Ken's Kache of Khracters (Druid, Pteetian, Samson, Girrigan)

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catsi563
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Re: Ken's Kache of Khracters (Chevalier d'Acier, Qaranites, the Hero clan)

Post by catsi563 » Thu May 10, 2018 5:45 am

great episode of Buck Rogers had a guy like that, basically a librarian from his world, only his world was a heavy gravity world so on earth the guy was inhumanly strong, strong enough to turn a blaster into a pretzel and toss Buck the hero around like a ragdoll.
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Ken
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Re: Ken's Kache of Khracters (Chevalier d'Acier, Qaranites, the Hero clan)

Post by Ken » Thu May 10, 2018 9:45 am

Skaramine wrote:
Thu May 10, 2018 4:58 am
Plumeau. I'm Downey with that.

:D :D :D
On curves ahead...
Remember, sonny...
That's rabbit's foot...
Didn't save the bunny...
Burma-Shave

Ken
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Girrigan

Post by Ken » Thu May 10, 2018 10:26 am

Ken wrote:
Wed Dec 06, 2017 12:51 pm
Background The National Mecha Team of Nippon are... particularly equipped to deal with Kaiju invasions from Girrigan's Island.
Image

Girrigan - PL 15

Strength 23, Stamina 23, Agility 0, Dexterity -4, Fighting 7, Intellect -2, Awareness -2, Presence -2

Advantages
Great Endurance, Improved Grab, Improved Initiative 2, Power Attack

Skills
Intimidation 1 (+23/+9), Ranged Combat: Throw 11 (+7)

Powers
Gigantic Animal: Growth 20 (+20 STR, +20 STA, +10 Intimidate, -20 Stealth, -10 active defenses, +5 size ranks, +20 mass ranks, +; Innate; Permanent)
Aquatic
. . Immunity 1 (Suffocation: Underwater)
. . Movement 1 (Environmental Adaptation: Underwater)
. . Swimming 5 (Speed: 16 miles/hour, 250 feet/round)
Impressive Size: Enhanced Trait 7 (Traits: Intimidation +14 (+23))
Incredible Hide: Protection 3 (+3 Toughness; Impervious [16 extra ranks])
Nigh-Impossible to Kill
. . Immortality 5 (Return after 1 day)
. . Regeneration 5 (Every 2 rounds; Persistent)
Power-lifting 1 (+1 STR for lifting)
Radioactive Breath: Cone Area Damage 15 (DC 30; Cone Area 4: 500 feet cone, DC 25)
. . Line Area Damage 15 (Alternate; DC 30; Line Area 3: 5 feet wide by 120 feet long, DC 25, Increased Range: ranged)
. . Single Target: Damage 18 (Alternate; DC 33; Accurate 8: +16, Extended Range, Increased Range: ranged, Multiattack)
Sharp Senses: Enhanced Trait 6 (Traits: Perception +12 (+10))
Stride: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
Tail
. . Extra Limbs 1 (1 extra limb, Advantages: Improved Grab)
. . Strength Effect 22 (Reach (melee) 8: 40 ft.)
Tough Muther: Immunity 20 (Common Descriptor: Radiation, Life Support; Limited - Half Effect)
Violent, Primitive Mind
. . Immunity 10 (Damage Effect: Mental, Interaction Skills; Limited - Half Effect)
. . Immunity 10 (Custom: Will based Afflictions 10; Limited: Not against things that urge her towards violence)

Offense
Initiative +8
Grab, +7 (DC Spec 33)
Line Area Damage 15 (DC 30)
Radioactive Breath: Cone Area Damage 15 (DC 30)
Single Target: Damage 18, +12 (DC 33)
Throw, +7 (DC 38)
Unarmed, +7 (DC 38)

Complications
Animal: Despite her gigantic mutated stature, Girrigan is still just a big dumb animal.
Enemy: Where does a 260 ft. high radioactive dinosaur sleep? Anywhere it wants to. Which pisses people off.

