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Re: IK3E: 3E House Rules, Anasûrimbor Khellus

Post by The Ilethryl Knight » Mon Aug 15, 2011 4:39 pm

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ANASÛRIMBOR KHELLUS
From ‘The Prince of Nothing’ Fantasy Series
Power Level 12
House Rules In Effect*

Abilities: Str* 3, Sta* 3, Agl 8, Dex 8, Fgt 14, Int 9, Awe 8, Pre 4 [8]

Skills: Acrobatics 5[+13], Athletics 6[+9], Deception 14[+22], Expertise(behavioral sciences) 13[+22], Expertise(history) 4[+13], Expertise(magic) 4[+13], Expertise(military) 4[+13], Expertise(philosophy) 9[+18], Expertise(survival) 2[+11], Insight 14[+22], Intimidation 4[+13], Perception 12[+20], Persuasion 14[+22]

Advantages: Agile Feint, Assessment, Beginner’s Luck, Benefit 2 (Cipher [Dûnyain], Status [Warrior Prophet]), Connected, Contacts, Daze(deception), Defensive Attack, Eidetic Memory, Equipment(chainmail), Evasion, Extraordinary Effort, Fascinate 2 (deception, persuasion), Fearless, Grabbing Finesse, Improved Defense, Improved Disarm, Improved Initiative 2, Inspire 5, Languages 4 (Base: Dûnyanic; Gallish, Tydonni, Thunyeric, High Sheyic, Low Sheyic, Conriyan, Shemic, Scylvendi), Leadership, Luck 3, Minion 2 (woman named Serwe), Minion 2 (horse), Move-by Action, Ranged Attack 2, Redirect, Seize Initiative, Skill Mastery 2 (deception, persuasion), Takedown, Trance, Ultimate Effort 2 (deception, persuasion), Uncanny Dodge, Weapon Bind, Weapon Break

Powers:
Conditioned Mind: Quickness 2; Limited to Mental Tasks; 1pp
Dûnyain Facial Reading: Mind Reading 12; Limited to Surface Thoughts, Limited to targets born/raised in cultures he is familiar with, Sense Dependent (visual: must see facial expressions of target); 4pp
Enshoiya: (sword) Strength-Based Damage 3, Improved Critical 2; Easily Removable; 3pp
God-Like Presence: Enhanced Presence 4, Inspire 5; Limited to those who have interacted with him previously; 7pp
Probability Trance: Precognition; Limited (can only see future events that are predictable based on knowledge he already has. If he has knowledge of the pertinent causes that would lead to a future event, he can predict that event. If the GM determines he does not have enough pertinent fore-knowledge, this power will fail him.); 2pp
The Thousand-Fold Thought: Luck 3; 3pp

Offense:
Initiative: +16
Unarmed Attack: +14; close, Damage 3
Enshoiya: +14; close, Damage 6

Defense:
Dodge: +16
Parry: +16
Toughness: (sta 3 + chainmail 3) = +6
Fortitude: +8
Will: +16

Complications:
Obsession/Duty: His true mission - finding his Father.
Responsibility: Newly appointed leader of the Inrithi forces.
Rival: Cnaiür urs Skiötha - Breaker-of-Horses and Most Violent of Men.
Secret His Dûnyain origins. (All but Cnaiur believe him to be a prince of far-away Atrithau.)

PP: Abilities 114 + Skills* 35 + Advantages 44 + Powers 20 + Defenses 23 = 236pp

:arrow: This is Anasûrimbor Khellus, the main character in the ‘Prince of Nothing’ trilogy by R. Scott Bakker. The story is about a holy war that takes place in a fantasy world, and Khellus is the mysterious stranger who comes from the north to take control of the war for his own purposes. Khellus is the descendant of an ancient line of forgotten kings, and he is a Dûnyain Monk. The Dûnyain are a hidden monastic sect that has repudiated history and animal appetite in the hope of finding absolute enlightenment through the control of all desire and circumstance. For two thousand years they have bred their members for both motor reflexes and intellectual acuity. They have no real magic, but training has given them incredible skills and abilities exceeding normal human capabilities. (Most men are like children to them.) Dunyaic conditioning has enabled Khellus to read men’s minds by the nuances of their facial expressions, and he can manipulate others so easily that it is sometimes referred to as possession. I’ve given Khellus incredibly high ranks in his various interaction skills to represent this.

