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Digital's Daemons

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  • Digital's Daemons

    OK so I finally decided to put together a thread for various builds from past games and game submissions, partially to keep them all in one place, and partially to share them with everyone else. I will try to make sure I give credit to the artists of work I use if I know where it came from. I will also try to note within a given build if there were house rules involved for the game a given character was built for.

    House Rules:
    Alignments

    Horror Characters:
    Christina Wade PL 4/5 2E Monster Hunter
    PL 6 3E version of her here for another game that failed to launch.

    PL7 180PP 3E (w/ house rules) MSG Grimes (Battle for LA)

    Fantasy Characters:
    Bob the Baby Dragon (awakened lizard) PL 6

    Zyaitin (Dragon hatchling) PL 6

    Caitlin Rowan Carmody PL 8
    Daphne PL 8 Priestess of Aphrodite

    Superhero Characters:
    Alexis Lynn (Cat's Eye) The Mystery of Stonebrook, Colorado PL 8 Tactile TK

    Dawn "TeeK" Lynn PL 8 TK

    Shawna Anderson PL 8 Ice manipulator
    PL 10 version of Shawna with different background submitted for different game (not used)

    Wheelie PL 10 Transformer Motorcycle

    PL 10 Avatar of Thoth

    PL 10 Plant controller for one for Jemal's Solstice game

    Shadya Brown/ Star Shadow PL 12 ghost

    After The Bomb:
    Bun Nee PL 6 (mutant rabbit martial artist)
    Bill Gruff PL 6 (Goat man Warrior)
    PL 6 Mutant Weasel archer
    Opie (PL 6 Opossum Sniper)
    Ssssam the Snake PL 6
    BADGER BADGER BADGER PL 6

    2E fantasy architypes converted to (mostly) 3E for my home table
    Barbarian
    Cleric
    Mage
    Warrior
    Rogue
    Ranger


    More to come...
    Last edited by digitalangel; 12-24-2018, 01:16 AM.
    Classic car restoring, gun owning, martial arts practicing, military, gamer geek, kinky lesbian IT chick (has your brain exploded yet?)
    [URL="http://roninarmy.com/threads/1835-Digital-s-Daemons"]My character library[/URL]

  • #2
    Re: Digital's Daemons

    <reserved for index expansion>
    Classic car restoring, gun owning, martial arts practicing, military, gamer geek, kinky lesbian IT chick (has your brain exploded yet?)
    [URL="http://roninarmy.com/threads/1835-Digital-s-Daemons"]My character library[/URL]

    Comment


    • #3
      Re: Digital's Daemons


      Credit for Image: Bounty Hunter 6 by NoirValentie on Deviantart

      Bounty/Monster Hunter character from Rat Girl's now dead supernatural/horror game
      Take-Back-The-Night

      PL4(defense)/5(offense) 60PPs
      Christina Wade
      35 years old
      5' 8", 170 lbs
      Green eyes
      Brown hair(shoulder length)

      STATS: 14
      INT 10 +0
      WIS 14 +2
      CHA 10 +0
      STR 12 +1
      CON 14 +2
      DEX 14 +2

      DEFENSES: 12
      Tough: 2/5
      Fort: 2+2
      Reflex: 2+2
      Will: 2+2
      Defense: 0(flat)/3(dodge focus)
      Attack: +3
      Init: 2

      FEATS: 8
      benefit (licensed bounty hunter), contacts (data brokers/bondsmen), dodge focus 3, uncanny dodge(hearing), endurance, track

      Equipment: 45 ep total = 9PPs
      Misc.: 9ep
      lock picks, multi-tool, smart phone, zippo, restraints, medical kit, flashlight, rosary, binoculars

      Vehicle: SUV 35str 5spd 8Def 7Tough(2 less than book, old beat up 60's bronco) Huge 6ep

      Armor:4ep
      Kevlar lined Leather Duster 4ep
      --Protection 3 (3ep)
      --feature hidden pockets (1ep)

      Arsenal:26 ep
      Pepper Spray--Dazzle 5 + Stun 5 (chemical) DC 15 Fort, extended reach = 16 ep
      AE--Garlic Spray--Dazzle 5 + Stun 5 DC 15 Fort, extended reach, limited(creatures vulnerable) = 9 ep
      AE--Composite Crossbow--Blast 4, accurate, scope 1 ep, subtle (sound) 1ep, variable descriptor 1 (bolts: iron, silver(tipped), wood, garlic soaked, torch bolt/fire... ) = 12ep
      AE--Holy Water Vials--Damage 5, extended Reach, Limited opponents vulnerable to holy water = 3ep
      AE--Wooden Stakes--Damage 2(4 to sensitive to wood), mighty, improved crit 2, variable descriptor 1 (any type of wood), feature: can stake undead = 8ep
      AE--9MM--Blast 4, multi-attack(good trigger job, lightened slide, heavier springs), accurate (laser sight), feature(rail flashlight),variable descriptor 1 (bullets: lead, copper, iron, silver,...), shoulder holster(quick draw) = 16 ep
      AE--Bowie Knife-- Damage 3 (Mighty, thrown, improved critical 2), variable descriptor 1 (piercing, slashing, bludgeoning (handle)) = 8ep
      AE--Stun Gun-- Stun 7(electric) = 14 ep
      AE--Smoke Grenade--Visual Obscure (20 ft. radius) 8ep
      AE--Grenade--Ranged explosion area Damage 5 = 15ep
      AE--Flash bangs--Ranged Burst area(20 ft radius) Visual/Auditory Dazzle 4 = 16ep

      Skills: 17PPs
      Acrobatics Dex 1+2
      Bluff Cha 4
      Climb Str 3+1
      Computers Int 2
      Concentration Wis 0+2
      Craft Mechanical Int 3
      Disable Device Int 1
      Drive Dex 1+3
      Escape Artist Dex 2+2
      Gather Information Cha 5
      Intimidate Cha 3
      Investigate Int 4
      Knowledge (arcane lore) Int 4
      Knowledge (Philosophy/Theology) Int 2
      Knowledge(law/civics) 4
      Knowledge(streetwise) 1
      Language English (native)
      Medicine Wis 3+2
      Notice Wis 5+2
      Profession(law enforcement) 2+2
      Ride Dex 0+2
      Search Int 4
      Sense Motive Wis 4+2
      Sleight of Hand Dex 1+2
      Stealth Dex 3+2
      Survival Wis 4+2
      Swim Str 2+1

      Complications:
      Former Cop: Christina still does what does does to try to protect people. Because of this, and all the training shoved in her head as a police officer, she will try to avoid lethal force unless it she has no other options or unless she is 100% certain that a target is a monster. Trying to avoid excessive force applies to when she goes after human bounties as well.

      Prejudice: Monsters and all associated with them are evil.

      Hatred: Monsters, she's seen their evil up close, and never even heard of a good one.

      Obsession: Hunting down the inhuman and eliminating them. She sometimes takes on jobs too big for her to take without calling in favors, and frequently under negotiates bounties on cases she believes might be inhuman out of her desire to hunt them down.

      Reputation: She is believed to be a crackpot by many who find out about her history unless they are others who know what is really out there (which sometimes means local law enforcement isn't cooperative if they know who she is). She does have a reputation as a bounty hunter to be reckoned with though (sometimes making her a target by criminals in an area afraid her bounty is on their heads).

      Addiction: Nightmares still haunt her and many nights she only gets to sleep with the help of alcohol. Great for all night stakeouts when she can't afford to sleep anyway, not so great for being at the top of her game other times when she has had too much or is sleep deprived.

      Grudge match: Christina wants to kill the monster that took her partner's life and in her eyes ruined the life she used to have. She's heard of and seen Fae, werewolves, vampires, demon possession, and ghosts, but she still has no clue what that thing was.

      Distance: Christina is used to people thinking she is nuts, and has suffered the (in her eyes) rejection of her family and the loss of a partner. Part of her desperately wants someone she can trust of watch her back in this path she has followed, but another part is very afraid to let people in after previous losses.


      Background:
      Christina used to be a police officer. She came from a blue collar family that couldn't really afford to send her to college, but she wanted more than her folks had (a roofer and a diner waitress). With the help of her cousin who was a sherriff's deputy the next town over, she made it into the <insert appropriate large town/small city> police academy and did reasonably well.

      After a couple years she managed to get her detective's badge and fortunately was paired with a good partner who's experience she could learn from. Her first murder case ended up pointing to a guy from Boston, who apparently had a history of being a primary suspect for similar murders in different areas of the country, but who had a good enough lawyer to keep getting out of the charges. When more bodies started appearing with the same MO it looked like they might have a serial killer on their hands. Christina was excited and terrified at the same time. She hadn't been a detective for long and this was turning into a much larger case than she originally thought. At least she had the experience of her partner to draw on in trying to figure it out. Eventually catching up to the killer, what they saw...she wasn't sure what it was but it wasn't human. She froze; it was some sort of monster, not a guy in a suit like a cheap mystery movie but a real monster. Her partner shoved her out of the way when it lunged at her, but she was still locked up in fright. For his good deed, the thing gutted him like a fish, then turned to her still cowering on the floor and just laughed. The thing just shrugged it off when she put 3 rounds from her service pistol into it, and laughed telling her she was no threat and too afraid to be any fun killing. Then it turned into a man, the same man they had suspected of the murders and strolled off.

      She was eventually cleared to return to duty after a lot of time with the department shrink, but noone wanted her as their partner. Some even went so far as to nickname her Scully from X-Files. She worked a few cases, but couldn't get that thing out of her head, or the death of her partner. She started suspecting all kinds of suspects of being inhuman monsters, especially the more she read up on myth and lore and some theories that those creatures were real and hiding among humanity. She was eventually released from duty when the captain couldn't tolerate her growing eccentricities anymore. Her own family kept pushing her for more therapy and even suggested she might need ot be committed at one point. She and her family don't speak much anymore, but both sides still care. They honestly believe she needs mental help and won't let the subject die won the rare times they talk; she knows what she has seen is real, but can't really blame most people for not believing. She occasionally checks up on them, but doesn't need the stress of how they treat her anytime she comes through town. Her drinking doesn't help with the people that used to know her thinking she is any closer to mentally stable.

      With a ruined career and a guilty streak over what had happened, she used her skills and turned to bounty hunting, or skip trace as some called it now. After a while she would a few brokers, whom most wrote off as crazy, that sometimes had contracts to track down "monsters". She had seen enough to listen, and had spent a lot of time researching what was really out there to have an idea of how to start hunting the monsters instead of letting them prey on people.

      So here she ends up in <starting campaign location> based off of a few strange occurrences from the local paper and a tip from one of the data brokers she uses for leads on cases. Most of her supplies either in their holsters/sheaths or in one of the multitude of pockets in the lining of her heavy (heavier than most realized with the Kevlar sewn into it) duster. In the rear floor board of her old Bronco where they were mostly out of sight, but she could reach back and grab them if needed, lay her crossbow, ammo boxes of bullets and crossbow bolts in various assortments and a case of various types of grenades with an old army blanket pulled over it in case someone got nosy. The old truck was beat up over the years and could use some work, but you had to love the old machines from before things went electronic. She could keep it on the road and getting her form job to job with the various tools and supplies in the toolbox in back. The shape of the body panels (faded paint, some rust spots, crooked bumper, ...) would make most people think it was a pile of junk not worth stealing at first glance, but it drove good and the motor still ran strong.

      Well, she made it here to <starting town>. Time to find out if the local diner is any good and get a copy of the paper. Maybe it will have some more info on what's going on around here. If nothing else the crossword and Sudoku will give her something to relax for a little bit until the recluse her contact said was supposed to meet her showed up. At least they would have something in common, people wrote him off as nuts too. She pulled up the email from her data broker to look at the pic of the guy, Gerald was his name if she remembered correctly.
      Last edited by digitalangel; 02-18-2015, 12:45 PM.
      Classic car restoring, gun owning, martial arts practicing, military, gamer geek, kinky lesbian IT chick (has your brain exploded yet?)
      [URL="http://roninarmy.com/threads/1835-Digital-s-Daemons"]My character library[/URL]

      Comment


      • #4
        Re: Digital's Daemons

        GENERAL
        PL: 8 Points:120
        Name: Caitlin Rowan Carmody
        Gender: Female
        Height: 5í 6Ē
        Weight: 147
        Eyes: Emerald Green
        Hair: Flame Red
        Age: 16

        Character I submitted for Fantasy-Adventures
        House rules: 3E build using 2E skills
        STATS 44
        STR: 1
        STA: 2
        AGL: 6
        DEX: 0
        FGT: 5
        AWE: 5
        PRE: 1
        INT: 2

        DEFENSE 14
        Dodge (AGL) 6+2/3(with shield)
        Parry (FGT) 5+3/4(with shield)
        Fortitude (STA) 2+6
        Toughness (STA) 4/5*/6**/7*** (*w/ armor, **w/ flame aura, ***w/ both)
        Will (AWE) 5+3
        Initiative (AGL) 6

        ATTACKS (*= with flame aura on)
        Close
        Unarmed -- Dmg 3/7* (DC 18/22), + 7 attack
        Sword -- Dmg 5/9* (DC20/24), + 7 attack

        Ranged
        Flame Shots -- Dmg 6 (DC 21), +10 to attack
        Fireball -- Ranged Area Dmg 5 (DC 20), DC 15 Dodge
        Flame burst -- Area Dmg 8 (DC 23), DC 18 dodge
        HeatStroke -- Affliction 8 (DC 18), cone area

        ADVANTAGES 14
        Agile Feint
        Instant Up
        Uncanny Dodge
        Dirty Fighting*2
        Benefit (low order noble)
        Tracking
        Attack focus (melee *2)
        Defensive Strike
        Defensive Throw
        Improved Trip
        Improved Feint
        Great Endurance

        SKILLS 2E 9
        Acrobatics (AGL) 6+6
        Bluff(PRE) 1/5+
        Climb(STR) 2+3
        Diplomacy(PRE) 1/5+3
        Disguise(PRE) 2+
        Escape Artist(AGL) 6+
        Expertise (INT)(Noble) 2+2
        Expertise (Wilderness) 2+1
        Gather information(PRE) 1+3
        Handle Animal(PRE) 1+
        Intimidate(PRE) 1+
        Language (native + common)
        Medicine(AWE) 5+1
        Notice(AWE) 5+5
        Ride(AGL) 6+1
        Search(INT) 2+2
        Sense Motive(AWE) 5+3
        Stealth(AGL) 6+2
        Survival(AWE) 5+1
        Swim(STR) 2+2

        EQUIPMENT 1
        --Sword STR based Dmg 2 2ep
        --Leather Armor (Protection 1) 1ep
        --Buckler (enhanced Parry 1, enanced dodge 1) 2ep
        --Mount, saddle, and saddle bags (not a war horse, just a basic older riding horse)
        --clothes, bedroll, lantern, rations, basic supplies, mother's jewelry (background only, she would never sell it)

        POWERS 38
        --Immunity to Heat effects 10p
        --Immunity to environmental cold 1p
        --Immunity Suffocation(Smoke) 1p
        --Infravision
        --2 Protection (permanent)2p

        Blast Array 23
        {
        --Flame Shots 18pts
        ------Ranged Damage 6, Affect Insubstantial, accurate 5

        --Flame Burst 18
        ------Damage 8, Area 30ft radius, Resist dodge DC 18, Affect Insubstantial 2

        --Fireball 18
        ------Ranged Damage 5, Area 30 ft radius, Resist dodge DC 15, Affect Insubstantial 2, split

        --Environment 18
        ------Cold 2 (sucking heat), Hamper Movement -5 (ice),
        ------Linked Nullify Heat 2 (burst area) 4
        ------Linked Healing 2 (self only, source:heat, energizing, persistent) 3
        ------------or
        ------Heat 2 (extreme heat)
        ------Linked Light 2, Feature(counts as daylight)
        ------Linked Vision -5 perception

        --Flame Aura (sustained) 18
        ------4 damage (aura), Affect Insubstantial 1
        ------Linked 2 Protection (sustained, noticable, linked to flame aura)1p

        --Heatstroke 18
        ------Affliction 8 (Fatigued, Exhausted, Incapacitated), Cone area, Resist Fort, affects insubstantial, incurable
        }

        Complications: out for revenge, fiery temper, nightmares, survivorís guilt, ties to family holdings/brother, unknown reason why family was slaughtered

        NOTES: Caitlinís father was a minor noble knight with a small farming village on his lands. Caitlinís family farm was visited by a small roaming band of undead. She was her motherís room looking for some nicer jewelry to borrow for the upcoming Winter Dance when they came; her parents hoping to find her a husband at the event. The vampires fed on her parents and then came for her. She came down the stairs to see what the noise was and saw them feeding on her parentís (mostly) dead bodies. She ran upstairs in a panic, and managed to barricade herself in her room before they caught her. The killers set the keep on fire before leaving. The
        fire should have killed her, or at least left her horribly burned. Instead, her prayers to the sun god were apparently heard and it triggered pryokenetic abilities in her. Instead of being killed, she survived almost unharmed and healing what burns she had received in the process.

