
GM TWO |
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All right, so here's what I've whipped up, considering backgrounds, suggestions, that sort of thing. (Trickster Priest still has to get me his writeup, which I will then adjust.) If you have questions, want an explanation, whatever, pipe up.
My general guideline was this: if you were interested in something, but either were not allowed to play with the toys at hand (e.g. explosives for Jer), or else not able to get access to that sort of gear (e.g. 'Systems Operations' and 'Security Systems' for Bruce), then the best you could be is Familiar (8-) with it. Otherwise, if there was not a very good reason for you to have a stellar (over 10-) skill roll at something, you are probably Proficient (10-) in it. If there WAS a very good reason for you to have an excellent skill roll, then one of two things came into play. If it was a background or knowledge skill of some sort, you could generally have it straight, typicall an 11- or 12- roll. If it was an active skill (Tracking, Survival, etc.) then you were typically limited in some way - 'Woods only', or 'soccer only', or whatever it happened to be.
Why's that? Because you are 12- to 14-year-old kids. Don't worry, as you age, you will get XP just from aging, in addition to your RP / success XP, but as of now, you only have so much time available to you.
For those of you who have played International before, and/or those of you familiar with HERO System, you will notice a dearth of 2-point skills with 11- rolls. Simply put, I decided that with the existence of Proficiencies, a 'General' skill was no longer appropriate, presuming there was an attribute that could be involved. All 'General' rolls were therefore converted to appropriate attributes, then given 'Proficiency'.
You may also notice a lot of leftover XP - up to 42 points! That's okay, it means that a) I can use more points for your Stage II Threading, and b) while we're playing, you'll be able to spend 1 XP to gain a level of a circumstance-appropriate skill - whether that's an 8- in a brand new skill, or to go from a current 8- to a 10- Proficiency, or even to push your skill into a full Attribute Roll. If you want to improve something else - a combat skill level (giving you a +1 to hit or for defense), a martial art maneuver, that sort of thing, you can state your desire to purchase that (note that you have to buy 10+ points worth of martial arts to start with!) and we can let you have it for a one-shot move until you can buckle down and learn it.
Character: Adolescent, Unnamed Male
Player: PsionicHamster
Char: Value (Cost): Attribute Roll, Notes.
STR: 8 (-2): 11-, HTH Damage 1 1/2d6 END [1]
DEX: 9 (-3): 11-, OCV 3 DCV 3
CON: 8 (-4): 11-,
BODY: 7 (-6): 10-,
INT: 13 (3): 12-, PER Roll 12-
EGO: 7 (-6): 10-, ECV: 2
PRE: 8 (-2): 11-, PRE Attack: 1 1/2d6
COM: 6 (-2): 10-,
PD: 2 (0)
ED: 2 (0)
SPD: 2 (1)
REC: 4 (0)
END: 18 (1)
STUN: 15 (0)
Run: 5" (10" NCom, -2 pts)
Swim: 3" (6" NCom, 1 pts)
Leap: 1 1/2" (2" NCom, 0)
Characteristics Cost: -21
Skill (Cost)
PS: Artist (Drawing) 10- (2)
A Get-Along Guy
1) Language: French (idiomatic; literate) (4)
2) Language: Spanish (idiomatic; literate) (4)
3) Persuasion 10- (2)
4) Streetwise 10- (2)
5) Trading 10- (2)
The Active Sort
1) TF: Skateboarding (1)
2) +1 with all modes of Movement (3)
3) Combat Piloting 10- (2)
4) Mechanics 12-; Skateboards / Bicycles Only (-1/2) (2)
5) Acrobatics 10- (2)
6) Climbing 10- (2)
7) Concealment 12-; Urban Only (-1/2) (2)
8) Lockpicking 8- (1)
9) Shadowing 10- (2)
10) Stealth 10- (2)
Got A Brain
1) SS: Chemistry 8- (1)
2) Research 8- (1)
Modern
1) AK: Home city or area 8- (0)
2) Acting 8- (0)
3) Concealment 8- (0)
4) Conversation 8- (0)
5) Deduction 8- (0)
6) Native Language: English (idiomatic; literate) (0)
7) PS: Student 11- (0)
8) Paramedics 8- (0)
9) TF: Two-Wheeled Muscle-Powered Ground Vehicles (0)
Basic Training, Group Package (-10)
1) KS: PDF Military 10- (2)
2) Navigation 8- (1)
3) Tactics 8- (1)
