My big list of charas, looking for suggestions and such
Posted: Tue Jun 26, 2012 4:22 pm
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 )
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%
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%