CCC 2023 Continuation: Where the Wild Characters Are Pub Edition

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MoonHunter

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It takes 28 days to make (or break) a habit. (well 21-28 days depending on whom you listen to.)

I have spent 31 days doing something - making characters.

This is my second (and a half) year doing #CharacterCreationChallenge. My post-mortem this year will be a little different than last year.

As I expected, like last year, I woke up in a panic. You see, I do characters the day ahead, then post them up (and usually tinker some) on the appropriate day. So I finished it all "yesterday". True to form I woke up this morning in 12 seconds of panic going, "OMG what character am I going to post.".

Last year I went through "withdrawals" for the next week or so, maybe tinkering with a new character. I expected the same this year. It is okay. I have a plan.

The Challenge Continues.


There are three levels of Challenge I propose. Choose the one that works for you.

1) The Perfect Challenge Response would be 334 characters, until January 1st. This is the platonic ideal. It is mostly unsustainable, though if we average it out... it might be possible.

2) The Best Challenge Response is 48 more characters, one for each week until January. That way we keep the form up, without pushing life hard.

3) The Target Challenge Response is 70 more characters, bringing one and a half characters a week (a total of 101 if you did January), until January 1st.

4) Supportive Challenge Response is 11 more characters, one per month until January 1st.

The challenge starts 02/01/2023 ... but join any time.

These will be "average numbers". Some weeks you will do more, some weeks less. Th,e target is to get as close to the chosen challenge number as you can. Each player of this game will keep track of their own numbers, My #3, My week 05, or somesuch. They should also list the game and version they are doing the character for.

Characters can be of any system or setting as appropriate. They can be character exercises or you could be filling out a location or setting. Since we are not pushing for one a day, each one should have a nice bit of conception, history, and some description.

If you don't make it, fine. There is no penalty for failure. You will have some NPCs/ characters made. That will be useful. Also: You will still show off games or setting you like - that others might not know. You can play with "the game of the moment". It is a place to put characters you make. (A double posting in game-specific threads might happen and it is okay by me.)

I am doing #3, Target Challenge.

This year I will not have those withdrawals. I assume you won't either.
 
1+31) Christopher Bell Convergence Point v1.9

All my recent characters have been based on the "anime" of The Neo Frontiers. The full anime series Neo Frontiers is not supposed to focus on any particular character but follows several characters throughout the course of the series. They will be at the level of when they first appear in the "anime".

Well not all of them.

Project Blackbird is based on the artwork of Project Eagle from Blackbird Interactive. It is a Mars Colony workup. I was working on Neo Frontiers when I encounter these, posted them up on a site, and there was a huge reaction. It is fairly independent of Neo Frontiers. You can use it as a background for another setting. (Though it can casually be used for the Neo Frontier of Mars). The idea was to have another chronicle (cops/robbers, sci-fi, drama, espionage/ rebels, etc) just set on a Mars Town/ City.

So technically this is in the early Neo Frontiers Era, but it is separate.

Name: Christopher Bell
Core Trait: Human Rust Rider of Blackbird Era Mars (Neo Frontier Option)


He served his country when there was a country. A bomb went off and killed off his civilian life. Mustering out and having nothing left on Earth, he joined up with Vale Resource Acquisitions and went to Mars. (He had nothing to lose and it was the first wave - so a high chance of dying.) He became more than a truck driver connecting habit cans. He became a Rider of the Rust, a Rust Rider. Rust Riders are the folk heroes of Mars. (Much like The CB Truckers of the 70s, romanticized.) They help people out, getting needed loads to desperate habitats. They risk their lives for just thanks and a fuel up. They rescue folk. They give lifts. They help when the corps are tough. They help hold the outposts together. Sure, most of the time it is a standard haul from a mine to Bradbury. But the few times it is not, it becomes a local legend. If the story is good, it becomes a planetary legend.

Nobody is more legendary than Bell. He has been "the local legend" since he first did "The Triangle" (A dangerous bit of rust/ red soil between major outposts) before anyone else. He has moved needed oxygen during dust storms. He has made sure Christmas Post is delivered. He has put more kilometers on more six wheelers than anyone else. In fact, stories about Bell have become the basis for the general Rust Rider mythos.

Write Up Convergence Point

Name: Christopher Bell
Core Trait: Human Rust Rider of Blackbird Era Mars (Neo Frontier Option)
Lv 4 /EP Mod 1.35x (1.15 -.4 +.6) 3000 bonus EPs

Prime Aspects
PHY 15 +5/9- "Tough enough to stay awake for days."
DEX 12 +4/8- "Give me the controls"
MEN 10 +3/7- "Road smart, not book smart"
EMO 11 +3/7- "Determined"
MPY 14 +4/8- "The Red runs through my Soul"
CHA 12 +4/8- "Genuinely Nice Guy"

Core Focus: VHL +SUR +CON -.4x

Athletic +1 "Fitness" "Stay Awake"
Combative +2 "H2H" "Military Weapons"
Contact +5 "Military Buddies" "Rust Riders" "Corporate" "
Survival +4 "Martian", "Pathfinding" "DECker"
Vehicle +4 (Earth) Trucks, Six Wheeler, Construction, Roamer, Hover
Status +1 "Martian, Rust Rider (+4 when getting him in trouble)
Knowledge+1 "Mars" "Topography"

FAM: TEC+0: Engines


Developing /Expanding sets

Experience - Gold Colonist STA+1 "Martian, KNW+1 "Mars" +.25x

Military Training COM+1 "Military Weapons" ATH+1 "Fitness" +.1x (.3x Adjusted)

Veteran COM+1 CON+1 Old Buddies +.25x

Psych: "I will bring this load in" B2 (common, lethal)

Psych: "Protect Civilian/Innocents" B3 (all the time, to the death)

Reputation B2 "The True Rust Rider" (A legendary figure - Bell has trouble living up to that.) (Status +3)

 
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You poor suckers.

When I did my little covid year project of rewriting Dungeons the Dragoning and recompiling the pdfs, not only did I make recursive spreadsheets and subsystem simulators to nail down numbers and processes... I made characters. I made characters using old rules, new rules, homebrew on forums. I was trying to break the system. I tried to build a character that I would refuse to GM for. I have a 300 kb simple text file of character stubs...

download (2).jpeg

Gnome daemonhost bard.
Stats: intelligence 3, wisdom 2, willpower 2, strength 2, dexterity 2, constitution 3, charisma 4, fellowship 2, composure 2
Skills: academic lore 1, crafts 1, medicae 1, tech use 1, forbidden lore 1, common lore 4, ballistics 3, weaponry 3, acrobatics 1, piloting 1, performer 3, command 1, intimidate 1
Backgrounds: inheritance 5, artifact 3, fame 1
Classes: minstrel & bard (level 2)
Feats & assets: gnome (armor prof power armor, weapon prof melee 2), veteran (charisma & common lore), academy (ranged 2 & melee 3), language (whatever), luck, jack of all trades, peer (noise marines), big britches, grim servant of death, intolerance (clerks & paper pushers & functionaries), gifted (mental stats), hunted (inquisition)
Gear: Knife, Magnoculars, Voidsuit, Pulse Rifle & 2 power cells, Charm, Sunglasses,
Classy outfit (Good quality clothing). Best quality purple power armor with over amped sound system and integrated 42 pipe organ (from inheritance). Rod of Might (artifact, 3 functions: good quality flamer, good quality great axe, best quality electric guitar).
Magic: Evocation 2 @ 6k4, Battering Ram (tn 15, half action, VS, 30m, instant, target saves arcana+strength or pushed any direction the caster chooses 2m +2m per degree of failure on the save, push more than move knocks prone, flying pushed 2x but cannot prone), Energy Ray (tn 20, full action, S, 50m/caster level, instant, ballistics attack delivers 5k3 magic energy damage, ignores armor, reduced by aura).
Fighty: good quality great axe, 6k3 for 6k3 rending, penetration 2, 2-hands, -1k0 to parry, magic. Good quality flamer, 20m cone & 10m at end, targets save dex 20 vs 3k2 energy, penetration 6, ammo 3, 2 full turns reload, on hit save dex 15 or catch on fire, misfires if 9s rolled on damage dice, reliable). Not bothering with the knife and little gun.
Languages: gnome, trade, whatever from feat, whatever from int.
Stat line: hp 10, resilience 5, armor 12(all) & daemonhost -4 dmg (not vs silver or spells), defense 8, dodge 3k2, parry 5k3, speed 5 & 30 run, mental defense 15, resolve 4, devotion 6 (slannesh), resource 8 & regain by biting or 1/turn free action will vs 10+2/rp spent (on fail gain 1 rp & lose 1 hp & retry unless full rp).

Lound and proud, baby. Lound and proud. This... is a starting character.
 
I am planning to continue as well, but I'm not even going to try the 100+ levels. A couple characters a week are the most I'm planning to do...though we'll see the averages at the end of the year:thumbsup:!
 
I don't understand what's going on. But it sounds serious, and at some point it seemed like someone did something good, so yay!
 
I think I will go for the lowest tier, and if I do more, great, but I doubt I will always be able to do one per week.

FWIW, I do a lot of random (or semi-random) systems, and I stick to a paragraph or less of written background.
 
I don't understand what's going on. But it sounds serious, and at some point it seemed like someone did something good, so yay!
Not really sure why we needed the new thread, nor why the other one needed to be locked :thumbsdown: I'd rather them all be in the same thread rather than lose the work done in that one as it falls out of use because it was locked.
 
Not really sure why we needed the new thread, nor why the other one needed to be locked :thumbsdown: I'd rather them all be in the same thread rather than lose the work done in that one as it falls out of use because it was locked.
I concur.
 
Because these would be separate from the challenge proper. (Given how these kind of threads go, they will become pretty large... thus making the challenge thread unwieldy.)

Also it is not like you have lost anything, they are one link/ thread away. If can't keep track of it or the link, you could always use the #ccc tag at the top of the thread.
 
