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Certified

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Posts posted by Certified

  1. Re: Designing a Speedster (Help Wanted!)

     

    That seems like a really unlikely ability...I mean, how would she even have discovered this strange power? Why does it work?

     

    One way I would think this could happen would be gymnastics, the character goes for a dismount and finds herself hovering. Another would be skydiving, or basically any activity that gets you off the ground. Maybe she was a track and fielder who went for a long jump and it became a really long jump.

     

    As for why does it work, she’s a mutant, this is a comic book inspired game, do you need a better explanation? How about she can polarize her bloodstream and manipulate magnetic fields to a minor extent and as of the start of the campaign she uses this to do speedster things.

     

    - - -

     

    I think the idea of using Flight, must be in contact with the ground works well. There seem to be two concepts going on so maybe you can merge the two by adding the hover boots initially but having the character grow out of them.

     

    Expanding on the concept would help round out the character’s powers. That is to say does her speed offer her any kind of protection or offensive boost other than velocity attacks? From reading your post it seems like you have an idea of what you want her to look like. So how would you like to expand the concept to flesh her out? Would you like to see her as just using her powers for speed or does she have a battery of abilities based on her mutant powers?

  2. Re: WWYCD: the times of peace are upon us

     

    Fallout: (Ball of self contained energy) Move to Terminus Tech and take up residence inside their power plant and hope the radiation can spook reporters...

     

    Miss having a body, playing football...

     

    Sleep ...

     

    Wait ...

     

    Hope he is needed again ...

     

    Turn into the Radioactive Ball of Emo...

     

    Wish for wrists so he could cut himself (Across the street, not down the sidewalk he's not that lonely)

  3. It’s Saturday at 9 PM and I got hit with a need for a distraction. So here he is, a Speedster for fun and enjoyment. Critiques comments welcome.

     

    Kaze, The Snow Arrow

     

    Alternate IDs: Takezo Edwards

    Player:

    Campaign: / GameMaster:

    Genre:

     

    Value Char Base Cost Roll Notes

    20/35 STR 10 10 16- 7d6 / 3200.0kg

    25 DEX 10 45 14-

    18 CON 10 16 13-

    18 BODY 10 16 13-

    18 INT 10 8 13- PER Roll 13-

    16 EGO 10 12 12-

    15 PRE 10 5 12- 3d6

    12 COM 10 1 11-

    7/27 PD 7 0

    4/24 ED 4 0

    8 SPD 3.5 45

    11 REC 11 0

    36 END 36 0

    45 STUN 45 0

     

    Movement

    Running: 36"/72"

    Swimming: 2"/4"

    Leaping H: 7"

    Leaping V: 3 1/2" Flying: 20"/320"

     

    Basic Combat Stats

    BaseOCV: 8 BaseDCV: 8 BaseECV: 5

    Adjustments: Adjustments: Adjustments:

    Total: Total: Total:

    Levels: +2 with any Strike

     

    Range 0-4 5-8 9-16 17-32 33-64 65-128

    RMod 0 -2 -4 -6 -8 -10

     

    Phases: 2, 3, 5, 6, 8, 9, 11, 12

     

    7/27 PD (0/20 rPD) 4/24 ED (0/20 rED) 0 MD 0 PwrD

    END: 36 STUN: 45 BODY: 18

     

    Martial Arts

    Pts. Maneuver

    3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 9d6 Strike

    4 Charge: 1/2 Phase, +0 OCV, -2 DCV, 9d6 +v/5 Strike, FMove

    5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove

    3 Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 7d6 +v/5 Strike; You Fall, Target Falls; FMove

    3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 8d6 Strike, Target Falls

    4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike

     

    Skills

    Pts.

    6 +2 with any Strike

    3 Acrobatics 14-

    3 Breakfall 14-

    3 Climbing 14-

    3 Deduction 13-

    3 Instructor 13-

    1 KS: History 8-

    3 KS: Safety and loss prevention 13-

    3 KS: Law 13-

    1 KS: Philosophy 8-

    1 KS: Theology 8-

    3 Language: Japanese (completely fluent)

    3 PS: Accountant 13-

    3 Survival 13-

     

    Perks

    Pts.

    2 Money: Well Off

     

    Powers

    Pts. END

    40 Glancing Blows : Armor (20 PD/20 ED) (60 Active Points); Restrainable (-1/2) 0

     

    10 Muscle from the Hustle: +15 STR (15 Active Points); Restrainable (-1/2) 1

     

    7 Fastest Hands: Stretching 4" (20 Active Points); Restrainable (-1/2), Instant (-1/2), Always Direct (-1/4), no Noncombat Stretching (-1/4), Only When In Contact With The Ground (-1/4) 2

     

    13 Accelerated Metabolism : Life Support (Immunity All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Sleeping Character does not sleep) 0

     

    4 Regeneration: Healing BODY 0 1/2d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (10 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2) [Notes: No Healing Max (see FREd p. 120).] 0

     

    40 Speed: Multipower, 60-point reserve, (60 Active Points); all slots Restrainable (-1/2)

     

    4u 1) Running +30" (36" total) (60 Active Points); Restrainable (-1/2) 6

     

    3u 2) Pick Up Some Speed: Flight 20", Position Shift, x16 Noncombat (60 Active Points); Increased Endurance Cost (x2 END; -1/2), Restrainable (-1/2), Only In Contact With A Surface (-1/4) 12

     

    3u 3) Tornado Strike: Hand-To-Hand Attack +8d6, Area Of Effect (One Hex; +1/2) (60 Active Points); Hand-To-Hand Attack (-1/2), Restrainable (-1/2) 6

    3u 4) Barrage: Hand-To-Hand Attack +8d6, Autofire (5 shots; +1/2) (60 Active Points); Hand-To-Hand Attack (-1/2), Restrainable (-1/2) 6

     

    2u 5) One Fingered Hand Murder Touch : Killing Attack - Hand-To-Hand 1 1/2d6 (3d6+1 w/STR) (25 Active Points); Restrainable (-1/2) vs PD. 2

     

    Combat Maneuvers

    Name Phs OCV DCV Effect

    Block 1/2 +0 +0 Block, Abort

    Brace 0 +2 1/2 +2 vs. Range Mod

    Disarm 1/2 -2 +0 Can Disarm

    Dodge 1/2 -- +3 Abort, Vs. All Att

    Grab 1/2 -1 -2 Grab 2 Limbs

    Grab By 1/2 -3 -4 Move and Grab

    Haymaker 1/2 +0 -5 +4 DC, Delayed Phs

    Move By 1/2 -2 -2 STR/2 + v/5

    MoveThru 1/2 -v/5 -3 STR + v/3

    Set 1 +1 +0 Ranged Att Only

    Strike 1/2 +0 +0 STR or Weapon

    Basic Strike 1/2 +1 +0 9d6 Strike

    Charge 1/2 +0 -2 9d6 +v/5 Strike, FMove

    Flying Dodge 1/2 -- +4 Dodge All Attacks, Abort; FMove

    Flying Tackle 1/2 +0 -1 7d6 +v/5 Strike; You Fall, TargetFalls; FMove

    Legsweep 1/2 +2 -1 8d6 Strike, TargetFalls

    Martial Strike 1/2 +0 +2 9d6 Strike

    Character Costs

    Characteristics: 158 Martial Arts: 22

    Skills: 39 Perks: 2

    Talents: 0 Powers: 129

     

    Disadvantages Pts.

