I am just tired of losing CADs when games go belly up. Expect a flood of game breaking CADS to follow. CADs that probably have no right in any reasonable game... yet somehow with my wit and charm... spell check and bribery aside... actually made someones cut.
CHARACTER NAME: Shawn Coleman SECRET IDENTITY: The Banner/The Hulk SPECIES: Human GENDER: Male HAIR: Brown EYES: Green HEIGHT: 5'8" WEIGHT: 185lb
[glow=green,2,300][BIOGRAPHY][/glow]========================= Shawn was raised in a patriotic military family. They had a long proud tradition of combat that could be traced back to before England’s 100 years war (assuming there was one), and from the moment he was determined to be a boy... his father had expected him to uphold that tradition. His father was the Army Chief of Staff, General Coleman. A man who commanded ground troops through several American wars... all the while writing home to his son about his exploits and experiences. Shawn on the other seemed destined for other things.
He was always a smart boy. He was at the top of his class from kindergarten, and while his family moved often, he managed to stay ahead of his studies and excel where others would have failed. He showed aptitude for math, science and nearly every other subject. Mastering them faster than any of his teachers had ever seen. Still, any thought of a future as a doctor, lawyer or scientist was brushed off by his family.
Shawn never really showed much aptitude for the martial arts. He often got picked on at school, was the butt of jokes, and generally kept to himself. Eventually his parents placed him in the finest military schools wherever they landed. Even being a generals son wouldn't protect you in the military school system... in many cases, it just made things worse.
Shawn finally found acceptance in a girl he met, Alyssa Davis, in advanced calculus. The two of them got along perfectly, but she was beautiful, talented and charming, and he found it impossible to compete with the quarterbacks and more popular boys who vied for her time. Still, the two of them would talk late into the night on the phone... would pass notes at school... and though Shawn wouldn’t realize it at the time... she was madly in love with him.
Eventually, after receiving his neuroscience degree, Shawn caved into his father’s pressure. He joined the army as an intelligence officer. Though he was far from any combat, he hoped that serving a short commission would satisfy his father and allow him to pursue his real dream... science. He enjoyed his service only mildly, but it allowed him to use his greatest asset and allowed his father to keep an eye on him.
2 years into his enlistment, it was discovered that Shawn had developed a severe case of leukemia. The army was barely capable of treating basic ailments and Shawn knew that the best they would do would mangle his body and possibly ease his pain as he died. He spent hours and days researching treatments and experimental programs that might save his life. He used his official access to dig into secret army experimental files. And then he found it. The army had a Top Secret program, Project H.U.L.K., that was experimenting with immune supplementation and battlefield treatment development. The next day, without contacting his father, Shawn volunteered for the program.
When his examiner walked in, Shawn could not have been more surprised. Alyssa Davis, the girl of his dreams would be his handler during the project. That night they met for dinner, and for three weeks they continued meeting nightly. They talked until the sun came up... text messaged each other and snuck meetings in the hall between treatments... and then one night they slept together.
And then... the very next day it was almost impossible for him to get a hold of her. He found out she had been dating a combat veteran who had just returned home. He left her message after message... But she had pulled herself off of his case and virtually disappeared. Eventually, through the grapevine he heard that she had been dating a soldier who had been thought dead and had returned from combat. In an instant Shawn thought his life would end. He didn't want to continue the treatment... didn't want to go on living... but he had signed on and the Military wasn't going to stop.
During the treatment Shawn was injected with several concoctions and then loaded into a converted MRI machine. Rather than flood its patient with magnetic waves, it blasted Lt Coleman, Dr Coleman... with Gamma radiation.
Shawn's success was both miraculous and unique. He made a complete recovery, and the Army would continue trying for more than a decade to duplicate the results. Not only did he make a full recovery almost instantly, within days his body was beyond anything it had ever been before. It had enhanced physical abilities... strength, speed and agility. He was capable of feats that only peak humans had exhibited. Later he would also discover that he had an ability to heal himself of injuries faster than medical science could ever have hoped for.
Shawn was fascinated by the changes and began systematically studying himself... there was a new agent in his blood stream. Small green Gamma particles had fused with his immune system and were acting like steroids. He was able to kill the common cold... the flu... even the Aids virus couldn't survive more than a few seconds in his bloodstream. The only thing science could compare it to was Crocodile immunities... and even those fell short of what he was seeing.
Still, with the depression of his abandonment fresh in his mind Shawn asked for a reassignment. He called his father personally and asked to be sent to a combat unit. Though his father was calm, and said he would 'see what he could do'... as soon as he hung up the phone he list a cigar and had a celebratory glass of Brandy. His son had finally accepted his responsibility to follow in his father’s shoes.
Shawn went through a year of combat field training before spending time in Afghanistan... and then in Iraq. Alyssa sent him more than 2 dozen letters but Shawn never opened a single one. Had he opened one he would have known she had broken up with her boyfriend... that she wanted to be with him...
