B.P.R.D. "City of Night" characters

Karl Green

First Post
OK post your completed characters for the M&M B.P.R.D. "City of Night" over here. If you have any questions ask them over on the OCC post. I hope to get started Monday with the initial breifing and intro to the game. Pack light as you are off to a trip to the deserts of North Africa...

PL 6 characters (90PP)
skills 2 ranks per 1PP

not all equipment will require PP to purchase. Some optional equipment issued for most missions (no points required) if requested...
BPRD Tactical Vest - load bearing Type IIIA Standard SWAT Vest. Color: Black with BPRD logo on back [Armor +3]
Belt Pouch - load bearing Type IIIA Standard SWAT Belt. Color: Black with BPRD logo
Mountain Pack - load bearing backpack with easy snap detach to/from Tactical Vest. Holds up to 75lbs. Color: Black, with BPRD logo
Multi-purpose tool/pocketknife. Color: Black with BPRD logo on the hilt [Weapon/Melee +1 lethal]
All-weather lighter. Color: Silver with BPRD logo
"Diving" lamp/flashlight/ Color: Black with BPRD logo
Personal Radios -resemble cellular phones, generally with a range of 5-25 miles depending on local conditions. Can act as a cellphone in most modern areas [Radio Hearing/Transmitting]
Belt Signal -go for locating other belt signal within a 5-25 mile area (depending on locate conditions)
WristWatch GPRS unit Global Posting Satellite receiver with digital audio recorder built in.
10mm 'Hunter' Pistol holds 14 shots, generally with two additional clips. [Weapon/ranged +4 lethal, Armor Penetration 1, Range 40ft, 14 shots, Multifire]. Color: Black handgrip with BPRD logo.
Rocket Pack experimental rocket jet packs, generally only good for about 2 minute flight time [Flight 30ft, Super-Flight 1200ft, Uses 20]

Optional Weapons (by request)
Combat Knife [Weapon/melee +2 lethal; Extra: ranged and mighty, range 10ft]
Short Sword [Weapon/melee +3 lethal]
S&W Md.10 .38 special [Weapon/ranged +2 lethal, Range 20ft, 7 shots, add +4 to hiding on person, Multifire]
Berretta 9mm pistol [Weapon/ranged +3 lethal, Armor penetration 1, Range 30 ft, 15 shots, Multifire]
Glock 17 9mm pistol [Weapon/range +3 lethal, Armor Penetration 1, Range 30ft, 17 shots, Multifire]
S&W Md.29 .44Magnume revolver [Weapon/ranged +5 lethal, Armor Penetration 1, Range 40ft, 6 shots, requires a minimum Strength bonus of +3 to fire this pistol effectively]
Hellboy Special [Weapon/ranged +8 lethal, Armor Penetration 2, Range 40ft, 4 shots; Requires a minimum Strength bonus of +6 to fire this weapon effectively]
H&K MP5 9mm SMG [Weapon/range +4 lethal, Armor Penetration 1, Range 60ft, 30 shots, Multifire and Automatic]
Uzi 9mm SMG [Weapon/range +4 lethal, Armor Penetration 1, Range 60ft, 30 shots, Multifire and Automatic]
Colt M16 Assault Rifle [Weapon ranged +6 lethal, Armor Penetration 2, Range 80ft, 30 shots, Multifire]
Remington M860 12G shotgun [Weapon ranged +6 lethal, +1 Attack bonus, 30ft range, 6 shots]

Optional Rounds...
Armor Piercing [Add +2 to the Armor Penetration, but halve the damage value]
Hollow Point [Add +1 to Damage value, no Armor Pen value]
ManStoppers [Add +1 to Damage value] only issued for assault style missions
WereBane [Minus -1 base Damage, -1 Armor Pen value (if any), silver]
Vampire Cotail [Minus -1 base Damage, no Armor Pen value (if any), holy water & garlic mix, shotguns or hellboy special pistols only]

NOTE about Multifire and Automatic for Firearms. Multifire allows the firearm to fire an additional attack a round, each attack at -4. If the character has Multifire Feat this penalty drops to -2 for each attack (or they can use Rapid Fire and get 3 attacks each at -4). Automatic allows firearms to fire three extra attacks a round, each at -6. If the character has Multifire Feat this penalty drops to -4 for each attack (or they can use Rapid Fire and get four attacks in a round, each at -6).
 
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Kongming

Initiative: +6 (+2 Dex, +4 Improved Initiative)
Defense: +7 (+5 base, +2 Dex)
Speed: 30 feet
Attack: +4 (+2 base, +2 Dex) ranged
Hero Points: 3
XP: 2

Saves
Damage +1
Fortitude +1
Reflex +2
Willpower +6

Abilities
Strength 10
Dexterity 14
Constitution 13
Intelligence 18
Wisdom 16
Charisma 10

Skills: Computers (Int) +10, Concentration (Wis) +10, Science (mathematics) +16, Search (Int) +6, Sense Motive (Wis) +6, Spot (Wis) +11
Feats: Dodge, Evasion, Improved Initiative, Iron Will, Photographic Memory
Powers: Combat Sense +2 [Source: Chemical, Cost: 1], ESP +5 [Source: Chemical, Cost: 2], Precognition +1 [Source: Chemical, Cost: 3], Super-Skill +5 [Mathematics, Source: Chemical, Cost: 1], Super-Skill +4 [Spot, Source: Chemical, Cost: 1], Super-Wisdom +1 [Source: Chemical, Cost: 3]
Equipment: Light Pistol (+3L damage)
Languages: English, Russian

Gennadi Tsurkeyev was working at a Moscow university as a professor of mathematics when he was approached by the Soviet military. The generals asked him to consult with them on occasion as an analyst. A few years later, the same generals deemed Tsurkeyev a prime candidate for the MENTAT trials. MENTAT was an experimental serum that would enhance brain power. Over time, the MENTAT drugs found a resounding success in Tsurkeyev: his perceptions of time were radically slowed, to the extent that he could analyze and think through every possible outcome of a given situation and anticipate the unforseen. In addition, the analytical mind of the mathematician became overly developed. After the fall of the Soviet juggernaut in the early 90s, Tsurkeyev fled to the United States.

