Press "Enter" to skip to content

The Teleonaut

There’s a backstory, but it’s too late in the evening for me to write it up. This is for Jeff.

The Teleonaut

Player: Bryant Durrell

Val Char Cost
20 STR 10
26 DEX 48
16 CON 12
20 BODY 20
10 INT 0
10 EGO 0
18 PRE 8
10 COM 0
10 PD 6
9 ED 6
5 SPD 14
7 REC 0
32 END 0
38 STUN 0
6” RUN 0
2” SWIM 0
4” LEAP 0

Characteristics Cost: 121

Cost Power END
11 Darkness to Sight Group 3” radius (30 Active Points); 4 Charges (Recovered when he sleeps in shadow; -1), No Range (-1/2), Gradual Effect (1 Turn (Post-Segment 12); -1/4)
7 Drain END 1d6 (10 Active Points); Linked (Darkness; -1/2) 1

Powers Cost: 18

Cost Martial Arts Maneuver
8 +2 HTH Damage Class(es)
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike
4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 8d6 Strike
5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike
4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Martial Dodge: 1/2 Phase, — OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls

Martial Arts Cost: 32

Cost Skill
10 +2 with HTH Combat
3 Acrobatics 14-
3 Breakfall 14-
3 Concealment 11-
4 KS 13-
3 Stealth 14-

Skills Cost: 26

Total Character Cost: 200

Val Disadvantages
10 Distinctive Features: Albino (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Hunted: Brotherhood of the Staircase 11- (Mo Pow, Harshly Punish)
10 Hunted: FBI’s Division Seven 11- (Mo Pow, Watching)
10 Physical Limitation: Albino (Infrequently, Greatly Impairing)
15 Psychological Limitation: Code vs. Killing (Common, Strong)
10 Psychological Limitation: Distrusts authority (Common, Moderate)
5 Reputation: Nihilistic hero, 8-
10 Rivalry: Professional (Master of the Third Step; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry)
10 Vulnerability: Light-based powers (Common)

Disadvantage Points: 100

Base Points: 100
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0


  1. t. rev t. rev

    My copy of FRED is in Georgia, but shouldn’t the Darkness have some kind of extended duration on it?

  2. Yeah, and the Drain needs to be area effect, maybe. Or maybe not. I’d like it to be but I don’t know if I have the points.

    Mind you, it’s just a thought exercise until Jeff tells me how many points I’m working with.

  3. t. rev t. rev

    Hero standard base is now 150 or 200 points, I think.

  4. t. rev t. rev

    I think ‘albino’ is Frequent, Moderately Impairing. I mean, sunlight can burn him severely, and his eyesight is going to be impaired most of the time.

    I need to make fewer, longer comments.

  5. Hero standard is 200 + 150 Disads, but I’m pretending that Jeff is running a lower powered campaign. Martial artists scale up just fine, and that way anything extra I get is a bonus.

    I think Albino is Infrequent, since he can avoid the physical impairment by wearing sunglasses and being careful. Although Freq/Mod would still be 10 points, yes?

  6. t. rev t. rev

    Yes, no point change. Frequent because the conditions under which he is impaired are pretty darn common (daytime or bright lights). Moderately impairing because he can often take moderately helpful countermeasures at some inconvenience: completely covering up including a hat and gloves, or wearing full-body sunscreen, both are moderately fragile and impose minor disadvantages on their own, and albinos usually have impaired vision/partial blindness on top of the light sensitivity.

    The point is, Paraplegic is still worth the same number of points if you have a wheelchair, though a picky GM may make you pay points for the wheelchair! The same logic applies here.

  7. Jeff Jeff

    Just now saw this.

    I was imagining something like 150+100, but 200+100 works, especially since it is a thought experiment. The Darkness/END Drain thing looks neat, though clearly not his main schtick. And, while it’s hard to comment on a lack of description, the various proper nouns are evocative and well-suited to the Weird Turn Pro idea.

    Seeing this, I’m reminded that I’d have a lot of “Make Jeff More Familiar With The Rules” type work to do afore running HERO.

  8. That’s actually 100+100 — 150+100 would give me fifty points to play with, which would actually make it easier to do the darkness powers.

    You know how most martial artists spend years mastering human anatomy and learn to strike at pressure points to do damage and so on? The Teleonaut spent years mastering philosophy, and instead of striking at your body’s weak points, he strikes at the weak points of your philosophy to cause you intense pain.

  9. Jeff Jeff

    So the END drain is a “Aie! You make my head hurt!” kind of thing?

  10. Nah, that’s the blackness of the nihilism within his soul.

  11. t. rev t. rev

    Drop the +2 HTH Damage Classes (8 points) and spend 10 points on STR. That gives you two more points of base PD, which saves 2 points, and you get +2 REC and +5 STUN in the process.

  12. Ha, yep. Good catch. I am but a noob.

    Gonna need to jack it up to 12 DC attacks given Jeff’s new point spread, but I’ll work the numbers.

  13. t. rev t. rev

    A nice flavorful option for martial artists is to go with a DC lower than campaign norm, and invest in a lot of combat skill levels, which you can put toward DC at a 2 for 1 ratio when you absolutely need to smash that tank armor with your bare hands. Also, since martial artists generally don’t need to spend END on much, they can afford to push STR fairly frequently.

  14. I did not recall that you could move CSLs over to DC! That’s actually, yeah, a better option. Good point on pushing STR too.

  15. t. rev t. rev

    There’s a discussion somewhere in Ninja Hero that points out that you can roll your own martial arts style using no maneuvers, just HTH combat skill levels. It’s good for things like Jeet Kune Do.

Leave a Reply

Your email address will not be published. Required fields are marked *