Category Archives: Character du jour

Christmas du Jour: Saint Nicholas

To kick things into the Christmas spirit, here’s a re-post of a certain portly bearded gentleman in red robes, all primed and set for your Epic 4e D&D games. Enjoy!

“Who threw that?” The voice boomed from deep within the white beard as the figure turned. A handful of children skittered behind market stalls, giggling with glee. Nicholas’ laughed deeply as he swept the remnants of the snowball from his robes. “Ah children,” he muttered to himself, “I’ll be seeing you later. First, I’ve to pay a visit to a certain Demon Lord who deserves no presents this year.”

Born in an orphanage, Nicholas has spent his entire life with two obsessions; children, and thwarting evil. He considers childhood to be like the stars themselves – points of light where a person’s life shines brightest. Much to the annoyance of the Church of Pelor the common folk consider him a living Saint for his work protecting their young ones.

DAZ Studio + postwork. Click to enlarge.

DAZ Studio + postwork. Click to enlarge.

Notes: Here’s one guy who needs no introduction. Santa Claus for 4e D&D! He’s a kickass Epic level Star Pact Warlock complete with lots of lovely Following Yonder Star (O star of wonder, star of light) Powers. The key to this character though is his Rituals; spells such as Silence (punctuated with the sound of sleigh bells),  Discern Lies (“Have you been a good little boy?”), Knock (for coming down chimneys), Wizard’s Escape (for going back up chimneys), Drawmij’s Instant Summons (calling Reindeer) and Hallucinatory Creature (“I want a puppy!”) all add to the whole Saint Nick-ness of it all.

In combat against Evil, Saint Nicholas is unrelenting using a combination of Starlight, Cold and curses to freeze the hearts of bad little boys and girls everywhere. You really, really better be good when this guy’s around!

His Scythe of Winter +4 counts as a Staff of Winter and the +4 bonus applies as both an Implement and to attack and damage rolls. The Iceburst Robes +4 act as Fireburst Armour except the damage is Cold rather that Fire.

I can’t heap praises on the Javascript 4e Character Generator enough. It took just 10 minutes to create this 22nd level character including Paragon and Epic options, Rituals from Dragon 366 and more. The only thing I had to do was reformat the output to my preferred blog-friendly layout and add magic items. Done.

While heaping praises, I’ve got to throw some Wizards’ of the Coast way too for the Warlock class for all of it’s flavour-filled three-classes-in-one goodness. Oh yeh.

Saint Nicholas Doomsayer
Lawful Good Male Human Star Pact Warlock / Doomsayer / Demigod – 22

STR 14, CON 19, DEX 13, INT 18, WIS 18, CHA 20
HP 136, bloodied 68, surges 34×12/day
AC 30 (Iceburst Robes +4), Fort 29, Ref 28, Will 29, Squares 6, Init +12

Scythe of Winter +4, +19 vs AC, 2d4+6, Heavy blade
Warlock’s Curse/w, Dire Radiance/w +19 vs Fort, Eldritch Blast/w +20 vs Ref, Eyebite/w +20 vs Will
Dreadful Word/e +20 vs Will, Ethereal Stride/e, Frigid Darknes/e +19 vs Fort, Sign of Ill Omen/e +20 vs Will, Fates Entwined/e +20 vs Will, Cold Fire Vortex/e +19 vs Fort/Ref, Strand of Fate/e +20 vs Ref, Entropic Ward/e
Dread Star/d +20 vs Will, Hunger of Hadar/d +19 vs Fortitude on secondary attack, Thief of Five Fates/d +20 vs Will, Shadow Form/d, Tendrils of Thuban/d +19 vs Fort, Eye of the Warlock/d, Delusions of Loyalty/d +20 vs Will, Long Fall Into Darkness/d +20 vs Will

/w = at-will, /e = per encounter, /d = daily

Acrobatics +14, Arcana* +20, Athletics +15, Bluff* +21, Diplomacy +18, Dungeoneering +17, Endurance +17, Heal +17, History* +20, Insight* +20, Intimidate +18, Nature +17, Perception +19, Religion* +23, Stealth +14, Streetwise +18, Thievery +14
Common, Elven

* Class Training

Action Surge, Alertness, Astral Fire, Durable, Human Perseverance, Jack of all Trades, Mounted Combatm Raging Storm, Ritual Caster, Skill Focus (Religion), Wintertouched, Combat Anticipation, Devastating Critical, Great Fortitude, Twofold Curse

Rituals Known:
Animal Messenger-1, Banish Vermin-1, Comprehend Languages-1, Magic Mouth-1, Silence-1
Endure Elements-2, Arcane Lock-4, Enchant Magic Item-4, Hand of Fate-4, Knock-4, Traveler’s Feast-4
Hallucinatory Item-5, Bolster Object-6, Discern Lies-6, Disenchant Magic Item-6, Leomund’s Secret Chest-6, Phantom Steed-6, Wizard’s Escape-6, Sending-6
Wizard’s Sight-8, Scribe-12, Drawmij’s Instant Summons-12, Hallucinatory Creature-12, Farsight-16

* The numbers after the Rituals denote level. Some are from Dragon 366.

