Wednesday, October 22, 2014

V — Vigilante of London

In going back and updating some of these characters, V fits more as a Street Fighter hero: a man with a vendetta against the government, fighting a massive "criminal" organization. I've updated him, but his Pulp Hero stats are left below for posterity.

Name: V
Race: Human
Experience: 170
Agility d10; Smarts d12; Spirit d10; Strength d10; Vigor d10
Pace 6; Parry 9; Charisma 2; Toughness 9
Hindrances: Loyal, Out of My League, Ruthless (m), Ugly, Vengeful (M), Wanted (M)
Edges: Arcane Background (Super Powers), Ambidextrous, Quick, Combat Reflexes, Improved Nerves of Steel, Quick Draw, Improved First Strike, Two-Fisted, Counterattack, Charismatic, Scholar (Computers & Explosives), Thief, Level Headed, Florentine, Dodge, Martial Artist, Frenzy, Marksman
Skills: Climbing d6, Fighting d12, Knowledge (Computers) d8, Knowledge (Explosives) d8, Intimidation d8, Lockpicking d6, Notice d8, Persuasion d10, Stealth d10, Throwing d10, Taunt d6
Inventory: Black Clothes, Cape and Hat; Guy Fawkes Mask, Knife ×8 (Str+d4; 3/6/12)
Super Powers:
  • Extra Actions (6): 2 additional actions.
  • Super Attribute (16): Agility +2, Spirit +1, Strength +3, Vigor +2.
  • Super Edges (6): Combat Reflexes, Improved Nerves of Steel.
  • Super Skills (5): Fighting +1, Knowledge (Computers) +1, Knowledge (Explosives) +1, Stealth +1, Throwing +1.
  • Toughness +2 (2): Reinforced skeleton.

Today we have V, the infamous vigilante single-handedly returning power to the people of England. I will also throw this in, because I love this movie: 
"The only verdict is vengeance; a vendetta, held as a votive, not in vain, for the value and veracity of such shall one day vindicate the vigilant and the virtuous."

Name: V
Race: Human
Experience: 270
Agility d10; Smarts d12; Spirit d10; Strength d10; Vigor d10
Pace 6; Parry 9; Charisma 2; Toughness 9
Hindrances: Loyal, Ruthless, Ugly, Vengeful (M), Wanted (M)
Edges: Arcane Background (Super Powers), Ambidextrous, Quick, Quick Draw, Combat Reflexes, Thief, Level Headed, Improved Nerves of Steel, Scholar (Computers & Explosives), Charismatic, Two-Fisted, Counterattack, Florentine, Improved First Strike, Strong Willed, Dodge, Martial Artist, One Final Effort, Frenzy, Marksman
Skills: Climbing d6, Fighting d12, Knowledge (Computers) d8, Knowledge (Explosives) d8, Intimidation d8, Lockpicking d6, Notice d8, Persuasion d10, Stealth d10, Throwing d10, Taunt d8
Inventory: Black Clothes, Cape and Hat; Guy Fawkes Mask, Knife x8 (Str+d4; 3/6/12)
Super Powers:
  • Extra Actions (6): 2 additional actions.
  • Super Attribute (12): Agility +1, Spirit +1, Strength +2, Vigor +2.
  • Toughness +2 (2): Reinforced skeleton.
Known simply as V, this vigilante is a man who was kidnapped, tortured, and violated in a conspiracy that created the new English government. At 20 Power Points, he is one of the only Pulp Heroes we've seen thus far. 

He is a master of hand to hand combat, explosives, technological exploitation (aka hacking), literature, persuasion, and culture, and uses these to great effect to incite anarchy and rebellion. His ultimate feat of combat is killing nearly a dozen men in only a couple rounds of combat, while heavily wounded.

The experimentation that occurred at the Larkhill facility left V tough, strong, and fast; the rest of his abilities simply came through almost two decades of training.

There isn't much more to him! Leave questions, comments, etc below as per the norm.

Friday, October 17, 2014

Pantheon — Artisan of War

It's another League Double Day! A direct rip-off of Leonidas character based on the obscure ancient Greek city-state of Sparta, we're gonna look at Pantheon! 

Name: Pantheon
Race: Human
Experience: 120 
Agility d8; Smarts d6; Spirit d8; Strength d10; Vigor d10
Pace 8; Parry 12 (3); Charisma –2; Toughness 11 (3)
Hindrances: Bloodthirsty, Mean, Ruthless (m)
Edges: Brave, Brawny, Fleet-Footed, Martial Artist, Combat Reflexes, Block, Improved Frenzy, Mighty Grip, Marksman
Skills: Climbing d6, Fighting d12, Intimidation d10, Notice d6, Stealth d8, Throwing d10
Inventory: Spear of Zeonia (Str+d6+1, Reach 1, Parry +1, leap power), Aegis of Zeonia (Parry +2, Armor +4 vs Ranged), Plate Armor (Armor +3, no arms), Closed Helmet (Armor +3).

Pantheon is a fearless warrior bred for battle. His people, the Rakkor, are trained from birth as killing machines, learning martial arts and being equipped with relic weapons to help even the odds against the scores of foes that they fell.

Pantheon is the bearer of both the Spear of Zeonia—a deadly blade that allows the user to leap great distances—and the Aegis of Zeonia—a nigh indestructible shield that he uses to great effect both as cover and as an offensive tool (Aegis Protection; Aegis of Zeonia, Block). His speed with his spear is nearly unmatched, and he has become highly proficient at launching it, always finding its target (Improved Frenzy (Heartseeker Strike), Accurate Attack (T) (Spear Shot)). Pantheon is also well known for making heavy use of Wild Attacks (Grand Skyfall; Aegis of Zeonia).

The champion of the Rakkor people, Pantheon has entered the scene. But there is another Champion that will make even heroes like Pantheon tremble in fear...

Cho'Gath — Terror of the Void

It's another League Double Day! We're going to look at what is likely the most powerful Champion in League of Legends: Cho'Gath, said to devour universes if his hunger is not tempered.

