Today it’s a sample character for an anthropomorphic low-grade superhero setting. In this particular setting “Supers”…
- Start off at level three – instead of being stuck at levels 0 or 1 like most of the population.
- Get an attribute array of 10, 12, 14, 14, 16, 18 and may buy up their attributes for half price.
- Get an extra bonus feat at level one.
- Are presumed to have a 20-HP “unconsciousness buffer” (normals get a 10-HP buffer) and so don’t actually start dying until -21 HP.
- Must be Anthropomorphic Animals – although they may spend some of their level one point allotments to buy down the cost of their race if they wish and do get the price break on any attribute enhancements in the package.
- The Superheroic “Free Mana” rule is not in effect – so most heroes have either relatively minor or easily-exhausted powers.
- Magic Items and Relics do not exist. Characters are presumed to have appropriate equipment to go with their skills however – including weapons if they’re skilled with them and light kevlar armor if they want it.
- Characters may start off with no more than 6 CP worth of Innate Enchantments, although the limit increases to 12, 18, and 24 CP at levels 4, 8, and 12.
Of course, when most of the people in the world are permanently stuck at level zero or one, a level three superhero is pretty formidable.
“Wildfire” is an adolescent Cheetah-Morph “mutant” (fortunately for him, a superhero-style mutant rather than one that makes biological sense) who’s powers are still emerging. At the moment he has a boosted metabolism and minor flame-projection powers – but those abilities can reasonably be expected to become more formidable as he matures. Like so many adolescent males he’s a lot like the Homeric Greeks – excitable, touchily honorable, fiercely loyal to his friends (even if he changes them often), and rather impressed by, and torn between, both impulsive heroism and cunning trickery. At the moment… he could still go either way, turning his nascent powers to villainy (most likely as a henchman or part of a gang) or becoming a real hero if he falls in with a decent mentor or a heroically-oriented group.
Presuming, of course, that he doesn’t get himself killed.
Anthropomorphic Cheetah Racial Modifiers: Str +6 (18 CP), Dex +8 (24 CP), Con +4 (12 CP) (as adjusted for the half cost rule), +1 Natural Armor (6 CP), 1d6 Natural Weapons (6 CP), Occult Sense/Scent (6 CP), Celerity/+10 Ground Movement (6 CP), +1 eight-sided hit die (12 CP), and Occult Sense/Low-Light Vision (6 CP). The anthro-animal packages are considered Specialized however: such characters are subject to strong instincts (occasionally requiring will checks to resist them), suffer from various minor physical limitations and species-related social prejudices, have assorted dietary restrictions, are somewhat limited with regard to equipment (a lot of it must be especially-fitted for particular species), are readily described and recognized, and may have special requirements. In particular, their Natural Armor does not increase with level and is generally blatantly obvious. That gives this package a net cost of 48 CP – requiring 17 CP from Wildfire’s level one allotment to bring it down to a +0 ECL.
Available Character Points: 96 (Level Three Base) +10 (Disadvantages; Accursed / weirdness magnet, will ALWAYS be running into absurd situations and flamboyant super-beings, Hunted / some nemesis to be acquired in play, Compulsive / either a heroic code or tendency to gloat over his victims and explain his plots in a monologue, depending on whether he winds up as a hero or as a villain) +18 (2x L1 and L2 Bonus feats) +6 (Duties; either heroic or villainous as appropriate to the character) = 130 CP, or 113 after reducing the race to +0 ECL.
Yes, those are fairly generic “super” disadvantages, and might well be close to universal in the setting – at least for major characters.
Basic Attributes: Str 22, Int 12, Wis 10, Con 18, Dex 26, and Cha 14.
Languages: English and high-school Spanish.
Basic Purchases (60 CP):
- Warcraft (BAB): +3, Specialized for Double Effect (+6)/only with claws (18 CP).
