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GGU NPCs For Review


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Guest Worldmaker

Re: GGU NPCs For Review

 

First' date=' boost the x1.5 KB up to x2 KB, and then increase the number of dice to somewhere between 4 and 8, depending on how much it's meant to be an annoyance/schtick as compared to a dangerous power.[/quote']

 

Okay, done.

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Guest Worldmaker

Re: GGU NPCs For Review

 

The limitations on his autocannon are inappropriate. Your taking a -1/2 for something that charges implie anyway' date=' i suspect this comes form gadget pool type lims.[/quote']

 

How about "Can Only Be Reloaded At The HardCorps Base"? The implication is that he can't reload it in the field regardless of how charges normally work.

 

 

How is shoulder mounted worth a extra -1/2, details please. 0 dcv? full phase? these already exist so what is it?

 

Its not. "Bulky" is worth the extra -1/2. "Shoulder-mounted" is part of the descriptor "shoulder-mounted autocannon", telling you what the focus of the Multipower is.

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Guest Worldmaker

Re: GGU NPCs For Review

 

I would object to Real weapon as a lim' date=' especially on a 3d6+1 handgun. ( no real world examples )[/quote']

 

That's not what the Real Weapon limitation is about. The implication is that the gun works like a real weapon, meaning if its not cared for it jams up or misfires.

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Guest Worldmaker

Re: GGU NPCs For Review

Go-Go

Jasmine Bateman

Val Char Cost
10 STR 0
25 DEX 45
18 CON 16
10 BODY 0
10 INT 0
11 EGO 2
18 PRE 8
12 COM 1
4/12 PD 2
4/12 ED 0
12 SPD 45
10 REC 8
70 END 17
24 STUN 0
16" RUN 0
2" SWIM 0
2" LEAP 0
Characteristics Cost: 144

Cost Power END
60 Speed Dancer Tricks: Multipower, 60-point reserve
4u 1) Burn It Up: Flight 10", x64 Noncombat, Reduced Endurance (1/2 END; +1/4) (56 Active Points); Only In Contact With A Surface (-1/4) 2
3u 2) Machine Gun Punches: Hand-To-Hand Attack +10d6 (50 Active Points); Hand-To-Hand Attack (-1/2), Adds No Knockback To Character's Normal Strength (-1/4) 5
1u 3) Pump Up The Jam: Mind Control 8d6, Explosion (+1/2) (60 Active Points); Only vs. Men (-1), Single Command ("Stop What You Are Doing And Watch Go-Go Dance") (-1), No Range (-1/2), Restrainable (-1/2) 6
3u 4) Turn It Up: +4 SPD (40 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 4
10 Hyperdance Powers: Elemental Control, 20-point powers
13 1) Afterimages: +8 with DCV (40 Active Points); Activation Roll 13- (-3/4), Costs Endurance (Only Costs END to Activate; -1/4), Not vs. Opponents With Physical Targeting Senses (-1/4) 4
10 2) Hyperdance: Running +10" (16" total) (20 Active Points) 2
4 3) Hyperdodging I: Energy Damage Reduction, 50% (20 Active Points); Must Be Aware Of And Be Able To Respond To Incoming Attack (-1/2), Not vs. Area Effect Attacks (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) 2
5 4) Hyperdodging II: Physical Damage Reduction, 50% (20 Active Points); Must Be Aware Of And Able To Respond To Incoming Attack (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Not vs. Area Effect Attacks (-1/4) 2
16 Body Armor: Armor (8 PD/8 ED) (24 Active Points); OIF (Body Armor; -1/2) 0
13 Headset Radio: Mind Link , HardCorps class of minds, Specific Group of Minds, No LOS Needed, Number of Minds (x8) (35 Active Points); Only With Others Who Have Mind Link (-1), IAF (Headset Radio; -1/2), Does Not Provide Mental Awareness (-1/4) 0
Powers Cost: 142

Cost Martial Arts Maneuver
Natural Gymnastic Fighting
4 1) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3 2) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 3d6 Strike, Target Falls
5 3) Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 2d6 +v/5; FMove
4 4) Rebound Strike: 1/2 Phase, +2 OCV, +2 DCV, 4d6 Strike, Must Follow Block
Martial Arts Cost: 16

Cost Skill
16 +2 with All Combat
3 Acrobatics 14-
3 ArS: Modern Dance 14-
3 AS: Gymnastics 14-
3 Breakfall 14-
3 Contortionist 14-
3 Disguise 11-
Everyman Skills (Cost: 0)
0 1) Acting 8-
0 2) AK: Chicago, Illinois 11-
0 3) Climbing 8-
0 4) Computer Programming 8-
0 5) Concealment 8-
0 6) Conversation 8-
0 7) Deduction 8-
0 8) Language: English (idiomatic) (4 Active Points)
0 9) Paramedics 8-
0 10) Persuasion 8-
0 11) PS: Exotic Dancer 11-
0 12) Shadowing 8-
0 13) Stealth 8-
0 14) TF: Custom Adder, Small Motorized Ground Vehicles
3 Streetwise 13-
3 Teamwork 14-
Skills Cost: 40

Cost Talent
4 Double Jointed
24 Combat Luck (12 PD/12 ED)
Talents Cost: 28

Val Disadvantages
20 Hunted: Checkmate 8- (Mo Pow, NCI, Capture)
15 Hunted: Local Law Enforcement 8- (Mo Pow, NCI, Limited Geographical Area, Capture)
15 Hunted: The Vandolls 8- (Mo Pow, Harshly Punish)
15 Physical Limitation: Weird Biochemistry Requires Special Medical Care (Frequently, Greatly Impairing)
15 Psychological Limitation: Always Questions Orders (Very Common, Moderate)
15 Psychological Limitation: Brash and Impulsive (Common, Strong)
10 Psychological Limitation: Cannot Resist Taunting Her Opponents in Combat (Common, Moderate)
15 Psychological Limitation: Recovering Crystal Meth Abuser (Very Common, Moderate)
15 Psychological Limitation: Will Not Murder (Common, Strong)
5 Social Limitation: Disowned (Occasionally, Minor)
10 Unluck: 2d6
Disadvantage Points: 150
Cost Summary:Base Points:200Disadvantage Points: 150Experience Required: 20Total Experience Available: 20Total Character Cost: 370Height: 1.72 mHair: BrownWeight: 71.00 kgEyes: BrownAppearance: Jasmine Bateman stands tall and sleek favoring a hairstyle of cornrows leading into shoulder-length beaded braids. As Jasmine or as Go-Go, she wears a tight brown leather get up: vest, short jacket, pants, boots, and glove.Personality: Go-Go is always going. She is impulsive in spirit and constantly moving in action.

 

She can usually be found at Caliber's side. But it's not love, at least not for her. Nonetheless, Go-Go knows that she owes a lot to Caliber. She has some affection for him. But she's turned off by his violent side and is not certain if he loves her more than his big gun.

 

Go-Go is all but forgotten by her family. Her father, a wealthy commodities trader at the exchange, and her mother, executive secretary to the president of the Tribune, disowned her long ago. It was right after that time that she spray painted her tag all over two entire city blocks within the space of a minute on a dare. It was fun, and funny. But it made the news all over town and that was the last straw.

Quote:"Ain't gonna catch me, sucker!"Background: "Jazzie," He said. "Jazzie I got your stuff."

 

Jasmine Bateman was tired and very needful. She thrust her hand out at him, "Give it over, AJ. I needs it now. Give it over, man."