4) Teamwork 10- (2)
5) WF: Assault Rifles/LMGs, Handguns (2)
6) Strength +2 (2 Pts) (0)
Skills Cost: 35
Disadvantage (Pts.)
Volunteer
1) Social Limitation: Minor (Under 18) (Occasionally; Major; Not Limiting In Some Cultures) (5)
2) Psychological Limitation: Save Humanity (Common; Strong) (15)
Psychological Limitation: Curious (Very Common; Moderate) (15)
Base Points: 0
Disadvantage Points: 35
Total Character Cost: 14
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
Notes: First, you need a name. :P :) Also, I couldn't get a sense of the 'handles' on the character, except perhaps for the curiousity thing; while you do NOT have to take more than the baseline 20 points worth of disads, it behooves you to have the full 50, both as defining your character (and for the GM to figure out how to leverage you), and so that you will have full amount of points to use when it comes time to get Powers.
Character: Cartwright, Mei
Player: Psycho Effer
Char: Value (Cost): Attribute Roll, Notes.
STR: 8 (-2): 11-, HTH Damage 1 1/2d6 END [1]
DEX: 9 (-3): 11-, OCV 3 DCV 3
CON: 7 (-6): 10-,
BODY: 7 (-6): 10-,
INT: 13 (3): 12-, PER Roll 12-
EGO: 8 (-4): 11-, ECV: 3
PRE: 10 (0): 11-, PRE Attack: 2d6
COM: 12 (1): 11-,
PD: 2 (0)
ED: 1 (0)
SPD: 2 (1)
REC: 3 (0)
END: 14 (0)
STUN: 15 (0)
Run: 6" (12" NCom, 0 pts)
Swim: 2" (4" NCom, 0 pts)
Leap: 1 1/2" (2" NCom, 0)
Characteristics Cost: -16
Martial Arts Maneuver (Cost)
Running Stroke: 1/2 Phase, +1 OCV, +0 DCV, Weapon +v/5; FMove (5)
Sacrifice Stroke: 1/2 Phase, +1 OCV, -2 DCV, Weapon +4 DC, Strike (5)
Lightning Stroke: 1/2 Phase, +2 OCV, +0 DCV, Weapon +2 DC Strike (4)
Weapon Element: Empty Hand (1)
Martial Arts Cost: 15
Skill (Cost)
Breakfall 10- (2)
CuK: Japanese Cuture and History 12- (3)
Language: Japanese (completely fluent; kanji literacy) (5)
BS: Zen Meditation 11- (3)
KS: Kendo/Kenjutsu 10- (2)
KS: Samurai History and Tradition 10- (2)
PS: Calligraphy 10- (2)
KS: Tea Ceremony 10- (2)
PS: Tea Ceremony (EGO or PRE?) 10- [Notes: EGO-based or PRE-based? EGO-based would be a matter of self-control, performing the ceremony less as a method of expression and more as a method of calming yourself (and those around you) - meditation of a sort. An EGO-based skill becomes more personal. PRE-based, the ceremony becomes even more stylized than it is, a method of expression - one in which you are adept at modifying the specific movements and placements to especially indicate / imply things. A PRE-based skill is a more public one.] (2)
Penalty Skill Levels: +2 vs. Hit Location modifiers with Kenjutsu (4)
+1 with Kenjutsu (3)
Fast Draw 10- (2 Active Points); Swords Only (-1/2) (1)
WF: Blades (1)
Removed?
Riding 10- (2)
High Society (Japanese etiquette) 10- (2)
CuK: American Culture and History 10- (2)
Everyman Skills
1) AK: Jacksonville, NC 8- (0)
2) Language: English (idiomatic; literate) (5 Active Points) (0)
3) TF: Custom Adder, Two-Wheeled Muscle-Powered Ground Vehicles (0)
4) PS: Student 11- (0)
5) Acting 8- (0)
6) Climbing 8- (0)
7) Concealment 8- (0)
8) Conversation 8- (0)
9) Deduction 8- (0)
10) Paramedics 8- (0)
11) Persuasion 8- (0)
12) Shadowing 8- (0)
13) Stealth 8- (0)
Basic Training, Group Package (-10)
1) KS: PDF Military 10- (2)
2) Navigation 8- (1)
3) Tactics 8- (1)
4) Teamwork 10- (2)
5) WF: Assault Rifles/SMGs, Handguns (2)
6) STR +2 (2 Pts) (0)
Skills Cost: 36
Disadvantage (Pts.)
Social Limitation: Minor (Under 18) (Occasionally; Major; Not Limiting In Some Cultures) (5)
Psychological Limitation: Save Humanity (Common; Strong) (15)
Psychological Limitation: Sees Herself As A Modern Day Samurai Warrior (Common; Total) [Notes: Mei models herself after the samurai of old. She sees herself as a knight in service to the human race in a war to prevent their extinction. All of her efforts are put toward becoming the best warrior that she can be. This is her motivation for the practice of Kendo and Zen Buddhism. All of these facets of her life are means to the end of becoming a samurai warrior, as she sees it. This is the lense that colors all her perceptions, but really is still just a means to making herself a weapon against the Thunder.] (20)
