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Yellow Sign's WWII M&M characters
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<blockquote data-quote="Mark Chance" data-source="post: 1190787" data-attributes="member: 2795"><p>Not sure if this is a good idea. Might be pushing the envelope a bit too much. So, if this character just doesn't seem like a good fit or idea, I can change. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p><strong>GHOST IN THE MACHINE</strong></p><p><strong>Quote:</strong> "The tools of my people's oppressors are mine to command."</p><p><strong>Concept:</strong> Zionist freedom fighter</p><p><strong>Occupation:</strong> Mechanic</p><p><strong>Real Name:</strong> Moses Buber</p><p><strong>Height:</strong> 5 ft. 9 in.</p><p><strong>Weight:</strong> 170 lbs.</p><p><strong>Eyes:</strong> Light brown</p><p><strong>Hair:</strong> Dark brown</p><p></p><p><strong>Background:</strong> Moses Buber's family, those that survived, fled the pogroms on the Russian front of Polish Galicia in 1915. The Buber family made their way south and then west into Austria where they stayed for a number of years, practicing the family repair trade in Vienna. The ominous passage of the Nazi's Nuremberg Laws in 1935 foreshadowed the Anschluss in 1938 which turned the Bubers into refugees once again. The family relocated to Paris, France, just a few weeks before Germany invaded Poland in September 1939. By June 1940, France had fallen, and the Vichy collaborators cooperated with Nazi action against the Jews of France.</p><p></p><p>Moses worked with his father Aaron as a repairman and machinist in a small shop on the outskirts of the Paris ghetto. With unbelievable rapidity, the Nazis rolled into Paris, and the pogroms began anew. The Buber men were caught at work. Stormtroopers burst into the shop, truncheons flailing. Aaron collapsed under the vicious assault, yelling for Moses to flee. Moses raced to the rear of the shop to escape into the alley. Then the bullets hit. A lantern burst. Flames spread. The stormtroopers left the burning shop, leaving behind the dead Aaron and his dying son.</p><p></p><p>But Moses did not die. He was dragged to safety by a bold neighbor and hidden in the cellar of a small Catholic church by Father Janusz Inhanowicz, a Polish emigre priest who remembered with great sadness the pogroms of the Great War. Slowly Moses regained his health, but his legs were badly burned in the fire.</p><p></p><p>Moses found his way from Father Janusz's cellar and into the French resistance. His skill as a mechanic made him a valuable member of the underground. As a part of the resistance, Moses honed and expanded his skills. Then, one fateful day in the winter of 1941, Moses' cell was uncovered by the SS.</p><p></p><p>In the firefight that ensued, Moses was hit by shrapnel. As he lay on the floor in pain, watching his fellow freedom fighters in pitched combat against the SS, something strange happened. Moses became incorporeal and entered the nearby generator. Under Moses' control, the generator became a mechanical humanoid. The Nazis were killed or routed. The day was saved, although it was a Pyrrhic victory given the number of freedom fighters killed as well.</p><p></p><p>Recently Moses has been recruited by Allied Command to be part of a special team of mystery men. Code-named Ghost in the Machine, Moses turns a new page in the story of his war.</p><p></p><p><strong>Appearance:</strong> Moses is a modestly good-looking man in his mid-20s. He is of average height and weight. Moses' legs are heavily scarred and lack the full range of motion. He still often experiences pain in his legs. Moses keeps his dark brown hair cut short, and makes an effort to remain clean-shaven.