towards its siren-like call. She floated through the walls of the pub, unnoticed by the genial patrons. Ahead of her was a young man crooning into a microphone. He held the stand in one hand and balanced a guitar with the other. The only music now was the man's voice, and it pulled her towards him. She searched for his eyes, hidden behind a dark fringe. Behind her she felt the growing heat, almost as if her death was pursuing her through the streets of London. He looekd up at her, hair parting to reveal deep blue eyes. Alice drew a breath. Oxygen flooded her body and she felt the edges of panic subside. She felt her body, the clothes clinging to her skin, the doc martens on her feet. She felt her hand around the thin metal stand, the puckered microphone cool against her lips. She drew another breath. There was no more music. The audience acknowledged the end of the song with muffled applause, and Alice felt a hand on her shoulder. She turned around a looked at a dark-skinned man with a nose-ring. "You still with us, Cas?" he asked. Alice nodded and stepped off the stage, feeling her body absorb the impact and spring back with strength and confidence. She walked towards the toilets, pushed against the door and moved directly to the basin. She ran the taps and ran her wet hands back through her dark black hair. Her reflection smiled back at her from the mirror. "Jesus Christ," a woman swore, as she walked into the rest room. "What the fuck are you doing in here, you pervert?" Another woman appeared from one of the stalls and clutchd at her handbag, wavering from fear to excitement at the prospect of finding an attractive young man in the ladies room. Alice shrugged and walked out of the room. ______________________________________________ It took Casper two weeks to dislodge Alice Darroussin from dominating his body. He woke up one morning in Paris with an eyebrow piercing, three maxed-out credit cards and a throbbing headache. Alice was still inside his mind, but she had collapsed into a pitiful ball in a dark corner of his psyche. She was stuck. With her orignal body destroyed, she now found herself bound to Casper Jay. His metahuman ability to contain the essence of disembodied spirits had reacted with her own telepathic powers to effectively rewrite their psyches. Casper had lost most of his connection with the Peers of Charlemagne, and Alice was unable to exist outside of Casper's mind. Her body had been destroyed. Casper finally returned to London after reconciling himself to his new situation, and began to appear as Paladin again in an effort to track down Alice's enemies and allow her some sense of justice, and (he hoped) closure. His search crossed paths with a Majestic investigation and after teaming up to defeat the criminals Motte and Bailey, Casper was invited to join the government team. Casper realised that, as much as he really wanted to avoid the superhuman life, it seemed that superhuman life would not avoid him. Quote: "You know that little voice in your head? Well, she's not very happy right now." Quote About Him: "I want his babies..." - Daria Brown, Dawnstars Staff Personality: Casper Jay is a reluctant hero, but takes his responsibilities very seriously. While he avoids the limelight and would prefer to spend time alone, writing songs, playing his guitar or simply looking off into the distance; he understands that his own desires are subservient to the needs of his country. He has always put others before himself, something he learned from his sister, Erin Jay. He is honest and believes in the ideals of chivalry, although he sometimes appears old-fashioned and even prudish. In many ways, Casper and Alice are polar opposites, although Alice is exerting some influence over his development. Having a woman inside his head has changed things. He has become a little uncomfortable with himself, although Casper realises that it is a small price to pay in exchange for the life of Alice. He reasons that without his mind, she would surely perish. Still, he finds it difficult to cope with Alice's adventurous jaunts in his body while he is 'away'. He can't remember the number of times he has woken up in a strange bed... Appearance: Paladin wears a light-weight silver chainmail shirt over a reinforced black armoured jumpsuit. He also wears silver-lined black gloves and a silver domino mask. He has short black hair which is usually spiked, and piercing blue eyes. When Alice is dominating their psyche, his eyes change to green, and his voice sometimes takes on the hint of a French accent. With Alice's influence, Casper has undergone an image change. He has cut his hair, which he used to leave long to obscure his looks, and has cultivated an eyebrow ring and several Celtic tattoos on his upper arm and back. His body remains in superb physical condition through his metagene and a regular training regime, including boxing. Casper has used boxing as a stress-release since adolescence, and was once tipped to turn professional. As with most things, however, Casper preferred to shun the limelight and changed gyms and coaches. Out of uniform, Casper prefers dark clothes, and is considered to be something of a Goth. He wears an assortment of silver jewellery, but is beholden to one particular image. When Casper was in full possession of the spirits of the Peers of Charlemagne, his body was flawless and his beauty reflected that of Astolpho, the most beautiful man in the world. Since Alice 'moved in', his connection with the Peers has subsided and his beauty has been restored to human levels, although he still resembles a supermodel. Powers: In the beginning of his career, Paladin possessed the combined abilities of the twelve Peers of Charlemagne which included superhuman strength, agility, reaction time, durability and physical beauty. When Alice merged with his psyche, it disrupted his connection to the spirits of the paladins, and his physical attributes are now only regarded as peak human. He complements his physical prowess with a mastery of boxing and is a formidable martial artist. The presence of Alice within his mind has created a psychic 'black hole' which disrupts mental powers in his immediate vicinity. Nordkapp Man, of the Dawnstars, has theorised that this 'black hole' may have been Casper's original metahuman ability and the reason why the energies of the Peers were able to enter his body in the first place. It also provides Casper with an almost impenetrable mind. Alice is a powerful telepath, and when she is in control of 'the body' she is able to exert her considerable psychic talents. Her primary ability is possession and she is able to take control of the minds of humans, aliens and animals to a varying degree of success. She is also able to read and project thoughts; perceive events and locations beyond her immediate area; launch an assualt against another human's mind; scramble the minds of others; and link up receptive minds in what she terms "The Psychic Exchange".
  4. Re: Cure for Cancer (Healing) Thanks for all the debate on healing, which has been very interesting reading. I am glad that a lot of readers picked up the problems associated with being able to cure cancer (and other sources of "damage"), as that is what I had planned with my own character. The hospital he worked for (as an intern) was not ready for his miraculous gifts and when he brought a patient back from the dead, they decided to get rid of him and avoid masses of paperwork and media coverage, rather than investigate his powers and use him to heal. His powers will undoubtedly lead to some public hysteria and I'm really looking forward to the angst associated with that. Anyway, thanks very much for the feedback. Ben
  5. I was hoping to garner some ideas for creating a power that can effectively cure all diseases, including cancer. I mocked up a major transform power (transform diseased body into non-diseased body) but was reading the description for Healing and saw that it could be used to heal diseases. Not sure how that works, or if it's a fudging thing. What are people's thoughts? How would you make a power that can cure disease? Thanks Ben
×
×
  • Create New...