Previously on World's Strongest:
Impact, The Alien RenegadeCalamity, The Cybernetic Sniper
Megaton, Friendly Neighborhood Nuclear Warhead
The Whirlwind, a Fusillade of Fisticuffs
Car Mage, The Wizard of Wheels
Night Sheriff, The Sheriff of Shadows
Hammer of Heaven, The Daring Demon Hunter
The Wanderer, Precocious Practitioner of the Arcane Arts
Storm Eagle, Queen of the Skies
Breakthrough, Multi-powered Mutant Powerhouse
Mr. Shade, The Ninja Vigilante
Wrath, Mistress of Mayhem
The Physician, Psychic Surgeon
Maximum, The Machine Man
Metal Marshal, The People's Powerhouse
Devil Fist, the Fist of the Morning Star
Perdition, Implacable Justice
Nemesis, Sister Spy
Prince Herman, Magician Mischief Maker
Inquest, The Vigilante Detective
Seraph, Paragon of Protection
Le Tarasque, King of Undertown
The Rat Queen, Dark Goddess of Undertown
The Never Ending Cheery Death Machine
And also on Age of Astonishment:
Hunter, the Elven Weapon Master
Ms. Miracle
The Iron King of Asgard
The Crimson Commando
And now....
I have to be honest with you here. I really like this category of hero. It is pretty overpowered and can get downright broken with the right choices, but man is it full of different options and abilities. If you got rid of the immortality part you could probably have whole teams of completely unique heroes built out of this category. You can get super powerful wizards, Aliens, Magical Constructs, Vampires, Mermaids, and all sorts of crazy ideas. It is a fun Category is what I am saying. Now lets dig into the...
Immortal Hero
Step 1: The Usual
As the attributes will be changing a fair bit as I move forward in this, there is no reason to move beyond the base eleven in each attribute. So lets get to it, yeah?
Step 2: Hit Points & SDC
This step is skipped as it will depend on the type of immortal you choose to play as to how your base HP and SDC will be calculated.
Step 3: Super Abilities & Immortality
This is a big step in this hero category as it covers a whole lot of ground. First you must choose the nature of your character's immortality. For this I will be going with a human immortal from the middle ages. So he is about a thousand years old and is a human. This does make him a little more limited than some of the other options here. You could play a dragon or a demon prince or even a godling so there is a lot of power available if you want to choose it. I just really like the idea of a human immortal though, and it is pretty unique in the setting. I guess I could come up with a reason for the immortality, but maybe I will save that for later. I also get to pick what kind of powers this hero gets, and there are some really sweet options here. I almost went with Wizard Supreme, as it has a boatload of spells and PPE. I thought about going with a master psychic, but they just do not fit the power scale of some of the others. I finally chose the option that granted me one major power and five minor powers. That should suit my needs well enough. I see this character as something of a bruiser, but one who stays in the background of the setting. Maybe he runs the supers bar I mentioned back in The Devil Fist write up. Who better to run a bar for super heroes than a superhero? I also must choose why the being is on earth and his familiarity with earth. Both of those are made easier by the hero being a native of earth. He is here because it is his home world and he is very familiar with earth which grants him a bunch of extra languages he knows very well. That's handy.
Base PPE: 30+PE Score
Starting Level: 5(I think this is the only class other than the ancient master that starts at a higher level)
Nature Of The Immortal
Human Immortal
+3 IQ
+3 MA
+2 ME
+3 PS
+3 PE
+3 PB
Natural AR 10
HP: 30+PE
SDC: 90
+2 Initiative +2 Pull Punch +2 vs magic +4 vs illusions +5 vs Possession +3 vs Horror Factor
Super Abilities & Other Powers
Supernatural Strength
+37 supernatural strength
+2 pull punch
Healing Factor
+5 PE
+13 HP
+25 SDC
+3 vs magic, poison, toxins, and psionics
Impervious to Fear and Terror
Iron Will
save vs psionic 12+
+7 vs possession
+6 vs Mind Control
+5 vs illusions
+3 vs magic and disease
+3 vs insanity
Extraordinary Physical Prowess
+5 PP
+7 Spd
+1 attack
+3 Auto dodge
Physical Perfection
+2 MA
+4 spd
+7 PB
+1 PE
+1 PP
+2 PS
+17 SDC
+7 HP
Reason For Being on Earth
He was born here, a native of Earth
Familiarity with Earth
Native/Has studied extensively
5 languages at 90%; German, Russian, Mikmaq, English, French
Step 4: Education and Skills
Immortals get a different skill set than normal heroes, though native immortals do start out the normal way. Playing a native earthling immortal is the best option for skill selection, as it grants extra skill programs and secondary skills based on how old the immortal is. As this character is a thousand years old, he gets a bunch of extra skills. Handy.
