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Neil Black
#1
CYBERKNIGHT



NAME: Neil Black  SUPERHUMAN TYPE: Inspired ORIGIN PATH: - Street Rat: Neil ran away from every foster home they put him in. The Streets are where he was able to hone his skills. 
ASPIRATION: Defend those he loves and Humanity as a whole.ARCHETYPE: GeniusROLE PATH: - Technology Expert: Neil just has an instinct and natural affinity for Technology of all kinds.
DEFENCE: 1 EXPERIENCE TOTAL:  539 SOCIETY PATH: - Aeon Society: Works with the most respected and established organization for superhuman affairs in the world. 
ARMOR: 1 | 4 Armored APPROACH: Force  TIER 2: Base Target Number = 7 / Scale Difference lowers or raises the DC by 1.
INSPIRATION: * * * * *   * * * * *  | Facets: | Dstructive: 5 | Intuitive: 5 | Reflective: 5INSPIRATION POOL: 34 / 34 | 16 Attuned HEALTH: Armor 3 / 3 | (Bruised -1): 1 / 1 | (Injured -2): 1 / 1 | (Maimed-4): 1 / 1 | Taken Out | DEAD |


ATTRIBUTES
Intellect: * * * * *   *Heroic Intellect, able to Pioneer fields of study.Might: * *  |  * * * ArmoredWorks out regularly. Can lift 375 lbs (With Armor 3 tons)Presence: * *Mortal, You're okay speaking to a few people.
Cunning: * * * * *Heroic, You react to things almost before they happenDexterity: * * * * *   |  * ArmoredHeroic Agility (With Armor, Heroic Agility)Manipulation: * *Mortal, You have a few close friends
Resolve: * * * * *Heroic, No one can deter you Stamina:  * * * *   |   * * * ArmoredHeroic Durability (With Armor, Superhuman DurabilityComposure: * * Mortal, You don't fall for Internet or phone scams.


SKILLS
Aim: * * * * *(Spec: Rifles: Military) I never miss: Activate to increase the targets difficulty to dodge by 1.
Athletics: 
Close Combat: * * *(Spec: Martial Arts) 
Command: * *-
Culture:-
Empathy: * * * *(Spec: Sense Motive) 
Enigmas: * * * *(Spec: Crafting) 
Humanities: * -
Integrity: * * * * *(Spec: Resist Coercion and Resist Fear) Poker Face: +1 target number to tell if your lying.
Larceny: * * *(Spec: Hacking) Always have an exit. Activate to add dice equal to Larceny on any Athletics check to escape a situation. 
Medicine:-
Persuasion: * *
Pilot: * * * *(Spec: Power Armor)
Science:  * * *(Spec: Engineering)
Survival: * * *(Spec: Streetwise)
Technology: * * * * * (Spec: Crafting and Computer Programing) Not Bug, A Feature: Spend Momentum for a +1 Enhancement rating per Flaw gained during Crafting. Ahead of your Time: Activate to reduce Crafting Milestone requirement by 1.


EDGES
Iron Will: 3 Gains 3 Enhancements to resist fear, torture, interrogation, mind-altering drugs, and even supernatural powers of cohesion, control and manipulation
Photographic Memory: 2 Gains 2 Enhancement to Recall Information.
Superior Trait: 2 Gains the ability to raise Intelligence to 6.
PATH-EDGES
Always Prepared 1 Unaffected by losing an Ambush check.
Adrenaline Spike 2For the rest of the scene, Once per 10 posts, the Character may ignore 1 Injury complication.
Artifact: 5 Inherited a Super Science Device. Variable Energy Blaster.
Wonderous Item: 3Artifact is a century or more beyond current capabilities.
Artifact: 5Inherited a Super Science Device. Nano-Armor.
Wonderous Item: 3Artifact is a century or more beyond current capabilities.
Danger Sense: 1 Reflexive Survival + Cunning roll to detect immediate harmful threats.
Tough Cookie: 2 Gains 1 Soft Armor, this armor rating is always active and always stacks with other armor.
Wealth: 2Has a nice savings and can spend on some extravagant things once or twice a year.