 

"Or what?! Or you're going to use your psycho powers to beat me up?" AJ spat out. "You know what that got you last time. One week without ice. That's what. Now you gets up there and dance. You know how to bring 'em in. Then I'll give you one. If you tease 'em, I'll give you three."

 

"I tol' you I ain't that kinda girl." Jasmine said as she heaved herself up off the couch, "I'll dance. Then you gots to give me one." She slammed the door behind her muttering, "asshole."

 

"You lucky, babe! You lucky you got moves! You lucky I like you!" She heard AJ's shouts as she made her way onto the stage.

 

She felt like hip-hop today, so when she passed T-Will, she flashed two fingers to him. Jasmine climbed up the stairs - they seemed so big and difficult. She could have taken them in practically no time, but just didn't want to. That was sort of how her life was going, anyways. One step up and she could already hear the din of the crowd. Two steps up and she could smell the acrid mixture of cigarette smoke, stale beer, and sweat. Three steps up and she could see the pathway of harsh stage lights piercing the haze of smoke. Four steps up and she could see the crowd - men and women from the neighborhood mostly, and mostly men. Five steps up and she was on the stage. The intro beat started pumping up from the speakers.

 

He was there sitting at the table in front of the stage. His looks were hard, but at the same time he was the only one not laughing or shouting. It almost seemed as if he understood. This was the fourth time this week that she saw him. And, in some ways it was comforting... Jasmine imagined that the man was her friend and he was looking out for her.

 

It was already two seconds into the jam and Jasmine realized that she wasn't dancing yet. So, she started. She moved to the beat very well and it was a fast beat. One sway to the beat at first, then two per beat. She was good and the crowd soon became quiet except for the occasional whistle or shout. Everyone was watching by the time that she was up to four sways per beat. It wasn't any different to her, but to everyone else, watching her dance was all that they could think of.

 

She kept it up for the required ten minutes and no more. That was the deal with AJ. She stopped abruptly and the crowd settled into less than their usual raucous din. Some of the patrons clamored for more. A few called out for a tease. But when it was clear that she was done, it was as before she started. Maybe about half the people left the club, having paid the fee only to see her dance. The others were waiting for the more raunchy entertainment. Jasmine was about to walk to the stairs and then down them quickly eager to collect her 'payment' from AJ.

 

But the man was there, seeming separate from the crowd he was in. He walked to the stage and assisted her down. The table that he left was already filled again.

 

The gnawing ache for ice hit Jasmine suddenly. She shivered and then turned away from the man, again getting ready to bolt for AJ. For the ice.

 

"Let's go Jazzie." Davis McLearty said as he put his leather jacket over her. "This isn't a good place for you. I have friends and they'll be your friends, too."

Jasmine was shaking with the ache for ice and quickly becoming covered with perspiration. Somehow she knew that he was going to help her out of this. She managed a smile and said, "OK. But remember, I ain't that kinda girl. And I don't ever want to be called Jazzie again."

 

A week later...

 

Jasmine settled into the aft bed of the Monaco Signature Castle RV. The aching for ice had diminished. No longer a boombox on full blast, it was now an everpresent fly's buzz always threatening to be amped up a few decibels. It was the end of a long journey that started the day that, with her newfound powers, she sprayed her tag over two blocks of downtown Chicago - the whole two blocks top to bottom. The end of a journey, but the beginning of a new life. As Davie floored the accelerator forcing the team's bus-sized vehicle up the Grapevine, Jasmine slept nearly peacefully for the first time in a long time.

Powers/Tactics: Go-Go is in many ways a classic speedster. Quickness rather than outright velocity is her forte. People also love to watch her hyperkinetic dance which is a mesmerizing blend of hip hop dancing and gymnastics.Campaign Use: Go-Go is an NPC active in the Guardians Universe.
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Re: GGU NPCs For Review

 

Go-Go: The mind control seems like it should get a few more limitations - first, Gestures (dancing), and second Must Keep Dancing To Maintain. IMO, this whole power would be better modeled with Mental Entangle.

 

Second, she has a lot of powers with Endurance Only to Activate and no real reason not to have them on whenever she's expecting trouble (especially because most of them aren't visible).

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Guest Worldmaker

Re: GGU NPCs For Review

Stone

James Stone

Val Char Cost
40 STR 30
24 DEX 42
30 CON 40
30 BODY 40
13 INT 3
10 EGO 0
25 PRE 15
10 COM 0
10/25 PD 2
10/25 ED 4
5 SPD 16
14 REC 0
60 END 0
65 STUN 0
6" RUN 0
2" SWIM 0
8" LEAP 0
Characteristics Cost: 192

Cost Power END
15 A Man Of Slate: Elemental Control, 30-point powers
30 1) Impenetrable Skin: Armor (15 PD/15 ED) (45 Active Points) 0
15 2) High Density Flesh I: Energy Damage Reduction, Resistant, 50% (30 Active Points) 0
15 3) High Density Flesh II: Energy Damage Reduction, Resistant, 50% (30 Active Points) 0
30 4) No Real Metabolism; Stone Structure: Life Support (Eating Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) (45 Active Points) 0
5 Dense Structure I: Lack Of Weakness (-5) for Resistant Defenses 0
10 Dense Structure II: Damage Resistance (10 PD/10 ED) 0
13 Super-Dense Fists: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2) 2
Powers Cost: 133

Cost Skill
5 +1 with HTH Combat
3 Breakfall 14-
Everyman Skills (Cost: 0)
0 1) Acting 8-
0 2) AK: Fort Knox, Kentucky 11-
0 3) Climbing 8-
0 4) Computer Programming 8-
0 5) Concealment 8-
0 6) Conversation 8-
0 7) Deduction 8-
0 8) Language: English (idiomatic) (4 Active Points)
0 9) Paramedics 8-
0 10) Persuasion 8-
0 11) PS: Criminal 11-
0 12) Shadowing 8-
0 13) Stealth 8-
0 14) TF: Custom Adder, Small Motorized Ground Vehicles
2 KS: Handguns 11-
3 KS: The Lifestyle of a Military Dependent 12-
3 KS: Prison Life 12-
4 Language: Spanish (Idiomatic)
3 PS: Mercenary Muscle 12-
3 Streetwise 14-
5 Tactics 13-
3 Teamwork 14-
2 WF: Small Arms
Skills Cost: 36

Val Disadvantages
15 Distinctive Features: Obvious Superhuman (Man of Stone) (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Hunted: Checkmate 8- (Mo Pow, NCI, Capture)
15 Hunted: Local Law Enforcement 8- (Mo Pow, NCI, Limited Geographical Area, Capture)
15 Hunted: The Vandolls 8- (Mo Pow, Harshly Punish)
15 Physical Limitation: Body of Stone (All the Time, Slightly Impairing)
20 Psychological Limitation: Feels Any Criticism He Receives Is True, Whether It Is Or Not (Common, Total)
15 Psychological Limitation: Taciturn (Common, Strong)
15 Psychological Limitation: Would Give His Life For HardCorps (Uncommon, Total)
20 Vulnerability: 2 x STUN Vibratory and Sonic Attacks (Common)
Disadvantage Points: 150
Cost Summary:Base Points:200Disadvantage Points: 150Experience Required: 11Total Experience Available: 11Total Character Cost: 361Height: 1.83 mHair: NoneWeight: 538.00 kgEyes: GrayAppearance: With a penchant for Matrix style black leather long coats and matching black leather pants, an observer could miss the red bandana and rose colored spectacles. He doesn’t actually need glasses, but they help hide his eyes (no whites or pupil, it is all gray). For shirts he tends toward simple white cotton t-shirts. He wears a shoulder holster and .38 special, sometimes just to make people wonder why.Personality: Stone has absorbed more of his father’s cold demeanor than even he is willing to admit. He would be a skinny nebbish if not for his immense strength and weight. Even with his obvious looks, it sometimes never dawns on an opponent that something is amiss until too late. He has a quiet force of will that brooks little interference in his goals.Quote:"Are you just dense? Heh. No actually I am."Background: James Stone's mother died in childbirth. His father, a military officer, was left to do the one thing he was unprepared to do: raise a son on his own. Honor prevented him from giving up his own son, but without the skills needed to relate to a young boy, later a teen, he ruined any chance of closeness again and again. His father didn't know how to relate to a child, so used discipline in place of anything else.

