View Full Version : Characters
03-05-2008, 06:48 PM
Feel free to post your characters here.
Currently we have;
Super Soul (ballzy1)
Jason Blood/Etrigan (drfeck)
Azrael (BlaqueSaber) - since withdrawn for reasons of time
The Shadow (nijineko)
Marshall Fate (citadel) -- withdrawn for reasons of time
Elongated Man (spotlight)
Major Atom (Wolvenone)
(The line-up might change if a player wants to swap characters, though.)
If your character isn't well-known, just state what is known of your character, or what tales are told on the gaslit back streets.
03-06-2008, 11:02 AM
Sir Jason Blood
PL: 10 (150 pp)
ABILITIES: STR: 10 (0) DEX: 12 (+1) CON: 20 (+5) INT: 20 (+5) WIS: 30 (+10) CHA: 16 (+3)
SKILLS: Bluff 7 (+10), Craft-Magic Talismans 15 (+20), Diplomacy 7 (+10), Gather Info 12 (+15), Investigate 5 (+10),
Arcane Lore 15 (+20), History 5 (+10), Theology and Philosophy 5 (+10), Medicine 1 (+11), Profession 1 (+11),
Search 5 (+10), Sense Motive 5 (+15), Sleight of Hand 9 (+10),
FEATS: Luck (4), Eidetic Memory, Improvised Tools, Trance, Benefit (1)-Wealth, Artificer, Ritualist, Attractive (1),
Connected, Contacts, Well-Informed
*Super Senses+4-Mystic Awareness , Acute, Accurate,
*Comprehend Langs+4 , Flaws-humans only,
*Immunites+6 , Critical hits, Age, Dieases, Poisons, Innate,
*Morph+4 , extra: reaction, , extra: constant, flaw-distracting, feat: metamorph ,
*Regeneration, Recovery (+9) ,
-Recovery rates KO/staggred/disabled-1 round ,
-Heal ability damage-1 round ,
-True Resurrection +3 ,
-Feats: Persistent , Feat: Regrowth ,
COMBAT: Attack 3 [Unarmed +0] Defense 14 (12 flat-footed) Init 1
SAVES: Toughness 5 (5 flat-footed) Fortitude 10 Reflex 1 Will 10
Cannot leave a circle of Binding (Uncommon, Moderate)
Involuntary Transformation-the Rhyme of Etrigan (Uncommon, cannot be resisted)
Abilities 48 + Skills 23 (92 ranks) + Feats 14 + Powers 52 + Combat 14 + Saves 5 – Drawbacks -6 = 150 / 150
In the ancient days of Camelot, Morgan La Fae was about to win the battle against her brother Arthur. Merlin, son of a witch and Demon Lord, realized he needed a weapon against Morgan's troops. He summoned his Demonic half-brother Etrigan, warrior-demon of the Rhymer caste.
Merlin could not trust Etrigan, so he bound him forever into the soul of a man named Jason Blood. Even with all this, Camelot fell, and Jason Blood and Etrigan where still bound togeather. Blood was made immortal by Merlin's curse, and wandered the earth with the Demon always fighting to be free.
Currently Jason is a historian and knighted for his academic achievements. He has gained quite a bit of wealth over the near 900 years he has walked the planet, and developed his Occult skills and how to fight the supernatural. He knows many people, their decendents, and their friends. He claims he is of the "Blood" clan, and just resembles his ancestor. Most people don't even bother to look into his background, unless they have some sort of supernatural awareness.
