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Nocturne


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ALIAS: 'Nocturne' (Joseph Tyler "JT" Wagner)

AGE: 20

ACTIVE POWERS: Teleportation, Blast Powers, Heightened Senses, Wall Clinger, Extra Limb (tail)

PASSIVE POWERS: Super Smarts x3, Super Skill (Survival), Super Edge x3 (Dodge, First Strike, Improved Counter Attack)

DESCRIPTION: Joseph stands about 5'10" with a slim build (about 180 lbs), but what stands out most is his body being covered in blue fur. It is not thick like Beasts, but short and wispy, appearing soft almost. He has yellow eyes that glow a little unsettlingly in the dark. He typically wears jeans and a t-shirt, but if he wants to blend in has to add a jacket and cap to hide his blue fur from casual observers. Most people react with shock and disapproval. Having his "mutant" status constantly on display creates some issues for him, but he is he able to travel most of the places he needs without covering the intervening space, so it doesn't cause him too much trouble. 

He never thought about being anything but helpful with his powers. He has taken on any challenges he can from a young age. Due to his appearance, he wasn't able to attend school like other kids, but his father Kurt taught him enough and he started in a special school for others like him when he was old enough. 

Attributes

Agility Smarts Spirit Strength Vigor
d8 d12 d4 d8 d6

 

Skills

Athletics d6
Battle d4
Common Knowledge d4
Electronics d4
Healing d8
Notice d8
Persuasion d4
Research d4
Shooting d10
Stealth d4

Survival

d8

Thievery

d6

 

Derived Stats

Pace Parry Size Toughness
6 2 0 5

 

Hindrances

Distinctive Appearance

Minor - Your super’s appearance (covered in blue fur) is relatively easy to spot, even out of costume. This makes the character easier to track down and pick out of a crowd  and can even cause troublesome social problems among his own people. The appearance must be present in and out of costume to count as a Hindrance—all supers are distinctive in costume.

Impulsive

Major - The daredevil almost always leaps before he looks. He rarely thinks things through before taking action.

Mild Mannered

Minor - Your milquetoast just isn’t threatening. He has a soft voice and soft-looking blue fur. He has a hard time looking tough. He subtracts 2 when making Intimidation rolls.

Overconfident

Major - There’s nothing out there your hero can’t defeat. At least that’s what he thinks. He believes he can do most anything and never wants to retreat from a challenge. He’s not suicidal, but he certainly takes on more than common sense dictates.

Edges

Arcane Background

This Edge replaces the version from Savage Worlds in a supers campaign and is a free Edge (on top of the usual free Edge for being human). It grants 45 Power Points.
No arcane skill is required. Super powers work “at will” and require no roll unless the specific power says otherwise. See page 17 for more information on activating and using powers.

Combat Reflexes

Your warrior recovers quickly from shock and trauma. He adds +2 to his rolls when attempting to recover from being Shaken or Stunned.

Counter-Attack

Fighters with this Edge deal instant punishment for an enemy’s mistakes. Once per turn (if not Shaken or Stunned), the character receives a Free Attack (page 101) against one failed Fighting attack against him. The counterattack takes place  immediately (before other hits against the hero on the same Action Card, if any).

Improved Counter-Attack

As above but the hero gets a Free Attack against up to three failed attacks each turn.

Dodge

The hero can anticipate attacks or move erratically under fire. Unless the victim of a surprise attack and taken completely unaware, Dodge subtracts 2 from all ranged attacks made against the character. Dodge does not stack with actual  cover, however.

First Strike

Once per round, as long as he’s not Shaken or Stunned, the hero gets a free Fighting attack against a foe immediately after he moves into Reach. (See Free Attacks on page 101).

Powers

Attack, Ranged (Level 3)

Trappings: Blasts from the Brimstone dimension. The super has an attack with a Range of 12/24/48. Damage is 5d10

Modifiers:

Enhanced Damage (+4): For +4 points, the attack uses d10s for damage.

Lethal (–1): The supers’ attacks are inherently deadly. He can attempt a nonlethal attack but suffers the standard –1 penalty to the attack roll, and damage is reduced a die type.