Fate of the Void, Prime Shot, Shadow Walk, Warlock’s Curse
Doomsayer’s Action, Doomsayer’s Proclamation, Doomsayer’s Oath, Fates Entwined, Accursed Shroud, Long Fall into Darkness
Divine Spark, Divine Recovery, Divine Regeneration, Divine Miracle

Other equipment: Bag of Holding, Handy Haversack, Portable Hole, Ritual Candle, Flying Sleigh (counts as a Flying Carpet)

Character du Jour: Drifter Jenkins

Just as some people are destined for greatness, some are destined to be forgotten. Bernie Jenkins was such a one; a no-hope two-bit guy who drifted from baseline job to baseline job all the way across the US. It’s ironic that despite his lack of ambition he’s seen more of the country than most, albeit mainly from behind a bar, in a mall or inside a warehouse.

That was right up until his last job in the warehouse of an experimental drug facility. He was the nightwatchman on the night a couple of lowlifes tried to raid it – with predictably disastrous results. All three of them ended up bathed in experimental chemicals and Drifter Jenkins went from being a skinny runt to…….

Drifter Jenkins

The crooks fled, and a few moments later so did Drifter when he realized the trouble he’d be in. Oh boy.

Dirty little secret: The drug company have set a tracker on his tail and he’s got no hope of future employment this side of a state carnival. All he can do is hide and hope the effects wear off real soon. Good luck with that, Bernie.

Notes: It’s easy to forget what a thing of beauty Mutants & Masterminds is. Here’s a character whose entire sheet would fit on the back of a 3×5 card and still leave room for doodling, yet is fully fledged and immediately ready to play.

This is one of the archetypal builds I give to new players when indoctrinating them into the wonderful world of superhero role-playing games. No complicated powers here – just the raw ability to lift over 3,000 tons without breaking sweat, leap buildings with a single bound and climb sheer surfaces by making whatever handholds he needs with his bare hands (hence Noticeable – he’s easy to track!).

You know you’ve got them hooked when they say “I pick up the freight train and hit him with it.”

Oh yeah.

Bernie “Drifter” Jenkins, PL10 150pp
Str 40, Dex 18, Con 40, Int 12, Wis 8, Cha 16
Tough +15, Fort +15, Ref +10, Will +8
Attack +5 (Unarmed DC30), Grapple +20/+30, Defense +5

Leaping 6, Super-Movement 2(Wall Crawling 2, Noticeable), Super-Strength 10

Bluff +11, Escape Artist +8, Intimidate +15, Sense Motive +11
Accurate Attack, Assessment, Distract:Bluff

Even though it’s a simple build there’s no shortage of options both in and out of combat. As written he hits hard but wild (ie, he’s untrained) but thanks to Accurate Attack he can take a little more care with his fists (so to speak) and trade raw damage for accuracy. If he’s got time Assessment gives him the ability to size up his opponents (Bernie is a cautious guy!) and Distract means he’s pretty good at fooling his foes. As an ex-weedy guy Bernie knew how to trick bullies then run the other way. Only now he doesn’t need to run.

His main weakness is his Defense. Just like a brick wall he’s easy to hit but hard to hurt – but a couple of good shots from a powerful Energy Blast and he’ll drop.

From there, we could complicate things slowly. This is an intentionally simplified sub-optimal build so there’s plenty of wiggle room for improvement. Drop in a few levels of Growth to take care of the STR rather than buying it direct and you’ve got points to spare for Alternate Powers, trick shots, etc. Add in weaknesses (a future dependency on the chemicals he was bathed in, perhaps) and we’ve a solid, fun character to play.

So there you have it. One simple-to-play super strong guy.

I love you, Mutants & Masterminds.

Character du Jour: Medusa

She stood, surveying the wreckage. While her eyes scanned for signs of life she mentally willed her hair, sending it searching among the remains of the plane, tossing sheets of warped and twisted metal through the air as carelessly as a child throws a discarded toy. Nothing else moved.