 

This is not to say he abused his son, but rather he presented his son a very cold home-life. Everything had to be just so. All chores had to be done within a certain time limit. There was a minimum standard for grades. The consequences of failing at any of these standards was painful and often humiliating. Expectations were always too high for reality. The boy was just not made of the same stuff as he. Gangly and thin even with the weight training his father insisted on, he was thin enough that the high school questioned his health. The stress of living like this wore on the James, until one day he couldn't take it any longer. Just short of his 17th birthday, James Stone ran away. He hasn't seen his father since.

 

He ended up in Los Angeles. What little money he brought with him was used quickly; eventually he was sleeping under bridges and eating out of dumpsters. One day, while he was "dumptser diving", he was found by members of the LA Bloods. They thought it was amusing to see a white kid, right around their own age, having to pick through garbage. They taunted him, threw things, hit him repeatedly, knocked him down... Until the amusement wore off. Then they decided to kill him. "We don't want no homeless white motherfucker in our hood."

 

The first shot appeared to miss. The second as well. Unamused, more of the gang pulled weapons and fired en masse. James went down, expecting to die any moment. The pain, followed by the fear, followed by an adrenal rush that made him stand up and look them in the eye as they gaped and the smoke cleared. The bullets had bounced. Stone's latent supergene kicked in, activated by his fear. The pain was not being shot, but having his body change suddenly into something else. The James Stone that stood up was made of gray slate.

 

The police never solved the multiple murder, but chalked it up to inter-gang violence. They didn’t look very hard because the damage done to the bodies really looked like an automobile impact. How five young men were trapped in an alley and smashed flat into the brick was not something they wanted to dwell on.

Powers/Tactics: Stone is a man who is every bit the statue he appears to be. His strength is increased and can focus his blows on such a small area so as to blow through most materials or armor like they were paper thin. His slate covered skin has a thick coating of bony rock plates that interlock and move with him, sometime leaving a faint residue of powdered stone. This layer can withstand great amounts of physical force, and to a lesser extent buffers energies coming at him as well. He does not eat, sleep, need to breathe in any way, cannot be harmed by variance of pressure or any known poison or chemical weapon. He does get older... so far.Campaign Use: Stone is an NPC active in the Global Guardians PBEM Universe.
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Guest Worldmaker

Re: GGU NPCs For Review

 

The Iron Legion

 

History and Origins: Captain Wayne Hightower was an elite forces commander in the United States Army before being dishonorably discharged out of the service. His court-martial, and that of his men, focused on the unit’s war crimes during the battles against the invasion of Kuwait by Iraq. Disgruntled, and with no desire to return to civilian life, Hightower organized his loyal men into a crack mercenary squad.

 

While prepping for one mission, Hightower’s group – now known in mercenary circles as "The Legion" – had arranged a meeting in Taiwan with the arms dealer known as the Weaponsmith. While the men were looking over his inventory, the Weaponsmith’s hideout was set upon by government forces. Using the weaponry at hand, the legion were able to fight off the raid, and extract the wounded Weaponsmith from the island nation.

 

The Weaponsmith was grateful to the band of mercenaries, who quickly explained that they only saved his hide so that they wouldn’t lose a reliable source of arms and equipment. The Weaponsmith went them one better. As payment for his rescue, he designed a set of powered armor suits for the team. Each had a standard set of defenses, utilities, and a common look, with just enough individualized capability to suit each team member's needs.

Their normal capacities as mercenaries enhanced a thousand-fold, the band renamed themselves the Iron Legion. Each wears an identical suit of black powered armor, differing only in component equipment. Each has a colored handprint on the left breast, giving each member his name.

 

Leader: Red

 

Area of Operation: Worldwide

 

Goals: The Iron Legion is a mercenary company of trained soldiers, using state-of-the-art equipment. They are motivated solely by money and need, yet they have retained a military code of honor that they believe make them superior to most cut-throat criminal mercenary groups.

 

Tactics: Captain Hightower is a career military man and a student of war. His team is focused and disciplined – a well-oiled fighting machine. They do the job, they leave. They cut their losses and they do not waste time or energy if possible. They are well prepared for most any contingency.

 

Relations: The Iron Legion are a solid military unit that has served together for over ten years. They hold complete loyalty to Hightower, and he to them. Each is willing to risk their lives for the other.

 

Reputation: The Iron Legion are considered to be one of the most reliable mercenary groups available for hire. They only take jobs that they are confident they can handle, and they almost always deliver. They are known to never quit on a contract, once made. As such, their reputations as mercenaries is beyond reproach.

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Guest Worldmaker

Re: GGU NPCs For Review

Yellow

Judith Gueron

Val Char Cost
45 STR 5
23 DEX 39
23 CON 26
10 BODY 0
23 INT 13
10 EGO 0
18 PRE 8
14 COM 2
5/20 PD 2
5/20 ED 0
5 SPD 17
8 REC 0
50 END 2
30 STUN 0
6" RUN 0
2" SWIM 0
9" LEAP 0
Characteristics Cost: 114

Cost Power END
40 Iron Legion Weapons Array: Multipower, 60-point reserve, (60 Active Points); all slots Battlesuit (-1/2) [Notes: Draws From Endurance Reserve]
4u 1) Electro-Pulse Cannon: Energy Blast 12d6 (60 Active Points) 6
4u 2) Halogen Burst: Sight Group Flash 12d6 (60 Active Points) 6
4u 3) Multi-Frequency Electroburst: Energy Blast 8d6, Penetrating (+1/2) (60 Active Points) 6
4u 4) Plasma Charge: Energy Blast 8d6, Armor Piercing (+1/2) (60 Active Points) 6
4u 5) Overloaded Plasma Charge: Killing Attack - Ranged 4d6 (60 Active Points) 6
10 Iron Legion Powered Armor Systems: Elemental Control, 30-point powers, (15 Active Points); all slots OIF (Powered Armor; -1/2)
20 1) Armor Plating: Armor (15 PD/15 ED) (45 Active Points) 0
10 2) Boot Jets: Flight 15" (30 Active Points) 3
7 3) Servo-Enhancement: +30 STR (30 Active Points); No Figured Characteristics (-1/2) 3
2 Internal Chronometer: Absolute Time Sense (3 Active Points); Battlesuit (-1/2)
2 Internal Compass: Bump Of Direction (3 Active Points); Battlesuit (-1/2)
3 Light Amplifiers: Nightvision (5 Active Points); Battlesuit (-1/2) 0
3 Polarized Eyepieces: Sight Group Flash Defense (5 points) (5 Active Points); OIF (Powered Armor; -1/2) 0
7 Radio Transceiver: Radio Perception/Transmission (Radio Group) (10 Active Points); Battlesuit (-1/2) 0
10 Range-Finding Laser: +2 with Ranged Combat
26 Sealed Environment: Life Support (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (39 Active Points); OIF (Powered Armor; -1/2) 0
13 Self-Recharging Battery: Endurance Reserve (100 END, 10 REC) (20 Active Points); Battlesuit (-1/2) 0
Powers Cost: 173