Social Limitation: Reticent (Frequently; Minor) [Notes: Mei's reticence is a really a combination of Psych-Lim and Soc-Lim. She does not wish to reveal her thoughts or feelings to others, lest they be used against her in battle. It's an extension of her martial arts. A major part of martial arts is reading your opponents intentions and emotions. Mei uses rigid discipline to contain herself from revealing anything that could be exploited. This causes her to give off the perception of being cold and detached. She rarely initiates conversation. She does not make friends easily.] (10)
Base Points: 0
Disadvantage Points: 50
Total Character Cost: 35
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
Notes: In your posting, you removed a few skills that Mei previously had, listed under 'Removed?' above. Did you want to keep these, or remove them? Their point cost is currently included in the above totals.
Character: Kingsley, Jer
Player: Lectryk
Char: Value (Cost): Attribute Roll, Notes.
STR: 8 (-2): 11-, HTH Damage 1 1/2d6 END [1]
DEX: 12 (6): 11-, OCV 4 DCV 4
CON: 8 (-4): 11-,
BODY: 8 (-4): 11-,
INT: 14 (4): 12-, PER Roll 12-
EGO: 11 (2): 11-, ECV: 4
PRE: 8 (-2): 11-, PRE Attack: 1 1/2d6
COM: 8 (-1): 11-,
PD: 2 (0)
ED: 2 (0)
SPD: 3 (8)
REC: 5 (2)
END: 20 (2)
STUN: 20 (4)
Run: 4" (8" NCom, -4 pts)
Swim: 2" (4" NCom, 0 pts)
Leap: 1 1/2" (2" NCom, 0)
Characteristics Cost: 11
Skill (Cost)
Climbing 10- (2)
Concealment 10- (2)
Mechanics 12-; Repair Only (-1/2) (2)
Sleight Of Hand 10- (2)
Stealth 10- (2)
Streetwise 10- (2)
Contortionist 10- (2)
KS: Salvage Operations 10- (2)
Demolitions 8- (1)
Navigation 12-; Urban Only (-1/2) (1)
SS: Structural Engineering 12-; Broken / Unstable Construction Only (-1/2) (2)
AK: Detroit 8- (1)
Modern
1) AK: Detroit area 8- (0)
2) Acting 8- (0)
3) Conversation 8- (0)
4) Deduction 8- (0)
5) Native Language: English (idiomatic; literate) (0)
6) PS: Student Athlete 11- (0)
7) Paramedics 8- (0)
8) Persuasion 8- (0)
9) Shadowing 8- (0)
10) TF: Two-Wheeled Muscle-Powered Ground Vehicles (0)
Basic Training, Group Package (-10)
1) KS: PDF Military 10- (2)
2) Navigation 8- (1)
3) Tactics 8- (1)
4) Teamwork 10- (2)
5) WF: Assault Rifles/SMGs, Handguns (2)
6) Ego +1 (2 Pts) (0)
Skills Cost: 19
Talent (Cost)
Environmental Movement (no penalties while on Unstable Construction) (3 Active Points); Requires A Structural Engineering Roll Every Turn (-1/4) (2)
Talents Cost: 2
Disadvantage (Pts.)
Volunteer
1) Social Limitation: Minor (Under 18) (Occasionally; Major; Not Limiting In Some Cultures) (5)
2) Psychological Limitation: Save Humanity (Common; Strong) (15)
Psychological Limitation: Dislikes Bullies (Uncommon; Strong) (10)
Psychological Limitation: Protective of Family/Friends/Non-combatants (Common; Strong) (15)
Physical Limitation: Nearsighted (Infrequently; Slightly Impairing) (5)
Base Points: 0
Total Character Cost: 32
Disadvantage Points: 50
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
Notes: I ran (rather heavily) with the whole 'salvaging Detroit' thing; you have a few notable abilities and skills that come from that, including the ability to move skillfully across wrecked buildings and such. The latter requires you to make a skill roll - basically, to determine WHERE to move.
Also, is 'Jer' his offical birth name, or is it short for something? I do want everyone's legal name, for various reasons. ;)
Character: Lannings, Dakota Annabelle
Player: Arcturas Advent
Char: Value (Cost): Attribute Roll, Notes.
STR: 5 (-5): 10-, HTH Damage 1d6 END [1]
DEX: 12 (6): 11-, OCV 4 DCV 4
CON: 6 (-8): 10-,
BODY: 5 (-10): 10-,
INT: 17 (7): 12-, PER Roll 12-
EGO: 10 (0): 11-, ECV: 3
PRE: 5 (-5): 10-, PRE Attack: 1d6
COM: 6 (-2): 10-,
PD: 1 (0)
ED: 1 (0)
SPD: 3 (8)
REC: 1 (-2)
END: 12 (0)
STUN: 11 (0)
Run: 3" (6" NCom, -6 pts)
Swim: 2" (4" NCom, 0 pts)
Leap: 1" (2" NCom, 0)
Characteristics Cost: -17