Languages
Native Language

Defense
Dodge -3, Parry -3, Fortitude 23, Toughness 26, Will 6

Power Points
Abilities 6 + Powers 214 + Advantages 4 + Skills 6 (12 ranks) + Defenses 15 = 245


She is Girrigan, a pastiche of Godzilla.
Last edited by Ken on Thu May 10, 2018 6:30 pm, edited 2 times in total.
On curves ahead...
Remember, sonny...
That's rabbit's foot...
Didn't save the bunny...
Burma-Shave

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Skaramine
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Re: Ken's Kache of Khracters (Chevalier d'Acier, Qaranites, the Hero clan)

Post by Skaramine » Thu May 10, 2018 5:07 pm

Oh. My. Gosh. Girrigan wins the internet!
The ATT member formerly known as both MorningKnight and Power-Glove.
Just call me Doug.

Ken
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Samson

Post by Ken » Sat May 12, 2018 12:42 pm

Batgirl III wrote:
Sun Apr 22, 2018 7:15 pm
Just once, I want to see a man with prehensile hair.
Image

Samson - PL 10

Strength 10, Stamina 10, Agility 4, Dexterity 2, Fighting 6, Intellect -1, Awareness 0, Presence 4

Advantages
Accurate Attack, All-out Attack, Attractive 2, Benefit, Wealth 4 (multimillionare), Defensive Attack, Equipment 1, Fast Grab, Improved Critical 2: Hairsprayed, Improved Disarm, Improved Grab, Improved Hold, Improved Initiative 3, Improved Smash, Improved Trip, Move-by Action, Power Attack, Prone Fighting, Takedown 2, Weapon Bind

Skills
Acrobatics 2 (+6), Athletics 2 (+12), Close Combat: Unarmed 4 (+10), Expertise: Modeling 10 (+9), Intimidation 2 (+6), Persuasion 2 (+6), Sleight of Hand 4 (+6), Vehicles 4 (+6)

Powers
Fast Cell Renewal: Regeneration 2 (Every 5 rounds)
Hair Control Array
. . Fauxhawk (Line Area: 5 feet wide by 30 feet long, DC 20)
. . Hair Deflect: Deflect 10 (Linked: Wild Prehensile Hair)
. . Hair Shapes: Create 10 (Volume: 1000 cft., DC 20; Stationary, Tether; Proportional, Reduced Range: close)
. . Hair Sprayed (Advantages: Improved Critical 2; Multiattack)
. . Hairball (Burst Area: 30 feet radius sphere, DC 20)
Hair Leap: Leaping 6 (Leap 500 feet at 120 miles/hour)
. . Hair Run: Speed 5 (Alternate; Speed: 60 miles/hour, 900 feet/round)
Hair Tricks: Movement 10 (Safe Fall, Slithering, Sure-footed 4, Swinging, Trackless: Sight, hearing 2, Wall-crawling 1: -1 speed rank)
Micro Body Hairs: Immunity 1 (Environmental Condition: Cold)
Power-Lifting: Enhanced Strength 1 (+1 STR; Limited to Lifting)
Wild Prehensile Hair
. . Controlled Hair: Extra Limbs 4 (4 extra limbs, Advantages: Improved Grab)
. . Elongation: Elongation 4 (Elongation: 120 feet, +4 to grab; Limited: Only with Hair)

Equipment
CoJ Honorary Communicator COJ-150 2, Crusader Force Communicator 1

Offense
Initiative +16
Grab, +6 (DC Spec 24)
Throw, +2 (DC 25)
Unarmed, +10 (DC 25)

Complications
Quirk: Kevin Blair is very self-centered.
Recognition: Samson likes fame and attention.
Weakness: Fire (not just heat) is bad for Samson's hair. He takes +2 damage from it.

Languages
English

Defense
Dodge 10, Parry 10, Fortitude 12, Toughness 10, Will 8

Power Points
Abilities 70 + Powers 53 + Advantages 24 + Skills 15 (30 ranks) + Defenses 20 = 182

Background Kevin Blair is a hunky male model with amazing hair. He is also secretly a super-hero with even more fantastic hair. On top of possessing super human strength, he also has the ability to control his hair, altering its length, and manipulating it about as if it were multiple limbs.

Real World Stuff When Andy began setting up Crusader Force, he specifically asked Neil to create a male character. You see, decades earlier, when Neil was nominally running the original Crusaders, Neil recognised that the group was kind of a sausage party, so when he created NPC Crusaders, about 80% of them were women.