By her side stood a statue, the perfect form of a man holding a portable rocket launcher, a look of truimph mingled with surprise etched on his visage.

Medusa pursed her lips. One of these days she will remember to ask questions first, and petrify later. Right now, she needed to know she was not the last member of the Descendants of Legend.

For the first time in her life, Persephone Gorga felt alone.

Dirty little secret: In a world where myths and legends have descendants, there’s an awful lot of bad (and, for that matter, good) guys out there who would literally kill for the head of a medusa. She prefers to keep it attached to her shoulders, thanks very much.

medusa

Notes: Here’s one from my campaign to yours; Medusa is one of my own PCs from our longest-ever-running superheroes campaign. Her Secret ID is Persephone Gorga, veterinary surgeon. This is a somewhat cleaned-up version stated back to PL10/150pp perfect as a starting character.

She’s basically a two-shot bunny with prehensile hair that can reach up to 50′ and lift about two and a half tons. If that’s not enough her petrification gaze can turn anyone to stone (for a whole year, no less!) though it takes all of her concentration (and a full round action) to use.

And no, she’s not related to Medusa from the Inhumans. Just so you know.

Medusa AKA Persephone Gorga, PL10 150pp
Str 14/24 (with hair), Dex 20, Con 16, Int 14, Wis 16, Cha 24
Tough +3/+9, Fort +8, Ref +10, Will +8
Attack +5, Grapple +12/+18, Defense +10, Init +5

Prehensile Hair +13 DC22
- Additional Limbs 3 (Improved Grapple)
- Elongation 4 (50′, Precise, Limited:Hair only, Improved Throw, Improved Trip)
- Enhanced Strength 10 (Limited:Hair only)
- Super-Strength 2 (Limited:Hair only)

Petrification Gaze +11 DC Fort 18 (80′, Transform 8: Flesh to Stone, Slow Fade 10 (1 year), Duration 1, Action 1, Distracting, Full Power)

Computers +4, Craft:Artistic +8, Handle Animal +11, KS:Arcane +8, KS:History +6, Language 2, Medicine +7, Sense Motive +5, Sleight of Hand +9, Stealth +7

Accurate Attack, Animal Empathy, Artificer, Attack Specialization 3 (Hair), Attack Specialization (Petrification Gaze) 4, Defensive Attack, Defensive Roll 5, Dodge Focus 5, Equipment 1

Commlink, Mini-Tracer, Multi-Tool, PDA, Spandex Suit (Tough +1)

Character du Jour: Khorvys, Kord's Champion

The minotaur stood at the foot of the mountain he called home, though he had never lived there. This was his spiritual home, the place he had first laid eyes upon his god. He remembered, as he always did when he made this pilgrimage, back to when he was a young calf fleeing from the Azers who had released him from their slavepens for the joy of the hunt. And he ran – oh how he ran – in terror and fear while the Azers and their demon mounts nipped at his heels. This was one race he had to win for the sake of his life and very soul. As he ran winning became everything, more important than his life itself. This was a competition, and victory has his only goal.

Then, he saw him. Kord himself stood upon the mountainside, yet seeming at the same time to be stood astride the mountain like the mightiest of giants. Khorvys found an extra burst of speed and ran unquestioningly toward Kord. As he reached him he felt the earth shift beneath his feet, a landslide throwing him to the ground which gained power and force as it reached the Azer slavelords, entirely engulfing them in soil and rock until no sign of them remained.

The minotaur lay face down as a voice awesome in power yet gentle washed over him. “You will be my champion in days to come, young Khorvys. Rest for now. I have sent my followers to find you, tend your wounds and train you for the Endday to come.”

Now fully grown, Khorvys reached the point where Kord had stood. He had long ago erected a temple to his honour, each block cut and placed by his own hand. He raised his arms in prayer.

“Here I stand, Mighty Kord. I am your Champion, as you promised. The Endday is coming, and I am ready.”

khorvys2

Dirty little secret: What is the Endday? There are no prophecies, no clues in the sacred texts, and no signs which foretell it. But Khorvys knows in his heart it is near, and that feeling terrifies him. Only his faih in Kord keeps him from running again.

Notes: Paragon-level Minotaur Paladin of Kord! Horned Champion of Order! Khorvys is one kickass minotaur who was once a slave and is now recognised as one of the foremost warleaders of the age. He is no tactical genius, preferring instead to lead by example and charge into battle, putting his faith in the wisdom of his generals and the might of his soldiers to follow him where he leads. In battle he wears Stoneborn Plate +3 and wields a savage Jagged Greataxe +3. The former was a gift from a grateful Dwarvenhold he helped free from Azer slavery. He is silent about the origin of his greataxe, though it is clearly Githyanki in design.

