View Full Version : Mystical Hero Team Archetypes
Wolfjack
Jun 25th, '05, 07:38 AM
There's a terrific thread already on the board regarding the creation of a New Circle that has a number of well-crafted characters on it. But I'd like to step back a bit and look at possible archetypes themselves and use them as springboards for individual characters. I'll be revitalizing this New Circle for use in my FTF campaign that is largely based on the Champions Universe with influences that stretch the usual gamut of comics, other games and my own wants.
This Circle will be based on the original of Aaron Allston's and will include The Master along with a now middle-aged and uncostumed Crusader. The Master rescued Sam Saunders from the depths of rage that he had sunk into in his war on crime, one that had removeded the line of distinction between himself and the criminals he fought. The Master, having turned his own path around after WWII, helped him find a certain peace.
Now, both are training their new set of recruits for what promises to be a war between the forces of light and dark. Now the question is... who are they?
Some archetypes I'm considering include:
- Classic Universal Film characters: these include mummies, patchwork mad scientist creatioons, werewolves, vampires, etc.
- Dimensional Wanderer
- Spellcaster
- The Night Stalker: Batman with hate-on for supernatural foes.
These are what I have so far. I could fill up a team with just these, but I'm looking for either twists on accpeted conventions or new archetypes altogether. Thanks in advance!!
Best... Lee
moquif
Jun 25th, '05, 08:42 AM
One archtype I think you left out is Magical Creation that includes PC elementals, golems, and mudane people who have been changed by magic. This does overlap the others you listed. Elemantal creatures or their life source could come from another dimension. Frankenstien's monster is a flesh golem. Werewolves and mummies were once ordinary people until magic touched them. But I think it's still worth mentioning because it covers more. A mortal's soul transfered to a suit of armor, a person half-fused to a demon, etc. I am assuming dimensional wanderers include angels and devils.
steriaca
Jun 25th, '05, 08:54 AM
I'm glad that The New Circle has a place in yoru campain. Is there a place for my babies, The Black Tryangle?
Wolfjack
Jun 25th, '05, 09:59 AM
One archtype I think you left out is Magical Creation that includes PC elementals, golems, and mudane people who have been changed by magic. This does overlap the others you listed. Elemantal creatures or their life source could come from another dimension. Frankenstien's monster is a flesh golem. Werewolves and mummies were once ordinary people until magic touched them. But I think it's still worth mentioning because it covers more. A mortal's soul transfered to a suit of armor, a person half-fused to a demon, etc. I am assuming dimensional wanderers include angels and devils.
Great thought! I had been noodling around the idea of a golem, but left it off the list. But your thoughts on it certainly expand on the idea - I never considered a soul inhabiting a suit of armor.
I didn't actually consider angels or devils as dimensional wanderers, I was thinking more along the lines of a spellcaster from another dimension, ala anything written by Charles deLint, or even a gypsy like wanderer that has picked up magic and technological items in his/her journeys across time and space.
Wolfjack
Jun 25th, '05, 10:03 AM
I'm glad that The New Circle has a place in yoru campain. Is there a place for my babies, The Black Tryangle?
Heh... I take it they're part of the New Circle thread? Sorry, haven't read all of it. The idea of a revamped Circle has long hung in my brain, mostly because the characters that were in the original Organization book didn't really appeal to me. I started reading the New Circle thread, but just hadn't made it as afr as your contributions. Can you recap??
steriaca
Jun 27th, '05, 04:11 PM
Heh... I take it they're part of the New Circle thread? Sorry, haven't read all of it. The idea of a revamped Circle has long hung in my brain, mostly because the characters that were in the original Organization book didn't really appeal to me. I started reading the New Circle thread, but just hadn't made it as afr as your contributions. Can you recap??
Basicly, I will keep it short.
The (New) Circle = a magical Justice League.
The Black Tryangle = a magical Leagon Of Doom!
Nuff Said.
Lightray
Jun 27th, '05, 06:50 PM
First off, The Ultimate Mystic has a pretty good breakdown of the different types of mystic characters.
ha! got here before Lord Liaden, for once!
That said, the ones I see most often are:
- Supernatural Being (e.g., demon, angel, elemental. often embodied in or possessing a mortal host)
- Deity (e.g., Olympian or Aesir)
- Untrained mystic with "great potential"
- Pulpish mystic (e.g., with the "power to cloud men's minds")
- normal human imbued with mystic power from an enchantment or magical weapon.
Black Rose
Jun 28th, '05, 01:29 AM
Wow! I didn't think I was going to suggest this one first: Reformed Big Bad. Sure, back in the day, you were all hot on the bloodletting and tormenting, but not any more. Now, for some reason (got a soul, or a curse or some other outside influence) you work for the side of Good, or at least the side of Good with a heavy dose of snark and naughtiness.
Wolfjack
Jun 28th, '05, 07:37 AM
Wow! I didn't think I was going to suggest this one first: Reformed Big Bad. Sure, back in the day, you were all hot on the bloodletting and tormenting, but not any more. Now, for some reason (got a soul, or a curse or some other outside influence) you work for the side of Good, or at least the side of Good with a heavy dose of snark and naughtiness.
I like this idea a lot... and motivation would be easy. The character could be considered evil but realize that the "other one" out there is REALLY EVIL. Its hard to run around being a bad-guy when there's no planet/civilization around to be bad on. Thanks!
Once I get the all concepts nailed, I'll post the list of them as an overview, then publish the characters individually.
Another idea I had was based on a character from an old V&V supplement called "Opponents Unlimited". The character is named Lodestone, with the ability to absorb magic into himself. The absorbation occurs over an area. Luckily the heroes are all NPC's - I wouldn't recommend this character in a PC group of mystrical heroes!
Best... Lee
moquif
Jun 28th, '05, 08:49 AM
Wow! I didn't think I was going to suggest this one first: Reformed Big Bad. Sure, back in the day, you were all hot on the bloodletting and tormenting, but not any more. Now, for some reason (got a soul, or a curse or some other outside influence) you work for the side of Good, or at least the side of Good with a heavy dose of snark and naughtiness.
The anime vampire, Hellsing, joined the good-guys because the vampire population has exploded with wannabes, thrill-seekers, goth-extremists, and others not worthy of being a vampire (in his opinion). By working with the good-guys he gets to eliminate the undesireable vampires and get the support and protection of their organization. In doing so he's not hunted as much and gets a steady supply of blood from hospitals. So the Reformed Big Bad could just wise up and go to the winning side out of self-preservation or other ulterior motive. I suspect once the vampire population is back to normal, Hellsing will quit and go back to his ways.
Intrope
Jun 28th, '05, 01:05 PM
The anime vampire, Hellsing, joined the good-guys because the vampire population has exploded with wannabes, thrill-seekers, goth-extremists, and others not worthy of being a vampire (in his opinion). By working with the good-guys he gets to eliminate the undesireable vampires and get the support and protection of their organization. In doing so he's not hunted as much and gets a steady supply of blood from hospitals. So the Reformed Big Bad could just wise up and go to the winning side out of self-preservation or other ulterior motive. I suspect once the vampire population is back to normal, Hellsing will quit and go back to his ways.
Actually, his name's Alucard (Hellsing is the family/orgainization that he serves. Maybe.)
But he does make a good example of the Reformed Big Bad. Seras Victoria from the same serie makes a good example of 'normal changed by magic', too.
moquif
Jun 30th, '05, 11:28 AM
This talk got me wondering, what happens if a robotist creates an advanced robot body and is able to give it life through the kaballist method of creating golems. Would it be a magical or technological being? (keep in mind the only thing magical about the now-sentient robot is its soul)
Doctor Agenda
Jun 30th, '05, 01:17 PM
What about an open-ended spell, a curse for instance, that incarnates into a human-like form to carry out its purpose (eg, rid the world of evil)?
An astral entity formed by a psychic crime victim's burning desire for justice?
A hero inhabited by a magical symbiote that allows him or her to feed on magic?
A scavenger, collector or trader who has acquired multiple interesting magical artifacts in order to be able to fight evil magic on equal terms.
I'm kind of straying from archetypes, though. What about a streetwise PI who has lots of connections and favors owed him in the Occult Underground? Sometimes the kind of favors you can cash in by calling a Name? Maybe he has some unusual mystical knack that makes him particularly useful (analytical Detect Magic, high defenses against magic, can Dispel Magic, is really lucky, etc.) to supernatural types. He could know a little magic himself, or rely on a kevlar vest, a heavy handgun, and his charm.