</p><p></p><p><strong>Powers:</strong> Moses' main power is his uncanny ability to enter and control nearly any mechanical apparatus. He can alter the machine's shape as well, but any machine he controls always bears the Star of David. While in control of a machine, Moses' skill as a saboteur, mechanic, and pilot are increased dramatically with respect to the machine being controlled. He has also trained long and hard to overcome his partially crippled legs. Moses is a capable hand-to-hand combatant and marksman, and possesses remarkably fast reflexes.</p><p></p><p><strong>Stat Block:</strong> PL 10; Init +8 (+4 Dex, +4 Improved Initiative); Defense 23 (+8 base, +4 Dex, +1 Dodge); Spd 20 ft.; Base Attack +5; Atk +6 melee (1S, punch), +6 melee (+3L, knife), +9 ranged (+5L, heavy pistol); SV Dmg +2 (+2 Con), Fort +2 (+2 Con), Ref +12 (+4 Dex, +2 Lightning Reflexes, +6 Amazing Save), Will +3 (+3 Wis); Str 12 (+1), Dex 18 (+4), Con 14 (+2), Int 20 (+5, +8 with Super-Intelligence), Wis 16 (+3), Cha 12 (+1).</p><p></p><p><strong>Skills (Ranks):</strong> Craft (mechanics) +13 (5); Demolitions +14 (6); Disable Device +15 (7); Drive +8 (4); Gather Information +7 (6); Language (English, French, German, Hebrew, Polish, Russian) +3 (6); Open Lock +5 (1); Pilot +8 (4); Repair +18 (10); Spot +5 (2).</p><p></p><p><strong>Skill Bonuses:</strong> +2 bonus to Disable Device and Repair with mechanical devices. +10 power bonus to Drive and Pilot, a +7 power to Repair, all with "possessed" machine.</p><p></p><p><strong>Feats:</strong> Detect (machines), Dodge, Evasion, Expertise, Improved Disarm, Improved Initiative, Improved Trip, Lightning Reflexes, Skill Focus (Repair).</p><p></p><p><strong>Powers:</strong> Amazing Save (Reflex) +6 (<em>Source:</em> Training; <em>Cost:</em> 1 pp); Ghost in the Machine +10 (<em>Extras:</em> Super-Piloting, Self-Destruct, Self-Repair; <em>Flaw:</em> Limited - Signature [Star of David]; <em>Source:</em> Mutation; <em>Cost:</em> 4 pp); Super-Intelligence +3 (<em>Source:</em> Training; <em>Cost:</em> 2 pp).</p><p></p><p><strong>Equipment:</strong> Armor +3 (<em>Cost:</em> 3 pp); Heavy Pistol +5L (<em>Cost:</em> 5 pp); Knife +2L (<em>Cost:</em> 2 pp).</p><p></p><p><strong>Weakness:</strong> Disabled - Slow.</p><p></p><p><strong>GHOST IN THE MACHINE</strong></p><p><strong>Cost:</strong> 2</p><p><strong>Action:</strong> Half</p><p><strong>Range:</strong> Normal</p><p><strong>Duration:</strong> Sustained</p><p><strong>Saving Throw:</strong> Will</p><p></p><p>You can enter and take over a machine that has a hardness equal to or less than your power rank. You can reshape the machine and control its actions (as Animation and Shape Matter). You cannot animate more than one machine at a time, nor can you change the form of a machine not under your control. If you attempt to enter a machine under the control of another character, you must make a normal ranged attack and the target gets a Will save to resist the effect. When you leave a machine or are ejected from it due to its destruction, you appear 5 feet away from the machine in the direction of your choosing.</p><p></p><p><strong>EXTRAS</strong></p><p><strong>* Imbue with Power:</strong> You can grant a "possessed" machine one suitable power with a cost of 1 plus 1 per each additional time you apply this extra. The suitable power has ranks equal to this power, -1 per size category of the "possessed" machine greater than Medium-size. You cannot apply flaws to reduce the cost of an imbued power. You may apply extras, but this divides the ranks by the number of extras plus one. </p><p></p><p><strong>* Self-Destruct:</strong> You can cause a "possessed" machine to self-destruct as if subjected to Disintegration with the Continuous extra.</p><p></p><p><strong>* Super-Piloting:</strong> You gain a bonus equal to your power rank on Drive and Pilot checks when controlling a "possessed" land, water, or air vehicle.</p><p></p><p><strong>* Self-Repair:</strong> A "possessed" machine regains hardness lost due to damage equal to your power rank every minute (ten rounds). You gain a bonus equal to your power rank on Repair checks performed on a "possessed" machine.