Corax (School of Hard Knocks)

From RPGnet
Revision as of 11:04, 10 February 2011 by 70.129.196.175 (talk)
Jump to: navigation, search

Corax, Prince of Space

Corax's real name is essentially unpronounceable in Earth language, but it sounds close to "Corax," and his family crest does include a big black bird, so he thought it was fitting. For his "normal" identity, he will be going by Jack Raven.

Corax comes from The Clarity, a race that re-engineered themselves tens of thousands of years ago. They wedded psionics and biotechnology to uplift themselves to a higher state of being. Their signature enhancement is their skeletal structure, a crystalline matrix that serves as a battery and amplifier for their innate psionic powers; powers that have the capacity to increase over time, with practice. Those of the royal bloodlines received even greater, purer genetic modifications, and the oldest of the royal lineages possess nearly godlike mental abilities. The Clarity can effectively metabolize psychic energy (whether stored internally or simply absorbed from their environment), and for that reason heal quickly and possess substantial stamina.

Characteristics

VAL CHA Cost Roll Notes

10 STR 0 11- HTH Damage 2d6 END [1]

20 DEX 20 13-

15 CON 5 12-

15 INT 5 12- PER Roll 12-

13 EGO 3 12-

15 PRE 5 12- PRE Attack: 3d6

10 OCV 35

10 DCV 35

3 OMCV 0

7 DMCV 12

7 SPD 50 Phases: 2, 4, 6, 7, 9, 11, 12

7 PD 5 7/22 PD (0/15 rPD)

7 ED 5 7/22 ED (0/15 rED)

20 REC 16

70 END 10

15 BODY 5

44 STUN 12


Movement Modes

Movement Cost Meters Notes RUNNING 0 12m/24m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward FLIGHT 25m/400m


Characteristics Total: 223


Powers

Cost Powers - END=

  • 36 Psi-field: Resistant Protection (15 PD/15 ED) (45 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) - END=4
  • 10 Power Defense (10 points) - END=0
  • 7 Blase: +15 PRE (15 Active Points); Limited Power Power loses about half of its effectiveness (Only for defense against Presence Attacks; -1) - END=

60 Psi-Powers: - END=

  • 4f 3) Tracelessness: Invisibility to Sight, Hearing, Mental and Smell/Taste Groups, Danger Sense and Combat Sense (43 Active Points) - END=4
  • 6f 4) Telekinesis (40 STR) (60 Active Points) - END=6
  • 6f 5) Searing Bolt: Killing Attack - Ranged 3d6, Armor Piercing (+1/4) (56 Active Points) - END=6
  • 4f 6) Blast Touch: Hand-To-Hand Attack +9d6, Reduced Endurance (1/2 END; +1/4) (56 Active Points); Hand-To-Hand Attack (-1/4) - END=2
  • 8v 7) Flight 25m, x16 Noncombat (40 Active Points) - END=4


Powers Total: 141


Skills

Cost Skills
3 Charm 12-
3 Conversation 12-
3 Stealth 13-
3 PS: Royalty 12-
3 Sleight Of Hand 13-
3 Oratory 12-
3 Persuasion 12-
3 Lockpicking 13-
3 Bribery 12-
3 Bureaucratics 12-
3 Deduction 12-
3 PS: Rock Musician 12-

Skills Total: 36


Complications

  • 20 Psychological Complication: Noblesse Oblige. Includes a fair amount of what would be covered by code against killing, plus other obligations and limitations. (Common, Total)
  • 10 Psychological Complication: Believes he should be in charge; has trouble with authority figures (Common; Moderate)
  • 10 Rivalry: Professional ( Rival is As Powerful; Rival is a Player Character; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

Alien Teen Reality Stars

  • 20 1) Physical Complication: Flawed Knowledge of Earth Culture: Character is an alien whose knowledge of Earth culture comes solely from reality TV (Very Frequently; Slightly Impairing)
  • 15 2) Hunted: Various fans of the shows, local people you get in trouble with, your probation officers, the show cameras and real superheroes keeping an eye on you. Frequently (As Pow; NCI; Mildly Punish)

Complications Points: 75

Base Points: 400 Experience: 0 Experience Unspent: 0 Total Character Cost: 400

Endnotes

I'm going to put here, for reference, the stat-block of a normal member of his race.