Susano
Double Digit Master
Posts: 73
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Post by Susano on Mar 26, 2014 0:03:12 GMT
Back before there were company forums, before there was even an Internet, it was always a pleasant surprise to walk into the local game store and see a new Champions/HERO System supplement. Often, when I saw such a book, I’d snap it up immediately, and then take it home to see what new Powers, Skills, Advantages, Limitations, and Disadvantages were being offered. Along the way, I managed to pick up (and hold on to) a number of supplements written by the late Aaron Allston. There were: The Blood and Dr McQuark, Lands of Mystery, Ninja Hero, and Strike Force.
Of these four, Ninja Hero and Strike Force both had a huge impact on my gaming group. For starters, Ninja Hero introduced the martial arts system we HERO fans all know and love. I still have my copy, and the amount of use I got out of the book shows in the amount of wear the book exhibits. It is also the book I was asked to revise and (in effect) rewrite for DOJ when they released the 5th Edition of the HERO System. Strike Force had, in my opinion, an even bigger effect on local Champions games. Many of the rules, rules changes, and concepts the book introduced proved to be enlightening. I recall we rapidly adopted the martial arts rules (a precursor to the rules seen in Ninja Hero), and I know I liked the limited Power Defense concept (which stated that Power Defense wasn’t a blanket power, you had to indicate what it specifically protected). It also talked about something called “blue-booking”, which was a form of character interaction performed via blue composition books. My local gaming group eventually adopted this concept, once the Internet became widely accessible, and is now part of many campaigns. However, instead of running ‘blue-books’ during the game (as seen in Strike Force), we tend to write such interactions between game sessions.
Lands of Mystery is a fun book, but as it deals with pulp-era lost words and the like, it didn’t see much use. However, the advice on GMing a lost worlds adventure is invaluable, and is something I need to look over before I try a second Well of the Worlds game. And then there is The Blood and Dr McQuark. I am honestly not sure why this book caught everyone’s eye and imagination. Perhaps it’s because the Blood remind me (at least) of Zelazny’s royal house of Amber. Perhaps it was because you could easily create a PC that was one of the Blood. Perhaps it was the artwork. Perhaps it was because they were so different from any of the previously offered Champions organizations and groups. In any event, I know that a number of people in my local gaming group all ended up with copies of The Blood and Dr McQuark. The Blood eventually found their way into several Champions campaigns; I played a Blood by the name of Shadow (a.k.a. Jonathan Morganthall Nightshade, “who walks unseen”), while my friend Nestor Rodriguez created Dow McLeod. I even was able to be part of the “Apotheosis Now” scenario, and freak-out the other players and PCs by calling the Affrighter “uncle” (this makes more sense if you’ve read The Blood and Dr McQuark). About a year or so ago (maybe a little more), I wrote Aaron Allston and asked him about doing a ’fan’ update of the Blood to HERO System 6th Edition. He wrote back to tell me that he had to decline permission, as he was considering a 6E update to not only the Blood, but to Strike Force as well. So, I set my notes aside.
With the death of Aaron a few weeks ago, I thought back to my asking him about updating the Blood. I also thought about all of the people who might have never heard of, or seen, such books as The Blood and Dr McQuark, Lands of Mystery, Ninja Hero, and Strike Force. So, I decided to return to my idea of a fan-update of the Blood, and present them to the HERO System community as a homage to one of the most influential writers to produce material in the early days of Champions 3rd and 4th Editions. For those who recall the Blood, never encountered the Blood, or who have The Blood and Dr McQuark, I hope you'll enjoy this was much as I did, when I first looked into Champions Organization Book 3.
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Susano
Double Digit Master
Posts: 73
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Post by Susano on Mar 26, 2014 0:07:35 GMT
Conversion Notes
In converting the Blood from Champions 3rd Edition to HERO System 6th Edition, I decided early on that this was merely a migration, not a rewrite. In other words, I wasn’t going to revise the characters, I was simply going to present them using the current game system. However, I was going to rewrite powers, if needed, in order to make them fit the current rules system. I also rewrote powers in order to make them fit the described special effects (For example, Pathfinder’s primary attack is supposed to be him teleporting your head three feet to the right. A mere 3d6+1 RKA with AP isn’t going to cut it.). I will, however, admit to adding in Skills that I felt fit the character’s background as it is described in the text of The Blood and Dr McQuark. More specific details are as follows:
Characteristics: These are as given in the original text. OCV, DCV, OMCV, and DMCV were derived from the old Champions formula of DEX or EGO divided by 3. Elemental Controls: Several characters in The Blood and Dr McQuark had Elemental Controls. I rebuilt those using the Unified Power Limitation. Reduced Endurance: Since END costs 1 per 10 Active Points these days (and has since 4th Edition), I ignored the use of 1/2 Endurance on any powers. However, powers with 1/4 Endurance were given the Reduced Endurance (1/2 END) Advantage. Martial Arts: Many of the characters in The Blood and Dr McQuark use limited forms of martial arts and have their styles listed in the text. Since I know that Aaron’s games used the martial arts styles seen in Danger International, I broke out my copy of that book and gave the characters the listed maneuvers. With Blade, however, I simply gave him a wide assortment of combat maneuvers and made sure he could still do the same amount of damage in hand-to-hand combat. Variable Power Pools: Strike Force used some interesting house rules for Gadget Pools, which allowed pretty much any Active Point total, as long as you made the gadget an OAF. I have compromised by simply giving characters with Gadget Pools roughly 60 Active Points to play with. Leaping: Since you used to get 1” (or 2 meters) of Leaping for every 5 STR, I gave all of the characters a boost to their Leaping. Blood Recognition: As the Detect power allows one to build this ability, I included it in each of the Blood. Blood Heritage: The Blood live (roughly) twice as long as normal humans. I added that Power as well. Striking Appearance: Many of the characters in The Blood and Dr McQuark had COM (Comeliness) scores of 20 (or higher). I used 5 points of COM equals one level of Striking Appearance. In the case of the Affrighter, I used this formula in reverse. Complications: I kept all Complications as presented in the original text. This means several characters are rather weighted down with Psychological Complications.
Phosgene: I used the Strike Force version of this character, as opposed to The Blood and Dr McQuark version.
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Susano
Double Digit Master
Posts: 73
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Post by Susano on Mar 26, 2014 0:08:48 GMT
Using The Blood
A quick note on what the Blood are. Some 20,000 years ago, in Europe, a boy with the mutant power of telepathy was born. Named Azor, he soon became leader of his tribe, and then the leader of a small nation. He also discovered, and struck a bargain with, evil beings trapped within various places on Earth. If these beings gave him power he would see about freeing them.
Having had his powers augmented by dark forces, Azor took his people to another world, one residing in a dimension far from our own. There, he studied ways to free his benefactors, while his people grew in number. As Azor could pass his powers along to his descendants, there soon developed a ruling class who could trace their heritage back to Azor. These people are the Blood.