The Probability Trance and the Thousand-Fold Thought are techniques used by Khellus to assess consequences of hypothetical acts in order to determine the course of action that will most effectively allow him to master his circumstances.

In the third book of the trilogy, ‘The Thousand-Fold Thought’, Khellus learns to use sorcery and becomes almost godlike in power, but I’ve chosen not to incorporate that aspect of his character in this build. Instead, I’ve chosen to represent Khellus as he was just before he made that final step in power. This is a build of Khellus as he is seen at the end of the second book and the beginning of the third book, where he has been fully accepted as a Warrior-Prophet by the armies of the holy war, but just before he became a sorcerer. At this point, he is practically worshipped as the God himself by his followers. Note - there is a second trilogy in progress now, and I am waiting to read the 3rd book of that series before I build Khellus as a sorcerer.

For those fantasy lovers out there who have never heard of this character or the ‘Prince of Nothing’ trilogy, go check out the reviews/summaries on amazon or wiki. If you like Game of Thrones and have an interest in philosophy and world-building, you’ll probably love this. They are awesome books.
Last edited by The Ilethryl Knight on Tue Aug 16, 2011 11:56 am, edited 5 times in total.

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Re: IK3E: 3E House Rules, Anasûrimbor Khellus

Post by The Ilethryl Knight » Mon Aug 15, 2011 4:41 pm

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CNAIÜR URS SKIÖTHA
From ‘The Prince of Nothing’ Fantasy Series
Power Level 8
House Rules In Effect*

Abilities: Str* 4, Sta 4, Agl 3, Dex 2, Fgt 9, Int 4, Awe 4, Pre 3

Skills*: Athletics 8[+12], Deception 4[+7], Expertise(military) 10[+14], Expertise(riding; use Agl) 7[+10], Expertise(survival) 8[+12], Insight 8[+12], Intimidation 12[+15], Perception 8[+12], Stealth 4[+7]

Advantages: All-out Attack, Assessment, Benefit (Status: Breaker-of-Horses and Most Violent of Men), Daze(intimidation), Equipment 2 (sword, chainmail), Fast Grab, Great Endurance, Improved Critical (sword), Improved Initiative, Languages 1 (Base: Scylvendi; Low Sheyic), Leadership, Lionheart (+4 vs fear), Minion 2 (horse), Power Attack, Second Chance (resisting Interaction skills of a Dunyain monk), Startle, Takedown, Tracking, Ultimate Effort (resisting Interaction skills of a Dunyain monk), Uncanny Dodge

Powers:
Chorae: Immunity 20 (all magic); Easily Removable (-8pp); 12pp

Offense:
Initiative: +7
Unarmed Attack: +9; close, Damage 4
Sword: +9; close, Damage 7

Defense:
Dodge: +9
Parry: +9
Toughness: (sta 4 + chainmail 3) = +7
Fortitude: +8
Will: +8

Complications:
Hatred: The Dûnyain.
Insanity: He’s psychotic.
Obsession: Finding and Killing Anasûrimbor Khellus’s father, Moënghus.
Prejudice: Cnaiür is a Scylvendi, despised and feared by all civilized peoples.
Reputation: ‘Breaker of Horses and Most Violent of Men’.
Rival: Anasûrimbor Khellus
Secret: Can’t say. Don’t want to spoil the surprise for those who haven’t read the books.
Temper

PP: Abilities 66 + Skills* 23 + Advantages 22 + Powers 12 + Defenses 14 = 137pp

:arrow: Here’s another character from the ‘Prince of Nothing’ trilogy: Cnaiür urs Skiötha - Breaker-of-Horses and Most Violent of Men. (first name pronounced Nay-yur.) He is a Sylvendi barbarian cheiftan and VERY reluctant ally of Anasurimbor Khellus. The truth is, Cnaiur hates khellus; but they are bound together because of their quest to find and kill khellus’s father.

Cnaiur is perhaps the only non-Dunyain human that can resist Anasurimbor Khellus’s interaction skills, and to represent this I’ve given him the feats Second Chance and Ultimate Effort. And despite his brutish and sometimes-psychotic nature, Cnaiur is extremely intelligent and one of the most cunning of men you’ll ever come across.