Shawn had become a hardened combat veteran, his sharp intellect allowed his unit to become highly decorated and maintain one of the lowest casualty rates in US combat history. And then it all came to an end... Due to no fault of his own, his unit was ambushed. In an instant half of his men were cut down. Though they had superior weapons, the enemy had the numbers... if Shawn couldn’t do something soon his men would be wiped out. And then it happened. He stood up to help provide cover fire and was shot in the shoulder. His men who tried to drag him down but an RPG blasted right behind them sending the three of them head over hill into the center of the street. Shawn’s ears rang and confusion flooded his brain. There was no way for his mind to explain chaos to him... Looking around he saw his life blood spilling into the street... his men were strewn about and dying... He was scared... he was panicked... but above all... looking at the carnage around him... he was very, very ANGRY... Angry at his father... Angry at himself... angry at his failure... angry at the whole stupid concept of war... In that moment life for Shawn Coleman changed forever...
Mastery of Gamma Radiation 10 -Force Field -Transform into Element -Substitute AN for Strength -Ability to Modifier only when used as strength -Substitute ½ AN for Speed/Agility -Add 1/2 AN for Durability --When in Gamma Form energy comes from Durability -Transforms automatically when health is reduced to 0 -Mental Defense at AN -Others not shielded from power use -Causes collateral damage -Force Field does not help others -Power unusable away from source (gamma form) -Power out of control without intelligence -Intelligence reduced to 1 when transformed -Cannot transform at will (based on anger)
Scientist 5 -Intel Bonus -Power unusable away from source (human form) Scientist SPECIALTIES: Cellular Biology, Immunology, Neuroscience, Engineering, Military R&D
Social Skills 4 -Power unusable away from source (human form) Social Skills SPECIALTIES: Military Protocol, Various Languages and Cultures, Blending in, verbal evasion
Vehicle Operation 5 -Power unusable away from source (human form) SPECIALTIES: Motorcycles, Heavy Vehicles, light aircraft, cars
[glow=green,2,300][MODIFIERS][/glow] ========================= Animal Senses 2 -Enhanced human senses
Defense, Mental 6 -Power unusable away from source (Gamma form)
Healing Factor Enhanced -Healing Factor Accelerated when in Human form
Rage, MoGR 7 Increases Every panel Warmind -Power unusable away from source (gamma form)
Reflexive Dodge 3 -Bought with Animal senses -Power unusable away from source (human form)
Toughness 4 -Nullifies AP -Nullifies 2x Damage -Power weaker away from source (gamma form) --Toughness = 1 in human form --No Null Ap or 2x damage reduction for human form
[glow=green,2,300][EQUIPMENT][/glow] ========================= A.R.M. +5 (Automated Retrieval Mechanism) -Adds to Close or ranged Combat -Indestructible -Includes basic laptop functionality -Includes basic cell phone/communicator functionality
(The arm is much like the new Bionic commandos only not permanently attached. Google Bionic commando and there is a great pic of it in action. He is slamming a guy into the wall while firing an Uzi... amazing!)
Good Quality K-Bar +2 ($200) Tracking Device ($400) Kevlar Armor +1 ($1,200) Custom Pistol +3 ($5,000) - Non Lethal option Custom UZI +3 ($5,000) - Non Lethal option Custom Rifle +4 ($10,000) - Non Lethal option Laptop (integrated into arm) ($2,000) Watch/Heart Rate Monitor +2 to staying calm
Post by karljagheim on Jul 17, 2009 16:23:47 GMT -5
I'm not sure if you are aware but somewhere in the MURPG Corebook, it explains how to make a multiform character (at least, how they advise doing it). You simply make the two (or more) forms as separate characters, but sharing points. But whichever form is secondary, gets to buy Attributes and Modifiers for half the points cost that would normally apply. So Shawn, for instance, would have a secondary 'Hulk' form, so you would buy his Mental defence only for the Hulk form, which would mean (Cost level 6 = 4 White stones) would be halved down to 2 White Stones. And most of his actions would be only bought for his human form, which keeps cost down. Then the action Mastery Of Gamma Radiation would be bought a full price (being an action) but only for his 'Hulk' form.
Expect a flood of game breaking CADS to follow. CADs that probably have no right in any reasonable game... yet somehow with my wit and charm... spell check and bribery aside... actually made someones cut.
No worries! And no offense taken. There are some GMs who allow styalistic choices as long as they fit the theme you are aiming for. Other GMs are incrediblyhard core and follow RAW to the letter.
You learn which GMs you can push the envelope with and which you need to stick to the basics.
Flight 8 (1w) -Only when wielding Mjolnir -Can't be improved by adding lines
Leadership 3 (1w)
Mastery of Weather 2 (2w) -Immunity to element -Regenerate when in element -Action to Modifier -only when wielding Mjolnir (Can manipulate weather for free as long as it produces no stones of effect. Changing weather, causing lightning etc)
Psi-Weapon 8 (12w) -Can't be improved by adding lines
Social Skills 3 (1w)
[MODIFIERS] [12w] =========================
Champion of Odin (4w) -As - Limited Prescience (Close Combat)
Rapid Recovery 6 (4w)
Toughness 3 (4w)
[CHALLENGES] [+10w] =========================
Extreme vanity (+2)
Conflicting interests (+3)
Compulsion to stick up for the underdog (+3)
Deadly enemies (+2)
--Asgardian Armor (+3) His upper body is clad in a short sleeveless black scale armor shirt. Upon each of his collar bones is a small disk with the image of Mjolnir on its face. Each clasp secures the flowing red cape that billows behind him.
