My big list of charas, looking for suggestions and such

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Dobergirl
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My big list of charas, looking for suggestions and such

Unread post by Dobergirl »

All right, I'm going through my list of heroines (and some villains) and am looking to make some "spring cleaning" around and maybe do some re rolls and change them around. I'm looking for any advice on how to make the characters better. First of all, I'd like to post the leader of the heroes, my first character I made and who's seen 4 total revisions by now, Dobergirl. (In her MA, I rolled 3d6 and got 16, then rolled 1d6 for bonus and got 6. I read if you get six again, you can re roll once more and got 2, then just added the MA bonus 2D4 from the class. which actually came out being 8 (!!), which was more than max considering she's not god. I just got really lucky with the dice I guess but after that, was no way she could play anything other than a leader :-P )

Dobergirl

"This is my destiny."

As she was trained by secret operative since early age Dobergirl knows many useful skills. However, because of the early age she focused to training such special skills, she lacks many "common" skills that we take for granted due to her choices of focusing on fighting. As such, many things in our everyday life may be new and exciting to her while things we've never heard of are as common as brushing teeth for her.

Real Name: Katy Dent
Aliases: Dobergirl
Experience Level: 8
Power Category: Special Training (Ancient Master)
Alignment: Scrupulous
Attributes: IQ 12, ME 12, MA 30, PS 34, PP 19, PE 20, PB 13, SPD 13
Hit Points:49 , S.D.C.: 198
P.P.E.: 49
Age: 32
Sex: Female
Height: 6'1
Weight: 182
Appearance: http://i50.tinypic.com/vhyypc.jpg

Natural Abilities: Expectional Strength

Education Level: Special
Skill Programs: Special
Skills:
Basic mathematics 98%
Speak English 98%
Literacy English 98%
Speak Japan 98%
Literacy Japan 90%
Biology 90%
Art 90%
First aid 98%
Boxing
Wrestling
Climbing 98%
Cook 85%
Sewing 90%
Prowl 80%
Gymnastics Sense of Balance 84%, Work Paralel bars and rings 94%, Climb rope 86%, Back Flip 96%
Secondary Skills:
Computer operation 40%
Computer programming 30%
General repair/Maintenance 35%
Law (general) 25%
Research 50%
Pilot: Automobile 60%
Seduction: 30%
Streetwise 20%
W.P. Skills: (Also add +5 to strike to all WP)
W.P Blunt +3 strike and parry
W.P Chain +2 strike, +2 parry,
W.P Sword +3 strike and parry
W.P Staff +3 strike, +3 parry, + 1 strike when thrown
W.P Archery +160 ft effective range, +1 parry, +4 strike, rate of fire six per melee.
Combat Style: Martial Arts Master
Combat Abilities: Automatic Body Flip, Automatic Dodge, Automatic knockout on natural 20, Critical Strike (double damage) from behind or surprise, death blow on a natural 17-20 roll, disarm, entangle, judo style body throw 2d4 plus victim lose initiative and two melee attacks, Knockout on natural 18-20, ALL holds, ALL kicks, Karate style punch 2d4+ PS bonus, Karate style kick 2d4 + PS bonus, Body block 1d4 damage and opponent loses one melee if kncoked down, pin on roll of 18-20, Squeeze 1d4 per squeeze,Paired Weapons, Can leap 12 feet high and 20 feet across with a trotting start, increase by 30% with a running start (decrease by 20% if made from standing position)
Combat Bonuses: 9 attacks per melee (8 ranged), +13 initiative, +7 strike, +9 parry, +12 dodge, +5 automatic dodge, +5 automatic body flip, +5 disarm, +10 pull punch, +8 roll with impact, +44 to hand to hand damage
Other Bonuses: Trust/Intimidate 98%, +25% save vs coma/death, +3 save vs magi/poison, +7 save vs Horror Factor, +6 save vs posession, +2 save vs all kind of mind control

Money: 400$
Weapons: (Was pretty unclear, says Ancient Masters have a small arsenal of weapons so I took one for each WP)
Flamberge 4,25 ft 3d6
Mace and chain 3 ft 3d6
Mace 2,5 ft 2d6
Quarterstaff 6 ft 2d6
Crossbow Large 2d6
Items: Bicycle, a modestly furnished apartment, simple clothes, backpack.
Equipment: None