Neil also likes to take tropes and turn them around. So, he began envisioning a hero, rather than a heroine, who could manipulate his hair a la Medusa. He also decided to make him a, vain, beautiful person who works as a model in his secret identity, and as a super hero is scantily clad. He also decided to make the hero, and not just his hair super strong.

When Neil was struggling for a name, I suggested "Samson", because, really, is their any other figure in western culture that is so about strength AND hair. I also designed a costume for him. Neil decided I went too far on the scantily clad bit.
Image

And, of course this is for Crusader Force, and as I've said elsewhere, Crusader Force feels a little out of sync with the rest of the RCU. Kind of like a Murray Boltinoff/Bob Haney DC Comics story.
On curves ahead...
Remember, sonny...
That's rabbit's foot...
Didn't save the bunny...
Burma-Shave

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Re: Ken's Kache of Khracters (Samson, Girrigan, Chevalier d'Acier, Qaranites)

Post by Spectrum » Sat May 12, 2018 12:49 pm

Hard to pick a favorite costume for Samson. Overall I like the below picture but the cape doesn't work well. On the other hand, the long hair acting as a cape really works well in the top picture.

I have fond memories of the bibical Samson story. For the longest time, I thought that Samson was super hardcore. Rather than reaching down to the bleached bones of an ass on the side of the road, I always pictured him of reaching up to a live ass, tearing its jaw off and then beating people to a bloody pulp with the bloody pulp.
We rise from the ashes so that new legends can be born.

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Re: Ken's Kache of Khracters (Samson, Girrigan, Chevalier d'Acier, Qaranites)

Post by Thorpocalypse » Sat May 12, 2018 4:41 pm

That's a neat take on the Samson archetype. Usually the Samson is just a powerhouse but I really like the Medusa style take.
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Ken
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Kai-Jew

Post by Ken » Wed May 30, 2018 7:30 am

This is a trigger warning for the following character. Certain sensitive readers may be bothered by the following character. If you are such an individual, please skip to the next page and/or thread.


Image

Kai-Jew - PL 7

Strength 12, Stamina 12, Agility 0, Dexterity -4, Fighting 2, Intellect -1, Awareness -2, Presence -2

Advantages
Accurate Attack, Improved Grab, Power Attack

Powers
Gigantic Animal: Growth 16 (+16 STR, +16 STA, +8 Intimidate, -16 Stealth, -8 active defenses, +4 size ranks, +16 mass ranks, +2 ; Innate; Permanent)
Gigantic Animal: Growth 4 (+2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank; Innate; Limited to Increasing Size Only, Permanent)
Aquatic
. . Immunity 1 (Suffocation: Underwater)
. . Movement 1 (Environmental Adaptation: Underwater)
. . Swimming 5 (Speed: 16 miles/hour, 250 feet/round)
Impressive Size: Enhanced Trait 4 (Traits: Intimidation +8 (+16))
Incredible Hide: Protection 4 (+4 Toughness; Impervious [12 extra ranks])
Nigh-Impossible to Kill
. . Immortality 5 (Return after 1 day)
. . Regeneration 3 (Every 3.33 rounds; Persistent)
Power-lifting 8 (+8 STR for lifting)
Radioactive Breath: Cone Area Damage 7 (DC 22; Cone Area 4: 500 feet cone, DC 17)
. . Line Area Damage 7 (Alternate; DC 22; Line Area 3: 5 feet wide by 120 feet long, DC 17, Increased Range: ranged)
. . Single Target: Damage 10 (Alternate; DC 25; Accurate 4: +8, Extended Range, Increased Range: ranged, Multiattack)
Sharp Senses: Enhanced Trait 4 (Traits: Perception +8 (+6))
Stride: Speed 2 (Speed: 8 miles/hour, 120 feet/round)
Tail
. . Extra Limbs 1 (1 extra limb, Advantages: Improved Grab)
. . Strength Effect 12 (Reach (melee) 8: 40 ft.)
Tough Muther: Immunity 20 (Common Descriptor: Radiation, Life Support; Limited - Half Effect)
Violent, Primitive Mind
. . Immunity 10 (Damage Effect: Mental, Interaction Skills; Limited - Half Effect)
. . Immunity 10 (Custom: Will based Afflictions 10; Limited: Not against things that urge him towards violence)

Offense
Initiative +0
Grab, +2 (DC Spec 22)
Line Area Damage 7 (DC 22)
Radioactive Breath: Cone Area Damage 7 (DC 22)
Single Target: Damage 10, +4 (DC 25)
Throw, -4 (DC 27)
Unarmed, +2 (DC 27)

Complications
Animal: Despite his gigantic mutated stature, Kai-Jew is still just a big dumb animal.
Enemies: Where does a 250 ft. high radioactive dinosaur sleep? Anywhere it wants to. Which pisses people off.
Quirk: Orthodox: Kai-Jew will not attack on Saturdays, maintains the High Holy Days, and will only eat things that are Kosher
Temper: There's only one "K" sound in 'kai-jew' and it's before the "I" sound - not after!!!