In 1927 a small group of Blood made the journey from their world (known as Ean) back to Earth. They stayed, prospered, and slowly grew in number, passing on their unique powers to their children. There are now at least eight members of Blood on Earth (with more possibly in hiding). You can use the Blood in any number of ways. If you own The Blood and Dr McQuark then you have access to all of the information on their history, the world of Ean, and nature of Blood powers, and so on. If not, then you can use what little I have given here to create a race of dimensional travelers (akin to the Princes of Amber) who all possess significant powers of teleportation, energy projection, telepathy, and so on. Or, you could ignore the extra-dimensional aspect of the Blood and simply make them a long-lived race of mutants who have dwelt on Earth for millennia. Or, you could simply ignore the Blood aspect all together and use each character individually, providing your own origins, and editing powers as you see fit.
As part of my presentation of the Blood, I offer a character sheet for a “typical” Blood.
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Susano
Double Digit Master
Posts: 73
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Post by Susano on Mar 26, 2014 0:10:19 GMT
TYPICAL BLOOD
Val CHA Cost Roll Notes 20 STR 10 13- Lift 400 kg; 4d6 HTH Damage [2] 23 DEX 26 14- 23 CON 13 14- 15 INT 5 12- PER Roll 12- 15 EGO 5 12- 15 PRE 5 12- PRE Attack: 3d6
8 OCV 25 8 DCV 25 5 OMCV 6 5 DMCV 6 5 SPD 30 Phases: 3, 5, 8, 10, 12
10 PD 8 Total: 10 PD (0 rPD) 10 ED 8 Total: 10 ED (0 rED) 11 REC 7 46 END 6 15 BODY 5 37 STUN 9 Total Characteristic Cost: 198
Movement: Running: 12m/24m Leaping: 4m/8m Swimming: 4m/8m Teleportation: 30m/60m
Cost Powers & Skills 65 Blood Powers: Multipower, 65-point reserve 8v 1) Lethal Energy Discharge: RKA 2 ½d6, END 4 Notes: or HKA 1f 2) Mind Reading: Telepathy 2d6, END 1 13v 3) Teleportation: Teleportation 60m, x2 Increased Mass, END 6 1f 4) "N-Ray" Vision: Penetrative with Sight Group
Total Powers & Skill Cost: 89 Total Cost: 286
400+ Matching Complications (75) 10 Hunted: Bloodletter or Affrighter Infrequently (As Pow; Harshly Punish) 20 Psychological Complication: (choice) (Very Common; Strong) 15 Psychological Complication: Fear Of Insanity (Common; Strong) 20 Vulnerability: 2 x STUN from energy-based Killing Attacks (Common)
Total Complications Points: 75 Experience Points: 0
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Susano
Double Digit Master
Posts: 73
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Post by Susano on Mar 26, 2014 0:15:49 GMT
Presenting: The Blood
* * * * *
PATHFINDER
Val CHA Cost Roll Notes 10 STR 0 11- Lift 100 kg; 2d6 HTH Damage [2] 18 DEX 16 13- 15 CON 5 12- 20 INT 10 13- PER Roll 13- 24 EGO 14 14- 10 PRE 0 11- PRE Attack: 2d6
6 OCV 15 6 DCV 15 8 OMCV 15 8 DMCV 15 5 SPD 30 Phases: 3, 5, 8, 10, 12
12 PD 10 Total: 12 PD (0 rPD) 12 ED 10 Total: 12 ED (0 rED) 7 REC 3 40 END 4 12 BODY 2 25 STUN 3 Total Characteristic Cost: 167
Movement: Running: 12m/24m Leaping: 4m/8m Swimming: 4m/8m Teleportation: 30m/60m
Cost Powers & Skills Blood Powers, all slots Unified Power (-¼) 100 1) Deadly Aporation: RKA 3d6+1, NND (is having an active Barrier, or possessing Extra-Dimensional Movement and/or Teleportation powers; +1), Does BODY (+1); No Knockback (-¼), Unified Power (-¼), END 15 50 2) Illusions: Mental Illusions 10d6, Reduced Endurance (½ END; +¼); Unified Power (-¼), END 2 52 3) Walking The Dimensions: EDM (Any Dimension, Any Location), x16 Increased Weight; Unified Power (-¼). END 6 50 4) Teleportation: Teleportation 30m, x16 Increased Mass, Safe Blind Teleport (+¼); Unified Power (-¼), END 6 36 5) Protective Field: Usable Nearby (+1) for up to 36 Active Points of Life Support, Reduced Endurance (½ END; +¼); Unified Power (-¼), END 2
19 Mind Shields: Mental Defense (19 points total) 13 Blood Recognition: Detect a member of the Blood 18- (no Sense Group), Adjacent, Sense 36 Blood Heritage: LS (Eating: Character only has to eat once per week; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) 15 Lucky Old Man: Luck 3d6 66 Metamorphosis: Shape Shift (Sight, Hearing and Touch Groups), Imitation, Makeover, Reduced Endurance (0 END; +½), Uncontrolled (+½)
Perks 5 Always Has Money: Money: Well Off 4 Positive Reputation: "meanest hobo in the universe" (all across the multiverse) 11-, +2/+2d6
Talents 3 Bump Of Direction
Skills 3 Charm 11- 3 Concealment 13- 5 Disguise 14- 4 Gambling (Card Games, Dice Games) 13- 3 High Society 11- 3 KS: The Dimensional Multiverse 13- 0 Language: Ean (idiomatic; literate) 4 Language: English (idiomatic) 2 Navigation (Dimensional) 13- 3 Persuasion 11- 3 Streetwise 11- 4 Survival (Temperate/Subtropical, Urban) 13- 3 Trading 11- 2 WF: Common Melee Weapons
Total Powers & Skill Cost: 492 Total Cost: 658
400+ Matching Complications (75) 5 Dependence: alcohol Incompetence: -1 to Skill Rolls and related rolls per time increment (Very Common; 6 Hours;Addiction) 10 Distinctive Features: looks like a hobo in ratty old clothes (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: the "Warrior" Frequently (As Pow; Harshly Punish) 10 Hunted: the Bloodletter Infrequently (As Pow; Kill) 15 Physical Complication: Unaware Of His Powers Of Illusion And Shape Shifting (Infrequently; Greatly Impairing) 20 Psychological Complication: Believes The Warrior Still Lives (Common; Total) 10 Vulnerability: 2 x Effect Illusions (Uncommon) 30 Vulnerability: 2 x STUN Physical Killing Attacks (Very Common)
Total Complications Points: 75 Experience Points: 258
Description: Otto McLean, a.k.a “Pathfinder” is , the patriarch of the clan of Blood who first came to Earth in 1927. He’s good-natured and non-violent, unless drunk, and can dimension walk pretty much anywhere (he might even be able to travel though time). The Warrior listed in Pathfinder’s Hunteds is his own father, who Otto killed rather than allow him to return to Ean. This act still preys on Pathfinder’s mind.