Download his character sheet, here.

Superhero Autopsy: Widowmaker

Here’s a little twist to my usual Character du Jours. This time around I’m going to present a character, then take him apart piece by piece. We’re going to look at how the character fits the concept, and what options our hero has both in and out of combat. Along the way we’ll showcase a little of the system we’re using (Mutants & Masterminds in this case) to help you see how it all fits back together.

But first, we need a victim.

Meet Widowmaker.

widowmaker

Widowmaker AKA Karl Windslow, PL6 90pp
Str 16, Dex 18, Con 16, Int 14, Wis 16, Cha 18
Tough +3/+9 (Tactical Vest), Fort +7, Ref +8, Will +7
Attack +4, Defense +3, Init +4

Bluff +8, Gather Information +8, Notice +7, Stealth +8
Assessment, Attack Specialization 2: Machine Pistol, Attack Specialization 1: Nunchaku, Attractive, Contacts, Defensive Attack, Defensive Roll 2, Distract: Bluff, Dodge Focus 2, Elusive Target, Evasion, Favoured Environment: Urban, Improved Aim, Improved Critical: Machine Pistol, Power Attack, Precise Shot, Seize Initiative, Skill Mastery (Bluff, Gather Info, Notice, Stealth), Sneak Attack, Equipment 4

Camo Clothing, Commlink, Multi-Tool, Night Vision Goggles
Machine Pistol +8 DC18, Autofire, 30′, Crit 19-20
Nunchaku +6 DC20

If The Punisher and Black Widow had a child, Widowmaker would be it. He’s a street-level vigilante who solves problems with his machine pistol, and doesn’t ask questions. In a world with costumed superheroes, Widowmaker is neither costumed, nor a superhero; he changes his clothes regularly (prefering the casual look), and wears urban camos and tac vest while he’s on the job.

He’s also a really nice, popular family guy. His friends think he works in waste disposal. Which, in a way, he does. He makes a reasonable living collecting Dead or Alive bounties – with emphasis on the Dead.

On to the autopsy.

As this is for a low-powered (in M&M terms) game, we’re at PL 6. This is one of my favourite Power Levels as even regular unpowered crooks can still be a threat. Go up to PL10 and beyond and you’re mainly looking at superhero-on-supervillain action. Which is also fun.

Statwise, Widowmaker falls into the “highly talented normal” bracket. He’s strong and tough, highly agile, smart, and possesses the kind of looks and a smile which would make anyone his friend. Unless, of course, you were looking down the barrel of his gun.

Str 16, Dex 18, Con 16, Int 14, Wis 16, Cha 18

When it comes to his combat stats, the Power Level limits his Toughness, Defense, Attack and Damage at 6 each, and his saves at 9. We can trade those numbers round a bit, but I don’t want Widowmaker to particularly be the best fighter around – I’d rather he spend the points on lots of options in combat, so we’ll save the points for feats. I set his baseline Toughness and Defense at +3 each. His tactical vest and the Defensive Roll Feat bump that up to +9, which (thanks to trade-offs) hits the Power Level caps just right.

Tough +3/+9 (Tactical Vest), Fort +7, Ref +8, Will +7
Attack +4, Defense +3, Init +4

Skillwise, Karl is quiet, observant, and has bluffed his way through life. He has no Knowledge or Profession skills (he faked his way through college too), but with a Bluff of +8 and the Skill Mastery Feat his friends and family (innocent bystanders from the Core Book, all) have little chance of doubting anything he says. In mechanical terms, he can Take 10 even under pressure meaning it’s a DC18 Sense Motive check to see through his façade. As they’re Sense Motive rank is +0, and they’d have a -5 penalty to the roll (they’re his friends and want to believe him), the highest they could roll is a 15. Nope. Not a chance. Widomaker’s secret life of vigilantism is pretty safe.

He has Skill Mastery with all of his trained skills – this is one cool customer who doesn’t fold when the pressure is on. Even in the middle of combat he could spot something out of the ordinary, recognise a strange tattoo or (with a suitable diversion) fade into the background. That’s badass.

Bluff +8, Gather Information +8, Notice +7, Stealth +8

But what Widowmaker is all about are his Feats. And my, there’s a lot of them. Let’s break them down into three groups – those which round out his character, those which provide “always on” or situational bonuses, and those which provide options in combat.

