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Evil Ujio's Cyberpunk PbP Characters


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MR. BLACK; PL5; Init: +7 (dex +feat); DEF: 16/13 flat-footed (Mental 14); SPD: 30ft/15ft power-leap; ATK: Melee +8 (unarmed +7S, or wrist-spurs +9L), +8 ranged (+4L heavy pistol); SV: DMG +6, FORT +4, REF +3, WILL +1; STR 18, DEX 16, CON 18, INT 10, WIS 12, CHA 10
SKILLS: Acrobatics 5/+8, Hide 2/+5, Intimidation 4/+11, Languages (Japanese [native]; Chinese, English), Move Silent 2/+5, Spot 3/+4
FEATS: Improved Initiative, Power Attack, Rapid Strike, Toughness
POWERS: Cyber muscle and tissue augmentation, Eye replacements, Internal radio headgear [source for all powers] – Super-Strength +3 (extra: Leaping, Natural Weapons {+2}, Protection; flaw: Obvious; stunts: Dark Vision {flaw: Obvious}, Radio Hearing {extra: Radio Transmitting}; cost: 5pp/level +2pp natural wpn. +4pp stunts; total: 21pp)
EQUIPMENT: Colt-Miltz 11mm Heavy Pistol [source tech] Weapon/lethal +4 (extra: Multifire; flaw: Magazine 15rds; stunt: Attack Focus; total: 5pp)
WEAKNESS: Quirk [Strict Code of Honor and Always follows orders] (-10pp)

Attribute 24 +BAB 12 +BDB 6 +Skills 9 +Feats 8 +Powers 21 +Equipment 5 –Weakness -10 =75pp Total

REAL NAME: Harô (HAH-RO) Najema
CONCEPT: Cyber muscleman
KNOWN RELATIVES: Father - Akihiko, Mother - Ming (deceased), younger Sister - Yukiko.
CONCEPT: Cyber Muscleman
BIRTHPLACE: Hong Kong
HEIGHT: 6'4"
WEIGHT: 258 lbs
EYES: Cyber replacements (metal looking)
HAIR: Bleached Blond
GENDER: Male
ETHNICITY: half-Japanese, half-Chinese
AGE: 24
Heavy-Load: 1500 lbs

Born to a poor Japanese father and Chinese mother, Harô grew up on the mean streets of Hong Kong where his size and strength served him well. Recruited in his late teens into 'Section Seven', a special-forces army unit of the Hong Kong Free City Army Units. There his body was enhanced with numerous cybernetic upgrades, including muscle and tissue augmentations, replacement cybereyes and an internal military-spec headwear radio transmitter/receiver set. He served with that unit for 6 years and has recently mustered out (the minimum for his cyber upgrades). He then immigrated to Century City in the U.S., looking for work about 6 months ago. In reason months he has worked with XX and XX on some odd jobs.

[Appearance]
Standing just over six foot, four inch tall, and coming n around 250lbs, Harô is a large Asian man, with bleach blond hair. His eyes are obvious cyber-replacements, and his body is bulky in ways that look unnatural and as such, most people know and can plainly see. His legs are a bit to thick, his arms and chest is barrel shaped, and he walks a bit abnormally.

[Personality]
Harô is a pretty easy-go-lucky fellow, ready to kick back and have a few beers at a moments notice between missions. On-duty his personality totally changes and he is strict personal code of honor that he always follows. He also follows orders to the best of his abilities to the letter of the law.

(I will modify to work out characters into history :D
 
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Kirala

Character Name: Kirala
Aliases: None
Identity: Private
Base of Operation: Century City, United States
Group Affiliation: Independent
Power Level: 5 (75PP)
Gender: Female
Ethnic: Exotic Play-being
Age: 5 (Yes, five is correct)
Height: 4'11"
Weight: 95 lbs.
Hair: Rainbow shades, but mostly lavender; mostly medium length, but with long bangs
Eyes: Green
Other: Large, animal like ears; Small fangs; Redish furred tufts on shoulders; Retractible claws; Tail with long, indigo and turquoise colored fur on its lower half

***
BeastieGirl.jpg

She generally wears more than just a bikini ^_^;;