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Susano
Double Digit Master
Posts: 73
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Post by Susano on Mar 26, 2014 0:18:37 GMT
BLADE
Val CHA Cost Roll Notes 40 STR 30 17- Lift 6400 kg; 8d6 HTH Damage [4] 30 DEX 40 15- 23 CON 13 14- 15 INT 5 12- PER Roll 12- 15 EGO 5 12- 15 PRE 5 12- PRE Attack: 3d6
10 OCV 35 10 DCV 35 5 OMCV 6 5 DMCV 6 6+2 SPD 40 Phases: 2, 4, 6, 8, 10, 12/ 2, 3, 5, 6, 8, 9, 11, 12
20 PD 18 Total: 20 PD (20 rPD) 19 ED 17 Total: 19 ED (19 rED) 16 REC 12 54 END 7 15 BODY 5 47 STUN 14 Total Characteristic Cost: 293
Movement: Running: 14m/28m Leaping: 16m/32m Swimming: 4m/8m Teleportation: 30m/480m
Cost Powers END Blood Powers, all slots Unified Power (-¼) 28 1) Energy Channeling I: HKA 2 ½d6 (4 ½d6 w/STR), Armor Piercing (+¼); OIF (blade of opportunity; -½), Unified Power (-¼), END 5 30 2) Energy Channeling II: RKA 2d6, Area Of Effect (12m Radius; +¾); OIF (blade of opportunity; -½), Unified Power (-¼), END 5 31 3) Teleportation: Teleportation 30m, x16 Noncombat, x4 Increased Mass; OIF (ring; -½), Unified Power (-¼), END 5
Martial Arts: Combat Mastery Maneuver OCV DCV Damage 4 Bind +1 +0 Bind, 60 STR 4 Block +2 +2 Block, Abort 4 Counterstrike +2 +2 12d6 Strike, Must Follow Block 4 Disarm -1 +1 Disarm; 60 STR to Disarm 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Escape +0 +0 65 STR vs. Grabs 3 Joint Lock -1 -1 Grab Two Limbs, 60 STR for holding on 5 Kick -2 +1 14d6 Strike 3 Legsweep +2 -1 11d6 Strike, Target Falls 4 Punch +0 +2 12d6 Strike 5 Takeaway +0 +0 Grab Weapon, 60 STR to take weapon away 3 Throw +0 +1 10d6 +v/10, Target Falls 8 +2 HTH Damage Classes (already added in) 5 Weapon Element: Axes, Maces, Hammers, and Picks, Blades, Clubs, Polearms and Spears, Staffs
13 Overdrive: +2 SPD; Costs Endurance (-½), END 2 19 Exceedingly Durable: Resistant (+½) applied to PD plus Resistant (+½) applied to ED 6 Powerful Leaper: Leaping +12m (16m forward, 8m upward), END 1 2 Move, Soldier!: Running +2m (14m total), END 1 14 Blood Recognition: Detect a member of the Blood 18- (no Sense Group), Adjacent, Sense 15 "X-Ray" Vision: Penetrative with Sight Group 1 Blood Heritage: LS (Longevity: 200 Years)
Talents 6 +2/+2d6 Striking Appearance (vs. all characters)
Skills 3 Acrobatics 15- 3 Breakfall 15- 10 Defense Maneuver I-IV 3 Fast Draw: Blades 15- 5 KS: Cooking 14- 3 KS: The Military/Mercenary/Terrorist World 12- 2 KS: United Kingdom Army History And Customs 11- 3 KS: World War II Military History 12- 5 Language: English, with dialects for London, Missouri, and New York City (imitate dialects) 5 PS: Cooking 14- 3 PS: Teacher 12- 9 Tactics 15- 9 WF: Common Melee Weapons, Common Missile Weapons, Small Arms, General Purpose/Heavy Machine Guns, Grenade Launchers, Staffs
Total Powers & Skill Cost: 289 Total Cost: 581
400+ Matching Complications (75) 20 Enraged: if Brynhild or Sabre are injured (Uncommon), go 14-, recover 11- 10 Hunted: Affrighter and his Agents Infrequently (As Pow; Harshly Punish) 20 Psychological Complication: Loves Brynhild Gunther (his wife) (Very Common; Strong) 20 Psychological Complication: Loves Combat And A Good Fight (Very Common; Strong) 15 Social Complication: Secret ID (Blade Carstairs) Frequently, Major 5 Unluck: 1d6 10 Vulnerability: 2 x STUN from inhaled gases (Uncommon)
Total Complications Points: 75 Experience Points: 181
Description: Blade Carstairs is Pathfinder’s son. He is a warrior (much like his grandfather) and fought for the Allies during World War II. These days he tends to spend his time teaching swordsmanship, tactics, military history, and cooking. His wife is Brynhild, his son is Sabre.
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Susano
Double Digit Master
Posts: 73
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Post by Susano on Mar 26, 2014 0:20:38 GMT
SABRE
Val CHA Cost Roll Notes 40 STR 30 17- Lift 6400 kg; 8d6 HTH Damage [4] 20 DEX 20 13- 23 CON 13 14- 14 INT 4 12- PER Roll 12- 13 EGO 3 12- 13 PRE 3 12- PRE Attack: 2 ½d6
7 OCV 20 7 DCV 20 3 OMCV 0 4 DMCV 3 4 SPD 20 Phases: 3, 6, 9, 12
13 PD 4 Total: 13 PD (7 rPD) 12 ED 4 Total: 12 ED (6 rED) 13 REC 9 46 END 6 14 BODY 4 46 STUN 13 Total Characteristic Cost: 176
Movement: Running: 12m/24m Leaping: 16m/32m Swimming: 4m/8m Teleportation: 30m/120m
Cost Powers END Blood Powers, all slots Unified Power (-¼) 28 1) Energy Channeling: RKA 2 ½d6, Reduced Endurance (½ END; +¼); OIF (blade of opportunity; -½), Unified Power (-¼), END 2 28 2) Steel Marbles: RKA 2 ½d6, Reduced Endurance (½ END; +¼); OIF (steel marbles and other, similar, objects; -½), Unified Power (-¼), END 2 22 3) Teleportation: Teleportation 30m, x4 Increased Mass, x4 Noncombat; Extra Time (Extra Segment, -½), Requires A Roll (14- roll; -¼), Unified Power (-¼), END 4 10 4) N-Ray Vision: Penetrative with Sight Group; Extra Time (Extra Segment, -½), Requires A Roll (14- roll; -¼), Unified Power (-¼) plus +4 versus Range Modifier for Sight Group; Extra Time (Extra Segment, -½), Requires A Roll (14- roll; -¼), Unified Power (-¼)
19 Exceedingly Durable: +7 PD, Resistant (+½) plus +6 ED, Resistant (+½) 6 Powerful Leaper: Leaping +12m (16m forward, 8m upward), END 1 14 Blood Recognition: Detect a member of the Blood 18- (no Sense Group), Adjacent, Sense 1 Blood Heritage: LS (Longevity: 200 Years)
Talents 3 +1/+1d6 Striking Appearance (vs. all characters)
Skills 3 Acting 12- 3 KS: Stage Magic Tricks And Techniques 12- 7 Mimicry 14- 3 PS: Juggling 13- 5 PS: Translator 14- 3 PS: Stage Magician 12- 2 Science Skill: Linguistics 11- 3 Sleight Of Hand 13- 2 WF: Common Melee Weapons 3 Linguist 2 1) Language: Arabic (Modern) (completely fluent) 2 2) Language: Cantonese (completely fluent) 3 3) Language: Ean (idiomatic) 0 4) Language: English (idiomatic; literate) 2 5) Language: French (completely fluent) 3 6) Language: German (idiomatic) 3 7) Language: Greek (idiomatic) 1 8) Language: Italian (fluent conversation) 2 9) Language: Japanese (completely fluent) 2 10) Language: Russian (completely fluent) 2 11) Language: Spanish (completely fluent) 2 12) Language: Swahili (completely fluent) 1 13) Language: Swedish (fluent conversation)
Total Powers & Skill Cost: 191 Total Cost: 366
400+ Matching Complications (75) 10 Hunted: The Affrighter and his Agents Infrequently (As Pow; Harshly Punish) 20 Psychological Complication: Fear Of Breaking Things, Especially People (Very Common; Strong) 20 Psychological Complication: Overconfidence (Very Common; Strong) 15 Social Complication: Secret Identity (Sabre Carstairs) (Frequently, Major) 5 Unluck: 1d6 20 Vulnerability: 2 x STUN Energy-Based Killing Attacks (Common) 20 Vulnerability: 2 x STUN Magic-Based Attacks (Common)
Total Complications Points: 75 Experience Points: 0
Description: The son of Blade and Byrnhild, Sabre is an excellent mimic, juggler, stage magician, linguist, translator, and voice actor. He likes “the good life”, expensive clothes, and older films. His mother’s heritage makes him exceedingly strong, this allows him flick small objects (like steel marbles) at bullet-like speeds.
