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Thread: Heroism and Heartbreak: Characters Thread

  1. #1

    Default Heroism and Heartbreak: Characters Thread

    Here's a place to post character 'sheets', including their personal information, Milestones, XP, and goals.
    If a Watcher character gains enough regular use to be justified inclusion here, I'll post them.

    Investigator 3- Athelos Rising

  2. #2

  3. #3
    Join Date
    Jul 2011
    Antwerp, Belgium
    Blog Entries


    Forcefox (Real Name: Freya DeVos)

    Freya has a hard time dealing with social situations. On one hand she loves being in a group and just being part of a collective effort where she really shines as she has no problem not actively trying to be in the spotlight. Of course her appearance, exuberance and abilities most often propel her into it anyway. She also likes being on her own because then she at least doesn't have to worry about harming those around her. It's when she's paired with someone else she gets uncomfortable. A single person takes up much of her attention as she tries her best to be careful and not cause any harm to the other.

    Solo D8
    Buddy D6
    Team D10

    Distinctions (d4+1 PP or d8)
    Brash Brawler: Forcefox is a very hands on warrior, never one to create much distance between her and her targets and prone to leaping before looking or thinking.
    With Great Power Comes Great Liability: Her strength is massive but so is her potential for widespread destruction which is why insurance companies have a distinct dislike for her and her actions.
    She knows Right from Wrong: She has a very clear and unyielding sense of what is Right and what is Wrong, which she won't compromise, not even in the face of armageddon.
    Unknown Origins: Only recently made aware that she is something else than human her deceased parents left no clue as to her true origins.
    Voice of her people: As an Alpha of her people Forcefox's voice carries weight but also brings responsibility and expectations.

    Power Sets
    Kinetic Dynamo: Forcefox's body acts like a hyper efficient amplifier and generator for kinetic energy. While she can't project this energy beside through conventional means like throwing stuff it gives her massive potential and durability. Even if she has trouble controlling such power.
    Godlike Strength D12
    Superhuman Durability D10
    Superhuman Speed D10
    (SFX) Area Attack. Target multiple opponents. For every additional target, add d6 to your pool and keep +1 effect die.
    (SFX) Engine of Destruction. Add a die from the doom pool to one or more attack actions. Step up the doom pool die by +1 for each action and return it to the doom pool when you’re done.
    (SFX) Emotional Roller-coaster. Add a die to the doom pool equal to your current emotional stress to add that emotional stress die to a pool including a Kinetic Dynamo power. --> Dangerously Emotional. Add your current Emotional Stress to the dice pool and step back highest die in pool by -1. Step up Physical Stress inflicted by +1.
    (SFX) Immunity. Spend 1 PP to ignore stress, trauma, or complications from kinetic force attacks.
    (Limit) Alien. Earn 1 PP when affected by alien-specific Milestones and tech.
    (Limit) Emotional Link. Change any Kinetic Dynamo power into a complication and recover emotional stress equal to that power’s die size. Activate an opportunity or remove the complication to recover the power.
    (Limit) Kinetic Breakdown. If Superhuman Durability is shutdown, take D6 physical stress at the beginning and end of every Action Scene.
    (Limit) Moody. Earn 1 PP and step up emotional stress caused by rage, guilt, joy or grief by +1.

    Stabilizer Suit: Forcefox made this stabilization suit incorporating gauntlets and vanes to be able to bleed off kinetic force and aid her in controlling her massive force. The adamantium alloy marvels of technology and design are made to be able to endure severe punishment and also incorporate a set of sensors.
    Electronic Senses D6 --> D8
    Enhanced Reflexes D8
    Enhanced Stamina D8
    (SFX) Boost- Shutdown highest-rated Stabilizer Suit power to step up another Stabilizer Suit power by +1. Recover power by activating an opportunity or during a Transition Scene.
    (SFX) Unleashed- Step up or double any Stabilizer Suit power for one action. If the action fails, add a die to doom pool equal to the normal rating of your power die.
    (Limit) Gear. Shutdown Stabilizer Suit and gain 1 PP. Take an action vs. doom pool to recover.

    Acrobatics Expert D8
    Combat Expert D8
    Science Master D10
    Tech Master D10

    This is TOO awesome!
    1 XP when you first use your Area Attack SFX in a combat without rolling any opportunities.
    3 XP when you convince either yourself or a team member or buddy that the collateral damage was worth it.
    10 XP when a battle you take part in irreversibly destroys a major landmark or location, or you engage in extended combat in a major area without inflicting any significant collateral damage.