Feb 2: Corgi Doc Oct
Stats: charisma & strength & wisdom 1s, intelligence & composure 2, willpower 3, fellowship 4 (corgi cute), constitution 4, dexterity 5
Skills: tech use 4 (cybernetics), academic lore 2, crafts 3, larceny 1, deceive 1, disguise scrutiny brawling ballistics weaponry 2s.
Backgrounds: inheritance 5 (4x mechadendrites), backing 2 (omnimessiah cult), wealth 2.
Species: halfling (use dex x2 instead of dex+wis for defense)
Exaltation: werewolf (just using the wolf form for this one)
Classes: mech-wight & enginseer (tech priest level 2).
Feats & assets: veteran (tech & dex), weapon prof Basic, armor prof medium, sound constitution, mechanus implants, lumien charge, mechadendrite use. Bad luck (can't use hero points for rerolls), intolerance (magic users), impulsive (roll wis vs 15 to do any planning).
Gear: Heavy Wrench (club), Las Pistol & 2 e-clips, Knife, Flak Vest, Combi-Tool, Data Slate, Torch, Bag of Random fiddly bits, Robes. Making use of the fact that cybernetics are explicitly part magitech and transform with the user if they change shape. Mind impulse unit (datajack +1k0 tech use drive & pilot with appropriate interface), ballistic mechadendrite (2m long & as las pistol & may fire as a reaction), manipulator mechadendrite (2m long & claw as a club with +2 strength), utility mechadendrite (2m long & as combi-tool & delicate manipulation), medical mechadendrite (2m long & auto stop blood loss as a half action & +2k0 medic tests & 6 shot drug injector).
Fighty: shoots: 4k2 for 2k2 energy, penetration 0, 30m, rof 1, ammo 30, full turn reload, reliable. Bite: 4k2 2k2 rending, penetration 0, brawling. Clobber: 4k2 at 2m for 3k2 impact, penetration 0.
Stat line (wolf form): hp 13 (regen 1 not vs silver & magic), resilience 3 (+1 wound from silver), armor 0 + werewolf 5 (not vs silver & magical), defense 48, dodge 7k7, see in the dark, speed 16 & 96 run, mental defense 15, resolve 4, devotion 6 (omnimessiah), resource 7 & regain 1/night at moonrise or 1 at combat start.

Corgi cyber octopus tech priest. Preferred backstory is vat-grown expriment by insane tech priests.
 
Because these would be separate from the challenge proper. (Given how these kind of threads go, they will become pretty large... thus making the challenge thread unwieldy.)

Also it is not like you have lost anything, they are one link/ thread away. If can't keep track of it or the link, you could always use the #ccc tag at the top of the thread.
It seems as if two people decided this fait accompli. That's not the way it went last year, and it would have been better to have agreed upon rather than someone getting the eye of a mod and locking it based on their decision IMO.

And I didn't get all of my characters in so am posting them under the same tag on my blog- not some other contest, as I did last year.
 
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Now for something completely different. After doing a certain style of characters for a month, it is time to stretch out...

2+31) The Quiet Mist Convergence Point v1.9
Core Trait: Dammed Criminal Mastermind of Seaboard City META World 219
Power Archetype: ACE Invisible (sight and sound), Insubstantial, Teleport.


The Man who is The Quiet Mist used to be a "good cop". An actually one. Rare in Seaboard. He found himself "the patsy" for several corrupt cops led by Booker, being blamed for the murder of criminals and theft of illegal products. (Internal affairs investigation underway.) He was trapped by the system he would protect. Until The Voice gave him the way out. It marked him as one of his own and encouraged him to take charge of the Evil of the City. "After all, one can never eradicate Evil in the hearts of people, only cage it." So he quit the force and "disappeared".

The Quiet Mist, in the classic mystery man look of suit, hat, obscured face, and the occasional opera cape, began his move. He took down Booker's operation out of vengeance and spite. He then began to slowly take a piece of the action of every criminal organization in the city (The Nine Families). They paid him "protection" money. Those that double crossed him or did not pay up the proper amount, he would take down. He used his knowledge to stop Human trafficking, eliminate kiddy things, slow down the tide of the worst drugs, making things better for the street workers, and take down the worst of the criminal element and gangs. Originally that was his "cover" for stemming the Evil. Now he uses it for wealth and more power.

He also takes on and exposes the worst of the corrupt officials and the "evil" corporations. Investigating is so much easier when you are invisible and intangible. Again, he does not stop everything... just the worst of it.

He has taken over several organizations in Seaboard (and neighboring regions). Again, crime and evil can never be stopped... only stemmed. He is curbing back the degree of crimes.

His protection racket is being threatened by so-called heroes. Still, he is keeping them jumping through hoops by feeding them his enemies and providing some operations for them to "shut down". Sometimes he even helps them stop those "moving into his territory".

Currently, he is living a life of wealth and ease under the identity of Jason Cranston. He is seen as a wealthy investor (which he is) and a moderate philanthropist. He moves among the upper crust. He learns their secrets while living among them. All the while secretly running organized crime as the Quiet one and exploiting that knowledge.

He used to be a better man. Turning criminals over to the police rather than disposing of them. Yes, he is becoming more and more of an evil man (could be the Voice's influence or it could be that power really does corrupt?) Still he has held to his ethics... stopping the worst of the evil and those who betray the public and the innocent.

Write Up Convergence Point
Name: The Quiet Mist
Core Trait: Dammed Criminal Mastermind of Seaboard City META World 219
Power Archetype: ACE
Lv 7 /EP Mod 2.15x ( 1.35 -.0 +.8x +.0x)
His level is X+4, so 4 higher than the average PC level. This has been set at 3 for this example.

Prime Aspects

PHY 12 +4/8- "Solid Build"
DEX 12 +4/8- "Now you see it, now you don't"
MEN 15 +5/9- Clever as the Devil
EMO 16 +5/9- Iron Will
MPY 12 +4/8- Dammed
CHA 15 +5/9- Resolute Scary

Core Focus: INF +S/T + L-KNW +DED +L-COM -.0x

Limited Combat +7 "Police Weapon - includes baton" "Unarmed Combat"
Deduction +7 "Investigation" "Motives"
Influence +7 "Wealth" "Organized Crime" "Corruption" "The Press"
Limited Knowledge +7 "The City" "Police" "Crime" "The Wealthy"
Strategy/ Tactics +7 "Police Tactics" "Criminal Tactics"
He will use S/T for negotiations at the -2 mod, but with the deduction bonuses.

Fam: Communication+0 "Give Orders"

Meta Set: Demon Mark +.8x Seaboard is a pulpier meta chronicle, thus .1x per meta point.
(All Effects have Focus I "The Demon Mark on his shoulder is universal. So with the right rituals, you can steal it from him.)
Note: These are his original MEs and traits, taken with flaws. This means he has six more meta traits saved, and could have a meta set up to 16 points. I am saving this for a "radiation accident" when the heroes finally get the better of him and his operation crumbles.

4 Body ME "Invisibility" "Silence" "Ghostly form"
Invisibility (Lv1 Cloaked - Sight)
Silence (1Lv Cloaked - Hearing)

Ghostly Form (1 Lv Intangible full)

4 Movement ME "Thought of Movement" "Float"
"Thought of Movement" (Shift Location long distance, medium additional mass
"Float" (Medium Space Movement)

Developing /Expanding Pieces
Personal Code of Ethics "Good Villian" (B3)
Nemesis: "Do Gooders" (Always Somebody- variable") (B2)
Nemesis: "Other Gang Bosses" (Lethal) (B2)
Patron: The Voice (B1) Only occasionally asking for favors or giving suggestions (that should be done).
 
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I did not do a complete reading of every character during the month. I skimmed many and read the ones near my posts. I am doing this soon. There are some I would like to adapt to Convergence Point. I will ping you about that.

I am confident I can do the 70 characters. I have one and a half in the workshop. I am going to be doing some comic styled villains, some martial arts based characters (for Fists of Justice), some (Night)Hunters, and of course some Neo Frontier OVA and Series 2 characters.
 
It seems as if two people decided this fait accompli. That's not the way it went last year, and it would have been better to have agreed upon rather than someone getting the eye of a mod and locking it based on their decision IMO.

And I didn't get all of my characters in so am posting them under the same tag on my blog- not some other contest, as I did last year.

I actually agree with both positions. I thought it was a bit odd to start a new thread and (specially) close down the old one at first. But almost immediately thought, "The old thread is already too big and the challenge period is over, so maybe a new thread would be better." Though, I agree that the old thread should remain open in case anyone wants to chime on how it went or finish some characters if they wanna get late entries in.

I'm not ready for new characters right now, though, but might keep an eye out for later. :thumbsup:
 
Feb 3: Tarrasque. Not a legal starting character.
tarrasqu.gif
Note: copy pasta from the worksheet. Base game has modron mono- and duodrones plus mind flayers & aboleth, that were used to get a rough ad&d->dtd40k7e conversion factor. Wrote simulators for 'army of mooks tries to kill big critter' and a couple other bits to tweak numbers to get the desired effect. Because there's a nut in the universe farming them off Falx as torpedo warheads and I needed it to be at least so strong but not insane lol-stupid strong. Massed anti-armor rockets or high power sniper rifles work best.