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Susano
Double Digit Master
Posts: 73
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Post by Susano on Mar 26, 2014 0:22:21 GMT
BRYNHILD
Val CHA Cost Roll Notes 60 STR 50 21- Lift 102.4 tons; 12d6 HTH Damage [6] 23 DEX 26 14- 28 CON 18 15- 18 INT 8 13- PER Roll 13- 14 EGO 4 12- 15 PRE 5 12- PRE Attack: 3d6
8 OCV 25 8 DCV 25 3 OMCV 0 5 DMCV 6 5 SPD 30 Phases: 3, 5, 8, 10, 12
24 PD 22 Total: 24 PD (0 rPD) 20 ED 18 Total: 20 ED (0 rED) 20 REC 16 56 END 8 11 BODY 1 55 STUN 18 Total Characteristic Cost: 279
Movement: Running: 12m/24m Leaping: 24m/48m Swimming: 4m/8m
Cost Powers 23 Sword: HKA 2d6 (6d6 w/STR), Reduced Endurance (0 END; +½); OAF (-1) plus +1m Reach
13 Large Shield: Multipower, 20-point reserve, all slots OIF (-½) 1f 1) Active Blocking: +10 OCV with Block; OIF (-½), Costs Endurance (-½), END 2 1f 2) Static Blocking: +3 DCV; OIF (-½) 1f 3) Bash: HA +3d6; Hand-To-Hand Attack (-½), Side Effects (-3 OCV; -½), OIF (-½), END 1
Martial Arts: Aikido Maneuver OCV DCV Damage 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Escape +0 +0 75 STR vs. Grabs 3 Hold -1 -1 Grab Two Limbs, 70 STR for holding on 5 Redirect +1 +3 Block, Abort 3 Throw +0 +1 12d6 +v/10, Target Falls 1 Weapon Element: Blades
10 Powerful Leaper: Leaping +20m (24m forward, 12m upward), END 1 5 Blood Recognition: Detect a member of the Blood 13- (no Sense Group), Sense 2 Supernatural Heritage: LS (Longevity: 400 Years)
Perks 1 Fringe Benefit: License to practice a profession (doctor)
Talents 6 +2/+2d6 Striking Appearance (vs. all characters)
Skills 16 +2 with HTH Combat
3 Breakfall 14- 3 KS: Medicine 13- 3 KS: The Superhuman World 13- 5 Paramedics 14- 3 PS: Doctor 13- 2 WF: Common Melee Weapons 3 Linguist 1 1) Language: Ean (fluent conversation) 2 2) Language: English (completely fluent) 4 3) Language: German (idiomatic; literate) 1 4) Language: Italian (fluent conversation) 3 Scientist 3 1) SS: Biological Mutation 14- 2 2) SS: Biology 13- 2 3) SS: Blood Medicine 13- 1 4) SS: Endocrinology 11- 2 5) SS: Genetics 13- 2 6) SS: Gynecology 13- 2 7) SS: Medicine 13- 2 8) SS: Obstetrics 13- 1 9) SS: Parapsychology 11- 2 10) SS: Surgery 13-
Total Powers & Skill Cost: 152 Total Cost: 430
400+ Matching Complications (75) 20 Enraged: If Blade is Injured (Uncommon), go 14-, recover 11- 10 Hunted: The Affrighter Infrequently (As Pow; Harshly Punish) 20 Psychological Complication: Loves Blade Carstairs (her husband) (Very Common; Strong) 15 Psychological Complication: Warlike Nature (Common; Strong) 15 Social Complication: Secret Identity Frequently, Major 5 Unluck: 1d6 20 Vulnerability: 2 x STUN versus Magic-Based Attacks (Common)
Total Complications Points: 75 Experience Points: 30
Description: The daughter of German peasant woman and a supernatural being who could trace its linage back to the ancient Norse gods, Byrnhild is physically powerful, but more interested in healing people than hurting them. She met Blade after he crawled into a cave during the final march on Berlin by the Allied forces. The two have been together pretty much ever since.
As a doctor, Brynhild is the foremost authority on the Blood (from a medical standpoint) and is a well-known expert on mutant biology.