Cost Skill
20 +4 with Powered Armor Weapons Systems
10 +2 with Ranged Combat
5 Accurate Sprayfire
3 AS: Fitness Training 12-
3 Computer Programming 14-
3 Concealment 14-
5 Electronics 15-
Everyman Skills (Cost: 0)
0 1) Acting 8-
0 2) AK: Marseilles, France 11-
0 3) Climbing 8-
0 4) Computer Programming 8-
0 5) Concealment 8-
0 6) Conversation 8-
0 7) Deduction 8-
0 8) Language: French (Idiomatic) (4 Active Points)
0 9) Paramedics 8-
0 10) Persuasion 8-
0 11) PS: Electrical Engineer 11-
0 12) Shadowing 8-
0 13) Stealth 8-
0 14) TF: Custom Adder, Small Motorized Ground Vehicles
3 Jack of All Trades
2 1) PS: Computer Engineer (3 Active Points) 14-
2 2) PS: Mercenary (3 Active Points) 14-
2 3) PS: Powered Armor Technician (3 Active Points) 14-
2 4) PS: Sensor Technician (3 Active Points) 14-
2 KS: Known Metahumans Worldwide 11-
2 KS: The Military/Mercenary/Terrorist World 11-
3 KS: Powered Armor Maintenance 14-
3 KS: Powered Armor Systems 14-
3 KS: Standard Iron Legion Tactics 14-
3 Language: English (Idiomatic) (4 Active Points)
3 Mechanics 14-
3 Security Systems 14-
3 Stealth 14-
3 Systems Operation 14-
3 Teamwork 14-
2 Weaponsmith (Energy Weapons) 14-
Skills Cost: 93

Cost Talent
3 Absolute Time Sense
3 Bump Of Direction
Talents Cost: 6

Val Disadvantages
20 Hunted: Checkmate 8- (Mo Pow, NCI, Capture)
15 Hunted: Local Law Enforcement 8- (Mo Pow, NCI, Limited Geographical Area, Capture)
10 Hunted: The Weaponsmith 11- (Mo Pow, Watching)
15 Psychological Limitation: Cannot Look Weak (Common, Strong)
15 Psychological Limitation: Loyal To The Iron Legion... Even Violet (Common, Strong)
15 Psychological Limitation: One-Track Mind (Common, Strong)
10 Psychological Limitation: Overconfident (Common, Moderate)
5 Rivalry: Professional (Violet; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity (Judith Gueron) (Frequently, Major)
10 Unluck: 2d6
20 Vulnerability: 2 x Effect Mental Powers (Common)
Disadvantage Points: 150
Cost Summary:Base Points:200Disadvantage Points: 150Experience Required: 36Total Experience Available: 36Total Character Cost: 386Height: 1.52 mHair: BlackWeight: 47.00 kgEyes: BrownAppearance: Judith dresses always for casual comfort. Of course, being French, her ideas of casual comfort are a little different than the rest of the team. She like turtlenecks, and prefers black with a splash of yellow. Dresses and skirts are not for her. Her armor is canary yellow, with the usual black palm print.Personality: She is French, therefore the rest of the world is just a faded attempt to be more like France. She disdains American food and values, has a small wine drinking problem at times, and is one of those women who wear turtlenecks years round. Her favorite color is black, with a little bit of yellow in a sash or belt. She can speak perfectly formed English, but French. When angered, she can slip into a quiet fit of words that sound horrifying, unless you know French and can sound out the fact she is declaring the engine specifications of a 1992 Renault Sedan.

 

She has no history with the police or any government agency, making her something of an enigma to them. No one has so far connected the mousy mechanic working on the suits as the mysterious Yellow Legionaire.

Quote:"Its not my fault I'm better in the armor than she is."Background: Judith Gueron had no family to speak of, no life beyond various foster homes while growing up. She is a University dropout from Carnegie Mellon, where she met the man known as the Weaponsmith. She was in her second year of electronics and taking classes in the budding field of Assisted Reflex Motion Organic Retrofit -- ARMOR. That was what the stinking English called it anyway, and she detested the man teaching, if not the subject. When the Weaponsmith saw her projects, he was impressed by the amount of power she wrangled out of a student hardware, cobbled together from odds and ends donated by Industry.

 

With long mouse brown hair and dark eyes, a figure that is -- ahem-- boyish looking. She was a small woman with nothing intimidating about her stance. She had not caught many eyes and needed little excuse to leave the school to travel with him. He was less enthused when he found that she was a low level meta whose powers enhanced the function of electrical systems in contact with her. The systems she tuned soon dropped back to regular power levels once she stopped actively working with them.

 

She was skilled though, and learned to assist him in the creation of suits designed in repayment for a debt. Her Yellow suit is actually one of the prototypes --too little armor and too much emphasis on 'get out of the way' for the Iron Legion leader's taste. But he did appreciate how fine skill with the suit would make it an asset to his team, eventually. Judith found herself working with Americans, but the pay was enough to ignore the feelthy cheese burgers they ate so often.

 

In the armor she is a different person entirely. Confidence exudes from every move, and her reaction time rivals trained combat vets. Her skills with weapons are less advanced, but anything built into the suit she can use as if born with it. Inside the armor, with its telemetry guiding her she can slip out of sight and move in the blind spots of anyone she needs to. She seems to adjust to the targets she knows of, so a hidden observer would have normal chances of perceiving her --and she has some skill at evading sight in more normal fashion.

 

Her boost program allows her to divert power to a single system on the armor in a way that almost could let her fire like the heavier suits. In reality she mostly uses this power to increase her mobility in combat, whether by increasing the flight potential or increasing her suit's mechanically augmented agility. She took the suit far beyond the projected specs, which left the Weaponsmith with very little option but to let her finance her way out of his service and into the Iron Legion when they purchased the Violet suit.

 

She also assists in maintaining the suits for the group, a position well known to the military mind of Wayne Hightower. She does not 'get along' so well with his wife, but she is no great threat to her feminine dominance --except in the field, or more accurately, in the suit.

Powers/Tactics: Judith can increase the potential of any electronic system that can be worn in contact with her body, like a great violinist can wring heart rending music from any old fiddle.

 

Aside from that, her only real powers come from the Iron Legion Yellow Armor, and she's very good. She's also possesses a wide range of skills, making her a very formidable adversary and quite a good agent. In fact, she's built a reputation for herself as such.