     

    Accidental Change: When wearing specially designated clothing Kaze can easily tear though his clothing by agitating them. Using any of his powers will leave his clothing in shreds or naked. Always (Uncommon) 20

     

    Social Limitation: Secret Identity Frequently (11-), Major 15

     

    Social Limitation: Famous (Frequently, Minor) 10

     

    Social Limitation: Subject to Orders: Lead Shrink/Loss Control Investigator for Bacy�s Retail Stores. (Frequently, Major) 15

     

    Psychological Limitation: Code Against Killing (Common, Moderate) 10

     

    Vulnerability: 2 x STUN Dimensional-Manipulation (Uncommon) 10

     

    Vulnerability: 2 x STUN Sonic Attacks (Uncommon) 10

     

    Vulnerability: 2 x STUN From Gravitational Powers (Uncommon) 10

     

    Susceptibility: Must eat the equivalent of a full meal every two hours. 3d6 damage per 5 Minutes (Very Common) 20

     

    Distinctive Features: An outline of his body trails behind him whenever using any powers, or walking to quickly, eating � you get the idea. (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15

     

    Dependent NPC: Detective Eddie Mayfair 14- (Slightly Less Powerful than the PC) [Notes: Although a talented officer Eddie refuses to see the line between common criminals and super powered threats. A close friend of Takezo from his time before traveling to Japan he sees his super-powered ally as a little brother that mist be protected. Unfortunately, this has put Takezo in a dangerous position. As his only remaining friend and person who knows his true identity he cannot turn Eddie away and is constantly trying to make him feel like an equal without loosing face. Powerful Hero 100 + 100] 15

     

    Base Points: 200

    Disadvantages: 150

    Unspent Exp: 0

    Spent Exp: 0

    Total: 350

     

     

    Character Information

    Height: 1.81 m Hair: Black

    Weight: 81.00 kg Eyes: Blue

     

    Appearance: Takezo keeps his hair short cropped and does not allow his beard to come in. For work reasons he commonly wears suits preferably grey or light brown.

     

    Kaze wears a deep blue synthetic body suit that is resilient to high friction and covers the face. In constant motion Kaze seems to blur at times leaving visible trails when running. Takezo keeps the suit in a hidden briefcase compartment; it does not take long to change clothing.

     

     

    Background: Born Takezo Edwards in San Diego, California to US Army Ranger Fredrick Edwards and Sayuri Saki-Edwards, his mother died during labor. Takezo’s father was distant at best, absent most of the time. Growing up he was left to his own devices, spending yeas on military bases in Germany and Greece while his father was deployed. When trying to talk to talk about his mother all his father would say was she should have never stopped running. Fredrick retired from the military just before Takezo’s seventeenth birthday. They moved to the Bronx in New York. There Takezo attended NYU for accounting. After graduating Takezo’s father arranged a trip to Sapporo to meet Sayuri’s family.

     

    There he was immersed in a world he had only read about. Distanced from the larger cities Sapporo blended the culture of the past with modern economic needs. There he felt an instant connection as if the land itself talked to him. The Saki family spent a week with Takezo in the city before taking him to the ancestral home. East of Sapporo in Yuni Town Takezo learned the meaning of his father’s words. Outside the family home a shrine sat just off the road. Even before he could see the framed picture that rested inside the small hut he knew this was for his mother.

     

    One would not say the only hero but the fastest one ever born out of YuniTown. Before meeting Takezo’s father she was known as Mayumiko, the Snow Arrow. Blessed with the gifts of speed and divine she had long been a protector of Hokkaido. Takezo learned that his father had met her while working with a special task force of US military and Japanese special agents. After becoming pregnant she married Takezo’s father and returned with him to America under the promise she would return. It was shame on the family, and some would say the nation that Mayumiko would turn her back on her country. When she died the US Government had her body returned. By the time Takezo was old enough to learn what had happened it was only another anecdote from the 70�s and one his father worked diligently to hide from him.

     

    Takezo spent the four years in YuniTown studying from his family and learning all he could about his mother’s life. He trained in the family’s school of martial arts and the disciplines that his mother should have instilled upon him as a child. This study only strengthened his connection to the land and the bond he had so wanted with his mother seemed to only grow.

     

    When the messenger from the US base in Sapporo came for him his heart broke. His father had been hospitalized and was under the care of the VA. One of his requests was to see his son. There was no hesitation only sadness when he left. Takezo felt reborn yet broken, experienced yet ignorant, he knew he would leave for his father, just as his mother had.

     

    Returning to New York Takezo found his father’s home in ruins, a forgotten crime scene. The apartment was ransacked little remained from his memories. It had been less than a week from the time his father had called for him but Takezo found him comatose and a husk of the man he knew. Powerless he spent his days watching over his father waiting for a change; each night a fire burning inside crying out for revenge. On the fourth day his father woke long enough to see his son.

     

    “Do good things.”

     

    With those words he was gone as a veil lifted from Takezo. He had felt it in YuniTown the spirits of his ancestors whispering within him. As his father passed the last barrier of resistance faded along with him. He felt his mother and father united at last hold him. The fear was gone; the Snow Arrow would fly again. The father’s blessing had unlocked his mother’s gifts.

     

     

    Personality: Kaze is ruled by his father’s words, do good things. It is what drives him to go forward to run and to help those he can.

     

    Quote: “Run and the wind will follow.”

     

    Tactics: Kaze is gifted with inhuman speed and dexterity. He uses this in combination with his martial training to deadly precision.

     

    Campaign Use:

    Portrait

  4. Re: Superheroes as firemen rather than cops?

     

    A slippery slope...