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Susano
Double Digit Master
Posts: 73
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Post by Susano on Mar 26, 2014 0:24:12 GMT
SALA
Val CHA Cost Roll Notes 15 STR 5 12- Lift 200 kg; 3d6 HTH Damage [1] 15 DEX 10 12- 20 CON 10 13- 20 INT 10 13- PER Roll 13- 20 EGO 10 13- 18 PRE 8 13- PRE Attack: 3 ½d6
8 OCV 25 8 DCV 25 7 OMCV 12 7 DMCV 12 4 SPD 20 Phases: 3, 6, 9, 12
10 PD 8 Total: 10 PD (0 rPD) 10 ED 8 Total: 10 ED (0 rED) 10 REC 6 40 END 4 15 BODY 5 33 STUN 7 Total Characteristic Cost: 185
Movement: Running: 12m/24m Flight: 20m/40m Leaping: 6m/12m Swimming: 4m/8m
Cost Powers 120 Making The Stones Weep: Blast 30d6, Personal Immunity (+¼), Area Of Effect (60m Radius Explosion; +¾); No Range (-½), Extra Time (Extra Segment, -½), Only Affects Targets On The Ground (-¼), 12 Charges (-¼), [12]
30 Blood Heratige Power Suite: Multipower, 30-point reserve 1f 1) Energy Channeling: HKA 1d6 (2d6 w/STR), END 1 2f 2) Telepathy: Telepathy 4d6, END 2 2f 3) Unaided Flight: Flight 20m, END 2 2f 4) Invisibility: Invisibility to Sight Group , END 2 1f 5) "X-Ray" Vision: Penetrative with Sight Group 1f 6) Can Hear Into The Radio Spectrum: Radio Perception
1 Strong Leaper: Leaping +2m (6m forward, 3m upward), END 1 13 Blood Recognition: Detect a member of the Blood 18- (no Sense Group), Adjacent, Sense 1 Blood Heritage: LS (Longevity: 200 Years)
Perks 15 Contacts (Well Connected and 12 points of Contacts) 15 Money: Filthy Rich
Talents 9 +3/+3d6 Striking Appearance (vs. all characters)
Skills 2 CK: Paris 11- 3 Conversation 13- 3 CuK: French Society 13- 9 Charm 16- 3 High Society 13- 3 KS: Who's Who In High Society 13- 3 Persuasion 13- 2 WF: Common Melee Weapons 3 Linguist 0 1) Language: Ean (idiomatic) 3 2) Language: English (idiomatic) 3 3) Language: French (idiomatic) 3 4) Language: Polish (idiomatic)
Total Powers & Skill Cost: 254 Total Cost: 438
400+ Matching Complications (75) 10 Hunted: The Affrighter and his Agents Infrequently (As Pow; Harshly Punish) 20 Psychological Complication: Thrill-seeker (Very Common; Strong) 15 Social Complication: Secret Identity (Shelia Kowalski Debray Morganthall d'Algeaux) Frequently, Major 20 Vulnerability: 2 x STUN Energy-Based Killing Attacks (Common) 20 Vulnerability: 2 x STUN from Bullets (Common)
Total Complications Points: 75 Experience Points: 38 Description: As beautiful as she is rich, Sala is Pathfinder’s daughter. She has had a long life, full of adventure and fun, starting with the 1930s when she was involved with the Empire Club in New York City. Since then, she has traveled the world, and now lives in Paris. Sala possess a rare Blood “sport” power. In her case, she can create localized earthquakes, which are powerful enough to collapse buildings (as the Affrighter once found out.)
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Susano
Double Digit Master
Posts: 73
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Post by Susano on Mar 26, 2014 0:30:09 GMT
PHOSPHENE
Val CHA Cost Roll Notes 20 STR 10 13- Lift 400kg; 4d6 HTH Damage [2] 26 DEX 32 14- 23 CON 13 14- 15 INT 5 12- PER Roll 14-/19- 13 EGO 3 12- 15 PRE 5 12- PRE Attack: 3d6
9 OCV 30 9 DCV 30 4 OMCV 3 4 DMCV 3 8 SPD 60 Phases: 2, 3, 5, 6, 8, 9, 11, 12
20 PD 18 Total: 20 PD (20 rPD) 20 ED 18 Total: 20 ED (20 rED) 10 REC 6 54 END 7 10 BODY 0 32 STUN 6 Total Characteristic Cost: 249
Movement: Running: 12m/24m Flight: 32m/64m Leaping: 8m/16m Swimming: 4m/8m Teleportation: 40m/640m
Cost Powers 100 Blood Powers: Multipower, 100-point reserve 5f 1) Disruptive Teleportation: HKA 2d6 (2d6+1 w/STR), NND (is having an active Barrier, or possessing Extra- Dimensional Movement and/or Teleportation powers; +1), Does BODY (+1);; Must Have Teleported Next To Target In Previous Half Phase (-½), No Knockback (-¼), END 9 2f 2) Riding The Air Currents: Flight 32m; Gliding (-1) 12v 3) Teleportation: Teleportation 40m, x16 Noncombat, x2 Increased Mass, END 6 1f 4) "N-Ray" Vision: Penetrative with Sight Group 1f 5) Instant Change: Cosmetic Transform 1d6 (one set of clothes into hero costume [Phosphene teleports out of his clothing], putting clothes back on), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates; +¾); Limited Target clothes currently worn by character (-½), END 1
Martial Arts: Aikido and Karate Maneuver OCV DCV Damage 4 Block +2 +2 Block, Abort 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 3 Hold -1 -1 Grab Two Limbs, 35 STR for holding on 4 Knifehand Strike ("Chop") -2 +0 HKA 3d6 4 Punch/Snap Kick +0 +2 7d6 Strike 5 Side/Spin Kick -2 +1 9d6 Strike 5 Strike +1 +3 5d6 Strike 3 Throw +0 +1 5d6 +v/10, Target Falls 4 +1 HTH Damage Classes (already added in)
64 Gadget Pool: Variable Power Pool (Gadget Pool), 60 base + 15 control cost, Powers Can Only Be Changed At The Base Or In A Laboratory (-½); all slots IIF (at minimum; -¼)
14 Protective Costume: Resistant (+½) 20 PD; OIF (Costume; -½) plus Resistant (+½) 20 ED; OIF (Costume; -½) 2 Strong Leaper: Leaping +4m (8m forward, 4m upward), END 1 6 Perceptive: +2 PER with all Sense Groups 7 +5 PER with Sight Group; Only When Using N-Ray Vision (-½) 10 Psi-Shield: Mental Defense (15 points total); OIF (mask; -½) 8 Mask Radio: HRRP (Radio Group); OIF (mask; -½) 11 Blood Recognition: Detect a member of the Blood 18-/21- (no Sense Group), Adjacent, Sense 4 Rebreather: LS (Self-Contained Breathing); Costs Endurance (-½), Cannot Take Recoveries While Using Mask (-½), OIF (mask; -½), END 1 1 Blood Heritage: LS (Longevity: 200 Years)
Skills 4 +2 with Aikido Throw
3 Acrobatics 14- 3 Breakfall 14- 2 CK: New York City 11- 7 Deduction 14- 5 PS: Writing 14- 7 Security Systems 14- 3 Sleight Of Hand 14- 3 Stealth 14- 3 Streetwise 12- 1 WF: Handguns
Total Powers & Skill Cost: 326 Total Cost: 574
400+ Matching Complications (75) 15 Enraged: at the death of innocents (Uncommon), go 14-, recover 14- 15 Hunted: Affrighter and his Agents Frequently (As Pow; Harshly Punish) 10 Hunted: The Reapers Frequently (Less Pow; Harshly Punish) 20 Psychological Complication: Code Versus Killing (Very Common; Strong) 15 Psychological Complication: Fear Of Losing A Fight (Common; Strong) 20 Psychological Complication: Loves To Embarrass His Enemies (Very Common; Strong) 20 Psychological Complication: Overconfidence (Very Common; Strong) 5 Psychological Complication: Suspicious Of Women (Uncommon; Moderate) 15 Social Complication: Secret ID (Matt Quarry [real name Richard McLean) Frequently, Major
Total Complications Points: 75 Experience Points: 174
Description: The son of the long-vanished Tyrkan (one of Pathfinder’s sons), Phosphene is the creation of Dennis Loubet, and (as far as I know), the character who kicked off the creation of the Blood. He is a costumed crimefighter, active in New York City, and one of the founding members of Strike Force. Due to his career as a costumed hero, he has assumed a false identity (that of Matt Quarry, writer of mystery novels).
