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Stats for Fictional Characters

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Hmm I'd say Kirk would have intelligence and composure 3.  He was smarter than average definitely but not excessively so.  The new Kirk was also somewhat compulsive and would restrain his anger only enough to get a first shot in (such as in the bar scene).  I'd also say investigate would be a 2 or 3.  He didn't seem to make an great investigative leaps to me.  Emapthy would be 3.  Kirk was always a charmer and part of that would being able to understand others plus he uses it in part to push Spock's buttons as well as several other people.

Spock's strength would be higher I'd think.  Vulcans are supposedly 10 to 100 times stronger than humans and Spock would be able to brawl with a vigored up vamp easily.  I'd say a strength 5 or 6 at least.  Composure would be a 3 as Spock himself admits that he still has problems controlling his anger and Kirk manages to get to him several times in the movie through sheer bullheadedness.  Old Spock is composure 5 or 6 easily though.  Weaponry of 3, you'd expect him to have been properly trained and excel at phaser training to get his rank.

McCoy could either be fortitude or chairty.  He was certainly willing to push ahead but one of the things that always we got me about the character was the dichotomy of his cynicism and his desire to help and treat others.  He took his job seriously and when the time came he was right there helping the people that needed his aid in his own almost surly manner.  He's like a kinder House without the tendency to be a complete douche bag.
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I wouldn't have said Kirk had a 4 in intelligence either if Pike didn't say he had genius level intelligence.  I didn't see it personally, but it was established that he was smarter then smart people. 

He also was the only one (even over Spock) that knew that their was an assault on Vulcan.  It was another thing he did that was above average perception but I can't remember it right now.  Also I stated Spock from the movie, and in the movie he was strong, but he wasn't really he man strong.  I don't know what the literal translation of his strength is by Star Trek standards but if it's an issue, give'em strong back.

And I said Fortitude for Mccoy because though he will help out his friends, he won't just go out of his way for anybody.  Though after you get in with him he will lighten up to you, even if he bad mouths the shit out of you.

Oh and Kirk with Comp3, I could see that, though I believe it was 4 because he's the captain and he doesn't like to show the crew when he's fucked up, 3 could work though
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Hmm I'd agree with most of that though Kirk probably figured the assault based on personal experience.  The same ship attacked the Kelvin and his mother would of made a point to tell Kirk about how his father died.  So from that he knows about the ship, how it appears, and that so far it's had hostile intentions.  He also knew it was staffed by Romulans which may or may not be a screw up of the continuity depending on what changes were caused to the timeline by the ship appearing in the first place.

So how about the Next Generation crew?  I'd think Picard would be Fortitude/Pride with high socials (He was the diplomat), middling composure (he could lose his cool easier than Kirk), decent weaponry and firearms (He liked to practice with a phaser and he fenced for fun),  and high academics (Picard was an enthusiastic xeno archaeologist as well as a captain).  Picard was willing see the end of a situation no matter how bad but he had tendency to take the whole captain's aloofness thing a little too far sometimes.

Riker I would see as Justice/Lust.  He's the kind of guy who's determined to do the right thing even if doing so bends or breaks the rules.  His problems often stemmed from relationships.  Like Picard he would have decent firearms and possibly decent melee.  He would also have a fair brawl rating (He's seen in one episode doing martial arts with his father).  He's the athletic Kirk-type and like Kirk he's capable of inspiring others.  He has decent physical and social attributes and decent wits/perception.

Data's a tough one.  I would have him as Fortitude and either Lust or Greed.  By his very nature Data is very tough and intractable even when he doesn't mean to be.  One of his biggest problems comes from his desire to understand living beings and emotions in particular.  He's so eager to get more data on these things that he'll accidentally make a social faux pas to get some.  High physicals by design as well as mentals.  His social stats would be average though his manipulation is a 1.  He'd have eidetic memory, encyclopedic knowledge and practically any other mental merit and would also have some extra health levels along with a minor amount of armor.