Attractive
Contacts
Skill Mastery (Bluff, Gather Information, Notice, Stealth)
Equipment 4

These feats combine to say a little more about who Karl is – a good looking, popular guy with a wide group of friends (many from the local police departments and media) who is extremely calm under pressure. The Equipment Feat covers his Machine Pistol, Nunchakus, Tac Vest and military-grade equipment (Camo Clothing, Commlink, Multi-Tool, Night Vision Goggles), all of which packs neatly into a false bottom in his sports holdall.

Attack Specialization 2: Machine Pistol
Attack Specialization 1: Nunchaku
Defensive Roll 2
Dodge Focus 2
Elusive Target
Evasion
Precise Shot
Favoured Environment: Urban
Improved Critical: Machine Pistol

Here’s Karl’s combat training: This is one urban warrior who is darned hard to hit! Give him any weapon, and he’s good (base Attack +4), but with his Nunchaku that rises to +6, and it’s +8 with his Machine Pistol – and Improved Critical too! That’s one of the (many) strengths of M&M: you can fine-tune the characters exactly how you want, from a “good with anything” four-colour superhero to a combat specialist like Widowmaker. The Favoured Environment feat gives him an additional +1 to either Attack or Defense when he’s in built-up areas. This lets him hit his caps at +9 DC18 for his Machine Pistol, with an option of switching that to +1 Defense if he’s caught without his Tac Vest. In other words – using the environment to his best advantage.

Assessment
Defensive Attack
Distract: Bluff
Improved Aim
Power Attack
Seize Initiative
Sneak Attack

Oh, the choices. These Feats roughly equate to 4e D&D’s Powers, but without the fiddly limitations on how often they can be used, or by how much.

Karl can choose to fight aggressively, or defensively. Does he reduce his Attack bonus to boost his Damage, or reduce Attack to boost his Defense? He can switch round-by-round, by up to 5 points (or down to +0) meaning he could go a slow as +3 with his Machine Pistol for DC23 – a right between the eyes instant kill – or drop his attack bonus with his Nunchaku to +1 for Defense +8. Or anything in between. Flexibility, again.

Improved Aim is a gimme when combined with Power Attack if you’re using a ranged weapon. Karl can use his Stealth to get in position, take a round aiming then use full-on Power Attack. This would count as a Sneak Attack, so that gets him +7 DC25, less range modifiers. Using a machine pistol to snipe? Also badass.

Thanks to his Assessment Feat, Widowmaker can size his opponents up as a move action so he knows whether to hit them hard, or tread carefully. What’s more, all of his Feats work just as well with his Nunchaku as the do with his trusy Machine Pistol, meaning that he’s every bit as lethal up close as he is from a distance. Nice.

Finally we have Seize Initiative, which lets Widowmaker spend a Hero Point (more on those another time) to take the first move, guaranteed. That’s perfect when you need a quick getaway or need to hit first, and hit hardest.

This is over and above all of the regular combat options, of course. He can block, demoralize, disarm, distract, feint, grapple, rush, startle and a whole load of other tricks too, so you never have to hear “I hit him” again.

In all, Widowmaker is one serious, gritty and dangerous customer with a whole range of combat options. Outside the field of battle he’s no less capable too, with skills, contacts and a charming personality which makes his brutal street-level war against organized crime all the more stark.

For my money, Mutants & Masterminds has one of the best true Character generation systems around. It lets you build exactly who the character is rather than just list his class features and talents. Even for a combat-heavy character like Widowmaker I can fine-tune his combat style so that his abilities tie in with my concept of him, and have more than enough points left over to bring his personality out.

That’s not to say other systems can’t do the same, of course – I expect a Savage Worlds version of Widowmaker wouldn’t be quite as detailed or crunchy, but no less fun to play!

Next: Let’s put Widowmaker through a little combat training.

Character du Jour: Full Metal Jackie

Major Jacqueline Jones is not your average soldier. Hardline, uncompromising and terminally allergic to anything resembling desk duty, it’s amazing she’s stayed in the service for even a single tour. Yet her results speak for themselves. She signed up following 9/11, leaving a promising medical career to quickly rise the ranks and earn the respect of anyone who crossed her path.

Then came Landfall at Azrab.

The actual details are sketchy and highly classified. Something fell from the sky, impacting the ground outside a small town in Iraq. Major Jones’ unit arrived on scene to investigate, and whatever it was in that fiery crater bonded to her skin, coating her entirely in an unknown metal. She also obtained a ring-like device which allows her to teleport great distances. Major Jones now possesses great strength and toughness, and can fire powerful blasts of pure energy (though the effort tires her). Heat accelerates her ability to heal, and extreme cold nulifies her powers entirely. How these abilities work, and what their origins are, remains a mystery.