TARRASQUE
dice rolls(90%/50%)

size 15, level 5, initiative +4
str 15, dex 3, con 20, will 5, wis 3, else 1
brawl 10k5, athletic 19k15= 10k10+20 (65/80), perception 6k3, ballistic 7k2, animal ken 2k1
hp 50(see immunities), resil 15, armor 15, aura 10 (+10 cast at TNs), defense 0, speed 16/96 & fleet of foot

Immune: poison disease eat breathe environment BLEED STUN fear pinning mind-affecting language-dependent
HALF crit damage && Ignore crits unless by (spell or power weapon or artifact or Wave Motion Cannon or Mega PPC or Hyper AC-20 or A4 Cruise Missile)

DARKSIGHT, fear 4@melee on allOut or charge downgrade to fear 3@15m & 2@30m & 1@45m, REGENERATION(3), unnatural toughness, magic resistance x2, stuff of nightmares, weapProf(thrown), BLINDFIGHT, cleave(on kill free attack max 1/turn), devastating critical, swift attack(no reaction for 2 attacks), furious assault, fleet of foot(2x run & +fatigue on 2nd+ rounds of use), power attack, strong mind(1/scene reroll will vs magic)

knock down & grapple: str+size = 10k10+85(130/145)
climb & swim: 10k10+20(65/80) = 8m +1m/raise
jump: run/stand TNs 10/15, 10k10+15(60/75) = 15m +1m/raise & half as high

attacks: claw/bite 17k3= 10k6 +tearing
standard: 10k5(33/43) @ 10k6(37/49) R p0, tearing, +1 wound on crit, +cleave
power attack: 5k5(20/29) @ 10k9(44/58) R p0, tearing, +1 wound on crit, +cleave
all out: 10k5 & fear(4) in melee @ 10k8(42/56) R p0, +1 attack if wound, tearing, +1 wound on crit, +cleave
charge: 10k5 & fear(4) in melee @ 10k7(40/53) R p0, tearing, +1 wound on crit, +cleave
THROW: 7k2(14/19) attack & 10k10+15 strength to pick up & throw (15+1m base range per raise)
sz 4-5: 25m range & 5k2 I p0, sz 6-7: 25m range & 7k3 I p0, sz 8-9: 20m range & 9k4 I p0, sz 10-11: 20m & 10k5 I p0, sz 12-13: TN 60(90%) 20m @ 10k7 I p0, sz 14: TN 70(65%) 15m @ 10k9 I p0, sz 15: TN 75(50%) 15m @ 10k10 I p0.
 
Trying for tier 3 but aiming for at least tier 2.

Character 1

System: Blood of Heroes (MEGS)
Version: Special Edition

Meet (again) Angelic!

Dexterity: 7Strength: 4Body: 6
Intelligence: 5Willpower: 5Mind: 6
Influence: 5Aura: 4Spirit: 5
Initiative: 17Wealth: 5

Advantages and Drawbacks:
Instant Change
Alter-Ego (controllable)
Distinct Appearance

Powers:
Wings - Flight (wings) 6
Wing Block - Force Shield (no range) 10
Wing Buffet - Claws 10
Healing - Damage Transference (Body) 12
Regeneration - Regeneration (Body) 5
Life Sense - Empathy 16


Comments:

I tried to make the same character in BoH/DC as I had in BASH! and Supers RED. This one is built on the starting 450 points plus 50 for full background description, so 500 points. I think it's close to the same, maybe.
Force Shield creates a, well, force shield that can block incoming attacks from one direction while allowing the character to attack around it (unlike a force field), and the 'no range' limitation means it can reach about 10 feet, which is perfect for using wings to block attacks and to cover one nearby person.
I went with Claws for the wing attack because the power's value replaces Strength for calculating damage but still uses the character's Dex for the attack. I didn't want to up the Str because it's limited to the wings, and I didn't want to use a no-range blast because that uses that power's score for both attack and damage.
Empathy is cranked so high to get enough range to cover a city. It's pretty cheap and hard to use offensively, so a high score there doesn't seem unreasonable.
Regeneration at 5 means he can make checks to heal every two minutes (instead of one hour) for non-lethal damage and every hour (instead of every day) for lethal damage. Not Wolverine-level mid-combat regeneration, but still not bad.
Almost all of the skills are adventurer-type rather than background-type, so didn't take any.

Overall, pretty close to the concept and to the results from less granular, detail-oriented systems, but this one did take longer to build.
 
My 3 +31) John Carson -- System: Convergence Point v1.9

Project Blackbird is a TCP setting. It is based on the artwork of Project Eagle from Blackbird Interactive. It is a Mars Colony workup. I was working on Neo Frontiers when I encounter these, posted them up on a site, and there was a huge reaction. It is fairly independent of Neo Frontiers. It can be used as a subsetting in the Neo Frontier, an Alt-Neo Frontiers, or transplanted into another setting. The idea for the setting was to have a "normal chronicle" (cops/robbers, sci-fi, drama, espionage/ rebels, etc) just set in a Mars Town/ City/ Outpost.

John Carson
Esper Kid of Helium Chronicle/ Silver age Colonial


John was one of the "First cadre", one of the first children born on Mars. His mother was a biomer (biosystem maintainer) in Bradbury. His father was an explosives expert miner who moved around a bit. John was born after one of the few times he was back in Bradbury. Eventually, they got married. She moved out to Helium (his main outpost). Every outpost needs a biomer, so she had no problem finding work. John spent most of his life in Helium.

John is a full on Martian. His parents are both lifers, vowing not to go back to Earth. John, like most of his cadre of kids, had a life full of firsts. John is the first child to crawl and toddle about "outside" in a tumble bubble (after the cat tried it out first). John was the first person to climb Hydrogen Slide outside Helium. He was the first of many Espers born on Mars. (Note: Many people had been activated since colonization (or even "the trip").) His schooling was a mix of tele-learning and colonists showing him "how his world works". There are a couple of kids around his age, but he is the oldest.

Currently, John is 12 (at the start of this chronicle). He wants to be a DECker (habitat em service) when he gets older. Maybe an R2 (Rescue and Retrieval). His talents for finding people and esper flashes have made him quite useful for his outpost.

Write Up Convergence Point

Name: John Carson
Core Trait: Esper Kid of Helium Chronicle/ Silver age Colonial
Lv 2 /EP Mod 1.45 ( 1-.0x+.45x ) (Given one virtual level by GM for taking a role)

Prime Aspects
PHY 8 (10) +3/7- "Ripped for a native martian.. i.e. not"
DEX 13 (15) +3/7- "Good with my hands"
MEN 10 +3/7- "Good at figuring things out"
EMO 12 +4/8- "Willpower"
MPY 12 +4/8- "Esper"
CHA 10 (13) +3/7- "Just because I am young does not mean you shouldn't listen to me."

Core Focus: ESP +ATH +L-TEC +S/T

ATHLETIC +2 "Climbing"
Craft +2 "Biomer"
ESP +2 Telepathy, Mind Sense, Far Range
L-Technology +2 Welding
S/T+2 Games (at the moment)
Status +3 First Cadre Esper.

FAM: VHL+0 "Roamer"

Developing /Expanding Level
Body: Young (B1)

DF: Exotic Eyes (B1) Born Espers seem to frequently have them (in this chronicle). His are Gold.

Mom's Training: CFT+2 Biomer Training (+.15x)
Notably Famous STA+3 First Cadre Esper (.3x)

Metaphysical: Haunted by the Echos (B1) some vulnerability to non-material Martians or dream beings (depending on how this works out)

31) Kendal Grant Human Surveyor of Blackbird Era Mars
https://www.rpgpub.com/threads/2023-character-creation-challenge.8573/page-15#post-404452

1+31) Christopher Bell Human Rust Rider of Blackbird Era Mars
https://www.rpgpub.com/threads/2023-character-creation-challenge.8573/page-15#post-404761

3+31) John Carson Esper Kid of Helium Chronicle/ Silver age Colonial
 
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My 3 +31) John Carson System: Convergence Point v1.9
I gotta say, I first read that as "Johnny Carson System" and wondered what was up with a rpg focused on late 20th century late night talk shows.

Feb 4: The tarrasque is a pussy cat. Godzilla where it at.
FnrqKOXWAAAW9eY.jPG
Notes: in DtD40k7e I've taken to statting up kaijy and other really big critters as vehicles. It works pretty well. This is not a "purchasable vehicle" entry... although the smaller & mid-size Dune sandworms are. Vehicles have momentum, they move speed x drive x momentum meters each turn. Drive rolls take a penalty equal to momentum, defense gets a bonus equal to speed times 1,2,or3 at certain momentums, crash & ramming damage use it. Momentum is normally capped at 10, although temporary exceptions exist.

GODZILLA

Size:44, Size Remaining:0, Cost:881 (normal cap is 550), Price:Wrecked Capital City, HP:47, Resilience:44, Length:~125m
Static Defense @ M=0:0, @ M=1-5:8, @ M=6-9:16, @ M=10+:24, Maneuver:0, Acceleration:1, Base Speed:5, Total Speed:8
Speed: 32m/momentum, 11.52 kph/momentum (max about 65 mph). Drive: Walker (x4) Treats impassible terrain as if it were merely difficult; if flipped over or knocked down it may stand back up as a half action. Ramming: dodge TN=12+mom, Damage:10k10 +47 +5*momentum. Other Drives: Naval (x3) May not leave the water without crashing; if this is the only drive the size costs are halved. Size: 1, Cost: 20, Micronized x-1.

Other Stuff:
Control System: Berserker AI System, Size: 1, Cost: 10, Effect: Runs a 6k3 killbot AI if the pilot is disabled or missing (no "pilot" of course). Frame Type: Reinforced Frame, Size: 0, Cost: 5, Effect: Adds 3 HP & Subtracts 3 Maneuver. Camouflage: Basic Camo, Size: 0, Cost: 5, Effect: The vehicle has colored paint on it (dark green). Living Vehicle, Size: 1, Cost: 20, Effect: Heals 1 HP per day, stands up if knocked over. Submarine (ok underwater), Size: 2, Cost: 40. 1x Magnetic Couplers for additional drives (fast switch drive types), Size: 1, Cost: 10. Armor: Heavy Ferro-fibrous (20 ap), Size: 4, Cost: 50. Hexagrammatic Wards: Heavy Aura (20 Aura), Size: 2, Cost: 80. Manipulator Arms (Strength 10), Size: 7, Cost: 55, Effect: Vehicle has arms. Void Shield 20 (ignore attacks except if melee or attacker has a void shield or weapon armor pen is >= shield rating), Size: 10, Cost: 60. XL Engine 3, Size: 3, Cost: 60, Effect: Adds 3 Speed.