    Not While I stand!
    1 XP when you successfully use a support action to grant an asset to an ally (can't be another PC).
    3 XP when you take stress because you were defending another super (can't be another PC).
    10 XP when you either sacrifice yourself (and take trauma as a result) or let another hero talk you out of it.

    No Force Will Hold Me Down
    1 XP When you first refuse the requests or demands of an authority figure in a Scene.
    3 XP When you take or inflict Mental or Emotional Stress in a conflict with an authority figure.
    10 XP When you either prove that doing things your way was crucial to winning the day, or admit that if you had listened to someone else things would have turned out better

    Speak to the World
    1 XP when you first use technological media or public coverage to convey an event or message in a scene
    3 XP when your opinions or actions bring you into conflict with a political pundit or other public-facing figure
    10 XP when you either give up your media presence in order to focus on heroism or overcome a scandal to ensure people know the truth of things

    - Executor Divine Katharina Durmond - Rise of the Runelords
    - Freya 'Forcefox' DeVos - Power Corrupts
    - Tycho Boughbreaker - Fall of Melior

    - Against the Shadow - Pathfinder Midnight campaign
    - Chronicles of Misthaven - Pathfinder Homebrew campaign

  4. #4
    Join Date
    Aug 2014
    Arkansas, Central Time
    Blog Entries


    Perseus (Real Name: Miles Rigas)

    Affiliations:Solo D10, Buddy D8, Team D6

    Distinctions:Learned Right and Wrong at Home
    You Can't Keep Me Down
    Just a Common Man

    Power Sets:
    Mutant Metabolism:
    Enhanced Reflexes D8
    Enhanced Strength D8
    Godlike Stamina D12
    Superhuman Senses D10

    Heart of Stone:

    Superhuman Durability D10
    Animal Control D6
    Earth Control D6
    Technology Control D6
    Psychic Blast D8

    SFX: Area Attack
    SFX: Take the Hit
    Limit: Alien

    SFX: Second Wind. Before you make an action including a Mutant Metabolism power, you may move your physical stress die to the doom pool and step up the Mutant Metabolism power by +1 for this action.
    SFX: Healing Factor- Spend 1 PP to recover your physical stress and step back your physical trauma by –1.
    Limit: Mutant- Gain 1PP when affected by any mutant-specific tech or Milestones.
    Tools of the Trade:Body Armor D8
    Combat Knife D6
    Hunting Rifle D8
    Smoke Grenade D6
    SFX: Take the Hit. Spend 1 PP to take physical stress intended for a nearby ally or friend.
    SFX: Area Attack- Target multiple opponents. Add a D6 and keep an additional Effect Die for each additional target.

    Limit: Gear- Shutdown a Tools of the Trade power to gain 1 PP. Take an action vs the Doom Pool to recover.

    Specialties:Acrobatics Expert D8
    Covert Master D10
    Combat Master D10
    Criminal Expert D8
    Menace Expert D8

    Uncompromising:1 XP when you explain to an ally how they are being weak and why it will get people killed.
    3 XP when you alter your plan at the cost of the mission when compromised by innocent bystanders or obstacles.
    10 XP when you convince a fellow hero to accept your methods or you decide to alter your methods out of deep respect for another hero and tell them so.

    Anything I Can:1 XP when you first make a plan to disrupt the Regime or their allies activities.
    3 XP whn you first save someone from being collateral damage from your actions.
    10 XP When you either take out an important asset to the Regime or fail trying.

    XP: 5

    Last edited by GhoulRising; 07-01-2019 at 05:34 AM.

    “Defend the weak, protect both young and old, never desert your friends. Give justice to all, be fearless in battle and always ready to defend the right."

    —The law of Badger Lords”
    Brian Jacques, Lord Brocktree

  5. #5
    Join Date
    Sep 2014
    Southern California, USA
    Blog Entries


    Enfield (Gus Green / K'tzir [public])

    Though he is perfectly capable of functioning on his own and has always felt somewhat socially detached from others, Enfield's job cannot be performed alone. His training, experience, and skills are suited to reading and manipulating others.
    Solo D6
    Buddy D8
    Team D10

    Distinctions (d4+1 PP or d8)
    Ambassador to Man
    K'tzir is the Kala'thuumian's envoy to the inhabitants of Tertia. As a diplomat, he enjoys some privileges and influence not afforded to others. At the same time, he is bound by a code of neutrality and noninterference, and is reluctant to use his natural abilities to influence Tertian "domestic" affairs.
    Another Time and Place
    Gus Green is a man 50 years out of his element, with all the vibrancy of relative youth. He is eternally nostalgic, and disoriented.
    The Mindful Minder
    Recruited specifically for his empathic abilities, Gus Green used the Alamaoan Space Agency as a cover for his service to the National Intelligence Agency, rooting out dissidents, traitors, and spies. He is often suspicious, and frequently uses his abilities to pierce the masks others wear, but his resulting exposure to a wide array of mindsets and lifestyles makes him relatively open-minded and non-judgmental, especially for a man of his time.