Arkham
Jun 30th, '05, 02:26 PM
This talk got me wondering, what happens if a robotist creates an advanced robot body and is able to give it life through the kaballist method of creating golems. Would it be a magical or technological being? (keep in mind the only thing magical about the now-sentient robot is its soul)
Strangely enough, in the first Hero game I ran, one of the PCs was this exact thing. A Golem created by high-ranking Kaballists in Israel out of Unobtanium. He was made to be a kind of Captain America for them.
He was considered both mystical _and_ technological.
Greatwyrm
Jun 30th, '05, 02:38 PM
The Reluctant Mystic -- somebody who has power and sees the supernatural for what it is, but either doesn't want to get involved or is just plain scared.
The Weirdness Magnet -- (to paraphrase GURPS) somebody who may not have much in the way of special powers, but just keeps having weird stuff happen around them (alien abductions, magical accidents, miracles, bigfoot sightings).
steriaca
Jun 30th, '05, 03:23 PM
This talk got me wondering, what happens if a robotist creates an advanced robot body and is able to give it life through the kaballist method of creating golems. Would it be a magical or technological being? (keep in mind the only thing magical about the now-sentient robot is its soul)
You realy want to chose? It is two, two, two clasifications at once.
st barbara
Jul 1st, '05, 03:25 AM
It might be fun to create a team that consisted entirely of different sorts of magicians; an illusionist,someone who has to speak their spells/magic word aloud,one whose powers only effect non living objects, one who uses amystic artifact or someone like the old character "Sargon" who could mystically control anything that he had touched within a set period of time !
OddHat
Jul 1st, '05, 04:09 AM
Well, some of the ideas I was playing with in the New Circle -
The Changeling. Most traditional changeling stories have the "switched" child flee or switched back. The idea of the switched child becoming a champion makes a nice switch. (Legend)
The Obsessed Schollar / Monster Hunter. Van Hellsing and many classic Lovecraft characters fall into this category. The key point is that they use knowledge of the monster's weaknesses rather than raw strength to face the enemy. (Night Hunter)
The Prophet / Seer / Fortune Teller. Here again knowledge is the weapon, but this time its knowledge gained through intuition or mystic insight rather than study. (Always)
The Possessed. The character is either in a symbiotic relationship with, has been touched by, or is controlled by Something Else. (Athenian)
The Legacy. The character is the lates in a long line of magic touched heroes, and has the accumulated experience (and equipment) of her family to draw on. (The Light)
The mythical beast / outsider. The character is only passing for Human; her true origins are somewhere else. (Kanae, Silence, to some extent Legend)
The ghost / spirit / reincarnated one. The character is a ghost or spirit, or has the memories of someone who has passe. (Haunt, to some extent Silence)
The ordinary / extraordinary man. The character is a normal human who uses skills and courage to face the supernatural. (Oppenheimer, Boudicca)
Wolfjack
Jul 1st, '05, 07:07 AM
I wanted to thank everyone so far for their generous help and excellent ideas. I've narrowed down my options - while I already had some ideas germinating for a while, the suggestions so far gave me a chance to examine them under a different light and rethink the possibilities. In some cases, entirely new ideas have come up!
My plan is to have the final group consist of The Master (and I'll be using Oddhat's great write-up for that. Thanks!) as the overall group's spiritual leader. There are two teachers/mentors to the Circle's students. The first will be my Champs Universe version of a 55 year old Crusader, a man that the Master has helped out from under a dark and violent shadow. The second will be a new character, developed uinder the concept that was offered up of the "reformed" bad guy seeking redemption of some sorts. As a villian, he opposed the Bronze Age version of the Circle frequently.
The students of the Circle will number five, but I think right now I'm looking at six rough concepts. Maybe everyone here can help me narrow down the final five - regardless, I'll post the character names and a brief description of the concept and the archetype(s) that helped refine the idea. Once the list is complete, I'll begin to post the individual characters for (ouch!) critique.
Again, thanks to everyone for the their comments and suggestions. I've been in the advertising industry for 15 years and if there's one thing I've learned its that there are very few, if any, new ideas. Just great spins and takes on old ones. Speaking of which - Nexus' thread on which Age is preferred for gaming agve me an idea that I would also want to follow-up on: This new Circle is the third incarnation of the team, an Iron Age group. But who were the members of the Silver and Bronze Age teams and what happened to them?
Best... Lee
Wolfjack
Jul 1st, '05, 03:08 PM
Okay, here's the list! The Matser we've already covered. The two teachers are listed first followed by the five students. I've put the archetypes in beside their names, using the same language as those here that suggested them.
The Clockwork Man: Reformed Big Bad/Golem Archetype
To Klaus Eisenberg, it seemed like an eternity ago that was left for dead on a German battlefield during WWII, yet only yesterday he had woken up on a cold slab in an old stone castle. Metal and wire had replaced the skin and sinew that was missing and somehow his soul occupied a shell whose heart did not beat by normal means. Enraged and afraid, he murdered the crazed doctor that had given him life and fled into the night. Years later, as the Clockwork Man, Klaus used his mystical vitality and technomantic spells to wreck havoc on normal society. Seemingly immortal, Klaus eventually grew tired of his petty crimes of greed and attempts to gain power. Still bitter, but without purpose, Klaus was recruited by The Master to help train the third Circle incarnation. After all, there were greater evils in the world and, after all, what fun was it for Klaus to satisfy his carnal desires if civilization was utterly destroyed?
Crusader: The Ordinary/Extraordinary Man Archetype
A darker, more violent version of the Champions Universe character. For Crusdaer, the line between the hunter and the hunted became nonexistent and his impulsive and brutal crime fighting tactics were violation of the same laws he had sworn to protect. Rescued by The Master from himself, Sam Saunders has now found a sort of fragile peace – a peace he’ll kill to protect. As a graying and cynical 55 year-old man, Sam trains the Circle in the arts of war while struggling to help them keep a perspective on when a fight is actually necessary.
Lodestone: Legacy Hero/Monster Hunter/Weirdness Magnet
Megan Frey was an orphan – she never knew her mother and her father simply disappeared when she was six. She was taken in by relatives – literally and figuratively as they only wanted the inherited wealth that came with her. Strange things happened whenever she was around and Megan grew up isolated, alone and angry. At the age of 18, she discovered her father was a veteran of the Master’s second Circle incarnation, missing in action and presumed dead. She also discovered she had the strange ability to absorb magic. Not only did she attract the paranormal but, like a flame to a moth, she was dangerous to it as well. Hostile to an old man whose help she also desperately needed, Megan is a resolute, if unappreciative, student.
Tomcat: Classic Universal Film/Lycanthrope/Changeling
He had no idea if he didn’t possess a last name nor did he seem to need one. Tom just simply was and if he actually cared that he couldn’t recall his past, then he never let it show. The streets were a hard enough place to grow up on. He made a place for himself there, a young feral boy living at the edge of society and Tom was happy, after a fashion. The only problem was how he would lose all memory of the events for three nights of every month. He eventually came under the protective wing of The Master and has found a true home with the Circle. Discovering that he had the ability to change into a half-cat, half-human hybrid, Tom protects his newfound family with everything he’s got – except on the three nights of the full moon when he’s as much a danger to them as he is to everyone around him.
János: Dimensional Wanderer/Scavenger, Collector & Trader
János Markovic was more like the stereotype of a gypsy than what was truly representative of most of the Roma culture. He was a rebellious wanderer who was shunned by his own people in as much the same way that the Roma people had been persecuted by others. Even as a child, many believed that the boy was cursed – even as a bay he would disappear from his crib and be found mysteriously somewhere else. Shunned from his clan, János walked his own path and what a mavelous one it was, frequently taking him to realms and times far beyond our own. He has decided to settle for a bit and rest, using his talents to traverse space and time, skills as a tinker and the mastery of items he’s picked up here and there to help the Circle. Of course, he does wonder what’s just over that next hill…
Sympath(working name): Spellcaster/Unwilling Hero
Fate had a sense of humour when it granted the powers of natural magic on high-society model and party-girl Bethany Grant. She may seem shallow but always strives to do the right thing – including how better to use her magic in the fight on evil. Bethany is actually finding being a spellcaster kind of fun, though the some of the spells require her to pick up ingredients she’d rather not touch with her bare hands.
