GUILTY GEAR X

DIZZY

Val	CHA	Cost	Roll	Notes
10	STR	0	11-	Lift 100 kg; 2d6 HTH Damage (1)
18	DEX	24	13-	OCV:  6/DCV:  6
20	CON	20	13-
10	BODY	0	11-
15	INT	5	12-	PER Roll 12-
18	EGO	16	13-	ECV:  6
15	PRE	5	12-	PRE Attack:  3d6
14	COM	2	12-

8	PD	6		Total:  8 PD (0 rPD)
8	ED	4		Total:  8 ED (0 rED)
4	SPD	12		Phases:  3, 6, 9, 12
8	REC	4
40	END	0
30	STUN	5		Total Characteristic Cost:  103

Movement:	Running:	6"/12"
		Flight:		18"/36"
		Leaping:	12"/24"
		Swimming:	2"/4"

Cost	Powers & Skills
46	Angel And Demon Wings:  Duplication (creates 2 208-point Duplicates), Cannot Recombine (+0), 
	Altered Duplicates (100%; +1); Feedback (All Duplicates Take Damage When Struck; -1)

	Martial Arts: (unknown HTH style)
	Maneuver	OCV	DCV	Damage
3	Axe Smash	+1	+1	2d6 Strike; Target Falls
4	Block		+2	+2	Block, Abort
4	Knee Strike/Tail Whip
			+2	+0	4d6 Strike
4	Punch/Kick	+0	+2	4d6 Strike
5	Side Kick	+1	-2	6d6 Strike
3	Sweep		+2	-1	3d6 Strike, Target Falls
5	Uppercut	-2	+1	6d6 Strike

53	Chain Explosion:  EB 8d6, Area Of Effect (16" Line; +1); No Range (-1/2), END 8
8	Tail Poke/Wing Bash:  HA +2d6, Reduced Endurance (0 END; +1/2); Hand-To-Hand Attack (-1/2), Only 
	With Wings Or Tail (-1/4)
23	Wing Slash:  HA +4d6, Autofire (5 shots; +1/2), Reduced Endurance (1/2 END; +1/2); Hand-To-Hand 
	Attack (-1/2), Only With Wings Or Tail (-1/4), END 1
22	Shadow Monster:  HKA 1d6 (1 1/2d6 w/STR) plus Stretching 2", Reduced Endurance (0 END; +1/2); 
	Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Limited Body Parts 
	(tail; -1/4), END 1
17	Dragon's Head:  RKA 2d6; Gestures (Requires both hands; must "throw" dragon's head with both 
	hands; -1/2), Limited Range (6"; -1/4), END 3
30	Wings:  Flight 18", Reduced Endurance (1/2 END; +1/4); Restrainable (wings; -1/2), END 2
7	Triple Jump:  Leaping +10" (12" forward, 6" upward); Restrainable (wings; -1/2), END 1
5	Wings And A Tail:  Extra Limbs  (3), Inherent (+1/4); Limited Manipulation (-1/4)
15	Gear Half-Breed:  LS  (Immunity: All terrestrial diseases and biowarfare agents; Longevity: 
	Immortal)
4	Large Wings:  Stretching 1", Reduced Endurance (0 END; +1/2); Always Direct (-1/4), No Noncombat 
	Stretching (-1/4), No Velocity Damage (-1/4)

	Talents
20	Animal Friendship

	Skills
2	AK: Unknown Forest In France 11-
3	Climbing 13-
2	Concealment 12-; Self Only (-1/2)
0	Language:  French (idiomatic; literate)
3	Stealth 13-
2	Survival (Temperate/Subtropical Forests) 12-

Total Powers & Skill Cost:  290
Total Cost:  393

200+	Disadvantages
20	Distinctive Features:  Wings And A Tail (Not Concealable; Always Noticed and Causes Major Reaction; 
	Detectable By Commonly-Used Senses)
15	Hunted:  Miscellaneous Bounty/Gear Hunters And The Like 14- (Less Pow, Capture)
15	Psychological Limitation:  Doesn't Want To Fight Or Harm Anyone (Common, Strong)
15	Psychological Limitation:  Shy And Naive (Common, Strong)
20	Reputation:  Gear, attempted enslaver of mankind, 14- (Extreme)
20	Social Limitation:  Gear, marked for death (Very Frequently, Major)
88	Experience Points

Total Disadvantage Points:  393
Dizzy

Background/History:  Some two hundred years in the future man has managed to harness certain supernatural energies, creating a world where science has been outlawed and magic reigns supreme. However, it is not a peaceful world, and in the absence of technological weapons, magical ones have been invented. Known as "Gears," these biological weapons are made from a variety of organic materials, including humans and animals. Possessing superhuman strength and endurance, they are carefully designed to be obedient to their human masters. 

Dizzy is one such Gear. In fact, she is a half-breed, born of a Gear/human union. Abandoned as an infant, she was taken in by an elderly couple. However, the speed with which she grew frightened the neighbors, not to mention what happened when she grew her tail and wings. Realizing she was a Gear, the villagers decided to banish her, but her foster parents hid her away on the forest, where she stays, caring for the local wildlife and learning more and more about the world.

