Difference between revisions of "The Judges of Tehom: Defenders of Eiren - Hero Datafiles (MHR)"

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(Mind Games)
Line 153: Line 153:
 
'''Description (~150 words)'''
 
'''Description (~150 words)'''
  
*Write here.
+
*Uriah's '''natural psychic power''' allowed him to be nothing more than a punk '''telepathic manipulator''' of tourists' minds. He was picked up because of his believed '''Mutant''' status by a shadowy organization who put (and a number of other "promising youths") through something called "'''Project Illumination'''." A part of his testing was to read the mind of a supposed enemy of the state. The mind scan went awry, the target's memories and aspects of his personality are now inside him, and he wonders '''who is really in charge'''. He is now being used as an agent of the same organization if only to find out what exactly happened to him while at the same time hoping the rest of the supers community '''can accept him for what he is'''.
  
'''Origin:'''  
+
'''Origin: Mutant'''  
 
'''Distinctions:'''  
 
'''Distinctions:'''  
*1
+
*I'm Already in Your Head
*2
+
*Wants to be Trusted
*3
+
*Puppet or Puppeteer?
  
 
'''Affiliation:'''
 
'''Affiliation:'''
*Solo:
+
*Solo: d10
*Buddy:
+
*Buddy: d8
*Team:
+
*Team: d6
  
 
'''Powers'''
 
'''Powers'''
*Primary Power:
+
*Primary Power: "Project Illumination" Testing
**1
+
**Psychic Senses d10
**2
+
**Psychic Resistance d10
**3
+
**Mind Whip d8
**SFX: Afflict
+
**SFX: Unleashed - Step up or double any "Project Illumination" power for one action. If the action fails, add a die to doom pool equal to the normal rating of your power die.
**Limit: Conscious Activation
+
**Limit: Uncontrollable - Change any "Project Illumination" power into a complication and gain 1 PP. Activate an opportunity or remove the complication to recover the power.
*Secondary Power:
+
*Secondary Power: Psychic Mastery
**1
+
**Telepathy d10
**2
+
**Kinetic/Telekinetic Control d10
**3
+
**SFX: Focus - If a pool includes a Psychic Mastery power, you may replace two dice of equal size with one die +1 step larger.
**SFX:  
+
**Limit: Mutant - Earn 1 PP when affected by mutant-specific Milestones and tech.
**Limit:  
 
  
 
'''Specialties:'''
 
'''Specialties:'''
*
+
* Acrobatics Master d8
*
+
* Menace Master d8
*
 
*
 
  
 
'''Milestones:'''
 
'''Milestones:'''
*Milestone 1
+
*Just Who Am I Really?
**1xp-
+
**1xp- when you first discuss the Project with someone new
**3xp-
+
**3xp- when you first allow the “guy inside” a chance to take over
**10xp-
+
**10xp- when you try and find a way to get him out of your head once and for all
*Milestone 2
+
*Just One of the Guys
**1xp-
+
**1xp- when you first convince someone to buddy with you
**3xp-
+
**3xp- when you first convince the team to group up with you
**10xp-
+
**10xp- when you reveal just how dangerous you can be… and hope that everyone stays
  
 
==Obsidian==
 
==Obsidian==

Revision as of 21:00, 18 April 2014


These are the player characters for the Defenders of Eiren campaign.

Active Characters

Detective Dynamo

  • Player: Wyzard

Description (~150 words)

  • Write here.

Origin: Distinctions:

  • 1
  • 2
  • 3

Affiliation:

  • Solo:
  • Buddy:
  • Team:

Powers

  • Primary Power:
    • 1
    • 2
    • 3
    • SFX: Afflict
    • Limit: Conscious Activation
  • Secondary Power:
    • 1
    • 2
    • 3
    • SFX:
    • Limit:

Specialties:

Milestones:

  • Milestone 1
    • 1xp-
    • 3xp-
    • 10xp-
  • Milestone 2
    • 1xp-
    • 3xp-
    • 10xp-

Dr. Bright

  • Player: theh0rde

Description (~150 words)

  • Write here.

Origin: Distinctions:

  • 1
  • 2
  • 3

Affiliation:

  • Solo:
  • Buddy:
  • Team:

Powers

  • Primary Power:
    • 1
    • 2
    • 3
    • SFX: Afflict
    • Limit: Conscious Activation
  • Secondary Power:
    • 1
    • 2
    • 3
    • SFX:
    • Limit:

Specialties:

Milestones:

  • Milestone 1
    • 1xp-
    • 3xp-
    • 10xp-
  • Milestone 2
    • 1xp-
    • 3xp-
    • 10xp-

Impossible Girl

  • Player: Squid head Jack

Description (~150 words)

  • Write here.

Origin: Distinctions:

  • 1
  • 2
  • 3

Affiliation:

  • Solo:
  • Buddy:
  • Team:

Powers

  • Primary Power:
    • 1
    • 2
    • 3
    • SFX: Afflict
    • Limit: Conscious Activation
  • Secondary Power:
    • 1
    • 2
    • 3
    • SFX:
    • Limit:

Specialties:

Milestones:

  • Milestone 1
    • 1xp-
    • 3xp-
    • 10xp-
  • Milestone 2
    • 1xp-
    • 3xp-
    • 10xp-

Mind Games

  • Player: Keal

Description (~150 words)

  • Uriah's natural psychic power allowed him to be nothing more than a punk telepathic manipulator of tourists' minds. He was picked up because of his believed Mutant status by a shadowy organization who put (and a number of other "promising youths") through something called "Project Illumination." A part of his testing was to read the mind of a supposed enemy of the state. The mind scan went awry, the target's memories and aspects of his personality are now inside him, and he wonders who is really in charge. He is now being used as an agent of the same organization if only to find out what exactly happened to him while at the same time hoping the rest of the supers community can accept him for what he is.