Name: Cho'Gath
Race: Voidborn
Experience: 80
Agility d8; Smarts d6; Spirit d8; Strength d12+1; Vigor d10
Pace 6; Parry 7; Charisma –6; Toughness 14 (6)
Hindrances: Alien Form, Bloodthirsty, Ruthless (M), Overconfident
Edges: Ambidextrous, Arcane Background (Super Powers), The Best There Is (Growth), Nerves of Steel, Take the Hit, Sweep, Frenzy, Killer Instinct
Skills: Climbing d8, Fighting d10, Notice d8, Intimidation d12, Shooting d10, Tracking d8
Super Powers:
  • Armor (3): Armor +6. (Armored Plating.)
  • Attack, Melee (3): Damage Str+d6, Lethal, Multiple Attacks. (Claws.)
  • Attack, Ranged (14): Damage 3d6, Range 12/24/48, AP 4, Lethal, Rate of Fire 4. (Vorpal Spikes)
  • Earthquake (5): Earthshake. (Stomping the ground.)
  • Extra Limbs (6): 2 extra actions.
  • Fear (3): Scary, Terror.
  • Growth (27): Max Size +10, Long Stride, Limitation—Must eat his Size to Grow, Limitation—Cannot Shrink, Limitation—Minimum Size +1.
  • Regeneration (3): Level 2. Limitation—Must eat 2 Sizes lower to activate.
  • Super Attribute (6): Strength +2, Vigor +1.

Cho'Gath is a Heavy Hitter with Super Karma, sitting at 70 Power Points. It is a Voidborn: a creature from an unspeakable plane of existence where nightmares thrive off of each other. Worse yet, it is one of the most vicious and lethal of them, consuming everything in its path.

Cho'Gath absorbs that which it eats, growing larger and requiring yet more food as it does. It can launch spikes at its enemies, impaling them, and can cause the earth to collapse beneath its powerful feet. Its scream is sharp enough to send chills down the spines of even the bravest of souls.

At its maximum size, Cho'Gath has Heavy Armor, Heavy Weapons, and the following stats:
Agility d8; Smarts d6; Spirit d8; Strength d12+10; Vigor d10
Pace 24; Parry 7; Charisma –6; Toughness 23 (6)

There you have possibly the most powerful hero in League of Legends! We should have another character completed for you guys in short order, but until then, leave questions and comments as always.

Saturday, September 27, 2014

Han Solo — Rebel Scoundrel

Finally, we get to see one of the most iconic individuals in cinema history: Han Solo, captain of the Millennium Falcon, and one of the leaders of the Rebel Alliance in the original Star Wars trilogy.

Name: Han Solo
Race: Human
Experience: 100
Agility d8; Smarts d8; Spirit d8; Strength d6; Vigor d8
Pace 6; Parry 6; Charisma 0; Toughness 6
Hindrances: Doubting Thomas, Overconfident, Wanted (M)
Edges: Luck, Starship, Dodge, Smuggler, Combat Reflexes, Ace, Marksman, First Strike
Skills: Fighting d8, Gambling d8, Healing d4, K (Astrogation) d6, Notice d6, Persuasion d6, Piloting d8, Repair d6, Shooting d10, Stealth d8, Streetwise d6, Taunt d8
Inventory: Blaster Pistol (2d6, AP 2, 15.30.60)

Han Solo was a low-life smuggler, acquiring his ship through an unspecified game with Lando Calrisian and working with his partner Chewbacca until trouble struck. During one of his jobs, he was boarded by Imperial stormtroopers and jettisoned his cargo load, much to the chagrin of Jabba the Hutt. One fateful day, however, an old jedi master and his friend, Luke, hire Solo to get them to the Alderaan system, kickstarting the fall of the Galactic Empire just a few years later.

Han is a decent fighter and a very talented pilot, always taking the helm when he steps into a vessel. He is also quite the shot, able to peg the heads of bounty hunters and stormtroopers alike at a large distance. Unfortunately, he has very little faith in the power of the Force, chalking it up to luck until nearly the fall of the Empire; one might even find his lack of faith disturbing.

The only custom Edge here is "Smuggler," which allows the user a +2 on Persuasion rolls when speaking to law enforcement officials, as well as a +2 to Stealth rolls when wishing to remain undetected while flying a spacecraft.

Here is the galaxy's premiere smuggler. Leave questions, comments, blah blah blah.

Friday, September 19, 2014

Ezio Auditore — Renaissance Assassin

I'm finally tackling the asshole that broke my 400 XP vow. This only covers Ezio to the end of Assassin's Creed: Brotherhood. Revelations has a handful of extra levels and very different inventory that will be added to the end of this entry.

Name: Ezio Auditore da Firenze
Race: Human
Experience: 450 (Legendary as f*ck)
Agility d10; Smarts d8; Spirit d8; Strength d10; Vigor d8
Pace 6; Parry 10; Charisma 4; Toughness 6
Hindrances: Loyal, Vengeful (m), Wanted (M)
Edges: Attractive, Danger Sense, Noble, Brawler, Improved First Strike, Connections (Assassin Order & da Vinci), Block, Improved Counterattack, Extraction, Marksman, Assassin, Two-Fisted, Quick Draw, Combat Reflexes, Frenzy, Florentine, Combat Sense, Dodge, Command, Improved Level Headed, Thief, Trademark Weapon (Hidden Blade), Filthy Rich, Hard to Kill, No Mercy, Nerves of Steel, Martial Artist, Followers, Tactician, Natural Leader
Skills: Boating d4, Climbing d8, Fighting d12+1, Knowledge (Battle) d8, Lockpicking d6, Notice d8, Riding d8, Shooting d6, Stealth d12, Streetwise d6, Swimming d6, Taunt d8, Throwing d10
Inventory: Assassin's Robes, Leather Greaves (Armor +1, Legs), Plate Vambraces (Armor +3, Forearms), Hidden Blade x 2 (Str+d4, –2 to be Noticed), Sword of Altaïr (Str+d8), Hidden Pistol (2d6+1, 5/10/20, 2 action reload), Pouch x 3, Throwing Knives x 8 (Str+d4, 3/6/12), Steel Knuckles (Str+d4, considered Unarmed), Mini Crossbow (2d4, AP 1, 6/12/24), Mini Bolts x 10, Quiver, Smoke Bomb x 2 (as the obscure power), Vial of Lethal Poison (5 uses, Vigor –2), Apple of Eden.

