Anime Hero
Anime Hero
This is a new category based on the power by Roscoe Del'Tane as edited and written by Stone Gargoyle and Taalismn
"Why can't I get my hair to stay down."
Character resembles a person straight out of an anime show and is subject to anime physics.
Create the character as normal with regard to basic attributes, HP and SDC. He must learn skills as per the norm but must sacrifice one skill program to replace it with a martial arts training program (N&SS recommeded for selection of exotic martial arts). The hero starts with no attacks and must gain them through his Hand to Hand training.
The hero gets one of the following Trademarks as part of this category:
1. Trademark Weapon: The character has some weapon that is somehow different, different material, longer, thicker, etc. Whatever it looks like, it must be immediately recognizable as belonging to the character, "We'd better not mess with this sword, it belong's to Captain Psyco! You how possessive he is!". The weapon is considered unbreakable/never dulls, and does and extra die of damage (if it's a melee weapon), or shoots farther or has an extended clip (bows or guns). The weapon can also be of outragous size/length, and still able to be wielded effortlessly by the owner, but everybody else does so with no bonuses to strike/parry with it, and only does minimal damage (5d6 hammer would do 5 damage period). The weapon can gain new spell abilities and through the use of mana crystals which allow the hero to cast elemental spells with the sword. The cjaracter also has trhe ability to equip the sword with mana crystals. He gains the first slot for said crystals at level 2, then another at levels 4, 8 and 13. Each crystal has 6d6 points of PPE for the purpose of casting the type of spell it can cast which are useless once depleted. Spells cast drain half the spell cost from the character and half from the mana stone, so once the hero is low on PPE he must wait until it is replanished to cast more spells. Stones can, however, lend their PPE to other stones after level 6, creating an overall mana pool. Mana stones must be taken to a mage to be recharged once all mana is replenished.
2. Trademark Attack (this can only be chosen if the character has some other type of attack power): The character has an attack that only he can do, and it always looks really flashy with loud background music and a thematic song. The attack is able to inflict extra damage from the hero's energy aura of +1d6 every third level, the aura being of a specified type when the character is created. The attack can only be done if the character has the initiative, and must be the first attack done. The attack, if it's ranged, also has double the range and or blast radius (cannot be any attack that costs more than 3 melee attacks). The attack scores a critical hit for double on a natural 17 or better, and triple damage on a natural 20.
3. Trademark Outfit: The character has an outfit that cannot be duplicated by anybody else. No matter the skill of the maker, the outfit looks dorky, or has clashing colors, or is just plain fake looking. The Character is the only one who has the knowledge or means to make an authentic costume. The costume has a natural A.R. of 14, and has 250 S.D.C., and takes half damage from heat/cold/electrical attacks and falls. It takes about a week to make a new suit, costs about $2,000 to replace, and takes about a week or so to make. The costume tends to be bright and flashy, or otherwise very noticeable and durned near impossible to sneak in (-40% prowl skill).
As the character progresses, he gains even more Anime-esque skills/abilities. At first level and every third level he can either choose or roll on the list below.
1. Ridiculously large pockets: No matter what he wears, the character can seem to cram more junk into the pockets than should physically be possible. The only rule is that the contents have to actually fit into the pockets/under the coat, and has to weigh less then the characters combined personal weight and lifting weight.
2. Ridiculously strong strength of will: The character can, for every level plus one since choosing this feat, fight on after passing 0 Hit Points equal to his P.E with no ill effect (2nd level character with a P.E. of 17, could fight without penalty till he hits -51 hit points). After that point, he collapses into a coma like any other character.
3. Absurd jumping height: Very simple, the character can jump 20 times his P.S. up, and 30 times across. He can also fall double his leaping height without damage, always lands on his feet; even heights greater than that only do half damage.
4. Ridiculously developed body: All physical stats are considered to be extraordinary, and speed gets an extra 3d6 added to it. If chosen a second time, all stats become superhuman. Tends to have a rippling physique, and also gets a +2 to P.B. and M.A. when in situations when he's showing lots of skin.
5. Ridiculously closed mind: Automatically receives +5 save vs hostile psionics and mental magics. Even when he fails, he only takes half damage. On the downside, he tends to have a brutish and sullen appearance, and has a penalty of -3 M.A. and -2 to P.B.