        Why had she lived when her parents were slaughtered? Why hadnít she fought the monsters that did this instead of running away in fear? She was very athletic from growing up on the land, maybe not as strong as the farmer kids, but she had been trained some by her father and more by her older brother without her fatherís knowledge. She could defend herself fairly well. Why had she run away screaming instead? As her anger boiled over the flames grew stronger until there was nothing left of the keep.

        When her brother returned from the city the next day, there was not much left. He covered her with a blanket because he swore she was still on fire, especially her hair. She doesnít know how that could be true since she had been sitting there crying and beating herself up for so long at that point. Her hair was badly singed, and had to be cut into a much shorter style than the long braids she has had for most of her life, and she has almost no possessions left. All she has left of her parents are her motherís
        necklace and earrings that she was going to borrow for the dance, and her fatherís short blade. Her brother as the rightful heir took their fatherís long blade and shield. The jewelry was still in her pocket through all the excitement and weapons were made sturdy enough to have survived the flames. The jewelry is emeralds and Celtic knot work in silver, an ode to her heritage. She never could bring herself to put it on after that night, but sometimes she takes it out and stares at it when she is thinking of her mother. The blade never leaves her side now. It makes her feel like her dad is still watching over her in some way.

        Her brother is now the head of the family and is busy rebuilding the family holdings. Caitlinís prospects for marriage have dwindled considerably with the lack of a dowry and rumors that have spread through the noble families. She doesnít know why even a powerful beast such as that would attack an armed keep with guards instead of the homes of the villagers. It probably has to do with some quest that her father went on years before.

        Caitlin has sworn vengeance. After some further training from her brother, she set out in search of answers to why and by whom her family was attacked. She now fulfills her duty/service to the kingdom as a bounty hunter, and hopes to hones her skills enough to one day be ready to avenge her family. She hopes to find answers somewhere along the way.

        A lot of these are divided into 4 subsections so I'll just put them here instead of retyping each question with 4 variations.
        a) when dealing with strangers
        b) to those in authority (law enforcement, representatives of the church, etc.)
        c) to friends
        d) to family

        1) Will the character break his word of honor (to each group)?
        a,b,c,d) As a woman of noble birth and a knight, she is bound by her word. Exceptions are rarely even made when dealing with criminals. The undead have no honor and deserve none in return.

        2) What is the character's policy on lying (to each group)?
        a,b,c,d) As a woman of noble birth and a knight, she is bound by her word. Exceptions are rarely even made when dealing with criminals. The undead have no honor and deserve none in return.

        3) Will you kill an unarmed foe? Injure an unarmed foe?
        Kill, no. Injure, yes as a warning against future action or as punishment for a crime. Undead, without a second thought.

        4) Will you harm an innocent? Kill an innocent? Under what circumstances?
        No, honor will not allow it.

        5) Will you use torture? Under what circumstances?
        No, honor will not allow it. That doesn't mean that she would always stop a party member form it as long as she knew the victim had committed heinous enough crimes to deserve it.

        6) Will you kill or cause injury for pleasure?
        No.

        7) How willing are you to help others (to each group)?
        a) Most likely, possibly even when it conflicts with other duties.
        b,c,d) Yes, gladly

        8) How much does the character respect authority? What is their policy on breaking the law?
        She is bound by her honor to serve the kingdom and its laws. Unless she has proof that they are corrupt she would respect the word of any lawful representative of the king and his laws.

        9) Will you betray someone (to each group)?
        No

        10) How willing are you to work with a group (to each group)?
        a) As long as the goal is noble
        b) She would be obligated to assist
        c,d) Gladly without hesitation

        11) How much respect do you have for authority, self discipline, honor?
        Death before dishonor

        12) What is the character's policy on theft (from each group)??
        She would not dishonor her family name with theft. It would require a much greater good in her eyes to even steal something that was necessary to complete a mission and would return it with apologies afterwards.
        Last edited by digitalangel; 07-07-2015, 12:18 PM.
        Classic car restoring, gun owning, martial arts practicing, military, gamer geek, kinky lesbian IT chick (has your brain exploded yet?)
        [URL="http://roninarmy.com/threads/1835-Digital-s-Daemons"]My character library[/URL]

        Comment


        • #5
          Re: Digital's Daemons

          The character I ended up using in the same game that Caitlin was submitted for
          Fantasy-Adventures

          Priestess of Aphrodite
          Name: Daphne
          PL:8 PP:125
          Height: 5' 4"
          Weight: 145
          Age: 24
          Gender: Female
          Eyes: Blue
          Hair: Blonde

          House rules: 3E build using 2E skills

          STATS 50
          STR 0
          DEX 7
          AGL 6
          FGT 4
          CON 4
          INT 0
          AWE 0
          PRE 4

          SAVES 17
          Toughness 4/7+1
          Fort 2+4
          Will 0+8
          Dodge 6+2
          Parry 4/6+2
          Initiative 7
          HPs: 1

          Attacks:
          Unarmed: dmg 0, +6
          Staff: dmg 3, +6/8
          Scarf: dmg 4/5, +10
          Throwing Daggers: Ranged Dmg 2, +9
          Pole Dancing dmg 4, extended multiattack, +8/10
          Love Scorned: Affliction 10, +6
          Cleansing: Nullify 10, +6


          Combat Skills 3p
          Attack focus (melee) 2
          attack specialization (thrown)

          FEATS 11
          Agile Feint
          Attractive 2
          Benefit (Status: Priestess of Aphrodite)
          Grabbing Finesse
          Fascinate (Expertise (Priestess of Aphrodite))
          chokehold
          Prone fighting
          Ritualist (Priestess of Aphrodite)
          Great Endurance
          Ultimate Effort (Will saves)
          Move by Action


          POWERS 19
          Blessing ->Healing 8 (limited to others, stabilize, persistent) 10p 16p with AEs
          --AP Cleansing-> Nullify 10 (disease/poison, touch range, effortless)
          --AP basking in Love ->
          -----Regeneration (house ruled) 4(every round) (source: sexual/romantic acts, noticeable:think the way succubi are portrayed in Lost Girl) 7p
          -----Linked Affliction 6 (resist Will, limited condition, limited to attracted to her) (entranced, compelled) 3p
          --AP Grace of the Goddess ->Movement (surefooted, trackless, swinging, leaping , quickness 2(physical only), speed 1, swimming 1) 10p
          --AP Pole Dancing (Dmg 4, multiattack, accurate 2, extended reach, quirk requires staff/pole/chandalier) 10p
          --AP Erotic Scarf Combat (Dmg 4, Improved grab, fast grab, improved hold, improved trip, improved disarm, accurate 2, limited to using a weighted scarf or whip) 10p
          --AP Love Scorned-> Affliction 10 (dazed, stunned, incapacitated) (Resist Will, they mentally relive every wrong they have commited against an innocent or one that loved them)
          --AE-Dance of Lust/Love--Perception Area(sight) Affliction(lust/love) 8(Resist Will; Entranced, compelled, transformed(in love with Daphne), limited attracted to her race/sex) 8p
          --AE-Emotion Control--Affliction 10 (resist Will) (Impaired, Disabled, Controlled) 10p

          Immunity (aging, sleep) (limited half effect) 1p
          Immunity (Diseases, poison) 2p

          EQUIPMENT 3P = 15 ep
          Cold lamp crystal (environmental control: light 1-full; source:heat) 1ep (effectively a lantern with a twist, body heat or rubbing can get light 1-partial out of it)

          Loose Silken Robes: Improved parry +2, feature (always clean) 3ep
          Skin Tight Leather Armor: Toughness +3 3ep

          Staff: Dmg 3, accurate(well balanced), reach 5ft blunt 5ep
          AE-Weighted Silk Scarf: Reach 3 (15ft), Improved grab, Improved Trip 5ep
          AE-Throwing Daggers(crystal hair pins): Ranged Dmg 2, accurate 5ep
          AE-Riding Crop: Reach (5ft), Enhanced trait 2 (intimidation 4, bluff 4), Affliction 4(dazed, stunned, limited degree)(pain vs Fort) 5ep

          SKILLS [Rank (+total)] 17P

          Acrobatics (Agi) 1 (+7)
          Bluff (Pre) 5 (+9) (+13 with crop)
          Climb (Str) 4
          Concentration (Wis) 5
          Diplomacy (Pre) 5 (+9)
          Disable Device (Int)
          Disguise (Pre) 2 (+6)
          Escape Artist (Agi) 2 (+8)
          Expertise (Priestess of Aphrodite, PRE) 7 (+11)
          Expertise (Entertainer [sing, dance, etc], PRE) 1 (+5)
          Expertise (cooking, AWE) 1
          Gather Information (Pre) 5 (+9)
          Handle Animal (Pre) 2 (+6)
          Intimidate (Pre) 1 (+5) (+9 with crop)
          Investigate (Int)
          Language (Native, common, elven, dwarven )
          Medicine (Wis) 5
          Notice (Wis) 5
          Pilot (Dex) 0 (+7)
          Ride (Agi) 1 (+7)
          Search (Int) 3
          Sense Motive (Wis) 7
          Sleight of Hand (Dex) 1 (+8)
          Stealth (Agi) 1 (+7)
          Survival (Wis) 5
          Swim (Str) 4

          Complications:
          Orphan: She was orphaned and raised in the temple. She does not know any family other than the temple, and she is naive able the outside world.

          Harlot: Being raised in a temple of a love goddess she has a much different view on relationships and sexuality than many. She sees herself as free loving, some see her as a harlot. She still has standards; she doesn't just sleep with anyone who asks, but she sees nothing wrong with offering herself as a reward for those that prove themselves or that she is interested in, regardless or age/sex/proclivities/or even race most of the time.

          Bound to the goddess: She was raised in the love of the goddess and has returned that all her life. If she ever turns her back on Aphrodite, most of her abilities may be lost. This is unlikely to ever happen, as she believes in the ideals of spreading peace and love and trying to avoid violence whenever possible. Aphrodite's definition of love ranges the spectrum all the way from carnal lust to devoted true love.

          Attractive: As much as her looks may allow her to wrap many men (and women) around her finger, sometimes it gets her attention at times or in ways that she doesn't desire.

          Journeyer: Daphne is currently at the stage of her training as a priestess where she has learned what she needs to in the temple as has been sent out into the world to learn more of people outside of her sheltered youth and spread the blessings of the Aphrodite before she can return to the temple as a full fledged priestess. While she has advanced far enough that to the outside world she carries all the status of a priestess, within the temple there are still those that surpass her in rank and experience.


          Daphne was an orphaned baby taken in by the temple of Aphrodite when she was left on their steps. The temple is the only life and family she has ever known. She has been taught her entire life the value of love and how to show it to others in many different ways. Aphrodite's definition of love ranges from compassion to others, to hot carnal lust, to devoted love for a lifetime, and as such Daphne sees nothing wrong or immoral with any of these. She knows that not all people are loving and kind, after all Ares has those that follow his path as well, but she does not truly understand the capacity that some people have for violence or cruelty. Even after seeing a person act in those ways, she cannot accept that they cannot be reformed or redeemed in some way through love if only their hearts could be reached.

          Daphne has achieved enough in her studies as a priestess of Aphrodite and how to channel the goddess's powers that it is now her time to journey out into the world to spread love and the goddess's blessing. Once she has learned better how to touch people's hearts and gained wisdom, she will eventually return to the temple to face the trials for her to gain the rank of a full priestess within the temple.

          Being raised in the temple of Aphrodite, she has been taught how to bring out passion, lust, love, compassion, and caring in others. Some times that is to convince them to go spread that love and joy out into the world, and sometimes as a tool for manipulating them into doing what pleases her goddess. Although naive in some ways, she has experience in others. Depending on who's heart she needs to sway and to what, she can be the innocent young girl, the compassionate villager, the passionate lover, or things that would make prostitutes blush.

          Her combat prowess could be described as a "practical application" of BDSM and stripper dancing, but she much prefers to avoid battle when possible. She is more suited to trying to restrain someone long enough to seduce them or convince them to stop fighting than doing anyone lasting harm, not that pain is always a bad thing .

          She has begun roaming the countryside as part of her journey, and ended up in Faerdale. This is a place that looks like it needs some love; perhaps she will find a way to help provide it.
          Last edited by digitalangel; 02-18-2015, 12:41 PM.
          Classic car restoring, gun owning, martial arts practicing, military, gamer geek, kinky lesbian IT chick (has your brain exploded yet?)
          [URL="http://roninarmy.com/threads/1835-Digital-s-Daemons"]My character library[/URL]

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          • #6
            Re: Digital's Daemons



            A character from one of Moira's games that is now defunct Paragons-of-the-New-World

            Star Shadow
            Real Name: Shadya Brown
            Height: 5' 6"
            Weight: effectively nothing (165 before)
            Stats -2, Defenses 40, Powers 144, Feats 10, Skills 5, Equipment 1, Drawbacks -3 = 195/195

            stats -2PP shadow/mortal
            STR --/16 (--/+3) -10PP
            CON --/20 (--/+10) -10pp
            DEX 10/16 (0/+3)
            INT 20(+5) 10pp
            WIS 20(+5) 10pp
            CHA 8/12 (-1/+1)

            Attacks:
            --(aura)Death Aura (Psychic vampire) Damage 5, DC 20 vs. Fort (alt save), (aura 4/r), affect corporeal, vampiric
            --(close)Steal Your Life (Psychic vampire) Drain (Con 1/r) 15, DC 25 vs. Will, affects corporeal, +7/9* to strike
            Linked Healing 4 on success
            --(close)Steal Your Will (Death)
            Drain (Will) 15, DC 25 vs. Will, affects corporeal, +7/9* to strike
            Linked Healing 4 on success
            --(close)Steal Your Energy (Death)
            Fatigue 12, DC 22 vs. Fort (fatigued, exhausted, unconscious), affects corporeal, +7/9* to strike
            --(close)Shred Your Soul (Death)
            Damage 12, DC 27 vs. Will (alt save), affects corporeal, +7/9* to strike
            --(ranged)Force of Will (Will/Telekinetic Force)
            Damaging Move Object 10, DC 25, affects corporeal, precise, split attack, +11 to strike
            --(close area)Suck/Exude Spirit Essence (Life/Death)
            Concentration Nullify 12 (Life/Death/Spirit effects, vs. Will)

            Defenses 40PP
            Toughness 16
            Fortitude --/+10
            Reflex 9/12* -- 9PP
            Will 16 – 11 PP
            Attack 5/7*(melee focus) 10PP
            Defense 3**/5/8* --10PP
            (3 base defense (2 flat footed), 3 dodge focus in speed of thought)
            Initiative 5 (Speed of Thought feat)
            * With Speed of Thought
            **flat footed

            Powers 144PP
            Shadow Form 81PP (82 with AE)
            ---Insubstantial 4 (permanent + “reverse sustained”, vulnerable to light based effects, innate) 21PP
            ---Concealment 5 (hearing, all vision), 4 ranks (vision) limited while in shadow/darkness 6PP
            ---Flight 1 2PP
            ---Immunity 32 (all fortitude effects, Critical hits, innate) 33PP
            ---Regeneration (recovery check) 2 (heals at -3 recovery check penalty) 2PP
            ---Regeneration (true resurrection) 1, resurrect check = 1 week) 2PP
            ---Protection 16 (permanent) 16PP
            ---Dark Vision 2PP
            ---Drawback (One Way Transformation, cannot turn solid again until the next day once returning to Shadow Form) -3
            AE: Mortal Form 1PP (81PP)
            ---Enhanced Trait (CON 30, fades, slow fade 4 [1/hr], innate) (when CON reaches -10 shifts back to Shadow automatically) 20
            ---Enhanced Traits (STR 16, DEX 6, CHA 4) innate 27PP
            ---Dark Vision 2PP
            ---Reaction (not taking a free action to stay solid) Feature (shift to Shadow Form) 4PP
            ---Immunity (aging) 1
            ---Regeneration 8 (true resurrection, 1 round) 16PP
            -----LINKED Reaction (resurrection) Healing 11 (self only, limited * 3: 1 use, temporary, total) 11PP
            ---The regeneration and linked 1 time healing are meant to let her return (as her shadow) quickly and semi-functionally from her mortal form being killed. The healing is temporary, and unless she uses some of her regen/vampiric abilities shortly after returning she will fall unconscious again and then have to regen as normal. Healing 11 plus (likely) some CON bonus is enough to guarantee healing the unconscious condition that you resurrect at and a good chance at healing disabled, but she will still be hurting when she returns until she "feeds" off of something's essence.