His device, the Chorae, is a trinket that gives him immunity to all magic. Also of note is that all sorcerers have a fatal Weakness Complication against any Chorae they come into contact with. Chorae are EXTREMELY deadly to any Sorcerer who comes into physical contact with one.

Cnaiur is loosely based off of Conan (black haired, blue eyed barbarian), and so since I couldn’t find a picture of Cnaiur I just used a Conan pic. Hope no one minds.

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Re: IK3E: House Rules, Anasûrimbor Khellus, Cnaiür urs Skiötha

Post by The Ilethryl Knight » Tue Aug 16, 2011 5:20 am

Ooops, forgot to add Khellus' sword, Enshoiya. It's been added. FYI, Enshoiya means 'Certainty'.

Up next, Drusas Achamian and Esmenet from 'The Prince Of Nothing'.

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Re: IK3E: House Rules, Anasûrimbor Khellus, Cnaiür urs Skiötha

Post by The Ilethryl Knight » Tue Aug 16, 2011 2:00 pm

DRUSAS ACHAMIAN
From ‘The Prince of Nothing’ Fantasy Series
Power Level 10
House Rules In Effect*

Abilities: Str* 0, Sta 1, Agl 0, Dex 1, Fgt 1, Int 4, Awe 4, Pre 3

Skills*: Deception 4[+7], Expertise(history) 12[+16], Expertise(philosophy) 9[+13], Expertise(magic) 12[+16], Expertise(riding; use Agl) 2[+2], Expertise(science) 3[+7], Expertise(theology) 3[+7], Insight 6[+10], Investigation 6[+10], Perception 4[+8], Persuasion 5[+8], Ranged Combat(The Gnosis array) 8[+9]

Advantages: Connected, Contacts, Defensive Roll, Equipment(knife), Fearless, Jack-of-all-trades, Languages 4, Minion 2 (horse), Ritualist, Second Chance (resist giving away the Gnosis), Ultimate Effort (will)

Powers:
Defensive Wards: Force-Field 9; 9pp
Flying: Flight 2; 4pp
The Gnosis: Ranged Damage 11;; 22pp
AE: Environment(light) 5; 1pp
AE: Communication 4 (mental); Limited to other Mandate Schoolmen; Limited to entering dreams; 1pp
Magic Senses: Senses 4 (Detect magic, Ranged, Acute, Analytical), Senses 4 (Detect those who can perform Magic, Ranged, Assesment), Senses 2 (Detect Chorae, Ranged); 10pp

Offense:
Initiative: +0
Unarmed Attack: +1; close, Damage 0
Knife: +1; close, Damage 1
The Gnosis: +9; ranged, Damage 11

Defense:
Dodge: +5
Parry: +5
Toughness: (sta 1 + def roll 1 + defensive wards 9) = +11
Fortitude: +5
Will: +15

Complications:
Mandate Responsibilities: Being a Mandate Schoolman, Drusas has a duty to oppose the unholy consult’s efforts to bring about the Second Apocalypse.
Nightmares: Being a Mandate Schoolman, Drusas is cursed every night with dreams of the horrors the ancient sorcerer Seswatha lived through during the First Apocolypse.
Prejudice: Sorcerers are thought to be damned for the unholy powers they weild and are looked down upon by the Inrithi. Also, Mandate Schoolmen are often scoffed at for their beliefs in the coming Second Apocalypse.
Relationship: Esmenet the whore.
Secret Knowledge: Being a Mandate Schoolman, Drusas has knowledge of the Gnosis, a powerful method of sorcery ardently sought after by other Schools of Magic.
Weakness: Chorae trinkets are lethal to all sorcerers. Physical contact with one would prove fatal.

PP: Abilities 28 + Skills* 26 + Advantages 15 + Powers 47 + Defenses 24 = 140pp

:arrow: Drusas Achamian is a member of the Mandate School of Sorcery in the epic fantasy story, “The Prince of Nothing”. As a Mandate Schoolman, Drusas is cursed to dream every night of the ancient horrors of the First Apocolypse, and it is his duty to oppose the unholy Consult and their efforts to bring about a Second Apocolypse. Under orders from his superiors, Drusas joins the Holy War where he meets and teaches Anasûrimbor Kellhus in secret, while slowly discovering his place in the coming Second Apocalypse.