     

    In our last campaign one of the characters had a healing power for Body. After healing a downed officer at the scene of a burglary she received no end of bad press for not living at the Hospital healing everyone that walked through the door.

     

    When the GM wanted to twist the screws he mentioned the Children's Burn Ward.

  5. Re: The PRE Brick?

     

    Well it's 4 AM and I'm reading this thread, I like the idea of a Face man and decided to play with it a bit. here's what I came up with.

     

     

    Freeborn

     

    Alternate IDs: Diane Fielding AKA Rachael Banning AKA Esmeralda Keating

    Player:

    Campaign: / GameMaster:

    Genre:

    Value Char Base Cost Roll Notes

    34 (13) STR 10 3 16- 6 1/2d6 / 2785.8kg

    25 (18) DEX 10 24 14-

    25 (18) CON 10 16 14-

    25 (18) BODY 10 16 14-

    23 INT 10 13 14- PER Roll 14-

    25 EGO 10 30 14-

    50 PRE 10 40 19- 10d6

    18 COM 10 4 13-

    7/23 PD 7 0

    5/21 ED 5 0

    6 SPD 3.5 25

    12 REC 12 0

    50 END 50 0

    56 STUN 56 0

     

    Movement

    Running: 6"/12"

    Swimming: 2"/4"

    Leaping H: 6 1/2"

    Leaping V: 3"

     

    Basic Combat Stats

    BaseOCV: 8 BaseDCV: 8 BaseECV: 8

    Adjustments: Adjustments: Adjustments:

    Total: Total: Total:

    Levels:

    Range 0-4 5-8 9-16 17-32 33-64 65-128

    RMod 0 -2 -4 -6 -8 -10

    Phases: 2, 4, 6, 8, 10, 12

     

    7/23 PD (0/16 rPD) 5/21 ED (0/16 rED) 10 MD 0 PwrD

     

    END: 50 STUN: 56 BODY: 25

     

    Martial Arts

    Pts. Maneuver

    5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort

    5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 10 1/2d6 Strike

    5 Grappling Block: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block

     

    Skills

    Pts.

    3 Breakfall 14-

    3 Criminology 14-

    3 Deduction 14-

    3 Disguise 14-

    7 Gambling 16-

    3 High Society 19-

    3 Interrogation 19-

    3 Persuasion 19-

    3 Seduction 19-

    3 Shadowing 14-

    3 Stealth 14-

    3 Streetwise 19-

    3 Tracking 14-

    3 SS: Criminal Psychology 14-

    3 KS: Diplomacy 14-

    3 KS: The Underworld 14-

    3 KS: Law 14-

     

    Perks

    Pts.

    2 Deep Cover

    1 False Identity

    5 Money: Well Off

     

    Powers

    Pts. END

    17 Her Eyes, that Voice...: Mind Control 10d6 (50 Active Points); Eye Contact Required (-1/2), Extra Time (Extra Segment, -1/2), Costs END To Maintain (Half END Cost; -1/4), Requires A PRE Roll (-1/4), Subject To Range Modifier (-1/4), Stops Working If Mentalist Is Knocked Out (-1/4) SFX: Mental/Psionic. 5

     

    8 Every Woman and no one: Shape Shift (Sight and Hearing Groups, limited group of shapes), Imitation, Makeover (38 Active Points); Increased Endurance Cost (x4 END; -1 1/2), Extra Time (5 Minutes, Only to Activate, -1), Concentration (0 DCV; -1/2), Requires A Skill Roll (Disguise ; -1/2) SFX: Mental/Psionic. 16

     

    22 GNOME Manipulation Serum X2: (Total: 70 Active Cost, 22 Real Cost) +21 STR (21 Active Points); Linked (DEX; Lesser Power can only be used when character uses greater Power at full value; -3/4), IAF Fragile (-3/4), 2 Continuing Charges lasting 1 Minute each (-3/4) (Real Cost: 6) plus +7 DEX (21 Active Points); 2 Continuing Charges lasting 1 Minute each (-3/4), OIF Fragile (-3/4) (Real Cost: 8) plus +7 CON (14 Active Points); Linked (DEX; Lesser Power can only be used when character uses greater Power at full value; -3/4), 2 Continuing Charges lasting 1 Minute each (-3/4), IAF Fragile (-3/4) (Real Cost: 4) plus +7 BODY (14 Active Points); Linked (DEX; Lesser Power can only be used when character uses greater Power at full value; -3/4), 2 Continuing Charges lasting 1 Minute each (-3/4), IAF Fragile (-3/4) (Real Cost: 4) [2 cc]

     

    24 Poly-Weave Body Suit: Armor (16 PD/16 ED) (48 Active Points); OIF Expendable (Very Difficult to obtain new Focus; -1) 0

     

    12 Bio-Feedback Gloves: Killing Attack - Hand-To-Hand 1 1/2d6 (3d6+1 w/STR), +1 Increased STUN Multiplier (+1/4) (31 Active Points); OIF Expendable (Very Difficult to obtain new Focus; -1), Restrainable (-1/2) vs ED. 3

     

    10 Glue Gernades: Entangle 2d6, 3 DEF, Area Of Effect (One Hex; +1/2) (37 Active Points); 2 Charges (-1 1/2), OIF (-1/2), Can Be Missile Deflected (-1/4), Range Based On Strength (-1/4) [2]

     

    3 Night Vision Goggles: Nightvision (5 Active Points); OIF Fragile (-3/4) 0

     

    5 Iron Will: Mental Defense (10 points total) 0

     

    Character Information

    Height: 1.85 m Hair: Black (Varies)

    Weight: 72.00 kg Eyes: Green (Varies)

     

    Appearance:

     

    Background: Born and raised in Southern California Diane had a relatively normal childhood. That is for a spoiled brat. Her father, Karl Fielding had made his money early when cosmetic surgery went mainstream marring one of his clients Asian fashion model Qi. After multiple malpractice suits Qi filed for devoice. Because of the work done for her by Karls office they were able to settle out of work for an undisclosed sum.

     

    When Diane was fifteen her life changed; while at a recruiting party for UCLA she found herself swept into a world of intrigue. A mathematician by the name of Albrecht Lancing was giving a symposium on probability manipulation and the human GNOME. Attacked by assassins from GEO, Albrecht found himself without guards and fatally wounded. With no one else to confide in he shared the prototype serum with Diane and begged her to get it to his contact within the CIA.

     

    Narrowly escaping the campus alive, Diane found herself alone on the streets of LA. From there she made her way to Olympia, Washington for her rendezvoused with Albrechts contact. Betrayed she was forced to consume the serum to avoid it falling into the hands of GEO. She found herself transformed, stronger, and more agile, her consciousness expanding to the point her presence could expand even infect the minds of others.