03-06-2008, 11:05 AM
PL: 10 (150)
STR 30 DEX 16 CON 34 INT 10 WIS 14 CHA 12
+3 init, +10 Melee/+6 other ATK, +8 DEF (+4 dodge, +2 flat-footed)
+10/10 DMG (unarmed/hellfire)
TOU +12 FORT +14 REF +4 WILL +10
Acrobatics 7 (+10)
bluff 4 (+5)
intimidate 14 (+15)
knowledge: arcane lore 5 (+5)
notice 3 (+5)
sense motive 3 (+5)
All-out attack, Melee Attack Focus 4, Dodge Focus 4, fearless, power attack, startle, Grapple Finesse, Improved Grab, Elusive Target
Hellfire control +10, Extra-Cone, Flaw-Range: Touch (21)
- AP: super strength +10
Immunity +12 (Age, Life support, Criticals) (12)
Super senses +2 (Darkvision) (2)
Morph+4: Jason Blood (9)
Extras-Reaction, constant, Flaw-Distracting
Noticable: Demon (-1)
Cannot leave circle of Binding (Uncommon, moderate-2)
Involuntary Transformation-The Rhyme of Man (Uncommon, cannot be resisted-4)
abilities 56 + combat 20 + saves 11 + skills 9/36 + feats 15 + powers 46 - drawback 7 = 150 pts
See Jason Blood
03-15-2008, 07:08 PM
Intimidate 12 (+10), Notice 8 (+10), Stealth 8 (+13)
Blind-Fight, Evasion 2, Fearless, Improved Initiative, Instant Up, Move-by-Action, Power Attack, Startle, Take down Attack, Ultimate Save (Fortitude), Uncanny Dodge (olfactory)
Penetrating Strength Damage 5, Impervious Toughness 3, Regeneration 12 (recovery bonus 2, bruised/unconscious 1/round, injured/staggered 1/5 minutes, disabled 1/hour, ability damage 1 hour; Power Feats: Persistent), Strike 5 (claws, Extras: Penetrating, Power Feats: Mighty), Super-Senses 5 (Danger Sense [olfactory], Low-Light Vision, Scent, Tracking, Ultra-Hearing)
The source of Azrael's abilities is a post-hypnotic training regimen known as The System. The details of The System are never fully explained, but it is understood that training begins before birth and includes genetic modification, prenatal electric shock, and the use of gorillas as surrogate mothers. The end result is a human being who is inhumanly strong and fast and has a raging split personality triggered by the donning of the Azrael costume. The split personality is apparently coached to believe it is an actual Biblical angel of vengeance. His weapons include forearm-mounted swing-swords can also be launched from their mount clips. Azrael also dons a bullet- and flame-proof armor.
All Azraels have been imparted with some form of The System, but that the training and genetic tampering is a state of the art blending of science and old-world medicine. The System also somehow separates an Azrael's civilian identity from his powers, in that they are only super strong or super fast while in costume.
Attack +10, Grapple +15, Damage +10 (claws), +5 (unarmed), Defense +13, Knockback -3, Initiative +9
Abilities 38 + Skills 7 + Feats 12 + Powers 37 + Combat 46 + Saves 10 = 150
Azrael's costume is that of dark red (almost Burgundy) leather armor over his chest, legs, shins, and forearms. Beneath this he wears all black close that fit tight to the body. His costume is finished off with a cloak and a gun belt strapped to his thigh (Han Solo style).
Jean-Paul Valley, a Deckhand on board a merchant ship , is unaware that he is the latest in a line of assassin-enforcers for "The Sacred Order of Saint Dumas", a sinister secret splinter society that originated with the Knights Templar during the crusades, or that he's received training and mental conditioning to prepare him for his role since before he was born. For most of his life, he has been brainwashed with "The System", a deep level of psychological conditioning. Valley only learns of this upon the death of his father, who was also his predecessor, at which time his conditioning is activated and he is called upon to take up the mantle of Azrael.
03-20-2008, 09:31 AM
I have permission to post this. This is in response to the Gather Information check that Jason Blood did--here is what Jason, who is interested in these wonders and any occult connection they have, has heard about the Shadow:
The Shadow is known as the terror of the underworld. Hard facts are difficult to obtain, but the following is pretty certain. No one has ever seen his face, he is deadly with a gun, and he has gotten into and out of very difficult places through means unascertained. His laugh is said to strike fear in the hearts of those who hear it. It seems he might be involved in a vendetta against crime and corruption, as his targets seem largely criminals; but it is known that he has left some criminals alone, and that he has been involved in a few instances where there was no known wrongdoing on the part of the person who died. It is known that he frequently leaves dead bodies in his wake.
It is further rumored that he can pass through walls and doors like a shadow, that he can pass unseen in the dark places, and that he knows many many secrets. It is also said by some, that he protects those innocent of evil, and punishes those who harm such.
It is whispered that if he chooses, you won't remember anything about him, except for a fear of shadows, and eyes in the dark.