Epitaph: Ghost/Spirit of Vengeance
Still not sure where I’m going with this idea, other than to say the character will a true “Speaker of the Dead”, whether as a true ghost or a vengeful spirit seeking justice that can possess bodies or as a human host that is a vessel for spirits. But I sure like the name and what it means!
There you go! Any thoughts? Next, I'll start creating the Hero Designer files for each character and post them as I go.
Best... Lee
st barbara
Jul 1st, '05, 04:11 PM
"Epitaph" sounds like fun. A touch of Voodoo there perhaps ? If not, how about a Houngan (spelling ?) or some kind of Voodoo practicioner as an opponent for him (and the team ) ?
Wolfjack
Jul 3rd, '05, 06:08 PM
Okay, here we go with the first character. I've decided to start with János, one of the more experienced and worldly of the New Circle. Let me know what everyone thinks while I figure out which one to do next.
János - János Markovic
VAL CHA Cost Total Roll Notes
15 STR 5 15 12- HTH Damage 3d6 END [1]
20 DEX 30 20 13- OCV 7 DCV 7
20 CON 20 20 13-
15 BODY 10 15 12-
18 INT 8 18 13- PER Roll 13-
15 EGO 10 15 12- ECV: 5
23 PRE 13 23 14- PRE Attack: 4 1/2d6
20 COM 5 20 13-
6 PD 3 6 6 PD (0 rPD)
6 ED 2 6 6 ED (0 rED)
5 SPD 20 5 Phases: 3, 5, 8, 10, 12
8 REC 2 8
40 END 0 40
33 STUN 0 33
6 RUN 0 6" END [1]
2 SWIM 0 2" END [1]
3 LEAP 0 3" 3" forward, 1 1/2" upward
CHA Cost: 128
Cost POWERS
41 "I'll be there in a minute.": Multipower, 41-point reserve - END=
4u 1) Teleportation: Teleportation 20" (40 Active Points) - END=4
4u 2) Long-Range Teleportation: Teleportation 13", Improved Noncombat Movement (x16) (41 Active Points) - END=4
4u 3) Group Teleportation: Teleportation 13", x8 Increased Mass (41 Active Points) - END=4
49 "It's just over the next hill...": Extra-Dimensional Movement (Any Dimension, Any Location), Continuous (+1), Usable Simultaneously (up to 16 people at once; +1 1/4) (146 Active Points); No Conscious Control (-2) - END=15
21 Magic Blade: (Total: 93 Active Cost, 21 Real Cost) HKA 1 1/2d6, Penetrating (+1/2), Reduced Endurance (0 END; +1/2), Armor Piercing (x2; +1) (75 Active Points); Independent (-2), OAF (-1), STR Minimum (-1/2) (Real Cost: 17) plus Penalty Skill Levels: +6 vs. Hit Location modifiers with All Attacks (18 Active Points); Independent (-2), OAF (-1) (Real Cost: 4) - END=0
10 Magical Mail Jerkin: Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points); Independent (-2), OIF (-1/2) - END=0
11 Amulet Of Warding: FF (13 Mental Defense/13 Power Defense), Reduced Endurance (0 END; +1/2) (39 Active Points); Independent (-2), IAF (-1/2) - END=0
17 "I've got that in a pocket here somewhere...": Multipower, 30-point reserve, (30 Active Points); OIF (-1/2); all slots Extra Time (Full Phase, Only to Activate, -1/4) - END=
1u 1) Lead Weighted Sap: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=0
1u 2) Throwing Stick: Energy Blast 4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Extra Time (Full Phase, Only to Activate, -1/4) - END=[1 rc]
1u 3) Glowsticks: Sight Group Images Increased Size (2" radius; +1/4), +4 to PER Rolls, 3 Continuing Fuel Charges lasting 5 Minutes each (refueled by recharging; +0) (27 Active Points); OAF (-1), Only To Create Light (-1), No Range (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=[3 cc]
1u 4) Flash Powder Packets: Sight Group Flash 2d6 (10 Active Points); 3 Charges (-1 1/4), OAF (-1), Range Based On Strength (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) - END=[3]
1u 5) Herbal Medicine Kit: +2 with Paramedics (4 Active Points); OAF (-1), 4 Charges (-1), Extra Time (Full Phase, Only to Activate, -1/4) - END=
1u 6) Bolos: Entangle 3d6, 3 DEF (30 Active Points); 3 Charges (-1 1/4), OAF (-1), Extra Time (Full Phase, Only to Activate, -1/4) - END=[3]
1u 7) Memory Mirror: Eidetic Memory (5 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Visual Images Only (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=
1u 8) Sharing Stones: Mind Link , Specific Group of Minds, Number of Minds (x8) (25 Active Points); OAF (-1), Only With Others Who Have Mind Link (-1), Sense Affected As Hearing And Radio Groups, Not Mental Group (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) - END=0
1u 9) Magic Seashell: Eidetic Memory (5 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Sound Only (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=
1u 10) Cat's Eyes Lenses: (Total: 14 Active Cost, 6 Real Cost) Infrared Perception (Sight Group) (5 Active Points); OAF (-1), Extra Time (Full Phase, Only to Activate, -1/4) (Real Cost: 2) plus +6 versus Range Modifier for Sight Group (9 Active Points); OAF (-1), Extra Time (Full Phase, Only to Activate, -1/4) (Real Cost: 4) - END=0
1u 11) Jars of Paint: Cosmetic Transform 4d6 (normal person to normal person painted bright red, washing with vinegar), Partial Transform (transform damage determines how much body is covered by paint; +1/2) (30 Active Points); 3 Charges (-1 1/4), OAF (-1), Range Based On Strength (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) - END=[3]
1u 12) Runic Ear Trumpet: +6 versus Range Modifier for Hearing Group (9 Active Points); OAF (-1), Extra Time (Full Phase, Only to Activate, -1/4) - END=0
1u 13) Fairie Dust: Energy Blast 3d6, No Normal Defense (defense is Life Support [Self-Contained Breathing or appropriate Immunity]; +1) (30 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) - END=[6]
1u 14) Vials of Darkness: Darkness to Sight Group 3" radius (30 Active Points); OAF (-1), 3 Continuing Charges lasting 1 Turn each (removed by high winds or rain; -3/4), Range Based On Strength (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) - END=[3 cc]
1u 15) Weighted Thieve's Line: Swinging 15", Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Extra Time (Full Phase, Only to Activate, -1/4) - END=0
1u 16) Bottles of Greek Fire: Killing Attack - Ranged 1d6, Continuous (+1) (30 Active Points); OAF (-1), 3 Continuing Charges lasting 1 Minute each (-1/2), Range Based On Strength (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) - END=[3 cc]
1u 17) Throwing Knives: Killing Attack - Hand-To-Hand 1d6 (1d6+1 w/STR), Autofire (3 shots; +1/4), Range Based On STR (+1/4), Armor Piercing (+1/2) (30 Active Points); OAF (-1), 6 Recoverable Charges (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) - END=[6 rc]
15 Luck 3d6 - END=0
POWERS Cost: 193
Cost MARTIAL ARTS
Brawling
4 1) Eye Gouge: 1/2 Phase, -1 OCV, -1 DCV, Flash 4d6
4 2) Low Blow: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
4 3) Punch/Backhand: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike
5 4) Roundhouse/Two-Fisted Smash: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike
3 5) Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls
4 6) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
1 7) Weapon Element: Clubs
Fencing
3 1) Cut: 1/2 Phase, +2 OCV, +1 DCV, Weapon Strike
4 2) Disarm: 1/2 Phase, +2 OCV, -2 DCV, Disarm, 25 STR to Disarm roll
4 3) Parry: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5 4) Slash: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike
5 5) Thrust: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike
0 6) Weapon Element: Blades
MARTIAL ARTS Cost: 46
Cost SKILLS
3 Breakfall 13-
3 Bribery 14-
3 Climbing 13-
3 Concealment 13-
1 Electronics 8-
3 Gambling 13-
3 Lockpicking 13-
3 Mechanics 13-
3 Persuasion 14-
2 PS: Tinker 11-
3 Riding 13-
3 Shadowing 13-
3 Sleight Of Hand 13-
3 Stealth 13-
3 Streetwise 14-
3 Trading 14-
3 Scholar
1 1) KS: Arcane And Occult Lore (2 Active Points) 11-
1 2) KS: Arcane And Occult Monsters (2 Active Points) 11-
1 3) KS: Dimensional Lore (2 Active Points) 11-
2 4) KS: Leatherworking (3 Active Points) 13-
1 5) KS: Legendary Magic Items and Artifacts (2 Active Points) 11-
1 6) KS: Legends And Lore (2 Active Points) 11-
2 7) KS: Locksmithing (3 Active Points) 13-
1 8) KS: Magical Devices and Artifacts (2 Active Points) 11-
2 9) KS: Metal Fabrication (3 Active Points) 13-
1 10) KS: Occult History (2 Active Points) 11-
1 11) KS: Places of Mystery (2 Active Points) 11-
2 12) KS: Tanner and Dyer (3 Active Points) 13-
1 13) KS: The Mystic World (2 Active Points) 11-
2 14) KS: Woodworking (3 Active Points) 13-
3 Linguist
1 1) Language: Cantonese (fluent conversation) (2 Active Points)
3 2) Language: English (completely fluent; literate) (4 Active Points)
2 3) Language: French (completely fluent) (3 Active Points)
2 4) Language: Latin (fluent conversation; literate) (3 Active Points)
0 5) Language: Romany (idiomatic; literate) (5 Active Points)