Each hand has leather gauntlets that are both thick and sturdy.
His legs are covered in black scale armor leggings that disappear into two almost knee high leather boots.
On his waist is a thick leather belt. With a large Golden Buckle. Each piece is perfectly crafted to accent his God-Like features and leaves his large biceps exposed.
--Mjolnir (+8) A hammer made of some unknown Asgardian metal. Its surface is completely and completely without nick or scratch. Somehow it is bonded with the God of Thunder and the hammer now magically dwells inside of the Odin Son waiting for him to call. They seem to be more in sync than ever, the weapon responding to his very thoughts with surgeonesque precision.(Psi-Weapon)
Standing 6’5” he is very sturdy, though not quite as large as he was when fully grown (100 pounds of muscle, and 1 inch less) His face is strong and carries God Like beauty, piercing blue eyes, strong jaw and long blond Hair that is pulled tightly into a pony tail in the back and ends in between his shoulder blades. He is truly perfect in his youth and aesthetics. So flawless are his attributes that he could have been chiseled from a solid stone of Marble.
Thor out of Armor (Pretty Darn Close to His current physical Age). He is young, headstrong and a little wider than this picture. His hair, the attitude in his eyes all match very, very well.
(he is about halfway between the top and bottom picture in regards to age and appearence.
Thor has been a constant headache in the Triskellion. The relatively young man is aware that he is a God, and he demands to be treated as such. He has managed to receive a room high up, with a balcony and large living space.
His room is a mix of decadence and college dorm room. His bed is a thick oaken monstrosity with plush down comforters and thick down pillows, in rich velvets and fine sheets with ridiculous thread counts. Matching dressers, amours and nightstands fill his bedroom out. There is a brown leather couch and a 75inch Plasma television.
He has all of the latest gaming systems, as well as a library of video games and DVD's. There are constantly dings, dents and holes in the walls where he had thrown one of his various controllers In a fit of rage. He had even smashed the television twice! Warranty covered it the first time, but not the second. The walls are constantly being touched up and painted and he has been warned that if he destroys another plasma television it will not be replaced!
There are piles of clothes and the occasional pizza box that are a sharp contrast to the rich bedding, drapes and beautiful Norse artwork he has managed to pile up. He even has a piece that shows a fully grown Thor holding Mjolnir above his head with lightning streaking behind. He is not aware that this is a painting of himself done many years ago.
He used to have a glass table-top in front of the television, however he had smashed it twice and Jarvis (or his replacement) Had adamantly refused to get him another. It had been a shouting match that had been heard throughout the building... Still the avengers caretaker hadn't budged... hadn't even shaken as the Odin Son threw a tantrum. He had been able to handle the adult Thor, he would not be jarred by a mere child! That was when he had wanted to teach the boy a lesson, and vowed to him that his plasma TV would not be replaced should he manage to smash it again!
Thor was now starting to play his video games in the common areas... let Jarvis refuse to replace a broken TV there...
CHARACTER NAME: Amadeus Cho SECRET IDENTITY: N/A SPECIES: Human GENDER: M HAIR: Black EYES: Green HEIGHT: 5'4" WEIGHT: 125
He Shouldn’t be here. Locked behind energized bars in a one room cell with little more than a toilet and a sink to keep him occupied. Amadeus Cho, the 15 year old Mastermind Excello should be in a prep school getting ready to solve the problems with NASAs space station. He should be researching the next source of clean energy, solving the cabon problem or finding a new home for the arctics polar bears.
Had Amadeus Cho been born to a family of means he would likely already hold a BA, if not a masters and be steadily advancing towards his first of many doctorates. He, like the man he was named after, is a prodigy. Classidied by Weapon X as the 7th smartest person on the planet, Amadeus Cho should be doing a lot of things. Rotting in a cell doing the governments dirty work wouldn’t have been near the top of nearly anyones short list. =============================== Amadeus had been an orphan for as long as he could remember. He had grown up on the streets of the big city and had learned early that if wanted to survive it was going to be by his own wits. He never had anyone to tell him that he was special… To encourage him to be anything more than what he was surrounded by. And so he never really dreamt of much outside of a few city blocks.
By the time he was 14 years old Amadeus Cho was a hero of his neighborhood. He was viewed as a virtual Robin Hood of the lower east side. He had found ways to bypass the system… to gain access to freebies and complimentary things that normal people would be hard pressed to afford. He had helped several old ladies get off the streets… had gotten Jobs for some men, and help for some mentally disabled…
Though he didn’t have much himself, he was clean, and had a well protected place to rest his head. =============================== It might have been carelessness… pride or an oversight, but Amadeus was hardly prepared for what would happen next. His measly traps that would have kept out most intruders did nothing to the gang of murderous mutants that had come to retrieve him.