+4 additional programs
+5 additional secondary skills
Physical Program
Acrobatics +2 roll w/punch, +1 PS, +1 PP, +1 PE, +3 SDC
Gymnastics +2 roll w/punch, +2 PS, +1 PP, +2 PE, +7 SDC
Boxing +1 Attack, +2 Parry and dodge, +1 roll w/punch, +2 PS, +10 SDC
Wrestling+1 Roll w/punch, +2 PS, +1 PE, +13 SDC
Weapon Proficiency: Ancient Weapons Program
Paired Weapons
WP Sword +2 Strike/Parry
WP Archery Targeting
WP Knife
Domestic: Program
Basic Mathematics
Cooking
Fishing
Play Guitar
Survival/Wilderness Program
Wilderness Survival
Carpentry
Track Animals
Identify Plants and Fruits
Preserve Food
Business Program
Business Program
Basic Mathematics
Business & Finance
Computer Operation
Law (general)
Research
Espionage Program (Basic)
Espionage Program (Basic)
Hand to Hand: Martial Arts +3 Attacks +3 Roll w/Punch +2 Initiative +3 Pull Punch +3 Parry/Dodge +2 Strike/disarm
Detect Ambush
Intelligence
Wilderness Survival
Tracking
Detect Concealment
Secondary Skills
Athletics: +1 Parry/Dodge; +1 roll with punch/fall; +1 PS; +3 Speed; +5 SDC
Body Building: +2 PS; +10 SDC
Athletics: +1 Parry/Dodge; +1 roll with punch/fall; +1 PS; +3 Speed; +5 SDC
Body Building: +2 PS; +10 SDC
Running +1 PE; +10 spd; +3 SDCClimb
Swim
WP Blunt
WP Chain
WP Polearm
WP Shield
WP Spear
WP Staff
WP Targeting
General Repair & Maintenance
Step 5: Alignment
This is a pretty small step, though I get that it should be important. I think I will go with Unprincipled as it allows for a certain flexibility while still making him a decent sort.
Step 6: Money Equipment & Rounding Out
This one is kind of fun as well. Normally this is just finishing up and deciding on some incidentals. However The money you get for this character is based on the number of years you have lived(if you go with an earth born immortal, of you are from elsewhere there is a different table) As he is a thousand years old, he has a boatload of money(Well a boatload for a PC, not really anywhere near Bruce Wayne or Tony Stark). You also get to choose a magic weapon that you carry, your personal cloths/disguises and how much armor you have in your super hero outfit. It is kind of fun, all said.
$35.7 million!(I feel that the exclamation point is needed to get the proper Palladium Feel)
Human Clothes: Extensive wardrobe with all the latest fashions(also you get to roll for number of shoes for some reason) 30 pairs of shoes.
Battle Armor or Hero Costume: 4 sets of modern armor that has been worked into the heroes costume.
Personal Weapon: Magic Great Sword; Totally Indestructible; 5D6 Damage
Name: Henry de Narte
Super Identity: Henry
Alignment: Unprincipled
IQ: 14
ME: 13
MA: 16
PS: 62 Supernatural
PP: 19
PE: 25
PB: 21
Spd: 35
Natural AR: 10
HP: 95
SDC: 183
PPE: 55
Skills
Acrobatics; Gymnastics; Boxing; Wrestling; Paired Weapons; WP Sword; WP Archery Targeting; WP Knife; Basic Mathematics; Cooking; Fishing; Play Guitar; Wilderness Survival; Carpentry; Track Animals; Identify Plants and Fruits; Preserve Food; Business & Finance; Computer Operation; Law (general); Research; Hand to Hand: Martial Arts; Detect Ambush; Intelligence; Tracking; Detect Concealment; Athletics; Body Building; Running; Climb; Swim; WP Blunt; WP Chain; WP Polearm; WP Shield; WP Spear; WP Staff; WP Targeting; General Repair & Maintenance; Speak/Read/Write German, Russian, Mikmaq, English, and French
Powers
Supernatural Strength
Extraordinary Physical Prowess
Impervious to Fear and Terror
Iron Will
Healing Factor
Physical Perfection
Initiative: +4
Attacks: 7
Strike: +4(+6 with sword)
Damage: +47
Parry: +8(+10 with sword)
Dodge: +8
Auto Dodge: +5
Roll w/Punch: +10
Pull Punch: +7
There is a tavern that exists in every city with a large population of Supers. It exists in a single location, but its doorways are found in these cities. It is an old tavern, with records dating back to the founding of America, though it is likely much older. No one knows where exactly the physical location lies, but you can get a drink there, good food, a kindly ear, and it is neutral ground. There is no conflict allowed. Villains, heroes, and anyone else can come here for a drink and a meal, so long as they do not attack another they are free to come and go as they please. This tavern is known as Henry's, a friendly local pub that primarily caters to the super community. Henry is the beneficent owner of the tavern and folks know its best to leave him be. He fought alongside Washington in the Revolutionary War and anyone who helped found the country gets a little leeway. Mostly Henry is just interested in making sure his patrons are happy and feel welcome. One should not mistake friendliness for weakness. Folk still talk about the day the Italian Mob tried to move in on his business back in the 30s. The Mob has not set foot in Coast City since that day.