As a sorcerer, Drusas has a fatal weakness to Chorae stones. A Chorae gives non-sorcerers immunity to all magic, and the mere touch of a Chorae can instantly kill any sorcerer.
Last edited by The Ilethryl Knight on Fri Aug 19, 2011 1:57 pm, edited 1 time in total.

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Re: IK3E: Anasûrimbor Khellus, Cnaiür, Drusas Achamian

Post by The Ilethryl Knight » Wed Aug 17, 2011 4:15 pm

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DAREDEVIL
Real Name: Matt Murdock
Power Level 10
House Rules In Effect*

Abilities: Str* 3, Sta 3, Agl 7, Dex 5, Fgt 15, Int 4, Awe 7, Pre 3

Skills*: Acrobatics 12[+19], Athletics 12[+15], Deception 6[+9], Expertise(law) 10[+14], Expertise(streetwise) 9[+13], Insight 6[+19 enhanced], Intimidation 8[+11], Investigation 8[+12], Perception 7[+20 enhanced], Persuasion 6[+9], Ranged Combat(thrown club) 2[+11], Sleight of Hand 6[+13], Stealth 9[+16]

Advantages: Accurate Attack, Agile Feint, Contacts, Defensive Attack, Defensive Roll 2, Equipment 2, Evasion, Fearless, Grabbing Finesse, Improved Initiative, Improved Trip, Instant Up, Move-by Action, Power Attack, Precise Attack 2 (close and ranged concealment), Ranged Attack 4, Redirect, Skill Mastery 2 (acrobatics, perception), Takedown, Uncanny Dodge

Equipment: Billy Club Array
Strength-Based Ranged Damage 1, Ricochet; 6ep
AE: Movement 1 (swinging); 1ep
AE: Strength-Based Close Damage 2; 1ep

Powers:
Enhanced Skills*: Insight 6, Perception 6; 4pp
Ehnanced Advantage: Uncanny Dodge; 1pp
Senses: Hearing 8 (accurate, extended, penetrates concealment, ultrahearing), Radar 4 (ranged, accurate, radius Radio Sense), Smell 2 (acute, analytical), Touch 2 (acute, analytical); 16pp

Offense:
Initiative: +11
Unarmed Attack: +15; close, Damage 3
Billy Club (melee): +15; close, Damage 5
Billy Club (ranged): +11; ranged, Damage 4

Defense:
Dodge: +15
Parry: +15
Toughness: (sta 3 + def roll 2) = +5
Fortitude: +8
Will: +12

Complications:
Blindness: Relies heavily on his sensory powers.
Enemies: Bullseye, Kingpin.
Justice: Whether working as a lawyer or roaming the streets of Hell’s Kitchen as a vigilante, Matt Murdock does all he can to protect the innocent and hand the guilty their proper punishment.
Relationships: Friend Foggy Nelson, numerous women (Elektra, Black Widow, etc.)
Secret Identity: Matt Murdock, lawyer extraordinaire.
Weakness: Sensory powers vulnerable to Sonics.

PP: Abilities 94 + Skills* 34 + Advantages 26 + Powers 21 + Defenses 18 = 193pp

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Re: IK3E: House Rules, The Prince Of Nothing, Daredevil

Post by The Ilethryl Knight » Thu Aug 18, 2011 10:29 am

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LUKE CAGE
Power Level 10
House Rules In Effect*

Abilities: Str* 10, Sta 10, Agl 2, Dex 1, Fgt 8, Int 1, Awe 3, Pre 3

Skills*: Close Combat(unarmed) 2[+10], Expertise(Streetwise) 10[+11], Expertise(Pop Culture) 4[+5], Insight 4[+7], Intimidation 12[+15], Investigation 5[+6], Perception 4[+7]

Advantages: All-out Attack, Chokehold, Daze(intimidation), Diehard, Fast Grab, Fearless, Inspire, Interpose, Languages 2, Leadership, Power Attack, Startle, Takedown, Teamwork

Powers:
Immunity 3 (Cold, Heat, Pressure); 3pp
Impervious* Toughness 9; 9pp
Protection 2; 2pp
Regeneration* 1; 3pp

Offense:
Initiative: +2
Unarmed Attack: +10; close, Damage 10

Defense:
Dodge: +8
Parry: +8
Toughness: +12
Fortitude: +11
Will: +9

Complications:
Relationships: Wife Jessica Jones, daughter Dani, friend Iron Fist.
Reputation: His past as a street thug and escaped convict still causes him trouble in some circles.

