Sunday, May 11, 2014

The Hellfire Kid Character Sheet

The Hellfire Kid

Secret Identity: Sean Devlin
 Age: 160
Gender: M
Height: 5'11"
Weight: 175 lbs
Level: 1
Experience Points: 0
Player:  Joe

The law saw him hanged for fighting evil, and the Devil sent him to chase Hell’s herds through the Western sky. But now he has a second chance, and with six-guns blazing fire straight from Hades, The Hellfire Kid’s aiming for the bad men of a whole new world!

Super Powers and Super Skills:
1) Special Weapons: 2 Spectral Pistols: (Function as Power Blast) - Range = 16", Damage= 1d20, PR= 1 per shot
         a) Special trait: Effects Non Corporeal targets as if they didn't have Non Corporeal Defense
2) Non Corporeal: PR=7 per hour
3) Heightened Expertise: "Gunslinger" - +4 to hit with small arms
4) Willpower B: "Seen Worse Than You" - When defending against Mind Control or attacks that deal with fear or similar emotions; the Kid defends as though his relevant statistic is +25.
5) Pet: "Mystical Mustang" - See its character sheet. Substitutes its moved 126" movement for The Hellfire Kids' when he is riding

Weakness: Physical Handicap: Glowing red eyes and faint smell of brimstone; scar from noose around his neck.

Statistics:
Strength: 14
Endurance: 17
Agility: 14
Intelligence: 13
Charisma: 12

Hit Points: 13
Power Points: 58

Carrying Capacity: 388 lbs
Hand-to-Hand Damage: 1d6

Accuracy: +1 (Including Power Mods)
Damage Modifier: +1 (Including Power Mods)

Detect Hidden: 10
Detect Danger:  14

Reaction Modifiers: 1 from Good -1 from Evil

Movement: Ground:  45 per turn
Movement: Mustang: 147 per turn
Healing Rate: 1.6 hit points per day

Occupation: Unemployed
Security Clearance: 7
Wealth: 6

Skills:
Agriculture
Animal Handling
Athletics
Brawling
Criminal
Everyman
Grappling
Repair/Maintenance
Streetwise

History:
 Sean “The Hellfire Kid” Devlin never set out to be one of the West’s famous gunfighters. The son of Irish Immigrants to Philadelphia, he set out to the post-Civil War American West at the age of 16 to make his living driving cattle from the plains to the trailheads to be shipped to the East.

He was just Sean “Irish Red” Devlin, then, but his innate skill with his twin six shooters, his flaming red hair and the vagaries of fate led him to cross paths with almost every legendary lawman, badman, explorer and owlhoot the West had to offer, and he soon gained the nom de guerre he’d live with, and be buried with.

The Hellfire Kid couldn’t not fight injustice wherever he found it, and in the decade he roamed the West, he put scores of evil men behind bars, and over twenty in their graves. Devlin fought his last battle in 1880, when he stood between the forces of the corrupt U.S. Army Colonel Baring Dolch and a group of Cheyenne refugees made up of mostly women and children at Blounts Creek in Nebraska.

The Kid was able to hold off the soldiers for long enough for the Cheyenne to escape, but, wounded in the gunplay, he was judged a murderer and a traitor in a farce of a tribunal, hanged, and then buried in an unmarked grave.

Whether the Colonel’s “court” held some sway in the afterlife, or whether the Kid held his own sins so heavy to his soul, Devlin found himself in the hands of the Devil, who sentenced him to ride through the gray skies of the West trying to catch his own satanic herds – black horned, steel hooved fire breathing engines of hate. Over a hundred years, Devlin and his fellow damned chased the Devil’s herds across the skies, but as unchanging as those skies were, the landscape changed below.

It could have been because Devlin’s “sins” were not like those of the other riders; it could have been because he fell behind rather than put the spurs to his fiery steed; because the Devil had forgotten about the band of riders after their era had passed; or because he paused one day to warn a lone cowboy not to follow his path to perdition – whatever it was, the Hellfire Kid saw the signs of man’s progress reach toward the sky, and he began to plan.

He urged his horse, a nameless Mustang that had been killed along with 76 Yavapi Indians in the Skeleton Cave Massacre in Arizona, forward, cutting off a single red eyed bull and driving it off into a cloudy valley away from the herd and the troop of murderers, rapists, and outlaws that relentlessly pursued it. For decades, he and his horse chased the bull across the hollows and hills of the grey skies, but always edging it further east.

And finally, the day came – the bull and its pursuers burst out of a cloud bank, and Center City’s skyline reached up to touch the sky with silver fingers. For the beast, it was inconceivable; it knew nothing but endless, unbroken skies. For the Kid, it was his plan come to fruition; he knew that eventually he’d be able to drive the bull to one of cities he had seen for so long on the horizon. The cowboy and his horse bore down, moving their quarry into the canyons of high-rises, until finally Devlin could leap from his saddle and drag the bull down to the ground by his horns.