Skill (Cost)
Acting 10- (2)
Analyze: Computer / Electronic Skills 10- (2)
Bugging 8- (1)
Concealment 12-; Small Objects Only (-1/2) [Notes: Hand-sized or smaller.] (2)
KS: Technology 10- (2)
Deduction 12-; Puzzles and Games Only (-1/2) (2)
Cryptography 8- (1)
Electronics 10- (2)
Research 12- (3)
Computer Programming 10- (2)
Cramming (5)
Systems Operation 8- (1)
Tracking 12-; Electronic Signatures Only (-1/2) (2)
Modern
1) AK: Home city or area 8- (0)
2) Climbing 8- (0)
3) Concealment 8- (0)
4) Conversation 8- (0)
5) Deduction 8- (0)
6) Native Language (idiomatic; literate) (0)
7) PS: Refugee 11- (0)
8) Paramedics 8- (0)
9) Persuasion 8- (0)
10) Shadowing 8- (0)
11) Stealth 8- (0)
12) TF: Two-Wheeled Muscle-Powered Ground Vehicles (0)
Basic Training, Group Package (-10)
1) KS: PDF Military 10- (2)
2) Navigation 8- (1)
3) Tactics 8- (1)
4) Teamwork 10- (2)
5) WF: Assault Rifles/SMGs, Handguns (2)
6) CON +1 (2 Pts) (0)
Skills Cost: 25
Disadvantage (Pts.)
Volunteer
1) Social Limitation: Minor (Under 18) (Occasionally; Major; Not Limiting In Some Cultures) (5)
2) Psychological Limitation: Save Humanity (Common; Strong) (15)
Psychological Limitation: Wants to find out what happened to older brother (Common; Strong) (15)
Psychological Limitation: Reticent (Very Common; Moderate) (15)
Base Points: 0
Disadvantage Points: 50
Total Character Cost: 8
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
Notes: Your physical attributes are quite low; those will undoubtedly come up as you age. ;) Your movement is also low, but you have a higher SPD - how many times per 12-second Turn you act - so the movement-per-Turn isn't as low as it might seem at first glance. We can improve it if you like; most everyone else has a movement/Turn of 10" or 12", while you have 9", which is kind of appropriate for an unathletic little girl.
Character: Price, Jodie
Player: Hymenopterix
Char: Value (Cost): Attribute Roll, Notes.
STR: 6 (-4): 10-, HTH Damage 1d6 END [1]
DEX: 10 (0): 11-, OCV 3 DCV 3
CON: 8 (-4): 11-,
BODY: 8 (-4): 11-,
INT: 11 (1): 11-, PER Roll 11-
EGO: 8 (-4): 11-, ECV: 3
PRE: 8 (-2): 11-, PRE Attack: 1 1/2d6
COM: 7 (-1): 10-,
PD: 3 (2)
ED: 2 (0)
SPD: 2 (0)
REC: 4 (2)
END: 20 (2)
STUN: 15 (0)
Run: 5" (10/20" NCom, -2 pts)
Swim: 2" (4" NCom, 0 pts)
Leap: 1" (2" NCom, 0)
Characteristics Cost: -14
Power (Cost)
Running 0" (5" total), x4 Noncombat (5 Active Points); Increased Endurance Cost (x5 END; -2) (2)
Powers Cost: 2
Martial Arts Maneuver (Cost)
Soccer Player
1) Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove (5)
2) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 2d6 Strike, Target Falls (3)
3) Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 1d6 +v/5 Strike; You Fall, Target Falls; FMove (3)
Martial Arts Cost: 11
Skill (Cost)
Scholar (3)
1) KS: Baseball / Softball 10- (1)
2) KS: Gymnastics 10- (1)
3) KS: PDF Military 10- (1)
4) KS: US History 10- (1)
5) KS: World Football (Soccer) 11- (2)
Serious Soccer Player
1) Defense Maneuver I-II (5)
2) +1 with HTH Combat; Feet Only (Soccer) (-1/2) (3)
3) Rapid Attack (HTH) ; Feet Only (Soccer) (-1/2) (3)
4) Acrobatics 10- (2)
5) Analyze: Agility Skills 10-; Soccer Only (-1/2) (1)
6) Shadowing 10-; Soccer Only (-1/2) (1)
7) Sleight Of Hand 11-; Feet Only (Soccer) (-1/2) (2)
8) Stealth 10-; Soccer Only (-1/2) (1)
9) Teamwork 11- (3)
10) PS: Soccer 11- (3)
11) Tactics 10-; Feet Only (Soccer) (-1/2) (1)
SS: General Science 10- (2)
Modern
1) AK: Schenectady, NY 8- (0)
2) Acting 8- (0)
3) Climbing 8- (0)
4) Concealment 8- (0)
5) Conversation 8- (0)
6) Deduction 8- (0)
7) Native Language: English (idiomatic; literate) (0)
8) PS: Student Athlete 11- (0)
9) Paramedics 8- (0)
10) Persuasion 8- (0)
11) Shadowing 8- (0)
12) Stealth 8- (0)
13) TF: Two-Wheeled Muscle-Powered Ground Vehicles (0)
Basic Training, Group Package (-10)
1) Navigation 8- (1)
2) Tactics 8- (1)
3) Combat Piloting 11- (3)
4) WF: Assault Rifles/SMGs, Handguns (2)
5) Body +1 (2 Pts) (0)
Skills Cost: 33
Disadvantage (Pts.)
Volunteer