            Bodies Slow You Down 9 PP
            --Drawback -1 (entire array only usable in Shadow Form)
            --Main Power [Speed of Thought] 8PP

            ---Dodge Focus 3 3PP
            ---+3 Reflex save 3PP
            ---Attack Focus (melee) 2
            --AP [Floats Around] 1PP
            ---Flight(2/r) 4 (250 MPH total) 8PP
            --AP [Blink Out] 1PP
            ---Teleport 6 (2/r), medium (shadows/darkness -1/r), change direction (1), change velocity (1), turnabout (1), drawback (can’t teleport into or out of a close salt circle -1) 8PP

            Sense Array (all considered mental senses) 9PP
            Main Power [See Life Force] 8PP
            ---Aura Reading (5 ranks): You can “read” the invisible psychic auras that surround all creatures, showing their mood, physical condition, and any outside psychic influences affecting them. Aura Reading is a mental sense, although the information (the auras) is perceived as visual. Detect Mood and Physical Condition (both ranged), Psychic Awareness 5PP
            ---Add radius to Aura Reading (1) 1PP
            ---Uncanny Dodge (Aura Reading) (doesn’t work against opponents with no aura) 1PP
            ---Danger Sense (Aura Reading) (doesn’t work against opponents with no aura) 1PP
            AP [Soul Searching] 1PP (deeper form of see aura)
            ---Detect Weakness, ranged, acute, analytical 4PP
            ---Detect Powers, ranged, acute, analytical 4PP

            Spirit Array 44PP
            --Main Power [Death Aura 37PP] (Death)
            ---Damage 5 (aura 4/r), affect corporeal (+1/r), vampiric (+1/r), alternate save (Fort +1/r), extended reach (1), subtle(can be seen with aura senses) (1) 37PP
            --AP [Steal Your Life 1PP] (Death) 37
            ---Drain (Con 1/r) 15, save vs. Will, affects corporeal (+1/r), accurate 31PP
            ---Linked Healing 4 (2/r), personal (-1/r), standard action (+1/r), only on drain success (-1) 6PP
            --AP [Steal Your Will 1PP] (Death) 37
            ---Drain (Will 1/r) 15, save vs. Will, affects corporeal (+1/r), accurate 31PP
            ---Linked Healing 4 (2/r), personal (-1/r), standard action (+1/r), only on drain success (-1) 6PP
            --AP [Steal Your Energy 1PP] (Death) 37
            ---Fatigue (2/r) 12, save vs. Fort, affects corporeal (+1/r), accurate 37PP
            --AP [Shred Your Soul 1PP] (Death) 37
            ---Damage (1/r) 12, affects corporeal (+1/r), alternate save (will) (+1/r), accurate 37PP
            --AP [Force of Will 1PP] (Will/Telekinetic Force) 37
            ---Move Object 10 (2/r), affect corporeal (+1/r), precise (1), damaging(1), Improvised Tools Feat (+1), split attack, accurate 3 37PP
            --AP [Give Energy 1PP] (Life) 37
            ---Healing 11(2/r), restoration(+1/r), resurrection(+1/r), total(+1/r), empathic(-1/r), limited to others(-1/r),persistent(+1), stabilize(+1), regrowth(+1), progression 1 (on resurrection time, rank*5 minutes) (+1) 37PP
            --AP [Suck/Exude Spirit Essence 1PP] (Life/Death) 37
            ---Concentration Nullify 12 (Life/Death/Spirit effects, vs. Will), nullify field (close rank x 5 ft radius), variable descriptor 1 (life/death/spirit/soul) 37

            Feats: 10PP
            Benefit (status) (FREE), Jack of All Trades, Master Plan, Assessment, Eidetic Memory, Speed of Thought Feat (use INT for initiative bonus), Move By Action, Inventor, Contacts (ex-military), Leadership, Online Research


            Skills: 5PP
            Computers 1(6), Concentration 1(6), Craft(mechanical) 4(9), Craft(Electrical) 1(6), Craft(Structural) 1(6), Disable Device 1(6), Drive 1, Knowledge(Physical sciences) 1(6), Knowledge(Business) 1(6), Knowledge(Tactics) 1(6), Notice 3(8), Sense Motive 1(6), Gather Information 1(0), Language 2 (English (native), Arabic, French)

            Equipment: 5ep = 1PP
            HQ 1ep as AE to group's main base (Her shop/home now that she and Danielle are on the rocks):
            Size medium (warehouse size), Toughness 10 (reinforced concrete), garage, workshop, library, living space, fire prevention system, security system, Computer 1ep, police scanner 1ep

            4ep unspent as needed for missions/inventions


            Complications:
            Uncontrolled Life Drain: Star Shadow’s Spirit Array uncontrollably reverts to Death Aura when dazed, stunned, or unconscious. This becomes a serious setback to Shadya especially if dispelled (killed). When she first resurrects she is automatically sucking life from anything within 5 ft of her until she can at least regain consciousness. It is also a problem for her if she is too close to bystanders or teammates when hit with salt or dazed or stunned from attacks (mainly light and magic) that affect her. She has gotten much better about controlling this, but still occasionally slips up.

            Possible Addiction: She hates the idea of “feeding” off the living, but the feeling of life entering her again when she uses her powers is a huge rush at the same time. This may become a problem for her at some point if she can’t control it. This becomes an even greater concern if she ever has a mental break due to inability to experience the world in many ways anymore.

            Hunger: Whether it is a sign of addiction or her spirit needing a replacement for not needing food and drink anymore, she starts to feel a growing hunger and a sense of being tired if she doesn't feed at least once a week.

            Death Aura: Animals and anyone that can sense death are generally uneasy around Shadya in her new form. Animals usually flee/make noise/try to attack. Regardless of the reaction, it makes it plain that something unnatural is around, no matter how quiet she can be or how many shadows there are to blend into.

            Survivors: She has a girlfriend and a family that could be targeted to get to her. It's not like a ghost can go around wearing a mask after all. She has talked to her family over the phone, but has not visited them since her transformation. She is afraid of their reaction when they find out. She is still having a hard enough time coping with what happened to her and hoping that she didn't blow things with Danielle.

            Ghost: Star Shadow literally appears as a shadowy version of former self. People who knew her well can still easily recognize her as herself, even if her shadowy form sort of evaporates from around her constantly.

            Prejudice: Not only did she probably already get some heat in her life from being gay, but now she may be seen as a monster by many. This does give her a form of kinship with others that underwent extreme transformations (such as Traveler).

            Notes:
            Psychic Vampire: It takes Star Shadow a long time to heal without draining life from others. She tries to avoid sucking life force from innocents whenever possible, but when feeling too weak she starts craving life force. She has only let herself drain very small amount from people so far to just leave them tired but unharmed. Still, she fears one day she may need a fix so badly she draws more life force from someone than they can live without.

            Dispersion: Since she does not have a body anymore Star Shadow cannot be truly killed (see true resurrection), instead her form is just dispersed and then reforms at her home after she has slowly been able to collect her energy again. This does take about a week or longer and can remove her from action for some time.

            Touch/Loneliness: It is stressful on her relationships that she can no longer do something as simple as be held by the person she loves. Though sheer will power she can affect the physical world with a sort of telekinesis; she has even managed to gain pretty good control over fine movements. It isn't the same as truly being able to touch someone and this doesn't allow anyone else to touch her in return.

            Background:
            Shadya was an Army brat going up, and a bit of a tomboy. Her father was stationed in the Middle East when she was born, and her mother named her after a family friend nearby. Her mother always said that in the US she wanted her daughter to have a name that would stand out some since she surname was so plain. Being the daughter of a military commander, she was taught to always have a plan before going off half cocked and to preferably have contingency plans because the first casualty or war is the battle plan. He also taught her chess from a young age, and she plays games with him by post to this day. He also taught her to shoot and work on cars. Unfortunately, he had a habit of embarrassing her some when she started dating by telling her dates that if they hurt her he wouldn't have to shoot them, because she'd do it herself.

            Being raised an Army brat; she tried the service herself when she got old enough. She was in for 6 years, a pretty good record for a woman serving in the motor pool and not decking anyone for some of the less than pleasant remarks that would occasionally get made. She lasted 4 tours in Iraq and Afghanistan, even if the last one ended by being a little too close to a suicide bomber in a local market and taking shrapnel in the leg. Diplomacy and people skills are not her strong suits; after all there is a reason why she works with machines. She is talented, but has no patience for politics, sucking up, or red tape. She probably wasn't going to reenlist when her time was up anyway, that medical discharge may have been a good thing. She got partial disability through the VA and an honorable discharge instead of the dishonorable that slugging her NCO would have gotten her the next time she caught him staring at her ass again when she was leaned over the engine compartment of a Hum V.

            She opened her own business dealing with classic cars when she got out. She still loves tinkering with things, and has a fondness for classic cars, so she does well running her own restoration business. It's a good thing too, because what job would she be able to keep as a ghost. At least that last piece of metal in her leg was finally gone after her transformation. Shadya has had to prove herself all her life as an equal to the guys around her between growing up an army brat ad then being in such a male dominated field. She can be a bitch on wheels to anyone that doesn't take her seriously, especially if she thinks it is because she is a girl. She taught growing up that respect is a two way street, and she gives respect in return to those who give it to her.

            She was always curious, taking things apart to see how they worked, and extremely bright. However, she is extremely strong willed, has a temper at times, and is very protective of the people and things she cares about. She only got involved in all this god business because her girlfriend (Danielle) was in the wrong place at the wrong time when all hell broke loose with the world. Her name comes from being asked by someone who she was after helping deal with things that first day. Her response was a rather reflection "I'm just a star shadow.” The name stuck.

            Shadya had a very hard time controlling her powers at first, and is still very afraid of hurting someone accidentally because of them. Became rather depressed for the first few weeks and poured herself into her shop. During that time she has learned to control her powers much better, but still worries about harming someone with them one day. All the changes and feelings of guilt on both sides led Shadya and Danielle to take a break for a time. When Shadya heard that Danielle was facing a major battle with a god (Priscus) a few weeks later, she still jumped to the defense of her girlfriend regardless of what their current status might be. This led to meeting many others that were changed more than normal that day, and they have started to band together as “Paragons” to try to help. Hopefully this group could provide a lot of the brotherhood of the service (and maybe even some of the thrills) without all the macho B***S*** about being a girl. maybe they could even really help people, and some closer to home instead of rebuilding someone else's country.
            Last edited by digitalangel; 02-18-2015, 12:40 PM.
            Classic car restoring, gun owning, martial arts practicing, military, gamer geek, kinky lesbian IT chick (has your brain exploded yet?)
            [URL="http://roninarmy.com/threads/1835-Digital-s-Daemons"]My character library[/URL]

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            • #7
              Re: Digital's Daemons

              A current character in one of Jemal's games Gaming-w-Jemal-Operation-Phoenix

              House rules:
              Biggest Change: DAMAGE
              Given the more lethal take on this game, I will be using the 2e Damage & recovery system, so all attacks must be specified as Lethal/Nonlethal. *If you do not know this system, ask and I'll give more details.*

              I will also be using the appropriate 2e Immunities:
              20p each: Nonlethal Physical; Nonlethal Energy; Lethal Physical; Lethal Energy.
              *Nobody can take immunity to more than one type of damage to start.

              Abilities:
              For purposes of power nullification/etc, Natural Abilities are limited to 4, with any above that being achieved as enhanced via powers.
              Presence:
              Presence commonly sucks, so I'll be handling it like a lot of people on the boards do - you get a free 'social related' advantage for each rank of presence. (Social advantages, benefits, Wealth, etc).
              Dexterity:
              Dex is also generally unimpressive, so add it to Initiative in addition to Agility.
              *Also, and if you have 6+ ranks between Agi and Dex (3 each, 4 agi / 2 dex, etc) you gain Quickness 1 (Innate, Limited: Physical) as a bonus power.

              Advantages:
              Removed: Favoured Environment, Fast Grab, Benefit: Wealth, Speed of Thought(Int is awesome enough!), Fearless (This can instead be bought as a a 2pp Immunity Power)
              Changed: Luck (Gives HP instead of just reroll), Jack of all trades (Does not apply to Expertise checks, which fall under Eidetic Memory),

              Movement Modes:
              I've tried this for my Solstice game and will be trying it here as well:
              I don't like how overwhelmingly good Flight and Teleport seem as travel modes - They surpass the others handily! (In my mind, versatility should come with less speed, and less versatility = more speed). The cost on them doesn't seem to even the benefit.
              In that vein, I will be making the following Changes:
              Jump works more like 2nd edition: Each rank doubles the distance you jump with an Athletics Check.
              Swimming allows you to move at speed = Rank, not Rank-2.
              Burrowing is base speed rank-3 not rank-5.
              Teleport: costs 5 points For the ability to Teleport, and 2/rank to increase distance . Distance = Rank -1.
              -Base cost includes Change Direction.
              -Accurate is not an extra anymore but can be added as needed with Extra Effort.
              -Extended Doubles your effect ranks rather than adding 8.
              Hover: New mode, costs 2pp. Allows you to hover in the air, slow fall, and move up to 5 feet as a move action.
              Flight: costs 2/rank. Speed = Rank.
              -If you do not have Hover, you must use at least 1 rank to stay airborne (Meaning you must move at least 30' per round to maintain flight)
              -Flight is Distracting. You can use a power feat to lessen or Negate this : Manueverable (with 1 rank, flight is only distracting when used at more than half ranks. With 2 ranks, Flight is not distracting)
              *So, the ability to Fly, hover in place, and not be vulnerable would be:
              Flight (2/rank + Hover 2 + Manueverable 2) = 6pp. This would give you a 30' move speed. After that, speed increase is the usual 2pp/rank.

              Movement Caps: I will be capping movement mode ranks at PL-2 (6), or PL+2 (10) for Speedsters.
              My submission:

              Ice Queen PL 8 (120)
              Shawna Anderson
              Age 20
              Height 5' 8"
              Weight 145

              STRENGTH 2
              STAMINA 3
              AGILITY 3
              FIGHTING 3
              DEXTERITY 2
              INTELLIGENCE 0
              AWARENESS 3
              PRESENCE 4

              Skills:
              Acrobatics 2 (+5)
              Athletics 2 (+4)
              Close Combat (Unarmed) 3 (+6)
              Deception 2 (+6)
              Expertise (Business) 2 (+2)
              Expertise (Politics)(PRE) 1 (+5)
              Expertise (Streetwise)(AWE) 2 (+5)
              Insight 5 (+8)
              Intimidation 1 (+5) [9 with ice claws]
              Perception 4 (+7)
              Persuasion 3 (+7)
              Sleight of hand 2 (+4)
              Technology 1 (+1)
              Vehicles 1 (+1)

              Advantages:
              Taunt(spent with weekly bonus 2/17/15)

              Free social advantages:
              Attractive, Connected, Well Informed, Setup

              Powers:
              Descriptor: ice/cold
              Source: Mutation, inherited in genetic line and triggered once new power entered the world.

              "Heart of Ice": Immunity 10 (cold effects) [10]
              "Enhanced Reflexes": Enhanced Trait (Dodge 2, Parry 2) [4]

              "Ice Armor" [4]
              {
              Flaw (Move Activation -1)
              Protection 5 (Sustained) [5]
              }

              "One with Ice/Snow" Movement (Sure-Footed) (Flaws: Limited to Ice/Snow) + Environmental Adaption (snow/ice) (3) -- [4]
              AE: "Ice Slides" Movement (Safe Fall) (Extras: Affects Others) (3) (spent with weekly bonus 2/11/15)

              "Ice Prison" Affliction 8 (Dodge/Damage; Hindered & Vulnerable/Immobilized & Defenseless/Paralyzed & Incapacitated) (Feats: Accurate 3) (Extras: Ranged, Extra Condition) (27) (potentially lethal if she encases the head)--[31]
              AE: "Ice Slick" Affliction 8 (vs. Acrobatics--balancing; Hindered/Prone) (Flaws: Limited Degree) (Extras: cloud area 2) (24)
              LINKED Environment 4 (Impede Movement 2) (reduced duration 2: instant, cloud area instead of burst area) (2)
              AE: "Ice Shards" Blast 8 (Feats: Accurate 3)(Extras: Multi-Attack) (27) (Lethal)
              AE: "Frozen Fractals" Create Ice 8 (Feats: Accurate, Subtle, Precise)(Extras: Continuous) (27)
              AE: "Ice Claws" Damage 6 (Feats: STR based, Variable Descriptor (slashing, piercing, bashing), Reach, accurate, Enhanced Intimidation 4, Penetrating 8, Improved Critical 3, split, Enhanced Feat (Fast Demoralize)) (Lethal unless done as bashing damage) (27)

              Close Offense:
              Unarmed +6 (+2 Damage, DC 17)
              Ice Claws +8 (+8 Damage, penetrating, DC 23)

              Ranged Offense:
              Ice Prison +8 (Ranged Affliction 8, DC 18)
              Ice Slick (Area Affliction 8, DC 18)
              Ice Shards +8 (Multi-Attack Ranged Damage 8, DC 23)
              Initiative +5

              Defenses:
              Dodge +8/6*, Parry +8/6*, Toughness +3 (+8 W/ Ice Armor), Fortitude +6/5*, Will +7
              * = pre powered stats

              Complications:
              "Parched": Shanna cannot use most of her powers without some form of moisture. If there is a source of water, ice/snow, or even sufficient humidity she is fine, but hot arid environments can cause her issues.