     

    Using her newly devolved powers she was able to escape again even locating a safe house and contact. Extracting samples of her blood the agency was only a recreate a rough version of the Albrecht serum. Six years later Diane had become one of the youngest covert operatives working for the CIA. Seven years after that and an affair with a British operative Diane was done.

     

    The world was changing and the organization was changing with it. No longer confident with the intentions of the agency Diane arranged to go private. Although she has had to disavow her contacts with the CIA she is still open for contracts so long as they pass her scrutiny.

     

     

    Personalilty: Tired of the endless internal deceptions Diane has grown cold but still wants to serve her country. Sometimes helping local authorities she often uses the name Emma Keating or Freeborn for the spandex types with local affairs.

     

    Quote:

     

    Tactics: The GNOME Manipulation Serum has given Freeborn expanded mental capacities. Allowing her to control the minds of others many often awed by her shear force of personality. Through her years with the CIA she has devolved a passive ability to mask her identity with her Psionic powers. In addition to her potent mental abilities Freeborn uses several additional devices including Nightvision Goggles and web grenades as well as a skin tight armor weave. Finally, a contact at the CIA has continued to supply Freeborn with capsules of the GM Serum X2 to help facilitate her freelance work.

     

    Campaign Use:

    Portrait

    Disadvantages Pts.

    Social Limitation: Secret Identity (Many Enemies) Frequently (11-), Severe 20

     

    Social Limitation: Subject to Orders Very Frequently (14-), Major 20

     

    Psychological Limitation: Stubborn (Common, Strong) 15

     

    Social Limitation: Honor among Thieves (Frequently, Severe, Not Limiting In Some Cultures) 15

     

    Hunted: CIA 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 25

     

    Hunted: G.E.O. 8- (As Pow, Harshly Punish) 10

     

    Hunted: G.E.M. 8- (As Pow, NCI, Harshly Punish) 15

     

    Rivalry: Professional (Deekin Shaw, English Super Spy; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 5

     

    Dependence: Alcohol Powers Gain 11- Activation Roll (Easy To Obtain, 1 Hour) 10

     

    Distinctive Features: Extremely Attractive (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5

     

    Reputation: "Retired" CIA Spy (Known within the Intelligence Community), 14- (Known Only To A Small Group) 10

     

    Skills: 55 Perks: 8

    Talents: 0 Powers: 101

     

    Base Points: 200

    Disadvantages: 150

    Unspent Exp: 0

    Spent Exp: 0

    Total: 350

  6. Re: Islam replaces Christianity

     

     

    Probably there would never have been the Crusades or the Dark Ages. Science probably would be more advanced than it is now and clothes would be more modest than they are now.

     

    It's too late at night for me to think beyond that.

     

    I wont question the latter, but to avoid the Dark Ages I believe that has more to do with the fall of the Roman Empire. An interesting change would be what if they the Romans had used bronze pipes for there water. (and thusly saved from theorized dementia in their latter rulers)

     

    Give me my Pagan Gods to know that three brothers each have their kingdoms while one rules over all. While no mortal no matter how pure must suffer for his sins before reaching Elysium and finding paradise. Even if only for a short while.

     

    Ahem.. anywho ... my point being if Christianity never takes off we still have a dominate religion throughout Europe. Although my guess is that Christianity spread so well because the cult had been elevated to religion at almost the perfect time.As Rome fell and conditions across Europe began to suck (to use the scientific term) there had to be some appeal to a religion that although you suffer now in the afterlife it is paradise eternal.

  7. Re: adventure ideas?

     

    Hope this helps…

     

     

    In out last Champions game we had a scenario that involved a High Society function. As such the power armored player was there in her Secret ID. When the function was attacked she spent the first half of the combat running to her car to get into her suit.

  8. Re: [build Challenge] Kid Emo (Supervillain)

     

    It's 2 AM I'm reading this post and here's what comes up...

     

    Burn

     

    Alternate IDs: Bernard Stillman

    Player:

    Campaign: / GameMaster:

    Genre:

    Value Char Base Cost Roll Notes

    8 STR 10 -2 11- 1 1/2d6 / 75.8kg

    18 DEX 10 24 13-

    13 CON 10 6 12-

    13 BODY 10 6 12-

    18 INT 10 8 13- PER Roll 13-

    25 EGO 10 30 14-

    18 PRE 10 8 13- 3 1/2d6

    14 COM 10 2 12-

    3/21 PD 2 1

    3/21 ED 3 0

    6 SPD 2.8 32

    5 REC 5 0

    26 END 26 0

    24 STUN 24 0

     

    Movement

    Running: 6"/12"

    Swimming: 2"/4"

    Leaping H: 1 1/2"

    Leaping V: 0 1/2" Teleporting: /100"

     

    Basic Combat Stats

    BaseOCV: 6 BaseDCV: 6 BaseECV: 8

     

    Phases: 2, 4, 6, 8, 10, 12

     

    3/21 PD (0/18 rPD) 3/21 ED (0/18 rED) 10 MD 10 PwrD

     

    END: 26 STUN: 24 BODY: 13

     

    Skills

    Pts.

    4 PS: Bad Poetry 14-

    3 PS: Dancer 13-

    7 Persuasion 15-

    3 Seduction 13-

    3 Acting 13-

    3 Streetwise 13-

    3 Scholar

    2 1) KS: Occult History (3 Active Points) 13-

    2 2) KS: The Underworld (3 Active Points) 13-

    2 3) KS: Witchcraft (3 Active Points) 13-

    3 Stealth 13-

    3 Concealment 13-

    3 Shadowing 13-

     

    Perks

    Pts.