Gennadi Tsurkeyev is a slight and unimpressive man, standing only 5'5" in height. He has dark hair and a thin beard, and is of Chinese descent on his mother's side.
 
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Ace
(Sgt. Michael Camden)
PL 6

Age: Unknown
Gender: male
Height: 5’11”
Weight: 185 lbs
Eyes: Green
Hair: Black
Skin: Tanned

Attributes: [Cost 14 pts.]
STR: 12 +1
DEX: 20 +5
CON: 12 +1
INT: 10 +0
WIS: 10 +0
CHA: 10 +0

Defense: 25 [10 + 5 Dex + 4 Super Dex + 6 Purchased ] [cost 12 pts.]
Initiative: +9 [+5 Dex +4 Super Dex]
BAB: +6 [cost 18 pts.]
Melee: +7
Ranged: +11
Speed: 30’ [30 Base]

Damage: +9 [Evasion]
Fort: +2 [+2 Con]
Reflex: +9 [+5 Dex+4 Super Dex]
Will: +0 [+0 Wis]

Hero Points: 3

Flaw: Cannot fight on Holy Ground [-5 points], Quirk – Duty to Teammates and BPRD [-2 points]

Attacks:


Superpowers:
Super Senses: 6 Ranks, [Source: Training, Cost 12 pts.]
Super Dex: 4 Ranks, Flaw: Linked Super Senses Stunt: none [Source: Training, Cost 12 pts.]

Devices:
Weapon: 6 Ranks (Ranged, Lethal), Stunt: Multifire, AutoFire, Snare Cost 9 points (Worn)

FEATS: All-Out Attack, Attack Focus, Dodge, Evasion, Point Blank Shot, Rapid Shot, Precise Shot, Multi-Shot, [Cost 18 pts.]

Skills: [Cost 3 pts.]

Acrobatics +10 [1 rank]
Drive +10 [1 rank]
Listen +6 [0 ranks +6 Super Sense]
Open Lock +10 [1 rank]
Pilot +10 [1 rank]
Search +6 [0 ranks +6 Super Sense]
Sleight of Hand +10 [1 rank]
Spot +7 [1 rank +6 Super Sense]


Final Cost: 14 points (Abilities), 12 points (Defense), 18 points (Offense), 24 points (Powers), 9 points (Devices) 16 points (Feats), 3 points (Skills) –7 (Flaws)= 90 points

Loaned Equipment: (not included in abilities and powers)
BPRD Tactical Vest - load bearing Type IIIA Standard SWAT Vest. Color: Desert Camo with BPRD logo on back [Armor +1, Amazing Save: Damage +2] (Worn)
Belt Pouch - load bearing Type IIIA Standard SWAT Belt. Color: Desert Camo with BPRD logo. (Worn)
Baseball Cap - Color: Desert Camo with BPRD logo (Worn)
Sunglasses – High Impact, polarizing, non-reflection, anti-glare glasses [Sensory Protection 2 pts] (Worn)
Mountain Pack - load bearing backpack with easy snap detach to/from Tactical Vest. Holds up to 75lbs (only counts as 50lbs total encumbrance). Color: Desert Camo, with BPRD logo
Trail Ration/Nutrition Bars – one weeks worth. Weight 10 lbs (In Pack)
Two “purifier” Canteens (1 Quarts each): Green-Grey with BPRD logo. Weight 8lbs (In Pack)
Multi-purpose tool/pocketknife. Color: Black with BPRD logo on the hilt [Weapon/Melee +1 lethal] (Worn)
All-weather lighter. Color: Silver with BPRD logo (Worn)
"Diving" lamp/flashlight Color: Black with BPRD logo (In Pack)
Personal Radios -resemble cellular phones, generally with a range of 5-25 miles depending on local conditions. Can act as a cell phone in most modern areas [Radio Hearing/Transmitting] (Worn)
Belt Signal -go for locating other belt signal within a 5-25 mile area (depending on locate conditions) (Worn)
Wrist Watch GPRS unit Global Posting Satellite receiver with digital audio recorder built in. (Worn)
10mm 'Hunter' Pistol hold 14 shots, generally with five (of which three clips in Pack) additional clips. [Weapon/ranged +4 lethal, Armor Penetration 1, Range 40ft, 14 shots, Multi-fire]. Color: Black handgrip with BPRD logo. (Worn)


Appearance: Michael is a darkly tanned lightly muscled man standing almost six foot tall who appeared around thirty years old. Green eyes and dark black hair started the initial almost average looking appearance. He was stronger than average but wicked quick. Michael frequently wore dark leathers, mostly black or grey, with several weapons and his own personal weapon almost always on him or within reach. Black boots and a black leather trench coat completed the look.

Personality: From hints around the department, it was heard that Michael had spent some time in the military, then for the police in some undercover work. He was recruited much the same as any other recruit for the B.R.P.D., and most days remained on base within his room. He didn’t seem to have any friends, and had no known relatives. Conversations with him were typically short and to the point. Occasionally, he would toss out a random thought or philosophy when not asked directly.

He worked out regularly and when he wasn’t in his room he was usually at the range or armory. People often said the if something needed shot, Michael was the one they called. He was dependable, almost to a fault and very supportive of his fellow teammates.
 
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NAME Red Knight
secret ID: Unknown
HP: 3

gender: Male
age: Really really old
height: 7'
weight: 300
size: L
hair: None
eyes: Red
Race: Construct

~~~ABILITIES~~~
STR 20 +5
DEX 6 -2
CON - +0
INT 10 +0
WIS 18 +4
CHA 8 -1

Hardness 10

~~~SAVES~~~
DMG +12
FORT +0
REF -2
WILL +4

~~~MOVEMENT~~~
INIT -2
SPD 20'

~~~COMBAT~~~
BASE DEFENSE 6
DEF 14
FLAT 14
MENTAL 20

BASE ATTACK 6
MELEE +12
RANGED +4
MENTAL +10

~~~SKILLS~~~
Knowledge:History [2/2]
Language [1] Old English
Spot [9/5]

~~~FEATS~~~
Attack Focus (Melee)
Blind-Fight
Power Attack
Toughness
Reverse Sidekick (Christopher)

~~~POWERS~~~
-------------------------------------
Protection [+3 pp/rank+0, 18 total] 6 Ranks
- SOURCE: Mystical
- SPECIAL: The Red Knight is covered by unbreakable burning armor
with spiked gauntlets. Unfortunately this armor isn't as immune to
rust as it is to harm and the years have taken their tole. It squeeks, creeks, and clanks with every step.
- EXTRAS: Energy field (Fire), Strike
- FLAWS: Obvious

-------------------------------------