Appearance
Created as a custom play-being, Kirala appears as an exotic beauty, looking like a truly pretty human girl with animal-like features blended in that only further enhance and push her exotic beauty into a class beyond that of what is possible in the natural world. She has a small, unimposing stature, standing only 4’11” and weighing a slight 95 lbs., but her body is well-toned and athletic-looking. Her skin is mostly a pleasant shade of light tan, though some areas of her body have more exotic colors of shading. Her full-bodied hair is naturally rainbow shades in color, but is mostly lavender colored, and is medium in length, but with long bangs. Her bright eyes are slightly exotic in appearance and shaded a shade of green - the combination somehow seeming to constantly evoke a sense of animal-like magnetism. Her ears are large, animal-like, and mostly perpendicular to her head and she has reddish, soft furry tufts on her shoulders. She garnishes retractable claws that provide some small means of defense and small fangs. She sports a long, exotic tail that is bare down to its lower half, which is covered with long, indigo- and turquoise-colored fur.

History
Kirala is a custom manufactured play-being created five years ago at a significant expense for a take-no-crap Columbian drug cartel lady-boss named Armanda Lucita Delarosa that has a thing for dominating beautiful girls, of which she keeps several at her Columbian estate as her personal love slaves. Kirala is Boss Delarosa’s only manufactured girl-toy and is by far her most favorite girl. Due to the great cost of having Kirala custom manufactured, her own personal desires for Kirala, and the fact that she doesn’t back off when challenged or slighted, she will use her vast connections and resources, and go to most any length short of putting herself or cartel in significant danger, in order to reacquire her favorite girl-toy. She considers Kirala extremely valuable property and wants her back unharmed, but has no problem having anyone else that gets in the way killed without the slightest show of mercy.

Kirala was manufactured five years ago, custom made to Boss Delarosa’s specifications, but she turned out smarter, learned faster, and was more resourceful than expected, which facilitated her escape during her fourth year of sentience. Once free, she managed to smuggle herself through Central America into Mexico and, soon thereafter, found herself in the United States, in the city of Century City.

She soon made her start in the underworld, initially by working for other people, and learned the ways of the underworld. Not having it in her nature to be an enforcer, she found herself learning the ends and outs of vehicles and becoming a wheelgirl of some ability. She eventually saved up enough capital to purchase her own vehicle that was capable of the great demands placed on it by her job. Using her car, and the knowledge she has learned since making herself known in the underworld, she has started her own business as an independent courier-transporter.

Abilities
Due to her design as a custom play-being, Kirala has an exotic, otherworldly beauty not humanly possible. She is fairly fast and agile, but only has average strength and durability; however, she was engineered to be immune to all known diseases and to heal at an astonishing rate to better weather physical abuse at her owner’s hand. She is able to leap a single story straight up and has retractable claws on her hands and feet that she can use to some degree in order to defend herself or for any requests of a masochistic owner. Her sense of smell is quiet strong, her night vision is sharp, her ears can pick up a wide spectrum of sounds, and all of her senses have an animal degree of acuteness.

She has learned how to take care of a vehicle, how to drive well, and a few nefarious skills, such as opening locks and disabling car alarms in order to carjack a vehicle, also. She speaks Spanish natively, but has learned English as well.

Although a weakness, rather than an ability, it’s worth noting that as a manufactured exotic play-being, Kirala has all of the associated mental conditioning and emotional baggage that would be expected from someone created for such a singular purpose, particularly in the presence of her former master, Boss Delarosa.

Typical Gear
Besides her souped-up sedan, which is bullet-resistant and capable of high speeds and sharp maneuvering, she wears protective reinforcement under her clothing, but not so much that it interferes with her agility, that provides a degree of armor protection from violent harm. She carries a Desert Eagle .50AE Heavy Pistol, which requires both her hands to wield, but packs a significant punch for a pistol and several clips of spare ammo. She carries on her person basic lock-picking tools, and in her car, she brings along basic breaking and entering equipment as well as a simple medical kit, general purpose tools, and a flashlight.