No, Major Jacqueline Jones is not your average soldier. Not any more.

Dirty little secret: The “something” which fell from the sky is not extra-terrestrial in origin. That’s all I’m sayin’.

fmj

Notes: Here’s my little homage to both Bombshell from the Teen Titans and Terry Moore’s Echo, with just a touch of Magog thrown in for good measure. I like!

Full Metal Jackie, PL10 150pp
Str 14/30, Dex 16, Con 14/30, Int 12, Wis 14, Cha 13
Tough +10, Fort +10, Ref +6, Will +8
Attack +8, Defense +8, Init +3

Metal Skin (Power Loss:Extreme Cold)
- Enhanced Con 16, Enhanced Str 16
- Impervious Toughness 8
- Blast 12 (120′, +8 DC 27, Tiring)
– AP: Blast 6 (60′, +8 DC 21, 120′ Cone, Tiring, Increased Area 1)

Absorption 3 (Healing, Personal, Energy Type:Heat)
Teleport Ring (Device 2: Teleport 8, 2000 miles, Long Range only)

Bluff +6, KS:Tactics +6, Language 2 (Arabic, Russian), Medicine +4, Notice +6, Profession:Military +8, Search +5, Sense Motive +6, Stealth +9, Survival +8
Attack Specialization: Unarmed Attack, Benefit 3: Military Rank, Chokehold, Connected, Diehard, Fighting Style:Boxing, Equipment 1

Unarmed Attack +10 DC25

Camo Clothing, Commlink, Flashlight, Night Vision Goggles, PDA

Character du Jour: Blackbird

The ancient monk trudged wearily through the snow, his journey almost at an end. He had walked a thousand leagues following an old fool’s dream, nothing more. The vision had said a walk of a thousand leagues would reveal something surprising – and here he was, footsore, disappointed and within sight of the mountaintop temple from which his journey had begun. At 2,000 years of age, nothing he had seen on his travels had been in the least bit surprising. Had his vision failed him?

It was then that he saw amid the snow a small bundle, beside it a blackbird standing guard, it’s head cocked to one side, watching. As the monk leaned forward a tiny strong hand reached out and curled around his gnarled index finger. A green hand. The blanket parted to reveal a babe, green and ugly and calm.

The old monk’s eyes softened as he gathered up the bundle and walked the last ten paces to the temple gate.

His vision had not failed him at all.

blackbird1

Blackbird is an orc monk raised in a temple high atop a remote mountain range. He is named for his constant companion, the selfsame blackbird which stood guard over him almost three decades ago. The temple monks have taught him the disciplines and knowledge of their order to the best of their ability, and he has shown himself to be a capable (though not particularly academic) student.

Dirty little secret: In a land entirely devoid of orcs, did Blackbird just fall from the sky? Or are the gods playing dice again with Blackbird little more than a deific experiment into the nature of the savage soul? Who knows? (I do!)

blackbird2

Notes: 4e orcs rock. 4e monks rock. Put them together and you get green wushu with bad dentistry – and I like it!

Blackbird, Lawful Good Orc Monk-1
Str 16, Con 14, Dex 16, Int 11, Wis 13, Cha 10

HP 26 bloodied 13 surges 6×9/day
AC 15, Fort 15, Ref 14, Will 12, Init +3

Unarmed Strike +6 vs AC, 1d8+3
Centered Flurry of Blows/w, Dragon’s Tail/w +3 vs Fort, Five Storms/w +3 vs Ref
Warrior’s Surge/e +6 vs AC, Open the Gate of Battle/e +6 vs AC
Masterful Spiral/d +3 vs Ref

Acrobatics +8, Athletics +8, Religion +5, Stealth +8
Running Charge, Warrior’s Surge, Centered Breath: Centered Flurry of Blows & Mental Equilibrium, Unarmed Combat, Unarmoured Defense
Against All Odds, Background: Occupation – Scholar

Character du Jour: Alexander Deerborn

Back in March I set down a challenge to Name This Hero.

paragon57

Almost three months later, and despite excellent replies and entries (thanks, all!), I…. um….. errrrr…… forgot to post the one I’d selected as the best. Sorry, folks. Real Life and a terrible memory conspired against me. What can I say? Further thanks go to Vulcan Stev for reminding me.

Wthout further ado, I’ll hand over to Sean who submitted this utterly brilliant backstory.