~~~EQUIPMENT~~~
Personal Radios -resemble cellular phones, generally with a range of 5-25 miles depending on local conditions. Can act as a cellphone in most modern areas [Radio Hearing/Transmitting] that they will attack to the Red Knight’s right wrist.
Belt Signal -go for locating other belt signal within a 5-25 mile area (depending on locate conditions), attached to Red Knight’s belt.
WristWatch GPRS unit Global Posting Satellite receiver with digital audio recorder built in. Attached to Red Knight’s left wrist.


~~~WEAKNESSES (2 MAX)~~~
Disabled-Lame: The rust covering Red Knight has gotten quite
thoroughly into his joints. Now he moves like an old man with
arthritis (which is ironic since that's what he acts like too.)

Quirk-Fuddy Duddy: Red Knight is old fashioned and doesn't trust
all those "new fangled gizmos, you never know when one'll just blow
up on ya". As such he never uses equipment unless specifically
ordered too. And even then he does it reluctantly.

Quirk-Unbreakable Commands: There is a strange red gauntlet that
was found with the Red Knight. Anyone wearing this gauntlet can
issue the Red Knight commands and he can't refuse them (although he
can complain about it a lot).

~~~COST~~~
ABILITIES [36]
BASE ATT [18]
BASE DEF [12]
SKILLS [4]
FEATS [10]
POWERS [18]
WEAKNESS [-14]
TOTAL [89]
UNSPENT [3]

=====================
~~~BACKGROUND~~~

No one is sure precisely where the Red Knight comes from. He claims
he was made by Merlin to protect King Arthur but very few people
believe this story, especially since he can never get his facts
straight.

What is known is that he was found in a tomb in England a few years
back, along with several other suits of armor. A great deal of
water somehow managed to get into the tomb and the Red Knight is
the only suit of armor to survive mostly intact, and even he was
badly covered in rust.

The contents of the tomb were sent to a museum where they were
displayed. There the Red Knight stood undisturbed for several
years until a thief broke in. The thief obviously knew what the Red
Knight was since he specifically grabbed the gauntlet, put it on,
and started ordering the Red Knight around. This was when the BPRD
showed up on the scene.

The thief ordered the Red Knight to attack and the Red Knight tried
to but his rusted joints surprised him and he fell down face first
instead. The thief then dropped (or rather threw in disgust) the
gauntlet and ran away.

The BPRD took the Red Knight back to headquarters and began
examining it. They quickly learned what he was and how he worked.
They decided to use the gauntlet to make him into a new field
agent, he might not look like much but he still knew how to fight.

It was also the BPRD that gave him the name Red Knight. He likes to say that it is because of the red flames he can cover his body with or the blood of his enemies that has given him that name. But in truth they call him that because the rust coating him has turned his armor red.




SIDEKICK
NAME Cristopher Summers
secret ID: None
HP: 2

gender: M
age: 35
height: 5' 9"
weight: 170
size: M
hair: Brown
eyes: Brown

~~~ABILITIES~~~
STR 12 +1
DEX 16 +3
CON 14 +2
INT 10 +0
WIS 12 +1
CHA 10 +0

~~~SAVES~~~
DMG +2
FORT +2
REF +3
WILL +1

~~~MOVEMENT~~~
INIT +3
SPD 30'

~~~COMBAT~~~
BASE DEFENSE 3
DEF 16
FLAT 13
MENTAL 14

BASE ATTACK 3
MELEE +4
RANGED +6
MENTAL +4

~~~SKILLS~~~
*Skillname [mod/ranks]
Knowledge (Paranormal) [5/5]
Spot [2/1]
Listen [2/1]
Drive [1/1]

* = Trained Only

~~~FEATS~~~


~~~POWERS~~~
-------------------------------------
Luck [+4 pp/rank+0, 12 total] 3 Ranks
- SOURCE: Mystical
- SPECIAL: The gauntlet that controls the Red Knight also increases the power of the wielder. Unfortunately this power has waned quite a bit over the years.
- FLAWS: Device

-------------------------------------

~~~EQUIPMENT~~~
BPRD Tactical Vest - load bearing Type IIIA Standard SWAT Vest. Color: Black with BPRD logo on back [Armor +1, Amazing Save: Damage +2]
Belt Pouch - load bearing Type IIIA Standard SWAT Belt. Color: Black with BPRD logo
Multi-purpose tool/pocketknife. Color: Black with BPRD logo on the hilt [Weapon/Melee +1 lethal]
Personal Radios - resemble cellular phones, generally with a range of 5-25 miles depending on local conditions. Can act as a cellphone in most modern areas [Radio Hearing/Transmitting]
Belt Signal -go for locating other belt signal within a 5-25 mile area (depending on locate conditions)
WristWatch GPRS unit Global Posting Satellite receiver with digital audio recorder built in.
10mm 'Hunter' Pistol hold 14 shots, generally with two additional clips. [Weapon/ranged +4 lethal, Armor Penetration 1, Range 40ft, 14 shots, Multifire]. Color: Black handgrip with BPRD logo.