Personality/Motivation:  Despite her young age (she is little more than three years old, chronologically), Dizzy has the emotional maturity of a woman in her late teens or early twenties. She loves to learn and thirsts after knowledge of any kind. Naturally, she is distrustful of humans, and passionately hates mankind's wars and environmentally destructive habits. Although not a pacifist by any means, Dizzy hates to fight, and often argues with her wings (Necro and Undine) in an effort to keep them from attacking (or seriously harming) others. If pressed, however, she can defend herself, often with destructive results. For their part, Necro and Undine (a.k.a. "Death" and "Life") are more prone to use violence, especially Necro.

Quote:  "Please, I don't want to hurt anyone.  Please leave now."
"Please go away.  I don't want you to get hurt because of me."
"Please tell me, am I your enemy?"

Powers/Tactics:  As a Gear half-breed, Dizzy has a number of unique powers. For starters her superhuman physiology means she doesn't age in the same way humans do and is immune to human diseases and illnesses. Her wings allow her to make great leaps and even fly, while her tail can be used as an effective weapon. Her more supernatural powers are described as follows:

Dizzy

Necro

Undine

One thing to remember when dealing with Dizzy in a fight—she may not want to fight, but her wings are another story. Often they will engage a foe while she struggles to stop them (the game has her trying to drag Necro's arms down when he's grabbing for a target). One or other wing will often distract her, allowing the other wing to get an attack in. And, of course, the wings often squabble with one another, as well as Dizzy. Any combat encounter with Dizzy should be memorable simply for the sheer strangeness of it all. As a final note, Dizzy may lose her action by arguing with her wings. This shouldn’t happen all that often, but can help balance out the fact she effectively can act 12 times in a Turn.

Appearance:  Dizzy has the face and figure of a slender young woman. She stands 5'6" and weighs 123 pounds, and although she looks to be around 18 or so, Dizzy is, in fact, only three years old. Her hair is bluish or blue-black, her eyes reddish brown, and her tail is glossy black. Her right wing (Necro) is an unpleasant greenish-gray color and in battle appears a hooded and robed skeletal figure. Her left wing (Undine) is white or blue-white, and in battle appears as a beautiful woman with long flowing hair. Dizzy's costume consists of white boots with black plates and blue trim, black knee-high stockings, and a black "dress" with virtually no front (except for some strategically-placed straps), and long white angel-wing sleeves. A black choker, a large yellow bow in her hair (and a smaller one on her tail) completes the outfit.

Designer's Notes:  Dizzy (her name is a reference to former Guns N' Roses keyboardist Darren "Dizzy" Reed) is from a video game titled Guilty Gear X. The game is set in the future (roughly 2200 AD) after a prolonged war between humanity and biological weapons known as "gears." I've not played the game myself, but felt the character designs and descriptions were far to interesting to not turn into useful (and playable) HERO System characters. 

Dizzy might be one of the most complex adaptations I've ever done. I had a heck of a time finding out what her moves were called (They might not even have names, at least in the original versions!) and then struggled with how to define them. I'll admit, I simplified things a lot, as some of her attacks would probably push her point totals into the stratosphere.

As written, Dizzy makes an excellent Fantasy Hero encounter. If you like her character concept, but not the way its been presented, then change it! Dizzy should retain her half-human heritage, however, with the other half being demon, dragon, angel, fairy, or what-have-you. Alter her wings to fit the powers you'd like her to have. She could, for example, have powers of fire and ice, or light and dark, or similar elemental opposites. In addition, there is no reason why Dizzy can't have spells of her own, as well as skill with weapons. And if you find her hand-to-hand skills aren't powerful enough, give her two damage classes.

(Dizzy created by Sammy Company, Limited, character sheet created by Michael Surbrook, with help from Max Fauth and Michael Riffle)

NECRO

Val	CHA	Cost	Roll	Notes
25	STR	15	14-	Lift 800 kg; 5d6 HTH Damage [2]
18	DEX	24	13-	OCV:  6/DCV:  6
20	CON	20	13-
10	BODY	0	11-
15	INT	5	12-	PER Roll 12-
20	EGO	20	13-	ECV:  7
20	PRE	10	13-	PRE Attack:  4d6
4	COM	-3	10-

10	PD	5		Total:  10 PD (0 rPD)
10	ED	6		Total:  10 ED (0 rED)
4	SPD	12		Phases:  3, 6, 9, 12
9	REC	0
40	END	0
33	STUN	0		Total Characteristic Cost:  114

Movement:	Running:	0”/0”
		Leaping:	0”/0”
		Swimming:	0”/0”

