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Old 12th August 2007, 07:02 AM   #4 (permalink)
drothgery
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Join Date: Jan 2002
Location: San Diego, CA
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drothgery Goblin Sharpshooter (Lvl 2)
Eric Hassel (Quarterback)

Eric Hassel (Quarterback) - Exemplar and booster

Concept: The kid who has everything... and then finds out why he's a little too good.
Appearance: Clean-cut blonde-haired, blue-eyed, tall, athletic, and usually well-dressed.

CHARACTER DETAILS
Player Name: drothgery
Character Name: Eric Hassel
Character Alias: Quarterback / Paragon
GM's Name: Jemal
Age: 17
Height: 6' 2"
Weight: 190
Hair: Blonde
Eyes: Blue
Nationality: American (Californian)
Ethnicity: White

Initiative: +9 (+4 Improved Initiative, +5 Dex)

Power Level: 11
Power Points: 180
Hero Points: 6 (Luck 5)
Appearance: Eric looks the part of the prototypical quarterback prospect; tall, strong but not overly muscular, and good-looking.


ABILITY SCORES
Total Points Spent: 25 (27 Enchanced Ability powers costed under powers)
STR: 12/18 (12 base + 6 Enhanced Str)
DEX: 13/20 (13 base + 7 Enhanced Dex)
CON: 14/18 (14 base + 4 Enhanced Con)
INT: 16/18 (16 base + 2 Enhanced Int)
WIS: 14/18 (14 base + 4 Enhanced Wis)
CHA: 16/20 (16 base + 4 Enhanced Cha)

ATTACK, DAMAGE, SAVES
Total Points Spent: 35 + 5 free + (5 from powers costed below) = 40
Tradeoffs: none
Attack: +7 melee/+4 (damage unarmed +4)
Defense: +11 (shield)/+6
Fortitude: +11 (7 ranks, +4 Con)
Reflex: +11 (6 ranks, +5 Dex)
Will: +11 (7 ranks, +4 Con)
Toughness: 11/6 flat-footed (protection 2, defensive roll 5, +4 Con)

SKILLS
Total Points Spent: 18pp (18 of 20 skill/feat points; 4 skill ranks = 1 pp)
Acrobatics +17 (12 ranks)
Bluff +17 (12 ranks)
Concentration +12 (8 ranks)
Diplomacy +13 (8 ranks)
K (civics) +8 (4 ranks)
K (cur events) +8 (4 ranks)
K (pop culture) +8 (4 ranks)
K (civics) +8 (4 ranks)
K (life sci) +8 (4 ranks)
K (tactics) +8 (4 ranks)
Notice +12 (8 ranks)
Sense Motive +8 (4 ranks)


FEATS
Total Points Spent: 33 (1 feat or 1 rank of ranked feat = 1pp); 2pp skill/feat + 31 free
Attractive 1
Attack Focus (melee) 3
Benefit (Wealth 1)
Equpment 3
Defensive Roll 5
Evasion 2
Improved Initiative
Improved Pin
Improved Trip
Inspire 5
Leadership
Luck 5
Master Plan 1
Set-Up 1
Teamwork 3
Uncanny Dodge (visual)


POWERS
Total Points Spent: 60pp + 4 free
Enhanced Abilities (see above) 27pp
Boost Array 36pp
- Team speed: Boost Dex (1pp/rank) + Burst Area (1pp/rank) + Selective (1 pp/rank) + Total Fade (1pp/rank) -1 pp/rank Others Only Flaw * Rank 11 + Subtle Feat (1 pp)= 34 pp
- We can do this: Boost All Skills (3 pp/rank) + Burst Area (1pp/rank) + Selective (1 pp/rank) + Total Fade (1pp/rank) + Slow Fade (1 pp/rank) -1 pp/rank Others Only Flaw * Rank 5 + Subtle Feat (1 pp) = 31 pp
- Let's go all out: Boost All Powers (4pp/rank) + Burst Area (1pp/rank) + Total Fade (1pp/rank) -1 pp/rank Others Only Flaw - Tiring Flaw (1pp/rank) * Rank 9 = 36 pp
- You can do it: Boost All Traits (5pp/rank) + Total Fade (1pp/rank) - Tiring Flaw (1pp/rank) -1 pp/rank Others Only Flaw * Rank 9 = 36 pp
Protection, noticeable 2 (costume, provided by the school), 1pp
Device 1 (shield 5, provided by the school), 3pp (disarmable)

COMPLICATIONS

Fame
Eric has a small degree of Fame, due to being a highly-recruited athlete until his mutant powers were discovered, and the discovery being a story in the sports news in SoCal for a few months. Most SoCal sports fan recognize him, as do many college football recruiting junkies.

Weakness
Eric's powers work by refining and distilling positive emotions (hope, confidence, determination, etc.) either within himself (for his enhanced abilities) and/or projecting them back into others (his boost power). So they don't work well (or maybe even at all) if Eric and/or those around him are depressed and/or apathetic.

Now, Eric's normally a rather positive, upbeat, and level-headed kind of guy, so that's not going to happen very often normally (even if he is a teenager). But someone with the ability to manipulate emotions (especially on crowds, not just individuals) could possibly turn him into not much more than just another guy.

Mechanically, if everyone around Eric is depressed/apathetic, his powers function at 3/4 normal ranks. If Eric is depressed/apathetic, his powers function at 3/4 or 1/2 normal ranks (depending on degree). If both Eric and everyone around him are depressed/apathetic, his powers function at 1/2 to 1/4 normal ranks (depending on degree).