<<Ancient Master Stats>>
Time in Modern World: 3 weeks
Feign Death: 90%
Cleansing Spirit: 86%
Positive Energy: Reduce attacks per melee by half. PS becomes super natural (do I roll to add the SN bonus or keep the value and just use the SN damage table and lifting?), energy attacks including fire, lasers and even particle beams do half damage. Gasses, poisons and toxins do half damage and half the duration. +5 save vs magic, +3 save vs magic.
Channel and Unleash Physical Energy: Direct a blast of heat and force that does 3d6+16. Counts as four melee attacks and range is 40 feet.
Extraordinary Powers:
Heightened Sense of Hearing
At 75 feet can hear sounds as quiet as one decibel
At 150 feet can hear sounds as quiet as 10 decibel
At 360 feet she is greatly taxed, allowing her to barely hear a normal conversation in 30 decibel range
If the surrounding noise is in the 70 decibel area, hearing range is reduced by 10 feet. Reduce 5 feet for each additioanl 10 decibles.
Range 360 ft
Other abilities
Estimate distance of the sound at 98%
Estime the speed and direction of approach 90%
Recognize a voice or sound through intense consentration at 80% (-10 if person is trying to disguise their voice, -20 if they're using ventriloquism and/or impersonation skill )
Imitate a voice at 70%
Last edited by Dobergirl on Tue Jul 03, 2012 12:44 pm, edited 2 times in total.
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Witchcraft
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Re: My big list of charas, looking for suggestions and such

Unread post by Witchcraft »

Wow! Dobergirl looks like a tough chick! Watch out!
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Juce734
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Re: My big list of charas, looking for suggestions and such

Unread post by Juce734 »

Is the Ancient Master stats a whole new character? Sort of confused by that section. Does that apply to Dobergirl?
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NMI
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Re: My big list of charas, looking for suggestions and such

Unread post by NMI »

Mephisto wrote:
Juce734 wrote:Is the Ancient Master stats a whole new character? Sort of confused by that section. Does that apply to Dobergirl?


It's actually based on my standardized character presentation block, that should still be stickied. I'm pretty surprised anyone actually used it.

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Dobergirl
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Re: My big list of charas, looking for suggestions and such

Unread post by Dobergirl »

Witchcraft wrote:Wow! Dobergirl looks like a tough chick! Watch out!


Hehe, thanks honey!

Juce734 wrote:Is the Ancient Master stats a whole new character? Sort of confused by that section. Does that apply to Dobergirl?


Huh? Those are Ancient Master's usual abilties. I saw it in the posting form and used them, I thought it was good idea since they gave out what makes her unique and easily. :-P
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Dobergirl
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Re: My big list of charas, looking for suggestions and such

Unread post by Dobergirl »

Dobergirl was the first chara I made. (I just saw I had put the outdated sizes, she's 6'1 and 182 lbs as oposed to 5'8 and 144 lbs. I also realized I had accidentally given her Computer hacking and changed that in favor of Pilot:Automobile) But I wanted to make a villain, an antagonist that would give her a hard time. Yet as Dobergirl basically has no super powers on her own aside the ones gotten from training, I felt someone who also didn't have any super powers but rather gained from training would make for a good villain. And so, I came up with Alicia. I rolled her using mix of Dead Reign in terms of age creation and Ninjas for height/weight, along with level tables and base stats from heroes GM before rolling her as usually. (I added the Stage Magican bonuses to her stats) I rolled her as Elite Villain as she's supposed to be a major threat. I was contemplating between Stage Magician or Weapon Master but realized Stage Magician is considered weak sauce and want to change the thought of that. :lol: For the record, anyone wanting to make a good character I suggest using that mix as well to help create more unique characters than just "tall" or "average" in height or such. I especially always found the not set weights really confusing especially since many powers added or reduced weights and some affected it. :angel:

Laughing Death

"The difference between a madman and me is that I'm not a man."