Worf I would peg as either Fortitude/Prudence with the vice of Wrath.  He shows a great deal of control but when he loses it he really loses it.  He has high physicals and decent mentals with average socials.  He also has a degree of presence and a fair bit of intimidation.  He's chief of security and an accomplished martial arts sensei and pretty good with a batt'leth too so decent firearms, brawl, and weaponry ratings.  He also has some investigative skills.
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I agree with Riker, I also agree with Picard.  I'd have to think

Worf I'd say Fortitude slightly over Prudence, because he didn't really waver to much in his core beliefs but he did tend to let his wrath override his prudence, but not his fortitude.  He didn't much go in for breaking oaths

Here's a little I would say for Data

Data


Str5
Dex5
Stam5

Int5
Wits2
Res4 ((Good but not excellent))

Pres2 ((Most people tend to marginalize him as an intelligent robot))
Man2
Comp5

Skills
Academics5
Politics3
Investigate4 (pure information) ((Data didn't seem the type to completely understand the clues he got, but he saw everything)
Science5
Craft4 (andriods) (I don't think he had a speciality in art because people always thought he lacked soul
Medicine??? ((probably really good))
Occult??? ((He probably was good just on pure knowledge))
Computer5

Atheletics3 ((It was possible to out run him)
Brawl4 ((He was good but his strength was the reason he won all his fights))
Weaponry???
Drive???
Firearms4 ((Though good even being an android he couldn't bulls eye everything))
Survival ((I don't think he needed this skill, most weather conditions did nothing to him))
Larceny1 ((If he had it at all))
Stealth1 ((I don't know if he ever did it on the show, but he may have done it once in the movies))

Animal Ken1 ((I don't think he had it down but he mechanically knew how to act around animals))
Persuasion1 (ethics)
Socialize1 ((Though awkward most of the crew found his attempts sincere))
Subterfuge1 ((He got this one in the movies though he was horrible at it))
Empathy1 ((He tired so hard though he never got it down
Expression3 ((Though he could mimic everything he heard most people thought his attempts at art dry and humorless))

Merits - Editic Memory, Encyclopedic knowledge, Fast Relexes3, Fresh Start, Iron Stamina3

((Data would probably have Quicken Sight, the vampire devotion, and he'd probably have Vigor3 and can take Damage like a promethan))

Virtue - Temperance
Vice - Envy

Data would be Temperance/Envy if I were to just guess in the dark.  Data was always wishing he was human, though he was never mean about it, he did at time seem to show some signs that he wish he was like everyone else.  I remember one episode where it was a guy being a D bag to data because he happened to get command of a ship, and Data sort of had to work through that guy bad mouthing him.  I'd say temperance because he was the most logical guy that never tended to go off the rails.

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here's a new one

Pai Mei
This write up is based on the martial arts master from Kill Bill Vol.2

Virtue: Charity; Strangely, Pai Mei thought is art freely if the student proved themselves worth teaching and willing to put up with his abuse
Vice: Pride; Pai Mei was bigoted and arrogant, and would not train a student until after they had been sufficiently humbled.

Strength 4, Dexterity 5, Stamina 4
Intelligence 4, Wits 4, Resolve 5
Presence 4, Manipulation 4, Composure 5

Pai Mei was shown to be eerily quick and more than capable of physically overpowering an opponent despite his advanced age. His quick wits and intimidating presence were nearly enough to end a fight before it even began, and he could maneuver his adversaries into making mistakes by barraging them with withering insults.  Pai Mei seemed truly fearless and commanded respect from all he encountered. Settings with Pai Mei have the following Combat Hacks; Combination Momentum, Greatest Swordsman, Kung Fu Fury, Toughness Matters, Wire Fu

Merits of Note:  Brawling Dodge, Combat Art (Athletics, Kung Fu) 1, Danger Sense, Fame 2 (Martial Artists), Fast Reflexes 2, FS: Controls 5, FS: Grappling 4, FS: Kung Fu 5, FS: Throws 3, FS: Unarmed Defensive Striking 5, Holistic Awareness, Language (Cantonese, English, Japanese, Mandarin and many others), Meditative Mind, Status 5 (Head Priest of the White Lotus Clan), Taoist Alchemist (Alchemy (Internal) 4, Longevity)

Skills of Note: Athletics 5 (Balance, Leaps), Brawl 6 (Kung Fu, Grapples), Crafts 3, Empathy 3 (Anger, Fear), Intimidation 5(Insults), Medicine 3, Occult 3, Stealth 3, Survival 4, Weaponry 5(Staff)

Abilities
Pai Mei advanced martial arts afforded him abilities that were nearly superhuman.

