Champions: Nimrod the Hunter

   Nimrod The Huntsman as a refugee from Advanced Dungeons and Dragons as contaminated by a few bits from Rifts: he was a “Fourteenth Level Ranger” but was equipped with a modest selection of mystic tattoos. For the most part, those allowed him to move around more readily, let him fight bare-handed with fair effect, and let him both communicate mentally and call weapons to his hands. Personally, he also had greatly enhanced physical abilities, was extremely tough, and had some reasonably powerful magical weapons.
   He came along with his friend Shaman when Shaman opted to attempt to hide himself, and a collection of mighty evil magical artifacts, on Earth to keep them from being used to take over his more magical dimension.
That was a worthy quest.

   Despite his various abilities, Nimrod tended to function as a martial artist: his dexterity was good, but his attacks weren’t powerful enough to do much to most heroes and his defenses were more or less average. Thus he functioned as a skirmisher, rescued normal people, and relied on teamwork to take down giant rampaging monsters. He was much happier dealing with a swarm of thugs (“Bandits!”) than with a super-villain.

   Personally, Nimrod was taciturn, efficient, and tended to play the “honorable medieval warrior” but for all it was worth.  He and Shaman usually worked with H.E.L.P. – a group that was, in general, even stranger than they were and saw nothing wrong in being periodically attacked by assorted extradimensional horrors. In fact, they found it sort of homelike…

Nimrod, The Huntsman

Value Characteristic Points
24/30 STR 14
33/35 DEX 69
23/26 CON 26
10/23 BODY 0
13 INT 3
11 EGO 2
20 PRE 10
12/24 COM 1
20/23 PD 15
20/23 ED 15
6 SPD 17
10/13 REC 0
24/36 END -11
44/50 STUN 0
  Total 161

 

Points Powers END
15 Mystic Tattoos Multipower (30-pt reserve); To use these powers, Nimrod must be free to touch the appropriate tattoo (Gesture, -.25), any mage may make an Int roll to determine what the powers are (-.25), Tattoos are very distinctive (minor side effects, (-.25), only in Hero ID (clothing covers up tattoos, -.25).  
u-1 Hand-to-Hand Attack (8d6, Total 14d6); Range: 0; Reduced END: Half, +¼ 1
u-1 Hand-to-Hand Attack/Nerve Strike (3d6, Total 6d6); Range: 0; No Normal Defense (Vrs rigid body armor): +1; Reduced END: Half, +¼ 1
u-1 Missile Deflection (All Ranged Attacks, None, OCV 17); Deflect Attacks: Normal, +0; Deflection Bonus: 5, 10; OCV: 17  
u-1 Running (+10″, 16″, NC: 32″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 45; Reduced END: Zero, +½ 0
u-1 Superleap (+20″, 26″, NC: 52″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 89; Reduced END: Zero, +½ 0
u-1 Swimming (+21″, 23″, NC: 46″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 94; Reduced END: Zero, +½ 0
u-1 Swinging (+20″, NC: 40″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 89; Reduced END: Zero, +½ 0
u-1 15″ Teleportation (Long Range 15″); Increased Range: ×1, +0; Long Range: 15″; Long Range (miles): 0.02; Mass Multiplier: ×1, +0; Fixed Locations: 0; Floating Locations: 0 3
u-1 Spirit of the Wolf  
(5) Tracking Scent  
(2) Discriminatory Sense (Smell)  
(2) Ultraviolet Vision  
(4) Enhanced Perception (all) (+3 to PER)  
u-1 Spatial Awareness (Blind Fighting)  
u-1 6d6 Telepathy (Mindspeech) 3
u-1 Telekinesis (Weapon Call) (STR 16); Range: 150; Manipulation: Coarse, +0; Trigger (When Disarmed): Set, +¼; Generic Limitation (Only to call weapons to hands): -½; Charges: +16, +0 0
     