    15 Emo KIds Unite! Contact (Contact has significant Contacts of his own), Organization Contact (x3) (15 Active Points) 13-

     

    Powers

    Pts. END

    24 Cloak of Darkness : Armor (18 PD/18 ED) (54 Active Points); Limited Power Power loses about half of its effectiveness (Disolves in Direct Sunlight; -1), Visible (Spiraling Shadows; -1/4) SFX: Magic/Mystic. 0

     

    40 Armor of Despair : Mind Control 5d6 (Human class of minds), Telepathic (+1/4), Reduced Endurance (0 END; +1/2), Area Of Effect Nonselective (10" Radius; +3/4), Continuous (+1), Damage Shield (Offensive; Affects Mental And Physical Attackers; +1 1/4) (119 Active Points); Limited Power Power loses about half of its effectiveness (Cannot be Used in Direct Sunlight; -1), Set Effect (Fear; -1/2), Stops Working If Mentalist Is Knocked Out (-1/4), Linked (Cloak of Darkness ; -1/4) vs Human. SFX: Magic/Mystic. 0

     

    70 Manipulations of Darkness: Multipower, 70-point reserve

     

    7u 1) Bring the Night: Change Environment 256" radius, -2 to Sight Group PER Rolls, Long-Lasting 1 Day (68 Active Points) 7

     

    3u 2) Blade of Darkness: Energy Blast 4d6, Does BODY (+1), Attack Versus Limited Defense (Power Defense; +1 1/2) (70 Active Points); Limited Power Power loses about half of its effectiveness (Cannot be USed in Direct Sunlight ; -1), LimitedRange (6"; -1/4) vs ED. 7

     

    3u 3) Shadow Tenticles: Telekinesis (40 STR), Fine Manipulation (70 Active Points); Limited Power Power loses about half of its effectiveness (Cannot be USed in Direct Sunlight ; -1) 7

     

    3u 4) Ride the Night: Teleportation 25", No Relative Velocity, Position Shift, x4 Noncombat (70 Active Points); Limited Power Power loses about half of its effectiveness (Cannot be Used in Direct Sunlight; -1) 7

     

    2u 5) Trapped in the Void that is my Soul: Entangle 3d6, 4 DEF, Based On EGO Combat Value (Mental Defense applies; +1) (70 Active Points); Limited Power Power loses about half of its effectiveness (Cannot be used in Direct Sunlight; -1), Eye Contact Required (-1/2), Cannot Form Barriers (-1/4) SFX: Magic/Mystic. 7

     

    2u 6) Born in Darkness I: Healing Body 3d6, Can Heal Limbs, Reduced Endurance (0 END; +1/2) (52 Active Points); Limited Power Power loses about half of its effectiveness (Cannot be Used in Direct Sunlight; -1), Self Only (-1/2) [Notes: No Healing Max (see FREd p. 120).] 0

     

    3u 7) Born in Darkness II: Healing Stun 4d6, Can Heal Limbs, Reduced Endurance (0 END; +1/2) (67 Active Points); Limited Power Power loses about half of its effectiveness (Cannot be Used in Direct Sunlight; -1), Self Only (-1/2) [Notes: No Healing Max (see FREd p. 120).] 0

     

    2 Shadow Hands: Extra Limbs (13) (5 Active Points); Limited Power Power loses about half of its effectiveness (Cannot be used in Direct Sunlight; -1), Costs Endurance (Only Costs END to Activate; -1/4) 1

     

    5 Ambivalence: Mental Defense (10 points total) 0

     

    10 Emo Quality Ambivalence: Power Defense (10 points) SFX: Magic/Mystic. 0

     

    5 Nightvision 0

     

    Character Information

    Height: 1.87 m Hair: Brown (Dyed in streeks of Blue and Black)

    Weight: 73.00 kg Eyes: Blue

     

    Appearance:

     

    Background: Malcontent, sixteen and full of words to express his pain, Bernard Stillman poetry touched the goddess Poena. His words reminded her of those she had allowed to go unpunished. In a dream she came to Bernard, igniting the fires of his heart she filled him with the pain only a god could bear.

     

    This was beyond the capacity for any mortal to bear and on that night Bernard Stillman died only to be reborn as the living embodiment of Poena�s suffering. Disgusted by her weakness she has turned her back on the bastard child setting him free on the world of man.

     

     

    Personalilty: Taking the name Burn, Bernard stalks the cities trying to cope with the torrent of pathos that now festers within him. Driven by the few pleasures he could take the huts boil over laying waste all that are trapped by his anger. He has no doubts that someday he will be held accountable for each life that he has destroyed yet he cannot stop the pain. When it calls it must be released. Somewhere trapped inside is a child on the verge of madness. Compelled by the well of pathos he wishes only to be freed of his pain but lacks the strength to kill himself. Although he has tried attempts none have been thought out enough to truly finish him or take to long and eventually Burn will heal the wounds.

     

    Quote: �We all have our sins.�

     

    Tactics:

     

    Campaign Use:

    Portrait

     

    Disadvantages Pts.

    Social Limitation: Secret Identity (Many Enemies) Frequently (11-), Severe 20

     

    Social Limitation: Subject to Orders (Dark Emo God) Very Frequently (14-), Major 20

     

    Psychological Limitation: Introverted (Common, Moderate) 10

     

    Psychological Limitation: Overconfidance (Common, Moderate) 10

     

    Susceptibility: Sunlight 2d6 damage per 5 Minutes (Very Common) 15

     

    Vulnerability: 2 x STUN From Light Attacks (Common) 20

     

    Reputation: Emo Killer, 8- (Extreme) 10

     

    Enraged: Over Emotional (Very Common), go 11-, recover 11- 25

     

    Hunted: Cute and Fluffy Bunnies 8- (As Pow, Capture) 10

     

    Hunted: Poena 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Watching) 10

     

    Combat Maneuvers

    Name Phs OCV DCV Effect

    Block 1/2 +0 +0 Block, Abort

    Brace 0 +2 1/2 +2 vs. Range Mod

    Disarm 1/2 -2 +0 Can Disarm

    Dodge 1/2 -- +3 Abort, Vs. All Att

    Grab 1/2 -1 -2 Grab 2 Limbs

    Grab By 1/2 -3 -4 Move and Grab

    Haymaker 1/2 +0 -5 +4 DC, Delayed Phs

    Move By 1/2 -2 -2 STR/2 + v/5

    MoveThru 1/2 -v/5 -3 STR + v/3

    Set 1 +1 +0 Ranged Att Only

    Strike 1/2 +0 +0 STR or Weapon

     

    Character Costs

    Characteristics: 115 Martial Arts: 0

    Skills: 41 Perks: 15

    Talents: 0 Powers: 179

     

    Base Points: 200

    Disadvantages: 150

    Unspent Exp: 0

    Spent Exp: 0

    Total: 350

     

     

  9. Re: Voodoo master

     

    Ayizan is a female Lwa -- the first Priestess -- although it's also the name of the palm fronds used in the initiation process. Still' date=' as a name it's a little unusual for a male character.[/quote']

     

    You're right, I chose the name for the role Ayizan plays, loa of the marketplace and commerce, I didn't even think about gender. Doh!

  10. Re: Voodoo master

     

    So it took me awhile but here's one more Drug Dealing Voodoo Cat.