STORY POINTS
Attributes: Starting: +26 | 7/9/5 | Force: 3 | Bonus: (Intelligence 1) | Inspired Bonus: (Dexterity 1) 
Skills: +30 | Starting: 6 | Starting Path Skills: 9 | Awarded Path Skills: 15
Edges: +16 | Starting Path Bonus: 6 | Awarded Path Edges: 10
Starting Power: 3
Paths: 8 | Starting Path 3 / Awarded Path Levels 5
Starting Inspiration 1

 
EXPERIENCE EXPENDITURE 
Attributes: +5 / Exp cost 50
Mega-Attributes: +1 / Exp cost 12
Skills: + 14  / Exp costs 70 
Skill Tricks" +5 / Exp costs 15
Edges: +7 / Exp costs 21 
Path Edges: +8 / Exp Costs 16
Mega-Edges: +2 / Exp Cost 24
Facets: +15  / Normal Exp cost 150 
Path Gifts: +26 | Exp cost 104
Additional Gifts: +2 | Exp costs 10
Artifact Attunement: +16 | Exp costs 64
Spent Exp: 536 Unspent: 3
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#2
MEGA-EDGES
Mega Intelligence: * If possesses Keen Sense Edges they gain an additional +1 Enhancement. Gain's Enhancement equal to Rating to all Intelligence checks. Re-Roll 10's.
Inventor 1 The Inspired understands how to turn their minds to best effect when creating something new. Mega-Intelligence Enhancements are doubled for Crafting Checks. Re-Roll 9's for Crafting Checks

INSPIRATION POWERS
Dramatic Editing Costs 1 Inspiration point +. The Character can make dramatic changes to the scene. The Storyteller has the right to veto any edit, but possible examples include: Spend 1 Inspiration to add an Enhancement to a roll, or a complication to target that is cinematically within reason.  Spend 2 Inspiration to discover a relevant clue or answer to an immediate question. May find a complex tool or device that aids the character.  Inspiration costs equal the scale of the device. Again, it must be feasible that the device could be found. Revealing the identity of an enemy or ally, cost 3 Inspiration Points.  May Spend 5 inspiration points to attempt to bring a character back to life with sufficient explanation as to how they survived. This can be done once per session.
Inspired DefenseCosts 1 Inspiration point. Gains a bonus to the characters defense equal to their lowest rated Facet for the rest of the scene. This can be done once per session. 
Destructive Action: * * * * * * Costs 1 Inspiration point. Activate to add Destructive facet rating to any dice check that would be destructive. Examples: Breaking up a relationship, kicking in a door, ruining someone's reputation or overthrowing a government, etc. This does not apply to direct damage inflicted in combat. This can be done once per session
Intuitive Action * * * * * Costs 1 Inspiration point. Activate to add Intuitive facet rating to any dice check that requires quick thinking or acting instinctively in the moment.  Examples: Shouting a warning, tackling or grabbing someone to save them, fast taking a guard or the police, etc. This can be done once per session.
Reflective Action * * * * *Costs 1 Inspiration point. Activate to add Reflective facet rating to any dice check that requires quick thinking or acting reflectively in the moment.  Examples: Most extended actions, or actions meant to recall information or put an established plan into action. This can be done once per session.