Features: Radiation sense (attracted to radioactivity, may eat highly enriched elements as a snack without suffering heartburn). Kaiju sense (attracted to other kaiju, will normally fight kaiju of other species). Building immunity (does not take damage from impacts with buildings, having buildings dropped on it, exploding buildings, buildings with guns, etc.)

Weapons(6k3 all attacks, 90% 18+ & 50% 25+): --Two Handed CQC-- BITE/SLAM, 10k5+20 R/I, pen5, Unwieldy(cannot parry with it), Size:1, Cost:20.
--Flail CQC-- TAIL, 10k2+25 I, pen5, Flexible(cannot be parried), Size:1, Cost:20.
--Wave Motion Cannon-- BREATH, 7k4+35 E, penetration 20, rof s\-, range 500m, Recharge Accurate Blast(5), Size:10, Cost:30, [Optional ammo rules: more when angry].

knock down & grapple: str+size = 54k10= 10k32= 10k10+110(90% 155 & 50% 170)
climb & swim: 10k10+5(90% 50, 50% 65) = speed by drive type & terrain
jump: run/stationary TNs 10/15, 10k10+5(90% 50, 50% 70) = 10m +1m/raise & half as high (90% 18/17m, 50% 22/21m), not a great jumper.
 
Feb 5: today was wrangle kids all morning and the weekly game this evening. Mailing in another DtD40k7e as that's what I'm preping up fir a campaign soon and I'm deep in it quite often.

Assimar dragonblooded (fire) bard : trust fund baby puts together a punk band, does drugs, crashes car, loses legs, and now thinks he/she is turning into a cat, the wings & scales are going to be a heck of a surprise
Stats: str will fellowship composure 2s, dex 3, int & con 4s, wisdom & charisma 5s.
Skills: ballistics 5, common lore 3, perform & brawling 2s, tech use & piloting 1s, charm persuade deceive scrutiny disguise command intimidate 1s.
Backgrounds: artifact 3 (mithil legs +speed & acrobatics), wealth 3 (trust fund), fame 1 (punk rock scene).
Species: assimar, fearless (angry) & jaded means fully immune to all fear and pinning.
Exaltation: dragonblooded (fire), claws with bonus damage, see in the dark, fear aura, energy damage mitigation.
Class: minstrel (bard 1).
Feats & assets: jaded, fearless (angry), gifted (can raise will con composure as if in class), assimar asset 1/scene add charisma as rolled dice to damage, academy asset (weapon profs ranged 1 & melee 2 for lasers primitives bolters launchers fencing brawling knives & ordinay weapons), education (4 skill specialties to reroll 1s on those checks), veteran, big britches (wis check vs bets dares & a penalty on wisdom social rolls), intolerance (social penalty with corporate type people), all thumbs (penalty with machines & computers).
Gear: Knife, crystal ball, Voidsuit,
Autogun & 2 magazines, Charm, Sunglasses,
Classy outfit (Good quality clothing).

Statline: hp 12, resilence 4, armor 0, defense 24, dodge 5k3, spd 7 & run 42, mental defense 15, resolve 4, devotion 6, resource points 6 & regain all restful sleep or big steak dinner.

1/scene half action resource point + half action aim then next turn full action @ +7k0 dmg on full auto autogun 9k6 rr1 (+1k0 if <20m) -> 9k2+1k0/raise(max10) impact penetration 0. Expect 80% 40+ & 50% 50+, typical opponents under 20 defense means 10k3 to 10k4 half the time expects 25 to 40 damage for normal 5 to 10 wounds. You're fine for combat, raise the other skills and stats.

veteran: addiction personality (-1k0 all rolls vs drugs & toxins & start with a mild addiction)
 
Feb 6: The DtD40k7e version of "I don't know what I want to be when I grow up" character who is amazingly competent (leave the excessive combat optimization to others).
Stats: all 3s.
Skills: all mental skills at 1s, pilot & acrobat at 1s, four more physical skills at 1s (or two at 2s), six social skills at 1s.
Backgrounds: inheritance 3 (best bionic cortex implant), wealth 3, allies 1.
Species: human, +1 hero point, size 4
Exaltation: paragon, +2 hero points, danger sense (cannot be surprised), mixed heritage (can take tiefling species assets), pressure points.
Class: any of rat catcher, scholar, initiate, mercenary, peasant (or any first level class if you move skill points around).
Feats & assets: beneficial mutation, danger sense, extra action points (+2), driven (conditional extra hero point used against great odds).
Gear: revolver, hand weapon, clothing, auspex, combi-tool, magoculars, med-kit, void suit.
Languages: human, trade, any one other

Stat line: hp 12, resilience 4, armor 0, defense 20 dodge 4k3, speed 6 & run 36, mental defense 20, resolve 6, resource points 7 (regain all start of each session) & 3 pressure points (regain all start of each scene & 1 when opponents spend hero-resource-pressure or you take wounds), hero points 5 + driven.

Notes: every "training required" skill is 4k3 (84% 15+ & 50% 20+ is good), untrained skills are 2k2 (64% 10+ & 28% 15+ is just OK), you have no drawbacks, you can qualify for any first level class (and a number of 2nd levels) after the first session and will likely already have one or a couple of it's required feats.
 
My #4 Bley Oaks-- System: Convergence Point v1.9

You know, I said I was going to do Super Villians as alternates. This one sort of jumped into my head and convinced me to do him. (He does have communication abilities... obviously made the roll.) He is not a villain (normally), nor really a hero. He is just a man where the party is at.

Name: Bley Oaks
Core Trait: Satyr Barrista of Some Chronicle


Barista by day, a party animal by night, Bley Oaks is a "man in the scene". He is seen in all the best clubs and many of the best parties. While he is all in the street scene, he occasionally finds his way to black-tie affairs. He knows all the right people and many of the wrong ones. If you need information, find him behind the counter or among a cluster of pretty girls. For the right price or piece of information, he usually has the answer or knows who might.

How he manages to pull this off is hard to say. People seem inclined to trust him. He has a way with people, especially women. He is "the life of the scene/ party". The man can party like a god and everyone has a good time. Well not a god, more like a demi-god or a mythical. He is a modern age satyr. He has all the charm and stamina of his kind. He even has some standing in the local community and is the voice of all the local Woods Folks.

Not that long ago, he was a musician and singer. He is letting that slide for a time, as not to show off his longevity. He will go back to it in a few years.

Description: Swarthy skinned man with a handsome face, beautiful brown eyes, and curly russet hair. He is pretty well built for a guy just a bit on the tall side. He tends to dress in a rakish fashion, at work and elsewhere.

This character is designed for a current world chronicle. It could be urban fantasy or a meta world. (He may or may not be hiding his nature depending on the setting.) His purpose in a chronicle is to be a contact and information source. He could be a "leader" of his local people.

Write Up Convergence Point

Name: Bley Oaks
Core Trait: Satyr Barrista of Some Chronicle
Lv 4 /EP Mod 2.4x (1.25 +.25 -.2x +0 +1 +.1)

Prime Aspects
PHY 16 +5/9- "Robust" "Stamina of the Forest"
DEX 12 +4/8- "Practiced Hands"
MEN 15 +5/9- "Wiser than he seems"
EMO 12 +4/8- "Charming"
MPY 10 +3/7- "Mythic"
CHA 20 +6/10- "Charming" "Lively" **

Life Set: Wood Folk PHY+2 CHA+2 Longevity 1 DF Beast Parts B2) +.25x

Core Focus: CON +CMU +PRF +CFT

Contact +5 Musicians, Criminals, Outside, Patrons, ** about half the time
Communication +4** "Conversation" "Seduction" "Bullshit" "Of course, I belong here" "Wiggle what he wants out of you"
Craft +5 "Bar Tender", "Barista" ** about half the time
Performance +5** Singer, Guitarist

POW+0: The Charm - ability to hide their unusual nature for the most part
COM+0: Hand Guns

** +2 Bonus to Super Influence

Meta Set - Mythic +1x
1 ATK +1 Horns/ Hooves 1d6 Serious +10 from Str-DAM Mod.
1 Super Endurance +1: Each level (1/Lv) adds up to two to the character's endurance level.
1 Super Recovery +1: Each level of effect adds +2 to a physical recovery roll or just +2 points of recovery – chosen when the trait is taken.
2 Super Regeneration +1: Each level (2/Lv) drops the recovery time for physical trauma one time step shorter, down to one impulse.
1 Super Strength +1: Each level of effect (1/Lv) multiplies the character's strength level by a value of up to five. [One level is up to five men, three levels is up to 125 men in strength].
2 Super Appeal +2: Each level of effect (1/Lv) adds +2 to any reputation DR and +1 to reaction DRs.
2 Super Influence +2: Each level of effect (1/Lv.) adds +1 to any CHA, CMU, or GUL DRs, or to any DR having to do with impressing or influencing others.

Immortality Set +.1x
1 Musician CON+PRF+CFT

Developing /Expanding Level
Psych: Defends the Forest Folks (Satry, Fauns, Horned Ones, and even Sasquatch - include any Dryads) B2 (very Common)
Psych: "Must be the center of the scene" B2 (V Common)
 
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Feb 7: try something different, see how far I can push starting DtD40k7e characters with useful and thematic sword schools & gun katas. I probably wouldn't play these characters straight as is, they're going to be a bit overloaded to get the good tricks as strong as possible at start and won't have quite the breadth of ability I'd personally like.

Dragonborn promethian paladin melee ally buffer.
Stats: strength 4, willpower & constitution & composure 3s, intelligence & wisdom 2s, charisma & fellowship 1s. Not pretty or personable.

Skills: weaponry 3, ballistics 3, brawling 2, scrutiny 3, animal ken 1, command 1, intimidate 1, craft 3, forbiddn lore 3.

Backgrounds: inheritance 1 (a flail), backing 3 (your cult), artifact 3 (cybernetic arm, one of; wraithbone to parry spells, oralchium for +1k1 on all str & dex tests with that arm, mithril for 1/round free ready action/object interaction and +1k1 to parry & throwing tests with the arm).