Advanced Longevity: Pai Mei was rumored to be over 1000 years old. Each application of the Longevity Merit suspends Pai Mei aging for 1 year (0 penalties), 5 years (-1 Penalty), or 10 years (-3 Penalty). Despite his age, Pai Mei is as physically capable as a man in the prime of his life.

Five-Point Palm Exploding Heart Technique: Pai Mei’s legendary strike is supremely lethal. When making a strike attack, Pai Mei may expend a point of Willpower. The strike deals bashing damage. The next time the victim moves 5 yards or more from their current position, they immediately suffer an amount of aggravated damage equal to the number of successes rolled on the initial attack plus Pai Mei’s dots in Resolve.   This attack is less effective against supernatural creatures; supernatural beings only suffer lethal damage equal to the number of successes on the initial attack from the attack and undead creatures (such as Vampires, Revenants, and Zombies) suffer no further damage after the initial strike. 

"I will show you fear in a handful of dust"
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Reighnhell:
Pai Mei
This write up is based on the martial arts master from Kill Bill Vol.2

Virtue: Charity; Strangely, Pai Mei thought is art freely if the student proved themselves worth teaching and willing to put up with his abuse
Vice: Pride; Pai Mei was bigoted and arrogant, and would not train a student until after they had been sufficiently humbled.


I will disagree and think he should have Hope & Envy, by Guardfians of the Veil called Old Crook, classical example of "punish mentor".

He wants to teach and let others to be true to they arts ( Hope, idealism ), but in the same way he was so much cruel to his students, they needed to become so humble, that almost insane (Envy, wickidness ).
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Re: Pai Mei

WyrdHamster:
I will disagree and think he should have Hope & Envy, by Guardfians of the Veil called Old Crook, classical example of "punish mentor".

He wants to teach and let others to be true to they arts ( Hope, idealism ), but in the same way he was so much cruel to his students, they needed to become so humble, that almost insane (Envy, wickidness ).


I went with Charity and Pride as they were they first qualities that came to mind after watching the Pai Mei sequences from Kill Bill. His personality was fleshed out by Bill's story and by the dueling sequence with the Bride. We are talking about a character who was willing to kill over un-returned nod of acknowledgment, disfigured a student when she dared talk back to him and was unapolegetically bigoted on matters concerning nationalism, race, and sex.
These things scream Pride to me. Pai Mei just didn't seem the type to be envious of anyone about anything (Elle Driver is a much better example of a envious character).

Charity was a bit harder to find, but I would put Charity over Hope simply becuase a old, bitter, lonely bastard like Pai Mei didn't seem to have any idealism beyond teaching his art to worthy pupils. And judging by the cemetary around his dojo, Pai Mei trained a good number of students. So Charity seems like a good fit.

This isn't to say that other interpretations are without merit, but I went with what I felt best represented the character.
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I think I agree with Reignhell on this one.  Pride for all the reasons he explained.  I just don't really see Hope though, hope means you look on the brightside and attempt to find a silver lining.  At no point did I see him do anything close to that.  Though I could see Charity, seeing he had no real reason to teach people other then to do it and not be alone.  If I were going to pick it I would have went fortitude, for a stubborn unflinching man that was strong in his own ways.  Though I could see Charity, hope maybe on a lesser degree
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Even though the movie looks like it's going to be a train wreck, time for some GI Joe!

Snake Eyes
This write up is based on information from the Hasbro action figure, as well as the comic’s series printed by Marvel Comics and Devils Due Press.

Virtue: Fortitude; Snake Eyes never surrendered and gave little thought to his own safety and completed missions even when gravely injured
Vice: Lust; despite his training, Snake Eyes often rushed into extremely dangerous situation with little or no back up or previous planning, relying on his exceptional skills to prevail
Due to injuries, Snake Eyes was nearly entirely mute and had the social Flaw Aloof.

