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Anime d20 -- Outlaw Star Characters

Gene Starwind


Gene Starwind, found at deviantART.com, drawn by *DW3Girl

Adventurer 8/Gun Bunny 5/Mecha Pilot 4; Discretionary Points 48; Medium-sized Human; HD 8d4+24 plus 5d8+15 plus 4d8+12; 103 hp; Energy Points 45; Initiative +7; Speed 38 ft; AC 8 (DCM +5, Dex +3); Base Attack +12/+7/+2; Fort +7, Ref +13, Will +7; Str 15 (+2), Dex 17 (+3), Con 16 (+3), Int 15 (+2), Wis 16 (+3), Cha 16 (+3). CP 48+48 DP

Attacks: +19, +19, +14, +9 melee (1d4+5 damage plus 1d6+2 stun, Punch) or +21, +21, +16, +11 ranged (1d8+3, Limited Shots, Revolver) or +23 ranged (11d8+3, Penetrating: Armor x2, Targeted (Wizards), Unique (see below), Linked (Caster Gun), Slow, Static, Unreliable, Uses Energy, Caster Attack)

Attributes: Art of Distraction 3, Attack Combat Mastery 3, Aura of Command 3, Defense Combat Mastery 5, Divine Relationship 4, Extra Attacks 1, Heightened Awareness 3, Highly Skilled 4, Item of Power 2, Massive Damage 3, Own a Big Mecha 4, Personal Gear 1, Special Attack (Caster Attack) 6, Special Attack (Special Caster Attack) 8

Skills: (116 skill points; spent all) Balance 6, Bluff 7, Computer Use 5, Demolitions 6, Diplomacy 5, Disable Device 6, Disguise 4, Drive (car) 10, Escape Artist 8, Forgery 5, Gamble 10, Gather Information 4, Gun Combat (pistols) 3, Hide 4, Intimidate 6, Investigate 5, Knowledge (streetwise) 3, Listen 4, Move Silent 5, Navigate (spaceways) 8, Open Lock 4, Pilot (spaceship) 15, Profession (bounty hunter) 7, Ranged Defense 3, Repair 5, Search 3, Seduction (women) 9, Sense Motive 4, Sleight of Hand 5, Spot 5, Survival (tracking) 6

Feats: Accuracy, Ambidexterity, Blind-Shoot, Brawl, Combat Martial Arts, Improved Initiative, Judge Opponent, Point Blank Shot, Portable Armory, Steady Hand

Defects: Girl Magnet* 2, Nemesis (MacDougall Brothers) 2, Recurring Nightmares (Death of Father) 2, Significant Other (Melfina) 2, Significant Other (Jim) 1, Wanted (Kei Pirates) 1

*- Many women want Gene (to differing degrees), from the innocent Melfina and the jealous Iris, to the businesslike Valeria and random racing officials and hookers, and even Hot Ice Hilda (not a hooker) and the sorceress Urt. It could even be safe to assume that maybe Aisha would, if he hadn't already "screwed" her life. This also seems to cover Fred Lao, who is rather girly. Oh, isn't it such a pain to have to be Gene Starwind? };-)

OTHER GAME NOTES


Item of Power - Caster Gun
Casters, or "spellguns", utilize a lost form of technology and magic, and are considered rare antiques. Their ammunition, caster shells, are relatively rare, and often disgustingly expensive, and come in 20 varieties with varying effects, #4, #9, and #13 the rarest in the set can only be made by the wizards of Tenrei drawing upon the life force of the user. Casters use a form of magic that is extremely effective against Tao magic, the magic used by the majority of Kei and Bonn Pirates. The effects, which vary from shell to shell, are very destructive, and can also drain energy from the wielder. The majority of caster guns hold only a single shell at a time. The gun does no damage itself, but it allows the use of the Caster Attack, which is quite damaging. Damage 0 (see Caster Attack), +2 to hit, Concealable, Limited Shots (1), No Damage.