1) Social Limitation: Minor (Under 18) (Occasionally; Major; Not Limiting In Some Cultures) (5)
2) Psychological Limitation: Save Humanity (Common; Strong) (15)
Personal
1) Psychological Limitation: Hates Bullies (Common; Strong) (15)
2) Psychological Limitation: Hero-Worship Big Brother (Common; Moderate) (10)
3) Physical Limitation: Myopic (Infrequently; Slightly Impairing) (5)
Base Points: 0
Disadvantage Points: 50
Total Character Cost: 32
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
Notes: I had a lot of fun with this one; grabbed the whole 'athletic girl' thing and really ran with it on this one; I'd like you to go with the first version of Jodie. I didn't put in the 'fear of spiders' thing in there, in part because I felt that the big-brother thing was more important; I'd like you to keep that as a potential ace-in-the-hole fallback in case something changes. (Yes - yes, I DO already have a plotline.)
The martial arts and 'combat training' are all evolved from soccer skills. Obviously, this is not formal training, but instead skills possessed by someone who is quite adept at the sport that translate into combat ability. It will, in general, only take 1 point to remove the 'Soccer only' (or whichever) restriction from the skills, but they should be only bought off a) as appropriate, and b) one per scene. ;)
Character: Stein, Sebastian
Player: Sundakan
Char: Value (Cost): Attribute Roll, Notes.
STR: 7 (-3): 10-, HTH Damage 1d6 END [1]
DEX: 12 (6): 11-, OCV 4 DCV 4
CON: 8 (-4): 11-,
BODY: 9 (-2): 11-,
INT: 10 (0): 11-, PER Roll 11-
EGO: 9 (-2): 11-, ECV: 3
PRE: 7 (-3): 10-, PRE Attack: 1d6
COM: 6 (-2): 10-,
PD: 1 (0)
ED: 2 (0)
SPD: 2 (0)
REC: 2 (-2)
END: 16 (0)
STUN: 17 (0)
Run: 4" (8" NCom, -4 pts)
Swim: 2" (4" NCom, 0 pts)
Leap: 1" (2" NCom, 0)
Characteristics Cost: -16
Martial Arts Maneuver (Cost)
Boxing
1) Jab: 1/2 Phase, +1 OCV, +1 DCV, 3d6, Strike (4)
2) Hook: 1/2 Phase, -2 OCV, +1 DCV, 5d6 Strike (5)
3) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort (4)
Martial Arts Cost: 13
Skill (Cost)
Boxing Day
1) Rapid Attack (HTH) ; Jab Only (-1/2) (3)
2) PS: Boxer 10- (2)
3) KS: Boxing 10- (2)
4) Paramedics 10- (2)
5) Analyze: Combat 10-; Boxing Only (-1/2) (1)
6) Breakfall 11- (3)
7) Acrobatics 8- (1)
8) Defense Maneuver I; Boxing Only (-1/2) (2)
9) Feint 11-; Boxing Only (-1/2) (2)
10) Tactics 10-; Boxing Only (-1/2) (1)
Science Skill: Applied Physics 10- (2)
Modern
1) AK: Home city or area 8- (0)
2) Acting 8- (0)
3) Climbing 8- (0)
4) Concealment 8- (0)
5) Conversation 8- (0)
6) Deduction 8- (0)
7) Native Language: English (idiomatic; literate) (0)
8) PS: Student Athlete 10- (0)
9) Persuasion 8- (0)
10) Shadowing 8- (0)
11) Stealth 8- (0)
12) TF: Two-Wheeled Muscle-Powered Ground Vehicles (0)
Basic Training, Group Package (-10)
1) KS: PDF Military 10- (2)
2) Navigation 8- (1)
3) Tactics 8- (1)
4) Teamwork 10- (2)
5) WF: Assault Rifles/SMGs, Handguns (2)
6) Ego +1 (2 Pts) (0)
Skills Cost: 19
Disadvantage (Pts.)
Volunteer
1) Social Limitation: Minor (Under 18) (Occasionally; Major; Not Limiting In Some Cultures) (5)
2) Psychological Limitation: Save Humanity (Common; Strong) (15)
Psychological Limitation: Dislikes 'Useless' Knowledge (Common; Moderate) (10)
Psychological Limitation: Stubborn (Common; Strong) (15)
Rivalry: Professional (Other 'Personal Combat' Kids; Rival is As Powerful; Seek to Beat Rival; Rival Aware of Rivalry) (5)
Base Points: 0
Disadvantage Points: 50
Total Character Cost: 16
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
Notes: Didn't have a complete grasp of Sebastian's personality (for the Disads), so I went with a competitive 'Rivalry' - basically, once he knows that someone is a martial artist in some vein, he wants to show them up, compete and beat them in the ring, that sort of thing. He's vocal about it, though, which makes them 'Aware of Rivalry'.
He also has that 'dislikes useless knowledge' thing - useless meaning 'impractical' in his mind. I hope you keep that in mind, because there are going to be any number of classroom scenes that 'Bas' will have to fight his way through. Great RP opportunities for you. ;)