              "Can't take the heat": Shanna suffers +5 DC on fire and heat based effects when in her icy form and +2 DC even when not.

              "Family Ties": Shanna has old enemies from her past life, including those who would have her killed if they found out she was alive. She has some allies too, but most of those think she is dead. It doesn't help that her family crest is tattooed on her right shoulder.

              "Apple doesn't fall far from the tree": If people on the streets find out who she is, or was, they might not react so nicely. Many might take revenge on the regime out on her.

              "Rose colored glasses": Shanna is young enough to not really have any memory of the world before the aliens invaded. She remembers her grandfather and family as people who helped turn back the aliens and restore order to the world, not as the villains that many others saw them as. The fact that these are the same loving family that loved her and raised her only adds to that bias. Even after having lived on the other side of the tracks, she sees how many of the ruling class can be tyrants, but her family weren't like that. They weren't saints, and sometimes discipline was required to keep order, but her family weren't villains who enjoyed the suffering of others.
              OOC: I'm not trying to say that they really weren't pretty bad in ways, just a combination of biased perception and that the really bad violations were not done were she could see them. I'm imagining that the new order in the world works similar to organized crime in many ways; even a mob boss that has someone killed is probably a kind loving grandfather to his family and wouldn't shoot someone in front of his kids.

              Her grandfather and parents were greedy in the old world, and wanted wealth and power. They were willing to ignore or break many laws to get what they wanted, but they (and those working for them) were more business people similar to mobsters than psychotic villains that enjoyed taking life or causing pain. Even in the new order of the world they kept order and their seat of power, but avoided killing or severe punishments of the peasants in most cases.
              "Survival of the fittest": Shawna saw growing up that most of the world is ruled by powerful people (some of them bordering on monsters) that only respect of fear those powerful enough to stand up to them. These "villains" may have reached their deals and truces to form a feudalistic government, but most of the normal people on the streets suffer because of it. She grew up as a member of a strong family, and was taught that only maintaining that position of strength would keep others in power from trying to take over their territory. She is familiar with them from a historical standard, but concepts such as democracy seem alien to her and ultimately doomed to fail when a strong enough conqueror comes along.

              "Her subjects": The people that took over various parts of her family's territory after the death of her grandfather and the murder of her parents are much harder on the people than her family ever was. She has suffered as part of this on the street these last years herself. She feels bad for the people, but cannot understand the desire of the resistance to return to a more democratic government. To her the only way for the people to have a good life is for their ruler to be a wise and gentle one as she saw her grandfather be instead of the monsters that some in power are. Now that her genetic gifts were triggered by the power entering the world, she wants to regain her family's legacy both for herself (she does miss the comforts she grew up with), but also because so few of those in power can be trusted to be kind or gentle rulers. Since others in power will not, if she can regain that power for herself she can at least ensure that the people have a benevolent queen. Even after a few years on the streets, sometimes that superiority complex from being part of the upper class in her old life leaks through.

              Background:
              Shanna's grandfather was Professor Frost, a notable scientist in his younger years, and a notable villain in his later life. He survived the changes that brought the world to where it is now, and he became a major player in the new hierarchy, one of the kings. Shanna's mother was not powered, but her father was. After the new regime was established, Shanna lived well. Her grandfather was a major power in this new world (now known as the Ice King based on his powers), and her father held some sway as well (her family were prince/princess level and her grandfather was a king): partially for his own powers and partially for the family he had married into. Shanna is young enough to not really have any memory of the world before the aliens invaded. She remembers her grandfather and family as people who helped turn back the aliens and restore order to the world, not as the villains that many others saw them as. The fact that these are the same loving family that loved her and raised her only adds to that bias. Even after having lived on the other side of the tracks, she sees how some of the ruling class can be tyrants, but her family weren't like that.

              4 years ago, her grandfather died of a heart attack. No one had him killed, his heart simply gave out. That did not stop rivals from taking advantage of the vacuum of power. Her parents were killed in a car bombing within days of her grandfather's death. Shanna was also the victim of a failed bombing attempt. Everyone thought she was dead, and she was smart enough to go underground and stay hidden to avoid being killed if anyone knew she was alive.

              In the last 4 years she has truly seen, and experienced, what life is like for normals in this world. She wasn't powered, was too young to have come into her powers when the world was changed, but there was a decent chance that she would have been if any new powers came to the world based on her lineage. Her family had power in the new world, and ruled most of the former American and Canadian West under her grandfather as the family's patriarch. They held onto power, but tried to be benevolent rulers. They treated their subjects better than most other regimes, but even her grandfather didn't have the power to try to rein in the gods of this new world. They went and did as they pleased, even in her grandfather's territory. She was raised to see the people in their territory as the family's subjects, and in many ways part of the base of their power. She was taught that the ruling and keeping order was hard work, and so deserved certain rewards as compensation, but that as the ruling family for their territory that she must understand the family's responsibility to the people as well to maintain order and not abuse their subjects.

              The family that took over her family's territories has been much more abusive to the people than her grandfather ever was. Shanna had hoped that whoever filled the power void would be taken good care of her subjects, but instead they have been ruthless; not that this surprises her from a family that had her grandfather's lieutenants (including her parents) slaughtered to take power.

              Now, Shanna has found herself inheriting powers similar to her grandfather's, although much weaker. She doesn't know why powers are appearing again, or if training her new abilities will eventually make them grow to the level his were. She wants her family's rightful place back. She wants to be crowned the Ice Queen and take up her grandfather's crown. She wants back the life of luxury that she used to be accustomed to, but also to be a good ruler that the people can respect as her grandfather was. She also wants justice on the people involved in her parent's death; she tries to keep this from becoming purely revenge, but murder is still a crime that requires severe punishment.

              This doesn't mean that the last 4 years haven't changed her. She has seen what life is like for the have nots. She has gone hungry, been subject to the whims of powers that once were beneath her station, has had to steal (and worse) to survive. This has also given her more perspective on the need for compassion in ruling if she ever regains her family's power.

              She has survived mainly by making a few friends with other street rats and by being a small time thief. Knowledge from her past life has helped a lot in this. She knows who the players are, and so knows how to avoid too much attention or stepping on the toes of the wrong people. She also knows has a large amount of seedier contacts, although she tries to avoid dealing wit hthem directly to avoid people figuring out who she really is. She is good at being the "face" or distraction for her merry little band of street rats while someone else grabs the goods. She is also quick enough to avoid getting cut or shot when things get nasty, although she has always been more one to run than fight.

              As she starts fighting the regime now that she has the power, does that make her a hero? She would probably say no; she just wants to protect her people and her family's legacy. She is seeking to join the resistance because of a common enemy. If she does get her former position back (or that of her parents/grandfather) one day, she will be a much more compassionate queen than the ones in power now (like the version she knows of her grandfather), but she still knows that this is a world where the strong rule and might really does make right. If and when that time comes, she knows that a falling out may come between her and much of the resistance. She also knows that any willing to follow her when that day comes will be her best chance for loyal lieutenants that will not only protect the territory from the threat of hostile takeover, but also treat the people decently. Maybe she will even meet someone stronger that can fulfill that legacy for her if she cannot do it herself (and she might be willing to follow the right person if they came along), but she has power now, and those that have it without abusing it are rare in this world. She knows that if the strong don't keep things in line, the world will fall victim to chaos. Besides if the world doesn't maintain a strong front, how will they ever survive if the aliens invaders return one day.


              An idea of appearance http://omen2501.deviantart.com/art/Ice-Queen-15232719

              Total: Abilities: 40 / Skills: 30--15 / Advantages: 0 / Powers: 52 / Defenses: 13 (120)


              I'm not seeing much of her stats as power based, although part of her physical stats is increases from the last couple years on the streets. I marked her Dodge, Parry and Fort as slightly enhanced by powers, other than that the only part of her sheet I see as powers based is the actual powers section.

              PP earned on Used for
              2/11 Ice Slides
              2/17 Taunt
              2/22 unused
              Last edited by digitalangel; 02-22-2015, 10:29 AM.
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              • #8
                Re: Digital's Daemons

                An earlier submission of the same character (mechanically) to a different PL 10 game. Background differs
                Jemal's Solstice game

                House rules same as PL 8 version of Ice Queen in previous post

                Ice Queen PL 10 (160)
                Shawna Anderson
                Age 29
                Height 5' 8"
                Weight 145

                STRENGTH 2
                STAMINA 3
                AGILITY 3
                FIGHTING 3
                DEXTERITY 2
                INTELLIGENCE 0
                AWARENESS 3
                PRESENCE 4

                Skills:
                Acrobatics 2 (+5)
                Athletics 2 (+4)
                Close Combat (Unarmed) 4 (+7)
                Deception 2 (+6)
                Expertise (Business) 4 (+4)
                Expertise (Politics)(PRE) 3 (+8)
                Insight 5 (+8)
                Intimidation 1 (+5)
                Perception 4 (+7)
                Persuasion 3 (+8)
                Ranged Combat (Ice) 8 (+10)
                Technology 1 (+1)
                Vehicles 1 (+1)

                Advantages:
                Favored Environment (snow/ice)

                Free social advantages:
                Attractive, Benefit(wealth), Connected, Teamwork

                Powers:
                "Heart of Ice": Immunity 10 (cold effects) [10]

                "Ice Form" [11]
                {
                Flaw (Move Activation -1)
                Immunity 4 (Suffocation 2, vacuum, pressure) [4]
                Protection 7 (Extras: Sustained) [7]
                Senses 1 (Infravision) [1]
                }

                "Ice Slides" Flight 4 (40 mph) (Feats: Hover, Maneuverable 2) (Flaws: Platform) [8]
                AE: "Ground Slide" Speed 6 (160 mph) + Movement 1 (Water walking) [8]
                AE: "One with Ice/Snow" Movement 6 (Sure-Footed, Permeate 3, Trackless, Water walking) (Flaws: Limited to Ice/Snow) + Environmental Adaption (snow/ice) [8]


                "Ice Prison" Affliction 10 (Dodge/Damage; Hindered & Vulnerable/Immobilized & Defenseless/Paralyzed & Incapacitated) (Extras: Ranged, Cumulative, Extra Condition) (40) --[50]
                AE: "Ice Slick" Affliction 10 (Agility or Acrobatics--balancing; Hindered/Prone) (Flaws: Limited Degree) (Extras: Area- 60ft. x 10 ft. Line +3) (40)
                AE: "Freezer Burn" Weaken Toughness 10 vs. Fort (Extras: Ranged, Affects Objects, Secondary Effect) (40)
                AE: "Ice Shards" Blast 10 (Feats: Penetrating 5, Split) (Extras: Multi-Attack) (36)
                AE: "Hail Storm" Damage 10 (Extras: Area- 60ft. Burst +2, Ranged) (40)

                AE: "Ice Claws" Damage 9 (Feats: STR based, Variable Descriptor (slashing, piercing), Reach, accurate, Enhanced Intimidation 4, Penetrating 5, Improved Critical 2) (21)
                AE: "Ice Monster" Growth 4 (15 ft., +4 STR, +4 STA, +2 Intimidation, -4 Stealth, -2 Dodge, -2 Parry) + Enhanced Trait (Impervious 11, STR 6, Intimidation + 8, Parry 3, Protection -2, Daze (Intimidation), Startle) + Regeneration 5 (Flaws: Source water) + Morph 1 (ice monster) (Flaws: Quirk, must be in Ice Form first) [40]

                AE: "Frozen Fractals" Create Ice 9 (Feats: Innate, Precise) (Extras: Continuous, Impervious) (38)
                AE: "Cryokenesis" Move Object 10 (Extras: Perception Range, Subtle, Damaging) (Flaws: Limited Material Ice/Snow) [40]
                AE: "Patch Ice" Healing 9 (Feats: Persistent) (Extras: Affects Objects, Restorative, Ranged) (Flaws: Limited to Ice) [37]
                AE: "Raging Blizzard" Environment 5 (500 feet) (Impede Movement 2, Visibility 2, Cold 2) (Extras: Selective) (35)

                Close Offense:
                Unarmed +7 (+2 Damage, DC 17)
                Ice Monster Unarmed +7, (+12 Damage, DC 27)
                Ice Claws +9 (+11 Damage, Pentrating 5 DC 28)

                Ranged Offense:
                Ice Prison +10 (Ranged Affliction 10, DC 20)
                Ice Slick (Area Affliction 10, DC 20)
                Ice Shards +10 (Multi-Attack Ranged Damage 10, Penetrating 5, DC 25)
                Hail Storm (Ranged Area Damage 10, DC 25)
                Freezer Burn +10 (Ranged Weaken 10, DC 20)
                Initiative +3

                Defenses:
                Dodge +10 (+8 Ice Monster), Parry +7 (+8 Ice Monster), Toughness +3 (+10 Iced Form) (+12 Impervious 11 Ice Monster), Fortitude +6 (+10 Ice Monster), Will +7

                Complications:
                "Parched": Shanna cannot use most of her powers without some form of moisture. If there is a source of water, ice/snow, or even sufficient humidity she is fine, but hot arid environments can cause her issues. After having been in her icy form, Shawna is always incredibly thirsty afterwards.

                "Can't take the heat": Shanna suffers +5 DC on fire and heat based effects when in her icy form and +2 DC even when not.

                Power Loss: When not in ice form, all of Shanna's non Perception Range attacks become Close Range instead.

                "Business Woman": Shawna has an image to maintain and an empire to help run. She also has family that might try to push her out of the business one day.

                "Socialite": Shawna's reputation proceeds her, and that is not always a good thing. She has very few loyal friends and many of her acquaintances would gladly stab her in the back for their own advancement.

                Background:
                Shawna was a Denver business woman and socialite who spends most of her free time on the ski slopes of the Rockies. OK, let's face it she is getting better, but she was still a spoiled little rich princess born with a silver spoon in her mouth and her parents' money for most of her life.

                Her family had an empire of real estate and hotels scattered around the Denver area. Along with her siblings, she inherited that empire when her parents died. Technically Anderson Properties was still a single business, but in recent years it ws treated more like individual kingdoms of each sibling with a loose alliance rather than a single family company. If her father's will had not specifically forbid it, the company probably would have split by now. Shawna is a shrewd (if not likeable) business woman used to finding and exploiting loopholes in contracts, laws, regulations. She was raised in a way to see this as normal as must of the people she knows are also this way. This can cause issues trusting people, although it also makes her harder to deceive as she expects people to lie to her or look for loopholes in their end of bargains as well.

                Shawna is married to a prominent businessman who has a seat in the state senate. There is no love there as both of them are gay but not open about this fact. Some would ask why a "cover" relationship like this was needed anymore since things are more accepted now, but if her parents had ever found out she would have been written out of the will. The rest of her family might still try to force her out of the company if they knew. Her family and most in their social circles know that her marriage is a cold one that there have been rumors (mostly true) that they are together as a strictly business arrangement much like noble marriages of centuries ago and both have flings on the side.

                Discretion and politics prevents most people form pointing this out openly when they are around, but the rumour mill has a life of its own at times. Only her best friend (since childhood) knows that the various men and women known to stay at the Anderson house from time to time and visiting the opposite partner than most would expect. Her and her husband are both at best regional powers in politics and business, but have had an eye on large prizes for some time.

                Shawna lacks her parent's level of social grace, although she knows the rules of conducting yourself in the circles she travels and how to get what she wants. If it were not for the money and power (both business and political) she inherited many people would have nothing to do with her. Her cold personality and (at times obviously) feigned social graces have dubber her the nickname of the Ice Queen behind her back. She has heard the comments before, but there is nothing to be gained by making a scene. All it would do is cause her embarrassment and cost political capital. She knows that most favors that people do for her are expected to be paid back.