Weapon Attack - Caster Attack
This powerful magical blast, created by caster guns, is quite destructive. It requires that an attack with the caster gun be successful.

The Caster Attack deals damage primarily to a single target, somewhat limiting its practicality. However, it makes up for this by killing virtually anything, or anyone, it interacts with. It is a magical effect, and takes the form of a ball of energy, annihilating most anything it comes in contact with. Damage 11d8, Penetrating: Armor x2, Targeted (wizards), Linked (caster gun attack) Slow, Static, Unreliable, Uses Energy.
Certain caster shells (#4, #9, and #13) are Use Energy x2, rather than just Use Energy, and drain 25 hp per shot, in addition to the energy drain, also Unique: Implosive sphere leaves no body or equipment behind.
(Normal:2+2+2-1-2-1-1=-1)
(Special:2+2+2-1-2-1-2-1-1=-2) shoot for 70 damage (Normals are SA 6; Specials are SA 8)

Personal Gear
Communicator Earring - Gene likes to stay in contact with Jim, his partner, and this innocuous device is a means of doing so, thus he has a second pair of eyes, and one that has a scanner. It has a 5-mile radius range.

Light Armor
Gene's coat provides 2 points of Armor. It is something between a trench coat and a cape. A minor item.

Light Shield
Gene's wrist guards provide 2 points of Force Field, but uses the Shield Only disadvantage (deflect 30 damage). The blue gloves are not a component. A minor item. (Item of Power 1)

Mecha
Outlaw Star -- The Outlaw Star, also known as the XGP15A-II, is Gene Starwind's ship, after he and his "crew" stumble upon it. The ship is almost a character, in and of itself, especially with Gilliam, so its statistics are found elsewhere on this page.

***COMPLETED!!!***

Melfina


Melfina, found here


Melfina, found here

Adventurer 10; Discretionary Points 44; Medium-sized Human (bio-android); HD 9d4+27; 45 hp; Energy Points 62; Initiative +11; Speed 35 ft; AC 9 (DCM +6, Dex +3); Base Attack +4; Fort +6, Ref +6, Will +4; Str 12 (+1), Dex 16 (+3), Con 16 (+3), Int 17 (+3), Wis 13 (+1), Cha 16 (+3). CP 101 (0 left)

Attacks: +6 (1d3+1, Punch)

Attributes: Art of Distraction 5, Computer Scanning 3, Defense Combat Mastery 6, Divine Relationship 5, Extra Energy 2, Features 5, Item of Power 6, Highly Skilled 15, Mind Shield 8, Own a Big Mecha 2, Special Defense (does not age) 2, Personal Gear 1

Skills: (151 total; spent all) Balance 7, Computer Use 13, Concentration 16, Diplomacy 7, Disable Device 6, Drive (car) 8, Handle Animal 7, Hide 9, Investigate 10, Listen 8, Medical 13, Melee Defense 1, Navigate (spaceways) 14, Perform (singing) 10, Pilot (spacecraft) 16, Profession (cooking) 3, Ranged Defense 1, Research 9, Search 10, Sense Motive 3, Spot 5, Unarmed Attack (strikes) 1, Unarmed Defense 1

Feats: Ambidexterity, Improved Initiative x2, Iron Will, Mecha/Vehilce Dodge

Defects: Nemesis (Harry MacDougall) 2, Significant Other (Gene) 2, Unique Defect (Amnesia) 2, Wanted (Kei Pirates) 1

OTHER GAME NOTES


Race - Bio-Android
Almost more for me, this is how I figured Melfina's race cost: Base Movement 0; Immune to Poison, Sleep, Paralysis, Stun 4; Immune to Disease, Death, Necromantic Effects 3; =7 (-6) =1.

Features - Longevity
As an advanced bio-android, Melfina does not age. She is also immune to aging, as well as disease.