Amadeus had been soo completely tken by surprise… soo overwhelmed by their tactics that he had hardly realized they were there before he was sedated and on his way back to the Weapon X training facility. =============================== That was almost a year ago and Amadeus was no closer to escape than he had been at that moment. Amadeus had received training… and had been allowed to unleash the full spectrum of his abilities, in any but one situation. A thin microweave collar of the hardest material rests confortably around his neck, that scrambles his brain anytime he tried to apply his mind towards escape. Which at first was quite often.
For now he is biding his time and waiting for an opportunity to free himself of his collar, and bring the walls of this facillity crashing down around his captors heads.
Metamorphosis, Intellectual 3 (12w) -Rapid Metamorph (+2) Improvements are available the same panel and can be used right away. -Intelligence Bonus (+5) -Does not heal damage when morphing (-1) -Cannot Enhance Abilities (-2) -Cannot Grant Actions or Modifiers Beyond Human Limit (-2) -Must spend 1 Action eating between uses or AN is halved each time. (rounded up) (-2)
Combat - Close 3 (1w) -Intel Bonus/Weapon Modifier
He had been walking the trail for hours. He was sure his caravan had been heading this direction. It just seemed soo muddled sometimes. He had been traveling with the caravan for about a week and this morning he had woken up and they were just gone… He couldn’t understand how he had misplaced them.
It had been a pretty standard night. The caravan had set watches but the roads in this area were particularly well patrolled and so even the watches had spent the night imbibing in the strong drink which was the cargo they were going to deliver to the city.
At about 10:00 last night there had been some excitement when Gimbiss had drifted off to sleep. He had been awoken by two of the men dropping fallen trees on the fire. It had made a loud crackle and sent flurry of sparks into the air. Two sparks had landed on Gimbisses nose and the mage woke with a start. Mistaking the embers for flaming rain he jumped to his feet and groggily began casting a spell. It was intended to freeze the air with misty ice that would protect them…
Gimbiss must have been off on his inflation because rather than freeze, he unleashed a swarm of bees. Unfortunately, the group he was with wasn’t as fond of honey as they should have been… rather than appreciate the contribution to the sweet shop he had inevitably made… they had nearly tossed him out of camp… they probably would have, had not Gimbiss fallen fast asleep during the argument.
Now Gimbiss was lost and convinced he could set things straight if he could just remember where he left them… About 20 minutes into his walk he comes across two young children begging for coin. They addressed him as Sir, and suddenly it came back to him! He was Sir Gimbiss the Tender Hearted. A Knight famed for his chivalry and compassion. He couldn’t remember the last time he had been to his castle, and therefore he deduced that they must be extremely worried about him.
Reaching into his pocket he pulls out two acorns and hands them to the unappreciative children. Then he heads down the road, completely forgetting the caravan and dreaming of the reception he would get when he finally made it home.
Gimbiss is a well meaning mage who somehow lost his wits along the road. No doubt he was an integral player in world power and politics… but that life is far removed and Gimbiss is now quite content to wander the land searching for the most comfortable rock to rest his head on, and the most interesting companions to travel with. Though his best traveling companion is a staff made of old gnarly wood. He often converses with the staff and blames it for just about every calamity he finds himself involved in.
In general he is a hearty and valuable traveling companion if you can manage to get past his eccentric tendencies.
Magic - Mastery of Magic 6 (1w) -(Mastery of Magic) Accumulate Energy -Rarely Works as Intended -May only produce one Mastery of Magic effect per panel -Cannot use when wearing Any armor (robes excluded) -Cannot use when using weapons heavier than a dagger (staff excluded) -No Panel Prep -SP at 1/2 AN (regens at 1/4) -Magical Defense Modifier acts as a natural counterspell. He brushes off magical attacks against him (up to his MoM AN +MD MN) with a simple wave his hand... or a puff of breath from his lips (or other natural action that fits the situation)
Magic - Sorcery 6 (6w) -Intel Bonus -Rarely Works as Intended -May only produce one Sorcery effect per panel -Cannot use when wearing Any armor (robes excluded) -Cannot use when using weapons heavier than a dagger (staff excluded)
Magical Travel 6 (2w) -May only produce one 'Magical Travel' effect per panel -Cannot use when wearing Any armor (robes excluded) -Cannot use when using weapons heavier than a dagger (staff excluded) SPECIALTIES: Teleportation, Dimension Walking, Phase Shifting, Flight, Astral Travel, Blasting
Social Skills 6 (4w) SPECIALTIES: Authority, Scolding, Confusing, Persuading, Fast Talker, Special Relationship with Humanoids Under 5ft Tall
Defense, Magical 3 (1w) -Magical Defense Modifier acts as a natural counterspell. He brushes off magical attacks against him (up to his MoM AN +MD MN) with a simple wave his hand... or a puff of breath from his lips (or other natural action that fits the situation)
Here are some fantasy house rules I would like to save. Dio and I spent a lot of time on it and I would hate to lose it...
Abilities, other than intel, are capped at 3 (Peak Human). Intel is capped at 8 (super genius).
You may be a half race, however at character creation you choose one "primary race" and recieve only the bonus for that race. Most races may raise a single ability, per below, to level 4. (Gnomes instead gain a free stone)
Elves (Agility) Orcs (Strength) Dwarves (Durability) Gnomes (When using intel first stone is free) Halflings (Choose Agility or Speed) Humans (Choose any one of the above)
Skill points allow characters to pull off amazing feats. This could be an instant decapitation, a flurry of blows or an amazingly powerful attack.