                Earlier this year she was caught in an avalanche on the side of a mountain near a ski resort she frequented. She was trapped and freezing; even as much as she loved the cold snow, she cursed it then. Shawna thought she was going to die unless rescue teams found her under the snow. It was almost 3 days later when she was near death and suffering from frostbite and hypothermia something strange happened. She no longer felt cold at all; Shawna was sure this was the sign that she as in too much shock to register the experience any longer and close to death. Instead she found herself able to just walk out of the snow that had trapped her for days like it was not there. A few days later when she returned to public view, she told everyone that she had caught a terrible flu on her ski trip and was luckily sick in her cabin for those days instead of letting anyone know what really happened. The next week at the party, she heard someone whispering about how they wished she had not gotten sick, maybe the "ice queen" would have been caught in the avalanche and died and they would no longer have to deal with her. She knew exactly what they meant, but instead of being enraged, she laughed to herself. They had called her that for years behind her back, but no one knew just how true the title was now. She was a being of ice and snow in human flesh now. People with powers had been showing up for most of a year, and most of them seemed to use some form of costume and name to disguise their real identities. She had just found hers.

                Maybe it was an experience with death and realizing that she left no legacy behind. Maybe it was a combination of seeing people become heroes mixed with childhood fantasies about a "fair" world. In the weeks after getting off that mountain the ice queen began to soften some. Still, old habits are hard to change and she is still abrasive and at times rude, especially with those below her station, but not as much as before. As she has learned control over her icy powers, she has even started to try to help people and maybe even becoming one of those heroes everyone has started to look up to. She also found that she really did need those self defense courses that her parents insisted upon when she was younger.

                Her first forays as a "hero" started out looking into a series of robberies and vandalism at various business interests of hers. She was still only looking out for herself, not trying to be anyone's hero. She got a thrill from using her new found powers and from the adventure of it. She started going out at night wandering the streets looking for that adrenaline rush in encounters in between the parties of her rich associates. After all she still had a business to run, but she loved the thrill of run-ins on the street. Sometimes it was looking after properties of hers, other times even purposefully taking detours through bad neighborhoods on the way to or from parties for the excitement if someone tried to mug her.

                That changed one night when she was going through a rather run down area one night, and she heard cries for help from a small convenience store just down from where she was. She went to look, not really trying to be a good sameritan but hooked on the adrenaline rush. She managed to stop a robbery that night and save the lives of the store owner forming a wall of solid ice in the path of the bullet the robber fired. This was the first time she had done something like this to help someone else. It had always been for her until now, either for excitement or to protect her investments. The old man looked at her with a mix of awe and gratitude that night; this was not something she was used to. In the world she came from, people only did you a favor if they wanted something in return. Everyone was only looking out for themselves and the status and fortunes of their families. This experience changed her, and since then she has been trying to truly become someone that can be looked up to as a hero.

                Recently she has started to take on some more humanitarian investments in addition to her real estate holdings. A group called SAT seems to be doing some interesting research. Previously she would have considered their success rate too low to be considered a solid investment, even as big as their victories have been. They also seem to be doing a lot with the new super humans that have appeared. Maybe that is the reason for her interest, or maybe her icy demeanor really is thawing more than she realized.


                An idea of appearance http://omen2501.deviantart.com/art/Ice-Queen-15232719

                Monstrous form http://fc03.deviantart.net/fs71/i/20...an-d4x1vgh.jpg

                Total: Abilities: 40 / Skills: 40--20 / Advantages: 1 / Powers: 81 / Defenses: 18 (160)

                Credit to Jabronville as I used one of his Iceman builds as a template and then altered from there.
                Last edited by digitalangel; 06-08-2015, 07:38 AM.
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                • #9
                  Re: Digital's Daemons

                  Character from Cosmic Hunter's game Cybertron-Alpha-405

                  Abilities 112, Defenses 4, Advantages 14, Skills 36, Powers 49 ,Equipment 6 = 221PP
                  I could lower the PP cost with more optimization, but not much reason to here

                  Name: Wheelie
                  Gender: Female

                  Abilities: 112
                  STR: 6
                  STA: 8
                  AGL: 12
                  DEX: 10
                  FGT: 8
                  INT: 0
                  AWE: 12
                  PRE: 0

                  Defenses: 4
                  Dodge: 12
                  Parry: 12
                  Toughness: 8
                  Will: 12
                  Fortitude: 8
                  Initiative: 16

                  Attacks:
                  ---Blasters (Ranged Damage 7, multiattack, split attack) (DC 22+, + 13 to attack)
                  ---Stun (Ranged Affliction 7, split attack) (resisted by Dodge and overcome by Fort.) Fort DC 17, +13 to attack
                  ---Sniper (Ranged Damage 7, extended Range, distracting, improved critical 2, scope Ė precise attack cover and concealment, improved aim) (DC 22, +13 to attack, crit 18-20, precise)

                  ---Arm Blades (STR Damage 2(8), penetrating 4, split attack, improved critical 2) (DC 23, +12 to attack, crit 18-20)
                  ---Hand To Hand (Damage 6, +14 to attack)

                  Advantages: 14
                  Accurate Attack
                  Agile Fient
                  Defensive Attack
                  Evasion 2
                  Hide in Plain Sight
                  Improved Initiative
                  Improved Trip
                  Instant Up
                  Move by Action
                  Redirect
                  Tracking
                  Uncanny Dodge
                  Great Endurance

                  Skills:36
                  Acrobatics 8(20)
                  Athletics 10(16)
                  Close Combat (unarmed) 6(14)
                  Close Combat (blades) 4(12)
                  Ranged Combat (blasters) 3(13)
                  Deception 6
                  Insight 8(20)
                  Perception 8(20)
                  Sleight of Hand 1(11)
                  Stealth 8(20)
                  Technology 10

                  Powers: 49
                  Speed 2
                  Extended Vision & Hearing
                  Distance Sense, Direction Sense, Danger Sense (hearing), Internal GPS
                  Commlink with Squad
                  Environment (Light) (cone area) (headlights in chest in humanoid form)
                  Leaping 3 quirk(noticable in vehicle form or when using all 3 ranks [think jumps jet assisted])

                  Cybertronian
                  Specialized Compartments: Feature: 1 ( special compartments to store weapons, and items in chassis)
                  Immunity 8 (Aging, suffocation (all), sleep, vacuum, environmental heat, pressure, starvation/thirst (energon dependent))

                  Weapon Systems (Array): 25
                  - Scout: Light Weapon Systems, Long Range Weapon Systems
                  - Main Power: Blasters
                  Ranged Damage 7, multiattack, split attack
                  - AP: Sniper
                  Ranged Damage 7, extended Range, distracting, improved critical 2, scope Ė precise attack cover, power attack, not usable in vehicle mode
                  - AP: Arm Blades
                  STR Based Damage 2, penetrating 4, split attack, improved critical 2
                  - AP: Stun Blast (fires a high voltage electrical blast)
                  Ranged Affliction 7 (alternate resist, split attack) (resisted by Dodge and overcome by Fort.)
                  (dazed, stunned, incapacitated)

                  Vehicle Mode:
                  Motorcycle Ė 7
                  Alternate form Ė move activation -1
                  Speed 8 (10 total)
                  Leaping 1 (loses 2 ranks unless using a ramp)
                  - AP of weapons array: Oil Slick:
                  Environment 11 (Hamper movement 2) (line area, limited to the path traveled during turn used,
                  permanent, fades) (Only reason for this high of a rank is that is covers full movement distance for a round, even if she uses athletics to boost her speed for the round)
                  - AP of weapons array: Smoke Screen
                  Concealment 4(all visual) (cone area 3 (up to 250 Ft. h/w/l) ,limited to behind her on path
                  travelled, attack resisted by Dodge)

                  Equipment: 6PP
                  Multi-Tool, AV recorder/Camera, Grenades (limited 5 uses) Ranged Burst Area Damage 10

                  I'm pretty much stealing the design for Arcee from Transformers Prime for the character art. I figure being a scout going for the more basic nuetral tone color scheme shown in the first pic instead of teh blue and pink the Arcee has. Since I didn't make any of the weapon systems removable, I figure that her blades and blasters are built into her forearms (in humanoid mode at least) and the arm casing pulls back when they are activated similar to the way Prime showed them working.








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                  • #10
                    Re: Digital's Daemons

                    A recreation in M&M of a very fun D&D character from years ago where the entire party was made up of awakened animals.

                    Awakened animal

                    PL 6 90PPs
                    Name: Bob
                    Gender: male
                    Age: 2 years
                    Height: about 4 inches, 1 ft long (2 with tail)
                    Weight: 2 pounds (about 900 grams
                    Eyes: Brown
                    Hair: Brownish scales

                    Animal Type: Bearded Dragon (honestly believes he is a real baby dragon)
                    STATS: 28PP
                    STR: -2 (shrink)
                    STA: 4
                    AGL: 4
                    DEX: 0
                    FGT: 1
                    INT: 3
                    AWE: 4
                    PRE: -2
                    Speed rank 0 total

                    Offense:
                    blast 7, +4 to attack
                    blast 5 area (dodge)


                    Dodge (agl): 8
                    Parry (fgt): 4
                    Fort (sta): 4/9
                    Tough (sta): 4
                    Will (awe): 4
                    Init: 4

                    Powers: 47pp
                    Small size 8PP -- Shrinking 8 (permanent, 1ft long size class -4, stealth 8, -4 intimidate, +4 defenses, -2 str, -1 speed)
                    Healing 6PP -- Regeneration 3 (persistent, regrowth[regrows limbs and organs])
                    Tail 1PP -- Extra Limbs 1
                    Lizard feet 9PP -- Movement (Wall Crawling 2, surefooted)
                    -- Speed 2, limited requires all 4s
                    --Swimming 2, limited requires all 4s
                    -- Leaping 2, limited requires all 4s
                    Senses 4PP-- low light vision, accurate hearing, detect vibration, danger sense
                    Immunity 1PP (environmental heat/cold, limited 1/2 effect)
                    Fire Breath 15PP array, 16PP (considered magical fire)
                    -- Blast 7, accurate
                    -- Blast 5, cone area
                    Teeth/Claws 2PP -- Damage 2

                    Advantages: 11PP
                    Favored Environment (forests or jungles, desert)
                    Great Endurance
                    Hide in Plain sight
                    Improved Initiative
                    Inventor (magical)
                    Ritualist
                    Tracking
                    Trance
                    uncanny Dodge
                    Skill Mastery (expertise magic)

                    SKILLS: 4PP
                    Acrobatics 1/5, Athletics, 0/-2, Deception 0/-2, Expertise (magic) 3/5,
                    Expertise (Wilderness) 2/4, Insight 0/4, Intimidation 0/-6, Perception 0/4,
                    Persuasion 0/-2, Stealth 0/12, Ranged Combat (breath) 2

                    Complications:
                    Respect -- He honestly believes that he is a real baby dragon, and does not take it well when people see him as just a lizard (talking or not). He may roast someone who repeatedly asserts that he is not a dragon just to prove his point.

                    Bigger than my body -- He may only be about 2 feet long (including tail), but he doesn't see himself that way. He is used to dealing with people that respect animals and nature or other intelligent animals. He tries to deal with humans on an equal level (especially academics or mages), but it is just so hard for anyone to take a 2 ft lizard seriously as anything other than a wizard's pet (reflected through low PRE and penalties from shrinking). He is not able to understand this and keeps trying to deal with people like he was one of them.

                    Old Wizard -- Bob was one of many animals awakened by the old wizard that he calls father. Although he has gone exploring the world (possibly at the behest of the wizard on a given task), he considers that group his family and has little dealings with other humans.

                    Lizard out of the woods -- He has never been to a large city before and only knows humans from woodsmen, trappers, shamans, and the occasional villagers that came to the wizard seeking aid of some sort (usually potions of various sorts).

                    Strength -- While he is very strong for a lizard (after all he is really a baby dragon *wink wink*) He is unable to carry much weight by human standards. Of course, how much does a lizard really need to carry around?

                    Runs on all 4s -- If trying to carry or drag anything other than in his mouth or with his tail, he is denied almost all of his speed and swimming ability.

                    Cold Blooded -- Gets sluggish in cold weather and gets hyper in extreme heat. In extreme cold may involuntarily fall into a trance like state, and cannot use trance if too hot. (Immunity and great endurance reflect that his metabolism changes but usually takes no damage from temperature changes.)

                    Wizard's Apprentice -- He is used to helping the wizard collect various ingredients for rituals, potions, and charms. He is still only at a level of a good apprentice however. When he comes across more powerful magic items, he has a hard time sharing them (especially with non magic types) or wants to take them apart to examine them to improve his skills as a mage. He isn't a thief though; he doesn't steal magic items without good cause (especially from wizards, he isn't a fool). He just considers any he comes in possession of as prized possessions and will not let them go easily, even if he can barely carry them.
                    Classic car restoring, gun owning, martial arts practicing, military, gamer geek, kinky lesbian IT chick (has your brain exploded yet?)
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                    • #11
                      Re: Digital's Daemons

                      Avatar of Thoth from Ratgirl's attempted Mythic World game

                      PL 10 150 PPs
                      Name: Doris Sostrate/Thoth
                      Sex: Female
                      Height: 5' 6" / 6'
                      Weight: 160 / 200
                      Hair: Black / Black feather from shoulders up
                      Eyes: Brown
                      Complexion: Olive Skinned (Egyptian/Middle Eastern ancestry)

                      STATS: (50)
                      INT 26 +8 (16)
                      WIS 26 +8 (16)
                      CHA 14 +2 (4)
                      STR 10 +0 (0)
                      CON 24 +7 (14)
                      DEX 10 +0 (0)

                      DEFENSES:
                      Tough: 14, 7 without Force field
                      Fort: 11
                      Reflex: 4
                      Will: 12
                      Defense: 6
                      Init: 0

                      FEATS: (5)
                      Great Endurance
                      Beginner's luck
                      Jack of All Trades
                      Ritualist
                      Artificer

                      POWERS:
                      Divine Vessel (34) (1 form: has feathered wings and the head of an Ibis, clothes change to robes similar to pic)
                      --Enhanced Trait (CON 10, WIS 6, INT 6) (paid for in Stats block)
                      --Immunity (Aging, Disease, Poison) (3)
                      --Protection 7 (7) (Force Field, sustained)
                      --Defense 6 (12)
                      --Enhanced Trait (Will +4, Fort +4, Reflex +4) (12)
                      --Enhanced Trait (Ritualist, Inventor) (paid for in Feats Block)

                      Divine Form (7)
                      -- Morph 1 (1) (grows 4 inches and 40 lbs, head changes to that of an Ibis)
                      ---Linked Flight 2 (Winged) (2)
                      ---Linked Super Senses (Magic Awareness, accurate, acute, extended range 1 (100 ft increment)) (5)
                      ---Drawback -1 (Move action to change forms)

                      Magic (41)
                      --Blast 10, accurate 5, variable descriptor 2 (broad, magical), affect insubstantial 1, indirect, precise (30)
                      --AE Cone of {insert}: Cone area Blast 9, variable descriptor 2 (broad, magical), affect insubstantial 1 (30)
                      --AE Dispel Magic: Nullify 10 (magic, all effects), accurate 5, selective, split attack (27)
                      --AE Anti-Magic Cloud: Nullify 10 (magic, all effects), nullify field (rank x 5 ft. radius), sustained, independent (30)
                      --AE Light of Ra: Nullify 6 (Concealment, illusion, obscure), nullify field (rank x 5 ft. radius), sustained, independent, slow fade: 1 minute (19)
                      ----Linked Environment: Light 4 (2/rank), rank x 5 ft. radius, independent, slow fade 2: 5 minute, feature (counts as sunlight to creatures vulnerable) (11)
                      --AE Veil of Nothingness: Concealment 10 (all senses except tactile), affects others (30)
                      --AE Howls of Madness: Perception Area (hearing based) Confuse 10, selective (30)
                      --AE Lullaby: Perception area (hearing) Stun 10 (vs. Will), sleep (30)
                      --AE Dancing Lights: Cone Area Visual Dazzle 10 (Reflex/Fort) (30)
                      --AE Bindings: Perception Range Snare 10 (30)
                      --AE Ray of Enfeeblement: Ranged Drain 8 (Any 1 ability score 2/rank, vs Will) accurate 6 (30)
                      --AE Tongues: Comprehend 5 (languages: understand all, speak 1 at a time, read all)(codes, spirits, animals), affects others, sustained, independent, slow fade 8: 1 day) (18)
                      --AE Shape Matter 5 (transform,reshape existing materials 4/rank, 25 lbs at a time), continuous, accurate 4, precise (30)
                      --AE Boost 13 (1 trait at a time, variable), variable descriptor (broad, magic), independent, slow fade 2: 5 min (30)
                      --AE Healing Hands: healing 13, triggered, regrowth, persistent, stabilize (30)

                      ---Flaw (Power loss: if unable to speak or use hands -3)

                      Skills: (12)
                      Acrobatics Dex 0
                      Bluff Cha 0/2
                      Climb Str 3
                      Computers Int 0/6
                      Concentration Wis 0/8
                      Craft * Int 0/8
                      Diplomacy Cha 3/5
                      Disable Device Int 0/8
                      Disguise Cha 0/2
                      Drive Dex 1
                      Escape Artist Dex 0
                      Gather Information Cha 2/4
                      Handle Animal Cha 1/3
                      Intimidate Cha 0/2
                      Investigate Int 1/9
                      Knowledge (history) Int 5/13
                      Knowledge (archeology) Int 5/13
                      Knowledge (magic/arcane lore) Int 7/15
                      Knowledge * Int 0/8
                      Language 4 (English (native), Ancient Egyption, Arabic, Hebrew, Sumerian) -- Also see Tongues spell
                      Medicine Wis 1/9
                      Notice Wis 5/13
                      Perform Cha 0/2
                      Pilot Dex 0
                      Profession * Wis 0/8
                      Ride Dex 2
                      Search Int 1/9
                      Sense Motive Wis 3/11
                      Sleight of Hand Dex 0
                      Stealth Dex 0/0
                      Survival Wis 1/9
                      Swim Str 3

                      Background loacted here because of post length http://roninarmy.com/threads/884-The...ll=1#post31157

                      Last edited by digitalangel; 06-05-2015, 02:00 PM.
                      Classic car restoring, gun owning, martial arts practicing, military, gamer geek, kinky lesbian IT chick (has your brain exploded yet?)
                      [URL="http://roninarmy.com/threads/1835-Digital-s-Daemons"]My character library[/URL]

                      Comment


                      • #12
                        Re: Digital's Daemons

                        I got her converted to PL 6 and 3E, and tweaked the background for another game, but that one failed to launch as well.