Campaign Use: Yellow is an NPC active in the Global Guardians Universe.
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Guest Worldmaker

Re: GGU NPCs For ReviewThe GGU's version of Black Paladin.Black LionPlayer: NPC

Val Char Cost
30 STR 20
24 DEX 42
24 CON 28
20 BODY 20
13 INT 3
18 EGO 16
25 PRE 15
14 COM 2
10/22 PD 4
10/22 ED 5
5 SPD 16
15 REC 8
50 END 1
50 STUN 3
6" RUN02" SWIM06" LEAP0Characteristics Cost: 183
Cost Power END
82 Weapons of Darkness: Multipower, 165-point reserve, (165 Active Points); all slots OAF (Weapons; -1)
5u 1) Iceheart (Mace): (Total: 110 Active Cost, 46 Real Cost) Hand-To-Hand Attack +8d6 (40 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 16) plus Energy Blast 4d6, Reduced Endurance (0 END; +1/2), No Normal Defense (Life Support (Safe Environment: Intense Cold); +1) (50 Active Points); Linked (Hand-To-Hand Attack; -1/4) (Real Cost: 22) plus Drain SPD 2d6 (20 Active Points); Linked (Hand-To-Hand Attack; -1/2) (Real Cost: 8) 6
7u 2) Paingiver (Lance): (Total: 165 Active Cost, 66 Real Cost) Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR), +2 Increased STUN Multiplier (+1/2) (45 Active Points) (Real Cost: 22) plus Drain DEX 4d6, Reduced Endurance (0 END; +1/2), Delayed Return Rate (points return at the rate of 5 per Day; +1 1/2) (120 Active Points); Only Works If HKA Does Body (-1/2), Linked (Killing Attack - Hand-To-Hand; -1/4) (Real Cost: 44) 4
2u 3) Mazikeen's Claw (Dagger): (Total: 55 Active Cost, 23 Real Cost) Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR), Reduced Endurance (0 END; +1/2), Armor Piercing (+1/2) (20 Active Points) (Real Cost: 10) plus Drain DEX 2d6, Reduced Endurance (1/2 END; +1/4), Cumulative (+1/2) (35 Active Points); Only Works If Hand Killing Attack Does Body Damage (-1/2), Linked (Killing Attack - Hand-To-Hand; -1/4) (Real Cost: 13) 1
2u 4) Soul's Bane (Sword): (Total: 49 Active Cost, 22 Real Cost) Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Reduced Endurance (1/2 END; +1/4), Affects Desolidified Any form of Desolidification (+1/2), Armor Piercing (+1/2) (34 Active Points) (Real Cost: 17) plus Killing Attack - Hand-To-Hand 1 point (1/2d6 w/STR), Uncontrolled (Stops If Wounds Are Washed With Holy Water) (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (15 Active Points); Linked (Killing Attack - Hand-To-Hand; -1/2), Does Not Work If Hand Killing Attack Does No Body (-1/2) (Real Cost: 5) 1
30 Deadly Combatant: Find Weakness 11- with All Attacks 0
10 Devil's Mark: Power Defense (10 points) 0
24 Enchanted Armor: Armor (12 PD/12 ED) (36 Active Points); OIF (Plate Armor; -1/2) 0
5 Shield I: +2 with HTH Combat (10 Active Points); OAF (Shield; -1)
20 Shield II: Missile Deflection (Any Ranged Attack) 0
21 Undying I: Life Support (Eating Character does not eat; Longevity Immortal; Self-Contained Breathing; Sleeping Character does not sleep) 0
18 Undying II: Healing 2 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (50 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 0
Powers Cost: 226
Cost Martial Arts Maneuver
Weapons Combat (Cost: 34)
5 1) All-Out: 1/2 Phase, +1 OCV, -2 DCV, Weapon +4 DC Strike
4 2) Attack: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike
4 3) Charge: 1/2 Phase, +0 OCV, -2 DCV, Weapon +2 DC +v/5 Strike, FMove
4 4) Defend: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5 5) Probe: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike
4 6) Resist: 1/2 Phase, +0 OCV, +0 DCV, 45 STR to resist Shove; Block, Abort
4 7) Shove: 1/2 Phase, +0 OCV, +0 DCV, 45 STR to Shove
1 8) Weapon Element: Blades
1 9) Weapon Element: Polearms
1 10) Weapon Element: Shields
1 11) Weapon Element: Axes, Maces, and Picks
Martial Arts Cost: 34
Cost Skill
3 Analyze: Combat Techniques 12-
3 ArS: Dancing 14-
3 ArS: Poetry 14-
3 Animal Handler (Equines, Raptors) 14-
10 Defense Maneuver I-IV
0 High Society 16-
Knight Package (Cost: 23)
8 1) +1 with All Combat
6 2) Penalty Skill Levels: +2 vs. Mounted Combat Penalties with All Attacks
2 3) KS: Heraldry 11-
2 4) KS: Knights 11-
2 5) PS: Knight 11-
7 6) Riding 16-
3 7) WF: Common Melee Weapons, Lances
3 8) Cost of High Society
-10 9) Social Limitation: Treats Everyday People Like Peasants
3 Linguist
1 1) Language: English (Fluent Conversation) (2 Active Points)
1 2) Language: French (Completely Fluent) (3 Active Points)
2 3) Language: German (Completely Fluent) (3 Active Points)
2 4) Language: Greek (Completely Fluent) (3 Active Points)
0 5) Language: Italian (Idiomatic) (4 Active Points)
2 6) Language: Latin (Idiomatic) (4 Active Points)
1 7) Language: Spanish (Completely Fluent) (3 Active Points)
Medieval Everyman Skills (Cost: 0)
0 1) Acting 8-
0 2) AK: Ravenna, Italy 11-
0 3) Climbing 8-
0 4) Concealment 8-
0 5) Conversation 8-
0 6) Deduction 8-
0 7) Paramedics (Healing) 8-
0 8) Persuasion 8-
0 9) PS: Nobleman 11-
0 10) Shadowing 8-
0 11) Stealth 8-
2 Navigation (Land) 12-
Nobleman Package (Cost: 13)
3 1) Bureaucratics 14-
3 2) Conversation 14-
1 3) Fringe Benefit: Medieval Lordship
3 4) Oratory 14-
3 5) Cost of High Society
5 Rapid Attack (HTH)
3 Scholar
1 1) KS: Armageddon (2 Active Points) 11-
2 2) KS: Catholicism (3 Active Points) 12-
2 3) KS: Demons And Their Tricks (3 Active Points) 12-
2 4) KS: Otherworldly Creatures (3 Active Points) 12-
2 5) KS: Warfare (3 Active Points) 12-
9 Tactics 15-
Skills Cost: 98
Cost Perk
4 Reputation: Powerful Mystic Villain (A small to medium sized group) 8-, +4/+4d6
35 Follower (One 250 Point Demon Steed; See p. 63 Of The Hero Bestiary)
Perks Cost: 39
Cost Talent
18 Combat Sense 15-
4 Impressive
9 Ambidexterity (No Off Hand Penalty)
Talents Cost: 31
Val Disadvantages
15 Distinctive Features: Palpable Aura Of Evil And Menace (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Hunted: Tarot 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: Checkmate 8- (Mo Pow, NCI, Capture)
20 Hunted: Roman Catholic Church 8- (Mo Pow, NCI, Harshly Punish)
20 Physical Limitation: Damned (Infrequently, Fully Impairing, Custom Adder)
15 Psychological Limitation: Casual Killer (Common, Strong)
20 Psychological Limitation: Fearless (Common, Total)
20 Psychological Limitation: His Word Is His Bond (Common, Total)
Disadvantage Points: 150

Base Points: 200Experience Required: 261Total Experience Available: 261Experience Unspent: 0Total Character Cost: 611

Height: 2.00 m Hair: Black
Weight: 100.00 kg Eyes: Black
Appearance: A rather large man for his time, Antonio is of average height and has a muscular rock solid build. Battered by his battles numerous small scars criss-cross his face and the rest of his body. His hair, though curly, is closely cropped to his head and has a silky feel to it. Antonio's black eyes are extremely hard, and occasionally seem to swirl with an inky blackness when using his powers. He moves with the lithe grace of a hunting lion and has a powerful personality that can overwhelm many.

 

Antonio when fully armed and armoured wears a suit of mystically enchanted 16th century full plate that is enamelled black and the matching shield enamelled red with a black lion displayed prominently on it. It is from his heraldry that Antonio was labelled the Black Lion, or the Devil's Lion alternatively by Catholic and mystical scholars. With his various weapons stowed about him, Antonio is an ominous figure.