2 6) Language: Russian (fluent conversation; literate) (3 Active Points)
2 7) Language: Spanish (completely fluent) (3 Active Points)
SKILLS Cost: 82
Cost TALENTS
20 Universal Translator 13-
6 Combat Luck (3 PD/3 ED)
TALENTS Cost: 26
Value DISADVANTAGES
15 Enraged: if any woman is struck or accosted (Uncommon), go 11-, recover 11-
15 Hunted: Assassin 11- (As Pow, Harshly Punish)
15 Hunted: Wizard 8- (Mo Pow, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15 Psychological Limitation: Curious (Common, Strong)
15 Psychological Limitation: Doesn't let anyone get too close (Common, Strong)
15 Psychological Limitation: Calm and never in any hurry (Common, Strong)
5 Social Limitation: Frowned upon by some for his Romy heritage (Occasionally, Minor)
10 Social Limitation: Immigration status iffy at best (Occasionally, Major)
15 Unluck: 3d6
10 Vulnerability: 2 x STUN attacks where János's True Name is known (Uncommon)
10 Vulnerability: 2 x BODY attacks where János's True Name is known (Uncommon)
10 Vulnerability: 2 x Effect attacks where János's True Name is known (Uncommon)
DISADVANTAGES Points: 150
Base Pts: 200
Exp Required: 125
Total Exp Available: 125
Exp Unspent: 0
Total Character Cost: 475
Background/History
János Markovic never knew his father but there were many who had an opinion on the subject, speculation ranging from the men of the clan to an itinerant outsider to the devil himself. Only his mother knew for sure and she would never say. But all agreed the boy was cursed – he would disappear from his crib and suddenly appear, crying, in someone else’s home. But they were tolerated as the villagers curried the favor of her second sight as much as they feared her. They grew up apart from the others and János learned to enjoy his own company, wandering the countryside day and night and discovering many great wonders. Yet when he would tell others, they would simply shake their heads and walk away. Only his mother understood and he loved her fiercely, frequently getting into fights with the other Roma children when they taunted her.
Time passed and János grew older, as did his mother until the day she passed unexpectedly, taking with her the secret of who had been his father. Her only parting gift was an amulet, one that offered him a measure of protection from those that would try and hurt his spirit. Understanding that his mother had been the only tie to bind him to the village, János took up the same call that had moved many of his gypsy brethren and rambling afar, first through the Balkans, then across Europe, into Asia and subsequently… beyond.
János has picked up a number of things, both figuratively and literally on his journeys, He also discovered he had an innate talent for languages and learning the intricacies of what is appropriate with others. He’s also had to learn how to fight to protect him from the situations where his charm, a well-timed bribe or simply a gift of one of his crafts, could have otherwise normally gotten him out safely.
After a particularly harrowing time in a magical dimension, János has decided to make the city his home for a time. Encountering Tomcat and Lodestone while stopping a mugger, he was persuaded to meet the Master and was invited to stay for a while. The Circle and the adventures they undertake are an interesting balm for his normally itchy wanderlust. He’s also learned that there’s safety in numbers since a certain wizard is quite anxious to retrieve a certain sword that János… acquired while in the sorcerer’;s dimension.
Personality/Motivation
János likes to be social with everyone he meets, but a perceptive person will soon notice that János asks all the questions and answers very few of his own. This enables him to be companionable while still managing to keep those around him at arm’s length. Reared to be chivalrous, the women of the Circle have taught him that the fairer sex is more than capable of taking care of themselves. He is still a gentleman and will hold the door open for any woman but he’ll also fly off into a rage whenever someone dares strike a lady.
János moves at his own pace and is quite curious; both traits have gotten him into a variety of trouble. He always seems to be in the wrong place at the wrong time or, as luck would have it, in the right place at the right time. But János isn’t lazy; he simply understands that fate moves at its own speed, so why rush it? After all, you might miss something along the way.
Quote
“I wonder where that door goes?”
Powers/Tactics
János is an accomplished combatant but he’s rarely had to stand his ground and fight. Being with the Circle has changed things, but luckily he’s picked up a few tricks in his travels. János can teleport at will, but his extra-dimensional movement is another story. He can’t control it and he never knows where it’s going to take him. When the mood strikes him that its time to move on, he simply does. It might be an hour, a day or even a week; he could be walking down a hall or along a wooded path or merely pass through a door and suddenly he’ll simply be somewhere else.
János carries a number of items throughout the many pockets he has sewn into his clothes, although it does take him a minute to remember which pocket it’s in.
Campaign Use
János can be available in case the players need to get somewhere unusual, they just shouldn’t count on when or if they’ll get there. Of course, since the extra-dimensional movement is “No Conscious Control”, it’s really up to the GM. A wizard in another dimension is quite anxious to get his hands on János, the sword that he borrowed apparently is more powerful than the young gypsy realizes. While the wizard’s efforts are hampered by being in another dimension, he’s hired an assassin, a fellow dimensional traveler with a penchant for magic and technology, to strike at János, a skilled combatant who has tracked him to Earth. And he’s not just doing this for the money. János robbed him of an eye in their last encounter, so now it’s personal.
According to myth, a gypsy is given a True Name at birth by his or her mother. Anyone that knows a gypsy's true name has great power over that person; János is particulalry vulnerable to anyone that should learn his.
Appearance
János prefers flamboyant clothes but not because of any particular fashion statement. He’s making a conscious effort to redirect attention from him to something superficial about him. Rather than looking like an escapee from a Renaissance fair, his lean frame is often draped in the latest styles though he believes in not standing out too much.
Mister E
Jul 4th, '05, 05:57 AM
Nice stuff...
Back-tracking a little bit, the old "Midnight Sons," from Marvel, fall into this catagory... Doctor Strange, Ghost-Rider, Blade, Werewolf-by-Night, Morbius...
transmetahuman
Jul 4th, '05, 08:22 AM
Great stuff! I can really picture János from the writeup. Looking forward to the rest of the group, particularly Sympath & Epitaph. A few thoughts about János:
If his XDM is regular vanilla No Concious Control, why would his team ever use it? Logically it would only lead to a Sliders campaign. If János has some reason to believe he "goes where he's needed", but doesn't have a clue where that might be, I'm thinking the limitation should be less. Also, why the Continuous? I'm guessing you're going for a Princes of Amber kind of deal, where as he walks, he shuffles through realities 'til he finds one that looks good. But you can do that anyway without Continuous, and he can spend more than one phase checking the places out.
MisterVimes
Jul 4th, '05, 08:30 AM
Interestingly enough, DC Comics is doing a miniseries called Days of Vengeance featuring the following heroes:
Night Master- A demon hunter with chainmail and a magic sword
Blue Devil- A stunt-man whose high-tech body-amor is magically fused to his body and became a devil with the power to banish demons back to hell.
Rag Man- A hero who can imprison evil people in the patches on his costume and call upon them to grant him greater strength and agility (and as a result the souls pay penance).
Nightshade- Mystic spy who controls shadow
Detective Chimp- (no... I'm not kidding) a super intelligent (and nearly immortal) simian detective.
Enchantress- A traditional sorceress who, when she uses too much power, goes nuts and becomes a villain.
transmetahuman
Jul 4th, '05, 08:36 AM
Detective Chimp- (no... I'm not kidding) a super intelligent (and nearly immortal) simian detective.Oh, jeez. Don't get me wrong, I love monkeys... I'm all about monkeys... but what were they thinking?