Features - Bio-Android Mind
As a bio-android, Melfina is immune to mental/telepathic intrusion and manipulation, though she is vulnerable to online hacking, and such.

Features - Absolute Time Sense
Melfina can calculate the exact time at will, regardless of situation or surroundings. More importantly, however, she can accurately measure the passage of time, even if she slept through a portion of it.

Features - Lightning Calculator
When necessary, Melfina can crunch numbers and perform complex equations with extreme speed. This allows her to factor probabilities with ship's course, including arrival delays from stellar phenomena.

Features - Leyline Project Commands
The brilliant scientist, Gwen Khan created Melfina, and implanted hidden commands into her system. With but a phrase ("It was you who broke my mason plate."), he, or another with the knowledge, can suspend Melfina's personality, leaving her in an effective coma. With another phrase ("Breakfast is signaled with a silver spoon."), one can reactivate Melfina.

Item of Power - Navigation Tank
This device, which is integrated into the XGP15A-II, allows Melfina to merge her mind with all of the ship's systems, and is, in fact, a necessary component (along with Melfina) in ship operation. Inside the tank, Melfina can control ship's course, speed, operate weaponry (minus the grappler arms), and monitor sensors (internal and external). For the purposes of game balance, assume that Melfina can simultaneously operate a number of systems equal to her Intelligence modifier (+3) without penalty. Each additional system beyond that imposes a -2 cumulative penalty on all checks (so 5 systems can be operated, all at -4 check penalty). Also, Melfina can take another person into the tank with her, and while there, they will heal at an accelerated rate (Regeneration 4), and be purified of all toxins. This ability cannot be used while Melfina is performing any other ship-based tasks. When in operation, the tank is also air-tight, and fluid-filled. The container has Armor 3. Melfina must be naked to operate this system (despite edited anime), as will be anyone else who enters the tank with her. For an interesting description, see here


Mefina in the tank, found here.

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***COMPLETED!!!***

Jim Hawking


Jim Hawking, found here

Tech Genius 11/Hot Rod 2; Discretionary Points ; Medium-sized Human; HD 11d4+ plus 2d8+ ; hp; Energy Points 45; Initiative +7; Speed 38 ft; AC 10 (DCM +7, Dex +3); Base Attack +12/+7/+2; Fort +7, Ref +13, Will +7; Str 11 (+0), Dex 14 (+2), Con 14 (+2), Int 18 (+4), Wis 16 (+3), Cha 14 (+2). CP 11

Attacks:

Attributes:
(TG) Computer Scanning 2, Flunkies 3, Item of Power 2, Mechanical Genius 4, Personal Gear 4 (Comp), Wealth 1; (HR) Mechanical Genius 1, Personal Gear (Car) 1

Skills:

Feats:

Defects: Significant Other (Gene) 1

OTHER GAME NOTES


Item of Power - Pocket Computer
Jim is a hacker extrordinaire, and anyone this good has a way to use such talent anywhere they go. Jim is no exception. This powerful little computer is a marvel of science, made all the better by Jim's incredible mind. It has a lot of memory, wireless modem, and enough hacker-programs and software to both surreptitiously be online, and also to hack even the best of pirates or Space Forces computer systems.

Personal Gear
Hover Car - The Erefrow, a classic. This four-seater hovercar has a max speed of about 140 mph.

Features - Walking Armory
For whatever reason, Gene is more likely to acquire replacement ammunition for his weapons from Jim than from his own pockets, even in the heat of battle. This even includes caster shells; ammunition for a weapon Jim never uses. Though Jim doesn't do much direct fighting, he is still always in possession of copious amounts of ammunition (often three clips of bullets, and one or two random caster shells).