Character: Corwin Talmadge
Player: Barrier
Char: Value (Cost): Attribute Roll, Notes.
STR: 8 (-2): 11-, HTH Damage 1 1/2d6 END [1]
DEX: 10 (0): 11-, OCV 3 DCV 3
CON: 8 (-4): 11-,
BODY: 6 (-8): 10-,
INT: 15 (5): 12-, PER Roll 12-
EGO: 8 (-4): 11-, ECV: 3
PRE: 7 (-3): 10-, PRE Attack: 1d6
COM: 7 (-1): 10-,
PD: 2 (0)
ED: 2 (0)
SPD: 2 (0)
REC: 3 (-2)
END: 16 (0)
STUN: 14 (0)
Run: 5" (10" NCom, -2 pts)
Swim: 2" (4" NCom, 0 pts)
Leap: 1 1/2" (2" NCom, 0)
Characteristics Cost: -21
Martial Arts Maneuver (Cost)
Commando Training
1) Throw: 1/2 Phase, +0 OCV, +1 DCV, 1 1/2d6 +v/5, Target Falls (3)
2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 18 STR to Disarm roll (4)
3) Cross Punch: 1/2 Phase, +0 OCV, +2 DCV, 3 1/2d6 Strike (4)
Martial Arts Cost: 11
Skill (Cost)
Military Family Tradition / Military School Training
1) KS: The Military World 12- (3)
2) KS: Military History 12- (3)
3) Survival (Temperate/Subtropical Coasts) 12- (2)
4) Tracking 12-; Humans Only (-1/2) (2)
5) Tactics 10- (2)
6) WF: Small Arms (2)
7) +1 with Ranged Combat (5)
Commando Training
1) Breakfall 11- (3)
Modern
1) AK: Eureka, CA 8- (0)
2) Acting 8- (0)
3) Climbing 8- (0)
4) Concealment 8- (0)
5) Conversation 8- (0)
6) Deduction 8- (0)
7) Native Language: English (idiomatic; literate) (0)
8) PS: Military Cadet 11- (0)
9) Paramedics 8- (0)
10) Persuasion 8- (0)
11) Shadowing 8- (0)
12) Stealth 8- (0)
13) TF: Two-Wheeled Muscle-Powered Ground Vehicles (0)
Basic Training, Group Package (-10)
1) KS: PDF Military 12- (3)
2) Navigation 8- (1)
3) Teamwork 10- (2)
4) Body +1 (2 Pts) (0)
Skills Cost: 18
Perk (Cost)
Reputation: Member of honored military family (A small to medium sized group) 8-, +1/+1d6 (1)
Contact: Captain Samual Talmadge, UNPDF (Good relationship with Contact) 8- (2)
Perks Cost: 3
Disadvantage (Pts.)
Volunteer
1) Social Limitation: Minor (Under 18) (Occasionally; Major; Not Limiting In Some Cultures) (5)
2) Psychological Limitation: Save Humanity (Common; Strong) (15)
Watched: Talmadge family Members in the UNPDF 8- (As Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching) (0)
Distinctive Features: Military Bearing (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) (10)
Psychological Limitation: Driven by Military Family Legacy (Common; Strong) (15)
Reputation: Member of Famous Military Family, 8- (5)
Base Points: 0
Disadvantage Points: 50
Total Character Cost: 11
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
Notes: IIRC, the most notable thing is that Corwin's EGO is down significantly from the previous 12 to the max-allowable 8 for him. (I don't personally think you can make a good argument for not having a 'personal loss' motivation.) However, I do want to note that you've only 11 points spent, and you can - should, perhaps? - have a higher PRE.
Character: Walker, Bruce
Player: Tharasiph
Char: Value (Cost): Attribute Roll, Notes.
STR: 8 (-2): 11-, HTH Damage 1 1/2d6 END [1]
DEX: 10 (0): 11-, OCV 3 DCV 3
CON: 8 (-4): 11-,
BODY: 8 (-4): 11-,
INT: 15 (5): 12-, PER Roll 12-
EGO: 12 (4): 11-, ECV: 4
PRE: 10 (0): 11-, PRE Attack: 2d6
COM: 6 (-2): 10-,
PD: 2 (0)
ED: 2 (0)
SPD: 3 (10)
REC: 4 (0)
END: 16 (0)
STUN: 18 (2)
Run: 4" (8" NCom, -4 pts)
Swim: 2" (4" NCom, 0 pts)
Leap: 1 1/2" (2" NCom, 0)
Characteristics Cost: 5
Skill (Cost)
Science Skill: Physics 10- (2)
Climbing 10- (2)
Systems Operation 8- (1)
Security Systems 8- (1)
Demolitions 8- (1)
Computer Programming 10- (2)
Electronics 10- (2)
Cryptography 10- (2)
Persuasion 10- (2)
Fast Draw 10- (2)
Weaponsmith (Firearms) 8- (1)
Paramedics 10- (2)
Modern
1) AK: Hume, IL 8- (0)
2) Acting 8- (0)
3) Concealment 8- (0)
4) Conversation 8- (0)
5) Deduction 8- (0)
6) Native Language: English (idiomatic; literate) (0)
7) PS: Student 11- (0)
8) Shadowing 8- (0)
9) Stealth 8- (0)
10) TF: Two-Wheeled Muscle-Powered Ground Vehicles (0)
Basic Training, Group Package (-10)
1) KS: PDF Military 10- (2)