Ezio Auditore was born in Firenze and lived in the late 1400s and early 1500s. Following the murder of his father and brothers, he discovered and took up his father's mantle as a member of the Assassin order, training with his uncle Mario and searching for the Templars involved in the conspiracy against his family. Ezio will do whatever he can to save those he trusts from any danger, no matter how much risk it poses to him or his mission. He is also dangerously vengeful, rarely letting folks get away after doing him wrong.

An attractive, wealthy individual, Ezio has become one of the greatest fighters of all time, able to take on swathes of highly trained soldiers on his own. He has been trained by thieves, mercenaries, couriers, and other assassins to become not only a lethal combatant, but dangerously difficult to spot. Able to gather information, draw out, and execute a plan, he is your worst nightmare if you should ever hope to rob the people of their freedom.

In regard to his combat capabilities, he is most proficient in counterattacking, and his ability to strike down every individual that approaches him before they even have the opportunity to take a swing is invaluable. He is also deadly with his hands, able to stun and disarm opponents to strike them down with their own weapons.

In his more recent years, he has become a brilliant commander, taking charge over the assassin order and commanding a small force of personally trained, lethal killers.

Revelations Inventory: Assassin's Robes, Leather Armor (Armor +1, Legs & Arms), Hidden Blade (Str+d4, –2 to be Noticed), Hook Blade (Str+d4+1, –2 to be Noticed), Sword of Altaïr (Str+d8), Hidden Pistol (2d6+1, 5/10/20, 2 action reload), Pouch x 3, Throwing Knives x 15 (Str+d4, 3/6/12), Dagger (Str+d4), Parachute Pack x 2.

Advances before Death (500 XP):
Smarts d10, Spirit d10, Improved Block, Inspire, Jack-of-All-Trades, Elderly (Investigation d8).

Apple of Eden: This is an artifact left behind by the First Civilization with nearly god-like powers. To best replicate it, I simply used 60 PP from the Super Powers Companion with the following powers:
  • Fear (5): Terror.
  • Illusion (20): Level 8. Obscurement, System Shock.
  • Mind Control (19): Multiple Minds ×7.
  • Paralysis (4): Spirit roll. Strong. (Keeps the target from willing themselves to move).
  • Stun (7): Smarts roll. Large Burst Template, Strong. (Pulse of energy).
  • Super Attribute (5): Smarts +3. Limitation (–1, mind control only).

In addition, the Followers that generally stick with Ezio are experienced Assassins with the following stats (they come out to about 40 XP as player characters):

Agility d8; Smarts d6; Spirit d6; Strength d8; Vigor d6
Pace 6; Parry 7; Charisma 0; Toughness 6 (1)
Hindrances: Vow (M—Assassin Order)
Edges: Extraction, Combat Reflexes, Assassin, Counterattack, one additional Edge
Skills: Climbing d6, Fighting d10, Notice d6, Riding d6, Shooting d8, Stealth d8, Throwing d6, one additional Skill at d6
Inventory: Leather Armor (Armor +1), Throwing Knives (Str+d4, 3/6/12), Hidden Blade (Str+d4, –2 to Notice), Hidden Gun (2d6+1, 5/10/20), Smoke Bomb (as per obscure), various weapons.

So there's Ezio, from his childhood to his death, along with his trusted assassin followers; easily one of the most terrifying individuals I've thrown together to date. Questions, comments, and anger below!

Sunday, September 14, 2014

Rarity — Dressmaker

Yet more ponies! The Element of Generosity, Rarity, has arrived! This uses Edges and information from my My Little Pony: Friendship is Magic conversion.

Name: Rarity
Race: Unicorn (Abilities listed below)
Cutie Mark: Diamond Trio

Experience: 60 (Heroic)
Agility d8; Smarts d8; Spirit d8; Strength d6; Vigor d6
Pace 6; Parry 5; Charisma 4; Toughness 4

Hindrances: No Hands, Size –1, Quirk (Perfectionist), Well, I'd Never!, Pacifist (m), Quirk (Generosity), Quirk (Expensive Taste)
Edges: Arcane Background (Natural Magic), Very Attractive, Artist (Sewing), Connections—Fashion, Common Bond, Extraction, Level Headed
Skills: Fighting d6, Investigation d6, Knowledge (Sewing) d10, Notice d6, Performance d8, Persuasion d6, Stealth d6, Spellcraft d6, Streetwise d6

Cantrips: Magic Trick, Locate Object, Levitation

So all ponies begin with Size –1 and the No Hands Hindrance (being that they, in fact, have no hands), but can use their tails and mouths to generally manipulate things. They also begin with a Cutie Mark, which provides either a +2 bonus to relevant skills once per session, or a free Edge that ignores all requirements. In addition, unicorns begin with the Arcane Background (Natural Magic) Edge, detailed below.

Arcane Background (Natural Magic)
Arcane Skill: Spellcraft (Smarts) 
Starting Powers: Magic Trick + 1 other cantrip for each rank of Spellcraft you possess above d4 (you may gain a new cantrip each time your Spellcraft is increased in rank). 

Unicorns are not limited to Power Points, as they use magic almost constantly. Instead, they simply choose the power they want to activate and make a Spellcraft roll, with a penalty equal to half the power's usual Power Point cost (rounded down).

Cantrips: Cantrips do not require a roll to activate; you simply use it, though cast options prompt Spellcraft rolls for additional effects. These cannot be gained through the New Power Edge.

Magic Trick
Range: Touch or 1”
Duration: 1 minute per Rank
Trappings: Faint glow matching your eye color.
Magic Trick can be cast once per turn as a free action. Magic Trick allows you to do one of the following at a time: levitate and manipulate small objects weighing less than five pounds within 1”, create harmless sensory effects (flashes of light, sounds, scents), clean/soil objects such as cloth or paint, or make a small object disappear for a few seconds (sleight of hand) within 1”. The Game Master has final say on the limits of this cantrip. 
Cast Option (–1): The effect generated by Magic Trick is permanent until dispelled as a free action; this is usually only for minor effects (at the Game Master’s discretion).