Personality: Antonio is madly in love with Maria his wife even after all these centuries. In fact he was and still is so in love with Maria he struck a deal with the Devil to ensure that he would survive the First Crusade and return to see her. That she died shortly before his return has driven Antonio ever since to seek his own destruction in battle.

 

Unlike some who would commit horrible deeds to draw heavens wrath onto themselves Antonio has instead kept to his knightly code, making his life almost one continuous battle. It doesn't matter if they are good or evil Antonio deliberately finds the powerful, challenges them to battle and fights his best while constantly hoping he will be destroyed. No foe is to powerful for Antonio to face, even if he came toe to toe with the Arch-Angel Michael he would leap to the challenge. That the Roman Catholic Church manages to keep resealing Antonio in a tomb is because the great power, skill and courage of its faithful who manage to best him in single combat and lead him back to his tomb honourably defeated.

 

Those who seek out his tomb and release him from it may make any request of him, and Antonio will see it through. Once freed by the Emperor himself in the 1770's Antonio personally destroyed several foes of his, yet was betrayed in the end when Machiavelli attempted to sacrifice Antonio to a demon in exchange for more power. Antonio slew the demon in vicious combat, and it was only Machiavelli's quick escape and Antonio's forced return to his tomb by a Knight of Malta that prevented him from hunting down Machiavelli immediately, a hunt now resumed with Black Rose at his side.

 

Yet for all his honor Antonio is evil not in a petty way, nor in the grossly carnal way, instead Antonio's evil stems from his willingness to bring about his destruction or return to his true loves side. If launching nuclear Armageddon would bring him closer to his goals Antonio wouldn't hesitate to launch it. His distorted view of love will one day lead to Antonio's final destruction or the worlds.

Quote:"Stand up and draw your weapon. I am a man of honor."Background: August 11th, 1096 AD

 

Coughing up a brownish piece of spittle onto the crossroads of two dusty tracks Antonio stood up straight again with the support of his horse. Shaking with fever chills under the blazing midday sun of the Holy Land Antonio cursed at the one he was waiting for. "Damn you Satan, I grow weary of waiting for you."

Having spent well over a year at this little Crusader outpost on the verge of the desert Antonio could only think of one thing, to get back alive to his true love and wife Maria and the little villa that was his outside of Ravenna. To rest with her in his arms under the old oak tree was heaven itself, a heaven he had been denying himself for well over two years by volunteering to join the Crusade against the barbarian Turks to recover the Holy Land. It was this desire to remain alive until he could once again rejoin his one true love that brought Antonio out here to the crossroads, where with the fever settling into him that had already taken half the garrison he would make a deal with the Devil himself to return home alive.

 

"So knight of the Cross you've come to make a deal have you." Turning around Antonio saw a striking man dressed like one of the local Jews who had appeared out of seemingly nowhere into the exact middle of the cross roads. In an instinctive movement Antonio started to make the sign of the cross but stopped. Looking the Devil straight in the eye Antonio said in a strangely calm voice "Indeed Satan what I want is to never die until I can rest contented with my true love in arms under the old oak tree at my villa."

 

Tapping his chin lightly the Devil looked Antonio in the eye; smiled and said in a slow drawl "You then shall never die until you rest contented with your true love under the old oak tree at your villa. The price is this: you will belong to me. No salvation awaits you, no reconciliation is possible, and you will have been cast down to hell as I was when I raised my legions against God." Smiling like a cat with a mouse between its paws the Devil continued on "Draw your sword and pledge allegiance to me, your new master."

 

Drawing his sword Antonio fell onto one knee as the fever tightened its grips on him. "I Antonio da Verucchio swear on my sword that my allegiance belongs to the Devil, Lucifer himself, and no other shall hold it." At those last words Antonio felt the world start to blur as the fever took a deeper grip into him and started to topple over he heard the Devil proclaim, "The bargain has been struck. You are now mine."

 

Stirring himself up from the crossroads Antonio casually brushed the dirt off his tunic. Wondering if he had a feverish dream Antonio looked to the cross roads where two hoof marks lay burnt into the ground. The deal had been struck Antonio would survive his time in the Crusade and return to Maria. Clambering aboard his horse he road towards the garrison leaving a cloud of dust that quickly covered the hoof marks.

 

June 3rd 1100 AD

 

Leaving the baggage train loaded down with all wealth Antonio had claimed as booty from the Crusade against the Turks behind the knight charged ahead. Maria awaited him in the villa where he planned on covering her not only with kisses but many jewels and fine clothes as well. Clattering in on his fine horse Antonio was greeted by cheers from his father's retainers who had recognized his standard of the white lion. Leaping off the horse Antonio was met by a mighty hug from his now white-bearded father.

 

Returning the hug with much affection Antonio held his father tight, then hands still grasped on his good fathers shoulders asked "But father, where is my wife, where is Maria?" A sad look passed over his fathers face and he answered, "She died of a chill this winters, a sudden and quick illness." It was then that Antonio felt the cruelness of the Devils grasp on his heart and bitter tears rolled down his face, never again would he see Maria in this life or the next. Shaken in his grief Antonio hardly heard his father say "But your son is growing healthy and strong indeed."

 

Rome, March 10th 1108

 

"I have ascertained that this is the Devil's work. No man could have survived that blow, and evils touch is marked deep upon him. See he remains bound by the presence of holy symbols and relics, only those who have sold themselves to the Devil shrink from the sight of them. Certain tests must follow, but if he cannot be harmed by earthly means, we must imprison him using heavenly ones."

 

Reaching down and touching the bound man the Bishop of Rome grunted as the man twitched away from his touch. The knight for hire, who had been part of the force hired to clear the roads near Rome of bandits, had been struck by a massive stone from one of the ruins inside the city after returning from a bloody skirmish wiping out another bandit gang. Badly crushed the man had been brought back to ensure he was given his last rites instead seeing what could be for him. Instead of dying from his wounds, the priest attending him had been startled to see the bones knitting themselves back together and had called for others to witness this. The Bishop had been called in and unfortunately discovered the true source of this miracle, a deal with the Devil. Antonio da Verucchio was damned, and clearly a minion of the Devil, it was up to the Bishop to see that another of the Devil's tools was locked away. A tomb to keep him entrapped until Judgement Day was the only solution. Sending orders out the Bishop only paused to use the power of God to seal the man in the chamber and prevent his escape.

 

Rome, June 11th 2004

 

Antonio da Verucchio awakened from his slumber to the sound of the tomb lid opening above him. This would be the fourth time someone had managed to release him from the tomb the Church kept managing to put him into. Always he sought his death in battle trying to draw the forces of both Heaven and Hell upon him, not to mention those of worldly man. Only then would he be free of this curse of never ending life, to join the torment of souls at the Devils hands forever. It was time once more to wield his blade and seek a way to join Maria in death.

 

As the last of the tomb lid slid away Antonio looked up into the bright white light and the light soprano voice saying, "Arise Sir Knight I have a task of vengeance that requires the assistance of my ancestor."

Powers/Tactics: First and foremost Antonio is a skilled knight, well trained in the weaponry of the medieval Italian warrior including daggers, swords, lances, maces and staffs. He can perform masterful feats of skills with these weapons, and is a highly trained combatant. Furthering his skills at arms, Antonio has equipped himself with enchanted weapons of the darkest sort, each capable of powerful magical effects.

 

Soulsbane is the sword Antonio swore his fateful deal with the Devil upon. Once made of serviceable steel it has slowly transformed over the years into a seemingly unbreakable black substance. Iceheart is a solid mace carved from a hunk of the most dense black ice. Paingiver is a lance made from a black oak tree from which druidic human sacrifices were hung. And Mazikeen's Claw is a dagger of meteoric iron that constantly drips a black poisonous ichor.