MisterVimes
Jul 4th, '05, 08:45 AM
Oh, jeez. Don't get me wrong, I love monkeys... I'm all about monkeys... but what were they thinking?
Detective Chimp operates under two PROVEN Schools of thought.
1) A little humor boosts sales
2) Comic books with Apes on the cover inexplicably sell more that other comics in a series without them...
No... I don't know what they're thinking either.
OddHat
Jul 4th, '05, 09:06 AM
Detective Chimp operates under two PROVEN Schools of thought.
1) A little humor boosts sales
2) Comic books with Apes on the cover inexplicably sell more that other comics in a series without them...
No... I don't know what they're thinking either.
Additional: Detective Chimp has been in DC continuity since the 1950s. That's the Silver Age for you. Funny animal characters, superpets, silly power limitations, loudly and repeatedly anouncing your silly power limitations in public, bad guys committing pointless city-sized pranks for no logical reason, weird transformations, not even a nodding respect for any sort of science, history or basic geography ... and then people go on about how the Silver Age comics were so much better, but they don't like the silly stuff. ;)
MisterVimes
Jul 4th, '05, 09:11 AM
Additional: Detective Chimp has been in DC continuity since the 1950s. That's the Silver Age for you. Funny animal characters, superpets, silly power limitations, loudly and repeatedly anouncing your silly power limitations in public, bad guys committing pointless city-sized pranks for no logical reason, weird transformations, not even a nodding respect for any sort of science, history or basic geography ... and then people go on about how the Silver Age comics were so much better, but they don't like the silly stuff. ;)
Let's not forget Stanley and his Monster, Angel and the Ape, The Inferior Five, Jerry Lewis. Humor comics heyday.
Interestingly enough, I was surprised to see Nightmaster since he appeared ltwice (I think) in Shocase in the middle 60's. Obscure character.
OddHat
Jul 4th, '05, 09:20 AM
Let's not forget Stanley and his Monster, Angel and the Ape, The Inferior Five, Jerry Lewis. Humor comics heyday.
Interestingly enough, I was surprised to see Nightmaster since he appeared ltwice (I think) in Shocase in the middle 60's. Obscure character.
Agreed and agreed. I kind of like the way that companies sometimes bring lesser known old characters to the front every now-and-then and give them a polish, even the silly ones, when its done well.
I understand that the Bureau of Amplified Animals is also in DCs current continuity (such as it is). Can the Legion of Superpets be far behind? ;)
Looks like a good place to post a link to Dog, my tribute to Superpets and Krypto:
http://www.bobtokyo.robertdorf.com/Dog.htm
MisterVimes
Jul 4th, '05, 09:44 AM
Agreed and agreed. I kind of like the way that companies sometimes bring lesser known old characters to the front every now-and-then and give them a polish, even the silly ones, when its done well.
I understand that the Bureau of Amplified Animals is also in DCs current continuity (such as it is). Can the Legion of Superpets be far behind? ;)
Looks like a good place to post a link to Dog, my tribute to Superpets and Krypto:
http://www.bobtokyo.robertdorf.com/Dog.htm
Let's not forget Streaky the Supercat, who was once defeated by Chlorophyll Kid, who caused catnip to grow.
OddHat
Jul 4th, '05, 09:49 AM
Let's not forget Streaky the Supercat, who was once defeated by Chlorophyll Kid, who caused catnip to grow.
Is Streaky back in continuity now? :) Groovy.
Wolfjack
Jul 4th, '05, 09:53 AM
Great stuff! I can really picture János from the writeup. Looking forward to the rest of the group, particularly Sympath & Epitaph. A few thoughts about János:
If his XDM is regular vanilla No Concious Control, why would his team ever use it? Logically it would only lead to a Sliders campaign. If János has some reason to believe he "goes where he's needed", but doesn't have a clue where that might be, I'm thinking the limitation should be less. Also, why the Continuous? I'm guessing you're going for a Princes of Amber kind of deal, where as he walks, he shuffles through realities 'til he finds one that looks good. But you can do that anyway without Continuous, and he can spend more than one phase checking the places out.
Thanks for the compliments... I really appreciate that.
As far as the XDM goes, the power isn't really something the team would ever use, but if people were walking with him when he decided to go away, such as a like-minded individual, then they could. Janos also doesn't really believe he's going where he's needed, he just going... and its not always pleasant. Good call on the Continous, that was a left-over tidbit from when I was first building it as a gate.
Best... Lee
MisterVimes
Jul 4th, '05, 09:53 AM
Is Streaky back in continuity now? :) Groovy.
I don't think so. I was just thinking of those wonderful Jim Shooter LSHs from the 60's before he grew up and forgot how to write.
Wolfjack
Jul 4th, '05, 09:59 AM
Interestingly enough, DC Comics is doing a miniseries called Days of Vengeance featuring the following heroes:
Night Master- A demon hunter with chainmail and a magic sword
Blue Devil- A stunt-man whose high-tech body-amor is magically fused to his body and became a devil with the power to banish demons back to hell.
Rag Man- A hero who can imprison evil people in the patches on his costume and call upon them to grant him greater strength and agility (and as a result the souls pay penance).
Nightshade- Mystic spy who controls shadow
Detective Chimp- (no... I'm not kidding) a super intelligent (and nearly immortal) simian detective.
Enchantress- A traditional sorceress who, when she uses too much power, goes nuts and becomes a villain.
I haven't seen Nightshade and Enchantress since early issues of Suicide Squad. Blue Devil was geeat but this incarnation of rag man sounds much different from the 70's hero I recall. Same guy? When/how did his powers change?
These group gatherings of seldom used or "second-rate" heroes are always fun. Certainly an instance where the whole is greater than the sum of the parts. The Shroud also organized the Night Shift - a group of villains that stemmed mostly out of the first Spider-Woman run.
And everyone on here is correct - Detective Chimp? Puh-leeez.
MisterVimes
Jul 4th, '05, 10:07 AM
I haven't seen Nightshade and Enchantress since early issues of Suicide Squad. Blue Devil was geeat but this incarnation of rag man sounds much different from the 70's hero I recall. Same guy? When/how did his powers change?
I was thinking that myself. I vaguely recalled Rag-Man NOT having powers. But when I looked him up in my DC Encyclopedia it said he had that power-set. *shrug*
Wolfjack
Jul 4th, '05, 10:19 AM
I was thinking that myself. I vaguely recalled Rag-Man NOT having powers. But when I looked him up in my DC Encyclopedia it said he had that power-set. *shrug*
Part of his origin, as I vaguely recall, involved somehow the abilities and skills of three men being absorbed into a bunch of rags that the hero used to create his identity. Or something like that... still, it was more of a reach than Mr. Fantastic. Cool costume though.
Lee
MisterVimes
Jul 4th, '05, 10:27 AM
Part of his origin, as I vaguely recall, involved somehow the abilities and skills of three men being absorbed into a bunch of rags that the hero used to create his identity. Or something like that... still, it was more of a reach than Mr. Fantastic. Cool costume though.
Lee
I recall them being Jewish Kabbalists that made the costume in lieu of a new Golem.
Wolfjack
Jul 4th, '05, 12:11 PM
Next up is the character Lodestone, a legacy hero. Props to Proditor for his write-up of a character by the same name for the V&V supplement "Opponents Unlimited", which was also the inspiration for this character.
After this I'll try and tackle a lighter character - Tomcat. Any constructive criticism welcome!