Skill points are a stat just like health and energy. They are used similar to energy and replenished much the same way. While each class has different formulas for determine their total SP and their SP recharge rate, the mechanics remain the same.
Your total SP will equal a portion of the governing action (always rounded down). It may be 2/3 your AN in CC for example. Therefore if you had a CC of 6 and your SP = 2/3 your CC number you could then have a total of 4 SP at your maximum. This would be represented similar to the way your health and energy are with a simple:
You may spend SP at any panel to augment the governing action. All you do is state in your actions that you are using skill points to buy an advantage (such as 2x damage). Advantages are purchased at 1 SP per CL of the advantage.
Advantages are one time purchases that last a single panel and you may not spend SP to increase duration.
Recharging Skill Points
Skill points recharge similar to energy. Rather than use your durability or Intel to determine your recharge rate, each class has a formula to determine it (again, rounded down).
Therefore if you recharged at 1/3 CC AN, with a CC of 6, you would recharge 2 SP per panel. This, for example, would allow a fighter to purchase 2x damage every panel without running out of SP. He could also purchase things like efficient, area effect... and the list goes on.
You may not however create advantages of any kind. What is in the core 3 is all you get. Period.
You also may not use SP to augment any ability other than the ability that governs it.
Finally, you may not under any circumstances use an ability bonus to calculate your SP. What you buy the Action at is what your SP are calculated on.
While a character may multiclass, each character must choose their primary class at character creation. Your primary class does not limit you in any way, it does however give you access to the bonuses listed below. For example a character with primary class of barbarian has a special rage feature below. A character with a secondary barbarian class would just buy rage as normal in the book.
Each class has certain advantages or unique abilities. They are outlined below.
-SP at 2/3 Close Combat AN rounded down -Points regenerate at 1/3 AN rounded down
Thief SP (Skill Points) -Add 1/2 Thieving AN (rounded down) to CC or RC when hidden -Receive 1/3 Thieving AN to RD (this can surpass normal human limit) -May used Ranged weapons and remain hidden
Rangers -Can buy Ranger (Ninja) at AN +4 (Ranger = Thieving + Hunting/Tracking) -SP = 1/2 Ranger AN (rounded down) -SP regen at 1/4 Ranger AN (rounded down) -Magical actions have a nature flair to them.
Barbarian May purchase Barbarian Rage (cost = MN) -Use Rage Options -Gains 1 MN to enraged (as Claws) every second panel (rather than strength) -Exchange one Enraged MN for one SP at will -Automatically gets the Hot Head disadvantage (calculated into the cost) -Can buy berserker rage at (-1)
Cleric -Magical actions have a clerical flair to them -May buy Magical healing at -1 CL -New General Knowledge Option: Combines with magical healing (+1) -Unique option to force blast: Works on undead only (-4)
Mage -No Panel of prep needed for magics. -SP at 1/2 MoM AN -Regen at 1/4 MoM AN -Mage SP cannot be used to purchase advantages. Instead it can be applied towards increasing a spells Range, Duration or Area of effect of any magical schools action.
Druid -Magical actions have a nature flair to them -May Buy Summon and Control Animals At -1 CL
New Action: Druidic Metamorphosis AN+4 Stones spent for Metamorphosis remain in the Action Box so long as the 'morph is maintained, and may be used as energy for any Ability or Action gained or improved with Metamorphosis. These stones may not be used to maintain the duration of the 'morph. (for example at AN 3 spending 3r to give flight 3 and become an eagle would allow you to use 3 free stones into flight every panel you were an eagle. Flight would still cost an action, and free stones could not be used to exceed AN. The same would be true of adding 3 to CC and turning into a bear for example.)
Metamorphosis takes a panel to complete, during which the character cannot act (other than to spend stones into Metamorphosis) and does not have access to his new "improvements."
-May only choose one Animal to become per AN -Double spent stones +3 Cost Levels (You gain free stones from the general pool equal to the stones you invested. Only the stones from your Energy Pool remain in the Action Box) -Fluid Metamorph + 1 Cost Level (Your 'morph still takes a panel to complete, but you can act normally during that panel) -Rapid Metamorph +2 Cost Levels (Your improvements become available in the same panel during which you Metamorph, and can be used right away)
Paladin -Buy Statecraft at -1 CL -Buy Magical healing at -1CL -Buy Animal Companion/Familiar at -1CL -Sp at 1/2 CC AN -Regen SP at 1/4 CC AN
[CHALLENGES] [10w] ========================= Conflicting Interests (4w) -An idealist who has a responsibility to the greater good, and to the employees that work under him. -A moral Idealist who somehow has no trouble when it comes to using his abilities to give him the upper hand in business or life. Somehow justifying it as the greater good.
Deadly Enemies (2w) -They already made an attempt on his life once, and the odds are they will try it again.
Pride (1w) -Born in high society with a silver spoon. Intellectually and physically gifted... Can read thoughts...
Secret Identity (1w) -Often times it is necessary to use his abilities... even violently to accomplish his goals, and this can be difficult as his goals are often quite public.