Strength 4, Dexterity 5, Stamina 5
Intelligence 3, Wits 4, Resolve 4
Presence 4, Manipulation 3, Composure 5

Snake Eyes is depicted and being a superb warrior, with exceptional speed and endurance.  His intelligence is shown to be above average in addition to being a highly trained commando and martial arts expert (proficient in 12 different disciplines). He is shown to be a quick thinker and has a commanding presence that transcends his inability to speak. His most notable traits are his willingness to accept the most dangerous missions without hesitation and his eerie calm under fire.
His skills are based primarily on the “Special Forces Trooper” template from Dogs of War. Suggested Combat Hacks for the G.I Joe setting include; Dodge Bullets, Greatest Swordsman, Kung Fu Fury, Hollywood Ammo, Sword is my Armor, Toughness Matters, Valiant Surge, Watch My Back

Merits of Note:  Allies 5 (GI Joe), Ambidextrous, Brawling Dodge, Combat Awareness, Danger Sense, Decorated 3, Direction Sense, Disarm, EOD, Fast Reflexes 2, Fighting Finesse (Ninja-To), FS: Aggressive Light Sword 4, FS Aggressive Striking 5, FS: Armed Defensive Striking 3, FS: Chain Weapons 2, FS: Combat Marksmanship 3, FS: Controls 3, FS: Defensive Striking 3, FS: Evasive Striking 5, FS: Knife Fighting 4, FS: Modern Army Combative 4, FS: Throwing 3, FS: Thrown/Dart 2, Fresh Start, Iron Stamina 3, Language (Japanese, Korean, Sign Language, Vietnamese, others), Meditative Mind, Quick Draw (Weaponry), Quick Healer, Retainer 2 (Timber), Status 3 (US Army, GI Joe), Weaponry Dodge, Weapons to Empty Hand (Knife Fighting)

Skills of Note:  Academics 3, Animal Ken 2 (Wolves), Athletics 5, Brawl 5 (Single Combat), Computers 2, Crafts 3 (Explosives), Drive 2, Empathy 2, Expression 2 (Sign Language), Firearms 4, Intimidation 3(Silent), Investigation 2, Larceny 4, Medicine 2(First Aid, Holistic), Occult 2(Ninjutsu), Persuasion 2, Politics 1, Science 2, Stealth 5, Subterfuge 3, Survival 4 (Artic, Desert, Jungle, Mountains), Weaponry 4 (Swords, Knives)

Equipment: Snake Eyes carries the following:  Kevlar Reinforced Jumpsuit (1/2 Bulletproof), Combat Knife (2x), Ninja-to (same as Wakizashi), 9mm Pistol, Uzi Submachine Gun, grenades (3x), satchel charge explosives


"I will show you fear in a handful of dust"
-T.S Elliot
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Thomas Arasikage “Storm Shadow”
This write up is based on information from the Hasbro action figure, as well as the comic’s series printed by Marvel Comics and Devils Due Press.

Virtue: Fortitude; Storm Shadow abides by a code of honor
Vice: Wrath; Storm Shadow is driven by rage and his desire for vengeance has led him to take morally questionable actions

Strength 4, Dexterity 5, Stamina 4
Intelligence 3, Wits 5, Resolve 4
Presence 3, Manipulation 4, Composure 4

In most respects Snake Eyes and Storm Shadows are mirror images. Storm Shadow is strong and exceptionally fast and well above average mentally. Storm Shadow is more talented at deception and has sharper senses, but has slightly less physical and emotional fortitude than his rival Snake Eyes. Storm Shadow is also known for his shifting loyalties, and has served both Cobra and GI Joe at various times.
 Suggested Combat Hacks for the G.I Joe setting include; Dodge Bullets, Greatest Swordsman, Kung Fu Fury, Hollywood Ammo, Sword is my Armor, Toughness Matters, Valiant Surge, Watch My Back