Lodestone - Megan Frey
VAL CHA Cost Total Roll Notes
15 STR 5 15 12- HTH Damage 3d6 END [1]
21 DEX 33 21 13- OCV 7 DCV 7
23 CON 26 23 14-
15 BODY 10 15 12-
13 INT 3 13 12- PER Roll 12-
12 EGO 4 12 11- ECV: 4
20 PRE 10 20 13- PRE Attack: 4d6
14 COM 2 14 12-
8 PD 5 8/16 8/16 PD (0/8 rPD)
8 ED 3 8/16 8/16 ED (0/8 rED)
5 SPD 19 5 Phases: 3, 5, 8, 10, 12
8 REC 0 8
46 END 0 46
35 STUN 0 35
9 RUN 0 9" END [2]
2 SWIM 0 2" END [1]
3 LEAP 0 3" 3" forward, 1 1/2" upward
CHA Cost: 120
Cost POWERS
53 Magic Damper: Elemental Control, 106-point powers - END=
53 1) Magic Breaking: Dispel 16d6, Reduced Endurance (0 END; +1/2), Area Of Effect (14" Radius; +1 1/4) (132 Active Points); No Range (-1/2) - END=0
99 2) Magical Grounding: Suppress Magic Powers 9d6, all [special effect] powers simultaneously (+2), Reduced Endurance (0 END; +1/2), Area Of Effect (16" Radius; +1) (202 Active Points); No Range (-1/2) - END=0
15 Monster Bashing Weapons: Multipower, 31-point reserve, (31 Active Points); all slots OAF (-1) - END=
1u 1) .45 Caliber Cure: Killing Attack - Ranged 1 1/2d6, +1 Increased STUN Multiplier (+1/4) (31 Active Points); OAF (-1), Beam (-1/4), 2 clips of 8 Charges (-1/4) - END=[8]
1u 2) Silver Longknife: Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR), Penetrating (+1/2) (30 Active Points); OAF (-1) - END=3
1u 3) Wooden Crossbow Bolts: Killing Attack - Ranged 2d6, 16 Charges (+0) (30 Active Points); OAF (-1) - END=[16]
1u 4) Iron-Wrapped Shillelagh: Hand-To-Hand Attack +4d6, Armor Piercing (+1/2) (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) - END=3
1u 5) Holy Water Bottles: Killing Attack - Ranged 1d6+1, No Normal Defense (Defense is NOT being the Undead or an Unholy Being; +1/2) (30 Active Points); OAF (-1), 6 Charges (-3/4) - END=[6]
24 It Looks Worse Than It Is: Armor (8 PD/8 ED) - END=0
17 Can Take A Punch: Physical Damage Reduction, Resistant, 50% (30 Active Points); Requires A CON Roll (-1/2), Character Must Be Aware Of Attack (-1/4) - END=0
10 Unimpressed: +20 PRE (20 Active Points); Only To Protect Against Presence Attacks (-1) - END=
6 Running +3" (9" total) - END=1
POWERS Cost: 282
Cost MARTIAL ARTS
Karate
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 35 STR to Disarm roll
4 3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 4) Knifehand Strike ("Chop"): 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6
4 5) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike
5 6) Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike
8 7) +2 HTH Damage Class(es)
2 8) Weapon Element: Blades, Clubs
MARTIAL ARTS Cost: 35
Cost SKILLS
3 Breakfall 13-
3 Climbing 13-
3 Deduction 12-
3 Criminology 12-
3 Cryptography 12-
3 Interrogation 13-
3 Stealth 13-
3 Tactics 12-
3 Teamwork 13-
3 Scholar
3 1) KS: Arcane And Occult Lore (4 Active Points) 13-
1 2) KS: Demons (2 Active Points) 11-
1 3) KS: Extradimensional Beings (2 Active Points) 11-
1 4) KS: Kabbalism (2 Active Points) 11-
1 5) KS: Legends And Lore (2 Active Points) 11-
1 6) KS: Lycanthropes & Changelings (2 Active Points) 11-
1 7) KS: Necromancy (2 Active Points) 11-
2 8) KS: The Mystic World (3 Active Points) 12-
1 9) KS: Vampires (2 Active Points) 11-
4 WF: Common Melee Weapons, Small Arms
3 CK: Campaign City 12-
SKILLS Cost: 49
Cost PERKS
5 Money: Well Off
PERKS Cost: 5
Cost TALENTS
6 Combat Luck (3 PD/3 ED)
TALENTS Cost: 6
Value DISADVANTAGES
15 Enraged: Can lose control in combat (Common), go 8-, recover 11-
20 Hunted: Clan/Secret Society that killed father 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: Monster Villain - GM's discretion 8- (As Pow, Harshly Punish)
10 Physical Limitation: Weirdness Magnet (Infrequently, Greatly Impairing)
15 Psychological Limitation: Cynical (Common, Strong)
20 Psychological Limitation: Grim and humorless (Common, Total)
20 Psychological Limitation: Tenacious, never gives up (Common, Total)
15 Psychological Limitation: Driven By Family History To Become A Hero (Common, Strong)
15 Social Limitation: Secret ID: Megan Frey (Frequently, Major)
10 Unluck: 2d6
DISADVANTAGES Points: 150
Base Pts: 200
Exp Required: 147
Total Exp Available: 147
Exp Unspent: 0
Total Character Cost: 497
Background/History
Megan Frey was raised an orphan – she never knew her mother and her father simply disappeared when she was six. She was taken in by relatives who quickly proved to her that family is not everything in life. They simply wanted to control the great wealth Megan had inherited; they give minute care to the raising of a little, lonely girl.
Strange and unusual things happened whenever she was around and Megan grew up alone, ostracized by her peers and neglected at home. Her childhood was filled with fights at school and hand me downs. Her true sanctuary was a great library in the ancestral home and it was there she learned much about her father and his interests. By the time she turned 18, Megan started out on a path that she had long planned and looked forward to.
Lawyers swiftly dealt with her remaining family members and any other problems she threw money at until they went away. Greed was never a factor in her existence and Megan had grown up first hand knowing just how unhappy a few dollars could make anyone. Now, her wealth was merely another tool while she set about on the task of discovering where her father had gone, knowing in her heart that he was not dead.
In time, she discovered that her father was a veteran of the Master’s second Circle incarnation, the hero known as The Dread Knight, scourge of the undead. He went missing during a mission and was presumed dead. Megan used this knowledge and other secrets she’d uncovered to accomplish the unthinkable – she found the Master in his lair.
Megan confronted him and demanded to know what had happened to her father and why The Master could let a little girl be raised in ignorance of the knowledge. In anger, she swung out a hand to strike The Master and when he cast the simplest protection spell he was surprised that her blow had completely bypassed it to land hard on his jaw. It was then both discovered she had the strange ability to absorb magic. Not only did she attract the paranormal but, like a flame to a moth, she was dangerous to it as well.
Though hostile to an old man whose help she also desperately needed, Megan is a resolute, if unwilling, student. In return, The Master has sworn to help her find a father long missing that she devoutly believes is still alive.
Personality/Motivation
Megan is not a happy person – she has been lied to her whole life and does not view the world in its most optimistic light. She tends to think the worst of people and, worse for her, is generally proven right. She loves a good fight and finds her adversaries are an excellent outlet for the pain she feels. Crusader keeps a close and concerned eye on her, knowing firsthand that rage can consume an individual, leaving nothing behind but a husk of cold ashes.
Megan is hard and stubborn, determined to never show any weakness if she can help it.
Quote
“Anyone who doesn’t believe in revenge has never been seriously screwed over.”
Powers/Tactics
Lodestone’s one true power is a much a boon as it is a bane to her team. Many of their own abilities will not function if they are standing too close to her in a fight. Megan has always been a born scrapper and now she has Crusader’s training to back up her innate abilities. She is tenacious and won’t back down from a fight… any fight.
Campaign Use
Lodestone is a legacy hero and can be a plot device as the heroes help her and the Circle look for her father. Or perhaps a hero or his /her NPC is the father, a victim of some mystical amnesia. And if a supernatural menace is involved, there’s a good chance Lodestone is on its trail.
Appearance
Megan dresses in a simple and matter of fact way. It’s not just the expression on her face that says she’s looking for a fight. Her costume isn’t much more than her street clothes, denim jeans and black leather jacket – with fringe if she’s feeling dressy. Her black hair is cropped short and her flint-colored eyes are usually framed beneath a furrowed brow. Her body language is much the same, standing apart from a group with her arms crossed over her chest. She comes close to looking like a Goth but sneers at those that make the comparison. She feels that subculture flirts with a myth as a foolish way to express their individuality. She’s felt the cold, fetid breath of the undead on her before and finds nothing escapist or romantic about it at all.
Agent 13
Jul 4th, '05, 08:23 PM
this incarnation of rag man sounds much different from the 70's hero I recall. Same guy? When/how did his powers change?
His 1992 Keith Giffen mini-series (http://www.groundzerocomics.com/Fanzine/Ragman.htm).
MisterVimes
Jul 5th, '05, 03:12 AM
His 1992 Keith Giffen mini-series (http://www.groundzerocomics.com/Fanzine/Ragman.htm).
With Keith Giffen, all bets are off. :)
But now we see where I got the Kabbalah thing from.