The rest of the new magic system is outlined in the referenced document above.

Rarity has traded out her Cutie Mark to gain access to a marginally more powerful locate object cantrip, allowing her to sense gems that she has never even seen before.

She is the owner of the Carousel Boutique, the local dress shop of Ponyville. She has high-reaching dreams of becoming a famous fashionista and is making marvelous strides towards her goal, having been commissioned to work for a variety of famous ponies such as Sapphire Shores.

She does her best to perform at her absolute peak, shunning everything that can be even remotely considered "uncouth." She is calm, collected, intelligent, highly attractive and graceful, and very much willing to give whatever she can to help another in need. She is also very caring, and is one of Fluttershy's closest friends. She's also a very accomplished a capella singer.

This has been a peek at the most fabulous marshmellow pone. Leave questions, comments, and brony hate below!

Saturday, September 13, 2014

James Raynor—Rebel Leader

We take a look at the StarCraft universe once again to see a hero unit—the leader of Raynor's Raiders, Jimmy! We're only going up to the end of Brood War and the expanded universe, because StarCraft 2 makes me want to murder babies.

Name: James E. Raynor
Race: Human
Experience: 180 (Legendary)
Agility d8; Smarts d8; Spirit d10; Strength d8; Vigor d8
Pace 6; Parry 6; Charisma 2; Toughness 16 (10)
Hindrances: Heroic, Loyal, Habit (M, Alcohol)
Edges: Brave, Brawler, Charismatic, Dodge, Quick Draw, Combat Reflexes, Command, Rock and Roll!, Natural Leader, Followers, Inspire, Tactician

Skills: Driving d10, Fighting d8, Intimidation d6, Knowledge (Battle) d8, Knowledge (Farming) d6, Notice d6, Persuasion d6, Repair d6, Shooting d10, Stealth d6, Streetwise d8, Throwing d6
Inventory: CMC-225 Armor (Armor +10, Zoom (Notice +2 at range), Magnetic Grapples, Strength +2 steps, Targeting Computer, Heavy Armor), C-14 Assault Rifle (2d8+1, AP 4, RoF 3, 24/48/96, 100 Shots), Revolver (2d6+1, AP 2, Revolver, 12/24/48, 6 Shots).

Name: Vulture
Light Vehicle: Size 2; Acc/TS: 20/50; Toughness: 9 (2); Crew: 1; Cost: $11.2K, Remaining Mods 0
Notes: Crew Reduction, Exposed Crew, Hover Vehicle, 2x Speed, Spider Mine Dock (4d6 damage)
  • AGP-2 Grenade Launcher (3d8, Small Burst Template) (Fixed)
Raynor is a legendary freedom fighter, leading his band of men across the sector on jobs to overthrow Emperor Arcturus. He started off as a young farm boy who joined up with the Confederate military back during the Guild Wars. Showing an immediate aptitude for leadership (Command, Natural Leader) and good aim, Raynor rose through the ranks on the blood of his enemies, but was eventually framed by the corrupt powers that be. 

Years later, after his friend turned himself in so Raynor could escape, he found himself the Marshall of a town on the backwater world of Mar Sara. Always quick on the draw with his trusty revolver (Quick Draw) and his aged CMC-225 armor, he ended up assisting the rebel extremist Arcturus Mengsk, eventually leaving his organization due to bitter feelings over Kerrigan's fate.

Strong, both in will and in muscle, he eventually started his own rebel group to fight the oppressive government Arcturus established. He has become an even better leader, and (as the face of the organization) has learned to be a rather Charismatic fellow.

With his armor or without, James Raynor is not a soldier you want to run into on the battlefield.

Wednesday, September 10, 2014

James Howlett — Wolverine [OUDATED]

UPDATE: I'll leave this lying around for a little while longer just for posterity, but I really don't like how it turned out. Should be gone within the month.

Coming in with the movie rights still owned by Fox, we have Wolverine! This uses rules from the new Super Powers Companion.

Sorry this post took so long, I had a lot of stuff come up recently. I'm still Savaging as strong as ever, though!

Name: James Howlett
Race: Human
Experience: 260 (Legendary)
Agility d10; Smarts d8; Spirit d8; Strength d12+3; Vigor d12
Pace 6; Parry 9; Charisma –2; Toughness 13
Hindrances: Can't Swim, Outsider, Overconfident, Vengeful (M)
Edges: Arcane Background (Super Powers), Brave, Berserk, Quick, Improved Hard to Kill, Combat Reflexes, Nerves of Steel, Frenzy, Martial Artist, Marksman, Command, Woodsman, Two-Fisted, Killer Instinct, Sweep, Counterattack, Block
Skills: Climbing d8, Driving d8, Fighting d12, Healing d6, Intimidation d8, Knowledge (Battle) d8, Notice d8, Piloting d6, Repair d8, Shooting d8, Stealth d8, Survival d8, Throwing d6, Tracking d8
Super Powers:
  • Ageless (1): Wolverine regenerates as fast as he ages, and therefore does not age.
  • Attack, Melee (9): Damage Str+3d6, AP 4, Heavy Weapon, Lethal, Multiple Attacks. Limitation (–1, Straight Wrists to Activate). (Bone Claws.)
  • Heightened Senses (4): Eagle Eyes, Low Light Vision, Super Hearing, Tracking.
  • Immune to Disease (1): Wolverine's extreme regeneration does not let him get sick.
  • Mind Reading (1): Limitation (–2, only works on animals, no Raise effect).
  • Regeneration (12): Level 5, Regrowth.
  • Resistance (2): Cold, Psionics.
  • Speed (2): Pace 12.
  • Super Attribute (14): Agility +1, Strength +4, Vigor +2.
  • Super Edge (4): Hard to Kill, Improved Hard to Kill
  • Toughness +5 (5): Adamantium Skeleton.
James, also known as "Logan" or "Wolverine," is a 4-Color Hero with Super Karma, sitting at a total of 55 Power Points, and begins with Quick, Brave, and Berserk. He was given the Arcane Background (Super Powers) Edge for free, due to the nature of his setting.