Twilight Suzuka


Twilight Suzuka, found here

Adventurer 6/Dynamic Sorcerer 2/Samurai 7; Discretionary Points ; Medium-sized Human; HD 6d4+18 plus 2d4+6 plus 7d10+21; 100 hp; Energy Points 42; Initiative +7; Speed 46 ft; AC 10 (DCM +7, Dex +3); Base Attack +12/+7/+2; Fort +7, Ref +13, Will +7; Str 15 (+2), Dex 17 (+3), Con 16 (+3), Int 16 (+3), Wis 16 (+3), Cha 16 (+3). 37 CP

Attacks:

Attributes:
(DS) Dynamic Sorcery 1; (Sam) Aura of Command 1, Jumping 1, Massive Damage (sword) 1, Personal Gear 1, Speed 1

Skills:

Feats: Judge Opponent, Improved Initiative, Leap Attack

Defects: Nemesis (Hitoriga) 2

OTHER GAME NOTES


Item of Power - Bokken
Suzuka's primary weapon is a wooden katana, a bokken. While many people use these for training with the the real katana, Suzuka, a master, keeps this. As a wooden sword, Suzuka's bokken is undetectable by most security measures, and her skill, along with her special techniques, make it every bit as dangerous as a metal katana. Damage 1d6+2, Melee, Concealable.

Weapon Attack - Hieis
Various techniques Suzuka has mastered over the years. At a later point, I will likely figure out how dynamic sorcery does this, and remove this bit.

Aisha Clan-Clan



Aisha Clan-Clan, found here

Adventurer 4/Shapechanger 10; Discretionary Points ; Medium-sized Ctarl Ctarl; HD 4d4+16 plus 5d8+40; 84 hp; Energy Points 45; Initiative +7; Speed 38 ft; AC 10 (DCM +7, Dex +3); Base Attack +12/+7/+2; Fort +7, Ref +13, Will +7; Str 22 (+6), Dex 17 (+3), Con 18 (+4), Int 15 (+2), Wis 14 (+2), Cha 16 (+3). 22 CP

Attacks:

Attributes:
(SC) Alternate Form (cosmetic changes), Alternate Form (full-powered) 2, Elasticity 2, Mimic (all) 1, Regeneration 2

Skills:

Feats:

Defects:

OTHER GAME NOTES


Alternate Form - Garou Oni
Aisha possesses the ability to transform into a powerful werebeast, and destroy all in her vicinity. Its stats, much like her own, are forthcoming. She can both enhance her humanoid form's strength, or she can become a full quadraped beast-form, becoming an even more powerful beast. At least the boosting of strength does seem to require the presence of a moon.

Features - Immortality
Even in a system where dying is rare, Ctarl-Ctarl are durable. Regardless of their hit points, the only way to kill one is with by exhausting their hit points with a critical hit. Aisha, specifically, is even seen surviving a planted explosive charge, and a "standard" caster attack, to testify to a Ctar-Ctarl's resiliance.

Outlaw Star
(XGP15A-II)

Stats

Attacks:

Attributes:

Skills:

Feats:

Defects:

OTHER GAME NOTES


Computer AI - Gilliam II
The "mind" of the Outlaw Star, so to say, is Gilliam, the ship's Artificuial Intelligence.

Item of Power - Grappler Arms
The Outlaw Star is equipped with two grappler arms, which it can use to manipulate objects outside the ship, and fight off foes. They are also capable of manipulating weapons, such as a large blaster, a buzz saw, or a spear-like melee combat weapon.

Operational Requirement - Melfina
Despite one moment to the contrary (High-Gravity Jailbreak), Melfina is a mandatory component to the operation of the Outlaw Star. It is simply too difficult to manage all of the ship's systems and navigational data without her. One can surmise Gwen Khan did something to assist in the operation while Melfina was catatonic, although the ship didn't do a lot in that time, so perhaps they simply performed few enough actions to manage.