PP: Abilities 76 + Skills* 14 + Advantages 15 + Powers 17 + Defenses 13 = 135pp

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Re: IK3E: The Prince Of Nothing, Daredevil, Luke Cage

Post by The Ilethryl Knight » Thu Aug 18, 2011 2:11 pm

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IRON FIST
Real Name: Daniel Rand
Power Level 10
House Rules In Effect*

Abilities: Str* 3, Sta 3, Agl 6, Dex 5, Fgt 11, Int 2, Awe 4, Pre 2

Skills*: Acrobatics 9[+15], Athletics 9[+12], Close Combat(unarmed) 6[+17], Expertise(business) 5[+7], Insight 6[+10], Investigation 6[+8], Perception 9[+13], Sleight of Hand 4[+9], Stealth 7[+13], Treatment 4[+6]

Advantages: Accurate Attack, Agile Feint, Assessment, Benefit 3 (wealth 3), Defensive Attack, Defensive Roll 3, Evasion, Extraordinary Effort, Grabbing Finesse, Improved Critical (unarmed), Improved Disarm, Improved Initiative, Improved Trip, Instant Up, Languages 3 (Cantonese, Japanese, K’un Lunese, Mandarin; base: English), Move-by Action, Power Attack, Precise Attack (close concealment), Ranged Attack 3, Takedown 2, Teamwork, Trance, Uncanny Dodge

Powers:
Chi Energy: Enhanced Advantage (Extraordinary Effort); 1pp
Chi Senses: Senses (Mystical Awareness); 1pp
Iron Fist: Strength-Based Damage 6, Penetrating 6; Unreliable [5 uses]; 6pp
AE: Chi Healing: Healing 6; Unreliable [5 uses]; 1pp

Offense:
Initiative: +10
Unarmed Attack: +17; close, Damage 3
Iron Fist: +11; close, Damage 9

Defense:
Dodge: +14
Parry: +14
Toughness: (sta 3 + def roll 3) = +6
Fortitude: +8
Will: +12

Complications:
Enemy: Steel Serpent
Relationship: Friend Luke Cage, Misty Knight
Responsibility: K’un Lun, Rand Industries

PP: Abilities 72 + Skills* 23 + Advantages 31 + Powers 9 + Defenses 24 = 159pp

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Re: IK3E: The Prince Of Nothing, Daredevil, Luke Cage, Iron Fist

Post by Taliesin » Thu Aug 18, 2011 2:36 pm

Good job on the Prince of Nothing builds. Fan of the series. Started reading the Judging Eye while on jury duty earlier this year but kind of fell off.

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Re: IK3E: The Prince Of Nothing, Daredevil, Luke Cage, Iron Fist

Post by The Ilethryl Knight » Fri Aug 19, 2011 7:25 am

Thanks! I just finished White Luck Warrior and can't wait for the next. Judging Eye was pretty good, but probably the weakest book of the series so far, imho. Mostly, it was build-up for the next books. White Luck Warrior makes up for it.

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Re: IK3E: The Prince Of Nothing, Daredevil, Luke Cage, Iron Fist

Post by JoshuaDunlow » Fri Aug 19, 2011 12:06 pm

Can I be the Ilethryl Squire?! :lol:

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Re: IK3E: The Prince Of Nothing, Daredevil, Luke Cage, Iron Fist

Post by The Ilethryl Knight » Fri Aug 19, 2011 12:59 pm

Uh, yeah sure. Now go be a good squire and water my horse, sharpen my sword, and fetch my surcoat for me. (Just kidding. :wink: )

Anyway, I see no reason for you to be anyone's squire, JD. You're a full fledged Knight in my book. :)

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Re: IK3E: The Prince Of Nothing, Daredevil, Luke Cage, Iron Fist