Species: dragonborn, size 5 (~2.5m), 1/scene breath weapon as flamer (3k2 energy, pen 6, 20m long & 10m base cone, dev save vs 5x user dex or ballistics, on hit dex save vs 15 or set on fire).

Exaltation: primethian, ignore fatigue & biology stuff, resistant to crits, only killed if heart is destroyed, repair instead of healing, built in armor, -2k1 socials with non-exale type people.

Classes: gallant & protector (paladin levels 1 & 2).

Feats: academy asset (weap prof basic & melee 2), pure faith (+2 on alignment/devotion checks), hatred (heretics, +1k0 melee attacks), sound constitution (+1 hp), gain +1 ap when armored for completing gallant class, devoted spirit sword school 2 ranks, white raven sword school 2 ranks, intolerance (-2k0 socialize with magic users), enemy (rival cult champion), lsw of the stars (code of honor), illiterate (200xp to buy off).

Gear: shield, short spear, flail, autopistol & 2 magazines, street clothes, comm bead, flashlight.

Stat line: hp 13, resilience 5, armor 4(all) +2 cyber arm & +2 shield arm (probably the same arm), defense 12 (need to raise wisdom), dodge 2k2, parry 7k3 (8k4 with the mithril arm), speed 6 & tun 36, mental defense 20, resolve 6, devotion 6 (pick a religion), resource points 3 @ 1/hour, hero points 2.

Special attacks, 6 free style points from buying the sword schools & max 2 points before having to add drawbacks:
1) basic standard half action attack with spear, lance, or flail, adjacent ally heals 1 hp (1 style point).
2) aid another action half action attack with spear, lance, or flail, may not repeat on consecutive turns (-1 style point), take no reactions to start of your next turn (-2 style pt), the aided ally's attack is at +5k0 to hit (5 style pt). Aided attack cannot be another sword school special attack.

Spear: 5k3 melee & 3k3 thrown (4k4 if mithril arm), 6k2 rending, penetration 3
Flail: 5k3, 7k2 impact, penetration 0, cannot be parried.
Shield: 4k3, 4k2 impact, pen 0, +2 arm armor, +2k0 to parry.
Autopistol: 5k3 or 7k4 full auto, 2k2 impact, pen 0, 30m, rof s/6, ammo 12, full turn reload.

Function: half action knock down = opposed size+str (9k4 or 10k5 with oralchium cyber arm) then half action atk #2 (prone is +1k0 to be hit in melee range & -1k0 attack and -2k0 dodge or parry, ganging up if your side outnumbers 2-1 is +1k0 to hit & if 3-1 is +2k0 to hit). Assuming knockdown works & 2-1 ganging up ally attacks at +aid +ganging +prone +special attack = +8k0 to hit & -2k0 dodge/parry.
 
Feb 7: John Carter of Mars

You guys didn't really think I'd go without pushing at least one 2d20 character on you guys, did you? Honestly, I can't help it. Barsoom is still one of my favorite settings of all time and despite its lack of popularity here at the Pub, I happen to enjoy the game.

Rich (BB code):
Name: Dajan Talis
Race: Red Martian
Era: Dotar Sojat (pre John Carter)
Archetype: Airship Officer
Descriptor: Thoughtful

Renown: 10

Daring: 7    Cunning: 6    Empathy: 5
Might:  4    Passion: 5    Reason:  9

Confusion: 9    Fear: 7    Injury: 5

Talents:
Airship Pilot (grade 1) - Gain a bonus 1d20 to crew or command an airship.

En Garde (grade 2) - Reroll any failed die in defense test against blades; ignore 1st point dmg from blades in a scene.

Bodyguard (grade 1) - Name a character to protect at beginning of combat; If adjacent, may defend them from physical attacks; 
If Near range, spend 1 momentum to move adjacent and defend.

A Matter of Honor (grade 1) - one minion in a challenge is automatically defeated _if_ Martian standards of honor are observed.

Flaw:
Heroic Fury - Lose 2 momentum _every turn_ you don't act to stop wrongdoing or oppression.

Equipment:
Longsword      [2 CD; fx: 1 dmg to Injury]
Radium Pistol  [2 CD; fx: 1 dmg to Fear]

Dajan is an airship officer with a distinguished career in the service of Helium. Recently, Dajan's ship was sent to the kingdom of Ptarth to escort an envoy back to Helium on a diplomatic mission. The Zodangans have been unusually persistent in harrying the ship on its return trip. The envoy must be carrying something Zodanga doesn't want to get back to the Jeddack of Helium...
 
You guys didn't really think I'd go without pushing at least one 2d20 character on you guys, did you? Honestly, I can't help it. Barsoom is still one of my favorite settings of all time and despite its lack of popularity here at the Pub, I happen to enjoy the game.

Barssom is a great setting (even after John Carter "broke" places). Just not fond of 2d20.
 
Feb 8: treant weretiger arcane archer lycan-tribe enforcer (dryad matron werewolf gunmage)
Stats: strength 6 (crusher), wisdom 4 (good listener), con dex will composure 2s, int cha fellowship 1s. Stronger than normal maximum, but not at all personable.

Skills: ballistic 4 (bows), brawl 3, arcana 3, medic 1, scrutiny 4 (smells lies), animal ken 4 (soothing voice), disguise 2. Yeah, 3k1 isn't great for disguise, but throw a couple hero & resource points on it and claim a bonus for "like a tree next to the other trees" and it'll work at least sometimes (plus 200xp to raise fellowship to 2 will help a bunch).

Backgrounds: artifact 2 (10 wraithbone arrows to hit aura & ignore armor), status 3 (official sanctioned werewolf assassin), fame 2 (werewolf killing treant).

Species: dryad, size 4->6, not a mammal (immune toxic shocking drugs, extra wound & fear from being on fire)

Exaltation: werewolf, sub tiger for wolf but no real mechanic changes, armor & regen but not vs silver & spells & magic weapons, see into spirit world.

Classes: spellshooter & riflemancer (personally I'd go into sorcerer or priest classes after this for willpower raises).

Feats & assets: dryad matron asset (turn treant), veteran, armor prof light, weapon prof ranged 1 (ordinary primitive launchers exotic & bolters), far shot (ignore range penalties), gun blessing (arcana to unjam or temp boost guns), elemental shot 1 fire (2/day half action & next shot sets target hit on fire), all thumbs (worse computers & machines), intolerance werewolves (social penalies with weres), illiterate (200xp to buy off), slowpoke (less speed), elemental gearbolt gun kata ranks 1 & 2.

Gear: compound bow, extra quiver of arrows, abc's book, robes, big brass knuckles, medkit, 3 smoke grenades.

Stat line [treant/tiger/warform]: hp 8 / 8+regen / 12+regen, resilience 5/5/6, armor 4 all(bark) / 3 all(not vs silver & magic) / 7 all (not vs silver & magic), defense 16/24/12, dodge 2k2 / 4k4 / 2k2, speed 7& run 42 / 18& run 108 / 9& run 54, mental defense 15, resolve 4, resource points 6, hero points 2.

Treant brass knuckle fists: 5k3 for 8k2 impact, pen 0, +fatigue.
Tiger bite: 5k3 for 7k2 rending, pen 0.
Warform claws: 5k3 for 10k2 rending, pen 0, magical.
Treant bow shot: 6k4 reroll 1s for 6k2 rending, pen 0, 60m range, rof 1, ammo 1, reload free action, misses instead of jamming. Warform adds +2k0 damage & +20m range.

Gun kata trick shot: primitive weapons, standard half action attack, -1k0 to hit, reroll the attack roll once before reactions are resolved, +2k0 damage (or +0k1 if its already rolling 10 dice).

Hit prob on 5k4r1 (75% 24+, 50% 29+, 25% 36+) twice is like (assuming reroll at 28 or less) 12.5% 8-23, 12.5% 24-28, 37.5% 29-35, 37.5% 36+, or 75% getting a 29+. And don't base common enemy defense & dodge scores on these characters, 14 to 22 defense is really the vast majority of stuff you shoot at. 5k4r1 is pushing into international competition & Olympic archery levels.
 
Feb 9: whadda we gots today?... ah elf vampire negotiator sheriff with... gonna change a bit, I think we can totally go all Lone Ranger here...
Stats: wisdom & dexterity 4s, willpower & composure 3s, others 2s.

Skills: ballistics & perception 4s, persuade scrutiny intimidate & brawling 2s, command charm acrobatics medic & animal ken 1s.

Backgrounds: artifact 3 (mithril hand cannon & 12 mithril hand cannon bullets), ally 3 (paragon human hunter level 1 & using rank 3 for increased availability), backing 2 (law enforcement), fame 2 (good guy), contacts 1 (local bartender), holdings 1 (high performance robot horse).

Species: elf, 1/scene reroll a failed ballustucs or weaponry roll, size 3

Exaltation: vampire, see in darkness, undead like traits, bad sunburn, bitey

Classes: negotiator (courtier level 1) & sheriff (sherriff level 2)

Feats & assets: courtier's privilege (+1 backing), peer (law enforcement) (improved socials), research (knowledge without checks), armor prof medium, academy (weapon prof ranged 1 & 2 r all ranged weapons), law of the stars (code against too much killing), hunted (mafia), intolerance (murdering homeless adventurers & other criminal scum), grim servant of death (designated "the plot craps on someone" target). Tin star gun kata rank 2.

Gear: mithril hans cannon & 12 bullets, Hand Weapon, Lasgun, Knife, Flak Jacket, Uniform, Rations.

Stat line: hp 10, resilience 4, armor 5 (no helmet & flak = 2x ap if in explosive blast but not a direct hit), defense 28, dodge 5k4, perception 8k4, speed 6 & run 36, mental defense 20, resolve 6, devotion 6 (cuthbert), resource 5 & regain with bites, hero points 2

Bite: 4k2 for 3k2 rending, penetration 0, +fatigue & regain a blood point.
Mithril six shooter (mithril ammo): 6k4 rr1 for 3k2 impact, penetration 3(5), range 35m(70m), rof 1, 6 ammo, 2 full turn reload, free action to ready & may be used in a grapple & doesn't need bracing.