Cost	Powers & Skills
60	Necro Combat Techniques:  Multipower, 60-point reserve
4u	1)  Demon Archer:  EB 8d6, Autofire (5 shots; +1/2); Restrainable (-1/2), END 6
2u	2)  Demon Grab:  HA +5d6, Autofire (5 shots; +1/2); Hand-To-Hand Attack (-1/2), Must Follow 
	Grab (-1/2), END 4
2u	3)  Twirling Scythe I:  HKA 1 1/2d6 (3d6 w/STR), Autofire (3 shots; +1/4); Restrainable (-1/2), END 3
6u	4)  Demon Laser:  RKA 4d6, Side Effects, Side Effect occurs automatically whenever Power is used 
	(Side Effect does a predefined amount of damage; Dizzy/Necro/Undine Knocked Down; +0), END 6
1u	5)  Twirling Scythe II:  Missile Deflection (Any Ranged Attack); Restrainable (-1/2)
	 
15	Spirit Of Death:  LS  (Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal)
-12	Unable To Move Independently:  Running -6"
-2	Unable To Move Independently:  Swimming -2"

	Skills
12	+4 with Necro Combat Techniques
	 
0	Language:  French (idiomatic; literate)

Total Powers & Skill Cost:  88
Total Cost:  202

100+	Disadvantages
15	Hunted:  Miscellaneous Bounty/Gear Hunters And The Like 14- (Less Pow, Capture)
5	Physical Limitation:  Reduced Leaping, cannot leap (Infrequently, Slightly Impairing)
15	Psychological Limitation:  Combative (likes to fight) (Common, Strong)
20	Reputation:  Gear, attempted enslaver of mankind, 14- (Extreme)
10	Rivalry:  Professional (Undine (bickers and fights with her constantly), Rival is As Powerful, 
	Rival is a Player Character (for all intents and purposes), Seek to Outdo, Embarrass, or Humiliate 
	Rival, Rival Aware of Rivalry
20	Social Limitation:  Gear, marked for death (Very Frequently, Major)
17	Experience Points

Total Disadvantage Points:  202

(Necro created by Sammy Company, Limited, character sheet created by Michael Surbrook, with help from Max Fauth and Michael Riffle)

UNDINE

Val	CHA	Cost	Roll	Notes
15	STR	5	12-	Lift 200 kg; 3d6 HTH Damage [1]
18	DEX	24	13-	OCV:  6/DCV:  6
20	CON	20	13-
10	BODY	0	11-
15	INT	5	12-	PER Roll 12-
20	EGO	20	13-	ECV:  7
20	PRE	10	13-	PRE Attack:  4d6
18	COM	4	13-

10	PD	7			Total:  10 PD (0 rPD)
10	ED	6			Total:  10 ED (0 rED)
4	SPD	12			Phases:  3, 6, 9, 12
8	REC	2
40	END	0
30	STUN	2		Total Characteristic Cost:  117

Movement:	Running:	0”/0”
	Leaping:	0”/0”
	Swimming:	0”/0”

Cost	Powers & Skills
61	Undine Combat Techniques:  Multipower, 61-point reserve
6u	1)  Ice Laser:  EB 12d6	6
5u	2)  Ice Spike:  EB 7d6, Indirect (rises up from the ground; +1/4), Armor Piercing (+1/2); Limited 
	Range (2"; -1/4), END 6
2u	3)  Ice Bite:  RKA 1d6, Autofire (3 shots; +1/4), No Range Modifier (+1/2); Can Be Blocked (HTH 
	Blocks work normally against this power; -1/2)m END 3
2u	4)  Ice Dagger:  RKA 1d6+1, Indirect (can be arced over some obstacles; +1/4), Armor 
	Piercing (+1/2); Extra Time (Extra Segment, -1/2), END 3
2u	5)  Ice Shield:  FW (12 PD/12 ED); No Range (-1/2), Self Only (-1/2), Instant (will only stop one 
	attack and then vanish; -1/2), END 6

15	Spirit Of Life:  LS  (Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal)
-12	Unable To Move Independently:  Running -6"
-2	Unable To Move Independently:  Swimming -2"

	Skills
12	+4 with Undine Combat Techniques
	 
0	Language:  French (idiomatic; literate)

Total Powers & Skill Cost:  91
Total Cost:  208

100+	Disadvantages
15	Hunted:  Miscellaneous Bounty/Gear Hunters And The Like 14- (Less Pow, Capture)
5	Physical Limitation:  Reduced Leaping, cannot leap (Infrequently, Slightly Impairing)
15	Psychological Limitation:  Protective Of Dizzy (Common, Strong)
20	Reputation:  Gear, attempted enslaver of mankind, 14- (Extreme)
10	Rivalry:  Professional (Necro (bickers and fights with him constantly), Rival is As Powerful, 
	Rival is a Player Character (for all intents and purposes), Seek to Outdo, Embarrass, or Humiliate 
	Rival, Rival Aware of Rivalry
20	Social Limitation:  Gear, marked for death (Very Frequently, Major)
23	Experience Points

Total Disadvantage Points:  208

(Undine created by Sammy Company, Limited, character sheet created by Michael Surbrook, with help from Max Fauth and Michael Riffle)

Dizzy's Hero Designer File

Necro's Hero Designer File

Undine's Hero Designer File


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