- Hit Points / Dice: 16 (L1, 2d8, 4 CP), 8 & 6 (L2 & L3 d8′s, 8 CP) +12 (Immortal Vigor, 2d6) +24 (6x Con Mod) = 66 HP.
- Proficiencies: All Simple Weapons, Pistols, and Light Armor (9 CP).
- Armor Class: 10 (Base) +8 (Dex) +2 (Kevlar Vest) +2 (Martial Art) = 22
- Initiative: +8 (Dex)
- Move: 60′
- Save Bonuses:
- Fortitude: +1 (Purchased, 3 CP) +4 (Con) = +5
- Reflex: +1 (Purchased, 3 CP) +8 (Dex) = +9
- Will: +2 (Purchased, 6 CP) +0 (Wis) = +2
- Skill Points: 9 (Purchased, 9 CP) +6 (Int Mod x 6) +8 (Fast Learner, starting at level zero) = 21 SP.
- Acrobatics (Dex): +11 (3 SP).
- Disable Device (Int): +4 (3 SP).
- Martial Art/Cheetah Style Kung Fu. Dex Based +13 (6 CP): Provides Defense 2, Strike, +1d6 Sneak Attack, Rapid Strike, Combat Reflexes, and Light Foot.
- Driving (Dex) +11 (3 SP).
- Stealth (Dex) +14 (6 SP).
Other Abilities (41 CP):
- Upgrade Natural Weapons to 1d12 (2d6) base damage (9 CP). Wildfire strikes so quickly that he does extra damage.
- Split Movement (6 CP): May split his movement around attacking.
- Celerity (+6 CP): Add an additional +20 ground movement (for a total of 60′).
- Augmented Bonus/Precise Control (6 CP): Adds (Str Mod) to (Dex Mod) when determining attack bonuses for ranged attacks.
- Grant of Aid with +2 Bonus Uses, Corrupted / requires several minutes to take effect (6 CP). Wildfires hyped-up metabolism allows him to heal wounds with startling speed – at least until his bodies reserves run out, which – at his age – happens all too soon.
- Fortune/Evasion Variant (6 CP): Wildfire takes no damage when he makes a successful reflex save; he’s just that fast at getting out of the way.
- Innate Enchantment (7 CP) + Immunity to the XP cost of buying level zero and level one Innate Enchantments (1 CP).
- Ranged Strike (Personal-Only, 1400 GP): Gives the user’s melee attacks a 60′ range increment.
- Immortal Vigor I (Personal-Only, 1400 GP): Adds (12 + 2 x Con Mod) HP.
- Resist Energy (Personal-Only, 1400 GP): Provides Energy Resistance 10.
- Burning Rage (Personal-Only, 1400 GP): Adds 1d6 flame damage to the user’s unarmed or natural-weapon attacks; if he or she wishes, the entire attack may be considered a flame attack.
Wildfire will probably be acquiring another speed-boosting ability, and another damage-booster, later on – but at the moment his powers are relatively weak and erratic. He’s already very good at connecting though; seeing the world in slow motion will do that…
- Ranged Strike: +20/+20 (normal attack) or +20/+20/+15 (full attack), either 3d6 Fire or 2d6 Physical (either lethal or nonlethal) and 1d6 Fire, in either case Crit 20/x2, 60′ range increment, +3d6 Sneak Attack, 9 AoO.
- Hand-to-Hand: +12/+12 (normal attack) or +12/+12/+7 (full attack), either 3d6 Fire or 2d6 Physical (either lethal or nonlethal) and 1d6 Fire, in either case Crit 20/x2, +3d6 Sneak Attack, 9 AoO.
At the moment, Wildfire usually prefers to go for nonlethal damage; it’s a LOT less likely to get him into real trouble.
- Anatolia, Demonslayer (Eclipse d20 Modern) (ruscumag.wordpress.com)
- Spinning a Yarn from Intelligence Check (alzrius.wordpress.com)
- [Emergence Campaign] True Love Beneath The Eclipse (ruscumag.wordpress.com)