Trick shots: 1) standard attack with any pistol, hit target saves dex 20 or dropps held items. 2) with any pistol any attack that isn't a trick shot taken next action after readying that pistol at +1k0 to hit.

Silver robot horse: size 8, resilience 8, hp 8, armor 5, defense by momentum 1-5:10 & 6-9:18 & 10+:26, maneuver rolls +8, speed 8 walker (speed x4 & stand up if prone & impassible terrain counted as difficult), speed 32m or 11.5 kph per momentum ramming dodge target number 12 & damage 8k(momentum)+12.
Open top, alternate control scheme (dex + animal ken), advanced A.I. (int 2, pseudo-dex 4, wis will & composure 3s, skills: perception 6k3, drive 7k4, stealth 7k4, does basic self driving or 'aid another' 1/turn to driver, has 5 stored half or reaction actions to use each scene).

Yeah, its better at driving itself than it's rider right now. And for a robot horse its damn sneaky too. Its like a Wealth 10 check (price of a normal hand cannon or shotgun) to get a new AI skill chip at 2 ranks too, this thing could be better at some of the social skills than most of the party. Buy it a medical chip and a voice synthesizer to get snarky Mr. Ed 'aid another' medical advice. Its got hooves, it can do CPR, right?
 
#5 Agent Masters and Ranger -- System: Convergence Point v1.9
aka Collie Masters, Agent of Projet d'arc-en-ciel (aka Le Projet or d'arc-en-ciel) and Ranger, her K9 companion.


9064d59e21c5a78334de240a15283732.jpg


from https://beautifulanimals9.blogspot.com/

The Masters Action Family has been a family/clan of adventurers since the 20s, but became world famous in the 50s. (Saving the world a couple of times does that.) They were the phenomenologists and science heroes of the day. Various Masters have been active since then. Who ever is active in "action science", phenomenology, and adventurous investigations makes the Core Action Team that goes out into the field.

Collie is the daughter of "Cousin April" in the 80s core. She spent some time when younger when her mother applied her talents to the Action Team near the millennia. She rescued the puppy she calls "Ranger" from Doctor Zim's (III) base among all the other animals to be tested and mutated.

Ranger has been her companion for these years. He is really well trained. Ranger was always considered a super trained animal, more intelligent than the Rex or Lassie line. Ranger was much more than that, but little was let on. In fact, outside of The Family, no one knows that this is "the same Ranger" for the last 20 years.

Ranger is her constant pet and companion through the adventures solo and with the Core Action Family members of her age cadre. As she exited her Teens, she moved on to other groups in the "Heroic" community. After working for the military, she became an agent of "Project Rainbow" - the UN super agent team that deals with exotic threats (and meta level threats). She is one of the few top tier agents that do not have "special equipment" of the Oxford Club or a color designation.

She is frequently a liaison with various Science Heroes and Meta Operatives/ Teams.

Sigh. Connie Masters gets all of the credit. Her name is on "the title" of their comic book, and she gets top billing as a costar in other comics. That is because humans tend to be human centric.

When built in the game, Ranger is the "meta level character". He has the powers. Connie is actually his "dependent/ sidekick", terribly competent but constantly getting in trouble that Ranger needs to help get her out of. (A human in a meta level fight? in trouble.) Given their history, the GM granted a huge bonus of experience points so they could both level up to where the should be.


Write Up Convergence Point - Ranger

Name: Ranger
Core Trait: Alpha Canine (Wolf Shepherd Mix) Protector of Meta World
Lv 7 /EP Mod 1.55x (1.2-.2-.2+.75+0)

Prime Aspects
PHY 12 +4/8- "Stronger than a pack"
DEX 12 +4/8- "Fast"
MEN 12 +4/8- "Smarter than you are biped"
EMO 12 +4/8- "Good Dog"
MPY 12 +4/8- "Star Touched"
CHA 12 +4/8- "Scary Snarl"

Life Set: Alpha Dog (Intelligent Canine, with dog shape and bite, but no ability to speak intelligently and no manipulatory hands) -.2

Core Focus: L-COM+ ATH +PER -.2

L-Combative +7 "Claw to Claw Combat" "Pinning" "Grabbing" "Beam"
Athletic +7 "Athletics" "Obstacle course"
Perception +7 "Sight"x2, "Scent", "Tracking" "Hearing"

SUR+0 "Pathfinding"
KNW+0 "Aliens"

Meta Set Infusion (max 16) 15 or .75
3 Super Strength x125 Strength Bite is 1d6 S +23
2 Super Speed +1 Action
2 Super regeneration 1 Lv

4 Defense
General Toughness 5d6 G
Serious Resistance 5d6 S
Energy Resistance 5d6 E
High Speed Resistance 5d6 H
Interpose (+4 MOD for getting in the way of an attack an adjacent character's)

1 Movement 1
+1 Speed to Run (to very fast)
+1 Flight (seen as super leap Slow)
+1 Speed Swim
+1 Dig Slow

1 Mentallic 1
Mind link with long term companion only partial communication location.

2 ATK "Star Burst Vision" 5d6 E
-2 Activation (1 impulse) -2 Energy Cost (1d6 Stun Activation)

(1 meta trait spare)

Developing /Expanding Level
Patron: Touched by Aliens - They granted him his intelligence and power. He gets side missions from them. (B1)
Sidekick (B3) Connie (all the time, often lethal)
Loves his Human(s) (B3)
Dependent
** These traits provide invulnerability traits**


Write Up Convergence Point -Dependent

Name: Connie Masters
Core Trait: Human Action Agent of Meta World
Lv 4 /EP Mod 1.45 (1.25 -.0 +.2)

Prime Aspects
PHY 13 +4/8- "You bet the gym pays off"
DEX 15 +5/9- "Move like the Wind"
MEN 15 +5/9- "I aced those exams"
EMO 13 +4/8- "Good with Animals"
MPY 8 +3/7- "It is all not so mysterious"
CHA 12 +4/8- "Cheerful"

Core Focus: COM +ATH +CON +CMU

Athletic +4 "Gymnastics" "Climbing" "Acrobatics"
Combative +4 "Unarmed Combat" "Agent Training" "Fencing"
Communication +4 "Conversation" "Persuasion" "Interview"
Contacts +4 "Masters Clan" "College Friends" "Super Heroes" "Elite Agents around the world" "Scientists"
Knowledge+2 "General Knowledge" "Phenomenology" "Hidden World" "Elite/Super Agencies" "Super Heroes"

VHL+0 "Motor Cycles"

(One trait in reserve)

Gear Set (everything is removable, universal, and sometimes other things)
1 Line Gun
3 Defensive Gear 2d6 G/S/E/H
2 Plasma Gun 3d6 E
2 Agent Goggles (enhanced visions)
1 Communication Disk (behind ear)
2 Agent Bike (with hover mode)
4 things for mission load out.


Developing /Expanding Level

Curious (B2) common, "It will be the death of me"
Duty to Uphold, Mission to complete (B3)
Loyalty/Trust - Ranger (B3)
Nemesis - Circle of Science (Dr Zin II, III, IV) B2 (common, lethal)

College Education KNW+2 "General Knowledge" FAM: CON+0 "College Friends" .25
 
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Feb 10: menu for today sez... gnome chosen of khorne spelljammer chief security officer... oh. That. Well it's a cheap way to get to level 3 with enough xp for 3 dots in a sword school or such. But I don't really like it. Tends to be a bit... cookie cutter except for their one trick. Ah well, not really a good way to get this one on a starter character otherwise.
Stats: wis & dex 4s, willpower 3, strength 1, others 2s.

Skills: ballistics weaponry medic perception 3s, stealth command scrutiny 2s, craft & acadrmic lore 1s.

Backgrounds: inheritance 3 (man portable las cannon in a shopping cart because he totally isn't fucking carrying it and the power packs with a 1 strength), mentor 2 (spelljammer captain), contacts 2 (mercenary group captain & mentor's spouse).

Species: gnome, size 3, armor prof light, weapon prof basic.
Exaltation: chosen, replace a die with devotion score, cheaper devotion, magic resists, burn power stat instead of hero points to avoid certain death.

Classes: mercenary, tactical officer, chief security officer.

Feats & stuff: learn language, sound constitution, +2 hp for completing merc, extracurricular activity (point blank gun kata), worf barrage, master of bombardment, +1k1 to repel boarding attacks as tactical officer of a ship, mark of khorne (silent scope), silent scope ranks 2 & 3.

Gear: mp las cannon & 2 power cells, Hand Weapon, Las Pistol, Knife, Quilted Vest, Bodyglove (Common quality
clothing), Charm, book of Poetry.

Stat line: hp 13, resilience 4, armor 3(body), defense 28, dodge 4k4, parry 6k3, speed 5 & 30 run, mental defense 15, resolve 5, devotion 6, resource 6 & regain all 1/day ritual, hero points 2.

Trick shots; 1) standard attack (not a trick shot) after aiming with laser or ordinary gun, roll hit location twice & choose (1 style point), may not repeat on consecutive rounds (-1 style point), perception 6k3 vs target defense or miss (-1 style point), +2k0 to hit (2 style point), weapon gain tag "accurate" (2 style point).
2) standard attack with laser or ordinary gun, roll hit location twice & choose (1 style point).

Thus: turn 1 is ready & brace the las cannon, turn 2 is half action ain & standard attack at 9k3 for 5k5 energy, penetration 10, range 300m (& +1k0 to hit at 150 or less), rof 1, ammo 5, reload 2 full turns, recharge (wait a turn between shots), accurate (another +1k1 damage per 10 to hit rolled over target defense). While waiting for recharge you can draw & shoot a laser pistol, throw grenades, make medec checks, etc., etc.
 
Feb 11: Today's is fun. Neat little combo. Personally wouldn't start the game with this exact build but something very close is perfectly acceptable.

tiefling chosen assassin chainsaw whirlwind murderizer
This is not exactly a legal starting character, it has 1500xp spent and the initial 600+ four hindrances only gets you 1000xp. That said, the "recommended" xp gain is 500xp per session and my personal system is 500 the first session then 200+(25xDice if you stunted, max 100)+(and 50 per hinderance kicking you in the ass) means that is still a very early game character.