Languages
Native Language

Defense
Dodge -4, Parry -4, Fortitude 12, Toughness 16, Will 2

Power Points
Abilities -30 + Powers 164 + Advantages 2 + Skills 0 (0 ranks) + Defenses 14 = 150


So...

I created Chaimzilla, the Kai-Jew, for Earth-D. The same perpindicular world where Neutron Man lives. Now, Doug, the founder of Earth-D is, in fact, Jewish, and he gave me his blessing on the character before I built him. After all, he's really just about the pun in the word kaiju. Oh, and Jim insisted I follow the "Earth-D is PL 7" rule. Which meant building a creature with 20 levels of Growth and making him only PL 7. A fun little exercise.
On curves ahead...
Remember, sonny...
That's rabbit's foot...
Didn't save the bunny...
Burma-Shave

Ken
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Pteetian

Post by Ken » Mon Jun 11, 2018 2:40 pm

Pteetian - PL 14

Strength 17, Stamina 17, Agility 2, Dexterity -4, Fighting 6, Intellect -2, Awareness -2, Presence -2

Advantages
Great Endurance, Improved Initiative

Skills
Close Combat: Natural Weapons 1 (+7), Intimidation 1 (+17/+7)

Powers
Acid Spray: Cone Area Damage 14 (DC 29; Cone Area 3: 250 feet cone, DC 24; Unreliable (5 uses))
Beak, Claws, Spikes: Strength-based Damage 4 (DC 36)
Enormous Animal: Growth 17 (+17 STR, +17 STA, +8 Intimidate, -17 Stealth, -9 active defenses, +4 size ranks, +17 mass ranks, +2 ; Innate; Permanent)
Everyone Knows It's Windy Array
. . Hurricane Gusts: Burst Area Move Object 8 (6 tons, DC 23; Burst Area 5: 500 feet radius sphere, DC 18, Damaging)
. . Strong Wings: Burst Area Move Object 7 (3 tons, DC 22; Burst Area 5: 500 feet radius sphere, DC 17, Damaging, Increased Duration: continuous; Quirk: Automatically comes on with Mach Flight)
Impressive Size: Enhanced Trait 5 (Traits: Intimidation +10 (+17))
Incredible Hide: Protection 3 (+3 Toughness; Impervious [16 extra ranks])
Nigh Impossible to Kill
. . Immortality: Immortality 4 (Return after 2 days)
. . Regeneration: Regeneration 2 (Every 5 rounds)
Ptera-soar Array
. . Mach Speed: Flight 10 (Speed: 2000 miles/hour, 4 miles/round; Distracting, Wings)
. . Winging It: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Wings)
Sharp Senses: Enhanced Trait 6 (Traits: Perception +12 (+10))
Violent, Primitive Mind
. . Immunity: Immunity 10 (Damage Effect: Mental, Interaction Skills; Limited - Half Effect)
. . Immunity: Immunity 10 (Custom: Will-based Afflictions 10; Limited: Not against things that urge him towards violence)

Offense
Initiative +6
Acid Spray: Cone Area Damage 14 (DC 29)
Beak, Claws, Spikes: Strength-based Damage 4, +7 (DC 36)
Grab, +6 (DC Spec 27)
Hurricane Gusts: Burst Area Move Object 8 (DC 23)
Strong Wings: Burst Area Move Object 7 (DC 22)
Throw, -4 (DC 32)
Unarmed, +6 (DC 32)

Complications
Animal: Despite his gigantic mutated stature, Pteetian is still just a big dumb animal.
Enemies: Where does a 200 ft. wide radioactive pterasaur sleep? Anywhere it wants to. Which pisses people off.

