Add to that the little problem of not being able to come up with a project to do and you can see that it's been tough. So I've decided to revisit a previous concept of mine, creating premade Hero System characters for people. Like before this is for the Champions Superhero setting.
Please note that I'm trying out some HTML styling here so I may alter the stat blocks if folks want me to.
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Hunter
CHARACTERISTICS
VAL | Char. | Points | Total | Roll | Notes |
---|---|---|---|---|---|
15 | STR | 5 | 15 / 25 | 12- / 14- | HTH Damage 3d6/5d6 END [1] |
15 | DEX | 10 | 15 | 12- | |
20 | CON | 10 | 20 | 12- | |
12 | BODY | 2 | 12 | ||
13 | INT | 3 | 13 | 12- | PER Roll 12- |
23 | EGO | 13 | 23 | 14- | PRE Attack: 3d6 |
8 | PD | 6 | 10 / 25 | 10/25 PD (10/25 rPD) | |
8 | ED | 6 | 10 / 25 | 10/25 PD (10/25 rPD) | |
5 | SPD | 30 | 5 | Phases: 3, 5, 8, 10, 12 | |
10 | REC | 6 | 10 | ||
75 | END | 11 | 75 | ||
50 | STUN | 15 | 50 | ||
16" | RUN | 4 | 16m / 30m | ||
4" | SWIM | 0 | 4m | ||
6" | LEAP | 1 | 6m |
--EVERYMAN SKILLS--
Points | Skill | Roll |
---|---|---|
0 | 1) Acting | 8- |
3 | 2) Climbing | 12- |
0 | 3) Concealment | 8- |
0 | 4) Conversation | 8- |
0 | 5) Deduction | 8- |
0 | 6) Language: English (completely fluent; literate; Native) (4AP) | |
3 | 7) Paramedics | 12- |
3 | 8) Persuasion | 12- |
5 | 9) PS: Monster Hunter | 14- |
3 | 10) Shadowing | 12- |
3 | 11) Stealth | 12- |
0 | 12) TF: Small Motorized Grnd Vehicles | |
0 | 13) AK: Home Country | 8- |
--OTHER SKILLS--
Points | Skill | Roll |
---|---|---|
6 | 1) WF: Common Melee Weapons, Common Missile Weapons, Small Arms | |
3 | 2) KS: Monsters | 12- |
3 | 3) KS: Demons | 12- |
4 | 4) KS: Magic | 13- |
3 | 5) Lockpicking | 12- |
3 | 6) Tracking | 12- |
--MARTIAL ARTS--
Hunter's Fighting Arts
Points | Skill |
---|---|
4 | 1) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort |
4 | 2) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 5d6 / 7d6 Strike |
5 | 3) Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 3d6 / 5d6 Strike |
3 | 4) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike |
4 | 5) Weapon Element: Axes, Maces, Hammers, and Picks, Blades, Bows, Thrown Knives, Axes, and Darts |
Total Skill Cost: 62
--POWERS--
Cost | Powers | END |
---|---|---|
14 | Hunter's Branding: (Total: 14 Active Cost, 14 Real Cost) +2 PD, Resistant (+1/2) (7 Active Points) (Modifiers affect Base Characteristic) (Real Cost: 7) plus +2 ED, Resistant (+1/2) (7 Active Points) (Modifiers affect Base Characteristic) (Real Cost: 7) | 0 |
5 | Sense Magic: Detect A Class Of Things (Magic) 12- (Unusual Group) | 0 |
17 | Sense Monsters & Monstrosities: Detect A Class Of Things 12- (Unusual Group), Discriminatory, Range, Sense | 0 |
Hunter's Raiments, all slots Variable Limitations (requires -1/2 worth of Limitations; -1/4), Unified Power (Hunter's Raiments; -1/4)
Cost | Powers | END |
---|---|---|
26 | 1) Hunter's Armor: Resistant Protection (15 PD/10 ED/5 Power Defense) (Impermeable) (45 Active Points); Extra Time (Full Phase, Only to Activate, -1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4), Unified Power (Hunter's Raiments; -1/4) | 0 |
13 | 2) Hunter's Helm: (Total: 20 Active Cost, 13 Real Cost) Life Support (Self-Contained Breathing) (10 Active Points); Variable Limitations (requires -1/2 worth of Limitations; -1/4), Unified Power (Hunter's Raiments; -1/4) (Real Cost: 7) plus Nightvision (5 Active Points); Variable Limitations (requires -1/2 worth of Limitations; -1/4), Unified Power (Hunter's Raiments; -1/4) (Real Cost: 3) plus Sight Group Flash Defense (5 points) (5 Active Points); Variable Limitations (requires -1/2 worth of Limitations; -1/4), Unified Power (Hunter's Raiments; -1/4) (Real Cost: 3) | 0 |
18 | 3) Hunter's Gauntlets: (Total: 27 Active Cost, 18 Real Cost) Hand-To-Hand Attack +1d6, Reduced Endurance (0 END; +1/2) (7 Active Points); Hand-To-Hand Attack (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4), Unified Power (Hunter's Raiments; -1/4) (Real Cost: 4) plus +1 with All Attacks (10 Active Points); Variable Limitations (requires -1/2 worth of Limitations; -1/4), Unified Power (Hunter's Raiments; -1/4) (Real Cost: 7) plus +10 STR (10 Active Points); Variable Limitations (requires -1/2 worth of Limitations; -1/4), Unified Power (Hunter's Raiments; -1/4) (Real Cost: 7) | 1 |
16 | 4) Hunter's Boots: Running +14m (16m/30m total), x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (24 Active Points); Variable Limitations (requires -1/2 worth of Limitations; -1/4), Unified Power (Hunter's Raiments; -1/4) | 1 |
Hunter's Arsenal
Cost | Powers | END |
---|---|---|
50 | Hunter's Arsenal: Multipower, 75-point reserve, (75 Active Points); Gestures (-1/4), Limited Power Power loses about a fourth of its effectiveness (Powers/Gear in MP can be disarmed from the PC when summoned, they fade after a moment, but cannot be resummoned until after PC has had 1 phase of actions pass after the items was disarmed from them.; -1/4) | |
3f | 1) Monster Slayer Sword: Killing Attack - Hand-To-Hand 3d6 (3 1/2d6 / 4d6+1 w/STR) (Reduced Negation (2)), Armor Piercing (+1/4), Reduced Endurance (1/2 END; +1/4) (73 Active Points); Limited Power Power loses about half of its effectiveness (Sword does half Body damage against beings who are not "Monsters" or Monstrous in nature (such as demons, abominations, & supernatural entities).; -1), No Knockback (-1/4) | 3 |