Wolfjack
Jul 5th, '05, 11:26 AM
Here is the next character in the group - Epitaph. I finally figured out how I wanted to handle the power set so here he is, though I'm sure there will be some discussion of his clairsentience power.
Epitaph - Seth and James Wilson
VAL CHA Cost Total Roll Notes
10 STR 0 10/35 11- / 16- HTH Damage 2d6/7d6 END [1/3]
17 DEX 21 17 12- OCV 6 DCV 6
13 CON 6 13/28 12- / 15-
10 BODY 0 10/20 11- / 13-
18 INT 8 18 13- PER Roll 13-
18 EGO 16 18 13- ECV: 6
20 PRE 10 20 13- PRE Attack: 4d6
12 COM 1 12 11-
6 PD 4 6/11 6/11 PD (0 rPD)
6 ED 3 6/9 6/9 ED (0 rED)
4 SPD 13 4 Phases: 3, 6, 9, 12
5 REC 0 5/13
26 END 0 26/56
22 STUN 0 22/53
6 RUN 0 6" END [1]
2 SWIM 0 2" END [1]
2 LEAP 0 2"/7" 2"/7" forward, 1"/3 1/2" upward
CHA Cost: 82
Cost POWERS
26 Spirits of Vengeance Powers: Elemental Control, 66-point powers, (33 Active Points); all slots Only In Heroic Identity (-1/4) - END=
41 1) Channeling The Spirits Of The Past: Retrocognitive Clairsentience (Sight And Hearing Groups), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (125 Active Points); Incantations (Requires Incantations throughout; Must be able to talk through the entire process; -1/2), Concentration (0 DCV; Epitaph is generally immoblie while channeling a spirit; -1/2), Only In Heroic Identity (-1/4) - END=12
19 2) Touch of the Grave: Killing Attack - Ranged 3d6, Penetrating (+1/2) (67 Active Points); No Range (-1/2), Only In Heroic Identity (-1/4) - END=7
21 3) The Chill of Beyond: Energy Blast 7d6, No Normal Defense ([Standard]; Hardened Resitent Defenses, Armor; +1) (70 Active Points); No Range (-1/2), Only In Heroic Identity (-1/4) - END=7
48 "I'm already dead.": Physical Damage Reduction, Resistant, 75% (60 Active Points); Only In Heroic Identity (-1/4) - END=0
48 "I'm already dead.": Energy Damage Reduction, Resistant, 75% (60 Active Points); Only In Heroic Identity (-1/4) - END=0
14 Undead Vitality: Life Support (Eating: Character does not eat; Extended Breathing: 1 END per 5 Minutes; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping Character does not sleep) (18 Active Points); Only In Heroic Identity (-1/4) - END=0
20 Undead Vitality: +25 STR (25 Active Points); Only In Heroic Identity (-1/4) - END=2
24 Undead Vitality: +15 CON (30 Active Points); Only In Heroic Identity (-1/4) - END=
16 Undead Vitality: +10 BODY (20 Active Points); Only In Heroic Identity (-1/4) - END=
9 Aura of Death: +20 PRE (20 Active Points); Only For Fear-Based Presence Attacks (-1), Only In Heroic Identity (-1/4) - END=
POWERS Cost: 286
Cost MARTIAL ARTS
"When I get my hands on you..."
4 1) Bearhug: 1/2 Phase, +0 OCV, +0 DCV, 6d6 / 11d6 Crush, Must Follow Grab
4 2) Grab: 1/2 Phase, +0 OCV, -1 DCV, Grab Two Limbs, 10 STR for holding on
4 3) Punch: 1/2 Phase, +0 OCV, +2 DCV, 4d6 / 9d6 Strike
3 4) Slam: 1/2 Phase, -1 OCV, -1 DCV, 2d6 Strike; Grab Two Limbs; Target Falls
4 5) Toughness: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
MARTIAL ARTS Cost: 19
Cost SKILLS
3 Bribery 13-
3 Bureaucratics 13-
3 Computer Programming 13-
3 Conversation 13-
3 Criminology 13-
3 Deduction 13-
3 Oratory 13-
3 Persuasion 13-
3 Scholar
1 1) KS: Criminal Law And Procedure (2 Active Points) 11-
1 2) KS: Dirty Politics (2 Active Points) 11-
2 3) KS: Organized Crime (3 Active Points) 13-
1 4) KS: The Law Enforcement World (2 Active Points) 11-
1 5) KS: The Mystic World (2 Active Points) 11-
1 6) KS: The Superhuman World (2 Active Points) 11-
2 7) KS: The Underworld (3 Active Points) 13-
2 CK: Campaign City 11-
2 PS: Lawyer 11-
2 PS: Politician 11-
SKILLS Cost: 42
Value DISADVANTAGES
15 Accidental Change: When justice or vengeance demands a spiirt must channel through James 14- (Uncommon)
10 Distinctive Features: Rope marks on neck (James)/The aura of death (Epitaph) (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20 Enraged: When channeling a spirit and is mocked or frustrated (Uncommon), go 11-, recover 8-
20 Hunted: The "Higher Power" 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
10 Physical Limitation: susceptible to Necromancy spells and powers (Infrequently, Greatly Impairing)
15 Psychological Limitation: Dedicated to Justice & Redemption (Common, Strong)
20 Psychological Limitation: Protective of innocents (Very Common, Strong)
15 Psychological Limitation: Wants a normal life/release from a ghostly limbo (Common, Strong)
10 Reputation: "Speaker of the Dead" in the service of a higher power, 14- (Known Only To A Small Group in the Mystical World)
15 Social Limitation: Secret ID: James Wilson (Frequently, Major)
25 Susceptibility: to holy objects and places, 2d6 damage per Phase (Common)
DISADVANTAGES Points: 175
Base Pts: 200
Exp Required: 54
Total Exp Available: 49
Exp Unspent: 0
Total Character Cost: 429
Background/History
Seth and James Wilson were twins, born ten minutes apart. Seth was the oldest, born five minutes before midnight while James was born the exact amount after the stroke of twelve. To say that one was born in the day and the other at night would be eerily true and they individually reflected this. Seth was dark-haired and somber, strong and athletic. James was fair and blonde, popular and well-spoken. Regardless of their differences, the Wilson's had been brought up to know that, regardless of beliefs, blood was always thicker than water.
They grew up together and remained close throughout school. It was only in finishing high school that their road took separate directions, though both men were equally committed to the community
James Wilson was a pacifist, a man who believed that the pen was mightier than the sword. James left for Harvard and studied law. After he passed the bar, he returned home and joined the District Attorney's office. He rose in the ranks, determined to do what he could to stem the tide of corruption within the city.
Seth Wilson stayed and enrolled in the Police Academy. He excelled in his training and it wasn’t long before he became a detective, bringing to justice those that dared break the laws he held so dear.
But time wore on them both. Seth became darker and moodier, seeing too many criminals get off due to technicalities or a corrupt legal system. James fought his own battles and decided to run for the city. He too had changed, taking shortcuts when necessary because he believed that the greater good was eventually being served. Some information here, an overlooking of paperwork there; in the end, James knew he was doing more good than harm.
That is until one piece of information ended his brother’s life as drug dealers were tipped to a raid by the police and had been prepared. James’ role in the death came up during an official investigation; now the underworld had gotten rid of two problems in one fell swoop.
Disgraced, James went home and tried to hang himself. Near death, he was visited by a spirit, a spirit who would not let James die and cursed him to find redemption by being the vessel that would house his brother’s soul, also cursed to limbo for Seth would not go until his thirst for vengeance had been satiated.
Seeing the error of their ways, the brothers seek to right wrongs and hopefully find themselves completely redeemed and lifted of the curse that binds them together in a life that is no life at all.
Personality/Motivation
Epitaph is motivated by one thing and one thing only: the desire to destroy the corruption in the city and bring to justice those that have caused it. Being a pawn of a higher power seeking justice means James Wilson can no longer lead a normal life until somehow the curse is lifted. He now has no family, no desire for romance and, with the exception of The Circle, no real friends.
While down, James is not without a sense of humor; in fact, his humor is what has managed to keep him sane while dealing wit the guilt and shame over having helped cause his brother’s demise. His brother Seth, as Epitaph, simply takes his job – destroying crime and protecting the innocent – quite seriously and enacts his cause with a grim and ruthless determination.
Quote
“Those from beyond the grave have read their verdict upon you… and the verdict is guilty.”