     

    Ayizan

     

    Alternate IDs: Jean-Louis Alexandre

    Player:

    Campaign: / GameMaster:

    Genre:

    Value Char Base Cost Roll Notes

    13 STR 10 3 12- 2 1/2d6 / 151.6kg

    13 DEX 10 9 12-

    18 CON 10 16 13-

    15 BODY 10 10 12-

    19 INT 10 9 13- PER Roll 13-

    18 EGO 10 16 13-

    20 PRE 10 5 13- 4d6

    10 COM 10 0 11-

    3/8 PD 3 0

    4/9 ED 4 0

    4 SPD 2.3 17

    7 REC 7 0

    36 END 36 0

    31 STUN 31 0

     

    Movement

    Running: 6"/12"

    Swimming: 2"/4"

    Leaping H: 2 1/2"

    Leaping V: 1"

     

    Basic Combat Stats

    BaseOCV: 4 BaseDCV: 4 BaseECV: 6

    Adjustments: Adjustments: Adjustments:

    Total: Total: Total:

    Levels:

    Range 0-4 5-8 9-16 17-32 33-64 65-128

    RMod 0 -2 -4 -6 -8 -10

    Phases: 3, 6, 9, 12

    3/8 PD (0/5 rPD) 4/9 ED (0/5 rED) 5 MD 0 PwrD

    END: 36 STUN: 31 BODY: 15

     

    Skills

    Pts.

    3 Animal Handler 13-

    3 Bribery 13-

    3 Forensic Medicine 13-

    3 Gambling 13-

    3 Interrogation 13-

    2 Language: English (basic conversation; literate)

    7 Persuasion 15-

    7 Streetwise 15-

    3 Trading 13-

    6 WF: Blades, Common Melee Weapons, Small Arms, Unarmed Combat, Blowguns, Thrown Knives, Axes, and Darts

    3 Scholar

    2 1) KS: Criminal Law (3 Active Points) 13-

    2 2) KS: Drug Trafficking (3 Active Points) 13-

    2 3) KS: Herbalism (3 Active Points) 13-

    2 4) KS: Local Underworld (3 Active Points) 13-

    2 5) KS: Spirit Magic (3 Active Points) 13-

    2 6) KS: Voodoo Magic (3 Active Points) 13-

    7 Magic: Power 15-

     

    Perks

    Pts.

    3 Contact 12-

    3 Contact 12-

    1 Money: Well Off

    30 Follower

     

    Powers

    Pts. END

    10 Tatoos of Ogoun: Armor (5 PD/5 ED) (15 Active Points); Always On (-1/2) [Notes: In Haitian Vodun and Yoruba mythology, Ogoun is a loa and deity respectively, who presides over fire, iron, hunting politics and war.] 0

     

    4 Call the Loa : Contact (Contact has very useful Skills or resources), Spirit Contact (x2) (14 Active Points); Extra Time (1 Hour, Only to Activate, Character May Take No Other Actions, -1 3/4), Requires A Magic Skill Roll (-1/2) 14- SFX: Magic/Mystic.

     

    15 Marinette's Vice: Entangle 2d6, 1 DEF, Based On EGO Combat Value (Mental Defense applies; +1) (30 Active Points); Costs END To Maintain (Full END Cost; -1/2), Requires A Magic Skill Roll (-1/2) [Notes: Marinette is represented by a screech owl and is often seen the protector of werewolves. Her Catholic counterpart is the Anima Sola who can either free one from bondage or drag you back. ] 3

     

    2 Bad Ass Shades: Sight Group Flash Defense (4 points) (4 Active Points); IAF Fragile Expendable (Easy to obtain new Focus; -3/4) 0

     

    10 Bugid Y Aiba's Fist: Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Extra Time (Extra Segment, -1/2), Requires A Magic Skill Roll (-1/2) vs PD. [Notes: In Vodun, and especially on Haiti and Puerto Rico, Bugid Y Aiba is a loa of war.] 2

     

    1 Iron Will : Mental Defense (5 points total) 0

     

    2 Kiss of Erzulie: +5 PRE (5 Active Points); Requires A Skill Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Gestures (Must Kiss the Target; -1/4) [Notes: Erzulie Freda Dahomey, the Rada aspect of Erzulie, is the spirit of love, beauty, jewellery, dancing, luxury and flowers. She wears three wedding bands, one for each husband: Damballa, Agwe and Ogoun. She is often represented by a heart symbol. Her colors are pink, blue, and gold. Coquetish and very fond of beauty and finery, Erzuile Freda is femininity and compassion embodied. She is also often associated with gay men.] 1

     

    15 Zombie : Summon 150-point You know the whole unwilling Undead thing, Weak-Willed -2 on EGO Rolls (+1/4), Slavishly Devoted (+1) (67 Active Points); Extra Time (1 Hour, Only to Activate, -1 1/2), Gestures (Requires both hands; Complex; -3/4), Requires A Magic Skill Roll (-1/2), Incantations (Complex; -1/2), Limited Power Power loses about a fourth of its effectiveness (Requires a Fresh Corpse; -1/4) SFX: Magic/Mystic. 7

     

    7 All things are Revealed: Telepathy 4d6 (Human class of minds) (20 Active Points); Eye Contact Required (-1/2), Requires A Magic Skill Roll (-1/2), Stops Working If Mentalist Is Stunned (-1/2), Costs END To Maintain (Half END Cost; -1/4) SFX: Magic/Mystic. 2

     

    Character Information

    Height: 1.87 m Hair: Black

    Weight: 111.00 kg Eyes: Brown

     

    Appearance:

     

    Background: Born in the Nord-Est province of Haiti Jean-Louis grew up living between two worlds. Scavenging what he could find as the land was stripped away and begging when he could find nothing on the streets of Fort-Libert�. Jean-Louis learned quickly that to get any respect one needs two things money or power. By the time he was fourteen Jean-Louis was working as a mule, moving cocaine through customers into the Dominican Republic.

     

    A year later, a fight in his home village escalated and the blood of two other children was one his hands. Already wanted in Fort-Libert� for smuggling, his mother brokered a deal with an elder to hide her son. The next eight years were spent living as an indentured servant to the elder�s sister Marie LeCroix. An aid worker at the Saint Clare�s Woman�s Shelter Marie continued the old traditions as a medicine woman. Jean-Louis studied from her intently watching as a new world opened before him. Legends manifest as she placed blessings on babies and cursed those who crossed her.

     

    During the turmoil of the 1986 uprising Jean-Louis escaped to America. Since then he has taken up old habits working as a local drug dealer and building a small gang devoted to him as students. Jean-Louis has worked for years to earn respect and demands it from those who follow him. The rumors of what becomes of those who cross him are often enough to keep even the most brash members of his gang in line.