Thrill Junkie (2w) -Partying with rockstars, jumping from airplanes... money to burn...
[EQUIPMENT] ========================= Billionaire, so I will not list every single item here. Planes, boats, helicopters... you get the idea...
[BIO] ========================= “Mr. Caster, your car is waiting downstairs. “
They were early. They were always early. Judy was an exceptional ‘executive assistant’… She had worked for some of the world’s best. She could multi-task… work under intense pressure and would sacrifice more for her job than any single person ought to. She was incredibly professional.
Unfortunately for her, she was working for a 25 year old billionaire. While none could question his work ethic, his tenacity or his results… his punctuality or lack thereof was a thing of legend at CasterCorp.
”Ask them to standby for 30 Judy. Thanks.”
He was reclining behind his desk. Both feet, clad in four thousand dollar shoes propped up. In his hands was an issue of Forbes magazine with himself on the cover. It was an early copy, magazines like Forbes knew better than to surprise the world’s most influential people. They weren’t the New York Times… No one subscribed hoping to read a breaking scoop.
It was a good article. Fluffy… but good. Rather than highlight his accomplishments, it focused on his extracurricular. His travel, the extreme sports… The many ladies of his life… Still, there was meat as well. In the last year and a half he had acquired 7 companies. Companies that had been in trouble with the law… in trouble with laborers… environmentalist… corruption. He had bought them for well over market value, and made the sellers and stock holders quite a bit of money.
While that was noteworthy, it was far from newsworthy. What had caught the attention of the financial world was that Alex had taken these companies, cleaned them out… turned them around and in doing so, increased profits across the board.
According to the Forbes, Alex was an idealist and a dreamer. A boy who had inherited a multi-billion dollar private company and was using its considerable leverage to wage his own economic war on corruption and pollution.
What they didn’t know, was that he had a considerable advantage in both his business and personal dealings. He was able to broker deals with hard liners… men who had refused even the staunchest of silver tongued negotiators. He had a super-natural knack for rooting out the disloyal and the corrupt.
His acquisitions were legendary. In just under a day, he could walk through an organization and shake hands with all of its employees. By nightfall he would dictate the who stays/who goes list to his assistant. Sometimes hundreds… sometimes a thousand employees would lose their jobs in a single swoop.
But sometimes that was only half the story. There were things in this world… things in the business world that required more than a silver tongue. More than a smile and a handshake. Many companies on his acquisition radar dealt in the areas of questionable science. Genetic Mutation… Experimentation. These companies wouldn’t go down without a fight. These companies gave the term Hostile Takeover a new meaning.
Alex was a man on a mission. His parents had children when they were in their mid forties and by the time Alex had turned 22 his father had died of a heart attack. His mother had loved her father dearly, and while Alex had shown her an incredible amount of love and compassion, it wasn’t enough. She had followed her husband into the afterlife shortly thereafter. while Alex mourned their loss, it had been somewhat expected, and he knew that somewhere they were together... and happy.
Within 2 months of his mother’s death Alexander became the sole owner of CasterCorp. His life consisted mainly of board meetings… meetings where half of the board pushed hard to take the company public. They doubted his leadership ability, his experience and his maturity.
Without hesitation two of his board members, in an attempt to strike it rich, attempted to assassinate him. On a walkthrough of the R&D department they orchestrated an accident whereby he would put on an experimental mind reading helmet. A helmet capable of producing rough visual outputs of what you were supposedly thinking.
During the three minute experiment there would be a power outage and a subsequent power surge that was supposed to kill him.
Three days later he woke up in the hospital. The surge hadn’t fried his brain… instead it had given him the ability to solidify his hold on his father’s company… on his company. To root out the corrupt, and to lead police to the evidence to put the two men in jail.
Over the next four years Alex would grow into his abilities and begin using them to make the world a better place. A place his father and mother would be proud of.