Stats: wisdom & dexterity 4s, constitution & strength 3s, willpower charisma & composure 2s, intelligence & fellowship 1s. You start out dumb and ugly, but int and fel are in-class stats so they're easy to raise to 2s after even a single session.

Skills: weaponry & intimidate 4s, perception & medic & stealth 3s, acrobatics 2, scrutiny 1.

Backgrounds: inheritance 3 (two chain axes), backing 2 (assassin guild), contacts 2 (crooked police chief & shady lawyer)

Species: tiefling, reroll 1s on damage dice
Exaltation: chosen, replace a die with devotion score, cheaper devotion, magic resists, burn power stat instead of hero points to avoid certain death.

Classes: sell steel, nighthawk, assassin (straight assassin track to level 3)

Feats & assets: ambidextrous, fast reflexes (may reroll initative), two weapon fighting, blind fighting, catfall, furious assault (if all out attack wounds add another attack), chosen of khorne (bennies on all out attack + free sword school), weapon prof basic, weapon prof melee 3 (chain weapons & stuff), armor prof light, Tiger claw sword school rank 3 (6 style points from buying the sword school (1+2+3) & max 3 per attack without offsets)

Gear: two chain axes, Autopistol & 2 magazines, Fencing Sword, Mesh Vest, Street Clothes (Common quality clothing), Chrono, flask of brandy.

Stat line: hp 10, resilience 5, armor 4(body), defense 24, dodge 6k4, parry 7k4, speed 7 & 42 run, mental defense 15 resolve 4, devotion 6(khorne), resource points 7 & regain all with 1/day ritual, hero points 2.

Tiger Claw special attack: with chain weapons as an all out attack (full turn attack +2k0 to hit & +1k0 to damage & no reactions until the start of your next turn) make an acrobatics check (6k4) vs target defense and miss if that misses (-1 style point), fall prone if your attack misses or is parried or dodged (-2 style points), spend a resource point (not part of the trick but you will do this), attack at +4k0 to hit (4 style points), gain two extra attacks (2 style points). The actual ability that gives 2 more attacks says no penalties for TWF but if you have ambidextrous and the feat and two weapons then extra free attack with each one.

All out Attack + spend a resource point: 7k4+6k0=10k5 rr1s attack AND 6k4 attack (both need to hit) for 6k3 rr1s rending, penetration 4, tearing (if any damage gets through armor then minimum 1 wound), 1 (base attack) + 1 (khorne ability) + 2 (tiger claw) + 1 more if you do any wounds = 5 attacks. Now 10k5r1 is 90% 35+ and 50% 46+, 6k4 (you'd raise that asap) is 90% 21+ and 50% 30+, and 6k3r1 is 90% 19+ and 50% 26+. A "mortal hero" out of the sample enemies section of the book is hp 10, resil 6, armor 10(light power armor), defense 13, and one parry at 6k3. This character will fucking crush them in a single attack sequence. Hell, I have a simulator for this sort of stuff, lets see... use bleeding out... ten thousand trials... single turn of hits...

% Deaths: 5.82, % Knockouts: 11.20, % Severed limbs: 5.18, % Bleeders: 8.16, % Survivors of 5 hits: 82.98

Mind that after checking 100/5000 had exactly 0 hp & no crits, then another 53 had 1-4 hp left (40 at 1 hp, 12 at 2 hp, 1 at 4 hp). Some of those crits involve stunning, losing actions, falling prone, holding your guts in or else, and getting your helmet shredded off. So only a 1/6 chance of insta-kill, but they're pretty fucked up. That's basically the toughest non-exalt humanoid in the book. And you can do it again next turn.
 
6+31) M de Gaulle - System: Convergence Point v1.9

All this set of characters are based on the "OVA" of The Neo Frontiers Series. Like all the Neo Frontiers Stories, it will not focus on any particular character but follows several characters throughout the course of the series. Although each one gets to be a star in one episode some just continue to follow their life. They will be at the level of when they first appear.

Name: Maxim de Gaulle
Core Trait: Human UZ Administrator of the Neo Frontiers Era


De Gaulle has been with The Government before it was The Government. He had been the chief administrative assistant for the President of the United Nations General Assembly for the last two presidents. When the UN gave up on nations and began to focus on people, becoming The United Zones, he was spearheading the transition team. He stayed on at first to ease the transition and then to keep continuity. He became the most powerful non-elected civil servant (well not elected by the general population), the executive ministry coordinator. He runs the day to day operations of the executive ministry (and the higher levels of the ministries), helps the PM (if there is one) implement their policies and directives. They make sure there are appropriate clarifications and send out any Council Memos to the appropriate ministries.

Currently, there has been no PM for longer than two weeks, for the last two years. Maxim has been directing and chairing the Central Council during this time. With all the squabbling over The Martian Issue, the (Corporate) Tax Reform, and the new Zone issues, The UZ is lucky to have such a strong, but mild, figure to backing up the Central Council. Staying the course for the UZ is his motto.

We see this man a great deal throughout the OVA. He is the central figure for all the UZ Council and UZ Diet/ Parlament scenes. (Where we see squabbling politicians being less than reasonable.) His face is plastered on screens for "news" giving statements. We see Agent Black acting as one of his functionaries (with Scarlet). He is my chronicle's (and the OVA's) "Face of the Government"

Write Up Convergence Point

Name: Maxim de Gaulle
Core Trait: Human UZ Administrator of the Neo Frontiers Era
Importance: Rook/ Key
Lv 5 /EP Mod .95x (1.15 -.2 -0)

Prime Aspects
PHY 10 +3/7- "Everyman"
DEX 10 +3/7- "Everyman"
MEN 18 +6/10- "Genius"
EMO 10 +3/7- "Cold Hard Willpower"
MPY 12 +4/8- "Believer"
CHA 13 +4/8- "Cold, but doing his best for you"

Core Focus: CMU +CON +CFT +INF -.2x

Communication +5 "Chairman" "Oration"
Contacts +5 "UZ Central Civil Service" "UZ Ministers" "UZ Representatives" "Political Parties"
Craft +5 "Bureaucracy" "Administration"
Influence +5 "UZ Central Government" "Wealth"

Developing /Expanding Level
Duty: To the UZ (B1)
 
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Well, break time is over for me, I guess. Here's a character I wrote up for January, but ended up not using.

System: Chanbara
Version: N/A
Publisher: Hidden Treasure Books

System Notes: This is an OSR game with a setting based on feudal Japan -- samurai, ninja, warrior priests, shinobi, martial artists, and whatnot.

Name: Mirai
Class: Shinobi (Rogue)
Profile: Ninja
Background: Noumin (Peasant)
Level: 1

Strength: 10
Intelligence: 4 (-1 penalty)
Wisdom: 13 (+1 bonus)
Dexterity: 15 (+1 bonus)
Constitution: 15 (+1 bonus)

Hit Points: 8
Attack Bonus: +1 melee/+2 ranged
Armor Class: 14 (base 11, +2 armor, +1 Dex)

Background Skills: Investigation, Sport (Low), Woodcraft, Craft (Rural)
Ninpo Skills: Infiltration +2, Acrobatics +1, Escape +1, Deception +1, Sabotage +0
Proficiencies: All Weapons, Light Armor
Ninja Special Abilities: Deep Pockets
Skill Die: d6 (4 dice)
Saving Throws: Wood 14, Water 16, Metal 13, Fire 12, Earth 15

Armor: Partial Light Armor
Weapons: Nunchaku, Dagger, 2 Shuriken, Short Bow
Equipment: Quiver with 20 Arrows, Night Suit, Line and Grapple, Backpack, Plain Clothing (Reversible), Tool Set, Wineskin, Padded Tabi, Flash Paper
Money: 40 Zeni

Allegiances: Haneken Ninja Clan, Daimyo Aso Takanao

Backstory: Mirai is a young ninja of the Haneken clan, having recently completed her training but not yet having performed her first real mission. Her clan is loyal to the Daimyo Takanao, often coming to his aid to conduct operations that cannot be done in the open. This puts them in opposition to some of the other ninja clans in the realm, who view her clan as little more than lapdogs to the government, but this is of no concern to Mirai. To the unwary, her clan appears to be little more than peasants, and she is skilled at maintaining that facade.
 
1st Mongoose Traveller 2e Character I have generated, more info on the forum https://solisrpg.com/viewtopic.php?f=36&t=92

Maureen the Ultranaut.jpg

Maureen "Mauri" the Ultranaut

UPP 799687 before, 2776A7 now 6B76A7 w/BD +1 DM for Dex and Edu
Age 38 5 terms 130KCr Homeworld Gold Mountain, Epsilon Eridani
Terms 2 Scouts, 1 Drifter, and 2 Rogue (Pirate) Rank Corporal
One enemy, and one ally 1d6 ship shares

Skills: Gunner 2, Vacc Suit 2, Gun Combat 2, Explosives 1, Pilot 1, Investigate 1, Stealth 1, Heavy Weapons 1, Recon 1, Melee 0, Survival 0, Mechanic 0, Astrogation 0, Deception 0, Electronics 0, Medic 0, and Streetwise 0

Equipment: a Gauss Rifle, and personalized Battle Dress, she is missing her right arm and leg, terribly scarred elsewhere.

Maureen wanted to be a Marine, though failing her enlistment quals, she became disgruntled, getting in trouble, before the courts gave her to the Scouts as a conscript. After a couple of terms out beyond the frontier, she learned of the war starting, with that she headed home to join the Sidereal Forces, trying for the Navy, she was again rejected, and wound up an wanderer, and fighting as a guerilla. A blast seriously injured her, a Sidereal Navy raider, helped rescue her, and fixed her up as a ground trooper with a prosthetic suit of power armor. Fighting for a term and half until peace was declared, she is yet decided to come in from the cold, and accept amnesty. What is a cyborg trooper to do?