Alicia Archer was a poor performer at a travelling circus. During a stunt gone wrong, she would chip her teeth. As she lacked the funds, she would not be able to visit actual dentist and a friend of her would recommend her to this unlicensed seedy one. Sadly, no one knew that the N20 he was using to put her to sleep was much stronger in dose than usual and when she was waken up, she had gone insane, having lost all ability to reason.

Real Name: Alicia Archer
Aliases: Laughing Death (Media's name due to her mass killings), Houdini's daughter (stage name), neither are names she chose herself.
Experience Level: 7 (because she had been performer for years, I rolled her as elite villain)
Power Category: Special Training (Stage Magician)
Alignment:Diabolic
Attributes: IQ 15, ME 15, MA 15, PS 21, PP 18, PE 17, PB 14, SPD 12
Hit Points:35 , S.D.C.:42
Age: 25
Sex: Female
Height: 5'7
Weight: 133 (She can be considered somewhat underweight)
Appearance: http://i49.tinypic.com/ot3mkg.jpg

Natural Abilities:Contornist; the ability to temporarily dislocate bones from joints, fold and bend the body to fit into extremely small areas or through spaces too tiny for a normal person. Can fold into two foot ball and flatten self to four inches.

Education Level: Special (Equal to college?)
Skill Programs:Common&General, Sleigh of Hand, Illusion&Magic, Physical program
Skills:
Pilot Automobile 70%
Pilot Motorcycle 75%
Mathematics: Basic 98%
Speak English 98%
Literacy English 80%
Speak French 95%

Card Sharp 82%
Concealment 74%
Palming 80%
Pick locks 85%
Pick Pockets 80%
Safecracking 54%
Find Contrabrand & Illegal Weapons: 60%

Dance 70%
Disguise 75%
Escape Artist 90%
Imitate Voices/Impersonation 75%/ Impersonating local person 55%, Impersonating specific occupation (police officer, priest, etc) 51%, impersonating a specific known person 49%
T.V & Video 64%
Surveilance Systems 70%
Chemistry 70%

Acrobatics
Sense of Balance 70%
Walk tightrope 70%
Climb rope 80%
Gymnastics
Work Paralel bars&Rings 70%
Back flip 80%

Prowl 45%
Climbing 70%

Secondary Skills: (8 originally rolled, for easier pick on the next following secondary skills I put space in between each)

W.P Paired weapons knives
W.P Paired weapons targetting
W.P Knife
W.P Targetting
Hand to Hand Assasin
Swimming 80%

General repair 55%
First Aid 65%

Seduction 23%
Streetwise 23%

Special Skills:

Sleigh of Hand: (Shouldn't the stage magician get bonuses to Sleigh of hand per level?)

NOTE, Sleigh of hand is used for ESCAPING, not entering say bank vault or into a house.

ALL penalties are culminative

Escape and Lock Penalties

-0% Rope and typical knots: One melee (15 seconds).
-5% Rope and superior, sailor level knots: 1d4 melees (15 to 60 seconds).
-0% Key padlock: 1d4 melees
-5% Combination padlock: 1d6 melees
-15% Security combination lock: 2d6 melees
-5% Typical door key lock: 1d4 melees
-10% Security door key lock: 2d4 melees
-5% Any standard key locks (doors, chests, etc): 1d6 melees
-5% Handcuffs: 1d4 melees
-20% Straightjacket: 2d4 melees
-15% Jail Cell Door: 2d6 melees
-5% Car trunk: 1d4 melees
-25% Vault door with a superior combination lock: 2d6 minutes from the outside, 2d6 melee rounds (30 seconds to 3 minutes) from inside the vault
-80% Electric lock lock/bank vault: 6d6 minutes
-20% Lack of propper tools: must use inferior/improvised tools like a hairpin or a belt buckle.
-50% No tools at all
-10% Total darkness

Juggling:

Seven attacks per meleee with a thrown weapon. Cannot engage in hand to hand and thrown combat, has to do either for entire round.

+1 to strike with any thrown/missile weapon, +1 to parry. These are both in addition to hand to hand or W.P.

Number of items can juggle: 11 objects can be juggled at the same time. 80 %

W.P. Skills:
W.P Knife +2 strike when thrown, +2 strike when regulary used, +2 parry
W.P Targetting +4 when using missile weapon like sling, sling-shot, bola, boomerang, throwing stick, throwing axe (small), throwing knives, shurikens, javelin and spear.