4f | 2) Monster Slayer Bow: Killing Attack - Ranged 2d6 (+2 vs Range OCV Penalties), Armor Piercing (+1/4), Reduced Endurance (1/2 END; +1/4), Half Range Modifier (+1/4), +2 Increased STUN Multiplier (+1/2) (72 Active Points); Limited Power Power loses about half of its effectiveness (Sword does half Body damage against beings who are not "Monsters" or Monstrous in nature (such as demons, abominations, & supernatural entities).; -1) | 3 |
6f | 3) Hunter's Hammer: Hand-To-Hand Attack +7d6, Double Knockback (+1/2), Reduced Endurance (0 END; +1/2) (70 Active Points); Hand-To-Hand Attack (-1/4) | 0 |
3f | 4) Magic Breaker (Gauntlet Alteration): Dispel 20d6, Armor Piercing (+1/4) (75 Active Points); Limited Power Power loses about half of its effectiveness (Only vs. Magic; -1), Limited Range (Works at a range of around 12 Hexs; -1/4) | 7 |
--COMPLICATIONS--
75pts of Matching Complications
Notes: The complications noted below are not anything set in stone, but reflect the current state of the character. If you are using this character, feel free to change these to fit in more with your vision of how the character should be.
Points | Complication |
---|---|
10 | 1) Distinctive Features: Ornate/Stylized Mystic Full-Plate Armor (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) |
15 | 2) Distinctive Features: Mystic Aura of the Hunter (Not Concealable; Extreme Reaction; Detectable Only By Major Effort With Uncommon/Rare Senses) |
15 | 3) Psychological Complication: Monster Hunter - Driven to hunt and kill monsters and other such creatures that one would call a "monster". (Common; Strong) |
20 | 4) Psychological Complication: Code of Honor - Protect the innocent, defend the weak even if it means letting a monster escape. (Very Common; Strong) |
15 | 5) Social Complication: Secluded Upbringing - Socially awkward around people. Very Frequently, Minor |
TOTAL COST: 400
Background/History
The PC is one of a long line of "Hunters". In an era of superheroes, hunters have been seen as an out dated method of dealing with the supernatural, but every so often a powerful hunter manifests. The PC is apart of specific blood line, who's last name happens to be Hunter. Those of the hunter family have all been "hunters", men and women who have walked the mystic line between humanity and anything that is monstrous or even demonic - fighting and sometimes dying to protect the innocent. The PC is the 34th generation of the Hunter family, and has been trained from a young age in the basics of everything that they need to know.
Personality/Motivation
Your confident, calm, and not one who is easily rattled by the unknown. You have been raised with in your families dogma of hunting monsters, and you know that as set out into the world you can do more with your impressive mystic powers and abilities than just hunt monsters. Oh its you specialty, but the family creed is to protect the innocent from all that stalks in the night. Well there's no harm in fighting the good fight, and if you happen upon a monster - all the better.
Quote
"I hold the line against the unnatural; against the darkness I am a bulwark!"
Powers/Tactics
Your powers are mystic in nature and are physical manifestations of the ancient armor's and weapons wielded by your ancestors for centuries. Your an agile fighter, striking a balance between melee and ranged capabilities - an everyman combatant. Your still new to all of this and training your OCV & DCV up would be beneficial in the future. Your powers are primarily effective against monsters and other supernatural monstrosities that exist (this does include demons). Against other beings, your powers are far less lethal. Your primary means of fighting is up close and personal, but you do possess ranged fighting capabilities that are good for attacking while you advance up to your foes. Your weapons have a physical bearing to them, and as such you can be disarmed of them, though you only need to weight a moment before you can re-summon/manifest the weapon again.
Campaign Use
Hunter is a PC that is a "striker" type character. Not a tank, or artillery type, working as a balanced archetype that can be built up to work at range, melee, or as a defender if necessary. The PC also should work toward an anti-magic capability as well, as they need to be able to counter the supernatural powers they face.
Appearance
Male or female distinction is up to the player. In the armor the PC looks to be wearing stylized/ornate full-plate armor that has an appearance of swiftness and sharpness, that looks to weigh nothing (as it doesn't actually weigh anything). The sword is a thick bladed bastard sword, almost anime like in its size. The hammer is a heavy looking war-hammer like the fabled Mjolnir. The gauntlet adaptation alters the appearance of the gauntlets giving them an almost ethereally shinny appearance. The bow is like liquid silver but with ornate runes sitting with in it, as such it looks like one solid piece that reverberates when an arrow is loosened from it. The arrows themselves form as the string is drawn back.