Merits of Note:  Allies 5 (Cobra), Ambidextrous, Brawling Dodge, Combat Awareness, Danger Sense, Direction Sense, Disarm, Fast Reflexes 2, Fighting Finesse (Katana, Wakizashi), Fleet of Foot 3, FS: Aggressive Light Sword 4, FS: Aggressive Striking 5, FS: Archery 4, FS: Armed Defensive Striking 4, FS: Chain Weapons 4, FS: Controls 4, FS: Defensive Striking 3, FS: Evasive Striking 4, FS: Knife Fighting 3, FS: Throwing 3, FS: Thrown/Dart 4, FS: Two Weapons 4, Fresh Start, Holistic Awareness, Iron Stamina 2, Meditative Mind, Language (English, Japanese, Korean, others), Quick Draw (Weaponry), Quick Healer , Weaponry Dodge, Weapons to Empty Hand (Knife Fighting)

Skills of Note:  Academics 2(Japanese History), Athletics 5 (Archery, Climbing), Brawl 5, Computers 2, Crafts 4 (Sabotage), Drive 2, Firearms 2,  Intimidation 3(Threats), Investigation 3, Larceny 4(Intrusion, Escape Artist), Medicine 3(Holistic), Occult 3(Ninjutsu), Persuasion 2, Politics 1(Cobra), Science 2, Stealth 5 (Hiding, Silent Movement), Subterfuge 4(Conceal Motive), Survival 4, Weaponry 5 (Swords)

Equipment: Storm Shadow carries the following:  Collapsible Short Bow (w/arrows), Katana, Wakizashi, nunchuks, shuriken, smoke grenades

"I will show you fear in a handful of dust"
-T.S Elliot
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Anyone ever stat up Jack Burton from "Big trouble in little China"? I loved that movie...
Can Truth be perceived or are our minds closed to it forever by our mortal failings? It is impossible to know, but the quest never ends and perhaps someday a flicker of these things will be perceived... 
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High Quabalist:
Anyone ever stat up Jack Burton from "Big trouble in little China"? I loved that movie...


Dude I'm on it, why had I never thought to do that
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Jack Burton

((When I think of Jack Burton I think of a reasonable man that has seen some unreasonable things.  He was sort of a regular dude that went through some weird supernatural shit))

Str3
Dex3 ((I want to say 4, but he had so many moments where he bumbled, and that one bad ass moment when he catches the knife.  I really think Jack Burton may have had a reflex merit that doesn't exist, or it was potion assisted))
Stam2 ((Though he got beaten up a lot, he didn't really take those ass whippings all that different then I see a normal dude would have))

Int2
Wits3 ((He was a quick thinker, but nothing secret agent quick))
Res3

Pres3 ((Jack Burton was a likeable dude))
Man2
Comp2 ((Though he tried to come off as an unphased bad ass when the shit went down he reacted like a normal dude that had seen some wierd shit))

Academics1
Craft1 (He seemed to know his truck pretty well
Investigate2

Occult0 ((He had to defer to Wang for every bit of knowledge


Athletics2 (knife throwing)(knife catching)
Brawl2 (He was about an average guy... competent, but pretty average
Stealth3 (This may have been his best score, seeing it was the only skill he could really relay on in a pinch
Firearms2 ((He wasn't really that good at shooting, in fact he seemed a lot like he was lying about how good he was with a gun
Weaponry1 (knife) ((He wasn't better at weaponry then anyone in the movie.  Granted everyone in the movie had martial arts and he didn't, but that's no excuse
Larceny1
Drive2 ((trucks))

Animal Ken?
Expression1 (diatribes) ((I'm giving him 1 in it only because he had a flair for making impassioned speeches that actually tend to distract people or get there attention))
Empathy1 ((He seemed to us this score a lot and completely misjudged people, so it couldn't be too high))
Persuasion2
Socialize2 ((He had no problems at card games with relative strangers
Intimidate1 ((Though he did intimidate a lot, he really wasn't good at scaring anyone in the movie))
Streetwise2 ((Though he didn't know shit about Chinatown, he was a trucker, that knew where card games were, and was well versed in understanding criminal behavior
Subterfuge2(bluffing)) He gets no props for that aweful disguise he was in because he blew his cover pretty easily.