2) Navigation 8- (1)
3) Tactics 8- (1)
4) Teamwork 10- (2)
5) WF: Assault Rifles/LMGs, Handguns (2)
6) Strength +2 (2 Pts) (0)
Skills Cost: 18
Disadvantage (Pts.)
Volunteer
1) Social Limitation: Minor (Under 18) (Occasionally; Major; Not Limiting In Some Cultures) (5)
2) Psychological Limitation: Save Humanity (Common; Strong) (15)
Social Limitation: Australia, Australia, Australia, Australia, We Love You, Amen!! (Occasionally; Minor) (5)
Psychological Limitation: Get Parents 'Home' (Common; Moderate) (10)
Psychological Limitation: Aggressive (Very Common; Moderate) (15)
Base Points: 0
Disadvantage Points: 50
Total Character Cost: 23
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
Notes: I REALLY don't have a good grip on Bruce's personality; there wasn't much there, so the disads are sort of 'well, here's something to work with'. If you have some better ones in mind, by all means, come up with them. The 'Australia' Social Limitation (taken from the classic Monty Python skit) was basically that you make a point of claiming to be Australian, speak in an accent, that sort of thing; it could as easily be a Distinctive Feature.
Your character was especially noticeably affected by the 'skill level' philosophy above; you simply won't have had access to such things as radar emplacements, automated medical gear, military radios, security systems, and the like; as well, the thinness of your background really doesn't make a good argument for having anything above that 10- skill level. If you expand your background, however, I'll be more than willing to revisit the question.
Character: Younger, William Jr.
Player: GoatToucher
Char: Value (Cost): Attribute Roll, Notes.
STR: 8 (-2): 11-, HTH Damage 1 1/2d6 END [1]
DEX: 11 (3): 11-, OCV 4 DCV 4
CON: 8 (-4): 11-,
BODY: 8 (-4): 11-,
INT: 14 (4): 12-, PER Roll 12-
EGO: 8 (-4): 11-, ECV: 3
PRE: 8 (-2): 11-, PRE Attack: 1 1/2d6
COM: 8 (-1): 11-,
PD: 3 (1)
ED: 2 (0)
SPD: 2 (0)
REC: 5 (2)
END: 22 (3)
STUN: 16 (0)
Run: 5" (10" NCom, -2 pts)
Swim: 2" (4" NCom, 0 pts)
Leap: 1 1/2" (2" NCom, 0)
Characteristics Cost: -6
Skill (Cost)
Scientist (3)
1) SS: Computer Engineering 10- (1)
2) SS: Electrical Engineering 10- (1)
3) SS: Mechanical Engineering 10- (1)
WF: Rifles, Shotguns (0)
Penalty Skill Levels: +2 vs. Range Modifier with Longarms: Rifles, Assault Rifles, and Shotguns (slug only) (4)
Computer Programming 8- (1)
Mechanics 8- (1)
Electronics 8- (1)
Riding 8- (1)
Survival (Temperate/Subtropical Forests) 12- (2)
KS: Midwestern North Woods 10- (2)
Tracking 10- (2)
Weaponsmith (Firearms) 12- (2)
Animal Handler (Bovines, Canines, Equines) 8- (3)
Climbing 10- (2)
Inventor 12-; Jury-Rig Repairs Only (-1/2) (2)
Modern
1) AK: Shantytown, WI and Environs 10- (2)
2) Acting 8- (0)
3) Concealment 8- (0)
4) Conversation 8- (0)
5) Deduction 8- (0)
6) Native Language: English (idiomatic; literate) (0)
7) PS: Woodsman 11- (0)
8) Paramedics 8- (0)
9) Persuasion 8- (0)
10) Shadowing 8- (0)
11) Stealth 8- (0)
12) TF: Two-Wheeled Muscle-Powered Ground Vehicles (0)
Basic Training, Group Package (-10)
1) KS: PDF Military 10- (2)
2) Navigation 12-; Land / Woods Only (-1/2) (2)
3) Tactics 8- (1)
4) Teamwork 10- (2)
5) WF: Assault Rifles/LMGs, Handguns (2)
6) Body +1 (2 Pts) (0)
Skills Cost: 30
Disadvantage (Pts.)
Volunteer
1) Social Limitation: Minor (Under 18) (Occasionally; Major; Not Limiting In Some Cultures) (5)
2) Psychological Limitation: Save Humanity (Common; Strong) (15)
Psychological Limitation: Duty Before Self (Very Common; Strong) (20)
Psychological Limitation: Outdoorsman (Common; Moderate) (10)
Base Points: 0
Disadvantage Points: 50
Total Character Cost: 24
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
Notes: You had a lot to work with, so I did my best to make a good, broad-spectrum jack-of-all-trades, but notably one who had spent a lot of time outdoors, and who still prefers to be outside and active (hence the 'outdoorsman' Psych Lim.)
If there's anything you want changed, by all means let me know.