It was a simple matter for the Kid to use his lasso, unused for over a century, to tie the stunned animal’s legs. Finally, the Hellfire Kid had severed the terms of his damnation, and stood on solid ground once again.

The CHESS Valkyrie arrived on the scene then. Devlin knew she was some sort of lawman, so he tipped his hat, smiled and said “Ma’am…”

And promptly pitched forward to the street, unconscious.

Powers: Exposure to his particular hell and the Devil’s herd have affected the Hellfire Kid in several ways:

His twin Colt Peacemakers now shoot blasts of “hellfire” that can affect even affect desolid targets, and never need to be reloaded.

He and his horse may both turn as insubstantial as ghosts. Whether they are actually ghosts remains to be seen.

Devlin had seen a lot even before he died, and even more after. It takes a lot to affect him mentally, much less impress him.

Riding with the Devil has changed him physically, as well. He smells of sulfur and his eyes are lit with the fire of the inferno. He also bears the scars of his death on his neck and jawline.

Appearance: The Hellfire Kid is a rugged, handsome man with bright red hair. He wears simple work clothes – a grey work shirt, blue jeans, a black bandanna around his neck, a grey Stetson with a cattleman’s crease, and plain brown boots. He wears a pair of walnut handled Colt Peacemakers

Jack Frost Character Sheet

Jack Frost

Secret Identity:  Unknown
Age: Unknown
Gender: M
Height: 5'2"
Weight: 115 lbs
Level: 1
Experience Points: 0
Player:  Zeus

A mischief-making spirit and the personification of crisp, cold, winter weather.


Super Powers and Super Skills:
1) Ice Powers - (Has a Structural Rating of 2 Hit Pointers per cubic/foot)
    a) Ice Blast: Range = 25 inches, Damage 1d12, PR = 5
    b) Clinging Ice Damage: Every Point of damage creates a 1 cubic/foot; Damage is 1 per cubic/foot
    c) Melting Ice: 1 cubic/foot per turn - occurs between turns
    d) Entangle Carrier Effect: Multiply the number of cubit/foot by 100 pounds. If the results exceeds the Victims Carrying Capacity, victim will be rendered totally immobile and thus unable  to attack the ice in any manner requiring him  to be able to move.
    e) No Ice Armor, but has Ice Defense, requires movement of 1" to activate
    f) Masses of Ice: Requires 1 inch of normal movement to form each 2 cubit/feet of ice. PR=0. To maintain ice is PR=1 paid between turns.
Mutant Power: Winter Weather Powers
    a) Snow: Range = 36 inches, Damage 1d10, Obscures Vision, PR=4
    b) Blizzard: Range = 21 inches, Damage 1d12, Snow plus High Winds, PR=5
Flight: Can fly on the Winter Winds. PR=1 per hour, 126 MPH
Animal/Plant Powers: Elemental Force
     a) Heightened Senses: Can communicate with winter animals and cultures (knows their languages if snow occurs where they live)
     b) Body Power: Doesn't age, drink, or need to eat
     c) Body Power: Immune to disease
Weaknesses:  Because he is an elemental force, some magi over the centuries have been able to summon him and bind him to their bidding.

Statistics:
Strength: 7
Endurance: 18
Agility: 18
Intelligence: 10
Charisma: 14

Hit Points: 8
Power Points: 53

Carrying Capacity: 123 lbs
Hand-to-Hand Damage: 1d4

Accuracy: +3 (Including Power Mods)
Damage Modifier: +2 (Including Power Mods)

Detect Hidden: 8
Detect Danger:  12

Reaction Modifiers: 1 from Good -1 from Evil

Movement: Ground:  43 per turn
Movement: Flight: 597 per turn
Healing Rate: 1.5 hit points per day

Occupation: Force of Nature
Security Clearance: None
Wealth: None

Skills:

Luck Points: 1.4

Former Aliases: Old Man Winter, The Frost King, Father Frost, Yuki-Onna


History: The being known as Jack Frost came into existence during the Pleistocene epoch of earth's history. The young mystical energies surrounding earth brought forth entities that represented the forces of nature . Although most of them would not become sentient until roughly 35 million years ago. As humans began to have the capacity to imagine and dream. His current incarnation has his roots in Norse and Anglo-Saxon winter customs. During a time when human magicians and sorcery were prevalent, is when Jack really began to take an interest in humans. Unfortunately for him, the growing ability of some magi led to some problems for him. During that time he discovered that he could be summoned and made to do the bidding of magi powerful enough to harness elemental forces. Starting in the 17th century, Jack Frost became a friendly spirit, but also very dangerous because if one were to insult him he would cover that person with snow or turn them into frost. Jack is a spirit and the personification of crisp, cold, winter weather. He is also at times shown as a mischief-making spirit, carefree and happiest when he can behave as he pleases. With no obligations, he is able to flourish. He is traditionally thought to leave the frosty, fern-like patterns on windows on cold winter mornings (window frost or fern frost) and nipping the extremities in cold weather. He has grown as mankind has grown. Although none would say he has matured!