Merit - Fast Reflexes3, Fleet of Foot3, Fresh Start, Brawling Dodge,

Fortitude -  Jack Burton had a slew of his own little theories and philoshoies on life, in fact he had a little antidote for everything he encountered

Pride - Jack Burton refused to admit he didn't know what he was doing, though he didn't know what he was doing.  He was supremely confident which played into his fortitude, but it also worked into his pride


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Thanks innerlight :)

I don't know why but when I think of the Union Compact in hunter, I always think that the leader has to be someone cool like Jack Burton...
Can Truth be perceived or are our minds closed to it forever by our mortal failings? It is impossible to know, but the quest never ends and perhaps someday a flicker of these things will be perceived... 
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Reighnhell:
Duncan MacLeod “The Highlander”
This write up presents Duncan Macleod as he was through most of the Highlander television series.

Virtue: Justice; Duncan is honorable and noble, and seeks to protect the innocent and punish the wicked.
Vice: Pride; Duncan moral code is very rigid, and his sense of right and wrong often makes him intervene in situation where his aid is neither asked for nor appreciated.

Strength 4, Dexterity 5, Stamina 4
Intelligence 3, Wits 4, Resolve 4
Presence 4, Manipulation 3, Composure 4

Duncan is over 400 years old. His physical attributes represent a well rounded warrior in top physical condition. Duncan is bright and exceptionally clever, with remarkable tenacity. He has the presence of born leader and manages to keep a level head in most situations.

Merits of Note:  Allies (Amanda, Connor Macleod, Joe Dawson, Mythos, Ritchie Ryan), Ambidextrous, Brawling Dodge, Danger Sense, Decapitating Stroke, Disarm, Eidetic Memory, Fast Reflexes 2, Favored Weapon (Dragon Katana), Fighting Finesse (Katana),FS: Boxing 3,  FS: Fencing 5, FS: Grappling 3, FS: Kung Fu 5, FS: Staff Fighting 3, FS: Two Weapons 3, Fresh Start,  HP Driving 3, Language (Gaelic, English, French, Italian, Russian, Chinese, Japanese, German, and Arabic), Iron Stamina 2, Quick Draw (Melee), Meditative Mind, Striking Looks, Unseen Sense (Immortals), Weaponry Dodge, Wheelman  

Special Merit: Decapitating Stroke (OOOO)
Prerequisites:  Strength 3, Dexterity 3, Weaponry 4, requires an edged weapon
You can decapitate an opponent in a single clean stroke. Such an attack incurs a -3 penalty against a resisting opponent, and an exceptional success must be scored to cut through muscle, sinew and bone. If the damage inflicted is enough to fill the targets health boxes with lethal damage, their head is struck off (all health boxes filled lethal damage are automatically converted to aggravated damage). Needless to say, this kills most targets outright.
Drawback: This attack requires the expenditure of 1willpower; this expenditure does not grant any bonus dice.

Skills of Note:  Academics 3 (History), Athletics 4, Brawl 5, Computers 3 (Forgery), Crafts 3, Drive 3(Muscle Cars), Empathy 3, Expression 2, Firearms 2(Rifle), Larceny 3(Conceal Weapon, Escape), Intimidation 3, Investigation 3(Immortals), Medicine 2 (Battlefield), Occult 2, Persuasion 3 (Women), Socialize 3(Carouse), Politics 3 (Scottish), Ride 3, Stealth 3, Streetwise 2(Paris), Subterfuge 3, Survival 4 (Highlands), Warfare 3 (Highland), Weaponry 6 (Swords)

Abilities
These are the abilities Duncan shared with the other immortals he encountered. By the end of “Highlander: The Series”, Duncan had a Quickening of 6 due to the shear number of Immortals he vanquished in a relatively short time and is estimated to have slain 176 other Immortals.

