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
Henry, Immortal Barkeep
Reciprocitor, The Karmic Kid
Enki, Queen of Mischief
Geostorm, King of Quakes
Also on Age of Astonishment:
Hunter, the Elven Weapon Master
Ms. Miracle
The Iron King of Asgard
The Crimson Commando
And now...
We have reached the end of the Powers Unlimited 2 book. We are nearing the end of all the categories available for Heroes Unlimited. I guess I could also do a few of the types from Skraypers, but lets be honest, those are far closer to Rifts characters than HU character. As this is the last one in PU 2, I feel like I should make her a bit special and cool. This class is based around characters like the Green Arrow, Hawkeye, Black Knight, and any other weapon oriented heroes. So lets dig into the...
Ancient Weapons Master
Step 1: The Eight Attributes
I am going to cheat a little with this one. The physical attributes are crucial for this character and so I need to have a higher than normal set of physical attributes. So I will start all my physical attributes at 16, and we will go from there. I know it is cheating but this character will be a lot more fun if I go this route, and it is not that impossible(If my previous gaming groups are normal, then it is likely).
+3 PS
+2 PP
+2 PE
Step 2: Hit Points & SDC
HP and SDC as step 2 is still silly. Base SDC follows.
Base SDC 40
Step 3: Special Abilities Education and Skills
As you can have any level of education to be in this category I will be going with PHD level for this hero. She has no super powers so she will need a lot of skills to make up for a lot. Also I would like to get the best combat stats available so I need to give up Half my scholastic skills and all my secondary skills to get both types of weapon specialization, which should be pretty fun. It may end up coming back to bite me in the butt, but I think it would be fun to try this out.
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
Professional Thief Program
Locksmith
Prowl
Climbing
Surveillance Systems
Special Weapon Master Skills
Expert in Recognizing Weapon Quality
Craft Weapons
Hand to Hand: Assassin +1 attack +1 initiative +2 strike +2 pull punch
Weapons Expertise(Both Melee and Missile Weapons)
Melee Weapon Expertise
A) Weapon Master: +3 Pull Punch/Weapon Strike +2 Attacks when using melee weapons+1 strike/parry
B) Paired Weapons: +3 parry +1 Disarm when using two weapons
C) Resist Disarm Attack
D) Parry Projectile Bonus: -2 vs arrows -6 vs bullets/energy attacks
E) Disarm Bonus: +3
F) Disabling Strike
Missile Weapon Expertise
A) Bow Mastery: +50 ft to bow range Rate of Fire 3 per melee +1 strike
B) Trick Shooting: Targeting small targets(a gun, a finger, needs an 8 or higher has a +4 to strike); Multiple Shot(Shoot Two arrows at once at half strike bonus); Ricochet Shot
C) Dodge Projectile Bonus: -1 vs arrows -4 vs bullets/energy blasts
D) Strength Bonus: Gain strength bonus to damage with bows
E) Throwing Mastery: +2 attacks per melee when all attacks are thrown +1 initiative +1 strike Can throw anything and do damage with it
Step 4: Equipment Budget
And here you get to roll for your budget for getting specialized gear. It already assumes that the hero has a workshop/lab that she builds her stuff in. I kind of see it as a old forgotten subway station decked out in ancient weapons of all sorts and a forge that links its chimney to the chimney of a big paper mill above. SO it is in the industrial section of town. I will be going with the maximum amount as is the norm...not just in my characters, but in all games ever.
$21,000
Enhanced Bow: 3D6 1400 ft $2000
Explosive Arrows: 6D6 dmg $30 each
I also want to have taser and smoke arrows, but I cannot find rules for tasers or the like
Twin Fighting Batons: Short Staves 1D6+6 $1800
Explosive Throwing Knives: 2d4 Dmg $80 bucks apiece
I also want to have taser versions, but I can't find rules for it
Concealed Body Armor: Enhanced Chain Mail AR 15 SDC 44
Step 5: Alignment
I see her as Unprincipled. She does the right thing...mostly, but she is not nailed down by her alignment.
Step 6: Rounding Out
Now we get to the finishing touches and calculating final totals. Should be fun Lets get to it. As I was making this character I had the though that the equivalent of a PHD in fighting would be some sort of Court of Owls or League of Shadows. Basically the secret masters of the City/world need enforcers. So she was trained from childhood as the enforcer for this hidden organization. Maybe her parents searched her out, never giving up, and died trying to get her out. That led to her questioning orders and the like, so she escaped and is now living in the city her parents loved and seeks to save it. So I guess her family is old money in Coast City.
Name: Shannon Ross
Super Identity: Nemain
Alignment: Unprincipled
IQ: 11
ME: 11
MA: 11
PS: 26 +11
PP: 20 +3
PE: 22
PB: 16
Spd: 16
HP: 25
SDC: 73
Skills
Acrobatics; Gymnastics; Boxing; Wrestling; Locksmith; Prowl; Climbing; Surveillance Systems; Expert in Recognizing Weapon Quality; Craft Weapons; Hand to Hand: Assassin
Initiative: +1
Attacks: 4(6 w/Melee, 3 with arrows, 6 with thrown)
Strike: +5(+7 with melee or thrown)
Damage: +11
Parry: +5(+6 with weapon, +9 with paired weapons)
Dodge: +5
Roll w/Punch: +6
Pull Punch: +5
Disarm: +1 with weapons
Shannon does not remember much of her early childhood. She has some vague memories of her parents, but mostly she just remembers the pain and the training. Always she trained, in combat and in stealth. She only encountered other girls like her when she was pitted against them in near mortal combat. Always Shannon excelled. She did not always win, but she never lost easy, and she never lost to the same tactic twice. On her fifteenth year she was granted the name Nemain and told the meaning of her existence She would serve as an enforcer for Broken Circle, the hidden masters that ran much of the western world. Her training was interrupted one year later when her parents arrived. She did not know them, and the guardians of their hidden valley killed her parents. She eventually found their gear, and in it their journals. They awakened in her a desire to know who she was and where she came from. These journals led her to question everything about the Broken Circle. She recently escaped from their hidden fortress in the Alps and headed to the city of her birth. Her parents were rich and powerful industrialists and cared deeply for their city. Now She fights to save the city her parents loved, fighting crime and villainy from her lair beneath one of her parents holdings, the Farthing Street Paper Mill.