Wolverine has been around for a couple hundred years, and has been involved in almost every major conflict since the Civil War. He's a good shot and a brilliant fighter. As a mutant, he is able to quickly regenerate wounds that would leave most men bleeding out, and his infamous bone claws are some of the sharpest weapons on the planet. He also has an unnatural resistance to the elements, and can communicate with animals on the most basic level.

In addition to his natural powers, his skeleton was also infused with an indestructible metal called "Adamantium," making his bones unbreakable. Due to the heavy strain this puts on his body, his natural strength is significantly higher than that of even the most powerful humans.

He has spent vast amounts of time in the wilderness, and has learned to very effectively live off the land. The only custom Hindrance here is "Cannot Swim;" Wolverine's dense skeletal structure means that he couldn't swim if he tried.

There we go: Wolverine! Comments, questions, etc. below, as always!
— DoctorBoson

Tuesday, September 2, 2014

Steve — Miner and Crafter

Before we hop in, I have two updates for you guys. One, I have updated Clementine's entry, having finished Season Two of The Walking Dead. Secondly, my posts may slow down now that university has begun. Those out of the way, let's see what we have.

In celebration of the release of Minecraft 1.8 today, I'll go ahead and throw together the player character, typically referred to as "Steve."

This is one of those times where it's very important to remember that this is meant to portray the concept and flavor of the character, not his mechanics. In other words, Steve will, in fact, not be able to lift 3000 cubic meters of diamond.

Name: Steve
Race: Human
Experience: 300 (Legendary)
Agility d8; Smarts d10; Spirit d8; Strength d10; Vigor d8
Pace 8; Parry 7; Charisma –2; Toughness 9 (3)
Hindrances: Curious, Poverty, Outsider
Edges: Arcane Background (Alchemy), Fast Healer, Fleet Footed, Strong Back, Nerves of Steel, Jack-of-All-Trades, Combat Reflexes, Quick Draw, Woodsman, McGyver, Marksman, Frenzy

Skills: Alchemy d6, Boating d4, Fighting d10, Knowledge (Agriculture) d6, Knowledge (Carpentry) d6, Knowledge (Mining) d8, Knowledge (Smithing) d8, Knowledge (Stoneworking) d6, Notice d8, Repair d6, Riding d8, Shooting d8, Stealth d4, Survival d10, Swimming d6, Throwing d6, Tracking d8
Power Points: 20
Spells: Night Vision (darksight), Water Breathing/Fire Resistance (environmental protection), Healing (healing), Swiftness (speed), Strength/Weakness (boost/lower trait), Invisibility (invisibility), Harming (bolt), Slowness (slow), Leaping (leap)

Inventory: Plate Armor (Armor +3, no arms), Pot Helm (Armor +3, 50% chance vs Headshots), Iron Sword (Str+d8).

Little is known about Steve. Some put forth that he is the last human alive; others that he was born into a world of Testificates, learning to fend for himself. No matter his origins, Steve is an absolute monster. He's learned almost all of the secrets of civilization, from agriculture to metal working, with no outside help. He can tame animals and slaughter zombies alike. 

He typically lives in a wilderness, living off of the land and creating nearly anything he needs out of raw materials (Woodsman and McGyver). He runs at incredible speeds, and it's rare for any blow to keep him down for too long. He's fast on the draw, a good shot, and an incredible fighter. Furthermore, he has picked up the ancient art of alchemy, brewing potions and poisons alike for his use.

Regarding Hindrances, it's very difficult to figure these out for someone like Steve because there is no official lore about him and it all comes down to play actions. Outsider is because he's the only human anywhere ever, but he always has at least one major and one other minor Hindrance. I went with Poverty and Curious because that more or less describes the more popular YouTuber play styles (which typically involves fiery lava deaths). Conversely, my personal Steve would have Cautious and Bad Luck instead.

Now, for the custom edges and such: Strong Back (having shown up on Link in my first post) simply means that the user considers his Strength one step higher for the purposes of Encumbrance rules. In other words, Steve has a d10 to carry things around with. 

Leap is a new Power, also used by Darth Maul as well. 
Rank: Novice
Power Points: 1 
Range: Touch
Duration: Instant
Trappings: Strong winds, ethereal trampoline, mystical energy.
Leap allows you to jump great distances or reach very high places. On a success, you can just 2" vertically or twice that horizontally. A Raise provices an additional 2". A vertical jump may result in falling damage.
>Additional Targets: The character may affect up to five targets by spending a like amount of Power Points.
So this is our blocky hero! I'll likely cover some mobs in the future as well. Leave questions, comments, etc below.

Monday, September 1, 2014

Mega Man — Blue Bomber

Today, we have DLN-001! Continuing the evident trend of making Smash Bros. characters, we'll throw together classic Mega Man using the Super Powers Companion.

Name: Rock
Race: Android
Experience: 80 (Legendary)
Agility d8; Smarts d6; Spirit d8; Strength d10; Vigor d8
Pace 6; Parry 5; Charisma 0; Toughness 11 (6)
Hindrances: Overconfident, Small, Pacifist (m), Loyal

Edges: Arcane Background (Super Powers), The Best There Is (Copycat), Brave, Dodge, Combat Reflexes, Steady Hands, Elan, Marksman, Extraction, Nerves of Steel, Rock and Roll!

Skills: Climbing d4, Driving d6, Fighting d8, Notice d6, Piloting d6, Shooting d10, Stealth d6, Throwing d6
Super Powers:
  • Armor (2): Armor +6. Requires Activation.
  • Attack, Ranged (9): Range 12/24/48, Damage 2d6, RoF 3, AP 2, Heavy Weapon. Contingent on armor. (Mega Buster.)
  • Attack, Ranged (12): Range 12/24/48, Damage 3d10, AP 8, Enhanced Damage, Heavy Weapon. Switchable (Primary with Mega Buster). Contingent on armor. (Charge Shot.)
  • Construct (8): +2 to recover from being Shaken; doesn't breathe; immune to disease and poison; ignores one level of wound penalties.
  • Copycat (28): Level 22. Devices, Duration, Versatility (+2). Limitation (–1, defeat Robot Masters).
  • Leaping (1): Can leap 2" vertically and 4" horizontally. (Booster Jets.)
  • Teleport (4): Traverse. Limitation (–2, Traverse only).
Otherwise known as Rock, Mega Man is an android invented by Doctor Light. With a heart of gold, Mega Man is the first to jump into action whenever Wily puts one of his schemes of world domination into play (Overconfident, Brave, Elan). He comes out as a Four-Color Super Karma hero for a total of 55 Power Points.