~~~WEAKNESSES (2 MAX)~~~
None

~~~COST~~~
ABILITIES [14]
BASE ATT [9]
BASE DEF [6]
SKILLS [4]
FEATS [0]
POWERS [12]
WEAKNESS [-0]
TOTAL [45]
UNSPENT [0]

=====================
~~~BACKGROUND~~~

Christopher Summers has been working for the BPRD for over 16 years. He joined the army right after graduating from high school and showed good potential. He was recruited by the BPRD after completing his training and has since proved himself a good soldier. Recently he was given the special mission of watching over a magical gauntlet that controlled an animate suit of armor.


~~~ADDITIONAL EQUIPMENT~~~
The Red Knight is carrying a large fireproof backpack that contains several spares of normal equipment. It Currently holds.


Trail Ration/Nutrition Bars – three weeks worth. Weight 30 lbs
Four “purifier” Canteens (1 Quarts each): Green-Grey with BPRD logo. Weight 16lbs
2 Multi-purpose tool/pocketknife. Color: Black with BPRD logo on the hilt [Weapon/Melee +1 lethal]
2 All-weather lighter. Color: Silver with BPRD logo
2 "Diving" lamp/flashlight Color: Black with BPRD logo
Personal Radios -resemble cellular phones, generally with a range of 5-25 miles depending on local conditions. Can act as a cellphone in most modern areas [Radio Hearing/Transmitting]
Belt Signal -go for locating other belt signal within a 5-25 mile area (depending on locate conditions)
WristWatch GPRS unit Global Posting Satellite receiver with digital audio recorder built in.
10mm 'Hunter' Pistol hold 14 shots, with six additional clips. [Weapon/ranged +4 lethal, Armor Penetration 1, Range 40ft, 14 shots, Multifire]. Color: Black handgrip with BPRD logo.
Remington M860 12G shotgun [Weapon ranged +6 lethal, +1 Attack bonus, 30ft range, 6 shots], 24 Normal Bullets, 12 Werebane Bullets, 12 Vampire Cotail Bullets
 
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Andy (92/92 pp)
PL 6

Gender: Male
Age: 80 (Assuming we play in 2004-he stopped aging when he was 15)
Height: 5'
Weight: 110 lbs.
Size: M
Hair: Brown
Eyes: Blue
Race: Human (Altered)

Combat Abilities: (15 points)
Base Attack Bonus: +3
Base Defense Bonus: +3
Initiative: +5
Melee Attack: None
Ranged Attack: +8 Thrown Object (+5 S/L)
Defense: 18
Flat-Footed Defense: 13
Damage Save: +0 (Negate 6)
Reflex Save: +7
Fortitude Save: +0
Will Save: +1
Move: 30

Abilities: (24 points)
Strength 8 (-1)
Dexterity 20 (+5)
Constitution 10 (+0)
Intelligence 14 (+2)
Wisdom 12 (+1)
Charisma 20 (+5)

Skills: (16 Points)
Bluff +18 (5 ranks)
Diplomacy +17 (4 ranks, +2 synergy)
Gather Information +15 (4 ranks)
Knowledge (Occult) +10 (8 ranks)
Knowledge (Ritual) +15 (8 ranks, +2 synergy, +5 Ancient Texts)
Taunt +18 (3 ranks, +2 synergy)

Feats & Super Feats: (20 points)
Connected, Dodge, Evasion, Hero's Luck (x2), Immunity (Aging), Lightning Reflexes, Surprise Strike, Talented (Bluff & Taunt).

Powers: (24 points)
Gadgets +6 (1 pp; Total: 6 points; Source-Mystical)
Ring of Daath [Protection +6] (Flaws: Device; 1 pp; Total 6 points; Source-Mystical)
Silver Tongue [Super-Charisma +6] (2 pp; Total: 12 points; Source-Mutation)

Equip: (1 pt.)
Ancient Texts, Skill Focus: Knowledge (Ritual) +5, Flaw: Device

Background:

Edit-fixed skills (synergy bonus to Dip. addeded in)
Edit-I realized that I no longer qualify for Throwing Mastery with my lowered BAB, so I exchanged it for another Hero's Luck (I never used TM in the first issue anyways).
 
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Codename: Zodiac
Name: Paul Decker
Age: 32 years old
Height: 5'9''
Weight: 157 lbs.

ATTRIBUTES [COST: 14]
Str: 10
Dex: 10
Con: 14
Int: 12
Wis: 16
Cha: 12

SAVES
Dam: +2
Fort: +3
Refl: +1
Will: +7

ATTACK [COST: 6]
BAB: 2
Melee: +2
Range: +2
Mental: +5

DEFENCE [COST: 6]
BDB: 3
Defence: 13
Flat-Footed: 13
Mental: 16

SKILLS [COST: 14]
Concentration: 9/4
Language: -/2
Knowldege [History]: 6/5
Knowldege [Occult]: 7/6
Knowldege [Ritual]: 13/8
Search: 4/3

LANGUAGE
English, Greek, Ancient Greek

FEATS [COST: 10]
Amphibious
f: Scorpio only
Durability
f: Capricorn only
Immunity[Fire]
f: Leo only
Indomitable Will
f: Libra only
Detect Magic
Heroic Surge
Talented: Concentration & Ritual


POWERS [COST: 54]
Amazing Save[Fort]: 1 [Source: Training]
Amazing Save[Refl]: 1 [Source: Training]
Amazing Save[Will]: 4 [Source: Training]

Sorcery 4 [Source: Mystic]
f: Rote
s: See list below. All spells, except Decker's ones, have the flaw: Limited - Usable only by spirit

SPELL LIST:
Paul Decker:
- Elemental Control [Air]
- Elemental Control [Earth]
- Elemental Control [Water]
- Energy Blast [Fire]
- Incorporeal [Vulnerability: Mystic Powers]
- Force Field
- Flight
- Invisibility
- ESP

Libra:
- Telepathy
- Possession
- Mind Blast
- Illusion
- Mind Control

Leo:
- Stun
- Energy Field [Fire]
- Slow
- Immunity [Cold, Electricity, Light, Kinetic]
- Obscure

Capricorn
- Healing
- Shape Matter
- Animation
- Shapeshift
- Telekinesis

Scorpio
- Comprehend
- Teleportation
- Dimensional Travel
- Drain [Powers]
- Neutralize

EQUIPMENT
- Hunter Pistol with usual ammunition
- Tactical Vest
- Pocketknife
- Flashlight
- Personal Radio
- GPRS Watch
- Binoculars
- Sunglasses

WEAKNESS [COST: -10]
Transformation [Multiple Personnality]
While a spirit is under control of Paul, the master can overide any action decalre by the player... make fun!

BACKGROUND
Paul Decker is born in a small family in the state of Vermont. During his young years, his father was telling him many stories. The favorites of Paul was the myth of the old Greece. His fascination for this old civilisation has never died, and when he entered the university, it was in history. After he got his first diplomae, he took a trip to the Greece, so he can study on place the history of this old civilisation, so he can see the ruins. Afer staying over a month in Athen, he get tired of that touristic travel, so he pack his backpack and left for an island where some ruin have been found lately.

His search of the room led him into a room that look like an observatory at first sight. A map of the night sky was drawn on the walls. The twelves Zodiac constellations were drawn at the base of the walls. He stayed there for a whole week, studying the observatory. In his saerch, he falled on a book. Surprisingly, even with the high humidity of the place, the book was in good condition. He took it back to the USA were he start to study it. The book were talking of an old form of magic. Curious in nature he started to practice some of the incantation of the book. To his surprise, it was working. As the same time he was doing his doctorat, he study the book and became a full elementalist, having mastered the four elements.