</p><p></p><p><strong>FLAWS</strong></p><p><strong>* Limited - Signature:</strong> A "possessed" machine has some sort of distinguishing feature regardless of how you alter the machine's shape. This signature can be used to identify a machine under your control.</p><p></p><p><strong>* Restricted - Touch:</strong> You must touch a machine to enter and control it.</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 1190787, member: 2795"] Not sure if this is a good idea. Might be pushing the envelope a bit too much. So, if this character just doesn't seem like a good fit or idea, I can change. :) [b]GHOST IN THE MACHINE[/b] [b]Quote:[/b] "The tools of my people's oppressors are mine to command." [b]Concept:[/b] Zionist freedom fighter [b]Occupation:[/b] Mechanic [b]Real Name:[/b] Moses Buber [b]Height:[/b] 5 ft. 9 in. [b]Weight:[/b] 170 lbs. [b]Eyes:[/b] Light brown [b]Hair:[/b] Dark brown [b]Background:[/b] Moses Buber's family, those that survived, fled the pogroms on the Russian front of Polish Galicia in 1915. The Buber family made their way south and then west into Austria where they stayed for a number of years, practicing the family repair trade in Vienna. The ominous passage of the Nazi's Nuremberg Laws in 1935 foreshadowed the Anschluss in 1938 which turned the Bubers into refugees once again. The family relocated to Paris, France, just a few weeks before Germany invaded Poland in September 1939. By June 1940, France had fallen, and the Vichy collaborators cooperated with Nazi action against the Jews of France. Moses worked with his father Aaron as a repairman and machinist in a small shop on the outskirts of the Paris ghetto. With unbelievable rapidity, the Nazis rolled into Paris, and the pogroms began anew. The Buber men were caught at work. Stormtroopers burst into the shop, truncheons flailing. Aaron collapsed under the vicious assault, yelling for Moses to flee. Moses raced to the rear of the shop to escape into the alley. Then the bullets hit. A lantern burst. Flames spread. The stormtroopers left the burning shop, leaving behind the dead Aaron and his dying son. But Moses did not die. He was dragged to safety by a bold neighbor and hidden in the cellar of a small Catholic church by Father Janusz Inhanowicz, a Polish emigre priest who remembered with great sadness the pogroms of the Great War. Slowly Moses regained his health, but his legs were badly burned in the fire. Moses found his way from Father Janusz's cellar and into the French resistance. His skill as a mechanic made him a valuable member of the underground. As a part of the resistance, Moses honed and expanded his skills. Then, one fateful day in the winter of 1941, Moses' cell was uncovered by the SS. In the firefight that ensued, Moses was hit by shrapnel. As he lay on the floor in pain, watching his fellow freedom fighters in pitched combat against the SS, something strange happened. Moses became incorporeal and entered the nearby generator. Under Moses' control, the generator became a mechanical humanoid. The Nazis were killed or routed. The day was saved, although it was a Pyrrhic victory given the number of freedom fighters killed as well. Recently Moses has been recruited by Allied Command to be part of a special team of mystery men. Code-named Ghost in the Machine, Moses turns a new page in the story of his war. [b]Appearance:[/b] Moses is a modestly good-looking man in his mid-20s. He is of average height and weight. Moses' legs are heavily scarred and lack the full range of motion. He still often experiences pain in his legs. Moses keeps his dark brown hair cut short, and makes an effort to remain clean-shaven. [b]Powers:[/b] Moses' main power is his uncanny ability to enter and control nearly any mechanical apparatus. He can alter the machine's shape as well, but any machine he controls always