***

Stats; Total =20PP
Strength: 10 (+0)
Dexterity: 16 (+3)
Constitution: 10 (+0)
Intelligence: 12 (+1)
Wisdom: 12 (+1)
Charisma: 20 (+5)

Load/Lift
Light: 33 lbs.
Medium: 66 lbs.
Heavy/Lift Over Head: 100 lbs.
Lift Off Ground: 200 lbs.
Push or Drag: 500 lbs.

Saves
Damage: 0/+3 (Evasion)
Fortitude: +0
Reflex: +3
Will: +1


Base Attack: +3; Total =9PP
Melee: 3/+6 (Attack Finesse)
Grapple: +3
Ranged: +6

Damage
Unarmed +0S (DC: 15)
Claws +2L (DC: 17)
Gun +5L (DC: 20)


Base Defense: +3; Total =6PP
Physical Defense: 17(16/18) (Dodge)
Flat-Footed Defense: 13
Mental Defense: 11

Initiative: +3
Hero Points: 3

Speed
Running 30 ft. (60 ft./120 ft.) [13.6 MPH]
Swimming 7.5 ft. (15 ft./30 ft.)
Leaping 10 ft. (20 ft./40 ft.)


Feats; Total =14PP
Attack Finesse, Attractive, Combat Driver (Ground Vehicles), Dodge, Evasion, Vehicle (Souped-up Sedan; Size: Large; Movement: 8/256mph; Hardness: 10; Armor: 8; Slick +3 [Continuous; 4 Uses]; Multiple Rotating License Plate; Color-Changing 'Paint'; Cost: 23; Unspent: 2), Unearthly Beauty


Super Feats; Total =8PP
Dark Vision, Scent, Ultra Hearing, Immunity - Disease


Powers; Source: Super-Science; Total =12PP
Leaping +2
Natural Weapons +2L
Regeneration +1
Super-Senses +2


Equipment; Source: Super-Science; Total =8PP
Armor +3
Weapon +5L (Desert Eagle .50AE Heavy Pistol; RI: 30 ft.; Extra: Multishot; Flaw: Magazine: 9; 4 Spare Clips)


Skills; Total 20/2=10PP
Acrobatics 1/+4, Climb +1, Computers 1/+2, Disable Device 1/+2, Drive 5/+8, Language (Spanish; English), Listen 1/+4, Medicine 1/+2, Open Lock 1/+4, Repair 3/+4, Sense Motive 3/+4, Spot 1/+4


Weaknesses; Total =-12PP
Quirk (Moderate; Play-being)
Antagonist (Moderate; Boss Delarosa)
Disturbing (Minor; Exotic Appearance)


20PP+9PP+6PP+14PP+8PP+12PP+8PP+10PP-12PP=75PP


*****
Combat Driver
You know some tricks that can keep you alive while driving a ground or water vehicle under combat conditions.
Prerequisites: Dex 13+, 1 or more ranks in Drive.
Benefit: Choose to specialize in ground or water vehicles. You are especially good at operating this type of vehicle under combat conditions. You gain a +1 bonus on either attack rolls or to the vehicle’s Defense (chosen each round) when driving a vehicle of your chosen type. Defense bonuses from multiple operators with the Combat Driver feat do not stack.
Special: You can gain this feat twice. Its effects do not stack. The second time you take the feat, it applies to the other type of vehicle.

Vehicle
You possess an extraordinary vehicle (or vehicles).
Benefit: You possess a vehicle constructed from a pool of points equal to 5x your PL. A PL 5 character could have a special vehicle built on up to 25 points, for example. At the GM’s discretion, this pool of points may be split among multiple vehicles, so long as the total number of points used does not exceed the pool limit established by your PL.

Unearthly Beauty
Your physical appearance approaches perfection.
Prerequisites: Attractive, Charisma 18+ or Super-Charisma.
Benefit: You gain a +5 bonus on Bluff and Diplomacy checks when interacting with individuals who might find you physically attractive (instead of the +3 bonus of the Attractive feat). Furthermore, the starting attitudes of such individuals are automatically improved by one step (Hostile to Unfriendly, Unfriendly to Indifferent, and so on), regardless of the result of your skill check.
 