At the end of the book, there was a Ritual written. The ritual was made to bound the spirit of one of the zodiac to the caster, so he could gain his powers. Seeking to learn more about his power and the source of it, he has gone back to the island. After studying the observatory, and with the help of his new powers, he found that eleven of the twelves constellation of the zodiac had a faint aura of magic. The only one missing was the Gemini. The room was more than an observatory, it was a ritual room. So he decide to take the risk and he prepared the ritual. One morining, when all the preparation was done, he start the rituals, that had to go up to the rise of the moon, which mean almost midnight. Stenuous, but was worth the price. When the night fall, when the rituals was active and nearly complete, someone show up.

"Hey body, you shouldn't play with thigs that you don't know"

The big creature, looking like a deamon, take a gun and shoot on him, disrupting the ritual. At that moment, many spirits appears, but a man behind the deamon start to talk, and one by one, the spirit were bound back to there constellation. Before he had the time to banish them all, the four last enter the body of Paul. Paul were lying there, lying in his blood.

"Good move, big boy. After having two wierdos with Castor and Pollux powers, now we risk to have four spirits in the nature. Take him into the ship, I'll try to mend what you have done."

It is at that moment he faint.

During two month, he was isolated in a cell. He heards voice at first. Then he found that the voice were coming from his mind. They were four and were telling many incomprhensive thing. He tried to esacpe, but without succes. The voice became worst, and finally, his voice start to take control of his body. It became more and more frenquent. It was like if five person were inhabiting the same body. After the two month, the man enter the place.

"Don't try anything. Anyway, you are powerless presently. What you have done was stupid boy. These spirits may be dangerous. If we kill you, we may release them into nature, so we keep you in jail to keep them in jail. But we will help you with that. We may even try to have a ddeal with them too, but not now, that will be another day. For now, we will teach you how to control them a little bit."

During the last fives years, Paul have been teaching how to control as much as he can the four spirits, but it is far from being perfect. And the BPRD have made a deal with the four spirits. They will help the BPRD, and they will not be banish back to were they were imprisonned. They accept, but the BPRD is still watching them, as they all seems to have an hidden agenda...

PERSONNALITY / LOOKS
Note: These are guideline to start with them, hoping to devellop more their personnality in game.

Paul Decker:
Paul Decker is caucasian and have green eyes and black hairs.

Leo:
Agressive, Vindictive, Rebel
Leo's skin is reddish and the hairs are orange.

Libra:
Loyal, Control Freak, Manipulative
Libra's skin and hairs are white

Capricorn:
Caretaker, Naive, Overprotective
Capricorn's skin is dark brown, just as his eyes.

Scorpio
Mysterious, Silent, Independent
Scorpio's skin is bluish and his eyes are deep blue
 
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Just posting character, will post background info later.

Real Name: Xavier
Hero Name/Code name: Prophet or Street Prophet
Age: 29 years old
Height: 5'11''
Weight: 175 lbs.

ATTRIBUTES [COST: 20 ]
Str: 14 +2
Dex: 10
Con: 18 +4
Int: 12 +1
Wis: 12 +1
Cha: 14 +2

SAVES
Dam: +9 (+4 CON, +5 Amazing save)
Fort: +9 (+4 CON, +5 Amazing save)
Refl: +0
Will: +8 (+1 WIS, +5 Amazing save, +2 Iron Will)

ATTACK [COST: 6]
BAB: +2
Melee: +4, +9 with Holy Staff
Range: +2
Mental: +3

DEFENCE [COST: 10]
BDB: +5
Defence: 15
Flat-Footed: 15
Mental: 16

SKILLS 1:2 [COST: 6]
Profession: Priest 2 (+3)
Knowledge: Religion 4 (+5)
Knowledge: Arcane 2 (+3)
Spot: 2 (+3)
Sense Motive: 2 (+9)
+7 to any charisma skill excluding sense motive.

LANGUAGE
English, Spanish, German

FEATS [COST: 14]
Iron Will
Indomitable Will
Attractive (+3 bluff/diplomacy)
Durability (Super)
True Sight (Super)
See Invisible (Super)
Detect: Evil (Super)

POWERS [COST: 37]
Holy Staff
--Strike: rank 5 damage enhancement [flaw: device], 5pp
extra: holy strike - rank 5 enhancement to hit with staff, 5pp
++Holy Blast (energy blast): rank 5 damage [flaw: device], 2 pp
++Dazzle: rank 5 [flaw: device], 2pp
total cost Holy Staff - 14pp

Holy Aura
--Super-Charisma: rank 5, 5pp
--Amazing Save: Will rank 5, 5pp
extra: Damage rank 5 (5 pp), Fortitude rank 5 (5 pp)
total cost Holy Aura - 20 pp

Healing - rank 1 (3pp)
total cost Healing - 3pp

Weaknesses:
Atonement - whenever Prophet kills an innocent person, regardless of whether or not he knows the person is innocent or not, he loses his powers until he atones for his sin. This can be a special quest set up by the GM, or just a period of time, but he is unable to use any of his supernatural abilities, including any Super Feats. Value: 3pp

Total Cost: 93
Weakness pp: 3
Final Cost: 90
 
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Lia

The heavy steel door opened slowly, squeaking in protest. Two men stepped in and it shut after them. From the inside they could here heavy bolts being set in place. It did indeed sound like a final closing and younger man looked around nervously. The old guard held a calming hand on his shoulder.
"Don't worry boy, she's tame, didn't have an incident in a dozen years."
The younger man just shrugged and looked around. Instead of the cell he would have expected behind the door with was a stone cave and a pretty big one at that. He could see tunnels spreading from this main cave in five directions just at first glance.
"If she is to be of any use to us we don't need her tame. Your reports said this is still a dangerous prisoner."
He takes another look around.
"And why is this place so huge?"
The old guard just shrugs again.