Defense
Dodge 2, Parry 2, Fortitude 17, Toughness 20, Will 4

Power Points
Abilities -4 + Powers 205 + Advantages 2 + Skills 1 (2 ranks) + Defenses 20 = 224

Notes
Pteetian (the P is silent) is a gigantic radioactive pterosaur. Where Girrigan is a pastiche of Godzilla, Pteetian is a pastiche of Rodan.
Where Girrigan
On curves ahead...
Remember, sonny...
That's rabbit's foot...
Didn't save the bunny...
Burma-Shave

Jabroniville
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Re: Ken's Kache of Khracters (Pteetian, Samson, Girrigan)

Post by Jabroniville » Sun Jun 24, 2018 4:53 am

These two are pretty nutty. Sorry I forgot to comment before :).

PL 7 is pretty low for someone with Growth 16, though! Poor guy would get stomped by regular super-heroes!

Ken
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Re: Ken's Kache of Khracters (Pteetian, Samson, Girrigan)

Post by Ken » Wed Jun 27, 2018 8:32 pm

Jabroniville wrote:
Sun Jun 24, 2018 4:53 am
These two are pretty nutty. Sorry I forgot to comment before :).

PL 7 is pretty low for someone with Growth 16, though! Poor guy would get stomped by regular super-heroes!
He would. But all the heroes in his world are PL 5-7. He still might get stomped, but....
On curves ahead...
Remember, sonny...
That's rabbit's foot...
Didn't save the bunny...
Burma-Shave

Ken
Posts: 1848
Joined: Fri Nov 04, 2016 10:40 pm
Location: DeKamore, IL, Earth-Two

Druid

Post by Ken » Mon Jul 02, 2018 6:29 pm

Image

Druid - PL 9

Strength 0, Stamina 3, Agility 4, Dexterity 0, Fighting 0, Intellect 5, Awareness 4, Presence 0

Advantages
Animal Empathy, Beginner's Luck, Connected, Defensive Roll 2, Equipment 1, Evasion, Fascinate (Expertise: Teaching), Favored Foe: Administrators, Favored Foe: Students, Great Endurance, Languages 1, Skill Mastery: Ranged Combat

Skills
Athletics 4 (+4), Close Combat: Unarmed 1 (+1), Deception 7 (+7), Expertise: Druidic Lore 3 (+8), Expertise: Teaching 3 (+8), Expertise: Weather 3 (+8), Insight 1 (+5), Intimidation 4 (+4), Perception 2 (+6), Persuasion 8 (+8), Ranged Combat: Lightning 7 (+7), Technology 1 (+6)

Powers
Nature Control
. . Expanded Weather Control: Variable 6 (Action: move, Stacks with: Weather Manipulation: Variable 7+6; Limited 3: variations on the Environment power mostly and other weather effects)
. . Firestorm: Line Area Damage 9 (DC 24; Line Area: 5 feet wide by 30 feet long, DC 19, Selective, Variable Descriptor: close group - Weather/Nature)
. . Hydrokinesis: Shapeable Area Move Object 9 (12 tons, DC 24; Shapeable Area: 30 cft., DC 19, Damaging, Variable Descriptor: close group - Weather/Nature; Limited Material: Fluids (based on Descriptor))
. . Lightning Bolt: Damage 13 (DC 28; Increased Range: ranged, Indirect 4: any point, any direction, Variable Descriptor: close group - Weather/Nature; Inaccurate: -2)
. . Terrakinisis: Move Object 9 (12 tons, DC 24; Damaging, Increased Range: perception, Precise, Variable Descriptor: close group - Classic Elemental; Limited Material: Earth or Rock (based on Descriptor))
Weather Manipulation: Variable 7+6 ([Stacking ranks: +6]; Action: move; Limited 3: variations on the Environment power mostly and other weather effects)
Wind & Weather Shield: Enhanced Trait 17 (Traits: Dodge +8 (+13), Parry +8 (+13), Advantages: Evasion)
Wind Riding: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round)

Equipment
CoJ Honorary Communicator COJ-102 2

Offense
Initiative +4
Firestorm: Line Area Damage 9 (DC 24)
Grab, +0 (DC Spec 10)
Hydrokinesis: Shapeable Area Move Object 9 (DC 24)
Lightning Bolt: Damage 13, +5 (DC 28)
Terrakinisis: Move Object 9 (DC 24)
Throw, +0 (DC 15)
Unarmed, +0 (DC 15)

Complications
A Weatherman's Nightmare: Eleanor Sonimbesea subconciously affects weather when she doesn't mean to.
Claustophobic: Eleanor Sonimbesea suffers from an abnormal and persistent fear of small, tight spaces.
Environmentalist: Eleanor believes in balanced relations between humanity and their broader organism and biogeochemical milieu.

