Re: [Online Game]New 'Marvel: Next Generation' game
FIRST DRAFT OF NIGHTSTALKER
NIGHTSTALKER, aka 'John' Morlock
Val Char Cost Roll Notes
65 STR 55 22- Lift 204.8tons; 13d6 [6]
35 DEX 75 16- OCV: 12/DCV: 12
23 CON 26 14-
11 BODY 2 11-
24 INT 14 14- PER Roll 14-
11 EGO 2 11- ECV: 4
20 PRE 10 13- PRE Attack: 4d6
0+10 COM -5 9- / 11-
20 PD 7 Total: 20 PD (15 rPD)
20 ED 15 Total: 20 ED (15 rED)
7 SPD 25 Phases: 2, 4, 6, 7, 9, 11, 12
15 REC -6
66 END 10
56 STUN 0 Total Characteristic Cost: 230
Movement: Running: 12"/24"
Leaping: 20"/40"
Swimming: 2"/4"
Swinging: 30"/960"
Cost Powers END
Mutant Abilities
5 1) Shadow Vision: Nightvision 0
30 2) Tougher than Nails [combo Mutant and Symbiote]: Physical Damage Reduction, Resistant, 50% 0
30 3) Tougher than Nails II [combo Mutant and Symbiote]: Energy Damage Reduction, Resistant, 50% 0
10 4) Shadow Stealth: Invisibility to Sight Group (20 Active Points); Conditional Power Power Only Works In Darkness (-½), Requires A Stealth Roll (-½) 2
15 5) Damage Resistance [combo Mutant and Symbiote] (15 PD/15 ED) 0
12 6) Runner: Running +6" (12" total) 1
Symbiote Powers
10 1) Spider-Climbing: Clinging (normal STR) 0
7 2) Spider Leap: Leaping +7" (20" forward, 10" upward) 1
7 3) Symbiote Regeneration: Healing 1 BODY, Reduced Endurance (0 END; +½), Persistent (+½); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 ¼), Self Only (-½) 0
2 4) Spider Sense Blocking: Invisibility to Danger Sense , Reduced Endurance (0 END; +½), Persistent (+½) (6 Active Points); Limited Power Power loses almost all of its effectiveness (Only vs. Spider Sense; -2) 0
2 5) Symbiotic Mental Defense: Mental Defense (4 points total) 0
3 6) Chains/Psuedopods: Extra Limbs (4) (5 Active Points); Limited Manipulation (-¼), Nonpersistent (-¼) 0
3 7) Symbiote 'Shape Change': +10 COM (5 Active Points); Extra Time (Full Phase, Only to Activate, -¼), Nonpersistent (-¼)
75 Symbiote Powers: Multipower, 75-point reserve
1u 1) Instant Change (any clothing): Cosmetic Transform 2d6 (Clothing into costume and vice-versa), Improved Target Group (+¼) (12 Active Points); Limited Target Limited (-½) 1
5u 2) Weaponry / Bite: HKA 3 ½d6 (7d6+1 w/STR) (55 Active Points) 5
7u 3) Chain Web: Entangle 8d6, 7 DEF (75 Active Points) 7
5u 4) Chains/Psuedopods: Stretching 12", Reduced Endurance (½ END; +¼) (75 Active Points); Limited Body Parts (Psuedopods Only; -¼), Always Direct (-¼) 3
6u 5) Swinging: Swinging 30", x32 Noncombat, Reduced Endurance (½ END; +¼) (62 Active Points) 2
Combat Training plus Spider-Fu
Maneuver OCV DCV Notes
4 Fast Strike +2 +0 15d6 Strike
4 Charge +0 -2 15d6 +v/5 Strike, FMove
3 Legsweep +2 -1 14d6 Strike, Target Falls
5 Flying Grab -2 -1 Grab Two Limbs, 75 STR for holding on; FMove
4 Reversal -1 -2 80 STR to Escape; Grab Two Limbs
4 Martial Block +2 +2 Block, Abort
5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove
Perks
3 The Nightstalker: Reputation: Vigilante (A small to medium sized group) 11-, +3/+3d6
4 Contact: SpiderMan (Contact has extremely useful Skills or resources, Contact limited by identity, Good relationship with Contact) 8-
Talents
24 Spider Sense: Danger Sense (self only, out of combat, Function as a Sense) 16-
17 Instinctual Fighting: Combat Sense 16-
Skills
0 Acting 8-
0 Conversation 8-
0 Deduction 8-
0 Paramedics 8-
0 Persuasion 8-
0 Language: English (completely fluent; literate) (4 Active Points)
0 Sewer Dweller
0 1) PS: Homeless 11-
3 2) AK: Campaign City 14-
3 3) AK: Sewers 14-
3 4) Concealment 14-
3 5) Security Systems 14-
3 6) Lockpicking 16-
3 7) Shadowing 14-
3 8) Streetwise 13-
3 9) Stealth 16-
4 10) Survival (Underground, Urban) 14-
0 Spider Skills
3 1) Acrobatics 16-
3 2) Breakfall 16-
3 3) Climbing 16-
3 4) Contortionist 16-
3 5) Power: Spider-Skills 16-
5 6) Sweep as a half phase action: Rapid Attack (HTH)