At one point, Phosphene succumbed to the madness that threatens all of the Blood, assuming the guise of the supervillain Phantasm. He then terrorized the superhero community until his Strike Force teammates tracked him down and helped him recover his sanity. These days he’s a crimefighter, and uses both his Phosphene and Phantasm identities. As mentioned, this version of Phosphene was built off of the ‘final’ version of the character presented in the Strike Force sourcebook.
If you own any of the superhero sets from Steve Jackson Games Cardboard Heroes, Phosphene is in there. He’s V1-11, and is named (appropriately enough) “Phosphene”.
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Susano
Double Digit Master
Posts: 73
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Post by Susano on Mar 26, 2014 0:31:58 GMT
COMMODORE
Val CHA Cost Roll Notes 20 STR 10 13- Lift 400 kg; 4d6 HTH Damage [2] 20 DEX 20 13- 23 CON 13 14- 18 INT 8 13- PER Roll 15- 17 EGO 7 12- 20 PRE 10 13- PRE Attack: 4d6
7 OCV 20 7 DCV 20 5 OMCV 6 5 DMCV 6 5 SPD 30 Phases: 3, 5, 8, 10, 12
14 PD 12 Total: 14 PD (7 rPD) 14 ED 12 Total: 14 ED (7 rED) 9 REC 5 46 END 6 10 BODY 0 32 STUN 6 Total Characteristic Cost: 191
Movement: Running: 12m/24m Flight: 30m/60m Leaping: 8m/16m Swimming: 4m/8m Teleportation: 30m/60m
Cost Powers 100 Blood Powers: Multipower, 100-point reserve 6v 1) Unaided Flight: Flight 30m, END 3 7v 2) Teleportation: Teleportation 30m, x2 Increased Mass, END 3 2f 3) Invisibility: Invisibility to Sight Group, END 2 1f 4) Telescopic Vision: +4 versus Range Modifier for Sight Group 1f 5) "N-Ray" Vision: Penetrative with Sight Group
Martial Arts: Karate Maneuver OCV DCV Damage 4 Block +2 +2 Block, Abort 4 Knifehand Strike ("Chop") -2 +0 HKA 2 ½d6 4 Punch/Snap Kick +0 +2 6d6 Strike 5 Side/Spin Kick -2 +1 8d6 Strike
68 Gadget Pool: Variable Power Pool (Gadget Pool), 60 base + 30 control cost, Powers Can Only Be Changed At The Base Or In A Laboratory (-½); all slots IIF (at minimum; -¼)
4 Protective Costume: Resistant (+½) 7 PD; OIF (Costume; -½) plus Resistant (+½) 7 ED; OIF (Costume; -½) 2 Strong Leaper: Leaping +4m (8m forward, 4m upward), END 1 6 Perceptive: +2 PER with all Sense Groups 9 Mental Shields: Mental Defense (9 points total) 12 Blood Recognition: Detect a member of the Blood 20-/18- (no Sense Group), Adjacent, Sense 1 Blood Heritage: LS (Longevity: 200 Years)
Perks 50 Safe Harbor: Base 5 The Black Swan: Vehicle
Talents 6 +2/+2d6 Striking Appearance (vs. all characters)
Skills 8 +1 with HTH Combat
3 Climbing 13- 3 Combat Piloting 13- 3 Combat Sailing 13- 3 Inventor 13- 2 Language: French (fluent conversation) 3 Navigation (Air, Marine) 13- 3 PS: Knot-Tying 13- 2 SS: Marine Biology 11- 3 TF: Combat Aircraft, Helicopters, Large Planes, Small Planes 3 WF: Small Arms, Blades
Total Powers & Skill Cost: 334 Total Cost: 524
400+ Matching Complications (75) 10 DNPC: Marie Debray Very Frequently (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills) 20 Enraged: when allies are seriously hurt (Uncommon), go 14-, recover 11- 10 Hunted: Affrighter and his Agents Infrequently (As Pow; Harshly Punish) 10 Hunted: Bloodletter Infrequently (As Pow; Harshly Punish) 20 Psychological Complication: Conceited (Very Common; Strong) 20 Psychological Complication: Likes To Fight (Very Common; Strong) 20 Psychological Complication: Loves To Romance (Very Common; Strong) 20 Psychological Complication: Swashbuckler Mentality (Very Common; Strong) 15 Social Complication: Secret ID (Peter Morganthall) Frequently, Major 5 Unluck: 1d6 30 Vulnerability: 2 x STUN from bullets (Very Common) 20 Vulnerability: 2 x STUN from energy-based killing attacks (Common)
Total Complications Points: 75 Experience Points: 124
Description: The son of Sala, Peter Morganthall lives the life of pirate, except he preys on drug-runners, rogue whalers, other high-seas pirates, and the like. He also performs daring rescues in extremely bad weather. While not a superhero per se, he does interact with many on a regular basis. Commodore’s base is Safe Harbor, found on a small island in the Caribbean. There, he has three ships. The Black Swan is 15’ long, the In Like Flynn can cruise underwater at 75 knots, and the Captain Blood can fly at 100 mph. All of this was supposed to be detailed in a supplement called Masterminds, which, as far as I know, was never published.