Master of Past and Present -Held in reverence by Evil Spectral Beings, Evil Denizens of the Netherworld, Evil Dragons and Evil Magical Constructs
Psycho-Centric Power Template 5
Vision, Enhanced 3 -(Vision) Life energy -(Vision) See in darkness
[CHALLENGES] ========================= Fish out of Water -From a different time/place/universe
Chronic Disease or Condition -Debilitating Cough -Sees all living things age and die before his eyes -Cannot see or appreciate things of beuty unless they are immortal -Gold colored skin, hourglass pupils
Disliked/Shunned by Peers -Cynical and ambitious
Haunted Past -Insane mother, dead father... many, many evil actions
Power is painful to use -Has near limitless energy to perform magic, but stronger magicks leave him weak afterwords
[EQUIPMENT] [0w, 1r] ========================= Bag of Holding -Small bag that can hold nearly anything
Bloodstone Pendant -Immortality (must find new host and perform ritual) -Takes 3 panels of exclusive prep -When new host is assumed, keep higher abilities and combine memories/knowledge -Exclusivity
Daager of Magius 2 -Completely undetectable if doing a search of the person concealing it -Concealed in a quick release leather thong on Raistlins wrist
Dragon Orb 10 -Requires Panel of Complete Concentration (prep) -Cannot Perform Any Other Actions When Using Dragon Orb -Exclusivity -Sentient -General Knowledge ---Requires 2 Panels of Complete Concentration (prep) -Mastery of Dragons ---Unlimited Summon/Manipulate Chromatic Dragons (must be within range) ---Requires 3 Panels of Complete Concentration (prep) -Scrying ---See Anything, Anywhere, Anywhen (As Orb of Agammotto) ---Allows Verbal Communication w/location scryed -Intel Bonus -Area Effect up to 9 free, (centered on orb) can be increased by adding red stones -Range up to 5 free, can be increased by adding red stones
Rune Embroidered Robes 2 -Magical Defense 2 -Cowel, sleeves and hems lined with protective silver runes
Spell Books of Fistandtilus +1 to Sorcery AN (As Book of the Vishanti, but evil spells) -As Books of Lore
Staff of Magius 4 -Acts as Modifier -Exclusivity -Sentient -Thievery 8 (Unlock doors only) -Force Blast (light) 6 (Attack Vs. Dur / Disables if Damage Occurs) -Strength 4 (adds to breaking/smashing only) -Flight 1 - Only to falling slowly -Magical Defense 4 -Create lamp-like light at will (area 3) -Focus Energy for 2x Magical Effect (As Eye of Agamato) -Dispels Illusions (Requires Touch)/(As Eye of Agamato) -Protects Vs. Dragons (As Amulet of Agamotto)
(WK) Inventing 3 -Intel Bonus -(Inventing) Proper parts not required for one-use inventions (WK) -(Inventing) Proper tools not required for one-use inventions (WK)
(WK) Ninja 6 -(Ninja) Concentration as Action (WK) -Efficient (WK) -Intel Bonus/2 Weapon Modifier -Can be used as acrobatics SP: -Master of many hand to hand fighting styles, -Batarangs/Shuriken, -Swordsmanship, -Hiding, -Escape Unseen, -Weapon Master
Deadly Enemies (the entire Gotham Criminal Underworld)
Conflicting Interests (His life as Bruce Wayne, although useful for Batman, also often creates problems for him and personal conflict)
Suit- +3 def no 2x for firearms no armor penetration Electric Shock Defense system-(if any part of costume is removed improperly a strong electric shock will be released to incapacitate the person attempting to remove it.) Insulated to protect against cold and electricity and mildly flame resistant
Gloves- +2 weapon- weighted gloves add extra sting to a punch, Fins are sharp, hard and durable, able to slash or guard against weighted weapons. Gloves are protected against electricity, heat and radiation
Cowl-Lead lined to prevent x-rays from seeing through Com link, also a police scanner and nav system GPS connected to batcave
Boots- Right boot contains a blow gun with a fast acting anesthetic dart- +4 stun damage Left boot has an ultrasonic device that can call bats to his location +4 to escape, takes extra time to prepare, area: 5
Utility belt - Only able to be opened by batman, will shock anyone else if tampered with As Hawkeyes quiver Items commonly found within utility belt (But not limited to) Powered Grappling hook (Gives web-slinging 4) Batarangs +2 /+3 to disarm Smoke Bombs +2 to escape area 3 Flash Bombs +2 to stun damage Med Kit Re-breather Self Adhesive tracking device Forensic kit Lock picks Bat mobile signaling device Bola Flashlight Toolkit Marbles Handcuffs
Batmobile Crew-1-2 Difficulty to operate: 3 Resistance to operate: 10/1(for batman)(many security methods in place to make sure no one but batman operates it. If all security measures are not met Bat Mobile will go into lockdown mode and eject the person in the seat.) Defense modifier:5 Vehicle damage: 25 Maneuver Modifier: 4 Speed: 5 Weight: 6 Equipment: Grapple gun to improve turns and for quick stops Machine gun +3 shoots non lethal rubber bullets Hydraulics for jumps Small missile launcher for “obstacle removal” +5 Link to Bat Computer
Several cars, boats, a personal plane and helicopter, but none of these are yet modified, and are property of Bruce Wayne and/or Wayne Enterprises
Bat Computer: A super computer that aids in his investigations in many ways including but not limited to: intel gathering, fingerprinting, surveillance, chemical/physiological analysis of substances, forensic tests, psychological and physical profiles of villains and others (often written by himself), logs on all of his encounters, a connection to global law enforcement agencies and scientific community servers and information
Wayne Manor: base of operations; Batcave base of operations hidden beneath Wayne Manor, contain fully stocked laboratory, gymnasium, hangars, trophy room, and crime-lab.
Acrobatics 4 (1w) -Agility Bonus -Efficient -Power weaker away from power source (-2 AN from Sunrise to Dusk)
Combat - Close 3/5(1w) -Free Agility Bonus/Weapon Modifier SPECIALTIES: Kuk Sool Won (includes staffs, Sword and knife), Swordplay (specifically Rapiers), US Military Multi-Style -Power weaker away from power source (-2 AN from Sunrise to Dusk)
Hunting/Tracking 5 (1w) -Power weaker away from power source (-2 AN from Sunrise to Dusk)
Invisibility 6 (4w) -Power weaker away from power source (-2 AN from Sunrise to Dusk)
Leadership 2/4 (6w) -Action to Modifier
Psi-Weapon 9 (9w) -Power weaker away from power source (-2 AN from Sunrise to Dusk) Note: Space Element. Like staring through an extremely thin pane of glass into space. Similar to a window on a space station. As the weapon moves the stars, planets and constellations shift and spin as they would when a space shuttles window moves.