Family
After Eric was discovered to be a mutant, his father (Dr. Steven Hassel) discretely tested his wife and daughter, as well as himself. Dr. Steven Hassel is a normal human (though a gifted physician). Marie Hassel (Eric's mother) is a low-level mutant (enchanced Int and Cha, and other abilities of the same general nature as Eric's, but much weaker, none obvious); Anne Hassel (Eric's little sister) is 8 years old, and shows mutant DNA, but has no identified powers yet.

EQUIPMENT

Equipment 3, costed under feats
- masterwork laptop computer (2ep)
- cell phone w/ PDA, camera and commlink (5ep; 4ep individually)
- Sports Car (8ep)

BACKGROUND

At the end of his junior year in high school, Eric Hassel seemed like he had everything, at least to most people his age. His parents weren't fantastically wealthy, but they were a doctor and a lawyer which left their family decidedly upper class, even in southern California. He was the star quarterback which took a little slice of upper-class suburbia deep into the state playoffs. Class president. Honor student. Prom king. Had signed a letter of intent to play for USC and meant to be the next Carson Palmer. And didn't really believe them when they said he wouldn't be able to manage pre-law coursework and keep up with practice; he knew college would be harder than high school, but high school had been easy.

And then a routine drug screen hadn't turned up that he was on steroids -- he wasn't, of course -- but it had shown something else. The kid who was a bit too good to be true really was. Mutant. Not that he had any cool powers, or so it seemed to him. He wasn't stronger than weightlifters or faster than sprinters or smarter than guys with advanced degrees in physics. He was just a lot better than most people, and had a knack for making people around him better.

His parents had thought about fighting it. A good lawyer -- and Marie Hassel was very good -- probably could have forced USC and the NCAA to let him play. But he'd feel like he cheated, and so would the fans of every team he beat. And God help him if he ever lost a game.

So he was spending his senior year at Charles Xavier's 'School for the Gifted' instead. And was finding everything was upside down here. The few like him, that could walk out in the 'normal' world without notice, and without posing any danger to themselves or others, were ostracised. He'd attracted friends as easily as breathing before; now he had to work at it.

And the teachers were insisting that he work at it. They said that his physical and mental abilities were nothing special here, but leadership ability was, and that he'd had ten perfectly normal guys -- neither mutants nor even highly recruited athletes -- well beyond what they should have been able to accomplish even with him on the field with them. That he'd made his football teammates quicker, and with practice, ought to be able to enhance the powers of the mutants he would be working with.

He hasn't settled on a 'name' yet; the other kids have tried to tag him with Quarterback, and pretty much succeeded, but he's resisted on grounds that he'll never play a down of organized football again. On the other hand, it reflects what he does pretty well.

He's making the transition from football skills to melee fighting skills, and has picked up a protective costume and a shield from the school's stores, but he's not a great fighter. Despite having completely different powers, his 'mentor' has generally been Cyclops, who's trying to groom him for a team leader in a group that emerges from his generation of X-Men.


GM Notes
Spoiler:

It's possible he knows Miranda from 'normal life', and was pleasantly surprised to find out where she'd disappeared to.


Change long
Spoiler:

Added in 5/2008

Base structure: 36-pont power with 3 alternate powers (39 pp; costs 4pp more than current array)
Each configuration can cost up to 36 pp
configurations
- Team speed: Boost Dex (1pp/rank) + Burst Area (1pp/rank) + Selective (1 pp/rank) + Total Fade (1pp/rank) -1 pp/rank Others Only Flaw * Rank 11 + Subtle Feat (1 pp)= 34 pp
- We can do this: Boost All Skills (3 pp/rank) + Burst Area (1pp/rank) + Selective (1 pp/rank) + Total Fade (1pp/rank) + Slow Fade (1 pp/rank) -1 pp/rank Others Only Flaw * Rank 5 + Subtle Feat (1 pp) = 31 pp
- Let's go all out: Boost All Powers (4pp/rank) + Burst Area (1pp/rank) + Total Fade (1pp/rank) -1 pp/rank Others Only Flaw - Tiring Flaw (1pp/rank) * Rank 9 = 36 pp
- You can do it: Boost All Traits (5pp/rank) + Total Fade (1pp/rank) - Tiring Flaw (1pp/rank) -1 pp/rank Others Only Flaw * Rank 9 = 36 pp

Other changes:
Add 4 ranks of Bluff to give 12 ranks and +17 (1pp)
Add Master Plan feat (1pp)
Add Set-Up feat (1pp)
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Characters
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Sanne Bacher d'Lyrandar in S@squ@tch's Against the Giants - Team Black

Inactive
Istara Kandorian in Ankh-Morpork Guard's Star Wars: Rebels with Style
Eric Hassel (Quarterback) in Jemal's Mutant High
Sariel in Rumspringa's Keep on the Shadowfell
Khalia ir'Indari in DEFCON1's Eye of the Lich Queen
Serrana Vao in Karl Green's Knights of the Old Republic (with 213 things Serrana can't do in the Jedi Order)
Italimelk in Living ENWorld
Daellin ir'Ayellan in stonegod's Expedition to Castle Ravenloft
drothgery's Victorian Eberron game
Star Wars/KotOR Era - The Second K'ril Incursion

Last edited by drothgery; 16th June 2008 at 12:11 AM.. Reason: Just one name
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