Combat Style: Assasin
Combat Abilities: Kick attack 2d4 damage, Death Blow
Combat Bonuses: 6 attacks per melee (7 while throwing), +3 initiative, +10 hand to hand damage , +9 roll with punch, +3 disarm, +9 strike when throwing knives or using missile weapon, +6 parry, +5 dodge, +4 strike hand to hand, +5 pull punch
Other Bonuses: Save vs coma/death +5%, save vs magic/poison +1
Money: (See bellow for budget+4000$ live savings) 29,000$
Weapons:
10xBelt throwing knife sets: Each has 4 ultrathin throwing knives in a single belt steath for an easy, fast draw, 1d6 damage.
2xPolycarbonate knives not showing in metal detectors. Balanced for throwing, yet effective for slicing. 1d6 Damage.
2xSmall boot knives 1d4 damage.
Concealed armor AR 10 SDC 50, 12 lbs.
4xTear Gas. Victims are -6 strike, parry, and doge and lose any chance of initiative. No saving throw bug gas mask counters the gas.
10x TH3 Incidentary grenades. Damage up to 12 feet 2d4x10+20 SDC (Or 1 MDC), 12-24 feet 1d6x10, 25-36 feet 5d6, 37-120 feet 2d6. Burns for 10 melee rounds. (How does the burning do damage?) Effective casualty radius: Lethal up to 60 feet, dangerous to 120 feet.
Sap glove +2 hand to hand damage
Items:: Nice furnished apartment, reasonable posessions. Owns a 4 year old sports car. (The car list of Heroes is SO outdated, I usually just look online what cars are out in what I roll and in this case, I use 2008 Jaguar XKR http://www.cars.com/jaguar/xkr/2008/)
Equipment: (Budget rolled 89, 50,000$; 30% must be used for "tricks" and feats of magic (15,000$) but I wasn't sure, I thought the special items would probably cover this too as they look like standard magic fare. This money included optics and lockpicck as well acoarding to the book. I had no idea what anything else would constitute as "tricks" or such, so I just dumped it on optics and different lockpicks. 20% must be used for other items suitable for crime fighting is where I used weapons and her gimmick equipment, 50% was left in preserve)

Tricks Equipment: (All money spent)
Tailor Made clothing (100$ for overall, 200$ for 4 pockets with 4 ounces of flash powder in one, 4 ounces of itching powder in one, 5 pounds of goblin dust in the two remaining)
Belt Buckle Compartment (Houses a single Mini-Smoke bomb for quick get away)
Belt with secret lining (Has her lockpicks)
Mini smoke bombs; 10 each color; grey, black, yellow, red, white and green. Fills 10 feet area.
Flash Powder; 600 ounces. Does no damage but everyone in 12 feet lose initiative.
Superior lock pick set: 32 high quality lock picks, bar, tension tools and extractors.
Lock File
Car Openers
Old standbys; Cross Bar, Drill
Nightvision binoculars 1600 feet range
Infrared binoculars 1200 feet
Optics Band
Pocket Range Finder
Nylon cord, tension strength is 600 lbs, length 300 feet.
Ultraviolet systems 400 feet

"Crime fighting" equipment (All money spent)
100x stink bombs. (The book says unless saving throw is made the people exposed will forfeit half their attacks that melee and run out of area. How do you determine if character endures it or no, do you make two saving throws, one to see if it has effect and one if the character can endure it?)
100 ounces of Itching Powder (Lasts 1D4 hours or until washed off. Affects only bare skin) Victims are annoyed and distracted, -4 on initiative.
500 pounds of Goblin dust, 45% chance of blinding person for 1d4 melees. (-6 strike, parry and dodge)
8xMulti purpose pouches (For grenades, bombs, etc)
1 ounce of Liquid Nitroglycerin (Booby trapped her apartment in a way that if you enter or fidget with the door leading outside, it'll cause the nitroglycering to fall down and taking out everything including any evidence of her. She herself exits through window or a secret hatch, never going close to the real door)
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