    Power Sets
    Alien Host. In their symbiotic existence, K'tzir brings a variety of abilities from his dimension, and some of them have proved deadly to others from this dimension.
    Psychic Resistance D12
    Psychic Blast D10
    Telepathy D8
    SFX: My Quiet Place. Spend 1 PP to add an Alien Host power to another character's dice pool before they roll a reaction. If that character takes stress, take D4 mental stress.
    SFX: It's like Shouting, but It'll Kill You. Add a D6 and keep an additional effect die when using Psychic Blast.
    SFX: Secrets of Focus. Before you make an action including an Alien Host power, you may move your mental stress die to the doom pool and step up the Alien Host power by +1 for this action.
    SFX: Prime Directive. Step up or double Psychic Blast for one action. If the action fails, add a die to the doom pool equal to the normal rating of your power die.
    Limit: Pangs of Regret. When you use your Prime Directive SFX for an action, take mental or emotional stress equal to your effect die. If the action fails, take mental or emotional stress equal to the reaction's effect die.
    Limit: Alien. Earn 1 PP when affected by alien-specific Milestones and tech.
    Mutant Empath. Gus Green's natural ability to read minds and emotions made him a superb counterintelligence officer.
    Enhanced Senses D8
    Mind Control D6
    SFX: Read the Room. Target multiple opponents. For every additional target, add D6 and keep +1 effect die.
    SFX: Sympathetic Ear. Step up or double Enhanced Senses when sensing emotional state or behavior, or spend 1 PP to do both.
    Limit: Mutant. Earn 1 PP when affected by mutant-specific Milestones and Tech.
    Limit: One at a Time. Shutdown Psychic Blast to activate Mind Control. Shutdown Mind Control to activate Psychic Blast.

    Cosmic Master D10
    Vehicle Expert D8
    Psych Expert D8
    Covert Expert D8

    Interstellar Diplomacy
    1 XP when you make a request or demand of a human public official or bureaucrat in your diplomatic capacity.
    3 XP when you choose not to engage in a confrontation in order to maintain diplomatic neutrality.
    10 XP when you choose to be Stressed out either by an opponent to avoid using the Prime Directive SFX, or by the Pangs of Regret Limit.

    1 XP When you first declare an ally has gone too far in a Scene.
    3 XP When you stress out an enemy that has displayed willingness to use lethal force and choose not to
    inflict Trauma.
    10 XP When you either accept a mortal enemy's request for mercy or refuse and end their life.


    Glimpse of a Forceful Mind

    PP: 0
    XP: 7

    P: 0/0
    E: 0/0
    M: 0/0

    Gus Green never wanted to be an astronaut. He wanted to be an actor. In some sense, he got his wish. In his early teens, Green showed an aptitude for discerning truths about people that they didn't necessarily want discerned. Through some twists and turns of fate, he found himself recruited by the Alamaoan National Intelligence Agency, who saw great promise in his ability to identify Haulian Agents and other subversives. A passable pilot, he was assigned to the nation's Air Force to root out saboteurs, and eventually to the Alamaoan Space Program, where he found himself on the Enfield Mission, named for the engineering firm that developed the program's prototype FTL drive. Strapped to a rocket, playing the role of an astronaut, Gus Green was a leading figure in the space race. A few months later, all contact was lost, a malfunction was presumed, and for all the world knew that was the end of Gus Green, acting astronaut.

    But it wasn't. Enfield's FTL drive worked, just not the way it was intended. Carving a hole in spacetime to another dimension, the six-person crew of the Enfield Mission found themselves out of contact with their home, alone in a starless, black void. Their radio transmissions went unanswered, but they did not go unnoticed. The Kala'thuumian Enclave instead detected Enfield's wholly unintended psychic emissions and attempted to reach out in kind, to disastrous effect. Within seconds, the six-person crew became a one-person crew, and Gus Green found himself alone, shielded from the onslaught of an alien greeting solely by his ability to interpret it.

    Wracked with guilt, the Kala'thuumians agreed to help Gus Green make his way home, on condition that they send one of their own—a young diplomat named K'tzir—as an envoy to the Tertian people, so as to avoid further tragedy, or worse: retribution. And so Gus Green and K'tzir returned as one to Tertia, not realizing that they would both feel entirely alien in the world as it had become.
    Last edited by theScrappy; 12-27-2018 at 07:33 PM.


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