Sundakan |

Looks cool. Seems like you've made me a weird combo of a glass cannon and a tank (low Physical Defense, high STUN)?
I like the rivalry thing, though I probably won't be too intense about it. More really excited about fighting and showing off, less "FIGHT ME OR I'LL BEAT YOU UP".
Minor thing, I envisioned him as knowing German. I think I accidentally omitted that his parents were German immigrants.
I figured the "useless knowledge" thing would be a hindrance, but it still seems fun.
What are OCV and DCV? And presumably "Phases" are the actions they take? 1/2 Phase = 1/2 turn to execute?
I'd also guess the way skills work are straight d20 checks here with no formal modifiers? So Breakfall 11- means an 11+ on the die is a success, lower fails? Or is it the other way around (anything less than 11 succeeds). Or am I completely off base?

Arcturas Advent |
You did a great job building what I was envisioning. I don't have any problems with the low physical stats either, it makes sense with the background I wrote up. Two things to note though, her native language is English and I'm not really sure what to do about the home city or area knowledge skill since she moved around so much she wouldn't really have had one. At best she could be expected to know what should be in an average small town.

The Wyrm Ouroboros |

Thanks for the compliments. How rolls are made is something I'll put in the game info up top.
Looks cool. Seems like you've made me a weird combo of a glass cannon and a tank (low Physical Defense, high STUN)?
With a 7 STR (lower than normal adults, higher than most kids your age) you 'receive' the figured characteristic of PD (physical defense) at a 1 - STR/5. I can bump it up by one if you want, but the best boxers are about getting out of the way, and recovering quickly from the hits they DO have to take.
I like the rivalry thing, though I probably won't be too intense about it. More really excited about fighting and showing off, less "FIGHT ME OR I'LL BEAT YOU UP".
That's exactly what a Rivalry is. Otherwise it's a Hunted (or a Rivalry combined with a Psychological Limitation).
Minor thing, I envisioned him as knowing German. I think I accidentally omitted that his parents were German immigrants.
I figured the "useless knowledge" thing would be a hindrance, but it still seems fun.
About the German, yes, you did forget. If you want that in there, please revise your background, and I'll put it in at some level.
The 'useless knowledge' thing IS a hindrance; that's why it's a Disad and you get points for it. It's something that'll show itself with fair frequency ('Frequent', but neither 'Very Frequent' nor 'Infrequent' - about 1/3-1/2 of the time, i.e. typically when you're in classroom), but which you can control fairly well ('Moderate' intensity, as compared to 'Strong' or 'Total'). It can show in mild impatience, boredom, the sort of thing you see in ADHD kids.

Psycho Effer |

Removed?
Riding 10- (2)
High Society (Japanese etiquette) 10- (2)
CuK: American Culture and History 10- (2)
Remove Riding from the permanent record, but keep High Society and CuK:
PS:Tea Ceremony is PRE based. That may be her expressive outlet, while calligraphy is the meditative art form.

The Wyrm Ouroboros |

Will do, PE. Feel free to create an alias for your character (found in the 'My Account' area) and move all the information over. ;)
Arcturas, yeah, I completely forgot about her AK and Language. Sorry about that. Made your AK 'Smalltown, USA' - you may not know specifics, but you know likelihoods.
Everyone, see the Campaign Info for a basic primer on the HERO System. Campaign Thread coming up later tonight.
Everyone, forgive me if I'm mistaken, but is everyone playing as being from the US? No takers for Canada, Northern Mexico, Hispaniola, Cuba, anything else?

Barrier |

Will do, PE. Feel free to create an alias for your character (found in the 'My Account' area) and move all the information over. ;)
Everyone, forgive me if I'm mistaken, but is everyone playing as being from the US? No takers for Canada, Northern Mexico, Hispaniola, Cuba, anything else?
Yep, Corwin is definately an American. However, if you'd like he could have been born outside of the US...

The Wyrm Ouroboros |

Yup,... USA all the way (unless you'd like her to be a Canadian instead? - I'd be happy to change.
Not required, though it'd be nice to have someone who wasn't from the US. ;)
I can be from Australia if you want..
Alas, Bruce is as from Australia as he's going to be - though I confess I did expect that his family would have been visiting another Commonwealth country, i.e. Canada.
Either of you two (if either of you go with Canada) would have a good reason therefore to have French as an additional language - just FYI.
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GM TWO wrote:You may also notice a lot of leftover XP - up to 42 points!Based upon your suggestion, GM, I think we should up Corwin's PRE to 10 if possible, if not then the maximum you will allow.
To 10 it is.
Jerrold is the character's name, Jer is what he'll want (if he has a choice) to be called.
Thank you.
Sorry for the non-post late last night; again, late night and early morning tomorrow. Will have the first post up tomorrow night for certain, though.

Bruce Walker |

French. heck no blerg... my family is English desent... Canada.. why it's like Australia but close to USA. Why not just goto USA to have a real different experience.. maybe after the first time, they'd goto Canada but this was their first trip in a while and they wanted to experience it in it's glory.