Origin: Mutant Distinctions:

  • I'm Already in Your Head
  • Wants to be Trusted
  • Puppet or Puppeteer?

Affiliation:

  • Solo: d10
  • Buddy: d8
  • Team: d6

Powers

  • Primary Power: "Project Illumination" Testing
    • Psychic Senses d10
    • Psychic Resistance d10
    • Mind Whip d8
    • SFX: Unleashed - Step up or double any "Project Illumination" power for one action. If the action fails, add a die to doom pool equal to the normal rating of your power die.
    • Limit: Uncontrollable - Change any "Project Illumination" power into a complication and gain 1 PP. Activate an opportunity or remove the complication to recover the power.
  • Secondary Power: Psychic Mastery
    • Telepathy d10
    • Kinetic/Telekinetic Control d10
    • SFX: Focus - If a pool includes a Psychic Mastery power, you may replace two dice of equal size with one die +1 step larger.
    • Limit: Mutant - Earn 1 PP when affected by mutant-specific Milestones and tech.

Specialties:

  • Acrobatics Master d8
  • Menace Master d8

Milestones:

  • Just Who Am I Really?
    • 1xp- when you first discuss the Project with someone new
    • 3xp- when you first allow the “guy inside” a chance to take over
    • 10xp- when you try and find a way to get him out of your head once and for all
  • Just One of the Guys
    • 1xp- when you first convince someone to buddy with you
    • 3xp- when you first convince the team to group up with you
    • 10xp- when you reveal just how dangerous you can be… and hope that everyone stays

Obsidian

  • Player: Unka Josh

Description (~150 words)

  • Write here.

Origin: Distinctions:

  • 1
  • 2
  • 3

Affiliation:

  • Solo:
  • Buddy:
  • Team:

Powers

  • Primary Power:
    • 1
    • 2
    • 3
    • SFX: Afflict
    • Limit: Conscious Activation
  • Secondary Power:
    • 1
    • 2
    • 3
    • SFX:
    • Limit:

Specialties:

Milestones:

  • Milestone 1
    • 1xp-
    • 3xp-
    • 10xp-
  • Milestone 2
    • 1xp-
    • 3xp-
    • 10xp-

Whiteblade

  • Player: Skycroft

Description

  • Roderick Hale was a genius surgeon when he was chosen by the ancient sword Dyrnwyn to be this generation’s Whiteblade, a warrior dedicated to ridding the world of those who would misuse the power of magic. Granted extraordinary martial knowledge and the anti-magical powers of Dyrnwyn, Rod turned his new-found capabilities to the field of fighting crime, driven by the same altruistic impulses that led to him becoming a doctor. Given the nature of his most frequent opponents, he also devoted himself to the mystic arts, becoming an adept self-taught sorcerer despite the lack of any formal training in only a matter of months, thanks to a combination of his innate magical talent and his prodigious intellect (yes, he's just that good). Roderick struggles to balance saving people by being a healer with saving people by stabbing evil sorcerers in the face, which doesn’t leave much time for a personal life.

Origin: Trained Human

Distinctions:

  • Dyrnwyn's Chosen
  • Self-Taught Sorcerer
  • Yes, I am just that good

Affiliation:

  • Solo: d8
  • Buddy: d6
  • Team: d10

Powers

  • Primary Power: Magic
    • Sorcery Mastery d10
    • SFX: Healing - add Sorcery to your dice pool when helping others recover physical stress. Spend 1 PP to recover your own or another's physical stress or step back your own or another's physical trauma by 1.
    • Limit: Power Surge - Shutdown highest-rated power to gain 1 PP. Take action vs the Doom Pool to recover.
  • Secondary Power: Dyrnwyn
    • Mystic Resistance d10
    • Weapon d8
    • SFX: Mystic Absorption - on a successful reaction against a magic-based attack action, convert your opponent's effect die into a Dyrnwyn stunt, or step up a Dyrnwyn power by +1 until your next action. Spend 1 PP to use this stunt if your opponent's action succeeds.
    • Limit: Gear - Shutdown Dyrnwyn and gain 1 PP. Take an action against the Doom Pool to recover.

Specialties:

  • Combat Master
  • Medical Master
  • Mystic Expert

Milestones:

  • Hippocratic Oath
    • 1xp- when you heal someone by using both your Medical Specialty and Sorcery in the same pool
    • 3xp- when you engage in a coverup of the fact that you healed someone with magic.
    • 10xp- when you either let someone die when you could have used magic to save them or publicly reveal your magic powers.
  • Whiteblade's mantle
    • 1xp- when you use your Combat or Mystic Specialties to aid another hero
    • 3xp- when you first defeat an opponent with a die enhanced by your Mystic Absorption SFX
    • 10xp- when you either nominate another hero as your replacement and give up your title or defeat another hero to prove your status as the true Whiteblade

Inactive Characters