Languages
Celtic, English

Defense
Dodge 13/5, Parry 13/5, Fortitude 5, Toughness 5/3, Will 10

Power Points
Abilities 32 + Powers 100 + Advantages 12 + Skills 22 (44 ranks) + Defenses 14 = 180

Background
The Druid first worked with the Champions of Justice during the time after Burt Remington was killed, about the same time as Whirlwind. However, despite her power, she really wasn't a combatant, and so she remained only an honorary Champion. She hasn't been able to completely stay away from the world of heroes and villains, and the Champions call on her when faced with natural disasters. After several years teaching at U.C. Berkley, Dr. Sonimbesea took a position in Mobile, AL, realising she could do more good living in the U.S.'s Hurricane Alley.

Real World Stuff
Honilore was a part of my college D&D group, portions of which morphed into my college Champions group, as graduation and drop-outs led to the former group's natural attrition. During that transition period, as we first started using Champions, Honilore briefly played Champions. And Druid was her first creation. But Lore had forgotten the importance of DEX. In the Hero System, the Dexterity score did (I think it changed in 6e) pretty much what Agility, Dexterity, and Fighting all do in M&M.

Druid gained a reputation for being unable to hit the broad side of a barn with a lightning bolt. From the inside.

Long after Lore left the group, I kept Druid around for sporadic appearances. Partially because I liked the character, and partially because I like the idea of a heroic, powerful character who is not that good in a fight.
On curves ahead...
Remember, sonny...
That's rabbit's foot...
Didn't save the bunny...
Burma-Shave

Jabroniville
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Re: Ken's Kache of Khracters (Druid, Pteetian, Samson, Girrigan)

Post by Jabroniville » Mon Jul 02, 2018 8:52 pm

Yeah, I kinda see the need for characters like Druid- helpful, heroic sorta who nonetheless aren't meant for combat, but can find "non-punching" roles for a super-powered being. They can fit into these universes very well.

I kinda like the idea of one-off players who long ago leave groups still having an "after-effect" in the campaign's history, too.

Her powers seem very much like Crystal's mixed with Storm's. She could be really powerful if that was more fitting.

Ken
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Re: Ken's Kache of Khracters (Druid, Pteetian, Samson, Girrigan)

Post by Ken » Mon Jul 02, 2018 10:40 pm

Jabroniville wrote:
Mon Jul 02, 2018 8:52 pm
Yeah, I kinda see the need for characters like Druid- helpful, heroic sorta who nonetheless aren't meant for combat, but can find "non-punching" roles for a super-powered being. They can fit into these universes very well.

I kinda like the idea of one-off players who long ago leave groups still having an "after-effect" in the campaign's history, too.

Her powers seem very much like Crystal's mixed with Storm's. She could be really powerful if that was more fitting.
Yeah. Somewhere along the line (it's been 30 years) I added the 'elemental' control.

The one power of Storm's that Druid lacks is the invulnerability to physical damage. I'm not sure why it's among Storm's powers, but it was on full display in one of the few comics with Storm in then that I've ever owned.

Image
On curves ahead...
Remember, sonny...
That's rabbit's foot...
Didn't save the bunny...
Burma-Shave

Ken
Posts: 1848
Joined: Fri Nov 04, 2016 10:40 pm
Location: DeKamore, IL, Earth-Two

Templar

Post by Ken » Wed Jul 11, 2018 4:06 am

Image

Templar - PL 14

Strength 6/1, Stamina 7/2, Agility 2, Dexterity 1, Fighting 0, Intellect 5, Awareness 4, Presence 6/1

Advantages
Benefit, Status 2: Roman Catholic priest, rank of Monsignor, Benefit: Dual Citizenship (Vatican City, Quebec), Connected, Contacts, Equipment 1, Fascinate (Expertise: Theology), Favored Foe: Christians, Improved Defense, Improved Initiative 2, Inspire 2, Interpose, Languages 3, Move-by Action, Weapon Bind, Weapon Break, Well-informed