"You just worry 'cause your suit looks out of place here. You desk people are all the same. What did ye think? We've been holding her fer longer then you lived and animals need place to run. She's more happy and we don't loose people then she's not agitated."
Brushing some falling dust from his brand new leather jacket the young man steps into the nearest tunnel just to show he is not affraid.
"Comfort for prisoners is not our priority. How dangerous can someone be after so many years in here? I'm sure this is a waste of..."
He stops in midsentece then his foot gets stuck in the remains of some animal. In the darkness it is not easy to make out but it looks suspiciously like a deer.
"She didn't kill that did she?"
Again the old guard just has a shrug for him.
"Sure did. We throw in some wild beasts her so she can knock herself out killing them. Needs that every few month or goes into a real frenzy. Not nice to see that."
With an effort the younger man pulls his foot out of the remains.
"You feed her with living animals Mr Taggert?"
"Sure we do, she hunts it down so fast you can't even see it sometimes. Some guys have used this to get rid of unwanted pets that way too. Don't ye give me that look, she wants it that way. Doesn't even touch dead food. Sometimes eats some salad and vegetables though, I guess that's the human part."
"You sound very comfortable considering that she killed three guardsmen in her time here."
"Told you it's different now. Caged animals and stuff. Plus you just have to show some respect then everything is fine. Lia!!!"
The younger man nearly drops his briefcase and Mr Taggerts shout. It is followed by a moment of uncomfortable silence. The old guard relaxes and leans on the cave wall while his companions eyes dart around nervously, trying to make out more in the gloom. At first he doesn't see a thing but then a figure emerges from the darkness. It is about the height is his waist and strolls along on four legs. Before he can get a better look the form changes. The sound of breaking bones rings through the place and fur draws back as the creature changes form. It sure must be painfull but it never looses stride, now coming forward on just two legs. Then it finally steps into the light it is women in her early thirties. Her face looks quite young but her long grey and silver hair make her appear somehwat older. She is wearing simple grey pants and shirt and walks barefoot on the cold stone. The most remarkeble thing is the fresh blood running down her chin and her soft smile reveals some more on her teeth. Her voice despite being friendly allways sounds like a soft growl lies behind it.
"Guten Tag meine Herren. Mr Taggert, I have just eaten but if that is for me it is much appreciated. I would have prefered a women though, you know my tastes."
The young man grows pale there he stands while the guard just laughs.
"Is that a way to treat your first visitor Lia? This is Mr Granson and he insisted to speak to you personaly."
Her smile grows broader at that.
"Now how could it be more interesting than the chance to finally hunt some real prey."
To his credit the young man catches himself fast and speaks with more authority than any of the other two would have expected from him.
"Ms Schneider I will not tolerate any more of your threats. I come with a propasal but that is much too good for the likes of you but if you continue to act like this I will just leave and let you rot in this cave. How long have you been here? Alomost fifty years I have been told. I am your only chance to avoid doing it all over again. How long can you expect to live? Another hundred years perhaps? I don't think you want to spend a whole century as a prisoner. And all this..."
He waves around the cave
"Is just generosity from us. We could pack you in a cell with about two meters in each direction for the rest of your life. Or just execute you like the rest of those Nazi criminals caught back then. Have I made myself clear?"
She growls and long canine fangs slide out, spreading her mouth slighty open but she even takes a step backwards before she sits down crosslegged on the floor.
"I'm listening."
"Very well. The B.P.R.D. is offering you a very generous deal. We are in need of new field agents and your skills make you a very suited candidate. Also fifty years in soliary confinement could very well be considered enough punishment. At least my superiors think so. I do not so be warned for in the end it will be my decision if you ever see daylight again. If you are willing to work for us we will pardon your crimes in WW2 and you could finally get out of this place."
She just glares at him from the ground.
"You miserable misfits want me to be your hunting dog."
Now it is his turn to smile.
"Now didn't you do that job before?"
Again she just stares at him but in the end she shrugs and her shoulders sink down in resignation.
"You win drecksack."


-Lia Schneider

age: 112
height: 1.84m
weight: 69kg
hair color: silvery grey
eyes color: yellow

-Abilities:
Str 18 (+4)
Dex 18 (+4)
Con 18 (+4)
Int 10 (+0)
Wis 10 (+0)
Cha 12 (+1/2)

Cost: 26pp

-Skills:
Acrobatics 1
Balance 1
Bluff 1
Climb 1
Demolitions 1
Escape Artist 1
Gather Information 1
Handle Animal 1
Hide 1
Intimidate 1
Jump 1
Language (English, German)1
Listen 1
Medicine 1
Move Silently 1
Open Lock 1
Read Lips 1
Ride 1
Search 1
Sense Motive 1
Spot 1
Survival 1
Swim 1

(note: Lia has amassed a wide range of skills in her long life but most have suffered a lot from the lack of practice during her impronment.)

Cost: 11

-Feats:
Attractive
Heroic Surge
Track

(note: originally she should also have Instand Stand, Move by Attack and Lightning Reflexes but she got older and out of practice so having to stand up with a groan sometimes really fits.)

Cost: 6

-Super-Feats:
Darkvision
Immunity: Aging (Lia does age but it is inceredibly slow)
Scent
Ultra-Hearing
Identity Change (Lia can trasnform into a grey wolf at will)

Cost: 10

-Combat:
Base Attack 4
Base Defense 5

Cost: 19

-Super Powers:
-Base Power: Lycantrope (these are powers usable in both forms since Lia can cause her fangs and claws to grow even from her human body).
Man Power: Natural Weapon (cost 2) Level 4
Extra: Regeneration (cost 1) Level 4
Extra: Super Senses (cost 1) Level 4
Extra: Combat Sense (cost 1) Level 4