10 7) Two-Weapon Fighting (HTH) (Ignore the -3 penalty for Off hand, ignore the first -2OCV penalty for Sweep, Only -2 DCV instead of Half DCV)
Total Powers & Skill Cost: 370
Total Cost: 600
450+ Disadvantages
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
0 Distinctive Features: Bony Protrusions from Mutations (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Rivalry: Professional (Arachne), Rival is More Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Unaware of Rivalry
15 Hunted: Carnage No idea where it is ATM 8- (Mo Pow, Harshly Punish)
15 Hunted: Venom Scorpion now wears it 8- (Mo Pow, Harshly Punish)
10 Watched: Apocalpyse 8- (Mo Pow, NCI, Watching)
5 Watched: SpiderMan 8- (Mo Pow, Watching)
10 Money: Destitute
20 Psychological Limitation: Code Against Killing (Common, Total)
15 Psychological Limitation: Talks to the Symbiote (Very Common, Moderate)
10 Psychological Limitation: Wants to find out about his old life (Common, Moderate)
10 Social Limitation: No Identity (Frequently, Minor)
10 Reputation: Threat or Menace, 11-
10 Enraged: Symbiote Control: When attacked by another Symbiote (Uncommon), go 8-, recover 11-
Total Disadvantage Points: 600
Background/History: It seems a fantasy when Morlock 'remembers' his days as a brilliant scientist under the employ of Dr. Henry Philip McCoy (known in this timelime as The Dark Beast). Only fragments of memory remain, and these can't be trusted either...
He can piece together shattered thoughts of accelerating mutant genes, with failed experiments being thrown into the sewers, appropriately dubbed the 'Morlocks'. It is this word that he takes his name from, for he can remember no other.
His immense strength, durability, and reflexes, coupled with his ability to hide himself in shadows, have allowed him to live in these sewers, avoiding detection and capture... He has searched for any others like him down here, but to no avail, they seem to have been wiped out. He has watched from below, learning about the world above, wanting to be there but knowing his mutated body would not be welcomed...
And so he waited, living off what scraps he could, learning how to follow people unnoticed, to enter buildings and bypass securities, studying his surroundings thoroughly, learning how to survive the best he could.
Until that fateful day when Patrick Mulligan, one of New York City's finest cops [and host to the symbiote known as Toxin, the offspring of Carnage] lost his life and the symbiote needed a new host.
It was that day the Nightstalker was born.
Personality/Motivation: Morlock wishes nothing more than to have a life among other people. He knows he was robbed of a life, but can't piece together what it was all about. He is tormented in his dreams by an unpredictable cycle of the warm fuzzy moments in the life of a brilliant scientist and the atrocities that he committed under the leadership of Dr. McCoy. It is made worse by the fact that he retains his vast intellect but can no longer remember any of his training - nor could he even access a library before the symbiote came along.
With Toxin, the symbiote, Morlock has a new lease on life. He can now go outside in the surface world thanks to it's shapechanging abilities. He has thoughts of being a hero now, through the symbiotes memories and his own need for redemption. Toxin has also made friends with Spiderman while attached to Patrick Mulligan, and Morlock hopes to further that relationship as well. He wants to thank Spiderman for the words of wisdom that echo through his head.
With great power comes great responsibility.
Quote: "The night belongs to me, evil one."
Powers/Tactics: Similar to SpiderMan, Venom and Carnage.
He can Leap, Swing, Create Weaponry, Bite, Entangle, use Martial Arts, is tough as nails, and much stronger than the other symbiotes.
Appearance:
Last edited by radioKAOS; May 23rd, '06 at 12:00 AM.
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