                        Credit for Image: Bounty Hunter 6 by NoirValentie on Deviantart

                        Christina Wade
                        Codename: Sunny
                        Concept: bad ass "normal"
                        Occupation: up until joining Gate Keepers (start of game IC): Bounty Hunter/Supernatural exterminator.


                        35 years old
                        5' 8", 170 lbs
                        Green eyes
                        Brown hair(shoulder length)

                        40+7+12+10+21+0=90
                        STATS: 40
                        INT 2
                        AWE 3
                        PRE 1
                        STR 2
                        STA 3
                        DEX 3
                        AGL 3
                        FGT 3

                        DEFENSES: 7
                        Tough: 3
                        Fort: 3+2=5
                        Will: 3+3=6
                        Dodge: 3+1=4
                        Parry: 3+1=4
                        Ranged Attack: 6
                        Close Attack: 4
                        Init: 3

                        FEATS: 12
                        benefit (licensed bounty hunter/government agent)
                        uncanny dodge(hearing)
                        great endurance
                        track
                        Close Attack 1
                        Ranged Attack 3
                        Fast Demoralize (move action)
                        Move By Action
                        Startle
                        Fast Feint (feint/startle as move action)

                        Equipment: 50 ep total = 10PPs
                        Misc.: 10ep
                        lock picks, multi-tool, smart phone, zippo, restraints, medical kit, flashlight, rosary, binoculars, gas mask

                        Vehicle: SUV 35str 5spd 8Def 7Tough(2 less than book, old beat up 60's bronco) Huge 6ep

                        Armor:
                        Kevlar lined Heavy Leather Duster 6ep
                        --Protection 5 (5ep)
                        --feature hidden pockets (1ep)

                        Arsenal:28 ep
                        Mace: [18ep]
                        Close Cumulative Affliction 7 (senses impaired, disabled, unaware) (14)
                        Affliction (daze, stun, limited degree) 7 (chemical) DC 17 Fort(4)
                        AE: Garlic Spray [18ep]
                        Close Cumulative Affliction 7 (senses impaired, disabled, unaware) (affects objects, limited:vulnerable) DC 17 Fort (14)
                        Affliction (daze, stun, limited degree) 7 (affects objects, limited:vulnerable) DC 17 Fort(4)
                        AE: Composite Compound Crossbow[16]
                        Blast 6, accurate, scope (improved aim), subtle (silent),
                        variable descriptor 1 (bolts: iron, silver(tipped), wood, garlic soaked, torch bolt/fire... )
                        AE: Holy Water Vials[3]-- Damage 6, Limited opponents vulnerable to holy water
                        AE: Stakes[8]-- STR based Damage 3, improved crit 2, variable descriptor 2 (any type of wood or metal), feature: can stake undead
                        AE: Twin .45s[18]-- Ranged Damage 4, multi-attack(good trigger job, lightened slide, heavier springs), accurate (laser sights),
                        feature(rail flashlights),variable descriptor 1 (bullets: lead, copper, iron, silver,...), shoulder holsters(quick draw), Feature (disarm only removes multi-attack, unless disarmed twice), Penetrating 1 (steel core rounds)
                        AE: Short Sword[8]-- STR based Damage 4 (improved critical 2), variable descriptor 1 (piercing, slashing, bludgeoning (handle)), Feature (Silver inlays on the blade)
                        AE: Cattle Prod[14]-- Cumulative Affliction 7 (dazed, stunned ,incapacitated )(electric)
                        AE: Smoke Grenade[16]-- Ranged Cloud Area 2 Concealment Attack 4
                        AE: Grenade[18]--Ranged Burst Area Damage 6
                        AE: Flash bangs[16]--Ranged Burst Area Dazzle (all senses) 4

                        Skills 42= 21PP
                        skill: Stat + skill rank = total
                        Acrobatics 3+1=4
                        Athletics 2+1=3
                        Close Combat (HtH) 3+1=4
                        Close Combat (blades) 3+2=5
                        Deception 1+2=3
                        Expertise (mechanical) 2+1=2
                        Expertise (arcane lore) 2+3=5
                        Expertise (law/civics) 2+3=5
                        Expertise (Theology/Religion) 2+2=4
                        Expertise (AWE)(streetwise) 3+1=4
                        Expertise (AWE) (survival/wilderness) 3+1=4
                        Insight 3+4=7
                        Intimidation 1+7=8
                        Investigation 2+2=4
                        Perception 3+5=8
                        Persuasion 1+0=1
                        Stealth 3+2=5
                        Treatment 2+3=5
                        Vehicles 3+1=4

                        Powers: NONE

                        Combat: Dmg numbers include STR if STR based
                        Mace/garlic spray: +5 attack, Dazzle 7 + Stun 7 (DC 17 Fort)
                        Holy Water: +5 attack, Damage 6 (DC 21)
                        Stakes: +5 attack, Damage 5 (variable) (DC 20), improved crit 2
                        Short Sword: +6 attack, Dmg 6 (DC 21)
                        Cattle Prod: +5 attack, Stun 7 (DC 17)
                        Dodge: 4
                        Parry: 4
                        Toughness 3/8 (w/ armor)
                        Will: 6
                        Fort: 5/10 (w/ great endurance to certain saves)

                        Crossbow: +6 attack, Ranged Damage 6 (variable) (DC 21)
                        Twin .45s: +8 attack, Ranged Damage 4(variable, multiattack, penetrating 1) (DC 19)
                        Smoke Grenade: Ranged Area Concealment 4
                        Grenades: Ranged Area Damage 6 (DC 21 Toughness, DC 16 Dodge)
                        Flash Bangs: Ranged Area Dazzle 4 (DC 14 Fort, DC 14 Dodge)

                        Complications:
                        Former Cop: Christina still does what does does to try to protect people. Because of this, and all the training shoved in her head as a police officer, she will try to avoid lethal force unless it she has no other options or unless she is 100% certain that a target is a monster. Trying to avoid excessive force applies to when she goes after human bounties as well.

                        Prejudice: Monsters and all associated with them are evil.

                        Hatred: Monsters, she's seen their evil up close, and never even heard of a good one.

                        Obsession: Hunting down the inhuman and eliminating them. She sometimes takes on jobs too big for her to take without calling in favors, and frequently under negotiates bounties on cases she believes might be inhuman out of her desire to hunt them down.

                        Reputation: She is believed to be a crackpot by many who find out about her history unless they are others who know what is really out there (which sometimes means local law enforcement isn't cooperative if they know who she is). She does have a reputation as a bounty hunter to be reckoned with though (sometimes making her a target by criminals in an area afraid her bounty is on their heads).

                        Addiction: Nightmares still haunt her, and many nights she only gets to sleep with the help of alcohol. Great for all night stakeouts when she can't afford to sleep anyway, not so great for being at the top of her game other times when she has had too much or is sleep deprived.

                        Grudge match: Christina wants to kill the monster that took her partner's life and in her eyes ruined the life she used to have. She's heard of and seen fae, werewolves, vampires, demon possession, and ghosts, but she still has no clue what that thing was.

                        Distance: Christina is used to people thinking she is nuts, and has suffered the (in her eyes) rejection of her family and the loss of a partner. Part of her desperately wants someone she can trust of watch her back in this path she has followed, but another part is very afraid to let people in after previous losses.


                        Background:
                        Christina used to be a police officer. She came from a blue collar family that couldn't really afford to send her to college, but she wanted more than her folks had (a roofer and a diner waitress). With the help of her cousin who was a sheriff's deputy the next town over, she made it into the <insert appropriate large town/small city> police academy and did reasonably well.

                        After a couple years she managed to get her detective's badge and, fortunately, was paired with a good partner who's experience she could learn from. Her first murder case ended up pointing to a guy from Boston, who apparently had a history of being a primary suspect for similar murders in different areas of the country, but who had a good enough lawyer to keep getting out of the charges.

                        When more bodies started appearing with the same MO it looked like they might have a serial killer on their hands. Christina was excited and terrified at the same time. She hadn't been a detective for long and this was turning into a much larger case than she originally thought. At least she had the experience of her partner to draw on in trying to figure it out. Eventually catching up to the killer, what they saw...she wasn't sure what it was but it wasn't human. She froze; it was some sort of monster, not a guy in a suit like a cheap mystery movie but a real monster. Her partner shoved her out of the way when it lunged at her, but she was still locked up in fright. For his good deed, the thing gutted him like a fish, then turned to her still cowering on the floor and just laughed. The thing just shrugged it off when she put 3 rounds from her service pistol into it, and laughed telling her she was no threat and too afraid to be any fun killing. Then it turned into a man, the same man they had suspected of the murders and strolled off.

                        She was eventually cleared to return to duty after a lot of time with the department shrink, but nobody wanted her as their partner. Some even went so far as to nickname her "Scully" from X-Files. She worked a few cases, but couldn't get that thing out of her head, or the death of her partner. She started suspecting all kinds of suspects of being inhuman monsters, especially the more she read up on myth and lore and some theories that those creatures were real and hiding among humanity. She was eventually released from duty when the captain couldn't tolerate her growing eccentricities anymore. Her own family kept pushing her for more therapy and even suggested she might need to be committed at one point. She and her family don't speak much anymore, but both sides still care. They honestly believe she needs mental help and won't let the subject die on the rare times they talk. She knows what she has seen is real, but can't really blame most people for not believing. She occasionally checks up on them, but doesn't need the stress of how they treat her anytime she comes through town. Her drinking doesn't help with the people that used to know her thinking she is any closer to mentally stable.

                        With a ruined career and a guilty streak over what happened, she used her skills and turned to bounty hunting, or skip trace as some called it now. After a while she fould a few brokers, whom most wrote off as crazy, that sometimes had contracts to track down "monsters". She had seen enough to listen, and had spent a lot of time researching what was really out there to have an idea of how to start hunting the monsters instead of letting them prey on people.

                        Her last case wound up wither working with a pair of feds going after the same mark. She didn't want to share the bounty with them, because she needed the pay day. By the time that job was said and done, there had been little choice but to share the case and lose the bounty if she wanted to come out in one piece. Christina got something in return from that case; it just wasn't a bounty. It turns out that the government is aware of things that go bump in the night, and that there was a special department within the some federal law enforcement agencies that handles such cases. It also turns out that they made her a job offer; a chance to back to full time law enforcement in a department that not only didn't think she was crazy for hunting monsters, but wanted her for exactly that skill set.

                        So here she ends up pulling up near an address she was given by the agent that survived that case. It didn't look like your typical federal building, more run down and nondescript. It almost looked like it was abandoned except for the guard town posted at the entrance to the parking lot. She wasn't the most comfortable pulling up to a government building with a truck for of weapons, a clear violation of more laws than she wanted to think about. Most of her supplies either in their holsters/sheaths or in one of the multitude of pockets in the lining of her heavy (heavier than most realized with the Kevlar and chain mail sewn into it) duster. In the rear floor board of her old Bronco where they were mostly out of sight, but she could reach back and grab them if needed, lay her crossbow, ammo boxes of bullets and crossbow bolts in various assortments and a case of various types of grenades with an old army blanket pulled over it in case someone got nosy. The old truck was beat up over the years and could use some work, but you had to love the old machines from before things went electronic. She could keep it on the road and getting her form job to job with the various tools and supplies in the toolbox in back. The shape of the body panels (faded paint, some rust spots, crooked bumper, ...) would make most people think it was a pile of junk not worth stealing at first glance, but it drove good and the motor still ran strong. Still with the arsenal hidden under the army blanket in the back, she decided to park a block or two away and walk. She didn't like going into an unknown situation unarmed, but it beat getting thrown directly into federal prison on terrorism charges. If things went south, she could always tell them to pound sand and go back to hunting on her own.

                        Well, she made it here to <starting town>. Christina wearing her duster, hat, and sunglasses walks toward the guard shack at the entrance to the gate around the facility. She legitimately had an appointment, and the card of the agent that made her the job offer. This was the right address, the right day, and the right time (well about 20 minutes early), "Let's get this party started" she thought to herself. More than that part of a song that had been on the radio during the drive here stuck in her head:
                        Sunny came home with a list of names
                        She didn't believe in transcendence
                        And it's time for a few small repairs, she said
                        Sunny came home with a vengeance
                        If everything worked out perhaps that is exactly what this was a chance to make a few small repairs in her life and come home. Come home to a life she had all but left behind, back to a regular job, back to the badge, back to being respected as a cop instead of written off as a loony, and she sure as hell was coming back with a vengeance.
                        Classic car restoring, gun owning, martial arts practicing, military, gamer geek, kinky lesbian IT chick (has your brain exploded yet?)
                        [URL="http://roninarmy.com/threads/1835-Digital-s-Daemons"]My character library[/URL]

                        Comment


                        • #13
                          Re: Digital's Daemons



                          20 March (spring equinox)
                          Dryad
                          PL 10 160PP

                          Real Name: ??
                          Age: ?? Less than a year / ancient
                          Height: 5' 6"
                          Weight: 200 lb. (wood gets heavy)

                          80+8+6+2+64=160

                          STATS: 80
                          STR 6
                          STA 10
                          AGL 4
                          DEX 2
                          FGT 10
                          INT 0
                          AWE 8
                          PRE 0

                          Advantages: 8
                          Ambidextrous, Move By Action, Favored Environment (Forest), Agile Feint, Tracking, Animal Empathy, Great Endurance, Instant Up

                          Skills: 6
                          Acrobatics Agl 2 (+6)
                          Athletics Str 0 (+6)
                          Expertise Awe (Nature) 2 (+10)
                          Insight Awe 2 (+10)
                          Perception Awe 2 (+10)
                          Stealth Agl 4 (+8)

                          Defenses: 2
                          Fort 0 (+10)
                          Will 0 (+8)
                          Dodge 2 (+10)
                          Parry 0 (+10)
                          Toughness 0 (+10)

                          Powers:64

                          Plant Form (Permanent): 9PP
                          Immunity 4 (Sleep, Starvation, Suffocation, Aging), Noticeable (green/wooden skin) 3PP
                          Immunity 2 (poison, limited: not against herbicides) (disease, limited: not against plant diseases) 1PP
                          Feature: floats
                          Shielding Vines: Enhanced Defenses(4 Dodge) 4PP (parry component already accounted for in FGT stat)

                          Regrowth: Regeneration 2, Source (sunlight) 1PP

                          Seed Pods: Immortality 1, Limited (Preventing the seed pod from sprouting in soil prevents return) 1PP