PATH GIFTS
Luck Gifts
Armor of FateLuck and Constant. Gains 1 Soft armor. This armor stacks will all other sources of Soft armor.
Device MogulLuck and Momentary. Once per scene when faced with a technical problem. Your character can declare that they have just the right tool for the job. This is basically a utility belt or pack with a variety of tools within. The tool must make narrative sense.
Don't Scratch the Paint!Luck and Momentary. Once per 10 posts, you can declare that one of your personal items has escaped destruction.
Knee Deep in BrassCosts 1 Inspiration point. Luck and Momentary. You character always has access to another reload. They can always find away to recharge or re-load weapons or weapon systems.
Lucky Son of a GunCost 1 Inspiration point. Luck and Momentary.  Once per chapter you may see the result of an enemy's attack and chose to treat the attack as though it missed.
Navigation HazardLuck and Constant. When your character is piloting a vehicle, anyone giving chace or attempting to target the vehicle, receives a +2 complication.
Passing CarLuck and Momentary. When you purchase a shove stunt, you may choose to have the target removed from the scene entirely.  Something happens, they fall down a manhole, get hit by a car, fall off a cliff, or something equally dramatic that prevents them from interacting with the character for the rest of the scene. This does not kill or harm the target, so it's likely they will show up again, rather perturbed.
The Bigger they areCosts 1 Inspiration point. Activate this for 1 round. The Inspired reduces their difference in scale by their highest Inspiration Facet. But no less than 0 difference and ignores the rule about a difference in scale of 3 lower cannot affect the higher scale target.
 Aptitude Gifts
Acme of Unchained ReasonCosts 1 Inspiration point. Intelligence and Momentary. For the rest of the scene add +1 Intelligence dice for Intelligence checks.
Instant ExpertCosts 1 Inspiration point. Intelligence and Momentary. Your character temporarily through instinct or quick flash of recollection, gains 2 dice to any skill in which they has no ice.
Burst of Insight Costs 2 Inspiration points. Intelligence and Momentary. Your character focus their mind to gain clarity of purpose and thought.  For a number of rounds equal to the characters Intuitive Facet, their Intelligence rolls are treated as tier 3.
Mirrored SunglassesCunning and Constant. Your character is automatically alerted when someone is following them with hostile intent. The target is not revealed, only the intention and act of being followed.
Indomitable WillResolve and Constant. Attempting to influence the mind of the character through Manipulation or Mental powers  gains a complication equal to 1/2 their Resolve rounded up.
Internal Thermostat Resolve and Constant. Your character can ignore 3 points of Complications from environmental extremes.
Dead to Rights Aim and Momentary. Costs 2 Inspiration points. Choose 1 target per scene. Instead of rolling against the targets Defenses, you roll against difficulty 5. If successful The Target can attempt to resist the damage normally vs 5 + any extra successes.  1 Success is enough for the Inspired to kill or take out the target per their discretion.
Sharp Shooter Aim and Momentary. Costs 1 Inspiration point. Cannot take Multiple Actions. Cannot be attacked or distracted. Can purchase the Critical Stunt for 3 instead of 4.
Steady Hands Aim and Constant.  Ignore the first point of Complication to Aim due to environmental hazards or emotional distress effects.
Warriors Eye Aim and Momentary. Costs 1 Inspiration Point. Gain knowledge of an enemy's Defense Rating, Style Edges, Complications, Weapon and Armor tags, active powers, scale, and tier.
Murderous Totality Aim and Momentary. Costs 1 Inspiration Point. You an apply weapons tags equal to your destruction Facet to any object you can hold in your hand and use as a weapon.
Deep System ScanEnigma's and Momentary. The character spends at least a scene and can get any and all information of a computer, smart phone, or similar technologic device.  If it's alien or supernatural, they may need an Intelligence + Technology, Science, or Enigma check to break into it.
ForgettableLarceny and Momentary. Costs 1 Inspiration Point. For the rest of the scene, gain 2 Enhancement to pass unnoticed or pretend to be someone else. Anyone trying to identify them or pick them out of a crowd, gain +3 complications.
Moment of InspirationCosts 1 Inspiration point. Technology and Momentary. After seeing the roll of a technology action, your character can decide to activate this gift to double the successes roll before Enhancements are applied.
Cut the Red WireTechnology and Momentary. Character can control a device they are unfamiliar with, turning it on, off, or altering another of its functions. They may add 2 enhancements to Technology checks involving the strange device or ignore up to 3 points of complications.
Digital CrackerjackTechnology and Momentary. Your character can quickly diagnose whatever caused a piece of technology to stop working. Gain Intuitive Facet as an Enhancement to repairing a damaged device.
Quick FixTechnology and Momentary. Your character and temporary repair anything with odds and ends he find lying around. Can cause a failing device to last a bit longer. Up to a number of scenes equal to the characters Reflexive Facet.
Noetic Power SourceTechnology and Constant. The character can use their Inspiration points to power technologies made by other sources, such as psi and quantum.
GIFTS






PATHS & CONTACTS
Street Rat: * * - Neil ran away from every foster home they put him in. The Streets are where he was able to hone his skills. (TALENT PATHS: Cunning, Larceny and Survival). (Skills: Athletics, Enigmas, Larceny, Survival). Edges (Adrenaline Spike, Alternate Identity, Always Prepared, Danger Sense, Hair Trigger Reflexes, Hardy, Mr Fix it, Tough Cookie.)
Frank Dixon - Ancient Inventor turned thief to fund his technological projects. Used to be a member of the Aeon Society
Molly O'Connor (Firestorm) - A girl who was in Juvenile detention with Neil. The two hit it off, but she was literally abducted by aliens.
Technology Expert: * -   Neil just has an instinct and natural affinity for Technology of all kinds.  (TALENT PATHS: Intelligence, Science and Technology). Skills: (Culture, Enigmas, Science, and Technology). Edges: Demolitions Training, Library, Lighting Calculator, Mr Fix it, Patron, Weak Spots, Swift.)
Frank Dixon - Ancient Inventor turned thief to fund his technological projects. Used to be a member of the Aeon Society
Aeon Society: * * * - Works with the most respected and established organization for superhuman affairs in the world.  (TALENT PATHS: Presence, Enigmas and Humanity).Skills: (Humanities, Persuasion, Science, Larceny). Edges: (Followers, Library, Wealth, Alternate Identity, Artifacts, Wonderous Items.)
Master Han - Ancient Psionic Master, Founder of the Aeon Society.
James Black - Sevren's uncle and paranormal detective for the Aeon Society.
Frank Dixon - Ancient Inventor turned thief to fund his technological projects. Used to be a member of the Aeon Society