Powers/Tactics
Epitaph is a strong and relentless opponent and there is little that can hurt him. He is able to let others feel the cold grasp of death and the pain that it causes. Yet his most unusual power is to act as “Speaker of the Dead” for those spirits that have passed before. Seth can canvass the spirit world and find a spirit that can tell others about events that have transpired before in the hopes that whatever injustice that has been left unaddressed can now be righted.
Appearance
James is a tall, slight man and wears glasses. He has somewhat poor posture, partially due to the terrible self-image he has of himself. When Seth enters his body, the change to Epitaph is sudden. The skin becomes a chalky white and his breath is cold and fetid. The lean figure is obviously more powerful, animated with a resolute sense of justice.
Wolfjack
Jul 14th, '05, 01:08 PM
Here's the next charactrer in the group - Tomcat. All that's left is a Crusader re-do, The Clockwork Man and maybe a look at whre The Circle hangs out.
Tomcat - Tom
VAL CHA Cost Total Roll Notes
25 STR 15 25 14- HTH Damage 5d6 END [2]
27 DEX 51 27 14- OCV 9 DCV 9
23 CON 26 23 14-
15 BODY 10 15 12-
10 INT 0 10 11- PER Roll 14-
10 EGO 0 10 11- ECV: 3
20 PRE 10 20 13- PRE Attack: 4d6
18 COM 4 18 13-
16 PD 3 16 16 PD (8 rPD)
16 ED 3 16 16 ED (8 rED)
6 SPD 23 6 Phases: 2, 4, 6, 8, 10, 12
10 REC 0 10
46 END 0 46
40 STUN 0 40
15 RUN 0 15" END [3]
2 SWIM 0 2" END [1]
14 LEAP 0 14" 14" forward, 7" upward
CHA Cost: 145
Cost POWERS
27 Claws: Killing Attack - Hand-To-Hand 1d6+1 (2d6+1 w/STR), Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2) (40 Active Points); OIF (-1/2) - END=0
15 Fangs: HKA 1d6 (2d6 w/STR) - END=1
40 Lycanthropic Resilience: (Total: 60 Active Cost, 40 Real Cost) Physical Damage Reduction, Resistant, 50% (30 Active Points); Does Not Work Against Silver-Based Attacks Limited Type of Attack (-1/2) (Real Cost: 20) plus Energy Damage Reduction, Resistant, 50% (30 Active Points); Does Not Work Against Fire Attacks Limited Type of Attack (-1/2) (Real Cost: 20) - END=0
18 Lycanthropic Regeneration: Healing 3 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Does Not Heal Damage Caused By Silver Weapons Two or More Types of Damage (-1/2) - END=0
7 Leather Jacket: Armor (5 PD/5 ED) (15 Active Points); Activation Roll 13- (-3/4), OIF (-1/2) - END=0
18 Feline Muscles: Running +9" (15" total) - END=2
9 Feline Muscles: Leaping +9" (14" forward, 7" upward) - END=1
9 Heightened Senses: +3 PER with All Sense Groups - END=0
5 Nightsight: Nightvision - END=0
10 Tracking with Smell/Taste Group - END=0
20 Nine Lives: Luck 4d6 - END=0
POWERS Cost: 178
Cost MARTIAL ARTS
Fighting with Tooth And Claw
4 1) Avoid Harm: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5 2) Slashing Strike: 1/2 Phase, +1 OCV, +3 DCV, 7d6 Strike
3 3) Knockover: 1/2 Phase, +2 OCV, -1 DCV, 8d6 Strike, Target Falls
5 4) Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 7d6 +v/5; FMove
4 5) Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 50 STR vs. Grabs
8 6) +2 HTH Damage Class(es)
MARTIAL ARTS Cost: 29
Cost SKILLS
8 +4 with Claws
3 Acrobatics 14-
3 Breakfall 14-
3 Climbing 14-
3 Contortionist 14-
10 Defense Maneuver I-IV
2 KS: Movies 11-
2 KS: Lycanthropy Legends 11-
3 KS: Skateboard Culture 12-
3 Shadowing 11-
3 Stealth 14-
3 Streetwise 13-
2 Survival (Urban) 11-
SKILLS Cost: 48
Cost TALENTS
6 Combat Luck: 3 PD/3 ED
15 Combat Sense 11-
4 Lightning Reflexes: +4 DEX to act first with Claws
TALENTS Cost: 25
Value DISADVANTAGES
10 Distinctive Features: The Mark of The Beast in human form, noticed by those with the second sight (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
10 Distinctive Features: Mutant Not Concealable, Always Noticed and Causes Major Reaction, Detectable Only By Unusual Senses
15 Distinctive Features: Werecat Form (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
40 Enraged: Berserk Loses control on nights of the full moon (Common), go 14-, recover 8-
20 Psychological Limitation: Code Against Killing Very Common, Strong
10 Psychological Limitation: Adventurous & Free-spirited (Common, Moderate)
10 Psychological Limitation: Hates the water (Common, Moderate)
10 Psychological Limitation: Lonely for a real family (Uncommon, Strong)
10 Social Limitation: No legal status (Occasionally, Major)
20 Vulnerability: 2x STUN Silver Weapons Common
20 Vulnerability: 2x BODY Silver Weapons Common
DISADVANTAGES Points: 175
Base Pts: 200
Exp Required: 50
Total Exp Available: 50
Exp Unspent: 0
Total Character Cost: 425
Background/History
Tom doesn’t recall much of his life prior to being an adolescent; he simply woke up one day on the streets and never looked back because he had too much to do just keeping himself alive. He kept apart from other street kids and tried to make a life for himself as best as he could. The only problem was every month he would find himself far from home with no memory of the events of the past three nights. Yet soon tales would circulate about strange violent events and those that normally shunned Tom would come looking. Never the biggest fan of the authorities, Tom would leave town and try to keep ahead of the trouble that stayed on his heels.
It was during one full moon that Tom was discovered by Crusader and The Master, who quickly subdued him and brought him to The Circle. Once the madness of the moon had passed, they helped Tom understand who he was and what he was capable of. They also made the startling discovery that, unlike a true lycanthrope, Tom could actually change at will and to various degrees, based on his emotional levels. In an instant Tom could vary his appearance from being clean shaven to being entirely covered in a light furry down to being completely covered in a thick, golden fur.
He has since adapted well to being one of the good guys, finding the experience of being a hero quite a rush. While he is lonely for a real family he tries not to think about it much. Everything he has now is a whole lot better than anything he’s ever had before and besides, being sad isn’t much fun!
Personality/Motivation
Tom is actually a fairly laidback individually, despite his love of fun. He’s a true hedonist who enjoys lying sprawled in the sun in a rooftop hammock, out on the town taking in a club or running around a night getting his nose into things. He simply chooses to take his time about it. Keeping his life carefree also keeps him from thinking about deeper issues he’d rather not, like who he truly is and where he’s from. His life may be good now but there was a time when food was scarce and he didn’t have a place to call home. He is grateful for everything that he has and would do nothing to risk it. Fun-loving though he is, he’s fiercely protective of the Circle, the only real family he’s ever known and trusted.
Quote
“Hey, that magic spell was cool but look at what I can do with my claws!”
Powers/Tactics
Tom is a rarity, a mutant born with lycanthropy. He has the ability to change shape quite quickly whenever he wants but the curse of the disease is strong within him. During the monthly three nights of the full moon, Tom fights a constant battle for control of his monstrous self. He’d rather not risk what might occur and chooses to voluntarily lock himself away in a cell that Crusader constructed for deep in the bowels of the Circle’s headquarters.
Like all lycanthropes, Tom is resistant to injury and able to quickly regenerate from harm – to everything but silver, the bane of all werefolk. His claws are incredibly sharp and he is able to leap and run at tremendous speeds and agility. Crusader has helped Tom learn a fighting style that makes excellent use of his abilities, keeping him in close quarters with a foe, all the while in constant motion to keep from getting hit. The Clockwork Man grumpily refers to it as being "constantly underfoot".
Appearance
Tom has long strawberry blonde hair and a crooked smile, his ruddy face covered in freckles. He wears casual clothes and prefers a style best typified by American Eagle. He considers his black leather biker jacket lucky and is never without it. As Tomcat, his face lengthens and there’s hair everywhere. His fingers lengthen and the nails are replaced by sharp, retractable claws. Baggy clothes work best at keeping him feeling comfortable.
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