     

     

    Personalilty: Jean-Louis is hungry, respect, power, money he wants it all. He�s smart enough to know how to hide his desires but his fierce temper reveals it all. Working behind the scenes Jean-Louis is rarely on the street anymore letting his gang handle the grunt work. Aligned with a local cartel Jean-Louis is seen as a rising star, moving through the ranks.

     

    Quote:

     

    Tactics:

     

    Campaign Use:

    Portrait

    Disadvantages Pts.

    Social Limitation: Subject to Orders: Larger Crime Syndicate Very Frequently (14-), Major 20

    Psychological Limitation: Overconfidance (Common, Moderate) 10

    Distinctive Features: Face is terribly scarred and body is covered in Tattoos of Occult Symbols. (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15

    Hunted: Local Pigs 11- (As Pow, Limited Geographical Area, Harshly Punish) 10

    Reputation: Drug Dealer and Witch Doctor , 11- 10

    Social Limitation: Wanted Criminal (Frequently, Major) 15

    Enraged: Looking Foolish (Uncommon), go 11-, recover 11- 15

    Social Limitation: Chain Smoker (Occasionally, Minor) 5

     

    Combat Maneuvers

    Name Phs OCV DCV Effect

    Block 1/2 +0 +0 Block, Abort

    Brace 0 +2 1/2 +2 vs. Range Mod

    Disarm 1/2 -2 +0 Can Disarm

    Dodge 1/2 -- +3 Abort, Vs. All Att

    Grab 1/2 -1 -2 Grab 2 Limbs

    Grab By 1/2 -3 -4 Move and Grab

    Haymaker 1/2 +0 -5 +4 DC, Delayed Phs

    Move By 1/2 -2 -2 STR/2 + v/5

    MoveThru 1/2 -v/5 -3 STR + v/3

    Set 1 +1 +0 Ranged Att Only

    Strike 1/2 +0 +0 STR or Weapon

    Character Costs

    Characteristics: 85 Martial Arts: 0

    Skills: 62 Perks: 37

    Talents: 0 Powers: 66

     

    Base Points: 150

    Disadvantages: 100

    Unspent Exp: 0

    Spent Exp: 0

    Total: 250

     

  11. Re: Super Technology Now.

     

    Here are a few for you:

     

     

    First I give you a nice plot line for a benevolent science experiment with the potential to go horribly horribly wrong. Yes Monkey's are involved.

     

    Two Words Black Metal

     

    How about a recoilless automatic rifle that fires balls of tungsten. With video :)

     

    And lets just close it out with my fav and I know you're going to like this the smart minefield... All the fun of your standard minefield only you pick who gets exploded, no more need for mad cows.

     

    More to come

  12. Re: Power suggestions for a "Perfect" human being

     

    Immunity to Imperfection

     

    Joking aside, on a low level scale a few extra inches of Running, Swim and Leaping maybe a bit of mental defense as well as a few Overall Skill levels or Overall CSLs.

     

    For a High Scale I would think things like Find Weakness, Danger Sense,

    Lack of Weakness and the life supports like slowed breathing and diminished eating

     

    Take it further and there's room for Armor or Damage Reduction, Regeneration and depending on the setting maybe something like Telepathy or other Psionic powers.

  13. Re: Brick Collection (Spin off from Normal Proofing Bricks)

     

    Most of the firearms stop at about a 2 and 1/2d6 RKA the heavy weapons even sit in that range just with auto fire. So I would think a "Normal Proof" would be between 12-14 for a Force Wall the problem is any attack that get's through that will like carry a ton of stun and more even more like the bulk of the hero's CP are invested in just that one power meaning if it get's theough that way you're in for real trouble.

  14. Re: Normal-proofing your Bricks?

     

    So here we go one A+ Force Wall

     

    Golden Boy's Revenge 113 Force Wall (14 PD/14 ED), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible Power Effects (Fully Invisible; +1) (227 Active Points); Always On (-1/2), Self Only (-1/2)

     

     

    On a 350 point character that's a third of the characters total points. There's also the question of Active Point Limits.

  15. Re: Brick Collection (Spin off from Normal Proofing Bricks)

     

    Here's the last brick I made for our Champions game, he's yet to see play but there's always next time.

     

    I wanted to do something heavy defense but not necessarily strong so I decided on a variant Mystic/Brick with high Defenses but not necessarily Endurance and Stun. Mixing straight damage with a few more magical type tricks like the old Evil Eye.

     

     

    Apollyon

     

    Alternate IDs: William McNamara, Damon Wright

     

    Value Char Base Cost Roll Notes

    18 STR 10 8 13- 3 1/2d6 / 303.1kg

    23 DEX 10 39 14-

    18 CON 10 16 13-

    18 BODY 10 16 13-

    28 INT 10 18 15- PER Roll 15-

    20 EGO 10 20 13-

    22 PRE 10 5 13- 4d6

    12 COM 10 1 11-

    4/28 PD 4 0

    4/28 ED 4 0

    7 SPD 3.3 37

    10 REC 8 4

    36 END 36 0

    36 STUN 36 0

     

    Movement

    Running: 6"/12"

    Swimming: 2"/4"

    Leaping H: 3 1/2"

    Leaping V: 1 1/2" Flying: 20"/80"

     

    Basic Combat Stats

    BaseOCV: 8 BaseDCV: 8 BaseECV: 7

    Adjustments: Adjustments: Adjustments:

    Total: Total: Total:

    Levels: +1 with any three maneuvers or a tight group of attacks

    Phases: 2, 4, 6, 7, 9, 11, 12

     

    4/28 PD (4/28 rPD) 4/28 ED (4/28 rED) 5 MD 5 PwrD

     

    END: 36 STUN: 36 BODY: 18

     

    Skills

     

    3 Hellfire Whip: +1 with any three maneuvers or a tight group of attacks

    3 Magic: Power 15-

    3 Deduction 15-

    3 KS: Mysticism 15-

    3 KS: Occult 15-

    3 Tactics 15-

    5 Teamwork 15-

    2 Language: Gaelic (fluent conversation)

    1 Language: Sanskrit (basic conversation)

    3 Language: Latin (completely fluent)

     

    Perks

     

    2 Deep Cover

    1 False Identity

    1 Money: Well Off

     

    Powers

    35 Hellfire Whip: Multipower, 70-point reserve, (70 Active Points); all slots Requires A Skill Roll (Magic: Power; -1/2), Incantations (-1/4), Range Based On Strength (-1/4) SFX: Magic/Mystic. [Notes: Range 4"]