Post by The Ilethryl Knight » Fri Aug 19, 2011 1:20 pm

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THE PUNISHER
Real Name: Frank Castle
Power Level 10
House Rules In Effect*

Abilities: Str* 3, Sta 4, Agl 3, Dex 4, Fgt 12, Int 2, Awe 3, Pre 2

Skills*: Acrobatics 2[+5], Athletics 6[+9], Deception 5[+7], Expertise(military) 12[+14], Expertise(streetwise) 6[+8], Expertise(survival) 5[+6], Insight 6[+9], Intimidation 12[+14], Investigation 6[+8], Perception 8[+11], Ranged Combat(firearms) 4[+15], Stealth 6[+9], Technology 2[+4], Treatment 2[+4], Vehicles 6[+10]

Advantages: Assessment, Beginner’s Luck, Chokehold, Contacts, Daze(intimidation), Defensive Roll, Equipment 10, Evasion, Favored Foe (criminals), Fearless, Improved Aim, Improved Critical (firearms), Improved Initiative, Improvised Weapon, Languages 1 (vietnamese), Luck, Power Attack, Precise Attack 2 (ranged cover, concealment), Prone Fighting, Quick Draw, Ranged Attack 7, Skill Mastery 2 (Expertise/military, Intimidation), Startle, Tracking, Uncanny Dodge

Equipment:
Binoculars, Nightvision Goggles, Punisher Costume (Protection 2); 4ep

Arsenal: Assault Rifle: Ranged Multiattack Damage 5; 1ep
AE: Fragmentation Grenade: Ranged Burst Area Damage 6, Diminished Range; 1ep
AE: Heavy Pistol: Ranged Damage 4; 1ep
AE: Knife: Strength-based Damage 1, Improved Critical; 1ep
AE: Rocket Launcher: Ranged Burst-Area Damage 9; Activation(standard); 25ep
AE: Scattergun (sawed-off shotgun): Close Cone-Area Damage 5; Limited to Damage 3 against targets with Protection, Quirk 2 (diminished cone-size: 15 feet); 1ep
AE: Smoke Grenage: Ranged Cloud Area Visual Conceal-ment; 1ep
AE: Sniper Rifle: Ranged Damage 5, Improved Critical, Extended Range 2; 1ep
AE: Tear Gas Grenade: Ranged Cloud Area Affliction 4 (Resisted by Fortitude; Dazed and Visually Impaired, Stunned and Visually Disabled, Incapacitated), Extra Condition, Diminished Range; 1ep

Vehicle: Battle Waggon {Huge; Str 9, Speed 5, Def -4, Tou 12, Features: Alarm, Navigation System}; 13ep

Offense:
Initiative: +7
Assault Rifle: +15; ranged, Damage 5
Frag Grenade: Burst-Area Damage 6
Heavy Pistol: +15; ranged, Damage 4
Rocket Launcher: Burst-Area Damage 9
Scatter Gun: close 15 foot Cone-Area Damage 5
Knife: +12; close, Damage 4
Unarmed Attack: +12; close, Damage 3

Defense:
Dodge: +12
Parry: +12
Toughness: (sta 4 + def roll 1 + costume 2) = +7
Fortitude: +8
Will: +12

Complications:
Enemies: Jigsaw, Ma Gnucci.
Honor: Won’t kill non-criminals, cops, women, children, innocents.
Justice: Punish criminals.
Power Loss: Does not have unlimited ammo. Occasionally runs out. Also, he can't effectively hold his entire arsenal on him at all times. Just too much to carry. Must pick and choose which few weapons to carry. The rest he can leave in the van.
Relationships: Spacker Dave, Mr. Bumpo, Joan the Mouse.
Reputation: Killer vigilante.