6. Phenomenally lucky in combat: The character can, once per day per level, either re-roll a bad die and choose the best roll, or upgrade one of his rolls to a natural critical. Unfortunaltey, when not in combat, he tends to have horrible luck. Flock of birds pass over head, and he's the only guy out of an entire stadium to get pooped on, gets a speeding ticket for going one mile over the limit, etc, etc.
7. Amazing Social Grace: No matter what the character says when not in combat, the other party thinks very highly of them. As long as the character is smiling and says it in a pleasant tone, he can get away with insulting the popes family, religion, mode of dress, and hygiene and no one will be offended by it.
8. Animal friend: Similar to the minor power, any animals the player encounters are friendly, and will ignore the character (but not any companions) as if he wasn't there. The character may also have an animal companion with its own powers and abilities.
9. Ridiculously developed skill set: The character is considered on par with a GOD on one skill program of choice. The character gets DOUBLE the skill progression than normal, and can go beyond the normal 98% limit. Furthermore, they can accomplish any feat in half the time, at half the cost, provided they aren't doing it in combat or as part of the campaign (as long as it's for storytelling purposes its fine, but not if the character has to actually roll in game).
10. Spontaneous power surge: The character can, at anytime choose to sacrifice an attack to ramp up his energy expulsion/aura. One attack sacrificed is equal to the level of power advancement. This power temporarily burns up 2d6 Hit Points and S.D.C., and the attack that was sacrificed is gone for 10 minutes per level. With a power surge attack, if it hits, it's automatically a critical.
Notes:
- If the character takes and insanity, he can get a second Trademark. For three insanities, he can have all of them all.
- Choices 3, 4, 6, 9, and 10 can all be taken a second time, for double the bonuses, but also double the penalties.
Drawbacks:
- Character has to have some kind of great quest to engage in, and or some great evil to vanquish.
- Character will be frequently attacked/hounded/ pursued by rather incompetent bad guys, but the character won't be able to see through their disguises no matter how flimsy until it's almost too late to save the situation.
- Character has a 50/50 chance of suffering under the fighters curse. This is where the character is forever searching for a fight/cause/immediate form of fun while on the Big Quest.
- The character has to have at least two of the following: overly large eyes, spiky hair, strange hair color (purple, green, pink, etc.), strange hair style that defies gravity, strange set of normal clothes, funny accent, strange birthmark, nosebleeds when seeing anything vaugly interesting on the opposite gender, anything else that the character and G.M. feel work in this situation.
(Limitations/Quirks)---The anime hero must select from one of the following at the time the character is created:
- Absurd Sex Appeal(older characters): Character has an absurd degree of appeal to the opposite sex, even if he or she is hideously ugly, impoverished, unfaithful, or personally ill-disposed...Has 1d4 regular suitors/fiancees, +1 per every 2 points of P.B. over 15. On a roll of 18-20 on a 20-sided, at the beginning of any adventure, these suitors will show up on the scene to get in the way, require rescue from peril, and generally muck up the character...
- FaceFault---Every time another character says or does something stupid, or simply mind-boggling, the Anime PC must roll versus his or her M.E. to avoid dropping one's jaw in disbelief and possibly falling facefirst to the ground--the classic 'facefault'....Character loses Initiative and 1 attack/action that melee recovering.
- Terminal Shyness----In any situation of an embarassing nature involving the opposite sex(such as a rather straightforward pass, romantic ennuendo, display of flesh/flash of nudity), the character must roll versus ME, -1d6, or suffer Terminal Shyness; females blush intensely and swoon, while males bleed explosively from the nose and pass out; take 1d4 SDC damage from blood loss/slamming into the ground....
- Androgynous----At times it becomes hard to distinguish the hero's gender due to their appearance and mannerisms.
Other Stuff: The character never has any savings and will always be asking for money for ramen and other food. There is a 30% chance the hero owns a futuristic vehicle or mecha of some kind but with otherwise have to travel on foot. The hero will always have 1d4 housemates which constantly intrude on his privacy.
Experience and level progression: Use the Mega-Hero table in the back of HU2 to determine lave progression.