One of Mega Man's most frightening abilities is his Weapon Copy System, which allows him to store the special attacks of Robot Masters and use them himself! Although this requires him to defeat the Master, he has acquired a wide variety of moves, including flaming swords, incredible strength, and even shields.

His primary weapon, however, is his Mega Buster, which fires rapid bursts of powerful solar pellets at his enemies. He also has the ability to teleport long distances, though this uses a lot of power and takes a few moments of concentration. 

Mega Man's intense Strength comes from the fact that he throws a wide variety of his weapons, as well as the powerful Mega Uppercut and his slide attack. He is a good shot, both standing and charging (Marksman, Steady Hands, Rock and Roll!), and is a highly agile and determined fighter (Dodge, Combat Reflexes, Nerves of Steel, Extraction).

So there's Mega Man! Leave questions, comments, etc below, as per usual.

Sunday, August 31, 2014

John 117 — The Master Chief

Man, do I have a treat for you guys. Today we get to look at the Master Chief; one of the few characters to push our 400 experience limit. This incarnation of him takes us all the way through the end of Halo 4. This also uses information from my Savage Halo conversion (Player Guide and GM Information).

I will not be listing an explanation for every Edge in his description because he has so goddamn many, but I'll go over the gist of why he has what he does.

Name: John
Race: Spartan II
Experience: 400 (Legendary as f*ck)
Agility d12; Smarts d8; Spirit d10; Strength d12+3; Vigor d10
Pace 10; Parry 7; Charisma –2; Toughness 18 (8) (2)
Hindrances: Young, Loyal, Overconfident, Outsider
Edges: Cyborg, Great Luck, Elan, Brave, Command, Combat Reflexes, Improved Dodge, Light Speed Reflexes, Level Headed, Marksman, Spartan Combat Skill, 
Martial Artist, Tactician, Steady HandsNatural Leader, Nerves of Steel, Harder to Kill, Command Presence, Quick Draw, Inspire, Alien Weapons Expert, Shotgun King, Alien Vehicle Expert, Two-Fisted, No Mercy, 
Skills: Climbing d6, Driving d8, Fighting d10, Healing d6, Intimidation d10, Knowledge (Battle) d8, Notice d6, Piloting d6, Shooting d12, Stealth d8, Throwing d10
Cybernetics: Agility +1 step, Strength +2 steps, Dodge, Light Speed Reflexes, Leg Enhancements, Mule, Toughness +2, Vision Enhancement, Spartan Neural Interface
Inventory: MJOLNIR Mk VI (Armor +8, Shields +2, Neural Binding (Pace +2, Agility and Strength +1 step), Radar (Notice +2 vs Stealth), Zoom (Notice +2 at range), Targeting Computer (ignores 1 point of Shooting Penalties), –4 AP, Trauma System), Assault Rifle (2d8+1, AP 3, RoF 3, 24/48/96, 32 Shots), Magnum (2d6+1, AP 4, Semi-Auto, 15/30/60, 12 Shots), Frag Grenade ×2 (3d6, AP 2, Medium Burst, 5/10/20, Heavy Weapon), Cortana.

Boy, do we have a lot to cover. First, I'll go ahead and post the shield rules that I first established in my Arbiter post a couple weeks back.
Energy Shields: Shields provide a flat armor bonus to the wearer (taking priority over any other worn armor and does not stack). The user cannot be Shaken or Wounded by physical damage while the shield is active, and non-Heavy Weapon AP is negated.
When the user would have been Shaken, the shield is Low, and when the user would have taken a Wound, the shield is disabled. When a shield falls, the damage (including armor piercing) is compared against the user's normal Toughness (including worn armor).
Most shields recharge. When a shield is low, and the user isn't hit within a full combat round (regardless of damage), roll a d6. On a 4–6, it goes back to low, then full the next round.
Spartan IIs were picked at a very, very young age and trained extensively. Only about 120 humans in all of UNSC space were selected, being "genetically perfect". To reflect this, all Spartans begin with the Young Hindrance, but also have 3 extra attribute points. They also begin with the Cyborg Edge.

Spartan training pushes them to become perfect warriors; it is intensive and highly comprehensive. They learn tactics on both a small and large scale, melee combat, weapon skills, vehicle operation, and anything else that a soldier might need to not only survive on the battlefield, but to excel. 

At about the age of 14 (60 experience), Spartan IIs received their augmentations and implants. This made them bigger, quicker, stronger, tougher, and all around more terrifying. In addition, the neural interface Spartans are given have an available A.I. slot. It is rare to see a Spartan hit the field with less than 140 experience. Because of this, however, many individuals question exactly how much humanity Spartans have left in them (Outsider).

John, in particular, comes to be known as a "hyper-lethal vector." Cortana attributes this to luck, and looking at the Chief's track record, I'd say that's probably right (Great Luck). He's also said to have an unbreakable spirit (Elan, and later Brave), pushing himself to his limits and beyond on a regular basis.

He is shown to be a highly capable commander, becoming the de facto leader of the Spartan IIs. Intelligent and adaptable, he helped forge not only their physical success, but their tactical capabilities as well (Leadership Edges). Furthermore, the mere presence of a Spartan on the field of battle pushes marines to perform better (Inspire).

The Chief does not like ships, preferring to keep his boots on the ground, but was trained in flight and can make use of ships if he has to. He is also notoriously hard to kill, prompting the Covenant to name him "the Demon." He is accurate with one weapon or two (Two-Fisted and Steady Hands), always seeming to hit the one point that does the most damage (No Mercy).