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Susano
Double Digit Master
Posts: 73
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Post by Susano on Mar 26, 2014 0:34:00 GMT
MARIE DEBRAY
Val CHA Cost Roll Notes 15 STR 5 12- Lift 200kg; 3d6 HTH Damage [1] 15 DEX 10 12- 18 CON 8 13- 15 INT 5 12- PER Roll 12- 15 EGO 5 12- 13 PRE 3 12- PRE Attack: 2 ½d6
5 OCV 10 5+16 DCV 10 5 OMCV 6 5 DMCV 6 4 SPD 20 Phases: 3, 6, 9, 12
8 PD 6 Total: 8 PD (0 rPD) 8 ED 6 Total: 8 ED (0 rED) 7 REC 3 36 END 4 15 BODY 5 32 STUN 6 Total Characteristic Cost: 118
Movement: Running: 12m/24m Leaping: 6m/12m Swimming: 4m/8m
Cost Powers Blood Powers, all slots Unified Power (-¼) 37 1) Sees A Few Seconds In The Future: Danger Sense (general area, any danger, Function as a Sense); Unified Power (-¼), 21- 21 2) Sees A Few Seconds In The Future: Precognitive Clairsentience (Sight Group And Normal Hearing), Reduced Endurance (0 END; +½); Precognition Only (-1), No Range (-½), Time Modifiers (-½), Unified Power (-¼) 53 3) Knows What You're Going To Do Before You Do it: +16 DCV; Linked (Sees A Few Seconds In The Future; +1 DCV for every point she makes her Danger Sense Roll by; -¼), Unified Power (-¼) 24 4) Telepathy: Telepathy 4d6, Invisible Power Effects (Invisible to Mental Group; +¼), Reduced Endurance (½ END; +¼); Unified Power (-¼), END 1
Martial Arts: Aikido Maneuver OCV DCV Damage 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Escape +0 +0 30 STR vs. Grabs 3 Hold -1 -1 Grab Two Limbs, 25 STR for holding on 5 Redirect +1 +3 Block, Abort 3 Throw +0 +1 3d6 +v/10, Target Falls
68 Gadget Pool: Variable Power Pool (Gadget Pool), 60 base + 30 control cost, Powers Can Only Be Changed At The Base Or In A Laboratory (-½); all slots IIF (at minimum; -¼)
1 Strong Leaper: Leaping +2m (6m forward, 3m upward), END 1 14 Blood Recognition: Detect a member of the Blood 18- (no Sense Group), Adjacent, Sense 1 Blood Heritage: LS (Longevity: 200 Years)
Talents 6 +2/+2d6 Striking Appearance (vs. all characters)
Skills 3 Breakfall 12- 3 Inventor 12- 2 KS: Medicine 11- 2 PS: Sailor 11- 5 Paramedics 13- 2 Science Skill: Blood Medicine 11- 2 Science Skill: Medicine 11- 2 WF: Small Arms
Total Powers & Skill Cost: 266 Total Cost: 383
400+ Matching Complications (75) 10 Distinctive Features: Strange Behavior Due To Seeing Constantly Into The Future (comes as across as a little strange) (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Hunted: The Affrighter Infrequently (As Pow; Harshly Punish) 10 Hunted: The Bloodletter Infrequently (As Pow; Harshly Punish) 15 Psychological Complication: Feels Alienated From Normal Society (Common; Strong) 15 Psychological Complication: Hyperactive, Especially In A Crowd (Common; Strong) 20 Psychological Complication: Irrational Need For Family (Very Common; Strong) 20 Vulnerability: 2 x STUN Energy-Based Killing Attacks (Common) 20 Vulnerability: 2 x STUN from Bullets (Common)
Total Complications Points: 75 Experience Points: 0 Description: Marie Debray is the daughter of Jilen, one of Pathfinder’s daughter. When she was but a small child, both the Affrighter and Bloodletter attacked her mother’s home, in the process killing both of her parents. Affrighter made off with Marie and her twin brother, Jacques. Affrighter raised both of the children, and succeeded in corrupting Jacques, but Marie’s precognitive abilities allowed her to resist his persuasive manipulations. Marie finally escaped when Jaques attacked Commodore and was killed during the fight. She now serves as Commodore’s second mate, studies medicine, and utterly despises the Affrighter.
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Susano
Double Digit Master
Posts: 73
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Post by Susano on Mar 26, 2014 0:35:43 GMT
AFFRIGHTER
Val CHA Cost Roll Notes 28 STR 18 15- Lift 1212.6 kg; 5 ½d6 HTH Damage [3] 23 DEX 26 14- 28 CON 18 15- 15 INT 5 12- PER Roll 12- 25 EGO 15 14- 20 PRE 10 13- PRE Attack: 4d6
8 OCV 25 8 DCV 25 8 OMCV 15 8 DMCV 15 6 SPD 40 Phases: 2, 4, 6, 8, 10, 12
20+16 PD 18 Total: 20/36 PD (0/16 rPD) 21+16 ED 19 Total: 21/37 ED (0/16 rED) 11 REC 7 50 END 6 23 BODY 13 60 STUN 20 Total Characteristic Cost: 295
Movement: Running: 12m/24m Leaping: 9m/18m Swimming: 4m/8m Teleportation: 30m/7680m
Cost Powers Blood/Psi Powers, all slots Unified Power (-¼) 24 1) Projected Scythe Energy: RKA 3 ½d6; OAF (scythe; -1), Unified Power (-¼), END 5 46 2) Create Fear: Mind Control 16d6; Set Effect (fear only; -½), Unified Power (-¼), END 8 27 3) Protective Shield: Resistant Protection (16 PD/16 ED); Costs Endurance (-½), Unified Power (-¼), END 5 40 4) Teleportation: Teleportation 30m, x2 Increased Mass, x256 Noncombat; Requires A Roll (11- roll; -½), Unified Power (-¼), END 7
66 Gadget Pool: Variable Power Pool (Gadget Pool), 60 base + 20 control cost, Powers Can Only Be Changed At The Base Or In A Laboratory (-½); all slots IIF (at minimum; -¼)
79 Blood Energy: Endurance Reserve (250 END, 24 REC) 12 Scythe: HKA 1d6 (2 ½d6 w/STR), Reduced Endurance (0 END; +½); OAF (-1) plus +1m Reach 13 Mind Shields: Mental Defense (13 points total) 3 Strong Leaper: Leaping +5m (9m forward, 4 ½m upward), END 1 5 Teleportation: Fixed Location (5 Locations) 14 Blood Recognition: Detect a member of the Blood 18- (no Sense Group), Adjacent, Sense 1 Blood Heritage: LS (Longevity: 200 Years)
Perks 50 Mastermind Pool: Vehicles & Bases
Talents 3 Repulsive Looking: +1/+1d6 Striking Appearance (vs. all characters)
Skills 3 Electronics 12- 3 Interrogation 13- 5 Inventor 13- 4 KS: Apotheosis 13- 3 KS: The Occult World 12- 3 KS: The Superhuman World 12- 3 Mechanics 12- 3 Oratory 13- 3 Persuasion 13- 4 SS: Apotheosis 13- 4 SS: Magic 13- 3 Streetwise 13- 4 WF: Common Melee Weapons, Small Arms
Total Powers & Skill Cost: 428 Total Cost: 723
400+ Matching Complications (75) 10 Distinctive Features: 6' tall, 140 lbs, slimy brown eyes, thin white hair, repulsive face and manners (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 35 Enraged: Berserk When Thwarted (Uncommon), go 14-, recover 8- 20 Hunted: Bloodletter Very Frequently (As Pow; Harshly Punish) 15 Hunted: Commodore Frequently (As Pow; Harshly Punish) 20 Psychological Complication: Obsessed With Achieving Apotheosis (Godhood) (Common; Total) 25 Psychological Complication: Pretty Much Hates Everything (and everyone) Decent (Very Common; Total) 10 Unluck: 2d6 20 Vulnerability: 2 x STUN Energy-Based Killing Attacks (Common) 20 Vulnerability: 2 x STUN from Magic-Based Attacks (Common)
Total Complications Points: 75 Experience Points: 323 Description: This is Okor, “who affrights.” He feels Earth is playground for him to toy with as he wishes, and like any megalomanic, he is always looking for ways to increase his mystical, personal, political, or financial power. He also desires to become like Azor, the “All-Father” of the Blood and ascend to nigh-godhood. As he can’t sire children, he also has a nasty tendency to steal (or try to steal) the children of the other Blood. This usually doesn’t end well.