Skills
Expertise: Bureaucratics 1 (+6), Expertise: Canon Law 5 (+10), Expertise: The Catholic Church 5 (+10), Expertise: Theology 3 (+8), Insight 6 (+10), Intimidation 3 (+9), Investigation 1 (+6), Persuasion 4 (+10), Ranged Combat: Neutralise Foes 7 (+8), Stealth 3 (+5), Technology 1 (+6), Treatment 1 (+6), Vehicles 2 (+3)

Powers
Armour of the Paladin
. . Armour: Protection 11 (+11 Toughness; Impervious)
. . Invulnerability: Immunity 10 (Life Support)
. . Mystic Defenses: Enhanced Trait 18 (Traits: Dodge +6 (+9), Parry +6 (+9), Will +6 (+13))
. . Mystic Enhancements: Enhanced Trait 32 (Traits: Strength +5 (+6), Stamina +5 (+7), Presence +5 (+6), Advantages: Improved Initiative 2)
. . Mystic Flight: Flight 9 (Speed: 1000 miles/hour, 2 miles/round)
Power of the Armour
. . Neutralise Foes: Damage 12 (DC 27; Accurate 4: +8, Alternate Resistance: Fortitude, Increased Range: ranged)
. . No, You Move: Perception Area Move Object 10 (25 tons; Perception Area: DC 20 - Sight, Precise, Selective)
. . Protective Screens: Create 13 (Volume: 8000 cft., DC 23; Movable, Stationary)
. . The Healing Power: Healing 13 (Persistent, Restorative, Stabilize)
. . Time for Mass (no, not THAT Mass)
. . . . Time for Mass: Growth 12 (+12 STR, +12 STA, +6 Intimidate, -12 Stealth, -6 active defenses, +3 size ranks, +12 mass ranks, +1 ; Increased Duration: continuous)
. . . . Enhanced Trait 5 (Traits: Toughness -5 (+13), Fighting +5 (+5), Dodge +5 (+14), Stamina -5 (+2), Advantages: Close Attack 5) (Linked to Growth)

Equipment
Assorted vestments 0, Cell Phone (Smartphone)

Offense
Initiative +10
Grab, +0 (DC Spec 16)
Neutralise Foes: Damage 12, +16 (DC Fort 27)
No, You Move: Perception Area Move Object 10 (DC 20)
Throw, +1 (DC 21)
Unarmed, +0 (DC 21)

Complications
Holy Orders: Monsignor de Monterand has taken vows of Catholic priesthood. He is obligated to perform all of his priestly duties.
Honor: Monsignor de Monterand has a strong sense of honour, that helps him through difficullt challenges.
Power Loss: When divested of the Armour of the Paladin, Templar is powerless, and his traits are the lesser values shown.
Responsibility: Monsignor de Monterand has been specifically chosen to wear/use the holy relic, the Armour of the Paladin, to protect the Papcy and Vatican City

Languages
English, French, Italian, Latin, Spanish

Defense
Dodge 9/3, Parry 9/3, Fortitude 8, Toughness 18, Will 13/7

Power Points
Abilities 32 + Powers 145 + Advantages 19 + Skills 21 (42 ranks) + Defenses 8 = 225

Background Templar has appeared mostly in the region of Italy. Other appearances have corresponded with when the Pope himself has left Vatican City. He has never stayed behind long after completely his task to answer any questions. Also, most of his appearances have been when he has helped out in major disasters within Italy or Sicily. No Parauman villain captures can be accredited to Templar over the five years he has been active. The only known and record meta-human conflict Templar was caught in action on was when an unknown parahuman attempted to assassinate the Pope on a visit to Turkey. The attacker was thwarted but was not captured.

Real World Stuff Templar was the creation of an on-line friend of Jason's during our group's big push towards on-line gaming in the early aughts. And Paul decided to play a pacifist super-hero. The truth was that the push didn't last, and Paul only played briefly. Years later I filled in some of the background stuff, making Father de Monterand a Quebecer, and promoting him to the rank of Monsignor.
On curves ahead...
Remember, sonny...
That's rabbit's foot...
Didn't save the bunny...
Burma-Shave

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