Own A Big Mecha 6
Until I figure up statistics for the Outlaw Star, it is surmised as a Level 6 Mecha/Vehicle, gained from Gene's OBM rating of 4 and Mel's OBM rating of 2. Gene "owns" it, and is captain, while the ship was specifically designed to operate with Melfina. This builds up to: 12d8 Hit Points, 24 Armour, 2 arms, top speed of 1000 mph, 12d6 damage in unarmed melee combat (grappler arms), and Rank 6 Special Attack. Additionally, it has hyperflight/etherdrive.


The Outlaw Star (XGP15A-II, found here

Ron MacDougall


Ron MacDougall, found here

Adventurer 8/Gun Bunny 5/Mecha Pilot 4; Discretionary Points ; Medium-sized Human; HD 8d4+24 plus 5d8+15 plus 4d8+12; 103 hp; Energy Points 45; Initiative +7; Speed 38 ft; AC 10 (DCM +7, Dex +3); Base Attack +12/+7/+2; Fort +7, Ref +13, Will +7; Str 15 (+2), Dex 17 (+3), Con 16 (+3), Int 15 (+2), Wis 16 (+3), Cha 16 (+3).

Attacks:

Attributes: Special Attack (Caster Attack) 10

Skills:

Feats:

Defects: Nemesis (Gene Starwind) 2, Significant Other (Harry) 2

OTHER GAME NOTES


Item of Power - Caster Gun
See Gene's entry above. In almost every way that matters, Ron MacDougall's caster gun is similar to Gene's. It's primary differences are that it can be used in melee, like a mace (designed like a shakujō), though mostly to parry melee weapons, and it can negate caster shell attacks without expending one of its own shells. Also of note, Ron's caster has a chamber size of three, not one, like Gene's. Damage N/A (see Caster Attack) or 1d8+2 melee, Concealable, Limited Shots (3), No Damage (ranged).

Weapon Attack - Caster Attack
See Gene's entry. Damage 11d8, Long Range x2, Penetrating: Armor x3, Targeted (wizards), Unique: Implosive sphere leaves no body or equipment behind, Linked (caster gun) Slow, Uses Energy.

Personal Gear
Communicator Earring - .

Attack Panthers - One of MacDougall's Space Forces employers granted him the use of a number of these powerful, mechanical terrors. They combine cat-like speed and refexes with mechanical precision and durability, and even throw in a mounted weapon system, in the form of a powerful blaster. It is safe to assume MacDougall probably had about a dozen, and only about four were seen to be destroyed.

Light Shield
Ron's wrist guards provide 5 points of Force Field. A minor item.

Mecha
Shangri La - This is Ron and Harry's ship, and the one of the two that survives. It has four grappler arms, a number of weapons, and can even store a Halcyon missile in its lower area.

Harry MacDougall


Harry MacDougall, found here

Adventurer 8/Tech Genius 5; Discretionary Points ; Medium-sized Human; HD 8d4+24 plus 5d8+15 plus 4d8+12; 103 hp; Energy Points 45; Initiative +7; Speed 38 ft; AC 10 (DCM +7, Dex +3); Base Attack +12/+7/+2; Fort +7, Ref +13, Will +7; Str 15 (+2), Dex 17 (+3), Con 16 (+3), Int 15 (+2), Wis 16 (+3), Cha 16 (+3).

Attacks:

Attributes:

Skills:

Feats:

Defects: Nemesis (Gene Starwind) 2, Significant Other (Melfina) 2, Significant Other (Ron) 1

Note: This version of Harry MacDougall will likely be the pre-cyborg version, so, with the cybernetic arm, but not the full prosthetic body.

OTHER GAME NOTES


Personal Gear
Communicator Earring - .

Cybernetics
Although the injury to Harry's arm did not seem so severe, it appears that the MacDougall Brothers chose to replace it with a cybernetic implant. This limb possesses enhanced strength and dexterity, as well as integrated hacking gear.

Making details and stats for some characters can be a pain, and difficult. I found that ANIME AND MANGA CHARACTER ADAPTIONS was a very helpful website.

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