                          One with the Forest: 3PP
                          Woods Walk: Movement (Trackless), Limited to Plant Life 1PP
                          Senses 4: Detect Life (Ranged, Acute, Analytical, Limited to natural plants/animals): 2p

                          Plant Spirit: 5PP
                          Speak With Plants: Comprehend 2 (Plants) 4PP
                          AE: Green Network: Remote Sensing 1 (60 ft., visual, auditory, tactile), Medium (Plants), Feedback [2PP], Green Memory: Senses 4 (Post cognition), Limited to Areas of Plant-Life [2PP]

                          Roots: 7PP
                          Rooting: Immunity 10 (Being Moved), Limited to While Touching the Ground [5PP]
                          AE: Wall Crawling [2PP] Linked Speed 3 [3PP] 1PP
                          AE: Pass Through Plants: Permeate 3 (Limited to Vegetation) [3PP] Linked Speed 2 [2PP] 1PP

                          Plant Body: 38PP
                          Plant Growth: Create Plants 10, Permanent, Moveable, Precise [31PP]
                          AE: Throwing Thorns: Ranged Damage 8 (piercing), Multiattack, accurate 5, Penetrating 2 [31PP] 1PP
                          AE: Sap Snare: Ranged Cumulative Affliction 8 (vs. Dodge/Damage; Hindered and Vulnerable, Defenseless and Immobilized), Extra Condition, Limited Degree, accurate 5 [29PP] 1PP
                          AE: Pollen Cloud: Cumulative Cloud Area Affliction 10 (vs. Fort, Fatigued, Exhausted, Incapacitated) [30PP] 1PP
                          AE: Spore Cloud: Cumulative Cloud Area Affliction 10 (vs. Fort, Dazed/Impaired, Stunned/Disabled, Limited Degree ) [30PP] 1PP
                          AE: Thorny Vine Mass (Sustained): Elongation 6 (500 ft., limited to extra vine "limbs") [3PP], Extra Limbs 8 [8PP], Multiattack 8 : variable descriptor 1 (close attacks) [9PP], Movement (swinging) [2PP], Enhanced Advantages: Improved Grab/Precise Attack (close, cover)/Fast Grab/Chokehold/Improved Trip/Improved Hold [6PP], STR based damage 2 [2], accurate [total 31PP] 1PP
                          AE: Animate Plants: Damaging Perception Move Object 10, Limited to plant based materials, Precise [31PP]
                          AE: Warp Wood: Perception Transform 5 (vs. Will, plant based materials into different shapes), (from plant profile: enliven dead plant material) 6/rank [30PP] 1PP

                          For +1 point per rank you also have the power to enliven dead wood, causing it to rapidly put forth new roots, branches, leaves, and even flowers, seeds, or fruit. The newly restored plant only live for as long as conditions allow.
                          This should cover what the feature did earlier as well.

                          Combat:
                          Hand to hand: +10 to hit, damage 6
                          Thorny Vines: +12 to hit, damage 8, elongation, multiple limbs, Precise attack (close, cover)
                          Grabbing with Thorny Vines: +6-11 to grab from elongation and multiple limbs (depending on how many limbs used) [improved grab, improved hold, improved trip, choke hold]
                          Throwing Thorns: +12 to hit, Ranged Damage 8, Multiattack, penetrating 2
                          Sap Snares: +12 to hit, Ranged Affliction 8 (dodge/damage; Hindered and Vulnerable, Defenseless and Immobilized)
                          Pollen Cloud: Cumulative Cloud Area Affliction 10 (vs. Fort, Fatigued, Exhausted, Incapacitated)
                          Spore Cloud: Cumulative Cloud Area Affliction 10 (vs. Fort, Dazed/Impaired, Stunned/Disabled, Limited Degree )
                          Deadly Cloud: Cloud Area Weaken (vs. Fort) STA 10 [20PP] Linked Cloud Area Weaken (vs. Fort) STR 5


                          Complications:
                          Protector of the wilds: She takes offense at people killing trees and wilderness lands.

                          Past: Dryad vaguely remembers being an old woman living in the woods for all her life at peace with the land, but how can that be? She's an ageless nature spirit.

                          Cycle of life: She has a very different view on killing or theft if it is for a creatures survival than the legal system, but murder for pleasure (including hunting for sport) enrages her.

                          Learning the Language: Dryad sprouted from an area (Montana wilderness) where English is spoken primarily and has mostly picked up the language, but is not always good at putting her thoughts to words when dealing with people. She communicates her messages as much with gestures, looks, and body language. Understanding a recorded or written message is much harder for her without that context (unless of course she can pull what she needs from the memories of the plants in the area).

                          Nonhuman: She is not familiar with many human customs/traditions/laws.


                          Background:

                          Dryad remembers an old woman who lived in a small cabin in the woods with a garden and orchards. She remembers the woman lovingly tending to the plants in that garden until her body gave way to the cycle of nature one day. Dryad remembers sprouting from a seed the old woman planted just before she passed away. She is not entirely sure if she has the spirit of the woman reborn through her plants, or if the woman's nurturing spirit helped bring her forth from an ancient slumber in the wood from the land itself. Her first clear memories in her current form are as a small sapling sprouting on the day of the spring equinox.

                          Before that she knows of the woods and the woman's life there as well as that of many of the plants and creatures, but it is hazy as if from a dream.

                          The first human she met after uprooting herself from the soil, called her a dryad, so that has become her name as she has no other in the human tongues.
                          Classic car restoring, gun owning, martial arts practicing, military, gamer geek, kinky lesbian IT chick (has your brain exploded yet?)
                          [URL="http://roninarmy.com/threads/1835-Digital-s-Daemons"]My character library[/URL]

                          Comment


                          • #14
                            Re: Digital's Daemons

                            Alexis Lynn
                            PL 4
                            Occupation: Science/Computer teacher
                            Age: 26
                            Hair Color: Dirty Blonde
                            Eye Color: Blue
                            Height: 5' 10"
                            Weight: 170
                            Body type: Stays in good shape without being a serious athlete, lean muscle build
                            Gender: Female
                            Family Status: Single (dating on and off), no children. Parents live in the next town over and extended family scattered around the country.

                            Normal


                            "Costumed"
                            Add gloves and replace the torn up jeans with proper riding leathers or at least jeans not torn to shreds. Jacket probably Alpinestars Bionic for staying with one with hard pads (add hard plate on either side of chest and across back and replace the fox logos with a white star outline on the left chest plate for company logo). Faceplate would also be mirrored instead of clear.


                            PL 4 Build
                            18+7+9+4+13=51

                            STATS 18
                            STR 1
                            DEX 1
                            AGL 1
                            STA 1
                            INT 2
                            AWE 2
                            PRE 1
                            FGT 1

                            SAVES 7
                            Toughness 1/3(with motorcycle leathers)
                            Fort 1+2=3
                            Dodge 1+1=2
                            Parry 1+2=3
                            Will 2+2=4
                            Initiative 5
                            HPs: 1

                            FEATS 9
                            Assessment
                            Improvised Tools
                            Inventor
                            Jack of All Trades
                            Online Research
                            Benefit (access to school resources: library, labs)
                            Improved Defense
                            Defensive Attack
                            Improved Initiative

                            Equipment 20ep = 4PP
                            Smart phone (phone/gps/AV recorder/flashlight) 5ep
                            laptop 1ep
                            multi-tool 1ep
                            knife (STR based Dmg 1, piercing) 1ep
                            Heavy biker jacket and helmet (Prot 2) 2ep
                            Motorcycle (per 3E book) 10ep

                            SKILLS 13 rank/total
                            Acrobatics 1/2
                            Athletics 2/3
                            Close Combat (hand to hand) 1/3
                            Deception 1/2
                            Expertise (science) 5/7
                            Expertise (teaching) 1/3
                            Insight 3/5
                            Intimidation 1/2
                            Investigation 1/3
                            Perception 2/4
                            Persuasion 2/3
                            Sleight of Hand -- 0/1
                            Stealth 0/1
                            Technology 4/6
                            Treatment 1/3
                            Vehicles 1/2
                            After powers:
                            Cat's Eye
                            PL 8 120PPs
                            18+6+12+13+1+70=120

                            STATS 18 (includes enhanced stats from powers section in stat #)
                            STR 2
                            DEX 3
                            AGL 3
                            STA 3
                            INT 4
                            AWE 4
                            PRE 1
                            FGT 3

                            SAVES 6
                            Toughness 3
                            Fort 3+2=5
                            Dodge 3+1=4
                            Parry 3+1=4
                            Will 4+2=6
                            Initiative 7
                            HPs: 1

                            FEATS 12
                            Assessment
                            Improvised Tools
                            Inventor
                            Online Research
                            Benefit (access to school resources: library, labs)
                            Improved Defense
                            Defensive Attack
                            Improved Initiative
                            Ranged Attack 1
                            Close Attack 2
                            Move by Action

                            SKILLS 13 rank/total
                            Acrobatics 1/4
                            Athletics 2/5
                            Close Combat (hand to hand) 1/5
                            Deception 1/2
                            Expertise (science) 5/9
                            Expertise (teaching) 1/5
                            Insight 3/7
                            Intimidation 1/2
                            Investigation 1/5
                            Perception 2/6
                            Persuasion 2/3
                            Sleight of Hand -- 0/3
                            Stealth 0/3
                            Technology 4/8
                            Treatment 1/5
                            Vehicles 1/4

                            Equipment 1PP
                            Mostly for civilian use:
                            Smart phone, motorcycle, laptop

                            Costumed:
                            multi-tool 1ep
                            costume: Heavy biker jacket and helmet (Prot 2) (feature 2: conceals face, conceals fingerprints [gloves]) 4ep
                            Large bag of marbles or roll of pennies (ammo source for Tk blasts)

                            Powers 70
                            Super Human: Enhanced Traits (STR 1, STA 2, DEX 2, AGL 2, INT 2, AWE 2, FGT 2) + Senses (Low Light Vision) [27]

                            TK Force Field: Protection 9, sustained, subtle, Impervious 5 (15)

                            TK Array: [28]
                            (dynamic):Move Object 9 (close, damaging, precise, split, subtle) (21)
                            DAE: Flight 5 (80 mph), aquatic, subtle 2:silent, no obvious glow (12)

                            (following have power loss complication if no items available as ammo, she usually carries a bag of marbles and/or a roll of pennies for this purpose)
                            DAE: "Fling Object" Blast 8 (split, accurate 2, subtle 2:silent, no obvious glow) (21)
                            DAE: "Whole handful" Cone Area Damage 8, subtle 2:silent, no obvious glow (18)

                            Combat:
                            Single Blast: Dmg 8 (DC 23), + 8 attack
                            Cone Blast: Dmg 8 (DC 23), cone area
                            Close TK: Dmg 9 (DC 24), + 7(HtH) attack

                            Defense:
                            Dodge 4
                            Parry 4
                            Toughness 3/5("costumed", EQ does not stack with force field)/12 (force field at full strength)
                            Fort: 5
                            Will: 6
                            Initiative: 7
                            Background:
                            Alexis was always the nerdy girl in school. She went to college on a combination of academic scholarships and student loans. After finishing college, she signed up with one of the debt forgiveness programs for student loans; if she spends 4 years teaching in public schools, her student loans would be forgiven. She is now been a teacher at Stonebrook High for 2 years teaching physics, chemistry, and computer classes. In a larger town, these subjects would have separate teachers, but Stonebrook is just a small mountain town. Alexis has not even had much luck getting AP classes going for the students so far. She is free of her commitment to the debt program in 2 more years, but she has found that she truly enjoys working with the students, even if the private sector pays much better.

                            Alexis took a couple self defense classes in the past, and continues as a hobby and a way to stay in shape.

                            Complications:
                            Ammo: All of her ranged attacks require some form of object to use as ammo to fling with her TK. She usually carries a bag of marbles with her for this, but if she is caught with nothing to use as ammo she is limited to close combat or fleeing.

                            Local Ties: Alexis is single, but her parents live just a town or two away. She grew up in this general area, so she knows many of the locals. This also means that a) she has ties to people locally that can be used against her (parents, friends, her students) and b) there are lots of people who would recognize her if they saw her use her powers

                            Teacher: Alexis is a teacher at Stonebrook High. This means that, especially around students, she must maintain a certain decorum.

                            Rivalry: The Stonebrook High principal is not overly fond of Alexis. He knows that she only started teaching here because it was the school she was assigned to as part of the loan forgiveness program. Alexis finds it ironic that at a high school and AP level the principal thinks that an applied science degree with a minor in computer science is less qualified to teach science and computers than if she had an education degree. The principal has also been more concerned with school grounds and the athletic teams when making budget decisions than in letting her upgrade the computer lab or expand the AP programs at the school.

                            Conflicting Interests: Alexis knew when she signed up to teach for the forgiveness of her student loans that she could make much better money in industry. She has found that she really loves teaching the kids, she just hates the politics of public schools and the adults involved. Even with losing the forgiveness of her loans, there are days that leaving teaching behind for a much better paying career in industry is VERY tempting. If she didn't honestly care about the kids, she would probably not have stayed very long. Some days she just reminds herself that she is over half way through her commitment, and that she is in the home stretch.
                            Classic car restoring, gun owning, martial arts practicing, military, gamer geek, kinky lesbian IT chick (has your brain exploded yet?)
                            [URL="http://roninarmy.com/threads/1835-Digital-s-Daemons"]My character library[/URL]

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                            • #15
                              Re: Digital's Daemons




                              Link to more info later in thread

                              PL 6 105PPs
                              Name: Zyaitin (Dark Lizard)
                              True name: Iksnilpth
                              Gender: male
                              Age: about 1-2 years since reaching teh level of growth with full intelligence, sentience and magical abilities.
                              Height: almost 2 ft long (over 3 ft with tail), about the size and weight of an iguana or small cat.
                              Weight: 12-15 pounds

                              ABILITIES: 24
                              STRENGTH 0 (-2)
                              STAMINA 3
                              AGILITY 2
                              DEXTERITY 0
                              FIGHTING 2
                              INTELLECT 2
                              AWARENESS 3
                              PRESENCE 0 (-2)

                              SKILLS: 16
                              Acrobatics 2 (+4)
                              Athletics 5 (+3)
                              Deception 0 (-2)
                              Close Combat (natural weapons) 6 (+8)
                              Expertise (Magic) 4 (+6)
                              Expertise (Survival) 4 (+6)
                              Expertise (Merchant) 1 (+3)
                              Insight 3 (+6)
                              Intimidation 0 (-8)
                              Perception 5 (+8)
                              Persuasion 0 (-2)
                              Sleight of Hand --
                              Stealth 2 (+12)
                              Technology --
                              Treatment --
                              Vehicles --

                              ADVANTAGES: 12
                              Move by Action, Ritualist*, Agile Fient, Languages 3 (natural[Dragon] + Common + Giant + Elven + Runes), Uncanny Dodge**, Skill Mastery (magic)*, Prone Fighting*, Hide in Plain Sight**, Eidetic Memory*, Improved initiative

                              *Natural Traits to Dragons
                              ** In large part due to his size, and will probably be dropped as he grows in size

                              POWERS: 46
                              Dragon Senses: [7PP]
                              Senses 6 (Vision [Extended, Low Light Vision] 2, Hearing [Extended, Ultrahearing] 2, Mental [Magical Awareness, Danger Sense] 2) [6]
                              Senses 4 (Detect Life [mental], Ranged, Acute, Extended, Limit 2: Dragons) [1]

                              Dragon Tongue: [3PP]
                              Senses (Scent [Acute, Extended, Tracking, Noticeable(licks air w/ tongue)] ) [3-1 =2]
                              AE: "Long Sticky Tongue" Extra limbs 1, Elongation 2 (limited to tongue) [2]


                              Dragon Traits: [10PP]
                              Regeneration 2 (1/every 5 rounds) [2PP]
                              Immunity 14 (Fire Effects, Environmental Cold, Disease, Sleep, Poison; Half effect on all) [7PP]
                              Immunity 1 (aging: dragons live such long life spans that they as essentially immortal compared to most races, 10-20,000+ years for the oldest known dragons) [1PP]

                              Scales: Protection 2, Impervious 2 [4PP]

                              Wings: Flight 2 (7 mph/60 ft/round, winged, Gliding) [1PP]

                              Claws/Teeth: [6PP]
                              Strength-based Damage 4 [4PP]
                              AE: Wall Crawling 2 [4PP]
                              AE: Burrowing 4 [4PP]

                              Tail: Extra Limbs 1 [1PP]

                              Dragon Breath: [11PP]
                              Cone Area Fire Damage 6, Diminished Range 2 (15 ft Cone), Affects Insubstantial 1 [11PP]

                              Hatchling: [2PP]
                              Feature (permanent small size [until he grows with age], size class -4) [1]
                              Enhanced Traits (Stealth +8 [4], Parry +4 [4], Dodge +4 [4], STR -2 [-4], Intimidate -6 [-3], PRE -2 [-4] ) [1]

                              EQUIPMENT:
                              NONE

                              OFFENSE:
                              Initiative +6
                              Close Attack +2 (+8 natural weapons)
                              Ranged Attack +0
                              Fire Breath +6, Area DC 21
                              Claws/Bite 2 DC 17

                              DEFENSES: 7
                              Dodge 1 (+7)
                              Parry 1 (+7)
                              Toughness 0 (+5) (Impervious 2)
                              Fortitude 3 (+6/11*) *Great Endurance
                              Will 2 (+6)

                              Abilities 24 + Skills 16 + Advantages 12 + Powers 46 + Defenses 7 = 105 / 105

                              Complications:
                              Respect: He is a baby dragon (very proud creatures), and does not take it well when people see him as just a lizard (talking or not). He may roast someone who repeatedly disrespects him just to prove his point.