03-28-2008, 11:51 AM
Rather than writeups, I'll be posting brief descriptions of characters here. Rather than an indication that a character is important, look at it as a measure of which NPCs interested me enough to have a character description. :rolleyes:
Lucas Carr -- nominally a botanist, Carr has obtained work in the laboratories of the League as a laboratory assistant. Carr has a tendency to snap his fingers when nervous. Carr is a bit short, has brown hair and eyes, and is in his early twenties. He lives at home with his mother.
Lord Maxwell -- "leader" of the League, he interacts with the intelligence lords and the other lords and the Queen, and gives the League their orders. He will also receive requests from them and attempt to get them information. Lord Maxwell is in his early forties, again with brown hair and eyes.
Captain Charles Hawkewood -- captain of the Abraham Lincoln, and a man with thirty years at sea--he looks to be in his mid-forties. He is short, as a military bearing and the hair left on the fringes of his scalp and beard is all white. He has a bit of a paunch but otherwise is lean. His blue eyes can be peircing.
Mr. Robert Pitt -- a rotund man from the US State Department, he's here to oversee the fight against the monster. He strikes you as confident (well, he's on the ship); one hopes that confidence isn't misplaced. He has black moustaches, a balding pate, and short sideburns. He likes his brandy, cigars, and coffee. Mr. Pitt is in his fifties.
04-02-2008, 03:31 PM
adding to the "npc list". this is partly for my own benefit. keeping track of minions and all. ^^
Margot Lane: attractive, charismatic, and very charming, she moves easily in high social circles, and knows many 'people of substance'. Her velvet soft and sweet exterior hides a steel core.
Moe Shrevnitz: usually found driving a hack, but he can drive anything that moves across the ground with equal skill. He's an average looking fellow, with a slight slouch. Speaks with a "Yorker" accent.
04-24-2008, 05:24 AM
Real Name: Unknown
Identity: Secret ID
Age: Unknown Appears roughly 30ish
Hair: Not sure of colour. Long and wavy
Eyes: Not sure of colour. Always glowing slightly. Brighter with emotion.
Description: Tall handsome man long hair goatee built somewhere in between a gymnast and swimmer. Covered head to toe with a nearly impenetrable silver metal includes hair. Typically Wears tall riding boots rugged pants a long sleeve high collared sweater sufficiently high enough to pull up over his nose. Also almost always wears a deep hood and long trench coat along with gloves usually all in black.
Power Level: 10
Power Points: 150
Max Attack: 10
Max Defense: 10
Max Save DC: 10
Max Toughness: 10
STR: 28 (+9/+2)
DEX: 16 (+3)
CON: 28 (+9/+2)
INT: 10 (+0)
WIS: 14 (+2)
CHA: 10 (+0)
Attack 8 (Melee 8, Ranged 8) [Cosmic blast Variable (Energy)]
Defense 8 (4 flat-footed)
Toughness 9 (9 flat-footed)
Bluff 3 (+3)
Escape Artist (+3)
Intimidate 3 (+3)
Investigate 4 (+4)
Knowledge -Tactics 3 (+3)
Notice 4 (+6)
Sense Motive 3 (+5)
English, German, French, Japanese, Spanish
Improved Initiative (1)
Uncanny Dodge (1)
ARRAY Cosmic Energy Control, Blast ,Variable (20:TGH)rank 10 for purposes of damage and saves with the blast.
[d]  Absorption,Boost,Power magnet,Energy conversion Variable
[d]  Flight Variable
[d]  Super-strength Variable
[d]  Healing, Resurrection, Empathic, Action Variable
POWER Enhanced strength
POWER Enhanced constitution
POWER Immunity,Life support,No sleep,No food and water
POWER Regeneration, Resurrection, recovery bonus x3, recovery rate x3, ability damage.
Vulnerable: Power drains [UC: DC 15] [Maj: DC 15]
Abilities 18 + Skills 6 (24 ranks) + Feats 6 + Powers 86 + Combat 32 + Saves 5 – Drawbacks -3 = 150 / 150
Doesn't have much of one. Major Atom was found with no memory in a deep crater after a meteor strike in northern Scotland. Since that time was adopted into the League and trained to do what he could to help others. (Think Hugh Jackman in Van helsing.)
Quiet, watchful, and taciturn describe this man when not in action in action weather it be combat, physical labor, or brainstorming for a solution he almost frenetic. He also as a somewhat dark sense of humor. He is a big fan of the dime novels coming out of the US and loves poetry and the theater.
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