PP: Abilities 66 + Skills* 30 + Advantages 42 + Defenses 21 = 159pp

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Re: IK3E: Daredevil, Luke Cage, Iron Fist, The Punisher

Post by The Ilethryl Knight » Sat Aug 20, 2011 8:57 am

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THE EXECUTIONER
Real Name: Mack Bolan
Power Level 9
House Rules In Effect*

Abilities: Str* 2, Sta 3, Agl 3, Dex 4, Fgt 11, Int 3, Awe 3, Pre 3

Skills*: Acrobatics 2[+5], Athletics 6[+8], Deception 8[+11], Expertise(military) 12[+15], Expertise(streetwise) 6[+9], Expertise(survival) 8[+11], Insight 7[+10], Intimidation 7[+10], Investigation 6[+9], Perception 9[+12], Persuasion 6[+9], Ranged Combat(firearms) 2[+13], Stealth 8[+11], Technology 2[+5], Vehicles 6[+10]

Advantages: Accurate Attack, Assessment, Beginner’s Luck, Benefit 3 (alternate identities, wealth 2 [mob money]), Chokehold, Contacts, Defensive Roll, Equipment 16, Evasion, Favored Foe (Mafiosi), Fearless, Improved Aim, Improved Critical (firearms), Improved Disarm, Improved Initiative, Inspire, Jack-of-all-trades, Languages 3 (Italian, Russian, Spanish, Vietnamese; Base: English), Leadership, Luck, Power Attack, Precise Attack 2 (ranged cover, concealment), Quick Draw, Ranged Attack 7, Skill Mastery (Expertise/military)

Equipment: Undercover Vest (Protection 3, subtle), binoculars, camo-clothing(environment dependent on campaign), flashlight, gas-mask, mini-tracer, multi-tool, recording device, extra 1ep left open and dependent upon campaign (12ep)

Arsenal (33ep)
Assault Rifle – Multiattack Ranged Damage 5; 1ep
AE: 9mm Beretta with Silencer – Ranged Damage 4; Suppressor; 1ep
AE: .44 Automag – Ranged Damage 5; 1ep
AE: Submachine Gun - Multiattack Ranged Damage 4; 1ep
AE: Sniper Rifle - Ranged Damage 5, Improved Critical, Extended Range 2; 1ep
AE: Knife – Strength-Based Damage 1, Improved Critical; 1ep
AE: Missle Launcher - Ranged Burst-Area Damage 9; Activation(standard); 25ep
AE: Fragmentation Grenade: Ranged Burst Area Damage 6, Diminished Range; 1ep
AE: Smoke grenades - Ranged Cloud Area Visual Conceal-ment; 1ep; 1ep

Vehicle/Headquarters: “War Wagon”; 35ep
Huge; Str 9, Speed 5, Def -4, Tou 12
Features: alarm, communications, computer, hidden compartments, navigation system, power system(electric generator), security system, workshop(weapons lab)
Powers: Senses 2 (infra-vision, radio), Ranged Burst-Area Damage 8 [Distracting, Standard Action]}

Offense:
Initiative: +7
Assault Rifle: +13; ranged, Multiattack Damage 5
.44 Automag: +13; ranged, Damage 5
9mm Baretta: +13; ranged, Damage 4
Sniper Rifle: +13; ranged, Damage 5
Frag Grenade: Burst-Area Damage 6
Rocket Launcher: Burst-Area Damage 9
Knife: +11; close, Damage 3
Unarmed Attack: +11; close, Damage 2

Defense:
Dodge: +11
Parry: +11
Toughness: (sta 3 + vest 3 + def roll 1) = +7
Fortitude: +7
Will: +11

Complications:
Enemy: The Mafia.
Honor: Won’t kill cops or innocent bystanders.
Justice: Execute criminals.
Power Loss: Does not have unlimited ammo. Occasionally runs out. Also, he can't effectively hold his entire arsenal on him at all times. Just too much to carry. Must pick and choose which few weapons to carry. The rest he can leave in the van.
Vigilante: Wanted for hundreds of murders.

PP: Abilities 64 + Skills* 32 + Advantages 51 + Defenses 20 = 167pp

:arrow: This is Mack Bolan, The Executioner. Years before anyone ever heard of the Punisher, Bolan was out there running from the law as he fought his own one-man war against the mafia.