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Kluge

Real Name: Timothy Silstrom
Concept: Cybernetic Hacker
Known Relatives: Victor and Mary Silstrom, parents.
Birthplace: Belle Reve, California (suburb of then San Francisco).
Height: 5'10"
Weight: 165 lbs
Eyes: Green
Hair: Bald/Blond
Sex: Male
Ethnicity: Caucasian
Age: 28
Quote: “There’s two ways to do this: right and caught. Which do you prefer?”

Even before the war, The Burbs were a mind-numbing place. The pressures of conformity, of enormous exterior threat (whether real or perceived), and the demands of corporate life all led to intolerance for the exceptional.
Unfortunately, Timothy Silstrom was born exceptional. Possessed of genius I.Q. and an eidetic memory, he was eager and attentive as a small child, but quickly outgrew the school system. His boredom and frustration led to acting out, which led to misdiagnosis, which led to medication.
Timothy hated it. Even as a small child, he could feel the difference the drugs made, how they slowed him down. Everyone was happy with the “new” Tim. His teachers raved about how good he was, and how well he fit in. His parents were able to go back to their careers, secure in the knowledge that their son was “fixed.”
It didn’t take Tim long to figure out how to ditch the meds and fake it while in school. He delved deeper and deeper into electronics, computing, and cyberspace: the only environments left that could constantly expand to challenge his intellect. He let his aptitude show enough so that his parents and teachers encouraged his technological journey, all the while thinking they were encouraging a future engineer; a future employee, and a future cog.
Far from it, Timothy’s first criminal endeavor was selling the medication he wasn’t taking anymore. It allowed him to buy better equipment than the embarrassingly slow deck his parents gave him. His hardware engineering talents nearly kept pace with his computing skills.
Youth, boredom, and talent create a dangerous mix. A poke here, a prod there, and next thing you know, you’re up to your eyeballs in a restricted system. Ok, so it’s not the first, but this one is designed and administered by AI smarter than you and four times as experienced.
And it’s tracking back to you, despite all of your piggybacking, your connection bouncing, and your net-born anonymity.
By the time Tim severed the connection he knew he was hosed. The AI didn’t get any identifiers directly, but it got close enough that any real investigation would get them. There would be a real investigation, and even if he dumped everything but his dummy system (fat chance), they’d still know enough to watch him.
So Tim ran. Out of the Burbs (easy enough, Burb kids slum all the time), and into the Gray. He’d left a suicide note at home (boy those meds were so depressing, and the two-career parents weren’t around enough to credibly testify to his real mood), and tossed his backpack off the described bridge, somewhere he knew it would snag downstream.
So Tim’s been in the Gray ever since. He worked for whoever would pay, and protect him. He’s done jobs he’s not proud of, some in the Water Margin and especially during the war, but he knows two things keep him alive: not being where the bullet hits, and making himself indispensable. Most of the last dozen years have been spent in the Water Margin district, which (once he learned a language or two) he finds preferable to the Gray.
To increase his abilities, Tim been enhanced (illegally, but if you work for the right people…) with a cybernetic sub-processor which increases his mental abilities into the range of the AI he so often competes with. Included with the enhancement is a multiple protocol data-jack that allows him to plug directly into nearly any system.
Plugged into his hands-free cellular transceiver, Tim can surf the Citynet from virtually anywhere in the city without the need for clunky things like PDA’s or, god forbid, a laptop.
Frequently, his hands are fiddling with the numerous low-tech items that he keeps in a multi-pocket vest. His talent for making useful devices out of this seemingly useless collection of odds and ends has given him his alias, Kluge.

Description:
Kluge is in his late twenties, and although life in the Water Margin has toughened him up a little, and definitely keeps him spry, he’s still mostly just a kid from the Burbs. He is of average height and weight, like most from the Burbs. He keeps his head clean-shaven, and wears mostly hard-toed boots, jeans, and t-shirts under a many-pocketed black vest. His eyebrows are light blond, and his eyes a bright green.