     

    3u 1) Nightmare Vision: Sight, Mental, Mystic and Touch Groups Flash 8d6, Reduced Endurance (1/2 END; +1/4) (69 Active Points); Requires A Skill Roll (Magic: Power; -1/2), Incantations (-1/4), Range Based On Strength (-1/4) End Cost: 2

     

    3u 2) Hellfire Lash: Energy Blast 11d6, Reduced Endurance (1/2 END; +1/4) (69 Active Points); Requires A Skill Roll (Magic: Power; -1/2), Incantations (-1/4), Range Based On Strength (-1/4) vs ED. End Cost: 2

     

    3u 3) Bound in Hellfire: Entangle 4d6, 5 DEF, Area Of Effect (One Hex; +1/2) (67 Active Points); Requires A Skill Roll (Magic: Power; -1/2), Cannot Form Barriers (-1/4), Incantations (-1/4), Range Based On Strength (-1/4) End Cost: 7

     

    6 Rebuked by Hellfire: Missile Deflection (Any Ranged Attack) (20 Active Points); Linked (Hellfire Lash; -1/2), Requires A Skill Roll (Magic: Power; -1/2), Limited Coverage [61-180] Degrees (Must be able to see inbound Attack; -1/2), Physical Manifestation (-1/4), Will Not Work Against Heavy Missiles (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)

     

    19 Mystic Teachings: Elemental Control, 66-point powers, (33 Active Points); all slots Requires A Skill Roll (Magic: Power; -1/2), Incantations (-1/4) SFX: Magic/Mystic.

     

    19 1) Shield of Eldritch Might: Force Field (24 PD/24 ED/5 Power Defense), Reduced Endurance (1/2 END; +1/4) (66 Active Points); Requires A Skill Roll (Magic: Power; -1/2), Incantations (-1/4) SFX: Magic/Mystic. End Cost: 2

     

    19 2) Blessing of Zephyr : Flight 20", x4 Noncombat, Reduced Endurance (0 END; +1/2) (67 Active Points); Requires A Skill Roll (Magic: Power; -1/2), Incantations (-1/4) SFX: Magic/Mystic.

     

    12 3) Eye of Ruination: Negative Combat Skill Levels (-5 to opponent's DCV), Personal Immunity (+1/4), Penetrating (+1/2), Based On EGO Combat Value (Mental Defense applies; +1) (69 Active Points); Eye Contact Required (-1/2), Requires A Skill Roll (Magic: Power; -1/2), Incantations (-1/4), Conditional Power Power does not work in Uncommon Circumstances (Can be blocked by a symbol of Faith; -1/4), Visible (-1/4), Costs END To Maintain (Half END Cost; -1/4) vs DCV. SFX: Magic/Mystic. End Cost: 7

     

    13 Titan's Ward: Physical Damage Reduction, Resistant, 50% (30 Active Points); Linked (Shield of Eldritch Might; -1/2), Linked (Guard of Hades; -1/2), Incantations (-1/4)

     

    13 Guard of Hades: Energy Damage Reduction, Resistant, 50% (30 Active Points); Linked (Shield of Eldritch Might; -1/2), Linked (Titan's Ward; -1/2), Incantations (-1/4)

     

    3 Mark of Abaddon: Damage Resistance (4 PD/4 ED/5 Power Def.) (6 Active Points); Linked (Titan's Ward; -1/2), Linked (Shield of Eldritch Might; -1/2), Incantations (-1/4) SFX: Magic/Mystic.

     

    1 Iron Will: Mental Defense (5 points total)

     

    2 Voice from Beyond: +7 PRE (7 Active Points); Limited Power Power loses about half of its effectiveness (Presence Attacks Only; -1), Linked (Hellfire Lash; -1/2), Only In Heroic Identity (-1/4), Nonpersistent (-1/4)

     

    2 Wisdom of the Spirit World: Contact: Abaddon (Contact has useful Skills or resources), Spirit Contact (x2) (10 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 1/4), Incantations (-1/4) 13- [Notes: Contacting Abaddon requires an intricate ritual.]

     

     

    Character Information

    Height: 1.85 m Hair: Black

    Weight: 86.00 kg Eyes: Blue

     

    Appearance: When not protected by his Eldritch Shield and Wards Damon looks like most men. In his late twenties he often wears a suit that looks like it hasn't been pressed in weeks. Wearing a simple crimson shroud to hide his face with his wards active Apollyon’s body burns with arcane runes and sigils.

     

    Original Source Image: Reuben Shoot@

     

    Background: A normal child with a curiosity for the strange once stumbled into a world he knew nothing about. The promise of power teasing him Damon found himself drifting deeper into the Occult. Joining a group of mystics known as the Coven he moved through their ranks studying arcane ritual and rites until he discovered their true goals. In his attempt to escape Damon was wounded and left for dead. As his final living act Damon struggled to hold onto life striking a bargain with the entity known as Abaddon.

     

    Personality: Legally dead, Damon has created a new identity for himself as William McNamara. Taking the name Apollyon he now struggles to repay the debt he will now suffer for in the hereafter.

     

    Tactics: With his powerful mystic shield and arcane wards Apollyon does not fear weaving though gangs of opponents. Through powerful curses and the power to instill foes with visions of the afterlife he renders his enemies virtually defenseless. Those he cannot cow into submission suffer from lashings from a whip of eldritch energy.

     

    Campaign Use:

    Portrait

    Disadvantages

     

    Psychological Limitation: Code Against Killing (Common, Strong) 15

    Social Limitation: Secret ID: (Occasionally, Major) 10

    Social Limitation: Harmful Secret: Legaly Dead: (Occasionally, Severe) 15

    Hunted: The Coven 8- (As Pow, Capture) 10

    Hunted: Christian Coalition 8- (As Pow, NCI, Harshly Punish) 15

    Distinctive Features: Body Burns with Ruins and is Circled by Floating Arcane Symbols (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses) 15

    Psychological Limitation: Must spend 1 hour each day in meditation (Common, Total) 20

    Reputation: Demon, 14- (Extreme) 20

    Susceptibility: Cold Iron 3d6 damage per Turn (Uncommon) 20

    Vulnerability: 2 x STUN Cold Iron (Uncommon) 10

     

    Character Costs

    Characteristics: 164 Martial Arts: 0

    Skills: 29 Perks: 4

    Talents: 0 Powers: 153

     

    Base Points: 200

    Disadvantages: 150

    Unspent Exp: 0

    Spent Exp: 0

    Total: 350

     

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