Alexander Deerborn was 14, serving as an ensign in the Royal Marines aboard the HMS Swiftsure in 1798, during the Battle of the Nile. A freak accident involving Egyptian artifacts commandered from the French gave him the strength of 10 men. He served with distinction and was grievously wounded during the Battle of Trafalgar. Nonetheless, he recovered and retired a full colonel after the Battle of Waterloo.

Col. Deerborn was recalled to duty to serve in Kamchatka in 1854, despite his advanced years. He is recorded as having endured hardships side-by-side with men a third his age. He was also shot on at least three occasions, but without suffering permanent harm.

Still alive in 1914 and appearing to be “about in his mid-forties”, Col. Deerborn served with the Canadian Armed forces throughout the Great War. It was during this time that incidents of bullets “bouncing off his chest”, and leaps of 40 – 60? were first reported.

Between the First and Second World Wars, Alexander Deerborn served as an Inspector and later a Superintendent in the Royal Canadian Mounted Police. Although he was retired with distinction in 1937, there was some evidence that he was criticized within the force for the number of fatalities among suspects in his investigations.

Deerborn returned to Britain, and the rank of Colonel, during World War 2. The early months of his service appear to be in some clandestine operation, but in 1941 he joined the Parachute Regiment of the British Army. At this time, he appeared to be a young man in the prime of life, and would regularly jump from airplanes without a parachute. Later, he served in Force Britannia under (acting Brigadier General) Dr. Atum. Some reports indicate he was drinking heavily at this time, and the American Superhero Captain Connecticut claimed in his autobiography that Deerborn once threw a tank at him in a drunken rage.

By the end of World War Two, Col Deerborn was capable of flying under his own power, and was clearly stronger then he had ever been before. Just as clearly, he was out of control. Although he was used by the British Military until 1954, he was no longer employed in publicity exercises, nor was he involved in military operations that required subtlety. He was mostly used as a demoralizing weapon against vastly inferior opponents. He retired again after the Korean War.

In 1958 he was arrested after a fight with his girlfriend of 4 months. Although she was not injured, her car and two nearby buildings were destroyed. Alexander Deerborn surrendered to police without incident, but two days later, suffering from heroin withdrawal, he broke out of jail. He went on a sporadic crime spree for the next 8 months until captured by The Hypernucleic Man. In Gairsay Prison he was visited regularly by Dr. Atum, his old commander, who apparently taught him some ancient meditation techniques to control his temper and heroin and alcohol addiction. (Dr. Leon Visserman has hypothesized in his “Overman, Overmind: Psychology and the Superman.” that Alexander Deerborn had been suffering from Post-Traumatic Stress since the mid-1800’s.)

Released from Gairsay in 1972, Deerborn traveled to Egypt, Turkey, India, Tibet, and Nepal, among other places. He assisted the third Force Britannia on two occasions: Against the Supervillain Fury, in 1976, and during the Erdanian Invasion of 1980-81. By this time Deerborn was capable of unassisted spaceflight.

In 2001, when Dr Atum disappeared, Alexander Deerborn took the codename Heru as a mark of respect for his mentor. However, he rarely uses it, preferring to operate simply as Deerborn. Deerborn is considered to be one of the 20 most powerful Supers operating on Earth today, but rarely takes the field against super foes. His most audacious recent actions have been mitigating the Tsunami of 2004, fighting the plague of Asteroid Dakuro, and (most controversially) irrigating the Plains of Sahara.

Alexander Deerborn shows no sign of the unstability that plagued him during the later 20th Century, but only time can tell if he has truly conquered his demons.

This is a straight Paragon build, bumped up to Power Level 14 to reflect his experience and rating as one of the most powerful superheroes around. He can fly at about Mach 4, lift over 200 tons and all but the mightiest warheads bounce off his chest. His skills aren’t as high as they should be to reflect his out-dated knowledge and fractured past, and his military rank is little more than a token gesture. A five-star general, he ain’t.

I love characters like this: simple to build, fun to play and packed with a load of options under the hood. Add in one awesome backstory, and I’d say it’s a winner.

Alexander Deerborn, PL 14 210pp
Str 40, Dex 12, Con 40, Int 11, Wis 13, Cha 16

Tough +15, Fort +18, Ref +12, Will +10
Attack +12, Defense +12, Init +1

Flight 8 (2500mph), Immunity 10 (Life Support & Aging), Impervious Toughness 15, Quickness 3, Super-Strength 6 (Heavy Load 205 tons)

KS:History +5, KS:Tactics +7, Medicine +3, Notice +7, Profession:Military +6, Search +8, Survival +3
Benefit 2:Military Rank

Character du Jour: Emma Furlough

“Won’t never amount to nuthin’ he said, an’ I heard you talking ’bout needing an archer. I been practisin’ and the fairies say I’m real good too. I don’t want to work in a tavern all my life an’ I heard enough tales of gold ‘n’ monsters to know that’s what I want. Let me come with you…….”