Personality:
Kluge, while friendly, is an eclectic individual like the devices he makes, and his immediate grasp of ideas and concepts (hence his wandering attention) can make him seem flighty or distracted, but his concentration is there when needed. He is hard of hearing due to the demands of his illegal enhancement. He is fine in conversation, but has learned to always keep one eye out because his ears aren’t so good at distance. Due to his experiences growing up, he has an extreme dislike for the Burbs and anyone who supports these pocket societies. He also has an extreme soft spot for any kids from the Burbs, and even though he’s been taken advantage of on more than one occasion, he’s still inclined to give Burb kids the benefit of the doubt in nearly any situation. While most of the city sees them as pampered brats, Kluge knows the truth: they are bred for slavery.

KLUGE
PL5; Init: +3 (dex); DEF: 16 (+2 base, +3 dex, +1 dodge feat), 12 flat-footed, Mental 17 (+2 base, +5 wis); SPD: 30ft; ATK: Melee +2 (unarmed +0S), +5 ranged; SV: DMG +1, FORT +1, REF +5, WILL +7; STR 10, DEX 16, CON 12, INT 20, WIS 20, CHA 10
HERO POINTS: 4 (3 pl, 1 feat)
SKILLS: Computers +18/8, Craft: Electronics +13/5, Disable Dev +13/1, Knowledge: Cyberspace +9/1, Century City +9/1, Open Lock +10/5, Profession: Hacker +10/5, Repair +13/1, Spot +10/5.
FEATS: Dodge [+1 def, or +2 def to one opponent], Evasion [Use Ref save instead of Dmg save], Iron Will, Hero's Luck [+1 Hero point], Lightning Reflexes, Photographic Memory [Recall anything seen/read/experienced]
POWERS: Cybernetic Sub-Processor [Super-Intelligence +3 , Source: Super-Science]; Extra: Multi-protocol Datajack [Datalink +2, Source: Super-Science] Cost: 3pp/rank, 8pp total
EQUIPMENT: "Tech-vest" [Gadgets +5, Source: Super-Science] Cost: 1pp/rank, 5pp total; Cellular Transceiver [Super Feats: Radio Hearing and Transmission, Flaw: Device, Source: Super Science] Cost: 1pp each, total 2pp.
WEAKNESSES: Quirk [moderate] - Burb anarchist, soft spot for burb kids. Disabled [minor] - Hard of hearing (double range penalties on listen checks). Total: -7pp
Abilities 28, Combat 10, Skills 10, Feats 12, Powers 8, Equipment 7, Weakness -7, Total 75pp
 
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Unit-12; Escaped bioroid test-bed; PL 5 (75pp)

Str: 17, Dex: 20, Con: --, Int: 16, Wis: 10, Cha: 5
Damage +5, Fortitude +0, Reflex +9, Will +0, Hero Points: 3,
BAB +4 (Melee +7, Ranged +9), AC: 21 (flatfooted 14), Initiative +7, Movement: 35 ft.
FEATS: Construct Immunities (aging, cold, critical hits, disease, exhaustion, fire/heat, poison, pressure, starvation and suffocation), Radio hearing, Radio Trasmission, Darkvision,
Code:
[b]SKILLS[/b]: 
    Acrobatics                    1   +5   +0  =  +6
    Hide                          1   +5   +0  =  +6
    Knowledge (century city)      4   +3   +0  =  +7
    Knowledge (current events)    4   +3   +0  =  +7
    Knowledge (technology)        2   +3   +0  =  +5
    Move Silently                 1   +5   +0  =  +6
    Repair                        3   +5   +0  =  +8
POWERS:
Hardness +5 (source: technology; cost: 5pp)
Extra: Strike +2
Protection +5 (source: technology; cost: 5pp)
Flaw: Limited-physical damage only
Healing +5 (source: technology; cost: 5pp)
Flaw: Self-only
Flaw: Full-round action
Super-Speed +2 (source: technology; cost: 12pp)
Super-Strength +2 (source: technology; cost: 10pp)
Extra: Amazing Save: reflex
WEAKNESSES:
Disturbing (Unit-12's obviously mechanical appearance, lack of human
emotion, and partial understanding of human reactions tends
to frighten others).
Vulnerability (EMI/Power Scanning; Unit-12's experemental power plant
gives off a huge amount of EMI, making it virtually impossible
for him to hide himself from those who know how to look for him.
Disability (partial sense of touch & no sense of smell)
APPEARANCE: Tall, spidery, gangly, & skeletal. Walks partially hunched over. No facial features except for a glowing baleful red sensory strip around his head. Chassis is a white-gray space-age metal/plastic hybrid;both super-hard and super-resistant enabling Unit-12 to function in any environment.
Currently, Unit-12 has the accumulated dirt and grime of 2 months worth of street level living. He still displays battle damage which he sustained when he escaped.
When he heals himself, he tends to exclude his postitronic brain & man-machine interface from the repairs as he fears that he will destroy his delicate sentience if he does so. His man-machine interface can be jury rigged but is not reliable over time.
BACKGROUND: Unit-12 began its existance as a test bed for experimental technologies in an underground lab located in the Gray. The normal procedure was to strip out any failed or imperfect technologies and add in the new ideas until the scientists in charge of the project felt that they had a concrete idea. That idea when then be presented to the board who would then decide whether or not the idea was profitable, marketable, and worthy of further development.