Extra Limb

Trappings: Tail
Your character has an additional prehensile Tail. He can take an additional physical action with it every round, and he does not suffer multi-action or off-hand penalties while using it. He may also assign extra limbs to take a sustained action,  such as grappling someone.
Each level in extra limbs grants an additional limb (and action).

Heightened Senses (Level 2)

Trappings: Mutation (Yellow Eyes).
The character has extremely powerful senses. Choose one of the enhanced senses below for each level in the power. All instances of heightened senses stack with the Alertness Edge, but not with each other.

Infravision: The character can see heat sources. He halves darkness penalties against targets with heat signatures (or lack thereof in normal environments). If he also has Low Light Vision, he ignores all illumination penalties.
Low Light Vision: The character can see in Dim and Dark conditions, but not in total darkness. If he also has Infravision, he ignores all illumination penalties.

Super Smarts (Level 3)

Trappings: Massive brain (Smarts)

This power increases a chosen attribute one step per level. Derived statistics, such as Toughness, round down, so that a d12+1 Vigor produces a Toughness of 8. Each level in super attribute also raises the attribute’s maximum a like amount. Each attribute is considered a separate power, and Modifiers affect them individually.

Super Edge (Level 3)

Trappings:  Extraordinary background

Each level of this power grants the character any one Combat Edge allowed in the setting—regardless of its requirements (except other required Edges—a character still has to have Frenzy before taking Improved Frenzy, for example). Note this power cannot grant other types of Edges (Background, Social, Legendary, etc.).

Dodge, First Strike, Improved Counter-attack

Super Skill (Level 5)

Trappings: Natural genius

Super skill buys or increases a skill (and its maximum) by 1 step per point. This reflects extreme training, talent, or supernatural enhancement of some sort. Super skill counts as a single power regardless of the number of skills affected.

Teleport

Trappings: A cloud of smoke

Teleport allows a character to disappear and instantly reappear up to 48” distant. This counts as his movement for the round and is a free action. Adjacent opponents do not get a free attack against the teleporting character as he exits (but  those with First Strike do as the teleporter appears next to them).
The teleporter must be able to see his destination to teleport with no roll. If he’s teleporting to a place he’s previously seen, he may do so safely with a Smarts roll at –2. If he wishes to teleport to a previously unseen location, he must roll at –4. Failure means the teleporter has hit an object of some sort. He returns to where he came from and is Shaken. A roll of 1 on the Smarts die (regardless of the Wild Die) results in 3d6 damage.
The teleporter can never enter a solid space, even if he tries. The power instantly returns him to his starting location as above. 

Carrying Others: The teleporter can take others with him by touching them (up to six unless the GM says otherwise), but this requires a Smarts roll as above, and each rider inflicts a –1 penalty to the roll.

Modifiers:

Range (+4): range increases to 48”.

Uncanny Reflexes

Trappings: Amazing reflexes
As long as the hero is aware of an incoming attack, it suffers a –4 . This applies to both melee and ranged attacks, but doesn’t stack with penalties from other powers (use only the highest if a character has more than one power-based attack penalty).

Modifiers:

Blinding Reflexes (+2): The hero can potentially avoid area effect attacks as well. Unless caught unaware, he can make an Agility roll vs the attack result. If successful, he moves just outside the closest edge of the explosion (as long as it is within his normal movement).

Wall Walker

Trappings: Micro-suction Discs
Characters possessing this power can walk on horizontal surfaces or even upside down at their normal Pace (and may run). As long as the surface can support it, wall walking characters may carry their normal load limit with them as they go.

Creation Breakdown

Traits

Attributes: Agility x2, Smarts x 1, Strength x2 (5/5); Vigor x1 - hinderance; Smarts x 3 - Power

Skills: 15 free + 5 from Powers. Only Shooting goes over ability, so 5 pts cost, otherwise 1 pt/dice.

Hiderances/Edges

Hinderances: Distinctive Appearance (2), Mild Mannered (1), Impulsive (2), Overconfident (2; used to add 10 power points, per Super Karma on pg 4 of SPC)

Edges: Arcane Background (free in SPC), Counter-Attack (human free edge), Combat Reflexes (from Hinderances), Dodge (Power), First Strike (Power), Improved Counter-Attack (Power)

 

Edited by alchemical_rogue (see edit history)
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