Social Skills 4 (2w) SPECIALTIES: Disney Culture, Military Language/Culture, Pop Culture (Movies Etc); Persuasion
Vehicle Operation 2 (1w) -Cars -Combines with Luna Senses
Arial Acrobatics 5 (0w, 2r) -Agility Bonus/Weapon Modifier -Power unusable away from power source (Unusable from Dawn to Dusk)
Combat - Close 4 (1w) -Combines with Flight -Efficient -Agility Bonus/Weapon Modifier -Power unusable away from power source (Unusable from Dawn to Dusk)
Flight 8 (9w) -Power unusable away from power source (Unusable from Dawn to Dusk) -Efficient
Hunting/Tracking 7 (2w) -Power unusable away from power source (Unusable from Dawn to Dusk)
Phase Shift 3 (3w) -(Phase Shift) Phase attack -Power unusable away from power source (Unusable from Dawn to Dusk)
Telepathy 5 (1w) -(Telepathy) Telepathic communication -(Telepathy) Can't read minds -Power unusable away from power source (Unusable from Dawn to Dusk) Only used to communicate basic thought between it and myself
[MODIFIERS] [2w 2r] =========================
Animal Senses 5 (2r) -Power unusable away from power source (Unusable from Dawn to Dusk)
Combat - Close 6 (4w) -Intel Bonus/Weapon Modifier Sp: Boxing, Green Weapons, Epic Battles (Will power to overcome odds)
Combat - Ranged 5 (3w) -Weapon Modifier SP: Green Weapons, Epic Battles (Will power to overcome odds)
Flight 10 (1r) -Free per PF rules -Acts as modifier (+1) - only when used for flight only. If shifted to defense or attack (w/cc etc.) then stones are not free and take an action box.
Force Field 10 (9w) -Free Option, Nullifies Armor Penetration -Useless without device (-3) -Special Vulnerability Yellow* (-2)
Healing 6 (4w) -(Healing) Mutant/Magical -Useless without device (-3)
Green Lantern Ring 10 (40w) -2x Action Number free red stones/Panel -Force Blast, 2x damage, AP -Manipulate Matter/Energy -Self Contained Life Form -Limited Teleport at GM discretion up to AN -Universal Translation -General Knowledge -Free Force Field at AN -Can only create/Manipulate Green Energy (-2) -Useless without device (-3) -Special Vulnerability Yellow* (-2) -Must be periodically recharged (usually once every 24hrs) (-1)
Statecraft 5 (6w) -Sp: Justice League Founder (Old School Super), AF/Military culture/protocol, Womanizer, Green Lantern Corps/Protocol, Likeable Guy
Technology 3 (2w) -Intel Bonus
Vehicle Operation 5 (3w) -Sp: Space Craft, Aircraft, Green Constructs
[MODIFIERS] [12w, 1r] =========================
Reflexive Dodge 3 (4w)
Toughness 2 (3w)
Vision, Enhanced 10 (5w, 1r) -(Vision) See energy patterns -(Vision) See in darkness -Special Vulnerability Yellow*
[CHALLENGES] [+25w] =========================
Conflicting interests (+5) -Any Personal Desires and aspirations are limited by the unyielding code of the Lantern Corps
Compulsion to stick up for the underdog (+2) -Natural Super Hero
Deadly enemies (+5) -The Green Lantern Corps has many deadly enemies and even wars with other lantern corps. Hal however has made personal enemies as well over time.
Elemental sensitivity (+3) -Yellow Energy/Fear
Needs attachment to stay alive, use power (+3) -Powers Tied to Ring
Prying relatives, friends, associates (+2) -Green Lantern Corps are always around and monitoring one another
Won't break the law (+2) -Adheres to the Green Lantern Corps Code
Haunted past (+3) -Has existed as alternate personalities and has even slaughtered the entirety of the green lantern corps at one time
[EQUIPMENT] [5w] =========================
Green Lantern Ring (5w) -Indestructible (1w) -Theft Evasion 1 (1w) -Paid for as Phase Shift -Ring changes size and properties to avoid being stolen -Action To Modifier (+3) -Special Vulnerability Yellow* (-2) -Does not Phase or effect user in any way (-2) -Healing 3 (3w) -Mutant/Magical -Action To Modifier (+3) -Special Vulnerability Yellow* (-2) -Will only heal user when he is actually knocked out or incapacitated (-2)
*Special Vulnerability Yellow: When using specified ability on something yellow in color stones of effect/attack are halved. Defensive stones from specified abilities are halved when being attacked by something yellow in color.
Actions Mastery of Magnetism 9 - Intel Bonus -Immune to effects -Can manipulate Magnetic Forces -Accumulate energy over time -Substitute mastery for strength -Free Force Field at AN -Supper Efficient (1 GP Stone per Stone Spent) -Unlimited Create/Manipulate