Dragon Katana: Duncan uses a Katana with an ivory hilt carved into the shape of a dragon. It is crafted by a master, and has a higher durability than normal for a Katana.
Damage: 3L, Size: 2/L, Durability 5

Immortality: Duncan is immortal. He hasn’t aged a day in 400 years. He heals extremely fast; he recovers 1 bashing damage/turn, 1 lethal damage/15 minutes, 1 aggravated damage/hour. He is also immune to conventional infection, sickness and disease. Even if his health boxes are filled with aggravated damage, he will return to life within the next 24 hours. This type of Resurrection reduces the Immortals Quickening by 1(to a minimum score of 1). Immortals heal without scarring, unless the damage was to the neck or throat. Duncan, like all Immortals, is sterile and he cannot sire children.
One of the few ways to permanently slay an Immortal is by decapitation or destruction of the head.  Decapitation can be accomplished as a Killing Blow on a helpless target, by filling a targets health boxes with aggravated damage on a targeted attack to the head, or by use of the Decapitating Stroke Merit. The only other effective method to kill an immortal is complete destruction of the body (immolation, dismemberment, or pulverization). Asphyxiation (such as drowning or being buried alive) render the Immortal dormant until such a time as they are exposed to air again, at which point the recover as normal .

Quickening: An Immortal has a trait called Quickening, which is measured in ranks from 1-10. This trait measure and Immortals overall power, and can only be increased by taking the heads of other immortals. In addition to the Quickening trait, an Immortal also has a pool of Quickening points.  An Immortal can spend a number of Quickening points a turn equal to their Quickening trait. Each Dot of Quickening increases the maximum amount of Quickening Points an Immortal can store (1/10, 2/11, 3/12, 4/13, 5/14, 6/15, 7/20, 8/30, 9/50, 10/100). A Quickening score above 5 also allows the immortal to raise Attributes and Skills beyond 5 (Maximum equal to Quickening trait)
Quickening points recover naturally at a rate of 1 per day. Whenever an Immortal would regain Willpower from their Vice, they may recover a point of Quickening instead; If they would recover willpower from their Virtue, they may recover 3 Quickening points instead. Finally, a desperate Immortal may sacrifice a Dot of their Quickening trait to fully refill their Quickening points.

Attribute Boost: An Immortal can reflexively spend 1 point of Quickening to boost any attribute by 1 dot for 1 scene.
Immortal Edge: An Immortal may reflexively spend 2 Quickening to give their next Weaponry attack with an edged weapon the 9-again quality. If the Immortals Quickening is 5 or higher the attack gains the 8-again quality instead. Sparks often leap from the blade when this ability is used.
Immortal Zeal: When using any Merit that requires a willpower point to activate, the Immortal may instead spend 2 Quickening points. They may not spend Willpower the turn this ability is used.
Rapid Healing: An Immortal may reflexively spend 1 Quickening to automatically heal a level of lethal damage.
Supernatural Defense: The Quickening trait functions as a Supernatural Resistance Trait.
Quickening Experience: An Immortal can only increase their Quickening score with Quickening experience. Quickening experience is gained whenever an Immortal takes the head of another Immortal in single combat. They immediately gain a number of Quickening experience equal to the slain Immortals Quickening trait. This transfer of power always takes the form of a localized electrical storm, inflicting a number of boxes of lethal damage to the victorious immortal equal to the slain immortals Quickening.
Increasing Quickening costs New Rating x 8 in Quickening experience. Quickening experience may be converted into normal experience for improving other traits and abilities at a rate of 2 Quickening experience/ 1 normal experience.  

The Game: Immortals battle each other to the death. This perpetual war is known simply as “The Game”.
Immortals engaged in the Game observe certain rules. The first is that each confrontation is one on one combat in a location removed from mortal eyes. Other Immortals are forbidden to interfere. The second is that holy ground is neutral territory, and no hostilities can be initiated on consecrated land. Whether this is a supernatural dictum or common etiquette is unknown, but legends speak of two immortals who dueled on holy ground at Pompeii minutes before its destruction.  The third is the motto “There can be only One”. There will come a time called “The Gathering”, when the last few Immortals will be drawn to each other to bring the Game to its conclusion.  In theory, the last Immortal will have the combined strength and knowledge of every other immortal that had ever lived. What exactly such a being would be capable off is unknown, but such power would be enough to change the world...or destroy it.