4 Elemental Control: “Level Fourteen” (10-pt reserve); Always on (-.5), Side Effects (attracts random monsters, somehow there is never anyone else available to help out, pays for everything with archaic coinage, gets stuck guarding strange artifacts, odd NPC’s drop by with strange quests, etc, -.5), Side Effects Cannot be Avoided (-.5).  
a-4 Armor (Lots of Hit Points) (7 PD/7 ED)  
b-3 Regeneration (1 BODY/5 hours); Regenerate: Lost Limbs and Organs, +10  
c-4 Life Support  
(1) Immune to Disease  
(1) Immune to Aging  
(4) Need Not Breathe  
(2) Doesn’t Eat, Excrete or Sleep  
d-7 2d6 Aid: To All Physical Attributes (Fade/5 min., Max. 12); Range: 0; Reduced END: Zero, +½; Champions Limitation (Affects Self Only): -1; Affects: All Powers of Special Effect, +2; Champions Limitation (Adds to maximums only, does not restore lost attributes.): -½; Champions Limitation (Only has six points worth of effect, the remaining six points only exist to be drained.): -½ 0
e-4 Power Defense (20 pts)  
f-4 Mental Defense (22 pts); Add to Total  
     
36 Weapons Multipower (90-pt reserve); The entire multipower is limited to weapons (-.5), which require gestures to use (-.25), and are functionally obvious accessable foci, although Nimrod can call them back to himself or even recreate them given a day or so to attune a new weapon and call on his patrons to empower it (-.75).  
  Doomfire Sword Powers  
u-4 4d6 Killing Attack (HTH) (Total 6d6); Range: 0; Reduced END: Zero, +½ 0
u-4 18d6 Energy Blast: Mystic Flame; Range: 450; Versus: ED; Charges: 16, +0 0
u-3 6d6 Transfer: Body (Returns 5/turn, Maximum: 36); Range: 0; Affects: Single Power, +0; Charges: 8, -½  
  Storm Bow Powers  
u-3 6d6 Entangle (DEF 6); Range: 450; Area Effect (One-hex): 1 hex(es), +½; Charges: 12, -¼ 0
u-3 4d6 Killing Attack (RKA); Range: 450; Armor Piercing: 1, +½; Charges: 12, -¼ 0
u-3 3d6 Drain (Running) (Return/min.); Range: 450; Affects: Single Power, +0; Ranged: +½; Area Effect (Radius): 10″ radius, +1; Increased Area: ×2, +¼; Charges: 12, -¼ 0
     
10 +10 BODY; Champions Limitation (Only regained when transferred from a living target.): -1  
     
123 Total Powers  

 

Points Skills, Talents, Perks Roll
20 +2 level w/Overall Level  
3 Acrobatics 16-
3 Animal Handler 11-
3 Climbing 16-
3 Riding 16-
3 Shadowing 11-
3 Stealth 16-
3 Survival 11-
3 Tactics 12-
3 Tracking 12-
1 Skiing  
2 Water Vehicles  
3 Weaponsmith; Weapon Category: Muscle-powered Weapons 11-
53 Total Skills, Talents, Perks  

 

100+ Disadvantages
20 Overconfidence (Very Common, Strong)
20 No Code Vrs Killing (Very Common, Strong)
10 Dislikes Modern Weapons (Common, Moderate)
20 Hunted: The Black Hand (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Hunted: Doomstar (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Hunted: The Secret Empire (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
20 Vulnerability to Ego Attacks (2× STUN); Attack: Common, +10
15 Secret Identity
15 Distinctive Features: Strange Tattoos; Concealability: Concealable, 10; Reaction: Always noticed & major reaction, +5
10 Enraged in Combat (8-, 11-); Circumstances: Very Common, +15
10 Dependent NPC: Random youngster or “apprentice” (Normal, 8-); Skills: Normal, +0
10 Reputation: Fantasy Ranger, Known Powers (11-)
10 Dependent NPC: Girlfriend of the Month (Normal, 8-); Skills: Normal, +0
20 No understanding of Technology (All the Time, Greatly)
10 4d6 Unluck; Generic Limitation (Only to accidendly frighten people): -1
205 Total Disadvantages

 

COSTS: Char.   Powers   Total Total   Disadv.   Base   Exp.
  161 + 176 = 337 337 = 205 + 100 + 32

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
12 12 4 22 30/7 30/7 2, 4, 6, 8, 10, 12
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