We are now done with Powers Unlimited 2. I think that means we have only two more power categories left, those found in Armageddon Unlimited. We have already established that a bunch of demons have been set loose in the city, so I think they should fit pretty well in the setting. Next time we will dig into the Demon Hunter. Should be fun.
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.
Expert in Recognizing Weapon Quality
Craft Weapons
Hand to Hand: Assassin +1 attack +1 initiative +2 strike +2 pull punch
Weapons Expertise(Both Melee and Missile Weapons)
Melee Weapon Expertise
A) Weapon Master: +3 Pull Punch/Weapon Strike +2 Attacks when using melee weapons+1 strike/parry
B) Paired Weapons: +3 parry +1 Disarm when using two weapons
C) Resist Disarm Attack
D) Parry Projectile Bonus: -2 vs arrows -6 vs bullets/energy attacks
E) Disarm Bonus: +3
F) Disabling Strike
Missile Weapon Expertise
A) Bow Mastery: +50 ft to bow range Rate of Fire 3 per melee +1 strike
B) Trick Shooting: Targeting small targets(a gun, a finger, needs an 8 or higher has a +4 to strike); Multiple Shot(Shoot Two arrows at once at half strike bonus); Ricochet Shot
C) Dodge Projectile Bonus: -1 vs arrows -4 vs bullets/energy blasts
D) Strength Bonus: Gain strength bonus to damage with bows
E) Throwing Mastery: +2 attacks per melee when all attacks are thrown +1 initiative +1 strike Can throw anything and do damage with it
Step 4: Equipment Budget
And here you get to roll for your budget for getting specialized gear. It already assumes that the hero has a workshop/lab that she builds her stuff in. I kind of see it as a old forgotten subway station decked out in ancient weapons of all sorts and a forge that links its chimney to the chimney of a big paper mill above. SO it is in the industrial section of town. I will be going with the maximum amount as is the norm...not just in my characters, but in all games ever.
$21,000
Enhanced Bow: 3D6 1400 ft $2000
Explosive Arrows: 6D6 dmg $30 each
I also want to have taser and smoke arrows, but I cannot find rules for tasers or the like
Twin Fighting Batons: Short Staves 1D6+6 $1800
Explosive Throwing Knives: 2d4 Dmg $80 bucks apiece
I also want to have taser versions, but I can't find rules for it
Concealed Body Armor: Enhanced Chain Mail AR 15 SDC 44
Step 5: Alignment
I see her as Unprincipled. She does the right thing...mostly, but she is not nailed down by her alignment.
Step 6: Rounding Out
Now we get to the finishing touches and calculating final totals. Should be fun Lets get to it. As I was making this character I had the though that the equivalent of a PHD in fighting would be some sort of Court of Owls or League of Shadows. Basically the secret masters of the City/world need enforcers. So she was trained from childhood as the enforcer for this hidden organization. Maybe her parents searched her out, never giving up, and died trying to get her out. That led to her questioning orders and the like, so she escaped and is now living in the city her parents loved and seeks to save it. So I guess her family is old money in Coast City.
Name: Shannon Ross
Super Identity: Nemain
Alignment: Unprincipled
IQ: 11
ME: 11
MA: 11
PS: 26 +11
PP: 20 +3
PE: 22
PB: 16
Spd: 16
HP: 25
SDC: 73
Skills
Acrobatics; Gymnastics; Boxing; Wrestling; Locksmith; Prowl; Climbing; Surveillance Systems; Expert in Recognizing Weapon Quality; Craft Weapons; Hand to Hand: Assassin
Initiative: +1
Attacks: 4(6 w/Melee, 3 with arrows, 6 with thrown)
Strike: +5(+7 with melee or thrown)
Damage: +11
Parry: +5(+6 with weapon, +9 with paired weapons)
Dodge: +5
Roll w/Punch: +6
Pull Punch: +5
Disarm: +1 with weapons
Shannon does not remember much of her early childhood. She has some vague memories of her parents, but mostly she just remembers the pain and the training. Always she trained, in combat and in stealth. She only encountered other girls like her when she was pitted against them in near mortal combat. Always Shannon excelled. She did not always win, but she never lost easy, and she never lost to the same tactic twice. On her fifteenth year she was granted the name Nemain and told the meaning of her existence She would serve as an enforcer for Broken Circle, the hidden masters that ran much of the western world. Her training was interrupted one year later when her parents arrived. She did not know them, and the guardians of their hidden valley killed her parents. She eventually found their gear, and in it their journals. They awakened in her a desire to know who she was and where she came from. These journals led her to question everything about the Broken Circle. She recently escaped from their hidden fortress in the Alps and headed to the city of her birth. Her parents were rich and powerful industrialists and cared deeply for their city. Now She fights to save the city her parents loved, fighting crime and villainy from her lair beneath one of her parents holdings, the Farthing Street Paper Mill.
We are now done with Powers Unlimited 2. I think that means we have only two more power categories left, those found in Armageddon Unlimited. We have already established that a bunch of demons have been set loose in the city, so I think they should fit pretty well in the setting. Next time we will dig into the Demon Hunter. Should be fun.
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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