 

Furthering the already impressive skills and weapons Antonio has, the deal he made with the Devil has transformed him from a mortal man to one who is undying with a beyond mortal physique. Antonio is able to heal back from any wound.

Campaign Use: The Black Lion is an active NPC in the Global Guardians PBEM Universe.
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Re: GGU NPCs For Review

 

Wow, you and the auditors did a kick ass job cleaning up Black Lion.

 

I have a few suggestions

 

1) A few more inches of running would be useful say to 10" total

 

2) Perhaps a few more skill levels with Hand to Hand combat ~ he is after all supposed to be a skilled & powerful hand to hand fighter

 

3) Shouldn't he also have: Social Limitiation: Subject to Orders (The Devil). He's a knight in a classic feudal sense to the Devil after all.

 

Cheers, David

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Guest Worldmaker

Re: GGU NPCs For ReviewThe Black RosePlayer: NPC

Val Char Cost
13 STR 3
24 DEX 42
20 CON 20
10 BODY 0
25 INT 15
25 EGO 30
20 PRE 10
18 COM 4
5 PD 2
5 ED 1
5 SPD 16
10 REC 6
80 END 20
40 STUN 13
6" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 182
Cost Power END
134 Thaumaturgy: Variable Power Pool, 75 base + 59 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (149 Active Points); Magic Only (-1/4)
0 1) Aura of Green Flame: (Total: 70 Active Cost, 70 Real Cost) Absorption 4d6 (Energy, Linked Energy Blast), Can Absorb Maximum Of 53 Points' Worth Of Energy Damage (Real Cost: 34) plus Energy Blast 2d6, Armor Piercing (+1/2), Continuous (+1), Damage Shield (Affects Mental And Physical Attackers; +1) (35 Active Points) (Real Cost: 35) Real Cost: 69 3
0 2) Baleful Bonds of Balthus: Entangle 6d6, 6 DEF (60 Active Points); Entangle Has 1 BODY (-1/2), Cannot Form Barriers (-1/4) Real Cost: 34 6
0 3) Baleful Might of Baphomet: Aid Strength, Constitution, PD, and ED 3d6, Strength, Constitution, PD, And ED Simultaneously (+1) (60 Active Points) Real Cost: 60 0
0 4) Banish The Infernal: Dispel 16d6, Cumulative (+1/2) (72 Active Points); Only Summoned Demons (-1/2), Incantations (-1/4) Real Cost: 41 7
0 5) Bind Thy Soul: Mind Control 12d6, Telepathic (+1/4) (75 Active Points); Gestures (-1/4), Incantations (-1/4) Real Cost: 50 7
0 6) The Burning Glyph of Anguish: Ego Attack 5d6, Reduced Endurance (0 END; +1/2) (75 Active Points) Real Cost: 75 0
0 7) Boon Of The Infernal: Summon 375-point Demon (75 Active Points); Extra Time (5 Minutes, Only to Activate, -1), Incantations (-1/4), Gestures (-1/4) Real Cost: 30 7
0 8) Flames of Azazel: Killing Attack - Ranged 3d6, Area Of Effect (One Hex; +1/2) (67 Active Points) Real Cost: 67 7
0 9) Infernal Aid: Luck 5d6 (25 Active Points); Incantations (-1/4), Gestures (-1/4) Real Cost: 17 0
0 10) Know Thy Soul: Telepathy 10d6, Reduced Endurance (0 END; +1/2) (75 Active Points); Gestures (-1/4), Incantations (-1/4) Real Cost: 50 0
0 11) First Light of Lutharion: Energy Blast 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points) Real Cost: 75 3
0 12) Second Light of Lutharion: Sight Group Flash 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points) Real Cost: 75 3
0 13) Third Light of Lutharion: Energy Blast 6d6, Attack Versus Limited Defense (Sight Group Flash Defense; +1 1/2) (75 Active Points) Real Cost: 75 7
0 14) Fourth Light of Lutharion: Killing Attack - Ranged 3d6, Invisible Power Effects, Source Only (Fully Invisible; +1/2) (67 Active Points) Real Cost: 67 7
0 15) Fifth Light of Lutharion: Dispel Invisibility 25d6 (75 Active Points) Real Cost: 75 7
0 16) A Murder of Crows: Summon 144-point Flock of Crows, Slavishly Devoted (+1) (58 Active Points); Summoned Being Must Inhabit Locale (-1/2), Arrives Under Own Power (-1/2) Real Cost: 29 6
0 17) Sinister Speed of Pazuzu: Aid Dexterity And Speed 4d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Dexterity and Speed Simultaneously (+1/2) (70 Active Points) Real Cost: 70 0
0 18) Vipers of Vorkill: Dispel 18d6, Any Magical Power, One At A Time (+1/4) (67 Active Points) Real Cost: 67 7
0 19) Vitality Transfer: Transfer 2d6 (Target's Stun To Her Stun), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Area Of Effect Accurate (One Hex; +1/2), Ranged (+1/2) (67 Active Points) Real Cost: 67 7
0 20) Walk The Unseen Pathways: Teleportation 20", No Relative Velocity, Safe Blind Teleport (+1/4) (62 Active Points) Real Cost: 62 6
0 21) Ward The Body: Force Field (15 PD/15 ED/10 Mental Defense/10 Power Defense), Reduced Endurance (0 END; +1/2) (75 Active Points) Real Cost: 75 0
0 22) Walking The Worlds: Extra-Dimensional Movement (Related Group of Dimensions, Any Location (Mystic Dimensions)), x2 Increased Weight (35 Active Points) Real Cost: 35 3
16 Hidden Reserves of Magical Might: Endurance Reserve (120 END, 12 REC), Only To Power Thaumaturgy (+0) (24 Active Points); Personal Recovery (-1/2) 0
22 Magesense: Detect Magic 14- (Unusual Group), Discriminatory, Analyze, Range, Sense 0
5 Mental Wards: Mental Defense (20 points total) 0
80 Unleashing The Soul: (Total: 139 Active Cost, 80 Real Cost) Desolidification (affected by Magical and Mental Attacks), Reduced Endurance (0 END; +1/2) (60 Active Points); Leaves Helpless Body Behind (-1), Concentration (0 DCV; Character is totally unaware of nearby events; -3/4), Extra Time (Extra Segment, Only to Activate, Character May Take No Other Actions, -1/2) (Real Cost: 18) plus Invisibility to Sight, Smell/Taste, Touch and Hearing Groups , No Fringe, Reduced Endurance (0 END; +1/2) (67 Active Points); Linked (Desolidification; -1/4) (Real Cost: 54) plus Flight 6" (12 Active Points); Linked (Desolidification; -1/2) (Real Cost: 8) 1
Powers Cost: 257
Cost Skill
10 +2 with Ranged Combat
3 Analyze: Magic 14-
3 ArS: Dancing 13-
3 Conversation 13-
3 Deduction 14-
Everyman Skills (Cost: 0)
0 1) Acting 8-
0 2) AK: Ravenna, Italy 11-
0 3) Climbing 8-
0 4) Computer Programming 8-
0 5) Concealment 8-
0 6) Conversation 8-
0 7) Deduction 8-
0 8) Paramedics 8-
0 9) Persuasion 8-
0 10) PS: Wizard 11-
0 11) Shadowing 8-
0 12) Stealth 8-
0 13) TF: Custom Adder, Small Motorized Ground Vehicles
7 High Society 15-
3 Linguist
0 1) Language: Italian (idiomatic) (4 Active Points)
3 2) Language: Arabic (Completely Fluent)
1 3) Language: English (Completely Fluent) (3 Active Points)
2 4) Language: French (Idiomatic) (4 Active Points)
1 5) Language: Greek (Basic Conversation)
2 6) Language: Latin (Idiomatic) (4 Active Points)
2 7) Language: Spanish (Idiomatic) (4 Active Points)
2 Navigation (Dimensional) 14-
3 Oratory 13-
3 Persuasion 13-
9 Power: Magic 17-
3 PS: Wizard 14-
3 Scholar
2 1) KS: Alchemy (3 Active Points) 14-
2 2) KS: Antiques (3 Active Points) 14-
2 3) KS: Cosmic Entities (3 Active Points) 14-
2 4) KS: Demonology (3 Active Points) 14-
1 5) KS: Finance (2 Active Points) 11-
2 6) KS: Legendary Artifacts (3 Active Points) 14-
2 7) KS: Magic (3 Active Points) 14-
2 8) KS: Magical Traditions (3 Active Points) 14-
2 9) KS: Mercenary/Military/Terrorist World (3 Active Points) 14-
2 10) KS: Mystic Dimensions (3 Active Points) 14-
2 11) KS: Mystic Power Players Worldwide (3 Active Points) 14-
2 12) KS: Mystic World (3 Active Points) 14-
2 13) KS: Necromancy (3 Active Points) 14-
4 14) KS: Spell Research (5 Active Points) 16-
2 15) KS: Spirit World (3 Active Points) 14-
4 16) KS: Tarot (5 Active Points) 16-
3 Seduction 13-
9 Trading 16-
3 Traveler
2 1) AK: Cardiff, Wales (3 Active Points) 14-
2 2) AK: Italy (3 Active Points) 14-
2 3) AK: Mystic Places Worldwide (3 Active Points) 14-
2 4) AK: Ravenna, Italy (3 Active Points) 14-
2 5) AK: Rome, Italy (3 Active Points) 14-
Skills Cost: 126
Cost Perk
3 Reputation: One Of The Archmage's Apprentices (A large group) 8-, +3/+3d6
10 Money: Wealthy ($5,000,000 Annually)
27 Contact: The Rose Corporation (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact is slavishly loyal to character), Organization Contact (x3) (27 Active Points) 11-
Perks Cost: 40
Val Disadvantages
5 Distinctive Features: Strong Magical Aura (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)
20 Hunted: Tarot 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: Checkmate 8- (Mo Pow, NCI, Capture)
10 Hunted: The Mystic Community 8- (Mo Pow, NCI, Watching)
15 Physical Limitation: Damned (Infrequently, Fully Impairing)
15 Psychological Limitation: Aristocratic Attitude (Common, Strong)
20 Psychological Limitation: Hunts Tarot (Common, Total)
10 Psychological Limitation: Loves Magic (Common, Moderate)
15 Psychological Limitation: Ruthless (Common, Strong)
10 Reputation: Fallen Apprentice of the Archmage, 14- (Known Only To A Small Group)
10 Unluck: 2d6
Disadvantage Points: 150