The immortal hero is a really fun one and we could do a whole series just on the varieties of immortal hero. I also like the world building that we got in this one. Next up we will be digging into The Super Invention. A really interesting hero, we should have some fun with this one. I have a whole bunch of ideas on how to do this one, not sure how it is going to go yet.
Also +Megan Bennett-Burks and I just finished a Kickstarter for A Far Off Land, A Fate RPG in Two Worlds. It is a game about special people chosen by Eldritch beings to travel between the worlds and protect or destroy both. They are shape shifting masters of primordial magics, and they hold the fate of two worlds in their hands. If you missed the kickstarter and would like to check out the game, you can still get it. Check out the Beta Document.
Swim
WP Blunt
WP Chain
WP Polearm
WP Shield
WP Spear
WP Staff
WP Targeting
General Repair & Maintenance
Step 5: Alignment
This is a pretty small step, though I get that it should be important. I think I will go with Unprincipled as it allows for a certain flexibility while still making him a decent sort.
Step 6: Money Equipment & Rounding Out
This one is kind of fun as well. Normally this is just finishing up and deciding on some incidentals. However The money you get for this character is based on the number of years you have lived(if you go with an earth born immortal, of you are from elsewhere there is a different table) As he is a thousand years old, he has a boatload of money(Well a boatload for a PC, not really anywhere near Bruce Wayne or Tony Stark). You also get to choose a magic weapon that you carry, your personal cloths/disguises and how much armor you have in your super hero outfit. It is kind of fun, all said.
$35.7 million!(I feel that the exclamation point is needed to get the proper Palladium Feel)
Human Clothes: Extensive wardrobe with all the latest fashions(also you get to roll for number of shoes for some reason) 30 pairs of shoes.
Battle Armor or Hero Costume: 4 sets of modern armor that has been worked into the heroes costume.
Personal Weapon: Magic Great Sword; Totally Indestructible; 5D6 Damage
Name: Henry de Narte
Super Identity: Henry
Alignment: Unprincipled
IQ: 14
ME: 13
MA: 16
PS: 62 Supernatural
PP: 19
PE: 25
PB: 21
Spd: 35
Natural AR: 10
HP: 95
SDC: 183
PPE: 55
Skills
Acrobatics; Gymnastics; Boxing; Wrestling; Paired Weapons; WP Sword; WP Archery Targeting; WP Knife; Basic Mathematics; Cooking; Fishing; Play Guitar; Wilderness Survival; Carpentry; Track Animals; Identify Plants and Fruits; Preserve Food; Business & Finance; Computer Operation; Law (general); Research; Hand to Hand: Martial Arts; Detect Ambush; Intelligence; Tracking; Detect Concealment; Athletics; Body Building; Running; Climb; Swim; WP Blunt; WP Chain; WP Polearm; WP Shield; WP Spear; WP Staff; WP Targeting; General Repair & Maintenance; Speak/Read/Write German, Russian, Mikmaq, English, and French
Powers
Supernatural Strength
Extraordinary Physical Prowess
Impervious to Fear and Terror
Iron Will
Healing Factor
Physical Perfection
Initiative: +4
Attacks: 7
Strike: +4(+6 with sword)
Damage: +47
Parry: +8(+10 with sword)
Dodge: +8
Auto Dodge: +5
Roll w/Punch: +10
Pull Punch: +7
There is a tavern that exists in every city with a large population of Supers. It exists in a single location, but its doorways are found in these cities. It is an old tavern, with records dating back to the founding of America, though it is likely much older. No one knows where exactly the physical location lies, but you can get a drink there, good food, a kindly ear, and it is neutral ground. There is no conflict allowed. Villains, heroes, and anyone else can come here for a drink and a meal, so long as they do not attack another they are free to come and go as they please. This tavern is known as Henry's, a friendly local pub that primarily caters to the super community. Henry is the beneficent owner of the tavern and folks know its best to leave him be. He fought alongside Washington in the Revolutionary War and anyone who helped found the country gets a little leeway. Mostly Henry is just interested in making sure his patrons are happy and feel welcome. One should not mistake friendliness for weakness. Folk still talk about the day the Italian Mob tried to move in on his business back in the 30s. The Mob has not set foot in Coast City since that day.
The immortal hero is a really fun one and we could do a whole series just on the varieties of immortal hero. I also like the world building that we got in this one. Next up we will be digging into The Super Invention. A really interesting hero, we should have some fun with this one. I have a whole bunch of ideas on how to do this one, not sure how it is going to go yet.
Also +Megan Bennett-Burks and I just finished a Kickstarter for A Far Off Land, A Fate RPG in Two Worlds. It is a game about special people chosen by Eldritch beings to travel between the worlds and protect or destroy both. They are shape shifting masters of primordial magics, and they hold the fate of two worlds in their hands. If you missed the kickstarter and would like to check out the game, you can still get it. Check out the Beta Document.
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