On top of all of this, the MJOLNIR Mk. VI armor is the most advanced personal armor system in the UNSC. It further augments the Spartan's already impressive capabilities, and provides both shields and a trauma system to take care of any injuries the Spartan might sustain in combat.

Now, we have quite a few custom Edges and abilities here. Spartan Combat Skill is an Edge that allows the Spartan to take an additional action every round with no penalty, though he still may not repeat actions or exceed his weapon's Rate of Fire. Alien Weapons Expert and Alien Vehicle Expert both allow characters to utilize Covenant technology without penalty. Shotgun King allows the user to use shotguns as though they were semi-automatic, letting them Double Tap or Rapid Fire.

As for the cybernetics, Mule has been modified to also increase Size by 1, while Vision Enhancement has been nerfed to only allow for Low Light vision and a +2 to appropriate Notice rolls. Toughness represents the carbide-reinforced skeletal structure of the Spartans, making their bones nearly unbreakable. Lastly, Light Speed Reflexes is a Legendary Edge that allows the user to redraw any initiative cards lower than an 8 in combat.

There you have him: the guardian of humanity! As always, leave questions, comments, and lore rage below.

Saturday, August 30, 2014

Akali — Fist of Shadow

It's a League Double Day! First up is Akali, the assassin! I will be giving her the benefit of the doubt and say her armor actually covers the entirety of her torso.

Name: Akali
Race: Human
Experience: 120 (Legendary)
Agility d10; Smarts d6; Spirit d8; Strength d8; Vigor d8
Pace 8; Parry 7; Charisma 0; Toughness 7 (1)
Hindrances: Vow (M, Preserve Balance), Ruthless (m), Stubborn
Edges: Fleet Footed, Quick, Improved Martial Artist, Two-Fisted, Steady Hands, Dodge, Combat Reflexes, Assassin, Sweep, Heightened Senses
Skills: Climbing d8, Fighting d10, Intimidation d6, Notice d8, Stealth d12, Survival d6, Throwing d10, Tracking d8
Inventory: Leather Armor (Armor +1), Kama x 2 (Str+d6), Smoke Bomb x 10 (as the obscure power).

Akali was trained from her youth by her mother, emphasizing speed and technique over raw strength (Quick, Fleet Footed). By her early teens, she was a master of martial arts (Improved Martial Artist), and her elders realized that she was to be deemed the next Fist of Shadow.

The Fist of Shadow is a member of the triumvirate formed to preserve balance within the world through any means necessary. Her role is simple: kill those that need to be killed (Assassin).

One of her most feared tools is her Smoke Bomb (Twilight Shroud), allowing her to obscure her surroundings and make an easy getaway.

Sweep is to be used as Crescent Slash, hitting her enemies with her twin Kama. Steady Hands allows her to use Shadow Dance and run with a –1 penalty to her attacks instead of a –2.

The only custom Edge here is Heightened Senses, which allows the user to ignore the vision penalties regarding anything that isn't purely visual. This helps her maneuver through her own smoke bombs.

Leave comments down below, and check out Yasuo, our other League Double Day character!
—Doctor Boson

Yasuo — Unforgiven

It's a League Double Day! We have Yasuo, the not-samurai! League of Legends characters have a really nasty habit of not armoring their chest; hopefully it doesn't get him killed by a stray arrow.

Name: Yasuo
Race: Human
Experience: 130 (Legendary)
Agility d10; Smarts d6; Spirit d6; Strength d8; Vigor d8
Pace 8; Parry 8; Charisma 0; Toughness 6
Hindrances: Vengeful (m), Vow (M, Find the Elder's killer), Wanted (m)
Edges: Arcane Background (Wind Technique), Quick, Fleet-Footed, Combat Reflexes, Combat Sense, Rapid Regeneration, Improved First Strike, Dodge, Frenzy, Killer Instinct, Block
Skills: Climbing d6, Fighting d10, Notice d8, Stealth d8, Survival d6, Taunt d4, Wind d10
Power Points: 20
Spells:  Steel Tempest (bolt), Steel Tempest (pummel), Wind Wall (deflection), Sweeping Blade (speed), Last Breath (Havoc)
Inventory: Katana (Str+d8, Raise d8, AP –1), Rope (20 feet), Steel Pauldron (Armor +3, left shoulder), Leather Gauntlets (Armor +1), Leather Greaves (Armor +1).

Yasuo was a powerful student at a renowned Ionian sword academy, and one of the few that have been able to master the legendary Wind Technique (2 powers, 10 PP). However, when Noxus invaded, Yasuo was charged with defending the Elder, but left his post and returned to see the Elder killed. Framed with murder, Yasuo fought his way through the school (Combat Sense, Improved First Strike) and into the wilderness.

His mission of survival forged him into an impeccable warrior, but was eventually hunted down by his brother who he regretfully killed with one strike. His brother revealed that the murderer knew the ancient Wind Technique, and Yasuo vowed to find and kill the man who made him guilty.

All of Yasuo's in-game abilities are represented as spells of the Wind Technique, and the only custom Edge is Accurate Attack (F). This allows Yasuo to ignore two point of penalties with any Called Shot fighting attacks.

Leave comments down below, or just rage at how I messed up the character!
—Doctor Boson

Friday, August 29, 2014

Applejack — Farm Girl

Second pony incoming. Today is Applejack, the Element of Honesty. This uses Edges and information from my My Little Pony: Friendship is Magic conversion.

Name: Applejack
Race: Earth Pony (Abilities listed below)
Cutie Mark: Three Apples

Experience: 75 (Heroic)
Agility d8; Smarts d6; Spirit d8; Strength d10; Vigor d8
Pace 8; Parry 6; Charisma 0; Toughness 6

Hindrances: No Hands, Size –1, Code of Honor, Heroic, Stubborn
Edges: Cutie Mark, Brave, Fleet, Strong Willed, Brawler, Strong Back, Command, Unstoppable, Nerves of Steel, Common Bond, Combat Reflexes

Skills: Climbing d6, Fighting d8, Intimidation d6, Knowledge (Farming) d8, Notice d6, Repair d6, Stealth d6, Taunt d6, Throwing d6

All ponies begin with Size –1 and the No Hands Hindrance (being that they, in fact, have no hands), but can use their tails and mouths to generally manipulate things. They also begin with a Cutie Mark, which provides either a +2 bonus to relevant skills once per session, or a free Edge that ignores all requirements. In addition, Earth Ponies begin play with a d6 Vigor and one free Edge.