bears the Star of David. While in control of a machine, Moses' skill as a saboteur, mechanic, and pilot are increased dramatically with respect to the machine being controlled. He has also trained long and hard to overcome his partially crippled legs. Moses is a capable hand-to-hand combatant and marksman, and possesses remarkably fast reflexes. [b]Stat Block:[/b] PL 10; Init +8 (+4 Dex, +4 Improved Initiative); Defense 23 (+8 base, +4 Dex, +1 Dodge); Spd 20 ft.; Base Attack +5; Atk +6 melee (1S, punch), +6 melee (+3L, knife), +9 ranged (+5L, heavy pistol); SV Dmg +2 (+2 Con), Fort +2 (+2 Con), Ref +12 (+4 Dex, +2 Lightning Reflexes, +6 Amazing Save), Will +3 (+3 Wis); Str 12 (+1), Dex 18 (+4), Con 14 (+2), Int 20 (+5, +8 with Super-Intelligence), Wis 16 (+3), Cha 12 (+1). [b]Skills (Ranks):[/b] Craft (mechanics) +13 (5); Demolitions +14 (6); Disable Device +15 (7); Drive +8 (4); Gather Information +7 (6); Language (English, French, German, Hebrew, Polish, Russian) +3 (6); Open Lock +5 (1); Pilot +8 (4); Repair +18 (10); Spot +5 (2). [b]Skill Bonuses:[/b] +2 bonus to Disable Device and Repair with mechanical devices. +10 power bonus to Drive and Pilot, a +7 power to Repair, all with "possessed" machine. [b]Feats:[/b] Detect (machines), Dodge, Evasion, Expertise, Improved Disarm, Improved Initiative, Improved Trip, Lightning Reflexes, Skill Focus (Repair). [b]Powers:[/b] Amazing Save (Reflex) +6 ([i]Source:[/i] Training; [i]Cost:[/i] 1 pp); Ghost in the Machine +10 ([i]Extras:[/i] Super-Piloting, Self-Destruct, Self-Repair; [i]Flaw:[/i] Limited - Signature [Star of David]; [i]Source:[/i] Mutation; [i]Cost:[/i] 4 pp); Super-Intelligence +3 ([i]Source:[/i] Training; [i]Cost:[/i] 2 pp). [b]Equipment:[/b] Armor +3 ([i]Cost:[/i] 3 pp); Heavy Pistol +5L ([i]Cost:[/i] 5 pp); Knife +2L ([i]Cost:[/i] 2 pp). [b]Weakness:[/b] Disabled - Slow. [b]GHOST IN THE MACHINE[/b] [b]Cost:[/b] 2 [b]Action:[/b] Half [b]Range:[/b] Normal [b]Duration:[/b] Sustained [b]Saving Throw:[/b] Will You can enter and take over a machine that has a hardness equal to or less than your power rank. You can reshape the machine and control its actions (as Animation and Shape Matter). You cannot animate more than one machine at a time, nor can you change the form of a machine not under your control. If you attempt to enter a machine under the control of another character, you must make a normal ranged attack and the target gets a Will save to resist the effect. When you leave a machine or are ejected from it due to its destruction, you appear 5 feet away from the machine in the direction of your choosing. [b]EXTRAS[/b] [b]* Imbue with Power:[/b] You can grant a "possessed" machine one suitable power with a cost of 1 plus 1 per each additional time you apply this extra. The suitable power has ranks equal to this power, -1 per size category of the "possessed" machine greater than Medium-size. You cannot apply flaws to reduce the cost of an imbued power. You may apply extras, but this divides the ranks by the number of extras plus one. [b]* Self-Destruct:[/b] You can cause a "possessed" machine to self-destruct as if subjected to Disintegration with the Continuous extra. [b]* Super-Piloting:[/b] You gain a bonus equal to your power rank on Drive and Pilot checks when controlling a "possessed" land, water, or air vehicle. [b]* Self-Repair:[/b] A "possessed" machine regains hardness lost due to damage equal to your power rank every minute (ten rounds). You gain a bonus equal to your power rank on Repair checks performed on a "possessed" machine. [b]FLAWS[/b] [b]* Limited - Signature:[/b] A "possessed" machine has some sort of distinguishing feature regardless of how you alter the machine's shape. This signature can be used to identify a machine under your control. [b]* Restricted - Touch:[/b] You must touch a machine to enter and control it. [/QUOTE]
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