"There can be only one" Wouldn't that make him or...wouldn't it be easier to make him a harvester (lesser immortal) with a few alterations.You could use Harvesters as a starting point. First take the stunning attack off there weapon and replace it with (the Bane below ) and perhaps change thier healing rate to match the Purifed... maybe set it up so the only way to kill them is through decapitation as well. Finally spread the tale of "true immortality" for the harvester who is that last immortal (lesser or otherwise) on the planet :p

Bane: The weapon only steals the immortality of others through depcapitation, at which point the harvester takes bashing damage from the gained immortality equal to 3 + 1 for every hundred years the slain immortal was alive (to a maximum of 10) 

You'd also have to change the back story of harvesters alittle or just insist that they have it all wrong. Finally, I think the dauls for immortality would need to use Shinryu's tactical health levels. 

shinryu:
apologies, the stream of consciousness approach isn't the most readable. let's take an example: fencers, alice and bob. for sake of the example, let's assume they have identical relevant stats:

dex 3, wits 3, weaponry (fencing) 3(4), weapon finesse: fencing, and fighting style: fencing 4. so their attack pools become 7 and their tactical health levels start at six (dex + wits), with a defense of 3. effective starting attack pool is then four dice. we will arm them with rapiers, so a guaranteed two levels of damage + successes if they get through

round 1: alice gets initiative. opens with the traditional all out attack, plus willpower: nine dice. the expect on this is three successes, which in an auto-damage context is pretty severe. feeling aggresive, bob returns in kind, increasing both their pools to 12 dice. in a normal game, such a tactic is suicidal: the expect becomes six health levels. this is not the sort of thing that wins fights. here, it's maybe not the best bet, but it's a valid tactic. consulting my handy dandy rng, alice rolls but two successes, while bob gets 3. this leaves their tactical health levels at 4 and 3, respectively. neither is hurt, but bob has improved his position considerably. depending on your narrative bent, you can even describe this as a battle of footwork and positioning, entirely; no actual attacks need to be thrown.

round 2: bob gets initiative (keep in mind we are rerolling, here). deciding to press his advantage, but worried about potential counterattack, bob decides to feint. he's down to four dice, now, but any successes reduce alice's thls and render her next defense moot, he cannot actually damage her if he depletes those thls, however. alice chooses to dodge, cutting bob's pool to one chance die. amazingly, bob gets one success. alice's thls are now 2. on her turn, alice rolls her dex + wits and obtains 2 successes. they are now even in thls, 4 and 4. she's bought his feint, but she's backed off and gained some better positioning.

round 3: bob gets initative again. feeling saucy, bob decides it's time for the all out moulinet. nine dice. alice, being out defense anyway, decides to go out swinging with an all-out attack + willpower: bob muffs it, unbelievably, missing totally, but alice gets an exceptional success, five dice. this eliminates all of bob's thls and hits, for one success + 2 levels of damage.

round 4: bob wins initative, and decides that discretion is the better part of valor; he declares a dodge, and rolls dex + wits to regenerate 2 thls. alice decides to press the advantage with an all-out attack, giving her three dice versus the dodge. one success, and bob is down to 1 thl again. alice is still at four. 

round 5: alice wins init. down to one thl, now's the time: all out moulinet. bob dodges, but since he's on the bottom of the turn he cannot regenerate thls yet; seeing this, he chooses to go for a riposte. alice throws three and misses, and bob pounces, getting six dice and rolling three successes. both down to a thl, the next round is critical.

round 6: both dodge, given their predicaments. alice regenerates 3 thls; unlucky bob regenerates none... in the shuffle of fakes and footwork, alice has a decisive advantage on bob.

and so on. under conventional automatic damage rules, alice is down four health levels and bob is dead in round three. in this circumstance, we have a drawn out, tactical duel, in which management of tactical health levels gives the players an option to exercise more judgment about appropriate maneuvers. i'm not necessarily advocating bringing this out for every single encounter (although i think it could work in every combat, keeping in mind multiple opponents are just going to drag your thls down faster). but if you have a dramatic duel on your hands, it's a lot better than the best duelists of the ventrue stabbing each other for four damage every round, i think.

In the end I loved this write up for Duncan MacLeod and agreed with everything up until "Immortality". I guess from there we would just use him differently from a mechanical point of view. Good stuff man. 




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