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Susano
Double Digit Master
Posts: 73
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Post by Susano on Mar 26, 2014 0:38:05 GMT
BLOODLETTER
Val CHA Cost Roll Notes 20 STR 10 13- Lift 400 kg; 4d6 HTH Damage [2] 25 DEX 30 14- 23 CON 13 14- 18 INT 8 13- PER Roll 13- 18 EGO 8 13- 20 PRE 10 13- PRE Attack: 4d6
8 OCV 25 8 DCV 25 6 OMCV 9 6 DMCV 9 5 SPD 30 Phases: 3, 5, 8, 10, 12
10 PD 8 Total: 10 PD (0 rPD) 10 ED 8 Total: 10 ED (0 rED) 10 REC 6 46 END 6 20 BODY 10 42 STUN 11 Total Characteristic Cost: 226
Movement: Running: 22m/44m Leaping: 8m/16m Swimming: 6m/12m
Cost Powers 120 Arcane Prowess: Variable Power Pool (Magic Pool), 80 base + 80 control cost
23 Long Sword: HKA 2d6 (3d6+1 w/STR), Reduced Endurance (0 END; +½); OAF (-1) plus +1m Reach 2 Strong Leaper: Leaping +4m (8m forward, 4m upward), END 1 10 Swift: Running +10m (22m total), END 1 1 Strong Swimmer: Swimming +2m (6m total), END 1 15 Extremely Lucky: Luck 3d6 0
Perks 50 Mastermind Pool: Vehicles & Bases
Talents 6 +2/+2d6 Striking Appearance (vs. all characters)
Skills 3 Deduction 13- 7 Magic Skill: Power 15- 3 Streetwise 13- 3 Scholar 4 1) KS: Ancient Cultures 15- 4 2) KS: Ancient History 15- 2 3) KS: Arcane And Occult Lore 13- 2 4) KS: The Occult World 13- 2 5) KS: The Superhuman World 13-
Total Powers & Skill Cost: 258 Total Cost: 483
400+ Matching Complications (75) 15 DNPC: his daughter Frequently (Normal) 20 Hunted: Affrighter And His Minions Very Frequently (As Pow; Harshly Punish) 15 Hunted: Commodore Frequently (As Pow; Harshly Punish) 25 Psychological Complication: Driven To Kill Members Of The Blood (Very Common; Total) 20 Psychological Complication: Overconfident (Common; Total) 15 Social Complication: Secret ID (Kent Veiss) Frequently, Major 10 Unluck: 2d6 20 Vulnerability: 2 x STUN from Fire (Common)
Total Complications Points: 75 Experience Points: 83 Description: Kent Vess is a human with the mind of a Blood. The Bloodletter was sent from Ean to kill the renegade Blood, but was killed in turn attacking Sala. Before he died, however, he transferred his mind to a young boy named Kent Vess, who the Bloodletter had rather informally ‘adopted’. Once Kent Vess grew up, he resumed his step-father’s mission (or what he knows of it) and hunts the Blood. He was the one who killed Jilen and seeks to eliminate the rest by any means possible.
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Susano
Double Digit Master
Posts: 73
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Post by Susano on Mar 26, 2014 0:39:41 GMT
AZOR
Val CHA Cost Roll Notes 30 STR 20 15- Lift 1600 kg; 6d6 HTH Damage [3] 15 DEX 10 12- 28 CON 18 15- 30 INT 20 15- PER Roll 15- 26 EGO 16 14- 28 PRE 18 15- PRE Attack: 5 ½d6
5 OCV 10 5 DCV 10 9 OMCV 18 9 DMCV 18 5 SPD 30 Phases: 3, 5, 8, 10, 12
6+32 PD 4 Total: 6/38 PD (0/32 rPD) 6+32 ED 4 Total: 6/38 ED (0/32 rED) 12 REC 8 56 END 8 20 BODY 10 49 STUN 15 Total Characteristic Cost: 236
Movement: Running: 12m/24m Leaping: 12m/24m Swimming: 4m/8m Teleportation: 30m/60m
Cost Powers Blood Powers, all slots Unified Power (-¼) 55 1) Isolation: Darkness to Sight, Radio, Hearing, Smell/Taste, Touch and Mental Groups 6m radius, Reduced Endurance (½ END; +¼); Unified Power (-¼), END 2 64 2) Domination: Mind Control 16d6; Unified Power (-¼), END 8 96 3) Invulnerability: Resistant Protection (32 PD/32 ED), Hardened (+¼), Impenetrable (+¼); Costs Half Endurance (-¼), Unified Power (-¼), END 7 60 4) Dimensional Travel: Extra-Dimensional Movement (Any Dimension, Any Location), x64 Increased Weight; Unified Power (-¼), END 7 48 5) Teleportation: Teleportation 30m, x64 Increased Mass; Unified Power (-¼), END 6
120 Magical Power Pool: Variable Power Pool (Magic Pool), 100 base + 50 control cost, Limited Special Effect (Defensive, Imprisoning, Or Warding Magics Only; -¼)
7 Ceremonial Dagger: HKA 1d6-1 (3d6 - 1 w/STR), Reduced Endurance (0 END; +½); OAF (-1) 4 Strong Leaper: Leaping +8m (12m forward, 6m upward), END 1 14 Blood Recognition: Detect a member of the Blood 21- (no Sense Group), Adjacent, Sense 5 Blood Heritage: LS (Longevity: Immortal)
Perks 15 Money: Filthy Rich 50 Legions of Ean: Vehicles & Bases
Skills 3 Conversation 15- 3 High Society 15- 11 KS: Warding Magics 23- 3 Oratory 15- 13 Persuasion 20- 13 Magic Skill: Power 20- 3 Riding 12- 3 Tactics 15- 2 WF: Common Melee Weapons
Total Powers & Skill Cost: 593 Total Cost: 828
400+ Matching Complications (75) 15 Enraged: When Disobeyed (Uncommon), go 14-, recover 14- 30 Hunted: The Council of Nine and Their Followers Very Frequently (Mo Pow; NCI; Harshly Punish) 15 Psychological Complication: Always Keeps His Word (when he gives it) (Uncommon; Total) 20 Psychological Complication: Extremly Rigid Thinking (very set in his ways) (Common; Total) 20 Psychological Complication: Unrelentingly Evil (Common; Total) 20 Psychological Complication: Very Paranoid (for good reason) (Common; Total) 15 Unluck: 3d6 10 Vulnerability: 1 ½ x STUN from Light-Based Attacks (Common)
Total Complications Points: 75 Experience Points: 428 Description: The “All-Father.” Azor is the man who took his tribe from Earth to Ean some 20,000 years ago. He’s only 5’4” tall and weights around 160 lbs. He’s also totally insane and pretty much irredeemably evil. If he ever gets back in control of Ean he will oppress the non-powered humans without mercy and will probably commit Stalin-like purges of the ruling classes in order to get rid of anyone who he suspects of being disloyal. However, Azor is also living on borrowed time. The beings who first gave him his vast powers want results. Since it’s been 20,000 years, Azor’s power is waining, as is his immortality.
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