                              Bigger than my body: He may only be about 2 feet long, but he doesn't see himself that way. He tries to deal with other races on an equal level (especially academics or mages), but it is just so hard for anyone to take a 2 ft lizard seriously as anything other than a pet (reflected through low PRE and penalties from shrinking). He is not able to understand this and keeps trying to deal with people like he was one of them. Fortunately he does not require much in the way or clothing or gear, as it would be very hard to find sized for him.

                              Runs on all 4s: If trying to carry or drag anything other than in his mouth or with his tail, he is denied almost all of his running speed and swimming ability.

                              Curiosity: A dragon's natural instincts give them a great understanding of magic (and survival), as reflected in expertise skills and advantages. They also have a great drive for knowledge and are extremely curious (especially about magic); this may drive him to ignore good judgement for an opportunity to examine some new artifact, magic circle, runes, or even technological devices.

                              Shiny: While much less in younger dragons than adults, dragons have a natural instinct to acquire territory (and defend it fiercely) and a horde of their own. He is extremely tempted by gold, jewels, and magical objects. Even if he is just a hatchling starting to explore the world, he may be in real danger crossing into the territory of any older dragons as these instincts get stronger with age.

                              Fear/Ignorance: Many people (even scholars) know very few facts for certain about dragons other than that they exist and that they are a force to be reckoned with. An angry adult dragon can literally move mountains if they want something badly enough, not counting that they have a natural talent for magic. Most people do not even realize that dragons hatch as large lizards (around 6 inches to 1ft. depending on type of dragon) and grow from there. What most people think of as a hatchling (roughly the size of a large dog/small pony) are actually 3-4 years old, and that the standard adult dragon that comes to mind when someone talks about dragons could be several hundred years old. This ignorance has spawned many rumors and myths over the ages, only some of them even remotely true. Some people may decide that small hatchlings should be exterminated before they grow to become a real threat, if they even realize that it is more than just a lizard or a wizard's familiar.

                              Hunted: Many unscrupulous mages and alchemists would love to get their hands on dragon scales/blood/bone/etc. for potions or as part of a ritual because of the power that they are rumored to have (partially true). Fortunately very few of these are a threat for a dragon once it is more than a handful of years old. Zyaitin, however, is still just a hatchling and much less of a threat. Fortunately, Zyaitin is to small to be hunted for scales or teeth, which can be made into excellent weapons and armor (as well as a great symbol of power with as hard to kill as dragons old enough to hunt for such items are). This would not stop a sorcerer from wanting to drain his blood or grind his bones into powder for a potion however.

                              Long Life (more for adult dragons): This may not seem like a complication, but to a creature that can easily live to be thousands of years old once it grows powerful enough to properly defend itself, time does not have the same urgency as with shorter lived races such as humans. Dragons share this in common with elves, some giants, and other long lived races. They can be extremely patient (a good thing), but are rarely quick to action even when needed. Many adults have seen empires come and go in their time, and see things in a much different scale than mortal races, or hatchings who have not lived as many years. This can make older dragons much harder to deal with. With time in such a perspective they also tend to hold grudges, while a member of a mortal race might say that a feud going back 50-100 years is ancient history and be ready to move past it, a dragon with a grudge may take it out on the bloodline of someone that wronged them for generations (a terrifying thought if your ancestors ever wronged a dragon). They may also protect the decedents for generations after a dragon's dear friend or companion has passed on.

                              Patience: Unlike an adult dragon that has lived for a century or more, Zyaitin is still incredibly young. With this his view on time, patience, or waiting for things is much more in line with mortal races. With his incredibly young age, he resembles a human child or teenager more than anything else in this regard at times. While he can see the value in long term plans and investments, he will often focus on short term rewards.

                              Eats Like A Horse: Zyaitin eats as much as most creatures several times his size; after all, his body needs fuel both for it's fairly rapid growth and to produce his fiery breath. The tiny dragon is a good hunter for his own food when in forests or jungles, eating plant matter, grains, insects, and even small rodents, snakes, or birds as he has gotten larger. His natural resistance to poison and disease, means he can eat most anything small enough for him to swallow, including things that would make others ill. When in cities where he cannot hunt for prey, supporting his diet is more difficult (and expensive) than most would assume as he eats as much as a human teenager/adult. He could have just as likely been looking for a snack when Elijah first found him in the wagon as being curious about something shiny in it's contents. While country folk are probably used to seeing animals eat their prey, his eating habits might make some in cities (especially the better off) to be taken aback.

                              True Name: Dragons instinctive knowledge of magic tells them how powerful true names can be. Zyaitin has never told his true name to anyone, even Elijah. Only his parents and any surviving members of his clutch know his true name. Some (those not versed in magic) may think him dishonest for not sharing such a thing. The knowledge of his name by his relatives could be an issue if they ever opposed each other. Not that any of his clutch would have a chance against their parents (or any adult dragon), name or no.

                              Build notes:
                              I basically crossed my previous awakened lizard build with one of Thorp's hatching dragon builds. Assuming that a dragon's natural language and elvish are basically the same as in some settings (though possibly different dialects of the language). In his build I am grabbing bits and pieces of how dragons work in multiple settings (classic myth, D&D, Palladium, and various pieces of fiction I've read before), so let me know if something clashes with how you want to run them in your world. Taking more of the approach that they hatch in large broods of fairly small hatchlings and only a portion survive long enough to become what people think of when you say dragon, than the typical RPG approach of them being hatched much larger on this build.

                              I handled his size with a Feature and permanent Enhanced/Decreased stats, as Shrinking is a horrible points sink. I have him as hatching about the size of most medium lizards are growing fairly fast; he is up to a little over 2 feet in the build (assuming he is roughly a year old. I figure his size will change roughly equivalent to 1 rank of shrinking being removed every month or so of game time.). The only reason I really bothered with the small size at all is that the previous build this is partially built on was a lot of fun to play off the fire breathing talking lizard that everyone wrote off because of his size; it has so many good RP possibilities especially combined with the respect and bigger than his body complications.

                              Background: Dragons, a great and powerful race that most know little about outside of legends and myth. Everyone knows that dragons are real and that they have good reason to fear an angry dragon, but most else is left to the realm of myth. Many merchants and people of forest/jungle tribes might have even seen baby dragons and thought nothing of it; most that is, except in Zyaitin's case a merchant that found a strange lizard scurrying around in one of his wagons full of goods. Elijah picked up the strange looking lizard by its tail and examined it, having never seen a lizard with such odd colorings on its scales. That was when the lizard had enough of being prodded and stared at and told the enormous merchant to let him go, or else there would be consequences to pay. The merchant laughed at the strange little lizard, thinking he must be someone's familiar or perhaps that he had too much to drink that evening at the tavern. The laughter stopped when the lizard lived up to its word and spewed a gout of flame at the giant. While such a burst would have scalded most, the giant's skin was like armor and suffered no more than a few minor burns.

                              That was the fateful day that Zyaitin met Elijah, the half giant merchant and (now) his best friend. The lizard's ruffled (figuratively and literally) scales were smoothed over with an apology and a meal shared. Stories were told, tales swapped, drink and food shared, and both decided that the tiny creature would accompany the giant for a time. The merchant's goods would surely not get stolen with such a guard riding in the wagon. Some tried at times to steal from the wagon, thinking so little of the tiny lizard until it was too late. The tiny dragon, in return, got a chance to see the world and sate his curiosity. Elijah has been teaching him the languages and ways of being a trader. Elijah gave the lizard a name, Zyaitin (giant speak for "dark lizard"); it was rather fitting. Zyaitin has found he rather enjoys the habit of riding along inside of Elijah's pack (or sometimes perched on his shoulder) going through towns; he gets a better vantage point to see new things at every trade city and doesn't have people carelessly trampling him in crowds. He often sneaks off to get a closer look at something in a merchants stall or shop that catches his eye though, some things are just too tempting to not investigate closer.

                              The giant was a little taken aback at first by how much such a tiny creature could eat. Of course, Zyaitin has almost tripled in size already in less than a year of traveling together, up to about 2 feet long (and sprouting small wings) compared to the tiny lizard Elijah found in his wagon that first day. Especially with his wings folded against his body, most would still write Zyaitin off as a curious looking lizard that the giant must have picked up as a pet in some strange town. Elijah had seen the tiny creature grow rapidly, and if the depictions of dragons that Elijah had seen before were to be believed, the little dragon might one day be able to carry the giant instead of the other way around.

                              Notes on Dragons:
                              Humans, Ores, Dwarves and even Elves tell many contradicting tales about dragons, because very little is actually known about these magical creatures of legend. Mages and scholars have tried to research dragons, and while from hatchlings have been caught for study, even they can prove hard enough to handle to prevent all but the most crazed from meddling with older specimens. The occasional knight or dragon hunter may have discovered some secrets of dragons in the past, but their boasts and stories are known to often be exaggerated, so are not the most reliable source of information.

                              They are beings of great intellect, curiosity, and a strange blend of human emotions and the instincts of a wild animal. They are beings that seem destined to explore many realms. Perhaps because they themselves don't truly belong to any one world. Some would call them gods, and some have taken that mantle at times. There are legends of the island kingdom of Dragonwright far in the Western oceans where a group of dragons are worshiped as god kings. If so, it would be highly unusual for dragons to share power and territory in such a way.

                              Dragons have no apparent society or feeling of kinship even among the same species, at least not by human standards. They act with complete autonomy from one another, with no laws, ethics, or codes of conduct shared by any. Each does as he pleases independent of the other. There is seldom any camaraderie or even pleasantries exchanged between most dragons, at most, what can only be described as polite aloofness and suspicion by human standards. Except for mated pairs, dragons tend to shun the company of fellow dragons, although they enjoy associating with other beings. After having mastered various magics, they often spend periods of their lives disguised among the societies of other races (often either as scholars or manipulating politics from behind the scenes). Even their own offspring are left to fend for themselves. Only a small fraction of hatchlings survive long enough to ever reach adulthood. Unlike the powerful adult and ancient specimens, young dragons are fairly weak in comparison. The first few years of their lives often spent hunting, growing in strength, and gaining knowledge. It is not even uncommon for freshly hatched young to hunt each other at times. Dragons grow in size and power for almost for as long as they live, fortunately for everyone else only a few of them survive their youth.

                              There are many reasons for this antisocial behavior toward one another. Except for fellow dragons and the most powerful of supernatural beings, adult dragons have no natural enemies. Their longevity makes them incredibly knowledgeable and increasingly powerful as they learn to use their natural strengths and abilities, as well as magical knowledge. Their territorial nature also means that most dragons instinctively dislike one another, making dragon societies almost unheard of. Dragon bones and teeth of adult dragons are instilled with great magic and as such, are coveted components in the creation of the most powerful wards, circles, and magic. This is one of the reasons that many dragons do not survive to adulthood. Their pride and brashness is another, as is their greed. Greedy by nature, even the nicest dragons tend to be greedy and have a penchant for hoarding artifacts, valuables and magic. This is where the legends of great dragon treasures arise. A dragon will not forgive the theft of a treasured artifact from its lair, and only the truly foolish would attempt such a thing.

                              Adult dragons are sometimes accused of laziness and sloth. Neither is usually true. Laziness results in that by adulthood, dragons have mastered the art of intimidation and have learned that a subtle threat, sometimes as little as a grunt or groan, will send people scampering to do as they have been told. Most adult dragons usually have a vastly different view regarding the passage of time. These are creatures that live for thousands of years, they, better than most, recognize that opportunities will come around many times, that haste can lead to folly, that what goes around does come around, and that patience is truly a virtue. Those that are overly eager to act, especially when egged by pride or arrogance also rarely make it to adulthood, thus exaggerating the effect.

                              Most adult dragon's will have one or more lairs, possibly in completely different areas depending on how far they have roamed. They will typically claim an area of 50-60 miles around their lair as their territory and defend it from other dragons fiercely. A dragon's natural ability to sense magic around them extends to the detection of other dragons as they grow older and their powers grow stronger. While they might overlook an adventurous hatchling in their domain as long as it does not stay too long, they are not so forgiving of other adult dragons that should know better than to invade the territory of another. The exception to this is if the dragon's territory includes a city of decent size. A dragon visiting such a city, especially if they have disguised themselves as a mortal, will generally not be considered trespassing as long as they stay within the city or nearby guild halls. A more malevolent dragon may not extend this courtesy, even if they are content to leave the city to itself otherwise.

                              Alignment notes:
                              A lot of these are divided into 4 subsections so I'll just put them here instead of retyping each question with 4 variations.
                              a) when dealing with strangers
                              b) to those in authority (law enforcement, representatives of the church, etc.)
                              c) to friends
                              d) to family (Dragons are a unique case here. The natural aggressive and territorial tendencies between dragons are even stronger between close relatives with the exception of mothers to children and even then they are fairly cold socially)

                              1) Will the character break his word of honor (to each group)?
                              a) Tries to avoid it, not a huge concern however.
                              b) Tries to avoid it, will go out of his way to avoid breaking his word.
                              c) Absolutely not, will not even consider it outside of truly extraordinary circumstances.

                              2) What is the character's policy on lying (to each group)?
                              a) Usually not maliciously, but has no issues bending the truth.
                              b) Will bend the truth, but rarely blatantly lie.
                              c) Not without really good reason other than little white lies.

                              3) Will you kill an unarmed foe? Injure an unarmed foe?
                              Kill, yes but will usually not chase a fleeing foe to finish them of unless them escaping is a threat as well (they would return with reinforcements for example).
                              Injure, yes, just be glad you didn't become lunch, but will rarely start the fight.

                              4) Will you harm an innocent? Kill an innocent? Under what circumstances?
                              Harm, usually not and not seriously. Kill, no.

                              5) Will you use torture? Under what circumstances?
                              Not for pleasure. For important information (especially if needed to help those he calls friend), YES. For revenge, would consider it but probably not act on it.

                              6) Will you kill or cause injury for pleasure?
                              For pleasure, no. Not above eating sentient lifeforms as a last resort though.

                              7) How willing are you to help others (to each group)?
                              a,b) If not too inconvenient or for a good cause.
                              c) Yes, extremely loyal to friends, especially Elijah.

                              8) How much does the character respect authority? What is their policy on breaking the law?
                              Human laws do not bind dragons, however he recognizes the consequences of breaking the law. His own morals would keep him from breaking most just laws anyway.

                              9) Will you betray someone (to each group)?
                              a) Maybe, but not if he had given his word otherwise.
                              b) Probably not, not if he had given his word otherwise.
                              c) NO!!

                              10) How willing are you to work with a group (to each group)?
                              a) If it profits him in some way.
                              b) Maybe for a good cause
                              c) A friend in need...

                              11) How much respect do you have for authority, self discipline, honor?
                              Authority, eh sometimes. Self discipline and honor, lots of respect.

                              12) What is the character's policy on theft (from each group)??
                              a, b) How much do I need it? How much does he respect the person he would be stealing from?
                              Gems, gold, MAGIC: SHINY, WANT!! This does NOT mean that he doesn't take consequences into account, especially if stealing from a mage. Will try to make a fair barter for it first though.
                              c) NO!!
                              d) Well in his case family means other dragons, he simply isn't that stupid!
                              Last edited by digitalangel; 07-06-2015, 08:38 AM.
                              Classic car restoring, gun owning, martial arts practicing, military, gamer geek, kinky lesbian IT chick (has your brain exploded yet?)
                              [URL="http://roninarmy.com/threads/1835-Digital-s-Daemons"]My character library[/URL]

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