ADDITIONAL PATHS & CONTACTS
Supernatural Entities: * * - Varies forces found deep within the wilds of natural environments. Skills: (Athletics, Empathy, Science, and Survival.) Edges: (Always Prepared, Animal Ken, Danger Sense, Direction Sense, Keen Sense, Hardy, Swift, Patron, and Tough Cookie.)
Danan - The Green Woman. An Ancient spirit of Nature who was charged with overseeing the terraforming of Bastion, Now call Earth, during its Prehistoric era.  The terraforming event is presumably what killed the Dinosaurs.
Loretta (Lori) La'Fluer - Ancient Witch, (Known as the Goddess Eir) who resided in American, originally from 5000 BCE Norway. Also Neils Grandmother.
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#3
Artifacts


 
Bio-Armored Power Suit Artifact 5: Wonderous Item 3. The Source of this armor dates back to an ancient galaxy spanning civilization that existed before the Dinosaurs went extinct on Earth.  Forged from what appears to be Nanotech crafted from the metal Orachalcum, this armor rearranges itself to cover the wearer completely. It has the following statistics.
Tech Rank: 8 Galactic Level Tech. (Tech most likely from a Type 2 civilization) This is the overall tech level which is ranked 1 (Basic) to 10 (Type 3 civilization, so advanced it borderlines on magic)
Power Trait needed to Operate: Minimum 5 To power on the suit, the wearer must attune to it and have their Power trait to at least 6 or the device suffers complications. 
Enhancement: 8 Rating that damage must exceed to damage the armor when an attack manages to damage the wearer. If successes exceed this rating in one hit, the Armor is damaged and losses 1 Hard Armor Rating.  If all 3 Hard Armor points are lost, the armor is destroyed and must be repaired or rebuilt.
Power Costs: 5 Inspiration Points Power Point Costs to power up the armor for 1 scene.
Edge Dots: 20Mega-Might 3 (Intrinsic),  Mega-Dexterity 1 (Intrinsic), Mega-Stamina 3 (Intrinsic) Telecommunications 1,  Digital Scan 1, Universal Translator 1, Spectrum Vision 1, Self-Repairing Nanites 5 (Takes a full day to repair), Environmental 1, Life Support 2, Modular Weapon Slot 1(Can be removed and used separately if Armor is destroyed) 
Powers: 5Flight 5 (Costs: 2 Inspiration Points, Maintained),
Tags: 10Armor 9 (Soft 3/Hard 3/Complete 3)


Bio-Weapon SystemArtifact 5: Wonderous Item 3. The source of this weapon dates back to an ancient galaxy spanning civilization that existed before the Dinosaurs went extinct on Earth. Forges from what appears to be Nanotech crafted from the Metal Orchalcum, this weapon rearranges itself to form a rifle or Katana.
Teck Rank: 8Galactic Level Tech. (Tech most likely from a Type 2 civilization) This is the overall tech level which is ranked 1 (Basic) to 10 (Type 3 civilization, so advanced it borderlines on magic)
Enhancement: 3/5First rating is Ballistic and Melee Weapon Enhancement. Second Rating is Power Attack Enhancement. Second Rating to resisted being damaged. If the weapon is attacked, Attack successes must exceed this rating to destroy the weapon. 
Edge Dots: 10Create Melee Weapon 5 (Bio-Katana, Deadly, Two-Handed, Quality 2, Melee, Can't be disarmed 2). Create Ranged Weapon 5 (Pulse Bio-Rifle, Burst fire 1, Variable Ammo 3 (Ballistic: Explosive, Piercing and Stun), Deadly 1). 
Powers: 5Power Attack 5 (Costs: 2 Inspiration Points, Instant.) (Ranged Medium 2. Variable Damage 3 [Incendiary (Fire), Destructive (Laser), Non-Lethal (Sonic Stun)
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A gaming group started in late 2005 when several members (from all over the world) came together on a long-running forum website called Plothook.net (formally known as Highmoon.net). Several games transformed from a by-the-book format to highly modified versions that became new hybrid systems with completely custom rules and abilities. Ten years later, these faithful players wanted to secure their work and their stories, becoming the basis of these forums.