Unit-12 possessed only a rudimentery shell of a personality as its functions did not include the need to interface with people not on the project. It could distinguish between it's target and it's handlers... and that's about it.

One fateful night Unit-12's team was under a lot of pressure to produce a workable product as they'd met nothing but a rash of failures over the past 7 months. Well... to be fair, failure was a bit of a misnomer. Thier experements had succeeded, but were not deemed as marketable. This night Unit-12 had been outfitted with a new form of super-hard, temperature resistant space plastics and a new power core.

The purpose of this test was two-fold. The unit needed to be able to withstand any environment for extended periods and be armed at all times. The new power plant was particularly potent and so the scientists decided to field test another of their ideas as well. Until-12 was outfitted with a small plasma processor/emitter. The idea was that if the power plant were strong enough, the android would have a weapon that could be fired indefinately. The power output of the weapon would be have to be actively managed, but that was a design difficulty that they thought they could work out over time if the test were successful.

During the test all went as planned. That is, until Unit-12's plasma weapon overloaded and caused a feedback loop with his primary task scheduler/prositronic guidance systems.

After the incident the scientists on duty couldn't really piece together exactly what happened. The facility experienced a large power surge as one of thier internal generators spiked and went offline. At the time, Unit-12 was undergoing some maintenance and testing as well as a data upload for further testing. The relays that should have normally protected its delicate positronic circuitry did not engage and its circuits fried... the Unit apparently went haywire, and following it's latest test routines it escaped the facility and went into hiding.

Unit-12 it found that its primary task scheduler was burned beyond recovery. The only system left capable of routing the complex functions of it's simplified mind was it's target aquisition and threat assessment subsystems. It activated them. Between the subsystems's new functions, for which it wasn't designed, and the damage and subsequent overcharging of it's "mind", Unit-12 gained sentience.

It's still coming to grips with that as it explores the world in a way that a mere machine never could before. It's radio tranciever was still functioning so it began scanning frequencies in order to figure the world out. It learned much in a short period of time. It knows that its project managers are still looking for it, but it knows that it can shield itself amongst other high energy-output devices and amongst ironwork.

A few weeks ago, it met a shadow operative who'd been wounded on a mission. A small Security detail was closing in on him when he ducked into Unit-12's pipe. Upon seeing the android, the runner asked for help (hey, he had nothing to lose). Unit-12 asked for a tactical briefing and, not believing his luck, the shadow op gave him the lowdown. Unit-12 left the pipe and fought off the security detail, leaving no survivors.

In exchange for his services, Unit-12 demanded certain knowledges of just what the operative did for a living. It has since decided that this would be the optimal use of its abilities as it can earn money and keep a low profile at the same time. Getting humans to take it seriously has proven a problem though. Some shadow ops have vouched for it after seeing its performance and talking to it... enough so that it maintains a poverty level existance.

POINT ALLOTMENT: +25 weaknesses, -27 attributes, -8 skills, -6 feats, -20 combat, -39 powers

Oh, an my copy of M&M is original so you might need to eratte me when I finish.
 

Into the Woods

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