Extra: Super Charisma (cost 1) Level 4

total cost: 24

-Base Power: Wolf Form
Main Power: Leaping, Flaw: only as wolf(Cost 1) Level 2
Extra: Bouncing (Cost 1) Level 2
Extra: Running (Cost 1) Level 2

total cost: 6

-Flaw: Vulnerable to Silver

Background:
Part 1: turn of the century
Lia is a werewolf, born in the late 19th century. She grew up in an unremarkable village in the Schwarzwald there life was not too dfifferent from how it had been in the dark ages. Life was usually harsh and short. No one knows much about her life back then, not even herself. Too much of it got lost in her endless nichts of hunting in the dark forests. The only thing she stil clearly remembers was the time then a huge wolf attacked and bit her. She barely escaped with her life. The time afterwards is a blur then she was struck with a mysterious sicknes and spent weeks in terrible pain as her blood changes and her bones broke and regrew to adapt to her new existence.
One day she suddenly jumped up straight from her bed with incredible speed. She stared at her family with strange yellow eyes before she changed into a grey wolf right before their eyes and escaped into the forest with one leap through the window.
She never looked back. Life had been harsh to her as long as she could remember and she saw no sense in fighting her new condition for the sake of others. In fact she revelled in it. Their was no real daner for her and it did not take her long to aquirre enough hunting skills to never have to hunger again even in the deepest winter. That was the easy part, even the animals where scars, the human prey had the helpfull habit of allways being in their villages there you can find them easy enough.
For dozens of years Lia was one of the demons that plague the night, hunting animals and humans without making a difference. She never looked back and with time became closer to an animal than the human she had once been.

Part 2: the third Reich
Ancient evils plagued the forests of souther germany as long as humanity could remember and those who even bothered to think about it where sure that they are as evil as it can get.
The Nazis proofed them wrong.
It was at this time that Lia got curious about humanity again. She had never seen or even imagined cities of the size they built now. Looking down to the city of Freiburg curiousity overcame her and she once again walked among humans. And how intrigued she was. For there she met the new rulers of the country.
Ruthless, cruel, efficient and lacking any regard for other life, the Nazis seemed like the peak of humanity for a monster like her.
What impressed her even more was that they managed to catch her during her first trips to the city.
From there she was delivered to the secret occult projects but she was no relucatant experimental rat. She soon found an agreement with the military leader of the complex and was one of the first "freaks" used by the germans to sow terror behind enemy lines or scout out and kill important individuals.
For her life was perfect. She belonged to the destined rulers of the planet and with her gifts she belonged to the elite of these chosen.
Of course it didn't last.
The undefeatable armies where forced backwards step by step in the west or simply died from cold and starvation in the east. Lia did not see most of that though. For her the turning point was then B.R.P.D agents located the secret labratries of her organization and started a raid. With them their newest agent, the demonic creation of another Nazi experiment that rebelled against them. The last thing she remembers of that night (and the short moment of glory of a bunch of delusional psychopaths) is a huge red fist smashing her through a wall and half a dozen soldiers with silver bullets waiting behind it.
She so hates silver bullets.

Part 3: a new millenium
To her own surprise Lia woke up again. Then the B.R.P.D agents found her still breathing they returned her to their own station. She found herself in prison and in the beginning also as a test subject. Someone must have decided that she was worth keeping, maybe because of the huge success their first freak was. On the other hand no one ever came around to make a final decision what to do with her so Lia has spent about half a century in a cage. Her captors showed more comapasion than she expected though and so her "cage" was mostly a network of caves under a B.R.P.D station that allowed her a lot of movement and probably kept her from simply going insane.
What effect such a long time in prison, by all normal means a lifetime, had on her remains to be seen.
Recently the B.R.P.D offered her a chance to get out again. If she agreed to join their new supply of freaks she would get out again.
After half a century without daylight she was not exactly in a position to refuse...

Personality:
bla bla,
more to come

Appearance:
After over a hundred years of live Lia looks like a women in her late twenties or maybe early thirties. Her grey and silver hair allways prevent her from looking really young. She is rather tall and her human body has been changed by the decease into the perfect match for her wolf form. She carries almost no unneeded body fat and even then she just layed around and ate in her cell for month she allways looked like a profesional athlete. Her eyes are yellow and wolflike even in human form and today she covers them mostly with sunglasses. The other reason for that is that she has spent a lifetime in a gloom and finds the sun almost unbearable bright.
She usualy dresses in simple clothes, grey shirts, grey or blue jeans and light shoes.
 
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In case anyone is interested... here are my write up of the BPRD team from the comic books :)

Hellboy - "Lady, I was going to cut you some slack, 'cause you're a major mythological figure…but now you've just gone nuts!"
Age: Unknown; 7’ tall, 400lbs weight. A tall, male, red-skinned humanoid. He has a tail, cloven hooves, a giant stone right hand, and the filed-off stubs of horns on his forehead. His eyes are pupil less and orange; his hair is confined to his sideburns, a small beard, and a tiny ponytail. Despite his appearance, most people find him only a little startling, not frightening.