Applejack is fast, brave, and strong. Lacking the magic of unicorns and flight of pegasi, she makes up for it in raw muscle and a down-to-earth (no pun intended) attitude. She is frustratingly stubborn, but has a very close connection to her friends. Strong Back has shown up on a couple other characters, but Unstoppable allows the pony to take a level of Fatigue to turn a success on a physical roll (Agility, Strenght, Vigor, or those linked) into a raise.

Working Sweet Apple Acres, her family farm, is her entire life, and her devotion to her family knows few bounds. If she had to choose between them or her friends, who knows what would happen?

Now you've met Ponyville's most reliable farmer. Leave comments and questions below!

Thursday, August 28, 2014

Gregory House — M.D.

We'll go ahead and take a look at every one's favorite *sshole doctor, House! Well, second favorite. Behind Doctor Cox. Anyways, let's jump in.

Name: Gregory House
Race: Human
Experience: 90 (Legendary)
Agility d8; Smarts d12; Spirit d8; Strength d6; Vigor d6
Pace 4; Parry 4; Charisma –2; Toughness 5
Hindrances: Arrogant, Doubting Thomas, Habit (M, Vicodin), Lame, Mean, Stubborn
Edges: Alertness, Rich, Scholar, Strong Willed, Healer, Steady Hands
Skills: Fighting d4, Gambling d6, Healing d12, Intimidation d6, Investigation d8, Knowledge (Medicine) d12, Knowledge (Psychology) d10, Notice d8, Performance d6, Stealth d6, Taunt d10.
Inventory: Cane, Sports Jacket.

House is a genius; he knows more about most everything than most people know about anything. His d12 Smarts is certainly earned over his 8 (?) season run on Fox. He is addicted to Vicodin due to painful muscle atrophy in his leg, and is extremely perceptive. 

He often ends up in areas that would probably be outside of his area of expertise, such as surgery (Steady Hands) and psychological disorders, but he almost always fixes the person right up. He also plays the piano exceedingly well and gets under the skin of every human being he has ever encountered.

Arrogant, Mean, Doubting Thomas, Stubborn, Strong Willed, Rich, and Healing should be pretty self-explanatory

There's House — straightforward and to the point, just as he likes it. Leave questions and comments down below!

Wednesday, August 27, 2014

Lucario — The Aura Pokemon

It's a Pokemon Double Day! First we'll take a good look at Lucario. Due to the nature of Pokemon, we will not be tracking their experience; within their setting, they are basically critters and will be statted as such.

Name: Lucario
Agility d8; Smarts d6; Spirit d10; Strength d8; Vigor d10
Pace 6; Parry 7; Charisma 0; Toughness 8

Edges: Arcane Background (Aura), Combat Reflexes, Counterattack, Improved Heightened Senses, Martial Artist, Quick
Skills: Aura d10, Fighting d10, Intimidation d6, Notice d8, Stealth d4
Special Abilities:
  • Powers: Lucario possesses 20 Power Points and bolt, quickness, smite, and stun.
  • Size –1: Lucario stands just below four feet.
  • Steel-Type: Toughness +2.

Lucario is the evolution of Riolu, with the notable moves carrying over being Counter (Counterattack) and Force Palm (stun). Lucario possesses the unique ability to see the auras of living creatures (Improved Heightened Senses). Its most notable moves are Aura Sphere (bolt) and Extreme Speed (quickness). In addition, all instances of Lucario outside of the main games have him augmenting his capabilities with aura (smite).

Lucario also typically possesses the ability Inner Focus, which allows him to avoid flinching from attacks (Combat Reflexes). Regarding Spirit, I did this by looking at how difficult the Pokemon is to catch. With a catch rate of 5.9%, a Spirit of d10 seemed appropriate.

While not part of a normal Lucario's moveset, he does possess Double Team in the Smash Brothers games. This is simply the deflect power and can be added if one deems it necessary.

There you have it: Lucario! Scroll down a titch to see our other Pokemon of the day, Charizard, and leave questions and comments as always!

Charizard — The Flame Pokemon

It's a Pokemon Double Day! Our second pocket monster is Charizard, one of the most well known and highly loved Pokemon besides Pikachu. Due to the nature of Pokemon, we will not be tracking their experience; within their setting, they are basically critters and will be statted as such.

Name: Charizard
Agility d8; Smarts d6; Spirit d10; Strength d12; Vigor d10
Pace 6; Parry 6; Charisma 0; Toughness 8

Edges: Nerves of Steel
Skills: Fighting d8, Intimidation d10, Notice d6, Shooting d8
Special Abilities:
  • Claws/Teeth: Str+d4.
  • Fire-Type: Charizard takes +2 damage from all water-type attacks.
  • Flight: Charizard can fly with a Pace of 12" and a Climb of 0.
  • Powers: Charizard possesses 25 Power Points and barrierboltblastburstdamage field, and obscure.
  • Size +1: Charizard only stands at 5'9" but has a lot of body mass.

Charizard, like his previous evolutions, possesses the Blaze ability, which increases his combat effectiveness as his health decreases (Nerves of Steel). Its only notable move from Charmeleon is Smokescreen (obscure). However, the bulk of his power comes from his fire-type attacks. 

Charizard has ember and flamethrower, both represented by bolt (the latter being the 3d6). Flame Burst is blast, while Fire Spin is barrier with a fire trapping. Lastly, Inferno is burst, and Flare Blitz is damage field (likely accompanied by a Wild Attack). Scary Face is shown through its high Intimidation.

As before, Spirit was determined by looking at how difficult the Pokemon is to catch. Charizard is exactly as difficult to catch as Lucario, sitting at a catch rate of 5.9% of the time, and also possesses a Spirit of d10.

There you go: Charizard as he lives and breathes! Leave questions, comments, and so on below.