Still could be geared up a bit, maybe augments, and armor options.
 
Update:

6+31) M de Gaulle - System: Convergence Point v1.9

All this set of characters are based on the "OVA" of The Neo Frontiers Series. Like all the Neo Frontiers Stories, it will not focus on any particular character but follows several characters throughout the course of the series. Although each one gets to be a star in one episode some just continue to follow their life. They will be at the level of when they first appear.

Name: Maxim de Gaulle
Core Trait: Human UZ Administrator of the Neo Frontiers Era


De Gaulle has been with The Government before it was The Government. He had been the chief administrative assistant for the President of the United Nations General Assembly for the last two presidents. When the UN gave up on nations and began to focus on people, becoming The United Zones, he was spearheading the transition team. He stayed on at first to ease the transition and then to keep continuity. He became the most powerful non-elected civil servant (well not elected by the general population), the executive ministry coordinator. He runs the day to day operations of the executive ministry (and the higher levels of the ministries), helps the PM (if there is one) implement their policies and directives. They make sure there are appropriate clarifications and send out any Council Memos to the appropriate ministries.

Currently, there has been no PM for longer than two weeks, for the last two years. Maxim has been directing and chairing the Central Council during this time. With all the squabbling over The Martian Issue, the (Corporate) Tax Reform, and the new Zone issues, The UZ is lucky to have such a strong, but mild, figure to backing up the Central Council. Staying the course for the UZ is his motto.

We see this man a great deal throughout the OVA. He is the central figure for all the UZ Council and UZ Diet/ Parlament scenes. (Where we see squabbling politicians being less than reasonable.) His face is plastered on screens for "news" giving statements. We see Agent Black acting as one of his functionaries (with Scarlet). He is my chronicle's (and the OVA's) "Face of the Government"

Write Up Convergence Point

Name: Maxim de Gaulle
Core Trait: Human UZ Administrator of the Neo Frontiers Era
Importance: Rook/ Key
Lv 5 /EP Mod .95x (1.15 -.2 -0)

Prime Aspects
PHY 10 +3/7- "Everyman"
DEX 10 +3/7- "Everyman"
MEN 18 +6/10- "Genius"
EMO 10 +3/7- "Cold Hard Willpower"
MPY 12 +4/8- "Believer"
CHA 13 +4/8- "Cold, but doing his best for you"

Core Focus: CMU +CON +CFT +INF -.2x

Communication +5 "Chairman" "Oration"
Contacts +5 "UZ Central Civil Service" "UZ Ministers" "UZ Representatives" "Political Parties"
Craft +5 "Bureaucracy" "Administration"
Influence +5 "UZ Central Government" "Wealth"

Developing /Expanding Level
Duty: To the UZ (B1)

First, we need clarifications of presidents and the PM.

Currently, there has been no PM for longer than two weeks, for the last two years. (*1) Note the footnote now.

*1 The previous PM was [@Insert Name Here]. He was the president/ prime minister that saw the UN to UZ transfer and the post Six Years' War era. He was also the president who initiated The Neo Frontiers Initiatives. He would of served as President for roughly 22 years... pre-six years' war, during the war, and the 11ish years before Series 1 began. Two or Three years for Series 1. Maybe some of the unlisted gap time between Series 1 and the OVA minus 2 years.

He has to be dead. Otherwise, someone would try to elect him as PM. My current belief is that he was eliminated by either the Corporate Council or The Opposition (which could of manipulated the Corporate Council to do it). Sure it would be a heart attack or a malfunction of his bionic heart. He could of died in his sleep or in his office chair. Sure it was natural causes. [I am sure
Walter knows someone killed him. Surviving Deep State probably. Later he would know that The Opposition had him killed (possibly through Corporate Proxies). ] Add a scandal or two in a couple of well ranked political parties and operatives, and no one could become the PM (for very long). This would serve either or both's needs while they deal with Spacers (and Spaceborn Espers).

PS: @Insert name here is all over my document. I will find a great name for the "George Washington of the UZ" Just haven't had it yet. I was thinking of the Turkish version of "John Smith".
 
Feb 12: Working mostly off memory as the weekend was full of other people and its late night before work tomorrow. Assimar daemonhost paladin trainee hard nut to crack
Another 1500xp "session after the first" character. It's what was needed to get stone dragon 3 without the gnome chosen junk.

Stats: str 3, dex 2, con 4, int 2, wis 4, wiil 2, cha 3, fel 1, cmp 1. Composure 1 is a bit wiggy but that's quickly fixed. Ugly & lousy at parties from low fellowship is more expensive to fix but you can stop at 2 dots anyways.

Skills: weaponry 3, ballistics 3, athletics 1, command 4, intimidate 3, charm 2, forbidden lore 2, medic 1, perception 1.

Backgrounds: inherit 3 (power armor), artifact 3 (darksteel sledgehammer), wealth 1 (pile of loot under your bunk). You have no friends or mentor, beling to no clubs or organizations, know nobody who will give you the time of day without a cash advance, and have zero positive reputation with anyone.

Species: assimar, immune to fear & pinning but have a hard time with your temper.
Exaltation: daemonhost, bitey, take less damage, free magic school (probably healing).

Classes: gallant (paladin 1), tactical officer & chief security officer (starship officer classes lebels 2 & 3). You could do this all taking just gallant & protector (paladin 2) for the same amount of xp, but there's a slight bennie in that chief security officer makes composure an in-class stat to raise and offers armor proficency (anything).

Feats & stuff: academy (weap prof basic & melee 1), armor prof light, hatred (heretics), pure faith, sound constitution, +1 armor for completing gallant, worf barrage, master of bombardment, extracurricular study (stone dragon 1), +1k1 vs boarding attacks as ship tactical officer for completing tactical officer, lend expertise (better aid another), worf effect (enemies shoot at you first by default), match frequency (vs shield stuff in spaceship combat), paranoia (+2 initative & maybe spot secret danger early), +1k1 all boarding actions as tactical officer for completing CSO class, stone dragon levels 2 & 3. All thumbs, intolerance, big britches, enemy)

Gear: power armor, darksteel greatweapon, Knife, Magnoculars, Voidsuit, Pulse Rifle & 2 energy clips, Charm, Sunglasses, Classy outfit.

Stat line: hp 13, resilience 5(6 in power armor), armor 0(12 all) & -5(not vs silver & spells), defense 18(4), dodge 2k2, speed 5 & 30 run, mental defense 10, resolve 3, devotion 6, resource points 7 & regain 1/bite wound or 1/turn free action will vs 10+2/rp, hero points 2.

Special attack: standard attack with a 2-handed weapon, -2k0 damage, 0 penetration, +12 armor to start of your next turn. Stat line: 3k3 for 4k4 (5k4 in power armor) impact, penetration 0 (normally 4), 2k2 parry, +12 armor SONT.

Notes: bugger isn't proficient with power armor or great weapons but you can pick them up from chief security officer for +3k0 to hit and +6 defense wearing power armor. Then there's improving composure (+5 mental defense & +1 resolve) and an assimar armor training asset (+2 armor in power armor), improving felliwship & taking an assimar to +1 your lowest stat (choose one because several are at 2), etc., etc. Basically the whole point is to wade into melee while requiring a 33+ damage roll* to take any wounds.
* 24 is armor thats reduced by penetration & 5 is daemonic thats bypassed by silver & magic. Caveat emptor.
 
Feb 13: gonna break from the irredeemable combat whores here for a sec. Let's go with a 300% sexy character. Seduce everything!
Stats: charisma (sweet talk) & fellowship (seduce) 5s, willpower 3, composure 1, everything else 2s.

Skills: charm & persuade & common lore 3s, stealth & ballistics 2s, at 1s are perform deceive disguise intimidate acrobatics weaponry medic forbidden lore.

Backgrounds: inherit 1 (20 doses of Hither drug), artifact 3 (cloak of invisibility, fancy & gold, 5min/scene), contacts 3 (ex-lovers in high places).

Species: dark eldarin, 1/scene sphere of darkness
Exaltation: chosen, cheaper devotion, can burn power stat instead of hero points to survive certain death, replace a rolled die with devotion score, aura vs hostile magic.

Classes: minstrel (bard 1) aiming for courtier (diplomat 2)

Feats & stuff: all thumbs (worse with tech & machines), will to live (highly likely to fail pinning tests), enemy (ex-lover's spouse), hunted (mafia because the ex-lover's spouse is a mafia don), mark of slannesh exalt asset (resource point for minor shapeshift is +2k0 disguise seduce perform), academy asset (weapon prof basic & melee 2 for ordinary laz primitive guns & ordinary fencing parrying weapons), veteran (boosted fellowship to 5), androgynous (auto-pass as any gender & +10 disguise), appearance (+2k0 for good looks), dangerous beauty (+2k0 charm & intimidate), dark eldarin asset dark cruelty (+1k1 intimidate & charm), enchantment magic 1.

Gear: drugs, 2 sets giid clothing, autopistil & 2 clips, knife, medkit, charm, smartphone.

Stat lune: hp 10, resilience 3, armor 0, defense 16, dodge 3k2, parry 3k1, speed 4 & 24 run, mental defense 10, resolve 4, devotion 6 (slanny), resource points 7, hero points 2.

Shoot: 3k2 or 5k3 full auto for 2k2 impact at pistol ranges.
Knife: 2k1 for 3k1 rending, lousy idea right now.
Drugs: hither, will vs 10 to avoid addiction each hit, +2k1 charm rolls & -10 on will/wis vs temptation until end of scene.
Charm spell: cast fettered is 60% success rate because 6k5 has a 11.4% warpy crap chance, noncombat subtle mind affecting language dependent ench+cha (3k3) vs 15 and one target saves arcana+willpower or you get +2k0 to social at them plus another 0k1 per 10 the casting roll was over their save/15 (whichever is higher).

Charming or seduction at full power: 10k10 rr1 and another +5 if we cast charm spell is about average 70. So much overkill it stopped being funny and went straight for silly buggers.
 
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