The world over, barmaid’s heads are turned by the tales of daring-do shared by adventurers sat around tavern tables. It’s surprising that few of them elect to leave their lives of drudgery in favour of seeking their own adventure. Emma Furlough is one of those few.

Orphaned at an early age by one of the countless petty wars which beset the region, Emma has taken in as an indentured servant by the owner of the Bullywug’s Tongue Tavern. Now in her 21st year she is free to do as she pleases, and has worked hard practising daily with a longbow (a gift from a passing Elven Ranger) and her father’s old Longsword. One day, Emma swears, it will be her telling the tales of daring-do.

shelistensanddreams

Dirty little secret: She talks to fairies. It’s not much of a secret as they litter her conversation regularly. For some reason, no one believes her and thinks she’s deluded.

Maybe she is.

Notes: Emma only uses her Ranger abilities with her Longbow. It hasn’t occured to her yet that she can apply the same techniques to her Longsword. Her Eyebite is a small flock of fairies that suddenly appear around her opponent’s head, kicking and punching his face, obscuring her from his sight.

“Gold ‘n’ Monsters” is a darned good name for a role-playing game, don’t you think?

Emma Furlough, Good Female Human Ranger/Fey Pact Warlock-1
Str 10, Con 13, Dex 18, Int 12, Wis 11, Cha 14

HP 25 bloodied 12, surges 6×7/day
AC 16 (Leather), Fort 13, Ref 16, Will 13, Init +4

Longsword +3 vs AC, 1d8, versatile
Longbow +6 vs AC, 1d10+4, range 20/40, Load free

Careful Attack/w +8 vs AC, Nimble Strike/w +6 vs AC, Twin Strike/w +6 vs AC
Eyebite/e +2 vs Will, Two Fanged Strike/e 6 vs AC
Hunter’s Beartrap/d 6 vs AC

Arcana +6, Athletics +5, Endurance +6, Heal +5, Nature +5, Perception +5, Stealth +9
Pact Initiate (Fey Pact Warlock), Human Perseverance
Hunter’s Quarry, Prime Shot, Archery Style

Character du Jour: Roswyn

“Where are ya you little runt?! Ah, I hear you. What? How did you…..” “Behind you!” “Aaaargh…. THUMP!”

Roswyn remembers the first time she saw humans fighting with longswords, their blades clashing and flashing in the sunlight. That’s when she knew who she wanted to be. Not some grubby pickpocket or sneak thief like her brothers, or a Mage like her half-deaf mad uncle Borys. She was going to be a fighter, using her innate Gnomish talents for misdirection as well as a longsword to right wrongs and gain fame and fortune!

Since that time she’s left her ancestral homeland and learned from various human Fighters’ Guilds. Even though she’s small of stature she’s tough, and learned how to use her Strength to best effect. In combat she wields her Longsword two-handed, the blade flashing in the sunlight………

gnome_fighter

Dirty little secret: Roswyn’s clan is more than a little disappointed that she has taken up Tall Folk ways and have put word out in the Gnomish underground there’s a price for her safe return to the fold. Or unsafe return, for that matter.

Notes: Gnome Fighter Gnome Fighter Gnome Fighter Gnome Fighter Gnome Fighter Gnome Fighter Gnome Fighter Gnome Fighter Gnome Fighter Gnome Fighter Gnome Fighter Gnome Fighter Gnome Fighter Gnome Fighter Gnome Fighter Gnome Fighter. Oh yeh.

Roswyn, Good Female Gnome Fighter-1
Str 16, Con 13, Dex 12, Int 13, Wis 10, Cha 16
HP 28 bloodied 14 surges 7×10/day
AC 17 (Scale), Fort 15, Ref 11, Will 13
Low-light Vision, Init +1

Athletics +8, Endurance +6, Streetwise +8, Common, Elven
Weapon Expertise (Heavy Blade), Combat Challenge, One-handed style, Reactive Stealth, Trickster’s Cunning

Longsword +8 vs AC, 1d8+3
Cleave/w +8 vs AC, Footwork Lure/w +8 vs AC
Fade Away/e, Ghost Sound/e, Passing Attack/e +8 vs AC
Villain’s Menace/d +8 vs AC