Base Points: 200Experience Required: 255Total Experience Available: 255Experience Unspent: 0Total Character Cost: 605

Height: 1.83 m Hair: Black
Weight: 63.00 kg Eyes: Black
Appearance: A tall elegant young women, Catherine has long black hair, tied in a long braid that runs down her back. Her striking black eyes now only show two emotions, incredible grief and steely determination. Catherine most often wears well-cut black dresses using a variety of materials but all feature black roses incorporated into the fabric. A few simple rings and bracelets complete her clothing.Personality: Catherine is out for vengeance on Tarot and the Emperor for what he did to their family. Nothing can or will satisfy her, and it is even doubtful the grave could hold her back. She is willing to do anything as she already has hired mercenaries, released her undying ancestor from his tomb, and is willing to do much, much more. Anyone who interferes is asking for trouble.

 

Even in areas that one would suppose Catherine would have no skill or interest in like the world of finance have been attacked with a will by her. Selling off a good chunk of the families untouched treasure hoard Catherine has in less than sixty days quickly put together a small privately held investment company that has a wide range of investments and is slowly being to build the picture on Tarot using means magical, metahuman, and classic foot slogging. Her drive for revenge is taking Catherine in paths most mages never think of, that of the arcane world of high finance and organized crime.

 

Before the murder of her father, the destruction of the family's fortune, and the suicide of her brother, Catherine was a bright vivacious young mage who loved magic. She might have been arrogant, hot tempered, and aristocratic but given her families long roots they would be of little surprise. Catherine also loved beauty, finding it in nature, clothing, magic, and a variety of other sources.

Quote:"Don't get in my way!."Background: The da Verucchio family had always been rich no matter the changing fortunes around them, somehow they always seemed connected to the right people, or made the right choices. Even when a misstep was made the families' fortunes were restored through tangible wealth that was seemingly endless. Even after the Second World War the da Verucchio's bounced quickly back and created several fortunes in the shipping and other industries. Like all da Verucchio's Catherine was well connected and even in her earliest days always knew who to call and how to get what she wanted.

 

Catherine was merely another of a long line of da Verucchio beauties, quick- witted, skilled and with a strong personality. Another rose from a long line of them. Mysterious disturbances though seemed to follow her around and when finally an elegant lady of Pakistani origin explained to her baffled father that Catherine was a mage and was to become her apprentice in order that Catherine would learn to control her powers. Pedro, having read family journals of the deal an ancestor made with the Devil and his occasional return over the centuries, with few misgivings after the warning that untrained mages were a favorite target of demons, agreed to the apprenticeship and saw his daughter whisked off for several years and only the occasional visit.

 

Although one of the few apprentices the Archmage had studying under her, Catherine quickly rose to the joys and challenges of mage craft and enjoyed in learning more and more. Power and knowledge came easy to her grasp and magic was an ever-unfolding flower of delight. Released after her apprenticeship Catherine returned home to find a much more unhappy situation.

 

Pedro her father was quickly fading into death from a magical curse that even her magic couldn't break, as the other mage was far to strong. Roberto, her older brother after their father's funeral sagged under the duel pressures of grief and business. In the unhappy two years that followed the families fortune and wealth was slowly dribbled away and seized by a consortium of companies that used a range of legal and illegal means to gain control. In the end the only piece of property that remained was the families villa outside of Ravenna. All their other homes were stripped of the families' possessions and auctioned off.

 

It was though in the villa that Roberto hanged himself and Catherine discovered three things. Among her fathers most private papers she discovered where treasures including some dating back to the first Crusade were stored. Secondly she discovered the identity of Antonio da Verucchio, his story, and how to open his tomb. Finally she discovered through the use of her magic the identity of those who stripped everything from her family, Tarot and its top one of the most powerful mages on the planet, Machiavelli.

 

Swearing vengeance upon Tarot Catherine quickly worked to set her plot in motion, first to gather the items she needed to release Antonio da Verucchio, and then to slowly begin hunting down the Emperor and the rest of the leadership before breaking apart the organization. She would become a black rose, a symbol of death for Tarot.

Powers/Tactics: As a former apprentice to the Archmage Catherine is well trained in magic and can cast a wide range of spells that she can modify on the fly. Apart from that Catherine was trained in Kung Fu for self-defence in the Choy Lee Fut style, and is quickly learning how to survive in a fight in training with Antonio.Campaign Use: The Black Rose is an active NPC in the Global Guardians PBEM Universe.
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