Hellboy: PL 10; Init +2 (Dex); Defense 16 (+4 base +2 Dex), Mental 16 (base +2 Wis); Spd 30ft (leaping base 20ft); Atk melee +13 (+9S normal strength punch), or +13 (+15L “hand-of-doom” punch) or ranged +10 (+8L, 2 ranks of Penetration, Hellboy Special pistol); SV Dmg +11, Fort +9, Reflex +2, Will +6; Str 20, Dex 15, Con 20, Int 14, Wis 15, Cha 13.
Skills: Acrobatics 1/+3, Climb 1/+10, Computers 1/+3, Diplomacy 2/+3, Gather Information 4/+5, Hide 2/+4, Intimidate 4/+13, Jump 6/+15, Knowledge (Occultism) 6/+8, Move Silent 3/+5, Sense Motive 4/+6, Taunt 4/+5
Feats: Arch-Nemesis: Rasputin, Durability, Extend Reach (+5' reach), Fame, “Good at Falling” (*super-feat, adds +4 to damage save vs. Falls or being thrown only), Improved Grapple, Indomitable Will, Leadership, Power Attack, Toughness
Powers: Amazing Save +4 (damage) [extra: Fortitude, Will; cost: 3pp/level], Gadgets +4 [cost: 1pp/level], Natural Weapon +6 (“the hand-of-doom”) [cost: 2pp/level], Regeneration +1 [2pp], Super-Strength +4 [extra: Immunities (aging, cold, heat, disease), Leaping, Protection; cost 5pp/level]
Weakness (total 12PP): Unlucky, Loyal to Friends and fellow “freaks”
Equipment: Hellboy Special [Weapon/ranged +8, Stunt: Penetration (twice); Flaw: Uses: 4 x2 clips; cost: none (while Hellboy is the only one who generally use this pistol, it often blows up in his hands so…], his gadgets are generally charms, talisman, pentagrams, crosses, prayer beads, and anything else he might have stuffed in one of his many pockets, Locator/Radio

Abe Sapien – “I don’t need anyone telling me my friends are too volatile to have around”
Age Unknown; 6’1” tall 170lb weight. A grey-skinned combination of a man and a fish.
Abe Sapien: PL 7; Init +4 (Dex); Defense 20 (+6 base +4 Dex), Mental 19 (base +3 Wis); Spd 30ft (30ft in water); Atk melee +8 (+2S punch), ranged +10 or +8/+8 (+5 lethal, S&W .44 magnum revolver); SV Dmg +10, Fort +8, Reflex +8, Will +5; Str 16, Dex 18, Con 16, Int 15, Wis 16, Cha 12.
Skills: Acrobatics 2/+6, Bluff 2/+3, Computers 2/+4, Diplomacy 4/+5, Disable Device 2/+4, Drive 1/+5, Escape Artist 6/+10, Gather Info 3/+4, Hide 3/+7, Knowledge (Occultism) 4/+6, Medicine 2/+4, Move Silent 5/+9, Pilot 2/+6, Sense Motives 3/+6, Spot 3/+6, Survival 2/+5
Feats: Accurate Attack, Amphibious, Assessment, Durability, Evaluate, Good at Falling, Iron Will, Precise Shot, Point Blank Shot, Psychic Awareness, Rapid Shot, Slippery Eel, Toughness
Powers: Amazing Save (damage) +4 [extra: Reflexes; cost: 2pp/level]
Weakness (total 12PP): Dependency (immersion in water, a few hours at most without it), Sense of Duty (to paranormal people and friends)
Equipment: S&W .44 Magnum Revolver [Weapon/ranged +5 lethal; Stunt: Penetration; Flaw: Uses 6 x2 speed-loader clips; cost: none], BRPD Tactical Vest [+1 Armor +2 Damage Save], Locator/Radio

Liz Sherman – “In twenty-three years I’ve quite thirteen times, but I always go back. Where else am I going to go?”
Age 40, 5’7” and 130 lbs weight. An attractive Caucasian woman with red hair past her shoulders; her eyes vary from brown to gold.
Liz Sherman: PL 7; Init (Dex); Defense 17 (+6 base +1 Dex), Mental 19 (base +3 Wis); Spd 30ft; Atk melee +5 (+), ranged +7 (+10L pyrokinetic blast); SV Dmg, Fort, Reflex, Will; Str 10, Dex 13, Con 12, Int 14, Wis 16, Cha 16.
Skills: Diplomacy 2/+5, Knowledge (Occultism) 2/+4, Science (Chemistry) 2/+4
Feats: Attack Focus (Pyrokintic Blast), Attractive
Powers: Amazing Save (damage) +4 [extra: Will; cost 2pp/level], Pyrokinesis (Elemental Control: Fire) +10 [extra: Area Effect (15 feet) +3 ranks only, Energy Absorption (fire/heat only), Energy Field; stunt: Drain Energy (heat/fire): cost 4/5pp/level +2pp for stunt]
Weakness (total of 3PP) Sense of Duty to friends, and Stubbornness
Equipment: BPRD Tactical Vest (+1 armor +2 damage save), backpack, couple of packs of Luck Strikes, Crucifixes necklace, etc. Locator/Radio

Roger
Age unknown; 6’5” tall and 300 lbs weight. A tall humanoid, with no hair, dusty red skin, pupil less yellow eyes, and a small metal hatch on his chest. He normally wears, at most, a BPRD field vest and wooden codpiece.
Roger (Construct; Hardness Base 10): PL 9; Init (Dex); Defense 16 (+4 base +2 Dex), Mental 18 (base +4 Wis); Spd; Atk melee +12 (+8L/S punch), ranged +9; SV Dmg +12, Fort n/a, Reflex +2, Will +6; Str 18, Dex 14, Con -, Int 13, Wis 18, Cha 12.
Skills: Climb 4/+12, Diplomacy 1/+2, Jump 4/+12, Knowledge (Occultism) 5/+6, Spot 4/+8, Survival 4/+8
Feats: Attack Focus (hand-to-hand attacks), Iron Will, Power Attack, Psychic Awareness, Toughness
Powers: Protection +10 [extra: Absorption (energy), no extra protection, as Healing power (self-only), no range; cost: 3pp/level], Super-Strength +4 [extra: Immovability; stunt: Dual damage, Penetration (one level); cost: 5pp/level +4pp stunt], Telepathy +4 [cost: 2pp/level]
Weakness (total 4PP): Very Loyal to friends and comrades, Always Truthful
Equipment: generally none carried.

Johann Kraus
Age 45; 5’10” tall and 110 weight (all of it entirely from his suit, which is quit tough and heavy. Otherwise in his ectophasmic form he is essentially weightless). An ectoplasmic cloud, within a black containment suit. His head is a clear glass globe with a small speaker grille.
Johann Kraus (partial construct, only his suit that allows him to easily communicate and interact with non-sensitive people: PL 6; Init (Dex); Defense 17 (+5 base +2 Dex), Mental 19 (base +4 Wis); Spd 30ft (flight as ectophasmic being); Atk melee +4 (+0S punch), ranged +6, mental +8 (+6S mental stun touch); SV Dmg +2 (suit +6), Fort +2, Reflex +1, Will +4; Str 11, Dex 12, Con 14, Int 16, Wis 18, Cha 16.
Skills: Knowledge (Occultism) 2/+5, Medicine 2/+6, Profession (Medium) 2/+6
Feats: Immunity (Aging), Mystic Awareness, Psychic Awareness
Powers: Incorporeal +6 [extra: Astral Projection, Mental Attack (flaw: no range); flaw: Incorporeal is always on, except in containment suit; cost: 6pp/level]
Weakness (total 4PP): Naturally Curious and Often slips into German when excited.
Equipment: Containment Suit (Hardness 6, can use normal Strength in “corporeal” world), Locator/Tracer
NOTE of course that yes, Johann does not have Ghost Touch on his mental attack, he can only use it against other Incorporeal beings.
 
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