Bolan was a celebrated war hero (considered by many to be the best sniper in the military), and was serving his second tour of duty in Vietnam when he returned home on leave to the United States following news of the death of his parents and sister at the hands of the Mafia. Bolan decided then and there that his war with the "real" enemy was right here at home and not on the battlegrounds of ‘Nam – thus began his lone battle against every single Mafia organization throughout the country. This war lasted for 38 novels, written by Don Pendelton, before the rights to the character were sold and Bolan’s war shifted from the mafia to world terrorists. The write-up I’ve provided represents Bolan as he was in the first stage of his career, when he was a wanted vigilante fighting the mob. To see Bolan as he exists from book 39 onward, I’d add in things like Benefit(security clearance), Favored Foe(terrorists), remove his War Wagon from the build but give him access to other vehicles and equipment depending on the situation.

Note that his .44 Automag has a damage bonus of +5, which is one higher than other heavy pistols. The reason I did this was because, in the books, the Automag was always portrayed as such a monster of a handgun, so I’ve granted the weapon the higher damage in honor of that. Also, notice his wealth bonus – this is stolen mafia money, some of which he used to pay for his War Wagon.

The Ilethryl Knight
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Re: IK3E: Luke Cage, Iron Fist, The Punisher, The Executioner

Post by The Ilethryl Knight » Sat Aug 20, 2011 9:42 am

Image

JON SABLE
Power Level 8
House Rules In Effect*

Abilities: Str* 2, Sta 3, Agl 4, Dex 4, Fgt 10, Int 3, Awe 3, Pre 3

Skills*: Acrobatics 4[+8], Athletics 8[+10], Deception 7[+10], Expertise(military) 5[+8], Expertise(streetwise) 5[+8], Expertise(survival) 11[+14], Expertise(writing) 6[+9], Insight 5[+8], Intimidation 5[+8, +11 w/mask], Investigation 8[+11], Perception 8[+11], Ranged Combat(firearms) 2[+11], Sleight of Hand 4[+8], Stealth 8[+11], Technology 2[+5], Vehicles 4[+8]

Advantages: Accurate Attack, Assessment, Attractive, Beginner’s Luck, Benefit 3 (alternate itentity [BB Flemm], Wealth 2), Chokehold, Contacts, Defensive Roll 2, Equipment 5, Evasion, Improved Aim, Improved Critical (knife), Improved Initiative, Jack-of-all-trades, Languages 4 (Base: English; French, German, Kenyan, Rhodesian, Russian, Vietnamese, Zambian, choose 1 more), Luck, Move-by Action, Precise Attack 2 (ranged cover, concealment), Quick Draw, Ranged Attack 5, Tracking

Equipment:
Outfit (Protection 1); 1ep
Mask (Startle, 3 ranks Intimidate); 2ep

Arsenal
Hunting rifle: Ranged Damage 5, Improved Critical, Extended Range; 1ep ; 12ep
AP: Mauser .45 (heavy pistol): Ranged Damage 4; 1ep
AP: Knife: Strength-Based Damage 1, Improved Critical; 1ep
8ep free

Offense:
Initiative: +8
Hunting Rifle: +11; ranged, Damage 5
Mauser .45: +11; ranged, Damage 4
Knife: +10; close, Damage 3
Unarmed Attack: +10; close, Damage 2

Defense:
Dodge: +10
Parry: +10
Toughness: (sta 3 + def roll 2 + protection 1) = +6
Fortitude: +7
Will: +9

Complications:
Fame: His alter ego, BB Flemm, is a famous children’s author.
Haunting Memories: Death of Wife and Children.
Relationship: Myke Blackmon
Secret: BB Flemm is really Jon Sable, Freelance.

PP: Abilities 64 + Skills* 31 + Advantages 36 + Defenses 16 = 147pp

:arrow: Two of my top ten favorite long-running comic book titles of all time were written and illustrated by Mike Grell. One of those titles was The Warlord, and the other – Jon Sable, Freelance.

This is a man who leads two lives. When wearing the curly blonde wig, fake moustache, and glasses, he is B.B. Flemm the children’s writer. But underneath that disguise, he is the dashing silver-haired Jon Sable, former Olympic pentathalete, soldier of fortune, African hunter, bounty hunter, bodyguard, private eye, and now freelance adventurer.

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Re: IK3E: Luke Cage, Iron Fist, Punisher, Executioner, Jon Sable

Post by JoshuaDunlow » Sat Aug 20, 2011 12:52 pm

Hey IK was it you that was talking about the maximum human lifting capacity? If so.. i couldn't find the link. Would you know what thread that was on?

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